#include #include "math.h" #include "global.h" #include "locutils.h" #include "text.h" #include "monster.h" #include "fields.h" char terrain_blocked[256] = {0,0,0,0,0,5,5,1,5,5, 1,5,5,1,5,5,1,5,5,5, 5,5,5,5,5,5,5,5,5,5, 5,5,5,5,5,5,0,0,0,0, 0,0,0,0,0,0,0,0,0,0, 3,3,3,3,3,3,3,3,3,3, 3,3,3,0,3,0,0,0,0,0, 0,3,0,0,3,2,2,4,2,0, 0,0,4,0,0,0,3,4,0,0, 0,5,5,0,0,4,0,0,0,0, 5,5,1,5,5,5,5,0,4,0, 5,4,5,5,5,5,4,5,5,1, 5,5,5,5,0,4,0,5,5,5, 5,4,5,5,1,5,5,5,5,0, 4,0,5,5,5,5,5,4,4,4, 0,0,2,0,4,4,4,4,4,4, 4,4,4,4,5,4,4,4,0,0, 0,0,0,0,4,4,4,4,4,4, 4,4,4,4,0,4,0,2,4,4, 4,0,4,0,4,0,0,0,4,4, 0,0,4,4,4,4,4,4,4,0, 0,4,0,4,4,0,4,2,2,2, 2,2,2,2,2,2,2,2,5,5, 2,2,0,0,0,0,0,2,2,2, 2,2,2,2,2,0,0,0,0,0, 0,0,4,4,4,3}; short short_can_see(); Boolean combat_pt_in_light(); extern short town_size[3]; location obs_sec; location which_party_sec; extern party_record_type far party; extern piles_of_stuff_dumping_type *data_store; extern piles_of_stuff_dumping_type2 *data_store2; extern talking_record_type far talking; extern scenario_data_type far scenario; extern current_town_type far c_town; extern short overall_mode,which_combat_type,current_pc,town_type; extern big_tr_type far t_d; extern outdoor_record_type far outdoors[2][2]; extern unsigned char far out[96][96]; extern unsigned char far out_e[96][96]; extern unsigned char far combat_terrain[64][64]; extern location pc_pos[6],center; extern pc_record_type far adven[6]; extern Boolean belt_present,web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall; extern unsigned char far map_graphic_placed[8][64]; // keeps track of what's been filled on map location light_locs[40]; short num_lights = 0; char d_s[60]; //// void set_terrain_blocked() { short i; for (i = 0; i < 256; i++) terrain_blocked[i] = scenario.ter_types[i].blockage; } short dist(location p1,location p2) { return (short) sqrt((double)((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y))); } short ex_sqrt(short val) { return (short) sqrt((double)(val)); } short vdist(location p1,location p2) { short i,j; i = a_v((short) (p1.x - p2.x)); j = a_v((short) (p1.y - p2.y)); return max(i,j); } Boolean adjacent(location p1,location p2) { if ((a_v((short) (p1.x - p2.x)) <= 1) && (a_v((short) (p1.y - p2.y)) <= 1)) return TRUE; else return FALSE; } Boolean point_onscreen(location center,location check) { if ((a_v((short) (center.x - check.x)) <=4) && (a_v((short) (center.y - check.y)) <= 4)) return TRUE; else return FALSE; } short set_direction (location old_pt, location new_pt) { if (old_pt.x == new_pt.x) if (old_pt.y > new_pt.y) return 0; else return 4; if (old_pt.x > new_pt.x) { if (old_pt.y > new_pt.y) return 7; if (old_pt.y < new_pt.y) return 5; return 6; } if (old_pt.y > new_pt.y) return 1; if (old_pt.y < new_pt.y) return 3; return 2; } location global_to_local(location global) { location local; local = global; if (party.i_w_c.x == 1) local.x = local.x - 48; if (party.i_w_c.y == 1) local.y = local.y - 48; return local; } location local_to_global(location local) { location global; global = local; if (party.i_w_c.x == 1) global.x = global.x + 48; if (party.i_w_c.y == 1) global.y = global.y + 48; return global; } Boolean loc_off_world(location p1) { if ((p1.x < 0) || (p1.x > town_size[town_type]) || (p1.y < 0) || (p1.y > town_size[town_type])) return TRUE; else return FALSE; } Boolean loc_off_act_area(location p1) { if ((p1.x > c_town.town.in_town_rect.left) && (p1.x < c_town.town.in_town_rect.right) && (p1.y > c_town.town.in_town_rect.top) && (p1.y < c_town.town.in_town_rect.bottom)) return FALSE; return TRUE; } location get_cur_loc() { switch (overall_mode) { case 0: case 35: return party.p_loc; break; case 1: case 2: case 3: case 4: case 36: return c_town.p_loc; break; default: return pc_pos[current_pc]; break; } } short short_can_see(shortloc p1,shortloc p2) { location s1,s2; s1.x = (char) p1.x; s1.y = (char) p1.y; s2.x = (char) p2.x; s2.y = (char) p2.y; return (can_see(s1,s2,0)); } Boolean is_lava(short x,short y)//// { unsigned char ter; ter = coord_to_ter(x,y); if (scenario.ter_types[ter].picture == 404) return TRUE; else return FALSE; } short can_see(location p1,location p2,short mode) //short mode; // 0 - normal 1 - counts 1 for blocked spaces or lava (used for party placement in // town combat) // 2 - no light check { short dx,dy,count,storage = 0; if (is_combat()) { // Light check if ((mode != 2) && (combat_pt_in_light(p2) == FALSE)) { return 6; } } else { if ((mode != 2) && (pt_in_light(p1,p2) == FALSE)) { return 6; } } if (p1.y == p2.y) { if (p1.x > p2.x) { for (count = p2.x + 1; count < p1.x; count++) { storage = storage + get_obscurity(count, p1.y); if (((terrain_blocked[coord_to_ter(count,p1.y)] > 2) || (is_lava(count,p1.y) == TRUE)) && (mode == 1)) return 5; } } else { for (count = p1.x + 1; count < p2.x; count++) { storage = storage + get_obscurity(count, p1.y); if (((terrain_blocked[coord_to_ter(count,p1.y)] > 2) || (is_lava(count,p1.y) == TRUE)) && (mode == 1)) return 5; } } return storage; } if (p1.x == p2.x) { if (p1.y > p2.y) { for (count = p1.y - 1; count > p2.y; count--) { storage = storage + get_obscurity(p1.x, count); if (((terrain_blocked[coord_to_ter(p1.x,count)] > 2) || (is_lava(p1.x,count) == TRUE)) && (mode == 1)) return 5; } } else { for (count = p1.y + 1; count < p2.y; count++) { storage = storage + get_obscurity(p1.x, count); if (((terrain_blocked[coord_to_ter(p1.x,count)] > 2) || (is_lava(p1.x,count) == TRUE)) && (mode == 1)) return 5; } } return storage; } dx = p2.x - p1.x; dy = p2.y - p1.y; if (ex_abs(dy) > ex_abs(dx)) { if (p2.y > p1.y) { for (count = 1; count < dy; count++) { storage = storage + get_obscurity(p1.x + (count * dx) / dy, p1.y + count); if ( ((terrain_blocked[coord_to_ter(p1.x + (count * dx) / dy,p1.y + count)] > 2) || (is_lava(p1.x + (count * dx) / dy,p1.y + count) == TRUE)) && (mode == 1)) return 5; } } else { for (count = -1; count > dy; count--) { storage = storage + get_obscurity(p1.x + (count * dx) / dy, p1.y + count); if ( ((terrain_blocked[coord_to_ter(p1.x + (count * dx) / dy, p1.y + count)] > 2) || (is_lava(p1.x + (count * dx) / dy, p1.y + count) == TRUE)) && (mode == 1)) return 5; } } return storage; } if (ex_abs(dy) <= ex_abs(dx)) { if (p2.x > p1.x) { for (count = 1; count < dx; count++) { storage = storage + get_obscurity(p1.x + count, p1.y + (count * dy) / dx); if (((terrain_blocked[coord_to_ter(p1.x + count,p1.y + (count * dy) / dx)] > 2) || (is_lava(p1.x + count,p1.y + (count * dy) / dx) == TRUE)) && (mode == 1)) return 5; } } else { for (count = -1; count > dx; count--) { storage = storage + get_obscurity(p1.x + count, p1.y + (count * dy) / dx); if ( ((terrain_blocked[coord_to_ter(p1.x + count,p1.y + (count * dy) / dx)] > 2) || (is_lava(p1.x + count,p1.y + (count * dy) / dx) == TRUE)) && (mode == 1)) return 5; } } return storage; } if (storage > 5) return 5; else return storage; } short get_obscurity(short x,short y) { unsigned char what_terrain; short store; what_terrain = coord_to_ter(x,y); if ((what_terrain >= 237) && (what_terrain <= 242)) return 1; store = get_blockage(what_terrain); if (is_town()) { if (special(x,y)) store++; } if ((is_town()) || (is_combat())) { if (is_web(x,y)) store += 2; if ((is_fire_barrier(x,y)) || (is_force_barrier(x,y))) return 5; if ((is_crate(x,y)) || (is_barrel(x,y))) store++; } return store; } unsigned char coord_to_ter(short x,short y) { char what_terrain; if ((overall_mode == 0) || (overall_mode == 35)) what_terrain = out[x][y]; else if (((overall_mode > 0) && (overall_mode < 10))|| (overall_mode == 36)) what_terrain = t_d.terrain[x][y]; else { what_terrain = combat_terrain[x][y]; } return what_terrain; } Boolean is_container(location loc) { unsigned char ter; short i; if ((is_barrel(loc.x,loc.y)) || (is_crate(loc.x,loc.y))) return TRUE; ter = coord_to_ter(loc.x,loc.y); if (scenario.ter_types[ter].special == 14) return TRUE; return FALSE; } void update_explored(location dest) { shortloc shortdest,look; shortloc see1,see2; location look2; short see_val; shortdest.x = (short) dest.x; shortdest.y = (short) dest.y; which_party_sec.x = party.outdoor_corner.x + party.i_w_c.x; which_party_sec.y = party.outdoor_corner.y + party.i_w_c.y; if (overall_mode == 0) { out_e[dest.x][dest.y] = 2; for (look.x = shortdest.x - 4; look.x < shortdest.x + 5; look.x++) for (look.y = shortdest.y - 4; look.y < shortdest.y + 5; look.y++) { if ((look.x == minmax(0,95,look.x)) && (look.y == minmax(0,95,look.y))) { if (out_e[look.x][look.y] == 0) if (short_can_see(shortdest, look) < 5) out_e[look.x][look.y] = 1; } } } if (overall_mode > 0) { make_explored(dest.x,dest.y); for (look2.x = max(0,dest.x - 4); look2.x < min(town_size[town_type],dest.x + 5); look2.x++) for (look2.y = max(0,dest.y - 4); look2.y < min(town_size[town_type],dest.y + 5); look2.y++) if (is_explored(look2.x,look2.y) == FALSE) if ((can_see(dest, look2,0) < 5) && (pt_in_light(dest,look2) == TRUE)) make_explored(look2.x,look2.y); } } // All purpose function to check is spot is free for travel into. Boolean is_blocked(location to_check) { short i,gr; location check_loc; unsigned char ter; if (is_out()) { if (impassable(out[to_check.x][to_check.y]) == TRUE) { return TRUE; } if (same_point (to_check,party.p_loc) == TRUE) return TRUE; for (i = 0; i < 20; i++) if ((party.out_c[i].exists) == TRUE) if (same_point(party.out_c[i].m_loc, to_check) == TRUE) return TRUE; return FALSE; } if ((is_town()) || (is_combat())) { ter = (is_town()) ? t_d.terrain[to_check.x][to_check.y] : combat_terrain[to_check.x][to_check.y]; gr = scenario.ter_types[ter].picture; // Terrain blocking? if (impassable(ter) == TRUE) { return TRUE; } // Keep away from marked specials during combat if ((is_combat()) && (gr <= 212) && (gr >= 207)) return TRUE; if ((is_combat()) && (gr == 406)) return TRUE; // Party there? if (is_town()) if (same_point (to_check,c_town.p_loc) == TRUE) return TRUE; if (is_combat()) for (i = 0; i < 6; i++) if ((adven[i].main_status == 1) && (same_point (to_check,pc_pos[i]) == TRUE)) return TRUE; // Monster there? if (monst_there(to_check) < 90) return TRUE; // Magic barrier? if (is_force_barrier(to_check.x,to_check.y)) return TRUE; return FALSE; } return TRUE; } Boolean monst_on_space(location loc,short m_num) { short i,j; if (c_town.monst.dudes[m_num].active == 0) return FALSE; if ((loc.x - c_town.monst.dudes[m_num].m_loc.x >= 0) && (loc.x - c_town.monst.dudes[m_num].m_loc.x <= c_town.monst.dudes[m_num].m_d.x_width - 1) && (loc.y - c_town.monst.dudes[m_num].m_loc.y >= 0) && (loc.y - c_town.monst.dudes[m_num].m_loc.y <= c_town.monst.dudes[m_num].m_d.y_width - 1)) return TRUE; return FALSE; } short monst_there(location where) // returns 90 if no { short i; for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active != 0) && (monst_on_space(where,i) == TRUE)) return i; return 90; } Boolean monst_can_be_there(location loc,short m_num) { short i,j; location destination; // First clear monst away so it doesn't block itself c_town.monst.dudes[m_num].m_loc.x += 100; for (i = 0; i < c_town.monst.dudes[m_num].m_d.x_width; i++) for (j = 0; j < c_town.monst.dudes[m_num].m_d.y_width; j++) { destination.x = loc.x + i; destination.y = loc.y + j; if ((is_blocked(destination) == TRUE) || (loc_off_act_area(destination) == TRUE)) { c_town.monst.dudes[m_num].m_loc.x -= 100; return FALSE; } } c_town.monst.dudes[m_num].m_loc.x -= 100; return TRUE; } Boolean monst_adjacent(location loc,short m_num) { short i,j; location destination; for (i = 0; i < c_town.monst.dudes[m_num].m_d.x_width; i++) for (j = 0; j < c_town.monst.dudes[m_num].m_d.y_width; j++) { destination.x = c_town.monst.dudes[m_num].m_loc.x + i; destination.y = c_town.monst.dudes[m_num].m_loc.y + j; if (adjacent(destination,loc) == TRUE) return TRUE; } return FALSE; } Boolean monst_can_see(short m_num,location l) { short i,j; location destination; for (i = 0; i < c_town.monst.dudes[m_num].m_d.x_width; i++) for (j = 0; j < c_town.monst.dudes[m_num].m_d.y_width; j++) { destination.x = c_town.monst.dudes[m_num].m_loc.x + i; destination.y = c_town.monst.dudes[m_num].m_loc.y + j; if (can_see(destination,l,0) < 5) return TRUE; } return FALSE; } Boolean party_can_see_monst(short m_num) { short i,j; location destination; for (i = 0; i < c_town.monst.dudes[m_num].m_d.x_width; i++) for (j = 0; j < c_town.monst.dudes[m_num].m_d.y_width; j++) { destination.x = c_town.monst.dudes[m_num].m_loc.x + i; destination.y = c_town.monst.dudes[m_num].m_loc.y + j; if (party_can_see(destination) < 6) return TRUE; } return FALSE; } Boolean can_see_monst(location l,short m_num) { short i,j; location destination; for (i = 0; i < c_town.monst.dudes[m_num].m_d.x_width; i++) for (j = 0; j < c_town.monst.dudes[m_num].m_d.y_width; j++) { destination.x = c_town.monst.dudes[m_num].m_loc.x + i; destination.y = c_town.monst.dudes[m_num].m_loc.y + j; if (can_see(l,destination,0) < 5) return TRUE; } return FALSE; } Boolean outd_is_blocked(location to_check) { short i; if (overall_mode == 0) { if (impassable(out[to_check.x][to_check.y]) == TRUE) { return TRUE; } for (i = 0; i < 10; i++) if ((party.out_c[i].exists) == TRUE) if (same_point(party.out_c[i].m_loc, to_check) == TRUE) return TRUE; return FALSE; } return FALSE; } Boolean special_which_blocks_monst(location to_check) { if (terrain_blocked[coord_to_ter(to_check.x,to_check.y)] == 2) return TRUE; else return FALSE; } // Checks if space is a special that prevents movement into or placement of a PC on Boolean is_special(location to_check) { unsigned char which_ter; if (special_which_blocks_monst(to_check) == FALSE) return FALSE; which_ter = coord_to_ter(to_check.x,to_check.y); if (terrain_blocked[which_ter] == 2) return TRUE; else return FALSE; } Boolean outd_is_special(location to_check) { if (overall_mode == 0) { if (terrain_blocked[out[to_check.x][to_check.y]] == 2) { return TRUE; } else return FALSE; } return FALSE; } Boolean impassable(unsigned char terrain_to_check) { if (terrain_blocked[terrain_to_check] > 2) return TRUE; else return FALSE; } short get_blockage(unsigned char terrain_type) { // little kludgy in here for pits if ((terrain_type == 90) && (is_combat()) && (which_combat_type == 0)) return 5; if ((terrain_blocked[terrain_type] == 5) || (terrain_blocked[terrain_type] == 1)) return 5; else if (terrain_blocked[terrain_type] > 3) return 1; else { return 0; } } short light_radius() { short store = 1,i; short extra_levels[6] = {10,20,50,75,110,140}; if (((which_combat_type == 0) && (is_combat())) || (is_out()) || (c_town.town.lighting == 0)) return 200; for (i = 0; i < 6; i++) if (party.light_level > extra_levels[i]) store++; return store; } Boolean pt_in_light(location from_where,location to_where) // Assumes, of course, in town or combat { short i,dummy; if (c_town.town.lighting == 0) return TRUE; if ((to_where.x < 0) || (to_where.x >= town_size[town_type]) || (to_where.y < 0) || (to_where.y >= town_size[town_type])) return TRUE; if (t_d.lighting[to_where.x / 8][to_where.y] & (char) (s_pow(2,to_where.x % 8))) return TRUE; if (dist(from_where,to_where) <= light_radius()) return TRUE; return FALSE; } Boolean combat_pt_in_light(location to_where) { short i,dummy,rad; if ((c_town.town.lighting == 0) || (which_combat_type == 0)) return TRUE; if ((to_where.x < 0) || (to_where.x >= town_size[town_type]) || (to_where.y < 0) || (to_where.y >= town_size[town_type])) return TRUE; if (t_d.lighting[to_where.x / 8][to_where.y] & (char) (s_pow(2,to_where.x % 8))) return TRUE; rad = light_radius(); for (i = 0; i < 6; i++) if (adven[i].main_status == 1) { if (dist(pc_pos[i],to_where) <= rad) return TRUE; } return FALSE; } Boolean party_sees_a_monst() // Returns true is a hostile monster is in sight. { short i; for (i = 0; i < T_M; i++) { if (c_town.monst.dudes[i].active > 0) if ((c_town.monst.dudes[i].attitude == 1) && (party_can_see_monst(i) == TRUE)) return TRUE; } return FALSE; } // Returns 6 if can't see, O.W. returns the # of a PC that can see short party_can_see(location where) { short i; Boolean in_light = FALSE; if (is_out()) { if ((point_onscreen(party.p_loc,where) == TRUE) && (can_see(party.p_loc,where,0) < 5)) return 1; else return 6; } if (is_town()) { if ( ((point_onscreen(c_town.p_loc,where) == TRUE) || (overall_mode == 36)) && (pt_in_light(c_town.p_loc,where) == TRUE) && (can_see(c_town.p_loc,where,0) < 5)) return 1; else return 6; } // Now for combat checks. Doing separately for efficiency. Check first for light. If // dark, give up. if ((which_combat_type != 0) && (combat_pt_in_light(where) == FALSE)) return 6; for (i = 0; i < 6; i++) if (adven[i].main_status == 1) { if (can_see(pc_pos[i],where,0) < 5) return i; } return 6; } location push_loc(location from_where,location to_where) { location loc_to_try; loc_to_try = to_where; loc_to_try.x = loc_to_try.x + (to_where.x - from_where.x); loc_to_try.y = loc_to_try.y + (to_where.y - from_where.y); if ((t_d.terrain[loc_to_try.x][loc_to_try.y] == 90) || ((t_d.terrain[loc_to_try.x][loc_to_try.y] >= 50)&& (t_d.terrain[loc_to_try.x][loc_to_try.y] <= 64)) || (t_d.terrain[loc_to_try.x][loc_to_try.y] == 71) || ((t_d.terrain[loc_to_try.x][loc_to_try.y] >= 74)&& (t_d.terrain[loc_to_try.x][loc_to_try.y] <= 78)) ) { // Destroy crate loc_to_try.x = 0; return loc_to_try; } if ((get_obscurity((short) loc_to_try.x,(short) loc_to_try.y) > 0) || (terrain_blocked[t_d.terrain[loc_to_try.x][loc_to_try.y]] > 0) || (loc_off_act_area(loc_to_try) == TRUE) || (monst_there(loc_to_try) < 90) || (pc_there(loc_to_try) < 6)) return from_where; else return loc_to_try; } Boolean spot_impassable(short i,short j) { unsigned char ter; ter = coord_to_ter(i,j); if (terrain_blocked[ter] == 5) return TRUE; else return FALSE; } void swap_ter(short i,short j,unsigned char ter1,unsigned char ter2) { if (coord_to_ter(i,j) == ter1) alter_space(i,j,ter2); else if (coord_to_ter(i,j) == ter2) alter_space(i,j,ter1); } void alter_space(short i,short j,unsigned char ter) { location l; l.x = i; l.y = j; map_graphic_placed[i / 8][j] = map_graphic_placed[i / 8][j] & ~((unsigned char)(s_pow(2,i % 8))); if (is_out()) { l = local_to_global(l); out[l.x][l.y] = ter; outdoors[party.i_w_c.x][party.i_w_c.y].terrain[i][j] = ter; } else { t_d.terrain[i][j] = ter; combat_terrain[i][j] = ter; if ((scenario.ter_types[t_d.terrain[i][j]].special >= 16) && (scenario.ter_types[t_d.terrain[i][j]].special <= 19)) belt_present = TRUE; } }