Files
2025-05-14 09:39:09 -05:00

770 lines
19 KiB
C
Executable File

#include <QDOffscreen.h>
#include "math.h"
#include "global.h"
#include "loc_utils.h"
#include "text.h"
#include "monster.h"
#include "fields.h"
char terrain_blocked[256];
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 party;
extern current_town_type c_town;
extern short overall_mode,which_combat_type,current_pc,town_type;
extern big_tr_type t_d;
extern outdoor_record_type outdoors[2][2];
extern unsigned char combat_terrain[64][64];
extern unsigned char out[96][96], out_e[96][96];
extern location pc_pos[6],center;
extern pc_record_type 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 map_graphic_placed[8][64]; // keeps track of what's been filled on map
extern scenario_data_type scenario;
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) ex_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 (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] = 0;
// 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;
}
}