- Renamed all source files for better consistency and for a cpp extension.

- Added Bandit Busywork and the GPL license.

git-svn-id: http://openexile.googlecode.com/svn/trunk@23 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-19 14:25:48 +00:00
parent 632f1e7b32
commit 0794231c20
88 changed files with 578 additions and 3668 deletions

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@@ -0,0 +1,741 @@
#include "mathutil.h"
#include "scen.global.h"
#include "scen.locutils.h"
//#include "boe.monster.h"
//#include "boe.fields.h"
#include "scen.graphics.h"
#include "mathutil.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;
extern bool editing_town;
extern outdoor_record_type current_terrain;
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 s_sqrt((p1.x - p2.x) * (p1.x - p2.x) + (p1.y - p2.y) * (p1.y - p2.y));
}
bool same_point(location p1,location p2){
if ((p1.x == p2.x) & (p1.y == p2.y))
return TRUE;
else return FALSE;
}
short vdist(location p1,location p2) {
short i,j;
i = abs((short) (p1.x - p2.x)); j = abs((short) (p1.y - p2.y));
return max(i,j);
}
Boolean adjacent(location p1,location p2)
{
if ((abs((short) (p1.x - p2.x)) <= 1) && (abs((short) (p1.y - p2.y)) <= 1))
return TRUE;
else return FALSE;
}
Boolean point_onscreen(location center,location check)
{
if ((abs((short) (center.x - check.x)) <=4) && (abs((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)
{
if ((coord_to_ter(x,y) == 75) || (coord_to_ter(x,y) == 76))
return TRUE;
else return FALSE;
}
short can_see(location p1,location p2,short mode)
//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 (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 (((scenario.ter_types[coord_to_ter(count,p1.y)].blockage > 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 (((scenario.ter_types[coord_to_ter(count,p1.y)].blockage > 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 (((scenario.ter_types[coord_to_ter(p1.x,count)].blockage > 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 (((scenario.ter_types[coord_to_ter(p1.x,count)].blockage > 2) || (is_lava(p1.x,count) == TRUE)) && (mode == 1))
return 5;
}
}
return storage;
}
dx = p2.x - p1.x;
dy = p2.y - p1.y;
if (abs(dy) > 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 ( ((scenario.ter_types[coord_to_ter(p1.x + (count * dx) / dy,p1.y + count)].blockage > 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 ( ((scenario.ter_types[coord_to_ter(p1.x + (count * dx) / dy, p1.y + count)].blockage > 2) ||
(is_lava(p1.x + (count * dx) / dy, p1.y + count) == TRUE))
&& (mode == 1))
return 5;
}
}
return storage;
}
if (abs(dy) <= 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 (((scenario.ter_types[coord_to_ter(p1.x + count,p1.y + (count * dy) / dx)].blockage > 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 ( ((scenario.ter_types[coord_to_ter(p1.x + count,p1.y + (count * dy) / dx)].blockage > 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);
store = scenario.ter_types[what_terrain].blockage;
if ((store == 1) || (store == 5))
return 5;
if (store == 4)
return 1;
return 0;
}
unsigned char coord_to_ter(short x,short y)
{
unsigned char what_terrain;
if (editing_town == TRUE)
what_terrain = t_d.terrain[x][y];
else what_terrain = current_terrain.terrain[x][y];
return what_terrain;
}
////
Boolean is_container(location loc)
{
unsigned char ter;
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;
//
// location look2;
//
// 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 == MODE_OUTDOORS) {
// 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 > MODE_OUTDOORS) {
// 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;
// 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;
//}
bool monst_on_space(location loc,short m_num)
{
short i,j;
if (editing_town == FALSE)
return FALSE;
if (t_d.creatures[m_num].number == 0)
return FALSE;
if ((loc.x - t_d.creatures[m_num].start_loc.x >= 0) &&
(loc.x - t_d.creatures[m_num].start_loc.x <= scenario.scen_monsters[t_d.creatures[m_num].number].x_width - 1) &&
(loc.y - t_d.creatures[m_num].start_loc.y >= 0) &&
(loc.y - t_d.creatures[m_num].start_loc.y <= scenario.scen_monsters[t_d.creatures[m_num].number].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 == MODE_OUTDOORS) {
// 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 == MODE_OUTDOORS) {
// 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
//{
//
// 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,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;
//
// 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 == MODE_LOOK_TOWN)) && (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;
// }
//}