Attempt to convert scenarios that used specials on boatable terrains, by inserting a "boat block" special in the front of each such chain
- This commit also introduces "boat block" and "horse block" specials as part of the IF_CONTEXT special node type.
This commit is contained in:
@@ -11,6 +11,7 @@
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#include <map>
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#include <sstream>
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#include "dlogutil.h"
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#include "classes.h"
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#include "oldstructs.h"
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@@ -18,6 +19,18 @@ extern cScenario scenario;
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cOutdoors& cOutdoors::operator = (legacy::outdoor_record_type& old){
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int i,j;
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// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
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std::vector<int> unused_special_slots;
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for(i = 0; i < 60; i++) {
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if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
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// Also make sure no specials jump to it
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bool is_free = true;
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for(j = 0; j < 60; j++) {
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if(specials[j].jumpto == i) is_free = false;
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}
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for(i = 0; i < 48; i++)
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for(j = 0; j < 48; j++){
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terrain[i][j] = old.terrain[i][j];
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@@ -51,6 +64,34 @@ cOutdoors& cOutdoors::operator = (legacy::outdoor_record_type& old){
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terrain[i][j] = 38;
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}
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}
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if(scenario.ter_types[terrain[i][j]].boat_over) {
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// Try to fix specials that could be triggered while in a boat
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// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
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int found_spec = -1;
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for(int k = 0; i < 18; k++) {
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if(i == special_locs[k].x && j == special_locs[k].y) {
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found_spec = k;
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break;
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}
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}
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if(found_spec >= 0) {
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if(!unused_special_slots.empty()) {
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int found_spec_id = special_id[found_spec], use_slot = unused_special_slots.back();
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unused_special_slots.pop_back();
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cSpecial& node = specials[use_slot];
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node.type = eSpecType::IF_CONTEXT;
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node.ex1a = 101; // if in boat
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node.ex1c = -1; // do nothing
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node.jumpto = found_spec_id; // else jump here
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special_id[found_spec] = use_slot;
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} else {
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std::stringstream sout;
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sout << "In outdoor section (" << x << ',' << y << ") at (" << i << ',' << j << "); special node ID ";
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sout << special_id[found_spec];
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giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
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}
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}
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}
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}
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for(i = 0; i < 18; i++){
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special_locs[i].x = old.special_locs[i].x;
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@@ -47,6 +47,7 @@ public:
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cCreature& operator = (legacy::outdoor_creature_type old);
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};
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short x,y; // Used while loading legacy scenarios.
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ter_num_t terrain[48][48];
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location special_locs[18];
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unsigned short special_id[18];
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@@ -11,16 +11,29 @@
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#include <map>
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#include <sstream>
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#include "dlogutil.h"
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#include "classes.h"
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#include "oldstructs.h"
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#include "fileio.h"
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extern cScenario scenario;
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void cTinyTown::append(legacy::tiny_tr_type& old){
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void cTinyTown::append(legacy::tiny_tr_type& old, int town_num){
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int i,j;
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cField the_field;
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the_field.type = 2;
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// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
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std::vector<int> unused_special_slots;
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for(i = 0; i < 100; i++) {
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if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
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// Also make sure no specials jump to it
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bool is_free = true;
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for(j = 0; j < 100; j++) {
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if(specials[j].jumpto == i) is_free = false;
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}
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for (i = 0; i < 32; i++)
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for (j = 0; j < 32; j++) {
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_terrain[i][j] = old.terrain[i][j];
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@@ -30,6 +43,33 @@ void cTinyTown::append(legacy::tiny_tr_type& old){
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the_field.loc.y = j;
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preset_fields.push_back(the_field);
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}
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if(scenario.ter_types[_terrain[i][j]].boat_over) {
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// Try to fix specials that could be triggered while in a boat
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// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
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int found_spec = -1;
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for(int k = 0; i < 50; k++) {
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if(i == special_locs[k].x && j == special_locs[k].y) {
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found_spec = k;
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break;
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}
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}
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if(found_spec >= 0) {
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if(!unused_special_slots.empty()) {
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int found_spec_id = spec_id[found_spec], use_slot = unused_special_slots.back();
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unused_special_slots.pop_back();
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cSpecial& node = specials[use_slot];
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node.type = eSpecType::IF_CONTEXT;
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node.ex1a = 101; // if in boat
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node.ex1c = -1; // do nothing
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node.jumpto = found_spec_id; // else jump here
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spec_id[found_spec] = use_slot;
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} else {
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std::stringstream sout;
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sout << "In town \"" << town_num << "\" at (" << i << ',' << j << "); special node ID " << spec_id[found_spec];
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giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
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}
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}
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}
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}
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for (i = 0; i < 16; i++) {
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_room_rect[i].top = old.room_rect[i].top;
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@@ -58,10 +98,22 @@ void cTinyTown::append(legacy::tiny_tr_type& old){
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}
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}
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void cMedTown::append(legacy::ave_tr_type& old){
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void cMedTown::append(legacy::ave_tr_type& old, int town_num){
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int i,j;
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cField the_field;
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the_field.type = 2;
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// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
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std::vector<int> unused_special_slots;
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for(i = 0; i < 100; i++) {
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if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
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// Also make sure no specials jump to it
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bool is_free = true;
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for(j = 0; j < 100; j++) {
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if(specials[j].jumpto == i) is_free = false;
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}
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for (i = 0; i < 48; i++)
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for (j = 0; j < 48; j++) {
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_terrain[i][j] = old.terrain[i][j];
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@@ -71,6 +123,33 @@ void cMedTown::append(legacy::ave_tr_type& old){
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the_field.loc.y = j;
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preset_fields.push_back(the_field);
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}
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if(scenario.ter_types[_terrain[i][j]].boat_over) {
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// Try to fix specials that could be triggered while in a boat
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// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
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int found_spec = -1;
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for(int k = 0; i < 50; k++) {
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if(i == special_locs[k].x && j == special_locs[k].y) {
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found_spec = k;
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break;
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}
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}
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if(found_spec >= 0) {
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if(!unused_special_slots.empty()) {
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int found_spec_id = spec_id[found_spec], use_slot = unused_special_slots.back();
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unused_special_slots.pop_back();
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cSpecial& node = specials[use_slot];
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node.type = eSpecType::IF_CONTEXT;
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node.ex1a = 101; // if in boat
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node.ex1c = -1; // do nothing
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node.jumpto = found_spec_id; // else jump here
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spec_id[found_spec] = use_slot;
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} else {
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std::stringstream sout;
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sout << "In town " << town_num << " at (" << i << ',' << j << "); special node ID " << spec_id[found_spec];
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giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
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}
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}
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}
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}
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for (i = 0; i < 16; i++) {
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_room_rect[i].top = old.room_rect[i].top;
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@@ -99,10 +178,22 @@ void cMedTown::append(legacy::ave_tr_type& old){
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}
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}
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void cBigTown::append(legacy::big_tr_type& old){
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void cBigTown::append(legacy::big_tr_type& old, int town_num){
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int i,j;
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cField the_field;
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the_field.type = 2;
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// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
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std::vector<int> unused_special_slots;
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for(i = 0; i < 100; i++) {
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if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
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// Also make sure no specials jump to it
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bool is_free = true;
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for(j = 0; j < 100; j++) {
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if(specials[j].jumpto == i) is_free = false;
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}
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for (i = 0; i < 64; i++)
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for (j = 0; j < 64; j++) {
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_terrain[i][j] = old.terrain[i][j];
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@@ -112,6 +203,33 @@ void cBigTown::append(legacy::big_tr_type& old){
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the_field.loc.y = j;
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preset_fields.push_back(the_field);
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}
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if(scenario.ter_types[_terrain[i][j]].boat_over) {
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// Try to fix specials that could be triggered while in a boat
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// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
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int found_spec = -1;
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for(int k = 0; i < 50; k++) {
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if(i == special_locs[k].x && j == special_locs[k].y) {
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found_spec = k;
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break;
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}
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}
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if(found_spec >= 0) {
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if(!unused_special_slots.empty()) {
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int found_spec_id = spec_id[found_spec], use_slot = unused_special_slots.back();
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unused_special_slots.pop_back();
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cSpecial& node = specials[use_slot];
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node.type = eSpecType::IF_CONTEXT;
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node.ex1a = 101; // if in boat
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node.ex1c = -1; // do nothing
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node.jumpto = found_spec_id; // else jump here
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spec_id[found_spec] = use_slot;
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} else {
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std::stringstream sout;
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sout << "In town " << town_num << " at (" << i << ',' << j << "); special node ID " << spec_id[found_spec];
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giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
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}
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}
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}
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}
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for (i = 0; i < 16; i++) {
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_room_rect[i].top = old.room_rect[i].top;
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@@ -29,7 +29,7 @@ protected:
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cCreature _creatures[60];
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unsigned char _lighting[8][64];
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public:
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void append(legacy::big_tr_type& old);
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void append(legacy::big_tr_type& old, int town_num);
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ter_num_t& terrain(size_t x, size_t y);
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rectangle& room_rect(size_t i);
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cCreature& creatures(size_t i);
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@@ -50,7 +50,7 @@ protected:
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cCreature _creatures[40];
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unsigned char _lighting[6][48];
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public:
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void append(legacy::ave_tr_type& old);
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void append(legacy::ave_tr_type& old, int town_num);
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ter_num_t& terrain(size_t x, size_t y);
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rectangle& room_rect(size_t i);
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cCreature& creatures(size_t i);
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@@ -71,7 +71,7 @@ protected:
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cCreature _creatures[30];
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unsigned char _lighting[4][32];
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public:
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void append(legacy::tiny_tr_type& old);
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void append(legacy::tiny_tr_type& old, int town_num);
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ter_num_t& terrain(size_t x, size_t y);
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rectangle& room_rect(size_t i);
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cCreature& creatures(size_t i);
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@@ -14,9 +14,9 @@
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#include "classes.h"
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#include "oldstructs.h"
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void cTown::append(legacy::big_tr_type&){}
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void cTown::append(legacy::ave_tr_type&){}
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void cTown::append(legacy::tiny_tr_type&){}
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void cTown::append(legacy::big_tr_type&, int town_num){}
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void cTown::append(legacy::ave_tr_type&, int town_num){}
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void cTown::append(legacy::tiny_tr_type&, int town_num){}
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cTown& cTown::operator = (legacy::town_record_type& old){
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int i;
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@@ -111,9 +111,9 @@ public:
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cSpeech talking;
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virtual ~cTown(){}
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virtual void append(legacy::big_tr_type& old);
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virtual void append(legacy::ave_tr_type& old);
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virtual void append(legacy::tiny_tr_type& old);
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virtual void append(legacy::big_tr_type& old, int town_num);
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virtual void append(legacy::ave_tr_type& old, int town_num);
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virtual void append(legacy::tiny_tr_type& old, int town_num);
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virtual ter_num_t& terrain(size_t x, size_t y) = 0;
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virtual rectangle& room_rect(size_t i) = 0;
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virtual cCreature& creatures(size_t i) = 0;
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