- Implemented new-style frill drawing using masking (untested)
- Re-implemented walkway drawing in the same way - Tried to fix an STL error - A few other thing, maybe? git-svn-id: http://openexile.googlecode.com/svn/trunk@60 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -3,6 +3,7 @@
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#include "mathutil.h"
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#include "boe.global.h"
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using namespace std;
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#include "classes.h"
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#include "boe.locutils.h"
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#include "boe.text.h"
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@@ -25,7 +26,7 @@ extern short which_combat_type,current_pc,town_type;
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extern eGameMode overall_mode;
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//extern big_tr_type t_d;
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//extern cOutdoors outdoors[2][2];
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extern unsigned char combat_terrain[64][64];
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extern unsigned short combat_terrain[64][64];
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//extern unsigned char out[96][96], out_e[96][96];
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extern location pc_pos[6],center;
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//extern pc_record_type ADVEN[6];
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@@ -160,7 +161,7 @@ short short_can_see(shortloc p1,shortloc p2)
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bool is_lava(short x,short y)////
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{
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unsigned char ter;
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unsigned short ter;
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ter = coord_to_ter(x,y);
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if (scenario.ter_types[ter].picture == 404)
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@@ -273,7 +274,7 @@ short can_see(location p1,location p2,short mode)
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short get_obscurity(short x,short y)
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{
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unsigned char what_terrain;
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unsigned short what_terrain;
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short store;
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what_terrain = coord_to_ter(x,y);
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@@ -308,16 +309,15 @@ unsigned short coord_to_ter(short x,short y)
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what_terrain = univ.out[x][y];
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else if (((overall_mode > MODE_OUTDOORS) && (overall_mode < MODE_COMBAT))|| (overall_mode == MODE_LOOK_TOWN))
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what_terrain = univ.town->terrain(x,y);
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else {
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what_terrain = combat_terrain[x][y];
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}
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else
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what_terrain = combat_terrain[x][y];\
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return what_terrain;
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}
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////
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bool is_container(location loc)
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{
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unsigned char ter;
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unsigned short ter;
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if ((univ.town.is_barrel(loc.x,loc.y)) || (univ.town.is_crate(loc.x,loc.y)))
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return true;
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@@ -367,7 +367,7 @@ void update_explored(location dest)
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bool is_blocked(location to_check)
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{
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short i,gr;
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unsigned char ter;
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unsigned short ter;
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if (is_out()) {
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if (impassable(univ.out[to_check.x][to_check.y]) == true) {
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@@ -550,7 +550,7 @@ bool special_which_blocks_monst(location to_check)
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// Checks if space is a special that prevents movement into or placement of a PC on
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bool is_special(location to_check)
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{
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unsigned char which_ter;
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unsigned short which_ter;
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if (special_which_blocks_monst(to_check) == false)
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return false;
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@@ -571,14 +571,14 @@ bool outd_is_special(location to_check)
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return false;
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}
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bool impassable(unsigned char terrain_to_check)
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bool impassable(unsigned short terrain_to_check)
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{
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if (terrain_blocked[terrain_to_check] > 2)
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return true;
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else return false;
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}
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short get_blockage(unsigned char terrain_type)
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short get_blockage(unsigned short terrain_type)
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{
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// little kludgy in here for pits
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if ((terrain_type == 90) && (is_combat()) && (which_combat_type == 0))
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@@ -721,7 +721,7 @@ location push_loc(location from_where,location to_where)
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bool spot_impassable(short i,short j)
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{
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unsigned char ter;
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unsigned short ter;
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ter = coord_to_ter(i,j);
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if (terrain_blocked[ter] == 5)
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@@ -729,7 +729,7 @@ bool spot_impassable(short i,short j)
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else return false;
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}
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void swap_ter(short i,short j,unsigned char ter1,unsigned char ter2)
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void swap_ter(short i,short j,unsigned short ter1,unsigned short ter2)
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{
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if (coord_to_ter(i,j) == ter1)
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alter_space(i,j,ter2);
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@@ -737,7 +737,7 @@ void swap_ter(short i,short j,unsigned char ter1,unsigned char ter2)
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alter_space(i,j,ter1);
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}
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void alter_space(short i,short j,unsigned char ter)
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void alter_space(short i,short j,unsigned short ter)
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{
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location l;
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