- Added code to check for waterfalls in all 8 cardinal directions

- Fixed bug in which swamp caused a false negative for the wall-rounding code
- Made directions into an enum, with an operator++ and two difference arrays (for x and y).
- Added case to wall-rounding code to handle a lone pillar of wall
- The block_horse flag is cleared when importing a poison or disease terrain, because horses can now not cross status-inflicting terrain at all.
- Added the book Finder icon

git-svn-id: http://openexile.googlecode.com/svn/trunk@64 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-22 03:51:34 +00:00
parent f198b4899d
commit d83db289fa
6 changed files with 122 additions and 64 deletions

View File

@@ -2499,6 +2499,91 @@ location get_cur_direction(Point the_point)
return store_dir;
}
eDirection find_waterfall(short x, short y, short mode){
// If more than one waterfall adjacent, randomly selects
bool to_dir[8];
for(eDirection i = DIR_N; i < DIR_HERE; i++){
if(mode == 0){
to_dir[i] = (scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].special == TER_SPEC_WATERFALL);
printf("%i\n",scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1);
if(scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1 != i) to_dir[i] = false;
}else{
to_dir[i] = (scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].special == TER_SPEC_WATERFALL);
if(scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].flag1 != i) to_dir[i] = false;
}
}
short count = 0;
for(int i = 0; i < 8; i++)
count += to_dir[i];
if(count > 0) count = get_ran(1,1,count);
else return DIR_HERE;
for(eDirection i = DIR_N; i < DIR_HERE; i++){
if(to_dir[i]){
count--;
if(count == 0) return i;
}
}
return DIR_HERE; // just in case something wonky happens
}
void run_waterfalls(short mode){ // mode 0 - town, 1 - outdoors
short x,y;
if(mode == 0){
x = univ.town.p_loc.x;
y = univ.town.p_loc.y;
}else{
x = univ.party.p_loc.x;
y = univ.party.p_loc.y;
}
eDirection dir;
while((dir = find_waterfall(x,y,mode)) != DIR_HERE){
add_string_to_buf(" Waterfall! ");
if(mode == 0){
x += 2 * dir_x_dif[dir];
y += 2 * dir_y_dif[dir];
univ.town.p_loc.x += 2 * dir_x_dif[dir];
univ.town.p_loc.y += 2 * dir_y_dif[dir];
update_explored(univ.party.p_loc);
}else{
x += 2 * dir_x_dif[dir];
y += 2 * dir_y_dif[dir];
univ.party.p_loc.x += 2 * dir_x_dif[dir];
univ.party.loc_in_sec.x += 2 * dir_x_dif[dir];
univ.party.p_loc.y += 2 * dir_y_dif[dir];
univ.party.loc_in_sec.y += 2 * dir_y_dif[dir];
update_explored(univ.party.p_loc);
}
draw_terrain();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (univ.party.food > 1800){
add_string_to_buf(" (Many supplies lost.)");
univ.party.food -= 50;
}
else {
int n = univ.party.food;
char s[25];
univ.party.food = (univ.party.food * 19) / 20;
sprintf(s," (%d supplies lost.)",n - univ.party.food);
add_string_to_buf(s);
}
put_pc_screen();
play_sound(28);
pause(8);
}
if(mode == 0){
univ.party.boats[univ.party.in_boat].loc = univ.town.p_loc;
univ.party.boats[univ.party.in_boat].which_town = univ.town.num;
}else{
univ.party.boats[univ.party.in_boat].which_town = 200;
univ.party.boats[univ.party.in_boat].loc_in_sec = univ.party.loc_in_sec;
univ.party.boats[univ.party.in_boat].loc = univ.party.p_loc;
univ.party.boats[univ.party.in_boat].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.boats[univ.party.in_boat].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
}
}
bool outd_move_party(location destination,bool forced)
{
char create_line[60];
@@ -2628,6 +2713,10 @@ bool outd_move_party(location destination,bool forced)
ASB("Your horses quite sensibly refuse.");
return false;
}
if (scenario.ter_types[ter].special == TER_SPEC_DANGEROUS) {
ASB("Your horses quite sensibly refuse.");
return false;
}
give_help(60,0,0);
add_string_to_buf("Move: You mount the horses. ");
@@ -2668,35 +2757,7 @@ bool outd_move_party(location destination,bool forced)
num_out_moves++;
if (univ.party.in_boat >= 0) { // Waterfall!!!
while (scenario.ter_types[univ.out[univ.party.p_loc.x][univ.party.p_loc.y + 1]].special == TER_SPEC_WATERFALL) { // TODO: Implement the 7 other possible directions
add_string_to_buf(" Waterfall! ");
univ.party.p_loc.y += 2;
univ.party.loc_in_sec.y += 2;
update_explored(univ.party.p_loc);
draw_terrain();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (univ.party.food > 1800){
add_string_to_buf(" (Many supplies lost.)");
univ.party.food -= 50;
}
else {
int n = univ.party.food;
char s[25];
univ.party.food = (univ.party.food * 19) / 20;
sprintf(s," (%d supplies lost.)",n - univ.party.food);
add_string_to_buf(s);
}
put_pc_screen();
play_sound(28);
pause(8);
}
univ.party.boats[univ.party.in_boat].which_town = 200;
univ.party.boats[univ.party.in_boat].loc_in_sec = univ.party.loc_in_sec;
univ.party.boats[univ.party.in_boat].loc = univ.party.p_loc;
univ.party.boats[univ.party.in_boat].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.boats[univ.party.in_boat].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
run_waterfalls(1);
}
if (univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].which_town = 200;
@@ -2840,32 +2901,7 @@ bool town_move_party(location destination,short forced)////
if (univ.party.in_boat >= 0) {
// Waterfall!!!
while (scenario.ter_types[univ.town->terrain(destination.x,destination.y + 1)].special == TER_SPEC_WATERFALL) { // TODO: Implement the other 7 possible directions
add_string_to_buf(" Waterfall! ");
destination.y += 2;
univ.town.p_loc.y += 2;
update_explored(univ.party.p_loc);
draw_terrain();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (univ.party.food > 1800){
add_string_to_buf(" (Many supplies lost.)");
univ.party.food -= 50;
}
else {
int n = univ.party.food;
char s[25];
univ.party.food = (univ.party.food * 19) / 20;
sprintf(s," (%d supplies lost.)",n - univ.party.food);
add_string_to_buf(s);
}
put_pc_screen();
play_sound(28);
pause(8);
}
univ.party.boats[univ.party.in_boat].loc = univ.town.p_loc;
univ.party.boats[univ.party.in_boat].which_town = univ.town.num;
run_waterfalls(0);
}
if (univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc;

View File

@@ -160,14 +160,25 @@ enum eGameMode {
#define STATUS_ACID 13
// Directions!
#define DIR_N 0
#define DIR_NE 1
#define DIR_E 2
#define DIR_SE 3
#define DIR_S 4
#define DIR_SW 5
#define DIR_W 6
#define DIR_NW 7
enum eDirection {
DIR_N = 0,
DIR_NE = 1,
DIR_E = 2,
DIR_SE = 3,
DIR_S = 4,
DIR_SW = 5,
DIR_W = 6,
DIR_NW = 7,
DIR_HERE = 8,
};
#ifndef DIR_ARRAY_DEF
extern signed char dir_x_dif[9];
extern signed char dir_y_dif[9];
#endif
inline eDirection& operator++ (eDirection& me,int){
if(me == DIR_HERE) return me = DIR_N;
else return me = (eDirection) (1 + (int) me);
}
/* damage type*/
/* used as parameter to some functions */

View File

@@ -2220,6 +2220,13 @@ void place_trim(short q,short r,location where,unsigned short ter_type)
draw_trim(q,r,8,to_left);
draw_trim(q,r,10,to_left);
}
if (is_ground(to_right) && is_ground(below) && is_ground(to_left) && is_ground(above)) {
draw_trim(q,r,8,to_left);
draw_trim(q,r,9,to_right);
draw_trim(q,r,10,to_left);
draw_trim(q,r,11,to_right);
}
// }
}
}

View File

@@ -1,6 +1,7 @@
//#include "item.h"
#define DIR_ARRAY_DEF
#include "boe.global.h"
#include "classes.h"
@@ -60,6 +61,8 @@ long start_time;
short on_spell_menu[2][62];
short on_monst_menu[256];
signed char dir_x_dif[9] = {0,1,1,1,0,-1,-1,-1,0};
signed char dir_y_dif[9] = {-1,-1,0,1,1,1,0,-1,0};
// Cursors
extern short current_cursor;

BIN
osx/boeresources.icns Normal file

Binary file not shown.

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@@ -250,7 +250,8 @@ cTerrain& cTerrain::operator = (legacy::terrain_type_type& old){
trans_to_what = old.trans_to_what;
fly_over = old.fly_over;
boat_over = old.boat_over;
block_horse = old.block_horse;
if(special == TER_SPEC_DANGEROUS) block_horse = false; // because it's now redundant and unhelpful
else block_horse = old.block_horse;
light_radius = old.light_radius;
step_sound = old.step_sound;
shortcut_key = old.shortcut_key;