//#include "item.h" #include "mathutil.h" #include "boe.global.h" #include "classes.h" #include "boe.locutils.h" #include "boe.text.h" #include "boe.monster.h" bool 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 univ.town; extern short which_combat_type,current_pc,town_type; extern eGameMode overall_mode; //extern big_tr_type t_d; //extern cOutdoors outdoors[2][2]; extern ter_num_t combat_terrain[64][64]; //extern unsigned char out[96][96], out_e[96][96]; extern location pc_pos[6],center; extern unsigned char map_graphic_placed[8][64]; // keeps track of what's been filled on map extern cScenario scenario; extern cUniverse univ; location light_locs[40]; short num_lights = 0; char d_s[60]; bool is_explored(short i,short j) { if (is_out()) return (univ.out.out_e[i][j] != 0) ? true : false; else return univ.town.is_explored(i,j); } void make_explored(short i,short j) { if (is_out()) univ.out.out_e[i][j] = 1; else univ.town.set_explored(i,j,true); } void take_explored(short i,short j) { if (is_out()) univ.out.out_e[i][j] = 0; // univ.town.explored[i][j] = univ.town.explored[i][j] & 254; else univ.town.set_explored(i,j,false); } bool is_out() { if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS)) return true; else return false; } bool is_town() { if (((overall_mode > MODE_OUTDOORS) && (overall_mode < MODE_COMBAT)) || (overall_mode == MODE_LOOK_TOWN)) return true; else return false; } bool is_combat() { if (((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) || (overall_mode == MODE_LOOK_COMBAT)) return true; else return false; } // //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)); //} // //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); //} bool 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; } bool 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 DIR_N; else return DIR_S; } if (old_pt.x > new_pt.x) { if (old_pt.y > new_pt.y) return DIR_NW; if (old_pt.y < new_pt.y) return DIR_SW; return DIR_W; } if (old_pt.y > new_pt.y) return DIR_NE; if (old_pt.y < new_pt.y) return DIR_SE; return DIR_E; } location global_to_local(location global) { location local; local = global; if(global.x >= 48) local.x = local.x - 48; if(global.y >= 48) local.y = local.y - 48; return local; } // TODO: I fixed the above function, but it's impossible to fix this one without adding a parameter (which would be i_w_c) location local_to_global(location local) { location global; global = local; if (univ.party.i_w_c.x == 1) global.x = global.x + 48; if (univ.party.i_w_c.y == 1) global.y = global.y + 48; return global; } bool loc_off_world(location p1) { if ((p1.x < 0) || (p1.x > univ.town->max_dim()) || (p1.y < 0) || (p1.y > univ.town->max_dim())) return true; else return false; } bool loc_off_act_area(location p1) { if ((p1.x > univ.town->in_town_rect.left) && (p1.x < univ.town->in_town_rect.right) && (p1.y > univ.town->in_town_rect.top) && (p1.y < univ.town->in_town_rect.bottom)) return false; return true; } location get_cur_loc() { switch (overall_mode) { case MODE_OUTDOORS: case MODE_LOOK_OUTDOORS: return univ.party.p_loc; break; case MODE_TOWN: case MODE_TALK_TOWN: case MODE_TOWN_TARGET: case MODE_USE_TOWN: case MODE_LOOK_TOWN: return univ.town.p_loc; break; default: return pc_pos[current_pc]; break; } } bool is_lava(short x,short y)//// { ter_num_t ter; ter = coord_to_ter(x,y); if (scenario.ter_types[ter].picture == 404) return true; else return false; } short can_see_light(location p1, location p2, std::function get_obscurity) { if(is_combat() && !combat_pt_in_light(p2)) return 6; else if(is_town() && !pt_in_light(p1,p2)) return 6; return can_see(p1, p2, get_obscurity); } short sight_obscurity(short x,short y) { ter_num_t what_terrain; short store; what_terrain = coord_to_ter(x,y); // TODO: This should not be hard-coded! // It appears to refer to mountain cave entrances, surface tower, and surface pit. (WHY?) if ((what_terrain >= 237) && (what_terrain <= 242)) return 1; store = get_blockage(what_terrain); if (is_town()) { if (univ.town.is_special(x,y)) store++; } if ((is_town()) || (is_combat())) { if (univ.town.is_web(x,y)) store += 2; if ((univ.town.is_fire_barr(x,y)) || (univ.town.is_force_barr(x,y))) return 5; if(univ.town.is_crate(x,y) || univ.town.is_barrel(x,y) || univ.town.is_block(x,y)) store++; } return store; } short combat_obscurity(short x, short y) { if(blocksMove(scenario.ter_types[coord_to_ter(x,y)].blockage)) return 5; if(is_lava(x,y)) return 5; return sight_obscurity(x,y); } ter_num_t coord_to_ter(short x,short y) { ter_num_t what_terrain; if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS)) what_terrain = univ.out[x][y]; else if (((overall_mode > MODE_OUTDOORS) && (overall_mode < MODE_COMBAT))|| (overall_mode == MODE_LOOK_TOWN)) what_terrain = univ.town->terrain(x,y); else what_terrain = combat_terrain[x][y];\ return what_terrain; } //// bool is_container(location loc) { ter_num_t ter; if ((univ.town.is_barrel(loc.x,loc.y)) || (univ.town.is_crate(loc.x,loc.y))) return true; ter = coord_to_ter(loc.x,loc.y); if(scenario.ter_types[ter].special == eTerSpec::IS_A_CONTAINER) return true; return false; } void update_explored(location dest) { location shortdest,look; location look2; shortdest.x = (short) dest.x; shortdest.y = (short) dest.y; which_party_sec.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x; which_party_sec.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y; if (overall_mode == MODE_OUTDOORS) { univ.out.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 (univ.out.out_e[look.x][look.y] == 0) if(can_see_light(shortdest, look, sight_obscurity) < 5) univ.out.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(univ.town->max_dim(),dest.x + 5); look2.x++) for (look2.y = max(0,dest.y - 4); look2.y < min(univ.town->max_dim(),dest.y + 5); look2.y++) if (is_explored(look2.x,look2.y) == false) if ((can_see_light(dest, look2,sight_obscurity) < 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. bool is_blocked(location to_check) { short i,gr; ter_num_t ter; if (is_out()) { if (impassable(univ.out[to_check.x][to_check.y]) == true) { return true; } if (to_check == univ.party.p_loc) return true; for (i = 0; i < 20; i++) if ((univ.party.out_c[i].exists) == true) if (univ.party.out_c[i].m_loc == to_check) return true; return false; } if ((is_town()) || (is_combat())) { ter = (is_town()) ? univ.town->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()) && univ.town.is_spot(to_check.x, to_check.y)) return true; if ((is_combat()) && (scenario.ter_types[coord_to_ter(to_check.x,to_check.y)].trim_type == eTrimType::CITY)) return true; // TODO: Maybe replace eTrimType::CITY with a blockage == clear/special && is_special() check // Note: The purpose of the above check is to avoid portals. // Party there? if (is_town()) if (to_check == univ.town.p_loc) return true; if (is_combat()) for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && to_check == pc_pos[i]) return true; // Monster there? if (monst_there(to_check) < 90) return true; // Magic barrier? if (univ.town.is_force_barr(to_check.x,to_check.y)) return true; return false; } return true; } bool monst_on_space(location loc,short m_num) { if (univ.town.monst[m_num].active == 0) return false; if ((loc.x - univ.town.monst[m_num].cur_loc.x >= 0) && (loc.x - univ.town.monst[m_num].cur_loc.x <= univ.town.monst[m_num].x_width - 1) && (loc.y - univ.town.monst[m_num].cur_loc.y >= 0) && (loc.y - univ.town.monst[m_num].cur_loc.y <= univ.town.monst[m_num].y_width - 1)) return true; return false; } short monst_there(location where) // returns 90 if no { short i; for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active != 0) && (monst_on_space(where,i) == true)) return i; return 90; } bool monst_can_be_there(location loc,short m_num) { short i,j; location destination; // First clear monst away so it doesn't block itself univ.town.monst[m_num].cur_loc.x += 100; for (i = 0; i < univ.town.monst[m_num].x_width; i++) for (j = 0; j < univ.town.monst[m_num].y_width; j++) { destination.x = loc.x + i; destination.y = loc.y + j; if ((is_blocked(destination) == true) || (loc_off_act_area(destination) == true)) { univ.town.monst[m_num].cur_loc.x -= 100; return false; } } univ.town.monst[m_num].cur_loc.x -= 100; return true; } bool monst_adjacent(location loc,short m_num) { short i,j; location destination; for (i = 0; i < univ.town.monst[m_num].x_width; i++) for (j = 0; j < univ.town.monst[m_num].y_width; j++) { destination.x = univ.town.monst[m_num].cur_loc.x + i; destination.y = univ.town.monst[m_num].cur_loc.y + j; if (adjacent(destination,loc) == true) return true; } return false; } bool monst_can_see(short m_num,location l) { short i,j; location destination; for (i = 0; i < univ.town.monst[m_num].x_width; i++) for (j = 0; j < univ.town.monst[m_num].y_width; j++) { destination.x = univ.town.monst[m_num].cur_loc.x + i; destination.y = univ.town.monst[m_num].cur_loc.y + j; if (can_see_light(destination,l,sight_obscurity) < 5) return true; } return false; } bool party_can_see_monst(short m_num) { short i,j; location destination; for (i = 0; i < univ.town.monst[m_num].x_width; i++) for (j = 0; j < univ.town.monst[m_num].y_width; j++) { destination.x = univ.town.monst[m_num].cur_loc.x + i; destination.y = univ.town.monst[m_num].cur_loc.y + j; if (party_can_see(destination) < 6) return true; } return false; } bool can_see_monst(location l,short m_num) { short i,j; location destination; for (i = 0; i < univ.town.monst[m_num].x_width; i++) for (j = 0; j < univ.town.monst[m_num].y_width; j++) { destination.x = univ.town.monst[m_num].cur_loc.x + i; destination.y = univ.town.monst[m_num].cur_loc.y + j; if (can_see_light(l,destination,sight_obscurity) < 5) return true; } return false; } bool outd_is_blocked(location to_check) { short i; if (overall_mode == MODE_OUTDOORS) { if (impassable(univ.out[to_check.x][to_check.y]) == true) { return true; } for (i = 0; i < 10; i++) if ((univ.party.out_c[i].exists) == true) if (univ.party.out_c[i].m_loc == to_check) return true; return false; } return false; } bool special_which_blocks_monst(location to_check) { if(scenario.ter_types[coord_to_ter(to_check.x,to_check.y)].blockage == eTerObstruct::BLOCK_MONSTERS) return true; else return false; } // Checks if space is a special that prevents movement into or placement of a PC on bool is_special(location to_check) { ter_num_t which_ter; if (special_which_blocks_monst(to_check) == false) return false; which_ter = coord_to_ter(to_check.x,to_check.y); if(scenario.ter_types[which_ter].blockage == eTerObstruct::BLOCK_MONSTERS) return true; else return false; } bool outd_is_special(location to_check) { if (overall_mode == MODE_OUTDOORS) { if(scenario.ter_types[univ.out[to_check.x][to_check.y]].blockage == eTerObstruct::BLOCK_MONSTERS) { return true; } else return false; } return false; } bool impassable(ter_num_t terrain_to_check) { if(blocksMove(scenario.ter_types[terrain_to_check].blockage)) return true; else return false; } // TODO: What on earth is this and why does it mangle the blockage? // NOTE: Seems to return 5 for "blocks sight", 1 for "obstructs missiles", 0 otherwise // So it should probably be called something like "get_opacity" instead. short get_blockage(ter_num_t terrain_type) { // little kludgy in here for pits if ((terrain_type == 90) && (is_combat()) && (which_combat_type == 0)) return 5; if(scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT || scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_SIGHT) return 5; else if(scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_MOVE_AND_SHOOT) 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()) || (univ.town->lighting_type == 0)) return 200; for (i = 0; i < 6; i++) if (univ.party.light_level > extra_levels[i]) store++; return store; } bool pt_in_light(location from_where,location to_where) // Assumes, of course, in town or combat { if (univ.town->lighting_type == 0) return true; if ((to_where.x < 0) || (to_where.x >= univ.town->max_dim()) || (to_where.y < 0) || (to_where.y >= univ.town->max_dim())) return true; if (univ.town->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; } bool combat_pt_in_light(location to_where) { short i,rad; if ((univ.town->lighting_type == 0) || (which_combat_type == 0)) return true; if ((to_where.x < 0) || (to_where.x >= univ.town->max_dim()) || (to_where.y < 0) || (to_where.y >= univ.town->max_dim())) return true; if (univ.town->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(univ.party[i].main_status == eMainStatus::ALIVE) { if (dist(pc_pos[i],to_where) <= rad) return true; } return false; } bool party_sees_a_monst() // Returns true is a hostile monster is in sight. { short i; for (i = 0; i < univ.town->max_monst(); i++) { if (univ.town.monst[i].active > 0) if ((univ.town.monst[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(univ.party.p_loc,where) == true) && (can_see_light(univ.party.p_loc,where,sight_obscurity) < 5)) return 1; else return 6; } if (is_town()) { if ( ((point_onscreen(univ.town.p_loc,where) == true) || (overall_mode == MODE_LOOK_TOWN)) && (pt_in_light(univ.town.p_loc,where) == true) && (can_see_light(univ.town.p_loc,where,sight_obscurity) < 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(univ.party[i].main_status == eMainStatus::ALIVE) { if (can_see_light(pc_pos[i],where,sight_obscurity) < 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 ((univ.town->terrain(loc_to_try.x,loc_to_try.y) == 90) || ((univ.town->terrain(loc_to_try.x,loc_to_try.y) >= 50)&& (univ.town->terrain(loc_to_try.x,loc_to_try.y) <= 64)) || (univ.town->terrain(loc_to_try.x,loc_to_try.y) == 71) || ((univ.town->terrain(loc_to_try.x,loc_to_try.y) >= 74)&& (univ.town->terrain(loc_to_try.x,loc_to_try.y) <= 78)) ) { // Destroy crate loc_to_try.x = 0; return loc_to_try; } if(sight_obscurity(loc_to_try.x,loc_to_try.y) > 0 || scenario.ter_types[univ.town->terrain(loc_to_try.x,loc_to_try.y)].blockage != eTerObstruct::CLEAR || (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; } // TODO: This seems to be wrong; impassable implies "blocks movement", which two other blockages also do bool spot_impassable(short i,short j) { ter_num_t ter; ter = coord_to_ter(i,j); if(scenario.ter_types[ter].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT) return true; else return false; } void swap_ter(short i,short j,ter_num_t ter1,ter_num_t 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,ter_num_t 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); univ.out[l.x][l.y] = ter; univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].terrain[i][j] = ter; } else { univ.town->terrain(i,j) = ter; combat_terrain[i][j] = ter; if(scenario.ter_types[univ.town->terrain(i,j)].special == eTerSpec::CONVEYOR) univ.town.belt_present = true; } }