/* * town.cpp * BoE * * Created by Celtic Minstrel on 22/04/09. * */ #include "town.hpp" #include #include #include #include #include "scenario.hpp" #include "oldstructs.hpp" #include "mathutil.hpp" #include "fileio/fileio.hpp" #include "utility.hpp" void cTown::import_legacy(legacy::town_record_type& old){ town_chop_time = old.town_chop_time; town_chop_key = old.town_chop_key; for(short i = 0; i < 4; i++){ start_locs[i].x = old.start_locs[i].x; start_locs[i].y = old.start_locs[i].y; exits[i].x = old.exit_locs[i].x; exits[i].y = old.exit_locs[i].y; exits[i].spec = old.exit_specs[i]; wandering_locs[i].x = old.wandering_locs[i].x; wandering_locs[i].y = old.wandering_locs[i].y; wandering[i].import_legacy(old.wandering[i]); } preset_fields.clear(); preset_fields.reserve(50); special_locs.resize(50); for(short i = 0; i < 50; i++){ special_locs[i].x = old.special_locs[i].x; special_locs[i].y = old.special_locs[i].y; if(old.special_locs[i].x == 100) special_locs[i].spec = -1; else special_locs[i].spec = old.spec_id[i]; cField temp; temp.import_legacy(old.preset_fields[i]); preset_fields.push_back(temp); } sign_locs.resize(15); for(short i = 0; i < 15; i++){ sign_locs[i].x = old.sign_locs[i].x; sign_locs[i].y = old.sign_locs[i].y; } lighting_type = (eLighting) old.lighting; in_town_rect.top = old.in_town_rect.top; in_town_rect.left = old.in_town_rect.left; in_town_rect.bottom = old.in_town_rect.bottom; in_town_rect.right = old.in_town_rect.right; preset_items.resize(64); for(short i = 0; i < 64; i++){ preset_items[i].import_legacy(old.preset_items[i]); } max_num_monst = old.max_num_monst; spec_on_entry = old.spec_on_entry; spec_on_entry_if_dead = old.spec_on_entry_if_dead; spec_on_hostile = -1; for(short i = 0; i < 8; i++){ timers[i].time = old.timer_spec_times[i]; timers[i].node = old.timer_specs[i]; } specials.resize(100); for(short i = 0; i < 100; i++) specials[i].import_legacy(old.specials[i]); difficulty = old.difficulty; strong_barriers = defy_scrying = defy_mapping = false; } cTown::cTown(cScenario& scenario, size_t dim) : cArea(dim), scenario(&scenario), lighting(dim, boost::dynamic_bitset<>(dim)) { cTown::cWandering d_wan = {0,0,0,0}; town_chop_time = -1; town_chop_key = -1; for(short i = 0; i < wandering.size(); i++) { wandering[i] = d_wan; wandering_locs[i].x = 100; } lighting_type = LIGHT_NORMAL; for(short i = 0; i < 4; i++) { start_locs[i].x = 100; exits[i].spec = -1; exits[i].x = -1; exits[i].y = -1; } max_num_monst = 30000; spec_on_entry = -1; spec_on_entry_if_dead = -1; spec_on_hostile = -1; for(short i = 0; i < 8; i++) { timers[i].time = 0; timers[i].node = -1; } difficulty = 0; bg_town = bg_fight = -1; strong_barriers = defy_scrying = defy_mapping = is_hidden = has_tavern = false; name = "Town name"; comment[0] = "Comment 1"; comment[1] = "Comment 2"; comment[2] = "Comment 3"; for(auto& who : talking.people) { who.title = "Unused"; } } void cTown::init_start() { short s = this->max_dim; start_locs[0].x = s / 2; start_locs[0].y = 4; start_locs[2].x = s / 2; start_locs[2].y = s - 5; start_locs[1].x = s - 5; start_locs[1].y = s / 2; start_locs[3].x = 4; start_locs[3].y = s / 2; in_town_rect.top = 3; in_town_rect.bottom = s - 4; in_town_rect.left = 3; in_town_rect.right = s - 4; } void cTown::cWandering::import_legacy(legacy::wandering_type old){ monst[0] = old.monst[0]; monst[1] = old.monst[1]; monst[2] = old.monst[2]; monst[3] = old.monst[3]; } void cTown::cItem::import_legacy(legacy::preset_item_type old){ loc.x = old.item_loc.x; loc.y = old.item_loc.y; code = old.item_code; charges = old.ability; always_there = old.always_there; property = old.property; contained = old.contained; } void cTown::cField::import_legacy(legacy::preset_field_type old){ loc.x = old.field_loc.x; loc.y = old.field_loc.y; switch(old.field_type) { case 3: type = FIELD_WEB; break; case 4: type = OBJECT_CRATE; break; case 5: type = OBJECT_BARREL; break; case 6: type = BARRIER_FIRE; break; case 7: type = BARRIER_FORCE; break; case 8: type = FIELD_QUICKFIRE; break; case 14: type = SFX_SMALL_BLOOD; break; case 15: type = SFX_MEDIUM_BLOOD; break; case 16: type = SFX_LARGE_BLOOD; break; case 17: type = SFX_SMALL_SLIME; break; case 18: type = SFX_LARGE_SLIME; break; case 19: type = SFX_ASH; break; case 20: type = SFX_BONES; break; case 21: type = SFX_RUBBLE; break; } } bool cTown::cWandering::isNull(){ for(short i = 0;i < 4;i++) if(monst[i] != 0) return false; return true; } bool cTown::is_cleaned_out() { if(max_num_monst < 0) return false; return m_killed >= max_num_monst; } void cTown::set_up_lights() { using namespace std::placeholders; short rad; location where,l; auto get_obscurity = std::bind(&cTown::light_obscurity, this, _1, _2); // First clear the lighting lighting[0].reset(); std::fill(lighting.begin() + 1, lighting.end(), lighting[0]); // Find bonfires, braziers, etc. for(short i = 0; i < this->max_dim; i++) for(short j = 0; j < this->max_dim; j++) { l.x = i; l.y = j; rad = scenario->ter_types[this->terrain(i,j)].light_radius; if(rad > 0) { for(where.x = std::max(0,i - rad); where.x < min(this->max_dim,short(i + rad + 1)); where.x++) for(where.y = std::max(0,j - rad); where.y < min(this->max_dim,short(j + rad + 1)); where.y++) if(!lighting[where.x][where.y] && dist(where,l) <= rad && can_see(l,where,get_obscurity) < 5) lighting[where.x].set(where.y); } } } short cTown::light_obscurity(short x,short y) { ter_num_t what_terrain; eTerObstruct store; what_terrain = this->terrain(x,y); store = scenario->ter_types[what_terrain].blockage; if(store == eTerObstruct::BLOCK_SIGHT || store == eTerObstruct::BLOCK_MOVE_AND_SIGHT) return 5; if(store == eTerObstruct::BLOCK_MOVE_AND_SHOOT) return 1; return 0; } cTown::cItem::cItem() { loc = {80,80}; code = -1; ability = -1; charges = 0; always_there = false; property = false; contained = false; } cTown::cItem::cItem(location loc, short num, ::cItem& item) : cItem() { this->loc = loc; code = num; if(item.variety == eItemType::GOLD || item.variety == eItemType::FOOD) charges = get_ran(1,4,6); } void cTown::reattach(cScenario& scen) { scenario = &scen; } void cTown::writeTerrainTo(std::ostream& file) { writeArray(file, terrain, max_dim, max_dim); } void cTown::readTerrainFrom(std::istream& file) { readArray(file, terrain, max_dim, max_dim); } bool cTown::is_item_taken(size_t i) const { if(i >= item_taken.size()) return false; return item_taken[i]; } void cTown::clear_items_taken() { item_taken.clear(); } void cTown::set_item_taken(size_t i, bool val) { if(i >= item_taken.size()) item_taken.resize(i + 1); item_taken.set(i, val); }