Files
oboe/src/boe.locutils.cpp
Celtic Minstrel 908652d168 Housekeeping
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
2015-01-12 01:01:24 -05:00

623 lines
17 KiB
C++

#include "mathutil.hpp"
#include "boe.global.h"
#include "classes.h"
#include "boe.locutils.h"
#include "boe.text.h"
#include "boe.monster.h"
bool combat_pt_in_light();
location obs_sec;
location which_party_sec;
extern short which_combat_type,current_pc;
extern eGameMode overall_mode;
extern location center;
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;
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;
}
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;
}
eDirection 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 univ.party[current_pc].combat_pos;
break;
}
}
// TODO: Don't hardcode this!
bool is_lava(short x,short y) {
ter_num_t ter;
ter = coord_to_ter(x,y);
if(univ.scenario.ter_types[ter].picture == 964)
return true;
else return false;
}
short can_see_light(location p1, location p2, std::function<short(short,short)> 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(univ.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 = univ.town->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(univ.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++) {
// TODO: Windows had an extra check, is this needed?
//if((look.x == minmax(0,95,(int)look.x)) && (look.y == minmax(0,95,(int)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))
if((can_see_light(dest, look2,sight_obscurity) < 5) && (pt_in_light(dest,look2)))
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])) {
return true;
}
if(to_check == univ.party.p_loc)
return true;
for(i = 0; i < 20; i++)
if((univ.party.out_c[i].exists))
if(univ.party.out_c[i].m_loc == to_check)
return true;
return false;
}
if((is_town()) || (is_combat())) {
ter = univ.town->terrain(to_check.x,to_check.y);
gr = univ.scenario.ter_types[ter].picture;
// Terrain blocking?
if(impassable(ter)) {
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()) && (univ.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 == univ.party[i].combat_pos)
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;
if(univ.town.is_force_cage(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)))
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))
|| (loc_off_act_area(destination))) {
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))
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])) {
return true;
}
for(i = 0; i < 10; i++)
if((univ.party.out_c[i].exists))
if(univ.party.out_c[i].m_loc == to_check)
return true;
return false;
}
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;
which_ter = coord_to_ter(to_check.x,to_check.y);
if(univ.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(univ.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(univ.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(univ.scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT ||
univ.scenario.ter_types[terrain_type].blockage == eTerObstruct::BLOCK_SIGHT)
return 5;
else if(univ.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(univ.party[i].combat_pos,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)))
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)) && (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)) || (overall_mode == MODE_LOOK_TOWN)) && (pt_in_light(univ.town.p_loc,where) )
&& (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))
return 6;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
if(can_see_light(univ.party[i].combat_pos,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 ||
univ.scenario.ter_types[univ.town->terrain(loc_to_try.x,loc_to_try.y)].blockage != eTerObstruct::CLEAR ||
(loc_off_act_area(loc_to_try)) ||
(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(univ.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;
if(is_out()) {
l = local_to_global(l);
univ.out[l.x][l.y] = ter;
univ.out->terrain[i][j] = ter;
}
else {
univ.town->terrain(i,j) = ter;
if(univ.scenario.ter_types[univ.town->terrain(i,j)].special == eTerSpec::CONVEYOR)
univ.town.belt_present = true;
}
}