Files
oboe/osx/classes/terrain.cpp
Celtic Minstrel d83db289fa - 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
2009-05-22 03:51:34 +00:00

353 lines
10 KiB
C++

/*
* terrain.cpp
* BoE
*
* Created by Celtic Minstrel on 20/04/09.
*
*/
#include <string>
#include <vector>
#include <map>
#include <sstream>
#include "classes.h"
#include "oldstructs.h"
#include "boe.consts.h" // TODO: Put these constants in a global file
__attribute__((deprecated))
cTerrain& cTerrain::operator = (legacy::terrain_type_type& old){
static const short arenas[260] = {
1, 1, 0, 0, 0, 1, 1, 1, 1, 1, // 0 - grassy field
1, 1, 1, 1, 1, 1, 1, 1, 2, 2, // 1 - ordinary cave
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 2 - mountain
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, // 3 - surface bridge
2, 2, 2, 2, 2, 2, 0, 0, 0, 0, // 4 - cave bridge
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,/* 50 */ // 5 - rubble-strewn cave
0, 3, 3, 3, 3, 3, 3, 5, 5, 5, // 6 - cave tree forest
6, 6, 7, 7, 1, 1, 8, 9, 10,11, // 7 - cave mushrooms
10,11,12,13,13,9, 9, 9, 1, 1, // 8 - cave swamp
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 9 - surface rocks
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,/* 100 */ // 10 - surface swamp
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 11 - surface woods
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 12 - shrubbery
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 13 - stalagmites
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 14 - cave fumarole (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,/* 150 */ // 15 - surface fumarole (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 101 - cave road (proposed)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // 102 - surface road (proposed)
1, 0, 1, 1, 1, 1, 1, 1, 1, 0, // 103 - hills road (proposed)
0, 0, 0, 0, 1, 0, 0, 0, 0, 0, // 104 - crops (proposed)
0, 0, 1, 0, 2, 0, 0, 1, 1, 1,/* 200 */ // (note: fumaroles would have lava.)
1, 0, 2, 1, 1, 0, 1, 1, 1, 1, // the numbers in this array are indices into the other arrays
1, 1, 0, 0, 0, 0, 1, 0, 1, 1, // (ter_base, ground_type, and terrain_odds first index)
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1 /* 250 */
};
static const short ground[274] = {
0, 0, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3,
3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4,
4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 5, 5, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 1, 1, 1,
1, 1, 1, 0, 0, 1, 1, 1, 10,10, 10,10,10,10,10,10,10,10,10,10,
11,11,11,11,11,11,11,11,11,11, 12,12,12,12,12,12,12,12,12,12,
12,0, 0, 13,13,13,13,13,13,13, 13,13,13,13,13,13,13,13,13,13,
13,13,13,13,13,13,13,13,13,13, 13,13,13,13,13,13,13,14,14,14,
14,14,14,15,15,15,15,15,15,15, 15,15,15,15,15,15,15,15,0, 0,
0, 16,0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 3, 3, 3, 3, 1, 1, 1, 1,
1, 1, 0, 1, 4, 1, 1, 0, 13,14, 15,1, 4, 13,13,17,17,0, 17,17,
17,17,17,17,17,17,0, 1, 18,19, 13,20,0, 13,0, 0, 0, 0, 0, 0,
2, 2, 2, 2, 0, 0, 15,15,15,15, 15,13,13,1, 1, 1, 1, 1, 1, 4,
6, 6, 6, 6, 7, 6, 0, 21,22,23, 24,0, 13,13
};
static const short trims[274] = {
0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,11,12,13,1, 1,
2, 3, 4, 5, 6, 7, 8, 9, 10,11, 12,13,0, 0, 2, 3, 4, 5, 6, 7,
8, 9, 10,11,12,13,0, 2, 3, 4, 5, 6, 7, 8, 9, 10,11,12,13,0,
0, 8, 0, 4, 6, 0, 2, 0, 0, 0, 0, 0, 0, 0, 14,0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 18,18,18, 18,18,6, 4, 2, 8, 18,18,0, 0,
18,18,15,15,15,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16,16,0, 16,16,
16,16,16,16,16,16,0, 0, 0, 0, 0, 0, 18,0, 0, 0, 18,18,18,18,
2, 4, 6, 8, 18,18,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
14,14,14,14,14,17,18,0, 0, 0, 0, 0, 0, 0,
};
static const short trim_ters[274] = {
99,99,99,99,99,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 99,99,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 99,99,1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 99,1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 99,
99,1, 99,1, 1, 99,1, 99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,4, 4, 4, 4, 99,99,99,99,
99,99,99,99,99,99,99,99,99,99, 99,99,99,99,99,0, 1, 99,0, 0,
0, 0, 1, 1, 1, 1, 99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
0, 0, 0, 0, 99,99,99,99,99,99, 99,99,99,99,99,99,99,99,99,99,
99,99,99,99,99,2, 99,99,99,99, 99,99,99,99,
};
picture = old.picture;
blockage = old.blockage;
if(picture >= 260) combat_arena = 1;
else combat_arena = arenas[picture];
if(picture < 260){
ground_type = ground[picture];
trim_type = (eTrimType) trims[picture];
trim_ter = trim_ters[picture];
}else if(picture >= 400 && picture < 1000){
ground_type = ground[picture - 140];
trim_type = (eTrimType) trims[picture - 140];
trim_ter = trim_ters[picture - 140];
}else{ // TODO: Implement new-style road and walkway handling, and deprecate picture 216.
ground_type = 255;
trim_type = TRIM_NONE;
trim_ter = 0;
}
if(trim_ter == 99) trim_ter = 0;
flag1 = old.flag1;
flag2 = old.flag2;
switch(old.special){
case 0:
if(i == 7 || i == 10 || i == 13 || i == 16){
special = TER_SPEC_NONE;
flag1 = 23;
flag2 = flag3 = 0;
}else if(picture == 215 || (picture >= 218 && picture <= 221)){
picture = 215;
special = TER_SPEC_NONE;
flag1 = 3;
flag2 = flag3 = 0;
}else if(picture == 216 || (picture >= 222 && picture <= 225)){
picture = 215;
special = TER_SPEC_NONE;
flag1 = 2;
flag2 = flag3 = 0;
}else if(picture == 143) {
special = TER_SPEC_BED;
flag1 = 230;
flag2 = flag3 = 0;
}else if((picture >= 61 && picture <= 66) || picture == 401 || picture == 402){
special = TER_SPEC_BRIDGE;
flag1 = flag2 = flag3 = 0;
break;
}else{
special = TER_SPEC_NONE;
flag1 = 255;
flag2 = flag3 = 0;
}
break;
case 1:
special = TER_SPEC_CHANGE_WHEN_STEP_ON;
flag3 = 0;
break;
case 2:
special = TER_SPEC_DAMAGING;
flag3 = DAMAGE_FIRE;
break;
case 3:
special = TER_SPEC_DAMAGING;
flag3 = DAMAGE_COLD;
break;
case 4:
special = TER_SPEC_DAMAGING;
flag3 = DAMAGE_MAGIC;
break;
case 5:
special = TER_SPEC_DANGEROUS;
flag3 = STATUS_POISON;
break;
case 6:
special = TER_SPEC_DANGEROUS;
flag3 = STATUS_DISEASE;
break;
case 7:
special = TER_SPEC_CRUMBLING;
flag2 = 0; // ???: may change this
flag3 = 1; // destroyed by Move Mountains but not by quickfire; 0 = both, 2 = quickfire only
break;
case 8:
special = TER_SPEC_LOCKABLE;
flag3 = 0;
break;
case 9:
special = TER_SPEC_UNLOCKABLE;
flag3 = false; // can't bash
break;
case 10:
special = TER_SPEC_UNLOCKABLE;
flag3 = true; // can bash
break;
case 11:
special = TER_SPEC_IS_A_SIGN;
flag3 = 0;
break;
case 12:
special = TER_SPEC_CALL_SPECIAL;
flag2 = 0; // local special, always (1 would be local if in town, global if outdoors)
flag3 = 255;
break;
case 13:
special = TER_SPEC_CALL_SPECIAL;
flag2 = 3; // global special, always (2 would be local if outdoors, global if in town)
flag3 = 255;
break;
case 14:
special = TER_SPEC_IS_A_CONTAINER;
flag3 = 0;
break;
case 15:
special = TER_SPEC_WATERFALL;
flag1 = DIR_S;
flag3 = 0;
break;
case 16:
special = TER_SPEC_CONVEYOR;
flag1 = DIR_N;
flag3 = 0;
break;
case 17:
special = TER_SPEC_CONVEYOR;
flag1 = DIR_E;
flag3 = 0;
break;
case 18:
special = TER_SPEC_CONVEYOR;
flag1 = DIR_S;
flag3 = 0;
break;
case 19:
special = TER_SPEC_CONVEYOR;
flag1 = DIR_W;
flag3 = 0;
break;
case 20:
special = TER_SPEC_BLOCKED_TO_MONSTERS;
flag3 = 0;
break;
case 21:
special = TER_SPEC_TOWN_ENTRANCE;
flag3 = 0;
break;
case 22:
special = TER_SPEC_CHANGE_WHEN_USED;
flag2 = 3;
flag3 = 0;
break;
case 23:
special = TER_SPEC_CALL_SPECIAL_WHEN_USED;
flag2 = 3; // global special, always (2 would be local if outdoors, global if in town)
flag3 = 255;
break;
}
trans_to_what = old.trans_to_what;
fly_over = old.fly_over;
boat_over = old.boat_over;
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;
switch(picture){
// Rubbles, plus pentagram as a bonus
case 68:
obj_num = 1;
obj_pos.x = 0;
obj_pos.y = 0;
obj_size.x = 2;
obj_size.y = 1;
break;
case 69:
obj_num = 1;
obj_pos.x = 1;
obj_pos.y = 0;
obj_size.x = 2;
obj_size.y = 1;
break;
case 86:
obj_num = 2;
obj_pos.x = 0;
obj_pos.y = 0;
obj_size.x = 2;
obj_size.y = 1;
break;
case 87:
obj_num = 2;
obj_pos.x = 1;
obj_pos.y = 0;
obj_size.x = 2;
obj_size.y = 1;
break;
case 247:
obj_num = 3;
obj_pos.x = 0;
obj_pos.y = 0;
obj_size.x = 2;
obj_size.y = 2;
break;
case 248:
obj_num = 3;
obj_pos.x = 1;
obj_pos.y = 0;
obj_size.x = 2;
obj_size.y = 2;
break;
case 249:
obj_num = 3;
obj_pos.x = 0;
obj_pos.y = 1;
obj_size.x = 2;
obj_size.y = 2;
break;
case 250:
obj_num = 3;
obj_pos.x = 1;
obj_pos.y = 1;
obj_size.x = 2;
obj_size.y = 2;
break;
// Special spaces
case 207:
picture = 0;
i = 3000;
break;
case 208:
picture = 123;
i = 3000;
break;
case 209:
picture = 157;
i = 3000;
break;
case 210:
picture = 163;
i = 3000;
break;
case 211:
picture = 2;
i = 3000;
break;
case 212:
picture = 32;
i = 3000;
break;
// Misc
case 216:
case 218: case 219: case 220: case 221:
case 222: case 223: case 224: case 225:
picture = 215;
break;
case 233:
picture = 137;
break;
};
return *this;
}