Files
oboe/osx/classes/outdoors.cpp
Celtic Minstrel aabade3b85 Attempt to convert scenarios that used specials on boatable terrains, by inserting a "boat block" special in the front of each such chain
- This commit also introduces "boat block" and "horse block" specials as part of the IF_CONTEXT special node type.
2014-12-12 10:46:52 -05:00

258 lines
8.4 KiB
C++

/*
* outdoors.cpp
* BoE
*
* Created by Celtic Minstrel on 22/04/09.
*
*/
#include <string>
#include <vector>
#include <map>
#include <sstream>
#include "dlogutil.h"
#include "classes.h"
#include "oldstructs.h"
extern cScenario scenario;
cOutdoors& cOutdoors::operator = (legacy::outdoor_record_type& old){
int i,j;
// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
std::vector<int> unused_special_slots;
for(i = 0; i < 60; i++) {
if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
// Also make sure no specials jump to it
bool is_free = true;
for(j = 0; j < 60; j++) {
if(specials[j].jumpto == i) is_free = false;
}
if(is_free) unused_special_slots.push_back(i);
}
}
for(i = 0; i < 48; i++)
for(j = 0; j < 48; j++){
terrain[i][j] = old.terrain[i][j];
if(scenario.ter_types[terrain[i][j]].i == 3000) // marker to indicate it used to be a special spot
special_spot[i][j] = true;
else special_spot[i][j] = false;
// Convert roads that crossed grass/hill boundaries
// It won't catch ones that sit exactly at the edge, though; in that case they'd need manual fixing
// For simplicity we assume the non-hill space is either a city or a grass road
// Terrain types used here:
// 80 - grass road 81 - hill road
// 38 - hill/grass 40 - hill|grass 42 - grass/hill 44 - grass|hill
// where / means "over" and | means "beside"
// Not going to do it for town since roads in town are uncommon. Maybe later.
if(old.terrain[i][j] == 81 && i > 0 && i < 47 && j > 0 && j < 47) {
if(old.terrain[i+1][j] == 81) {
ter_num_t connect = old.terrain[i-1][j];
if(connect == 80 || scenario.ter_types[connect].trim_type == eTrimType::CITY)
terrain[i][j] = 44;
} else if(old.terrain[i-1][j] == 81) {
ter_num_t connect = old.terrain[i+1][j];
if(connect == 80 || scenario.ter_types[connect].trim_type == eTrimType::CITY)
terrain[i][j] = 40;
} else if(old.terrain[i][j+1] == 81) {
ter_num_t connect = old.terrain[i][j-1];
if(connect == 80 || scenario.ter_types[connect].trim_type == eTrimType::CITY)
terrain[i][j] = 42;
} else if(old.terrain[i][j-1] == 81) {
ter_num_t connect = old.terrain[i][j+1];
if(connect == 80 || scenario.ter_types[connect].trim_type == eTrimType::CITY)
terrain[i][j] = 38;
}
}
if(scenario.ter_types[terrain[i][j]].boat_over) {
// Try to fix specials that could be triggered while in a boat
// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
int found_spec = -1;
for(int k = 0; i < 18; k++) {
if(i == special_locs[k].x && j == special_locs[k].y) {
found_spec = k;
break;
}
}
if(found_spec >= 0) {
if(!unused_special_slots.empty()) {
int found_spec_id = special_id[found_spec], use_slot = unused_special_slots.back();
unused_special_slots.pop_back();
cSpecial& node = specials[use_slot];
node.type = eSpecType::IF_CONTEXT;
node.ex1a = 101; // if in boat
node.ex1c = -1; // do nothing
node.jumpto = found_spec_id; // else jump here
special_id[found_spec] = use_slot;
} else {
std::stringstream sout;
sout << "In outdoor section (" << x << ',' << y << ") at (" << i << ',' << j << "); special node ID ";
sout << special_id[found_spec];
giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
}
}
}
}
for(i = 0; i < 18; i++){
special_locs[i].x = old.special_locs[i].x;
special_locs[i].y = old.special_locs[i].y;
special_id[i] = old.special_id[i];
}
for(i = 0; i < 8; i++){
exit_locs[i].x = old.exit_locs[i].x;
exit_locs[i].y = old.exit_locs[i].y;
exit_dests[i] = old.exit_dests[i];
sign_locs[i].x = old.sign_locs[i].x;
sign_locs[i].y = old.sign_locs[i].y;
info_rect[i].top = old.info_rect[i].top;
info_rect[i].left = old.info_rect[i].left;
info_rect[i].bottom = old.info_rect[i].bottom;
info_rect[i].right = old.info_rect[i].right;
}
for(i = 0; i < 4; i++){
// for(j = 0; j < 7; j++){
// wandering[i].monst[j] = old.wandering[i].monst[j];
// special_enc[i].monst[j] = old.special_enc[i].monst[j];
// }
// for(j = 0; j < 3; j++){
// wandering[i].fristd::endly[j] = old.wandering[i].fristd::endly[j];
// special_enc[i].fristd::endly[j] = old.special_enc[i].fristd::endly[j];
// }
// wandering[i].spec_on_meet = old.wandering[i].spec_on_meet;
// special_enc[i].spec_on_meet = old.special_enc[i].spec_on_meet;
// wandering[i].spec_on_win = old.wandering[i].spec_on_win;
// special_enc[i].spec_on_win = old.special_enc[i].spec_on_win;
// wandering[i].spec_on_flee = old.wandering[i].spec_on_flee;
// special_enc[i].spec_on_flee = old.special_enc[i].spec_on_flee;
// wandering[i].cant_flee = old.wandering[i].cant_flee;
// special_enc[i].cant_flee = old.special_enc[i].cant_flee;
// wandering[i].end_spec1 = old.wandering[i].end_spec1;
// special_enc[i].end_spec1 = old.special_enc[i].end_spec1;
// wandering[i].end_spec2 = old.wandering[i].end_spec2;
// special_enc[i].end_spec2 = old.special_enc[i].end_spec2;
wandering[i] = old.wandering[i];
special_enc[i] = old.special_enc[i];
wandering_locs[i].x = old.wandering_locs[i].x;
wandering_locs[i].y = old.wandering_locs[i].y;
}
for(i = 0; i < 180; i++)
strlens[i] = old.strlens[i];
for(i = 0; i < 60; i++)
specials[i] = old.specials[i];
return *this;
}
cOutdoors::cOutdoors(){
short i,j;
location d_loc(100,0);
cOutdoors::cWandering d_monst = {{0,0,0,0,0,0,0},{0,0,0},-1,-1,-1,0,-1,-1};
rectangle d_rect;
location locs[4] = {loc(8,8),loc(32,8),loc(8,32),loc(32,32)};
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
terrain[i][j] = 5; // formerly 0
}
for (i = 0; i < 18; i++) {
special_locs[i] = d_loc;
special_id[i] = 0;
}
for (i = 0; i < 8; i++) {
exit_locs[i] = d_loc;
exit_dests[i] = 0;
sign_locs[i] = d_loc;
sign_locs[i].x = 100;
info_rect[i] = d_rect;
}
for (i = 0; i < 4; i++) {
wandering[i] = d_monst;
wandering_locs[i] = locs[i];
special_enc[i] = d_monst;
}
for (i = 0; i < 60; i++) {
specials[i] = cSpecial();
}
}
char(& cOutdoors::out_strs(short i))[256]{
if(i == 0) return out_name;
if(i >= 1 && i < 9) return rect_names[i - 1];
if(i == 9) return comment;
if(i >= 10 && i < 100) return spec_strs[i - 10];
if(i >= 100 && i < 108) return sign_strs[i - 100];
return comment;
}
cOutdoors::cWandering& cOutdoors::cWandering::operator = (legacy::out_wandering_type old){
for(int i = 0; i < 7; i++)
monst[i] = old.monst[i];
for(int j = 0; j < 3; j++)
friendly[j] = old.friendly[j];
spec_on_meet = old.spec_on_meet;
spec_on_win = old.spec_on_win;
spec_on_flee = old.spec_on_flee;
cant_flee = old.cant_flee;
end_spec1 = old.end_spec1;
end_spec2 = old.end_spec2;
return *this;
}
cOutdoors::cCreature& cOutdoors::cCreature::operator = (legacy::outdoor_creature_type old){
exists = old.exists;
direction = old.direction;
what_monst = old.what_monst;
which_sector.x = old.which_sector.x;
which_sector.y = old.which_sector.y;
m_loc.x = old.m_loc.x;
m_loc.y = old.m_loc.y;
return *this;
}
void cOutdoors::cWandering::writeTo(std::ostream& file, std::string prefix){
for(int i = 0; i < 7; i++)
file << prefix << "HOSTILE " << i << ' ' << monst[i] << '\n';
for(int i = 0; i < 3; i++)
file << prefix << "FRIEND " << i << ' ' << friendly[i] << '\n';
file << prefix << "MEET " << spec_on_meet << '\n';
file << prefix << "WIN " << spec_on_win << '\n';
file << prefix << "FLEE " << spec_on_flee << '\n';
file << prefix << "FLAGS " << cant_flee << '\n';
file << prefix << "SDF " << end_spec1 << ' ' << end_spec2 << '\n';
}
void cOutdoors::cWandering::readFrom(std::istream& file){
while(file) {
std::string cur;
getline(file, cur);
std::istringstream sin(cur);
sin >> cur;
if(cur == "HOSTILE"){
int i;
sin >> i;
sin >> monst[i];
}else if(cur == "FRIEND"){
int i;
sin >> i;
sin >> friendly[i];
}else if(cur == "MEET")
sin >> spec_on_meet;
else if(cur == "WIN")
sin >> spec_on_win;
else if(cur == "FLEE")
sin >> spec_on_flee;
else if(cur == "FLAGS")
sin >> cant_flee;
else if(cur == "SDF")
sin >> end_spec1 >> end_spec2;
}
}
bool cOutdoors::cWandering::isNull(){
for (short i = 0; i < 7; i++)
if (monst[i] != 0)
return false;
return true;
}