Files
oboe/Win32/Blades of Exile/boe.fields.cpp
Chokboyz 5ebbe14d6f *Finished cleaning the Win32 code so that the game compiles again.
*Fixed the SDF[0][0] being set to 1 when killing wandering or summoned monsters.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@132 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-10-18 23:26:28 +00:00

200 lines
4.2 KiB
C++

#include <windows.h>
#include "global.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "globvar.h"
#include "tools/mathutil.h"
Boolean is_explored(short i,short j)
{
if (is_out()) {
if ((i != minmax(0,95,(int)i)) || (j != minmax(0,95,(int)j)))
return FALSE;
return (out_e[i][j] != 0) ? TRUE : FALSE;
}
if (c_town.explored[i][j] & 1) return TRUE;
else return FALSE;
}
void make_explored(short i,short j)
{
if (is_out()) out_e[i][j] = 1;
c_town.explored[i][j] |= 1;
}
Boolean is_out()
{
return ((overall_mode == 0) || (overall_mode == 35))? TRUE : FALSE;
}
Boolean is_town()
{
return (((overall_mode > 0) && (overall_mode < 10)) || (overall_mode == 36))? TRUE : FALSE;
}
Boolean is_combat()
{
return (((overall_mode >= 10) && (overall_mode < 20)) || (overall_mode == 37))? TRUE : FALSE;
}
Boolean special(short i,short j)
{
if (((misc_i[i][j]) & 2) != 0)
return TRUE;
else return FALSE;
}
void make_web(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((misc_i[i][j] & 224) || (c_town.explored[i][j] & 238))
return;
misc_i[i][j] |= 4;
web = TRUE;
}
void make_fire_barrier(short i,short j)
/**/{
if ((is_antimagic(i,j)) && (get_ran(1,0,3) < 3))
return;
if (misc_i[i][j] & 248)
return;
take_web(i,j);
c_town.explored[i][j] = c_town.explored[i][j] & 1;
misc_i[i][j] |= 32;
fire_barrier = TRUE;
}
void make_force_barrier(short i,short j)
/**/{
if ((is_antimagic(i,j)) && (get_ran(1,0,2) < 2))
return;
if (misc_i[i][j] & 248)
return;
take_web(i,j);
c_town.explored[i][j] = c_town.explored[i][j] & 1;
misc_i[i][j] |= 64;
force_barrier = TRUE;
}
void make_quickfire(short i,short j)
/**/{
unsigned char ter;
if ((is_antimagic(i,j)) && (get_ran(1,0,1) == 0))
return;
if ((is_force_barrier(i,j)) || (is_fire_barrier(i,j)))
return;
ter = coord_to_ter(i,j);
if (scenario.ter_types[ter].blockage == 1)
return;
if (scenario.ter_types[ter].blockage == 5)
return;
c_town.explored[i][j] = c_town.explored[i][j] & 1;
misc_i[i][j] &= 3;
misc_i[i][j] |= 128;
quickfire = TRUE;
}
void make_force_wall(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((c_town.explored[i][j] & 74) || (misc_i[i][j] & 248))
return;
take_web(i,j);
take_fire_wall(i,j);
c_town.explored[i][j] |= 2;
force_wall = TRUE;
}
void make_fire_wall(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((c_town.explored[i][j] & 248) || (misc_i[i][j] & 254))
return;
take_web(i,j);
c_town.explored[i][j] |= 4;
fire_wall = TRUE;
}
void make_antimagic(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if (misc_i[i][j] & 224)
return;
c_town.explored[i][j] &= 1;
c_town.explored[i][j] |= 8;
antimagic = TRUE;
}
void make_scloud(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((c_town.explored[i][j] & 238) || (misc_i[i][j] & 224))
return;
c_town.explored[i][j] |= 16;
scloud = TRUE;
}
void make_ice_wall(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((c_town.explored[i][j] & 74) || (misc_i[i][j] & 252))
return;
take_fire_wall(i,j);
take_scloud(i,j);
c_town.explored[i][j] |= 32;
ice_wall = TRUE;
}
void make_blade_wall(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((c_town.explored[i][j] & 8) || (misc_i[i][j] & 224))
return;
c_town.explored[i][j] &= 9;
c_town.explored[i][j] |= 64;
blade_wall = TRUE;
}
void make_sleep_cloud(short i,short j)
/**/{
if (spot_impassable(i,j) == TRUE)
return;
if ((c_town.explored[i][j] & 8) || (misc_i[i][j] & 224))
return;
c_town.explored[i][j] &= 9;
c_town.explored[i][j] |= 128;
sleep_field = TRUE;
}
void make_sfx(short i,short j, short type)
{
unsigned char ter;
if (get_obscurity(i,j) > 0)
return;
ter = coord_to_ter(i,j);
if (terrain_blocked[ter] != 0)
return;
switch (type) {
case 1: case 2:
if (sfx[i][j] == 4)
return;
if (sfx[i][j] < 4)
type = min(3,type + sfx[i][j]);
break;
case 4:
if (sfx[i][j] == 8)
type = 5;
break;
}
sfx[i][j] = s_pow(2,type - 1);
}