126 lines
4.4 KiB
C++
126 lines
4.4 KiB
C++
/*
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* town_import.tpp
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* BoE
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*
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* Created by Celtic Minstrel on 02/09/16.
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*
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*/
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#include <string>
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#include <vector>
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#include <map>
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#include <sstream>
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#include "scenario.hpp"
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#include "dialogxml/dialogs/strdlog.hpp"
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#include "oldstructs.hpp"
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#include "fileio/fileio.hpp"
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template<typename T>
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struct import_helper {
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static const int dim = sizeof(T().terrain) / sizeof(T().terrain[0]);
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static const int num_monst = sizeof(T().creatures) / sizeof(T().creatures[0]);
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};
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template<typename T>
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void cTown::import_legacy(T& old, int){
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typedef import_helper<T> sizes;
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assert(max_dim == sizes::dim && "Tried to import legacy town into wrong-sized town");
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cField the_field, the_road;
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the_field.type = SPECIAL_SPOT;
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the_road.type = SPECIAL_ROAD;
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// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
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std::vector<int> unused_special_slots;
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for(short i = 0; i < 100; i++) {
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if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
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// Also make sure no specials jump to it
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bool is_free = true;
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for(short j = 0; j < 100; j++) {
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if(specials[j].jumpto == i) is_free = false;
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}
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for(short i = 0; i < sizes::dim; i++)
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for(short j = 0; j < sizes::dim; j++) {
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terrain[i][j] = old.terrain[i][j];
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lighting[i][j] = old.lighting[i / 8][j] & (1 << (i % 8));
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if(scenario->ter_types[terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
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the_field.loc.x = i;
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the_field.loc.y = j;
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preset_fields.push_back(the_field);
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}
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if(scenario->ter_types[terrain[i][j]].i == 3001) { // marker to indicate it used to be a road
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the_road.loc.x = i;
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the_road.loc.y = j;
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preset_fields.push_back(the_road);
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}
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// Convert roads that crossed grass/hill boundaries
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// It won't catch ones that sit exactly at the edge, though; in that case they'd need manual fixing
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// For simplicity we assume the non-hill space is either a city or a grass road
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// Terrain types used here:
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// 80 - grass road 81 - hill road
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// 38 - hill/grass 40 - hill|grass 42 - grass/hill 44 - grass|hill
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// where / means "over" and | means "beside"
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if(old.terrain[i][j] == 81 && i > 0 && i < 47 && j > 0 && j < 47) {
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if(old.terrain[i+1][j] == 81) {
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ter_num_t connect = old.terrain[i-1][j];
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if(connect == 80 || scenario->ter_types[connect].trim_type == eTrimType::CITY)
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terrain[i][j] = 44;
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} else if(old.terrain[i-1][j] == 81) {
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ter_num_t connect = old.terrain[i+1][j];
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if(connect == 80 || scenario->ter_types[connect].trim_type == eTrimType::CITY)
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terrain[i][j] = 40;
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} else if(old.terrain[i][j+1] == 81) {
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ter_num_t connect = old.terrain[i][j-1];
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if(connect == 80 || scenario->ter_types[connect].trim_type == eTrimType::CITY)
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terrain[i][j] = 42;
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} else if(old.terrain[i][j-1] == 81) {
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ter_num_t connect = old.terrain[i][j+1];
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if(connect == 80 || scenario->ter_types[connect].trim_type == eTrimType::CITY)
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terrain[i][j] = 38;
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}
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}
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if(scenario->ter_types[terrain[i][j]].boat_over) {
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// Try to fix specials that could be triggered while in a boat
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// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
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int found_spec = -1;
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for(int k = 0; k < 50; k++) {
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if(i == special_locs[k].x && j == special_locs[k].y) {
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found_spec = k;
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break;
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}
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}
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if(found_spec >= 0) {
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int found_spec_id = special_locs[found_spec].spec;
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cSpecial* node;
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if(!unused_special_slots.empty()) {
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int use_slot = unused_special_slots.back();
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unused_special_slots.pop_back();
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node = &specials[use_slot];
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special_locs[found_spec].spec = use_slot;
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} else {
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special_locs[found_spec].spec = specials.size();
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specials.emplace_back();
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node = &specials.back();
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}
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node->type = eSpecType::IF_IN_BOAT;
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node->ex1b = -1; // any boat;
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node->ex1c = -1; // do nothing
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node->jumpto = found_spec_id; // else jump here
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}
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}
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}
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area_desc.resize(16);
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for(short i = 0; i < 16; i++) {
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area_desc[i].top = old.room_rect[i].top;
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area_desc[i].left = old.room_rect[i].left;
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area_desc[i].bottom = old.room_rect[i].bottom;
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area_desc[i].right = old.room_rect[i].right;
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}
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creatures.resize(sizes::num_monst);
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for(short i = 0; i < sizes::num_monst; i++) {
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creatures[i].import_legacy(old.creatures[i]);
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}
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}
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