Files
oboe/Win32/Blades of Exile/boe.fields.cpp
Chokboyz 1fb77013b4 Classic Blades of Exile :
- Various aesthetics fixes (no more buttons cut in half, justified some buttons, etc)
- Clicking the help icon next to the (unused) job button now correctly displays help.
- Redid the implementation of the (new) "check statistic node" (replaces "has enough mage lore") to prevent potential compatibility breaking with legacy scenarios.
- Small change to the (new) "Set town status" (replaces "Make Town Hostile") for the same reason.
- To clarify, renamed the "Dispel spirit" item ability to "Ravage spirit" (as it is, in fact, the spell called by the ability).
- For the same reason, renamed the monster spell "Heal All" to "Full Heal", as it isn't a mass spell but a powerful (and reliable) self-healing spell for monsters.
- Aligned the sleep immunity on the mac version : Slimes (regardless of the monster number), Stone and Undead types monsters are immuned to sleep.
- Dart throwing now only takes 2 ap for monsters (corrected from invisibility ability).
- Field generating monsters are now immuned to the type of field they generate (corrected from an Exile 3 incomplete transition).
- Rewrote the pending special queue for better events handling (no more potential overflow, entering/exiting town events are now sure to happens)
- Implemented the "No Terrain Animation" option.
- Un/Equipping something while in combat now correctly updates the ap display.
- MOnsters missile abilities now show their correct damage range in description (game and editor).
- Bashing weapons charges (if any) are now correctly shown (as usual, next to the name).

Codewise :

- The game shouldn't check if the item to be equipped is food anymore.
- Replaced lots of number checks by "human-readable" constants (some new).
- Removed some false checks about awaken spell supposed to work as dispel field.
- Fleeing and winning an outdoor battle now call the run_special function with the correct parameter (was reversed, with no consequences, since it's never checked)
- AI doesn't check the monster number, when deciding if the monster should cast a mage spell, anymore.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@159 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-11-26 21:27:18 +00:00

200 lines
4.3 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 == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS))? true : false;
}
Boolean is_town()
{
return (((overall_mode > MODE_OUTDOORS) && (overall_mode < MODE_COMBAT)) || (overall_mode == MODE_LOOK_TOWN))? true : false;
}
Boolean is_combat()
{
return (((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) || (overall_mode == MODE_LOOK_COMBAT))? 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);
}