Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders. (With the exception that files in the classes folder may depend on files in the tools folder.) In this commit, several changes were made. - Project file modified, may need further modification. - Many files renamed to match the Mac version. - #include statements for system headers changed to use <> instead of "" (some already did, but many didn't). - xxx.h headers replaced with cxxx headers where appropriate. - Most sound-related variables moved from globvars.cpp to soundvars.cpp. - The files originally named graphutil and gutils have been merged. - Changed TRUE/FALSE to true/false. - Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped) and print_nums (which should probably be incorporated into the MessageBox string). - Possibly other things that were forgotten. For some reason this commit also includes changes recently committed into the branch for osx. git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
199 lines
4.2 KiB
C++
199 lines
4.2 KiB
C++
#include <windows.h>
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#include "global.h"
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#include "boe.locutils.h"
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#include "boe.fields.h"
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#include "globvar.h"
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Boolean is_explored(short i,short j)
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{
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if (is_out()) {
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if ((i != minmax(0,95,(int)i)) || (j != minmax(0,95,(int)j)))
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return FALSE;
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return (out_e[i][j] != 0) ? TRUE : FALSE;
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}
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if (c_town.explored[i][j] & 1) return TRUE;
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else return FALSE;
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}
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void make_explored(short i,short j)
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{
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if (is_out()) out_e[i][j] = 1;
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c_town.explored[i][j] |= 1;
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}
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Boolean is_out()
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{
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return ((overall_mode == 0) || (overall_mode == 35))? TRUE : FALSE;
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}
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Boolean is_town()
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{
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return (((overall_mode > 0) && (overall_mode < 10)) || (overall_mode == 36))? TRUE : FALSE;
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}
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Boolean is_combat()
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{
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return (((overall_mode >= 10) && (overall_mode < 20)) || (overall_mode == 37))? TRUE : FALSE;
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}
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Boolean special(short i,short j)
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{
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if (((misc_i[i][j]) & 2) != 0)
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return TRUE;
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else return FALSE;
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}
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void make_web(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((misc_i[i][j] & 224) || (c_town.explored[i][j] & 238))
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return;
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misc_i[i][j] |= 4;
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web = TRUE;
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}
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void make_fire_barrier(short i,short j)
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/**/{
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if ((is_antimagic(i,j)) && (get_ran(1,0,3) < 3))
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return;
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if (misc_i[i][j] & 248)
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return;
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take_web(i,j);
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c_town.explored[i][j] = c_town.explored[i][j] & 1;
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misc_i[i][j] |= 32;
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fire_barrier = TRUE;
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}
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void make_force_barrier(short i,short j)
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/**/{
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if ((is_antimagic(i,j)) && (get_ran(1,0,2) < 2))
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return;
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if (misc_i[i][j] & 248)
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return;
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take_web(i,j);
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c_town.explored[i][j] = c_town.explored[i][j] & 1;
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misc_i[i][j] |= 64;
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force_barrier = TRUE;
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}
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void make_quickfire(short i,short j)
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/**/{
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unsigned char ter;
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if ((is_antimagic(i,j)) && (get_ran(1,0,1) == 0))
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return;
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if ((is_force_barrier(i,j)) || (is_fire_barrier(i,j)))
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return;
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ter = coord_to_ter(i,j);
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if (scenario.ter_types[ter].blockage == 1)
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return;
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if (scenario.ter_types[ter].blockage == 5)
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return;
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c_town.explored[i][j] = c_town.explored[i][j] & 1;
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misc_i[i][j] &= 3;
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misc_i[i][j] |= 128;
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quickfire = TRUE;
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}
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void make_force_wall(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((c_town.explored[i][j] & 74) || (misc_i[i][j] & 248))
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return;
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take_web(i,j);
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take_fire_wall(i,j);
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c_town.explored[i][j] |= 2;
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force_wall = TRUE;
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}
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void make_fire_wall(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((c_town.explored[i][j] & 248) || (misc_i[i][j] & 254))
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return;
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take_web(i,j);
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c_town.explored[i][j] |= 4;
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fire_wall = TRUE;
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}
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void make_antimagic(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if (misc_i[i][j] & 224)
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return;
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c_town.explored[i][j] &= 1;
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c_town.explored[i][j] |= 8;
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antimagic = TRUE;
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}
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void make_scloud(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((c_town.explored[i][j] & 238) || (misc_i[i][j] & 224))
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return;
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c_town.explored[i][j] |= 16;
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scloud = TRUE;
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}
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void make_ice_wall(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((c_town.explored[i][j] & 74) || (misc_i[i][j] & 252))
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return;
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take_fire_wall(i,j);
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take_scloud(i,j);
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c_town.explored[i][j] |= 32;
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ice_wall = TRUE;
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}
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void make_blade_wall(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((c_town.explored[i][j] & 8) || (misc_i[i][j] & 224))
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return;
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c_town.explored[i][j] &= 9;
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c_town.explored[i][j] |= 64;
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blade_wall = TRUE;
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}
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void make_sleep_cloud(short i,short j)
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/**/{
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if (spot_impassable(i,j) == TRUE)
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return;
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if ((c_town.explored[i][j] & 8) || (misc_i[i][j] & 224))
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return;
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c_town.explored[i][j] &= 9;
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c_town.explored[i][j] |= 128;
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sleep_field = TRUE;
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}
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void make_sfx(short i,short j, short type)
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{
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unsigned char ter;
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if (get_obscurity(i,j) > 0)
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return;
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ter = coord_to_ter(i,j);
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if (terrain_blocked[ter] != 0)
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return;
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switch (type) {
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case 1: case 2:
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if (sfx[i][j] == 4)
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return;
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if (sfx[i][j] < 4)
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type = min(3,type + sfx[i][j]);
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break;
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case 4:
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if (sfx[i][j] == 8)
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type = 5;
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break;
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}
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sfx[i][j] = s_pow(2,type - 1);
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}
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