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/*
* File: tiledoll.cc
* Summary: Region system implementations
*
* Created by: ennewalker on Sat Jan 5 01:33:53 2008 UTC
*/
#include "AppHdr.h"
#ifdef USE_TILE
#include "tiledoll.h"
#include <sys/stat.h>
#include "files.h"
#include "tilebuf.h"
#include "tiledef-player.h"
#include "tilepick-p.h"
#include "transform.h"
dolls_data::dolls_data()
{
parts = new tileidx_t[TILEP_PART_MAX];
memset(parts, 0, TILEP_PART_MAX * sizeof(int));
}
dolls_data::dolls_data(const dolls_data& _orig)
{
parts = new tileidx_t[TILEP_PART_MAX];
memcpy(parts, _orig.parts, TILEP_PART_MAX * sizeof(int));
}
const dolls_data& dolls_data::operator=(const dolls_data& other)
{
memcpy(parts, other.parts, TILEP_PART_MAX * sizeof(int));
return (*this);
}
dolls_data::~dolls_data()
{
delete[] parts;
parts = NULL;
}
dolls_data player_doll;
bool save_doll_data(int mode, int num, const dolls_data* dolls)
{
// Save mode, num, and all dolls into dolls.txt.
std::string dollsTxtString = datafile_path("dolls.txt", false, true);
struct stat stFileInfo;
stat(dollsTxtString.c_str(), &stFileInfo);
// Write into the current directory instead if we didn't find the file
// or don't have write permissions.
const char *dollsTxt = (dollsTxtString.c_str()[0] == 0
|| !(stFileInfo.st_mode & S_IWUSR)) ? "dolls.txt"
: dollsTxtString.c_str();
FILE *fp = NULL;
if ((fp = fopen(dollsTxt, "w+")) != NULL)
{
fprintf(fp, "MODE=%s\n",
(mode == TILEP_MODE_EQUIP) ? "EQUIP" :
(mode == TILEP_MODE_LOADING) ? "LOADING"
: "DEFAULT");
fprintf(fp, "NUM=%02d\n", num == -1 ? 0 : num);
// Print some explanatory comments. May contain no spaces!
fprintf(fp, "#Legend:\n");
fprintf(fp, "#***:equipment/123:index/000:none\n");
fprintf(fp, "#Shadow/Base/Cloak/Boots/Legs/Body/Gloves/Weapon/Shield/Hair/Beard/Helmet/Halo/Enchant/DrcHead/DrcWing\n");
fprintf(fp, "#Sh:Bse:Clk:Bts:Leg:Bdy:Glv:Wpn:Shd:Hai:Brd:Hlm:Hal:Enc:Drc:Wng\n");
char fbuf[80];
for (unsigned int i = 0; i < NUM_MAX_DOLLS; ++i)
{
tilep_print_parts(fbuf, dolls[i]);
fprintf(fp, "%s\n", fbuf);
}
fclose(fp);
return (true);
}
return (false);
}
bool load_doll_data(const char *fn, dolls_data *dolls, int max,
tile_doll_mode *mode, int *cur)
{
char fbuf[1024];
FILE *fp = NULL;
std::string dollsTxtString = datafile_path(fn, false, true);
struct stat stFileInfo;
stat(dollsTxtString.c_str(), &stFileInfo);
// Try to read from the current directory instead if we didn't find the
// file or don't have reading permissions.
const char *dollsTxt = (dollsTxtString.c_str()[0] == 0
|| !(stFileInfo.st_mode & S_IRUSR)) ? "dolls.txt"
: dollsTxtString.c_str();
if ( (fp = fopen(dollsTxt, "r")) == NULL )
{
// File doesn't exist. By default, use equipment settings.
*mode = TILEP_MODE_EQUIP;
return (false);
}
else
{
memset(fbuf, 0, sizeof(fbuf));
// Read mode from file.
if (fscanf(fp, "%1023s", fbuf) != EOF)
{
if (strcmp(fbuf, "MODE=DEFAULT") == 0)
*mode = TILEP_MODE_DEFAULT;
else if (strcmp(fbuf, "MODE=EQUIP") == 0)
*mode = TILEP_MODE_EQUIP; // Nothing else to be done.
}
// Read current doll from file.
if (fscanf(fp, "%1023s", fbuf) != EOF)
{
if (strncmp(fbuf, "NUM=", 4) == 0)
{
sscanf(fbuf, "NUM=%d", cur);
if (*cur < 0 || *cur >= NUM_MAX_DOLLS)
*cur = 0;
}
}
if (max == 1)
{
// Load only one doll, either the one defined by NUM or
// use the default/equipment setting.
if (*mode != TILEP_MODE_LOADING)
{
if (*mode == TILEP_MODE_DEFAULT)
tilep_job_default(you.char_class, &dolls[0]);
// If we don't need to load a doll, return now.
fclose(fp);
return (true);
}
int count = 0;
while (fscanf(fp, "%1023s", fbuf) != EOF)
{
if (fbuf[0] == '#') // Skip comment lines.
continue;
if (*cur == count++)
{
tilep_scan_parts(fbuf, dolls[0], you.species,
you.experience_level);
break;
}
}
}
else // Load up to max dolls from file.
{
for (int count = 0; count < max && fscanf(fp, "%1023s", fbuf) != EOF; )
{
if (fbuf[0] == '#') // Skip comment lines.
continue;
tilep_scan_parts(fbuf, dolls[count++], you.species,
you.experience_level);
}
}
fclose(fp);
return (true);
}
}
void init_player_doll()
{
dolls_data dolls[NUM_MAX_DOLLS];
for (int i = 0; i < NUM_MAX_DOLLS; i++)
for (int j = 0; j < TILEP_PART_MAX; j++)
dolls[i].parts[j] = TILEP_SHOW_EQUIP;
tile_doll_mode mode = TILEP_MODE_LOADING;
int cur = 0;
load_doll_data("dolls.txt", dolls, NUM_MAX_DOLLS, &mode, &cur);
if (mode == TILEP_MODE_LOADING)
{
player_doll = dolls[cur];
tilep_race_default(you.species, you.experience_level, &player_doll);
return;
}
for (int i = 0; i < TILEP_PART_MAX; i++)
player_doll.parts[i] = TILEP_SHOW_EQUIP;
tilep_race_default(you.species, you.experience_level, &player_doll);
if (mode == TILEP_MODE_EQUIP)
return;
tilep_job_default(you.char_class, &player_doll);
}
static int _get_random_doll_part(int p)
{
ASSERT(p >= 0 && p <= TILEP_PART_MAX);
return (tile_player_part_start[p]
+ random2(tile_player_part_count[p]));
}
static void _fill_doll_part(dolls_data &doll, int p)
{
ASSERT(p >= 0 && p <= TILEP_PART_MAX);
doll.parts[p] = _get_random_doll_part(p);
}
void create_random_doll(dolls_data &rdoll)
{
// All dolls roll for these.
_fill_doll_part(rdoll, TILEP_PART_BODY);
_fill_doll_part(rdoll, TILEP_PART_HAND1);
_fill_doll_part(rdoll, TILEP_PART_LEG);
_fill_doll_part(rdoll, TILEP_PART_BOOTS);
_fill_doll_part(rdoll, TILEP_PART_HAIR);
// The following are only rolled with 50% chance.
if (coinflip())
_fill_doll_part(rdoll, TILEP_PART_CLOAK);
if (coinflip())
_fill_doll_part(rdoll, TILEP_PART_ARM);
if (coinflip())
_fill_doll_part(rdoll, TILEP_PART_HAND2);
if (coinflip())
_fill_doll_part(rdoll, TILEP_PART_HELM);
if (one_chance_in(4))
_fill_doll_part(rdoll, TILEP_PART_BEARD);
}
// Deterministically pick a pair of trousers for this character to use
// for SHOW_EQUIP, as there's no corresponding item slot for this.
static tileidx_t _random_trousers()
{
int offset = static_cast<int>(you.species) * 9887
+ static_cast<int>(you.char_class) * 8719;
const char *name = you.your_name.c_str();
for (int i = 0; i < 8 && *name; ++i, ++name)
offset += name[i] * 4643;
const int range = TILEP_LEG_LAST_NORM - TILEP_LEG_FIRST_NORM + 1;
return (TILEP_LEG_FIRST_NORM + offset % range);
}
void fill_doll_equipment(dolls_data &result)
{
// Base tile.
if (result.parts[TILEP_PART_BASE] == TILEP_SHOW_EQUIP)
{
tilep_race_default(you.species, you.experience_level, &result);
}
// Main hand.
if (result.parts[TILEP_PART_HAND1] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_WEAPON];
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_BLADE_HANDS)
result.parts[TILEP_PART_HAND1] = TILEP_HAND1_BLADEHAND;
else if (item == -1)
result.parts[TILEP_PART_HAND1] = 0;
else
result.parts[TILEP_PART_HAND1] = tilep_equ_weapon(you.inv[item]);
}
// Off hand.
if (result.parts[TILEP_PART_HAND2] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_SHIELD];
if (you.attribute[ATTR_TRANSFORMATION] == TRAN_BLADE_HANDS)
result.parts[TILEP_PART_HAND2] = TILEP_HAND2_BLADEHAND;
else if (item == -1)
result.parts[TILEP_PART_HAND2] = 0;
else
result.parts[TILEP_PART_HAND2] = tilep_equ_shield(you.inv[item]);
}
// Body armour.
if (result.parts[TILEP_PART_BODY] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_BODY_ARMOUR];
if (item == -1)
result.parts[TILEP_PART_BODY] = 0;
else
result.parts[TILEP_PART_BODY] = tilep_equ_armour(you.inv[item]);
}
// Cloak.
if (result.parts[TILEP_PART_CLOAK] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_CLOAK];
if (item == -1)
result.parts[TILEP_PART_CLOAK] = 0;
else
result.parts[TILEP_PART_CLOAK] = tilep_equ_cloak(you.inv[item]);
}
// Helmet.
if (result.parts[TILEP_PART_HELM] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_HELMET];
if (item != -1)
{
result.parts[TILEP_PART_HELM] = tilep_equ_helm(you.inv[item]);
}
else if (player_mutation_level(MUT_HORNS) > 0)
{
switch (player_mutation_level(MUT_HORNS))
{
case 1:
result.parts[TILEP_PART_HELM] = TILEP_HELM_HORNS1;
break;
case 2:
result.parts[TILEP_PART_HELM] = TILEP_HELM_HORNS2;
break;
case 3:
result.parts[TILEP_PART_HELM] = TILEP_HELM_HORNS3;
break;
}
}
else
{
result.parts[TILEP_PART_HELM] = 0;
}
}
// Leg.
if (result.parts[TILEP_PART_LEG] == TILEP_SHOW_EQUIP)
{
result.parts[TILEP_PART_LEG] = _random_trousers();
}
// Boots.
if (result.parts[TILEP_PART_BOOTS] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_BOOTS];
if (item != -1)
result.parts[TILEP_PART_BOOTS] = tilep_equ_boots(you.inv[item]);
else if (player_mutation_level(MUT_HOOVES) >= 3)
result.parts[TILEP_PART_BOOTS] = TILEP_BOOTS_HOOVES;
else
result.parts[TILEP_PART_BOOTS] = 0;
}
// Gloves.
if (result.parts[TILEP_PART_ARM] == TILEP_SHOW_EQUIP)
{
const int item = you.equip[EQ_GLOVES];
if (item != -1)
result.parts[TILEP_PART_ARM] = tilep_equ_gloves(you.inv[item]);
else if (you.has_claws(false) >= 3)
result.parts[TILEP_PART_ARM] = TILEP_ARM_CLAWS;
else
result.parts[TILEP_PART_ARM] = 0;
}
// Halo.
if (result.parts[TILEP_PART_HALO] == TILEP_SHOW_EQUIP)
{
const bool halo = you.haloed();
result.parts[TILEP_PART_HALO] = halo ? TILEP_HALO_TSO : 0;
}
// Enchantments.
if (result.parts[TILEP_PART_ENCH] == TILEP_SHOW_EQUIP)
{
result.parts[TILEP_PART_ENCH] =
(you.duration[DUR_LIQUID_FLAMES] ? TILEP_ENCH_STICKY_FLAME : 0);
}
// Draconian head/wings.
if (player_genus(GENPC_DRACONIAN))
{
tileidx_t base = 0;
tileidx_t head = 0;
tileidx_t wing = 0;
tilep_draconian_init(you.species, you.experience_level,
&base, &head, &wing);
if (result.parts[TILEP_PART_DRCHEAD] == TILEP_SHOW_EQUIP)
result.parts[TILEP_PART_DRCHEAD] = head;
if (result.parts[TILEP_PART_DRCWING] == TILEP_SHOW_EQUIP)
result.parts[TILEP_PART_DRCWING] = wing;
}
// Shadow.
if (result.parts[TILEP_PART_SHADOW] == TILEP_SHOW_EQUIP)
result.parts[TILEP_PART_SHADOW] = TILEP_SHADOW_SHADOW;
// Various other slots.
for (int i = 0; i < TILEP_PART_MAX; i++)
if (result.parts[i] == TILEP_SHOW_EQUIP)
result.parts[i] = 0;
}
// Writes equipment information into per-character doll file.
void save_doll_file(FILE *dollf)
{
ASSERT(dollf);
dolls_data result = player_doll;
fill_doll_equipment(result);
// Write into file.
char fbuf[80];
tilep_print_parts(fbuf, result);
fprintf(dollf, "%s\n", fbuf);
if (you.attribute[ATTR_HELD] > 0)
fprintf(dollf, "net\n");
}
void pack_doll_buf(SubmergedTileBuffer& buf, const dolls_data &doll, int x, int y, bool submerged, bool ghost)
{
// Ordered from back to front.
int p_order[TILEP_PART_MAX] =
{
// background
TILEP_PART_SHADOW,
TILEP_PART_HALO,
TILEP_PART_ENCH,
TILEP_PART_DRCWING,
TILEP_PART_CLOAK,
// player
TILEP_PART_BASE,
TILEP_PART_BOOTS,
TILEP_PART_LEG,
TILEP_PART_BODY,
TILEP_PART_ARM,
TILEP_PART_HAIR,
TILEP_PART_BEARD,
TILEP_PART_HELM,
TILEP_PART_HAND1,
TILEP_PART_HAND2,
TILEP_PART_DRCHEAD
};
int flags[TILEP_PART_MAX];
tilep_calc_flags(doll, flags);
// For skirts, boots go under the leg armour. For pants, they go over.
if (doll.parts[TILEP_PART_LEG] < TILEP_LEG_SKIRT_OFS)
{
p_order[7] = TILEP_PART_BOOTS;
p_order[6] = TILEP_PART_LEG;
}
// Special case bardings from being cut off.
const bool is_naga = is_player_tile(doll.parts[TILEP_PART_BASE],
TILEP_BASE_NAGA);
if (doll.parts[TILEP_PART_BOOTS] >= TILEP_BOOTS_NAGA_BARDING
&& doll.parts[TILEP_PART_BOOTS] <= TILEP_BOOTS_NAGA_BARDING_RED)
{
flags[TILEP_PART_BOOTS] = is_naga ? TILEP_FLAG_NORMAL : TILEP_FLAG_HIDE;
}
const bool is_cent = is_player_tile(doll.parts[TILEP_PART_BASE],
TILEP_BASE_CENTAUR);
if (doll.parts[TILEP_PART_BOOTS] >= TILEP_BOOTS_CENTAUR_BARDING
&& doll.parts[TILEP_PART_BOOTS] <= TILEP_BOOTS_CENTAUR_BARDING_RED)
{
flags[TILEP_PART_BOOTS] = is_cent ? TILEP_FLAG_NORMAL : TILEP_FLAG_HIDE;
}
// A higher index here means that the part should be drawn on top.
// This is drawn in reverse order because this could be a ghost
// or being drawn in water, in which case we want the top-most part
// to blend with the background underneath and not with the parts
// underneath. Parts drawn afterwards will not obscure parts drawn
// previously, because "i" is passed as the depth below.
for (int i = TILEP_PART_MAX - 1; i >= 0; --i)
{
int p = p_order[i];
if (!doll.parts[p] || flags[p] == TILEP_FLAG_HIDE)
continue;
if (p == TILEP_PART_SHADOW && (submerged || ghost))
continue;
int ymax = TILE_Y;
if (flags[p] == TILEP_FLAG_CUT_CENTAUR
|| flags[p] == TILEP_FLAG_CUT_NAGA)
{
ymax = 18;
}
buf.add(doll.parts[p], x, y, i, submerged, ghost, 0, 0, ymax);
}
}
#endif
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