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/**
** Chunks.cc - Chunks (16x16 tiles) on the map.
**
** Written: 10/1/98 - JSF
**/
/*
Copyright (C) 2000 The Exult Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "chunks.h"
#include "chunkter.h"
#include "gamewin.h"
#include "gamemap.h"
#include "shapeinf.h"
#include "citerate.h"
#include "egg.h"
#include "objiter.h"
#include "objs.h"
#include "ordinfo.h"
#include "game.h"
#include "animate.h"
#include "dir.h"
#include "actors.h"
#if 0
#include <iostream>
using std::cout;
using std::endl;
#endif
#ifndef UNDER_CE
using std::memset;
using std::rand;
#endif
/*
* Create the cached data storage for a chunk.
*/
Chunk_cache::Chunk_cache
(
) : egg_objects(4)
{
memset((char *) &blocked[0], 0, sizeof(blocked));
memset((char *) &eggs[0], 0, sizeof(eggs));
}
/*
* Delete cache.
*/
Chunk_cache::~Chunk_cache
(
)
{
}
/*
* This mask gives the low bits (b0) for a given # of ztiles.
*/
unsigned long tmasks[16] = { 0x0L,
0x1L,
0x5L,
0x15L,
0x55L,
0x155L,
0x555L,
0x1555L,
0x5555L,
0x15555L,
0x55555L,
0x155555L,
0x555555L,
0x1555555L,
0x5555555L,
0x15555555L
};
/*
* Set (actually, increment count) for a given tile.
* Want: 00 => 01, 01 => 10,
* 10 => 11, 11 => 11.
* So: newb0 = !b0 OR b1,
* newb1 = b1 OR b0
*/
inline void Set_blocked_tile
(
unsigned long *blocked, // 16x16 flags,
int tx, int ty, // Tile #'s (0-15).
int lift, // Starting lift to set.
int ztiles // # tiles along z-axis.
)
{
unsigned long& val = blocked[ty*c_tiles_per_chunk + tx];
// Get mask for the bit0's:
unsigned long mask0 = tmasks[ztiles]<<2*lift;
unsigned long mask1 = mask0<<1; // Mask for the bit1's.
unsigned long val0s = val&mask0;
unsigned long Nval0s = (~val)&mask0;
unsigned long val1s = val&mask1;
unsigned long newval = val1s | (val0s<<1) | Nval0s | (val1s>>1);
// Replace old values with new.
val = (val&~(mask0|mask1)) | newval;
}
/*
* Clear (actually, decrement count) for a given tile.
* Want: 00 => 00, 01 => 00,
* 10 => 01, 11 => 10.
* So: newb0 = b1 AND !b0
* newb1 = b1 AND b0
*/
inline void Clear_blocked_tile
(
unsigned long *blocked, // 16x16 flags,
int tx, int ty, // Tile #'s (0-15).
int lift, // Starting lift to set.
int ztiles // # tiles along z-axis.
)
{
unsigned long& val = blocked[ty*c_tiles_per_chunk + tx];
// Get mask for the bit0's:
unsigned long mask0 = tmasks[ztiles]<<2*lift;
unsigned long mask1 = mask0<<1; // Mask for the bit1's.
unsigned long val0s = val&mask0;
unsigned long Nval0s = (~val)&mask0;
unsigned long val1s = val&mask1;
unsigned long newval = (val1s & (val0s<<1)) | ((val1s>>1) & Nval0s);
// Replace old values with new.
val = (val&~(mask0|mask1)) | newval;
}
/*
* Set/unset the blocked flags in a region.
*/
void Chunk_cache::set_blocked
(
int startx, int starty, // Starting tile #'s.
int endx, int endy, // Ending tile #'s.
int lift, int ztiles, // Lift, height info.
bool set // 1 to add, 0 to remove.
)
{
if (set)
{
for (int y = starty; y <= endy; y++)
for (int x = startx; x <= endx; x++)
Set_blocked_tile(blocked, x, y, lift, ztiles);
}
else
{
for (int y = starty; y <= endy; y++)
for (int x = startx; x <= endx; x++)
Clear_blocked_tile(blocked,x, y, lift, ztiles);
}
}
/*
* Add/remove an object to/from the cache.
*/
void Chunk_cache::update_object
(
Map_chunk *chunk,
Game_object *obj,
bool add // 1 to add, 0 to remove.
)
{
Shape_info& info = obj->get_info();
if (info.is_door()) // Special door list.
if (add)
doors.append(obj);
else
doors.remove(obj);
int ztiles = info.get_3d_height();
if (!ztiles || !info.is_solid())
return; // Skip if not an obstacle.
// Get lower-right corner of obj.
int endx = obj->get_tx();
int endy = obj->get_ty();
int frame = obj->get_framenum();// Get footprint dimensions.
int xtiles = info.get_3d_xtiles(frame);
int ytiles = info.get_3d_ytiles(frame);
int lift = obj->get_lift();
if (xtiles == 1 && ytiles == 1) // Simplest case?
{
if (add)
Set_blocked_tile(blocked, endx, endy, lift, ztiles);
else
Clear_blocked_tile(blocked, endx, endy, lift, ztiles);
return;
}
Rectangle footprint = obj->get_footprint();
// Go through interesected chunks.
Chunk_intersect_iterator next_chunk(footprint);
Rectangle tiles;
int cx, cy;
while (next_chunk.get_next(tiles, cx, cy))
gmap->get_chunk(cx, cy)->set_blocked(tiles.x, tiles.y,
tiles.x + tiles.w - 1, tiles.y + tiles.h - 1, lift,
ztiles, add);
}
/*
* Set a rectangle of tiles within this chunk to be under the influence
* of a given egg, or clear it.
*/
void Chunk_cache::set_egged
(
Egg_object *egg,
Rectangle& tiles, // Range of tiles within chunk.
bool add // 1 to add, 0 to remove.
)
{
// Egg already there?
int eggnum = egg_objects.find(egg);
if (add)
{
if (eggnum < 0) // No, so add it.
eggnum = egg_objects.put(egg);
if (eggnum > 15) // We only have 16 bits.
eggnum = 15;
short mask = (1<<eggnum);
int stopx = tiles.x + tiles.w, stopy = tiles.y + tiles.h;
for (int ty = tiles.y; ty < stopy; ++ty)
for (int tx = tiles.x; tx < stopx; ++tx)
eggs[ty*c_tiles_per_chunk + tx] |= mask;
}
else // Remove.
{
if (eggnum < 0 || eggnum >= egg_objects.size())
return; // Not there.
egg_objects[eggnum] = NULL;
if (eggnum >= 15) // We only have 16 bits.
{ // Last one at 15 or above?
for (Egg_vector::const_iterator it =
egg_objects.begin() + 15;
it != egg_objects.end(); ++it)
if (*it != 0)
// No, so leave bits alone.
return;
eggnum = 15;
}
short mask = ~(1<<eggnum);
int stopx = tiles.x + tiles.w, stopy = tiles.y + tiles.h;
for (int ty = tiles.y; ty < stopy; ty++)
for (int tx = tiles.x; tx < stopx; tx++)
eggs[ty*c_tiles_per_chunk + tx] &= mask;
}
}
/*
* Add/remove an egg to the cache.
*/
void Chunk_cache::update_egg
(
Map_chunk *chunk,
Egg_object *egg,
bool add // 1 to add, 0 to remove.
)
{
// Get footprint with abs. tiles.
Rectangle foot = egg->get_area();
if (!foot.w)
return; // Empty (probability = 0).
Rectangle crect; // Gets tiles within each chunk.
int cx, cy;
if (egg->is_solid_area())
{ // Do solid rectangle.
Chunk_intersect_iterator all(foot);
while (all.get_next(crect, cx, cy))
gmap->get_chunk(cx, cy)->set_egged(egg, crect, add);
return;
}
// Just do the perimeter.
Rectangle top(foot.x, foot.y, foot.w, 1);
Rectangle bottom(foot.x, foot.y + foot.h - 1, foot.w, 1);
Rectangle left(foot.x, foot.y + 1, 1, foot.h - 2);
Rectangle right(foot.x + foot.w - 1, foot.y + 1, 1, foot.h - 2);
// Go through intersected chunks.
Chunk_intersect_iterator tops(top);
while (tops.get_next(crect, cx, cy))
gmap->get_chunk(cx, cy)->set_egged(egg, crect, add);
Chunk_intersect_iterator bottoms(bottom);
while (bottoms.get_next(crect, cx, cy))
gmap->get_chunk(cx, cy)->set_egged(egg, crect, add);
Chunk_intersect_iterator lefts(left);
while (lefts.get_next(crect, cx, cy))
gmap->get_chunk(cx, cy)->set_egged(egg, crect, add);
Chunk_intersect_iterator rights(right);
while (rights.get_next(crect, cx, cy))
gmap->get_chunk(cx, cy)->set_egged(egg, crect, add);
}
/*
* Create the cached data for a chunk.
*/
void Chunk_cache::setup
(
Map_chunk *chunk
)
{
Game_object *obj; // Set 'blocked' tiles.
Object_iterator next(chunk->get_objects());
while ((obj = next.get_next()) != 0)
if (obj->is_egg())
update_egg(chunk, (Egg_object *) obj, 1);
else
update_object(chunk, obj, 1);
obj_list = chunk;
}
/*
* Get highest blocked lift below a given level for a given tile.
*
* Output: Highest lift that's blocked by an object, or -1 if none.
*/
inline int Chunk_cache::get_highest_blocked
(
int lift, // Look below this lift.
unsigned long tflags // Flags for desired tile.
)
{
int i; // Look downwards.
for (i = lift - 1; i >= 0 && !(tflags & (3<<(2*i))); i--)
;
return i;
}
/*
* Get highest blocked lift below a given level for a given tile.
*
* Output: Highest lift that's blocked by an object, or -1 if none.
*/
int Chunk_cache::get_highest_blocked
(
int lift, // Look below this lift.
int tx, int ty // Square to test.
)
{
return get_highest_blocked(lift, blocked[ty*c_tiles_per_chunk + tx]);
}
/*
* Get highest blocked lift below a given level for a given tile.
*
* Output: Highest lift that's blocked by an object, or -1 if none.
*/
inline int Chunk_cache::get_lowest_blocked
(
int lift, // Look above this lift.
unsigned long tflags // Flags for desired tile.
)
{
int i; // Look upward.
for (i = lift; i < 16 && !(tflags & (3<<(2*i))); i++)
;
if (i == 16) return -1;
return i;
}
/*
* Get lowest blocked lift above a given level for a given tile.
*
* Output: Lowest lift that's blocked by an object, or -1 if none.
*/
int Chunk_cache::get_lowest_blocked
(
int lift, // Look below this lift.
int tx, int ty // Square to test.
)
{
return get_lowest_blocked(lift, blocked[ty*c_tiles_per_chunk + tx]);
}
/*
* See if a tile is water or land.
*/
inline void Check_terrain
(
Map_chunk *nlist, // Chunk.
int tx, int ty, // Tile within chunk.
int& terrain // Sets: bit0 if land, bit1 if water,
// bit2 if solid.
)
{
ShapeID flat = nlist->get_flat(tx, ty);
if (!flat.is_invalid())
{
if (flat.get_info().is_water())
terrain |= 2;
else if (flat.get_info().is_solid())
terrain |= 4;
else
terrain |= 1;
}
}
/*
* Is a given square occupied at a given lift?
*
* Output: 1 if so, else 0.
* If 0 (tile is free), new_lift contains the new height that
* an actor will be at if he walks onto the tile.
*/
int Chunk_cache::is_blocked
(
int height, // Height (in tiles) of obj. being
// tested.
int lift, // Given lift.
int tx, int ty, // Square to test.
int& new_lift, // New lift returned.
const int move_flags,
int max_drop, // Max. drop/rise allowed.
int max_rise // Max. rise, or -1 to use old beha-
// viour (max_drop if FLY, else 1).
)
{
// Ethereal beings always return not blocked
// and can only move horizontally
if (move_flags & MOVE_ETHEREAL)
{
new_lift = lift;
return 0;
}
// Get bits.
unsigned long tflags = blocked[ty*c_tiles_per_chunk + tx];
// Figure max lift allowed.
if (max_rise == -1)
max_rise = (move_flags & MOVE_FLY) ? max_drop : 1;
int max_lift = lift + max_rise;
if (max_lift > 15)
max_lift = 15; // As high as we can go.
for (new_lift = lift; new_lift <= max_lift; new_lift++)
{
if ((tflags & (3 << (2*new_lift))) == 0)
{ // Not blocked?
int new_high = get_lowest_blocked(new_lift, tflags);
// Not blocked above?
if (new_high == -1 || new_high >= (new_lift + height))
break; // Okay.
}
}
if (new_lift > max_lift) // Spot not found at lift or higher?
{ // Look downwards.
new_lift = get_highest_blocked(lift, tflags) + 1;
if (new_lift >= lift) // Couldn't drop?
return 1;
int new_high = get_lowest_blocked(new_lift, tflags);
if (new_high != -1 && new_high < new_lift + height)
return 1; // Still blocked above.
}
if (new_lift <= lift) // Not going up? See if falling.
{
new_lift = (move_flags & MOVE_NODROP) ? lift :
get_highest_blocked(lift, tflags) + 1;
// Don't allow fall of > max_drop.
if (lift - new_lift > max_drop)
{ // Map-editing? Suspend in air there.
if (move_flags & MOVE_MAPEDIT)
new_lift = lift - max_drop;
else
return 1;
}
int new_high = get_lowest_blocked (new_lift, tflags);
// Make sure that where we want to go is tall enough for us
if (new_high != -1 && new_high < (new_lift + height))
return 1;
}
// Found a new place to go, lets test if we can actually move there
// Lift 0 tests
if (new_lift == 0)
{
if (move_flags & MOVE_MAPEDIT)
return 0; // Map-editor, so anything is okay.
int ter = 0;
Check_terrain (obj_list, tx, ty, ter);
if (ter & 2) // Water
{
if (move_flags & (MOVE_FLY+MOVE_SWIM))
return 0;
else
return 1;
}
else if (ter & 1) // Land
{
if (move_flags & (MOVE_FLY|MOVE_WALK))
return 0;
else
return 1;
}
else if (ter & 4) // Blocked
{
if (move_flags & MOVE_FLY)
return 0;
else
return 1;
}
else // Other
return 0;
}
else if (move_flags & (MOVE_FLY|MOVE_WALK))
return 0;
return 1;
}
/*
* Activate nearby eggs.
*/
void Chunk_cache::activate_eggs
(
Game_object *obj, // Object (actor) that's near.
Map_chunk *chunk, // Chunk this is attached to.
int tx, int ty, int tz, // Tile (absolute).
int from_tx, int from_ty, // Tile walked from.
unsigned short eggbits, // Eggs[tile].
bool now // Do them immediately.
)
{
int i; // Go through eggs.
for (i = 0; i < 8*(int)sizeof(eggbits) - 1 && eggbits;
i++, eggbits = eggbits >> 1)
{
Egg_object *egg;
if ((eggbits&1) && i < egg_objects.size() &&
(egg = egg_objects[i]) &&
egg->is_active(obj, tx, ty, tz, from_tx, from_ty))
{
egg->activate(obj, now);
if (chunk->get_cache() != this)
return; // A teleport could have deleted us!
}
}
if (eggbits) // Check 15th bit.
{ // DON'T use an iterator here, since
// the list can change as eggs are
// activated, causing a CRASH!
int sz = egg_objects.size();
for ( ; i < sz; i++)
{
Egg_object *egg = egg_objects[i];
if (egg && egg->is_active(obj, tx, ty, tz, from_tx, from_ty))
{
egg->activate(obj, now);
if (chunk->get_cache() != this)
return; // A teleport could have deleted us!
}
}
}
}
/*
* Find door blocking a given tile.
*/
Game_object *Chunk_cache::find_door
(
Tile_coord tile
)
{
for (Game_object_vector::iterator it = doors.begin();
it != doors.end(); ++it)
if ((*it)->blocks(tile))
return *it; // Found it.
return 0;
}
/*
* Create list for a given chunk.
*/
Map_chunk::Map_chunk
(
int chunkx, int chunky // Absolute chunk coords.
) : objects(0), terrain(0), first_nonflat(0), ice_dungeon(0x00),
dungeon_levels(0), cache(0), roof(0),
dungeon_lights(0), non_dungeon_lights(0),
cx(chunkx), cy(chunky), from_below(0), from_right(0),
from_below_right(0)
{
}
/*
* Delete all objects contained within.
*/
Map_chunk::~Map_chunk
(
)
{
delete cache;
delete [] dungeon_levels;
}
/*
* Set terrain. Even if the terrain is the same, it still reloads the
* 'flat' objects.
*/
void Map_chunk::set_terrain
(
Chunk_terrain *ter
)
{
if (terrain)
{
terrain->remove_client();
// Remove objs. from terrain.
Game_object_vector removes;
{ // Separate scope for Object_iterator.
Object_iterator it(get_objects());
Game_object *each;
while ((each = it.get_next()) != 0)
// Kind of nasty, I know:
if (each->as_terrain())
removes.push_back(each);
}
for (Game_object_vector::const_iterator it=removes.begin();
it!=removes.end(); ++it)
(*it)->remove_this();
}
terrain = ter;
terrain->add_client();
// Get RLE objects in chunk.
for (int tiley = 0; tiley < c_tiles_per_chunk; tiley++)
for (int tilex = 0; tilex < c_tiles_per_chunk; tilex++)
{
ShapeID id = ter->get_flat(tilex, tiley);
Shape_frame *shape = id.get_shape();
if (shape && shape->is_rle())
{
int shapenum = id.get_shapenum(),
framenum = id.get_framenum();
Shape_info& info = id.get_info();
Game_object *obj = info.is_animated() ?
new Animated_object(shapenum,
framenum, tilex, tiley)
: new Terrain_game_object(shapenum,
framenum, tilex, tiley);
add(obj);
}
}
}
/*
* Add rendering dependencies for a new object.
*/
void Map_chunk::add_dependencies
(
Game_object *newobj, // Object to add.
Ordering_info& newinfo // Info. for new object's ordering.
)
{
Game_object *obj; // Figure dependencies.
Nonflat_object_iterator next(this);
while ((obj = next.get_next()) != 0)
{
//cout << "Here " << __LINE__ << " " << obj << endl;
/* Compare returns -1 if lt, 0 if dont_care, 1 if gt. */
int newcmp = Game_object::compare(newinfo, obj);
int cmp = newcmp == -1 ? 1 : newcmp == 1 ? 0 : -1;
if (!cmp) // Bigger than this object?
{
newobj->dependencies.put(obj);
obj->dependors.put(newobj);
}
else if (cmp == 1) // Smaller than?
{
obj->dependencies.put(newobj);
newobj->dependors.put(obj);
}
}
}
/*
* Add rendering dependencies for a new object to another chunk.
* NOTE: This is static.
*
* Output: ->chunk that was checked.
*/
inline Map_chunk *Map_chunk::add_outside_dependencies
(
int cx, int cy, // Chunk to check.
Game_object *newobj, // Object to add.
Ordering_info& newinfo // Info. for new object's ordering.
)
{
Map_chunk *chunk = gmap->get_chunk(cx, cy);
chunk->add_dependencies(newobj, newinfo);
return chunk;
}
/*
* Add a game object to a chunk's list.
*
* Newobj's cx and cy fields are set to this chunk.
*/
void Map_chunk::add
(
Game_object *newobj // Object to add.
)
{
newobj->cx = get_cx(); // Set object's chunk.
newobj->cy = get_cy();
Ordering_info ord(gwin, newobj);
// Put past flats.
if (first_nonflat)
objects.insert_before(newobj, first_nonflat);
else
objects.append(newobj);
// Not flat?
if (newobj->get_lift() || ord.info.get_3d_height())
{ // Deal with dependencies.
int ty = newobj->get_ty();
// First this chunk.
add_dependencies(newobj, ord);
if (from_below) // Overlaps from below?
add_outside_dependencies(cx, INCR_CHUNK(cy),
newobj, ord);
if (from_right) // Overlaps from right?
add_outside_dependencies(INCR_CHUNK(cx), cy,
newobj, ord);
if (from_below_right)
add_outside_dependencies(INCR_CHUNK(cx),
INCR_CHUNK(cy), newobj, ord);
// See if newobj extends outside.
/* Let's try boundary. YES. This helps with statues through roofs!*/
bool ext_left = (newobj->get_tx() - ord.xs) < 0 && cx > 0;
bool ext_above = (newobj->get_ty() - ord.ys) < 0 && cy > 0;
if (ext_left)
{
add_outside_dependencies(DECR_CHUNK(cx), cy,
newobj, ord)->from_right++;
if (ext_above)
add_outside_dependencies(DECR_CHUNK(cx),
DECR_CHUNK(cy),
newobj, ord)->from_below_right++;
}
if (ext_above)
add_outside_dependencies(cx, DECR_CHUNK(cy),
newobj, ord)->from_below++;
first_nonflat = newobj; // Inserted before old first_nonflat.
}
if (cache) // Add to cache.
cache->update_object(this, newobj, 1);
if (ord.info.is_light_source()) // Count light sources.
if (dungeon_levels && is_dungeon(newobj->get_tx(),
newobj->get_ty()))
dungeon_lights++;
else
non_dungeon_lights++;
if (newobj->get_lift() >= 5) // Looks like a roof?
{
if (ord.info.get_shape_class() == Shape_info::building)
roof = 1;
}
}
/*
* Add an egg.
*/
void Map_chunk::add_egg
(
Egg_object *egg
)
{
add(egg); // Add it normally.
egg->set_area();
// Messed up Moonshade after Banes if (cache) // Add to cache.
need_cache()->update_egg(this, egg, 1);
}
/*
* Remove an egg.
*/
void Map_chunk::remove_egg
(
Egg_object *egg
)
{
remove(egg); // Remove it normally.
if (cache) // Remove from cache.
cache->update_egg(this, egg, 0);
}
/*
* Remove a game object from this list. The object's cx and cy fields
* are set to invalid #'s (255,255).
*/
void Map_chunk::remove
(
Game_object *remove
)
{
if (cache) // Remove from cache.
cache->update_object(this, remove, 0);
remove->clear_dependencies(); // Remove all dependencies.
Game_map *gmap = gwin->get_map();
Shape_info& info = remove->get_info();
// See if it extends outside.
int frame = remove->get_framenum(), tx = remove->get_tx(),
ty = remove->get_ty();
/* Let's try boundary. YES. Helps with statues through roofs. */
bool ext_left = (tx - info.get_3d_xtiles(frame)) < 0 && cx > 0;
bool ext_above = (ty - info.get_3d_ytiles(frame)) < 0 && cy > 0;
if (ext_left)
{
gmap->get_chunk(cx - 1, cy)->from_below_right--;
if (ext_above)
gmap->get_chunk(cx - 1, cy - 1)->from_below_right--;
}
if (ext_above)
gmap->get_chunk(cx, cy - 1)->from_below--;
if (info.is_light_source()) // Count light sources.
if (dungeon_levels && is_dungeon(tx, ty))
dungeon_lights--;
else
non_dungeon_lights--;
if (remove == first_nonflat) // First nonflat?
{ // Update.
first_nonflat = remove->get_next();
if (first_nonflat == objects.get_first())
first_nonflat = 0;
}
objects.remove(remove); // Remove from list.
remove->set_invalid(); // No longer part of world.
}
/*
* Is a given rectangle of tiles blocked at a given lift?
*
* Output: 1 if so, else 0.
* If 0 (tile is free), new_lift contains the new height that
* an actor will be at if he walks onto the tile.
*/
int Map_chunk::is_blocked
(
int height, // Height (along lift) to check.
int lift, // Starting lift.
int startx, int starty, // Starting tile coords.
int xtiles, int ytiles, // Width, height in tiles.
int& new_lift, // New lift returned.
const int move_flags,
int max_drop, // Max. drop/rise allowed.
int max_rise // Max. rise, or -1 to use old beha-
// viour (max_drop if FLY, else 1).
)
{
Game_map *gmap = gwin->get_map();
int tx, ty;
new_lift = 0;
startx %= c_num_tiles; // Watch for wrapping.
starty %= c_num_tiles;
int stopy = (starty + ytiles)%c_num_tiles,
stopx = (startx + xtiles)%c_num_tiles;
for (ty = starty; ty != stopy; ty = INCR_TILE(ty))
{ // Get y chunk, tile-in-chunk.
int cy = ty/c_tiles_per_chunk, rty = ty%c_tiles_per_chunk;
for (tx = startx; tx != stopx; tx = INCR_TILE(tx))
{
int this_lift;
Map_chunk *olist = gmap->get_chunk(
tx/c_tiles_per_chunk, cy);
olist->setup_cache();
if (olist->is_blocked(height, lift,
tx%c_tiles_per_chunk,
rty, this_lift, move_flags, max_drop,max_rise))
return (1);
// Take highest one.
new_lift = this_lift > new_lift ?
this_lift : new_lift;
}
}
return (0);
}
/*
* Check an absolute tile position.
*
* Output: 1 if blocked, 0 otherwise.
* Tile.tz may be updated for stepping onto square.
*/
int Map_chunk::is_blocked
(
Tile_coord& tile,
int height, // Height in tiles to check.
const int move_flags,
int max_drop, // Max. drop/rise allowed.
int max_rise // Max. rise, or -1 to use old beha-
// viour (max_drop if FLY, else 1).
)
{
// Get chunk tile is in.
Game_map *gmap = gwin->get_map();
Map_chunk *chunk = gmap->get_chunk_safely(
tile.tx/c_tiles_per_chunk, tile.ty/c_tiles_per_chunk);
if (!chunk) // Outside the world?
return 0; // Then it's not blocked.
chunk->setup_cache(); // Be sure cache is present.
int new_lift; // Check it within chunk.
if (chunk->is_blocked(height, tile.tz, tile.tx%c_tiles_per_chunk,
tile.ty%c_tiles_per_chunk, new_lift, move_flags, max_drop,
max_rise))
return (1);
tile.tz = new_lift;
return (0);
}
/*
* This one is used to see if an object of dims. possibly > 1X1 can
* step onto an adjacent square.
*/
int Map_chunk::is_blocked
(
// Object dims:
int xtiles, int ytiles, int ztiles,
Tile_coord from, // Stepping from here.
Tile_coord& to, // Stepping to here. Tz updated.
const int move_flags,
int max_drop, // Max drop/rise allowed.
int max_rise // Max. rise, or -1 to use old beha-
// viour (max_drop if FLY, else 1).
)
{
int vertx0, vertx1; // Get x-coords. of vert. block
// to right/left.
int horizx0, horizx1; // Get x-coords of horiz. block
// above/below.
int verty0, verty1; // Get y-coords of horiz. block
// above/below.
int horizy0, horizy1; // Get y-coords of vert. block
// to right/left.
// !Watch for wrapping.
horizx0 = (to.tx + 1 - xtiles + c_num_tiles)%c_num_tiles;
horizx1 = INCR_TILE(to.tx);
if (Tile_coord::gte(to.tx, from.tx)) // Moving right?
{ // Start to right of hot spot.
vertx0 = INCR_TILE(from.tx);
vertx1 = INCR_TILE(to.tx); // Stop past dest.
}
else // Moving left?
{
vertx0 = (to.tx + 1 - xtiles + c_num_tiles)%c_num_tiles;
vertx1 = (from.tx + 1 - xtiles + c_num_tiles)%c_num_tiles;
}
verty0 = (to.ty + 1 - ytiles + c_num_tiles)%c_num_tiles;
verty1 = INCR_TILE(to.ty);
if (Tile_coord::gte(to.ty, from.ty)) // Moving down?
{ // Start below hot spot.
horizy0 = INCR_TILE(from.ty);
horizy1 = INCR_TILE(to.ty); // End past dest.
if (to.ty != from.ty) // Includes bottom of vert. area.
verty1 = DECR_TILE(verty1);
}
else // Moving up?
{
horizy0 = (to.ty + 1 - ytiles + c_num_tiles)%c_num_tiles;
horizy1 = (from.ty + 1 - ytiles + c_num_tiles)%c_num_tiles;
// Includes top of vert. area.
verty0 = INCR_TILE(verty0);
}
int x, y; // Go through horiz. part.
int new_lift = from.tz;
int new_lift0 = -1; // All lift changes must be same.
#ifdef DEBUG
assert(Tile_coord::gte(horizy1, horizy0));
assert(Tile_coord::gte(horizx1, horizx0));
assert(Tile_coord::gte(verty1, verty0));
assert(Tile_coord::gte(vertx1, vertx0));
#endif
for (y = horizy0; y != horizy1; y = INCR_TILE(y))
{ // Get y chunk, tile-in-chunk.
int cy = y/c_tiles_per_chunk, rty = y%c_tiles_per_chunk;
for (x = horizx0; x != horizx1; x = INCR_TILE(x))
{
Map_chunk *olist = gmap->get_chunk(
x/c_tiles_per_chunk, cy);
olist->setup_cache();
int rtx = x%c_tiles_per_chunk;
if (olist->is_blocked(ztiles, from.tz, rtx, rty,
new_lift, move_flags, max_drop, max_rise))
return 1;
if (new_lift != from.tz)
if (new_lift0 == -1)
new_lift0 = new_lift;
else if (new_lift != new_lift0)
return (1);
}
}
// Do vert. block.
for (x = vertx0; x != vertx1; x = INCR_TILE(x))
{ // Get x chunk, tile-in-chunk.
int cx = x/c_tiles_per_chunk, rtx = x%c_tiles_per_chunk;
for (y = verty0; y != verty1; y = INCR_TILE(y))
{
Map_chunk *olist = gmap->get_chunk(
cx, y/c_tiles_per_chunk);
olist->setup_cache();
int rty = y%c_tiles_per_chunk;
if (olist->is_blocked(ztiles, from.tz, rtx, rty,
new_lift, move_flags, max_drop, max_rise))
return 1;
if (new_lift != from.tz)
if (new_lift0 == -1)
new_lift0 = new_lift;
else if (new_lift != new_lift0)
return (1);
}
}
to.tz = new_lift;
return (0); // All clear.
}
/*
* Get the list of tiles in a square perimeter around a given tile.
*
* Output: List (8*dist) of tiles, starting in Northwest corner and going
* clockwise. List is on heap.
*/
static Tile_coord *Get_square
(
Tile_coord& pos, // Center of square.
int dist // Distance to perimeter (>0)
)
{
Tile_coord *square = new Tile_coord[8*dist];
// Upper left corner:
square[0] = Tile_coord(DECR_TILE(pos.tx, dist),
DECR_TILE(pos.ty, dist), pos.tz);
int i; // Start with top row.
int len = 2*dist + 1;
int out = 1;
for (i = 1; i < len; i++, out++)
square[out] = Tile_coord(INCR_TILE(square[out - 1].tx),
square[out - 1].ty, pos.tz);
// Down right side.
for (i = 1; i < len; i++, out++)
square[out] = Tile_coord(square[out - 1].tx,
INCR_TILE(square[out - 1].ty), pos.tz);
// Bottom, going back to left.
for (i = 1; i < len; i++, out++)
square[out] = Tile_coord(DECR_TILE(square[out - 1].tx),
square[out - 1].ty, pos.tz);
// Left side, going up.
for (i = 1; i < len - 1; i++, out++)
square[out] = Tile_coord(square[out - 1].tx,
DECR_TILE(square[out - 1].ty), pos.tz);
return square;
}
/*
* Check a spot against the 'where' paramater to find_spot.
*
* Output: true if it passes.
*/
inline bool Check_spot
(
Map_chunk::Find_spot_where where,
int tx, int ty, int tz
)
{
Game_map *gmap = Game_window::get_instance()->get_map();
int cx = tx/c_tiles_per_chunk, cy = ty/c_tiles_per_chunk;
Map_chunk *chunk = gmap->get_chunk_safely(cx, cy);
return (where == Map_chunk::inside) ==
(chunk->is_roof(tx % c_tiles_per_chunk,
ty % c_tiles_per_chunk, tz) < 31);
}
/*
* Find a free area for an object of a given shape, looking outwards.
*
* Output: Tile if successful, else (-1, -1, -1).
*/
Tile_coord Map_chunk::find_spot
(
Tile_coord pos, // Starting point.
int dist, // Distance to look outwards. (0 means
// only check 'pos'.
int shapenum, // Shape, frame to find spot for.
int framenum,
int max_drop, // Allow to drop by this much.
int dir, // Preferred direction (0-7), or -1 for
// random.
Find_spot_where where // Inside/outside.
)
{
Shape_info& info = ShapeID::get_info(shapenum);
int xs = info.get_3d_xtiles(framenum);
int ys = info.get_3d_ytiles(framenum);
int zs = info.get_3d_height();
// The 'MOVE_FLY' flag really means
// we can look upwards by max_drop.
const int mflags = MOVE_WALK|MOVE_FLY;
int new_lift;
// Start with original position.
if (!Map_chunk::is_blocked(zs, pos.tz, pos.tx - xs + 1,
pos.ty - ys + 1, xs, ys, new_lift, mflags, max_drop))
return Tile_coord(pos.tx, pos.ty, new_lift);
if (dir < 0)
dir = rand()%8; // Choose dir. randomly.
dir = (dir + 1)%8; // Make NW the 0 point.
for (int d = 1; d <= dist; d++) // Look outwards.
{
int square_cnt = 8*d ;// # tiles in square's perim.
// Get square (starting in NW).
Tile_coord *square = Get_square(pos, d);
int index = dir*d; // Get index of preferred spot.
// Get start of preferred range.
index = (index - d/2 + square_cnt)%square_cnt;
for (int cnt = square_cnt; cnt; cnt--, index++)
{
Tile_coord& p = square[index%square_cnt];
if (!Map_chunk::is_blocked(zs, p.tz, p.tx - xs + 1,
p.ty - ys + 1, xs, ys, new_lift, mflags,
max_drop) &&
(where == anywhere ||
Check_spot(where, p.tx, p.ty, new_lift)))
{ // Use tile before deleting.
Tile_coord ret(p.tx, p.ty, new_lift);
delete [] square;
return ret;
}
}
delete [] square;
}
return Tile_coord(-1, -1, -1);
}
/*
* Find a free area for an object (usually an NPC) that we want to
* approach a given position.
*
* Output: Tile if successful, else (-1, -1, -1).
*/
Tile_coord Map_chunk::find_spot
(
Tile_coord pos, // Starting point.
int dist, // Distance to look outwards. (0 means
// only check 'pos'.
Game_object *obj, // Object that we want to move.
int max_drop, // Allow to drop by this much.
Find_spot_where where // Inside/outside.
)
{
Tile_coord t2 = obj->get_tile();
// Get direction from pos. to object.
int dir = (int) Get_direction(pos.ty - t2.ty, t2.tx - pos.tx);
return find_spot(pos, dist, obj->get_shapenum(), obj->get_framenum(),
max_drop, dir, where);
}
/*
* Find all desired objects within a given rectangle.
*
* Output: # found, appended to vec.
*/
int Map_chunk::find_in_area
(
Game_object_vector& vec, // Returned here.
Rectangle area, // Area to search.
int shapenum,
int framenum
)
{
int savesize = vec.size();
// Go through interesected chunks.
Chunk_intersect_iterator next_chunk(area);
Rectangle tiles; // (Tiles within intersected chunk).
int eachcx, eachcy;
Game_map *gmap = gwin->get_map();
while (next_chunk.get_next(tiles, eachcx, eachcy))
{
Map_chunk *chunk = gmap->get_chunk_safely(eachcx, eachcy);
if (!chunk)
continue;
Object_iterator next(chunk->objects);
Game_object *each;
while ((each = next.get_next()) != 0)
if (each->get_shapenum() == shapenum &&
each->get_framenum() == framenum &&
tiles.has_point(each->get_tx(), each->get_ty()))
vec.append(each);
}
return vec.size() - savesize;
}
/*
* Test all nearby eggs when you've teleported in.
*/
void Map_chunk::try_all_eggs
(
Game_object *obj, // Object (actor) that's near.
int tx, int ty, int tz, // Tile (absolute).
int from_tx, int from_ty // Tile walked from.
)
{
static int norecurse = 0; // NO recursion here.
if (norecurse)
return;
norecurse++;
Game_map *gmap = gwin->get_map();
Tile_coord pos = obj->get_tile();
const int dist = 32; // See if this works okay.
Rectangle area(pos.tx - dist, pos.ty - dist, 2*dist, 2*dist);
// Go through interesected chunks.
Chunk_intersect_iterator next_chunk(area);
Rectangle tiles; // (Ignored).
int eachcx, eachcy;
Egg_vector eggs(40); // Get them here first, as activating
// an egg could affect chunk's list.
while (next_chunk.get_next(tiles, eachcx, eachcy))
{
Map_chunk *chunk = gmap->get_chunk_safely(eachcx, eachcy);
if (!chunk)
continue;
chunk->setup_cache(); // I think we should do this.
Object_iterator next(chunk->objects);
Game_object *each;
while ((each = next.get_next()) != 0)
if (each->is_egg())
{
Egg_object *egg = (Egg_object *) each;
// Music eggs are causing problems.
if (egg->get_type() != Egg_object::jukebox &&
// And don't teleport a 2nd time.
egg->get_type() != Egg_object::teleport &&
egg->is_active(obj,
tx, ty, tz, from_tx, from_ty))
eggs.push_back(egg);
}
}
for (Egg_vector::const_iterator it = eggs.begin(); it != eggs.end();
++it)
(*it)->activate(obj);
norecurse--;
}
/*
* Add a rectangle of dungeon tiles (but only if higher!).
*/
void Map_chunk::add_dungeon_levels
(
Rectangle& tiles, unsigned int lift
)
{
if (!dungeon_levels)
{ // First one found.
dungeon_levels = new unsigned char[256/2];
memset(dungeon_levels, 0, 256/2);
}
int endy = tiles.y + tiles.h, endx = tiles.x + tiles.w;
for (int ty = tiles.y; ty < endy; ty++)
{
for (int tx = tiles.x; tx < endx; tx++)
{
int tnum = (ty*c_tiles_per_chunk + tx)/2;
if (GAME_SI) // SI has roofs at random levels!!
lift = 5;
if (tx % 2)
{
dungeon_levels[tnum] &= 0x0F;
dungeon_levels[tnum] |= lift << 4;
}
else
{
dungeon_levels[tnum] &= 0xF0;
dungeon_levels[tnum] |= lift;
}
}
}
}
/*
* Set up the dungeon levels (after IFIX objects read).
*/
void Map_chunk::setup_dungeon_levels
(
)
{
Game_map *gmap = gwin->get_map();
Object_iterator next(objects);
Game_object *each;
while ((each = next.get_next()) != 0)
{
int shnum = each->get_shapenum();
// Test for mountain-tops.
if (shnum == 983 || shnum == 969 || shnum == 183 ||
shnum == 182 || shnum == 180 || shnum == 324 ||
((shnum == 941 || shnum == 394) &&
Game::get_game_type() == SERPENT_ISLE))
{
// SI shape 941, frame 0 => do whole chunk (I think).
Rectangle area =
(shnum == 941 && each->get_framenum() == 0)
? Rectangle(cx*c_tiles_per_chunk,
cy*c_tiles_per_chunk,
c_tiles_per_chunk,
c_tiles_per_chunk)
: each->get_footprint();
// Go through interesected chunks.
Chunk_intersect_iterator next_chunk(area);
Rectangle tiles;// Rel. tiles.
int cx, cy;
while (next_chunk.get_next(tiles, cx, cy))
gmap->get_chunk(cx, cy)->add_dungeon_levels(
tiles, each->get_lift());
} // Ice Dungeon Pieces in SI
else if (Game::get_game_type() == SERPENT_ISLE && (
shnum == 436 || shnum == 437 || shnum == 444 ||
shnum == 448 || shnum == 466 || shnum == 477))
{
// HACK ALERT! This gets 320x200 to work, but it is a hack
// This is not exactly accurate.
ice_dungeon |= 1 << ( (each->get_tx()>>3) + 2*(each->get_ty()>>3) );
Rectangle area = each->get_footprint();
// Go through interesected chunks.
Chunk_intersect_iterator next_chunk(area);
Rectangle tiles;// Rel. tiles.
int cx, cy;
while (next_chunk.get_next(tiles, cx, cy))
gmap->get_chunk(cx, cy)->add_dungeon_levels(
tiles, each->get_lift());
}
}
if (dungeon_levels) // Recount lights.
{
dungeon_lights = non_dungeon_lights = 0;
next.reset();
while ((each = next.get_next()) != 0)
if (each->get_info().is_light_source())
if (is_dungeon(each->get_tx(), each->get_ty()))
dungeon_lights++;
else
non_dungeon_lights++;
}
}
/*
* Recursively apply gravity over a given rectangle that is known to be
* unblocked below a given lift.
*/
void Map_chunk::gravity
(
Rectangle area, // Unblocked tiles (in abs. coords).
int lift // Lift where tiles are free.
)
{
Game_object_vector dropped(20); // Gets list of objs. that dropped.
// Go through interesected chunks.
Chunk_intersect_iterator next_chunk(area);
Rectangle tiles; // Rel. tiles. Not used.
int cx, cy, new_lift;
while (next_chunk.get_next(tiles, cx, cy))
{
Map_chunk *chunk = gmap->get_chunk(cx, cy);
Object_iterator objs(chunk->objects);
Game_object *obj;
while ((obj = objs.get_next()) != 0)
{ // We DO want NPC's to fall.
if (!obj->is_dragable() &&
!obj->get_info().is_npc())
continue;
Tile_coord t = obj->get_tile();
// Get footprint.
Rectangle foot = obj->get_footprint();
// Above area?
if (t.tz >= lift && foot.intersects(area) &&
// Unblocked below itself?
!is_blocked(1, t.tz - 1, foot.x, foot.y,
foot.w, foot.h, new_lift,
MOVE_ALL_TERRAIN, 0) &&
new_lift < t.tz)
dropped.push_back(obj);
}
}
Game_object_vector::const_iterator it;
// Drop each one found.
for (it = dropped.begin(); it != dropped.end(); ++it)
{
Game_object *obj = *it;
Tile_coord t = obj->get_tile();
// Get footprint.
Rectangle foot = obj->get_footprint();
// Let drop as far as possible.
if (!is_blocked(1, t.tz - 1, foot.x, foot.y,
foot.w, foot.h, new_lift, MOVE_ALL_TERRAIN, 100) &&
new_lift < t.tz)
{ // Drop & recurse.
obj->move(t.tx, t.ty, new_lift);
gravity(foot, obj->get_lift() +
obj->get_info().get_3d_height());
}
}
#if 0
for (it = dropped.begin(); it != dropped.end(); ++it)
{ // Recurse on each one.
Game_object *obj = *it;
// Get footprint.
Rectangle foot = obj->get_footprint();
gravity(foot, obj->get_lift() +
obj->get_info().get_3d_height());
}
#endif
}
/*
* Finds if there is a 'roof' above lift in tile (tx, ty)
* of the chunk. Point is taken 4 above lift
*
* Roof can be any object, not just a literal roof
*
* Output: height of the roof.
* A return of 31 means no roof
*
*/
int Map_chunk::is_roof(int tx, int ty, int lift)
{
#if 1 /* Might be lying on bed at lift==2. */
int height = get_lowest_blocked (lift+4, tx, ty);
#else /* But this is even worse! */
int height = get_lowest_blocked (lift+2, tx, ty);
#endif
if (height == -1) return 31;
return height;
}
void Map_chunk::kill_cache()
{
// Get rid of terrain
if (terrain) terrain->remove_client();
terrain = 0;
// Now remove the cachce
delete cache;
cache = 0;
// Delete dungeon bits
delete [] dungeon_levels;
dungeon_levels = 0;
}
int Map_chunk::get_obj_actors(Game_object_vector &removes, Actor_vector &actors)
{
int buf_size = 0;
bool failed = false;
// Separate scope for Object_iterator.
Object_iterator it(get_objects());
Game_object *each;
while ((each = it.get_next()) != 0)
{
Actor *actor = each->as_actor();
// Normal objects and monsters
if (actor == 0 || (each->is_monster() && each->get_flag(Obj_flags::is_temporary))) {
removes.push_back(each);
int ireg_size = each->get_ireg_size();
if (ireg_size < 0) failed = true;
else buf_size += ireg_size;
}
// Actors/NPCs here
else {
actors.push_back(actor);
}
}
return failed?-1:buf_size;
}
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