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/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: map.h ( POWDER Library, C++ )
*
* COMMENTS:
* The MAP structure. This defines one levels information. It
* contains all the items that are on the floor and all the mobs
* that are in the level.
*/
#ifndef __map_h__
#define __map_h__
//#define MAPSTATS
#include "assert.h"
#include "glbdef.h"
#include "gfxengine.h"
#include "smokestack.h"
#include "itemstack.h"
#include "signpost.h"
class MAP;
class MOB;
class ITEM;
class SRAMSTREAM;
class INTRINSIC_COUNTER;
extern MAP *glbCurLevel;
struct PT2
{
int x, y;
int data;
};
struct ROOM_DEF
{
PT2 size;
const SQUARE_NAMES *squarelist;
// Per square lists
const PT2 *squareflaglist;
const PT2 *itemlist;
const PT2 *moblist;
const PT2 *itemtypelist;
const PT2 *moblevellist;
const PT2 *intrinsiclist;
const PT2 *signpostlist;
// Global defines
int minlevel, maxlevel;
u8 rarity;
u8 mandatory;
u8 onlyonce;
u8 allowstairs;
u8 allowgeneration;
u8 allowdig;
u8 allowitems;
u8 allowtel;
int x, y;
s8 quest;
const char *name; // Specific room name from file name.
};
struct ROOM
{
PT2 l, h;
const ROOM_DEF *definition;
int rotation;
};
#define ROOM_FLIP_X 1
#define ROOM_FLIP_Y 2
#define ROOM_FLOP 4
class MAP
{
public:
MAP(int level, BRANCH_NAMES branch);
virtual ~MAP();
// Retrieves the random seed used to build this map.
long getSeed() const { return mySeed; }
// This deletes this map and all attached maps
void deleteAllMaps();
// This returns true if their is a path between (sx,sy) and
// (ex,ey). The next step is returned in (dx,dy). This must
// be stateless.
// If two paths are equally cool (ie, cutting diagonals) picks
// one at random.
bool findPath(int sx, int sy,
int ex, int ey,
MOVE_NAMES movetype,
bool allowmob,
bool allowdoor,
int &dx, int &dy);
// This updates the avatar smell at the given location.
// The smell should be 0 where the avatar is and lower the farther
// away.
void updateAvatarSmell(int x, int y, int smell);
// Determines the level of smell at the given square.
// Higher is smellier or closer to the avatar. To make things
// normalized, 65535 is at the avatar, 0 is as far as possible.
int getAvatarSmell(int x, int y) const;
// Determines the direction closest to the avatar from the given point.
// If no direction is closer, returns false.
bool getAvatarSmellGradient(MOB *mob, int x, int y, int &dx, int &dy) const;
// This takes an empty map and adds people up to its desired
// monster count.
void populate();
// This creates a monster appropriate for our level and puts
// it somewhere on the level.
// Returns true if successful
bool createAndPlaceNPC(bool avoidfov);
// Refresh will update the gfx engine from this map.
// If preserve ray is turned on, any ray tiles in the
// overly plane will be preserved.
void refresh(bool preserve_ray = false);
// This will clear out & rebuild the dynamic light lists.
void updateLights();
int getDesiredMobCount() const;
int getThreatLevel() const;
// This runs the level's heartbeat script. It may birth mobs
// if the world seems sparse.
void doHeartbeat();
// Digger can be null. Otherwise, it reports the appropriate messages
// about the possibility, and falls through the hole.
void digHole(int x, int y, MOB *digger);
// Digger can be null. Otherwise, it reports the appropriate messages
// about the possibility, and ends up in the pit.
// Does not create holes if already pit.
void digPit(int x, int y, MOB *digger);
// Excavates a square. Destroys boulders
bool digSquare(int x, int y, MOB *digger);
// Grows a nice forest here.
void growForest(int x, int y, MOB *grower);
// Torrential rain falls here
void downPour(int x, int y, MOB *pourer);
// This floods the pit with the given fluid type, such as SQUARE_LAVA
// or SQUARE_WATER.
void floodSquare(SQUARE_NAMES tile, int x, int y,
MOB *flooder);
// This maintaince function will drop all items on the given
// square. The revealer is optional and says who gets credit for the
// discovery. This does nothing if the square doesn't have depth.
void dropItems(int x, int y, MOB *revealer);
// This will try and fill the square that the item is on
// with the item itself. This plugs holes, fills water, etc.
// filler is the person to blame if someone is buried alive.
// This returns true if filling occured, in which case the item
// was deleted.
bool fillSquare(ITEM *boulder, MOB *filler,
ITEM **newitem = 0);
// This will drop all mobs on the given square into the holes,
// provided they don't save via reflex. They will also sink.
// forcetrap negates the reflex save, but they may still save
// due to flight, water walking, etc. They may also save due
// to the SKILL_EVADETRAP, unless noskillevade is set.
// This returns false if a mob gets killed.
bool dropMobs(int x, int y, bool forcetrap, MOB *revealer,
bool noskillevade=false);
// Trapper can be null. Otherwise the trapper SHOULD gain
// responsibility for any deaths from the trap :>
// Returns whether trap creation was successful. It can fail
// if the square is untrappable (Ie, not plain)
bool createTrap(int x, int y, MOB *trapper);
// This will apply a strong cold effect to the square,
// turning water to ice, lava to rock.
bool freezeSquare(int x, int y, MOB *freezer);
// This will apply electricity to the square
// If it is liquid, everyone in the liquid or touching it
// is fried
bool electrocuteSquare(int x, int y, MOB *shocker);
// Places a moderate amount of water on the square.
void douseSquare(int x, int y, bool holy, MOB *douser);
// This will apply a strong heat to the square, melting ice.
bool burnSquare(int x, int y, MOB *burner);
// This will zap the square with electicity.
bool electrifySquare(int x, int y, int points,
MOB *shocker);
// This will bring all corpses/bones at given square back to life.
// Returns true if something happens.
bool resurrectCorpses(int x, int y, MOB *resser);
// This creates a zombie out of the corpses.
bool raiseZombie(int x, int y, MOB *raiser);
// This creates a skeleton out of the bones.
bool raiseSkeleton(int x, int y, MOB *raiser);
// This moves all of the smoke on the level.
void moveSmoke();
// This queries our additional smoke structures that maintain the
// type and ownership of smoke squares.
SMOKE_NAMES getSmoke(int x, int y, MOB **owner=0) const;
// Queries our signpost structure for the proper sign post data
SIGNPOST_NAMES getSignPost(int x, int y) const;
// This creates smoke at the given square. It should be used
// rather than trying to explicitly set the SQUAREFLAG values.
// Owner is dude responsible for the effects.
void setSmoke(int x, int y, SMOKE_NAMES smoke, MOB *owner);
// Applies a suck-into-space effect at the given coordinate,
// assumes a 4 way neighbour is space.
void applySuction(int x, int y);
// This moves all the fluids on the level, filling pits, etc.
void moveFluids();
void setWindDirection(int dx, int dy, int duration);
// This only reports powerful winds such as the direct wind
// spell. It is assumed people can easily override the slow
// currents that are present normally.
void getWindDirection(int &dx, int &dy);
// This reports transient zephyrs as well
void getAmbientWindDirection(int &dx, int &dy);
//
// Access methods. Explicitly inlined.
//
inline void setTile(u8 x, u8 y, SQUARE_NAMES tile)
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
ourMapDirty = true;
mySquares[x + y * MAP_WIDTH] = tile;
}
inline SQUARE_NAMES getTile(u8 x, u8 y) const
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
return (SQUARE_NAMES) mySquares[x + y * MAP_WIDTH];
}
// Allows for out of bounds queries, returns SQUARE_EMPTY for those
inline SQUARE_NAMES getTileSafe(u8 x, u8 y) const
{
if (x >= MAP_WIDTH || y >= MAP_HEIGHT)
{
return SQUARE_EMPTY;
}
return (SQUARE_NAMES) mySquares[x + y * MAP_WIDTH];
}
inline u8 compareTile(u8 x, u8 y, SQUARE_NAMES tile)
{
if (x >= MAP_WIDTH || y >= MAP_HEIGHT)
return false;
return (getTile(x, y) == tile);
}
bool hasNeighbouringTile(int x, int y, SQUARE_NAMES tile,
MOB *&srcmob);
inline void setFlag(u8 x, u8 y, int flag, bool state=true)
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
if (!state)
clearFlag(x, y, flag);
else
myFlags[x + y * MAP_WIDTH] |= flag;
}
inline void clearFlag(u8 x, u8 y, int flag)
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
myFlags[x + y * MAP_WIDTH] &= ~flag;
}
// Note this does *not* return bool, as it does
// not return 0 or 1, but 0 or flag. This is
// for silly performance reasons.
inline int getFlag(u8 x, u8 y, int flag) const
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
return myFlags[x + y * 32] & flag;
}
inline u8 getRawFlag(u8 x, u8 y) const
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
return myFlags[x + y * 32];
}
inline void setRawFlag(u8 x, u8 y, int flag)
{
UT_ASSERT(x < MAP_WIDTH && y < MAP_HEIGHT);
myFlags[x + y * 32] = flag;
}
int getDepth() const { return myDepth; }
bool allowDiggingDown() const;
bool allowMobGeneration() const;
bool allowItemGeneration() const;
bool allowTeleportation() const;
// This marks as mapped everything within the given radius & los.
void markMapped(int x, int y, int radx, int rady,
bool uselos = true);
// This updates the temporary light field.
void applyTempLight(int x, int y, int radius);
// This applies a map flag to everything in the given radius.
void applyFlag(SQUAREFLAG_NAMES flag,
int cx, int cy, int radius,
bool uselos, bool state);
// Is it transparent, can we see through it?
bool isTransparent(int x, int y) const;
// Is lit, by some means or another?
bool isLit(int x, int y) const;
// Is digging not a noop? Includes boulders, but not creatures
bool isDiggable(int x, int y) const;
// This builds a field of view table. It sets the FOV temp flag
// to true whereever it is within range of rx & ry.
void buildFOV(int x, int y, int rx, int ry);
bool hasFOV(int x, int y) const;
// This determines if there is a straightline, +/- 1, between the
// locations.
bool hasLOS(int x1, int y1, int x2, int y2) const;
// This is a crappy FP algorithm.
bool hasSlowLOS(int x1, int y1, int x2, int y2) const;
// This LOS algorithm was written while rather drunk.
bool hasDrunkLOS(int x1, int y1, int x2, int y2) const;
// This determines if there exists any manhatten walk between the two
// locations.
// Definitely one of my stupider ideas.
bool hasManhattenLOS(int x1, int y1, int x2, int y2) const;
void moveMob(MOB *mob, int ox, int oy, int nx, int ny);
void registerMob(MOB *mob);
void unregisterMob(MOB *mob);
MOB *getMobHead() const { return myMobHead; }
// Crushes any surrounding breakable walls to make room for this
void wallCrush(MOB *mob);
// This finds all mobs interested in the given mob, which are also
// adjacent to the staircase, and causes them to go downstairs.
// The avatar is explicitly exempt from this. Be careful as your
// pets may chase people down stairs :>
void chaseMobOnStaircase(SQUARE_NAMES destsquare,
int srcx, int srcy,
MOB *chasee,
MAP *nextmap);
// Gives a brief listing of what is at the square...
// blind tells us if the viewer is blind.
bool describeSquare(int x, int y, bool blind,
bool includeself);
// This fetches the maps below or above us. If they don't exist,
// they are created, unless they shouldn't exist when you will
// get 0 back.
MAP *getMapUp(bool create = true);
MAP *peekMapUp() const;
MAP *getMapDown(bool create = true);
MAP *peekMapDown() const;
// What branch getMapBranch() would be on - where this map
// has a branch *to*. BRANCH_NONE for no branch from here.
BRANCH_NAMES offshootName() const;
// The branch *this is on. BRANCH_MAIN is, of course, the default.
BRANCH_NAMES branchName() const;
MAP *getMapBranch(bool create = true);
MAP *peekMapBranch() const;
// This is used internally to set up a cross reference...
void setMapUp(MAP *map) { myMapUp = map; }
void setMapDown(MAP *map) { myMapDown = map; }
void setMapBranch(MAP *branch) { myMapBranch = branch; }
// This finds the mob in the specified square. Currently very slow.
MOB *getMob(int x, int y) const;
// Does a full search for the mob, ignoring the cache.
// Does not respect garguantuan for important reasons!
MOB *getMobPrecise(int x, int y) const;
// Returns whoever is responsible for the status of this square
MOB *getGuiltyMob(int x, int y) const;
void setGuiltyMob(int x, int y, MOB *mob);
ITEM *getItemHead() const { return myItemHead; }
ITEM *getItem(int x, int y) const;
ITEM *getItem(int x, int y, bool submerged) const;
// This builds an itemstack of everything on the ground. Submerged
// check, if positive, determines if submerged status is used.
// Note this just appends to the itemstack!
// If checkmapped is true, it only adds items that have their
// mapped bit set.
int getItemStack(ITEMSTACK &stack, int x, int y,
int submergecheck = -1,
bool checkmapped = false) const;
// This builds a mob stack of all tamed mobs directly in the
// control of the given mob.
// Returns number of pets.
// If sensable is true, only returns the pets that are sensable.
int getPets(MOBSTACK &stack, MOB *owner,
bool onlysensable) const;
// This is the tile acquiring the item.
// This sets newitem to the stack it gets merged to, otherwise itself.
// Note item *can* be deleted here!
// If we are to believe the item's grade status, set ignoregrade.
// This is used for loading.
// The item can *also* be dropped down a hole so end up on a
// different level. In this case, newitem is also set to 0.
void acquireItem(ITEM *item, int x, int y,
MOB *dropper,
ITEM **newitem = 0,
bool ignoregrade = false);
// This is the tile relieving & unlinking the item (as opposed to get)
ITEM *dropItem(int x, int y);
void dropItem(ITEM *item);
// If item is a bottle, fills with the liquid in tile x,y
void fillBottle(ITEM *item, int x, int y) const;
// This gets a random location on the map that fits the given profile.
// It returns false if no such location was found.
bool findRandomLoc(int &x, int &y, int movetype,
bool allowmob,
bool doublesize,
bool avoidfov,
bool avoidfire,
bool avoidacid,
bool avoidnomob);
// This finds an instance of the given tile.
// Returns false if no such tile exists.
bool findTile(SQUARE_NAMES tile, int &x, int &y);
// This finds the closest tile to the given x/y coordinate that
// is legal according to the provided move mask & mob mask.
// It does a spiral search, and ignores LOS.
bool findCloseTile(int &x, int &y, MOVE_NAMES move,
bool allowmob = false,
int maxradius = MAP_WIDTH);
// Does a simple search to see if this square is inside a room
// with no non-hidden exits. This lets us warn the player that
// it isn't a dead end.
bool isSquareInLockedRoom(int x, int y) const;
// This will run the heartbeat & doAI on all the critters that
// are not the avatar.
void moveNPCs();
// Determines if the given movetype can go into the given square.
// Return false if it fails.
bool canMove(int x, int y, MOVE_NAMES movetype,
bool allowmob = true,
bool allowdoor = false,
bool allowitem = true);
// Determines if a ray can move into the given square.
// If a mob there has reflection, it can't move there.
// If reflect is false, no reflection checks occur.
// didreflect is set to true if reflection occured.
bool canRayMove(int x, int y, MOVE_NAMES movetype,
bool reflect, bool *didreflect = 0);
// Throws an item in a certain direction.
void throwItem(int x, int y, int dx, int dy,
ITEM *item, ITEM *stack, ITEM *launcher,
MOB *thrower,
const ATTACK_DEF *attack,
bool ricochet);
// This draws a ray through the environment, appropriate overlay
// tiles. If dobounce is true, it will bounce properly when
// it hits something impassable according to movetype.
// Each square it will trigger the raycallback, which can
// return false if the ray should die.
// The ray starts one square in the direction dx/dy.
// One of dx & dy must be non zero.
void fireRay(int ox, int oy, int dx, int dy,
int length,
MOVE_NAMES movetype, bool dobounce,
bool raycallback(int x, int y, bool final,
void *data),
void *data);
// This draws a ball in the environment, appropriate overlay tiles.
// Each square affected will trigger the ballcallback. The result
// code of the ball callback is unused.
void fireBall(int ox, int oy, int rad, bool includecenter,
bool ballcallback(int x, int y, bool final,
void *data),
void *data);
// Performs a knockback with the (possibly) two creatures.
// We specify the target of the knockback and the direction to apply
// it in. If infinitemass is true, the source isn't eligible to
// be knocked back.
bool knockbackMob(int tx, int ty, int dx, int dy,
bool infinitemass,
bool ignoremob = false);
// Save/load the global information to all maps
static void saveGlobal(SRAMSTREAM &os);
static void loadGlobal(SRAMSTREAM &is);
// Save the map...
void saveBranch(SRAMSTREAM &is, bool savebranch = true);
bool save(SRAMSTREAM &os, bool savebranch = true);
// And load...
void loadBranch(SRAMSTREAM &is, bool checkbranch = true);
bool load(SRAMSTREAM &is, bool checkbranch = true);
bool verifyMob() const;
bool verifyMobLocal() const;
bool verifyCounterGone(INTRINSIC_COUNTER *counter) const;
bool verifyCounterGoneLocal(INTRINSIC_COUNTER *counter) const;
// The map can report messages. These are eaten unless
// the avatar can see (x, y).
void reportMessage(const char *str, int x, int y) const;
void reportMessage(BUF buf, int x, int y) const
{ reportMessage(buf.buffer(), x, y); }
int getItemCount() const { return myItemCount; }
int getMobCount() const { return myMobCount; }
// Returns the map which has the given mob, 0 if it shows up on
// no map.
MAP *findMapWithMob(MOB *mob, bool usebranch=true) const;
bool isMobOnMap(MOB *mob) const;
// Collapses the dungeon by destroying all non-quest items.
void collapseDungeon(bool dobranch = true);
void collapseThisDungeon();
// Flags that we want to (eventually) change the current level
// but can't immediately as we are in some ugly code stack that
// uses glbCurLevel
static void delayedLevelChange(MAP *newcurrent);
// Looks for stashed level changes and applies them.
static void checkForAvatarMapChange();
// This handles bookkeeping of glbCurLevel. Do not set by hand!
static void changeCurrentLevel(MAP *newcurrent);
// This will rebuild the pointer maps to be accurate for this.
// Should be glbCurLevel->refreshPtrMaps whenever glbCurLevel is changed.
void refreshPtrMaps();
//
// Build methods.
// These methods are defined in build.cpp
// They are used to construct the map.
//
// Generic build method, does different things depending on level,
// random chance, etc.
// The alreadysavedseed is a flag to ensure we don't resave the seed,
// as that would cause the random number seed to be changed when
// we try and force an exact rebuild by pre-setting the seed.
void build(bool alreadysavedseed);
static bool isLoading() { return ourIsLoading; }
// Is this map unlocked?
bool isUnlocked() const;
protected:
// This wipes out the map and fills it with a blank map.
// This will also delete all mobs and all creatures in the map.
void clear();
// Specific map builders.
void buildRoguelike();
void buildQuest(GOD_NAMES god);
void buildBigRoom();
void buildDrunkenCavern(bool islit, bool allowlakes, bool allowroom, bool buildstaircase);
void buildMaze(int stride);
// Attempts to smooth a map removing small dead end nooks.
void smooth(SQUARE_NAMES floor, SQUARE_NAMES wall);
// Does a flood fill with the given tile type, replacing the
// given tile
void fillWithTile(int x, int y, SQUARE_NAMES newtile, SQUARE_NAMES oldtile);
// Qix style level, Bunch of walls subdividing the level.
void drawQixWall(int x, int y, int dx, int dy, bool islit);
void buildQix(bool islit);
// A cavern bisected by a river.
void buildRiverRoom();
void buildSurfaceWorld();
void buildTutorial();
// Builds the tridude spaceship
void buildSpaceShip();
// Builds Baezl'bub's lair - lots of water, lava, and caverns.
void buildHello();
void drawCircle(int cx, int cy, int rad,
SQUARE_NAMES tile,
SQUAREFLAG_NAMES flag,
bool overwrite = false);
void drawLine(int x1, int y1, int x2, int y2,
SQUARE_NAMES tile,
bool overwrite = false);
// Specific type of move building
bool buildMoveDistance(int px, int py, MOVE_NAMES move);
// This builds the distance function given the given walk function...
bool buildDistance(int px, int py);
// Builder functions.
bool drawPath(int sx, int sy, int ex, int ey,
bool lit = false);
bool drawPathStraight(int sx, int sy, int ex, int ey,
bool lit = false);
void drawPath_old(int sx, int sy, int ex, int ey,
bool lit = false);
bool drawCorridor(int sx, int sy, int sdx, int sdy,
int ex, int ey, int edx, int edy,
bool lit = false);
void createColouredTridudeLair(int x, int y, MOB_NAMES tridude, MOB *trueleader);
MOB *createGoldenTridudeLair(int x, int y);
static const ROOM_DEF *chooseRandomRoom(int depth);
void buildRandomRoom(ROOM &room);
public:
void buildRandomRoomFromDefinition(ROOM &room,
const ROOM_DEF *def);
void populateRoom(const ROOM &room);
void drawRoom(const ROOM &room,
bool lit,
bool mazetype,
bool caverntype);
protected:
void chooseRandomExit(int *enter, int *delta,
const ROOM &room);
void closeUnusedExits(const ROOM &room, bool force);
void roomToMapCoords(int &mx, int &my,
const ROOM &room, int rx, int ry);
void mapToRoomCoords(int &rx, int &ry,
const ROOM &room, int mx, int my);
// Builder query functions, these aren't necessarily valid outside
// the building code.
bool isTileWall(int tile) const;
bool isMapWall(int x, int y) const;
bool isMapExit(int x, int y) const;
bool isRoomExit(const ROOM &room, int x, int y) const;
bool isMapPathway(int x, int y) const;
bool checkRoomFits(const ROOM &room);
// This draws a path element, or a door if the destinatin is a wall.
void setPathTile(int x, int y, bool lit, bool usefloor);
void addSignPost(SIGNPOST_NAMES post, int x, int y);
public:
#ifdef MAPSTATS
static void printStatsHeader(FILE *fp);
bool printStats(FILE *fp);
#endif
private:
// Data...
long mySeed; // Random number seed used.
int myGlobalFlags; // Global flags for this map.
// Indices into SQUARE.
u8 *mySquares;
// These are the state flags for each world square...
u8 *myFlags;
// Stashed coords of the FOV map.
s8 myFOVX, myFOVY;
// What branch we are on.
u8 myBranch;
// How deep this map is.
s8 myDepth;
// Indices into SQUARE, TILE_VOID if blank.
// These are temporary arrays for efficient map refreshing.
static u16 *ourItemMap;
static u16 *ourMobMap;
// This is 0 if not a wall, 1 if a wall.
static u8 *ourWallMap;
// This is how far each square is from the desired destination,
// thus allowing gradiant computatin and path finding.
static u16 *ourDistanceMap;
static u16 *ourAvatarSmell;
static u16 ourAvatarSmellWatermark;
// These track our cell positions & cutout values used by the
// build functions.
static int *ourCells;
static int *ourCutOuts;
// These are pointers to the first mob or item on each square.
// They are only valid for the current level.
static MOBREF *ourMobRefMap;
static ITEM **ourItemPtrMap;
// This tracks who is responsible for each square
// It is not saved per level - changing level loses responsibility
static MOBREF *ourMobGuiltyMap;
// This is the mob list..
int myMobCount;
int myItemCount;
MOB *myMobHead;
// If we unregister this mob, we will autobump it.
MOB *myMobSafeNext;
// And the item list...
ITEM *myItemHead;
// Pointers to the double linked list of maps...
// Zero means not yet built.
MAP *myMapUp;
MAP *myMapDown;
// My branch and myself are on the same "level",
// myMapBranch->myMapBranch == this.
MAP *myMapBranch;
// Bleh... List of all valid smoke on the level.
// Entries may be SMOKE_NONE, in which case they are cleared out
// and waiting compression.
SMOKESTACK mySmokeStack;
SIGNLIST *mySignList;
// Flags whether we are currently loading or not.
static bool ourIsLoading;
// Flags the current wind direction and count down.
// Shared by all levels. If count down is out, wind direction
// is random
static s8 ourWindDX, ourWindDY;
static int ourWindCounter;
static bool ourMapDirty;
static MAP *ourDelayedLevelChange;
};
#endif
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