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/*
* XEvil(TM) Copyright (C) 1994,2000 Steve Hardt and Michael Judge
* http://www.xevil.com
* satan@xevil.com
*
* 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, the file "gpl.txt"; if not, write to the Free
* Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA, or visit http://www.gnu.org.
*/
// "world.cpp"
#if X11
#ifndef NO_PRAGMAS
#pragma implementation "world.cpp"
#endif
#endif
// Include Files.
#include "stdafx.h"
#if WIN32
#include "resource.h"
#endif
// Include Files.
#include <iostream>
#include "utils.h"
#include "coord.h"
#include "xdata.h"
#include "area.h"
#include "world.h"
#include "bitmaps/world/world.bitmaps"
// For PhysMover.
#include "actual.h"
using namespace std;
// Defines.
#define HANGING_PERCENT 0.40 // The % of the edge hanging off the corner.
#define STRAND_PERCENT .50 // Gives number of boundaries between rooms.
#define STRAND_LENGTH 8 // Length of strands in Blueprints::fill_random.
#define EMPTY_TRIES_MAX 5000
#define WALL_LENGTH 30
#define WALLS_PERCENT .01
#define WALLS_HORIZ_CHANCE 4 // 2 gives equal chance
#define LADDER_CHANCE 10
#define MAP_PRINT_DEFAULT False
#define UP_DOWN_CHANCE 4
#define OPEN_ITERATIONS 2
#define POSTERS_ACTUAL_PERCENT .0003 // Percentage of dim.
#define DOORS_ACTUAL_PERCENT .1 // Pairs of doors as percentage of rooms.
// Percentage of rooms that can possibly have movers.
// both are multipliers on number of rooms.
#define MOVERS_PERCENT .4
// Tries to find a space for the mover.
#define MOVER_TRIES 6
// Min number of movers across a horizontal track must be.
#define MOVERS_HORIZ_MIN_TRACK 6 // moverwidths
#define MOVERS_HORIZ_TRACK_LENGTH 25 // wsquares
// Used to determine how much space to leave between walls.
// Only the default, actual variable is objectMinDim.
#define OBJECT_COL_MAX 2
#define OBJECT_ROW_MAX 2
#define OBJECT_BIG_COL_MAX 2
#define OBJECT_BIG_ROW_MAX 3
// Blueprints class. A helper for World.
class Blueprints {
public:
Blueprints(WorldP world,char map[W_ROW_MAX_MAX][W_COL_MAX_MAX],
const Dim &objectDimMax,int specialMap);
/* EFFECTS: Create a blueprints object with room boundaries defined. */
int get_middle_row(int down);
int get_middle_col(int across);
/* NOTES: Offset from edge of room, in WSQUARES. Floor at middleRow.
Ladder at [middleCol ... middleCol + objectDimMax.colMax). */
// NOTE: The following three methods replace Blueprints::fill_map.
void room_boundries();
/* MODIFIES: map */
/* EFFECTS: Using the defined room boundaries, create a map of the world. */
void extra_walls();
/* MODIFIES: map */
void up_downs();
/* MODIFIES: map */
/* EFFECTS: Change all walls on edge of ladders to up_downs. */
void print();
/* EFFECTS: Print the room boundaries to cout. */
Boolean blocked_right(const RoomIndex &ri);
Boolean blocked_bottom(const RoomIndex &ri);
Boolean blocked_left(const RoomIndex &ri);
Boolean blocked_top(const RoomIndex &ri);
/* EFFECTS: Returns whether ri has a blocking wall on the edge of the
room. */
private:
void fill_random();
/* EFFECTS: Snake algorithm to define boundries between rooms. */
void special_map_adjust();
/* EFFECTS: Adjust map for any requirements imposed by the
special map specification. */
Boolean open(const RoomIndex &ri);
void has_right(const RoomIndex &ri,const Loc &rl);
void missing_right(const RoomIndex &ri,const Loc &rl);
void has_bottom(const RoomIndex &ri,const Loc &rl);
void missing_bottom(const RoomIndex &ri,const Loc &rl);
void has_top(const RoomIndex &ri,const Loc &rl);
void missing_top(const RoomIndex &ri,const Loc &rl);
void has_left(const RoomIndex &ri,const Loc &rl);
void missing_left(const RoomIndex &ri,const Loc &rl);
void ladder(const Loc &loc);
/* EFFECTS: Draw a ladder going up and down from loc until a wall is hit. */
Boolean wall_below(int rTop,int cTop,int num);
/* EFFECTS: Return whether there is a Wwall or WupDown in the vertical
column of num blocks whose top is (rTop,cTop). */
WorldP world;
Rooms worldRooms;
Dim worldDim;
char (* map)[W_COL_MAX_MAX];
int middleRows[W_DOWN_MAX_MAX];
int middleCols[W_ACROSS_MAX_MAX];
Boolean horiz[W_DOWN_MAX_MAX + 1][W_ACROSS_MAX_MAX];
Boolean vert[W_DOWN_MAX_MAX][W_ACROSS_MAX_MAX + 1];
WSpecialMap specialMap;
Dim objectDimMax;
};
Blueprints::Blueprints(WorldP w,char m[W_ROW_MAX_MAX][W_COL_MAX_MAX],
const Dim &o_dim_max,WSpecialMap special) {
objectDimMax = o_dim_max;
world = w;
worldRooms = world->get_rooms();
worldDim = world->get_dim();
map = m;
specialMap = special;
RoomIndex ri;
// Boundaries only at the edges of the world.
for (ri.across = 0; ri.across < worldRooms.acrossMax + 1; ri.across++) {
for (ri.down = 0; ri.down < worldRooms.downMax + 1; ri.down++) {
if (ri.across < worldRooms.acrossMax) {
if ((ri.down == 0) || (ri.down == worldRooms.downMax)) {
horiz[ri.down][ri.across] = True;
}
else {
horiz[ri.down][ri.across] = False;
}
}
if (ri.down < worldRooms.downMax) {
//#if 0
if ((ri.across == 0) || (ri.across == worldRooms.acrossMax)) {
vert[ri.down][ri.across] = True;
}
else {
//#endif
vert[ri.down][ri.across] = False;
}
}
}
}
// The maze algorithm.
if (specialMap != World::ZIG_ZAG) {
// ZIG_ZAG takes care of itself in special_map_adjust.
fill_random();
}
// Any special adjustment for special world maps.
special_map_adjust();
assert(W_ROOM_ROW_MAX - 2 * (objectDimMax.rowMax + 1) > 0);
assert(W_ROOM_COL_MAX - 2 * (objectDimMax.colMax + 1) > 0);
// Compute middles
for (int riR = 0; riR < worldRooms.downMax; riR++) {
middleRows[riR] = objectDimMax.rowMax + 1 +
Utils::choose(W_ROOM_ROW_MAX - 2 * (objectDimMax.rowMax + 1));
}
for (int riC = 0; riC < worldRooms.acrossMax; riC++) {
middleCols[riC] = objectDimMax.colMax + 1 +
Utils::choose(W_ROOM_COL_MAX - 2 * (objectDimMax.colMax + 1));
}
}
int Blueprints::get_middle_row(int down) {
assert (0 <= down && down < worldRooms.downMax);
return middleRows[down];
}
int Blueprints::get_middle_col(int across) {
assert (0 <= across && across < worldRooms.acrossMax);
return middleCols[across];
}
void Blueprints::room_boundries() {
RoomIndex ri;
Loc rl;
// Walls between rooms.
for (ri.across = 0, rl.c = 0;
ri.across < worldRooms.acrossMax;
ri.across++, rl.c += W_ROOM_COL_MAX) {
for (ri.down = 0, rl.r = 0;
ri.down < worldRooms.downMax;
ri.down++, rl.r += W_ROOM_ROW_MAX) {
if (! horiz[ri.down][ri.across]) {
missing_top(ri,rl);
}
else {
has_top(ri,rl);
}
if (! horiz[ri.down + 1][ri.across]) {
missing_bottom(ri,rl);
}
else {
has_bottom(ri,rl);
}
if (! vert[ri.down][ri.across]) {
missing_left(ri,rl);
}
else {
has_left(ri,rl);
}
if (! vert[ri.down][ri.across + 1]) {
missing_right(ri,rl);
}
else {
has_right(ri,rl);
}
}
}
}
void Blueprints::extra_walls() {
for (int walls = 0;
walls < worldDim.rowMax * worldDim.colMax * WALLS_PERCENT;
walls ++) {
Boolean ok = True;
Loc loc;
loc.r = Utils::choose(worldDim.rowMax);
loc.c = Utils::choose(worldDim.colMax);
int delta = Utils::coin_flip() ? 1 : -1;
int horiz = Utils::choose(WALLS_HORIZ_CHANCE);
// Special case for SEALS special world, no vertical walls.
if (specialMap == World::SEALS) {
horiz = 1;
}
Loc check;
for (check.c = loc.c - objectDimMax.colMax;
check.c <= loc.c + objectDimMax.colMax;
check.c++) {
for (check.r = loc.r - objectDimMax.rowMax;
check.r <= loc.r + objectDimMax.rowMax;
check.r++) {
if (!world->open(check,True)) {
ok = False;
}
}
}
// Horizontal extra wall.
if (horiz) {
while (ok && Utils::choose(WALL_LENGTH)) {
for (check.c = loc.c;
check.c != loc.c + delta * (objectDimMax.colMax + 1);
check.c += delta) {
for (check.r = loc.r - objectDimMax.rowMax;
check.r <= loc.r + objectDimMax.rowMax;
check.r++) {
if (!world->open(check,True)) {
ok = False;
}
}
}
if (ok) {
if (! Utils::choose(LADDER_CHANCE)) {
ladder(loc);
}
else {
map[loc.r][loc.c] = Wwall;
}
loc.c += delta;
if (specialMap != World::SEALS &&
Utils::choose(UP_DOWN_CHANCE) == 0) {
loc.r += (Utils::coin_flip() ? 1 : -1);
}
}
}
}
// Vertical wall, horiz == 0
else {
while (ok && Utils::choose(WALL_LENGTH)) {
for (check.r = loc.r;
check.r != loc.r + delta * (objectDimMax.rowMax + 1);
check.r += delta) {
for (check.c = loc.c - objectDimMax.colMax;
check.c <= loc.c + objectDimMax.colMax;
check.c++) {
if (!world->open(check,True)) {
ok = False;
}
}
}
if (ok) {
map[loc.r][loc.c] = Wwall;
loc.r += delta;
}
}
}
} // for walls.
}
void Blueprints::up_downs() {
Loc loc;
// Change Wwall to WupDown if a ladder is immediately to left or right.
for (loc.c = 0; loc.c < worldDim.colMax; loc.c++) {
for (loc.r = 0; loc.r < worldDim.rowMax; loc.r++) {
if ((map[loc.r][loc.c] == Wwall) &&
(((loc.c + 1 < worldDim.colMax) &&
(map[loc.r][loc.c + 1] == Wladder)) ||
((loc.c - 1 >= 0) &&
(map[loc.r][loc.c - 1] == Wladder)))) {
map[loc.r][loc.c] = WupDown;
}
}
}
// Change Wwall to WupDown if doesn't have a wall to right AND left.
for (loc.c = 0; loc.c < worldDim.colMax; loc.c++) {
for (loc.r = 0; loc.r < worldDim.rowMax; loc.r++) {
if (map[loc.r][loc.c] == Wwall &&
!((wall_below(loc.r - 1,loc.c - 1,3) &&
wall_below(loc.r - 1,loc.c + 1,3)) ||
wall_below(loc.r - 1,loc.c,1) ||
wall_below(loc.r + 1,loc.c,1))) {
map[loc.r][loc.c] = WupDown;
}
}
}
}
void Blueprints::print() {
RoomIndex ri;
for (ri.down = 0; ri.down <= worldRooms.downMax; ri.down++) {
// Horizontal boundaries.
for (ri.across = 0; ri.across < worldRooms.acrossMax; ri.across++) {
cout << ((horiz[ri.down][ri.across]) ? "**" : "*-");
cout << "*" << endl;
// Vertical boundaries.
if (ri.down < worldRooms.downMax) {
for (ri.across = 0; ri.across <= worldRooms.acrossMax; ri.across++) {
cout << ((vert[ri.down][ri.across]) ? "* " : "| ");
}
}
cout << endl;
}
}
}
Boolean Blueprints::blocked_right(const RoomIndex &ri) {
assert(ri.down < worldRooms.downMax && ri.down >= 0);
assert(ri.across < worldRooms.acrossMax && ri.across >= 0);
return vert[ri.down][ri.across + 1];
}
Boolean Blueprints::blocked_bottom(const RoomIndex &ri) {
assert(ri.down < worldRooms.downMax && ri.down >= 0);
assert(ri.across < worldRooms.acrossMax && ri.across >= 0);
return horiz[ri.down + 1][ri.across];
}
Boolean Blueprints::blocked_left(const RoomIndex &ri) {
assert(ri.down < worldRooms.downMax && ri.down >= 0);
assert(ri.across < worldRooms.acrossMax && ri.across >= 0);
return vert[ri.down][ri.across];
}
Boolean Blueprints::blocked_top(const RoomIndex &ri) {
assert(ri.down < worldRooms.downMax && ri.down >= 0);
assert(ri.across < worldRooms.acrossMax && ri.across >= 0);
return horiz[ri.down][ri.across];
}
void Blueprints::fill_random() {
// Don't do maze algorithm if the world is too small.
if ((worldRooms.acrossMax < 2) || (worldRooms.downMax < 2)) {
return;
}
int strandsNum =
(int)(worldRooms.acrossMax * worldRooms.downMax * STRAND_PERCENT);
for (int n = 0; n < strandsNum; n++) {
// Starting position.
RoomIndex ri;
ri.across = Utils::choose(worldRooms.acrossMax - 1) + 1;
ri.down = Utils::choose(worldRooms.downMax - 1) + 1;
Boolean ok = open(ri);
// open implies that ri must not be on outer boundaries.
while (Utils::choose(STRAND_LENGTH) && ok) {
// Move horiz.
if (Utils::coin_flip()) {
// Increase.
if (Utils::coin_flip()) {
horiz[ri.down][ri.across] = True;
ri.across++;
ok = open(ri);
}
// Decrease.
else {
horiz[ri.down][ri.across - 1] = True;
ri.across--;
ok = open(ri);
}
}
// Move vert.
else {
// Increase.
if (Utils::coin_flip()) {
vert[ri.down][ri.across] = True;
ri.down++;
ok = open(ri);
}
// Decrease.
else {
vert[ri.down - 1][ri.across] = True;
ri.down--;
ok = open(ri);
}
}
}
}
}
void Blueprints::special_map_adjust() {
switch (specialMap) {
case World::SEALS: {
// remove all interior vertical walls.
RoomIndex ri;
for (ri.down = 0; ri.down < worldRooms.downMax; ri.down++) {
for (ri.across = 1; ri.across < worldRooms.acrossMax; ri.across++) {
vert[ri.down][ri.across] = False;
}
}
}
break;
case World::ZIG_ZAG: {
RoomIndex ri;
// Loop over all but top and bottom rows.
for (ri.down = worldRooms.downMax - 1; ri.down > 0; ri.down--) {
for (ri.across = 0; ri.across < worldRooms.acrossMax; ri.across++) {
// Every row alternates having right and left side open
// First row on bottom should have right open.
Boolean rightOpen = ((worldRooms.downMax - ri.down) % 2 == 1);
if ((rightOpen &&
ri.across != worldRooms.acrossMax - 1) ||
(!rightOpen &&
ri.across != 0)) {
horiz[ri.down][ri.across] = True;
}
}
}
}
break;
}
}
Boolean Blueprints::open(const RoomIndex &ri) {
assert((ri.across >= 0) &&
(ri.across <= worldRooms.acrossMax) &&
(ri.down >= 0) &&
(ri.down <= worldRooms.downMax));
if ((ri.across > 0) && horiz[ri.down][ri.across - 1]) {
return False;
}
if ((ri.across < worldRooms.acrossMax) && horiz[ri.down][ri.across]) {
return False;
}
if ((ri.down > 0) && vert[ri.down - 1][ri.across]) {
return False;
}
if ((ri.down < worldRooms.downMax) && vert[ri.down][ri.across]) {
return False;
}
return True;
}
void Blueprints::has_top(const RoomIndex &,const Loc &roomLoc) {
for (int c = roomLoc.c; c < roomLoc.c + W_ROOM_COL_MAX; c++)
map[roomLoc.r][c] = Wwall;
}
void Blueprints::missing_top(const RoomIndex &roomIndex,
const Loc &roomLoc) {
for (int c = roomLoc.c + middleCols[roomIndex.across];
c < roomLoc.c + middleCols[roomIndex.across] + objectDimMax.colMax;
c++) {
for (int r = roomLoc.r; r < roomLoc.r + W_ROOM_ROW_MAX - 1; r++) {
map[r][c] = Wladder;
}
}
}
void Blueprints::has_bottom(const RoomIndex &,
const Loc &roomLoc) {
for (int c = roomLoc.c; c < roomLoc.c + W_ROOM_COL_MAX; c++) {
map[roomLoc.r + W_ROOM_ROW_MAX - 1][c] = Wwall;
}
}
void Blueprints::missing_bottom(const RoomIndex &roomIndex,
const Loc &roomLoc) {
for (int c = roomLoc.c + middleCols[roomIndex.across];
c < roomLoc.c + middleCols[roomIndex.across] + objectDimMax.colMax;
c++) {
for (int r = roomLoc.r + middleRows[roomIndex.down] - objectDimMax.rowMax;
r < roomLoc.r + W_ROOM_ROW_MAX;
r++) {
map[r][c] = Wladder;
}
}
}
void Blueprints::has_left(const RoomIndex &,const Loc &roomLoc) {
for (int r = roomLoc.r; r < roomLoc.r + W_ROOM_ROW_MAX; r++) {
map[r][roomLoc.c] = Wwall;
}
}
void Blueprints::missing_left(const RoomIndex &roomIndex,
const Loc &roomLoc) {
for (int c = roomLoc.c; c < roomLoc.c + middleCols[roomIndex.across]; c++) {
map[roomLoc.r + middleRows[roomIndex.down]][c] = Wwall;
}
}
void Blueprints::has_right(const RoomIndex &,const Loc &roomLoc) {
for (int r = roomLoc.r; r < roomLoc.r + W_ROOM_ROW_MAX; r++) {
map[r][roomLoc.c + W_ROOM_COL_MAX - 1] = Wwall;
}
}
void Blueprints::missing_right(const RoomIndex &roomIndex,
const Loc &roomLoc) {
for (int c = roomLoc.c + middleCols[roomIndex.across] + objectDimMax.colMax;
c < roomLoc.c + W_ROOM_COL_MAX;
c++) {
map[roomLoc.r + middleRows[roomIndex.down]][c] = Wwall;
}
}
void Blueprints::ladder(const Loc &init) {
// delta is only -1 and 1.
for (int delta = -1; delta <= 1; delta += 2) {
Loc loc = init;
// To avoid hitting init twice.
if (delta == 1) {
loc.r++;
}
// Running directly into wall or ladder.
while (world->open(loc,True)) {
map[loc.r][loc.c] = Wladder;
// Stop when there is a wall to the left or right.
Loc left, right;
right.r = left.r = loc.r;
left.c = loc.c - 1;
right.c = loc.c + 1;
if ((!world->open(left) || !world->open(right))) {
// Extra extension at top.
if (delta == -1) {
for (int extra = 1; extra <= objectDimMax.rowMax; extra++) {
Loc extraLoc;
extraLoc.c = loc.c;
extraLoc.r = loc.r - extra;
if (world->open(extraLoc,True)) {
map[extraLoc.r][extraLoc.c] = Wladder;
}
else {
break;
}
}
}
break;
}
loc.r += delta;
} // while
} // for delta
}
Boolean Blueprints::wall_below(int rTop,int cTop,int num) {
Loc loc;
loc.c = cTop;
for (loc.r = rTop; loc.r < rTop + num; loc.r++) {
if (world->inside(loc) &&
(map[loc.r][loc.c] == Wwall || map[loc.r][loc.c] == WupDown)) {
return True;
}
}
return False;
}
// Functions for Mover class.
Mover::Mover(InStreamP in,WorldP w,LocatorP l) {
world = w;
locator = l;
areaSet = True;
timerSet = False;
area.read(in);
moverId.read(in);
physMoverId.read(in);
}
void Mover::update_from_stream(const Area &a) {
assert(areaSet);
area = a;
}
int Mover::get_write_length() {
return
Area::get_write_length() + // area
Identifier::get_write_length() + // moverId
Identifier::get_write_length(); // physMoverId
}
void Mover::write(OutStreamP out) {
area.write(out);
moverId.write(out);
physMoverId.write(out);
}
void Mover::init(WorldP w,LocatorP l,const Area &a,const Size &v,
MoverId mId) {
world = w;
locator = l;
area = a;
areaSet = True;
vel = v;
moverId = mId;
timerSet = False;
assert(check_area(area));
}
void Mover::init_area(const Area &a) {
area = a;
areaSet = True;
}
void Mover::init_not_area(WorldP w,LocatorP l,const Size &v,MoverId mId) {
world = w;
locator = l;
vel = v;
moverId = mId;
timerSet = False;
assert(check_area(area));
}
void Mover::clock() {
// Vel is always valid and gives what the PREVIOUS velocity was.
// Should never be off the track.
assert(check_area(area));
// not pausing at top or bottom.
if (!timerSet) {
// Make sure areaNext is still on the track of moverSquares.
Area areaNext = area + vel;
// Just move along.
if (check_area(areaNext)) {
area = areaNext;
}
// change direction.
else if (area.wsquare_alligned()) {
// Set timer.
timer.set(W_MOVER_PAUSE_TIME);
timerSet = True;
// remember velocity
velStored.width = -vel.width;
velStored.height = -vel.height;
vel.set_zero();
// area doesn't change.
}
else {
areaNext = area.wsquare_allign(vel);
// After wsquare_allign(), area shouldn't be touching wsquares it
// wasn't already touching.
assert(check_area(areaNext) && !(area == areaNext));
assert(areaNext.wsquare_alligned());
vel = areaNext - area;
area = areaNext;
}
} // timerSet
// pausing at top or bottom.
else {
// Reverse direction.
if (timer.ready() ) {
// Can't use areaNext.
// vel = velStored;
// hack
vel.width = (velStored.width > 0) ? W_MOVER_SPEED : ((velStored.width < 0) ? -W_MOVER_SPEED : 0);
vel.height = (velStored.height > 0) ? W_MOVER_SPEED : ((velStored.height < 0) ? -W_MOVER_SPEED : 0);
Area areaNext = area + vel;
if (check_area(areaNext)) {
area = areaNext;
}
// mover is stuck on a two square wide spot and isn't going anywhere.
else {
vel.set_zero();
}
timerSet = False;
}
}
timer.clock();
// Tell PhysMover that we've been clocked, so can update the Area it
// presents to the world.
PhysMoverP pM = (PhysMoverP)locator->lookup(physMoverId);
if (pM) {
pM->mover_clock();
}
}
// True iff all squares covering area are moverSquares for this Mover.
Boolean Mover::check_area(const Area &area) {
Loc list[AR_WSQUARES_MAX];
int nItems;
area.wsquares(list,nItems);
// go through all wsquares on area.
for (int m = 0; m < nItems; m++) {
const Loc &loc = list[m];
// wsquare outside the world.
if (!world->inside(loc)) {
return False;
}
// Mover is friend of World. (might change)
UnionSquare *uSquare = world->unionSquares[loc.r][loc.c];
if (!uSquare ||
uSquare->type != UN_MOVER ||
uSquare->mSquare.mover != this)
return False;
} // for
return True;
}
UnionSquare *UnionSquare::read(InStreamP in,WorldP world) {
UnionSquare *ret = new UnionSquare;
assert(ret);
ret->type = (int)in->read_char();
switch (ret->type) {
case UN_POSTER:
ret->pSquare.poster = in->read_short();
ret->pSquare.loc.read(in);
in->read_short(); // padding
break;
case UN_DOOR:
ret->dSquare.topBottom = in->read_short();
ret->dSquare.dest.read(in);
in->read_short(); // padding
break;
case UN_MOVER: {
ret->mSquare.orientation = in->read_short();
MoverId mId(in);
ret->mSquare.mover = world->lookup(mId);
}
break;
default:
cerr << "Received invalid type of UnionSquare." << endl;
}
return ret;
}
int UnionSquare::get_write_length() {
// Add padding to make Loc the size of Identifier.
assert(Identifier::get_write_length() == Loc::get_write_length() + 2);
return
sizeof(char) + // type
sizeof(short) + // poster/topBottom/orientation
Identifier::get_write_length(); // loc/dest/moverId
}
void UnionSquare::write(OutStreamP out) {
out->write_char((u_char)type);
switch (type) {
case UN_POSTER:
assert(pSquare.poster <= USHRT_MAX);
out->write_short((u_short)pSquare.poster);
pSquare.loc.write(out);
out->write_short(666); // padding
break;
case UN_DOOR:
assert(dSquare.topBottom <= USHRT_MAX);
out->write_short((u_short)dSquare.topBottom);
dSquare.dest.write(out);
out->write_short(666); // padding
break;
case UN_MOVER: {
assert(mSquare.orientation <= USHRT_MAX);
out->write_short((u_short)mSquare.orientation);
assert(mSquare.mover);
MoverId mId = mSquare.mover->get_mover_id();
mId.write(out);
}
break;
default:
assert(0);
}
}
// Functions for World class.
World::World() {
// Set by World::set_locator();
locator = NULL;
// Get pointer to static list of themes.
themes = World_themes;
objectDimMax.colMax = OBJECT_COL_MAX;
objectDimMax.rowMax = OBJECT_ROW_MAX;
mapPrint = MAP_PRINT_DEFAULT;
rooms.acrossMax = 1;
rooms.downMax = 1;
roomsNext = rooms;
rooms_dim_size_update();
blueprints = NULL;
moversNum = 0;
uniqueGen = 0;
justReset = True;
specialMap = specialMapNext = MAP_NONE;
worldFile = NULL;
xValid = XVARS_VALID_INIT;
Loc loc;
for (loc.r = 0; loc.r < W_ROW_MAX_MAX; loc.r++) {
for (loc.c = 0; loc.c < W_COL_MAX_MAX; loc.c++) {
unionSquares[loc.r][loc.c] = NULL;
map[loc.r][loc.c] = Wempty;
}
}
// Initialize posterDims
for (int n = 0; n < W_ALL_POSTERS_NUM; n++) {
assert(posters[n].size.width % WSQUARE_WIDTH == 0 &&
posters[n].size.width % WSQUARE_HEIGHT == 0);
// The scaling factor of 2 is always true, regardless of whether we
// are dealing with stretched coordinates or not.
posterDims[n].colMax = posters[n].size.width / (WSQUARE_WIDTH * 2);
posterDims[n].rowMax = posters[n].size.height / (WSQUARE_HEIGHT * 2);
}
choose_theme();
// Caller now must explicitly ask for the title_map().
}
World::~World() {
clear_everything();
Utils::freeif(worldFile);
// Generate new map.
if (blueprints) {
delete blueprints;
}
}
void World::title_map(IViewportInfo* vInfoProvider) {
ViewportInfo vInfo = vInfoProvider->get_info();
Dim vDim = vInfo.get_viewport_dim();
// Set to the dimensions of the viewport.
clear_everything();
rooms_dim_size_update(&vDim);
// Put wall on top and bottom.
Loc loc;
for (loc.r = 0; loc.r < dim.rowMax; loc.r++) {
for (loc.c = 0; loc.c < dim.colMax; loc.c++) {
// Top and bottom.
if ((loc.r == (dim.rowMax - 1)) || (loc.r == 0)) {
map[loc.r][loc.c]= Wwall;
}
}
}
// Put title poster in center of screen.
//
// Title poster is always the last poster in the list.
Loc start;
start.c = dim.colMax / 2 - posterDims[W_ALL_POSTERS_NUM - 1].colMax / 2;
start.r = dim.rowMax / 2 - posterDims[W_ALL_POSTERS_NUM - 1].rowMax / 2;
for (loc.c = start.c;
loc.c < start.c + posterDims[W_ALL_POSTERS_NUM - 1].colMax;
loc.c++) {
for (loc.r = start.r;
loc.r < start.r + posterDims[W_ALL_POSTERS_NUM - 1].rowMax;
loc.r++) {
if (! unionSquares[loc.r][loc.c]) {
unionSquares[loc.r][loc.c] = new UnionSquare;
}
assert(unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c]->type = UN_POSTER;
unionSquares[loc.r][loc.c]->pSquare.poster = W_ALL_POSTERS_NUM - 1;
unionSquares[loc.r][loc.c]->pSquare.loc.c = loc.c - start.c;
unionSquares[loc.r][loc.c]->pSquare.loc.r = loc.r - start.r;
}
}
}
Dim World::get_room_dim() {
Dim ret(W_ROOM_ROW_MAX,W_ROOM_COL_MAX);
return ret;
}
Size World::get_room_size() {
Size ret;
ret.width = W_ROOM_COL_MAX * WSQUARE_WIDTH;
ret.height = W_ROOM_ROW_MAX * WSQUARE_HEIGHT;
return ret;
}
Boolean World::check_door(const Loc &loc,Loc &dest) {
if (unionSquares[loc.r][loc.c] &&
unionSquares[loc.r][loc.c]->type == UN_DOOR) {
dest = unionSquares[loc.r][loc.c]->dSquare.dest;
return True;
}
return False;
}
void World::set_rooms_next(const Rooms &r) {
Utils::freeif(worldFile);
roomsNext.acrossMax = Utils::minimum(W_ACROSS_MAX_MAX,r.acrossMax);
roomsNext.downMax = Utils::minimum(W_DOWN_MAX_MAX,r.downMax);
}
void World::set_special_map_next(WSpecialMap map) {
Utils::freeif(worldFile);
specialMapNext = map;
switch (map) {
case SEALS:
roomsNext.acrossMax = 4;
roomsNext.downMax = 2;
break;
case ZIG_ZAG:
roomsNext.acrossMax = W_ACROSS_MAX_MAX;
roomsNext.downMax = 3; // W_DOWN_MAX_MAX;
break;
case FLAG:
roomsNext.acrossMax = 6;
roomsNext.downMax = 3;
break;
case MAP_NONE:
break;
default:
assert(0);
}
}
Boolean World::overlap(const Box &box) {
return ((box.loc.c < dim.colMax) &&
(box.loc.c + box.dim.colMax > 0) &&
(box.loc.r < dim.rowMax) &&
(box.loc.r + box.dim.rowMax > 0));
}
void World::draw(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum,
const Area &area,
Boolean reduceDraw,Boolean background3D) {
if (!xvars.is_valid(xValid)) {
init_x(xvars,IX_INIT,NULL);
}
if (!reduceDraw) {
draw_background(buffer,xvars,dpyNum,area,background3D);
}
Pos aPos;
Size aSize;
area.get_rect(aPos,aSize);
int moversFoundNum = 0;
MoverP moversFound[MOVERS_MAX];
// Draw squares and create list of movers encountered.
Loc loc;
for (loc.c = (int)floor((float)aPos.x / (float)WSQUARE_WIDTH);
loc.c < (int)ceil((float)(aPos.x + aSize.width) / (float)WSQUARE_WIDTH);
loc.c++) {
for (loc.r = (int)floor((float)aPos.y / (float)WSQUARE_HEIGHT);
loc.r < ceil((float)(aPos.y + aSize.height)/(float)WSQUARE_HEIGHT);
loc.r++) {
draw_square(buffer,xvars,dpyNum,loc,
loc.c * WSQUARE_WIDTH - aPos.x,
loc.r * WSQUARE_HEIGHT - aPos.y,reduceDraw);
mover_list_add(moversFound,moversFoundNum,loc);
}
}
// Draw movers once.
for (int n = 0; n < moversFoundNum; n++) {
Pos movPos;
Size movSize;
const Area &area = moversFound[n]->get_area();
area.get_rect(movPos,movSize);
draw_mover(buffer,xvars,dpyNum,moversFound[n],
movPos.x - aPos.x,movPos.y - aPos.y);
}
if (!reduceDraw) {
draw_outside(buffer,xvars,dpyNum,area);
}
}
void World::draw_outside(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum,
Area area) {
if (!xvars.is_valid(xValid)) {
init_x(xvars,IX_INIT,NULL);
}
// In window coords.
area = xvars.stretch_area(area);
Pos pos = area.get_pos();
Size size = area.get_size();
Size worldSize = xvars.stretch_size(get_size());
// Yuck, divide by two and stretch.
// World::outsides, backgrounds, and posters should
// really be in unstretched coordinates.
Size imgSize;
imgSize.set(xvars.stretch_x(outsides[outsideIndex].size.width >> 1),
xvars.stretch_y(outsides[outsideIndex].size.height >> 1));
// Top side, stick out on right and left
if (pos.y < 0) {
for (int across = Utils::div(pos.x,imgSize.width);
across * imgSize.width < pos.x + size.width;
across++) {
for (int down = Utils::div(pos.y,imgSize.height);
down < 0;
down++) {
// area in window coords
Area imgArea(Pos(across * imgSize.width
- pos.x,down * imgSize.height - pos.y),
imgSize);
// Clip to window (0,0,size.width,size.height)
Size srcOffset = imgArea.clip(size);
draw_outside_offset(buffer,xvars,
dpyNum,srcOffset,imgArea);
}
}
}
// Left side, stick out on bottom
if (pos.x < 0) {
for (int down = Utils::maximum(0,Utils::div(pos.y,imgSize.height));
down * imgSize.height < pos.y + size.height;
down++) {
for (int across = Utils::div(pos.x,imgSize.width);
(across * imgSize.width < pos.x + size.width) && (across < 0);
across++) {
// area in window coords
Area imgArea(Pos(across * imgSize.width - pos.x,
down * imgSize.height - pos.y),imgSize);
// Clip to window (0,0,size.width,size.height)
Size srcOffset = imgArea.clip(size);
draw_outside_offset(buffer,xvars,
dpyNum,srcOffset,imgArea);
}
}
}
// Bottom side, stick out on right
if (pos.y + size.height > worldSize.height) {
for (int across = Utils::maximum(0,Utils::div(pos.x,imgSize.width));
across * imgSize.width < pos.x + size.width;
across++) {
for (int down = Utils::maximum(Utils::div(pos.y,imgSize.height),
worldSize.height / imgSize.height);
down * imgSize.height < pos.y + size.height;
down++) {
// area in window coords
Area imgArea(Pos(across * imgSize.width
- pos.x,down * imgSize.height - pos.y),
imgSize);
// Clip to window (0,0,size.width,size.height)
Size srcOffset = imgArea.clip(size);
// Clip to world.
srcOffset += imgArea.clip_top(worldSize.height - pos.y);
draw_outside_offset(buffer,xvars,
dpyNum,srcOffset,imgArea);
}
}
}
// Right side,
if (pos.x + size.width > worldSize.width) {
for (int down = Utils::maximum(0,Utils::div(pos.y,imgSize.height));
(down * imgSize.height < pos.y + size.height)
&& (down * imgSize.height < worldSize.height);
down++) {
for (int across = Utils::maximum(Utils::div(pos.x,imgSize.width),
worldSize.width / imgSize.width);
across * imgSize.width < pos.x + size.width;
across++) {
// area in window coords
Area imgArea(Pos(across * imgSize.width
- pos.x,down * imgSize.height - pos.y),
imgSize);
// Clip to window (0,0,size.width,size.height)
Size srcOffset = imgArea.clip(size);
// Clip to world.
srcOffset += imgArea.clip_left(worldSize.width - pos.x);
draw_outside_offset(buffer,xvars,
dpyNum,srcOffset,imgArea);
}
}
}
}
Boolean World::open(const Loc &loc,Boolean laddersClosed,Boolean postersClosed,
Boolean doorsClosed,Boolean outsideClosed) {
if (!inside(loc)) {
return !outsideClosed;
}
// a poster isn't closed at loc
Boolean posterOpen =
(!postersClosed ||
!(unionSquares[loc.r][loc.c] &&
unionSquares[loc.r][loc.c]->type == UN_POSTER));
// a door isn't "closed" at loc
Boolean doorOpen =
(!doorsClosed ||
!(unionSquares[loc.r][loc.c] &&
unionSquares[loc.r][loc.c]->type == UN_DOOR));
// a moverSquare isn't "closed" at loc (uses laddersClosed for now)
Boolean moverSquareOpen =
(!laddersClosed ||
!(unionSquares[loc.r][loc.c] &&
unionSquares[loc.r][loc.c]->type == UN_MOVER));
Boolean ret =
// map contains an open square at loc
(map[loc.r][loc.c] == Wempty ||
map[loc.r][loc.c] == WtextSquare ||
map[loc.r][loc.c] == Wsquanch ||
(map[loc.r][loc.c] == Wladder && !laddersClosed)) &&
posterOpen &&
doorOpen &&
moverSquareOpen;
// quick sanity check.
if (unionSquares[loc.r][loc.c]) {
assert(map[loc.r][loc.c] == Wempty || map[loc.r][loc.c] == Wwall);
}
return ret;
}
// The only World::open() that takes movers into account.
Boolean World::open(const Area &area,Boolean laddersClosed,
Boolean postersClosed,Boolean doorsClosed,
Boolean outsideClosed) {
/* Avoid a certain type of crash when area is far out of the world.
I.e. when area.pos is near overflow. */
if (!inside(area.middle_wsquare())) {
// Fix this to deal with outsideClosed.
return False;
}
// Try all wsquares on top of area.
Loc list[AR_WSQUARES_MAX];
int nsquares;
area.wsquares(list,nsquares);
for (int n = 0; n < nsquares; n++) {
if (!open(list[n],laddersClosed,postersClosed,
doorsClosed,outsideClosed)) {
return False;
}
// Have to add this inside() check because if outsideClosed is False,
// we can still get here.
if (inside(list[n])) {
// Look at movers corresponding to moverSquares that are covered by area.
UnionSquare *uSquare = unionSquares[list[n].r][list[n].c];
if (uSquare && uSquare->type == UN_MOVER) {
const Area &moverArea = uSquare->mSquare.mover->get_area();
if (moverArea.overlap(area)) {
return False;
}
}
}
} // for
return True;
}
Boolean World::open(const Box &box,Boolean laddersClosed,Boolean postersClosed,
Boolean doorsClosed) {
Loc loc;
for (loc.c = box.loc.c; loc.c < box.loc.c + box.dim.colMax; loc.c++) {
for (loc.r = box.loc.r; loc.r < box.loc.r + box.dim.rowMax; loc.r++) {
if (!open(loc,laddersClosed,postersClosed,doorsClosed)) {
return False;
}
}
}
return True;
}
Wsig World::open_offset(Size &offset,const Area &areaNew,const Vel &vel) {
if (open(areaNew)) {
return W_NO_SIG;
}
// wrap-around disabled.
#if 0
// Check for player wrapping around the world.
if (check_wrap_around(offset,areaNew)) {
return W_CLOSE;
}
#endif
Vel opp = -1.0f * vel;
Dir best[4];
Dir others[4];
int bestNum,othersNum;
opp.get_dirs_4(best,others,bestNum,othersNum);
if (open_try_dirs(offset,areaNew,best,bestNum)) {
return W_CLOSE;
}
if (open_try_dirs(offset,areaNew,others,othersNum)) {
return W_CLOSE;
}
// Special "Hero stuck in corner" case.
if (open_try_corners(offset,areaNew)) {
return W_CLOSE;
}
// Big jump.
if (open_try_diagonals(offset,areaNew)) {
return W_CLOSE_BAD;
}
return W_FAILURE;
}
void World::compute_touching_hanging(Touching &touching, Hanging &hanging,
MoverP &touchingMover,const Area &area) {
Pos apos;
Size asize;
area.get_rect(apos,asize);
touching = CO_air;
hanging.corner = CO_air;
TouchingList touchingList;
area.touching_wsquares(touchingList);
TouchingList edgeList;
area.edge_wsquares(edgeList);
// Set to NULL if not touching a Mover.
touchingMover = NULL;
// Last one takes priority. Down is highest priority, then
// Up, then right, left.
th_helper(touching,hanging,touchingMover,touchingList.l,edgeList.l,
True,area,apos.y,asize.height,
WSQUARE_HEIGHT,CO_l,CO_l_UP,CO_l_DN);
th_helper(touching,hanging,touchingMover,touchingList.r,edgeList.r,
True,area,apos.y,asize.height,
WSQUARE_HEIGHT,CO_r,CO_r_UP,CO_r_DN);
th_helper(touching,hanging,touchingMover,touchingList.up,edgeList.up,
False,area,apos.x,asize.width,
WSQUARE_WIDTH,CO_up,CO_up_L,CO_up_R);
th_helper(touching,hanging,touchingMover,touchingList.dn,edgeList.dn,
False,area,apos.x,asize.width,
WSQUARE_WIDTH,CO_dn,CO_dn_L,CO_dn_R);
}
void World::demo_reset() {
// Don't reuse the nonce because may have old packets
// uniqueGen = 0;
justReset = True;
choose_theme();
}
void World::clear_everything() {
// Delete old unionSquares.
Loc loc;
for (loc.r = 0; loc.r < dim.rowMax; loc.r++) {
for (loc.c = 0; loc.c < dim.colMax; loc.c++) {
if (unionSquares[loc.r][loc.c]) {
delete unionSquares[loc.r][loc.c];
unionSquares[loc.r][loc.c] = NULL;
}
}
}
// Change rooms,dim,size of world.
rooms = roomsNext;
specialMap = specialMapNext;
rooms_dim_size_update();
// Clear map.
for (loc.r = 0; loc.r < dim.rowMax; loc.r++) {
for (loc.c = 0; loc.c < dim.colMax; loc.c++) {
map[loc.r][loc.c] = Wempty;
}
}
delete_movers();
}
void World::close_horiz_mover(const Loc &loc,Boolean &inHorizMover) {
if (inHorizMover) {
// initialize the mover.
MoverId moverId;
moverId.index = moversNum;
moverId.unique = uniqueGen++;
Size vel;
vel.set(Utils::coin_flip() ? W_MOVER_SPEED : -W_MOVER_SPEED,0);
// Use specified initial position
if (movers[moversNum]->is_area_set()) {
movers[moversNum]->init_not_area(this,locator,vel,moverId);
}
// Start at right end of the track.
else {
// Doesn't check that we have at least two wsquares to the right.
Pos pos((loc.c - 2) * WSQUARE_WIDTH,loc.r * WSQUARE_HEIGHT);
Area area(AR_RECT,pos,moverSize);
movers[moversNum]->init(this,locator,area,vel,moverId);
}
// Dummy mover object, so mover gets redrawn.
PhysMoverP p = new PhysMover(this,locator,movers[moversNum]);
assert(p);
locator->add(p);
movers[moversNum]->set_phys_mover_id(p->get_id());
moversNum++;
inHorizMover = False;
}
}
void World::close_vert_movers(const Dim &dim) {
Loc l;
// Traverse all squares.
for (l.c = 0; l.c < (dim.colMax - 1); l.c++) {
for (l.r = 0; l.r < dim.rowMax; l.r++) {
Loc loc = l;
Boolean inVertMover = False;
// Go down, filling out mover.
// (MoverP)-1 hack is described in read_from_file().
while (loc.r < dim.rowMax &&
unionSquares[loc.r][loc.c] &&
unionSquares[loc.r][loc.c]->type == UN_MOVER &&
(unionSquares[loc.r][loc.c]->mSquare.mover == NULL ||
unionSquares[loc.r][loc.c]->mSquare.mover == (MoverP)-1) &&
unionSquares[loc.r][loc.c]->mSquare.orientation == OR_VERT &&
unionSquares[loc.r][loc.c+1] &&
unionSquares[loc.r][loc.c+1]->type == UN_MOVER &&
(unionSquares[loc.r][loc.c+1]->mSquare.mover == NULL ||
unionSquares[loc.r][loc.c+1]->mSquare.mover == (MoverP)-1) &&
unionSquares[loc.r][loc.c+1]->mSquare.orientation == OR_VERT) {
if (!inVertMover) {
// create the mover.
inVertMover = True;
assert(moversNum < MOVERS_MAX);
movers[moversNum] = new Mover;
assert(movers[moversNum]);
}
// If starting position of Mover is given by user.
if (unionSquares[loc.r][loc.c]->mSquare.mover == (MoverP)-1 &&
!movers[moversNum]->is_area_set()) {
Pos pos(loc.c * WSQUARE_WIDTH,loc.r * WSQUARE_HEIGHT);
Area area(AR_RECT,pos,moverSize);
movers[moversNum]->init_area(area);
}
unionSquares[loc.r][loc.c]->mSquare.mover = movers[moversNum];
unionSquares[loc.r][loc.c+1]->mSquare.mover = movers[moversNum];
loc.r++;
}
// Close out mover.
if (inVertMover) {
// initialize the mover.
MoverId moverId;
moverId.index = moversNum;
moverId.unique = uniqueGen++;
Size vel;
vel.set(0,Utils::coin_flip() ? W_MOVER_SPEED : -W_MOVER_SPEED);
// Use specified initial position
if (movers[moversNum]->is_area_set()) {
movers[moversNum]->init_not_area(this,locator,vel,moverId);
}
// Start at top.
else {
Pos pos(l.c * WSQUARE_WIDTH,l.r * WSQUARE_HEIGHT);
Area area(AR_RECT,pos,moverSize);
movers[moversNum]->init(this,locator,area,vel,moverId);
}
// Dummy mover object, so mover gets redrawn.
PhysMoverP p = new PhysMover(this,locator,movers[moversNum]);
assert(p);
locator->add(p);
movers[moversNum]->set_phys_mover_id(p->get_id());
moversNum++;
}
} // for
} // for
}
Boolean World::read_from_file(char *filename) {
FILE *fp = fopen(filename,"r");
if (!fp) {
cerr << "Could not open " << filename << endl;
return False;
}
if (EOF == fscanf(fp,"XEvil World 1.0\n")) {
cerr << "Invalid header in world file." << endl;
fclose(fp);
return False;
}
Dim dim;
if (2 != fscanf(fp,"%dx%d\n",&dim.colMax,&dim.rowMax)) {
cerr << "Could not read size of world." << endl;
fclose(fp);
return False;
}
if (dim.colMax > W_COL_MAX_MAX) {
cerr << "Across size is larger than maximum. Truncating to " << W_COL_MAX_MAX << endl;
dim.colMax = W_COL_MAX_MAX;
}
if (dim.rowMax > W_ROW_MAX_MAX) {
cerr << "Down size is larger than maximum. Truncating to " << W_ROW_MAX_MAX << endl;
dim.rowMax = W_ROW_MAX_MAX;
}
Dim halfRoom(W_ROOM_ROW_MAX / 2,W_ROOM_COL_MAX / 2);
if (dim.rowMax % halfRoom.rowMax != 0 ||
dim.colMax % halfRoom.colMax != 0) {
cerr << "Dimensions of world must be multiples of " << halfRoom.colMax <<
" across and " << halfRoom.rowMax << " down." << endl;
fclose(fp);
return False;
}
if (dim.rowMax <= 0 || dim.colMax <= 0) {
cerr << "Invalid dimension, negative or zero." << endl;
fclose(fp);
return False;
}
// No longer need to pad with extra Wwall.
this->dim = dim;
rooms_dim_size_update(&dim);
char buffer[W_COL_MAX_MAX];
Loc loc;
for (loc.r = 0; loc.r < this->dim.rowMax; loc.r++) {
// dim is the size of the data on file, this.dim is
// the size alligned to room boundries, fill rest with Wwall
if (loc.r < dim.rowMax) {
Boolean badRow = False;
if (!fgets(buffer,W_COL_MAX_MAX,fp)) {
badRow = True;
}
if (buffer[0] == ';') {
// Hit a comment, ignore the line.
loc.r--;
continue;
}
if ((int)strlen(buffer) < dim.colMax) {
badRow = True;
}
if (badRow) {
cerr << "Could not read World data." << endl;
fclose(fp);
return False;
}
Boolean inHorizMover = False;
for (loc.c = 0; loc.c < this->dim.colMax; loc.c++) {
if (loc.c < dim.colMax) {
char val;
switch (buffer[loc.c]) {
case '.':
val = Wempty;
close_horiz_mover(loc,inHorizMover);
break;
case '#':
val = Wwall;
close_horiz_mover(loc,inHorizMover);
break;
case 'H':
val = Wladder;
close_horiz_mover(loc,inHorizMover);
break;
case '*':
val = WupDown;
close_horiz_mover(loc,inHorizMover);
break;
case '^':
case '|':
case '&': // sticking in floor.
val = Wempty;
close_horiz_mover(loc,inHorizMover);
if (loc.c + 1 < dim.colMax &&
(buffer[loc.c+1] == '^' ||
buffer[loc.c+1] == '|' ||
buffer[loc.c+1] == '&')) {
Boolean markStartPos = (buffer[loc.c] == '^' && buffer[loc.c + 1] == '^');
Boolean stickInFloor = (buffer[loc.c] == '&' && buffer[loc.c + 1] == '&');
// Do two squares.
for (int x = 0; x < 2; x++) {
unionSquares[loc.r][loc.c] = new UnionSquare;
assert(unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c]->type = UN_MOVER;
// Big hack here. We don't create mover here since we don't know which
// mover goes with which wsquare, but we still need to remember where
// the initial position is. Set mover to be (MoverP)(-1) for wsquares
// that the user specified as initial positions.
if (markStartPos) {
unionSquares[loc.r][loc.c]->mSquare.mover = (MoverP)-1;
}
else {
unionSquares[loc.r][loc.c]->mSquare.mover = NULL;
}
unionSquares[loc.r][loc.c]->mSquare.orientation = OR_VERT;
if (x == 0) {
map[loc.r][loc.c] = stickInFloor ? Wwall : Wempty;
loc.c++;
}
else {
assert(x == 1);
val = stickInFloor ? Wwall : Wempty;
}
}
}
break;
case '~':
case '-':
case '%':
if (buffer[loc.c] == '%') {
val = Wwall;
}
else {
val = Wempty;
}
// Make sure at least two next to each other.
if ((loc.c + 1 < dim.colMax && (buffer[loc.c+1] == '~' || buffer[loc.c+1] == '-' || buffer[loc.c+1] == '%')) ||
(loc.c - 1 >= 0 && (buffer[loc.c-1] == '~' || buffer[loc.c-1] == '-' || buffer[loc.c-1] == '%'))) {
if (!inHorizMover) {
assert(moversNum < MOVERS_MAX);
movers[moversNum] = new Mover;
assert(movers[moversNum]);
}
inHorizMover = True;
unionSquares[loc.r][loc.c] = new UnionSquare;
assert(unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c]->type = UN_MOVER;
unionSquares[loc.r][loc.c]->mSquare.mover = movers[moversNum];
unionSquares[loc.r][loc.c]->mSquare.orientation = OR_HORIZ;
// If starting position of Mover is given by user.
if (buffer[loc.c] == '~' &&
// Need two '~' in a row.
loc.c + 1 < dim.colMax && buffer[loc.c + 1] == '~' &&
// pos not already set.
!movers[moversNum]->is_area_set()) {
Pos pos(loc.c * WSQUARE_WIDTH,loc.r * WSQUARE_HEIGHT);
Area area(AR_RECT,pos,moverSize);
movers[moversNum]->init_area(area);
}
}
break;
default:
cerr << "Error reading map, unknown character " << buffer[loc.c] << endl;
val = Wempty;
close_horiz_mover(loc,inHorizMover);
}
map[loc.r][loc.c] = val;
}
else {
// Close out mover.
close_horiz_mover(loc,inHorizMover);
// Fill rest of row with Wwall
map[loc.r][loc.c] = Wwall;
}
} // for loc.c
}
else {
// Fill remaining rows with Wwall
for (loc.c = 0; loc.c < this->dim.colMax; loc.c++) {
map[loc.r][loc.c] = Wwall;
}
}
}
close_vert_movers(dim);
fclose(fp);
return True;
}
void World::read_from_stream(InStreamP in) {
Dim dim(in);
themeIndex = in->read_int();
themeIndex = Utils::minimum(W_THEME_NUM - 1,themeIndex);
backgroundIndex = in->read_int();
#if WIN32
backgroundIndex = Utils::minimum(W_ALL_BACKGROUNDS_NUM - 1,backgroundIndex);
#endif
outsideIndex = in->read_int();
#if WIN32
outsideIndex = Utils::minimum(W_ALL_OUTSIDES_NUM - 1,outsideIndex);
#endif
// Take minimum with the max number, just in case the server gives an invalid
// number. Only for windows, UNIX client doesn't give a shit about these numbers.
if (!in->alive()) {
// failure.
return;
}
rooms_dim_size_update(&dim);
Loc l;
for (l.c = 0; l.c < dim.colMax; l.c++) {
for (l.r = 0; l.r < dim.rowMax; l.r++) {
map[l.r][l.c] = in->read_char();
}
}
assert(moversNum == 0);
moversNum = in->read_int();
int n;
for (n = 0; n < moversNum; n++) {
movers[n] = new Mover(in,this,locator);
assert(movers[n]);
}
int uCount = in->read_int();
for (n = 0; n < uCount; n++) {
Loc loc;
loc.read(in);
if (unionSquares[loc.r][loc.c]) {
delete unionSquares[loc.r][loc.c];
}
unionSquares[loc.r][loc.c] = UnionSquare::read(in,this);
assert(unionSquares[loc.r][loc.c]);
// Hack to deal with different poster sizes on UNIX vs. Windows.
if (unionSquares[loc.r][loc.c]->type == UN_POSTER) {
// Weed out posters that aren't there
if (unionSquares[loc.r][loc.c]->pSquare.poster >=
W_ALL_POSTERS_NUM) {
delete unionSquares[loc.r][loc.c];
unionSquares[loc.r][loc.c] = NULL;
}
else {
// Special check to weed out posters that are too big.
Loc &pLoc = unionSquares[loc.r][loc.c]->pSquare.loc;
int p = unionSquares[loc.r][loc.c]->pSquare.poster;
if (pLoc.c >= posterDims[p].colMax ||
pLoc.r >= posterDims[p].rowMax) {
delete unionSquares[loc.r][loc.c];
unionSquares[loc.r][loc.c] = NULL;
}
}
}
}
}
int World::get_write_length() {
// Count number of union squares.
int uCount = 0;
Loc l;
for (l.c = 0; l.c < dim.colMax; l.c++) {
for (l.r = 0; l.r < dim.rowMax; l.r++) {
if (unionSquares[l.r][l.c]) {
uCount++;
}
}
}
return
Dim::get_write_length() + // dim
sizeof(int) + // themeIndex
sizeof(int) + // backgroundIndex
sizeof(int) + // outsideIndex
dim.rowMax * dim.colMax * sizeof(char) + // wsquares
sizeof(int) + // moversNum
moversNum * Mover::get_write_length() + // movers[]
sizeof(int) + // uCount
uCount * (Loc::get_write_length() +
UnionSquare::get_write_length()); // unionSquares[]
}
void World::write(OutStreamP out) {
dim.write(out);
out->write_int(themeIndex);
out->write_int(backgroundIndex);
out->write_int(outsideIndex);
if (!out->alive()) {
return;
}
Loc l;
for (l.c = 0; l.c < dim.colMax; l.c++) {
for (l.r = 0; l.r < dim.rowMax; l.r++) {
out->write_char(map[l.r][l.c]);
}
}
// Write movers before union squares so that MoverSquares can refer to
// the movers.
out->write_int(moversNum);
int n;
for (n = 0; n < moversNum; n++) {
movers[n]->write(out);
}
// Count number of union squares.
int uCount = 0;
for (l.c = 0; l.c < dim.colMax; l.c++) {
for (l.r = 0; l.r < dim.rowMax; l.r++) {
if (unionSquares[l.r][l.c]) {
uCount++;
}
}
}
out->write_int(uCount);
for (l.c = 0; l.c < dim.colMax; l.c++) {
for (l.r = 0; l.r < dim.rowMax; l.r++) {
if (unionSquares[l.r][l.c]) {
l.write(out);
unionSquares[l.r][l.c]->write(out);
}
}
}
}
// For one room.
int World::get_write_length(const RoomIndex &) {
return W_ROOM_ROW_MAX * W_ROOM_COL_MAX * sizeof(char);
}
// Write one room.
void World::write(OutStreamP outStream,const RoomIndex &idx) {
if (!outStream->alive()) {
return;
}
Loc l;
for (l.r = idx.down * W_ROOM_ROW_MAX;
l.r < (idx.down + 1) * W_ROOM_ROW_MAX;
l.r++) {
for (l.c = idx.across * W_ROOM_COL_MAX;
l.c < (idx.across + 1) * W_ROOM_COL_MAX;
l.c++) {
if (inside(l)) {
outStream->write_char(map[l.r][l.c]);
}
else {
// There's not really any point in writing this.
outStream->write_char(Woutside);
}
}
}
}
// Read one room
void World::read(InStreamP in,const RoomIndex &idx) {
if (!in->alive()) {
return;
}
Loc l;
for (l.r = idx.down * W_ROOM_ROW_MAX;
l.r < (idx.down + 1) * W_ROOM_ROW_MAX;
l.r++) {
for (l.c = idx.across * W_ROOM_COL_MAX;
l.c < (idx.across + 1) * W_ROOM_COL_MAX;
l.c++) {
if (inside(l)) {
map[l.r][l.c] = in->read_char();
}
else {
// just throw it away.
in->read_char();
}
}
}
}
void World::reset(const Dim *clearDim,InStreamP inStream) {
// Don't reuse the nonce because may have old packets
// uniqueGen = 0;
justReset = True;
assert(locator);
clear_everything();
// Create empty world of given dimensions.
if (clearDim) {
rooms_dim_size_update(clearDim);
return;
}
// Read from stream if supplied
if (inStream) {
read_from_stream(inStream);
return;
}
// Read from file if set.
if (specialMap == MAP_NONE && worldFile) {
if (!read_from_file(worldFile)) {
// Failed to read, go back to default.
clear_everything();
// Don't bother to try again.
Utils::freeif(worldFile);
}
}
// Create regular world if worldFile is NULL or if world can't be read
// in.
if (!worldFile) {
// Before blueprints
if (specialMap == FLAG) {
// hack so FireDemon can get flags.
objectDimMax.colMax = OBJECT_BIG_COL_MAX;
objectDimMax.rowMax = OBJECT_BIG_ROW_MAX;
}
else {
// back to default.
objectDimMax.colMax = OBJECT_COL_MAX;
objectDimMax.rowMax = OBJECT_ROW_MAX;
}
// Generate new map.
if (blueprints) {
delete blueprints;
}
blueprints = new Blueprints(this,map,objectDimMax,specialMap);
assert(blueprints);
if (mapPrint) {
blueprints->print();
}
blueprints->room_boundries();
if (useMovers) {
add_movers();
}
blueprints->extra_walls();
blueprints->up_downs();
if (specialMap != ZIG_ZAG) {// Can't have people teleporting around, now.
add_doors();
}
add_posters();
// add_vert_movers();
}
choose_theme();
}
void World::choose_theme() {
// Weigh choice of themes by number of backgrounds in each theme.
int themeWeights[W_THEME_NUM];
for (int n = 0; n < W_THEME_NUM; n++) {
themeWeights[n] = themes[n].backgroundsNum;
}
// X11 has no themes, but still maintains these indices if it is acting as
// a server.
themeIndex = Utils::weighted_choose(W_THEME_NUM,themeWeights);
backgroundIndex = Utils::choose(themes[themeIndex].backgroundsNum);
// Want index into xdata.backgroundSurfaces
backgroundIndex = themes[themeIndex].backgroundIndices[backgroundIndex];
outsideIndex = Utils::choose(themes[themeIndex].outsidesNum);
outsideIndex = themes[themeIndex].outsideIndices[outsideIndex];
}
MoverP World::lookup(const MoverId &id) {
if (id.index != MoverId::INVALID &&
id.index >= 0 &&
id.index < moversNum &&
movers[id.index]->get_mover_id() == id) {
return movers[id.index];
}
return NULL;
}
void World::clock() {
justReset = False;
for (int n = 0; n < moversNum; n++) {
movers[n]->clock();
} // for n
}
Pos World::empty_rect(const Size &s) {
int count = 0; // Guard against infinite loop.
while (True) {
// Bail out, semi-gracefully.
if (count >= EMPTY_TRIES_MAX) {
cerr << "World::empty_rect failed after "
<< EMPTY_TRIES_MAX << " iterations" << endl;
Pos ret; // (0,0)
return ret;
}
count++;
Pos ret;
ret.x = Utils::choose(size.width);
ret.y = Utils::choose(size.height);
Area area(AR_RECT,ret,s);
if (open(area,True,False,True)) {
return ret;
}
}
}
Pos World::empty_touching_rect(const Size &s) {
int count = 0; // Guard against infinite loop.
while (True) {
// Bail out, semi-gracefully.
if (count >= EMPTY_TRIES_MAX) {
cerr << "World::empty_touching_rect failed after "
<< EMPTY_TRIES_MAX << " iterations" << endl;
Pos ret; // (0,0)
return ret;
}
count++;
Pos ret;
ret.x = Utils::choose(size.width);
ret.y = WSQUARE_HEIGHT * Utils::choose(dim.rowMax) - s.height;
Area area(AR_RECT,ret,s);
Touching touching;
Hanging hanging;
MoverP dummy;
compute_touching_hanging(touching,hanging,dummy,area);
if (open(area,True,False,True) && (touching == CO_dn)) {
return ret;
}
}
}
Pos World::empty_accessible_rect(const Size &s) {
int count = 0; // Guard against infinite loop.
while (True) {
// Bail out, semi-gracefully.
if (count >= EMPTY_TRIES_MAX) {
cerr << "World::empty_accessible_rect failed after "
<< EMPTY_TRIES_MAX << " iterations" << endl;
Pos ret; // (0,0)
return ret;
}
count++;
// Choose the room.
RoomIndex r(Utils::choose(rooms.downMax),
Utils::choose(rooms.acrossMax));
Pos ret;
if (empty_accessible_rect_one(ret,s,r)) {
return ret;
}
}
}
Pos World::empty_accessible_rect(const Size &s,const RoomIndex &r) {
int count = 0; // Guard against infinite loop.
while (True) {
// Bail out, semi-gracefully.
if (count >= EMPTY_TRIES_MAX) {
cerr << "World::empty_accessible_rect<2> failed after "
<< EMPTY_TRIES_MAX << " iterations" << endl;
Pos ret; // (0,0)
return ret;
}
count++;
Pos ret;
// Use supplied room.
if (empty_accessible_rect_one(ret,s,r)) {
return ret;
}
}
}
Boolean World::empty_accessible_rect_one(Pos &ret,const Size &s,
const RoomIndex &r) {
Blueprints *bl = blueprints;
assert(bl);
// Start at right edge of room.
ret.x = r.across * W_ROOM_COL_MAX * WSQUARE_WIDTH;
// Choose x coord so that on right or left side of ladder, whereever
// there is a floor.
if (bl->blocked_right(r)) {
if (bl->blocked_left(r)) {
// Bail out, no suitable rect.
return False;
}
else {
// Left half of room.
ret.x += Utils::choose(WSQUARE_WIDTH *
bl->get_middle_col(r.across));
}
}
else {
if (bl->blocked_left(r)) {
// Right half of room.
ret.x +=
WSQUARE_WIDTH *
(bl->get_middle_col(r.across) + objectDimMax.colMax) +
Utils::choose(WSQUARE_WIDTH *
(W_ROOM_COL_MAX -
bl->get_middle_col(r.across) -
objectDimMax.colMax));
}
else {
if (Utils::coin_flip()) {
// Left half of room.
ret.x += Utils::choose(WSQUARE_WIDTH *
bl->get_middle_col(r.across));
}
else {
// Right half of room.
ret.x +=
WSQUARE_WIDTH *
(bl->get_middle_col(r.across) + objectDimMax.colMax) +
Utils::choose(WSQUARE_WIDTH *
(W_ROOM_COL_MAX -
bl->get_middle_col(r.across) -
objectDimMax.colMax));
}
}
}
// y coord so that area is just touching middle floor.
ret.y = (r.down * W_ROOM_ROW_MAX + bl->get_middle_row(r.down))
* WSQUARE_HEIGHT - s.height;
Area area(AR_RECT,ret,s);
if (open(area,True,False,True)) {
return True;
}
else {
return False;
}
}
Boolean World::empty_box(Loc &loc,const Dim &d,Boolean laddersClosed,
Boolean postersClosed,Boolean doorsClosed) {
int count = 0; // Guard against infinite loop.
while (True) {
if (count >= EMPTY_TRIES_MAX) {
return False;
}
count++;
loc.c = Utils::choose(dim.colMax);
loc.r = Utils::choose(dim.rowMax);
Box box(loc,d);
if (open(box,laddersClosed,postersClosed,doorsClosed)) {
return True;
}
}
}
Boolean World::empty_touching_box(Loc &loc,const Dim &d,
Boolean laddersClosed,
Boolean postersClosed,
Boolean doorsClosed) {
int count = 0; // Guard against infinite loop.
while (True) {
if (count >= EMPTY_TRIES_MAX) {
return False;
}
count++;
loc.c = Utils::choose(dim.colMax);
loc.r = Utils::choose(dim.rowMax);
Area area(AR_RECT,loc,d);
Touching touching;
Hanging hanging;
MoverP dummy;
compute_touching_hanging(touching,hanging,dummy,area);
if (open(area,laddersClosed,postersClosed,doorsClosed) &&
touching == CO_dn) {
return True;
}
}
}
void World::rooms_dim_size_update(const Dim *newDim) {
if (newDim) {
// Use newDim to set dim, rooms, and size.
dim = *newDim;
// Round rooms up.
rooms.downMax = (int)ceil((float)dim.rowMax / (float)W_ROOM_ROW_MAX);
rooms.acrossMax = (int)ceil((float)dim.colMax / (float)W_ROOM_COL_MAX);
}
else {
// Use this.rooms to set dim and size.
dim.colMax = rooms.acrossMax * W_ROOM_COL_MAX;
dim.rowMax = rooms.downMax * W_ROOM_ROW_MAX;
}
size.width = dim.colMax * WSQUARE_WIDTH;
size.height = dim.rowMax * WSQUARE_HEIGHT;
}
void World::th_helper(
// Return values.
Touching &touching,
Hanging &hanging,
MoverP &touchingMover,
const TouchingListItem &tItem,
const TouchingListItem &eItem, // For getting potential Movers.
Boolean r_c, // row/column
const Area &area,
int coord,int length,
int wsquare_length,
Touching iftouching,
Corner ifsmall, Corner iflarge) {
// Compute touching.
Boolean touchingOk = False;
// Get list of all movers touching area on the given side.
MoverP touchingMovers[MOVERS_MAX];
int touchingMoversNum = 0;
int n;
for (n = 0; n < eItem.num; n++) {
const Loc &loc = eItem.list[n];
if (inside(loc) && unionSquares[loc.r][loc.c] &&
unionSquares[loc.r][loc.c]->type == UN_MOVER &&
area.touches(unionSquares[loc.r][loc.c]->mSquare.mover->get_area(),
iftouching)) {
Boolean alreadyFound = False;
for (int m = 0; m < touchingMoversNum; m++) {
if (touchingMovers[m] == unionSquares[loc.r][loc.c]->mSquare.mover) {
alreadyFound = True;
continue;
}
}
if (!alreadyFound) {
touchingMovers[touchingMoversNum] =
unionSquares[loc.r][loc.c]->mSquare.mover;
touching = iftouching;
// May be set again in hanging.
touchingMover = touchingMovers[touchingMoversNum];
touchingOk = True;
touchingMoversNum++;
}
}
}
// Is a mover touching.
if (!touchingOk) {
// Check all Locs.
for (n = 0; n < tItem.num; n++) {
if (!open(tItem.list[n])) {
touching = iftouching;
touchingMover = NULL;
touchingOk = True;
continue;
}
}
}
// Only compute hanging if touching.
if (touchingOk) {
int hangCutoff = (int)floor(HANGING_PERCENT * length);
int n;
for (n = 0; n < tItem.num; n++) {
if (!open(tItem.list[n])) {
break;
}
}
// tItem.list[n] is first blocked wsquare.
if ((n < tItem.num) &&
((r_c ? tItem.list[n].r:tItem.list[n].c) * wsquare_length - coord
>= hangCutoff)) {
hanging.corner = ifsmall;
hanging.loc = tItem.list[n];
hanging.type = Hanging::LOC;
}
for (n = tItem.num - 1; n >= 0; n--) {
if (! open(tItem.list[n])) {
break;
}
}
// tItem.list[n] is last blocked wsquare.
if ((n >= 0) &&
(coord + length -
(r_c ? tItem.list[n].r + 1: tItem.list[n].c + 1) * wsquare_length
>= hangCutoff)) {
hanging.corner = iflarge;
hanging.loc = tItem.list[n];
hanging.type = Hanging::LOC;
}
// Really should sort movers by their areas and then treat them similar
// to the Locs, but fuck it.
for (n = 0; n < touchingMoversNum; n++) {
Pos moverPos;
Size moverSize;
const Area &moverArea = touchingMovers[n]->get_area();
moverArea.get_rect(moverPos,moverSize);
if ((r_c ? moverPos.y : moverPos.x) - coord
>= hangCutoff) {
hanging.corner = ifsmall;
hanging.moverId = touchingMovers[n]->get_mover_id();
hanging.type = Hanging::MOVER;
// touchingMover = touchingMovers[n];
}
if (coord + length -
(r_c ? moverPos.y + moverSize.height : moverPos.x + moverSize.width)
>= hangCutoff) {
hanging.corner = iflarge;
hanging.moverId = touchingMovers[n]->get_mover_id();
hanging.type = Hanging::MOVER;
// touchingMover = touchingMovers[n];
}
}
} // touchingOk
}
Boolean World::check_wrap_around(Size &offset,const Area &area) {
// Only consider wrapping-around if the slot is completely open
// except for being partially outside the world. So, pass in False
// for the outsideClosed argument of World::open(). */
if (!open(area,False,False,False,False)) {
return False;
}
Pos arPos;
Size arSize;
area.get_rect(arPos,arSize);
// Can't have any objects that are as big as the world.
assert(arSize.width < size.width);
// Go off left side of screen, appear flush against right wall.
if (arPos.x < 0) {
offset.width = size.width - arSize.width - arPos.x;
offset.height = 0;
// Only do wrap-around if the new position is open.
Area newArea = area + offset;
return open(newArea);
}
// Go off right side of screen, appear flush against left wall.
if (arPos.x + arSize.width > size.width) {
offset.width = -arPos.x;
offset.height = 0;
// Only do wrap-around if the new position is open.
Area newArea = area + offset;
return open(newArea);
}
return False;
}
Boolean World::open_iter(Area &area,int &changed,Dir dir) {
int offOne = 0;
Loc list[AR_WSQUARES_MAX];
int nsquares;
area.wsquares(list,nsquares);
for (int n = 0; n < nsquares; n++) {
// Support for up_downs.
if (inside(list[n]) && (map[list[n].r][list[n].c] == WupDown) &&
((dir == CO_R) || (dir == CO_L))) {
return False;
}
// Avoid closed block.
if (! open(list[n])) {
int temp = area.avoid_wsquare_dir(list[n],dir);
offOne = Utils::maximum(offOne,temp);
}
// Look at mover corresponding to moverSquare at list[n].
if (inside(list[n])) {
UnionSquare *uSquare = unionSquares[list[n].r][list[n].c];
if (uSquare && uSquare->type == UN_MOVER) {
const Area &moverArea = uSquare->mSquare.mover->get_area();
if (moverArea.overlap(area)) {
// Movers always shift you up.
if (dir != CO_UP) {
return False;
}
int temp = area.avoid_area_dir(uSquare->mSquare.mover->get_area(),dir);
offOne = max(offOne,temp);
}
}
}
}
if (offOne == 0) {
return True;
}
changed += offOne;
area.shift(open_size(offOne,dir));
return False;
}
Size World::open_size(int offset,Dir dir) {
Size ret;
ret.width = ret.height = 0;
switch (dir) {
case CO_R:
ret.width = offset;
break;
case CO_DN:
ret.height = offset;
break;
case CO_L:
ret.width = -offset;
break;
case CO_UP:
ret.height = -offset;
break;
};
return ret;
}
Size World::open_size(int offset1,Dir dir1,int offset2,Dir dir2) {
Size ret;
ret.width = ret.height = 0;
switch (dir1) {
case CO_R:
ret.width = offset1;
break;
case CO_DN:
ret.height = offset1;
break;
case CO_L:
ret.width = -offset1;
break;
case CO_UP:
ret.height = -offset1;
break;
};
switch (dir2) {
case CO_R:
ret.width = offset2;
break;
case CO_DN:
ret.height = offset2;
break;
case CO_L:
ret.width = -offset2;
break;
case CO_UP:
ret.height = -offset2;
break;
};
return ret;
}
Boolean World::open_try_dirs(Size &offset,const Area &area,const Dir dirs[4],
int dirsNum) {
if (!dirsNum) {
return False;
}
// Trying several directions simultaneously.
Area areas[4];
int offsets[4];
for (int n = 0; n < dirsNum; n++) {
areas[n] = area;
offsets[n] = 0;
}
for (int iter = 0; iter < OPEN_ITERATIONS; iter++) {
Boolean oks[4];
int n;
for (n = 0; n < dirsNum; n++) {
oks[n] = open_iter(areas[n],offsets[n],dirs[n]);
}
int offsetOkMin = Utils::minimum(offsets,oks,dirsNum);
// Return after first iteration that gives an open area in one of the directions.
for (n = 0; n < dirsNum; n++) {
if (oks[n] && (offsets[n] == offsetOkMin)) {
offset = open_size(offsets[n],dirs[n]);
return True;
}
}
}
return False;
}
Boolean World::open_try_corners(Size &offset,const Area &area) {
Dir corners[4];
corners[0] = CO_DN_R;
corners[1] = CO_DN_L;
corners[2] = CO_UP_L;
corners[3] = CO_UP_R;
// Try all four corners.
for (int cNum = 0; cNum < 4; cNum++) {
Loc outer[3];
Loc inner;
if (area.corner_offset(offset,outer,inner,corners[cNum])) {
// Check that all 3 outer wsquares are closed.
Boolean validCorner = True;
for (int n = 0; n < 3; n++) {
if (open(outer[n])) {
validCorner = False;
break;
}
}
// Check that the inner wsquare of the corner is open.
if (!open(inner)) {
validCorner = False;
}
if (validCorner) {
// offset is already set.
return True;
}
}
}
return False;
}
Boolean World::open_try_diagonals(Size &offset,const Area &area) {
Dir dirs[4];
dirs[0] = CO_R;
dirs[1] = CO_DN;
dirs[2] = CO_L;
dirs[3] = CO_UP;
int offsets[4];
int n;
for (n = 0; n < 4; n++) {
offsets[n] = 0;
}
Loc list[AR_WSQUARES_MAX];
int nsquares;
area.wsquares(list,nsquares);
for (n = 0; n < nsquares; n++) {
if (! open(list[n])) {
for (int dIndex = 0; dIndex < 4; dIndex++) {
int dOffset = area.avoid_wsquare_dir(list[n],dirs[dIndex]);
offsets[dIndex] = Utils::maximum(dOffset,offsets[dIndex]);
}
}
// Look at mover corresponding to moverSquare at list[n].
if (inside(list[n])) {
UnionSquare *uSquare = unionSquares[list[n].r][list[n].c];
if (uSquare && uSquare->type == UN_MOVER) {
const Area &moverArea = uSquare->mSquare.mover->get_area();
if (moverArea.overlap(area)) {
for (int dIndex = 0; dIndex < 4; dIndex++) {
int dOffset =
area.avoid_area_dir(uSquare->mSquare.mover->get_area(),
dirs[dIndex]);
offsets[dIndex] = Utils::maximum(dOffset,offsets[dIndex]);
}
}
}
}
} // if
for (int dIndex = 0; dIndex < 4; dIndex++) {
Area areaTest = area;
offset = open_size(offsets[dIndex],dirs[dIndex],
offsets[(dIndex + 1) % 4],dirs[(dIndex + 1) % 4]);
areaTest.shift(offset);
if (open(areaTest)) {
return True;
}
}
return False;
}
void World::add_posters() {
// Put in posters.
for (int n = 0;
n < POSTERS_ACTUAL_PERCENT * dim.rowMax * dim.colMax;
n++) {
// Choose poster appropriate for the current theme.
int p = Utils::choose(themes[themeIndex].postersNum);
p = themes[themeIndex].posterIndices[p];
Loc pLoc;
if (!empty_box(pLoc,posterDims[p],True,True,True)) {
break;
}
Loc loc;
for (loc.c = pLoc.c; loc.c < pLoc.c + posterDims[p].colMax; loc.c++) {
for (loc.r = pLoc.r; loc.r < pLoc.r + posterDims[p].rowMax; loc.r++) {
if (! unionSquares[loc.r][loc.c]) {
unionSquares[loc.r][loc.c] = new UnionSquare;
}
assert(unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c]->type = UN_POSTER;
unionSquares[loc.r][loc.c]->pSquare.poster = p;
unionSquares[loc.r][loc.c]->pSquare.loc.c = loc.c - pLoc.c;
unionSquares[loc.r][loc.c]->pSquare.loc.r = loc.r - pLoc.r;
}
}
}
}
void World::add_doors() {
// Put in doors.
for (int n = 0;
n < DOORS_ACTUAL_PERCENT * rooms.downMax * rooms.acrossMax;
n++) {
Loc loc1;
Loc loc2;
Dim doorDim(2,1); // Hardwired size of doors.
if (!empty_touching_box(loc1,doorDim,True,True,True)) {
break;
}
if (!empty_touching_box(loc2,doorDim,True,True,True)) {
break;
}
// Don't want doors on top of each other.
Area area1(AR_RECT,loc1,doorDim);
Area area2(AR_RECT,loc2,doorDim);
if (area1.overlap(area2)) {
break;
}
// Lower half of doors.
Loc loc1d = loc1.move(1,0);
Loc loc2d = loc2.move(1,0);
// We actually create 4 doors, two pairs. Each apparent door is
// actually two DoorSquares.
// Cross connect two new doors at loc1 and loc2.
unionSquares[loc1.r][loc1.c] = new UnionSquare;
assert(unionSquares[loc1.r][loc1.c]);
unionSquares[loc1.r][loc1.c]->type = UN_DOOR;
unionSquares[loc1.r][loc1.c]->dSquare.dest = loc2;
unionSquares[loc1.r][loc1.c]->dSquare.topBottom = W_DOOR_TOP;
unionSquares[loc2.r][loc2.c] = new UnionSquare;
assert(unionSquares[loc2.r][loc2.c]);
unionSquares[loc2.r][loc2.c]->type = UN_DOOR;
unionSquares[loc2.r][loc2.c]->dSquare.dest = loc1;
unionSquares[loc2.r][loc2.c]->dSquare.topBottom = W_DOOR_TOP;
// Cross connect two new doors at loc1d and loc2d.
unionSquares[loc1d.r][loc1d.c] = new UnionSquare;
assert(unionSquares[loc1d.r][loc1d.c]);
unionSquares[loc1d.r][loc1d.c]->type = UN_DOOR;
unionSquares[loc1d.r][loc1d.c]->dSquare.dest = loc2d;
unionSquares[loc1d.r][loc1d.c]->dSquare.topBottom = W_DOOR_BOTTOM;
unionSquares[loc2d.r][loc2d.c] = new UnionSquare;
assert(unionSquares[loc2d.r][loc2d.c]);
unionSquares[loc2d.r][loc2d.c]->type = UN_DOOR;
unionSquares[loc2d.r][loc2d.c]->dSquare.dest = loc1d;
unionSquares[loc2d.r][loc2d.c]->dSquare.topBottom = W_DOOR_BOTTOM;
} // for
}
void World::add_movers() {
assert(moversNum <= MOVERS_MAX && blueprints);
// Movers shouldn't be too big.
assert(objectDimMax.colMax * WSQUARE_WIDTH >= moverSize.width);
// Number of movers to create.
const int moversActual = Utils::choose((int)(rooms.acrossMax * rooms.downMax
* MOVERS_PERCENT) + 1);
for (int n = 0; n < moversActual && moversNum < MOVERS_MAX; n++) {
Boolean which = Utils::coin_flip();
Boolean ok = False;
int tries = 0;
while (!ok && tries < MOVER_TRIES) {
// Decide between horizontal and vertical mover.
if (which) {
ok = add_vert_mover();
}
else {
ok = add_horiz_mover();
}
tries++;
}
}
}
Boolean World::add_horiz_mover() {
assert(moversNum <= MOVERS_MAX && blueprints);
// Movers shouldn't be too big.
assert(objectDimMax.colMax * WSQUARE_WIDTH >= moverSize.width);
// loc will walk right or left, filling in track.
Loc loc;
loc.r = Utils::choose(dim.rowMax);
loc.c = Utils::choose(dim.colMax);
// Check space surrounding initial choice for minimum track length.
int delta = Utils::coin_flip() ? 1 : -1; // right or left.
Loc check;
for (check.c = loc.c - (delta == -1 ? MOVERS_HORIZ_MIN_TRACK : 1) * objectDimMax.colMax;
check.c < loc.c + (delta == 1 ? MOVERS_HORIZ_MIN_TRACK + 1 : 2) * objectDimMax.colMax; // mover track plus blank space
check.c++) {
for (check.r = loc.r - objectDimMax.rowMax;
check.r <= loc.r + objectDimMax.rowMax;
check.r++) {
if (!open(check,True,True,True)) {
return False;
}
}
}
// Create mover
movers[moversNum] = new Mover;
assert(movers[moversNum]);
// Start at the right edge of the mover and go left
if (delta == -1) {
loc.c += objectDimMax.colMax - 1;
}
// else we are at the left edge going right.
// minimum and maximum values of left side of mover, inclusive
int mLeft = loc.c;
int mRight = loc.c;
// Go right/left until hit a wall or decide to stop.
// Must do at least MOVERS_HORIZ_MIN_TRACK multiples of the mover width.
int n = 0;
Boolean ok = True;
while (ok && (n <= MOVERS_HORIZ_MIN_TRACK * objectDimMax.colMax ||
Utils::choose(MOVERS_HORIZ_TRACK_LENGTH))) {
// Check if we can put a mover at loc.
for (check.c = loc.c;
check.c != loc.c + delta * objectDimMax.colMax;
check.c += delta) {
for (check.r = loc.r - objectDimMax.rowMax;
check.r <= loc.r + objectDimMax.rowMax;
check.r++) {
if (!open(check,True,True,True)) {
ok = False;
// Our above check of the surrounding space was not correct.
assert(n >= MOVERS_HORIZ_MIN_TRACK * objectDimMax.colMax);
}
if (!ok) {
break;
}
}
if (!ok) {
break;
}
}
// Add mover track at loc.
if (ok) {
// Add a mover square.
assert(inside(loc) &&
(map[loc.r][loc.c] == Wempty ) &&
!unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c] = new UnionSquare;
assert(unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c]->type = UN_MOVER;
unionSquares[loc.r][loc.c]->mSquare.mover = movers[moversNum];
unionSquares[loc.r][loc.c]->mSquare.orientation = OR_HORIZ;
mLeft = Utils::minimum(mLeft,loc.c);
mRight = Utils::maximum(mRight,loc.c);
n++;
loc.c += delta;
}
} // while ok
// Check again that we got enough track.
assert(mRight - mLeft + 1 >= MOVERS_HORIZ_MIN_TRACK * objectDimMax.colMax);
// initialize mover.
// Choose X position somewhere in range of mover squares.
int rangeX = (mRight - mLeft + 1 - objectDimMax.colMax) * WSQUARE_WIDTH + 1;
assert(rangeX > 0); // Or not enough room.
int startX = Utils::choose(rangeX) + mLeft * WSQUARE_WIDTH;
Pos pos(startX,loc.r * WSQUARE_HEIGHT);
Area area(AR_RECT,pos,moverSize);
Size vel;
vel.set(Utils::coin_flip() ? W_MOVER_SPEED : -W_MOVER_SPEED,0);
// initialize the mover.
MoverId moverId;
moverId.index = moversNum;
moverId.unique = uniqueGen++;
movers[moversNum]->init(this,locator,area,vel,moverId);
// Dummy mover object, so mover gets redrawn.
PhysMoverP p = new PhysMover(this,locator,movers[moversNum]);
assert(p);
locator->add(p);
movers[moversNum]->set_phys_mover_id(p->get_id());
moversNum++;
return True;
}
// What an ugly function. I should redo this.
Boolean World::add_vert_mover() {
assert(moversNum <= MOVERS_MAX && blueprints);
// Movers shouldn't be too big.
assert(objectDimMax.colMax * WSQUARE_WIDTH >= moverSize.width);
// Choose a random room, check if its middle is a ladder, if so, change
// the ladder to a bunch of mover squares and create a new mover.
// Else continue.
Loc init;
int m; // holder for the down/across value of the room chosen.
m = Utils::choose(rooms.acrossMax);
init.c = m * W_ROOM_COL_MAX + blueprints->get_middle_col(m);
m = Utils::choose(rooms.downMax);
init.r = m * W_ROOM_ROW_MAX + blueprints->get_middle_row(m);
// Found a ladder, create a new mover and set all the ladder wsquares to be
// MoverSquares pointing to the new mover.
if (!(map[init.r][init.c] == Wladder &&
map[init.r][init.c+1] == Wladder)) {
return False;
}
assert(!unionSquares[init.r][init.c]);
// All wsquares between mTop and mBottom, exclusive, are part of the
// mover.
int mTop = init.r;
int mBottom = init.r;
movers[moversNum] = new Mover;
assert(movers[moversNum]);
// delta is -1, then 1. Go up, then down..
for (int delta = -1; delta <= 1; delta += 2) {
Loc loc = init;
// To avoid hitting init twice, skip it when going down.
if (delta == 1) {
loc.r++;
}
// Scan up/down depending on value of delta.
Boolean bothInside = inside(loc) && inside(loc.r,loc.c+1);
Boolean bothLadders = bothInside &&
(map[loc.r][loc.c] == Wladder && map[loc.r][loc.c+1] == Wladder);
Boolean aboveInside = inside(loc.r-1,loc.c) && inside(loc.r-1,loc.c+1);
Boolean aboveMoverSq = aboveInside &&
map[loc.r-1][loc.c] == Wempty &&
map[loc.r-1][loc.c+1] == Wempty &&
unionSquares[loc.r-1][loc.c] &&
unionSquares[loc.r-1][loc.c+1] &&
unionSquares[loc.r-1][loc.c]->type == UN_MOVER &&
unionSquares[loc.r-1][loc.c+1]->type == UN_MOVER;
Boolean bothWalls = bothInside &&
(map[loc.r][loc.c] == Wwall && map[loc.r][loc.c+1] == Wwall);
// This shit is all so that movers can stick down one square into floor.
// CAREFUL!! Crappy code duplicated below.
while (bothLadders || // normal case
(delta == 1 && aboveMoverSq && bothWalls) ) { // sticking down one
// Scan to right.
for (; loc.c < init.c + objectDimMax.colMax; loc.c++) {
// Add a mover square.
assert(inside(loc) &&
(map[loc.r][loc.c] == Wladder || map[loc.r][loc.c] == Wwall) &&
!unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c] = new UnionSquare;
assert(unionSquares[loc.r][loc.c]);
unionSquares[loc.r][loc.c]->type = UN_MOVER;
unionSquares[loc.r][loc.c]->mSquare.mover = movers[moversNum];
unionSquares[loc.r][loc.c]->mSquare.orientation = OR_VERT;
// Still leave overlap of wall and moversquare.
if (map[loc.r][loc.c] != Wwall) {
map[loc.r][loc.c] = Wempty;
}
mTop = Utils::minimum(mTop,loc.r);
mBottom = Utils::maximum(mBottom,loc.r + 1);
}
loc.c = init.c;
// When up at the top.
// Remove annoying ladder sticking up.
if (delta == -1 &&
map[loc.r - objectDimMax.rowMax - 1][loc.c] != Wladder &&
// Just to be sure we don't kill of some unionSquares.
!unionSquares[loc.r - objectDimMax.rowMax - 1][loc.c]) {
int locTop = loc.r - objectDimMax.rowMax;
for (loc.r--; loc.r >= locTop; loc.r--) {
for (loc.c = init.c; loc.c < init.c + objectDimMax.colMax;
loc.c++) {
map[loc.r][loc.c] = Wempty;
}
}
break;
} // annoying ladder sticking up.
loc.c = init.c;
loc.r += delta;
bothInside = inside(loc) && inside(loc.r,loc.c+1);
bothLadders = bothInside &&
(map[loc.r][loc.c] == Wladder && map[loc.r][loc.c+1] == Wladder);
aboveInside = inside(loc.r-1,loc.c) && inside(loc.r-1,loc.c+1);
aboveMoverSq = aboveInside &&
map[loc.r-1][loc.c] == Wempty &&
map[loc.r-1][loc.c+1] == Wempty &&
unionSquares[loc.r-1][loc.c] &&
unionSquares[loc.r-1][loc.c+1] &&
unionSquares[loc.r-1][loc.c]->type == UN_MOVER &&
unionSquares[loc.r-1][loc.c+1]->type == UN_MOVER;
bothWalls = bothInside &&
(map[loc.r][loc.c] == Wwall && map[loc.r][loc.c+1] == Wwall);
// This shit is all so that movers can stick down one square into
// the floor.
} // while
} // for delta
// Note: loc is now at the left side of the former ladder,
// one square beneath it.
assert(mTop < mBottom); // Or no squares were added.
// Choose Y position somewhere in range of mover squares.
int rangeY = (mBottom - mTop) * WSQUARE_HEIGHT - moverSize.height + 1;
assert(rangeY > 0); // or movers are more than one square high.
int startY = Utils::choose(rangeY) + mTop * WSQUARE_HEIGHT;
Pos pos(init.c * WSQUARE_WIDTH,startY);
Area area(AR_RECT,pos,moverSize);
Size vel;
vel.set(0,Utils::coin_flip() ? W_MOVER_SPEED : -W_MOVER_SPEED);
// initialize the mover.
MoverId moverId;
moverId.index = moversNum;
moverId.unique = uniqueGen++;
movers[moversNum]->init(this,locator,area,vel,moverId);
// Dummy mover object, so mover gets redrawn.
PhysMoverP p = new PhysMover(this,locator,movers[moversNum]);
assert(p);
locator->add(p);
movers[moversNum]->set_phys_mover_id(p->get_id());
moversNum++;
return True;
}
void World::delete_movers() {
// The locator should take care of killing off the PhysMovers
// in Locator::reset().
int n;
for (n = 0; n < moversNum; n++) {
delete movers[n];
movers[n] = NULL;
}
moversNum = 0;
}
void World::mover_list_add(MoverP list[],int &nItems,const Loc &loc) {
if (!inside(loc)) {
return;
}
UnionSquare *uSquare = unionSquares[loc.r][loc.c];
if (uSquare && uSquare->type == UN_MOVER) {
MoverP mover = uSquare->mSquare.mover;
// Only add movers that overlap loc.
const Area &area = mover->get_area();
if (!area.overlap(loc)) {
return;
}
// Check for duplicates.
for (int n = 0; n < nItems; n++) {
if (list[n] == mover) {
return;
}
}
// Add to list.
assert(nItems < MOVERS_MAX);
list[nItems] = mover;
nItems++;
}
}
Boolean World::useMovers = True; // On by default.
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