986 lines
25 KiB
C
986 lines
25 KiB
C
/* SCCS Id: @(#)region.c 3.4 2002/10/15 */
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/* Copyright (c) 1996 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include "lev.h"
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/*
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* This should really go into the level structure, but
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* I'll start here for ease. It *WILL* move into the level
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* structure eventually.
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*/
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static NhRegion **regions;
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static int n_regions = 0;
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static int max_regions = 0;
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#define NO_CALLBACK (-1)
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boolean FDECL(inside_gas_cloud, (genericptr,genericptr));
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boolean FDECL(expire_gas_cloud, (genericptr,genericptr));
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boolean FDECL(inside_rect, (NhRect *,int,int));
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boolean FDECL(inside_region, (NhRegion *,int,int));
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NhRegion *FDECL(create_region, (NhRect *,int));
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void FDECL(add_rect_to_reg, (NhRegion *,NhRect *));
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void FDECL(add_mon_to_reg, (NhRegion *,struct monst *));
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void FDECL(remove_mon_from_reg, (NhRegion *,struct monst *));
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boolean FDECL(mon_in_region, (NhRegion *,struct monst *));
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#if 0
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NhRegion *FDECL(clone_region, (NhRegion *));
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#endif
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void FDECL(free_region, (NhRegion *));
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void FDECL(add_region, (NhRegion *));
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void FDECL(remove_region, (NhRegion *));
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#if 0
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void FDECL(replace_mon_regions, (struct monst *,struct monst *));
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void FDECL(remove_mon_from_regions, (struct monst *));
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NhRegion *FDECL(create_msg_region, (XCHAR_P,XCHAR_P,XCHAR_P,XCHAR_P,
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const char *,const char *));
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boolean FDECL(enter_force_field, (genericptr,genericptr));
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NhRegion *FDECL(create_force_field, (XCHAR_P,XCHAR_P,int,int));
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#endif
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static void FDECL(reset_region_mids, (NhRegion *));
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static callback_proc callbacks[] = {
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#define INSIDE_GAS_CLOUD 0
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inside_gas_cloud,
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#define EXPIRE_GAS_CLOUD 1
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expire_gas_cloud
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};
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/* Should be inlined. */
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boolean
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inside_rect(r, x, y)
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NhRect *r;
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int x, y;
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{
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return (x >= r->lx && x <= r->hx && y >= r->ly && y <= r->hy);
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}
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/*
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* Check if a point is inside a region.
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*/
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boolean
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inside_region(reg, x, y)
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NhRegion *reg;
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int x, y;
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{
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int i;
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if (reg == NULL || !inside_rect(&(reg->bounding_box), x, y))
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return FALSE;
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for (i = 0; i < reg->nrects; i++)
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if (inside_rect(&(reg->rects[i]), x, y))
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return TRUE;
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return FALSE;
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}
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/*
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* Create a region. It does not activate it.
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*/
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NhRegion *
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create_region(rects, nrect)
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NhRect *rects;
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int nrect;
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{
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int i;
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NhRegion *reg;
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reg = (NhRegion *) alloc(sizeof (NhRegion));
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/* Determines bounding box */
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if (nrect > 0) {
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reg->bounding_box = rects[0];
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} else {
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reg->bounding_box.lx = 99;
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reg->bounding_box.ly = 99;
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reg->bounding_box.hx = 0;
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reg->bounding_box.hy = 0;
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}
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reg->nrects = nrect;
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reg->rects = nrect > 0 ? (NhRect *)alloc((sizeof (NhRect)) * nrect) : NULL;
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for (i = 0; i < nrect; i++) {
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if (rects[i].lx < reg->bounding_box.lx)
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reg->bounding_box.lx = rects[i].lx;
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if (rects[i].ly < reg->bounding_box.ly)
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reg->bounding_box.ly = rects[i].ly;
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if (rects[i].hx > reg->bounding_box.hx)
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reg->bounding_box.hx = rects[i].hx;
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if (rects[i].hy > reg->bounding_box.hy)
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reg->bounding_box.hy = rects[i].hy;
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reg->rects[i] = rects[i];
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}
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reg->ttl = -1; /* Defaults */
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reg->attach_2_u = FALSE;
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reg->attach_2_m = 0;
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/* reg->attach_2_o = NULL; */
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reg->enter_msg = NULL;
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reg->leave_msg = NULL;
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reg->expire_f = NO_CALLBACK;
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reg->enter_f = NO_CALLBACK;
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reg->can_enter_f = NO_CALLBACK;
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reg->leave_f = NO_CALLBACK;
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reg->can_leave_f = NO_CALLBACK;
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reg->inside_f = NO_CALLBACK;
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clear_hero_inside(reg);
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clear_heros_fault(reg);
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reg->n_monst = 0;
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reg->max_monst = 0;
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reg->monsters = NULL;
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reg->arg = NULL;
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return reg;
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}
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/*
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* Add rectangle to region.
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*/
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void
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add_rect_to_reg(reg, rect)
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NhRegion *reg;
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NhRect *rect;
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{
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NhRect *tmp_rect;
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tmp_rect = (NhRect *) alloc(sizeof (NhRect) * (reg->nrects + 1));
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if (reg->nrects > 0) {
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(void) memcpy((genericptr_t) tmp_rect, (genericptr_t) reg->rects,
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(sizeof (NhRect) * reg->nrects));
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free((genericptr_t) reg->rects);
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}
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tmp_rect[reg->nrects] = *rect;
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reg->nrects++;
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reg->rects = tmp_rect;
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/* Update bounding box if needed */
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if (reg->bounding_box.lx > rect->lx)
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reg->bounding_box.lx = rect->lx;
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if (reg->bounding_box.ly > rect->ly)
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reg->bounding_box.ly = rect->ly;
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if (reg->bounding_box.hx < rect->hx)
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reg->bounding_box.hx = rect->hx;
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if (reg->bounding_box.hy < rect->hy)
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reg->bounding_box.hy = rect->hy;
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}
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/*
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* Add a monster to the region
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*/
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void
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add_mon_to_reg(reg, mon)
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NhRegion *reg;
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struct monst *mon;
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{
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int i;
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unsigned *tmp_m;
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if (reg->max_monst <= reg->n_monst) {
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tmp_m = (unsigned *)
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alloc(sizeof (unsigned) * (reg->max_monst + MONST_INC));
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if (reg->max_monst > 0) {
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for (i = 0; i < reg->max_monst; i++)
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tmp_m[i] = reg->monsters[i];
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free((genericptr_t) reg->monsters);
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}
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reg->monsters = tmp_m;
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reg->max_monst += MONST_INC;
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}
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reg->monsters[reg->n_monst++] = mon->m_id;
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}
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/*
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* Remove a monster from the region list (it left or died...)
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*/
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void
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remove_mon_from_reg(reg, mon)
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NhRegion *reg;
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struct monst *mon;
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{
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register int i;
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for (i = 0; i < reg->n_monst; i++)
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if (reg->monsters[i] == mon->m_id) {
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reg->n_monst--;
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reg->monsters[i] = reg->monsters[reg->n_monst];
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return;
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}
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}
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/*
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* Check if a monster is inside the region.
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* It's probably quicker to check with the region internal list
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* than to check for coordinates.
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*/
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boolean
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mon_in_region(reg, mon)
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NhRegion *reg;
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struct monst *mon;
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{
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int i;
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for (i = 0; i < reg->n_monst; i++)
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if (reg->monsters[i] == mon->m_id)
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return TRUE;
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return FALSE;
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}
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#if 0
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/* not yet used */
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/*
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* Clone (make a standalone copy) the region.
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*/
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NhRegion *
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clone_region(reg)
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NhRegion *reg;
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{
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NhRegion *ret_reg;
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ret_reg = create_region(reg->rects, reg->nrects);
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ret_reg->ttl = reg->ttl;
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ret_reg->attach_2_u = reg->attach_2_u;
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ret_reg->attach_2_m = reg->attach_2_m;
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/* ret_reg->attach_2_o = reg->attach_2_o; */
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ret_reg->expire_f = reg->expire_f;
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ret_reg->enter_f = reg->enter_f;
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ret_reg->can_enter_f = reg->can_enter_f;
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ret_reg->leave_f = reg->leave_f;
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ret_reg->can_leave_f = reg->can_leave_f;
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ret_reg->player_flags = reg->player_flags; /* set/clear_hero_inside,&c*/
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ret_reg->n_monst = reg->n_monst;
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if (reg->n_monst > 0) {
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ret_reg->monsters = (unsigned *)
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alloc((sizeof (unsigned)) * reg->n_monst);
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(void) memcpy((genericptr_t) ret_reg->monsters, (genericptr_t) reg->monsters,
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sizeof (unsigned) * reg->n_monst);
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} else
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ret_reg->monsters = NULL;
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return ret_reg;
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}
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#endif /*0*/
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/*
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* Free mem from region.
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*/
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void
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free_region(reg)
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NhRegion *reg;
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{
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if (reg) {
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if (reg->rects)
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free((genericptr_t) reg->rects);
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if (reg->monsters)
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free((genericptr_t) reg->monsters);
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free((genericptr_t) reg);
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}
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}
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/*
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* Add a region to the list.
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* This actually activates the region.
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*/
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void
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add_region(reg)
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NhRegion *reg;
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{
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NhRegion **tmp_reg;
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int i, j;
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if (max_regions <= n_regions) {
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tmp_reg = regions;
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regions = (NhRegion **)alloc(sizeof (NhRegion *) * (max_regions + 10));
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if (max_regions > 0) {
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(void) memcpy((genericptr_t) regions, (genericptr_t) tmp_reg,
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max_regions * sizeof (NhRegion *));
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free((genericptr_t) tmp_reg);
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}
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max_regions += 10;
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}
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regions[n_regions] = reg;
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n_regions++;
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/* Check for monsters inside the region */
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for (i = reg->bounding_box.lx; i <= reg->bounding_box.hx; i++)
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for (j = reg->bounding_box.ly; j <= reg->bounding_box.hy; j++) {
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/* Some regions can cross the level boundaries */
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if (!isok(i,j))
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continue;
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if (MON_AT(i, j) && inside_region(reg, i, j))
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add_mon_to_reg(reg, level.monsters[i][j]);
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if (reg->visible && cansee(i, j))
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newsym(i, j);
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}
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/* Check for player now... */
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if (inside_region(reg, u.ux, u.uy))
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set_hero_inside(reg);
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else
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clear_hero_inside(reg);
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}
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/*
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* Remove a region from the list & free it.
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*/
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void
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remove_region(reg)
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NhRegion *reg;
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{
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register int i, x, y;
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for (i = 0; i < n_regions; i++)
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if (regions[i] == reg)
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break;
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if (i == n_regions)
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return;
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/* Update screen if necessary */
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if (reg->visible)
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for (x = reg->bounding_box.lx; x <= reg->bounding_box.hx; x++)
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for (y = reg->bounding_box.ly; y <= reg->bounding_box.hy; y++)
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if (isok(x,y) && inside_region(reg, x, y) && cansee(x, y))
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newsym(x, y);
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free_region(reg);
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regions[i] = regions[n_regions - 1];
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regions[n_regions - 1] = (NhRegion *) 0;
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n_regions--;
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}
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/*
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* Remove all regions and clear all related data (This must be down
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* when changing level, for instance).
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*/
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void
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clear_regions()
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{
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register int i;
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for (i = 0; i < n_regions; i++)
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free_region(regions[i]);
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n_regions = 0;
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if (max_regions > 0)
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free((genericptr_t) regions);
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max_regions = 0;
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regions = NULL;
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}
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/*
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* This function is called every turn.
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* It makes the regions age, if necessary and calls the appropriate
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* callbacks when needed.
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*/
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void
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run_regions()
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{
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register int i, j, k;
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int f_indx;
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/* End of life ? */
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/* Do it backward because the array will be modified */
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for (i = n_regions - 1; i >= 0; i--) {
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if (regions[i]->ttl == 0) {
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if ((f_indx = regions[i]->expire_f) == NO_CALLBACK ||
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(*callbacks[f_indx])(regions[i], (genericptr_t) 0))
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remove_region(regions[i]);
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}
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}
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/* Process remaining regions */
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for (i = 0; i < n_regions; i++) {
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/* Make the region age */
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if (regions[i]->ttl > 0)
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regions[i]->ttl--;
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/* Check if player is inside region */
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f_indx = regions[i]->inside_f;
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if (f_indx != NO_CALLBACK && hero_inside(regions[i]))
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(void) (*callbacks[f_indx])(regions[i], (genericptr_t) 0);
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/* Check if any monster is inside region */
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if (f_indx != NO_CALLBACK) {
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for (j = 0; j < regions[i]->n_monst; j++) {
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struct monst *mtmp = find_mid(regions[i]->monsters[j], FM_FMON);
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if (!mtmp || mtmp->mhp <= 0 ||
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(*callbacks[f_indx])(regions[i], mtmp)) {
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/* The monster died, remove it from list */
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k = (regions[i]->n_monst -= 1);
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regions[i]->monsters[j] = regions[i]->monsters[k];
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regions[i]->monsters[k] = 0;
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--j; /* current slot has been reused; recheck it next */
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}
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}
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}
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}
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}
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/*
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* check whether player enters/leaves one or more regions.
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*/
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boolean
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in_out_region(x, y)
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xchar
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x, y;
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{
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int i, f_indx;
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/* First check if we can do the move */
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for (i = 0; i < n_regions; i++) {
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if (inside_region(regions[i], x, y)
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&& !hero_inside(regions[i]) && !regions[i]->attach_2_u) {
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if ((f_indx = regions[i]->can_enter_f) != NO_CALLBACK)
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if (!(*callbacks[f_indx])(regions[i], (genericptr_t) 0))
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return FALSE;
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} else
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if (hero_inside(regions[i])
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&& !inside_region(regions[i], x, y)
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&& !regions[i]->attach_2_u) {
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if ((f_indx = regions[i]->can_leave_f) != NO_CALLBACK)
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if (!(*callbacks[f_indx])(regions[i], (genericptr_t) 0))
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return FALSE;
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}
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}
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/* Callbacks for the regions we do leave */
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for (i = 0; i < n_regions; i++)
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if (hero_inside(regions[i]) &&
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!regions[i]->attach_2_u && !inside_region(regions[i], x, y)) {
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clear_hero_inside(regions[i]);
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if (regions[i]->leave_msg != NULL)
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pline(regions[i]->leave_msg);
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if ((f_indx = regions[i]->leave_f) != NO_CALLBACK)
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(void) (*callbacks[f_indx])(regions[i], (genericptr_t) 0);
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}
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/* Callbacks for the regions we do enter */
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for (i = 0; i < n_regions; i++)
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if (!hero_inside(regions[i]) &&
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!regions[i]->attach_2_u && inside_region(regions[i], x, y)) {
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set_hero_inside(regions[i]);
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if (regions[i]->enter_msg != NULL)
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pline(regions[i]->enter_msg);
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if ((f_indx = regions[i]->enter_f) != NO_CALLBACK)
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(void) (*callbacks[f_indx])(regions[i], (genericptr_t) 0);
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}
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return TRUE;
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}
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/*
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* check wether a monster enters/leaves one or more region.
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*/
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boolean
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m_in_out_region(mon, x, y)
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struct monst *mon;
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xchar x, y;
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{
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int i, f_indx;
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/* First check if we can do the move */
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for (i = 0; i < n_regions; i++) {
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if (inside_region(regions[i], x, y) &&
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!mon_in_region(regions[i], mon) &&
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regions[i]->attach_2_m != mon->m_id) {
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if ((f_indx = regions[i]->can_enter_f) != NO_CALLBACK)
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if (!(*callbacks[f_indx])(regions[i], mon))
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return FALSE;
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} else if (mon_in_region(regions[i], mon) &&
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!inside_region(regions[i], x, y) &&
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regions[i]->attach_2_m != mon->m_id) {
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if ((f_indx = regions[i]->can_leave_f) != NO_CALLBACK)
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if (!(*callbacks[f_indx])(regions[i], mon))
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return FALSE;
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}
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}
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/* Callbacks for the regions we do leave */
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for (i = 0; i < n_regions; i++)
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if (mon_in_region(regions[i], mon) &&
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regions[i]->attach_2_m != mon->m_id &&
|
|
!inside_region(regions[i], x, y)) {
|
|
remove_mon_from_reg(regions[i], mon);
|
|
if ((f_indx = regions[i]->leave_f) != NO_CALLBACK)
|
|
(void) (*callbacks[f_indx])(regions[i], mon);
|
|
}
|
|
|
|
/* Callbacks for the regions we do enter */
|
|
for (i = 0; i < n_regions; i++)
|
|
if (!hero_inside(regions[i]) &&
|
|
!regions[i]->attach_2_u && inside_region(regions[i], x, y)) {
|
|
add_mon_to_reg(regions[i], mon);
|
|
if ((f_indx = regions[i]->enter_f) != NO_CALLBACK)
|
|
(void) (*callbacks[f_indx])(regions[i], mon);
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Checks player's regions after a teleport for instance.
|
|
*/
|
|
void
|
|
update_player_regions()
|
|
{
|
|
register int i;
|
|
|
|
for (i = 0; i < n_regions; i++)
|
|
if (!regions[i]->attach_2_u && inside_region(regions[i], u.ux, u.uy))
|
|
set_hero_inside(regions[i]);
|
|
else
|
|
clear_hero_inside(regions[i]);
|
|
}
|
|
|
|
/*
|
|
* Ditto for a specified monster.
|
|
*/
|
|
void
|
|
update_monster_region(mon)
|
|
struct monst *mon;
|
|
{
|
|
register int i;
|
|
|
|
for (i = 0; i < n_regions; i++) {
|
|
if (inside_region(regions[i], mon->mx, mon->my)) {
|
|
if (!mon_in_region(regions[i], mon))
|
|
add_mon_to_reg(regions[i], mon);
|
|
} else {
|
|
if (mon_in_region(regions[i], mon))
|
|
remove_mon_from_reg(regions[i], mon);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/* not yet used */
|
|
|
|
/*
|
|
* Change monster pointer in regions
|
|
* This happens, for instance, when a monster grows and
|
|
* need a new structure (internally that is).
|
|
*/
|
|
void
|
|
replace_mon_regions(monold, monnew)
|
|
struct monst *monold, *monnew;
|
|
{
|
|
register int i;
|
|
|
|
for (i = 0; i < n_regions; i++)
|
|
if (mon_in_region(regions[i], monold)) {
|
|
remove_mon_from_reg(regions[i], monold);
|
|
add_mon_to_reg(regions[i], monnew);
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Remove monster from all regions it was in (ie monster just died)
|
|
*/
|
|
void
|
|
remove_mon_from_regions(mon)
|
|
struct monst *mon;
|
|
{
|
|
register int i;
|
|
|
|
for (i = 0; i < n_regions; i++)
|
|
if (mon_in_region(regions[i], mon))
|
|
remove_mon_from_reg(regions[i], mon);
|
|
}
|
|
|
|
#endif /*0*/
|
|
|
|
/*
|
|
* Check if a spot is under a visible region (eg: gas cloud).
|
|
* Returns NULL if not, otherwise returns region.
|
|
*/
|
|
NhRegion *
|
|
visible_region_at(x, y)
|
|
xchar x, y;
|
|
{
|
|
register int i;
|
|
|
|
for (i = 0; i < n_regions; i++)
|
|
if (inside_region(regions[i], x, y) && regions[i]->visible &&
|
|
regions[i]->ttl != 0)
|
|
return regions[i];
|
|
return (NhRegion *) 0;
|
|
}
|
|
|
|
void
|
|
show_region(reg, x, y)
|
|
NhRegion *reg;
|
|
xchar x, y;
|
|
{
|
|
show_glyph(x, y, reg->glyph);
|
|
}
|
|
|
|
/**
|
|
* save_regions :
|
|
*/
|
|
void
|
|
save_regions(fd, mode)
|
|
int fd;
|
|
int mode;
|
|
{
|
|
int i, j;
|
|
unsigned n;
|
|
|
|
if (!perform_bwrite(mode)) goto skip_lots;
|
|
|
|
bwrite(fd, (genericptr_t) &moves, sizeof (moves)); /* timestamp */
|
|
bwrite(fd, (genericptr_t) &n_regions, sizeof (n_regions));
|
|
for (i = 0; i < n_regions; i++) {
|
|
bwrite(fd, (genericptr_t) ®ions[i]->bounding_box, sizeof (NhRect));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->nrects, sizeof (short));
|
|
for (j = 0; j < regions[i]->nrects; j++)
|
|
bwrite(fd, (genericptr_t) ®ions[i]->rects[j], sizeof (NhRect));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->attach_2_u, sizeof (boolean));
|
|
n = 0;
|
|
bwrite(fd, (genericptr_t) ®ions[i]->attach_2_m, sizeof (unsigned));
|
|
n = regions[i]->enter_msg != NULL ? strlen(regions[i]->enter_msg) : 0;
|
|
bwrite(fd, (genericptr_t) &n, sizeof n);
|
|
if (n > 0)
|
|
bwrite(fd, (genericptr_t) regions[i]->enter_msg, n);
|
|
n = regions[i]->leave_msg != NULL ? strlen(regions[i]->leave_msg) : 0;
|
|
bwrite(fd, (genericptr_t) &n, sizeof n);
|
|
if (n > 0)
|
|
bwrite(fd, (genericptr_t) regions[i]->leave_msg, n);
|
|
bwrite(fd, (genericptr_t) ®ions[i]->ttl, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->expire_f, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->can_enter_f, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->enter_f, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->can_leave_f, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->leave_f, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->inside_f, sizeof (short));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->player_flags, sizeof (boolean));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->n_monst, sizeof (short));
|
|
for (j = 0; j < regions[i]->n_monst; j++)
|
|
bwrite(fd, (genericptr_t) ®ions[i]->monsters[j],
|
|
sizeof (unsigned));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->visible, sizeof (boolean));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->glyph, sizeof (int));
|
|
bwrite(fd, (genericptr_t) ®ions[i]->arg, sizeof (genericptr_t));
|
|
}
|
|
|
|
skip_lots:
|
|
if (release_data(mode))
|
|
clear_regions();
|
|
}
|
|
|
|
void
|
|
rest_regions(fd, ghostly)
|
|
int fd;
|
|
boolean ghostly; /* If a bones file restore */
|
|
{
|
|
int i, j;
|
|
unsigned n;
|
|
long tmstamp;
|
|
char *msg_buf;
|
|
|
|
clear_regions(); /* Just for security */
|
|
mread(fd, (genericptr_t) &tmstamp, sizeof (tmstamp));
|
|
if (ghostly) tmstamp = 0;
|
|
else tmstamp = (moves - tmstamp);
|
|
mread(fd, (genericptr_t) &n_regions, sizeof (n_regions));
|
|
max_regions = n_regions;
|
|
if (n_regions > 0)
|
|
regions = (NhRegion **) alloc(sizeof (NhRegion *) * n_regions);
|
|
for (i = 0; i < n_regions; i++) {
|
|
regions[i] = (NhRegion *) alloc(sizeof (NhRegion));
|
|
mread(fd, (genericptr_t) ®ions[i]->bounding_box, sizeof (NhRect));
|
|
mread(fd, (genericptr_t) ®ions[i]->nrects, sizeof (short));
|
|
|
|
if (regions[i]->nrects > 0)
|
|
regions[i]->rects = (NhRect *)
|
|
alloc(sizeof (NhRect) * regions[i]->nrects);
|
|
for (j = 0; j < regions[i]->nrects; j++)
|
|
mread(fd, (genericptr_t) ®ions[i]->rects[j], sizeof (NhRect));
|
|
mread(fd, (genericptr_t) ®ions[i]->attach_2_u, sizeof (boolean));
|
|
mread(fd, (genericptr_t) ®ions[i]->attach_2_m, sizeof (unsigned));
|
|
|
|
mread(fd, (genericptr_t) &n, sizeof n);
|
|
if (n > 0) {
|
|
msg_buf = (char *) alloc(n + 1);
|
|
mread(fd, (genericptr_t) msg_buf, n);
|
|
msg_buf[n] = '\0';
|
|
regions[i]->enter_msg = (const char *) msg_buf;
|
|
} else
|
|
regions[i]->enter_msg = NULL;
|
|
|
|
mread(fd, (genericptr_t) &n, sizeof n);
|
|
if (n > 0) {
|
|
msg_buf = (char *) alloc(n + 1);
|
|
mread(fd, (genericptr_t) msg_buf, n);
|
|
msg_buf[n] = '\0';
|
|
regions[i]->leave_msg = (const char *) msg_buf;
|
|
} else
|
|
regions[i]->leave_msg = NULL;
|
|
|
|
mread(fd, (genericptr_t) ®ions[i]->ttl, sizeof (short));
|
|
/* check for expired region */
|
|
if (regions[i]->ttl >= 0)
|
|
regions[i]->ttl =
|
|
(regions[i]->ttl > tmstamp) ? regions[i]->ttl - tmstamp : 0;
|
|
mread(fd, (genericptr_t) ®ions[i]->expire_f, sizeof (short));
|
|
mread(fd, (genericptr_t) ®ions[i]->can_enter_f, sizeof (short));
|
|
mread(fd, (genericptr_t) ®ions[i]->enter_f, sizeof (short));
|
|
mread(fd, (genericptr_t) ®ions[i]->can_leave_f, sizeof (short));
|
|
mread(fd, (genericptr_t) ®ions[i]->leave_f, sizeof (short));
|
|
mread(fd, (genericptr_t) ®ions[i]->inside_f, sizeof (short));
|
|
mread(fd, (genericptr_t) ®ions[i]->player_flags, sizeof (boolean));
|
|
if (ghostly) { /* settings pertained to old player */
|
|
clear_hero_inside(regions[i]);
|
|
clear_heros_fault(regions[i]);
|
|
}
|
|
mread(fd, (genericptr_t) ®ions[i]->n_monst, sizeof (short));
|
|
if (regions[i]->n_monst > 0)
|
|
regions[i]->monsters =
|
|
(unsigned *) alloc(sizeof (unsigned) * regions[i]->n_monst);
|
|
else
|
|
regions[i]->monsters = NULL;
|
|
regions[i]->max_monst = regions[i]->n_monst;
|
|
for (j = 0; j < regions[i]->n_monst; j++)
|
|
mread(fd, (genericptr_t) ®ions[i]->monsters[j],
|
|
sizeof (unsigned));
|
|
mread(fd, (genericptr_t) ®ions[i]->visible, sizeof (boolean));
|
|
mread(fd, (genericptr_t) ®ions[i]->glyph, sizeof (int));
|
|
mread(fd, (genericptr_t) ®ions[i]->arg, sizeof (genericptr_t));
|
|
}
|
|
/* remove expired regions, do not trigger the expire_f callback (yet!);
|
|
also update monster lists if this data is coming from a bones file */
|
|
for (i = n_regions - 1; i >= 0; i--)
|
|
if (regions[i]->ttl == 0)
|
|
remove_region(regions[i]);
|
|
else if (ghostly && regions[i]->n_monst > 0)
|
|
reset_region_mids(regions[i]);
|
|
}
|
|
|
|
/* update monster IDs for region being loaded from bones; `ghostly' implied */
|
|
static void
|
|
reset_region_mids(reg)
|
|
NhRegion *reg;
|
|
{
|
|
int i = 0, n = reg->n_monst;
|
|
unsigned *mid_list = reg->monsters;
|
|
|
|
while (i < n)
|
|
if (!lookup_id_mapping(mid_list[i], &mid_list[i])) {
|
|
/* shrink list to remove missing monster; order doesn't matter */
|
|
mid_list[i] = mid_list[--n];
|
|
} else {
|
|
/* move on to next monster */
|
|
++i;
|
|
}
|
|
reg->n_monst = n;
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
/* not yet used */
|
|
|
|
/*--------------------------------------------------------------*
|
|
* *
|
|
* Create Region with just a message *
|
|
* *
|
|
*--------------------------------------------------------------*/
|
|
|
|
NhRegion *
|
|
create_msg_region(x, y, w, h, msg_enter, msg_leave)
|
|
xchar x, y;
|
|
xchar w, h;
|
|
const char *msg_enter;
|
|
const char *msg_leave;
|
|
{
|
|
NhRect tmprect;
|
|
NhRegion *reg = create_region((NhRect *) 0, 0);
|
|
|
|
reg->enter_msg = msg_enter;
|
|
reg->leave_msg = msg_leave;
|
|
tmprect.lx = x;
|
|
tmprect.ly = y;
|
|
tmprect.hx = x + w;
|
|
tmprect.hy = y + h;
|
|
add_rect_to_reg(reg, &tmprect);
|
|
reg->ttl = -1;
|
|
return reg;
|
|
}
|
|
|
|
|
|
/*--------------------------------------------------------------*
|
|
* *
|
|
* Force Field Related Code *
|
|
* (unused yet) *
|
|
*--------------------------------------------------------------*/
|
|
|
|
boolean
|
|
enter_force_field(p1, p2)
|
|
genericptr_t p1;
|
|
genericptr_t p2;
|
|
{
|
|
struct monst *mtmp;
|
|
|
|
if (p2 == NULL) { /* That means the player */
|
|
if (!Blind)
|
|
You("bump into %s. Ouch!",
|
|
Hallucination ? "an invisible tree" :
|
|
"some kind of invisible wall");
|
|
else
|
|
pline("Ouch!");
|
|
} else {
|
|
mtmp = (struct monst *) p2;
|
|
if (canseemon(mtmp))
|
|
pline("%s bumps into %s!", Monnam(mtmp), something);
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
NhRegion *
|
|
create_force_field(x, y, radius, ttl)
|
|
xchar x, y;
|
|
int radius, ttl;
|
|
{
|
|
int i;
|
|
NhRegion *ff;
|
|
int nrect;
|
|
NhRect tmprect;
|
|
|
|
ff = create_region((NhRect *) 0, 0);
|
|
nrect = radius;
|
|
tmprect.lx = x;
|
|
tmprect.hx = x;
|
|
tmprect.ly = y - (radius - 1);
|
|
tmprect.hy = y + (radius - 1);
|
|
for (i = 0; i < nrect; i++) {
|
|
add_rect_to_reg(ff, &tmprect);
|
|
tmprect.lx--;
|
|
tmprect.hx++;
|
|
tmprect.ly++;
|
|
tmprect.hy--;
|
|
}
|
|
ff->ttl = ttl;
|
|
if (!in_mklev && !flags.mon_moving)
|
|
set_heros_fault(ff); /* assume player has created it */
|
|
/* ff->can_enter_f = enter_force_field; */
|
|
/* ff->can_leave_f = enter_force_field; */
|
|
add_region(ff);
|
|
return ff;
|
|
}
|
|
|
|
#endif /*0*/
|
|
|
|
/*--------------------------------------------------------------*
|
|
* *
|
|
* Gas cloud related code *
|
|
* *
|
|
*--------------------------------------------------------------*/
|
|
|
|
/*
|
|
* Here is an example of an expire function that may prolong
|
|
* region life after some mods...
|
|
*/
|
|
boolean
|
|
expire_gas_cloud(p1, p2)
|
|
genericptr_t p1;
|
|
genericptr_t p2;
|
|
{
|
|
NhRegion *reg;
|
|
int damage;
|
|
|
|
reg = (NhRegion *) p1;
|
|
damage = (int) reg->arg;
|
|
|
|
/* If it was a thick cloud, it dissipates a little first */
|
|
if (damage >= 5) {
|
|
damage /= 2; /* It dissipates, let's do less damage */
|
|
reg->arg = (genericptr_t) damage;
|
|
reg->ttl = 2; /* Here's the trick : reset ttl */
|
|
return FALSE; /* THEN return FALSE, means "still there" */
|
|
}
|
|
return TRUE; /* OK, it's gone, you can free it! */
|
|
}
|
|
|
|
boolean
|
|
inside_gas_cloud(p1, p2)
|
|
genericptr_t p1;
|
|
genericptr_t p2;
|
|
{
|
|
NhRegion *reg;
|
|
struct monst *mtmp;
|
|
int dam;
|
|
|
|
reg = (NhRegion *) p1;
|
|
dam = (int) reg->arg;
|
|
if (p2 == NULL) { /* This means *YOU* Bozo! */
|
|
if (nonliving(youmonst.data) || Breathless)
|
|
return FALSE;
|
|
if (!Blind)
|
|
make_blinded(1L, FALSE);
|
|
if (!Poison_resistance) {
|
|
pline("%s is burning your %s!", Something, makeplural(body_part(LUNG)));
|
|
You("cough and spit blood!");
|
|
losehp(rnd(dam) + 5, "gas cloud", KILLED_BY_AN);
|
|
return FALSE;
|
|
} else {
|
|
You("cough!");
|
|
return FALSE;
|
|
}
|
|
} else { /* A monster is inside the cloud */
|
|
mtmp = (struct monst *) p2;
|
|
|
|
/* Non living and non breathing monsters are not concerned */
|
|
if (!nonliving(mtmp->data) && !breathless(mtmp->data)) {
|
|
if (cansee(mtmp->mx, mtmp->my))
|
|
pline("%s coughs!", Monnam(mtmp));
|
|
if (heros_fault(reg)) setmangry(mtmp);
|
|
if (haseyes(mtmp->data) && mtmp->mcansee) {
|
|
mtmp->mblinded = 1;
|
|
mtmp->mcansee = 0;
|
|
}
|
|
if (resists_poison(mtmp))
|
|
return FALSE;
|
|
mtmp->mhp -= rnd(dam) + 5;
|
|
if (mtmp->mhp <= 0) {
|
|
if (heros_fault(reg))
|
|
killed(mtmp);
|
|
else
|
|
monkilled(mtmp, "gas cloud", AD_DRST);
|
|
if (mtmp->mhp <= 0) { /* not lifesaved */
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return FALSE; /* Monster is still alive */
|
|
}
|
|
|
|
NhRegion *
|
|
create_gas_cloud(x, y, radius, damage)
|
|
xchar x, y;
|
|
int radius;
|
|
int damage;
|
|
{
|
|
NhRegion *cloud;
|
|
int i, nrect;
|
|
NhRect tmprect;
|
|
|
|
cloud = create_region((NhRect *) 0, 0);
|
|
nrect = radius;
|
|
tmprect.lx = x;
|
|
tmprect.hx = x;
|
|
tmprect.ly = y - (radius - 1);
|
|
tmprect.hy = y + (radius - 1);
|
|
for (i = 0; i < nrect; i++) {
|
|
add_rect_to_reg(cloud, &tmprect);
|
|
tmprect.lx--;
|
|
tmprect.hx++;
|
|
tmprect.ly++;
|
|
tmprect.hy--;
|
|
}
|
|
cloud->ttl = rn1(3,4);
|
|
if (!in_mklev && !flags.mon_moving)
|
|
set_heros_fault(cloud); /* assume player has created it */
|
|
cloud->inside_f = INSIDE_GAS_CLOUD;
|
|
cloud->expire_f = EXPIRE_GAS_CLOUD;
|
|
cloud->arg = (genericptr_t) damage;
|
|
cloud->visible = TRUE;
|
|
cloud->glyph = cmap_to_glyph(S_cloud);
|
|
add_region(cloud);
|
|
return cloud;
|
|
}
|
|
|
|
/*region.c*/
|