/* * 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.h" /* Overview: A world object is a rectangular region composed of WSQUARES. Internally, it is divided into rooms of constant size. It's upper left corner is at WSQUARE (0,0). World should be draw completely once before just drawing with changes. */ #ifndef WORLD_H #define WORLD_H #if X11 #ifndef NO_PRAGMAS #pragma interface #endif #endif // Include Files #include "xdata.h" #include "utils.h" #include "coord.h" #include "area.h" #include "id.h" #include "streams.h" // Defines. // WSQUARES in a room, should be an even number, because we require world read // in from a file to be half-room-size alligned. #define W_ROOM_COL_MAX 26 // 36 #define W_ROOM_ROW_MAX 16 // All the W_ALL_* defines are in coord.h #define W_BACKGROUNDRATE 2 #define W_MOVER_WIDTH_MAX 32 #define W_MOVER_HEIGHT_MAX 16 /* Maximum rooms in world. World may actually be smaller. World starts out at the size of the title screen. */ #define W_ACROSS_MAX_MAX 8 #define W_DOWN_MAX_MAX 5 // Should be odd, for ZIG-ZAG scenario. // WSQUARES in world. #define W_COL_MAX_MAX (W_ROOM_COL_MAX * W_ACROSS_MAX_MAX) #define W_ROW_MAX_MAX (W_ROOM_ROW_MAX * W_DOWN_MAX_MAX) /* The maximum number of wsquares that can be set changed/unchanged in one clock cycle. */ #define W_CHANGES_MAX 5000 /* The blocks composing the world. Represented as integers so that the world map can be initialized easily. Don't change order, e.g. World::blockUseTransparent. */ enum { Wempty, Wwall, Wladder, Woutside, Wsquanch, WupDown, WtextSquare, }; typedef int WSpecialMap; //W_BLOCKS_NUM now in coord.h #define W_TOTAL_PIX_NUM (W_ALL_BLOCKS_NUM + W_ALL_DOORS_NUM + \ W_ALL_MOVER_SQUARES_NUM + 2 * W_ALL_MOVERS_NUM) #define W_TOTAL_PIX_NUMDIV2 int(W_TOTAL_PIX_NUM/2.0f +0.5f) // blocks + doors + moverSquares + mover enum Wsig {W_NO_SIG, W_CLOSE, W_CLOSE_BAD, W_FAILURE}; enum {W_DOOR_TOP, W_DOOR_BOTTOM}; enum {UN_POSTER,UN_DOOR,UN_MOVER}; // W_POSTERS_NUM now in coord.h for X11. Does not exist for WIN32. class Blueprints; class Locator; typedef Locator *LocatorP; class World; typedef World *WorldP; /////////////////////////////////////////////////////////////////////////////// // Class Declarations /////////////////////////////////////////////////////////////////////////////// struct BitmapSpec { CMN_BITS_ID id; // x2 coordinates, should change it to be unstretched some time. Size size; }; struct Theme { int blockIndices[W_BLOCKS_NUM]; int *backgroundIndices; int backgroundsNum; int *outsideIndices; int outsidesNum; int doorBase; int moverSquareBase; int moverIndex; int *posterIndices; int postersNum; }; class Mover { public: Mover() {areaSet = False;} /* NOTE: Not really created yet, still need to call init() to finish construction. */ Mover(InStreamP,WorldP,LocatorP); void update_from_stream(const Area &); // called by PhysMover static int get_write_length(); void write(OutStreamP); void init(WorldP w,LocatorP l,const Area &a,const Size &v, MoverId id); Boolean is_area_set() {return areaSet;} void init_area(const Area &a); void init_not_area(WorldP w,LocatorP l,const Size &v,MoverId id); /* NOTE: Two ways to do it. Just call init() or call both init_area() and init_not_area(). */ void set_phys_mover_id(Id id) {physMoverId = id;} /* NOTE: Should really be a constructor, must be called first. */ const Area &get_area() {return area;} const Size &get_vel() {return vel;} /* NOTE: Delta to get from prev position to current one. */ const MoverId &get_mover_id() {return moverId;} void clock(); /* EFFECTS: Move to next position. */ private: Boolean check_area(const Area &area); /* EFFECTS: True iff all squares covering area are moverSquares for this Mover. */ WorldP world; LocatorP locator; Boolean areaSet; Area area; Size vel; // A Size because it is integer. Size velStored; // To remember vel when pausing at top or bottom. MoverId moverId; // index in list. Id physMoverId; // Id of object simulating a Physical for the Locator. Timer timer; Boolean timerSet; }; typedef Mover *MoverP; struct PosterSquare { int type; int poster; Loc loc; // Inside poster. }; struct DoorSquare { int type; int topBottom; Loc dest; }; enum {OR_HORIZ,OR_VERT}; // Orientation struct MoverSquare { int type; int orientation; Mover *mover; }; union UnionSquare { int type; // UN_POSTER, UN_DOOR, UN_MOVER. PosterSquare pSquare; DoorSquare dSquare; MoverSquare mSquare; static UnionSquare *read(InStreamP,WorldP); static int get_write_length(); void write(OutStreamP); }; class World { friend class Blueprints; friend class Mover; friend class PhysMover; public: World(); /* EFFECTS: Create the title screen world. Fuck politically correct. */ ~World(); /* EFFECTS: Destroys the world, heh, heh. Keep away from children. */ void title_map(IViewportInfo*); /* EFFECTS: Draw the title screen on the map. Need the IViewportInfo to make a title screen appropriate for the given viewport. */ void set_locator(Locator *l) {assert(!locator); locator = l;} /* NOTE: Must be set before first level_reset(). */ Size get_size() {return size;} /* EFFECTS: Size of the world in pixels. */ Dim get_dim() {return dim;} /* EFFECTS: Dimensions of the world in wsquares. */ Dim get_room_dim(); /* EFFECTS: Return the dimensions of a room in wsquares. */ Size get_room_size(); /* EFFECTS: The size of a single room in pixels. */ Rooms get_rooms() {return rooms;} /* EFFECTS: The max number of rooms in across and down direction. */ /* NOTE: The world is no longer necessarily room-alligned, so this may round up. */ Boolean check_door(const Loc &loc1,Loc &dest); /* EFFECTS: Return whether there is a door at loc1. If there is, return the location of the doors destination in dest. */ void set_rooms_next(const Rooms &r); /* EFFECTS: After the next reset, the world will have as many rooms as r. If r is bigger than the maximum, the min of the maximum size and r is used. */ enum {MAP_NONE,SEALS,ZIG_ZAG,FLAG}; void set_special_map_next(WSpecialMap map); /* EFFECTS: Sets world to have a special map on the next reset. Implicitly sets the dimensions of the world. Must set back to World::MAP_NONE to go back to normal. */ void set_file_next(char *filename) {Utils::freeif(worldFile); worldFile = Utils::strdup(filename);} /* EFFECTS: Try to read World from given file. */ void set_map_print(Boolean val) {mapPrint = val;} /* EFFECTS: Sets whether to print each new map of the world at reset. */ Boolean overlap(const Box &box); /* EFFECTS: Does any of box overlap with the wsquares of the world. */ void draw(CMN_DRAWABLE buffer,Xvars &xv,int dpyNum,const Area &area, Boolean reduceDraw,Boolean background3D); /* EFFECTS: Draw all of area that is in the world. If background3D is true, draw background scrolling at a slower rate than the foreground to give a 3d effect. */ Boolean inside(const Loc &l) {return l.r >= 0 && l.c >= 0 && l.r < dim.rowMax && l.c < dim.colMax;} /* EFFECTS: Returns True if loc is a wsquare inside the world, otherwise returns False. */ Boolean inside(int r,int c) {Loc loc; loc.set(r,c); return inside(loc);} Boolean open(const Area &area, Boolean laddersClosed = False, Boolean postersClosed = False, Boolean doorsClosed = False, Boolean outsideClosed = True); /* NOTE: Treats movers as closed. */ Wsig open_offset(Size &offset,const Area &area,const Vel &vel); /* MODIFIES: offset */ /* EFFECTS: Returns W_NO_SIG if the portion of the world covered by initial is open. prev is the previous area occupied before. If the area is blocked, but a nearby area is not, returns W_CLOSE_OK and sets offset to be the offset necessary to unblock initial. Retruns W_CLOSE_BLOCKED if a nearby area is blocked. Stills sets offset for the nearby area. Returns W_FAILURE if initial and all nearby areas are blocked. offset may be modified in any case. */ void compute_touching_hanging(Touching &touching, Hanging &hanging, MoverP &touchingMover,const Area &area); /* REQUIRES: area is AR_RECT. */ /* MODIFIES: touching, hanging, touchingMover */ /* EFFECTS: If area is touching a blocked wsquare, sets touching to be the direction from area to the wsquare. If the area is touching in both the vertical and horizontal direction, the vertical takes precedence. Sets touching to be CO_air if not touching in any direction. If the area is hanging off of the edge of some blocked wsquares, sets hanging appropriately. Otherwise, sets hanging.corner to be CO_air. If touching a mover, touchingMover is set, else set to NULL. */ Boolean can_climb(const Loc &loc) {return inside(loc) ? (map[loc.r][loc.c] == Wladder) : False;} /* EFFECTS: Returns True if loc is a climable square inside the world. I.e. a ladder. False otherwise. */ Pos empty_rect(const Size &size); /* EFFECTS: Return the upper-left position of a randomly choosen empty rectangle of size s. Ladders and doors are not considered empty. Posters are considered empty. */ Pos empty_touching_rect(const Size &size); /* EFFECTS: Like empty_rect except the returned rect will be touching the ground. */ Pos empty_accessible_rect(const Size &size); /* EFFECTS: Like empty_rect except that it guarantees that the rectangle can be reached by all Creatures. Also, the returned rectangle will be touching CO_dn. */ /* REQUIRES: reset() has been called. */ Pos empty_accessible_rect(const Size &size,const RoomIndex &r); /* EFFECTS: Like empty_accessible_rect(const Size &), except restricts search to the given room. */ Boolean empty_box(Loc &loc,const Dim &dim,Boolean laddersClosed, Boolean postersClosed,Boolean doorsClosed); /* MODIFIES: loc */ /* EFFECTS: Returns True iff an empty box of dimension dim can be found and returns its upper-left Loc. */ Boolean empty_touching_box(Loc &loc,const Dim &dim,Boolean laddersClosed, Boolean postersClosed,Boolean doorsClosed); /* MODIFIES: loc */ /* EFFECTS: Like empty_box, except the returned box will be touching the ground. */ void reset(const Dim *clearDim = NULL,InStreamP inStream = NULL); /* EFFECTS: Prepare the world for a new game. Create a new map. If InStream is specified, use it to read in a map, overriding any other settings. If clearDim is non-NULL, create an empty world of given dimensions. */ void demo_reset(); /* EFFECTS: Prepare the world for a new demo. */ Boolean just_reset() {return justReset;} /* EFFECTS: TRUE if no clock() calls since last reset(). */ int get_write_length(); /* EFFECTS: How much data will be written in write_to_stream(). */ void write(OutStreamP outStream); /* EFFECTS: Output all relevant info about the world to outStream. */ // ???? What about movers, io through Physicals or through World? int get_write_length(const RoomIndex &); /* EFFECTS: Amount of data to write out one room. */ void write(OutStreamP out,const RoomIndex &); /* EFFECTS: Write one room. */ void read(InStreamP in,const RoomIndex &idx); /* EFFECTS: Read in one room of the world. */ MoverP lookup(const MoverId &moverId); /* EFFECTS: Return the Mover or NULL. */ void init_x(Xvars &,IXCommand,void*); /* EFFECTS: Initialize all x dependencies. */ void clock(); static void disable_movers() {useMovers = False;} #if WIN32 Boolean generate_xpm(Xvars& xvars,const char* genDir,Boolean halfSize); /* EFFECTS: Output all bitmaps as XPM files to the directory (genDir + "world/"). Return if success. */ #endif private: // Do we use these two versions of World::open() anywhere? Boolean open(const Loc &loc, Boolean laddersClosed = False, Boolean postersClosed = False, Boolean doorsClosed = False, Boolean outsideClosed = True); /* EFFECTS: Returns True if loc is an open square inside the world. Returns False otherwise. Note that wsquares outside the world are treated as if they were closed wsquares. */ /* NOTE: Doesn't take movers into account. */ Boolean open(const Box &box, Boolean laddersClosed = False, Boolean postersClosed = False, Boolean doorsClosed = False); /* EFFECTS: Is the portion of the world covered by area (or box) blocked? laddersClosed implies that ladders and other non-walls are considered to be blocking. */ /* NOTE: Doesn't take movers into account. */ void clear_everything(); void close_horiz_mover(const Loc &loc,Boolean &inHorizMover); void close_vert_movers(const Dim &dim); Boolean read_from_file(char *filename); void read_from_stream(InStreamP inStream); void choose_theme(); /* EFFECTS: Set themeIndex, backgroundIndex, and outsideIndex. */ Boolean empty_accessible_rect_one(Pos &pos,const Size &,const RoomIndex &); /* MODIFIES: pos */ /* NOTE: Helper for both versions of empty_accessible_rect(). */ void draw_outside(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum, Area area); /* EFFECTS: Draw the outside portions of the world that overlap area. */ void draw_background(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum, Area area,Boolean background3D); /* EFFECTS: Tiles all of buffer with tDraw the background to the buffer. */ void draw_square(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum,const Loc &loc, int x,int y,Boolean reduceDraw); /* EFFECTS: Draw the appropriate square from loc to (x,y) on buffer. */ void draw_mover(CMN_DRAWABLE buffer,Xvars &xvars,int dpyNum, MoverP mover, int x,int y); /* EFFECTS: Draw mover to (x,y) on buffer. */ void draw_outside_offset(CMN_DRAWABLE dest,Xvars &xvars,int dpyNum, Size sourceOffset,const Area &destArea); /* REQUIRES: sourceOffset + destArea.get_size() should fit within the source bitmap. destArea should be completely within the destination bitmap. */ /* EFFECTS: Draw outside bitmap number outsideIndex onto dest pixmap at destArea. Grab from sourceOffset on source bitmap. All coordinates are stretched. */ void rooms_dim_size_update(const Dim *newDim = 0); /* EFFECTS: If newDim is NULL, set this.dim and this.size from the current value of this.rooms. Else, set this.dim, this.rooms, and this.size from newDim. */ /* NOTE: Use 0 instead of NULL because some compilers don't have NULL defined yet. */ void th_helper(Touching &touching,Hanging &hanging,MoverP &touchingMover, const TouchingListItem &touchingItem, const TouchingListItem &edgeItem, Boolean r_c, const Area &area, int coord,int length, int wsquare_length, Touching iftouching, Corner ifsmall, Corner iflarge); /* MODIFIES: touching, hanging, touchingMover */ /* EFFECTS: Helper for World::touching. Does touching, hanging for one side. */ Boolean check_wrap_around(Size &offset,const Area &area); /* MODIFIES: offset */ /* EFFECTS: Check whether area should wrap-around to the other side of the world. If so, set offset and return True. */ Boolean open_iter(Area &area,int &changed,Dir dir); /* MODIFIES: area, changed */ /* EFFECTS: Move area as much in dir as necessary to avoid all its wsquares. Increment changed by the distance moved. Return True if the original area is open and nothing is changed.*/ Size open_size(int offset,Dir dir); Size open_size(int offset1,Dir dir1,int offset2,Dir dir2); /* REQUIRES: dir is in {CO_R, CO_DN, CO_L, CO_UP} */ /* EFFECTS: Return the Size corresponding to an offset in one or two directions. */ Boolean open_try_dirs(Size &offset,const Area &area,const Dir dirs[4], int dirsNum); /* MODIFIES: offset */ /* EFFECTS: Sets offset to be the minimum necessary to shift area to an open area in one of the directions of dirs. Returns whether it succeeded. offset may be changed in any case. */ Boolean open_try_corners(Size &offset,const Area &area); /* MODIFIES: offset */ /* EFFECTS: Check if area is wedged in a corner (overlapping 3 closed wsquares). If so, set offset to push the Area inside the corner and return True. */ Boolean open_try_diagonals(Size &offset,const Area &area); /* MODIFIES: offset */ /* EFFECTS: Set offset to shift area to a nearby open one. Max of all two direction combinations for each diagonal direction. Returns whether it succeeded. offset may be changed in any case. */ /* NOTES: Helpers for World::reset. */ void add_posters(); void add_doors(); void add_movers(); Boolean add_horiz_mover(); Boolean add_vert_mover(); /* NOTE: Helpers for add_movers(). Try to add one mover, return whether successful. */ void delete_movers(); /* EFFECTS: Clear out all movers. */ void mover_list_add(MoverP list[],int &nItems,const Loc &loc); /* MODIFIES: list, nItems */ /* EFFECTS: If there is a mover square overlapping loc, add the mover to list, removing duplicates. loc may be outside world. */ enum {MOVERS_MAX = 20}; Rooms rooms,roomsNext; WSpecialMap specialMap,specialMapNext; char *worldFile; Size size; /* For convenience only. */ Dim dim; /* For convenience only. */ Locator *locator; char map[W_ROW_MAX_MAX][W_COL_MAX_MAX]; XvarsValid xValid; Wxdata xdata; Boolean mapPrint; UnionSquare *unionSquares[W_ROW_MAX_MAX][W_COL_MAX_MAX]; Blueprints *blueprints; MoverP movers[MOVERS_MAX]; int moversNum; int uniqueGen; // For generating MoverIds. Boolean justReset; // World will leave enough space for objects of this max size. Dim objectDimMax; Dim posterDims[W_ALL_POSTERS_NUM]; // Used on X, but just to keep things in sync as a server. int themeIndex; int backgroundIndex; // 0 <= backgroundIndex < W_ALL_BACKGROUNDS_NUM int outsideIndex; // 0 <= outsideIndex < W_ALL_OUTSIDES_NUM static Boolean useMovers; // Defined in world.bitmaps. static CMN_BITS_ID *blocksBits; // [W_ALL_BLOCKS_NUM]; static BitmapSpec *backgrounds; // [W_ALL_BACKGROUNDS_NUM]; static BitmapSpec *outsides; // [W_ALL_OUTSIDES_NUM]; static CMN_BITS_ID *doorPixmapBits; //[W_ALL_DOORS_NUM]; static CMN_BITS_ID *moverSquarePixmapBits; //[W_ALL_MOVER_SQUARES_NUM]; static CMN_BITS_ID *moverPixmapBits; //[W_ALL_MOVERS_NUM]; static BitmapSpec *posters; //[W_ALL_POSTERS_NUM]; // Needed by X11 to act as a server. Theme *themes; // Just a pointer to World_themes in world.bitmaps. // Don't use "static Theme themes[W_THEME_NUM]", because then we'd // need to recompile everytime W_THEME_NUM changed. // Really should separate the World interface from implementation. // Unstretched coordinates. static const Size moverSize; // Which blocks to draw using transparent background. static Boolean blockUseTransparent[W_BLOCKS_NUM]; }; #endif