mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
3774 lines
81 KiB
C++
3774 lines
81 KiB
C++
/*
|
|
* This file is part of the planetblupi source code
|
|
* Copyright (C) 1997, Daniel Roux & EPSITEC SA
|
|
* Copyright (C) 2017, Mathieu Schroeter
|
|
* http://epsitec.ch; http://www.blupi.org; http://github.com/blupi-games
|
|
*
|
|
* 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 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
* See the GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see http://gnu.org/licenses
|
|
*/
|
|
|
|
#include "action.h"
|
|
#include "decor.h"
|
|
#include "misc.h"
|
|
|
|
// Cette table indique les obstacles sur les sols.
|
|
// 0=passage, 1=obstacle
|
|
// clang-format off
|
|
static char tableObstacleFloor[] =
|
|
{
|
|
1, 1, 1, 1, 1, // 0 (noir pour limites)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 1
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 1, 1, 1, 1, // 2
|
|
0, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 3
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 0, // 4
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 0,
|
|
|
|
1, 1, 1, 1, 1, // 5
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 6
|
|
0, 0, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 7
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 0,
|
|
|
|
1, 1, 1, 1, 0, // 8
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 1, 1, 1, 1, // 9
|
|
0, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 1, 1, 1, // 10
|
|
0, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 0, 0, // 11
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 12
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 1, // 13
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 14
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 15
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 16
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 17
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 18
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 19
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 20
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 21
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 22
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 23
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 24
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 25
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 26
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 27
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 28
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 29
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 30
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 31
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 32
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 33
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 34
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 35
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 36
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 37
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 38
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 39
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 40
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 41
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 42
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 43
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 44
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 45
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 46
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 47
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 48
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 49
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 50
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 51
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 52
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 53
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 54
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 55
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 56
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 57
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 58
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 59 (pont e-o)
|
|
0, 0, 0, 0, 0,
|
|
0, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 60
|
|
0, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 61
|
|
0, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 0,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 1, 1, // 62 (pont n-s)
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 1, 1, 1, // 63
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 1, 1, 1, // 64
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 0, 1, 1,
|
|
};
|
|
|
|
// Cette table indique les obstacles sur les sols pour le bateau.
|
|
// 0=passage, 1=obstacle
|
|
|
|
static char tableObstacleFloorBateau[] =
|
|
{
|
|
1, 1, 1, 1, 1, // 2
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 3
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 1, 1, 1, // 4
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 5
|
|
0, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 6
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 7
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 1, 1, 1, // 8
|
|
0, 0, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 9
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 0, 0, // 10
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 1, 1, 1, // 11
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 12
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 13
|
|
0, 0, 0, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 14
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
};
|
|
|
|
// Cette table indique les obstacles sur les objets.
|
|
// 0=passage, 1=obstacle
|
|
|
|
static char tableObstacleObject[] =
|
|
{
|
|
0, 0, 0, 0, 0, // 0
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 1
|
|
0, 1, 0, 0, 0,
|
|
0, 1, 0, 0, 0,
|
|
0, 1, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 2
|
|
0, 1, 1, 1, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 3
|
|
0, 1, 1, 1, 0,
|
|
0, 1, 1, 1, 0,
|
|
0, 1, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 4
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
1, 1, 1, 1, 1, // 5
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 6 (arbre)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 7
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 0, 1, 0,
|
|
|
|
0, 0, 0, 0, 0, // 8
|
|
0, 1, 0, 0, 0,
|
|
0, 1, 0, 0, 0,
|
|
0, 1, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 9
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 1, 1, 0,
|
|
0, 1, 1, 1, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 1, 1, 1, 1, // 10
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 0,
|
|
|
|
1, 1, 1, 1, 0, // 11
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
|
|
0, 1, 1, 1, 0, // 12 (fusée)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 0,
|
|
|
|
0, 0, 0, 0, 0, // 13
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 14 (métal)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 15 (maison construction)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 16 (armure)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 17 (batiment ennemi)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 18
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 19 (électro piégé)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 20 (mur)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 21
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 22
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 23
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 24
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 25
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 26
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 27 (tour)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 28 (laboratoire)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
// 1,1,1,1,1, // 28 (laboratoire)
|
|
// 1,1,1,1,1,
|
|
// 1,1,1,1,1,
|
|
// 1,1,1,1,1,
|
|
// 1,1,1,1,1,
|
|
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 30 (arbre sans feuilles)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 31
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 0, 1, 0,
|
|
|
|
0, 0, 0, 0, 0, // 32
|
|
0, 1, 0, 0, 0,
|
|
0, 1, 0, 0, 0,
|
|
0, 1, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 33
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 1, 1, 0,
|
|
0, 1, 1, 1, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 1, 1, 1, 1, // 34
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 0,
|
|
|
|
1, 1, 1, 1, 0, // 35
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 36 (tas de planches)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 37 (rochers)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 38
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 39
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 40
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 41
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 42
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 43
|
|
0, 1, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 44 (tas de pierres)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 45
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 46
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 47
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 48
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 49
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 50
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 51
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 52
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 53
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 54
|
|
0, 0, 0, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 0, 0, // 55
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 1, 1, 1, // 56
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 57 (plante)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 58
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 59
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 60 (tomates)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 61 (cabane)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 62
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 63 (oeufs)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 64
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 0, // 65 (palissade)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 0, // 66
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 0, // 67
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 0, // 68
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 0, // 69
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 0, // 70
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 0, // 71
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
0, 1, 1, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 72 (pont en construction)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 73
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 74 (rayon tour)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 75
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 76
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 77
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 78
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 79
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 80 (bouteille)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 1, 1, 1, 0, // 81 (fleurs)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 0,
|
|
|
|
0, 0, 0, 0, 0, // 82
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 1, 1, 1, 0, // 83
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 0,
|
|
|
|
0, 0, 0, 0, 0, // 84
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 85 (dynamite)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 86
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 87
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 88 (explosion)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 89
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 90
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 91
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 92 (poison)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 93 (piège)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 1, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 1, 1, 1, 0, // 94 (fleurs)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
0, 1, 1, 1, 0,
|
|
|
|
0, 0, 0, 0, 0, // 95
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 96 (araignée dans piège)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 97 (tracks dans piège)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 98 (robot dans piège)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 99 (recharge)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 0, 0,
|
|
|
|
1, 1, 1, 1, 1, // 100 (batiment ennemi)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 101
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 102
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 103
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 104
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 105
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 106 (barrière)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 107
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 108
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 109
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 110
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 111
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 112
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 113 (maison)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 114 (bombe dans piège)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 115 (batiment ennemi)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 116
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 0, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 117 (bateau)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 118 (jeep)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 119 (usine)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 0, 0, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 120
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 0, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 121 (mine de fer)
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
|
|
1, 1, 1, 1, 1, // 122
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 1, 1,
|
|
1, 1, 1, 0, 0,
|
|
1, 1, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 123 (fer)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 124 (drapeau)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 125 (mine)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
|
|
0, 0, 0, 0, 0, // 126 (mine de fer, échaffaudage)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 0, 0, 0,
|
|
|
|
0, 0, 0, 0, 0, // 127 (mine)
|
|
0, 0, 0, 0, 0,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
0, 0, 1, 1, 1,
|
|
};
|
|
// clang-format on
|
|
|
|
// Retourne les obstacles autour d'une cellule, sous la
|
|
// forme d'un tableau de 3x3.
|
|
|
|
void CDecor::SearchFloor (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits)
|
|
{
|
|
char * pTable;
|
|
Sint32 first, last;
|
|
Sint32 dx, dy, x, y, i;
|
|
Sint32 def = 0;
|
|
|
|
pTable = tableObstacleFloor;
|
|
first = 0;
|
|
last = 64;
|
|
|
|
if (rank != -1 && m_blupi[rank].vehicule == 1) // en bateau ?
|
|
{
|
|
pTable = tableObstacleFloorBateau;
|
|
first = 2;
|
|
last = 14;
|
|
def = 1;
|
|
}
|
|
|
|
if (icon >= first && icon <= last)
|
|
{
|
|
pTable += (icon - first) * 5 * 5;
|
|
|
|
if (cel.x % 2 == 0)
|
|
dx = 0;
|
|
else
|
|
dx = 2;
|
|
|
|
if (cel.y % 2 == 0)
|
|
dy = 0;
|
|
else
|
|
dy = 2;
|
|
|
|
for (y = dy; y < dy + 3; y++)
|
|
{
|
|
for (x = dx; x < dx + 3; x++)
|
|
*pBits++ = pTable[x + y * 5];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 9; i++)
|
|
*pBits++ = def;
|
|
}
|
|
}
|
|
|
|
// Retourne les obstacles autour d'une cellule, sous la
|
|
// forme d'un tableau de 3x3.
|
|
|
|
void CDecor::SearchObject (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits)
|
|
{
|
|
char * pTable;
|
|
Sint32 dx, dy, x, y, i;
|
|
|
|
if (icon >= 0 && icon <= 127)
|
|
{
|
|
pTable = tableObstacleObject + (icon) *5 * 5;
|
|
|
|
if (cel.x % 2 == 0)
|
|
dx = 0;
|
|
else
|
|
dx = 2;
|
|
|
|
if (cel.y % 2 == 0)
|
|
dy = 0;
|
|
else
|
|
dy = 2;
|
|
|
|
for (y = dy; y < dy + 3; y++)
|
|
{
|
|
for (x = dx; x < dx + 3; x++)
|
|
*pBits++ = pTable[x + y * 5];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 9; i++)
|
|
*pBits++ = 0;
|
|
}
|
|
}
|
|
|
|
// Ajuste un sol en fonction du personnage.
|
|
|
|
void CDecor::AjustFloor (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits)
|
|
{
|
|
Sint32 i;
|
|
|
|
if (rank < 0)
|
|
return;
|
|
|
|
if (m_blupi[rank].perso == 0) // blupi ?
|
|
{
|
|
if (m_blupi[rank].interrupt == -1) // passe muraille (*) ?
|
|
goto pass;
|
|
if (m_blupi[rank].vehicule == 1) // en bateau ?
|
|
{
|
|
if (icon >= 59 && icon <= 64)
|
|
goto lock; // pont ?
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 2) // virus ?
|
|
{
|
|
goto pass; // le virus peut aller partout (il volle)
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 3) // tracks ?
|
|
{
|
|
if (icon >= 59 && icon <= 64) // ponts ?
|
|
{
|
|
goto lock; // le tracks ne peut pas aller sur les ponts
|
|
}
|
|
return;
|
|
}
|
|
|
|
//- if ( m_blupi[rank].perso == 4 ) // robot ?
|
|
//- {
|
|
//- if ( icon >= 59 && icon <= 64 ) // ponts ?
|
|
//- {
|
|
//- goto lock; // le robot ne peut pas aller sur les ponts
|
|
//- }
|
|
//- return;
|
|
//- }
|
|
return;
|
|
|
|
pass:
|
|
for (i = 0; i < 9; i++)
|
|
{
|
|
*pBits++ = 0; // peut passer
|
|
}
|
|
return;
|
|
|
|
lock:
|
|
for (i = 0; i < 9; i++)
|
|
{
|
|
*pBits++ = 1; // bloqué
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Ajuste un obstacle en fonction du personnage.
|
|
|
|
void CDecor::AjustObject (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits)
|
|
{
|
|
Sint32 i;
|
|
|
|
if (rank < 0)
|
|
return;
|
|
|
|
if (m_blupi[rank].perso == 0) // blupi ?
|
|
{
|
|
if (
|
|
m_blupi[rank].vehicule != 0 && // pas à pied ?
|
|
cel.x % 2 == 1 && cel.y % 2 == 1 &&
|
|
m_decor[cel.x / 2][cel.y / 2].objectIcon == 117) // bateau ?
|
|
{
|
|
goto lock; // blupi ne peut pas aller dans le bateau
|
|
}
|
|
|
|
if (
|
|
cel.x % 2 == 1 && cel.y % 2 == 1 &&
|
|
m_decor[cel.x / 2][cel.y / 2].objectIcon == 99) // recharge ?
|
|
{
|
|
goto lock; // blupi ne peut pas bloquer la station
|
|
}
|
|
if (
|
|
m_blupi[rank].vehicule == 2 && // en jeep ?
|
|
m_decor[cel.x / 2][cel.y / 2].objectIcon == 113) // maison ?
|
|
{
|
|
goto lock; // blupi ne peut pas aller dans la maison
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 1) // araignée ?
|
|
{
|
|
// if ( cel.x%2 != 0 && cel.y%2 != 0 &&
|
|
if (IsSpiderObject (icon)) // tomate ou poison ?
|
|
{
|
|
goto pass; // l'araignée peut aller dans les tomates
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 2) // virus ?
|
|
{
|
|
if (
|
|
icon == 81 || icon == 83 || icon == 94 || // fleurs non-coupées ?
|
|
(icon >= 106 && icon <= 112)) // barrières ennemies ?
|
|
{
|
|
goto pass; // le virus peut aller
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 3) // tracks ?
|
|
{
|
|
if (IsTracksObject (icon)) // fleurs ou objet ?
|
|
{
|
|
goto pass; // le tracks peut aller
|
|
}
|
|
if (
|
|
icon == 113 || // maison ?
|
|
icon == 28 || icon == 29 || // laboratoire ?
|
|
icon == 119 || icon == 120 || // usine ?
|
|
icon == 121 || icon == 122) // mine de fer ?
|
|
{
|
|
goto lock; // le tracks ne peut pas aller dans la maison
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 4) // robot ?
|
|
{
|
|
if (IsRobotObject (icon)) // piège ou dynamite ?
|
|
{
|
|
goto pass; // le robot peut aller
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 5) // bombe ?
|
|
{
|
|
if (icon == 93) // piège ?
|
|
{
|
|
goto pass; // la bombe peut aller
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 7) // électro ?
|
|
{
|
|
if (icon == 93) // piège ?
|
|
{
|
|
goto pass; // l'électro peut aller
|
|
}
|
|
if (
|
|
icon == 113 || // maison ?
|
|
icon == 28 || icon == 29 || // laboratoire ?
|
|
icon == 119 || icon == 120 || // usine ?
|
|
icon == 121 || icon == 122) // mine de fer ?
|
|
{
|
|
goto lock; // l'électro ne peut pas aller dans la maison
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_blupi[rank].perso == 8) // disciple ?
|
|
{
|
|
if (
|
|
cel.x > 0 && cel.x % 2 == 0 && cel.y % 2 == 1 &&
|
|
(m_decor[(cel.x - 2) / 2][cel.y / 2].objectIcon == 17 || // factory
|
|
m_decor[(cel.x - 2) / 2][cel.y / 2].objectIcon == 100 ||
|
|
m_decor[(cel.x - 2) / 2][cel.y / 2].objectIcon == 102 ||
|
|
m_decor[(cel.x - 2) / 2][cel.y / 2].objectIcon == 104 ||
|
|
m_decor[(cel.x - 2) / 2][cel.y / 2].objectIcon == 115))
|
|
{
|
|
goto lock; // disciple ne peut pas bloquer la porte
|
|
}
|
|
if (
|
|
cel.x % 2 == 1 && cel.y % 2 == 1 &&
|
|
m_decor[cel.x / 2][cel.y / 2].objectIcon == 99) // recharge ?
|
|
{
|
|
goto lock; // disciple ne peut pas bloquer la station
|
|
}
|
|
if (m_decor[cel.x / 2][cel.y / 2].objectIcon == 113) // maison ?
|
|
{
|
|
goto lock; // disciple ne peut pas aller dans la maison
|
|
}
|
|
return;
|
|
}
|
|
return;
|
|
|
|
pass:
|
|
for (i = 0; i < 9; i++)
|
|
{
|
|
*pBits++ = 0; // peut passer
|
|
}
|
|
return;
|
|
|
|
lock:
|
|
for (i = 0; i < 9; i++)
|
|
{
|
|
*pBits++ = 1; // bloqué
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Copie un tableau 3x3 dans un tableau 9x9.
|
|
|
|
void Copy33To99 (Sint32 * pSrc33, Sint32 * pDst99, Sint32 dx, Sint32 dy)
|
|
{
|
|
Sint32 x, y;
|
|
|
|
for (y = 0; y < 3; y++)
|
|
{
|
|
for (x = 0; x < 3; x++)
|
|
pDst99[(dx + 1) * 3 + x + ((dy + 1) * 3 + y) * 9] = pSrc33[x + y * 3];
|
|
}
|
|
}
|
|
|
|
// Indique s'il est possible d'avancer dans une direction donnée.
|
|
|
|
bool CDecor::IsFreeDirect (POINT cel, Sint32 direct, Sint32 rank)
|
|
{
|
|
Sint32 icon, workBlupi;
|
|
Sint32 bits[3 * 3], obstacles[9 * 9];
|
|
POINT test, vector;
|
|
|
|
vector = GetVector (direct);
|
|
|
|
test.x = cel.x + vector.x;
|
|
test.y = cel.y + vector.y;
|
|
|
|
if (
|
|
m_decor[test.x / 2][test.y / 2].fire > 0 &&
|
|
m_decor[test.x / 2][test.y / 2].fire < MoveMaxFire ())
|
|
return false;
|
|
|
|
// Cellule bloquée (un blupi travaille ici) ?
|
|
if (m_blupi[rank].perso != 3) // pas tracks ?
|
|
{
|
|
workBlupi = m_decor[test.x / 2][test.y / 2].workBlupi;
|
|
if (workBlupi >= 0 && workBlupi != rank)
|
|
return false;
|
|
}
|
|
|
|
// Déplacement possible par-rapport au sol ?
|
|
// icon = m_decor[cel.x/2][cel.y/2].floorIcon;
|
|
// SearchFloor(rank, icon, cel, bits);
|
|
// AjustFloor(rank, icon, cel, bits);
|
|
// if ( bits[(1+vector.x)+(1+vector.y)*3] == 1 ) return false;
|
|
|
|
icon = m_decor[test.x / 2][test.y / 2].floorIcon;
|
|
SearchFloor (rank, icon, test, bits);
|
|
AjustFloor (rank, icon, test, bits);
|
|
if (bits[1 + 1 * 3] == 1)
|
|
return false;
|
|
if (bits[(1 - vector.x) + (1 - vector.y) * 3] == 1)
|
|
return false;
|
|
|
|
// Déplacement possible par-rapport aux obstacles ?
|
|
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
|
|
SearchObject (rank, icon, cel, bits);
|
|
AjustObject (rank, icon, cel, bits);
|
|
if (bits[(1 + vector.x) + (1 + vector.y) * 3] == 1)
|
|
return false;
|
|
|
|
icon = m_decor[test.x / 2][test.y / 2].objectIcon;
|
|
SearchObject (rank, icon, test, bits);
|
|
AjustObject (rank, icon, test, bits);
|
|
if (bits[(1 - vector.x) + (1 - vector.y) * 3] == 1)
|
|
return false;
|
|
if (bits[1 + 1 * 3] == 1)
|
|
return false;
|
|
|
|
if (vector.x != 0 && vector.y != 0) // déplacement diagonal ?
|
|
{
|
|
test.x = cel.x;
|
|
test.y = cel.y + vector.y;
|
|
icon = m_decor[test.x / 2][test.y / 2].objectIcon;
|
|
SearchObject (rank, icon, test, bits);
|
|
AjustObject (rank, icon, test, bits);
|
|
Copy33To99 (bits, obstacles, 0, vector.y);
|
|
|
|
test.x = cel.x + vector.x;
|
|
test.y = cel.y;
|
|
icon = m_decor[test.x / 2][test.y / 2].objectIcon;
|
|
SearchObject (rank, icon, test, bits);
|
|
AjustObject (rank, icon, test, bits);
|
|
Copy33To99 (bits, obstacles, vector.x, 0);
|
|
|
|
if (obstacles[(4 + vector.x * 1) + (4 + vector.y * 2) * 9] == 1)
|
|
return false;
|
|
if (obstacles[(4 + vector.x * 2) + (4 + vector.y * 1) * 9] == 1)
|
|
return false;
|
|
}
|
|
|
|
return true; // pas d'obstacle
|
|
}
|
|
|
|
// Indique si une cellule contient un objet.
|
|
// Est utilisé lors du dessin (BuildPutBlupi), pour savoir
|
|
// si blupi est devant un objet.
|
|
|
|
bool CDecor::IsFreeCelObstacle (POINT cel)
|
|
{
|
|
Sint32 icon;
|
|
Sint32 bits[9];
|
|
|
|
if (!IsValid (cel))
|
|
return false;
|
|
|
|
if (
|
|
m_decor[cel.x / 2][cel.y / 2].fire > 0 &&
|
|
m_decor[cel.x / 2][cel.y / 2].fire < MoveMaxFire ())
|
|
return false;
|
|
|
|
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
|
|
if (icon != -1)
|
|
{
|
|
SearchObject (-1, icon, cel, bits);
|
|
if (bits[1 + 1 * 3] == 1)
|
|
return false;
|
|
}
|
|
|
|
return true; // pas d'obstacle
|
|
}
|
|
|
|
// Indique si une cellule contient un sol.
|
|
// Est utilisé pour savoir si blupi peut aller sur une cellule
|
|
// en tenant compte uniquement des sols.
|
|
// Retourne true si blupi peut y aller !
|
|
|
|
bool CDecor::IsFreeCelFloor (POINT cel, Sint32 rank)
|
|
{
|
|
Sint32 icon;
|
|
Sint32 bits[9];
|
|
|
|
if (!IsValid (cel))
|
|
return false;
|
|
|
|
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
|
|
if (icon != -1)
|
|
{
|
|
SearchFloor (rank, icon, cel, bits);
|
|
AjustFloor (rank, icon, cel, bits);
|
|
if (bits[1 + 1 * 3] == 1)
|
|
return false;
|
|
}
|
|
|
|
return true; // pas d'obstacle
|
|
}
|
|
|
|
// Indique si une cellule est libre.
|
|
// Est utilisé pour savoir si blupi peut venir ici
|
|
// débarquer en bateau ou monter dans sa jeep.
|
|
|
|
bool CDecor::IsFreeCelGo (POINT cel, Sint32 rank)
|
|
{
|
|
bool bOK;
|
|
POINT limit;
|
|
Sint32 action, channel, icon;
|
|
|
|
if (rank == -1)
|
|
return IsFreeCel (cel, rank);
|
|
|
|
GetObject (cel, channel, icon);
|
|
|
|
// Refuse d'aller dans la maison si blupi porte qq chose.
|
|
if (
|
|
m_blupi[rank].takeChannel != -1 && // porte qq chose ?
|
|
channel == CHOBJECT && icon == 113) // maison ?
|
|
return false;
|
|
|
|
// Refuse d'aller dans le laboratoire (on peut seulement
|
|
// y transformer qq chose).
|
|
if (
|
|
channel == CHOBJECT && (icon == 28 || // laboratoire ?
|
|
icon == 120 || // usine ?
|
|
icon == 122)) // mine de fer ?
|
|
return false;
|
|
|
|
// Refuse to go in an enemy factory when the door is open.
|
|
if (
|
|
channel == CHOBJECT &&
|
|
(icon == 18 || icon == 101 || icon == 103 || icon == 105 || icon == 116))
|
|
return false;
|
|
|
|
bOK = IsFreeCel (cel, rank);
|
|
if (bOK)
|
|
return true;
|
|
|
|
bOK = IsFreeCelEmbarque (cel, rank, action, limit);
|
|
if (bOK)
|
|
return true;
|
|
|
|
bOK = IsFreeCelDebarque (cel, rank, action, limit);
|
|
if (bOK)
|
|
return true;
|
|
|
|
if (
|
|
!m_blupi[rank].bMalade && m_blupi[rank].vehicule == 0 && // à pied ?
|
|
m_blupi[rank].perso != 8 && // pas le disciple ?
|
|
channel == CHOBJECT && icon == 118) // jeep ?
|
|
return true;
|
|
|
|
if (
|
|
!m_blupi[rank].bMalade && m_blupi[rank].vehicule == 0 && // à pied ?
|
|
m_blupi[rank].perso != 8 && // pas le disciple ?
|
|
m_blupi[rank].energy > MAXENERGY / 4 && // fort ?
|
|
m_blupi[rank].takeChannel == -1 && // porte rien ?
|
|
channel == CHOBJECT && icon == 16) // armure ?
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Indique si on peut faire qq chose sur une cellule.
|
|
// Est utilisé pour savoir comment est la mise en évidence (hili)
|
|
// à cet endroit.
|
|
|
|
bool CDecor::IsFreeCelHili (POINT cel, Sint32 rank)
|
|
{
|
|
bool bOK;
|
|
POINT limit;
|
|
Sint32 workBlupi, channel, icon, action;
|
|
|
|
if (IsValid (cel))
|
|
{
|
|
workBlupi = m_decor[cel.x / 2][cel.y / 2].workBlupi;
|
|
if (workBlupi >= 0 && workBlupi != rank)
|
|
return false;
|
|
|
|
channel = m_decor[cel.x / 2][cel.y / 2].objectChannel;
|
|
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
|
|
|
|
if (
|
|
channel == CHOBJECT &&
|
|
(icon == 12 || // fusée ?
|
|
(icon >= 20 && icon <= 26) || // mur ?
|
|
(icon >= 106 && icon <= 112) || // barrière ?
|
|
(icon >= 99 && icon <= 105) || // batiment ennemi ?
|
|
(icon >= 115 && icon <= 116) || // idem ?
|
|
(icon >= 17 && icon <= 18))) // idem ?
|
|
return false;
|
|
}
|
|
|
|
if (rank == -1)
|
|
return IsFreeCelFloor (cel, rank);
|
|
|
|
bOK = IsFreeCelFloor (cel, rank);
|
|
if (bOK)
|
|
return true;
|
|
|
|
bOK = IsFreeCelEmbarque (cel, rank, action, limit);
|
|
if (bOK)
|
|
return true;
|
|
|
|
bOK = IsFreeCelDebarque (cel, rank, action, limit);
|
|
if (bOK)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// Indique si une cellule est libre.
|
|
// Est utilisé pour savoir si blupi peut venir ici.
|
|
|
|
bool CDecor::IsFreeCel (POINT cel, Sint32 rank)
|
|
{
|
|
Sint32 icon, workBlupi;
|
|
Sint32 bits[9];
|
|
|
|
if (!IsValid (cel))
|
|
return false;
|
|
|
|
if (
|
|
m_decor[cel.x / 2][cel.y / 2].fire > 0 &&
|
|
m_decor[cel.x / 2][cel.y / 2].fire < MoveMaxFire ())
|
|
return false;
|
|
|
|
// Cellule bloquée (un blupi travaille ici) ?
|
|
if (rank != -1 && m_blupi[rank].perso != 3) // pas tracks ?
|
|
{
|
|
workBlupi = m_decor[cel.x / 2][cel.y / 2].workBlupi;
|
|
if (workBlupi >= 0 && workBlupi != rank)
|
|
return false;
|
|
}
|
|
|
|
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
|
|
SearchFloor (rank, icon, cel, bits);
|
|
AjustFloor (rank, icon, cel, bits);
|
|
if (bits[1 + 1 * 3] == 1)
|
|
return false;
|
|
|
|
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
|
|
SearchObject (rank, icon, cel, bits);
|
|
AjustObject (rank, icon, cel, bits);
|
|
if (bits[1 + 1 * 3] == 1)
|
|
return false;
|
|
|
|
return true; // pas d'obstacle
|
|
}
|
|
|
|
// Indique si blupi peut déposer un objet ici.
|
|
|
|
bool CDecor::IsFreeCelDepose (POINT cel, Sint32 rank)
|
|
{
|
|
Sint32 icon;
|
|
|
|
if (!IsFreeCel (cel, rank))
|
|
return false;
|
|
|
|
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
|
|
if (
|
|
icon == 10000 || icon == 10001 || // éclairs entre tours ?
|
|
icon == 18) // dalle glissante ?
|
|
return false;
|
|
|
|
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
|
|
if (icon == 80) // téléporteur ?
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Indique s'il est possible d'embarquer ici.
|
|
// Le point retourné dans "limit" indique jusqu'où il est
|
|
// possible de marcher normalement (sans passe muraille).
|
|
|
|
bool CDecor::IsFreeCelEmbarque (
|
|
POINT cel, Sint32 rank, Sint32 & action, POINT & limit)
|
|
{
|
|
bool bOK;
|
|
Sint32 channel, icon;
|
|
|
|
// Impossible si blupi n'est pas à pied,
|
|
// ou s'il s'agit d'un disciple.
|
|
if (rank == -1 || m_blupi[rank].vehicule != 0 || m_blupi[rank].perso == 8)
|
|
return false;
|
|
|
|
// A-t-on cliqué sur un bateau ?
|
|
if (cel.x % 2 != 1 || cel.y % 2 != 1)
|
|
return false;
|
|
GetObject (cel, channel, icon);
|
|
if (channel != CHOBJECT || icon != 117)
|
|
return false;
|
|
|
|
GetFloor (cel, channel, icon);
|
|
if (channel == CHFLOOR && icon == 2)
|
|
{
|
|
m_blupi[rank].vehicule = 1;
|
|
bOK = IsFreeCel (GetCel (cel, +1, 0), rank); // libre (en bateau) ?
|
|
m_blupi[rank].vehicule = 0;
|
|
if (bOK)
|
|
{
|
|
limit = GetCel (cel, -2, 0);
|
|
action = EV_ACTION_BOATDE;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
GetFloor (cel, channel, icon);
|
|
if (channel == CHFLOOR && icon == 3)
|
|
{
|
|
m_blupi[rank].vehicule = 1;
|
|
bOK = IsFreeCel (GetCel (cel, 0, +1), rank); // libre (en bateau) ?
|
|
m_blupi[rank].vehicule = 0;
|
|
if (bOK)
|
|
{
|
|
limit = GetCel (cel, 0, -2);
|
|
action = EV_ACTION_BOATDS;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
GetFloor (cel, channel, icon);
|
|
if (channel == CHFLOOR && icon == 4)
|
|
{
|
|
m_blupi[rank].vehicule = 1;
|
|
bOK = IsFreeCel (GetCel (cel, -1, 0), rank); // libre (en bateau) ?
|
|
m_blupi[rank].vehicule = 0;
|
|
if (bOK)
|
|
{
|
|
limit = GetCel (cel, +1, 0);
|
|
action = EV_ACTION_BOATDO;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
GetFloor (cel, channel, icon);
|
|
if (channel == CHFLOOR && icon == 5)
|
|
{
|
|
m_blupi[rank].vehicule = 1;
|
|
bOK = IsFreeCel (GetCel (cel, 0, -1), rank); // libre (en bateau) ?
|
|
m_blupi[rank].vehicule = 0;
|
|
if (bOK)
|
|
{
|
|
limit = GetCel (cel, 0, +1);
|
|
action = EV_ACTION_BOATDN;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Indique s'il est possible de débarquer ici.
|
|
// Le point retourné dans "limit" indique jusqu'où il est
|
|
// possible de naviguer normalement (sans passe muraille).
|
|
|
|
bool CDecor::IsFreeCelDebarque (
|
|
POINT cel, Sint32 rank, Sint32 & action, POINT & limit)
|
|
{
|
|
bool bOK;
|
|
Sint32 channel1, icon1;
|
|
Sint32 channel2, icon2;
|
|
|
|
// Impossible si blupi n'est pas en bateau.
|
|
if (rank == -1 || m_blupi[rank].vehicule != 1)
|
|
return false;
|
|
|
|
m_blupi[rank].vehicule = 0;
|
|
bOK = IsFreeCel (cel, rank); // libre (à pied) ?
|
|
m_blupi[rank].vehicule = 1;
|
|
if (!bOK)
|
|
return false;
|
|
|
|
GetFloor (GetCel (cel, +2, 0), channel1, icon1);
|
|
GetObject (GetCel (cel, +2, 0), channel2, icon2);
|
|
if (
|
|
channel1 == CHFLOOR && icon1 == 2 && // rive ?
|
|
channel2 == -1 && icon2 == -1 && // pas de bateau amarré ?
|
|
cel.x % 2 == 1 && cel.y % 2 == 1)
|
|
{
|
|
limit = GetCel (cel, +3, 0);
|
|
action = EV_ACTION_BOATAE;
|
|
return true;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, 0, +2), channel1, icon1);
|
|
GetObject (GetCel (cel, 0, +2), channel2, icon2);
|
|
if (
|
|
channel1 == CHFLOOR && icon1 == 3 && // rive ?
|
|
channel2 == -1 && icon2 == -1 && // pas de bateau amarré ?
|
|
cel.x % 2 == 1 && cel.y % 2 == 1)
|
|
{
|
|
limit = GetCel (cel, 0, +3);
|
|
action = EV_ACTION_BOATAS;
|
|
return true;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, -2, 0), channel1, icon1);
|
|
GetObject (GetCel (cel, -2, 0), channel2, icon2);
|
|
if (
|
|
channel1 == CHFLOOR && icon1 == 4 && // rive ?
|
|
channel2 == -1 && icon2 == -1 && // pas de bateau amarré ?
|
|
cel.x % 2 == 0 && cel.y % 2 == 1)
|
|
{
|
|
limit = GetCel (cel, -2, 0);
|
|
action = EV_ACTION_BOATAO;
|
|
return true;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, 0, -2), channel1, icon1);
|
|
GetObject (GetCel (cel, 0, -2), channel2, icon2);
|
|
if (
|
|
channel1 == CHFLOOR && icon1 == 5 && // rive ?
|
|
channel2 == -1 && icon2 == -1 && // pas de bateau amarré ?
|
|
cel.x % 2 == 1 && cel.y % 2 == 0)
|
|
{
|
|
limit = GetCel (cel, 0, -2);
|
|
action = EV_ACTION_BOATAN;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Indique s'il est possible de sauter dans une direction.
|
|
|
|
bool CDecor::IsFreeJump (POINT cel, Sint32 direct, Sint32 rank, Sint32 & action)
|
|
{
|
|
POINT depart, vector;
|
|
Sint32 i, icon;
|
|
Sint32 bits[3 * 3];
|
|
|
|
// Refuse de sauter si blupi n'est pas à pied !
|
|
if (m_blupi[rank].vehicule != 0)
|
|
return false;
|
|
|
|
// Refuse de sauter dans les directions se, so, no, ne.
|
|
if ((direct / 16) % 2 != 0)
|
|
return false;
|
|
|
|
// Refuse de sauter si peu d'énergie ou si porte qq chose.
|
|
if (
|
|
m_blupi[rank].perso != 0 || m_blupi[rank].energy <= MAXENERGY / 4 ||
|
|
m_blupi[rank].takeChannel != -1)
|
|
return false;
|
|
|
|
vector = GetVector (direct);
|
|
depart = cel;
|
|
|
|
i = 0;
|
|
while (true)
|
|
{
|
|
cel.x += vector.x;
|
|
cel.y += vector.y;
|
|
|
|
if (i == 4)
|
|
break;
|
|
if (IsFreeCelFloor (cel, rank))
|
|
break;
|
|
i++;
|
|
}
|
|
if (i == 0)
|
|
return false;
|
|
|
|
// Départ possible par-rapport aux obstacles ?
|
|
icon = m_decor[depart.x / 2][depart.y / 2].objectIcon;
|
|
SearchObject (rank, icon, depart, bits);
|
|
AjustObject (rank, icon, depart, bits);
|
|
if (bits[(1 + vector.x) + (1 + vector.y) * 3] == 1)
|
|
return false;
|
|
|
|
// Arrivée possible par-rapport aux obstacles ?
|
|
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
|
|
SearchObject (rank, icon, cel, bits);
|
|
AjustObject (rank, icon, cel, bits);
|
|
if (bits[(1 - vector.x) + (1 - vector.y) * 3] == 1)
|
|
return false;
|
|
|
|
if (!IsFreeCel (cel, rank) || IsBlupiHere (cel, true))
|
|
return false;
|
|
|
|
action = ACTION_JUMP2 + (i - 1);
|
|
return true;
|
|
}
|
|
|
|
// Indique s'il est possible de glisser dans une direction.
|
|
|
|
bool CDecor::IsFreeGlisse (
|
|
POINT cel, Sint32 direct, Sint32 rank, Sint32 & action)
|
|
{
|
|
Sint32 channel, icon;
|
|
|
|
// Y'a que blupi qui glisse !
|
|
if (m_blupi[rank].perso != 0)
|
|
return false;
|
|
|
|
GetFloor (GetCel ((cel.x / 2) * 2, (cel.y / 2) * 2), channel, icon);
|
|
if (channel != CHFLOOR || icon != 18) // pas dalle glissante ?
|
|
return false;
|
|
|
|
if (!IsFreeDirect (cel, direct, rank))
|
|
return false;
|
|
|
|
action = ACTION_SLIDE;
|
|
return true;
|
|
}
|
|
|
|
// Cherche la meilleure direction pour atteindre un but.
|
|
// Retourne -1 si on est déjà sur le but.
|
|
|
|
Sint32 CDecor::DirectSearch (POINT cel, POINT goal)
|
|
{
|
|
POINT dir;
|
|
Sint32 direct, tan;
|
|
|
|
dir.x = goal.x - cel.x;
|
|
dir.y = goal.y - cel.y;
|
|
|
|
if (dir.x == 0 && dir.y == 0) // but atteint ?
|
|
return -1;
|
|
|
|
#if 0
|
|
if (dir.x > 0)
|
|
{
|
|
if (dir.y > 0)
|
|
direct = DIRECT_SE;
|
|
if (dir.y == 0)
|
|
direct = DIRECT_E;
|
|
if (dir.y < 0)
|
|
direct = DIRECT_NE;
|
|
}
|
|
|
|
if (dir.x == 0)
|
|
{
|
|
if (dir.y > 0)
|
|
direct = DIRECT_S;
|
|
else
|
|
direct = DIRECT_N;
|
|
}
|
|
|
|
if (dir.x < 0)
|
|
{
|
|
if (dir.y > 0)
|
|
direct = DIRECT_SO;
|
|
if (dir.y == 0)
|
|
direct = DIRECT_O;
|
|
if (dir.y < 0)
|
|
direct = DIRECT_NO;
|
|
}
|
|
#endif
|
|
|
|
// Cherche le huitième de cadrant correspondant à
|
|
// la direction.
|
|
// 41 = 100*tan(22.5)
|
|
// 241 = 100*tan(67.5)
|
|
if (dir.x == 0)
|
|
{
|
|
if (dir.y > 0)
|
|
direct = DIRECT_S;
|
|
else
|
|
direct = DIRECT_N;
|
|
}
|
|
else
|
|
{
|
|
tan = abs (100 * dir.y / dir.x); // calcule la tangente*100
|
|
|
|
if (dir.x > 0)
|
|
{
|
|
if (dir.y > 0)
|
|
{
|
|
direct = DIRECT_SE;
|
|
if (tan < 41)
|
|
direct = DIRECT_E;
|
|
if (tan > 241)
|
|
direct = DIRECT_S;
|
|
}
|
|
else
|
|
{
|
|
direct = DIRECT_NE;
|
|
if (tan < 41)
|
|
direct = DIRECT_E;
|
|
if (tan > 241)
|
|
direct = DIRECT_N;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dir.y > 0)
|
|
{
|
|
direct = DIRECT_SO;
|
|
if (tan < 41)
|
|
direct = DIRECT_O;
|
|
if (tan > 241)
|
|
direct = DIRECT_S;
|
|
}
|
|
else
|
|
{
|
|
direct = DIRECT_NO;
|
|
if (tan < 41)
|
|
direct = DIRECT_O;
|
|
if (tan > 241)
|
|
direct = DIRECT_N;
|
|
}
|
|
}
|
|
}
|
|
|
|
return direct;
|
|
}
|
|
|
|
// Vide les positions déjà essayées.
|
|
|
|
void CDecor::FlushUsed (Sint32 rank)
|
|
{
|
|
m_blupi[rank].nbUsed = 0;
|
|
m_blupi[rank].nextRankUsed = 0;
|
|
}
|
|
|
|
// Ajoute une position déjà été essayée.
|
|
|
|
void CDecor::AddUsedPos (Sint32 rank, POINT pos)
|
|
{
|
|
Sint32 i, j, old;
|
|
|
|
// Un virus est bête.
|
|
if (m_blupi[rank].perso == 2)
|
|
return;
|
|
|
|
// Déjà dans la liste ?
|
|
for (i = 0; i < m_blupi[rank].nbUsed; i++)
|
|
{
|
|
if (
|
|
pos.x == m_blupi[rank].posUsed[i].x &&
|
|
pos.y == m_blupi[rank].posUsed[i].y)
|
|
{
|
|
m_blupi[rank].rankUsed[i] = m_blupi[rank].nextRankUsed;
|
|
m_blupi[rank].nextRankUsed++;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Si la liste est pleine, remplace le plus vieux point.
|
|
if (m_blupi[rank].nbUsed >= MAXUSED)
|
|
{
|
|
old = 10000;
|
|
j = 0;
|
|
for (i = 0; i < m_blupi[rank].nbUsed; i++)
|
|
{
|
|
if (m_blupi[rank].rankUsed[i] < old)
|
|
{
|
|
old = m_blupi[rank].rankUsed[i];
|
|
j = i;
|
|
}
|
|
}
|
|
m_blupi[rank].posUsed[j] = pos;
|
|
m_blupi[rank].rankUsed[j] = m_blupi[rank].nextRankUsed;
|
|
m_blupi[rank].nextRankUsed++;
|
|
return;
|
|
}
|
|
|
|
// Ajoute à la suite de la liste.
|
|
i = m_blupi[rank].nbUsed;
|
|
|
|
m_blupi[rank].posUsed[i] = pos;
|
|
m_blupi[rank].rankUsed[i] = m_blupi[rank].nextRankUsed;
|
|
m_blupi[rank].nbUsed++;
|
|
m_blupi[rank].nextRankUsed++;
|
|
return;
|
|
}
|
|
|
|
// Cherche si une position a déjà été essayée.
|
|
|
|
bool CDecor::IsUsedPos (Sint32 rank, POINT pos)
|
|
{
|
|
Sint32 i;
|
|
|
|
for (i = 0; i < m_blupi[rank].nbUsed; i++)
|
|
{
|
|
if (
|
|
pos.x == m_blupi[rank].posUsed[i].x &&
|
|
pos.y == m_blupi[rank].posUsed[i].y)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Cherche la meilleure direction pour atteindre un but.
|
|
|
|
bool CDecor::SearchBestBase (
|
|
Sint32 rank, Sint32 & action, POINT & newCel, Sint32 & direct)
|
|
{
|
|
Sint32 searchDirect[8] = {0, 1, 7, 2, 6, 5, 3, 4};
|
|
Sint32 tryDirect, workBlupi, i, a;
|
|
POINT cel, vector;
|
|
bool bFree;
|
|
|
|
cel = m_blupi[rank].cel;
|
|
direct = DirectSearch (cel, m_blupi[rank].goalCel);
|
|
|
|
AddUsedPos (rank, cel);
|
|
|
|
for (i = 0; i < 8; i++)
|
|
{
|
|
tryDirect = ((direct / 16 + searchDirect[i]) % 8) * 16;
|
|
|
|
vector = GetVector (tryDirect);
|
|
|
|
bFree = IsFreeGlisse (cel, tryDirect, rank, action);
|
|
|
|
if (!bFree)
|
|
{
|
|
bFree = IsFreeDirect (cel, tryDirect, rank);
|
|
action = ACTION_WALK;
|
|
}
|
|
|
|
if (!bFree)
|
|
bFree = IsFreeJump (cel, tryDirect, rank, action);
|
|
|
|
a = GetAmplitude (action);
|
|
|
|
// Blupi peut aller sur le lieu de la construction.
|
|
if (m_blupi[rank].passCel.x != -1)
|
|
{
|
|
newCel = m_blupi[rank].passCel;
|
|
workBlupi = m_decor[newCel.x / 2][newCel.y / 2].workBlupi;
|
|
|
|
if (
|
|
m_blupi[rank].passCel.x / 2 == (cel.x + vector.x * a) / 2 &&
|
|
m_blupi[rank].passCel.y / 2 == (cel.y + vector.y * a) / 2 &&
|
|
(workBlupi < 0 || workBlupi == rank))
|
|
bFree = true;
|
|
}
|
|
|
|
if (bFree)
|
|
{
|
|
newCel.x = cel.x + vector.x * a;
|
|
newCel.y = cel.y + vector.y * a;
|
|
|
|
if (!IsUsedPos (rank, newCel))
|
|
{
|
|
if (m_blupi[rank].perso == 3) // tracks ?
|
|
{
|
|
// Le tracks peut aller sur les blupi
|
|
// pour les écraser !
|
|
if (IsTracksHere (newCel, false))
|
|
continue;
|
|
else
|
|
{
|
|
AddUsedPos (rank, newCel);
|
|
direct = tryDirect;
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (IsBlupiHere (newCel, false))
|
|
{
|
|
// Si blupi immobile, comme si obstacle qq.
|
|
if (m_blupi[m_blupiHere].goalCel.x == -1)
|
|
continue;
|
|
newCel = cel;
|
|
action = ACTION_STOP;
|
|
direct = tryDirect;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
AddUsedPos (rank, newCel);
|
|
direct = tryDirect;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Cherche la meilleure direction pour atteindre un but.
|
|
|
|
bool CDecor::SearchBestPass (Sint32 rank, Sint32 & action)
|
|
{
|
|
Blupi iBlupi;
|
|
Sint32 i, j, direct;
|
|
POINT iCel, lCel = {0}, cel;
|
|
|
|
if (
|
|
m_blupi[rank].perso == 0 || // blupi ?
|
|
m_blupi[rank].perso == 7 || // électro ?
|
|
m_blupi[rank].perso == 8 || // disciple ?
|
|
(m_blupi[rank].perso == 4 && // robot ?
|
|
m_term.bHachRobot)) // robot sur dalles hachurées ?
|
|
{
|
|
if (m_blupi[rank].busyDelay > 0)
|
|
{
|
|
m_blupi[rank].busyDelay--;
|
|
if (m_blupi[rank].busyDelay == 0 && m_blupi[rank].busyCount > 0)
|
|
m_blupi[rank].busyCount--;
|
|
return false;
|
|
}
|
|
if (CheminCherche (rank, action)) // recherche futée selon DD ...
|
|
return true;
|
|
else
|
|
{
|
|
// Si la destination est occupée pendant une répétition,
|
|
// il faut attendre à l'infini !
|
|
if (
|
|
m_blupi[rank].repeatLevel != -1 &&
|
|
IsBlupiHereEx (m_blupi[rank].goalCel, rank, false))
|
|
m_blupi[rank].busyCount++;
|
|
m_blupi[rank].busyDelay = Random (8, 12); // délai avant réessai
|
|
return false;
|
|
}
|
|
}
|
|
|
|
for (j = 0; j < 7; j++)
|
|
{
|
|
iBlupi = m_blupi[rank]; // sauvegarde blupi
|
|
|
|
// Essaye 7 coups en avance, pour voir.
|
|
iCel = m_blupi[rank].cel;
|
|
i = 0;
|
|
while (true)
|
|
{
|
|
if (!SearchBestBase (rank, action, cel, direct))
|
|
break;
|
|
if (action == ACTION_STOP) // collision avec autre blupi ?
|
|
{
|
|
if (i == 0)
|
|
{
|
|
m_blupi[rank] = iBlupi; // restitue blupi
|
|
return false;
|
|
}
|
|
i = 7; // comme si ok pour 7 coups
|
|
break;
|
|
}
|
|
m_blupi[rank].cel = cel;
|
|
lCel = cel;
|
|
|
|
// Est-on revenu juste à côté de la position
|
|
// de départ ? Si oui, simplifie le mouvement.
|
|
if (
|
|
i > 1 && abs (m_blupi[rank].cel.x - iCel.x) <= 1 &&
|
|
abs (m_blupi[rank].cel.y - iCel.y) <= 1)
|
|
{
|
|
direct = DirectSearch (iCel, cel);
|
|
if (IsFreeDirect (iCel, direct, rank))
|
|
{
|
|
m_blupi[rank].cel = iCel;
|
|
m_blupi[rank].sDirect = direct;
|
|
action = ACTION_WALK;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// A-t-on atteint le but ?
|
|
if (cel.x == m_blupi[rank].goalCel.x && cel.y == m_blupi[rank].goalCel.y)
|
|
{
|
|
i = 7; // comme si ok pour 7 coups
|
|
break;
|
|
}
|
|
|
|
i++;
|
|
if (i >= 7)
|
|
break;
|
|
}
|
|
|
|
m_blupi[rank] = iBlupi; // restitue blupi
|
|
|
|
if (i == 0)
|
|
return false;
|
|
|
|
if (i == 7)
|
|
{
|
|
SearchBestBase (rank, action, cel, direct);
|
|
m_blupi[rank].sDirect = direct;
|
|
return true;
|
|
}
|
|
|
|
AddUsedPos (rank, lCel); // bloque position ridicule
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Vérifie si un objet est utilisable pour travailler dessus.
|
|
// Le sol doit permettre d'aller aux 4 coins, et il ne doit
|
|
// pas y avoir un autre blupi que soi-même.
|
|
|
|
bool CDecor::IsWorkableObject (POINT cel, Sint32 rank)
|
|
{
|
|
if (
|
|
!IsFreeCelFloor (GetCel (cel, 0, 0), -1) ||
|
|
!IsFreeCelFloor (GetCel (cel, 1, 0), -1) ||
|
|
!IsFreeCelFloor (GetCel (cel, 0, 1), -1) ||
|
|
!IsFreeCelFloor (GetCel (cel, 1, 1), -1))
|
|
return false;
|
|
|
|
if (
|
|
IsBlupiHereEx (GetCel (cel, 0, 0), rank, false) ||
|
|
IsBlupiHereEx (GetCel (cel, 1, 0), rank, false) ||
|
|
IsBlupiHereEx (GetCel (cel, 0, 1), rank, false) ||
|
|
IsBlupiHereEx (GetCel (cel, 1, 1), rank, false))
|
|
return false;
|
|
|
|
if (
|
|
m_decor[cel.x / 2][cel.y / 2].fire > 0 &&
|
|
m_decor[cel.x / 2][cel.y / 2].fire < MoveMaxFire ())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Cherche un autre objet pour continuer une action
|
|
// (comme par exemple abatre des arbres).
|
|
|
|
bool CDecor::SearchOtherObject (
|
|
Sint32 rank, POINT initCel, Sint32 action, Sint32 distMax, Sint32 channel,
|
|
Sint32 firstIcon1, Sint32 lastIcon1, Sint32 firstIcon2, Sint32 lastIcon2,
|
|
POINT & foundCel, Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy;
|
|
Sint32 x, y, xx = 0, yy = 0;
|
|
Sint32 dist, min = distMax;
|
|
POINT cel;
|
|
bool bOK;
|
|
|
|
if (
|
|
firstIcon1 == 33 && lastIcon1 == 48 && firstIcon2 == 71 &&
|
|
lastIcon2 == 71) // cherche du fer ?
|
|
{
|
|
return SearchOtherDrapeau (rank, initCel, distMax, foundCel, foundIcon);
|
|
}
|
|
|
|
initCel.x = (initCel.x / 2) * 2;
|
|
initCel.y = (initCel.y / 2) * 2;
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
if (firstIcon2 == -1 && lastIcon2 == -1)
|
|
{
|
|
firstIcon2 = 22222;
|
|
lastIcon2 = 22222;
|
|
}
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
bOK = false;
|
|
|
|
if (channel == CHFLOOR)
|
|
{
|
|
if (
|
|
m_decor[x / 2][y / 2].floorChannel == channel &&
|
|
((m_decor[x / 2][y / 2].floorIcon >= firstIcon1 &&
|
|
m_decor[x / 2][y / 2].floorIcon <= lastIcon1) ||
|
|
(m_decor[x / 2][y / 2].floorIcon >= firstIcon2 &&
|
|
m_decor[x / 2][y / 2].floorIcon <= lastIcon2)) &&
|
|
m_decor[x / 2][y / 2].objectChannel == -1)
|
|
bOK = true;
|
|
}
|
|
else
|
|
{
|
|
if (
|
|
m_decor[x / 2][y / 2].objectChannel == channel &&
|
|
((m_decor[x / 2][y / 2].objectIcon >= firstIcon1 &&
|
|
m_decor[x / 2][y / 2].objectIcon <= lastIcon1) ||
|
|
(m_decor[x / 2][y / 2].objectIcon >= firstIcon2 &&
|
|
m_decor[x / 2][y / 2].objectIcon <= lastIcon2)))
|
|
bOK = true;
|
|
}
|
|
|
|
if (bOK)
|
|
{
|
|
cel.x = x;
|
|
cel.y = y;
|
|
if (BlupiIsGoalUsed (cel))
|
|
continue;
|
|
|
|
if (
|
|
action == EV_ACTION_ABAT1 || action == EV_ACTION_BUILD1 ||
|
|
action == EV_ACTION_BUILD2 || action == EV_ACTION_BUILD3 ||
|
|
action == EV_ACTION_BUILD4 || action == EV_ACTION_BUILD5 ||
|
|
action == EV_ACTION_BUILD6 || action == EV_ACTION_ROC1 ||
|
|
action == EV_ACTION_WALL || action == EV_ACTION_BRIDGEE ||
|
|
action == EV_ACTION_TOWER || action == EV_ACTION_BOATE ||
|
|
action == EV_ACTION_CULTIVE2 || action == EV_ACTION_FLAG2 ||
|
|
action == EV_ACTION_DROP)
|
|
{
|
|
if (!IsWorkableObject (cel, rank))
|
|
continue;
|
|
}
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
xx = x;
|
|
yy = y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min == distMax)
|
|
return false;
|
|
|
|
foundCel.x = xx;
|
|
foundCel.y = yy;
|
|
|
|
if (channel == CHFLOOR)
|
|
foundIcon = m_decor[xx / 2][yy / 2].floorIcon;
|
|
else
|
|
foundIcon = m_decor[xx / 2][yy / 2].objectIcon;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Cherche un autre sol pouvant contenir du fer, pour y
|
|
// planter un drapeau.
|
|
|
|
bool CDecor::SearchOtherDrapeau (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy, icon;
|
|
Sint32 x, y;
|
|
Sint32 dist, min = distMax;
|
|
POINT cel;
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
icon = m_decor[x / 2][y / 2].floorIcon;
|
|
|
|
if (
|
|
m_decor[x / 2][y / 2].objectIcon == -1 &&
|
|
((icon >= 33 && icon <= 48) || // terre ?
|
|
icon == 71) &&
|
|
!TestDrapeau (GetCel (x, y))) // pas encore sondé ?
|
|
{
|
|
cel.x = x;
|
|
cel.y = y;
|
|
if (BlupiIsGoalUsed (cel))
|
|
continue;
|
|
if (!IsWorkableObject (cel, rank))
|
|
continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x;
|
|
foundCel.y = y;
|
|
foundIcon = icon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min == distMax)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
// Cherche un autre sol permettant de déposer du bois
|
|
// pour construire un bateau.
|
|
|
|
bool CDecor::SearchOtherBateau (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy;
|
|
Sint32 x, y, direct;
|
|
Sint32 dist, min = distMax;
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
if (!IsBuildBateau (GetCel (x, y), direct))
|
|
continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x;
|
|
foundCel.y = y;
|
|
foundIcon = m_decor[x / 2][y / 2].floorIcon;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min == distMax)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
// Vérifie si l'objet peut être détruit par l'araignée.
|
|
|
|
bool CDecor::IsSpiderObject (Sint32 icon)
|
|
{
|
|
return (
|
|
icon == 60 || // tomates ?
|
|
icon == 92 || // poison ?
|
|
icon == 93); // piège ?
|
|
}
|
|
|
|
// Cherche un autre objet pour l'araignée.
|
|
|
|
bool CDecor::SearchSpiderObject (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy;
|
|
Sint32 x, y;
|
|
Sint32 dist, min = distMax;
|
|
POINT cel;
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
if (IsSpiderObject (m_decor[x / 2][y / 2].objectIcon))
|
|
{
|
|
cel.x = x;
|
|
cel.y = y;
|
|
if (IsBlupiHere (cel, false))
|
|
continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
|
|
if (
|
|
m_decor[x / 2][y / 2].objectIcon == 93 && // piège ?
|
|
dist > 4)
|
|
continue; // si piège loin -> ignore
|
|
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x + 1;
|
|
foundCel.y = y + 1; // +1 -> sur l'objet
|
|
foundIcon = m_decor[x / 2][y / 2].objectIcon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min == distMax)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Vérifie si l'objet peut être détruit par le tracks.
|
|
|
|
bool CDecor::IsTracksObject (Sint32 icon)
|
|
{
|
|
return (
|
|
icon == 36 || // planches ?
|
|
icon == 44 || // pierres ?
|
|
icon == 60 || // tomates ?
|
|
icon == 63 || // oeufs ?
|
|
icon == 80 || // bouteille ?
|
|
icon == 85 || // dynamite ?
|
|
icon == 92 || // poison ?
|
|
icon == 93 || // piège ?
|
|
icon == 123 || // piège ?
|
|
icon == 125 || // mine ?
|
|
icon == 127 || // mine ?
|
|
(icon >= 81 && icon <= 84) || // fleurs ?
|
|
(icon >= 94 && icon <= 95)); // fleurs ?
|
|
}
|
|
|
|
// Cherche un autre objet pour le tracks.
|
|
|
|
bool CDecor::SearchTracksObject (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy, icon;
|
|
Sint32 x, y;
|
|
Sint32 dist, min = distMax;
|
|
//? POINT cel;
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
if (IsTracksObject (m_decor[x / 2][y / 2].objectIcon))
|
|
{
|
|
//? cel.x = x;
|
|
//? cel.y = y;
|
|
//? if ( BlupiIsGoalUsed(cel) ) continue;
|
|
//? if ( IsBlupiHere(cel, false) ) continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x + 1;
|
|
foundCel.y = y + 1; // +1 -> sur l'objet
|
|
foundIcon = m_decor[x / 2][y / 2].objectIcon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Le tracks peut écraser blupi.
|
|
for (rank = 0; rank < MAXBLUPI; rank++)
|
|
{
|
|
if (
|
|
m_blupi[rank].bExist && m_blupi[rank].perso == 0 && // blupi ?
|
|
m_blupi[rank].vehicule == 0) // à pied ?
|
|
{
|
|
//? if ( BlupiIsGoalUsed(m_blupi[rank].cel) ) continue;
|
|
|
|
x = m_blupi[rank].cel.x;
|
|
y = m_blupi[rank].cel.y;
|
|
|
|
icon = m_decor[x / 2][y / 2].objectIcon;
|
|
if (
|
|
icon == 113 || // maison ?
|
|
icon == 28 || icon == 29 || // laboratoire ?
|
|
icon == 119 || icon == 120 || // usine ?
|
|
icon == 121 || icon == 122) // mine de fer ?
|
|
continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x;
|
|
foundCel.y = y;
|
|
foundIcon = -1; // blupi (pas un objet) !
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min == distMax)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Vérifie si l'objet peut être détruit par le robot.
|
|
|
|
bool CDecor::IsRobotObject (Sint32 icon)
|
|
{
|
|
return (
|
|
icon == 85 || // dynamite ?
|
|
icon == 93 || // piège ?
|
|
icon == 125 || // mine ?
|
|
icon == 127); // mine ?
|
|
}
|
|
|
|
// Cherche une autre action pour le robot.
|
|
// C'est ici qu'est contenue l'IA du robot !
|
|
|
|
bool CDecor::SearchRobotObject (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon, Sint32 & foundAction)
|
|
{
|
|
Sint32 startx, starty, endx, endy;
|
|
Sint32 x, y;
|
|
Sint32 dist, maxUsine, min = distMax;
|
|
Sint32 nbUsine[10];
|
|
Sint32 nbPerso[10];
|
|
Sint32 i, r, d, dd, icon, index, nb;
|
|
|
|
if (m_term.bHachRobot) // robot sur dalles hachurées ?
|
|
{
|
|
foundAction = EV_ACTION_GO;
|
|
return SearchOtherObject (
|
|
rank, initCel, EV_ACTION_GO, 200, CHFLOOR, 17, 17, -1, -1, foundCel,
|
|
foundIcon);
|
|
}
|
|
|
|
initCel.x = (initCel.x / 2) * 2;
|
|
initCel.y = (initCel.y / 2) * 2; // bâtiments très espacés !
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
for (i = 0; i < 10; i++)
|
|
nbUsine[i] = 0;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
icon = m_decor[x / 2][y / 2].objectIcon;
|
|
|
|
if (icon == 99)
|
|
nbUsine[0]++; // recharge ?
|
|
if (icon == 104)
|
|
nbUsine[1]++; // usine tracks ?
|
|
if (icon == 100)
|
|
nbUsine[2]++; // usine araignée ?
|
|
if (icon == 102)
|
|
nbUsine[3]++; // usine virus ?
|
|
if (icon == 115)
|
|
nbUsine[4]++; // usine bombe ?
|
|
if (icon == 17)
|
|
nbUsine[5]++; // usine électro ?
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
|
|
if (
|
|
IsRobotObject (icon) && // piège/dynamite ?
|
|
dist <= 4) // très proche ?
|
|
{
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x + 1;
|
|
foundCel.y = y + 1; // +1 -> sur l'objet
|
|
foundIcon = m_decor[x / 2][y / 2].objectIcon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min < distMax)
|
|
{
|
|
foundAction = -1; // robot passe tout prèt d'un piège/dynamite
|
|
return true;
|
|
}
|
|
|
|
// Cherche l'usine la moins construite.
|
|
min = 999;
|
|
maxUsine = 0;
|
|
index = 0;
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if (nbUsine[i] < min)
|
|
{
|
|
min = nbUsine[i];
|
|
index = i;
|
|
}
|
|
if (nbUsine[i] > maxUsine)
|
|
maxUsine = nbUsine[i];
|
|
}
|
|
|
|
//? if ( nbUsine[0] > 0 && // sation de recharge existe ?
|
|
//? m_blupi[rank].energy <= MAXENERGY/2 ) // peu de forces ?
|
|
//? {
|
|
//? index = 0; // station de recharge
|
|
//? goto search;
|
|
//? }
|
|
|
|
if (min == 0) // encore une usine à construire ?
|
|
{
|
|
// Libre juste ici ?
|
|
if (IsUsineBuild (rank, initCel))
|
|
{
|
|
foundCel = initCel;
|
|
build:
|
|
if (index == 0)
|
|
foundAction = EV_ACTION_R_BUILD1; // recharge
|
|
if (index == 1)
|
|
foundAction = EV_ACTION_R_BUILD4; // tracks
|
|
if (index == 2)
|
|
foundAction = EV_ACTION_R_BUILD2; // araignée
|
|
if (index == 3)
|
|
foundAction = EV_ACTION_R_BUILD3; // virus
|
|
if (index == 4)
|
|
foundAction = EV_ACTION_R_BUILD5; // bombe
|
|
if (index == 5)
|
|
foundAction = EV_ACTION_R_BUILD6; // électro
|
|
return true;
|
|
}
|
|
// Cherche un emplacement libre.
|
|
for (d = 1; d < distMax / 6; d++)
|
|
{
|
|
x = initCel.x + d * 6;
|
|
y = initCel.y - d * 6;
|
|
for (i = 0; i < 4; i++) // 4 directions
|
|
{
|
|
for (dd = 0; dd <= d; dd++)
|
|
{
|
|
if (i == 0)
|
|
x -= 6; // à gauche
|
|
if (i == 1)
|
|
y += 6; // descend
|
|
if (i == 2)
|
|
x += 6; // à droite
|
|
if (i == 3)
|
|
y -= 6; // monte
|
|
|
|
if (IsUsineBuild (rank, GetCel (x, y)))
|
|
{
|
|
foundCel.x = x;
|
|
foundCel.y = y;
|
|
goto build;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cherche l'ennemi le moins répandu.
|
|
for (i = 0; i < 10; i++)
|
|
nbPerso[i] = 0;
|
|
nb = 0;
|
|
for (r = 0; r < MAXBLUPI; r++)
|
|
{
|
|
if (m_blupi[r].bExist)
|
|
{
|
|
nb++;
|
|
if (m_blupi[r].perso == 3) // tracks ?
|
|
nbPerso[0] += 1;
|
|
if (m_blupi[r].perso == 1) // araignée ?
|
|
nbPerso[1] += 1;
|
|
if (m_blupi[r].perso == 2) // virus ?
|
|
nbPerso[2] += 1;
|
|
if (m_blupi[r].perso == 5) // bombe ?
|
|
nbPerso[3] += 2;
|
|
if (m_blupi[r].perso == 7) // électro ?
|
|
nbPerso[4] += 2;
|
|
}
|
|
}
|
|
if (nb > MAXBLUPI - 10)
|
|
return false; // rien si trop peuplé !
|
|
// Cherche l'ennemi le moins répandu.
|
|
min = 999;
|
|
index = 0;
|
|
for (i = 0; i < 5; i++)
|
|
{
|
|
if (nbPerso[i] < min && nbUsine[i + 1] != 0) // usine correspondante existe
|
|
// ?
|
|
{
|
|
min = nbPerso[i];
|
|
index = i + 1;
|
|
}
|
|
}
|
|
if (m_blupi[rank].energy <= MAXENERGY / 2) // peu de forces ?
|
|
{
|
|
index = 0; // station de recharge
|
|
}
|
|
if (m_skill >= 1)
|
|
maxUsine *= 2; // 2 ennemis par batiment
|
|
if (min >= maxUsine) // assez peuplé ?
|
|
{
|
|
index = 0; // station de recharge
|
|
}
|
|
|
|
// Cherche l'usine pour fabriquer l'ennemi le moins rédandu.
|
|
//? search:
|
|
min = distMax;
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
icon = m_decor[x / 2][y / 2].objectIcon;
|
|
|
|
if (
|
|
(index == 0 && icon == 99) || // recharge ?
|
|
(index == 1 && icon == 104) || // tracks ?
|
|
(index == 2 && icon == 100) || // araignée ?
|
|
(index == 3 && icon == 102) || // virus ?
|
|
(index == 4 && icon == 115) || // bombe ?
|
|
(index == 5 && icon == 17)) // électro ?
|
|
{
|
|
if (IsUsineFree (rank, GetCel (x, y)))
|
|
{
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x;
|
|
foundCel.y = y; // dans l'usine
|
|
foundIcon = icon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (min < distMax)
|
|
{
|
|
if (index == 0)
|
|
foundAction = EV_ACTION_R_MAKE1; // recharge
|
|
if (index == 1)
|
|
foundAction = EV_ACTION_R_MAKE4; // tracks
|
|
if (index == 2)
|
|
foundAction = EV_ACTION_R_MAKE2; // araignée
|
|
if (index == 3)
|
|
foundAction = EV_ACTION_R_MAKE3; // virus
|
|
if (index == 4)
|
|
foundAction = EV_ACTION_R_MAKE5; // bombe
|
|
if (index == 5)
|
|
foundAction = EV_ACTION_R_MAKE6; // électro
|
|
return true;
|
|
}
|
|
|
|
// Cherche l'usine la plus proche.
|
|
min = distMax;
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
icon = m_decor[x / 2][y / 2].objectIcon;
|
|
|
|
if (
|
|
(icon == 100 && nbPerso[1] <= maxUsine) || // araignée ?
|
|
(icon == 102 && nbPerso[2] <= maxUsine) || // virus ?
|
|
(icon == 104 && nbPerso[0] <= maxUsine) || // tracks ?
|
|
(icon == 115 && nbPerso[3] <= maxUsine) || // bombe ?
|
|
(icon == 17 && nbPerso[4] <= maxUsine)) // électro ?
|
|
{
|
|
if (IsUsineFree (rank, GetCel (x, y)))
|
|
{
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x;
|
|
foundCel.y = y; // dans l'usine
|
|
foundIcon = icon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (min < distMax)
|
|
{
|
|
if (foundIcon == 100)
|
|
foundAction = EV_ACTION_R_MAKE2; // araignée
|
|
if (foundIcon == 102)
|
|
foundAction = EV_ACTION_R_MAKE3; // virus
|
|
if (foundIcon == 104)
|
|
foundAction = EV_ACTION_R_MAKE4; // tracks
|
|
if (foundIcon == 115)
|
|
foundAction = EV_ACTION_R_MAKE5; // bombe
|
|
if (foundIcon == 17)
|
|
foundAction = EV_ACTION_R_MAKE6; // électro
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Teste si un emplacement est ok pour bâtir une usine.
|
|
|
|
bool CDecor::IsUsineBuild (Sint32 rank, POINT cel)
|
|
{
|
|
Sint32 icon, channel;
|
|
Sint32 x, y;
|
|
|
|
// Pas sur les dalles hachurées !
|
|
GetFloor (cel, channel, icon);
|
|
if (channel == CHFLOOR && (icon < 65 || icon > 67))
|
|
return false;
|
|
|
|
for (x = -1; x < 3; x++)
|
|
{
|
|
for (y = -1; y < 3; y++)
|
|
{
|
|
if (
|
|
!IsFreeCel (GetCel (cel, x, y), rank) ||
|
|
IsBlupiHereEx (GetCel (cel, x, y), rank, false))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Teste s'il est possible d'entrer dans une usine.
|
|
// L'usine doit être libre devant (lieu de stationnement
|
|
// pour l'ennemi qui sera construit).
|
|
|
|
bool CDecor::IsUsineFree (Sint32 rank, POINT cel)
|
|
{
|
|
Sint32 channel, icon;
|
|
|
|
GetObject (cel, channel, icon);
|
|
|
|
if (channel == CHOBJECT && icon == 115) // usine à bombes ?
|
|
{
|
|
return (
|
|
!IsBlupiHereEx (GetCel (cel, 0, 1), rank, false) &&
|
|
!IsBlupiHereEx (GetCel (cel, 1, 1), rank, false) &&
|
|
!IsBlupiHereEx (GetCel (cel, 2, 1), rank, false) &&
|
|
!IsBlupiHereEx (GetCel (cel, 3, 1), rank, false));
|
|
}
|
|
|
|
return (
|
|
!IsBlupiHereEx (GetCel (cel, 0, 1), rank, false) &&
|
|
!IsBlupiHereEx (GetCel (cel, 1, 1), rank, false) &&
|
|
!IsBlupiHereEx (GetCel (cel, 2, 0), rank, false) &&
|
|
!IsBlupiHereEx (GetCel (cel, 2, 1), rank, false) &&
|
|
(!IsBlupiHereEx (GetCel (cel, 3, 0), rank, false) ||
|
|
!IsBlupiHereEx (GetCel (cel, 3, 1), rank, false)));
|
|
}
|
|
|
|
// Vérifie si l'objet peut être détruit par une bombe.
|
|
|
|
bool CDecor::IsBombeObject (Sint32 icon)
|
|
{
|
|
return (
|
|
icon == 36 || // planches ?
|
|
icon == 61 || // cabane ?
|
|
icon == 121 || icon == 122 || // mine de fer ?
|
|
(icon >= 65 && icon <= 71) || // palissade ?
|
|
icon == 93 || // piège ?
|
|
icon == 117); // bateau ?
|
|
}
|
|
|
|
// Cherche un autre objet pour une bombe.
|
|
|
|
bool CDecor::SearchBombeObject (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy;
|
|
Sint32 x, y;
|
|
Sint32 dist, min = distMax;
|
|
POINT cel;
|
|
|
|
startx = ((initCel.x - distMax / 2) / 2) * 2;
|
|
endx = ((initCel.x + distMax / 2) / 2) * 2;
|
|
starty = ((initCel.y - distMax / 2) / 2) * 2;
|
|
endy = ((initCel.y + distMax / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
if (IsBombeObject (m_decor[x / 2][y / 2].objectIcon))
|
|
{
|
|
cel.x = x;
|
|
cel.y = y;
|
|
if (IsBlupiHere (cel, false))
|
|
continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
|
|
if (
|
|
m_decor[x / 2][y / 2].objectIcon == 93 && // piège ?
|
|
dist > 8)
|
|
continue; // si piège loin -> ignore
|
|
|
|
if (dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x + 1;
|
|
foundCel.y = y + 1; // +1 -> sur l'objet
|
|
foundIcon = m_decor[x / 2][y / 2].objectIcon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (min == distMax)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Cherche un autre objet pour un électro.
|
|
|
|
bool CDecor::SearchElectroObject (
|
|
Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
|
|
Sint32 & foundIcon)
|
|
{
|
|
Sint32 startx, starty, endx, endy;
|
|
Sint32 x, y, i, d, dd, r;
|
|
Sint32 dist, min = distMax;
|
|
POINT cel;
|
|
|
|
startx = ((initCel.x - 10 / 2) / 2) * 2;
|
|
endx = ((initCel.x + 10 / 2) / 2) * 2;
|
|
starty = ((initCel.y - 10 / 2) / 2) * 2;
|
|
endy = ((initCel.y + 10 / 2) / 2) * 2;
|
|
|
|
if (startx < 0)
|
|
startx = 0;
|
|
if (endx > MAXCELX)
|
|
endx = MAXCELX;
|
|
if (starty < 0)
|
|
starty = 0;
|
|
if (endy > MAXCELY)
|
|
endy = MAXCELY;
|
|
|
|
for (y = starty; y < endy; y += 2)
|
|
{
|
|
for (x = startx; x < endx; x += 2)
|
|
{
|
|
if (m_decor[x / 2][y / 2].objectIcon == 93) // piège ?
|
|
{
|
|
cel.x = x;
|
|
cel.y = y;
|
|
if (IsBlupiHere (cel, false))
|
|
continue;
|
|
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
|
|
if (dist <= 4)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x + 1;
|
|
foundCel.y = y + 1; // +1 -> sur l'objet
|
|
foundIcon = m_decor[x / 2][y / 2].objectIcon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (min <= 4)
|
|
return true;
|
|
|
|
min = distMax;
|
|
for (r = 0; r < MAXBLUPI; r++)
|
|
{
|
|
if (
|
|
m_blupi[r].bExist && m_blupi[r].perso == 0 && // blupi ?
|
|
m_blupi[r].goalAction != EV_ACTION_ELECTRO)
|
|
{
|
|
//? if ( BlupiIsGoalUsed(m_blupi[r].cel) ) continue;
|
|
|
|
x = m_blupi[r].cel.x;
|
|
y = m_blupi[r].cel.y;
|
|
dist = abs (initCel.x - x) + abs (initCel.y - y);
|
|
if (dist <= distMax / 2 && dist <= min)
|
|
{
|
|
min = dist;
|
|
foundCel.x = x;
|
|
foundCel.y = y;
|
|
foundIcon = -1; // blupi (pas un objet) !
|
|
}
|
|
}
|
|
}
|
|
if (min == distMax)
|
|
return false;
|
|
|
|
// Cherche un emplacement libre.
|
|
for (d = 1; d < distMax / 2; d++)
|
|
{
|
|
x = foundCel.x + d;
|
|
y = foundCel.y - d;
|
|
for (i = 0; i < 4; i++) // 4 directions
|
|
{
|
|
for (dd = 0; dd <= d; dd++)
|
|
{
|
|
if (i == 0)
|
|
x -= 1; // à gauche
|
|
if (i == 1)
|
|
y += 1; // descend
|
|
if (i == 2)
|
|
x += 1; // à droite
|
|
if (i == 3)
|
|
y -= 1; // monte
|
|
|
|
if (
|
|
IsFreeCel (GetCel (x, y), rank) &&
|
|
!IsBlupiHereEx (GetCel (x, y), rank, false))
|
|
{
|
|
foundCel.x = x;
|
|
foundCel.y = y;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Teste si une position est très proche du feu.
|
|
// Si oui, retourne true.
|
|
|
|
bool CDecor::IsFireCel (POINT cel)
|
|
{
|
|
Sint32 x, y;
|
|
POINT test;
|
|
|
|
cel.x = (cel.x / 2) * 2;
|
|
cel.y = (cel.y / 2) * 2;
|
|
|
|
for (x = -2; x < 3; x += 2)
|
|
{
|
|
for (y = -2; y < 3; y += 2)
|
|
{
|
|
test.x = cel.x + x;
|
|
test.y = cel.y + y;
|
|
|
|
if (!IsValid (test))
|
|
continue;
|
|
|
|
if (
|
|
m_decor[test.x / 2][test.y / 2].fire > 0 &&
|
|
m_decor[test.x / 2][test.y / 2].fire < MoveMaxFire ())
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Teste si une position est très proche d'un virus.
|
|
// Si oui, retourne true.
|
|
|
|
bool CDecor::IsVirusCel (POINT cel)
|
|
{
|
|
Sint32 rank;
|
|
|
|
for (rank = 0; rank < MAXBLUPI; rank++)
|
|
{
|
|
if (m_blupi[rank].bExist && m_blupi[rank].perso == 2) // virus ?
|
|
{
|
|
if (
|
|
cel.x >= m_blupi[rank].cel.x - 1 && cel.x <= m_blupi[rank].cel.x + 1 &&
|
|
cel.y >= m_blupi[rank].cel.y - 1 && cel.y <= m_blupi[rank].cel.y + 1)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Regarde s'il est possible de construire un pont à partir
|
|
// d'une cellule donnée (cel).
|
|
// Retourne 0 si c'est possible, ou une erreur autrement !
|
|
|
|
Errors CDecor::IsBuildPont (POINT & cel, Sint32 & iconBuild)
|
|
{
|
|
POINT vector, test;
|
|
Sint32 i, channel, icon, p1, p2, p3, r1, r2, nb, rest;
|
|
Errors error = Errors::MISC;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
vector.x = 0;
|
|
vector.y = 0;
|
|
|
|
GetFloor (GetCel (cel, +2, 0), channel, icon);
|
|
if (i == 0 && channel == CHFLOOR && (icon == 2 || icon == 59)) // rivage ?
|
|
{
|
|
vector.x = +1;
|
|
vector.y = 0;
|
|
p1 = 59;
|
|
p2 = 60;
|
|
p3 = 61;
|
|
r1 = 2;
|
|
r2 = 4;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, -2, 0), channel, icon);
|
|
if (i == 1 && channel == CHFLOOR && (icon == 4 || icon == 61)) // rivage ?
|
|
{
|
|
vector.x = -1;
|
|
vector.y = 0;
|
|
p1 = 61;
|
|
p2 = 60;
|
|
p3 = 59;
|
|
r1 = 4;
|
|
r2 = 2;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, 0, +2), channel, icon);
|
|
if (i == 2 && channel == CHFLOOR && (icon == 3 || icon == 62)) // rivage ?
|
|
{
|
|
vector.x = 0;
|
|
vector.y = +1;
|
|
p1 = 62;
|
|
p2 = 63;
|
|
p3 = 64;
|
|
r1 = 3;
|
|
r2 = 5;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, 0, -2), channel, icon);
|
|
if (i == 3 && channel == CHFLOOR && (icon == 5 || icon == 64)) // rivage ?
|
|
{
|
|
vector.x = 0;
|
|
vector.y = -1;
|
|
p1 = 64;
|
|
p2 = 63;
|
|
p3 = 62;
|
|
r1 = 5;
|
|
r2 = 3;
|
|
}
|
|
|
|
if (vector.x == 0 && vector.y == 0)
|
|
continue;
|
|
|
|
// Avance tant que le pont existe.
|
|
test = cel;
|
|
nb = 0;
|
|
do
|
|
{
|
|
test.x += vector.x * 2;
|
|
test.y += vector.y * 2;
|
|
if (test.x < 0 || test.x >= MAXCELX || test.y < 0 || test.y >= MAXCELY)
|
|
break;
|
|
|
|
if (!GetFloor (test, channel, icon))
|
|
continue;
|
|
nb++;
|
|
} while (icon == p1 || icon == p2);
|
|
test.x -= vector.x * 2;
|
|
test.y -= vector.y * 2;
|
|
|
|
if (icon == p3)
|
|
{
|
|
error = Errors::PONTTERM;
|
|
continue;
|
|
}
|
|
|
|
if (nb == 1)
|
|
iconBuild = p1;
|
|
else
|
|
iconBuild = p2;
|
|
|
|
// Avance jusqu'à la rive opposée.
|
|
rest = 0;
|
|
do
|
|
{
|
|
test.x += vector.x * 2;
|
|
test.y += vector.y * 2;
|
|
if (test.x < 0 || test.x >= MAXCELX || test.y < 0 || test.y >= MAXCELY)
|
|
break;
|
|
|
|
if (!GetFloor (test, channel, icon))
|
|
continue;
|
|
rest++;
|
|
} while (icon == r1 || icon == 14);
|
|
|
|
if (icon == r2 && rest == 1)
|
|
iconBuild = p3;
|
|
|
|
if (icon != r2 && icon != p2 && icon != p3)
|
|
{
|
|
error = Errors::PONTOP;
|
|
continue;
|
|
}
|
|
|
|
cel.x += vector.x * 2 * nb;
|
|
cel.y += vector.y * 2 * nb;
|
|
|
|
return Errors::NONE; // ok
|
|
}
|
|
|
|
return error;
|
|
}
|
|
|
|
// Regarde s'il est possible de construire un bateau à partir
|
|
// d'une cellule donnée (cel).
|
|
|
|
bool CDecor::IsBuildBateau (POINT cel, Sint32 & direct)
|
|
{
|
|
Sint32 fChannel, fIcon;
|
|
Sint32 oChannel, oIcon;
|
|
|
|
GetFloor (GetCel (cel, +2, 0), fChannel, fIcon);
|
|
GetObject (GetCel (cel, +2, 0), oChannel, oIcon);
|
|
if (
|
|
fChannel == CHFLOOR && fIcon == 2 && // rivage ?
|
|
oChannel == -1 && oIcon == -1)
|
|
{
|
|
direct = DIRECT_E;
|
|
return true;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, -2, 0), fChannel, fIcon);
|
|
GetObject (GetCel (cel, -2, 0), oChannel, oIcon);
|
|
if (
|
|
fChannel == CHFLOOR && fIcon == 4 && // rivage ?
|
|
oChannel == -1 && oIcon == -1)
|
|
{
|
|
direct = DIRECT_O;
|
|
return true;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, 0, +2), fChannel, fIcon);
|
|
GetObject (GetCel (cel, 0, +2), oChannel, oIcon);
|
|
if (
|
|
fChannel == CHFLOOR && fIcon == 3 && // rivage ?
|
|
oChannel == -1 && oIcon == -1)
|
|
{
|
|
direct = DIRECT_S;
|
|
return true;
|
|
}
|
|
|
|
GetFloor (GetCel (cel, 0, -2), fChannel, fIcon);
|
|
GetObject (GetCel (cel, 0, -2), oChannel, oIcon);
|
|
if (
|
|
fChannel == CHFLOOR && fIcon == 5 && // rivage ?
|
|
oChannel == -1 && oIcon == -1)
|
|
{
|
|
direct = DIRECT_N;
|
|
return true;
|
|
}
|
|
|
|
direct = -1;
|
|
return false;
|
|
}
|
|
|
|
// Vide toutes les positions visitées.
|
|
|
|
void CDecor::InitDrapeau ()
|
|
{
|
|
Sint32 i;
|
|
|
|
for (i = 0; i < MAXLASTDRAPEAU; i++)
|
|
{
|
|
m_lastDrapeau[i].x = -1;
|
|
m_lastDrapeau[i].y = -1;
|
|
}
|
|
}
|
|
|
|
// Mémorise une cellule visitée (ne contenant pas de fer).
|
|
|
|
void CDecor::AddDrapeau (POINT cel)
|
|
{
|
|
Sint32 i;
|
|
|
|
if (TestDrapeau (cel))
|
|
return; // déjà dans la liste
|
|
|
|
for (i = MAXLASTDRAPEAU - 1; i > 0; i--)
|
|
m_lastDrapeau[i] = m_lastDrapeau[i - 1];
|
|
|
|
m_lastDrapeau[0] = cel;
|
|
}
|
|
|
|
// Supprime une cellule visitée (ne contenant pas de fer).
|
|
|
|
void CDecor::SubDrapeau (POINT cel)
|
|
{
|
|
Sint32 i;
|
|
|
|
for (i = 0; i < MAXLASTDRAPEAU; i++)
|
|
{
|
|
if (cel.x == m_lastDrapeau[i].x && cel.y == m_lastDrapeau[i].y)
|
|
{
|
|
m_lastDrapeau[i].x = -1;
|
|
m_lastDrapeau[i].y = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Teste si une cellule a déjà été visitée.
|
|
|
|
bool CDecor::TestDrapeau (POINT cel)
|
|
{
|
|
Sint32 i;
|
|
|
|
for (i = 0; i < MAXLASTDRAPEAU; i++)
|
|
{
|
|
if (cel.x == m_lastDrapeau[i].x && cel.y == m_lastDrapeau[i].y)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|