mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
3641 lines
68 KiB
C++
3641 lines
68 KiB
C++
// Obstacle.cpp
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//
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#include "DECOR.H"
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#include "MISC.H"
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#include "ACTION.H"
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// Cette table indique les obstacles sur les sols.
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// 0=passage, 1=obstacle
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static char tableObstacleFloor[] =
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{
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1,1,1,1,1, // 0 (noir pour limites)
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,0,0,0, // 1
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,1,1,1,1, // 2
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0,1,1,1,1,
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0,1,1,1,1,
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0,1,1,1,1,
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0,1,1,1,1,
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0,0,0,0,0, // 3
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,0, // 4
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1,1,1,1,0,
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1,1,1,1,0,
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1,1,1,1,0,
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1,1,1,1,0,
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1,1,1,1,1, // 5
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,0,0,0,
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0,0,0,0,0, // 6
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0,0,1,1,1,
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0,1,1,1,1,
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0,1,1,1,1,
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0,1,1,1,1,
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0,0,0,0,0, // 7
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1,1,1,0,0,
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1,1,1,1,0,
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1,1,1,1,0,
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1,1,1,1,0,
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1,1,1,1,0, // 8
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1,1,1,1,0,
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1,1,1,1,0,
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1,1,1,0,0,
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0,0,0,0,0,
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0,1,1,1,1, // 9
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0,1,1,1,1,
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0,1,1,1,1,
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0,0,1,1,1,
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0,0,0,0,0,
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0,0,1,1,1, // 10
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0,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,0,0, // 11
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1,1,1,1,0,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1, // 12
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,0,
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1,1,1,0,0,
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1,1,1,1,1, // 13
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1,1,1,1,1,
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1,1,1,1,1,
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0,1,1,1,1,
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0,0,1,1,1,
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1,1,1,1,1, // 14
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,0,0,0, // 15
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 16
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 17
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 18
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 19
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 20
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 21
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 22
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 23
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 24
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 25
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 26
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 27
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 28
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 29
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 30
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 31
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 32
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 33
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 34
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 35
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 36
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 37
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 38
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 39
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 40
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 41
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 42
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 43
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 44
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 45
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 46
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 47
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 48
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 49
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 50
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 51
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 52
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 53
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 54
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 55
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 56
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 57
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 58
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,0,0,0, // 59 (pont e-o)
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0,0,0,0,0,
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0,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,0,0,0, // 60
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0,0,0,0,0,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,0,0,0, // 61
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0,0,0,0,0,
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1,1,1,1,0,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,0,1,1, // 62 (pont n-s)
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1, // 63
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1, // 64
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,0,1,1,
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};
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// Cette table indique les obstacles sur les sols pour le bateau.
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// 0=passage, 1=obstacle
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static char tableObstacleFloorBateau[] =
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{
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1,1,1,1,1, // 2
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1, // 3
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,1,1,1, // 4
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,0,0,0, // 5
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0,0,0,0,0,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
|
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1,1,1,1,1, // 6
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1,1,1,1,1,
|
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1,1,1,1,1,
|
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1,1,1,1,1,
|
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1,1,1,1,1,
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1,1,1,1,1, // 7
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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0,0,1,1,1, // 8
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0,0,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1, // 9
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,1,1,
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1,1,1,0,0, // 10
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1,1,1,0,0,
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1,1,1,0,0,
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0,0,0,0,0,
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0,0,0,0,0,
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0,0,1,1,1, // 11
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,0,0,0,
|
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0,0,0,0,0,
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0,0,0,0,0, // 12
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0,0,0,0,0,
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0,0,1,1,1,
|
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0,0,1,1,1,
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0,0,1,1,1,
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0,0,0,0,0, // 13
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0,0,0,0,0,
|
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1,1,1,0,0,
|
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1,1,1,0,0,
|
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1,1,1,0,0,
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0,0,0,0,0, // 14
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0,0,0,0,0,
|
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0,0,0,0,0,
|
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0,0,0,0,0,
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0,0,0,0,0,
|
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};
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|
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// Cette table indique les obstacles sur les objets.
|
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// 0=passage, 1=obstacle
|
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|
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static char tableObstacleObject[] =
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{
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0,0,0,0,0, // 0
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0,0,0,0,0,
|
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0,0,1,0,0,
|
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0,0,0,0,0,
|
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0,0,0,0,0,
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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 (fus<75>e)
|
||
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 (m<>tal)
|
||
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 (<28>lectro pi<70>g<EFBFBD>)
|
||
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 (pi<70>ge)
|
||
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 (araign<67>e dans pi<70>ge)
|
||
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 pi<70>ge)
|
||
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 pi<70>ge)
|
||
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 (barri<72>re)
|
||
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 pi<70>ge)
|
||
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,
|
||
1,0,0,0,1,
|
||
1,1,1,1,1,
|
||
|
||
1,1,1,1,1, // 120
|
||
1,1,1,1,1,
|
||
1,1,1,1,1,
|
||
1,0,0,0,0,
|
||
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, <20>chaffaudage)
|
||
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,
|
||
};
|
||
|
||
// Retourne les obstacles autour d'une cellule, sous la
|
||
// forme d'un tableau de 3x3.
|
||
|
||
void CDecor::SearchFloor(int rank, int icon, POINT cel, int *pBits)
|
||
{
|
||
char* pTable;
|
||
int first, last;
|
||
int dx, dy, x, y, i;
|
||
int 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(int rank, int icon, POINT cel, int *pBits)
|
||
{
|
||
char* pTable;
|
||
int 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(int rank, int icon, POINT cel, int *pBits)
|
||
{
|
||
int 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; // bloqu<71>
|
||
}
|
||
return;
|
||
}
|
||
|
||
// (*) Blupi est passe muraille lorsqu'il embarque ou d<>barque
|
||
// du bateau. Dans ce cas, tous les sols (rivages) doivent
|
||
// permettre de passer. En revanche, pas les obstacles !
|
||
|
||
// Ajuste un obstacle en fonction du personnage.
|
||
|
||
void CDecor::AjustObject(int rank, int icon, POINT cel, int *pBits)
|
||
{
|
||
int i;
|
||
|
||
if ( rank < 0 ) return;
|
||
|
||
if ( m_blupi[rank].perso == 0 ) // blupi ?
|
||
{
|
||
if ( m_blupi[rank].vehicule != 0 && // pas <20> 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 ( m_blupi[rank].interrupt == -1 ) // passe muraille (*) ?
|
||
// {
|
||
// goto pass;
|
||
// }
|
||
// if ( cel.x > 0 && cel.x%2 == 0 && cel.y%2 == 1 &&
|
||
// (m_decor[(cel.x-2)/2][cel.y/2].objectIcon == 100 || // usine ?
|
||
// 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 ||
|
||
// m_decor[(cel.x-2)/2][cel.y/2].objectIcon == 17) )
|
||
// {
|
||
// goto lock; // blupi 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; // 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 ) // araign<67>e ?
|
||
{
|
||
// if ( cel.x%2 != 0 && cel.y%2 != 0 &&
|
||
if ( IsSpiderObject(icon) ) // tomate ou poison ?
|
||
{
|
||
goto pass; // l'araign<67>e peut aller dans les tomates
|
||
}
|
||
return;
|
||
}
|
||
|
||
if ( m_blupi[rank].perso == 2 ) // virus ?
|
||
{
|
||
if ( icon == 81 ||
|
||
icon == 83 ||
|
||
icon == 94 || // fleurs non-coup<75>es ?
|
||
(icon >= 106 && icon <= 112) ) // barri<72>res 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) ) // pi<70>ge ou dynamite ?
|
||
{
|
||
goto pass; // le robot peut aller
|
||
}
|
||
return;
|
||
}
|
||
|
||
if ( m_blupi[rank].perso == 5 ) // bombe ?
|
||
{
|
||
if ( icon == 93 ) // pi<70>ge ?
|
||
{
|
||
goto pass; // la bombe peut aller
|
||
}
|
||
return;
|
||
}
|
||
|
||
if ( m_blupi[rank].perso == 7 ) // <20>lectro ?
|
||
{
|
||
if ( icon == 93 ) // pi<70>ge ?
|
||
{
|
||
goto pass; // l'<27>lectro 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'<27>lectro 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 == 100 || // usine ?
|
||
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; // bloqu<71>
|
||
}
|
||
return;
|
||
}
|
||
|
||
// Copie un tableau 3x3 dans un tableau 9x9.
|
||
|
||
void Copy33To99(int *pSrc33, int *pDst99, int dx, int dy)
|
||
{
|
||
int 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 donn<6E>e.
|
||
|
||
bool CDecor::IsFreeDirect(POINT cel, int direct, int rank)
|
||
{
|
||
int icon, workBlupi;
|
||
int 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 bloqu<71>e (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;
|
||
}
|
||
|
||
// D<>placement 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;
|
||
|
||
// D<>placement 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 ) // d<>placement 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 utilis<69> lors du dessin (BuildPutBlupi), pour savoir
|
||
// si blupi est devant un objet.
|
||
|
||
bool CDecor::IsFreeCelObstacle(POINT cel)
|
||
{
|
||
int icon;
|
||
int 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 utilis<69> 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, int rank)
|
||
{
|
||
int icon;
|
||
int 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 utilis<69> pour savoir si blupi peut venir ici
|
||
// d<>barquer en bateau ou monter dans sa jeep.
|
||
|
||
bool CDecor::IsFreeCelGo(POINT cel, int rank)
|
||
{
|
||
bool bOK;
|
||
POINT limit;
|
||
int 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;
|
||
}
|
||
|
||
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 && // <20> 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 && // <20> 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 utilis<69> pour savoir comment est la mise en <20>vidence (hili)
|
||
// <20> cet endroit.
|
||
|
||
bool CDecor::IsFreeCelHili(POINT cel, int rank)
|
||
{
|
||
bool bOK;
|
||
POINT limit;
|
||
int 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 || // fus<75>e ?
|
||
(icon >= 20 && icon <= 26) || // mur ?
|
||
(icon >= 106 && icon <= 112) || // barri<72>re ?
|
||
(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 utilis<69> pour savoir si blupi peut venir ici.
|
||
|
||
bool CDecor::IsFreeCel(POINT cel, int rank)
|
||
{
|
||
int icon, workBlupi;
|
||
int 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 bloqu<71>e (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 d<>poser un objet ici.
|
||
|
||
bool CDecor::IsFreeCelDepose(POINT cel, int rank)
|
||
{
|
||
int icon;
|
||
|
||
if ( !IsFreeCel(cel, rank) ) return false;
|
||
|
||
icon = m_decor[cel.x/2][cel.y/2].objectIcon;
|
||
if ( icon == 10000 || icon == 10001 || // <20>clairs entre tours ?
|
||
icon == 18 ) // dalle glissante ?
|
||
{
|
||
return false;
|
||
}
|
||
|
||
icon = m_decor[cel.x/2][cel.y/2].floorIcon;
|
||
if ( icon == 80 ) // t<>l<EFBFBD>porteur ?
|
||
{
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
// Indique s'il est possible d'embarquer ici.
|
||
// Le point retourn<72> dans "limit" indique jusqu'o<> il est
|
||
// possible de marcher normalement (sans passe muraille).
|
||
|
||
bool CDecor::IsFreeCelEmbarque(POINT cel, int rank,
|
||
int &action, POINT &limit)
|
||
{
|
||
bool bOK;
|
||
int channel, icon;
|
||
|
||
// Impossible si blupi n'est pas <20> 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 cliqu<71> 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 = WM_ACTION_BATEAUDE;
|
||
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 = WM_ACTION_BATEAUDS;
|
||
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 = WM_ACTION_BATEAUDO;
|
||
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 = WM_ACTION_BATEAUDN;
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
// Indique s'il est possible de d<>barquer ici.
|
||
// Le point retourn<72> dans "limit" indique jusqu'o<> il est
|
||
// possible de naviguer normalement (sans passe muraille).
|
||
|
||
bool CDecor::IsFreeCelDebarque(POINT cel, int rank,
|
||
int &action, POINT &limit)
|
||
{
|
||
bool bOK;
|
||
int channel1, icon1;
|
||
int 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 (<28> 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 amarr<72> ?
|
||
cel.x%2 == 1 && cel.y%2 == 1 )
|
||
{
|
||
limit = GetCel(cel,+3,0);
|
||
action = WM_ACTION_BATEAUAE;
|
||
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 amarr<72> ?
|
||
cel.x%2 == 1 && cel.y%2 == 1 )
|
||
{
|
||
limit = GetCel(cel,0,+3);
|
||
action = WM_ACTION_BATEAUAS;
|
||
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 amarr<72> ?
|
||
cel.x%2 == 0 && cel.y%2 == 1 )
|
||
{
|
||
limit = GetCel(cel,-2,0);
|
||
action = WM_ACTION_BATEAUAO;
|
||
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 amarr<72> ?
|
||
cel.x%2 == 1 && cel.y%2 == 0 )
|
||
{
|
||
limit = GetCel(cel,0,-2);
|
||
action = WM_ACTION_BATEAUAN;
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
// Indique s'il est possible de sauter dans une direction.
|
||
|
||
bool CDecor::IsFreeJump(POINT cel, int direct, int rank, int &action)
|
||
{
|
||
POINT depart, vector;
|
||
int i, icon;
|
||
int bits[3*3];
|
||
|
||
// Refuse de sauter si blupi n'est pas <20> 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'<27>nergie 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;
|
||
|
||
// D<>part 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;
|
||
|
||
// Arriv<69>e 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_SAUTE2+(i-1);
|
||
return true;
|
||
}
|
||
|
||
// Indique s'il est possible de glisser dans une direction.
|
||
|
||
bool CDecor::IsFreeGlisse(POINT cel, int direct, int rank, int &action)
|
||
{
|
||
int 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_GLISSE;
|
||
return true;
|
||
}
|
||
|
||
|
||
// Cherche la meilleure direction pour atteindre un but.
|
||
// Retourne -1 si on est d<>j<EFBFBD> sur le but.
|
||
|
||
int CDecor::DirectSearch(POINT cel, POINT goal)
|
||
{
|
||
POINT dir;
|
||
int 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 huiti<74>me de cadrant correspondant <20>
|
||
// 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 d<>j<EFBFBD> essay<61>es.
|
||
|
||
void CDecor::FlushUsed(int rank)
|
||
{
|
||
m_blupi[rank].nbUsed = 0;
|
||
m_blupi[rank].nextRankUsed = 0;
|
||
}
|
||
|
||
// Ajoute une position d<>j<EFBFBD> <20>t<EFBFBD> essay<61>e.
|
||
|
||
void CDecor::AddUsedPos(int rank, POINT pos)
|
||
{
|
||
int i, j, old;
|
||
|
||
// Un virus est b<>te.
|
||
if ( m_blupi[rank].perso == 2 ) return;
|
||
|
||
// D<>j<EFBFBD> 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 <20> 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 d<>j<EFBFBD> <20>t<EFBFBD> essay<61>e.
|
||
|
||
bool CDecor::IsUsedPos(int rank, POINT pos)
|
||
{
|
||
int 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(int rank, int &action, POINT &newCel, int &direct)
|
||
{
|
||
int searchDirect[8] = {0,1,7,2,6,5,3,4};
|
||
int 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_MARCHE;
|
||
}
|
||
|
||
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 <20>craser !
|
||
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(int rank, int &action)
|
||
{
|
||
Blupi iBlupi;
|
||
int i, j, direct;
|
||
POINT iCel, lCel, cel;
|
||
|
||
if ( m_blupi[rank].perso == 0 || // blupi ?
|
||
m_blupi[rank].perso == 7 || // <20>lectro ?
|
||
m_blupi[rank].perso == 8 || // disciple ?
|
||
(m_blupi[rank].perso == 4 && // robot ?
|
||
m_term.bHachRobot ) ) // robot sur dalles hachur<75>es ?
|
||
{
|
||
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 fut<75>e selon DD ...
|
||
{
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
// Si la destination est occup<75>e pendant une r<>p<EFBFBD>tition,
|
||
// il faut attendre <20> 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); // d<>lai avant r<>essai
|
||
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 <20> c<>t<EFBFBD> de la position
|
||
// de d<>part ? 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_MARCHE;
|
||
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;
|
||
}
|
||
|
||
|
||
// V<>rifie 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-m<>me.
|
||
|
||
bool CDecor::IsWorkableObject(POINT cel, int 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(int rank, POINT initCel, int action,
|
||
int distMax, int channel,
|
||
int firstIcon1, int lastIcon1,
|
||
int firstIcon2, int lastIcon2,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy;
|
||
int x, y, xx, yy;
|
||
int 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 == WM_ACTION_ABAT1 ||
|
||
action == WM_ACTION_BUILD1 ||
|
||
action == WM_ACTION_BUILD2 ||
|
||
action == WM_ACTION_BUILD3 ||
|
||
action == WM_ACTION_BUILD4 ||
|
||
action == WM_ACTION_BUILD5 ||
|
||
action == WM_ACTION_BUILD6 ||
|
||
action == WM_ACTION_ROC1 ||
|
||
action == WM_ACTION_MUR ||
|
||
action == WM_ACTION_PONTE ||
|
||
action == WM_ACTION_TOUR ||
|
||
action == WM_ACTION_BATEAUE ||
|
||
action == WM_ACTION_CULTIVE2 ||
|
||
action == WM_ACTION_DRAPEAU2 ||
|
||
action == WM_ACTION_DEPOSE )
|
||
{
|
||
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(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy, icon;
|
||
int x, y;
|
||
int 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 sond<6E> ?
|
||
{
|
||
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 d<>poser du bois
|
||
// pour construire un bateau.
|
||
|
||
bool CDecor::SearchOtherBateau(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy;
|
||
int x, y, direct;
|
||
int 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;
|
||
}
|
||
|
||
|
||
// V<>rifie si l'objet peut <20>tre d<>truit par l'araign<67>e.
|
||
|
||
bool CDecor::IsSpiderObject(int icon)
|
||
{
|
||
return ( icon == 60 || // tomates ?
|
||
icon == 92 || // poison ?
|
||
icon == 93 ); // pi<70>ge ?
|
||
}
|
||
|
||
// Cherche un autre objet pour l'araign<67>e.
|
||
|
||
bool CDecor::SearchSpiderObject(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy;
|
||
int x, y;
|
||
int 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 && //pi<70>ge ?
|
||
dist > 4 ) continue; // si pi<70>ge 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;
|
||
}
|
||
|
||
|
||
// V<>rifie si l'objet peut <20>tre d<>truit par le tracks.
|
||
|
||
bool CDecor::IsTracksObject(int 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 || // pi<70>ge ?
|
||
icon == 123 || // pi<70>ge ?
|
||
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(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy, icon;
|
||
int x, y;
|
||
int 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 <20>craser blupi.
|
||
for ( rank=0 ; rank<MAXBLUPI ; rank++ )
|
||
{
|
||
if ( m_blupi[rank].bExist &&
|
||
m_blupi[rank].perso == 0 && // blupi ?
|
||
m_blupi[rank].vehicule == 0 ) // <20> 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;
|
||
}
|
||
|
||
|
||
// V<>rifie si l'objet peut <20>tre d<>truit par le robot.
|
||
|
||
bool CDecor::IsRobotObject(int icon)
|
||
{
|
||
return ( icon == 85 || // dynamite ?
|
||
icon == 93 || // pi<70>ge ?
|
||
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(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon,
|
||
int &foundAction)
|
||
{
|
||
int startx, starty, endx, endy;
|
||
int x, y;
|
||
int dist, maxUsine, min = distMax;
|
||
int nbUsine[10];
|
||
int nbPerso[10];
|
||
int i, r, d, dd, icon, index, nb;
|
||
|
||
if ( m_term.bHachRobot ) // robot sur dalles hachur<75>es ?
|
||
{
|
||
foundAction = WM_ACTION_GO;
|
||
return SearchOtherObject(rank, initCel, WM_ACTION_GO,
|
||
200, CHFLOOR,17,17,-1,-1,
|
||
foundCel, foundIcon);
|
||
}
|
||
|
||
initCel.x = (initCel.x/2)*2;
|
||
initCel.y = (initCel.y/2)*2; // b<>timents tr<74>s espac<61>s !
|
||
|
||
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 araign<67>e ?
|
||
if ( icon == 102 ) nbUsine[3] ++; // usine virus ?
|
||
if ( icon == 115 ) nbUsine[4] ++; // usine bombe ?
|
||
if ( icon == 17 ) nbUsine[5] ++; // usine <20>lectro ?
|
||
|
||
dist = abs(initCel.x-x) + abs(initCel.y-y);
|
||
|
||
if ( IsRobotObject(icon) && // pi<70>ge/dynamite ?
|
||
dist <= 4 ) // tr<74>s 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 pr<70>t d'un pi<70>ge/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 <20> construire ?
|
||
{
|
||
// Libre juste ici ?
|
||
if ( IsUsineBuild(rank, initCel) )
|
||
{
|
||
foundCel = initCel;
|
||
build:
|
||
if ( index == 0 ) foundAction = WM_ACTION_R_BUILD1; // recharge
|
||
if ( index == 1 ) foundAction = WM_ACTION_R_BUILD4; // tracks
|
||
if ( index == 2 ) foundAction = WM_ACTION_R_BUILD2; // araign<67>e
|
||
if ( index == 3 ) foundAction = WM_ACTION_R_BUILD3; // virus
|
||
if ( index == 4 ) foundAction = WM_ACTION_R_BUILD5; // bombe
|
||
if ( index == 5 ) foundAction = WM_ACTION_R_BUILD6; // <20>lectro
|
||
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; // <20> gauche
|
||
if ( i == 1 ) y += 6; // descend
|
||
if ( i == 2 ) x += 6; // <20> 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 r<>pandu.
|
||
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 ) // araign<67>e ?
|
||
{
|
||
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 ) // <20>lectro ?
|
||
{
|
||
nbPerso[4] += 2;
|
||
}
|
||
}
|
||
}
|
||
if ( nb > MAXBLUPI-10 ) return false; // rien si trop peupl<70> !
|
||
// Cherche l'ennemi le moins r<>pandu.
|
||
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 peupl<70> ?
|
||
{
|
||
index = 0; // station de recharge
|
||
}
|
||
|
||
// Cherche l'usine pour fabriquer l'ennemi le moins r<>dandu.
|
||
//? 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) || // araign<67>e ?
|
||
(index == 3 && icon == 102) || // virus ?
|
||
(index == 4 && icon == 115) || // bombe ?
|
||
(index == 5 && icon == 17) ) // <20>lectro ?
|
||
{
|
||
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 = WM_ACTION_R_MAKE1; // recharge
|
||
if ( index == 1 ) foundAction = WM_ACTION_R_MAKE4; // tracks
|
||
if ( index == 2 ) foundAction = WM_ACTION_R_MAKE2; // araign<67>e
|
||
if ( index == 3 ) foundAction = WM_ACTION_R_MAKE3; // virus
|
||
if ( index == 4 ) foundAction = WM_ACTION_R_MAKE5; // bombe
|
||
if ( index == 5 ) foundAction = WM_ACTION_R_MAKE6; // <20>lectro
|
||
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) || // araign<67>e ?
|
||
(icon == 102 && nbPerso[2] <= maxUsine) || // virus ?
|
||
(icon == 104 && nbPerso[0] <= maxUsine) || // tracks ?
|
||
(icon == 115 && nbPerso[3] <= maxUsine) || // bombe ?
|
||
(icon == 17 && nbPerso[4] <= maxUsine) ) // <20>lectro ?
|
||
{
|
||
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 = WM_ACTION_R_MAKE2; // araign<67>e
|
||
if ( foundIcon == 102 ) foundAction = WM_ACTION_R_MAKE3; // virus
|
||
if ( foundIcon == 104 ) foundAction = WM_ACTION_R_MAKE4; // tracks
|
||
if ( foundIcon == 115 ) foundAction = WM_ACTION_R_MAKE5; // bombe
|
||
if ( foundIcon == 17 ) foundAction = WM_ACTION_R_MAKE6; // <20>lectro
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
// Teste si un emplacement est ok pour b<>tir une usine.
|
||
|
||
bool CDecor::IsUsineBuild(int rank, POINT cel)
|
||
{
|
||
int icon, channel;
|
||
int x, y;
|
||
|
||
// Pas sur les dalles hachur<75>es !
|
||
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 <20>tre libre devant (lieu de stationnement
|
||
// pour l'ennemi qui sera construit).
|
||
|
||
bool CDecor::IsUsineFree(int rank, POINT cel)
|
||
{
|
||
int channel, icon;
|
||
|
||
GetObject(cel, channel, icon);
|
||
|
||
if ( channel == CHOBJECT && icon == 115 ) // usine <20> 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)) );
|
||
}
|
||
|
||
|
||
// V<>rifie si l'objet peut <20>tre d<>truit par une bombe.
|
||
|
||
bool CDecor::IsBombeObject(int icon)
|
||
{
|
||
return ( icon == 36 || // planches ?
|
||
icon == 61 || // cabane ?
|
||
icon == 121 || icon == 122 || // mine de fer ?
|
||
(icon >= 65 && icon <= 71) || // palissade ?
|
||
icon == 93 || // pi<70>ge ?
|
||
icon == 117 ); // bateau ?
|
||
}
|
||
|
||
// Cherche un autre objet pour une bombe.
|
||
|
||
bool CDecor::SearchBombeObject(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy;
|
||
int x, y;
|
||
int 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 && //pi<70>ge ?
|
||
dist > 8 ) continue; // si pi<70>ge 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 <20>lectro.
|
||
|
||
bool CDecor::SearchElectroObject(int rank, POINT initCel, int distMax,
|
||
POINT &foundCel, int &foundIcon)
|
||
{
|
||
int startx, starty, endx, endy;
|
||
int x, y, i, d, dd, r;
|
||
int 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 ) // pi<70>ge ?
|
||
{
|
||
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 != WM_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; // <20> gauche
|
||
if ( i == 1 ) y += 1; // descend
|
||
if ( i == 2 ) x += 1; // <20> 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 tr<74>s proche du feu.
|
||
// Si oui, retourne true.
|
||
|
||
bool CDecor::IsFireCel(POINT cel)
|
||
{
|
||
int 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 tr<74>s proche d'un virus.
|
||
// Si oui, retourne true.
|
||
|
||
bool CDecor::IsVirusCel(POINT cel)
|
||
{
|
||
int 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 <20> partir
|
||
// d'une cellule donn<6E>e (cel).
|
||
// Retourne 0 si c'est possible, ou une erreur autrement !
|
||
|
||
int CDecor::IsBuildPont(POINT &cel, int &iconBuild)
|
||
{
|
||
POINT vector, test;
|
||
int i, channel, icon, p1, p2, p3, r1, r2, nb, rest;
|
||
int error = ERROR_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 = ERROR_PONTTERM;
|
||
continue;
|
||
}
|
||
|
||
if ( nb == 1 ) iconBuild = p1;
|
||
else iconBuild = p2;
|
||
|
||
// Avance jusqu'<27> la rive oppos<6F>e.
|
||
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 = ERROR_PONTOP;
|
||
continue;
|
||
}
|
||
|
||
cel.x += vector.x*2*nb;
|
||
cel.y += vector.y*2*nb;
|
||
|
||
return 0; // ok
|
||
}
|
||
|
||
return error;
|
||
}
|
||
|
||
// Regarde s'il est possible de construire un bateau <20> partir
|
||
// d'une cellule donn<6E>e (cel).
|
||
|
||
bool CDecor::IsBuildBateau(POINT cel, int &direct)
|
||
{
|
||
int fChannel, fIcon;
|
||
int 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 visit<69>es.
|
||
|
||
void CDecor::InitDrapeau()
|
||
{
|
||
int i;
|
||
|
||
for ( i=0 ; i<MAXLASTDRAPEAU ; i++ )
|
||
{
|
||
m_lastDrapeau[i].x = -1;
|
||
m_lastDrapeau[i].y = -1;
|
||
}
|
||
}
|
||
|
||
// M<>morise une cellule visit<69>e (ne contenant pas de fer).
|
||
|
||
void CDecor::AddDrapeau(POINT cel)
|
||
{
|
||
int i;
|
||
|
||
if ( TestDrapeau(cel) ) return; // d<>j<EFBFBD> dans la liste
|
||
|
||
for ( i=MAXLASTDRAPEAU-1 ; i>0 ; i-- )
|
||
{
|
||
m_lastDrapeau[i] = m_lastDrapeau[i-1];
|
||
}
|
||
|
||
m_lastDrapeau[0] = cel;
|
||
}
|
||
|
||
// Supprime une cellule visit<69>e (ne contenant pas de fer).
|
||
|
||
void CDecor::SubDrapeau(POINT cel)
|
||
{
|
||
int 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 d<>j<EFBFBD> <20>t<EFBFBD> visit<69>e.
|
||
|
||
bool CDecor::TestDrapeau(POINT cel)
|
||
{
|
||
int i;
|
||
|
||
for ( i=0 ; i<MAXLASTDRAPEAU ; i++ )
|
||
{
|
||
if ( cel.x == m_lastDrapeau[i].x &&
|
||
cel.y == m_lastDrapeau[i].y ) return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|