Files
source/TileEngine/Smell.cpp
T

568 lines
15 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "worlddef.h"
#include "Random.h"
#include "Smell.h"
#include "worldman.h"
#include "renderworld.h"
#include "SaveLoadMap.h"
#include "gamesettings.h"
#include "message.h"
#include "Isometric utils.h"
#include "Map Information.h"
#include "Game Clock.h"
#include "Overhead.h"
#include "debug control.h"
#endif
/*
* Smell & Blood system
*
* Smell and blood trails decay as time passes.
*
* Decay Rate Maximum Strength Decay Time: Min Max (for biggest volume)
*
* Smell 1 per turn 31 31 31
* Blood 1 every 1-3 turns 7 7 21
*
* Smell has a much finer resolution so that creatures which track by smell
* can do so effectively.
*/
/*
* Time for some crazy-ass macros!
* The smell byte is spit as follows:
* O \
* O \
* O \ Smell
* O / Strength (only on ground)
* O /
* O /
* O > Type of blood on roof
* O > Type of smell/blood on ground
*
* The blood byte is split as follows:
* O \
* O > Blood quantity on roof
* O /
* O \
* O > Blood quantity on ground
* O /
* O \ Blood decay
* O / time (roof and ground decay together)
*/
/*
* In these defines,
* s indicates the smell byte, b indicates the blood byte
*/
// LUT for which graphic to use based on strength
// 0 1, 2, 3, 4, 5, 6, 7
UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
#define SMELL_STRENGTH_MAX 63
#define BLOOD_STRENGTH_MAX 7
#define BLOOD_DELAY_MAX 3
#define SMELL_TYPE_BITS( s ) (s & 0x03)
#define BLOOD_ROOF_TYPE( s ) (s & 0x02)
#define BLOOD_FLOOR_TYPE( s ) (s & 0x01)
#define BLOOD_ROOF_STRENGTH( b ) (b & 0xE0)
#define BLOOD_FLOOR_STRENGTH( b ) ( (b & 0x1C) >> 2 )
#define BLOOD_DELAY_TIME( b ) (b & 0x03)
#define NO_BLOOD_STRENGTH( b ) ((b & 0xFC) == 0)
#define DECAY_SMELL_STRENGTH( s ) \
{ \
UINT8 ubStrength = SMELL_STRENGTH( (s) ); \
ubStrength--; \
ubStrength = ubStrength << SMELL_TYPE_NUM_BITS; \
(s) = SMELL_TYPE_BITS( (s) ) | ubStrength; \
}
// s = smell byte
// ns = new strength
// ntf = new type on floor
// Note that the first part of the macro is designed to
// preserve the type value for the blood on the roof
#define SET_SMELL( s, ns, ntf ) \
{ \
(s) = (BLOOD_ROOF_TYPE( s )) | SMELL_TYPE( ntf ) | (ns << SMELL_TYPE_NUM_BITS); \
}
#define DECAY_BLOOD_DELAY_TIME( b ) \
{ \
(b)--; \
}
#define SET_BLOOD_FLOOR_STRENGTH( b, nb ) \
{ \
(b) = ( (nb) << 2 ) | ( (b) & 0xE3); \
}
#define SET_BLOOD_ROOF_STRENGTH( b, nb ) \
{ \
(b) = BLOOD_FLOOR_STRENGTH( (nb) ) << 5 | ( (b) & 0x1F); \
}
#define DECAY_BLOOD_FLOOR_STRENGTH( b ) \
{ \
UINT8 ubFloorStrength; \
ubFloorStrength = BLOOD_FLOOR_STRENGTH( (b) ); \
ubFloorStrength--; \
SET_BLOOD_FLOOR_STRENGTH( b, ubFloorStrength ); \
}
#define DECAY_BLOOD_ROOF_STRENGTH( b ) \
{ \
UINT8 ubRoofStrength; \
ubRoofStrength = BLOOD_ROOF_STRENGTH( (b) ); \
ubRoofStrength--; \
SET_BLOOD_FLOOR_STRENGTH( b, ubRoofStrength ); \
}
#define SET_BLOOD_DELAY_TIME( b ) \
{ \
(b) = BLOOD_DELAY_TIME( (UINT8) Random( BLOOD_DELAY_MAX ) + 1 ) | (b & 0xFC); \
}
#define SET_BLOOD_FLOOR_TYPE( s, ntg ) \
{ \
(s) = BLOOD_FLOOR_TYPE( ntg ) | (s & 0xFE); \
}
#define SET_BLOOD_ROOF_TYPE( s, ntr ) \
{ \
(s) = BLOOD_ROOF_TYPE( ntr ) | (s & 0xFD); \
}
void RemoveBlood( INT32 sGridNo, INT8 bLevel )
{
gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
UpdateBloodGraphics( sGridNo, bLevel );
}
void DecaySmells( void )
{
INT32 uiLoop;
MAP_ELEMENT * pMapElement;
for ( uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; ++uiLoop, ++pMapElement )
{
if (pMapElement->ubSmellInfo)
{
// decay smell strength!
DECAY_SMELL_STRENGTH( pMapElement->ubSmellInfo );
// if the strength left is 0, wipe the whole byte to clear the type
if (SMELL_STRENGTH( pMapElement->ubSmellInfo ) == 0)
{
pMapElement->ubSmellInfo = 0;
}
}
}
}
void DecayBlood()
{
INT32 uiLoop;
MAP_ELEMENT * pMapElement;
for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; ++uiLoop, ++pMapElement)
{
if (pMapElement->ubBloodInfo)
{
// delay blood timer!
DECAY_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
if (BLOOD_DELAY_TIME( pMapElement->ubBloodInfo ) == 0)
{
// Set re-evaluate flag
pMapElement->uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
// reduce the floor blood strength if it is above zero
if (BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo ) > 0)
{
DECAY_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo )
if (BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo ) == 0)
{
// delete the blood graphic on the floor!
// then
if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
{
// wipe the whole byte to zero
pMapElement->ubBloodInfo = 0;
}
}
}
// reduce the roof blood strength if it is above zero
if (BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo ) > 0)
{
DECAY_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo )
if (BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo ) == 0)
{
// delete the blood graphic on the roof!
if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
{
// wipe the whole byte to zero
pMapElement->ubBloodInfo = 0;
}
}
}
// if any blood remaining, reset time
if ( pMapElement->ubBloodInfo )
{
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
}
}
// end of blood handling
}
// now go on to the next gridno
}
}
void DecayBloodAndSmells( UINT32 uiTime )
{
UINT32 uiCheckTime;
if ( !gfWorldLoaded )
{
return;
}
// period between checks, in game seconds
switch( giTimeCompressMode )
{
// in time compression, let this happen every 5 REAL seconds
case TIME_COMPRESS_5MINS: // rate of 300 seconds per real second
uiCheckTime = 5 * 300;
break;
case TIME_COMPRESS_30MINS: // rate of 1800 seconds per real second
uiCheckTime = 5 * 1800;
break;
case TIME_COMPRESS_60MINS: // rate of 3600 seconds per real second
case TIME_SUPER_COMPRESS: // should not be used but just in frigging case...
uiCheckTime = 5 * 3600;
break;
default: // not compressing
uiCheckTime = 100;
break;
}
// ok so "uiDecayBloodLastUpdate" is a bit of a misnomer now
if ( ( uiTime - gTacticalStatus.uiDecayBloodLastUpdate ) > uiCheckTime )
{
gTacticalStatus.uiDecayBloodLastUpdate = uiTime;
DecayBlood();
DecaySmells();
}
}
void DropSmell( SOLDIERTYPE * pSoldier )
{
MAP_ELEMENT * pMapElement;
UINT8 ubOldSmell;
UINT8 ubOldStrength;
UINT8 ubSmell;
UINT8 ubStrength;
/*
* Here we are creating a new smell on the ground. If there is blood in
* the tile, it overrides dropping smells of any type
*/
if (pSoldier->pathing.bLevel == 0)
{
pMapElement = &(gpWorldLevelData[pSoldier->sGridNo]);
if (pMapElement->ubBloodInfo)
{
// blood here, don't drop any smell
return;
}
if (pSoldier->aiData.bNormalSmell > pSoldier->aiData.bMonsterSmell)
{
ubStrength = pSoldier->aiData.bNormalSmell - pSoldier->aiData.bMonsterSmell;
ubSmell = HUMAN;
}
else
{
ubStrength = pSoldier->aiData.bMonsterSmell - pSoldier->aiData.bNormalSmell;
if (ubStrength == 0)
{
// don't drop any smell
return;
}
ubSmell = CREATURE_ON_FLOOR;
}
if (pMapElement->ubSmellInfo)
{
// smell already exists here; check to see if it's the same or not
ubOldSmell = SMELL_TYPE( pMapElement->ubSmellInfo );
ubOldStrength = SMELL_STRENGTH( pMapElement->ubSmellInfo );
if (ubOldSmell == ubSmell)
{
// same smell; increase the strength to the bigger of the two strengths,
// plus 1/5 of the smaller
ubStrength = __max( ubStrength, ubOldStrength ) + __min( ubStrength, ubOldStrength ) / 5;
ubStrength = __max( ubStrength, SMELL_STRENGTH_MAX );
}
else
{
// different smell; we muddy the smell by reducing the smell strength
if (ubOldStrength > ubStrength)
{
ubOldStrength -= ubStrength / 3;
SET_SMELL( pMapElement->ubSmellInfo, ubOldStrength, ubOldSmell );
}
else
{
ubStrength -= ubOldStrength / 3;
if (ubStrength > 0)
{
SET_SMELL( pMapElement->ubSmellInfo, ubStrength, ubSmell );
}
else
{
// smell reduced to 0 - wipe all info on it!
pMapElement->ubSmellInfo = 0;
}
}
}
}
else
{
// the simple case, dropping a smell in a location where there is none
SET_SMELL( pMapElement->ubSmellInfo, ubStrength, ubSmell );
}
}
// otherwise skip dropping smell
}
void InternalDropBlood( INT32 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
{
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"InternalDropBlood ( %i , %i , %i , %i , %i )\n",sGridNo, bLevel , ubType , ubStrength , bVisible );
MPDebugMsg(tmpMPDbgString);
MAP_ELEMENT * pMapElement;
UINT8 ubOldStrength=0;
UINT8 ubNewStrength=0;
UINT8 bOverTerrainType;
/*
* Dropping some blood;
* We can check the type of blood by consulting the type in the smell byte
*/
bOverTerrainType = GetTerrainType( sGridNo);
// If we are in water...
if ( TERRAIN_IS_WATER( bOverTerrainType) )
{
return;
}
// ATE: Send warning if dropping blood nowhere....
if (TileIsOutOfBounds(sGridNo))
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Attempting to drop blood NOWHERE" );
#endif
return;
}
// ensure max strength is okay
ubStrength = __min( ubStrength, BLOOD_STRENGTH_MAX );
pMapElement = &(gpWorldLevelData[ sGridNo ]);
if ( bLevel == 0 )
{
// dropping blood on ground
ubOldStrength = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
if (ubOldStrength > 0)
{
// blood already there... we'll leave the decay time as it is
// sevenfm: blood floor type stored in smell byte!
//if (BLOOD_FLOOR_TYPE( pMapElement->ubBloodInfo ) == ubType)
if (BLOOD_FLOOR_TYPE(pMapElement->ubSmellInfo) == ubType)
{
// combine blood strengths!
ubNewStrength = __min( ( ubOldStrength + ubStrength ), BLOOD_STRENGTH_MAX );
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
}
else
{
// replace the existing blood if more is being dropped than exists
if (ubStrength > ubOldStrength )
{
// replace!
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
}
// else we don't drop anything at all
}
}
else
{
// no blood on the ground yet, so drop this amount!
// set decay time
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
// NB blood floor type stored in smell byte!
SET_BLOOD_FLOOR_TYPE( pMapElement->ubSmellInfo, ubType );
}
}
else
{
// dropping blood on roof
ubOldStrength = BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo );
if (ubOldStrength > 0)
{
// blood already there... we'll leave the decay time as it is
if (BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo ) == ubType)
{
// combine blood strengths!
ubNewStrength = __max( ubOldStrength, ubStrength ) + 1;
// make sure the strength is legal
ubNewStrength = __max( ubNewStrength, BLOOD_STRENGTH_MAX );
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
}
else
{
// replace the existing blood if more is being dropped than exists
if (ubStrength > ubOldStrength )
{
// replace!
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
}
// else we don't drop anything at all
}
}
else
{
// no blood on the roof yet, so drop this amount!
// set decay time
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
SET_BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo, ubType );
}
}
// Turn on flag...
pMapElement->uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
if ( bVisible != -1 )
{
UpdateBloodGraphics( sGridNo, bLevel );
}
}
void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
{
UINT8 ubType;
/*
* Dropping some blood;
* We can check the type of blood by consulting the type in the smell byte
*/
// figure out the type of blood that we're dropping
if ( pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER )
{
if ( pSoldier->pathing.bLevel == 0 )
ubType = CREATURE_ON_FLOOR;
else
ubType = CREATURE_ON_ROOF;
}
else
{
ubType = HUMAN;
}
InternalDropBlood( pSoldier->sGridNo, pSoldier->pathing.bLevel, ubType, ubStrength, bVisible );
}
void UpdateBloodGraphics( INT32 sGridNo, INT8 bLevel )
{
MAP_ELEMENT * pMapElement;
INT8 bValue;
UINT16 usIndex, usNewIndex;
// OK, based on level, type, display graphics for blood
pMapElement = &(gpWorldLevelData[ sGridNo ]);
// CHECK FOR BLOOD OPTION
if ( !gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] )
{
return;
}
if ( pMapElement->uiFlags & MAPELEMENT_REEVALUATEBLOOD )
{
// Turn off flag!
pMapElement->uiFlags &= ( ~MAPELEMENT_REEVALUATEBLOOD );
// Ground
if ( bLevel == 0 )
{
bValue = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
// OK, remove tile graphic if one exists....
if ( TypeRangeExistsInObjectLayer( sGridNo, HUMANBLOOD, CREATUREBLOOD, &usIndex ) )
{
//This has been removed and it is handled by the ubBloodInfo level when restoring a saved game.
//Set a flag indicating that the following changes are to go the the maps temp file
//ApplyMapChangesToMapTempFile( TRUE );
// Remove
RemoveObject( sGridNo, usIndex );
//ApplyMapChangesToMapTempFile( FALSE );
}
// OK, pick new one. based on strength and randomness
if ( bValue > 0 )
{
usIndex = (UINT16)( ( Random( 4 ) * 4 ) + ubBloodGraphicLUT[ bValue ] );
if ( BLOOD_FLOOR_TYPE( pMapElement->ubSmellInfo ) == 0 )
{
GetTileIndexFromTypeSubIndex( HUMANBLOOD, (UINT16)(usIndex + 1), &usNewIndex );
}
else
{
GetTileIndexFromTypeSubIndex( CREATUREBLOOD, (UINT16)(usIndex + 1), &usNewIndex );
}
//This has been removed and it is handled by the ubBloodInfo level when restoring a saved game.
//Set a flag indicating that the following changes are to go the the maps temp file
//ApplyMapChangesToMapTempFile( TRUE );
// Add!
AddObjectToHead( sGridNo, usNewIndex );
//ApplyMapChangesToMapTempFile( FALSE );
// Update rendering!
pMapElement->uiFlags|=MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
}
}
// Roof
else
{
}
}
}