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88 lines
2.2 KiB
88 lines
2.2 KiB
#include "levels/tile_properties.hpp" |
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#include "engine/direction.hpp" |
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#include "engine/path.h" |
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#include "engine/point.hpp" |
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#include "gendung.h" |
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#include "objects.h" |
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namespace devilution { |
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bool IsTileNotSolid(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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return false; |
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} |
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return !TileHasAny(position, TileProperties::Solid); |
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} |
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bool IsTileSolid(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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return false; |
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} |
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return TileHasAny(position, TileProperties::Solid); |
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} |
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bool IsTileWalkable(Point position, bool ignoreDoors) |
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{ |
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Object *object = FindObjectAtPosition(position); |
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if (object != nullptr) { |
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if (ignoreDoors && object->isDoor()) { |
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return true; |
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} |
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if (object->_oSolidFlag) { |
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return false; |
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} |
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} |
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return IsTileNotSolid(position); |
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} |
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bool IsTileOccupied(Point position) |
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{ |
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if (!InDungeonBounds(position)) { |
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return true; // OOB positions are considered occupied. |
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} |
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if (IsTileSolid(position)) { |
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return true; |
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} |
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if (dMonster[position.x][position.y] != 0) { |
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return true; |
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} |
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if (dPlayer[position.x][position.y] != 0) { |
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return true; |
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} |
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if (IsObjectAtPosition(position)) { |
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return true; |
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} |
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return false; |
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} |
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bool CanStep(Point startPosition, Point destinationPosition) |
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{ |
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// These checks are written as if working backwards from the destination to the source, given |
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// both tiles are expected to be adjacent this doesn't matter beyond being a bit confusing |
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bool rv = true; |
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switch (GetPathDirection(startPosition, destinationPosition)) { |
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case 5: // Stepping north |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthWest) && IsTileNotSolid(destinationPosition + Direction::SouthEast); |
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break; |
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case 6: // Stepping east |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthWest) && IsTileNotSolid(destinationPosition + Direction::NorthWest); |
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break; |
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case 7: // Stepping south |
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rv = IsTileNotSolid(destinationPosition + Direction::NorthEast) && IsTileNotSolid(destinationPosition + Direction::NorthWest); |
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break; |
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case 8: // Stepping west |
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rv = IsTileNotSolid(destinationPosition + Direction::SouthEast) && IsTileNotSolid(destinationPosition + Direction::NorthEast); |
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break; |
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} |
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return rv; |
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} |
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} // namespace devilution
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