void display_flags() { for( unsigned blocking = 0; blocking <= 1; ++blocking ) { for( unsigned platform = 0; platform <= 1; ++platform ) { for( unsigned walk = 0; walk <= 1; ++walk ) { for( unsigned wall = 0; wall <= 1; ++wall ) { for( unsigned half = 0; half <= 1; ++half ) { for( unsigned floor = 0; floor <= 1; ++floor ) { unsigned flags = 0; if (blocking) flags |= USTRUCT_TILE::FLAG_BLOCKING; if (platform) flags |= USTRUCT_TILE::FLAG_PLATFORM; if (walk) flags |= USTRUCT_TILE::FLAG__WALK; if (wall) flags |= USTRUCT_TILE::FLAG_WALL; if (half) flags |= USTRUCT_TILE::FLAG_HALF_HEIGHT; if (floor) flags |= USTRUCT_TILE::FLAG_FLOOR; unsigned long polflags = polflags_from_tileflags( 0x4000, flags, cfg_use_no_shoot, cfg_LOS_through_windows ); unsigned moveland = (polflags & FLAG::MOVELAND)?1:0; printf( "%u %u %u %u %u %u: %u\n", blocking, platform, walk, wall, half, floor, moveland ); } } } } } } }
u32 polflags_from_landtileflags( unsigned short tile, u32 lt_flags ) { if ( ~lt_flags & Core::USTRUCT_TILE::FLAG_BLOCKING ) { // this seems to be the default. // used to set FLOOR here only. lt_flags |= Core::USTRUCT_TILE::FLAG_PLATFORM; } lt_flags |= Core::USTRUCT_TILE::FLAG_FLOOR; lt_flags |= Core::USTRUCT_TILE::FLAG_HALF_HEIGHT; // the entire map is this way unsigned int flags = polflags_from_tileflags( tile, lt_flags, 0, 0 ); // Land tiles shouldn't worry about noshoot or windows return flags; }
void create_tiles_cfg() { FILE* fp = fopen( "tiles.cfg", "wt" ); int mountCount; char name[21]; unsigned count = 0; for ( unsigned int graphic_i = 0; graphic_i <= Plib::systemstate.config.max_tile_id; ++graphic_i ) { u16 graphic = static_cast<u16>( graphic_i ); USTRUCT_TILE tile; if ( cfg_use_new_hsa_format ) { USTRUCT_TILE_HSA newtile; read_objinfo( graphic, newtile ); tile.anim = newtile.anim; tile.flags = newtile.flags; tile.height = newtile.height; tile.layer = newtile.layer; memcpy( tile.name, newtile.name, sizeof tile.name ); tile.unk14 = newtile.unk14; tile.unk15 = newtile.unk15; tile.unk6 = newtile.unk6; tile.unk7 = newtile.unk7; tile.unk8 = newtile.unk8; tile.unk9 = newtile.unk9; tile.weight = newtile.weight; } else read_objinfo( graphic, tile ); mountCount = static_cast<int>( MountTypes.count( graphic ) ); if ( tile.name[0] == '\0' && tile.flags == 0 && tile.layer == 0 && tile.height == 0 && mountCount == 0 ) { continue; } unsigned int flags = polflags_from_tileflags( graphic, tile.flags, cfg_use_no_shoot, cfg_LOS_through_windows ); if ( mountCount != 0 ) { tile.layer = 25; flags |= FLAG::EQUIPPABLE; } memset( name, 0, sizeof name ); memcpy( name, tile.name, sizeof tile.name ); fprintf( fp, "tile 0x%x\n", graphic ); fprintf( fp, "{\n" ); fprintf( fp, " Desc %s\n", name ); fprintf( fp, " UoFlags 0x%08lx\n", static_cast<unsigned long>( tile.flags ) ); if ( tile.layer ) fprintf( fp, " Layer %u\n", tile.layer ); fprintf( fp, " Height %u\n", tile.height ); fprintf( fp, " Weight %u\n", tile.weight ); write_flags( fp, flags ); fprintf( fp, "}\n" ); fprintf( fp, "\n" ); ++count; } fclose( fp ); INFO_PRINT << count << " tile definitions written to tiles.cfg\n"; }
void ProcessSolidBlock( unsigned short x_base, unsigned short y_base, MapWriter& mapwriter ) { unsigned int idx2_offset = 0; SOLIDX2_ELEM idx2_elem; memset( &idx2_elem, 0, sizeof idx2_elem ); idx2_elem.baseindex = mapwriter.NextSolidIndex(); unsigned short x_add_max = SOLIDX_X_SIZE, y_add_max = SOLIDX_Y_SIZE; if ( x_base + x_add_max > uo_map_width ) x_add_max = uo_map_width - x_base; if ( y_base + y_add_max > uo_map_height ) y_add_max = uo_map_height - y_base; for ( unsigned short x_add = 0; x_add < x_add_max; ++x_add ) { for ( unsigned short y_add = 0; y_add < y_add_max; ++y_add ) { unsigned short x = x_base + x_add; unsigned short y = y_base + y_add; StaticList statics; // read the map, and treat it like a static. short z; USTRUCT_MAPINFO mi; safe_getmapinfo( x, y, &z, &mi ); if ( mi.landtile > 0x3FFF ) INFO_PRINT.Format( "Tile 0x{:X} at ({},{},{}) is an invalid ID!\n" ) << mi.landtile << x << y << z; // for water, don't average with surrounding tiles. if ( landtile_uoflags( mi.landtile ) & USTRUCT_TILE::FLAG_LIQUID ) z = mi.z; short low_z = get_lowestadjacentz( x, y, z ); short lt_height = z - low_z; z = low_z; if ( mi.landtile > 0x3FFF ) INFO_PRINT.Format( "Tile 0x{:X} at ({},{},{}) is an invalid ID!\n" ) << mi.landtile << x << y << z; unsigned int lt_flags = landtile_uoflags( mi.landtile ); if ( ~lt_flags & USTRUCT_TILE::FLAG_BLOCKING ) { // this seems to be the default. lt_flags |= USTRUCT_TILE::FLAG_PLATFORM; } lt_flags |= USTRUCT_TILE::FLAG_NO_SHOOT; // added to make sure people using noshoot will have shapes // generated by this tile in future block LOS, shouldn't // affect people using old LOS method one way or another. lt_flags |= USTRUCT_TILE::FLAG_FLOOR; lt_flags |= USTRUCT_TILE::FLAG_HALF_HEIGHT; // the entire map is this way if ( lt_flags & USTRUCT_TILE::FLAG_WALL ) lt_height = 20; readstatics( statics, x, y, USTRUCT_TILE::FLAG_BLOCKING | USTRUCT_TILE::FLAG_PLATFORM | USTRUCT_TILE::FLAG_HALF_HEIGHT | USTRUCT_TILE::FLAG_LIQUID | USTRUCT_TILE::FLAG_HOVEROVER //USTRUCT_TILE::FLAG__WALK ); for ( unsigned i = 0; i < statics.size(); ++i ) { StaticRec srec = statics[i]; unsigned int polflags = polflags_from_tileflags( srec.graphic, srec.flags, cfg_use_no_shoot, cfg_LOS_through_windows ); if ( ( ~polflags & FLAG::MOVELAND ) && ( ~polflags & FLAG::MOVESEA ) && ( ~polflags & FLAG::BLOCKSIGHT ) && ( ~polflags & FLAG::BLOCKING ) && ( ~polflags & FLAG::OVERFLIGHT ) ) { // remove it. we'll re-sort later. statics.erase( statics.begin() + i ); --i; // do-over } if ( ( ~srec.flags & USTRUCT_TILE::FLAG_BLOCKING ) && ( ~srec.flags & USTRUCT_TILE::FLAG_PLATFORM ) && ( ~srec.flags & USTRUCT_TILE::FLAG_HALF_HEIGHT ) && ( ~srec.flags & USTRUCT_TILE::FLAG_LIQUID ) && ( ~srec.flags & USTRUCT_TILE::FLAG_HOVEROVER ) ) /*(~srec.flags & USTRUCT_TILE::FLAG__WALK)*/ { // remove it. we'll re-sort later. statics.erase( statics.begin() + i ); --i; // do-over } } bool addMap = true; for ( const auto &srec : statics ) { // Look for water tiles. If there are any, discard the map (which is usually at -15 anyway) if ( z + lt_height <= srec.z && ( ( srec.z - ( z + lt_height ) ) <= 10 ) && // only where the map is below or same Z as the static srec.graphic >= 0x1796 && srec.graphic <= 0x17B2 ) // FIXME hardcoded { // arr, there be water here addMap = false; } // if there's a static on top of one of these "wall" landtiles, make it override. if ( ( lt_flags & USTRUCT_TILE::FLAG_WALL ) && // wall? z <= srec.z && srec.z - z <= lt_height ) { lt_height = srec.z - z; } } // shadows above caves if ( is_cave_shadow( mi ) && !statics.empty() ) { addMap = false; } // If the map is a NODRAW tile, and there are statics, discard the map tile if ( mi.landtile == 2 && !statics.empty() ) addMap = false; if ( addMap ) statics.push_back( StaticRec( 0, static_cast<signed char>( z ), lt_flags, static_cast<char>( lt_height ) ) ); sort( statics.begin(), statics.end(), StaticsByZ() ); reverse( statics.begin(), statics.end() ); std::vector<MapShape> shapes; // try to consolidate like shapes, and discard ones we don't care about. while ( !statics.empty() ) { StaticRec srec = statics.back(); statics.pop_back(); unsigned int polflags = polflags_from_tileflags( srec.graphic, srec.flags, cfg_use_no_shoot, cfg_LOS_through_windows ); if ( ( ~polflags & FLAG::MOVELAND ) && ( ~polflags & FLAG::MOVESEA ) && ( ~polflags & FLAG::BLOCKSIGHT ) && ( ~polflags & FLAG::BLOCKING ) && ( ~polflags & FLAG::OVERFLIGHT ) ) { passert_always( 0 ); continue; } if ( ( ~srec.flags & USTRUCT_TILE::FLAG_BLOCKING ) && ( ~srec.flags & USTRUCT_TILE::FLAG_PLATFORM ) && ( ~srec.flags & USTRUCT_TILE::FLAG_HALF_HEIGHT ) && ( ~srec.flags & USTRUCT_TILE::FLAG_LIQUID ) && ( ~srec.flags & USTRUCT_TILE::FLAG_HOVEROVER ) ) /*(~srec.flags & USTRUCT_TILE::FLAG__WALK)*/ { passert_always( 0 ); continue; } if ( shapes.empty() ) { // this, whatever it is, is the map base. //TODO: look for water statics and use THOSE as the map. MapShape shape; shape.z = srec.z; //these will be converted below to shape.height = 0; //make the map "solid" shape.flags = static_cast<unsigned char>( polflags ); // no matter what, the lowest level is gradual shape.flags |= FLAG::GRADUAL; shapes.push_back( shape ); //for wall flag - map tile always height 0, at bottom. if map tile has height, add it as a static if ( srec.height != 0 ) { MapShape _shape; _shape.z = srec.z; _shape.height = srec.height; _shape.flags = polflags; shapes.push_back( _shape ); } continue; } MapShape& prev = shapes.back(); // we're adding it. MapShape shape; shape.z = srec.z; shape.height = srec.height; shape.flags = polflags; //always add the map shape seperately if ( shapes.size() == 1 ) { shapes.push_back( shape ); continue; } if ( shape.z < prev.z + prev.height ) { // things can't exist in the same place. // shrink the bottom part of this shape. // if that would give it negative height, then skip it. short height_remove = prev.z + prev.height - shape.z; if ( height_remove <= shape.height ) { shape.z += height_remove; shape.height -= height_remove; } else { // example: 5530, 14 continue; } } // sometimes water has "sand" a couple z-coords above it. // We'll try to detect this (really, anything that is up to 4 dist from water) // and extend the thing above downward. if ( ( prev.flags & FLAG::MOVESEA ) && ( shape.z > prev.z + prev.height ) && ( shape.z <= prev.z + prev.height + 4 ) ) { short height_add = shape.z - prev.z - prev.height; shape.z -= height_add; shape.height += height_add; } if ( ( prev.flags & FLAG::MOVESEA ) && ( prev.z + prev.height == -5 ) && ( shape.flags & FLAG::MOVESEA ) && ( shape.z == 25 ) ) { // oddly, there are some water tiles at z=25 in some places...I don't get it continue; } //string prevflags_s = flagstr(prev.flags); //const char* prevflags = prevflags_s.c_str(); //string shapeflags_s = flagstr(shape.flags); //const char* shapeflags = shapeflags_s.c_str(); if ( shape.z > prev.z + prev.height ) { // // elevated above what's below, must include separately // shapes.push_back( shape ); continue; } passert_always( shape.z == prev.z + prev.height ); if ( shape.z == prev.z + prev.height ) { // // sitting right on top of the previous solid // // standable atop non-standable: standable // nonstandable atop standable: nonstandable // etc bool can_combine = flags_match( prev.flags, shape.flags, FLAG::BLOCKSIGHT | FLAG::BLOCKING ); if ( prev.flags & FLAG::MOVELAND && ~shape.flags & FLAG::BLOCKING && ~shape.flags & FLAG::MOVELAND ) { can_combine = false; } if ( can_combine ) { prev.flags = shape.flags; prev.height += shape.height; } else // if one blocks LOS, but not the other, they can't be combined this way. { shapes.push_back( shape ); continue; } } } // the first StaticShape is the map base. MapShape base = shapes[0]; shapes.erase( shapes.begin() ); MAPCELL cell; passert_always( base.height == 0 ); cell.z = static_cast<signed char>( base.z ); //assume now map has height=1. a static was already added if it was >0 cell.flags = static_cast<u8>( base.flags ); if ( !shapes.empty() ) cell.flags |= FLAG::MORE_SOLIDS; mapwriter.SetMapCell( x, y, cell ); if ( !shapes.empty() ) { ++with_more_solids; total_statics += static_cast<unsigned int>( shapes.size() ); if ( idx2_offset == 0 ) idx2_offset = mapwriter.NextSolidx2Offset(); unsigned int addindex = mapwriter.NextSolidIndex() - idx2_elem.baseindex; if ( addindex > std::numeric_limits<unsigned short>::max() ) throw std::runtime_error("addoffset overflow"); idx2_elem.addindex[x_add][y_add] = static_cast<unsigned short>( addindex ); int count = static_cast<int>( shapes.size() ); for ( int j = 0; j < count; ++j ) { MapShape shape = shapes[j]; char _z, height, flags; _z = static_cast<char>( shapes[j].z ); height = static_cast<char>( shape.height ); flags = static_cast<u8>( shape.flags ); if ( !height )//make 0 height solid { --_z; ++height; } if ( j != count - 1 ) flags |= FLAG::MORE_SOLIDS; SOLIDS_ELEM solid; solid.z = _z; solid.height = height; solid.flags = flags; mapwriter.AppendSolid( solid ); } } } } if ( idx2_offset ) { ++nonempty; mapwriter.AppendSolidx2Elem( idx2_elem ); } else { ++empty; } mapwriter.SetSolidx2Offset( x_base, y_base, idx2_offset ); }