tibia-client/src/otclient/tile.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "tile.h"
#include "item.h"
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#include "thingtypemanager.h"
#include "map.h"
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#include "game.h"
#include "localplayer.h"
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#include "effect.h"
#include "protocolgame.h"
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#include <framework/graphics/fontmanager.h>
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Tile::Tile(const Position& position) :
m_position(position),
m_drawElevation(0),
m_flags(0),
m_minimapColorByte(0)
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{
}
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void Tile::draw(const Point& dest, float scaleFactor, int drawFlags)
{
bool animate = drawFlags & Otc::DrawAnimations;
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// first bottom items
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if(drawFlags & (Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawOnBottom)) {
m_drawElevation = 0;
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for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom())
break;
if((thing->isGround() && drawFlags & Otc::DrawGround) ||
(thing->isGroundBorder() && drawFlags & Otc::DrawGroundBorders) ||
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(thing->isOnBottom() && drawFlags & Otc::DrawOnBottom))
thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate);
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m_drawElevation += thing->getElevation();
if(m_drawElevation > Otc::MAX_ELEVATION)
m_drawElevation = Otc::MAX_ELEVATION;
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}
}
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int redrawPreviousTopW = 0;
int redrawPreviousTopH = 0;
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if(drawFlags & Otc::DrawItems) {
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// now common items in reverse order
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for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
const ThingPtr& thing = *it;
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if(thing->isOnTop() || thing->isOnBottom() || thing->isGroundBorder() || thing->isGround() || thing->isCreature())
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break;
thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate);
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if(thing->isLyingCorpse()) {
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redrawPreviousTopW = std::max(thing->getWidth(), redrawPreviousTopW);
redrawPreviousTopH = std::max(thing->getHeight(), redrawPreviousTopH);
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}
m_drawElevation += thing->getElevation();
if(m_drawElevation > Otc::MAX_ELEVATION)
m_drawElevation = Otc::MAX_ELEVATION;
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}
}
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// after we render 2x2 lying corpses, we must redraw previous creatures/ontop above them
if(redrawPreviousTopH > 0 || redrawPreviousTopW > 0) {
int topRedrawFlags = drawFlags & (Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawOnTop | Otc::DrawAnimations);
if(topRedrawFlags) {
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for(int x=-redrawPreviousTopW;x<=0;++x) {
for(int y=-redrawPreviousTopH;y<=0;++y) {
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if(x == 0 && y == 0)
continue;
const TilePtr& tile = g_map.getTile(m_position.translated(x,y));
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if(tile)
tile->draw(dest + Point(x*Otc::TILE_PIXELS, y*Otc::TILE_PIXELS)*scaleFactor, scaleFactor, topRedrawFlags);
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}
}
}
}
// creatures
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if(drawFlags & Otc::DrawCreatures) {
if(animate) {
for(const CreaturePtr& creature : m_walkingCreatures) {
if(creature->isRemoved())
continue;
creature->draw(Point(dest.x + ((creature->getPosition().x - m_position.x)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor,
dest.y + ((creature->getPosition().y - m_position.y)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor), scaleFactor, animate);
}
}
for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
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const ThingPtr& thing = *it;
if(!thing->isCreature())
continue;
CreaturePtr creature = thing->asCreature();
if(creature && (!creature->isWalking() || !animate))
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creature->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate);
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}
}
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// effects
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if(drawFlags & Otc::DrawEffects) {
for(const EffectPtr& effect : m_effects)
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effect->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate);
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}
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// top items
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if(drawFlags & Otc::DrawOnTop) {
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for(const ThingPtr& thing : m_things) {
if(thing->isOnTop())
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thing->draw(dest, scaleFactor, animate);
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}
}
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}
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void Tile::clean()
{
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while(!m_things.empty())
removeThing(m_things.front());
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}
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void Tile::addWalkingCreature(const CreaturePtr& creature)
{
m_walkingCreatures.push_back(creature);
}
void Tile::removeWalkingCreature(const CreaturePtr& creature)
{
auto it = std::find(m_walkingCreatures.begin(), m_walkingCreatures.end(), creature);
if(it != m_walkingCreatures.end())
m_walkingCreatures.erase(it);
}
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ThingPtr Tile::addThing(const ThingPtr& thing, int stackPos)
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{
if(!thing)
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return nullptr;
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if(EffectPtr effect = thing->asEffect()) {
m_effects.push_back(effect);
return nullptr;
}
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// the items stackpos follows this order:
// 0 - ground
// 1 - ground borders
// 2 - bottom (walls)
// 3 - on top (doors)
// 4 - creatures, from top to bottom
// 5 - items, from top to bottom
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if(stackPos < 0) {
int priority = thing->getStackPriority();
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bool prepend = (stackPos == -2 || priority <= 3);
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for(stackPos = 0; stackPos < (int)m_things.size(); ++stackPos) {
int otherPriority = m_things[stackPos]->getStackPriority();
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if((prepend && otherPriority > priority) || (!prepend && otherPriority >= priority))
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break;
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}
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} else if(stackPos > (int)m_things.size())
stackPos = m_things.size();
ThingPtr oldObject;
if(stackPos < (int)m_things.size())
oldObject = m_things[stackPos];
m_things.insert(m_things.begin() + stackPos, thing);
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if(m_things.size() > MAX_THINGS)
removeThing(m_things[MAX_THINGS]);
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update();
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return oldObject;
}
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bool Tile::removeThing(ThingPtr thing)
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{
if(!thing)
return false;
bool removed = false;
if(EffectPtr effect = thing->asEffect()) {
auto it = std::find(m_effects.begin(), m_effects.end(), effect);
if(it != m_effects.end()) {
m_effects.erase(it);
removed = true;
}
} else {
auto it = std::find(m_things.begin(), m_things.end(), thing);
if(it != m_things.end()) {
m_things.erase(it);
removed = true;
}
}
// reset values managed by this tile
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if(removed)
update();
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return removed;
}
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ThingPtr Tile::getThing(int stackPos)
{
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if(stackPos >= 0 && stackPos < (int)m_things.size())
return m_things[stackPos];
return nullptr;
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}
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EffectPtr Tile::getEffect(uint16 id)
{
for(const EffectPtr& effect : m_effects)
if(effect->getId() == id)
return effect;
return nullptr;
}
bool Tile::hasThing(const ThingPtr& thing)
{
return std::find(m_things.begin(), m_things.end(), thing) != m_things.end();
}
int Tile::getThingStackpos(const ThingPtr& thing)
{
for(uint stackpos = 0; stackpos < m_things.size(); ++stackpos)
if(thing == m_things[stackpos])
return stackpos;
return -1;
}
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ThingPtr Tile:: getTopThing()
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{
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if(isEmpty())
return nullptr;
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for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop() && !thing->isCreature())
return thing;
}
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return m_things[m_things.size() - 1];
}
std::vector<ItemPtr> Tile::getItems()
{
std::vector<ItemPtr> items;
for(const ThingPtr& thing : m_things) {
if(ItemPtr item = thing->asItem())
items.push_back(item);
}
return items;
}
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std::vector<CreaturePtr> Tile::getCreatures()
{
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std::vector<CreaturePtr> creatures;
for(const ThingPtr& thing : m_things) {
if(CreaturePtr creature = thing->asCreature())
creatures.push_back(creature);
}
return creatures;
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}
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ItemPtr Tile::getGround()
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{
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ThingPtr firstObject = getThing(0);
if(!firstObject)
return nullptr;
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if(firstObject->isGround())
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return firstObject->asItem();
return nullptr;
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}
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int Tile::getGroundSpeed()
{
int groundSpeed = 100;
if(ItemPtr ground = getGround())
groundSpeed = ground->getGroundSpeed();
return groundSpeed;
}
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ThingPtr Tile::getTopLookThing()
{
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if(isEmpty())
return nullptr;
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for(uint i = 0; i < m_things.size(); ++i) {
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ThingPtr thing = m_things[i];
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if(!thing->isIgnoreLook() && (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop()))
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return thing;
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}
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return m_things[0];
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}
ThingPtr Tile::getTopUseThing()
{
if(isEmpty())
return nullptr;
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for(uint i = 0; i < m_things.size(); ++i) {
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ThingPtr thing = m_things[i];
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if(thing->isForceUse() || (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop() && !thing->isCreature()))
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return thing;
}
return m_things[0];
}
CreaturePtr Tile::getTopCreature()
{
CreaturePtr creature;
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for(uint i = 0; i < m_things.size(); ++i) {
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ThingPtr thing = m_things[i];
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if(thing->asLocalPlayer()) // return local player if there is no other creature
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creature = thing->asCreature();
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else if(thing->isCreature() && !thing->isLocalPlayer())
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return thing->asCreature();
}
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if(!creature && !m_walkingCreatures.empty())
creature = m_walkingCreatures.back();
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return creature;
}
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ThingPtr Tile::getTopMoveThing()
{
if(isEmpty())
return nullptr;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
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if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop() && !thing->isCreature()) {
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if(i > 0 && thing->isNotMoveable())
return m_things[i-1];
return thing;
}
}
return m_things[0];
}
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ThingPtr Tile::getTopMultiUseThing()
{
// this is related to classic controls, getting top item, forceuse or creature
if(isEmpty())
return nullptr;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(thing->isForceUse() || (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop())) {
if(i > 0 && thing->isFluid())
return m_things[i-1];
return thing;
}
}
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnTop())
return thing;
}
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return m_things[0];
}
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bool Tile::isWalkable()
{
if(!getGround())
return false;
for(const ThingPtr& thing : m_things) {
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if(thing->isNotWalkable())
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return false;
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if(CreaturePtr creature = thing->asCreature()) {
if(!creature->getPassable())
return false;
}
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}
return true;
}
bool Tile::isPathable()
{
if(!isWalkable())
return false;
for(const ThingPtr& thing : m_things) {
if(thing->isNotPathable())
return false;
}
return true;
}
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bool Tile::isFullGround()
{
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ItemPtr ground = getGround();
if(ground && ground->isFullGround())
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return true;
return false;
}
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bool Tile::isFullyOpaque()
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{
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ThingPtr firstObject = getThing(0);
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return firstObject && firstObject->isFullGround();
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}
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bool Tile::isLookPossible()
{
for(const ThingPtr& thing : m_things) {
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if(thing->blockProjectile())
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return false;
}
return true;
}
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bool Tile::isClickable()
{
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bool hasGround = false;
bool hasOnBottom = false;
bool hasIgnoreLook = false;
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for(const ThingPtr& thing : m_things) {
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if(thing->isGround())
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hasGround = true;
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if(thing->isOnBottom())
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hasOnBottom = true;
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if(thing->isIgnoreLook())
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hasIgnoreLook = true;
if((hasGround || hasOnBottom) && !hasIgnoreLook)
return true;
}
return false;
}
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bool Tile::isEmpty()
{
return m_things.size() == 0;
}
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bool Tile::mustHookEast()
{
for(const ThingPtr& thing : m_things)
if(thing->isHookEast())
return true;
return false;
}
bool Tile::mustHookSouth()
{
for(const ThingPtr& thing : m_things)
if(thing->isHookSouth())
return true;
return false;
}
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bool Tile::hasCreature()
{
for(const ThingPtr& thing : m_things)
if(thing->asCreature())
return true;
return false;
}
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bool Tile::limitsFloorsView()
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{
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// ground and walls limits the view
ThingPtr firstThing = getThing(0);
if(firstThing && !firstThing->isDontHide() && (firstThing->isGround() || firstThing->isOnBottom()))
return true;
return false;
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}
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bool Tile::canErase()
{
return m_walkingCreatures.empty() && m_effects.empty() && m_things.empty();
}
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void Tile::update()
{
m_minimapColorByte = 0;
for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop())
break;
uint8 c = thing->getMinimapColor();
if(c != 0)
m_minimapColorByte = c;
}
}