**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+59 -59
View File
@@ -96,13 +96,13 @@ INT16 gbSmoothWaterStruct[] =
-1
};
BOOLEAN HigherLevel( INT32 gridno, UINT8 NewLevel );
BOOLEAN ContainsWater( INT32 gridno );
BOOLEAN HigherLevel( INT32 GridNo, UINT8 NewLevel );
BOOLEAN ContainsWater( INT32 GridNo );
void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
void SmoothTerrain(INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
{
int temp=0;
int FullTile = FALSE;
INT32 temp=0,type=0;
INT32 FullTile = FALSE;
UINT16 usOldIndex;
UINT16 usTempIndex;
UINT32 cnt;
@@ -118,13 +118,13 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
// SmoothWaterTerrain rather than the proceeding method
if( origType==REGWATERTEXTURE)
{
SmoothWaterTerrain( gridno, origType, piNewTile, TRUE);
SmoothWaterTerrain( GridNo, origType, piNewTile, TRUE);
return;
}
pSmoothStruct = gbSmoothStruct;
// Get land index value for given level and adjust according to type
if ( TypeExistsInLandLayer( gridno, origType, &usTileIndex ) )
if ( TypeExistsInLandLayer( GridNo, origType, &usTileIndex ) )
{
GetTypeSubIndexFromTileIndex( origType, usTileIndex, &usOldIndex );
}
@@ -147,9 +147,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile above not the same type?
if ( (gridno- WORLD_COLS ) >= 0 )
if ( (GridNo - WORLD_COLS ) >= 0 )
{
if ( !TypeExistsInLandLayer( gridno - WORLD_COLS, origType, &usTempIndex ) )
if ( !TypeExistsInLandLayer( GridNo - WORLD_COLS, origType, &usTempIndex ) )
{
// no it's not
temp+=3;
@@ -157,9 +157,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile to the right not the same type?
// (make sure there IS a tile to the right, i.e. check for border)
if ((gridno+1)% WORLD_COLS !=0)
if ((GridNo+1)% WORLD_COLS !=0)
{
if ( !TypeExistsInLandLayer( gridno+1, origType, &usTempIndex ) )
if ( !TypeExistsInLandLayer( GridNo+1, origType, &usTempIndex ) )
{
// no it's not
temp+=5;
@@ -167,9 +167,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile down not the same type?
if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
if ( !TypeExistsInLandLayer( gridno + WORLD_COLS, origType, &usTempIndex ) )
if ( !TypeExistsInLandLayer( GridNo + WORLD_COLS, origType, &usTempIndex ) )
{
// no it's not
temp+=7;
@@ -177,9 +177,9 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
}
// is land height one tile to left not the same type?
if (gridno % WORLD_COLS!=0)
if (GridNo % WORLD_COLS!=0)
{
if ( !TypeExistsInLandLayer( gridno-1, origType, &usTempIndex ) )
if ( !TypeExistsInLandLayer( GridNo-1, origType, &usTempIndex ) )
{
// no it's not
temp+=11;
@@ -193,7 +193,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
cnt = 0;
fFound = FALSE;
GetLandHeadType( gridno, &uiTopType );
GetLandHeadType( GridNo, &uiTopType );
while( pSmoothStruct[ cnt ] != -1 )
{
@@ -245,7 +245,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
*piNewTile = usTileIndex;
}
void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius )
void SmoothExitGridRadius( INT32 sMapIndex, UINT8 ubRadius )
{
LEVELNODE* pShadow;
INT16 x, y;
@@ -275,10 +275,10 @@ void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius )
}
}
void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
void SmoothExitGrid(INT32 GridNo, UINT16 *piNewTile, BOOLEAN fForceSmooth )
{
int temp=0;
int FullTile = FALSE;
INT32 temp=0,type=0;
INT32 FullTile = FALSE;
UINT16 usOldIndex;
UINT16 usTempIndex;
UINT32 cnt;
@@ -293,7 +293,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
pSmoothStruct = gbSmoothStruct;
// Get Object index value for given level and adjust according to type
if ( TypeExistsInShadowLayer( gridno, EXITTEXTURE, &usTileIndex ) )
if ( TypeExistsInShadowLayer( GridNo, EXITTEXTURE, &usTileIndex ) )
{
GetTypeSubIndexFromTileIndex( EXITTEXTURE, usTileIndex, &usOldIndex );
}
@@ -316,9 +316,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile above not the same type?
if ( (gridno- WORLD_COLS ) >= 0 )
if ( (GridNo - WORLD_COLS ) >= 0 )
{
if ( !TypeExistsInShadowLayer( gridno - WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
if ( !TypeExistsInShadowLayer( GridNo - WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=3;
@@ -326,9 +326,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile to the right not the same type?
// (make sure there IS a tile to the right, i.e. check for border)
if ((gridno+1)% WORLD_COLS !=0)
if ((GridNo+1)% WORLD_COLS !=0)
{
if ( !TypeExistsInShadowLayer( gridno+1, EXITTEXTURE, &usTempIndex ) )
if ( !TypeExistsInShadowLayer( GridNo+1, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=5;
@@ -336,9 +336,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile down not the same type?
if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
if ( !TypeExistsInShadowLayer( gridno + WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
if ( !TypeExistsInShadowLayer( GridNo + WORLD_COLS, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=7;
@@ -346,9 +346,9 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
}
// is Object height one tile to left not the same type?
if (gridno % WORLD_COLS!=0)
if (GridNo % WORLD_COLS!=0)
{
if ( !TypeExistsInShadowLayer( gridno-1, EXITTEXTURE, &usTempIndex ) )
if ( !TypeExistsInShadowLayer( GridNo-1, EXITTEXTURE, &usTempIndex ) )
{
// no it's not
temp+=11;
@@ -414,7 +414,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
void SmoothTerrainWorld( UINT32 uiCheckType )
{
int cnt;
INT32 cnt;
UINT16 usIndex;
UINT16 NewTile;
// Smooth out entire world surrounding tiles
@@ -436,7 +436,7 @@ void SmoothTerrainWorld( UINT32 uiCheckType )
void SmoothAllTerrainWorld( void )
{
int cnt;
INT32 cnt;
UINT16 usIndex;
UINT16 NewTile;
UINT32 uiCheckType;
@@ -459,7 +459,7 @@ void SmoothAllTerrainWorld( void )
}
}
void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth )
void SmoothTerrainRadius( INT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
@@ -501,7 +501,7 @@ void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius,
}
}
void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth )
void SmoothAllTerrainTypeRadius( INT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
@@ -541,13 +541,13 @@ void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForc
}
}
void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
void SmoothWaterTerrain( INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
{
// This procedure will calculate the approriate smooth texture for a water texture
// based on the surrounding water textures. This is done via masking bits within
// a temp variable, then searching for the right texture and inserting it
int temp=0;
int FullTile = FALSE;
INT32 temp=0,type=0;
INT32 FullTile = FALSE;
UINT16 usOldIndex;
UINT16 usTempIndex;
UINT32 cnt;
@@ -561,7 +561,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
pSmoothStruct = gbSmoothWaterStruct;
// Get land index value for given level and adjust according to type
if ( TypeExistsInLandLayer( gridno, origType, &usTileIndex ) )
if ( TypeExistsInLandLayer( GridNo, origType, &usTileIndex ) )
{
GetTypeSubIndexFromTileIndex( origType, usTileIndex, &usOldIndex );
}
@@ -582,9 +582,9 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
}
}
// Mask approriate bits in temp for the lookup in the SmoothWaterStruct list
if ( (gridno- WORLD_COLS ) >= 0 )
if ( (GridNo - WORLD_COLS ) >= 0 )
{
if ( TypeRangeExistsInLandLayer( gridno - WORLD_COLS, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo - WORLD_COLS, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=4;
@@ -592,79 +592,79 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
}
// is land height one tile to the right not the same type?
// (make sure there IS a tile to the right, i.e. check for border)
if ((gridno+1)% WORLD_COLS !=0)
if ((GridNo+1)% WORLD_COLS !=0)
{
if ( TypeRangeExistsInLandLayer( gridno + 1, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo + 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=64;
}
}
// is land height one tile down not the same type?
if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
if ( TypeRangeExistsInLandLayer( gridno + WORLD_COLS, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo + WORLD_COLS, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=256;
}
}
// is land height one tile to left not the same type?
if (gridno % WORLD_COLS!=0)
if (GridNo % WORLD_COLS!=0)
{
if ( TypeRangeExistsInLandLayer( gridno - 1, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo - 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=16;
}
}
if ((gridno+1)% WORLD_COLS !=0)
if ((GridNo+1)% WORLD_COLS !=0)
{
if ( (gridno- WORLD_COLS ) >= 0 )
if ( (GridNo - WORLD_COLS ) >= 0 )
{
if ( TypeRangeExistsInLandLayer( gridno - WORLD_COLS + 1, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo - WORLD_COLS + 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=8;
}
}
}
if (gridno % WORLD_COLS!=0)
if (GridNo % WORLD_COLS!=0)
{
if ( (gridno- WORLD_COLS ) >= 0 )
if ( (GridNo- WORLD_COLS ) >= 0 )
{
if ( TypeRangeExistsInLandLayer( gridno - WORLD_COLS - 1, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo - WORLD_COLS - 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=2;
}
}
}
if ((gridno+1)% WORLD_COLS !=0)
if ((GridNo+1)% WORLD_COLS !=0)
{
if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
if ( TypeRangeExistsInLandLayer( gridno + WORLD_COLS + 1, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo + WORLD_COLS + 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=512;
}
}
}
if (gridno % WORLD_COLS!=0)
if (GridNo % WORLD_COLS!=0)
{
if ( (gridno + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
if ( (GridNo + WORLD_COLS ) < ( WORLD_COLS * WORLD_ROWS ) )
{
if ( TypeRangeExistsInLandLayer( gridno + WORLD_COLS - 1, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo + WORLD_COLS - 1, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=128;
}
}
}
if ( TypeRangeExistsInLandLayer( gridno, origType, origType, &usTempIndex ) )
if ( TypeRangeExistsInLandLayer( GridNo, origType, origType, &usTempIndex ) )
{
// no it's not
temp|=32;
@@ -672,7 +672,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
// Loop through smooth struct
cnt = 0;
fFound = FALSE;
GetLandHeadType( gridno, &uiTopType );
GetLandHeadType( GridNo, &uiTopType );
// Speed up of this while loop using double/quick search will result
// in an incorrect solution due to multiple instances of bitvalues in the list of
// smoothed water textures