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**********************************************************
** 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
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+26
-13
@@ -4,25 +4,38 @@
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#include "Fileman.h"
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#include "Worlddef.h"
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typedef struct //for exit grids (object level)
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//dnl ch42 250909
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typedef struct
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{
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//if an item pool is also in same gridno, then this would be a separate levelnode
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//in the object level list
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INT16 sGridNo; //sweet spot for placing mercs in new sector.
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INT16 usGridNo;
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UINT8 ubGotoSectorX;
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UINT8 ubGotoSectorY;
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UINT8 ubGotoSectorZ;
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}EXITGRID;
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}_OLD_EXITGRID;
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BOOLEAN ExitGridAtGridNo( INT16 sMapIndex );
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BOOLEAN GetExitGridLevelNode( INT16 sMapIndex, LEVELNODE **ppLevelNode );
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BOOLEAN GetExitGrid( INT16 sMapIndex, EXITGRID *pExitGrid );
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class EXITGRID// For exit grids (object level)
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{
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// If an item pool is also in same gridno, then this would be a separate levelnode in the object level list
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public:
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INT32 usGridNo;// Sweet spot for placing mercs in new sector.
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UINT8 ubGotoSectorX;
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UINT8 ubGotoSectorY;
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UINT8 ubGotoSectorZ;
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public:
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EXITGRID& operator=(const _OLD_EXITGRID& src);
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BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
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BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
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};
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BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex );
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BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode );
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BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid );
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void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid );
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void RemoveExitGridFromWorld( INT32 iMapIndex );
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void SaveExitGrids( HWFILE fp, UINT16 usNumExitGrids );
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void LoadExitGrids( INT8 **hBuffer );
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//dnl ch42 250909
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void SaveExitGrids(HWFILE hFile, UINT16 usNumExitGrids, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
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void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion);
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void AttemptToChangeFloorLevel( INT8 bRelativeZLevel );
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@@ -31,8 +44,8 @@ extern BOOLEAN gfOverrideInsertionWithExitGrid;
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// Finds closest ExitGrid of same type as is at gridno, within a radius. Checks
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// valid paths, destinations, etc.
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INT16 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
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INT16 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 ubRadius );
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INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadius );
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#endif
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