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- New Feature: roof tiles can be destroyed. Requires GameDir >= r2174.
- Fix: Owner ID of player-requested artillery shells was wrong. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7614 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -240,6 +240,12 @@ void HandleSwitchToOpenFortifiedDoor( UINT32 sGridNo );
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void HandleSeeingPowerGenFan( UINT32 sGridNo );
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#endif
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// Flugente: for roof destruction
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extern UINT8 gubMaterialArmour[];
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// defines how much of a roofs tiles armour partially counts for neighbouring tiles - this is used in calculating the 'structural integrity' of a roof
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#define WALLSTRENGTH_NEIGHBOURING_PER_TILE 0.75f
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INT32 GetFreeExplosion( void )
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{
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UINT32 uiCount;
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@@ -929,7 +935,7 @@ BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNe
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// Use tile database for this as apposed to stuct data
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RemoveAllStructsOfTypeRange( pBase->sGridNo, FIRSTWALLDECAL, FOURTHWALLDECAL );
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RemoveAllStructsOfTypeRange( pBase->sGridNo, FIFTHWALLDECAL, EIGTHWALLDECAL );
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// Alrighty, now do this
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// Get orientation
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// based on orientation, go either x or y dir
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@@ -2342,6 +2348,24 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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sStructDmgAmt = sWoundAmt;
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}
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// Flugente: walls are attributed to a gridno. As a result, sometimes the outer wall of a house is located at a gridno that does not 'belong' to the house.
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// This gridno will then have no roof over it, which HandleRoofDestruction(..) requires.
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// For this reason, we call it also at neighbouring gridnos.
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// If the explosion, however, is on a roof itself, no need for these shenanigans.
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if ( bLevel )
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{
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HandleRoofDestruction( sGridNo, sWoundAmt );
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}
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// Only do this at the source of the explosion (uiDist == 0).
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else if ( !uiDist )
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{
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HandleRoofDestruction( sGridNo, sWoundAmt * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( NORTH )), sWoundAmt * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( EAST )), sWoundAmt * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( WEST )), sWoundAmt * 0.75f );
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HandleRoofDestruction( NewGridNo( sGridNo, DirectionInc( SOUTH )), sWoundAmt * 0.75f );
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}
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ExplosiveDamageGridNo( sGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, FALSE, -1, 0 , ubOwner, bLevel );
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// ATE: Look for damage to walls ONLY for next two gridnos
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@@ -2359,7 +2383,6 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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{
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ExplosiveDamageGridNo( sNewGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, TRUE, -1, 0, ubOwner, bLevel );
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}
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}
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// Add burn marks to ground randomly....
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@@ -4049,11 +4072,13 @@ void HandleExplosionQueue( void )
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// determine gridno to attack - smoke signal required. Otherwise, it is assumed the radio operator ordered the bombing of his OWN position
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// if we cannot even find a radio operator, all bets are off - target a random gridno
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// the usual +/- 2 shenanigans
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UINT16 usOwner = max( 0, (*pObj)[0]->data.misc.ubBombOwner - 2 );
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INT32 sTargetGridNo = -1;
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if ( GetRandomSignalSmokeGridNo(&sTargetGridNo) || GetRadioOperatorSignal((*pObj)[0]->data.misc.ubBombOwner, &sTargetGridNo) || (sTargetGridNo = RandomGridNo()) )
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if ( GetRandomSignalSmokeGridNo( &sTargetGridNo ) || GetRadioOperatorSignal( usOwner, &sTargetGridNo ) || (sTargetGridNo = RandomGridNo( )) )
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{
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for ( UINT8 i = 0; i < cnt; ++i)
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ArtilleryStrike( pObj->usItem, (*pObj)[0]->data.misc.ubBombOwner, sGridNo, sTargetGridNo );
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ArtilleryStrike( pObj->usItem, usOwner, sGridNo, sTargetGridNo );
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}
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// not needed anymore
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@@ -5617,3 +5642,387 @@ BOOLEAN CheckExplosiveTypeAsDetonator(UINT16 ubType)
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// attached explosives are allowed only for EXPLOSV_NORMAL, EXPLOSV_STUN and EXPLOSV_FLASHBANG types
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return ( ubType == EXPLOSV_NORMAL || ubType == EXPLOSV_STUN || ubType == EXPLOSV_FLASHBANG );
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}
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typedef std::pair<INT32, UINT8> gridnoarmourpair;
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typedef std::vector< gridnoarmourpair > gridnoarmourvector;
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typedef std::map<UINT32, gridnoarmourvector> gridnoarmournetworkmap;
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void SoldierDropThroughRoof( SOLDIERTYPE* pSoldier, INT32 sGridNo )
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{
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if ( !pSoldier || TileIsOutOfBounds( sGridNo ) )
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return;
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pSoldier->SetSoldierHeight( 0.0 );
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TeleportSoldier( pSoldier, sGridNo, TRUE );
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// if we play the animation of falling roof tiles over this, it will look like the merc fell really painful (there's even blood)
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SoldierCollapse( pSoldier );
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// take damage
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UINT32 damage = 15 + Random( 5 ) + Random( 23 );
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pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, 0, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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}
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gridnoarmourvector GetConnectedRoofGridnoArmours( INT32 sGridNo )
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{
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gridnoarmourvector vec;
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// this shouldn't even happen
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if ( TileIsOutOfBounds( sGridNo ) || !IsRoofPresentAtGridNo( sGridNo ) )
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return vec;
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UINT8 armour = 0;
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STRUCTURE* pStruct = FindStructure( sGridNo, (STRUCTURE_WALL) );
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if ( pStruct )
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armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
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vec.push_back( std::make_pair( sGridNo, armour ) );
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// starting from sGridNo, we inspect neighbouring gridnos to detect tiles of the same roof, and detect wether there is a wall below them
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// if there is indeed a wall, note its armour level
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// if we already intersected a roof by deleting roof tiles, this function will only detect the connected roof part
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UINT32 cnt = 0;
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while ( cnt < vec.size( ) )
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{
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INT32 currentgridno = vec[cnt++].first;
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// determine all neighbouring gridnos. If they have a roof, add them to the list
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{
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INT32 nextgridno = currentgridno + 1;
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if ( !TileIsOutOfBounds( nextgridno ) && IsRoofPresentAtGridNo( nextgridno ) )
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{
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UINT8 armour = 0;
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STRUCTURE* pStruct = FindStructure( nextgridno, (STRUCTURE_WALL) );
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if ( pStruct )
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armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
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gridnoarmourpair pair( nextgridno, armour );
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if ( std::find( vec.begin( ), vec.end( ), pair ) == vec.end( ) )
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vec.push_back( pair );
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}
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}
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{
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INT32 nextgridno = currentgridno - 1;
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if ( !TileIsOutOfBounds( nextgridno ) && IsRoofPresentAtGridNo( nextgridno ) )
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{
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UINT8 armour = 0;
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STRUCTURE* pStruct = FindStructure( nextgridno, (STRUCTURE_WALL) );
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if ( pStruct )
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armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
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std::pair<INT32, UINT8> pair( nextgridno, armour );
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if ( std::find( vec.begin( ), vec.end( ), pair ) == vec.end( ) )
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vec.push_back( pair );
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}
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}
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{
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INT32 nextgridno = currentgridno + WORLD_COLS;
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if ( !TileIsOutOfBounds( nextgridno ) && IsRoofPresentAtGridNo( nextgridno ) )
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{
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UINT8 armour = 0;
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STRUCTURE* pStruct = FindStructure( nextgridno, (STRUCTURE_WALL) );
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if ( pStruct )
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armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
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gridnoarmourpair pair( nextgridno, armour );
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if ( std::find( vec.begin( ), vec.end( ), pair ) == vec.end( ) )
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vec.push_back( pair );
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}
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}
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{
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INT32 nextgridno = currentgridno - WORLD_COLS;
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if ( !TileIsOutOfBounds( nextgridno ) && IsRoofPresentAtGridNo( nextgridno ) )
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{
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UINT8 armour = 0;
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STRUCTURE* pStruct = FindStructure( nextgridno, (STRUCTURE_WALL) );
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if ( pStruct )
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armour = gubMaterialArmour[pStruct->pDBStructureRef->pDBStructure->ubArmour];
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gridnoarmourpair pair( nextgridno, armour );
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if ( std::find( vec.begin( ), vec.end( ), pair ) == vec.end( ) )
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vec.push_back( pair );
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}
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}
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}
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return vec;
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}
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// after roof tiles have collapsed, the connected roof tile network can degenerate into several unconnected networks
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// we now collect all these networks
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gridnoarmournetworkmap GetConnectedRoofNetworks( gridnoarmourvector& arNetwork )
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{
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gridnoarmournetworkmap map;
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// we need a copy of the thing
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gridnoarmourvector networkcpy = arNetwork;
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UINT16 networkcounter = 0;
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// at first, each nod is its own network. Ignore nodes that have already been destroyed (those that don't have a roof anymore)
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for ( gridnoarmourvector::iterator it = networkcpy.begin( ); it != networkcpy.end( ); ++it )
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{
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gridnoarmourpair pair = (*it);
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if ( IsRoofPresentAtGridNo( pair.first ) )
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{
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gridnoarmourvector vect = GetConnectedRoofGridnoArmours( pair.first );
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// delete all nodes further down in networkcpy that are also present in vect
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for ( gridnoarmourvector::iterator tmpit = vect.begin( ); tmpit != vect.end( ); ++tmpit )
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{
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networkcpy.erase( std::remove( it + 1, networkcpy.end( ), (*tmpit) ), networkcpy.end( ) );
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}
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map[networkcounter++] = vect;
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if ( it == networkcpy.end( ) )
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break;
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}
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}
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return map;
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}
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// for a given network, return the same network with updated armour values: wall armour partially extends to neighbouring nodes
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gridnoarmourvector GetArmourSharedRoofNetwork( gridnoarmourvector& arNetwork )
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{
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// we return a new network
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gridnoarmourvector vec = arNetwork;
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BOOLEAN fChangeApplied = TRUE;
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while ( fChangeApplied )
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{
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fChangeApplied = FALSE;
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gridnoarmourvector::iterator itend = vec.end( );
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for ( gridnoarmourvector::iterator it1 = vec.begin( ); it1 != itend; ++it1 )
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{
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gridnoarmourpair& pair1 = (*it1);
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if ( !IsRoofPresentAtGridNo( pair1.first ) )
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continue;
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// loop over all other nodes
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for ( gridnoarmourvector::iterator it2 = vec.begin( ); it2 != itend; ++it2 )
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{
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gridnoarmourpair& pair2 = (*it2);
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if ( !IsRoofPresentAtGridNo( pair2.first ) )
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continue;
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if ( PythSpacesAway( pair1.first, pair2.first ) == 1 )
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{
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UINT8 armour1 = pair1.second;
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UINT8 armour2 = pair2.second;
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UINT8 sharedarmour1 = max( armour1, armour2 * WALLSTRENGTH_NEIGHBOURING_PER_TILE );
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UINT8 sharedarmour2 = max( armour1 * WALLSTRENGTH_NEIGHBOURING_PER_TILE, armour2 );
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if ( armour1 < sharedarmour1 )
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{
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pair1.second = sharedarmour1;
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fChangeApplied = TRUE;
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}
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if ( armour2 < sharedarmour2 )
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{
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pair2.second = sharedarmour2;
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fChangeApplied = TRUE;
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}
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}
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}
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}
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}
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return vec;
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}
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// handle destroying if a single roof tile
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void RoofDestruction( INT32 sGridNo )
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{
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SOLDIERTYPE* pSoldier = NULL;
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if ( TileIsOutOfBounds( sGridNo ) || !IsRoofPresentAtGridNo( sGridNo ) )
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return;
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// any items on this roof drop to the floor below
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// if there is already a structure here, we need to drop the gear next to it...
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INT32 geardropoffgridno = sGridNo;
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if ( !IsLocationSittableExcludingPeople( geardropoffgridno, FALSE ) )
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{
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for ( INT32 i = -1; i <= 1; ++i )
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{
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for ( INT32 j = -1; j <= 1; ++j )
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{
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INT32 tmpgridno = sGridNo + i + j * WORLD_COLS;
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// if this gridno has place for gear, and is in the same room as the original sGridNo (or both are not in a room)
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if ( IsLocationSittableExcludingPeople( tmpgridno, FALSE ) && gusWorldRoomInfo[sGridNo] == gusWorldRoomInfo[tmpgridno] )
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{
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geardropoffgridno = tmpgridno;
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break;
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}
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}
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}
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}
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MoveItemPools( sGridNo, geardropoffgridno, 1, 0 );
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// if there is anybody at the floor level, damage them with the debris
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// we have to do this BEFORE people drop down. It would otherwise be possible for a falling person to avoid this damage, depending on order of collapsing and possible gridno-shifts.
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UINT16 ubId = WhoIsThere2( sGridNo, 0 );
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if ( ubId != NOBODY )
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{
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pSoldier = MercPtrs[ubId];
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// if we play the animation of falling roof tiles over this, it will look like the merc fell really painful (there's even blood)
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SoldierCollapse( pSoldier );
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// take damage
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UINT32 damage = 10 + Random( 3 ) + Random( 10 );
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pSoldier->SoldierTakeDamage( ANIM_CROUCH, damage, 0, damage * 100, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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}
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// if there is a person here, drop them to the ground...
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ubId = WhoIsThere2( sGridNo, 1 );
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if ( ubId != NOBODY )
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{
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pSoldier = MercPtrs[ubId];
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INT32 soldierdropoffgridno = sGridNo;
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if ( !IsLocationSittable( soldierdropoffgridno, FALSE ) )
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{
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for ( INT32 i = -1; i <= 1; ++i )
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{
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for ( INT32 j = -1; j <= 1; ++j )
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{
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INT32 tmpgridno = sGridNo + i + j * WORLD_COLS;
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// if this gridno has place for gear, and is in the same room as the original sGridNo (or both are not in a room)
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if ( IsLocationSittable( tmpgridno, FALSE ) && gusWorldRoomInfo[sGridNo] == gusWorldRoomInfo[tmpgridno] )
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{
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soldierdropoffgridno = tmpgridno;
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break;
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}
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}
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}
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}
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SoldierDropThroughRoof( pSoldier, soldierdropoffgridno );
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}
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// play an animation of falling roof tiles
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// if we merely collected the tiles that collapse and then call them all together, it would be possible to have animations for multi-tile collapses
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static UINT16 usRoofCollapseExplosionIndex = 1727;
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if ( HasItemFlag( usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) || GetFirstItemWithFlag( &usRoofCollapseExplosionIndex, ROOF_COLLAPSE_ITEM ) )
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{
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InternalIgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, usRoofCollapseExplosionIndex, FALSE, 0 );
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}
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RemoveAllRoofsOfTypeRangeAdjustSaveFile( sGridNo, FIRSTTEXTURE, WIREFRAMES );
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}
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void HandleRoofDestruction( INT32 sGridNo, INT16 sDamage )
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{
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// only if there is significant damage done
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if ( sDamage < 1 || TileIsOutOfBounds( sGridNo ) || !IsRoofPresentAtGridNo( sGridNo ) )
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return;
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ApplyMapChangesToMapTempFile( TRUE );
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gridnoarmourvector floorarmourvector = GetConnectedRoofGridnoArmours( sGridNo );
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INT16 bestarmour = 0;
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gridnoarmourvector::iterator itend = floorarmourvector.end( );
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for ( gridnoarmourvector::iterator it = floorarmourvector.begin( ); it != itend; ++it )
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bestarmour = max( bestarmour, (INT16)(*it).second );
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for ( gridnoarmourvector::iterator it = floorarmourvector.begin( ); it != itend; ++it )
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{
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INT32 sNewGridno = (*it).first;
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INT16 distance = PythSpacesAway( sGridNo, sNewGridno );
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// only remove tile if enough damage has been done
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// it might be necessary to tweak the damage formula here
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// armour above 127 is deemed indestructable
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if ( bestarmour < 127 && sDamage > distance * bestarmour )
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{
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RoofDestruction( sNewGridno );
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(*it).second = 0;
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}
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}
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// Nodes might have been removed, and the roof might have degenerated into several networks
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gridnoarmournetworkmap roofnetworkmap = GetConnectedRoofNetworks( floorarmourvector );
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// for each remaining node, determine the distance to the closest node with a wall-connection inside the remaining network. If the distance is high enough, the roof will come down
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gridnoarmournetworkmap::iterator roofnetworkitend = roofnetworkmap.end( );
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for ( gridnoarmournetworkmap::iterator roofnetworkit = roofnetworkmap.begin( ); roofnetworkit != roofnetworkitend; ++roofnetworkit )
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{
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// sadly the calculating time is somewhat high if there are many nodes connected to the roof, like Alma prison.
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// therefore this part is commented out. Can be commented in once the speed issues have been resolved
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// properly done, this would simulat the 'structural integrity' of the building
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/*// for each remaining node, determine the distance to the closest node with a wall-connection inside the remaining network. If the distance is high enough, the roof will come down
|
||||
gridnoarmourvector roofarmoursharednetwork = GetArmourSharedRoofNetwork( (*roofnetworkit).second );
|
||||
|
||||
for ( gridnoarmourvector::iterator it = roofarmoursharednetwork.begin( ); it != roofarmoursharednetwork.end( ); ++it )
|
||||
{
|
||||
gridnoarmourpair pair = (*it);
|
||||
|
||||
// if it does not have a roof, ignore
|
||||
if ( !IsRoofPresentAtGridNo( pair.first ) )
|
||||
{
|
||||
pair.second = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( pair.second < 1 )
|
||||
{
|
||||
RoofDestruction( pair.first );
|
||||
pair.second = 0;
|
||||
}
|
||||
}*/
|
||||
|
||||
// for now, determine the best armour for each remaining network, and collapse it if there is no armou - and thus no wall connection - left
|
||||
gridnoarmourvector roofnetwork = (*roofnetworkit).second;
|
||||
|
||||
UINT8 bestarmour = 0;
|
||||
for ( gridnoarmourvector::iterator it = roofnetwork.begin( ); it != roofnetwork.end( ); ++it )
|
||||
bestarmour = max( bestarmour, (*it).second );
|
||||
|
||||
// if a network has no wall connection at all, collapse the entire thing
|
||||
if ( bestarmour < 1 )
|
||||
{
|
||||
for ( gridnoarmourvector::iterator it = roofnetwork.begin( ); it != roofnetwork.end( ); ++it )
|
||||
{
|
||||
RoofDestruction( (*it).first );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ApplyMapChangesToMapTempFile( FALSE );
|
||||
|
||||
// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
|
||||
InvalidateWorldRedundency( );
|
||||
SetRenderFlags( RENDER_FLAG_FULL );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user