mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+111
-110
@@ -23,27 +23,27 @@
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#include "Editor Undo.h"
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#endif
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INT16 gbSmoothStruct[] =
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INT16 gbSmoothStruct[] =
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{
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3, 2, 12, 27, 12, 0,
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5, 2, 15, 30, 39, 0,
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5, 2, 15, 30, 39, 0,
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7, 2, 17, 32, 41, 0,
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11, 2, 14, 29, 14, 0,
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11, 2, 14, 29, 14, 0,
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8, 2, 13, 28, 38, 0,
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15, 1, 19, 0, 43, 0,
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26, 1, 20, 0, 44, 0,
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12, 2, 18, 33, 42, 0,
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23, 1, 21, 0, 45, 0,
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18, 2, 16, 31, 40, 0,
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21, 1, 22, 0, 46, 0,
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14, 2, 11, 26, 11, 0,
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19, 1, 23, 0, 47, 0,
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16, 2, 24, 34, 48, 0,
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10, 2, 25, 35, 49, 0,
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-1
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15, 1, 19, 0, 43, 0,
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26, 1, 20, 0, 44, 0,
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12, 2, 18, 33, 42, 0,
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23, 1, 21, 0, 45, 0,
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18, 2, 16, 31, 40, 0,
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21, 1, 22, 0, 46, 0,
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14, 2, 11, 26, 11, 0,
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19, 1, 23, 0, 47, 0,
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16, 2, 24, 34, 48, 0,
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10, 2, 25, 35, 49, 0,
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-1
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};
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// This is a list of smoothed out water/shoreline textures
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// Coding is as such:
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// 1st - the corresponding bitvalue for the surrounding water tiles
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@@ -51,21 +51,21 @@ INT16 gbSmoothStruct[] =
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// 3rd - the first variation
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// 4th - the second variation
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INT16 gbSmoothWaterStruct[] =
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INT16 gbSmoothWaterStruct[] =
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// FIRST ENTRY MAJIC NUMBER CALCULATED
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// 2nd ENTRY # OF VARIATIONS
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// 3rd, 4rth ENTRY TILE NUMBERS ( entry 1, entry 2 )
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// 3rd, 4rth ENTRY TILE NUMBERS ( entry 1, entry 2 )
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{
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1020, 1, 11, 0,
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1000, 1, 12, 0,
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1020, 1, 11, 0,
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1000, 1, 12, 0,
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510, 2, 13, 43,
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190, 1, 14, 0,
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894, 1, 15, 0,
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622, 1, 16, 0,
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1014, 2, 17, 41,
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944, 1, 18, 24,
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872, 1, 19, 0,
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992, 1, 20, 0,
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622, 1, 16, 0,
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1014, 2, 17, 41,
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944, 1, 18, 24,
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872, 1, 19, 0,
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992, 1, 20, 0,
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62, 1, 21, 0,
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190, 2, 22, 14,
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620, 1, 23, 0,
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@@ -74,51 +74,51 @@ INT16 gbSmoothWaterStruct[] =
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434, 1, 28, 0,
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110, 1, 29,0,
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1010, 1, 30,0,
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876, 2, 31, 32,
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876, 2, 31, 32,
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878, 2, 32, 31,
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1004, 2, 32, 31,
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1004, 2, 32, 31,
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1006, 2, 33, 34,
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1008, 2, 34, 33,
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1016, 2, 33, 34,
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126, 2, 35, 36,
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254, 2, 35, 26,
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638, 2, 36, 26,
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254, 2, 35, 26,
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638, 2, 36, 26,
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438, 2, 38, 27,
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446, 2, 37, 38,
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950, 2, 37, 27,
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864, 1, 39, 0,
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1040, 1, 40, 0,
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1040, 1, 40, 0,
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1014, 2, 41, 17,
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432, 1, 42, 0,
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510, 1, 43, 13,
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54, 1, 44, 0,
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108, 1, 45, 0,
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108, 1, 45, 0,
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-1
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};
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BOOLEAN HigherLevel( UINT32 gridno, UINT8 NewLevel );
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BOOLEAN ContainsWater( UINT32 gridno );
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BOOLEAN HigherLevel( INT32 gridno, UINT8 NewLevel );
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BOOLEAN ContainsWater( INT32 gridno );
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void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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{
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int temp=0,type=0;
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int temp=0;
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int FullTile = FALSE;
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UINT16 usOldIndex;
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UINT16 usTempIndex;
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UINT32 cnt;
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BOOLEAN fFound;
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UINT32 uiTempIndex;
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UINT16 usTileIndex;
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UINT16 usTileIndex;
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UINT16 land=0;
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UINT32 uiTopType;
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UINT32 uiTopType;
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BOOLEAN fSameTile;
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INT16 *pSmoothStruct;
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// Check to see if the orginal texture was water, is so, smooth square/hex with
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// Check to see if the orginal texture was water, is so, smooth square/hex with
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// SmoothWaterTerrain rather than the proceeding method
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if( origType==REGWATERTEXTURE)
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{
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SmoothWaterTerrain( gridno, origType, piNewTile, TRUE);
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SmoothWaterTerrain( gridno, origType, piNewTile, TRUE);
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return;
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}
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pSmoothStruct = gbSmoothStruct;
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@@ -142,7 +142,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
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if ( usOldIndex >= 1 && usOldIndex <= 10 )
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{
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*piNewTile = NO_TILE;
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return;
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return;
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}
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}
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@@ -188,7 +188,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
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// Now, at this point the height (of "temp") will tell us
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// which texture piece to use
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// Loop through smooth struct
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cnt = 0;
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fFound = FALSE;
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@@ -210,10 +210,10 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
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}
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if ( pSmoothStruct[ cnt + 3 ] )
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{
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if ( pSmoothStruct[ cnt + 3 ] == usOldIndex )
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{
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if ( pSmoothStruct[ cnt + 3 ] == usOldIndex )
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{
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fSameTile = TRUE;
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}
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}
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}
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if ( fSameTile )
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{
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@@ -221,7 +221,7 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
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return;
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}
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uiTempIndex = rand() % pSmoothStruct[ cnt + 1 ];
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land = pSmoothStruct[ cnt + 2 + uiTempIndex ];
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land = pSmoothStruct[ cnt + 2 + uiTempIndex ];
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fFound = TRUE;
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} while( FALSE );
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break;
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@@ -236,14 +236,14 @@ void SmoothTerrain(int gridno, int origType, UINT16 *piNewTile, BOOLEAN fForceSm
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*piNewTile = NO_TILE;
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return;
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}
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// this is a "full" tile, so randomize between the
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// this is a "full" tile, so randomize between the
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// five available tiles
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land = (rand( ) % 10 ) + 1;
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FullTile = TRUE;
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}
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GetTileIndexFromTypeSubIndex( origType, land, &usTileIndex );
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*piNewTile = usTileIndex;
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}
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}
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void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius )
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{
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@@ -277,14 +277,14 @@ void SmoothExitGridRadius( INT16 sMapIndex, UINT8 ubRadius )
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void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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{
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int temp=0,type=0;
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int temp=0;
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int FullTile = FALSE;
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UINT16 usOldIndex;
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UINT16 usTempIndex;
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UINT32 cnt;
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BOOLEAN fFound;
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UINT32 uiTempIndex;
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UINT16 usTileIndex;
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UINT16 usTileIndex;
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UINT16 usExitGridIndex=0;
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BOOLEAN fSameTile;
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@@ -311,7 +311,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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if ( usOldIndex >= 1 && usOldIndex <= 10 )
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{
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*piNewTile = NO_TILE;
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return;
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return;
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}
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}
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@@ -357,7 +357,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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// Now, at this point the height (of "temp") will tell us
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// which texture piece to use
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// Loop through smooth struct
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cnt = 0;
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fFound = FALSE;
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@@ -377,10 +377,10 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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}
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if ( pSmoothStruct[ cnt + 3 ] )
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{
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if ( pSmoothStruct[ cnt + 3 ] == usOldIndex )
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{
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if ( pSmoothStruct[ cnt + 3 ] == usOldIndex )
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{
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fSameTile = TRUE;
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}
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}
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}
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if ( fSameTile )
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{
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@@ -388,7 +388,7 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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return;
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}
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uiTempIndex = rand() % pSmoothStruct[ cnt + 1 ];
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usExitGridIndex = pSmoothStruct[ cnt + 2 + uiTempIndex ];
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usExitGridIndex = pSmoothStruct[ cnt + 2 + uiTempIndex ];
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fFound = TRUE;
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} while( FALSE );
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break;
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@@ -403,34 +403,34 @@ void SmoothExitGrid(int gridno, UINT16 *piNewTile, BOOLEAN fForceSmooth )
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*piNewTile = NO_TILE;
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return;
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}
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// this is a "full" tile, so randomize between the
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// this is a "full" tile, so randomize between the
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// five available tiles
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usExitGridIndex = (rand( ) % 10 ) + 1;
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FullTile = TRUE;
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}
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GetTileIndexFromTypeSubIndex( EXITTEXTURE, usExitGridIndex, &usTileIndex );
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*piNewTile = usTileIndex;
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}
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}
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void SmoothTerrainWorld( UINT32 uiCheckType )
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{
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int cnt;
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UINT16 usIndex;
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UINT16 NewTile;
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// Smooth out entire world surrounding tiles
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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{
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int cnt;
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UINT16 usIndex;
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UINT16 NewTile;
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// Smooth out entire world surrounding tiles
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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{
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if ( TypeExistsInLandLayer( cnt, uiCheckType, &usIndex ) )
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{
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SmoothTerrain( cnt, uiCheckType, &NewTile, TRUE );
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if ( NewTile != NO_TILE )
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{
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// Change tile
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SetLandIndex( cnt, NewTile, uiCheckType, FALSE );
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}
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if ( NewTile != NO_TILE )
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{
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// Change tile
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SetLandIndex( cnt, NewTile, uiCheckType, FALSE );
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}
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}
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}
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}
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}
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@@ -440,7 +440,7 @@ void SmoothAllTerrainWorld( void )
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UINT16 usIndex;
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UINT16 NewTile;
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UINT32 uiCheckType;
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// Smooth out entire world surrounding tiles
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// Smooth out entire world surrounding tiles
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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{
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for ( uiCheckType = FIRSTTEXTURE; uiCheckType <= SEVENTHTEXTURE; uiCheckType++ )
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@@ -451,8 +451,8 @@ void SmoothAllTerrainWorld( void )
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if ( NewTile != NO_TILE )
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{
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// Change tile
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SetLandIndex( cnt, NewTile, uiCheckType, FALSE );
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// Change tile
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SetLandIndex( cnt, NewTile, uiCheckType, FALSE );
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}
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}
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}
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@@ -461,39 +461,39 @@ void SmoothAllTerrainWorld( void )
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void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth )
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{
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INT16 sTop, sBottom;
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INT16 sLeft, sRight;
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INT16 cnt1, cnt2;
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INT32 iNewIndex;
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INT16 sTop, sBottom;
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INT16 sLeft, sRight;
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INT16 cnt1, cnt2;
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INT32 iNewIndex;
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UINT16 NewTile;
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UINT16 usIndex;
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INT32 leftmost;
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// Don't bother to smooth floors, they don't need them
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if ( uiCheckType >= FIRSTFLOOR && uiCheckType <= LASTFLOOR )
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if ( uiCheckType >= FIRSTFLOOR && uiCheckType <= LASTFLOOR )
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return;
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// Determine start end end indicies and num rows
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sTop = ubRadius;
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sBottom = -ubRadius;
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sLeft = - ubRadius;
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sRight = ubRadius;
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sLeft = - ubRadius;
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sRight = ubRadius;
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for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
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{
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leftmost = ( ( iMapIndex + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
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for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
|
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{
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iNewIndex = iMapIndex + ( WORLD_COLS * cnt1 ) + cnt2;
|
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if ( iNewIndex >=0 && iNewIndex < WORLD_MAX &&
|
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iNewIndex >= leftmost && iNewIndex < ( leftmost + WORLD_COLS ) )
|
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if ( iNewIndex >=0 && iNewIndex < WORLD_MAX &&
|
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iNewIndex >= leftmost && iNewIndex < ( leftmost + WORLD_COLS ) )
|
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{
|
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if ( TypeExistsInLandLayer( iNewIndex, uiCheckType, &usIndex ) )
|
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{
|
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SmoothTerrain( iNewIndex, uiCheckType, &NewTile, fForceSmooth );
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SmoothTerrain( iNewIndex, uiCheckType, &NewTile, fForceSmooth );
|
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|
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if ( NewTile != NO_TILE )
|
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{
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// Change tile
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AddToUndoList( iNewIndex );
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SetLandIndex( iNewIndex, NewTile, uiCheckType, FALSE );
|
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{
|
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// Change tile
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AddToUndoList( iNewIndex );
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SetLandIndex( iNewIndex, NewTile, uiCheckType, FALSE );
|
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}
|
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}
|
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}
|
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@@ -503,18 +503,18 @@ void SmoothTerrainRadius( UINT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius,
|
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|
||||
void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth )
|
||||
{
|
||||
INT16 sTop, sBottom;
|
||||
INT16 sLeft, sRight;
|
||||
INT16 cnt1, cnt2, cnt3;
|
||||
INT32 iNewIndex;
|
||||
INT16 sTop, sBottom;
|
||||
INT16 sLeft, sRight;
|
||||
INT16 cnt1, cnt2, cnt3;
|
||||
INT32 iNewIndex;
|
||||
UINT16 NewTile;
|
||||
UINT16 usIndex;
|
||||
INT32 leftmost;
|
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// Determine start end end indicies and num rows
|
||||
sTop = ubRadius;
|
||||
sBottom = -ubRadius;
|
||||
sLeft = - ubRadius;
|
||||
sRight = ubRadius;
|
||||
sLeft = - ubRadius;
|
||||
sRight = ubRadius;
|
||||
for( cnt3 = FIRSTTEXTURE; cnt3 <= SEVENTHTEXTURE; cnt3++ )
|
||||
{
|
||||
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
|
||||
@@ -523,16 +523,16 @@ void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForc
|
||||
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
|
||||
{
|
||||
iNewIndex = iMapIndex + ( WORLD_COLS * cnt1 ) + cnt2;
|
||||
if ( iNewIndex >=0 && iNewIndex < WORLD_MAX &&
|
||||
iNewIndex >= leftmost && iNewIndex < ( leftmost + WORLD_COLS ) )
|
||||
if ( iNewIndex >=0 && iNewIndex < WORLD_MAX &&
|
||||
iNewIndex >= leftmost && iNewIndex < ( leftmost + WORLD_COLS ) )
|
||||
{
|
||||
if ( TypeExistsInLandLayer( iNewIndex, cnt3, &usIndex ) )
|
||||
{
|
||||
SmoothTerrain( iNewIndex, cnt3, &NewTile, fForceSmooth );
|
||||
SmoothTerrain( iNewIndex, cnt3, &NewTile, fForceSmooth );
|
||||
if ( NewTile != NO_TILE )
|
||||
{
|
||||
// Change tile
|
||||
SetLandIndex( iNewIndex, NewTile, cnt3, FALSE );
|
||||
// Change tile
|
||||
SetLandIndex( iNewIndex, NewTile, cnt3, FALSE );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -544,18 +544,18 @@ void SmoothAllTerrainTypeRadius( UINT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForc
|
||||
void SmoothWaterTerrain( int gridno, int 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
|
||||
// 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,type=0;
|
||||
int temp=0;
|
||||
int FullTile = FALSE;
|
||||
UINT16 usOldIndex;
|
||||
UINT16 usTempIndex;
|
||||
UINT32 cnt;
|
||||
BOOLEAN fFound;
|
||||
UINT32 uiTempIndex;
|
||||
UINT16 usTileIndex;
|
||||
UINT16 usTileIndex;
|
||||
UINT16 land=0;
|
||||
UINT32 uiTopType;
|
||||
UINT32 uiTopType;
|
||||
BOOLEAN fSameTile;
|
||||
INT16 *pSmoothStruct;
|
||||
|
||||
@@ -578,7 +578,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
|
||||
if ( usOldIndex >= 1 && usOldIndex <= 10 )
|
||||
{
|
||||
*piNewTile = NO_TILE;
|
||||
return;
|
||||
return;
|
||||
}
|
||||
}
|
||||
// Mask approriate bits in temp for the lookup in the SmoothWaterStruct list
|
||||
@@ -673,8 +673,8 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
|
||||
cnt = 0;
|
||||
fFound = FALSE;
|
||||
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
|
||||
// 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
|
||||
while( pSmoothStruct[ cnt ] != -1 )
|
||||
{
|
||||
@@ -690,10 +690,10 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
|
||||
}
|
||||
if ( pSmoothStruct[ cnt + 3 ] )
|
||||
{
|
||||
if ( pSmoothStruct[ cnt + 3 ] == usOldIndex )
|
||||
{
|
||||
if ( pSmoothStruct[ cnt + 3 ] == usOldIndex )
|
||||
{
|
||||
fSameTile = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( fSameTile )
|
||||
{
|
||||
@@ -701,7 +701,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
|
||||
return;
|
||||
}
|
||||
uiTempIndex = rand() % pSmoothStruct[ cnt + 1 ];
|
||||
land = pSmoothStruct[ cnt + 2 + uiTempIndex ];
|
||||
land = pSmoothStruct[ cnt + 2 + uiTempIndex ];
|
||||
fFound = TRUE;
|
||||
} while( FALSE );
|
||||
break;
|
||||
@@ -711,7 +711,7 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
|
||||
if ( !fFound )
|
||||
{
|
||||
// Check for existance of same tile
|
||||
if ( usOldIndex >= 1 && usOldIndex <= 10 )
|
||||
if ( usOldIndex >= 1 && usOldIndex <= 10 )
|
||||
{
|
||||
*piNewTile = NO_TILE;
|
||||
return;
|
||||
@@ -721,13 +721,14 @@ void SmoothWaterTerrain( int gridno, int origType, UINT16 *piNewTile, BOOLEAN fF
|
||||
}
|
||||
GetTileIndexFromTypeSubIndex( origType, land, &usTileIndex );
|
||||
*piNewTile = usTileIndex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user