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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
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+12
-15
@@ -69,17 +69,14 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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return( NULL );
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}
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// WDS - Clean up inventory handling
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// set up fake soldier for location testing
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// memset( &FakeSoldier, 0, SIZEOF_SOLDIERTYPE );
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#if 0
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FakeSoldier.initialize();
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FakeSoldier.sGridNo = sDesiredSpot;
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FakeSoldier.bLevel = 1;
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FakeSoldier.pathing.bLevel = 1;
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FakeSoldier.bTeam = 1;
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#endif
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// Set reachable
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// Set reachable
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RoofReachableTest( sDesiredSpot, ubBuildingID );
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// 0verhaul: The RoofReachableTest now finds ALL of the climb points for each climbable building, instead of a max of
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@@ -90,8 +87,8 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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// From sGridNo, search until we find a spot that isn't part of the building
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ubDirection = NORTHWEST;
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sTempGridNo = sDesiredSpot;
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// using diagonal directions to hopefully prevent picking a
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// spot that
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// using diagonal directions to hopefully prevent picking a
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// spot that
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while( (gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE ) )
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{
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sNextTempGridNo = NewGridNo( sTempGridNo, DirectionInc( ubDirection ) );
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@@ -104,7 +101,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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sTempGridNo = sNextTempGridNo;
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}
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}
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}
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// we've got our spot
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sStartGridNo = sTempGridNo;
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@@ -222,8 +219,8 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
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// consider this location as possible climb gridno
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// there must be a regular wall adjacent to this for us to consider it a
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// consider this location as possible climb gridno
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// there must be a regular wall adjacent to this for us to consider it a
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// climb gridno
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// if the direction is east or north, the wall would be in our gridno;
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@@ -283,7 +280,7 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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bSkipSpots--;
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}
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else if ( Random( uiChanceIn ) == 0 )
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{
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{
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// don't consider people as obstacles
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//if ( NewOKDestination( &FakeSoldier, sCurrGridNo, FALSE, 0 ) )
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{
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@@ -309,13 +306,13 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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//{
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// if location is not added, 100% chance of handling next location
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// and the next until we can add one
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// uiChanceIn = 1;
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//uiChanceIn = 1;
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//}
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}
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else
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{
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// didn't pick this location, so increase chance that next location
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// didn't pick this location, so increase chance that next location
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// will be considered
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if (uiChanceIn > 2)
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{
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@@ -396,7 +393,7 @@ BUILDING * FindBuilding( INT16 sGridNo )
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{
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return( NULL );
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/*
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// need extra checks to see if is valid spot...
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// need extra checks to see if is valid spot...
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// must have valid room information and be a flat-roofed
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// building
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if ( InARoom( sGridNo, &ubRoomNo ) && (FindStructure( sGridNo, STRUCTURE_NORMAL_ROOF ) != NULL) )
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@@ -582,4 +579,4 @@ BOOLEAN SameBuilding( INT16 sGridNo1, INT16 sGridNo2 )
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return( FALSE );
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}
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return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) );
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}
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}
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