mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release ** **************************************************************************** o Development Trunk (Revision: 4444): https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here. New Features are only included in the Development trunk o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+35
-229
@@ -70,6 +70,9 @@
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#include "Simple Render Utils.h"//dnl ch54 111009
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///ddd
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#include "gamesettings.h"
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#include "editscreen.h"
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#include "Button Defines.h"
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#include "Editor Taskbar Utils.h"
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#endif
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#define SET_MOVEMENTCOST( a, b, c, d ) ( ( gubWorldMovementCosts[ a ][ b ][ c ] < d ) ? ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) : 0 );
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@@ -741,9 +744,6 @@ void CompileWorldTerrainIDs( void )
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}
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}
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///dddokno {
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#pragma optimize("gpt",on)
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__forceinline
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BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure)
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{
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@@ -781,8 +781,6 @@ BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure)
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return FALSE;
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}
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///dddokno }
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void CompileTileMovementCosts( INT32 usGridNo )
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{
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UINT8 ubTerrainID;
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@@ -893,229 +891,6 @@ void CompileTileMovementCosts( INT32 usGridNo )
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}
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// all other passable structures do not block movement in any way
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}
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/*
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//dddokno{ =============================================================
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else if ( IsNotRestrictedWindow(pStructure) )
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{
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// standard door
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switch( pStructure->ubWallOrientation )
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{
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case OUTSIDE_TOP_LEFT:
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SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL );
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SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_JUMPABLEWINDOW );
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SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_JUMPABLEWINDOW_N );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL );
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// DO CORNERS
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SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL );
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SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_WALL );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL );
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break;
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case INSIDE_TOP_LEFT:
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SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL );
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SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_JUMPABLEWINDOW );
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SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_JUMPABLEWINDOW_N );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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// DO CORNERS
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SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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break;
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case OUTSIDE_TOP_RIGHT:
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SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
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SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_JUMPABLEWINDOW );
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SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_JUMPABLEWINDOW_W );
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SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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// DO CORNERS
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SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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break;
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case INSIDE_TOP_RIGHT:
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SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
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SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_JUMPABLEWINDOW );
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SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_JUMPABLEWINDOW_W );
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SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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// DO CORNERS
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SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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break;
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//switch( pStructure->ubWallOrientation )
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//{
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// case OUTSIDE_TOP_LEFT: //3 \# - êëåòêà âíóòðè ïîìåùåíèÿ, ñòåíà íàðóæó
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// case INSIDE_TOP_LEFT: //1 -êëåòêà ñíàðóæè ïîìåùåíèÿ \¹ ñòåíà âíóòðü
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// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_JUMPABLEWINDOW );
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// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE);
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// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE);
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// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_JUMPABLEWINDOW);
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// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
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// //?
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// FORCE_SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_NONE );
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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// FORCE_SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_NONE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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//
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// break;
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// case OUTSIDE_TOP_RIGHT: //4 #/ //êëåòêà âíóòðè ïîìåùåíèÿ, ñòåíà íàðóæó
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// case INSIDE_TOP_RIGHT:
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// //2 #/
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// //. ñòåíà ñòîèò íà ïðàâîì íèæí. êðàþ è ñìîòðèò íà ÞÂ
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// // êëåòêà íàõîäèòñÿ ñíàðóæè ïîìåùåíèÿ, ñòåíà âíóòðè êëåòêè
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// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_JUMPABLEWINDOW );
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// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_JUMPABLEWINDOW );
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// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
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// //?
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// // set values for the tiles EXITED from this location
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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// // make sure no obstacle costs exists before changing path cost to 0
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// if ( gubWorldMovementCosts[ sGridNo + 1 ][ EAST ][ 0 ] < TRAVELCOST_BLOCKED )
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// {
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// FORCE_SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_NONE );
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// }
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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// if ( gubWorldMovementCosts[ sGridNo - 1 ][ WEST ][ 0 ] < TRAVELCOST_BLOCKED )
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// {
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// FORCE_SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_NONE );
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// }
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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// break;
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// default:
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// // corners aren't jumpable
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// for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
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// {
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// SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
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// }
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// break;
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//}
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//************************************ñòàðûé ïî÷òè ðàáîòàþùèé êîä. òîêà àè èíîãäà òóïèò ))
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//if ( (pStructure->fFlags & STRUCTURE_WALLNWINDOW) //&& !(pStructure->fFlags & STRUCTURE_SPECIAL)
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// && (pStructure->fFlags & STRUCTURE_WALLSTUFF)==0 )
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//if(pStructure->pDBStructureRef->pDBStructure->bPartnerDelta == NO_PARTNER_STRUCTURE)
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// jumpable!
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// switch( pStructure->ubWallOrientation )
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// {
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// case OUTSIDE_TOP_LEFT:
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// case INSIDE_TOP_LEFT:
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// // can be jumped north and south
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// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_FENCE );
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// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_FENCE );
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// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
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// // set values for the tiles EXITED from this location
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// FORCE_SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_NONE );
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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// FORCE_SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_NONE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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// break;
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// case OUTSIDE_TOP_RIGHT:
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// case INSIDE_TOP_RIGHT:
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// // can be jumped east and west
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// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_FENCE );
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// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
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// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_FENCE );
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// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
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// // set values for the tiles EXITED from this location
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
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// // make sure no obstacle costs exists before changing path cost to 0
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// if ( gubWorldMovementCosts[ sGridNo + 1 ][ EAST ][ 0 ] < TRAVELCOST_BLOCKED )
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// {
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// FORCE_SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_NONE );
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// }
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_OBSTACLE );
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// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
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// if ( gubWorldMovementCosts[ sGridNo - 1 ][ WEST ][ 0 ] < TRAVELCOST_BLOCKED )
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// {
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// FORCE_SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_NONE );
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// }
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// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
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// break;
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// //default:
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// // corners aren't jumpable
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// for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
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// {
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// SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
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// }
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// break;
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// }//switch
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//}//}if dddokno==============================================================================
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*/
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else if (pStructure->fFlags & STRUCTURE_BLOCKSMOVES)
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{
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if ( (pStructure->fFlags & STRUCTURE_FENCE) && !(pStructure->fFlags & STRUCTURE_SPECIAL) )
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@@ -3003,12 +2778,42 @@ BOOLEAN LoadWorld(const STR8 puiFilename, FLOAT* pMajorMapVersion, UINT8* pMinor
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LOADDATA(&iRowSize, pBuffer, sizeof(INT32));
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LOADDATA(&iColSize, pBuffer, sizeof(INT32));
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}
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// Actual world size of the map we loaded!
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INT32 iWorldSize = iRowSize * iColSize;
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#ifdef JA2EDITOR
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if(gMapTrn.SetTrnPar(iRowSize, iColSize, iNewMapWorldRows, iNewMapWorldCols))
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// TODO.MAP: Make a new checkbox "Lock Rows & Cols". If set, load the map like it is now, with the set ROWS and COLS
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// If not set, load the map with the original rows and cols
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// WANNE: Only resize the map, when the checkbox is set
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if(gfResizeMapOnLoading && gMapTrn.SetTrnPar(iRowSize, iColSize, iNewMapWorldRows, iNewMapWorldCols))
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{
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// We enlarge the map
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SetWorldSize(iNewMapWorldRows, iNewMapWorldCols);
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// Uncheck "vanilla map saving", because it is not allowed on maps > 160x160
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UnclickEditorButton(OPTIONS_VANILLA_MODE);
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}
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else
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{
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// Mapsize has not changed
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SetWorldSize(iRowSize, iColSize);
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// We still have the "normal" map size -> Check "vanilla map saving"
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if (iRowSize <= OLD_WORLD_ROWS && iRowSize <= OLD_WORLD_COLS)
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{
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ClickEditorButton(OPTIONS_VANILLA_MODE);
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}
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else
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{
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UnclickEditorButton(OPTIONS_VANILLA_MODE);
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}
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}
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// Always reset to unchecked!
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UnclickEditorButton(OPTIONS_RESIZE_MAP_ON_LOADING);
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#else
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SetWorldSize(iRowSize, iColSize);
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#endif
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@@ -4470,6 +4275,7 @@ void MAPTRANSLATION::ResizeTrnCnt(INT32& cnt)
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BOOLEAN MAPTRANSLATION::SetTrnPar(INT32 iFromRows, INT32 iFromCols, INT32 iToRows, INT32 iToCols)
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{
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// WANNE: Only enlarging works currently, making the make small does not work
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if(iFromRows < iToRows && iFromCols < iToCols)
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{
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fTrn = TRUE;
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Reference in New Issue
Block a user