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Data and Source v1.13 Mod High Resolution version from 2006-03-01
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@23 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -36,7 +36,9 @@ BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
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BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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UINT32 uiLoop;
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UINT32 uiLoop2;
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INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
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INT16 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
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INT8 bDirection, bTempDirection;
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@@ -106,9 +108,9 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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gpWorldLevelData[ sStartGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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while( 1 )
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uiLoop2 = 0;
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while(uiLoop2 < WORLD_MAX)
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{
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// if point to (2 clockwise) is not part of building and is not visited,
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// or is starting point, turn!
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ bDirection ] ) );
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@@ -202,8 +204,6 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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//DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , String("Building info set at %d to %d", sCurrGridNo, ubBuildingID ));
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gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
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// consider this location as possible climb gridno
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@@ -323,8 +323,22 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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}
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}
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uiLoop2++;
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}
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// If we've run out of loop before we've run out of building, then there is
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// something that has gone pear shaped
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if(uiLoop2 >= WORLD_MAX)
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{
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UINT8 x = 0;
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UINT8 y = 0;
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while((sDesiredSpot - ((y + 1) * 160)) >= 0)
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{
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y++;
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}
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x = sDesiredSpot - (y * 160);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_2,String( "113/UC Warning! Building Walk Algorithm has covered the entire map! Building %d located at [%d,%d] must be bogus.", ubBuildingID, x, y ));
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}
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// at end could prune # of locations if there are too many
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@@ -338,7 +352,6 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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RefreshScreen( NULL );
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#endif
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*/
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return( pBuilding );
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}
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@@ -415,7 +428,6 @@ void GenerateBuildings( void )
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// search through world
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// for each location in a room try to find building info
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for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
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{
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if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( (INT16) uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
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