************************************************************

* Merged Source Code from Development Trunk: Revision 4063 *
************************************************************
- Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- This will be the Source for the Beta 2011 Test

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2011-01-18 09:11:09 +00:00
parent 44e1646410
commit 91087ca8c0
469 changed files with 118108 additions and 24678 deletions
+272 -1
View File
@@ -68,6 +68,8 @@
#include "LoadScreen.h"//dnl ch30 150909
#include "Interface Cursors.h"
#include "Simple Render Utils.h"//dnl ch54 111009
///ddd
#include "gamesettings.h"
#endif
#define SET_MOVEMENTCOST( a, b, c, d ) ( ( gubWorldMovementCosts[ a ][ b ][ c ] < d ) ? ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) : 0 );
@@ -159,7 +161,11 @@ INT32 *gpDirtyData;
UINT32 gSurfaceMemUsage;
//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2];
UINT8 (*gubWorldMovementCosts)[MAXDIR][2] = NULL;//dnl ch43 260909
//ddd äëÿ óáûñòðåíèÿ ïîèñêà îñâåùåííûõ ó÷àñòêîâ â ïàòõàè.
BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
//ddd
// set to nonzero (locs of base gridno of structure are good) to have it defined by structure code
INT16 gsRecompileAreaTop = 0;
INT16 gsRecompileAreaLeft = 0;
@@ -735,6 +741,48 @@ void CompileWorldTerrainIDs( void )
}
}
///dddokno {
#pragma optimize("gpt",on)
__forceinline
BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure)
{
if ( (pStructure->fFlags & STRUCTURE_WALLNWINDOW) && gGameExternalOptions.fCanJumpThroughWindows
&& !(pStructure->fFlags & STRUCTURE_SPECIAL)
&& (pStructure->fFlags & STRUCTURE_OPEN)
&& (pStructure->pDBStructureRef->pDBStructure->bPartnerDelta == NO_PARTNER_STRUCTURE) )
{
//ðó÷íàÿ ïðîâåðêà íà çàêîëî÷åíûå îêíà ;( {
//build_13.sti - çàêîëî÷åííûå îêíà íäåêñ:
LEVELNODE *pNode = NULL;// STRUCTURE *pBase=NULL;
UINT32 uiTileType=0;
//pBase = FindStructure( pStructure->sGridNo, STRUCTURE_WALLNWINDOW );
//if(pBase!= NULL)
pNode = FindLevelNodeBasedOnStructure( pStructure->sGridNo, pStructure );
//pNode = gpWorldLevelData[ pStructure->sGridNo ].pStructHead;
if(pNode != NULL)
GetTileType( pNode->usIndex, &uiTileType );
UINT16 RestrSubIndex;
GetSubIndexFromTileIndex( pNode->usIndex, (UINT16 *)&RestrSubIndex );
//ýòîò òèï îêîí íå ñîäåðæèòñÿ â 0 òàéëñåòå, ïðîâåðêà íóëåâîãî òàéëñåòà â ýòîì ñëó÷àå íå íóæíà
if ( _stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "build_13.sti" ) == 0
//&& ( pNode->usIndex == 814 || pNode->usIndex == 816 || pNode->usIndex == 817 || pNode->usIndex == 823) -çàïðåùàåò òîëüêî â êîíêðåòíîì òàéëñåòå ;( â äðóãîì íå ñðàáîòàåò
&& (RestrSubIndex == 40 || RestrSubIndex == 41 || RestrSubIndex == 37 || RestrSubIndex == 38
|| RestrSubIndex == 43 || RestrSubIndex == 44 || RestrSubIndex == 46 || RestrSubIndex == 47) //íîìåðà ôðåéìîâ â ñòèøêå
)
return FALSE;
return TRUE;
}
return FALSE;
}
///dddokno }
void CompileTileMovementCosts( INT32 usGridNo )
{
UINT8 ubTerrainID;
@@ -845,6 +893,229 @@ void CompileTileMovementCosts( INT32 usGridNo )
}
// all other passable structures do not block movement in any way
}
/*
//dddokno{ =============================================================
else if ( IsNotRestrictedWindow(pStructure) )
{
// standard door
switch( pStructure->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL );
SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_JUMPABLEWINDOW );
SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_WALL );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_JUMPABLEWINDOW_N );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_WALL );
// DO CORNERS
SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_WALL );
SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_WALL );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_WALL );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_WALL );
break;
case INSIDE_TOP_LEFT:
SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_WALL );
SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_JUMPABLEWINDOW );
SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_WALL );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_JUMPABLEWINDOW_N );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
// DO CORNERS
SET_MOVEMENTCOST( usGridNo - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
break;
case OUTSIDE_TOP_RIGHT:
SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_JUMPABLEWINDOW );
SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_JUMPABLEWINDOW_W );
SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
// DO CORNERS
SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
break;
case INSIDE_TOP_RIGHT:
SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_JUMPABLEWINDOW );
SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + 1, EAST, 0, TRAVELCOST_JUMPABLEWINDOW_W );
SET_MOVEMENTCOST( usGridNo + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
// DO CORNERS
SET_MOVEMENTCOST( usGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo - WORLD_COLS, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
SET_MOVEMENTCOST( usGridNo + WORLD_COLS, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
break;
//switch( pStructure->ubWallOrientation )
//{
// case OUTSIDE_TOP_LEFT: //3 \# - êëåòêà âíóòðè ïîìåùåíèÿ, ñòåíà íàðóæó
// case INSIDE_TOP_LEFT: //1 -êëåòêà ñíàðóæè ïîìåùåíèÿ \¹ ñòåíà âíóòðü
// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_JUMPABLEWINDOW );
// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE);
// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE);
// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_JUMPABLEWINDOW);
// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
// //?
// FORCE_SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_NONE );
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
// FORCE_SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_NONE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
//
// break;
// case OUTSIDE_TOP_RIGHT: //4 #/ //êëåòêà âíóòðè ïîìåùåíèÿ, ñòåíà íàðóæó
// case INSIDE_TOP_RIGHT:
// //2 #/
// //. ñòåíà ñòîèò íà ïðàâîì íèæí. êðàþ è ñìîòðèò íà ÞÂ
// // êëåòêà íàõîäèòñÿ ñíàðóæè ïîìåùåíèÿ, ñòåíà âíóòðè êëåòêè
// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_JUMPABLEWINDOW );
// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_JUMPABLEWINDOW );
// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
// //?
// // set values for the tiles EXITED from this location
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
// // make sure no obstacle costs exists before changing path cost to 0
// if ( gubWorldMovementCosts[ sGridNo + 1 ][ EAST ][ 0 ] < TRAVELCOST_BLOCKED )
// {
// FORCE_SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_NONE );
// }
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
// if ( gubWorldMovementCosts[ sGridNo - 1 ][ WEST ][ 0 ] < TRAVELCOST_BLOCKED )
// {
// FORCE_SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_NONE );
// }
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
// break;
// default:
// // corners aren't jumpable
// for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
// {
// SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
// }
// break;
//}
//************************************ñòàðûé ïî÷òè ðàáîòàþùèé êîä. òîêà àè èíîãäà òóïèò ))
//if ( (pStructure->fFlags & STRUCTURE_WALLNWINDOW) //&& !(pStructure->fFlags & STRUCTURE_SPECIAL)
// && (pStructure->fFlags & STRUCTURE_WALLSTUFF)==0 )
//if(pStructure->pDBStructureRef->pDBStructure->bPartnerDelta == NO_PARTNER_STRUCTURE)
// jumpable!
// switch( pStructure->ubWallOrientation )
// {
// case OUTSIDE_TOP_LEFT:
// case INSIDE_TOP_LEFT:
// // can be jumped north and south
// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_FENCE );
// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_FENCE );
// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
// // set values for the tiles EXITED from this location
// FORCE_SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_NONE );
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
// FORCE_SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_NONE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
// break;
// case OUTSIDE_TOP_RIGHT:
// case INSIDE_TOP_RIGHT:
// // can be jumped east and west
// SET_CURRMOVEMENTCOST( NORTH, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( NORTHEAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( EAST, TRAVELCOST_FENCE );
// SET_CURRMOVEMENTCOST( SOUTHEAST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTH, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( SOUTHWEST, TRAVELCOST_OBSTACLE );
// SET_CURRMOVEMENTCOST( WEST, TRAVELCOST_FENCE );
// SET_CURRMOVEMENTCOST( NORTHWEST, TRAVELCOST_OBSTACLE );
// // set values for the tiles EXITED from this location
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS, NORTH, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS + 1, NORTHEAST, 0, TRAVELCOST_OBSTACLE );
// // make sure no obstacle costs exists before changing path cost to 0
// if ( gubWorldMovementCosts[ sGridNo + 1 ][ EAST ][ 0 ] < TRAVELCOST_BLOCKED )
// {
// FORCE_SET_MOVEMENTCOST( sGridNo + 1, EAST, 0, TRAVELCOST_NONE );
// }
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS + 1, SOUTHEAST, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS, SOUTH, 0, TRAVELCOST_OBSTACLE );
// SET_MOVEMENTCOST( sGridNo + WORLD_COLS - 1, SOUTHWEST, 0, TRAVELCOST_OBSTACLE );
// if ( gubWorldMovementCosts[ sGridNo - 1 ][ WEST ][ 0 ] < TRAVELCOST_BLOCKED )
// {
// FORCE_SET_MOVEMENTCOST( sGridNo - 1, WEST, 0, TRAVELCOST_NONE );
// }
// SET_MOVEMENTCOST( sGridNo - WORLD_COLS - 1, NORTHWEST, 0, TRAVELCOST_OBSTACLE );
// break;
// //default:
// // corners aren't jumpable
// for (ubDirLoop=0; ubDirLoop < NUM_WORLD_DIRECTIONS; ubDirLoop++)
// {
// SET_CURRMOVEMENTCOST( ubDirLoop, TRAVELCOST_OBSTACLE );
// }
// break;
// }//switch
//}//}if dddokno==============================================================================
*/
else if (pStructure->fFlags & STRUCTURE_BLOCKSMOVES)
{
if ( (pStructure->fFlags & STRUCTURE_FENCE) && !(pStructure->fFlags & STRUCTURE_SPECIAL) )