Original Source for 1.13 Mod High Resolution version from 12/06/05

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 11:32:51 +00:00
commit e54aeb96aa
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#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "edit_sys.h"
#else
#include <stdio.h>
#include "fileMan.h"
#include "types.h"
#include "Map Information.h"
#include "Soldier Init List.h"
#include "Random.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "EditorMercs.h"
#include "Exit Grids.h"
#include "Isometric Utils.h"
#include "ja2.h"
#include "Animation Data.h"
#include "Road Smoothing.h"
#include "sys globals.h"
#include "message.h"
#include "weapons.h"
#endif
//Don't mess with this value, unless you want to force update all maps in the game!
#ifdef RUSSIAN
#define MAJOR_MAP_VERSION 6.00
#else
#define MAJOR_MAP_VERSION 5.00
#endif
FLOAT gdMajorMapVersion = MAJOR_MAP_VERSION;
BOOLEAN gfWorldLoaded;
MAPCREATE_STRUCT gMapInformation;
//Current minor map version updater.
#define MINOR_MAP_VERSION 25
UINT8 gubMinorMapVersion = MINOR_MAP_VERSION;
/*
MINOR_MAP_VERSION Log -- Created by Kris Morness, November 14, 1997
Version 0 -- Kris -- obsolete November 14, 1997
The newly created soldier information had a couple bugs regarding initialization
Bug 1) Soldier placements without detailed slots weren't initialized.
Bug 2) The attitude variable was accidentally being generated like attributes
which usually put it completely out of range.
Version 1 -- Kris -- obsolete January 7, 1998
Bug 3) New changes to the wall decals, made the currently existing ones in the world
unpredictable, and are automatically removed, so new ones can be used.
Version 2 -- Kris -- obsolete February 3, 1998
Bug 4) Enemy mercs now have a color code assignment which defaults to army.
Version 3 -- Kris -- obsolete February 9, 1998
Bug 5) Move entry points down if they are too high.
Version 4 -- Kris -- obsolete February 25, 1998
Bug 6) Change all doors to FIRSTDOOR
Version 5 -- Kris -- obsolete March 4, 1998
Bug 7) Remove all exit grids (the format has changed)
Version 6 -- Kris -- obsolete March 9, 1998
Bug 8) Change droppable status of merc items so that they are all undroppable.
Version 7 -- Kris -- obsolete April 14, 1998
Bug 9) Priority placements have been dropped in favor of splitting it into two categories.
The first is Detailed placements, and the second is priority existance. So, all
current detailed placements will also have priority existance.
Version 8 -- Kris -- obsolete April 16, 1998
MAJOR CONFLICT RESULTING IN A MAJOR VERSION UPDATE 2.00!
Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at
fKillSlotIfOwnerDies.
Version 9 -- Kris -- obsolete April 26, 1998
This version requires no auto updating, but external code has adjusted the size of the mapedgepoint
arraysize from UINT8 to UINT16. See Map Edgepoints.c.
Bug 11) Convert all wheelchaired placement bodytypes to cows. Result of change in the animation database.
Version 11 -- Kris -- obsolete May 2, 1998
Added new center entry point. Need to initialize the original padding to -1.
*/
//EntryPoints can't be placed on the top two gridnos in a map. So all we do in this case
//is return the closest gridno. Returns TRUE if the mapindex changes.
BOOLEAN ValidateEntryPointGridNo( INT16 *sGridNo )
{
INT16 sXMapPos, sYMapPos;
INT16 sWorldX, sWorldY;
INT32 iNewMapX, iNewMapY;
INT16 sTopLimit, sBottomLimit;
if( *sGridNo < 0 )
return FALSE; //entry point is non-existant
ConvertGridNoToXY( *sGridNo, &sXMapPos, &sYMapPos );
sTopLimit = 80;
sBottomLimit = gsBRY - gsTLY - 40;
//Get screen coordinates for current gridno
GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY);
if( sWorldY < sTopLimit )
{
GetFromAbsoluteScreenXYWorldXY( &iNewMapX, &iNewMapY, sWorldX, sTopLimit );
}
else if( sWorldY > sBottomLimit )
{
GetFromAbsoluteScreenXYWorldXY( &iNewMapX, &iNewMapY, sWorldX, sBottomLimit );
}
else
{
return FALSE; //already valid
}
*sGridNo = (INT16)MAPROWCOLTOPOS( iNewMapY/10, iNewMapX/10 );
return TRUE; //modified
}
void SaveMapInformation( HWFILE fp )
{
UINT32 uiBytesWritten;
gMapInformation.ubMapVersion = MINOR_MAP_VERSION;
FileWrite( fp, &gMapInformation, sizeof( MAPCREATE_STRUCT ), &uiBytesWritten );
}
void LoadMapInformation( INT8 **hBuffer )
{
LOADDATA( &gMapInformation, *hBuffer, sizeof( MAPCREATE_STRUCT ) );
//FileRead( hfile, &gMapInformation, sizeof( MAPCREATE_STRUCT ), &uiBytesRead);
// ATE: OK, do some handling here for basement level scroll restrictions
// Calcuate world scrolling restrictions
InitRenderParams( gMapInformation.ubRestrictedScrollID );
}
//This will automatically update obsolete map versions to the new ones. This will even
//work in the game itself, but would require conversion to happen every time. This is completely
//transparent to the rest of the game, but in the editor, obsolete versions will be updated upon
//loading and won't be permanently updated until the map is saved, regardless of changes.
void UpdateOldVersionMap()
{
#if 0 //This code is no longer needed since the major version update from 1.0 to 4.0
//However, I am keeping it in for reference.
SOLDIERINITNODE *curr;
INT32 i;
LEVELNODE *pStruct;
//VERSION 0 -- obsolete November 14, 1997
if( gMapInformation.ubMapVersion == 0 )
{
//Soldier information contained two fixable bugs.
gMapInformation.ubMapVersion++;
curr = gSoldierInitHead;
while( curr )
{
//Bug #01) Nodes without detailed slots weren't initialized.
if( !curr->pBasicPlacement->fDetailedPlacement )
curr->pDetailedPlacement = NULL;
//Bug #02) The attitude variable was accidentally being generated like attributes
// which put it completely out of range.
if( curr->pBasicPlacement->bAttitude > 7 )
curr->pBasicPlacement->bAttitude = (INT8)Random(8);
//go to next node
curr = curr->next;
}
}
//VERSION 1 -- obsolete January 7, 1998
if( gMapInformation.ubMapVersion == 1 )
{
gMapInformation.ubMapVersion++;
//Bug #03) Removing all wall decals from map, because of new changes to the slots
// as well as certain decals found commonly in illegal places.
for( i = 0; i < WORLD_MAX; i++ )
{
RemoveAllStructsOfTypeRange( i, FIRSTWALLDECAL, LASTWALLDECAL );
RemoveAllStructsOfTypeRange( i, FIFTHWALLDECAL, SIXTHWALLDECAL );
}
}
//VERSION 2 -- obsolete February 3, 1998
if( gMapInformation.ubMapVersion == 2 )
{
gMapInformation.ubMapVersion++;
curr = gSoldierInitHead;
while( curr )
{
//Bug #04) Assign enemy mercs default army color code if applicable
if( curr->pBasicPlacement->bTeam == ENEMY_TEAM && !curr->pBasicPlacement->ubSoldierClass )
{
if( !curr->pDetailedPlacement )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY;
}
else if( curr->pDetailedPlacement && curr->pDetailedPlacement->ubProfile == NO_PROFILE )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY;
curr->pDetailedPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY;
}
}
curr = curr->next;
}
}
//VERSION 3 -- obsolete February 9, 1998
if( gMapInformation.ubMapVersion == 3 )
{
gMapInformation.ubMapVersion++;
//Bug #05) Move entry points down if necessary.
ValidateEntryPointGridNo( &gMapInformation.sNorthGridNo );
ValidateEntryPointGridNo( &gMapInformation.sEastGridNo );
ValidateEntryPointGridNo( &gMapInformation.sSouthGridNo );
ValidateEntryPointGridNo( &gMapInformation.sWestGridNo );
}
//VERSION 4 -- obsolete February 25, 1998
if( gMapInformation.ubMapVersion == 4 )
{
gMapInformation.ubMapVersion++;
//6) Change all doors to FIRSTDOOR
for( i = 0; i < WORLD_MAX; i++ )
{
//NOTE: Here are the index values for the various doors
//DOOR OPEN CLOSED
//FIRST 916 912
//SECOND 936 932
//THIRD 956 952
//FOURTH 976 972
pStruct = gpWorldLevelData[ i ].pStructHead;
while( pStruct )
{
//outside topleft
if( pStruct->usIndex == 932 || pStruct->usIndex == 952 || pStruct->usIndex == 972 )
{
ReplaceStructIndex( i, pStruct->usIndex, 912 );
break;
}
else if( pStruct->usIndex == 936 || pStruct->usIndex == 956 || pStruct->usIndex == 976 )
{
ReplaceStructIndex( i, pStruct->usIndex, 916 );
break;
}
//outside topright
else if( pStruct->usIndex == 927 || pStruct->usIndex == 947 || pStruct->usIndex == 967 )
{
ReplaceStructIndex( i, pStruct->usIndex, 907 );
break;
}
else if( pStruct->usIndex == 931 || pStruct->usIndex == 951 || pStruct->usIndex == 971 )
{
ReplaceStructIndex( i, pStruct->usIndex, 911 );
break;
}
//inside topleft
else if( pStruct->usIndex == 942 || pStruct->usIndex == 962 || pStruct->usIndex == 982 )
{
ReplaceStructIndex( i, pStruct->usIndex, 922 );
break;
}
else if( pStruct->usIndex == 946 || pStruct->usIndex == 966 || pStruct->usIndex == 986 )
{
ReplaceStructIndex( i, pStruct->usIndex, 926 );
break;
}
//inside topright
else if( pStruct->usIndex == 937 || pStruct->usIndex == 957 || pStruct->usIndex == 977 )
{
ReplaceStructIndex( i, pStruct->usIndex, 917 );
break;
}
else if( pStruct->usIndex == 941 || pStruct->usIndex == 961 || pStruct->usIndex == 981 )
{
ReplaceStructIndex( i, pStruct->usIndex, 921 );
break;
}
pStruct = pStruct->pNext;
}
}
}
//VERSION 5 -- obsolete March 4, 1998
if( gMapInformation.ubMapVersion == 5 )
{
gMapInformation.ubMapVersion++;
//Bug 7) Remove all exit grids (the format has changed)
for( i = 0; i < WORLD_MAX; i++ )
RemoveExitGridFromWorld( i );
}
//VERSION 6 -- obsolete March 9, 1998
if( gMapInformation.ubMapVersion == 6 )
{ //Bug 8) Change droppable status of merc items so that they are all undroppable.
gMapInformation.ubMapVersion++;
curr = gSoldierInitHead;
while( curr )
{
//Bug #04) Assign enemy mercs default army color code if applicable
if( curr->pDetailedPlacement )
{
for( i = 0; i < NUM_INV_SLOTS; i++ )
{ //make all items undroppable, even if it is empty. This will allow for
//random item generation, while empty, droppable slots are locked as empty
//during random item generation.
curr->pDetailedPlacement->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE;
}
}
curr = curr->next;
}
}
//VERSION 7 -- obsolete April 14, 1998
if( gMapInformation.ubMapVersion == 7 )
{
gMapInformation.ubMapVersion++;
//Bug 9) Priority placements have been dropped in favor of splitting it into two categories.
// The first is Detailed placements, and the second is priority existance. So, all
// current detailed placements will also have priority existance.
curr = gSoldierInitHead;
while( curr )
{
if( curr->pDetailedPlacement )
{
curr->pBasicPlacement->fPriorityExistance = TRUE;
}
curr = curr->next;
}
}
if( gMapInformation.ubMapVersion == 14 )
{ //Toast all of the ambiguous road pieces that ended up wrapping the byte.
LEVELNODE *pStruct, *pStruct2;
INT32 i;
for( i = 0; i < WORLD_MAX; i++ )
{
pStruct = gpWorldLevelData[ i ].pObjectHead;
if( pStruct && pStruct->usIndex == 1078 && i < WORLD_MAX-2 && i >= 320 )
{ //This is the only detectable road piece that we can repair.
pStruct2 = gpWorldLevelData[ i+1 ].pObjectHead;
if( pStruct2 && pStruct2->usIndex == 1081 )
{
RemoveObject( i, pStruct->usIndex );
RemoveObject( i+1, pStruct->usIndex+1 );
RemoveObject( i+2, pStruct->usIndex+2 );
RemoveObject( i-160, pStruct->usIndex-160 );
RemoveObject( i-159, pStruct->usIndex-159 );
RemoveObject( i-158, pStruct->usIndex-158 );
RemoveObject( i-320, pStruct->usIndex-320 );
RemoveObject( i-319, pStruct->usIndex-319 );
RemoveObject( i-318, pStruct->usIndex-318 );
AddObjectToTail( i, 1334 );
AddObjectToTail( i-160, 1335 );
AddObjectToTail( i-320, 1336 );
AddObjectToTail( i+1, 1337 );
AddObjectToTail( i-159, 1338 );
AddObjectToTail( i-319, 1339 );
AddObjectToTail( i+2, 1340 );
AddObjectToTail( i-158, 1341 );
AddObjectToTail( i-318, 1342 );
}
}
else if( pStruct && pStruct->usIndex >= 1079 && pStruct->usIndex < 1115 )
{
RemoveObject( i, pStruct->usIndex );
}
}
}
if( gMapInformation.ubMapVersion <= 7 )
{
if( gfEditMode )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_RED, MSG_ERROR, L"Currently loaded map is corrupt! Allowing the map to load anyway!" );
#endif
}
else
{
if( gbWorldSectorZ )
{
AssertMsg( 0, String( "Currently loaded map (%c%d_b%d.dat) is invalid -- less than the minimum supported version.", gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) );
}
else if( !gbWorldSectorZ )
{
AssertMsg( 0, String( "Currently loaded map (%c%d.dat) is invalid -- less than the minimum supported version.", gWorldSectorY + 'A' - 1, gWorldSectorX ) );
}
}
}
//VERSION 8 -- obsolete April 18, 1998
if( gMapInformation.ubMapVersion == 8 )
{
gMapInformation.ubMapVersion++;
//Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at
// fKillSlotIfOwnerDies.
curr = gSoldierInitHead;
while( curr )
{
if( curr->pDetailedPlacement )
{
//The size 120 was hand calculated. The remaining padding was 118 bytes
//and there were two one byte fields cleared, fKillSlotIfOwnerDies and ubScheduleID
memset( &curr->pDetailedPlacement->fKillSlotIfOwnerDies, 0, 120 );
}
curr = curr->next;
}
}
//Version 9 -- Kris -- obsolete April 27, 1998
if( gMapInformation.ubMapVersion == 9 )
{
gMapInformation.ubMapVersion++;
curr = gSoldierInitHead;
while( curr )
{
//Bug 11) Convert all wheelchaired placement bodytypes to cows. Result of change in the animation database.
if( curr->pDetailedPlacement && curr->pDetailedPlacement->bBodyType == CRIPPLECIV )
{
curr->pDetailedPlacement->bBodyType = COW;
curr->pBasicPlacement->bBodyType = COW;
}
curr = curr->next;
}
}
if( gMapInformation.ubMapVersion < 12 )
{
gMapInformation.ubMapVersion = 12;
gMapInformation.sCenterGridNo = -1;
}
if( gMapInformation.ubMapVersion < 13 )
{ //replace all merc ammo inventory slots status value with the max ammo that the clip can hold.
INT32 i, cnt;
OBJECTTYPE *pItem;
gMapInformation.ubMapVersion++;
//Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at
// fKillSlotIfOwnerDies.
curr = gSoldierInitHead;
while( curr )
{
if( curr->pDetailedPlacement )
{
for ( i = 0; i < NUM_INV_SLOTS; i++ )
{
pItem = &curr->pDetailedPlacement->Inv[ i ];
if( Item[ pItem->usItem ].usItemClass & IC_AMMO )
{
for( cnt = 0; cnt < pItem->ubNumberOfObjects; cnt++ )
{
pItem->ubShotsLeft[ cnt ] = Magazine[ Item[ pItem->usItem ].ubClassIndex ].ubMagSize;
}
}
}
}
curr = curr->next;
}
}
if( gMapInformation.ubMapVersion < 14 )
{
gMapInformation.ubMapVersion++;
if( !gfCaves && !gfBasement )
{
ReplaceObsoleteRoads();
}
}
if( gMapInformation.ubMapVersion < 15 )
{ //Do nothing. The object layer was expanded from 1 byte to 2 bytes, effecting the
//size of the maps. This was due to the fact that the ROADPIECES tileset contains
//over 300 pieces, hence requiring a size increase of the tileset subindex for this
//layer only.
}
#endif //end of MAJOR VERSION 3.0 obsolete code
if( gMapInformation.ubMapVersion < 15 )
{
AssertMsg( 0, "Map is less than minimum supported version." );
}
if( gMapInformation.ubMapVersion < 16 )
{
gMapInformation.ubMapVersion = 16;
gMapInformation.sIsolatedGridNo = -1;
}
if( gMapInformation.ubMapVersion < 17 )
{
gMapInformation.ubMapVersion = 17;
//EliminateObjectLayerRedundancy();
}
if( gMapInformation.ubMapVersion < 18 )
{
// replace useless crowbars with proper ones
UINT32 i;
gMapInformation.ubMapVersion = 18;
for ( i = 0; i < guiNumWorldItems; i++ )
{
if ( gWorldItems[ i ].o.usItem == JAR_ELIXIR )
{
gWorldItems[ i ].o.usItem = CROWBAR;
}
}
}
if( gMapInformation.ubMapVersion < 19 )
{
//Do nothing, this is used to force regenerate the map edgepoints in map edgepoints.c
gMapInformation.ubMapVersion = 19;
}
if( gMapInformation.ubMapVersion < 20 )
{
//validate the map entry points as the world boundaries have changed.
gMapInformation.ubMapVersion = 20;
ValidateEntryPointGridNo( &gMapInformation.sNorthGridNo );
ValidateEntryPointGridNo( &gMapInformation.sEastGridNo );
ValidateEntryPointGridNo( &gMapInformation.sSouthGridNo );
ValidateEntryPointGridNo( &gMapInformation.sWestGridNo );
ValidateEntryPointGridNo( &gMapInformation.sCenterGridNo );
ValidateEntryPointGridNo( &gMapInformation.sIsolatedGridNo );
}
if( gMapInformation.ubMapVersion < 21 )
{
SOLDIERINITNODE *curr;
//override any item slots being locked if there is no item in that slot.
//Laymen terms: If any items slots are locked to be empty, make them empty but available
//for random item generation.
gMapInformation.ubMapVersion = 21;
curr = gSoldierInitHead;
while( curr )
{
if( curr->pDetailedPlacement )
{
INT32 i;
for( i = 0; i < NUM_INV_SLOTS; i++ )
{
if( !curr->pDetailedPlacement->Inv[ i ].usItem )
{
if( curr->pDetailedPlacement->Inv[ i ].fFlags & OBJECT_UNDROPPABLE )
{
if( curr->pDetailedPlacement->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
{
curr->pDetailedPlacement->Inv[ i ].fFlags &= ~OBJECT_NO_OVERWRITE;
}
}
}
}
}
curr = curr->next;
}
}
if( gMapInformation.ubMapVersion < 22 )
{ //Allow map edgepoints to be regenerated as new system has been reenabled.
gMapInformation.ubMapVersion = 22;
}
if( gMapInformation.ubMapVersion < 23 )
{ //Allow map edgepoints to be regenerated as new system has been reenabled.
SOLDIERINITNODE *curr;
gMapInformation.ubMapVersion = 23;
if( giCurrentTilesetID == 1 ) //cave/mine tileset only
{ //convert all civilians to miners which use uniforms and more masculine body types.
curr = gSoldierInitHead;
while( curr )
{
if( curr->pBasicPlacement->bTeam == CIV_TEAM && !curr->pDetailedPlacement )
{
curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_MINER;
curr->pBasicPlacement->bBodyType = -1;
}
curr = curr->next;
}
}
}
if( gMapInformation.ubMapVersion < 25 )
{
gMapInformation.ubMapVersion = 25;
if( gfCaves )
{
LightSetBaseLevel( 13 );
}
}
}
void AutoCalculateItemNoOverwriteStatus()
{
SOLDIERINITNODE *curr;
INT32 i;
OBJECTTYPE *pItem;
//Recalculate the "no overwrite" status flag on all items. There are two different cases:
//1) If detailed placement has item, the item "no overwrite" flag is set
//2) If detailed placement doesn't have item, but item is set to drop (forced empty slot), the "no overwrite" flag is set.
curr = gSoldierInitHead;
while( curr )
{
if( curr->pDetailedPlacement )
{
for( i = 0; i < NUM_INV_SLOTS; i++ )
{
pItem = &curr->pDetailedPlacement->Inv[ i ];
if( pItem->usItem != NONE )
{ //case 1 (see above)
pItem->fFlags |= OBJECT_NO_OVERWRITE;
}
else if( !(pItem->fFlags & OBJECT_UNDROPPABLE) )
{ //case 2 (see above)
pItem->fFlags |= OBJECT_NO_OVERWRITE;
}
}
}
curr = curr->next;
}
}
void ValidateAndUpdateMapVersionIfNecessary()
{
//Older versions of mercs may require updating due to past bug fixes, new changes, etc.
if( gMapInformation.ubMapVersion < MINOR_MAP_VERSION )
{
SetRelativeStartAndEndPercentage( 0, 92, 93, L"Updating older map version..." );
RenderProgressBar( 0, 0 );
UpdateOldVersionMap();
}
else if( gMapInformation.ubMapVersion > MINOR_MAP_VERSION )
{
//we may have a problem...
AssertMsg( 0, "Map version is greater than the current version (old ja2.exe?)" );
}
AutoCalculateItemNoOverwriteStatus() ;
}
#ifdef JA2EDITOR
#include "Exit Grids.h"
#include "Summary Info.h"
//This function is used to avoid conflicts between minor version updates and sector summary info.
//By updating the summary info in conjunction with minor version updates, we can avoid these conflicts
//and really prevent major map updates.
void UpdateSummaryInfo( SUMMARYFILE *pSummary )
{
if( pSummary->MapInfo.ubMapVersion == MINOR_MAP_VERSION )
return;
if( pSummary->MapInfo.ubMapVersion < 9 )
{ //See bug 10
pSummary->ubCivSchedules = 0;
}
if( pSummary->MapInfo.ubMapVersion < 12 )
{
pSummary->MapInfo.sCenterGridNo = -1;
}
if( pSummary->MapInfo.ubMapVersion < 16 )
{
pSummary->MapInfo.sIsolatedGridNo = -1;
}
}
#endif