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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
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "math.h"
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#include <stdio.h>
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#include <errno.h>
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#include "Render Fun.h"
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#include "worlddef.h"
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#include "input.h"
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#include "sysutil.h"
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#include "debug.h"
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#include "wcheck.h"
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#include "worldman.h"
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#include "jascreens.h"
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#include "Isometric Utils.h"
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#include "Timer Control.h"
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#include "renderworld.h"
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#include "fov.h"
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#include "Fog Of War.h"
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#include "environment.h"
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#include "dialogue control.h"
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#include "Random.h"
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#endif
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// Room Information
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UINT8 gubWorldRoomInfo[ WORLD_MAX ];
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UINT8 gubWorldRoomHidden[ MAX_ROOMS ];
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BOOLEAN InitRoomDatabase( )
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{
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memset( gubWorldRoomInfo, NO_ROOM, sizeof( gubWorldRoomInfo ) );
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memset( gubWorldRoomHidden, TRUE, sizeof( gubWorldRoomHidden ) );
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return( TRUE );
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}
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void ShutdownRoomDatabase( )
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{
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}
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void SetTileRoomNum( INT16 sGridNo, UINT8 ubRoomNum )
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{
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// Add to global room list
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gubWorldRoomInfo[ sGridNo ] = ubRoomNum;
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}
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void SetTileRangeRoomNum( SGPRect *pSelectRegion, UINT8 ubRoomNum )
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{
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INT32 cnt1, cnt2;
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for ( cnt1 = pSelectRegion->iTop; cnt1 <= pSelectRegion->iBottom; cnt1++ )
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{
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for ( cnt2 = pSelectRegion->iLeft; cnt2 <= pSelectRegion->iRight; cnt2++ )
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{
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gubWorldRoomInfo[ (INT16)MAPROWCOLTOPOS( cnt1, cnt2 ) ] = ubRoomNum;
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}
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}
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}
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BOOLEAN InARoom( UINT16 sGridNo, UINT8 *pubRoomNo )
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{
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if ( gubWorldRoomInfo[ sGridNo ] != NO_ROOM )
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{
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if ( pubRoomNo )
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{
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*pubRoomNo = gubWorldRoomInfo[ sGridNo ];
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}
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return( TRUE );
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}
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return( FALSE );
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}
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BOOLEAN InAHiddenRoom( UINT16 sGridNo, UINT8 *pubRoomNo )
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{
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if ( gubWorldRoomInfo[ sGridNo ] != NO_ROOM )
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{
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if ( (gubWorldRoomHidden[ gubWorldRoomInfo[ sGridNo ] ] ) )
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{
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*pubRoomNo = gubWorldRoomInfo[ sGridNo ];
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return( TRUE );
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}
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}
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return( FALSE );
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}
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// @@ATECLIP TO WORLD!
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void SetRecalculateWireFrameFlagRadius(INT16 sX, INT16 sY, INT16 sRadius)
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{
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INT16 sCountX, sCountY;
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UINT32 uiTile;
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for(sCountY=sY-sRadius; sCountY < (sY+sRadius+2); sCountY++)
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{
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for(sCountX=sX-sRadius; sCountX < (sX+sRadius+2); sCountX++)
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{
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uiTile=MAPROWCOLTOPOS(sCountY, sCountX);
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gpWorldLevelData[uiTile].uiFlags |= MAPELEMENT_RECALCULATE_WIREFRAMES;
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}
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}
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}
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void SetGridNoRevealedFlag( UINT16 sGridNo )
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{
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// UINT32 cnt;
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// ITEM_POOL *pItemPool;
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// INT16 sX, sY;
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LEVELNODE *pNode = NULL;
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STRUCTURE *pStructure, *pBase;
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// Set hidden flag, for any roofs
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SetRoofIndexFlagsFromTypeRange( sGridNo, FIRSTROOF, FOURTHROOF, LEVELNODE_HIDDEN );
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// ATE: Do this only if we are in a room...
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if ( gubWorldRoomInfo[ sGridNo ] != NO_ROOM )
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{
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SetStructAframeFlags( sGridNo, LEVELNODE_HIDDEN );
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// Find gridno one east as well...
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if ( ( sGridNo + WORLD_COLS ) < NOWHERE )
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{
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SetStructAframeFlags( sGridNo + WORLD_COLS, LEVELNODE_HIDDEN );
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}
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if ( ( sGridNo + 1 ) < NOWHERE )
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{
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SetStructAframeFlags( sGridNo + 1, LEVELNODE_HIDDEN );
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}
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}
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// Set gridno as revealed
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REVEALED;
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if( gfCaves )
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{
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RemoveFogFromGridNo( sGridNo );
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}
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// ATE: If there are any structs here, we can render them with the obscured flag!
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// Look for anything but walls pn this gridno!
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pStructure = gpWorldLevelData[ (INT16)sGridNo ].pStructureHead;
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while ( pStructure != NULL )
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{
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if ( pStructure->sCubeOffset == STRUCTURE_ON_GROUND || ( pStructure->fFlags & STRUCTURE_SLANTED_ROOF ) )
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{
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if ( ( (pStructure->fFlags & STRUCTURE_OBSTACLE ) && !( pStructure->fFlags & ( STRUCTURE_PERSON | STRUCTURE_CORPSE ) ) ) || ( pStructure->fFlags & STRUCTURE_SLANTED_ROOF ) )
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{
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pBase = FindBaseStructure( pStructure );
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//Ja25: DEF: 10/12/99 Added because ...
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if( pBase == NULL )
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{
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pStructure = pStructure->pNext;
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Assert( 0 );
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continue;
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}
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// Get LEVELNODE for struct and remove!
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pNode = FindLevelNodeBasedOnStructure( pBase->sGridNo, pBase );
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if( pNode )
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pNode->uiFlags |= LEVELNODE_SHOW_THROUGH;
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if ( pStructure->fFlags & STRUCTURE_SLANTED_ROOF )
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{
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AddSlantRoofFOVSlot( pBase->sGridNo );
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// Set hidden...
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pNode->uiFlags |= LEVELNODE_HIDDEN;
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}
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}
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}
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pStructure = pStructure->pNext;
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}
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gubWorldRoomHidden[ gubWorldRoomInfo[ sGridNo ] ] = FALSE;
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}
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void ExamineGridNoForSlantRoofExtraGraphic( UINT16 sCheckGridNo )
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{
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LEVELNODE *pNode = NULL;
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STRUCTURE *pStructure, *pBase;
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UINT8 ubLoop;
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DB_STRUCTURE_TILE ** ppTile;
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INT16 sGridNo;
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UINT16 usIndex;
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BOOLEAN fChanged = FALSE;
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// CHECK FOR A SLANTED ROOF HERE....
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pStructure = FindStructure( sCheckGridNo, STRUCTURE_SLANTED_ROOF );
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if ( pStructure != NULL )
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{
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// We have a slanted roof here ... find base and remove...
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pBase = FindBaseStructure( pStructure );
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// Get LEVELNODE for struct and remove!
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pNode = FindLevelNodeBasedOnStructure( pBase->sGridNo, pBase );
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// Loop through each gridno and see if revealed....
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for ( ubLoop = 0; ubLoop < pBase->pDBStructureRef->pDBStructure->ubNumberOfTiles; ubLoop++ )
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{
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ppTile = pBase->pDBStructureRef->ppTile;
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sGridNo = pBase->sGridNo + ppTile[ ubLoop ]->sPosRelToBase;
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if (sGridNo < 0 || sGridNo > WORLD_MAX)
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{
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continue;
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}
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// Given gridno,
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// IF NOT REVEALED AND HIDDEN....
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if ( !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) && pNode->uiFlags & LEVELNODE_HIDDEN )
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{
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// Add graphic if one does not already exist....
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if ( !TypeExistsInRoofLayer( sGridNo, SLANTROOFCEILING, &usIndex ) )
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{
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// Add
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AddRoofToHead( sGridNo, SLANTROOFCEILING1 );
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fChanged = TRUE;
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}
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}
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// Revealed?
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if ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED )
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{
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///Remove any slant roof items if they exist
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if ( TypeExistsInRoofLayer( sGridNo, SLANTROOFCEILING, &usIndex ) )
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{
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RemoveRoof( sGridNo, usIndex );
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fChanged = TRUE;
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}
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}
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}
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}
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if ( fChanged )
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{
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// DIRTY THE WORLD!
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InvalidateWorldRedundency();
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SetRenderFlags(RENDER_FLAG_FULL );
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}
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}
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void RemoveRoomRoof( UINT16 sGridNo, UINT8 bRoomNum, SOLDIERTYPE *pSoldier )
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{
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UINT32 cnt;
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ITEM_POOL *pItemPool;
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INT16 sX, sY;
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LEVELNODE *pNode = NULL;
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BOOLEAN fSaidItemSeenQuote = FALSE;
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// STRUCTURE *pStructure;//, *pBase;
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// LOOP THORUGH WORLD AND CHECK ROOM INFO
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for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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{
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if ( gubWorldRoomInfo[ cnt ] == bRoomNum )
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{
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SetGridNoRevealedFlag( (UINT16)cnt );
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RemoveRoofIndexFlagsFromTypeRange( cnt, FIRSTROOF, SECONDSLANTROOF, LEVELNODE_REVEAL );
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// Reveal any items if here!
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if ( GetItemPool( (INT16)cnt, &pItemPool, 0 ) )
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{
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// Set visible! ( only if invisible... )
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if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, TRUE ) )
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{
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if ( !fSaidItemSeenQuote )
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{
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fSaidItemSeenQuote = TRUE;
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if ( pSoldier != NULL )
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{
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TacticalCharacterDialogue( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ) );
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}
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}
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}
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}
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// OK, re-set writeframes ( in a radius )
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// Get XY
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ConvertGridNoToXY( (INT16)cnt, &sX, &sY );
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SetRecalculateWireFrameFlagRadius( sX, sY, 2 );
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}
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}
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//for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
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//{
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// if ( gubWorldRoomInfo[ cnt ] == bRoomNum )
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// {
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// ExamineGridNoForSlantRoofExtraGraphic( (UINT16)cnt );
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// }
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//}
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// DIRTY THE WORLD!
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InvalidateWorldRedundency();
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SetRenderFlags(RENDER_FLAG_FULL );
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CalculateWorldWireFrameTiles( FALSE );
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}
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BOOLEAN AddSpecialTileRange( SGPRect *pSelectRegion )
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{
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INT32 cnt1, cnt2;
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for ( cnt1 = pSelectRegion->iTop; cnt1 <= pSelectRegion->iBottom; cnt1++ )
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{
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for ( cnt2 = pSelectRegion->iLeft; cnt2 <= pSelectRegion->iRight; cnt2++ )
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{
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AddObjectToHead( (INT16)MAPROWCOLTOPOS( cnt1, cnt2 ), SPECIALTILE_MAPEXIT );
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}
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}
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return( TRUE );
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}
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BOOLEAN RemoveSpecialTileRange( SGPRect *pSelectRegion )
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{
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INT32 cnt1, cnt2;
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for ( cnt1 = pSelectRegion->iTop; cnt1 <= pSelectRegion->iBottom; cnt1++ )
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{
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for ( cnt2 = pSelectRegion->iLeft; cnt2 <= pSelectRegion->iRight; cnt2++ )
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{
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RemoveObject( (INT16)MAPROWCOLTOPOS( cnt1, cnt2 ), SPECIALTILE_MAPEXIT );
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}
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}
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return( TRUE );
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}
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