#include "DEBUG.H" #include "worlddef.h" #include "worldman.h" #include "Exit Grids.h" #include "Editor Undo.h" #include "strategicmap.h" #include "Strategic Movement.h" #include "message.h" #include "PATHAI.H" #include "Animation Control.h" #include "Sys Globals.h" #include "SaveLoadMap.h" #include "Text.h" BOOLEAN gfLoadingExitGrids = FALSE; BOOLEAN gfOverrideInsertionWithExitGrid = FALSE; EXITGRID gExitGrid; EXITGRID *ExitGridTable = NULL; UINT16 gusNumExitGrids = 0; BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid ) { INT32 i = 0; while(i < gusNumExitGrids) { if(ExitGridTable[i].iMapIndex == usMapIndex) { *pExitGrid = ExitGridTable[i]; return(TRUE); } i++; } return(FALSE); } BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex ) { LEVELNODE *pShadow; pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead; //Search through object layer for an exitgrid while( pShadow ) { if ( pShadow->uiFlags & LEVELNODE_EXITGRID ) { return TRUE; } pShadow = pShadow->pNext; } return FALSE; } BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode ) { LEVELNODE *pShadow; pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead; //Search through object layer for an exitgrid while( pShadow ) { if ( pShadow->uiFlags & LEVELNODE_EXITGRID ) { *ppLevelNode = pShadow; return TRUE; } pShadow = pShadow->pNext; } return FALSE; } void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid ) { pExitGrid->iMapIndex = iMapIndex; INT32 i = 0, j = -1; while(i < gusNumExitGrids) { if(ExitGridTable[i].iMapIndex == pExitGrid->iMapIndex) { j = -1; break; } if(j == -1 && ExitGridTable[i].iMapIndex == NOWHERE) j = i; i++; } if(j != -1) i = j; if(i == gusNumExitGrids) { gusNumExitGrids++; ExitGridTable = (EXITGRID*)MemRealloc(ExitGridTable, gusNumExitGrids*sizeof(EXITGRID)); Assert(ExitGridTable); } ExitGridTable[i] = *pExitGrid; LEVELNODE *pShadow = gpWorldLevelData[iMapIndex].pShadowHead; while(pShadow) { if(pShadow->uiFlags & LEVELNODE_EXITGRID) break; pShadow = pShadow->pNext; } if(!pShadow) { AddShadowToHead(iMapIndex, MOCKFLOOR1); pShadow = gpWorldLevelData[iMapIndex].pShadowHead; pShadow->uiFlags |= (LEVELNODE_EXITGRID | LEVELNODE_HIDDEN); if(!gfEditMode && !gfLoadingExitGrids) AddExitGridToMapTempFile(iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); } } void RemoveExitGridFromWorld( INT32 iMapIndex ) { INT32 i = 0; while(i < gusNumExitGrids) { if(ExitGridTable[i].iMapIndex == iMapIndex) { ExitGridTable[i].iMapIndex = NOWHERE; RemoveAllShadowsOfTypeRange(iMapIndex, MOCKFLOOR, MOCKFLOOR); break; } i++; } } void TrashExitGridTable(void)//dnl ch86 170214 { if(ExitGridTable) MemFree(ExitGridTable); ExitGridTable = NULL; gusNumExitGrids = 0; } //dnl ch42 250909 EXITGRID& EXITGRID::operator=(const _OLD_EXITGRID& src) { if((void*)this != (void*)&src) { iMapIndex = src.sMapIndex;//dnl ch86 170214 usGridNo = src.usGridNo; ubGotoSectorX = src.ubGotoSectorX; ubGotoSectorY = src.ubGotoSectorY; ubGotoSectorZ = src.ubGotoSectorZ; } return(*this); } BOOLEAN EXITGRID::Load(INT8** hBuffer, FLOAT dMajorMapVersion) { if(dMajorMapVersion < 7.0) { _OLD_EXITGRID OldExitGrid; LOADDATA(&OldExitGrid, *hBuffer, 2+5);// Never use sizeof(_OLD_EXITGRID) because return 6 and all maps was saved with 2+5 bytes //dnl ch86 170214 *this = OldExitGrid; } else LOADDATA(this, *hBuffer, sizeof(EXITGRID)); return(TRUE); } BOOLEAN EXITGRID::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion) { PTR pData = this; UINT32 uiBytesToWrite = sizeof(EXITGRID); _OLD_EXITGRID OldExitGrid; if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION) { OldExitGrid.sMapIndex = iMapIndex;//dnl ch86 170214 OldExitGrid.usGridNo = usGridNo; OldExitGrid.ubGotoSectorX = ubGotoSectorX; OldExitGrid.ubGotoSectorY = ubGotoSectorY; OldExitGrid.ubGotoSectorZ = ubGotoSectorZ; pData = &OldExitGrid; uiBytesToWrite = 2+5;// Never use sizeof(_OLD_EXITGRID) because return 6 and all maps was saved with 2+5 bytes //dnl ch86 170214 } UINT32 uiBytesWritten = 0; FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten); if(uiBytesToWrite == uiBytesWritten) return(TRUE); return(FALSE); } void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion) { UINT16 usNumExitGrids; INT32 usMapIndex; EXITGRID ExitGrid; TrashExitGridTable(); gfLoadingExitGrids = TRUE; LOADDATA(&usNumExitGrids, *hBuffer, sizeof(usNumExitGrids)); for(int i=0; isGridNo + (WORLD_COLS * cnt1) + cnt2; if ( sGridNo >= 0 && sGridNo < WORLD_MAX ) { gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE); } } } gfPlotPathToExitGrid = TRUE; //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) FindBestPath( pSoldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009 uiLowestRange = 999999; for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) { leftmost = ( ( pSoldier->sGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS; for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ ) { sGridNo = pSoldier->sGridNo + ( WORLD_COLS * cnt1 ) + cnt2; if ( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) && gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE ) { // Go on sweet stop // ATE: Added this check because for all intensive purposes, cavewalls will be not an OKDEST // but we want thenm too... if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) { if ( GetExitGrid( sGridNo, &ExitGrid ) ) { // Is it the same exitgrid? if ( ExitGrid.ubGotoSectorX == ubGotoSectorX && ExitGrid.ubGotoSectorY == ubGotoSectorY && ExitGrid.ubGotoSectorZ == ubGotoSectorZ ) { uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ); if ( uiRange < uiLowestRange ) { sLowestGridNo = sGridNo; uiLowestRange = uiRange; fFound = TRUE; } } } } } } } gfPlotPathToExitGrid = FALSE; gubNPCAPBudget = ubSaveNPCAPBudget; gubNPCDistLimit = ubSaveNPCDistLimit; if ( fFound ) { // Set direction to center of map! *pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) ); return( sLowestGridNo ); } else { return( NOWHERE ); } } INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT16 ubRadius ) { INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2; INT32 sGridNo; INT32 uiRange, uiLowestRange = 999999; INT32 sLowestGridNo=0; INT32 leftmost; BOOLEAN fFound = FALSE; EXITGRID ExitGrid; sTop = ubRadius; sBottom = -ubRadius; sLeft = - ubRadius; sRight = ubRadius; //clear the mapelements of potential residue MAPELEMENT_REACHABLE flags uiLowestRange = 999999; for( cnt1 = sBottom; cnt1 <= sTop; ++cnt1 ) { leftmost = ( ( sSrcGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS; for( cnt2 = sLeft; cnt2 <= sRight; ++cnt2 ) { sGridNo = sSrcGridNo + ( WORLD_COLS * cnt1 ) + cnt2; if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) ) { if ( GetExitGrid( sGridNo, &ExitGrid ) ) { uiRange = GetRangeInCellCoordsFromGridNoDiff( sSrcGridNo, sGridNo ); if ( uiRange < uiLowestRange ) { sLowestGridNo = sGridNo; uiLowestRange = uiRange; fFound = TRUE; } } } } } if ( fFound ) { return( sLowestGridNo ); } else { return( NOWHERE ); } }