#ifndef __WORLDDEF_H #define __WORLDDEF_H #include "vobject.h" #include "tiledef.h" #include "Soldier Control.h" #include "structure.h" #include "Handle Items.h" #define WORLD_TILE_X 40 #define WORLD_TILE_Y 20 #define WORLD_COLS 160 #define WORLD_ROWS 160 #define WORLD_COORD_COLS 1600 #define WORLD_COORD_ROWS 1600 #define WORLD_MAX 25600 #define CELL_X_SIZE 10 #define CELL_Y_SIZE 10 #define WORLD_BASE_HEIGHT 0 #define WORLD_CLIFF_HEIGHT 80 //A macro that actually memcpy's over data and increments the pointer automatically //based on the size. Works like a FileRead except with a buffer instead of a file pointer. //Used by LoadWorld() and child functions. #include #define LOADDATA( dst, src, size ) memcpy( dst, src, size ); src += size #define LANDHEAD 0 #define MAXDIR 8 // Defines for shade levels #define DEFAULT_SHADE_LEVEL 4 #define MIN_SHADE_LEVEL 4 #define MAX_SHADE_LEVEL 15 // DEFINES FOR LEVELNODE FLAGS #define LEVELNODE_SOLDIER 0x00000001 #define LEVELNODE_UNUSED2 0x00000002 #define LEVELNODE_MERCPLACEHOLDER 0x00000004 #define LEVELNODE_SHOW_THROUGH 0x00000008 #define LEVELNODE_NOZBLITTER 0x00000010 #define LEVELNODE_CACHEDANITILE 0x00000020 #define LEVELNODE_ROTTINGCORPSE 0x00000040 #define LEVELNODE_BUDDYSHADOW 0x00000080 #define LEVELNODE_HIDDEN 0x00000100 #define LEVELNODE_USERELPOS 0x00000200 #define LEVELNODE_DISPLAY_AP 0x00000400 #define LEVELNODE_ANIMATION 0x00000800 #define LEVELNODE_USEABSOLUTEPOS 0x00001000 #define LEVELNODE_REVEAL 0x00002000 #define LEVELNODE_REVEALTREES 0x00004000 #define LEVELNODE_USEBESTTRANSTYPE 0x00008000 #define LEVELNODE_USEZ 0x00010000 #define LEVELNODE_DYNAMICZ 0x00020000 #define LEVELNODE_UPDATESAVEBUFFERONCE 0x00040000 #define LEVELNODE_ERASEZ 0x00080000 #define LEVELNODE_WIREFRAME 0x00100000 #define LEVELNODE_ITEM 0x00200000 #define LEVELNODE_IGNOREHEIGHT 0x00400000 #define LEVELNODE_DYNAMIC 0x02000000 #define LEVELNODE_LASTDYNAMIC 0x04000000 #define LEVELNODE_PHYSICSOBJECT 0x08000000 #define LEVELNODE_NOWRITEZ 0x10000000 #define LEVELNODE_MULTITILESOLDIER 0x20000000 #define LEVELNODE_EXITGRID 0x40000000 #define LEVELNODE_CAVE 0x80000000 // THE FIRST FEW ( 4 ) bits are flags which are saved in the world #define MAPELEMENT_REDUNDENT 0x0001 #define MAPELEMENT_REEVALUATE_REDUNDENCY 0x0002 #define MAPELEMENT_ENEMY_MINE_PRESENT 0x0004 #define MAPELEMENT_PLAYER_MINE_PRESENT 0x0008 #define MAPELEMENT_STRUCTURE_DAMAGED 0x0010 #define MAPELEMENT_REEVALUATEBLOOD 0x0020 #define MAPELEMENT_INTERACTIVETILE 0x0040 #define MAPELEMENT_RAISE_LAND_START 0x0080 #define MAPELEMENT_REVEALED 0x0100 #define MAPELEMENT_RAISE_LAND_END 0x0200 #define MAPELEMENT_REDRAW 0x0400 #define MAPELEMENT_REVEALED_ROOF 0x0800 #define MAPELEMENT_MOVEMENT_RESERVED 0x1000 #define MAPELEMENT_RECALCULATE_WIREFRAMES 0x2000 #define MAPELEMENT_ITEMPOOL_PRESENT 0x4000 #define MAPELEMENT_REACHABLE 0x8000 #define MAPELEMENT_EXT_SMOKE 0x01 #define MAPELEMENT_EXT_TEARGAS 0x02 #define MAPELEMENT_EXT_MUSTARDGAS 0x04 #define MAPELEMENT_EXT_DOOR_STATUS_PRESENT 0x08 #define MAPELEMENT_EXT_RECALCULATE_MOVEMENT 0x10 #define MAPELEMENT_EXT_NOBURN_STRUCT 0x20 #define MAPELEMENT_EXT_ROOFCODE_VISITED 0x40 #define MAPELEMENT_EXT_CREATUREGAS 0x80 #define MAPELEMENT_EXT_BURNABLEGAS 0x81 #define FIRST_LEVEL 0 #define SECOND_LEVEL 1 //#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS ) #define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS ) typedef struct TAG_level_node { struct TAG_level_node *pNext; UINT32 uiFlags; // flags struct UINT8 ubSumLights; // LIGHTING INFO UINT8 ubMaxLights; // MAX LIGHTING INFO union { struct TAG_level_node *pPrevNode; // FOR LAND, GOING BACKWARDS POINTER STRUCTURE *pStructureData; // STRUCTURE DATA INT32 iPhysicsObjectID; // ID FOR PHYSICS ITEM INT32 uiAPCost; // FOR AP DISPLAY INT32 iExitGridInfo; }; // ( 4 byte union ) union { struct { UINT16 usIndex; // TILE DATABASE INDEX INT16 sCurrentFrame; // Stuff for animated tiles for a given tile location ( doors, etc ) }; SOLDIERTYPE *pSoldier; // POINTER TO SOLDIER }; // ( 4 byte union ) union { // Some levelnodes can specify relative X and Y values! struct { INT16 sRelativeX; // Relative position values INT16 sRelativeY; // Relative position values }; // Some can contains index values into dead corpses struct { INT32 iCorpseID; // Index into corpse ID }; struct { UINT32 uiAnimHitLocationFlags; // Animation profile flags for soldier placeholders ( prone merc hit location values ) }; // Some can contains index values into animated tile data struct { struct TAG_anitile *pAniTile; }; // Can be an item pool as well... struct { ITEM_POOL *pItemPool; // ITEM POOLS }; }; INT16 sRelativeZ; // Relative position values UINT8 ubShadeLevel; // LIGHTING INFO UINT8 ubNaturalShadeLevel; // LIGHTING INFO UINT8 ubFakeShadeLevel; // LIGHTING INFO } LEVELNODE; #define LAND_START_INDEX 1 #define OBJECT_START_INDEX 2 #define STRUCT_START_INDEX 3 #define SHADOW_START_INDEX 4 #define MERC_START_INDEX 5 #define ROOF_START_INDEX 6 #define ONROOF_START_INDEX 7 #define TOPMOST_START_INDEX 8 typedef struct { union { struct { LEVELNODE *pLandHead; //0 LEVELNODE *pLandStart; //1 LEVELNODE *pObjectHead; //2 LEVELNODE *pStructHead; //3 LEVELNODE *pShadowHead; //4 LEVELNODE *pMercHead; //5 LEVELNODE *pRoofHead; //6 LEVELNODE *pOnRoofHead; //7 LEVELNODE *pTopmostHead; //8 }; LEVELNODE *pLevelNodes[ 9 ]; }; STRUCTURE *pStructureHead; STRUCTURE *pStructureTail; UINT16 uiFlags; UINT8 ubExtFlags[2]; UINT16 sSumRealLights[1]; UINT8 sHeight; UINT8 ubAdjacentSoldierCnt; UINT8 ubTerrainID; UINT8 ubReservedSoldierID; UINT8 ubBloodInfo; UINT8 ubSmellInfo; } MAP_ELEMENT; // World Data extern MAP_ELEMENT *gpWorldLevelData; // World Movement Costs extern UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2]; extern UINT8 gubCurrentLevel; extern INT32 giCurrentTilesetID; extern HVOBJECT hRenderVObject; extern UINT32 gSurfaceMemUsage; extern CHAR8 gzLastLoadedFile[ 260 ]; extern INT16 gsRecompileAreaTop; extern INT16 gsRecompileAreaLeft; extern INT16 gsRecompileAreaRight; extern INT16 gsRecompileAreaBottom; // Functions BOOLEAN InitializeWorld( ); void DeinitializeWorld( ); void BuildTileShadeTables( ); void DestroyTileShadeTables( ); void TrashWorld(void); void TrashMapTile(INT16 MapTile); BOOLEAN NewWorld( void ); BOOLEAN SaveWorld( UINT8 * puiFilename ); BOOLEAN LoadWorld( UINT8 *puiFilename ); void CompileWorldMovementCosts( ); void RecompileLocalMovementCosts( INT16 sCentreGridNo ); void RecompileLocalMovementCostsFromRadius( INT16 sCentreGridNo, INT8 bRadius ); BOOLEAN LoadMapTileset( INT32 iTilesetID ); BOOLEAN SaveMapTileset( INT32 iTilesetID ); void SetLoadOverrideParams( BOOLEAN fForceLoad, BOOLEAN fForceFile, CHAR8 *zLoadName ); void CalculateWorldWireFrameTiles( BOOLEAN fForce ); void RemoveWorldWireFrameTiles( ); void RemoveWireFrameTiles( INT16 sGridNo ); LEVELNODE *GetAnimProfileFlags( UINT16 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode ); void ReloadTileset( UINT8 ubID ); BOOLEAN FloorAtGridNo( UINT32 iMapIndex ); BOOLEAN DoorAtGridNo( UINT32 iMapIndex ); BOOLEAN GridNoIndoors( UINT32 iMapIndex ); BOOLEAN OpenableAtGridNo( UINT32 iMapIndex ); void RecompileLocalMovementCostsInAreaWithFlags( void ); void AddTileToRecompileArea( INT16 sGridNo ); #endif