#ifndef __EXIT_GRIDS_H #define __EXIT_GRIDS_H #include "Fileman.h" #include "Worlddef.h" //dnl ch42 250909 typedef struct { INT16 usGridNo; UINT8 ubGotoSectorX; UINT8 ubGotoSectorY; UINT8 ubGotoSectorZ; }_OLD_EXITGRID; class EXITGRID// For exit grids (object level) { // If an item pool is also in same gridno, then this would be a separate levelnode in the object level list public: INT32 usGridNo;// Sweet spot for placing mercs in new sector. UINT8 ubGotoSectorX; UINT8 ubGotoSectorY; UINT8 ubGotoSectorZ; public: EXITGRID& operator=(const _OLD_EXITGRID& src); BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion); BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion); }; BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex ); BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode ); BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid ); void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid ); void RemoveExitGridFromWorld( INT32 iMapIndex ); //dnl ch42 250909 void SaveExitGrids(HWFILE hFile, UINT16 usNumExitGrids, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion); void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion); void AttemptToChangeFloorLevel( INT8 bRelativeZLevel ); extern EXITGRID gExitGrid; extern BOOLEAN gfOverrideInsertionWithExitGrid; // Finds closest ExitGrid of same type as is at gridno, within a radius. Checks // valid paths, destinations, etc. INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection ); INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadius ); #endif