#ifdef PRECOMPILEDHEADERS #include "TileEngine All.h" #else #include "types.h" #include "pits.h" #include "worlddef.h" #include "worldman.h" #include "Simple Render Utils.h" #include "World Items.h" #include "SaveLoadMap.h" #include "Exit Grids.h" #include "Sys Globals.h" #include "strategicmap.h" #include "Isometric Utils.h" #include "overhead.h" #include "Sound Control.h" #include "animation control.h" #include "strategic.h" #include "Action Items.h" #endif //used by editor BOOLEAN gfShowPits = FALSE; BOOLEAN gfLoadPitsWithoutArming = FALSE; void Add3X3Pit( INT32 iMapIndex ) { EXITGRID ExitGrid; if( !gfEditMode ) ApplyMapChangesToMapTempFile( TRUE ); AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE1 ); AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 ); AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE3 ); AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE4 ); AddObjectToTail( iMapIndex, REGWATERTEXTURE5 ); AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE6 ); AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE7 ); AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 ); AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE9 ); if( !gfEditMode ) { //Add the exitgrids associated with the pit. ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX; ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY; ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1); ExitGrid.sGridNo = (INT16)iMapIndex; AddExitGridToWorld( iMapIndex + 159, &ExitGrid ); AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 161, &ExitGrid ); AddExitGridToWorld( iMapIndex + 160, &ExitGrid ); AddExitGridToWorld( iMapIndex, &ExitGrid ); AddExitGridToWorld( iMapIndex - 160, &ExitGrid ); AddExitGridToWorld( iMapIndex + 161, &ExitGrid ); AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 159, &ExitGrid ); RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 2 ); } MarkWorldDirty(); if( !gfEditMode ) ApplyMapChangesToMapTempFile( FALSE ); } void Add5X5Pit( INT32 iMapIndex ) { EXITGRID ExitGrid; if( !gfEditMode ) ApplyMapChangesToMapTempFile( TRUE ); AddObjectToTail( iMapIndex + 318, REGWATERTEXTURE10 ); AddObjectToTail( iMapIndex + 158, REGWATERTEXTURE11 ); AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 ); AddObjectToTail( iMapIndex - 162, REGWATERTEXTURE13 ); AddObjectToTail( iMapIndex - 322, REGWATERTEXTURE14 ); AddObjectToTail( iMapIndex + 319, REGWATERTEXTURE15 ); AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE16 ); AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 ); AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE18 ); AddObjectToTail( iMapIndex - 321, REGWATERTEXTURE19 ); AddObjectToTail( iMapIndex + 320, REGWATERTEXTURE20 ); AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE21 ); AddObjectToTail( iMapIndex, REGWATERTEXTURE22 ); AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE23 ); AddObjectToTail( iMapIndex - 320, REGWATERTEXTURE24 ); AddObjectToTail( iMapIndex + 321, REGWATERTEXTURE25 ); AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE26 ); AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 ); AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE28 ); AddObjectToTail( iMapIndex - 319, REGWATERTEXTURE29 ); AddObjectToTail( iMapIndex + 322, REGWATERTEXTURE30 ); AddObjectToTail( iMapIndex + 162, REGWATERTEXTURE31 ); AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 ); AddObjectToTail( iMapIndex - 158, REGWATERTEXTURE33 ); AddObjectToTail( iMapIndex - 318, REGWATERTEXTURE34 ); if( !gfEditMode ) { //Add the exitgrids associated with the pit. ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX; ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY; ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1); ExitGrid.sGridNo = (INT16)iMapIndex; AddExitGridToWorld( iMapIndex + 318, &ExitGrid ); AddExitGridToWorld( iMapIndex + 158, &ExitGrid ); AddExitGridToWorld( iMapIndex - 2, &ExitGrid ); AddExitGridToWorld( iMapIndex - 162, &ExitGrid ); AddExitGridToWorld( iMapIndex - 322, &ExitGrid ); AddExitGridToWorld( iMapIndex + 319, &ExitGrid ); AddExitGridToWorld( iMapIndex + 159, &ExitGrid ); AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 161, &ExitGrid ); AddExitGridToWorld( iMapIndex - 321, &ExitGrid ); AddExitGridToWorld( iMapIndex + 320, &ExitGrid ); AddExitGridToWorld( iMapIndex + 160, &ExitGrid ); AddExitGridToWorld( iMapIndex, &ExitGrid ); AddExitGridToWorld( iMapIndex - 160, &ExitGrid ); AddExitGridToWorld( iMapIndex - 320, &ExitGrid ); AddExitGridToWorld( iMapIndex + 321, &ExitGrid ); AddExitGridToWorld( iMapIndex + 161, &ExitGrid ); AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 159, &ExitGrid ); AddExitGridToWorld( iMapIndex - 319, &ExitGrid ); AddExitGridToWorld( iMapIndex + 322, &ExitGrid ); AddExitGridToWorld( iMapIndex + 162, &ExitGrid ); AddExitGridToWorld( iMapIndex + 2, &ExitGrid ); AddExitGridToWorld( iMapIndex - 158, &ExitGrid ); AddExitGridToWorld( iMapIndex - 318, &ExitGrid ); RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 3 ); } MarkWorldDirty(); if( !gfEditMode ) ApplyMapChangesToMapTempFile( FALSE ); } void Remove3X3Pit( INT32 iMapIndex ) { RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE ); MarkWorldDirty(); } void Remove5X5Pit( INT32 iMapIndex ) { RemoveAllObjectsOfTypeRange( iMapIndex + 318, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 158, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 2, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 162, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 322, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 319, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 321, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 320, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 320, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 321, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 319, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 322, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 162, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex + 2, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 158, REGWATERTEXTURE, REGWATERTEXTURE ); RemoveAllObjectsOfTypeRange( iMapIndex - 318, REGWATERTEXTURE, REGWATERTEXTURE ); MarkWorldDirty(); } void AddAllPits() { UINT32 i; for( i = 0; i < guiNumWorldItems; i++ ) { if( gWorldItems[ i ].object.usItem == ACTION_ITEM ) { if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_SMALL_PIT ) Add3X3Pit( gWorldItems[ i ].sGridNo ); else if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_LARGE_PIT ) Add5X5Pit( gWorldItems[ i ].sGridNo ); } } } void RemoveAllPits() { UINT32 i; for( i = 0; i < guiNumWorldItems; i++ ) { if( gWorldItems[ i ].object.usItem == ACTION_ITEM ) { if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_SMALL_PIT ) Remove3X3Pit( gWorldItems[ i ].sGridNo ); else if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_LARGE_PIT ) Remove5X5Pit( gWorldItems[ i ].sGridNo ); } } } void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT16 sGridNo, INT16 sRadius ) { INT16 x, y, sNewGridNo; UINT8 ubID; SOLDIERTYPE *pSoldier; PlayJA2Sample( CAVE_COLLAPSE, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) ); for( y = -sRadius; y <= sRadius; y++ ) for( x = -sRadius; x <= sRadius; x++ ) { sNewGridNo = sGridNo + y * WORLD_COLS + x; //Validate gridno location, and check if there are any mercs here. If there are //any mercs, we want them to fall below. The exitgrid already exists at this location if( GridNoOnVisibleWorldTile( sNewGridNo ) ) { // Check if buddy exists here..... ubID = WhoIsThere2( sNewGridNo, 0 ); if ( ubID != NOBODY ) { // OK, make guy fall... // Set data to look for exit grid.... pSoldier = MercPtrs[ ubID ]; pSoldier->aiData.uiPendingActionData4 = sNewGridNo; pSoldier->EVENT_InitNewSoldierAnim( FALL_INTO_PIT, 0 , FALSE ); } } } } void HandleFallIntoPitFromAnimation( UINT8 ubID ) { SOLDIERTYPE *pSoldier = MercPtrs[ ubID ]; EXITGRID ExitGrid; INT16 sPitGridNo; // OK, get exit grid... sPitGridNo = (INT16)pSoldier->aiData.uiPendingActionData4; GetExitGrid( sPitGridNo, &ExitGrid ); // Given exit grid, make buddy move to next sector.... pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->usStrategicInsertionData = ExitGrid.sGridNo; pSoldier->sSectorX = ExitGrid.ubGotoSectorX; pSoldier->sSectorY = ExitGrid.ubGotoSectorY; pSoldier->bSectorZ = ExitGrid.ubGotoSectorZ; // Remove from world...... RemoveSoldierFromTacticalSector( pSoldier, TRUE ); HandleSoldierLeavingSectorByThemSelf( pSoldier ); pSoldier->SetSoldierHeight( 0 ); }