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** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
65 lines
2.5 KiB
C
65 lines
2.5 KiB
C
#include "BuildDefines.h"
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#ifdef JA2EDITOR
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#ifndef __SMOOTHING_UTILS_H
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#define __SMOOTHING_UTILS_H
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#include "worlddef.h"
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//Use these values when specifically replacing a wall with new type.
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enum { //Wall tile types
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INTERIOR_L, //interior wall with a top left orientation
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INTERIOR_R, //interior wall with a top right orientation
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EXTERIOR_L, //exterior wall with a top left orientation
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EXTERIOR_R, //exterior wall with a top right orientation
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INTERIOR_CORNER, //special interior end piece with top left orientation.
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//The rest of these walls are special wall tiles for top right orientations.
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INTERIOR_BOTTOMEND, //interior wall for bottom corner
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EXTERIOR_BOTTOMEND, //exterior wall for bottom corner
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INTERIOR_EXTENDED, //extended interior wall for top corner
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EXTERIOR_EXTENDED, //extended exterior wall for top corner
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INTERIOR_EXTENDED_BOTTOMEND, //extended interior wall for both top and bottom corners.
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EXTERIOR_EXTENDED_BOTTOMEND, //extended exterior wall for both top and bottom corners.
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NUM_WALL_TYPES
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};
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//Use these values when passing a ubWallPiece to BuildWallPieces.
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enum {
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NO_WALLS,
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INTERIOR_TOP,
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INTERIOR_BOTTOM,
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INTERIOR_LEFT,
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INTERIOR_RIGHT,
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EXTERIOR_TOP,
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EXTERIOR_BOTTOM,
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EXTERIOR_LEFT,
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EXTERIOR_RIGHT,
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};
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//in newsmooth.c
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extern INT8 gbWallTileLUT[NUM_WALL_TYPES][7];
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extern void EraseWalls( INT32 iMapIndex );
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extern void BuildWallPiece( INT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType );
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//in Smoothing Utils
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void RestoreWalls( INT32 iMapIndex );
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UINT16 SearchForRoofType( INT32 iMapIndex );
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UINT16 SearchForWallType( INT32 iMapIndex );
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BOOLEAN RoofAtGridNo( INT32 iMapIndex );
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BOOLEAN BuildingAtGridNo( INT32 iMapIndex );
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LEVELNODE* GetHorizontalWall( INT32 iMapIndex );
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LEVELNODE* GetVerticalWall( INT32 iMapIndex );
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LEVELNODE* GetVerticalFence( INT32 iMapIndex );
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LEVELNODE* GetHorizontalFence( INT32 iMapIndex );
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UINT16 GetHorizontalWallType( INT32 iMapIndex );
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UINT16 GetVerticalWallType( INT32 iMapIndex );
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void EraseHorizontalWall( INT32 iMapIndex );
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void EraseVerticalWall( INT32 iMapIndex );
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void ChangeHorizontalWall( INT32 iMapIndex, UINT16 usNewPiece );
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void ChangeVerticalWall( INT32 iMapIndex, UINT16 usNewPiece );
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UINT16 GetWallClass( LEVELNODE *pWall );
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UINT16 GetVerticalWallClass( INT32 iMapIndex );
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UINT16 GetHorizontalWallClass( INT32 iMapIndex );
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BOOLEAN ValidDecalPlacement( INT32 iMapIndex );
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#endif
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#endif |