Files
source/TileEngine/TileDat.cpp
T
Wanne d2130494da New Feature: Additional Tile Properties (by anv)
- Feature can be completely disabled in .ini as COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES under Tactical Cover System Settings.

- With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.

- With additional properties it's possible to specify which camo type, and how effectively will work on any tile. Only snow camo will work on snow covered roofs, red carpet in palace won't perfectly cooperate with urban camo anymore, thick grass in the middle of the forest will provide better camouflage than sparse grass near the road.

- It's now possible to specify footstep volume and stealth difficulty modifier of any tile. Carpets will absorb noise, tile floors amplify it, twigs laying on the tile will make sneaking harder. Choose your path carefully, taffer. 

- More infos: http://www.bears-pit.com/board/ubbthreads.php/topics/330942.html#Post330942


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7001 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-03-01 09:50:40 +00:00

982 lines
25 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "tiledef.h"
#include "worlddef.h"
#endif
#include "GameSettings.h"
INT32 giNumberOfTiles; //Madd: new global variables to allow for a variable number of Pitems
INT32 giNumberOfTileTypes;
INT16 gOpenDoorList[20] =
{
FIRSTDOOR1,
SECONDDOOR1,
THIRDDOOR1,
FOURTHDOOR1,
FIRSTDOOR6,
SECONDDOOR6,
THIRDDOOR6,
FOURTHDOOR6,
FIRSTDOOR11,
SECONDDOOR11,
THIRDDOOR11,
FOURTHDOOR11,
FIRSTDOOR16,
SECONDDOOR16,
THIRDDOOR16,
FOURTHDOOR16,
-1
};
INT16 gOpenDoorShadowList[20] =
{
FIRSTDOORSH1,
SECONDDOORSH1,
THIRDDOORSH1,
FOURTHDOORSH1,
FIRSTDOORSH6,
SECONDDOORSH6,
THIRDDOORSH6,
FOURTHDOORSH6,
FIRSTDOORSH11,
SECONDDOORSH11,
THIRDDOORSH11,
FOURTHDOORSH11,
FIRSTDOORSH16,
SECONDDOORSH16,
THIRDDOORSH16,
FOURTHDOORSH16,
-1
};
INT16 gClosedDoorList[20] =
{
FIRSTDOOR5,
SECONDDOOR5,
THIRDDOOR5,
FOURTHDOOR5,
FIRSTDOOR10,
SECONDDOOR10,
THIRDDOOR10,
FOURTHDOOR10,
FIRSTDOOR15,
SECONDDOOR15,
THIRDDOOR15,
FOURTHDOOR15,
FIRSTDOOR20,
SECONDDOOR20,
THIRDDOOR20,
FOURTHDOOR20,
-1
};
INT16 gClosedDoorShadowList[20] =
{
FIRSTDOORSH5,
SECONDDOORSH5,
THIRDDOORSH5,
FOURTHDOORSH5,
FIRSTDOORSH10,
SECONDDOORSH10,
THIRDDOORSH10,
FOURTHDOORSH10,
FIRSTDOORSH15,
SECONDDOORSH15,
THIRDDOORSH15,
FOURTHDOORSH15,
FIRSTDOORSH20,
SECONDDOORSH20,
THIRDDOORSH20,
FOURTHDOORSH20,
-1
};
// REVERSE BUDDIES FROM SHADOW BACK TO STRUCT
INT16 gReverseShadowBuddys[] =
{
FIRSTCLIFFSHADOW, FIRSTCLIFFSHADOW1, FIRSTCLIFF1,
FIRSTSHADOW, FIRSTSHADOW1, FIRSTOSTRUCT1,
SECONDSHADOW, SECONDSHADOW1, SECONDOSTRUCT1,
THIRDSHADOW, THIRDSHADOW1, THIRDOSTRUCT1,
FOURTHSHADOW, FOURTHSHADOW1, FOURTHOSTRUCT1,
FIFTHSHADOW, FIFTHSHADOW1, FIFTHOSTRUCT1,
SIXTHSHADOW, SIXTHSHADOW1, SIXTHOSTRUCT1,
SEVENTHSHADOW, SEVENTHSHADOW1, SEVENTHOSTRUCT1,
EIGHTSHADOW, EIGHTSHADOW1, EIGHTOSTRUCT1,
FIRSTFULLSHADOW, FIRSTFULLSHADOW1, FIRSTFULLSTRUCT1,
SECONDFULLSHADOW, SECONDFULLSHADOW1, SECONDFULLSTRUCT1,
THIRDFULLSHADOW, THIRDFULLSHADOW1, THIRDFULLSTRUCT1,
FOURTHFULLSHADOW, FOURTHFULLSHADOW1, FOURTHFULLSTRUCT1,
FIRSTDOORSHADOW, FIRSTDOORSH1, FIRSTDOOR1,
SECONDDOORSHADOW, SECONDDOORSH1, SECONDDOOR1,
THIRDDOORSHADOW, THIRDDOORSH1, THIRDDOOR1,
FOURTHDOORSHADOW, FOURTHDOORSH1, FOURTHDOOR1,
//FENCE
FENCESHADOW, FENCESHADOW1, FENCESTRUCT1,
// VEHICLES
FIRSTVEHICLESHADOW, FIRSTVEHICLESHADOW1, FIRSTVEHICLE1,
SECONDVEHICLESHADOW, SECONDVEHICLESHADOW1, SECONDVEHICLE1,
//DebrisSTRUCT
FIRSTDEBRISSTRUCTSHADOW, FIRSTDEBRISSTRUCTSHADOW1, FIRSTDEBRISSTRUCT1,
SECONDDEBRISSTRUCTSHADOW, SECONDDEBRISSTRUCTSHADOW1, SECONDDEBRISSTRUCT1,
NINTHOSTRUCTSHADOW, NINTHOSTRUCTSHADOW1, NINTHOSTRUCT1,
TENTHOSTRUCTSHADOW, TENTHOSTRUCTSHADOW1, TENTHOSTRUCT1,
FIRSTLARGEEXPDEBRISSHADOW, FIRSTLARGEEXPDEBRISSHADOW1, FIRSTLARGEEXPDEBRIS1,
SECONDLARGEEXPDEBRISSHADOW, SECONDLARGEEXPDEBRISSHADOW1, SECONDLARGEEXPDEBRIS1,
-1
};
// SHADOW BUDDIES FROM STRUCT FORWARD TO SHADOW
INT16 gForwardShadowBuddys[] =
{
FIRSTCLIFF, FIRSTCLIFF1, FIRSTCLIFFSHADOW1,
FIRSTOSTRUCT, FIRSTOSTRUCT1, FIRSTSHADOW1,
SECONDOSTRUCT, SECONDOSTRUCT1, SECONDSHADOW1,
THIRDOSTRUCT, THIRDOSTRUCT1, THIRDSHADOW1,
FOURTHOSTRUCT, FOURTHOSTRUCT1, FOURTHSHADOW1,
FIFTHOSTRUCT, FIFTHOSTRUCT1, FIFTHSHADOW1,
SIXTHOSTRUCT, SIXTHOSTRUCT1, SIXTHSHADOW1,
SEVENTHOSTRUCT, SEVENTHOSTRUCT1, SEVENTHSHADOW1,
EIGHTOSTRUCT, EIGHTOSTRUCT1, EIGHTSHADOW1,
FIRSTFULLSTRUCT, FIRSTFULLSTRUCT1, FIRSTFULLSHADOW1,
SECONDFULLSTRUCT, SECONDFULLSTRUCT1, SECONDFULLSHADOW1,
THIRDFULLSTRUCT, THIRDFULLSTRUCT1, THIRDFULLSHADOW1,
FOURTHFULLSTRUCT, FOURTHFULLSTRUCT1, FOURTHFULLSHADOW1,
FIRSTDOOR, FIRSTDOOR1, FIRSTDOORSH1,
SECONDDOOR, SECONDDOOR1, SECONDDOORSH1,
THIRDDOOR, THIRDDOOR1, THIRDDOORSH1,
FOURTHDOOR, FOURTHDOOR1, FOURTHDOORSH1,
//FENCE
FENCESTRUCT, FENCESTRUCT1, FENCESHADOW1,
// VEHICLE
FIRSTVEHICLE, FIRSTVEHICLE1, FIRSTVEHICLESHADOW1,
SECONDVEHICLE, SECONDVEHICLE1, SECONDVEHICLESHADOW1,
FIRSTDEBRISSTRUCT, FIRSTDEBRISSTRUCT1, FIRSTDEBRISSTRUCTSHADOW1,
SECONDDEBRISSTRUCT, SECONDDEBRISSTRUCT1, SECONDDEBRISSTRUCTSHADOW1,
NINTHOSTRUCT, NINTHOSTRUCT1, NINTHOSTRUCTSHADOW1,
TENTHOSTRUCT, TENTHOSTRUCT1, TENTHOSTRUCTSHADOW1,
FIRSTLARGEEXPDEBRIS, FIRSTLARGEEXPDEBRIS1, FIRSTLARGEEXPDEBRISSHADOW1,
SECONDLARGEEXPDEBRIS, SECONDLARGEEXPDEBRIS1, SECONDLARGEEXPDEBRISSHADOW1,
-1
};
// Global variable used to initialize tile database with full tile spec
UINT8 gFullBaseTileValues[] =
{
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // First Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Second Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Third Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Forth Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Fifth Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Sixth Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Seventh Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Water1 Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1 // Water2 Texture
};
STR gTileSurfaceName[NUMBEROFTILETYPES] =
{
"TEXTURE1",
"TEXTURE2",
"TEXTURE3",
"TEXTURE4",
"TEXTURE5",
"TEXTURE6",
"TEXTURE7",
"WATER1",
"DEEP WATER",
"FIRSTCLIFFHANG",
"FIRSTCLIFF",
"FIRSTCLIFFSHADOW",
"OSTRUCT1",
"OSTRUCT2",
"OSTRUCT3",
"OSTRUCT4",
"OSTRUCT5",
"OSTRUCT6",
"OSTRUCT7",
"OSTRUCT8",
"OFSTRUCT1",
"OFSTRUCT2",
"PLACEHOLDER1",
"PLACEHOLDER2",
"SHADOW1",
"SHADOW2",
"SHADOW3",
"SHADOW4",
"SHADOW5",
"SHADOW6",
"SHADOW7",
"SHADOW8",
"FSHADOW1",
"FSHADOW2",
"PLACEHOLDER3",
"PLACEHOLDER4",
"WALL1",
"WALL2",
"WALL3",
"WALL4",
"DOOR1",
"DOOR2",
"DOOR3",
"DOOR4",
"DOORSH1",
"DOORSH2",
"DOORSH3",
"DOORSH4",
"SLANTFLATPEICE",
"ANOTHERDEBRIS",
"ROADPIECES",
"WINDOW4",
"DECORATIONS1",
"DECORATIONS2",
"DECORATIONS3",
"DECORATIONS4",
"WALLDECAL1",
"WALLDECAL2",
"WALLDECAL3",
"WALLDECAL4",
"FLOOR1",
"FLOOR2",
"FLOOR3",
"FLOOR4",
"ROOF1",
"ROOF2",
"ROOF3",
"ROOF4",
"SROOF1",
"SROOF2",
"ONROOF1",
"ONROOF2",
"MOCKF1",
"ISTRUCT1",
"ISTRUCT2",
"ISTRUCT3",
"ISTRUCT4",
"FIRSTCISTRCUT",
"FIRSTROAD",
"ROCKS",
"WOOD",
"WEEDS",
"GRASS",
"SAND",
"MISC",
"ANIOSTRUCT",
"FENCESTRUCT",
"FENCESHADOW",
"FIRSTVEHICLE",
"SECONDVEHICLE",
"FIRSTVEHICLESHADOW",
"SECONDVEHICLESHADOW",
"MISC2",
"FIRSTDEBRISSTRUCT",
"SECONDDEBRISSTRUCT",
"FIRSTDEBRISSTRUCTSHADOW",
"SECONDDEBRISSTRUCTSHADOW",
"NINTHOSTRUCT",
"TENTHOSTRUCT",
"NINTHOSTRUCTSHADOW",
"TENTHOSTRUCTSHADOW",
"FIRSTEXPLODEDEBRIS",
"SECONDEXPLODEDEBRIS",
"FIRSTLARGEEXPLODEDEBRIS",
"SECONDLARGEEXPLODEDEBRIS",
"FIRSTLARGEEXPLODEDEBRISSHADOW",
"SECONDLARGEEXPLODEDEBRISSHADOW",
"FIFTHISTRUCT",
"SIXTHISTRUCT",
"SEVENTHISTRUCT",
"EIGHTISTRUCT",
"FIRSTHIGHROOF",
"SECONDHIGHROOF",
"WALLDECAL5",
"WALLDECAL6",
"WALLDECAL7",
"WALLDECAL8",
"HUMANBLOOD",
"CREATUREBLOOD",
"FIRSTSWITCHES",
// ABSOLUTELY NO STUFF PAST HERE!
// CAN BE SAVED IN THE MAP DIRECTLY!
"REVEALEDSLANTROOF",
"1stREVEALEDHIGHROOF",
"2ndREVEALEDHIGHROOF",
"GUNS",
"ITEMS",
"ITEMS2",
"GLASSSHATTER",
"ITEMS3",
"BODYBLOW",
"EXITTEXTURE",
"FOOTPRINTS",
"POINTERS",
"POINTERS2",
"POINTERS3",
"GOODRUN",
"GOODWALK",
"GOODSWAT",
"GOODSCOOT",
"CONFIRMMOVE",
"VEHICLEMOVE",
"ACTIONTWO",
"BADMARKER",
"GRING",
"ROTATINGKEY",
"SELRING",
"SPECIAL",
"BULLET",
"MISS1",
"MISS2",
"MISS3",
"WIREFRAME"
};
UINT16 gNumTilesPerType[ NUMBEROFTILETYPES ] =
{
FIRSTTEXTURE35 - FIRSTTEXTURE1 + 1,
SECONDTEXTURE35 - SECONDTEXTURE1 + 1,
THIRDTEXTURE35 - THIRDTEXTURE1 + 1,
FOURTHTEXTURE35 - FOURTHTEXTURE1 + 1,
FIFTHTEXTURE35 - FIFTHTEXTURE1 + 1,
SIXTHTEXTURE37 - SIXTHTEXTURE1 + 1,
SEVENTHTEXTURE49 - SEVENTHTEXTURE1 + 1,
REGWATERTEXTURE50 - REGWATERTEXTURE1 + 1,
DEEPWATERTEXTURE37 - DEEPWATERTEXTURE1 + 1,
FIRSTCLIFFHANG17 - FIRSTCLIFFHANG1 + 1,
FIRSTCLIFF17 - FIRSTCLIFF1 + 1,
FIRSTCLIFFSHADOW17 - FIRSTCLIFFSHADOW1 + 1, // Med hill
FIRSTOSTRUCT12 - FIRSTOSTRUCT1 + 1,
SECONDOSTRUCT12 - SECONDOSTRUCT1 + 1,
THIRDOSTRUCT12 - THIRDOSTRUCT1 + 1,
FOURTHOSTRUCT12 - FOURTHOSTRUCT1 + 1, // Fourth OSTRUCT
FIFTHOSTRUCT12 - FIFTHOSTRUCT1 + 1, // Fifth OSTRUCT
SIXTHOSTRUCT12 - SIXTHOSTRUCT1 + 1, // Sixth OSTRUCT
SEVENTHOSTRUCT12 - SEVENTHOSTRUCT1 + 1, // Seventh OSTRUCT
EIGHTOSTRUCT12 - EIGHTOSTRUCT1 + 1, // Eigth OSTRUCT
FIRSTFULLSTRUCT12 - FIRSTFULLSTRUCT1 + 1,
SECONDFULLSTRUCT12 - SECONDFULLSTRUCT1 + 1,
THIRDFULLSTRUCT2 - THIRDFULLSTRUCT1 + 1,
FOURTHFULLSTRUCT2 - FOURTHFULLSTRUCT1 + 1,
FIRSTSHADOW12 - FIRSTSHADOW1 + 1,
SECONDSHADOW12 - SECONDSHADOW1 + 1,
THIRDSHADOW12 - THIRDSHADOW1 + 1,
FOURTHSHADOW12 - FOURTHSHADOW1 + 1,
FIFTHSHADOW12 - FIFTHSHADOW1 + 1,
SIXTHSHADOW12 - SIXTHSHADOW1 + 1,
SEVENTHSHADOW12 - SEVENTHSHADOW1 + 1,
EIGHTSHADOW12 - EIGHTSHADOW1 + 1,
FIRSTFULLSHADOW12 - FIRSTFULLSHADOW1 + 1,
SECONDFULLSHADOW12 - SECONDFULLSHADOW1 + 1,
THIRDFULLSHADOW2 - THIRDFULLSHADOW1 + 1,
FOURTHFULLSHADOW2 - FOURTHFULLSHADOW1 + 1,
FIRSTWALL65 - FIRSTWALL1 + 1,
SECONDWALL65 - SECONDWALL1 + 1,
THIRDWALL65 - THIRDWALL1 + 1,
FOURTHWALL65 - FOURTHWALL1 + 1,
FIRSTDOOR20 - FIRSTDOOR1 + 1,
SECONDDOOR20 - SECONDDOOR1 + 1,
THIRDDOOR20 - THIRDDOOR1 + 1,
FOURTHDOOR20 - FOURTHDOOR1 + 1,
FIRSTDOORSH20 - FIRSTDOORSH1 + 1,
SECONDDOORSH20 - SECONDDOORSH1 + 1,
THIRDDOORSH20 - THIRDDOORSH1 + 1,
FOURTHDOORSH20 - FOURTHDOORSH1 + 1,
SLANTROOFCEILING2 - SLANTROOFCEILING1 + 1,
ANOTHERDEBRIS10 - ANOTHERDEBRIS1 + 1,
ROADPIECES400 - ROADPIECES001 + 1,
FOURTHWINDOW2 - FOURTHWINDOW1 + 1,
FIRSTDECORATIONS10 - FIRSTDECORATIONS1 + 1,
SECONDDECORATIONS10 - SECONDDECORATIONS1 + 1,
THIRDDECORATIONS10 - THIRDDECORATIONS1 + 1,
FOURTHDECORATIONS10 - FOURTHDECORATIONS1 + 1,
FIRSTWALLDECAL10 - FIRSTWALLDECAL1 + 1,
SECONDWALLDECAL10 - SECONDWALLDECAL1 + 1,
THIRDWALLDECAL10 - THIRDWALLDECAL1 + 1,
FOURTHWALLDECAL10 - FOURTHWALLDECAL1 + 1,
FIRSTFLOOR8 - FIRSTFLOOR1 + 1,
SECONDFLOOR8 - SECONDFLOOR1 + 1,
THIRDFLOOR8 - THIRDFLOOR1 + 1,
FOURTHFLOOR8 - FOURTHFLOOR1 + 1,
FIRSTROOF14 - FIRSTROOF1 + 1,
SECONDROOF14 - SECONDROOF1 + 1,
THIRDROOF14 - THIRDROOF1 + 1,
FOURTHROOF14 - FOURTHROOF1 + 1,
FIRSTSLANTROOF20 - FIRSTSLANTROOF1 + 1,
SECONDSLANTROOF20 - SECONDSLANTROOF1 + 1,
FIRSTONROOF12 - FIRSTONROOF1 + 1,
SECONDONROOF12 - SECONDONROOF1 + 1,
1,
FIRSTISTRUCT24 - FIRSTISTRUCT1 + 1,
SECONDISTRUCT24 - SECONDISTRUCT1 + 1,
THIRDISTRUCT24 - THIRDISTRUCT1 + 1,
FOURTHISTRUCT24 - FOURTHISTRUCT1 + 1,
FIRSTCISTRUCT24 - FIRSTCISTRUCT1 + 1,
FIRSTROAD35 - FIRSTROAD1 + 1,
DEBRISROCKS10 - DEBRISROCKS1 + 1,
DEBRISWOOD10 - DEBRISWOOD1 + 1,
DEBRISWEEDS10 - DEBRISWEEDS1 + 1,
DEBRISGRASS10 - DEBRISGRASS1 + 1,
DEBRISSAND10 - DEBRISSAND1 + 1,
DEBRISMISC10 - DEBRISMISC1 + 1,
ANIOSTRUCT20 - ANIOSTRUCT1 + 1,
FENCESTRUCT23 - FENCESTRUCT1 + 1,
FENCESHADOW23 - FENCESHADOW1 + 1,
FIRSTVEHICLE12 - FIRSTVEHICLE1 + 1,
SECONDVEHICLE12 - SECONDVEHICLE1 + 1,
FIRSTVEHICLESHADOW12 - FIRSTVEHICLESHADOW1 + 1,
SECONDVEHICLESHADOW12 - SECONDVEHICLESHADOW1 + 1,
DEBRIS2MISC10 - DEBRIS2MISC1 + 1,
FIRSTDEBRISSTRUCT10 - FIRSTDEBRISSTRUCT1 + 1,
SECONDDEBRISSTRUCT10 - SECONDDEBRISSTRUCT1 + 1,
FIRSTDEBRISSTRUCTSHADOW10 - FIRSTDEBRISSTRUCTSHADOW1 + 1,
SECONDDEBRISSTRUCTSHADOW10 - SECONDDEBRISSTRUCTSHADOW1 + 1,
NINTHOSTRUCT12 - NINTHOSTRUCT1 + 1,
TENTHOSTRUCT12 - TENTHOSTRUCT1 + 1,
NINTHOSTRUCTSHADOW12 - NINTHOSTRUCTSHADOW1 + 1,
TENTHOSTRUCTSHADOW12 - TENTHOSTRUCTSHADOW1 + 1,
FIRSTEXPLDEBRIS40 - FIRSTEXPLDEBRIS1 + 1,
SECONDEXPLDEBRIS40 - SECONDEXPLDEBRIS1 + 1,
FIRSTLARGEEXPDEBRIS10 - FIRSTLARGEEXPDEBRIS1 + 1,
SECONDLARGEEXPDEBRIS10 - SECONDLARGEEXPDEBRIS1 + 1,
FIRSTLARGEEXPDEBRISSHADOW10 - FIRSTLARGEEXPDEBRISSHADOW1 + 1,
SECONDLARGEEXPDEBRISSHADOW10 - SECONDLARGEEXPDEBRISSHADOW1 + 1,
FIFTHISTRUCT24 - FIFTHISTRUCT1 + 1,
SIXTHISTRUCT24 - SIXTHISTRUCT1 + 1,
SEVENTHISTRUCT24 - SEVENTHISTRUCT1 + 1,
EIGHTISTRUCT24 - EIGHTISTRUCT1 + 1,
FIRSTHIGHROOF15 - FIRSTHIGHROOF1 + 1,
SECONDHIGHROOF15 - SECONDHIGHROOF1 + 1,
FIFTHWALLDECAL10 - FIFTHWALLDECAL1 + 1,
SIXTHWALLDECAL10 - SIXTHWALLDECAL1 + 1,
SEVENTHWALLDECAL10 - SEVENTHWALLDECAL1 + 1,
EIGTHWALLDECAL10 - EIGTHWALLDECAL1 + 1,
HUMANBLOOD16 - HUMANBLOOD1 + 1,
CREATUREBLOOD16 - CREATUREBLOOD1 + 1,
FIRSTSWITCHES21 - FIRSTSWITCHES1 + 1,
// NO SAVED STUFF AFTER HERE!
REVEALEDSLANTROOFS8 - REVEALEDSLANTROOFS1 + 1,
FIRSTREVEALEDHIGHROOFS11 - FIRSTREVEALEDHIGHROOFS1 + 1,
SECONDREVEALEDHIGHROOFS11 - SECONDREVEALEDHIGHROOFS1 + 1,
GUN5000 - GUN1 + 1,
P1ITEM5000 - P1ITEM1 + 1,
P2ITEM5000 - P2ITEM1 + 1,
WINDOWSHATTER20 - WINDOWSHATTER1 + 1,
P3ITEM5000 - P3ITEM1 + 1,
BODYEXPLOSION15 - BODYEXPLOSION1 + 1,
EXITTEXTURE35 - EXITTEXTURE1 + 1,
FOOTPRINTS80 - FOOTPRINTS1 + 1,
FIRSTPOINTERS24 - FIRSTPOINTERS1 + 1,
SECONDPOINTERS8 - SECONDPOINTERS1 + 1,
THIRDPOINTERS3 - THIRDPOINTERS1 + 1,
GOODRUN11 - GOODRUN1 + 1,
GOODWALK11 - GOODWALK1 + 1,
GOODSWAT11 - GOODSWAT1 + 1,
GOODPRONE11 - GOODPRONE1 + 1,
CONFIRMMOVE11 - CONFIRMMOVE1 + 1,
VEHICLEMOVE10 - VEHICLEMOVE1 + 1,
ACTIONTWO11 - ACTIONTWO1 + 1,
BADMARKER11 - BADMARKER1 + 1,
GOODRING10 - GOODRING1 + 1,
ROTATINGKEY8 - ROTATINGKEY1 + 1,
SELRING10 - SELRING1 + 1,
SPECIALTILE_COVER_5 - SPECIALTILE_MAPEXIT + 1,
BULLETTILE2 - BULLETTILE1 + 1,
FIRSTMISS5 - FIRSTMISS1 + 1,
SECONDMISS5 - SECONDMISS1 + 1,
THIRDMISS14 - THIRDMISS1 + 1,
WIREFRAMES15 - WIREFRAMES1 + 1,
//MM: New item tileslots start here
P4ITEM5000 - P4ITEM1 + 1,
P5ITEM5000 - P5ITEM1 + 1,
P6ITEM5000 - P6ITEM1 + 1,
P7ITEM5000 - P7ITEM1 + 1,
P8ITEM5000 - P8ITEM1 + 1,
P9ITEM5000 - P9ITEM1 + 1,
P10ITEM5000 - P10ITEM1 + 1
};
UINT8 gTileTypeLogicalHeight[ NUMBEROFTILETYPES ] =
{
2, // First texture
2, // Second texture
2, // Third texture
2, // Forth texture
2, // Fifth texture
2, // Sixth texture
2, // Seventh texture
10, // First water
10 // Second water
};
void SetSpecificDatabaseValues( UINT16 usType, UINT16 uiDatabaseElem, TILE_ELEMENT *TileElement, BOOLEAN fUseRaisedObjectType, INT32 iTilesetID )
{
UINT8 ubLoop;
INT16 sIndexDiff;
UINT32 cnt;
// SETUP BUDDYS FOR SHADOWS
cnt = 0;
while( gReverseShadowBuddys[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( usType == gReverseShadowBuddys[ cnt ] )
{
TileElement->sBuddyNum = gReverseShadowBuddys[ cnt + 2 ] + ( uiDatabaseElem - gReverseShadowBuddys[ cnt + 1 ] );
// Check flags and made the same, take from buddy's
TileElement->uiFlags |= gTileDatabase[ TileElement->sBuddyNum ].uiFlags;
}
cnt+=3;
};
// SETUP BUDDYS THAT GO FROM STRUCT TO SHADOW
cnt = 0;
while( gForwardShadowBuddys[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( usType == gForwardShadowBuddys[ cnt ] )
{
TileElement->sBuddyNum = gForwardShadowBuddys[ cnt + 2 ] + ( uiDatabaseElem - gForwardShadowBuddys[ cnt + 1 ] );
// Set flag indicating such
TileElement->uiFlags |= HAS_SHADOW_BUDDY;
}
cnt+=3;
};
if ( uiDatabaseElem >= FIRSTDOOR1 &&
uiDatabaseElem <= FOURTHDOORSH20 )
{
// Door anims
// Open
cnt = 0;
while( gOpenDoorList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gOpenDoorList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
cnt++;
};
// Open Shadow
cnt = 0;
while( gOpenDoorShadowList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gOpenDoorShadowList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
cnt++;
};
// Closed
cnt = 0;
while( gClosedDoorList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gClosedDoorList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem - ubLoop;
}
}
cnt++;
};
// Open Shadow
cnt = 0;
while( gClosedDoorShadowList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gClosedDoorShadowList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem - ubLoop;
}
}
cnt++;
};
}
if ( uiDatabaseElem == FIRSTMISS1 )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
if ( uiDatabaseElem >= FIRSTMISS1 &&
uiDatabaseElem <= FIRSTMISS5 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( uiDatabaseElem == WINDOWSHATTER1 || uiDatabaseElem == WINDOWSHATTER6 || uiDatabaseElem == WINDOWSHATTER11 || uiDatabaseElem == WINDOWSHATTER16 )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
if ( uiDatabaseElem >= WINDOWSHATTER1 &&
uiDatabaseElem <= WINDOWSHATTER20 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
// if ( usType == FIRSTEXPLOSION )
// {
// TileElement->uiFlags |= DYNAMIC_TILE;
// }
if ( usType == BODYEXPLOSION )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( usType == FIRSTROAD )
{
TileElement->uiFlags |= ROAD_TILE;
}
// SET FLAGS FOR OBJECTS PEICES WHICH USE PROPER Z
if ( fUseRaisedObjectType )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// OFFSET SLANTED ROOFS TO HEIGHT OF WALLS
if ( uiDatabaseElem >= FIRSTROOF1 &&
uiDatabaseElem <= SECONDSLANTROOF20 )
{
//TileElement->sOffsetHeight = WALL_HEIGHT;
}
// Set flag for full 3d tiles, as well as the dynamic flag for the folliage
if ( uiDatabaseElem >= FIRSTFULLSTRUCT1 &&
uiDatabaseElem <= SECONDFULLSTRUCT12 )
{
//TileElement->uiFlags |= FULL3D_TILE;
sIndexDiff = uiDatabaseElem - gTileTypeStartIndex[ usType ];
// Every second set as dynamic
if ( ( ( sIndexDiff ) % 3 ) == 1 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
// Set every first as full tile
if ( ( ( sIndexDiff ) % 3 ) == 0 )
{
TileElement->uiFlags |= FULL3D_TILE;
}
}
//Ignore height for cliffs ie: if we rasie the land, do not offset the cliff
if ( uiDatabaseElem >= FIRSTCLIFFHANG1 &&
uiDatabaseElem <= FIRSTCLIFFSHADOW17 )
{
if ( usType == FIRSTCLIFFHANG )
{
TileElement->uiFlags |= CLIFFHANG_TILE;
}
TileElement->uiFlags |= IGNORE_WORLD_HEIGHT;
}
if ( uiDatabaseElem >= FIRSTWALL1 &&
uiDatabaseElem <= FOURTHWALL65 )
{
TileElement->uiFlags |= WALL_TILE;
}
// Set a-frames heigher!
if ( uiDatabaseElem >= FIRSTWALL1 &&
uiDatabaseElem <= FOURTHWALL47 )
{
// Set these ones higher ( for roof pieces )
if ( uiDatabaseElem >= ( gTileTypeStartIndex[ usType ] + WALL_AFRAME_START ) &&
uiDatabaseElem <= ( gTileTypeStartIndex[ usType ] + WALL_AFRAME_END ) )
{
//TileElement->sOffsetHeight = WALL_HEIGHT;
TileElement->uiFlags |= AFRAME_TILE;
}
}
// Set UI Elements to be dynamic
if ( uiDatabaseElem >= FOOTPRINTS1 &&
uiDatabaseElem <= THIRDPOINTERS2 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// Set UI Elements to use object z level
if ( usType >= FOOTPRINTS &&
usType <= LASTUIELEM )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// Set UI Elements to use object z level
if ( usType >= HUMANBLOOD &&
usType <= CREATUREBLOOD )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// Set UI Elements to use object z level
if ( usType >= GUNS &&
usType <= P2ITEMS )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
if ( usType == P3ITEMS )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
if ( usType >= FIRSTEXPLDEBRIS && usType <= SECONDEXPLDEBRIS )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
if ( uiDatabaseElem >= FIRSTDOOR1 &&
uiDatabaseElem <= FOURTHDOORSH20 )
{
//TileElement->uiFlags |= DYNAMIC_TILE;
}
// Set UI Elements to be dynamic
if ( uiDatabaseElem == MOCKFLOOR1 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( usType == BULLETTILE )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( usType == WIREFRAMES )
{
//TileElement->uiFlags |= DYNAMIC_TILE;
}
// Set full tile flag for floors
if ( uiDatabaseElem >= FIRSTFLOOR1 &&
uiDatabaseElem <= FOURTHFLOOR8 )
{
TileElement->ubFullTile = 1;
}
if ( uiDatabaseElem >= FIRSTTEXTURE1 &&
uiDatabaseElem <= DEEPWATERTEXTURE10 )
{
// Set tile 'fullness' attribute
TileElement->ubFullTile = gFullBaseTileValues[ uiDatabaseElem ];
}
if ( usType >= FIRSTONROOF && usType <= SECONDONROOF )
{
// Set height!
//TileElement->sOffsetHeight = WALL_HEIGHT;
}
// anv: ok, as far as I understand here, specific elements of water surface are set to FLAT_GROUND instead of LOW_WATER (edges technically are part of water surface, but mercs can walk on them)
// E50 || uiDatabaseElem == REGWATERTEXTURE || seems to a bug, REGWATERTEXTURE is a tile type, not tile element and would overwrite part of first surface instead
//
if ( uiDatabaseElem >= REGWATERTEXTURE18 && uiDatabaseElem <= REGWATERTEXTURE50 ||
uiDatabaseElem == REGWATERTEXTURE12 || uiDatabaseElem == REGWATERTEXTURE14 || uiDatabaseElem == REGWATERTEXTURE16 )
{
TileElement->ubTerrainID = FLAT_GROUND;
}
else if( uiDatabaseElem >= REGWATERTEXTURE1 && uiDatabaseElem <= REGWATERTEXTURE18 )
{
// we set properties for water edges, but need to disable them for proper water tiles
if(gGameExternalOptions.fAdditionalTileProperties)
{
TileElement->bWoodCamoAffinity = 0;
TileElement->bDesertCamoAffinity = 0;
TileElement->bUrbanCamoAffinity = 0;
TileElement->bSnowCamoAffinity = 0;
TileElement->bSoundModifier = 0;
TileElement->bCamoStanceModifer= 0;
TileElement->bStealthDifficultyModifer = 0;
TileElement->uiAdditionalFlags = 0;
}
}
if ( ( usType >= FIRSTROOF && usType <= SECONDSLANTROOF ) || usType == FIRSTHIGHROOF || usType == SECONDHIGHROOF )
{
TileElement->uiFlags |= ROOF_TILE;
}
}
// Madd: sets the giNumberOfTiles variable
void SetNumberOfTiles()
{
giNumberOfTiles = P4ITEM1 + ((gGameExternalOptions.ubNumPItems - 3) * 5000);
giNumberOfTileTypes = P4ITEMS + (gGameExternalOptions.ubNumPItems - 3);
}