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267 lines
12 KiB
C++
267 lines
12 KiB
C++
#include "types.h"
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#include "pits.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "Simple Render Utils.h"
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#include "SaveLoadMap.h"
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#include "Sys Globals.h"
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#include "strategicmap.h"
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#include "Isometric Utils.h"
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#include "Sound Control.h"
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#include "animation control.h"
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#include "strategic.h"
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#include "Action Items.h"
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//used by editor
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BOOLEAN gfShowPits = FALSE;
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BOOLEAN gfLoadPitsWithoutArming = FALSE;
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// Flugente: while I don't really see a use to the pit mechanism at the moment, I tested it a bit. I highly recommend to use
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// AddStructToHead(...) and AddObjectToHead(...) along the existing AddObjectToTail(...)-calls. Otherwise the water tiles disappear when reloading the map.
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// It is also highly advisable to perform CompileWorldTerrainIDs() (but only for each relevant gridno, this needs a separate function), otherwise the water tiles
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// do not behave like water tiles at all (they are still treated like normal floor tiles).
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// An issue remaining for me is that after calling this function, mercs standing on new water tiles do not use the water aniamtions - one has ti move them to anothe tile, or save and reload.
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// It might be useful to do SearchForOtherMembersWithinPitRadiusAndMakeThemFall() but instead reset their animations in there.
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// The pit mechnism is notable for its exitgrid mechanism however, that allows painless creation of new exitgrids, and sends mercs somewhere else.
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void Add3X3Pit( INT32 iMapIndex )
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{
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EXITGRID ExitGrid;
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( TRUE );
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AddObjectToTail( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE1 );
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AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 );
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AddObjectToTail( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE3 );
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AddObjectToTail( iMapIndex + WORLD_COLS, REGWATERTEXTURE4 );
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AddObjectToTail( iMapIndex, REGWATERTEXTURE5 );
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AddObjectToTail( iMapIndex - WORLD_COLS, REGWATERTEXTURE6 );
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AddObjectToTail( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE7 );
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AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 );
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AddObjectToTail( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE9 );
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if( !gfEditMode )
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{
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//Add the exitgrids associated with the pit.
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ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX;
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ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY;
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ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1);
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ExitGrid.usGridNo = iMapIndex;
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AddExitGridToWorld( iMapIndex + WORLD_COLS-1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS+1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS, &ExitGrid );
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AddExitGridToWorld( iMapIndex, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS+1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS-1, &ExitGrid );
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RecompileLocalMovementCostsFromRadius( iMapIndex, 2 );
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}
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MarkWorldDirty();
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( FALSE );
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}
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void Add5X5Pit( INT32 iMapIndex )
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{
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EXITGRID ExitGrid;
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( TRUE );
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AddObjectToTail( iMapIndex + WORLD_COLS*2-2, REGWATERTEXTURE10 );
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AddObjectToTail( iMapIndex + WORLD_COLS-2, REGWATERTEXTURE11 );
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AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 );
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AddObjectToTail( iMapIndex - WORLD_COLS+2, REGWATERTEXTURE13 );
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AddObjectToTail( iMapIndex - WORLD_COLS*2+2, REGWATERTEXTURE14 );
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AddObjectToTail( iMapIndex + WORLD_COLS*2-1, REGWATERTEXTURE15 );
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AddObjectToTail( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE16 );
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AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 );
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AddObjectToTail( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE18 );
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AddObjectToTail( iMapIndex - WORLD_COLS*2+1, REGWATERTEXTURE19 );
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AddObjectToTail( iMapIndex + WORLD_COLS*2, REGWATERTEXTURE20 );
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AddObjectToTail( iMapIndex + WORLD_COLS, REGWATERTEXTURE21 );
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AddObjectToTail( iMapIndex, REGWATERTEXTURE22 );
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AddObjectToTail( iMapIndex - WORLD_COLS, REGWATERTEXTURE23 );
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AddObjectToTail( iMapIndex - WORLD_COLS*2, REGWATERTEXTURE24 );
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AddObjectToTail( iMapIndex + WORLD_COLS*2+1, REGWATERTEXTURE25 );
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AddObjectToTail( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE26 );
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AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 );
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AddObjectToTail( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE28 );
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AddObjectToTail( iMapIndex - WORLD_COLS*2-1, REGWATERTEXTURE29 );
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AddObjectToTail( iMapIndex + WORLD_COLS*2+2, REGWATERTEXTURE30 );
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AddObjectToTail( iMapIndex + WORLD_COLS+2, REGWATERTEXTURE31 );
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AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 );
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AddObjectToTail( iMapIndex - WORLD_COLS-2, REGWATERTEXTURE33 );
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AddObjectToTail( iMapIndex - WORLD_COLS*2-2, REGWATERTEXTURE34 );
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if( !gfEditMode )
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{ //Add the exitgrids associated with the pit.
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ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX;
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ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY;
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ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1);
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ExitGrid.usGridNo = iMapIndex;
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AddExitGridToWorld( iMapIndex + WORLD_COLS*2-2, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS-2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS+2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS*2+2, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS*2-1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS-1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS+1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS*2+1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS*2, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS, &ExitGrid );
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AddExitGridToWorld( iMapIndex, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS*2, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS*2+1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS+1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS-1, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS*2-1, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS*2+2, &ExitGrid );
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AddExitGridToWorld( iMapIndex + WORLD_COLS+2, &ExitGrid );
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AddExitGridToWorld( iMapIndex + 2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS-2, &ExitGrid );
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AddExitGridToWorld( iMapIndex - WORLD_COLS*2-2, &ExitGrid );
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RecompileLocalMovementCostsFromRadius( iMapIndex, 3 );
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}
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MarkWorldDirty();
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if( !gfEditMode )
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ApplyMapChangesToMapTempFile( FALSE );
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}
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void Remove3X3Pit( INT32 iMapIndex )
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{
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE );
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MarkWorldDirty();
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}
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void Remove5X5Pit( INT32 iMapIndex )
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{
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2-2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS-2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS+2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2+2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2-1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2+1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2+1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS+1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS-1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2-1, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS*2+2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + WORLD_COLS+2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex + 2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS-2, REGWATERTEXTURE, REGWATERTEXTURE );
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RemoveAllObjectsOfTypeRange( iMapIndex - WORLD_COLS*2-2, REGWATERTEXTURE, REGWATERTEXTURE );
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MarkWorldDirty();
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}
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void AddAllPits()
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{
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UINT32 i;
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for( i = 0; i < guiNumWorldItems; i++ )
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{
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if( gWorldItems[ i ].object.usItem == ACTION_ITEM )
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{
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if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_SMALL_PIT )
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Add3X3Pit( gWorldItems[ i ].sGridNo );
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else if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_LARGE_PIT )
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Add5X5Pit( gWorldItems[ i ].sGridNo );
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}
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}
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}
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void RemoveAllPits()
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{
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UINT32 i;
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for( i = 0; i < guiNumWorldItems; i++ )
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{
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if( gWorldItems[ i ].object.usItem == ACTION_ITEM )
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{
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if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_SMALL_PIT )
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Remove3X3Pit( gWorldItems[ i ].sGridNo );
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else if( gWorldItems[ i ].object[0]->data.misc.bActionValue == ACTION_ITEM_LARGE_PIT )
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Remove5X5Pit( gWorldItems[ i ].sGridNo );
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}
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}
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}
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void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT32 sGridNo, INT16 sRadius )
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{
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INT32 x, y, sNewGridNo;
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SoldierID ubID;
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SOLDIERTYPE *pSoldier;
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PlayJA2Sample( CAVE_COLLAPSE, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
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for( y = -sRadius; y <= sRadius; y++ ) for( x = -sRadius; x <= sRadius; x++ )
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{
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sNewGridNo = sGridNo + y * WORLD_COLS + x;
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//Validate gridno location, and check if there are any mercs here. If there are
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//any mercs, we want them to fall below. The exitgrid already exists at this location
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if( GridNoOnVisibleWorldTile( sNewGridNo ) )
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{
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// Check if buddy exists here.....
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ubID = WhoIsThere2( sNewGridNo, 0 );
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if ( ubID != NOBODY )
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{
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// OK, make guy fall...
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// Set data to look for exit grid....
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pSoldier = ubID;
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pSoldier->aiData.uiPendingActionData4 = sNewGridNo;
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pSoldier->EVENT_InitNewSoldierAnim( FALL_INTO_PIT, 0 , FALSE );
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}
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}
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}
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}
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void HandleFallIntoPitFromAnimation( SoldierID ubID )
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{
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SOLDIERTYPE *pSoldier = ubID;
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EXITGRID ExitGrid;
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INT32 sPitGridNo;
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// OK, get exit grid...
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sPitGridNo = pSoldier->aiData.uiPendingActionData4;
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GetExitGrid( sPitGridNo, &ExitGrid );
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// Given exit grid, make buddy move to next sector....
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = ExitGrid.usGridNo;
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pSoldier->sSectorX = ExitGrid.ubGotoSectorX;
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pSoldier->sSectorY = ExitGrid.ubGotoSectorY;
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pSoldier->bSectorZ = ExitGrid.ubGotoSectorZ;
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// Remove from world......
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RemoveSoldierFromTacticalSector( pSoldier, TRUE );
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HandleSoldierLeavingSectorByThemSelf( pSoldier );
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pSoldier->SetSoldierHeight( 0 );
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}
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