Files
source/TileEngine/Buildings.cpp
T
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00

564 lines
16 KiB
C++

#include "types.h"
#include "Buildings.h"
#include "PATHAI.H"
#include "Structure Wrap.h"
#include "Render Fun.h"
#include "worldman.h"
#include "AIInternals.h"
#define ROOF_LOCATION_CHANCE 8
UINT8* gubBuildingInfo = NULL;
BUILDING gBuildings[ MAX_BUILDINGS ];
UINT8 gubNumberOfBuildings;
#ifdef ROOF_DEBUG
extern INT16 gsCoverValue[WORLD_MAX];
#include "video.h"
#include "renderworld.h"
#endif
BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
{
if (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING])
{
if (gubNumberOfBuildings >= MAX_BUILDINGS)
{
return( NULL );
}
}
else
{
if (gubNumberOfBuildings >= MAX_BUILDINGS - 1)
{
return(NULL);
}
}
// increment # of buildings
gubNumberOfBuildings++;
// clear entry
gBuildings[ gubNumberOfBuildings ].ubNumClimbSpots = 0;
*pubBuilding = gubNumberOfBuildings;
// return pointer (have to subtract 1 since we just added 1
return( &(gBuildings[ gubNumberOfBuildings ]) );
}
BUILDING * FindBuilding( INT32 sGridNo )
{
UINT8 ubBuildingID;
if ( TileIsOutOfBounds( sGridNo ) )
{
return( NULL );
}
// id 0 indicates no building
ubBuildingID = gubBuildingInfo[ sGridNo ];
if ( ubBuildingID == NO_BUILDING )
{
return( NULL );
/*
// need extra checks to see if is valid spot...
// must have valid room information and be a flat-roofed
// building
if ( InARoom( sGridNo, &ubRoomNo ) && (FindStructure( sGridNo, STRUCTURE_NORMAL_ROOF ) != NULL) )
{
return( GenerateBuilding( sGridNo ) );
}
else
{
return( NULL );
}
*/
}
else if ( ubBuildingID > gubNumberOfBuildings ) // huh?
{
return( NULL );
}
return( &(gBuildings[ ubBuildingID ]) );
}
BOOLEAN InBuilding( INT32 sGridNo )
{
// sevenfm: FindBuilding() only checks for buildings with flat roofs (those you can climb)
// since InBuilding() is used to determine flashbang effect, check also if tile is in a room and has any roof above
//if ( FindBuilding( sGridNo ) == NULL )
if (FindBuilding(sGridNo) || InARoom(sGridNo, NULL) && FindStructure(sGridNo, STRUCTURE_ROOF))
{
return(FALSE);
}
return(TRUE);
}
BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 )
{
if ( gubBuildingInfo[ sGridNo1 ] == NO_BUILDING )
{
return( FALSE );
}
if ( gubBuildingInfo[ sGridNo2 ] == NO_BUILDING )
{
return( FALSE );
}
return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) );
}
BUILDING * GenerateBuilding( INT32 sDesiredSpot )
{
UINT8 ubBuildingID = 0;
BUILDING* pBuilding = CreateNewBuilding(&ubBuildingID);
if (!pBuilding)
{
return(NULL);
}
// RoofReachableTest() is called in the original codepath so this if conditional is commented out for now.
// TODO: Convert original pathfinding code to use the same climbing spot flag as A* so we can get rid of the whole else clause
//if (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING])
//{
// // Set reachable
// RoofReachableTest(sDesiredSpot, ubBuildingID);
// // 0verhaul: The RoofReachableTest now finds ALL of the climb points for each climbable building, instead of a max of
// // 21 climb points (and a min of 0) for each building. It claims an extended map flag to mark a tile as a climb point.
// // So the array of up-climbs and down-climbs is now obsolete. FindClosestClimbPoint is now updated to search the map
// // for these flags.
// return(pBuilding);
//}
//else
{
INT32 uiLoop;
INT32 uiLoop2;
INT32 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
INT32 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
UINT8 ubDirection, ubTempDirection;
BOOLEAN fFoundDir, fFoundWall;
UINT32 uiChanceIn = ROOF_LOCATION_CHANCE; // chance of a location being considered
INT32 sWallGridNo;
INT8 bDesiredOrientation;
INT8 bSkipSpots = 0;
SOLDIERTYPE FakeSoldier;
INT32 iLoopCount = 0;
FakeSoldier.sGridNo = sDesiredSpot;
FakeSoldier.pathing.bLevel = 1;
FakeSoldier.bTeam = 1;
// Set reachable
RoofReachableTest(sDesiredSpot, ubBuildingID);
// From sGridNo, search until we find a spot that isn't part of the building
ubDirection = NORTHWEST;
sTempGridNo = sDesiredSpot;
// using diagonal directions to hopefully prevent picking a
// spot that
while ((gpWorldLevelData[sTempGridNo].uiFlags & MAPELEMENT_REACHABLE))
{
sNextTempGridNo = NewGridNo(sTempGridNo, DirectionInc(ubDirection));
if (sTempGridNo == sNextTempGridNo)
{
// hit edge of map!??!
return(NULL);
}
else
{
sTempGridNo = sNextTempGridNo;
}
}
// we've got our spot
sStartGridNo = sTempGridNo;
sCurrGridNo = sStartGridNo;
sVeryTemporaryGridNo = NewGridNo(sCurrGridNo, DirectionInc(EAST));
if (gpWorldLevelData[sVeryTemporaryGridNo].uiFlags & MAPELEMENT_REACHABLE)
{
// go north first
ubDirection = NORTH;
}
else
{
// go that way (east)
ubDirection = EAST;
}
gpWorldLevelData[sStartGridNo].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
uiLoop2 = 0;
while (uiLoop2 < WORLD_MAX)
{
// if point to (2 clockwise) is not part of building and is not visited,
// or is starting point, turn!
sRightGridNo = NewGridNo(sCurrGridNo, DirectionInc(gTwoCDirection[ubDirection]));
sTempGridNo = sRightGridNo;
if (((!(gpWorldLevelData[sTempGridNo].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[sTempGridNo].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED)) || (sTempGridNo == sStartGridNo)) && (sCurrGridNo != sStartGridNo))
{
iLoopCount++;
if (iLoopCount >= 10)
{
return(NULL);
}
ubDirection = gTwoCDirection[ubDirection];
// try in that direction
continue;
}
iLoopCount = 0;
// if spot ahead is part of building, turn
sTempGridNo = NewGridNo(sCurrGridNo, DirectionInc(ubDirection));
if (gpWorldLevelData[sTempGridNo].uiFlags & MAPELEMENT_REACHABLE)
{
// first search for a spot that is neither part of the building or visited
// we KNOW that the spot in the original direction is blocked, so only loop 3 times
ubTempDirection = gTwoCDirection[ubDirection];
fFoundDir = FALSE;
for (uiLoop = 0; uiLoop < 3; uiLoop++)
{
sTempGridNo = NewGridNo(sCurrGridNo, DirectionInc(ubTempDirection));
if (!(gpWorldLevelData[sTempGridNo].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[sTempGridNo].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED))
{
// this is the way to go!
fFoundDir = TRUE;
break;
}
ubTempDirection = gTwoCDirection[ubTempDirection];
}
if (!fFoundDir)
{
// now search for a spot that is just not part of the building
ubTempDirection = gTwoCDirection[ubDirection];
fFoundDir = FALSE;
for (uiLoop = 0; uiLoop < 3; uiLoop++)
{
sTempGridNo = NewGridNo(sCurrGridNo, DirectionInc(ubTempDirection));
if (!(gpWorldLevelData[sTempGridNo].uiFlags & MAPELEMENT_REACHABLE))
{
// this is the way to go!
fFoundDir = TRUE;
break;
}
ubTempDirection = gTwoCDirection[ubTempDirection];
}
if (!fFoundDir)
{
// WTF is going on?
return(NULL);
}
}
ubDirection = ubTempDirection;
// try in that direction
continue;
}
// move ahead
sPrevGridNo = sCurrGridNo;
sCurrGridNo = sTempGridNo;
sRightGridNo = NewGridNo(sCurrGridNo, DirectionInc(gTwoCDirection[ubDirection]));
#ifdef ROOF_DEBUG
if (gsCoverValue[sCurrGridNo] == 0x7F7F)
{
gsCoverValue[sCurrGridNo] = 1;
}
else if (gsCoverValue[sCurrGridNo] >= 0)
{
gsCoverValue[sCurrGridNo]++;
}
DebugAI(String("Roof code visits %d", sCurrGridNo));
#endif
if (sCurrGridNo == sStartGridNo)
{
// done
break;
}
if (!(gpWorldLevelData[sCurrGridNo].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED))
{
gpWorldLevelData[sCurrGridNo].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
if (InARoom(sCurrGridNo, NULL))
gubBuildingInfo[sCurrGridNo] = ubBuildingID;
// consider this location as possible climb gridno
// there must be a regular wall adjacent to this for us to consider it a
// climb gridno
// if the direction is east or north, the wall would be in our gridno;
// if south or west, the wall would be in the gridno two clockwise
fFoundWall = FALSE;
// There must not be roof here either. There are places where a pitched roof butts up against a flat roof.
// Don't mark such a border as a climb point. Otherwise AI units will get stuck.
if (FindStructure(sCurrGridNo, STRUCTURE_ROOF) == NULL &&
NewOKDestination(&FakeSoldier, sCurrGridNo, FALSE, 0))
{
switch (ubDirection)
{
case NORTH:
sWallGridNo = sCurrGridNo;
bDesiredOrientation = OUTSIDE_TOP_RIGHT;
break;
case EAST:
sWallGridNo = sCurrGridNo;
bDesiredOrientation = OUTSIDE_TOP_LEFT;
break;
case SOUTH:
sWallGridNo = (sCurrGridNo + DirectionInc(gTwoCDirection[ubDirection]));
bDesiredOrientation = OUTSIDE_TOP_RIGHT;
break;
case WEST:
sWallGridNo = (sCurrGridNo + DirectionInc(gTwoCDirection[ubDirection]));
bDesiredOrientation = OUTSIDE_TOP_LEFT;
break;
default:
// what the heck?
return(NULL);
}
if (bDesiredOrientation == OUTSIDE_TOP_LEFT)
{
if (WallExistsOfTopLeftOrientation(sWallGridNo))
{
fFoundWall = TRUE;
}
}
else
{
if (WallExistsOfTopRightOrientation(sWallGridNo))
{
fFoundWall = TRUE;
}
}
}
if (fFoundWall)
{
#ifdef ROOF_DEBUG
gsCoverValue[sCurrGridNo] = 50;
#endif
if (bSkipSpots > 0)
{
bSkipSpots--;
}
else if (Random(uiChanceIn) == 0)
{
pBuilding->sUpClimbSpots[pBuilding->ubNumClimbSpots] = sCurrGridNo;
pBuilding->sDownClimbSpots[pBuilding->ubNumClimbSpots] = sRightGridNo;
pBuilding->ubNumClimbSpots++;
if (pBuilding->ubNumClimbSpots == MAX_CLIMBSPOTS_PER_BUILDING)
{
// gotta stop!
return(pBuilding);
}
// if location is added as a spot, reset uiChanceIn
uiChanceIn = ROOF_LOCATION_CHANCE;
#ifdef ROOF_DEBUG
gsCoverValue[sCurrGridNo] = 99;
#endif
// skip the next spot
bSkipSpots = 1;
}
else
{
// didn't pick this location, so increase chance that next location
// will be considered
if (uiChanceIn > 2)
{
uiChanceIn--;
}
}
}
else
{
// can't select this spot
if ((!TileIsOutOfBounds(sPrevGridNo)) && (pBuilding->ubNumClimbSpots > 0))
{
if (pBuilding->sDownClimbSpots[pBuilding->ubNumClimbSpots - 1] == sCurrGridNo)
{
// unselect previous spot
pBuilding->ubNumClimbSpots--;
// overwrote a selected spot so go into automatic selection for later
uiChanceIn = 1;
#ifdef ROOF_DEBUG
// reset marker
gsCoverValue[sPrevGridNo] = 1;
#endif
}
}
// skip the next gridno
bSkipSpots = 1;
}
}
uiLoop2++;
}
// If we've run out of loop before we've run out of building, then there is
// something that has gone pear shaped
if (uiLoop2 >= WORLD_MAX)
{
INT32 x = 0;
INT32 y = 0;
while ((sDesiredSpot - ((y + 1) * WORLD_COLS)) >= 0)
{
++y;
}
x = sDesiredSpot - (y * WORLD_COLS);
DebugMsg(TOPIC_JA2, DBG_LEVEL_2, String("113/UC Warning! Building Walk Algorithm has covered the entire map! Building %d located at [%d,%d] must be bogus.", ubBuildingID, x, y));
}
// at end could prune # of locations if there are too many
return(pBuilding);
}
}
void GenerateBuildings( void )
{
// init building structures and variables
memset( gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) );
memset( &gBuildings, 0, MAX_BUILDINGS * sizeof( BUILDING ) );
gubNumberOfBuildings = 0;
if ( (gbWorldSectorZ > 0) || gfEditMode)
{
return;
}
#ifdef ROOF_DEBUG
memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
#endif
// reset ALL reachable flags
// do once before we start building generation for
// whole map
for (INT32 uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
{
gpWorldLevelData[ uiLoop ].uiFlags &= ~(MAPELEMENT_REACHABLE);
gpWorldLevelData[ uiLoop ].ubExtFlags[0] &= ~(MAPELEMENT_EXT_ROOFCODE_VISITED);
}
// search through world
// for each location in a room try to find building info
for (INT32 uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
{
if ( (gusWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
{
GenerateBuilding( uiLoop );
}
}
}
INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp )
{
BUILDING* pBuilding = FindBuilding( sDesiredGridNo );
if (!pBuilding)
{
return( NOWHERE );
}
INT32 sDistance, sClosestDistance = 1000, sClosestSpot = NOWHERE;
if (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING])
{
for (INT32 sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++)
{
if (gubBuildingInfo[sGridNo] == gubBuildingInfo[sDesiredGridNo] &&
gpWorldLevelData[sGridNo].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT)
{
// Found a climb point for this building
if (fClimbUp)
{
for (UINT8 ubTestDir = 0; ubTestDir < NUM_WORLD_DIRECTIONS; ubTestDir += 2)
{
INT32 sTestGridNo = NewGridNo(sGridNo, DirectionInc(ubTestDir));
if (gpWorldLevelData[sTestGridNo].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
{
// Found a matching climb point
if ((WhoIsThere2(sTestGridNo, 0) == NOBODY || sTestGridNo == pSoldier->sGridNo)
&& (WhoIsThere2(sGridNo, 1) == NOBODY) &&
(!pSoldier || !InGas(pSoldier, sTestGridNo)))
{
// And it's open
sDistance = PythSpacesAway(sStartGridNo, sTestGridNo);
if (sDistance < sClosestDistance)
{
sClosestDistance = sDistance;
sClosestSpot = sTestGridNo;
}
}
}
}
}
else
{
for (UINT8 ubTestDir = 0; ubTestDir < NUM_WORLD_DIRECTIONS; ubTestDir += 2)
{
INT32 sTestGridNo = NewGridNo(sGridNo, DirectionInc(ubTestDir));
if (gpWorldLevelData[sTestGridNo].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
{
// Found a matching climb point
if ((WhoIsThere2(sTestGridNo, 0) == NOBODY) &&
(WhoIsThere2(sGridNo, 1) == NOBODY || sGridNo == pSoldier->sGridNo) &&
(!pSoldier || !InGas(pSoldier, sTestGridNo)))
{
// And it's open
sDistance = PythSpacesAway(sStartGridNo, sGridNo);
if (sDistance < sClosestDistance)
{
sClosestDistance = sDistance;
sClosestSpot = sGridNo;
}
}
}
}
}
}
}
}
else
{
// WANNE: Reworked climbing code from sevenfm
INT32* psClimbSpots;
UINT8 ubNumClimbSpots = pBuilding->ubNumClimbSpots;
if (fClimbUp)
{
psClimbSpots = pBuilding->sUpClimbSpots;
}
else
{
psClimbSpots = pBuilding->sDownClimbSpots;
}
for (UINT8 ubLoop = 0; ubLoop < ubNumClimbSpots; ubLoop++)
{
if ((WhoIsThere2(pBuilding->sUpClimbSpots[ubLoop], 0) == NOBODY ||
WhoIsThere2(pBuilding->sUpClimbSpots[ubLoop], 0) == pSoldier->ubID) &&
(WhoIsThere2(pBuilding->sDownClimbSpots[ubLoop], 1) == NOBODY ||
WhoIsThere2(pBuilding->sDownClimbSpots[ubLoop], 1) == pSoldier->ubID) &&
!InGas(pSoldier, psClimbSpots[ubLoop]) &&
!Water(psClimbSpots[ubLoop], pSoldier->pathing.bLevel))
{
sDistance = PythSpacesAway(sStartGridNo, psClimbSpots[ubLoop]);
if (sDistance < sClosestDistance)
{
sClosestDistance = sDistance;
sClosestSpot = psClimbSpots[ubLoop];
}
}
}
}
return( sClosestSpot );
}