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https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
322 lines
9.7 KiB
C++
322 lines
9.7 KiB
C++
#ifndef __WORLDDEF_H
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#define __WORLDDEF_H
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#include "vobject.h"
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#include "tiledef.h"
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//#include "Soldier Control.h"
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#include "structure.h"
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#include "Handle Items.h"
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#define WORLD_TILE_X 40
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#define WORLD_TILE_Y 20
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#define WORLD_COLS 160
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#define WORLD_ROWS 160
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#define WORLD_COORD_COLS 1600
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#define WORLD_COORD_ROWS 1600
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#define WORLD_MAX 25600
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#define CELL_X_SIZE 10
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#define CELL_Y_SIZE 10
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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//Don't mess with this value, unless you want to force update all maps in the game!
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// Lesh: fix the sad situation with the different major map versions
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//#ifdef RUSSIAN
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//#define MAJOR_MAP_VERSION 6.00
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//#else
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#define MAJOR_MAP_VERSION 6.00
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//#endif
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//Current minor map version updater.
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#define MINOR_MAP_VERSION 27
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#define WORLD_BASE_HEIGHT 0
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#define WORLD_CLIFF_HEIGHT 80
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//A macro that actually memcpy's over data and increments the pointer automatically
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//based on the size. Works like a FileRead except with a buffer instead of a file pointer.
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//Used by LoadWorld() and child functions.
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#include <memory.h>
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#define LOADDATA( dst, src, size ) memcpy( dst, src, size ); src += size
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#define LANDHEAD 0
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#define MAXDIR 8
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// Defines for shade levels
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#define DEFAULT_SHADE_LEVEL 4
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#define MIN_SHADE_LEVEL 4
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#define MAX_SHADE_LEVEL 15
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// DEFINES FOR LEVELNODE FLAGS
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#define LEVELNODE_SOLDIER 0x00000001
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#define LEVELNODE_UNUSED2 0x00000002
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#define LEVELNODE_MERCPLACEHOLDER 0x00000004
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#define LEVELNODE_SHOW_THROUGH 0x00000008
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#define LEVELNODE_NOZBLITTER 0x00000010
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#define LEVELNODE_CACHEDANITILE 0x00000020
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#define LEVELNODE_ROTTINGCORPSE 0x00000040
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#define LEVELNODE_BUDDYSHADOW 0x00000080
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#define LEVELNODE_HIDDEN 0x00000100
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#define LEVELNODE_USERELPOS 0x00000200
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#define LEVELNODE_DISPLAY_AP 0x00000400
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#define LEVELNODE_ANIMATION 0x00000800
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#define LEVELNODE_USEABSOLUTEPOS 0x00001000
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#define LEVELNODE_REVEAL 0x00002000
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#define LEVELNODE_REVEALTREES 0x00004000
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#define LEVELNODE_USEBESTTRANSTYPE 0x00008000
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#define LEVELNODE_USEZ 0x00010000
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#define LEVELNODE_DYNAMICZ 0x00020000
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#define LEVELNODE_UPDATESAVEBUFFERONCE 0x00040000
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#define LEVELNODE_ERASEZ 0x00080000
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#define LEVELNODE_WIREFRAME 0x00100000
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#define LEVELNODE_ITEM 0x00200000
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#define LEVELNODE_IGNOREHEIGHT 0x00400000
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#define LEVELNODE_DYNAMIC 0x02000000
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#define LEVELNODE_LASTDYNAMIC 0x04000000
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#define LEVELNODE_PHYSICSOBJECT 0x08000000
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#define LEVELNODE_NOWRITEZ 0x10000000
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#define LEVELNODE_MULTITILESOLDIER 0x20000000
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#define LEVELNODE_EXITGRID 0x40000000
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#define LEVELNODE_CAVE 0x80000000
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// THE FIRST FEW ( 4 ) bits are flags which are saved in the world
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#define MAPELEMENT_REDUNDENT 0x0001
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#define MAPELEMENT_REEVALUATE_REDUNDENCY 0x0002
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#define MAPELEMENT_ENEMY_MINE_PRESENT 0x0004
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#define MAPELEMENT_PLAYER_MINE_PRESENT 0x0008
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#define MAPELEMENT_STRUCTURE_DAMAGED 0x0010
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#define MAPELEMENT_REEVALUATEBLOOD 0x0020
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#define MAPELEMENT_INTERACTIVETILE 0x0040
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#define MAPELEMENT_RAISE_LAND_START 0x0080
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#define MAPELEMENT_REVEALED 0x0100
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#define MAPELEMENT_RAISE_LAND_END 0x0200
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#define MAPELEMENT_REDRAW 0x0400
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#define MAPELEMENT_REVEALED_ROOF 0x0800
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#define MAPELEMENT_MOVEMENT_RESERVED 0x1000
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#define MAPELEMENT_RECALCULATE_WIREFRAMES 0x2000
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#define MAPELEMENT_ITEMPOOL_PRESENT 0x4000
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#define MAPELEMENT_REACHABLE 0x8000
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#define MAPELEMENT_EXT_SMOKE 0x0001 //0x01
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#define MAPELEMENT_EXT_TEARGAS 0x0002 //0x02
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#define MAPELEMENT_EXT_MUSTARDGAS 0x0004 //0x04
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#define MAPELEMENT_EXT_DOOR_STATUS_PRESENT 0x0008 //0x08
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#define MAPELEMENT_EXT_RECALCULATE_MOVEMENT 0x0010 //0x10
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#define MAPELEMENT_EXT_NOBURN_STRUCT 0x0020 //0x20
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#define MAPELEMENT_EXT_ROOFCODE_VISITED 0x0040 //0x40
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#define MAPELEMENT_EXT_CREATUREGAS 0x0080 //0x80
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#define MAPELEMENT_EXT_BURNABLEGAS 0x0100 //0x100
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#define MAPELEMENT_EXT_CLIMBPOINT 0x0200 //0x200
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#define FIRST_LEVEL 0
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#define SECOND_LEVEL 1
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//#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS )
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#define ANY_SMOKE_EFFECT ( MAPELEMENT_EXT_CREATUREGAS | MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS | MAPELEMENT_EXT_BURNABLEGAS )
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struct LEVELNODE
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{
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struct LEVELNODE *pNext;
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UINT32 uiFlags; // flags struct
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UINT8 ubSumLights; // LIGHTING INFO
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UINT8 ubMaxLights; // MAX LIGHTING INFO
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union
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{
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struct LEVELNODE *pPrevNode; // FOR LAND, GOING BACKWARDS POINTER
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STRUCTURE *pStructureData; // STRUCTURE DATA
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INT32 iPhysicsObjectID; // ID FOR PHYSICS ITEM
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INT32 uiAPCost; // FOR AP DISPLAY
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INT32 iExitGridInfo;
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}; // ( 4 byte union )
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union
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{
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struct
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{
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UINT16 usIndex; // TILE DATABASE INDEX
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INT16 sCurrentFrame; // Stuff for animated tiles for a given tile location ( doors, etc )
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};
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SOLDIERTYPE *pSoldier; // POINTER TO SOLDIER
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}; // ( 4 byte union )
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union
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{
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// Some levelnodes can specify relative X and Y values!
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struct
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{
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INT16 sRelativeX; // Relative position values
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INT16 sRelativeY; // Relative position values
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};
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// Some can contains index values into dead corpses
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//struct
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//{
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INT32 iCorpseID; // Index into corpse ID
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//};
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//struct
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//{
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UINT32 uiAnimHitLocationFlags; // Animation profile flags for soldier placeholders ( prone merc hit location values )
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//};
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// Some can contains index values into animated tile data
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//struct
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//{
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struct TAG_anitile *pAniTile;
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//};
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// Can be an item pool as well...
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//struct
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//{
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ITEM_POOL *pItemPool; // ITEM POOLS
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//};
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};
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INT16 sRelativeZ; // Relative position values
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UINT8 ubShadeLevel; // LIGHTING INFO
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UINT8 ubNaturalShadeLevel; // LIGHTING INFO
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UINT8 ubFakeShadeLevel; // LIGHTING INFO
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}; // LEVELNODE;
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#define LAND_START_INDEX 1
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#define OBJECT_START_INDEX 2
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#define STRUCT_START_INDEX 3
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#define SHADOW_START_INDEX 4
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#define MERC_START_INDEX 5
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#define ROOF_START_INDEX 6
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#define ONROOF_START_INDEX 7
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#define TOPMOST_START_INDEX 8
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#define pLandHead pLevelNodes[ 0 ]
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#define pLandStart pLevelNodes[ 1 ]
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#define pObjectHead pLevelNodes[ 2 ]
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#define pStructHead pLevelNodes[ 3 ]
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#define pShadowHead pLevelNodes[ 4 ]
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#define pMercHead pLevelNodes[ 5 ]
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#define pRoofHead pLevelNodes[ 6 ]
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#define pOnRoofHead pLevelNodes[ 7 ]
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#define pTopmostHead pLevelNodes[ 8 ]
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typedef struct
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{
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//union
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//{
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//struct
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//{
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//LEVELNODE *pLandHead; //0
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//LEVELNODE *pLandStart; //1
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//LEVELNODE *pObjectHead; //2
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//LEVELNODE *pStructHead; //3
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//LEVELNODE *pShadowHead; //4
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//LEVELNODE *pMercHead; //5
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//LEVELNODE *pRoofHead; //6
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//LEVELNODE *pOnRoofHead; //7
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//LEVELNODE *pTopmostHead; //8
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//};
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LEVELNODE *pLevelNodes[ 9 ];
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//};
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STRUCTURE *pStructureHead;
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STRUCTURE *pStructureTail;
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UINT16 uiFlags;
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UINT16 ubExtFlags[2];
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UINT16 sSumRealLights[1];
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UINT8 sHeight;
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UINT8 ubAdjacentSoldierCnt;
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UINT8 ubTerrainID;
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UINT8 ubReservedSoldierID;
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UINT8 ubBloodInfo;
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UINT8 ubSmellInfo;
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} MAP_ELEMENT;
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// World Data
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extern MAP_ELEMENT *gpWorldLevelData;
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// World Movement Costs
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extern UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2];
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extern UINT8 gubCurrentLevel;
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extern INT32 giCurrentTilesetID;
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extern HVOBJECT hRenderVObject;
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extern UINT32 gSurfaceMemUsage;
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extern CHAR8 gzLastLoadedFile[ 260 ];
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extern INT16 gsRecompileAreaTop;
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extern INT16 gsRecompileAreaLeft;
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extern INT16 gsRecompileAreaRight;
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extern INT16 gsRecompileAreaBottom;
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// Functions
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BOOLEAN InitializeWorld( );
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void DeinitializeWorld( );
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void BuildTileShadeTables( );
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void DestroyTileShadeTables( );
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void TrashWorld(void);
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void TrashMapTile(INT16 MapTile);
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BOOLEAN NewWorld( void );
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BOOLEAN SaveWorld( const STR8 puiFilename );
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BOOLEAN LoadWorld( const STR8 puiFilename, float* pMajorMapVersion = NULL, UINT8* pMinorMapVersion = NULL );
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void CompileWorldMovementCosts( );
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void RecompileLocalMovementCosts( INT16 sCentreGridNo );
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void RecompileLocalMovementCostsFromRadius( INT16 sCentreGridNo, INT8 bRadius );
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BOOLEAN LoadMapTileset( INT32 iTilesetID );
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BOOLEAN SaveMapTileset( INT32 iTilesetID );
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void SetLoadOverrideParams( BOOLEAN fForceLoad, BOOLEAN fForceFile, CHAR8 *zLoadName );
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void CalculateWorldWireFrameTiles( BOOLEAN fForce );
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void RemoveWorldWireFrameTiles( );
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void RemoveWireFrameTiles( INT16 sGridNo );
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LEVELNODE *GetAnimProfileFlags( INT16 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode );
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void ReloadTileset( UINT8 ubID );
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BOOLEAN FloorAtGridNo( UINT32 iMapIndex );
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BOOLEAN DoorAtGridNo( UINT32 iMapIndex );
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BOOLEAN GridNoIndoors( UINT32 iMapIndex );
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BOOLEAN OpenableAtGridNo( UINT32 iMapIndex );
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void RecompileLocalMovementCostsInAreaWithFlags( void );
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void AddTileToRecompileArea( INT16 sGridNo );
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#endif
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