mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
410 lines
11 KiB
C++
410 lines
11 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include <stdio.h>
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#include "FileMan.h"
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#include "debug.h"
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#include "types.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "smooth.h"
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#include "Exit Grids.h"
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#include "Editor Undo.h"
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#include "StrategicMap.h"
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#include "Strategic Movement.h"
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#include "message.h"
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#include "Font Control.h"
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#include "pathai.h"
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#include "overhead.h"
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#include "Animation Control.h"
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#include "Sys Globals.h"
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#include "quests.h"
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#include "SaveLoadMap.h"
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#endif
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BOOLEAN gfLoadingExitGrids = FALSE;
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//used by editor.
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EXITGRID gExitGrid = {0,1,1,0};
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BOOLEAN gfOverrideInsertionWithExitGrid = FALSE;
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INT32 ConvertExitGridToINT32( EXITGRID *pExitGrid )
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{
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INT32 iExitGridInfo;
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iExitGridInfo = (pExitGrid->ubGotoSectorX-1)<< 28;
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iExitGridInfo += (pExitGrid->ubGotoSectorY-1)<< 24;
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iExitGridInfo += pExitGrid->ubGotoSectorZ << 20;
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iExitGridInfo += pExitGrid->usGridNo & 0x0000ffff;
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return iExitGridInfo;
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}
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void ConvertINT32ToExitGrid( INT32 iExitGridInfo, EXITGRID *pExitGrid )
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{
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//convert the int into 4 unsigned bytes.
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pExitGrid->ubGotoSectorX = (UINT8)(((iExitGridInfo & 0xf0000000)>>28)+1);
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pExitGrid->ubGotoSectorY = (UINT8)(((iExitGridInfo & 0x0f000000)>>24)+1);
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pExitGrid->ubGotoSectorZ = (UINT8)((iExitGridInfo & 0x00f00000)>>20);
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pExitGrid->usGridNo = (UINT16)(iExitGridInfo & 0x0000ffff);
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}
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BOOLEAN GetExitGrid( UINT16 usMapIndex, EXITGRID *pExitGrid )
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{
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LEVELNODE *pShadow;
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pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
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//Search through object layer for an exitgrid
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while( pShadow )
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{
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if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
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{
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ConvertINT32ToExitGrid( pShadow->iExitGridInfo, pExitGrid );
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return TRUE;
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}
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pShadow = pShadow->pNext;
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}
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pExitGrid->ubGotoSectorX = 0;
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pExitGrid->ubGotoSectorY = 0;
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pExitGrid->ubGotoSectorZ = 0;
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pExitGrid->usGridNo = 0;
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return FALSE;
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}
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BOOLEAN ExitGridAtGridNo( UINT16 usMapIndex )
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{
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LEVELNODE *pShadow;
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pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
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//Search through object layer for an exitgrid
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while( pShadow )
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{
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if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
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{
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return TRUE;
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}
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pShadow = pShadow->pNext;
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}
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return FALSE;
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}
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BOOLEAN GetExitGridLevelNode( UINT16 usMapIndex, LEVELNODE **ppLevelNode )
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{
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LEVELNODE *pShadow;
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pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
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//Search through object layer for an exitgrid
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while( pShadow )
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{
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if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
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{
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*ppLevelNode = pShadow;
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return TRUE;
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}
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pShadow = pShadow->pNext;
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}
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return FALSE;
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}
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void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid )
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{
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LEVELNODE *pShadow, *tail;
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pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead;
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//Search through object layer for an exitgrid
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while( pShadow )
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{
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tail = pShadow;
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if( pShadow->uiFlags & LEVELNODE_EXITGRID )
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{ //we have found an existing exitgrid in this node, so replace it with the new information.
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pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid );
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//SmoothExitGridRadius( (UINT16)iMapIndex, 0 );
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return;
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}
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pShadow = pShadow->pNext;
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}
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// Add levelnode
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AddShadowToHead( iMapIndex, MOCKFLOOR1 );
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// Get new node
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pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead;
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//fill in the information for the new exitgrid levelnode.
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pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid );
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pShadow->uiFlags |= ( LEVELNODE_EXITGRID | LEVELNODE_HIDDEN );
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//Add the exit grid to the sector, only if we call ApplyMapChangesToMapTempFile() first.
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if( !gfEditMode && !gfLoadingExitGrids )
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{
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AddExitGridToMapTempFile( (UINT16)iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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}
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}
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void RemoveExitGridFromWorld( INT32 iMapIndex )
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{
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UINT16 usDummy;
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if( TypeExistsInShadowLayer( iMapIndex, MOCKFLOOR, &usDummy ) )
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{
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RemoveAllShadowsOfTypeRange( iMapIndex, MOCKFLOOR, MOCKFLOOR );
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}
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}
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void SaveExitGrids( HWFILE fp, UINT16 usNumExitGrids )
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{
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EXITGRID exitGrid;
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UINT16 usNumSaved = 0;
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UINT16 x;
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UINT32 uiBytesWritten;
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FileWrite( fp, &usNumExitGrids, 2, &uiBytesWritten );
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for( x = 0; x < WORLD_MAX; x++ )
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{
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if( GetExitGrid( x, &exitGrid ) )
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{
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FileWrite( fp, &x, 2, &uiBytesWritten );
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FileWrite( fp, &exitGrid, 5, &uiBytesWritten );
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usNumSaved++;
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}
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}
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//If these numbers aren't equal, something is wrong!
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Assert( usNumExitGrids == usNumSaved );
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}
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void LoadExitGrids( INT8 **hBuffer )
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{
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EXITGRID exitGrid;
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UINT16 x;
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UINT16 usNumSaved;
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UINT16 usMapIndex;
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gfLoadingExitGrids = TRUE;
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LOADDATA( &usNumSaved, *hBuffer, 2 );
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//FileRead( hfile, &usNumSaved, 2, NULL);
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for( x = 0; x < usNumSaved; x++ )
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{
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LOADDATA( &usMapIndex, *hBuffer, 2 );
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//FileRead( hfile, &usMapIndex, 2, NULL);
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LOADDATA( &exitGrid, *hBuffer, 5 );
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//FileRead( hfile, &exitGrid, 5, NULL);
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AddExitGridToWorld( usMapIndex, &exitGrid );
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}
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gfLoadingExitGrids = FALSE;
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}
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void AttemptToChangeFloorLevel( INT8 bRelativeZLevel )
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{
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UINT8 ubLookForLevel=0;
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UINT16 i;
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if( bRelativeZLevel != 1 && bRelativeZLevel != -1 )
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return;
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//Check if on ground level -- if so, can't go up!
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if( bRelativeZLevel == -1 && !gbWorldSectorZ )
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{
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ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_CANT_GO_UP ], ubLookForLevel );
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return;
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}
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//Check if on bottom level -- if so, can't go down!
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if( bRelativeZLevel == 1 && gbWorldSectorZ == 3 )
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{
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ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_CANT_GO_DOWN ], ubLookForLevel );
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return;
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}
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ubLookForLevel = (UINT8)(gbWorldSectorZ + bRelativeZLevel);
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for( i = 0; i < WORLD_MAX; i++ )
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{
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if( GetExitGrid( i, &gExitGrid ) )
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{
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if( gExitGrid.ubGotoSectorZ == ubLookForLevel )
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{ //found an exit grid leading to the goal sector!
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gfOverrideInsertionWithExitGrid = TRUE;
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//change all current mercs in the loaded sector, and move them
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//to the new sector.
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MoveAllGroupsInCurrentSectorToSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, ubLookForLevel );
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if( ubLookForLevel )
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ScreenMsg( FONT_YELLOW, MSG_INTERFACE, pMessageStrings[ MSG_ENTERING_LEVEL ], ubLookForLevel );
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else
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ScreenMsg( FONT_YELLOW, MSG_INTERFACE, pMessageStrings[ MSG_LEAVING_BASEMENT ] );
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SetCurrentWorldSector( gWorldSectorX, gWorldSectorY, ubLookForLevel );
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gfOverrideInsertionWithExitGrid = FALSE;
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}
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}
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}
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}
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UINT16 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
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{
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INT16 sTop, sBottom;
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INT16 sLeft, sRight;
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INT16 cnt1, cnt2;
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INT16 sGridNo;
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INT32 uiRange, uiLowestRange = 999999;
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INT16 sLowestGridNo=0;
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INT32 leftmost;
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BOOLEAN fFound = FALSE;
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SOLDIERTYPE soldier;
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UINT8 ubSaveNPCAPBudget;
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UINT8 ubSaveNPCDistLimit;
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EXITGRID ExitGrid;
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UINT8 ubGotoSectorX, ubGotoSectorY, ubGotoSectorZ;
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// Turn off at end of function...
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gfPlotPathToExitGrid = TRUE;
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//Save AI pathing vars. changing the distlimit restricts how
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//far away the pathing will consider.
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ubSaveNPCAPBudget = gubNPCAPBudget;
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ubSaveNPCDistLimit = gubNPCDistLimit;
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gubNPCAPBudget = 0;
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gubNPCDistLimit = ubRadius;
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//create dummy soldier, and use the pathing to determine which nearby slots are
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//reachable.
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memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
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soldier.bLevel = 0;
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soldier.bTeam = 1;
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soldier.sGridNo = pSoldier->sGridNo;
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// OK, Get an exit grid ( if possible )
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if ( !GetExitGrid( sSweetGridNo, &ExitGrid ) )
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{
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return( NOWHERE );
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}
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// Copy our dest values.....
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ubGotoSectorX = ExitGrid.ubGotoSectorX;
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ubGotoSectorY = ExitGrid.ubGotoSectorY;
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ubGotoSectorZ = ExitGrid.ubGotoSectorZ;
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sTop = ubRadius;
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sBottom = -ubRadius;
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sLeft = - ubRadius;
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sRight = ubRadius;
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//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
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//in the square region.
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for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
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{
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for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
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{
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sGridNo = pSoldier->sGridNo + (WORLD_COLS * cnt1) + cnt2;
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if ( sGridNo >= 0 && sGridNo < WORLD_MAX )
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{
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gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE);
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}
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}
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}
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//Now, find out which of these gridnos are reachable
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//(use the fake soldier and the pathing settings)
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FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );
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uiLowestRange = 999999;
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for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
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{
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leftmost = ( ( pSoldier->sGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
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for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
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{
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sGridNo = pSoldier->sGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
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if ( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) &&
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gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE )
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{
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// Go on sweet stop
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// ATE: Added this check because for all intensive purposes, cavewalls will be not an OKDEST
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// but we want thenm too...
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if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
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{
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if ( GetExitGrid( sGridNo, &ExitGrid ) )
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{
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// Is it the same exitgrid?
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if ( ExitGrid.ubGotoSectorX == ubGotoSectorX && ExitGrid.ubGotoSectorY == ubGotoSectorY && ExitGrid.ubGotoSectorZ == ubGotoSectorZ )
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{
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uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
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if ( uiRange < uiLowestRange )
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{
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sLowestGridNo = sGridNo;
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uiLowestRange = uiRange;
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fFound = TRUE;
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}
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}
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}
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}
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}
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}
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}
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gubNPCAPBudget = ubSaveNPCAPBudget;
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gubNPCDistLimit = ubSaveNPCDistLimit;
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gfPlotPathToExitGrid = FALSE;
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if ( fFound )
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{
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// Set direction to center of map!
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*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
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return( sLowestGridNo );
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}
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else
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{
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return( NOWHERE );
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}
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}
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UINT16 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT16 sSrcGridNo, INT8 ubRadius )
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{
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INT16 sTop, sBottom;
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INT16 sLeft, sRight;
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INT16 cnt1, cnt2;
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INT16 sGridNo;
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INT32 uiRange, uiLowestRange = 999999;
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INT16 sLowestGridNo=0;
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INT32 leftmost;
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BOOLEAN fFound = FALSE;
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EXITGRID ExitGrid;
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sTop = ubRadius;
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sBottom = -ubRadius;
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sLeft = - ubRadius;
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sRight = ubRadius;
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//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
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uiLowestRange = 999999;
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for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
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{
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leftmost = ( ( sSrcGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
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for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
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{
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sGridNo = sSrcGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
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if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
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{
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if ( GetExitGrid( sGridNo, &ExitGrid ) )
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{
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uiRange = GetRangeInCellCoordsFromGridNoDiff( sSrcGridNo, sGridNo );
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if ( uiRange < uiLowestRange )
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{
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sLowestGridNo = sGridNo;
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uiLowestRange = uiRange;
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fFound = TRUE;
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}
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}
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}
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}
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}
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if ( fFound )
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{
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return( sLowestGridNo );
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}
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else
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{
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return( NOWHERE );
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}
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}
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