mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
411 lines
11 KiB
C++
411 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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#include "Text.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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