Files
source/TileEngine/pits.cpp
T

265 lines
11 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "types.h"
#include "pits.h"
#include "worlddef.h"
#include "worldman.h"
#include "Simple Render Utils.h"
#include "World Items.h"
#include "SaveLoadMap.h"
#include "Exit Grids.h"
#include "Sys Globals.h"
#include "strategicmap.h"
#include "Isometric Utils.h"
#include "overhead.h"
#include "Sound Control.h"
#include "animation control.h"
#include "strategic.h"
#include "Action Items.h"
#endif
//used by editor
BOOLEAN gfShowPits = FALSE;
BOOLEAN gfLoadPitsWithoutArming = FALSE;
void Add3X3Pit( INT32 iMapIndex )
{
EXITGRID ExitGrid;
if( !gfEditMode )
ApplyMapChangesToMapTempFile( TRUE );
AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE1 );
AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 );
AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE3 );
AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE4 );
AddObjectToTail( iMapIndex, REGWATERTEXTURE5 );
AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE6 );
AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE7 );
AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 );
AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE9 );
if( !gfEditMode )
{ //Add the exitgrids associated with the pit.
ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX;
ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY;
ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1);
ExitGrid.usGridNo = (UINT16)iMapIndex;
AddExitGridToWorld( iMapIndex + 159, &ExitGrid );
AddExitGridToWorld( iMapIndex - 1, &ExitGrid );
AddExitGridToWorld( iMapIndex - 161, &ExitGrid );
AddExitGridToWorld( iMapIndex + 160, &ExitGrid );
AddExitGridToWorld( iMapIndex, &ExitGrid );
AddExitGridToWorld( iMapIndex - 160, &ExitGrid );
AddExitGridToWorld( iMapIndex + 161, &ExitGrid );
AddExitGridToWorld( iMapIndex + 1, &ExitGrid );
AddExitGridToWorld( iMapIndex - 159, &ExitGrid );
RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 2 );
}
MarkWorldDirty();
if( !gfEditMode )
ApplyMapChangesToMapTempFile( FALSE );
}
void Add5X5Pit( INT32 iMapIndex )
{
EXITGRID ExitGrid;
if( !gfEditMode )
ApplyMapChangesToMapTempFile( TRUE );
AddObjectToTail( iMapIndex + 318, REGWATERTEXTURE10 );
AddObjectToTail( iMapIndex + 158, REGWATERTEXTURE11 );
AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 );
AddObjectToTail( iMapIndex - 162, REGWATERTEXTURE13 );
AddObjectToTail( iMapIndex - 322, REGWATERTEXTURE14 );
AddObjectToTail( iMapIndex + 319, REGWATERTEXTURE15 );
AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE16 );
AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 );
AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE18 );
AddObjectToTail( iMapIndex - 321, REGWATERTEXTURE19 );
AddObjectToTail( iMapIndex + 320, REGWATERTEXTURE20 );
AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE21 );
AddObjectToTail( iMapIndex, REGWATERTEXTURE22 );
AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE23 );
AddObjectToTail( iMapIndex - 320, REGWATERTEXTURE24 );
AddObjectToTail( iMapIndex + 321, REGWATERTEXTURE25 );
AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE26 );
AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 );
AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE28 );
AddObjectToTail( iMapIndex - 319, REGWATERTEXTURE29 );
AddObjectToTail( iMapIndex + 322, REGWATERTEXTURE30 );
AddObjectToTail( iMapIndex + 162, REGWATERTEXTURE31 );
AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 );
AddObjectToTail( iMapIndex - 158, REGWATERTEXTURE33 );
AddObjectToTail( iMapIndex - 318, REGWATERTEXTURE34 );
if( !gfEditMode )
{ //Add the exitgrids associated with the pit.
ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX;
ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY;
ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1);
ExitGrid.usGridNo = (UINT16)iMapIndex;
AddExitGridToWorld( iMapIndex + 318, &ExitGrid );
AddExitGridToWorld( iMapIndex + 158, &ExitGrid );
AddExitGridToWorld( iMapIndex - 2, &ExitGrid );
AddExitGridToWorld( iMapIndex - 162, &ExitGrid );
AddExitGridToWorld( iMapIndex - 322, &ExitGrid );
AddExitGridToWorld( iMapIndex + 319, &ExitGrid );
AddExitGridToWorld( iMapIndex + 159, &ExitGrid );
AddExitGridToWorld( iMapIndex - 1, &ExitGrid );
AddExitGridToWorld( iMapIndex - 161, &ExitGrid );
AddExitGridToWorld( iMapIndex - 321, &ExitGrid );
AddExitGridToWorld( iMapIndex + 320, &ExitGrid );
AddExitGridToWorld( iMapIndex + 160, &ExitGrid );
AddExitGridToWorld( iMapIndex, &ExitGrid );
AddExitGridToWorld( iMapIndex - 160, &ExitGrid );
AddExitGridToWorld( iMapIndex - 320, &ExitGrid );
AddExitGridToWorld( iMapIndex + 321, &ExitGrid );
AddExitGridToWorld( iMapIndex + 161, &ExitGrid );
AddExitGridToWorld( iMapIndex + 1, &ExitGrid );
AddExitGridToWorld( iMapIndex - 159, &ExitGrid );
AddExitGridToWorld( iMapIndex - 319, &ExitGrid );
AddExitGridToWorld( iMapIndex + 322, &ExitGrid );
AddExitGridToWorld( iMapIndex + 162, &ExitGrid );
AddExitGridToWorld( iMapIndex + 2, &ExitGrid );
AddExitGridToWorld( iMapIndex - 158, &ExitGrid );
AddExitGridToWorld( iMapIndex - 318, &ExitGrid );
RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 3 );
}
MarkWorldDirty();
if( !gfEditMode )
ApplyMapChangesToMapTempFile( FALSE );
}
void Remove3X3Pit( INT32 iMapIndex )
{
RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE );
MarkWorldDirty();
}
void Remove5X5Pit( INT32 iMapIndex )
{
RemoveAllObjectsOfTypeRange( iMapIndex + 318, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 158, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 2, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 162, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 322, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 319, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 159, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 1, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 161, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 321, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 320, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 160, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 160, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 320, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 321, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 161, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 1, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 159, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 319, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 322, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 162, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex + 2, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 158, REGWATERTEXTURE, REGWATERTEXTURE );
RemoveAllObjectsOfTypeRange( iMapIndex - 318, REGWATERTEXTURE, REGWATERTEXTURE );
MarkWorldDirty();
}
void AddAllPits()
{
UINT32 i;
for( i = 0; i < guiNumWorldItems; i++ )
{
if( gWorldItems[ i ].o.usItem == ACTION_ITEM )
{
if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_SMALL_PIT )
Add3X3Pit( gWorldItems[ i ].sGridNo );
else if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_LARGE_PIT )
Add5X5Pit( gWorldItems[ i ].sGridNo );
}
}
}
void RemoveAllPits()
{
UINT32 i;
for( i = 0; i < guiNumWorldItems; i++ )
{
if( gWorldItems[ i ].o.usItem == ACTION_ITEM )
{
if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_SMALL_PIT )
Remove3X3Pit( gWorldItems[ i ].sGridNo );
else if( gWorldItems[ i ].o.bActionValue == ACTION_ITEM_LARGE_PIT )
Remove5X5Pit( gWorldItems[ i ].sGridNo );
}
}
}
void SearchForOtherMembersWithinPitRadiusAndMakeThemFall( INT16 sGridNo, INT16 sRadius )
{
INT16 x, y, sNewGridNo;
UINT8 ubID;
SOLDIERTYPE *pSoldier;
PlayJA2Sample( CAVE_COLLAPSE, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
for( y = -sRadius; y <= sRadius; y++ ) for( x = -sRadius; x <= sRadius; x++ )
{
sNewGridNo = sGridNo + y * WORLD_COLS + x;
//Validate gridno location, and check if there are any mercs here. If there are
//any mercs, we want them to fall below. The exitgrid already exists at this location
if( GridNoOnVisibleWorldTile( sNewGridNo ) )
{
// Check if buddy exists here.....
ubID = WhoIsThere2( sNewGridNo, 0 );
if ( ubID != NOBODY )
{
// OK, make guy fall...
// Set data to look for exit grid....
pSoldier = MercPtrs[ ubID ];
pSoldier->uiPendingActionData4 = sNewGridNo;
EVENT_InitNewSoldierAnim( pSoldier, FALL_INTO_PIT, 0 , FALSE );
}
}
}
}
void HandleFallIntoPitFromAnimation( UINT8 ubID )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
EXITGRID ExitGrid;
INT16 sPitGridNo;
// OK, get exit grid...
sPitGridNo = (INT16)pSoldier->uiPendingActionData4;
GetExitGrid( sPitGridNo, &ExitGrid );
// Given exit grid, make buddy move to next sector....
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = ExitGrid.usGridNo;
pSoldier->sSectorX = ExitGrid.ubGotoSectorX;
pSoldier->sSectorY = ExitGrid.ubGotoSectorY;
pSoldier->bSectorZ = ExitGrid.ubGotoSectorZ;
// Remove from world......
RemoveSoldierFromTacticalSector( pSoldier, TRUE );
HandleSoldierLeavingSectorByThemSelf( pSoldier );
SetSoldierHeight( pSoldier, 0 );
}