Files
source/TileEngine/Exit Grids.cpp
T

410 lines
11 KiB
C++

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