mirror of
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
237 lines
8.1 KiB
C++
237 lines
8.1 KiB
C++
#include "builddefines.h"
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#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 <string.h>
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#include <wchar.h>
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#include "worlddat.h"
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#include "worlddef.h"
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#include "tiledef.h"
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#include "sys globals.h"
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#include "tile surface.h"
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#include "fileMan.h"
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#endif
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// THIS FILE CONTAINS DEFINITIONS FOR TILESET FILES
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void SetTilesetThreeTerrainValues();
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void SetTilesetFourTerrainValues();
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// Snap: This global gives the number of tilesets in JA2SET.DAT
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// It is properly initialized in InitEngineTilesets,
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// where it is read from JA2SET.DAT header.
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UINT8 gubNumSets = MAX_TILESETS;
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TILESET gTilesets[ MAX_TILESETS ];
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void InitEngineTilesets( )
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{
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UINT32 cnt, cnt2, uiNumFiles;
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// FILE *hfile;
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HWFILE hfile;
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CHAR8 zName[32];
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UINT32 uiNumBytesRead;
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//OPEN FILE
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// hfile = fopen( "BINARYDATA\\JA2SET.DAT", "rb" );
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hfile = FileOpen( "BINARYDATA\\JA2SET.DAT", FILE_ACCESS_READ, FALSE );
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if ( !hfile )
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{
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SET_ERROR( "Cannot open tileset data file" );
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return;
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}
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// READ # TILESETS and compare
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// fread( &gubNumSets, sizeof( gubNumSets ), 1, hfile );
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FileRead( hfile, &gubNumSets, sizeof( gubNumSets ), &uiNumBytesRead );
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// CHECK
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if ( gubNumSets > MAX_TILESETS )
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{
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// Report error
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SET_ERROR( "Too many tilesets in the data file" );
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return;
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}
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// READ #files
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// fread( &uiNumFiles, sizeof( uiNumFiles ), 1, hfile );
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FileRead( hfile, &uiNumFiles, sizeof( uiNumFiles ), &uiNumBytesRead );
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// COMPARE
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if ( uiNumFiles != NUMBEROFTILETYPES )
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{
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// Report error
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SET_ERROR( "Number of tilesets slots in code does not match data file" );
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return;
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}
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// Loop through each tileset, load name then files
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for ( cnt = 0; cnt < gubNumSets; cnt++ )
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{
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//Read name
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// fread( &zName, sizeof( zName ), 1, hfile );
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FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
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// Read ambience value
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// fread( &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8), 1, hfile );
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FileRead( hfile, &(gTilesets[ cnt ].ubAmbientID), sizeof( UINT8 ), &uiNumBytesRead );
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// Set into tileset
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swprintf( gTilesets[ cnt ].zName, L"%S", zName );
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// Loop for files
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for ( cnt2 = 0; cnt2 < uiNumFiles; cnt2++ )
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{
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// Read file name
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// fread( &zName, sizeof( zName ), 1, hfile );
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FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
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// Set into database
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strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName );
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}
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}
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// fclose( hfile );
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FileClose( hfile );
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// SET CALLBACK FUNTIONS!!!!!!!!!!!!!
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gTilesets[ TLS_CAVES_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetTwoTerrainValues;
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gTilesets[ TLS_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_DEAD_AIRSTRIP ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_PALACE ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_BALIME ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_BALIME_MUSEUM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_QUEENS_TROPICAL ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_MEDUNA_INNER_TOWN ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_QUEENS_SAM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_QUEENS_AIRPORT ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_TROPICAL_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
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gTilesets[ TLS_DESERT_SAM ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
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}
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void SetTilesetOneTerrainValues( )
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{
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// FIRST TEXUTRES
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gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
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gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
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// NOW ROADS
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gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
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gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
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// NOW FLOORS
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gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
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// NOW ANY TERRAIN MODIFYING DEBRIS
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}
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void SetTilesetTwoTerrainValues( )
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{
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// FIRST TEXUTRES
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gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
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gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
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// NOW ROADS
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gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
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gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
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// NOW FLOORS
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gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_GROUND;
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}
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void SetTilesetThreeTerrainValues( )
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{
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// DIFFERENCE FROM #1 IS THAT ROADS ARE PAVED
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// FIRST TEXUTRES
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gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
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gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
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// NOW ROADS
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gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = PAVED_ROAD;
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gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = PAVED_ROAD;
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// NOW FLOORS
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gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
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// NOW ANY TERRAIN MODIFYING DEBRIS
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}
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void SetTilesetFourTerrainValues( )
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{
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// DIFFERENCE FROM #1 IS THAT FLOOR2 IS NOT FLAT_FLOOR BUT FLAT_GROUND
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// FIRST TEXUTRES
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gTileSurfaceArray[ FIRSTTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ SECONDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ THIRDTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FOURTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ FIFTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SIXTHTEXTURE ]->ubTerrainID = LOW_GRASS;
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gTileSurfaceArray[ SEVENTHTEXTURE ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ REGWATERTEXTURE ]->ubTerrainID = LOW_WATER;
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gTileSurfaceArray[ DEEPWATERTEXTURE ]->ubTerrainID = DEEP_WATER;
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// NOW ROADS
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gTileSurfaceArray[ FIRSTROAD ]->ubTerrainID = DIRT_ROAD;
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gTileSurfaceArray[ ROADPIECES ]->ubTerrainID = DIRT_ROAD;
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// NOW FLOORS
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gTileSurfaceArray[ FIRSTFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ SECONDFLOOR ]->ubTerrainID = FLAT_GROUND;
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gTileSurfaceArray[ THIRDFLOOR ]->ubTerrainID = FLAT_FLOOR;
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gTileSurfaceArray[ FOURTHFLOOR ]->ubTerrainID = FLAT_FLOOR;
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// NOW ANY TERRAIN MODIFYING DEBRIS
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}
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