Files
source/TileEngine/TileDat.cpp
T
MaddMugsy 49a590ed34 1. PItems are now variable, from 3-20 and can be set in JA2Options.ini via NUM_P_ITEMS
2. USE_XML_TILESETS moved from JA2.ini to JA2Options.ini
3. New Feature - Ctrl+Click on an item with an item in hand to auto-attach/merge them.  Attach works with stacks.  Merge only works on single items, for now at least.
4. New Feature - To accompany Quiet Training, there are now Quiet Repairing and Quiet Doctoring options.
5. Bugfix - inseparable attachments of attachments were getting lost again when using ctrl+f/the map screen button to remove attachments
6. Bugfix - INT8 overflow error causing vehicle repair to actually lower its status
7. GasMask tag in items.xml can now be applied to helmets as well as face items.
8. Bugfix - AI code was referencing hard coded GASMASK item number instead of looking for the tag
9. Bugfix - "break;" was removed in Explosion Control.cpp, thereby causing mustard gas to deal out fire damage. (Not sure if this was deliberate?  But the new implementation differs from the JA2 standard, so it should be added to JA2Options.ini at least)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5320 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-05-30 10:19:53 +00:00

963 lines
24 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "tiledef.h"
#include "worlddef.h"
#endif
#include "GameSettings.h"
INT32 giNumberOfTiles; //Madd: new global variables to allow for a variable number of Pitems
INT32 giNumberOfTileTypes;
INT16 gOpenDoorList[20] =
{
FIRSTDOOR1,
SECONDDOOR1,
THIRDDOOR1,
FOURTHDOOR1,
FIRSTDOOR6,
SECONDDOOR6,
THIRDDOOR6,
FOURTHDOOR6,
FIRSTDOOR11,
SECONDDOOR11,
THIRDDOOR11,
FOURTHDOOR11,
FIRSTDOOR16,
SECONDDOOR16,
THIRDDOOR16,
FOURTHDOOR16,
-1
};
INT16 gOpenDoorShadowList[20] =
{
FIRSTDOORSH1,
SECONDDOORSH1,
THIRDDOORSH1,
FOURTHDOORSH1,
FIRSTDOORSH6,
SECONDDOORSH6,
THIRDDOORSH6,
FOURTHDOORSH6,
FIRSTDOORSH11,
SECONDDOORSH11,
THIRDDOORSH11,
FOURTHDOORSH11,
FIRSTDOORSH16,
SECONDDOORSH16,
THIRDDOORSH16,
FOURTHDOORSH16,
-1
};
INT16 gClosedDoorList[20] =
{
FIRSTDOOR5,
SECONDDOOR5,
THIRDDOOR5,
FOURTHDOOR5,
FIRSTDOOR10,
SECONDDOOR10,
THIRDDOOR10,
FOURTHDOOR10,
FIRSTDOOR15,
SECONDDOOR15,
THIRDDOOR15,
FOURTHDOOR15,
FIRSTDOOR20,
SECONDDOOR20,
THIRDDOOR20,
FOURTHDOOR20,
-1
};
INT16 gClosedDoorShadowList[20] =
{
FIRSTDOORSH5,
SECONDDOORSH5,
THIRDDOORSH5,
FOURTHDOORSH5,
FIRSTDOORSH10,
SECONDDOORSH10,
THIRDDOORSH10,
FOURTHDOORSH10,
FIRSTDOORSH15,
SECONDDOORSH15,
THIRDDOORSH15,
FOURTHDOORSH15,
FIRSTDOORSH20,
SECONDDOORSH20,
THIRDDOORSH20,
FOURTHDOORSH20,
-1
};
// REVERSE BUDDIES FROM SHADOW BACK TO STRUCT
INT16 gReverseShadowBuddys[] =
{
FIRSTCLIFFSHADOW, FIRSTCLIFFSHADOW1, FIRSTCLIFF1,
FIRSTSHADOW, FIRSTSHADOW1, FIRSTOSTRUCT1,
SECONDSHADOW, SECONDSHADOW1, SECONDOSTRUCT1,
THIRDSHADOW, THIRDSHADOW1, THIRDOSTRUCT1,
FOURTHSHADOW, FOURTHSHADOW1, FOURTHOSTRUCT1,
FIFTHSHADOW, FIFTHSHADOW1, FIFTHOSTRUCT1,
SIXTHSHADOW, SIXTHSHADOW1, SIXTHOSTRUCT1,
SEVENTHSHADOW, SEVENTHSHADOW1, SEVENTHOSTRUCT1,
EIGHTSHADOW, EIGHTSHADOW1, EIGHTOSTRUCT1,
FIRSTFULLSHADOW, FIRSTFULLSHADOW1, FIRSTFULLSTRUCT1,
SECONDFULLSHADOW, SECONDFULLSHADOW1, SECONDFULLSTRUCT1,
THIRDFULLSHADOW, THIRDFULLSHADOW1, THIRDFULLSTRUCT1,
FOURTHFULLSHADOW, FOURTHFULLSHADOW1, FOURTHFULLSTRUCT1,
FIRSTDOORSHADOW, FIRSTDOORSH1, FIRSTDOOR1,
SECONDDOORSHADOW, SECONDDOORSH1, SECONDDOOR1,
THIRDDOORSHADOW, THIRDDOORSH1, THIRDDOOR1,
FOURTHDOORSHADOW, FOURTHDOORSH1, FOURTHDOOR1,
//FENCE
FENCESHADOW, FENCESHADOW1, FENCESTRUCT1,
// VEHICLES
FIRSTVEHICLESHADOW, FIRSTVEHICLESHADOW1, FIRSTVEHICLE1,
SECONDVEHICLESHADOW, SECONDVEHICLESHADOW1, SECONDVEHICLE1,
//DebrisSTRUCT
FIRSTDEBRISSTRUCTSHADOW, FIRSTDEBRISSTRUCTSHADOW1, FIRSTDEBRISSTRUCT1,
SECONDDEBRISSTRUCTSHADOW, SECONDDEBRISSTRUCTSHADOW1, SECONDDEBRISSTRUCT1,
NINTHOSTRUCTSHADOW, NINTHOSTRUCTSHADOW1, NINTHOSTRUCT1,
TENTHOSTRUCTSHADOW, TENTHOSTRUCTSHADOW1, TENTHOSTRUCT1,
FIRSTLARGEEXPDEBRISSHADOW, FIRSTLARGEEXPDEBRISSHADOW1, FIRSTLARGEEXPDEBRIS1,
SECONDLARGEEXPDEBRISSHADOW, SECONDLARGEEXPDEBRISSHADOW1, SECONDLARGEEXPDEBRIS1,
-1
};
// SHADOW BUDDIES FROM STRUCT FORWARD TO SHADOW
INT16 gForwardShadowBuddys[] =
{
FIRSTCLIFF, FIRSTCLIFF1, FIRSTCLIFFSHADOW1,
FIRSTOSTRUCT, FIRSTOSTRUCT1, FIRSTSHADOW1,
SECONDOSTRUCT, SECONDOSTRUCT1, SECONDSHADOW1,
THIRDOSTRUCT, THIRDOSTRUCT1, THIRDSHADOW1,
FOURTHOSTRUCT, FOURTHOSTRUCT1, FOURTHSHADOW1,
FIFTHOSTRUCT, FIFTHOSTRUCT1, FIFTHSHADOW1,
SIXTHOSTRUCT, SIXTHOSTRUCT1, SIXTHSHADOW1,
SEVENTHOSTRUCT, SEVENTHOSTRUCT1, SEVENTHSHADOW1,
EIGHTOSTRUCT, EIGHTOSTRUCT1, EIGHTSHADOW1,
FIRSTFULLSTRUCT, FIRSTFULLSTRUCT1, FIRSTFULLSHADOW1,
SECONDFULLSTRUCT, SECONDFULLSTRUCT1, SECONDFULLSHADOW1,
THIRDFULLSTRUCT, THIRDFULLSTRUCT1, THIRDFULLSHADOW1,
FOURTHFULLSTRUCT, FOURTHFULLSTRUCT1, FOURTHFULLSHADOW1,
FIRSTDOOR, FIRSTDOOR1, FIRSTDOORSH1,
SECONDDOOR, SECONDDOOR1, SECONDDOORSH1,
THIRDDOOR, THIRDDOOR1, THIRDDOORSH1,
FOURTHDOOR, FOURTHDOOR1, FOURTHDOORSH1,
//FENCE
FENCESTRUCT, FENCESTRUCT1, FENCESHADOW1,
// VEHICLE
FIRSTVEHICLE, FIRSTVEHICLE1, FIRSTVEHICLESHADOW1,
SECONDVEHICLE, SECONDVEHICLE1, SECONDVEHICLESHADOW1,
FIRSTDEBRISSTRUCT, FIRSTDEBRISSTRUCT1, FIRSTDEBRISSTRUCTSHADOW1,
SECONDDEBRISSTRUCT, SECONDDEBRISSTRUCT1, SECONDDEBRISSTRUCTSHADOW1,
NINTHOSTRUCT, NINTHOSTRUCT1, NINTHOSTRUCTSHADOW1,
TENTHOSTRUCT, TENTHOSTRUCT1, TENTHOSTRUCTSHADOW1,
FIRSTLARGEEXPDEBRIS, FIRSTLARGEEXPDEBRIS1, FIRSTLARGEEXPDEBRISSHADOW1,
SECONDLARGEEXPDEBRIS, SECONDLARGEEXPDEBRIS1, SECONDLARGEEXPDEBRISSHADOW1,
-1
};
// Global variable used to initialize tile database with full tile spec
UINT8 gFullBaseTileValues[] =
{
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // First Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Second Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Third Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Forth Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Fifth Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Sixth Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Seventh Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Water1 Texture
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1 // Water2 Texture
};
STR gTileSurfaceName[NUMBEROFTILETYPES] =
{
"TEXTURE1",
"TEXTURE2",
"TEXTURE3",
"TEXTURE4",
"TEXTURE5",
"TEXTURE6",
"TEXTURE7",
"WATER1",
"DEEP WATER",
"FIRSTCLIFFHANG",
"FIRSTCLIFF",
"FIRSTCLIFFSHADOW",
"OSTRUCT1",
"OSTRUCT2",
"OSTRUCT3",
"OSTRUCT4",
"OSTRUCT5",
"OSTRUCT6",
"OSTRUCT7",
"OSTRUCT8",
"OFSTRUCT1",
"OFSTRUCT2",
"PLACEHOLDER1",
"PLACEHOLDER2",
"SHADOW1",
"SHADOW2",
"SHADOW3",
"SHADOW4",
"SHADOW5",
"SHADOW6",
"SHADOW7",
"SHADOW8",
"FSHADOW1",
"FSHADOW2",
"PLACEHOLDER3",
"PLACEHOLDER4",
"WALL1",
"WALL2",
"WALL3",
"WALL4",
"DOOR1",
"DOOR2",
"DOOR3",
"DOOR4",
"DOORSH1",
"DOORSH2",
"DOORSH3",
"DOORSH4",
"SLANTFLATPEICE",
"ANOTHERDEBRIS",
"ROADPIECES",
"WINDOW4",
"DECORATIONS1",
"DECORATIONS2",
"DECORATIONS3",
"DECORATIONS4",
"WALLDECAL1",
"WALLDECAL2",
"WALLDECAL3",
"WALLDECAL4",
"FLOOR1",
"FLOOR2",
"FLOOR3",
"FLOOR4",
"ROOF1",
"ROOF2",
"ROOF3",
"ROOF4",
"SROOF1",
"SROOF2",
"ONROOF1",
"ONROOF2",
"MOCKF1",
"ISTRUCT1",
"ISTRUCT2",
"ISTRUCT3",
"ISTRUCT4",
"FIRSTCISTRCUT",
"FIRSTROAD",
"ROCKS",
"WOOD",
"WEEDS",
"GRASS",
"SAND",
"MISC",
"ANIOSTRUCT",
"FENCESTRUCT",
"FENCESHADOW",
"FIRSTVEHICLE",
"SECONDVEHICLE",
"FIRSTVEHICLESHADOW",
"SECONDVEHICLESHADOW",
"MISC2",
"FIRSTDEBRISSTRUCT",
"SECONDDEBRISSTRUCT",
"FIRSTDEBRISSTRUCTSHADOW",
"SECONDDEBRISSTRUCTSHADOW",
"NINTHOSTRUCT",
"TENTHOSTRUCT",
"NINTHOSTRUCTSHADOW",
"TENTHOSTRUCTSHADOW",
"FIRSTEXPLODEDEBRIS",
"SECONDEXPLODEDEBRIS",
"FIRSTLARGEEXPLODEDEBRIS",
"SECONDLARGEEXPLODEDEBRIS",
"FIRSTLARGEEXPLODEDEBRISSHADOW",
"SECONDLARGEEXPLODEDEBRISSHADOW",
"FIFTHISTRUCT",
"SIXTHISTRUCT",
"SEVENTHISTRUCT",
"EIGHTISTRUCT",
"FIRSTHIGHROOF",
"SECONDHIGHROOF",
"WALLDECAL5",
"WALLDECAL6",
"WALLDECAL7",
"WALLDECAL8",
"HUMANBLOOD",
"CREATUREBLOOD",
"FIRSTSWITCHES",
// ABSOLUTELY NO STUFF PAST HERE!
// CAN BE SAVED IN THE MAP DIRECTLY!
"REVEALEDSLANTROOF",
"1stREVEALEDHIGHROOF",
"2ndREVEALEDHIGHROOF",
"GUNS",
"ITEMS",
"ITEMS2",
"GLASSSHATTER",
"ITEMS3",
"BODYBLOW",
"EXITTEXTURE",
"FOOTPRINTS",
"POINTERS",
"POINTERS2",
"POINTERS3",
"GOODRUN",
"GOODWALK",
"GOODSWAT",
"GOODSCOOT",
"CONFIRMMOVE",
"VEHICLEMOVE",
"ACTIONTWO",
"BADMARKER",
"GRING",
"ROTATINGKEY",
"SELRING",
"SPECIAL",
"BULLET",
"MISS1",
"MISS2",
"MISS3",
"WIREFRAME"
};
UINT16 gNumTilesPerType[ NUMBEROFTILETYPES ] =
{
FIRSTTEXTURE35 - FIRSTTEXTURE1 + 1,
SECONDTEXTURE35 - SECONDTEXTURE1 + 1,
THIRDTEXTURE35 - THIRDTEXTURE1 + 1,
FOURTHTEXTURE35 - FOURTHTEXTURE1 + 1,
FIFTHTEXTURE35 - FIFTHTEXTURE1 + 1,
SIXTHTEXTURE37 - SIXTHTEXTURE1 + 1,
SEVENTHTEXTURE49 - SEVENTHTEXTURE1 + 1,
REGWATERTEXTURE50 - REGWATERTEXTURE1 + 1,
DEEPWATERTEXTURE37 - DEEPWATERTEXTURE1 + 1,
FIRSTCLIFFHANG17 - FIRSTCLIFFHANG1 + 1,
FIRSTCLIFF17 - FIRSTCLIFF1 + 1,
FIRSTCLIFFSHADOW17 - FIRSTCLIFFSHADOW1 + 1, // Med hill
FIRSTOSTRUCT12 - FIRSTOSTRUCT1 + 1,
SECONDOSTRUCT12 - SECONDOSTRUCT1 + 1,
THIRDOSTRUCT12 - THIRDOSTRUCT1 + 1,
FOURTHOSTRUCT12 - FOURTHOSTRUCT1 + 1, // Fourth OSTRUCT
FIFTHOSTRUCT12 - FIFTHOSTRUCT1 + 1, // Fifth OSTRUCT
SIXTHOSTRUCT12 - SIXTHOSTRUCT1 + 1, // Sixth OSTRUCT
SEVENTHOSTRUCT12 - SEVENTHOSTRUCT1 + 1, // Seventh OSTRUCT
EIGHTOSTRUCT12 - EIGHTOSTRUCT1 + 1, // Eigth OSTRUCT
FIRSTFULLSTRUCT12 - FIRSTFULLSTRUCT1 + 1,
SECONDFULLSTRUCT12 - SECONDFULLSTRUCT1 + 1,
THIRDFULLSTRUCT2 - THIRDFULLSTRUCT1 + 1,
FOURTHFULLSTRUCT2 - FOURTHFULLSTRUCT1 + 1,
FIRSTSHADOW12 - FIRSTSHADOW1 + 1,
SECONDSHADOW12 - SECONDSHADOW1 + 1,
THIRDSHADOW12 - THIRDSHADOW1 + 1,
FOURTHSHADOW12 - FOURTHSHADOW1 + 1,
FIFTHSHADOW12 - FIFTHSHADOW1 + 1,
SIXTHSHADOW12 - SIXTHSHADOW1 + 1,
SEVENTHSHADOW12 - SEVENTHSHADOW1 + 1,
EIGHTSHADOW12 - EIGHTSHADOW1 + 1,
FIRSTFULLSHADOW12 - FIRSTFULLSHADOW1 + 1,
SECONDFULLSHADOW12 - SECONDFULLSHADOW1 + 1,
THIRDFULLSHADOW2 - THIRDFULLSHADOW1 + 1,
FOURTHFULLSHADOW2 - FOURTHFULLSHADOW1 + 1,
FIRSTWALL65 - FIRSTWALL1 + 1,
SECONDWALL65 - SECONDWALL1 + 1,
THIRDWALL65 - THIRDWALL1 + 1,
FOURTHWALL65 - FOURTHWALL1 + 1,
FIRSTDOOR20 - FIRSTDOOR1 + 1,
SECONDDOOR20 - SECONDDOOR1 + 1,
THIRDDOOR20 - THIRDDOOR1 + 1,
FOURTHDOOR20 - FOURTHDOOR1 + 1,
FIRSTDOORSH20 - FIRSTDOORSH1 + 1,
SECONDDOORSH20 - SECONDDOORSH1 + 1,
THIRDDOORSH20 - THIRDDOORSH1 + 1,
FOURTHDOORSH20 - FOURTHDOORSH1 + 1,
SLANTROOFCEILING2 - SLANTROOFCEILING1 + 1,
ANOTHERDEBRIS10 - ANOTHERDEBRIS1 + 1,
ROADPIECES400 - ROADPIECES001 + 1,
FOURTHWINDOW2 - FOURTHWINDOW1 + 1,
FIRSTDECORATIONS10 - FIRSTDECORATIONS1 + 1,
SECONDDECORATIONS10 - SECONDDECORATIONS1 + 1,
THIRDDECORATIONS10 - THIRDDECORATIONS1 + 1,
FOURTHDECORATIONS10 - FOURTHDECORATIONS1 + 1,
FIRSTWALLDECAL10 - FIRSTWALLDECAL1 + 1,
SECONDWALLDECAL10 - SECONDWALLDECAL1 + 1,
THIRDWALLDECAL10 - THIRDWALLDECAL1 + 1,
FOURTHWALLDECAL10 - FOURTHWALLDECAL1 + 1,
FIRSTFLOOR8 - FIRSTFLOOR1 + 1,
SECONDFLOOR8 - SECONDFLOOR1 + 1,
THIRDFLOOR8 - THIRDFLOOR1 + 1,
FOURTHFLOOR8 - FOURTHFLOOR1 + 1,
FIRSTROOF14 - FIRSTROOF1 + 1,
SECONDROOF14 - SECONDROOF1 + 1,
THIRDROOF14 - THIRDROOF1 + 1,
FOURTHROOF14 - FOURTHROOF1 + 1,
FIRSTSLANTROOF20 - FIRSTSLANTROOF1 + 1,
SECONDSLANTROOF20 - SECONDSLANTROOF1 + 1,
FIRSTONROOF12 - FIRSTONROOF1 + 1,
SECONDONROOF12 - SECONDONROOF1 + 1,
1,
FIRSTISTRUCT24 - FIRSTISTRUCT1 + 1,
SECONDISTRUCT24 - SECONDISTRUCT1 + 1,
THIRDISTRUCT24 - THIRDISTRUCT1 + 1,
FOURTHISTRUCT24 - FOURTHISTRUCT1 + 1,
FIRSTCISTRUCT24 - FIRSTCISTRUCT1 + 1,
FIRSTROAD35 - FIRSTROAD1 + 1,
DEBRISROCKS10 - DEBRISROCKS1 + 1,
DEBRISWOOD10 - DEBRISWOOD1 + 1,
DEBRISWEEDS10 - DEBRISWEEDS1 + 1,
DEBRISGRASS10 - DEBRISGRASS1 + 1,
DEBRISSAND10 - DEBRISSAND1 + 1,
DEBRISMISC10 - DEBRISMISC1 + 1,
ANIOSTRUCT20 - ANIOSTRUCT1 + 1,
FENCESTRUCT23 - FENCESTRUCT1 + 1,
FENCESHADOW23 - FENCESHADOW1 + 1,
FIRSTVEHICLE12 - FIRSTVEHICLE1 + 1,
SECONDVEHICLE12 - SECONDVEHICLE1 + 1,
FIRSTVEHICLESHADOW12 - FIRSTVEHICLESHADOW1 + 1,
SECONDVEHICLESHADOW12 - SECONDVEHICLESHADOW1 + 1,
DEBRIS2MISC10 - DEBRIS2MISC1 + 1,
FIRSTDEBRISSTRUCT10 - FIRSTDEBRISSTRUCT1 + 1,
SECONDDEBRISSTRUCT10 - SECONDDEBRISSTRUCT1 + 1,
FIRSTDEBRISSTRUCTSHADOW10 - FIRSTDEBRISSTRUCTSHADOW1 + 1,
SECONDDEBRISSTRUCTSHADOW10 - SECONDDEBRISSTRUCTSHADOW1 + 1,
NINTHOSTRUCT12 - NINTHOSTRUCT1 + 1,
TENTHOSTRUCT12 - TENTHOSTRUCT1 + 1,
NINTHOSTRUCTSHADOW12 - NINTHOSTRUCTSHADOW1 + 1,
TENTHOSTRUCTSHADOW12 - TENTHOSTRUCTSHADOW1 + 1,
FIRSTEXPLDEBRIS40 - FIRSTEXPLDEBRIS1 + 1,
SECONDEXPLDEBRIS40 - SECONDEXPLDEBRIS1 + 1,
FIRSTLARGEEXPDEBRIS10 - FIRSTLARGEEXPDEBRIS1 + 1,
SECONDLARGEEXPDEBRIS10 - SECONDLARGEEXPDEBRIS1 + 1,
FIRSTLARGEEXPDEBRISSHADOW10 - FIRSTLARGEEXPDEBRISSHADOW1 + 1,
SECONDLARGEEXPDEBRISSHADOW10 - SECONDLARGEEXPDEBRISSHADOW1 + 1,
FIFTHISTRUCT24 - FIFTHISTRUCT1 + 1,
SIXTHISTRUCT24 - SIXTHISTRUCT1 + 1,
SEVENTHISTRUCT24 - SEVENTHISTRUCT1 + 1,
EIGHTISTRUCT24 - EIGHTISTRUCT1 + 1,
FIRSTHIGHROOF15 - FIRSTHIGHROOF1 + 1,
SECONDHIGHROOF15 - SECONDHIGHROOF1 + 1,
FIFTHWALLDECAL10 - FIFTHWALLDECAL1 + 1,
SIXTHWALLDECAL10 - SIXTHWALLDECAL1 + 1,
SEVENTHWALLDECAL10 - SEVENTHWALLDECAL1 + 1,
EIGTHWALLDECAL10 - EIGTHWALLDECAL1 + 1,
HUMANBLOOD16 - HUMANBLOOD1 + 1,
CREATUREBLOOD16 - CREATUREBLOOD1 + 1,
FIRSTSWITCHES21 - FIRSTSWITCHES1 + 1,
// NO SAVED STUFF AFTER HERE!
REVEALEDSLANTROOFS8 - REVEALEDSLANTROOFS1 + 1,
FIRSTREVEALEDHIGHROOFS11 - FIRSTREVEALEDHIGHROOFS1 + 1,
SECONDREVEALEDHIGHROOFS11 - SECONDREVEALEDHIGHROOFS1 + 1,
GUN5000 - GUN1 + 1,
P1ITEM5000 - P1ITEM1 + 1,
P2ITEM5000 - P2ITEM1 + 1,
WINDOWSHATTER20 - WINDOWSHATTER1 + 1,
P3ITEM5000 - P3ITEM1 + 1,
BODYEXPLOSION15 - BODYEXPLOSION1 + 1,
EXITTEXTURE35 - EXITTEXTURE1 + 1,
FOOTPRINTS80 - FOOTPRINTS1 + 1,
FIRSTPOINTERS24 - FIRSTPOINTERS1 + 1,
SECONDPOINTERS8 - SECONDPOINTERS1 + 1,
THIRDPOINTERS3 - THIRDPOINTERS1 + 1,
GOODRUN11 - GOODRUN1 + 1,
GOODWALK11 - GOODWALK1 + 1,
GOODSWAT11 - GOODSWAT1 + 1,
GOODPRONE11 - GOODPRONE1 + 1,
CONFIRMMOVE11 - CONFIRMMOVE1 + 1,
VEHICLEMOVE10 - VEHICLEMOVE1 + 1,
ACTIONTWO11 - ACTIONTWO1 + 1,
BADMARKER11 - BADMARKER1 + 1,
GOODRING10 - GOODRING1 + 1,
ROTATINGKEY8 - ROTATINGKEY1 + 1,
SELRING10 - SELRING1 + 1,
SPECIALTILE_COVER_5 - SPECIALTILE_MAPEXIT + 1,
BULLETTILE2 - BULLETTILE1 + 1,
FIRSTMISS5 - FIRSTMISS1 + 1,
SECONDMISS5 - SECONDMISS1 + 1,
THIRDMISS14 - THIRDMISS1 + 1,
WIREFRAMES15 - WIREFRAMES1 + 1,
//MM: New item tileslots start here
P4ITEM5000 - P4ITEM1 + 1,
P5ITEM5000 - P5ITEM1 + 1,
P6ITEM5000 - P6ITEM1 + 1,
P7ITEM5000 - P7ITEM1 + 1,
P8ITEM5000 - P8ITEM1 + 1,
P9ITEM5000 - P9ITEM1 + 1,
P10ITEM5000 - P10ITEM1 + 1
};
UINT8 gTileTypeLogicalHeight[ NUMBEROFTILETYPES ] =
{
2, // First texture
2, // Second texture
2, // Third texture
2, // Forth texture
2, // Fifth texture
2, // Sixth texture
2, // Seventh texture
10, // First water
10 // Second water
};
void SetSpecificDatabaseValues( UINT16 usType, UINT16 uiDatabaseElem, TILE_ELEMENT *TileElement, BOOLEAN fUseRaisedObjectType )
{
UINT8 ubLoop;
INT16 sIndexDiff;
UINT32 cnt;
// SETUP BUDDYS FOR SHADOWS
cnt = 0;
while( gReverseShadowBuddys[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( usType == gReverseShadowBuddys[ cnt ] )
{
TileElement->sBuddyNum = gReverseShadowBuddys[ cnt + 2 ] + ( uiDatabaseElem - gReverseShadowBuddys[ cnt + 1 ] );
// Check flags and made the same, take from buddy's
TileElement->uiFlags |= gTileDatabase[ TileElement->sBuddyNum ].uiFlags;
}
cnt+=3;
};
// SETUP BUDDYS THAT GO FROM STRUCT TO SHADOW
cnt = 0;
while( gForwardShadowBuddys[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( usType == gForwardShadowBuddys[ cnt ] )
{
TileElement->sBuddyNum = gForwardShadowBuddys[ cnt + 2 ] + ( uiDatabaseElem - gForwardShadowBuddys[ cnt + 1 ] );
// Set flag indicating such
TileElement->uiFlags |= HAS_SHADOW_BUDDY;
}
cnt+=3;
};
if ( uiDatabaseElem >= FIRSTDOOR1 &&
uiDatabaseElem <= FOURTHDOORSH20 )
{
// Door anims
// Open
cnt = 0;
while( gOpenDoorList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gOpenDoorList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
cnt++;
};
// Open Shadow
cnt = 0;
while( gOpenDoorShadowList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gOpenDoorShadowList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
cnt++;
};
// Closed
cnt = 0;
while( gClosedDoorList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gClosedDoorList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem - ubLoop;
}
}
cnt++;
};
// Open Shadow
cnt = 0;
while( gClosedDoorShadowList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( uiDatabaseElem == gClosedDoorShadowList[ cnt ] )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem - ubLoop;
}
}
cnt++;
};
}
if ( uiDatabaseElem == FIRSTMISS1 )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
if ( uiDatabaseElem >= FIRSTMISS1 &&
uiDatabaseElem <= FIRSTMISS5 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( uiDatabaseElem == WINDOWSHATTER1 || uiDatabaseElem == WINDOWSHATTER6 || uiDatabaseElem == WINDOWSHATTER11 || uiDatabaseElem == WINDOWSHATTER16 )
{
// Allocate Animated tile data
AllocateAnimTileData( TileElement, 5 );
TileElement->pAnimData->bCurrentFrame = 0;
for (ubLoop = 0; ubLoop < TileElement->pAnimData->ubNumFrames; ubLoop++)
{
TileElement->pAnimData->pusFrames[ubLoop] = uiDatabaseElem + ubLoop;
}
}
if ( uiDatabaseElem >= WINDOWSHATTER1 &&
uiDatabaseElem <= WINDOWSHATTER20 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
// if ( usType == FIRSTEXPLOSION )
// {
// TileElement->uiFlags |= DYNAMIC_TILE;
// }
if ( usType == BODYEXPLOSION )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( usType == FIRSTROAD )
{
TileElement->uiFlags |= ROAD_TILE;
}
// SET FLAGS FOR OBJECTS PEICES WHICH USE PROPER Z
if ( fUseRaisedObjectType )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// OFFSET SLANTED ROOFS TO HEIGHT OF WALLS
if ( uiDatabaseElem >= FIRSTROOF1 &&
uiDatabaseElem <= SECONDSLANTROOF20 )
{
//TileElement->sOffsetHeight = WALL_HEIGHT;
}
// Set flag for full 3d tiles, as well as the dynamic flag for the folliage
if ( uiDatabaseElem >= FIRSTFULLSTRUCT1 &&
uiDatabaseElem <= SECONDFULLSTRUCT12 )
{
//TileElement->uiFlags |= FULL3D_TILE;
sIndexDiff = uiDatabaseElem - gTileTypeStartIndex[ usType ];
// Every second set as dynamic
if ( ( ( sIndexDiff ) % 3 ) == 1 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
// Set every first as full tile
if ( ( ( sIndexDiff ) % 3 ) == 0 )
{
TileElement->uiFlags |= FULL3D_TILE;
}
}
//Ignore height for cliffs ie: if we rasie the land, do not offset the cliff
if ( uiDatabaseElem >= FIRSTCLIFFHANG1 &&
uiDatabaseElem <= FIRSTCLIFFSHADOW17 )
{
if ( usType == FIRSTCLIFFHANG )
{
TileElement->uiFlags |= CLIFFHANG_TILE;
}
TileElement->uiFlags |= IGNORE_WORLD_HEIGHT;
}
if ( uiDatabaseElem >= FIRSTWALL1 &&
uiDatabaseElem <= FOURTHWALL65 )
{
TileElement->uiFlags |= WALL_TILE;
}
// Set a-frames heigher!
if ( uiDatabaseElem >= FIRSTWALL1 &&
uiDatabaseElem <= FOURTHWALL47 )
{
// Set these ones higher ( for roof pieces )
if ( uiDatabaseElem >= ( gTileTypeStartIndex[ usType ] + WALL_AFRAME_START ) &&
uiDatabaseElem <= ( gTileTypeStartIndex[ usType ] + WALL_AFRAME_END ) )
{
//TileElement->sOffsetHeight = WALL_HEIGHT;
TileElement->uiFlags |= AFRAME_TILE;
}
}
// Set UI Elements to be dynamic
if ( uiDatabaseElem >= FOOTPRINTS1 &&
uiDatabaseElem <= THIRDPOINTERS2 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// Set UI Elements to use object z level
if ( usType >= FOOTPRINTS &&
usType <= LASTUIELEM )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// Set UI Elements to use object z level
if ( usType >= HUMANBLOOD &&
usType <= CREATUREBLOOD )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
// Set UI Elements to use object z level
if ( usType >= GUNS &&
usType <= P2ITEMS )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
if ( usType == P3ITEMS )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
if ( usType >= FIRSTEXPLDEBRIS && usType <= SECONDEXPLDEBRIS )
{
TileElement->uiFlags |= OBJECTLAYER_USEZHEIGHT;
}
if ( uiDatabaseElem >= FIRSTDOOR1 &&
uiDatabaseElem <= FOURTHDOORSH20 )
{
//TileElement->uiFlags |= DYNAMIC_TILE;
}
// Set UI Elements to be dynamic
if ( uiDatabaseElem == MOCKFLOOR1 )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( usType == BULLETTILE )
{
TileElement->uiFlags |= DYNAMIC_TILE;
}
if ( usType == WIREFRAMES )
{
//TileElement->uiFlags |= DYNAMIC_TILE;
}
// Set full tile flag for floors
if ( uiDatabaseElem >= FIRSTFLOOR1 &&
uiDatabaseElem <= FOURTHFLOOR8 )
{
TileElement->ubFullTile = 1;
}
if ( uiDatabaseElem >= FIRSTTEXTURE1 &&
uiDatabaseElem <= DEEPWATERTEXTURE10 )
{
// Set tile 'fullness' attribute
TileElement->ubFullTile = gFullBaseTileValues[ uiDatabaseElem ];
}
if ( usType >= FIRSTONROOF && usType <= SECONDONROOF )
{
// Set height!
//TileElement->sOffsetHeight = WALL_HEIGHT;
}
if ( uiDatabaseElem >= REGWATERTEXTURE18 && uiDatabaseElem <= REGWATERTEXTURE50 || uiDatabaseElem == REGWATERTEXTURE ||
uiDatabaseElem == REGWATERTEXTURE12 || uiDatabaseElem == REGWATERTEXTURE14 || uiDatabaseElem == REGWATERTEXTURE16 )
{
TileElement->ubTerrainID = FLAT_GROUND;
}
if ( ( usType >= FIRSTROOF && usType <= SECONDSLANTROOF ) || usType == FIRSTHIGHROOF || usType == SECONDHIGHROOF )
{
TileElement->uiFlags |= ROOF_TILE;
}
}
// Madd: sets the giNumberOfTiles variable
void SetNumberOfTiles()
{
giNumberOfTiles = P4ITEM1 + ((gGameExternalOptions.ubNumPItems - 3) * 5000);
giNumberOfTileTypes = P4ITEMS + (gGameExternalOptions.ubNumPItems - 3);
}