Files
source/TileEngine/tiledef.cpp
T
Overhaul 7a27e7105d New attack busy system
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
2007-06-09 09:01:04 +00:00

1332 lines
32 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "tiledef.h"
#include "worlddef.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "time.h"
#include "video.h"
#include "debug.h"
#include "worldman.h"
#include "gameloop.h"
#include "edit_sys.h"
#include "pathai.h"
#include "tile surface.h"
#include "Tactical Save.h"
#endif
//#include "editscreen.h"
// GLobals
TILE_ELEMENT gTileDatabase[ NUMBEROFTILES ];
UINT16 gTileDatabaseSize;
UINT16 gusNumAnimatedTiles = 0;
UINT16 gusAnimatedTiles[ MAX_ANIMATED_TILES ];
UINT16 gTileTypeStartIndex[ NUMBEROFTILETYPES ];
UINT8 gubEncryptionArray2[ BASE_NUMBER_OF_ROTATION_ARRAYS * 3 ][ NEW_ROTATION_ARRAY_SIZE ] =
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197,34,63,165,195,11,206
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242,76,231,253,233,120,19
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71,59,123,29,51,25,249
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190,161,56,194,42,46,58,
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101,111,125,194,139,186,255
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31,86,139,193,121,21,227,
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224,29,177,1,149,9,151,
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78,27,215,234,165,87,234
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170,4,161,157,18,78,11,
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85,223,21,67,248,93,201,
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251,27,228,131,103,255,205
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46,143,140,211,5,170,166
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112,88,77,97,48,22,186,
203,102,27,213,211,119,235,
204,147,244,229,21,29,175,
52,103,21,222,146,203,247
},
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203,187,75,44,10,228,157,
113,156,9,120,202,29,117,
184,122,64,90,44,31,194,
191,30,155,50,190,115,208,
130,69,132,201,246,81,100,
108,67,226,228,85,112,150,
243,222,107,49,158,2,199
},
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243,107,29,155,25,62,54,
254,77,132,226,20,121,227,
78,33,189,27,153,172,240,
78,17,13,117,133,92,119,
205,123,66,233,177,141,20,
2,21,244,85,47,218,7,
194,47,175,180,65,92,188
},
{
3,223,186,179,171,112,64,
226,172,223,83,208,235,215,
235,20,187,212,96,218,104,
41,66,233,141,50,89,115,
102,35,34,147,219,175,203,
216,121,7,60,166,18,77,
246,202,53,41,124,33,72
},
{
115,8,155,105,168,30,132,
213,57,253,89,18,62,83,
13,138,197,40,21,218,47,
156,13,133,209,66,82,67,
99,176,107,172,80,52,146,
108,148,19,61,193,41,114,
250,121,164,57,125,29,35
},
{
252,37,152,15,100,236,254,
226,253,7,172,123,6,10,
139,17,7,254,146,114,216,
45,95,154,241,252,4,47,
134,193,201,19,97,207,39,
144,254,165,157,60,218,144,
173,48,97,157,173,165,139
},
{
43,160,148,141,246,225,109,
162,9,196,127,84,62,238,
41,82,224,161,103,65,28,
169,227,113,157,43,7,17,
78,6,67,179,102,7,16,
186,197,164,203,143,211,114,
255,34,222,17,63,184,47
},
{
202,17,101,190,148,37,65,
227,178,78,200,202,174,105,
90,13,220,198,78,74,44,
37,172,23,111,225,219,23,
223,119,96,149,12,206,14,
131,243,148,179,37,120,26,
168,77,232,223,65,125,224
},
{
95,160,190,37,50,215,151,
196,31,209,227,48,62,1,
249,123,173,73,232,137,16,
25,39,88,73,51,149,31,
178,19,34,120,74,112,230,
97,243,213,31,34,121,189,
200,255,68,57,75,208,129
},
{
135,244,60,186,169,184,217,
128,88,234,225,59,98,108,
180,189,228,11,222,179,81,
129,225,122,192,210,117,133,
142,124,112,228,166,55,29,
3,133,178,40,47,107,31,
237,22,170,212,75,186,142
},
{
254,191,1,222,153,4,115,
100,149,222,68,112,139,102,
61,231,195,98,156,181,242,
24,137,44,136,34,43,76,
219,155,8,100,28,81,181,
252,75,50,126,154,46,177,
11,53,126,99,180,248,57
},
{
109,132,42,96,40,141,189,
8,138,168,147,13,172,54,
196,69,7,241,14,128,187,
124,187,63,140,172,27,97,
195,63,235,191,196,254,187,
234,123,1,174,6,88,6,
177,247,45,156,120,226,125
},
{
30,95,46,155,25,137,245,
52,68,72,74,137,152,60,
3,26,152,42,137,223,113,
244,114,229,1,192,53,115,
90,174,232,119,234,38,77,
114,195,46,6,151,52,203,
85,96,69,205,58,68,39
},
{
30,59,201,53,236,197,180,
160,196,103,128,88,254,209,
225,82,124,227,135,183,59,
172,203,39,154,168,155,144,
235,35,68,198,41,8,87,
105,92,255,110,51,167,55,
248,69,103,157,208,146,105
},
{
249,205,245,168,172,15,16,
148,112,53,141,74,5,64,
218,194,253,75,243,113,168,
228,80,59,85,44,153,81,
216,126,55,215,165,220,72,
217,83,199,41,128,227,208,
24,3,173,137,18,75,53
},
{
21,130,191,209,19,213,58,
123,18,147,139,147,81,14,
156,255,245,64,150,115,131,
244,12,61,185,211,155,114,
151,96,11,203,200,138,71,
17,26,234,71,106,73,60,
76,106,210,50,115,45,2
},
{
55,17,107,248,62,204,196,
224,45,253,50,10,2,51,
233,34,73,107,137,68,253,
235,235,24,99,52,125,184,
3,3,88,146,80,226,29,
5,25,66,196,226,87,125,
83,169,124,218,190,135,197
},
};
// These values coorespond to TerrainTypeDefines order
UINT8 gTileTypeMovementCost[ NUM_TERRAIN_TYPES ] =
{
TRAVELCOST_FLAT, // NO_TERRAIN
TRAVELCOST_FLAT, // FLAT GROUND
TRAVELCOST_FLATFLOOR, // FLAT FLOOR
TRAVELCOST_PAVEDROAD, // PAVED ROAD
TRAVELCOST_DIRTROAD, // DIRT ROAD
TRAVELCOST_FLAT, // LOW_GRASS
TRAVELCOST_FLAT, // HIGH GRASS
TRAVELCOST_TRAINTRACKS, // TRAIN TRACKS
TRAVELCOST_SHORE, // LOW WATER
TRAVELCOST_SHORE, // MED WATER
TRAVELCOST_SHORE, // DEEP WATER
};
void CreateTileDatabase( )
{
UINT32 cnt1, cnt2;
UINT8 ubLoop;
UINT32 NumRegions;
PTILE_IMAGERY TileSurf;
TILE_ELEMENT TileElement;
// Loop through all surfaces and tiles and build database
for( cnt1 = 0; cnt1 < NUMBEROFTILETYPES; cnt1++ )
{
// Get number of regions
TileSurf = gTileSurfaceArray[ cnt1 ];
if ( TileSurf != NULL )
{
// Build start index list
gTileTypeStartIndex[ cnt1 ] = (UINT16)gTileDatabaseSize;
NumRegions = TileSurf->vo->usNumberOfObjects;
// Check for overflow
if ( NumRegions > gNumTilesPerType[ cnt1 ] )
{
#ifdef JA2EDITOR
// Display warning
gfWarning = (UINT8)cnt1;
#endif
// Cutof
NumRegions = gNumTilesPerType[ cnt1 ];
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Type: %s Size: %d Index: %d", gTileSurfaceName[cnt1], gNumTilesPerType[ cnt1 ], gTileDatabaseSize ) );
for( cnt2 = 0; cnt2 < NumRegions; cnt2++ )
{
memset( &TileElement, 0, sizeof( TileElement ) );
TileElement.usRegionIndex = (UINT16)cnt2;
TileElement.hTileSurface = TileSurf->vo;
TileElement.sBuddyNum = -1;
// Check for multi-z stuff
if ( TileSurf->vo->ppZStripInfo != NULL )
{
// Only do this if we are within the # of video objects
if ( cnt2 < TileSurf->vo->usNumberOfObjects )
{
if ( TileSurf->vo->ppZStripInfo[ cnt2 ] != NULL )
{
TileElement.uiFlags |= MULTI_Z_TILE;
}
}
else
{
//Ate test to see if problems is gone
int i = 0;
}
}
// Structure database stuff!
if (TileSurf->pStructureFileRef != NULL && TileSurf->pStructureFileRef->pubStructureData != NULL)
{
if (TileSurf->pStructureFileRef->pDBStructureRef[cnt2].pDBStructure != NULL)
{
TileElement.pDBStructureRef = &(TileSurf->pStructureFileRef->pDBStructureRef[cnt2]);
if ( TileElement.pDBStructureRef->pDBStructure->fFlags & STRUCTURE_HIDDEN )
{
// ATE: These are ignored!
//TileElement.uiFlags |= HIDDEN_TILE;
}
}
}
TileElement.fType = (UINT16)TileSurf->fType;
TileElement.ubTerrainID = TileSurf->ubTerrainID;
TileElement.usWallOrientation = NO_ORIENTATION;
if (TileSurf->pAuxData != NULL)
{
if (TileSurf->pAuxData[cnt2].fFlags & AUX_FULL_TILE)
{
TileElement.ubFullTile = 1;
}
if (TileSurf->pAuxData[cnt2].fFlags & AUX_ANIMATED_TILE)
{
// Allocate Animated tile data
AllocateAnimTileData( &TileElement, TileSurf->pAuxData[cnt2].ubNumberOfFrames );
// Set values into tile element
TileElement.pAnimData->bCurrentFrame = TileSurf->pAuxData[cnt2].ubCurrentFrame;
for (ubLoop = 0; ubLoop < TileElement.pAnimData->ubNumFrames; ubLoop++)
{
TileElement.pAnimData->pusFrames[ ubLoop ] = gTileDatabaseSize - TileElement.pAnimData->bCurrentFrame + ubLoop;
}
/*
for (ubLoop = TileElement.pAnimData->bCurrentFrame; ubLoop < TileElement.pAnimData->ubNumFrames; ubLoop++)
{
TileElement.pAnimData->pusFrames[ ubLoop ] = gTileDatabaseSize - TileElement.pAnimData->bCurrentFrame + ubLoop;
}
for (ubLoop = 0; ubLoop < TileElement.pAnimData->bCurrentFrame; ubLoop++)
{
TileElement.pAnimData->pusFrames[ ubLoop ] = gTileDatabaseSize - TileElement.pAnimData->bCurrentFrame + ubLoop;
}
*/
// set into animation controller array
gusAnimatedTiles[ gusNumAnimatedTiles ] = gTileDatabaseSize;
gusNumAnimatedTiles++;
Assert( gusNumAnimatedTiles <= MAX_ANIMATED_TILES );
TileElement.uiFlags |= ANIMATED_TILE;
}
TileElement.usWallOrientation = TileSurf->pAuxData[cnt2].ubWallOrientation;
if (TileSurf->pAuxData[cnt2].ubNumberOfTiles > 0)
{
TileElement.ubNumberOfTiles = TileSurf->pAuxData[cnt2].ubNumberOfTiles;
TileElement.pTileLocData = TileSurf->pTileLocData + TileSurf->pAuxData[cnt2].usTileLocIndex;
}
}
SetSpecificDatabaseValues( (UINT16)cnt1, gTileDatabaseSize, &TileElement, TileSurf->bRaisedObjectType );
gTileDatabase[ gTileDatabaseSize ] = TileElement;
gTileDatabaseSize++;
}
// Check if data matches what should be there
if ( NumRegions < gNumTilesPerType[ cnt1 ] )
{
#ifdef JA2EDITOR
// Display warning here
gfWarning = (UINT8)cnt1;
#endif
// Do underflows here
for ( cnt2 = NumRegions; cnt2 < gNumTilesPerType[ cnt1 ]; cnt2++ )
{
memset( &TileElement, 0, sizeof( TileElement ) );
TileElement.usRegionIndex = 0;
TileElement.hTileSurface = TileSurf->vo;
TileElement.fType = (UINT16)TileSurf->fType;
TileElement.ubFullTile = FALSE;
TileElement.sOffsetHeight = 0;
TileElement.ubFullTile = 0;
TileElement.uiFlags |= UNDERFLOW_FILLER;
gTileDatabase[ gTileDatabaseSize ] = TileElement;
gTileDatabaseSize++;
}
}
}
}
//Calculate mem usgae
gSurfaceMemUsage = guiMemTotal - gSurfaceMemUsage;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Database Sizes: %d vs %d", gTileDatabaseSize, NUMBEROFTILES ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Database Types: %d", NUMBEROFTILETYPES ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Database Item Mem: %d", gTileDatabaseSize * sizeof( TILE_ELEMENT ) ) );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Database Item Total Mem: %d", gSurfaceMemUsage ) );
}
void DeallocateTileDatabase( )
{
INT32 cnt;
for( cnt = 0; cnt < NUMBEROFTILES; cnt++ )
{
// Check if an existing set of animated tiles are in place, remove if found
if ( gTileDatabase[ cnt ].pAnimData != NULL )
{
FreeAnimTileData( &gTileDatabase[ cnt ] );
}
}
gTileDatabaseSize = 0;
gSurfaceMemUsage = 0;
gusNumAnimatedTiles = 0;
}
BOOLEAN GetLandHeadType( INT32 iMapIndex, UINT32 *puiType )
{
UINT16 usIndex;
Assert( puiType != NULL );
CHECKF( gpWorldLevelData[ iMapIndex ].pLandHead != NULL );
usIndex = gpWorldLevelData[ iMapIndex ].pLandHead->usIndex;
GetTileType( usIndex, puiType );
return( TRUE );
}
BOOLEAN SetLandIndex( INT32 iMapIndex, UINT16 usIndex, UINT32 uiNewType, BOOLEAN fDelete )
{
UINT16 usTempIndex;
UINT8 ubLastHighLevel=0;
if ( fDelete )
{
RemoveLand( iMapIndex, usIndex );
return( TRUE );
}
if ( AnyHeigherLand( iMapIndex, uiNewType, &ubLastHighLevel ) )
{
// Check if type exists and get it's index if so
if ( TypeExistsInLandLayer( iMapIndex, uiNewType, &usTempIndex ) )
{
// Replace with new index
return( ReplaceLandIndex( iMapIndex, usTempIndex, usIndex ) );
}
else
{
return( InsertLandIndexAtLevel( iMapIndex, usIndex, (UINT8)(ubLastHighLevel+1) ) );
}
}
else
{
// Check if type exists and get it's index if so
if ( TypeExistsInLandLayer( iMapIndex, uiNewType, &usTempIndex ) )
{
// Replace with new index
return( ReplaceLandIndex( iMapIndex, usTempIndex, usIndex ) );
}
else
{
// Otherwise, add to head
return( AddLandToHead( iMapIndex, usIndex ) );
}
}
}
BOOLEAN SetLandIndexWithRadius( INT32 iMapIndex, UINT16 usIndex, UINT32 uiNewType, UINT8 ubRadius, BOOLEAN fReplace )
{
UINT16 usTempIndex;
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT32 iNewIndex;
BOOLEAN fDoPaste = FALSE;
INT32 leftmost;
//BOOLEAN fNewCommand;
UINT16 Dummy;
// Determine start end end indicies and num rows
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
//fNewCommand = fFirstDrawMode; //NEW_UNDO_COMMAND;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( iMapIndex + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
iNewIndex = iMapIndex + ( WORLD_COLS * cnt1 ) + cnt2;
if ( iNewIndex >=0 && iNewIndex < WORLD_MAX &&
iNewIndex >= leftmost && iNewIndex < ( leftmost + WORLD_COLS ) )
{
if ( fReplace )
{
fDoPaste = TRUE;
}
else
{
if ( !TypeExistsInLandLayer( iNewIndex, uiNewType, &usTempIndex ) )
{
fDoPaste = TRUE;
}
}
if ( fDoPaste && ((uiNewType >= FIRSTFLOOR && uiNewType <= LASTFLOOR) ||
((uiNewType < FIRSTFLOOR || uiNewType > LASTFLOOR) &&
!TypeRangeExistsInLandLayer( iNewIndex, FIRSTFLOOR, LASTFLOOR, &Dummy ))) )
{
SetLandIndex( iNewIndex, usIndex, uiNewType, FALSE );
}
}
}
}
return( TRUE );
}
BOOLEAN GetTypeLandLevel( UINT32 iMapIndex, UINT32 uiNewType, UINT8 *pubLevel )
{
UINT8 level = 0;
LEVELNODE *pLand;
UINT32 fTileType=0;
pLand = gpWorldLevelData[ iMapIndex ].pLandHead;
while( pLand != NULL )
{
if ( pLand->usIndex != NO_TILE )
{
GetTileType( pLand->usIndex, &fTileType );
if ( fTileType == uiNewType )
{
*pubLevel = level;
return( TRUE );
}
}
level++;
pLand = pLand->pNext;
}
return( FALSE );
}
UINT8 GetLandLevelDepth( UINT32 iMapIndex )
{
UINT8 level = 0;
LEVELNODE *pLand;
pLand = gpWorldLevelData[ iMapIndex ].pLandHead;
while( pLand != NULL )
{
level++;
pLand = pLand->pNext;
}
return( level );
}
BOOLEAN GetSubIndexFromTileIndex( UINT16 usTileIndex, UINT16 *pusSubIndex )
{
UINT32 uiType=0;
*pusSubIndex = 0xffff;
if( GetTileType( usTileIndex, &uiType ) )
{
*pusSubIndex = usTileIndex - gTileTypeStartIndex[ uiType ] + 1;
return TRUE;
}
return FALSE;
}
BOOLEAN GetTypeSubIndexFromTileIndex( UINT32 uiCheckType, UINT16 usIndex, UINT16 *pusSubIndex )
{
// Tile database is zero-based, Type indecies are 1-based!
*pusSubIndex = 0xffff;
CHECKF ( uiCheckType < NUMBEROFTILETYPES );
*pusSubIndex = usIndex - gTileTypeStartIndex[ uiCheckType ] + 1;
return( TRUE );
}
BOOLEAN GetTypeSubIndexFromTileIndexChar( UINT32 uiCheckType, UINT16 usIndex, UINT8 *pubSubIndex )
{
*pubSubIndex = 0xff;
// Tile database is zero-based, Type indecies are 1-based!
CHECKF ( uiCheckType < NUMBEROFTILETYPES );
*pubSubIndex = (UINT8)(usIndex - gTileTypeStartIndex[ uiCheckType ] + 1);
return( TRUE );
}
BOOLEAN GetTileIndexFromTypeSubIndex( UINT32 uiCheckType, UINT16 usSubIndex, UINT16 *pusTileIndex )
{
// Tile database is zero-based, Type indecies are 1-based!
*pusTileIndex = 0xffff;
CHECKF ( uiCheckType < NUMBEROFTILETYPES );
*pusTileIndex = usSubIndex + gTileTypeStartIndex[ uiCheckType ] - 1;
return( TRUE );
}
BOOLEAN MoveLandIndexToTop( UINT32 iMapIndex, UINT16 usIndex )
{
// Remove, then add again
RemoveLand( iMapIndex, usIndex );
AddLandToHead( iMapIndex, usIndex );
return( TRUE );
}
// Database access functions
BOOLEAN GetTileType( UINT16 usIndex, UINT32 *puiType )
{
TILE_ELEMENT TileElem;
*puiType = 0xffffffff;
CHECKF( usIndex != NO_TILE );
CHECKF( usIndex < NUMBEROFTILES ); //lal bugfix
// Get tile element
TileElem = gTileDatabase[ usIndex ];
*puiType = TileElem.fType;
return( TRUE );
}
BOOLEAN GetTileFlags( UINT16 usIndex, UINT32 *puiFlags )
{
TILE_ELEMENT TileElem;
*puiFlags = 0;
CHECKF( usIndex != NO_TILE );
CHECKF( usIndex < NUMBEROFTILES );
// Get tile element
TileElem = gTileDatabase[ usIndex ];
*puiFlags = TileElem.uiFlags;
return( TRUE );
}
BOOLEAN GetTileTypeLogicalHeight( UINT32 fType, UINT8 *pubLogHeight )
{
*pubLogHeight = gTileTypeLogicalHeight[ fType ];
return( TRUE );
}
BOOLEAN LandTypeHeigher( UINT32 uiDestType, UINT32 uiSrcType )
{
UINT8 ubDestLogHeight;
UINT8 ubSrcLogHeight;
// Get logical height of type at head and type we wish to paste
GetTileTypeLogicalHeight( uiDestType, &ubDestLogHeight );
GetTileTypeLogicalHeight( uiSrcType, &ubSrcLogHeight );
return( ubDestLogHeight > ubSrcLogHeight );
}
BOOLEAN AnyHeigherLand( UINT32 iMapIndex, UINT32 uiSrcType, UINT8 *pubLastLevel )
{
LEVELNODE *pLand = NULL;
UINT8 ubSrcLogHeight=0;
UINT32 fTileType=0;
UINT8 level = 0;
UINT8 ubSrcTypeLevel=0;
BOOLEAN fFound = FALSE;
pLand = gpWorldLevelData[ iMapIndex ].pLandHead;
GetTileTypeLogicalHeight( uiSrcType, &ubSrcLogHeight );
// Check that src type is not head
if ( GetTypeLandLevel( iMapIndex, uiSrcType, &ubSrcTypeLevel ) )
{
if ( ubSrcTypeLevel == LANDHEAD )
{
return( FALSE );
}
}
// Look through all objects and Search for type
while( pLand != NULL )
{
// Get type and height
GetTileType( pLand->usIndex, &fTileType );
if ( gTileTypeLogicalHeight[ fTileType ] > ubSrcLogHeight )
{
*pubLastLevel = level;
fFound = TRUE;
}
// Advance to next
pLand = pLand->pNext;
level++;
}
// Could not find it, return FALSE
return( fFound );
}
BOOLEAN AnyLowerLand( UINT32 iMapIndex, UINT32 uiSrcType, UINT8 *pubLastLevel )
{
LEVELNODE *pLand = NULL;
UINT8 ubSrcLogHeight;
UINT32 fTileType=0;
UINT8 level = 0;
UINT8 ubSrcTypeLevel;
TILE_ELEMENT TileElem;
pLand = gpWorldLevelData[ iMapIndex ].pLandHead;
GetTileTypeLogicalHeight( uiSrcType, &ubSrcLogHeight );
GetTypeLandLevel( iMapIndex, uiSrcType, &ubSrcTypeLevel );
// Look through all objects and Search for type
while( pLand != NULL )
{
// Get type and height
GetTileType( pLand->usIndex, &fTileType );
if ( gTileTypeLogicalHeight[ fTileType ] < ubSrcLogHeight )
{
*pubLastLevel = level;
return( TRUE );
}
// Get tile element
TileElem = gTileDatabase[ pLand->usIndex ];
// Get full tile flag
if ( TileElem.ubFullTile && fTileType != uiSrcType )
{
return( FALSE );
}
// Advance to next
pLand = pLand->pNext;
level++;
}
// Could not find it, return FALSE
return( FALSE );
}
BOOLEAN GetWallOrientation( UINT16 usIndex, UINT16 *pusWallOrientation )
{
TILE_ELEMENT TileElem;
*pusWallOrientation = 0xffff;
CHECKF( usIndex != NO_TILE );
CHECKF( usIndex < NUMBEROFTILES ); //lal bugfix
// Get tile element
TileElem = gTileDatabase[ usIndex ];
*pusWallOrientation = TileElem.usWallOrientation;
return( TRUE );
}
BOOLEAN ContainsWallOrientation( INT32 iMapIndex, UINT32 uiType, UINT16 usWallOrientation, UINT8 *pubLevel )
{
LEVELNODE *pStruct = NULL;
UINT8 level = 0;
UINT16 usCheckWallOrient=0;
pStruct = gpWorldLevelData[ iMapIndex ].pStructHead;
// Look through all objects and Search for type
while( pStruct != NULL )
{
GetWallOrientation( pStruct->usIndex, &usCheckWallOrient );
if ( usCheckWallOrient == usWallOrientation )
{
*pubLevel = level;
return( TRUE );
}
// Advance to next
pStruct = pStruct->pNext;
level++;
}
// Could not find it, return FALSE
return( FALSE );
}
//Kris: This function returns two special types if there are two walls
//sharing the same tile. This case only happens with the exterior and
//interior bottom corners. Otherwise, it returns the orientation of the
//first wall encountered -- not that there should be duplicate walls...
UINT8 CalculateWallOrientationsAtGridNo( INT32 iMapIndex )
{
UINT16 usCheckWallOrientation=0;
LEVELNODE *pStruct = NULL;
UINT8 ubFinalWallOrientation = NO_ORIENTATION;
pStruct = gpWorldLevelData[ iMapIndex ].pStructHead;
//Traverse all of the pStructs
while( pStruct != NULL )
{
GetWallOrientation( pStruct->usIndex, &usCheckWallOrientation );
if( ubFinalWallOrientation == NO_ORIENTATION )
{ //Get the first valid orientation.
ubFinalWallOrientation = (UINT8)usCheckWallOrientation;
}
else switch( ubFinalWallOrientation )
{ //If the first valid orientation has the key counterpart orientation,
//return the special corner orientations.
case INSIDE_TOP_LEFT:
if( usCheckWallOrientation == INSIDE_TOP_RIGHT )
return INSIDE_BOTTOM_CORNER;
break;
case INSIDE_TOP_RIGHT:
if( usCheckWallOrientation == INSIDE_TOP_LEFT )
return INSIDE_BOTTOM_CORNER;
break;
case OUTSIDE_TOP_LEFT:
if( usCheckWallOrientation == OUTSIDE_TOP_RIGHT )
return OUTSIDE_BOTTOM_CORNER;
break;
case OUTSIDE_TOP_RIGHT:
if( usCheckWallOrientation == OUTSIDE_TOP_LEFT )
return OUTSIDE_BOTTOM_CORNER;
break;
}
// Advance to next
pStruct = pStruct->pNext;
}
// Only one wall, so return it's orienation.
return ubFinalWallOrientation;
}
BOOLEAN AllocateAnimTileData( TILE_ELEMENT *pTileElem, UINT8 ubNumFrames )
{
pTileElem->pAnimData = (TILE_ANIMATION_DATA *)MemAlloc( sizeof( TILE_ANIMATION_DATA ) );
CHECKF( pTileElem->pAnimData != NULL );
pTileElem->pAnimData->pusFrames = (UINT16 *)MemAlloc( sizeof( UINT16 ) * ubNumFrames );
CHECKF( pTileElem->pAnimData->pusFrames != NULL );
// Set # if frames!
pTileElem->pAnimData->ubNumFrames = ubNumFrames;
return( TRUE );
}
void FreeAnimTileData( TILE_ELEMENT *pTileElem )
{
if ( pTileElem->pAnimData != NULL )
{
// Free frames list
MemFree( pTileElem->pAnimData->pusFrames );
// Free frames
MemFree( pTileElem->pAnimData );
}
}