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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
116 lines
3.4 KiB
C
116 lines
3.4 KiB
C
#ifndef _SAVELOADMAP__H_
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#define _SAVELOADMAP__H_
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#include "WorldDef.h"
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#include "Exit Grids.h"
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//Used for the ubType in the MODIFY_MAP struct
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enum
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{
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SLM_NONE,
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//Adding a map graphic
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SLM_LAND,
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SLM_OBJECT,
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SLM_STRUCT,
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SLM_SHADOW,
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SLM_MERC, //Should never be used
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SLM_ROOF,
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SLM_ONROOF,
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SLM_TOPMOST, //Should never be used
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// For Removing
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SLM_REMOVE_LAND,
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SLM_REMOVE_OBJECT,
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SLM_REMOVE_STRUCT,
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SLM_REMOVE_SHADOW,
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SLM_REMOVE_MERC, //Should never be used
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SLM_REMOVE_ROOF,
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SLM_REMOVE_ONROOF,
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SLM_REMOVE_TOPMOST, //Should never be used
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//Smell, or Blood is used
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SLM_BLOOD_SMELL,
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// Damage a particular struct
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SLM_DAMAGED_STRUCT,
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//Exit Grids
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SLM_EXIT_GRIDS,
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// State of Openable structs
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SLM_OPENABLE_STRUCT,
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// Modify window graphic & structure
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SLM_WINDOW_HIT,
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};
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typedef struct
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{
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UINT16 usGridNo; //The gridno the graphic will be applied to
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UINT16 usImageType; //graphic index
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UINT16 usSubImageIndex; //
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// UINT16 usIndex;
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UINT8 ubType; // the layer it will be applied to
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UINT8 ubExtra; // Misc. variable used to strore arbritary values
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} MODIFY_MAP;
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// Call this function, to set whether the map changes will be added to the map temp file
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void ApplyMapChangesToMapTempFile( BOOLEAN fAddToMap );
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BOOLEAN SaveModifiedMapStructToMapTempFile( MODIFY_MAP *pMap, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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//Applies a change TO THE MAP TEMP file
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void AddStructToMapTempFile( UINT32 iMapIndex, UINT16 usIndex );
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//Applies a change TO THE MAP from the temp file
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void AddStructFromMapTempFileToMap( UINT32 iMapIndex, UINT16 usIndex );
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void AddObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex );
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BOOLEAN LoadAllMapChangesFromMapTempFileAndApplyThem( );
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void RemoveStructFromMapTempFile( UINT32 uiMapIndex, UINT16 usIndex );
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void AddRemoveObjectToMapTempFile( UINT32 uiMapIndex, UINT16 usIndex );
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void SaveBloodSmellAndRevealedStatesFromMapToTempFile();
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BOOLEAN SaveRevealedStatusArrayToRevealedTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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BOOLEAN LoadRevealedStatusArrayFromRevealedTempFile();
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void AddRemoveObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ );
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void RemoveStructFromUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ );
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void AddObjectToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ );
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void AddStructToUnLoadedMapTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ );
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//Adds the exit grid to
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void AddExitGridToMapTempFile( UINT16 usGridNo, EXITGRID *pExitGrid, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ );
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//This function removes a struct with the same MapIndex and graphic index from the given sectors temp file
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BOOLEAN RemoveGraphicFromTempFile( UINT32 uiMapIndex, UINT16 usIndex, INT16 sSectorX, INT16 sSectorY, UINT8 ubSectorZ );
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void SetOpenableStructStatusFromMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened );
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void AddOpenableStructStatusToMapTempFile( UINT32 uiMapIndex, BOOLEAN fOpened );
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void AddWindowHitToMapTempFile( UINT32 uiMapIndex );
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BOOLEAN ChangeStatusOfOpenableStructInUnloadedSector( UINT16 usSectorX, UINT16 usSectorY, INT8 bSectorZ, UINT16 usGridNo, BOOLEAN fChangeToOpen );
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#endif
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