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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
346 lines
12 KiB
C++
346 lines
12 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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#include "Debug.h"
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#endif
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#include <vfs/Core/vfs.h>
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#include <vfs/Core/vfs_file_raii.h>
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#include "XML_TileSet.hpp"
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#include "XMLWriter.h"
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void ExportTilesets(vfs::Path const& filename);
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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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extern bool g_bUseXML_Tilesets;
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void InitEngineTilesets( )
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{
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if(g_bUseXML_Tilesets)
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{
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const vfs::Path tileset_filename(L"Ja2Set.dat.xml");
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if(!getVFS()->fileExists(tileset_filename))
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{
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SGP_TRYCATCH_RETHROW( ExportTilesets(tileset_filename), L"Could not export tileset XML file");
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}
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vfs::tReadableFile* file = getVFS()->getReadFile(tileset_filename);
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SGP_THROW_IFFALSE(file,
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_BS(L"File '") << tileset_filename << L"' does not exist and could not be created" << _BS::wget);
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CTilesetReader tileset_reader(gTilesets);
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xml_auto::TGenericXMLParser<CTilesetReader> pars(&tileset_reader,NULL);
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SGP_TRYCATCH_RETHROW( pars.parseFile(file),
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_BS(L"Parser Error in file : ") << file->getPath() << _BS::wget );
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}
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else
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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 = 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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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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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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FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
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// Read ambience value
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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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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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FileClose( hfile );
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}
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#ifdef JA2UBMAPS
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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[ TEMP_14 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TEMP_18 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TEMP_19 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TEMP_26 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TEMP_27 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TEMP_28 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TEMP_29 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetThreeTerrainValues;
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gTilesets[ TLS_TROPICAL_1 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
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gTilesets[ TEMP_20 ].MovementCostFnc = (TILESET_CALLBACK)SetTilesetFourTerrainValues;
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#else
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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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#endif
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}
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#ifdef USE_VFS
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void ExportTilesets(vfs::Path const& filename)
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{
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UINT32 uiNumBytesRead = 0;
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CHAR8 zName[32];
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//OPEN FILE
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HWFILE hfile = FileOpen( "BINARYDATA\\JA2SET.DAT", FILE_ACCESS_READ, FALSE );
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SGP_THROW_IFFALSE(hfile, L"Cannot open tileset data file" );
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XMLWriter xmlw;
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xmlw.openNode("JA2SET");
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// READ # TILESETS and compare
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UINT8 numSets = 0;
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FileRead( hfile, &numSets, sizeof( numSets ), &uiNumBytesRead );
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// CHECK
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SGP_THROW_IFFALSE( numSets <= MAX_TILESETS, L"Too many tilesets in the data file" );
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xmlw.addAttributeToNextValue("numTilesets",(int)numSets);
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// READ #files
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UINT32 numFiles;
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FileRead( hfile, &numFiles, sizeof( numFiles ), &uiNumBytesRead );
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// COMPARE
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SGP_THROW_IFFALSE( numFiles == NUMBEROFTILETYPES,
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L"Number of tilesets slots in code does not match data file" );
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xmlw.addAttributeToNextValue("numFiles",(int)numFiles);
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xmlw.openNode("tilesets");
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// Loop through each tileset, load name then files
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for ( UINT8 cnt = 0; cnt < numSets; cnt++ )
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{
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xmlw.addAttributeToNextValue("index",(int)cnt);
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xmlw.openNode("Tileset");
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//Read name
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FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
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xmlw.addValue("Name",std::string(zName));
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// Read ambience value
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UINT8 ambientID = 0;
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FileRead( hfile, &ambientID, sizeof( UINT8 ), &uiNumBytesRead );
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xmlw.addValue("AmbientID",(int)ambientID);
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xmlw.openNode("Files");
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// Loop for files
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for ( UINT32 cnt2 = 0; cnt2 < numFiles; cnt2++ )
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{
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// Read file name
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FileRead( hfile, &zName, sizeof( zName ), &uiNumBytesRead );
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if(!std::string(zName).empty())
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{
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xmlw.addAttributeToNextValue("index",(int)cnt2);
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xmlw.addValue("file",std::string(zName));
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}
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// Set into database
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strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName );
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//ddd{ äîáàâëÿåì â èíäåêñ 250 ôàéë îêîï.
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// if((cnt==0)&&(cnt2+1 == uiNumFiles))
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// { strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ 151 ], "okop.sti" );
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// xmlw.AddAttributeToNextValue("index",(int)151); //for exp in xml
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// xmlw.AddValue("file",std::string("okop.sti"));
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// }
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//ddd}
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}
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xmlw.closeNode(); // Files
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xmlw.closeNode(); // tileset
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}
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xmlw.closeNode();
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FileClose( hfile );
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xmlw.closeNode();
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xmlw.writeToFile(filename);
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}
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#endif
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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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