mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
.) The bug was introduced in revision 1534 (TileEngine/Buildings.cpp) .) Overhaul reworked the code for climbing on buildings and it seems the bug was introduced there .) I created a new define "VANILLA_BUILDING_CLIMBING" (defined in Building.h). If defined the "old" building climbing code will be used. If not defined Overhauls code will be used (and so enemies do not climb on buildings). Overhauls code should be fixed and then used instead of the "old" vanilla building climbing code. .) I also disabled ASTAR pathing, because it is a HUGH PERFORMANCE killer git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3228 3b4a5df2-a311-0410-b5c6-a8a6f20db521
581 lines
16 KiB
C++
581 lines
16 KiB
C++
#ifdef PRECOMPILEDHEADERS
|
|
#include "TileEngine All.h"
|
|
#else
|
|
#include "Types.h"
|
|
#include "Buildings.h"
|
|
#include "Isometric Utils.h"
|
|
#include "Pathai.h"
|
|
#include "Structure Wrap.h"
|
|
#include "Random.h"
|
|
#include "Overhead.h"
|
|
#include "Render Fun.h"
|
|
#include "Strategicmap.h"
|
|
#include "Sys Globals.h"
|
|
#include "worldman.h"
|
|
#endif
|
|
|
|
#include "AIInternals.h"
|
|
|
|
|
|
|
|
#define ROOF_LOCATION_CHANCE 8
|
|
|
|
UINT8 gubBuildingInfo[ WORLD_MAX ];
|
|
BUILDING gBuildings[ MAX_BUILDINGS ];
|
|
UINT8 gubNumberOfBuildings;
|
|
|
|
#ifdef ROOF_DEBUG
|
|
extern INT16 gsCoverValue[WORLD_MAX];
|
|
#include "video.h"
|
|
#include "renderworld.h"
|
|
#endif
|
|
|
|
BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
|
|
{
|
|
if (gubNumberOfBuildings + 1 >= MAX_BUILDINGS)
|
|
{
|
|
return( NULL );
|
|
}
|
|
// increment # of buildings
|
|
gubNumberOfBuildings++;
|
|
// clear entry
|
|
gBuildings[ gubNumberOfBuildings ].ubNumClimbSpots = 0;
|
|
*pubBuilding = gubNumberOfBuildings;
|
|
// return pointer (have to subtract 1 since we just added 1
|
|
return( &(gBuildings[ gubNumberOfBuildings ]) );
|
|
}
|
|
|
|
BUILDING * GenerateBuilding( INT16 sDesiredSpot )
|
|
{
|
|
|
|
#ifdef VANILLA_BUILDING_CLIMBING
|
|
UINT32 uiLoop;
|
|
UINT32 uiLoop2;
|
|
INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
|
|
INT16 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
|
|
UINT8 ubDirection, ubTempDirection;
|
|
BOOLEAN fFoundDir, fFoundWall;
|
|
UINT32 uiChanceIn = ROOF_LOCATION_CHANCE; // chance of a location being considered
|
|
INT16 sWallGridNo;
|
|
INT8 bDesiredOrientation;
|
|
INT8 bSkipSpots = 0;
|
|
SOLDIERTYPE FakeSoldier;
|
|
INT32 iLoopCount = 0;
|
|
#endif
|
|
BUILDING * pBuilding;
|
|
UINT8 ubBuildingID = 0;
|
|
//INT32 iLoopCount = 0;
|
|
|
|
pBuilding = CreateNewBuilding( &ubBuildingID );
|
|
if (!pBuilding)
|
|
{
|
|
return( NULL );
|
|
}
|
|
|
|
// WDS - Clean up inventory handling
|
|
// set up fake soldier for location testing
|
|
// memset( &FakeSoldier, 0, SIZEOF_SOLDIERTYPE );
|
|
#ifdef VANILLA_BUILDING_CLIMBING
|
|
FakeSoldier.initialize();
|
|
FakeSoldier.sGridNo = sDesiredSpot;
|
|
FakeSoldier.pathing.bLevel = 1;
|
|
FakeSoldier.bTeam = 1;
|
|
#endif
|
|
|
|
// Set reachable
|
|
RoofReachableTest( sDesiredSpot, ubBuildingID );
|
|
|
|
// 0verhaul: The RoofReachableTest now finds ALL of the climb points for each climbable building, instead of a max of
|
|
// 21 climb points (and a min of 0) for each building. It claims an extended map flag to mark a tile as a climb point.
|
|
// So the array of up-climbs and down-climbs is now obsolete. FindClosestClimbPoint is now updated to search the map
|
|
// for these flags.
|
|
#ifdef VANILLA_BUILDING_CLIMBING
|
|
// From sGridNo, search until we find a spot that isn't part of the building
|
|
ubDirection = NORTHWEST;
|
|
sTempGridNo = sDesiredSpot;
|
|
// using diagonal directions to hopefully prevent picking a
|
|
// spot that
|
|
while( (gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE ) )
|
|
{
|
|
sNextTempGridNo = NewGridNo( sTempGridNo, DirectionInc( ubDirection ) );
|
|
if ( sTempGridNo == sNextTempGridNo )
|
|
{
|
|
// hit edge of map!??!
|
|
return( NULL );
|
|
}
|
|
else
|
|
{
|
|
sTempGridNo = sNextTempGridNo;
|
|
}
|
|
}
|
|
|
|
// we've got our spot
|
|
sStartGridNo = sTempGridNo;
|
|
|
|
sCurrGridNo = sStartGridNo;
|
|
sVeryTemporaryGridNo = NewGridNo( sCurrGridNo, DirectionInc( EAST ) );
|
|
if ( gpWorldLevelData[ sVeryTemporaryGridNo ].uiFlags & MAPELEMENT_REACHABLE )
|
|
{
|
|
// go north first
|
|
ubDirection = NORTH;
|
|
}
|
|
else
|
|
{
|
|
// go that way (east)
|
|
ubDirection = EAST;
|
|
}
|
|
|
|
gpWorldLevelData[ sStartGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
|
|
|
|
uiLoop2 = 0;
|
|
while(uiLoop2 < WORLD_MAX)
|
|
{
|
|
// if point to (2 clockwise) is not part of building and is not visited,
|
|
// or is starting point, turn!
|
|
sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ ubDirection ] ) );
|
|
sTempGridNo = sRightGridNo;
|
|
if ( ( ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[ sTempGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) ) || (sTempGridNo == sStartGridNo) ) && (sCurrGridNo != sStartGridNo) )
|
|
{
|
|
iLoopCount++;
|
|
|
|
if ( iLoopCount >= 10 )
|
|
{
|
|
return( NULL );
|
|
}
|
|
ubDirection = gTwoCDirection[ ubDirection ];
|
|
// try in that direction
|
|
continue;
|
|
}
|
|
iLoopCount = 0;
|
|
|
|
// if spot ahead is part of building, turn
|
|
sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubDirection ) );
|
|
if ( gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE )
|
|
{
|
|
// first search for a spot that is neither part of the building or visited
|
|
|
|
// we KNOW that the spot in the original direction is blocked, so only loop 3 times
|
|
ubTempDirection = gTwoCDirection[ ubDirection ];
|
|
fFoundDir = FALSE;
|
|
for ( uiLoop = 0; uiLoop < 3; uiLoop++ )
|
|
{
|
|
sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubTempDirection ) );
|
|
if ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[ sTempGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) )
|
|
{
|
|
// this is the way to go!
|
|
fFoundDir = TRUE;
|
|
break;
|
|
}
|
|
ubTempDirection = gTwoCDirection[ ubTempDirection ];
|
|
}
|
|
if (!fFoundDir)
|
|
{
|
|
// now search for a spot that is just not part of the building
|
|
ubTempDirection = gTwoCDirection[ ubDirection ];
|
|
fFoundDir = FALSE;
|
|
for ( uiLoop = 0; uiLoop < 3; uiLoop++ )
|
|
{
|
|
sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubTempDirection ) );
|
|
if ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) )
|
|
{
|
|
// this is the way to go!
|
|
fFoundDir = TRUE;
|
|
break;
|
|
}
|
|
ubTempDirection = gTwoCDirection[ ubTempDirection ];
|
|
}
|
|
if (!fFoundDir)
|
|
{
|
|
// WTF is going on?
|
|
return( NULL );
|
|
}
|
|
}
|
|
ubDirection = ubTempDirection;
|
|
// try in that direction
|
|
continue;
|
|
}
|
|
|
|
// move ahead
|
|
sPrevGridNo = sCurrGridNo;
|
|
sCurrGridNo = sTempGridNo;
|
|
sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ ubDirection ] ) );
|
|
|
|
#ifdef ROOF_DEBUG
|
|
if (gsCoverValue[sCurrGridNo] == 0x7F7F)
|
|
{
|
|
gsCoverValue[sCurrGridNo] = 1;
|
|
}
|
|
else if (gsCoverValue[sCurrGridNo] >= 0)
|
|
{
|
|
gsCoverValue[sCurrGridNo]++;
|
|
}
|
|
|
|
//DebugAI( String( "Roof code visits %d", sCurrGridNo ) );
|
|
#endif
|
|
|
|
if (sCurrGridNo == sStartGridNo)
|
|
{
|
|
// done
|
|
break;
|
|
}
|
|
|
|
if ( !(gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) )
|
|
{
|
|
gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
|
|
|
|
gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
|
|
|
|
// consider this location as possible climb gridno
|
|
// there must be a regular wall adjacent to this for us to consider it a
|
|
// climb gridno
|
|
|
|
// if the direction is east or north, the wall would be in our gridno;
|
|
// if south or west, the wall would be in the gridno two clockwise
|
|
fFoundWall = FALSE;
|
|
#ifndef VANILLA_BUILDING_CLIMBING
|
|
// There must not be roof here either. There are places where a pitched roof butts up against a flat roof.
|
|
// Don't mark such a border as a climb point. Otherwise AI units will get stuck.
|
|
if (FindStructure( sCurrGridNo, STRUCTURE_ROOF ) == NULL &&
|
|
NewOKDestination( &FakeSoldier, sCurrGridNo, FALSE, 0 ) )
|
|
{
|
|
#endif
|
|
switch( ubDirection )
|
|
{
|
|
case NORTH:
|
|
sWallGridNo = sCurrGridNo;
|
|
bDesiredOrientation = OUTSIDE_TOP_RIGHT;
|
|
break;
|
|
case EAST:
|
|
sWallGridNo = sCurrGridNo;
|
|
bDesiredOrientation = OUTSIDE_TOP_LEFT;
|
|
break;
|
|
case SOUTH:
|
|
sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) );
|
|
bDesiredOrientation = OUTSIDE_TOP_RIGHT;
|
|
break;
|
|
case WEST:
|
|
sWallGridNo = (INT16) ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) );
|
|
bDesiredOrientation = OUTSIDE_TOP_LEFT;
|
|
break;
|
|
default:
|
|
// what the heck?
|
|
return( NULL );
|
|
}
|
|
|
|
if (bDesiredOrientation == OUTSIDE_TOP_LEFT)
|
|
{
|
|
if (WallExistsOfTopLeftOrientation( sWallGridNo ))
|
|
{
|
|
fFoundWall = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (WallExistsOfTopRightOrientation( sWallGridNo ))
|
|
{
|
|
fFoundWall = TRUE;
|
|
}
|
|
}
|
|
#ifndef VANILLA_BUILDING_CLIMBING
|
|
}
|
|
#endif
|
|
if (fFoundWall)
|
|
{
|
|
#ifdef ROOF_DEBUG
|
|
gsCoverValue[sCurrGridNo] = 50;
|
|
#endif
|
|
if (bSkipSpots > 0)
|
|
{
|
|
bSkipSpots--;
|
|
}
|
|
else if ( Random( uiChanceIn ) == 0 )
|
|
{
|
|
pBuilding->sUpClimbSpots[ pBuilding->ubNumClimbSpots ] = sCurrGridNo;
|
|
pBuilding->sDownClimbSpots[ pBuilding->ubNumClimbSpots ] = sRightGridNo;
|
|
pBuilding->ubNumClimbSpots++;
|
|
|
|
if ( pBuilding->ubNumClimbSpots == MAX_CLIMBSPOTS_PER_BUILDING)
|
|
{
|
|
// gotta stop!
|
|
return( pBuilding );
|
|
}
|
|
|
|
// if location is added as a spot, reset uiChanceIn
|
|
uiChanceIn = ROOF_LOCATION_CHANCE;
|
|
#ifdef ROOF_DEBUG
|
|
gsCoverValue[sCurrGridNo] = 99;
|
|
#endif
|
|
// skip the next spot
|
|
bSkipSpots = 1;
|
|
}
|
|
else
|
|
{
|
|
// didn't pick this location, so increase chance that next location
|
|
// will be considered
|
|
if (uiChanceIn > 2)
|
|
{
|
|
uiChanceIn--;
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// can't select this spot
|
|
if ( (sPrevGridNo != NOWHERE) && (pBuilding->ubNumClimbSpots > 0) )
|
|
{
|
|
if ( pBuilding->sDownClimbSpots[ pBuilding->ubNumClimbSpots - 1 ] == sCurrGridNo )
|
|
{
|
|
// unselect previous spot
|
|
pBuilding->ubNumClimbSpots--;
|
|
// overwrote a selected spot so go into automatic selection for later
|
|
uiChanceIn = 1;
|
|
#ifdef ROOF_DEBUG
|
|
// reset marker
|
|
gsCoverValue[sPrevGridNo] = 1;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// skip the next gridno
|
|
bSkipSpots = 1;
|
|
}
|
|
}
|
|
uiLoop2++;
|
|
}
|
|
// If we've run out of loop before we've run out of building, then there is
|
|
// something that has gone pear shaped
|
|
if(uiLoop2 >= WORLD_MAX)
|
|
{
|
|
UINT8 x = 0;
|
|
UINT8 y = 0;
|
|
while((sDesiredSpot - ((y + 1) * 160)) >= 0)
|
|
{
|
|
y++;
|
|
}
|
|
x = sDesiredSpot - (y * 160);
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_2,String( "113/UC Warning! Building Walk Algorithm has covered the entire map! Building %d located at [%d,%d] must be bogus.", ubBuildingID, x, y ));
|
|
}
|
|
|
|
|
|
// at end could prune # of locations if there are too many
|
|
|
|
/*
|
|
#ifdef ROOF_DEBUG
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
RenderWorld();
|
|
//RenderCoverDebug( );
|
|
InvalidateScreen( );
|
|
EndFrameBufferRender();
|
|
RefreshScreen( NULL );
|
|
#endif
|
|
*/
|
|
#endif
|
|
return( pBuilding );
|
|
}
|
|
|
|
BUILDING * FindBuilding( INT16 sGridNo )
|
|
{
|
|
UINT8 ubBuildingID;
|
|
//UINT8 ubRoomNo;
|
|
|
|
if (sGridNo <= 0 || sGridNo > WORLD_MAX)
|
|
{
|
|
return( NULL );
|
|
}
|
|
|
|
// id 0 indicates no building
|
|
ubBuildingID = gubBuildingInfo[ sGridNo ];
|
|
|
|
if ( ubBuildingID == NO_BUILDING )
|
|
{
|
|
return( NULL );
|
|
/*
|
|
// need extra checks to see if is valid spot...
|
|
// must have valid room information and be a flat-roofed
|
|
// building
|
|
if ( InARoom( sGridNo, &ubRoomNo ) && (FindStructure( sGridNo, STRUCTURE_NORMAL_ROOF ) != NULL) )
|
|
{
|
|
return( GenerateBuilding( sGridNo ) );
|
|
}
|
|
else
|
|
{
|
|
return( NULL );
|
|
}
|
|
*/
|
|
}
|
|
else if ( ubBuildingID > gubNumberOfBuildings ) // huh?
|
|
{
|
|
return( NULL );
|
|
}
|
|
|
|
return( &(gBuildings[ ubBuildingID ]) );
|
|
}
|
|
|
|
BOOLEAN InBuilding( INT16 sGridNo )
|
|
{
|
|
if ( FindBuilding( sGridNo ) == NULL )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void GenerateBuildings( void )
|
|
{
|
|
UINT32 uiLoop;
|
|
|
|
// init building structures and variables
|
|
memset( gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) );
|
|
memset( &gBuildings, 0, MAX_BUILDINGS * sizeof( BUILDING ) );
|
|
gubNumberOfBuildings = 0;
|
|
|
|
if ( (gbWorldSectorZ > 0) || gfEditMode)
|
|
{
|
|
return;
|
|
}
|
|
|
|
#ifdef ROOF_DEBUG
|
|
memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
|
|
#endif
|
|
|
|
// reset ALL reachable flags
|
|
// do once before we start building generation for
|
|
// whole map
|
|
for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
|
|
{
|
|
gpWorldLevelData[ uiLoop ].uiFlags &= ~(MAPELEMENT_REACHABLE);
|
|
gpWorldLevelData[ uiLoop ].ubExtFlags[0] &= ~(MAPELEMENT_EXT_ROOFCODE_VISITED);
|
|
}
|
|
|
|
// search through world
|
|
// for each location in a room try to find building info
|
|
for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
|
|
{
|
|
if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( (INT16) uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
|
|
{
|
|
GenerateBuilding( (INT16) uiLoop );
|
|
}
|
|
}
|
|
}
|
|
|
|
INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp )
|
|
{
|
|
BUILDING * pBuilding;
|
|
#ifndef VANILLA_BUILDING_CLIMBING
|
|
INT16 sGridNo;
|
|
INT16 sTestGridNo;
|
|
UINT8 ubTestDir;
|
|
#else
|
|
UINT8 ubNumClimbSpots;
|
|
INT16 * psClimbSpots;
|
|
UINT8 ubLoop;
|
|
#endif
|
|
INT16 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE;
|
|
|
|
pBuilding = FindBuilding( sDesiredGridNo );
|
|
if (!pBuilding)
|
|
{
|
|
return( NOWHERE );
|
|
}
|
|
|
|
#ifndef VANILLA_BUILDING_CLIMBING
|
|
for (sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++)
|
|
{
|
|
if (gubBuildingInfo[ sGridNo ] == gubBuildingInfo[ sDesiredGridNo ] &&
|
|
gpWorldLevelData[ sGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT)
|
|
{
|
|
// Found a climb point for this building
|
|
if (fClimbUp)
|
|
{
|
|
for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2)
|
|
{
|
|
sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
|
|
if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
|
|
{
|
|
// Found a matching climb point
|
|
if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY || sTestGridNo == pSoldier->sGridNo)
|
|
&& (WhoIsThere2( sGridNo, 1 ) == NOBODY) &&
|
|
(!pSoldier || !InGas( pSoldier, sTestGridNo ) ) )
|
|
{
|
|
// And it's open
|
|
sDistance = PythSpacesAway( sStartGridNo, sTestGridNo );
|
|
if (sDistance < sClosestDistance )
|
|
{
|
|
sClosestDistance = sDistance;
|
|
sClosestSpot = sTestGridNo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2)
|
|
{
|
|
sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
|
|
if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
|
|
{
|
|
// Found a matching climb point
|
|
if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY) &&
|
|
(WhoIsThere2( sGridNo, 1 ) == NOBODY || sGridNo == pSoldier->sGridNo) &&
|
|
(!pSoldier || !InGas( pSoldier, sTestGridNo ) ) )
|
|
{
|
|
// And it's open
|
|
sDistance = PythSpacesAway( sStartGridNo, sGridNo );
|
|
if (sDistance < sClosestDistance )
|
|
{
|
|
sClosestDistance = sDistance;
|
|
sClosestSpot = sGridNo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
ubNumClimbSpots = pBuilding->ubNumClimbSpots;
|
|
|
|
if (fClimbUp)
|
|
{
|
|
psClimbSpots = pBuilding->sUpClimbSpots;
|
|
}
|
|
else
|
|
{
|
|
psClimbSpots = pBuilding->sDownClimbSpots;
|
|
}
|
|
|
|
for ( ubLoop = 0; ubLoop < ubNumClimbSpots; ubLoop++ )
|
|
{
|
|
if ( (WhoIsThere2( pBuilding->sUpClimbSpots[ ubLoop ], 0 ) == NOBODY)
|
|
&& (WhoIsThere2( pBuilding->sDownClimbSpots[ ubLoop ], 1 ) == NOBODY) &&
|
|
(!pSoldier || !InGas( pSoldier, psClimbSpots[ ubLoop] ) ) )
|
|
{
|
|
sDistance = PythSpacesAway( sStartGridNo, psClimbSpots[ ubLoop ] );
|
|
if (sDistance < sClosestDistance )
|
|
{
|
|
sClosestDistance = sDistance;
|
|
sClosestSpot = psClimbSpots[ ubLoop ];
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return( sClosestSpot );
|
|
}
|
|
|
|
BOOLEAN SameBuilding( INT16 sGridNo1, INT16 sGridNo2 )
|
|
{
|
|
if ( gubBuildingInfo[ sGridNo1 ] == NO_BUILDING )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
if ( gubBuildingInfo[ sGridNo2 ] == NO_BUILDING )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) );
|
|
}
|