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** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
782 lines
20 KiB
C++
782 lines
20 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "Types.h"
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#include "Buildings.h"
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#include "Isometric Utils.h"
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#include "Pathai.h"
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#include "Structure Wrap.h"
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#include "Random.h"
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#include "Overhead.h"
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#include "Render Fun.h"
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#include "Strategicmap.h"
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#include "Sys Globals.h"
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#include "worldman.h"
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#endif
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#include "AIInternals.h"
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#define ROOF_LOCATION_CHANCE 8
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UINT8* gubBuildingInfo = NULL;
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BUILDING gBuildings[ MAX_BUILDINGS ];
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UINT8 gubNumberOfBuildings;
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#ifdef ROOF_DEBUG
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extern INT16 gsCoverValue[WORLD_MAX];
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#include "video.h"
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#include "renderworld.h"
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#endif
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// WANNE: Overhauls new building climbing only works with A* enabled
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// -------------------------
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// A* building climbing - BEGIN
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// -------------------------
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#ifdef USE_ASTAR_PATHS
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BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
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{
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if (gubNumberOfBuildings + 1 >= MAX_BUILDINGS)
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{
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return( NULL );
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}
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// increment # of buildings
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gubNumberOfBuildings++;
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// clear entry
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gBuildings[ gubNumberOfBuildings ].ubNumClimbSpots = 0;
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*pubBuilding = gubNumberOfBuildings;
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// return pointer (have to subtract 1 since we just added 1
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return( &(gBuildings[ gubNumberOfBuildings ]) );
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}
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BUILDING * FindBuilding( INT32 sGridNo )
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{
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UINT8 ubBuildingID;
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if ( TileIsOutOfBounds( sGridNo ) )
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{
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return( NULL );
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}
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// id 0 indicates no building
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ubBuildingID = gubBuildingInfo[ sGridNo ];
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if ( ubBuildingID == NO_BUILDING )
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{
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return( NULL );
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/*
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// need extra checks to see if is valid spot...
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// must have valid room information and be a flat-roofed
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// building
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if ( InARoom( sGridNo, &ubRoomNo ) && (FindStructure( sGridNo, STRUCTURE_NORMAL_ROOF ) != NULL) )
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{
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return( GenerateBuilding( sGridNo ) );
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}
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else
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{
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return( NULL );
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}
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*/
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}
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else if ( ubBuildingID > gubNumberOfBuildings ) // huh?
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{
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return( NULL );
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}
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return( &(gBuildings[ ubBuildingID ]) );
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}
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BOOLEAN InBuilding( INT32 sGridNo )
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{
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if ( FindBuilding( sGridNo ) == NULL )
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{
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return( FALSE );
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}
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return( TRUE );
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}
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BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 )
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{
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if ( gubBuildingInfo[ sGridNo1 ] == NO_BUILDING )
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{
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return( FALSE );
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}
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if ( gubBuildingInfo[ sGridNo2 ] == NO_BUILDING )
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{
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return( FALSE );
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}
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return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) );
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}
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BUILDING * GenerateBuilding( INT32 sDesiredSpot )
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{
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BUILDING * pBuilding;
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UINT8 ubBuildingID = 0;
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pBuilding = CreateNewBuilding( &ubBuildingID );
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if (!pBuilding)
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{
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return( NULL );
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}
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// Set reachable
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RoofReachableTest( sDesiredSpot, ubBuildingID );
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// 0verhaul: The RoofReachableTest now finds ALL of the climb points for each climbable building, instead of a max of
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// 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.
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// So the array of up-climbs and down-climbs is now obsolete. FindClosestClimbPoint is now updated to search the map
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// for these flags.
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return( pBuilding );
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}
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void GenerateBuildings( void )
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{
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INT32 uiLoop;
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// init building structures and variables
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memset( gubBuildingInfo, 0, WORLD_MAX * sizeof( UINT8 ) );
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memset( &gBuildings, 0, MAX_BUILDINGS * sizeof( BUILDING ) );
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gubNumberOfBuildings = 0;
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if ( (gbWorldSectorZ > 0) || gfEditMode)
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{
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return;
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}
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#ifdef ROOF_DEBUG
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memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
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#endif
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// reset ALL reachable flags
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// do once before we start building generation for
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// whole map
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for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
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{
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gpWorldLevelData[ uiLoop ].uiFlags &= ~(MAPELEMENT_REACHABLE);
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gpWorldLevelData[ uiLoop ].ubExtFlags[0] &= ~(MAPELEMENT_EXT_ROOFCODE_VISITED);
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}
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// search through world
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// for each location in a room try to find building info
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for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
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{
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if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
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{
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GenerateBuilding( uiLoop );
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}
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}
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}
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INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp )
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{
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BUILDING * pBuilding;
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INT32 sGridNo;
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INT32 sTestGridNo;
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UINT8 ubTestDir;
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INT32 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE;
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pBuilding = FindBuilding( sDesiredGridNo );
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if (!pBuilding)
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{
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return( NOWHERE );
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}
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for (sGridNo = 0; sGridNo < WORLD_MAX; sGridNo++)
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{
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if (gubBuildingInfo[ sGridNo ] == gubBuildingInfo[ sDesiredGridNo ] &&
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gpWorldLevelData[ sGridNo ].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT)
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{
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// Found a climb point for this building
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if (fClimbUp)
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{
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for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2)
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{
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sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
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if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
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{
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// Found a matching climb point
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if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY || sTestGridNo == pSoldier->sGridNo)
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&& (WhoIsThere2( sGridNo, 1 ) == NOBODY) &&
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(!pSoldier || !InGas( pSoldier, sTestGridNo ) ) )
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{
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// And it's open
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sDistance = PythSpacesAway( sStartGridNo, sTestGridNo );
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if (sDistance < sClosestDistance )
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{
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sClosestDistance = sDistance;
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sClosestSpot = sTestGridNo;
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}
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}
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}
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}
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}
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else
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{
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for (ubTestDir = 0; ubTestDir < 8; ubTestDir += 2)
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{
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sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
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if (gpWorldLevelData[ sTestGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
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{
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// Found a matching climb point
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if ( (WhoIsThere2( sTestGridNo, 0 ) == NOBODY) &&
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(WhoIsThere2( sGridNo, 1 ) == NOBODY || sGridNo == pSoldier->sGridNo) &&
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(!pSoldier || !InGas( pSoldier, sTestGridNo ) ) )
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{
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// And it's open
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sDistance = PythSpacesAway( sStartGridNo, sGridNo );
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if (sDistance < sClosestDistance )
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{
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sClosestDistance = sDistance;
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sClosestSpot = sGridNo;
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}
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}
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}
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}
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}
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}
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}
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return( sClosestSpot );
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}
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// -------------------------
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// A* building climbing - END
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// -------------------------
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// -------------------------
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// JA2 vanilla building climbing - BEGIN
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// -------------------------
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#else
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BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
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{
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if (gubNumberOfBuildings + 1 >= MAX_BUILDINGS)
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{
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return( NULL );
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}
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// increment # of buildings
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gubNumberOfBuildings++;
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// clear entry
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gBuildings[ gubNumberOfBuildings ].ubNumClimbSpots = 0;
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*pubBuilding = gubNumberOfBuildings;
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// return pointer (have to subtract 1 since we just added 1
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return( &(gBuildings[ gubNumberOfBuildings ]) );
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}
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BUILDING * GenerateBuilding( INT32 sDesiredSpot )
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{
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INT32 uiLoop;
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INT32 uiLoop2;
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INT32 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
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INT32 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
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UINT8 ubDirection, ubTempDirection;
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BOOLEAN fFoundDir, fFoundWall;
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UINT32 uiChanceIn = ROOF_LOCATION_CHANCE; // chance of a location being considered
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INT32 sWallGridNo;
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INT8 bDesiredOrientation;
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INT8 bSkipSpots = 0;
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SOLDIERTYPE FakeSoldier;
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BUILDING * pBuilding;
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UINT8 ubBuildingID = 0;
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INT32 iLoopCount = 0;
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pBuilding = CreateNewBuilding( &ubBuildingID );
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if (!pBuilding)
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{
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return( NULL );
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}
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FakeSoldier.sGridNo = sDesiredSpot;
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FakeSoldier.pathing.bLevel = 1;
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FakeSoldier.bTeam = 1;
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// Set reachable
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RoofReachableTest( sDesiredSpot, ubBuildingID );
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// From sGridNo, search until we find a spot that isn't part of the building
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ubDirection = NORTHWEST;
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sTempGridNo = sDesiredSpot;
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// using diagonal directions to hopefully prevent picking a
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// spot that
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while( (gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE ) )
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{
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sNextTempGridNo = NewGridNo( sTempGridNo, DirectionInc( ubDirection ) );
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if ( sTempGridNo == sNextTempGridNo )
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{
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// hit edge of map!??!
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return( NULL );
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}
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else
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{
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sTempGridNo = sNextTempGridNo;
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}
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}
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// we've got our spot
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sStartGridNo = sTempGridNo;
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sCurrGridNo = sStartGridNo;
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sVeryTemporaryGridNo = NewGridNo( sCurrGridNo, DirectionInc( EAST ) );
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if ( gpWorldLevelData[ sVeryTemporaryGridNo ].uiFlags & MAPELEMENT_REACHABLE )
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{
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// go north first
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ubDirection = NORTH;
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}
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else
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{
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// go that way (east)
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ubDirection = EAST;
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}
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gpWorldLevelData[ sStartGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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uiLoop2 = 0;
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while(uiLoop2 < WORLD_MAX)
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{
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// if point to (2 clockwise) is not part of building and is not visited,
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// or is starting point, turn!
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ ubDirection ] ) );
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sTempGridNo = sRightGridNo;
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if ( ( ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[ sTempGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) ) || (sTempGridNo == sStartGridNo) ) && (sCurrGridNo != sStartGridNo) )
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{
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iLoopCount++;
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if ( iLoopCount >= 10 )
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{
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return( NULL );
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}
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ubDirection = gTwoCDirection[ ubDirection ];
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// try in that direction
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continue;
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}
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iLoopCount = 0;
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// if spot ahead is part of building, turn
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubDirection ) );
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if ( gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE )
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{
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// first search for a spot that is neither part of the building or visited
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// we KNOW that the spot in the original direction is blocked, so only loop 3 times
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ubTempDirection = gTwoCDirection[ ubDirection ];
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fFoundDir = FALSE;
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for ( uiLoop = 0; uiLoop < 3; uiLoop++ )
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{
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubTempDirection ) );
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if ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) && !(gpWorldLevelData[ sTempGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) )
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{
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// this is the way to go!
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fFoundDir = TRUE;
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break;
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}
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ubTempDirection = gTwoCDirection[ ubTempDirection ];
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}
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if (!fFoundDir)
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{
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// now search for a spot that is just not part of the building
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ubTempDirection = gTwoCDirection[ ubDirection ];
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fFoundDir = FALSE;
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for ( uiLoop = 0; uiLoop < 3; uiLoop++ )
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{
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sTempGridNo = NewGridNo( sCurrGridNo, DirectionInc( ubTempDirection ) );
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if ( !(gpWorldLevelData[ sTempGridNo ].uiFlags & MAPELEMENT_REACHABLE) )
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{
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// this is the way to go!
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fFoundDir = TRUE;
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break;
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}
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ubTempDirection = gTwoCDirection[ ubTempDirection ];
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}
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if (!fFoundDir)
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{
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// WTF is going on?
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return( NULL );
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}
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}
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ubDirection = ubTempDirection;
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// try in that direction
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continue;
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}
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// move ahead
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sPrevGridNo = sCurrGridNo;
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sCurrGridNo = sTempGridNo;
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ ubDirection ] ) );
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#ifdef ROOF_DEBUG
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if (gsCoverValue[sCurrGridNo] == 0x7F7F)
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{
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gsCoverValue[sCurrGridNo] = 1;
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}
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else if (gsCoverValue[sCurrGridNo] >= 0)
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{
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gsCoverValue[sCurrGridNo]++;
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}
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DebugAI( String( "Roof code visits %d", sCurrGridNo ) );
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#endif
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if (sCurrGridNo == sStartGridNo)
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{
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// done
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break;
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}
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if ( !(gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] & MAPELEMENT_EXT_ROOFCODE_VISITED) )
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{
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gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
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// consider this location as possible climb gridno
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// there must be a regular wall adjacent to this for us to consider it a
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// climb gridno
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// if the direction is east or north, the wall would be in our gridno;
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// if south or west, the wall would be in the gridno two clockwise
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fFoundWall = FALSE;
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// There must not be roof here either. There are places where a pitched roof butts up against a flat roof.
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// Don't mark such a border as a climb point. Otherwise AI units will get stuck.
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if (FindStructure( sCurrGridNo, STRUCTURE_ROOF ) == NULL &&
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NewOKDestination( &FakeSoldier, sCurrGridNo, FALSE, 0 ) )
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{
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switch( ubDirection )
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{
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case NORTH:
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sWallGridNo = sCurrGridNo;
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bDesiredOrientation = OUTSIDE_TOP_RIGHT;
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break;
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case EAST:
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sWallGridNo = sCurrGridNo;
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bDesiredOrientation = OUTSIDE_TOP_LEFT;
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break;
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case SOUTH:
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sWallGridNo = ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) );
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bDesiredOrientation = OUTSIDE_TOP_RIGHT;
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break;
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case WEST:
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sWallGridNo = ( sCurrGridNo + DirectionInc( gTwoCDirection[ ubDirection ] ) );
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bDesiredOrientation = OUTSIDE_TOP_LEFT;
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break;
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default:
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// what the heck?
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return( NULL );
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}
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if (bDesiredOrientation == OUTSIDE_TOP_LEFT)
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{
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if (WallExistsOfTopLeftOrientation( sWallGridNo ))
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{
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fFoundWall = TRUE;
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}
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}
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else
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{
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if (WallExistsOfTopRightOrientation( sWallGridNo ))
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{
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fFoundWall = TRUE;
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}
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}
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}
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if (fFoundWall)
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{
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#ifdef ROOF_DEBUG
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gsCoverValue[sCurrGridNo] = 50;
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#endif
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if (bSkipSpots > 0)
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{
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bSkipSpots--;
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}
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else if ( Random( uiChanceIn ) == 0 )
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{
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pBuilding->sUpClimbSpots[ pBuilding->ubNumClimbSpots ] = sCurrGridNo;
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pBuilding->sDownClimbSpots[ pBuilding->ubNumClimbSpots ] = sRightGridNo;
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pBuilding->ubNumClimbSpots++;
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if ( pBuilding->ubNumClimbSpots == MAX_CLIMBSPOTS_PER_BUILDING)
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{
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// gotta stop!
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return( pBuilding );
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}
|
|
|
|
// 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 ( ( !TileIsOutOfBounds(sPrevGridNo)) && (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) * WORLD_COLS)) >= 0)
|
|
{
|
|
y++;
|
|
}
|
|
x = sDesiredSpot - (y * WORLD_COLS);
|
|
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
|
|
|
|
return( pBuilding );
|
|
}
|
|
|
|
BUILDING * FindBuilding( INT32 sGridNo )
|
|
{
|
|
UINT8 ubBuildingID;
|
|
|
|
if ( TileIsOutOfBounds( sGridNo ) )
|
|
{
|
|
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( INT32 sGridNo )
|
|
{
|
|
if ( FindBuilding( sGridNo ) == NULL )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void GenerateBuildings( void )
|
|
{
|
|
INT32 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( uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
|
|
{
|
|
GenerateBuilding( uiLoop );
|
|
}
|
|
}
|
|
}
|
|
|
|
INT32 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp )
|
|
{
|
|
BUILDING * pBuilding;
|
|
INT32 sDistance, sClosestDistance = 1000, sClosestSpot= NOWHERE;
|
|
|
|
pBuilding = FindBuilding( sDesiredGridNo );
|
|
if (!pBuilding)
|
|
{
|
|
return( NOWHERE );
|
|
}
|
|
|
|
// WANNE: This code is from Overhauls A* climbing building, but also works here.
|
|
/*
|
|
INT32 sTestGridNo;
|
|
UINT8 ubTestDir;
|
|
INT32 sGridNo;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return( sClosestSpot );
|
|
*/
|
|
|
|
// WANNE: This code is from "vanilla" climbing
|
|
UINT8 ubNumClimbSpots;
|
|
INT32 * psClimbSpots;
|
|
UINT8 ubLoop;
|
|
|
|
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 ];
|
|
}
|
|
}
|
|
}
|
|
|
|
return( sClosestSpot );
|
|
}
|
|
|
|
BOOLEAN SameBuilding( INT32 sGridNo1, INT32 sGridNo2 )
|
|
{
|
|
if ( gubBuildingInfo[ sGridNo1 ] == NO_BUILDING )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
if ( gubBuildingInfo[ sGridNo2 ] == NO_BUILDING )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
return( (BOOLEAN) (gubBuildingInfo[ sGridNo1] == gubBuildingInfo[ sGridNo2 ]) );
|
|
}
|
|
|
|
#endif
|
|
// -------------------------
|
|
// JA2 vanilla building climbing - END
|
|
// -------------------------
|