Files
source/Editor/Smoothing Utils.h
T

65 lines
2.5 KiB
C

#include "BuildDefines.h"
#ifdef JA2EDITOR
#ifndef __SMOOTHING_UTILS_H
#define __SMOOTHING_UTILS_H
#include "worlddef.h"
//Use these values when specifically replacing a wall with new type.
enum { //Wall tile types
INTERIOR_L, //interior wall with a top left orientation
INTERIOR_R, //interior wall with a top right orientation
EXTERIOR_L, //exterior wall with a top left orientation
EXTERIOR_R, //exterior wall with a top right orientation
INTERIOR_CORNER, //special interior end piece with top left orientation.
//The rest of these walls are special wall tiles for top right orientations.
INTERIOR_BOTTOMEND, //interior wall for bottom corner
EXTERIOR_BOTTOMEND, //exterior wall for bottom corner
INTERIOR_EXTENDED, //extended interior wall for top corner
EXTERIOR_EXTENDED, //extended exterior wall for top corner
INTERIOR_EXTENDED_BOTTOMEND, //extended interior wall for both top and bottom corners.
EXTERIOR_EXTENDED_BOTTOMEND, //extended exterior wall for both top and bottom corners.
NUM_WALL_TYPES
};
//Use these values when passing a ubWallPiece to BuildWallPieces.
enum {
NO_WALLS,
INTERIOR_TOP,
INTERIOR_BOTTOM,
INTERIOR_LEFT,
INTERIOR_RIGHT,
EXTERIOR_TOP,
EXTERIOR_BOTTOM,
EXTERIOR_LEFT,
EXTERIOR_RIGHT,
};
//in newsmooth.c
extern INT8 gbWallTileLUT[NUM_WALL_TYPES][7];
extern void EraseWalls( UINT32 iMapIndex );
extern void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType );
//in Smoothing Utils
void RestoreWalls( UINT32 iMapIndex );
UINT16 SearchForRoofType( UINT32 iMapIndex );
UINT16 SearchForWallType( UINT32 iMapIndex );
BOOLEAN RoofAtGridNo( UINT32 iMapIndex );
BOOLEAN BuildingAtGridNo( UINT32 iMapIndex );
LEVELNODE* GetHorizontalWall( UINT32 iMapIndex );
LEVELNODE* GetVerticalWall( UINT32 iMapIndex );
LEVELNODE* GetVerticalFence( UINT32 iMapIndex );
LEVELNODE* GetHorizontalFence( UINT32 iMapIndex );
UINT16 GetHorizontalWallType( UINT32 iMapIndex );
UINT16 GetVerticalWallType( UINT32 iMapIndex );
void EraseHorizontalWall( UINT32 iMapIndex );
void EraseVerticalWall( UINT32 iMapIndex );
void ChangeHorizontalWall( UINT32 iMapIndex, UINT16 usNewPiece );
void ChangeVerticalWall( UINT32 iMapIndex, UINT16 usNewPiece );
UINT16 GetWallClass( LEVELNODE *pWall );
UINT16 GetVerticalWallClass( UINT16 iMapIndex );
UINT16 GetHorizontalWallClass( UINT16 iMapIndex );
BOOLEAN ValidDecalPlacement( UINT32 iMapIndex );
#endif
#endif