mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
499 lines
13 KiB
C++
499 lines
13 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[ WORLD_MAX ];
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BUILDING gBuildings[ MAX_BUILDINGS ];
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UINT8 gubNumberOfBuildings;
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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( INT16 sDesiredSpot )
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{
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UINT32 uiLoop;
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UINT32 uiLoop2;
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INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
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INT16 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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INT16 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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// WDS - Clean up inventory handling
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// set up fake soldier for location testing
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// memset( &FakeSoldier, 0, SIZEOF_SOLDIERTYPE );
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FakeSoldier.initialize();
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FakeSoldier.sGridNo = sDesiredSpot;
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FakeSoldier.bLevel = 1;
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FakeSoldier.bTeam = 1;
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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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// 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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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 = (INT16) ( 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 = (INT16) ( 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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if (fFoundWall)
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{
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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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// don't consider people as obstacles
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if ( NewOKDestination( &FakeSoldier, sCurrGridNo, FALSE, 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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}
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// if location is added as a spot, reset uiChanceIn
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uiChanceIn = ROOF_LOCATION_CHANCE;
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#ifdef ROOF_DEBUG
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gsCoverValue[sCurrGridNo] = 99;
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#endif
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// skip the next spot
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bSkipSpots = 1;
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}
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else
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{
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// if location is not added, 100% chance of handling next location
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// and the next until we can add one
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uiChanceIn = 1;
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}
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}
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else
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{
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// didn't pick this location, so increase chance that next location
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// will be considered
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if (uiChanceIn > 2)
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{
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uiChanceIn--;
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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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// can't select this spot
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if ( (sPrevGridNo != NOWHERE) && (pBuilding->ubNumClimbSpots > 0) )
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{
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if ( pBuilding->sDownClimbSpots[ pBuilding->ubNumClimbSpots - 1 ] == sCurrGridNo )
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{
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// unselect previous spot
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pBuilding->ubNumClimbSpots--;
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// overwrote a selected spot so go into automatic selection for later
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uiChanceIn = 1;
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#ifdef ROOF_DEBUG
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// reset marker
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gsCoverValue[sPrevGridNo] = 1;
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#endif
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}
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}
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// skip the next gridno
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bSkipSpots = 1;
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}
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}
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uiLoop2++;
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}
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// If we've run out of loop before we've run out of building, then there is
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// something that has gone pear shaped
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if(uiLoop2 >= WORLD_MAX)
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{
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UINT8 x = 0;
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UINT8 y = 0;
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while((sDesiredSpot - ((y + 1) * 160)) >= 0)
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{
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y++;
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}
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x = sDesiredSpot - (y * 160);
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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 ));
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}
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// at end could prune # of locations if there are too many
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/*
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#ifdef ROOF_DEBUG
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SetRenderFlags( RENDER_FLAG_FULL );
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RenderWorld();
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RenderCoverDebug( );
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InvalidateScreen( );
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EndFrameBufferRender();
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RefreshScreen( NULL );
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#endif
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*/
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return( pBuilding );
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}
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BUILDING * FindBuilding( INT16 sGridNo )
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{
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UINT8 ubBuildingID;
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//UINT8 ubRoomNo;
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if (sGridNo <= 0 || sGridNo > WORLD_MAX)
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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( INT16 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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void GenerateBuildings( void )
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{
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UINT32 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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// 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( (INT16) uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
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{
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GenerateBuilding( (INT16) uiLoop );
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}
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}
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}
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INT16 FindClosestClimbPoint( SOLDIERTYPE *pSoldier, INT16 sStartGridNo, INT16 sDesiredGridNo, BOOLEAN fClimbUp )
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{
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BUILDING * pBuilding;
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UINT8 ubNumClimbSpots;
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INT16 * psClimbSpots;
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UINT8 ubLoop;
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INT16 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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ubNumClimbSpots = pBuilding->ubNumClimbSpots;
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if (fClimbUp)
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{
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psClimbSpots = pBuilding->sUpClimbSpots;
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}
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else
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{
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psClimbSpots = pBuilding->sDownClimbSpots;
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}
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for ( ubLoop = 0; ubLoop < ubNumClimbSpots; ubLoop++ )
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{
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if ( (WhoIsThere2( pBuilding->sUpClimbSpots[ ubLoop ], 0 ) == NOBODY)
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&& (WhoIsThere2( pBuilding->sDownClimbSpots[ ubLoop ], 1 ) == NOBODY) &&
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(!pSoldier || !InGas( pSoldier, psClimbSpots[ ubLoop] ) ) )
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{
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sDistance = PythSpacesAway( sStartGridNo, psClimbSpots[ ubLoop ] );
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if (sDistance < sClosestDistance )
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{
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sClosestDistance = sDistance;
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sClosestSpot = psClimbSpots[ ubLoop ];
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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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BOOLEAN SameBuilding( INT16 sGridNo1, INT16 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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} |