Files
source/TileEngine/Exit Grids.h
T
Wanne 14750c6903 **********************************************************
** 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
2010-02-28 18:38:52 +00:00

52 lines
1.7 KiB
C++

#ifndef __EXIT_GRIDS_H
#define __EXIT_GRIDS_H
#include "Fileman.h"
#include "Worlddef.h"
//dnl ch42 250909
typedef struct
{
INT16 usGridNo;
UINT8 ubGotoSectorX;
UINT8 ubGotoSectorY;
UINT8 ubGotoSectorZ;
}_OLD_EXITGRID;
class EXITGRID// For exit grids (object level)
{
// If an item pool is also in same gridno, then this would be a separate levelnode in the object level list
public:
INT32 usGridNo;// Sweet spot for placing mercs in new sector.
UINT8 ubGotoSectorX;
UINT8 ubGotoSectorY;
UINT8 ubGotoSectorZ;
public:
EXITGRID& operator=(const _OLD_EXITGRID& src);
BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
};
BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex );
BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode );
BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid );
void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid );
void RemoveExitGridFromWorld( INT32 iMapIndex );
//dnl ch42 250909
void SaveExitGrids(HWFILE hFile, UINT16 usNumExitGrids, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion);
void AttemptToChangeFloorLevel( INT8 bRelativeZLevel );
extern EXITGRID gExitGrid;
extern BOOLEAN gfOverrideInsertionWithExitGrid;
// Finds closest ExitGrid of same type as is at gridno, within a radius. Checks
// valid paths, destinations, etc.
INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadius );
#endif