Files
source/TileEngine/Exit Grids.cpp
T
2021-03-11 20:41:44 +00:00

560 lines
15 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "debug.h"
#include "worlddef.h"
#include "worldman.h"
#include "Exit Grids.h"
#include "Editor Undo.h"
#include "StrategicMap.h"
#include "Strategic Movement.h"
#include "message.h"
#include "pathai.h"
#include "Animation Control.h"
#include "Sys Globals.h"
#include "SaveLoadMap.h"
#include "Text.h"
#endif
#if 0//dnl ch86 180214
BOOLEAN gfLoadingExitGrids = FALSE;
//used by editor.
EXITGRID gExitGrid = {0,1,1,0};
BOOLEAN gfOverrideInsertionWithExitGrid = FALSE;
//<SB>
#define MAX_EXITGRIDS 4096
EXITGRID gpExitGrids[MAX_EXITGRIDS];
UINT guiExitGridsCount = 0;
//INT32 ConvertExitGridToINT32( EXITGRID *pExitGrid )
//{
// INT32 iExitGridInfo;
// iExitGridInfo = (pExitGrid->ubGotoSectorX-1)<< 28;
// iExitGridInfo += (pExitGrid->ubGotoSectorY-1)<< 24;
// iExitGridInfo += pExitGrid->ubGotoSectorZ << 20;
// iExitGridInfo += pExitGrid->usGridNo & 0x0000ffff;
// return iExitGridInfo;
//}
//
//void ConvertINT32ToExitGrid( INT32 iExitGridInfo, EXITGRID *pExitGrid )
//{
// //convert the int into 4 unsigned bytes.
// pExitGrid->ubGotoSectorX = (UINT8)(((iExitGridInfo & 0xf0000000)>>28)+1);
// pExitGrid->ubGotoSectorY = (UINT8)(((iExitGridInfo & 0x0f000000)>>24)+1);
// pExitGrid->ubGotoSectorZ = (UINT8)((iExitGridInfo & 0x00f00000)>>20);
// pExitGrid->usGridNo = (UINT16)(iExitGridInfo & 0x0000ffff);
//}
#else
BOOLEAN gfLoadingExitGrids = FALSE;
BOOLEAN gfOverrideInsertionWithExitGrid = FALSE;
EXITGRID gExitGrid;
EXITGRID *ExitGridTable = NULL;
UINT16 gusNumExitGrids = 0;
#endif
BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid )
{
#if 0//dnl ch86 170214
LEVELNODE *pShadow;
pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
//Search through object layer for an exitgrid
while( pShadow )
{
if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
{
//<SB>
// ConvertINT32ToExitGrid( pShadow->iExitGridInfo, pExitGrid );
memcpy(pExitGrid, pShadow->pExitGridInfo, sizeof(EXITGRID));
//</SB>
return TRUE;
}
pShadow = pShadow->pNext;
}
return FALSE;
#else
INT32 i = 0;
while(i < gusNumExitGrids)
{
if(ExitGridTable[i].iMapIndex == usMapIndex)
{
*pExitGrid = ExitGridTable[i];
return(TRUE);
}
i++;
}
return(FALSE);
#endif
}
BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex )
{
LEVELNODE *pShadow;
pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
//Search through object layer for an exitgrid
while( pShadow )
{
if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
{
return TRUE;
}
pShadow = pShadow->pNext;
}
return FALSE;
}
BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode )
{
LEVELNODE *pShadow;
pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
//Search through object layer for an exitgrid
while( pShadow )
{
if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
{
*ppLevelNode = pShadow;
return TRUE;
}
pShadow = pShadow->pNext;
}
return FALSE;
}
void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid )
{
#if 0//dnl ch86 180214
LEVELNODE *pShadow, *tail;
pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead;
//Search through object layer for an exitgrid
while( pShadow )
{
tail = pShadow;
if( pShadow->uiFlags & LEVELNODE_EXITGRID )
{ //we have found an existing exitgrid in this node, so replace it with the new information.
memcpy(pShadow->pExitGridInfo, pExitGrid, sizeof(EXITGRID));//dnl ch80 011213
return;
}
pShadow = pShadow->pNext;
}
// Add levelnode
AddShadowToHead( iMapIndex, MOCKFLOOR1 );
// Get new node
pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead;
//fill in the information for the new exitgrid levelnode.
//<SB>
// pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid );
memcpy(gpExitGrids + guiExitGridsCount, pExitGrid, sizeof(EXITGRID));
pShadow->pExitGridInfo = gpExitGrids + guiExitGridsCount;
guiExitGridsCount++;
//</SB>
pShadow->uiFlags |= ( LEVELNODE_EXITGRID | LEVELNODE_HIDDEN );
//Add the exit grid to the sector, only if we call ApplyMapChangesToMapTempFile() first.
if( !gfEditMode && !gfLoadingExitGrids )
{
AddExitGridToMapTempFile( iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
#else
pExitGrid->iMapIndex = iMapIndex;
INT32 i = 0, j = -1;
while(i < gusNumExitGrids)
{
if(ExitGridTable[i].iMapIndex == pExitGrid->iMapIndex)
{
j = -1;
break;
}
if(j == -1 && ExitGridTable[i].iMapIndex == NOWHERE)
j = i;
i++;
}
if(j != -1)
i = j;
if(i == gusNumExitGrids)
{
gusNumExitGrids++;
ExitGridTable = (EXITGRID*)MemRealloc(ExitGridTable, gusNumExitGrids*sizeof(EXITGRID));
Assert(ExitGridTable);
}
ExitGridTable[i] = *pExitGrid;
LEVELNODE *pShadow = gpWorldLevelData[iMapIndex].pShadowHead;
while(pShadow)
{
if(pShadow->uiFlags & LEVELNODE_EXITGRID)
break;
pShadow = pShadow->pNext;
}
if(!pShadow)
{
AddShadowToHead(iMapIndex, MOCKFLOOR1);
pShadow = gpWorldLevelData[iMapIndex].pShadowHead;
pShadow->uiFlags |= (LEVELNODE_EXITGRID | LEVELNODE_HIDDEN);
if(!gfEditMode && !gfLoadingExitGrids)
AddExitGridToMapTempFile(iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
}
#endif
}
void RemoveExitGridFromWorld( INT32 iMapIndex )
{
#if 0//dnl ch86 180214
UINT16 usDummy;
if( TypeExistsInShadowLayer( iMapIndex, MOCKFLOOR, &usDummy ) )
{
RemoveAllShadowsOfTypeRange( iMapIndex, MOCKFLOOR, MOCKFLOOR );
}
#else
INT32 i = 0;
while(i < gusNumExitGrids)
{
if(ExitGridTable[i].iMapIndex == iMapIndex)
{
ExitGridTable[i].iMapIndex = NOWHERE;
RemoveAllShadowsOfTypeRange(iMapIndex, MOCKFLOOR, MOCKFLOOR);
break;
}
i++;
}
#endif
}
void TrashExitGridTable(void)//dnl ch86 170214
{
if(ExitGridTable)
MemFree(ExitGridTable);
ExitGridTable = NULL;
gusNumExitGrids = 0;
}
//dnl ch42 250909
EXITGRID& EXITGRID::operator=(const _OLD_EXITGRID& src)
{
if((void*)this != (void*)&src)
{
iMapIndex = src.sMapIndex;//dnl ch86 170214
usGridNo = src.usGridNo;
ubGotoSectorX = src.ubGotoSectorX;
ubGotoSectorY = src.ubGotoSectorY;
ubGotoSectorZ = src.ubGotoSectorZ;
}
return(*this);
}
BOOLEAN EXITGRID::Load(INT8** hBuffer, FLOAT dMajorMapVersion)
{
if(dMajorMapVersion < 7.0)
{
_OLD_EXITGRID OldExitGrid;
LOADDATA(&OldExitGrid, *hBuffer, 2+5);// Never use sizeof(_OLD_EXITGRID) because return 6 and all maps was saved with 2+5 bytes //dnl ch86 170214
*this = OldExitGrid;
}
else
LOADDATA(this, *hBuffer, sizeof(EXITGRID));
return(TRUE);
}
BOOLEAN EXITGRID::Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
{
PTR pData = this;
UINT32 uiBytesToWrite = sizeof(EXITGRID);
_OLD_EXITGRID OldExitGrid;
if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
{
OldExitGrid.sMapIndex = iMapIndex;//dnl ch86 170214
OldExitGrid.usGridNo = usGridNo;
OldExitGrid.ubGotoSectorX = ubGotoSectorX;
OldExitGrid.ubGotoSectorY = ubGotoSectorY;
OldExitGrid.ubGotoSectorZ = ubGotoSectorZ;
pData = &OldExitGrid;
uiBytesToWrite = 2+5;// Never use sizeof(_OLD_EXITGRID) because return 6 and all maps was saved with 2+5 bytes //dnl ch86 170214
}
UINT32 uiBytesWritten = 0;
FileWrite(hFile, pData, uiBytesToWrite, &uiBytesWritten);
if(uiBytesToWrite == uiBytesWritten)
return(TRUE);
return(FALSE);
}
void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion)
{
UINT16 usNumExitGrids;
INT32 usMapIndex;
EXITGRID ExitGrid;
#if 0//dnl ch86 170214
// New world is loading so trash all old EXITGRID's
memset(gpExitGrids, 0, sizeof(gpExitGrids));
guiExitGridsCount = 0;
#else
TrashExitGridTable();
#endif
gfLoadingExitGrids = TRUE;
LOADDATA(&usNumExitGrids, *hBuffer, sizeof(usNumExitGrids));
for(int i=0; i<usNumExitGrids; i++)
{
#if 0//dnl ch86 170214
if(dMajorMapVersion < 7.0)
{
UINT16 usOldMapIndex;
LOADDATA(&usOldMapIndex, *hBuffer, sizeof(usOldMapIndex));
usMapIndex = usOldMapIndex;
}
else
LOADDATA(&usMapIndex, *hBuffer, sizeof(usMapIndex));
ExitGrid.Load(hBuffer, dMajorMapVersion);
//dnl ch44 280909 EXITGRID translation
gMapTrn.GetTrnCnt(usMapIndex);
//gMapTrn.GetTrnCnt(ExitGrid.usGridNo);//dnl ch56 151009 This is gridno in sector which size you don't know, so no translation here
AddExitGridToWorld(usMapIndex, &ExitGrid);
#else
ExitGrid.Load(hBuffer, dMajorMapVersion);
gMapTrn.GetTrnCnt(ExitGrid.iMapIndex);
usMapIndex = ExitGrid.iMapIndex;
AddExitGridToWorld(usMapIndex, &ExitGrid);
#endif
}
gfLoadingExitGrids = FALSE;
}
void SaveExitGrids(HWFILE hFile, UINT16 usNumExitGrids, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion)
{
UINT32 uiBytesWritten;
FileWrite(hFile, &usNumExitGrids, sizeof(usNumExitGrids), &uiBytesWritten);
EXITGRID ExitGrid;
UINT32 usNumSaved = 0;
for(INT32 i=0; i<WORLD_MAX; i++)
{
if(GetExitGrid(i, &ExitGrid))
{
#if 0//dnl ch86 170214
if(dMajorMapVersion < 7.0)
{
UINT16 usOldMapIndex = i;
FileWrite(hFile, &usOldMapIndex, sizeof(usOldMapIndex), &uiBytesWritten);
}
else
FileWrite(hFile, &i, sizeof(i), &uiBytesWritten);
#endif
ExitGrid.Save(hFile, dMajorMapVersion, ubMinorMapVersion);
usNumSaved++;
}
}
//If these numbers aren't equal, something is wrong!
Assert(usNumExitGrids == usNumSaved);
}
void AttemptToChangeFloorLevel( INT8 bRelativeZLevel )
{
UINT8 ubLookForLevel=0;
INT32 i;
if( bRelativeZLevel != 1 && bRelativeZLevel != -1 )
return;
//Check if on ground level -- if so, can't go up!
if( bRelativeZLevel == -1 && !gbWorldSectorZ )
{
ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_CANT_GO_UP ], ubLookForLevel );
return;
}
//Check if on bottom level -- if so, can't go down!
if( bRelativeZLevel == 1 && gbWorldSectorZ == 3 )
{
ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_CANT_GO_DOWN ], ubLookForLevel );
return;
}
ubLookForLevel = (UINT8)(gbWorldSectorZ + bRelativeZLevel);
for( i = 0; i < WORLD_MAX; i++ )
{
if( GetExitGrid( i, &gExitGrid ) )
{
if( gExitGrid.ubGotoSectorZ == ubLookForLevel )
{ //found an exit grid leading to the goal sector!
gfOverrideInsertionWithExitGrid = TRUE;
//change all current mercs in the loaded sector, and move them
//to the new sector.
MoveAllGroupsInCurrentSectorToSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, ubLookForLevel );
if( ubLookForLevel )
ScreenMsg( FONT_YELLOW, MSG_INTERFACE, pMessageStrings[ MSG_ENTERING_LEVEL ], ubLookForLevel );
else
ScreenMsg( FONT_YELLOW, MSG_INTERFACE, pMessageStrings[ MSG_LEAVING_BASEMENT ] );
SetCurrentWorldSector( gWorldSectorX, gWorldSectorY, ubLookForLevel );
gfOverrideInsertionWithExitGrid = FALSE;
}
}
}
}
INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT32 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
INT16 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
EXITGRID ExitGrid;
UINT8 ubGotoSectorX, ubGotoSectorY, ubGotoSectorZ;
//Save AI pathing vars. changing the distlimit restricts how
//far away the pathing will consider.
ubSaveNPCAPBudget = gubNPCAPBudget;
ubSaveNPCDistLimit = gubNPCDistLimit;
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
// OK, Get an exit grid ( if possible )
if ( !GetExitGrid( sSweetGridNo, &ExitGrid ) )
{
return( NOWHERE );
}
// Copy our dest values.....
ubGotoSectorX = ExitGrid.ubGotoSectorX;
ubGotoSectorY = ExitGrid.ubGotoSectorY;
ubGotoSectorZ = ExitGrid.ubGotoSectorZ;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
//in the square region.
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sGridNo = pSoldier->sGridNo + (WORLD_COLS * cnt1) + cnt2;
if ( sGridNo >= 0 && sGridNo < WORLD_MAX )
{
gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE);
}
}
}
gfPlotPathToExitGrid = TRUE;
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( pSoldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, PATH_THROUGH_PEOPLE );//dnl ch50 071009
uiLowestRange = 999999;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( pSoldier->sGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sGridNo = pSoldier->sGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
if ( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) &&
gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE )
{
// Go on sweet stop
// ATE: Added this check because for all intensive purposes, cavewalls will be not an OKDEST
// but we want thenm too...
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) )
{
if ( GetExitGrid( sGridNo, &ExitGrid ) )
{
// Is it the same exitgrid?
if ( ExitGrid.ubGotoSectorX == ubGotoSectorX && ExitGrid.ubGotoSectorY == ubGotoSectorY && ExitGrid.ubGotoSectorZ == ubGotoSectorZ )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
}
}
gfPlotPathToExitGrid = FALSE;
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT16 ubRadius )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT32 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
EXITGRID ExitGrid;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
uiLowestRange = 999999;
for( cnt1 = sBottom; cnt1 <= sTop; ++cnt1 )
{
leftmost = ( ( sSrcGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; ++cnt2 )
{
sGridNo = sSrcGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
{
if ( GetExitGrid( sGridNo, &ExitGrid ) )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSrcGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
if ( fFound )
{
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}