void PasteSmartBrokenWall( INT32 iMapIndex ) { UINT16 usNewWallIndex; LEVELNODE *pWall; UINT32 uiTileType; UINT16 usWallType; UINT16 usIndex; UINT16 usWallOrientation; pWall = GetVerticalWall( iMapIndex ); if( pWall ) { GetTileType( pWall->usIndex, &uiTileType ); usWallType = (UINT16)uiTileType; if( uiTileType >= FIRSTDOOR && uiTileType <= LASTDOOR ) { usWallType = SearchForWallType( iMapIndex ); } GetWallOrientation( pWall->usIndex, &usWallOrientation ); usIndex = CalcSmartBrokenWallIndex( usWallOrientation ); if( usIndex == 0xffff ) { AddToUndoList( iMapIndex ); RemoveStruct( iMapIndex, pWall->usIndex ); } else { AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usWallType, usIndex, &usNewWallIndex ); ReplaceStructIndex( iMapIndex, pWall->usIndex, usNewWallIndex ); } } pWall = GetHorizontalWall( iMapIndex ); if( pWall ) { GetTileType( pWall->usIndex, &uiTileType ); usWallType = (UINT16)uiTileType; if( uiTileType >= FIRSTDOOR && uiTileType <= LASTDOOR ) { //We want to be able to replace doors with a window, however, the doors do not //contain the wall type, so we have to search for the nearest wall to extract it. usWallType = SearchForWallType( iMapIndex ); } GetWallOrientation( pWall->usIndex, &usWallOrientation ); usIndex = CalcSmartBrokenWallIndex( usWallOrientation ); if( usIndex == 0xffff ) { AddToUndoList( iMapIndex ); RemoveStruct( iMapIndex, pWall->usIndex ); } else { AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usWallType, usIndex, &usNewWallIndex ); ReplaceStructIndex( iMapIndex, pWall->usIndex, usNewWallIndex ); } //Calculate the new graphic for the window type selected. } }
void PasteSmartDoor( INT32 iMapIndex ) { LEVELNODE *pWall = NULL; UINT16 usTileIndex; UINT16 usDoorType; UINT16 usIndex; UINT16 usWallOrientation; if( pWall = GetVerticalWall( iMapIndex ) ) { GetWallOrientation( pWall->usIndex, &usWallOrientation ); usIndex = CalcSmartDoorIndex( usWallOrientation ); usDoorType = CalcSmartDoorType(); AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usDoorType, usIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex, pWall->usIndex, usTileIndex ); } if( pWall = GetHorizontalWall( iMapIndex ) ) { GetWallOrientation( pWall->usIndex, &usWallOrientation ); usIndex = CalcSmartDoorIndex( usWallOrientation ); usDoorType = CalcSmartDoorType(); AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usDoorType, usIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex, pWall->usIndex, usTileIndex ); } }
//This will automatically update obsolete map versions to the new ones. This will even //work in the game itself, but would require conversion to happen every time. This is completely //transparent to the rest of the game, but in the editor, obsolete versions will be updated upon //loading and won't be permanently updated until the map is saved, regardless of changes. void UpdateOldVersionMap() { #if 0 //This code is no longer needed since the major version update from 1.0 to 4.0 //However, I am keeping it in for reference. SOLDIERINITNODE *curr; INT32 i; LEVELNODE *pStruct; //VERSION 0 -- obsolete November 14, 1997 if( gMapInformation.ubMapVersion == 0 ) { //Soldier information contained two fixable bugs. gMapInformation.ubMapVersion++; curr = gSoldierInitHead; while( curr ) { //Bug #01) Nodes without detailed slots weren't initialized. if( !curr->pBasicPlacement->fDetailedPlacement ) curr->pDetailedPlacement = NULL; //Bug #02) The attitude variable was accidentally being generated like attributes // which put it completely out of range. if( curr->pBasicPlacement->bAttitude > 7 ) curr->pBasicPlacement->bAttitude = (INT8)Random(8); //go to next node curr = curr->next; } } //VERSION 1 -- obsolete January 7, 1998 if( gMapInformation.ubMapVersion == 1 ) { gMapInformation.ubMapVersion++; //Bug #03) Removing all wall decals from map, because of new changes to the slots // as well as certain decals found commonly in illegal places. for( i = 0; i < WORLD_MAX; i++ ) { RemoveAllStructsOfTypeRange( i, FIRSTWALLDECAL, LASTWALLDECAL ); RemoveAllStructsOfTypeRange( i, FIFTHWALLDECAL, SIXTHWALLDECAL ); } } //VERSION 2 -- obsolete February 3, 1998 if( gMapInformation.ubMapVersion == 2 ) { gMapInformation.ubMapVersion++; curr = gSoldierInitHead; while( curr ) { //Bug #04) Assign enemy mercs default army color code if applicable if( curr->pBasicPlacement->bTeam == ENEMY_TEAM && !curr->pBasicPlacement->ubSoldierClass ) { if( !curr->pDetailedPlacement ) { curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY; } else if( curr->pDetailedPlacement && curr->pDetailedPlacement->ubProfile == NO_PROFILE ) { curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY; curr->pDetailedPlacement->ubSoldierClass = SOLDIER_CLASS_ARMY; } } curr = curr->next; } } //VERSION 3 -- obsolete February 9, 1998 if( gMapInformation.ubMapVersion == 3 ) { gMapInformation.ubMapVersion++; //Bug #05) Move entry points down if necessary. ValidateEntryPointGridNo( &gMapInformation.sNorthGridNo ); ValidateEntryPointGridNo( &gMapInformation.sEastGridNo ); ValidateEntryPointGridNo( &gMapInformation.sSouthGridNo ); ValidateEntryPointGridNo( &gMapInformation.sWestGridNo ); } //VERSION 4 -- obsolete February 25, 1998 if( gMapInformation.ubMapVersion == 4 ) { gMapInformation.ubMapVersion++; //6) Change all doors to FIRSTDOOR for( i = 0; i < WORLD_MAX; i++ ) { //NOTE: Here are the index values for the various doors //DOOR OPEN CLOSED //FIRST 916 912 //SECOND 936 932 //THIRD 956 952 //FOURTH 976 972 pStruct = gpWorldLevelData[ i ].pStructHead; while( pStruct ) { //outside topleft if( pStruct->usIndex == 932 || pStruct->usIndex == 952 || pStruct->usIndex == 972 ) { ReplaceStructIndex( i, pStruct->usIndex, 912 ); break; } else if( pStruct->usIndex == 936 || pStruct->usIndex == 956 || pStruct->usIndex == 976 ) { ReplaceStructIndex( i, pStruct->usIndex, 916 ); break; } //outside topright else if( pStruct->usIndex == 927 || pStruct->usIndex == 947 || pStruct->usIndex == 967 ) { ReplaceStructIndex( i, pStruct->usIndex, 907 ); break; } else if( pStruct->usIndex == 931 || pStruct->usIndex == 951 || pStruct->usIndex == 971 ) { ReplaceStructIndex( i, pStruct->usIndex, 911 ); break; } //inside topleft else if( pStruct->usIndex == 942 || pStruct->usIndex == 962 || pStruct->usIndex == 982 ) { ReplaceStructIndex( i, pStruct->usIndex, 922 ); break; } else if( pStruct->usIndex == 946 || pStruct->usIndex == 966 || pStruct->usIndex == 986 ) { ReplaceStructIndex( i, pStruct->usIndex, 926 ); break; } //inside topright else if( pStruct->usIndex == 937 || pStruct->usIndex == 957 || pStruct->usIndex == 977 ) { ReplaceStructIndex( i, pStruct->usIndex, 917 ); break; } else if( pStruct->usIndex == 941 || pStruct->usIndex == 961 || pStruct->usIndex == 981 ) { ReplaceStructIndex( i, pStruct->usIndex, 921 ); break; } pStruct = pStruct->pNext; } } } //VERSION 5 -- obsolete March 4, 1998 if( gMapInformation.ubMapVersion == 5 ) { gMapInformation.ubMapVersion++; //Bug 7) Remove all exit grids (the format has changed) for( i = 0; i < WORLD_MAX; i++ ) RemoveExitGridFromWorld( i ); } //VERSION 6 -- obsolete March 9, 1998 if( gMapInformation.ubMapVersion == 6 ) { //Bug 8) Change droppable status of merc items so that they are all undroppable. gMapInformation.ubMapVersion++; curr = gSoldierInitHead; while( curr ) { //Bug #04) Assign enemy mercs default army color code if applicable if( curr->pDetailedPlacement ) { for( i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ ) { //make all items undroppable, even if it is empty. This will allow for //random item generation, while empty, droppable slots are locked as empty //during random item generation. curr->pDetailedPlacement->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE; } } curr = curr->next; } } //VERSION 7 -- obsolete April 14, 1998 if( gMapInformation.ubMapVersion == 7 ) { gMapInformation.ubMapVersion++; //Bug 9) Priority placements have been dropped in favor of splitting it into two categories. // The first is Detailed placements, and the second is priority existance. So, all // current detailed placements will also have priority existance. curr = gSoldierInitHead; while( curr ) { if( curr->pDetailedPlacement ) { curr->pBasicPlacement->fPriorityExistance = TRUE; } curr = curr->next; } } if( gMapInformation.ubMapVersion == 14 ) { //Toast all of the ambiguous road pieces that ended up wrapping the byte. LEVELNODE *pStruct, *pStruct2; INT32 i; for( i = 0; i < WORLD_MAX; i++ ) { pStruct = gpWorldLevelData[ i ].pObjectHead; if( pStruct && pStruct->usIndex == 1078 && i < WORLD_MAX-2 && i >= 320 ) { //This is the only detectable road piece that we can repair. pStruct2 = gpWorldLevelData[ i+1 ].pObjectHead; if( pStruct2 && pStruct2->usIndex == 1081 ) { RemoveObject( i, pStruct->usIndex ); RemoveObject( i+1, pStruct->usIndex+1 ); RemoveObject( i+2, pStruct->usIndex+2 ); RemoveObject( i-160, pStruct->usIndex-160 ); RemoveObject( i-159, pStruct->usIndex-159 ); RemoveObject( i-158, pStruct->usIndex-158 ); RemoveObject( i-320, pStruct->usIndex-320 ); RemoveObject( i-319, pStruct->usIndex-319 ); RemoveObject( i-318, pStruct->usIndex-318 ); AddObjectToTail( i, 1334 ); AddObjectToTail( i-160, 1335 ); AddObjectToTail( i-320, 1336 ); AddObjectToTail( i+1, 1337 ); AddObjectToTail( i-159, 1338 ); AddObjectToTail( i-319, 1339 ); AddObjectToTail( i+2, 1340 ); AddObjectToTail( i-158, 1341 ); AddObjectToTail( i-318, 1342 ); } } else if( pStruct && pStruct->usIndex >= 1079 && pStruct->usIndex < 1115 ) { RemoveObject( i, pStruct->usIndex ); } } } if( gMapInformation.ubMapVersion <= 7 ) { if( gfEditMode ) { #ifdef JA2TESTVERSION ScreenMsg( FONT_MCOLOR_RED, MSG_ERROR, L"Currently loaded map is corrupt! Allowing the map to load anyway!" ); #endif } else { if( gbWorldSectorZ ) { AssertMsg( 0, String( "Currently loaded map (%c%d_b%d.dat) is invalid -- less than the minimum supported version.", gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ) ); } else if( !gbWorldSectorZ ) { AssertMsg( 0, String( "Currently loaded map (%c%d.dat) is invalid -- less than the minimum supported version.", gWorldSectorY + 'A' - 1, gWorldSectorX ) ); } } } //VERSION 8 -- obsolete April 18, 1998 if( gMapInformation.ubMapVersion == 8 ) { gMapInformation.ubMapVersion++; //Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at // fKillSlotIfOwnerDies. curr = gSoldierInitHead; while( curr ) { if( curr->pDetailedPlacement ) { //The size 120 was hand calculated. The remaining padding was 118 bytes //and there were two one byte fields cleared, fKillSlotIfOwnerDies and ubScheduleID memset( &curr->pDetailedPlacement->fKillSlotIfOwnerDies, 0, 120 ); } curr = curr->next; } } //Version 9 -- Kris -- obsolete April 27, 1998 if( gMapInformation.ubMapVersion == 9 ) { gMapInformation.ubMapVersion++; curr = gSoldierInitHead; while( curr ) { //Bug 11) Convert all wheelchaired placement bodytypes to cows. Result of change in the animation database. if( curr->pDetailedPlacement && curr->pDetailedPlacement->bBodyType == CRIPPLECIV ) { curr->pDetailedPlacement->bBodyType = COW; curr->pBasicPlacement->bBodyType = COW; } curr = curr->next; } } if( gMapInformation.ubMapVersion < 12 ) { gMapInformation.ubMapVersion = 12; gMapInformation.sCenterGridNo = -1; } if( gMapInformation.ubMapVersion < 13 ) { //replace all merc ammo inventory slots status value with the max ammo that the clip can hold. INT32 i, cnt; OBJECTTYPE *pItem; gMapInformation.ubMapVersion++; //Bug 10) Padding on detailed placements is uninitialized. Clear all data starting at // fKillSlotIfOwnerDies. curr = gSoldierInitHead; while( curr ) { if( curr->pDetailedPlacement ) { for ( i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ ) { pItem = &curr->pDetailedPlacement->Inv[ i ]; if( Item[ pItem->usItem ].usItemClass & IC_AMMO ) { for( cnt = 0; cnt < pItem->ubNumberOfObjects; cnt++ ) { pItem->shots.ubShotsLeft[ cnt ] = Magazine[ Item[ pItem->usItem ].ubClassIndex ].ubMagSize; } } } } curr = curr->next; } } if( gMapInformation.ubMapVersion < 14 ) { gMapInformation.ubMapVersion++; if( !gfCaves && !gfBasement ) { ReplaceObsoleteRoads(); } } if( gMapInformation.ubMapVersion < 15 ) { //Do nothing. The object layer was expanded from 1 byte to 2 bytes, effecting the //size of the maps. This was due to the fact that the ROADPIECES tileset contains //over 300 pieces, hence requiring a size increase of the tileset subindex for this //layer only. } #endif //end of MAJOR VERSION 3.0 obsolete code if( gMapInformation.ubMapVersion < 15 ) { AssertMsg( 0, "Map is less than minimum supported version." ); } if( gMapInformation.ubMapVersion < 16 ) { gMapInformation.ubMapVersion = 16; gMapInformation.sIsolatedGridNo = -1; } if( gMapInformation.ubMapVersion < 17 ) { gMapInformation.ubMapVersion = 17; //EliminateObjectLayerRedundancy(); } if( gMapInformation.ubMapVersion < 18 ) { // replace useless crowbars with proper ones UINT32 i; gMapInformation.ubMapVersion = 18; for ( i = 0; i < guiNumWorldItems; i++ ) { if ( gWorldItems[ i ].object.usItem == JAR_ELIXIR ) { gWorldItems[ i ].object.usItem = CROWBAR; } } } if( gMapInformation.ubMapVersion < 19 ) { //Do nothing, this is used to force regenerate the map edgepoints in map edgepoints.c gMapInformation.ubMapVersion = 19; } if( gMapInformation.ubMapVersion < 20 ) { //validate the map entry points as the world boundaries have changed. gMapInformation.ubMapVersion = 20; ValidateEntryPointGridNo( &gMapInformation.sNorthGridNo ); ValidateEntryPointGridNo( &gMapInformation.sEastGridNo ); ValidateEntryPointGridNo( &gMapInformation.sSouthGridNo ); ValidateEntryPointGridNo( &gMapInformation.sWestGridNo ); ValidateEntryPointGridNo( &gMapInformation.sCenterGridNo ); ValidateEntryPointGridNo( &gMapInformation.sIsolatedGridNo ); } if( gMapInformation.ubMapVersion < 21 ) { SOLDIERINITNODE *curr; //override any item slots being locked if there is no item in that slot. //Laymen terms: If any items slots are locked to be empty, make them empty but available //for random item generation. gMapInformation.ubMapVersion = 21; curr = gSoldierInitHead; while( curr ) { if( curr->pDetailedPlacement ) { for( UINT32 i = 0; i < curr->pDetailedPlacement->Inv.size(); i++ ) { if( !curr->pDetailedPlacement->Inv[ i ].usItem ) { if( curr->pDetailedPlacement->Inv[ i ].fFlags & OBJECT_UNDROPPABLE ) { if( curr->pDetailedPlacement->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE ) { curr->pDetailedPlacement->Inv[ i ].fFlags &= ~OBJECT_NO_OVERWRITE; } } } } } curr = curr->next; } } if( gMapInformation.ubMapVersion < 22 ) { //Allow map edgepoints to be regenerated as new system has been reenabled. gMapInformation.ubMapVersion = 22; } if( gMapInformation.ubMapVersion < 23 ) { //Allow map edgepoints to be regenerated as new system has been reenabled. SOLDIERINITNODE *curr; gMapInformation.ubMapVersion = 23; if( giCurrentTilesetID == 1 ) //cave/mine tileset only { //convert all civilians to miners which use uniforms and more masculine body types. curr = gSoldierInitHead; while( curr ) { if( curr->pBasicPlacement->bTeam == CIV_TEAM && !curr->pDetailedPlacement ) { curr->pBasicPlacement->ubSoldierClass = SOLDIER_CLASS_MINER; curr->pBasicPlacement->bBodyType = -1; } curr = curr->next; } } } if( gMapInformation.ubMapVersion < 25 ) { gMapInformation.ubMapVersion = 25; if( gfCaves ) { LightSetBaseLevel( 13 ); } } if( gMapInformation.ubMapVersion < 26 ) { //Allow map edgepoints to be regenerated as new system has been reenabled. gMapInformation.ubMapVersion = 26; } if( gMapInformation.ubMapVersion < 27 ) { //Allow map edgepoints to be regenerated as new system has been reenabled. gMapInformation.ubMapVersion = 27; } if( gMapInformation.ubMapVersion < 29 ) { gMapInformation.ubMapVersion = 29; } }
//From a given gridNo and perspective (wallpiece), it will calculate the new piece, and //where to place it as well as handle the special cases. //NOTE: Placing top and left pieces are placed relative to the gridno, and the gridNo will // shift accordingly to place the piece. Pretend you are the floor, and you want to place a piece to // the left. You pass your position, and INTERIOR_LEFT, with interior meaning from the inside of a // building. If you were outside the building, you would call EXTERIOR_LEFT. The left tile will be // placed on gridNo - 1! Up tiles will be placed on gridNo - 160. //NOTE: Passing NULL for usWallType will force it to calculate the closest existing wall type, and // use that for building this new wall. It is necessary for restructuring a building, but not for // adding on to an existing building, where the type is already known. void BuildWallPiece( UINT32 iMapIndex, UINT8 ubWallPiece, UINT16 usWallType ) { INT16 sIndex; UINT16 usTileIndex; UINT16 ubWallClass; LEVELNODE *pStruct; if( !usWallType ) { usWallType = SearchForWallType( iMapIndex ); } switch( ubWallPiece ) { case EXTERIOR_TOP: iMapIndex -= WORLD_COLS; //exterior bottom left corner generated if ( !gfBasement && GetVerticalWall( iMapIndex - 1) && !GetVerticalWall( iMapIndex + WORLD_COLS - 1) ) { //Special case where a shadow has to be created as it now is a bottom corner and //must contribute to the bottom shadow. AddToUndoList( iMapIndex - 1 ); GetTileIndexFromTypeSubIndex( usWallType, INTERIOR_BOTTOMEND_SHADOW_INDEX, &usTileIndex ); AddExclusiveShadow( iMapIndex - 1, usTileIndex ); } if ( pStruct = GetVerticalWall( iMapIndex ) ) //right corner { //Special case where placing the new wall will generate a corner to the right, so replace //the vertical piece with a bottomend. sIndex = PickAWallPiece( EXTERIOR_BOTTOMEND ); AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex, pStruct->usIndex, usTileIndex ); } ubWallClass = EXTERIOR_L; if( !gfBasement ) { //All exterior_l walls have shadows. GetTileIndexFromTypeSubIndex( usWallType, EXTERIOR_L_SHADOW_INDEX, &usTileIndex ); AddExclusiveShadow( iMapIndex, usTileIndex ); } break; case EXTERIOR_BOTTOM: ubWallClass = INTERIOR_L; if( (pStruct = GetVerticalWall( iMapIndex + WORLD_COLS - 1 )) && !GetVerticalWall( iMapIndex - 1) ) { sIndex = PickAWallPiece( INTERIOR_EXTENDED ); AddToUndoList( iMapIndex + WORLD_COLS - 1 ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex + WORLD_COLS - 1, pStruct->usIndex, usTileIndex ); } break; case EXTERIOR_LEFT: iMapIndex--; ubWallClass = EXTERIOR_R; if( GetHorizontalWall( iMapIndex ) ) { //Special case where placing the new wall will generate a corner. This piece //becomes an exterior bottomend, but nothing else is effected. ubWallClass = EXTERIOR_BOTTOMEND; } if( GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) ) { if( ubWallClass == EXTERIOR_BOTTOMEND ) ubWallClass = EXTERIOR_EXTENDED_BOTTOMEND; else ubWallClass = EXTERIOR_EXTENDED; } break; case EXTERIOR_RIGHT: ubWallClass = INTERIOR_R; if( GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) && !GetHorizontalWall( iMapIndex - WORLD_COLS ) ) { ubWallClass = INTERIOR_EXTENDED; } else if( GetHorizontalWall( iMapIndex ) && !GetVerticalWall( iMapIndex + WORLD_COLS ) ) { ubWallClass = INTERIOR_BOTTOMEND; } break; case INTERIOR_TOP: iMapIndex -= WORLD_COLS; ubWallClass = INTERIOR_L; //check for a lower left corner. if( pStruct = GetVerticalWall( iMapIndex + WORLD_COLS - 1 ) ) { //Replace the piece with an extended piece. sIndex = PickAWallPiece( INTERIOR_EXTENDED ); AddToUndoList( iMapIndex + WORLD_COLS - 1 ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex + WORLD_COLS - 1, pStruct->usIndex, usTileIndex ); //NOTE: Not yet checking for interior extended bottomend! } if( pStruct = GetVerticalWall( iMapIndex ) ) { sIndex = PickAWallPiece( INTERIOR_BOTTOMEND ); AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex, pStruct->usIndex, usTileIndex ); } break; case INTERIOR_BOTTOM: ubWallClass = EXTERIOR_L; if( pStruct = GetVerticalWall( iMapIndex ) ) //right corner { //Special case where placing the new wall will generate a corner to the right, so replace //the vertical piece with a bottomend. sIndex = PickAWallPiece( EXTERIOR_BOTTOMEND ); AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex, pStruct->usIndex, usTileIndex ); } if( (pStruct = GetVerticalWall( iMapIndex + WORLD_COLS - 1 )) && !GetVerticalWall( iMapIndex - 1) ) { sIndex = PickAWallPiece( EXTERIOR_EXTENDED ); AddToUndoList( iMapIndex + WORLD_COLS - 1 ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); ReplaceStructIndex( iMapIndex + WORLD_COLS - 1, pStruct->usIndex, usTileIndex ); } if( !gfBasement ) { //All exterior_l walls have shadows. GetTileIndexFromTypeSubIndex( usWallType, EXTERIOR_L_SHADOW_INDEX, &usTileIndex ); AddExclusiveShadow( iMapIndex, usTileIndex ); } break; case INTERIOR_LEFT: iMapIndex--; ubWallClass = INTERIOR_R; if( GetHorizontalWall( iMapIndex ) ) { ubWallClass = INTERIOR_BOTTOMEND; } if( !gfBasement && GetHorizontalWall( iMapIndex + 1 ) ) { AddToUndoList( iMapIndex ); GetTileIndexFromTypeSubIndex( usWallType, INTERIOR_BOTTOMEND_SHADOW_INDEX, &usTileIndex ); AddExclusiveShadow( iMapIndex, usTileIndex ); } if( GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) ) { if( ubWallClass == INTERIOR_BOTTOMEND ) ubWallClass = INTERIOR_EXTENDED_BOTTOMEND; else ubWallClass = INTERIOR_EXTENDED; } break; case INTERIOR_RIGHT: ubWallClass = EXTERIOR_R; if( GetHorizontalWall( iMapIndex ) ) { //Special case where placing the new wall will generate a corner. This piece //becomes an exterior bottomend, but nothing else is effected. ubWallClass = EXTERIOR_BOTTOMEND; } if( GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) ) { if( ubWallClass == EXTERIOR_BOTTOMEND ) ubWallClass = EXTERIOR_EXTENDED_BOTTOMEND; else ubWallClass = EXTERIOR_EXTENDED; } if( !gfBasement && GetHorizontalWall( iMapIndex + 1 ) && !GetHorizontalWall( iMapIndex ) && !FloorAtGridNo( iMapIndex + WORLD_COLS ) ) { GetTileIndexFromTypeSubIndex( usWallType, INTERIOR_BOTTOMEND_SHADOW_INDEX, &usTileIndex ); AddExclusiveShadow( iMapIndex, usTileIndex ); } break; } sIndex = PickAWallPiece( ubWallClass ); GetTileIndexFromTypeSubIndex( usWallType, sIndex, &usTileIndex ); AddToUndoList( iMapIndex ); AddWallToStructLayer( iMapIndex, usTileIndex, FALSE ); }