//Uses a recursive method to elimate adjacent tiles of structure information. //The code will attempt to delete the current mapindex, then search using this method: //1) if there isn't structure info here, return. //2) if there is structure info here, delete it now. //3) KillBuilding at x-1, y. //4) KillBuilding at x , y-1. //5) KillBuilding at x+1, y. //6) KillBuilding at x , y+1. void KillBuilding( UINT32 iMapIndex ) { BOOLEAN fFound = FALSE; if( !gfBasement ) fFound |= RemoveAllRoofsOfTypeRange( iMapIndex, FIRSTTEXTURE, LASTITEM ); fFound |= RemoveAllLandsOfTypeRange( iMapIndex, FIRSTFLOOR, LASTFLOOR ); EraseBuilding( iMapIndex ); gubWorldRoomInfo[ iMapIndex ] = 0; if( !fFound ) { if( gfBasement ) RebuildRoof( iMapIndex, 0 ); return; } if( GridNoOnVisibleWorldTile( (UINT16)( iMapIndex - WORLD_COLS ) ) ) KillBuilding( iMapIndex - WORLD_COLS ); if( GridNoOnVisibleWorldTile( (UINT16)( iMapIndex + WORLD_COLS ) ) ) KillBuilding( iMapIndex + WORLD_COLS ); if( GridNoOnVisibleWorldTile( (UINT16)( iMapIndex + 1 ) ) ) KillBuilding( iMapIndex + 1 ); if( GridNoOnVisibleWorldTile( (UINT16)( iMapIndex - 1 ) ) ) KillBuilding( iMapIndex - 1 ); if( gfBasement ) RebuildRoof( iMapIndex, 0 ); }
//Specialized function that will delete only the TOP_RIGHT oriented wall in the gridno to the left //and the TOP_LEFT oriented wall in the gridno up one as well as the other building information at this //gridno. void EraseFloorOwnedBuildingPieces( UINT32 iMapIndex ) { LEVELNODE *pStruct = NULL; UINT32 uiTileType; UINT16 usWallOrientation; if( !gfBasement && !FloorAtGridNo( iMapIndex ) ) { //We don't have ownership issues if there isn't a floor here. return; } EraseBuilding( iMapIndex ); //FIRST, SEARCH AND DESTROY FOR A LEFT NEIGHBORING TILE WITH A TOP_RIGHT ORIENTED WALL pStruct = gpWorldLevelData[ iMapIndex - 1 ].pStructHead; while( pStruct != NULL ) { if ( pStruct->usIndex != NO_TILE ) { GetTileType( pStruct->usIndex, &uiTileType ); if ( uiTileType >= FIRSTWALL && uiTileType <= LASTWALL || uiTileType >= FIRSTDOOR && uiTileType <= LASTDOOR ) { GetWallOrientation( pStruct->usIndex, &usWallOrientation ); if( usWallOrientation == INSIDE_TOP_RIGHT || usWallOrientation == OUTSIDE_TOP_RIGHT ) { AddToUndoList( iMapIndex - 1 ); RemoveStruct( iMapIndex - 1, pStruct->usIndex ); RemoveAllShadowsOfTypeRange( iMapIndex - 1, FIRSTWALL, LASTWALL ); break; //otherwise, it'll crash because pStruct is toast. } } } pStruct = pStruct->pNext; } //FINALLY, SEARCH AND DESTROY FOR A TOP NEIGHBORING TILE WITH A TOP_LEFT ORIENTED WALL pStruct = gpWorldLevelData[ iMapIndex - WORLD_COLS ].pStructHead; while( pStruct != NULL ) { if ( pStruct->usIndex != NO_TILE ) { GetTileType( pStruct->usIndex, &uiTileType ); if ( uiTileType >= FIRSTWALL && uiTileType <= LASTWALL || uiTileType >= FIRSTDOOR && uiTileType <= LASTDOOR ) { GetWallOrientation( pStruct->usIndex, &usWallOrientation ); if( usWallOrientation == INSIDE_TOP_LEFT || usWallOrientation == OUTSIDE_TOP_LEFT ) { AddToUndoList( iMapIndex - WORLD_COLS ); RemoveStruct( iMapIndex - WORLD_COLS , pStruct->usIndex ); RemoveAllShadowsOfTypeRange( iMapIndex - WORLD_COLS, FIRSTWALL, LASTWALL ); break; //otherwise, it'll crash because pStruct is toast. } } } pStruct = pStruct->pNext; } }
void AddBuildingSectionToWorld( SGPRect *pSelectRegion ) { INT32 top, left, right, bottom, x, y; UINT32 iMapIndex; UINT16 usFloorType, usWallType, usRoofType; UINT16 usTileIndex; BOOLEAN fNewBuilding; BOOLEAN fSlantRoof = FALSE; BOOLEAN fVertical; BOOLEAN fFloor; top = pSelectRegion->iTop; left = pSelectRegion->iLeft; right = pSelectRegion->iRight; bottom = pSelectRegion->iBottom; //Special case scenario: //If the user selects a floor without walls, then it is implied that the user wishes to //change the floor for say a kitchen which might have a different floor type. usWallType = GetRandomIndexByRange( FIRSTWALL, LASTWALL ); usFloorType = GetRandomIndexByRange( FIRSTFLOOR, LASTFLOOR ); if( usWallType == 0xffff && usFloorType != 0xffff ) { //allow user to place floors for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ ) { iMapIndex = y * WORLD_COLS + x; EraseFloor( iMapIndex ); GetTileIndexFromTypeSubIndex( usFloorType, 1, &usTileIndex ); AddLandToHead( iMapIndex, (UINT16)( usTileIndex + Random( FLOOR_VARIANTS ) ) ); } //we are done! return; } //1ST PASS: Determine if there are any floor tiles in this region. If there are, then // that signifies that we are concantenating this building to an existing one. Otherwise, // we are just drawing an individual building. If we find a floor, extract the type so // we know how to draw it later. fNewBuilding = TRUE; for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ ) { iMapIndex = y * WORLD_COLS + x; if( FloorAtGridNo( iMapIndex ) ) { LEVELNODE *pFloor; UINT32 uiTileType; //If a floor is found, then we are adding to an existing structure. fNewBuilding = FALSE; //Extract the floor type. We already checked if there was a floor here, so it is assumed. pFloor = gpWorldLevelData[ iMapIndex ].pLandHead; while( pFloor ) { GetTileType( pFloor->usIndex, &uiTileType ); if( uiTileType >= FIRSTFLOOR && uiTileType <= LASTFLOOR ) { usFloorType = (UINT16)uiTileType; break; } } usWallType = SearchForWallType( iMapIndex ); usRoofType = SearchForRoofType( iMapIndex ); if( usWallType != 0xffff && usRoofType != 0xffff && usFloorType !=0xffff ) { //we have extracted all of the information we need, so we can break out. y = bottom; break; } } } if( fNewBuilding ) { //if( gfBasement ) // return; //Get materials via selection window method. usWallType = GetRandomIndexByRange( FIRSTWALL, LASTWALL ); usFloorType = GetRandomIndexByRange( FIRSTFLOOR, LASTFLOOR ); usRoofType = GetRandomIndexByRange( FIRSTROOF, LASTROOF ); if( usRoofType == 0xffff ) { usRoofType = GetRandomIndexByRange( FIRSTSLANTROOF, LASTSLANTROOF ); if( usRoofType != 0xffff ) { if( !gfBasement ) fSlantRoof = TRUE; else usRoofType = FIRSTROOF; } } if( usWallType == 0xffff ) return; } //2ND PASS: Remove all walls in the region that border no floor tile, or simply walls // that are considered exterior walls. That way, it won't wreck the inside of a building // if you select too much interior. Also, gridnos that delete walls will also delete the // floor and roof tiles there. That signifies that the floorless parts will be resmoothed, // and rebuilt in the third pass. for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ ) { iMapIndex = y * WORLD_COLS + x; if( gfBasement ) { EraseBuilding( iMapIndex ); } else if( FloorAtGridNo( iMapIndex ) && !fNewBuilding) { if( y >= top && !FloorAtGridNo( iMapIndex - WORLD_COLS ) ) { EraseHorizontalWall( iMapIndex - WORLD_COLS ); EraseFloor( iMapIndex ); EraseRoof( iMapIndex ); } if( y <= bottom && !FloorAtGridNo( iMapIndex + WORLD_COLS ) ) { EraseHorizontalWall( iMapIndex ); EraseFloor( iMapIndex ); EraseRoof( iMapIndex ); } if( x >= left && !FloorAtGridNo( iMapIndex - 1 ) ) { EraseVerticalWall( iMapIndex - 1 ); EraseFloor( iMapIndex ); EraseRoof( iMapIndex ); } if( x <= right && !FloorAtGridNo( iMapIndex + 1 ) ) { EraseVerticalWall( iMapIndex ); EraseFloor( iMapIndex ); EraseRoof( iMapIndex ); } } else //we will be building outside of this structure, so bulldoze the nature -- trees, rocks, etc. { BulldozeNature( iMapIndex ); } } //3RD PASS: Process the region, and all walls of floorless tiles are rebuilt from interior perspective. for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ ) { iMapIndex = y * WORLD_COLS + x; if( !FloorAtGridNo( iMapIndex ) ) { if( y == top && !GetHorizontalWall( iMapIndex - WORLD_COLS ) ) { fFloor = FloorAtGridNo( iMapIndex - WORLD_COLS ); if( gfBasement == fFloor ) BuildWallPiece( iMapIndex, INTERIOR_TOP, usWallType); } if( y == bottom && !GetHorizontalWall( iMapIndex ) ) { fFloor = FloorAtGridNo( iMapIndex + WORLD_COLS ); if( gfBasement == fFloor ) BuildWallPiece( iMapIndex, INTERIOR_BOTTOM, usWallType ); } if( x == left && !GetVerticalWall( iMapIndex - 1 ) ) { fFloor = FloorAtGridNo( iMapIndex - 1 ); if( gfBasement == fFloor ) BuildWallPiece( iMapIndex, INTERIOR_LEFT, usWallType ); } if( x == right && !GetVerticalWall( iMapIndex ) ) { fFloor = FloorAtGridNo( iMapIndex + 1 ); if( gfBasement == fFloor ) BuildWallPiece( iMapIndex, INTERIOR_RIGHT, usWallType ); } } } //If we are dealing with slant roofs then build the whole thing now. //Slant roofs always have a width or height of 8 tiles. if( fSlantRoof ) { fVertical = (bottom - top == 7) ? FALSE : TRUE; BuildSlantRoof( left, top, right, bottom, usWallType, usRoofType, fVertical ); } //4TH PASS: Process the region, and all floorless tiles get new roofs and floors. for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ ) { iMapIndex = y * WORLD_COLS + x; if( !FloorAtGridNo( iMapIndex ) ) { if( !fSlantRoof ) RebuildRoof( iMapIndex, usRoofType ); if( usFloorType != 0xffff && !gfBasement ) { GetTileIndexFromTypeSubIndex( usFloorType, 1, &usTileIndex ); AddLandToHead( iMapIndex, (UINT16)( usTileIndex + Random( FLOOR_VARIANTS ) ) ); } } } }