void Add3X3Pit( INT32 iMapIndex ) { EXITGRID ExitGrid; if( !gfEditMode ) ApplyMapChangesToMapTempFile( TRUE ); AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE1 ); AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE2 ); AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE3 ); AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE4 ); AddObjectToTail( iMapIndex, REGWATERTEXTURE5 ); AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE6 ); AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE7 ); AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE8 ); AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE9 ); if( !gfEditMode ) { //Add the exitgrids associated with the pit. ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX; ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY; ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1); ExitGrid.usGridNo = (UINT16)iMapIndex; AddExitGridToWorld( iMapIndex + 159, &ExitGrid ); AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 161, &ExitGrid ); AddExitGridToWorld( iMapIndex + 160, &ExitGrid ); AddExitGridToWorld( iMapIndex, &ExitGrid ); AddExitGridToWorld( iMapIndex - 160, &ExitGrid ); AddExitGridToWorld( iMapIndex + 161, &ExitGrid ); AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 159, &ExitGrid ); RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 2 ); } MarkWorldDirty(); if( !gfEditMode ) ApplyMapChangesToMapTempFile( FALSE ); }
//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; } }
void Add5X5Pit( INT32 iMapIndex ) { EXITGRID ExitGrid; if( !gfEditMode ) ApplyMapChangesToMapTempFile( TRUE ); AddObjectToTail( iMapIndex + 318, REGWATERTEXTURE10 ); AddObjectToTail( iMapIndex + 158, REGWATERTEXTURE11 ); AddObjectToTail( iMapIndex - 2, REGWATERTEXTURE12 ); AddObjectToTail( iMapIndex - 162, REGWATERTEXTURE13 ); AddObjectToTail( iMapIndex - 322, REGWATERTEXTURE14 ); AddObjectToTail( iMapIndex + 319, REGWATERTEXTURE15 ); AddObjectToTail( iMapIndex + 159, REGWATERTEXTURE16 ); AddObjectToTail( iMapIndex - 1, REGWATERTEXTURE17 ); AddObjectToTail( iMapIndex - 161, REGWATERTEXTURE18 ); AddObjectToTail( iMapIndex - 321, REGWATERTEXTURE19 ); AddObjectToTail( iMapIndex + 320, REGWATERTEXTURE20 ); AddObjectToTail( iMapIndex + 160, REGWATERTEXTURE21 ); AddObjectToTail( iMapIndex, REGWATERTEXTURE22 ); AddObjectToTail( iMapIndex - 160, REGWATERTEXTURE23 ); AddObjectToTail( iMapIndex - 320, REGWATERTEXTURE24 ); AddObjectToTail( iMapIndex + 321, REGWATERTEXTURE25 ); AddObjectToTail( iMapIndex + 161, REGWATERTEXTURE26 ); AddObjectToTail( iMapIndex + 1, REGWATERTEXTURE27 ); AddObjectToTail( iMapIndex - 159, REGWATERTEXTURE28 ); AddObjectToTail( iMapIndex - 319, REGWATERTEXTURE29 ); AddObjectToTail( iMapIndex + 322, REGWATERTEXTURE30 ); AddObjectToTail( iMapIndex + 162, REGWATERTEXTURE31 ); AddObjectToTail( iMapIndex + 2, REGWATERTEXTURE32 ); AddObjectToTail( iMapIndex - 158, REGWATERTEXTURE33 ); AddObjectToTail( iMapIndex - 318, REGWATERTEXTURE34 ); if( !gfEditMode ) { //Add the exitgrids associated with the pit. ExitGrid.ubGotoSectorX = (UINT8)gWorldSectorX; ExitGrid.ubGotoSectorY = (UINT8)gWorldSectorY; ExitGrid.ubGotoSectorZ = (UINT8)(gbWorldSectorZ+1); ExitGrid.usGridNo = (UINT16)iMapIndex; AddExitGridToWorld( iMapIndex + 318, &ExitGrid ); AddExitGridToWorld( iMapIndex + 158, &ExitGrid ); AddExitGridToWorld( iMapIndex - 2, &ExitGrid ); AddExitGridToWorld( iMapIndex - 162, &ExitGrid ); AddExitGridToWorld( iMapIndex - 322, &ExitGrid ); AddExitGridToWorld( iMapIndex + 319, &ExitGrid ); AddExitGridToWorld( iMapIndex + 159, &ExitGrid ); AddExitGridToWorld( iMapIndex - 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 161, &ExitGrid ); AddExitGridToWorld( iMapIndex - 321, &ExitGrid ); AddExitGridToWorld( iMapIndex + 320, &ExitGrid ); AddExitGridToWorld( iMapIndex + 160, &ExitGrid ); AddExitGridToWorld( iMapIndex, &ExitGrid ); AddExitGridToWorld( iMapIndex - 160, &ExitGrid ); AddExitGridToWorld( iMapIndex - 320, &ExitGrid ); AddExitGridToWorld( iMapIndex + 321, &ExitGrid ); AddExitGridToWorld( iMapIndex + 161, &ExitGrid ); AddExitGridToWorld( iMapIndex + 1, &ExitGrid ); AddExitGridToWorld( iMapIndex - 159, &ExitGrid ); AddExitGridToWorld( iMapIndex - 319, &ExitGrid ); AddExitGridToWorld( iMapIndex + 322, &ExitGrid ); AddExitGridToWorld( iMapIndex + 162, &ExitGrid ); AddExitGridToWorld( iMapIndex + 2, &ExitGrid ); AddExitGridToWorld( iMapIndex - 158, &ExitGrid ); AddExitGridToWorld( iMapIndex - 318, &ExitGrid ); RecompileLocalMovementCostsFromRadius( (INT16)iMapIndex, 3 ); } MarkWorldDirty(); if( !gfEditMode ) ApplyMapChangesToMapTempFile( FALSE ); }
void PasteMapElementToNewMapElement( INT32 iSrcGridNo, INT32 iDstGridNo ) { MAP_ELEMENT *pSrcMapElement; LEVELNODE *pNode; UINT16 usType; DeleteStuffFromMapTile( iDstGridNo ); DeleteAllLandLayers( iDstGridNo ); //Get a pointer to the src mapelement pSrcMapElement = &gpWorldLevelData[ iSrcGridNo ]; //Go through each levelnode, and paste the info into the new gridno pNode = pSrcMapElement->pLandHead; while( pNode ) { if( pNode == pSrcMapElement->pLandStart ) gpWorldLevelData[ iDstGridNo ].pLandStart = AddLandToTail( iDstGridNo, pNode->usIndex ); else AddLandToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } pNode = pSrcMapElement->pObjectHead; while( pNode ) { AddObjectToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } pNode = pSrcMapElement->pStructHead; while( pNode ) { AddStructToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } pNode = pSrcMapElement->pShadowHead; while( pNode ) { AddShadowToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } pNode = pSrcMapElement->pRoofHead; while( pNode ) { AddRoofToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } pNode = pSrcMapElement->pOnRoofHead; while( pNode ) { AddOnRoofToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } pNode = pSrcMapElement->pTopmostHead; while( pNode ) { if( pNode->usIndex != FIRSTPOINTERS1 ) AddTopmostToTail( iDstGridNo, pNode->usIndex ); pNode = pNode->pNext; } for ( usType = FIRSTROOF; usType <= LASTSLANTROOF; usType++ ) { HideStructOfGivenType( iDstGridNo, usType, (BOOLEAN)(!fBuildingShowRoofs) ); } }