コード例 #1
0
ファイル: Structure Wrap.c プロジェクト: bowlofstew/ja2
LEVELNODE	*GetWallLevelNodeAndStructOfSameOrientationAtGridno( INT16 sGridNo, INT8 ubOrientation, STRUCTURE **ppStructure )
{
	LEVELNODE *pNode = NULL;
	STRUCTURE * pStructure, * pBaseStructure;

	(*ppStructure) = NULL;

	pStructure = FindStructure( sGridNo, STRUCTURE_WALLSTUFF );

	while ( pStructure != NULL )
	{
		// Check orientation
		if ( pStructure->ubWallOrientation == ubOrientation )
		{
			pBaseStructure = FindBaseStructure( pStructure );
			if (pBaseStructure)
			{
				pNode = FindLevelNodeBasedOnStructure( pBaseStructure->sGridNo, pBaseStructure );
				(*ppStructure) = pBaseStructure;
				return( pNode );
			}
		}
		pStructure = FindNextStructure( pStructure, STRUCTURE_WALLSTUFF );
	}

	return( NULL );
}
コード例 #2
0
ファイル: Structure Wrap.cpp プロジェクト: fedya/ja2_v1.13
BOOLEAN	IsJumpableWindowPresentAtGridNo( INT32 sGridNo, INT8 direction2, BOOLEAN fIntactWindowsAlso )
{
	STRUCTURE * pStructure;

	pStructure = FindStructure( sGridNo, STRUCTURE_WALLNWINDOW );
	
	if ( pStructure )
	{
		// anv: additional tile properties hook
		if(gGameExternalOptions.fAdditionalTileProperties)
		{
			LEVELNODE *pNode = FindLevelNodeBasedOnStructure( sGridNo, pStructure );
			if(pNode != NULL)
			{
				if( gTileDatabase[ pNode->usIndex ].uiAdditionalFlags & ADDITIONAL_TILE_FLAG_BLOCKED_WINDOW )
				// special tag disables jumping through specific windows (e.g. barred windows in Tixa)
					return( FALSE );
			}
		}
		
		if ( ( direction2 == SOUTH || direction2 == NORTH ) && (pStructure->ubWallOrientation == OUTSIDE_TOP_LEFT || pStructure->ubWallOrientation == INSIDE_TOP_LEFT ) && pStructure->fFlags & STRUCTURE_WALLNWINDOW && !(pStructure->fFlags & STRUCTURE_SPECIAL) )
	    {
			if ( fIntactWindowsAlso || ( pStructure->fFlags & STRUCTURE_OPEN ) )
         		return( TRUE );
	    }
	                            	
        if ( ( direction2 == EAST || direction2 == WEST ) && ( pStructure->ubWallOrientation == OUTSIDE_TOP_RIGHT || pStructure->ubWallOrientation == INSIDE_TOP_RIGHT ) && pStructure->fFlags & STRUCTURE_WALLNWINDOW && !(pStructure->fFlags & STRUCTURE_SPECIAL) )
		{
			if ( fIntactWindowsAlso || ( pStructure->fFlags & STRUCTURE_OPEN ) )
				return( TRUE );
	    }
	}

	return( FALSE );
}
コード例 #3
0
ファイル: Structure Wrap.c プロジェクト: bowlofstew/ja2
LEVELNODE *IsWallPresentAtGridno( INT16 sGridNo )
{
	LEVELNODE *pNode = NULL;
	STRUCTURE * pStructure;

	pStructure = FindStructure( sGridNo, STRUCTURE_WALLSTUFF );

	if ( pStructure != NULL )
	{
		pNode = FindLevelNodeBasedOnStructure( sGridNo, pStructure );
	}

	return( pNode );
}
コード例 #4
0
ファイル: Structure Wrap.cpp プロジェクト: fedya/ja2_v1.13
LEVELNODE	*GetWallLevelNodeOfSameOrientationAtGridNo( INT32 sGridNo, INT8 ubOrientation )
{
	LEVELNODE *pNode = NULL;
	STRUCTURE * pStructure;

	pStructure = FindStructure( sGridNo, STRUCTURE_WALLSTUFF );

	while ( pStructure != NULL )
	{
		// Check orientation
		if ( pStructure->ubWallOrientation == ubOrientation )
		{
			pNode = FindLevelNodeBasedOnStructure( sGridNo, pStructure );
			return( pNode );
		}
		pStructure = FindNextStructure( pStructure, STRUCTURE_WALLSTUFF );
	}

	return( NULL );
}
コード例 #5
0
ファイル: Render Fun.cpp プロジェクト: RadekSimkanic/JA2-1.13
void ExamineGridNoForSlantRoofExtraGraphic( INT32 sCheckGridNo )
{
	LEVELNODE					*pNode = NULL;
	STRUCTURE					*pStructure, *pBase;
	UINT8 ubLoop;
	DB_STRUCTURE_TILE	**	ppTile;
	INT32 sGridNo;
	UINT16						usIndex;
	BOOLEAN						fChanged = FALSE;

	// CHECK FOR A SLANTED ROOF HERE....
	pStructure = FindStructure( sCheckGridNo, STRUCTURE_SLANTED_ROOF );

	if ( pStructure != NULL )
	{
		// We have a slanted roof here ... find base and remove...
		pBase = FindBaseStructure( pStructure );

		// Get LEVELNODE for struct and remove!
		pNode = FindLevelNodeBasedOnStructure( pBase->sGridNo, pBase );

		// Loop through each gridno and see if revealed....
		for ( ubLoop = 0; ubLoop < pBase->pDBStructureRef->pDBStructure->ubNumberOfTiles; ubLoop++ )
		{
			ppTile = pBase->pDBStructureRef->ppTile;
#if 0//dnl ch83 080114
			sGridNo = pBase->sGridNo + ppTile[ ubLoop ]->sPosRelToBase;
#else
			sGridNo = AddPosRelToBase(pBase->sGridNo, ppTile[ubLoop]);
#endif
			if (sGridNo < 0 || sGridNo > WORLD_MAX)
			{
				continue;
			}

			// Given gridno,
			// IF NOT REVEALED AND HIDDEN....
			if ( !( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) && pNode->uiFlags & LEVELNODE_HIDDEN )
			{
				// Add graphic if one does not already exist....
				if ( !TypeExistsInRoofLayer( sGridNo, SLANTROOFCEILING, &usIndex ) )
				{
					// Add
					AddRoofToHead( sGridNo, SLANTROOFCEILING1 );
					fChanged = TRUE;
				}
			}

			// Revealed?
			if ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED )
			{
				///Remove any slant roof items if they exist
				if ( TypeExistsInRoofLayer( sGridNo, SLANTROOFCEILING, &usIndex ) )
				{
					RemoveRoof( sGridNo, usIndex );
					fChanged = TRUE;
				}
			}

		}
	}

	if ( fChanged )
	{
		// DIRTY THE WORLD!
		InvalidateWorldRedundency();
		SetRenderFlags(RENDER_FLAG_FULL );
	}

}
コード例 #6
0
ファイル: Render Fun.cpp プロジェクト: RadekSimkanic/JA2-1.13
void SetGridNoRevealedFlag( INT32 sGridNo )
{
//	UINT32 cnt;
//	ITEM_POOL					*pItemPool;
//	INT16							sX, sY;
	LEVELNODE					*pNode = NULL;
	STRUCTURE					*pStructure, *pBase;

	// Set hidden flag, for any roofs
	SetRoofIndexFlagsFromTypeRange( sGridNo, FIRSTROOF, FOURTHROOF, LEVELNODE_HIDDEN	);

	// ATE: Do this only if we are in a room...
	if ( gusWorldRoomInfo[ sGridNo ] != NO_ROOM )
	{
		SetStructAframeFlags(	sGridNo, LEVELNODE_HIDDEN );
		// Find gridno one east as well...
		
		if ( ( sGridNo + WORLD_COLS ) < MAX_MAP_POS )
		{
			SetStructAframeFlags(	sGridNo + WORLD_COLS, LEVELNODE_HIDDEN );
		}

		if ( ( sGridNo + 1 ) < MAX_MAP_POS )
		{
			SetStructAframeFlags(	sGridNo + 1, LEVELNODE_HIDDEN );
		}
	}

	// Set gridno as revealed
	gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REVEALED;
	if( gfCaves )
	{
		RemoveFogFromGridNo( sGridNo );
	}

	// ATE: If there are any structs here, we can render them with the obscured flag!
	// Look for anything but walls pn this gridno!
	pStructure	=  gpWorldLevelData[ sGridNo ].pStructureHead;

	while ( pStructure != NULL )
	{
		if ( pStructure->sCubeOffset == STRUCTURE_ON_GROUND || ( pStructure->fFlags & STRUCTURE_SLANTED_ROOF ) )
		{
			if ( ( (pStructure->fFlags & STRUCTURE_OBSTACLE ) && !( pStructure->fFlags & ( STRUCTURE_PERSON | STRUCTURE_CORPSE ) ) ) || ( pStructure->fFlags & STRUCTURE_SLANTED_ROOF ) )
			{
				pBase = FindBaseStructure( pStructure );
				//Ja25: DEF: 10/12/99		Added because ...
				if( pBase == NULL )
				{
					pStructure = pStructure->pNext;
					Assert( 0 );
					continue;
				}

				// Get LEVELNODE for struct and remove!
				pNode = FindLevelNodeBasedOnStructure( pBase->sGridNo, pBase );

				if( pNode )
					pNode->uiFlags |= LEVELNODE_SHOW_THROUGH;

				if ( pStructure->fFlags & STRUCTURE_SLANTED_ROOF )
				{
					AddSlantRoofFOVSlot( pBase->sGridNo );

					// Set hidden...
					pNode->uiFlags |= LEVELNODE_HIDDEN;

				}
			}
		}

		pStructure = pStructure->pNext;
	}

	gubWorldRoomHidden[ gusWorldRoomInfo[ sGridNo ] ] = FALSE;

}