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 ) ) ); } } } }
//This is a very difficult function to document properly. The reason being is that it is sooo //subliminal by nature. I have thought up of priorities and choose the best piece to draw based //on the surrounding conditions. Here are the priorities which are referenced below via comments: //A) If there is currently a bottom piece and a right piece, immediately exit. //B) We are currently over a bottom piece. Now, we don't automatically want to draw a right piece here // for multiple reasons. First, the UI will be too quick and place bottom and right pieces for every // place the user clicks, which isn't what we want. Therefore, we look to see if there is a right // piece in the y-1 gridno. It would then make sense to place a right piece down here. Regardless, // if we encounter a bottom piece here, we will exit. //C) This is the counterpart to B, but we are looking at a current right piece, and are determining if // we should place a bottom piece based on another bottom piece existing in the x-1 gridno. //D) Now, we analyse the neighboring tiles and determine the orientations that would add weight to the // current tile either towards drawing a horizontal piece or a vertical piece. //E) Now that we have the information, we give the highest priority to any weights that match the current // wall piece type selected by the user. Based on that, we will only consider the best match of the // type and use it. If there are no matches on type, we continue. //F) We failed to find weights matching the current wall type, but before we give up using the user's wall // type, there are two more cases. When there is a bottom wall in the y+1 position or a right wall in // the x+1 position. If there are matching walls, there, then we draw two pieces to connect the current // gridno with the respective position. void PasteSmartWall( INT32 iMapIndex ) { static BOOLEAN fWallAlone = FALSE; static UINT32 iAloneMapIndex = 0x80000000; UINT16 usWallType; //These are the counters for the walls of each type UINT16 usNumV[4]={0,0,0,0}; //vertical wall weights UINT16 usNumH[4]={0,0,0,0}; //horizontal wall weights //*A* See above documentation if( GetVerticalWall( iMapIndex ) && GetHorizontalWall( iMapIndex ) ) return; //*B* See above documentation usWallType = GetHorizontalWallType( iMapIndex ); if( usWallType ) { if( usWallType == gubWallUIValue ) { usWallType = GetVerticalWallType( iMapIndex - WORLD_COLS ); if( usWallType == gubWallUIValue ) { if( FloorAtGridNo( iMapIndex + 1 ) ) BuildWallPiece( iMapIndex, EXTERIOR_RIGHT, gubWallUIValue ); else BuildWallPiece( iMapIndex, INTERIOR_RIGHT, gubWallUIValue ); return; } usWallType = GetHorizontalWallType( iMapIndex - WORLD_COLS ); if( usWallType == gubWallUIValue ) { if( FloorAtGridNo( iMapIndex + 1 ) ) { BuildWallPiece( iMapIndex, EXTERIOR_RIGHT, gubWallUIValue ); if( !GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) ) ChangeVerticalWall( iMapIndex, INTERIOR_EXTENDED ); } else { BuildWallPiece( iMapIndex, INTERIOR_RIGHT, gubWallUIValue ); if( !GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) ) ChangeVerticalWall( iMapIndex, EXTERIOR_EXTENDED ); } } } return; } //*C* See above documentation usWallType = GetVerticalWallType( iMapIndex ); if( usWallType ) { if( usWallType == gubWallUIValue ) { usWallType = GetHorizontalWallType( iMapIndex - 1 ); if( usWallType == gubWallUIValue ) { if( FloorAtGridNo( iMapIndex + WORLD_COLS ) ) BuildWallPiece( iMapIndex, EXTERIOR_BOTTOM, gubWallUIValue ); else BuildWallPiece( iMapIndex, INTERIOR_BOTTOM, gubWallUIValue ); } } return; } //*D* See above documentation //Evaluate left adjacent tile if( usWallType = GetVerticalWallType( iMapIndex - 1 ) ) usNumH[ usWallType - FIRSTWALL ]++; if( usWallType = GetHorizontalWallType( iMapIndex - 1 ) ) usNumH[ usWallType - FIRSTWALL ]++; //Evaluate right adjacent tile if( usWallType = GetHorizontalWallType( iMapIndex + 1 ) ) usNumH[ usWallType - FIRSTWALL ]++; //Evaluate upper adjacent tile if( usWallType = GetVerticalWallType( iMapIndex - WORLD_COLS ) ) usNumV[ usWallType - FIRSTWALL ]++; if( usWallType = GetHorizontalWallType( iMapIndex - WORLD_COLS ) ) usNumV[ usWallType - FIRSTWALL ]++; //Evaluate lower adjacent tile if( usWallType = GetVerticalWallType( iMapIndex + WORLD_COLS ) ) usNumV[ usWallType - FIRSTWALL ]++; //*E* See above documentation if( usNumV[gubWallUIValue - FIRSTWALL] | usNumH[gubWallUIValue - FIRSTWALL] ) { if( usNumV[gubWallUIValue - FIRSTWALL] >= usNumH[gubWallUIValue - FIRSTWALL] ) { if( FloorAtGridNo( iMapIndex + 1 ) ) { //inside BuildWallPiece( iMapIndex, EXTERIOR_RIGHT, gubWallUIValue ); //Change to extended piece if it is a new top right corner to cover the end part. if( GetHorizontalWall( iMapIndex - WORLD_COLS ) && !GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) && !GetVerticalWall( iMapIndex - WORLD_COLS ) ) ChangeVerticalWall( iMapIndex, INTERIOR_EXTENDED ); else if( GetHorizontalWall( iMapIndex - WORLD_COLS ) && !GetHorizontalWall( iMapIndex - WORLD_COLS - 1 ) && !GetVerticalWall( iMapIndex - WORLD_COLS - 1 ) ) { ChangeVerticalWall( iMapIndex, INTERIOR_EXTENDED ); EraseHorizontalWall( iMapIndex - WORLD_COLS ); } } else { //outside BuildWallPiece( iMapIndex, INTERIOR_RIGHT, gubWallUIValue ); if( GetHorizontalWall( iMapIndex - WORLD_COLS ) && !GetHorizontalWall( iMapIndex - WORLD_COLS + 1 ) && !GetVerticalWall( iMapIndex - WORLD_COLS ) ) ChangeVerticalWall( iMapIndex, EXTERIOR_EXTENDED ); else if( GetHorizontalWall( iMapIndex - WORLD_COLS ) && !GetHorizontalWall( iMapIndex - WORLD_COLS - 1 ) && !GetVerticalWall( iMapIndex - WORLD_COLS - 1 ) ) { ChangeVerticalWall( iMapIndex, EXTERIOR_EXTENDED ); EraseHorizontalWall( iMapIndex - WORLD_COLS ); } } } else { if( GetVerticalWall( iMapIndex - 1 ) && !GetVerticalWall( iMapIndex - WORLD_COLS - 1 ) && !GetHorizontalWall( iMapIndex - WORLD_COLS - 1 ) ) EraseVerticalWall( iMapIndex - 1); if( FloorAtGridNo( iMapIndex + WORLD_COLS ) ) { //inside BuildWallPiece( iMapIndex, EXTERIOR_BOTTOM, gubWallUIValue ); if( GetVerticalWall( iMapIndex + WORLD_COLS ) ) ChangeVerticalWall( iMapIndex + WORLD_COLS, INTERIOR_EXTENDED ); if( GetVerticalWall( iMapIndex + WORLD_COLS - 1 ) && !GetVerticalWall( iMapIndex - 1 ) ) ChangeVerticalWall( iMapIndex + WORLD_COLS - 1, INTERIOR_EXTENDED ); else if( GetVerticalWall( iMapIndex - 1 ) && !GetVerticalWall( iMapIndex + WORLD_COLS - 1 ) && FloorAtGridNo( iMapIndex ) ) ChangeVerticalWall( iMapIndex - 1, INTERIOR_BOTTOMEND ); } else { //outside BuildWallPiece( iMapIndex, INTERIOR_BOTTOM, gubWallUIValue ); if( GetVerticalWall( iMapIndex + WORLD_COLS ) ) ChangeVerticalWall( iMapIndex + WORLD_COLS, EXTERIOR_EXTENDED ); if( GetVerticalWall( iMapIndex + WORLD_COLS - 1 ) && !GetVerticalWall( iMapIndex - 1 ) ) ChangeVerticalWall( iMapIndex + WORLD_COLS - 1, EXTERIOR_EXTENDED ); else if( GetVerticalWall( iMapIndex - 1 ) && !GetVerticalWall( iMapIndex + WORLD_COLS - 1 ) && FloorAtGridNo( iMapIndex ) ) ChangeVerticalWall( iMapIndex - 1, EXTERIOR_BOTTOMEND ); } } return; } //*F* See above documentation usWallType = GetHorizontalWallType( iMapIndex + WORLD_COLS ); if( usWallType == gubWallUIValue ) { if( !GetHorizontalWall( iMapIndex + WORLD_COLS - 1 ) ) EraseHorizontalWall( iMapIndex + WORLD_COLS ); if( FloorAtGridNo( iMapIndex + 1 ) ) { //inside BuildWallPiece( iMapIndex + WORLD_COLS, EXTERIOR_RIGHT, gubWallUIValue ); BuildWallPiece( iMapIndex, EXTERIOR_RIGHT, gubWallUIValue ); if( !GetVerticalWall( iMapIndex + WORLD_COLS * 2 ) && FloorAtGridNo( iMapIndex + WORLD_COLS * 2 + 1 ) ) ChangeVerticalWall( iMapIndex + WORLD_COLS, INTERIOR_BOTTOMEND ); else //override the damn other smoothing. ChangeVerticalWall( iMapIndex + WORLD_COLS, INTERIOR_R ); } else { //outside BuildWallPiece( iMapIndex + WORLD_COLS, INTERIOR_RIGHT, gubWallUIValue ); BuildWallPiece( iMapIndex, INTERIOR_RIGHT, gubWallUIValue ); if( !GetVerticalWall( iMapIndex + WORLD_COLS * 2 ) && !FloorAtGridNo( iMapIndex + WORLD_COLS * 2 + 1 ) ) ChangeVerticalWall( iMapIndex + WORLD_COLS, EXTERIOR_BOTTOMEND ); else //override the damn other smoothing. ChangeVerticalWall( iMapIndex + WORLD_COLS, EXTERIOR_R ); } return; } usWallType = GetVerticalWallType( iMapIndex + 1 ); if( usWallType == gubWallUIValue ) { if(FloorAtGridNo( iMapIndex + WORLD_COLS ) ) { //inside BuildWallPiece( iMapIndex + 1, EXTERIOR_BOTTOM, gubWallUIValue ); BuildWallPiece( iMapIndex, EXTERIOR_BOTTOM, gubWallUIValue ); if( !GetVerticalWall( iMapIndex - WORLD_COLS + 1 ) ) { EraseVerticalWall( iMapIndex + 1 ); ChangeVerticalWall( iMapIndex + WORLD_COLS + 1, INTERIOR_EXTENDED ); } if( !GetVerticalWall( iMapIndex + WORLD_COLS + 1) ) { if( !GetHorizontalWall( iMapIndex - WORLD_COLS + 1) && !GetVerticalWall( iMapIndex - WORLD_COLS + 1 ) && GetHorizontalWall( iMapIndex - WORLD_COLS + 2 ) ) ChangeVerticalWall( iMapIndex + 1, INTERIOR_EXTENDED ); else ChangeVerticalWall( iMapIndex + 1, INTERIOR_BOTTOMEND ); } } else { //outside BuildWallPiece( iMapIndex + 1, INTERIOR_BOTTOM, gubWallUIValue ); BuildWallPiece( iMapIndex, INTERIOR_BOTTOM, gubWallUIValue ); if( !GetVerticalWall( iMapIndex - WORLD_COLS + 1 ) ) { EraseVerticalWall( iMapIndex + 1 ); ChangeVerticalWall( iMapIndex + WORLD_COLS + 1, EXTERIOR_EXTENDED ); } if( !GetVerticalWall( iMapIndex + WORLD_COLS + 1) ) { if( !GetHorizontalWall( iMapIndex - WORLD_COLS + 1) && !GetVerticalWall( iMapIndex - WORLD_COLS + 1 ) && GetHorizontalWall( iMapIndex - WORLD_COLS + 2 ) ) ChangeVerticalWall( iMapIndex + 1, EXTERIOR_EXTENDED ); else ChangeVerticalWall( iMapIndex + 1, EXTERIOR_BOTTOMEND ); } } return; } //Check for the highest weight value. }