void PasteBuilding( INT32 iMapIndex ) { BUILDINGLAYOUTNODE *curr; INT32 iOffset; if( !gpBuildingLayoutList ) return; SortBuildingLayout( iMapIndex ); iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo; curr = gpBuildingLayoutList; //First time, set the undo gridnos to everything effected. while( curr ) { AddToUndoList( curr->sGridNo ); AddToUndoList( curr->sGridNo + iOffset ); curr = curr->next; } //Now, paste the building (no smoothing) curr = gpBuildingLayoutList; while( curr ) { PasteMapElementToNewMapElement( curr->sGridNo, curr->sGridNo + iOffset ); curr = curr->next; } MarkWorldDirty(); }
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 RemoveCaveSectionFromWorld( SGPRect *pSelectRegion ) { UINT32 top, left, right, bottom, x, y; UINT32 iMapIndex; UINT16 usIndex; UINT8 ubPerimeterValue; top = pSelectRegion->iTop; left = pSelectRegion->iLeft; right = pSelectRegion->iRight; bottom = pSelectRegion->iBottom; //Pass 1: Remove all pieces in area for( y = top; y <= bottom; y++ ) for( x = left; x <= right; x++ ) { iMapIndex = y * WORLD_COLS + x; AddToUndoList( iMapIndex ); RemoveAllStructsOfTypeRange( iMapIndex, FIRSTWALL, LASTWALL ); } //Past 2: Go around outside perimeter and smooth each piece for( y = top - 1; y <= bottom + 1; y++ ) for( x = left - 1; x <= right + 1; x++ ) { iMapIndex = y * WORLD_COLS + x; if( CaveAtGridNo( iMapIndex ) ) { ubPerimeterValue = CalcNewCavePerimeterValue( iMapIndex ); usIndex = GetCaveTileIndexFromPerimeterValue( ubPerimeterValue ); AddToUndoList( iMapIndex ); if( usIndex != 0xffff ) AddCave( iMapIndex, usIndex ); else { //change piece to stalagmite... RemoveAllStructsOfTypeRange( iMapIndex, FIRSTWALL, LASTWALL ); } } } }
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 ); } }
//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 EraseRoof( UINT32 iMapIndex ) { AddToUndoList( iMapIndex ); RemoveAllRoofsOfTypeRange( iMapIndex, FIRSTTEXTURE, LASTITEM ); RemoveAllOnRoofsOfTypeRange( iMapIndex, FIRSTTEXTURE, LASTITEM ); RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTROOF, LASTSLANTROOF ); }
void EraseWalls( UINT32 iMapIndex ) { AddToUndoList( iMapIndex ); RemoveAllStructsOfTypeRange( iMapIndex, FIRSTTEXTURE, LASTITEM ); RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTWALL, LASTWALL ); RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTDOORSHADOW, LASTDOORSHADOW ); RemoveAllObjectsOfTypeRange( iMapIndex, DEBRISROCKS, LASTDEBRIS ); RemoveAllTopmostsOfTypeRange( iMapIndex, WIREFRAMES, WIREFRAMES ); RemoveAllObjectsOfTypeRange( iMapIndex, DEBRIS2MISC, DEBRIS2MISC ); RemoveAllObjectsOfTypeRange( iMapIndex, ANOTHERDEBRIS, ANOTHERDEBRIS ); }
void BulldozeNature( UINT32 iMapIndex ) { AddToUndoList( iMapIndex ); RemoveAllStructsOfTypeRange( iMapIndex, FIRSTISTRUCT,LASTISTRUCT ); RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTCLIFFSHADOW, LASTCLIFFSHADOW ); RemoveAllStructsOfTypeRange( iMapIndex, FIRSTOSTRUCT,LASTOSTRUCT ); //outside objects. RemoveAllShadowsOfTypeRange( iMapIndex, FIRSTSHADOW,LASTSHADOW ); RemoveAllStructsOfTypeRange( iMapIndex, FIRSTROAD, LASTROAD ); RemoveAllObjectsOfTypeRange( iMapIndex, DEBRISROCKS, LASTDEBRIS ); RemoveAllObjectsOfTypeRange( iMapIndex, ANOTHERDEBRIS, ANOTHERDEBRIS ); }
//Road macros vary in size from 3 gridnos to 18 gridnos. Using the anchor gridno based off of the original //road system, this function will place the new macro (consisting of multiple road pieces in multiple //gridnos). void PlaceRoadMacroAtGridNo( INT32 iMapIndex, INT32 iMacroID ) { INT32 i; UINT16 usTileIndex; i = gsRoadMacroStartIndex[ iMacroID ]; while( gRoadMacros[ i ].sMacroID == iMacroID ) { AddToUndoList( iMapIndex + gRoadMacros[ i ].sOffset ); RemoveAllObjectsOfTypeRange( i, ROADPIECES, ROADPIECES ); GetTileIndexFromTypeSubIndex( ROADPIECES, (UINT16)(i+1) , &usTileIndex ); AddObjectToHead( iMapIndex + gRoadMacros[ i ].sOffset, usTileIndex ); i++; } }
//Given a gridno, it will erase the current roof, and calculate the new roof piece based on the //wall orientions giving priority to the top and left walls before anything else. //NOTE: passing NULL for usRoofType will force the function to calculate the nearest roof type, // and use that for the new roof. This is needed when erasing parts of multiple buildings simultaneously. void RebuildRoof( UINT32 iMapIndex, UINT16 usRoofType ) { UINT16 usRoofIndex, usTileIndex; BOOLEAN fTop, fBottom, fLeft, fRight; if( !usRoofType ) { usRoofType = SearchForRoofType( iMapIndex ); } if( usRoofType == 0xffff ) return; //no roof type around, so don't draw one. //Analyse the mapindex for walls and set the flags. //NOTE: There is no support for more than 2 side on a roof, so if there is, draw TOPLEFT AddToUndoList( iMapIndex ); EraseRoof( iMapIndex ); fTop = GetHorizontalWall( iMapIndex - WORLD_COLS ) ? TRUE : FALSE; fLeft = GetVerticalWall( iMapIndex - 1 ) ? TRUE : FALSE; fBottom = GetHorizontalWall( iMapIndex ) ? TRUE : FALSE; fRight = GetVerticalWall( iMapIndex ) ? TRUE : FALSE; if( fTop && fLeft ) usRoofIndex = TOPLEFT_ROOF_INDEX; else if( fTop && fRight) usRoofIndex = TOPRIGHT_ROOF_INDEX; else if( fBottom && fLeft ) usRoofIndex = BOTTOMLEFT_ROOF_INDEX; else if( fBottom && fRight ) usRoofIndex = BOTTOMRIGHT_ROOF_INDEX; else if( fTop ) usRoofIndex = TOP_ROOF_INDEX; else if( fBottom ) usRoofIndex = BOTTOM_ROOF_INDEX; else if( fLeft ) usRoofIndex = LEFT_ROOF_INDEX; else if( fRight ) usRoofIndex = RIGHT_ROOF_INDEX; else usRoofIndex = CENTER_ROOF_BASE_INDEX + ( rand() % CENTER_ROOF_VARIANTS ); GetTileIndexFromTypeSubIndex( usRoofType, usRoofIndex, &usTileIndex ); AddRoofToHead( iMapIndex, usTileIndex ); //if the editor view roofs is off, then the new roofs need to be hidden. if( !fBuildingShowRoofs ) { HideStructOfGivenType( iMapIndex, usRoofType, TRUE ); } }
void EraseFloor( UINT32 iMapIndex ) { AddToUndoList( iMapIndex ); RemoveAllLandsOfTypeRange( iMapIndex, FIRSTFLOOR, LASTFLOOR ); }
//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 ); }
void BuildSlantRoof( INT32 iLeft, INT32 iTop, INT32 iRight, INT32 iBottom, UINT16 usWallType, UINT16 usRoofType, BOOLEAN fVertical ) { INT32 i; UINT16 usTileIndex; INT32 iMapIndex; if( fVertical ) { iMapIndex = iBottom * WORLD_COLS + iLeft; //This happens to be the only mapindex that needs to be backed up. The rest have already been //done because of the building code before this. AddToUndoList( iMapIndex + 8 ); //Add the closest viewable pieces. There are two aframe walls pieces, and extended aframe roof pieces. GetTileIndexFromTypeSubIndex( usWallType, VWALL_LEFT, &usTileIndex ); AddRoofToHead( iMapIndex + 4, usTileIndex ); GetTileIndexFromTypeSubIndex( usWallType, VWALL_RIGHT, &usTileIndex ); AddRoofToHead( iMapIndex + 8, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THICK_LEFT, &usTileIndex ); AddRoofToHead( iMapIndex + 3, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THICK_RIGHT, &usTileIndex ); AddRoofToHead( iMapIndex + 7, usTileIndex ); for( i = iBottom - 1; i > iTop; i-- ) { iMapIndex -= WORLD_COLS; GetTileIndexFromTypeSubIndex( usRoofType, THIN_LEFT, &usTileIndex ); AddRoofToHead( iMapIndex + 3, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THIN_RIGHT, &usTileIndex ); AddRoofToHead( iMapIndex + 7, usTileIndex ); } iMapIndex -= WORLD_COLS; GetTileIndexFromTypeSubIndex( usRoofType, THICK_LEFT, &usTileIndex ); AddRoofToHead( iMapIndex + 3, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THICK_RIGHT, &usTileIndex ); AddRoofToHead( iMapIndex + 7, usTileIndex ); } else { iMapIndex = iTop * WORLD_COLS + iRight; //This happens to be the only mapindex that needs to be backed up. The rest have already been //done because of the building code before this. AddToUndoList( iMapIndex + 8*WORLD_COLS ); //Add the closest viewable pieces. There are two aframe walls pieces, and extended aframe roof pieces. GetTileIndexFromTypeSubIndex( usWallType, HWALL_LEFT, &usTileIndex ); AddRoofToHead( iMapIndex + 4*WORLD_COLS, usTileIndex ); GetTileIndexFromTypeSubIndex( usWallType, HWALL_RIGHT, &usTileIndex ); AddRoofToHead( iMapIndex + 8*WORLD_COLS, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THICK_TOP, &usTileIndex ); AddRoofToHead( iMapIndex + 3*WORLD_COLS, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THICK_BOTTOM, &usTileIndex ); AddRoofToHead( iMapIndex + 7*WORLD_COLS, usTileIndex ); for( i = iRight - 1; i > iLeft; i-- ) { iMapIndex--; GetTileIndexFromTypeSubIndex( usRoofType, THIN_TOP, &usTileIndex ); AddRoofToHead( iMapIndex + 3*WORLD_COLS, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THIN_BOTTOM, &usTileIndex ); AddRoofToHead( iMapIndex + 7*WORLD_COLS, usTileIndex ); } iMapIndex--; GetTileIndexFromTypeSubIndex( usRoofType, THICK_TOP, &usTileIndex ); AddRoofToHead( iMapIndex + 3*WORLD_COLS, usTileIndex ); GetTileIndexFromTypeSubIndex( usRoofType, THICK_BOTTOM, &usTileIndex ); AddRoofToHead( iMapIndex + 7*WORLD_COLS, usTileIndex ); } }