Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
-4
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@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "Ambient Control.h"
#include "Sound Control.h"
#include "Game Events.h"
@@ -14,7 +11,6 @@
#include "Strategic Movement.h"
#include "Game Clock.h"
#include "strategic mines.h"
#endif
AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
INT16 gsNumAmbData = 0;
+435 -591
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File diff suppressed because it is too large Load Diff
+39
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@@ -0,0 +1,39 @@
set(TileEngineSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Ambient Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Buildings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/environment.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Exit Grids.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Explosion Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Fog Of War.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Interactive Tiles.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Isometric Utils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/LightEffects.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/lighting.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Map Edgepoints.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/overhead map.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/phys math.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/physics.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/pits.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Radar Screen.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Render Dirty.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Render Fun.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Render Z.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/renderworld.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/SaveLoadMap.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Shade Table Util.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Simple Render Utils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Smell.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/SmokeEffects.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/structure.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/sysutil.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Tactical Placement GUI.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Tile Animation.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Tile Cache.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Tile Surface.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/TileDat.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tiledef.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/WorldDat.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/worlddef.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/worldman.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ExplosionData.cpp"
PARENT_SCOPE)
-135
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "debug.h"
#include "worlddef.h"
#include "worldman.h"
@@ -14,70 +11,15 @@
#include "Sys Globals.h"
#include "SaveLoadMap.h"
#include "Text.h"
#endif
#if 0//dnl ch86 180214
BOOLEAN gfLoadingExitGrids = FALSE;
//used by editor.
EXITGRID gExitGrid = {0,1,1,0};
BOOLEAN gfOverrideInsertionWithExitGrid = FALSE;
//<SB>
#define MAX_EXITGRIDS 4096
EXITGRID gpExitGrids[MAX_EXITGRIDS];
UINT guiExitGridsCount = 0;
//INT32 ConvertExitGridToINT32( EXITGRID *pExitGrid )
//{
// INT32 iExitGridInfo;
// iExitGridInfo = (pExitGrid->ubGotoSectorX-1)<< 28;
// iExitGridInfo += (pExitGrid->ubGotoSectorY-1)<< 24;
// iExitGridInfo += pExitGrid->ubGotoSectorZ << 20;
// iExitGridInfo += pExitGrid->usGridNo & 0x0000ffff;
// return iExitGridInfo;
//}
//
//void ConvertINT32ToExitGrid( INT32 iExitGridInfo, EXITGRID *pExitGrid )
//{
// //convert the int into 4 unsigned bytes.
// pExitGrid->ubGotoSectorX = (UINT8)(((iExitGridInfo & 0xf0000000)>>28)+1);
// pExitGrid->ubGotoSectorY = (UINT8)(((iExitGridInfo & 0x0f000000)>>24)+1);
// pExitGrid->ubGotoSectorZ = (UINT8)((iExitGridInfo & 0x00f00000)>>20);
// pExitGrid->usGridNo = (UINT16)(iExitGridInfo & 0x0000ffff);
//}
#else
BOOLEAN gfLoadingExitGrids = FALSE;
BOOLEAN gfOverrideInsertionWithExitGrid = FALSE;
EXITGRID gExitGrid;
EXITGRID *ExitGridTable = NULL;
UINT16 gusNumExitGrids = 0;
#endif
BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid )
{
#if 0//dnl ch86 170214
LEVELNODE *pShadow;
pShadow = gpWorldLevelData[ usMapIndex ].pShadowHead;
//Search through object layer for an exitgrid
while( pShadow )
{
if ( pShadow->uiFlags & LEVELNODE_EXITGRID )
{
//<SB>
// ConvertINT32ToExitGrid( pShadow->iExitGridInfo, pExitGrid );
memcpy(pExitGrid, pShadow->pExitGridInfo, sizeof(EXITGRID));
//</SB>
return TRUE;
}
pShadow = pShadow->pNext;
}
return FALSE;
#else
INT32 i = 0;
while(i < gusNumExitGrids)
{
@@ -89,7 +31,6 @@ BOOLEAN GetExitGrid( UINT32 usMapIndex, EXITGRID *pExitGrid )
i++;
}
return(FALSE);
#endif
}
BOOLEAN ExitGridAtGridNo( UINT32 usMapIndex )
@@ -127,42 +68,6 @@ BOOLEAN GetExitGridLevelNode( UINT32 usMapIndex, LEVELNODE **ppLevelNode )
void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid )
{
#if 0//dnl ch86 180214
LEVELNODE *pShadow, *tail;
pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead;
//Search through object layer for an exitgrid
while( pShadow )
{
tail = pShadow;
if( pShadow->uiFlags & LEVELNODE_EXITGRID )
{ //we have found an existing exitgrid in this node, so replace it with the new information.
memcpy(pShadow->pExitGridInfo, pExitGrid, sizeof(EXITGRID));//dnl ch80 011213
return;
}
pShadow = pShadow->pNext;
}
// Add levelnode
AddShadowToHead( iMapIndex, MOCKFLOOR1 );
// Get new node
pShadow = gpWorldLevelData[ iMapIndex ].pShadowHead;
//fill in the information for the new exitgrid levelnode.
//<SB>
// pShadow->iExitGridInfo = ConvertExitGridToINT32( pExitGrid );
memcpy(gpExitGrids + guiExitGridsCount, pExitGrid, sizeof(EXITGRID));
pShadow->pExitGridInfo = gpExitGrids + guiExitGridsCount;
guiExitGridsCount++;
//</SB>
pShadow->uiFlags |= ( LEVELNODE_EXITGRID | LEVELNODE_HIDDEN );
//Add the exit grid to the sector, only if we call ApplyMapChangesToMapTempFile() first.
if( !gfEditMode && !gfLoadingExitGrids )
{
AddExitGridToMapTempFile( iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
#else
pExitGrid->iMapIndex = iMapIndex;
INT32 i = 0, j = -1;
while(i < gusNumExitGrids)
@@ -200,18 +105,10 @@ void AddExitGridToWorld( INT32 iMapIndex, EXITGRID *pExitGrid )
if(!gfEditMode && !gfLoadingExitGrids)
AddExitGridToMapTempFile(iMapIndex, pExitGrid, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
}
#endif
}
void RemoveExitGridFromWorld( INT32 iMapIndex )
{
#if 0//dnl ch86 180214
UINT16 usDummy;
if( TypeExistsInShadowLayer( iMapIndex, MOCKFLOOR, &usDummy ) )
{
RemoveAllShadowsOfTypeRange( iMapIndex, MOCKFLOOR, MOCKFLOOR );
}
#else
INT32 i = 0;
while(i < gusNumExitGrids)
{
@@ -223,7 +120,6 @@ void RemoveExitGridFromWorld( INT32 iMapIndex )
}
i++;
}
#endif
}
void TrashExitGridTable(void)//dnl ch86 170214
@@ -288,37 +184,15 @@ void LoadExitGrids(INT8** hBuffer, FLOAT dMajorMapVersion)
UINT16 usNumExitGrids;
INT32 usMapIndex;
EXITGRID ExitGrid;
#if 0//dnl ch86 170214
// New world is loading so trash all old EXITGRID's
memset(gpExitGrids, 0, sizeof(gpExitGrids));
guiExitGridsCount = 0;
#else
TrashExitGridTable();
#endif
gfLoadingExitGrids = TRUE;
LOADDATA(&usNumExitGrids, *hBuffer, sizeof(usNumExitGrids));
for(int i=0; i<usNumExitGrids; i++)
{
#if 0//dnl ch86 170214
if(dMajorMapVersion < 7.0)
{
UINT16 usOldMapIndex;
LOADDATA(&usOldMapIndex, *hBuffer, sizeof(usOldMapIndex));
usMapIndex = usOldMapIndex;
}
else
LOADDATA(&usMapIndex, *hBuffer, sizeof(usMapIndex));
ExitGrid.Load(hBuffer, dMajorMapVersion);
//dnl ch44 280909 EXITGRID translation
gMapTrn.GetTrnCnt(usMapIndex);
//gMapTrn.GetTrnCnt(ExitGrid.usGridNo);//dnl ch56 151009 This is gridno in sector which size you don't know, so no translation here
AddExitGridToWorld(usMapIndex, &ExitGrid);
#else
ExitGrid.Load(hBuffer, dMajorMapVersion);
gMapTrn.GetTrnCnt(ExitGrid.iMapIndex);
usMapIndex = ExitGrid.iMapIndex;
AddExitGridToWorld(usMapIndex, &ExitGrid);
#endif
}
gfLoadingExitGrids = FALSE;
}
@@ -333,15 +207,6 @@ void SaveExitGrids(HWFILE hFile, UINT16 usNumExitGrids, FLOAT dMajorMapVersion,
{
if(GetExitGrid(i, &ExitGrid))
{
#if 0//dnl ch86 170214
if(dMajorMapVersion < 7.0)
{
UINT16 usOldMapIndex = i;
FileWrite(hFile, &usOldMapIndex, sizeof(usOldMapIndex), &uiBytesWritten);
}
else
FileWrite(hFile, &i, sizeof(i), &uiBytesWritten);
#endif
ExitGrid.Save(hFile, dMajorMapVersion, ubMinorMapVersion);
usNumSaved++;
}
-14
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@@ -1,10 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#include "end game.h"
#include "Morale.h"
#else
#include "debug.h"
#include "weapons.h"
#include "worldman.h"
@@ -39,7 +34,6 @@
#include "Points.h" // added by Flugente
#include "Interface Control.h" // added by Flugente for DrawExplosionWarning(...)
#include "SkillMenu.h"
#endif
#include "Soldier Macros.h"
#include "connect.h"
@@ -828,11 +822,7 @@ INT8 ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextC
{
if ( !(ppTile[ ubLoop ]->fFlags & TILE_ON_ROOF ) )
{
#if 0//dnl ch83 080114
sStructGridNo = pBase->sGridNo + ppTile[ubLoop]->sPosRelToBase;
#else
sStructGridNo = AddPosRelToBase(pBase->sGridNo, ppTile[ubLoop]);
#endif
// there might be two structures in this tile, one on each level, but we just want to
// delete one on each pass
@@ -1465,11 +1455,7 @@ void ExplosiveDamageGridNo( INT32 sGridNo, INT16 sWoundAmt, UINT32 uiDist,
for ( ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++)
{
#if 0//dnl ch83 080114
sNewGridNo = sBaseGridNo + ppTile[ubLoop]->sPosRelToBase;
#else
sNewGridNo = AddPosRelToBase(sBaseGridNo, ppTile[ubLoop]);
#endif
// look in adjacent tiles
for ( ubLoop2 = 0; ubLoop2 < NUM_WORLD_DIRECTIONS; ubLoop2++ )
{
-4
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@@ -1,12 +1,8 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "types.h"
#include "Fog Of War.h"
#include "Isometric Utils.h"
#include "Simple Render Utils.h"
#include "lighting.h"
#endif
//When line of sight reaches a gridno, and there is a light there, it turns it on.
//This is only done in the cave levels.
-4
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@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "sysutil.h"
#include "renderworld.h"
#include "Sound Control.h"
@@ -19,7 +16,6 @@
#include "NPC.h"
#include "Explosion Control.h"
#include "Text.h"
#endif
#ifdef JA2TESTVERSION
#include "message.h"
+14 -43
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "debug.h"
#include "renderworld.h"
#include "interface.h"
@@ -10,7 +7,6 @@
#include "overhead.h"
#include "Random.h"
#include "Pathai.h"
#endif
#include "Map Information.h"
#include "meanwhile.h"
#include "strategicmap.h"
@@ -95,6 +91,11 @@ UINT8 gOneCCDirection[ NUM_WORLD_DIRECTIONS ] =
WEST
};
UINT8 DirectionIfTurnedClockwise(UINT8 facing, UINT8 times)
{
return (facing + times) % NUM_WORLD_DIRECTIONS;
}
// DIRECTION FACING DIRECTION WE WANT TO GOTO
UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIONS ] =
{
@@ -668,16 +669,6 @@ BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY )
return( TRUE );
}
#if 0
// 0verhaul
// I did that (or actually uncasted a bunch of stuff and re-typed others to correct them), so
// no worries
// (jonathanl) to save me having to cast all the previous code
BOOLEAN GetMouseMapPos( UINT32 *psMapPos )
{
return GetMouseMapPos( (INT32 *)psMapPos );
}
#endif
BOOLEAN GetMouseMapPos( INT32 *psMapPos )
{
@@ -916,6 +907,15 @@ INT16 sDeltaScreenX, sDeltaScreenY;
}
INT16 DirectionToVectorX[NUM_WORLD_DIRECTIONS] = {0, 1, 1, 1, 0, -1, -1, -1};
INT16 DirectionToVectorY[NUM_WORLD_DIRECTIONS] = {-1, -1, 0, 1, 1, 1, 0, -1};
void ConvertDirectionToVectorInXY( UINT8 ubDirection, INT16* sXDir, INT16* sYDir )
{
Assert(ubDirection >= 0 && ubDirection < NUM_WORLD_DIRECTIONS);
*sXDir = DirectionToVectorX[ubDirection];
*sYDir = DirectionToVectorY[ubDirection];
}
void ConvertGridNoToXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos )
{
*sYPos = sGridNo / WORLD_COLS;
@@ -1299,11 +1299,7 @@ BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo )
// Get screen coordinates for current position of soldier
GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY);
#if 0//dnl ch53 151009
if ( sWorldX > 0 && sWorldX < ( gsTRX - gsTLX - 20 ) && sWorldY > 20 && sWorldY < ( gsBLY - gsTLY - 20 ) )
#else
if ( sWorldX >= 30 && sWorldX <= (gsTRX - gsTLX - 30) && sWorldY >= 20 && sWorldY <= (gsBLY - gsTLY - 10) )
#endif
{
return GridNoOnWalkableWorldTile(sGridNo);
}
@@ -1311,31 +1307,6 @@ BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo )
return( FALSE );
}
#if 0//dnl ch53 101009
// This function is used when we care about astetics with the top Y portion of the
// gma eplay area
// mostly due to UI bar that comes down....
BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT32 sGridNo )
{
INT16 sWorldX;
INT16 sWorldY;
INT16 sXMapPos, sYMapPos;
// Check for valid gridno...
ConvertGridNoToXY( sGridNo, &sXMapPos, &sYMapPos );
// Get screen coordinates for current position of soldier
GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY);
if ( sWorldX > 0 && sWorldX < ( gsTRX - gsTLX - 20 ) &&
sWorldY > 40 && sWorldY < ( gsBLY - gsTLY - 20 ) )
{
return( TRUE );
}
return( FALSE );
}
#endif
BOOLEAN GridNoOnEdgeOfMap( INT32 sGridNo, INT8 * pbDirection )
{
+3
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@@ -30,6 +30,8 @@ extern UINT8 gTwoCDirection[ NUM_WORLD_DIRECTIONS ];
extern UINT8 gOneCDirection[ NUM_WORLD_DIRECTIONS ];
extern UINT8 gOneCCDirection[ NUM_WORLD_DIRECTIONS ];
UINT8 DirectionIfTurnedClockwise(UINT8 facing, UINT8 times);
extern UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIONS ];
// Macros
@@ -40,6 +42,7 @@ extern UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIO
#define GETWORLDINDEXFROMWORLDCOORDS( y, x ) ( (INT32) ( x / CELL_X_SIZE ) ) + WORLD_COLS * ( (INT32) ( y / CELL_Y_SIZE ) )
void ConvertDirectionToVectorInXY(UINT8 ubDirection, INT16* sXDir, INT16* sYDir);
void ConvertGridNoToXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
void ConvertGridNoToCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
void ConvertGridNoToCenterCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
-4
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@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "debug.h"
#include "animation control.h"
#include "lighteffects.h"
@@ -11,7 +8,6 @@
#include "Game Clock.h"
#include "opplist.h"
#include "Tactical Save.h"
#endif
#include "SaveLoadGame.h"
#include "GameVersion.h" // added by Flugente
+2 -5
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@@ -1,7 +1,4 @@
//#include <cmath> // added by Flugente
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "Map Edgepoints.h"
#include "pathai.h"
@@ -14,7 +11,7 @@
#include "strategicmap.h"
#include "worldman.h"
#include "PreBattle Interface.h" // added by Flugente
#endif
#include "Rebel Command.h"
#include "connect.h"
@@ -1401,7 +1398,7 @@ INT32 SearchForClosestPrimaryMapEdgepoint(INT32 sGridNo, UINT8 ubInsertionCode,
break;
}
// WANNE - MP: Center
if ( ( (is_networked || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER )
if ( ( (is_networked || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE ) && ubInsertionCode == INSERTION_CODE_CENTER) || ubInsertionCode == INSERTION_CODE_CHOPPER || (RebelCommand::GetAdditionalDeployRange(ubInsertionCode) > 0) )
{
InitCenterEdgepoint( ubInsertionCode == INSERTION_CODE_CENTER );
psArray = gps1stCenterEdgepointArray;
+14 -12
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@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "sgp.h"
#include "Radar Screen.h"
#include "sysutil.h"
@@ -19,7 +16,6 @@
#include "Game Clock.h"
#include "Map Screen Interface Map Inventory.h"
#include "Animation Data.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -86,14 +82,16 @@ void InitRadarScreenCoords( )
{
RADAR_WINDOW_STRAT_X = UI_BOTTOM_X + 1182;
RADAR_WINDOW_STRAT_Y = UI_BOTTOM_Y + 9;
RADAR_WINDOW_TM_X = xResOffset + (xResSize - 97) + 223;
RADAR_WINDOW_SM_X = xResOffset + (xResSize - 97);
}
else
{
RADAR_WINDOW_STRAT_X = xResOffset + (xResSize - 97);
RADAR_WINDOW_STRAT_Y = (SCREEN_HEIGHT - 107);
RADAR_WINDOW_TM_X = xResOffset + (xResSize - 97);
RADAR_WINDOW_SM_X = xResOffset + (xResSize - 97);
}
RADAR_WINDOW_TM_X = xResOffset + (xResSize - 97);
RADAR_WINDOW_SM_X = xResOffset + (xResSize - 97);
RADAR_WINDOW_TM_Y = (INTERFACE_START_Y + 13);
RADAR_WINDOW_SM_Y = ((UsingNewInventorySystem() == false)) ? (INV_INTERFACE_START_Y + 33) : (INV_INTERFACE_START_Y + 116);
@@ -439,8 +437,8 @@ void RenderRadarScreen( )
sWidth = ( RADAR_WINDOW_WIDTH );
sHeight = ( RADAR_WINDOW_HEIGHT );
sX = RADAR_WINDOW_TM_X;
sY = gsRadarY;
sX = gsRadarX;
sY = gsRadarY;
sRadarTLX = (INT16)( ( sTopLeftWorldX * gdScaleX ) - sRadarCX + sX + ( sWidth /2 ) );
@@ -605,7 +603,7 @@ void RenderRadarScreen( )
}
// Add starting relative to interface
sXSoldRadar += RADAR_WINDOW_TM_X;
sXSoldRadar += gsRadarX;
sYSoldRadar += gsRadarY;
if(gbPixelDepth==16)
@@ -771,9 +769,13 @@ BOOLEAN CreateDestroyMouseRegionsForSquadList( void )
CHECKF(AddVideoObject(&VObjectDesc, &uiHandle));
GetVideoObject(&hHandle, uiHandle);
BltVideoObject( guiSAVEBUFFER , hHandle, 0,(xResOffset + xResSize - 102 - 1), gsVIEWPORT_END_Y, VO_BLT_SRCTRANSPARENCY,NULL );
RestoreExternBackgroundRect ((xResOffset + xResSize - 102 - 1), gsVIEWPORT_END_Y, 102,( INT16 ) ( SCREEN_HEIGHT - gsVIEWPORT_END_Y ) );
INT32 xCoord = (xResOffset + xResSize - 102 - 1);
if (isWidescreenUI())
{
xCoord += 224;
}
BltVideoObject( guiSAVEBUFFER, hHandle, 0, xCoord, gsVIEWPORT_END_Y, VO_BLT_SRCTRANSPARENCY,NULL );
RestoreExternBackgroundRect(xCoord, gsVIEWPORT_END_Y, 102,( INT16 ) ( SCREEN_HEIGHT - gsVIEWPORT_END_Y ) );
for( sCounter = 0; sCounter < NUMBER_OF_SQUADS; sCounter++ )
{
-6
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@@ -1,15 +1,9 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#include "winfont.h"
#else
#include "worlddef.h"
#include "Render Dirty.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#endif
#ifdef JA2BETAVERSION
#include "Message.h"
-8
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "Render Fun.h"
#include "sysutil.h"
#include "debug.h"
@@ -11,7 +8,6 @@
#include "Fog Of War.h"
#include "dialogue control.h"
#include "Random.h"
#endif
// Room Information
//UINT8 gubWorldRoomInfo[ WORLD_MAX ];
@@ -212,11 +208,7 @@ void ExamineGridNoForSlantRoofExtraGraphic( INT32 sCheckGridNo )
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;
-4
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "Types.h"
#include "SaveLoadMap.h"
#include "OverHead.h"
@@ -18,7 +15,6 @@
#include "Message.h"
#include "GameSettings.h"
#include "Smell.h"
#endif
#include <vfs/Core/vfs.h>
//SB: make size of gpRevealedMap dependable from variable tactical map dimensions
-4
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@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include <stdio.h>
#include "types.h"
#include "lighting.h"
@@ -10,7 +7,6 @@
#include "video.h"
#include "WorldDat.h"
#include "Fileman.h"
#endif
#include <vfs/Core/vfs.h>
-4
View File
@@ -1,10 +1,6 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "types.h"
#include "Isometric Utils.h"
#include "renderworld.h"
#endif
void MarkMapIndexDirty( INT32 iMapIndex )
{
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "worlddef.h"
#include "Random.h"
#include "Smell.h"
@@ -14,7 +11,6 @@
#include "Game Clock.h"
#include "Overhead.h"
#include "debug control.h"
#endif
/*
* Smell & Blood system
-4
View File
@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include <stdio.h>
#include <string.h>
#include "stdlib.h"
@@ -28,7 +25,6 @@
// sevenfm
#include "environment.h"
#include "Render Fun.h"
#endif
#include "SaveLoadGame.h"
#include "debug control.h"
+11 -10
View File
@@ -2,11 +2,6 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#include "PreBattle Interface.h"
#include "vehicles.h"
#else
//sgp
#include "english.h"
#include "debug.h"
@@ -36,11 +31,11 @@
#include "WordWrap.h"
#include "Game Clock.h"
#include "Isometric Utils.h"
#endif
#include "connect.h"
#include "renderworld.h"//dnl ch45 051009
#include "merc entering.h"
#include "CampaignStats.h" // added by Flugente
#include "Rebel Command.h"
typedef struct MERCPLACEMENT
{
@@ -338,6 +333,7 @@ void InitTacticalPlacementGUI()
!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_REBELCOMMAND &&
!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT )
{
@@ -355,6 +351,7 @@ void InitTacticalPlacementGUI()
CurrentBattleSectorIs( MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY, MercPtrs[i]->bSectorZ ) &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT &&
MercPtrs[ i ]->bAssignment != ASSIGNMENT_REBELCOMMAND &&
!( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT &&
!( MercPtrs[ i ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) ) // ATE Ignore vehicles
@@ -910,6 +907,7 @@ void RenderTacticalPlacementGUI()
if(sWorldScreenY <= PLACEMENT_OFFSET)
{
sY = (PLACEMENT_OFFSET - sWorldScreenY) / 5;
sY += RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_NORTH)/5;
gTPClipRect.iTop += sY;
}
break;
@@ -917,6 +915,7 @@ void RenderTacticalPlacementGUI()
if((sWorldScreenX + NORMAL_MAP_SCREEN_WIDTH) >= (MAPWIDTH - PLACEMENT_OFFSET))
{
sX = ((sWorldScreenX + NORMAL_MAP_SCREEN_WIDTH) - (MAPWIDTH - PLACEMENT_OFFSET)) / 5;
sX += RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_EAST)/5;
gTPClipRect.iRight -= sX;
}
break;
@@ -924,6 +923,7 @@ void RenderTacticalPlacementGUI()
if((sWorldScreenY + NORMAL_MAP_SCREEN_HEIGHT) >= (MAPHEIGHT - PLACEMENT_OFFSET))
{
sY = ((sWorldScreenY + NORMAL_MAP_SCREEN_HEIGHT) - (MAPHEIGHT - PLACEMENT_OFFSET)) / 5;
sY += RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_SOUTH)/5;
gTPClipRect.iBottom -= sY;
}
break;
@@ -931,6 +931,7 @@ void RenderTacticalPlacementGUI()
if(sWorldScreenX <= PLACEMENT_OFFSET)
{
sX = (PLACEMENT_OFFSET - sWorldScreenX) / 5;
sX += RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_WEST)/5;
gTPClipRect.iLeft += sX;
}
break;
@@ -1234,19 +1235,19 @@ void TacticalPlacementHandle()
switch(gMercPlacement[gbCursorMercID].ubStrategicInsertionCode)
{
case INSERTION_CODE_NORTH:
if(sWorldScreenY <= PLACEMENT_OFFSET)
if(sWorldScreenY <= (PLACEMENT_OFFSET + RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_NORTH)))
gfValidCursor = TRUE;
break;
case INSERTION_CODE_EAST:
if(sWorldScreenX >= (MAPWIDTH - PLACEMENT_OFFSET))
if(sWorldScreenX >= ((MAPWIDTH - PLACEMENT_OFFSET - RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_EAST))))
gfValidCursor = TRUE;
break;
case INSERTION_CODE_SOUTH:
if(sWorldScreenY >= (MAPHEIGHT - PLACEMENT_OFFSET))
if(sWorldScreenY >= ((MAPHEIGHT - PLACEMENT_OFFSET - RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_SOUTH))))
gfValidCursor = TRUE;
break;
case INSERTION_CODE_WEST:
if(sWorldScreenX <= PLACEMENT_OFFSET)
if(sWorldScreenX <= (PLACEMENT_OFFSET + RebelCommand::GetAdditionalDeployRange(INSERTION_CODE_WEST)))
gfValidCursor = TRUE;
break;
}
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "worlddef.h"
#include "tile animation.h"
#include "debug.h"
@@ -16,7 +13,6 @@
#include "bullets.h"
#include "LightEffects.h"
#include "SmokeEffects.h"
#endif
ANITILE *pAniTileHead = NULL;
-4
View File
@@ -1,13 +1,9 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "debug.h"
#include "Debug Control.h"
#include "tile surface.h"
#include "tile cache.h"
#endif
#ifdef JA2TESTVERSION
#include "sys globals.h"
#endif
-4
View File
@@ -1,11 +1,7 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "debug.h"
#include "sys globals.h"
#endif
#include "XML.h"
-4
View File
@@ -1,9 +1,5 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "tiledef.h"
#include "worlddef.h"
#endif
#include "GameSettings.h"
-158
View File
@@ -1,158 +0,0 @@
#ifndef __TILEENGINE_ALL_H
#define __TILEENGINE_ALL_H
#pragma message("GENERATED PCH FOR TILEENGINE PROJECT.")
#include <stdio.h>
#include "sgp.h"
#include "Ambient types.h"
#include "fileman.h"
#include "environment.h"
#include "Sound Control.h"
#include "Game Events.h"
#include "Types.h"
#include "Buildings.h"
#include "Isometric Utils.h"
#include "Pathai.h"
#include "Structure Wrap.h"
#include "Random.h"
#include "Overhead.h"
#include "Render Fun.h"
#include "Strategicmap.h"
#include "Sys Globals.h"
#include "lighting.h"
#include "renderworld.h"
#include "Game Clock.h"
#include "quests.h"
#include "Ambient Control.h"
#include "AimMembers.h"
#include "Strategic Event Handler.h"
#include "BobbyR.h"
#include "mercs.h"
#include "email.h"
#include "Merc Hiring.h"
#include "insurance Contract.h"
#include "Strategic Merc Handler.h"
#include "message.h"
#include "opplist.h"
#include "debug.h"
#include "worlddef.h"
#include "worldman.h"
#include "smooth.h"
#include "Exit Grids.h"
#include "Editor Undo.h"
#include "Strategic Movement.h"
#include "Font Control.h"
#include "SaveLoadMap.h"
#include <string.h>
#include "wcheck.h"
#include "soldier control.h"
#include "weapons.h"
#include "handle items.h"
#include "rotting corpses.h"
#include "tile cache.h"
#include "animation control.h"
#include "utilities.h"
#include "soldier create.h"
#include "soldier add.h"
#include "explosion control.h"
#include "tile animation.h"
#include "world items.h"
#include "tiledef.h"
#include "tiledat.h"
#include "interactive tiles.h"
#include "Handle Doors.h"
#include "smokeeffects.h"
#include "handle ui.h"
#include "pits.h"
#include "campaign Types.h"
#include "strategic.h"
#include "Action Items.h"
#include "Soldier Profile.h"
#include "Interface Dialogue.h"
#include "LightEffects.h"
#include "AI.h"
#include "Soldier tile.h"
#include "smell.h"
#include "GameSettings.h"
#include "Fog Of War.h"
#include "Simple Render Utils.h"
#include <stdarg.h>
#include <time.h>
#include "himage.h"
#include "vsurface.h"
#include "vsurface_private.h"
#include "sysutil.h"
#include "interface.h"
#include "interface cursors.h"
#include "structure.h"
#include "points.h"
#include "Dialogue Control.h"
#include "english.h"
#include "mousesystem.h"
#include "jascreens.h"
#include "math.h"
#include <stdlib.h>
#include <errno.h>
#include "input.h"
#include "video.h"
#include "vobject_blitters.h"
#include "edit_sys.h"
#include "line.h"
#include "Animation Data.h"
#include "Timer Control.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Structure Internals.h"
#include "Shade Table Util.h"
#include <memory.h>
#include "Map Edgepoints.h"
#include "Map Information.h"
#include "vobject.h"
#include "worlddat.h"
#include "overhead map.h"
#include "interface control.h"
#include "cursors.h"
#include "soldier find.h"
#include "interface panels.h"
#include "Tactical Placement GUI.h"
#include "phys math.h"
#include "physics.h"
#include "los.h"
#include "event pump.h"
#include "interface items.h"
#include "Debug Control.h"
#include "text.h"
#include "Squads.h"
#include "Map Screen Interface Map Inventory.h"
//#include "container.h"
#include "fov.h"
#include "Overhead types.h"
#include "Tactical Save.h"
#include "MemMan.h"
#include "font.h"
#include "Button System.h"
#include "gameloop.h"
#include "Cursor Control.h"
#include "MessageBoxScreen.h"
#include "assignments.h"
#include "WordWrap.h"
#include "time.h"
#include "Keys.h"
#include "bullets.h"
#include "Animation Cache.h"
#include "tile surface.h"
#include <wchar.h>
#include "screenids.h"
#include "shading.h"
#include "Soldier Init List.h"
#include "Summary Info.h"
#include "Animated ProgressBar.h"
#include "EditorBuildings.h"
#include "music control.h"
#include "Scheduling.h"
#include "EditorMapInfo.h"
#include "Smoothing Utils.h"
#include "Meanwhile.h"
#endif
-667
View File
@@ -1,667 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="TileEngine"
ProjectGUID="{FC1938E8-9253-49A8-AA99-4639BBB46C1B}"
RootNamespace="TileEngine"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
>
<Tool
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<Tool
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<Tool
Name="VCXMLDataGeneratorTool"
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Name="VCWebServiceProxyGeneratorTool"
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<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
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Name="VCLibrarianTool"
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<Tool
Name="VCBscMakeTool"
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<Tool
Name="VCFxCopTool"
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<Tool
Name="VCPostBuildEventTool"
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</Configuration>
<Configuration
Name="MapEditor|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
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<Tool
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<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
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<Tool
Name="VCPreLinkEventTool"
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Name="VCALinkTool"
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Name="VCPostBuildEventTool"
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</Configuration>
<Configuration
Name="MapEditorD|Win32"
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IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
>
<Tool
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/>
<Tool
Name="VCCustomBuildTool"
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<Tool
Name="VCXMLDataGeneratorTool"
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/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
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MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
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<Tool
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</Configuration>
<Configuration
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</Configurations>
<References>
</References>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='MapEditor|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release_WithDebugInfo|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
-4
View File
@@ -1,13 +1,9 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "worlddat.h"
#include "sys globals.h"
#include "tile surface.h"
#include "Debug.h"
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_file_raii.h>
-4
View File
@@ -1,16 +1,12 @@
// Lesh:
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include <stdio.h>
#include <string.h>
#include "explosion control.h"
#include "Debug.h"
#include "FileMan.h"
#include "Debug Control.h"
#endif
#include "expat.h"
#include "XML.h"
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "sgp.h"
#include "environment.h"
#include "renderworld.h"
@@ -17,7 +14,6 @@
#include "Isometric Utils.h" // added by Flugente
#include "worldman.h" // added by Flugente
#include "Dialogue Control.h" // added by Flugente
#endif
#include "Text.h"
#include "connect.h"
-76
View File
@@ -16,9 +16,6 @@
* Written by Derek Beland, April 14, 1997
*
***************************************************************************************/
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "worlddef.h"
#include "renderworld.h"
#include "sysutil.h"
@@ -31,7 +28,6 @@
#include "Shade Table Util.h"
#include "rotting corpses.h"
#include "PATHAI.H"
#endif
#define LVL1_L1_PER (50)
#define LVL1_L2_PER (50)
@@ -544,12 +540,6 @@ UINT8 ubTravelCost;
//bDirection = atan8( iX, iY, iSrcX, iSrcY );
bDirection = atan8( iSrcX, iSrcY, iX, iY );
#if 0
if ( usTileNo == 20415 && bDirection == 3 )
{
int i = 0;
}
#endif
ubTravelCost = gubWorldMovementCosts[ usTileNo ][ bDirection ][ 0 ];
@@ -568,50 +558,6 @@ UINT8 ubTravelCost;
}
}
#if 0
pStruct = gpWorldLevelData[ usTileNo ].pStructHead;
while ( pStruct != NULL )
{
if ( pStruct->usIndex < giNumberOfTiles )
{
GetTileType( pStruct->usIndex, &uiType );
// ATE: Changed to use last decordations rather than last decal
// Could maybe check orientation value? Depends on our
// use of the orientation value flags..
if((uiType >= FIRSTWALL) && (uiType <=LASTDECORATIONS ))
{
GetWallOrientation(pStruct->usIndex, &usWallOrientation);
bWallCount++;
}
}
pStruct=pStruct->pNext;
}
if ( bWallCount )
{
// ATE: If TWO or more - assume it's BLOCKED and return TRUE
if ( bWallCount != 1 )
{
return( TRUE );
}
switch(usWallOrientation)
{
case INSIDE_TOP_RIGHT:
case OUTSIDE_TOP_RIGHT:
return( iSrcX < iX );
case INSIDE_TOP_LEFT:
case OUTSIDE_TOP_LEFT:
return( iSrcY < iY );
}
}
#endif
return(FALSE);
}
@@ -2156,28 +2102,6 @@ BOOLEAN LightIlluminateWall(INT16 iSourceX, INT16 iSourceY, INT16 iTileX, INT16
// return( LightTileHasWall( iSourceX, iSourceY, iTileX, iTileY ) );
#if 0
UINT16 usWallOrientation;
GetWallOrientation(pStruct->usIndex, &usWallOrientation);
switch(usWallOrientation)
{
case NO_ORIENTATION:
return(TRUE);
case INSIDE_TOP_RIGHT:
case OUTSIDE_TOP_RIGHT:
return(iSourceX >= iTileX);
case INSIDE_TOP_LEFT:
case OUTSIDE_TOP_LEFT:
return(iSourceY >= iTileY);
}
return(FALSE);
#endif
return( TRUE );
}
-11
View File
@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "sysutil.h"
#include "utilities.h"
#include "renderworld.h"
@@ -24,7 +21,6 @@
#include "gameloop.h"
#include "Action Items.h" // added by Flugente
#include "Rebel Command.h"
#endif
#include "connect.h"
@@ -999,15 +995,8 @@ void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStart
// Black color for the background!
//ColorFillVideoSurfaceArea( FRAME_BUFFER, sStartPointX_S, sStartPointY_S, sEndXS, sEndYS, 0 );
#if 0//dnl ch79 291113
if(gfTacticalPlacementGUIActive)//dnl ch45 021009 Skip overwrite buttons area which is not refresh during scroll //dnl ch77 211113
ColorFillVideoSurfaceArea(uiBigMap, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-160, 0);
else
ColorFillVideoSurfaceArea(uiBigMap, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-120, 0);
#else
if(uiVSurface == FRAME_BUFFER)//dnl ch82 090114
ColorFillVideoSurfaceArea(FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-(gfTacticalPlacementGUIActive?160:120), 0);
#endif
fInterfacePanelDirty = DIRTYLEVEL2;
InvalidateScreen();
-4
View File
@@ -1,9 +1,5 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "phys math.h"
#include <memory.h>
#endif
vector_3 VSetEqual( vector_3 *a )
{
-41
View File
@@ -1,8 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "physics.h"
#include "wcheck.h"
#include "isometric utils.h"
@@ -22,7 +19,6 @@
#include "Buildings.h"
#include "Dialogue Control.h" // added by Flugente
#include "Map Information.h" // added by Shadooow
#endif
#include "connect.h"
#include "PATHAI.H"
@@ -1461,43 +1457,6 @@ BOOLEAN PhysicsMoveObject( REAL_OBJECT *pObject )
#if 0
{
LEVELNODE *pNode;
INT32 sNewGridNo;
//Determine new gridno
sNewGridNo = MAPROWCOLTOPOS( ( pObject->Position.y / CELL_Y_SIZE ), ( pObject->Position.x / CELL_X_SIZE ) );
// Look at old gridno
if ( sNewGridNo != pObject->sGridNo )
{
// We're at a new gridno!
// First find levelnode of our object and delete
pNode = gpWorldLevelData[ pObject->sGridNo ].pStructHead;
// LOOP THORUGH OBJECT LAYER
while( pNode != NULL )
{
if ( pNode->uiFlags & LEVELNODE_PHYSICSOBJECT )
{
if ( pNode->iPhysicsObjectID == pObject->iID )
{
RemoveStruct( pObject->sGridNo, pNode->usIndex );
break;
}
}
pNode = ppNode->pNext;
}
// Set new gridno, add
}
// Add new object / update position
}
#endif
void ObjectHitWindow( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce )
{
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "types.h"
#include "pits.h"
#include "worlddef.h"
@@ -14,7 +11,6 @@
#include "animation control.h"
#include "strategic.h"
#include "Action Items.h"
#endif
//used by editor
BOOLEAN gfShowPits = FALSE;
+5 -69
View File
@@ -4,9 +4,6 @@
#include "Render Z.h"
///////////////////////////
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "renderworld.h"
#include "sysutil.h"
#include "vobject_blitters.h"
@@ -24,7 +21,6 @@
#include "Sound Control.h"
#include "LogicalBodyTypes/Layers.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#endif
#include "Utilities.h"
@@ -358,14 +354,6 @@ UINT32 uiAdditiveLayerUsedFlags = 0xffffffff;
// Array of shade values to use.....
#define NUM_GLOW_FRAMES 30
#if 0
INT16 gsGlowFrames[] =
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
9, 8, 7, 6, 5, 4, 3, 2, 1, 0,
};
#endif
INT16 gsGlowFrames[] =
{
@@ -1046,6 +1034,11 @@ inline UINT16 * GetShadeTable(LEVELNODE * pNode, SOLDIERTYPE * pSoldier, SOLDIER
// Shade guy always lighter than scene default!
{
const auto GridNo = pSoldier->sGridNo;
if (GridNo == NOWHERE)
{
pShadeTable = pPaletteTable->pCurrentShade = pPaletteTable->pShades[DEFAULT_SHADE_LEVEL];
return pShadeTable;
}
UINT8 ubShadeLevel = gpWorldLevelData[GridNo].pLandHead->ubShadeLevel;
// If merc is on a roof, shade according to roof brightness
if (pSoldier->pathing.bLevel > 0 && gpWorldLevelData[GridNo].pRoofHead != NULL)
@@ -1607,36 +1600,6 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
fRenderTile = TRUE;
}
// If we are on the struct layer, check for if it's hidden!
if (uiRowFlags & (TILES_STATIC_STRUCTURES | TILES_DYNAMIC_STRUCTURES | TILES_STATIC_SHADOWS | TILES_DYNAMIC_SHADOWS))
{
if (fUseTileElem)
{
#if 0
// DONOT RENDER IF IT'S A HIDDEN STRUCT AND TILE IS NOT REVEALED
if (uiTileElemFlags & HIDDEN_TILE)
{
// IF WORLD IS NOT REVEALED, QUIT
#ifdef JA2EDITOR
if (!gfEditMode)
#endif
{
if (!(gpWorldLevelData[uiTileIndex].uiFlags & MAPELEMENT_REVEALED) && !(gTacticalStatus.uiFlags&SHOW_ALL_MERCS))
{
//CONTINUE, DONOT RENDER
if (!fLinkedListDirection)
pNode = pNode->pPrevNode;
else
pNode = pNode->pNext;
continue;
}
}
}
#endif
}
}
if (fRenderTile)
{
// Set flag to set layer as used
@@ -9088,33 +9051,6 @@ void SetMercGlowNormal( )
#if 0
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING )
{
if ( sZOffsetY > 0 )
{
sZOffsetY++;
}
if ( sZOffsetX > 0 )
{
sZOffsetX++;
}
}
sZOffsetX = pNode->pStructureData->pDBStructureRef->pDBStructure->bZTileOffsetX;\
sZOffsetY = pNode->pStructureData->pDBStructureRef->pDBStructure->bZTileOffsetY;\
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )\
{\
sZOffsetX = pNode->pStructureData->pDBStructureRef->pDBStructure->bZTileOffsetX;\
sZOffsetY = pNode->pStructureData->pDBStructureRef->pDBStructure->bZTileOffsetY;\
\
sWorldY = GetMapXYWorldY( sMapX + sZOffsetX, sMapY + sZOffsetY );\
}\
else
#endif
void SetRenderCenter( INT16 sNewX, INT16 sNewY )
-24
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include <string.h>
#include "types.h"
#include "wcheck.h"
@@ -50,7 +47,6 @@
#include "Soldier Ani.h"
#include "ASD.h" // added by Flugente
#include "renderworld.h" // added by Flugente for SetRenderFlags( RENDER_FLAG_FULL );
#endif
#ifdef COUNT_PATHS
extern UINT32 guiSuccessfulPathChecks;
@@ -664,11 +660,7 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
}
ppTile = pDBStructureRef->ppTile;
#if 0//dnl ch83 080114
sGridNo = sBaseGridNo + ppTile[ubTileIndex]->sPosRelToBase;
#else
sGridNo = AddPosRelToBase(sBaseGridNo, ppTile[ubTileIndex]);
#endif
if (sGridNo < 0 || sGridNo > WORLD_MAX)
{
return( FALSE );
@@ -839,16 +831,8 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
}
for (bLoop2 = 0; bLoop2 < pDBStructure->ubNumberOfTiles; bLoop2++)
{
#if 0//dnl ch83 080114
if ( sBaseGridNo + ppTile[bLoop2]->sPosRelToBase == sOtherGridNo)
{
// obstacle will straddle wall!
return( FALSE );
}
#else
if(AddPosRelToBase(sBaseGridNo, ppTile[bLoop2]) == sOtherGridNo)
return(FALSE);// obstacle will straddle wall!
#endif
}
}
}
@@ -1111,11 +1095,7 @@ STRUCTURE * InternalAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRU
MemFree( ppStructure );
return( NULL );
}
#if 0//dnl ch83 080114
ppStructure[ubLoop]->sGridNo = sBaseGridNo + ppTile[ubLoop]->sPosRelToBase;
#else
ppStructure[ubLoop]->sGridNo = AddPosRelToBase(sBaseGridNo, ppTile[ubLoop]);
#endif
if (ubLoop != BASE_TILE)
{
#ifdef JA2EDITOR
@@ -1323,11 +1303,7 @@ BOOLEAN DeleteStructureFromWorld( STRUCTURE * pStructure )
// Free all the tiles
for (ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++)
{
#if 0//dnl ch83 080114
sGridNo = sBaseGridNo + ppTile[ubLoop]->sPosRelToBase;
#else
sGridNo = AddPosRelToBase(sBaseGridNo, ppTile[ubLoop]);
#endif
// there might be two structures in this tile, one on each level, but we just want to
// delete one on each pass
pCurrent = FindStructureByID( sGridNo, usStructureID );
-4
View File
@@ -1,10 +1,6 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "sgp.h"
#include "wcheck.h"
#include "sysutil.h"
#endif
UINT32 guiBOTTOMPANEL = 0;
UINT32 guiRIGHTPANEL = 0;
-22
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "tiledef.h"
#include "worlddef.h"
#include "wcheck.h"
@@ -10,7 +7,6 @@
#include "pathai.h"
#include "tile surface.h"
#include "Tactical Save.h"
#endif
//#include "editscreen.h"
@@ -598,23 +594,6 @@ UINT8 gubEncryptionArray2[ BASE_NUMBER_OF_ROTATION_ARRAYS * 3 ][ NEW_ROTATION_AR
},
};
#if 0
// These values coorespond to TerrainTypeDefines order
UINT8 gTileTypeMovementCost[ NUM_TERRAIN_TYPES ] =
{
TRAVELCOST_FLAT, // NO_TERRAIN
TRAVELCOST_FLAT, // FLAT GROUND
TRAVELCOST_FLATFLOOR, // FLAT FLOOR
TRAVELCOST_PAVEDROAD, // PAVED ROAD
TRAVELCOST_DIRTROAD, // DIRT ROAD
TRAVELCOST_GRASS, // LOW_GRASS
TRAVELCOST_THICK, // HIGH GRASS
TRAVELCOST_TRAINTRACKS, // TRAIN TRACKS
TRAVELCOST_SHORE, // LOW WATER
TRAVELCOST_KNEEDEEP, // MED WATER
TRAVELCOST_DEEPWATER, // DEEP WATER
};
#else
// These values coorespond to TerrainTypeDefines order
UINT8 gTileTypeMovementCost[ NUM_TERRAIN_TYPES ] =
{
@@ -630,7 +609,6 @@ UINT8 gTileTypeMovementCost[ NUM_TERRAIN_TYPES ] =
TRAVELCOST_SHORE, // MED WATER
TRAVELCOST_SHORE, // DEEP WATER
};
#endif
ADDITIONAL_TILE_PROPERTIES_VALUES zAdditionalTileProperties;
+3 -20
View File
@@ -1,9 +1,5 @@
#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#include "PreBattle Interface.h"
#else
#include "worlddef.h"
#include "worlddat.h"
#include "wcheck.h"
@@ -47,7 +43,6 @@
#include "gamesettings.h"
#include "editscreen.h"
#include "Editor Taskbar Utils.h"
#endif
#ifdef JA2EDITOR
#include "Summary Info.h"
@@ -150,14 +145,11 @@ UINT32 gSurfaceMemUsage;
//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2];
UINT8 (*gubWorldMovementCosts)[MAXDIR][2] = NULL;//dnl ch43 260909
// Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this
#ifdef USE_ASTAR_PATHS
//ddd to speed up search of illuminated tiles in PATH AI
BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
//ddd
#endif
// set to nonzero (locs of base gridno of structure are good) to have it defined by structure code
INT16 gsRecompileAreaTop = 0;
@@ -2281,15 +2273,6 @@ BOOLEAN SaveWorld(const STR8 puiFilename, FLOAT dMajorMapVersion, UINT8 ubMinorM
{
SaveMapLights( hfile );
}
#if 0//dnl ch74 191013 from 050611 Scheinworld reported problem with basement levels and similar maps which doesn't need entry points so decide to remove this check completely
if(gMapInformation.sCenterGridNo == -1 || gMapInformation.ubEditorSmoothingType == SMOOTHING_NORMAL && (gMapInformation.sNorthGridNo == -1 && gMapInformation.sEastGridNo == -1 && gMapInformation.sSouthGridNo == -1 && gMapInformation.sWestGridNo == -1))//dnl ch17 290909
{
swprintf(gzErrorCatchString, L"SAVE ABORTED! Center and at least one of (N,S,E,W) entry point should be set.");
gfErrorCatch = TRUE;
FileClose(hfile);
return(FALSE);
}
#endif
gMapInformation.ubMapVersion = ubMinorMapVersion;//dnl ch74 241013 all this years MapInfo saves incorrect version :-(
SaveMapInformation(hfile, dMajorMapVersion, ubMinorMapVersion);//dnl ch33 150909
-12
View File
@@ -281,18 +281,6 @@ typedef struct
// World Data
extern MAP_ELEMENT *gpWorldLevelData;
// Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this
#ifdef USE_ASTAR_PATHS
// World Movement Costs
//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2];
//ddd Tables to track tactical value of grid tiles
extern BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
extern BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ]; //Tracks position of corpses for AI avoidance
extern INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ]; //Tracks visibility my mercs
//ddd
#endif
extern UINT8 (*gubWorldMovementCosts)[MAXDIR][2];//dnl ch43 260909
//dnl ch44 290909 Translation routine
-8
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "worlddef.h"
#include "worldman.h"
#include "wcheck.h"
@@ -15,7 +12,6 @@
#include "random.h"
// sevenfm
#include "PATHAI.H"
#endif
extern BOOLEAN gfBasement;
@@ -2297,10 +2293,6 @@ BOOLEAN RemoveShadow( INT32 iMapIndex, UINT16 usIndex )
{
pOldShadow->pNext = pShadow->pNext;
}
#if 0//#ifdef JA2EDITOR//dnl ch80 011213 //dnl ch86 190214
if(pShadow->uiFlags & LEVELNODE_EXITGRID && pShadow->pExitGridInfo)
memset(pShadow->pExitGridInfo, 0, sizeof(EXITGRID));
#endif
// Delete memory assosiated with item
MemFree( pShadow );
guiLevelNodes--;