**********************************************************

** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2010-02-28 18:38:52 +00:00
parent a98c44ac78
commit 14750c6903
461 changed files with 23615 additions and 120157 deletions
+13 -13
View File
@@ -60,7 +60,7 @@ SGPRect gOldClippingRect, gOldDirtyClippingRect;
UINT32 guiTacticalInterfaceFlags;
UINT16 gusUICurIntTileEffectIndex;
INT16 gsUICurIntTileEffectGridNo;
INT32 gsUICurIntTileEffectGridNo;
UINT8 gsUICurIntTileOldShade;
BOOLEAN gfRerenderInterfaceFromHelpText = FALSE;
@@ -70,7 +70,7 @@ MOUSE_REGION gLockPanelOverlayRegion;
// CHRISL: Change function definition to allow passing of X,Y coords to control placement of TownID string
extern void RenderTownIDString( INT16 sX, INT16 sY );
extern BOOLEAN gfUIOverItemPool;
extern INT16 gfUIOverItemPoolGridNo;
extern INT32 gfUIOverItemPoolGridNo;
extern BOOLEAN gfInMovementMenu;
extern BOOLEAN gfInItemPickupMenu;
extern BOOLEAN gfInOpenDoorMenu;
@@ -394,8 +394,8 @@ void ResetInterface( )
// Reset int tile cursor stuff
if ( gfUIShowCurIntTile )
{
if ( gsUICurIntTileEffectGridNo != NOWHERE )
{
if (!TileIsOutOfBounds(gsUICurIntTileEffectGridNo))
{
//Find our tile!
pNode = gpWorldLevelData[ gsUICurIntTileEffectGridNo].pStructHead;
@@ -563,7 +563,7 @@ void RenderTopmostTacticalInterface( )
VOBJECT_DESC VObjectDesc;
INT16 sX, sY;
INT16 sOffsetX, sOffsetY, sTempY_S, sTempX_S;
INT16 sMapPos;
INT32 usMapPos;
ITEM_POOL *pItemPool;
@@ -637,7 +637,7 @@ void RenderTopmostTacticalInterface( )
AddVideoObject( &VObjectDesc, &uiBogTarget );
}
if ( GridNoOnScreen( (INT16)MAPROWCOLTOPOS( ( MercPtrs[ cnt ]->sPlannedTargetY/CELL_Y_SIZE), ( MercPtrs[ cnt ]->sPlannedTargetX / CELL_X_SIZE ) ) ) )
if ( GridNoOnScreen( MAPROWCOLTOPOS( ( MercPtrs[ cnt ]->sPlannedTargetY/CELL_Y_SIZE), ( MercPtrs[ cnt ]->sPlannedTargetX / CELL_X_SIZE ) ) ) )
{
// GET SCREEN COORDINATES
sOffsetX = (MercPtrs[ cnt ]->sPlannedTargetX - gsRenderCenterX);
@@ -711,8 +711,8 @@ void RenderTopmostTacticalInterface( )
// Use world coordinates!
INT16 sMercScreenX, sMercScreenY, sOffsetX, sOffsetY, sDamageX, sDamageY;
if ( pSoldier->sGridNo != NOWHERE && pSoldier->bVisible != -1 )
if (!TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bVisible != -1 )
{
GetSoldierScreenPos( pSoldier, &sMercScreenX, &sMercScreenY );
GetSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY );
@@ -779,7 +779,7 @@ void RenderTopmostTacticalInterface( )
}
// CHECK IF OUR CURSOR IS OVER AN INV POOL
if( GetMouseMapPos( &sMapPos) )
if( GetMouseMapPos( &usMapPos) )
{
if ( gfUIOverItemPool )
{
@@ -789,9 +789,9 @@ void RenderTopmostTacticalInterface( )
if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, pSoldier->pathing.bLevel ) )
{
STRUCTURE *pStructure = NULL;
INT16 sIntTileGridNo;
INT32 sIntTileGridNo;
INT8 bZLevel = 0;
INT16 sActionGridNo = sMapPos;
INT32 sActionGridNo = usMapPos;
// Get interactive tile...
if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
@@ -828,9 +828,9 @@ void RenderTopmostTacticalInterface( )
if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
{
STRUCTURE *pStructure = NULL;
INT16 sIntTileGridNo;
INT32 sIntTileGridNo;
INT8 bZLevel = 0;
INT16 sActionGridNo = sMapPos;
INT32 sActionGridNo = usMapPos;
// Get interactive tile...
if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )