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**********************************************************
** 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
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@@ -60,7 +60,7 @@ SGPRect gOldClippingRect, gOldDirtyClippingRect;
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UINT32 guiTacticalInterfaceFlags;
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UINT16 gusUICurIntTileEffectIndex;
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INT16 gsUICurIntTileEffectGridNo;
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INT32 gsUICurIntTileEffectGridNo;
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UINT8 gsUICurIntTileOldShade;
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BOOLEAN gfRerenderInterfaceFromHelpText = FALSE;
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@@ -70,7 +70,7 @@ MOUSE_REGION gLockPanelOverlayRegion;
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// CHRISL: Change function definition to allow passing of X,Y coords to control placement of TownID string
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extern void RenderTownIDString( INT16 sX, INT16 sY );
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extern BOOLEAN gfUIOverItemPool;
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extern INT16 gfUIOverItemPoolGridNo;
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extern INT32 gfUIOverItemPoolGridNo;
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extern BOOLEAN gfInMovementMenu;
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extern BOOLEAN gfInItemPickupMenu;
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extern BOOLEAN gfInOpenDoorMenu;
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@@ -394,8 +394,8 @@ void ResetInterface( )
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// Reset int tile cursor stuff
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if ( gfUIShowCurIntTile )
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{
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if ( gsUICurIntTileEffectGridNo != NOWHERE )
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{
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if (!TileIsOutOfBounds(gsUICurIntTileEffectGridNo))
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{
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//Find our tile!
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pNode = gpWorldLevelData[ gsUICurIntTileEffectGridNo].pStructHead;
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@@ -563,7 +563,7 @@ void RenderTopmostTacticalInterface( )
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VOBJECT_DESC VObjectDesc;
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INT16 sX, sY;
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INT16 sOffsetX, sOffsetY, sTempY_S, sTempX_S;
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INT16 sMapPos;
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INT32 usMapPos;
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ITEM_POOL *pItemPool;
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@@ -637,7 +637,7 @@ void RenderTopmostTacticalInterface( )
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AddVideoObject( &VObjectDesc, &uiBogTarget );
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}
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if ( GridNoOnScreen( (INT16)MAPROWCOLTOPOS( ( MercPtrs[ cnt ]->sPlannedTargetY/CELL_Y_SIZE), ( MercPtrs[ cnt ]->sPlannedTargetX / CELL_X_SIZE ) ) ) )
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if ( GridNoOnScreen( MAPROWCOLTOPOS( ( MercPtrs[ cnt ]->sPlannedTargetY/CELL_Y_SIZE), ( MercPtrs[ cnt ]->sPlannedTargetX / CELL_X_SIZE ) ) ) )
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{
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// GET SCREEN COORDINATES
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sOffsetX = (MercPtrs[ cnt ]->sPlannedTargetX - gsRenderCenterX);
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@@ -711,8 +711,8 @@ void RenderTopmostTacticalInterface( )
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// Use world coordinates!
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INT16 sMercScreenX, sMercScreenY, sOffsetX, sOffsetY, sDamageX, sDamageY;
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if ( pSoldier->sGridNo != NOWHERE && pSoldier->bVisible != -1 )
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if (!TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bVisible != -1 )
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{
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GetSoldierScreenPos( pSoldier, &sMercScreenX, &sMercScreenY );
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GetSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY );
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@@ -779,7 +779,7 @@ void RenderTopmostTacticalInterface( )
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}
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// CHECK IF OUR CURSOR IS OVER AN INV POOL
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if( GetMouseMapPos( &sMapPos) )
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if( GetMouseMapPos( &usMapPos) )
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{
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if ( gfUIOverItemPool )
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{
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@@ -789,9 +789,9 @@ void RenderTopmostTacticalInterface( )
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if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, pSoldier->pathing.bLevel ) )
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{
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STRUCTURE *pStructure = NULL;
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INT16 sIntTileGridNo;
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INT32 sIntTileGridNo;
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INT8 bZLevel = 0;
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INT16 sActionGridNo = sMapPos;
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INT32 sActionGridNo = usMapPos;
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// Get interactive tile...
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if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
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@@ -828,9 +828,9 @@ void RenderTopmostTacticalInterface( )
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if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
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{
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STRUCTURE *pStructure = NULL;
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INT16 sIntTileGridNo;
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INT32 sIntTileGridNo;
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INT8 bZLevel = 0;
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INT16 sActionGridNo = sMapPos;
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INT32 sActionGridNo = usMapPos;
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// Get interactive tile...
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if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
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