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

** 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
+20 -17
View File
@@ -584,12 +584,15 @@ void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPoi
#ifdef _DEBUG
extern UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ];
extern UINT8 gubGridNoMarkers[ WORLD_MAX ];
//extern UINT8 gubFOVDebugInfoInfo[ WORLD_MAX ];
//extern UINT8 gubGridNoMarkers[ WORLD_MAX ];
extern UINT8 * gubFOVDebugInfoInfo;
extern UINT8 * gubGridNoMarkers;
extern UINT8 gubGridNoValue;
extern BOOLEAN gfDisplayCoverValues;
extern BOOLEAN gfDisplayGridNoVisibleValues = 0;
extern INT16 gsCoverValue[ WORLD_MAX ];
//extern INT16 gsCoverValue[ WORLD_MAX ];
extern INT16 * gsCoverValue;
extern INT16 gsBestCover;
void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
void RenderCoverDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS );
@@ -710,7 +713,7 @@ TILE_ELEMENT *TileElem;
void ConcealAllWalls(void)
{
LEVELNODE *pStruct;
UINT32 uiCount;
INT32 uiCount;
for(uiCount=0; uiCount < WORLD_MAX; uiCount++)
{
@@ -790,7 +793,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
INT32 iTempPosX_S, iTempPosY_S;
FLOAT dOffsetX, dOffsetY;
FLOAT dTempX_S, dTempY_S;
UINT32 uiTileIndex;
INT32 uiTileIndex;
UINT16 usImageIndex, *pShadeTable, *pDirtyBackPtr;
UINT32 uiBrushWidth, uiBrushHeight, uiDirtyFlags;
INT16 sTileHeight, sXPos, sYPos, sZLevel;
@@ -821,7 +824,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
UINT16 usOutlineColor=0;
static INT32 iTileMapPos[ 500 ];
UINT32 uiMapPosIndex;
INT32 uiMapPosIndex;
UINT8 bBlitClipVal;
INT8 bItemCount, bVisibleItemCount;
//UINT16 us16BPPIndex;
@@ -953,8 +956,8 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
uiTileIndex = iTileMapPos[ uiMapPosIndex ];
uiMapPosIndex++;
//if ( 0 )
if ( uiTileIndex < GRIDSIZE )
//if ( 0 )
if (!TileIsOutOfBounds(uiTileIndex))
{
// OK, we're searching through this loop anyway, might as well check for mouse position
// over objects...
@@ -963,7 +966,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
{
if ( fCheckForMouseDetections && gpWorldLevelData[uiTileIndex].pStructHead != NULL )
{
LogMouseOverInteractiveTile( (INT16)uiTileIndex );
LogMouseOverInteractiveTile( uiTileIndex );
}
}
@@ -2556,8 +2559,8 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
{
if(!(uiFlags&TILES_DIRTY))
UnLockVideoSurface( FRAME_BUFFER );
ColorFillVideoSurfaceArea( FRAME_BUFFER, iTempPosX_S, iTempPosY_S, (INT16)(iTempPosX_S + 40),
(INT16)( min( iTempPosY_S + 20, INTERFACE_START_Y )), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, iTempPosX_S, iTempPosY_S, (iTempPosX_S + 40),
( min( iTempPosY_S + 20, INTERFACE_START_Y )), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
if(!(uiFlags&TILES_DIRTY))
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
}
@@ -3579,8 +3582,8 @@ void ScrollWorld( )
if ( gfIgnoreScrolling != 3 )
{
// Check for sliding
if ( gTacticalStatus.sSlideTarget != NOWHERE )
// Check for sliding
if (!TileIsOutOfBounds(gTacticalStatus.sSlideTarget))
{
// Ignore all input...
// Check if we have reached out dest!
@@ -4295,7 +4298,7 @@ BOOLEAN ApplyScrolling( INT16 sTempRenderCenterX, INT16 sTempRenderCenterY, BOOL
void ClearMarkedTiles(void)
{
UINT32 uiCount;
INT32 uiCount;
for(uiCount=0; uiCount < WORLD_MAX; uiCount++)
gpWorldLevelData[uiCount].uiFlags&=(~MAPELEMENT_REDRAW);
@@ -4325,7 +4328,7 @@ void InvalidateWorldRedundencyRadius(INT16 sX, INT16 sY, INT16 sRadius)
void InvalidateWorldRedundency( )
{
UINT32 uiCount;
INT32 uiCount;
SetRenderFlags( RENDER_FLAG_CHECKZ );
@@ -6434,8 +6437,8 @@ void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPoi
INT16 sTempPosX_M, sTempPosY_M;
INT16 sTempPosX_S, sTempPosY_S;
BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE;
UINT16 usTileIndex;
INT16 sX, sY;
INT32 usTileIndex;//dnl ch56 141009
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
@@ -6757,8 +6760,8 @@ void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, I
INT16 sTempPosX_M, sTempPosY_M;
INT16 sTempPosX_S, sTempPosY_S;
BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE;
UINT16 usTileIndex;
INT16 sX, sY;
INT32 usTileIndex;//dnl ch56 141009
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;