New feature (by DepressivesBrot): Molle Items

- individual LBE gear can be created via MOLLE items. For each LBE item, there's a definition which pockets may be changed and how much space the new pockets may take up in total.
- If there's a free pocket slot and enough space -> attach item and enable pocket.
- for further description, see Doc/Design Document- MOLLE.txt

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5441 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-02 22:30:15 +00:00
parent 832335d904
commit 3077e27d9f
65 changed files with 766 additions and 294 deletions
+5 -3
View File
@@ -78,7 +78,9 @@ typedef struct
BOOLEAN fLightSaved; //determines that a light has been saved
UINT8 ubLightRadius; //the radius of the light to build if undo is called
UINT8 ubLightID; //only applies if a light was saved.
UINT8 ubRoomNum;
//DBrot: More Rooms
//UINT8 ubRoomNum;
UINT16 usRoomNum;
} undo_struct;
// Undo stack node
@@ -481,7 +483,7 @@ BOOLEAN AddToUndoListCmd( INT32 iMapIndex, INT32 iCmdCount )
}
// copy the room number information (it's not in the mapelement structure)
pUndoInfo->ubRoomNum = gubWorldRoomInfo[ iMapIndex ];
pUndoInfo->usRoomNum = gusWorldRoomInfo[ iMapIndex ];
pUndoInfo->fLightSaved = FALSE;
pUndoInfo->ubLightRadius = 0;
@@ -613,7 +615,7 @@ BOOLEAN ExecuteUndoList( void )
SwapMapElementWithWorld( iUndoMapIndex, gpTileUndoStack->pData->pMapTile );
// copy the room number information back
gubWorldRoomInfo[ iUndoMapIndex ] = gpTileUndoStack->pData->ubRoomNum;
gusWorldRoomInfo[ iUndoMapIndex ] = gpTileUndoStack->pData->usRoomNum;
// Now we smooth out the changes...
//SmoothUndoMapTileTerrain( iUndoMapIndex, gpTileUndoStack->pData->pMapTile );