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synced 2026-07-29 13:52:17 +02:00
Fix problems with missing tile effect in places such as Alma and Tixa underground
Also fixes potential problem with buffer overruns git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1115 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -957,7 +957,7 @@ void RenderTiles(UINT32 uiFlags, INT32 iStartPointX_M, INT32 iStartPointY_M, INT
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//if ( 0 )
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if ( uiTileIndex < GRIDSIZE )
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{
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// OK, we're sreaching through this loop anyway, might as well check for mouse position
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// OK, we're searching through this loop anyway, might as well check for mouse position
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// over objects...
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// Experimental!
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if ( uiFlags & TILES_DYNAMIC_CHECKFOR_INT_TILE )
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@@ -2892,11 +2892,16 @@ void RenderStaticWorldRect(INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom,
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{
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UINT32 uiLevelFlags[10];
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UINT16 sLevelIDs[10];
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf=NULL;
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// Calculate render starting parameters
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CalcRenderParameters( sLeft, sTop, sRight, sBottom );
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memset(gpZBuffer, LAND_Z_LEVEL, 2280 * gsVIEWPORT_END_Y );
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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Assert( pDestBuf);
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memset(gpZBuffer, LAND_Z_LEVEL, uiDestPitchBYTES * gsVIEWPORT_END_Y );
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UnLockVideoSurface( FRAME_BUFFER);
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// Reset layer optimizations
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@@ -2992,12 +2997,17 @@ void RenderStaticWorld( )
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{
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UINT32 uiLevelFlags[9];
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UINT16 sLevelIDs[9];
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf=NULL;
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// Calculate render starting parameters
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CalcRenderParameters( gsVIEWPORT_START_X, gsVIEWPORT_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_END_Y );
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// Clear z-buffer
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memset(gpZBuffer, LAND_Z_LEVEL, 2280 * gsVIEWPORT_END_Y );
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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Assert( pDestBuf);
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memset(gpZBuffer, LAND_Z_LEVEL, uiDestPitchBYTES * gsVIEWPORT_END_Y );
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UnLockVideoSurface( FRAME_BUFFER);
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FreeBackgroundRectType(BGND_FLAG_ANIMATED);
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InvalidateBackgroundRects();
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@@ -6876,7 +6886,7 @@ void ExamineZBufferForHiddenTiles( INT16 sStartPointX_M, INT16 sStartPointY_M, I
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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// Get VObject for firt land peice!
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// Get VObject for first land peice!
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TileElem = &(gTileDatabase[ FIRSTTEXTURE1 ] );
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@@ -6934,7 +6944,7 @@ void ExamineZBufferForHiddenTiles( INT16 sStartPointX_M, INT16 sStartPointY_M, I
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// Don't let this happen for roads!
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pObject = gpWorldLevelData[usTileIndex ].pObjectHead;
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if ( IsTileRedundent( gpZBuffer, sZLevel, TileElem->hTileSurface, sX, sY, TileElem->usRegionIndex ) )
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if ( IsTileRedundent( uiDestPitchBYTES, gpZBuffer, sZLevel, TileElem->hTileSurface, sX, sY, TileElem->usRegionIndex ) )
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{
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// Mark in the world!
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gpWorldLevelData[ usTileIndex ].uiFlags |= MAPELEMENT_REDUNDENT;
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@@ -7351,7 +7361,7 @@ BlitDone:
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BOOLEAN IsTileRedundent( UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex )
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BOOLEAN IsTileRedundent( UINT32 uiDestPitchBYTES, UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject, INT32 iX, INT32 iY, UINT16 usIndex )
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{
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UINT16 *p16BPPPalette;
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UINT32 uiOffset;
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@@ -7382,9 +7392,9 @@ BOOLEAN IsTileRedundent( UINT16 *pZBuffer, UINT16 usZValue, HVOBJECT hSrcVObject
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SrcPtr= (UINT8 *)hSrcVObject->pPixData + uiOffset;
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ZPtr = (UINT8 *)pZBuffer + (2280*iTempY) + (iTempX*2);
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ZPtr = (UINT8 *)pZBuffer + (uiDestPitchBYTES*iTempY) + (iTempX*2);
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p16BPPPalette = hSrcVObject->pShadeCurrent;
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LineSkip=(2280-(usWidth*2));
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LineSkip=(uiDestPitchBYTES-(usWidth*2));
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__asm {
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