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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+21
-21
@@ -51,7 +51,7 @@ void EnsureSelectionType();
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//Used for offseting cursor to show that it is on the roof rather than on the ground.
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//This can be conveniently executed by moving the cursor up and right 3 gridnos for a
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//total of -483 -(160*3)-(1*3)
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//total of -483 -(160*3)-(1*3)
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#define ROOF_OFFSET (-483)
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BOOLEAN gfUsingOffset;
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@@ -98,7 +98,7 @@ void RemoveCursors()
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Assert( gSelectRegion.iTop >= 0 && gSelectRegion.iTop <= gSelectRegion.iBottom );
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Assert( gSelectRegion.iLeft >= 0 && gSelectRegion.iLeft <= gSelectRegion.iRight );
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for( y = gSelectRegion.iTop; y <= gSelectRegion.iBottom; y++ )
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{
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{
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for( x = gSelectRegion.iLeft; x <= gSelectRegion.iRight; x++ )
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{
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LEVELNODE* pNode;
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@@ -160,14 +160,14 @@ void UpdateCursorAreas()
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}
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else switch( gusSelectionType )
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{
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case SMALLSELECTION:
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case SMALLSELECTION:
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gSelectRegion.iLeft = gSelectRegion.iRight = sGridX;
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gSelectRegion.iTop = gSelectRegion.iBottom = sGridY;
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fValidCursor = TRUE;
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break;
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case MEDIUMSELECTION:
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case LARGESELECTION:
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case XLARGESELECTION:
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case MEDIUMSELECTION:
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case LARGESELECTION:
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case XLARGESELECTION:
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//The mouse mode value reflects the size of the cursor.
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gSelectRegion.iTop = sGridY - gusSelectionType;
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gSelectRegion.iBottom = sGridY + gusSelectionType;
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@@ -189,13 +189,13 @@ void UpdateCursorAreas()
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//Draw all of the area cursors here.
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if( fValidCursor )
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{
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if( iDrawMode == DRAW_MODE_ENEMY || iDrawMode == DRAW_MODE_CREATURE ||
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if( iDrawMode == DRAW_MODE_ENEMY || iDrawMode == DRAW_MODE_CREATURE ||
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iDrawMode == DRAW_MODE_REBEL || iDrawMode == DRAW_MODE_CIVILIAN ||
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iDrawMode == DRAW_MODE_SCHEDULEACTION )
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{
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iMapIndex = gSelectRegion.iTop * WORLD_COLS + gSelectRegion.iLeft;
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if( !IsLocationSittable( iMapIndex, gfRoofPlacement ) && iDrawMode != DRAW_MODE_SCHEDULEACTION ||
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!IsLocationSittableExcludingPeople( iMapIndex, gfRoofPlacement ) && iDrawMode == DRAW_MODE_SCHEDULEACTION )
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if( !IsLocationSittable( iMapIndex, gfRoofPlacement ) && iDrawMode != DRAW_MODE_SCHEDULEACTION ||
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!IsLocationSittableExcludingPeople( iMapIndex, gfRoofPlacement ) && iDrawMode == DRAW_MODE_SCHEDULEACTION )
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{
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if( sBadMarker != iMapIndex )
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{
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@@ -225,7 +225,7 @@ void UpdateCursorAreas()
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}
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}
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else for( y = gSelectRegion.iTop; y <= gSelectRegion.iBottom; y++ )
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{
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{
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for( x = gSelectRegion.iLeft; x <= gSelectRegion.iRight; x++ )
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{
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iMapIndex = y * WORLD_COLS + x;
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@@ -238,11 +238,11 @@ void UpdateCursorAreas()
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void ForceAreaSelectionWidth()
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{
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UINT16 gusDecSelWidth;
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//If the anchor isn't set, we don't want to force the size yet.
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if( !fAnchored )
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return;
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gusDecSelWidth = gusSelectionWidth - 1;
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//compare the region with the anchor and determine if we are going to force size via
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@@ -280,8 +280,8 @@ BOOLEAN HandleAreaSelection()
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//When the user releases the left button, then clear and process the area.
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if( fAnchored )
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{
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if( !gfLeftButtonState && !gfCurrentSelectionWithRightButton ||
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!gfRightButtonState && gfCurrentSelectionWithRightButton )
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if( !gfLeftButtonState && !gfCurrentSelectionWithRightButton ||
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!gfRightButtonState && gfCurrentSelectionWithRightButton )
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{
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fAnchored = FALSE;
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ProcessAreaSelection( (BOOLEAN)!gfCurrentSelectionWithRightButton );
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@@ -341,8 +341,8 @@ BOOLEAN HandleAreaSelection()
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void ValidateSelectionRegionBoundaries()
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{
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gSelectRegion.iLeft = max( min( 159, gSelectRegion.iLeft ) , 0 );
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gSelectRegion.iRight = max( min( 159, gSelectRegion.iRight ), 0 );
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gSelectRegion.iTop = max( min( 159, gSelectRegion.iTop ) , 0 );
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gSelectRegion.iRight = max( min( 159, gSelectRegion.iRight ), 0 );
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gSelectRegion.iTop = max( min( 159, gSelectRegion.iTop ) , 0 );
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gSelectRegion.iBottom = max( min( 159, gSelectRegion.iBottom ), 0 );
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}
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@@ -350,10 +350,10 @@ void EnsureSelectionType()
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{
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BOOLEAN fPrevBrushEnabledState = gfBrushEnabled;
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//At time of writing, the only drawing mode supporting right mouse button
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//At time of writing, the only drawing mode supporting right mouse button
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//area selections is the cave drawing mode.
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gfAllowRightButtonSelections = ( iDrawMode == DRAW_MODE_CAVES );
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//if we are erasing, we have more flexibility with the drawing modes.
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if( iDrawMode >= DRAW_MODE_ERASE )
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{
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@@ -440,7 +440,7 @@ void DrawBuildingLayout( INT32 iMapIndex )
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if( fAdd )
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AddTopmostToTail( iMapIndex, FIRSTPOINTERS1 );
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}
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curr = curr->next;
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curr = curr->next;
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}
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}
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@@ -457,8 +457,8 @@ void RemoveBuildingLayout()
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iMapIndex = curr->sGridNo + iOffset;
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if( iMapIndex > 0 && iMapIndex < WORLD_MAX )
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RemoveTopmost( iMapIndex, FIRSTPOINTERS1 );
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curr = curr->next;
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curr = curr->next;
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}
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}
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#endif
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#endif
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