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- added SmokeEffects.h and LightEffects.h to TileEngine.vcproj
- increased the INT8 & UINT8 bAge/ubDuration variables in SmokeEffects.cpp and LightEffects.cpp to a good old "int". git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@192 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -299,7 +299,7 @@ typedef struct
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UINT8 ubVolatility; // maximum chance of accidental explosion
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UINT8 ubAnimationID; // Animation enum to use
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UINT32 uiIndex;
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UINT8 ubDuration;
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int ubDuration;
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UINT8 ubStartRadius;
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} EXPLOSIVETYPE;
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@@ -187,7 +187,7 @@ explosiveEndElementHandle(void *userData, const char *name)
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else if(strcmp(name, "ubDuration") == 0)
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{
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pData->curElement = ELEMENT;
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pData->curExplosive.ubDuration = (UINT8) atol(pData->szCharData);
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pData->curExplosive.ubDuration = (int) atol(pData->szCharData);
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}
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pData->maxReadDepth--;
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@@ -96,7 +96,7 @@ void UpdateLightingSprite( LIGHTEFFECT *pLight )
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}
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INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius )
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INT32 NewLightEffect( INT16 sGridNo, int ubDuration, UINT8 ubStartRadius )
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{
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LIGHTEFFECT *pLight;
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INT32 iLightIndex;
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@@ -15,9 +15,9 @@ typedef struct
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{
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INT16 sGridNo; // gridno at which the tear gas cloud is centered
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UINT8 ubDuration; // the number of turns will remain effective
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int ubDuration; // the number of turns will remain effective
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UINT8 bRadius; // the current radius
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INT8 bAge; // the number of turns light has been around
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int bAge; // the number of turns light has been around
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BOOLEAN fAllocated;
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INT32 iLight;
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UINT32 uiTimeOfLastUpdate;
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@@ -35,7 +35,7 @@ void AddLightEffectToTile( INT8 bType, INT16 sGridNo );
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void RemoveLightEffectFromTile( INT16 sGridNo );
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INT32 NewLightEffect( INT16 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius );
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INT32 NewLightEffect( INT16 sGridNo, int ubDuration, UINT8 ubStartRadius );
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BOOLEAN SaveLightEffectsToSaveGameFile( HWFILE hFile );
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@@ -166,8 +166,6 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
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SMOKEEFFECT *pSmoke;
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INT32 iSmokeIndex;
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INT8 bSmokeEffectType=0;
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UINT8 ubDuration=0;
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UINT8 ubStartRadius=0;
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if( ( iSmokeIndex = GetFreeSmokeEffect() )==(-1) )
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return(-1);
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@@ -193,28 +191,20 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
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case EXPLOSV_MUSTGAS:
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bSmokeEffectType = MUSTARDGAS_SMOKE_EFFECT;
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ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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break;
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case EXPLOSV_BURNABLEGAS:
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bSmokeEffectType = BURNABLEGAS_SMOKE_EFFECT;
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ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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break;
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case EXPLOSV_TEARGAS:
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bSmokeEffectType = TEARGAS_SMOKE_EFFECT;
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ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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break;
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case EXPLOSV_SMOKE:
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bSmokeEffectType = NORMAL_SMOKE_EFFECT;
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ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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break;
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// case SMALL_CREATURE_GAS:
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@@ -225,8 +215,6 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
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case EXPLOSV_CREATUREGAS:
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bSmokeEffectType = CREATURE_SMOKE_EFFECT;
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ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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ubStartRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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break;
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// case VERY_SMALL_CREATURE_GAS:
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@@ -239,8 +227,8 @@ INT32 NewSmokeEffect( INT16 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner )
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pSmoke->ubDuration = ubDuration;
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pSmoke->ubRadius = ubStartRadius;
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pSmoke->ubDuration = Explosive[ Item[ usItem ].ubClassIndex ].ubDuration;
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pSmoke->ubRadius = Explosive[ Item[ usItem ].ubClassIndex ].ubStartRadius;
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pSmoke->bAge = 0;
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pSmoke->fAllocated = TRUE;
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pSmoke->bType = bSmokeEffectType;
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@@ -22,10 +22,10 @@ typedef struct TAG_SMOKE_EFFECT
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{
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INT16 sGridNo; // gridno at which the tear gas cloud is centered
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UINT8 ubDuration; // the number of turns gas will remain effective
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int ubDuration; // the number of turns gas will remain effective
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UINT8 ubRadius; // the current radius of the cloud in map tiles
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UINT8 bFlags; // 0 - outdoors (fast spread), 1 - indoors (slow)
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INT8 bAge; // the number of turns gas has been around
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int bAge; // the number of turns gas has been around
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BOOLEAN fAllocated;
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INT8 bType;
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UINT16 usItem;
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@@ -3033,6 +3033,9 @@
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<File
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RelativePath="Isometric Utils.h">
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</File>
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<File
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RelativePath=".\LightEffects.h">
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</File>
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<File
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RelativePath="lighting.h">
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</File>
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@@ -3069,6 +3072,9 @@
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<File
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RelativePath="Smell.h">
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</File>
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<File
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RelativePath=".\SmokeEffects.h">
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</File>
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<File
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RelativePath="Structure Internals.h">
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</File>
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