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- Fix: Get Item assignement: if no valid gridno is found, let the game find one upon loading the sector instead of risking a wrong gridno assignment
- Fix: When dropping an item in strategic inventory, height values are not set - Fix: When looking for a valid gridno to drop items t via strategic inventory, WORLD_ITEM_REACHABLE is not reliable, as updated map topology trumps this. Instead rely upon finding a valid gridno once the sector is entered. - Fix: when searching for a new item dropoff gridno, search for new height too - Fix: if items are spawned mid-air, the player cannot retrieve them git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8136 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -790,7 +790,7 @@ void RenderTopmostTacticalInterface( )
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sActionGridNo = sIntTileGridNo;
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}
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bZLevel = GetZLevelOfItemPoolGivenStructure( sActionGridNo, pSoldier->pathing.bLevel, pStructure );
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bZLevel = GetLargestZLevelOfItemPool( pItemPool );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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{
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@@ -798,49 +798,47 @@ void RenderTopmostTacticalInterface( )
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// ATE: If over items, remove locator....
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RemoveFlashItemSlot( pItemPool );
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}
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}
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else
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{
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INT8 bCheckLevel;
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// ATE: Allow to see list if a different level....
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if ( pSoldier->pathing.bLevel == 0 )
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{
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bCheckLevel = 1;
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}
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else
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{
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bCheckLevel = 0;
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}
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// Check if we are over an item pool
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if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
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else
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{
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STRUCTURE *pStructure = NULL;
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INT32 sIntTileGridNo;
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INT8 bZLevel = 0;
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INT32 sActionGridNo = usMapPos;
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INT8 bCheckLevel;
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// Get interactive tile...
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if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
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// ATE: Allow to see list if a different level....
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if ( pSoldier->pathing.bLevel == 0 )
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{
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sActionGridNo = sIntTileGridNo;
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bCheckLevel = 1;
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}
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else
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{
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bCheckLevel = 0;
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}
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bZLevel = GetZLevelOfItemPoolGivenStructure( sActionGridNo, bCheckLevel, pStructure );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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// Check if we are over an item pool
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if ( GetItemPool( gfUIOverItemPoolGridNo, &pItemPool, bCheckLevel ) )
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{
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DrawItemPoolList( pItemPool, gfUIOverItemPoolGridNo , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos );
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STRUCTURE *pStructure = NULL;
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INT32 sIntTileGridNo;
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INT8 bZLevel = 0;
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INT32 sActionGridNo = usMapPos;
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// ATE: If over items, remove locator....
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RemoveFlashItemSlot( pItemPool );
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// Get interactive tile...
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if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
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{
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sActionGridNo = sIntTileGridNo;
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}
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bZLevel = GetLargestZLevelOfItemPool( pItemPool );
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if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
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{
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DrawItemPoolList( pItemPool, gfUIOverItemPoolGridNo , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos );
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// ATE: If over items, remove locator....
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RemoveFlashItemSlot( pItemPool );
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}
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}
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}
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}
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}
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}
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}
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@@ -854,9 +852,9 @@ void RenderTopmostTacticalInterface( )
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}
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// Check if we should render item selection window
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if ( gCurrentUIMode == OPENDOOR_MENU_MODE )
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if ( gCurrentUIMode == OPENDOOR_MENU_MODE )
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{
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RenderOpenDoorMenu( );
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RenderOpenDoorMenu( );
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}
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if ( gfInTalkPanel )
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@@ -887,8 +885,7 @@ void RenderTopmostTacticalInterface( )
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{
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RemoveMouseRegionForPauseOfClock( );
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}
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if ( !(guiTacticalInterfaceFlags & INTERFACE_NORENDERBUTTONS ) )
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{
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// If we want to rederaw whole screen, dirty all buttons!
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@@ -896,13 +893,12 @@ void RenderTopmostTacticalInterface( )
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{
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MarkButtonsDirty( );
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}
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RenderButtons( );
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RenderPausedGameBox( );
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}
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// mark all pop ups as dirty
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// mark all pop ups as dirty
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MarkAllBoxesAsAltered( );
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HandleShowingOfTacticalInterfaceFastHelpText( );
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