mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
New attack busy system
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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@@ -8,6 +10,9 @@
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#include "environment.h"
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#include "Sound Control.h"
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#include "Game Events.h"
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#include "Ambient Control.h"
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#include "lighting.h"
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#include "Random.h"
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#endif
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AMBIENTDATA_STRUCT gAmbData[ MAX_AMBIENT_SOUNDS ];
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@@ -11,6 +11,7 @@
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#include "Render Fun.h"
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#include "Strategicmap.h"
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#include "Sys Globals.h"
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#include "worldman.h"
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#endif
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#define ROOF_LOCATION_CHANCE 8
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@@ -20,6 +20,7 @@
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#include "Sys Globals.h"
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#include "quests.h"
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#include "SaveLoadMap.h"
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#include "Text.h"
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#endif
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BOOLEAN gfLoadingExitGrids = FALSE;
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+1693
-1674
File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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@@ -33,6 +35,11 @@
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#include "handle items.h"
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#include "message.h"
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#include "handle ui.h"
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#include "NPC.h"
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#include "Explosion Control.h"
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#include "Text.h"
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#include "GameSettings.h"
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#include "environment.h"
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#endif
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#define MAX_INTTILE_STACK 10
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@@ -333,13 +333,18 @@ BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY )
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return( TRUE );
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}
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#if 0
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// 0verhaul
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// I did that (or actually uncasted a bunch of stuff and re-typed others to correct them), so
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// no worries
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// (jonathanl) to save me having to cast all the previous code
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BOOLEAN GetMouseMapPos( UINT16 *psMapPos )
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{
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return GetMouseMapPos( (INT16 *)psMapPos );
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}
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#endif
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BOOLEAN GetMouseMapPos( INT16 *psMapPos )
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BOOLEAN GetMouseMapPos( UINT16 *pusMapPos )
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{
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INT16 sWorldX, sWorldY;
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static INT16 sSameCursorPos;
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@@ -348,7 +353,7 @@ BOOLEAN GetMouseMapPos( INT16 *psMapPos )
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// Check if this is the same frame as before, return already calculated value if so!
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if ( uiOldFrameNumber == guiGameCycleCounter && !guiForceRefreshMousePositionCalculation )
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{
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( *psMapPos ) = sSameCursorPos;
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( *pusMapPos ) = sSameCursorPos;
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if ( sSameCursorPos == 0 )
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{
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@@ -363,14 +368,14 @@ BOOLEAN GetMouseMapPos( INT16 *psMapPos )
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if ( GetMouseXY( &sWorldX, &sWorldY ) )
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{
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*psMapPos = MAPROWCOLTOPOS( sWorldY, sWorldX );
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sSameCursorPos = (*psMapPos);
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*pusMapPos = MAPROWCOLTOPOS( sWorldY, sWorldX );
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sSameCursorPos = (*pusMapPos);
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return( TRUE );
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}
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else
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{
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*psMapPos = 0;
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sSameCursorPos = (*psMapPos);
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*pusMapPos = 0;
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sSameCursorPos = (*pusMapPos);
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return( FALSE );
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}
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@@ -50,8 +50,7 @@ INT32 OutOfBounds(INT16 sGridno, INT16 sProposedGridno);
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BOOLEAN GetMouseCell( INT32 *piMouseMapPos );
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BOOLEAN GetMouseXY( INT16 *psMouseX, INT16 *psMouseY );
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BOOLEAN GetMouseWorldCoords( INT16 *psMouseX, INT16 *psMouseY );
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BOOLEAN GetMouseMapPos( UINT16 *psMapPos ); // (jonathanl) to save me having to cast all the previous code
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BOOLEAN GetMouseMapPos( INT16 *psMapPos );
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BOOLEAN GetMouseMapPos( UINT16 *psMapPos );
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BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY );
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BOOLEAN GetMouseXYWithRemainder( INT16 *psMouseX, INT16 *psMouseY, INT16 *psCellX, INT16 *psCellY );
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@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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@@ -21,6 +23,10 @@
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#include "explosion control.h"
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#include "Random.h"
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#include "lighting.h"
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#include "Game Clock.h"
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#include "opplist.h"
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#include "Campaign Types.h"
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#include "Tactical Save.h"
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#endif
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#include "SaveLoadGame.h"
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@@ -15,6 +15,8 @@
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#include "Animation Control.h"
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#include "Render Fun.h"
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#include "strategicmap.h"
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#include "environment.h"
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#include "worldman.h"
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#endif
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//dynamic arrays that contain the valid gridno's for each edge
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@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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@@ -27,6 +29,9 @@
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#include "Game Clock.h"
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#include "Map Screen Interface Map Inventory.h"
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#include "environment.h"
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#include "meanwhile.h"
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#include "strategicmap.h"
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#include "Animation Data.h"
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#endif
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extern INT32 iCurrentMapSectorZ;
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@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#include "winfont.h"
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@@ -16,6 +18,8 @@
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#include "wcheck.h"
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#include "video.h"
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#include "vobject_blitters.h"
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#include "WinFont.h"
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#include "Font Control.h"
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#endif
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#ifdef JA2BETAVERSION
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@@ -17,6 +17,7 @@
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#include "Exit Grids.h"
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#include "Message.h"
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#include "GameSettings.h"
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#include "Smell.h"
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#endif
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#define NUM_REVEALED_BYTES 3200
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@@ -1,3 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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@@ -10,6 +10,9 @@
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#include "gamesettings.h"
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#include "message.h"
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#include "Isometric utils.h"
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#include "Map Information.h"
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#include "Game Clock.h"
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#include "Overhead.h"
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#endif
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/*
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@@ -1,3 +1,4 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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@@ -21,6 +22,10 @@
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#include "renderworld.h"
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#include "explosion control.h"
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#include "Random.h"
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#include "Game Clock.h"
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#include "opplist.h"
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#include "Campaign Types.h"
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#include "Tactical Save.h"
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#endif
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#include "SaveLoadGame.h"
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@@ -1,3 +1,5 @@
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#include "builddefines.h"
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// WANNE 2 <changed some lines>
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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@@ -40,6 +42,7 @@
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#include "assignments.h"
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#include "text.h"
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#include "WordWrap.h"
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#include "Game Clock.h"
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#endif
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typedef struct MERCPLACEMENT
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+144
-138
@@ -1,31 +1,34 @@
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#include "TileEngine All.h"
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#else
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#include "worlddef.h"
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "time.h"
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#include "video.h"
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#include "debug.h"
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#include "smooth.h"
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#include "worldman.h"
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#include "lighting.h"
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#include "renderworld.h"
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#include "overhead.h"
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#include "ai.h"
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#include "Sound Control.h"
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#include "animation control.h"
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#include "isometric utils.h"
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#include "Font Control.h"
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#include "message.h"
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#include "tile animation.h"
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#include "tile cache.h"
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#include "explosion control.h"
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#include "weapons.h"
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#include "Keys.h"
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#include "bullets.h"
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#include "worlddef.h"
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "time.h"
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#include "video.h"
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#include "debug.h"
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#include "smooth.h"
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#include "worldman.h"
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#include "lighting.h"
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#include "renderworld.h"
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#include "overhead.h"
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#include "ai.h"
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#include "Sound Control.h"
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#include "animation control.h"
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#include "isometric utils.h"
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#include "Font Control.h"
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#include "message.h"
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#include "tile animation.h"
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#include "tile cache.h"
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#include "explosion control.h"
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#include "weapons.h"
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#include "Keys.h"
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#include "bullets.h"
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#include "LightEffects.h"
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#include "rotting corpses.h"
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#include "SmokeEffects.h"
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#endif
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@@ -61,7 +64,7 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
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sX = pAniParams->sX;
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sY = pAniParams->sY;
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sZ = pAniParams->sZ;
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pAniNode = pAniTileHead;
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@@ -90,44 +93,44 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
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// ALLOCATE NEW TILE
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switch( ubLevel )
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{
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case ANI_STRUCT_LEVEL:
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pNode = ForceStructToTail( sGridNo, usTileIndex );
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break;
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case ANI_STRUCT_LEVEL:
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case ANI_SHADOW_LEVEL:
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AddShadowToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pShadowHead;
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break;
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pNode = ForceStructToTail( sGridNo, usTileIndex );
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break;
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case ANI_OBJECT_LEVEL:
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AddObjectToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pObjectHead;
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break;
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case ANI_SHADOW_LEVEL:
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case ANI_ROOF_LEVEL:
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AddRoofToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pRoofHead;
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break;
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AddShadowToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pShadowHead;
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break;
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case ANI_ONROOF_LEVEL:
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AddOnRoofToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
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break;
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case ANI_OBJECT_LEVEL:
|
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|
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case ANI_TOPMOST_LEVEL:
|
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|
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AddTopmostToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pTopmostHead;
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break;
|
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AddObjectToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pObjectHead;
|
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break;
|
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|
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default:
|
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case ANI_ROOF_LEVEL:
|
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|
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return( NULL );
|
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AddRoofToHead( sGridNo, usTileIndex );
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pNode = gpWorldLevelData[ sGridNo ].pRoofHead;
|
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break;
|
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|
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case ANI_ONROOF_LEVEL:
|
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|
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AddOnRoofToHead( sGridNo, usTileIndex );
|
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pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
|
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break;
|
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|
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case ANI_TOPMOST_LEVEL:
|
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|
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AddTopmostToHead( sGridNo, usTileIndex );
|
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pNode = gpWorldLevelData[ sGridNo ].pTopmostHead;
|
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break;
|
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|
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default:
|
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|
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return( NULL );
|
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}
|
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|
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// SET NEW TILE VALUES
|
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@@ -174,38 +177,38 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
|
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|
||||
}
|
||||
|
||||
|
||||
|
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switch( ubLevel )
|
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{
|
||||
case ANI_STRUCT_LEVEL:
|
||||
|
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ResetSpecificLayerOptimizing( TILES_DYNAMIC_STRUCTURES );
|
||||
break;
|
||||
case ANI_STRUCT_LEVEL:
|
||||
|
||||
case ANI_SHADOW_LEVEL:
|
||||
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_SHADOWS );
|
||||
break;
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_STRUCTURES );
|
||||
break;
|
||||
|
||||
case ANI_OBJECT_LEVEL:
|
||||
case ANI_SHADOW_LEVEL:
|
||||
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_OBJECTS );
|
||||
break;
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_SHADOWS );
|
||||
break;
|
||||
|
||||
case ANI_ROOF_LEVEL:
|
||||
case ANI_OBJECT_LEVEL:
|
||||
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_ROOF );
|
||||
break;
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_OBJECTS );
|
||||
break;
|
||||
|
||||
case ANI_ONROOF_LEVEL:
|
||||
case ANI_ROOF_LEVEL:
|
||||
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_ONROOF );
|
||||
break;
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_ROOF );
|
||||
break;
|
||||
|
||||
case ANI_TOPMOST_LEVEL:
|
||||
case ANI_ONROOF_LEVEL:
|
||||
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_TOPMOST );
|
||||
break;
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_ONROOF );
|
||||
break;
|
||||
|
||||
case ANI_TOPMOST_LEVEL:
|
||||
|
||||
ResetSpecificLayerOptimizing( TILES_DYNAMIC_TOPMOST );
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
@@ -237,7 +240,7 @@ ANITILE *CreateAnimationTile( ANITILE_PARAMS *pAniParams )
|
||||
pNewAniNode->pLevelNode->uiFlags |= ( LEVELNODE_LASTDYNAMIC | LEVELNODE_UPDATESAVEBUFFERONCE );
|
||||
pNewAniNode->pLevelNode->uiFlags &= (~LEVELNODE_DYNAMIC );
|
||||
}
|
||||
|
||||
|
||||
if ( ( uiFlags & ANITILE_OPTIMIZEFORSMOKEEFFECT ) )
|
||||
{
|
||||
pNewAniNode->pLevelNode->uiFlags |= LEVELNODE_NOWRITEZ;
|
||||
@@ -349,35 +352,35 @@ void DeleteAniTile( ANITILE *pAniTile )
|
||||
// Delete memory assosiated with item
|
||||
switch( pAniNode->ubLevelID )
|
||||
{
|
||||
case ANI_STRUCT_LEVEL:
|
||||
|
||||
RemoveStructFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode );
|
||||
break;
|
||||
case ANI_STRUCT_LEVEL:
|
||||
|
||||
case ANI_SHADOW_LEVEL:
|
||||
|
||||
RemoveShadowFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode );
|
||||
break;
|
||||
RemoveStructFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode );
|
||||
break;
|
||||
|
||||
case ANI_OBJECT_LEVEL:
|
||||
|
||||
RemoveObject( pAniNode->sGridNo, pAniNode->usTileIndex );
|
||||
break;
|
||||
case ANI_SHADOW_LEVEL:
|
||||
|
||||
case ANI_ROOF_LEVEL:
|
||||
|
||||
RemoveRoof( pAniNode->sGridNo, pAniNode->usTileIndex );
|
||||
break;
|
||||
RemoveShadowFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode );
|
||||
break;
|
||||
|
||||
case ANI_ONROOF_LEVEL:
|
||||
|
||||
RemoveOnRoof( pAniNode->sGridNo, pAniNode->usTileIndex );
|
||||
break;
|
||||
case ANI_OBJECT_LEVEL:
|
||||
|
||||
case ANI_TOPMOST_LEVEL:
|
||||
|
||||
RemoveTopmostFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode );
|
||||
break;
|
||||
RemoveObject( pAniNode->sGridNo, pAniNode->usTileIndex );
|
||||
break;
|
||||
|
||||
case ANI_ROOF_LEVEL:
|
||||
|
||||
RemoveRoof( pAniNode->sGridNo, pAniNode->usTileIndex );
|
||||
break;
|
||||
|
||||
case ANI_ONROOF_LEVEL:
|
||||
|
||||
RemoveOnRoof( pAniNode->sGridNo, pAniNode->usTileIndex );
|
||||
break;
|
||||
|
||||
case ANI_TOPMOST_LEVEL:
|
||||
|
||||
RemoveTopmostFromLevelNode( pAniNode->sGridNo, pAniNode->pLevelNode );
|
||||
break;
|
||||
|
||||
}
|
||||
if ( pAniNode->uiFlags & ANITILE_LIGHT && pAniNode->lightSprite >= 0 )
|
||||
@@ -404,9 +407,10 @@ void DeleteAniTile( ANITILE *pAniTile )
|
||||
gTacticalStatus.uiFlags &= (~DISALLOW_SIGHT);
|
||||
}
|
||||
|
||||
// Freeup attacker from explosion
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., EXPLOSION effect gone off") );
|
||||
ReduceAttackBusyCount( (UINT8)pAniNode->ubUserData2, FALSE );
|
||||
// Freeup attacker from explosion
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., EXPLOSION effect gone off") );
|
||||
DebugAttackBusy( "@@@@@@@ EXPLOSION effect finished.\n");
|
||||
ReduceAttackBusyCount( );
|
||||
|
||||
}
|
||||
|
||||
@@ -416,10 +420,10 @@ void DeleteAniTile( ANITILE *pAniTile )
|
||||
// First delete the bullet!
|
||||
RemoveBullet( pAniNode->uiUserData3 );
|
||||
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - miss finished animation") );
|
||||
FreeUpAttacker( (UINT8) pAniNode->ubAttackerMissed );
|
||||
// 0verhaul: Removed because it's handled by RemoveBullet.
|
||||
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - miss finished animation") );
|
||||
// FreeUpAttacker( (UINT8) pAniNode->ubAttackerMissed );
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -431,7 +435,7 @@ void DeleteAniTile( ANITILE *pAniTile )
|
||||
|
||||
// OK, set our frame data back to zero....
|
||||
pAniNode->pLevelNode->sCurrentFrame = 0;
|
||||
|
||||
|
||||
// Set some flags to write to Z / update save buffer
|
||||
// pAniNode->pLevelNode->uiFlags |=( LEVELNODE_LASTDYNAMIC | LEVELNODE_UPDATESAVEBUFFERONCE );
|
||||
pAniNode->pLevelNode->uiFlags &= ~( LEVELNODE_DYNAMIC | LEVELNODE_USEZ | LEVELNODE_ANIMATION );
|
||||
@@ -544,6 +548,8 @@ void UpdateAniTiles( )
|
||||
case ANI_KEYFRAME_CHAIN_WATER_EXPLOSION:
|
||||
|
||||
IgniteExplosion( pNode->ubUserData2, pNode->pLevelNode->sRelativeX, pNode->pLevelNode->sRelativeY, 0, pNode->sGridNo, (UINT16)( pNode->uiUserData ), 0 );
|
||||
DebugAttackBusy( "Reducing attack busy from water explosion delay.\n");
|
||||
ReduceAttackBusyCount( );
|
||||
break;
|
||||
|
||||
case ANI_KEYFRAME_DO_SOUND:
|
||||
@@ -801,39 +807,39 @@ ANITILE *GetCachedAniTileOfType( INT16 sGridNo, UINT8 ubLevelID, UINT32 uiFlags
|
||||
|
||||
switch( ubLevelID )
|
||||
{
|
||||
case ANI_STRUCT_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pStructHead;
|
||||
break;
|
||||
case ANI_STRUCT_LEVEL:
|
||||
|
||||
case ANI_SHADOW_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pShadowHead;
|
||||
break;
|
||||
pNode = gpWorldLevelData[ sGridNo ].pStructHead;
|
||||
break;
|
||||
|
||||
case ANI_OBJECT_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pObjectHead;
|
||||
break;
|
||||
case ANI_SHADOW_LEVEL:
|
||||
|
||||
case ANI_ROOF_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pRoofHead;
|
||||
break;
|
||||
pNode = gpWorldLevelData[ sGridNo ].pShadowHead;
|
||||
break;
|
||||
|
||||
case ANI_ONROOF_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
|
||||
break;
|
||||
case ANI_OBJECT_LEVEL:
|
||||
|
||||
case ANI_TOPMOST_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pTopmostHead;
|
||||
break;
|
||||
pNode = gpWorldLevelData[ sGridNo ].pObjectHead;
|
||||
break;
|
||||
|
||||
default:
|
||||
case ANI_ROOF_LEVEL:
|
||||
|
||||
return( NULL );
|
||||
pNode = gpWorldLevelData[ sGridNo ].pRoofHead;
|
||||
break;
|
||||
|
||||
case ANI_ONROOF_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
|
||||
break;
|
||||
|
||||
case ANI_TOPMOST_LEVEL:
|
||||
|
||||
pNode = gpWorldLevelData[ sGridNo ].pTopmostHead;
|
||||
break;
|
||||
|
||||
default:
|
||||
|
||||
return( NULL );
|
||||
}
|
||||
|
||||
while( pNode != NULL )
|
||||
@@ -894,7 +900,7 @@ void PauseAllAniTilesOfType( UINT32 uiType, BOOLEAN fPause )
|
||||
|
||||
if ( pNode->uiFlags & uiType )
|
||||
{
|
||||
PauseAniTile( pNode, fPause );
|
||||
PauseAniTile( pNode, fPause );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#else
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#else
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#else
|
||||
|
||||
@@ -1,10 +1,17 @@
|
||||
// Lesh:
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#else
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include "explosion control.h"
|
||||
#include "TopicIDs.h"
|
||||
#include "TopicOps.h"
|
||||
#include "Debug.h"
|
||||
#include "FileMan.h"
|
||||
#include "Debug Control.h"
|
||||
#endif
|
||||
|
||||
#include "expat.h"
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
#include "opplist.h"
|
||||
#include "Random.h"
|
||||
#include "strategicmap.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
|
||||
//effects whether or not time of day effects the lighting. Underground
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
/****************************************************************************************
|
||||
* JA2 Lighting Module
|
||||
*
|
||||
@@ -52,6 +54,7 @@
|
||||
#include "rotting corpses.h"
|
||||
#include "Fileman.h"
|
||||
#include "environment.h"
|
||||
#include "PATHAI.H"
|
||||
#endif
|
||||
|
||||
#define LVL1_L1_PER (50)
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#else
|
||||
@@ -31,6 +33,12 @@
|
||||
#include "world items.h"
|
||||
#include "environment.h"
|
||||
#include "message.h"
|
||||
#include "faces.h"
|
||||
#include "Squads.h"
|
||||
#include "Interactive Tiles.h"
|
||||
#include "gameloop.h"
|
||||
#include "sysutil.h"
|
||||
#include "tile surface.h"
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
+400
-380
File diff suppressed because it is too large
Load Diff
@@ -79,7 +79,7 @@ extern REAL_OBJECT ObjectSlots[ NUM_OBJECT_SLOTS ];
|
||||
|
||||
|
||||
// OBJECT LIST STUFF
|
||||
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData );
|
||||
INT32 CreatePhysicalObject( OBJECTTYPE *pGameObj, real dLifeLength, real xPos, real yPos, real zPos, real xForce, real yForce, real zForce, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, BOOLEAN fTestObject );
|
||||
BOOLEAN RemoveObjectSlot( INT32 iObject );
|
||||
void RemoveAllPhysicsObjects( );
|
||||
|
||||
|
||||
+193
-190
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#else
|
||||
@@ -45,6 +47,7 @@
|
||||
#include "world items.h"
|
||||
#include "GameSettings.h"
|
||||
#include "interface control.h"
|
||||
#include "Sound Control.h"
|
||||
#endif
|
||||
|
||||
///////////////////////////
|
||||
@@ -494,7 +497,7 @@ UINT32 gRenderFlags=0;
|
||||
* any questions? joker
|
||||
*/
|
||||
SGPRect gClippingRect;// = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT - INTERFACE_HEIGHT};
|
||||
SGPRect gOldClipRect;
|
||||
SGPRect gOldClipRect = { 0, 0, 1024, 768 }; // 0verhaul: This MUST mirror the gDirtyClipRect init, otherwise funkiness with video overlays will happen
|
||||
INT16 gsRenderCenterX;
|
||||
INT16 gsRenderCenterY;
|
||||
INT16 gsRenderWorldOffsetX = 0; //lal was -1 : bugfix for merc screen position in tactical on high resolution
|
||||
@@ -762,7 +765,7 @@ void RenderSetShadows(BOOLEAN fShadows)
|
||||
else
|
||||
{
|
||||
gRenderFlags&=(~RENDER_FLAG_SHADOWS);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -4056,222 +4059,222 @@ BOOLEAN ApplyScrolling( INT16 sTempRenderCenterX, INT16 sTempRenderCenterY, BOOL
|
||||
//if ((fAllowScrollingHorizontal || fAllowScrollingVertical) && gfDialogControl)
|
||||
//{
|
||||
|
||||
// Get angles
|
||||
// TOP LEFT CORNER FIRST
|
||||
dOpp = sTopLeftWorldY - gsTLY;
|
||||
dAdj = sTopLeftWorldX - gsTLX;
|
||||
// Get angles
|
||||
// TOP LEFT CORNER FIRST
|
||||
dOpp = sTopLeftWorldY - gsTLY;
|
||||
dAdj = sTopLeftWorldX - gsTLX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at1 = dAngle * 180 / PI;
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at1 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutLeft = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutTop = TRUE;
|
||||
}
|
||||
|
||||
// TOP RIGHT CORNER
|
||||
dOpp = sTopRightWorldY - gsTRY;
|
||||
dAdj = gsTRX - sTopRightWorldX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at2 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutRight = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutTop = TRUE;
|
||||
}
|
||||
|
||||
|
||||
// BOTTOM LEFT CORNER
|
||||
dOpp = gsBLY - sBottomLeftWorldY;
|
||||
dAdj = sBottomLeftWorldX - gsBLX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at3 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutLeft = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutBottom = TRUE;
|
||||
}
|
||||
|
||||
// BOTTOM RIGHT CORNER
|
||||
dOpp = gsBRY - sBottomRightWorldY;
|
||||
dAdj = gsBRX - sBottomRightWorldX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at4 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutRight = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutBottom = TRUE;
|
||||
}
|
||||
|
||||
sprintf( gDebugStr, "Angles: %d %d %d %d", (int)at1, (int)at2, (int)at3, (int)at4 );
|
||||
|
||||
if ( !fOutRight && !fOutLeft && !fOutTop && !fOutBottom )
|
||||
{
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
// If in editor, anything goes
|
||||
if ( gfEditMode && _KeyDown( SHIFT ) )
|
||||
{
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
// Reset some UI flags
|
||||
gfUIShowExitEast = FALSE;
|
||||
gfUIShowExitWest = FALSE;
|
||||
gfUIShowExitNorth = FALSE;
|
||||
gfUIShowExitSouth = FALSE;
|
||||
|
||||
|
||||
if ( !fScrollGood )
|
||||
{
|
||||
// Force adjustment, if true
|
||||
if ( fForceAdjust )
|
||||
{
|
||||
fOutLeft = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutTop = TRUE;
|
||||
}
|
||||
|
||||
// TOP RIGHT CORNER
|
||||
dOpp = sTopRightWorldY - gsTRY;
|
||||
dAdj = gsTRX - sTopRightWorldX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at2 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutRight = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutTop = TRUE;
|
||||
}
|
||||
|
||||
|
||||
// BOTTOM LEFT CORNER
|
||||
dOpp = gsBLY - sBottomLeftWorldY;
|
||||
dAdj = sBottomLeftWorldX - gsBLX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at3 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutLeft = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutBottom = TRUE;
|
||||
}
|
||||
|
||||
// BOTTOM RIGHT CORNER
|
||||
dOpp = gsBRY - sBottomRightWorldY;
|
||||
dAdj = gsBRX - sBottomRightWorldX;
|
||||
|
||||
dAngle = (double)atan2( dAdj, dOpp );
|
||||
at4 = dAngle * 180 / PI;
|
||||
|
||||
if ( dAngle < 0 )
|
||||
{
|
||||
fOutRight = TRUE;
|
||||
}
|
||||
else if ( dAngle > PI/2 )
|
||||
{
|
||||
fOutBottom = TRUE;
|
||||
}
|
||||
|
||||
sprintf( gDebugStr, "Angles: %d %d %d %d", (int)at1, (int)at2, (int)at3, (int)at4 );
|
||||
|
||||
if ( !fOutRight && !fOutLeft && !fOutTop && !fOutBottom )
|
||||
{
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
// If in editor, anything goes
|
||||
if ( gfEditMode && _KeyDown( SHIFT ) )
|
||||
{
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
// Reset some UI flags
|
||||
gfUIShowExitEast = FALSE;
|
||||
gfUIShowExitWest = FALSE;
|
||||
gfUIShowExitNorth = FALSE;
|
||||
gfUIShowExitSouth = FALSE;
|
||||
|
||||
|
||||
if ( !fScrollGood )
|
||||
{
|
||||
// Force adjustment, if true
|
||||
if ( fForceAdjust )
|
||||
if ( fOutTop )
|
||||
{
|
||||
if ( fOutTop )
|
||||
{
|
||||
// WANNE: Test
|
||||
// Adjust screen coordinates on the Y!
|
||||
CorrectRenderCenter( sScreenCenterX, (INT16)(gsTLY + sY_S ), &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
// Adjust screen coordinates on the Y!
|
||||
CorrectRenderCenter( sScreenCenterX, (INT16)(gsTLY + sY_S ), &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
if ( fOutBottom )
|
||||
{
|
||||
// OK, Ajust this since we get rounding errors in our two different calculations.
|
||||
CorrectRenderCenter( sScreenCenterX, (INT16)(gsBLY - sY_S - 50 ), &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
if ( fOutLeft )
|
||||
{
|
||||
CorrectRenderCenter( (INT16)( gsTLX + sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
if ( fOutRight )
|
||||
{
|
||||
CorrectRenderCenter( (INT16)( gsTRX - sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
else
|
||||
|
||||
if ( fOutBottom )
|
||||
{
|
||||
if ( fOutRight )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseXPos >= SCREEN_WIDTH - 1 )
|
||||
{
|
||||
gfUIShowExitEast = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( fOutLeft )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseXPos == 0 )
|
||||
{
|
||||
gfUIShowExitWest = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( fOutTop )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseYPos == 0 )
|
||||
{
|
||||
gfUIShowExitNorth = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( fOutBottom )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseYPos >= SCREEN_HEIGHT - 1 )
|
||||
{
|
||||
gfUIShowExitSouth = TRUE;
|
||||
}
|
||||
}
|
||||
// OK, Ajust this since we get rounding errors in our two different calculations.
|
||||
CorrectRenderCenter( sScreenCenterX, (INT16)(gsBLY - sY_S - 50 ), &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
if ( fOutLeft )
|
||||
{
|
||||
CorrectRenderCenter( (INT16)( gsTLX + sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
if ( fOutRight )
|
||||
{
|
||||
CorrectRenderCenter( (INT16)( gsTRX - sX_S ) , sScreenCenterY , &sNewScreenX, &sNewScreenY );
|
||||
FromScreenToCellCoordinates( sNewScreenX, sNewScreenY , &sTempPosX_W, &sTempPosY_W );
|
||||
|
||||
sTempRenderCenterX = sTempPosX_W;
|
||||
sTempRenderCenterY = sTempPosY_W;
|
||||
fScrollGood = TRUE;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if ( fScrollGood )
|
||||
else
|
||||
{
|
||||
if ( !fCheckOnly )
|
||||
if ( fOutRight )
|
||||
{
|
||||
sprintf( gDebugStr, "Center: %d %d ", (int)gsRenderCenterX, (int)gsRenderCenterY );
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseXPos >= SCREEN_WIDTH - 1 )
|
||||
{
|
||||
gfUIShowExitEast = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
//Makesure it's a multiple of 5
|
||||
sMult = sTempRenderCenterX / CELL_X_SIZE;
|
||||
if ( fOutLeft )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseXPos == 0 )
|
||||
{
|
||||
gfUIShowExitWest = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
gsRenderCenterX = ( sMult * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 );
|
||||
if ( fOutTop )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseYPos == 0 )
|
||||
{
|
||||
gfUIShowExitNorth = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
//Makesure it's a multiple of 5
|
||||
if ( fOutBottom )
|
||||
{
|
||||
// Check where our cursor is!
|
||||
if ( gusMouseYPos >= SCREEN_HEIGHT - 1 )
|
||||
{
|
||||
gfUIShowExitSouth = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if ( fScrollGood )
|
||||
{
|
||||
if ( !fCheckOnly )
|
||||
{
|
||||
sprintf( gDebugStr, "Center: %d %d ", (int)gsRenderCenterX, (int)gsRenderCenterY );
|
||||
|
||||
//Makesure it's a multiple of 5
|
||||
sMult = sTempRenderCenterX / CELL_X_SIZE;
|
||||
|
||||
gsRenderCenterX = ( sMult * CELL_X_SIZE ) + ( CELL_X_SIZE / 2 );
|
||||
|
||||
//Makesure it's a multiple of 5
|
||||
sMult = sTempRenderCenterY / CELL_Y_SIZE;
|
||||
|
||||
gsRenderCenterY = ( sMult * CELL_Y_SIZE ) + ( CELL_Y_SIZE / 2 );
|
||||
gsRenderCenterY = ( sMult * CELL_Y_SIZE ) + ( CELL_Y_SIZE / 2 );
|
||||
|
||||
//gsRenderCenterX = sTempRenderCenterX;
|
||||
//gsRenderCenterY = sTempRenderCenterY;
|
||||
//gsRenderCenterX = sTempRenderCenterX;
|
||||
//gsRenderCenterY = sTempRenderCenterY;
|
||||
|
||||
|
||||
gsTopLeftWorldX = sTopLeftWorldX - gsTLX;
|
||||
gsTopLeftWorldX = sTopLeftWorldX - gsTLX;
|
||||
gsTopRightWorldX = sTopRightWorldX - gsTLX;
|
||||
gsBottomLeftWorldX = sBottomLeftWorldX - gsTLX;
|
||||
gsBottomRightWorldX = sBottomRightWorldX - gsTLX;
|
||||
|
||||
gsTopLeftWorldY = sTopLeftWorldY - gsTLY;
|
||||
gsTopRightWorldY = sTopRightWorldY - gsTLY;
|
||||
gsBottomLeftWorldY = sBottomLeftWorldY - gsTLY;
|
||||
gsBottomRightWorldY = sBottomRightWorldY - gsTLY;
|
||||
gsTopLeftWorldY = sTopLeftWorldY - gsTLY;
|
||||
gsTopRightWorldY = sTopRightWorldY - gsTLY;
|
||||
gsBottomLeftWorldY = sBottomLeftWorldY - gsTLY;
|
||||
gsBottomRightWorldY = sBottomRightWorldY - gsTLY;
|
||||
|
||||
SetPositionSndsVolumeAndPanning( );
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
SetPositionSndsVolumeAndPanning( );
|
||||
}
|
||||
|
||||
return( FALSE );
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
return( FALSE );
|
||||
//}
|
||||
|
||||
//return ( FALSE );
|
||||
@@ -7543,4 +7546,4 @@ void RenderGridNoVisibleDebug( )
|
||||
RenderGridNoVisibleDebugInfo( gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS );
|
||||
}
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
+24
-19
@@ -36,6 +36,10 @@
|
||||
#include "sound control.h"
|
||||
|
||||
#include "Buildings.h"
|
||||
|
||||
#include "Random.h"
|
||||
|
||||
#include "Tile Animation.h"
|
||||
#endif
|
||||
|
||||
#ifdef COUNT_PATHS
|
||||
@@ -1650,7 +1654,8 @@ void DebugStructurePage1( void )
|
||||
STRUCTURE * pStructure;
|
||||
STRUCTURE * pBase;
|
||||
//LEVELNODE * pLand;
|
||||
INT16 sGridNo, sDesiredLevel;
|
||||
UINT16 usGridNo;
|
||||
INT16 sDesiredLevel;
|
||||
INT8 bHeight, bDens0, bDens1, bDens2, bDens3;
|
||||
INT8 bStructures;
|
||||
|
||||
@@ -1665,7 +1670,7 @@ void DebugStructurePage1( void )
|
||||
|
||||
SetFont( LARGEFONT1 );
|
||||
gprintf( 0, 0, L"DEBUG STRUCTURES PAGE 1 OF 1" );
|
||||
if (GetMouseMapPos( &sGridNo ) == FALSE)
|
||||
if (GetMouseMapPos( &usGridNo ) == FALSE)
|
||||
{
|
||||
return;
|
||||
//gprintf( 0, LINE_HEIGHT * 1, L"No structure selected" );
|
||||
@@ -1680,14 +1685,14 @@ void DebugStructurePage1( void )
|
||||
sDesiredLevel = STRUCTURE_ON_ROOF;
|
||||
}
|
||||
|
||||
gprintf( 320, 0, L"Building %d", gubBuildingInfo[ sGridNo ] );
|
||||
gprintf( 320, 0, L"Building %d", gubBuildingInfo[ usGridNo ] );
|
||||
/*
|
||||
pLand = gpWorldLevelData[sGridNo].pLandHead;
|
||||
pLand = gpWorldLevelData[usGridNo].pLandHead;
|
||||
gprintf( 320, 0, L"Fake light %d", pLand->ubFakeShadeLevel );
|
||||
gprintf( 320, LINE_HEIGHT, L"Real light: ground %d roof %d", LightTrueLevel( sGridNo, 0 ), LightTrueLevel( sGridNo, 1 ) );
|
||||
gprintf( 320, LINE_HEIGHT, L"Real light: ground %d roof %d", LightTrueLevel( usGridNo, 0 ), LightTrueLevel( usGridNo, 1 ) );
|
||||
*/
|
||||
|
||||
pStructure = gpWorldLevelData[sGridNo].pStructureHead;
|
||||
pStructure = gpWorldLevelData[usGridNo].pStructureHead;
|
||||
while (pStructure != NULL)
|
||||
{
|
||||
if (pStructure->sCubeOffset == sDesiredLevel)
|
||||
@@ -1762,7 +1767,7 @@ void DebugStructurePage1( void )
|
||||
gprintf( 0, LINE_HEIGHT * 4, L"Structure ID %d", pStructure->usStructureID );
|
||||
#endif
|
||||
|
||||
pStructure = gpWorldLevelData[sGridNo].pStructureHead;
|
||||
pStructure = gpWorldLevelData[usGridNo].pStructureHead;
|
||||
for ( bStructures = 0; pStructure != NULL; pStructure = pStructure->pNext)
|
||||
{
|
||||
bStructures++;
|
||||
@@ -1797,18 +1802,18 @@ void DebugStructurePage1( void )
|
||||
}
|
||||
#endif
|
||||
gprintf( 0, LINE_HEIGHT * 13, L"N %d NE %d E %d SE %d",
|
||||
gubWorldMovementCosts[ sGridNo ][ NORTH ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ sGridNo ][ NORTHEAST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ sGridNo ][ EAST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ sGridNo ][ SOUTHEAST ][ gsInterfaceLevel ] );
|
||||
gubWorldMovementCosts[ usGridNo ][ NORTH ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ usGridNo ][ NORTHEAST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ usGridNo ][ EAST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ usGridNo ][ SOUTHEAST ][ gsInterfaceLevel ] );
|
||||
gprintf( 0, LINE_HEIGHT * 14, L"S %d SW %d W %d NW %d",
|
||||
gubWorldMovementCosts[ sGridNo ][ SOUTH ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ sGridNo ][ SOUTHWEST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ sGridNo ][ WEST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ sGridNo ][ NORTHWEST ][ gsInterfaceLevel ] );
|
||||
gubWorldMovementCosts[ usGridNo ][ SOUTH ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ usGridNo ][ SOUTHWEST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ usGridNo ][ WEST ][ gsInterfaceLevel ],
|
||||
gubWorldMovementCosts[ usGridNo ][ NORTHWEST ][ gsInterfaceLevel ] );
|
||||
gprintf( 0, LINE_HEIGHT * 15, L"Ground smell %d strength %d",
|
||||
SMELL_TYPE( gpWorldLevelData[ sGridNo ].ubSmellInfo ),
|
||||
SMELL_STRENGTH( gpWorldLevelData[ sGridNo ].ubSmellInfo ) );
|
||||
SMELL_TYPE( gpWorldLevelData[ usGridNo ].ubSmellInfo ),
|
||||
SMELL_STRENGTH( gpWorldLevelData[ usGridNo ].ubSmellInfo ) );
|
||||
|
||||
#ifdef COUNT_PATHS
|
||||
if (guiTotalPathChecks > 0)
|
||||
@@ -1823,7 +1828,7 @@ void DebugStructurePage1( void )
|
||||
}
|
||||
#else
|
||||
gprintf( 0, LINE_HEIGHT * 16,
|
||||
L"Adj soldiers %d", gpWorldLevelData[sGridNo].ubAdjacentSoldierCnt );
|
||||
L"Adj soldiers %d", gpWorldLevelData[usGridNo].ubAdjacentSoldierCnt );
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -2393,4 +2398,4 @@ UINT32 GetStructureOpenSound( STRUCTURE * pStructure, BOOLEAN fClose )
|
||||
}
|
||||
|
||||
return( uiSoundID );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
#include "edit_sys.h"
|
||||
#include "pathai.h"
|
||||
#include "tile surface.h"
|
||||
#include "Tactical Save.h"
|
||||
#endif
|
||||
|
||||
//#include "editscreen.h"
|
||||
@@ -1206,11 +1207,11 @@ BOOLEAN AnyLowerLand( UINT32 iMapIndex, UINT32 uiSrcType, UINT8 *pubLastLevel )
|
||||
|
||||
BOOLEAN GetWallOrientation( UINT16 usIndex, UINT16 *pusWallOrientation )
|
||||
{
|
||||
TILE_ELEMENT TileElem;
|
||||
TILE_ELEMENT TileElem;
|
||||
|
||||
*pusWallOrientation = 0xffff;
|
||||
|
||||
CHECKF( usIndex != NO_TILE );
|
||||
CHECKF( usIndex != NO_TILE );
|
||||
CHECKF( usIndex < NUMBEROFTILES ); //lal bugfix
|
||||
|
||||
// Get tile element
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
#include "builddefines.h"
|
||||
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "TileEngine All.h"
|
||||
#include "PreBattle Interface.h"
|
||||
@@ -58,6 +60,11 @@
|
||||
#include "pits.h"
|
||||
#include "Game Clock.h"
|
||||
#include "Buildings.h"
|
||||
#include "strategicmap.h"
|
||||
#include "overhead map.h"
|
||||
#include "SmokeEffects.h"
|
||||
#include "LightEffects.h"
|
||||
#include "meanwhile.h"
|
||||
#endif
|
||||
|
||||
#define SET_MOVEMENTCOST( a, b, c, d ) ( ( gubWorldMovementCosts[ a ][ b ][ c ] < d ) ? ( gubWorldMovementCosts[ a ][ b ][ c ] = d ) : 0 );
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
#include "SaveLoadMap.h"
|
||||
#include "random.h"
|
||||
#include "render fun.h"
|
||||
#include "GameSettings.h"
|
||||
#endif
|
||||
|
||||
extern BOOLEAN gfBasement;
|
||||
|
||||
Reference in New Issue
Block a user