Fixes (by DepressivesBrot):

- fixed some text errors
- enabled 'mark remaining hostiles' for all resolution and maps

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5454 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-08-08 20:46:36 +00:00
parent e8a6d58175
commit 7e8b51ad34
10 changed files with 56 additions and 44 deletions
+24 -14
View File
@@ -87,10 +87,11 @@ UINT16 iOffsetVertical; // Vertical start position of the overview map
//DBrot: keep track if we should use a bigger version of the overview map for big maps
//for now, this is a custom solution applicable in 1920x1080
BOOLEAN gfUseBiggerOverview = FALSE;
UINT8 ubResolutionTable[6] = {2, 3, 4, 6, 8, 12};
UINT8 ubResolutionTable360[6] = {2, 3, 4, 6, 8, 12};
UINT8 ubResolutionTable160[6] = {1, 1, 2, 4, 4, 5};
UINT8 gubGridDivisor;
#define HORGRIDFRAME 1440
#define VERGRIDFRAME 720
UINT16 gusGridFrameX;
UINT16 gusGridFrameY;
#define SHARPBORDER 1
#define HATCHED 2
//dnl ch45 021009 Current position of map displayed in overhead map, (A=TopLeft, B=BottomLeft, C=TopRight)
@@ -597,12 +598,21 @@ void GoIntoOverheadMap( )
iOffsetHorizontal = (SCREEN_WIDTH / 2) - (640 / 2); // Horizontal start postion of the overview map
iOffsetVertical = (SCREEN_HEIGHT - 160) / 2 - 160; // Vertical start position of the overview map
}
if(NightTime()){
gubGridDivisor = ubResolutionTable[gGameExternalOptions.ubGridResolutionNight];
if(WORLD_MAX == 129600){
if(NightTime()){
gubGridDivisor = ubResolutionTable360[gGameExternalOptions.ubGridResolutionNight];
}else{
gubGridDivisor = ubResolutionTable360[gGameExternalOptions.ubGridResolutionDay];
}
}else{
gubGridDivisor = ubResolutionTable[gGameExternalOptions.ubGridResolutionDay];
if(NightTime()){
gubGridDivisor = ubResolutionTable160[gGameExternalOptions.ubGridResolutionNight];
}else{
gubGridDivisor = ubResolutionTable160[gGameExternalOptions.ubGridResolutionDay];
}
}
gusGridFrameX = WORLD_COLS * 4;
gusGridFrameY = WORLD_ROWS * 2;
MSYS_DefineRegion( &OverheadBackgroundRegion, 0, 0 , SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
@@ -1321,18 +1331,18 @@ void RenderOverheadOverlays()
continue;
//DBrot: mark his general area as hostile
if(!gfEditMode && gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] && gfUseBiggerOverview && gGameExternalOptions.ubMarkerMode && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector <= gGameExternalOptions.ubSoldiersLeft){
if(!gfEditMode && gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] /*&& gfUseBiggerOverview */&& gGameExternalOptions.ubMarkerMode && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector <= gGameExternalOptions.ubSoldiersLeft){
if(pSoldier->bTeam == ENEMY_TEAM){
UINT8 ubGridSquareX, ubGridSquareY;
ubGridSquareX = sX / (HORGRIDFRAME / gubGridDivisor); //( pSoldier->sGridNo / WORLD_COLS ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
ubGridSquareY = sY / (VERGRIDFRAME / gubGridDivisor); //( pSoldier->sGridNo - ( ( pSoldier->sGridNo / WORLD_COLS ) * WORLD_COLS ) ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
ubGridSquareX = sX / (gusGridFrameX / gubGridDivisor); //( pSoldier->sGridNo / WORLD_COLS ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
ubGridSquareY = sY / (gusGridFrameY / gubGridDivisor); //( pSoldier->sGridNo - ( ( pSoldier->sGridNo / WORLD_COLS ) * WORLD_COLS ) ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
HostileArea.iLeft = iOffsetHorizontal + (((HORGRIDFRAME / gubGridDivisor) * ubGridSquareX));
HostileArea.iTop = iOffsetVertical + (((VERGRIDFRAME / gubGridDivisor) * ubGridSquareY));
HostileArea.iRight = iOffsetHorizontal + (((HORGRIDFRAME / gubGridDivisor) * (ubGridSquareX + 1)));
HostileArea.iBottom = iOffsetVertical + (((VERGRIDFRAME / gubGridDivisor) * (ubGridSquareY + 1)));
HostileArea.iLeft = iOffsetHorizontal + (((gusGridFrameX / gubGridDivisor) * ubGridSquareX));
HostileArea.iTop = iOffsetVertical + (((gusGridFrameY / gubGridDivisor) * ubGridSquareY));
HostileArea.iRight = iOffsetHorizontal + (((gusGridFrameX / gubGridDivisor) * (ubGridSquareX + 1)));
HostileArea.iBottom = iOffsetVertical + (((gusGridFrameY / gubGridDivisor) * (ubGridSquareY + 1)));
if(gGameExternalOptions.ubMarkerMode == SHARPBORDER)
RectangleDraw(TRUE, HostileArea.iLeft, HostileArea.iTop, HostileArea.iRight, HostileArea.iBottom, 255, pDestBuf);