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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:
+24
-14
@@ -87,10 +87,11 @@ UINT16 iOffsetVertical; // Vertical start position of the overview map
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//DBrot: keep track if we should use a bigger version of the overview map for big maps
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//for now, this is a custom solution applicable in 1920x1080
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BOOLEAN gfUseBiggerOverview = FALSE;
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UINT8 ubResolutionTable[6] = {2, 3, 4, 6, 8, 12};
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UINT8 ubResolutionTable360[6] = {2, 3, 4, 6, 8, 12};
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UINT8 ubResolutionTable160[6] = {1, 1, 2, 4, 4, 5};
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UINT8 gubGridDivisor;
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#define HORGRIDFRAME 1440
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#define VERGRIDFRAME 720
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UINT16 gusGridFrameX;
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UINT16 gusGridFrameY;
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#define SHARPBORDER 1
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#define HATCHED 2
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//dnl ch45 021009 Current position of map displayed in overhead map, (A=TopLeft, B=BottomLeft, C=TopRight)
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@@ -597,12 +598,21 @@ void GoIntoOverheadMap( )
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iOffsetHorizontal = (SCREEN_WIDTH / 2) - (640 / 2); // Horizontal start postion of the overview map
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iOffsetVertical = (SCREEN_HEIGHT - 160) / 2 - 160; // Vertical start position of the overview map
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}
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if(NightTime()){
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gubGridDivisor = ubResolutionTable[gGameExternalOptions.ubGridResolutionNight];
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if(WORLD_MAX == 129600){
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if(NightTime()){
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gubGridDivisor = ubResolutionTable360[gGameExternalOptions.ubGridResolutionNight];
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}else{
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gubGridDivisor = ubResolutionTable360[gGameExternalOptions.ubGridResolutionDay];
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}
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}else{
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gubGridDivisor = ubResolutionTable[gGameExternalOptions.ubGridResolutionDay];
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if(NightTime()){
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gubGridDivisor = ubResolutionTable160[gGameExternalOptions.ubGridResolutionNight];
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}else{
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gubGridDivisor = ubResolutionTable160[gGameExternalOptions.ubGridResolutionDay];
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}
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}
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gusGridFrameX = WORLD_COLS * 4;
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gusGridFrameY = WORLD_ROWS * 2;
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MSYS_DefineRegion( &OverheadBackgroundRegion, 0, 0 , SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
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CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
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@@ -1321,18 +1331,18 @@ void RenderOverheadOverlays()
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continue;
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//DBrot: mark his general area as hostile
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if(!gfEditMode && gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] && gfUseBiggerOverview && gGameExternalOptions.ubMarkerMode && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector <= gGameExternalOptions.ubSoldiersLeft){
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if(!gfEditMode && gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] /*&& gfUseBiggerOverview */&& gGameExternalOptions.ubMarkerMode && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector <= gGameExternalOptions.ubSoldiersLeft){
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if(pSoldier->bTeam == ENEMY_TEAM){
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UINT8 ubGridSquareX, ubGridSquareY;
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ubGridSquareX = sX / (HORGRIDFRAME / gubGridDivisor); //( pSoldier->sGridNo / WORLD_COLS ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
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ubGridSquareY = sY / (VERGRIDFRAME / gubGridDivisor); //( pSoldier->sGridNo - ( ( pSoldier->sGridNo / WORLD_COLS ) * WORLD_COLS ) ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
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ubGridSquareX = sX / (gusGridFrameX / gubGridDivisor); //( pSoldier->sGridNo / WORLD_COLS ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
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ubGridSquareY = sY / (gusGridFrameY / gubGridDivisor); //( pSoldier->sGridNo - ( ( pSoldier->sGridNo / WORLD_COLS ) * WORLD_COLS ) ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
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HostileArea.iLeft = iOffsetHorizontal + (((HORGRIDFRAME / gubGridDivisor) * ubGridSquareX));
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HostileArea.iTop = iOffsetVertical + (((VERGRIDFRAME / gubGridDivisor) * ubGridSquareY));
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HostileArea.iRight = iOffsetHorizontal + (((HORGRIDFRAME / gubGridDivisor) * (ubGridSquareX + 1)));
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HostileArea.iBottom = iOffsetVertical + (((VERGRIDFRAME / gubGridDivisor) * (ubGridSquareY + 1)));
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HostileArea.iLeft = iOffsetHorizontal + (((gusGridFrameX / gubGridDivisor) * ubGridSquareX));
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HostileArea.iTop = iOffsetVertical + (((gusGridFrameY / gubGridDivisor) * ubGridSquareY));
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HostileArea.iRight = iOffsetHorizontal + (((gusGridFrameX / gubGridDivisor) * (ubGridSquareX + 1)));
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HostileArea.iBottom = iOffsetVertical + (((gusGridFrameY / gubGridDivisor) * (ubGridSquareY + 1)));
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if(gGameExternalOptions.ubMarkerMode == SHARPBORDER)
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RectangleDraw(TRUE, HostileArea.iLeft, HostileArea.iTop, HostileArea.iRight, HostileArea.iBottom, 255, pDestBuf);
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