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Data and Source v1.13 Mod High Resolution version from 2006-03-01
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@23 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -36,7 +36,9 @@ BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
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BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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UINT32 uiLoop;
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UINT32 uiLoop2;
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INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
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INT16 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
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INT8 bDirection, bTempDirection;
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@@ -106,9 +108,9 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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gpWorldLevelData[ sStartGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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while( 1 )
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uiLoop2 = 0;
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while(uiLoop2 < WORLD_MAX)
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{
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// if point to (2 clockwise) is not part of building and is not visited,
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// or is starting point, turn!
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sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ bDirection ] ) );
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@@ -202,8 +204,6 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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{
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gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
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//DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , String("Building info set at %d to %d", sCurrGridNo, ubBuildingID ));
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gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
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// consider this location as possible climb gridno
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@@ -323,8 +323,22 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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}
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}
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uiLoop2++;
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}
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// If we've run out of loop before we've run out of building, then there is
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// something that has gone pear shaped
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if(uiLoop2 >= WORLD_MAX)
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{
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UINT8 x = 0;
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UINT8 y = 0;
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while((sDesiredSpot - ((y + 1) * 160)) >= 0)
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{
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y++;
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}
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x = sDesiredSpot - (y * 160);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_2,String( "113/UC Warning! Building Walk Algorithm has covered the entire map! Building %d located at [%d,%d] must be bogus.", ubBuildingID, x, y ));
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}
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// at end could prune # of locations if there are too many
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@@ -338,7 +352,6 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
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RefreshScreen( NULL );
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#endif
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*/
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return( pBuilding );
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}
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@@ -415,7 +428,6 @@ void GenerateBuildings( void )
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// search through world
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// for each location in a room try to find building info
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for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
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{
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if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( (INT16) uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
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@@ -246,11 +246,15 @@ void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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if ( !InOverheadMap( ) )
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{
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GoIntoOverheadMap( );
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// WANNE 2 <wenn wir im strategy screen sind, darf keine overhead map angezeigt werden!!>
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if (fDisplayOverheadMap == TRUE)
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GoIntoOverheadMap( );
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}
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else
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{
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KillOverheadMap();
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// WANNE 2 <wenn wir im strategy screen sind, darf keine overhead map angezeigt werden!!>
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if (fDisplayOverheadMap == TRUE)
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KillOverheadMap();
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}
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}
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}
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@@ -644,9 +648,10 @@ BOOLEAN CreateDestroyMouseRegionsForSquadList( void )
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CHECKF(AddVideoObject(&VObjectDesc, &uiHandle));
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GetVideoObject(&hHandle, uiHandle);
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BltVideoObject( guiSAVEBUFFER , hHandle, 0,(INTERFACE_WIDTH - 102 - 1), 0 + gsVIEWPORT_END_Y, VO_BLT_SRCTRANSPARENCY,NULL );
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RestoreExternBackgroundRect( (INTERFACE_WIDTH - 102), gsVIEWPORT_END_Y, (SCREEN_WIDTH - 538 ),( INT16 ) ( SCREEN_HEIGHT - gsVIEWPORT_END_Y ) );
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BltVideoObject( guiSAVEBUFFER , hHandle, 0,(SCREEN_WIDTH - 102 - 1), gsVIEWPORT_END_Y, VO_BLT_SRCTRANSPARENCY,NULL );
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RestoreExternBackgroundRect ((SCREEN_WIDTH - 102 - 1), gsVIEWPORT_END_Y, 102,( INT16 ) ( SCREEN_HEIGHT - gsVIEWPORT_END_Y ) );
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for( sCounter = 0; sCounter < NUMBER_OF_SQUADS; sCounter++ )
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{
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@@ -1,3 +1,4 @@
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// WANNE 2 <changed some lines>
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#ifndef __RADAR_SCREEN_H
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#define __RADAR_SCREEN_H
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@@ -9,13 +10,14 @@ void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason );
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BOOLEAN LoadRadarScreenBitmap( CHAR8 * aFilename );
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// WANNE 2
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// RADAR WINDOW DEFINES
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#define RADAR_WINDOW_X 543
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#define RADAR_WINDOW_X (SCREEN_WIDTH - 97) //543
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#define RADAR_WINDOW_TM_Y INTERFACE_START_Y + 13
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#define RADAR_WINDOW_SM_Y INV_INTERFACE_START_Y + 13
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#define RADAR_WINDOW_WIDTH 88
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#define RADAR_WINDOW_HEIGHT 44
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#define RADAR_WINDOW_STRAT_Y 373
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#define RADAR_WINDOW_STRAT_Y (SCREEN_HEIGHT - 107) //373
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BOOLEAN InitRadarScreen( );
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void RenderRadarScreen( );
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@@ -1,3 +1,4 @@
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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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#include "PreBattle Interface.h"
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@@ -563,7 +564,9 @@ void RenderTacticalPlacementGUI()
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{
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gTPClipRect.iLeft = iOffsetHorizontal;
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gTPClipRect.iTop = iOffsetVertical;
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gTPClipRect.iRight = iOffsetHorizontal + 640;
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// WANNE 2
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//gTPClipRect.iRight = iOffsetHorizontal + 640;
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gTPClipRect.iRight = iOffsetHorizontal + 635;
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gTPClipRect.iBottom = iOffsetVertical + 320;
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switch( gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode )
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{
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@@ -402,7 +402,7 @@ void HandleOverheadMap( )
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InitNewOverheadDB( gubSmTileNum );
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gfSmTileLoaded = TRUE;
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}
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// restore background rects
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RestoreBackgroundRects( );
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@@ -544,12 +544,15 @@ BOOLEAN InOverheadMap( )
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}
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void GoIntoOverheadMap( )
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{
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{
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VOBJECT_DESC VObjectDesc;
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HVOBJECT hVObject;
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gfInOverheadMap = TRUE;
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// WANNE 2 NEW
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//RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH, INTERFACE_HEIGHT );
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// Overview map should be centered in the middle of the tactical screen.
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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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@@ -1667,6 +1667,7 @@ FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vP
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory");
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INT32 iID;
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REAL_OBJECT *pObject;
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FLOAT dDiffX, dDiffY;
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INT16 sGridNo;
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//int cnt=0;
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@@ -1692,10 +1693,13 @@ FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vP
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// Set some special values...
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pObject->fTestObject = TEST_OBJECT_NO_COLLISIONS;
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pObject->TestZTarget = sTargetZ;
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pObject->fTestPositionNotSet = TRUE;
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pObject->fVisible = FALSE;
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pObject->fVisible = FALSE;
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// WANNE 2
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// Alrighty, move this beast until it dies....
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// Alrighty, move this beast until it dies....
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while( pObject->fAlive)
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{
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//cnt = cnt + 1;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory: calling SIMULATEobject - this object never fucking dies!!!!");
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3, String( "Counter: %d", cnt));
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