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:
lalien
2006-04-19 17:10:53 +00:00
parent e54aeb96aa
commit 89b4d71bf3
71 changed files with 11332 additions and 731 deletions
+19 -7
View File
@@ -36,7 +36,9 @@ BUILDING * CreateNewBuilding( UINT8 * pubBuilding )
BUILDING * GenerateBuilding( INT16 sDesiredSpot )
{
UINT32 uiLoop;
UINT32 uiLoop2;
INT16 sTempGridNo, sNextTempGridNo, sVeryTemporaryGridNo;
INT16 sStartGridNo, sCurrGridNo, sPrevGridNo = NOWHERE, sRightGridNo;
INT8 bDirection, bTempDirection;
@@ -106,9 +108,9 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
gpWorldLevelData[ sStartGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
while( 1 )
uiLoop2 = 0;
while(uiLoop2 < WORLD_MAX)
{
// if point to (2 clockwise) is not part of building and is not visited,
// or is starting point, turn!
sRightGridNo = NewGridNo( sCurrGridNo, DirectionInc( gTwoCDirection[ bDirection ] ) );
@@ -202,8 +204,6 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
{
gpWorldLevelData[ sCurrGridNo ].ubExtFlags[0] |= MAPELEMENT_EXT_ROOFCODE_VISITED;
//DebugMsg( TOPIC_JA2AI , DBG_LEVEL_3 , String("Building info set at %d to %d", sCurrGridNo, ubBuildingID ));
gubBuildingInfo[ sCurrGridNo ] = ubBuildingID;
// consider this location as possible climb gridno
@@ -323,8 +323,22 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
}
}
uiLoop2++;
}
// If we've run out of loop before we've run out of building, then there is
// something that has gone pear shaped
if(uiLoop2 >= WORLD_MAX)
{
UINT8 x = 0;
UINT8 y = 0;
while((sDesiredSpot - ((y + 1) * 160)) >= 0)
{
y++;
}
x = sDesiredSpot - (y * 160);
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 ));
}
// at end could prune # of locations if there are too many
@@ -338,7 +352,6 @@ BUILDING * GenerateBuilding( INT16 sDesiredSpot )
RefreshScreen( NULL );
#endif
*/
return( pBuilding );
}
@@ -415,7 +428,6 @@ void GenerateBuildings( void )
// search through world
// for each location in a room try to find building info
for ( uiLoop = 0; uiLoop < WORLD_MAX; uiLoop++ )
{
if ( (gubWorldRoomInfo[ uiLoop ] != NO_ROOM) && (gubBuildingInfo[ uiLoop ] == NO_BUILDING) && (FindStructure( (INT16) uiLoop, STRUCTURE_NORMAL_ROOF ) != NULL) )
+10 -5
View File
@@ -246,11 +246,15 @@ void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if ( !InOverheadMap( ) )
{
GoIntoOverheadMap( );
// WANNE 2 <wenn wir im strategy screen sind, darf keine overhead map angezeigt werden!!>
if (fDisplayOverheadMap == TRUE)
GoIntoOverheadMap( );
}
else
{
KillOverheadMap();
// WANNE 2 <wenn wir im strategy screen sind, darf keine overhead map angezeigt werden!!>
if (fDisplayOverheadMap == TRUE)
KillOverheadMap();
}
}
}
@@ -644,9 +648,10 @@ BOOLEAN CreateDestroyMouseRegionsForSquadList( void )
CHECKF(AddVideoObject(&VObjectDesc, &uiHandle));
GetVideoObject(&hHandle, uiHandle);
BltVideoObject( guiSAVEBUFFER , hHandle, 0,(INTERFACE_WIDTH - 102 - 1), 0 + gsVIEWPORT_END_Y, VO_BLT_SRCTRANSPARENCY,NULL );
RestoreExternBackgroundRect( (INTERFACE_WIDTH - 102), gsVIEWPORT_END_Y, (SCREEN_WIDTH - 538 ),( INT16 ) ( SCREEN_HEIGHT - gsVIEWPORT_END_Y ) );
BltVideoObject( guiSAVEBUFFER , hHandle, 0,(SCREEN_WIDTH - 102 - 1), gsVIEWPORT_END_Y, VO_BLT_SRCTRANSPARENCY,NULL );
RestoreExternBackgroundRect ((SCREEN_WIDTH - 102 - 1), gsVIEWPORT_END_Y, 102,( INT16 ) ( SCREEN_HEIGHT - gsVIEWPORT_END_Y ) );
for( sCounter = 0; sCounter < NUMBER_OF_SQUADS; sCounter++ )
{
+4 -2
View File
@@ -1,3 +1,4 @@
// WANNE 2 <changed some lines>
#ifndef __RADAR_SCREEN_H
#define __RADAR_SCREEN_H
@@ -9,13 +10,14 @@ void RadarRegionButtonCallback( MOUSE_REGION * pRegion, INT32 iReason );
BOOLEAN LoadRadarScreenBitmap( CHAR8 * aFilename );
// WANNE 2
// RADAR WINDOW DEFINES
#define RADAR_WINDOW_X 543
#define RADAR_WINDOW_X (SCREEN_WIDTH - 97) //543
#define RADAR_WINDOW_TM_Y INTERFACE_START_Y + 13
#define RADAR_WINDOW_SM_Y INV_INTERFACE_START_Y + 13
#define RADAR_WINDOW_WIDTH 88
#define RADAR_WINDOW_HEIGHT 44
#define RADAR_WINDOW_STRAT_Y 373
#define RADAR_WINDOW_STRAT_Y (SCREEN_HEIGHT - 107) //373
BOOLEAN InitRadarScreen( );
void RenderRadarScreen( );
+4 -1
View File
@@ -1,3 +1,4 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#include "PreBattle Interface.h"
@@ -563,7 +564,9 @@ void RenderTacticalPlacementGUI()
{
gTPClipRect.iLeft = iOffsetHorizontal;
gTPClipRect.iTop = iOffsetVertical;
gTPClipRect.iRight = iOffsetHorizontal + 640;
// WANNE 2
//gTPClipRect.iRight = iOffsetHorizontal + 640;
gTPClipRect.iRight = iOffsetHorizontal + 635;
gTPClipRect.iBottom = iOffsetVertical + 320;
switch( gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode )
{
+5 -2
View File
@@ -402,7 +402,7 @@ void HandleOverheadMap( )
InitNewOverheadDB( gubSmTileNum );
gfSmTileLoaded = TRUE;
}
// restore background rects
RestoreBackgroundRects( );
@@ -544,12 +544,15 @@ BOOLEAN InOverheadMap( )
}
void GoIntoOverheadMap( )
{
{
VOBJECT_DESC VObjectDesc;
HVOBJECT hVObject;
gfInOverheadMap = TRUE;
// WANNE 2 NEW
//RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH, INTERFACE_HEIGHT );
// Overview map should be centered in the middle of the tactical screen.
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
+6 -2
View File
@@ -1667,6 +1667,7 @@ FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vP
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory");
INT32 iID;
REAL_OBJECT *pObject;
FLOAT dDiffX, dDiffY;
INT16 sGridNo;
//int cnt=0;
@@ -1692,10 +1693,13 @@ FLOAT CalculateObjectTrajectory( INT16 sTargetZ, OBJECTTYPE *pItem, vector_3 *vP
// Set some special values...
pObject->fTestObject = TEST_OBJECT_NO_COLLISIONS;
pObject->TestZTarget = sTargetZ;
pObject->fTestPositionNotSet = TRUE;
pObject->fVisible = FALSE;
pObject->fVisible = FALSE;
// WANNE 2
// Alrighty, move this beast until it dies....
// Alrighty, move this beast until it dies....
while( pObject->fAlive)
{
//cnt = cnt + 1;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateObjectTrajectory: calling SIMULATEobject - this object never fucking dies!!!!");
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3, String( "Counter: %d", cnt));
File diff suppressed because it is too large Load Diff