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Data and Source v1.13 Mod High Resolution version from 2006-04-15
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@25 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+17
-17
@@ -198,7 +198,7 @@ void ResetRain()
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void GenerateRainDropsList()
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{
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guiCurrMaxAmountOfRainDrops = (UINT32)BASE_MAXIMUM_DROPS * gbCurrentRainIntensity;
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guiCurrMaxAmountOfRainDrops = (UINT32)(BASE_MAXIMUM_DROPS * gbCurrentRainIntensity);
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pRainDrops = (TRainDrop *)MemAlloc( sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
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memset( pRainDrops, 0, sizeof( TRainDrop ) * guiCurrMaxAmountOfRainDrops );
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@@ -235,8 +235,8 @@ void CreateRainDrops()
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BOOLEAN fLoopIsDone;
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UINT32 uiIndRand;
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fpCos = cos( DEGREE(fpCurrDropAngleOfFalling) );
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fpSin = sin( DEGREE(fpCurrDropAngleOfFalling) );
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fpCos = (FLOAT)(cos( DEGREE(fpCurrDropAngleOfFalling) ));
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fpSin = (FLOAT)(sin( DEGREE(fpCurrDropAngleOfFalling) ));
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if( fpCos )
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fpAbsTg = fabs( fpSin / fpCos ); // take only absolute valuse
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@@ -288,20 +288,20 @@ void CreateRainDrops()
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if( uiIndex >= fpNumDropsToXBorder )
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{
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pCurr->fpX = gRainRegion.left + Random( gRainRegion.right - gRainRegion.left );
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pCurr->fpY = gRainRegion.bottom - 1;
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pCurr->fpX = (FLOAT)(gRainRegion.left + Random( gRainRegion.right - gRainRegion.left ));
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pCurr->fpY = (FLOAT)(gRainRegion.bottom - 1);
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}
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else if( fpCos > 0 )
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{
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pCurr->fpX = gRainRegion.right - 1;
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pCurr->fpY = gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top );
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pCurr->fpX = (FLOAT)(gRainRegion.right - 1);
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pCurr->fpY = (FLOAT)(gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top ));
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}else{
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pCurr->fpX = 0;
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pCurr->fpY = gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top );
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pCurr->fpY = (FLOAT)(gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top ));
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}
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}else{
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pCurr->fpX = gRainRegion.left + Random( gRainRegion.right - gRainRegion.left );
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pCurr->fpY = gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top );
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pCurr->fpX = (FLOAT)(gRainRegion.left + Random( gRainRegion.right - gRainRegion.left ));
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pCurr->fpY = (FLOAT)(gRainRegion.top + Random( gRainRegion.bottom - gRainRegion.top ));
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}
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pCurr->uiAmountOfTicksToLive = 0;
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@@ -405,7 +405,7 @@ void RenderRainOnSurface()
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if( !pCurr->fAlive )continue;
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LineDraw( TRUE, pCurr->fpX, pCurr->fpY, pCurr->fpX + pCurr->fpEndRelX, pCurr->fpY + pCurr->fpEndRelY, sDropsColor, pDestBuf );
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LineDraw( TRUE, (int)pCurr->fpX, (int)pCurr->fpY, (int)pCurr->fpX + (int)pCurr->fpEndRelX, (int)(pCurr->fpY + pCurr->fpEndRelY), sDropsColor, pDestBuf );
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}
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UnLockVideoSurface( guiRainRenderSurface );
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@@ -427,35 +427,35 @@ void GenerateRainMaximums()
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fpMaxDropAngleOfFalling = 160;
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}
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fpCurrDropAngleOfFalling = fpMinDropAngleOfFalling + Random( fpMaxDropAngleOfFalling - fpMinDropAngleOfFalling );
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fpCurrDropAngleOfFalling = fpMinDropAngleOfFalling + Random( (UINT32)(fpMaxDropAngleOfFalling - fpMinDropAngleOfFalling) );
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fpMinDropLength = MIN_DROP_LENGTH + ADD_DROP_LENGTH_IF_STORM * ( gbCurrentRainIntensity - 1 );
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fpMaxDropLength = fpMinDropLength + DROP_LENGTH_RANGE;
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fpCurrDropLength = fpMinDropLength + Random( fpMaxDropLength - fpMinDropLength );
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fpCurrDropLength = fpMinDropLength + Random( (UINT32)(fpMaxDropLength - fpMinDropLength) );
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fpMinDropSpeed = BASE_DROP_SPEED * gbCurrentRainIntensity;
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fpMaxDropSpeed = fpMinDropSpeed + DROP_SPEED_RANGE;
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fpCurrDropSpeed = fpMinDropSpeed + Random( fpMaxDropSpeed - fpMinDropSpeed );
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fpCurrDropSpeed = fpMinDropSpeed + Random( (UINT32)(fpMaxDropSpeed - fpMinDropSpeed) );
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}
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void UpdateRainDropsProperities()
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{
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fpCurrDropAngleOfFalling += Random( 1000 * DROP_ANGLE_CHANGE_RATE * gbCurrentRainIntensity * 2 ) / 1000.0f - DROP_ANGLE_CHANGE_RATE * gbCurrentRainIntensity;
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fpCurrDropAngleOfFalling += Random( (UINT32)(1000 * DROP_ANGLE_CHANGE_RATE * gbCurrentRainIntensity * 2 )) / 1000.0f - DROP_ANGLE_CHANGE_RATE * gbCurrentRainIntensity;
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fpCurrDropAngleOfFalling = max( fpMinDropAngleOfFalling, fpCurrDropAngleOfFalling );
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fpCurrDropAngleOfFalling = min( fpMaxDropAngleOfFalling, fpCurrDropAngleOfFalling );
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fpCurrDropLength += Random( 1000 * DROP_LENGTH_CHANGE_RATE * 2 ) / 1000.0f - DROP_LENGTH_CHANGE_RATE;
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fpCurrDropLength += Random( (UINT32)(1000 * DROP_LENGTH_CHANGE_RATE * 2 )) / 1000.0f - DROP_LENGTH_CHANGE_RATE;
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fpCurrDropLength = max( fpMinDropLength, fpCurrDropLength );
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fpCurrDropLength = min( fpMaxDropLength, fpCurrDropLength );
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fpCurrDropSpeed += Random( 1000 * DROP_SPEED_CHANGE_RATE * 2 ) / 1000.0f - DROP_SPEED_CHANGE_RATE;
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fpCurrDropSpeed += Random( (UINT32)(1000 * DROP_SPEED_CHANGE_RATE * 2 )) / 1000.0f - DROP_SPEED_CHANGE_RATE;
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fpCurrDropSpeed = max( fpMinDropSpeed, fpCurrDropSpeed );
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fpCurrDropSpeed = min( fpMaxDropSpeed, fpCurrDropSpeed );
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