Helpful option: if PRINTOUTTILESET is TRUE (default FALSE), pressing [f] over a structure will also print out what tileset the structure's subtileset belongs too, its name, and the specific tile index. This is rather helpful if you set up fortifiction or interactive action xmls, or if you just want to know a sector's tileset.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8279 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-08-03 17:36:37 +00:00
parent 99f5be0ed7
commit 9eb2008147
3 changed files with 41 additions and 1 deletions
+2 -1
View File
@@ -1724,7 +1724,8 @@ void LoadGameExternalOptions()
//################# Tactical Fortification Settings ##################
gGameExternalOptions.fFortificationAllowInHostileSector = iniReader.ReadBoolean("Tactical Fortification Settings", "FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR", FALSE);
gGameExternalOptions.fRoofCollapse = iniReader.ReadBoolean( "Tactical Fortification Settings", "ROOF_COLLAPSE", TRUE );
gGameExternalOptions.fRoofCollapse = iniReader.ReadBoolean("Tactical Fortification Settings", "ROOF_COLLAPSE", TRUE );
gGameExternalOptions.fPrintStructureTileset = iniReader.ReadBoolean("Tactical Fortification Settings", "PRINTOUTTILESET", FALSE );
//################# Tactical Food Settings ##################
gGameExternalOptions.usFoodDigestionHourlyBaseFood = iniReader.ReadInteger("Tactical Food Settings", "FOOD_DIGESTION_HOURLY_BASE_FOOD", 20, 0, 250);
+3
View File
@@ -431,6 +431,9 @@ typedef struct
// Flugente: can roofs collapse?
BOOLEAN fRoofCollapse;
// Flugente: option to print out tilesets of structure if we press 'f'
BOOLEAN fPrintStructureTileset;
// Flugente: food settings
UINT16 usFoodDigestionHourlyBaseFood;
UINT16 usFoodDigestionHourlyBaseDrink;
+36
View File
@@ -3369,6 +3369,42 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
CHAR16 zOutputString[512];
swprintf( zOutputString, L"%s: %d", pUpdateMapInfoText[19], usGridNo);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
// Flugente: print out structure tileset
if ( gGameExternalOptions.fPrintStructureTileset )
{
STRUCTURE * pStruct = FindStructure( usGridNo, (STRUCTURE_GENERIC) );
if ( pStruct )
{
// if this is a multi-tile structure, be sure to use the base gridno
if ( !(pStruct->fFlags & STRUCTURE_BASE_TILE) )
{
pStruct = FindBaseStructure( pStruct );
}
if ( pStruct )
{
LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct );
if ( pNode )
{
UINT32 uiTileType = 0;
if ( GetTileType( pNode->usIndex, &uiTileType ) )
{
std::string tilesestr = GetNameToTileSet( uiTileType );
CHAR16 whcarthing[100];
int nChars = MultiByteToWideChar( CP_ACP, 0, tilesestr.c_str(), -1, NULL, 0 );
MultiByteToWideChar( CP_UTF8, 0, tilesestr.c_str( ), -1, whcarthing, nChars );
swprintf( zOutputString, L"Tileset %d: Tilesetname: %s tileindex: %d", giCurrentTilesetID, whcarthing, pStruct->pDBStructureRef->pDBStructure->usStructureNumber );
ScreenMsg( FONT_MCOLOR_LTGREEN, MSG_INTERFACE, zOutputString );
}
}
}
}
}
}
}
break;