Brief: //dnl ch86

- Fixing mapeditor move building and improving some related mapeditor stuff.
Details:
- Change the way exit grids are add, remove, save and load through editor, also add undo option for exit grids and you can place unlimited number of them.
- Fix incorrect gridno save in temporary map file for bigmap exit grids.
- Increase maximum number of light sprite from 256 to 4096 per map.
- Using DEL key for QuickEraseMapTile will now erase ItemPool too, and with improved function DeleteStuffFromMapTile will erase light sprites, exit grids and door locks.
- Cliff hang tiles used for middle cliffs are now possible to erase with when erase button is on.
- Add support for undo door locks, also you can now erase them if erase button is on.
- Move building function is completely rewrite and will properly move exit grids, door locks, lights and items too.
- Removing unnecessary tiles during copy building is improved too.
- Fix undo function for light sprites which now will also store all three types and undo them properly.
- Fix CTD situation if tile elements are deleted and after that items too, then undo will crash mapeditor.
- Fix spawning of item pool cursors during when adding items.
- Fix text glitches over door locks form.
- Fix sticky tooltip when loadsave screen or door locks form is active.
- High ground marking cursors will not be drawn in invisible map tiles anymore to increase speed and maybe fix some render problems but I doubt it.
- Move GLOCK_17_ForUseWithLOS item generation from init.cpp to los.cpp to avoid potential problems if global world items array not set.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7004 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2014-03-02 11:25:11 +00:00
parent db9ecb102d
commit a665154a62
22 changed files with 633 additions and 126 deletions
+3 -3
View File
@@ -1036,7 +1036,7 @@ void ProcessEditorRendering()
if( gfSummaryWindowActive )
RenderSummaryWindow();
else if( !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() )
else if( !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() && !gfEditingDoor )//dnl ch86 220214
RenderMercStrings();
if( gfEditingDoor )
@@ -1046,7 +1046,7 @@ void ProcessEditorRendering()
RenderAllTextFields();
RenderEditorInfo();
if( !gfSummaryWindowActive && !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() )
if( !gfSummaryWindowActive && !gfGotoGridNoUI && !gfKeyboardItemCreationUI && !InOverheadMap() && !gfEditingDoor )//dnl ch86 220214
{
if( gpItem && gsItemGridNo != -1 )
RenderSelectedItemBlownUp();
@@ -1064,7 +1064,7 @@ void ProcessEditorRendering()
//It is set to false when before we save the buffer, so the buttons don't get
//rendered with hilites, in case the mouse is over one.
gfRenderHilights = TRUE;
if(!gfSummaryWindowActive && !gfScrollInertia)//dnl ch77 131113 //dnl ch78 271113
if(!gfSummaryWindowActive && !gfScrollInertia && !gfEditingDoor)//dnl ch77 131113 //dnl ch78 271113 //dnl ch86 210214
RenderButtonsFastHelp();
}