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
+86 -21
View File
@@ -28,6 +28,12 @@
#include "selectwin.h"
#include "Simple Render Utils.h"
#include "Text.h"
//dnl ch86 100214
#include "lighting.h"
#include "Exit Grids.h"
#include "editscreen.h"
#include "EditorItems.h"
#include "EditorMapInfo.h"
#endif
BOOLEAN fBuildingShowRoofs, fBuildingShowWalls, fBuildingShowRoomInfo;
@@ -297,7 +303,7 @@ void PasteMapElementToNewMapElement( INT32 iSrcGridNo, INT32 iDstGridNo )
{
MAP_ELEMENT *pSrcMapElement;
LEVELNODE *pNode;
UINT16 usType;
//UINT16 usType;//dnl ch86 110214
DeleteStuffFromMapTile( iDstGridNo );
DeleteAllLandLayers( iDstGridNo );
@@ -318,19 +324,22 @@ void PasteMapElementToNewMapElement( INT32 iSrcGridNo, INT32 iDstGridNo )
pNode = pSrcMapElement->pObjectHead;
while( pNode )
{
AddObjectToTail( iDstGridNo, pNode->usIndex );
if(pNode->usIndex != GOODRING1)//dnl ch86 130214 skip light circle marker
AddObjectToTail(iDstGridNo, pNode->usIndex);
pNode = pNode->pNext;
}
pNode = pSrcMapElement->pStructHead;
while( pNode )
{
AddStructToTail( iDstGridNo, pNode->usIndex );
if(!(pNode->uiFlags & LEVELNODE_ITEM))//dnl ch86 120214 skip items
AddStructToTail(iDstGridNo, pNode->usIndex);
pNode = pNode->pNext;
}
pNode = pSrcMapElement->pShadowHead;
while( pNode )
{
AddShadowToTail( iDstGridNo, pNode->usIndex );
if(!(pNode->uiFlags & LEVELNODE_EXITGRID))//dnl ch86 120214 skip exit grids
AddShadowToTail(iDstGridNo, pNode->usIndex);
pNode = pNode->pNext;
}
pNode = pSrcMapElement->pRoofHead;
@@ -342,22 +351,26 @@ void PasteMapElementToNewMapElement( INT32 iSrcGridNo, INT32 iDstGridNo )
pNode = pSrcMapElement->pOnRoofHead;
while( pNode )
{
AddOnRoofToTail( iDstGridNo, pNode->usIndex );
if(!(pNode->uiFlags & LEVELNODE_ITEM))//dnl ch86 120214 skip items
AddOnRoofToTail(iDstGridNo, pNode->usIndex);
pNode = pNode->pNext;
}
pNode = pSrcMapElement->pTopmostHead;
while( pNode )
{
if( pNode->usIndex != FIRSTPOINTERS1 )
if( !(pNode->usIndex == FIRSTPOINTERS1 || pNode->usIndex == ROTATINGKEY1 || pNode->usIndex == SELRING1) )//dnl ch86 130214
AddTopmostToTail( iDstGridNo, pNode->usIndex );
pNode = pNode->pNext;
}
#if 0//dnl ch86 110214
for ( usType = FIRSTROOF; usType <= LASTSLANTROOF; usType++ )
{
HideStructOfGivenType( iDstGridNo, usType, (BOOLEAN)(!fBuildingShowRoofs) );
}
#endif
}
#if 0//dnl ch86 220214
void MoveBuilding( INT32 iMapIndex )
{
BUILDINGLAYOUTNODE *curr;
@@ -386,6 +399,69 @@ void MoveBuilding( INT32 iMapIndex )
}
MarkWorldDirty();
}
#else
void MoveBuilding( INT32 iMapIndex )
{
INT8 bLightType;
UINT8 ubLightRadius, ubLightId;
INT16 sX, sY;
INT32 iOffset, iNewGridNo;
EXITGRID ExitGrid;
DOOR Door, *pDoor;
BUILDINGLAYOUTNODE *curr;
if(!gpBuildingLayoutList)
return;
SortBuildingLayout(iMapIndex);
iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo;
if(iOffset == 0)//dnl ch32 080909
return;
// First time, set the undo gridnos to everything effected.
curr = gpBuildingLayoutList;
while(curr)
{
AddToUndoList(curr->sGridNo);
AddToUndoList(curr->sGridNo + iOffset);
curr = curr->next;
}
// Now, move the building
curr = gpBuildingLayoutList;
while(curr)
{
iNewGridNo = curr->sGridNo + iOffset;
PasteMapElementToNewMapElement(curr->sGridNo, iNewGridNo);
PasteRoomNumber(iNewGridNo, gusWorldRoomInfo[curr->sGridNo]);
if(GetExitGrid(curr->sGridNo, &ExitGrid))
AddExitGridToWorld(iNewGridNo, &ExitGrid);
ConvertGridNoToXY(iNewGridNo, &sX, &sY);
for(bLightType=PRIMETIME_LIGHT; bLightType<ANY_LIGHT; bLightType++)
if(FindLight(curr->sGridNo, bLightType, &ubLightRadius, &ubLightId))
PlaceLight(ubLightRadius, sX, sY, ubLightId, bLightType);
if((pDoor=FindDoorInfoAtGridNo(curr->sGridNo)) != NULL)
{
Door = *pDoor;
Door.sGridNo = iNewGridNo;
AddDoorInfoToTable(&Door);
AddTopmostToHead(Door.sGridNo, ROTATINGKEY1);
}
ITEM_POOL *pItemPool;
if(GetItemPoolFromGround(curr->sGridNo, &pItemPool))
{
MergeItemPoolInUndoList(iNewGridNo, pItemPool);
UpdateItemPoolMoveInUndoList(curr->sGridNo, iNewGridNo);
ItemPoolListMove(curr->sGridNo, iNewGridNo, pItemPool);
AddItemPoolGraphic(pItemPool);
ShowItemCursor(iNewGridNo);
}
DeleteStuffFromMapTile(curr->sGridNo);
curr = curr->next;
}
UndoItemPoolGraphicInUndoList();// Reconstruct item pool graphic if buliding was paste over them
UpdateRoofsView();
UpdateWallsView();
MarkWorldDirty();
LightSpriteRenderAll();
}
#endif
void PasteBuilding( INT32 iMapIndex )
{
@@ -410,14 +486,12 @@ void PasteBuilding( INT32 iMapIndex )
while( curr )
{
PasteMapElementToNewMapElement( curr->sGridNo, curr->sGridNo + iOffset );
//dnl ch85 070214
RemoveAllObjectsOfTypeRange(curr->sGridNo + iOffset, GOODRING, GOODRING);
RemoveAllTopmostsOfTypeRange(curr->sGridNo + iOffset, ROTATINGKEY, SELRING);
RemoveAllStructsOfTypeRange(curr->sGridNo + iOffset, GUNS, P2ITEMS);
RemoveAllStructsOfTypeRange(curr->sGridNo + iOffset, P3ITEMS, P3ITEMS);
RemoveAllStructsOfTypeRange(curr->sGridNo + iOffset, P4ITEMS, P20ITEMS);
curr = curr->next;
}
//dnl ch86 220214
UndoItemPoolGraphicInUndoList();
UpdateRoofsView();
UpdateWallsView();
MarkWorldDirty();
}
@@ -767,13 +841,4 @@ void ExtractAndUpdateBuildingInfo()
SetActiveField( 0 );
}
#endif