Brief: //dnl ch85

- Some fixing and adding position in overhead map to be in center of big map.
Details:
- Calculate overhead map cords from your current position on big maps.
- Fix incorrect placing room numbers in maps with cliffs.
- Fix CTD during deletion of sector items using CTRL+D or CTRL+Del.
- Remove light, door and item cursor and item tiles after coping building.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6888 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Kriplo
2014-02-08 15:20:13 +00:00
parent 553171b717
commit ab5bfe2bf3
7 changed files with 125 additions and 15 deletions
@@ -285,7 +285,9 @@ void MapInventoryPoolFilterBtn( GUI_BUTTON *btn, INT32 reason );
void MapInventoryPoolFilterBtnMoveItemDisplay( GUI_BUTTON *btn, INT32 reason ); // Flugente
void DisplayCurrentSector( void );
void ResizeInventoryList( void );
#ifdef INVFIX_Moa//dnl ch85 050214
void ClearUpTempUnSeenList( void );
#endif
void SaveSeenAndUnseenItems( void );
void DrawTextOnMapInventoryBackground( void );
void DrawTextOnSectorInventory( void );
@@ -304,7 +306,9 @@ extern void MAPEndItemPointer( );
extern BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ );
extern BOOLEAN MAPInternalInitItemDescriptionBox( OBJECTTYPE *pObject, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier );
#ifdef INVFIX_Moa//dnl ch85 050214
void DeleteAllItemsInInventoryPool();
#endif
void DeleteItemsOfType( UINT16 usItemType );
// HEADROCK HAM 5: flag to indicate that all items in the stack will be sold. This is primarily used to
// figure out the price of the top item in the stack rather than just all of them.
@@ -930,8 +934,7 @@ void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen )
}
}
#ifdef INVFIX_Moa//dnl ch85 050214
void ClearUpTempUnSeenList( void )//dnl ch75 271013
{
// save these items and all the others
@@ -941,6 +944,7 @@ void ClearUpTempUnSeenList( void )//dnl ch75 271013
pSaveList = pUnSeenItems;
pUnSeenItems.clear();
}
#endif
//////////////////////////////////////
//@brief Saves pSaveList and pInventoryPoolList either into file or into memmory.
@@ -2203,12 +2207,13 @@ void ReBuildWorldItemStashForLoadedSector( INT32 iNumberSeenItems, INT32 iNumber
SetNumberOfVisibleWorldItemsInSectorStructureForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ , uiTotalNumberOfVisibleItems );
}
#ifdef INVFIX_Moa//dnl ch85 050214
void DestroyStash( void )
{
// clear out stash
pInventoryPoolList.clear();
}
#endif
void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
{
@@ -3982,6 +3987,7 @@ BOOLEAN DisplaySectorItemsInfo(void)//dnl ch51 090913 //dnl ch75 021113
}
//dnl ch51 081009 finish
#ifdef INVFIX_Moa//dnl ch85 050214
void DeleteAllItemsInInventoryPool()
{
pInventoryPoolList.clear();
@@ -3997,7 +4003,7 @@ void DeleteAllItemsInInventoryPool()
DestroyStash();
BuildStashForSelectedSector( sSelMapX, sSelMapY, iCurrentMapSectorZ);
}
#endif
void DeleteItemsOfType( UINT16 usItemType )
{