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https://github.com/1dot13/source.git
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Trade menu background is now generated with the use of random noise.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8444 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1305,6 +1305,59 @@ void HandleShopKeeperInterface()
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#endif
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#endif
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}
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}
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// Flugente: for a fancy background we need a lot of random numbers
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// Some of the following code was partially adapted from http://lodev.org/cgtutor/randomnoise.html
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double noise[3000][3000];
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// the background pixel colour values are stored in here. For simplicity we only generate them once
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UINT16 backgroundval[3000][3000];
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void generatenoise()
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{
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for ( int y = 0; y < SKI_TOTAL_END_Y - SKI_TOTAL_BEGIN_Y; ++y )
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for ( int x = 0; x < SKI_TOTAL_END_X - SKI_TOTAL_BEGIN_X; ++x )
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{
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noise[y][x] = (Random( 32768 ) % 32768) / 32768.0;
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}
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}
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double smoothNoise( double x, double y, int height, int width )
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{
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//get fractional part of x and y
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double fractX = x - int( x );
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double fractY = y - int( y );
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//wrap around
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int x1 = (int( x ) + width) % width;
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int y1 = (int( y ) + height) % height;
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//neighbor values
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int x2 = (x1 + width - 1) % width;
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int y2 = (y1 + height - 1) % height;
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//smooth the noise with bilinear interpolation
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double value = 0.0;
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value += fractX * fractY * noise[y1][x1];
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value += (1 - fractX) * fractY * noise[y1][x2];
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value += fractX * (1 - fractY) * noise[y2][x1];
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value += (1 - fractX) * (1 - fractY) * noise[y2][x2];
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return value;
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}
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double turbulence( double x, double y, int height, int width, double size )
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{
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double value = 0.0, initialSize = size;
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while ( size >= 1 )
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{
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value += smoothNoise( x / size, y / size, height, width ) * size;
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size /= 2.0;
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}
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return(128.0 * value / initialSize);
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}
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BOOLEAN RenderShopKeeperInterface()
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BOOLEAN RenderShopKeeperInterface()
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{
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{
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CHAR16 zMoney[128];
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CHAR16 zMoney[128];
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@@ -1336,17 +1389,84 @@ BOOLEAN RenderShopKeeperInterface()
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SKI_TOTAL_END_X, SKI_TOTAL_END_Y,
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SKI_TOTAL_END_X, SKI_TOTAL_END_Y,
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col_tradescreenmargin );
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col_tradescreenmargin );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, SKI_TRADER_INVENTORY_BEGIN_X + SKI_MARGIN, SKI_TRADER_INVENTORY_BEGIN_Y + SKI_MARGIN,
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// Flugente: because people find simple plane backgrounds to be offputting, we try for something more fancy
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SKI_TRADER_INVENTORY_END_X - SKI_MARGIN, SKI_TRADER_INVENTORY_END_Y - SKI_MARGIN,
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// generate noise once
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col_tradescreen );
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static BOOLEAN noisegenerated = FALSE;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, SKI_TRADER_OFFER_BEGIN_X + SKI_MARGIN, SKI_TRADER_OFFER_BEGIN_Y + SKI_MARGIN,
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if ( !noisegenerated )
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SKI_TRADER_OFFER_END_X - SKI_MARGIN, SKI_TRADER_OFFER_END_Y - SKI_MARGIN,
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{
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col_tradescreen );
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generatenoise();
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ColorFillVideoSurfaceArea( FRAME_BUFFER, SKI_PLAYER_OFFER_BEGIN_X + SKI_MARGIN, SKI_PLAYER_OFFER_BEGIN_Y + SKI_MARGIN,
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noisegenerated = TRUE;
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SKI_PLAYER_OFFER_END_X - SKI_MARGIN, SKI_PLAYER_OFFER_END_Y - SKI_MARGIN,
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col_tradescreen );
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int height = SKI_TOTAL_END_Y - SKI_TOTAL_BEGIN_Y;
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int width = SKI_TOTAL_END_X - SKI_TOTAL_BEGIN_X;
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double size = 64.0;
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//xPeriod and yPeriod together define the angle of the lines
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//xPeriod and yPeriod both 0 ==> it becomes a normal clouds or turbulence pattern
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double xPeriod = 2.0; //defines repetition of marble lines in x direction
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double yPeriod = 4.0; //defines repetition of marble lines in y direction
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//turbPower = 0 ==> it becomes a normal sine pattern
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double turbPower = 3.0; //makes twists
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double turbSize = 128.0; //initial size of the turbulence
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for ( int x = SKI_TOTAL_BEGIN_X; x < SKI_TOTAL_END_X; ++x )
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{
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double xper = x * xPeriod / width;
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for ( int y = SKI_TRADER_INVENTORY_BEGIN_Y + SKI_MARGIN; y < SKI_TRADER_INVENTORY_END_Y - SKI_MARGIN; ++y )
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{
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double xyValue = xper + y * yPeriod / height + turbPower * turbulence( x, y, height, width, turbSize ) / 256.0;
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double sineValue = 100 * fabs( sin( xyValue * 3.14159 ) );
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UINT16 red = ( 30 + sineValue );
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UINT16 green = (10 + sineValue);
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UINT16 blue = (sineValue);
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backgroundval[x][y] = Get16BPPColor( FROMRGB( red, green, blue ) );
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}
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for ( int y = SKI_TRADER_OFFER_BEGIN_Y + SKI_MARGIN; y < SKI_TRADER_OFFER_END_Y - SKI_MARGIN; ++y )
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{
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double xyValue = xper + y * yPeriod / height + turbPower * turbulence( x, y, height, width, turbSize ) / 256.0;
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double sineValue = 100 * fabs( sin( xyValue * 3.14159 ) );
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UINT16 red = (sineValue);
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UINT16 green = (10 + sineValue);
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UINT16 blue = (30 + sineValue);
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backgroundval[x][y] = Get16BPPColor( FROMRGB( red, green, blue ) );
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}
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for ( int y = SKI_PLAYER_OFFER_BEGIN_Y + SKI_MARGIN; y < SKI_PLAYER_OFFER_END_Y - SKI_MARGIN; ++y )
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{
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double xyValue = xper + y * yPeriod / height + turbPower * turbulence( x, y, height, width, turbSize ) / 256.0;
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double sineValue = 100 * fabs( sin( xyValue * 3.14159 ) );
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UINT16 red = (15 + sineValue);
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UINT16 green = (30 + sineValue);
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UINT16 blue = (15 + sineValue);
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backgroundval[x][y] = Get16BPPColor( FROMRGB( red, green, blue ) );
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}
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}
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}
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for ( int x = SKI_TOTAL_BEGIN_X; x < SKI_TOTAL_END_X; ++x )
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{
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for ( int y = SKI_TRADER_INVENTORY_BEGIN_Y + SKI_MARGIN; y < SKI_TRADER_INVENTORY_END_Y - SKI_MARGIN; ++y )
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{
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ColorFillVideoSurfaceArea( FRAME_BUFFER, x, y, x + 1, y + 1, backgroundval[x][y] );
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}
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for ( int y = SKI_TRADER_OFFER_BEGIN_Y + SKI_MARGIN; y < SKI_TRADER_OFFER_END_Y - SKI_MARGIN; ++y )
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{
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ColorFillVideoSurfaceArea( FRAME_BUFFER, x, y, x + 1, y + 1, backgroundval[x][y] );
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}
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for ( int y = SKI_PLAYER_OFFER_BEGIN_Y + SKI_MARGIN; y < SKI_PLAYER_OFFER_END_Y - SKI_MARGIN; ++y )
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{
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ColorFillVideoSurfaceArea( FRAME_BUFFER, x, y, x + 1, y + 1, backgroundval[x][y] );
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}
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}
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{
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{
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int usPosY = SKI_TRADER_INVENTORY_BOXES_BEGIN_Y;
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int usPosY = SKI_TRADER_INVENTORY_BOXES_BEGIN_Y;
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