mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -0,0 +1,464 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Editor All.h"
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#else
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#include "builddefines.h"
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#endif
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#ifdef JA2EDITOR
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#ifndef PRECOMPILEDHEADERS
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#include "types.h"
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#include "Cursor Modes.h"
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#include "renderworld.h"
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#include "random.h"
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#include "worldman.h"
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#include "interface.h"
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#include "Isometric Utils.h"
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#include "editscreen.h"
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#include "EditorDefines.h"
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#include "input.h"
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#include "english.h"
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#include "Editor Taskbar Utils.h"
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#include "Overhead.h"
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#include "EditorMercs.h"
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#include "EditorBuildings.h"
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#endif
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BOOLEAN fValidCursor = FALSE;
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BOOLEAN fAnchored = FALSE;
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BOOLEAN gfBrushEnabled = TRUE;
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UINT16 gusSelectionWidth = 1, gusPreserveSelectionWidth = 1;
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UINT16 gusSelectionType = SMALLSELECTION;
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UINT16 gusSelectionDensity = 2;
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UINT16 gusSavedSelectionType = SMALLSELECTION;
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UINT16 gusSavedBuildingSelectionType = AREASELECTION;
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extern INT16 sGridX; // symbol already declared globally in editscreen.cpp (jonathanl)
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extern INT16 sGridY; // symbol already declared globally in editscreen.cpp (jonathanl)
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INT16 sBadMarker = -1;
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UINT16 *wszSelType[6]= { L"Small", L"Medium", L"Large", L"XLarge", L"Width: xx", L"Area" };
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BOOLEAN gfAllowRightButtonSelections = FALSE;
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BOOLEAN gfCurrentSelectionWithRightButton = FALSE;
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void DrawBuildingLayout( INT32 iMapIndex );
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void RemoveBuildingLayout();
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void ValidateSelectionRegionBoundaries();
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void ForceAreaSelectionWidth();
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BOOLEAN HandleAreaSelection();
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void EnsureSelectionType();
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//Used for offseting cursor to show that it is on the roof rather than on the ground.
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//This can be conveniently executed by moving the cursor up and right 3 gridnos for a
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//total of -483 -(160*3)-(1*3)
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#define ROOF_OFFSET (-483)
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BOOLEAN gfUsingOffset;
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//Based on the density level setting and the selection type, this test will
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//randomly choose TRUE or FALSE to reflect the *odds*.
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BOOLEAN PerformDensityTest()
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{
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if( Random(100) < gusSelectionDensity )
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return TRUE;
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return FALSE;
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}
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void IncreaseSelectionDensity()
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{
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if( gusSelectionDensity == 100 )
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gusSelectionDensity = 2;
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else if( gusSelectionDensity == 2 )
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gusSelectionDensity = 5;
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else if( gusSelectionDensity == 5 )
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gusSelectionDensity = 10;
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else
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gusSelectionDensity += 10;
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}
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void DecreaseSelectionDensity()
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{
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if( gusSelectionDensity == 10 )
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gusSelectionDensity = 5;
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else if( gusSelectionDensity == 5 )
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gusSelectionDensity = 2;
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else if( gusSelectionDensity == 2 )
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gusSelectionDensity = 100;
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else
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gusSelectionDensity -= 10;
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}
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void RemoveCursors()
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{
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INT32 x, y, iMapIndex;
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if( gpBuildingLayoutList )
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{
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RemoveBuildingLayout();
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}
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Assert( gSelectRegion.iTop >= 0 && gSelectRegion.iTop <= gSelectRegion.iBottom );
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Assert( gSelectRegion.iLeft >= 0 && gSelectRegion.iLeft <= gSelectRegion.iRight );
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for( y = gSelectRegion.iTop; y <= gSelectRegion.iBottom; y++ )
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{
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for( x = gSelectRegion.iLeft; x <= gSelectRegion.iRight; x++ )
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{
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LEVELNODE* pNode;
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iMapIndex = y * WORLD_COLS + x;
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if( gfUsingOffset )
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iMapIndex += ROOF_OFFSET;
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pNode = gpWorldLevelData[ iMapIndex ].pTopmostHead;
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while( pNode )
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{
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if( pNode->usIndex == FIRSTPOINTERS1 || pNode->usIndex == FIRSTPOINTERS5 )
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{
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RemoveTopmost( iMapIndex, pNode->usIndex );
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break;
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}
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pNode = pNode->pNext;
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}
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}
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}
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fValidCursor = FALSE;
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gfUsingOffset = FALSE;
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}
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void RemoveBadMarker()
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{
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LEVELNODE *pNode;
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if( sBadMarker < 0 )
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return;
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pNode = gpWorldLevelData[ sBadMarker ].pTopmostHead;
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while( pNode )
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{
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if( pNode->usIndex == BADMARKER1 )
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{
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RemoveTopmost( sBadMarker, pNode->usIndex );
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sBadMarker = -1;
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break;
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}
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pNode = pNode->pNext;
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}
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}
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void UpdateCursorAreas()
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{
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INT32 x, y, iMapIndex;
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RemoveCursors();
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EnsureSelectionType();
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//Determine if the mouse is currently in the world.
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if( gViewportRegion.uiFlags & MSYS_MOUSE_IN_AREA && GetMouseXY( &sGridX, &sGridY ) )
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{
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iMapIndex = MAPROWCOLTOPOS( sGridY, sGridX );
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if( gpBuildingLayoutList )
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{
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gSelectRegion.iLeft = gSelectRegion.iRight = sGridX;
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gSelectRegion.iTop = gSelectRegion.iBottom = sGridY;
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fValidCursor = TRUE;
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DrawBuildingLayout( iMapIndex );
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}
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else switch( gusSelectionType )
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{
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case SMALLSELECTION:
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gSelectRegion.iLeft = gSelectRegion.iRight = sGridX;
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gSelectRegion.iTop = gSelectRegion.iBottom = sGridY;
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fValidCursor = TRUE;
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break;
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case MEDIUMSELECTION:
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case LARGESELECTION:
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case XLARGESELECTION:
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//The mouse mode value reflects the size of the cursor.
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gSelectRegion.iTop = sGridY - gusSelectionType;
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gSelectRegion.iBottom = sGridY + gusSelectionType;
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gSelectRegion.iLeft = sGridX - gusSelectionType;
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gSelectRegion.iRight = sGridX + gusSelectionType;
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ValidateSelectionRegionBoundaries();
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fValidCursor = TRUE;
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break;
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case LINESELECTION:
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fValidCursor = HandleAreaSelection();
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ForceAreaSelectionWidth();
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ValidateSelectionRegionBoundaries();
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break;
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case AREASELECTION:
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fValidCursor = HandleAreaSelection();
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break;
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}
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}
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//Draw all of the area cursors here.
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if( fValidCursor )
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{
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if( iDrawMode == DRAW_MODE_ENEMY || iDrawMode == DRAW_MODE_CREATURE ||
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iDrawMode == DRAW_MODE_REBEL || iDrawMode == DRAW_MODE_CIVILIAN ||
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iDrawMode == DRAW_MODE_SCHEDULEACTION )
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{
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iMapIndex = gSelectRegion.iTop * WORLD_COLS + gSelectRegion.iLeft;
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if( !IsLocationSittable( iMapIndex, gfRoofPlacement ) && iDrawMode != DRAW_MODE_SCHEDULEACTION ||
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!IsLocationSittableExcludingPeople( iMapIndex, gfRoofPlacement ) && iDrawMode == DRAW_MODE_SCHEDULEACTION )
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{
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if( sBadMarker != iMapIndex )
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{
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RemoveBadMarker();
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if( gfRoofPlacement && FlatRoofAboveGridNo( iMapIndex ) )
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{
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AddTopmostToTail( iMapIndex + ROOF_OFFSET, BADMARKER1 );
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sBadMarker = (INT16)(iMapIndex + ROOF_OFFSET );
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}
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else
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{
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AddTopmostToTail( (iMapIndex), BADMARKER1 );
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sBadMarker = (INT16)(iMapIndex);
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}
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}
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}
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else
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{
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RemoveBadMarker();
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if( gfRoofPlacement && FlatRoofAboveGridNo( iMapIndex ) )
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{
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AddTopmostToTail( iMapIndex + ROOF_OFFSET, FIRSTPOINTERS5 );
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gfUsingOffset = TRUE;
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}
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else
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AddTopmostToTail( iMapIndex, FIRSTPOINTERS1 );
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}
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}
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else for( y = gSelectRegion.iTop; y <= gSelectRegion.iBottom; y++ )
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{
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for( x = gSelectRegion.iLeft; x <= gSelectRegion.iRight; x++ )
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{
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iMapIndex = y * WORLD_COLS + x;
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AddTopmostToTail( iMapIndex, FIRSTPOINTERS1 );
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}
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}
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}
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}
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void ForceAreaSelectionWidth()
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{
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UINT16 gusDecSelWidth;
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//If the anchor isn't set, we don't want to force the size yet.
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if( !fAnchored )
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return;
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gusDecSelWidth = gusSelectionWidth - 1;
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//compare the region with the anchor and determine if we are going to force size via
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//height or width depending on the cursor distance from the anchor.
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if( abs( sGridX - gSelectAnchor.iX ) < abs( sGridY - gSelectAnchor.iY ) )
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{ //restrict the x axis
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if( sGridX < gSelectAnchor.iX )
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{ //to the left
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gSelectRegion.iLeft = gSelectAnchor.iX - gusDecSelWidth;
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gSelectRegion.iRight = gSelectAnchor.iX;
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}
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else
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{ //to the right
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gSelectRegion.iLeft = gSelectAnchor.iX;
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gSelectRegion.iRight = gSelectAnchor.iX + gusDecSelWidth;
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}
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}
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else
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{ //restrict the y axis
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if( sGridY < gSelectAnchor.iY )
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{ //to the upper
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gSelectRegion.iTop = gSelectAnchor.iY - gusDecSelWidth;
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gSelectRegion.iBottom = gSelectAnchor.iY;
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}
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else
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{ //to the lower
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gSelectRegion.iBottom = gSelectAnchor.iY + gusDecSelWidth;
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gSelectRegion.iTop = gSelectAnchor.iY;
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}
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}
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}
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BOOLEAN HandleAreaSelection()
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{
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//When the user releases the left button, then clear and process the area.
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if( fAnchored )
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{
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if( !gfLeftButtonState && !gfCurrentSelectionWithRightButton ||
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!gfRightButtonState && gfCurrentSelectionWithRightButton )
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{
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fAnchored = FALSE;
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ProcessAreaSelection( (BOOLEAN)!gfCurrentSelectionWithRightButton );
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gfCurrentSelectionWithRightButton = FALSE;
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return FALSE;
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}
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}
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//When the user first clicks, anchor the area.
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if( !fAnchored )
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{
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if( gfLeftButtonState || gfRightButtonState && gfAllowRightButtonSelections )
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{
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if( gfRightButtonState && !gfLeftButtonState )
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gfCurrentSelectionWithRightButton = TRUE;
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else
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gfCurrentSelectionWithRightButton = FALSE;
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fAnchored = TRUE;
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gSelectAnchor.iX = sGridX;
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gSelectAnchor.iY = sGridY;
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gSelectRegion.iLeft = gSelectRegion.iRight = sGridX;
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gSelectRegion.iTop = gSelectRegion.iBottom = sGridY;
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return TRUE;
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}
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}
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//If no anchoring, then we are really dealing with a single cursor,
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//until the user clicks and holds the mouse button to anchor the cursor.
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if( !fAnchored )
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{
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gSelectRegion.iLeft = gSelectRegion.iRight = sGridX;
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gSelectRegion.iTop = gSelectRegion.iBottom = sGridY;
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return TRUE;
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}
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//Base the area from the anchor to the current mouse position.
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if ( sGridX <= gSelectAnchor.iX )
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{
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gSelectRegion.iLeft = sGridX;
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gSelectRegion.iRight = gSelectAnchor.iX;
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}
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else
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{
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gSelectRegion.iRight = sGridX;
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gSelectRegion.iLeft = gSelectAnchor.iX;
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}
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if ( sGridY <= gSelectAnchor.iY )
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{
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gSelectRegion.iTop = sGridY;
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gSelectRegion.iBottom = gSelectAnchor.iY;
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}
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else
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{
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gSelectRegion.iBottom = sGridY;
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gSelectRegion.iTop = gSelectAnchor.iY;
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}
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return TRUE;
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}
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void ValidateSelectionRegionBoundaries()
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{
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gSelectRegion.iLeft = max( min( 159, gSelectRegion.iLeft ), 0 );
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gSelectRegion.iRight = max( min( 159, gSelectRegion.iRight ), 0 );
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gSelectRegion.iTop = max( min( 159, gSelectRegion.iTop ), 0 );
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gSelectRegion.iBottom = max( min( 159, gSelectRegion.iBottom ), 0 );
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}
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void EnsureSelectionType()
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{
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BOOLEAN fPrevBrushEnabledState = gfBrushEnabled;
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//At time of writing, the only drawing mode supporting right mouse button
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//area selections is the cave drawing mode.
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gfAllowRightButtonSelections = ( iDrawMode == DRAW_MODE_CAVES );
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//if we are erasing, we have more flexibility with the drawing modes.
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if( iDrawMode >= DRAW_MODE_ERASE )
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{
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//erase modes supporting any cursor mode
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gusSavedSelectionType = gusSelectionType;
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gusSelectionWidth = gusPreserveSelectionWidth;
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gfBrushEnabled = TRUE;
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}
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else switch( iDrawMode )
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{ //regular modes
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case DRAW_MODE_SAW_ROOM:
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case DRAW_MODE_ROOM:
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case DRAW_MODE_CAVES:
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gusSavedBuildingSelectionType = gusSelectionType;
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gusSelectionWidth = gusPreserveSelectionWidth;
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gfBrushEnabled = TRUE;
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break;
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case DRAW_MODE_SLANTED_ROOF:
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gusSelectionType = LINESELECTION;
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gusSelectionWidth = 8;
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gfBrushEnabled = FALSE;
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break;
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case DRAW_MODE_EXITGRID:
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case DRAW_MODE_ROOMNUM:
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case DRAW_MODE_FLOORS:
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case DRAW_MODE_GROUND:
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case DRAW_MODE_OSTRUCTS:
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case DRAW_MODE_OSTRUCTS1:
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case DRAW_MODE_OSTRUCTS2:
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case DRAW_MODE_DEBRIS:
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//supports all modes
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gusSavedSelectionType = gusSelectionType;
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gusSelectionWidth = gusPreserveSelectionWidth;
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gfBrushEnabled = TRUE;
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break;
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default:
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gusSelectionType = SMALLSELECTION;
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gusSelectionWidth = gusPreserveSelectionWidth;
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gfBrushEnabled = FALSE;
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break;
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}
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if( gfBrushEnabled != fPrevBrushEnabledState )
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{
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if( gfBrushEnabled )
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{
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EnableEditorButton( TERRAIN_CYCLE_BRUSHSIZE );
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EnableEditorButton( BUILDING_CYCLE_BRUSHSIZE );
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EnableEditorButton( MAPINFO_CYCLE_BRUSHSIZE );
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}
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else
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{
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DisableEditorButton( TERRAIN_CYCLE_BRUSHSIZE );
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DisableEditorButton( BUILDING_CYCLE_BRUSHSIZE );
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DisableEditorButton( MAPINFO_CYCLE_BRUSHSIZE );
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}
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}
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}
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void DrawBuildingLayout( INT32 iMapIndex )
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{
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BUILDINGLAYOUTNODE *curr;
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INT32 iOffset;
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LEVELNODE* pNode;
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BOOLEAN fAdd;
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iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo;
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curr = gpBuildingLayoutList;
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while( curr )
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{
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iMapIndex = curr->sGridNo + iOffset;
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if( iMapIndex > 0 && iMapIndex < WORLD_MAX )
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{
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fAdd = TRUE;
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pNode = gpWorldLevelData[ iMapIndex ].pTopmostHead;
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while( pNode )
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{
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if( pNode->usIndex == FIRSTPOINTERS1 )
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{
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fAdd = FALSE;
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break;
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}
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pNode = pNode->pNext;
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}
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if( fAdd )
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AddTopmostToTail( iMapIndex, FIRSTPOINTERS1 );
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}
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curr = curr->next;
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}
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}
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void RemoveBuildingLayout()
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{
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BUILDINGLAYOUTNODE *curr;
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INT32 iOffset;
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INT32 iMapIndex;
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iMapIndex = gSelectRegion.iLeft + gSelectRegion.iTop * WORLD_COLS;
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iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo;
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curr = gpBuildingLayoutList;
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while( curr )
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{
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iMapIndex = curr->sGridNo + iOffset;
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if( iMapIndex > 0 && iMapIndex < WORLD_MAX )
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RemoveTopmost( iMapIndex, FIRSTPOINTERS1 );
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curr = curr->next;
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}
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}
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#endif
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Reference in New Issue
Block a user