Files
source/TileEngine/overhead map.cpp
T

2214 lines
62 KiB
C++

#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#else
#include "stdio.h"
#include "sgp.h"
#include "vobject.h"
#include "tiledef.h"
#include "utilities.h"
#include "worlddef.h"
#include "isometric utils.h"
#include "renderworld.h"
#include "worlddat.h"
#include "vobject_blitters.h"
#include "overhead map.h"
#include "interface.h"
#include "interface control.h"
#include "overhead.h"
#include "radar screen.h"
#include "cursors.h"
#include "Sys Globals.h"
#include "render dirty.h"
#include "soldier find.h"
#include "font control.h"
#include "Game Clock.h"
#include "interface panels.h"
#include "english.h"
#include "line.h"
#include "map information.h"
#include "Tactical Placement GUI.h"
#include "world items.h"
#include "message.h"
#include "faces.h"
#include "Squads.h"
#include "Interactive Tiles.h"
#include "gameloop.h"
#include "sysutil.h"
#include "tile surface.h"
#include "GameSettings.h"
#include <vector>
#endif
#include "connect.h"
#ifdef JA2EDITOR
#include "Soldier Init List.h"
extern SOLDIERINITNODE *gpSelected;
#endif
typedef struct
{
HVOBJECT vo;
UINT32 fType;
} SMALL_TILE_SURF;
typedef struct
{
HVOBJECT vo;
UINT16 usSubIndex;
UINT32 fType;
} SMALL_TILE_DB;
SMALL_TILE_SURF gSmTileSurf[ NUMBEROFTILETYPES ];
SMALL_TILE_DB gSmTileDB[ NUMBEROFTILES ];
UINT8 gubSmTileNum = 0;
BOOLEAN gfSmTileLoaded = FALSE;
BOOLEAN gfInOverheadMap = FALSE;
MOUSE_REGION OverheadRegion;
MOUSE_REGION OverheadBackgroundRegion;
UINT32 uiOVERMAP;
UINT32 uiPERSONS;
BOOLEAN gfOverheadMapDirty = FALSE;
extern BOOLEAN gfRadarCurrentGuyFlash;
INT16 gsStartRestrictedX, gsStartRestrictedY;
BOOLEAN gfOverItemPool = FALSE;
INT32 gsOveritemPoolGridNo;
UINT16 iOffsetHorizontal; // Horizontal start postion of the overview map
UINT16 iOffsetVertical; // Vertical start position of the overview map
//DBrot: keep track if we should use a bigger version of the overview map for big maps
//for now, this is a custom solution applicable in 1920x1080
BOOLEAN gfUseBiggerOverview = FALSE;
UINT8 ubResolutionTable360[6] = {2, 3, 4, 6, 8, 12};
UINT8 ubResolutionTable160[6] = {1, 1, 2, 4, 4, 5};
UINT8 gubGridDivisor;
UINT16 gusGridFrameX;
UINT16 gusGridFrameY;
#define SHARPBORDER 1
#define HATCHED 2
//dnl ch45 021009 Current position of map displayed in overhead map, (A=TopLeft, B=BottomLeft, C=TopRight)
#define MAXSCROLL 4
INT32 giXA = 0, giYA = WORLD_ROWS/2;
INT32 giXB = (0 + OLD_WORLD_COLS/2), giYB = (WORLD_ROWS/2 + OLD_WORLD_ROWS/2);
INT32 giXC = (0 + OLD_WORLD_COLS/2), giYC = (WORLD_ROWS/2 - OLD_WORLD_ROWS/2);
extern BOOLEAN gfValidLocationsChanged;//dnl ch45 051009
void HandleOverheadUI( );
void ClickOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason);
void MoveOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason);
void DeleteOverheadDB( );
BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT32 *psGridNo );
extern BOOLEAN AnyItemsVisibleOnLevel( ITEM_POOL *pItemPool, INT8 bZLevel );
extern void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject, BOOLEAN fReset );
//Isometric utilities (for overhead stuff only)
BOOLEAN GetOverheadMouseGridNo( INT32 *psGridNo );
BOOLEAN GetOverheadScreenXYFromGridNo(INT32 sGridNo, INT16* psScreenX, INT16* psScreenY);//dnl ch45 041009
void CopyOverheadDBShadetablesFromTileset( );
void RenderOverheadOverlays();
//dnl ch85 060214
#include <math.h>
#define PointToPointDist(X1, Y1, X2, Y2) (sqrtf((FLOAT)((X2-X1)*(X2-X1) + (Y2-Y1)*(Y2-Y1))))// Calculate distance between two points
#define PointToLineDist(Xt, Yt, k, l) (sqrtf((FLOAT)((k*Xt-Yt+l) * (k*Xt-Yt+l)) / (k*k + 1)))// Calculate distance between point and line
VOID PointFromDist(INT32 Xt, INT32 Yt, INT32 k, INT32 l, FLOAT d, INT32 *Xtnew, INT32 *Ytnew)// Calculate closest point to point (Xt,Yt) which lies at distance from line Y=kx+l and normal define by point (Xt,Yt)
{
FLOAT ret1 = sqrtf(d*d * (k*k + 1));
FLOAT ret2 = (FLOAT)(Yt + k*Xt);
FLOAT ret3 = (FLOAT)(2 * k);
FLOAT X1 = (ret1 + ret2 - l) / ret3;
FLOAT Y1 = -k*X1 + ret2;
FLOAT X2 = (-ret1 + ret2 - l) / ret3;
FLOAT Y2 = -k*X2 + ret2;
if(((Xt-X1)*(Xt-X1) + (Yt-Y1)*(Yt-Y1)) < ((Xt-X2)*(Xt-X2) + (Yt-Y2)*(Yt-Y2)))
{
*Xtnew = (INT32)(X1 + 0.5);
*Ytnew = (INT32)(Y1 + 0.5);
}
else
{
*Xtnew = (INT32)(X2 + 0.5);
*Ytnew = (INT32)(Y2 + 0.5);
}
}
void InitNewOverheadDB( UINT8 ubTilesetID )
{
UINT32 uiLoop;
VOBJECT_DESC VObjectDesc;
HVOBJECT hVObject;
CHAR8 cFileBPP[128];
CHAR8 cAdjustedFile[ 128 ];
UINT32 cnt1, cnt2;
SMALL_TILE_SURF s;
UINT32 NumRegions;
UINT32 dbSize = 0;
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
// Create video object
// Adjust for BPP
FilenameForBPP( gTilesets[ ubTilesetID ].TileSurfaceFilenames[ uiLoop ], cFileBPP);
// Adjust for tileset position
sprintf( cAdjustedFile, "TILESETS\\%d\\T\\%s", ubTilesetID, cFileBPP );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, cAdjustedFile);
hVObject = CreateVideoObject( &VObjectDesc );
if ( hVObject == NULL )
{
#ifdef JA2UBMAPS
if( ubTilesetID < DEFAULT_JA25_TILESET )
{
// TRY loading from default directory
FilenameForBPP( gTilesets[ TLS_GENERIC_1 ].TileSurfaceFilenames[ uiLoop ], cFileBPP);
// Adjust for tileset position
sprintf( cAdjustedFile, "TILESETS\\0\\T\\%s", cFileBPP );
}
else
{
// TRY loading from default directory
FilenameForBPP( gTilesets[ DEFAULT_JA25_TILESET ].TileSurfaceFilenames[ uiLoop ], cFileBPP);
// Adjust for tileset position
sprintf( cAdjustedFile, "TILESETS\\50\\T\\%s", cFileBPP );
}
#else
// TRY loading from default directory
FilenameForBPP( gTilesets[ TLS_GENERIC_1 ].TileSurfaceFilenames[ uiLoop ], cFileBPP);
// Adjust for tileset position
sprintf( cAdjustedFile, "TILESETS\\0\\T\\%s", cFileBPP );
#endif
// LOAD ONE WE KNOW ABOUT!
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, cAdjustedFile );
hVObject = CreateVideoObject( &VObjectDesc );
if ( hVObject == NULL )
{
// LOAD ONE WE KNOW ABOUT!
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "TILESETS\\0\\T\\grass.sti");
hVObject = CreateVideoObject( &VObjectDesc );
}
}
gSmTileSurf[ uiLoop ].vo = hVObject;
gSmTileSurf[ uiLoop ].fType = uiLoop;
}
// NOW LOOP THROUGH AND CREATE DATABASE
for( cnt1 = 0; cnt1 < (UINT32)giNumberOfTileTypes; cnt1++ )
{
// Get number of regions
s = gSmTileSurf[ cnt1 ];
NumRegions = s.vo->usNumberOfObjects;
// Check for overflow
if ( NumRegions > gNumTilesPerType[ cnt1 ] )
{
// Cutof
NumRegions = gNumTilesPerType[ cnt1 ];
}
for( cnt2 = 0; cnt2 < NumRegions; cnt2++ )
{
gSmTileDB[ dbSize ].vo = s.vo;
gSmTileDB[ dbSize ].usSubIndex = (UINT16)cnt2;
gSmTileDB[ dbSize ].fType = cnt1;
dbSize++;
}
// Check if data matches what should be there
if ( NumRegions < gNumTilesPerType[ cnt1 ] )
{
// Do underflows here
for ( cnt2 = NumRegions; cnt2 < gNumTilesPerType[ cnt1 ]; cnt2++ )
{
gSmTileDB[ dbSize ].vo = s.vo;
gSmTileDB[ dbSize ].usSubIndex = 0;
gSmTileDB[ dbSize ].fType = cnt1;
dbSize++;
}
}
}
gsStartRestrictedX = 0;
gsStartRestrictedY = 0;
// Calculate Scale factors because of restricted map scroll regions
if ( gMapInformation.ubRestrictedScrollID != 0 )
{
INT16 sX1, sY1, sX2, sY2;
CalculateRestrictedMapCoords( NORTH, &sX1, &sY1, &sX2, &gsStartRestrictedY, iOffsetHorizontal + 640, iOffsetVertical + 320 );
CalculateRestrictedMapCoords( WEST, &sX1, &sY1, &gsStartRestrictedX, &sY2, iOffsetHorizontal + 640, iOffsetVertical + 320 );//dnl ch49 061009
}
// Copy over shade tables from main tileset
CopyOverheadDBShadetablesFromTileset( );
}
void DeleteOverheadDB( )
{
INT32 cnt;
for( cnt = 0; cnt < giNumberOfTileTypes; cnt++ )
{
DeleteVideoObject( gSmTileSurf[ cnt ].vo );
}
}
BOOLEAN GetClosestItemPool( INT32 sSweetGridNo, ITEM_POOL **ppReturnedItemPool, UINT8 ubRadius, INT8 bLevel )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT32 leftmost;
BOOLEAN fFound = FALSE;
ITEM_POOL *pItemPool;
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
uiLowestRange = 999999;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( sSweetGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sGridNo = sSweetGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
{
// Go on sweet stop
if ( GetItemPool( sGridNo, &pItemPool, bLevel ) )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
(*ppReturnedItemPool) = pItemPool;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
return( fFound );
}
BOOLEAN GetClosestMercInOverheadMap( INT32 sSweetGridNo, SOLDIERTYPE **ppReturnedSoldier, UINT8 ubRadius )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT32 leftmost;
BOOLEAN fFound = FALSE;
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
uiLowestRange = 999999;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( sSweetGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sGridNo = sSweetGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
{
// Go on sweet stop
if ( gpWorldLevelData[ sGridNo ].pMercHead != NULL && gpWorldLevelData[ sGridNo ].pMercHead->pSoldier->bVisible != -1 )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
(*ppReturnedSoldier) = gpWorldLevelData[ sGridNo ].pMercHead->pSoldier;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
return( fFound );
}
//dnl ch45 041009
void DisplayMercNameInOverhead(SOLDIERTYPE* pSoldier)
{
INT16 sWorldScreenX, sX;
INT16 sWorldScreenY, sY;
// Get Screen position of guy.....
sX = pSoldier->sX;
sY = pSoldier->sY;
sX -= ((giXA - 0) * CELL_X_SIZE);
sY -= ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE);
GetWorldXYAbsoluteScreenXY((sX/CELL_X_SIZE), (sY/CELL_Y_SIZE), &sWorldScreenX, &sWorldScreenY);
if(sWorldScreenX < 0 || sWorldScreenX > NORMAL_MAP_SCREEN_WIDTH || sWorldScreenY < 0 || sWorldScreenY > NORMAL_MAP_SCREEN_HEIGHT)
return;
sWorldScreenX = gsStartRestrictedX + (sWorldScreenX/5) + 5;
sWorldScreenY = gsStartRestrictedY + (sWorldScreenY/5) + (pSoldier->sHeightAdjustment/5) + (gpWorldLevelData[pSoldier->sGridNo].sHeight/5) - 8;
sWorldScreenY += (gsRenderHeight/5);
// Display name
SetFont(TINYFONT1);
SetFontBackground(FONT_MCOLOR_BLACK);
SetFontForeground(FONT_MCOLOR_WHITE);
// Center here....
FindFontCenterCoordinates(sWorldScreenX, sWorldScreenY, (INT16)(1), 1, pSoldier->name, TINYFONT1, &sX, &sY);
// Full size maps
if(gsStartRestrictedX == 0)
sX += iOffsetHorizontal;
// Full size maps
if(gsStartRestrictedY == 0)
sY += iOffsetVertical;
// OK, selected guy is here...
gprintfdirty(sX, sY, pSoldier->name);
mprintf(sX, sY, pSoldier->name);
}
void HandleOverheadMap( )
{
static BOOLEAN fFirst = TRUE;
SOLDIERTYPE *pSoldier;
if ( fFirst )
{
fFirst = FALSE;
}
gfInOverheadMap = TRUE;
gfOverItemPool = FALSE;
// Check tileset numbers
if ( gubSmTileNum != giCurrentTilesetID )
{
// If loaded, unload!
if ( gfSmTileLoaded )
{
//Unload
DeleteOverheadDB( );
// Force load
gfSmTileLoaded = FALSE;
}
}
gubSmTileNum = (UINT8)giCurrentTilesetID;
if ( gfSmTileLoaded == FALSE )
{
// LOAD LAND
InitNewOverheadDB( gubSmTileNum );
gfSmTileLoaded = TRUE;
}
// restore background rects
RestoreBackgroundRects( );
// Render the overhead map
//DBrot: use a bigger overhead map if we have the space
if(gfUseBiggerOverview)//dnl ch82 090114
RenderOverheadMap(giXA, giYA, iOffsetHorizontal, iOffsetVertical, 1438+iOffsetHorizontal, 718+iOffsetVertical, FRAME_BUFFER);
else
RenderOverheadMap(giXA, giYA, iOffsetHorizontal, iOffsetVertical, 640+iOffsetHorizontal, 320+iOffsetVertical, FRAME_BUFFER);//dnl ch45 011009
HandleTalkingAutoFaces( );
if( !gfEditMode )
{
// CHECK FOR UI
if( gfTacticalPlacementGUIActive )
{
TacticalPlacementHandle();
if( !gfTacticalPlacementGUIActive )
{
return;
}
}
else
{
HandleOverheadUI();
if ( !gfInOverheadMap )
{
return;
}
RenderTacticalInterface( );
RenderRadarScreen( );
/* i didnt check when it was rendered so i commented it :P
* any questions? joker
*/
// RenderClock( CLOCK_X, CLOCK_Y );
// RenderTownIDString( );
HandleAutoFaces( );
}
}
if( !gfEditMode && !gfTacticalPlacementGUIActive )
{
INT32 usMapPos;
ITEM_POOL *pItemPool;
gfUIHandleSelectionAboveGuy = FALSE;
HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE );
if ( GetOverheadMouseGridNo( &usMapPos ) )
{
// ATE: Find the closest item pool within 5 tiles....
if ( GetClosestItemPool( usMapPos, &pItemPool, 1, 0 ) )
{
STRUCTURE *pStructure = NULL;
INT32 sIntTileGridNo;
INT8 bZLevel = 0;
INT32 sActionGridNo = usMapPos;
// Get interactive tile...
if ( ConditionalGetCurInteractiveTileGridNoAndStructure( &sIntTileGridNo , &pStructure, FALSE ) )
{
sActionGridNo = sIntTileGridNo;
}
bZLevel = GetLargestZLevelOfItemPool( pItemPool );
if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
{
DrawItemPoolList( pItemPool, usMapPos , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, gusMouseYPos );
gfOverItemPool = TRUE;
gsOveritemPoolGridNo = pItemPool->sGridNo;
}
}
if ( GetClosestItemPool( usMapPos, &pItemPool, 1, 1 ) )
{
INT8 bZLevel = 0;
if ( AnyItemsVisibleOnLevel( pItemPool, bZLevel ) )
{
DrawItemPoolList( pItemPool, usMapPos , ITEMLIST_DISPLAY, bZLevel, gusMouseXPos, (UINT16)( gusMouseYPos - 5 ) );
gfOverItemPool = TRUE;
gsOveritemPoolGridNo = pItemPool->sGridNo;
}
}
}
if ( GetOverheadMouseGridNoForFullSoldiersGridNo( &usMapPos ) )
{
if ( GetClosestMercInOverheadMap( usMapPos, &pSoldier, 1 ) )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
gfUIHandleSelectionAboveGuy = TRUE;
gsSelectedGuy = pSoldier->ubID;
}
DisplayMercNameInOverhead( pSoldier );
}
}
}
// Soldier dummy and items ...
RenderOverheadOverlays();
if( !gfEditMode && !gfTacticalPlacementGUIActive && gusSelectedSoldier != NOBODY )
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
DisplayMercNameInOverhead( pSoldier );
}
RenderButtons( );
StartFrameBufferRender( );
// save background rects
SaveBackgroundRects( );
RenderButtonsFastHelp();
ExecuteBaseDirtyRectQueue( );
EndFrameBufferRender( );
fInterfacePanelDirty = FALSE;
}
BOOLEAN InOverheadMap( )
{
return( gfInOverheadMap );
}
void GoIntoOverheadMap( )
{
VOBJECT_DESC VObjectDesc;
HVOBJECT hVObject;
gfInOverheadMap = TRUE;
//RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH, INTERFACE_HEIGHT );
// Overview map should be centered in the middle of the tactical screen.
//DBrot: Allow bigger overview if possible
if((iResolution >= _1680x1050) && WORLD_MAX == 129600){
iOffsetHorizontal = (SCREEN_WIDTH / 2) - (1440 / 2); // Horizontal start postion of the overview map
iOffsetVertical = 98;//(SCREEN_HEIGHT - 160) / 2 - 160; // Vertical start position of the overview map
gfUseBiggerOverview = TRUE;
}else{
iOffsetHorizontal = (SCREEN_WIDTH / 2) - (640 / 2); // Horizontal start postion of the overview map
iOffsetVertical = (SCREEN_HEIGHT - 160) / 2 - 160; // Vertical start position of the overview map
//dnl ch85 060214 Calculate overhead map cords from your current position on big map
INT32 Xs, Ys, dX, dY, Xt, Yt, k, l, Xtnew, Ytnew;
FLOAT ddw = PointToPointDist(0, WORLD_ROWS/2, (0 + OLD_WORLD_COLS/2), (WORLD_ROWS/2 + OLD_WORLD_ROWS/2)) / 2;
FLOAT ddh = PointToPointDist(0, WORLD_ROWS/2, (0 + OLD_WORLD_COLS/2), (WORLD_ROWS/2 - OLD_WORLD_ROWS/2)) / 2;
Xt = gsRenderCenterX / CELL_X_SIZE;
Yt = gsRenderCenterY / CELL_Y_SIZE;
k = 1, l = (3*WORLD_ROWS-WORLD_COLS)/4;// p3
FLOAT dd = PointToLineDist(Xt, Yt, k, l);
if(dd < ddh)
{
PointFromDist(Xt, Yt, k, l, ddh, &Xtnew, &Ytnew);
Xt = Xtnew, Yt = Ytnew;
}
else
{
k = 1, l = (WORLD_ROWS-3*WORLD_COLS)/4;// p1
dd = PointToLineDist(Xt, Yt, k, l);
if(dd < ddh)
{
PointFromDist(Xt, Yt, k, l, ddh, &Xtnew, &Ytnew);
Xt = Xtnew, Yt = Ytnew;
}
}
k = -1, l = (WORLD_ROWS+WORLD_COLS)/4;// p4
dd = PointToLineDist(Xt, Yt, k, l);
if(dd < ddw)
{
PointFromDist(Xt, Yt, k, l, ddw, &Xtnew, &Ytnew);
Xt = Xtnew, Yt = Ytnew;
}
else
{
k = -1, l = 3*(WORLD_ROWS+WORLD_COLS)/4;// p1
dd = PointToLineDist(Xt, Yt, k, l);
if(dd < ddw)
{
PointFromDist(Xt, Yt, k, l, ddw, &Xtnew, &Ytnew);
Xt = Xtnew, Yt = Ytnew;
}
}
Xs = (giXB + giXC) / 2;
Ys = (giYB + giYC) / 2;
dX = Xt - Xs;
dY = Yt - Ys;
giXA += dX, giYA += dY;
giXB += dX, giYB += dY;
giXC += dX, giYC += dY;
}
if(WORLD_MAX == 129600){
if(NightTime()){
gubGridDivisor = ubResolutionTable360[gGameExternalOptions.ubGridResolutionNight];
}else{
gubGridDivisor = ubResolutionTable360[gGameExternalOptions.ubGridResolutionDay];
}
}else{
if(NightTime()){
gubGridDivisor = ubResolutionTable160[gGameExternalOptions.ubGridResolutionNight];
}else{
gubGridDivisor = ubResolutionTable160[gGameExternalOptions.ubGridResolutionDay];
}
}
gusGridFrameX = WORLD_COLS * 4;
gusGridFrameY = WORLD_ROWS * 2;
MSYS_DefineRegion( &OverheadBackgroundRegion, 0, 0 , SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
//Add region
MSYS_AddRegion( &OverheadBackgroundRegion );
MSYS_DefineRegion( &OverheadRegion, 0, 0 , SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, MoveOverheadRegionCallback, ClickOverheadRegionCallback );
// Add region
MSYS_AddRegion( &OverheadRegion );
// LOAD CLOSE ANIM
if (iResolution >= _640x480 && iResolution < _800x600)
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MAP_BORD.sti", VObjectDesc.ImageFile);
if( !AddVideoObject( &VObjectDesc, &uiOVERMAP ) )
AssertMsg(0, "Missing INTERFACE\\MAP_BORD.sti" );
}
else if (iResolution < _1024x768)
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MAP_BORD_800x600.sti", VObjectDesc.ImageFile);
if( !AddVideoObject( &VObjectDesc, &uiOVERMAP ) )
AssertMsg(0, "Missing INTERFACE\\MAP_BORD_800x600.sti" );
}else if(iResolution >= _1680x1050 && gfUseBiggerOverview){
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MAP_BORD_1920x1080.sti", VObjectDesc.ImageFile);
if( !AddVideoObject( &VObjectDesc, &uiOVERMAP ) )
AssertMsg(0, "Missing INTERFACE\\MAP_BORD_1920x1080.sti" );
}else
{
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MAP_BORD_1024x768.sti", VObjectDesc.ImageFile);
if( !AddVideoObject( &VObjectDesc, &uiOVERMAP ) )
AssertMsg(0, "Missing INTERFACE\\MAP_BORD_1024x768.sti" );
}
// LOAD PERSONS
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\PERSONS.sti", VObjectDesc.ImageFile);
if( !AddVideoObject( &VObjectDesc, &uiPERSONS ) )
AssertMsg(0, "Missing INTERFACE\\PERSONS.sti" );
// Add shades to persons....
GetVideoObject( &hVObject, uiPERSONS );
hVObject->pShades[ 0 ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 256, 256, 256, FALSE );
hVObject->pShades[ 1 ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 310, 310, 310, FALSE );
hVObject->pShades[ 2 ] = Create16BPPPaletteShaded( hVObject->pPaletteEntry, 0, 0, 0, FALSE );
gfOverheadMapDirty = TRUE;
if( !gfEditMode )
{
// Make sure we are in team panel mode...
gfSwitchPanel = TRUE;
gbNewPanel = TEAM_PANEL;
gubNewPanelParam = (UINT8)gusSelectedSoldier;
fInterfacePanelDirty = DIRTYLEVEL2;
// Disable tactical buttons......
if( !gfEnterTacticalPlacementGUI )
{
// Handle switch of panel....
HandleTacticalPanelSwitch( );
DisableTacticalTeamPanelButtons( TRUE );
}
EmptyBackgroundRects( );
}
}
//dnl ch45 021009
void HandleOverheadUI(void)
{
INT32 sMousePos = 0;
InputAtom InputEvent;
UINT8 ubID;
// CHECK FOR MOUSE OVER REGIONS...
if(GetOverheadMouseGridNo(&sMousePos))
{
// Look quickly for a soldier....
ubID = QuickFindSoldier(sMousePos);
if(ubID != NOBODY)
{
// OK, selected guy is here...
// WANNE: Commented these lines out.
//gprintfdirty( gusMouseXPos, gusMouseYPos, MercPtrs[ ubID ]->name );
//mprintf( gusMouseXPos, gusMouseYPos, MercPtrs[ ubID ]->name );
}
}
ScrollOverheadMap();
while(DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT) == TRUE)
{
if(InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT)
{
INT32 i = 1;
switch(InputEvent.usParam)
{
case ESC:
case INSERT:
KillOverheadMap();
break;
case 'x':
if(InputEvent.usKeyState & ALT_DOWN)
HandleShortCutExitState();
break;
}
}
}
}
void ScrollOverheadMap(void)
{
if(WORLD_MAX == OLD_WORLD_MAX || gfUseBiggerOverview)
return;
UINT32 uiFlags = 0;
INT32 i;
if(_KeyDown(UPARROW))
uiFlags |= SCROLL_UP;
if(_KeyDown(DNARROW))
uiFlags |= SCROLL_DOWN;
if(_KeyDown(RIGHTARROW))
uiFlags |= SCROLL_RIGHT;
if(_KeyDown(LEFTARROW))
uiFlags |= SCROLL_LEFT;
if(uiFlags)
{
gfOverheadMapDirty = TRUE;
gfValidLocationsChanged = TRUE;
gfTacticalPlacementGUIDirty = TRUE;
}
if(uiFlags & SCROLL_LEFT)// Scroll Left { Y = X + (3*WORLD_ROWS-WORLD_COLS)/4; --> p1 }
{
i = 1;
if(_KeyDown(SHIFT))
i = MAXSCROLL;
while(i--)
{
if(giYA >= (giXA + (3*WORLD_ROWS-WORLD_COLS)/4))//dnl ch85 080214
break;
--giXA, ++giYA;
--giXB, ++giYB;
--giXC, ++giYC;
}
}
if(uiFlags & SCROLL_RIGHT)// Scroll Right { Y = X + (WORLD_ROWS-3*WORLD_COLS)/4; --> p3 }
{
i = 1;
if(_KeyDown(SHIFT))
i = MAXSCROLL;
while(i--)
{
if(giYC <= (giXC + (WORLD_ROWS-3*WORLD_COLS)/4))//dnl ch85 080214
break;
++giXA, --giYA;
++giXB, --giYB;
++giXC, --giYC;
}
}
if(uiFlags & SCROLL_UP)// Scroll Up { Y = -X + (WORLD_ROWS+WORLD_COLS)/4; --> p4 }
{
i = 1;
if(_KeyDown(SHIFT))
i = MAXSCROLL;
while(i--)
{
if(giYA <= (-giXA + (WORLD_ROWS+WORLD_COLS)/4))//dnl ch85 080214
break;
--giXA, --giYA;
--giXB, --giYB;
--giXC, --giYC;
}
}
if(uiFlags & SCROLL_DOWN)// Scroll Down { Y = -X + 3*(WORLD_ROWS+WORLD_COLS)/4; --> p2 }
{
i = 1;
if(_KeyDown(SHIFT))
i = MAXSCROLL;
while(i--)
{
if(giYB >= (-giXB + 3*(WORLD_ROWS+WORLD_COLS)/4))//dnl ch85 080214
break;
++giXA, ++giYA;
++giXB, ++giYB;
++giXC, ++giYC;
}
}
}
void ResetScrollOverheadMap(void)
{
giXA = 0, giYA = WORLD_ROWS/2;
giXB = (0 + OLD_WORLD_COLS/2), giYB = (WORLD_ROWS/2 + OLD_WORLD_ROWS/2);
giXC = (0 + OLD_WORLD_COLS/2), giYC = (WORLD_ROWS/2 - OLD_WORLD_ROWS/2);
}
void KillOverheadMap()
{
gfInOverheadMap = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
RenderWorld( );
MSYS_RemoveRegion(&OverheadRegion );
MSYS_RemoveRegion(&OverheadBackgroundRegion );
DeleteVideoObjectFromIndex( uiOVERMAP );
DeleteVideoObjectFromIndex( uiPERSONS );
HandleTacticalPanelSwitch( );
DisableTacticalTeamPanelButtons( FALSE );
}
INT16 GetOffsetLandHeight( INT32 sGridNo )
{
INT16 sTileHeight;
sTileHeight = gpWorldLevelData[ sGridNo ].sHeight;
return( sTileHeight );
}
INT16 GetModifiedOffsetLandHeight( INT32 sGridNo )
{
INT16 sTileHeight;
INT16 sModifiedTileHeight;
sTileHeight = gpWorldLevelData[ sGridNo ].sHeight;
sModifiedTileHeight = ( ( ( sTileHeight / 80 ) - 1 ) * 80 );
if ( sModifiedTileHeight < 0 )
{
sModifiedTileHeight = 0;
}
return( sModifiedTileHeight );
}
//dnl ch82 090114
#define StartX_M_Offset 12
#define EndXS_Offset 128
#define EndYS_Offset 64
void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS, UINT32 uiVSurface )
{
INT8 bXOddFlag = 0;
INT16 sModifiedHeight = 0;
INT16 sAnchorPosX_M, sAnchorPosY_M;
INT16 sAnchorPosX_S, sAnchorPosY_S;
INT16 sTempPosX_M, sTempPosY_M;
INT16 sTempPosX_S, sTempPosY_S;
BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE;
INT32 usTileIndex;
INT16 sX, sY;
//dnl ch77 111113 moved declarations from below
UINT32 uiDestPitchBYTES, uiSrcPitchBYTES, uiBigMap;
UINT8 *pDestBuf, *pSrcBuf, ubBitDepth;
UINT16 usWidth, usHeight;
LEVELNODE *pNode;
SMALL_TILE_DB *pTile;
INT16 sHeight;
HVOBJECT hVObject;
INT16 sX1, sX2, sY1, sY2;
//dnl ch82 090114 Create big map buffer if existing size is not adequate and also need to contain more of map edge to correctly render cliffs and structures which consist of more then one tile
static UINT32 suiBigMap = 0;
HVSURFACE hVSurface;
VSURFACE_DESC vs_desc;
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
vs_desc.usWidth = sEndXS + EndXS_Offset;
vs_desc.usHeight = sEndYS + EndYS_Offset + 50;//!!! without this additional lines editor will crash as renderer go beyond them
vs_desc.ubBitDepth = 16;
if(!GetVideoSurface(&hVSurface, suiBigMap))
{
if(!AddVideoSurface(&vs_desc, (UINT32*)&suiBigMap))
AssertMsg(0, "OverheadMap video surface not created");
}
else if((UINT32)hVSurface->usWidth * (UINT32)hVSurface->usHeight < vs_desc.usWidth * vs_desc.usHeight)
{
DeleteVideoSurfaceFromIndex(suiBigMap);
if(!AddVideoSurface(&vs_desc, (UINT32*)&suiBigMap))
AssertMsg(0, "OverheadMap video surface not created");
}
uiBigMap = suiBigMap;
sStartPointX_M -= StartX_M_Offset;
sEndXS += EndXS_Offset;
sEndYS += EndYS_Offset;
// Get video object for persons...
if(uiVSurface == FRAME_BUFFER)
GetVideoObject(&hVObject, uiPERSONS);
if ( gfOverheadMapDirty )
{
//sStartPointX_S += 50;
//sStartPointY_S += 20;
// Black color for the background!
//ColorFillVideoSurfaceArea( FRAME_BUFFER, sStartPointX_S, sStartPointY_S, sEndXS, sEndYS, 0 );
#if 0//dnl ch79 291113
if(gfTacticalPlacementGUIActive)//dnl ch45 021009 Skip overwrite buttons area which is not refresh during scroll //dnl ch77 211113
ColorFillVideoSurfaceArea(uiBigMap, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-160, 0);
else
ColorFillVideoSurfaceArea(uiBigMap, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-120, 0);
#else
if(uiVSurface == FRAME_BUFFER)//dnl ch82 090114
ColorFillVideoSurfaceArea(FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT-(gfTacticalPlacementGUIActive?160:120), 0);
#endif
fInterfacePanelDirty = DIRTYLEVEL2;
InvalidateScreen();
gfOverheadMapDirty = FALSE;
// Begin Render Loop
sAnchorPosX_M = sStartPointX_M;
sAnchorPosY_M = sStartPointY_M;
// sStartPointX_S ..... Start point of the overhead map
sAnchorPosX_S = sStartPointX_S;
sAnchorPosY_S = sStartPointY_S;
// Zero out area!
//ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, (INT16)(640), (INT16)(gsVIEWPORT_WINDOW_END_Y), Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
pDestBuf = LockVideoSurface(uiBigMap, &uiDestPitchBYTES);//dnl ch77 211113
// Nur Karte und position der gebude
do
{
fEndRenderRow = FALSE;
sTempPosX_M = sAnchorPosX_M;
sTempPosY_M = sAnchorPosY_M;
sTempPosX_S = sAnchorPosX_S;
sTempPosY_S = sAnchorPosY_S;
if(bXOddFlag > 0)
sTempPosX_S += 4;
do
{
// / 5->/ 3
usTileIndex=FASTMAPROWCOLTOPOS( sTempPosY_M, sTempPosX_M );
if(usTileIndex >= 0 && usTileIndex < GRIDSIZE)//dnl ch82 081213
{
sHeight=( GetOffsetLandHeight(usTileIndex) /5);
pNode = gpWorldLevelData[ usTileIndex ].pLandStart;
while( pNode != NULL )
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
sX = sTempPosX_S;
sY = sTempPosY_S - sHeight + ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
//BltVideoObjectFromIndex( FRAME_BUFFER, SGR1, gSmallTileDatabase[ gpWorldLevelData[ usTileIndex ].pLandHead->usIndex ], sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
//BltVideoObjectFromIndex( FRAME_BUFFER, SGR1, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
if(sHeight != gsRenderHeight)//dnl ch82 061213 incorrect but better then nothing approximation to fill black area in height ground maps
{
sY = sTempPosY_S;
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex);
}
pNode = pNode->pPrevNode;
}
}
sTempPosX_S += 8;
sTempPosX_M ++;
sTempPosY_M --;
if ( sTempPosX_S >= sEndXS )
{
fEndRenderRow = TRUE;
}
} while( !fEndRenderRow );
if ( bXOddFlag > 0 )
{
sAnchorPosY_M ++;
}
else
{
sAnchorPosX_M ++;
}
bXOddFlag = !bXOddFlag;
sAnchorPosY_S += 2;
if ( sAnchorPosY_S >= sEndYS )
{
fEndRenderCol = TRUE;
}
}
while( !fEndRenderCol );
// Begin Render Loop
sAnchorPosX_M = sStartPointX_M;
sAnchorPosY_M = sStartPointY_M;
sAnchorPosX_S = sStartPointX_S;
sAnchorPosY_S = sStartPointY_S;
bXOddFlag = 0;
fEndRenderRow = FALSE;
fEndRenderCol = FALSE;
do
{
fEndRenderRow = FALSE;
sTempPosX_M = sAnchorPosX_M;
sTempPosY_M = sAnchorPosY_M;
sTempPosX_S = sAnchorPosX_S;
sTempPosY_S = sAnchorPosY_S;
if(bXOddFlag > 0)
sTempPosX_S += 4;
do
{
usTileIndex=FASTMAPROWCOLTOPOS( sTempPosY_M, sTempPosX_M );
if(usTileIndex >= 0 && usTileIndex < GRIDSIZE)//dnl ch82 081213
{
sHeight=( GetOffsetLandHeight(usTileIndex) /5);
sModifiedHeight = ( GetModifiedOffsetLandHeight( usTileIndex ) / 5 );
pNode = gpWorldLevelData[ usTileIndex ].pObjectHead;
while( pNode != NULL )
{
if ( pNode->usIndex < giNumberOfTiles )
{
// Don't render itempools!
if ( !( pNode->uiFlags & LEVELNODE_ITEM ) )
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
sX = sTempPosX_S;
sY = sTempPosY_S;
if( gTileDatabase[ pNode->usIndex ].uiFlags & IGNORE_WORLD_HEIGHT )
{
sY -= sModifiedHeight;
}
else
{
sY -= sHeight;
}
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
}
pNode = pNode->pNext;
}
pNode = gpWorldLevelData[ usTileIndex ].pShadowHead;
while( pNode != NULL )
{
if(usTileIndex >= 0 && usTileIndex < GRIDSIZE)//dnl ch82 081213
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
sX = sTempPosX_S;
//dnl ch82 081213
sY = sTempPosY_S;
if(gTileDatabase[pNode->usIndex].uiFlags & IGNORE_WORLD_HEIGHT)
sY -= sModifiedHeight;
else
sY -= sHeight;
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferShadow((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
pNode = pNode->pNext;
}
pNode = gpWorldLevelData[ usTileIndex ].pStructHead;
while( pNode != NULL )
{
if ( pNode->usIndex < giNumberOfTiles )//if(usTileIndex >= 0 && usTileIndex < GRIDSIZE)//dnl ch82 081213 190113 fix incorrect condition
{
// Don't render itempools!
if ( !( pNode->uiFlags & LEVELNODE_ITEM ) )
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
sX = sTempPosX_S;
sY = sTempPosY_S - (gTileDatabase[ pNode->usIndex ].sOffsetHeight/5);
if( gTileDatabase[ pNode->usIndex ].uiFlags & IGNORE_WORLD_HEIGHT )
{
sY -= sModifiedHeight;
}
else
{
sY -= sHeight;
}
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
}
pNode = pNode->pNext;
}
}
sTempPosX_S += 8;
sTempPosX_M ++;
sTempPosY_M --;
if ( sTempPosX_S >= sEndXS )
{
fEndRenderRow = TRUE;
}
} while( !fEndRenderRow );
if ( bXOddFlag > 0 )
{
sAnchorPosY_M ++;
}
else
{
sAnchorPosX_M ++;
}
bXOddFlag = !bXOddFlag;
sAnchorPosY_S += 2;
if ( sAnchorPosY_S >= sEndYS )
{
fEndRenderCol = TRUE;
}
}
while( !fEndRenderCol );
//if ( !fFromMapUtility && !gfEditMode )
{
// ROOF RENDR LOOP
// Begin Render Loop
sAnchorPosX_M = sStartPointX_M;
sAnchorPosY_M = sStartPointY_M;
sAnchorPosX_S = sStartPointX_S;
sAnchorPosY_S = sStartPointY_S;
bXOddFlag = 0;
fEndRenderRow = FALSE;
fEndRenderCol = FALSE;
do
{
fEndRenderRow = FALSE;
sTempPosX_M = sAnchorPosX_M;
sTempPosY_M = sAnchorPosY_M;
sTempPosX_S = sAnchorPosX_S;
sTempPosY_S = sAnchorPosY_S;
if(bXOddFlag > 0)
sTempPosX_S += 4;
do
{
usTileIndex=FASTMAPROWCOLTOPOS( sTempPosY_M, sTempPosX_M );
if(usTileIndex >= 0 && usTileIndex < GRIDSIZE)//dnl ch82 081213
{
sHeight=( GetOffsetLandHeight(usTileIndex) /5);
pNode = gpWorldLevelData[ usTileIndex ].pRoofHead;
while( pNode != NULL )
{
if ( pNode->usIndex < giNumberOfTiles )
{
if ( !( pNode->uiFlags & LEVELNODE_HIDDEN ) )
{
pTile = &( gSmTileDB[ pNode->usIndex ] );
sX = sTempPosX_S;
sY = sTempPosY_S - (gTileDatabase[ pNode->usIndex ].sOffsetHeight/5) -sHeight;
sY -= ( WALL_HEIGHT/5 );
sY += ( gsRenderHeight / 5 );
pTile->vo->pShadeCurrent= gSmTileSurf[ pTile->fType ].vo->pShades[pNode->ubShadeLevel];
// RENDER!
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, pTile->vo, sX, sY, pTile->usSubIndex );
}
}
pNode = pNode->pNext;
}
}
sTempPosX_S += 8;
sTempPosX_M ++;
sTempPosY_M --;
if ( sTempPosX_S >= sEndXS )
{
fEndRenderRow = TRUE;
}
} while( !fEndRenderRow );
if ( bXOddFlag > 0 )
{
sAnchorPosY_M ++;
}
else
{
sAnchorPosX_M ++;
}
bXOddFlag = !bXOddFlag;
sAnchorPosY_S += 2;
if ( sAnchorPosY_S >= sEndYS )
{
fEndRenderCol = TRUE;
}
}
while( !fEndRenderCol );
}
//dnl ch77 211113
UnLockVideoSurface(uiBigMap);
//dnl ch82 090114
pSrcBuf = LockVideoSurface(uiBigMap, &uiSrcPitchBYTES);
pDestBuf = LockVideoSurface(uiVSurface, &uiDestPitchBYTES);
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, sStartPointX_S, sStartPointY_S, sStartPointX_S+StartX_M_Offset*4, sStartPointY_S+StartX_M_Offset*2, sEndXS-sStartPointX_S-EndXS_Offset, sEndYS-sStartPointY_S-EndYS_Offset);
UnLockVideoSurface(uiBigMap);
UnLockVideoSurface(uiVSurface);
if(gMapInformation.ubRestrictedScrollID != 0)// OK, blacken out edges of smaller maps...
{
CalculateRestrictedMapCoords(NORTH, &sX1, &sY1, &sX2, &sY2, sEndXS-EndXS_Offset, sEndYS-EndYS_Offset);
ColorFillVideoSurfaceArea(uiVSurface, sX1, sY1, sX2, sY2, 0);
CalculateRestrictedMapCoords(EAST, &sX1, &sY1, &sX2, &sY2, sEndXS-EndXS_Offset, sEndYS-EndYS_Offset);
ColorFillVideoSurfaceArea(uiVSurface, sX1, sY1, sX2, sY2, 0);
CalculateRestrictedMapCoords(SOUTH, &sX1, &sY1, &sX2, &sY2, sEndXS-EndXS_Offset, sEndYS-EndYS_Offset);
ColorFillVideoSurfaceArea(uiVSurface, sX1, sY1, sX2, sY2, 0);
CalculateRestrictedMapCoords(WEST, &sX1, &sY1, &sX2, &sY2, sEndXS-EndXS_Offset, sEndYS-EndYS_Offset);
ColorFillVideoSurfaceArea(uiVSurface, sX1, sY1, sX2, sY2, 0);
}
//DBrot: bigger overview code
if(uiVSurface == FRAME_BUFFER)
{// Render border!
if(gfUseBiggerOverview && iResolution >= _1680x1050)
BltVideoObjectFromIndex(FRAME_BUFFER, uiOVERMAP, 0, ((SCREEN_WIDTH / 2) - (1432 / 2) - 40), 60, VO_BLT_SRCTRANSPARENCY, NULL);
else
BltVideoObjectFromIndex(FRAME_BUFFER, uiOVERMAP, 0, xResOffset, yResOffset, VO_BLT_SRCTRANSPARENCY, NULL);
}
else
return;
// Update saved buffer - do for the viewport size ony!
GetCurrentVideoSettings(&usWidth, &usHeight, &ubBitDepth);
pSrcBuf = LockVideoSurface(guiRENDERBUFFER, &uiSrcPitchBYTES);
pDestBuf = LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES);
if(gbPixelDepth == 16)// BLIT HERE
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0, 0, 0, 0, usWidth, usHeight);
UnLockVideoSurface(guiRENDERBUFFER);
UnLockVideoSurface(guiSAVEBUFFER);
}
}
void RenderOverheadOverlays()
{
UINT32 uiDestPitchBYTES;
WORLDITEM *pWorldItem;
UINT32 i;
SOLDIERTYPE *pSoldier;
HVOBJECT hVObject;
INT16 sX, sY;
UINT16 end;
UINT16 usLineColor=0;
UINT8 *pDestBuf;
UINT8 ubPassengers = 0;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
GetVideoObject( &hVObject, uiPERSONS );
//SOLDIER OVERLAY
if( gfTacticalPlacementGUIActive )
{ //loop through only the player soldiers
end = gTacticalStatus.Team[ OUR_TEAM ].bLastID + 1;
}
else
{ //loop through all soldiers.
end = MAX_NUM_SOLDIERS;
}
if(is_networked)
end = MAX_NUM_SOLDIERS;
SGPRect HostileArea = {0,0,0,0};
// Flugente: is one of the player's mercs scanning for jam signals while someone is actually jamming signals?
BOOLEAN showjammers = FALSE;
if ( PlayerTeamIsScanning() && SectorJammed() )
showjammers = TRUE;
UINT16 jamcolour = Get16BPPColor( FROMRGB( 36, 219, 151 ) );
BOOLEAN marklastenemy = FALSE;
if ( gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] && gGameExternalOptions.ubMarkerMode && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector <= gGameExternalOptions.ubSoldiersLeft )
marklastenemy = TRUE;
for( i = 0; i < end; ++i )
{
//First, check to see if the soldier exists and is in the sector.
pSoldier = MercPtrs[ i ];
if( !pSoldier->bActive || !pSoldier->bInSector )
continue;
//Soldier is here. Calculate his screen position based on his current gridno.
if(!GetOverheadScreenXYFromGridNo(pSoldier->sGridNo, &sX, &sY))//dnl ch45 041009
continue;
//DBrot: mark his general area as hostile
// Flugente: also do that if the we scanned a jamming person
if(!gfEditMode && (showjammers || marklastenemy ) )
{
if ( ( marklastenemy && pSoldier->bTeam == ENEMY_TEAM ) || ( showjammers && pSoldier->IsJamming() ) )
{
UINT8 ubGridSquareX, ubGridSquareY;
ubGridSquareX = sX / (gusGridFrameX / gubGridDivisor); //( pSoldier->sGridNo / WORLD_COLS ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
ubGridSquareY = sY / (gusGridFrameY / gubGridDivisor); //( pSoldier->sGridNo - ( ( pSoldier->sGridNo / WORLD_COLS ) * WORLD_COLS ) ) / ( WORLD_COLS / ubResolutionTable[gGameExternalOptions.ubGridResolution]);
HostileArea.iLeft = iOffsetHorizontal + (((gusGridFrameX / gubGridDivisor) * ubGridSquareX));
HostileArea.iTop = iOffsetVertical + (((gusGridFrameY / gubGridDivisor) * ubGridSquareY));
HostileArea.iRight = iOffsetHorizontal + (((gusGridFrameX / gubGridDivisor) * (ubGridSquareX + 1)));
HostileArea.iBottom = iOffsetVertical + (((gusGridFrameY / gubGridDivisor) * (ubGridSquareY + 1)));
if(gGameExternalOptions.ubMarkerMode == SHARPBORDER)
RectangleDraw(TRUE, HostileArea.iLeft, HostileArea.iTop, HostileArea.iRight, HostileArea.iBottom, 255, pDestBuf);
if(gGameExternalOptions.ubMarkerMode == HATCHED)
{
UINT16 colour = 0xF000;
if ( showjammers && pSoldier->IsJamming() )
colour = jamcolour;
RectangleDraw(TRUE, HostileArea.iLeft, HostileArea.iTop, HostileArea.iRight, HostileArea.iBottom, colour, pDestBuf);
Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &HostileArea, colour );
}
}
}
//Now, draw his "doll"
//adjust for position.
sX += 2;
sY -= 5;
//sScreenY -= 7; //height of doll
if( !gfTacticalPlacementGUIActive && pSoldier->bLastRenderVisibleValue == -1 && !(gTacticalStatus.uiFlags&SHOW_ALL_MERCS) )
{
#ifdef ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
continue;// ie dont render
#else
if(is_networked && pSoldier->bSide==0)
{
}
else
{
continue;// ie dont render
}
#endif
}
if (TileIsOutOfBounds(pSoldier->sGridNo))
{
continue;
}
sY -= ( GetOffsetLandHeight( pSoldier->sGridNo ) /5);
// Adjust for height...
sY -= ( pSoldier->sHeightAdjustment / 5 );
sY += ( gsRenderHeight / 5 );
// Adjust shade a bit...
SetObjectShade( hVObject, 0 );
// If on roof....
if ( pSoldier->sHeightAdjustment )
{
SetObjectShade( hVObject, 1 );
}
if ( pSoldier->ubID == gusSelectedSoldier )
{
if( gfRadarCurrentGuyFlash && !gfTacticalPlacementGUIActive )
{
SetObjectShade( hVObject, 2 );
}
}
// Smaller maps
if (gsStartRestrictedX > 0)
{
sX += gsStartRestrictedX;
}
// Full size maps
else
{
sX += iOffsetHorizontal;
}
// Smaller maps
if (gsStartRestrictedY > 0)
{
sY += gsStartRestrictedY;
}
// Full size maps
else
{
sY += iOffsetVertical;
}
#ifdef JA2EDITOR
if( gfEditMode && gpSelected && gpSelected->pSoldier == pSoldier )
{ //editor: show the selected edited merc as the yellow one.
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 0 );
}
else
#endif
if( !gfTacticalPlacementGUIActive )
{
//normal
if(is_networked)
{
if(pSoldier->bTeam != OUR_TEAM)
{
if ( pSoldier->bSide == 1 || pSoldier->bSide == 3 )
{
// Civ (white)
if (pSoldier->bTeam == CIV_TEAM)
{
// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, CIV_TEAM );
}
// Enemy (red)
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, ENEMY_TEAM );
}
// Other clients
if(pSoldier->bSide==0)
{
int personIndex = pSoldier->bTeam + 4;
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, personIndex );
}
}
else
// Color depends on the bTeam
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
else
{
// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
else if ( pSoldier->bTeam == CIV_TEAM && gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->aiData.bNeutral && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, PLAYER_PLAN );
// Flugente 18-04-15: observed an odd bug: if we play with a release build and see a creature for the first time, their overhead/radar map pins do not have the correct colour.
// Bizarrely enough, the issue seems dependent on the colour value (pink, RGB: 255/0/255) itself.
// Saving and reloading solves the issue, but I am not sure why. As a fix we now use a slightly dampened pink.
else if ( pSoldier->bTeam == CREATURE_TEAM )
{
Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 12 );
}
else
{
Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
}
}
else if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{ //vehicle
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 9 );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-6), (INT16)(sY), (INT16)(sX + 9), (INT16)(sY + 10));
}
//else if( pSoldier->flags.uiStatusFlags & (SOLDIER_PASSENGER | SOLDIER_DRIVER) )
//{// //don't draw person, because they are inside the vehicle.
// ubPassengers++;
//}
else if( gpTacticalPlacementSelectedSoldier == pSoldier )
{ //tactical placement selected merc
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 7 );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11));
}
else if( gpTacticalPlacementHilightedSoldier == pSoldier && pSoldier->flags.uiStatusFlags )
{ //tactical placement hilighted merc
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 8 );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11));
}
else
{
//normal
if(is_networked)
{
if(pSoldier->bTeam!=0)
{
if ( pSoldier->bSide == 1 || pSoldier->bSide == 3 )
continue;//dont render enemy
// Green
// Other clients
if(pSoldier->bSide==0)
{
int personIndex = pSoldier->bTeam + 4;
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, personIndex );
}
}
else
{
// Color depends on the bTeam
Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
}
else
{
Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
}
if( ubPassengers )
{
SetFont( SMALLCOMPFONT );
SetFontForeground( FONT_WHITE );
gprintfdirty( (INT16)(sX - 3), sY, L"%d", ubPassengers );
mprintf_buffer( pDestBuf, uiDestPitchBYTES, SMALLCOMPFONT, sX - 3, sY , L"%d", ubPassengers );
}
}
//ITEMS OVERLAY
if( !gfTacticalPlacementGUIActive )
{
// colours
UINT16 red = Get16BPPColor(FROMRGB(255, 0, 0));
UINT16 black = Get16BPPColor(FROMRGB(0, 0, 0));
UINT16 blue = Get16BPPColor(FROMRGB(0, 0, 255));
UINT16 green = Get16BPPColor(FROMRGB(0, 255, 0));
UINT16 white = Get16BPPColor(FROMRGB(255, 255, 255));
for( i = 0 ; i < guiNumWorldItems; ++i )
{
pWorldItem = &gWorldItems[ i ];
if( !pWorldItem || !pWorldItem->fExists || pWorldItem->bVisible != VISIBLE && !(gTacticalStatus.uiFlags & SHOW_ALL_ITEMS) )
continue;
if(!GetOverheadScreenXYFromGridNo(pWorldItem->sGridNo, &sX, &sY))//dnl ch45 041009
continue;
//adjust for position.
//sX += 2;
sY += 6;
sY -= ( GetOffsetLandHeight( pWorldItem->sGridNo ) /5);
sY += ( gsRenderHeight / 5 );
// Smaller maps
if (gsStartRestrictedX > 0)
{
sX += gsStartRestrictedX;
}
// Full size maps
else
{
sX += iOffsetHorizontal;
}
// Smaller maps
if (gsStartRestrictedY > 0)
{
sY += gsStartRestrictedY;
}
// Full size maps
else
{
sY += iOffsetVertical;
}
/*sX += iOffsetHorizontal + gsStartRestrictedX;
sY += iOffsetVertical + gsStartRestrictedY;*/
if ( gfOverItemPool && gsOveritemPoolGridNo == pWorldItem->sGridNo )
{
usLineColor = red;
}
else if (gfRadarCurrentGuyFlash)
{
usLineColor = black;
}
else switch (pWorldItem->bVisible)
{
case HIDDEN_ITEM: usLineColor = blue; break;
case BURIED: usLineColor = red; break;
case HIDDEN_IN_OBJECT: usLineColor = blue; break;
case INVISIBLE: usLineColor = green; break;
case VISIBLE: usLineColor = white; break;
}
PixelDraw( FALSE, sX, sY, usLineColor, pDestBuf );
InvalidateRegion( sX, sY, (INT16)( sX + 1 ), (INT16)( sY + 1 ) );
}
}
UnLockVideoSurface( FRAME_BUFFER );
}
/*//Render the soldiers and items on top of the pristine overhead map.
void RenderOverheadOverlays( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS )
{
INT8 bXOddFlag = 0;
INT16 sAnchorPosX_M, sAnchorPosY_M;
INT16 sAnchorPosX_S, sAnchorPosY_S;
INT16 sTempPosX_M, sTempPosY_M;
INT16 sTempPosX_S, sTempPosY_S;
BOOLEAN fEndRenderRow = FALSE, fEndRenderCol = FALSE;
UINT32 usTileIndex;
INT16 sX, sY;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
LEVELNODE *pNode;
UINT16 usLineColor;
INT16 sHeight;
SOLDIERTYPE *pSoldier;
HVOBJECT hVObject;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
// Begin Render Loop
sAnchorPosX_M = sStartPointX_M;
sAnchorPosY_M = sStartPointY_M;
sAnchorPosX_S = sStartPointX_S;
sAnchorPosY_S = sStartPointY_S;
bXOddFlag = 0;
fEndRenderRow = FALSE;
fEndRenderCol = FALSE;
GetVideoObject( &hVObject, uiPERSONS );
do
{
fEndRenderRow = FALSE;
sTempPosX_M = sAnchorPosX_M;
sTempPosY_M = sAnchorPosY_M;
sTempPosX_S = sAnchorPosX_S;
sTempPosY_S = sAnchorPosY_S;
if(bXOddFlag > 0)
sTempPosX_S += 4;
do
{
usTileIndex=FASTMAPROWCOLTOPOS( sTempPosY_M, sTempPosX_M );
if ( usTileIndex < GRIDSIZE )
{
sHeight=(gpWorldLevelData[usTileIndex].sHeight/5);
pNode = gpWorldLevelData[ usTileIndex ].pStructHead;
while( pNode != NULL )
{
// Render itempools!
if ( ( pNode->uiFlags & LEVELNODE_ITEM ) )
{
sX = sTempPosX_S;
sY = sTempPosY_S - sHeight;
// RENDER!
if ( pNode->pItemPool->bVisible == -1 && !(gTacticalStatus.uiFlags & SHOW_ALL_ITEMS) )
{
}
else
{
if ( gfRadarCurrentGuyFlash )
{
usLineColor = Get16BPPColor( FROMRGB( 0, 0, 0 ) );
}
else
{
usLineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) );
}
RectangleDraw( TRUE, sX, sY, sX + 1, sY + 1, usLineColor, pDestBuf );
InvalidateRegion( sX, sY, (INT16)( sX + 2 ), (INT16)( sY + 2 ) );
}
break;
}
pNode = pNode->pNext;
}
pNode = gpWorldLevelData[ usTileIndex ].pMercHead;
while( pNode != NULL )
{
pSoldier = pNode->pSoldier;
sX = sTempPosX_S;
sY = sTempPosY_S - sHeight - 8; // 8 height of doll guy
// RENDER!
if ( pSoldier->bLastRenderVisibleValue == -1 && !(gTacticalStatus.uiFlags&SHOW_ALL_MERCS) )
{
}
else
{
// Adjust for height...
sY -= ( pSoldier->sHeightAdjustment / 5 );
// Adjust shade a bit...
SetObjectShade( hVObject, 0 );
// If on roof....
if ( pSoldier->sHeightAdjustment )
{
SetObjectShade( hVObject, 1 );
}
if ( pSoldier->ubID == gusSelectedSoldier )
{
if( gfRadarCurrentGuyFlash && !gfTacticalPlacementGUIActive )
{
SetObjectShade( hVObject, 2 );
}
}
#ifdef JA2EDITOR
if( gfEditMode && gpSelected && gpSelected->pSoldier == pSoldier )
{ //editor: show the selected edited merc as the yellow one.
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 0 );
}
else
#endif
if( gfTacticalPlacementGUIActive && gpTacticalPlacementSelectedSoldier == pSoldier )
{ //tactical placement selected merc
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 7 );
}
else if( gfTacticalPlacementGUIActive && gpTacticalPlacementHilightedSoldier == pSoldier )
{ //tactical placement selected merc
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 8 );
}
else
{ //normal
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, (INT16)(sX-2), (INT16)(sY-2), (INT16)(sX + 5), (INT16)(sY + 11));
}
pNode = pNode->pNext;
}
}
sTempPosX_S += 8;
sTempPosX_M ++;
sTempPosY_M --;
if ( sTempPosX_S >= sEndXS )
{
fEndRenderRow = TRUE;
}
} while( !fEndRenderRow );
if ( bXOddFlag > 0 )
{
sAnchorPosY_M ++;
}
else
{
sAnchorPosX_M ++;
}
bXOddFlag = !bXOddFlag;
sAnchorPosY_S += 2;
if ( sAnchorPosY_S >= sEndYS )
{
fEndRenderCol = TRUE;
}
}
while( !fEndRenderCol );
UnLockVideoSurface( FRAME_BUFFER );
}
*/
void MoveInOverheadRegionCallback(MOUSE_REGION *reg, INT32 reason)
{
//Calculate the cursor...
}
void ClickOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason)
{
UINT32 uiCellX, uiCellY;
INT16 sWorldScreenX, sWorldScreenY;
if( gfTacticalPlacementGUIActive )
{
HandleTacticalPlacementClicksInOverheadMap( reg, reason );
return;
}
if (!(reg->uiFlags & BUTTON_ENABLED))
return;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
reg->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
reg->uiFlags &= (~BUTTON_CLICKED_ON );
// Smaller maps
if (gsStartRestrictedX > 0)
{
sWorldScreenX = ( gusMouseXPos - gsStartRestrictedX ) * 5;
}
// Full size maps
else
{
sWorldScreenX = (gusMouseXPos - iOffsetHorizontal) * 5;
}
// Smaller maps
if (gsStartRestrictedY > 0)
{
sWorldScreenY = ( gusMouseYPos - gsStartRestrictedY ) * 5;
}
// Full size maps
else
{
sWorldScreenY = (gusMouseYPos - iOffsetVertical) * 5;
}
// Get new proposed center location.
GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY );
//dnl ch45 021009
uiCellX += ((giXA - 0) * CELL_X_SIZE);
uiCellY += ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE);
SetRenderCenter( (INT16)uiCellX, (INT16)uiCellY );
KillOverheadMap();
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN)
{
KillOverheadMap();
}
}
void MoveOverheadRegionCallback(MOUSE_REGION *reg,INT32 reason)
{
;
}
//dnl ch45 041009
BOOLEAN GetOverheadScreenXYFromGridNo(INT32 sGridNo, INT16* psScreenX, INT16* psScreenY)
{
INT16 sWorldScreenX, sX;
INT16 sWorldScreenY, sY;
ConvertGridNoToXY(sGridNo, &sX, &sY);
sX *= CELL_X_SIZE;
sY *= CELL_Y_SIZE;
sX -= ((giXA - 0) * CELL_X_SIZE);
sY -= ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE);
GetWorldXYAbsoluteScreenXY((sX/CELL_X_SIZE), (sY/CELL_Y_SIZE), &sWorldScreenX, &sWorldScreenY);
//DBrot: big maps
if(gfUseBiggerOverview){
//there must be proper values to check for a 360 map, but I have no idea what they are
//for now, we just pray that it works and only catch negatives
if(sWorldScreenX < 0 || /*sWorldScreenX > NORMAL_MAP_SCREEN_WIDTH ||*/ sWorldScreenY < 0 /*|| sWorldScreenY > NORMAL_MAP_SCREEN_HEIGHT*/)
return(FALSE);
}else{
if(sWorldScreenX < 0 || sWorldScreenX > NORMAL_MAP_SCREEN_WIDTH || sWorldScreenY < 0 || sWorldScreenY > NORMAL_MAP_SCREEN_HEIGHT)
return(FALSE);
}
*psScreenX = sWorldScreenX;
*psScreenY = sWorldScreenY;
*psScreenX /= 5;
*psScreenY /= 5;
*psScreenX += 5;
*psScreenY += 5;
//Subtract the height....
//*psScreenY -= gpWorldLevelData[sGridNo].sHeight / 5;
return(TRUE);
}
// WANNE: Fixed bug from sir tech, which occured on smaller maps ;-)
BOOLEAN GetOverheadMouseGridNo( INT32 *psGridNo )
{
INT32 uiCellX, uiCellY;
INT16 sWorldScreenX, sWorldScreenY;
if ( ( OverheadRegion.uiFlags & MSYS_MOUSE_IN_AREA ) )
{
// ATE: Adjust alogrithm values a tad to reflect map positioning
// Smaller maps
if (gsStartRestrictedX > 0)
{
sWorldScreenX = (gusMouseXPos - 5) * 5 - gsStartRestrictedX * 5;
}
// Full size maps
else
{
sWorldScreenX = (gusMouseXPos - 5) * 5 - iOffsetHorizontal * 5;
}
// Smaller maps
if (gsStartRestrictedY > 0)
{
sWorldScreenY = (gusMouseYPos - 8) * 5 - gsStartRestrictedY * 5;
}
// Full size maps
else
{
sWorldScreenY = (gusMouseYPos - 8) * 5 - iOffsetVertical * 5;
}
// Get new proposed center location.
GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY );
// Get gridNo
(*psGridNo) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) );
if ((*psGridNo) == -1) {
return(FALSE);
}
// Adjust for height.....
sWorldScreenY = sWorldScreenY + gpWorldLevelData[ (*psGridNo) ].sHeight;
GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY );
//dnl ch45 021009
uiCellX += ((giXA - 0) * CELL_X_SIZE);
uiCellY += ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE);
// Get gridNo
(*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) );
return( TRUE );
}
else
{
return( FALSE );
}
}
// WANNE: Fixed bug from sir tech which occured on smaller maps ;-)
BOOLEAN GetOverheadMouseGridNoForFullSoldiersGridNo( INT32 *psGridNo )
{
INT32 uiCellX, uiCellY;
INT16 sWorldScreenX, sWorldScreenY;
if ( ( OverheadRegion.uiFlags & MSYS_MOUSE_IN_AREA ) )
{
// ATE: Adjust alogrithm values a tad to reflect map positioning
// Smaller maps
if (gsStartRestrictedX > 0)
{
sWorldScreenX = (gusMouseXPos - 5) * 5 - gsStartRestrictedX * 5;
}
// Full size maps
else
{
sWorldScreenX = ( gusMouseXPos - 5 ) * 5 - iOffsetHorizontal * 5;
}
// Smaller maps
if (gsStartRestrictedY > 0)
{
sWorldScreenY = ( gusMouseYPos ) * 5 - gsStartRestrictedY * 5;
}
// Full size maps
else
{
sWorldScreenY = ( gusMouseYPos ) * 5 - iOffsetVertical * 5;
}
// Get new proposed center location.
GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY );
// Get gridNo
(*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) );
// Adjust for height.....
sWorldScreenY = sWorldScreenY + gpWorldLevelData[ (*psGridNo) ].sHeight;
GetFromAbsoluteScreenXYWorldXY( (INT32 *)&uiCellX, (INT32 *)&uiCellY, sWorldScreenX, sWorldScreenY );
//dnl ch45 021009
uiCellX += ((giXA - 0) * CELL_X_SIZE);
uiCellY += ((giYA - WORLD_ROWS/2) * CELL_Y_SIZE);
// Get gridNo
(*psGridNo ) = MAPROWCOLTOPOS( ( uiCellY / CELL_Y_SIZE ), ( uiCellX / CELL_X_SIZE ) );
return( TRUE );
}
else
{
return( FALSE );
}
}
// This method is used for smaller overhead maps, to calculate the non visible borders to make them black
// It is also used to get the starting (x and y coordinate)
void CalculateRestrictedMapCoords(INT8 bDirection, INT16 *psX1, INT16 *psY1, INT16 *psX2, INT16 *psY2, INT16 sEndXS, INT16 sEndYS)//dnl ch49 061009
{
switch(bDirection)
{
case NORTH:
*psX1 = iOffsetHorizontal;
*psX2 = sEndXS;
*psY1 = iOffsetVertical;
*psY2 = (abs(NORMAL_MAP_SCREEN_TY - gsTLY) / 5) + iOffsetVertical;
break;
case WEST:
*psX1 = iOffsetHorizontal;
*psX2 = (abs(-NORMAL_MAP_SCREEN_X - gsTLX) / 5) + iOffsetHorizontal;
*psY1 = iOffsetVertical;
*psY2 = sEndYS;
break;
case SOUTH:
*psX1 = iOffsetHorizontal;
*psX2 = sEndXS;
*psY1 = ((NORMAL_MAP_SCREEN_HEIGHT - abs(NORMAL_MAP_SCREEN_BY - gsBLY)) / 5) + iOffsetVertical;
*psY2 = sEndYS;
break;
case EAST:
*psX1 = ((NORMAL_MAP_SCREEN_WIDTH - abs(NORMAL_MAP_SCREEN_X - gsTRX)) / 5) + iOffsetHorizontal;
*psX2 = sEndXS;
*psY1 = iOffsetVertical;
*psY2 = sEndYS;
break;
}
}
void CopyOverheadDBShadetablesFromTileset( )
{
UINT32 uiLoop, uiLoop2;
PTILE_IMAGERY pTileSurf;
// Loop through tileset
for (uiLoop = 0; uiLoop < (UINT32)giNumberOfTileTypes; uiLoop++)
{
pTileSurf = ( gTileSurfaceArray[ uiLoop ] );
gSmTileSurf[ uiLoop ].vo->fFlags |= VOBJECT_FLAG_SHADETABLE_SHARED;
for (uiLoop2 = 0; uiLoop2 < HVOBJECT_SHADE_TABLES; uiLoop2++)
{
gSmTileSurf[ uiLoop ].vo->pShades[ uiLoop2 ] = pTileSurf->vo->pShades[ uiLoop2 ];
}
}
}
void TrashOverheadMap( )
{
// If loaded, unload!
if ( gfSmTileLoaded )
{
//Unload
DeleteOverheadDB( );
// Force load
gfSmTileLoaded = FALSE;
}
}