mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
580 lines
15 KiB
C++
580 lines
15 KiB
C++
#ifdef PRECOMPILEDHEADERS
|
|
#include "TileEngine All.h"
|
|
#else
|
|
#include "worlddef.h"
|
|
#include "Random.h"
|
|
#include "Smell.h"
|
|
#include "worldman.h"
|
|
#include "renderworld.h"
|
|
#include "SaveLoadMap.h"
|
|
#include "gamesettings.h"
|
|
#include "message.h"
|
|
#include "Isometric utils.h"
|
|
#include "Map Information.h"
|
|
#include "Game Clock.h"
|
|
#include "Overhead.h"
|
|
#endif
|
|
|
|
/*
|
|
* Smell & Blood system
|
|
*
|
|
* Smell and blood trails decay as time passes.
|
|
*
|
|
* Decay Rate Maximum Strength Decay Time: Min Max (for biggest volume)
|
|
*
|
|
* Smell 1 per turn 31 31 31
|
|
* Blood 1 every 1-3 turns 7 7 21
|
|
*
|
|
* Smell has a much finer resolution so that creatures which track by smell
|
|
* can do so effectively.
|
|
*/
|
|
|
|
/*
|
|
* Time for some crazy-ass macros!
|
|
* The smell byte is spit as follows:
|
|
* O \
|
|
* O \
|
|
* O \ Smell
|
|
* O / Strength (only on ground)
|
|
* O /
|
|
* O /
|
|
* O > Type of blood on roof
|
|
* O > Type of smell/blood on ground
|
|
*
|
|
* The blood byte is split as follows:
|
|
* O \
|
|
* O > Blood quantity on roof
|
|
* O /
|
|
* O \
|
|
* O > Blood quantity on ground
|
|
* O /
|
|
* O \ Blood decay
|
|
* O / time (roof and ground decay together)
|
|
*/
|
|
|
|
/*
|
|
* In these defines,
|
|
* s indicates the smell byte, b indicates the blood byte
|
|
*/
|
|
|
|
// LUT for which graphic to use based on strength
|
|
// 0 1, 2, 3, 4, 5, 6, 7
|
|
UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
|
|
|
|
|
|
#define SMELL_STRENGTH_MAX 63
|
|
#define BLOOD_STRENGTH_MAX 7
|
|
#define BLOOD_DELAY_MAX 3
|
|
|
|
#define SMELL_TYPE_BITS( s ) (s & 0x03)
|
|
|
|
#define BLOOD_ROOF_TYPE( s ) (s & 0x02)
|
|
#define BLOOD_FLOOR_TYPE( s ) (s & 0x01)
|
|
|
|
#define BLOOD_ROOF_STRENGTH( b ) (b & 0xE0)
|
|
#define BLOOD_FLOOR_STRENGTH( b ) ( (b & 0x1C) >> 2 )
|
|
#define BLOOD_DELAY_TIME( b ) (b & 0x03)
|
|
#define NO_BLOOD_STRENGTH( b ) ((b & 0xFC) == 0)
|
|
|
|
#define DECAY_SMELL_STRENGTH( s ) \
|
|
{ \
|
|
UINT8 ubStrength = SMELL_STRENGTH( (s) ); \
|
|
ubStrength--; \
|
|
ubStrength = ubStrength << SMELL_TYPE_NUM_BITS; \
|
|
(s) = SMELL_TYPE_BITS( (s) ) | ubStrength; \
|
|
}
|
|
|
|
// s = smell byte
|
|
// ns = new strength
|
|
// ntf = new type on floor
|
|
// Note that the first part of the macro is designed to
|
|
// preserve the type value for the blood on the roof
|
|
#define SET_SMELL( s, ns, ntf ) \
|
|
{ \
|
|
(s) = (BLOOD_ROOF_TYPE( s )) | SMELL_TYPE( ntf ) | (ns << SMELL_TYPE_NUM_BITS); \
|
|
}
|
|
|
|
#define DECAY_BLOOD_DELAY_TIME( b ) \
|
|
{ \
|
|
(b)--; \
|
|
}
|
|
|
|
#define SET_BLOOD_FLOOR_STRENGTH( b, nb ) \
|
|
{ \
|
|
(b) = ( (nb) << 2 ) | ( (b) & 0xE3); \
|
|
}
|
|
|
|
#define SET_BLOOD_ROOF_STRENGTH( b, nb ) \
|
|
{ \
|
|
(b) = BLOOD_FLOOR_STRENGTH( (nb) ) << 5 | ( (b) & 0x1F); \
|
|
}
|
|
|
|
#define DECAY_BLOOD_FLOOR_STRENGTH( b ) \
|
|
{ \
|
|
UINT8 ubFloorStrength; \
|
|
ubFloorStrength = BLOOD_FLOOR_STRENGTH( (b) ); \
|
|
ubFloorStrength--; \
|
|
SET_BLOOD_FLOOR_STRENGTH( b, ubFloorStrength ); \
|
|
}
|
|
|
|
#define DECAY_BLOOD_ROOF_STRENGTH( b ) \
|
|
{ \
|
|
UINT8 ubRoofStrength; \
|
|
ubRoofStrength = BLOOD_ROOF_STRENGTH( (b) ); \
|
|
ubRoofStrength--; \
|
|
SET_BLOOD_FLOOR_STRENGTH( b, ubRoofStrength ); \
|
|
}
|
|
|
|
#define SET_BLOOD_DELAY_TIME( b ) \
|
|
{ \
|
|
(b) = BLOOD_DELAY_TIME( (UINT8) Random( BLOOD_DELAY_MAX ) + 1 ) | (b & 0xFC); \
|
|
}
|
|
|
|
#define SET_BLOOD_FLOOR_TYPE( s, ntg ) \
|
|
{ \
|
|
(s) = BLOOD_FLOOR_TYPE( ntg ) | (s & 0xFE); \
|
|
}
|
|
|
|
#define SET_BLOOD_ROOF_TYPE( s, ntr ) \
|
|
{ \
|
|
(s) = BLOOD_ROOF_TYPE( ntr ) | (s & 0xFD); \
|
|
}
|
|
|
|
void RemoveBlood( INT16 sGridNo, INT8 bLevel )
|
|
{
|
|
gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
|
|
|
|
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
|
|
|
|
UpdateBloodGraphics( sGridNo, bLevel );
|
|
}
|
|
|
|
|
|
void DecaySmells( void )
|
|
{
|
|
UINT32 uiLoop;
|
|
MAP_ELEMENT * pMapElement;
|
|
|
|
//return;
|
|
|
|
for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++)
|
|
{
|
|
|
|
if (pMapElement->ubSmellInfo)
|
|
{
|
|
// decay smell strength!
|
|
DECAY_SMELL_STRENGTH( pMapElement->ubSmellInfo );
|
|
// if the strength left is 0, wipe the whole byte to clear the type
|
|
if (SMELL_STRENGTH( pMapElement->ubSmellInfo ) == 0)
|
|
{
|
|
pMapElement->ubSmellInfo = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DecayBlood()
|
|
{
|
|
UINT32 uiLoop;
|
|
MAP_ELEMENT * pMapElement;
|
|
|
|
for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++)
|
|
{
|
|
if (pMapElement->ubBloodInfo)
|
|
{
|
|
// delay blood timer!
|
|
DECAY_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
|
|
if (BLOOD_DELAY_TIME( pMapElement->ubBloodInfo ) == 0)
|
|
{
|
|
// Set re-evaluate flag
|
|
pMapElement->uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
|
|
|
|
// reduce the floor blood strength if it is above zero
|
|
if (BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo ) > 0)
|
|
{
|
|
DECAY_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo )
|
|
if (BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo ) == 0)
|
|
{
|
|
// delete the blood graphic on the floor!
|
|
// then
|
|
if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
|
|
{
|
|
// wipe the whole byte to zero
|
|
pMapElement->ubBloodInfo = 0;
|
|
}
|
|
}
|
|
}
|
|
// reduce the roof blood strength if it is above zero
|
|
if (BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo ) > 0)
|
|
{
|
|
DECAY_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo )
|
|
if (BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo ) == 0)
|
|
{
|
|
// delete the blood graphic on the roof!
|
|
if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
|
|
{
|
|
// wipe the whole byte to zero
|
|
pMapElement->ubBloodInfo = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if any blood remaining, reset time
|
|
if ( pMapElement->ubBloodInfo )
|
|
{
|
|
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
|
|
}
|
|
}
|
|
// end of blood handling
|
|
}
|
|
|
|
// now go on to the next gridno
|
|
}
|
|
}
|
|
|
|
void DecayBloodAndSmells( UINT32 uiTime )
|
|
{
|
|
UINT32 uiCheckTime;
|
|
|
|
if ( !gfWorldLoaded )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// period between checks, in game seconds
|
|
switch( giTimeCompressMode )
|
|
{
|
|
// in time compression, let this happen every 5 REAL seconds
|
|
case TIME_COMPRESS_5MINS: // rate of 300 seconds per real second
|
|
uiCheckTime = 5 * 300;
|
|
break;
|
|
case TIME_COMPRESS_30MINS: // rate of 1800 seconds per real second
|
|
uiCheckTime = 5 * 1800;
|
|
break;
|
|
case TIME_COMPRESS_60MINS: // rate of 3600 seconds per real second
|
|
case TIME_SUPER_COMPRESS: // should not be used but just in frigging case...
|
|
uiCheckTime = 5 * 3600;
|
|
break;
|
|
default: // not compressing
|
|
uiCheckTime = 100;
|
|
break;
|
|
}
|
|
|
|
// ok so "uiDecayBloodLastUpdate" is a bit of a misnomer now
|
|
if ( ( uiTime - gTacticalStatus.uiDecayBloodLastUpdate ) > uiCheckTime )
|
|
{
|
|
gTacticalStatus.uiDecayBloodLastUpdate = uiTime;
|
|
DecayBlood();
|
|
DecaySmells();
|
|
}
|
|
}
|
|
|
|
void DropSmell( SOLDIERTYPE * pSoldier )
|
|
{
|
|
MAP_ELEMENT * pMapElement;
|
|
UINT8 ubOldSmell;
|
|
UINT8 ubOldStrength;
|
|
UINT8 ubSmell;
|
|
UINT8 ubStrength;
|
|
|
|
/*
|
|
* Here we are creating a new smell on the ground. If there is blood in
|
|
* the tile, it overrides dropping smells of any type
|
|
*/
|
|
|
|
if (pSoldier->bLevel == 0)
|
|
{
|
|
pMapElement = &(gpWorldLevelData[pSoldier->sGridNo]);
|
|
if (pMapElement->ubBloodInfo)
|
|
{
|
|
// blood here, don't drop any smell
|
|
return;
|
|
}
|
|
|
|
if (pSoldier->bNormalSmell > pSoldier->bMonsterSmell)
|
|
{
|
|
ubStrength = pSoldier->bNormalSmell - pSoldier->bMonsterSmell;
|
|
ubSmell = HUMAN;
|
|
}
|
|
else
|
|
{
|
|
ubStrength = pSoldier->bMonsterSmell - pSoldier->bNormalSmell;
|
|
if (ubStrength == 0)
|
|
{
|
|
// don't drop any smell
|
|
return;
|
|
}
|
|
ubSmell = CREATURE_ON_FLOOR;
|
|
}
|
|
|
|
if (pMapElement->ubSmellInfo)
|
|
{
|
|
// smell already exists here; check to see if it's the same or not
|
|
|
|
ubOldSmell = SMELL_TYPE( pMapElement->ubSmellInfo );
|
|
ubOldStrength = SMELL_STRENGTH( pMapElement->ubSmellInfo );
|
|
if (ubOldSmell == ubSmell)
|
|
{
|
|
// same smell; increase the strength to the bigger of the two strengths,
|
|
// plus 1/5 of the smaller
|
|
ubStrength = __max( ubStrength, ubOldStrength ) + __min( ubStrength, ubOldStrength ) / 5;
|
|
ubStrength = __max( ubStrength, SMELL_STRENGTH_MAX );
|
|
}
|
|
else
|
|
{
|
|
// different smell; we muddy the smell by reducing the smell strength
|
|
if (ubOldStrength > ubStrength)
|
|
{
|
|
ubOldStrength -= ubStrength / 3;
|
|
SET_SMELL( pMapElement->ubSmellInfo, ubOldStrength, ubOldSmell );
|
|
}
|
|
else
|
|
{
|
|
ubStrength -= ubOldStrength / 3;
|
|
if (ubStrength > 0)
|
|
{
|
|
SET_SMELL( pMapElement->ubSmellInfo, ubStrength, ubSmell );
|
|
}
|
|
else
|
|
{
|
|
// smell reduced to 0 - wipe all info on it!
|
|
pMapElement->ubSmellInfo = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// the simple case, dropping a smell in a location where there is none
|
|
SET_SMELL( pMapElement->ubSmellInfo, ubStrength, ubSmell );
|
|
}
|
|
}
|
|
// otherwise skip dropping smell
|
|
}
|
|
|
|
|
|
void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
|
|
{
|
|
MAP_ELEMENT * pMapElement;
|
|
UINT8 ubOldStrength=0;
|
|
UINT8 ubNewStrength=0;
|
|
|
|
/*
|
|
* Dropping some blood;
|
|
* We can check the type of blood by consulting the type in the smell byte
|
|
*/
|
|
|
|
// If we are in water...
|
|
if ( GetTerrainType( sGridNo ) == DEEP_WATER || GetTerrainType( sGridNo ) == LOW_WATER || GetTerrainType( sGridNo ) == MED_WATER )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// ATE: Send warning if dropping blood nowhere....
|
|
if ( sGridNo == NOWHERE )
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Attempting to drop blood NOWHERE" );
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
// ensure max strength is okay
|
|
ubStrength = __min( ubStrength, BLOOD_STRENGTH_MAX );
|
|
|
|
pMapElement = &(gpWorldLevelData[ sGridNo ]);
|
|
if ( bLevel == 0 )
|
|
{
|
|
// dropping blood on ground
|
|
ubOldStrength = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
|
|
if (ubOldStrength > 0)
|
|
{
|
|
// blood already there... we'll leave the decay time as it is
|
|
if (BLOOD_FLOOR_TYPE( pMapElement->ubBloodInfo ) == ubType)
|
|
{
|
|
// combine blood strengths!
|
|
ubNewStrength = __min( ( ubOldStrength + ubStrength ), BLOOD_STRENGTH_MAX );
|
|
|
|
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
|
|
}
|
|
else
|
|
{
|
|
// replace the existing blood if more is being dropped than exists
|
|
if (ubStrength > ubOldStrength )
|
|
{
|
|
// replace!
|
|
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
|
|
}
|
|
// else we don't drop anything at all
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// no blood on the ground yet, so drop this amount!
|
|
// set decay time
|
|
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
|
|
SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
|
|
// NB blood floor type stored in smell byte!
|
|
SET_BLOOD_FLOOR_TYPE( pMapElement->ubSmellInfo, ubType );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// dropping blood on roof
|
|
ubOldStrength = BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo );
|
|
if (ubOldStrength > 0)
|
|
{
|
|
// blood already there... we'll leave the decay time as it is
|
|
if (BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo ) == ubType)
|
|
{
|
|
// combine blood strengths!
|
|
ubNewStrength = __max( ubOldStrength, ubStrength ) + 1;
|
|
// make sure the strength is legal
|
|
ubNewStrength = __max( ubNewStrength, BLOOD_STRENGTH_MAX );
|
|
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
|
|
}
|
|
else
|
|
{
|
|
// replace the existing blood if more is being dropped than exists
|
|
if (ubStrength > ubOldStrength )
|
|
{
|
|
// replace!
|
|
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
|
|
}
|
|
// else we don't drop anything at all
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// no blood on the roof yet, so drop this amount!
|
|
// set decay time
|
|
SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
|
|
SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
|
|
SET_BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo, ubType );
|
|
}
|
|
}
|
|
|
|
// Turn on flag...
|
|
pMapElement->uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
|
|
|
|
if ( bVisible != -1 )
|
|
{
|
|
UpdateBloodGraphics( sGridNo, bLevel );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
|
|
{
|
|
UINT8 ubType;
|
|
UINT8 ubOldStrength=0;
|
|
UINT8 ubNewStrength=0;
|
|
|
|
/*
|
|
* Dropping some blood;
|
|
* We can check the type of blood by consulting the type in the smell byte
|
|
*/
|
|
|
|
// figure out the type of blood that we're dropping
|
|
if ( pSoldier->uiStatusFlags & SOLDIER_MONSTER )
|
|
{
|
|
if ( pSoldier->bLevel == 0 )
|
|
{
|
|
ubType = CREATURE_ON_FLOOR;
|
|
}
|
|
else
|
|
{
|
|
ubType = CREATURE_ON_ROOF;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ubType = 0;
|
|
}
|
|
|
|
|
|
InternalDropBlood( pSoldier->sGridNo, pSoldier->bLevel, ubType, ubStrength, bVisible );
|
|
}
|
|
|
|
|
|
|
|
void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
|
|
{
|
|
MAP_ELEMENT * pMapElement;
|
|
INT8 bValue;
|
|
UINT16 usIndex, usNewIndex;
|
|
|
|
// OK, based on level, type, display graphics for blood
|
|
pMapElement = &(gpWorldLevelData[ sGridNo ]);
|
|
|
|
// CHECK FOR BLOOD OPTION
|
|
if ( !gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( pMapElement->uiFlags & MAPELEMENT_REEVALUATEBLOOD )
|
|
{
|
|
|
|
// Turn off flag!
|
|
pMapElement->uiFlags &= ( ~MAPELEMENT_REEVALUATEBLOOD );
|
|
|
|
// Ground
|
|
if ( bLevel == 0 )
|
|
{
|
|
bValue = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
|
|
|
|
// OK, remove tile graphic if one exists....
|
|
if ( TypeRangeExistsInObjectLayer( sGridNo, HUMANBLOOD, CREATUREBLOOD, &usIndex ) )
|
|
{
|
|
//This has been removed and it is handled by the ubBloodInfo level when restoring a saved game.
|
|
//Set a flag indicating that the following changes are to go the the maps temp file
|
|
//ApplyMapChangesToMapTempFile( TRUE );
|
|
|
|
// Remove
|
|
RemoveObject( sGridNo, usIndex );
|
|
|
|
//ApplyMapChangesToMapTempFile( FALSE );
|
|
}
|
|
|
|
// OK, pick new one. based on strength and randomness
|
|
|
|
if ( bValue > 0 )
|
|
{
|
|
usIndex = (UINT16)( ( Random( 4 ) * 4 ) + ubBloodGraphicLUT[ bValue ] );
|
|
|
|
if ( BLOOD_FLOOR_TYPE( pMapElement->ubSmellInfo ) == 0 )
|
|
{
|
|
GetTileIndexFromTypeSubIndex( HUMANBLOOD, (UINT16)(usIndex + 1), &usNewIndex );
|
|
}
|
|
else
|
|
{
|
|
GetTileIndexFromTypeSubIndex( CREATUREBLOOD, (UINT16)(usIndex + 1), &usNewIndex );
|
|
}
|
|
|
|
//This has been removed and it is handled by the ubBloodInfo level when restoring a saved game.
|
|
//Set a flag indicating that the following changes are to go the the maps temp file
|
|
//ApplyMapChangesToMapTempFile( TRUE );
|
|
|
|
// Add!
|
|
AddObjectToHead( sGridNo, usNewIndex );
|
|
|
|
//ApplyMapChangesToMapTempFile( FALSE );
|
|
|
|
|
|
// Update rendering!
|
|
pMapElement->uiFlags|=MAPELEMENT_REDRAW;
|
|
SetRenderFlags(RENDER_FLAG_MARKED);
|
|
|
|
}
|
|
}
|
|
// Roof
|
|
else
|
|
{
|
|
|
|
|
|
}
|
|
}
|
|
} |