Files
source/TileEngine/overhead map.h
T
Kriplo d0897d912c Brief: //dnl ch82
- Fix glitches in overhead map with cliffs.
Details:
- Overhead map never correctly show maps which contains cliff tiles. Some of glitches was incorrect placement for cliff shadows, not rendering complex multi tiles at edges, draw black line spots mostly close to map edges. All of this glitches also go to radar map during creation.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6744 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2014-01-09 20:51:02 +00:00

40 lines
1.4 KiB
C

#ifndef __OVERHEADMAP_H
#define __OVERHEADMAP_H
void InitNewOverheadDB( UINT8 ubTilesetID );
void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS, UINT32 uiVSurface );//dnl ch82 090114
void HandleOverheadMap( );
BOOLEAN InOverheadMap( );
void GoIntoOverheadMap( );
void HandleOverheadUI( );
void KillOverheadMap();
void ClickOverheadRegionCallback( MOUSE_REGION *reg, INT32 reason );
void MoveInOverheadRegionCallback( MOUSE_REGION *reg, INT32 reason );
void CalculateRestrictedMapCoords( INT8 bDirection, INT16 *psX1, INT16 *psY1, INT16 *psX2, INT16 *psY2, INT16 sEndXS, INT16 sEndYS );
void CalculateRestrictedScaleFactors( INT16 *pScaleX, INT16 *pScaleY );
void TrashOverheadMap( );
//dnl ch45 031009
void ScrollOverheadMap(void);
void ResetScrollOverheadMap(void);
// WANNE - BMP: I THINK THIS NEEDS TO CHANGE FOR BIG MAPS!
// OK, these are values that are calculated in InitRenderParams( ) with normal view settings.
// These would be different if we change ANYTHING about the game worlkd map sizes...
#define NORMAL_MAP_SCREEN_WIDTH 3160
#define NORMAL_MAP_SCREEN_HEIGHT 1540
#define NORMAL_MAP_SCREEN_X 1580
#define NORMAL_MAP_SCREEN_BY 2400
#define NORMAL_MAP_SCREEN_TY 860
#define FASTMAPROWCOLTOPOS( r, c ) ( (r) * WORLD_COLS + (c) )
extern BOOLEAN gfUseBiggerOverview;
#endif