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Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
331 lines
9.0 KiB
C
331 lines
9.0 KiB
C
#ifndef _MAP_SCREEN_INTERFACE_MAP_H
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#define _MAP_SCREEN_INTERFACE_MAP_H
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#include "Vehicles.h"
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#include "mapscreen.h"
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// functions
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void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow );
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//void DrawMapIndexSmallMap( BOOLEAN fSelectedCursorIsYellow );
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UINT32 DrawMap( void );
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#define MAX_ICON_CHARS 500
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typedef struct
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{
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CHAR8 IconSti[MAX_ICON_CHARS];
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INT32 IconX;
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INT32 IconY;
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} ICON_FILE;
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extern ICON_FILE gHiddenIcon[ 256 ];
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extern UINT32 guiIcon2[256];
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extern BOOLEAN LoadHiddenTownFromLoadGameFile( HWFILE hFile );
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extern BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile );
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void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
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void GetScreenXYFromMapXYStationary( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY );
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BOOLEAN InitializePalettesForMap( void );
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void InitializeMilitiaPopup(void);
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void ShutDownPalettesForMap( void );
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// plot path for helicopter
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void PlotPathForHelicopter( INT16 sX, INT16 sY );
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// the temp path, where the helicopter could go
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void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY );
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// trace a route for a passed path...doesn't require dest char - most more general
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BOOLEAN TracePathRoute( BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath );
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// show arrows for this char
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void DisplayPathArrows(UINT16 usCharNum, HVOBJECT hMapHandle);
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// restore backgrounds for arrows
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void RestoreArrowBackgroundsForTrace(INT32 iArrow, INT32 iArrowX, INT32 iArrowY, BOOLEAN fZoom);
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// build path for character
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void PlotPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY, BOOLEAN fTacticalTraversal );
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// build temp path for character
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void PlotATemporaryPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY );
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// display current/temp paths
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void DisplaySoldierPath( SOLDIERTYPE *pCharacter );
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void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter );
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void DisplayHelicopterPath( void );
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void DisplayHelicopterTempPath( void );
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// clear path after this sector
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UINT32 ClearPathAfterThisSectorForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY );
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// cancel path : clear the path completely and gives player feedback message that the route was canceled
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void CancelPathForCharacter( SOLDIERTYPE *pCharacter );
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void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed );
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void CancelPathForGroup( GROUP *pGroup );
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// check if we have waited long enought object update temp path
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void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
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// clear out helicopter list after this sector
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UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY );
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// check to see if sector is highlightable
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BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY );
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// set bad sectors list
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void SetUpBadSectorsList( void );
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// restore background for map grids
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void RestoreBackgroundForMapGrid( INT16 sMapX, INT16 sMapY );
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// clip blits to map view region
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void ClipBlitsToMapViewRegion( void );
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void ClipBlitsToMapViewRegionForRectangleAndABit( UINT32 uiDestPitchBYTES );
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// clip blits to full screen....restore after use of ClipBlitsToMapViewRegion( )
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void RestoreClipRegionToFullScreen( void );
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void RestoreClipRegionToFullScreenForRectangle( UINT32 uiDestPitchBYTES );
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// show the icons for people in motion
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void ShowPeopleInMotion( INT16 sX, INT16 sY );
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// last sector in helicopter's path
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INT16 GetLastSectorOfHelicoptersPath( void );
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// display info about helicopter path
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void DisplayDistancesForHelicopter( void );
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// display where hei is
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void DisplayPositionOfHelicopter( void );
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// check for click
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BOOLEAN CheckForClickOverHelicopterIcon( INT16 sX, INT16 sY );
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// show town markers
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void BlitTownGridMarkers( void );
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// load and delete the graphics for the map screen map militia
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BOOLEAN LoadMilitiaPopUpBox( void );
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void RemoveMilitiaPopUpBox( void );
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// check if anyone left behind, if not, move selected cursor along with movement group
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//void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ );
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// grab the total number of militia in sector
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INT32 GetNumberOfMilitiaInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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// create destroy
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void CreateDestroyMilitiaPopUPRegions( void );
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// draw the militia box
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BOOLEAN DrawMilitiaPopUpBox( void );
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//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
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//Returns false for all other cases.
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UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
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//flag.
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void ClearAnySectorsFlashingNumberOfEnemies();
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void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter );
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void InitMapSecrets( void );
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enum {
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ABORT_PLOTTING = 0,
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PATH_CLEARED,
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PATH_SHORTENED,
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};
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// what the player knows about the enemies in a given sector
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enum {
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KNOWS_NOTHING = 0,
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KNOWS_THEYRE_THERE,
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KNOWS_HOW_MANY,
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};
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// scroll bounds
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#define EAST_ZOOM_BOUND 378
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#define WEST_ZOOM_BOUND 42
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#define SOUTH_ZOOM_BOUND 324
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#define NORTH_ZOOM_BOUND 36
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// WANNE: The starting top/left position of the background image
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#define MAP_BORDER_X 261
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#define MAP_BORDER_Y 0
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// size of squares on the map
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extern UINT16 MAP_GRID_X;
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extern UINT16 MAP_GRID_Y;
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extern UINT16 MAP_BORDER_X_OFFSET;
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extern UINT16 MAP_BORDER_Y_OFFSET;
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extern UINT16 MAP_VIEW_START_X;
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extern UINT16 MAP_VIEW_START_Y;
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extern UINT16 MAP_VIEW_WIDTH;
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extern UINT16 MAP_VIEW_HEIGHT;
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extern INT32 MAP_FONT;
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extern INT32 ETA_FONT;
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extern UINT16 MAP_HORT_INDEX_X;
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extern UINT16 MAP_HORT_INDEX_Y;
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extern UINT16 MAP_HORT_HEIGHT;
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extern UINT16 MAP_VERT_INDEX_X;
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extern UINT16 MAP_VERT_INDEX_Y;
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extern UINT16 MAP_VERT_WIDTH;
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// Helicopter eta popup position
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extern UINT16 MAP_HELICOPTER_ETA_POPUP_X;
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extern UINT16 MAP_HELICOPTER_ETA_POPUP_Y;
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extern UINT16 MAP_HELICOPTER_UPPER_ETA_POPUP_Y;
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extern UINT16 MAP_HELICOPTER_ETA_POPUP_WIDTH;
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extern UINT16 MAP_HELICOPTER_ETA_POPUP_HEIGHT;
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// sublevel text string position
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extern UINT16 MAP_LEVEL_STRING_X;
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extern UINT16 MAP_LEVEL_STRING_Y;
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// zoomed in grid sizes
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#define MAP_GRID_ZOOM_X MAP_GRID_X*2
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#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
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// number of units wide
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#define WORLD_MAP_X 18 // WANNE: 18 darf nicht geändert werden!
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// dirty regions for the map
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#define DMAP_GRID_X ( MAP_GRID_X + 1 )
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#define DMAP_GRID_Y ( MAP_GRID_Y + 1 )
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#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
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#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
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// Orta position on the map
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#define ORTA_SECTOR_X 4
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#define ORTA_SECTOR_Y 11
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#define TIXA_SECTOR_X 9
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#define TIXA_SECTOR_Y 10
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// what are we showing?..teams/vehicles
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// Show values
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#define SHOW_TEAMMATES 1
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#define SHOW_VEHICLES 2
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// wait time until temp path is drawn, from placing cursor on a map grid
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#define MIN_WAIT_TIME_FOR_TEMP_PATH 200
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//extern INT32 MAP_VIEW_START_X;
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//extern INT32 MAP_VIEW_START_Y;
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// zoom UL coords
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extern INT32 iZoomX;
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extern INT32 iZoomY;
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// the number of militia on the cursor
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extern INT16 sGreensOnCursor;
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extern INT16 sRegularsOnCursor;
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extern INT16 sElitesOnCursor;
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// highlighted sectors
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extern INT16 gsHighlightSectorX;
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extern INT16 gsHighlightSectorY;
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// the big map
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extern UINT32 guiBIGMAP;
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// the orta icon
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extern UINT32 guiORTAICON;
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extern UINT32 guiTIXAICON;
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// the character icons
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extern UINT32 guiCHARICONS;
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// the merc arrival sector landing zone icon
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extern UINT32 guiBULLSEYE;
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// character between sector icons
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extern UINT32 guiCHARBETWEENSECTORICONS;
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extern UINT32 guiCHARBETWEENSECTORICONSCLOSE;
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// the viewable map bound region
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extern SGPRect MapScreenRect;
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// draw temp path
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extern BOOLEAN fDrawTempHeliPath;
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// selected destination char
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extern INT8 bSelectedDestChar;
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// current assignment character
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extern INT8 bSelectedAssignChar;
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// the info character
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extern INT8 bSelectedInfoChar;
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// the contract char
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extern INT8 bSelectedContractChar;
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// map arrows graphical index value
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extern UINT32 guiMAPCURSORS;
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// has temp path for character path or helicopter been already drawn
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extern BOOLEAN fTempPathAlreadyDrawn;
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// map view region clipping rect
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extern SGPRect MapScreenRect;
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// the map border eta pop up
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extern UINT32 guiMapBorderEtaPopUp;
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// heli pop up
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extern UINT32 guiMapBorderHeliSectors;
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// the currently selected town militia
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extern INT16 sSelectedMilitiaTown;
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// the selected sectors
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extern UINT16 sSelMapX;
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extern UINT16 sSelMapY;
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extern BOOLEAN fFoundTixa;
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extern UINT32 guiSubLevel1, guiSubLevel2, guiSubLevel3;
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extern INT16 sBaseSectorList[ MAX_TOWNS - 1 ];
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extern POINT pTownPoints[ MAX_TOWNS ];
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#ifdef JA2UB
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extern void SetUpValidCampaignSectors( void );
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#endif
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#endif
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