Remove some dead code, and silence some warnings.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@663 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
a18890b6dd
commit
0aea40e84b
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@ -183,8 +183,6 @@ extern void pie_DrawLine(SDWORD x0, SDWORD y0, SDWORD x1, SDWORD y1, UDWORD colo
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extern void pie_DrawTriangle(iVertex *pv, iTexture* texPage, UDWORD renderFlags, iPoint *offset);
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//PIEVERTEX poly draw for all hardware modes
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extern void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffects);
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//PIEVERTEX triangle draw (glide specific)
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extern void pie_DrawFastTriangle(PIEVERTEX *v1, PIEVERTEX *v2, PIEVERTEX *v3, iTexture* texPage, int pieFlag, int pieFlagData);
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extern void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount);
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@ -198,9 +196,6 @@ extern void pie_D3DPoly(PIED3DPOLY *poly);
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BOOL pie_PNGLoadMemToBuffer(char *pngimage, iSprite *s, iColour *pal);
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iBool pie_PNGLoadMem(char *pngimage, iSprite *s, iColour *pal);
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//necromancer
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extern void pie_DrawTile(PIEVERTEX *pv0, PIEVERTEX *pv1, PIEVERTEX *pv2, PIEVERTEX *pv3, SDWORD texPage);
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void SetBSPObjectRot(SDWORD Yaw, SDWORD Pitch);
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void pie_BeginLighting(float x, float y, float z);
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@ -33,9 +33,9 @@ extern BOOL drawing_interface;
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/***************************************************************************/
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BOOL check_extension(const char* extension_name) {
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char* extension_list = (char*)glGetString(GL_EXTENSIONS);
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const char *extension_list = (const char *)glGetString(GL_EXTENSIONS);
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unsigned int extension_name_length = strlen(extension_name);
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char* tmp = extension_list;
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const char *tmp = extension_list;
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unsigned int first_extension_length;
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if (!extension_name || !extension_list) return FALSE;
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@ -172,7 +172,7 @@ UDWORD ShapeFrame;
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void DrawTriangleList(BSPPOLYID PolygonNumber) {
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iIMDPoly *pPolys;
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UDWORD n;
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int n;
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VERTEXID *index;
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iIMDPoly imdPoly;
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@ -185,7 +185,7 @@ return;
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index = pPolys->pindex;
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imdPoly.flags = pPolys->flags;
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for (n=0; n<(SDWORD)(pPolys->npnts); n++, index++)
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for (n = 0; n < pPolys->npnts; n++, index++)
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{
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imdVrts[n].x = MAKEINT(scrPoints[*index].d3dx);
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imdVrts[n].y = MAKEINT(scrPoints[*index].d3dy);
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@ -1126,11 +1126,6 @@ void pie_DrawTriangle(iVertex *pv, iTexture* texPage, UDWORD renderFlags, iPoint
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glEnd();
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}
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void pie_DrawFastTriangle(PIEVERTEX *v1, PIEVERTEX *v2, PIEVERTEX *v3, iTexture* texPage, int pieFlag, int pieFlagData )
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{
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}
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void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffects)
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{
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FRACT offset = 0;
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@ -1161,24 +1156,6 @@ void pie_DrawPoly(SDWORD numVrts, PIEVERTEX *aVrts, SDWORD texPage, void* psEffe
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}
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}
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//#ifdef NECROMANCER
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void pie_DrawTile(PIEVERTEX *pv0, PIEVERTEX *pv1, PIEVERTEX *pv2, PIEVERTEX *pv3, SDWORD texPage)
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{
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tileCount++;
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pie_SetRendMode(REND_GOURAUD_TEX);
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pie_SetTexturePage(texPage);
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pie_SetBilinear(TRUE);
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memcpy(&pieVrts[0],pv0,sizeof(PIEVERTEX));
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memcpy(&pieVrts[1],pv1,sizeof(PIEVERTEX));
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memcpy(&pieVrts[2],pv2,sizeof(PIEVERTEX));
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memcpy(&pieVrts[3],pv3,sizeof(PIEVERTEX));
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pie_Polygon(4, pieVrts, 0.0, TRUE);
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}
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//#endif
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void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCount, SDWORD* pStateCount)
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{
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*pPieCount = pieCount;
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@ -1192,4 +1169,3 @@ void pie_GetResetCounts(SDWORD* pPieCount, SDWORD* pTileCount, SDWORD* pPolyCoun
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pieStateCount = 0;
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return;
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}
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@ -1589,13 +1589,6 @@ BOOL bEdgeTile;
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}
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pie_SetTexturePage(tileTexInfo[tileNumber & TILE_NUMMASK].texPage);
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//temp
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// pie_DrawTile(&tileScreenInfo[0][0],&tileScreenInfo[0][1],&tileScreenInfo[1][0],
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// &tileScreenInfo[1][1],tileTexInfo[tileNumber & 0xff].texPage);
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//temp
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/* Check for flipped and rotated tiles */
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flipsAndRots(tileNumber & ~TILE_NUMMASK);
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@ -3,7 +3,7 @@
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#ifndef _display3d_h
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#define _display3d_h
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#include "display3ddef.h" // This should be the only place including this file on the PC ... display3d_psx.h on the playstation
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#include "display3ddef.h" // This should be the only place including this file
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#include "lib/ivis_common/pietypes.h"
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#include "lib/ivis_common/piedef.h"
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#include "objectdef.h"
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80
src/map.h
80
src/map.h
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@ -71,24 +71,12 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
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#define BITS_STRUCTURE 0x1
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#define BITS_FEATURE 0x2
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#define BITS_NODRAWTILE 0x4
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//#define BITS_TILE_HIGHLIGHT 0x8
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#define BITS_SMALLSTRUCTURE 0x8 // show small structures - tank traps / bunkers
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#define BITS_FPATHBLOCK 0x10 // bit set temporarily by find path to mark a blocking tile
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#define BITS_WALL 0x20
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#define BITS_GATEWAY 0x40 // bit set to show a gateway on the tile
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#define BITS_TALLSTRUCTURE 0x80 // bit set to show a tall structure which camera needs to avoid.
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/*#ifndef PSX // Extra tile info bits.... WIN32 only
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#define EXTRA_BITS_SENSOR 0x1
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#define EXTRA_BITS_2 0x2
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#define EXTRA_BITS_3 0x4
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#define EXTRA_BITS_4 0x8
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#define EXTRA_BITS_5 0x10
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#define EXTRA_BITS_6 0x20
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#define EXTRA_BITS_7 0x40
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#define EXTRA_BITS_8 0x80
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#endif*/
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#define BITS_STRUCTURE_MASK 0xfe
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#define BITS_FEATURE_MASK 0xfd
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#define BITS_OCCUPIED_MASK 0xfc
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@ -106,18 +94,6 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
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#define TILE_HAS_TALLSTRUCTURE(x) (x->tileInfoBits & BITS_TALLSTRUCTURE)
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#define TILE_HAS_SMALLSTRUCTURE(x) (x->tileInfoBits & BITS_SMALLSTRUCTURE)
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/*
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#ifndef PSX // I've even set them up for you...:-)
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#define TILE_IN_SENSORRANGE(x) (x->tileExtraBits & EXTRA_BITS_SENSOR)
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#define TILE_EXTRA_BIT2_SET(x) (x->tileExtraBits & EXTRA_BITS_2)
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#define TILE_EXTRA_BIT3_SET(x) (x->tileExtraBits & EXTRA_BITS_3)
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#define TILE_EXTRA_BIT4_SET(x) (x->tileExtraBits & EXTRA_BITS_4)
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#define TILE_EXTRA_BIT5_SET(x) (x->tileExtraBits & EXTRA_BITS_5)
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#define TILE_EXTRA_BIT6_SET(x) (x->tileExtraBits & EXTRA_BITS_6)
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#define TILE_EXTRA_BIT7_SET(x) (x->tileExtraBits & EXTRA_BITS_7)
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#define TILE_EXTRA_BIT8_SET(x) (x->tileExtraBits & EXTRA_BITS_8)
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#endif
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*/
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#define SET_TILE_NOTBLOCKING(x) (x->texture |= TILE_NOTBLOCKING)
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#define CLEAR_TILE_NOTBLOCKING(x) (x->texture &= ~TILE_NOTBLOCKING)
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@ -133,26 +109,6 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
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#define SET_TILE_SMALLSTRUCTURE(x) (x->tileInfoBits = (UBYTE)((x)->tileInfoBits | BITS_SMALLSTRUCTURE))
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#define CLEAR_TILE_SMALLSTRUCTURE(x) (x->tileInfoBits = (UBYTE)((x)->tileInfoBits & (~BITS_SMALLSTRUCTURE)))
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/*
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#ifndef PSX // again, done for you again!
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#define SET_TILE_SENSOR(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_SENSOR))
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#define CLEAR_TILE_SENSOR(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_SENSOR)))
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#define SET_TILE_BIT2(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_2))
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#define CLEAR_TILE_BIT2(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_2)))
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#define SET_TILE_BIT3(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_3))
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#define CLEAR_TILE_BIT3(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_3)))
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#define SET_TILE_BIT4(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_4))
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#define CLEAR_TILE_BIT4(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_4)))
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#define SET_TILE_BIT5(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_5))
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#define CLEAR_TILE_BIT5(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_5)))
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#define SET_TILE_BIT6(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_6))
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#define CLEAR_TILE_BIT6(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_6)))
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#define SET_TILE_BIT7(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_7))
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#define CLEAR_TILE_BIT7(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_7)))
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#define SET_TILE_BIT8(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits | EXTRA_BITS_8))
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#define CLEAR_TILE_BIT8(x) (x->tileExtraBits = (UBYTE)((x)->tileExtraBits & (~EXTRA_BITS_8)))
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#endif
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*/
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// Multiplier for the tile height
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#define ELEVATION_SCALE 2
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@ -164,50 +120,28 @@ extern UDWORD relativeSpeeds[TERRAIN_TYPES][MARKER];
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/* Can player number p see tile t? */
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#define TEST_TILE_VISIBLE(p,t) ( (t->tileVisBits) & (1<<p) )
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/* Set a tile to be visible for a player */
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#define SET_TILE_VISIBLE(p,t) t->tileVisBits = (UBYTE)(t->tileVisBits | (1<<p))
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/*#ifndef PSX
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#define SET_TILE_DOOR(p,t) t->tileDoorBits = (UBYTE) (t->tileDoorBits | (1<<p))
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#define CLEAR_TILE_DOOR(p,t) t->tileDoorBits = (UBYTE) (t->tileDoorBits & (~(1<<p))) // check logic
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// Is there a door here for the player?
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#define TEST_TILE_DOOR(p,t) ( (t->tileDoorBits) & (1<<p) )
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#endif*/
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/* Arbitrary maximum number of terrain textures - used in look up table for terrain type */
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#define MAX_TILE_TEXTURES 255
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extern UBYTE terrainTypes[MAX_TILE_TEXTURES];
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#define TERRAIN_TYPE(x) terrainTypes[x->texture & TILE_NUMMASK]
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/* Information stored with each tile */
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// The name is now changed to MAPTILE to allow correct compilation on the PlayStation
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typedef struct _maptile
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{
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UBYTE tileInfoBits;
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/*#ifndef PSX
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UBYTE tileExtraBits; // We've got more than you... We've got more than you..;-)
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#endif*/
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UBYTE tileVisBits; // COMPRESSED - bit per player
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/*#ifndef PSX
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UBYTE tileDoorBits; // same thing - bit per player
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#endif*/
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UBYTE height; // The height at the top left of the tile
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UBYTE illumination; // How bright is this tile?
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UWORD texture; // Which graphics texture is on this tile
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UBYTE bMaxed;
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UBYTE level;
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UBYTE inRange; // sensor range display.
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// This is also used to store the tile flip flags
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// What's been removed - 46 bytes per tile so far
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// BASE_OBJECT *psObject; // Any object sitting on the location (e.g. building)
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@ -236,16 +170,6 @@ extern MAPTILE *psMapTiles;
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/* The shift on the y coord when calculating into the map */
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extern UDWORD mapShift;
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#ifdef NECROMANCER
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/* The number of units accross a tile */
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#define TILE_UNITS 64
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/* The shift on a coordinate to get the tile coordinate */
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#define TILE_SHIFT 6
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/* The mask to get internal tile coords from a full coordinate */
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#define TILE_MASK 0x3f
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#else
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/* The number of units accross a tile */
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#define TILE_UNITS 128
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@ -254,7 +178,6 @@ extern UDWORD mapShift;
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/* The mask to get internal tile coords from a full coordinate */
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#define TILE_MASK 0x7f
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#endif
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/* Shutdown the map module */
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extern BOOL mapShutdown(void);
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@ -398,6 +321,3 @@ extern SDWORD scrollMinX, scrollMaxX, scrollMinY, scrollMaxY;
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extern BOOL bDoneWater;
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#endif
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@ -222,7 +222,6 @@ static BOOL rayTerrainCallback(SDWORD x, SDWORD y, SDWORD dist)
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)
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{
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avInformOfChange(x>>TILE_SHIFT,y>>TILE_SHIFT);
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// SET_TILE_SENSOR(psTile);
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}
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}
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