Add oil barrels to map preview.
parent
353357b1b6
commit
5b07a7b755
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@ -86,3 +86,4 @@ E0,E0,E0,ff // team11 - white
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32,4b,a0,ff // blueprint planned by ally
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ff,80,40,ff // construction bar text
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00,ff,00,ff // power queue bar text
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80,c0,00,ff // WZCOL_MAP_PREVIEW_BARREL
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@ -110,8 +110,9 @@
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#define WZCOL_BLUEPRINT_PLANNED_BY_ALLY psPalette[85]
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#define WZCOL_CONSTRUCTION_BARTEXT psPalette[86]
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#define WZCOL_POWERQUEUE_BARTEXT psPalette[87]
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#define WZCOL_MAP_PREVIEW_BARREL psPalette[88]
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#define WZCOL_MAX 88
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#define WZCOL_MAX 89
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//*************************************************************************
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38
src/game.cpp
38
src/game.cpp
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@ -6579,7 +6579,8 @@ static void plotFeature(char *backDropSprite)
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UDWORD sizeOfSaveFeature = 0;
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char *pFileData = NULL;
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char aFileName[256];
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const PIELIGHT color = WZCOL_MAP_PREVIEW_OIL;
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const PIELIGHT colourOil = WZCOL_MAP_PREVIEW_OIL;
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const PIELIGHT colourBarrel = WZCOL_MAP_PREVIEW_BARREL;
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psLevel = levFindDataSet(game.map);
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strcpy(aFileName, psLevel->apDataFiles[0]);
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@ -6604,14 +6605,23 @@ static void plotFeature(char *backDropSprite)
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Position pos = ini.vector3i("position");
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// we only care about oil
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PIELIGHT const *colour = NULL;
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if (name.startsWith("OilResource"))
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{
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colour = &colourOil;
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}
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else if (name.startsWith("OilDrum"))
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{
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colour = &colourBarrel;
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}
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if (colour != NULL)
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{
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// and now we blit the color to the texture
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xx = map_coord(pos.x);
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yy = map_coord(pos.y);
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx)] = color.byte.r;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 1] = color.byte.g;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 2] = color.byte.b;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx)] = colour->byte.r;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 1] = colour->byte.g;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 2] = colour->byte.b;
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}
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ini.endGroup();
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}
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@ -6655,20 +6665,26 @@ static void plotFeature(char *backDropSprite)
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psSaveFeature = (SAVE_FEATURE_V2*) pFileData;
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// we only care about oil
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PIELIGHT const *colour = NULL;
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if (strncmp(psSaveFeature->name, "OilResource", 11) == 0)
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{
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endian_udword(&psSaveFeature->x);
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endian_udword(&psSaveFeature->y);
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xx = map_coord(psSaveFeature->x);
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yy = map_coord(psSaveFeature->y);
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colour = &colourOil;
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}
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else if (strncmp(psSaveFeature->name, "OilDrum", 7) == 0)
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{
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colour = &colourBarrel;
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}
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else
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{
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continue;
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}
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endian_udword(&psSaveFeature->x);
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endian_udword(&psSaveFeature->y);
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xx = map_coord(psSaveFeature->x);
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yy = map_coord(psSaveFeature->y);
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// and now we blit the color to the texture
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx)] = color.byte.r;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 1] = color.byte.g;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 2] = color.byte.b;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx)] = colour->byte.r;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 1] = colour->byte.g;
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backDropSprite[3 * ((yy * BACKDROP_HACK_WIDTH) + xx) + 2] = colour->byte.b;
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}
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}
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