mirror of
https://github.com/jmarshall23/CnC_Remastered_Collection.git
synced 2026-08-12 08:00:55 +02:00
Isometric coordinate conversion is now only applied to rendering the tiles.
This commit is contained in:
+13
-28
@@ -145,32 +145,17 @@ Height=30
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1=BwAAIIH//v8f/4AHAAAggf/+/x//gAcAACCB//7/H/+ABwAAIIH//v8f/4AHAAAggQD+/x
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2=8AgAcAACCBAP7/HwCA
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[TERRAIN]
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8638=T01
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8778=T01
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7989=T01
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6453=T01
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8008=T01
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8399=T01
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7503=T01
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8631=T01
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9781=T01
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8883=T01
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9147=T03
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9043=T03
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8280=T03
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6998=T03
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7519=TC04
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8923=TC05
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[UNITS]
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0=Spain,4TNK,256,9288,0,Guard,None
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0=USSR,4TNK,256,7495,0,Guard,None
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1=USSR,4TNK,256,7882,0,Guard,None
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2=USSR,4TNK,256,7500,0,Guard,None
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3=Spain,TRUK,256,7241,0,Guard,None
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[STRUCTURES]
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0=USSR,IRON,256,7115,0,None,0,0
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1=USSR,WEAP,256,6978,0,None,0,0
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2=USSR,FACT,256,7355,0,None,0,0
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3=USSR,PROC,256,7873,0,None,0,0
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0=Spain,IRON,256,7369,0,None,0,0
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1=Spain,WEAP,256,6856,0,None,0,0
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2=Spain,PDOX,256,7115,0,None,0,0
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3=Spain,IRON,256,7109,0,None,0,0
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[Base]
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Player=USSR
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@@ -180,11 +165,11 @@ Count=0
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1=BwAAIIH//v8f/4AHAAAggf/+/x//gA==
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[Briefing]
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1=Rescue Einstein from the Headquarters inside this Soviet complex. Once
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2=found, evacuate him via the helicopter at the signal flare. Einstein and
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3=Tanya must be kept alive at all costs. Beware the Soviet's Tesla Coils.
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4=Direct Tanya to destroy the westmost power plants to take them off-line.
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1=A pitiful excuse for resistance has blockaded itself in this village.
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2=Stalin has decided to make an example of them. Kill them all and destroy
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3=their homes. You will have Yak aircraft to use in teaching these rebels a
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4=lesson.
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[Digest]
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1=pInr5IMV1Wll5YhV9IYdIxGdJ24=
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1=eLepta/L7Dh96Ko1pPa9tfZK7oU=
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+17
-11
@@ -1756,17 +1756,6 @@ bool DisplayClass::Coord_To_Pixel(COORDINATE coord, int &x, int &y) const
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if ((int)yoff <= TacLeptonHeight + EDGE_ZONE*2) {
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x = Lepton_To_Pixel(xoff)-CELL_PIXEL_W*2;
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y = Lepton_To_Pixel(yoff)-CELL_PIXEL_H*2;
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// jmarshall - isometric
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int tileWidth = CELL_PIXEL_W;
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int tileHeight = CELL_PIXEL_H;
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int sx = (x / CELL_PIXEL_W) * (tileWidth / 2) - (y / CELL_PIXEL_W) * (tileWidth / 2);
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int sy = (x / CELL_PIXEL_W) * (tileHeight / 2) + (y / CELL_PIXEL_W) * (tileHeight / 2);
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x = sx + (CELL_PIXEL_W / 2);
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y = sy + (CELL_PIXEL_W / 2);
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x = x + (ScreenWidth / 2);
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// jmarshall end
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return(true);
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}
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}
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@@ -2323,6 +2312,19 @@ ObjectClass * DisplayClass::Cell_Object(CELL cell, int x, int y) const
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}
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}
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// jmarshall - isometric
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void DisplayClass::ConvertCoordsToIsometric(int& x, int& y) {
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int tileWidth = CELL_PIXEL_W;
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int tileHeight = CELL_PIXEL_H;
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int sx = (x / CELL_PIXEL_W) * (tileWidth / 2) - (y / CELL_PIXEL_W) * (tileWidth / 2);
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int sy = (x / CELL_PIXEL_W) * (tileHeight / 2) + (y / CELL_PIXEL_W) * (tileHeight / 2);
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x = sx + (CELL_PIXEL_W / 2);
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y = sy + (CELL_PIXEL_W / 2);
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x = x + (ScreenWidth / 2);
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}
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// jmarshall end
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/***********************************************************************************************
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* DisplayClass::Redraw_Icons -- Draws all terrain icons necessary. *
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@@ -2360,6 +2362,8 @@ void DisplayClass::Redraw_Icons(void)
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int ypixel;
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if (Coord_To_Pixel(coord, xpixel, ypixel)) {
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ConvertCoordsToIsometric(xpixel, ypixel);
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CellClass * cellptr = &(*this)[coord];
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/*
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@@ -2405,6 +2409,8 @@ void DisplayClass::Redraw_OIcons(void)
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if (Coord_To_Pixel(coord, xpixel, ypixel)) {
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CellClass * cellptr = &(*this)[coord];
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// ConvertCoordsToIsometric(xpixel, ypixel);
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/*
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** If there is a portion of the underlying icon that could be visible,
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** then draw it. Also draw the cell if the shroud is off.
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@@ -41,11 +41,11 @@
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struct Image_t;
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// jmarshall - isometric
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#define ICON_PIXEL_W 48
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#define ICON_PIXEL_H 24
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#define ICON_PIXEL_W 24
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#define ICON_PIXEL_H 12
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// jmarshall end
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#define ICON_LEPTON_W 512
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#define ICON_LEPTON_H 256
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#define ICON_LEPTON_W 256
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#define ICON_LEPTON_H 128
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#define CELL_PIXEL_W ICON_PIXEL_W
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#define CELL_PIXEL_H ICON_PIXEL_H
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#define CELL_LEPTON_W ICON_LEPTON_W
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@@ -222,6 +222,9 @@ class DisplayClass: public MapClass
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*/
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int TacPixelX;
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int TacPixelY;
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// jmarshall
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static void ConvertCoordsToIsometric(int& x, int& y);
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// jmarshall end
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/*
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** This is the coordinate that the tactical map should be in at next available opportunity.
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