All pastes #97010 Raw Edit

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public text v1 · immutable
#97010 ·published 2006-07-23 09:41 UTC
rendered paste body
Index: src/Game.cpp
===================================================================
--- src/Game.cpp	(wersja 20)
+++ src/Game.cpp	(kopia robocza)
@@ -44,6 +44,7 @@
 
 int gameNum;
 int saveGameSpot;
+int missingpixels;
 bool finishedLevel;
 
 int drawnMouseX, drawnMouseY;
@@ -57,7 +58,8 @@
                 powerIndicatorPos,
                 selectionRect,
                 spiceIndicatorPos,
-                topBarPos;
+                topBarPos,
+                missingPos;
 
 SDL_Surface* fogSurf;
 SDL_Surface* hiddenSurf;
@@ -1652,9 +1654,6 @@
 	fps = 0;
 	debug = false;
 
-	//When shade is set to true map is not revealed at the beginning of the game
-	shade = true;
-
 	builderSelectMode = fullscreenMode = 
 
 	groupCreateMode = menuMode = messageMode = moveDownMode = 
@@ -3601,8 +3600,14 @@
 	if (!fullscreenMode)
 	{
 		//SDL_BlitSurface((SDL_Surface *)dataFile[UI_GameBar2].dat, NULL, screen, &gameBarPos);
-		SDL_BlitSurface(gamebarSurface, NULL, screen, &gameBarPos);
-		
+        missingpixels = screen->h - gameBarPos.h;
+    	missingPos.w = gameBarPos.w;
+    	missingPos.h = gameBarPos.h;
+    	missingPos.x = gameBarPos.x;
+    	missingPos.y = missingpixels;
+        SDL_BlitSurface(gamebarSurface, NULL, screen, &missingPos);
+        SDL_BlitSurface(gamebarSurface, NULL, screen, &gameBarPos);
+
 		if (!SDL_MUSTLOCK(screen) || (SDL_LockSurface(screen) == 0))
 		{
 			//draw power level indicator
@@ -3694,11 +3699,21 @@
 
 		drawLocation.x = topBarPos.x;
 		drawLocation.y = topBarPos.y;
-		drawLocation.w = topBarPos.w;
+		drawLocation.w = screen->w - gameBarPos.w;
 		drawLocation.h = topBarPos.h - TOPBAR_MASKED_AREA_HEIGHT;
-		
+
 		SDL_FillRect(screen, &drawLocation, COLOUR_BLACK);
 		SDL_BlitSurface(topBarSurface, NULL, screen, &topBarPos);
+
+        missingpixels = screen->w - topBarPos.w - gameBarPos.w;
+        
+        missingPos.x = missingpixels+13;
+        missingPos.y = topBarPos.y;
+        missingPos.w = topBarPos.w;
+        missingPos.h = topBarPos.h;
+
+        SDL_BlitSurface(topBarSurface, NULL, screen, &missingPos);
+
 		mainButtonsBox.setVisible(!showMentat);
 		mainButtonsBox.draw();
 		
@@ -3814,7 +3829,7 @@
 	}
 
 //DRAW MESSAGEBOX
-	messageBox.draw();
+	messageBox.draw(fullscreenMode);
 
 	if (showFPS)
 
@@ -4357,9 +4372,9 @@
 							dborder->maxX -= gameBarPos.w;
 
 							//altered
+							dborder->minY += topBarPos.h-TOPBAR_MASKED_AREA_HEIGHT;
+							dborder->maxY = dborder->minY + screen->h-1;
 							
-							dborder->minY -= topBarPos.h - TOPBAR_MASKED_AREA_HEIGHT;
-							
 						}
 						else
 						{
@@ -4376,8 +4391,10 @@
 							dborder->minY -= topBarPos.h;
 							if (dborder->minY < 0)
 							{
-								dborder->maxY = map->sizeY*BLOCKSIZE - screen->h;
-								dborder->minY = 0;// map->sizeY*BLOCKSIZE-1;
+								//dborder->maxY = map->sizeY*BLOCKSIZE - screen->h;
+								dborder->minY = 0;
+								dborder->maxY = dborder->minY + screen->h-1;
+								//dborder->minY = 0;// map->sizeY*BLOCKSIZE-1;
 							}
 
 							radarMode = false;	//once press tab we can no longer be stuck in radar square