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Added support for world maps in mods.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition can now open a native world map like the original game. Fixed an oversight that the world map visited area was updated while the editor was open; fixed worldmap.txt saving; removed the limitation that world map tiles had to be 256x256 - all tile sizes work now. Improved the builtin worldmap editor a little. The game does now read _mods/#/data/stringbank.txt from a mod and merges it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt as a full replacement. Load _mods/#/[map|premap]_mapname.lua scripts to properly initialize the Naija map token.
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9 changed files with 169 additions and 80 deletions
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@ -58,6 +58,7 @@ void Mod::clear()
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active = false;
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doRecache = 0;
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debugMenu = false;
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hasMap = false;
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}
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bool Mod::isDebugMenu()
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@ -65,6 +66,11 @@ bool Mod::isDebugMenu()
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return debugMenu;
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}
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bool Mod::hasWorldMap()
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{
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return hasMap;
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}
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void Mod::loadModXML(TiXmlDocument *d, std::string modName)
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{
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d->LoadFile(baseModPath + modName + ".xml");
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@ -112,6 +118,12 @@ void Mod::load(const std::string &p)
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if (props->Attribute("debugMenu")) {
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props->Attribute("debugMenu", &debugMenu);
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}
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if (props->Attribute("hasWorldMap")) {
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int t;
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props->Attribute("hasWorldMap", &t);
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hasMap = t;
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}
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}
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}
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