Map: zoomed-view symbols centred, 10x reveal and enemy range; progress screen on the menu background

- Megamap / TAB map zoomed view: heroes' markers and the other symbols
  (integer 200h centre immediates) follow the view's centre.
- Map reveal: the hero's reveal stamp scaled 10x (mods/mapreveal.cpp,
  docs/map-reveal.md); creatures on the zoomed map shown within 10x the
  sight range.
- Load / save progress screen drawn on the rock background across the full
  width, the picture blended over it (mods/loadingscreen.cpp); the classic
  1024x768 frame is gone.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-25 02:07:59 +02:00
1 parent 3f03228c29
commit b452558122
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@@ -88,3 +88,21 @@ window's own pictures removed.
offset 0 while the menu showed. Now only while the menu frame is drawn
centred (it shifts the windows itself); otherwise dialogs are centred and
their full-layout dimming stretched, as in a game.
## Load / save progress screen (2026-10-25)
Request: the progress screen shown while loading / saving should use the
menu screens' background. The game's screen (`DxDriver7::LoadingScreen`
`0x6469d0`, thiscall (progress, text)) draws with GDI into the back buffer's
DC (surface +0xbc, GetDC vf 0x44 / ReleaseDC vf 0x68): the 1024x768 picture
(HBITMAP +0x200) at 0, 0, the bar (+0x204 / +0x208) and the text at y 700,
then Flip; it redraws only when the bar moves. Until now it was presented as
a 1024x768 "classic" frame scaled to the monitor.
`mods/loadingscreen.cpp`: before the game's drawing, `DrawBackground` across
the whole render width in a scene of its own (`DxDriver7` BeginScene
`0x646f50` / EndScene `0x646fd0`); the game's GDI drawing is moved to the
centred 1024 frame with `SetViewportOrgEx` on the back buffer's DC, caught in
`CreateCompatibleDC(hdc)` which the game calls right after getting it. Every
frame is now presented at the full render width (borderless.cpp has one
layout).