Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
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root = true
[*.{cpp,h}]
indent_style = tabs
indent_size = 4
trim_trailing_whitespace = true
insert_final_newline = true
# Charset encoding is an open topic, we would need to convert all files to the ideal encoding the world uses
# Visual Studio requires BOM to properly detect files as being utf if not using .editorconfig, but with .editorconfig we don't need the bom
#charset = utf-8
#charset = utf-8-bom
# Currently windows-1252 seems to be used for most files, but thats not an officially supported .editorconfig encoding
#charset = windows-1252
# cmake
[*.json]
charset = utf-8
indent_style = spaces
indent_size = 2
trim_trailing_whitespace = true
insert_final_newline = true
# github workflow
[*.{yml,yaml}]
charset = utf-8
indent_style = spaces
indent_size = 2
trim_trailing_whitespace = true
insert_final_newline = true
# gamedir xml
[*.xml]
charset = utf-8
indent_style = tabs
indent_size = 4
trim_trailing_whitespace = true
insert_final_newline = true
# gamedir ini
[*.ini]
charset = utf-8
indent_style = tabs
indent_size = 4
trim_trailing_whitespace = true
insert_final_newline = true
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name: build
on:
push:
branches:
- '**'
tags:
- 'v*'
# allows to manually trigger a build
workflow_dispatch:
inputs:
build_all_languages:
description: build all languages
required: false
default: false
type: boolean
assemble_release:
description: create release
required: false
default: false
type: boolean
permissions:
contents: write
jobs:
workflow_setup:
runs-on: ubuntu-latest
outputs:
languages_json_array: ${{ steps.global_vars.outputs.languages_json_array }}
assemble_release: ${{ steps.global_vars.outputs.assemble_release }}
steps:
- id: global_vars
name: Set global variables
run: |
set -eux
full_release='${{ ( github.repository == '1dot13/source' && github.ref_name == 'master' ) || startsWith(github.ref, 'refs/tags/v') }}'
if [[ '${{ inputs.build_all_languages }}' == 'true' || ( '${{ inputs.build_all_languages }}' == '' && "$full_release" == 'true' ) ]]
then
languages_json_array='["Chinese", "German", "English", "French", "Polish", "Italian", "Dutch", "Russian"]';
else
# English + some other language for compilation testing
languages_json_array='["German", "English"]'
fi
echo "languages_json_array=$languages_json_array" >> $GITHUB_OUTPUT
if [[ '${{ inputs.assemble_release }}' == 'true' || ( '${{ inputs.assemble_release }}' == '' && "$full_release" == 'true' ) ]]
then
assemble_release='true'
else
assemble_release='false'
fi
echo "assemble_release=$assemble_release" >> $GITHUB_OUTPUT
- name: Clone repos metadata
run: |
set -eux
GAMEDIR_REPOSITORY=1dot13/gamedir
GAMEDIR_LANGUAGES_REPOSITORY=1dot13/gamedir-languages
# filter tree is what makes this fast
git clone --config transfer.fsckobjects=false --tags --no-checkout --filter=tree:0 \
"https://github.com/$GITHUB_REPOSITORY" \
source
git clone --config transfer.fsckobjects=false --no-checkout --filter=tree:0 \
https://github.com/$GAMEDIR_REPOSITORY \
gamedir
git clone --config transfer.fsckobjects=false --no-checkout --filter=tree:0 \
https://github.com/$GAMEDIR_LANGUAGES_REPOSITORY \
gamedir-languages
mkdir dist/
echo -n "
GAMEDIR_REPOSITORY=$GAMEDIR_REPOSITORY
GAMEDIR_LANGUAGES_REPOSITORY=$GAMEDIR_LANGUAGES_REPOSITORY
" > dist/versions.env
- name: Generate source version information
working-directory: source
run: |
set -eux
SOURCE_COMMIT_DATETIME=$(TZ=UTC0 git log -1 --date=iso-strict-local --format=%cd $GITHUB_SHA)
SOURCE_COMMIT_DATE=$(TZ=UTC0 git log -1 --date=short-local --format=%cd $GITHUB_SHA)
# GAME_VERSION is used to detect outdated save games and is the main version used for tracking
if [[ "$GITHUB_REF_TYPE" == 'tag' ]]
then
# if we build for a specific tag, use that as the game version
# examples:
# - v1.13.1
# - v1.13.2-rc2
GAME_VERSION="$GITHUB_REF_NAME"
else
# uses `git describe`, which tries to find a tag in the commit hierarchy. or fall back to a v1.13 version
# example five (5) commits after v1.13:
# - v1.13-5-7g7ffa
GAME_VERSION="$(git describe --tags --match='v[0-9]*' $GITHUB_SHA || echo v0-$(git rev-list --skip 1 --count $GITHUB_SHA)-g${GITHUB_SHA:0:8})"
fi
# max 15 CHAR8
GAME_VERSION="${GAME_VERSION:0:15}"
GAME_BUILD_INFORMATION="$SOURCE_COMMIT_DATE GitHub $GITHUB_REPOSITORY"
# in case of a branch or if the tag is truncated
if [[ "$GAME_VERSION" != *"$GITHUB_REF_NAME"* ]]
then
GAME_BUILD_INFORMATION="$GAME_BUILD_INFORMATION $GITHUB_REF_TYPE $GITHUB_REF_NAME"
fi
# max 255 CHAR16
GAME_BUILD_INFORMATION="${GAME_BUILD_INFORMATION:0:255}"
echo -n "
SOURCE_COMMIT_DATETIME=$SOURCE_COMMIT_DATETIME
GAME_VERSION=$GAME_VERSION
GAME_BUILD_INFORMATION=$GAME_BUILD_INFORMATION
" >> ../dist/versions.env
# due to building everything in parallel, versions should be pinned at the start so everything builds based on the same versions
- name: Generate gamedir version information
working-directory: gamedir
run: |
set -eux
GAMEDIR_COMMIT_SHA=$(git rev-parse HEAD)
GAMEDIR_COMMIT_DATETIME=$(TZ=UTC0 git log -1 --date=iso-strict-local --format=%cd $GAMEDIR_COMMIT_SHA)
echo -n "
GAMEDIR_COMMIT_SHA=$GAMEDIR_COMMIT_SHA
GAMEDIR_COMMIT_DATETIME=$GAMEDIR_COMMIT_DATETIME
" >> ../dist/versions.env
# due to building everything in parallel, versions should be pinned at the start so everything builds based on the same versions
- name: Generate gamedir-languages version information
working-directory: gamedir-languages
run: |
set -eux
GAMEDIR_LANGUAGES_COMMIT_SHA=$(git rev-parse HEAD)
GAMEDIR_LANGUAGES_COMMIT_DATETIME=$(TZ=UTC0 git log -1 --date=iso-strict-local --format=%cd $GAMEDIR_LANGUAGES_COMMIT_SHA)
echo -n "
GAMEDIR_LANGUAGES_COMMIT_SHA=$GAMEDIR_LANGUAGES_COMMIT_SHA
GAMEDIR_LANGUAGES_COMMIT_DATETIME=$GAMEDIR_LANGUAGES_COMMIT_DATETIME
" >> ../dist/versions.env
- name: Show version information summary
run: |
set -eux
cat dist/versions.env
- name: Upload
uses: actions/upload-artifact@v3
with:
name: versions.env
path: dist/
build:
needs: [ workflow_setup ]
strategy:
fail-fast: false
matrix:
language: ${{ fromJson(needs.workflow_setup.outputs.languages_json_array) }}
uses: ./.github/workflows/build_language.yml
with:
language: ${{ matrix.language }}
assemble: ${{ needs.workflow_setup.outputs.assemble_release == 'true' }}
# at least English and some other lang have to work
continue-on-error: ${{ matrix.language != 'English' && matrix.language != 'German' }}
release:
needs: [ workflow_setup, build ]
if: needs.workflow_setup.outputs.assemble_release == 'true'
runs-on: ubuntu-latest
steps:
- name: Download artifacts
uses: actions/download-artifact@v3
with:
path: artifacts
- name: Move release archives to dist/
shell: bash
run: |
set -eux
mkdir dist/
mv artifacts/*_release/* dist/
- name: Delete Latest
if: startsWith(github.ref, 'refs/tags/v') == false
uses: dev-drprasad/delete-tag-and-release@v1.0
with:
tag_name: "latest"
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
- id: release_latest
name: Release Latest
if: startsWith(github.ref, 'refs/tags/v') == false
uses: ncipollo/release-action@v1
with:
allowUpdates: false
artifactErrorsFailBuild: true
artifacts: dist/*
draft: false
generateReleaseNotes: true
makeLatest: true
name: "Latest (unstable)"
prerelease: true
tag: "latest"
- id: release_tag
name: Release Tag
uses: ncipollo/release-action@v1
if: startsWith(github.ref, 'refs/tags/v')
with:
allowUpdates: true
artifactErrorsFailBuild: true
artifacts: dist/*
draft: false
generateReleaseNotes: true
makeLatest: true
omitBodyDuringUpdate: true
omitDraftDuringUpdate: true
omitNameDuringUpdate: true
omitPrereleaseDuringUpdate: true
- name: Show release outputs
shell: bash
run: |
echo 'id: '
echo -n '${{ steps.release_tag.outputs.id }}'
echo -n '${{ steps.release_latest.outputs.id }}'
echo ''
echo ''
echo 'url:'
echo -n '${{ steps.release_tag.outputs.html_url }}'
echo -n '${{ steps.release_latest.outputs.html_url }}'
echo ''
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name: build language
on:
workflow_call:
inputs:
language:
description: 'any of Chinese German English French Polish Italian Dutch Russian'
required: true
default: 'English'
type: string
assemble:
description: 'assemble full package'
required: true
default: true
type: boolean
continue-on-error:
description: 'allows a language to fail, used when building all languages'
required: false
default: false
type: boolean
jobs:
compile:
runs-on: windows-latest # required for msbuild
continue-on-error: ${{ inputs.continue-on-error }}
strategy:
fail-fast: false
matrix:
application: [ja2, ja2mapeditor, ja2ub, ja2ubmapeditor]
steps:
- name: Checkout source
uses: actions/checkout@v3
- name: Download versions.env
uses: actions/download-artifact@v3
with:
name: versions.env
path: artifacts
- name: Restore versions.env
shell: bash
run: cat artifacts/versions.env >> $GITHUB_ENV
- name: Update GameVersion.cpp
shell: bash
run: |
set -eux
INPUTS_LANGUAGE=${{ inputs.language }}
GAME_VERSION=$(echo "$GAME_VERSION" | tr -cd '[:print:]' | tr -d '"\\')
GAME_BUILD="${INPUTS_LANGUAGE:0:2} $GAME_BUILD_INFORMATION"
GAME_BUILD=$(echo "$GAME_BUILD" | tr -cd '[:print:]' | tr -d '"\\')
sed -i "s|@Version@|${GAME_VERSION:0:15}|" GameVersion.cpp
sed -i "s|@Build@|${GAME_BUILD:0:255}|" GameVersion.cpp
cat GameVersion.cpp
- name: Prepare build properties
shell: bash
run: |
set -eux
touch CMakeUserPresets.json
JA2Language=$(echo '${{ inputs.language }}' | tr '[:lower:]' '[:upper:]')
JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]')
echo "
JA2Language=$JA2Language
JA2Application=$JA2Application
" >> $GITHUB_ENV
- uses: microsoft/setup-msbuild@v1.1
with:
msbuild-architecture: x86
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: x86
- name: Prepare build
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
- name: Build
run: |
cmake --build build/ -- -v
- name: List build artifacts
shell: bash
run: |
find build/
- name: Upload
uses: actions/upload-artifact@v3
with:
name: ${{ inputs.language }}_${{ matrix.application }}
path: build/*.exe
assemble:
needs: [ compile ]
if: inputs.assemble
runs-on: windows-latest # required for case-insensitive filesystem handling
continue-on-error: ${{ inputs.continue-on-error }}
steps:
- name: Download versions.env
uses: actions/download-artifact@v3
with:
name: versions.env
path: artifacts
- name: Restore versions.env
shell: bash
run: cat artifacts/versions.env >> $GITHUB_ENV
- name: Checkout gamedir
uses: actions/checkout@v3
with:
repository: ${{ env.GAMEDIR_REPOSITORY }}
ref: ${{ env.GAMEDIR_COMMIT_SHA }}
path: gamedir
- name: Checkout gamedir-languages
if: inputs.language != 'English'
uses: actions/checkout@v3
with:
repository: ${{ env.GAMEDIR_LANGUAGES_REPOSITORY }}
ref: ${{ env.GAMEDIR_LANGUAGES_COMMIT_SHA }}
path: gamedir-languages
- name: Copy gamedir-languages files to gamedir
if: inputs.language != 'English'
shell: bash
run: |
set -eux
cp -a gamedir-languages/${{ inputs.language }}_Version/* gamedir/
- name: Download ja2
uses: actions/download-artifact@v3
with:
name: ${{ inputs.language }}_ja2
path: artifacts/ja2
- name: Download ja2mapeditor
uses: actions/download-artifact@v3
with:
name: ${{ inputs.language }}_ja2mapeditor
path: artifacts/ja2mapeditor
- name: Download ja2ub
uses: actions/download-artifact@v3
with:
name: ${{ inputs.language }}_ja2ub
path: artifacts/ja2ub
- name: Download ja2ubmapeditor
uses: actions/download-artifact@v3
with:
name: ${{ inputs.language }}_ja2ubmapeditor
path: artifacts/ja2ubmapeditor
- name: Copy application files to gamedir
shell: bash
run: |
set -eux
for APP in ja2 ja2mapeditor ja2ub ja2ubmapeditor
do
mv artifacts/${APP}/*.exe gamedir/${APP}.exe
done
- name: Create version information file
shell: bash
run: |
set -eux
# "-" separates words, "_" combines words, see double-click behavior
DIST_PREFIX='JA2_113'
DIST_NAME="${DIST_PREFIX}-${GAME_VERSION}-G${GAMEDIR_COMMIT_SHA:0:4}L${GAMEDIR_LANGUAGES_COMMIT_SHA:0:4}-${{ inputs.language }}"
echo "DIST_NAME=$DIST_NAME" >> $GITHUB_ENV
echo "If you encounter problems during gameplay, please provide the following version information:
Distribution Name: $DIST_NAME
Game Version: $GAME_VERSION
Language: ${{ inputs.language }}
Build Information: $GAME_BUILD_INFORMATION
Source Repository: $GITHUB_REPOSITORY
Source Commit SHA: $GITHUB_SHA
Source Commit Date: $SOURCE_COMMIT_DATETIME
Gamedir Repository: $GAMEDIR_REPOSITORY
Gamedir Commit SHA: $GAMEDIR_COMMIT_SHA
Gamedir Commit Date: $GAMEDIR_COMMIT_DATETIME
Gamedir Languages Repository: $GAMEDIR_LANGUAGES_REPOSITORY
Gamedir Languages Commit SHA: $GAMEDIR_LANGUAGES_COMMIT_SHA
Gamedir Languages Commit Date: $GAMEDIR_LANGUAGES_COMMIT_DATETIME
" > "gamedir/${DIST_PREFIX}-Version.txt"
cat "gamedir/${DIST_PREFIX}-Version.txt"
- name: Create release archive
shell: bash
run: |
set -eux
mkdir dist/
cd gamedir/
7z a -bb -xr'!.*' "../dist/${DIST_NAME}.7z" .
- name: Upload
uses: actions/upload-artifact@v3
with:
name: ${{ inputs.language }}_release
path: dist/
+10 -2
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@@ -1,2 +1,10 @@
build/
lib/
# CLion
/.idea/
/cmake-build-*/
# Visual Studio 2022
/.vs/
/build/
/out/
/CMakeSettings.json
/CMakeUserPresets.json
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cmake_minimum_required(VERSION 3.20)
project(ja2)
include(cmake/CopyUserPresetTemplate.cmake)
CopyUserPresetTemplate()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# whether we are using MSBuild as a generator
set(usingMsBuild $<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>)
# lua51.lib and lua51.vc9.lib have been built with /MTx, so we must as well
# TODO: build our own Lua 5.1.2 from source so we can use whichever
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
add_compile_definitions(CINTERFACE XML_STATIC VFS_STATIC VFS_WITH_SLF VFS_WITH_7ZIP USE_VFS _CRT_SECURE_NO_DEPRECATE)
include_directories(${CMAKE_SOURCE_DIR} "ext/VFS/include" Utils TileEngine TacticalAI ModularizedTacticalAI Tactical Strategic "Standard Gaming Platform" Res Lua Laptop Multiplayer "Multiplayer/raknet" Editor Console)
# external libraries
add_subdirectory("ext/libpng")
add_subdirectory("ext/zlib")
add_subdirectory("ext/VFS")
target_link_libraries(bfVFS PRIVATE 7z)
# ja2export utility
add_subdirectory("ext/export/src")
# static libraries whose source files, header files or header files included
# by header files do not rely on Applications or Languages preprocessor definitions,
# and therefore only need to be compiled once. Good.
add_subdirectory(Lua)
# static libraries whose source files, header files or header files included
# by header files rely on Application and Language preprocessor definitions, and
# therefore need to be compiled multiple times. Very Bad.
add_subdirectory(TileEngine)
add_subdirectory(TacticalAI)
add_subdirectory(Utils)
add_subdirectory(Strategic)
add_subdirectory("Standard Gaming Platform")
add_subdirectory(Laptop)
add_subdirectory(Editor)
add_subdirectory(Console)
add_subdirectory(Tactical)
add_subdirectory(ModularizedTacticalAI)
# TODO: Rename 'Standard Gaming Platform' directory to 'SGP' so this can be refactored away
set(Ja2_Libs
TileEngine
TacticalAI
Utils
Strategic
SGP
Laptop
Editor
Console
Tactical
ModularizedTacticalAI
)
# TODO: Move these units into their own directory to declutter the root dir and CMakeLists.txt file
set(Ja2Src
"aniviewscreen.cpp"
"Credits.cpp"
"Fade Screen.cpp"
"FeaturesScreen.cpp"
"GameInitOptionsScreen.cpp"
"gameloop.cpp"
"gamescreen.cpp"
"GameSettings.cpp"
"GameVersion.cpp"
"HelpScreen.cpp"
"Init.cpp"
"Intro.cpp"
"JA2 Splash.cpp"
"Ja25Update.cpp"
"jascreens.cpp"
"Language Defines.cpp"
"Loading Screen.cpp"
"MainMenuScreen.cpp"
"MessageBoxScreen.cpp"
"MPChatScreen.cpp"
"MPConnectScreen.cpp"
"MPHostScreen.cpp"
"MPJoinScreen.cpp"
"MPScoreScreen.cpp"
"MPXmlTeams.cpp"
"Multiplayer/client.cpp"
"Multiplayer/server.cpp"
"Multiplayer/transfer_rules.cpp"
"Options Screen.cpp"
"profiler.cpp"
"SaveLoadGame.cpp"
"SaveLoadScreen.cpp"
"SCREENS.cpp"
"Sys Globals.cpp"
"ub_config.cpp"
"XML_DifficultySettings.cpp"
"XML_IntroFiles.cpp"
"XML_Layout_MainMenu.cpp"
Res/ja2.rc
)
set(Ja2_Libraries
"${PROJECT_SOURCE_DIR}/libexpatMT.lib"
"Dbghelp.lib"
Lua
"${PROJECT_SOURCE_DIR}/lua51.lib"
"${PROJECT_SOURCE_DIR}/lua51.vc9.lib"
"Winmm.lib"
"${PROJECT_SOURCE_DIR}/SMACKW32.LIB"
"${PROJECT_SOURCE_DIR}/binkw32.lib"
bfVFS
"${PROJECT_SOURCE_DIR}/Multiplayer/raknet/RakNetLibStatic.lib"
"ws2_32.lib"
)
# simple function to validate Languages and Application choices
include(cmake/ValidateOptions.cmake)
set(ValidLanguages CHINESE DUTCH ENGLISH FRENCH GERMAN ITALIAN POLISH RUSSIAN)
ValidateOptions("${ValidLanguages}" "Languages" "${Languages}" "LangTargets")
set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR)
ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets")
# preprocessor definitions for Debug build, per the legacy MSBuild
set(debugFlags $<IF:$<CONFIG:Debug>,JA2BETAVERSION;JA2TESTVERSION;DEBUG_ATTACKBUSY,>)
# Due to widespread preprocessor definition abuse in the codebase, practically
# every library-language-executable combination is its own compilation target
# TODO: refactor preprocessor usage onto, ideally, a single translation unit
foreach(lang IN LISTS LangTargets)
foreach(exe IN LISTS ApplicationTargets)
set(Executable ${exe}_${lang})
# executable for an application/language combination, e.g. JA2_ENGLISH.exe
add_executable(${Executable} WIN32)
target_sources(${Executable} PRIVATE ${Ja2Src})
# Good libraries have already been built, can be simply linked here
target_link_libraries(${Executable} PRIVATE ${Ja2_Libraries} $<IF:${usingMsBuild},legacy_stdio_definitions.lib,>)
target_link_options(${Executable} PRIVATE $<IF:${usingMsBuild},/SAFESEH:NO,>)
# for each app/lang combination, the Very Bad libraries need to be built,
# with the appropriate preprocessor definitions
foreach(lib IN LISTS Ja2_Libs)
# syntactic sugar to hopefully make this more readable
set(VeryBadLib ${Executable}_${lib})
set(isEditor $<STREQUAL:${exe},JA2MAPEDITOR>)
set(isUb $<STREQUAL:${exe},JA2UB>)
set(isUbEditor $<STREQUAL:${exe},JA2UBMAPEDITOR>)
# static library for an app/lang combination, e.g. JA2_ENGLISH_SGP.lib
add_library(${VeryBadLib})
target_sources(${VeryBadLib} PRIVATE ${${lib}Src})
target_compile_definitions(${VeryBadLib} PUBLIC
$<IF:${isEditor},JA2EDITOR;JA2BETAVERSION,>
$<IF:${isUb},JA2UB;JA2UBMAPS,>
$<IF:${isUbEditor},JA2UB;JA2UBMAPS;JA2EDITOR;JA2BETAVERSION,>
${debugFlags}
${lang}
)
target_link_libraries(${Executable} PUBLIC ${VeryBadLib})
endforeach()
# for SGP only
target_link_libraries(${Executable}_SGP PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
target_link_libraries(${Executable}_SGP PUBLIC libpng)
target_compile_definitions(${Executable}_SGP PRIVATE NO_ZLIB_COMPRESSION)
endforeach()
endforeach()
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@@ -0,0 +1,6 @@
set(ConsoleSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Console.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Cursors.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Dialogs.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/FileStream.cpp"
PARENT_SCOPE)
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<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="Console"
ProjectGUID="{F962CFA1-2215-4124-938F-253973A27591}"
RootNamespace="Console"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="true"
SuppressStartupBanner="true"
TargetEnvironment="1"
TypeLibraryName=".\Debug/Console.tlb"
HeaderFileName=""
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
FavorSizeOrSpeed="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
PrecompiledHeaderThrough="stdafx.h"
PrecompiledHeaderFile=".\Debug/Console.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1050"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="comctl32.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
SuppressStartupBanner="true"
OutputFile=".\Debug/Console.bsc"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
UseOfMFC="0"
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-408
View File
@@ -1,408 +0,0 @@
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-74
View File
@@ -327,13 +327,7 @@ void ConsoleCursor::Draw(LPRECT pRect) {
if (m_bActive && m_bVisible) {
#if 0
CONSOLE_CURSOR_INFO csi;
::GetConsoleCursorInfo(m_hStdOut, &csi);
rect.top += (rect.bottom - rect.top) * (100-csi.dwSize)/100;
#else
rect.top += (rect.bottom - rect.top) * 80 / 100;
#endif
::FillRect(m_hdcWindow, &rect, m_hActiveBrush);
}
@@ -706,38 +700,6 @@ FadeBlockCursor::FadeBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCurs
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 35, NULL);
#if 0
if (g_bWin2000) {
// on Win2000 we use real alpha blending
// create a reasonable-sized bitmap, since AlphaBlt resizes
// destination rect if needed, and we don't need to redraw the mem DC
// each time
m_nBmpWidth = BLEND_BMP_WIDTH;
m_nBmpHeight= BLEND_BMP_HEIGHT;
m_hMemDC = ::CreateCompatibleDC(hdcWindow);
m_hBmp = ::CreateCompatibleBitmap(hdcWindow, m_nBmpWidth, m_nBmpHeight);
m_hBmpOld = (HBITMAP)::SelectObject(m_hMemDC, m_hBmp);
HBRUSH hBrush= ::CreateSolidBrush(m_crCursorColor);
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = m_nBmpWidth;
rect.bottom = m_nBmpHeight;
::FillRect(m_hMemDC, &rect, hBrush);
::DeleteObject(hBrush);
m_nStep = -ALPHA_STEP;
m_bfn.BlendOp = AC_SRC_OVER;
m_bfn.BlendFlags = 0;
m_bfn.SourceConstantAlpha = 255;
m_bfn.AlphaFormat = 0;
} else {
#endif
FakeBlend();
// }
}
@@ -746,13 +708,6 @@ FadeBlockCursor::~FadeBlockCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
#if 0
if (g_bWin2000) {
::SelectObject(m_hMemDC, m_hBmpOld);
::DeleteObject(m_hBmp);
::DeleteDC(m_hMemDC);
}
#endif
}
/////////////////////////////////////////////////////////////////////////////
@@ -762,24 +717,6 @@ FadeBlockCursor::~FadeBlockCursor() {
void FadeBlockCursor::Draw(LPRECT pRect) {
#if 0
if (g_bWin2000) {
g_pfnAlphaBlend(
m_hdcWindow,
pRect->left,
pRect->top,
pRect->right - pRect->left,
pRect->bottom - pRect->top,
m_hMemDC,
0,
0,
BLEND_BMP_WIDTH,
BLEND_BMP_HEIGHT,
m_bfn);
} else {
#endif
HBRUSH hBrush = ::CreateSolidBrush(m_arrColors[m_nIndex]);
::FillRect(m_hdcWindow, pRect, hBrush);
@@ -793,17 +730,6 @@ void FadeBlockCursor::Draw(LPRECT pRect) {
/////////////////////////////////////////////////////////////////////////////
void FadeBlockCursor::PrepareNext() {
#if 0
if (g_bWin2000){
if (m_bfn.SourceConstantAlpha < ALPHA_STEP) {
m_nStep = ALPHA_STEP;
} else if ((DWORD)m_bfn.SourceConstantAlpha + ALPHA_STEP > 255) {
m_nStep = -ALPHA_STEP;
}
m_bfn.SourceConstantAlpha += m_nStep;
} else {
#endif
if (m_nIndex == 0) {
m_nStep = 1;
} else if (m_nIndex == (FADE_STEPS)) {
-6
View File
@@ -337,12 +337,6 @@ class FadeBlockCursor : public Cursor {
HMODULE m_hUser32;
BLENDFUNCTION m_bfn;
HDC m_hMemDC;
#if 0
HBITMAP m_hBmp;
HBITMAP m_hBmpOld;
int m_nBmpWidth;
int m_nBmpHeight;
#endif
};
/////////////////////////////////////////////////////////////////////////////
-7
View File
@@ -1,9 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Credits.h"
#include "Encrypted File.h"
#include "Language Defines.h"
#else
#include "Types.h"
#include "Credits.h"
#include "Language Defines.h"
@@ -26,7 +20,6 @@
#include "english.h"
#include "encrypted file.h"
#include "Random.h"
#endif
//externals
extern HVSURFACE ghFrameBuffer;
+27
View File
@@ -0,0 +1,27 @@
set(EditorSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Cursor Modes.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Editor Callbacks.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Editor Modes.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Editor Taskbar Creation.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Editor Taskbar Utils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Editor Undo.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/EditorBuildings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/EditorItems.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/EditorMapInfo.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/EditorMercs.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/EditorTerrain.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/editscreen.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/edit_sys.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Item Statistics.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/LoadScreen.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/messagebox.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/newsmooth.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/popupmenu.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Road Smoothing.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Sector Summary.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/selectwin.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/SmartMethod.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/smooth.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Smoothing Utils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ActionItems.cpp"
PARENT_SCOPE)
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "types.h"
#include "Cursor Modes.h"
#include "renderworld.h"
@@ -22,7 +17,6 @@
#include "Overhead.h"
#include "EditorMercs.h"
#include "EditorBuildings.h"
#endif
#include "Text.h"
-127
View File
@@ -1,127 +0,0 @@
#include "BuildDefines.h"
#ifndef __EDITOR_ALL_H
#define __EDITOR_ALL_H
#ifdef JA2EDITOR
#pragma message("GENERATED PCH FOR EDITOR PROJECT.")
//external
#include "types.h"
#include <stdio.h>
#include <windows.h>
#include "Action Items.h"
#include "Button System.h"
#include "debug.h"
#include "english.h"
#include "environment.h"
#include "Exit Grids.h"
#include "font.h"
#include "Font Control.h"
#include "Keys.h"
#include "input.h"
#include "interface.h"
#include "Interface Items.h"
#include "Isometric Utils.h"
#include "interface panels.h"
#include "lighting.h"
#include "Map Information.h"
#include "mousesystem.h"
#include "Overhead.h"
#include "Overhead map.h"
#include "overhead types.h"
#include "pits.h"
#include "random.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "renderworld.h"
#include "Simple Render Utils.h"
#include "Soldier Create.h"
#include "Soldier Find.h"
#include "sysutil.h"
#include "Text.h"
#include "Text Input.h"
#include "tiledef.h"
#include "utilities.h"
#include "video.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "vsurface.h"
#include "wcheck.h"
#include "weapons.h"
#include "wordwrap.h"
#include "WorldDat.h"
#include "worlddef.h"
#include "World Items.h"
#include "worldman.h"
#include "line.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include "Soldier Init List.h"
#include "StrategicMap.h"
#include "Soldier Add.h"
#include "Soldier Control.h"
#include "soldier profile type.h"
#include "Soldier Profile.h"
#include "Inventory Choosing.h"
#include "Scheduling.h"
#include "Timer Control.h"
#include "sgp.h"
#include "screenids.h"
#include "Sys Globals.h"
#include "Interactive Tiles.h"
#include "Handle UI.h"
#include "Event Pump.h"
#include "message.h"
#include "Game Clock.h"
#include "Game Init.h"
#include "Map Edgepoints.h"
#include "Music Control.h"
#include <memory.h>
#include "Item Types.h"
#include "Items.h"
#include "Handle Items.h"
#include "Animated ProgressBar.h"
#include "gameloop.h"
#include <stdlib.h>
#include "Structure Internals.h"
#include "Cursors.h"
#include "FileMan.h"
#include "Summary Info.h"
#include "time.h"
#include "structure wrap.h"
#include "MessageBoxScreen.h"
#include "GameSettings.h"
//internal
#include "Cursor Modes.h"
#include "edit_sys.h"
#include "Editor Callback Prototypes.h"
#include "Editor Modes.h"
#include "Editor Taskbar Creation.h"
#include "Editor Taskbar Utils.h"
#include "Editor Undo.h"
#include "EditorBuildings.h"
#include "EditorDefines.h"
#include "EditorItems.h"
#include "EditorMapInfo.h"
#include "EditorMercs.h"
#include "EditorTerrain.h"
#include "editscreen.h"
#include "Item Statistics.h"
#include "LoadScreen.h"
#include "messagebox.h"
#include "newsmooth.h"
#include "popupmenu.h"
#include "Road Smoothing.h"
#include "Sector Summary.h"
#include "selectwin.h"
#include "SmartMethod.h"
#include "smooth.h"
#include "Smoothing Utils.h"
#endif
#endif
-45
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@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "types.h"
#include "Button System.h"
#include "EditorDefines.h"
@@ -31,7 +26,6 @@
#include "input.h"
#include "Map Information.h"
#include "EditorMapInfo.h"
#endif
#include "LoadScreen.h"
#include "Text Input.h"
@@ -797,27 +791,7 @@ void ItemsLeftScrollCallback(GUI_BUTTON *btn, INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
#if 0//dnl ch80 011213
gfRenderTaskbar = TRUE;
if (_KeyDown( 17 ) ) // CTRL
{
if (_KeyDown( 16 ) ) // SHIFT
eInfo.sScrollIndex = 0;
else
eInfo.sScrollIndex = __max(eInfo.sScrollIndex - 60, 0);
}
else if (_KeyDown( 16 ) ) // SHIFT
eInfo.sScrollIndex = __max(eInfo.sScrollIndex - 6, 0);
else
eInfo.sScrollIndex--;
if( !eInfo.sScrollIndex )
DisableButton( iEditorButton[ITEMS_LEFTSCROLL] );
if( eInfo.sScrollIndex < ((eInfo.sNumItems+1)/2)-6 )
EnableButton( iEditorButton[ITEMS_RIGHTSCROLL] );
#else
ScrollEditorItemsInfo(FALSE);
#endif
}
}
@@ -825,26 +799,7 @@ void ItemsRightScrollCallback(GUI_BUTTON *btn, INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
#if 0//dnl ch80 011213
gfRenderTaskbar = TRUE;
if (_KeyDown( 17 ) ) // CTRL
{
if (_KeyDown( 16 ) ) // SHIFT
eInfo.sScrollIndex = max( ((eInfo.sNumItems+1)/2)-6, 0);
else
eInfo.sScrollIndex = __min(eInfo.sScrollIndex + 60, (eInfo.sNumItems+1)/2-6);
}
else if (_KeyDown( 16 ) ) // SHIFT
eInfo.sScrollIndex = __min(eInfo.sScrollIndex + 6, (eInfo.sNumItems+1)/2-6);
else
eInfo.sScrollIndex++;
EnableButton( iEditorButton[ITEMS_LEFTSCROLL] );
if( eInfo.sScrollIndex == max( ((eInfo.sNumItems+1)/2)-6, 0) )
DisableButton( iEditorButton[ITEMS_RIGHTSCROLL] );
#else
ScrollEditorItemsInfo(TRUE);
#endif
}
}
-6
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@@ -1,13 +1,8 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "types.h"
#include "Editor Modes.h"
#include "Editor Taskbar Utils.h"
@@ -23,7 +18,6 @@
#include "worlddef.h"
#include "Exit Grids.h"
#include "Worldman.h"
#endif
BOOLEAN gfShowExitGrids = FALSE;
-6
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@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
//sgp
#include "Button System.h"
#include "Font Control.h"
@@ -22,7 +17,6 @@
#include "overhead types.h"
#include "local.h"
#include "Text.h"
#endif
//Category tabs of the editor buttons
void InitEditorTerrainToolbar();
-6
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@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <stdio.h>
#include "types.h"
#include "mousesystem.h"
@@ -47,7 +42,6 @@
#include "Keys.h"
#include "InterfaceItemImages.h"
#include "renderworld.h"//dnl ch78 271113
#endif
void RenderEditorInfo();
-99
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@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "worlddef.h"
#include "worldman.h"
#include "smooth.h"
@@ -23,7 +18,6 @@
#include "keys.h"
#include "EditorItems.h"
#include "EditorMapInfo.h"
#endif
/*
Kris -- Notes on how the undo code works:
@@ -373,56 +367,6 @@ void CropStackToMaxLength( INT32 iMaxCmds )
}
}
#if 0//dnl ch86 200214
//We are adding a light to the undo list. We won't save the mapelement, nor will
//we validate the gridno in the binary tree. This works differently than a mapelement,
//because lights work on a different system. By setting the fLightSaved flag to TRUE,
//this will handle the way the undo command is handled. If there is no lightradius in
//our saved light, then we intend on erasing the light upon undo execution, otherwise, we
//save the light radius and light ID, so that we place it during undo execution.
void AddLightToUndoList( INT32 iMapIndex, INT32 iLightRadius, UINT8 ubLightID )
{
undo_stack *pNode;
undo_struct *pUndoInfo;
if( !gfUndoEnabled )
return;
//When executing an undo command (by adding a light or removing one), that command
//actually tries to add it to the undo list. So we wrap the execution of the undo
//command by temporarily setting this flag, so it'll ignore, and not place a new undo
//command. When finished, the flag is cleared, and lights are again allowed to be saved
//in the undo list.
if( gfIgnoreUndoCmdsForLights )
return;
pNode = (undo_stack*)MemAlloc( sizeof( undo_stack ) );
if( !pNode )
return;
pUndoInfo = (undo_struct *)MemAlloc( sizeof( undo_struct ) );
if( !pUndoInfo )
{
MemFree( pNode );
return;
}
pUndoInfo->fLightSaved = TRUE;
//if ubLightRadius is 0, then we don't need to save the light information because we
//will erase it when it comes time to execute the undo command.
pUndoInfo->ubLightRadius = (UINT8)iLightRadius;
pUndoInfo->ubLightID = ubLightID;
pUndoInfo->iMapIndex = iMapIndex;
pUndoInfo->pMapTile = NULL;
//Add to undo stack
pNode->iCmdCount = 1;
pNode->pData = pUndoInfo;
pNode->pNext = gpTileUndoStack;
gpTileUndoStack = pNode;
CropStackToMaxLength( MAX_UNDO_COMMAND_LENGTH );
}
#endif
BOOLEAN AddToUndoList( INT32 iMapIndex )
{
@@ -549,11 +493,7 @@ BOOLEAN AddToUndoListCmd( INT32 iMapIndex, INT32 iCmdCount )
{
// this loop won't execute for single-tile structures; for multi-tile structures, we have to
// add to the undo list all the other tiles covered by the structure
#if 0//dnl ch83 080114
iCoveredMapIndex = pStructure->sBaseGridNo + pStructure->pDBStructureRef->ppTile[ubLoop]->sPosRelToBase;
#else
iCoveredMapIndex = AddPosRelToBase(pStructure->sBaseGridNo, pStructure->pDBStructureRef->ppTile[ubLoop]);
#endif
AddToUndoList( iCoveredMapIndex );
}
pStructure = pStructure->pNext;
@@ -581,19 +521,11 @@ void CheckMapIndexForMultiTileStructures( UINT32 usMapIndex )
// for multi-tile structures we have to add, to the undo list, all the other tiles covered by the structure
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
#if 0//dnl ch83 080114
iCoveredMapIndex = usMapIndex + pStructure->pDBStructureRef->ppTile[ubLoop]->sPosRelToBase;
#else
iCoveredMapIndex = AddPosRelToBase(usMapIndex, pStructure->pDBStructureRef->ppTile[ubLoop]);
#endif
}
else
{
#if 0//dnl ch83 080114
iCoveredMapIndex = pStructure->sBaseGridNo + pStructure->pDBStructureRef->ppTile[ubLoop]->sPosRelToBase;
#else
iCoveredMapIndex = AddPosRelToBase(pStructure->sBaseGridNo, pStructure->pDBStructureRef->ppTile[ubLoop]);
#endif
}
AddToUndoList( iCoveredMapIndex );
}
@@ -642,26 +574,6 @@ BOOLEAN ExecuteUndoList( void )
while ( (iCurCount < iCmdCount) && (gpTileUndoStack != NULL) )
{
iUndoMapIndex = gpTileUndoStack->pData->iMapIndex;
#if 0//dnl ch86 201214
fExitGrid = ExitGridAtGridNo( iUndoMapIndex );
// Find which map tile we are to "undo"
if( gpTileUndoStack->pData->fLightSaved )
{ //We saved a light, so delete that light
INT16 sX, sY;
//Turn on this flag so that the following code, when executed, doesn't attempt to
//add lights to the undo list. That would cause problems...
gfIgnoreUndoCmdsForLights = TRUE;
ConvertGridNoToXY( iUndoMapIndex, &sX, &sY );
if( !gpTileUndoStack->pData->ubLightRadius )
RemoveLight( sX, sY );
else
PlaceLight( gpTileUndoStack->pData->ubLightRadius, sX, sY, gpTileUndoStack->pData->ubLightID );
//Turn off the flag so lights can again be added to the undo list.
gfIgnoreUndoCmdsForLights = FALSE;
}
else
#endif
{ // We execute the undo command node by simply swapping the contents
// of the undo's MAP_ELEMENT with the world's element.
SwapMapElementWithWorld( iUndoMapIndex, gpTileUndoStack->pData->pMapTile );
@@ -736,19 +648,8 @@ BOOLEAN ExecuteUndoList( void )
//an undo is called, the item is erased, but a cursor is added! I'm quickly
//hacking around this by erasing all cursors here.
RemoveAllTopmostsOfTypeRange( iUndoMapIndex, FIRSTPOINTERS, FIRSTPOINTERS );
#if 0//dnl ch86 110214
if( fExitGrid && !ExitGridAtGridNo( iUndoMapIndex ) )
{ //An exitgrid has been removed, so get rid of the associated indicator.
RemoveTopmost( iUndoMapIndex, FIRSTPOINTERS8 );
}
else if( !fExitGrid && ExitGridAtGridNo( iUndoMapIndex ) )
{ //An exitgrid has been added, so add the associated indicator
AddTopmostToTail( iUndoMapIndex, FIRSTPOINTERS8 );
}
#else
if(gfShowExitGrids && fExitGrid)
AddTopmostToTail(iUndoMapIndex, FIRSTPOINTERS8);
#endif
}
return( TRUE );
-43
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@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "tiledef.h"
#include "edit_sys.h"
#include "sysutil.h"
@@ -34,7 +29,6 @@
#include "editscreen.h"
#include "EditorItems.h"
#include "EditorMapInfo.h"
#endif
BOOLEAN fBuildingShowRoofs, fBuildingShowWalls, fBuildingShowRoomInfo;
UINT16 usCurrentMode;
@@ -372,44 +366,8 @@ void PasteMapElementToNewMapElement( INT32 iSrcGridNo, INT32 iDstGridNo )
AddTopmostToTail( iDstGridNo, pNode->usIndex );
pNode = pNode->pNext;
}
#if 0//dnl ch86 110214
for ( usType = FIRSTROOF; usType <= LASTSLANTROOF; usType++ )
{
HideStructOfGivenType( iDstGridNo, usType, (BOOLEAN)(!fBuildingShowRoofs) );
}
#endif
}
#if 0//dnl ch86 220214
void MoveBuilding( INT32 iMapIndex )
{
BUILDINGLAYOUTNODE *curr;
INT32 iOffset;
if( !gpBuildingLayoutList )
return;
SortBuildingLayout( iMapIndex );
iOffset = iMapIndex - gsBuildingLayoutAnchorGridNo;
if(iOffset == 0)//dnl ch32 080909
return;
//First time, set the undo gridnos to everything effected.
curr = gpBuildingLayoutList;
while( curr )
{
AddToUndoList( curr->sGridNo );
AddToUndoList( curr->sGridNo + iOffset );
curr = curr->next;
}
//Now, move the building
curr = gpBuildingLayoutList;
while( curr )
{
PasteMapElementToNewMapElement( curr->sGridNo, curr->sGridNo + iOffset );
DeleteStuffFromMapTile( curr->sGridNo );
curr = curr->next;
}
MarkWorldDirty();
}
#else
void MoveBuilding( INT32 iMapIndex )
{
INT8 bLightType;
@@ -471,7 +429,6 @@ void MoveBuilding( INT32 iMapIndex )
MarkWorldDirty();
LightSpriteRenderAll();
}
#endif
void PasteBuilding( INT32 iMapIndex )
{
+86 -218
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@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <windows.h>
#include "tiledef.h"
#include "edit_sys.h"
@@ -44,7 +39,6 @@
#include "keys.h"
#include "InterfaceItemImages.h"
#include "Editor Undo.h"//dnl ch86 220214
#endif
#include <vfs/Tools/vfs_log.h>
@@ -137,11 +131,7 @@ void EntryInitEditorItemsInfo()
{
INT32 i;
INVTYPE *item;
eInfo.uiBuffer = 0;
eInfo.fKill = 0;
eInfo.fActive = 0;
eInfo.sWidth = 0;
eInfo.sHeight = 0;
eInfo.sScrollIndex = 0;
eInfo.sSelItemIndex = 0;
eInfo.sHilitedItemIndex = -1;
@@ -223,20 +213,9 @@ void EntryInitEditorItemsInfo()
void InitEditorItemsInfo(UINT32 uiItemType)
{
VSURFACE_DESC vs_desc;
UINT8 *pDestBuf, *pSrcBuf;
UINT32 uiSrcPitchBYTES, uiDestPitchBYTES;
INVTYPE *item;
SGPRect SaveRect, NewRect;
HVOBJECT hVObject;
UINT32 uiVideoObjectIndex;
UINT16 usUselessWidth, usUselessHeight;
INT32 sWidth, sOffset, sStart;
INT32 i, x, y;
INT32 i;
UINT16 usCounter;
CHAR16 pStr[ 100 ];//, pStr2[ 100 ];
CHAR16 pItemName[SIZE_ITEM_NAME];
UINT8 ubBitDepth;
BOOLEAN fTypeMatch;
INT32 iEquipCount = 0;
@@ -327,106 +306,31 @@ void InitEditorItemsInfo(UINT32 uiItemType)
//Allocate memory to store all the item pointers.
if(eInfo.sNumItems)//dnl ch78 271113
eInfo.pusItemIndex = (UINT16*)MemAlloc( sizeof(UINT16) * eInfo.sNumItems );
//Disable the appropriate scroll buttons based on the saved scroll index if applicable
//Left most scroll position
DetermineItemsScrolling();
//calculate the width of the buffer based on the number of items.
//every pair of items (odd rounded up) requires 60 pixels for width.
//the minimum buffer size is 420. Height is always 80 pixels.
eInfo.sWidth = (eInfo.sNumItems > 12) ? (((INT32) eInfo.sNumItems+1)/2)*60 : 360;//dnl ch77 251113 was (SCREEN_HEIGHT - 120) but editor crash if resolution is 1024x768
eInfo.sHeight = 80;
// Create item buffer
GetCurrentVideoSettings( &usUselessWidth, &usUselessHeight, &ubBitDepth );
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
vs_desc.usWidth = eInfo.sWidth;
vs_desc.usHeight = eInfo.sHeight;
vs_desc.ubBitDepth = ubBitDepth;
//!!!Memory check. Create the item buffer
if(!AddVideoSurface( &vs_desc, &eInfo.uiBuffer ))
{
eInfo.fKill = TRUE;
eInfo.fActive = FALSE;
return;
}
pDestBuf = LockVideoSurface(eInfo.uiBuffer, &uiDestPitchBYTES);
pSrcBuf = LockVideoSurface(FRAME_BUFFER, &uiSrcPitchBYTES);
//copy a blank chunk of the editor interface to the new buffer.
for( i=0; i<eInfo.sWidth; i+=60 )
{
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
(UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0+i, 0, iScreenWidthOffset + 100, 2 * iScreenHeightOffset + 360, 60, 80 );
}
UnLockVideoSurface(eInfo.uiBuffer);
UnLockVideoSurface(FRAME_BUFFER);
x = 0;
y = 0;
usCounter = 0;
NewRect.iTop = 0;
NewRect.iBottom = eInfo.sHeight;
NewRect.iLeft = 0;
NewRect.iRight = eInfo.sWidth;
GetClippingRect(&SaveRect);
SetClippingRect(&NewRect);
// Go through the items, and depending on the current eInfo.uiItemType, store the item indexes for blitting graphics and names later in RenderEditorItemsInfo()
if( eInfo.uiItemType == TBAR_MODE_ITEM_KEYS )
{ //Keys use a totally different method for determining
for( i = 0; i < eInfo.sNumItems; i++ )
{
//item = &Item[ KeyTable[ 0 ].usItem + LockTable[ i ].usKeyItem ];
item = &Item[ KeyTable[ LockTable[ i ].usKeyItem ].usItem ];
uiVideoObjectIndex = GetInterfaceGraphicForItem( item );
GetVideoObject( &hVObject, uiVideoObjectIndex );
//Store these item pointers for later when rendering selected items.
//eInfo.pusItemIndex[i] = KeyTable[ 0 ].usItem + LockTable[ i ].usKeyItem;
eInfo.pusItemIndex[i] = KeyTable[ LockTable[ i ].usKeyItem ].usItem;
SetFont(SMALLCOMPFONT);
SetFontForeground( FONT_MCOLOR_WHITE );
SetFontDestBuffer( eInfo.uiBuffer, 0, 0, eInfo.sWidth, eInfo.sHeight, FALSE );
swprintf( pStr, L"%S", LockTable[ i ].ubEditorName );
DisplayWrappedString(x, (UINT16)(y+25), 60, 2, SMALLCOMPFONT, FONT_WHITE, pStr, FONT_BLACK, TRUE, CENTER_JUSTIFIED );
UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum;
//Calculate the center position of the graphic in a 60 pixel wide area.
sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth;
sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX;
sStart = x + (60 - sWidth - sOffset*2) / 2;
BltVideoObjectOutlineFromIndex( eInfo.uiBuffer, uiVideoObjectIndex, usGraphicNum, sStart, y+2, 0, FALSE );
//cycle through the various slot positions (0,0), (0,40), (60,0), (60,40), (120,0)...
if( y == 0 )
{
y = 40;
}
else
{
y = 0;
x += 60;
}
eInfo.pusItemIndex[i] = KeyTable[LockTable[i].usKeyItem].usItem;
}
}
else for( i = 0; i < eInfo.sNumItems; i++ )
{
fTypeMatch = FALSE;
while( usCounter<MAXITEMS && !fTypeMatch )
{
if ( Item[usCounter].usItemClass == 0 )
{
//break;
usCounter++;
continue;
}
item = &Item[usCounter];
//if( Item[usCounter].fFlags & ITEM_NOT_EDITOR )
if(item->notineditor)
{
usCounter++;
@@ -495,99 +399,12 @@ void InitEditorItemsInfo(UINT32 uiItemType)
}
if( fTypeMatch )
{
uiVideoObjectIndex = GetInterfaceGraphicForItem( item );
GetVideoObject( &hVObject, uiVideoObjectIndex );
//Store these item pointers for later when rendering selected items.
eInfo.pusItemIndex[i] = usCounter;
SetFont(SMALLCOMPFONT);
SetFontForeground( FONT_MCOLOR_WHITE );
SetFontDestBuffer( eInfo.uiBuffer, 0, 0, eInfo.sWidth, eInfo.sHeight, FALSE );
if( eInfo.uiItemType != TBAR_MODE_ITEM_TRIGGERS )
{
LoadItemInfo( usCounter, pItemName, NULL );
swprintf( pStr, L"%s", pItemName );
}
else
{
if( i == PRESSURE_ACTION_ID )
{
swprintf( pStr, pInitEditorItemsInfoText[0] );
}
else if( i < 2 )
{
if( usCounter == SWITCH )
swprintf( pStr, pInitEditorItemsInfoText[5] );
else
swprintf( pStr, pInitEditorItemsInfoText[1] );
}
else if( i < 4 )
{
if( usCounter == SWITCH )
swprintf( pStr, pInitEditorItemsInfoText[6] );
else
swprintf( pStr, pInitEditorItemsInfoText[2] );
}
else if( i < 6 )
{
if( usCounter == SWITCH )
swprintf( pStr, pInitEditorItemsInfoText[7] );
else
swprintf( pStr, pInitEditorItemsInfoText[3] );
}
else
{
if( usCounter == SWITCH )
swprintf( pStr, pInitEditorItemsInfoText[8], (i-4)/2 );
else
swprintf( pStr, pInitEditorItemsInfoText[4], (i-4)/2 );
}
}
DisplayWrappedString(x, (UINT16)(y+25), 60, 2, SMALLCOMPFONT, FONT_WHITE, pStr, FONT_BLACK, TRUE, CENTER_JUSTIFIED );
UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum;
if(usGraphicNum < hVObject->usNumberOfObjects)
{
//Calculate the center position of the graphic in a 60 pixel wide area.
sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth;
sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX;
sStart = x + (60 - sWidth - sOffset*2) / 2;
if( sWidth && sWidth > 0 )
{
BltVideoObjectOutlineFromIndex( eInfo.uiBuffer, uiVideoObjectIndex, usGraphicNum, sStart, y+2, 0, FALSE );
}
//cycle through the various slot positions (0,0), (0,40), (60,0), (60,40), (120,0)...
if( y == 0 )
{
y = 40;
}
else
{
y = 0;
x += 60;
}
}
else
{
static vfs::Log& editorLog = *vfs::Log::create(L"EditorItems.log");
editorLog << L"Tried to access item ["
<< item->ubGraphicNum << L"/" << hVObject->usNumberOfObjects
<< L"]" << vfs::Log::endl;
}
}
usCounter++;
}
}
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
SetClippingRect(&SaveRect);
gfRenderTaskbar = TRUE;
}
void DetermineItemsScrolling()
@@ -607,8 +424,6 @@ void DetermineItemsScrolling()
void RenderEditorItemsInfo()
{
UINT8 *pDestBuf, *pSrcBuf;
UINT32 uiSrcPitchBYTES, uiDestPitchBYTES;
INVTYPE *item;
HVOBJECT hVObject;
UINT32 uiVideoObjectIndex;
@@ -627,14 +442,6 @@ void RenderEditorItemsInfo()
{ //Mouse has moved out of the items display region -- so nothing can be highlighted.
eInfo.sHilitedItemIndex = -1;
}
pDestBuf = LockVideoSurface(FRAME_BUFFER, &uiDestPitchBYTES);
pSrcBuf = LockVideoSurface(eInfo.uiBuffer, &uiSrcPitchBYTES);
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
(UINT16 *)pSrcBuf, uiSrcPitchBYTES, iScreenWidthOffset + 110, 2 * iScreenHeightOffset + 360, 60*eInfo.sScrollIndex, 0, 360, 80 );
UnLockVideoSurface(eInfo.uiBuffer);
UnLockVideoSurface(FRAME_BUFFER);
//calculate the min and max index that is currently shown. This determines
//if the highlighted and/or selected items are drawn with the outlines.
@@ -685,26 +492,101 @@ void RenderEditorItemsInfo()
}
}
}
//draw item index no & the numbers of each visible item that currently resides in the world.
//draw item graphics, name, index number & the numbers of each visible item that currently resides in the world.
maxIndex = min( maxIndex, eInfo.sNumItems-1 );
for( i = minIndex; i <= maxIndex; i++ )
{
x = iScreenWidthOffset + (i/2 - eInfo.sScrollIndex)*60 + 110;
y = 2 * iScreenHeightOffset + 360 + (i % 2) * 40;
SetFont( BLOCKFONTNARROW );
SetFontForeground( FONT_LTGREEN );
SetFontShadow( FONT_NEARBLACK );
// item index no
// Blit item graphics on demand based on what is visible
UINT16 itemIndex = eInfo.pusItemIndex[i];
item = &Item[itemIndex];
uiVideoObjectIndex = GetInterfaceGraphicForItem(item);
GetVideoObject(&hVObject, uiVideoObjectIndex);
UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : item->ubGraphicNum;
if (usGraphicNum >= hVObject->usNumberOfObjects) // Tried to access graphics outside of hvObject's indices
{
static vfs::Log& editorLog = *vfs::Log::create(L"EditorItems.log");
editorLog << L"Tried to access item ["
<< item->ubGraphicNum << L"/" << hVObject->usNumberOfObjects
<< L"]" << vfs::Log::endl;
}
sWidth = hVObject->pETRLEObject[usGraphicNum].usWidth;
sOffset = hVObject->pETRLEObject[usGraphicNum].sOffsetX;
sStart = x + (60 - sWidth - sOffset * 2) / 2;
BltVideoObjectOutlineFromIndex(FRAME_BUFFER, uiVideoObjectIndex, usGraphicNum, sStart, y + 2, Get16BPPColor(FROMRGB(250, 0, 0)), FALSE);
// Display item name
CHAR16 pStr[100];
CHAR16 pItemName[SIZE_ITEM_NAME];
if (eInfo.uiItemType == TBAR_MODE_ITEM_KEYS)
{
swprintf(pStr, L"%S", LockTable[i].ubEditorName);
}
else if (eInfo.uiItemType != TBAR_MODE_ITEM_TRIGGERS)
{
LoadItemInfo(eInfo.pusItemIndex[i], pItemName, NULL);
swprintf(pStr, L"%s", pItemName);
}
else
{
if (i == PRESSURE_ACTION_ID)
{
swprintf(pStr, pInitEditorItemsInfoText[0]);
}
else if (i < 2)
{
if (itemIndex == SWITCH)
swprintf(pStr, pInitEditorItemsInfoText[5]);
else
swprintf(pStr, pInitEditorItemsInfoText[1]);
}
else if (i < 4)
{
if (itemIndex == SWITCH)
swprintf(pStr, pInitEditorItemsInfoText[6]);
else
swprintf(pStr, pInitEditorItemsInfoText[2]);
}
else if (i < 6)
{
if (itemIndex == SWITCH)
swprintf(pStr, pInitEditorItemsInfoText[7]);
else
swprintf(pStr, pInitEditorItemsInfoText[3]);
}
else
{
if (itemIndex == SWITCH)
swprintf(pStr, pInitEditorItemsInfoText[8], (i - 4) / 2);
else
swprintf(pStr, pInitEditorItemsInfoText[4], (i - 4) / 2);
}
}
SetFont(SMALLCOMPFONT);
SetFontForeground(FONT_MCOLOR_WHITE);
DisplayWrappedString(x, (UINT16)(y + 25), 60, 2, SMALLCOMPFONT, FONT_WHITE, pStr, FONT_BLACK, TRUE, CENTER_JUSTIFIED);
SetFont(BLOCKFONTNARROW);
SetFontForeground(FONT_LTGREEN);
SetFontShadow(FONT_NEARBLACK);
// item index number
mprintf( x + 12, y + 18, L"%d", eInfo.pusItemIndex[ i ] );
// index no within usItemClass
// index number within usItemClass
SetFontForeground( FONT_LTBLUE );
mprintf( x + 40, y + 18, L"%d", i );
// numbers of each visible item
usNumItems = CountNumberOfEditorPlacementsInWorld( i, &usQuantity );
if( usNumItems )
{
SetFont( FONT10ARIAL );
@@ -719,21 +601,13 @@ void RenderEditorItemsInfo()
void ClearEditorItemsInfo()
{
if( eInfo.uiBuffer )
{
DeleteVideoSurfaceFromIndex( eInfo.uiBuffer );
eInfo.uiBuffer = 0;
}
if( eInfo.pusItemIndex )
{
MemFree( eInfo.pusItemIndex );
eInfo.pusItemIndex = NULL;
}
DisableEditorRegion( ITEM_REGION_ID );
eInfo.fKill = 0;
eInfo.fActive = 0;
eInfo.sWidth = 0;
eInfo.sHeight = 0;
eInfo.sNumItems = 0;
//save the highlighted selections
switch( eInfo.uiItemType )
@@ -1158,16 +1032,10 @@ void DeleteSelectedItem()
if( gpEditingItemPool == gpItemPool )
gpEditingItemPool = NULL;
RemoveItemFromPool( sGridNo, gpItemPool->iItemIndex, 0 );
#if 0//dnl ch86 220214
gpItemPool = NULL;
//determine if there are still any items at this location
if( GetItemPoolFromGround( sGridNo, &gpItemPool ) )
#else
ITEM_POOL *pItemPoolOld = gpItemPool;
GetItemPoolFromGround(sGridNo, &gpItemPool);
UpdateItemPoolInUndoList(sGridNo, pItemPoolOld, gpItemPool);
if(gpItemPool)
#endif
{ //reset display for remaining items
SpecifyItemToEdit( &gWorldItems[ gpItemPool->iItemIndex ].object, gpItemPool->sGridNo );
}
-5
View File
@@ -6,14 +6,9 @@
typedef struct{
BOOLEAN fGameInit; //Used for initializing save variables the first time.
//This flag is initialize at
BOOLEAN fKill; //flagged for deallocation.
BOOLEAN fActive; //currently active
UINT16 *pusItemIndex; //a dynamic array of Item indices
UINT32 uiBuffer; //index of buffer
UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment
//Kaiden/Buggler: was previously INT16 - Fix for number of items capped by class in editor
INT32 sWidth, sHeight; //width and height of buffer
INT16 sNumItems; //total number of items in the current class of item.
INT16 sSelItemIndex; //currently selected item index.
INT16 sHilitedItemIndex;
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <windows.h>
#include "tiledef.h"
#include "edit_sys.h"
@@ -57,7 +52,6 @@
#include "environment.h"
#include "Simple Render Utils.h"
#include "Text.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <windows.h>
#include "tiledef.h"
#include "edit_sys.h"
@@ -64,7 +59,6 @@
#include "message.h"
#include "InterfaceItemImages.h"
#include "english.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
+283
View File
@@ -1,5 +1,281 @@
#pragma once
#include "BuildDefines.h"
//-----------------------------------------------
//
// civilian "sub teams":
enum
{
NON_CIV_GROUP = 0,
REBEL_CIV_GROUP,
KINGPIN_CIV_GROUP,
SANMONA_ARMS_GROUP,
ANGELS_GROUP,
BEGGARS_CIV_GROUP,
TOURISTS_CIV_GROUP,
ALMA_MILITARY_CIV_GROUP,
DOCTORS_CIV_GROUP,
COUPLE1_CIV_GROUP,
HICKS_CIV_GROUP,
WARDEN_CIV_GROUP,
JUNKYARD_CIV_GROUP,
FACTORY_KIDS_GROUP,
QUEENS_CIV_GROUP,
UNNAMED_CIV_GROUP_15,
UNNAMED_CIV_GROUP_16,
UNNAMED_CIV_GROUP_17,
UNNAMED_CIV_GROUP_18,
UNNAMED_CIV_GROUP_19,
ASSASSIN_CIV_GROUP, // Flugente: enemy assassins belong to this group
POW_PRISON_CIV_GROUP, // Flugente: prisoners of war the player caught are in this group
UNNAMED_CIV_GROUP_22,
UNNAMED_CIV_GROUP_23,
VOLUNTEER_CIV_GROUP, // Flugente: civilians that the player recruited
BOUNTYHUNTER_CIV_GROUP, // Flugente: hostile bounty hunters
DOWNEDPILOT_CIV_GROUP, // Flugente: downed pilots
SCIENTIST_GROUP, // Flugente: enemy civilian personnel
RADAR_TECHNICIAN_GROUP,
AIRPORT_STAFF_GROUP,
BARRACK_STAFF_GROUP,
FACTORY_GROUP,
ADMINISTRATIVE_STAFF_GROUP,
LOYAL_CIV_GROUP, // civil population deeply loyal to the queen
BLACKMARKET_GROUP, // black market dealer and bodyguards
UNNAMED_CIV_GROUP_35,
UNNAMED_CIV_GROUP_36,
UNNAMED_CIV_GROUP_37,
UNNAMED_CIV_GROUP_38,
UNNAMED_CIV_GROUP_39,
UNNAMED_CIV_GROUP_40,
UNNAMED_CIV_GROUP_41,
UNNAMED_CIV_GROUP_42,
UNNAMED_CIV_GROUP_43,
UNNAMED_CIV_GROUP_44,
UNNAMED_CIV_GROUP_45,
UNNAMED_CIV_GROUP_46,
UNNAMED_CIV_GROUP_47,
UNNAMED_CIV_GROUP_48,
UNNAMED_CIV_GROUP_49,
UNNAMED_CIV_GROUP_50,
UNNAMED_CIV_GROUP_51,
UNNAMED_CIV_GROUP_52,
UNNAMED_CIV_GROUP_53,
UNNAMED_CIV_GROUP_54,
UNNAMED_CIV_GROUP_55,
UNNAMED_CIV_GROUP_56,
UNNAMED_CIV_GROUP_57,
UNNAMED_CIV_GROUP_58,
UNNAMED_CIV_GROUP_59,
UNNAMED_CIV_GROUP_60,
UNNAMED_CIV_GROUP_61,
UNNAMED_CIV_GROUP_62,
UNNAMED_CIV_GROUP_63,
UNNAMED_CIV_GROUP_64,
UNNAMED_CIV_GROUP_65,
UNNAMED_CIV_GROUP_66,
UNNAMED_CIV_GROUP_67,
UNNAMED_CIV_GROUP_68,
UNNAMED_CIV_GROUP_69,
UNNAMED_CIV_GROUP_70,
UNNAMED_CIV_GROUP_71,
UNNAMED_CIV_GROUP_72,
UNNAMED_CIV_GROUP_73,
UNNAMED_CIV_GROUP_74,
UNNAMED_CIV_GROUP_75,
UNNAMED_CIV_GROUP_76,
UNNAMED_CIV_GROUP_77,
UNNAMED_CIV_GROUP_78,
UNNAMED_CIV_GROUP_79,
UNNAMED_CIV_GROUP_80,
UNNAMED_CIV_GROUP_81,
UNNAMED_CIV_GROUP_82,
UNNAMED_CIV_GROUP_83,
UNNAMED_CIV_GROUP_84,
UNNAMED_CIV_GROUP_85,
UNNAMED_CIV_GROUP_86,
UNNAMED_CIV_GROUP_87,
UNNAMED_CIV_GROUP_88,
UNNAMED_CIV_GROUP_89,
UNNAMED_CIV_GROUP_90,
UNNAMED_CIV_GROUP_91,
UNNAMED_CIV_GROUP_92,
UNNAMED_CIV_GROUP_93,
UNNAMED_CIV_GROUP_94,
UNNAMED_CIV_GROUP_95,
UNNAMED_CIV_GROUP_96,
UNNAMED_CIV_GROUP_97,
UNNAMED_CIV_GROUP_98,
UNNAMED_CIV_GROUP_99,
UNNAMED_CIV_GROUP_100,
UNNAMED_CIV_GROUP_101,
UNNAMED_CIV_GROUP_102,
UNNAMED_CIV_GROUP_103,
UNNAMED_CIV_GROUP_104,
UNNAMED_CIV_GROUP_105,
UNNAMED_CIV_GROUP_106,
UNNAMED_CIV_GROUP_107,
UNNAMED_CIV_GROUP_108,
UNNAMED_CIV_GROUP_109,
UNNAMED_CIV_GROUP_110,
UNNAMED_CIV_GROUP_111,
UNNAMED_CIV_GROUP_112,
UNNAMED_CIV_GROUP_113,
UNNAMED_CIV_GROUP_114,
UNNAMED_CIV_GROUP_115,
UNNAMED_CIV_GROUP_116,
UNNAMED_CIV_GROUP_117,
UNNAMED_CIV_GROUP_118,
UNNAMED_CIV_GROUP_119,
UNNAMED_CIV_GROUP_120,
UNNAMED_CIV_GROUP_121,
UNNAMED_CIV_GROUP_122,
UNNAMED_CIV_GROUP_123,
UNNAMED_CIV_GROUP_124,
UNNAMED_CIV_GROUP_125,
UNNAMED_CIV_GROUP_126,
UNNAMED_CIV_GROUP_127,
UNNAMED_CIV_GROUP_128,
UNNAMED_CIV_GROUP_129,
UNNAMED_CIV_GROUP_130,
UNNAMED_CIV_GROUP_131,
UNNAMED_CIV_GROUP_132,
UNNAMED_CIV_GROUP_133,
UNNAMED_CIV_GROUP_134,
UNNAMED_CIV_GROUP_135,
UNNAMED_CIV_GROUP_136,
UNNAMED_CIV_GROUP_137,
UNNAMED_CIV_GROUP_138,
UNNAMED_CIV_GROUP_139,
UNNAMED_CIV_GROUP_140,
UNNAMED_CIV_GROUP_141,
UNNAMED_CIV_GROUP_142,
UNNAMED_CIV_GROUP_143,
UNNAMED_CIV_GROUP_144,
UNNAMED_CIV_GROUP_145,
UNNAMED_CIV_GROUP_146,
UNNAMED_CIV_GROUP_147,
UNNAMED_CIV_GROUP_148,
UNNAMED_CIV_GROUP_149,
UNNAMED_CIV_GROUP_150,
UNNAMED_CIV_GROUP_151,
UNNAMED_CIV_GROUP_152,
UNNAMED_CIV_GROUP_153,
UNNAMED_CIV_GROUP_154,
UNNAMED_CIV_GROUP_155,
UNNAMED_CIV_GROUP_156,
UNNAMED_CIV_GROUP_157,
UNNAMED_CIV_GROUP_158,
UNNAMED_CIV_GROUP_159,
UNNAMED_CIV_GROUP_160,
UNNAMED_CIV_GROUP_161,
UNNAMED_CIV_GROUP_162,
UNNAMED_CIV_GROUP_163,
UNNAMED_CIV_GROUP_164,
UNNAMED_CIV_GROUP_165,
UNNAMED_CIV_GROUP_166,
UNNAMED_CIV_GROUP_167,
UNNAMED_CIV_GROUP_168,
UNNAMED_CIV_GROUP_169,
UNNAMED_CIV_GROUP_170,
UNNAMED_CIV_GROUP_171,
UNNAMED_CIV_GROUP_172,
UNNAMED_CIV_GROUP_173,
UNNAMED_CIV_GROUP_174,
UNNAMED_CIV_GROUP_175,
UNNAMED_CIV_GROUP_176,
UNNAMED_CIV_GROUP_177,
UNNAMED_CIV_GROUP_178,
UNNAMED_CIV_GROUP_179,
UNNAMED_CIV_GROUP_180,
UNNAMED_CIV_GROUP_181,
UNNAMED_CIV_GROUP_182,
UNNAMED_CIV_GROUP_183,
UNNAMED_CIV_GROUP_184,
UNNAMED_CIV_GROUP_185,
UNNAMED_CIV_GROUP_186,
UNNAMED_CIV_GROUP_187,
UNNAMED_CIV_GROUP_188,
UNNAMED_CIV_GROUP_189,
UNNAMED_CIV_GROUP_190,
UNNAMED_CIV_GROUP_191,
UNNAMED_CIV_GROUP_192,
UNNAMED_CIV_GROUP_193,
UNNAMED_CIV_GROUP_194,
UNNAMED_CIV_GROUP_195,
UNNAMED_CIV_GROUP_196,
UNNAMED_CIV_GROUP_197,
UNNAMED_CIV_GROUP_198,
UNNAMED_CIV_GROUP_199,
UNNAMED_CIV_GROUP_200,
UNNAMED_CIV_GROUP_201,
UNNAMED_CIV_GROUP_202,
UNNAMED_CIV_GROUP_203,
UNNAMED_CIV_GROUP_204,
UNNAMED_CIV_GROUP_205,
UNNAMED_CIV_GROUP_206,
UNNAMED_CIV_GROUP_207,
UNNAMED_CIV_GROUP_208,
UNNAMED_CIV_GROUP_209,
UNNAMED_CIV_GROUP_210,
UNNAMED_CIV_GROUP_211,
UNNAMED_CIV_GROUP_212,
UNNAMED_CIV_GROUP_213,
UNNAMED_CIV_GROUP_214,
UNNAMED_CIV_GROUP_215,
UNNAMED_CIV_GROUP_216,
UNNAMED_CIV_GROUP_217,
UNNAMED_CIV_GROUP_218,
UNNAMED_CIV_GROUP_219,
UNNAMED_CIV_GROUP_220,
UNNAMED_CIV_GROUP_221,
UNNAMED_CIV_GROUP_222,
UNNAMED_CIV_GROUP_223,
UNNAMED_CIV_GROUP_224,
UNNAMED_CIV_GROUP_225,
UNNAMED_CIV_GROUP_226,
UNNAMED_CIV_GROUP_227,
UNNAMED_CIV_GROUP_228,
UNNAMED_CIV_GROUP_229,
UNNAMED_CIV_GROUP_230,
UNNAMED_CIV_GROUP_231,
UNNAMED_CIV_GROUP_232,
UNNAMED_CIV_GROUP_233,
UNNAMED_CIV_GROUP_234,
UNNAMED_CIV_GROUP_235,
UNNAMED_CIV_GROUP_236,
UNNAMED_CIV_GROUP_237,
UNNAMED_CIV_GROUP_238,
UNNAMED_CIV_GROUP_239,
UNNAMED_CIV_GROUP_240,
UNNAMED_CIV_GROUP_241,
UNNAMED_CIV_GROUP_242,
UNNAMED_CIV_GROUP_243,
UNNAMED_CIV_GROUP_244,
UNNAMED_CIV_GROUP_245,
UNNAMED_CIV_GROUP_246,
UNNAMED_CIV_GROUP_247,
UNNAMED_CIV_GROUP_248,
UNNAMED_CIV_GROUP_249,
UNNAMED_CIV_GROUP_250,
UNNAMED_CIV_GROUP_251,
UNNAMED_CIV_GROUP_252,
UNNAMED_CIV_GROUP_253,
UNNAMED_CIV_GROUP_254,
NUM_CIV_GROUPS
};
#define CIV_GROUP_NEUTRAL 0
#define CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE 1
#define CIV_GROUP_WILL_BECOME_HOSTILE 2
#define CIV_GROUP_HOSTILE 3
#ifdef JA2EDITOR
#ifndef __EDITORMERCS_H
@@ -110,6 +386,13 @@ void HandleMercInventoryPanel( INT16 sX, INT16 sY, INT8 bEvent );
extern UINT16 gusMercsNewItemIndex;
extern BOOLEAN gfRenderMercInfo;
//NOTE: The editor uses these enumerations, so please update the text as well if you modify or
// add new groups. Try to abbreviate the team name as much as possible. The text is in
// EditorMercs.c
extern CHAR16 gszCivGroupNames[ NUM_CIV_GROUPS ][ 128 ];
//
//-----------------------------------------------
void ChangeCivGroup( UINT8 ubNewCivGroup );
#define MERCINV_LGSLOT_WIDTH 48
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <windows.h>
#include "tiledef.h"
#include "edit_sys.h"
@@ -32,7 +27,6 @@
#include "Editor Taskbar Utils.h"
#include "Cursor Modes.h"
#include "english.h"
#endif
BOOLEAN gfShowTerrainTileButtons;
UINT8 ubTerrainTileButtonWeight[NUM_TERRAIN_TILE_REGIONS];
-563
View File
@@ -1,563 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="Editor"
ProjectGUID="{60D793F2-90B4-43C9-83B5-221EE11B37E6}"
RootNamespace="Editor"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="MapEditor|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="MapEditorD|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
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<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='MapEditor|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='MapEditor|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release_WithDebugInfo|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release_WithDebugInfo|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeaderFile>
</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>
</PrecompiledHeaderOutputFile>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <memory.h>
#include <stdio.h>
#include "types.h"
@@ -31,7 +26,6 @@
#include "PopupMenu.h"
#include "pits.h"
#include "Text.h"
#endif
#include "soldier profile type.h"
#include "LuaInitNPCs.h"
+2 -8
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <stdio.h>
#include "Font Control.h"
#include "renderworld.h"
@@ -45,7 +40,6 @@
#include "MessageBoxScreen.h"
#include <vfs/Core/vfs.h>//dnl ch37 110909
#include "Exit Grids.h"//dnl ch86 190214
#endif
//===========================================================================
@@ -568,7 +562,7 @@ void CreateFileDialog( STR16 zTitle )
//File list window
iFileDlgButtons[4] = CreateHotSpot( (iScreenWidthOffset + 179+4), (iScreenHeightOffset + 69+3), (179+4+240), (69+120+3), MSYS_PRIORITY_HIGH-1, BUTTON_NO_CALLBACK, FDlgNamesCallback);
//Title button
iFileDlgButtons[5] = CreateTextButton(zTitle, HUGEFONT, FONT_LTKHAKI, FONT_DKKHAKI,
iFileDlgButtons[5] = CreateTextButton(zTitle, GetHugeFont(), FONT_LTKHAKI, FONT_DKKHAKI,
BUTTON_USE_DEFAULT,iScreenWidthOffset + 179, iScreenHeightOffset + 39,281,30,BUTTON_NO_TOGGLE,
MSYS_PRIORITY_HIGH-2,BUTTON_NO_CALLBACK,BUTTON_NO_CALLBACK);
DisableButton(iFileDlgButtons[5]);
@@ -1019,7 +1013,7 @@ UINT32 ProcessFileIO()
case INITIATE_MAP_SAVE: //draw save message
StartFrameBufferRender( );
SaveFontSettings();
SetFont( HUGEFONT );
SetFont( GetHugeFont() );
SetFontForeground( FONT_LTKHAKI );
SetFontShadow( FONT_DKKHAKI );
SetFontBackground( 0 );
-6
View File
@@ -1,19 +1,13 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "types.h"
#include "Road Smoothing.h"
#include "tiledat.h"
#include "worlddef.h"
#include "worldman.h"
#include "Editor Undo.h"
#endif
typedef struct MACROSTRUCT
+2 -282
View File
@@ -1,13 +1,8 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <stdio.h>
#include "types.h"
#include "Sector Summary.h"
@@ -42,7 +37,6 @@
#include "GameSettings.h"
#include "EditorTerrain.h"//dnl ch78 261113
#include "Render Dirty.h"//dnl ch78 271113
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_file_raii.h>
@@ -245,11 +239,6 @@ enum{
SUMMARY_LOAD,
SUMMARY_SAVE,
SUMMARY_OVERRIDE,
#if 0
SUMMARY_NEW_GROUNDLEVEL,
SUMMARY_NEW_BASEMENTLEVEL,
SUMMARY_NEW_CAVELEVEL,
#endif
SUMMARY_UPDATE,
SUMMARY_SCIFI,
SUMMARY_REAL,
@@ -357,17 +346,6 @@ void CreateSummaryWindow()
CreateCheckBoxButton( ( INT16 ) ( MAP_LEFT + 110 ), ( INT16 ) ( MAP_BOTTOM + 59 ), "EDITOR\\smcheckbox.sti", MSYS_PRIORITY_HIGH, SummaryOverrideCallback );
#if 0
iSummaryButton[ SUMMARY_NEW_GROUNDLEVEL ] =
CreateSimpleButton( MAP_LEFT, MAP_BOTTOM+58, "EDITOR\\new.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, SummaryNewGroundLevelCallback );
SetButtonFastHelpText( iSummaryButton[ SUMMARY_NEW_GROUNDLEVEL ], L"New map" );
iSummaryButton[ SUMMARY_NEW_BASEMENTLEVEL ] =
CreateSimpleButton( MAP_LEFT+32, MAP_BOTTOM+58, "EDITOR\\new.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, SummaryNewBasementLevelCallback );
SetButtonFastHelpText( iSummaryButton[ SUMMARY_NEW_BASEMENTLEVEL ], L"New basement" );
iSummaryButton[ SUMMARY_NEW_CAVELEVEL ] =
CreateSimpleButton( MAP_LEFT+64, MAP_BOTTOM+58, "EDITOR\\new.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, SummaryNewCaveLevelCallback );
SetButtonFastHelpText( iSummaryButton[ SUMMARY_NEW_CAVELEVEL ], L"New cave level" );
#endif
iSummaryButton[ SUMMARY_UPDATE ] =
@@ -1830,28 +1808,6 @@ void SummaryToggleProgressCallback( GUI_BUTTON *btn, INT32 reason )
#include "Tile Surface.h"
void PerformTest()
{
#if 0
OutputDebugString( "PERFORMING A NEW TEST -------------------------------------------------\n" );
memset( gbDefaultSurfaceUsed, 0, sizeof( gbDefaultSurfaceUsed ) );
giCurrentTilesetID = -1;
switch( Random( 3 ) )
{
case 0:
LoadWorld( "J9.dat" );
break;
case 1:
LoadWorld( "J9_b1.dat" );
break;
case 2:
LoadWorld( "J9_b2.dat" );
break;
}
#endif
}
BOOLEAN HandleSummaryInput( InputAtom *pEvent )
{
if( !gfSummaryWindowActive )
@@ -1877,17 +1833,6 @@ BOOLEAN HandleSummaryInput( InputAtom *pEvent )
else if( gfWorldLoaded )
DestroySummaryWindow();
break;
case F6:
PerformTest();
break;
case F7:
for( x = 0; x < 10; x++ )
PerformTest();
break;
case F8:
for( x = 0; x < 100; x++ )
PerformTest();
break;
case 'y':case 'Y':
if( gusNumEntriesWithOutdatedOrNoSummaryInfo && !gfOutdatedDenied )
{
@@ -3035,16 +2980,6 @@ void SummaryUpdateCallback( GUI_BUTTON *btn, INT32 reason )
SetProgressBarTitle( 0, pSummaryUpdateCallbackText[0], BLOCKFONT2, FONT_RED, FONT_NEARBLACK );
SetProgressBarMsgAttributes( 0, SMALLCOMPFONT, FONT_BLACK, FONT_BLACK );
#if 0
// 0verhaul: This should NOT be freed. An array index can be freed when it is recalculated,
// as this function is about to do. And then it SHOULD be freed first, which it wasn't doing.
// Either way, using this pointer is not a safe way to free the current sector's summary data.
if( gpCurrentSectorSummary )
{
MemFree( gpCurrentSectorSummary );
gpCurrentSectorSummary = NULL;
}
#endif
sprintf( str, "%c%d", gsSelSectorY + 'A' - 1, gsSelSectorX );
EvaluateWorld( str, (UINT8)giCurrLevel );
@@ -3140,11 +3075,11 @@ void ApologizeOverrideAndForceUpdateEverything()
//Draw it
DrawButton( iSummaryButton[ SUMMARY_BACKGROUND ] );
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
SetFont( HUGEFONT );
SetFont( GetHugeFont() );
SetFontForeground( FONT_RED );
SetFontShadow( FONT_NEARBLACK );
swprintf( str, pApologizeOverrideAndForceUpdateEverythingText[0] );
mprintf( (iScreenWidthOffset + 320) - StringPixLength( str, HUGEFONT )/2, iScreenHeightOffset + 105, str );
mprintf( (iScreenWidthOffset + 320) - StringPixLength( str, GetHugeFont() )/2, iScreenHeightOffset + 105, str );
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
swprintf( str, pApologizeOverrideAndForceUpdateEverythingText[1], gusNumberOfMapsToBeForceUpdated );
@@ -3258,220 +3193,6 @@ void ApologizeOverrideAndForceUpdateEverything()
gusNumberOfMapsToBeForceUpdated = 0;
}
#if 0//dnl ch81 041213 this function is screwed up so decide to rewrite it
//CHRISL: ADB changed the way this load file is handled
extern int gEnemyPreservedTempFileVersion[256];
extern int gCivPreservedTempFileVersion[256];
void SetupItemDetailsMode( BOOLEAN fAllowRecursion )
{
HWFILE hfile;
UINT32 uiNumBytesRead;
UINT32 uiNumItems;
CHAR8 szFilename[40];
BASIC_SOLDIERCREATE_STRUCT basic;
SOLDIERCREATE_STRUCT priority;
INT32 i, j;
UINT16 usNumItems;
OBJECTTYPE *pItem;
UINT16 usPEnemyIndex, usNEnemyIndex;
SUMMARYFILE *s = gpCurrentSectorSummary;
MAPCREATE_STRUCT *m = &gpCurrentSectorSummary->MapInfo;
//Clear memory for all the item summaries loaded
if( gpWorldItemsSummaryArray )
{
delete[]( gpWorldItemsSummaryArray );
gpWorldItemsSummaryArray = NULL;
gusWorldItemsSummaryArraySize = 0;
}
if( gpPEnemyItemsSummaryArray )
{
delete[]( gpPEnemyItemsSummaryArray );
gpPEnemyItemsSummaryArray = NULL;
gusPEnemyItemsSummaryArraySize = 0;
}
if( gpNEnemyItemsSummaryArray )
{
delete[]( gpNEnemyItemsSummaryArray );
gpNEnemyItemsSummaryArray = NULL;
gusNEnemyItemsSummaryArraySize = 0;
}
if( !gpCurrentSectorSummary->uiNumItemsPosition )
{ //Don't have one, so generate them
if( gpCurrentSectorSummary->ubSummaryVersion == GLOBAL_SUMMARY_VERSION )
gusNumEntriesWithOutdatedOrNoSummaryInfo++;
SummaryUpdateCallback( ButtonList[ iSummaryButton[ SUMMARY_UPDATE ] ], MSYS_CALLBACK_REASON_LBUTTON_UP );
}
//Open the original map for the sector
sprintf( szFilename, "MAPS\\%S", gszFilename );
hfile = FileOpen( szFilename, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
if( !hfile )
{ //The file couldn't be found!
return;
}
// ADB: The uiNumItemsPosition may be 0 here due to the recursion further down.
// If so, skip the read
uiNumItems = 0;
if (gpCurrentSectorSummary->uiNumItemsPosition)
{
//Now fileseek directly to the file position where the number of world items are stored
if( !FileSeek( hfile, gpCurrentSectorSummary->uiNumItemsPosition, FILE_SEEK_FROM_START ) )
{ //Position couldn't be found!
FileClose( hfile );
return;
}
//Now load the number of world items from the map.
FileRead( hfile, &uiNumItems, 4, &uiNumBytesRead );
if( uiNumBytesRead != 4 )
{ //Invalid situation.
FileClose( hfile );
return;
}
}
//Now compare this number with the number the summary thinks we should have. If they are different,
//then the summary doesn't match the map. What we will do is force regenerate the map so that they do
//match
if( uiNumItems != gpCurrentSectorSummary->usNumItems && fAllowRecursion )
{
FileClose( hfile );
gpCurrentSectorSummary->uiNumItemsPosition = 0;
SetupItemDetailsMode( FALSE );
return;
}
//Passed the gauntlet, so now allocate memory for it, and load all the world items into this array.
ShowButton( iSummaryButton[ SUMMARY_SCIFI ] );
ShowButton( iSummaryButton[ SUMMARY_REAL ] );
ShowButton( iSummaryButton[ SUMMARY_ENEMY ] );
gpWorldItemsSummaryArray = new WORLDITEM[ uiNumItems ];
gusWorldItemsSummaryArraySize = gpCurrentSectorSummary->usNumItems;
for (unsigned int x = 0; x < uiNumItems; ++x)
{
gpWorldItemsSummaryArray[x].Load(hfile, s->dMajorMapVersion, m->ubMapVersion);
}
//NOW, do the enemy's items!
//We need to do two passes. The first pass simply processes all the enemies and counts all the droppable items
//keeping track of two different values. The first value is the number of droppable items that come off of
//enemy detailed placements, the other counter keeps track of the number of droppable items that come off of
//normal enemy placements. After doing this, the memory is allocated for the tables that will store all the item
//summary information, then the second pass will repeat the process, except it will record the actual items.
//PASS #1
if( !FileSeek( hfile, gpCurrentSectorSummary->uiEnemyPlacementPosition, FILE_SEEK_FROM_START ) )
{ //Position couldn't be found!
FileClose( hfile );
return;
}
for( i = 0; i < gpCurrentSectorSummary->MapInfo.ubNumIndividuals ; i++ )
{
FileRead( hfile, &basic, sizeof( BASIC_SOLDIERCREATE_STRUCT ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( BASIC_SOLDIERCREATE_STRUCT ) )
{ //Invalid situation.
FileClose( hfile );
return;
}
if( basic.fDetailedPlacement )
{ //skip static priority placement
if ( !priority.Load(hfile, SAVE_GAME_VERSION, false) )
{ //Invalid situation.
FileClose( hfile );
return;
}
}
else
{ //non detailed placements don't have items, so skip
continue;
}
if( basic.bTeam == ENEMY_TEAM )
{
//Count the items that this enemy placement drops
usNumItems = 0;
for( j = 0; j < 9; j++ )
{
pItem = &priority.Inv[ gbMercSlotTypes[ j ] ];
if( pItem->exists() == true && !( (*pItem).fFlags & OBJECT_UNDROPPABLE ) )
{
usNumItems++;
}
}
if( basic.fPriorityExistance )
{
gusPEnemyItemsSummaryArraySize += usNumItems;
}
else
{
gusNEnemyItemsSummaryArraySize += usNumItems;
}
}
}
//Pass 1 completed, so now allocate enough space to hold all the items
if( gusPEnemyItemsSummaryArraySize )
{
gpPEnemyItemsSummaryArray = new OBJECTTYPE[ gusPEnemyItemsSummaryArraySize ];
}
if( gusNEnemyItemsSummaryArraySize )
{
gpNEnemyItemsSummaryArray = new OBJECTTYPE[ gusNEnemyItemsSummaryArraySize ];
}
//PASS #2
//During this pass, simply copy all the data instead of counting it, now that we have already done so.
usPEnemyIndex = usNEnemyIndex = 0;
if( !FileSeek( hfile, gpCurrentSectorSummary->uiEnemyPlacementPosition, FILE_SEEK_FROM_START ) )
{ //Position couldn't be found!
FileClose( hfile );
return;
}
for( i = 0; i < gpCurrentSectorSummary->MapInfo.ubNumIndividuals ; i++ )
{
FileRead( hfile, &basic, sizeof( BASIC_SOLDIERCREATE_STRUCT ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( BASIC_SOLDIERCREATE_STRUCT ) )
{ //Invalid situation.
FileClose( hfile );
return;
}
if( basic.fDetailedPlacement )
{ //skip static priority placement
if ( !priority.Load(hfile, SAVE_GAME_VERSION, false) )
{ //Invalid situation.
FileClose( hfile );
return;
}
}
else
{ //non detailed placements don't have items, so skip
continue;
}
if( basic.bTeam == ENEMY_TEAM )
{
//Copy the items that this enemy placement drops
usNumItems = 0;
for( j = 0; j < 9; j++ )
{
pItem = &priority.Inv[ gbMercSlotTypes[ j ] ];
if( pItem->exists() == true && !( (*pItem).fFlags & OBJECT_UNDROPPABLE ) )
{
if( basic.fPriorityExistance )
{
gpPEnemyItemsSummaryArray[ usPEnemyIndex ] = *pItem;
usPEnemyIndex++;
}
else
{
gpNEnemyItemsSummaryArray[ usNEnemyIndex ] = *pItem;
usNEnemyIndex++;
}
}
}
}
}
FileClose( hfile );
}
#else
void SetupItemDetailsMode(BOOLEAN fAllowRecursion)
{
UINT32 uiNumItems, uiFileSize, uiBytesRead;
@@ -3636,7 +3357,6 @@ L01:
}
}
}
#endif
UINT8 GetCurrentSummaryVersion()
{
-6
View File
@@ -1,18 +1,12 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "worlddef.h" //LEVELNODE def
#include "worldman.h" //ReplaceStructIndex
#include "SmartMethod.h"
#include "Smoothing Utils.h"
#include "Editor Undo.h"
#endif
UINT8 gubDoorUIValue = 0;
UINT8 gubWindowUIValue = 0;
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <stdlib.h>
#include "worlddef.h" //for LEVELNODE def
#include "worldman.h" //for RemoveXXXX()
@@ -17,7 +12,6 @@
#include "EditorDefines.h"
#include "edit_sys.h"
#include "environment.h"
#endif
extern UINT16 PickAWallPiece( UINT16 usWallPieceType );
-7
View File
@@ -1,9 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "Editor All.h"
#include "LuaInitNPCs.h"
#else
#include "Editor All.h"
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
@@ -11,7 +5,6 @@
#include "Interface.h"
#include "Item Statistics.h"
#include "LuaInitNPCs.h"
#endif
#include "Action Items.h"
-6
View File
@@ -1,13 +1,8 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "worlddef.h"
#include "worldman.h"
#include "smooth.h"
@@ -32,7 +27,6 @@
#include "Keys.h"
#include "EditorMapInfo.h"
#include "EditorItems.h"
#endif
#include "input.h"
-244
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "sgp.h"
#include "vobject.h"
#include "worlddef.h"
@@ -79,7 +74,6 @@
#include "Cursor Control.h"//dnl ch2 210909
#include "maputility.h"//dnl ch49 061009
#include "Text.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -511,8 +505,6 @@ BOOLEAN EditModeShutdown( void )
RemoveLightPositionHandles( );
MapOptimize();
RemoveCursors();
fHelpScreen = FALSE;
@@ -2096,22 +2088,7 @@ void HandleKeyboardShortcuts( )
// item left scroll
if( iCurrentTaskbar == TASK_ITEMS || gubCurrMercMode == MERC_GETITEMMODE )
{
#if 0//dnl ch80 011213
if( eInfo.sScrollIndex )
{
if( EditorInputEvent.usKeyState & CTRL_DOWN )
eInfo.sScrollIndex = __max(eInfo.sScrollIndex - 60, 0);
else
eInfo.sScrollIndex--;
if( !eInfo.sScrollIndex )
DisableButton( iEditorButton[ITEMS_LEFTSCROLL] );
if( eInfo.sScrollIndex < ((eInfo.sNumItems+1)/2)-6 )
EnableButton( iEditorButton[ITEMS_RIGHTSCROLL] );
}
#else
ScrollEditorItemsInfo(FALSE);
#endif
}
else
{
@@ -2126,21 +2103,7 @@ void HandleKeyboardShortcuts( )
// item right scroll
if( iCurrentTaskbar == TASK_ITEMS || gubCurrMercMode == MERC_GETITEMMODE )
{
#if 0//dnl ch80 011213
if( eInfo.sScrollIndex < max( ((eInfo.sNumItems+1)/2)-6, 0) )
{
if( EditorInputEvent.usKeyState & CTRL_DOWN )
eInfo.sScrollIndex = __min(eInfo.sScrollIndex + 60, (eInfo.sNumItems+1)/2-6);
else
eInfo.sScrollIndex++;
EnableButton( iEditorButton[ITEMS_LEFTSCROLL] );
if( eInfo.sScrollIndex == max( ((eInfo.sNumItems+1)/2)-6, 0) )
DisableButton( iEditorButton[ITEMS_RIGHTSCROLL] );
}
#else
ScrollEditorItemsInfo(TRUE);
#endif
}
else
{
@@ -2155,22 +2118,7 @@ void HandleKeyboardShortcuts( )
// item left scroll by page
if( iCurrentTaskbar == TASK_ITEMS || gubCurrMercMode == MERC_GETITEMMODE )
{
#if 0//dnl ch80 011213
if( eInfo.sScrollIndex )
{
if( EditorInputEvent.usKeyState & CTRL_DOWN )
eInfo.sScrollIndex = 0;
else
eInfo.sScrollIndex = __max(eInfo.sScrollIndex - 6, 0);
if( !eInfo.sScrollIndex )
DisableButton( iEditorButton[ITEMS_LEFTSCROLL] );
if( eInfo.sScrollIndex < ((eInfo.sNumItems+1)/2)-6 )
EnableButton( iEditorButton[ITEMS_RIGHTSCROLL] );
}
#else
ScrollEditorItemsInfo(FALSE);
#endif
}
//gfRenderTaskbar = TRUE;
break;
@@ -2178,21 +2126,7 @@ void HandleKeyboardShortcuts( )
// item right scroll by page
if( iCurrentTaskbar == TASK_ITEMS || gubCurrMercMode == MERC_GETITEMMODE )
{
#if 0//dnl ch80 011213
if( eInfo.sScrollIndex < max( ((eInfo.sNumItems+1)/2)-6, 0) )
{
if( EditorInputEvent.usKeyState & CTRL_DOWN )
eInfo.sScrollIndex = max( ((eInfo.sNumItems+1)/2)-6, 0);
else
eInfo.sScrollIndex = __min(eInfo.sScrollIndex + 6, (eInfo.sNumItems+1)/2-6);
EnableButton( iEditorButton[ITEMS_LEFTSCROLL] );
if( eInfo.sScrollIndex == max( ((eInfo.sNumItems+1)/2)-6, 0) )
DisableButton( iEditorButton[ITEMS_RIGHTSCROLL] );
}
#else
ScrollEditorItemsInfo(TRUE);
#endif
}
//gfRenderTaskbar = TRUE;
break;
@@ -3270,65 +3204,6 @@ BOOLEAN PlaceLight( INT16 sRadius, INT16 iMapX, INT16 iMapY, INT16 sType, INT8 b
// Returns TRUE if deleted the light, otherwise, returns FALSE.
// i.e. FALSE is not an error condition!
//
#if 0//dnl ch86 210214
BOOLEAN RemoveLight( INT16 iMapX, INT16 iMapY )
{
INT32 iCount;
UINT16 cnt;
SOLDIERTYPE *pSoldier;
BOOLEAN fSoldierLight;
BOOLEAN fRemovedLight;
INT32 iMapIndex = 0;
UINT32 uiLastLightType = 0;
UINT8 *pLastLightName = NULL;
fRemovedLight = FALSE;
// Check all lights if any at this given position
for(iCount=0; iCount < MAX_LIGHT_SPRITES; iCount++)
{
if(LightSprites[iCount].uiFlags & LIGHT_SPR_ACTIVE)
{
if ( LightSprites[iCount].iX == iMapX && LightSprites[iCount].iY == iMapY )
{
// Found a light, so let's see if it belong to a merc!
fSoldierLight = FALSE;
for ( cnt = 0; cnt < MAX_NUM_SOLDIERS && !fSoldierLight; cnt++ )
{
if ( GetSoldier( &pSoldier, cnt ) )
{
if ( pSoldier->iLight == iCount )
fSoldierLight = TRUE;
}
}
if ( !fSoldierLight )
{
// Ok, it's not a merc's light so kill it!
pLastLightName = (UINT8 *) LightSpriteGetTypeName( iCount );
uiLastLightType = LightSprites[iCount].uiLightType;
LightSpritePower( iCount, FALSE );
LightSpriteDestroy( iCount );
fRemovedLight = TRUE;
iMapIndex = ((INT32)iMapY * WORLD_COLS) + (INT32)iMapX;
RemoveAllObjectsOfTypeRange( iMapIndex, GOODRING, GOODRING );
}
}
}
}
if( fRemovedLight )
{
UINT16 usRadius;
//Assuming that the light naming convention doesn't change, then this following conversion
//should work. Basically, the radius values aren't stored in the lights, so I have pull
//the radius out of the filename. Ex: L-RO5.LHT
usRadius = pLastLightName[4] - 0x30;
AddLightToUndoList( iMapIndex, usRadius, (UINT8)uiLastLightType );
}
return( fRemovedLight );
}
#else
BOOLEAN RemoveLight(INT16 iMapX, INT16 iMapY, INT8 bLightType)
{
INT32 iCount, iMapIndex;
@@ -3346,7 +3221,6 @@ BOOLEAN RemoveLight(INT16 iMapX, INT16 iMapY, INT8 bLightType)
RemoveAllObjectsOfTypeRange(iMapIndex, GOODRING, GOODRING);
return(fRemovedLight);
}
#endif
//----------------------------------------------------------------------------------------------
// ShowLightPositionHandles
@@ -3465,97 +3339,6 @@ BOOLEAN CheckForSlantRoofs( void )
//----------------------------------------------------------------------------------------------
// MapOptimize
//
// Runs through all map locations, and if it's outside the visible world, then we remove
// EVERYTHING from it since it will never be seen!
//
// If it can be seen, then we remove all extraneous land tiles. We find the tile that has the first
// FULL TILE indicator, and delete anything that may come after it (it'll never be seen anyway)
//
// Doing the above has shown to free up about 1.1 Megs on the default map. Deletion of non-viewable
// land pieces alone gained us about 600 K of memory.
//
void MapOptimize(void)
{
#if 0
INT32 GridNo;
LEVELNODE *start, *head, *end, *node, *temp;
MAP_ELEMENT *pMapTile;
BOOLEAN fFound, fChangedHead, fChangedTail;
for( GridNo = 0; GridNo < WORLD_MAX; GridNo++ )
{
if ( !GridNoOnVisibleWorldTile( GridNo ) )
{
// Tile isn't in viewable area so trash everything in it
TrashMapTile( GridNo );
}
else
{
// Tile is in viewable area so try to optimize any extra land pieces
pMapTile = &gpWorldLevelData[ GridNo ];
node = start = pMapTile->pLandStart;
head = pMapTile->pLandHead;
if ( start == NULL )
node = start = head;
end = pMapTile->pLandTail;
fChangedHead = fChangedTail = fFound = FALSE;
while ( !fFound && node != NULL )
{
if ( gTileDatabase[node->usIndex].ubFullTile == 1 )
fFound = TRUE;
else
node = node->pNext;
}
if(fFound)
{
// Delete everything up to the start node
/*
// Not having this means we still keep the smoothing
while( head != start && head != NULL )
{
fChangedHead = TRUE;
temp = head->pNext;
MemFree( head );
head = temp;
if ( head )
head->pPrev = NULL;
}
*/
// Now delete from the end to "node"
while( end != node && end != NULL )
{
fChangedTail = TRUE;
temp = end->pPrev;
MemFree( end );
end = temp;
if ( end )
end->pNext = NULL;
}
if ( fChangedHead )
pMapTile->pLandHead = head;
if ( fChangedTail )
pMapTile->pLandTail = end;
}
}
}
#endif
}
//----------------------------------------------------------------------------------------------
// CheckForFences
//
@@ -3935,29 +3718,11 @@ void HandleMouseClicksInGameScreen()//dnl ch80 011213
{
if(iLastMapIndexRB != iMapIndex && iLastMapIndexRB == -1)
iLastMapIndexRB = iMapIndex;
#if 0
gfRenderWorld = TRUE;
switch(iDrawMode)
{
default:
gfRenderWorld = fPrevState;
break;
}
#endif
}
else if(_MiddleButtonDown)
{
if(iLastMapIndexMB != iMapIndex && iLastMapIndexMB == -1)
iLastMapIndexMB = iMapIndex;
#if 0
gfRenderWorld = TRUE;
switch(iDrawMode)
{
default:
gfRenderWorld = fPrevState;
break;
}
#endif
}
else if(!_LeftButtonDown)
{
@@ -4198,15 +3963,6 @@ void HandleMouseClicksInGameScreen()//dnl ch80 011213
{
if(iMapIndex == iLastMapIndexMB)// MiddleClick performed on same tile
{
#if 0
gfRenderWorld = TRUE;
switch(iDrawMode)
{
default:
gfRenderWorld = fPrevState;
break;
}
#endif
}
iLastMapIndexMB = -1;
}
-2
View File
@@ -57,8 +57,6 @@ void HideEditorToolbar( INT32 iOldTaskMode );
void ProcessSelectionArea();
void MapOptimize(void);
extern UINT16 GenericButtonFillColors[40];
//These go together. The taskbar has a specific color scheme.
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "vobject.h"
#include "video.h"
#include "font.h"
@@ -14,7 +9,6 @@
#include "messagebox.h"
#include "input.h"
#include "english.h"
#endif
//internal variables.
INT32 iMsgBoxNum;
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include <stdlib.h>
#include "tiledef.h"
#include "worlddef.h"
@@ -21,7 +16,6 @@
#include "environment.h"
#include "Random.h"
#include "Render Fun.h"
#endif
BOOLEAN CaveAtGridNo( INT32 iMapIndex );
-6
View File
@@ -10,15 +10,10 @@
//supported. Just remove the commented line of code (search for UNCOMMENT), and it's fixed -- it is
//currently disabled.
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "tiledef.h"
#include "sysutil.h"
#include "font.h"
@@ -37,7 +32,6 @@
#include "Scheduling.h"
#include "english.h"
#include "Item Statistics.h"
#endif
CurrentPopupMenuInformation gPopupData;
-6
View File
@@ -1,14 +1,9 @@
// WANNE: EDITOR: todo
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "tiledef.h"
#include "vsurface.h"
#include "worlddat.h"
@@ -18,7 +13,6 @@
#include "selectwin.h"
#include "EditorDefines.h"
#include "Editor Taskbar Utils.h"
#endif
#include "vobject_blitters.h"
#include "Text.h"
-6
View File
@@ -1,12 +1,7 @@
#ifdef PRECOMPILEDHEADERS
#include "Editor All.h"
#else
#include "builddefines.h"
#endif
#ifdef JA2EDITOR
#ifndef PRECOMPILEDHEADERS
#include "stdlib.h"
#include "FileMan.h"
#include "time.h"
@@ -21,7 +16,6 @@
#include "structure wrap.h"
#include "Exit Grids.h"
#include "Editor Undo.h"
#endif
INT16 gbSmoothStruct[] =
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
@@ -12,7 +9,6 @@
#include "music control.h"
#include "Render Dirty.h"
#include "gameloop.h"
#endif
#define SQUARE_STEP 8
+1 -5
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include "Types.h"
#include "FeaturesScreen.h"
#include "Video.h"
@@ -34,7 +31,6 @@
#include "Map Information.h"
#include "Sys Globals.h"
#include "insurance.h"
#endif
#include "connect.h"
#include "WorldMan.h"
@@ -1521,7 +1517,7 @@ void HandleHighLightedText(BOOLEAN fHighLight)
bLastRegion = -1;
}
if (bHighLight != -1)
if (bHighLight != -1 && toggle_box_array[bHighLight] != -1)
{
if (bHighLight < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF)
{
+2 -7
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Intro.h"
#else
#include "Types.h"
#include "GameInitOptionsScreen.h"
#include "GameSettings.h"
@@ -22,7 +18,6 @@
#include "Text.h"
#include "_Ja25EnglishText.h"
#include "Soldier Profile.h"
#endif
#include "gameloop.h"
#include "connect.h"
@@ -4158,7 +4153,7 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
{
UINT8 maxSquadSize = GIO_SQUAD_SIZE_10;
if (iResolution >= _800x600 && iResolution < _1024x768)
if (iResolution >= _800x600 && iResolution < _1280x720)
maxSquadSize = GIO_SQUAD_SIZE_8;
if ( iCurrentSquadSize < maxSquadSize )
@@ -4178,7 +4173,7 @@ void BtnGIOSquadSizeSelectionRightCallback( GUI_BUTTON *btn,INT32 reason )
btn->uiFlags|=(BUTTON_CLICKED_ON);
UINT8 maxSquadSize = GIO_SQUAD_SIZE_10;
if (iResolution >= _800x600 && iResolution < _1024x768)
if (iResolution >= _800x600 && iResolution < _1280x720)
maxSquadSize = GIO_SQUAD_SIZE_8;
if ( iCurrentSquadSize < maxSquadSize )
+146 -19
View File
@@ -1,10 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "HelpScreen.h"
#include "Campaign.h"
#include "Cheats.h"
#include "INIReader.h"
#else
#include "Types.h"
#include "GameSettings.h"
#include "FileMan.h"
@@ -36,7 +29,6 @@
#include "Init.h"
#include "InterfaceItemImages.h"
#include "DynamicDialogue.h" // added by Flugente
#endif
#include "KeyMap.h"
#include "Timer Control.h"
@@ -256,6 +248,7 @@ void UpdateFeatureFlags()
gGameExternalOptions.gfAllowSnow = gGameSettings.fFeatures[FF_ALLOW_SNOW];
gGameExternalOptions.fMiniEventsEnabled = gGameSettings.fFeatures[FF_MINI_EVENTS];
gGameExternalOptions.fRebelCommandEnabled = gGameSettings.fFeatures[FF_REBEL_COMMAND];
gGameExternalOptions.fStrategicTransportGroupsEnabled = gGameSettings.fFeatures[FF_STRATEGIC_TRANSPORT_GROUPS];
}
else
{
@@ -292,7 +285,7 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_RTCONFIRM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RTCONFIRM" , FALSE );
gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , TRUE );
gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_METRIC_SYSTEM" , TRUE );
gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERC_ALWAYS_LIGHT_UP" , FALSE );
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_MERC_CASTS_LIGHT" , FALSE);
gGameSettings.fOptions[TOPTION_SMART_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SMART_CURSOR" , FALSE );
gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SNAP_CURSOR_TO_DOOR" , TRUE );
gGameSettings.fOptions[TOPTION_GLOW_ITEMS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GLOW_ITEMS" , TRUE );
@@ -340,6 +333,8 @@ BOOLEAN LoadGameSettings()
else
gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] = FALSE;
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_START_AIM" , FALSE); // Start at max aiming level instead of default no aiming
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_PATHFINDING" , FALSE); // A* pathfinding
gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , TRUE ); // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ENEMY_LOCATION" , FALSE); // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report
@@ -361,7 +356,6 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_DEBUG_MODE_OPTIONS_END] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DEBUG_MODE_OPTIONS_END" , FALSE );
gGameSettings.fOptions[TOPTION_LAST_OPTION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_LAST_OPTION" , FALSE );
gGameSettings.fOptions[NUM_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_GAME_OPTIONS" , FALSE );
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERC_CASTS_LIGHT" , TRUE );
gGameSettings.fOptions[TOPTION_HIDE_BULLETS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_HIDE_BULLETS" , FALSE );
gGameSettings.fOptions[TOPTION_TRACKING_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACKING_MODE" , TRUE );
gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , FALSE );
@@ -504,6 +498,7 @@ BOOLEAN LoadFeatureFlags()
gGameSettings.fFeatures[FF_ALLOW_SNOW] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_ALLOW_SNOW", TRUE, FALSE);
gGameSettings.fFeatures[FF_MINI_EVENTS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_MINI_EVENTS", FALSE, FALSE);
gGameSettings.fFeatures[FF_REBEL_COMMAND] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_REBEL_COMMAND", FALSE, FALSE);
gGameSettings.fFeatures[FF_STRATEGIC_TRANSPORT_GROUPS] = iniReader.ReadBoolean("JA2 Feature Flags", "FF_STRATEGIC_TRANSPORT_GROUPS", FALSE, FALSE);
}
}
catch(vfs::Exception)
@@ -580,7 +575,7 @@ BOOLEAN SaveGameSettings()
settings << "TOPTION_RTCONFIRM = " << (gGameSettings.fOptions[TOPTION_RTCONFIRM] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_SLEEPWAKE_NOTIFICATION = " << (gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_USE_METRIC_SYSTEM = " << (gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_MERC_ALWAYS_LIGHT_UP = " << (gGameSettings.fOptions[TOPTION_MERC_ALWAYS_LIGHT_UP] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_MERC_CASTS_LIGHT = " << (gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] ? "TRUE" : "FALSE") << endl;
settings << "TOPTION_SMART_CURSOR = " << (gGameSettings.fOptions[TOPTION_SMART_CURSOR] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_SNAP_CURSOR_TO_DOOR = " << (gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_GLOW_ITEMS = " << (gGameSettings.fOptions[TOPTION_GLOW_ITEMS] ? "TRUE" : "FALSE" ) << endl;
@@ -616,12 +611,14 @@ BOOLEAN SaveGameSettings()
settings << "TOPTION_AUTO_FAST_FORWARD_MODE = " << (gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_SHOW_LAST_ENEMY = " << (gGameSettings.fOptions[TOPTION_SHOW_LAST_ENEMY] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_SHOW_LBE_CONTENT = " << (gGameSettings.fOptions[TOPTION_SHOW_LBE_CONTENT] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_INVERT_WHEEL = " << (gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_INVERT_WHEEL = " << (gGameSettings.fOptions[TOPTION_INVERT_WHEEL] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_ENABLE_INVENTORY_POPUPS = " << (gGameSettings.fOptions[TOPTION_ENABLE_INVENTORY_POPUPS] ? "TRUE" : "FALSE" ) << endl; // the_bob : enable popups for picking items from sector inv
settings << "TOPTION_MERCENARY_FORMATIONS = " << (gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_SHOW_ENEMY_LOCATION = " << (gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_ALT_START_AIM = " << (gGameSettings.fOptions[TOPTION_ALT_START_AIM] ? "TRUE" : "FALSE") << endl;
settings << "TOPTION_ALT_PATHFINDING = " << (gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] ? "TRUE" : "FALSE") << endl;
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
@@ -641,7 +638,6 @@ BOOLEAN SaveGameSettings()
settings << ";******************************************************************************************************************************" << endl;
settings << "TOPTION_LAST_OPTION = " << (gGameSettings.fOptions[TOPTION_LAST_OPTION] ? "TRUE" : "FALSE" ) << endl;
settings << "NUM_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_MERC_CASTS_LIGHT = " << (gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_HIDE_BULLETS = " << (gGameSettings.fOptions[TOPTION_HIDE_BULLETS] ? "TRUE" : "FALSE" ) << endl;
settings << "TOPTION_TRACKING_MODE = " << (gGameSettings.fOptions[TOPTION_TRACKING_MODE] ? "TRUE" : "FALSE" ) << endl;
settings << "NUM_ALL_GAME_OPTIONS = " << (gGameSettings.fOptions[NUM_ALL_GAME_OPTIONS] ? "TRUE" : "FALSE" ) << endl;
@@ -731,6 +727,7 @@ BOOLEAN SaveFeatureFlags()
settings << "FF_ALLOW_SNOW = " << (gGameSettings.fFeatures[FF_ALLOW_SNOW] ? "TRUE" : "FALSE") << endl;
settings << "FF_MINI_EVENTS = " << (gGameSettings.fFeatures[FF_MINI_EVENTS] ? "TRUE" : "FALSE") << endl;
settings << "FF_REBEL_COMMAND = " << (gGameSettings.fFeatures[FF_REBEL_COMMAND] ? "TRUE" : "FALSE") << endl;
settings << "FF_STRATEGIC_TRANSPORT_GROUPS = " << (gGameSettings.fFeatures[FF_STRATEGIC_TRANSPORT_GROUPS] ? "TRUE" : "FALSE") << endl;
try
{
@@ -785,7 +782,7 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = TRUE;
gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] = TRUE;
gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] = FALSE;
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = FALSE;
gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE;
@@ -849,7 +846,9 @@ void InitGameSettings()
gGameSettings.fOptions[TOPTION_INVERT_WHEEL] = FALSE;
gGameSettings.fOptions[ TOPTION_MERCENARY_FORMATIONS ] = FALSE; // Flugente: mercenary formations
gGameSettings.fOptions[ TOPTION_SHOW_ENEMY_LOCATION ] = FALSE; // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = FALSE; // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = FALSE;
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = FALSE;
// arynn: Cheat/Debug Menu
gGameSettings.fOptions[ TOPTION_CHEAT_MODE_OPTIONS_HEADER ] = FALSE;
@@ -878,8 +877,6 @@ void InitGameSettings()
gGameSettings.fOptions[ NUM_GAME_OPTIONS ] = FALSE; // Toggles prior to this will be able to be toggled by the player
// JA2Gold
gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] = TRUE;
gGameSettings.fOptions[ TOPTION_HIDE_BULLETS ] = FALSE;
gGameSettings.fOptions[ TOPTION_TRACKING_MODE ] = TRUE;
@@ -1431,6 +1428,11 @@ void LoadGameExternalOptions()
gGameExternalOptions.usLeadershipSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","LEADERSHIP_SUBPOINTS_TO_IMPROVE", 25, 1, 1000 );
gGameExternalOptions.usLevelSubpointsToImprove = iniReader.ReadInteger("Tactical Difficulty Settings","LEVEL_SUBPOINTS_TO_IMPROVE", 350, 1, 6500);
// rftr: optionally slow stat growth at 80+ and 90+. this gives more value to mercs with high base stats
gGameExternalOptions.ubMaxGrowthChanceAt80 = iniReader.ReadInteger("Tactical Difficulty Settings", "MAX_GROWTH_CHANCE_AT_80", 100, 1, 100);
gGameExternalOptions.ubMaxGrowthChanceAt90 = iniReader.ReadInteger("Tactical Difficulty Settings", "MAX_GROWTH_CHANCE_AT_90", 100, 1, 100);
// Alternate algorithm for choosing equipment level. Mostly disregards soldier's class and puts less emphasis on distance from Sector P3.
// SANDRO - moved into the game
//gGameExternalOptions.fSlowProgressForEnemyItemsChoice = iniReader.ReadBoolean("Tactical Difficulty Settings", "SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE", TRUE);
@@ -2167,6 +2169,10 @@ void LoadGameExternalOptions()
gGameExternalOptions.fAlternativeHelicopterFuelSystem = iniReader.ReadBoolean("Strategic Gameplay Settings","ALTERNATIVE_HELICOPTER_FUEL_SYSTEM", TRUE);
gGameExternalOptions.fHelicopterPassengersCanGetHit = iniReader.ReadBoolean("Strategic Gameplay Settings","HELICOPTER_PASSENGERS_CAN_GET_HIT", TRUE);
gGameExternalOptions.fStrategicTransportGroupsDebug = iniReader.ReadBoolean("Strategic Gameplay Settings", "STRATEGIC_TRANSPORT_GROUPS_DEBUG", FALSE, FALSE);
gGameExternalOptions.fStrategicTransportGroupsEnabled = iniReader.ReadBoolean("Strategic Gameplay Settings", "STRATEGIC_TRANSPORT_GROUPS_ENABLED", FALSE);
gGameExternalOptions.iMaxSimultaneousTransportGroups = iniReader.ReadInteger("Strategic Gameplay Settings", "MAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS", 5, 1, 10);
//################# Morale Settings ##################
gGameExternalOptions.sMoraleModAppearance = iniReader.ReadInteger("Morale Settings","MORALE_MOD_APPEARANCE", 1, 0, 5);
gGameExternalOptions.sMoraleModRefinement = iniReader.ReadInteger("Morale Settings","MORALE_MOD_REFINEMENT", 2, 0, 5);
@@ -2851,7 +2857,7 @@ void LoadSkillTraitsExternalSettings()
// Flugente: RADIO OPERATOR
gSkillTraitValues.fROAllowArtillery = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY", TRUE);
gSkillTraitValues.fROArtilleryDistributedOverTurns = iniReader.ReadBoolean("Radio Operator","RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS", FALSE);
gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 20, 1440);
gSkillTraitValues.bVOArtillerySectorFrequency = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY", 120, 5, 1440);
gSkillTraitValues.usVOMortarCountDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_COUNT_DIVISOR", 6, 5, 20);
gSkillTraitValues.usVOMortarShellDivisor = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_SHELL_DIVISOR", 30, 2, 100);
gSkillTraitValues.usVOMortarPointsAdmin = iniReader.ReadInteger("Radio Operator","RADIO_OPERATOR_MORTAR_POINTS_ADMIN", 10, 0, 100);
@@ -4157,6 +4163,127 @@ void LoadRebelCommandSettings()
gRebelCommandSettings.iFortificationsBonus = iniReader.ReadInteger("Rebel Command Settings", "FORTIFICATIONS_BONUS", 10, 0, 100);
// agent missions
gRebelCommandSettings.iMissionBaseCost = iniReader.ReadInteger("Rebel Command Settings", "MISSION_BASE_COST", 500, 100, 10000);
gRebelCommandSettings.iMissionAdditionalCost = iniReader.ReadInteger("Rebel Command Settings", "MISSION_ADDITIONAL_COST", 250, 0, 10000);
gRebelCommandSettings.iMissionPrepTime = iniReader.ReadInteger("Rebel Command Settings", "MISSION_PREPARATION_TIME", 24, 1, 168);
gRebelCommandSettings.iMissionRefreshTimeDays = iniReader.ReadInteger("Rebel Command Settings", "MISSION_REFRESH_TIME_DAYS", 2, 1, 7);
gRebelCommandSettings.iMinLoyaltyForMission = iniReader.ReadInteger("Rebel Command Settings", "MIN_LOYALTY_FOR_MISSION", 51, 0, 100);
gRebelCommandSettings.iDeepDeploymentSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iDeepDeploymentRangeNS = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_NS", 200, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeEW = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_EW", 350, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeNS_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_NS_BONUS_COVERT", 50, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeEW_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_EW_BONUS_COVERT" , 15, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeNS_Bonus_Scouting = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_NS_BONUS_SCOUTING" , 25, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeEW_Bonus_Scouting = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_EW_BONUS_SCOUTING" , 40, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeNS_Bonus_Stealthy = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_NS_BONUS_STEALTHY" , 15, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeEW_Bonus_Stealthy = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_EW_BONUS_STEALTHY" , 30, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeNS_Bonus_Survival = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_NS_BONUS_SURVIVAL" , 15, 0, 1000);
gRebelCommandSettings.iDeepDeploymentRangeEW_Bonus_Survival = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_RANGE_EW_BONUS_SURVIVAL" , 30, 0, 1000);
gRebelCommandSettings.iDeepDeploymentDuration = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_DURATION" , 72, 0, 255);
gRebelCommandSettings.iDeepDeploymentDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_DURATION_BONUS_COVERT" , 24, 0, 255);
gRebelCommandSettings.iDeepDeploymentDuration_Bonus_Scouting = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_DURATION_BONUS_SCOUTING" , 48, 0, 255);
gRebelCommandSettings.iDeepDeploymentDuration_Bonus_Stealthy = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_DURATION_BONUS_STEALTHY" , 36, 0, 255);
gRebelCommandSettings.iDeepDeploymentDuration_Bonus_Survival = iniReader.ReadInteger("Rebel Command Settings", "DEEP_DEPLOYMENT_DURATION_BONUS_SURVIVAL" , 36, 0, 255);
gRebelCommandSettings.iDisruptAsdSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "DISRUPT_ASD_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.fDisruptAsdIncomeReductionModifier = iniReader.ReadFloat("Rebel Command Settings", "DISRUPT_ASD_INCOME_MODIFIER", 0.5f, 0.f, 1.f);
gRebelCommandSettings.fDisruptAsdIncomeReductionModifier_Covert = iniReader.ReadFloat("Rebel Command Settings", "DISRUPT_ASD_INCOME_MODIFIER_COVERT", 0.5f, 0.f, 1.f);
gRebelCommandSettings.fDisruptAsdIncomeReductionModifier_Demolitions = iniReader.ReadFloat("Rebel Command Settings", "DISRUPT_ASD_INCOME_MODIFIER_DEMOLITIONS", 0.5f, 0.f, 1.f);
gRebelCommandSettings.fDisruptAsdIncomeReductionModifier_Nightops = iniReader.ReadFloat("Rebel Command Settings", "DISRUPT_ASD_INCOME_MODIFIER_NIGHTOPS", 0.5f, 0.f, 1.f);
gRebelCommandSettings.fDisruptAsdIncomeReductionModifier_Technician = iniReader.ReadFloat("Rebel Command Settings", "DISRUPT_ASD_INCOME_MODIFIER_TECHNICIAN", 0.5f, 0.f, 1.f);
gRebelCommandSettings.iDisruptAsdDuration = iniReader.ReadInteger("Rebel Command Settings", "DISRUPT_ASD_DURATION", 72, 0, 255);
gRebelCommandSettings.iDisruptAsdDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "DISRUPT_ASD_DURATION_BONUS_COVERT", 48, 0, 255);
gRebelCommandSettings.iDisruptAsdDuration_Bonus_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "DISRUPT_ASD_DURATION_BONUS_DEMOLITIONS", 48, 0, 255);
gRebelCommandSettings.iDisruptAsdDuration_Bonus_Nightops = iniReader.ReadInteger("Rebel Command Settings", "DISRUPT_ASD_DURATION_BONUS_NIGHTOPS", 48, 0, 255);
gRebelCommandSettings.iDisruptAsdDuration_Bonus_Technician = iniReader.ReadInteger("Rebel Command Settings", "DISRUPT_ASD_DURATION_BONUS_TECHNICIAN", 48, 0, 255);
gRebelCommandSettings.iForgeTransportOrdersSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "FORGE_TRANSPORT_ORDERS_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iGetEnemyMovementTargetsSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "STRATEGIC_INTEL_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iGetEnemyMovementTargetsDuration = iniReader.ReadInteger("Rebel Command Settings", "STRATEGIC_INTEL_DURATION", 72, 0, 255);
gRebelCommandSettings.iGetEnemyMovementTargetsDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "STRATEGIC_INTEL_DURATION_BONUS_COVERT", 48, 0, 255);
gRebelCommandSettings.iGetEnemyMovementTargetsDuration_Bonus_Radio = iniReader.ReadInteger("Rebel Command Settings", "STRATEGIC_INTEL_DURATION_BONUS_RADIO", 48, 0, 255);
gRebelCommandSettings.iImproveLocalShopsSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "IMPROVE_LOCAL_SHOPS_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iImproveLocalShopsDuration = iniReader.ReadInteger("Rebel Command Settings", "IMPROVE_LOCAL_SHOPS_DURATION", 72, 0, 255);
gRebelCommandSettings.iReduceStrategicDecisionSpeedSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.fReduceStrategicDecisionSpeedModifier = iniReader.ReadFloat("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_MODIFIER", 1.1f, 1.f, 10.f);
gRebelCommandSettings.fReduceStrategicDecisionSpeedModifier_Covert = iniReader.ReadFloat("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_MODIFIER_BONUS_COVERT", 1.25f, 1.f, 10.f);
gRebelCommandSettings.fReduceStrategicDecisionSpeedModifier_Deputy = iniReader.ReadFloat("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_MODIFIER_BONUS_DEPUTY", 1.25f, 1.f, 10.f);
gRebelCommandSettings.fReduceStrategicDecisionSpeedModifier_Snitch = iniReader.ReadFloat("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_MODIFIER_BONUS_SNITCH", 1.25f, 1.f, 10.f);
gRebelCommandSettings.iReduceStrategicDecisionSpeedDuration = iniReader.ReadInteger("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_DURATION", 72, 0, 255);
gRebelCommandSettings.iReduceStrategicDecisionSpeedDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_COVERT", 24, 0, 255);
gRebelCommandSettings.iReduceStrategicDecisionSpeedDuration_Bonus_Deputy = iniReader.ReadInteger("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_DEPUTY", 24, 0, 255);
gRebelCommandSettings.iReduceStrategicDecisionSpeedDuration_Bonus_Snitch = iniReader.ReadInteger("Rebel Command Settings", "SLOWER_STRATEGIC_DECISIONS_DURATION_BONUS_SNITCH", 24, 0, 255);
gRebelCommandSettings.iReduceUnalertedEnemyVisionSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "LOWER_READINESS_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.fReduceUnlaertedEnemyVisionModifier = iniReader.ReadFloat("Rebel Command Settings", "LOWER_READINESS_MODIFIER", 0.15f, 0.f, 1.f);
gRebelCommandSettings.fReduceUnlaertedEnemyVisionModifier_Covert = iniReader.ReadFloat("Rebel Command Settings", "LOWER_READINESS_MODIFIER_COVERT", 0.15f, 0.f, 1.f);
gRebelCommandSettings.fReduceUnlaertedEnemyVisionModifier_Radio = iniReader.ReadFloat("Rebel Command Settings", "LOWER_READINESS_MODIFIER_RADIO", 0.15f, 0.f, 1.f);
gRebelCommandSettings.fReduceUnlaertedEnemyVisionModifier_Stealthy = iniReader.ReadFloat("Rebel Command Settings", "LOWER_READINESS_MODIFIER_STEALTHY", 0.15f, 0.f, 1.f);
gRebelCommandSettings.iReduceUnalertedEnemyVisionDuration = iniReader.ReadInteger("Rebel Command Settings", "LOWER_READINESS_DURATION", 72, 0, 255);
gRebelCommandSettings.iReduceUnalertedEnemyVisionDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "LOWER_READINESS_DURATION_BONUS_COVERT", 72, 0, 255);
gRebelCommandSettings.iReduceUnalertedEnemyVisionDuration_Bonus_Radio = iniReader.ReadInteger("Rebel Command Settings", "LOWER_READINESS_DURATION_BONUS_RADIO", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier_Auto_Weapons = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER_AUTO_WEAPONS", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier_Covert = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER_COVERT", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER_DEMOLITIONS", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier_Gunslinger = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER_GUNSLINGER", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier_Ranger = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER_RANGER", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentModifier_Sniper = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_MODIFIER_SNIPER", 10, 0, 100);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration_Bonus_Auto_Weapons = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION_BONUS_AUTO_WEAPONS", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION_BONUS_COVERT", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration_Bonus_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION_BONUS_DEMOLITIONS", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration_Bonus_Gunslinger = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION_BONUS_GUNSLINGER", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration_Bonus_Ranger = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION_BONUS_RANGER", 72, 0, 255);
gRebelCommandSettings.iSabotageInfantryEquipmentDuration_Bonus_Sniper = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_EQUIPMENT_DURATION_BONUS_SNIPER", 72, 0, 255);
gRebelCommandSettings.iSabotageMechanicalUnitsSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iSabotageMechanicalUnitsStatLoss = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_STAT_LOSS", 20, 0, 100);
gRebelCommandSettings.iSabotageMechanicalUnitsStatLoss_Covert = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_STAT_LOSS_COVERT", 20, 0, 100);
gRebelCommandSettings.iSabotageMechanicalUnitsStatLoss_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_STAT_LOSS_DEMOLITIONS", 20, 0, 100);
gRebelCommandSettings.iSabotageMechanicalUnitsStatLoss_Heavy_Weapons = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_STAT_LOSS_HEAVY_WEAPONS", 20, 0, 100);
gRebelCommandSettings.iSabotageMechanicalUnitsDuration = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_DURATION", 72, 0, 255);
gRebelCommandSettings.iSabotageMechanicalUnitsDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_DURATION_BONUS_COVERT", 72, 0, 255);
gRebelCommandSettings.iSabotageMechanicalUnitsDuration_Bonus_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_DURATION_BONUS_DEMOLITIONS", 72, 0, 255);
gRebelCommandSettings.iSabotageMechanicalUnitsDuration_Bonus_Heavy_Weapons = iniReader.ReadInteger("Rebel Command Settings", "SABOTAGE_VEHICLES_DURATION_BONUS_HEAVY_WEAPONS", 72, 0, 255);
gRebelCommandSettings.iSendSuppliesToTownSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "SEND_SUPPLIES_TO_TOWN_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iSendSuppliesToTownDuration = iniReader.ReadInteger("Rebel Command Settings", "SEND_SUPPLIES_TO_TOWN_DURATION", 72, 0, 255);
gRebelCommandSettings.iSendSuppliesToTownLoyaltyGain = iniReader.ReadInteger("Rebel Command Settings", "SEND_SUPPLIES_TO_TOWN_LOYALTY_GAIN", 500, 1, 10000);
gRebelCommandSettings.iSendSuppliesToTownInterval = iniReader.ReadInteger("Rebel Command Settings", "SEND_SUPPLIES_TO_TOWN_INTERVAL", 6, 1, 24);
gRebelCommandSettings.iTrainMilitiaAnywhereSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iTrainMilitiaAnywhereMaxTrainers = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS", 1, 1, 4);
gRebelCommandSettings.iTrainMilitiaAnywhereMaxTrainers_Teaching = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_MAX_TRAINERS_TEACHING", 1, 1, 4);
gRebelCommandSettings.iTrainMilitiaAnywhereDuration = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_DURATION", 72, 0, 255);
gRebelCommandSettings.iTrainMilitiaAnywhereDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_COVERT", 72, 0, 255);
gRebelCommandSettings.iTrainMilitiaAnywhereDuration_Bonus_Survival = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_SURVIVAL", 72, 0, 255);
gRebelCommandSettings.iTrainMilitiaAnywhereDuration_Bonus_Teaching = iniReader.ReadInteger("Rebel Command Settings", "TRAIN_MILITIA_ANYWHERE_DURATION_BONUS_TEACHING", 72, 0, 255);
gRebelCommandSettings.iSoldierBountiesKingpinSuccessChance = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_SUCCESS_CHANCE", 50, 0, 100);
gRebelCommandSettings.iSoldierBountiesKingpinDuration = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_DURATION", 24, 0, 255);
gRebelCommandSettings.iSoldierBountiesKingpinDuration_Bonus_Covert = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_COVERT", 24, 0, 255);
gRebelCommandSettings.iSoldierBountiesKingpinDuration_Bonus_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_DURATION_BONUS_DEMOLITIONS", 24, 0, 255);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Admin = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ADMIN", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Troop = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TROOP", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Elite = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ELITE", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Robot = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_ROBOT", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Jeep = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_JEEP", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Tank = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_TANK", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Officer = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_OFFICER", 100, 0, 5000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Limit = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT", 10000, 0, 30000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Limit_Demolitions = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_DEMOLITIONS", 10000, 0, 30000);
gRebelCommandSettings.iSoldierBountiesKingpinPayout_Limit_Snitch = iniReader.ReadInteger("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_LIMIT_SNITCH", 10000, 0, 30000);
gRebelCommandSettings.fSoldierBountiesKingpinPayout_Bonus_Covert = iniReader.ReadFloat("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_COVERT", 1.1f, 0.f, 2.f);
gRebelCommandSettings.fSoldierBountiesKingpinPayout_Bonus_Deputy = iniReader.ReadFloat("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_DEPUTY", 1.1f, 0.f, 2.f);
gRebelCommandSettings.fSoldierBountiesKingpinPayout_Bonus_Snitch = iniReader.ReadFloat("Rebel Command Settings", "SOLDIER_BOUNTIES_KINGPIN_PAYOUT_BONUS_SNITCH", 1.1f, 0.f, 2.f);
}
void FreeGameExternalOptions()
@@ -4462,7 +4589,7 @@ BOOLEAN IsDriveLetterACDromDrive( STR pDriveLetter )
void DisplayGameSettings( )
{
//Display the version number
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s (%S) %s", pMessageStrings[ MSG_VERSION ], zVersionLabel, czVersionNumber, zRevisionNumber );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s %S %s", pMessageStrings[ MSG_VERSION ], zProductLabel, czVersionString, zBuildInformation );
//Display the difficulty level
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", gzGIOScreenText[ GIO_DIF_LEVEL_TEXT ], zDiffSetting[gGameOptions.ubDifficultyLevel].szDiffName );
+134 -3
View File
@@ -33,7 +33,7 @@ enum
// TOPTION_DISPLAY_ENEMY_INDICATOR, //Displays the number of enemies seen by the merc, ontop of their portrait
TOPTION_SLEEPWAKE_NOTIFICATION,
TOPTION_USE_METRIC_SYSTEM, //If set, uses the metric system
TOPTION_MERC_ALWAYS_LIGHT_UP,
TOPTION_MERC_CASTS_LIGHT,
TOPTION_SMART_CURSOR,
TOPTION_SNAP_CURSOR_TO_DOOR,
TOPTION_GLOW_ITEMS,
@@ -103,6 +103,8 @@ enum
// sevenfm: new settings
TOPTION_SHOW_ENEMY_LOCATION,
TOPTION_ALT_START_AIM,
TOPTION_ALT_PATHFINDING,
// arynn: Debug/Cheat
TOPTION_CHEAT_MODE_OPTIONS_HEADER,
@@ -127,8 +129,6 @@ enum
//These options will NOT be toggable by the Player
// JA2Gold
TOPTION_MERC_CASTS_LIGHT,
TOPTION_HIDE_BULLETS,
TOPTION_TRACKING_MODE,
@@ -181,6 +181,7 @@ enum
FF_ALLOW_SNOW,
FF_MINI_EVENTS,
FF_REBEL_COMMAND,
FF_STRATEGIC_TRANSPORT_GROUPS,
NUM_FEATURE_FLAGS,
};
@@ -1148,6 +1149,10 @@ typedef struct
UINT16 usLeadershipSubpointsToImprove;
UINT16 usLevelSubpointsToImprove;
// rftr: optionally slow stat growth at 80+ and 90+. this gives more value to mercs with high base stats
UINT8 ubMaxGrowthChanceAt80;
UINT8 ubMaxGrowthChanceAt90;
// HEADROCK HAM B2.7: When turned on, this will give a CTH approximation instead of an exact value, on CTH Bars and "F" key feedback.
BOOLEAN fApproximateCTH;
@@ -1602,6 +1607,10 @@ typedef struct
BOOLEAN fAlternativeHelicopterFuelSystem;
BOOLEAN fHelicopterPassengersCanGetHit;
BOOLEAN fStrategicTransportGroupsDebug;
BOOLEAN fStrategicTransportGroupsEnabled;
INT8 iMaxSimultaneousTransportGroups;
UINT16 usHelicopterHoverCostOnGreenTile;
UINT16 usHelicopterHoverCostOnRedTile;
@@ -1842,6 +1851,128 @@ typedef struct
INT16 iFortificationsBonus;
// agent missions
INT32 iMissionBaseCost;
INT32 iMissionAdditionalCost;
INT16 iMissionPrepTime;
INT8 iMissionRefreshTimeDays;
INT8 iMinLoyaltyForMission;
INT8 iDeepDeploymentSuccessChance;
INT16 iDeepDeploymentRangeNS;
INT16 iDeepDeploymentRangeEW;
INT16 iDeepDeploymentRangeNS_Bonus_Covert;
INT16 iDeepDeploymentRangeEW_Bonus_Covert;
INT16 iDeepDeploymentRangeNS_Bonus_Scouting;
INT16 iDeepDeploymentRangeEW_Bonus_Scouting;
INT16 iDeepDeploymentRangeNS_Bonus_Stealthy;
INT16 iDeepDeploymentRangeEW_Bonus_Stealthy;
INT16 iDeepDeploymentRangeNS_Bonus_Survival;
INT16 iDeepDeploymentRangeEW_Bonus_Survival;
UINT8 iDeepDeploymentDuration;
UINT8 iDeepDeploymentDuration_Bonus_Covert;
UINT8 iDeepDeploymentDuration_Bonus_Scouting;
UINT8 iDeepDeploymentDuration_Bonus_Stealthy;
UINT8 iDeepDeploymentDuration_Bonus_Survival;
INT8 iDisruptAsdSuccessChance;
FLOAT fDisruptAsdIncomeReductionModifier;
FLOAT fDisruptAsdIncomeReductionModifier_Covert;
FLOAT fDisruptAsdIncomeReductionModifier_Demolitions;
FLOAT fDisruptAsdIncomeReductionModifier_Nightops;
FLOAT fDisruptAsdIncomeReductionModifier_Technician;
UINT8 iDisruptAsdDuration;
UINT8 iDisruptAsdDuration_Bonus_Covert;
UINT8 iDisruptAsdDuration_Bonus_Demolitions;
UINT8 iDisruptAsdDuration_Bonus_Nightops;
UINT8 iDisruptAsdDuration_Bonus_Technician;
INT8 iForgeTransportOrdersSuccessChance;
INT8 iGetEnemyMovementTargetsSuccessChance;
UINT8 iGetEnemyMovementTargetsDuration;
UINT8 iGetEnemyMovementTargetsDuration_Bonus_Covert;
UINT8 iGetEnemyMovementTargetsDuration_Bonus_Radio;
INT8 iImproveLocalShopsSuccessChance;
UINT8 iImproveLocalShopsDuration;
INT8 iReduceStrategicDecisionSpeedSuccessChance;
FLOAT fReduceStrategicDecisionSpeedModifier;
FLOAT fReduceStrategicDecisionSpeedModifier_Covert;
FLOAT fReduceStrategicDecisionSpeedModifier_Deputy;
FLOAT fReduceStrategicDecisionSpeedModifier_Snitch;
UINT8 iReduceStrategicDecisionSpeedDuration;
UINT8 iReduceStrategicDecisionSpeedDuration_Bonus_Covert;
UINT8 iReduceStrategicDecisionSpeedDuration_Bonus_Deputy;
UINT8 iReduceStrategicDecisionSpeedDuration_Bonus_Snitch;
INT8 iReduceUnalertedEnemyVisionSuccessChance;
FLOAT fReduceUnlaertedEnemyVisionModifier;
FLOAT fReduceUnlaertedEnemyVisionModifier_Covert;
FLOAT fReduceUnlaertedEnemyVisionModifier_Radio;
FLOAT fReduceUnlaertedEnemyVisionModifier_Stealthy;
UINT8 iReduceUnalertedEnemyVisionDuration;
UINT8 iReduceUnalertedEnemyVisionDuration_Bonus_Covert;
UINT8 iReduceUnalertedEnemyVisionDuration_Bonus_Radio;
INT8 iSabotageInfantryEquipmentSuccessChance;
INT8 iSabotageInfantryEquipmentModifier;
INT8 iSabotageInfantryEquipmentModifier_Auto_Weapons;
INT8 iSabotageInfantryEquipmentModifier_Covert;
INT8 iSabotageInfantryEquipmentModifier_Demolitions;
INT8 iSabotageInfantryEquipmentModifier_Gunslinger;
INT8 iSabotageInfantryEquipmentModifier_Ranger;
INT8 iSabotageInfantryEquipmentModifier_Sniper;
UINT8 iSabotageInfantryEquipmentDuration;
UINT8 iSabotageInfantryEquipmentDuration_Bonus_Auto_Weapons;
UINT8 iSabotageInfantryEquipmentDuration_Bonus_Covert;
UINT8 iSabotageInfantryEquipmentDuration_Bonus_Demolitions;
UINT8 iSabotageInfantryEquipmentDuration_Bonus_Gunslinger;
UINT8 iSabotageInfantryEquipmentDuration_Bonus_Ranger;
UINT8 iSabotageInfantryEquipmentDuration_Bonus_Sniper;
INT8 iSabotageMechanicalUnitsSuccessChance;
INT8 iSabotageMechanicalUnitsStatLoss;
INT8 iSabotageMechanicalUnitsStatLoss_Covert;
INT8 iSabotageMechanicalUnitsStatLoss_Demolitions;
INT8 iSabotageMechanicalUnitsStatLoss_Heavy_Weapons;
UINT8 iSabotageMechanicalUnitsDuration;
UINT8 iSabotageMechanicalUnitsDuration_Bonus_Covert;
UINT8 iSabotageMechanicalUnitsDuration_Bonus_Demolitions;
UINT8 iSabotageMechanicalUnitsDuration_Bonus_Heavy_Weapons;
INT8 iSendSuppliesToTownSuccessChance;
UINT8 iSendSuppliesToTownDuration;
INT32 iSendSuppliesToTownLoyaltyGain;
INT8 iSendSuppliesToTownInterval;
INT8 iTrainMilitiaAnywhereSuccessChance;
INT8 iTrainMilitiaAnywhereMaxTrainers;
INT8 iTrainMilitiaAnywhereMaxTrainers_Teaching;
UINT8 iTrainMilitiaAnywhereDuration;
UINT8 iTrainMilitiaAnywhereDuration_Bonus_Covert;
UINT8 iTrainMilitiaAnywhereDuration_Bonus_Survival;
UINT8 iTrainMilitiaAnywhereDuration_Bonus_Teaching;
INT8 iSoldierBountiesKingpinSuccessChance;
UINT8 iSoldierBountiesKingpinDuration;
UINT8 iSoldierBountiesKingpinDuration_Bonus_Covert;
UINT8 iSoldierBountiesKingpinDuration_Bonus_Demolitions;
UINT16 iSoldierBountiesKingpinPayout_Admin;
UINT16 iSoldierBountiesKingpinPayout_Troop;
UINT16 iSoldierBountiesKingpinPayout_Elite;
UINT16 iSoldierBountiesKingpinPayout_Robot;
UINT16 iSoldierBountiesKingpinPayout_Jeep;
UINT16 iSoldierBountiesKingpinPayout_Tank;
UINT16 iSoldierBountiesKingpinPayout_Officer;
INT16 iSoldierBountiesKingpinPayout_Limit;
INT16 iSoldierBountiesKingpinPayout_Limit_Demolitions;
INT16 iSoldierBountiesKingpinPayout_Limit_Snitch;
FLOAT fSoldierBountiesKingpinPayout_Bonus_Covert;
FLOAT fSoldierBountiesKingpinPayout_Bonus_Deputy;
FLOAT fSoldierBountiesKingpinPayout_Bonus_Snitch;
} REBELCOMMAND_SETTINGS;
typedef struct
+18 -35
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@@ -1,62 +1,45 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include "Types.h"
#include "GameVersion.h"
#endif
//
// Keeps track of the game version
//
// ------------------------------
// MAP EDITOR (Release and Debug) BUILD VERSION
// ------------------------------
#ifdef JA2EDITOR
#ifdef JA2EDITOR // map editor
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"JA2 1.13 Unfinished Business - Map Editor" };
#else
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"JA2 1.13 - Map Editor" };
#endif
// ------------------------------
// DEBUG BUILD VERSIONS
// ------------------------------
#elif defined JA2BETAVERSION
#elif defined JA2BETAVERSION // debug
//DEBUG BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"Debug: JA2 1.13 Unfinished Business" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"Debug: JA2 1.13 Demo" };
#else
CHAR16 zVersionLabel[256] = { L"Debug: v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"Debug: JA2 1.13" };
#endif
#elif defined CRIPPLED_VERSION
//RELEASE BUILD VERSION s
CHAR16 zVersionLabel[256] = { L"Beta v. 0.98" };
CHAR16 zProductLabel[64] = { L"JA2 113 Beta-0.98" };
// ------------------------------
// RELEASE BUILD VERSIONS
// ------------------------------
#else
#else // release
//RELEASE BUILD VERSION
#ifdef JA2UB
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"JA2 1.13 Unfinished Business" };
#elif defined (JA113DEMO)
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"JA2 1.13 Demo" };
#else
CHAR16 zVersionLabel[256] = { L"Release v1.13 (Development Build)" };
CHAR16 zProductLabel[64] = { L"JA2 1.13" };
#endif
#endif
CHAR8 czVersionNumber[16] = { "Build 10.10.22" }; //YY.MM.DD
CHAR16 zTrackingNumber[16] = { L"Z" };
CHAR16 zRevisionNumber[16] = { L"Revision 9402" };
CHAR8 czVersionString[16] = { "@Version@" };
CHAR16 zBuildInformation[256] = { L"@Build@" };
// SAVE_GAME_VERSION is defined in header, change it there
+6 -5
View File
@@ -11,11 +11,12 @@ extern "C" {
// Keeps track of the game version
//
extern CHAR16 zVersionLabel[256];
extern CHAR8 czVersionNumber[16];
extern CHAR16 zTrackingNumber[16];
extern CHAR16 zRevisionNumber[16];
// name of the product, Unfinished Business, Map Editor etc..
extern CHAR16 zProductLabel[64];
// used for save game comparison
extern CHAR8 czVersionString[16];
// can contain information regarding the build: what git ref was the base (tag, branch), by whom, commit date, build date, etc..
extern CHAR16 zBuildInformation[256];
//ADB: I needed these here so I moved them, and why put them in *.cpp anyways?
//
-11
View File
@@ -1,11 +0,0 @@
<?xml version="1.0"?>
<VisualStudioPropertySheet
ProjectType="Visual C++"
Version="8.00"
Name="German"
>
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions="GERMAN"
/>
</VisualStudioPropertySheet>
-7
View File
@@ -1,9 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "HelpScreen.h"
#include "HelpScreenText.h"
#include "Line.h"
#else
#include "sgp.h"
#include "sysutil.h"
#include "vobject_blitters.h"
@@ -28,7 +22,6 @@
#include "renderworld.h"
#include "Game Init.h"
#include "Overhead.h"
#endif
extern INT16 gsVIEWPORT_END_Y;
extern void PrintDate( void );
-8
View File
@@ -1,10 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "HelpScreen.h"
#include "Multilingual Text Code Generator.h"
#include "INIReader.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
@@ -58,7 +51,6 @@
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#include "Arms Dealer Init.h"
#endif
#include "MPXmlTeams.hpp"
#include "Strategic Mines LUA.h"
#include "UndergroundInit.h"
-2
View File
@@ -1,7 +1,6 @@
#ifndef _INIT_H
#define _INIT_H
#ifndef PRECOMPILEDHEADERS
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "LogicalBodyTypes/Layers.h"
#include "LogicalBodyTypes/AbstractXMLLoader.h"
@@ -10,7 +9,6 @@
#include "LogicalBodyTypes/EnumeratorDB.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "LogicalBodyTypes/PaletteDB.h"
#endif
#include <iostream>
#include <fstream>
-6
View File
@@ -1,8 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Intro.h"
#include "Cinematics.h"
#else
#include "sgp.h"
#include "sysutil.h"
#include "vobject_blitters.h"
@@ -27,7 +22,6 @@
#include "Soldier Profile.h"
#include "Game Init.h"
#include "INIReader.h"
#endif
#include <vfs/Core/vfs.h>
-172
View File
@@ -1,172 +0,0 @@
#ifndef __JA2_ALL_H
#define __JA2_ALL_H
#pragma message("GENERATED PCH FOR JA2 PROJECT.")
#include "builddefines.h"
#include <time.h>
#include <stdio.h>
#include <stdarg.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_private.h"
#include "vobject_blitters.h"
#include "Types.h"
#include "wcheck.h"
#include "renderworld.h"
#include "input.h"
#include "screenids.h"
#include "overhead.h"
#include "Isometric Utils.h"
#include "sysutil.h"
#include "Radar Screen.h"
#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Dirty.h"
#include "Sys Globals.h"
#include "interface.h"
#include "soldier ani.h"
#include <wchar.h>
#include <tchar.h>
#include "english.h"
#include "Fileman.h"
#include "messageboxscreen.h"
#include "sgp.h"
#include "fade screen.h"
#include "cursor control.h"
#include "music control.h"
#include "GameInitOptionsScreen.h"
#include "GameSettings.h"
#include "Utilities.h"
#include "Font Control.h"
#include "WordWrap.h"
#include "Options Screen.h"
#include "cursors.h"
#include "Screens.h"
#include "init.h"
#include "laptop.h"
#include "mapscreen.h"
#include "Game Clock.h"
#include "LibraryDataBase.h"
#include "Map Screen Interface.h"
#include "Tactical Save.h"
#include "Interface Control.h"
#include "text.h"
#include "Handle UI.h"
#include "Button System.h"
#include "lighting.h"
#include "environment.h"
#include "bullets.h"
#include "message.h"
#include <string.h>
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "strategic movement.h"
#include "Tactical Placement GUI.h"
#include "Air raid.h"
#include "game init.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "physics.h"
#include "dialogue control.h"
#include "soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "strategic turns.h"
#include "merc entering.h"
#include "soldier create.h"
#include "Soldier Init List.h"
#include "interface panels.h"
#include "Map Information.h"
#include "Squads.h"
#include "interface dialogue.h"
#include "auto bandage.h"
#include "meanwhile.h"
#include "strategic ai.h"
#include "Sound Control.h"
#include "SaveLoadScreen.h"
#include "GameVersion.h"
#include "Debug.h"
#include "Language Defines.h"
#include "mousesystem.h"
#include "worlddef.h"
#include "video.h"
#include "interface items.h"
#include "Maputility.h"
#include "strategic.h"
#include "NPC.h"
#include "MercTextBox.h"
#include "tile cache.h"
#include "Shade Table Util.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include <time.h>
#include "font.h"
#include "timer.h"
#include "tiledef.h"
#include "editscreen.h"
#include "jascreens.h"
#include "animation cache.h"
#include "mainmenuscreen.h"
#include "Random.h"
#include "Multi Language Graphic Utils.h"
#include "SaveLoadGame.h"
#include "Text Input.h"
#include "Slider.h"
#include "soundman.h"
#include "Ambient Control.h"
#include "Worlddat.h"
#include "Gap.h"
#include "Soldier Profile.h"
#include "Keys.h"
#include "finances.h"
#include "History.h"
#include "files.h"
#include "Email.h"
#include "Game Events.h"
#include "LaptopSave.h"
#include "Queen Command.h"
#include "Quests.h"
#include "opplist.h"
#include "Merc Hiring.h"
#include "Ai.h"
#include "SmokeEffects.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Interface Bottom.h"
#include "Map Screen Helicopter.h"
#include "Arms Dealer Init.h"
#include "Strategic Mines.h"
#include "Strategic Town Loyalty.h"
#include "Vehicles.h"
#include "Merc Contract.h"
#include "Strategic Pathing.h"
#include "TeamTurns.h"
#include "explosion control.h"
#include "Creature Spreading.h"
#include "Strategic Status.h"
#include "Boxing.h"
#include "Map Screen Interface Map.h"
#include "lighteffects.h"
#include "JA2 Splash.h"
#include "Scheduling.h"
#include "_JA25EnglishText.h"
#include "XML.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "LogicalBodyTypes/Layers.h"
#include "LogicalBodyTypes/AbstractXMLLoader.h"
#include "LogicalBodyTypes/PaletteDB.h"
#include "LogicalBodyTypes/SurfaceDB.h"
#include "LogicalBodyTypes/FilterDB.h"
#include "LogicalBodyTypes/EnumeratorDB.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#endif
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include "Types.h"
#include "vsurface.h"
#include "mainmenuscreen.h"
@@ -8,7 +5,6 @@
#include "Timer Control.h"
#include "Multi Language Graphic Utils.h"
#include <stdio.h>
#endif
UINT32 guiSplashFrameFade = 10;
UINT32 guiSplashStartTime = 0;
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "builddefines.h"
#include <wchar.h>
#include <stdio.h>
@@ -66,7 +63,6 @@
#include "Strategic Status.h"
#include "civ quotes.h"
#include "Debug Control.h"
#endif
#ifdef JA2UB
-4
View File
@@ -1,7 +1,4 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimArchives.h"
#include "aim.h"
@@ -10,7 +7,6 @@
#include "WCheck.h"
#include "Encrypted File.h"
#include "Text.h"
#endif
#include "Soldier Profile.h"
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimFacialIndex.h"
#include "WordWrap.h"
@@ -16,7 +13,6 @@
#include "GameSettings.h"
#include "english.h"
#include "sysutil.h"
#endif
extern UINT8 gubCurrentSortMode; // symbol already defined in AimSort.cpp (jonathanl)
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimHistory.h"
#include "aim.h"
@@ -9,7 +6,6 @@
#include "WordWrap.h"
#include "Encrypted File.h"
#include "Text.h"
#endif
#include "LocalizedStrings.h"
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimLinks.h"
#include "aim.h"
@@ -8,7 +5,6 @@
#include "WordWrap.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#endif
#ifdef JA2UB
#include "ub_config.h"
-5
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#include "Language Defines.h"
#else
#include "email.h"
#include "laptop.h"
#include "AimMembers.h"
@@ -47,7 +43,6 @@
#include "strategicmap.h"
#include "Personnel.h"
#include "Encyclopedia_new.h" //update encyclopedia item visibility when viewing that item
#endif
#include "Strategic Town Loyalty.h"
#include "connect.h"
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimPolicies.h"
#include "aim.h"
@@ -10,7 +7,6 @@
#include "Encrypted File.h"
#include "Text.h"
#include "GameSettings.h"
#endif
#include "LocalizedStrings.h"
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimSort.h"
#include "Aim.h"
@@ -13,7 +10,6 @@
#include "Multi Language Graphic Utils.h"
#include "english.h"
#include "sysutil.h"
#endif
//#define
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyR.h"
#include "BobbyRGuns.h"
@@ -22,7 +19,6 @@
#include "GameSettings.h"
#include "message.h"
#include "postalservice.h"
#endif
#ifdef JA2TESTVERSION
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyRAmmo.h"
#include "BobbyRGuns.h"
@@ -10,7 +7,6 @@
#include "WordWrap.h"
#include "Encrypted File.h"
#include "text.h"
#endif
UINT32 guiAmmoBackground;
UINT32 guiAmmoGrid;
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyRArmour.h"
#include "BobbyRGuns.h"
@@ -9,7 +6,6 @@
#include "WCheck.h"
#include "WordWrap.h"
#include "Text.h"
#endif
UINT32 guiArmourBackground;
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyRGuns.h"
#include "BobbyR.h"
@@ -23,7 +20,6 @@
// HEADROCK HAM 4
#include "input.h"
#include "Encyclopedia_new.h" //update encyclopedia item visibility when viewing that item
#endif
#define BOBBYR_DEFAULT_MENU_COLOR 255
-4
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyRMailOrder.h"
#include "BobbyR.h"
@@ -27,7 +24,6 @@
#include "postalservice.h"
#include "english.h"
#include <list>
#endif
#include "Strategic Event Handler.h"
#include "connect.h"
-4
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyRMisc.h"
#include "BobbyR.h"
@@ -9,7 +6,6 @@
#include "WCheck.h"
#include "WordWrap.h"
#include "Text.h"
#endif
UINT32 guiMiscBackground;
-5
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@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#include "BobbyRShipments.h"
#else
#include "laptop.h"
#include "BobbyRShipments.h"
#include "bobbyr.h"
@@ -17,7 +13,6 @@
#include "PostalService.h"
#include "input.h"
#include "english.h"
#endif
-4
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@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "BobbyRUsed.h"
#include "BobbyR.h"
@@ -9,7 +6,6 @@
#include "WCheck.h"
#include "WordWrap.h"
#include "Text.h"
#endif
UINT32 guiUsedBackground;
UINT32 guiUsedGrid;
+6 -5
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "Laptop All.h"
#include "Utilities.h"
#include "WCheck.h"
#include "timer control.h"
@@ -12,10 +8,15 @@
#include "Game Clock.h"
#include "Text.h"
#include "soldier profile type.h"
#endif
#include "BriefingRoom_Data.h"
#include "BriefingRoom.h"
#include "english.h"
#include "laptop.h"
#include "IMP HomePage.h"
#include "line.h"
#include "input.h"
#include "Text Input.h"
// Link Images
#define BRIEFINGROOM_BUTTON_SIZE_X 205
+7 -5
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "Laptop All.h"
#include "Utilities.h"
#include "WCheck.h"
#include "timer control.h"
@@ -12,10 +8,16 @@
#include "Game Clock.h"
#include "Text.h"
#include "soldier profile type.h"
#endif
#include "BriefingRoom_Data.h"
#include "BriefingRoomM.h"
#include "aim.h"
#include "laptop.h"
#include "IMP HomePage.h"
#include "line.h"
#include "input.h"
#include "Text Input.h"
#include "english.h"
// Link Images
#define BRIEFINGROOM_MISSION_BUTTON_SIZE_X 121
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
//#include "Laptop All.h"
#include "laptop.h"
#include "aim.h"
@@ -15,7 +12,6 @@
#include "Quests.h"
#include "Tactical Save.h"
#include "BriefingRoom_Data.h"
#endif
#define MAX_FILTR_LOCATION_BUTTONS 11
-5
View File
@@ -1,14 +1,9 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#include "BrokenLink.h"
#else
#include "Types.h"
#include "font.h"
#include "laptop.h"
#include "Font Control.h"
#include "Text.h"
#include "wordwrap.h"
#endif
#define BROKEN_LINK__FONT FONT12ARIAL
#define BROKEN_LINK__COLOR FONT_MCOLOR_BLACK
+101
View File
@@ -0,0 +1,101 @@
set(LaptopSrc
"${CMAKE_CURRENT_SOURCE_DIR}/aim.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimArchives.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimFacialIndex.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimHistory.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimLinks.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimMembers.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimPolicies.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/AimSort.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BaseTable.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyR.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRAmmo.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRArmour.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRGuns.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRMailOrder.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRMisc.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRShipments.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BobbyRUsed.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BriefingRoom.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BriefingRoomM.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BriefingRoom_Data.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/BrokenLink.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/CampaignHistoryMain.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/CampaignHistory_Summary.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/CampaignStats.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/CharProfile.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/DropDown.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/DynamicDialogueWidget.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/email.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Encyclopedia_Data_new.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Encyclopedia_new.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/FacilityProduction.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/files.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/finances.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/florist Cards.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/florist Gallery.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/florist Order Form.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/florist.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/funeral.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/GunEmporium.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/history.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP AboutUs.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Attribute Entrance.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Attribute Finish.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Attribute Selection.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Background.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Begin Screen.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Character and Disability Entrance.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Character Trait.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Color Choosing.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Compile Character.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Confirm.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Disability Trait.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Finish.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Gear Entrance.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Gear.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP HomePage.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP MainPage.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Minor Trait.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Personality Entrance.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Personality Finish.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Personality Quiz.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Portraits.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Prejudice.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Skill Trait.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Text System.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMP Voices.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/IMPVideoObjects.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/insurance Comments.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/insurance Contract.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/insurance Info.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/insurance.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Intelmarket.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/laptop.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/merccompare.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/mercs Account.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/mercs Files.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/mercs No Account.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/mercs.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/MilitiaInterface.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/MilitiaWebsite.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/personnel.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/PMC.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/PostalService.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/sirtech.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Store Inventory.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/WHO.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_AIMAvailability.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_BriefingRoom.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_CampaignStatsEvents.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ConditionsForMercAvailability.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_DeliveryMethods.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Email.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EmailMercAvailable.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_EmailMercLevelUp.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_History.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_IMPPortraits.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_IMPVoices.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_OldAIMArchive.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_ShippingDestinations.cpp"
PARENT_SCOPE)
-4
View File
@@ -3,9 +3,6 @@
* @author Flugente (bears-pit.com)
*/
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "insurance.h"
#include "insurance Contract.h"
@@ -19,7 +16,6 @@
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "CampaignHistoryMain.h"
#endif
#define BACKGROUND_WIDTH 125
-4
View File
@@ -3,9 +3,6 @@
* @author Flugente (bears-pit.com)
*/
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "Insurance Text.h"
#include "insurance.h"
@@ -22,7 +19,6 @@
#include "Game Clock.h"
#include "random.h"
#include "strategicmap.h"
#endif
#define CAMPHIS_SUM_TITLE_Y 52 + LAPTOP_SCREEN_WEB_UL_Y
-5
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#include "IMP Skill Trait.h"
#else
#include "laptop.h"
#include "cursors.h"
#include "CharProfile.h"
@@ -35,7 +31,6 @@
#include "IMP Prejudice.h" // added by Flugente
#include "IMP Gear Entrance.h" // added by Flugente
#include "IMP Gear.h" // added by Flugente
#endif
//BOOLEAN fIMPCompletedFlag = FALSE;
-9
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "Types.h"
#include "WCheck.h"
#include <string.h>
@@ -30,7 +27,6 @@
#include "Text.h"
#include "WordWrap.h"
#include "Quests.h"
#endif
#ifdef ENCYCLOPEDIA_WORKS
/** @ingroup ENCYCLOPEDIA
@@ -1328,13 +1324,8 @@ void GameInitEncyclopediaData_NEW( )
giEncyclopedia_DataBtnImage = BUTTON_NO_IMAGE;
memset( giEncyclopedia_DataFilterBtn, BUTTON_NO_SLOT, sizeof(giEncyclopedia_DataFilterBtn) );
giEncyclopedia_DataFilterBtnImage = BUTTON_NO_IMAGE;
#if 0//debug
memset( gbEncyclopediaData_ItemVisible, ENC_ITEM_DISCOVERED_NOT_REACHABLE, sizeof(gbEncyclopediaData_ItemVisible) );
gbEncyclopediaData_ItemVisible[1] = ENC_ITEM_NOT_DISCOVERED;
#else
if( guiCurrentScreen == MAINMENU_SCREEN )
EncyclopediaInitItemsVisibility();
#endif
// do following only once at start of JA2
CHECKV( guiCurrentScreen == 0 );
//prepare indexes for subfilter texts defined in _LanguageText.cpp, assuming there are blank separators between filter button texts ("1", "2", "3", "", "1", "", "1", "2", "3", "4")
-101
View File
@@ -29,9 +29,6 @@
/// uncomment to use just graphic + mouseregion instead of real buttons. No sounds, no button states, just plain 'hyperlinks'.
#define ENC_USE_BUTTONSYSTEM
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "Types.h"
#include "WCheck.h"
#include "DEBUG.H"
@@ -41,11 +38,7 @@
#include "vobject.h"//video objects
#include "Utils/Cursors.h"
#include "Text.h"//button text
#ifdef ENC_USE_BUTTONSYSTEM
#include "Button System.h"
#else
#include "WordWrap.h"//centered text
#endif
#include "Encyclopedia_new.h"
//#include "Encrypted File.h"
//#include "Soldier Profile.h"
@@ -54,7 +47,6 @@
//#include "Quests.h"
//#include "Tactical Save.h"
#include "Encyclopedia_Data_new.h"
#endif
#ifdef ENCYCLOPEDIA_WORKS
/** @defgroup ENCYCLOPEDIA Encyclopedia
@@ -72,13 +64,8 @@ UINT32 guiEncyclopediaAimLogo;
///@}
///@{ buttons, graphics and regions for main page
#ifdef ENC_USE_BUTTONSYSTEM
INT32 giEncyclopediaBtn[ ENC_NUM_SUBPAGES ];
INT32 giEncyclopediaBtnImage;
#else
MOUSE_REGION gEncyclopediaBtnRegions[ ENC_NUM_SUBPAGES ];
UINT32 guiEncyclopediaBtnImage;
#endif
#define ENC_BTN_GAP 6
#define ENC_AIMLOGO_GAP_TOP 20
#define ENC_AIMLOGO_GAP_BOTTOM 40
@@ -89,11 +76,7 @@ ENC_SUBPAGE_T geENC_SubPage; ///< Current sub page
///////
//prototypes
#ifdef ENC_USE_BUTTONSYSTEM
void BtnEncyclopedia_newSelectDataPageBtnCallBack ( GUI_BUTTON *btn, INT32 reason );
#else
void BtnEncyclopedia_newSelectDataPageRegionCallBack( MOUSE_REGION * pRegion, INT32 iReason );
#endif
///////
//functions
@@ -112,11 +95,8 @@ void BtnEncyclopedia_newSelectDataPageRegionCallBack( MOUSE_REGION * pRegion, IN
void GameInitEncyclopedia_NEW()
{
// initialize gui handles
#ifdef ENC_USE_BUTTONSYSTEM
memset( giEncyclopediaBtn, BUTTON_NO_SLOT, sizeof(giEncyclopediaBtn) );
giEncyclopediaBtnImage = BUTTON_NO_IMAGE;
#else
#endif
// check for files only on start of JA2
CHECKV( guiCurrentScreen == 0 && gGameExternalOptions.gEncyclopedia );
@@ -182,7 +162,6 @@ BOOLEAN EnterEncyclopedia_NEW( )
CHECKF(hVObject);CHECKF(hVObject->pETRLEObject);
logoBottomY = hVObject->pETRLEObject->usHeight + LAPTOP_SCREEN_WEB_UL_Y + ENC_AIMLOGO_GAP_TOP;
#ifdef ENC_USE_BUTTONSYSTEM//use button system
//////
// load button graphic for the data pages
giEncyclopediaBtnImage = LoadButtonImage( "ENCYCLOPEDIA\\CONTENTBUTTON.STI", BUTTON_NO_IMAGE, 0, BUTTON_NO_IMAGE , 0, BUTTON_NO_IMAGE );
@@ -206,34 +185,6 @@ BOOLEAN EnterEncyclopedia_NEW( )
GetButtonPtr( giEncyclopediaBtn[ i ] )->fShiftImage = TRUE;
//SpecifyButtonSoundScheme( giEncyclopediaDataBtn[ i ], BUTTON_SOUND_SCHEME_BIGSWITCH3 );
}
#else
//////
// load button graphic for the data pages
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP( "ENCYCLOPEDIA\\CONTENTBUTTON.STI", VObjectDesc.ImageFile );
CHECKF( AddVideoObject( &VObjectDesc, &guiEncyclopediaBtnImage ) );
//////
// create mouse regions for data buttons and set user data
GetVideoObject( &hVObject, guiEncyclopediaBtnImage );
CHECKF(hVObject);CHECKF(hVObject->pETRLEObject);
buttonSizeX = hVObject->pETRLEObject->usWidth;//get width of buttons from image
buttonSizeY = hVObject->pETRLEObject->usHeight;//get heigth of buttons from image
for ( UINT8 i = 0; i < ENC_NUM_SUBPAGES; i++ )
{
MSYS_DefineRegion( &gEncyclopediaBtnRegions[i],
LAPTOP_SCREEN_UL_X + (LAPTOP_SCREEN_WIDTH)/2 - buttonSizeX/2,//upper left x: center of laptop screen - 1/2 buttonsize
logoBottomY + ENC_AIMLOGO_GAP_BOTTOM + i * (ENC_BTN_GAP + buttonSizeY),//upper left y: below logo + logo gap + previous buttons and button gaps
LAPTOP_SCREEN_UL_X + (LAPTOP_SCREEN_WIDTH)/2 + buttonSizeX/2,//lower right x: center of laptop screen + 1/2 buttonsize
logoBottomY + ENC_AIMLOGO_GAP_BOTTOM + buttonSizeY + i * (ENC_BTN_GAP + buttonSizeY),//lower right y: below logo + logo gap + button height + previous buttons and button gaps
MSYS_PRIORITY_HIGH,//priority
CURSOR_WWW,//cursor
MSYS_NO_CALLBACK,//moveCB
BtnEncyclopedia_newSelectDataPageRegionCallBack);
MSYS_SetRegionUserData( &gEncyclopediaBtnRegions[i], 0, i + 1 );
CHECKF( MSYS_AddRegion( &gEncyclopediaBtnRegions[i] ) );
}
#endif
return TRUE;
}
@@ -256,7 +207,6 @@ BOOLEAN ExitEncyclopedia_NEW( )
// destroy AIM logo
success &= DeleteVideoObjectFromIndex( guiEncyclopediaAimLogo );
#ifdef ENC_USE_BUTTONSYSTEM//use button system
// destroy buttons
for ( UINT8 i = 0; i < ENC_NUM_SUBPAGES; i++ )
if ( giEncyclopediaBtn[ i ] != BUTTON_NO_SLOT )
@@ -274,13 +224,6 @@ BOOLEAN ExitEncyclopedia_NEW( )
}
else
success = FALSE;
#else
// destroy button graphic
success &= DeleteVideoObjectFromIndex( guiEncyclopediaBtnImage );
// destroy mouseregions for buttons
for (UINT8 i = 0; i < ENC_NUM_SUBPAGES; i++)
MSYS_RemoveRegion( &gEncyclopediaBtnRegions[i] );
#endif
return success;
}
@@ -307,20 +250,7 @@ void RenderEncyclopedia_NEW( )
CHECKV( BltVideoObjectFromIndex( FRAME_BUFFER, guiEncyclopediaAimLogo, 0, x, y, VO_BLT_SRCTRANSPARENCY, NULL ) );
// render Buttons for Data pages
#ifdef ENC_USE_BUTTONSYSTEM
RenderButtons();
#else
for ( UINT8 i = 0; i < ENC_NUM_SUBPAGES; i++ )
{
x = gEncyclopediaBtnRegions[ i ].RegionTopLeftX;
y = gEncyclopediaBtnRegions[ i ].RegionTopLeftY;
//Btn graphic
CHECKV( BltVideoObjectFromIndex( FRAME_BUFFER, guiEncyclopediaBtnImage, 0, x, y, VO_BLT_SRCTRANSPARENCY, NULL ) );
//Btn text
y += (gEncyclopediaBtnRegions[ i ].RegionBottomRightY - y)/2 - GetFontHeight( FONT12ARIAL )/2;
DrawTextToScreen( pMenuStrings[ i ], x, y, (UINT16)gEncyclopediaBtnRegions[ i ].RegionBottomRightX - x, FONT12ARIAL, FONT_FCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
}
#endif
// finish render
CHECKV ( RenderWWWProgramTitleBar() );
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
@@ -405,7 +335,6 @@ void ChangingEncyclopediaSubPage( UINT8 ubSubPageNumber )
//////////////
//Callback functions
#ifdef ENC_USE_BUTTONSYSTEM//use button system
void BtnEncyclopedia_newSelectDataPageBtnCallBack( GUI_BUTTON *btn, INT32 reason )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
@@ -434,35 +363,5 @@ void BtnEncyclopedia_newSelectDataPageBtnCallBack( GUI_BUTTON *btn, INT32 reason
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
#else
/**
* @brief Callback for data page buttons.
* Userdata at index 0 is used to determine which button is pressed.
*/
void BtnEncyclopedia_newSelectDataPageRegionCallBack( MOUSE_REGION * pRegion, INT32 iReason )
{
CHECKV( gGameExternalOptions.gEncyclopedia );
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
}
else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
UINT8 selectedButton = (UINT8)MSYS_GetRegionUserData( pRegion, 0 );
if( selectedButton == 0 )
{
guiCurrentLaptopMode = LAPTOP_MODE_ENCYCLOPEDIA;
}
else if( selectedButton > 0 && selectedButton <= ENC_NUM_SUBPAGES )
{
ChangingEncyclopediaSubPage ( selectedButton );
guiCurrentLaptopMode = LAPTOP_MODE_ENCYCLOPEDIA_DATA;
}
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
}
}
#endif
#endif
-4
View File
@@ -3,9 +3,6 @@
* @author Flugente (bears-pit.com)
*/
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "insurance.h"
#include "WCheck.h"
@@ -20,7 +17,6 @@
#include "Strategic Town Loyalty.h"
#include "strategic.h"
#include "BaseTable.h"
#endif
/*#define MERCOMP_FONT_COLOR 2
#define CAMPHIS_FONT_BIG FONT14ARIAL
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "IMP AboutUs.h"
#include "CharProfile.h"
#include "IMPVideoObjects.h"
@@ -11,7 +8,6 @@
#include "cursors.h"
#include "laptop.h"
#include "IMP Text System.h"
#endif
// IMP AboutUs buttons
INT32 giIMPAboutUsButton[1];
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "CharProfile.h"
#include "IMP Attribute Entrance.h"
#include "IMP MainPage.h"
@@ -12,7 +9,6 @@
#include "cursors.h"
#include "laptop.h"
#include "IMP Text System.h"
#endif
// the buttons
UINT32 giIMPAttributeEntranceButtonImage[ 1 ];
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "CharProfile.h"
#include "IMP Attribute Finish.h"
#include "IMP MainPage.h"
@@ -15,7 +12,6 @@
#include "laptop.h"
#include "IMP Text System.h"
#include "IMP Attribute Selection.h"
#endif
// buttons
INT32 giIMPAttributeFinishButtonImage[ 2 ];

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