Merged from revision: 7363

- Map Editor now properly handles all available items without empty placeholders in between (by anv)
- Added item compare popup help text (by Buggler)
- Enemy icons will not be shown as 10x icons in 640x480 due to visibility issues (the rest remains as it is) (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7364 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-07-26 13:07:32 +00:00
parent caa8f58c0e
commit 05fdcb5d2e
12 changed files with 39 additions and 15 deletions
+7 -2
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@@ -157,7 +157,8 @@ void EntryInitEditorItemsInfo()
for( i=0; i < MAXITEMS; i++ ) for( i=0; i < MAXITEMS; i++ )
{ {
if ( Item[i].usItemClass == 0 ) if ( Item[i].usItemClass == 0 )
break; //break;
continue;
item = &Item[i]; item = &Item[i];
//if( Item[i].fFlags & ITEM_NOT_EDITOR ) //if( Item[i].fFlags & ITEM_NOT_EDITOR )
// continue; // continue;
@@ -419,7 +420,11 @@ void InitEditorItemsInfo(UINT32 uiItemType)
while( usCounter<MAXITEMS && !fTypeMatch ) while( usCounter<MAXITEMS && !fTypeMatch )
{ {
if ( Item[usCounter].usItemClass == 0 ) if ( Item[usCounter].usItemClass == 0 )
break; {
//break;
usCounter++;
continue;
}
item = &Item[usCounter]; item = &Item[usCounter];
//if( Item[usCounter].fFlags & ITEM_NOT_EDITOR ) //if( Item[usCounter].fFlags & ITEM_NOT_EDITOR )
if(item->notineditor) if(item->notineditor)
@@ -748,7 +748,7 @@ BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage )
void UpdateHelpTextForInvnentoryStashSlots( void ) void UpdateHelpTextForInvnentoryStashSlots( void )
{ {
CHAR16 pStr[ 512 ]; CHAR16 pTemp[ 512 ], pStr[ 512 ];
INT32 iCounter = 0; INT32 iCounter = 0;
INT32 iFirstSlotOnPage = ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ); INT32 iFirstSlotOnPage = ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT );
@@ -758,7 +758,8 @@ void UpdateHelpTextForInvnentoryStashSlots( void )
{ {
if( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object.exists() == true ) if( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object.exists() == true )
{ {
GetHelpTextForItem( pStr , &( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object ), NULL ); GetHelpTextForItem( pTemp , &( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object ), NULL );
swprintf( pStr, L"%s\n \n%s", pTemp, gzMiscItemStatsFasthelp[ 34 ] );
SetRegionFastHelpText( &(MapInventoryPoolSlots[ iCounter ] ), pStr ); SetRegionFastHelpText( &(MapInventoryPoolSlots[ iCounter ] ), pStr );
/* /*
+12 -2
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@@ -1330,8 +1330,18 @@ void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies
GetVideoObject(&hIconHandle, guiCHARICONS); GetVideoObject(&hIconHandle, guiCHARICONS);
sEnemyLessTank = sNumberOfEnemies - usNumTanks; sEnemyLessTank = sNumberOfEnemies - usNumTanks;
ub10xEnemy = sEnemyLessTank / 10;
ubEnemy = sEnemyLessTank % 10; // no 10x icon for easy enemy quantity gauge in low resolution
if (iResolution >= _640x480 && iResolution < _800x600)
{
ub10xEnemy = 0;
ubEnemy = sNumberOfEnemies;
}
else
{
ub10xEnemy = sNumberOfEnemies / 10;
ubEnemy = sNumberOfEnemies % 10;
}
// Flugente: if we display tanks, we need to know that for several rows // Flugente: if we display tanks, we need to know that for several rows
INT16 secondtankrowstart = -1; INT16 secondtankrowstart = -1;
+1 -1
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@@ -715,7 +715,7 @@ extern CHAR16 gWeaponStatsDesc[][ 19 ];
// HEADROCK: Added externs for Item Description Box icon and stat tooltips // HEADROCK: Added externs for Item Description Box icon and stat tooltips
// Note that I've inflated some of these to 20 to avoid issues. // Note that I've inflated some of these to 20 to avoid issues.
extern STR16 gzWeaponStatsFasthelpTactical[ 33 ]; extern STR16 gzWeaponStatsFasthelpTactical[ 33 ];
extern STR16 gzMiscItemStatsFasthelp[ 34 ]; extern STR16 gzMiscItemStatsFasthelp[ 35 ];
// HEADROCK HAM 4: New tooltip texts // HEADROCK HAM 4: New tooltip texts
extern STR16 gzUDBButtonTooltipText[ 3 ]; extern STR16 gzUDBButtonTooltipText[ 3 ];
extern STR16 gzUDBHeaderTooltipText[ 4 ]; extern STR16 gzUDBHeaderTooltipText[ 4 ];
+2 -1
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@@ -2924,7 +2924,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|维|修|难|度\n \n决定了修理难度以及谁可以完全修复其损坏值\n \n绿色 = 任何人都可以修理\n \n黄色 = 只有特殊NPC可以修复损坏值\n \n红色 = 这个物品不能被修理\n \n 越高越好", //L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", L"|维|修|难|度\n \n决定了修理难度以及谁可以完全修复其损坏值\n \n绿色 = 任何人都可以修理\n \n黄色 = 只有特殊NPC可以修复损坏值\n \n红色 = 这个物品不能被修理\n \n 越高越好", //L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"物品大小修正(越低越好)", // 0 L"物品大小修正(越低越好)", // 0
L"可靠性修正", L"可靠性修正",
@@ -2960,6 +2960,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"洞穴视距修正", L"洞穴视距修正",
L"隧道视野百分比(越低越好)", L"隧道视野百分比(越低越好)",
L"精瞄加成所需最小距离", L"精瞄加成所需最小距离",
L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2922,7 +2922,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Item Size Modifier (Lower is better)", // 0 L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier", L"Reliability Modifier",
@@ -2958,6 +2958,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Cave Vision Range Modifier", L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)", L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus", L"Minimum Range for Aiming Bonus",
L"Hold |C|t|r|l to compare items", // item compare help text
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2924,7 +2924,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Item Size Modifier (Lower is better)", // 0 L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier", L"Reliability Modifier",
@@ -2960,6 +2960,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Cave Vision Range Modifier", L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)", L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus", L"Minimum Range for Aiming Bonus",
L"Hold |C|t|r|l to compare items", // item compare help text
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2928,7 +2928,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n\n \nDétermine la difficulté à réparer une arme\net qui peut la réparer complètement.\n \nVert = N'importe qui peut la réparer.\n \nJaune = Seuls des PNJ spécialisés peuvent la\nréparer au-delà du seuil de réparation.\n \nRouge = L'arme ne peut pas être réparée.\n \nValeur élevée recommandée.", L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n\n \nDétermine la difficulté à réparer une arme\net qui peut la réparer complètement.\n \nVert = N'importe qui peut la réparer.\n \nJaune = Seuls des PNJ spécialisés peuvent la\nréparer au-delà du seuil de réparation.\n \nRouge = L'arme ne peut pas être réparée.\n \nValeur élevée recommandée.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Facteur d'encombrement (Valeur faible recommandée)", // 0 L"Facteur d'encombrement (Valeur faible recommandée)", // 0
L"Facteur de fiabilité", L"Facteur de fiabilité",
@@ -2964,6 +2964,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Facteur de portée visuelle cave", L"Facteur de portée visuelle cave",
L"Pourcentage d'effet tunnel (Valeur faible recommandée)", L"Pourcentage d'effet tunnel (Valeur faible recommandée)",
L"Portée minimale pour bonus de visée", L"Portée minimale pour bonus de visée",
L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2932,7 +2932,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.", L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Gegenstandsgrößen-Modifikator (Niedriger ist besser)", L"Gegenstandsgrößen-Modifikator (Niedriger ist besser)",
L"Zuverlässigkeits-Modifikator", L"Zuverlässigkeits-Modifikator",
@@ -2968,6 +2968,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Höhlensicht-Modifikator", L"Höhlensicht-Modifikator",
L"Tunnelblick-Modifikator (Niedriger ist besser)", L"Tunnelblick-Modifikator (Niedriger ist besser)",
L"Minimale Reichweite für Zielbonus", L"Minimale Reichweite für Zielbonus",
L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2919,7 +2919,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Item Size Modifier (Lower is better)", // 0 L"Item Size Modifier (Lower is better)", // 0
L"Reliability Modifier", L"Reliability Modifier",
@@ -2955,6 +2955,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Cave Vision Range Modifier", L"Cave Vision Range Modifier",
L"Tunnel Vision Percentage (Lower is better)", L"Tunnel Vision Percentage (Lower is better)",
L"Minimum Range for Aiming Bonus", L"Minimum Range for Aiming Bonus",
L"Hold |C|t|r|l to compare items", // item compare help text
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2931,7 +2931,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Modyf. rozmiaru (mniej - lepiej)", // 0 L"Modyf. rozmiaru (mniej - lepiej)", // 0
L"Modyf. sprawności", L"Modyf. sprawności",
@@ -2967,6 +2967,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Modyf. zasg. wzr./jaskinia", L"Modyf. zasg. wzr./jaskinia",
L"Widzenie tunelowe w % (mniej - lepiej)", L"Widzenie tunelowe w % (mniej - lepiej)",
L"Min. zasg. dla bonusu cel.", L"Min. zasg. dla bonusu cel.",
L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text
+2 -1
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@@ -2924,7 +2924,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
}; };
STR16 gzMiscItemStatsFasthelp[ 34 ] = STR16 gzMiscItemStatsFasthelp[ 35 ] =
{ {
L"Модификатор размера предмета\n(чем меньше, тем лучше)", //Item Size Modifier (Lower is better) L"Модификатор размера предмета\n(чем меньше, тем лучше)", //Item Size Modifier (Lower is better)
L"Модификатор надёжности", //Reliability Modifier L"Модификатор надёжности", //Reliability Modifier
@@ -2960,6 +2960,7 @@ STR16 gzMiscItemStatsFasthelp[ 34 ] =
L"Модификатор диапазона\nвидимости в пещере", L"Модификатор диапазона\nвидимости в пещере",
L"Сужение сектора обзора\n(чем меньше, тем лучше)", //Tunnel Vision Percentage (Lower is better) L"Сужение сектора обзора\n(чем меньше, тем лучше)", //Tunnel Vision Percentage (Lower is better)
L"Минимальная эффективная\nдальность оптики", //Minimum Range for Aiming Bonus L"Минимальная эффективная\nдальность оптики", //Minimum Range for Aiming Bonus
L"Hold |C|t|r|l to compare items", // item compare help text // TODO.Translate
}; };
// HEADROCK: End new tooltip text // HEADROCK: End new tooltip text