Code changes to allow more slots for IMPs.

Allow dead IMPs to be replaced.
Add another way to progress in the game (sectors visited).


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@798 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
SpaceViking
2007-03-26 01:47:14 +00:00
parent 6664b92b25
commit 060a09ead0
17 changed files with 525 additions and 251 deletions
+10 -9
View File
@@ -52,12 +52,12 @@ UINT32 uiVoiceSound = 0;
// image handle
UINT32 guiCHARACTERPORTRAIT;
extern INT32 iCurrentPortrait;
extern INT32 iCurrentVoices;
extern INT32 iCurrentVoice;
// function definitions
void CreateIMPFinishButtons( void );
void DeleteIMPFinishButtons( void );
BOOLEAN RenderCharProfileFinishFace( void );
//BOOLEAN RenderCharProfileFinishFace( void );
void RenderCharFullName( void );
BOOLEAN LoadCharacterPortrait( void );
void DestroyCharacterPortrait( void );
@@ -215,7 +215,7 @@ void CreateIMPFinishButtons( void )
SpecifyButtonIcon( giIMPFinishButton[ 4 ], guiCHARACTERPORTRAIT, 0,
33, 23, FALSE );
swprintf( sString, pImpButtonText[ 5 ], iCurrentVoices + 1 );
swprintf( sString, pImpButtonText[ 5 ], GetVoiceCountFromVoiceSlot(iCurrentVoice));
// the voice button
giIMPFinishButtonImage[5]= LoadButtonImage( "LAPTOP\\button_8.sti" ,-1,0,-1,1,-1 );
@@ -493,17 +493,18 @@ void BtnIMPFinishVoiceCallback(GUI_BUTTON *btn,INT32 reason)
}
}
/*
WDS - Unused?
BOOLEAN RenderCharProfileFinishFace( void )
{
// render the portrait of the current picture
VOBJECT_DESC VObjectDesc;
// render the portrait of the current picture
VOBJECT_DESC VObjectDesc;
HVOBJECT hHandle;
UINT32 uiGraphicHandle;
if( fCharacterIsMale == TRUE )
{
switch( LaptopSaveInfo.iVoiceId )
switch( LaptopSaveInfo.iCurrentVoice )
{
case( 0 ):
// first portrait
@@ -562,7 +563,7 @@ BOOLEAN RenderCharProfileFinishFace( void )
}
else
{
switch( LaptopSaveInfo.iVoiceId )
switch( LaptopSaveInfo.iCurrentVoice )
{
case( 0 ):
// first portrait
@@ -628,7 +629,7 @@ BOOLEAN RenderCharProfileFinishFace( void )
return( TRUE );
}
*/
void RenderCharFullName( void )
{