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- new feature: load screen hints can now be defined in TableData/LoadScreenHints.xml. This feature requires GameDir revision >= 1655
- added safety checks for automatic feeding of POWs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6022 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -12,7 +12,8 @@
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#include "music control.h"
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#include "Timer Control.h"
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#include "sysutil.h"
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#include "math.h"
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#include "random.h"
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#include "math.h"
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#endif
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double rStart, rEnd;
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@@ -218,6 +219,52 @@ void RemoveProgressBar( UINT8 ubID )
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}
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}
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// Flugente: stuff needed for loadscreen hints
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extern UINT16 num_found_loadscreenhints;
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static UINT16 usCurrentLoadScreenHint = 0;
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// Flugente: this function selects the next hint to display, and makes sure it is not played again during this run of the exe
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void SetNewLoadScreenHint()
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{
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if ( !gGameExternalOptions.gfUseLoadScreenHints )
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return;
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UINT16 lastfnd = 0;
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UINT8 possiblehints[LOADSCREENHINT_MAX];
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for(UINT32 cnt = 1; cnt <= num_found_loadscreenhints; ++cnt)
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{
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if ( !zLoadScreenHint[cnt].fAlreadyShown )
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{
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// we now check the flags of a hint to determine wether it can show up. It can if at least one flag is valid
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BOOLEAN fShow = FALSE;
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// still unsure how to check for these...
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if ( zLoadScreenHint[cnt].usFlags & (LOADSCREEN_LORE|LOADSCREEN_WEAPON|LOADSCREEN_ITEM|LOADSCREEN_KEYBIND) )
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fShow = TRUE;
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else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_FOOD && gGameOptions.fFoodSystem )
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fShow = TRUE;
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#ifdef ENABLE_ZOMBIES
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else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_ZOMBIE && gGameSettings.fOptions[TOPTION_ZOMBIES] )
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fShow = TRUE;
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#endif
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else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_OVERHEAT_DIRT && (gGameOptions.fWeaponOverheating || gGameExternalOptions.fDirtSystem) )
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fShow = TRUE;
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else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_NCTH && UsingNewCTHSystem() )
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fShow = TRUE;
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else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_COVERTOPS && gGameOptions.fNewTraitSystem )
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fShow = TRUE;
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if ( fShow )
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possiblehints[lastfnd++] = cnt;
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}
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}
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UINT16 sel = possiblehints[ Random(lastfnd) ];
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zLoadScreenHint[sel].fAlreadyShown = TRUE;
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usCurrentLoadScreenHint = sel;
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}
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//An important setup function. The best explanation is through example. The example being the loading
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//of a file -- there are many stages of the map loading. In JA2, the first step is to load the tileset.
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//Because it is a large chunk of the total loading of the map, we may gauge that it takes up 30% of the
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@@ -282,6 +329,13 @@ void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT16 uiRelStartPerc, UINT16
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SetFontShadow( pCurr->ubMsgFontShadowColor );
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SetFontBackground( 0 );
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mprintf( pCurr->usBarLeft, pCurr->usBarBottom + 3, str );
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// Flugente: loadscreen hints
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if ( usCurrentLoadScreenHint )
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{
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gprintfinvalidate( pCurr->usBarLeft, pCurr->usBarBottom + 3 - 200, L"%s", zLoadScreenHint[usCurrentLoadScreenHint].szName );
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mprintf( pCurr->usBarLeft, pCurr->usBarBottom + 3 - 200, L"%s", zLoadScreenHint[usCurrentLoadScreenHint].szName );
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}
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}
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}
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}
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@@ -31,6 +31,64 @@ typedef struct PROGRESSBAR
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extern PROGRESSBAR *pBar[ MAX_PROGRESSBARS ];
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// Flugente: a structure for clothing items
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typedef struct
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{
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UINT16 uiIndex;
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CHAR16 szName[256]; // name of these clothes
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UINT32 usFlags; // flags that can be used to determine wether a hint is currently appropriate
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BOOLEAN fAlreadyShown; // to remember if this hint has already been shown in this game (reset on starting exe)
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} LOADSCREENHINT_STRUCT;
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#define LOADSCREENHINT_MAX 200
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extern LOADSCREENHINT_STRUCT zLoadScreenHint[LOADSCREENHINT_MAX];
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// Flugente: this function selects the next hint to display, and makes sure it is not played again during this run of the exe
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void SetNewLoadScreenHint();
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// -------- added by Flugente: various flags for loadscreen hints--------
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// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
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#define LOADSCREEN_LORE 0x00000001 //1 // ingame history and background
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#define LOADSCREEN_WEAPON 0x00000002 //2 // tips on weapons
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#define LOADSCREEN_ITEM 0x00000004 //4 // general tip on items
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#define LOADSCREEN_KEYBIND 0x00000008 //8 // tip on new key commands
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#define LOADSCREEN_FOOD 0x00000010 //16 // food tips
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#define LOADSCREEN_ZOMBIE 0x00000020 //32 // zombie tips
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#define LOADSCREEN_OVERHEAT_DIRT 0x00000040 //64 // tips on overheating & dirt
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#define LOADSCREEN_NCTH 0x00000080 //128 // tips on using NCTH
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#define LOADSCREEN_COVERTOPS 0x00000100 //256 // tips on using the covert ops trait
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//#define SOLDIER_HEADSHOT 0x00000200 //512 // last hit received was a headshot (attack to the head, so knifes/punches also work)
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//#define SOLDIER_POW 0x00000400 //1024 // we are a prisoner of war
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//#define SOLDIER_ASSASSIN 0x00000800 //2048 // we are an enemy assassin, and thus we will behave very different from normal enemies
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//#define SOLDIER_POW_PRISON 0x00001000 //4096 // this guy is a prisoner of war in a prison sector. SOLDIER_POW refers to people we capture, this refers to people we hold captive
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//#define SOLDIER_EQUIPMENT_DROPPED 0x00002000 //8192 // under certain circumstances, militia can be ordered to drop their gear twice. Thus we set a marker to avoid that
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//#define ENEMY_NET_3_LVL_4 0x00004000 //16384
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/*#define WH40K_SOLDIER_BLANK 0x00008000 //32768 // we are a blank, the ultimate weapon against psykers and daemons
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#define WH40K_SOLDIER_IDENTIFIED_BLANK 0x00010000 //65536 // we are a blank, and the player has learned this (used for laptop display)
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#define WH40K_SOLDIER_DEMON_DAMMALUS_ACTIVE 0x00020000 //131072 // demon disability: damage malus is active
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#define WH40K_SOLDIER_DEMON_LINKEDBULLETS 0x00040000 //262144 // demon dual wield: our first bullet hit, thus we get a huge bonus to the second bullet
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#define WH40K_SOLDIER_OBLITERATOR 0x00080000 //524288 // soldier has the obliterator virus
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#define WH40K_SOLDIER_ADEPTA_PRAYER_DAMAGE 0x00100000 //1048576
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#define WH40K_SOLDIER_ADEPTA_PRAYER_CTH 0x00200000 //2097152
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#define WH40K_SOLDIER_ADEPTA_PRAYER_SUPPRESSION 0x00400000 //4194304
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#define WH40K_SOLDIER_ADEPTA_PRAYER_ENERGYREGEN 0x00800000 //8388608
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#define WH40K_SOLDIER_TIMEBUBBLEEFFECT 0x01000000 //16777216
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#define WH40K_SOLDIER_VOX_OPERATOR_LISTENING 0x02000000 //33554432
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#define WH40K_SOLDIER_VOX_OPERATOR_JAMMING 0x04000000 //67108864
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#define WH40K_SOLDIER_VOX_OPERATOR_SCANNING 0x08000000 //134217728
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#define WH40K_SOLDIER_COMMISSAR_MILITIA_KILL_BONUS 0x10000000 //268435456 // guardsmen under our command killed a heretic. This grants a bonus to our next hit with one-handed weapons
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#define WH40K_SOLDIER_ADEPTA_PRAYER_REDUCEDAMAGE 0x20000000 //536870912 // reduce damage taken by 2
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#define WH40K_SOLDIER_ILLUSION 0x40000000 //1073741824 // Soldier is an Illusion
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#define WH40K_SOLDIER_KILLSTREAK 0x80000000 //2147483648 // Soldier is on a kill streak*/
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void CreateLoadingScreenProgressBar();
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void RemoveLoadingScreenProgressBar();
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