- 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
This commit is contained in:
Flugente
2013-04-24 21:10:36 +00:00
parent 79874daf97
commit 1e69c3a964
12 changed files with 140 additions and 3 deletions
+55 -1
View File
@@ -12,7 +12,8 @@
#include "music control.h"
#include "Timer Control.h"
#include "sysutil.h"
#include "math.h"
#include "random.h"
#include "math.h"
#endif
double rStart, rEnd;
@@ -218,6 +219,52 @@ void RemoveProgressBar( UINT8 ubID )
}
}
// Flugente: stuff needed for loadscreen hints
extern UINT16 num_found_loadscreenhints;
static UINT16 usCurrentLoadScreenHint = 0;
// Flugente: this function selects the next hint to display, and makes sure it is not played again during this run of the exe
void SetNewLoadScreenHint()
{
if ( !gGameExternalOptions.gfUseLoadScreenHints )
return;
UINT16 lastfnd = 0;
UINT8 possiblehints[LOADSCREENHINT_MAX];
for(UINT32 cnt = 1; cnt <= num_found_loadscreenhints; ++cnt)
{
if ( !zLoadScreenHint[cnt].fAlreadyShown )
{
// we now check the flags of a hint to determine wether it can show up. It can if at least one flag is valid
BOOLEAN fShow = FALSE;
// still unsure how to check for these...
if ( zLoadScreenHint[cnt].usFlags & (LOADSCREEN_LORE|LOADSCREEN_WEAPON|LOADSCREEN_ITEM|LOADSCREEN_KEYBIND) )
fShow = TRUE;
else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_FOOD && gGameOptions.fFoodSystem )
fShow = TRUE;
#ifdef ENABLE_ZOMBIES
else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_ZOMBIE && gGameSettings.fOptions[TOPTION_ZOMBIES] )
fShow = TRUE;
#endif
else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_OVERHEAT_DIRT && (gGameOptions.fWeaponOverheating || gGameExternalOptions.fDirtSystem) )
fShow = TRUE;
else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_NCTH && UsingNewCTHSystem() )
fShow = TRUE;
else if ( zLoadScreenHint[cnt].usFlags & LOADSCREEN_COVERTOPS && gGameOptions.fNewTraitSystem )
fShow = TRUE;
if ( fShow )
possiblehints[lastfnd++] = cnt;
}
}
UINT16 sel = possiblehints[ Random(lastfnd) ];
zLoadScreenHint[sel].fAlreadyShown = TRUE;
usCurrentLoadScreenHint = sel;
}
//An important setup function. The best explanation is through example. The example being the loading
//of a file -- there are many stages of the map loading. In JA2, the first step is to load the tileset.
//Because it is a large chunk of the total loading of the map, we may gauge that it takes up 30% of the
@@ -282,6 +329,13 @@ void SetRelativeStartAndEndPercentage( UINT8 ubID, UINT16 uiRelStartPerc, UINT16
SetFontShadow( pCurr->ubMsgFontShadowColor );
SetFontBackground( 0 );
mprintf( pCurr->usBarLeft, pCurr->usBarBottom + 3, str );
// Flugente: loadscreen hints
if ( usCurrentLoadScreenHint )
{
gprintfinvalidate( pCurr->usBarLeft, pCurr->usBarBottom + 3 - 200, L"%s", zLoadScreenHint[usCurrentLoadScreenHint].szName );
mprintf( pCurr->usBarLeft, pCurr->usBarBottom + 3 - 200, L"%s", zLoadScreenHint[usCurrentLoadScreenHint].szName );
}
}
}
}
+58
View File
@@ -31,6 +31,64 @@ typedef struct PROGRESSBAR
extern PROGRESSBAR *pBar[ MAX_PROGRESSBARS ];
// Flugente: a structure for clothing items
typedef struct
{
UINT16 uiIndex;
CHAR16 szName[256]; // name of these clothes
UINT32 usFlags; // flags that can be used to determine wether a hint is currently appropriate
BOOLEAN fAlreadyShown; // to remember if this hint has already been shown in this game (reset on starting exe)
} LOADSCREENHINT_STRUCT;
#define LOADSCREENHINT_MAX 200
extern LOADSCREENHINT_STRUCT zLoadScreenHint[LOADSCREENHINT_MAX];
// Flugente: this function selects the next hint to display, and makes sure it is not played again during this run of the exe
void SetNewLoadScreenHint();
// -------- added by Flugente: various flags for loadscreen hints--------
// easier than adding 32 differently named variables. DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define LOADSCREEN_LORE 0x00000001 //1 // ingame history and background
#define LOADSCREEN_WEAPON 0x00000002 //2 // tips on weapons
#define LOADSCREEN_ITEM 0x00000004 //4 // general tip on items
#define LOADSCREEN_KEYBIND 0x00000008 //8 // tip on new key commands
#define LOADSCREEN_FOOD 0x00000010 //16 // food tips
#define LOADSCREEN_ZOMBIE 0x00000020 //32 // zombie tips
#define LOADSCREEN_OVERHEAT_DIRT 0x00000040 //64 // tips on overheating & dirt
#define LOADSCREEN_NCTH 0x00000080 //128 // tips on using NCTH
#define LOADSCREEN_COVERTOPS 0x00000100 //256 // tips on using the covert ops trait
//#define SOLDIER_HEADSHOT 0x00000200 //512 // last hit received was a headshot (attack to the head, so knifes/punches also work)
//#define SOLDIER_POW 0x00000400 //1024 // we are a prisoner of war
//#define SOLDIER_ASSASSIN 0x00000800 //2048 // we are an enemy assassin, and thus we will behave very different from normal enemies
//#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
//#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
//#define ENEMY_NET_3_LVL_4 0x00004000 //16384
/*#define WH40K_SOLDIER_BLANK 0x00008000 //32768 // we are a blank, the ultimate weapon against psykers and daemons
#define WH40K_SOLDIER_IDENTIFIED_BLANK 0x00010000 //65536 // we are a blank, and the player has learned this (used for laptop display)
#define WH40K_SOLDIER_DEMON_DAMMALUS_ACTIVE 0x00020000 //131072 // demon disability: damage malus is active
#define WH40K_SOLDIER_DEMON_LINKEDBULLETS 0x00040000 //262144 // demon dual wield: our first bullet hit, thus we get a huge bonus to the second bullet
#define WH40K_SOLDIER_OBLITERATOR 0x00080000 //524288 // soldier has the obliterator virus
#define WH40K_SOLDIER_ADEPTA_PRAYER_DAMAGE 0x00100000 //1048576
#define WH40K_SOLDIER_ADEPTA_PRAYER_CTH 0x00200000 //2097152
#define WH40K_SOLDIER_ADEPTA_PRAYER_SUPPRESSION 0x00400000 //4194304
#define WH40K_SOLDIER_ADEPTA_PRAYER_ENERGYREGEN 0x00800000 //8388608
#define WH40K_SOLDIER_TIMEBUBBLEEFFECT 0x01000000 //16777216
#define WH40K_SOLDIER_VOX_OPERATOR_LISTENING 0x02000000 //33554432
#define WH40K_SOLDIER_VOX_OPERATOR_JAMMING 0x04000000 //67108864
#define WH40K_SOLDIER_VOX_OPERATOR_SCANNING 0x08000000 //134217728
#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
#define WH40K_SOLDIER_ADEPTA_PRAYER_REDUCEDAMAGE 0x20000000 //536870912 // reduce damage taken by 2
#define WH40K_SOLDIER_ILLUSION 0x40000000 //1073741824 // Soldier is an Illusion
#define WH40K_SOLDIER_KILLSTREAK 0x80000000 //2147483648 // Soldier is on a kill streak*/
void CreateLoadingScreenProgressBar();
void RemoveLoadingScreenProgressBar();