Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+38 -34
View File
@@ -502,7 +502,7 @@ BOOLEAN gfMapPanelWasRedrawn = FALSE;
UINT8 gubMAP_HandInvDispText[ NUM_INV_SLOTS ];
// currently selected character's list index
INT8 bSelectedInfoChar = -1;
INT16 bSelectedInfoChar = -1;
// map sort button images
INT32 giMapSortButtonImage[ MAX_SORT_METHODS ] = { -1, -1, -1, -1, -1, -1 };
@@ -926,7 +926,6 @@ INT32 GetIndexForthis( SOLDIERTYPE *pSoldier );
void CheckForAndRenderNewMailOverlay();
BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber );
void CheckForInventoryModeCancellation();
void ChangeMapScreenMaskCursor( UINT16 usCursor );
@@ -1905,16 +1904,14 @@ BOOLEAN InitializeInvPanelCoordsRobot()
}
// the tries to select a mapscreen character by his soldier ID
BOOLEAN SetInfoChar( UINT8 ubID )
BOOLEAN SetInfoChar( UINT16 ubID )
{
INT8 bCounter;
for ( bCounter = 0; bCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; bCounter++)
for (INT16 bCounter = 0; bCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; bCounter++)
{
// skip invalid characters
if ( gCharactersList[ bCounter ].fValid == TRUE )
{
if ( gCharactersList[ bCounter ].usSolID == (UINT16)ubID )
if ( gCharactersList[ bCounter ].usSolID == ubID )
{
ChangeSelectedInfoChar( bCounter, TRUE );
return( TRUE );
@@ -3985,7 +3982,7 @@ void AddCharacter( SOLDIERTYPE *pCharacter )
}
// copy over soldier id value
gCharactersList[usCount].usSolID = ( UINT16 )pCharacter->ubID;
gCharactersList[usCount].usSolID = pCharacter->ubID;
// valid character
gCharactersList[usCount].fValid = TRUE;
@@ -5338,9 +5335,19 @@ UINT32 MapScreenHandle(void)
CreateMouseRegionForPauseOfClock( INTERFACE_CLOCK_X, INTERFACE_CLOCK_Y );
// WANNE: The number of merc we can display in the list, depends on the resolution
if (iResolution >= _640x480 && iResolution < _800x600)
if (isWidescreenUI())
{
maxNumberOfMercVisibleInStrategyList = 22;
if (giMAXIMUM_NUMBER_OF_PLAYER_SLOTS <= 57)
maxNumberOfMercVisibleInStrategyList = giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
else
maxNumberOfMercVisibleInStrategyList = 57;
}
else if (iResolution >= _1024x768)
{
if (giMAXIMUM_NUMBER_OF_PLAYER_SLOTS <= 51)
maxNumberOfMercVisibleInStrategyList = giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
else
maxNumberOfMercVisibleInStrategyList = 51;
}
else if (iResolution < _1024x768)
{
@@ -5348,10 +5355,7 @@ UINT32 MapScreenHandle(void)
}
else
{
if (giMAXIMUM_NUMBER_OF_PLAYER_SLOTS <= 51)
maxNumberOfMercVisibleInStrategyList = giMAXIMUM_NUMBER_OF_PLAYER_SLOTS;
else
maxNumberOfMercVisibleInStrategyList = 51;
maxNumberOfMercVisibleInStrategyList = 22;
}
// create mouse regions
@@ -7629,9 +7633,9 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if( gCharactersList[ giHighLine ].fValid == TRUE )
{
bSelectedAssignChar = ( INT8 )giHighLine;
bSelectedAssignChar = ( INT16 )giHighLine;
RebuildAssignmentsBox( );
ChangeSelectedInfoChar( ( INT8 ) giHighLine, FALSE );
ChangeSelectedInfoChar( ( INT16 ) giHighLine, FALSE );
fShowAssignmentMenu = TRUE;
}
}
@@ -7639,7 +7643,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
{
if( gCharactersList[ bSelectedInfoChar ].fValid == TRUE )
{
bSelectedAssignChar = ( INT8 )bSelectedInfoChar;
bSelectedAssignChar = bSelectedInfoChar;
RebuildAssignmentsBox( );
fShowAssignmentMenu = TRUE;
}
@@ -11482,7 +11486,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
return;
}
bSelectedAssignChar = ( INT8 ) iValue + FIRSTmercTOdisplay;
bSelectedAssignChar = ( INT16 ) iValue + FIRSTmercTOdisplay;
RebuildAssignmentsBox( );
// reset dest character
@@ -11740,7 +11744,7 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
// select this character as the one plotting strategic movement
SetSelectedDestChar( (INT8)iValue + FIRSTmercTOdisplay );
SetSelectedDestChar( (INT16)iValue + FIRSTmercTOdisplay );
// remember the current paths for all selected characters so we can restore them if need be
RememberPreviousPathForAllSelectedChars();
@@ -12793,7 +12797,7 @@ void ReBuildCharactersList( void )
void HandleChangeOfInfoChar( void )
{
static INT8 bOldInfoChar = -1;
static INT16 bOldInfoChar = -1;
if( bSelectedInfoChar != bOldInfoChar )
{
@@ -12849,7 +12853,7 @@ void TestMessageSystem( void )
void EnableDisableTeamListRegionsAndHelpText( void )
{
// check if valid character here, if so, then do nothing..other wise set help text timer to a gazillion
INT8 bCharNum;
INT16 bCharNum;
for( bCharNum = 0; bCharNum < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; bCharNum++ )
@@ -13004,10 +13008,10 @@ void UpdatePausedStatesDueToTimeCompression( void )
BOOLEAN ContinueDialogue(SOLDIERTYPE *pSoldier, BOOLEAN fDone )
{
// continue this grunts dialogue, restore when done
static INT8 bOldSelectedInfoChar = -1;
static INT16 bOldSelectedInfoChar = -1;
static BOOLEAN fTalkingingGuy = FALSE;
INT8 bCounter = 0;
UINT16 bCounter = 0;
@@ -13665,9 +13669,9 @@ void UpdateStatusOfMapSortButtons( void )
INT8 GetLastValidCharacterInTeamPanelList( void )
INT16 GetLastValidCharacterInTeamPanelList( void )
{
INT8 iCounter = 0, iValue = 0;
INT16 iCounter = 0, iValue = 0;
// run through the list and find the last valid guy in the list
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
@@ -14543,7 +14547,7 @@ void SortListOfMercsInTeamPanel( BOOLEAN fRetainSelectedMercs, BOOLEAN fReverse
INT32 iCounter = 0, iCounterA = 0;
INT16 sEndSectorA, sEndSectorB;
INT32 iExpiryTime, iExpiryTimeA;
UINT8 uiID, uiIDA;
UINT16 uiID, uiIDA;
SOLDIERTYPE *pSelectedSoldier[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
SOLDIERTYPE *pCurrentSoldier = NULL;
SOLDIERTYPE *pPreviousSelectedInfoChar = NULL;
@@ -15093,7 +15097,7 @@ BOOLEAN CanToggleSelectedCharInventory( void )
BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber )
BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber )
{
SOLDIERTYPE *pSoldier = NULL;
@@ -15606,7 +15610,7 @@ INT32 GetContractExpiryTime( SOLDIERTYPE *pSoldier )
void ChangeSelectedInfoChar( INT8 bCharNumber, BOOLEAN fResetSelectedList )
void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList )
{
Assert( ( bCharNumber >= -1 ) && ( bCharNumber < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) );
@@ -16177,10 +16181,10 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
SOLDIERTYPE *pSoldier = NULL;
INT32 iCounter;
// WDS - make number of mercenaries, etc. be configurable
UINT8 ubSelectedMercID[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT8 ubSelectedMercIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
UINT16 ubSelectedMercID[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubSelectedMercIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
@@ -16193,7 +16197,7 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
!AM_A_ROBOT( pSoldier ) && !AM_AN_EPC( pSoldier ) && !pSoldier->flags.fMercAsleep )
{
ubSelectedMercID[ ubNumMercs ] = pSoldier->ubID;
ubSelectedMercIndex[ ubNumMercs ] = (UINT8)iCounter;
ubSelectedMercIndex[ ubNumMercs ] = (UINT16)iCounter;
ubNumMercs++;
}
@@ -16202,7 +16206,7 @@ void RandomAwakeSelectedMercConfirmsStrategicMove( void )
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
// select that merc so that when he speaks we're showing his portrait and not someone else
ChangeSelectedInfoChar( ubSelectedMercIndex[ ubChosenMerc ], FALSE );