Battle Panel Multi Resolution (#203)

* Battle panel interface with support for multiple resolutions and scrollable list

* Support for localized versions of battle panel

* Removed commented out code

* Fixed wrong copypasta in German version
This commit is contained in:
Andrzej Fałkowski
2023-08-20 20:52:34 +03:00
committed by GitHub
parent b91871b518
commit 2060022e94
7 changed files with 268 additions and 140 deletions
+2 -2
View File
@@ -681,7 +681,7 @@ UINT32 AutoResolveScreenHandle()
SGPRect ClipRect;
gpAR->fEnteringAutoResolve = FALSE;
//Take the framebuffer, shade it, and save it to the SAVEBUFFER.
ClipRect.iLeft = 0 + xResOffset;
ClipRect.iLeft = 0;
ClipRect.iTop = 0;
/*ClipRect.iRight = 640;
ClipRect.iBottom = 480;*/
@@ -692,7 +692,7 @@ UINT32 AutoResolveScreenHandle()
Blt16BPPBufferShadowRect( (UINT16*)pDestBuf, uiDestPitchBYTES, &ClipRect );
UnLockVideoSurface( FRAME_BUFFER );
//BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 640, 480 );
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0 + xResOffset, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
KillPreBattleInterface();
CalculateAutoResolveInfo();
CalculateSoldierCells( FALSE );
+1 -1
View File
@@ -1936,7 +1936,7 @@ BOOLEAN AllowedToExitFromMapscreenTo( INT8 bExitToWhere )
}
// battle about to occur?
if( ( fDisableDueToBattleRoster ) || ( fDisableMapInterfaceDueToBattle ) )
if( ( fDisableDueToBattleRoster ) || ( fDisableMapInterfaceDueToBattle ) || ( gfPreBattleInterfaceActive ))
{
return( FALSE );
}
+197 -127
View File
@@ -48,6 +48,7 @@
#include "militiasquads.h" // added by Flugente
#include "SkillCheck.h" // added by Flugente
#include "Strategic Transport Groups.h"
#include "Utilities.h"
#ifdef JA2UB
#include "ub_config.h"
@@ -99,13 +100,23 @@ enum //GraphicIDs for the panel
#define ROW_HEIGHT 10
//The start of the black space
#define TOP_Y 113
#define TOP_Y_TEXT_BUFFER 1
//The end of the black space
//#define BOTTOM_Y (349+(OUR_TEAM_SIZE_NO_VEHICLE-18)*ROW_HEIGHT)
#define BOTTOM_Y 349
#define BOTTOM_HEIGHT 8
//The internal height of the uninvolved panel
#define INTERNAL_HEIGHT 27
//The actual height of the uninvolved panel
#define ACTUAL_HEIGHT 24
#define UNINVOLVED_RELEVANT_HEIGHT 28
#define UNINVOLVED_OFFSET_HEIGHT 7
#define PREBATTLE_INTERFACE_WIDTH 261
INT32 iPrebattleInterfaceHeight = 360;
UINT16 xOffset;
UINT16 yOffset;
UINT16 blanketStartX;
UINT16 blanketStartY;
INT16 bListOffset = 0;
UINT16 ubDesiredListHeight = 0;
UINT16 ubAllowedListHeight = 0;
BOOLEAN gfDisplayPotentialRetreatPaths = FALSE;
UINT16 gusRetreatButtonLeft, gusRetreatButtonTop, gusRetreatButtonRight, gusRetreatButtonBottom;
@@ -300,6 +311,8 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
gAmbushRadiusModifier = 0.0f;
bListOffset = 0;
// ARM: Feb01/98 - Cancel out of mapscreen movement plotting if PBI subscreen is coming up
if ( ( GetSelectedDestChar() != -1) || fPlotForHelicopter || fPlotForMilitia )
{
@@ -481,32 +494,69 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
fMapScreenBottomDirty = TRUE;
ChangeSelectedMapSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
// Headrock: Added FALSE argument, We might need TRUE but not sure. Will need to initiate battle :)
RenderMapScreenInterfaceBottom( FALSE );
if( !fShowTeamFlag )
{
ToggleShowTeamsMode();
}
//Define the blanket region to cover all of the other regions used underneath the panel.
MSYS_DefineRegion( &PBInterfaceBlanket, 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 359 + yResOffset, MSYS_PRIORITY_HIGHEST - 5, 0, 0, 0 );
//Create the panel
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_PREBATTLEPANEL );
// anv: prebattle interface per vertical resolution
if (isWidescreenUI())
{
GetMLGFilename(VObjectDesc.ImageFile, MLG_PREBATTLEPANEL_1280x720);
iPrebattleInterfaceHeight = 600;
xOffset = xResOffset + 15;
yOffset = 0;
blanketStartX = 0;
blanketStartY = 0;
}
else if (iResolution >= _640x480 && iResolution < _800x600)
{
GetMLGFilename(VObjectDesc.ImageFile, MLG_PREBATTLEPANEL);
iPrebattleInterfaceHeight = 360;
xOffset = xResOffset;
yOffset = yResOffset;
blanketStartX = yOffset;
blanketStartY = yOffset;
}
else if (iResolution < _1024x768)
{
GetMLGFilename(VObjectDesc.ImageFile, MLG_PREBATTLEPANEL_800x600);
iPrebattleInterfaceHeight = 478;
xOffset = xResOffset;
yOffset = yResOffset;
blanketStartX = yOffset;
blanketStartY = yOffset;
}
else
{
GetMLGFilename(VObjectDesc.ImageFile, MLG_PREBATTLEPANEL_1024x768);
iPrebattleInterfaceHeight = 647;
xOffset = xResOffset;
yOffset = yResOffset;
blanketStartX = yOffset;
blanketStartY = yOffset;
}
ubAllowedListHeight = iPrebattleInterfaceHeight - TOP_Y - BOTTOM_HEIGHT;
if( !AddVideoObject( &VObjectDesc, &uiInterfaceImages ) )
AssertMsg( 0, "Failed to load interface\\PreBattlePanel.sti" );
//Define the blanket region to cover all of the other regions used underneath the panel.
MSYS_DefineRegion( &PBInterfaceBlanket, blanketStartX, blanketStartY, PREBATTLE_INTERFACE_WIDTH + xOffset, iPrebattleInterfaceHeight + yOffset, MSYS_PRIORITY_HIGHEST, 0, 0, 0 );
//Create the 3 buttons
iPBButtonImage[0] = LoadButtonImage( "INTERFACE\\PreBattleButton.sti", -1, 0, -1, 1, -1 );
if( iPBButtonImage[ 0 ] == -1 )
AssertMsg( 0, "Failed to load interface\\PreBattleButton.sti" );
iPBButtonImage[1] = UseLoadedButtonImage( iPBButtonImage[ 0 ], -1, 0, -1, 1, -1 );
iPBButtonImage[2] = UseLoadedButtonImage( iPBButtonImage[ 0 ], -1, 0, -1, 1, -1 );
iPBButton[0] = QuickCreateButton( iPBButtonImage[0], 27 + xResOffset, 54 + yResOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, AutoResolveBattleCallback );
iPBButton[1] = QuickCreateButton( iPBButtonImage[1], 98 + xResOffset, 54 + yResOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, GoToSectorCallback );
iPBButton[2] = QuickCreateButton( iPBButtonImage[2], 169 + xResOffset, 54 + yResOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, RetreatMercsCallback );
iPBButton[0] = QuickCreateButton( iPBButtonImage[0], 27 + xOffset, 54 + yOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, AutoResolveBattleCallback );
iPBButton[1] = QuickCreateButton( iPBButtonImage[1], 98 + xOffset, 54 + yOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, GoToSectorCallback );
iPBButton[2] = QuickCreateButton( iPBButtonImage[2], 169 + xOffset, 54 + yOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, RetreatMercsCallback );
SpecifyGeneralButtonTextAttributes( iPBButton[0], gpStrategicString[ STR_PB_AUTORESOLVE_BTN ], BLOCKFONT, FONT_BEIGE, 141 );
SpecifyGeneralButtonTextAttributes( iPBButton[1], gpStrategicString[ STR_PB_GOTOSECTOR_BTN ], BLOCKFONT, FONT_BEIGE, 141 );
@@ -1050,7 +1100,7 @@ void DoTransitionFromMapscreenToPreBattleInterface()
INT32 iPercentage, iFactor;
UINT32 uiTimeRange;
INT16 sStartLeft, sEndLeft, sStartTop, sEndTop;
INT32 iLeft, iTop, iWidth, iHeight;
INT32 iLeft, iTop, iWidth;
BOOLEAN fEnterAutoResolveMode = FALSE;
if( !gfExtraBuffer )
@@ -1058,12 +1108,11 @@ void DoTransitionFromMapscreenToPreBattleInterface()
PauseTime( FALSE );
PBIRect.iLeft = 0 + xResOffset;
PBIRect.iTop = 0 + yResOffset;
PBIRect.iRight = 261 + xResOffset;
PBIRect.iBottom = 359 + yResOffset;
iWidth = 261;
iHeight = 359;
PBIRect.iLeft = 0 + xOffset;
PBIRect.iTop = 0 + yOffset;
PBIRect.iRight = PREBATTLE_INTERFACE_WIDTH + xOffset;
PBIRect.iBottom = iPrebattleInterfaceHeight + yOffset;
iWidth = PREBATTLE_INTERFACE_WIDTH;
uiTimeRange = 1000;
iPercentage = 0;
@@ -1072,8 +1121,8 @@ void DoTransitionFromMapscreenToPreBattleInterface()
GetScreenXYFromMapXY( gubPBSectorX, gubPBSectorY, &sStartLeft, &sStartTop );
sStartLeft += UI_MAP.GridSize.iX / 2;
sStartTop += UI_MAP.GridSize.iY / 2;
sEndLeft = 131 + xResOffset;
sEndTop = 180 + yResOffset;
sEndLeft = PBIRect.iLeft;
sEndTop = PBIRect.iTop;
//save the mapscreen buffer
BlitBufferToBuffer( FRAME_BUFFER, guiEXTRABUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
@@ -1095,17 +1144,23 @@ void DoTransitionFromMapscreenToPreBattleInterface()
gfEnterAutoResolveMode = TRUE;
}
BlitBufferToBuffer( guiSAVEBUFFER, FRAME_BUFFER, 27 + xResOffset, 54 + yResOffset, 209, 32 );
BlitBufferToBuffer( guiSAVEBUFFER, FRAME_BUFFER, 27 + xOffset, 54 + yOffset, 209, 32 );
RenderButtons();
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 27 + xResOffset, 54 + yResOffset, 209, 32 );
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 27 + xOffset, 54 + yOffset, 209, 32 );
gfRenderPBInterface = TRUE;
//hide the prebattle interface
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 359 + yResOffset );
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, 0 + xOffset, 0 + yOffset, PREBATTLE_INTERFACE_WIDTH + xOffset, iPrebattleInterfaceHeight + yOffset );
PlayJA2SampleFromFile( "SOUNDS\\Laptop power up (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
InvalidateScreen();
RefreshScreen( NULL );
SGPRect PrevRect;
PrevRect.iLeft = sStartLeft;
PrevRect.iRight = sStartLeft + 1;
PrevRect.iTop = sStartTop;
PrevRect.iBottom = sStartTop + 1;
while( iPercentage < 100 )
{
uiCurrTime = GetJA2Clock();
@@ -1117,19 +1172,12 @@ void DoTransitionFromMapscreenToPreBattleInterface()
if( iPercentage < 50 )
iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
else
iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.05);
iPercentage = (UINT32)(iPercentage + (100 - iPercentage) * iFactor * 0.01 + 0.05);
//Calculate the center point.
iLeft = sStartLeft - (sStartLeft-sEndLeft+1) * iPercentage / 100;
if( sStartTop > sEndTop )
iTop = sStartTop - (sStartTop-sEndTop+1) * iPercentage / 100;
else
iTop = sStartTop + (sEndTop-sStartTop+1) * iPercentage / 100;
DstRect.iLeft = iLeft - iWidth * iPercentage / 200;
DstRect.iLeft = sStartLeft + (sEndLeft - sStartLeft) * iPercentage / 100;
DstRect.iRight = DstRect.iLeft + max( iWidth * iPercentage / 100, 1 );
DstRect.iTop = iTop - iHeight * iPercentage / 200;
DstRect.iBottom = DstRect.iTop + max( iHeight * iPercentage / 100, 1 );
DstRect.iTop = sStartTop + (sEndTop - sStartTop) * iPercentage / 100;
DstRect.iBottom = DstRect.iTop + max(iPrebattleInterfaceHeight * iPercentage / 100, 1);
BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &PBIRect, &DstRect );
@@ -1137,14 +1185,35 @@ void DoTransitionFromMapscreenToPreBattleInterface()
RefreshScreen( NULL );
//Restore the previous rect.
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, (UINT16)DstRect.iLeft, (UINT16)DstRect.iTop,
(UINT16)(DstRect.iRight-DstRect.iLeft+1), (UINT16)(DstRect.iBottom-DstRect.iTop+1) );
BlitBufferToBuffer(guiEXTRABUFFER, FRAME_BUFFER, (UINT16)PrevRect.iLeft, (UINT16)PrevRect.iTop,
(UINT16)PrevRect.iRight, (UINT16)PrevRect.iBottom);
PrevRect.iLeft = DstRect.iLeft;
PrevRect.iRight = DstRect.iRight;
PrevRect.iTop = DstRect.iTop;
PrevRect.iBottom = DstRect.iBottom;
}
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
gfZoomDone = TRUE;
}
void ScrollPreBattleInterface( BOOLEAN fUp )
{
if ( ubDesiredListHeight <= ubAllowedListHeight )
return;
if ( fUp )
{
bListOffset = max( 0, bListOffset - ubAllowedListHeight );
}
else
{
bListOffset = min( bListOffset + ubAllowedListHeight, ubDesiredListHeight - ubAllowedListHeight );
}
gfRenderPBInterface = TRUE;
}
void KillPreBattleInterface()
{
if( !gfPreBattleInterfaceActive )
@@ -1184,7 +1253,7 @@ void KillPreBattleInterface()
//Enable the options button when the auto resolve screen comes up
EnableDisAbleMapScreenOptionsButton( TRUE );
ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, 0, 261 + xResOffset, 359 + yResOffset, 0 );
ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, 0, PREBATTLE_INTERFACE_WIDTH + xOffset, iPrebattleInterfaceHeight + yOffset, 0 );
EnableTeamInfoPanels();
if( ButtonList[ giMapContractButton ] )
@@ -1277,8 +1346,8 @@ void RenderPBHeader( INT32 *piX, INT32 *piWidth)
}
width = StringPixLength( str, FONT10ARIALBOLD );
x = 130 - width / 2;
mprintf( x + xResOffset, 4 + yResOffset, str );
InvalidateRegion( 0, 0, 231 + xResOffset, 12 + yResOffset );
mprintf( x + xOffset, 4 + yOffset, str );
InvalidateRegion( 0, 0, 231 + xOffset, 12 + yOffset );
*piX = x;
*piWidth = width;
}
@@ -1293,10 +1362,15 @@ void RenderPreBattleInterface()
UINT8 ubHPPercent, ubBPPercent;
BOOLEAN fMouseInRetreatButtonArea;
UINT8 ubJunk;
SGPRect ClipRect;
UINT16 ubDesiredParticipantsListHeight = 0;
UINT16 ubDesiredUninvolvedListHeight = 0;
UINT16 ubUninvolvedStartY = 0;
//PLAYERGROUP *pPlayer;
// Make the background black!
//ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, 0, 261 + xResOffset, SCREEN_HEIGHT - 120, 0 );
//ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, 0, 261 + xOffset, SCREEN_HEIGHT - 120, 0 );
//This code determines if the cursor is inside the rectangle consisting of the
//retreat button. If it is inside, then we set up the variables so that the retreat
@@ -1337,33 +1411,21 @@ void RenderPreBattleInterface()
gfRenderPBInterface = FALSE;
GetVideoObject( &hVObject, uiInterfaceImages );
//main panel
BltVideoObject( guiSAVEBUFFER, hVObject, MAINPANEL, xResOffset, yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObject( guiSAVEBUFFER, hVObject, MAINPANEL, xOffset, yOffset, VO_BLT_SRCTRANSPARENCY, NULL );
//main title
RenderPBHeader( &x, &width );
//now draw the title bars up to the text.
for( i = x - 12; i > 20; i -= 10 )
{
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xResOffset, 6 + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xOffset, 6 + yOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
for( i = x + width + 2; i < 231; i += 10 )
{
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xResOffset, 6 + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xOffset, 6 + yOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_LINE, 0 + xResOffset, BOTTOM_Y + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL);
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_LINE, 0 + xResOffset, BOTTOM_Y + yResOffset + 10, VO_BLT_SRCTRANSPARENCY, NULL);
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_LINE, 0 + xResOffset, BOTTOM_Y + yResOffset + 20, VO_BLT_SRCTRANSPARENCY, NULL);
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_LINE, 0 + xResOffset, BOTTOM_Y + yResOffset + 30, VO_BLT_SRCTRANSPARENCY, NULL);
//Draw the bottom edges
for (i = 0; i < max(guiNumUninvolved, 1); i++)
{
y = BOTTOM_Y + ROW_HEIGHT * (i + 1) + 30;
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_LINE, 0 + xResOffset, y + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL);
}
BltVideoObject(guiSAVEBUFFER, hVObject, UNINVOLVED_HEADER, 8 + xResOffset, BOTTOM_Y + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL);
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_END, 0 + xResOffset, BOTTOM_Y + yResOffset + 35 + ROW_HEIGHT * max(guiNumUninvolved, 1), VO_BLT_SRCTRANSPARENCY, NULL);
// header
SetFont( BLOCKFONT );
SetFontForeground( FONT_BEIGE );
swprintf( str, gpStrategicString[ STR_PB_LOCATION ] );
@@ -1373,7 +1435,7 @@ void RenderPreBattleInterface()
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 65 - width + xResOffset , 17 + yResOffset, str );
mprintf( 65 - width + xOffset , 17 + yOffset, str );
SetFont( BLOCKFONT );
if( GetEnemyEncounterCode() == CREATURE_ATTACK_CODE )
@@ -1405,7 +1467,7 @@ void RenderPreBattleInterface()
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 54 + xResOffset - width , 38 + yResOffset, str );
mprintf( 54 + xOffset - width , 38 + yOffset, str );
SetFont( BLOCKFONT );
swprintf( str, gpStrategicString[ STR_PB_MERCS ] );
@@ -1415,7 +1477,7 @@ void RenderPreBattleInterface()
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 139 + xResOffset - width , 38 + yResOffset, str );
mprintf( 139 + xOffset - width , 38 + yOffset, str );
SetFont( BLOCKFONT );
swprintf( str, gpStrategicString[ STR_PB_MILITIA ] );
@@ -1425,29 +1487,53 @@ void RenderPreBattleInterface()
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 224 + xResOffset - width , 38 + yResOffset, str );
mprintf( 224 + xOffset - width , 38 + yOffset, str );
//Draw the bottom columns
for( i = 0; i < (INT32)max( guiNumUninvolved, 1 ); i++ )
ubDesiredParticipantsListHeight = guiNumInvolved * ROW_HEIGHT;
ubDesiredUninvolvedListHeight = UNINVOLVED_RELEVANT_HEIGHT + max(guiNumUninvolved, 1) * ROW_HEIGHT;
ubDesiredListHeight = ubDesiredParticipantsListHeight + ubDesiredUninvolvedListHeight;
if (ubDesiredListHeight >= ubAllowedListHeight)
{
y = BOTTOM_Y + ROW_HEIGHT * (i+1) + 1 + ACTUAL_HEIGHT;
BltVideoObject( guiSAVEBUFFER, hVObject, BOTTOM_COLUMN, 161 + xResOffset, y + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
ubUninvolvedStartY = ubDesiredParticipantsListHeight;
}
else
{
ubUninvolvedStartY = ubAllowedListHeight - ubDesiredUninvolvedListHeight;
}
// WDS - make number of mercenaries, etc. be configurable
for( i = 0; i < (INT32)(25/*3+ OUR_TEAM_SIZE_NO_VEHICLE - max( guiNumUninvolved, 1 )*/); i++ )
ClipRect.iLeft = xOffset;
ClipRect.iTop = yOffset + TOP_Y;
ClipRect.iRight = xOffset + PREBATTLE_INTERFACE_WIDTH;
ClipRect.iBottom = yOffset + TOP_Y + ubAllowedListHeight;// + TOP_Y_BUFFER;
SetClippingRect(&ClipRect);
// Draw the top columns
// Draw from the top to uninvolved header
for ( y = TOP_Y - bListOffset; y < TOP_Y - bListOffset + ubUninvolvedStartY; y += ROW_HEIGHT )
{
y = TOP_Y + ROW_HEIGHT * i;
BltVideoObject( guiSAVEBUFFER, hVObject, TOP_COLUMN, 186 + xResOffset, y + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObject(guiSAVEBUFFER, hVObject, TOP_COLUMN, 186 + xOffset, y + yOffset, VO_BLT_CLIP | VO_BLT_SRCTRANSPARENCY, NULL);
}
// Draw extra empty participants rows to close off bottom of the content area
for ( y = TOP_Y - bListOffset + ubUninvolvedStartY + ROW_HEIGHT; y < TOP_Y - bListOffset + ubUninvolvedStartY + ubDesiredUninvolvedListHeight; y += ROW_HEIGHT )
{
BltVideoObject(guiSAVEBUFFER, hVObject, BOTTOM_COLUMN, 161 + xOffset, y + yOffset, VO_BLT_CLIP | VO_BLT_SRCTRANSPARENCY, NULL);
}
// Draw uninvolved header
BltVideoObject( guiSAVEBUFFER, hVObject, UNINVOLVED_HEADER, 8 + xOffset, yOffset + TOP_Y + ubUninvolvedStartY - UNINVOLVED_OFFSET_HEIGHT - bListOffset, VO_BLT_CLIP | VO_BLT_SRCTRANSPARENCY, NULL );
RestoreClipRegionToFullScreen();
//location
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontShadow( FONT_NEARBLACK );
GetSectorIDString( gubPBSectorX, gubPBSectorY, gubPBSectorZ, pSectorName, TRUE );
mprintf( 70 + xResOffset, 17 + yResOffset, L"%s %s", gpStrategicString[ STR_PB_SECTOR ], pSectorName );
mprintf( 70 + xOffset, 17 + yOffset, L"%s %s", gpStrategicString[STR_PB_SECTOR], pSectorName );
//enemy
SetFont( FONT14ARIAL );
@@ -1472,58 +1558,55 @@ void RenderPreBattleInterface()
}
x = 57 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
y = 36;
mprintf( x + xResOffset, y + yResOffset, str );
mprintf( x + xOffset, y + yOffset, str );
//player
swprintf( str, L"%d", guiNumInvolved );
x = 142 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
mprintf( x + xOffset, y + yOffset, str );
//militia
swprintf( str, L"%d", NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, MILITIA_TEAM ) );
x = 227 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
mprintf( x + xOffset, y + yOffset, str );
SetFontShadow( FONT_NEARBLACK );
SetFont( BLOCKFONT2 );
SetFontForeground( FONT_YELLOW );
SetFontDestBuffer( guiSAVEBUFFER, xOffset, yOffset + TOP_Y,
xOffset + PREBATTLE_INTERFACE_WIDTH, yOffset + TOP_Y + ubAllowedListHeight, FALSE );
//print out the participants of the battle.
// | NAME | ASSIGN | COND | HP | BP |
line = 0;
y = TOP_Y + 1;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
y = TOP_Y + TOP_Y_TEXT_BUFFER - bListOffset;
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
if( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{ //involved
if( line == giHilitedInvolved )
SetFontForeground( FONT_WHITE );
else
SetFontForeground( FONT_YELLOW );
if( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{
//NAME
wcscpy( str, MercPtrs[ i ]->name );
x = 17 + (52-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset , y + yResOffset, str );
x = 17 + (52 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
x = 72 + (54 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//COND
GetSoldierConditionInfo( MercPtrs[ i ], str, &ubHPPercent, &ubBPPercent );
x = 129 + (58-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
x = 129 + (58 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//HP
swprintf( str, L"%d%%", ubHPPercent );
x = 189 + (25-StringPixLength( str, BLOCKFONT2)) / 2;
x = 189 + (25 - StringPixLength(str, BLOCKFONT2)) / 2;
wcscat( str, sSpecialCharacters[0] );
mprintf( x + xResOffset, y + yResOffset, str );
mprintf( x + xOffset, y + yOffset, str );
//BP
swprintf( str, L"%d%%", ubBPPercent );
x = 217 + (25-StringPixLength( str, BLOCKFONT2)) / 2;
wcscat( str, sSpecialCharacters[0] );
mprintf( x + xResOffset, y + yResOffset, str );
line++;
mprintf( x + xOffset, y + yOffset, str );
y += ROW_HEIGHT;
}
}
@@ -1533,51 +1616,44 @@ void RenderPreBattleInterface()
// | NAME | ASSIGN | LOC | DEST | DEP |
if( !guiNumUninvolved )
{
SetFontForeground( FONT_YELLOW );
wcscpy( str, gpStrategicString[ STR_PB_NONE ] );
x = 17 + (52-StringPixLength( str, BLOCKFONT2)) / 2;
y = BOTTOM_Y + ROW_HEIGHT + 2 + ACTUAL_HEIGHT;
mprintf( x + xResOffset, y + yResOffset, str );
x = 17 + (52 - StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, yOffset + TOP_Y + TOP_Y_TEXT_BUFFER + ubUninvolvedStartY + UNINVOLVED_RELEVANT_HEIGHT - bListOffset, str );
}
else
{
pGroup = gpGroupList;
y = BOTTOM_Y + ROW_HEIGHT + 2 + ACTUAL_HEIGHT;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
y = TOP_Y + TOP_Y_TEXT_BUFFER + ubUninvolvedStartY + UNINVOLVED_RELEVANT_HEIGHT - bListOffset;
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( !PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
if( !PlayerMercInvolvedInThisCombat(MercPtrs[ i ]) )
{
// uninvolved
if( line == giHilitedUninvolved )
SetFontForeground( FONT_WHITE );
else
SetFontForeground( FONT_YELLOW );
//NAME
wcscpy( str, MercPtrs[ i ]->name );
x = 17 + (52-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
x = 17 + (52 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
x = 72 + (54 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//LOC
GetMapscreenMercLocationString( MercPtrs[ i ], str );
x = 128 + (33-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
x = 128 + (33 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//DEST
GetMapscreenMercDestinationString( MercPtrs[ i ], str );
if( wcslen( str ) > 0 )
if (wcslen(str) > 0)
{
x = 164 + (41-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
x = 164 + (41 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
}
//DEP
GetMapscreenMercDepartureString( MercPtrs[ i ], str, &ubJunk );
x = 208 + (34-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
line++;
x = 208 + (34 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf(x + xOffset, y + yOffset, str);
y += ROW_HEIGHT;
}
}
@@ -1587,12 +1663,7 @@ void RenderPreBattleInterface()
// mark any and ALL pop up boxes as altered
MarkAllBoxesAsAltered( );
if(!gfZoomDone)
RestoreExternBackgroundRect( 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 359 + yResOffset );
else if(!guiNumUninvolved)
RestoreExternBackgroundRect( 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 389 + yResOffset );
else
RestoreExternBackgroundRect( 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, y + yResOffset );
RestoreExternBackgroundRect( 0 + xOffset, 0 + yOffset, PREBATTLE_INTERFACE_WIDTH, iPrebattleInterfaceHeight );
// restore font destinanation buffer to the frame buffer
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
@@ -1602,7 +1673,7 @@ void RenderPreBattleInterface()
RenderPBHeader( &x, &width ); //the text is important enough to blink.
}
//InvalidateRegion( 0, 0, 261, 359 );
InvalidateRegion( 0, 0, PREBATTLE_INTERFACE_WIDTH, iPrebattleInterfaceHeight );
if( gfEnterAutoResolveMode )
{
gfEnterAutoResolveMode = FALSE;
@@ -1611,7 +1682,6 @@ void RenderPreBattleInterface()
}
gfIgnoreAllInput = FALSE;
}
void AutoResolveBattleCallback( GUI_BUTTON *btn, INT32 reason )
+1
View File
@@ -7,6 +7,7 @@
void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI );
void KillPreBattleInterface();
void RenderPreBattleInterface();
void ScrollPreBattleInterface( BOOLEAN fUp );
extern BOOLEAN gfPreBattleInterfaceActive;
extern BOOLEAN gfDisplayPotentialRetreatPaths;
+28 -10
View File
@@ -5708,7 +5708,7 @@ UINT32 MapScreenHandle(void)
HandleCharBarRender( );
}
if( (fShowInventoryFlag && !isWidescreenUI()) || fDisableDueToBattleRoster )
if( ( fShowInventoryFlag || fDisableDueToBattleRoster ) && !isWidescreenUI() )
{
for( iCounter = 0; iCounter < MAX_SORT_METHODS; iCounter++ )
{
@@ -5824,9 +5824,6 @@ UINT32 MapScreenHandle(void)
HandleContractRenewalSequence( );
// handle dialog
HandleDialogue( );
// handle display of inventory pop up
// HEADROCK HAM 3.5: Externalize!
HandleDisplayOfItemPopUpForSector( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
@@ -6065,6 +6062,8 @@ UINT32 MapScreenHandle(void)
//InvalidateRegion( 0,0, 640, 480);
EndFrameBufferRender( );
// handle dialog
HandleDialogue();
// if not going anywhere else
if ( guiPendingScreen == NO_PENDING_SCREEN )
@@ -7225,14 +7224,29 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
break;
case PGUP:
// WANNE: Jump to first merc in list
fResetMapCoords = TRUE;
GoToFirstCharacterInList( );
if (gfPreBattleInterfaceActive)
{
ScrollPreBattleInterface(TRUE);
}
else
{
// WANNE: Jump to first merc in list
fResetMapCoords = TRUE;
GoToFirstCharacterInList();
}
break;
case PGDN:
// WANNE: Jump to last merc in list
fResetMapCoords = TRUE;
GoToLastCharacterInList( );
if (gfPreBattleInterfaceActive)
{
ScrollPreBattleInterface(FALSE);
}
else
{
// WANNE: Jump to last merc in list
fResetMapCoords = TRUE;
GoToLastCharacterInList();
}
break;
case SHIFT_PGUP:
@@ -10927,6 +10941,10 @@ void BlitBackgroundToSaveBuffer( void )
ForceButtonUnDirty( giMapContractButton );
ForceButtonUnDirty( giCharInfoButton[ 0 ] );
ForceButtonUnDirty( giCharInfoButton[ 1 ] );
if (isWidescreenUI())
{
ForceButtonUnDirty(giMapInvDoneButton);
}
RenderPreBattleInterface();
}
+36
View File
@@ -76,6 +76,15 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
case MLG_PREBATTLEPANEL:
sprintf( filename, "INTERFACE\\PreBattlePanel.sti" );
return TRUE;
case MLG_PREBATTLEPANEL_800x600:
sprintf(filename, "INTERFACE\\PreBattlePanel_800x600.sti");
return TRUE;
case MLG_PREBATTLEPANEL_1024x768:
sprintf(filename, "INTERFACE\\PreBattlePanel_1024x768.sti");
return TRUE;
case MLG_PREBATTLEPANEL_1280x720:
sprintf(filename, "INTERFACE\\PreBattlePanel_1280x720.sti");
return TRUE;
case MLG_SMALLTITLE:
sprintf( filename, "LAPTOP\\SmallTitle.sti" );
return TRUE;
@@ -203,6 +212,15 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
case MLG_PREBATTLEPANEL:
sprintf( filename, "GERMAN\\PreBattlePanel_german.sti" );
return TRUE;
case MLG_PREBATTLEPANEL_800x600:
sprintf(filename, "GERMAN\\PreBattlePanel_800x600_german.sti");
return TRUE;
case MLG_PREBATTLEPANEL_1024x768:
sprintf(filename, "GERMAN\\PreBattlePanel_1024x768_german.sti");
return TRUE;
case MLG_PREBATTLEPANEL_1280x720:
sprintf(filename, "GERMAN\\PreBattlePanel_1280x720_german.sti");
return TRUE;
case MLG_SMALLTITLE:
sprintf( filename, "GERMAN\\SmallTitle_german.sti" );
return TRUE;
@@ -368,6 +386,15 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
case MLG_PREBATTLEPANEL:
sprintf( filename, "%s\\PreBattlePanel_%s.sti", zLanguage, zLanguage );
break;
case MLG_PREBATTLEPANEL_800x600:
sprintf(filename, "%s\\PreBattlePanel_800x600_%s.sti", zLanguage, zLanguage);
break;
case MLG_PREBATTLEPANEL_1024x768:
sprintf(filename, "%s\\PreBattlePanel_1024x768_%s.sti", zLanguage, zLanguage);
break;
case MLG_PREBATTLEPANEL_1280x720:
sprintf(filename, "%s\\PreBattlePanel_1280x720_%s.sti", zLanguage, zLanguage);
break;
case MLG_SMALLTITLE:
sprintf( filename, "%s\\SmallTitle_%s.sti", zLanguage, zLanguage );
break;
@@ -492,6 +519,15 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
case MLG_PREBATTLEPANEL:
sprintf( filename, "INTERFACE\\PreBattlePanel.sti" );
return TRUE;
case MLG_PREBATTLEPANEL_800x600:
sprintf(filename, "INTERFACE\\PreBattlePanel_800x600.sti");
return TRUE;
case MLG_PREBATTLEPANEL_1024x768:
sprintf(filename, "INTERFACE\\PreBattlePanel_1024x768.sti");
return TRUE;
case MLG_PREBATTLEPANEL_1280x720:
sprintf(filename, "INTERFACE\\PreBattlePanel_1280x720.sti");
return TRUE;
case MLG_SMALLTITLE:
sprintf( filename, "LAPTOP\\SmallTitle.sti" );
return TRUE;
+3
View File
@@ -26,6 +26,9 @@ enum
MLG_OPTIONHEADER, //OptionScreenAddOns
MLG_ORDERGRID,
MLG_PREBATTLEPANEL,
MLG_PREBATTLEPANEL_800x600,
MLG_PREBATTLEPANEL_1024x768,
MLG_PREBATTLEPANEL_1280x720,
MLG_SECTORINVENTORY,
MLG_SMALLFLORISTSYMBOL, //SmallSymbol
MLG_SMALLTITLE,