dded new character trait "Coward" (charrcter trait #13)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8362 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-01-12 23:24:41 +00:00
parent 556ce68586
commit 3419fd1c5d
27 changed files with 86 additions and 91 deletions
+15 -39
View File
@@ -70,7 +70,7 @@ INT32 giIMPCharacterTraitFinsihButtonImage;
//image handle
UINT32 guiIST_GreyGoldBox2;
MOUSE_REGION gMR_CharacterTraitHelpTextRegions[IMP_NUMBER_CHARACTER_TRAITS];
MOUSE_REGION gMR_CharacterTraitHelpTextRegions[NUM_CHAR_TRAITS];
//*******************************************************************
//
@@ -102,7 +102,6 @@ void AssignCharacterTraitHelpText( UINT8 ubNumber );
void EnterIMPCharacterTrait( void )
{
// UINT32 ubCnt;
VOBJECT_DESC VObjectDesc;
//add the skill trait buttons
@@ -117,8 +116,6 @@ void EnterIMPCharacterTrait( void )
return;
}
giIMPCharacterTraitFinsihButtonImage = LoadButtonImage( "LAPTOP\\button_5.sti" ,-1,0,-1,1,-1 );
giIMPCharacterTraitFinsihButton = CreateIconAndTextButton( giIMPCharacterTraitFinsihButtonImage, pImpButtonText[ 13 ], FONT12ARIAL,
FONT_WHITE, DEFAULT_SHADOW,
@@ -126,9 +123,7 @@ void EnterIMPCharacterTrait( void )
TEXT_CJUSTIFIED,
LAPTOP_SCREEN_UL_X + ( 350 ), LAPTOP_SCREEN_WEB_UL_Y + ( 340 ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPCharacterTraitFinishCallback );
SetButtonCursor( giIMPCharacterTraitFinsihButton, CURSOR_WWW);
//if we are not DONE and are just reviewing
@@ -145,7 +140,7 @@ void EnterIMPCharacterTrait( void )
// add regions for help texts
UINT16 usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + 62;
UINT16 usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y + 8;
for( UINT8 ubCnt=0; ubCnt<(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); ubCnt++ )
for ( UINT8 ubCnt = 0; ubCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++ubCnt )
{
MSYS_DefineRegion( &gMR_CharacterTraitHelpTextRegions[ubCnt], ( usPosX ), ( usPosY ),
(usPosX + 156), ( usPosY + 17), MSYS_PRIORITY_HIGH,
@@ -167,7 +162,6 @@ void EnterIMPCharacterTrait( void )
}
}
void RenderIMPCharacterTrait( void )
{
//render the metal background graphic
@@ -175,22 +169,19 @@ void RenderIMPCharacterTrait( void )
//Display the title
if ( gGameOptions.fNewTraitSystem )
DrawTextToScreen( gzIMPCharacterTraitText[IMP_NUMBER_CHARACTER_TRAITS], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DrawTextToScreen( gzIMPCharacterTraitText[NUM_CHAR_TRAITS], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
else
DrawTextToScreen( gzIMPAttitudesText[IMP_NUMBER_ATTITUDES], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DrawTextToScreen( gzIMPAttitudesText[NUM_ATTITUDES], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
IMPCharacterTraitDisplayCharacterTraits();
}
void ExitIMPCharacterTrait( void )
{
INT32 iCnt;
DeleteVideoObjectFromIndex( guiIST_GreyGoldBox2 );
//remove the skill buttons
for(iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); iCnt++)
for ( INT32 iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++iCnt )
{
//if there is a button allocated
if( giIMPCharacterTraitAnswerButton[iCnt] != -1 )
@@ -207,7 +198,6 @@ void ExitIMPCharacterTrait( void )
UnloadButtonImage( giIMPCharacterTraitFinsihButtonImage );
}
void HandleIMPCharacterTrait( void )
{
if( gfIST_Redraw2 )
@@ -221,13 +211,12 @@ void HandleIMPCharacterTrait( void )
void AddImpCharacterTraitButtons()
{
INT32 iCnt = 0;
UINT16 usPosX, usPosY;
usPosX = IMP_CHARACTER_1ST_COLUMN_START_X;
usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y;
for(iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES) ; iCnt++)
for ( INT32 iCnt = 0; iCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++iCnt )
{
//reset
giIMPCharacterTraitAnswerButton[iCnt] = -1;
@@ -287,8 +276,6 @@ void BtnIMPCharacterTraitAnswerCallback(GUI_BUTTON *btn,INT32 reason)
void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
{
INT8 bCnt;
//if we are DONE and are just reviewing
if( iCurrentProfileMode == IMP__FINISH )
{
@@ -296,13 +283,13 @@ void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
}
//reset all other buttons
for( bCnt=0; bCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
for ( INT8 bCnt = 0; bCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
{
gfCharacterTraitQuestions[ bCnt ] = FALSE;
}
//make sure its a valid character trait
if( uiSkillPressed > (UINT32)(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES) )
if ( uiSkillPressed >( UINT32 )(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES) )
{
Assert( 0 );
return;
@@ -337,11 +324,8 @@ void HandleIMPCharacterTraitAnswers( UINT32 uiSkillPressed )
void HandleCharacterTraitButtonStates( )
{
INT8 bCnt;
for( bCnt=0; bCnt < (gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
for ( INT8 bCnt = 0; bCnt < (gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
{
//if the skill is selected ( ie depressed )
if( gfCharacterTraitQuestions[ bCnt ] )
{
@@ -356,7 +340,6 @@ void HandleCharacterTraitButtonStates( )
void IMPCharacterTraitDisplayCharacterTraits()
{
INT8 bCnt;
UINT16 usPosX, usPosY;
UINT16 usBoxPosX, usBoxPosY;
HVOBJECT hImageHandle;
@@ -367,7 +350,7 @@ void IMPCharacterTraitDisplayCharacterTraits()
usPosX = IMP_CHARACTER_1ST_COLUMN_START_X + IMP_CHARACTER_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_CHARACTER_1ST_COLUMN_START_Y + IMP_CHARACTER_TRAIT__TEXT_OFFSET_Y;
for( bCnt=0; bCnt<(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
for ( INT8 bCnt = 0; bCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
{
usBoxPosX = usPosX - IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_X;
usBoxPosY = usPosY - IMP_CHARACTER_TRAIT__GREY_BOX_OFFSET_Y;
@@ -409,7 +392,6 @@ void IMPCharacterTraitDisplayCharacterTraits()
}
}
void BtnIMPCharacterTraitFinishCallback(GUI_BUTTON *btn,INT32 reason)
{
// btn callback for IMP personality quiz answer button
@@ -443,7 +425,6 @@ void BtnIMPCharacterTraitFinishCallback(GUI_BUTTON *btn,INT32 reason)
}
}
BOOLEAN CameBackToCharacterTraitPageButNotFinished()
{
//if we are in a page that comes after this one
@@ -459,21 +440,18 @@ BOOLEAN CameBackToCharacterTraitPageButNotFinished()
INT8 iChosenCharacterTrait()
{
INT8 bCnt;
INT8 iCharacterTraitNumber = 0;
//loop through all the buttons and reset them
for( bCnt=0; bCnt<(gGameOptions.fNewTraitSystem ? IMP_NUMBER_CHARACTER_TRAITS : IMP_NUMBER_ATTITUDES); bCnt++ )
for ( INT8 bCnt = 0; bCnt<(gGameOptions.fNewTraitSystem ? NUM_CHAR_TRAITS : NUM_ATTITUDES); ++bCnt )
{
//if the trait is selected
if( gfCharacterTraitQuestions[ bCnt ] )
{
iCharacterTraitNumber = bCnt;
return bCnt;
}
}
return( iCharacterTraitNumber );
}
return 0;
}
void AssignCharacterTraitHelpText( UINT8 ubNumber )
{
@@ -484,6 +462,4 @@ void AssignCharacterTraitHelpText( UINT8 ubNumber )
// Set region help text
SetRegionFastHelpText( &(gMR_CharacterTraitHelpTextRegions[ubNumber]), apStr );
SetRegionHelpEndCallback( &gMR_CharacterTraitHelpTextRegions[ubNumber], MSYS_NO_CALLBACK );
return;
}