If TIME_BOMB_WARNING is true, display a warning animation around any armed time bomb.

GameDir >= r2345 is recommended.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=347349&#msg_347349

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8319 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-10-16 14:32:37 +00:00
parent c086b98b4c
commit 350e7cd849
6 changed files with 151 additions and 5 deletions
+3
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@@ -1001,6 +1001,9 @@ void LoadGameExternalOptions()
// WDS - Automatically flag mines
gGameExternalOptions.automaticallyFlagMines = iniReader.ReadBoolean("Tactical Interface Settings","AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED", FALSE);
// Flugente: display an animation on any active timed bomb
gGameExternalOptions.fTimeBombWarnAnimations = iniReader.ReadBoolean( "Tactical Interface Settings", "TIME_BOMB_WARNING", FALSE );
// silversurfer: don't play quote when mine spotted?
gGameExternalOptions.fMineSpottedNoTalk = iniReader.ReadBoolean("Tactical Interface Settings","MINES_SPOTTED_NO_TALK", FALSE);
+3
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@@ -567,6 +567,9 @@ typedef struct
// WDS - Automatically flag mines
BOOLEAN automaticallyFlagMines;
// Flugente: display an animation on any active timed bomb
BOOLEAN fTimeBombWarnAnimations;
// WDS - Automatically try to save when an assertion failure occurs
BOOLEAN autoSaveOnAssertionFailure;
UINT32 autoSaveTime;
+84 -4
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@@ -46,6 +46,7 @@
#include "Map Screen Interface.h"
#include "civ quotes.h"
#include "GameSettings.h"
#include "Explosion Control.h" // added by Flugente
#endif
#include "connect.h"
@@ -580,6 +581,83 @@ void RenderRubberBanding( )
UnLockVideoSurface( FRAME_BUFFER );
}
// Flugente: draw moving circles around a gridno. This is used to warn the playe of impending explosions
void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
{
if ( usDelay <= 0 )
return;
UINT16 usLineColor = 0;
UINT32 uiDestPitchBYTES;
UINT8* pDestBuf;
INT32 iBack = -1;
INT16 periods = 120 / usDelay;
static INT32 uiTimeOfLastUpdate = 0;
static INT32 updatecounter = 0;
INT16 sScreenX, sScreenY;
if ( TileIsOutOfBounds( sGridno ) || !GridNoOnScreen( sGridno ) )
return;
// Get screen pos of gridno......
GetGridNoScreenXY( sGridno, &sScreenX, &sScreenY );
// ATE: If we are on a higher interface level, substract....
if ( usLevel == 1 )
sScreenY -= 50;
if ( (GetJA2Clock( ) - uiTimeOfLastUpdate) > 30 )
{
uiTimeOfLastUpdate = GetJA2Clock( );
if ( ++updatecounter >= 120 )
updatecounter = 0;
}
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y );
INT16 numcircles = max( 1, 4 - usDelay);
for ( int i = 0; i < numcircles; ++i )
{
INT32 radiusvar = (updatecounter + i * periods / numcircles) % periods;
INT32 radius = min(8, max( 1, radiusvar / 8 ) );
INT16 radius_inner = max( 2, radiusvar );
INT16 radius_outer = radius_inner + radius;
INT32 xl = max( 0, sScreenX - radius_outer );
INT32 xr = sScreenX + radius_outer;
INT32 yl = max( 0, sScreenY - radius_outer );
INT32 yh = sScreenY + radius_outer;
for ( INT32 x = xl; x <= xr; ++x )
{
for ( INT32 y = yl; y <= yh; ++y )
{
FLOAT diff = std::sqrt( (sScreenX - x) * (sScreenX - x) + 2 * (sScreenY - y) * (sScreenY - y) );
if ( radius_inner <= diff && diff <= radius_outer )
{
usLineColor = Get16BPPColor( FROMRGB( min( 255, 50 + 2 * radiusvar ), 0, 0 ) );
PixelDraw( FALSE, x, y, usLineColor, pDestBuf );
}
}
}
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, xl, yl, (INT16)(xr + 1), (INT16)(yh + 1) );
if ( iBack != -1 )
{
SetBackgroundRectFilled( iBack );
}
}
UnLockVideoSurface( FRAME_BUFFER );
}
void RenderTopmostTacticalInterface( )
{
SOLDIERTYPE *pSoldier;
@@ -704,10 +782,12 @@ void RenderTopmostTacticalInterface( )
// Syncronize for upcoming soldier counters
SYNCTIMECOUNTER( );
// Setup system for video overlay ( text and blitting ) Sets clipping rects, etc
StartViewportOverlays( );
HandleExplosionWarningAnimations( );
RenderTopmostFlashingItems( );
RenderTopmostMultiPurposeLocator( );
@@ -731,8 +811,8 @@ void RenderTopmostTacticalInterface( )
}
DrawCounters( pSoldier );
}
}
}
}
if ( gusSelectedSoldier != NOBODY )
{
@@ -761,7 +841,7 @@ void RenderTopmostTacticalInterface( )
RenderAimCubeUI( );
EndViewportOverlays( );
RenderRubberBanding( );
if ( !gfInItemPickupMenu && gpItemPointer == NULL )
+4
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@@ -65,4 +65,8 @@ void DrawCounters( SOLDIERTYPE *pSoldier );
// width is updated as X offset after printing
void PrintCounter( INT16 x, INT16 y, INT16 data, UINT16 &width, UINT8 ubForegound, UINT8 scale = PRINT_SCALE_PLAIN_NUMBER );
void PrintSuppressionCounter( INT16 x, INT16 y, INT16 sX, INT16 sY, UINT8 data, UINT16 &widthDamage, UINT16 &widthSuppression, UINT8 ubForeground, UINT8 scale, UINT8 option);
// Flugente: draw moving circles around a gridno. This is used to warn the playe of impending explosions
void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay );
#endif
+54 -1
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@@ -68,6 +68,7 @@
#include "campaign.h" // yet another one added
#include "CampaignStats.h" // added by Flugente
#include "Points.h" // added by Flugente
#include "Interface Control.h" // added by Flugente for DrawExplosionWarning(...)
#endif
#include "Soldier Macros.h"
@@ -4235,7 +4236,59 @@ void HandleExplosionQueue( void )
gfExplosionQueueActive = FALSE;
}
}
// Flugente: show warnings around armed timebombs both in map and inventories
void HandleExplosionWarningAnimations( )
{
if ( gGameExternalOptions.fTimeBombWarnAnimations )
{
OBJECTTYPE * pObj;
// Go through all the bombs in the world, and look for timed ones
for ( UINT32 uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; ++uiWorldBombIndex )
{
if ( gWorldBombs[uiWorldBombIndex].fExists )
{
pObj = &(gWorldItems[gWorldBombs[uiWorldBombIndex].iItemIndex].object);
if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_TIMED && !((*pObj).fFlags & OBJECT_DISABLED_BOMB) && (*pObj)[0]->data.misc.bDelay )
{
DrawExplosionWarning( gWorldItems[gWorldBombs[uiWorldBombIndex].iItemIndex].sGridNo, gsInterfaceLevel, ( *pObj )[0]->data.misc.bDelay );
}
}
}
// Flugente: we have to check every inventory for armed bombs and do the countdown for them, too
for ( UINT32 cnt = 0; cnt < guiNumMercSlots; ++cnt )
{
SOLDIERTYPE* pSoldier = MercSlots[cnt];
if ( pSoldier != NULL )
{
if ( pSoldier->bInSector && pSoldier->bActive && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
{
INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
{
// ... if Item is a bomb ...
if ( pSoldier->inv[bLoop].exists( ) && (Item[pSoldier->inv[bLoop].usItem].usItemClass & (IC_BOMB | IC_GRENADE)) )
{
OBJECTTYPE * pObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ...
if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_TIMED && (*pObj)[0]->data.misc.bDelay )
{
DrawExplosionWarning( pSoldier->sGridNo, gsInterfaceLevel, ( *pObj )[0]->data.misc.bDelay );
break;
}
}
}
}
}
}
}
}
void DecayBombTimers( void )
@@ -4337,7 +4390,7 @@ void DecayBombTimers( void )
}
}
}
}
}
}
void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
+3
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@@ -106,6 +106,9 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
void GenerateExplosion( EXPLOSION_PARAMS *pExpParams );
// Flugente: show warnings around armed timebombs both in map and inventories
void HandleExplosionWarningAnimations( );
void DecayBombTimers( void );
void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency );
BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );