EDB now displays the spread pattern of shotguns on the description tab.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7859 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2015-05-13 20:10:08 +00:00
parent 33e5443cb7
commit 51dcf322aa
12 changed files with 55 additions and 30 deletions
+4 -1
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@@ -200,9 +200,12 @@ void InitEDBCoords(OBJECTTYPE * pObject)
// CONS text
gItemDescTextRegions[6].sLeft = 50 + UDBOffsetX; gItemDescTextRegions[6].sTop = 292 + UDBOffsetY; gItemDescTextRegions[6].sRight = 230 + UDBOffsetX; gItemDescTextRegions[6].sBottom = 300 + UDBOffsetY;
// Flugente FTW 1: Temperature. Is displayed between Weight and the PROS label, so the indexes should be moved... but it is unclear if this description is needed, anyway
// silversurfer: spread patterns. Is displayed above the Pros label.
gItemDescTextRegions[7].sLeft = 20 + UDBOffsetX; gItemDescTextRegions[7].sTop = 254 + UDBOffsetY; gItemDescTextRegions[7].sRight = 230 + UDBOffsetX; gItemDescTextRegions[7].sBottom = 262 + UDBOffsetY;
// Flugente FTW 1: Temperature. Is displayed between Weight and the PROS label, so the indexes should be moved... but it is unclear if this description is needed, anyway
gItemDescTextRegions[8].sLeft = 20 + UDBOffsetX; gItemDescTextRegions[8].sTop = 266 + UDBOffsetY; gItemDescTextRegions[8].sRight = 230 + UDBOffsetX; gItemDescTextRegions[8].sBottom = 274 + UDBOffsetY;
////////////////// MONEY TEXT COORDINATES
gMoneyStats[0].sX = 20 + UDBOffsetX; gMoneyStats[0].sY = 230 + UDBOffsetY; // Money
gMoneyStats[1].sX = 63 + UDBOffsetX; gMoneyStats[1].sY = 230 + UDBOffsetY; // Remaining
+33 -19
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@@ -576,7 +576,7 @@ INV_DESC_REGIONS gItemDescGenHeaderRegions[3]; // Header text regions for variou
INV_DESC_REGIONS gItemDescGenIndexRegions[3][4]; // Index text regions for various parts of the General Tab
INV_DESC_REGIONS gItemDescGenRegions[NUM_UDB_GEN_LINES * 2][4]; // Data regions, 4 sub-columns each
INV_DESC_REGIONS gItemDescGenSecondaryRegions[26]; // Secondary data regions, 3x5
INV_DESC_REGIONS gItemDescTextRegions[8]; // Main description regions
INV_DESC_REGIONS gItemDescTextRegions[9]; // Main description regions
INV_DESC_REGIONS gItemDescAdvIndexRegions[1][4];
INV_DESC_REGIONS gItemDescAdvRegions[NUM_UDB_ADV_LINES][4]; // Advanced data regions, 4 sub-columns each
@@ -7178,11 +7178,25 @@ void RenderItemDescriptionBox( )
////////// label
if (UsingEDBSystem())
{
// silversurfer: spread pattern for shotguns
if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN && Weapon[ gpItemDescObject->usItem ].ubWeaponType == GUN_SHOTGUN )
{
int regionindex = 7;
// print label
mprintf( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, gWeaponStatsDesc[20] );
// print value
SetFontForeground( 5 );
MultiByteToWideChar( CP_UTF8, 0, gpSpreadPattern[GetSpreadPattern( gpItemDescObject )].Name, -1, pStr, sizeof(pStr)/sizeof(pStr[0]) );
FindFontRightCoordinates( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, gItemDescTextRegions[regionindex].sRight - gItemDescTextRegions[regionindex].sLeft ,gItemDescTextRegions[regionindex].sBottom - gItemDescTextRegions[regionindex].sTop ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
// Flugente: display temperature string
if ( gGameExternalOptions.fWeaponOverheating && ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN || Item[gpItemDescObject->usItem].usItemClass == IC_LAUNCHER || Item[gpItemDescObject->usItem].barrel == TRUE ) )
{
// UDB system displays a string with colored condition text.
int regionindex = 7;
int regionindex = 8;
SetFontForeground( ForegroundColor );
swprintf( pStr, L"%s", gTemperatureDesc[0] ); // "Temperature is "
mprintf( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, pStr );
@@ -14486,29 +14500,29 @@ void UpdateMercBodyRegionHelpText( )
// person (health/energy/morale)
GetMoraleString( pSoldier, pMoraleStr );
if ( pSoldier->bPoisonSum )
{
INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
if ( pSoldier->bPoisonSum )
{
INT8 bPoisonBandaged = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
swprintf( sString, L"%s: %d/%d, %s: %d/%d/%d - %d, %s: %d/%d, %s: %s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr );
}
else
{
swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr );
}
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[5], pSoldier->bPoisonBleeding, bPoisonBandaged, pSoldier->bPoisonLife, pSoldier->bPoisonSum,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr );
}
else
{
swprintf( sString, L"%s: %d/%d, %s: %d/%d, %s: %s",
pMapScreenStatusStrings[0], pSoldier->stats.bLife, pSoldier->stats.bLifeMax,
pMapScreenStatusStrings[1], pSoldier->bBreath, pSoldier->bBreathMax,
pMapScreenStatusStrings[2], pMoraleStr );
}
pSoldier->PrintFoodDesc( sString, TRUE );
pSoldier->PrintDiseaseDesc( sString, TRUE );
pSoldier->PrintDiseaseDesc( sString, TRUE );
}
}
}
}
SetRegionFastHelpText( &gSMInvCamoRegion, sString );
}
+1 -1
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@@ -37,7 +37,7 @@ extern INV_DESC_REGIONS gItemDescGenHeaderRegions[3]; // Header text regions for
extern INV_DESC_REGIONS gItemDescGenIndexRegions[3][4]; // Index text regions for various parts of the General Tab
extern INV_DESC_REGIONS gItemDescGenRegions[NUM_UDB_GEN_LINES * 2][4]; // Data regions, 4 sub-columns each
extern INV_DESC_REGIONS gItemDescGenSecondaryRegions[26]; // Secondary data regions, 3x5 for now (possible 3x6?)
extern INV_DESC_REGIONS gItemDescTextRegions[8]; // Main description regions
extern INV_DESC_REGIONS gItemDescTextRegions[9]; // Main description regions
extern INV_DESC_REGIONS gItemDescAdvIndexRegions[1][4];
extern INV_DESC_REGIONS gItemDescAdvRegions[NUM_UDB_ADV_LINES][4]; // Advanced data regions, 4 sub-columns each
+1 -1
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@@ -713,7 +713,7 @@ extern STR16 gFoodDesc[ 8 ];
extern CHAR16 gMoneyStatsDesc[][ 14 ];
// HEADROCK: Altered value to 16 //WarmSteel - And I need 17. // Flugente: 17->19
extern CHAR16 gWeaponStatsDesc[][ 19 ];
extern CHAR16 gWeaponStatsDesc[][ 20 ];
// HEADROCK: Added externs for Item Description Box icon and stat tooltips
// Note that I've inflated some of these to 20 to avoid issues.
extern STR16 gzWeaponStatsFasthelpTactical[ 33 ];
+2 -1
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@@ -2869,7 +2869,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"状态: ",
@@ -2896,6 +2896,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"默认:", //17 //WarmSteel - So we can also display default attachments
L"污垢:", // 18 //added by Flugente
L"空位:", // 19 //space left on Molle items L"Space:",
L"Spread Pattern:", // 20 // TODO.Translate
};
+2 -1
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@@ -2866,7 +2866,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Status:",
@@ -2893,6 +2893,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Default:", //17 //WarmSteel - So we can also display default attachments
L"Dirt:", // 18 //added by Flugente // TODO.Translate
L"Space:", // 19 //space left on Molle items // TODO.Translate
L"Spread Pattern:", // 20 // TODO.Translate
};
+2 -1
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@@ -2869,7 +2869,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Status:",
@@ -2896,6 +2896,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Default:", //17 //WarmSteel - So we can also display default attachments
L"Dirt:", // 18 //added by Flugente
L"Space:", // 19 //space left on Molle items
L"Spread Pattern:", // 20
};
+2 -1
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@@ -2875,7 +2875,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"État :",
@@ -2900,6 +2900,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Par défaut :", //17 //WarmSteel - So we can also display default attachments
L"Encras. :", // 18 //added by Flugente
L"Place :", // 19 //space left on Molle items
L"Spread Pattern:", // 20 // TODO.Translate
};
+2 -1
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@@ -2877,7 +2877,7 @@ STR16 sKeyDescriptionStrings[2]=
};
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Status:",
@@ -2903,6 +2903,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Standard:", //17 //WarmSteel - So we can also display default attachments
L"Schmutz:", // 18 //added by Flugente
L"Platz:", // 19 //space left on Molle items
L"Streumuster:", // 20
};
+2 -1
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@@ -2862,7 +2862,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Stato:",
@@ -2889,6 +2889,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Default:", //17 //WarmSteel - So we can also display default attachments
L"Dirt:", // 18 //added by Flugente // TODO.Translate
L"Space:", // 19 //space left on Molle items // TODO.Translate
L"Spread Pattern:", // 20 // TODO.Translate
};
+2 -1
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@@ -2877,7 +2877,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Stan:",
@@ -2903,6 +2903,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Domyślne:", //17 //WarmSteel - So we can also display default attachments
L"Dirt:", // 18 //added by Flugente // TODO.Translate
L"Space:", // 19 //space left on Molle items // TODO.Translate
L"Spread Pattern:", // 20 // TODO.Translate
};
+2 -1
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@@ -2867,7 +2867,7 @@ STR16 sKeyDescriptionStrings[2] =
//The headers used to describe various weapon statistics.
CHAR16 gWeaponStatsDesc[][ 19 ] =
CHAR16 gWeaponStatsDesc[][ 20 ] =
{
// HEADROCK: Changed this for Extended Description project
L"Состояние:",
@@ -2893,6 +2893,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
L"Предустановка:", //17 //WarmSteel - So we can also display default attachments
L"Нагар:", // 18
L"Место:", // 19 //space left on Molle items
L"Spread Pattern:", // 20 // TODO.Translate
};