- Added menu option to show/remove item shadow

- fixed menu descriptions

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@233 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-06-15 11:48:10 +00:00
parent 72ad53d95e
commit 68510dd26d
12 changed files with 20 additions and 12 deletions
+1
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@@ -252,6 +252,7 @@ void InitGameSettings()
//lalien
gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE;
gGameSettings.ubSizeOfDisplayCover = 4;
gGameSettings.ubSizeOfLOS = 4;
+1
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@@ -46,6 +46,7 @@ enum
TOPTION_GL_HIGH_ANGLE,
TOPTION_AIM_LEVEL_RESTRICTION,
TOPTION_SPACE_SELECTS_NEXT_SQUAD,
TOPTION_SHOW_ITEM_SHADOW,
NUM_GAME_OPTIONS, //Toggle up this will be able to be Toggled by the player
//These options will NOT be toggable by the Player
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.231" };
INT16 zVersionLabel[256] = { L"Release v1.13.233" };
#endif
+2 -2
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@@ -43,7 +43,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib mss32.lib winmm.lib smackw32.lib fmodvc.lib"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.225_2006_06_12.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.233_2006_06_15.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
@@ -546,7 +546,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="libexpatMT.lib winmm.lib smackw32.lib mss32.lib fmodvc.lib"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.225_2006_06_12.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.233_2006_06_15.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+1 -1
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@@ -1242,7 +1242,7 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
sCenY = PosY + ( abs( WEAPONBOX_SIZE_Y - usHeight ) / 2 ) - pTrav->sOffsetY;
//blt the shadow of the item
BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
//blt the item
BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, 0, FALSE );
+1 -1
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@@ -890,7 +890,7 @@ BOOLEAN DisplayBigItemImage(UINT16 usIndex, UINT16 PosY)
//blt the shadow of the item
BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, uiImage, 0, sCenX-2, sCenY+2);//pItem->ubGraphicNum
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, uiImage, 0, sCenX-2, sCenY+2);//pItem->ubGraphicNum
BltVideoObject(FRAME_BUFFER, hPixHandle, 0, sCenX, sCenY, VO_BLT_SRCTRANSPARENCY,NULL);
DeleteVideoObjectFromIndex(uiImage);
+1 -1
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@@ -2508,7 +2508,7 @@ void RenderInventoryForCharacter( INT32 iId, INT32 iSlot )
sCenY = PosY + ( abs( 22 - usHeight ) / 2 ) - pTrav->sOffsetY;
// shadow
//BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
//blt the item
BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, 0, FALSE );
+3 -3
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@@ -1994,7 +1994,7 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY;
// Shadow area
BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX - 2, sCenY + 2 );
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX - 2, sCenY + 2 );
BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
@@ -3054,7 +3054,7 @@ void RenderItemDescriptionBox( )
// Display item
BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 );
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 );
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX, sCenY, VO_BLT_SRCTRANSPARENCY, NULL );
@@ -3542,7 +3542,7 @@ void RenderItemDescriptionBox( )
// Display item
BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 );
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 );
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX, sCenY, VO_BLT_SRCTRANSPARENCY, NULL );
// Display status
+1 -1
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@@ -2627,7 +2627,7 @@ UINT32 DisplayInvSlot( UINT8 ubSlotNum, UINT16 usItemIndex, UINT16 usPosX, UINT1
//blt the shadow of the item
BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX-2, sCenY+2);
//blt the item
BltVideoObjectOutlineFromIndex( FRAME_BUFFER, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, Get16BPPColor( FROMRGB( 255, 255, 255 ) ), fHighlighted );
+2
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@@ -3417,6 +3417,7 @@ STR16 zOptionsToggleText[] =
L"High Angle Grenade Launching",
L"Restrict Extra Aim Levels to Rifles",
L"Space selects next squad",
L"Show Item Shadow",
};
//This is the help text associated with the above toggles.
@@ -3488,6 +3489,7 @@ STR16 zOptionsScreenHelpText[] =
L"Grenade launchers fire grenades at higher angles.",
L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"When enabled item shadows will be shown.",
};
+3 -1
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@@ -3221,7 +3221,7 @@ STR16 zOptionsToggleText[] =
L"High Angle Grenade Launching",
L"Restrict Extra Aim Levels to Rifles",
L"Space selects next squad",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"Show Item Shadow",
};
//This is the help text associated with the above toggles.
@@ -3292,6 +3292,8 @@ STR16 zOptionsScreenHelpText[] =
L"Gegner lassen bei ihrem Ableben alle Gegenstände zurück.",
L"Grenade launchers fire grenades at higher angles.",
L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"When enabled item shadows will be shown.",
};
STR16 gzGIOScreenText[] =
+3 -1
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@@ -3406,7 +3406,7 @@ STR16 zOptionsToggleText[] =
L"High Angle Grenade Launching",
L"Restrict Extra Aim Levels to Rifles",
L"Space selects next squad",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"Show Item Shadow",
};
//This is the help text associated with the above toggles.
@@ -3477,6 +3477,8 @@ STR16 zOptionsScreenHelpText[] =
L"Enemy drop all items, when he is dead.",
L"Grenade launchers fire grenades at higher angles.",
L"Aim levels beyond 4 are restricted to rifles and sniper rifles.",
L"When enabled |S|p|a|c|e selects next squad automatically.",
L"When enabled item shadows will be shown.",
};