Skill Tooltip on Merc Portrait (by Buggler)

- Skills/Traits tooltip over merc portrait in Tactical & Strategic screen
- Fixed Traits tooltip on 'more' popup in personnel screen 
- Increased Energy Bar Color Contrast
- Swapped Mechanical & Explosive Skill in Tactical & Strategic screen to standardize across all screens including AIM, MERC & Personnel screen

Optional Skill Tooltip On Merc Portrait (by Buggler)
- Option to show skill/traits tooltip on merc portrait in AIM/MERC hire screen
- Enhanced merc inventory tooltip to show full BR info in AIM/MERC hire screen
- Fixed BR heavy weapon AP tooltip display bug
- Fixed MERC Exp Lv statistic color

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5802 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-01-22 13:21:01 +00:00
parent fb3d410dd9
commit 6c91b61e6f
20 changed files with 893 additions and 539 deletions
+37 -37
View File
@@ -296,10 +296,10 @@ int LVL_X;
int LVL_Y;
int MRK_X;
int MRK_Y;
int EXP_X;
int EXP_Y;
int MEC_X;
int MEC_Y;
int EXP_X;
int EXP_Y;
int MED_X;
int MED_Y;
@@ -1294,10 +1294,10 @@ BOOLEAN InitializeInvPanelCoordsOld()
LVL_Y = AGL_Y;
MRK_X = LVL_X;
MRK_Y = DEX_Y;
EXP_X = LVL_X;
EXP_Y = STR_Y;
MEC_X = LVL_X;
MEC_Y = LDR_Y;
MEC_Y = STR_Y;
EXP_X = LVL_X;
EXP_Y = LDR_Y;
MED_X = LVL_X;
MED_Y = WIS_Y;
@@ -1624,10 +1624,10 @@ BOOLEAN InitializeInvPanelCoordsNew()
LVL_Y = AGL_Y;
MRK_X = LVL_X;
MRK_Y = DEX_Y;
EXP_X = LVL_X;
EXP_Y = STR_Y;
MEC_X = LVL_X;
MEC_Y = LDR_Y;
MEC_Y = STR_Y;
EXP_X = LVL_X;
EXP_Y = LDR_Y;
MED_X = LVL_X;
MED_Y = WIS_Y;
@@ -2157,7 +2157,6 @@ void DrawFace( INT16 sCharNumber )
return;
}
if( ( gCharactersList[ bSelectedInfoChar ].usSolID == sOldId )&&( fReDrawFace == FALSE ) )
{
// are the same, return
@@ -2548,34 +2547,6 @@ void DrawCharStats( INT16 sCharNum )
FindFontRightCoordinates(MRK_X,MRK_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
DrawString(sString,usX, MRK_Y,CHAR_FONT );
// explosives
swprintf( sString, L"%d", pSoldier->stats.bExplosive );
// SANDRO - if damaged stat we could regain, show in red until repaired
if( gGameOptions.fNewTraitSystem && ( pSoldier->ubCriticalStatDamage[DAMAGED_STAT_EXPLOSIVES] > 0 ))
{
SetFontForeground( FONT_RED );
}
else if( ( GetJA2Clock() < CHANGE_STAT_RECENTLY_DURATION + pSoldier->timeChanges.uiChangeExplosivesTime)&& ( pSoldier->timeChanges.uiChangeExplosivesTime != 0 ) )
{
if( pSoldier->usValueGoneUp & EXP_INCREASE )
{
SetFontForeground( FONT_LTGREEN );
}
else
{
SetFontForeground( FONT_RED );
}
}
else
{
SetFontForeground(CHAR_TEXT_FONT_COLOR);
}
// right justify
FindFontRightCoordinates(EXP_X,EXP_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
DrawString(sString,usX, EXP_Y,CHAR_FONT );
// mechanical
swprintf( sString, L"%d", pSoldier->stats.bMechanical );
@@ -2603,6 +2574,34 @@ void DrawCharStats( INT16 sCharNum )
// right justify
FindFontRightCoordinates(MEC_X,MEC_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
DrawString(sString,usX, MEC_Y,CHAR_FONT );
// explosives
swprintf( sString, L"%d", pSoldier->stats.bExplosive );
// SANDRO - if damaged stat we could regain, show in red until repaired
if( gGameOptions.fNewTraitSystem && ( pSoldier->ubCriticalStatDamage[DAMAGED_STAT_EXPLOSIVES] > 0 ))
{
SetFontForeground( FONT_RED );
}
else if( ( GetJA2Clock() < CHANGE_STAT_RECENTLY_DURATION + pSoldier->timeChanges.uiChangeExplosivesTime)&& ( pSoldier->timeChanges.uiChangeExplosivesTime != 0 ) )
{
if( pSoldier->usValueGoneUp & EXP_INCREASE )
{
SetFontForeground( FONT_LTGREEN );
}
else
{
SetFontForeground( FONT_RED );
}
}
else
{
SetFontForeground(CHAR_TEXT_FONT_COLOR);
}
// right justify
FindFontRightCoordinates(EXP_X,EXP_Y,STAT_WID ,STAT_HEI,sString , CHAR_FONT, &usX, &usY);
DrawString(sString,usX, EXP_Y,CHAR_FONT );
// medical
swprintf( sString, L"%d", pSoldier->stats.bMedical );
@@ -9836,6 +9835,7 @@ void MAPBeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
{
numToMove = 1;
}
pSoldier->inv[ubHandPos].MoveThisObjectTo(gItemPointer, numToMove, pSoldier, ubHandPos);
//Autoplace to map sector invectory