Data and Source v1.13 Mod High Resolution version from 2006-03-16

*********************************************************
*	2006/03/16					*
*	RoWa21						*
*	Developed in VS 2003				*
*********************************************************

- Changed missing screens to the High-Resolution
	- Tactical Screen
	- Shopkeeper Interface, 
	- Credits Screen,
	- AutoResolve Screen
	- ...

- Some bugfixing with the screens
	- Centered message boxes
	- ...

- Merged lalienxx's features (BUT NO BURST AND NO MP3/OGG SUPPORT!)
	- Rain and lightning visual and sound effects
	- Visibility radius decrease when rainig
	- Weapon relyability decrease when rainig
	- Possibility to spot the enemy at night with lightning
	- New settings in the ja2.ini file for the rain
	- Aiming without shooting with "L" key
		- Move the cursor over an enemy and press the "L" key.

- Added judges bugfixing
	- Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy)
	- Added status of the items to item 'tooltip'
		- If it is an ammo, the number of available rounds appear
	- A stack of items now always shows the minimum repair status
		- No more carrying a stack of grenades into battle only to find most are duds
	- Made tactical map loading code more robust against maps with bogus buildings 
	- Made tactical map loading code more robust against maps with characters with bogus locations or schedules 

- Changed the location of the savegame structure
	- Each mode contains its own savegame folder in its own data-folder

- Some general bugfixing
	- See Bugfixing.xls on the ftp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@24 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 17:22:20 +00:00
parent 89b4d71bf3
commit 8b2d0e33aa
25 changed files with 1433 additions and 68 deletions
+31 -1
View File
@@ -772,7 +772,6 @@ BOOLEAN CanBlitToMouseBuffer(void)
void InvalidateRegion(INT32 iLeft, INT32 iTop, INT32 iRight, INT32 iBottom)
{
// WANNE 2
if (gfForceFullScreenRefresh == TRUE)
{
//
@@ -1504,6 +1503,12 @@ void ScrollJA2Background(UINT32 uiDirection, INT16 sScrollXIncrement, INT16 sScr
}
//rain
BOOLEAN IsItAllowedToRenderRain();
extern UINT32 guiRainRenderSurface;
BOOLEAN gfNextRefreshFullScreen = FALSE;
//end rain
void RefreshScreen(void *DummyVariable)
{
@@ -1523,6 +1528,17 @@ void RefreshScreen(void *DummyVariable)
fShowMouse = FALSE;
}
if( gfNextRefreshFullScreen )
{
if( guiCurrentScreen == GAME_SCREEN )
{
InvalidateScreen();
gfRenderScroll = FALSE;
// gfForceFullScreenRefresh = TRUE;
// guiFrameBufferState == BUFFER_DIRTY;
}
gfNextRefreshFullScreen = FALSE;
}
//DebugMsg(TOPIC_VIDEO, DBG_LEVEL_0, "Looping in refresh");
@@ -2102,6 +2118,20 @@ void RefreshScreen(void *DummyVariable)
}
///////////////////////////////////////////////////////////////////////////////////////////////
// Rain //
///////////////////////////////////////////////////////////////////////////////////////////////
if( IsItAllowedToRenderRain() && gfProgramIsRunning )
{
BltVideoSurface( BACKBUFFER, guiRainRenderSurface, 0, 0, 0, VS_BLT_FAST | VS_BLT_USECOLORKEY, NULL );
gfNextRefreshFullScreen = TRUE;
}
///////////////////////////////////////////////////////////////////////////////////////////////
//
// (1) Flip Pages