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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
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@@ -29,6 +29,10 @@
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#include "HelpScreen.h"
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#endif
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// rain
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#include "Rain.h"
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// end rain
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UINT32 guiCurrentScreen;
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UINT32 guiPendingScreen = NO_PENDING_SCREEN;
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@@ -162,6 +166,9 @@ void ShutdownGame(void)
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// the state of the game (i.e. Main Menu, PC Generation, Combat loop, etc....)
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// This function exits constantly and reenters constantly
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// rain
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static BOOLEAN gfSkipFrame = FALSE;
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void GameLoop(void)
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{
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// DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop");
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@@ -309,6 +316,14 @@ void GameLoop(void)
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guiCurrentScreen = uiOldScreen;
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}
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// rain
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RenderRain();
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if( gfSkipFrame )
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gfSkipFrame = FALSE;
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else
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// end rain
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: refresh screen");
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RefreshScreen( NULL );
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@@ -339,6 +354,10 @@ void SetPendingNewScreen( UINT32 uiNewScreen )
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guiPendingScreen = uiNewScreen;
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}
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// rain
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extern UINT32 guiRainLoop;
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// end rain
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// Gets called when the screen changes, place any needed in code in here
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void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
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{
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@@ -348,6 +367,17 @@ void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
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//reset the help screen
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NewScreenSoResetHelpScreen( );
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}
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//rain
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if( uiNewScreen == MAP_SCREEN )
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{
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if ( guiRainLoop != NO_SAMPLE )
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{
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SoundStop( guiRainLoop );
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guiRainLoop = NO_SAMPLE;
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}
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}
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// end rain
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}
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void HandleShortCutExitState( void )
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