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************************************************************
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+106
-2
@@ -1189,6 +1189,16 @@ CursorData CursorDatabase[] =
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void InitCursors( )
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{
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//CHRISL: NCTH uses a completely different cursor so if we're in NCTH mode, we want to use different graphics
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if(UsingNewCTHSystem() == true){
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strncpy((char *)CursorFileDatabase[2].ubFilename,"CURSORS\\cur_tagr_ncth.sti",MAX_FILENAME_LEN);
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strncpy((char *)CursorFileDatabase[3].ubFilename,"CURSORS\\targblak_ncth.sti",MAX_FILENAME_LEN);
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strncpy((char *)CursorFileDatabase[5].ubFilename,"CURSORS\\cur_rbst_ncth.sti",MAX_FILENAME_LEN);
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strncpy((char *)CursorFileDatabase[6].ubFilename,"CURSORS\\burstblk_ncth.sti",MAX_FILENAME_LEN);
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strncpy((char *)CursorFileDatabase[7].ubFilename,"CURSORS\\cur_tr_ncth.sti",MAX_FILENAME_LEN);
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strncpy((char *)CursorFileDatabase[8].ubFilename,"CURSORS\\cur_trw_ncth.sti",MAX_FILENAME_LEN);
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strncpy((char *)CursorFileDatabase[35].ubFilename,"CURSORS\\cur_try_ncth.sti",MAX_FILENAME_LEN);
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}
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InitCursorDatabase( CursorFileDatabase, CursorDatabase, NUM_CURSOR_FILES );
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SetMouseBltHook( (MOUSEBLT_HOOK)BltJA2CursorData );
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@@ -1244,8 +1254,99 @@ extern INT16 gsCurMouseOffsetY;
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extern UINT16 gsCurMouseHeight;
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extern UINT16 gsCurMouseWidth;*/
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void DrawMouseGraphicsNCTH( )
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{
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//////////////////////////////////////////////////////////////////////////////////////
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// HEADROCK HAM 4: This entire cursor drawing function is now OBSOLETE in NCTH.
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// Instead of drawing the targeting cursor on limited cursor space (in the MOUSEBUFFER),
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// I draw the new indicator directly on the FRAMEBUFFER through a function in
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// Tactical\Interface.CPP. It bypasses the cursor system entirely in order to create
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// a pseudo-cursor that can potentially be as large as the viewport (or larger). That
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// is unfortunately not doable with the cursor system, so this code is now commented out.
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// HEADROCK (HAM): Made several changes here to allow multi-shot CtH display for bursts.
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UINT16 * ptrBuf;
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UINT32 uiPitch;
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UINT32 cnt, i;
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UINT32 actualPct = __min(gbCtH[0],99);
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UINT16 usCBorderTop = Get16BPPColor( FROMRGB( 155, 155, 155 ) );
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UINT16 usCBorderBottom = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
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UINT16 usCBar = Get16BPPColor( FROMRGB( 255, 255-255*actualPct/99, 0 ) );
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UINT16 usCBack = Get16BPPColor( FROMRGB( 155, 155-155*actualPct/99, 0 ) );
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UINT16 usCBar2 = Get16BPPColor( FROMRGB( 180, 140-140*actualPct/99, 0 ) );
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UINT16 usCBack2 = Get16BPPColor( FROMRGB( 110, 100-100*actualPct/99, 0 ) );
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UINT32 barLength = __min(35,gsCurMouseWidth);
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//UINT32 barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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UINT32 barY;
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if(gfUICtHBar)
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{
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// HEADROCK HAM B1/2/2.6:
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// This causes the function to display two CTH bars for autofire - the CTH of the first bullet,
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// and the CTH of the last bullet in the volley, stored in gbCtH[0] and [1] respectively.
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if ( gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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gbCtHBurstCount = 2;
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else if ( gbCtHAutoFire )
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gbCtHBurstCount = 0;
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// Sets the initial offsets of the bars. Burst and Autofire will display them higher above the
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// cursor, to avoid obscuring the target or other data.
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if (gbCtHBurstCount > 1 && !gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 2) )
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barY = gsCurMouseOffsetY-__min(55,gsCurMouseHeight)/2;
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else if (gbCtHBurstCount && gbCtHAutoFire && (gGameExternalOptions.ubNewCTHBars == 1 || gGameExternalOptions.ubNewCTHBars == 3) )
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barY = gsCurMouseOffsetY-__min(55,gsCurMouseHeight)/2;
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else
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barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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for (i=0; i<gbCtHBurstCount; i++)
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{
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actualPct = __min(gbCtH[ i ],99);
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ptrBuf = (UINT16 *) LockMouseBuffer( &uiPitch );
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uiPitch >>= 1;
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for(cnt = gsCurMouseOffsetX+barLength/2;cnt > gsCurMouseOffsetX-barLength/2+1;cnt--)
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{
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ptrBuf[cnt-1 + uiPitch*(3+barY)] = usCBorderBottom;
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ptrBuf[cnt-1 + uiPitch*barY] = usCBorderTop;
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}
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ptrBuf[gsCurMouseOffsetX+barLength/2 + uiPitch*(1+barY)] = usCBorderBottom;
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ptrBuf[gsCurMouseOffsetX-barLength/2 + uiPitch*(1+barY)] = usCBorderTop;
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ptrBuf[gsCurMouseOffsetX+barLength/2 + uiPitch*(2+barY)] = usCBorderBottom;
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ptrBuf[gsCurMouseOffsetX-barLength/2 + uiPitch*(2+barY)] = usCBorderTop;
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for(cnt = 0;cnt < (barLength-2)*actualPct/99;cnt++)
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{
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+2)] = usCBar2;
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+1)] = usCBar;
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}
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for(cnt = (barLength-2)*actualPct/99;cnt < (barLength-2);cnt++)
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{
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+2)] = usCBack2;
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ptrBuf[cnt + gsCurMouseOffsetX-barLength/2+1 + uiPitch*(barY+1)] = usCBack;
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}
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UnlockMouseBuffer();
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if (gbCtHBurstCount>1)
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barY = barY+5;
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}
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barY = gsCurMouseOffsetY-__min(35,gsCurMouseHeight)/2;
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}
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}
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void DrawMouseGraphics( )
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{
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if(UsingNewCTHSystem() == true){
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DrawMouseGraphicsNCTH();
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return;
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}
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// HEADROCK (HAM): Made several changes here to allow multi-shot CtH display for bursts.
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UINT16 * ptrBuf;
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UINT32 uiPitch;
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@@ -1359,7 +1460,7 @@ void DrawMouseText( )
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}
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if ( gfUIAutofireBulletCount )
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if ( UsingNewCTHSystem() == false && gfUIAutofireBulletCount )
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{
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// Set dest for gprintf to be different
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SetFontDestBuffer( MOUSE_BUFFER , 0, 0, 64, 64, FALSE );
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@@ -1436,7 +1537,10 @@ void DrawMouseText( )
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//if ( ( ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) )
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{
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if ( gfUIDisplayActionPoints )
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// HEADROCK HAM 4: Added condition - the AP cost will no longer be displayed in the center when
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// aiming a weapon. It will instead by displayed on the new NCTH Indicator.
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if ( (UsingNewCTHSystem() == false && gfUIDisplayActionPoints) ||
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(UsingNewCTHSystem() == true && gfUIDisplayActionPoints && !gfUICtHBar) )
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{
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if ( gfUIDisplayActionPointsInvalid )
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{
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