- tool tips for Bobby Ray updated

- refresh for laptop screens fixed




git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@134 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-05-29 22:49:53 +00:00
parent 1ba75f9745
commit c139b9df23
7 changed files with 197 additions and 161 deletions
+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 v1.13.133" };
INT16 zVersionLabel[256] = { L"Release v1.13.134" };
#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_v1.13.133_2006_05_29.exe"
OutputFile="C:\games\Jagged Alliance 2 v1.13\ja2_debug_v1.13.134_2006_05_30.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_v1.13.133_2006_05_29.exe"
OutputFile="C:\Games\Jagged Alliance 2 v1.13\ja2_release_v1.13.134_2006_05_30.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories=".\..\..\Standard Gaming Platform\"
+2
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@@ -88,6 +88,8 @@ void RenderBobbyRAmmo()
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
fReDrawScreenFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
}
+2
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@@ -86,6 +86,8 @@ void RenderBobbyRArmour()
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
fReDrawScreenFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
}
+186 -158
View File
@@ -326,6 +326,8 @@ void RenderBobbyRGuns()
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
InvalidateRegion(0,0,SCREEN_WIDTH, SCREEN_HEIGHT);
fReDrawScreenFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
}
@@ -632,9 +634,6 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass)
for(i=gusCurWeaponIndex; ((i<=gusLastItemIndex) && (ubCount < 4)); i++)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DisplayItemInfo: current weapon: %d",gusCurWeaponIndex));
if( uiItemClass == BOBBYR_USED_ITEMS )
{
//If there is not items in stock
@@ -1023,9 +1022,10 @@ UINT16 DisplayRof(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
UINT16 DisplayDamage(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight)
{
wchar_t sTemp[20];
UINT16 gunDamage = (UINT16)( Weapon[ usIndex ].ubImpact + ( (double) Weapon[ usIndex ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
DrawTextToScreen(BobbyRText[BOBBYR_GUNS_DAMAGE], BOBBYR_ITEM_WEIGHT_TEXT_X, (UINT16)usPosY, 0, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
swprintf(sTemp, L"%4d", Weapon[ usIndex ].ubImpact);
swprintf(sTemp, L"%4d", gunDamage);
DrawTextToScreen(sTemp, BOBBYR_ITEM_WEIGHT_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_WEIGHT_NUM_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY += usFontHeight + 2;
return(usPosY);
@@ -1296,8 +1296,8 @@ void SetFirstLastPagesForUsed()
void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNumbers )
{
UINT8 i;
CHAR16 zItemName[ SIZE_ITEM_NAME ];
UINT8 ubItemCount=0;
CHAR16 zItemName[ SIZE_ITEM_NAME ];
UINT8 ubItemCount=0;
INT16 pStr[ 250 ];
if( gfBigImageMouseRegionCreated )
@@ -1310,175 +1310,203 @@ void CreateMouseRegionForBigImage( UINT16 usPosY, UINT8 ubCount, INT16 *pItemNum
MSYS_AddRegion(&gSelectedBigImageRegion[ i ]);
MSYS_SetRegionUserData( &gSelectedBigImageRegion[ i ], 0, i);
////specify the help text only if the items is ammo
//if( Item[ pItemNumbers[ i ] ].usItemClass == IC_AMMO )
//{
// //and only if the user has an item that can use the particular type of ammo
// ubItemCount = CheckPlayersInventoryForGunMatchingGivenAmmoID( pItemNumbers[ i ] );
// if( ubItemCount != 0 )
// {
// swprintf( zItemName, L"%s %d %s",BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_1], ubItemCount, BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_2] );
// }
// else
// zItemName[0] = '\0';
//}
//else
// zItemName[0] = '\0';
//get item weight
FLOAT fWeight = GetWeightBasedOnMetricOption(Item[ pItemNumbers[ i ] ].ubWeight)/10;
//Calculate AP's
//INT16 apStr[20];
//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
//{
// INT16 apStr2[20];
// UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
// swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
// if (GetShotsPerBurst(pObject) > 0)
// {
// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
// wcscat( apStr, apStr2 );
// }
// else
// {
// wcscat( apStr, L" / -" );
// }
// if (GetAutofireShotsPerFiveAPs(pObject) > 0)
// {
// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
// wcscat( apStr, apStr2 );
// }
// else
// {
// wcscat( apStr, L" / -" );
// }
//}
//else
//{
// swprintf( (wchar_t *)apStr, L"" );
//}
//Info for weapons
if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
{
swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ pItemNumbers[ i ] ].bAccuracy,
gWeaponStatsDesc[ 11 ], //Damage String
Weapon[ pItemNumbers[ i ] ].ubImpact,
gWeaponStatsDesc[ 10 ], //Range String
Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
//apStr, //AP's
L"- / - / -",
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
// The next is for ammunition which gets the measurement 'rnds'
else if (Item[ pItemNumbers[ i ] ].usItemClass == IC_AMMO)
switch( Item[ pItemNumbers[ i ] ].usItemClass )
{
swprintf( (wchar_t *)pStr, L"%s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ], //Item long name
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
case IC_GUN:
case IC_LAUNCHER:
//Calculate AP's
//INT16 apStr[20];
//Lal: do not delete, commented out for next version
//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
// pObject->ubShotsLeft[0], //Shots left
// gWeaponStatsDesc[ 12 ], //Weight String
// fWeight, //Weight
// GetWeightUnitString() //Weight units
// );
}
//if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
//{
// INT16 apStr2[20];
// UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
// explosives
else if ( (Item[ pItemNumbers[ i ] ].usItemClass == IC_GRENADE)||(Item[ pItemNumbers[ i ] ].usItemClass == IC_BOMB) )
{
UINT16 explDamage = (UINT16)( Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
UINT16 explStunDamage = (UINT16)( Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
// swprintf( (wchar_t *)apStr, L"%d", ubAttackAPs );
swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
gWeaponStatsDesc[ 11 ], //Damage String
explDamage,
gWeaponStatsDesc[ 13 ], //Stun Damage String
explStunDamage, //Stun Damage
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
// if (GetShotsPerBurst(pObject) > 0)
// {
// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
// wcscat( apStr, apStr2 );
// }
// else
// {
// wcscat( apStr, L" / -" );
// }
//Armor
else if (Item[ pItemNumbers[ i ] ].usItemClass == IC_ARMOUR)
{
INT32 iProtection = Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubProtection;
// if (GetAutofireShotsPerFiveAPs(pObject) > 0)
// {
// swprintf( (wchar_t *)apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
// wcscat( apStr, apStr2 );
// }
// else
// {
// wcscat( apStr, L" / -" );
// }
//}
//else
//{
// swprintf( (wchar_t *)apStr, L"" );
//}
switch( Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubArmourClass )
//Info for weapons
if ( Item[ pItemNumbers[ i ] ].usItemClass == IC_GUN )
{
case( ARMOURCLASS_HELMET ):
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
break;
UINT16 gunDamage = (UINT16)( Weapon[ pItemNumbers[ i ] ].ubImpact + ( (double) Weapon[ pItemNumbers[ i ] ].ubImpact / 100) * gGameExternalOptions.ubGunDamageMultiplier );
case( ARMOURCLASS_VEST ):
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
case( ARMOURCLASS_LEGGINGS ):
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_PLATE ):
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
swprintf( (wchar_t *)pStr, L"%s (%s)\n%s %d\n%s %d\n%s %d\n%s %s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
AmmoCaliber[ Weapon[ pItemNumbers[ i ] ].ubCalibre ],
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ pItemNumbers[ i ] ].bAccuracy, //Accuracy
gWeaponStatsDesc[ 11 ], //Damage String
gunDamage, //Gun damage
gWeaponStatsDesc[ 10 ], //Range String
Weapon[ pItemNumbers[ i ] ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
//apStr, //AP's
L"- / - / -",
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
swprintf( (wchar_t *)pStr, L"%s [%d %%]\n%s %d%% (%d)\n%s %d%%\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ], //Item long name
pInvPanelTitleStrings[ 4 ], //Protection string
iProtection, //Protection rating in % based on best armor
Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubProtection, //Protection (raw data)
pInvPanelTitleStrings[ 3 ], //Camo string
Item[ pItemNumbers[ i ] ].camobonus, //Camo bonus
gWeaponStatsDesc[ 12 ], //Weight string
fWeight, //Weight
GetWeightUnitString() //Weight units
);
case IC_BLADE:
case IC_THROWING_KNIFE:
case IC_PUNCH:
{
UINT16 meleeDamage = (UINT16)( Weapon[ pItemNumbers[ i ] ].ubImpact + ( (double) Weapon[ pItemNumbers[ i ] ].ubImpact / 100) * gGameExternalOptions.ubMeleeDamageMultiplier );
swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
gWeaponStatsDesc[ 11 ], //Damage String
meleeDamage, //Melee damage
gWeaponStatsDesc[ 5 ], //AP String
//apStr, //AP's
L"-",
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_AMMO:
{
swprintf( (wchar_t *)pStr, L"%s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ], //Item long name
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
//Lal: do not delete, commented out for next version
//swprintf( (wchar_t *)pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
// pObject->ubShotsLeft[0], //Shots left
// gWeaponStatsDesc[ 12 ], //Weight String
// fWeight, //Weight
// GetWeightUnitString() //Weight units
// );
//specify the help text only if the items is ammo
//and only if the user has an item that can use the particular type of ammo
ubItemCount = CheckPlayersInventoryForGunMatchingGivenAmmoID( pItemNumbers[ i ] );
if( ubItemCount != 0 )
{
swprintf( zItemName, L"\n%s %d %s",BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_1], ubItemCount, BobbyRText[BOBBYR_GUNS_NUM_GUNS_THAT_USE_AMMO_2] );
wcscat( (wchar_t *) pStr, zItemName );
}
}
break;
case IC_GRENADE:
case IC_BOMB:
// explosives
//if ( (Item[ pItemNumbers[ i ] ].usItemClass == IC_GRENADE)||(Item[ pItemNumbers[ i ] ].usItemClass == IC_BOMB) )
{
UINT16 explDamage = (UINT16)( Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
UINT16 explStunDamage = (UINT16)( Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ pItemNumbers[ i ] ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
swprintf( (wchar_t *)pStr, L"%s\n%s %d\n%s %d\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ],
gWeaponStatsDesc[ 11 ], //Damage String
explDamage, //Expl damage
gWeaponStatsDesc[ 13 ], //Stun Damage String
explStunDamage, //Stun Damage
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_ARMOUR:
//Armor
//if (Item[ pItemNumbers[ i ] ].usItemClass == IC_ARMOUR)
{
INT32 iProtection = Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubProtection;
switch( Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubArmourClass )
{
case( ARMOURCLASS_HELMET ):
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_VEST ):
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
case( ARMOURCLASS_LEGGINGS ):
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_PLATE ):
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
}
swprintf( (wchar_t *)pStr, L"%s\n%s %d%% (%d)\n%s %d%%\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ], //Item long name
pInvPanelTitleStrings[ 4 ], //Protection string
iProtection, //Protection rating in % based on best armor
Armour[ Item[ pItemNumbers[ i ] ].ubClassIndex ].ubProtection, //Protection (raw data)
pInvPanelTitleStrings[ 3 ], //Camo string
Item[ pItemNumbers[ i ] ].camobonus, //Camo bonus
gWeaponStatsDesc[ 12 ], //Weight string
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_MISC:
case IC_MEDKIT:
case IC_KIT:
case IC_FACE:
default:
// The final, and typical case, is that of an item with a percent status
{
swprintf( (wchar_t *)pStr, L"%s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ], //Item long name
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
}
// The final, and typical case, is that of an item with a percent status
else
{
swprintf( (wchar_t *)pStr, L"%s\n%s %1.1f %s",
ItemNames[ pItemNumbers[ i ] ], //Item long name
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
SetRegionFastHelpText( &gSelectedBigImageRegion[ i ], pStr );
+2
View File
@@ -83,6 +83,8 @@ void RenderBobbyRMisc()
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
fReDrawScreenFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
}
+2
View File
@@ -84,6 +84,8 @@ void RenderBobbyRUsed()
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
fReDrawScreenFlag = TRUE;
fPausedReDrawScreenFlag = TRUE;
}