Removed most of my thousands "WANNE" comments which goes back 2 years when I changed to higher resolutions. These were only internal comments for me, so they didn't include any useful meaning for others.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1172 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2007-08-07 21:39:23 +00:00
parent 30bccc0d73
commit ce31084ae7
98 changed files with 82 additions and 451 deletions
@@ -1,4 +1,3 @@
// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
@@ -40,7 +39,6 @@
extern BOOLEAN SaveWorldItemsToTempItemFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, UINT32 uiNumberOfItems, WORLDITEM *pData );
// WANNE 2
#define MAP_INV_X_OFFSET (((SCREEN_WIDTH - 261) - 380) / 2)
//#define MAP_INV_Y_OFFSET (((SCREEN_HEIGHT - 121) -
@@ -92,7 +90,6 @@ extern BOOLEAN SaveWorldItemsToTempItemFile( INT16 sMapX, INT16 sMapY, INT8 bMap
#define MAP_INVEN_SLOT_HEIGHT 32
#define MAP_INVEN_SLOT_IMAGE_HEIGHT 24
// WANNE 2
// Number of inventory slots in 1024x768
#define MAP_INVENTORY_POOL_MAX_SLOTS 170
@@ -129,7 +126,6 @@ UINT32 uiNumberOfUnSeenItems = 0;
// the inventory slots
// WANNE 2 <new>
//MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_SLOT_COUNT ];
MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_MAX_SLOTS ];
@@ -230,7 +226,6 @@ BOOLEAN LoadInventoryPoolGraphic( void )
// load the file
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
// WANNE 2
if (iResolution == 0)
{
MAP_INV_SLOT_COLS = 8;
@@ -313,7 +308,6 @@ void BlitInventoryPoolGraphic( void )
// which buttons will be active and which ones not
HandleButtonStatesWhileMapInventoryActive( );
// WANNE 2
// Invalidate
RestoreExternBackgroundRect(MAP_BORDER_X, MAP_BORDER_Y, SCREEN_WIDTH - MAP_BORDER_X, SCREEN_HEIGHT - 121);
@@ -731,11 +725,6 @@ void CreateMapInventoryPoolSlots( void )
INT16 sULX = 0, sULY = 0;
INT16 sBRX = 0, sBRY = 0;
// WANNE 2
//MSYS_DefineRegion( &MapInventoryPoolMask,
// MAP_INVENTORY_POOL_SLOT_START_X, 0, 640, 360,
// MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MapInvenPoolScreenMaskCallback);
MSYS_DefineRegion( &MapInventoryPoolMask,
MAP_INVENTORY_POOL_SLOT_START_X, 0, SCREEN_WIDTH - MAP_INVENTORY_POOL_SLOT_START_X, SCREEN_HEIGHT - 120,
MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MapInvenPoolScreenMaskCallback);
@@ -1835,7 +1824,6 @@ void DrawNumberOfIventoryPoolItems( void )
void CreateMapInventoryPoolDoneButton( void )
{
// WANNE 2
// create done button
guiMapInvenButtonImage[ 2 ]= LoadButtonImage( "INTERFACE\\done_button.sti" , -1, 0, -1, 1, -1 );
guiMapInvenButton[ 2 ] = QuickCreateButton( guiMapInvenButtonImage[ 2 ], MAP_INV_X_OFFSET + 587 , (SCREEN_HEIGHT - 147),
@@ -1923,7 +1911,6 @@ void DrawTextOnMapInventoryBackground( void )
//usStringHeight = DisplayWrappedString( 369, 342, 65, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 1 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED | DONT_DISPLAY_TEXT );
//DisplayWrappedString( 369, (UINT16)(342 - (usStringHeight / 2) ), 65, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 1 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED );
// WANNE 2
//Calculate the height of the string, as it needs to be vertically centered.
usStringHeight = DisplayWrappedString( MAP_INV_X_OFFSET + 268, (SCREEN_HEIGHT - 138), 53, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 0 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED | DONT_DISPLAY_TEXT );
DisplayWrappedString( MAP_INV_X_OFFSET + 268, (UINT16)((SCREEN_HEIGHT - 138) - (usStringHeight / 2) ), 53, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 0 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED );