MERGED source code from development trunk revision 4545 up to latest current revision 4882

Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-01-18 11:19:01 +00:00
parent c42d68ff0f
commit e64d5a2fa6
264 changed files with 40710 additions and 2771 deletions
+142 -188
View File
@@ -46,52 +46,45 @@
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_profile.h>
#ifdef JA2UB
#include "ub_config.h"
#endif
#define MAINMENU_TEXT_FILE "LoadScreens\\MainMenu.edt"
#define MAINMENU_RECORD_SIZE 80 * 2
//#define TESTFOREIGNFONTS
// MENU ITEMS
enum
{
// TITLE,
NEW_GAME,
NEW_MP_GAME,
LOAD_GAME,
//LOAD_MP_GAME,
PREFERENCES,
CREDITS,
QUIT,
NUM_MENU_ITEMS
};
//#define MAINMENU_Y iScreenHeightOffset + 277
#define MAINMENU_Y iScreenHeightOffset + 210
#define MAINMENU_Y_SPACE 37
UINT32 MAINMENU_Y;
UINT32 MAINMENU_X;
UINT32 MAINMENU_Y_SPACE;
INT32 iMenuImages[ NUM_MENU_ITEMS ];
INT32 iMenuButtons[ NUM_MENU_ITEMS ];
INT32 iMenuImages[ NUM_MENU_ITEMS ];
INT32 iMenuButtons[ NUM_MENU_ITEMS ];
UINT16 gusMainMenuButtonWidths[ NUM_MENU_ITEMS ];
UINT32 guiMainMenuBackGroundImage;
UINT32 guiJa2LogoImage;
MOUSE_REGION gBackRegion;
INT8 gbHandledMainMenu = 0;
MOUSE_REGION gBackRegion;
INT8 gbHandledMainMenu = 0;
BOOLEAN fInitialRender = FALSE;
//BOOLEAN gfDoHelpScreen = 0;
BOOLEAN gfMainMenuScreenEntry = FALSE;
BOOLEAN gfMainMenuScreenExit = FALSE;
UINT32 guiMainMenuExitScreen = MAINMENU_SCREEN;
extern BOOLEAN gfLoadGameUponEntry;
void ExitMainMenu( );
void MenuButtonCallback(GUI_BUTTON *btn, INT32 reason);
void HandleMainMenuInput();
@@ -106,11 +99,12 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate );
void RenderMainMenu();
void RestoreButtonBackGrounds();
//Main Menu layout by Jazz
MAIN_MENU_VALUES gMainMenulayout[MAX_MAIN_MENU_IMAGE];
VSURFACE_DESC vs_desc;
extern void InitSightRange(); //lal
UINT32 MainMenuScreenInit( )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Version Label: %S", zVersionLabel ));
@@ -120,8 +114,6 @@ UINT32 MainMenuScreenInit( )
return( TRUE );
}
UINT32 MainMenuScreenHandle( )
{
UINT32 cnt;
@@ -134,7 +126,7 @@ UINT32 MainMenuScreenHandle( )
return MAINMENU_SCREEN; //The splash screen hasn't been up long enough yet.
}
if( guiSplashFrameFade )
{ //Fade the splash screen.
{
uiTime = GetJA2Clock();
if( guiSplashFrameFade > 2 )
ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
@@ -143,12 +135,9 @@ UINT32 MainMenuScreenHandle( )
else
{
uiTime = GetJA2Clock();
//while( GetJA2Clock() < uiTime + 375 );
SetMusicMode( MUSIC_MAIN_MENU );
}
//while( uiTime + 100 > GetJA2Clock() );
guiSplashFrameFade--;
InvalidateScreen();
@@ -170,7 +159,6 @@ UINT32 MainMenuScreenHandle( )
SetMusicMode( MUSIC_MAIN_MENU );
}
if ( fInitialRender )
{
ClearMainMenu();
@@ -191,12 +179,7 @@ UINT32 MainMenuScreenHandle( )
EndFrameBufferRender( );
// if ( gfDoHelpScreen )
// HandleHelpScreenInput();
// else
HandleMainMenuInput();
HandleMainMenuInput();
HandleMainMenuScreen();
if( gfMainMenuScreenExit )
@@ -212,15 +195,11 @@ UINT32 MainMenuScreenHandle( )
return( guiMainMenuExitScreen );
}
UINT32 MainMenuScreenShutdown( )
{
return( FALSE );
}
void HandleMainMenuScreen()
{
if ( gbHandledMainMenu != 0 )
@@ -234,14 +213,8 @@ void HandleMainMenuScreen()
break;
case NEW_GAME:
// gfDoHelpScreen = 1;
// gfMainMenuScreenExit = TRUE;
// if( !gfDoHelpScreen )
// SetMainMenuExitScreen( INIT_SCREEN );
break;
// ROMAN: TODO??
case NEW_MP_GAME:
break;
@@ -252,20 +225,8 @@ void HandleMainMenuScreen()
gbHandledMainMenu = 0;
gfSaveGame = FALSE;
gfMainMenuScreenExit = TRUE;
break;
// ROMAN: TODO
// case LOAD_MP_GAME:
//// Select the game which is to be restored
//guiPreviousOptionScreen = guiCurrentScreen;
//guiMainMenuExitScreen = SAVE_LOAD_SCREEN;
//gbHandledMainMenu = 0;
//gfSaveGame = FALSE;
//gfMainMenuScreenExit = TRUE;
//break;
case PREFERENCES:
guiPreviousOptionScreen = guiCurrentScreen;
guiMainMenuExitScreen = OPTIONS_SCREEN;
@@ -282,17 +243,17 @@ void HandleMainMenuScreen()
}
}
BOOLEAN InitMainMenu( )
{
VOBJECT_DESC VObjectDesc;
// gfDoHelpScreen = 0;
//main Menu by JAzz
UINT16 iCounter2;
if(is_networked)
{
is_networked = FALSE;
#ifdef USE_VFS
// remove Multiplayer profile if it exists
vfs::CProfileStack *PS = getVFS()->getProfileStack();
@@ -317,59 +278,49 @@ BOOLEAN InitMainMenu( )
CreateDestroyBackGroundMouseMask( TRUE );
CreateDestroyMainMenuButtons( TRUE );
// load background graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
if (iResolution == 0)
// load background graphic and add it
//Main Menu by Jazz
for( iCounter2 = 1; iCounter2 < MAX_ELEMENT; iCounter2++ )
{
FilenameForBPP("LOADSCREENS\\MainMenuBackGround.sti", VObjectDesc.ImageFile);
}
else if (iResolution == 1)
{
FilenameForBPP("LOADSCREENS\\MainMenuBackGround_800x600.sti", VObjectDesc.ImageFile);
}
else if (iResolution == 2)
{
FilenameForBPP("LOADSCREENS\\MainMenuBackGround_1024x768.sti", VObjectDesc.ImageFile);
}
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
CHECKF(AddVideoObject(&VObjectDesc, &guiMainMenuBackGroundImage ));
if (gMainMenulayout[iCounter2].Visible == 1)
{
if (iResolution == 0)
{
strcpy(VObjectDesc.ImageFile, gMainMenulayout[iCounter2].FileName);
// load ja2 logo graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
// FilenameForBPP("INTERFACE\\Ja2_2.sti", VObjectDesc.ImageFile);
FilenameForBPP("LOADSCREENS\\Ja2Logo.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiJa2LogoImage ));
if( !AddVideoObject( &VObjectDesc, &gMainMenulayout[iCounter2].uiIndex ) )
AssertMsg(0, String( "Missing %s", gMainMenulayout[iCounter2].FileName ) );
}
else if (iResolution == 1)
{
strcpy(VObjectDesc.ImageFile, gMainMenulayout[iCounter2].FileName800x600);
/*
// Gray out some buttons based on status of game!
if( gGameSettings.bLastSavedGameSlot < 0 || gGameSettings.bLastSavedGameSlot >= NUM_SLOT )
{
DisableButton( iMenuButtons[ LOAD_GAME ] );
if( !AddVideoObject( &VObjectDesc, &gMainMenulayout[iCounter2].uiIndex ) )
AssertMsg(0, String( "Missing %s", gMainMenulayout[iCounter2].FileName800x600 ) );
}
else if (iResolution == 2)
{
strcpy(VObjectDesc.ImageFile, gMainMenulayout[iCounter2].FileName1024x768);
if( !AddVideoObject( &VObjectDesc, &gMainMenulayout[iCounter2].uiIndex ) )
AssertMsg(0, String( "Missing %s", gMainMenulayout[iCounter2].FileName1024x768 ) );
}
}
}
//The ini file said we have a saved game, but there is no saved game
else if( gbSaveGameArray[ gGameSettings.bLastSavedGameSlot ] == FALSE )
DisableButton( iMenuButtons[ LOAD_GAME ] );
*/
//if there are no saved games, disable the button
if( !IsThereAnySavedGameFiles() )
DisableButton( iMenuButtons[ LOAD_GAME ] );
// DisableButton( iMenuButtons[ CREDITS ] );
// DisableButton( iMenuButtons[ TITLE ] );
gbHandledMainMenu = 0;
fInitialRender = TRUE;
SetPendingNewScreen( MAINMENU_SCREEN);
guiMainMenuExitScreen = MAINMENU_SCREEN;
// WANNE: I don't think that is needed!
//InitGameOptions();
DequeueAllKeyBoardEvents();
return( TRUE );
@@ -378,28 +329,20 @@ BOOLEAN InitMainMenu( )
void ExitMainMenu( )
{
// UINT32 uiDestPitchBYTES;
// UINT8 *pDestBuf;
// if( !gfDoHelpScreen )
{
CreateDestroyBackGroundMouseMask( FALSE );
}
UINT32 iCounter2 ;
CreateDestroyBackGroundMouseMask( FALSE );
CreateDestroyMainMenuButtons( FALSE );
DeleteVideoObjectFromIndex( guiMainMenuBackGroundImage );
DeleteVideoObjectFromIndex( guiJa2LogoImage );
for( iCounter2 = 1; iCounter2 < MAX_ELEMENT; iCounter2++ )
{
if (gMainMenulayout[iCounter2].Visible == 1)
{
DeleteVideoObjectFromIndex( gMainMenulayout[iCounter2].uiIndex );
}
}
gMsgBox.uiExitScreen = MAINMENU_SCREEN;
/*
// CLEAR THE FRAME BUFFER
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
memset(pDestBuf, 0, SCREEN_HEIGHT * uiDestPitchBYTES );
UnLockVideoSurface( FRAME_BUFFER );
InvalidateScreen( );
*/
}
// WANNE - MP: This method initializes variables that should be initialized
@@ -425,6 +368,10 @@ void InitDependingGameStyleOptions()
// HEADROCK HAM 4: CTH constants
LoadCTHConstants();
#ifdef JA2UB
LoadGameUBOptions(); // JA25 UB
#endif
InitSightRange(); //lal
ReStartingGame();
@@ -456,7 +403,6 @@ void MenuButtonCallback(GUI_BUTTON *btn,INT32 reason)
// Snap: UN-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
};
@@ -518,20 +464,16 @@ void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
// btn->uiFlags &= (~BUTTON_CLICKED_ON );
RenderMainMenu();
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_GAIN_MOUSE)
{
// btn->uiFlags &= (~BUTTON_CLICKED_ON );
RenderMainMenu();
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void HandleMainMenuInput()
{
InputAtom InputEvent;
@@ -543,19 +485,12 @@ void HandleMainMenuInput()
{
switch( InputEvent.usParam )
{
/*
case ESC:
gbHandledMainMenu = QUIT;
break;
*/
#ifdef JA2TESTVERSION
case 'q':
gbHandledMainMenu = NEW_GAME;
gfMainMenuScreenExit = TRUE;
SetMainMenuExitScreen( INIT_SCREEN );
// gfDoHelpScreen = 1;
break;
case 'i':
@@ -563,7 +498,6 @@ void HandleMainMenuInput()
gfMainMenuScreenExit = TRUE;
break;
#endif
case 'c':
gbHandledMainMenu = LOAD_GAME;
@@ -626,21 +560,9 @@ void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReaso
}
else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
// if( gfDoHelpScreen )
// {
// SetMainMenuExitScreen( INIT_SCREEN );
// gfDoHelpScreen = FALSE;
// }
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
/*
if( gfDoHelpScreen )
{
SetMainMenuExitScreen( INIT_SCREEN );
gfDoHelpScreen = FALSE;
}
*/
}
}
@@ -690,6 +612,27 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
SGPFILENAME filename;
SGPFILENAME filenameMP;
INT16 sSlot;
if (iResolution == 0)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 1)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_800x600Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_800x600X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 2)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_1024x768Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_1024x768X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if( fCreate )
{
@@ -710,8 +653,6 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
sSlot = 0;
iMenuImages[ LOAD_GAME ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,6,3,4,5,-1 );
//iMenuImages[ LOAD_MP_GAME ] = UseLoadedButtonImage( iMenuImages[ NEW_MP_GAME ], 3, 3, 4, 5, -1 );
iMenuImages[ PREFERENCES ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,7,7,8,9,-1 );
iMenuImages[ CREDITS ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,13,10,11,12,-1 );
iMenuImages[ QUIT ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,14,14,15,16,-1 );
@@ -723,21 +664,17 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
case NEW_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], sSlot ); break;
case NEW_MP_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 0); break;
case LOAD_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 3 ); break;
// case LOAD_MP_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 3); break;
case PREFERENCES: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 7 ); break;
case CREDITS: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 10 ); break;
case QUIT: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 15 ); break;
}
#ifdef TESTFOREIGNFONTS
iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2), (INT16)( 0 + ( cnt * 18 ) ),
// iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2), (INT16)( 0 + ( cnt * 18 ) ),
iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)(MAINMENU_X - gusMainMenuButtonWidths[cnt]/2), (INT16)( 0 + ( cnt * 18 ) ), //(INT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2)
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, MenuButtonCallback );
#else
/*iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)(420 - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE ) ),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, MenuButtonCallback );*/
iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE ) ),
#else
iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)(MAINMENU_X - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE ) ),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, MenuButtonCallback );
#endif
@@ -745,30 +682,10 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
{
return( FALSE );
}
ButtonList[ iMenuButtons[ cnt ] ]->UserData[0] = cnt;
// WANNE: Removed this, because in Release version it always crashes!
/*
#ifndef _DEBUG
//load up some info from the 'mainmenu.edt' file. This makes sure the file is present. The file is
// 'marked' with a code that identifies the testers
INT32 iStartLoc = MAINMENU_RECORD_SIZE * cnt;
if( !LoadEncryptedDataFromFile(MAINMENU_TEXT_FILE, zText, iStartLoc, MAINMENU_RECORD_SIZE ) )
{
//the file was not able to be loaded properly
SOLDIERTYPE *pSoldier = NULL;
if( pSoldier->bActive != TRUE )
{
//something is very wrong
pSoldier->bActive = pSoldier->stats.bLife;
}
}
#endif
*/
ButtonList[ iMenuButtons[ cnt ] ]->UserData[0] = cnt;
}
fButtonsCreated = TRUE;
}
else
@@ -792,16 +709,35 @@ BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
void RenderMainMenu()
{
HVOBJECT hPixHandle;
UINT32 iCounter2;
//Get and display the background image
GetVideoObject(&hPixHandle, guiMainMenuBackGroundImage );
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, 0, 0, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, 0, 0, VO_BLT_SRCTRANSPARENCY,NULL);
GetVideoObject(&hPixHandle, guiJa2LogoImage );
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset + 188, iScreenHeightOffset + 10, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, iScreenWidthOffset + 188, iScreenHeightOffset + 10, VO_BLT_SRCTRANSPARENCY,NULL);
for( iCounter2 = 1; iCounter2 < MAX_ELEMENT; iCounter2++ )
{
if (gMainMenulayout[iCounter2].Visible == 1)
{
if (iResolution == 0)
{
GetVideoObject(&hPixHandle, gMainMenulayout[iCounter2].uiIndex);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePositionX, gMainMenulayout[iCounter2].ImagePositionY, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePositionX, gMainMenulayout[iCounter2].ImagePositionY, VO_BLT_SRCTRANSPARENCY,NULL);
}
if (iResolution == 1)
{
GetVideoObject(&hPixHandle, gMainMenulayout[iCounter2].uiIndex);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition800x600X, gMainMenulayout[iCounter2].ImagePosition800x600Y, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition800x600X, gMainMenulayout[iCounter2].ImagePosition800x600Y, VO_BLT_SRCTRANSPARENCY,NULL);
}
if (iResolution == 2)
{
GetVideoObject(&hPixHandle, gMainMenulayout[iCounter2].uiIndex);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition1024x768X, gMainMenulayout[iCounter2].ImagePosition1024x768Y, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition1024x768X, gMainMenulayout[iCounter2].ImagePosition1024x768Y, VO_BLT_SRCTRANSPARENCY,NULL);
}
}
}
#ifdef TESTFOREIGNFONTS
DrawTextToScreen( L"LARGEFONT1: ÄÀÁÂÇËÈÉÊÏÖÒÓÔÜÙÚÛäàáâçëèéêïöòóôüùúûÌÎìî"/*gzCopyrightText[ 0 ]*/, 0, 105, 640, LARGEFONT1, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
@@ -836,15 +772,33 @@ void RestoreButtonBackGrounds()
{
UINT8 cnt;
// RestoreExternBackgroundRect( (UINT16)(320 - gusMainMenuButtonWidths[TITLE]/2), MAINMENU_TITLE_Y, gusMainMenuButtonWidths[TITLE], 23 );
#ifndef TESTFOREIGNFONTS
for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
if (iResolution == 0)
{
RestoreExternBackgroundRect( (UINT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE )-1), (UINT16)(gusMainMenuButtonWidths[cnt]+1), 23 );
MAINMENU_Y = gMainMenulayout[0].MAINMENU_Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 1)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_800x600Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_800x600X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 2)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_1024x768Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_1024x768X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
{
RestoreExternBackgroundRect( (UINT16)(MAINMENU_X - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE )-1), (UINT16)(gusMainMenuButtonWidths[cnt]+1), 23 );
}
#endif
}
}