525 Commits
Author SHA1 Message Date
Marco Antonio J. Costaandmajcosta 3d3e1bbfc6 refactor Translate()
it returns true but no consumers use it. its return type is void, then
2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 738225d2a2 move ImportStrings to i18n 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 4be9b106f4 give more local functions internal linkage 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta af4eeb09f4 make local-only functions static 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 15821498a3 text declarations go into text.h 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 54bdce6c46 cleanup: dead code removal 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 433de0e67b use exhaustive switch instead of if statements 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 30e5d8f91c i18n: we already have one Language enum, no need for two 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 506ea842b8 i18n: pull some TUs that do not belong in Utils 2026-07-21 18:39:50 -03:00
Marco Antonio J. Costaandmajcosta 9adc1ad998 node20 is deprecated, clear the warnings
bump action versions and change the MSVC action to a composite one that doesn't use node at all

also remove msbuild which we don't need
2026-07-21 14:45:04 -03:00
Marco Antonio J. Costaandmajcosta 8d1877d26d read language from Language.ini file
to avoid having to ship a whole ja2.ini for languages that
currently don't

command-line /language:german still works, but INI file is
prioritized

format:

```
[Language]
LANGUAGE = ITALIAN
```
2026-07-21 14:42:52 -03:00
Marco Antonio J. Costaandmajcosta d03989051a remove Languages from CI
no need anymore
2026-07-21 11:23:08 -03:00
Marco Antonio J. Costaandmajcosta 5da2ee8bf6 better initialization of language defaults 2026-07-21 09:46:41 -03:00
Marco Antonio J. Costaandmajcosta aa0aac2bfe remove unused includes 2026-07-21 09:46:41 -03:00
ee098125e6 Strip dead per-language .slf entries from gGameLibaries
InitializeFileDatabase, the only reader of gGameLibaries[], is called
nowhere in the tree — VFS replaced this legacy loader. Delete the
7 #ifdef GERMAN/POLISH/DUTCH/ITALIAN/RUSSIAN/FRENCH/CHINESE entries
outright rather than runtime-selecting them.

NPC.h: two commented-out #if defined(CRIPPLED_VERSION)||defined(RUSSIAN)
triplets. AimMembers.cpp: two commented-out #ifdef POLISH character-remap
switch blocks. All already-dead. Verify grep for language macros outside
i18n/ now returns only unrelated hits (filename literal, dev-tool CLI flag,
stray comment, historical prose) — no #ifdef guards left.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 09:46:41 -03:00
Marco Antonio J. Costaandmajcosta bada3ef31a cleanup: remove last remnants of language preprocessor definitions
good riddance
2026-07-21 09:46:41 -03:00
Marco Antonio J. Costaandmajcosta 00a805cc39 remove lying, outdated or superfluous comments
no more guards, no more cpp files included
2026-07-21 09:46:41 -03:00
fd2c74727e Make LANGUAGE switchable in runtime (#653)
squashed into a single commit because doing it in steps that all
compiled involved a lot of boilerplate that is pointless to commit to
the repository. GH still has the PR for reference.

g_lang, MAX_MESSAGES_ON_MAP_BOTTOM, and GetLanguagePrefix() were
compile-time constants selected by the ENGLISH/GERMAN/... build
define. They're now runtime, defaulting to the same per-exe value the
define used to pick, and overridable at startup from [Ja2 Settings]
LANGUAGE in Ja2.ini.

-

XMLTacticalMessages is filled at runtime from NewTacticalMessages.xml,
never from compiled-in per-language data: all 8 per-language definitions
were the identical all-zero { L"" }. Delete them and define one shared
buffer in Utils/XML_Language.cpp (the loader) instead of pointer-rebinding
it like the static tables — this drops 9 dead 800KB zero-buffers (8
namespaced copies in LanguageStrings.cpp plus the standalone one) and
leaves no bind-ordering hazard for the XML load path.

-

ExportStrings.cpp privately recompiled one language's full text table
by #including the raw _<LANG>Text.cpp inside namespace Loc, keyed off
the exe-level ENGLISH/GERMAN/... compile macro (whichever the build
happened to select). That's redundant with the pointer globals every
other subsystem already uses (Text.h / LanguageStrings.cpp).

Drop the private copy; the unqualified table names in Loc::ExportStrings
now resolve to the global pointer externs, which BindLanguageStrings has
already rebound to the runtime g_lang by the time this runs (EXPORT_STRINGS
ini flag, checked after GetRuntimeSettings in sgp.cpp). gs_Lang (used only
by Loc::Translate for the Polish/Russian byte remap on raw .edt exports) is
now derived from g_lang via ToLocLanguage, so the export always matches
whatever language is actually active instead of a compile-time pick.

-

Editor/popupmenu.cpp and Strategic/Scheduling.cpp kept their own
call-site extern of gszScheduleActions as CHAR16[NUM_SCHEDULE_ACTIONS][20]
after the real definition changed into a rebindable pointer
(CHAR16 (*)[20], LanguageStrings.cpp). MSVC decays the outer array
dimension when mangling globals, so both declarations produce the same
symbol (?gszScheduleActions@@3PAY0BE@_WA) and the mismatch linked
silently -- but the array-typed TUs then indexed the 4-byte pointer
slot itself as string data, so the editor schedule popup and the map
schedule message text read garbage.

-

add text.def to be single-source of truth on symbol names and use it
 .much simpler, less error prone if adding more strings

-

add pseudo interface for language state. MAX_SAGES_ON_BOTTOM must always
 change in lockstep with g_lang. this isn't foolproof but better

---------

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-07-21 05:33:03 -03:00
steph-pgandAsdow ba64ed53c6 Items can now be taken from non colapsed POWs 2026-07-02 19:16:55 +03:00
Asdow c61f57bd9b Whitespace adjustment 2026-06-22 00:21:31 +03:00
Asdow 4d5593ebcb Fix render misalignment at 960x540 resolution
Should also work for any custom resolution that suffers from the same issue
2026-06-22 00:21:31 +03:00
Asdow 601fabf401 Fix tile rendering misalignment at 1440x900 and 1600x900 resolutions
Shamelessly stolen from Stracciatella code
2026-06-22 00:21:31 +03:00
steph-pgandAsdow eb8ecb31f0 fix POWs in LOS keeps you in turnbased mode 2026-06-20 20:03:16 +03:00
Asdow 2801af552e Set moved item old entry to not existing 2026-06-20 17:11:37 +03:00
Asdow ef30192b29 Leave merc equipment to current sector in UB 2026-06-20 08:49:56 +03:00
Asdow 392ba66df3 Enable dismissing mercs in UB before game start
Jerry Melo complains about too many mercs if player has hired over 6 mercs and refuses to fly. This allows player to dismiss mercs until the pilot is happy.
2026-06-20 08:49:56 +03:00
Asdow d4dd5f07df Disable contract renewal in UB 2026-06-20 08:49:56 +03:00
db29feed11 Don't strip robot's installed components on mapscreen drop-all
The mapscreen "drop everything" hotkey (Shift+W) looped over every
inventory slot from HELMETPOS to NUM_INV_SLOTS and dumped each one.
Madlab's robot stores its installed gear in those same slots - ammo (14),
targeting (15), chassis/armour (16) and utility (17). Dropping these left
the robot defenceless, and the player cannot re-install the components
through normal inventory, so the loss was permanent.

Skip the robot's component slots in the drop loop; only its general cargo
slot (ROBOT_INVENTORY_SLOT) may still be emptied. Regular mercs are
unaffected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 23:06:33 +03:00
Asdow 1fc5f939bf Use new RandomGridNoUnloadedSector() for autoresolve
* Load required mapinfo for checking suitable gridnos
* Modify SOLDIERTYPE::DropSectorEquipment( ) to take an external gridno when placing items into an unloaded sector
2026-06-15 22:01:07 +03:00
Asdow 9e0105caec Add function for choosing random gridno in an unloaded sector 2026-06-15 22:01:07 +03:00
Asdow 0cc7fb4e39 Add function for loading world height data 2026-06-15 22:01:07 +03:00
Asdow db15679ec1 Add missing Iter->Exists() checks 2026-06-12 15:52:24 +03:00
Asdow 6a8a22aba2 Move iter->exists() check to first 2026-06-12 15:52:24 +03:00
Asdow 9b654ff3f1 Fix typo 2026-06-12 15:51:03 +03:00
Asdow a67f4b8a8f Formatting 2026-06-12 15:51:03 +03:00
Asdow 673dea01af Use correct sector for Chitzena 2026-06-12 15:51:03 +03:00
Marco Antonio J. Costaandmajcosta b44b6cebb8 Revert PR544
"Corpses are not properly shown even if within mercs' vision due to the check only
running intermittently since we're not constantly running the reveal roofs and items
function. In addition, mercs such as Raven who have the quoteexpheadshotonly set to true,
will NEVER reveal any corpses"

Revert "Remove extra line"

This reverts commit 1e1eb88864.

Revert "Move visibility check after already included pCorpse check"

This reverts commit 72e586a378.

Revert "Make 3rd party corpses invisible till they in fov"

This reverts commit 07dbf9c848.
2026-06-02 19:17:31 -03:00
Asdow 8bc3dbd0aa Prevent RebelCommand::DailyUpdate() from running twice when loading autosave 2026-06-02 23:59:30 +03:00
Marco Antonio J. Costaandmajcosta b4176bb2d9 Fix/drag unconscious softlock
Same logic but cleaned up version of https://github.com/1dot13/source/pull/602 which Tais contributed with Claude Code's help

Most calls to SOLDIERTYPE::IsDragging() aren't supposed to have a side effect of cancelling a drag, being simple queries.
Changing the default to reflect that is right move.

Assisted-by: Claude:
2026-06-01 21:45:55 -03:00
Asdow 8b3e417872 Guard against illegal array access
Hovering mouse over an option long enough that the popup text appears and scrolling to last page with mouse wheel would run into assertion error in gprintfdirty()  Assert(pFontString!=NULL); if the option was one of the last ones that didn't have a text box in the last option page.
2026-05-28 17:44:21 +03:00
AsdowandClaude Opus 4.7 b949189881 Fix palette resolution
The LayerProp palette lookup was gated on the *filter* attribute instead
of the *palette* attribute -- the filter checks from the line above were
copy-pasted verbatim. As a result, any LayerProp with an empty filter but
a real palette never resolved its palette table: paletteTable stayed NULL
and the layer fell back to the merc's shade table.

The most visible victim is the heli fast-rope arrival layer
(filter="" palette="hats"): rendered with the merc palette, the rope's
pixel indices (45-81, 166-172) hit the merc's unreplaced orange/red glow
ramp instead of the rope's own tan/green, painting orange specks along the
rope. Testing the palette attribute restores the intended "hats" palette
and the correct rope colours; it also fixes any other empty-filter layers.

Co-Authored-By: Claude Opus 4.7
2026-05-28 16:33:48 +03:00
JuqiandAsdow cc19490898 update Chinese translations 2026-05-25 08:37:30 +03:00
GreysaandAsdow 9fac0a8ecd Tidy up code 2026-05-23 21:22:28 +03:00
GreysaandAsdow 346e5c6293 fix for issue #580 2026-05-23 21:22:28 +03:00
GreysaandAsdow 0bea84374e fixed some screenmsg strings not changed 2026-05-23 21:22:28 +03:00
GreysaandAsdow 3d589bd78e A little code cleanup and moved debug reload to shift + alt + r 2026-05-23 21:22:28 +03:00
GreysaandAsdow e1c8bee1d1 Message strings added to language files. 2026-05-23 21:22:28 +03:00
GreysaandAsdow ead2932316 Added dual wielding unjamming, tidied up reload and unjam code a little 2026-05-23 21:22:28 +03:00
GreysaandAsdow bb55299ff6 Basic implementaion of unjamming on reload hotkey.
TODO:
text strings
check dual wielding
2026-05-23 21:22:28 +03:00
JuqiandAsdow 2d4f62a5b6 Correct two errors in the Chinese translation 2026-05-13 16:02:28 +03:00
Asdow 03a7b017b6 Change mouse cursor if attachment attempt fails 2026-05-06 23:23:07 +03:00
Asdow edf8f2f086 Fix crash when failing an attachment via item desc popup callback 2026-05-06 23:23:07 +03:00
Asdow 78ed49c73d Remove corpse structure from world when removing corpse
Fixes not being able to take all corpses from one tile, if multiple corpses were stacked on top of each other. With the structure not deleted, the  GetCorpseAtGridNo would not find an existing corpse anymore.
2026-05-06 11:28:11 +03:00
Asdow 5697acabb3 Take most recent corpse from tile
Fixes crash when taking a corpse on roof when multiple corpses are stacked on one tile.
2026-05-06 11:28:11 +03:00
Asdow 09197e421c Add a function for finding last matching structure 2026-05-06 11:28:11 +03:00
JuqiandAsdow 46afd90fdc Add Chinese translation 2026-05-04 12:10:10 +03:00
JuqiandAsdow 80ba0a05d7 Revert "Add Chinese translation"
This reverts commit e7d436d9fa.
2026-05-04 12:10:10 +03:00
JuqiandAsdow aab34bff20 Add Chinese translation 2026-05-04 12:10:10 +03:00
JuqiandAsdow ef325c1cde (Chinese) Add support for line breaks in ITEMS.XML
Added detection of the NEWLINE_CHAR character "±" to enable line breaks not only when text exceeds display width, but also upon encountering NEWLINE_CHAR.
Note: This character has been conventionally adopted in the Chinese community as a line break marker within XML item descriptions. The modification affects Chinese text display only.
2026-05-02 09:39:03 +03:00
Asdow 99a4ff1527 Guard against invalid value 2026-05-02 09:31:09 +03:00
Marco Antonio J. Costaandmajcosta f2d1b09fc6 add comment to CMakeLists.txt
save people a trip to learn.microsoft.com
2026-04-08 15:25:48 -03:00
Marco Antonio J. CostaandAsdow 31970291bd make preprocessor definitions consistent in every single lib
SGP did not seem to make any use of compilationFlags or debugFlags when
translating from msbuild to cmake, but there could be a thrice removed
transitive include I've missed.

there's a small probability this fixes some obscure UB or one-definition rule
violation that's causing the mystery crashes people have reported
2026-04-08 21:06:34 +03:00
GreysaandGitHub 0a758179c2 Advanced repairs skill check (#581)
* Add technician level skill check for advanced repair

* changed readability
2026-03-17 10:35:29 +01:00
noooooo4499andAsdow 481e95d42d Avoid breaking compatibility with gamedirs with old HourlyUpdate scripts
They are mapped to the right variable now
2026-02-25 10:47:47 +02:00
Asdow 8f178a59ab Add filename to error text for pngloader 2026-02-23 18:23:08 +02:00
Asdow a6d96f5f31 Remove compiler warnings 2026-02-21 21:00:38 +02:00
Asdow 67f41d4de6 Remove superfluous variable 2026-02-21 21:00:38 +02:00
Asdow 1d53b92731 Add const keyword 2026-02-21 21:00:38 +02:00
Asdow 42b2cbc7f5 add const keyword 2026-02-21 21:00:38 +02:00
Asdow 04ace5df24 add const keyword 2026-02-21 21:00:38 +02:00
Asdow 323944757d Improve DisplayCover() performance
* Replaced gCoverViewArea[2000][2000][2] with std::vector that is adjusted to the actual viewport size. Size difference for example in 720p resolution is 8 000 000 vs 3969 elements
* FPS improved in merc view mode 6-8 frames and in enemy view mode 10-20 frames
2026-02-21 21:00:38 +02:00
noooooo4499andAsdow 7d5a1c2e9e Remove useless lua gameclock variables, add lua externalized function to heal boxers
- These gameclock variables were not updated properly so it created a discrepancy between it and the proper gameclock variables, and it was causing issues with the lua hourly update script

- Function that heals boxers after they finish resting
2026-02-12 10:24:47 +02:00
noooooo4499andAsdow dc107f5044 Fix Darren sometimes never giving fights if the boxers's IDs aren't assigned 2026-02-07 12:03:03 +02:00
Asdow f3ce1d5ff9 Fix Tank suppression fire
Code used wrong item to calculate recoil and burst APs causing the burst length loop to be stuck until the whole 2000 round mg magazine would be fired in one go.
2026-01-10 16:38:00 +02:00
Asdow b1c076416c Remove magic numbers 2026-01-04 14:57:55 +02:00
Asdow cc984b09f6 Fix comparison check 2026-01-03 17:27:43 +02:00
Asdow 8d00a316c5 Remove unused enum conditionals 2026-01-03 17:27:43 +02:00
Asdow d51f1e6088 Add comment 2026-01-03 17:27:43 +02:00
Asdow 1c86d96e9d Remove custom_email.edt
Unfinished feature as far as I can tell and new emails will be easier to add via Emails.xml
2026-01-03 17:27:43 +02:00
Asdow 1368962244 Rename function to be more descriptive 2026-01-03 17:27:43 +02:00
Asdow 6f6aadf89c Remove unused & unfinished email externalizations 2026-01-03 17:27:43 +02:00
Asdow 96de96e9c6 Remove unused includes
* Formatting
2026-01-03 17:27:43 +02:00
Asdow ebcc5449c5 Make functions static 2026-01-03 17:27:43 +02:00
Asdow 6b7bc51a52 Remove commented out variables 2026-01-03 17:27:43 +02:00
Asdow 622cffce82 Use #define instead of magic numbers 2026-01-03 17:27:43 +02:00
Asdow 5ed79c3edb Fix email sorting
* Simplify pSubject copying else ifs
* Formatting
2026-01-03 17:27:43 +02:00
Asdow fe69dba958 Add missing email 2026-01-03 17:27:43 +02:00
Asdow f8b6ee1672 Use externalized emails 2026-01-03 17:27:43 +02:00
Asdow 30070035cc Correct pSubject size 2026-01-03 17:27:43 +02:00
Asdow ff3079ff23 Formatting 2026-01-03 17:27:43 +02:00
Asdow aba3688b4b Add framework for adding externalized emails
Emails from new GameDir file TableData/Email/Emails.xml can be added via lua scripting using calls to AddEmailFromXML & AddPreReadEmailFromXML. The order of emails in Emails.xml acts as the index to be referenced and provided when calling lua  functions.

An error message  will be displayed if an email is added with an out-of-scope index but game will be able to continue.

Localization is supported and was tested on Chinese localization.
2026-01-03 17:27:43 +02:00
Asdow d6b30c6f43 Add #ifdef for cheats.h include 2025-12-09 00:35:18 +02:00
Asdow 4fcf03d31a Include cleanup Tactical/.*cpp 2025-12-09 00:35:18 +02:00
Asdow 03edc532e1 Clean up Strategic/*:cpp includes 2025-12-09 00:35:18 +02:00
Asdow 1db41f4c36 Fix helicopter airspace view when switching to travel mode
* Clicking destination column in teamlist for a squad in a helicopter will switch to first airspace view that shows safe / unsafe air sectors instead of the second sector.

* Clicking destination column in teamlist for a squad not in a helicopter while in either airspace view will now correctly turn it off
2025-12-04 23:06:08 +02:00
majcostaandAsdow 96ede9299f Change CMake build type from Release to RelWithDebInfo 2025-12-04 19:47:04 +02:00
Asdow b226f2a21d set functions static 2025-12-03 23:52:05 +02:00
Asdow 6629562b34 Formatting 2025-12-03 23:52:05 +02:00
Asdow 91d7620c0b include cleanup 2025-12-03 23:52:05 +02:00
Asdow c341402fe1 set functions static 2025-12-03 23:52:05 +02:00
Asdow 80b1af930a include cleanup 2025-12-03 23:52:05 +02:00
Asdow 608eb8e4e6 set functions static 2025-12-03 23:52:05 +02:00
Asdow ec1c6fc112 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 4fabab680f set functions static 2025-12-03 23:52:05 +02:00
Asdow def815988b include cleanup 2025-12-03 23:52:05 +02:00
Asdow 21df179941 Set function static 2025-12-03 23:52:05 +02:00
Asdow ff674e79b9 Set function static 2025-12-03 23:52:05 +02:00
Asdow 9efa5e1108 Include cleanup 2025-12-03 23:52:05 +02:00
Asdow c235345a22 formatting 2025-12-03 23:52:05 +02:00
Asdow 97791bfcc3 include cleanup 2025-12-03 23:52:05 +02:00
Asdow d49185c291 Move nullptr check to be checked first
Kinda defeats the purpose of checking for nullptr if we dereference it before the check, no?
2025-12-03 23:52:05 +02:00
Asdow 41eba8ff3a include cleanup 2025-12-03 23:52:05 +02:00
Asdow 2fd5e2c255 set functions static 2025-12-03 23:52:05 +02:00
Asdow a83bb00d52 include cleanup 2025-12-03 23:52:05 +02:00
Asdow cb27d0cd72 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 020cd270c0 include cleanup 2025-12-03 23:52:05 +02:00
Asdow a6e1b93af0 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 5dd4043f00 Formatting 2025-12-03 23:52:05 +02:00
Asdow 61f8efaac0 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 3ee22bdb31 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 032ac8e566 Remove forward declarations that are included already 2025-12-03 23:52:05 +02:00
Asdow 1e78fc68bc Formatting 2025-12-03 23:52:05 +02:00
Asdow a074dbf3ee include cleanup 2025-12-03 23:52:05 +02:00
Asdow 9cfcfac376 include cleanup 2025-12-03 23:52:05 +02:00
Asdow fb8feca896 include cleanup 2025-12-03 23:52:05 +02:00
Asdow be70cd18a2 Formatting 2025-12-03 23:52:05 +02:00
Asdow 6a1b84e53b include cleanup 2025-12-03 23:52:05 +02:00
Asdow 584e10d14f include cleanup 2025-12-03 23:52:05 +02:00
Asdow 4f0f6f9f23 set function static 2025-12-03 23:52:05 +02:00
Asdow 2f13ef79b6 Remove unused function declaration 2025-12-03 23:52:05 +02:00
Asdow f8f9c18cda Remove duplicate includes 2025-12-03 23:52:05 +02:00
Asdow 37c081f3db Formatting 2025-12-03 23:52:05 +02:00
Asdow e684f61f55 include cleanup 2025-12-03 23:52:05 +02:00
Asdow c2f4ca5da1 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 5befb47881 Include cleanup 2025-12-03 23:52:05 +02:00
Asdow 780831611d Remove unused #defines 2025-12-03 23:52:05 +02:00
Asdow bb13225778 Include cleanup 2025-12-03 23:52:05 +02:00
Asdow 2f62d6fe44 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 6e94ac144b formatting 2025-12-03 23:52:05 +02:00
Asdow 6e45ca9825 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 142de9b02e Formatting 2025-12-03 23:52:05 +02:00
Asdow 7a024aecd7 include cleanup 2025-12-03 23:52:05 +02:00
Asdow c81d290957 Remove duplicate include 2025-12-03 23:52:05 +02:00
Asdow 3c498abe82 Set function static 2025-12-03 23:52:05 +02:00
Asdow fdf494c28a Remove unused LaserLock system 2025-12-03 23:52:05 +02:00
Asdow b903ead06a Formatting 2025-12-03 23:52:05 +02:00
Asdow 591a1a63c8 include cleanup 2025-12-03 23:52:05 +02:00
Asdow e60dcbc3e9 Remove unused function 2025-12-03 23:52:05 +02:00
Asdow d73d56d85a Formatting 2025-12-03 23:52:05 +02:00
Asdow d21293d4ad include cleanup 2025-12-03 23:52:05 +02:00
Asdow 297d052670 Formatting 2025-12-03 23:52:05 +02:00
Asdow f21508ad15 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 4c53bb70f3 Formatting 2025-12-03 23:52:05 +02:00
Asdow 6c5f94c0cc Combine JA2UB ifdefs 2025-12-03 23:52:05 +02:00
Asdow 65e5c1768a include cleanup 2025-12-03 23:52:05 +02:00
Asdow 04f03fb2cc formatting 2025-12-03 23:52:05 +02:00
Asdow a8218462e1 include cleanup 2025-12-03 23:52:05 +02:00
Asdow 00c8bd0aa7 Remove duplicate include 2025-12-03 23:52:05 +02:00
Asdow d3cd51e7eb Formatting 2025-12-03 23:52:05 +02:00
Asdow 37795bb73c Remove unused and transitive includes 2025-12-03 23:52:05 +02:00
Asdow 5b4099a828 Set functions static 2025-12-03 23:52:05 +02:00
Asdow 977b7a5b2d Remove unused includes 2025-12-03 23:52:05 +02:00
Asdow e6824bf15d set function static 2025-12-03 23:52:05 +02:00
Asdow 63a58502d1 Remove duplicate includes 2025-12-03 23:52:05 +02:00
Asdow 173f786f55 Remove unused includes 2025-12-03 23:52:05 +02:00
Asdow ea1a3a9e9e Set functions static 2025-12-03 23:52:05 +02:00
Asdow c1b8309753 Expand UB_SetNumberJa25EnemiesInSurfaceSector
* Allow adding jeeps and robots to sectors now
* From Lua side, it is now possible to add differing amount of arguments to the function. Minimum required is 3 (sector x & y and amount of admins)
So all of the following examples will work correctly:

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops )

- - UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks , ubNumJeeps )

- UB_SetNumberJa25EnemiesInSurfaceSector( x, y, ubNumAdmins, ubNumTroops,ubNumElites, ubNumTanks , ubNumJeeps, ubNumRobots )
2025-11-29 11:46:45 +02:00
Asdow d86dc39f9f Add enemies also on insane difficulty 2025-11-27 22:38:29 +02:00
Asdow b580459e57 Remove unused local variable 2025-11-27 22:38:29 +02:00
Asdow b562b45c00 Externalize tunnel sectors for adding enemies to 2025-11-27 22:38:29 +02:00
Asdow 4a43b7704e Set functions static 2025-11-23 18:28:17 +02:00
Asdow 4a813e567a Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow ea4cea2231 Set functions static 2025-11-23 18:28:17 +02:00
Asdow f263c7270f Remouve unused function declarations 2025-11-23 18:28:17 +02:00
Asdow 4b38f56d1f Set functions static 2025-11-23 18:28:17 +02:00
Asdow 9bf289561b Move includes to top of file 2025-11-23 18:28:17 +02:00
Asdow 10fa5f37d6 Formatting 2025-11-23 18:28:17 +02:00
Asdow 0d8873d2c0 Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow f2b88ef080 Remove duplicate include 2025-11-23 18:28:17 +02:00
Asdow 1e6586f187 Set functions static 2025-11-23 18:28:17 +02:00
Asdow dbb1c0a929 Formatting 2025-11-23 18:28:17 +02:00
Asdow 91ae6e1223 Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow 04bf102614 Remove duplicate include 2025-11-23 18:28:17 +02:00
Asdow 677b320534 Set functions static 2025-11-23 18:28:17 +02:00
Asdow 265a7c0af7 Remove unused function declaration 2025-11-23 18:28:17 +02:00
Asdow 04b1937caa Fix function definition 2025-11-23 18:28:17 +02:00
Asdow 842009ab3f Make function static 2025-11-23 18:28:17 +02:00
Asdow f27164b9dc Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow 20ee284e42 Remove transitive include 2025-11-23 18:28:17 +02:00
Asdow ec6401ee5d Initialize variables 2025-11-23 18:28:17 +02:00
Asdow d8d3db89d2 Make functions static 2025-11-23 18:28:17 +02:00
Asdow af1ad3885f Fix typo 2025-11-23 18:28:17 +02:00
Asdow 0199084f05 Remove commented out extern 2025-11-23 18:28:17 +02:00
Asdow 1db9af545c Remove commented out function 2025-11-23 18:28:17 +02:00
Asdow 951a88e947 Combine JA2UB includes with its function declaration ifdef 2025-11-23 18:28:17 +02:00
Asdow b6e276ac34 Formatting & whitespace 2025-11-23 18:28:17 +02:00
Asdow 3a3b415cc5 Remove unused includes 2025-11-23 18:28:17 +02:00
Asdow d0b86e69d8 Combine JA2UB ifdef includes 2025-11-23 18:28:17 +02:00
Asdow 10f6a48f50 Remove duplicate includes 2025-11-23 18:28:17 +02:00
Asdow 18dfda46f2 Remove unused function declarations and commented out functions 2025-11-23 18:28:17 +02:00
Asdow 4e24a6b9ba Fix nullptr dereference when spotting mines 2025-11-22 17:10:58 +02:00
Asdow 3061237e58 Fix Debug build includes 2025-11-22 16:11:45 +02:00
Asdow d05e9ec916 Fix actionitem conversion 2025-11-22 16:06:20 +02:00
Asdow 8fe051dc8d Declare functions static 2025-11-19 21:11:19 +02:00
Asdow 9c9d6ebb4a Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 8bda0aaaf3 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow fc824fb556 Declare functions static 2025-11-19 21:11:19 +02:00
Asdow e3845520f8 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow fa8e3113fe Declare function static 2025-11-19 21:11:19 +02:00
Asdow 62fbf90daa Remove unnecessary function declaration 2025-11-19 21:11:19 +02:00
Asdow 10ac8624fe Move ExecuteAdditionalCharacterDialogue defintion before the first call
This allows us to declare it static
2025-11-19 21:11:19 +02:00
Asdow 4e60877add Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 740a1a8851 Remove duplicate include 2025-11-19 21:11:19 +02:00
Asdow 55afb83eb2 Move UB specific header under UB #ifdef 2025-11-19 21:11:19 +02:00
Asdow dfd5cfd42e Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 518f7959aa Remove commented out include 2025-11-19 21:11:19 +02:00
Asdow f4f1bb25b6 Replace transitive include with explicit 2025-11-19 21:11:19 +02:00
Asdow 731f3a7d99 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow cf048f9629 Remvoe unused includes 2025-11-19 21:11:19 +02:00
Asdow 34a369938b Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 2979f49e8d Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 0dc080b01d Declare compatbile function static 2025-11-19 21:11:19 +02:00
Asdow 014b06641e Remove unused function declarations 2025-11-19 21:11:19 +02:00
Asdow 56d4499262 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 92c58d9fb6 Declare compatible function static 2025-11-19 21:11:19 +02:00
Asdow 330470353c Remove unused include 2025-11-19 21:11:19 +02:00
Asdow 7c274fd87a Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 5e28730c2a Make fallthrough explicit 2025-11-19 21:11:19 +02:00
Asdow fccb2e15bd Replace transitive include with explicit 2025-11-19 21:11:19 +02:00
Asdow e354885b16 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 056fc5ea6e Remove unused function declaration 2025-11-19 21:11:19 +02:00
Asdow 2c50518b61 Make compatible function static 2025-11-19 21:11:19 +02:00
Asdow 803ee8d90b Declare compatible function static 2025-11-19 21:11:19 +02:00
Asdow 243e22a8c6 Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow d85643b895 Initialize local variable 2025-11-19 21:11:19 +02:00
Asdow 413eaa08fb Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 08c82aa056 Remove unused local variable 2025-11-19 21:11:19 +02:00
Asdow 03e4898061 Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 6799d68b3c Remove duplicate includes 2025-11-19 21:11:19 +02:00
Asdow 5f6114fed9 Remove unused files 2025-11-19 21:11:19 +02:00
Asdow eace375a3b Remove unused function declaration 2025-11-19 21:11:19 +02:00
Asdow 419f9f3bf5 Remove duplicate includes 2025-11-19 21:11:19 +02:00
Asdow 9e4b819f69 Declare compatible functions static 2025-11-19 21:11:19 +02:00
Asdow 8296bfbf8a Move Handle UI.h include under JA2UB define 2025-11-19 21:11:19 +02:00
Asdow 12250a34ae Remove unused includes 2025-11-19 21:11:19 +02:00
Asdow 9f7b545528 Combine search loops into one
Reduces code duplication and fixes an illegal memory access that was still present.
2025-11-19 13:57:41 +02:00
Asdow f902b01497 Fix ubID underflow
Fixes illegal memory access if we tried to find previous merc and our currently selected one has ubID == 0
2025-11-19 10:12:53 +02:00
Asdow 0bbb01ae87 Fix pTeamSoldier initialization 2025-11-18 17:39:27 +02:00
Marco Antonio J. Costaandmajcosta 4cb1ebac88 fix invalid use of std::wstring in swprintf
fixes #554
2025-11-17 20:57:18 -03:00
AsdowandGitHub 264105071a Load old ObjectData correctly (#553)
* Load old ObjectData correctly

ITS changed ObjectDataStructs::OBJECT_BOMBS_AND_OTHER::ubBombOwner data size from 1 byte to 2 bytes, and it was not taken into account when loading ObjectData
2025-11-11 20:14:46 +02:00
steph-pgandmajcosta 9ce1492651 Add visual muzzle flash for invisible soldiers 2025-10-19 09:42:20 -03:00
steph-pgandmajcosta 7499daf06a Let 'w' allow to look with no extra click 2025-10-15 16:55:54 -03:00
steph-pgandmajcosta 1e1eb88864 Remove extra line 2025-10-14 05:35:40 -03:00
steph-pgandmajcosta 72e586a378 Move visibility check after already included pCorpse check 2025-10-14 05:35:40 -03:00
steph-pgandmajcosta 07dbf9c848 Make 3rd party corpses invisible till they in fov 2025-10-14 05:35:40 -03:00
steph-pgandmajcosta b19efcf1b4 Make disease healing a highest prior 2025-10-13 16:19:44 -03:00
Marco Antonio J. Costaandmajcosta 332b267ae6 use en_US locale instead of user's, fallback to C if not found
most likely every windows install has en_US available, even if in other
languages. if not, bring back the insertcommas function from history, no
biggie
2025-10-11 09:02:11 -03:00
Asdow 584f6b47e6 Supply ProfileID to LUA scripts instead of SoldierID
Lua scripts expect to receive the same profileID value back from l_FindSolderByProfileID() that is supplied to it on the script side. This is a bit suboptimal as we constantly keep searching for the correct soldier on different calls to C++ side with the way it works now.
2025-10-11 11:43:37 +03:00
Marco Antonio J. Costaandmajcosta 219cc6f88d missed one 2025-10-10 17:54:58 -03:00
Marco Antonio J. Costaandmajcosta 8257f2c9df edit remaining default settings
TODO make this have a single source of truth instead of three or four
2025-10-10 17:51:08 -03:00
Marco Antonio J. Costaandmajcosta c6fd81d289 Fix discrepant TOPTION values in GameSettings.cpp
Ja2_Settings was supposed to be automatically generated but over time we
started to edit defaults either there or in GameSettings.cpp inconsistently
2025-10-09 21:53:55 -03:00
steph-pgandAsdow d98de9e793 Adjust soldier create traits due to demolitions change
Since demolitions no longer affects grenades damage and range grenades
check should be moved to throwing. Keep demolitions trait at lower prior
because it can still be helpful to detect mines
2025-10-08 23:01:46 +03:00
Marco Antonio J. Costaandmajcosta 049981b35f remove now unused functions
we use a single function to turn a number into a money formatted string
now
2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta 1088ffc5b2 prevent shopkeeper interface from adding a second $ 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta 3d29eff4d8 use FormatMoney everywhere 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta 0dd32c4670 move FormatMoney to Text Utils 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta fee56e37e7 better FormatMoney 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta d79a445ad1 remove ATM_BUTTONS_* definitions 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta b1ccdf4e38 remove unused TransferFundsFromBankToMerc/MercToBank 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 3af3b3fbbc remove sATMText[] 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 86ec94b40a stop using sATMText for "Insufficient Funds" message
it is about to go
2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 395c18c557 remove gsAtmSideButtonText[] 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 2eff78a2cf remove scope and fix whitespace in RenderAtmPanel 2025-10-07 23:09:53 -03:00
Marco Antonio J. Costaandmajcosta 3d95c47356 refactor UpDateStateOfStartButton 2025-10-07 23:09:53 -03:00
Marco Antonio J. Costaandmajcosta 0ebcf0fa06 remove comments 2025-10-07 23:09:53 -03:00
Marco Antonio J. Costaandmajcosta d6166000c9 rename fShowAtmPanelStartButton into something truthful
there is no start button, this just controls whether to draw the four
buttons in the Personnel tab of the laptop or not

also get rid of lying comments

also make it static, laptop.cpp doesn't use it at all
2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta 08b8d2f04f remove leftover unused stuff from personnel.cpp 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta ba2e69d045 remove fATMFlags-dependent code since it is always 0 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta c9cf34d608 remove unused ATMNumberButtonCallback 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta be109b71fa unused RenderRectangleForPersonnelTransactionAmount 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta 690d9e1336 remove unused HandleStateOfATMButtons 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta 3c87ae2724 remove unused code when fShowAtmPanel is FALSE
fShowAtmPanel is always FALSE
2025-10-07 22:59:05 -03:00
stephandmajcosta f6ae1a96cd Some BP, and snitch settings were using wrong mapping 2025-10-07 20:41:24 -03:00
Marco Antonio J. Costaandmajcosta 6c96b80afc Remove unused ATMOther2ButtonCallback 2025-10-07 20:36:22 -03:00
Marco Antonio J. Costaandmajcosta 00b5758af1 remove unused ATMOtherButtonCallback 2025-10-07 20:36:22 -03:00
Marco Antonio J. Costaandmajcosta 72ab9b0135 Remove unused CreateDestroyATMButton 2025-10-07 20:36:22 -03:00
Marco Antonio J. Costaandmajcosta 92813f5ce1 remove unused ATMStartButtonCallback 2025-10-07 20:36:22 -03:00
Asdow da83c6a557 Fix power gen fan sound
* Stop fan sound when switching sector
* Start fan sound when loading a save where current sector is power gen sector
2025-10-06 22:09:39 +03:00
Marco Antonio J. Costaandmajcosta a9dd9d0ca6 fix visual bug introduced by removing DrawMoneyOnScreen
AIM profile fees now display correctly for old inventory system as well
2025-10-05 10:54:44 -03:00
Asdow 710941edd3 Dynamically adjust contract box position
Create contract renewal box right next to mouse position. Small QoL change to have the box closer.
2025-10-03 23:47:15 +03:00
Asdow 0b0fffa21d Improve multiselection contract renewal
* Contract duration lines are greyed out if the player lacks funds
*Selecting a mix of AIM and other merc types allows renewing contracts for selected AIM mercs
* Multiselection of only mercs whose contracts are not renewable (IMPs, rebels, etc) will have greyed out contract lines
2025-10-03 23:47:15 +03:00
Asdow e1acf181df Add FIXME 2025-09-29 11:58:55 +03:00
Asdow 0f8c14e72e Remove FindSoldierByProfileID_()
All the calls where this was used are functionally identical when we just supply UID to the original FindSoldierByProfileID() call with fPlayerMercsOnly set to FALSE
2025-09-29 11:58:55 +03:00
Asdow ecea18f57c Add FIXME to l_ActionInProgress 2025-09-29 11:58:55 +03:00
Asdow e63e936715 Clean up
* Removed superfluous for-if loops
* Wrapped function contents inside if(lua_gettop(L)) scopes similar to other, already fixed functions
* Harmonized whitespace
* Added FIXMEs to two unfinished functions
2025-09-29 11:58:55 +03:00
Asdow a15ed3aceb Fix l_SoldierGiveItem(lua_State* L)
Don't use SoldierID when matching for profile id
2025-09-29 11:58:55 +03:00
Asdow 0cb13650ed Fix whitespace formatting 2025-09-29 11:58:55 +03:00
Asdow 601ef4dc30 Remove duplicate includes 2025-09-29 11:58:55 +03:00
Asdow 8fa2189a66 Fix schedule compatibility between map versions 7 & 8 2025-09-28 10:35:13 +03:00
Marco Antonio J. Costaandmajcosta cf6cc2a213 Revert "use link-time optimization when creating a release"
If this is ever the default, it should be set in the CMakeLists.txt file, not in the CI alone. My bad.

This reverts commit a7b0091a27.
2025-09-27 20:02:15 -03:00
Asdow fb34eb6776 Use SoldierID for checks 2025-09-28 00:34:07 +03:00
Asdow 35984f57d0 Check for valid ubAttacker 2025-09-27 23:57:14 +03:00
Asdow 6c42f222e1 Fix PBI when enemy attacks starting sector in tactical view
When enemy attacks the starting sector and player is in tactical view. We go from tactical to strategic screen to show the prebattle interface instead of staying in tactical. The game errors on the sector assert when trying to draw the glowing red locator around the sector just before displaying the prebattle interface.

Normally the sector gets set properly when compressing time for the first time in a new game start but due to UB going into playing the intro video, it skips the call to HandleTimeCompressWithTeamJackedInAndGearedToGo() that would eventually set it. Neither can we rely on setting the sector when initiating the prebattle interface since MapScreenHandle() tries to display the locator before the PBI gets initialized.
2025-09-27 01:01:23 +03:00
Marco Antonio J. Costaandmajcosta e8aedb29d5 show daily discounted costs for 1week and 2week contracts
also shorten translations to fit the UI
2025-09-26 02:31:02 -03:00
Marco Antonio J. Costaandmajcosta ffe987061e remove DrawMoneyOnScreen
there's already a function to draw text on the screen. a money amount is
text, so just return a string and print that.
2025-09-26 02:31:02 -03:00
Asdow 1f6e545a39 Make enemy battle sound respect speech volume setting 2025-09-25 23:26:29 +03:00
Asdow 2b9efd3702 Make helicopter sound respect sound effect volume setting
Helicopter sound would play upon heli insertion even if sound effects volume was set to 0 in options.
2025-09-25 22:55:33 +03:00
Asdow f5a7c32bff Use SoldierID instead of pSoldier
ContinueDialogue was possible to be called with pSoldier that isn't null but is not valid pointer to MercPtrs array resulting in debugger catching an illegal memory access.
2025-09-25 22:47:51 +03:00
Marco Antonio J. Costaandmajcosta e14a337e03 Prevent AllowReinforcements from reverting to TRUE regardless of setting whenever you save 2025-09-25 15:27:30 -03:00
Asdow d21b487884 Fix include filenames 2025-09-25 13:06:18 +03:00
Asdow a161dcc509 Fix selecting soldiers via right click in editor 2025-09-25 10:17:04 +03:00
Asdow f3b99edbff Fix Debug build 2025-09-24 19:21:58 +03:00
Asdow f47908e033 Fix debug mode defines
JA2BETAVERSION gets defined in cmake depending on selected config
2025-09-24 19:21:58 +03:00
AsdowandGitHub f52ab32952 Merge pull request #331 from 1dot13/ExtraMercs
Increased Team Sizes (ITS)
2025-09-24 17:07:51 +03:00
Asdow 82aca548f5 Merge branch 'master' into ExtraMercs 2025-09-24 16:14:10 +03:00
Marco Antonio J. Costaandmajcosta 4ec012ce7b fix bug where combat doesn't end on team retreat
fixes issue #498 where retreating from combat in a sector that has a merc
inbound via the airdrop marker causes combat not to end

the reason this fails is that a the inbound soldier counts as being in
the sector being retreated from, even though he isn't

I add a check for `MercPtrs[i]->bInSector` so this doesn't happen

that way the function doesn't leave early and CheckForEndOfCombatMode is
reached
2025-09-11 22:00:32 -03:00
Marco Antonio J. Costaandmajcosta ac59eba898 get rid of unnecessary #defines 2025-09-05 20:31:11 -03:00
Marco Antonio J. Costaandmajcosta 216cd78b18 Let players make an IMP with 3 major and 0 minor traits 2025-09-02 20:02:15 -03:00
Marco Antonio J. Costaandmajcosta 7d9cd87da8 fully externalize bQueenLosingControlOfSector 2025-09-02 20:01:47 -03:00
Marco Antonio J. Costaandmajcosta e5d25810f6 nuke console 2025-08-31 13:50:19 -03:00
Marco Antonio J. Costaandmajcosta 5d3cc7969f fix code that relies on transitive includes 2025-08-30 19:09:06 -03:00
Marco Antonio J. Costaandmajcosta 272ba56fa1 remove unused function 2025-08-30 18:48:16 -03:00
Buscherandmajcosta 1004ab6c8c Added Right Click to time compression to fast forward a single hour 2025-08-24 15:06:10 -03:00
Marco Antonio J. Costaandmajcosta 3c44f133fd Actually fix NOTIFY_IF_SLEEP_FAILS for multiple mercs selected 2025-08-24 07:39:00 -03:00
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00
BeatAroundTheBuscherandGitHub e9b12908f7 ASD/ARC: Fix Error by One in gasCan Vector (#472)
* ASD/ARC: Fix Error by One in gasCan Vector

* Add size check for the gasCan vector as part of ARC

* Remove unused Vectors for ARC
2025-08-15 18:40:43 -07:00
BeatAroundTheBuscherandGitHub e8399bb7c8 Make backpack AP stance costs depend on actual weight instead of a bool checking if a backpack is equipped or not (#486)
* Externalize the Divisor for usBackPackWeight

A new ini value BACKPACK_WEIGHT_FACTOR is introduced to replace the hard coded 50.
The value goes from 1 to 250 and its default value is 50 as before.

* Refactor usBPPenalty into its own function GetBackbackAPPenaltyFromBackpack

The same code is also used in GetAPsCrouch as well as GetAPsProne

The intent of the change is to make sure that backpacks including their content
do not add an additional AP cost of +1. Now it checks if
the backpack weight is > ubBackPackWeightFactorForAPPenalty (default value 50).
The min exists to make sure that the AP cost does not become higher than previously.

Previously the bool fBackpackCheck was used to add +1 if there is any backpack.
But this also includes an empty tactical sling (backpack with 0.2 kg) and
therefore makes the item much less interesting to use.
2025-08-15 22:52:43 +02:00
KittyandGitHub 11202d7e7e Expanded and sorted nationalities (#485)
- added Tracona for use with UB, etc
- sorted alphabetical (english) for more ease of use during IMP creation
- that sorting starts only after original nationalities (from after Metaviran)
- expanded and adjusted the existing ones
- tried to achieve a decent amount from every continent
- while sorting the language specific files, preserved existing translations
- adjusted MercProfiles in related gamedir change
2025-08-14 12:53:10 +02:00
Marco Antonio J. Costaandmajcosta 616d9a08e6 Fix NOTIFY_IF_SLEEP_FAILS for multiple mercs selected 2025-08-12 23:18:49 -03:00
Asdow f3194718e4 Remove useless check for savegame version
ITS breaks save games.
2025-08-08 21:21:48 +03:00
Asdow fd9611ae04 Remove compiler warnings 2025-08-08 18:38:53 +03:00
Asdow c62d767622 Update to Master 2025-08-08 18:00:31 +03:00
Asdow b7bfd8a2eb Use FLAGS64 for flagmasks 2025-08-08 17:42:25 +03:00
Asdow c78f8faefc Whitespace changes 2025-08-08 17:41:51 +03:00
Asdow 63f614f957 Add FLAGS64 typedef 2025-08-08 17:41:40 +03:00
Asdow d078a3439f Fix squad movement popupbox for increased squads 2025-08-08 17:01:13 +03:00
Asdow 9b83d6a3bc Increase squad amount to 40 2025-08-08 16:39:52 +03:00
Asdow 56dc0088b6 Fix underflow in loop 2025-08-07 23:46:24 +03:00
Asdow 9d1e9e8948 Fix line highlighting 2025-06-27 20:28:15 +03:00
Asdow b3b3270e1e Adjust constructors 2025-06-27 19:59:01 +03:00
Asdow 1a8db5d15b More conversions to SoldierID 2025-06-27 19:58:20 +03:00
Asdow 36a84ffe59 Remove pSecondColumnString
* Use the new columns added to Text instead
* Changed most functions to allow choosing a column
* Removed unneeded SecondColumn specific functions to lessen code duplication
* Lots of formatting changes to Popupbox.cpp, indentation was messed up in majority of the functions
2025-04-13 22:26:32 +03:00
Asdow 865288e622 Implement multicolumn popupbox
Mainly aimed for strategic movement popup box to accommodate increased team sizes
2025-04-13 19:11:45 +03:00
Asdow da3c3bace8 Use mouse position for squad movement popup box initial location 2025-04-09 23:11:11 +03:00
Asdow ec4dc8b058 Provide gMapViewRegion through mapscreen.h 2025-04-09 23:10:32 +03:00
Asdow 07320ba996 Limit TeamList mouseregions to correct amount 2025-04-09 21:33:28 +03:00
Asdow 20a33893d9 Fix Teamlist for smaller resolutions
Merc names were being printed past the end of teamlist area
2024-12-04 20:49:53 +02:00
Asdow ffccdfa654 Fix Tactical Placement GUI for increased teamsizes
Requires new file OverheadInterface_scrollarea.sti in Gamedir/Data/Interface/
2024-12-04 00:18:22 +02:00
Asdow abe6877d90 Delete VS project files
Remnant from the initial branch commit
2024-12-01 21:51:56 +02:00
Asdow d0dbb9afb1 Remove unused function 2024-12-01 21:37:52 +02:00
Asdow 1013531a7f Remove #pragma optimize("", off) calls 2024-12-01 21:17:23 +02:00
Asdow bfb724eab9 Use SoldierID 2024-12-01 18:23:52 +02:00
Asdow e59d915e58 Use SoldierID 2024-12-01 00:20:41 +02:00
Asdow 4e8c5fa9ab Remove unused function & globals 2024-11-30 23:50:17 +02:00
Asdow de56f653ec Use SoldierID 2024-11-30 23:47:00 +02:00
Asdow 79b57c326e Move check for surgery into its own function 2024-11-30 18:29:55 +02:00
Asdow c2b1ac0109 use SoldierID 2024-11-30 18:29:17 +02:00
Asdow 2eb16c583c Use SoldierID 2024-11-30 17:18:04 +02:00
Asdow 5bbbec18bb Use SoldierID 2024-11-30 17:06:11 +02:00
Asdow 66f5156f03 Use SoldierID 2024-11-30 16:52:18 +02:00
Asdow 4645a09722 Use SoldierID 2024-11-30 16:07:36 +02:00
Asdow d244ef4c91 use SoldierID 2024-11-30 15:25:48 +02:00
Asdow 24656f2810 Use SoldierID 2024-11-30 15:20:18 +02:00
Asdow d960403514 Use SoldierID 2024-11-21 23:56:57 +02:00
Asdow 0d97e36c34 Use SoldierID 2024-11-21 23:56:44 +02:00
Asdow 1ac5d153fb Correct inc/dec operator overloads 2024-11-21 23:55:51 +02:00
Asdow d687956cf1 Remove unused function 2024-11-21 21:53:48 +02:00
Asdow 94f2e830e0 Lessen repetition 2024-11-21 21:53:36 +02:00
Asdow 67c8081104 Use SoldierID 2024-11-21 21:29:28 +02:00
Asdow 0dc2ceabb2 Use SoldierID 2024-11-21 19:48:54 +02:00
Asdow 1ec2867ced Use SoldierID
Fixed if conditions as well
SOLDIERTYPE::ubProfile would never match with values above NOBODY
2024-11-20 23:02:39 +02:00
Asdow a9120ef984 Remove unused function 2024-11-20 22:35:55 +02:00
Asdow a50a6de1b5 Make fewer calls to MercPtrs 2024-11-20 22:34:30 +02:00
Asdow 845d784bff Use SoldierID 2024-11-20 22:33:33 +02:00
Asdow 99703fa8b6 Use SoldierID 2024-11-20 21:52:28 +02:00
Asdow 58bfffff55 Simplify if checks 2024-11-20 21:27:46 +02:00
Asdow 7fffcd295c Simplify function 2024-11-20 21:27:18 +02:00
Asdow 65a8b4fd77 Use SoldierID 2024-11-20 21:19:28 +02:00
Asdow 9d0ec49e88 Use SoldierID 2024-11-20 21:17:19 +02:00
Asdow 29354135dc Use SoldierID 2024-11-20 21:14:10 +02:00
Asdow 63fe0be512 Use SoldierID
Rename function parameter to make it clear it needs to be profileID
Change the parameter type to UINT8
2024-11-20 21:10:44 +02:00
Asdow 3f4c94642e Fix compiler warnings 2024-11-20 21:04:12 +02:00
Asdow 8856813768 Lessen copy & paste 2024-11-20 21:03:54 +02:00
Asdow dbc4135974 Use SoldierID 2024-11-20 21:03:08 +02:00
Asdow d826491c83 Remove unused function parameter 2024-11-20 20:26:50 +02:00
Asdow bb1c63d4e8 Convert to SoldierID 2024-11-20 20:12:05 +02:00
Asdow 8e4307b2fb Use SoldierID 2024-11-20 19:56:38 +02:00
Asdow e4fe066da0 Fix comment 2024-11-20 19:56:30 +02:00
Asdow cabb50a361 Update Game Event Hook.cpp 2024-11-20 00:48:40 +02:00
Asdow cebd20f5d0 Update ShopKeeper Interface.cpp 2024-11-20 00:47:51 +02:00
Asdow aee7c23aa4 Update Air Raid.cpp 2024-11-20 00:35:29 +02:00
Asdow c7e654a1d9 Update Town Militia.cpp 2024-11-20 00:28:38 +02:00
Asdow 235ddfa782 Update Game Event Hook.cpp 2024-11-20 00:23:08 +02:00
Asdow a670aff29c Combine loops to check for medics and patients 2024-11-20 00:13:25 +02:00
Asdow 2a52347198 Update personnel.cpp 2024-11-20 00:04:29 +02:00
Asdow 648a50f1e8 Convert currentTeamList to SoldierID 2024-11-20 00:01:35 +02:00
Asdow 698176e841 Convert DisplayCharPersonality() to SoldierID 2024-11-19 23:33:11 +02:00
Asdow 8b90c84738 Convert DisplayCharStats() to SoldierID
Moved two repeated print calls to their own functions
Removed compiler warning about exceeding stack size
2024-11-19 23:20:45 +02:00
Asdow be5c4b1601 Convert to SoldierID 2024-11-19 21:41:07 +02:00
Asdow 534ce662f3 Convert to SoldierID 2024-11-19 01:08:26 +02:00
Asdow ff638a5473 Convert to SoldierID 2024-11-19 01:01:41 +02:00
Asdow 5b4be9bcdb Convert to SoldierID 2024-11-19 00:55:36 +02:00
Asdow 3f448a62fb Remove unused functions 2024-11-19 00:08:46 +02:00
Asdow 18673f3a29 Remove compiler warning 2024-11-18 23:58:14 +02:00
Asdow 47824c97a1 Fix UB compilation 2024-11-18 23:58:04 +02:00
Asdow 65c4cdd1d7 Suppress compiler warnings by using SoldierID::i directly 2024-11-18 23:43:13 +02:00
Asdow 191af4da49 Update SoldierID constructors 2024-11-18 23:38:43 +02:00
Asdow 94a5972a85 Perform explicit casts from UINT8 to UINT16 for SoldierID 2024-11-18 23:38:00 +02:00
Asdow 1e16de30d7 Remove wrong cast 2024-11-18 23:22:19 +02:00
Asdow b718b463c2 Use SoldierID 2024-11-18 23:22:00 +02:00
Asdow 327046925b Converto to SoldierID 2024-11-18 23:20:42 +02:00
Asdow df01708ac3 Update Soldier Control.cpp 2024-11-18 23:20:14 +02:00
Asdow 2387667a23 Initialize SOLDIERTYPE SoldierIDs to NOBODY
memset in initialize() function sets them all to zero
2024-11-18 23:20:04 +02:00
Asdow 883ceb2f6f Convert to SoldierID 2024-11-18 23:14:34 +02:00
Asdow 924ccd8815 Use ubID instead of cnt 2024-11-18 23:14:22 +02:00
Asdow 9bbec030d8 Remove unnecessary casts 2024-11-18 23:14:03 +02:00
Asdow bc01bdb56d Convert to SoldierID 2024-11-18 23:12:43 +02:00
Asdow cd83fac928 Update Air Raid.cpp 2024-11-18 23:12:27 +02:00
Asdow e9e8080077 Update merccompare.cpp 2024-11-18 23:12:17 +02:00
Asdow 9fb29cf444 Remove UINT8 conversions 2024-11-18 23:12:00 +02:00
Asdow ca1112313a Increase ubUserData2 from UINT8 to UINT16 2024-11-18 23:11:41 +02:00
Asdow dd2c6f44b2 Fix incorrect function arguments 2024-11-18 22:38:28 +02:00
Asdow 38b710343a Fix incorrect function argument 2024-11-18 22:38:09 +02:00
Asdow 3ddc4c2bbd Change to SoldierID 2024-11-18 22:24:55 +02:00
Asdow d2388c76b8 Modify SoldierID constructor to prevent invalid valuels 2024-11-18 21:43:30 +02:00
Asdow 07420ce245 Revert "Guard against out of bounds access"
This reverts commit c75f57785e.
2024-11-18 21:42:13 +02:00
Asdow e62684f0e1 Convert GetSoldierIDFromMercID() to SoldierID 2024-11-18 18:50:20 +02:00
Asdow c75f57785e Guard against out of bounds access
Can't trust a simple != check
2024-11-18 18:49:38 +02:00
Asdow 66bd1e41c2 Correct loops 2024-11-18 18:27:14 +02:00
Asdow fa56a7ad6d Update Scheduling.cpp 2024-11-18 17:34:41 +02:00
Asdow f49013307f Convert to SoldierID 2024-11-18 01:01:57 +02:00
Asdow 657097aa54 Remove unused global 2024-11-17 23:47:26 +02:00
Asdow b74ccf3ddc Convert to SoldierID 2024-11-17 23:45:48 +02:00
Asdow d149b6ffea Correct parameter order 2024-11-17 22:39:58 +02:00
Asdow ef9aa1b027 Convert to SoldierID 2024-11-17 22:29:31 +02:00
Asdow b6e8b0c5ff Convert to SoldierID 2024-11-17 21:09:13 +02:00
Asdow b9641d4c90 Convert to SoldierID 2024-11-17 20:52:12 +02:00
Asdow f50bdf99cc Convert to SoldierID 2024-11-17 20:41:09 +02:00
Asdow 9532fbfe2c Convert to SoldierID 2024-11-17 19:41:34 +02:00
Asdow 74d752d452 More conversions to SoldierID 2024-11-17 18:15:36 +02:00
Asdow 06936b71c9 Convert to SoldierID
Rearranged struct to optimize memory layout
2024-11-17 17:22:30 +02:00
Asdow e9a13e12d8 Convert to SoldierID 2024-11-17 17:11:03 +02:00
Asdow 9acf994952 Convert gusTempDragBuildSoldierID to SoldierID 2024-11-17 16:50:01 +02:00
Asdow 9d62b9a37a Remove unused function parameters 2024-11-17 16:46:57 +02:00
Asdow 2e92da4e12 Convert to SoldierID 2024-11-17 16:43:39 +02:00
Asdow f39078357b Remove unused function parameters 2024-11-17 16:39:13 +02:00
Asdow 2e147d4bd7 Convert to SoldierID 2024-11-17 16:35:26 +02:00
Asdow 274be524e6 More functions converted to SoldierID 2024-11-17 16:25:12 +02:00
Asdow 34f0b40f93 Convert functions and globals to SoldierID 2024-11-17 14:53:52 +02:00
Asdow f58cf588a6 Mark TacticalStatusType::sSlideReason as _UNUSED
Removed from function call parameters at the same time.
It was supplied to SlideTo, SlideToLocation and SoldierLocationRelativeToScreen but was never used.
2024-11-17 14:20:37 +02:00
Asdow 30e6b9008c SetUIBusy() & UnSetUIBusy() to SoldierID 2024-11-17 11:15:39 +02:00
Asdow ab94d33bec PlaySoldierJA2Sample() to SoldierID 2024-11-17 10:36:10 +02:00
Asdow 3fe6e4f3d8 GetSoldier() to SoldierID 2024-11-17 10:33:29 +02:00
Asdow 3e1c87f53c Remove unused global gusOldSelectedSoldier 2024-11-17 10:27:42 +02:00
Asdow cbf53f8848 TacticalStatusType::ubLastRequesterSurgeryTargetID to SoldierID 2024-11-17 10:26:01 +02:00
Asdow f0be44bb42 Convert to SoldierID
TacticalStatusType::ubEnemySightingOnTheirTurnEnemyID
TacticalStatusType::ubEnemySightingOnTheirTurnPlayerID
TacticalTeamType::ubLastMercToRadio
2024-11-17 10:23:01 +02:00
Asdow 61c5a41bea LocateSoldier() & HandleMercLeavingEquipmentInDrassen() & HandleMercLeavingEquipmentInOmerta() 2024-11-17 01:35:49 +02:00
Asdow c475f9e4e6 Convert MapScreenCharacterSt::usSolID to SoldierID 2024-11-17 01:25:00 +02:00
Asdow 2918801f75 AddSoldierToSector & OBJECTTYPE::soldierID changed to SoldierID 2024-11-16 20:55:08 +02:00
Asdow 42d5ecb923 HandleLeavingOfEquipmentInCurrentSector() to SoldierID 2024-11-16 20:09:14 +02:00
Asdow cd720a639a Fix Dismiss Merc not working after selecting several soldiers 2024-11-16 19:25:44 +02:00
Asdow d28d46d974 SOLDIERTYPE::bOverrideMoveSpeed to SoldierID 2024-11-16 16:28:48 +02:00
Asdow edb26a68fe Guard against array out of bounds access 2024-11-16 16:25:28 +02:00
Asdow e7fe1d1cda Update LaptopSave.h 2024-11-16 11:55:57 +02:00
Asdow 3ff4cc0c19 GENERAL_SAVE_INFO members to SoldierID 2024-11-16 01:22:20 +02:00
Asdow 98c18495c6 Update GENERAL_SAVE_INFO::sContractRehireSoldierID to SoldierID 2024-11-16 00:58:16 +02:00
Asdow 41fc407de6 Convert TacticalRemoveSoldier to SoldierID 2024-11-16 00:55:51 +02:00
Asdow 23af6b6f3f SoldierTakeDamage & SoldierTakeDelayedDamage to SoldierID 2024-11-16 00:47:14 +02:00
Asdow b112d39fe2 Convert SOLDIERTYPE::EVENT_SoldierGotHit to SoldierID 2024-11-16 00:34:19 +02:00
Asdow 419b0c794d SOLDIERTYPE::CreateSoldierCommon to SoldierID 2024-11-16 00:18:02 +02:00
Asdow 8ef7fb5ae4 Convert SOLDIERTYPE::usDragPersonID to SoldierID 2024-11-16 00:09:48 +02:00
Asdow 153d402065 Update Soldier Control.h 2024-11-15 23:58:28 +02:00
Asdow 75deccbc44 Convert SOLDIERTYPE::ubRobotRemoteHolderID to SoldierID 2024-11-15 23:56:26 +02:00
Asdow 566ead5815 Convert SOLDIERTYPE::ubTargetID to SoldierID 2024-11-15 23:46:15 +02:00
Asdow f823cb9718 Update Soldier Control.h 2024-11-15 23:32:13 +02:00
Asdow 5de6f77f2e Convert SOLDIERTYPE::ubOppNum to SoldierID 2024-11-15 23:26:22 +02:00
Asdow 1a172427ef Update Soldier Create.cpp 2024-11-15 23:01:52 +02:00
Asdow 8346d5bfa1 Convert SOLDIERTYPE->ubNextToPreviousAttackerID to SoldierID 2024-11-15 22:58:25 +02:00
Asdow 131172e41a Convert SOLDIERTYPE->ubPreviousAttackerID to SoldierID 2024-11-15 22:54:44 +02:00
Asdow ee429fd1f4 Convert SOLDIERTYPE->ubAttackerID to SoldierID 2024-11-15 22:51:48 +02:00
Asdow 9079f2e0c1 Whitespace changes to SOLDIERTYPE 2024-11-15 21:20:49 +02:00
Asdow ecb29ae9bc Convert SOLDIERTYPE->usChatPartnerID to SoldierID 2024-11-15 21:09:17 +02:00
Asdow 83b3485e58 Convert prisonerdialoguetargetID to SoldierID 2024-11-15 21:04:05 +02:00
Asdow b98732daa7 Convert gusSelectedSoldier to SoldierID 2024-11-15 19:06:34 +02:00
Asdow e9c8124dc2 Fix UB compilation 2024-11-15 19:05:19 +02:00
Asdow cba88ab2bc Update LuaInitNPCs.cpp
convert l_ACTION_ITEM_SEX (lua_State *L) to use SoldierID properly
2024-11-15 01:34:10 +02:00
Asdow 337cf1804f Update Overhead Types.h 2024-11-15 01:32:35 +02:00
Asdow 1c631cb85f REAL_OBJECT.ubLastTargetTakenDamage -> SoldierID 2024-11-15 01:32:25 +02:00
Asdow b9deb3cc19 PossiblyStartEnemyTaunt( uiTargetId ) to SoldierID 2024-11-15 01:31:22 +02:00
Asdow d07dcf477a Update Scheduling.h 2024-11-15 01:30:28 +02:00
Asdow 0def972901 Convert SetInfoChar & DrawFace to use SoldierID 2024-11-15 01:28:06 +02:00
Asdow 735075869c Fix incorrect variables
ubImprintID uses SOLDIERTYPE->ubProfile, not SOLDIERTYPE->ubID in every other instance of the code. This one's clearly a mistake.
2024-11-15 01:14:30 +02:00
Asdow 6a0d02e9b9 Change type from BOOLEAN(!) to SoldierID 2024-11-15 01:03:21 +02:00
Asdow 568aa0a0b8 Update Item Types.cpp 2024-11-15 00:04:39 +02:00
Asdow 1327d186ed Use usSolID directly
usSolID *is* ubID from Menptr!
2024-11-14 01:08:38 +02:00
Asdow c04cc4cfcc Update Map Screen Interface.h 2024-11-14 01:00:05 +02:00
Asdow 1345d92521 Convert Soldier Find.cpp to SoldierID 2024-11-14 00:45:50 +02:00
Asdow 0103a871cc Operator overloads for accessing SOLDIERTYPE* through SoldierID 2024-11-14 00:43:48 +02:00
Asdow f5b1447646 Move MercSlots zeroing to same loop where MercPtrs are set
One less for loop that way
2024-11-13 22:12:37 +02:00
Asdow 4d740055da Provide access function to MenPtrs, MercPtrs & MercSlots
All raw array accesses should be done with these instead.
2024-11-13 01:33:32 +02:00
Asdow aad6ed8297 Implemented SoldierID type to replace SOLDIERTYPE->ubID
Goal is to convert all use of SOLDIERTYPE->ubID and any other ID fields that reference the same ID to a safer type than UINT16. Same with any function that's supposed to take ubID
2024-11-13 01:29:36 +02:00
Asdow d6370b7463 Fix invisible cows and bloodcats 2024-11-13 01:21:55 +02:00
Asdow 3c2592881f Fix ShadeMapElements function declaration 2024-11-11 11:15:36 +02:00
Asdow 6c33009fab Remove bLastKnownEnemies from SECTORINFO
As per the old comment, even though the field value is updated partially according to whether there are known enemies present or not, it's not used for anything.
2024-11-11 00:14:51 +02:00
Asdow fcf2b27d1a More UINT8 -> UINT16 changes 2024-11-11 00:08:30 +02:00
Asdow 040410b450 Whitespace formatting for SAVED_GAME_HEADER 2024-11-10 22:03:46 +02:00
Asdow 0089e0a640 Change strategic enemy amounts to UINT16 2024-11-10 22:02:46 +02:00
Asdow d9edc9362b Fix loading of tactical status
ubEnemyKilledOnAttacker is size UINT16 but loading function was reading only UINT8 worth for it
2024-11-10 22:01:17 +02:00
Asdow 508310be3e Change UINT8 to UINT16 for soldierInitLists & hostiles in sector 2024-11-10 01:19:05 +02:00
Asdow 5cf0ef4bde Correct variables from INT8 to INT16 2024-11-09 22:52:21 +02:00
Asdow fdd6859726 Implement multiselection for contract renewal 2024-11-09 20:23:38 +02:00
Asdow 2b024d63c6 Fix endless loop 2024-11-09 16:46:55 +02:00
Asdow a81820d0d7 Fix UB compilation 2024-11-09 16:46:39 +02:00
Asdow f99065d0c6 Remove unused button callback functions
Unimplemented feature of browsing 4 mercs forward/backwards in personnel page.
2024-11-09 15:30:42 +02:00
Asdow bc870123bf Implement page scrolling in Laptop Personnel page
Pressing Shift and right or left arrow buttons, 'a' or 'd' buttons, or previous or next ingame buttons now advance one whole page. Without shift pressed down, all three function as original and move one merc at a time.
2024-11-09 15:29:07 +02:00
Asdow 17875978e0 Update LOS.cpp
Fix missing variable declaration
2024-11-09 15:24:30 +02:00
Asdow 4e253d0ec0 Update Dialogue Control.cpp
Fix an access to member variable that prevented compilation
2024-11-09 15:24:10 +02:00
Asdow 10250dc035 Merge branch 'master' into ExtraMercs 2024-11-09 13:44:53 +02:00
Asdow 06918d7585 Update Item Types.h
uint8 -> uint16
2023-07-29 14:43:57 +03:00
Asdow 57cc888cd7 Allow more creatures, civs and rebels 2023-07-27 21:30:03 +03:00
Asdow 9ac53cac32 Fix UINT8 references to pSoldier->ubID to UINT16 2023-07-27 21:29:37 +03:00
Asdow 9fb4ef8607 Merge branch 'master' into ExtraMercs 2023-07-27 18:38:39 +03:00
Asdow 03482ffc3d Merge branch 'master' into ExtraMercs 2023-07-26 13:17:49 +03:00
Asdow 5c13170424 Create .gitignore 2022-10-10 15:58:11 +03:00
Asdow 1f0a8f46e8 Import changes from the local SVN working copy 2022-10-10 10:08:44 +03:00
722 changed files with 132254 additions and 141386 deletions
+166 -27
View File
@@ -9,11 +9,6 @@ on:
# allows to manually trigger a build # allows to manually trigger a build
workflow_dispatch: workflow_dispatch:
inputs: inputs:
build_all_languages:
description: build all languages
required: false
default: false
type: boolean
assemble_release: assemble_release:
description: create release description: create release
required: false required: false
@@ -27,7 +22,6 @@ jobs:
workflow_setup: workflow_setup:
runs-on: ubuntu-latest runs-on: ubuntu-latest
outputs: outputs:
languages_json_array: ${{ steps.global_vars.outputs.languages_json_array }}
assemble_release: ${{ steps.global_vars.outputs.assemble_release }} assemble_release: ${{ steps.global_vars.outputs.assemble_release }}
steps: steps:
- id: global_vars - id: global_vars
@@ -37,15 +31,6 @@ jobs:
full_release='${{ ( github.repository == '1dot13/source' && github.ref_name == 'master' ) || startsWith(github.ref, 'refs/tags/v') }}' full_release='${{ ( github.repository == '1dot13/source' && github.ref_name == 'master' ) || startsWith(github.ref, 'refs/tags/v') }}'
if [[ '${{ inputs.build_all_languages }}' == 'true' || ( '${{ inputs.build_all_languages }}' == '' && "$full_release" == 'true' ) ]]
then
languages_json_array='["Chinese", "German", "English", "French", "Polish", "Italian", "Dutch", "Russian"]';
else
# English + some other language for compilation testing
languages_json_array='["German", "English"]'
fi
echo "languages_json_array=$languages_json_array" >> $GITHUB_OUTPUT
if [[ '${{ inputs.assemble_release }}' == 'true' || ( '${{ inputs.assemble_release }}' == '' && "$full_release" == 'true' ) ]] if [[ '${{ inputs.assemble_release }}' == 'true' || ( '${{ inputs.assemble_release }}' == '' && "$full_release" == 'true' ) ]]
then then
assemble_release='true' assemble_release='true'
@@ -154,39 +139,193 @@ jobs:
cat dist/versions.env cat dist/versions.env
- name: Upload - name: Upload
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v7
with: with:
name: versions.env name: versions.env
path: dist/ path: dist/
build: # every executable contains all languages and picks one at runtime, so one build serves every package
compile:
needs: [ workflow_setup ] needs: [ workflow_setup ]
runs-on: windows-latest # required for the MSVC toolchain
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
language: ${{ fromJson(needs.workflow_setup.outputs.languages_json_array) }} application: [ja2, ja2mapeditor, ja2ub, ja2ubmapeditor]
uses: ./.github/workflows/build_language.yml
with: steps:
language: ${{ matrix.language }} - name: Checkout source
assemble: ${{ needs.workflow_setup.outputs.assemble_release == 'true' }} uses: actions/checkout@v7
# at least English and some other lang have to work
continue-on-error: ${{ matrix.language != 'English' && matrix.language != 'German' }} - name: Download versions.env
uses: actions/download-artifact@v8
with:
name: versions.env
path: artifacts
- name: Restore versions.env
shell: bash
run: cat artifacts/versions.env >> $GITHUB_ENV
# TODO: Move this into CMake, just taking the GitHub Actions parameters as -D variables
- name: Update GameVersion.cpp
shell: bash
run: |
set -eux
GAME_VERSION=$(echo "$GAME_VERSION" | tr -cd '[:print:]' | tr -d '"\\')
GAME_BUILD=$(echo "$GAME_BUILD_INFORMATION" | tr -cd '[:print:]' | tr -d '"\\')
sed -i "s|@Version@|${GAME_VERSION:0:15}|" Ja2/GameVersion.cpp
sed -i "s|@Build@|${GAME_BUILD:0:255}|" Ja2/GameVersion.cpp
cat Ja2/GameVersion.cpp
- name: Prepare build properties
shell: bash
run: |
set -eux
touch CMakePresets.json
JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]')
echo "
JA2Application=$JA2Application
" >> $GITHUB_ENV
- uses: egor-tensin/vs-shell@v2
with:
arch: x86
- name: Prepare build
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=RelWithDebInfo -DApplications="$Env:JA2Application"
- name: Build
run: |
cmake --build build/ -- -v
- name: List build artifacts
shell: bash
run: |
find build/
- name: Upload
uses: actions/upload-artifact@v7
with:
name: ${{ matrix.application }}
path: build/*.exe
# only the game data differs per language, every package gets the same executables
assemble:
needs: [ workflow_setup, compile ]
if: needs.workflow_setup.outputs.assemble_release == 'true'
runs-on: windows-latest # required for case-insensitive filesystem handling
# at least English has to work
continue-on-error: ${{ matrix.language != 'English' }}
strategy:
fail-fast: false
matrix:
language: [Chinese, German, English, French, Polish, Italian, Dutch, Russian]
steps:
- name: Download versions.env
uses: actions/download-artifact@v8
with:
name: versions.env
path: artifacts
- name: Restore versions.env
shell: bash
run: cat artifacts/versions.env >> $GITHUB_ENV
- name: Checkout gamedir
uses: actions/checkout@v7
with:
repository: ${{ env.GAMEDIR_REPOSITORY }}
ref: ${{ env.GAMEDIR_COMMIT_SHA }}
path: gamedir
- name: Checkout gamedir-languages
if: matrix.language != 'English'
uses: actions/checkout@v7
with:
repository: ${{ env.GAMEDIR_LANGUAGES_REPOSITORY }}
ref: ${{ env.GAMEDIR_LANGUAGES_COMMIT_SHA }}
path: gamedir-languages
- name: Copy gamedir-languages files to gamedir
if: matrix.language != 'English'
shell: bash
run: |
set -eux
cp -a gamedir-languages/${{ matrix.language }}_Version/* gamedir/
- name: Download applications
uses: actions/download-artifact@v8
with:
pattern: ja2*
path: artifacts
- name: Copy application files to gamedir
shell: bash
run: |
set -eux
for APP in ja2 ja2mapeditor ja2ub ja2ubmapeditor
do
mv artifacts/${APP}/*.exe gamedir/${APP}.exe
done
- name: Create version information file
shell: bash
run: |
set -eux
# "-" separates words, "_" combines words, see double-click behavior
DIST_PREFIX='JA2_113'
DIST_NAME="${DIST_PREFIX}-${GAME_VERSION}-G${GAMEDIR_COMMIT_SHA:0:4}L${GAMEDIR_LANGUAGES_COMMIT_SHA:0:4}-${{ matrix.language }}"
echo "DIST_NAME=$DIST_NAME" >> $GITHUB_ENV
echo "If you encounter problems during gameplay, please provide the following version information:
Distribution Name: $DIST_NAME
Game Version: $GAME_VERSION
Language: ${{ matrix.language }}
Build Information: $GAME_BUILD_INFORMATION
Source Repository: $GITHUB_REPOSITORY
Source Commit SHA: $GITHUB_SHA
Source Commit Date: $SOURCE_COMMIT_DATETIME
Gamedir Repository: $GAMEDIR_REPOSITORY
Gamedir Commit SHA: $GAMEDIR_COMMIT_SHA
Gamedir Commit Date: $GAMEDIR_COMMIT_DATETIME
Gamedir Languages Repository: $GAMEDIR_LANGUAGES_REPOSITORY
Gamedir Languages Commit SHA: $GAMEDIR_LANGUAGES_COMMIT_SHA
Gamedir Languages Commit Date: $GAMEDIR_LANGUAGES_COMMIT_DATETIME
" > "gamedir/${DIST_PREFIX}-Version.txt"
cat "gamedir/${DIST_PREFIX}-Version.txt"
- name: Create release archive
shell: bash
run: |
set -eux
mkdir dist/
cd gamedir/
7z a -bb -xr'!.*' "../dist/${DIST_NAME}.7z" .
- name: Upload
uses: actions/upload-artifact@v7
with:
name: ${{ matrix.language }}_release
path: dist/
compression-level: 0
release: release:
needs: [ workflow_setup, build ] needs: [ workflow_setup, assemble ]
if: needs.workflow_setup.outputs.assemble_release == 'true' if: needs.workflow_setup.outputs.assemble_release == 'true'
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- name: Download artifacts - name: Download artifacts
uses: actions/download-artifact@v4 uses: actions/download-artifact@v8
with: with:
path: dist path: dist
pattern: '*_release' pattern: '*_release'
merge-multiple: true merge-multiple: true
- name: Checkout Repo - name: Checkout Repo
uses: actions/checkout@v4 uses: actions/checkout@v7
with: with:
path: source path: source
fetch-depth: 1 fetch-depth: 1
-216
View File
@@ -1,216 +0,0 @@
name: build language
on:
workflow_call:
inputs:
language:
description: 'any of Chinese German English French Polish Italian Dutch Russian'
required: true
default: 'English'
type: string
assemble:
description: 'assemble full package'
required: true
default: true
type: boolean
continue-on-error:
description: 'allows a language to fail, used when building all languages'
required: false
default: false
type: boolean
jobs:
compile:
runs-on: windows-latest # required for msbuild
continue-on-error: ${{ inputs.continue-on-error }}
strategy:
fail-fast: false
matrix:
application: [ja2, ja2mapeditor, ja2ub, ja2ubmapeditor]
steps:
- name: Checkout source
uses: actions/checkout@v4
- name: Download versions.env
uses: actions/download-artifact@v4
with:
name: versions.env
path: artifacts
- name: Restore versions.env
shell: bash
run: cat artifacts/versions.env >> $GITHUB_ENV
# TODO: Move this into CMake, just taking the GitHub Actions parameters as -D variables
- name: Update GameVersion.cpp
shell: bash
run: |
set -eux
INPUTS_LANGUAGE=${{ inputs.language }}
GAME_VERSION=$(echo "$GAME_VERSION" | tr -cd '[:print:]' | tr -d '"\\')
GAME_BUILD="${INPUTS_LANGUAGE:0:2} $GAME_BUILD_INFORMATION"
GAME_BUILD=$(echo "$GAME_BUILD" | tr -cd '[:print:]' | tr -d '"\\')
sed -i "s|@Version@|${GAME_VERSION:0:15}|" Ja2/GameVersion.cpp
sed -i "s|@Build@|${GAME_BUILD:0:255}|" Ja2/GameVersion.cpp
cat Ja2/GameVersion.cpp
- name: Turn on link-time optimization?
if: fromJSON(inputs.assemble)
shell: bash
run: |
set -eux
echo "
LTO=ON
" >> $GITHUB_ENV
- name: Prepare build properties
shell: bash
run: |
set -eux
touch CMakePresets.json
JA2Language=$(echo '${{ inputs.language }}' | tr '[:lower:]' '[:upper:]')
JA2Application=$(echo '${{ matrix.application }}' | tr '[:lower:]' '[:upper:]')
echo "
JA2Language=$JA2Language
JA2Application=$JA2Application
" >> $GITHUB_ENV
- uses: microsoft/setup-msbuild@v2
with:
msbuild-architecture: x86
- uses: ilammy/msvc-dev-cmd@v1
with:
arch: x86
- name: Prepare build
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application" -DLTO_OPTION="$Env:LTO"
- name: Build
run: |
cmake --build build/ -- -v
- name: List build artifacts
shell: bash
run: |
find build/
- name: Upload
uses: actions/upload-artifact@v4
with:
name: ${{ inputs.language }}_${{ matrix.application }}
path: build/*.exe
assemble:
needs: [ compile ]
if: inputs.assemble
runs-on: windows-latest # required for case-insensitive filesystem handling
continue-on-error: ${{ inputs.continue-on-error }}
steps:
- name: Download versions.env
uses: actions/download-artifact@v4
with:
name: versions.env
path: artifacts
- name: Restore versions.env
shell: bash
run: cat artifacts/versions.env >> $GITHUB_ENV
- name: Checkout gamedir
uses: actions/checkout@v4
with:
repository: ${{ env.GAMEDIR_REPOSITORY }}
ref: ${{ env.GAMEDIR_COMMIT_SHA }}
path: gamedir
- name: Checkout gamedir-languages
if: inputs.language != 'English'
uses: actions/checkout@v4
with:
repository: ${{ env.GAMEDIR_LANGUAGES_REPOSITORY }}
ref: ${{ env.GAMEDIR_LANGUAGES_COMMIT_SHA }}
path: gamedir-languages
- name: Copy gamedir-languages files to gamedir
if: inputs.language != 'English'
shell: bash
run: |
set -eux
cp -a gamedir-languages/${{ inputs.language }}_Version/* gamedir/
- name: Download ja2
uses: actions/download-artifact@v4
with:
name: ${{ inputs.language }}_ja2
path: artifacts/ja2
- name: Download ja2mapeditor
uses: actions/download-artifact@v4
with:
name: ${{ inputs.language }}_ja2mapeditor
path: artifacts/ja2mapeditor
- name: Download ja2ub
uses: actions/download-artifact@v4
with:
name: ${{ inputs.language }}_ja2ub
path: artifacts/ja2ub
- name: Download ja2ubmapeditor
uses: actions/download-artifact@v4
with:
name: ${{ inputs.language }}_ja2ubmapeditor
path: artifacts/ja2ubmapeditor
- name: Copy application files to gamedir
shell: bash
run: |
set -eux
for APP in ja2 ja2mapeditor ja2ub ja2ubmapeditor
do
mv artifacts/${APP}/*.exe gamedir/${APP}.exe
done
- name: Create version information file
shell: bash
run: |
set -eux
# "-" separates words, "_" combines words, see double-click behavior
DIST_PREFIX='JA2_113'
DIST_NAME="${DIST_PREFIX}-${GAME_VERSION}-G${GAMEDIR_COMMIT_SHA:0:4}L${GAMEDIR_LANGUAGES_COMMIT_SHA:0:4}-${{ inputs.language }}"
echo "DIST_NAME=$DIST_NAME" >> $GITHUB_ENV
echo "If you encounter problems during gameplay, please provide the following version information:
Distribution Name: $DIST_NAME
Game Version: $GAME_VERSION
Language: ${{ inputs.language }}
Build Information: $GAME_BUILD_INFORMATION
Source Repository: $GITHUB_REPOSITORY
Source Commit SHA: $GITHUB_SHA
Source Commit Date: $SOURCE_COMMIT_DATETIME
Gamedir Repository: $GAMEDIR_REPOSITORY
Gamedir Commit SHA: $GAMEDIR_COMMIT_SHA
Gamedir Commit Date: $GAMEDIR_COMMIT_DATETIME
Gamedir Languages Repository: $GAMEDIR_LANGUAGES_REPOSITORY
Gamedir Languages Commit SHA: $GAMEDIR_LANGUAGES_COMMIT_SHA
Gamedir Languages Commit Date: $GAMEDIR_LANGUAGES_COMMIT_DATETIME
" > "gamedir/${DIST_PREFIX}-Version.txt"
cat "gamedir/${DIST_PREFIX}-Version.txt"
- name: Create release archive
shell: bash
run: |
set -eux
mkdir dist/
cd gamedir/
7z a -bb -xr'!.*' "../dist/${DIST_NAME}.7z" .
- name: Upload
uses: actions/upload-artifact@v4
with:
name: ${{ inputs.language }}_release
path: dist/
compression-level: 0
+30 -30
View File
@@ -27,7 +27,11 @@ if(ADDRESS_SANITIZER)
endif() endif()
if(MSVC) if(MSVC)
add_compile_options("/wd4838") # TODO: fix the warnings here and turn them on
# https://learn.microsoft.com/en-us/cpp/error-messages/compiler-warnings/compiler-warnings-c4000-through-c4199
add_compile_options("/wd4838") # silence implicit narrowing conversion warnings
# add_compile_options("/w14061")
# add_compile_options("/w14062")
endif() endif()
# whether we are using MSBuild as a generator # whether we are using MSBuild as a generator
@@ -49,11 +53,10 @@ include_directories(
"${CMAKE_SOURCE_DIR}/Strategic" "${CMAKE_SOURCE_DIR}/Strategic"
"${CMAKE_SOURCE_DIR}/sgp" "${CMAKE_SOURCE_DIR}/sgp"
"${CMAKE_SOURCE_DIR}/Ja2/Res" "${CMAKE_SOURCE_DIR}/Ja2/Res"
"${CMAKE_SOURCE_DIR}/Lua" "${CMAKE_SOURCE_DIR}/lua"
"${CMAKE_SOURCE_DIR}/Laptop" "${CMAKE_SOURCE_DIR}/Laptop"
"${CMAKE_SOURCE_DIR}/Multiplayer" "${CMAKE_SOURCE_DIR}/Multiplayer"
"${CMAKE_SOURCE_DIR}/Editor" "${CMAKE_SOURCE_DIR}/Editor"
"${CMAKE_SOURCE_DIR}/Console"
"${CMAKE_SOURCE_DIR}/i18n/include" "${CMAKE_SOURCE_DIR}/i18n/include"
) )
@@ -88,7 +91,6 @@ wine
# static libraries whose translation units rely on Application preprocessor definitions. # static libraries whose translation units rely on Application preprocessor definitions.
set(Ja2_Libs set(Ja2_Libs
Console
Editor Editor
Ja2 Ja2
Laptop Laptop
@@ -104,15 +106,13 @@ foreach(lib IN LISTS Ja2_Libs)
add_subdirectory(${lib}) add_subdirectory(${lib})
endforeach() endforeach()
# language library relies on Application _and_ Language preprocessor definition. very bad. # language library relies on Application preprocessor definition; compiled once per app
# with all 8 languages built in and selected at runtime (docs/plans/language-design.md).
add_subdirectory(i18n) add_subdirectory(i18n)
# simple function to validate Languages and Application choices # simple function to validate the Application choice
include(cmake/ValidateOptions.cmake) include(cmake/ValidateOptions.cmake)
set(ValidLanguages CHINESE DUTCH ENGLISH FRENCH GERMAN ITALIAN POLISH RUSSIAN)
ValidateOptions("${ValidLanguages}" "Languages" "${Languages}" "LangTargets")
set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR) set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR)
ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets") ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets")
@@ -138,32 +138,32 @@ foreach(app IN LISTS ApplicationTargets)
target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags}) target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags})
endforeach() endforeach()
foreach(lang IN LISTS LangTargets) # executable for the application, e.g. JA2.exe
# executable for an application/language combination, e.g. JA2_ENGLISH.exe set(exe ${app})
set(exe ${app}_${lang}) add_executable(${exe} WIN32
add_executable(${exe} WIN32 sgp/sgp.cpp
sgp/sgp.cpp Ja2/Res/ja2.rc
Ja2/Res/ja2.rc )
) target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} $<IF:${usingMsBuild},legacy_stdio_definitions.lib,>)
target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} $<IF:${usingMsBuild},legacy_stdio_definitions.lib,>) target_link_options(${exe} PRIVATE $<IF:${usingMsBuild},/SAFESEH:NO,>)
target_link_options(${exe} PRIVATE $<IF:${usingMsBuild},/SAFESEH:NO,>) target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags})
target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags})
# language library for an application, e.g. JA2MAPEDITOR_ENGLISH_i18n # language library for the application, e.g. JA2MAPEDITOR_i18n — one per app, all 8
set(language_library ${exe}_i18n) # languages compiled in, selected at runtime by BindLanguageStrings
add_library(${language_library}) set(language_library ${exe}_i18n)
target_sources(${language_library} PRIVATE ${i18nSrc}) add_library(${language_library})
target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags} ${lang}) target_sources(${language_library} PRIVATE ${i18nSrc})
target_link_libraries(${exe} PRIVATE ${language_library}) target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags})
target_compile_options(${language_library} PRIVATE /w14062)
target_link_libraries(${exe} PRIVATE ${language_library})
# go through all game libraries again and link them to the app/language executable # go through all game libraries again and link them to the app executable
foreach(lib IN LISTS Ja2_Libs) foreach(lib IN LISTS Ja2_Libs)
target_link_libraries(${exe} PRIVATE ${app}_${lib}) target_link_libraries(${exe} PRIVATE ${app}_${lib})
endforeach()
endforeach() endforeach()
# for SGP only # for SGP only
target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib") target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
target_link_libraries(${app}_sgp PRIVATE libpng) target_link_libraries(${app}_sgp PRIVATE libpng)
target_compile_definitions(${app}_sgp PRIVATE NO_ZLIB_COMPRESSION) target_compile_definitions(${app}_sgp PRIVATE ${compilationFlags} ${debugFlags} NO_ZLIB_COMPRESSION)
endforeach() endforeach()
-6
View File
@@ -1,6 +0,0 @@
set(ConsoleSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Console.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Cursors.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Dialogs.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/FileStream.cpp"
PARENT_SCOPE)
-81
View File
@@ -1,81 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
#ifndef _COMBSTROUT_H_
#define _COMBSTROUT_H_
/////////////////////////////////////////////////////////////////////////////
// CComBSTROut - a class that inherits from CComBSTR and adds Out() method
// that should be used instead of & operator for 'out'
// function parameters
class CComBSTROut : public CComBSTR
{
public:
CComBSTROut()
{
}
/*explicit*/ CComBSTROut(int nSize) : CComBSTR(nSize)
{
}
/*explicit*/ CComBSTROut(int nSize, LPCOLESTR sz) : CComBSTR(nSize, sz)
{
}
/*explicit*/ CComBSTROut(LPCOLESTR pSrc) : CComBSTR(pSrc)
{
}
/*explicit*/ CComBSTROut(const CComBSTROut& src) : CComBSTR(src)
{
}
/*explicit*/ CComBSTROut(REFGUID src) : CComBSTR(src)
{
}
#ifndef OLE2ANSI
CComBSTROut(LPCSTR pSrc) : CComBSTR(pSrc)
{
}
CComBSTROut(int nSize, LPCSTR sz) : CComBSTR(nSize, sz)
{
}
#endif
~CComBSTROut()
{
CComBSTR::~CComBSTR();
}
BSTR* Out()
{
Empty();
return &m_str;
}
};
/////////////////////////////////////////////////////////////////////////////
#endif // _COMBSTROUT_H_
-109
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@@ -1,109 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
#ifndef _COMVARIANTOUT_H_
#define _COMVARIANTOUT_H_
/////////////////////////////////////////////////////////////////////////////
// CComVariantOut - a class that inherits from CComVariant and adds Out()
// method that should be used instead of & operator for
// 'out' function parameters
class CComVariantOut : public CComVariant
{
public:
CComVariantOut()
{
}
~CComVariantOut()
{
CComVariant::~CComVariant();
}
CComVariantOut(const VARIANT& varSrc) : CComVariant(varSrc)
{
}
CComVariantOut(const CComVariant& varSrc) : CComVariant(varSrc)
{
}
CComVariantOut(BSTR bstrSrc) : CComVariant(bstrSrc)
{
}
CComVariantOut(LPCOLESTR lpszSrc) : CComVariant(lpszSrc)
{
}
#ifndef OLE2ANSI
CComVariantOut(LPCSTR lpszSrc) : CComVariant(lpszSrc)
{
}
#endif
CComVariantOut(bool bSrc) : CComVariant(bSrc)
{
}
CComVariantOut(int nSrc) : CComVariant(nSrc)
{
}
CComVariantOut(BYTE nSrc) : CComVariant(nSrc)
{
}
CComVariantOut(short nSrc) : CComVariant(nSrc)
{
}
CComVariantOut(long nSrc, VARTYPE m_varSrc = VT_I4) : CComVariant(nSrc, m_varSrc)
{
}
CComVariantOut(float fltSrc) : CComVariant(fltSrc)
{
}
CComVariantOut(double dblSrc) : CComVariant(dblSrc)
{
}
CComVariantOut(CY cySrc) : CComVariant(cySrc)
{
}
CComVariantOut(IDispatch* pSrc) : CComVariant(pSrc)
{
}
CComVariantOut(IUnknown* pSrc) : CComVariant(pSrc)
{
}
public:
VARIANT* Out()
{
Clear();
return this;
}
};
/////////////////////////////////////////////////////////////////////////////
#endif // _COMVARIANTOUT_H_
-2876
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-746
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@@ -1,746 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Console.h - console class declaration
#pragma once
#include <string>
#include <vector>
using namespace std;
//#include "include/FreeImagePlus.h"
typedef basic_string<TCHAR> tstring;
#define WM_INPUTREADY WM_USER + 1
// tray icon message
#define WM_TRAY_NOTIFY WM_USER + 0x123
#define TRAY_ICON_ID 1
// timer #defines
#define TIMER_REPAINT_CHANGE 42 // timer that is started after there
// were some changes in the console
#define TIMER_REPAINT_MASTER 43 // master timer (needed to repaint
// for some DOS programs, can be
// disabled for lower CPU usage)
#define TIMER_SHOW_HIDE_CONSOLE 100 // used to hide console window when
// starting shell process after a
// defined period of time (some
// shells, like 4NT need console
// window visible during startup for
// all init options to work properly
// transparency #defines
#define TRANSPARENCY_NONE 0
#define TRANSPARENCY_ALPHA 1
#define TRANSPARENCY_COLORKEY 2
#define TRANSPARENCY_FAKE 3
// cusror style #defines
#define CURSOR_STYLE_NONE 0
#define CURSOR_STYLE_XTERM 1
#define CURSOR_STYLE_BLOCK 2
#define CURSOR_STYLE_NBBLOCK 3
#define CURSOR_STYLE_PULSEBLOCK 4
#define CURSOR_STYLE_BAR 5
#define CURSOR_STYLE_CONSOLE 6
#define CURSOR_STYLE_NBHLINE 7
#define CURSOR_STYLE_HLINE 8
#define CURSOR_STYLE_VLINE 9
#define CURSOR_STYLE_RECT 10
#define CURSOR_STYLE_NBRECT 11
#define CURSOR_STYLE_PULSERECT 12
#define CURSOR_STYLE_FADEBLOCK 13
// docking #defines
#define DOCK_NONE 0
#define DOCK_TOP_LEFT 1
#define DOCK_TOP_RIGHT 2
#define DOCK_BOTTOM_RIGHT 3
#define DOCK_BOTTOM_LEFT 4
// Z-order #defines
#define Z_ORDER_REGULAR 0
#define Z_ORDER_ONTOP 1
#define Z_ORDER_ONBOTTOM 2
// window border defines
#define BORDER_NONE 0
#define BORDER_REGULAR 1
#define BORDER_THIN 2
// window background style
#define BACKGROUND_STYLE_RESIZE 0
#define BACKGROUND_STYLE_CENTER 1
#define BACKGROUND_STYLE_TILE 2
// taskbar button defines
#define TASKBAR_BUTTON_NORMAL 0
#define TASKBAR_BUTTON_HIDE 1
#define TASKBAR_BUTTON_TRAY 2
// new configuration auto-reload defines
#define RELOAD_NEW_CONFIG_PROMPT 0
#define RELOAD_NEW_CONFIG_YES 1
#define RELOAD_NEW_CONFIG_NO 2
#define TEXT_SELECTION_NONE 0
#define TEXT_SELECTION_SELECTING 1
#define TEXT_SELECTION_SELECTED 2
/////////////////////////////////////////////////////////////////////////////
// Console class
class Console {
public: // ctor/dtor
Console(LPCTSTR szConfigFile, LPCTSTR szShellCmdLine, LPCTSTR szConsoleTitle, LPCTSTR pszReloadNewConfig);
~Console();
public:
// creates and shows Console window
BOOL Create(HWND notify);
private:
////////////////////
// message handlers
////////////////////
////////////////////////////////
// windows destruction messages
// destroys GDI stuff and posts a quit message
void OnDestroy();
// deletes Console object
void OnNcDestroy();
/////////////////////
// painting messages
// handles painting from off-screen buffers
void OnPaint();
// handles master and 'change' timers
void OnPaintTimer();
// handles cursor timer (for animated cursors)
void OnCursorTimer();
/////////////////////////
// window state messages
// handles window position changes (for snapping to desktop edges)
void OnWindowPosChanging(WINDOWPOS* lpWndPos);
// handles activation message (used for setting alpha transparency and cursor states)
void OnActivateApp(BOOL bActivate, DWORD dwFlags);
// handles vertical scrolling
void OnVScroll(WPARAM wParam);
// handles keyboard layout change, posts the same message to the windows console window
void OnInputLangChangeRequest(WPARAM wParam, LPARAM lParam);
//////////////////
// mouse messages
// handles text selection start and window mouse drag start
void OnLButtonDown(UINT uiFlags, POINTS points);
// handles text selection end, window mouse drag end and text copy
void OnLButtonUp(UINT uiFlags, POINTS points);
// toggles always on top flag
void OnLButtonDblClick(UINT uiFlags, POINTS points);
// pops up the Console menu
void OnRButtonUp(UINT uiFlags, POINTS points);
// pastes text from clipboard
void OnMButtonDown(UINT uiFlags, POINTS points);
// handles mouse movement for text selection and window mouse drag
void OnMouseMove(UINT uiFlags, POINTS points);
// handles start/stop mouse drag for window border
void OnSetCursor(WORD wHitTest, WORD wMouseMessage);
// handles text input
void OnChar(WORD mychar);
wstring Input;
//////////////////
// other messages
// called before the Console menu or system menu pops up
// (populates config files submenu with filenames)
void OnInitMenuPopup(HMENU hMenu, UINT uiPos, BOOL bSysMenu);
// handles drag-n-dropped filenames
void OnDropFiles(HDROP hDrop);
// handles commands from the Console popup menu
BOOL OnCommand(WPARAM wParam, LPARAM lParam);
// handles commands from the system popup menu
BOOL OnSysCommand(WPARAM wParam, LPARAM lParam);
// handles tray icon messages
void OnTrayNotify(WPARAM wParam, LPARAM lParam);
// handles WM_SETTINGCHANGE (we handle only wallpaper changes here)
// void OnWallpaperChanged(const TCHAR* pszFilename);
private:
///////////////////////////////////////////
// Console window creation/setup functions
///////////////////////////////////////////
// gets Console options
BOOL GetOptions();
// registers Console window classes
BOOL RegisterWindowClasses();
// adds stuff to system and popup menus
BOOL SetupMenus();
// creates Console window
BOOL CreateConsoleWindow();
// creates new Console font
void CreateNewFont();
// creates new background brush
void CreateNewBrush();
// creates the cursor
void CreateCursor();
// creates offscreen painting buffers
void CreateOffscreenBuffers();
// creates background bitmap
void CreateBackgroundBitmap();
// called by the ::EnumDisplayMonitors to create background for each display
// static BOOL CALLBACK BackgroundEnumProc(HMONITOR hMonitor, HDC hdcMonitor, LPRECT lprcMonitor, LPARAM dwData);
// gets character width and height
void GetTextSize();
// gets window borders (X, Y and caption sizes)
void GetBordersDimensions();
// calculates window and client area sizes
void CalcWindowSize();
// sets up window transparency (alpha, color key, fake)
// void SetWindowTransparency();
// sets scrollbar stuff
void SetScrollbarStuff();
// sets default console colors
void SetDefaultConsoleColors();
// sets window size and position
void SetWindowSizeAndPosition();
// sets Console's big, small and tray icons
void SetWindowIcons();
// sets up traybar icon
BOOL SetTrayIcon(DWORD dwMessage);
// destroys Console cursor
void DestroyCursor();
// opens the configuration file in a text editor
void EditConfigFile();
// reloads Console settings
void ReloadSettings();
/////////////////////////////
// windows console functions
/////////////////////////////
// allocates the console and starts the command shell
BOOL StartShellProcess();
// refreshes m_hStdOutFresh handle
void RefreshStdOut();
// gets a fresh console output
void RefreshScreenBuffer();
// sets initial windows console size
void InitConsoleWndSize(DWORD dwColumns);
// resizes the windows console
void ResizeConsoleWindow();
// Allocates the screen buffer
void AllocateBuffer();
//////////////////////
// painting functions
//////////////////////
// repaints the memory hdc
void RepaintWindow();
// repaints the memory hdc (paint only changes)
void RepaintWindowChanges();
// draws the cursor
void DrawCursor(BOOL bOnlyCursor = FALSE);
// two helper functions for DrawCursor method
// returns cursor rectangle
inline void GetCursorRect(RECT& rectCursor);
// draws cursor background and returns the cursor rectangle
inline void DrawCursorBackground(RECT& rectCursor);
// clears text selection
void ClearSelection();
// returns the console text change rate since the last painting
// (using this value we decide whether to repaint entire window
// or just the changes)
DWORD GetChangeRate();
//////////////////////////
// window state functions
//////////////////////////
// shows/hides Console window
void ShowHideWindow();
// shows/hides windows console window
void ShowHideConsole();
// shows/hides windows console window after a timeout (used during
// shell startup)
void ShowHideConsoleTimeout();
// toggles 'always on top' status
void ToggleWindowOnTop();
//////////////////
// menu functions
//////////////////
// called by OnCommand and OnSysCommand to handle menu commands
BOOL HandleMenuCommand(DWORD dwID);
// updates popup and system menus for 'always on top' status
void UpdateOnTopMenuItem();
// updates popup and system menus for 'hide console' status
void UpdateHideConsoleMenuItem();
// updates configuration files submenu
void UpdateConfigFilesSubmenu();
///////////////////////
// clipboard functions
///////////////////////
// copies selected text to the clipboard
void CopyTextToClipboard();
// pastes text from the clipboard
void PasteClipoardText();
//////////////////
// misc functions
//////////////////
// shows Readme.txt file
void ShowReadmeFile();
// shows about dialog
void About();
// sends text to the windows console
void SendTextToConsole(const wchar_t *pszText);
// returns the full filename
tstring GetFullFilename(const tstring& strFilename);
// gets a desktop rectangle
void GetDesktopRect(RECT& rectDesktop);
// Pulls the text from the stdout or stderr handle (both are the same) and sends it to the console
void AddOutput();
///////////////////////
// 'gearbox' functions
///////////////////////
// Console window procedure
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
// shell activities monitor
static DWORD WINAPI MonitorThreadStatic(LPVOID lpParam);
DWORD MonitorThread();
// CTRL+C, CTRL+BREAK handler
static BOOL WINAPI CtrlHandler(DWORD dwCtrlType);
public: // public data
// Console window handle
HWND m_hWnd;
HWND m_notifyhWnd;
// console colors
COLORREF m_arrConsoleColors[16];
private: // private data
// readem filename
tstring m_strReadmeFile;
BOOL m_bInitializing;
BOOL m_bReloading;
tstring m_strConfigFile;
tstring m_strConfigEditor;
tstring m_strConfigEditorParams;
// one of the RELOAD_NEW_CONFIG_* constants
// - specifies relaod behaviour when a new configuration is selected
// (auto reload, don't reload, ask user)
DWORD m_dwReloadNewConfigDefault;
DWORD m_dwReloadNewConfig;
tstring m_strShell;
tstring m_strShellCmdLine;
// handle to invisible window - used for hiding the taskbar button in tray and 'hidden' modes
HWND m_hwndInvisParent;
// memory device context that holds console output image
HDC m_hdcConsole;
// memory device context for an off-screen window buffer (used to
// compose an image from m_hdcConsole and m_hdcSelection if text
// selection is active)
HDC m_hdcWindow;
// a bitmap used for drawing in the console memory DC
HBITMAP m_hbmpConsole;
HBITMAP m_hbmpConsoleOld;
// a bitmap used for drawing in the window memory DC
HBITMAP m_hbmpWindow;
HBITMAP m_hbmpWindowOld;
// brush for painting background
HBRUSH m_hBkBrush;
// master repaint timer interval (runs independent of changes in the
// console)
DWORD m_dwMasterRepaintInt;
// change repaint timer interval (when a change occurs, repainting
// will be postponed for this interval)
DWORD m_dwChangeRepaintInt;
// icon filename
tstring m_strIconFilename;
// program icons
HICON m_hSmallIcon;
HICON m_hBigIcon;
// popup menu
HMENU m_hPopupMenu;
// system (taskbar button) menu
HMENU m_hSysMenu;
// submenu for the XML (config) files
HMENU m_hConfigFilesMenu;
// set to TRUE if the popup menu is disabled
BOOL m_bPopupMenuDisabled;
// Console window title variables
// holds the default console title ("console" or the one passed in the cmdline param)
tstring m_strWindowTitleDefault;
// holds the window title (default title, or the one from the config file)
tstring m_strWindowTitle;
// holds the current window title
tstring m_strWindowTitleCurrent;
// font data
tstring m_strFontName;
DWORD m_dwFontSize;
BOOL m_bBold;
BOOL m_bItalic;
BOOL m_bUseFontColor;
COLORREF m_crFontColor;
HFONT m_hFont;
HFONT m_hFontOld;
// window X and Y positions
int m_nX;
int m_nY;
// client area inside border (gives a more 'relaxed' look to windows)
int m_nInsideBorder;
// window width and height
int m_nWindowWidth;
int m_nWindowHeight;
// window border sizes
int m_nXBorderSize;
int m_nYBorderSize;
int m_nCaptionSize;
// client area widht/height
int m_nClientWidth;
int m_nClientHeight;
// char height and width (used in window repainting)
// Note: width is used only for fixed-pitch fonts to speed up
// repainting
int m_nCharHeight;
int m_nCharWidth;
// window border type
// 0 - none
// 1 - regular window
// 2 - 1-pixel thin border
DWORD m_dwWindowBorder;
// scrollbar stuff
BOOL m_bShowScrollbar;
int m_nScrollbarStyle;
COLORREF m_crScrollbarColor;
int m_nScrollbarWidth;
int m_nScrollbarButtonHeight;
int m_nScrollbarThunmbHeight;
// what to do with the taskbar button
// if the taskbar button is hidden, or placed in the traybar, you
// can't ALT-TAB to console (take care when using with color key
// transparency :-)
// 0 - nothing
// 1 - hide it
// 2 - put icon to traybar
DWORD m_dwTaskbarButton;
// set to TRUE if the window can be dragged by left-click hold
BOOL m_bMouseDragable;
// snap distance
int m_nSnapDst;
// window docking position
// 0 - no dock
// 1 - top left
// 2 - top right
// 3 - bottom right
// 4 - bottom left
DWORD m_dwDocked;
// window Z-ordering
// 0 - regular
// 1 - always on top
// 2 - always on bottom
DWORD m_dwOriginalZOrder;
DWORD m_dwCurrentZOrder;
// Win2000/XP transparency
// 0 - none
// 1 - alpha blending
// 2 - colorkey
// 3 - fake transparency
DWORD m_dwTransparency;
// alpha value for alpha blending (Win2000 and later only!)
BYTE m_byAlpha;
// alpha value for inactive window
BYTE m_byInactiveAlpha;
COLORREF m_crBackground;
COLORREF m_crConsoleBackground;
// this is used for tinting background images and fake transparencies
BOOL m_bTintSet;
BYTE m_byTintOpacity;
BYTE m_byTintR;
BYTE m_byTintG;
BYTE m_byTintB;
// used when background is an image
BOOL m_bBitmapBackground;
tstring m_strBackgroundFile;
HDC m_hdcBackground;
HBITMAP m_hbmpBackground;
HBITMAP m_hbmpBackgroundOld;
// background attributes
// one of BACKGROUND_STYLE_ #defines
DWORD m_dwBackgroundStyle;
// set to true for relative background
BOOL m_bRelativeBackground;
// set to true to extend the background to all monitors
BOOL m_bExtendBackground;
// offsets used for multiple monitors and relative backgrounds (fake transparency, too)
int m_nBackgroundOffsetX;
int m_nBackgroundOffsetY;
// used for showing/hiding main window
BOOL m_bHideWindow;
// set to TRUE when the real console is hidden
BOOL m_bHideConsole;
// timeout used when hiding console window for the first time (some
// shells need console window visible during startup)
DWORD m_dwHideConsoleTimeout;
// if set to TRUE, Console will be started minimized
BOOL m_bStartMinimized;
// cursor style
// 0 - none
// 1 - XTerm
// 2 - block cursor
// 3 - bar cursor
// 4 - console cursor
// 5 - horizontal line
// 6 - vertical line
// 7 - pulse rect
// 8 - fading block
DWORD m_dwCursorStyle;
COLORREF m_crCursorColor;
// console screen buffer info for cursor
CONSOLE_SCREEN_BUFFER_INFO m_csbiCursor;
// wether console cursor is visible or not
BOOL m_bCursorVisible;
class Cursor* m_pCursor;
// mouse cursor offset within the window (used for moving the window)
POINT m_mouseCursorOffset;
/////////////////////
// console stuff
// console window handle
HWND m_hWndConsole;
// console screen buffer info for console repainting
CONSOLE_SCREEN_BUFFER_INFO m_csbiConsole;
// console stdouts
HANDLE m_hStdOut;
HANDLE m_hStdOutFresh;
// set when quitting the application
HANDLE m_hQuitEvent;
// set by monitor thread when detects console process exit
HANDLE m_hConsoleProcess;
// handle to monitor thread
HANDLE m_hMonitorThread;
// console rows & columns
DWORD m_dwRows;
DWORD m_dwColumns;
DWORD m_dwBufferRows;
BOOL m_bUseTextBuffer;
// set to one of TEXT_SELECTION_ #defines
int m_nTextSelection;
// X Windows style copy-on-select
BOOL m_bCopyOnSelect;
// Inverse the shift behaviour for selecting and dragging
BOOL m_bInverseShift;
COORD m_coordSelOrigin;
RECT m_rectSelection;
HDC m_hdcSelection;
HBITMAP m_hbmpSelection;
HBITMAP m_hbmpSelectionOld;
HBRUSH m_hbrushSelection;
CHAR_INFO* m_pScreenBuffer;
CHAR_INFO* m_pScreenBufferNew;
DWORD m_nTextColor;
DWORD m_nTextBgColor;
// Console window class names
static const TCHAR m_szConsoleClass[];
static const TCHAR m_szHiddenParentClass[];
// win console window title
static const tstring m_strWinConsoleTitle;
};
/////////////////////////////////////////////////////////////////////////////
-208
View File
@@ -1,208 +0,0 @@
//Microsoft Developer Studio generated resource script.
//
#include "res\resource.h"
#define APSTUDIO_READONLY_SYMBOLS
#define IDC_STATIC 00
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "windows.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// Neutral resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_NEU)
#ifdef _WIN32
LANGUAGE LANG_NEUTRAL, SUBLANG_NEUTRAL
#pragma code_page(1250)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_ABOUT DIALOG DISCARDABLE 0, 0, 146, 87
STYLE DS_MODALFRAME | DS_NOIDLEMSG | DS_SETFOREGROUND | DS_CENTER | WS_POPUP |
WS_CAPTION | WS_SYSMENU
CAPTION "About Console"
FONT 8, "MS Sans Serif"
BEGIN
DEFPUSHBUTTON "OK",IDOK,48,66,50,14
LTEXT "Console v1.5",IDC_STATIC,51,11,42,8
LTEXT "Copyright© 2001-2005 Marko Bozikovic",IDC_STATIC,9,30,
127,8
LTEXT "bozho@kset.org",IDC_STATIC,46,45,53,8
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO DISCARDABLE
BEGIN
IDD_ABOUT, DIALOG
BEGIN
LEFTMARGIN, 7
RIGHTMARGIN, 139
TOPMARGIN, 7
BOTTOMMARGIN, 80
END
END
#endif // APSTUDIO_INVOKED
#endif // Neutral resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Neutral (Default) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_NEUD)
#ifdef _WIN32
LANGUAGE LANG_NEUTRAL, SUBLANG_DEFAULT
#pragma code_page(1250)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
//IDI_ICON2 ICON DISCARDABLE "Console.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Menu
//
IDR_POPUP_MENU MENU DISCARDABLE
BEGIN
POPUP " "
BEGIN
// MENUITEM "Read&me", ID_SHOW_README_FILE
MENUITEM "&About Console", ID_ABOUT
MENUITEM SEPARATOR
MENUITEM "&Copy", ID_COPY
MENUITEM "&Paste", ID_PASTE
MENUITEM SEPARATOR
// MENUITEM "Always on &top", ID_TOGGLE_ONTOP
// MENUITEM "&Hide console", ID_HIDE_CONSOLE
// MENUITEM SEPARATOR
// MENUITEM "&Select configuration file", ID_SEL_CONFIG_FILE
// MENUITEM "&Edit configuration file", ID_EDIT_CONFIG_FILE
// MENUITEM "&Reload settings", ID_RELOAD_SETTINGS
// MENUITEM SEPARATOR
MENUITEM "E&xit", ID_EXIT_CONSOLE
END
END
#endif // Neutral (Default) resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Croatian resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_HRV)
#ifdef _WIN32
LANGUAGE LANG_CROATIAN, SUBLANG_DEFAULT
#pragma code_page(1250)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
#ifndef _MAC
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,5,0,351
PRODUCTVERSION 1,5,0,351
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "000004b0"
BEGIN
VALUE "Comments", "A cool console window :-)\0"
VALUE "CompanyName", "Ingenuity Unlimited Ltd.\0"
VALUE "FileDescription", "Console\0"
VALUE "FileVersion", "1.5, Build 351 2005.09.22\0"
VALUE "InternalName", "Console\0"
VALUE "LegalCopyright", "Copyright © 2001-2004 Marko Bozikovic\0"
VALUE "LegalTrademarks", "Copyright © 2001-2004 Marko Bozikovic\0"
VALUE "OriginalFilename", "Console.exe\0"
VALUE "PrivateBuild", "\0"
VALUE "ProductName", "Console\0"
VALUE "ProductVersion", "1.5.00.351\0"
VALUE "SpecialBuild", "\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x0, 1200
END
END
#endif // !_MAC
#endif // Croatian resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED
-769
View File
@@ -1,769 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Cursors.h - cursor classes
//#include "stdafx.h"
#include <Windows.h>
#include <tchar.h>
#include "Cursors.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// XTermCursor
XTermCursor::XTermCursor(HWND hwndConsole, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndConsole, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
, m_hInactiveBrush(::CreateSolidBrush(crCursorColor))
{
}
XTermCursor::~XTermCursor() {
::DeleteObject(m_hActiveBrush);
::DeleteObject(m_hInactiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void XTermCursor::Draw(LPRECT pRect) {
if (m_bActive) {
::FillRect(m_hdcWindow, pRect, m_hActiveBrush);
} else {
::FrameRect(m_hdcWindow, pRect, m_hInactiveBrush);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void XTermCursor::PrepareNext() {
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// BlockCursor
BlockCursor::BlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
, m_bVisible(TRUE)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 750, NULL);
}
BlockCursor::~BlockCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void BlockCursor::Draw(LPRECT pRect) {
if (m_bActive && m_bVisible) {
::FillRect(m_hdcWindow, pRect, m_hActiveBrush);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void BlockCursor::PrepareNext() {
m_bVisible = !m_bVisible;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// NBBlockCursor
NBBlockCursor::NBBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
{
}
NBBlockCursor::~NBBlockCursor() {
::DeleteObject(m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void NBBlockCursor::Draw(LPRECT pRect) {
::FillRect(m_hdcWindow, pRect, m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void NBBlockCursor::PrepareNext() {
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// PulseBlockCursor
PulseBlockCursor::PulseBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
, m_nSize(0)
, m_nMaxSize(0)
, m_nStep(0)
{
::ZeroMemory(&m_rect, sizeof(RECT));
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 100, NULL);
}
PulseBlockCursor::~PulseBlockCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void PulseBlockCursor::Draw(LPRECT pRect) {
// this is called only once, to set the size of the cursor
if (m_nMaxSize == 0) {
if ((pRect->right - pRect->left) < (pRect->bottom - pRect->top)) {
m_nMaxSize = (pRect->right - pRect->left) >> 1;
} else {
m_nMaxSize = (pRect->bottom - pRect->top) >> 1;
}
}
if (m_bActive) {
RECT rect;
::CopyMemory(&rect, pRect, sizeof(RECT));
rect.left += m_nSize;
rect.top += m_nSize;
rect.right -= m_nSize;
rect.bottom -= m_nSize;
::FillRect(m_hdcWindow, &rect, m_hActiveBrush);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void PulseBlockCursor::PrepareNext() {
if (m_nSize == 0) {
m_nStep = 1;
} else if (m_nSize == m_nMaxSize) {
m_nStep = -1;
}
m_nSize += m_nStep;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// BarCursor
BarCursor::BarCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hPen(::CreatePen(PS_SOLID, 1, crCursorColor))
, m_bVisible(TRUE)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 750, NULL);
}
BarCursor::~BarCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hPen);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void BarCursor::Draw(LPRECT pRect) {
if (m_bActive && m_bVisible) {
HPEN hOldPen = (HPEN)::SelectObject(m_hdcWindow, m_hPen);
::MoveToEx(m_hdcWindow, pRect->left, pRect->top, NULL);
::LineTo(m_hdcWindow, pRect->left, pRect->bottom);
::SelectObject(m_hdcWindow, hOldPen);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void BarCursor::PrepareNext() {
m_bVisible = !m_bVisible;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// ConsoleCursor
ConsoleCursor::ConsoleCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hStdOut(::CreateFile(_T("CONOUT$"), GENERIC_WRITE | GENERIC_READ, FILE_SHARE_READ | FILE_SHARE_WRITE, NULL, OPEN_EXISTING, 0, 0))
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
, m_bVisible(TRUE)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 750, NULL);
}
ConsoleCursor::~ConsoleCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hActiveBrush);
::CloseHandle(m_hStdOut);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void ConsoleCursor::Draw(LPRECT pRect) {
RECT rect;
::CopyMemory(&rect, pRect, sizeof(RECT));
if (m_bActive && m_bVisible) {
rect.top += (rect.bottom - rect.top) * 80 / 100;
::FillRect(m_hdcWindow, &rect, m_hActiveBrush);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void ConsoleCursor::PrepareNext() {
m_bVisible = !m_bVisible;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// NBHLineCursor
NBHLineCursor::NBHLineCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hPen(::CreatePen(PS_SOLID, 1, crCursorColor))
{
}
NBHLineCursor::~NBHLineCursor() {
::DeleteObject(m_hPen);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void NBHLineCursor::Draw(LPRECT pRect) {
HPEN hOldPen = (HPEN)::SelectObject(m_hdcWindow, m_hPen);
::MoveToEx(m_hdcWindow, pRect->left, pRect->bottom-1, NULL);
::LineTo(m_hdcWindow, pRect->right, pRect->bottom-1);
::SelectObject(m_hdcWindow, hOldPen);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void NBHLineCursor::PrepareNext() {
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// HLineCursor
HLineCursor::HLineCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hPen(::CreatePen(PS_SOLID, 1, crCursorColor))
, m_nSize(0)
, m_nPosition(0)
, m_nStep(0)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 100, NULL);
}
HLineCursor::~HLineCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hPen);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void HLineCursor::Draw(LPRECT pRect) {
// this is called only once, to set the size of the cursor
if (m_nSize != (pRect->bottom - pRect->top - 1)) {
m_nSize = pRect->bottom - pRect->top - 1;
m_nPosition = 0;
m_nStep = 1;
}
if (m_bActive) {
HPEN hOldPen = (HPEN)::SelectObject(m_hdcWindow, m_hPen);
::MoveToEx(m_hdcWindow, pRect->left, pRect->top + m_nPosition, NULL);
::LineTo(m_hdcWindow, pRect->right, pRect->top + m_nPosition);
::SelectObject(m_hdcWindow, hOldPen);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void HLineCursor::PrepareNext() {
if (m_nPosition == 0) {
m_nStep = 1;
} else if (m_nPosition == m_nSize) {
m_nStep = -1;
}
m_nPosition += m_nStep;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// VLineCursor
VLineCursor::VLineCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hPen(::CreatePen(PS_SOLID, 1, crCursorColor))
, m_nSize(0)
, m_nPosition(0)
, m_nStep(0)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 100, NULL);
}
VLineCursor::~VLineCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hPen);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void VLineCursor::Draw(LPRECT pRect) {
// this is called only once, to set the size of the cursor
if (m_nSize != (pRect->right - pRect->left - 1)) {
m_nSize = pRect->right - pRect->left - 1;
m_nPosition = 0;
m_nStep = 1;
}
if (m_bActive) {
HPEN hOldPen = (HPEN)::SelectObject(m_hdcWindow, m_hPen);
::MoveToEx(m_hdcWindow, pRect->left + m_nPosition, pRect->top, NULL);
::LineTo(m_hdcWindow, pRect->left + m_nPosition, pRect->bottom);
::SelectObject(m_hdcWindow, hOldPen);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void VLineCursor::PrepareNext() {
if (m_nPosition == 0) {
m_nStep = 1;
} else if (m_nPosition == m_nSize) {
m_nStep = -1;
}
m_nPosition += m_nStep;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// RectCursor
RectCursor::RectCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
, m_bVisible(TRUE)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 750, NULL);
}
RectCursor::~RectCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void RectCursor::Draw(LPRECT pRect) {
if (m_bActive && m_bVisible) {
::FrameRect(m_hdcWindow, pRect, m_hActiveBrush);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void RectCursor::PrepareNext() {
m_bVisible = !m_bVisible;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// NBRectCursor
NBRectCursor::NBRectCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
{
}
NBRectCursor::~NBRectCursor() {
::DeleteObject(m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void NBRectCursor::Draw(LPRECT pRect) {
::FrameRect(m_hdcWindow, pRect, m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void NBRectCursor::PrepareNext() {
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// PulseRectCursor
PulseRectCursor::PulseRectCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_hActiveBrush(::CreateSolidBrush(crCursorColor))
, m_nSize(0)
, m_nMaxSize(0)
, m_nStep(0)
{
::ZeroMemory(&m_rect, sizeof(RECT));
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 100, NULL);
}
PulseRectCursor::~PulseRectCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
::DeleteObject(m_hActiveBrush);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void PulseRectCursor::Draw(LPRECT pRect) {
// this is called only once, to set the size of the cursor
if (m_nMaxSize == 0) {
if ((pRect->right - pRect->left) < (pRect->bottom - pRect->top)) {
m_nMaxSize = (pRect->right - pRect->left) >> 1;
} else {
m_nMaxSize = (pRect->bottom - pRect->top) >> 1;
}
}
if (m_bActive) {
RECT rect;
::CopyMemory(&rect, pRect, sizeof(RECT));
rect.left += m_nSize;
rect.top += m_nSize;
rect.right -= m_nSize;
rect.bottom -= m_nSize;
::FrameRect(m_hdcWindow, &rect, m_hActiveBrush);
}
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void PulseRectCursor::PrepareNext() {
if (m_nSize == 0) {
m_nStep = 1;
} else if (m_nSize == m_nMaxSize) {
m_nStep = -1;
}
m_nSize += m_nStep;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// FadeBlockCursor
FadeBlockCursor::FadeBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor, COLORREF crBkColor)
: Cursor(hwndParent, hdcWindow, crCursorColor)
, m_crCursorColor(crCursorColor)
, m_nStep(1)
, m_crBkColor(crBkColor)
, m_nIndex(0)
, m_hUser32(NULL)
, m_hMemDC(NULL)
{
m_uiTimer = ::SetTimer(hwndParent, CURSOR_TIMER, 35, NULL);
FakeBlend();
// }
}
FadeBlockCursor::~FadeBlockCursor() {
if (m_uiTimer) ::KillTimer(m_hwndParent, m_uiTimer);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void FadeBlockCursor::Draw(LPRECT pRect) {
HBRUSH hBrush = ::CreateSolidBrush(m_arrColors[m_nIndex]);
::FillRect(m_hdcWindow, pRect, hBrush);
::DeleteObject(hBrush);
// }
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
void FadeBlockCursor::PrepareNext() {
if (m_nIndex == 0) {
m_nStep = 1;
} else if (m_nIndex == (FADE_STEPS)) {
m_nStep = -1;
}
m_nIndex += m_nStep;
// }
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// This function is used to create a fake blending for WinNT (uuseful only
// for solid background, though)
void FadeBlockCursor::FakeBlend() {
int nDeltaR = ((GetRValue(m_crCursorColor) - GetRValue(m_crBkColor)) << 8) / FADE_STEPS;
int nDeltaG = ((GetGValue(m_crCursorColor) - GetGValue(m_crBkColor)) << 8) / FADE_STEPS;
int nDeltaB = ((GetBValue(m_crCursorColor) - GetBValue(m_crBkColor)) << 8) / FADE_STEPS;
for (int i = 0; i < FADE_STEPS; ++i) {
m_arrColors[i] = RGB(GetRValue(m_crCursorColor) - (nDeltaR*i >> 8), GetGValue(m_crCursorColor) - (nDeltaG*i >> 8), GetBValue(m_crCursorColor) - (nDeltaB*i >> 8));
}
m_arrColors[FADE_STEPS] = m_crBkColor;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
-342
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@@ -1,342 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Cursors.h - cursor classes
#pragma once
#define CURSOR_TIMER 45
extern BOOL g_bWin2000;
/////////////////////////////////////////////////////////////////////////////
// A base class for all the cursors
class Cursor {
public:
Cursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor)
: m_hwndParent(hwndParent)
, m_hdcWindow(hdcWindow)
, m_crCursorColor(crCursorColor)
, m_bActive(TRUE)
, m_uiTimer(0)
{};
virtual ~Cursor(){};
void SetState(BOOL bActive) {m_bActive = bActive;};
BOOL GetState() { return m_bActive; }
// used to draw current frame of the cursor
virtual void Draw(LPRECT pRect) = 0;
// used to prepare the next frame of cursor animation
virtual void PrepareNext() = 0;
protected:
HWND m_hwndParent;
HDC m_hdcWindow;
COLORREF m_crCursorColor;
BOOL m_bActive;
UINT m_uiTimer;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// XTermCursor
class XTermCursor : public Cursor {
public:
XTermCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~XTermCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
HBRUSH m_hInactiveBrush;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// BlockCursor
class BlockCursor : public Cursor {
public:
BlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~BlockCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
BOOL m_bVisible;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// NBBlockCursor
class NBBlockCursor : public Cursor {
public:
NBBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~NBBlockCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// PulseBlockCursor
class PulseBlockCursor : public Cursor {
public:
PulseBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~PulseBlockCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
RECT m_rect;
int m_nSize;
int m_nMaxSize;
int m_nStep;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// BarCursor
class BarCursor : public Cursor {
public:
BarCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~BarCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HPEN m_hPen;
BOOL m_bVisible;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// ConsoleCursor
class ConsoleCursor : public Cursor {
public:
ConsoleCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~ConsoleCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HANDLE m_hStdOut;
HBRUSH m_hActiveBrush;
BOOL m_bVisible;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// NBHLineCursor
class NBHLineCursor : public Cursor {
public:
NBHLineCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~NBHLineCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HPEN m_hPen;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// HLineCursor
class HLineCursor : public Cursor {
public:
HLineCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~HLineCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HPEN m_hPen;
int m_nSize;
int m_nPosition;
int m_nStep;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// VLineCursor
class VLineCursor : public Cursor {
public:
VLineCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~VLineCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HPEN m_hPen;
int m_nSize;
int m_nPosition;
int m_nStep;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// RectCursor
class RectCursor : public Cursor {
public:
RectCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~RectCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
BOOL m_bVisible;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// NBRectCursor
class NBRectCursor : public Cursor {
public:
NBRectCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~NBRectCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// PulseRectCursor
class PulseRectCursor : public Cursor {
public:
PulseRectCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor);
~PulseRectCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
HBRUSH m_hActiveBrush;
RECT m_rect;
int m_nSize;
int m_nMaxSize;
int m_nStep;
};
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// FadeBlockCursor
#define FADE_STEPS 20
#define ALPHA_STEP 12
#define BLEND_BMP_WIDTH 10
#define BLEND_BMP_HEIGHT 20
class FadeBlockCursor : public Cursor {
public:
FadeBlockCursor(HWND hwndParent, HDC hdcWindow, COLORREF crCursorColor, COLORREF crBkColor);
~FadeBlockCursor();
void Draw(LPRECT pRect);
void PrepareNext();
private:
void FakeBlend();
COLORREF m_crCursorColor;
int m_nStep;
// used under WinNT 4.0
COLORREF m_crBkColor;
COLORREF m_arrColors[FADE_STEPS+1];
int m_nIndex;
// these are used under Win2000 only
HMODULE m_hUser32;
BLENDFUNCTION m_bfn;
HDC m_hMemDC;
};
/////////////////////////////////////////////////////////////////////////////
-134
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@@ -1,134 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Dialogs.h - dialog classes
//
// About dialog class, etc...
//#include "stdafx.h"
#include <Windows.h>
#include "resource.h"
#include "Console.h"
#include "Dialogs.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
extern HINSTANCE ghInstance;
/////////////////////////////////////////////////////////////////////////////
// About dialog class
/////////////////////////////////////////////////////////////////////////////
// Ctor/Dtor
CAboutDlg::CAboutDlg(HWND hwndParent)
: m_hWndParent(hwndParent)
{
}
CAboutDlg::~CAboutDlg()
{
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// public methods
/////////////////////////////////////////////////////////////////////////////
// DoModal - shows About dialog
BOOL CAboutDlg::DoModal()
{
::DialogBox(
ghInstance,
MAKEINTRESOURCE(IDD_ABOUT),
m_hWndParent,
CAboutDlg::DialogProc);
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// message handlers
/////////////////////////////////////////////////////////////////////////////
// DialogProc - dialog window procedure
int CALLBACK CAboutDlg::DialogProc(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
switch (LOWORD(wParam)) {
case IDOK:
case IDCANCEL:
if (HIWORD(wParam) == BN_CLICKED) {
::EndDialog(hwndDlg, MB_OK);
return TRUE;
}
break;
}
}
return 0;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
-64
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@@ -1,64 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Dialogs.h - dialog classes
//
// About dialog class, etc...
#pragma once
/////////////////////////////////////////////////////////////////////////////
// About dialog class
class CAboutDlg {
public:
CAboutDlg(HWND hwndParent);
~CAboutDlg();
// public methods
public:
// shows About dialog
BOOL DoModal();
// public data
public:
// parent window handle
HWND m_hWndParent;
// private methods
private:
/////////////////////////
// message handlers
// dialog window procedure
static int CALLBACK DialogProc(HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam );
// private data
private:
};
/////////////////////////////////////////////////////////////////////////////
-259
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@@ -1,259 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// FileStream.cpp - implementation of IStream interface on any file
// (not strictly COM, I'm faking it here a bit :-)
//
#undef CINTERFACE
#include "builddefines.h"
//#include "stdafx.h"
//#include <atlbase.h>
#include <Windows.h>
#include <objidl.h>
#include "FileStream.h"
//#ifdef _DEBUG
//#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
//#endif
/////////////////////////////////////////////////////////////////////////////
// CreateFileStream - opens/creates a file and returns an IStream interface
HRESULT CreateFileStream(
LPCTSTR lpFileName, // file name
DWORD dwDesiredAccess, // access mode
DWORD dwShareMode, // share mode
LPSECURITY_ATTRIBUTES lpSecurityAttributes, // SD
DWORD dwCreationDisposition, // how to create
DWORD dwFlagsAndAttributes, // file attributes
HANDLE hTemplateFile, // handle to template file
IStream** ppStream // pointer to IStream interface
)
{
HANDLE hFile = ::CreateFile(
lpFileName,
dwDesiredAccess,
dwShareMode,
lpSecurityAttributes,
dwCreationDisposition,
dwFlagsAndAttributes,
hTemplateFile);
if (hFile == INVALID_HANDLE_VALUE) {
// DWORD a = ::GetLastError();
ppStream = NULL;
return E_FAIL;
}
FileStream* pFileStream = new FileStream(hFile);
return pFileStream->QueryInterface(IID_IStream, (void**)ppStream);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// FileStream class
/////////////////////////////////////////////////////////////////////////////
// ctor/dtor
FileStream::FileStream(HANDLE hFile)
: m_lRefCount(0)
, m_hFile(hFile)
{
}
FileStream::~FileStream()
{
if (m_hFile) ::CloseHandle(m_hFile);
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// IStream methods
/////////////////////////////////////////////////////////////////////////////
// Read - reads a specified number of bytes from the stream object into memory
// starting at the current seek pointer
STDMETHODIMP FileStream::Read(void *pv, ULONG cb, ULONG *pcbRead)
{
if (!::ReadFile(m_hFile, pv, cb, pcbRead, NULL)) return S_FALSE;
return S_OK;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Write - writes a specified number of bytes into the stream object starting
// at the current seek pointer
STDMETHODIMP FileStream::Write(void const *pv, ULONG cb, ULONG *pcbWritten)
{
if (!::WriteFile(m_hFile, pv, cb, pcbWritten, NULL)) return S_FALSE;
return S_OK;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Seek - changes the seek pointer to a new location relative to the beginning
// of the stream, to the end of the stream, or to the current seek pointer
STDMETHODIMP FileStream::Seek(LARGE_INTEGER dlibMove, DWORD dwOrigin, ULARGE_INTEGER *plibNewPosition)
{
DWORD dwFileOrigin;
DWORD dwMoveLow = dlibMove.LowPart;
LONG lMoveHigh = dlibMove.HighPart;
switch (dwOrigin) {
case STREAM_SEEK_SET : dwFileOrigin = FILE_BEGIN; break;
case STREAM_SEEK_CUR : dwFileOrigin = FILE_CURRENT; break;
case STREAM_SEEK_END : dwFileOrigin = FILE_END; break;
default:dwFileOrigin = FILE_BEGIN;
}
DWORD dwRet = ::SetFilePointer(m_hFile, dwMoveLow, &lMoveHigh, dwFileOrigin);
if (::GetLastError() != NO_ERROR) return STG_E_INVALIDPOINTER;
plibNewPosition->LowPart = dwRet;
plibNewPosition->HighPart = lMoveHigh;
return S_OK;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// SetSize - not really doing anything here
STDMETHODIMP FileStream::SetSize(ULARGE_INTEGER libNewSize)
{
return S_OK;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// CopyTo - copies a specified number of bytes from the current seek pointer
// in the stream to the current seek pointer in another stream
STDMETHODIMP FileStream::CopyTo(IStream *pstm, ULARGE_INTEGER cb, ULARGE_INTEGER *pcbRead, ULARGE_INTEGER *pcbWritten)
{
// later...
return E_NOTIMPL;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Commit - no work here...
STDMETHODIMP FileStream::Commit(DWORD grfCommitFlags)
{
return S_OK;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Revert - no work here...
STDMETHODIMP FileStream::Revert(void)
{
return S_OK;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// LockRegion - no work here...
STDMETHODIMP FileStream::LockRegion(ULARGE_INTEGER libOffset, ULARGE_INTEGER cb, DWORD dwLockType)
{
return E_NOTIMPL;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// UnlockRegion - no work here...
STDMETHODIMP FileStream::UnlockRegion(ULARGE_INTEGER libOffset, ULARGE_INTEGER cb, DWORD dwLockType)
{
return E_NOTIMPL;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Stat - no work here...
STDMETHODIMP FileStream::Stat(STATSTG *pstatstg, DWORD grfStatFlag)
{
return E_NOTIMPL;
}
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Clone - no work here...
STDMETHODIMP FileStream::Clone(IStream **ppstm)
{
return E_NOTIMPL;
}
/////////////////////////////////////////////////////////////////////////////
-107
View File
@@ -1,107 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2001-2004 by Marko Bozikovic
// All rights reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Send bug reports, bug fixes, enhancements, requests, flames, etc., and
// I'll try to keep a version up to date. I can be reached as follows:
// marko.bozikovic@alterbox.net
// bozho@kset.org
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// FileStream.h - implementation of IStream interface on any file
// (not really COM, I'm faking it here a bit :-)
//
#pragma once
/////////////////////////////////////////////////////////////////////////////
// CreateFileStream - opens/creates a file and returns an IStream interface
HRESULT CreateFileStream(
LPCTSTR lpFileName, // file name
DWORD dwDesiredAccess, // access mode
DWORD dwShareMode, // share mode
LPSECURITY_ATTRIBUTES lpSecurityAttributes, // SD
DWORD dwCreationDisposition, // how to create
DWORD dwFlagsAndAttributes, // file attributes
HANDLE hTemplateFile, // handle to template file
IStream** ppStream // pointer to IStream interface
);
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// FileStream class
class FileStream : public IStream {
public:
FileStream(HANDLE hFile);
~FileStream();
// IUnknown methods
STDMETHOD(QueryInterface)(REFIID riid, void ** ppv) {
if (riid == IID_IUnknown) {
*ppv = static_cast<IStream*>(this);
} else if (riid == IID_IStream) {
*ppv = static_cast<IStream*>(this);
} else {
*ppv = NULL;
return E_NOINTERFACE;
}
static_cast<IUnknown*>(*ppv)->AddRef();
return S_OK;
};
STDMETHOD_(ULONG, AddRef)(void) {
return ::InterlockedIncrement(&m_lRefCount);
};
STDMETHOD_(ULONG, Release)(void) {
long l = ::InterlockedDecrement(&m_lRefCount);
if (l == 0) delete this;
return l;
};
// IStream methods
STDMETHOD(Read)(void *pv, ULONG cb, ULONG *pcbRead);
STDMETHOD(Write)(void const *pv, ULONG cb, ULONG *pcbWritten);
STDMETHOD(Seek)(LARGE_INTEGER dlibMove, DWORD dwOrigin, ULARGE_INTEGER *plibNewPosition);
STDMETHOD(SetSize)(ULARGE_INTEGER libNewSize);
STDMETHOD(CopyTo)(IStream *pstm, ULARGE_INTEGER cb, ULARGE_INTEGER *pcbRead, ULARGE_INTEGER *pcbWritten);
STDMETHOD(Commit)(DWORD grfCommitFlags);
STDMETHOD(Revert)(void);
STDMETHOD(LockRegion)(ULARGE_INTEGER libOffset, ULARGE_INTEGER cb, DWORD dwLockType);
STDMETHOD(UnlockRegion)(ULARGE_INTEGER libOffset, ULARGE_INTEGER cb, DWORD dwLockType);
STDMETHOD(Stat)(STATSTG *pstatstg, DWORD grfStatFlag);
STDMETHOD(Clone)(IStream **ppstm);
private: // private data
// reference count
long m_lRefCount;
// file handle
HANDLE m_hFile;
};
/////////////////////////////////////////////////////////////////////////////
-1200
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+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __BUTTON_DEFINES_H #ifndef __BUTTON_DEFINES_H
+1 -1
View File
@@ -7,7 +7,7 @@
#include "renderworld.h" #include "renderworld.h"
#include "random.h" #include "random.h"
#include "worldman.h" #include "worldman.h"
#include "interface.h" #include "Interface.h"
#include "Isometric Utils.h" #include "Isometric Utils.h"
#include "editscreen.h" #include "editscreen.h"
#include "EditorDefines.h" #include "EditorDefines.h"
+3 -3
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __CURSOR_MODES_H #ifndef __CURSOR_MODES_H
@@ -29,7 +29,7 @@ void IncreaseSelectionDensity();
void DecreaseSelectionDensity(); void DecreaseSelectionDensity();
void RemoveCursors(); void RemoveCursors();
extern STR16 wszSelType[6]; extern STR16 *wszSelType;
extern BOOLEAN gfCurrentSelectionWithRightButton; extern BOOLEAN gfCurrentSelectionWithRightButton;
@@ -40,4 +40,4 @@ extern BOOLEAN gfCurrentSelectionWithRightButton;
#endif #endif
#endif #endif
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITOR_CALLBACK_PROTOTYPES_H #ifndef __EDITOR_CALLBACK_PROTOTYPES_H
+1 -1
View File
@@ -17,7 +17,7 @@
#include "environment.h" #include "environment.h"
#include "worlddef.h" #include "worlddef.h"
#include "Exit Grids.h" #include "Exit Grids.h"
#include "Worldman.h" #include "worldman.h"
BOOLEAN gfShowExitGrids = FALSE; BOOLEAN gfShowExitGrids = FALSE;
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITOR_MODES_H #ifndef __EDITOR_MODES_H
+2 -2
View File
@@ -5,7 +5,7 @@
//sgp //sgp
#include "Button System.h" #include "Button System.h"
#include "Font Control.h" #include "Font Control.h"
#include "debug.h" #include "DEBUG.H"
//editor //editor
#include "EditorDefines.h" #include "EditorDefines.h"
#include "Editor Callback Prototypes.h" #include "Editor Callback Prototypes.h"
@@ -14,7 +14,7 @@
#include "EditorMapInfo.h" #include "EditorMapInfo.h"
//tactical //tactical
#include "Soldier Create.h" #include "Soldier Create.h"
#include "overhead types.h" #include "Overhead Types.h"
#include "local.h" #include "local.h"
#include "Text.h" #include "Text.h"
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITOR_TASKBAR_CREATION_H #ifndef __EDITOR_TASKBAR_CREATION_H
+2 -2
View File
@@ -11,13 +11,13 @@
#include "WorldDat.h" #include "WorldDat.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "sysutil.h" #include "sysutil.h"
#include "wordwrap.h" #include "WordWrap.h"
#include "environment.h" #include "environment.h"
#include "Interface Items.h" #include "Interface Items.h"
#include "Soldier Find.h" #include "Soldier Find.h"
#include "World Items.h" #include "World Items.h"
#include "Text.h" #include "Text.h"
#include "Overhead map.h" #include "overhead map.h"
#include "Cursor Modes.h" #include "Cursor Modes.h"
#include "editscreen.h" #include "editscreen.h"
#include "EditorTerrain.h" #include "EditorTerrain.h"
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITOR_TASKBAR_UTILS_H #ifndef __EDITOR_TASKBAR_UTILS_H
+2 -2
View File
@@ -6,7 +6,7 @@
#include "worldman.h" #include "worldman.h"
#include "smooth.h" #include "smooth.h"
#include "input.h" #include "input.h"
#include "debug.h" #include "DEBUG.H"
#include "Isometric Utils.h" #include "Isometric Utils.h"
#include "editscreen.h" #include "editscreen.h"
@@ -15,7 +15,7 @@
#include "Cursor Modes.h" #include "Cursor Modes.h"
#include "Exit Grids.h" #include "Exit Grids.h"
//dnl ch86 110214 //dnl ch86 110214
#include "keys.h" #include "Keys.h"
#include "EditorItems.h" #include "EditorItems.h"
#include "EditorMapInfo.h" #include "EditorMapInfo.h"
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITOR_UNDO_H #ifndef __EDITOR_UNDO_H
+1 -1
View File
@@ -18,7 +18,7 @@
#include "Editor Modes.h" #include "Editor Modes.h"
#include "Smoothing Utils.h" #include "Smoothing Utils.h"
#include "Text Input.h" #include "Text Input.h"
#include "keys.h" #include "Keys.h"
#include "environment.h" #include "environment.h"
#include "selectwin.h" #include "selectwin.h"
#include "Simple Render Utils.h" #include "Simple Render Utils.h"
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITORBUILDINGS_H #ifndef __EDITORBUILDINGS_H
+2 -2
View File
@@ -1,10 +1,10 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITORDEFINES_H #ifndef __EDITORDEFINES_H
#define __EDITORDEFINES_H #define __EDITORDEFINES_H
#include "Types.h" #include "types.h"
#include "Button Defines.h" #include "Button Defines.h"
+10 -10
View File
@@ -9,34 +9,34 @@
#include "vobject.h" #include "vobject.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "Button System.h" #include "Button System.h"
#include "wcheck.h" #include "WCheck.h"
#include "vsurface.h" #include "vsurface.h"
#include "input.h" #include "input.h"
#include "sysutil.h" #include "sysutil.h"
#include "font.h" #include "Font.h"
#include "Font Control.h" #include "Font Control.h"
#include "editscreen.h" #include "editscreen.h"
#include "selectwin.h" #include "selectwin.h"
#include "video.h" #include "video.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "interface panels.h" #include "Interface Panels.h"
#include "interface items.h" #include "Interface Items.h"
#include "text.h" #include "Text.h"
#include "utilities.h" #include "Utilities.h"
#include "Action Items.h" #include "Action Items.h"
#include "World Items.h" #include "World Items.h"
#include "EditorDefines.h" #include "EditorDefines.h"
#include "EditorItems.h" #include "EditorItems.h"
#include "EditorMercs.h" #include "EditorMercs.h"
#include "weapons.h" #include "Weapons.h"
#include "Editor Taskbar Utils.h" #include "Editor Taskbar Utils.h"
#include "wordwrap.h" #include "WordWrap.h"
#include "Item Statistics.h" #include "Item Statistics.h"
#include "Simple Render Utils.h" #include "Simple Render Utils.h"
#include "worldman.h" #include "worldman.h"
#include "random.h" #include "random.h"
#include "Pits.h" #include "pits.h"
#include "keys.h" #include "Keys.h"
#include "InterfaceItemImages.h" #include "InterfaceItemImages.h"
#include "Editor Undo.h"//dnl ch86 220214 #include "Editor Undo.h"//dnl ch86 220214
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITORITEMS_H #ifndef __EDITORITEMS_H
+9 -9
View File
@@ -9,23 +9,23 @@
#include "vobject.h" #include "vobject.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "Button System.h" #include "Button System.h"
#include "wcheck.h" #include "WCheck.h"
#include "vsurface.h" #include "vsurface.h"
#include "line.h" #include "line.h"
#include "input.h" #include "input.h"
#include "sysutil.h" #include "sysutil.h"
#include "font.h" #include "Font.h"
#include "Font Control.h" #include "Font Control.h"
#include "editscreen.h" #include "editscreen.h"
#include "selectwin.h" #include "selectwin.h"
#include "video.h" #include "video.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "interface panels.h" #include "Interface Panels.h"
#include "interface items.h" #include "Interface Items.h"
#include "utilities.h" #include "Utilities.h"
#include "World Items.h" #include "World Items.h"
#include "worldman.h" #include "worldman.h"
#include "overhead.h" //GetSoldier #include "Overhead.h" //GetSoldier
#include "renderworld.h" #include "renderworld.h"
#include "Animation Data.h" #include "Animation Data.h"
#include "Animation Control.h" #include "Animation Control.h"
@@ -37,11 +37,11 @@
#include "Soldier Init List.h" #include "Soldier Init List.h"
#include "strategicmap.h" #include "strategicmap.h"
#include "Soldier Add.h" #include "Soldier Add.h"
#include "Soldier Profile Type.h" #include "soldier profile type.h"
#include "Soldier Profile.h" #include "Soldier Profile.h"
#include "Text Input.h" #include "Text Input.h"
#include "Random.h" #include "random.h"
#include "wordwrap.h" #include "WordWrap.h"
#include "EditorItems.h" #include "EditorItems.h"
#include "Editor Taskbar Utils.h" #include "Editor Taskbar Utils.h"
#include "Exit Grids.h" #include "Exit Grids.h"
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITORMAPINFO_H #ifndef __EDITORMAPINFO_H
+15 -15
View File
@@ -9,24 +9,24 @@
#include "vobject.h" #include "vobject.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "Button System.h" #include "Button System.h"
#include "wcheck.h" #include "WCheck.h"
#include "vsurface.h" #include "vsurface.h"
#include "line.h" #include "line.h"
#include "input.h" #include "input.h"
#include "sysutil.h" #include "sysutil.h"
#include "font.h" #include "Font.h"
#include "Font Control.h" #include "Font Control.h"
#include "editscreen.h" #include "editscreen.h"
#include "selectwin.h" #include "selectwin.h"
#include "video.h" #include "video.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "interface panels.h" #include "Interface Panels.h"
#include "interface items.h" #include "Interface Items.h"
#include "text.h" #include "Text.h"
#include "utilities.h" #include "Utilities.h"
#include "World Items.h" #include "World Items.h"
#include "worldman.h" #include "worldman.h"
#include "overhead.h" //GetSoldier #include "Overhead.h" //GetSoldier
#include "renderworld.h" #include "renderworld.h"
#include "Animation Data.h" #include "Animation Data.h"
#include "Animation Control.h" #include "Animation Control.h"
@@ -39,11 +39,11 @@
#include "Soldier Init List.h" #include "Soldier Init List.h"
#include "strategicmap.h" #include "strategicmap.h"
#include "Soldier Add.h" #include "Soldier Add.h"
#include "Soldier Profile Type.h" #include "soldier profile type.h"
#include "Soldier Profile.h" #include "Soldier Profile.h"
#include "Text Input.h" #include "Text Input.h"
#include "Random.h" #include "random.h"
#include "wordwrap.h" #include "WordWrap.h"
#include "EditorItems.h" #include "EditorItems.h"
#include "Editor Taskbar Utils.h" #include "Editor Taskbar Utils.h"
#include "Exit Grids.h" #include "Exit Grids.h"
@@ -162,7 +162,7 @@ void AddNewItemToSelectedMercsInventory( BOOLEAN fCreate );
void RenderMercInventoryPanel(); void RenderMercInventoryPanel();
void SetDroppableCheckboxesBasedOnMercsInventory(); void SetDroppableCheckboxesBasedOnMercsInventory();
extern BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode ); extern BOOLEAN InternalAddSoldierToSector( SoldierID ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
//array which keeps track of which item is in which slot. This is dependant on the selected merc, so //array which keeps track of which item is in which slot. This is dependant on the selected merc, so
//these temp values must be updated when different mercs are selected, and reset when a merc detailed //these temp values must be updated when different mercs are selected, and reset when a merc detailed
@@ -559,7 +559,7 @@ void AddMercToWorld( INT32 iMapIndex )
if( IsLocationSittable( iMapIndex, gfRoofPlacement ) ) if( IsLocationSittable( iMapIndex, gfRoofPlacement ) )
{ {
UINT8 ubID; SoldierID ubID;
INT16 sSectorX, sSectorY; INT16 sSectorX, sSectorY;
SOLDIERINITNODE *pNode; SOLDIERINITNODE *pNode;
@@ -629,7 +629,7 @@ void HandleRightClickOnMerc( INT32 iMapIndex )
if ( gsSelectedMercID != sThisMercID ) if ( gsSelectedMercID != sThisMercID )
{ // We want to edit a new merc (or different merc) { // We want to edit a new merc (or different merc)
//We need to avoid the editing of player mercs. //We need to avoid the editing of player mercs.
pNode = FindSoldierInitNodeWithID( (UINT8)sThisMercID ); pNode = FindSoldierInitNodeWithID( sThisMercID );
if( !pNode ) if( !pNode )
return; //this is a player merc (which isn't in the list), or an error in logic. return; //this is a player merc (which isn't in the list), or an error in logic.
IndicateSelectedMerc( sThisMercID ); IndicateSelectedMerc( sThisMercID );
@@ -1634,7 +1634,7 @@ void IndicateSelectedMerc( INT16 sID )
break; break;
default: default:
//search for the merc with the specific ID. //search for the merc with the specific ID.
gpSelected = FindSoldierInitNodeWithID( (UINT8)sID ); gpSelected = FindSoldierInitNodeWithID( sID );
if( !gpSelected ) if( !gpSelected )
{ {
gsSelectedMercID = -1; gsSelectedMercID = -1;
@@ -3783,7 +3783,7 @@ void PasteMercPlacement( INT32 iMapIndex )
if( IsLocationSittable( iMapIndex, gfRoofPlacement ) ) if( IsLocationSittable( iMapIndex, gfRoofPlacement ) )
{ {
UINT8 ubID; SoldierID ubID;
INT16 sSectorX, sSectorY; INT16 sSectorX, sSectorY;
SOLDIERINITNODE *pNode; SOLDIERINITNODE *pNode;
+2 -2
View File
@@ -1,6 +1,6 @@
#pragma once #pragma once
#include "BuildDefines.h" #include "builddefines.h"
//----------------------------------------------- //-----------------------------------------------
// //
@@ -325,7 +325,7 @@ extern UINT8 gubCurrMercMode, gubPrevMercMode;
#define NUM_DIFF_LVLS 5 #define NUM_DIFF_LVLS 5
extern STR16 zDiffNames[NUM_DIFF_LVLS]; extern STR16 *zDiffNames;
extern INT16 sCurBaseDiff; extern INT16 sCurBaseDiff;
extern INT16 gsSelectedMercID; extern INT16 gsSelectedMercID;
extern INT32 gsSelectedMercGridNo; extern INT32 gsSelectedMercGridNo;
+4 -4
View File
@@ -9,18 +9,18 @@
#include "vobject.h" #include "vobject.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "Button System.h" #include "Button System.h"
#include "wcheck.h" #include "WCheck.h"
#include "vsurface.h" #include "vsurface.h"
#include "input.h" #include "input.h"
#include "sysutil.h" #include "sysutil.h"
#include "font.h" #include "Font.h"
#include "Font Control.h" #include "Font Control.h"
#include "editscreen.h" #include "editscreen.h"
#include "selectwin.h" #include "selectwin.h"
#include "video.h" #include "video.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "interface panels.h" #include "Interface Panels.h"
#include "utilities.h" #include "Utilities.h"
#include "World Items.h" #include "World Items.h"
#include "EditorDefines.h" #include "EditorDefines.h"
#include "EditorTerrain.h" #include "EditorTerrain.h"
+1 -1
View File
@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDITORTERRAIN_H #ifndef __EDITORTERRAIN_H
+3 -3
View File
@@ -7,7 +7,7 @@
#include "types.h" #include "types.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "Button System.h" #include "Button System.h"
#include "font control.h" #include "Font Control.h"
#include "EditorDefines.h" #include "EditorDefines.h"
#include "Editor Taskbar Utils.h" #include "Editor Taskbar Utils.h"
#include "EditorMercs.h" #include "EditorMercs.h"
@@ -20,10 +20,10 @@
#include "Weapons.h" #include "Weapons.h"
#include "Items.h" #include "Items.h"
#include "editscreen.h" #include "editscreen.h"
#include "Random.h" #include "random.h"
#include "Handle Items.h" #include "Handle Items.h"
#include "World Items.h" #include "World Items.h"
#include "PopupMenu.h" #include "popupmenu.h"
#include "pits.h" #include "pits.h"
#include "Text.h" #include "Text.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifndef __ITEM_STATISTICS_H #ifndef __ITEM_STATISTICS_H
#define __ITEM_STATISTICS_H #define __ITEM_STATISTICS_H
+2 -2
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@@ -5,8 +5,8 @@
#include <stdio.h> #include <stdio.h>
#include "Font Control.h" #include "Font Control.h"
#include "renderworld.h" #include "renderworld.h"
#include "render dirty.h" #include "Render Dirty.h"
#include "loadscreen.h" #include "LoadScreen.h"
#include "selectwin.h" #include "selectwin.h"
#include "EditorDefines.h" #include "EditorDefines.h"
#include "messagebox.h" #include "messagebox.h"
+2 -2
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@@ -1,5 +1,5 @@
#include "BuildDefines.h" #include "builddefines.h"
#include "Fileman.h" #include "FileMan.h"
#define FILENAME_BUFLEN (30 + 4 + 1)//dnl ch39 190909 +4 is for ".dat", +1 is for '\0' //dnl ch81 021213 #define FILENAME_BUFLEN (30 + 4 + 1)//dnl ch39 190909 +4 is for ".dat", +1 is for '\0' //dnl ch81 021213
+1 -1
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@@ -4,7 +4,7 @@
#include "types.h" #include "types.h"
#include "Road Smoothing.h" #include "Road Smoothing.h"
#include "tiledat.h" #include "TileDat.h"
#include "worlddef.h" #include "worlddef.h"
#include "worldman.h" #include "worldman.h"
#include "Editor Undo.h" #include "Editor Undo.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
+4 -4
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@@ -15,22 +15,22 @@
#include "line.h" #include "line.h"
#include "input.h" #include "input.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "loadscreen.h" #include "LoadScreen.h"
#include "Text Input.h" #include "Text Input.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "strategicmap.h" #include "strategicmap.h"
#include "Fileman.h" #include "FileMan.h"
#include "Exit Grids.h" #include "Exit Grids.h"
#include "Map Information.h" #include "Map Information.h"
#include "Summary Info.h" #include "Summary Info.h"
#include "Animated ProgressBar.h" #include "Animated ProgressBar.h"
#include "worlddef.h" #include "worlddef.h"
#include "worlddat.h" #include "WorldDat.h"
#include "EditorDefines.h" #include "EditorDefines.h"
#include "editscreen.h" #include "editscreen.h"
#include "english.h" #include "english.h"
#include "World Items.h" #include "World Items.h"
#include "text.h" #include "Text.h"
#include "Soldier Create.h" #include "Soldier Create.h"
#include "GameVersion.h" #include "GameVersion.h"
#include "Campaign Types.h" #include "Campaign Types.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __SECTOR_SUMMARY_H #ifndef __SECTOR_SUMMARY_H
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __SMARTMETHOD_H #ifndef __SMARTMETHOD_H
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __SMOOTHING_UTILS_H #ifndef __SMOOTHING_UTILS_H
+2 -2
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@@ -1,10 +1,10 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __SUMMARY_INFO_H #ifndef __SUMMARY_INFO_H
#define __SUMMARY_INFO_H #define __SUMMARY_INFO_H
#include "Types.h" #include "types.h"
//dnl ch28 //dnl ch28
#define GLOBAL_SUMMARY_VERSION 15 #define GLOBAL_SUMMARY_VERSION 15
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __EDIT_SYS_H #ifndef __EDIT_SYS_H
+9 -9
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@@ -12,22 +12,22 @@
#include "edit_sys.h" #include "edit_sys.h"
#include "screenids.h" #include "screenids.h"
#include "editscreen.h" #include "editscreen.h"
#include "sys globals.h" #include "Sys Globals.h"
#include "SmartMethod.h" #include "SmartMethod.h"
#include "selectwin.h" #include "selectwin.h"
#include "Interface.h" #include "Interface.h"
#include "lighting.h" #include "lighting.h"
#include "Interactive Tiles.h" #include "Interactive Tiles.h"
#include "overhead types.h" #include "Overhead Types.h"
#include "Overhead.h" #include "Overhead.h"
#include "Handle UI.h" #include "Handle UI.h"
#include "Event Pump.h" #include "Event Pump.h"
#include "world items.h" #include "world items.h"
#include "loadscreen.h" #include "LoadScreen.h"
#include "render dirty.h" #include "Render Dirty.h"
#include "isometric utils.h" #include "Isometric Utils.h"
#include "message.h" #include "message.h"
#include "render fun.h" #include "Render Fun.h"
#include "popupmenu.h" #include "popupmenu.h"
#include "overhead map.h" #include "overhead map.h"
#include "EditorDefines.h" #include "EditorDefines.h"
@@ -39,7 +39,7 @@
#include "newsmooth.h" #include "newsmooth.h"
#include "Smoothing Utils.h" #include "Smoothing Utils.h"
#include "messagebox.h" #include "messagebox.h"
#include "messageboxscreen.h" #include "MessageBoxScreen.h"
#include "Soldier Create.h" #include "Soldier Create.h"
#include "Soldier Init List.h" #include "Soldier Init List.h"
#include "Text Input.h" #include "Text Input.h"
@@ -59,7 +59,7 @@
#include "line.h" #include "line.h"
#include "english.h" #include "english.h"
#include "random.h" #include "random.h"
#include "scheduling.h" #include "Scheduling.h"
#include "Road Smoothing.h" #include "Road Smoothing.h"
#include "strategicmap.h" #include "strategicmap.h"
#include "message.h" #include "message.h"
@@ -70,7 +70,7 @@
#include "GameSettings.h" #include "GameSettings.h"
#include "Summary Info.h" #include "Summary Info.h"
#include "connect.h"//dnl #include "connect.h"//dnl
#include "cursors.h"//dnl ch2 210909 #include "Cursors.h"//dnl ch2 210909
#include "Cursor Control.h"//dnl ch2 210909 #include "Cursor Control.h"//dnl ch2 210909
#include "maputility.h"//dnl ch49 061009 #include "maputility.h"//dnl ch49 061009
#include "Text.h" #include "Text.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef EDITSCREEN_H #ifndef EDITSCREEN_H
+1 -1
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@@ -4,7 +4,7 @@
#include "vobject.h" #include "vobject.h"
#include "video.h" #include "video.h"
#include "font.h" #include "Font.h"
#include "Font Control.h" #include "Font Control.h"
#include "messagebox.h" #include "messagebox.h"
#include "input.h" #include "input.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __MESSAGEBOX_H #ifndef __MESSAGEBOX_H
+1 -1
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@@ -14,7 +14,7 @@
#include "Editor Undo.h" #include "Editor Undo.h"
#include "Structure Internals.h" #include "Structure Internals.h"
#include "environment.h" #include "environment.h"
#include "Random.h" #include "random.h"
#include "Render Fun.h" #include "Render Fun.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __NEWSMOOTH_H #ifndef __NEWSMOOTH_H
+7 -7
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@@ -16,18 +16,18 @@
#include "tiledef.h" #include "tiledef.h"
#include "sysutil.h" #include "sysutil.h"
#include "font.h" #include "Font.h"
#include "Font Control.h" #include "Font Control.h"
#include "line.h" #include "line.h"
#include "worlddat.h" #include "WorldDat.h"
#include "selectwin.h" #include "selectwin.h"
#include "popupmenu.h" #include "popupmenu.h"
#include "EditorDefines.h" #include "EditorDefines.h"
#include "render dirty.h" #include "Render Dirty.h"
#include "debug.h" #include "DEBUG.H"
#include "mousesystem.h" #include "mousesystem.h"
#include "cursors.h" #include "Cursors.h"
#include "overhead types.h" #include "Overhead Types.h"
#include "EditorMercs.h" #include "EditorMercs.h"
#include "Scheduling.h" #include "Scheduling.h"
#include "english.h" #include "english.h"
@@ -40,7 +40,7 @@ MOUSE_REGION popupRegion;
UINT16 gusEntryHeight; UINT16 gusEntryHeight;
BOOLEAN fWaitingForLButtonRelease = FALSE; BOOLEAN fWaitingForLButtonRelease = FALSE;
extern CHAR16 gszScheduleActions[ NUM_SCHEDULE_ACTIONS ][20]; extern CHAR16 (*gszScheduleActions)[20]; // NUM_SCHEDULE_ACTIONS entries
//Finds the string for any popup menu in JA2 -- the strings are stored //Finds the string for any popup menu in JA2 -- the strings are stored
//in different ways in each instance. //in different ways in each instance.
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
//popupmenu.h //popupmenu.h
+1 -1
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@@ -6,7 +6,7 @@
#include "tiledef.h" #include "tiledef.h"
#include "vsurface.h" #include "vsurface.h"
#include "worlddat.h" #include "WorldDat.h"
#include "random.h" #include "random.h"
#include "sysutil.h" #include "sysutil.h"
#include "Font Control.h" #include "Font Control.h"
+2 -2
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@@ -1,10 +1,10 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef _SELECTION_WIN_H_ #ifndef _SELECTION_WIN_H_
#define _SELECTION_WIN_H_ #define _SELECTION_WIN_H_
#include "Types.h" #include "types.h"
#include "vobject.h" #include "vobject.h"
#include "mousesystem.h" #include "mousesystem.h"
+3 -3
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@@ -5,15 +5,15 @@
#include "stdlib.h" #include "stdlib.h"
#include "FileMan.h" #include "FileMan.h"
#include "time.h" #include "time.h"
#include "debug.h" #include "DEBUG.H"
#include "tiledef.h" #include "tiledef.h"
#include "worlddef.h" #include "worlddef.h"
#include "worldman.h" #include "worldman.h"
#include "smooth.h" #include "smooth.h"
#include "editscreen.h" #include "editscreen.h"
#include "selectwin.h" #include "selectwin.h"
#include "isometric utils.h" #include "Isometric Utils.h"
#include "structure wrap.h" #include "Structure Wrap.h"
#include "Exit Grids.h" #include "Exit Grids.h"
#include "Editor Undo.h" #include "Editor Undo.h"
+1 -1
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@@ -1,4 +1,4 @@
#include "BuildDefines.h" #include "builddefines.h"
#ifdef JA2EDITOR #ifdef JA2EDITOR
#ifndef __SMOOTH_H #ifndef __SMOOTH_H
+10 -11
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@@ -1,24 +1,23 @@
#include "Types.h" #include "types.h"
#include "Credits.h" #include "Credits.h"
#include "vsurface.h" #include "vsurface.h"
#include "mousesystem.h" #include "mousesystem.h"
#include "Text.h" #include "Text.h"
#include "wordwrap.h" #include "WordWrap.h"
#include "Video.h" #include "video.h"
#include "render dirty.h" #include "Render Dirty.h"
#include "local.h" #include "local.h"
#include "utilities.h" #include "Utilities.h"
#include "WCheck.h" #include "WCheck.h"
#include "screenids.h" #include "screenids.h"
#include "Font Control.h" #include "Font Control.h"
#include "cursors.h" #include "Cursors.h"
#include "font.h" #include "Font.h"
#include "wordwrap.h"
#include "sysutil.h" #include "sysutil.h"
#include "Input.h" #include "input.h"
#include "english.h" #include "english.h"
#include "encrypted file.h" #include "Encrypted File.h"
#include "Random.h" #include "random.h"
//externals //externals
extern HVSURFACE ghFrameBuffer; extern HVSURFACE ghFrameBuffer;
+4 -4
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@@ -1,12 +1,12 @@
#include "sgp.h" #include "sgp.h"
#include "screenids.h" #include "screenids.h"
#include "Timer Control.h" #include "Timer Control.h"
#include "sys globals.h" #include "Sys Globals.h"
#include "fade screen.h" #include "Fade Screen.h"
#include "sysutil.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "cursor control.h" #include "Cursor Control.h"
#include "music control.h" #include "Music Control.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "gameloop.h" #include "gameloop.h"
+24 -37
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@@ -1,40 +1,27 @@
#include "Types.h" #include "types.h"
#include "FeaturesScreen.h" #include "FeaturesScreen.h"
#include "Video.h" #include "video.h"
#include "Font Control.h" #include "Font Control.h"
#include "Game Clock.h" #include "Game Clock.h"
#include "Text Input.h" #include "Text Input.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "SaveLoadScreen.h" #include "SaveLoadScreen.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "WordWrap.h" #include "WCheck.h"
#include "WCheck.h" #include "Utilities.h"
#include "Utilities.h" #include "Sound Control.h"
#include "Debug.h" #include "Ambient Control.h"
#include "Sound Control.h" #include "GameSettings.h"
#include "Ambient Control.h" #include "Game Init.h"
#include "Worlddat.h" #include "english.h"
#include "Worlddef.h" #include "Cursors.h"
#include "GameSettings.h" #include "sysutil.h"
#include "Game Init.h" #include "Text.h"
#include "English.h" #include "Interface Control.h"
#include "Overhead.h" #include "message.h"
#include "Gap.h" #include "Multi Language Graphic Utils.h"
#include "Cursors.h" #include "connect.h"
#include "SysUtil.h" #include "mainmenuscreen.h"
#include "Exit Grids.h"
#include "Text.h"
#include "Interface Control.h"
#include "Message.h"
#include "Multi Language Graphic Utils.h"
#include "Map Information.h"
#include "Sys Globals.h"
#include "insurance.h"
#include "connect.h"
#include "WorldMan.h"
#include "Init.h"
#include "Game Events.h"
extern UINT32 guiDoneButton; // symbol already declared globally in AimArchives.cpp (jonathanl) extern UINT32 guiDoneButton; // symbol already declared globally in AimArchives.cpp (jonathanl)
+23 -31
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@@ -1,38 +1,30 @@
#include "Types.h" #include "types.h"
#include "GameInitOptionsScreen.h" #include "GameInitOptionsScreen.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Utilities.h" #include "Utilities.h"
#include "wCheck.h" #include "WCheck.h"
#include "Font Control.h" #include "Font Control.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "Input.h" #include "input.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "English.h" #include "english.h"
#include "Sysutil.h" #include "sysutil.h"
#include "Fade Screen.h" #include "Fade Screen.h"
#include "Cursor Control.h" #include "Cursor Control.h"
#include "Music Control.h" #include "Music Control.h"
#include "cursors.h" #include "Cursors.h"
#include "Intro.h" #include "Intro.h"
#include "Text.h" #include "Text.h"
#include "_Ja25EnglishText.h" #include "_Ja25EnglishText.h"
#include "Soldier Profile.h" #include "Soldier Profile.h"
#include "SaveLoadScreen.h"
#include "gameloop.h"
#include "connect.h"
#include "saveloadscreen.h"
#ifdef JA2UB
#include "ub_config.h"
#endif
#include <vfs/Core/vfs.h> #include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h>
#include <vfs/Tools/vfs_property_container.h> #include <vfs/Tools/vfs_property_container.h>
#include <vfs/Core/vfs_os_functions.h>
#ifdef JA2UB #ifdef JA2UB
#include "ub_config.h"
// ********************************* // *********************************
// Unfinished Business: Initial Game Screen // Unfinished Business: Initial Game Screen
+1 -1
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@@ -85,7 +85,7 @@ typedef struct
UINT8 usLevelModifierLowLimit; UINT8 usLevelModifierLowLimit;
UINT8 usLevelModifierHighLimit; UINT8 usLevelModifierHighLimit;
BOOLEAN bAllowUnrestrictedXPLevels; BOOLEAN bAllowUnrestrictedXPLevels;
BOOLEAN bQueenLosingControlOfSector; UINT8 bQueenLosingControlOfSector;
BOOLEAN bBloodcatAmbush; BOOLEAN bBloodcatAmbush;
BOOLEAN bAirRaidLookForDive; BOOLEAN bAirRaidLookForDive;
UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB UINT32 iGetNumberOfTurnsPowerGenFanWillBeStoppedFor; //UB
+36 -37
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@@ -1,7 +1,7 @@
#include "Types.h" #include "types.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "FileMan.h" #include "FileMan.h"
#include "String.h" #include "string.h"
#include "Sound Control.h" #include "Sound Control.h"
#include "SaveLoadScreen.h" #include "SaveLoadScreen.h"
#include "Music Control.h" #include "Music Control.h"
@@ -9,19 +9,18 @@
#include "Overhead.h" #include "Overhead.h"
#include "GameVersion.h" #include "GameVersion.h"
#include "LibraryDataBase.h" #include "LibraryDataBase.h"
#include "Debug.h" #include "DEBUG.H"
#include "HelpScreen.h" #include "HelpScreen.h"
#include "INIReader.h" #include "INIReader.h"
#include "Shade Table Util.h" #include "Shade Table Util.h"
#include "soldier profile type.h" #include "random.h"
#include "Random.h"
#include "SaveLoadGame.h" #include "SaveLoadGame.h"
#include "sgp.h" #include "sgp.h"
#include "screenids.h" #include "screenids.h"
#include "Font Control.h" #include "Font Control.h"
#include "message.h" #include "message.h"
#include "Campaign.h" #include "Campaign.h"
#include "meanwhile.h" #include "Meanwhile.h"
#include "strategicmap.h" #include "strategicmap.h"
#include "Queen Command.h" #include "Queen Command.h"
#include "Game Clock.h" #include "Game Clock.h"
@@ -36,7 +35,6 @@
#include "connect.h" #include "connect.h"
#include "sgp_logger.h" #include "sgp_logger.h"
#include "Map Information.h"
#include "GameInitOptionsScreen.h" #include "GameInitOptionsScreen.h"
@@ -156,7 +154,7 @@ BOOLEAN UsingInventoryCostsAPSystem()
return ( gGameExternalOptions.fInventoryCostsAP ); return ( gGameExternalOptions.fInventoryCostsAP );
} }
std::string StringToLower(std::string strToConvert) static std::string StringToLower(std::string strToConvert)
{//change each element of the string to lower case {//change each element of the string to lower case
for(unsigned int i=0;i<strToConvert.length();i++) for(unsigned int i=0;i<strToConvert.length();i++)
{ {
@@ -185,7 +183,7 @@ BOOLEAN IsNIVModeValid(bool checkRes)
return isValid; return isValid;
} }
void UpdateFeatureFlags() static void UpdateFeatureFlags()
{ {
// do we need to override some ini settings? // do we need to override some ini settings?
if (gGameSettings.fFeatures[FF_FEATURES_SCREEN]) if (gGameSettings.fFeatures[FF_FEATURES_SCREEN])
@@ -279,23 +277,23 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_BLOOD_N_GORE" , TRUE ); gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_BLOOD_N_GORE" , TRUE );
gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DONT_MOVE_MOUSE" , FALSE ); gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DONT_MOVE_MOUSE" , FALSE );
gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_OLD_SELECTION_METHOD" , FALSE ); gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_OLD_SELECTION_METHOD" , FALSE );
gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALWAYS_SHOW_MOVEMENT_PATH" , FALSE ); gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALWAYS_SHOW_MOVEMENT_PATH" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_MISSES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MISSES" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_MISSES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MISSES" , FALSE );
gGameSettings.fOptions[TOPTION_RTCONFIRM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RTCONFIRM" , FALSE ); gGameSettings.fOptions[TOPTION_RTCONFIRM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RTCONFIRM" , FALSE );
gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , TRUE ); gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , FALSE );
gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_METRIC_SYSTEM" , TRUE ); gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_METRIC_SYSTEM" , TRUE );
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_MERC_CASTS_LIGHT" , FALSE); gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_MERC_CASTS_LIGHT" , FALSE);
gGameSettings.fOptions[TOPTION_SMART_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SMART_CURSOR" , FALSE ); gGameSettings.fOptions[TOPTION_SMART_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SMART_CURSOR" , FALSE );
gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SNAP_CURSOR_TO_DOOR" , TRUE ); gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SNAP_CURSOR_TO_DOOR" , TRUE );
gGameSettings.fOptions[TOPTION_GLOW_ITEMS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GLOW_ITEMS" , TRUE ); gGameSettings.fOptions[TOPTION_GLOW_ITEMS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GLOW_ITEMS" , TRUE );
gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_TREE_TOPS" , TRUE ); gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_TREE_TOPS" , TRUE );
gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_SMART_TREE_TOPS" , FALSE ); gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_SMART_TREE_TOPS" , TRUE );
gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_WIREFRAME" , TRUE ); gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_WIREFRAME" , TRUE );
gGameSettings.fOptions[TOPTION_3D_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_3D_CURSOR" , FALSE ); gGameSettings.fOptions[TOPTION_3D_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_3D_CURSOR" , FALSE );
gGameSettings.fOptions[TOPTION_CTH_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CTH_CURSOR" , TRUE ); gGameSettings.fOptions[TOPTION_CTH_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CTH_CURSOR" , TRUE );
gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_BURST_CURSOR" , TRUE ); gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_BURST_CURSOR" , TRUE );
gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_TAUNTS" , TRUE ); // changed from drop all - SANDRO gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_TAUNTS" , TRUE ); // changed from drop all - SANDRO
gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_HIGH_ANGLE" , FALSE ); gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_HIGH_ANGLE" , TRUE );
if (!is_networked) if (!is_networked)
gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_REAL_TIME_SNEAK" , FALSE ); // Changed from aim levels restriction - SANDRO gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_REAL_TIME_SNEAK" , FALSE ); // Changed from aim levels restriction - SANDRO
@@ -305,7 +303,7 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SPACE_SELECTS_NEXT_SQUAD" , TRUE ); gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SPACE_SELECTS_NEXT_SQUAD" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ITEM_SHADOW" , TRUE ); gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ITEM_SHADOW" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_WEAPON_RANGE_IN_TILES" , TRUE ); gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_WEAPON_RANGE_IN_TILES" , TRUE );
gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACERS_FOR_SINGLE_FIRE" , FALSE ); gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACERS_FOR_SINGLE_FIRE" , TRUE );
gGameSettings.fOptions[TOPTION_RAIN_SOUND] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RAIN_SOUND" , TRUE ); gGameSettings.fOptions[TOPTION_RAIN_SOUND] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RAIN_SOUND" , TRUE );
if (!is_networked) if (!is_networked)
@@ -332,12 +330,12 @@ BOOLEAN LoadGameSettings()
else else
gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] = FALSE; gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] = FALSE;
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_START_AIM" , FALSE); // Start at max aiming level instead of default no aiming gGameSettings.fOptions[TOPTION_ALT_START_AIM] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_START_AIM" , TRUE); // Start at max aiming level instead of default no aiming
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_PATHFINDING" , FALSE); // A* pathfinding gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_PATHFINDING" , FALSE); // A* pathfinding
gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , TRUE ); // Flugente: mercenary formations gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , FALSE ); // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ENEMY_LOCATION" , FALSE); // sevenfm: show locations of known enemies gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ENEMY_LOCATION" , FALSE); // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report
gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_LOGICAL_BODYTYPES" , FALSE ); gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_LOGICAL_BODYTYPES" , TRUE );
gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors
gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE ); gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE ); gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE );
@@ -357,13 +355,13 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[NUM_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_GAME_OPTIONS" , FALSE ); gGameSettings.fOptions[NUM_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_GAME_OPTIONS" , FALSE );
gGameSettings.fOptions[TOPTION_HIDE_BULLETS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_HIDE_BULLETS" , FALSE ); gGameSettings.fOptions[TOPTION_HIDE_BULLETS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_HIDE_BULLETS" , FALSE );
gGameSettings.fOptions[TOPTION_TRACKING_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACKING_MODE" , TRUE ); gGameSettings.fOptions[TOPTION_TRACKING_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACKING_MODE" , TRUE );
gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , FALSE ); gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , TRUE );
gGameSettings.fOptions[TOPTION_QUIET_TRAINING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_TRAINING" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_TRAINING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_TRAINING" , FALSE );
gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE );
gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE ); gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE );
if (!is_networked) if (!is_networked)
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE ); gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , TRUE );
else else
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE; gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE;
@@ -776,17 +774,17 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = TRUE; gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = TRUE;
gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] = FALSE; gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] = FALSE;
gGameSettings.fOptions[ TOPTION_OLD_SELECTION_METHOD ] = FALSE; gGameSettings.fOptions[ TOPTION_OLD_SELECTION_METHOD ] = FALSE;
gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = FALSE; gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] = FALSE; gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] = FALSE;
gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE; gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = TRUE; gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = FALSE;
gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] = TRUE; gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] = TRUE;
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = FALSE; gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = FALSE;
gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] = FALSE; gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE; gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE; gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE;
gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = TRUE; gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = TRUE;
gGameSettings.fOptions[ TOPTION_SMART_TREE_TOPS ] = FALSE; gGameSettings.fOptions[ TOPTION_SMART_TREE_TOPS ] = TRUE;
gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE; gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE;
gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE; gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE; gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE;
@@ -794,14 +792,14 @@ void InitGameSettings()
//Madd: //Madd:
gGameSettings.fOptions[ TOPTION_GL_BURST_CURSOR ] = TRUE; gGameSettings.fOptions[ TOPTION_GL_BURST_CURSOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_TAUNTS ] = TRUE; // changed - SANDRO gGameSettings.fOptions[ TOPTION_ALLOW_TAUNTS ] = TRUE; // changed - SANDRO
gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = FALSE; gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_REAL_TIME_SNEAK ] = FALSE; // changed - SANDRO gGameSettings.fOptions[ TOPTION_ALLOW_REAL_TIME_SNEAK ] = FALSE; // changed - SANDRO
//lalien //lalien
gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE; gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE; gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] = TRUE; gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] = TRUE;
gGameSettings.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = FALSE; gGameSettings.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = TRUE;
gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] = TRUE; gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] = TRUE; gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_SOLDIER_TOOLTIPS ] = TRUE; gGameSettings.fOptions[ TOPTION_ALLOW_SOLDIER_TOOLTIPS ] = TRUE;
@@ -827,14 +825,14 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE; gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE;
// BIO // BIO
gGameSettings.fOptions[ TOPTION_USE_LOGICAL_BODYTYPES ] = FALSE; gGameSettings.fOptions[ TOPTION_USE_LOGICAL_BODYTYPES ] = TRUE;
gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = FALSE; gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = TRUE;
gGameSettings.fOptions[ TOPTION_QUIET_TRAINING ] = FALSE; gGameSettings.fOptions[ TOPTION_QUIET_TRAINING ] = FALSE;
gGameSettings.fOptions[ TOPTION_QUIET_REPAIRING ] = FALSE; gGameSettings.fOptions[ TOPTION_QUIET_REPAIRING ] = FALSE;
gGameSettings.fOptions[ TOPTION_QUIET_DOCTORING ] = FALSE; gGameSettings.fOptions[ TOPTION_QUIET_DOCTORING ] = FALSE;
gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = FALSE; gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = TRUE;
gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies
@@ -846,7 +844,7 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_MERCENARY_FORMATIONS ] = FALSE; // Flugente: mercenary formations gGameSettings.fOptions[ TOPTION_MERCENARY_FORMATIONS ] = FALSE; // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = FALSE; // sevenfm: show locations of known enemies gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = FALSE; // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = FALSE; gGameSettings.fOptions[TOPTION_ALT_START_AIM] = TRUE;
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = FALSE; gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = FALSE;
// arynn: Cheat/Debug Menu // arynn: Cheat/Debug Menu
@@ -1679,6 +1677,9 @@ void LoadGameExternalOptions()
//JMich.BackpackClimb //JMich.BackpackClimb
gGameExternalOptions.sBackpackWeightToClimb = iniReader.ReadInteger("Tactical Gameplay Settings", "MAX_BACKPACK_WEIGHT_TO_CLIMB", -1); gGameExternalOptions.sBackpackWeightToClimb = iniReader.ReadInteger("Tactical Gameplay Settings", "MAX_BACKPACK_WEIGHT_TO_CLIMB", -1);
gGameExternalOptions.fUseGlobalBackpackSettings = iniReader.ReadBoolean("Tactical Gameplay Settings", "USE_GLOBAL_BACKPACK_SETTINGS", TRUE); gGameExternalOptions.fUseGlobalBackpackSettings = iniReader.ReadBoolean("Tactical Gameplay Settings", "USE_GLOBAL_BACKPACK_SETTINGS", TRUE);
// Buscher
gGameExternalOptions.ubBackPackWeightFactorForAPPenalty = iniReader.ReadInteger("Tactical Gameplay Settings", "BACKPACK_WEIGHT_FACTOR", 50, 1, 250);
// sevenfm // sevenfm
gGameExternalOptions.fShowEnemyWeapon = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_WEAPON", FALSE); gGameExternalOptions.fShowEnemyWeapon = iniReader.ReadBoolean("Tactical Gameplay Settings","SHOW_ENEMY_WEAPON", FALSE);
@@ -2098,9 +2099,6 @@ void LoadGameExternalOptions()
//################# Strategic Gameplay Settings ################## //################# Strategic Gameplay Settings ##################
// Allow enemy and militia Strategic Groups to reinforce one another for battles?
// silversurfer: Obsolete. This is now in DifficultySettings.xml and will be set during InitNewGame().
gGameExternalOptions.gfAllowReinforcements = TRUE;
// Allow reinforcements only between City sectors? // Allow reinforcements only between City sectors?
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE); gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
@@ -2602,7 +2600,7 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.ubNumberOfMajorTraitsAllowed = iniReader.ReadInteger( "Generic Traits Settings", "NUMBER_OF_MAJOR_TRAITS_ALLOWED", 3, 2, gSkillTraitValues.ubMaxNumberOfTraits - 1); gSkillTraitValues.ubNumberOfMajorTraitsAllowed = iniReader.ReadInteger( "Generic Traits Settings", "NUMBER_OF_MAJOR_TRAITS_ALLOWED", 3, 2, gSkillTraitValues.ubMaxNumberOfTraits - 1);
gSkillTraitValues.ubMaxNumberOfTraitsForIMP = iniReader.ReadInteger("Generic Traits Settings","MAX_NUMBER_OF_TRAITS_FOR_IMP", 3, 2, 30); gSkillTraitValues.ubMaxNumberOfTraitsForIMP = iniReader.ReadInteger("Generic Traits Settings","MAX_NUMBER_OF_TRAITS_FOR_IMP", 3, 2, 30);
gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP = iniReader.ReadInteger( "Generic Traits Settings", "NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP", 2, 2, min( gSkillTraitValues.ubNumberOfMajorTraitsAllowed, gSkillTraitValues.ubMaxNumberOfTraitsForIMP - 1 ) ); gSkillTraitValues.ubNumberOfMajorTraitsAllowedForIMP = iniReader.ReadInteger( "Generic Traits Settings", "NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP", 2, 2, min( gSkillTraitValues.ubNumberOfMajorTraitsAllowed, gSkillTraitValues.ubMaxNumberOfTraitsForIMP ) );
// Allow an exception in number of traits for Special Merc? // Allow an exception in number of traits for Special Merc?
//gSkillTraitValues.fAllowSpecialMercTraitsException = iniReader.ReadBoolean("Generic Traits Settings","ALLOW_EXCEPTION_FOR_SPECIAL_MERC", TRUE); //gSkillTraitValues.fAllowSpecialMercTraitsException = iniReader.ReadBoolean("Generic Traits Settings","ALLOW_EXCEPTION_FOR_SPECIAL_MERC", TRUE);
@@ -2751,6 +2749,7 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.ubTERepairRobotPenaltyReduction = iniReader.ReadInteger("Technician","REPAIR_SPEED_ROBOT_PENALTY_REDUCTION", 30, 0, 100); gSkillTraitValues.ubTERepairRobotPenaltyReduction = iniReader.ReadInteger("Technician","REPAIR_SPEED_ROBOT_PENALTY_REDUCTION", 30, 0, 100);
if (gSkillTraitValues.ubTETraitsNumToRepairRobot == 2) {gSkillTraitValues.ubTERepairRobotPenaltyReduction /= 2; } if (gSkillTraitValues.ubTETraitsNumToRepairRobot == 2) {gSkillTraitValues.ubTERepairRobotPenaltyReduction /= 2; }
gSkillTraitValues.fTETraitsCanRestoreItemThreshold = iniReader.ReadBoolean( "Technician", "MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE ); gSkillTraitValues.fTETraitsCanRestoreItemThreshold = iniReader.ReadBoolean( "Technician", "MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE );
gSkillTraitValues.ubTechLevelNeededForAdvancedRepair = iniReader.ReadInteger("Technician", "TECH_LEVEL_NEEDED_FOR_ADVANCED_REPAIR", 2, 1, 2);
// DOCTOR // DOCTOR
gSkillTraitValues.ubDONumberTraitsNeededForSurgery = iniReader.ReadInteger("Doctor","NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY", 1, 0, 2); gSkillTraitValues.ubDONumberTraitsNeededForSurgery = iniReader.ReadInteger("Doctor","NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY", 1, 0, 2);
@@ -2895,7 +2894,7 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.fSNTSnitchLeadershipBonusModifer = iniReader.ReadFloat("Snitch","SNITCH_LEADERSHIP_BONUS_MODIFIER", 0.5, 0.0, 10.0); gSkillTraitValues.fSNTSnitchLeadershipBonusModifer = iniReader.ReadFloat("Snitch","SNITCH_LEADERSHIP_BONUS_MODIFIER", 0.5, 0.0, 10.0);
gSkillTraitValues.bSNTSociableMercBonus = iniReader.ReadInteger("Snitch","SOCIABLE_MERC_BONUS", 10, -100, 100); gSkillTraitValues.bSNTSociableMercBonus = iniReader.ReadInteger("Snitch","SOCIABLE_MERC_BONUS", 10, -100, 100);
gSkillTraitValues.bSNTLonerMercBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -10, -100, 100); gSkillTraitValues.bSNTLonerMercBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -10, -100, 100);
gSkillTraitValues.bSNTSameAssignmentBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -20, -100, 100); gSkillTraitValues.bSNTSameAssignmentBonus = iniReader.ReadInteger("Snitch","SAME_ASSIGNMENT_BONUS", -20, -100, 100);
gSkillTraitValues.bSNTMercOpinionAboutMercTreshold = iniReader.ReadInteger("Snitch","MERC_OPINION_ABOUT_MERC_TRESHOLD", -10, -25, 25); gSkillTraitValues.bSNTMercOpinionAboutMercTreshold = iniReader.ReadInteger("Snitch","MERC_OPINION_ABOUT_MERC_TRESHOLD", -10, -25, 25);
gSkillTraitValues.ubSNTPassiveReputationGain = iniReader.ReadInteger("Snitch","PASSIVE_REPUTATION_GAIN", 3, 0, 100); gSkillTraitValues.ubSNTPassiveReputationGain = iniReader.ReadInteger("Snitch","PASSIVE_REPUTATION_GAIN", 3, 0, 100);
@@ -3611,10 +3610,10 @@ void LoadGameAPBPConstants()
APBPConstants[BP_CRAWL_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_CRAWL_ENERGYCOSTFACTOR",4); APBPConstants[BP_CRAWL_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_CRAWL_ENERGYCOSTFACTOR",4);
APBPConstants[BP_RADIO] = iniReader.ReadInteger("BPConstants","BP_RADIO",0); APBPConstants[BP_RADIO] = iniReader.ReadInteger("BPConstants","BP_RADIO",0);
APBPConstants[BP_USE_DETONATOR] = iniReader.ReadInteger("BPConstants","BP_USE_DETONATOR",0); APBPConstants[BP_USE_DETONATOR] = iniReader.ReadInteger("BPConstants","BP_USE_DETONATOR",0);
APBPConstants[BP_PER_AP_NO_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_NO_EFFORT",-50),-50, TRUE); APBPConstants[BP_PER_AP_NO_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_NO_EFFORT",-50),-50, TRUE);
APBPConstants[BP_PER_AP_MIN_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MIN_EFFORT",-25),-25, TRUE); APBPConstants[BP_PER_AP_MIN_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_MIN_EFFORT",-25),-25, TRUE);
APBPConstants[BP_PER_AP_LT_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_LT_EFFORT",-12),-12, TRUE); APBPConstants[BP_PER_AP_LT_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_LT_EFFORT",-12),-12, TRUE);
APBPConstants[BP_PER_AP_MOD_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MOD_EFFORT",0),0, TRUE); APBPConstants[BP_PER_AP_MOD_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_MOD_EFFORT",0),0, TRUE);
APBPConstants[BP_MOVEMENT_FLAT] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_FLAT",5); APBPConstants[BP_MOVEMENT_FLAT] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_FLAT",5);
APBPConstants[BP_MOVEMENT_GRASS] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_GRASS",10); APBPConstants[BP_MOVEMENT_GRASS] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_GRASS",10);
APBPConstants[BP_MOVEMENT_BUSH] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_BUSH",20); APBPConstants[BP_MOVEMENT_BUSH] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_BUSH",20);
+7 -1
View File
@@ -1,15 +1,17 @@
#ifndef _GAME_SETTINGS__H_ #ifndef _GAME_SETTINGS__H_
#define _GAME_SETTINGS__H_ #define _GAME_SETTINGS__H_
#include "Types.h" #include "types.h"
#include "Strategic Status.h" #include "Strategic Status.h"
#include "Morale.h" #include "Morale.h"
#include "GameInitOptionsScreen.h" #include "GameInitOptionsScreen.h"
#include "Campaign Types.h" #include "Campaign Types.h"
#include "environment.h" #include "environment.h"
#include <string_view>
#define GAME_INI_FILE "Ja2.ini" #define GAME_INI_FILE "Ja2.ini"
constexpr std::string_view LANGUAGE_INI_FILE{"Language.ini"};
//If you add any options, MAKE sure you add the corresponding string to the Options Screen string array. //If you add any options, MAKE sure you add the corresponding string to the Options Screen string array.
// look up : zOptionsScreenHelpText , zOptionsToggleText // look up : zOptionsScreenHelpText , zOptionsToggleText
//Also, define its initialization and add its load/save to INI lines in : InitGameSettings() , SaveGameSettings() , LoadGameSettings() //Also, define its initialization and add its load/save to INI lines in : InitGameSettings() , SaveGameSettings() , LoadGameSettings()
@@ -1361,6 +1363,9 @@ typedef struct
INT16 sBackpackWeightToClimb; INT16 sBackpackWeightToClimb;
BOOLEAN fUseGlobalBackpackSettings; BOOLEAN fUseGlobalBackpackSettings;
// Buscher
UINT8 ubBackPackWeightFactorForAPPenalty;
// sevenfm: show enemy weapon above soldier in tactical // sevenfm: show enemy weapon above soldier in tactical
BOOLEAN fShowEnemyWeapon; BOOLEAN fShowEnemyWeapon;
BOOLEAN fShowEnemyExtendedInfo; BOOLEAN fShowEnemyExtendedInfo;
@@ -2142,6 +2147,7 @@ typedef struct
UINT8 ubTERepairRobotPenaltyReduction; UINT8 ubTERepairRobotPenaltyReduction;
UINT8 ubTETraitsNumToRepairRobot; UINT8 ubTETraitsNumToRepairRobot;
BOOLEAN fTETraitsCanRestoreItemThreshold; BOOLEAN fTETraitsCanRestoreItemThreshold;
UINT8 ubTechLevelNeededForAdvancedRepair; // if we have a high enough technician level, we can repair items above the normal threshold (1 for technician, 2 for engineer)
// DOCTOR // DOCTOR
UINT8 ubDONumberTraitsNeededForSurgery; UINT8 ubDONumberTraitsNeededForSurgery;
+1 -1
View File
@@ -1,4 +1,4 @@
#include "Types.h" #include "types.h"
#include "GameVersion.h" #include "GameVersion.h"
// //
+4 -2
View File
@@ -22,7 +22,9 @@ extern CHAR16 zBuildInformation[256];
// //
// Keeps track of the saved game version. Increment the saved game version whenever // Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file // you will invalidate the saved game file
#define MERC_PROFILE_INSERTION_DATA 185 // Bigmap support for AddProfileToMap function
#define INCREASED_TEAMSIZES 186 // Asdow: SOLDIERTYPE ubID changed from UINT8 -> UINT16
#define MERC_PROFILE_INSERTION_DATA 185 // Bigmap support for AddProfileToMap function
#define GROWTH_MODIFIERS 184 #define GROWTH_MODIFIERS 184
#define REBELCOMMAND 183 #define REBELCOMMAND 183
#define DRAGSTRUCTURE 182 // Flugente: we can drag structures behind us #define DRAGSTRUCTURE 182 // Flugente: we can drag structures behind us
@@ -105,7 +107,7 @@ extern CHAR16 zBuildInformation[256];
#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes #define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system #define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
#define SAVE_GAME_VERSION MERC_PROFILE_INSERTION_DATA #define SAVE_GAME_VERSION INCREASED_TEAMSIZES
//#define RUSSIANGOLD //#define RUSSIANGOLD
#ifdef __cplusplus #ifdef __cplusplus
+20 -25
View File
@@ -1,27 +1,23 @@
#include "sgp.h" #include "sgp.h"
#include "sysutil.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "WCheck.h"
#include "wcheck.h" #include "Cursors.h"
#include "cursors.h" #include "Font Control.h"
#include "font control.h" #include "Render Dirty.h"
#include "cursor control.h" #include "Text.h"
#include "render dirty.h" #include "Utilities.h"
#include "Text.h" #include "WordWrap.h"
#include "Utilities.h" #include "HelpScreen.h"
#include "WordWrap.h" #include "HelpScreenText.h"
#include "Font Control.h" #include "line.h"
#include "text.h" #include "Game Clock.h"
#include "HelpScreen.h" #include "GameSettings.h"
#include "HelpScreenText.h" #include "laptop.h"
#include "Line.h" #include "Text Input.h"
#include "Game Clock.h" #include "english.h"
#include "GameSettings.h" #include "renderworld.h"
#include "laptop.h" #include "Game Init.h"
#include "Text Input.h" #include "Overhead.h"
#include "english.h"
#include "renderworld.h"
#include "Game Init.h"
#include "Overhead.h"
extern INT16 gsVIEWPORT_END_Y; extern INT16 gsVIEWPORT_END_Y;
extern void PrintDate( void ); extern void PrintDate( void );
@@ -308,7 +304,6 @@ void SelectHelpScrollAreaCallBack( MOUSE_REGION * pRegion, INT32 iReason );
// region to mask the background // region to mask the background
MOUSE_REGION gHelpScreenScrollAreaArrows; MOUSE_REGION gHelpScreenScrollAreaArrows;
void SelectHelpScrollAreaArrowsCallBack( MOUSE_REGION * pRegion, INT32 iReason );
//checkbox to toggle show help again toggle //checkbox to toggle show help again toggle
+98 -173
View File
@@ -1,55 +1,47 @@
#include "builddefines.h" #include "builddefines.h"
#include <stdio.h> #include <stdio.h>
#include "sgp.h" #include "sgp.h"
#include "Gameloop.h" #include "Screens.h"
#include "Screens.h" #include "vobject_blitters.h"
#include "INIReader.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "worlddef.h"
#include "renderworld.h" #include "Animation Data.h"
#include "mousesystem.h" #include "Overhead.h"
#include "sysutil.h" #include "Font Control.h"
#include "worlddef.h" #include <himage.h>
#include "Animation Data.h" #include <vobject.h>
#include "overhead.h" #include "Timer Control.h"
#include "Font Control.h" #include "Utilities.h"
#include "Button System.h" #include "Render Dirty.h"
#include "Timer Control.h" #include "Sound Control.h"
#include "Utilities.h" #include "lighting.h"
#include "Radar Screen.h" #include "Cursor Control.h"
#include "Render Dirty.h" #include "Music Control.h"
#include "Sound Control.h" #include "video.h"
#include "Event Pump.h" #include "maputility.h"
#include "lighting.h" #include "strategic.h"
#include "Cursor Control.h" #include "Dialogue Control.h"
#include "music control.h" #include "Text.h"
#include "video.h" #include "laptop.h"
#include "mapscreen.h" #include "MercTextBox.h"
#include "interface items.h" #include "Tile Cache.h"
#include "Maputility.h" #include "strategicmap.h"
#include "strategic.h" #include "Map Information.h"
#include "dialogue control.h" #include "Shade Table Util.h"
#include "Text.h" #include "Exit Grids.h"
#include "laptop.h" #include "Summary Info.h"
#include "NPC.h" #include "GameSettings.h"
#include "MercTextBox.h" #include "Game Init.h"
#include "tile cache.h" #include "Init.h"
#include "strategicmap.h" #include "jascreens.h"
#include "Map Information.h" #include "XML.h"
#include "Shade Table Util.h" #include "SaveLoadGame.h"
#include "Exit Grids.h" #include "Weapons.h"
#include "Summary Info.h" #include "Strategic Movement.h"
#include "GameSettings.h" #include "Vehicles.h"
#include "Game Init.h" #include "Multilingual Text Code Generator.h"
#include "Init.h" #include "editscreen.h"
#include "jascreens.h" #include "Arms Dealer Init.h"
#include "XML.h"
#include "SaveLoadGame.h"
#include "weapons.h"
#include "Strategic Movement.h"
#include "Vehicles.h"
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#include "Arms Dealer Init.h"
#include "Map Screen Interface Bottom.h" #include "Map Screen Interface Bottom.h"
#include "MPXmlTeams.hpp" #include "MPXmlTeams.hpp"
#include "Strategic Mines LUA.h" #include "Strategic Mines LUA.h"
@@ -57,8 +49,6 @@
#include "lua_state.h" #include "lua_state.h"
#include "Interface.h" #include "Interface.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Profile.h"
#include "aim.h" #include "aim.h"
#include "mainmenuscreen.h" #include "mainmenuscreen.h"
#include "email.h" #include "email.h"
@@ -70,7 +60,6 @@
#include "ub_config.h" #include "ub_config.h"
#include "Civ Quotes.h"
#include "LuaInitNPCs.h" #include "LuaInitNPCs.h"
#include "BriefingRoom_Data.h" #include "BriefingRoom_Data.h"
#include "AimArchives.h" #include "AimArchives.h"
@@ -96,20 +85,6 @@ extern BOOLEAN GetCDromDriveLetter( STR8 pString );
extern BOOLEAN gfUseConsecutiveQuickSaveSlots; extern BOOLEAN gfUseConsecutiveQuickSaveSlots;
#endif #endif
#if defined( GERMAN ) && !defined( _DEBUG )
//#define LASERLOCK_ENABLED
#endif
#ifdef LASERLOCK_ENABLED
int LASERLOK_Init( HINSTANCE hInstance );
int LASERLOK_Run();
int LASERLOK_Check();
BOOLEAN PrepareLaserLockSystem();
void HandleLaserLockResult( BOOLEAN fSuccess );
// int TestCall( int n);
#endif
extern HINSTANCE ghInstance; extern HINSTANCE ghInstance;
@@ -140,7 +115,7 @@ static void AddLanguagePrefix(STR fileName)
AddLanguagePrefix( fileName, GetLanguagePrefix()); AddLanguagePrefix( fileName, GetLanguagePrefix());
} }
void ResetEmptyRPCFaceSlots() static void ResetEmptyRPCFaceSlots()
{ {
//legion by jazz (load small faces from rpcs) //legion by jazz (load small faces from rpcs)
// reset empty slots with "-1" // reset empty slots with "-1"
@@ -1209,40 +1184,61 @@ if( g_lang != i18n::Lang::en ) {
} }
} }
if ( ReadXMLEmail == TRUE ) if ( ReadXMLEmail == TRUE )
{ {
// Externalized emails
strcpy(fileName, directoryName);
strcat(fileName, EMAILSFILENAME);
// Only load external emails if we find the file
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInExternalizedEmails(fileName, FALSE), EMAILSFILENAME);
if ( g_lang != i18n::Lang::en )
{
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInExternalizedEmails(fileName, TRUE) )
return FALSE;
}
}
}
// EMAIL MERC AVAILABLE by Jazz // EMAIL MERC AVAILABLE by Jazz
strcpy(fileName, directoryName); strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCAVAILABLE); strcat(fileName, EMAILMERCAVAILABLE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName,FALSE), EMAILMERCAVAILABLE); SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName, FALSE), EMAILMERCAVAILABLE);
if( g_lang != i18n::Lang::en ) { if ( g_lang != i18n::Lang::en )
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{ {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); AddLanguagePrefix(fileName);
if(!ReadInEmailMercAvailable(fileName,TRUE)) if ( FileExists(fileName) )
return FALSE; {
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInEmailMercAvailable(fileName, TRUE) )
return FALSE;
}
} }
}
// EMAIL MERC LEVEL UP by Jazz // EMAIL MERC LEVEL UP by Jazz
strcpy(fileName, directoryName); strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCLEVELUP); strcat(fileName, EMAILMERCLEVELUP);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName,FALSE), EMAILMERCLEVELUP); SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName, FALSE), EMAILMERCLEVELUP);
if( g_lang != i18n::Lang::en ) { if ( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName); AddLanguagePrefix(fileName);
if ( FileExists(fileName) ) if ( FileExists(fileName) )
{ {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercLevelUp(fileName,TRUE)) if ( !ReadInEmailMercLevelUp(fileName, TRUE) )
return FALSE; return FALSE;
}
} }
}
}
/* /*
// EMAIL OTHER by Jazz // EMAIL OTHER by Jazz
strcpy(fileName, directoryName); strcpy(fileName, directoryName);
@@ -1250,16 +1246,18 @@ if( g_lang != i18n::Lang::en ) {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailOther(fileName,FALSE), EMAILOTHER); SGP_THROW_IFFALSE(ReadInEmailOther(fileName,FALSE), EMAILOTHER);
if( g_lang != i18n::Lang::en ) { if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName); AddLanguagePrefix(fileName);
if ( FileExists(fileName) ) if ( FileExists(fileName) )
{ {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailOther(fileName,TRUE)) if(!ReadInEmailOther(fileName,TRUE))
return FALSE; return FALSE;
}
} }
}
*/ */
}
//new vehicles by Jazz //new vehicles by Jazz
InitNewVehicles (); InitNewVehicles ();
@@ -1412,11 +1410,6 @@ if( g_lang != i18n::Lang::en ) {
UINT32 InitializeJA2(void) UINT32 InitializeJA2(void)
{ {
#ifdef LASERLOCK_ENABLED
HandleLaserLockResult( PrepareLaserLockSystem() );
#endif
HandleJA2CDCheck( ); HandleJA2CDCheck( );
gfWorldLoaded = FALSE; gfWorldLoaded = FALSE;
@@ -1680,74 +1673,6 @@ void ShutdownJA2(void)
} }
#ifdef LASERLOCK_ENABLED
BOOLEAN PrepareLaserLockSystem()
{
INT32 iInitRetVal=0;
INT32 iRunRetVal=0;
INT32 iCheckRetVal=0;
CHAR8 zDirectory[512];
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
//Get the "current" file directory
GetFileManCurrentDirectory( zDirectory );
if( GetCDromDriveLetter( zCdLocation ) )
{
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, "Data" );
}
else
{
goto FAILED_LASERLOK;
}
//Go back to the root directory
SetFileManCurrentDirectory( zCdFile );
//Init the laser lock system
iInitRetVal = LASERLOK_Init( ghInstance );
if( iInitRetVal != 0 )
goto FAILED_LASERLOK;
//makes the verification of the laserlok system
iRunRetVal = LASERLOK_Run();
if( iRunRetVal != 0 )
goto FAILED_LASERLOK;
//checks the result of the laserlok run function
iCheckRetVal = LASERLOK_Check();
if( iCheckRetVal != 0 )
goto FAILED_LASERLOK;
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( TRUE );
FAILED_LASERLOK:
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( FALSE );
}
void HandleLaserLockResult( BOOLEAN fSuccess )
{
if( !fSuccess )
{
CHAR8 zString[512];
sprintf( zString, "%S", gzLateLocalizedString[56] );
// ShowCursor(TRUE);
// ShowCursor(TRUE);
ShutdownWithErrorBox( zString );
}
}
#endif
void SetupMaxActionPointsAnimation() void SetupMaxActionPointsAnimation()
{ {
gubMaxActionPoints[REGMALE] = APBPConstants[AP_MAXIMUM]; gubMaxActionPoints[REGMALE] = APBPConstants[AP_MAXIMUM];
-1
View File
@@ -7,7 +7,6 @@
#include "LogicalBodyTypes/SurfaceDB.h" #include "LogicalBodyTypes/SurfaceDB.h"
#include "LogicalBodyTypes/FilterDB.h" #include "LogicalBodyTypes/FilterDB.h"
#include "LogicalBodyTypes/EnumeratorDB.h" #include "LogicalBodyTypes/EnumeratorDB.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "LogicalBodyTypes/PaletteDB.h" #include "LogicalBodyTypes/PaletteDB.h"
#include <iostream> #include <iostream>
+14 -37
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@@ -1,41 +1,18 @@
#include "sgp.h" #include "sgp.h"
#include "sysutil.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "Cursor Control.h"
#include "font control.h" #include "Render Dirty.h"
#include "cursor control.h" #include "Utilities.h"
#include "render dirty.h" #include "Intro.h"
#include "Text.h" #include "Cinematics.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "text.h"
#include "Line.h"
#include "Intro.h"
#include "Cinematics.h"
#include "Cinematics Bink.h"
#include "mainmenuscreen.h"
#include "Music Control.h"
#include "LibraryDataBase.h"
#include "english.h"
#include "soldier profile type.h"
#include "MessageBoxScreen.h"
#include "sgp_logger.h"
#include "Soldier Profile.h"
#include "Game Init.h"
#include "INIReader.h"
#include <vfs/Core/vfs.h>
#include "Luaglobal.h"
#ifdef JA2UB
#include "strategicmap.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface.h"
#include "End Game.h"
#include "Cinematics Bink.h" #include "Cinematics Bink.h"
#endif #include "mainmenuscreen.h"
#include "Music Control.h"
#include "english.h"
#include "sgp_logger.h"
#include "INIReader.h"
#include "Luaglobal.h"
#include "LuaInitNPCs.h" #include "LuaInitNPCs.h"
#include "XML.h"
#include <language.hpp> #include <language.hpp>
BOOLEAN Style_JA = TRUE; BOOLEAN Style_JA = TRUE;
@@ -197,7 +174,7 @@ private:
static VideoPlayer s_VP(VideoPlayer::VT_SMK | VideoPlayer::VT_BINK); static VideoPlayer s_VP(VideoPlayer::VT_SMK | VideoPlayer::VT_BINK);
extern STR16 gzIntroScreen[]; extern STR16* gzIntroScreen;
extern HVSURFACE ghFrameBuffer; extern HVSURFACE ghFrameBuffer;
enum enum
+2 -2
View File
@@ -1,7 +1,7 @@
#include "Types.h" #include "types.h"
#include "vsurface.h" #include "vsurface.h"
#include "mainmenuscreen.h" #include "mainmenuscreen.h"
#include "Video.h" #include "video.h"
#include "Timer Control.h" #include "Timer Control.h"
#include "Multi Language Graphic Utils.h" #include "Multi Language Graphic Utils.h"
#include <stdio.h> #include <stdio.h>
+1 -62
View File
@@ -1,72 +1,11 @@
#include "builddefines.h" #include <types.h>
#include <wchar.h>
#include <stdio.h>
#include <string.h>
#include "Render Fun.h"
#include "stdlib.h"
#include "debug.h"
#include "MemMan.h"
#include "Overhead Types.h"
//#include "Soldier Control.h"
#include "Animation Cache.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include <math.h>
#include "pathai.h"
#include "Random.h"
#include "Isometric Utils.h"
#include "renderworld.h"
#include "video.h"
#include "weapons.h"
#include "vobject_blitters.h"
#include "Handle UI.h"
#include "Event pump.h"
#include "ai.h"
#include "interface.h"
#include "lighting.h"
#include "faces.h"
#include "Soldier Profile.h"
#include "soldier macros.h"
#include "english.h"
#include "Squads.h"
#ifdef NETWORKED #ifdef NETWORKED
#include "Networking.h" #include "Networking.h"
#include "NetworkEvent.h" #include "NetworkEvent.h"
#endif #endif
#include "items.h"
#include "Soundman.h"
#include "utilities.h"
#include "Strategic.h"
#include "soldier tile.h"
#include "Smell.h"
#include "Keys.h"
#include "dialogue control.h"
#include "soldier functions.h"
#include "Exit Grids.h"
#include "Quests.h"
#include "message.h"
#include "SkillCheck.h"
#include "interface dialogue.h"
#include "GameSettings.h"
#include "ShopKeeper Interface.h"
#include "vehicles.h"
#include "strategicmap.h"
#include "morale.h"
#include "drugs and alcohol.h"
#include "SkillCheck.h"
#include "Map Information.h"
#include "Buildings.h"
#include "Text.h"
#include "Campaign Types.h"
#include "Strategic Status.h"
#include "civ quotes.h"
#include "Debug Control.h"
#ifdef JA2UB #ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
INT16 JA2_5_START_SECTOR_X; INT16 JA2_5_START_SECTOR_X;
INT16 JA2_5_START_SECTOR_Y; INT16 JA2_5_START_SECTOR_Y;
+1 -6
View File
@@ -1,15 +1,10 @@
#ifndef JA25UPDATE__C_ #ifndef JA25UPDATE__C_
#define JA25UPDATE__C_ #define JA25UPDATE__C_
#include "Types.h" #include "types.h"
#ifdef JA2UB #ifdef JA2UB
//Used in the editor to compensate for the 2_<map name>
#define JA25_EXP_MAP_NAME_PREFIX L""
#define JA25_EXP_MAP_NAME_SIZE_OFFSET 0
//The starting sector of the Expanion pack //The starting sector of the Expanion pack
extern INT16 JA2_5_START_SECTOR_X; extern INT16 JA2_5_START_SECTOR_X;
extern INT16 JA2_5_START_SECTOR_Y; extern INT16 JA2_5_START_SECTOR_Y;
+6 -7
View File
@@ -4,12 +4,12 @@
#include "Campaign Types.h" #include "Campaign Types.h"
#include "Game Clock.h" #include "Game Clock.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Random.h" #include "random.h"
#include "Debug.h" #include "DEBUG.H"
#include "local.h" #include "local.h"
#include "Font Control.h" #include "Font Control.h"
#include "font.h" #include "Font.h"
#include "render dirty.h" #include "Render Dirty.h"
#include "Strategic Movement.h" #include "Strategic Movement.h"
#include "UndergroundInit.h" #include "UndergroundInit.h"
#include <string> #include <string>
@@ -19,7 +19,6 @@ extern HVSURFACE ghFrameBuffer;
extern BOOLEAN gfSchedulesHosed; extern BOOLEAN gfSchedulesHosed;
#ifdef JA2UB #ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h" #include "Ja25 Strategic Ai.h"
#endif #endif
UINT8 gubLastLoadingScreenID = LOADINGSCREEN_NOTHING; UINT8 gubLastLoadingScreenID = LOADINGSCREEN_NOTHING;
@@ -344,7 +343,7 @@ static void BuildLoadscreenFilename(std::string& dst, const char* path, int reso
dst.append(".sti"); dst.append(".sti");
} }
std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution) static std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
{ {
switch (resolution) switch (resolution)
{ {
@@ -376,7 +375,7 @@ std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
} }
} }
std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution) static std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution)
{ {
for (SCREEN_RESOLUTION res = resolution; res <= _2560x1600; res = (SCREEN_RESOLUTION)(res + 1)) for (SCREEN_RESOLUTION res = resolution; res <= _2560x1600; res = (SCREEN_RESOLUTION)(res + 1))
{ {
+22 -23
View File
@@ -1,26 +1,25 @@
#include "sgp.h" #include "sgp.h"
#include "screenids.h" #include "screenids.h"
#include "Timer Control.h" #include "Timer Control.h"
#include "fade screen.h" #include "Fade Screen.h"
#include "sysutil.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "MercTextBox.h" #include "MercTextBox.h"
#include "cursors.h" #include "Cursors.h"
#include "font control.h" #include "Font Control.h"
#include "Map Screen Interface.h" #include "Map Screen Interface.h"
#include "renderworld.h" #include "renderworld.h"
#include "gameloop.h" #include "gameloop.h"
#include "english.h" #include "english.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "cursor control.h" #include "Cursor Control.h"
#include "laptop.h" #include "Text.h"
#include "text.h" #include "Text Input.h"
#include "Text Input.h" #include "overhead map.h"
#include "overhead map.h" #include "MPChatScreen.h"
#include "MPChatScreen.h" #include "WordWrap.h"
#include "WordWrap.h"
#include "message.h" #include "message.h"
#include "utilities.h" #include "Utilities.h"
#include "connect.h" #include "connect.h"
#define CHATBOX_WIDTH 310 // 350 is the max size, the PrepareMercPopupBox will add the X_MARGIN to both sides #define CHATBOX_WIDTH 310 // 350 is the max size, the PrepareMercPopupBox will add the X_MARGIN to both sides
@@ -90,7 +89,7 @@ extern BOOLEAN gfDontOverRideSaveBuffer; //this variable can be unset if u
extern void HandleTacticalUILoseCursorFromOtherScreen( ); extern void HandleTacticalUILoseCursorFromOtherScreen( );
extern STR16 pUpdatePanelButtons[]; extern STR16* pUpdatePanelButtons;
#define NUM_CHAT_TOGGLES 2 #define NUM_CHAT_TOGGLES 2
+8 -8
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@@ -1,19 +1,19 @@
#include "Types.h" #include "types.h"
#include "MPConnectScreen.h" #include "MPConnectScreen.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Utilities.h" #include "Utilities.h"
#include "wCheck.h" #include "WCheck.h"
#include "Font Control.h" #include "Font Control.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "Input.h" #include "input.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "English.h" #include "english.h"
#include "Sysutil.h" #include "sysutil.h"
#include "Fade Screen.h" #include "Fade Screen.h"
#include "Cursor Control.h" #include "Cursor Control.h"
#include "Music Control.h" #include "Music Control.h"
#include "cursors.h" #include "Cursors.h"
#include "Text.h" #include "Text.h"
#include "Text Input.h" #include "Text Input.h"
#include "Soldier Profile.h" #include "Soldier Profile.h"
@@ -25,8 +25,8 @@
#include "connect.h" #include "connect.h"
#include "network.h" // for client name #include "network.h" // for client name
#include "message.h" #include "message.h"
#include "init.h" #include "Init.h"
#include "xml.h" #include "XML.h"
//////////////////////////////////////////// ////////////////////////////////////////////
+9 -9
View File
@@ -1,18 +1,18 @@
#include "Types.h" #include "types.h"
#include "MPHostScreen.h" #include "MPHostScreen.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Utilities.h" #include "Utilities.h"
#include "wCheck.h" #include "WCheck.h"
#include "Font Control.h" #include "Font Control.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "Input.h" #include "input.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "English.h" #include "english.h"
#include "Sysutil.h" #include "sysutil.h"
#include "Fade Screen.h" #include "Fade Screen.h"
#include "Cursor Control.h" #include "Cursor Control.h"
#include "cursors.h" #include "Cursors.h"
#include "Intro.h" #include "Intro.h"
#include "Text.h" #include "Text.h"
#include "Text Input.h" #include "Text Input.h"
@@ -22,7 +22,7 @@
#include "gameloop.h" #include "gameloop.h"
#include "connect.h" #include "connect.h"
#include "network.h" #include "network.h"
#include "saveloadscreen.h" #include "SaveLoadScreen.h"
#include "GameInitOptionsScreen.h" #include "GameInitOptionsScreen.h"
@@ -31,9 +31,9 @@
#include <vfs/Tools/vfs_property_container.h> #include <vfs/Tools/vfs_property_container.h>
#include <vfs/Core/vfs_os_functions.h> #include <vfs/Core/vfs_os_functions.h>
#include "MPJoinScreen.h" #include "MPJoinScreen.h"
#include "MainMenuScreen.h" #include "mainmenuscreen.h"
#include "Init.h" #include "Init.h"
#include "xml.h" #include "XML.h"
//////////////////////////////////////////// ////////////////////////////////////////////
// //
+9 -9
View File
@@ -1,18 +1,18 @@
#include "Types.h" #include "types.h"
#include "MPJoinScreen.h" #include "MPJoinScreen.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Utilities.h" #include "Utilities.h"
#include "wCheck.h" #include "WCheck.h"
#include "Font Control.h" #include "Font Control.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "Input.h" #include "input.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "English.h" #include "english.h"
#include "Sysutil.h" #include "sysutil.h"
#include "Fade Screen.h" #include "Fade Screen.h"
#include "Cursor Control.h" #include "Cursor Control.h"
#include "cursors.h" #include "Cursors.h"
#include "Text.h" #include "Text.h"
#include "Text Input.h" #include "Text Input.h"
#include "Soldier Profile.h" #include "Soldier Profile.h"
@@ -20,15 +20,15 @@
#include "gameloop.h" #include "gameloop.h"
#include "connect.h" #include "connect.h"
#include "network.h" // for client name #include "network.h" // for client name
#include "saveloadscreen.h" #include "SaveLoadScreen.h"
#include "game init.h" #include "Game Init.h"
#include <vfs/Core/vfs.h> #include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h> #include <vfs/Core/vfs_init.h>
#include <vfs/Tools/vfs_property_container.h> #include <vfs/Tools/vfs_property_container.h>
#include <vfs/Core/vfs_os_functions.h> #include <vfs/Core/vfs_os_functions.h>
#include "Random.h" #include "random.h"
//////////////////////////////////////////// ////////////////////////////////////////////
// //
+6 -6
View File
@@ -1,19 +1,19 @@
#include "Types.h" #include "types.h"
#include "MPScoreScreen.h" #include "MPScoreScreen.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Utilities.h" #include "Utilities.h"
#include "wCheck.h" #include "WCheck.h"
#include "Font Control.h" #include "Font Control.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "Input.h" #include "input.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "English.h" #include "english.h"
#include "Sysutil.h" #include "sysutil.h"
#include "Fade Screen.h" #include "Fade Screen.h"
#include "Cursor Control.h" #include "Cursor Control.h"
#include "Music Control.h" #include "Music Control.h"
#include "cursors.h" #include "Cursors.h"
#include "Intro.h" #include "Intro.h"
#include "Text.h" #include "Text.h"
#include "Text Input.h" #include "Text Input.h"
+24 -35
View File
@@ -1,38 +1,28 @@
#include "sgp.h" #include "sgp.h"
#include "screenids.h" #include "screenids.h"
#include "Timer Control.h" #include "Timer Control.h"
#include "sysutil.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "Cursors.h"
#include "MercTextBox.h" #include "Font Control.h"
#include "cursors.h" #include "mainmenuscreen.h"
#include "font control.h" #include "Cursor Control.h"
#include "mainmenuscreen.h" #include "Render Dirty.h"
#include "cursor control.h" #include "Music Control.h"
#include "render dirty.h" #include "GameSettings.h"
#include "music control.h" #include "SaveLoadScreen.h"
#include "GameSettings.h" #include "SaveLoadGame.h"
#include "SaveLoadScreen.h" #include "Options Screen.h"
#include "SaveLoadGame.h" #include "english.h"
#include "Options Screen.h" #include "gameloop.h"
#include "English.h" #include "Game Init.h"
#include "Gameloop.h" #include "WordWrap.h"
#include "Game Init.h" #include "Text.h"
#include "Utilities.h" #include "Multi Language Graphic Utils.h"
#include "WordWrap.h" #include "JA2 Splash.h"
#include "Font Control.h" #include "GameVersion.h"
#include "text.h"
#include "Multi Language Graphic Utils.h"
#include "Encrypted File.h"
#include "ja2 splash.h"
#include "GameVersion.h"
#include "gamesettings.h"
#include "connect.h" #include "connect.h"
#include "strategic.h" #include "strategic.h"
#include "strategic movement.h" #include "Strategic Movement.h"
#include "overhead.h"
#include "init.h"
#include "xml.h"
#include <vfs/Core/vfs.h> #include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_profile.h> #include <vfs/Core/vfs_profile.h>
@@ -83,7 +73,6 @@ void MenuButtonCallback(GUI_BUTTON *btn, INT32 reason);
void HandleMainMenuKeyboardInput(); void HandleMainMenuKeyboardInput();
void HandleMainMenuInput(); void HandleMainMenuInput();
void HandleMainMenuScreen(); void HandleMainMenuScreen();
void DisplayAssignmentText();
void ClearMainMenu(); void ClearMainMenu();
void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason ); void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void SetMainMenuExitScreen( UINT32 uiNewScreen ); void SetMainMenuExitScreen( UINT32 uiNewScreen );
@@ -428,7 +417,7 @@ void MenuButtonCallback(GUI_BUTTON *btn,INT32 reason)
} }
} }
void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason) static void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
{ {
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE) if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{ {
+7 -9
View File
@@ -1,25 +1,23 @@
#include "sgp.h" #include "sgp.h"
#include "screenids.h" #include "screenids.h"
#include "fade screen.h" #include "Fade Screen.h"
#include "sysutil.h" #include "sysutil.h"
#include "vobject_blitters.h" #include "vobject_blitters.h"
#include "MercTextBox.h" #include "MercTextBox.h"
#include "cursors.h" #include "Cursors.h"
#include "messageboxscreen.h" #include "MessageBoxScreen.h"
#include "font control.h" #include "Font Control.h"
#include "Map Screen Interface.h" #include "Map Screen Interface.h"
#include "renderworld.h" #include "renderworld.h"
#include "gameloop.h" #include "gameloop.h"
#include "english.h" #include "english.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Interface Control.h" #include "Interface Control.h"
#include "cursor control.h" #include "Cursor Control.h"
#include "laptop.h" #include "Text.h"
#include "text.h"
#include "Text Input.h" #include "Text Input.h"
#include "overhead map.h" #include "overhead map.h"
#include "DropDown.h" // added by Flugente #include "DropDown.h" // added by Flugente
#include "Utilities.h" // added by Flugente for FilenameForBPP(...)
#include "FeaturesScreen.h" #include "FeaturesScreen.h"
#define MSGBOX_DEFAULT_WIDTH 300 #define MSGBOX_DEFAULT_WIDTH 300
@@ -71,7 +69,7 @@ BOOLEAN gfStartedFromMapScreen = FALSE;
BOOLEAN fRestoreBackgroundForMessageBox = FALSE; BOOLEAN fRestoreBackgroundForMessageBox = FALSE;
BOOLEAN gfDontOverRideSaveBuffer = TRUE; //this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer BOOLEAN gfDontOverRideSaveBuffer = TRUE; //this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer
extern void HandleTacticalUILoseCursorFromOtherScreen( ); extern void HandleTacticalUILoseCursorFromOtherScreen( );
extern STR16 pUpdatePanelButtons[]; extern STR16* pUpdatePanelButtons;
CHAR16 gzUserDefinedButton1[ 128 ]; CHAR16 gzUserDefinedButton1[ 128 ];
CHAR16 gzUserDefinedButton2[ 128 ]; CHAR16 gzUserDefinedButton2[ 128 ];
+11 -11
View File
@@ -1,6 +1,6 @@
#include "Types.h" #include "types.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "Video.h" #include "video.h"
#include "Font Control.h" #include "Font Control.h"
#include "Game Clock.h" #include "Game Clock.h"
#include "Text Input.h" #include "Text Input.h"
@@ -11,24 +11,24 @@
#include "WCheck.h" #include "WCheck.h"
#include "Utilities.h" #include "Utilities.h"
#include "Slider.h" #include "Slider.h"
#include "Debug.h" #include "DEBUG.H"
#include "Music Control.h" #include "Music Control.h"
#include "Sound Control.h" #include "Sound Control.h"
#include "soundman.h" #include "soundman.h"
#include "Ambient Control.h" #include "Ambient Control.h"
#include "Worlddat.h" #include "WorldDat.h"
#include "Worlddef.h" #include "worlddef.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "Game Init.h" #include "Game Init.h"
#include "English.h" #include "english.h"
#include "Overhead.h" #include "Overhead.h"
#include "Gap.h" #include "GAP.H"
#include "Cursors.h" #include "Cursors.h"
#include "SysUtil.h" #include "sysutil.h"
#include "Exit Grids.h" #include "Exit Grids.h"
#include "Text.h" #include "Text.h"
#include "Interface Control.h" #include "Interface Control.h"
#include "Message.h" #include "message.h"
#include "Multi Language Graphic Utils.h" #include "Multi Language Graphic Utils.h"
#include "Map Information.h" #include "Map Information.h"
#include "SmokeEffects.h" #include "SmokeEffects.h"
@@ -36,7 +36,7 @@
#include "Cheats.h" #include "Cheats.h"
#include "connect.h" #include "connect.h"
#include "WorldMan.h" #include "worldman.h"
#include "Init.h" #include "Init.h"
#include "Game Events.h" #include "Game Events.h"
#include "PostalService.h" #include "PostalService.h"
@@ -1822,7 +1822,7 @@ void HandleHighLightedText( BOOLEAN fHighLight )
bLastRegion = -1; bLastRegion = -1;
} }
if( bHighLight != -1 ) if( bHighLight != -1 && toggle_box_array[bHighLight] != -1)
{ {
if( bHighLight < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF ) if( bHighLight < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF )
{ {
+237 -473
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File diff suppressed because it is too large Load Diff
+20 -33
View File
@@ -38,45 +38,32 @@ class SOLDIERTYPE;
typedef struct typedef struct
{ {
UINT32 uiSavedGameVersion; UINT32 uiSavedGameVersion;
CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ]; CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ]; UINT32 uiFlags;
UINT32 uiFlags;
#ifdef CRIPPLED_VERSION #ifdef CRIPPLED_VERSION
UINT8 ubCrippleFiller[20]; UINT8 ubCrippleFiller[20];
#endif #endif
//The following will be used to quickly access info to display in the save/load screen //The following will be used to quickly access info to display in the save/load screen
UINT32 uiDay; UINT32 uiDay;
UINT8 ubHour; UINT8 ubHour;
UINT8 ubMin; UINT8 ubMin;
INT16 sSectorX; INT16 sSectorX;
INT16 sSectorY; INT16 sSectorY;
INT8 bSectorZ; INT8 bSectorZ;
UINT8 ubNumOfMercsOnPlayersTeam; UINT16 ubNumOfMercsOnPlayersTeam;
INT32 iCurrentBalance; INT32 iCurrentBalance;
UINT32 uiCurrentScreen;
UINT32 uiCurrentScreen; BOOLEAN fAlternateSector;
BOOLEAN fWorldLoaded;
BOOLEAN fAlternateSector; UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
BOOLEAN fWorldLoaded; UINT32 uiRandom;
UINT8 ubFiller[494]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
UINT32 uiRandom;
UINT8 ubFiller[500]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
} SAVED_GAME_HEADER; } SAVED_GAME_HEADER;
extern UINT32 guiScreenToGotoAfterLoadingSavedGame; extern UINT32 guiScreenToGotoAfterLoadingSavedGame;
extern UINT32 guiCurrentSaveGameVersion; extern UINT32 guiCurrentSaveGameVersion;
+12 -25
View File
@@ -1,37 +1,34 @@
#include "Types.h" #include "types.h"
#include "SaveLoadScreen.h" #include "SaveLoadScreen.h"
#include "Video.h" #include "video.h"
#include "Font Control.h" #include "Font Control.h"
#include "Game Clock.h" #include "Game Clock.h"
#include "Render Dirty.h" #include "Render Dirty.h"
#include "Text Input.h" #include "Text Input.h"
#include "SaveLoadGame.h" #include "SaveLoadGame.h"
#include "Stdio.h" #include "stdio.h"
#include "WordWrap.h" #include "WordWrap.h"
#include "StrategicMap.h" #include "strategicmap.h"
#include "Finances.h"
#include "WCheck.h" #include "WCheck.h"
#include "Utilities.h" #include "Utilities.h"
#include "Cursors.h" #include "Cursors.h"
#include "VObject.h" #include "vobject.h"
#include "Merc Hiring.h" #include "Merc Hiring.h"
#include "LaptopSave.h" #include "LaptopSave.h"
#include "Options Screen.h" #include "Options Screen.h"
#include "GameVersion.h" #include "GameVersion.h"
#include "SysUtil.h" #include "sysutil.h"
#include "Tactical Save.h" #include "Overhead.h"
#include "OverHead.h"
#include "gamescreen.h" #include "gamescreen.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "fade screen.h" #include "Fade Screen.h"
#include "English.h" #include "english.h"
#include "Gameloop.h" #include "gameloop.h"
#include "Game Init.h" #include "Game Init.h"
#include "Text.h" #include "Text.h"
#include "Message.h" #include "message.h"
#include "Map Screen Interface.h" #include "Map Screen Interface.h"
#include "Multi Language Graphic Utils.h" #include "Multi Language Graphic Utils.h"
#include "Campaign Types.h"
#include "PostalService.h" #include "PostalService.h"
#include "connect.h" #include "connect.h"
@@ -41,10 +38,6 @@
#include <vfs/Core/vfs_file_raii.h> #include <vfs/Core/vfs_file_raii.h>
#ifdef JA2UB #ifdef JA2UB
#include "Strategic Movement.h"
//#include "Strategic Movement Costs.h"
#include "LuaInitNPCs.h" #include "LuaInitNPCs.h"
#endif #endif
@@ -1398,7 +1391,6 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
CHAR16 zDateString[128]; CHAR16 zDateString[128];
CHAR16 zLocationString[128]; CHAR16 zLocationString[128];
CHAR16 zNumMercsString[128]; CHAR16 zNumMercsString[128];
CHAR16 zBalanceString[128];
SAVED_GAME_HEADER SaveGameHeader; SAVED_GAME_HEADER SaveGameHeader;
HVOBJECT hPixHandle; HVOBJECT hPixHandle;
UINT16 usPosX=SLG_FIRST_SAVED_SPOT_X; UINT16 usPosX=SLG_FIRST_SAVED_SPOT_X;
@@ -1669,11 +1661,6 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
} }
} }
//Get the current balance
swprintf( zBalanceString, L"%d", SaveGameHeader.iCurrentBalance);
InsertCommasForDollarFigure( zBalanceString );
InsertDollarSignInToString( zBalanceString );
// //
// Display the Saved game information // Display the Saved game information
// //
@@ -1692,7 +1679,7 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
//The balance //The balance
if(!is_networked) if(!is_networked)
DrawTextToScreen( zBalanceString, (UINT16)(usPosX+SLG_BALANCE_OFFSET_X), (UINT16)(usPosY+SLG_BALANCE_OFFSET_Y), 0, uiFont, ubFontColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); DrawTextToScreen(FormatMoney(SaveGameHeader.iCurrentBalance).data(), (UINT16)(usPosX + SLG_BALANCE_OFFSET_X), (UINT16)(usPosY + SLG_BALANCE_OFFSET_Y), 0, uiFont, ubFontColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
if( gbSaveGameArray[ VAL_SLOT_START + bEntryID ] || ( gfSaveGame && !gfUserInTextInputMode && ( gbSelectedSaveLocation == bEntryID ) ) ) if( gbSaveGameArray[ VAL_SLOT_START + bEntryID ] || ( gfSaveGame && !gfUserInTextInputMode && ( gbSelectedSaveLocation == bEntryID ) ) )
{ {
+2 -2
View File
@@ -1,8 +1,8 @@
#ifndef __SCREEN_MANAGER #ifndef __SCREEN_MANAGER
#define __SCREEN_MANAGER #define __SCREEN_MANAGER
#include "Types.h" #include "types.h"
#include "ScreenIds.h" #include "screenids.h"
// Each screen in the game comes with a Status flag (what was the last thing the screen was doing), an Initialization // Each screen in the game comes with a Status flag (what was the last thing the screen was doing), an Initialization
// function (which loads up the screen if necessary), a Handler function which is called while the screen is showing and // function (which loads up the screen if necessary), a Handler function which is called while the screen is showing and
+1 -1
View File
@@ -1,5 +1,5 @@
#pragma once #pragma once
#include "Types.h" #include "types.h"
void TimingLogInitialize(const CHAR8* filename); void TimingLogInitialize(const CHAR8* filename);
void TimingLog(const CHAR8* logEvent, int n); void TimingLog(const CHAR8* logEvent, int n);
+1 -1
View File
@@ -555,7 +555,7 @@ difficultySettingsEndElementHandle(void *userData, const XML_Char *name)
else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0) else if(strcmp(name, "QueenAttackLosingControlOfSector") == 0)
{ {
pData->curElement = ELEMENT; pData->curElement = ELEMENT;
pData->curDifficultySettings.bQueenLosingControlOfSector = (BOOLEAN) atol(pData->szCharData); pData->curDifficultySettings.bQueenLosingControlOfSector = atoi(pData->szCharData);
} }
else if(strcmp(name, "BloodcatAmbushSectors") == 0) else if(strcmp(name, "BloodcatAmbushSectors") == 0)
{ {
+22 -30
View File
@@ -1,30 +1,22 @@
#include "builddefines.h" #include "builddefines.h"
#include <stdio.h> #include <stdio.h>
#include <time.h> #include <types.h>
#include "sgp.h" #include <video.h>
#include "gameloop.h" #include <MemMan.h>
#include "himage.h" #include <Overhead Types.h>
#include "vobject.h" #include <Soldier Control.h>
#include "vobject_blitters.h" #include "renderworld.h"
#include "worlddef.h" #include "input.h"
#include "renderworld.h" #include "Font.h"
#include "input.h" #include "screenids.h"
#include "font.h" #include "Overhead.h"
#include "screenids.h" #include "Font Control.h"
#include "overhead.h" #include "Animation Control.h"
#include "sysutil.h" #include "Animation Data.h"
#include "Font Control.h" #include "Render Dirty.h"
#include "Animation Control.h" #include "Sys Globals.h"
#include "Animation Data.h" #include "english.h"
#include "Event Pump.h" #include "MessageBoxScreen.h"
#include "Render Dirty.h"
#include "Sys Globals.h"
#include "Interface.h"
#include <wchar.h>
#include <tchar.h>
#include "english.h"
#include "Fileman.h"
#include "messageboxscreen.h"
//forward declarations of common classes to eliminate includes //forward declarations of common classes to eliminate includes
class OBJECTTYPE; class OBJECTTYPE;
@@ -44,7 +36,7 @@ static UINT8 ubNumStates = 0;
static UINT16 *pusStates = NULL; static UINT16 *pusStates = NULL;
static INT8 ubCurLoadedState = 0; static INT8 ubCurLoadedState = 0;
void CycleAnimations( ) static void CycleAnimations( )
{ {
INT32 cnt; INT32 cnt;
@@ -104,7 +96,7 @@ UINT32 AniEditScreenHandle(void)
fToggle2 = FALSE; fToggle2 = FALSE;
ubCurLoadedState = 0; ubCurLoadedState = 0;
pSoldier = MercPtrs[ gusSelectedSoldier ]; pSoldier = gusSelectedSoldier;
gTacticalStatus.uiFlags |= LOADING_SAVED_GAME; gTacticalStatus.uiFlags |= LOADING_SAVED_GAME;
@@ -318,7 +310,7 @@ UINT32 AniEditScreenHandle(void)
} }
UINT16 GetAnimStateFromName( STR8 zName ) static UINT16 GetAnimStateFromName( STR8 zName )
{ {
INT32 cnt; INT32 cnt;
+3 -1
View File
@@ -31,7 +31,9 @@
// ----------------------------- // -----------------------------
// Map Editor version - you should use the MapEditor configuration instead of messing with these defines (ChrisL) // Map Editor version - you should use the MapEditor configuration instead of messing with these defines (ChrisL)
//#ifndef JA2BETAVERSION
//#define JA2BETAVERSION //#define JA2BETAVERSION
//#endif
//#define JA2EDITOR //#define JA2EDITOR
// Normal test version // Normal test version
//#define JA2TESTVERSION //#define JA2TESTVERSION
@@ -77,6 +79,6 @@
#define _CRT_NON_CONFORMING_SWPRINTFS #define _CRT_NON_CONFORMING_SWPRINTFS
#define _SCL_SECURE_NO_WARNINGS #define _SCL_SECURE_NO_WARNINGS
#include "Profiler.h" #include "profiler.h"
#endif #endif
+8 -13
View File
@@ -1,36 +1,31 @@
#include <stdio.h>
#include <time.h> #include <time.h>
#include "sgp.h" #include "sgp.h"
#include "Gameloop.h" #include "gameloop.h"
#include "Screens.h" #include "Screens.h"
#include "cursors.h" #include "Cursors.h"
#include "init.h" #include "Init.h"
#include "music control.h" #include "Music Control.h"
#include "sys globals.h" #include "Sys Globals.h"
#include "laptop.h" #include "laptop.h"
#include "mapscreen.h" #include "mapscreen.h"
#include "Game Clock.h" #include "Game Clock.h"
#include "Timer Control.h" #include "Timer Control.h"
#include "overhead.h" #include "Overhead.h"
#include "LibraryDataBase.h" #include "LibraryDataBase.h"
#include "Map Screen Interface.h" #include "Map Screen Interface.h"
#include "Tactical Save.h" #include "Tactical Save.h"
#include "Interface.h" #include "Interface.h"
#include "GameSettings.h" #include "GameSettings.h"
#include "mapscreen.h"
#include "Interface Control.h" #include "Interface Control.h"
#include "text.h" #include "Text.h"
#include "HelpScreen.h" #include "HelpScreen.h"
#include "PreBattle Interface.h" #include "PreBattle Interface.h"
#include "Tactical Placement GUI.h"//dnl ch45 071009
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009 #include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "World Items.h"//dnl ch77 191113 #include "World Items.h"//dnl ch77 191113
#include "Overhead.h" // added by Flugente
#include "Ambient Control.h" // sevenfm #include "Ambient Control.h" // sevenfm
#include "SaveLoadScreen.h" #include "SaveLoadScreen.h"
#include "Lua Interpreter.h"
//**ddd direct link libraries //**ddd direct link libraries
#pragma comment (lib, "user32.lib") #pragma comment (lib, "user32.lib")
#pragma comment (lib, "gdi32.lib") #pragma comment (lib, "gdi32.lib")
@@ -80,7 +75,7 @@ void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen );
#ifdef JA2BETAVERSION #ifdef JA2BETAVERSION
BOOLEAN gubReportMapscreenLock = 0; BOOLEAN gubReportMapscreenLock = 0;
void ReportMapscreenErrorLock() static void ReportMapscreenErrorLock()
{ {
switch( gubReportMapscreenLock ) switch( gubReportMapscreenLock )
{ {
+1 -1
View File
@@ -1,7 +1,7 @@
#ifndef __GAMELOOP_ #ifndef __GAMELOOP_
#define __GAMELOOP_ #define __GAMELOOP_
#include "Types.h" #include "types.h"
// main game loop systems // main game loop systems
#define INIT_SYSTEM 0 #define INIT_SYSTEM 0
+92 -117
View File
@@ -1,85 +1,68 @@
#include "builddefines.h" #include "builddefines.h"
#include <stdio.h> #include <stdio.h>
#include <time.h> #include "sgp.h"
#include "sgp.h" #include "gameloop.h"
#include "gameloop.h" #include <Overhead Types.h>
#include "vobject.h" #include <Soldier Control.h>
#include "worlddef.h" #include "renderworld.h"
#include "renderworld.h" #include "Font.h"
#include "font.h" #include "screenids.h"
#include "screenids.h" #include "Screens.h"
#include "screens.h" #include <Meanwhile.h>
#include "overhead.h" #include "HelpScreen.h"
#include "Isometric Utils.h" #include "Overhead.h"
#include "sysutil.h" #include "Event Pump.h"
#include "input.h" #include "Font Control.h"
#include "Event Pump.h" #include "Timer Control.h"
#include "Font Control.h" #include "Radar Screen.h"
#include "Timer Control.h" #include "Render Dirty.h"
#include "Radar Screen.h" #include "Interface.h"
#include "Render Dirty.h" #include "Handle UI.h"
#include "Interface.h" #include "Cursors.h"
#include "Handle UI.h" #include "vobject_blitters.h"
#include <wchar.h> #include "Button System.h"
#include <tchar.h> #include "lighting.h"
#include "cursors.h" #include "Sys Globals.h"
#include "vobject_blitters.h" #include "environment.h"
#include "Button System.h" #include "Bullets.h"
#include "lighting.h" #include <mousesystem.h>
#include "renderworld.h" #include "message.h"
#include "sys globals.h" #include "overhead map.h"
#include "environment.h" #include "Strategic Exit GUI.h"
#include "bullets.h" #include "Tactical Placement GUI.h"
#include "Assignments.h" #include "Air Raid.h"
#include "message.h" #include "Game Clock.h"
#include <string.h> #include "Game Init.h"
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "strategic movement.h"
#include "Tactical Placement GUI.h"
#include "Air raid.h"
#include "Game Clock.h"
#include "game init.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "interface control.h"
#include "game clock.h"
#include "physics.h"
#include "fade screen.h"
#include "dialogue control.h"
#include "soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "interface.h"
#include "cursor control.h"
#include "strategic turns.h"
#include "merc entering.h"
#include "soldier create.h"
#include "Soldier Init List.h"
#include "interface panels.h"
#include "Map Information.h"
#include "environment.h"
#include "Squads.h"
#include "interface dialogue.h"
#include "auto bandage.h"
#include "meanwhile.h"
#include "strategic ai.h"
#include "HelpScreen.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "Random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h"
#include "physics.h"
#include "Fade Screen.h"
#include "Dialogue Control.h"
#include "Soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "Cursor Control.h"
#include "Strategic Turns.h"
#include "merc entering.h"
#include "Interface Panels.h"
#include "Map Information.h"
#include "Squads.h"
#include "interface Dialogue.h"
#include "Auto Bandage.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
#include "connect.h" #include "connect.h"
#ifdef JA2UB #ifdef JA2UB
@@ -108,10 +91,10 @@ INT32 giCounterPeriodOverlay = 0;
BOOLEAN gfExitToNewSector = FALSE; BOOLEAN gfExitToNewSector = FALSE;
//UINT8 gubNewSectorExitDirection; //UINT8 gubNewSectorExitDirection;
BOOLEAN gfGameScreenLocateToSoldier = FALSE; BOOLEAN gfGameScreenLocateToSoldier = FALSE;
BOOLEAN gfEnteringMapScreen = FALSE; BOOLEAN gfEnteringMapScreen = FALSE;
UINT32 uiOldMouseCursor; UINT32 uiOldMouseCursor;
UINT8 gubPreferredInitialSelectedGuy = NOBODY; SoldierID gubPreferredInitialSelectedGuy = NOBODY;
BOOLEAN gfTacticalIsModal = FALSE; BOOLEAN gfTacticalIsModal = FALSE;
MOUSE_REGION gTacticalDisableRegion; MOUSE_REGION gTacticalDisableRegion;
@@ -261,17 +244,17 @@ void EnterTacticalScreen( )
if ( gusSelectedSoldier != NOBODY ) if ( gusSelectedSoldier != NOBODY )
{ {
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) ) if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
{ {
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] ); SelectNextAvailSoldier( gusSelectedSoldier );
} }
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier)); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
// ATE: If the current guy is sleeping, change.... // ATE: If the current guy is sleeping, change....
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->flags.fMercAsleep ) if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->flags.fMercAsleep )
{ {
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] ); SelectNextAvailSoldier( gusSelectedSoldier );
} }
} }
else else
@@ -580,9 +563,9 @@ UINT32 MainGameScreenHandle(void)
{ {
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum ) if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
{ {
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->AdjustNoAPToFinishMove( FALSE ); gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->AdjustNoAPToFinishMove( FALSE );
} }
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->flags.fPauseAllAnimation = FALSE; gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE; gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
} }
@@ -684,7 +667,7 @@ UINT32 MainGameScreenHandle(void)
// Select a guy if he hasn;' // Select a guy if he hasn;'
if( !gfTacticalPlacementGUIActive ) if( !gfTacticalPlacementGUIActive )
{ {
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( MercPtrs[ gusSelectedSoldier ] ) ) if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
{ {
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier")); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
SelectSoldier( gusSelectedSoldier, FALSE, TRUE ); SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
@@ -735,11 +718,11 @@ UINT32 MainGameScreenHandle(void)
if ( !ARE_IN_FADE_IN( ) ) if ( !ARE_IN_FADE_IN( ) )
{ {
HandleAutoBandagePending( ); HandleAutoBandagePending( );
#ifdef JA2UB #ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector(); HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif #endif
} }
@@ -933,7 +916,7 @@ UINT32 MainGameScreenHandle(void)
if ( gusSelectedSoldier != NOBODY ) if ( gusSelectedSoldier != NOBODY )
{ {
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] ) if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 ); gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
} }
} }
@@ -1030,15 +1013,12 @@ void DisableFPSOverlay( BOOLEAN fEnable )
void TacticalScreenLocateToSoldier( ) void TacticalScreenLocateToSoldier( )
{ {
INT32 cnt; BOOLEAN fPreferedGuyUsed = FALSE;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
BOOLEAN fPreferedGuyUsed = FALSE;
if ( gubPreferredInitialSelectedGuy != NOBODY ) if ( gubPreferredInitialSelectedGuy != NOBODY )
{ {
// ATE: Put condition here... // ATE: Put condition here...
if ( OK_CONTROLLABLE_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) && OK_INTERRUPT_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) ) if ( OK_CONTROLLABLE_MERC( gubPreferredInitialSelectedGuy ) && OK_INTERRUPT_MERC( gubPreferredInitialSelectedGuy ) )
{ {
LocateSoldier( gubPreferredInitialSelectedGuy, 10 ); LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE ); SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
@@ -1050,14 +1030,14 @@ void TacticalScreenLocateToSoldier( )
if ( !fPreferedGuyUsed ) if ( !fPreferedGuyUsed )
{ {
// Set locator to first merc // Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID; SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++) for ( ; Soldier <= bLastTeamID; ++Soldier)
{ {
if ( OK_CONTROLLABLE_MERC( pSoldier ) && OK_INTERRUPT_MERC( pSoldier ) ) if ( OK_CONTROLLABLE_MERC( Soldier ) && OK_INTERRUPT_MERC( Soldier ) )
{ {
LocateSoldier( pSoldier->ubID, 10 ); LocateSoldier( Soldier, 10 );
SelectSoldier( pSoldier->ubID, FALSE, TRUE ); SelectSoldier( Soldier, FALSE, TRUE );
break; break;
} }
} }
@@ -1075,22 +1055,17 @@ void EnterMapScreen( )
void UpdateTeamPanelAssignments( ) void UpdateTeamPanelAssignments( )
{ {
INT32 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
// Remove all players // Remove all players
RemoveAllPlayersFromSlot( ); RemoveAllPlayersFromSlot( );
// Set locator to first merc // Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID; SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++) for ( ; Soldier <= bLastTeamID; ++Soldier)
{ {
// Setup team interface // Setup team interface
CheckForAndAddMercToTeamPanel( pSoldier ); CheckForAndAddMercToTeamPanel( Soldier );
} }
} }

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