Files
source/Laptop/IMP HomePage.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

569 lines
15 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#include "IMP Compile Character.h"
#else
#include "CharProfile.h"
#include "IMP HomePage.h"
#include "IMPVideoObjects.h"
#include "Utilities.h"
#include "WCheck.h"
#include "Debug.h"
#include "WordWrap.h"
#include "IMP Compile Character.h"
#include "Render Dirty.h"
#include "Encrypted File.h"
#include "cursors.h"
#include "laptop.h"
#include "IMP Text System.h"
#include "Timer Control.h"
#include "Text Input.h"
#include "LaptopSave.h"
#include "line.h"
#include "english.h"
#include "Merc Hiring.h"
#include "Text.h"
#include "GameSettings.h"
#include "IMP MainPage.h"
#include "IMP Confirm.h"
#include "Game Clock.h"
#endif
void GetPlayerKeyBoardInputForIMPHomePage( void );
void DisplayPlayerActivationString( void );
void ProcessPlayerInputActivationString( void );
void GetPlayerKeyBoardInputForIMPHomePage( void );
void HandleTextEvent( UINT32 uiKey );
void CreateIMPHomePageButtons( void );
void RemoveIMPHomePageButtons( void );
void DisplayActivationStringCursor( void );
INT32 GlowColorsList[][3] ={
{ 0,0,0 },
{ 0,25,0 },
{ 0,50,0 },
{ 0,75,0 },
{ 0,100,0 },
{ 0,125,0 },
{ 0,150,0 },
{ 0,175,0 },
{ 0,200,0 },
{ 0,225,0 },
{ 0,255,0 },
};
// btn callbacks
void BtnIMPAboutUsCallback(GUI_BUTTON *btn,INT32 reason);
void ResetActivationStringTextBox(void);
// position defines
#define IMP_PLAYER_ACTIVATION_STRING_X LAPTOP_SCREEN_UL_X + 261
#define IMP_PLAYER_ACTIVATION_STRING_Y LAPTOP_SCREEN_WEB_UL_Y + 336
#define CURSOR_Y IMP_PLAYER_ACTIVATION_STRING_Y - 5
#define CURSOR_HEIGHT GetFontHeight( FONT14ARIAL ) + 6
// IMP homepage buttons
INT32 giIMPHomePageButton[1];
INT32 giIMPHomePageButtonImage[1];
// the player activation string
CHAR16 pPlayerActivationString[32];
// position within player activation string
INT32 iStringPos=0;
UINT16 uiCursorPosition = IMP_PLAYER_ACTIVATION_STRING_X;
// has a new char been added or deleted?
BOOLEAN fNewCharInActivationString = FALSE;
void EnterImpHomePage( void )
{
// upon entry to Imp home page
memset(pPlayerActivationString, 0, sizeof(pPlayerActivationString));
// reset string position
iStringPos =0;
// reset activation cursor position
uiCursorPosition = IMP_PLAYER_ACTIVATION_STRING_X;
// load buttons
CreateIMPHomePageButtons( );
// we have now vsisited IMP, reset fact we haven't
fNotVistedImpYet = FALSE;
// render screen once
RenderImpHomePage( );
return;
}
void RenderImpHomePage( void )
{
// the background
RenderProfileBackGround( );
// the IMP symbol
RenderIMPSymbol( 107, 45 );
// the second button image
RenderButton2Image( 134, 314);
// render the indents
//activation indents
RenderActivationIndent( 257, 328 );
// the two font page indents
RenderFrontPageIndent( 3, 64 );
RenderFrontPageIndent( 396,64 );
// render the activation string
DisplayPlayerActivationString( );
return;
}
void ExitImpHomePage( void )
{
// remove buttons
RemoveIMPHomePageButtons( );
return;
}
void HandleImpHomePage( void )
{
// handle keyboard input for this screen
GetPlayerKeyBoardInputForIMPHomePage( );
// has a new char been added to activation string
if( fNewCharInActivationString )
{
// display string
DisplayPlayerActivationString( );
}
// render the cursor
DisplayActivationStringCursor( );
return;
}
void DisplayPlayerActivationString( void )
{
// this function will grab the string that the player will enter for activation
INT32 iCounter=0;
// player gone too far, move back
if(iStringPos > 64)
{
iStringPos = 64;
}
// restore background
RenderActivationIndent( 257, 328 );
// setup the font stuff
SetFont( FONT14ARIAL );
SetFontForeground( 184 );
SetFontBackground(FONT_BLACK);
// reset shadow
SetFontShadow(DEFAULT_SHADOW);
mprintf(IMP_PLAYER_ACTIVATION_STRING_X, IMP_PLAYER_ACTIVATION_STRING_Y, pPlayerActivationString);
fNewCharInActivationString = FALSE;
fReDrawScreenFlag = TRUE;
return;
}
void DisplayActivationStringCursor( void )
{
// this procdure will draw the activation string cursor on the screen at position cursorx cursory
UINT32 uiDestPitchBYTES;
static UINT32 uiBaseTime = 0;
UINT32 uiDeltaTime = 0;
UINT8 *pDestBuf;
static UINT32 iCurrentState = 0;
static BOOLEAN fIncrement = TRUE;
if(uiBaseTime == 0)
{
uiBaseTime = GetJA2Clock();
}
// get difference
uiDeltaTime = GetJA2Clock() - uiBaseTime;
// if difference is long enough, rotate colors
if(uiDeltaTime > MIN_GLOW_DELTA)
{
if( iCurrentState == 10)
{
// start rotating downward
fIncrement = FALSE;
}
if( iCurrentState == 0)
{
// rotate colors upward
fIncrement = TRUE;
}
// if increment upward, increment iCurrentState
if(fIncrement)
{
iCurrentState++;
}
else
{
// else downwards
iCurrentState--;
}
// reset basetime to current clock
uiBaseTime = GetJA2Clock( );
}
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
// draw line in current state
LineDraw(TRUE, (UINT16) uiCursorPosition, CURSOR_Y, (UINT16)uiCursorPosition, CURSOR_Y + CURSOR_HEIGHT, Get16BPPColor( FROMRGB( GlowColorsList[ iCurrentState ][ 0 ], GlowColorsList[ iCurrentState ][ 1 ], GlowColorsList[ iCurrentState ][ 2 ] ) ),
pDestBuf );
// unlock frame buffer
UnLockVideoSurface( FRAME_BUFFER );
InvalidateRegion((UINT16) uiCursorPosition , CURSOR_Y , (UINT16)uiCursorPosition + 1, CURSOR_Y + CURSOR_HEIGHT + 1);
return;
}
void GetPlayerKeyBoardInputForIMPHomePage( void )
{
InputAtom InputEvent;
POINT MousePos;
GetCursorPos(&MousePos);
while (DequeueEvent(&InputEvent) == TRUE)
{
// HOOK INTO MOUSE HOOKS
/*
switch(InputEvent.usEvent)
{
case LEFT_BUTTON_DOWN:
MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case LEFT_BUTTON_UP:
MouseSystemHook(LEFT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_DOWN:
MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_UP:
MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
}
*/
if( !HandleTextInput( &InputEvent ) && (InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT || InputEvent.usEvent == KEY_UP ) )
{
switch( InputEvent.usParam )
{
case (( ENTER ) ):
if(( InputEvent.usEvent == KEY_UP ) )
{
// return hit, check to see if current player activation string is a valid one
ProcessPlayerInputActivationString( );
fNewCharInActivationString = TRUE;
}
break;
case (( ESC )):
LeaveLapTopScreen( );
break;
default:
if(InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT )
{
HandleTextEvent( InputEvent.usParam );
}
break;
}
}
}
return;
}
void HandleTextEvent( UINT32 uiKey )
{
// this function checks to see if a letter or a backspace was pressed, if so, either put char to screen
// or delete it
switch( uiKey )
{
case ( BACKSPACE ):
if( iStringPos >= 0 )
{
if( iStringPos > 0 )
{
// decrement iStringPosition
iStringPos-=1;
}
// null out char
pPlayerActivationString[iStringPos ] = 0;
// move back cursor
uiCursorPosition = StringPixLength( pPlayerActivationString, FONT14ARIAL ) + IMP_PLAYER_ACTIVATION_STRING_X;
// string has been altered, redisplay
fNewCharInActivationString = TRUE;
}
break;
default:
if( uiKey >= 'A' && uiKey <= 'Z' ||
uiKey >= 'a' && uiKey <= 'z' ||
uiKey >= '0' && uiKey <= '9' ||
uiKey == '_' || uiKey == '.' || uiKey ==' ') // WANNE NEW: added ' '
{
// if the current string position is at max or great, do nothing
if( iStringPos >= 8 )
{
break;
}
else
{
if(iStringPos < 0 )
{
iStringPos = 0;
}
// valid char, capture and convert to CHAR16
pPlayerActivationString[iStringPos] = ( CHAR16 )uiKey;
// null out next char position
pPlayerActivationString[iStringPos + 1] = 0;
// move cursor position ahead
uiCursorPosition = StringPixLength( pPlayerActivationString, FONT14ARIAL ) + IMP_PLAYER_ACTIVATION_STRING_X;
// increment string position
iStringPos +=1;
// string has been altered, redisplay
fNewCharInActivationString = TRUE;
}
}
break;
}
return;
}
void ProcessPlayerInputActivationString( void )
{
// prcess string to see if it matches activation string
char charPlayerActivationString[32];
wcstombs(charPlayerActivationString,pPlayerActivationString,32);
BOOLEAN freeMercSlot = TRUE;
// WANNE: Check total number of hired mercs
if( NumberOfMercsOnPlayerTeam() >= 18 )
{
freeMercSlot = FALSE;
}
//Madd multiple imps if( ( ( wcscmp(pPlayerActivationString, L"XEP624") == 0 ) || ( wcscmp(pPlayerActivationString, L"xep624") == 0 ) )&&( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) &&( LaptopSaveInfo.gfNewGameLaptop < 2 ) )
if( ( ( wcscmp(pPlayerActivationString, L"XEP624") == 0 ) || ( wcscmp(pPlayerActivationString, L"xep624") == 0 ) ) &&( LaptopSaveInfo.gfNewGameLaptop < 2 ) )
{
// WANNE: Check total number of hired mercs
if( freeMercSlot == FALSE )
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, AimPopUpText[ AIM_MEMBER_ALREADY_HAVE_18_MERCS ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return;
}
if (CountFilledIMPSlots(-1) < gGameExternalOptions.iMaxIMPCharacters)
{
// Kaiden: Need to reset skills, attributes and personalities with the new UB Method.
ResetSkillsAttributesAndPersonality( );
ClearAllSkillsList( );
iCurrentImpPage = IMP_MAIN_PAGE;
}
else
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 8 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
}
}
//Madd multiple imps else if( ( wcscmp(pPlayerActivationString, L"90210") == 0 ) && ( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) )
else if( wcscmp(pPlayerActivationString, L"90210") == 0 )
{
// WANNE: Check total number of hired mercs
if( freeMercSlot == FALSE )
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, AimPopUpText[ AIM_MEMBER_ALREADY_HAVE_18_MERCS ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return;
}
if (CountFilledIMPSlots(-1) < gGameExternalOptions.iMaxIMPCharacters)
{
if (LoadImpCharacter( IMP_MERC_FILENAME ) == TRUE)
{
// Reset activation text box
ResetActivationStringTextBox();
//DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 11 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex );
}
}
else
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 8 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
}
}
// Madd: load characters by name
else if ( ImpExists( charPlayerActivationString ) )
{
// WANNE: Check total number of hired mercs
if( freeMercSlot == FALSE )
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, AimPopUpText[ AIM_MEMBER_ALREADY_HAVE_18_MERCS ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return;
}
if (CountFilledIMPSlots(-1) < gGameExternalOptions.iMaxIMPCharacters)
{
if (LoadImpCharacter( charPlayerActivationString ) == TRUE)
{
// Reset activation text box
ResetActivationStringTextBox();
//DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 11 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex );
}
}
else
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 8 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
}
}
else
{
if( ( ( wcscmp(pPlayerActivationString, L"XEP624") != 0 ) && ( wcscmp(pPlayerActivationString, L"xep624") != 0 ) ) )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 0 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
}
else if( LaptopSaveInfo.fIMPCompletedFlag == TRUE )
{
DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 6 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
}
}
return;
}
void ResetActivationStringTextBox(void)
{
// Reset activation text box
for (int i = 0; i < iStringPos; i++)
{
pPlayerActivationString[i] = 0;
}
iStringPos = 0;
uiCursorPosition = StringPixLength( pPlayerActivationString, FONT14ARIAL ) + IMP_PLAYER_ACTIVATION_STRING_X;
DisplayPlayerActivationString();
DisplayActivationStringCursor();
}
void CreateIMPHomePageButtons( void )
{
// this procedure will create the buttons needed for the IMP homepage
// ths about us button
giIMPHomePageButtonImage[0]= LoadButtonImage( "LAPTOP\\button_1.sti" ,-1,0,-1,1,-1 );
/* giIMPHomePageButton[0] = QuickCreateButton( giIMPHomePageButtonImage[0], LAPTOP_SCREEN_UL_X + ( 286 - 106 ), LAPTOP_SCREEN_WEB_UL_Y + ( 248 - 48 ),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPAboutUsCallback);
*/
giIMPHomePageButton[0] = CreateIconAndTextButton( giIMPHomePageButtonImage[0], pImpButtonText[ 0 ], FONT12ARIAL,
FONT_WHITE, DEFAULT_SHADOW,
FONT_WHITE, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
LAPTOP_SCREEN_UL_X + ( 286 - 106 ), LAPTOP_SCREEN_WEB_UL_Y + ( 248 - 48), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPAboutUsCallback);
SetButtonCursor(giIMPHomePageButton[ 0 ], CURSOR_WWW);
return;
}
void RemoveIMPHomePageButtons( void )
{
// this procedure will destroy the already created buttosn for the IMP homepage
// the about us button
RemoveButton(giIMPHomePageButton[0] );
UnloadButtonImage(giIMPHomePageButtonImage[0] );
return;
}
void BtnIMPAboutUsCallback(GUI_BUTTON *btn,INT32 reason)
{
// btn callback for IMP Homepage About US button
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
iCurrentImpPage = IMP_ABOUT_US;
fButtonPendingFlag = TRUE;
}
}
}