mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
501 lines
14 KiB
C++
501 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "JA2 All.h"
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#include "HelpScreen.h"
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#include "Prebattle Interface.h"
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#else
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#include <stdio.h>
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#include <time.h>
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#include "sgp.h"
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#include "Gameloop.h"
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#include "Screens.h"
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#include "Wcheck.h"
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#include "cursors.h"
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#include "init.h"
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#include "music control.h"
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#include "sys globals.h"
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#include "laptop.h"
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#include "mapscreen.h"
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#include "Game Clock.h"
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#include "Timer Control.h"
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#include "overhead.h"
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#include "LibraryDataBase.h"
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#include "Map Screen Interface.h"
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#include "Tactical Save.h"
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#include "Interface.h"
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#include "GameSettings.h"
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#include "mapscreen.h"
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#include "Interface Control.h"
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#include "fade screen.h"
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#include "text.h"
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#include "HelpScreen.h"
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#include "PreBattle Interface.h"
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#endif
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//#include "Console.h"
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#include "Lua Interpreter.h"
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// rain
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#include "Rain.h"
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// end rain
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UINT32 guiCurrentScreen;
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UINT32 guiPendingScreen = NO_PENDING_SCREEN;
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UINT32 guiPreviousScreen = NO_PENDING_SCREEN;
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INT32 giStartingMemValue = 0;
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#define DONT_CHECK_FOR_FREE_SPACE 255
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UINT8 gubCheckForFreeSpaceOnHardDriveCount=DONT_CHECK_FOR_FREE_SPACE;
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extern BOOLEAN DoSkiMessageBox( UINT8 ubStyle, STR16 zString, UINT32 uiExitScreen, UINT8 ubFlags, MSGBOX_CALLBACK ReturnCallback );
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extern void NotEnoughHardDriveSpaceForQuickSaveMessageBoxCallBack( UINT8 bExitValue );
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extern BOOLEAN gfTacticalPlacementGUIActive;
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extern BOOLEAN gfTacticalPlacementGUIDirty;
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extern BOOLEAN gfValidLocationsChanged;
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extern BOOLEAN gfInMsgBox;
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extern void InitSightRange(); //lal
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// callback to confirm game is over
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void EndGameMessageBoxCallBack( UINT8 bExitValue );
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void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen );
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// The InitializeGame function is responsible for setting up all data and Gaming Engine
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// tasks which will run the game
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#ifdef JA2BETAVERSION
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BOOLEAN gubReportMapscreenLock = 0;
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void ReportMapscreenErrorLock()
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{
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switch( gubReportMapscreenLock )
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{
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case 1:
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DoScreenIndependantMessageBox( L"You have just loaded the game which is in a state that you shouldn't be able to. You can still play, but there should be a sector with enemies co-existing with mercs. Please don't report that.", MSG_BOX_FLAG_OK, NULL );
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fDisableDueToBattleRoster = FALSE;
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fDisableMapInterfaceDueToBattle = FALSE;
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gubReportMapscreenLock = 0;
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break;
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case 2:
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DoScreenIndependantMessageBox( L"You have just saved the game which is in a state that you shouldn't be able to. Please report circumstances (ex: merc in other sector pipes up about enemies), etc. Autocorrected, but if you reload the save, don't report the error appearing in load.", MSG_BOX_FLAG_OK, NULL );
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fDisableDueToBattleRoster = FALSE;
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fDisableMapInterfaceDueToBattle = FALSE;
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gubReportMapscreenLock = 0;
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break;
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}
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}
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#endif
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BOOLEAN InitializeGame(void)
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{
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UINT32 uiIndex;
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giStartingMemValue = MemGetFree( );
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InitializeLua();
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ClearAllDebugTopics();
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RegisterJA2DebugTopic( TOPIC_JA2OPPLIST, "Reg" );
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//RegisterJA2DebugTopic( TOPIC_MEMORY_MANAGER, "Reg" );
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// Snap: Read options from an INI file in the default of custom Data directory
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// Moved this up because some settings are used during other inits
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LoadGameExternalOptions();
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InitSightRange(); //lal
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// Initlaize mouse subsystems
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MSYS_Init( );
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InitButtonSystem();
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InitCursors( );
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// Init Fonts
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if ( !InitializeFonts( ) )
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{
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// Send debug message and quit
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "COULD NOT INUT FONT SYSTEM...");
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return( ERROR_SCREEN );
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}
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//Deletes all the Temp files in the Maps\Temp directory
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InitTacticalSave( TRUE );
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// Initialize Game Screens.
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for (uiIndex = 0; uiIndex < MAX_SCREENS; uiIndex++)
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{
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if ((*(GameScreens[uiIndex].InitializeScreen))() == FALSE)
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{ // Failed to initialize one of the screens.
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return FALSE;
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}
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}
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//Init the help screen system
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InitHelpScreenSystem();
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//Loads the saved (if any) general JA2 game settings
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LoadGameSettings();
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//Initialize the Game options ( Gun nut, scifi and dif. levels
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InitGameOptions();
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// preload mapscreen graphics
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HandlePreloadOfMapGraphics( );
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guiCurrentScreen = INIT_SCREEN;
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return TRUE;
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}
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// The ShutdownGame function will free up/undo all things that were started in InitializeGame()
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// It will also be responsible to making sure that all Gaming Engine tasks exit properly
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void ShutdownGame(void)
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{
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// handle shutdown of game with respect to preloaded mapscreen graphics
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HandleRemovalOfPreLoadedMapGraphics( );
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ShutdownJA2( );
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//Save the general save game settings to disk
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SaveGameSettings();
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//shutdown the file database manager
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ShutDownFileDatabase( );
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//Deletes all the Temp files in the Maps\Temp directory
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InitTacticalSave( FALSE );
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ShutdownLua( );
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FreeGameExternalOptions();
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}
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// This is the main Gameloop. This should eventually be one big switch statement which represents
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// the state of the game (i.e. Main Menu, PC Generation, Combat loop, etc....)
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// This function exits constantly and reenters constantly
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// rain
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static BOOLEAN gfSkipFrame = FALSE;
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void GameLoop(void)
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{
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// DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop");
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InputAtom InputEvent;
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POINT MousePos;
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UINT32 uiOldScreen=guiCurrentScreen;
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clock_t startTime = clock(); // decrease CPU load patch from defrog
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: get mouse position");
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GetCursorPos(&MousePos);
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ScreenToClient(ghWindow, &MousePos); // In window coords!
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// Hook into mouse stuff for MOVEMENT MESSAGES
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: get mouse hook");
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MouseSystemHook(MOUSE_POS, (UINT16)MousePos.x ,(UINT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: get music");
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MusicPoll( FALSE );
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: check for mouse events");
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while (DequeueSpecificEvent(&InputEvent, LEFT_BUTTON_REPEAT|RIGHT_BUTTON_REPEAT|LEFT_BUTTON_DOWN|LEFT_BUTTON_UP|RIGHT_BUTTON_DOWN|RIGHT_BUTTON_UP ) == TRUE )
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{
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// HOOK INTO MOUSE HOOKS
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("GameLoop: mouse event %d", InputEvent.usEvent ));
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switch(InputEvent.usEvent)
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{
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case LEFT_BUTTON_DOWN:
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MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case LEFT_BUTTON_UP:
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MouseSystemHook(LEFT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_DOWN:
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MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_UP:
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MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case LEFT_BUTTON_REPEAT:
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MouseSystemHook(LEFT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_REPEAT:
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MouseSystemHook(RIGHT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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}
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}
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: check for errors");
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if ( gfGlobalError )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: global error");
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guiCurrentScreen = ERROR_SCREEN;
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}
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/*
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// Madd: removed check because it kept coming up for me, even on new games, even though I have 12GB free!! I think the "DoesUserHaveEnoughHardDriveSpace" function is busted.
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//if we are to check for free space on the hard drive
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: check hard drive");
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if( gubCheckForFreeSpaceOnHardDriveCount < DONT_CHECK_FOR_FREE_SPACE )
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{
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//only if we are in a screen that can get this check
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if( guiCurrentScreen == MAP_SCREEN || guiCurrentScreen == GAME_SCREEN || guiCurrentScreen == SAVE_LOAD_SCREEN )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: check for free hard drive space");
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if( gubCheckForFreeSpaceOnHardDriveCount < 1 )
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{
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gubCheckForFreeSpaceOnHardDriveCount++;
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}
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else
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{
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// Make sure the user has enough hard drive space
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if( !DoesUserHaveEnoughHardDriveSpace() )
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{
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CHAR16 zText[512];
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CHAR16 zSpaceOnDrive[512];
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UINT32 uiSpaceOnDrive;
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CHAR16 zSizeNeeded[512];
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swprintf( zSizeNeeded, L"%d", REQUIRED_FREE_SPACE / BYTESINMEGABYTE );
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InsertCommasForDollarFigure( zSizeNeeded );
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uiSpaceOnDrive = GetFreeSpaceOnHardDriveWhereGameIsRunningFrom( );
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swprintf( zSpaceOnDrive, L"%.2f", uiSpaceOnDrive / (FLOAT)BYTESINMEGABYTE );
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swprintf( zText, pMessageStrings[ MSG_LOWDISKSPACE_WARNING ], zSpaceOnDrive, zSizeNeeded );
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if( guiPreviousOptionScreen == MAP_SCREEN )
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DoMapMessageBox( MSG_BOX_BASIC_STYLE, zText, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
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else
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DoMessageBox( MSG_BOX_BASIC_STYLE, zText, GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, NULL );
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}
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gubCheckForFreeSpaceOnHardDriveCount = DONT_CHECK_FOR_FREE_SPACE;
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}
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}
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}
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*/
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// ATE: Force to be in message box screen!
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if ( gfInMsgBox )
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{
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: message box");
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guiPendingScreen = MSG_BOX_SCREEN;
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}
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if ( guiPendingScreen != NO_PENDING_SCREEN )
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{
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// Based on active screen, deinit!
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if( guiPendingScreen != guiCurrentScreen )
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{
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switch( guiCurrentScreen )
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{
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case MAP_SCREEN:
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if( guiPendingScreen != MSG_BOX_SCREEN )
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{
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EndMapScreen( FALSE );
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}
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break;
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case LAPTOP_SCREEN:
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ExitLaptop();
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break;
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}
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}
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// if the screen has chnaged
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if( uiOldScreen != guiPendingScreen )
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{
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// Set the fact that the screen has changed
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uiOldScreen = guiPendingScreen;
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HandleNewScreenChange( guiPendingScreen, guiCurrentScreen );
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}
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guiCurrentScreen = guiPendingScreen;
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guiPendingScreen = NO_PENDING_SCREEN;
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}
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: screen changed");
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uiOldScreen = (*(GameScreens[guiCurrentScreen].HandleScreen))();
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// if the screen has chnaged
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if( uiOldScreen != guiCurrentScreen )
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{
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HandleNewScreenChange( uiOldScreen, guiCurrentScreen );
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guiCurrentScreen = uiOldScreen;
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}
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// rain
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RenderRain();
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if( gfSkipFrame )
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gfSkipFrame = FALSE;
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else
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// end rain
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: refresh screen");
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RefreshScreen( NULL );
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guiGameCycleCounter++;
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: update clock");
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UpdateClock();
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#ifdef JA2BETAVERSION
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if( gubReportMapscreenLock )
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{
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ReportMapscreenErrorLock();
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}
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#endif
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#if 0
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if( gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] == TRUE )
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{
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// decrease CPU load patch from MTX (http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/102405/page/1#Post102405)
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//OK! 12% CPU:
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//Sleep(10);
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// decrease CPU load patch from defrog
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clock_t endTime = clock();
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//long sleeptime = 33 - (endTime-startTime)/(CLK_TCK/1000);
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long sleeptime = 33 - (endTime-startTime);
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if( sleeptime > 0 )
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Sleep(sleeptime);
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}
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#endif
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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop done");
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}
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void SetCurrentScreen( UINT32 uiNewScreen )
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{
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guiCurrentScreen = uiNewScreen;
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(*(GameScreens[guiCurrentScreen].HandleScreen))();
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}
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void SetPendingNewScreen( UINT32 uiNewScreen )
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{
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guiPendingScreen = uiNewScreen;
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}
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// rain
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extern UINT32 guiRainLoop;
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// end rain
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// Gets called when the screen changes, place any needed in code in here
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void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
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{
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//if we are not going into the message box screen, and we didnt just come from it
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if( ( uiNewScreen != MSG_BOX_SCREEN && uiOldScreen != MSG_BOX_SCREEN ) )
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{
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//reset the help screen
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NewScreenSoResetHelpScreen( );
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}
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//rain
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if( uiNewScreen == MAP_SCREEN )
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{
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if ( guiRainLoop != NO_SAMPLE )
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{
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SoundStop( guiRainLoop );
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guiRainLoop = NO_SAMPLE;
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}
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}
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// end rain
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}
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void HandleShortCutExitState( void )
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{
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// look at the state of fGameIsRunning, if set false, then prompt user for confirmation
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// use YES/NO Pop up box, settup for particular screen
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SGPRect pCenteringRect= {0, 0, SCREEN_WIDTH, INV_INTERFACE_START_Y };
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if( guiCurrentScreen == ERROR_SCREEN )
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{ //an assert failure, don't bring up the box!
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gfProgramIsRunning = FALSE;
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return;
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}
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if( guiCurrentScreen == AUTORESOLVE_SCREEN )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
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return;
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}
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/// which screen are we in?
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if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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{
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// set up for mapscreen
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DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
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}
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else if( guiCurrentScreen == LAPTOP_SCREEN )
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{
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// set up for laptop
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DoLapTopSystemMessageBox( MSG_BOX_LAPTOP_DEFAULT, pMessageStrings[ MSG_EXITGAME ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
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}
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else if( guiCurrentScreen == SHOPKEEPER_SCREEN )
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{
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DoSkiMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], SHOPKEEPER_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
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}
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else
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{
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// check if error or editor
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#ifdef JA2BETAVERSION
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if ( guiCurrentScreen == AIVIEWER_SCREEN || guiCurrentScreen == QUEST_DEBUG_SCREEN )
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{
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// then don't prompt
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gfProgramIsRunning = FALSE;
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return;
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}
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#endif
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if( ( guiCurrentScreen == ERROR_SCREEN ) || ( guiCurrentScreen == EDIT_SCREEN ) || ( guiCurrentScreen == DEBUG_SCREEN ) )
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{
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// then don't prompt
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gfProgramIsRunning = FALSE;
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return;
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}
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// set up for all otherscreens
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DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
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}
|
|
}
|
|
|
|
|
|
void EndGameMessageBoxCallBack( UINT8 bExitValue )
|
|
{
|
|
// yes, so start over, else stay here and do nothing for now
|
|
if( bExitValue == MSG_BOX_RETURN_YES )
|
|
{
|
|
gfProgramIsRunning = FALSE;
|
|
}
|
|
|
|
//If we are in the tactical placement gui, we need this flag set so the interface is updated.
|
|
if( gfTacticalPlacementGUIActive )
|
|
{
|
|
gfTacticalPlacementGUIDirty = TRUE;
|
|
gfValidLocationsChanged = TRUE;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void NextLoopCheckForEnoughFreeHardDriveSpace()
|
|
{
|
|
gubCheckForFreeSpaceOnHardDriveCount = 0;
|
|
}
|