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Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on! This commit contains the following features (bugfixes are not listed): - New Feature: Show merc ranks in Strategy Screen before merc name o Toggle on/off in the ingame options screen o For each experience level (0-10) there are defined rank names in the language specific text files o Additional language text that is not translated yet is marked with // TODO.Translate - New Feature: Faster Bobby Ray Shipments o This feature is selectable in the ja2_options.ini o When activated Bobby Ray shipments will be really fast -> Overnight Express: 5 - 7 hours -> Air Service: 10, 12 or 14 hours -> Standard Service: 15, 18 or 21 hours o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector) - New Feature: AP cost for manipulating the merc inventory o This feature is selectable in the start new game screen o For example, putting a weapon from hand in the backpack costs APs o The AP costs are defined in the APBPConstants.ini o In a multiplayer game, this feature is disabled - New Feature: Added possibility to set individual Gear Kit names o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml) - New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100) o Nice scrolling bars to scroll through all the purchases - New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0) - New Feature: Externalized AIM Veterans laptop site o Add maximum of 4 pages o Add new AIM to veterans page, and remove AIM from veterans page. o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml) - New Feature: Added possibility to choose from 254 IMP faces o Modified IMPPortraits.xml o Added new GameDir folder "IMPFaces" which contains the IMP face portraits o Moved IMP faces in the new "IMPFaces" folder - New Feature: ARSP - All Resolution Support Project o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1 o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics o See ja2.ini for defining the screen resolution - New Feature: AI Turn Speed Up (FF-MOD) o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699 o When this feature is activated it allows fast enemy turns o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE o Turn on/off auto fast turns in ingame options o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block - New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :) o Whenever you toggle on/off a screen message appears on the tactical log to notify the player - New Feature: Weapon overheating o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently o On/off toggle in the ingame options o Graphical thermometer indication on the weapon picture o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings] o XML changes (New Tags) --> AmmoTypes.xml: <temperatureModificator> --> Items.xml: <barrel>, <usOverheatingCooldownFactor> --> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature> o Added a few barells to Items.xml (end of the file) o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1 - New Feature: Resting weapons on a surfaces o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position. o A little 'A' on your gun indicates if you are resting it or not. o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings' - New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED o This ini setting does not affect leaving sectors on map edges - Rework/Update: Ammo boxes and Ammo crates o Ammo crate items added for remaining calibers. Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less). o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well. Only possible outside of combat. o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press. o Shift-A now creates ammo boxes in the same loop. They mostly behave like crates, but fit in mercs inventories. o Ammo boxes are available to purchase at BR and tony, sam, etc. Individual magazines/drums/etc are no longer available. o Removed ammo crate xml tag. Added ubMagType tag to Magazines array. This allows us to differentiate between magazines, bullets, boxes and crates. o Changed ammo filtering in BR's to display boxes appropriately. Added back the "Mag:" display (changed text to "Size:") o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file). o Added P4-P9Items image files (up to 5k images each) and tileslots. 1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future. P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items. TODO: Need to discuss a strategy for this in the forums. o Added in Ambient/0.bad and 32.bad to avoid an exception in the code. o Updated the XML Editor o Standardized the text on all the ammo items. - New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game o You will also see enemies, that your teammate sees git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
616 lines
18 KiB
C++
616 lines
18 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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#include "Tactical Placement GUI.h"//dnl ch45 071009
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#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
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#endif
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#include "SaveLoadScreen.h"
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#include "Lua Interpreter.h"
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//**ddd direct link libraries
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#pragma comment (lib, "user32.lib")
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#pragma comment (lib, "gdi32.lib")
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#pragma comment (lib, "advapi32.lib")
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#pragma comment (lib, "shell32.lib")
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#ifdef JA2UB
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#include "ub_config.h"
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#endif
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// rain
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#include "Rain.h"
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// end rain
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// arynn : render mouse regions
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#include "line.h"
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//network headers
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#include "connect.h"
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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 BOOLEAN gfInChatBox; // OJW - 20090314 - new chatbox
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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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is_networked = FALSE;
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is_client = FALSE;
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is_server = FALSE;
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// Set up the debugging topics
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//
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// Turn off all the flags
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ClearAllDebugTopics();
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//
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// Now turn on the ones we are interested in watching
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RegisterJA2DebugTopic( TOPIC_JA2OPPLIST, "Reg" );
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RegisterJA2DebugTopic( TOPIC_JA2INTERRUPT, "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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LoadGameAPBPConstants();
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LoadGameExternalOptions();
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// Load new ini - SANDRO
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LoadSkillTraitsExternalSettings();
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// HEADROCK HAM 4: Read CTH values
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LoadCTHConstants();
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#ifdef JA2UB
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LoadGameUBOptions(); // JA25 UB
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#endif
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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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SetFastForwardPeriod(gGameExternalOptions.iFastForwardPeriod);
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SetFastForwardKey(gGameExternalOptions.iFastForwardKey);
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SetNotifyFrequencyKey(gGameExternalOptions.iNotifyFrequency);
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SetClockSpeedPercent(gGameExternalOptions.fClockSpeedPercent);
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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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//LoadSavegame Slot
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LoadSaveGameOldOrNew();
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//Loads the saved (if any) general JA2 game settings
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LoadGameSettings();
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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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if(gGameExternalOptions.fEnableInventoryPoolQ)//dnl ch51 081009
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MemFreeInventoryPoolQ();
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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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//*** dddd
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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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while (DequeueSpecificEvent(&InputEvent,
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LEFT_BUTTON_REPEAT|RIGHT_BUTTON_REPEAT|
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LEFT_BUTTON_DOWN|LEFT_BUTTON_UP|MIDDLE_BUTTON_UP|X1_BUTTON_UP|X2_BUTTON_UP|
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RIGHT_BUTTON_DOWN|RIGHT_BUTTON_UP|MIDDLE_BUTTON_DOWN|X1_BUTTON_DOWN|X2_BUTTON_DOWN|
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MOUSE_WHEEL_UP|MOUSE_WHEEL_DOWN) == 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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MouseSystemHook(InputEvent.usEvent, (UINT16)MousePos.x ,(UINT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
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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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// OJW - 20090314 - new chatbox
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if (gfInChatBox)
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{
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guiPendingScreen = MP_CHAT_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 && guiPendingScreen != MP_CHAT_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");
|
|
AssertNotNIL (GameScreens[guiCurrentScreen].HandleScreen);
|
|
uiOldScreen = (*(GameScreens[guiCurrentScreen].HandleScreen))();
|
|
|
|
// if the screen has changed
|
|
if( uiOldScreen != guiCurrentScreen )
|
|
{
|
|
HandleNewScreenChange( uiOldScreen, guiCurrentScreen );
|
|
guiPreviousScreen = guiCurrentScreen;
|
|
guiCurrentScreen = uiOldScreen;
|
|
}
|
|
|
|
// rain
|
|
RenderRain();
|
|
|
|
//DEBUG MODE : DEBUG RENDER ENTRY : point to drop in debugging render code
|
|
if( (gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE]) || (JA2BETAVERSION_FLAG))
|
|
{
|
|
// arynn : render mouse regions
|
|
if(gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS])
|
|
{
|
|
MOUSE_REGION *curr;
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT8 *pDestBuf;
|
|
|
|
curr = get_first_entry_in_MSYS_RegList();
|
|
|
|
while((curr != NULL) )
|
|
{
|
|
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
|
|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
LineDraw( TRUE, curr->RegionTopLeftX, curr->RegionTopLeftY,
|
|
curr->RegionBottomRightX, curr->RegionBottomRightY,
|
|
Get16BPPColor( FROMRGB( 200, 200, 200 )), pDestBuf);
|
|
RectangleDraw( TRUE, curr->RegionTopLeftX, curr->RegionTopLeftY,
|
|
curr->RegionBottomRightX, curr->RegionBottomRightY,
|
|
Get16BPPColor( FROMRGB( 200, 200, 200 )), pDestBuf);
|
|
curr = get_next_entry_in_MSYS_RegList(curr);
|
|
UnLockVideoSurface( FRAME_BUFFER );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//when coming from a recent debug.exe to a rel.exe, and option to carry over debug functions is off, disable debug mode options
|
|
gGameSettings.fOptions[TOPTION_RENDER_MOUSE_REGIONS] = FALSE;
|
|
}
|
|
|
|
|
|
|
|
if( gfSkipFrame )
|
|
gfSkipFrame = FALSE;
|
|
else
|
|
// end rain
|
|
|
|
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: refresh screen");
|
|
RefreshScreen( NULL );
|
|
|
|
guiGameCycleCounter++;
|
|
|
|
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: update clock");
|
|
UpdateClock();
|
|
|
|
#ifdef JA2BETAVERSION
|
|
if( gubReportMapscreenLock )
|
|
{
|
|
ReportMapscreenErrorLock();
|
|
}
|
|
#endif
|
|
|
|
// WANNE: Removed Low CPU option
|
|
/*
|
|
if( gGameSettings.fOptions[ TOPTION_LOW_CPU_USAGE ] == TRUE )
|
|
{
|
|
// decrease CPU load patch from MTX (http://www.ja-galaxy-forum.com/board/ubbthreads.php/ubb/showflat/Number/102405/page/1#Post102405)
|
|
//OK! 12% CPU:
|
|
//Sleep(10);
|
|
|
|
// decrease CPU load patch from defrog
|
|
clock_t endTime = clock();
|
|
|
|
//long sleeptime = 33 - (endTime-startTime)/(CLK_TCK/1000);
|
|
long sleeptime = 33 - (endTime-startTime);
|
|
|
|
if( sleeptime > 0 )
|
|
Sleep(sleeptime);
|
|
}
|
|
*/
|
|
|
|
if ( is_networked )
|
|
{
|
|
client_packet();
|
|
server_packet();
|
|
}
|
|
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop done");
|
|
}
|
|
|
|
void SetCurrentScreen( UINT32 uiNewScreen )
|
|
{
|
|
guiCurrentScreen = uiNewScreen;
|
|
(*(GameScreens[guiCurrentScreen].HandleScreen))();
|
|
|
|
}
|
|
|
|
void SetPendingNewScreen( UINT32 uiNewScreen )
|
|
{
|
|
guiPendingScreen = uiNewScreen;
|
|
}
|
|
|
|
// rain
|
|
extern UINT32 guiRainLoop;
|
|
// end rain
|
|
|
|
// Gets called when the screen changes, place any needed in code in here
|
|
void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen )
|
|
{
|
|
//if we are not going into the message box screen, and we didnt just come from it
|
|
if( ( uiNewScreen != MSG_BOX_SCREEN && uiOldScreen != MSG_BOX_SCREEN && uiNewScreen != MP_CHAT_SCREEN && uiOldScreen != MP_CHAT_SCREEN ) )
|
|
{
|
|
//reset the help screen
|
|
NewScreenSoResetHelpScreen( );
|
|
}
|
|
|
|
//rain
|
|
if( uiNewScreen == MAP_SCREEN )
|
|
{
|
|
if ( guiRainLoop != NO_SAMPLE )
|
|
{
|
|
SoundStop( guiRainLoop );
|
|
guiRainLoop = NO_SAMPLE;
|
|
}
|
|
}
|
|
// end rain
|
|
}
|
|
|
|
void HandleShortCutExitState( void )
|
|
{
|
|
// look at the state of fGameIsRunning, if set false, then prompt user for confirmation
|
|
|
|
// use YES/NO Pop up box, settup for particular screen
|
|
SGPRect pCenteringRect= {0 + xResOffset, 0, SCREEN_WIDTH - xResOffset, INV_INTERFACE_START_Y };
|
|
|
|
if( guiCurrentScreen == ERROR_SCREEN )
|
|
{ //an assert failure, don't bring up the box!
|
|
gfProgramIsRunning = FALSE;
|
|
return;
|
|
}
|
|
|
|
if( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
|
{
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
|
|
return;
|
|
}
|
|
|
|
/// which screen are we in?
|
|
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
|
|
{
|
|
// set up for mapscreen
|
|
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
|
|
|
|
}
|
|
else if( guiCurrentScreen == LAPTOP_SCREEN )
|
|
{
|
|
// set up for laptop
|
|
DoLapTopSystemMessageBox( MSG_BOX_LAPTOP_DEFAULT, pMessageStrings[ MSG_EXITGAME ], LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
|
|
}
|
|
else if( guiCurrentScreen == SHOPKEEPER_SCREEN )
|
|
{
|
|
DoSkiMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], SHOPKEEPER_SCREEN, MSG_BOX_FLAG_YESNO, EndGameMessageBoxCallBack );
|
|
}
|
|
else
|
|
{
|
|
|
|
// check if error or editor
|
|
#ifdef JA2BETAVERSION
|
|
if ( guiCurrentScreen == AIVIEWER_SCREEN || guiCurrentScreen == QUEST_DEBUG_SCREEN )
|
|
{
|
|
// then don't prompt
|
|
gfProgramIsRunning = FALSE;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if( ( guiCurrentScreen == ERROR_SCREEN ) || ( guiCurrentScreen == EDIT_SCREEN ) || ( guiCurrentScreen == DEBUG_SCREEN ) )
|
|
{
|
|
// then don't prompt
|
|
gfProgramIsRunning = FALSE;
|
|
return;
|
|
}
|
|
|
|
// set up for all otherscreens
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, pMessageStrings[ MSG_EXITGAME ], guiCurrentScreen, ( UINT8 ) ( MSG_BOX_FLAG_YESNO | MSG_BOX_FLAG_USE_CENTERING_RECT ), EndGameMessageBoxCallBack, &pCenteringRect );
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
// Called by any game loop after all known events were handled
|
|
void HandleDefaultEvent(InputAtom *Event)
|
|
{
|
|
const int MouseButtonEvents = LEFT_BUTTON_REPEAT|RIGHT_BUTTON_REPEAT|
|
|
LEFT_BUTTON_DOWN|LEFT_BUTTON_UP|MIDDLE_BUTTON_UP|X1_BUTTON_UP|X2_BUTTON_UP|
|
|
RIGHT_BUTTON_DOWN|RIGHT_BUTTON_UP|MIDDLE_BUTTON_DOWN|X1_BUTTON_DOWN|X2_BUTTON_DOWN|
|
|
MOUSE_WHEEL_UP|MOUSE_WHEEL_DOWN;
|
|
|
|
if (Event != NULL && Event->usEvent & MouseButtonEvents)
|
|
{
|
|
POINT MousePos;
|
|
GetCursorPos(&MousePos);
|
|
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
|
MouseSystemHook(Event->usEvent, (UINT16)MousePos.x ,(UINT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
|
|
}
|
|
}
|