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********************************************************* * 2006/03/16 * * RoWa21 * * Developed in VS 2003 * ********************************************************* - Changed missing screens to the High-Resolution - Tactical Screen - Shopkeeper Interface, - Credits Screen, - AutoResolve Screen - ... - Some bugfixing with the screens - Centered message boxes - ... - Merged lalienxx's features (BUT NO BURST AND NO MP3/OGG SUPPORT!) - Rain and lightning visual and sound effects - Visibility radius decrease when rainig - Weapon relyability decrease when rainig - Possibility to spot the enemy at night with lightning - New settings in the ja2.ini file for the rain - Aiming without shooting with "L" key - Move the cursor over an enemy and press the "L" key. - Added judges bugfixing - Swapped internal shopkeeper character numbering to match the Prof.dat in 1.13 (Gabby/Smithy) - Added status of the items to item 'tooltip' - If it is an ammo, the number of available rounds appear - A stack of items now always shows the minimum repair status - No more carrying a stack of grenades into battle only to find most are duds - Made tactical map loading code more robust against maps with bogus buildings - Made tactical map loading code more robust against maps with characters with bogus locations or schedules - Changed the location of the savegame structure - Each mode contains its own savegame folder in its own data-folder - Some general bugfixing - See Bugfixing.xls on the ftp git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@24 3b4a5df2-a311-0410-b5c6-a8a6f20db521
467 lines
14 KiB
C++
467 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 "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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#endif
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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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// 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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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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// 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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}
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// This is the main Gameloop. This should eventually by 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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//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"GameLoop: get mouse position");
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GetCursorPos(&MousePos);
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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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//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, (INT16 *)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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// 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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//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,(INT16 *) 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, (INT16 *) 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, (STR16)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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}
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}
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void EndGameMessageBoxCallBack( UINT8 bExitValue )
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{
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// yes, so start over, else stay here and do nothing for now
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if( bExitValue == MSG_BOX_RETURN_YES )
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{
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gfProgramIsRunning = FALSE;
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}
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//If we are in the tactical placement gui, we need this flag set so the interface is updated.
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if( gfTacticalPlacementGUIActive )
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{
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gfTacticalPlacementGUIDirty = TRUE;
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gfValidLocationsChanged = TRUE;
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}
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return;
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}
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void NextLoopCheckForEnoughFreeHardDriveSpace()
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{
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gubCheckForFreeSpaceOnHardDriveCount = 0;
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}
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