Files
source/Laptop/AimLinks.cpp
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: 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: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

285 lines
8.1 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Laptop All.h"
#else
#include "laptop.h"
#include "AimLinks.h"
#include "aim.h"
#include "Utilities.h"
#include "WCheck.h"
#include "WordWrap.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#endif
#ifdef JA2UB
#include "ub_config.h"
#endif
#define AIM_LINK_TITLE_FONT FONT14ARIAL
#define AIM_LINK_TITLE_COLOR AIM_GREEN
#define AIM_LINK_FONT FONT12ARIAL
#define AIM_LINK_COLOR AIM_FONT_GOLD
#define AIM_LINK_NUM_LINKS 3
#define AIM_LINK_LINK_OFFSET_Y 94//90
#define AIM_LINK_LINK_WIDTH 420
#define AIM_LINK_LINK_HEIGHT 70
#define AIM_LINK_BOBBY_LINK_X LAPTOP_SCREEN_UL_X + 40
#define AIM_LINK_BOBBY_LINK_Y LAPTOP_SCREEN_WEB_UL_Y + 91
#define AIM_LINK_FUNERAL_LINK_X AIM_LINK_BOBBY_LINK_X
#define AIM_LINK_FUNERAL_LINK_Y AIM_LINK_BOBBY_LINK_Y + AIM_LINK_LINK_OFFSET_Y
#define AIM_LINK_INSURANCE_LINK_X AIM_LINK_BOBBY_LINK_X
#define AIM_LINK_INSURANCE_LINK_Y AIM_LINK_FUNERAL_LINK_Y + AIM_LINK_LINK_OFFSET_Y
#define AIM_LINK_TITLE_X IMAGE_OFFSET_X + 149
#define AIM_LINK_TITLE_Y AIM_SYMBOL_Y + AIM_SYMBOL_SIZE_Y + 10
#define AIM_LINK_TITLE_WIDTH AIM_SYMBOL_WIDTH
#define AIM_LINK_LINK_TEXT_1_Y AIM_LINK_BOBBY_LINK_Y + 71
#define AIM_LINK_LINK_TEXT_2_Y AIM_LINK_FUNERAL_LINK_Y + 36
#define AIM_LINK_LINK_TEXT_3_Y AIM_LINK_INSURANCE_LINK_Y + 45
#ifdef JA2UB
INT16 LinkID = 3;
#endif
UINT32 guiBobbyLink;
UINT32 guiFuneralLink;
UINT32 guiInsuranceLink;
UINT8 gubLinkPages[]={
BOBBYR_BOOKMARK,
FUNERAL_BOOKMARK,
INSURANCE_BOOKMARK};
//Clicking on guys Face
MOUSE_REGION gSelectedLinkRegion[ AIM_LINK_NUM_LINKS ] ;
void SelectLinkRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void GameInitAimLinks()
{
}
BOOLEAN EnterAimLinks()
{
VOBJECT_DESC VObjectDesc;
UINT16 usPosY;
InitAimDefaults();
InitAimMenuBar();
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkBobby == TRUE )
{
#endif
// load the Bobby link graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_BOBBYRAYLINK );
CHECKF(AddVideoObject(&VObjectDesc, &guiBobbyLink));
#ifdef JA2UB
}
#endif
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkFuneral == TRUE )
{
#endif
// load the Funeral graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_MORTUARYLINK );
CHECKF(AddVideoObject(&VObjectDesc, &guiFuneralLink));
#ifdef JA2UB
}
#endif
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkInsurance == TRUE )
{
#endif
// load the Insurance graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_INSURANCELINK );
CHECKF(AddVideoObject(&VObjectDesc, &guiInsuranceLink));
#ifdef JA2UB
}
#endif
#ifdef JA2UB
usPosY = AIM_LINK_BOBBY_LINK_Y;
if (gGameUBOptions.LaptopLinkBobby == TRUE )
{
MSYS_DefineRegion( &gSelectedLinkRegion[0], AIM_LINK_BOBBY_LINK_X, usPosY , AIM_LINK_BOBBY_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
MSYS_AddRegion(&gSelectedLinkRegion[0]);
MSYS_SetRegionUserData( &gSelectedLinkRegion[0], 0, gubLinkPages[0]);
//usPosY += AIM_LINK_LINK_OFFSET_Y;
}
usPosY = AIM_LINK_FUNERAL_LINK_Y;
if (gGameUBOptions.LaptopLinkFuneral == TRUE )
{
MSYS_DefineRegion( &gSelectedLinkRegion[1], AIM_LINK_FUNERAL_LINK_X, usPosY , AIM_LINK_FUNERAL_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
MSYS_AddRegion(&gSelectedLinkRegion[1]);
MSYS_SetRegionUserData( &gSelectedLinkRegion[1], 0, gubLinkPages[1]);
//usPosY += AIM_LINK_LINK_OFFSET_Y;
}
usPosY = AIM_LINK_INSURANCE_LINK_Y;
if (gGameUBOptions.LaptopLinkInsurance== TRUE )
{
MSYS_DefineRegion( &gSelectedLinkRegion[2], AIM_LINK_INSURANCE_LINK_X, usPosY , AIM_LINK_INSURANCE_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
MSYS_AddRegion(&gSelectedLinkRegion[2]);
MSYS_SetRegionUserData( &gSelectedLinkRegion[2], 0, gubLinkPages[2]);
usPosY += AIM_LINK_LINK_OFFSET_Y;
}
#else
usPosY = AIM_LINK_BOBBY_LINK_Y;
for(UINT8 i=0; i<AIM_LINK_NUM_LINKS; i++)
{
MSYS_DefineRegion( &gSelectedLinkRegion[i], AIM_LINK_BOBBY_LINK_X, usPosY , AIM_LINK_BOBBY_LINK_X + AIM_LINK_LINK_WIDTH, (UINT16)(usPosY + AIM_LINK_LINK_HEIGHT), MSYS_PRIORITY_HIGH,
CURSOR_WWW, MSYS_NO_CALLBACK, SelectLinkRegionCallBack );
MSYS_AddRegion(&gSelectedLinkRegion[i]);
MSYS_SetRegionUserData( &gSelectedLinkRegion[i], 0, gubLinkPages[i]);
usPosY += AIM_LINK_LINK_OFFSET_Y;
}
#endif
RenderAimLinks();
return(TRUE);
}
void ExitAimLinks()
{
INT16 i;
RemoveAimDefaults();
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkBobby == TRUE )
DeleteVideoObjectFromIndex(guiBobbyLink);
if (gGameUBOptions.LaptopLinkFuneral == TRUE )
DeleteVideoObjectFromIndex(guiFuneralLink);
if (gGameUBOptions.LaptopLinkInsurance == TRUE )
DeleteVideoObjectFromIndex(guiInsuranceLink);
if (gGameUBOptions.LaptopLinkBobby == TRUE )
MSYS_RemoveRegion( &gSelectedLinkRegion[0]);
if (gGameUBOptions.LaptopLinkFuneral == TRUE )
MSYS_RemoveRegion( &gSelectedLinkRegion[1]);
if (gGameUBOptions.LaptopLinkInsurance == TRUE )
MSYS_RemoveRegion( &gSelectedLinkRegion[2]);
#else
DeleteVideoObjectFromIndex(guiBobbyLink);
DeleteVideoObjectFromIndex(guiFuneralLink);
DeleteVideoObjectFromIndex(guiInsuranceLink);
for(i=0; i<AIM_LINK_NUM_LINKS; i++)
MSYS_RemoveRegion( &gSelectedLinkRegion[i]);
#endif
ExitAimMenuBar();
}
void HandleAimLinks()
{
}
void RenderAimLinks()
{
HVOBJECT hPixHandle;
DrawAimDefaults();
DisableAimButton();
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkBobby == TRUE )
{
#endif
GetVideoObject(&hPixHandle, guiBobbyLink);
BltVideoObject(FRAME_BUFFER, hPixHandle, 0, AIM_LINK_BOBBY_LINK_X, AIM_LINK_BOBBY_LINK_Y, VO_BLT_SRCTRANSPARENCY,NULL);
#ifdef JA2UB
}
#endif
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkFuneral == TRUE )
{
#endif
GetVideoObject(&hPixHandle, guiFuneralLink);
BltVideoObject(FRAME_BUFFER, hPixHandle, 0, AIM_LINK_FUNERAL_LINK_X, AIM_LINK_FUNERAL_LINK_Y, VO_BLT_SRCTRANSPARENCY,NULL);
// DrawTextToScreen(AimLinkText[AIM_LINK_FUNERAL], AIM_LINK_BOBBY_LINK_X, AIM_LINK_LINK_TEXT_2_Y, AIM_LINK_LINK_WIDTH, AIM_LINK_FONT, AIM_LINK_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
#ifdef JA2UB
}
#endif
#ifdef JA2UB
if (gGameUBOptions.LaptopLinkInsurance == TRUE )
{
#endif
GetVideoObject(&hPixHandle, guiInsuranceLink);
BltVideoObject(FRAME_BUFFER, hPixHandle, 0, AIM_LINK_INSURANCE_LINK_X, AIM_LINK_INSURANCE_LINK_Y, VO_BLT_SRCTRANSPARENCY,NULL);
// DrawTextToScreen(AimLinkText[AIM_LINK_LISTENING], AIM_LINK_BOBBY_LINK_X, AIM_LINK_LINK_TEXT_3_Y, AIM_LINK_LINK_WIDTH, AIM_LINK_FONT, AIM_LINK_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
#ifdef JA2UB
}
#endif
//Draw Link Title
DrawTextToScreen(AimLinkText[AIM_LINK_TITLE], AIM_LINK_TITLE_X, AIM_LINK_TITLE_Y, AIM_LINK_TITLE_WIDTH, AIM_LINK_TITLE_FONT, AIM_LINK_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
MarkButtonsDirty( );
RenderWWWProgramTitleBar( );
InvalidateRegion(LAPTOP_SCREEN_UL_X,LAPTOP_SCREEN_WEB_UL_Y,LAPTOP_SCREEN_LR_X,LAPTOP_SCREEN_WEB_LR_Y);
}
void SelectLinkRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
}
else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
{
}
else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
UINT32 gNextLaptopPage;
gNextLaptopPage = MSYS_GetRegionUserData( pRegion, 0 );
GoToWebPage( gNextLaptopPage );
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
}
}