Files
source/Tactical/SoldierTooltips.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

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

Fixed signedness of many grid variables used in GetMouseMapPos calls

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

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

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

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

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

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

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

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

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


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

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


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

489 lines
18 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "Types.h"
#include "Windows.h"
#include "Soldier Control.h"
#include "Input.h"
#include "english.h"
#include "Isometric Utils.h"
#include "GameSettings.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "Text.h"
#include "lighting.h"
#include "Interface.h"
#include "weapons.h"
#include "renderworld.h"
#include "Font Control.h"
#include "font.h"
#include "local.h"
#include "vsurface.h"
#include "line.h"
#endif
struct MOUSETT
{
CHAR16 FastHelpText[ 1024 ];
INT32 iX;
INT32 iY;
INT32 iW;
};
extern struct MOUSETT mouseTT;
extern BOOL mouseTTrender,mouseTTdone;
const int DL_Limited = 1;
const int DL_Basic = 2;
const int DL_Full = 3;
const int DL_Debug = 4;
void DisplayWeaponInfo( SOLDIERTYPE*, CHAR16*, UINT8, UINT8 );
void DrawMouseTooltip(void);
#define MAX(a, b) (a > b ? a : b)
void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
SGPRect aRect;
extern void GetSoldierScreenRect(SOLDIERTYPE*,SGPRect*);
GetSoldierScreenRect( pSoldier, &aRect );
INT16 a1,a2;
BOOLEAN fDrawTooltip = FALSE;
if ( gfKeyState[ALT] && pSoldier &&
IsPointInScreenRectWithRelative( gusMouseXPos, gusMouseYPos, &aRect, &a1, &a2 ) )
{
MOUSETT *pRegion = &mouseTT;
CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ];
int iNVG = 0;
UINT16 usSoldierGridNo;
BOOLEAN fDisplayBigSlotItem = FALSE;
BOOLEAN fMercIsUsingScope = FALSE;
UINT16 iCarriedRL = 0;
INT32 iRangeToTarget = 0;
UINT8 ubTooltipDetailLevel = gGameExternalOptions.ubSoldierTooltipDetailLevel;
UINT32 uiMaxTooltipDistance = gGameExternalOptions.ubStraightSightRange;
fDrawTooltip = TRUE;
// get the gridno the cursor is at
GetMouseMapPos( &usSoldierGridNo );
// get the distance to enemy's tile from the selected merc
if ( gusSelectedSoldier != NOBODY )
{
iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, usSoldierGridNo ) / 10;
}
// WANNE: If we want to show the tooltip of milita and no merc is present in the sector
else
{
return;
}
if ( gGameExternalOptions.fEnableDynamicSoldierTooltips )
{
for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( Item[MercPtrs[gusSelectedSoldier]->inv[HANDPOS].usAttachItem[cnt]].visionrangebonus > 0 )
{
fMercIsUsingScope = TRUE;
break;
}
}
if ( fMercIsUsingScope )
{
// set detail level to (at least) Full
ubTooltipDetailLevel = MAX(DL_Full,ubTooltipDetailLevel);
}
else
{
// add 10% to max tooltip viewing distance per level of the merc
uiMaxTooltipDistance *= 1 + (MercPtrs[ gusSelectedSoldier ]->bExpLevel / 10);
if ( gGameExternalOptions.gfAllowLimitedVision )
uiMaxTooltipDistance *= 1 - (gGameExternalOptions.ubVisDistDecreasePerRainIntensity / 100);
if ( !(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD1POS].usItem].nightvisionrangebonus > 0) &&
!(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD2POS].usItem].nightvisionrangebonus > 0) &&
!DayTime() )
{
// if night reduce max tooltip viewing distance by a factor of 4 if merc is not wearing NVG
uiMaxTooltipDistance >>= 2;
}
if ( iRangeToTarget <= (INT32)(uiMaxTooltipDistance / 2) )
{
// at under half the maximum view distance set tooltip detail to (at least) Basic
ubTooltipDetailLevel = MAX(DL_Basic,ubTooltipDetailLevel);
}
else if ( iRangeToTarget <= (INT32)uiMaxTooltipDistance )
{
// at under the maximum view distance set tooltip detail to (at least) Limited
ubTooltipDetailLevel = MAX(DL_Limited,ubTooltipDetailLevel);
}
else
{
// beyond visual range, do not display tooltip if player has not chosen full or debug details
if ( ubTooltipDetailLevel < DL_Full )
return;
}
} // fMercIsUsingScope is false
} // gGameExternalOptions.fEnableDynamicSoldierTooltips
// WANNE: Check if enemy soldier is in line of sight but only if player has not choosen debug details
if ( ubTooltipDetailLevel < DL_Full)
{
// Get the current selected merc
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
if ( pMerc->bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
{
// We do not see the enemy. Return and do not display the tooltip.
return;
}
}
swprintf( pStrInfo, L"" );
if ( ubTooltipDetailLevel == DL_Debug )
{
// display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, usSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( usSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
if ( gGameExternalOptions.fEnableSoldierTooltipID )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->bOrders );
if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->bAttitude );
if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->bLife );
}
// armor info code block start
if ( ubTooltipDetailLevel >= DL_Full )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HELMET], pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : gzTooltipStrings[STR_TT_NO_HELMET] );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_VEST], pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : gzTooltipStrings[STR_TT_NO_VEST] );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LEGGINGS], pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : gzTooltipStrings[STR_TT_NO_LEGGING] );
}
else
{
if ( !( !gGameExternalOptions.fEnableSoldierTooltipHelmet &&
!gGameExternalOptions.fEnableSoldierTooltipVest &&
!gGameExternalOptions.fEnableSoldierTooltipLeggings) )
// do not display the armor line if all the armor toggles are set to false
{
if ( ArmourPercent( pSoldier ) )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
if ( ubTooltipDetailLevel == DL_Basic )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? gzTooltipStrings[STR_TT_HELMET] : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? gzTooltipStrings[STR_TT_VEST] : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? gzTooltipStrings[STR_TT_LEGGINGS] : L"" );
wcscat( pStrInfo, L"\n" );
}
else // ubTooltipDetailLevel == DL_Limited
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_WORN] );
}
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_NO_ARMOR] );
}
}
}
// armor info code block end
// head slots info code block start
if ( ubTooltipDetailLevel != DL_Debug )
{
if( Item[pSoldier->inv[HEAD1POS].usItem].nightvisionrangebonus > 0 )
iNVG = HEAD1POS;
else if( Item[pSoldier->inv[HEAD2POS].usItem].nightvisionrangebonus > 0 )
iNVG = HEAD2POS;
if ( !( !gGameExternalOptions.fEnableSoldierTooltipHeadItem1 &&
!gGameExternalOptions.fEnableSoldierTooltipHeadItem2) )
// do not display the NVG/mask lines if both head slot toggles are set to false
{
if ( ubTooltipDetailLevel >= DL_Full )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo, iNVG ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_NVG] );
}
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
}
}
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
{
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_1], pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_2], pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
}
// head slots info code block end
// weapon in primary hand info code block start
if ( gGameExternalOptions.fEnableSoldierTooltipWeapon )
{
DisplayWeaponInfo( pSoldier, pStrInfo, HANDPOS, ubTooltipDetailLevel );
} // gGameExternalOptions.fEnableSoldierTooltipWeapon
// weapon in primary hand info code block end
// weapon in off hand info code block start
if ( gGameExternalOptions.fEnableSoldierTooltipSecondHand )
{
if ( pSoldier->inv[SECONDHANDPOS].usItem )
{
// if there's something in the slot display it
wcscat( pStrInfo, L"\n" );
DisplayWeaponInfo( pSoldier, pStrInfo, SECONDHANDPOS, ubTooltipDetailLevel );
}
}
// weapon in off hand info code block end
// large objects in big inventory slots info code block start
for ( UINT8 BigSlot = BIGPOCK1POS; BigSlot <= BIGPOCK4POS; BigSlot++ )
{
if ( pSoldier->inv[ BigSlot ].usItem == 0 )
continue; // slot is empty, move on to the next slot
switch( BigSlot )
{
// if display of this big slot is toggled off then move on to the next slot
case BIGPOCK1POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot1 )
continue;
break;
case BIGPOCK2POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot2 )
continue;
break;
case BIGPOCK3POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot3 )
continue;
break;
case BIGPOCK4POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot4 )
continue;
break;
}
if ( Item[ pSoldier->inv[ BigSlot ].usItem ].rocketlauncher )
iCarriedRL = pSoldier->inv[ BigSlot ].usItem; // remember that enemy is carrying a rocket launcher when check for rocket ammo is made later on
if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
{
// it's a firearm
if ( ( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != HANDGUNCLASS ) &&
( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
{
// it's a long gun or heavy weapon
fDisplayBigSlotItem = TRUE;
}
}
else
{
// check for rocket ammo
if ( ( iCarriedRL != 0 ) && // soldier is carrying a RL ...
ValidLaunchable( pSoldier->inv[ BigSlot ].usItem, iCarriedRL ) ) // this item is launchable by the RL
{
fDisplayBigSlotItem = TRUE;
}
}
if ( fDisplayBigSlotItem )
{
wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
fDisplayBigSlotItem = FALSE;
}
}
// large objects in big inventory slots info code block end
pRegion->iX = gusMouseXPos;
pRegion->iY = gusMouseYPos;
// if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
// swprintf( pRegion->FastHelpText, L"%s\n|String |Length|: %d", pStrInfo, wcslen(pStrInfo) );
// else
wcscpy( pRegion->FastHelpText, pStrInfo );
}
if ( gfKeyState[ ALT ] && fDrawTooltip )
{
DrawMouseTooltip();
SetRenderFlags( RENDER_FLAG_FULL );
}
} // SoldierTooltip(SOLDIERTYPE* pSoldier)
void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, UINT8 ubTooltipDetailLevel )
{
INT32 iNumAttachments = 0;
BOOLEAN fDisplayAttachment = FALSE;
if ( ubTooltipDetailLevel >= DL_Full )
{
// display exact weapon model
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
else
{
if ( ubTooltipDetailLevel == DL_Limited )
{
// display general weapon class
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
{
case HANDGUNCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
break;
case SMGCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
break;
case RIFLECLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
break;
case MGCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
break;
case SHOTGUNCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
break;
case KNIFECLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
break;
default:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HEAVY_WEAPON] );
break;
}
}
else
{
// display general weapon type
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
}
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic )
{
// display weapon attachments
for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( pSoldier->inv[ubSlot].usAttachItem[ cnt ] != NOTHING )
{
if ( ubTooltipDetailLevel == DL_Basic )
{
// display only externally-visible weapon attachments
if ( !Item[pSoldier->inv[ubSlot].usAttachItem[ cnt ]].hiddenattachment )
{
fDisplayAttachment = TRUE;
}
}
else
{
// display all weapon attachments
fDisplayAttachment = TRUE;
}
if ( fDisplayAttachment )
{
iNumAttachments++;
if ( iNumAttachments == 1 )
wcscat( pStrInfo, L"\n[" );
else
wcscat( pStrInfo, L", " );
wcscat( pStrInfo, ItemNames[ pSoldier->inv[ubSlot].usAttachItem[ cnt ] ] );
fDisplayAttachment = FALSE; // clear flag for next loop iteration
}
} // pSoldier->inv[HANDPOS].usAttachItem[ cnt ] != NOTHING
} // for
if ( iNumAttachments > 0 )
wcscat( pStrInfo, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); // append ' attached]' to end of string
} // gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic
}
MOUSETT mouseTT;
BOOL mouseTTrender, mouseTTdone;
void DrawMouseTooltip()
{
UINT8 *pDestBuf;
UINT32 uiDestPitchBYTES;
UINT16 usFillColor = Get16BPPColor(FROMRGB(250, 240, 188));
UINT16 usRectColor1 = Get16BPPColor( FROMRGB( 65, 57, 15 ) );
UINT16 usRectColor2 = Get16BPPColor( FROMRGB( 227, 198, 88 ) );
static INT32 iX, iY, iW, iH;
extern INT16 GetWidthOfString(const STR16);
extern INT16 GetNumberOfLinesInHeight(const STR16);
extern void DisplayHelpTokenizedString(const STR16,INT16,INT16);
extern BOOLEAN initTooltipBuffer();
extern PTR LockTooltipBuffer(UINT32*);
extern void UnlockTooltipBuffer();
extern void DisplayTooltipString( const STR16 pStringA, INT16 sX, INT16 sY );
extern void j_log(PTR,...);
iX = mouseTT.iX;iY = mouseTT.iY;
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
if(1)//draw at cursor
{
iY -= (iH / 2);
if (gusMouseXPos > (SCREEN_WIDTH / 2))
iX = gusMouseXPos - iW - 24;
else
iX = gusMouseXPos + 24;
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
// iY -= 32;
if (iY <= 0) iY += 32;
}
else
{ //draw in panel
//502,485 658,596 160*110 580,540
iX = 580 - (iW / 2);
iY = 540 - (iH/2);
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
}
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
RectangleDraw( TRUE, iX + 1, iY + 1, iX + iW - 1, iY + iH - 1, Get16BPPColor( FROMRGB( 65, 57, 15 ) ), pDestBuf );
RectangleDraw( TRUE, iX, iY, iX + iW - 2, iY + iH - 2, Get16BPPColor( FROMRGB( 227, 198, 88 ) ), pDestBuf );
UnLockVideoSurface( FRAME_BUFFER );
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
SetFont( FONT10ARIAL );
SetFontShadow( FONT_NEARBLACK );
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
//InvalidateScreen();
}