Files
source/Tactical/Interface Control.h
T
Wanne f8a0a5eb2c New options in ja2_options.ini (by Sevenfm)
1) PLAYER_HIT_COUNT = 0
This works as ENEMY_HIT_COUNT option, but for player mercs.
Possible values: 0 - 4

2) SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO = TRUE
Show additional info in tactical tooltip:
- APs lost due to suppression
- Suppression Tolerance
- Effective Shock Level ( Shock level modified by traits and backgrounds. This value is compared with current suppression tolerance to determine "cowering" effect )
- AI morale level

3) SHOW_ENEMY_WEAPON = TRUE
Show enemy weapon name above soldier - after health, name and rank.
You can see exact weapon name only on short distances, range calculation is similar to dynamic tooltips and based on soldiers actual viewing range and experience.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6691 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-16 09:13:55 +00:00

68 lines
2.1 KiB
C

#ifndef __INTERFACE_CONTROL_H
#define __INTERFACE_CONTROL_H
#define INTERFACE_MAPSCREEN 0x00000001
#define INTERFACE_NORENDERBUTTONS 0x00000002
#define INTERFACE_LOCKEDLEVEL1 0x00000004
#define INTERFACE_SHOPKEEP_INTERFACE 0x00000008
extern UINT32 guiTacticalInterfaceFlags;
void SetTacticalInterfaceFlags( UINT32 uiFlags );
void SetUpInterface( );
void ResetInterface( );
void RenderTopmostTacticalInterface( );
void RenderTacticalInterface( );
// Flugente: handle flashlights
void HandleFlashLights();
void StartViewportOverlays( );
void EndViewportOverlays( );
void LockTacticalInterface( );
void UnLockTacticalInterface( );
void RenderTacticalInterfaceWhileScrolling( );
void EraseInterfaceMenus( BOOLEAN fIgnoreUIUnLock );
// handle paused render of tactical panel, if flag set, OR it in with tactical render flags
// then reset
void HandlePausedTacticalRender( void );
void ResetInterfaceAndUI( );
BOOLEAN AreWeInAUIMenu( );
void HandleTacticalPanelSwitch( );
BOOLEAN InterfaceOKForMeanwhilePopup();
// sevenfm: these values are used to calculate scale for displaying values as asterisks (no more than 5 asterisks for any value)
enum{
PRINT_SCALE_PLAIN_NUMBER,
PRINT_SCALE_ASTERISK,
PRINT_SCALE_ASTERISK_SUPPRESSION,
PRINT_SCALE_ASTERISK_DAMAGE,
PRINT_SCALE_ASTERISK_MORALE,
PRINT_SCALE_ASTERISK_AP,
PRINT_SCALE_ASTERISK_SHOCK,
};
UINT8 CalcScaleSuppression( INT16 data );
UINT8 CalcScaleDamage( INT16 data );
UINT8 CalcScaleMorale( INT16 data );
UINT8 CalcScaleAP( INT16 data );
UINT8 CalcScaleShock( INT16 data );
void DrawCounters( SOLDIERTYPE *pSoldier );
// print counter as number or asterisks ( applying provided scale when displaying asterisks )
// width is updated as X offset after printing
void PrintCounter( INT16 x, INT16 y, INT16 data, UINT16 &width, UINT8 ubForegound, UINT8 scale = PRINT_SCALE_PLAIN_NUMBER );
void PrintSuppressionCounter( INT16 x, INT16 y, INT16 sX, INT16 sY, UINT8 data, UINT16 &widthDamage, UINT16 &widthSuppression, UINT8 ubForeground, UINT8 scale, UINT8 option);
#endif