Exemplo n.º 1
0
void HandleIntroScreen()
{
	BOOLEAN	fFlicStillPlaying = FALSE;

	//if we are exiting this screen, this frame, dont update the screen
	if( gfIntroScreenExit )
		return;


	//handle smaker each frame
	fFlicStillPlaying = SmkPollFlics();

	//if the flic is not playing
	if( !fFlicStillPlaying )
	{
		INT32 iNextVideoToPlay = -1;

		iNextVideoToPlay = GetNextIntroVideo( giCurrentIntroBeingPlayed );

		if( iNextVideoToPlay != -1 )
		{
			StartPlayingIntroFlic( iNextVideoToPlay );
		}
		else
		{
			PrepareToExitIntroScreen();
			giCurrentIntroBeingPlayed = -1;
		}
	}

	InvalidateScreen();
}
Exemplo n.º 2
0
void RemoveFileDialog(void)
{
	INT32 x;

	MSYS_RemoveRegion( &BlanketRegion );

	for(x=0; x<6; x++)
	{
		RemoveButton(iFileDlgButtons[x]);
	}

	if( iFileDlgButtons[6] != -1 )
	{
		RemoveButton( iFileDlgButtons[6] );
	}

	TrashFDlgList( FileList );

	FileList = NULL;

	InvalidateScreen( );

	EnableEditorTaskbar();
	KillTextInputMode();
	MarkWorldDirty();
	RenderWorld();
	EndFrameBufferRender();
}
Exemplo n.º 3
0
void ShutdownJA2(void)
{ 
  UINT32 uiIndex;

	// Clear screen....
	ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, 640,	480, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
	InvalidateScreen( );
	// Remove cursor....
	SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );

	RefreshScreen( NULL );
		
	ShutdownStrategicLayer();

	// remove temp files built by laptop
	ClearOutTempLaptopFiles( );

	// Shutdown queue system
	ShutdownDialogueControl();

  // Shutdown Screens
  for (uiIndex = 0; uiIndex < MAX_SCREENS; uiIndex++)
  { 
    (*(GameScreens[uiIndex].ShutdownScreen))();
  }


	// Shutdown animation system
	DeInitAnimationSystem( );

	ShutdownLightingSystem();

	CursorDatabaseClear();

	ShutdownTacticalEngine( );

	// Shutdown Overhead
	ShutdownOverhead( );

	DeinitializeWorld( );

	DeleteTileCache( );

	ShutdownJA2Clock( );

	ShutdownFonts();

	ShutdownJA2Sound( );

	ShutdownEventManager( );

	ShutdownBaseDirtyRectQueue( );

	// Unload any text box images!
	RemoveTextMercPopupImages( );

	ClearOutVehicleList();
}
Exemplo n.º 4
0
void ClearMainMenu()
{
	UINT32										uiDestPitchBYTES;
	UINT8											*pDestBuf;

	// CLEAR THE FRAME BUFFER
	pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
	memset(pDestBuf, 0, SCREEN_HEIGHT * uiDestPitchBYTES );
	UnLockVideoSurface( FRAME_BUFFER );
	InvalidateScreen( );
}
Exemplo n.º 5
0
//rrr
BOOLEAN		RenderCreditScreen()
{
	HVOBJECT hPixHandle;

	GetVideoObject(&hPixHandle, guiCreditBackGroundImage );
	BltVideoObject( FRAME_BUFFER, hPixHandle, 0, xResOffset, yResOffset, VO_BLT_SRCTRANSPARENCY, NULL);

	if( !gfCrdtHaveRenderedFirstFrameToSaveBuffer )
	{
		gfCrdtHaveRenderedFirstFrameToSaveBuffer = TRUE;

		//blit everything to the save buffer ( cause the save buffer can bleed through )
		BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );

		UnmarkButtonsDirty( );
	}

	InvalidateScreen( );
	return( TRUE );
}
Exemplo n.º 6
0
void DisplaySirtechSplashScreen()
{
  HVOBJECT hPixHandle;
  VOBJECT_DESC    VObjectDesc;
	UINT32 uiLogoID;

	UINT32										 uiDestPitchBYTES;
	UINT8											 *pDestBuf;

	// JA3Gold: do nothing until we have a graphic to replace Talonsoft's
	//return;

	// CLEAR THE FRAME BUFFER
	pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
	memset(pDestBuf, 0, SCREEN_HEIGHT * uiDestPitchBYTES );
	UnLockVideoSurface( FRAME_BUFFER );


	memset( &VObjectDesc, 0, sizeof( VOBJECT_DESC ) );
	VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
	FilenameForBPP("INTERFACE\\SirtechSplash.sti", VObjectDesc.ImageFile);

//	FilenameForBPP("INTERFACE\\TShold.sti", VObjectDesc.ImageFile);
	if( !AddVideoObject(&VObjectDesc, &uiLogoID) )
	{	
		AssertMsg( 0, String( "Failed to load %s", VObjectDesc.ImageFile ) );
		return;
	}

	GetVideoObject(&hPixHandle, uiLogoID);
	BltVideoObject(FRAME_BUFFER, hPixHandle, 0,0, 0, VO_BLT_SRCTRANSPARENCY,NULL);
	DeleteVideoObjectFromIndex(uiLogoID);


	InvalidateScreen();
	RefreshScreen( NULL );
}
Exemplo n.º 7
0
UINT32	MainMenuScreenHandle( )
{
	UINT32 cnt;
	UINT32 uiTime;

	if( guiSplashStartTime + 4000 > GetJA2Clock() )
	{
		SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
		SetMusicMode( MUSIC_NONE );
		return MAINMENU_SCREEN;	//The splash screen hasn't been up long enough yet.
	}
	if( guiSplashFrameFade )
	{ 
		uiTime = GetJA2Clock();
		if( guiSplashFrameFade > 2 )
			ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
		else if( guiSplashFrameFade > 1 )
			ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 );
		else
		{
			uiTime = GetJA2Clock();
			SetMusicMode( MUSIC_MAIN_MENU );
		}

		guiSplashFrameFade--;

		InvalidateScreen();
		EndFrameBufferRender();

		SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );

		return MAINMENU_SCREEN;
	}

	SetCurrentCursorFromDatabase( CURSOR_NORMAL );

	if( gfMainMenuScreenEntry )
	{
		InitMainMenu( );
		gfMainMenuScreenEntry = FALSE;
		gfMainMenuScreenExit = FALSE;
		guiMainMenuExitScreen = MAINMENU_SCREEN;
		SetMusicMode( MUSIC_MAIN_MENU );
	}

	if ( fInitialRender )
	{
		ClearMainMenu();
		RenderMainMenu();

		fInitialRender = FALSE;
	}

	RestoreButtonBackGrounds();

	// Render buttons
	for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
	{
		MarkAButtonDirty( iMenuButtons[ cnt ] );
	}

	RenderButtons( );

	EndFrameBufferRender( );

	HandleMainMenuInput();
	HandleMainMenuScreen();

	if( gfMainMenuScreenExit )
	{
		ExitMainMenu( );
		gfMainMenuScreenExit = FALSE;
		gfMainMenuScreenEntry = TRUE;
	}

	if( guiMainMenuExitScreen != MAINMENU_SCREEN )
		gfMainMenuScreenEntry = TRUE;

	return( guiMainMenuExitScreen );
}
Exemplo n.º 8
0
//sets up the loadscreen with specified ID, and draws it to the FRAME_BUFFER, 
//and refreshing the screen with it.
void DisplayLoadScreenWithID( UINT8 ubLoadScreenID )
{
	VSURFACE_DESC		vs_desc;
	HVSURFACE hVSurface;
	UINT32 uiLoadScreen;

	vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;

	switch( ubLoadScreenID )
	{
		case LOADINGSCREEN_NOTHING:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_Heli.sti");
			break;
		case LOADINGSCREEN_DAYGENERIC:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayGeneric.sti");
			break;
		case LOADINGSCREEN_DAYTOWN1:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayTown1.sti");
			break;
		case LOADINGSCREEN_DAYTOWN2:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayTown2.sti");
			break;
		case LOADINGSCREEN_DAYWILD:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayWild.sti");
			break;
		case LOADINGSCREEN_DAYTROPICAL:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayTropical.sti");
			break;
		case LOADINGSCREEN_DAYFOREST:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayForest.sti");
			break;
		case LOADINGSCREEN_DAYDESERT:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayDesert.sti");
			break;
		case LOADINGSCREEN_DAYPALACE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayPalace.sti");
			break;
		case LOADINGSCREEN_NIGHTGENERIC:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightGeneric.sti");
			break;
		case LOADINGSCREEN_NIGHTWILD:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightWild.sti");
			break;
		case LOADINGSCREEN_NIGHTTOWN1:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightTown1.sti");
			break;
		case LOADINGSCREEN_NIGHTTOWN2:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightTown2.sti");
			break;
		case LOADINGSCREEN_NIGHTFOREST:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightForest.sti");
			break;
		case LOADINGSCREEN_NIGHTTROPICAL:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightTropical.sti");
			break;
		case LOADINGSCREEN_NIGHTDESERT:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightDesert.sti");
			break;
		case LOADINGSCREEN_NIGHTPALACE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightPalace.sti");
			break;
		case LOADINGSCREEN_HELI:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_Heli.sti");
			break;
		case LOADINGSCREEN_BASEMENT:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_Basement.sti");
			break;
		case LOADINGSCREEN_MINE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_Mine.sti");
			break;
		case LOADINGSCREEN_CAVE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_Cave.sti");
			break;
		case LOADINGSCREEN_DAYPINE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayPine.sti");
			break;
		case LOADINGSCREEN_NIGHTPINE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightPine.sti");
			break;
		case LOADINGSCREEN_DAYMILITARY:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayMilitary.sti");
			break;
		case LOADINGSCREEN_NIGHTMILITARY:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightMilitary.sti");
			break;
		case LOADINGSCREEN_DAYSAM:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DaySAM.sti");
			break;
		case LOADINGSCREEN_NIGHTSAM:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightSAM.sti");
			break;
		case LOADINGSCREEN_DAYPRISON:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayPrison.sti");
			break;
		case LOADINGSCREEN_NIGHTPRISON:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightPrison.sti");
			break;
		case LOADINGSCREEN_DAYHOSPITAL:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayHospital.sti");
			break;
		case LOADINGSCREEN_NIGHTHOSPITAL:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightHospital.sti");
			break;
		case LOADINGSCREEN_DAYAIRPORT:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayAirport.sti");
			break;
		case LOADINGSCREEN_NIGHTAIRPORT:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightAirport.sti");
			break;
		case LOADINGSCREEN_DAYLAB:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayLab.sti");
			break;
		case LOADINGSCREEN_NIGHTLAB:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightLab.sti");
			break;
		case LOADINGSCREEN_DAYOMERTA:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayOmerta.sti");
			break;
		case LOADINGSCREEN_NIGHTOMERTA:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightOmerta.sti");
			break;
		case LOADINGSCREEN_DAYCHITZENA:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayChitzena.sti");
			break;
		case LOADINGSCREEN_NIGHTCHITZENA:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightChitzena.sti");
			break;
		case LOADINGSCREEN_DAYMINE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayMine.sti" );
			break;
		case LOADINGSCREEN_NIGHTMINE:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightMine.sti" );
			break;
		case LOADINGSCREEN_DAYBALIME:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_DayBalime.sti" );
			break;
		case LOADINGSCREEN_NIGHTBALIME:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_NightBalime.sti" );
			break;
		default:
			strcpy(vs_desc.ImageFile, "LOADSCREENS\\LS_Heli.sti");
			break;
	}

	if( gfSchedulesHosed )
	{
		SetFont( FONT10ARIAL );
		SetFontForeground( FONT_YELLOW );
		SetFontShadow( FONT_NEARBLACK );
		ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, 640, 480, 0 );
		mprintf( 5, 5, L"Error loading save, attempting to patch save to version 1.02...", vs_desc.ImageFile );
	}
	else if( AddVideoSurface( &vs_desc, &uiLoadScreen ) )
	{ //Blit the background image
		GetVideoSurface( &hVSurface, uiLoadScreen );
		BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, 0, NULL );
		DeleteVideoSurfaceFromIndex( uiLoadScreen );
	}
	else
	{ //Failed to load the file, so use a black screen and print out message.
		SetFont( FONT10ARIAL );
		SetFontForeground( FONT_YELLOW );
		SetFontShadow( FONT_NEARBLACK );
		ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, 640, 480, 0 );
		mprintf( 5, 5, L"%S loadscreen data file not found...", vs_desc.ImageFile );
	}

	gubLastLoadingScreenID = ubLoadScreenID;
	InvalidateScreen( );
	ExecuteBaseDirtyRectQueue();
	EndFrameBufferRender();
	RefreshScreen( NULL );
}
Exemplo n.º 9
0
void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLocators, UINT8 ubLevel, BOOLEAN fForce )
{
	INT32		maincnt,markercnt,marker,tilesLeftToSee,prevmarker;
	UINT8		cnt;
	INT32		Inc[6],Dir[6];
	INT8		itemVisible = FALSE;
	INT8		Blocking,twoMoreTiles,markerDir;
	INT8		nextDir=0;
	UINT8		who; //,itemIndex; // for each square checked
	UINT8		dir,range,Path2;
	//DBrot: More Rooms
	//UINT8		ubRoomNo;
	UINT16		usRoomNo;
	BOOLEAN		fCheckForRooms = FALSE;
	ITEM_POOL	*pItemPool;
	BOOLEAN		fHiddenStructVisible;
	UINT8		ubMovementCost;
	BOOLEAN		fTravelCostObs;
	BOOLEAN		fGoneThroughDoor = FALSE;
	BOOLEAN		fThroughWindow = FALSE;
	BOOLEAN		fItemsQuoteSaid = FALSE;
	UINT16		usIndex;
	BOOLEAN		fRevealItems = TRUE;
	BOOLEAN		fStopRevealingItemsAfterThisTile = FALSE;
	INT8		bTallestStructureHeight;
	INT32		iDoorGridNo;
	STRUCTURE   *pStructure, *pDummy;
	INT8		bStructHeight;
	INT8		bThroughWindowDirection;

	if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
	{
		//pSoldier->needToLookForItems = FALSE;
		return;
	}

	if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
	{
		return;
	}

	// Return if this guy has no gridno, has bad life, etc	
	if(TileIsOutOfBounds(pSoldier->sGridNo) || !pSoldier->bInSector || pSoldier->stats.bLife < OKLIFE )
	{
		return;
	}

	if (pSoldier->bBlindedCounter > 0)
	{
		return;
	}


	gubGridNoValue++;

	if ( gubGridNoValue == 255 )
	{
		// Reset!
		Assert(gubGridNoMarkers);
        memset(gubGridNoMarkers, 0, sizeof(UINT8)*WORLD_MAX);
		gubGridNoValue = 1;
	}


	// OK, look for doors
	MercLooksForDoors( pSoldier, TRUE );


	who = pSoldier->ubID;
	dir = pSoldier->ubDirection;

	//NumMessage("good old reveal",dir);

	// a gassed merc can only see 1 tile away due to blurred vision
	if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
	{
		range = 1;
	}
	else
	{
		range = pSoldier->bViewRange;

		// Flugente: adjust sightrange
		range = (UINT8)( (range * (100 + pSoldier->GetSightRangeBonus()) ) / 100);

		// balance item viewing range between normal and the limit set by opplist-type functions -- CJC
		range = (AdjustMaxSightRangeForEnvEffects( pSoldier, LightTrueLevel( pSoldier->sGridNo, pSoldier->pathing.bLevel), range ) + range) / 2;
	}


	BuildSightDir(dir,(UINT32 *)&Dir[0],(UINT32 *)&Dir[1],(UINT32 *)&Dir[2],(UINT32 *)&Dir[3],(UINT32 *)&Dir[4]);

	for (cnt = 0; cnt < 5; cnt++)
		Inc[cnt] = DirectionInc( (UINT8) Dir[cnt]);

	// create gridno increment for NOVIEW - in other words, no increment!
	Inc[5] = 0;
	Dir[5] = pSoldier->ubDirection;

	if (dir % 2 == 1)	/* even numbers use ViewPath2 */
		Path2 = TRUE;
	else
		Path2 = FALSE;


	// ATE: if in this special cercumstance... our guys are moving on their own...
	// Stop sighting items
	// IN the future, we may want to do something else here...

	if ( gTacticalStatus.uiFlags & OUR_MERCS_AUTO_MOVE )
	{
		itemsToo = FALSE;
	}

	for (maincnt = 0; maincnt < MAXVIEWPATHS; maincnt++)
	{
		marker = pSoldier->sGridNo;
		Blocking = FALSE;
		twoMoreTiles = FALSE;
		tilesLeftToSee = 99;
		fRevealItems = TRUE;
		fStopRevealingItemsAfterThisTile = FALSE;

#ifdef _DEBUG
		if ( _KeyDown( NUM_LOCK ) )
		{
			memset( gubFOVDebugInfoInfo, 0, sizeof( gubFOVDebugInfoInfo ) );

			SetRenderFlags( RENDER_FLAG_FULL );
			RenderWorld( );
		}
#endif

		for (markercnt = 0; markercnt < range; markercnt++)
		{
			//fGoneThroughDoor = FALSE;
			//fThroughWindow		= FALSE;


			prevmarker = marker;

			nextDir = 99;
			fCheckForRooms = FALSE;
			fTravelCostObs = FALSE;
			if ( fStopRevealingItemsAfterThisTile )
			{
				fRevealItems = FALSE;
				fStopRevealingItemsAfterThisTile = FALSE;
			}


			if (Path2)
			{
				markerDir = ViewPath2[maincnt][markercnt];
				if (markercnt < 12)
					nextDir = ViewPath2[maincnt][markercnt+1];
			}
			else
			{
				markerDir = ViewPath[maincnt][markercnt];
				if (markercnt < 12)
					nextDir = ViewPath[maincnt][markercnt+1];
			}

			// OK, check flags for going through door/window last tile
			if ( fThroughWindow == 1 )
			{
				// ATE: Make sure we are going through the same direction!
				// THis is to solve the drassen SAM problem with seeing through walls
				if ( Dir[markerDir] == bThroughWindowDirection)
				{
					 fThroughWindow = 2;
				}
				else
				{
					 fThroughWindow = 0;
				}
			}
			else if ( fThroughWindow == 2 )
			{
					// We've overstayed our welcome - remove!
				fThroughWindow = 0;
			}


			if ( fGoneThroughDoor == 1 )
			{
				fGoneThroughDoor = 2;
			}
			else if ( fGoneThroughDoor == 2 )
			{
				// We've overstayed our welcome - remove!
				fGoneThroughDoor = 0;
			}

			//ATE CHECK FOR NOVIEW!
			if ( nextDir == NOVIEW )
			{
				nextDir = 99;
			}

			marker = NewGridNo(marker,(INT16)Inc[markerDir]);

			if ( marker == 12426 )
			{
				int i = 0;
			}

			// End if this is a no view...
			if ( markerDir == NOVIEW && markercnt != 0 )
			{
				break;
			}

#ifdef _DEBUG
			if ( _KeyDown( NUM_LOCK ) )
			{
				int cnt = GetJA2Clock( );

				gubFOVDebugInfoInfo[ marker ] = (UINT8)markercnt;

				StartFrameBufferRender();

				RenderFOVDebug( );

				SetFont( LARGEFONT1 );
				SetFontBackground( FONT_MCOLOR_BLACK );
				SetFontForeground( FONT_MCOLOR_WHITE );
				mprintf( 10,	10 , L"%d", maincnt	);
				//mprintf( 10,	20 , L"%d", marker	);
				//mprintf( 50,	20 , L"%d", pSoldier->sGridNo	);

				InvalidateScreen( );
				EndFrameBufferRender();
				RefreshScreen( NULL );

				do
				{

				} while( ( GetJA2Clock( ) - cnt ) < 250 );

			}
#endif

			// Check if we can get to this gridno from our direction in
			ubMovementCost = gubWorldMovementCosts[ marker ][ Dir[ markerDir ] ][ ubLevel ];

			// ATE: Added: If our current sector is below ground, ignore any blocks!
			if ( gfCaves && ubMovementCost != TRAVELCOST_CAVEWALL )
			{
				ubMovementCost = TRAVELCOST_FLAT;
			}

			if ( IS_TRAVELCOST_DOOR( ubMovementCost ) )
			{
				ubMovementCost = DoorTravelCost( pSoldier, marker, ubMovementCost, (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), &iDoorGridNo );
				pStructure = FindStructure( iDoorGridNo, STRUCTURE_ANYDOOR );
				if ( pStructure != NULL && pStructure->fFlags & STRUCTURE_TRANSPARENT)
				{
					// cell door or somehow otherwise transparent; allow merc to see through
					ubMovementCost = TRAVELCOST_FLAT;
				}
			}

			// If we have hit an obstacle, STOP HERE
			if ( ubMovementCost >= TRAVELCOST_BLOCKED )
			{
				// We have an obstacle here...

				// If it is bigger than a breadbox... err... taller than a man...
				// Then stop path altogether
				// otherwise just stop revealing items

				// CJC:	only do this when the direction is horizontal; easier and faster to check
				// and the effect should still be good enough

				if ( ubMovementCost == TRAVELCOST_WALL || ubMovementCost == TRAVELCOST_DOOR || ubMovementCost == TRAVELCOST_EXITGRID )
				{
					fTravelCostObs = TRUE;
					fRevealItems = FALSE;
				}
				else
				{
					// walls are handled above, so the blocking object is guaranteed not to be a wall
					bTallestStructureHeight = GetTallestStructureHeight( marker, FALSE );
					if (bTallestStructureHeight >= 3)
					{
						fTravelCostObs = TRUE;
						fStopRevealingItemsAfterThisTile = TRUE;
					}
					else if ( bTallestStructureHeight != 0 )
					{
						// stop revealing items after this tile but keep going
						fStopRevealingItemsAfterThisTile = TRUE;
					}

				}


				if ( (Dir[markerDir] % 2) == 1 )
				{
					// diagonal
					fTravelCostObs = TRUE;
					// cheap hack... don't reveal items
					fRevealItems = FALSE;
				}
				else
				{

					bTallestStructureHeight = GetTallestStructureHeight( marker, FALSE );
					if (bTallestStructureHeight >= 3)
					{
						fTravelCostObs = TRUE;
						fStopRevealingItemsAfterThisTile = TRUE;
					}
					else if ( bTallestStructureHeight != 0 )
					{
						// stop revealing items after this tile but keep going
						fStopRevealingItemsAfterThisTile = TRUE;
					}
				}

			}

			// Check if it's been done already!
			if ( gubGridNoMarkers[ marker ] != gubGridNoValue )
			{

				// Mark gridno
				gubGridNoMarkers[ marker ] = gubGridNoValue;

				// check and see if the gridno changed
				// if the gridno is the same, avoid redundancy and break
				if (marker==prevmarker && markercnt != 0 )
				{

				}
				else	// it changed
				{

					// Skip others if we have gone through a door but are too far away....
					if ( fGoneThroughDoor )
					{
						if (markercnt > 5 )	// Are we near the door?
						{
							break;
						}
					}
					// DO MINE FINDING STUFF
					// GET INDEX FOR ITEM HERE
					// if there IS a direction after this one, nextdir WILL NOT be 99
					if (nextDir != 99)
					{
						Blocking = GetBlockingStructureInfo( marker, (INT8)Dir[ markerDir ], (INT8)Dir[ nextDir ], ubLevel, &bStructHeight, &pDummy, FALSE );
					}
					else // no "next" direction, so pass in a NOWHERE so that
					// "SpecialViewObstruction" will know not to take it UINT32o consideration
					{
						Blocking = GetBlockingStructureInfo( marker, (INT8)Dir[markerDir], (INT8)30, ubLevel, &bStructHeight, &pDummy, FALSE  );
					}

					if ( gfCaves )
					{
						Blocking = NOTHING_BLOCKING;
					}

					// CHECK FOR ROOMS
					if ( Blocking == BLOCKING_TOPLEFT_WINDOW || Blocking == BLOCKING_TOPLEFT_OPEN_WINDOW )
					{
						// CHECK FACING DIRECTION!
						if ( Dir[markerDir] == NORTH || Dir[markerDir] == SOUTH )
						{
							if (markercnt <= 1 )	// Are we right beside it?
							{
								fThroughWindow = TRUE;
								bThroughWindowDirection = ( INT8 ) Dir[ markerDir ];
							}
						}
					}
					if ( Blocking == BLOCKING_TOPRIGHT_WINDOW || Blocking == BLOCKING_TOPRIGHT_OPEN_WINDOW )
					{
						// CHECK FACING DIRECTION!
						if ( Dir[markerDir] == EAST || Dir[markerDir] == WEST )
						{
							if (markercnt <= 1 )	// Are we right beside it?
							{
								fThroughWindow = TRUE;
								bThroughWindowDirection = ( INT8 ) Dir[ markerDir ];
							}
						}
					}

					if ( Blocking == BLOCKING_TOPLEFT_DOOR )
					{
						fGoneThroughDoor = TRUE;
					}
					if ( Blocking == BLOCKING_TOPRIGHT_DOOR )
					{
						fGoneThroughDoor = TRUE;
					}

					// ATE: If we hit this tile, find item always!
					//if (Blocking < FULL_BLOCKING )
					{

						// Handle special things for our mercs, like uncovering roofs
						// and revealing objects...
						//gpSoldier->shad |= SEENBIT;

						//itemVisible = ObjList[itemIndex].visible;

						// NOTE: don't allow object viewing if gassed XXX

						if (itemsToo && fRevealItems ) // && itemIndex < MAXOBJECTLIST)
						{
							// OK, look for corpses...
							LookForAndMayCommentOnSeeingCorpse( pSoldier, marker, ubLevel );

							if ( GetItemPool( marker, &pItemPool, ubLevel ) )
							{
								itemVisible = pItemPool->bVisible;

								if ( SetItemPoolVisibilityOn( pItemPool, INVISIBLE, fShowLocators ) )
								{
									SetRenderFlags(RENDER_FLAG_FULL);

									// WANNE: Should we pause when item was found in tactical?
									bool enableItemSpottingAction = true;

									if ( !is_networked && gGameExternalOptions.fItemSpottedNoTalk && gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
										enableItemSpottingAction = false;

									if (enableItemSpottingAction)
									{
										if ( fShowLocators )
										{
											// Set makred render flags
											//gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
											//gpWorldLevelData[gusCurMousePos].pTopmostHead->uiFlags |= LEVELNODE_DYNAMIC;

											//SetRenderFlags(RENDER_FLAG_MARKED);
											SetRenderFlags(RENDER_FLAG_FULL);

											// Hault soldier
											// ATE: Only if in combat...
											if ( gTacticalStatus.uiFlags & INCOMBAT )
											{
												pSoldier->HaultSoldierFromSighting( FALSE );
											}
											else
											{
												// ATE: Make sure we show locators...
												gTacticalStatus.fLockItemLocators = FALSE;
											}

											if ( !fItemsQuoteSaid && gTacticalStatus.fLockItemLocators == FALSE )
											{
												gTacticalStatus.fLockItemLocators = TRUE;

												if ( gTacticalStatus.ubAttackBusyCount > 0 && ( gTacticalStatus.uiFlags & INCOMBAT ) )
												{
													gTacticalStatus.fItemsSeenOnAttack = TRUE;
													gTacticalStatus.ubItemsSeenOnAttackSoldier = pSoldier->ubID;
													gTacticalStatus.usItemsSeenOnAttackGridNo  = marker;
												}
												else
												{

													// Display quote!
													if ( !AM_AN_EPC( pSoldier ) )
													{

														TacticalCharacterDialogueWithSpecialEvent( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, marker, 0 );

													}
													else
													{
														 // Turn off item lock for locators...
														 gTacticalStatus.fLockItemLocators = FALSE;
														 // Slide to location!
														SlideToLocation( 0, marker );
													}
												}

												fItemsQuoteSaid = TRUE;
											}
										}

									}
								}
							}
						}

						// if blood here, let the user see it now...
						//if (ExtGrid[marker].patrolInfo < MAXBLOOD)
						//		gpSoldier->blood = ExtGrid[marker].patrolInfo;

						//DoRoofs(marker,gpSoldier);

						tilesLeftToSee--;
					}

					// CHECK FOR HIDDEN STRUCTS
					// IF we had a hidden struct here that is not visible ( which will still be true because
					// we set it revealed below...
					if ( DoesGridNoContainHiddenStruct( marker, &fHiddenStructVisible ) )
					{
						if ( !fHiddenStructVisible )
						{
							gpWorldLevelData[marker].uiFlags|=MAPELEMENT_REDRAW;
							SetRenderFlags(RENDER_FLAG_MARKED);
							RecompileLocalMovementCosts( marker );
						}
					}

					if (tilesLeftToSee <= 0)
						break;

					if ( Blocking == FULL_BLOCKING || ( fTravelCostObs && !fThroughWindow ) )
					{
						break;
					}

					//if ( Blocking == NOTHING_BLOCKING || Blocking == BLOCKING_NEXT_TILE )
					if ( Blocking == NOTHING_BLOCKING )
					{
						fCheckForRooms = TRUE;
					}

					if ( ubLevel != 0 )
					{
						fCheckForRooms = FALSE;
					}

					// CHECK FOR SLANT ROOF!
					{
						STRUCTURE	*pStructure, *pBase;

						pStructure = FindStructure( marker, STRUCTURE_SLANTED_ROOF );

						if ( pStructure != NULL )
						{
							pBase = FindBaseStructure( pStructure );

							// ADD TO SLANTED ROOF LIST!
							AddSlantRoofFOVSlot( marker );
						}
					}

					// Set gridno as revealed
					if ( ubLevel == FIRST_LEVEL )
					{
						if ( gfBasement || gfCaves )
						{
							// OK, if we are underground, we don't want to reveal stuff if
							// 1 ) there is a roof over us and
							// 2 ) we are not in a room
							if ( gusWorldRoomInfo[ marker ] == NO_ROOM && TypeRangeExistsInRoofLayer( marker, FIRSTROOF, FOURTHROOF, &usIndex ) )
							{
								int i = 0;
							}
							else
							{
								gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED;
								if( gfCaves )
								{
									RemoveFogFromGridNo( marker );
								}
							}
						}
						else
						{
							gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED;
						}

						// CHECK FOR ROOMS
						//if ( fCheckForRooms )
						{
							if ( InAHiddenRoom( marker, &usRoomNo ) )
							{
								RemoveRoomRoof( marker, usRoomNo, pSoldier );
								if ( usRoomNo == ROOM_SURROUNDING_BOXING_RING && gWorldSectorX == BOXING_SECTOR_X && gWorldSectorY == BOXING_SECTOR_Y && gbWorldSectorZ == BOXING_SECTOR_Z )
								{
									// reveal boxing ring at same time
									RemoveRoomRoof( marker, BOXING_RING, pSoldier );
								}
							}
						}
					}
					else
					{
						gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_REVEALED_ROOF;
					}

					// Check for blood....
					UpdateBloodGraphics( marker, ubLevel );

					if ( Blocking != NOTHING_BLOCKING && Blocking != BLOCKING_TOPLEFT_DOOR && Blocking != BLOCKING_TOPRIGHT_DOOR && Blocking != BLOCKING_TOPLEFT_WINDOW && Blocking != BLOCKING_TOPRIGHT_WINDOW && Blocking != BLOCKING_TOPRIGHT_OPEN_WINDOW && Blocking != BLOCKING_TOPLEFT_OPEN_WINDOW)
					{
						break;
					}

					//gpWorldLevelData[ marker ].uiFlags |= MAPELEMENT_SHADELAND;
				}
			} // End of duplicate check
			else
			{
				if ( fTravelCostObs )
				{
					break;
				}
			}

		} // end of one path

	} // end of path loop

	// Loop through all availible slant roofs we collected and perform cool stuff on them
	ExamineSlantRoofFOVSlots( );

	//pSoldier->needToLookForItems = FALSE;

	//LookForDoors(pSoldier,UNAWARE);
}
Exemplo n.º 10
0
//Because loading and saving the map takes a few seconds, we want to post a message
//on the screen and then update it which requires passing the screen back to the main loop.
//When we come back for the next frame, we then actually save or load the map.  So this
//process takes two full screen cycles.
UINT32 ProcessFileIO()
{
	INT16 usStartX, usStartY;
	CHAR8 ubNewFilename[50];
	BOOLEAN fAltMap;//dnl ch31 150909
	switch( gbCurrentFileIOStatus )
	{
		case INITIATE_MAP_SAVE:	//draw save message 
			StartFrameBufferRender( );
			SaveFontSettings();
			SetFont( HUGEFONT );
			SetFontForeground( FONT_LTKHAKI );
			SetFontShadow( FONT_DKKHAKI );
			SetFontBackground( 0 );
			swprintf( zOrigName, L"Saving map:  %s", gzFilename );
			usStartX = iScreenWidthOffset + 320 - StringPixLength( zOrigName, LARGEFONT1 ) / 2;
			usStartY = iScreenHeightOffset + 180 - GetFontHeight( LARGEFONT1 ) / 2;
			mprintf( usStartX, usStartY, zOrigName );

			InvalidateScreen( );
			EndFrameBufferRender( );
			gbCurrentFileIOStatus = SAVING_MAP;
			return LOADSAVE_SCREEN;
		case SAVING_MAP: //save map
			sprintf( ubNewFilename, "%S", gzFilename );
			RaiseWorldLand();
			if( gfShowPits )
				RemoveAllPits();
			OptimizeSchedules();
			ShowHighGround(4);//dnl ch41 210909
			//dnl ch33 091009
			BOOLEAN fRet;
			if(gfVanillaMode && iNewMapWorldRows == OLD_WORLD_ROWS && iNewMapWorldCols == OLD_WORLD_COLS)
				fRet = SaveWorld(ubNewFilename, VANILLA_MAJOR_MAP_VERSION, VANILLA_MINOR_MAP_VERSION);
			else
				fRet = SaveWorld(ubNewFilename);
			if(!fRet)
			{
				//dnl ch37 150909
				gfSaveError = TRUE;
				if(gfErrorCatch)
				{
					InitErrorCatchDialog();
					return(EDIT_SCREEN);
				}
				gbCurrentFileIOStatus = IOSTATUS_NONE;
				CreateMessageBox((STR16)(_BS(L" Error saving ") << (const char*)ubNewFilename << L" file. Try another filename? " << _BS::wget).c_str() );
				return(guiCurrentScreen);
			}
			if( gfShowPits )
				AddAllPits();
			GetSectorFromFileName(gzFilename, gWorldSectorX, gWorldSectorY, gbWorldSectorZ, fAltMap);//dnl ch31 140909
			if( gfGlobalSummaryExists )
				UpdateSectorSummary( gzFilename, gfUpdateSummaryInfo );
			else//dnl ch30 150909
				ReEvaluateWorld(ubNewFilename);
			iCurrentAction = ACTION_NULL;
			gbCurrentFileIOStatus = IOSTATUS_NONE;
			gfRenderWorld = TRUE;
			gfRenderTaskbar = TRUE;
			fEnteringLoadSaveScreen = TRUE;
			RestoreFontSettings();
			if( gfErrorCatch )
			{
				InitErrorCatchDialog();
				return EDIT_SCREEN;
			}

			fNewMapSaved = TRUE;

			return EDIT_SCREEN;
		case INITIATE_MAP_LOAD: //draw load message
			SaveFontSettings();
			gbCurrentFileIOStatus = LOADING_MAP;
			if( gfEditMode && iCurrentTaskbar == TASK_MERCS )
				IndicateSelectedMerc( SELECT_NO_MERC );
			SpecifyItemToEdit( NULL, -1 );
			return LOADSAVE_SCREEN;
		case LOADING_MAP: //load map
			DisableUndo();
			sprintf( ubNewFilename, "%S", gzFilename );
			
			RemoveMercsInSector( );

			 // Want to override crash, so user can do something else.
			if(!ReEvaluateWorld(ubNewFilename) || !LoadWorld(ubNewFilename))//dnl ch36 140909
			{
				EnableUndo();
				gbCurrentFileIOStatus = IOSTATUS_NONE;
				gfGlobalError = FALSE;
				gfLoadError = TRUE;
				CreateMessageBox((STR16)(_BS(L" Error loading ") << (const char*)ubNewFilename << L" file. Try another filename? " << _BS::wget).c_str());
				return(guiCurrentScreen);
			}
			//ADB these are NOT set yet! but they need to be, duh
			CompileWorldMovementCosts();
			GetSectorFromFileName(gzFilename, gWorldSectorX, gWorldSectorY, gbWorldSectorZ, fAltMap);//dnl ch31 140909
			RestoreFontSettings();

			//Load successful, update necessary information.

			//ATE: Any current mercs are transfered here...
			//UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );

			AddSoldierInitListTeamToWorld( ENEMY_TEAM,		255 );
			AddSoldierInitListTeamToWorld( CREATURE_TEAM,	255 );
			AddSoldierInitListTeamToWorld( MILITIA_TEAM,	255 );
			AddSoldierInitListTeamToWorld( CIV_TEAM,		255 );
			iCurrentAction = ACTION_NULL;
			gbCurrentFileIOStatus = IOSTATUS_NONE;
			if( !gfCaves && !gfBasement )
			{
				gusLightLevel = 12;
				if( ubAmbientLightLevel != 4 )
				{
					ubAmbientLightLevel = 4;
					LightSetBaseLevel( ubAmbientLightLevel );
				}
			}
			else
				gusLightLevel = (UINT16)(EDITOR_LIGHT_MAX - ubAmbientLightLevel );
			gEditorLightColor = gpLightColors[ 0 ];
			gfRenderWorld = TRUE;
			gfRenderTaskbar = TRUE;
			fEnteringLoadSaveScreen = TRUE;
			InitJA2SelectionWindow();
			ShowEntryPoints();
			EnableUndo();
			RemoveAllFromUndoList();
			SetEditorSmoothingMode( gMapInformation.ubEditorSmoothingType );
			if( gMapInformation.ubEditorSmoothingType == SMOOTHING_CAVES )
				AnalyseCaveMapForStructureInfo();

			AddLockedDoorCursors();
			gubCurrRoomNumber = gubMaxRoomNumber;
			UpdateRoofsView();
			UpdateWallsView();
			ShowLightPositionHandles();
			SetMercTeamVisibility( ENEMY_TEAM, gfShowEnemies );
			SetMercTeamVisibility( CREATURE_TEAM, gfShowCreatures );
			SetMercTeamVisibility( MILITIA_TEAM, gfShowRebels );
			SetMercTeamVisibility( CIV_TEAM, gfShowCivilians );
			BuildItemPoolList();
			gpItemPool = NULL;//dnl ch26 210909
			fShowHighGround = FALSE;//dnl ch2 210909
			fRaiseWorld = FALSE;//dnl ch3 210909
			ShowHighGround(4);//dnl ch41 210909
			SetRenderCenter(WORLD_COLS/2, WORLD_ROWS/2);//dnl ch43 280909
			if( gfShowPits )
				AddAllPits();

			if( iCurrentTaskbar == TASK_MAPINFO )
			{ //We have to temporarily remove the current textinput mode,
				//update the disabled text field values, then restore the current
				//text input fields.
				SaveAndRemoveCurrentTextInputMode();
				UpdateMapInfoFields();
				RestoreSavedTextInputMode();
			}
			return EDIT_SCREEN;
	}
	gbCurrentFileIOStatus = IOSTATUS_NONE;
	return LOADSAVE_SCREEN;
}
Exemplo n.º 11
0
UINT32 LoadSaveScreenHandle(void)
{
	FDLG_LIST *FListNode;
	INT32 x;
	InputAtom DialogEvent;

	if( fEnteringLoadSaveScreen )
	{
		LoadSaveScreenEntry();
	}

	if( gbCurrentFileIOStatus ) //loading or saving map
	{
		UINT32 uiScreen;
		uiScreen = ProcessFileIO();
		if( uiScreen == EDIT_SCREEN && gbCurrentFileIOStatus == LOADING_MAP )
			RemoveProgressBar( 0 );
		return uiScreen;
	}

	if( gubMessageBoxStatus )
	{
		if( MessageBoxHandled() )
			return ProcessLoadSaveScreenMessageBoxResult();
		return LOADSAVE_SCREEN;
	}

	//handle all key input.
	while( DequeueEvent(&DialogEvent) )
	{
		if( !HandleTextInput(&DialogEvent) && (DialogEvent.usEvent == KEY_DOWN || DialogEvent.usEvent == KEY_REPEAT) )
		{
			HandleMainKeyEvents( &DialogEvent );
		}
	}

	HandleMouseWheelEvents();//dnl ch36 150909

	DrawFileDialog();

	// Skip to first filename to show
	FListNode = FileList;
	for(x=0;x<iTopFileShown && x<iTotalFiles && FListNode != NULL;x++)
	{
		FListNode = FListNode->pNext;
	}

	// Show up to 8 filenames in the window
	SetFont( FONT12POINT1 );
	if( gfNoFiles )
	{
		SetFontForeground( FONT_LTRED );
		SetFontBackground( 142 );
	  mprintf( iScreenWidthOffset + 226, iScreenHeightOffset + 126, L"NO FILES IN \\MAPS DIRECTORY" );
	}
	else for(x=iTopFileShown;x<(iTopFileShown+8) && x<iTotalFiles && FListNode != NULL; x++)
	{
		if( !EditingText() && x == iCurrFileShown  )
		{
			SetFontForeground( FONT_GRAY2 );
			SetFontBackground( FONT_METALGRAY );
		}
		else
		{
			SetFontForeground( FONT_BLACK );
			SetFontBackground( 142 );
		}
		mprintf( iScreenWidthOffset + 186,(iScreenHeightOffset + 73+ (x-iTopFileShown)*15 ), L"%S", FListNode->FileInfo.zFileName);
		FListNode = FListNode->pNext;
	}

	RenderAllTextFields();

	InvalidateScreen();

	ExecuteBaseDirtyRectQueue();
	EndFrameBufferRender();

	switch( iFDlgState )
	{
		case DIALOG_CANCEL:
			RemoveFileDialog();
			fEnteringLoadSaveScreen = TRUE;
			return EDIT_SCREEN;
		case DIALOG_DELETE:
			sprintf( gszCurrFilename, "MAPS\\%S", gzFilename );
			if( GetFileFirst(gszCurrFilename, &FileInfo) )
			{
				CHAR16 str[40];
				if( FileInfo.uiFileAttribs & (FILE_IS_READONLY|FILE_IS_HIDDEN|FILE_IS_SYSTEM) )
				{
					swprintf( str, L" Delete READ-ONLY file %s? ", gzFilename );
					gfReadOnly = TRUE;
				}
				else
					swprintf( str, L" Delete file %s? ", gzFilename );
				gfDeleteFile = TRUE;
				CreateMessageBox( str );
			}
			return LOADSAVE_SCREEN;
		case DIALOG_SAVE://dnl ch37 230909
		{
			if(!ExtractFilenameFromFields())
			{
				CreateMessageBox(L" Illegal filename.  Try another filename? ");
				gfIllegalName = TRUE;
				iFDlgState = DIALOG_NONE;
				return(LOADSAVE_SCREEN);
			}
			sprintf(gszCurrFilename, "MAPS\\%S", gzFilename);
			gfFileExists = FALSE;
#ifndef USE_VFS
			gfReadOnly = FALSE;
			if(FileExists(gszCurrFilename))
			{
				gfFileExists = TRUE;
				if(GetFileFirst(gszCurrFilename, &FileInfo))
				{
					if(FileInfo.uiFileAttribs & (FILE_IS_READONLY|FILE_IS_DIRECTORY|FILE_IS_HIDDEN|FILE_IS_SYSTEM|FILE_IS_OFFLINE|FILE_IS_TEMPORARY))
						gfReadOnly = TRUE;
					GetFileClose(&FileInfo);
				}
			}
#else
			gfReadOnly = TRUE;
			vfs::CProfileStack* st = getVFS()->getProfileStack();
			vfs::CProfileStack::Iterator it = st->begin();
			while(!it.end())
			{
				vfs::CVirtualProfile* prof = it.value();
				if(prof->cWritable == true)
				{
					gfReadOnly = FALSE;
					vfs::Path const& path = gszCurrFilename;
					vfs::IBaseFile *file = prof->getFile(path);
					if(file)
					{
						gfFileExists = TRUE;
						if(file->implementsWritable() == false)
							gfReadOnly = TRUE;
					}
					break;
				}
				it.next();
			}
#endif
			if(gfReadOnly)
			{
				CreateMessageBox(L" File is read only!  Choose a different name? ");
				return( LOADSAVE_SCREEN);
			}
			else if(gfFileExists)
			{
				CreateMessageBox(L" File exists, Overwrite? ");
				return(LOADSAVE_SCREEN);
			}
			RemoveFileDialog();
			gbCurrentFileIOStatus = INITIATE_MAP_SAVE;
			return(LOADSAVE_SCREEN);
		}
		case DIALOG_LOAD:
			if( !ExtractFilenameFromFields() )
			{
				CreateMessageBox( L" Illegal filename.  Try another filename? " );
				gfIllegalName = TRUE;
				iFDlgState = DIALOG_NONE;
				return LOADSAVE_SCREEN;
			}
			RemoveFileDialog();
			CreateProgressBar( 0, iScreenWidthOffset + 118, iScreenHeightOffset + 183, iScreenWidthOffset + 522, iScreenHeightOffset + 202 );
			DefineProgressBarPanel( 0, 65, 79, 94, iScreenWidthOffset + 100, iScreenHeightOffset + 155, iScreenWidthOffset + 540, iScreenHeightOffset + 235 );
			swprintf( zOrigName, L"Loading map:  %s", gzFilename );
			SetProgressBarTitle( 0, zOrigName, BLOCKFONT2, FONT_RED, FONT_NEARBLACK );
			gbCurrentFileIOStatus = INITIATE_MAP_LOAD;
			return LOADSAVE_SCREEN ;
		default:
			iFDlgState = DIALOG_NONE;
	}
	iFDlgState = DIALOG_NONE;
	return LOADSAVE_SCREEN ;
}
Exemplo n.º 12
0
//Because loading and saving the map takes a few seconds, we want to post a message
//on the screen and then update it which requires passing the screen back to the main loop.
//When we come back for the next frame, we then actually save or load the map.  So this
//process takes two full screen cycles.
UINT32 ProcessFileIO()
{
    INT16 usStartX, usStartY;
    UINT8 ubNewFilename[50];
    switch( gbCurrentFileIOStatus )
    {
    case INITIATE_MAP_SAVE:	//draw save message
        StartFrameBufferRender( );
        SaveFontSettings();
        SetFont( HUGEFONT );
        SetFontForeground( FONT_LTKHAKI );
        SetFontShadow( FONT_DKKHAKI );
        SetFontBackground( 0 );
        swprintf( zOrigName, L"Saving map:  %s", gzFilename );
        usStartX = 320 - StringPixLength( zOrigName, LARGEFONT1 ) / 2;
        usStartY = 180 - GetFontHeight( LARGEFONT1 ) / 2;
        mprintf( usStartX, usStartY, zOrigName );

        InvalidateScreen( );
        EndFrameBufferRender( );
        gbCurrentFileIOStatus = SAVING_MAP;
        return LOADSAVE_SCREEN;
    case SAVING_MAP: //save map
        sprintf( ubNewFilename, "%S", gzFilename );
        RaiseWorldLand();
        if( gfShowPits )
            RemoveAllPits();
        OptimizeSchedules();
        if ( !SaveWorld( ubNewFilename ) )
        {
            if( gfErrorCatch )
            {
                InitErrorCatchDialog();
                return EDIT_SCREEN;
            }
            return ERROR_SCREEN;
        }
        if( gfShowPits )
            AddAllPits();

        SetGlobalSectorValues( gzFilename );

        if( gfGlobalSummaryExists )
            UpdateSectorSummary( gzFilename, gfUpdateSummaryInfo );

        iCurrentAction = ACTION_NULL;
        gbCurrentFileIOStatus = IOSTATUS_NONE;
        gfRenderWorld = TRUE;
        gfRenderTaskbar = TRUE;
        fEnteringLoadSaveScreen = TRUE;
        RestoreFontSettings();
        if( gfErrorCatch )
        {
            InitErrorCatchDialog();
            return EDIT_SCREEN;
        }
        if( gMapInformation.ubMapVersion != gubMinorMapVersion )
            ScreenMsg( FONT_MCOLOR_RED, MSG_ERROR, L"Map data has just been corrupted!!!  What did you just do?  KM : 0" );
        return EDIT_SCREEN;
    case INITIATE_MAP_LOAD: //draw load message
        SaveFontSettings();
        gbCurrentFileIOStatus = LOADING_MAP;
        if( gfEditMode && iCurrentTaskbar == TASK_MERCS )
            IndicateSelectedMerc( SELECT_NO_MERC );
        SpecifyItemToEdit( NULL, -1 );
        return LOADSAVE_SCREEN;
    case LOADING_MAP: //load map
        DisableUndo();
        sprintf( ubNewFilename, "%S", gzFilename );

        RemoveMercsInSector( );

        if( !LoadWorld( ubNewFilename ) )
        {   //Want to override crash, so user can do something else.
            EnableUndo();
            SetPendingNewScreen( LOADSAVE_SCREEN );
            gbCurrentFileIOStatus = IOSTATUS_NONE;
            gfGlobalError = FALSE;
            gfLoadError = TRUE;
            //RemoveButton( iTempButton );
            CreateMessageBox( L" Error loading file.  Try another filename?" );
            return LOADSAVE_SCREEN;
        }
        SetGlobalSectorValues( gzFilename );

        RestoreFontSettings();

        //Load successful, update necessary information.

        //ATE: Any current mercs are transfered here...
        //UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );

        AddSoldierInitListTeamToWorld( ENEMY_TEAM,		255 );
        AddSoldierInitListTeamToWorld( CREATURE_TEAM, 255 );
        AddSoldierInitListTeamToWorld( MILITIA_TEAM,	255 );
        AddSoldierInitListTeamToWorld( CIV_TEAM,			255 );
        iCurrentAction = ACTION_NULL;
        gbCurrentFileIOStatus = IOSTATUS_NONE;
        if( !gfCaves && !gfBasement )
        {
            gusLightLevel = 12;
            if( ubAmbientLightLevel != 4 )
            {
                ubAmbientLightLevel = 4;
                LightSetBaseLevel( ubAmbientLightLevel );
            }
        }
        else
            gusLightLevel = (UINT16)(EDITOR_LIGHT_MAX - ubAmbientLightLevel );
        gEditorLightColor = gpLightColors[ 0 ];
        gfRenderWorld = TRUE;
        gfRenderTaskbar = TRUE;
        fEnteringLoadSaveScreen = TRUE;
        InitJA2SelectionWindow();
        ShowEntryPoints();
        EnableUndo();
        RemoveAllFromUndoList();
        SetEditorSmoothingMode( gMapInformation.ubEditorSmoothingType );
        if( gMapInformation.ubEditorSmoothingType == SMOOTHING_CAVES )
            AnalyseCaveMapForStructureInfo();

        AddLockedDoorCursors();
        gubCurrRoomNumber = gubMaxRoomNumber;
        UpdateRoofsView();
        UpdateWallsView();
        ShowLightPositionHandles();
        SetMercTeamVisibility( ENEMY_TEAM, gfShowEnemies );
        SetMercTeamVisibility( CREATURE_TEAM, gfShowCreatures );
        SetMercTeamVisibility( MILITIA_TEAM, gfShowRebels );
        SetMercTeamVisibility( CIV_TEAM, gfShowCivilians );
        BuildItemPoolList();
        if( gfShowPits )
            AddAllPits();

        if( iCurrentTaskbar == TASK_MAPINFO )
        {   //We have to temporarily remove the current textinput mode,
            //update the disabled text field values, then restore the current
            //text input fields.
            SaveAndRemoveCurrentTextInputMode();
            UpdateMapInfoFields();
            RestoreSavedTextInputMode();
        }
        return EDIT_SCREEN;
    }
    gbCurrentFileIOStatus = IOSTATUS_NONE;
    return LOADSAVE_SCREEN;
}
Exemplo n.º 13
0
UINT32 LoadSaveScreenHandle(void)
{
    FDLG_LIST *FListNode;
    INT32 x;
    InputAtom DialogEvent;

    if( fEnteringLoadSaveScreen )
    {
        LoadSaveScreenEntry();
    }

    if( gbCurrentFileIOStatus ) //loading or saving map
    {
        UINT32 uiScreen;
        uiScreen = ProcessFileIO();
        if( uiScreen == EDIT_SCREEN && gbCurrentFileIOStatus == LOADING_MAP )
            RemoveProgressBar( 0 );
        return uiScreen;
    }

    if( gubMessageBoxStatus )
    {
        if( MessageBoxHandled() )
            return ProcessLoadSaveScreenMessageBoxResult();
        return LOADSAVE_SCREEN;
    }

    //handle all key input.
    while( DequeueEvent(&DialogEvent) )
    {
        if( !HandleTextInput(&DialogEvent) && (DialogEvent.usEvent == KEY_DOWN || DialogEvent.usEvent == KEY_REPEAT) )
        {
            HandleMainKeyEvents( &DialogEvent );
        }
    }

    DrawFileDialog();

    // Skip to first filename to show
    FListNode = FileList;
    for(x=0; x<iTopFileShown && x<iTotalFiles && FListNode != NULL; x++)
    {
        FListNode = FListNode->pNext;
    }

    // Show up to 8 filenames in the window
    SetFont( FONT12POINT1 );
    if( gfNoFiles )
    {
        SetFontForeground( FONT_LTRED );
        SetFontBackground( 142 );
        mprintf( 226, 126, L"NO FILES IN \\MAPS DIRECTORY" );
    }
    else for(x=iTopFileShown; x<(iTopFileShown+8) && x<iTotalFiles && FListNode != NULL; x++)
        {
            if( !EditingText() && x == iCurrFileShown  )
            {
                SetFontForeground( FONT_GRAY2 );
                SetFontBackground( FONT_METALGRAY );
            }
            else
            {
                SetFontForeground( FONT_BLACK );
                SetFontBackground( 142 );
            }
            mprintf( 186,(73+ (x-iTopFileShown)*15 ), L"%S", FListNode->FileInfo.zFileName);
            FListNode = FListNode->pNext;
        }

    RenderAllTextFields();

    InvalidateScreen();

    ExecuteBaseDirtyRectQueue();
    EndFrameBufferRender();

    switch( iFDlgState )
    {
    case DIALOG_CANCEL:
        RemoveFileDialog();
        fEnteringLoadSaveScreen = TRUE;
        return EDIT_SCREEN;
    case DIALOG_DELETE:
        sprintf( gszCurrFilename, "MAPS\\%S", gzFilename );
        if( GetFileFirst(gszCurrFilename, &FileInfo) )
        {
            UINT16 str[40];
            if( FileInfo.uiFileAttribs & (FILE_IS_READONLY|FILE_IS_HIDDEN|FILE_IS_SYSTEM) )
            {
                swprintf( str, L" Delete READ-ONLY file %s? ", gzFilename );
                gfReadOnly = TRUE;
            }
            else
                swprintf( str, L" Delete file %s? ", gzFilename );
            gfDeleteFile = TRUE;
            CreateMessageBox( str );
        }
        return LOADSAVE_SCREEN;
    case DIALOG_SAVE:
        if( !ExtractFilenameFromFields() )
        {
            CreateMessageBox( L" Illegal filename.  Try another filename? " );
            gfIllegalName = TRUE;
            iFDlgState = DIALOG_NONE;
            return LOADSAVE_SCREEN;
        }
        sprintf( gszCurrFilename, "MAPS\\%S", gzFilename );
        if ( FileExists( gszCurrFilename ) )
        {
            gfFileExists = TRUE;
            gfReadOnly = FALSE;
            if( GetFileFirst(gszCurrFilename, &FileInfo) )
            {
                if( FileInfo.uiFileAttribs & (FILE_IS_READONLY|FILE_IS_DIRECTORY|FILE_IS_HIDDEN|FILE_IS_SYSTEM|FILE_IS_OFFLINE|FILE_IS_TEMPORARY) )
                    gfReadOnly = TRUE;
                GetFileClose(&FileInfo);
            }
            if( gfReadOnly )
                CreateMessageBox( L" File is read only!  Choose a different name? " );
            else
                CreateMessageBox( L" File exists, Overwrite? " );
            return( LOADSAVE_SCREEN );
        }
        RemoveFileDialog();
        gbCurrentFileIOStatus = INITIATE_MAP_SAVE;
        return LOADSAVE_SCREEN ;
    case DIALOG_LOAD:
        if( !ExtractFilenameFromFields() )
        {
            CreateMessageBox( L" Illegal filename.  Try another filename? " );
            gfIllegalName = TRUE;
            iFDlgState = DIALOG_NONE;
            return LOADSAVE_SCREEN;
        }
        RemoveFileDialog();
        CreateProgressBar( 0, 118, 183, 522, 202 );
        DefineProgressBarPanel( 0, 65, 79, 94, 100, 155, 540, 235 );
        swprintf( zOrigName, L"Loading map:  %s", gzFilename );
        SetProgressBarTitle( 0, zOrigName, BLOCKFONT2, FONT_RED, FONT_NEARBLACK );
        gbCurrentFileIOStatus = INITIATE_MAP_LOAD;
        return LOADSAVE_SCREEN ;
    default:
        iFDlgState = DIALOG_NONE;
    }
    iFDlgState = DIALOG_NONE;
    return LOADSAVE_SCREEN ;
}
Exemplo n.º 14
0
//Simply create videosurface, load image, and draw it to the screen.
void InitJA2SplashScreen()
{
#ifdef ENGLISH
	ClearMainMenu();

#else
	UINT32 uiLogoID = 0;
	HVSURFACE hVSurface; // unused jonathanl	// lalien reenabled for international versions
	VSURFACE_DESC VSurfaceDesc; //unused jonathanl // lalien reenabled for international versions
#	ifdef JA2TESTVERSION
		INT32 i = 0;

		memset( &VSurfaceDesc, 0, sizeof( VSURFACE_DESC ) );
		VSurfaceDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE | VSURFACE_CREATE_FROMPNG_FALLBACK;
		sprintf( VSurfaceDesc.ImageFile, "LOADSCREENS\\Notification.sti" );
		if( !AddVideoSurface( &VSurfaceDesc, &uiLogoID ) )
		{
			//AssertMsg( 0, String( "Failed to load %s", VSurfaceDesc.ImageFile ) );
			return;
		}
		GetVideoSurface(&hVSurface, uiLogoID );
		//BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, 0, NULL );
		BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, iScreenWidthOffset, iScreenHeightOffset, 0, NULL );
		DeleteVideoSurfaceFromIndex( uiLogoID );


		InvalidateScreen();
		RefreshScreen( NULL );

		guiSplashStartTime = GetJA2Clock();
		while( i < 60 * 15 )//guiSplashStartTime + 15000 > GetJA2Clock() )
		{
			//Allow the user to pick his bum.
			InvalidateScreen();
			RefreshScreen( NULL );
			i++;
		}
#	endif // JA2TESTVERSION

	memset( &VSurfaceDesc, 0, sizeof( VSURFACE_DESC ) );
	VSurfaceDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE | VSURFACE_CREATE_FROMPNG_FALLBACK;
	GetMLGFilename( VSurfaceDesc.ImageFile, MLG_SPLASH );
	try
	{
		if( !AddVideoSurface( &VSurfaceDesc, &uiLogoID ) )
		{
			AssertMsg( 0, String( "Failed to load %s", VSurfaceDesc.ImageFile ) );
			return;
		}
	}
	catch(std::exception &ex)
	{
		SGP_RETHROW(L"Failed loading splash screen", ex);
	}

	GetVideoSurface( &hVSurface, uiLogoID );
	BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, iScreenWidthOffset, iScreenHeightOffset, 0, NULL );
	DeleteVideoSurfaceFromIndex( uiLogoID );
#endif // ENGLISH

	InvalidateScreen();
	RefreshScreen( NULL );

	guiSplashStartTime = GetJA2Clock();
}
Exemplo n.º 15
0
//Simply create videosurface, load image, and draw it to the screen.
void InitJA2SplashScreen()
{
	UINT32 uiLogoID = 0;
	STRING512			CurrentDir;
	STRING512			DataDir;
	HVSURFACE hVSurface;
	VSURFACE_DESC VSurfaceDesc;
	INT32 i = 0;

	InitializeJA2Clock();
	//InitializeJA2TimerID();
	// Get Executable Directory
	GetExecutableDirectory( CurrentDir );

	// Adjust Current Dir
	sprintf( DataDir, "%s\\Data", CurrentDir );
	if ( !SetFileManCurrentDirectory( DataDir ) )
	{
		DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not find data directory, shutting down");
		return;
	}

	//Initialize the file database
	InitializeFileDatabase( gGameLibaries, NUMBER_OF_LIBRARIES );

#if !defined( ENGLISH ) && defined( JA2TESTVERSION )
	memset( &VSurfaceDesc, 0, sizeof( VSURFACE_DESC ) );
	VSurfaceDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
	sprintf( VSurfaceDesc.ImageFile, "LOADSCREENS\\Notification.sti" );
	if( !AddVideoSurface( &VSurfaceDesc, &uiLogoID ) )
	{	
		AssertMsg( 0, String( "Failed to load %s", VSurfaceDesc.ImageFile ) );
		return;
	}
	GetVideoSurface(&hVSurface, uiLogoID );
			BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, 0, NULL );
	DeleteVideoSurfaceFromIndex( uiLogoID );


	InvalidateScreen();
	RefreshScreen( NULL );

	guiSplashStartTime = GetJA2Clock();
	while( i < 60 * 15 )//guiSplashStartTime + 15000 > GetJA2Clock() )
	{
		//Allow the user to pick his bum.
		InvalidateScreen();
		RefreshScreen( NULL );
		i++;
	}
#endif
	
	#ifdef ENGLISH
		ClearMainMenu();
	#else
		{

			memset( &VSurfaceDesc, 0, sizeof( VSURFACE_DESC ) );
			VSurfaceDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
			GetMLGFilename( VSurfaceDesc.ImageFile, MLG_SPLASH );
			if( !AddVideoSurface( &VSurfaceDesc, &uiLogoID ) )
			{	
				AssertMsg( 0, String( "Failed to load %s", VSurfaceDesc.ImageFile ) );
				return;
			}

			GetVideoSurface( &hVSurface, uiLogoID );
			BltVideoSurfaceToVideoSurface( ghFrameBuffer, hVSurface, 0, 0, 0, 0, NULL );
			DeleteVideoSurfaceFromIndex( uiLogoID );
		}
	#endif


	InvalidateScreen();
	RefreshScreen( NULL );

	guiSplashStartTime = GetJA2Clock();
}
Exemplo n.º 16
0
UINT32	FadeScreenHandle( )
{
	UINT32 uiTime;

	if ( !gfFadeInitialized )
	{
		SET_ERROR( "Fade Screen called but not intialized " );
		return( ERROR_SCREEN );
	}

	// ATE: Remove cursor
	SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );


	if ( gfFirstTimeInFade )
	{
		gfFirstTimeInFade = FALSE;

		// Calcuate delay
		guiTime = GetJA2Clock( );
	}

	// Get time
	uiTime = GetJA2Clock( );

	MusicPoll( TRUE );

	if ( ( uiTime - guiTime ) > guiFadeDelay )
	{
		// Fade!
		if ( !gfFadeIn )
		{
			//gFadeFunction( );
		}

		InvalidateScreen();

		if ( !gfFadeInVideo )
		{
			gFadeFunction( );
		}

		gsFadeCount++;

		if ( gsFadeCount > gsFadeLimit )
		{
			switch( gbFadeType )
			{
				case FADE_OUT_REALFADE:

					// Clear framebuffer
					ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, 640, 480, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
					break;
			}

			//End!
			gfFadeInitialized = FALSE;
			gfFadeIn = FALSE;

			return( guiExitScreen );
		}
	}

	return( FADE_SCREEN );
}