* Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time
* Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu) * Misc work on touch controls to prepare for the mobile releases * Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!) * Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1518 353e56fe-9613-0410-8469-b96ad8e6f29c
This commit is contained in:
parent
36a414e12a
commit
7e962c97e0
10 changed files with 183 additions and 124 deletions
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@ -17,11 +17,11 @@
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>1.8.6</string>
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<string>1.8.7</string>
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<key>CFBundleSignature</key>
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<string>????</string>
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<key>CFBundleVersion</key>
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<string>1.8.6</string>
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<string>1.8.7</string>
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<key>LSMinimumSystemVersion</key>
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<string>${MACOSX_DEPLOYMENT_TARGET}</string>
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<key>NSMainNibFile</key>
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@ -2,7 +2,7 @@
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.rtsoft.rtdink"
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android:versionCode="9"
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android:versionName="1.8.6"
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android:versionName="1.8.7"
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android:installLocation="preferExternal"
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>
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@ -262,3 +262,11 @@ a specific speed, but by choosing rather snappy speed hopefully mystery island a
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* BUGFIX: Fixed extra nasty bug where logic on certain things like charging your magic would pause the amount of time you used TAB to skip time
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- Note: Just to be safe, save state version has changed, so old save states won't load
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------ Change log for 1.8.7 ----------
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* Savestates should now properly restore the background in dmods that use mouse controls and tiles at the same time
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* Some tweaks with when mouse buttons are processed (only in mouse cursor modes or a dialog menu)
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* Misc work on touch controls to prepare for the mobile releases
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* Added some names to credits (if you notice I added anybody twice or would rather be credited a different way or not at all, let me know!)
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* Fixed bug that could sort of over-write random data if more than 100 sprites were active.. wow, bad
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@ -184,8 +184,8 @@ App::App()
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m_bDidPostInit = false;
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m_bHasDMODSupport = true;
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//for mobiles
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m_version = 1.86f;
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m_versionString = "V1.8.6";
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m_version = 1.87f;
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m_versionString = "V1.8.7";
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m_build = 1;
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m_bCheatsEnabled = false;
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@ -802,7 +802,7 @@ void App::OnScreenSizeChange()
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{
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SetupOrtho();
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DinkOnForeground(); //rebuild lost surfaces
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g_dglo.m_bForceControlsRebuild = true;
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if (GetDinkGameState() != DINK_GAME_STATE_PLAYING)
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{
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PrepareForGL();
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@ -85,11 +85,13 @@ void CursorComponent::OnInput( VariantList *pVList )
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if (!m_bDisable)
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{
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if (DinkIsMouseActive() || g_dglo.m_lastSubGameMode == DINK_SUB_GAME_MODE_DIALOG)
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{
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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}
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}
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break;
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case MESSAGE_TYPE_GUI_CLICK_END:
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@ -125,9 +127,12 @@ void CursorComponent::OnInput( VariantList *pVList )
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if (!m_bDisable)
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{
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OnUpdatePos(pt);
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if (DinkIsMouseActive())
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{
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g_dglo.m_dirInput[DINK_INPUT_BUTTON1] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON1] = true;
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g_dinkMouseRightClick = true;
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}
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}
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@ -431,7 +431,20 @@ msg += \
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"Brett Profitt\n"\
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"Chris Black\n"\
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"Erik Harrison\n"\
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"James Hutt\n";
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"James Hutt\n" \
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"Robj\n"\
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"liquid141\n"\
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"Tal\n"\
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"Quiztis\n"\
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"rabidwolf9\n"\
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"RangerLord\n"\
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"LeProChaUn\n"\
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"DinkDude95\n"\
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"thenewguy\n"\
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;
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if (GetEmulatedPlatformID() == PLATFORM_ID_WINDOWS || GetEmulatedPlatformID() == PLATFORM_ID_IOS)
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{
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@ -27,7 +27,6 @@ void UpdatePauseMenuPosition(Entity *pBG);
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void ShowQuickMessage(string msg)
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{
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Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
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//assert(pMenu);
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if (!pMenu)
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@ -66,8 +65,6 @@ void ShowQuickMessageBottom(string msg)
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void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent from
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{
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Entity *pEntClicked = pVList->m_variant[1].GetEntity();
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Entity *pMenu = GetEntityRoot()->GetEntityByName("GameMenu");
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@ -196,6 +193,7 @@ void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent fr
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g_dglo.ToggleView();
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return;
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}
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if (pEntClicked->GetName() == "speedup")
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{
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@ -317,8 +315,6 @@ void AddViewModeHotspot(Entity *pBG)
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CL_Vec2f vPos = pButtonEntity->GetVar("pos2d")->GetVector2();
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CL_Vec2f vSize = pButtonEntity->GetVar("size2d")->GetVector2();
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if (GetApp()->GetVar("showViewHint")->GetUINT32() == 1)
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{
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GetApp()->GetVar("showViewHint")->Set(uint32(0)); //so this won't be shown again
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@ -331,7 +327,6 @@ void AddViewModeHotspot(Entity *pBG)
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Entity *pLabel = CreateTextLabelEntity(pOverlay, "label",vLabelPos.x, vLabelPos.y, "Tap here to toggle view");
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SetAlignmentEntity(pLabel, ALIGNMENT_CENTER);
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//fade them in
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FadeInEntity(pOverlay, true, 500, 1000);
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//fade them out
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@ -386,7 +381,6 @@ void AddSpeedUpButton(Entity *pBG)
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_LEFT);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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SetAlphaEntity(pButtonEntity, GetApp()->GetVar("gui_transparency")->GetFloat());
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//pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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@ -413,11 +407,8 @@ void OnGameKillKeyboard(VariantList *pVList)
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{
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g_dglo.m_bFullKeyboardActive = false;
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//g_dglo.m_bLastFullKeyboardActive = false;
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}
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void OnGameProcessHWKey(VariantList *pVList)
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{
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if (pVList->Get(0).GetFloat() != MESSAGE_TYPE_GUI_CHAR) return;
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@ -455,7 +446,6 @@ void OnGameProcessHWKey(VariantList *pVList)
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void OnGameProcessKey(VariantList *pVList)
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{
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if (DinkCanRunScriptNow())
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{
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SetTouchPaddingEntity(pButtonEntity, CL_Rectf(20,15,40,40));
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SetButtonClickSound(pButtonEntity, ""); //no sound
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}
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}
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void BuildShowingBMPControls(float fadeTimeMS)
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@ -603,7 +591,6 @@ void BuildShowingBMPControls(float fadeTimeMS)
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}
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}
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void BuildControls(float fadeTimeMS)
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{
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Entity *pBG = GetEntityRoot()->GetEntityByName("GameMenu");
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@ -622,7 +609,6 @@ void BuildControls(float fadeTimeMS)
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float trans = 0.0f;
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Entity *pButtonEntity;
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if (GetApp()->GetUsingTouchScreen())
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{
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
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@ -663,8 +649,7 @@ void BuildControls(float fadeTimeMS)
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}
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}
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float iconY = iconStartY;
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float iconY = iconStartY;
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//make the area where if you touch it the screen zoom will change
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@ -673,6 +658,7 @@ float iconY = iconStartY;
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//game icons
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pButtonEntity = CreateOverlayButtonEntity(pBG, "inventory", ReplaceWithLargeInFileName("interface/iphone/button_inventory.rttex"), iconX, iconY);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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pButtonEntity->GetVar("alpha")->Set(trans);
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iconY += iconSpacerY;
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@ -702,19 +688,34 @@ float iconY = iconStartY;
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//pButtonEntity->GetComponentByName("Button2D")->GetVar("buttonStyle")->Set((uint32) Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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pButtonEntity->GetParent()->MoveEntityToBottomByAddress(pButtonEntity);
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED && IsDrawingDinkStatusBar())
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{
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pButtonEntity = CreateButtonHotspot(pBG, "magic", CL_Vec2f(iPhoneMapX(113), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(55), iPhoneMapY(46)), Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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//make it so touching the actual game icons on the bottom of the screen do stuff
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#ifdef _DEBUG
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//trans = 0.7f;
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#endif
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/*
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RecomputeAspectRatio();
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ApplyAspectRatioGLMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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*/
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CL_Vec2f vButtonSize = DinkToNativeCoords(CL_Vec2f(152+64, 412+54)) - DinkToNativeCoords(CL_Vec2f(152, 412));
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pButtonEntity = CreateButtonHotspot(pBG, "magic", DinkToNativeCoords(CL_Vec2f(152, 412)), vButtonSize, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_LEFT);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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//I made this touchspot too big on purpose, easier to hit it.
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pButtonEntity = CreateButtonHotspot(pBG, "attack", CL_Vec2f(iPhoneMapX(412), iPhoneMapY(272)), CL_Vec2f(iPhoneMapX(62), iPhoneMapY(46)), Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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pButtonEntity = CreateButtonHotspot(pBG, "attack", DinkToNativeCoords(CL_Vec2f(556, 412)),vButtonSize, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH);
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iconY += iconSpacerY;
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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@ -823,7 +824,7 @@ void BuildDialogModeControls(float fadeTimeMS)
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pBG = pBG->AddEntity(new Entity("Controls"));
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pBG->AddComponent(new CursorComponent); //for mouse control of dialog
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EntityComponent *pCursor = pBG->AddComponent(new CursorComponent); //for mouse control of dialog
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if (!GetApp()->GetUsingTouchScreen()) return;
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@ -890,8 +891,6 @@ void BuildDialogModeControls(float fadeTimeMS)
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if (!IsInFlingMode())
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{
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pButtonEntity = CreateOverlayButtonEntity(pBG, "arrow_up", ReplaceWithLargeInFileName("interface/iphone/button_arrow_up.rttex"), vUpArrowPos.x, vUpArrowPos.y);
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnOverStart")->sig_function.connect(&GameOnSelect);
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@ -914,6 +913,8 @@ void BuildDialogModeControls(float fadeTimeMS)
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pButtonEntity->GetVar("alpha")->Set(trans);
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pButtonEntity->GetShared()->GetFunction("OnButtonSelected")->sig_function.connect(&GameOnSelect);
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if (GetApp()->GetIconsOnLeft()) SetAlignmentEntity(pButtonEntity, ALIGNMENT_UPPER_RIGHT);
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//pButtonEntity->GetShared()->GetFunction("OnOverEnd")->sig_function.connect(&GameOnStopSelect);
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//SetButtonStyleEntity(pButtonEntity, Button2DComponent::BUTTON_STYLE_CLICK_ON_TOUCH_RELEASE);
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SetButtonClickSound(pButtonEntity, ""); //no sound
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@ -923,6 +924,15 @@ void BuildDialogModeControls(float fadeTimeMS)
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FadeEntity(pBG, true, GetApp()->GetVar("gui_transparency")->GetFloat(), fadeTimeMS, 0);
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//disable it until it's visible
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DisableComponentByName(pButtonEntity, "Button2D");
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EnableComponentByName(pButtonEntity, "Button2D", 1000);
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//override the fading on this one button because we want them to see it's not clickable yet
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FadeEntity(pButtonEntity, false, 0, 0, 0, false);
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FadeInEntity(pButtonEntity, false, 300, 900, GetApp()->GetVar("gui_transparency")->GetFloat());
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|
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if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
|
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{
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if (IsDrawingDinkStatusBar())
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|
@ -936,6 +946,8 @@ void BuildDialogModeControls(float fadeTimeMS)
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SetButtonClickSound(pButtonEntity, ""); //no sound
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}
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}
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pBG->MoveComponentToBottomByAddress(pCursor);
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}
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void RecomputeAspectRatio();
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|
@ -949,6 +961,7 @@ void UpdateControlsGUIIfNeeded()
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|| g_dglo.m_lastActiveView != g_dglo.GetActiveView()
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|| g_dglo.m_lastIsUpdatingDinkStatusBar != IsDrawingDinkStatusBar()
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|| g_dglo.m_bFullKeyboardActive != g_dglo.m_bLastFullKeyboardActive
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|| g_dglo.m_bForceControlsRebuild
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||||
)
|
||||
{
|
||||
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||||
|
@ -957,7 +970,7 @@ void UpdateControlsGUIIfNeeded()
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|||
//don't care, leave the keyboard up
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||||
return;
|
||||
}
|
||||
|
||||
g_dglo.m_bForceControlsRebuild = false;
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//kill any existing controls
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KillControls(300);
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||||
|
@ -971,7 +984,7 @@ void UpdateControlsGUIIfNeeded()
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GetEntityRoot()->GetComponentByName("ArcadeInput")->GetVar("trackball_mode")->Set(uint32(ArcadeInputComponent::TRACKBALL_MODE_WALKING));
|
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|
||||
Entity *pMainMenu = GetEntityRoot()->GetEntityByName("GameMenu");
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||||
RecomputeAspectRatio();
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||||
//RecomputeAspectRatio();
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||||
|
||||
AddSpeedUpButton(pMainMenu);
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UpdatePauseMenuPosition(pMainMenu);
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|
@ -1018,11 +1031,9 @@ void ApplyAspectRatioGLMatrix();
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|||
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||||
void OnGameMenuRender(VariantList *pVList)
|
||||
{
|
||||
|
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//apply matrix
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
|
||||
//well, we might as well always clear the BG, because some dmods like redink1 set transparency in the status bar which causes glitches if we don't
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||||
|
||||
if (g_dglo.GetActiveView() != DinkGlobals::VIEW_ZOOMED)
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|
@ -1052,14 +1063,11 @@ void OnGameMenuRender(VariantList *pVList)
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|||
|
||||
}
|
||||
|
||||
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
//remove matrix
|
||||
|
||||
|
||||
}
|
||||
|
||||
void OnAutoSave(VariantList *pVList)
|
||||
{
|
||||
if (GetDinkGameState() == DINK_GAME_STATE_PLAYING && DinkGetHealthPercent() > 0.3f)
|
||||
|
@ -1079,7 +1087,6 @@ void OnAutoSave(VariantList *pVList)
|
|||
|
||||
//if we got here, we failed to save due to it being dangerous because of low health. Let's try again in a few seconds...
|
||||
GetMessageManager()->CallEntityFunction(pVList->Get(0).GetEntity(), 5000, "OnAutoSave", pVList);
|
||||
|
||||
}
|
||||
|
||||
void OnArcadeInput(VariantList *pVList)
|
||||
|
@ -1114,9 +1121,6 @@ void OnArcadeInput(VariantList *pVList)
|
|||
{
|
||||
if (GetDinkGameState() == DINK_GAME_STATE_PLAYING)
|
||||
{
|
||||
|
||||
|
||||
|
||||
string fName = DinkGetSavePath() + "quicksave.dat";
|
||||
|
||||
if (FileExists(fName))
|
||||
|
@ -1135,6 +1139,7 @@ void OnArcadeInput(VariantList *pVList)
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case VIRTUAL_KEY_GAME_MAGIC:
|
||||
|
||||
if (bIsDown)
|
||||
|
@ -1150,11 +1155,9 @@ void OnArcadeInput(VariantList *pVList)
|
|||
} else
|
||||
{
|
||||
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON3] = true;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
//EXAMINE
|
||||
case VIRTUAL_KEY_GAME_TALK:
|
||||
|
||||
|
@ -1174,7 +1177,6 @@ void OnArcadeInput(VariantList *pVList)
|
|||
} else
|
||||
{
|
||||
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON2] = true;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1186,7 +1188,6 @@ void OnArcadeInput(VariantList *pVList)
|
|||
} else
|
||||
{
|
||||
g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON4] = true;
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -1242,10 +1243,7 @@ void OnRawCharInput(VariantList *pVList)
|
|||
|
||||
int vKey = pVList->Get(0).GetUINT32();
|
||||
bool bIsDown = pVList->Get(1).GetUINT32() != 0;
|
||||
|
||||
//LogMsg("GameMenuRaw: Key %d, down is %d", vKey, int(bIsDown));
|
||||
|
||||
|
||||
}
|
||||
|
||||
void UpdatePauseMenuPosition(Entity *pBG)
|
||||
|
@ -1394,6 +1392,7 @@ void GameLoadPiece(VariantList *pVList)
|
|||
pBG->GetVar("didInit")->Set(uint32(1));
|
||||
|
||||
}
|
||||
|
||||
if (progress == 1)
|
||||
{
|
||||
//we're done
|
||||
|
@ -1436,7 +1435,6 @@ void GameLoadPiece(VariantList *pVList)
|
|||
GetMessageManager()->CallEntityFunction(pBG, 1, "GameLoadPiece", &vList);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!LoadGameChunk(gameIdToLoad, progress))
|
||||
|
@ -1459,7 +1457,6 @@ Entity * GameCreate(Entity *pParentEnt, int gameIDToLoad, string stateToLoad, st
|
|||
AddFocusIfNeeded(pBG);
|
||||
Entity *pLoading = CreateOverlayEntity(pBG, "game_loading", ReplaceWithDeviceNameInFileName("interface/iphone/bkgd_stone.rttex"), 0, 0);
|
||||
|
||||
|
||||
//setup the splash too
|
||||
string splashBmp;
|
||||
if (!g_dglo.m_dmodGamePathWithDir.empty() && FileExists(g_dglo.m_dmodGamePathWithDir + "tiles\\splash.bmp"))
|
||||
|
|
|
@ -9,6 +9,10 @@
|
|||
#include "Renderer/SoftSurface.h"
|
||||
#include "FileSystem/StreamingInstance.h"
|
||||
#include <time.h>
|
||||
|
||||
const int C_DINK_MAX_ITEMS = 16;
|
||||
const int C_DINK_MAX_MAGICS = 8;
|
||||
|
||||
void ThinkSprite(int h, bool get_frame);
|
||||
void ApplyAspectRatioGLMatrix();
|
||||
|
||||
|
@ -1348,7 +1352,7 @@ void kill_cur_item( void )
|
|||
void kill_cur_item_script( char name[20])
|
||||
{
|
||||
int select = 0;
|
||||
for (int i = 1; i < 17; i++)
|
||||
for (int i = 1; i < C_DINK_MAX_ITEMS + 1; i++)
|
||||
{
|
||||
if (g_dglos.g_playerInfo.g_itemData[i].active)
|
||||
if (compare(g_dglos.g_playerInfo.g_itemData[i].name, name))
|
||||
|
@ -5395,7 +5399,7 @@ void changedir( int dir1, int k,int base)
|
|||
void update_play_changes( void )
|
||||
{
|
||||
|
||||
for (int j = 1; j < C_MAX_SPRITES_AT_ONCE; j++)
|
||||
for (int j = 1; j < 100; j++)
|
||||
{
|
||||
if (g_dglos.g_smallMap.sprite[j].active)
|
||||
if (g_dglos.g_playerInfo.spmap[*pmap].type[j] != 0)
|
||||
|
@ -6490,7 +6494,7 @@ void add_item(char name[10], int mseq, int mframe, bool magic)
|
|||
{
|
||||
//add reg item
|
||||
|
||||
for (int i = 1; i < 17; i ++)
|
||||
for (int i = 1; i < C_DINK_MAX_ITEMS + 1; i ++)
|
||||
{
|
||||
if (g_dglos.g_playerInfo.g_itemData[i].active == false)
|
||||
{
|
||||
|
@ -6498,7 +6502,7 @@ void add_item(char name[10], int mseq, int mframe, bool magic)
|
|||
LogMsg("Weapon/item %s added to inventory.",name);
|
||||
g_dglos.g_playerInfo.g_itemData[i].seq = mseq;
|
||||
g_dglos.g_playerInfo.g_itemData[i].frame = mframe;
|
||||
strcpy(g_dglos.g_playerInfo.g_itemData[i].name, name);
|
||||
strncpy(g_dglos.g_playerInfo.g_itemData[i].name, name, 10);
|
||||
g_dglos.g_playerInfo.g_itemData[i].active = true;
|
||||
//if (debug_mode)
|
||||
// LogMsg("wep: Checking seq",name);
|
||||
|
@ -6530,7 +6534,7 @@ void add_item(char name[10], int mseq, int mframe, bool magic)
|
|||
LogMsg("Magic %s added to inventory.",name);
|
||||
g_dglos.g_playerInfo.g_MagicData[i].seq = mseq;
|
||||
g_dglos.g_playerInfo.g_MagicData[i].frame = mframe;
|
||||
strcpy(g_dglos.g_playerInfo.g_MagicData[i].name, name);
|
||||
strncpy(g_dglos.g_playerInfo.g_MagicData[i].name, name, 10);
|
||||
|
||||
g_dglos.g_playerInfo.g_MagicData[i].active = true;
|
||||
//check_seq_status(mseq, mframe);
|
||||
|
@ -7319,7 +7323,7 @@ pass:
|
|||
if (compare(ev[1], (char*)"free_items"))
|
||||
{
|
||||
g_dglos.g_returnint = 0;
|
||||
for (int i = 1; i < 17; i ++)
|
||||
for (int i = 1; i < C_DINK_MAX_ITEMS + 1; i ++)
|
||||
{
|
||||
if (g_dglos.g_playerInfo.g_itemData[i].active == false)
|
||||
{
|
||||
|
@ -9433,7 +9437,7 @@ pass:
|
|||
if (get_parms(ev[1], script, h, p))
|
||||
{
|
||||
g_dglos.g_returnint = 0;
|
||||
for (int i = 1; i < 17; i++)
|
||||
for (int i = 1; i < C_DINK_MAX_ITEMS + 1; i++)
|
||||
{
|
||||
if (g_dglos.g_playerInfo.g_itemData[i].active)
|
||||
{
|
||||
|
@ -10181,7 +10185,7 @@ LogMsg("%d scripts used", g_dglos.g_returnint);
|
|||
if (get_parms(ev[1], script, h, p))
|
||||
{
|
||||
g_dglos.g_returnint = 0;
|
||||
for (int i = 1; i < 17; i++)
|
||||
for (int i = 1; i < C_DINK_MAX_ITEMS + 1; i++)
|
||||
{
|
||||
if (g_dglos.g_playerInfo.g_itemData[i].active)
|
||||
{
|
||||
|
@ -14967,6 +14971,28 @@ CL_Vec2f NativeToDinkCoords(CL_Vec2f vPos)
|
|||
}
|
||||
|
||||
|
||||
CL_Vec2f DinkToNativeCoords(CL_Vec2f vPos)
|
||||
{
|
||||
CL_Vec2f r = vPos;
|
||||
float xmod = (float(g_dglo.m_orthoRenderRect.GetWidth()) / GetScreenSizeXf());
|
||||
float ymod = (float(g_dglo.m_orthoRenderRect.GetHeight()) / GetScreenSizeYf());
|
||||
r += g_dglo.m_centeringOffset;
|
||||
r.x *= g_dglo.m_aspectRatioModX;
|
||||
r.y *= g_dglo.m_aspectRatioModY;
|
||||
|
||||
r.x /= xmod;
|
||||
r.y /= ymod;
|
||||
return r;
|
||||
}
|
||||
|
||||
bool DinkIsMouseActive()
|
||||
{
|
||||
if (g_sprite[1].active) if (g_sprite[1].brain == 13)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
void DinkSetCursorPosition(CL_Vec2f vPos)
|
||||
{
|
||||
|
||||
|
@ -14976,10 +15002,11 @@ void DinkSetCursorPosition(CL_Vec2f vPos)
|
|||
|
||||
if (g_sprite[1].active) if (g_sprite[1].brain == 13)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
//LogMsg("Setting pos %s", toString(vPos).c_str());
|
||||
#endif
|
||||
g_sprite[1].x = vPos.x;
|
||||
g_sprite[1].y = vPos.y;
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (g_dglos.g_talkInfo.active != 0 && fabs(difY) < 100) //dialog select? the 100 is an ugly hack to get rid of accumulated pixels due to .. something
|
||||
|
@ -14988,8 +15015,11 @@ void DinkSetCursorPosition(CL_Vec2f vPos)
|
|||
#ifdef _DEBUG
|
||||
//LogMsg("Mouse diff: %.2f", difY);
|
||||
#endif
|
||||
if (!GetApp()->GetUsingTouchScreen())
|
||||
{
|
||||
g_dglos.g_playerInfo.mouse += difY;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -15114,8 +15144,7 @@ CL_Rect GetItemRectFromIndex(int num, bool magic)
|
|||
return CL_Rect(mx, my, mx+65, my+55);
|
||||
}
|
||||
|
||||
const int C_DINK_MAX_ITEMS = 16;
|
||||
const int C_DINK_MAX_MAGICS = 8;
|
||||
|
||||
|
||||
void SetCurInventoryPositionIndex(int itemIndex, bool bIsMagic)
|
||||
{
|
||||
|
@ -16429,7 +16458,7 @@ void SetDefaultVars(bool bFullClear)
|
|||
g_dglo.m_lastGameMode = DINK_GAME_MODE_NONE;
|
||||
g_dglo.m_lastSubGameMode = DINK_SUB_GAME_MODE_NONE;
|
||||
g_dglo.m_bFullKeyboardActive = false;
|
||||
|
||||
g_dglo.m_bForceControlsRebuild = false;
|
||||
g_dglo.m_bWaitingForSkippableConversation = false;
|
||||
g_dglos.g_DinkUpdateTimerMS =0;
|
||||
|
||||
|
@ -17690,8 +17719,8 @@ void ApplyAspectRatioGLMatrix()
|
|||
glGetFloatv(GL_MODELVIEW_MATRIX, &mat[0]);
|
||||
g_dglo.m_dink_matrix = mat;
|
||||
//OPTIMIZE - All this can be cached... maybe done in RecomputeAspectRatio()
|
||||
|
||||
mat.inverse();
|
||||
g_dglo.m_dink_matrix_inverted = mat;
|
||||
|
||||
CL_Vec3f vTotal = mat.get_transformed_point(CL_Vec3f(C_DINK_SCREENSIZE_X, C_DINK_SCREENSIZE_Y, 0));
|
||||
CL_Vec3f vDinkSize = mat.get_transformed_point(CL_Vec3f(C_DINK_SCREENSIZE_X*g_dglo.m_aspectRatioModX, C_DINK_SCREENSIZE_Y *g_dglo.m_aspectRatioModY, 0));
|
||||
|
@ -17805,7 +17834,7 @@ void DinkOnForeground()
|
|||
g_forceBuildBackgroundFromScratch = true;
|
||||
}
|
||||
|
||||
if (g_sprite[1].brain != 13)
|
||||
if (g_sprite[1].brain != 13 || g_dglos.m_bRenderBackgroundOnLoad)
|
||||
{
|
||||
//brain 13 means mouse so we probably don't need this. Could be wrong though..
|
||||
BuildScreenBackground(false);
|
||||
|
|
|
@ -26,6 +26,8 @@ struct SpriteStruct;
|
|||
#define FINISHED_LOADING 100
|
||||
|
||||
void ClearBitmapCopy();
|
||||
void ApplyAspectRatioGLMatrix();
|
||||
void RecomputeAspectRatio();
|
||||
|
||||
void CheckForHotkeys();
|
||||
enum eDinkInput
|
||||
|
@ -104,6 +106,7 @@ public:
|
|||
m_bLastFullKeyboardActive = false;
|
||||
m_bSpeedUpMode = false;
|
||||
m_bUsingDinkPak = false;
|
||||
m_bForceControlsRebuild = false;
|
||||
m_aspectRatioModX = 1.0f; //not the aspect ratio, the change to the aspect ratio so it's the correct aspect ratio. I know, it makes no sense
|
||||
m_aspectRatioModY = 1.0f;
|
||||
|
||||
|
@ -145,6 +148,7 @@ public:
|
|||
bool m_bFullKeyboardActive;
|
||||
bool m_bLastFullKeyboardActive;
|
||||
bool m_bSpeedUpMode;
|
||||
bool m_bForceControlsRebuild;
|
||||
|
||||
BackgroundSpriteManager m_bgSpriteMan;
|
||||
bool m_bUsingDinkPak;
|
||||
|
@ -152,6 +156,7 @@ public:
|
|||
float m_aspectRatioModY;
|
||||
CL_Vec3f m_centeringOffset;
|
||||
CL_Mat4f m_dink_matrix;
|
||||
CL_Mat4f m_dink_matrix_inverted;
|
||||
};
|
||||
//#define KYLES_CRAZY_VERSION
|
||||
|
||||
|
@ -735,6 +740,8 @@ bool DinkIsWaitingForSkippableDialog();
|
|||
bool DinkSkipDialogLine(); //returns true if a line was actually skipped
|
||||
void DinkSetCursorPosition(CL_Vec2f vPos);
|
||||
CL_Vec2f NativeToDinkCoords(CL_Vec2f vPos);
|
||||
CL_Vec2f DinkToNativeCoords(CL_Vec2f vPos);
|
||||
bool DinkIsMouseActive();
|
||||
bool IsDrawingDinkStatusBar();
|
||||
bool DinkSetInventoryPosition(CL_Vec2f vPos); //returns true if an item was actually set
|
||||
bool DinkCanRunScriptNow();
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug GL|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
<LocalDebuggerCommandArguments>-game dmods/revolut</LocalDebuggerCommandArguments>
|
||||
<LocalDebuggerCommandArguments>-game dmods/tdabeta</LocalDebuggerCommandArguments>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Common Debug|Win32'">
|
||||
<LocalDebuggerCommandArguments>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue