Some more misc fixes
git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1495 353e56fe-9613-0410-8469-b96ad8e6f29c
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4 changed files with 28 additions and 9 deletions
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@ -135,6 +135,7 @@ www.rtsoft.com
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* Space no longer selects dialog, you'll have to use ENTER or CONTROL like on 1.08
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* Mouse can now be used to select dialog options
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* Fixed mouse issue with Bugmania in the town where it wasn't sending button down messages
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* Made escape open the Dink HD menu even when wait_for_button is being used. This may be a problem if any DMODs require ESCAPE to be a button that is used though
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@ -56,7 +56,8 @@ void GameOnSelect(VariantList *pVList) //0=vec2 point of click, 1=entity sent fr
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g_dglo.m_dirInput[DINK_INPUT_BUTTON5] = true;
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g_dglo.m_dirInputFinished[DINK_INPUT_BUTTON5] = true;
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return;
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//if we ONLY want the game to handle this, we'd enable this return...
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//return;
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}
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if (!pMenu->GetEntityByName("PauseMenu"))
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@ -464,12 +464,16 @@ void CheckForNewVersion(Entity *pMenu)
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//pComp->GetFunction("Init")->sig_function(&v);
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GetMessageManager()->CallComponentFunction(pComp,1000, "Init", &v); //call it in a bit
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GetMessageManager()->CallComponentFunction(pComp,100, "Init", &v); //call it in a bit
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Entity *pEnt = VersionShowScoreMessage(pMenu, "`6");
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Entity *pEnt = VersionShowScoreMessage(pMenu, "`wChecking for updates..");
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EntityComponent *pTyper = pEnt->AddComponent(new TyperComponent);
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pTyper->GetVar("text")->Set("Checking rtsoft.com for updates...");
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pTyper->GetVar("speedMS")->Set(uint32(30));
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pTyper->GetVar("text")->Set("...................");
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pTyper->GetVar("speedMS")->Set(uint32(200));
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}
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@ -6250,7 +6250,7 @@ void BuildScreenBackground( bool bFullRebuild, bool bBuildImageFromScratch )
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if (g_forceBuildBackgroundFromScratch)
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{
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bBuildImageFromScratch = true;
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g_forceBuildBackgroundFromScratch = false;
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}
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if (bFullRebuild)
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@ -6279,7 +6279,7 @@ void BuildScreenBackground( bool bFullRebuild, bool bBuildImageFromScratch )
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restart:
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if (g_dglos.g_gameMode > 2)
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if (g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad || bBuildImageFromScratch)
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{
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//we want to render tiles to the BG too
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@ -6312,6 +6312,8 @@ restart:
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}
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}
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g_forceBuildBackgroundFromScratch = false;
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if (bFullRebuild)
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{
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if (strlen(g_dglos.g_smallMap.script) > 1)
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@ -7209,6 +7211,7 @@ pass:
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if (g_dglos.g_gameMode == 1 || g_dglos.g_gameMode == 2)
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{
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g_dglos.m_bRenderBackgroundOnLoad = true;
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g_forceBuildBackgroundFromScratch = true;
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} else
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{
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g_dglos.m_bRenderBackgroundOnLoad = false;
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@ -7652,6 +7655,7 @@ pass:
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if (compare(ev[1], (char*)"draw_background"))
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{
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g_forceBuildBackgroundFromScratch = true;
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BuildScreenBackground(false, true);
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strcpy(pLineIn, h);
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return(0);
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@ -7932,7 +7936,7 @@ pass:
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fill_screen(g_nlist[0]);
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SetBitmapCopy(""); //no bitmap, but it will trigger the no status bar rendering until "something happens"
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g_dglos.m_bRenderBackgroundOnLoad = true;
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//g_dglos.m_bRenderBackgroundOnLoad = true;
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}
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@ -17232,7 +17236,7 @@ bool LoadState(string const &path, bool bLoadPathsOnly)
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return false;
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}
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// if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
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if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
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{
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BuildScreenBackground(false, true);
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}
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@ -17242,6 +17246,11 @@ bool LoadState(string const &path, bool bLoadPathsOnly)
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CopyBitmapToBackBuffer(g_dglos.g_lastBitmapShown);
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}
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if (g_dglos.copy_bmp_to_screen[0] != 0)
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{
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copy_bmp(g_dglos.copy_bmp_to_screen);
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}
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return bOk; //success
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}
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@ -17530,6 +17539,10 @@ void DinkOnForeground()
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//reinit any lost surfaces that we need to
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if ( g_dglos.g_gameMode > 2 || g_dglos.m_bRenderBackgroundOnLoad)
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{
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if (g_dglos.m_bRenderBackgroundOnLoad)
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{
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g_forceBuildBackgroundFromScratch = true;
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}
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BuildScreenBackground(false);
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}
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