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HUGO: Fix intro in H3 Win
This fixes the path on the world map, during intro svn-id: r52858
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parent
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@ -139,17 +139,6 @@ void Screen::setBackgroundColor(long color) {
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// How??? Translate existing pixels in dib before objects rendered?
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}
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// Write the supplied character in the supplied color to x,y pixel coords
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void Screen::writeChar(int16 x, int16 y, char c, byte color) {
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debugC(1, kDebugDisplay, "writeChar(%d, %d, %c, %d)", x, y, c, color);
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warning("STUB: writeChar()");
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// x = (int16)((long) x * config.cx / XPIX);
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// y = (int16)((long) y * config.cy / YPIX);
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// SetTextColor(hDC, GetPalIndex(color));
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// TextOut(hDC, x, y, &c, 1);
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}
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// Return the overlay state (Foreground/Background) of the currently
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// processed object by looking down the current column for an overlay
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// base bit set (in which case the object is foreground).
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@ -58,7 +58,7 @@ public:
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void setBackgroundColor(long color);
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void shadowStr(int16 sx, int16 sy, char *s, byte color);
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void userHelp();
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void writeChar(int16 x, int16 y, char c, byte color);
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void writeChr(int sx, int sy, byte color, char *local_fontdata);
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void writeStr(int16 sx, int16 sy, char *s, byte color);
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icondib_t &getIconBuffer() {
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@ -96,7 +96,6 @@ private:
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overlayState_t findOvl(seq_t *seq_p, image_pt dst_p, uint16 y);
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void merge(rect_t *rectA, rect_t *rectB);
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int16 mergeLists(rect_t *list, rect_t *blist, int16 len, int16 blen, int16 bmax);
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void writeChr(int sx, int sy, byte color, char *local_fontdata);
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int16 center(char *s);
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};
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@ -109,9 +109,15 @@ bool intro_v3w::introPlay() {
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//TODO : Add proper check of story mode
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//#if STORY
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// SetBkMode(TRANSPARENT);
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// FIXME: This initialization shouldn't be there, as all the fonts should be loaded directly
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_vm.screen().loadFont(0);
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if (introTicks < introSize) {
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// Scale viewport x_intro,y_intro to screen (offsetting y)
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_vm.screen().writeChar(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, 'x', _TBRIGHTWHITE);
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_vm.screen().writeStr(_vm._introX[introTicks], _vm._introY[introTicks] - DIBOFF_Y, "x", _TBRIGHTWHITE);
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_vm.screen().displayBackground();
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// Text boxes at various times
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switch (introTicks) {
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