Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
+21 -16
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "HelpScreen.h"
#else
#include "mapscreen.h"
#include <stdio.h>
#include <stdarg.h>
@@ -115,7 +111,6 @@
#include "Food.h" // added by Flugente
#include "Drugs And Alcohol.h" // added by Flugente
#include "WordWrap.h"
#endif
#include "connect.h" //hayden
#include "InterfaceItemImages.h"
@@ -2408,7 +2403,8 @@ void DrawCharBars( void )
if( ( pSoldier->stats.bLife == 0 ) ||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
return;
}
@@ -2826,7 +2822,7 @@ void DrawCharHealth( INT16 sCharNum )
pSoldier = &Menptr[gCharactersList[sCharNum].usSolID];
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND )
{
// find starting X coordinate by centering all 3 substrings together, then print them separately (different colors)!
swprintf( sString, L"%d/%d", pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
@@ -4953,7 +4949,7 @@ UINT32 MapScreenHandle(void)
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
if (!is_networked)
{
if (iResolution == _1280x720)
if (isWidescreenUI())
{
FilenameForBPP("INTERFACE\\newgoldpiece3_1280x720.sti", VObjectDesc.ImageFile);
}
@@ -4973,7 +4969,7 @@ UINT32 MapScreenHandle(void)
else
{
// OJW - 20081204 - change mapscreen interface for MP games
if (iResolution == _1280x720)
if (isWidescreenUI())
{
FilenameForBPP("INTERFACE\\mpgoldpiece3_1280x720.sti", VObjectDesc.ImageFile);
}
@@ -5716,7 +5712,7 @@ UINT32 MapScreenHandle(void)
HandleCharBarRender( );
}
if( fShowInventoryFlag || fDisableDueToBattleRoster )
if( (fShowInventoryFlag && !isWidescreenUI()) || fDisableDueToBattleRoster )
{
for( iCounter = 0; iCounter < MAX_SORT_METHODS; iCounter++ )
{
@@ -11332,7 +11328,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
fPlotForMilitia = FALSE;
// if not dead or POW, select his sector
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ))//&& !SPY_LOCATION( pSoldier->bAssignment ) )
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) )//&& !SPY_LOCATION( pSoldier->bAssignment ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -11388,7 +11384,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
fPlotForMilitia = FALSE;
// if not dead or POW, select his sector
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) )
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -11571,7 +11567,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
fShownAssignmentMenu = FALSE;
// if not dead or POW, select his sector
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) )
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
@@ -15119,6 +15115,7 @@ BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber )
if( ( pSoldier->bAssignment == IN_TRANSIT ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
// Kaiden: Vehicle Inventory change - Commented the following line
// ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
// And added this instead:
@@ -15307,7 +15304,7 @@ BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier )
// if a vehicle, robot, in transit, or a POW
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) ||
( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) || ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
// can't change the sleep status of such mercs
return ( FALSE );
@@ -15675,6 +15672,7 @@ void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList )
}
fCharacterInfoPanelDirty = TRUE;
fResetMapCoords = TRUE;
// if showing sector inventory
if ( fShowMapInventoryPool )
@@ -15860,7 +15858,7 @@ INT16 CalcLocationValueForChar( INT32 iCounter )
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
// don't reveal location of POWs!
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND )
{
sLocValue = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
// underground: add 1000 per sublevel
@@ -15954,6 +15952,7 @@ BOOLEAN AnyMovableCharsInOrBetweenThisSector( INT16 sSectorX, INT16 sSectorY, IN
SPY_LOCATION( pSoldier->bAssignment ) ||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
( pSoldier->stats.bLife == 0 ) )
{
continue;
@@ -16558,6 +16557,11 @@ void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] )
// mini event - unknown location, use the same string as POWs
swprintf( sString, L"%s", pPOWStrings[ 1 ] );
}
else if (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
{
// on a rebel command mission
swprintf( sString, L"%s%s*", pMapVertIndex[pSoldier->sSectorY], pMapHortIndex[pSoldier->sSectorX] );
}
else if ( SPY_LOCATION( pSoldier->bAssignment ) )
{
swprintf( pTempString, L"%s%s%s",
@@ -16598,6 +16602,7 @@ void GetMapscreenMercDestinationString( SOLDIERTYPE *pSoldier, CHAR16 sString[]
if( ( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
SPY_LOCATION( pSoldier->bAssignment ) ||
( pSoldier->stats.bLife == 0 ) )
{
@@ -17968,4 +17973,4 @@ void initMapViewAndBorderCoordinates(void)
UI_MAP.HeliETA.Upper_Popup_Y = (50 + iScreenHeightOffset - 100);
UI_MAP.HeliETA.Alternate_Height = 97;
}
}
}