Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+114 -114
View File
@@ -35,14 +35,14 @@
#define NUMBER_MERC_FACES_AUTOBANDAGE_BOX 4
STR16 sAutoBandageString = NULL;
INT32 giBoxId = -1;
STR16 sAutoBandageString = NULL;
INT32 giBoxId = -1;
UINT16 gusTextBoxWidth = 0;
UINT16 gusTextBoxHeight = 0;
BOOLEAN gfBeginningAutoBandage = FALSE;
UINT16 gusTextBoxHeight = 0;
BOOLEAN gfBeginningAutoBandage = FALSE;
INT16 gsX = 0;
INT16 gsY = 0;
UINT32 guiAutoBandageSeconds = 0;
UINT32 guiAutoBandageSeconds = 0;
BOOLEAN fAutoBandageComplete = FALSE;
BOOLEAN fEndAutoBandage = FALSE;
@@ -107,7 +107,7 @@ void BeginAutoBandage( )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++ )
{
// if the soldier isn't active or in sector, we have problems..leave
if ( !(pSoldier->bActive) || !(pSoldier->bInSector) || ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) || (pSoldier->bAssignment == VEHICLE ) )
if ( !(pSoldier->bActive) || !(pSoldier->bInSector) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pSoldier->bAssignment == VEHICLE ) )
{
continue;
}
@@ -127,9 +127,9 @@ void BeginAutoBandage( )
if ( fFoundAGuy && fFoundAMedKit )
{
break;
}
}
}
}
if ( !fFoundAGuy )
@@ -145,7 +145,7 @@ void BeginAutoBandage( )
if ( ! CanAutoBandage( FALSE ) )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ CANT_AUTOBANDAGE_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
}
else
{
// Confirm if we want to start or not....
@@ -182,18 +182,18 @@ void HandleAutoBandagePending( )
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
// Are we in sector?
if ( pSoldier->bActive )
if ( pSoldier->bActive )
{
if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && !pSoldier->fBetweenSectors )
if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && !pSoldier->flags.fBetweenSectors )
{
if ( pSoldier->ubPendingAction != NO_PENDING_ACTION )
if ( pSoldier->aiData.ubPendingAction != NO_PENDING_ACTION )
{
return;
}
}
}
}
// Do was have any menus up?
if ( AreWeInAUIMenu( ) )
{
@@ -224,11 +224,11 @@ void ShouldBeginAutoBandage( )
return;
}
// ATE: If not in endgame
if ( ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME ) )
{
return;
}
// ATE: If not in endgame
if ( ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME ) )
{
return;
}
if ( CanAutoBandage( FALSE ) )
{
@@ -240,21 +240,21 @@ void ShouldBeginAutoBandage( )
BOOLEAN HandleAutoBandage( )
{
InputAtom InputEvent;
InputAtom InputEvent;
if ( gTacticalStatus.fAutoBandageMode )
{
if ( gfBeginningAutoBandage )
{
//Shadow area
ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
InvalidateScreen( );
RefreshScreen( NULL );
}
DisplayAutoBandageUpdatePanel( );
//RenderMercPopUpBoxFromIndex( giBoxId, gsX, gsY, FRAME_BUFFER );
//RenderMercPopUpBoxFromIndex( giBoxId, gsX, gsY, FRAME_BUFFER );
//InvalidateRegion( gsX, gsY, gsX + gusTextBoxWidth, gsY + gusTextBoxHeight );
@@ -291,7 +291,7 @@ BOOLEAN HandleAutoBandage( )
if( fEndAutoBandage )
{
AutoBandage( FALSE );
AutoBandage( FALSE );
fEndAutoBandage = FALSE;
}
@@ -315,7 +315,7 @@ BOOLEAN CreateAutoBandageString( void )
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife >= OKLIFE && !(pSoldier->bCollapsed) && pSoldier->bMedical > 0 && FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT)
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && !(pSoldier->bCollapsed) && pSoldier->stats.bMedical > 0 && FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT)
{
ubDoctor[ubDoctors] = pSoldier->ubID;
ubDoctors++;
@@ -330,7 +330,7 @@ BOOLEAN CreateAutoBandageString( void )
}
if (ubDoctors == 1)
{
{
uiDoctorNameStringLength += wcslen( Message[STR_IS_APPLYING_FIRST_AID] );
}
else
@@ -338,20 +338,20 @@ BOOLEAN CreateAutoBandageString( void )
uiDoctorNameStringLength += wcslen( Message[STR_ARE_APPLYING_FIRST_AID] );
}
sAutoBandageString = (STR16) MemRealloc( sAutoBandageString, uiDoctorNameStringLength * sizeof( CHAR16 ) );
sAutoBandageString = (STR16) MemRealloc( sAutoBandageString, uiDoctorNameStringLength * sizeof( CHAR16 ) );
if (!sAutoBandageString)
{
return( FALSE );
}
if (ubDoctors == 1)
{
{
swprintf( sAutoBandageString, Message[STR_IS_APPLYING_FIRST_AID], MercPtrs[ubDoctor[0]]->name );
}
else
{
// make a temporary string to hold most of the doctors names joined by commas
sTemp = (STR16) MemAlloc( uiDoctorNameStringLength * sizeof( CHAR16 ) );
sTemp = (STR16) MemAlloc( uiDoctorNameStringLength * sizeof( CHAR16 ) );
// sTemp = MemAlloc( 1000 );
if (!sTemp)
{
@@ -396,11 +396,11 @@ void AutoBandage( BOOLEAN fStart )
if ( fStart )
{
gTacticalStatus.fAutoBandageMode = TRUE;
gTacticalStatus.fAutoBandageMode = TRUE;
gTacticalStatus.uiFlags |= OUR_MERCS_AUTO_MOVE;
gfAutoBandageFailed = FALSE;
// ste up the autobandage panel
SetUpAutoBandageUpdatePanel( );
@@ -416,14 +416,14 @@ void AutoBandage( BOOLEAN fStart )
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive )
if ( pSoldier->bActive )
{
pSoldier->bSlotItemTakenFrom = NO_SLOT;
pSoldier->ubAutoBandagingMedic = NOBODY;
}
}
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Begin auto bandage." );
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Begin auto bandage." );
if (CreateAutoBandageString())
{
@@ -442,7 +442,7 @@ void AutoBandage( BOOLEAN fStart )
// build a mask
MSYS_DefineRegion( &gAutoBandageRegion, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST - 1,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
gfBeginningAutoBandage = TRUE;
@@ -450,7 +450,7 @@ void AutoBandage( BOOLEAN fStart )
else
{
gTacticalStatus.fAutoBandageMode = FALSE;
gTacticalStatus.uiFlags &= ( ~OUR_MERCS_AUTO_MOVE );
gTacticalStatus.uiFlags &= ( ~OUR_MERCS_AUTO_MOVE );
// make sure anyone under AI control has their action cancelled
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
@@ -467,11 +467,11 @@ void AutoBandage( BOOLEAN fStart )
}
// ATE: Make everyone stand up!
if ( pSoldier->bLife >= OKLIFE && !pSoldier->bCollapsed )
if ( pSoldier->stats.bLife >= OKLIFE && !pSoldier->bCollapsed )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_STAND )
{
ChangeSoldierStance( pSoldier, ANIM_STAND );
pSoldier->ChangeSoldierStance( ANIM_STAND );
}
}
@@ -487,7 +487,7 @@ void AutoBandage( BOOLEAN fStart )
// If anyone is still doing aid animation, stop!
if ( MercPtrs[ ubLoop ]->usAnimState == GIVING_AID )
{
SoldierGotoStationaryStance( MercPtrs[ ubLoop ] );
MercPtrs[ ubLoop ]->SoldierGotoStationaryStance( );
}
}
@@ -507,8 +507,8 @@ void AutoBandage( BOOLEAN fStart )
// Delete popup!
RemoveMercPopupBoxFromIndex( giBoxId );
giBoxId = -1;
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"End auto bandage." );
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"End auto bandage." );
// build a mask
MSYS_RemoveRegion( &gAutoBandageRegion );
@@ -538,7 +538,7 @@ void AutoBandage( BOOLEAN fStart )
void BeginAutoBandageCallBack( UINT8 bExitValue )
{
if( bExitValue == MSG_BOX_RETURN_YES )
if( bExitValue == MSG_BOX_RETURN_YES )
{
fRestoreBackgroundForMessageBox = TRUE;
AutoBandage( TRUE );
@@ -548,15 +548,15 @@ void BeginAutoBandageCallBack( UINT8 bExitValue )
void SetUpAutoBandageUpdatePanel( void )
{
INT32 iNumberDoctoring = 0;
INT32 iNumberPatienting = 0;
INT32 iNumberOnTeam = 0;
INT32 iCounterA = 0;
// reset the tables of merc ids
memset( iDoctorList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iPatientList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iDoctorList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iPatientList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
// grab number of potential grunts on players team
@@ -570,7 +570,7 @@ void SetUpAutoBandageUpdatePanel( void )
// add to list, up the count
iDoctorList[ iNumberDoctoring ] = iCounterA;
iNumberDoctoring++;
}
}
@@ -589,7 +589,7 @@ void SetUpAutoBandageUpdatePanel( void )
if( ( iNumberDoctoring == 0 ) || ( iNumberPatienting == 0 ) )
{
// reset the tables of merc ids
memset( iDoctorList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iDoctorList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iPatientList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
}
@@ -619,7 +619,7 @@ void DisplayAutoBandageUpdatePanel( void )
// are even in autobandage mode?
if( gTacticalStatus.fAutoBandageMode == FALSE )
{
// nope,
// nope,
return;
}
@@ -643,7 +643,7 @@ void DisplayAutoBandageUpdatePanel( void )
}
// build dimensions of box
if( iNumberDoctors < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// nope, get the base amount
@@ -654,8 +654,8 @@ void DisplayAutoBandageUpdatePanel( void )
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
}
// set the min number of mercs
if( iNumberDoctorsWide < 3 )
{
@@ -669,7 +669,7 @@ void DisplayAutoBandageUpdatePanel( void )
// the doctors
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
if( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// now the patients
@@ -678,7 +678,7 @@ void DisplayAutoBandageUpdatePanel( void )
else
{
// now the patients
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
}
if( iNumberPatients < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
@@ -705,18 +705,18 @@ void DisplayAutoBandageUpdatePanel( void )
if( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// now the patients
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
}
else
{
// now the patients
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
}
// now the actual pixel dimensions
iTotalPixelsHigh = ( iNumberPatientsHigh + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT;
// see which is wider, and set to this
@@ -747,10 +747,10 @@ void DisplayAutoBandageUpdatePanel( void )
{
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
sCurrentYPosition = sYPosition + ( iCounterA * TACT_UPDATE_MERC_FACE_X_HEIGHT );
// slap down background piece
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
iIndex = iCounterA * iNumberDoctorsWide + iCounterB;
@@ -759,17 +759,17 @@ void DisplayAutoBandageUpdatePanel( void )
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
// there is a face
RenderSoldierSmallFaceForAutoBandagePanel( iIndex, sCurrentXPosition, sCurrentYPosition );
// display the mercs name
swprintf( sString, L"%s", ( Menptr[ iDoctorList[ iCounterA * iNumberDoctorsWide + iCounterB ] ] ).name );
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
SetFont( TINYFONT1 );
SetFontForeground( FONT_LTRED );
SetFontBackground( FONT_BLACK );
SetFontBackground( FONT_BLACK );
sY+= 35;
sCurrentXPosition -= TACT_UPDATE_MERC_FACE_X_OFFSET;
sCurrentYPosition -= TACT_UPDATE_MERC_FACE_Y_OFFSET;
@@ -786,8 +786,8 @@ void DisplayAutoBandageUpdatePanel( void )
// slap down background piece
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sCurrentYPosition + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sYPosition - 9 , VO_BLT_SRCTRANSPARENCY, NULL );
}
// bordering patient title
@@ -797,20 +797,20 @@ void DisplayAutoBandageUpdatePanel( void )
SetFont( TINYFONT1 );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
SetFontBackground( FONT_BLACK );
// iCurPixelY = sYPosition;
iCurPixelY = sYPosition + ( ( iCounterA - 1 ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
swprintf( sString, L"%s", zMarksMapScreenText[ 13 ] );
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
// print medic
mprintf( sX, sYPosition - 7 , sString );
//DisplayWrappedString( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition - 40 ), ( INT16 )( iTotalPixelsWide ), 0, TINYFONT1, FONT_WHITE, pUpdateMercStrings[ 0 ], FONT_BLACK, 0, 0 );
//DisplayWrappedString( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition - 40 ), ( INT16 )( iTotalPixelsWide ), 0, TINYFONT1, FONT_WHITE, pUpdateMercStrings[ 0 ], FONT_BLACK, 0, 0 );
sYPosition += 9;
// now the patients
@@ -821,8 +821,8 @@ void DisplayAutoBandageUpdatePanel( void )
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
sCurrentYPosition = sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
// slap down background piece
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition , VO_BLT_SRCTRANSPARENCY, NULL );
@@ -834,25 +834,25 @@ void DisplayAutoBandageUpdatePanel( void )
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
// there is a face
RenderSoldierSmallFaceForAutoBandagePanel( iIndex + iNumberDoctors, sCurrentXPosition, sCurrentYPosition );
// display the mercs name
swprintf( sString, L"%s", ( Menptr[ iPatientList[ iIndex ] ] ).name );
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
SetFont( TINYFONT1 );
SetFontForeground( FONT_LTRED );
SetFontBackground( FONT_BLACK );
SetFontBackground( FONT_BLACK );
sY+= 35;
// print name
mprintf( sX, sY , sString );
}
}
}
// BORDER PIECES!!!!
@@ -860,7 +860,7 @@ void DisplayAutoBandageUpdatePanel( void )
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
{
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
}
@@ -870,8 +870,8 @@ void DisplayAutoBandageUpdatePanel( void )
// pieces bordering doctor squares
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
{
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
}
// bordering doctor title
@@ -894,7 +894,7 @@ void DisplayAutoBandageUpdatePanel( void )
// the bottom
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 17, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 18, sXPosition + iTotalPixelsWide - TACT_UPDATE_MERC_FACE_X_WIDTH, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 18, sXPosition + iTotalPixelsWide - TACT_UPDATE_MERC_FACE_X_WIDTH, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
if( iNumberPatientsWide == 2 )
{
@@ -909,23 +909,23 @@ void DisplayAutoBandageUpdatePanel( void )
SetFont( TINYFONT1 );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%s", zMarksMapScreenText[ 14 ]);
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
// print patient
mprintf( sX, iCurPixelY + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ) + 2, sString );
MarkAButtonDirty( iEndAutoBandageButton[ 0 ] );
MarkAButtonDirty( iEndAutoBandageButton[ 1 ] );
DrawButton( iEndAutoBandageButton[ 0 ] );
DrawButton( iEndAutoBandageButton[ 1 ] );
iTotalPixelsHigh+= 35;
// if autobandage is complete, set the fact by enabling the done button
@@ -941,7 +941,7 @@ void DisplayAutoBandageUpdatePanel( void )
}
// now make sure it goes to the screen
InvalidateRegion( sXPosition - 4, sYPosition - 18, ( INT16 )( sXPosition + iTotalPixelsWide + 4), ( INT16 )( sYPosition + iTotalPixelsHigh ) );
InvalidateRegion( sXPosition - 4, sYPosition - 18, ( INT16 )( sXPosition + iTotalPixelsWide + 4), ( INT16 )( sYPosition + iTotalPixelsHigh ) );
return;
}
@@ -963,9 +963,9 @@ void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY )
// grab the image
iEndAutoBandageButtonImage[ 0 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
// grab the button
iEndAutoBandageButton[ 0 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 0 ], sX, sY,
// grab the button
iEndAutoBandageButton[ 0 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 0 ], sX, sY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
@@ -973,9 +973,9 @@ void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY )
//the cancel button
// grab the image
iEndAutoBandageButtonImage[ 1 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
// grab the button
iEndAutoBandageButton[ 1 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 1 ], ( INT16 )( sX + 70 ) , sY,
// grab the button
iEndAutoBandageButton[ 1 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 1 ], ( INT16 )( sX + 70 ) , sY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
@@ -997,14 +997,14 @@ void StopAutoBandageButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
fEndAutoBandage = TRUE;
btn->uiFlags&=~(BUTTON_CLICKED_ON);
fEndAutoBandage = TRUE;
}
}
@@ -1022,7 +1022,7 @@ void DestroyTerminateAutoBandageButton( void )
// not around, don't destroy what ain't there
return;
}
fAutoEndBandageButtonCreated = FALSE;
// remove button
@@ -1043,7 +1043,7 @@ BOOLEAN AddFacesToAutoBandageBox( void )
{
INT32 iCounter = 0;
INT32 iNumberOfDoctors = 0;
VOBJECT_DESC VObjectDesc;
VOBJECT_DESC VObjectDesc;
// reset
@@ -1070,7 +1070,7 @@ BOOLEAN AddFacesToAutoBandageBox( void )
// load the face
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] );
iNumberOfDoctors++;
}
}
@@ -1152,13 +1152,13 @@ BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentX
// fill the background for the info bars black
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, sCurrentYPosition+2, sCurrentXPosition+44, sCurrentYPosition+30, 0 );
// put down the background
BltVideoObjectFromIndex( FRAME_BUFFER, giMercPanelImage, 0, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
// grab the face
BltVideoObject( FRAME_BUFFER , hHandle , 0, sCurrentXPosition+2, sCurrentYPosition+2, VO_BLT_SRCTRANSPARENCY, NULL );
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
@@ -1182,32 +1182,32 @@ BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentX
}
// is the merc alive?
if( !pSoldier->bLife )
if( !pSoldier->stats.bLife )
return( FALSE );
//yellow one for bleeding
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bLifeMax/100;
iStartY = sCurrentYPosition + 29 - 27*pSoldier->stats.bLifeMax/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 107, 57 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 181, 115 ) ) );
//pink one for bandaged.
iStartY += 27*pSoldier->bBleeding/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 156, 57, 57 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 132, 132 ) ) );
//red one for actual health
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bLife/100;
iStartY = sCurrentYPosition + 29 - 27*pSoldier->stats.bLife/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 8, 8 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 206, 0, 0 ) ) );
//BREATH BAR
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bBreathMax/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+39, iStartY, sCurrentXPosition+40, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 132 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+40, iStartY, sCurrentXPosition+41, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 107 ) ) );
//MORALE BAR
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bMorale/100;
iStartY = sCurrentYPosition + 29 - 27*pSoldier->aiData.bMorale/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+42, iStartY, sCurrentXPosition+43, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 156, 8 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+43, iStartY, sCurrentXPosition+44, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );