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- Fixed hidden towns and sam sites a dead giveaway when calling info box in strategic screen (by Buggler)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6604 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -393,17 +393,21 @@ void AddTextToTownBox( void )
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AddSectorToBox();
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// town size
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if( gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
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{
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swprintf( wString, L"%s:", pwTownInfoStrings[ 0 ] );
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AddMonoString( &hStringHandle, wString );
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swprintf( wString, L"%d", GetTownSectorSize( ubTownId ) );
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AddSecondColumnMonoString( &hStringHandle, wString );
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}
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// main facilities
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// HEADROCK HAM 3.6: This function now does all the work of assembling a facility entry.
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AddFacilitiesToBox( bCurrentTownMineSectorX, bCurrentTownMineSectorY, &hStringHandle, TRUE );
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// the concept of control is only meaningful in sectors where militia can be trained
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if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) )
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if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) &&
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gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
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{
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// town control
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swprintf( wString, L"%s:", pwTownInfoStrings[ 2 ] );
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@@ -413,7 +417,8 @@ void AddTextToTownBox( void )
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}
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// the concept of town loyalty is only meaningful in towns where loyalty is tracked
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if( gTownLoyalty[ ubTownId ].fStarted && gfTownUsesLoyalty[ ubTownId ])
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if( gTownLoyalty[ ubTownId ].fStarted && gfTownUsesLoyalty[ ubTownId ] &&
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gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
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{
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// town loyalty
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swprintf( wString, L"%s:", pwTownInfoStrings[ 5 ] );
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@@ -424,7 +429,7 @@ void AddTextToTownBox( void )
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// if the town has a mine
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sMineSector = GetMineSectorForTown( ubTownId );
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if( sMineSector != -1 )
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if( sMineSector != -1 && gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
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{
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// Associated Mine: Sector
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swprintf( wString, L"%s:", pwTownInfoStrings[ 4 ] );
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@@ -696,34 +701,62 @@ void AddCommonInfoToBox(void)
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{
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CHAR16 wString[ 64 ];
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UINT32 hStringHandle = 0;
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BOOLEAN fUnknownSAMSite = FALSE;
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BOOLEAN fHiddenSite = FALSE;
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UINT8 ubMilitiaTotal = 0;
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UINT8 ubNumEnemies;
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UINT16 usSectorValue = 0;
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// get the sector value
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usSectorValue = SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY );
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// check for hidden town
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if( !gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
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fHiddenSite = TRUE;
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// check for unknown SAM Site
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else
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{
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for (UINT16 x=0; x < MAX_NUMBER_OF_SAMS; x++)
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{
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// SAM Site 4 in Meduna is within town limits, so it's always known
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if ( usSectorValue == SEC_N4 && x == 3)
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fHiddenSite = FALSE;
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else if ( pSamList[x] == usSectorValue )
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{
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if ( !fSamSiteFound[ x ] )
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{
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fHiddenSite = TRUE;
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}
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}
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}
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}
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/*// ABOVE GROUND HARDCODED
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if( ubSectorID == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] )
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switch( SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) )
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{
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case SEC_D2: //Chitzena SAM
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if( !fSamSiteFound[ SAM_SITE_ONE ] )
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fUnknownSAMSite = TRUE;
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fHiddenSite = TRUE;
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break;
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case SEC_D15: //Drassen SAM
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if( !fSamSiteFound[ SAM_SITE_TWO ] )
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fUnknownSAMSite = TRUE;
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fHiddenSite = TRUE;
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break;
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case SEC_I8: //Cambria SAM
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if( !fSamSiteFound[ SAM_SITE_THREE ] )
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fUnknownSAMSite = TRUE;
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fHiddenSite = TRUE;
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break;
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// SAM Site 4 in Meduna is within town limits, so it's always controllable
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default:
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break;
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}
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*/
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// in sector where militia can be trained,
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// control of the sector matters, display who controls this sector. Map brightness no longer gives this!
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if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) && !fUnknownSAMSite )
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if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) && !fHiddenSite )
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{
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// controlled:
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swprintf( wString, L"%s:", pwMiscSectorStrings[ 4 ] );
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@@ -53,10 +53,13 @@ void AddFacilitiesToBox( INT16 sMapX, INT16 sMapY, UINT32 *uiHandle, BOOLEAN fCi
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{
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if (fCityInfoBox && uiNumFacilities == 0 && !fHeaderAdded )
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{
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// For a city info box, always show this line on the left side.
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swprintf( szFacilityString, L"%s:", pwTownInfoStrings[ 8 ] );
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AddMonoString( uiHandle, szFacilityString );
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fHeaderAdded = TRUE;
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// For a city info box, always show this line on the left side if not hidden
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if( gfHiddenTown[ GetTownIdForSector( sMapX, sMapY ) ] )
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{
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swprintf( szFacilityString, L"%s:", pwTownInfoStrings[ 8 ] );
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AddMonoString( uiHandle, szFacilityString );
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fHeaderAdded = TRUE;
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}
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}
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// Facility type exists at this location?
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if (gFacilityLocations[SECTOR(sMapX,sMapY)][cnt].fFacilityHere)
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@@ -82,9 +85,9 @@ void AddFacilitiesToBox( INT16 sMapX, INT16 sMapY, UINT32 *uiHandle, BOOLEAN fCi
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}
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}
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if( uiNumFacilities == 0 && fCityInfoBox )
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if( uiNumFacilities == 0 && fCityInfoBox && gfHiddenTown[ GetTownIdForSector( sMapX, sMapY ) ])
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{
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// Add "NONE" on the right side. Only happens when the sector is a city.
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// Add "NONE" on the right side. Only happens when the sector is a non-hidden city.
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AddSecondColumnMonoString( uiHandle, sFacilitiesStrings[0] );
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return;
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}
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