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Space Viking's many mercs changes plus numerous generic bug fixes
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -267,16 +267,17 @@ int MONEY_HEIGHT;
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* why we declare array with 12 items? coz we got 2 valuse x and y maby we can work it out
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* and change INT16 to INV_REGION_DESC for ex.
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*/
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INT16 sTEAMAPPanelXY[12];
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INT16 sTEAMFacesXY[12];
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INT16 sTEAMNamesXY[12];
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INT16 sTEAMFaceHighlXY[12];
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INT16 sTEAMLifeXY[12];
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INT16 sTEAMBreathXY[12];
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INT16 sTEAMMoraleXY[12];
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INT16 sTEAMApXY[12];
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INT16 sTEAMBarsXY[12];
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INT16 sTEAMHandInvXY[12];
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const int TeamInterfaceMax = NUMBER_OF_SOLDIERS_PER_SQUAD * 2; // WDS
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INT16 sTEAMAPPanelXY[TeamInterfaceMax];
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INT16 sTEAMFacesXY[TeamInterfaceMax];
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INT16 sTEAMNamesXY[TeamInterfaceMax];
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INT16 sTEAMFaceHighlXY[TeamInterfaceMax];
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INT16 sTEAMLifeXY[TeamInterfaceMax];
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INT16 sTEAMBreathXY[TeamInterfaceMax];
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INT16 sTEAMMoraleXY[TeamInterfaceMax];
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INT16 sTEAMApXY[TeamInterfaceMax];
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INT16 sTEAMBarsXY[TeamInterfaceMax];
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INT16 sTEAMHandInvXY[TeamInterfaceMax];
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int TM_FACE_WIDTH;
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int TM_FACE_HEIGHT;
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@@ -454,14 +455,14 @@ MOUSE_REGION gSM_SELMERCBarsRegion;
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MOUSE_REGION gSM_SELMERCMoneyRegion;
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MOUSE_REGION gSM_SELMERCEnemyIndicatorRegion;
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MOUSE_REGION gTEAM_PanelRegion;
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MOUSE_REGION gTEAM_FaceRegions[ 6 ];
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MOUSE_REGION gTEAM_BarsRegions[ 6 ];
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MOUSE_REGION gTEAM_LeftBarsRegions[ 6 ];
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MOUSE_REGION gTEAM_FirstHandInv[ 6 ];
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MOUSE_REGION gTEAM_SecondHandInv[ 6 ];
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MOUSE_REGION gTEAM_EnemyIndicator[ 6 ];
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MOUSE_REGION gTEAM_FaceRegions[ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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MOUSE_REGION gTEAM_BarsRegions[ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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MOUSE_REGION gTEAM_LeftBarsRegions[ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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MOUSE_REGION gTEAM_FirstHandInv[ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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MOUSE_REGION gTEAM_SecondHandInv[ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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MOUSE_REGION gTEAM_EnemyIndicator[ NUMBER_OF_SOLDIERS_PER_SQUAD ];
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BOOLEAN gfTEAM_HandInvDispText[ 6 ][ NUM_INV_SLOTS ];
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BOOLEAN gfTEAM_HandInvDispText[ NUMBER_OF_SOLDIERS_PER_SQUAD ][ NUM_INV_SLOTS ];
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BOOLEAN gfSM_HandInvDispText[ NUM_INV_SLOTS ];
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void HelpTextDoneCallback( void );
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@@ -771,7 +772,7 @@ void UpdateForContOverPortrait( SOLDIERTYPE *pSoldier, BOOLEAN fOn )
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}
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else
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{
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for ( cnt = 0; cnt < 6; cnt++ )
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for ( cnt = 0; cnt < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt++ )
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{
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if ( gTeamPanel[ cnt ].ubID == pSoldier->ubID )
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{
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@@ -4449,6 +4450,24 @@ BOOLEAN InitializeTEAMPanelCoords( )
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INDICATOR_BOX_WIDTH = 12;
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INDICATOR_BOX_HEIGHT = 10;
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for (int idx = 0; idx < TeamInterfaceMax/2; idx+=1) {
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const int evenIdx = idx * 2;
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Assert(evenIdx < TeamInterfaceMax);
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const int oddIdx = idx*2+1;
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Assert(oddIdx < TeamInterfaceMax);
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sTEAMAPPanelXY[evenIdx] = ( 69+idx*83 + INTERFACE_START_X ); sTEAMAPPanelXY[oddIdx] = ( 6 + INTERFACE_START_Y );
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sTEAMFacesXY[evenIdx] = ( 13+idx*83+(idx>0) + INTERFACE_START_X ); sTEAMFacesXY[oddIdx] = ( 6 + INTERFACE_START_Y );
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sTEAMNamesXY[evenIdx] = ( 7+idx*83 + INTERFACE_START_X ); sTEAMNamesXY[oddIdx] = ( 55 + INTERFACE_START_Y );
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sTEAMFaceHighlXY[evenIdx] = ( 4+idx*83 + INTERFACE_START_X ); sTEAMFaceHighlXY[oddIdx] = ( 2 + INTERFACE_START_Y );
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sTEAMLifeXY[evenIdx] = ( 69+idx*83 + INTERFACE_START_X ); sTEAMLifeXY[oddIdx] = ( ( 5 + INTERFACE_START_Y ) + TM_LIFEBAR_HEIGHT );
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sTEAMBreathXY[evenIdx] = ( 75+idx*83 + INTERFACE_START_X ); sTEAMBreathXY[oddIdx] = ( ( 5 + INTERFACE_START_Y ) + TM_LIFEBAR_HEIGHT );
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sTEAMMoraleXY[evenIdx] = ( 81+idx*83 + INTERFACE_START_X ); sTEAMMoraleXY[oddIdx] = ( ( 5 + INTERFACE_START_Y ) + TM_LIFEBAR_HEIGHT );
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sTEAMApXY[evenIdx] = ( 68+idx*83 + INTERFACE_START_X ); sTEAMApXY[oddIdx] = ( 52 + INTERFACE_START_Y );
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sTEAMBarsXY[evenIdx] = ( 61+idx*83+(idx>0) + INTERFACE_START_X ); sTEAMBarsXY[oddIdx] = ( 3 + INTERFACE_START_Y );
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sTEAMHandInvXY[evenIdx] = ( TM_INV_HAND1STARTX + ( idx * TM_INV_HAND_SEP )); sTEAMHandInvXY[oddIdx] = TM_INV_HAND1STARTY;
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}
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/*
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sTEAMAPPanelXY[0] = ( 69 + INTERFACE_START_X ); sTEAMAPPanelXY[1] = ( 6 + INTERFACE_START_Y );
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sTEAMAPPanelXY[2] = ( 151 + INTERFACE_START_X ); sTEAMAPPanelXY[3] = ( 6 + INTERFACE_START_Y );
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sTEAMAPPanelXY[4] = ( 234 + INTERFACE_START_X ); sTEAMAPPanelXY[5] = ( 6 + INTERFACE_START_Y );
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@@ -4519,7 +4538,7 @@ BOOLEAN InitializeTEAMPanelCoords( )
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sTEAMHandInvXY[8] = ( TM_INV_HAND1STARTX + ( 4 * TM_INV_HAND_SEP )); sTEAMHandInvXY[9] = TM_INV_HAND1STARTY;
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sTEAMHandInvXY[10] = ( TM_INV_HAND1STARTX + ( 5 * TM_INV_HAND_SEP )); sTEAMHandInvXY[11] = TM_INV_HAND1STARTY;
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// ufff to much copy&paste :D
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*/
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// CHRISL: New definitions for the team panel clock and location coordinates
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INTERFACE_CLOCK_TM_X = ( SCREEN_WIDTH - 86 );
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INTERFACE_CLOCK_TM_Y = ( 98 + INTERFACE_START_Y );
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@@ -4680,7 +4699,7 @@ BOOLEAN ShutdownTEAMPanel( )
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// Remove viewport
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MSYS_RemoveRegion( &gViewportRegion );
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for ( cnt = 0; cnt < 6; cnt++ )
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for ( cnt = 0; cnt < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt++ )
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{
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MSYS_RemoveRegion( &gTEAM_EnemyIndicator[ cnt ] );
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MSYS_RemoveRegion( &gTEAM_FaceRegions[ cnt ] );
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@@ -4760,9 +4779,10 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
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{
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// Get soldier pointer for vehicle.....
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SOLDIERTYPE *pVehicle;
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SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
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pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
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// WDS 07/02/3008 - Fix bug of getting into vehicle you don't control
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Assert (pVehicle != 0);
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//OK, for each item, set dirty text if applicable!
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swprintf( pStr, TacticalStr[ DRIVER_POPUPTEXT ], pVehicle->stats.bLife, pVehicle->stats.bLifeMax, pVehicle->bBreath, pVehicle->bBreathMax );
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@@ -5157,7 +5177,7 @@ void UpdateTEAMPanel( )
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DisableButton( iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] );
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// OK, disable item regions.......
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for ( cnt = 0; cnt < 6; cnt++ )
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for ( cnt = 0; cnt < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt++ )
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{
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MSYS_DisableRegion( &gTEAM_EnemyIndicator[ cnt ] );
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@@ -5178,7 +5198,7 @@ void UpdateTEAMPanel( )
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{
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EnableButton( iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] );
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for ( cnt = 0; cnt < 6; cnt++ )
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for ( cnt = 0; cnt < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt++ )
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{
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MSYS_EnableRegion( &gTEAM_EnemyIndicator[ cnt ] );
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@@ -6918,7 +6938,7 @@ void ConfirmationToDepositMoneyToPlayersAccount( UINT8 ubExitValue )
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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//add the money to the players account
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AddTransactionToPlayersBook( MERC_DEPOSITED_MONEY_TO_PLAYER_ACCOUNT, gpSMCurrentMerc->ubProfile, GetWorldTotalMin(), (*gpItemPointer)[0]->data.money.uiMoneyAmount );
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AddTransactionToPlayersBook( MERC_DEPOSITED_MONEY_TO_PLAYER_ACCOUNT, gpSMCurrentMerc->ubProfile, GetWorldTotalMin(), (*gpItemPointer)[0]->data.money.uiMoneyAmount);
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// dirty shopkeeper
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gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
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