Author SHA1 Message Date
Asdow 58c134bd8e Combine search loops into one
Reduces code duplication and fixes an illegal memory access that was still present.
2025-11-19 13:57:18 +02:00
Asdow f902b01497 Fix ubID underflow
Fixes illegal memory access if we tried to find previous merc and our currently selected one has ubID == 0
2025-11-19 10:12:53 +02:00
Asdow 0bbb01ae87 Fix pTeamSoldier initialization 2025-11-18 17:39:27 +02:00
Marco Antonio J. Costaandmajcosta 4cb1ebac88 fix invalid use of std::wstring in swprintf
fixes #554
2025-11-17 20:57:18 -03:00
AsdowandGitHub 264105071a Load old ObjectData correctly (#553)
* Load old ObjectData correctly

ITS changed ObjectDataStructs::OBJECT_BOMBS_AND_OTHER::ubBombOwner data size from 1 byte to 2 bytes, and it was not taken into account when loading ObjectData
2025-11-11 20:14:46 +02:00
steph-pgandmajcosta 9ce1492651 Add visual muzzle flash for invisible soldiers 2025-10-19 09:42:20 -03:00
steph-pgandmajcosta 7499daf06a Let 'w' allow to look with no extra click 2025-10-15 16:55:54 -03:00
steph-pgandmajcosta 1e1eb88864 Remove extra line 2025-10-14 05:35:40 -03:00
steph-pgandmajcosta 72e586a378 Move visibility check after already included pCorpse check 2025-10-14 05:35:40 -03:00
steph-pgandmajcosta 07dbf9c848 Make 3rd party corpses invisible till they in fov 2025-10-14 05:35:40 -03:00
steph-pgandmajcosta b19efcf1b4 Make disease healing a highest prior 2025-10-13 16:19:44 -03:00
Marco Antonio J. Costaandmajcosta 332b267ae6 use en_US locale instead of user's, fallback to C if not found
most likely every windows install has en_US available, even if in other
languages. if not, bring back the insertcommas function from history, no
biggie
2025-10-11 09:02:11 -03:00
Asdow 584f6b47e6 Supply ProfileID to LUA scripts instead of SoldierID
Lua scripts expect to receive the same profileID value back from l_FindSolderByProfileID() that is supplied to it on the script side. This is a bit suboptimal as we constantly keep searching for the correct soldier on different calls to C++ side with the way it works now.
2025-10-11 11:43:37 +03:00
Marco Antonio J. Costaandmajcosta 219cc6f88d missed one 2025-10-10 17:54:58 -03:00
Marco Antonio J. Costaandmajcosta 8257f2c9df edit remaining default settings
TODO make this have a single source of truth instead of three or four
2025-10-10 17:51:08 -03:00
Marco Antonio J. Costaandmajcosta c6fd81d289 Fix discrepant TOPTION values in GameSettings.cpp
Ja2_Settings was supposed to be automatically generated but over time we
started to edit defaults either there or in GameSettings.cpp inconsistently
2025-10-09 21:53:55 -03:00
steph-pgandAsdow d98de9e793 Adjust soldier create traits due to demolitions change
Since demolitions no longer affects grenades damage and range grenades
check should be moved to throwing. Keep demolitions trait at lower prior
because it can still be helpful to detect mines
2025-10-08 23:01:46 +03:00
Marco Antonio J. Costaandmajcosta 049981b35f remove now unused functions
we use a single function to turn a number into a money formatted string
now
2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta 1088ffc5b2 prevent shopkeeper interface from adding a second $ 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta 3d29eff4d8 use FormatMoney everywhere 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta 0dd32c4670 move FormatMoney to Text Utils 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta fee56e37e7 better FormatMoney 2025-10-08 05:36:37 -03:00
Marco Antonio J. Costaandmajcosta d79a445ad1 remove ATM_BUTTONS_* definitions 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta b1ccdf4e38 remove unused TransferFundsFromBankToMerc/MercToBank 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 3af3b3fbbc remove sATMText[] 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 86ec94b40a stop using sATMText for "Insufficient Funds" message
it is about to go
2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 395c18c557 remove gsAtmSideButtonText[] 2025-10-08 03:07:23 -03:00
Marco Antonio J. Costaandmajcosta 2eff78a2cf remove scope and fix whitespace in RenderAtmPanel 2025-10-07 23:09:53 -03:00
Marco Antonio J. Costaandmajcosta 3d95c47356 refactor UpDateStateOfStartButton 2025-10-07 23:09:53 -03:00
Marco Antonio J. Costaandmajcosta 0ebcf0fa06 remove comments 2025-10-07 23:09:53 -03:00
Marco Antonio J. Costaandmajcosta d6166000c9 rename fShowAtmPanelStartButton into something truthful
there is no start button, this just controls whether to draw the four
buttons in the Personnel tab of the laptop or not

also get rid of lying comments

also make it static, laptop.cpp doesn't use it at all
2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta 08b8d2f04f remove leftover unused stuff from personnel.cpp 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta ba2e69d045 remove fATMFlags-dependent code since it is always 0 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta c9cf34d608 remove unused ATMNumberButtonCallback 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta be109b71fa unused RenderRectangleForPersonnelTransactionAmount 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta 690d9e1336 remove unused HandleStateOfATMButtons 2025-10-07 22:59:05 -03:00
Marco Antonio J. Costaandmajcosta 3c87ae2724 remove unused code when fShowAtmPanel is FALSE
fShowAtmPanel is always FALSE
2025-10-07 22:59:05 -03:00
stephandmajcosta f6ae1a96cd Some BP, and snitch settings were using wrong mapping 2025-10-07 20:41:24 -03:00
Marco Antonio J. Costaandmajcosta 6c96b80afc Remove unused ATMOther2ButtonCallback 2025-10-07 20:36:22 -03:00
Marco Antonio J. Costaandmajcosta 00b5758af1 remove unused ATMOtherButtonCallback 2025-10-07 20:36:22 -03:00
Marco Antonio J. Costaandmajcosta 72ab9b0135 Remove unused CreateDestroyATMButton 2025-10-07 20:36:22 -03:00
Marco Antonio J. Costaandmajcosta 92813f5ce1 remove unused ATMStartButtonCallback 2025-10-07 20:36:22 -03:00
Asdow da83c6a557 Fix power gen fan sound
* Stop fan sound when switching sector
* Start fan sound when loading a save where current sector is power gen sector
2025-10-06 22:09:39 +03:00
Marco Antonio J. Costaandmajcosta a9dd9d0ca6 fix visual bug introduced by removing DrawMoneyOnScreen
AIM profile fees now display correctly for old inventory system as well
2025-10-05 10:54:44 -03:00
Asdow 710941edd3 Dynamically adjust contract box position
Create contract renewal box right next to mouse position. Small QoL change to have the box closer.
2025-10-03 23:47:15 +03:00
Asdow 0b0fffa21d Improve multiselection contract renewal
* Contract duration lines are greyed out if the player lacks funds
*Selecting a mix of AIM and other merc types allows renewing contracts for selected AIM mercs
* Multiselection of only mercs whose contracts are not renewable (IMPs, rebels, etc) will have greyed out contract lines
2025-10-03 23:47:15 +03:00
Asdow e1acf181df Add FIXME 2025-09-29 11:58:55 +03:00
Asdow 0f8c14e72e Remove FindSoldierByProfileID_()
All the calls where this was used are functionally identical when we just supply UID to the original FindSoldierByProfileID() call with fPlayerMercsOnly set to FALSE
2025-09-29 11:58:55 +03:00
Asdow ecea18f57c Add FIXME to l_ActionInProgress 2025-09-29 11:58:55 +03:00
Asdow e63e936715 Clean up
* Removed superfluous for-if loops
* Wrapped function contents inside if(lua_gettop(L)) scopes similar to other, already fixed functions
* Harmonized whitespace
* Added FIXMEs to two unfinished functions
2025-09-29 11:58:55 +03:00
Asdow a15ed3aceb Fix l_SoldierGiveItem(lua_State* L)
Don't use SoldierID when matching for profile id
2025-09-29 11:58:55 +03:00
Asdow 0cb13650ed Fix whitespace formatting 2025-09-29 11:58:55 +03:00
Asdow 601ef4dc30 Remove duplicate includes 2025-09-29 11:58:55 +03:00
Asdow 8fa2189a66 Fix schedule compatibility between map versions 7 & 8 2025-09-28 10:35:13 +03:00
Marco Antonio J. Costaandmajcosta cf6cc2a213 Revert "use link-time optimization when creating a release"
If this is ever the default, it should be set in the CMakeLists.txt file, not in the CI alone. My bad.

This reverts commit a7b0091a27.
2025-09-27 20:02:15 -03:00
Asdow fb34eb6776 Use SoldierID for checks 2025-09-28 00:34:07 +03:00
Asdow 35984f57d0 Check for valid ubAttacker 2025-09-27 23:57:14 +03:00
Asdow 6c42f222e1 Fix PBI when enemy attacks starting sector in tactical view
When enemy attacks the starting sector and player is in tactical view. We go from tactical to strategic screen to show the prebattle interface instead of staying in tactical. The game errors on the sector assert when trying to draw the glowing red locator around the sector just before displaying the prebattle interface.

Normally the sector gets set properly when compressing time for the first time in a new game start but due to UB going into playing the intro video, it skips the call to HandleTimeCompressWithTeamJackedInAndGearedToGo() that would eventually set it. Neither can we rely on setting the sector when initiating the prebattle interface since MapScreenHandle() tries to display the locator before the PBI gets initialized.
2025-09-27 01:01:23 +03:00
Marco Antonio J. Costaandmajcosta e8aedb29d5 show daily discounted costs for 1week and 2week contracts
also shorten translations to fit the UI
2025-09-26 02:31:02 -03:00
Marco Antonio J. Costaandmajcosta ffe987061e remove DrawMoneyOnScreen
there's already a function to draw text on the screen. a money amount is
text, so just return a string and print that.
2025-09-26 02:31:02 -03:00
Asdow 1f6e545a39 Make enemy battle sound respect speech volume setting 2025-09-25 23:26:29 +03:00
Asdow 2b9efd3702 Make helicopter sound respect sound effect volume setting
Helicopter sound would play upon heli insertion even if sound effects volume was set to 0 in options.
2025-09-25 22:55:33 +03:00
Asdow f5a7c32bff Use SoldierID instead of pSoldier
ContinueDialogue was possible to be called with pSoldier that isn't null but is not valid pointer to MercPtrs array resulting in debugger catching an illegal memory access.
2025-09-25 22:47:51 +03:00
Marco Antonio J. Costaandmajcosta e14a337e03 Prevent AllowReinforcements from reverting to TRUE regardless of setting whenever you save 2025-09-25 15:27:30 -03:00
Asdow d21b487884 Fix include filenames 2025-09-25 13:06:18 +03:00
Asdow a161dcc509 Fix selecting soldiers via right click in editor 2025-09-25 10:17:04 +03:00
Asdow f3b99edbff Fix Debug build 2025-09-24 19:21:58 +03:00
Asdow f47908e033 Fix debug mode defines
JA2BETAVERSION gets defined in cmake depending on selected config
2025-09-24 19:21:58 +03:00
AsdowandGitHub f52ab32952 Merge pull request #331 from 1dot13/ExtraMercs
Increased Team Sizes (ITS)
2025-09-24 17:07:51 +03:00
Asdow 82aca548f5 Merge branch 'master' into ExtraMercs 2025-09-24 16:14:10 +03:00
Asdow f3194718e4 Remove useless check for savegame version
ITS breaks save games.
2025-08-08 21:21:48 +03:00
Asdow fd9611ae04 Remove compiler warnings 2025-08-08 18:38:53 +03:00
Asdow c62d767622 Update to Master 2025-08-08 18:00:31 +03:00
Asdow b7bfd8a2eb Use FLAGS64 for flagmasks 2025-08-08 17:42:25 +03:00
Asdow c78f8faefc Whitespace changes 2025-08-08 17:41:51 +03:00
Asdow 63f614f957 Add FLAGS64 typedef 2025-08-08 17:41:40 +03:00
Asdow d078a3439f Fix squad movement popupbox for increased squads 2025-08-08 17:01:13 +03:00
Asdow 9b83d6a3bc Increase squad amount to 40 2025-08-08 16:39:52 +03:00
Asdow 56dc0088b6 Fix underflow in loop 2025-08-07 23:46:24 +03:00
Asdow 9d1e9e8948 Fix line highlighting 2025-06-27 20:28:15 +03:00
Asdow b3b3270e1e Adjust constructors 2025-06-27 19:59:01 +03:00
Asdow 1a8db5d15b More conversions to SoldierID 2025-06-27 19:58:20 +03:00
Asdow 36a84ffe59 Remove pSecondColumnString
* Use the new columns added to Text instead
* Changed most functions to allow choosing a column
* Removed unneeded SecondColumn specific functions to lessen code duplication
* Lots of formatting changes to Popupbox.cpp, indentation was messed up in majority of the functions
2025-04-13 22:26:32 +03:00
Asdow 865288e622 Implement multicolumn popupbox
Mainly aimed for strategic movement popup box to accommodate increased team sizes
2025-04-13 19:11:45 +03:00
Asdow da3c3bace8 Use mouse position for squad movement popup box initial location 2025-04-09 23:11:11 +03:00
Asdow ec4dc8b058 Provide gMapViewRegion through mapscreen.h 2025-04-09 23:10:32 +03:00
Asdow 07320ba996 Limit TeamList mouseregions to correct amount 2025-04-09 21:33:28 +03:00
Asdow 20a33893d9 Fix Teamlist for smaller resolutions
Merc names were being printed past the end of teamlist area
2024-12-04 20:49:53 +02:00
Asdow ffccdfa654 Fix Tactical Placement GUI for increased teamsizes
Requires new file OverheadInterface_scrollarea.sti in Gamedir/Data/Interface/
2024-12-04 00:18:22 +02:00
Asdow abe6877d90 Delete VS project files
Remnant from the initial branch commit
2024-12-01 21:51:56 +02:00
Asdow d0dbb9afb1 Remove unused function 2024-12-01 21:37:52 +02:00
Asdow 1013531a7f Remove #pragma optimize("", off) calls 2024-12-01 21:17:23 +02:00
Asdow bfb724eab9 Use SoldierID 2024-12-01 18:23:52 +02:00
Asdow e59d915e58 Use SoldierID 2024-12-01 00:20:41 +02:00
Asdow 4e8c5fa9ab Remove unused function & globals 2024-11-30 23:50:17 +02:00
Asdow de56f653ec Use SoldierID 2024-11-30 23:47:00 +02:00
Asdow 79b57c326e Move check for surgery into its own function 2024-11-30 18:29:55 +02:00
Asdow c2b1ac0109 use SoldierID 2024-11-30 18:29:17 +02:00
Asdow 2eb16c583c Use SoldierID 2024-11-30 17:18:04 +02:00
Asdow 5bbbec18bb Use SoldierID 2024-11-30 17:06:11 +02:00
Asdow 66f5156f03 Use SoldierID 2024-11-30 16:52:18 +02:00
Asdow 4645a09722 Use SoldierID 2024-11-30 16:07:36 +02:00
Asdow d244ef4c91 use SoldierID 2024-11-30 15:25:48 +02:00
Asdow 24656f2810 Use SoldierID 2024-11-30 15:20:18 +02:00
Asdow d960403514 Use SoldierID 2024-11-21 23:56:57 +02:00
Asdow 0d97e36c34 Use SoldierID 2024-11-21 23:56:44 +02:00
Asdow 1ac5d153fb Correct inc/dec operator overloads 2024-11-21 23:55:51 +02:00
Asdow d687956cf1 Remove unused function 2024-11-21 21:53:48 +02:00
Asdow 94f2e830e0 Lessen repetition 2024-11-21 21:53:36 +02:00
Asdow 67c8081104 Use SoldierID 2024-11-21 21:29:28 +02:00
Asdow 0dc2ceabb2 Use SoldierID 2024-11-21 19:48:54 +02:00
Asdow 1ec2867ced Use SoldierID
Fixed if conditions as well
SOLDIERTYPE::ubProfile would never match with values above NOBODY
2024-11-20 23:02:39 +02:00
Asdow a9120ef984 Remove unused function 2024-11-20 22:35:55 +02:00
Asdow a50a6de1b5 Make fewer calls to MercPtrs 2024-11-20 22:34:30 +02:00
Asdow 845d784bff Use SoldierID 2024-11-20 22:33:33 +02:00
Asdow 99703fa8b6 Use SoldierID 2024-11-20 21:52:28 +02:00
Asdow 58bfffff55 Simplify if checks 2024-11-20 21:27:46 +02:00
Asdow 7fffcd295c Simplify function 2024-11-20 21:27:18 +02:00
Asdow 65a8b4fd77 Use SoldierID 2024-11-20 21:19:28 +02:00
Asdow 9d0ec49e88 Use SoldierID 2024-11-20 21:17:19 +02:00
Asdow 29354135dc Use SoldierID 2024-11-20 21:14:10 +02:00
Asdow 63fe0be512 Use SoldierID
Rename function parameter to make it clear it needs to be profileID
Change the parameter type to UINT8
2024-11-20 21:10:44 +02:00
Asdow 3f4c94642e Fix compiler warnings 2024-11-20 21:04:12 +02:00
Asdow 8856813768 Lessen copy & paste 2024-11-20 21:03:54 +02:00
Asdow dbc4135974 Use SoldierID 2024-11-20 21:03:08 +02:00
Asdow d826491c83 Remove unused function parameter 2024-11-20 20:26:50 +02:00
Asdow bb1c63d4e8 Convert to SoldierID 2024-11-20 20:12:05 +02:00
Asdow 8e4307b2fb Use SoldierID 2024-11-20 19:56:38 +02:00
Asdow e4fe066da0 Fix comment 2024-11-20 19:56:30 +02:00
Asdow cabb50a361 Update Game Event Hook.cpp 2024-11-20 00:48:40 +02:00
Asdow cebd20f5d0 Update ShopKeeper Interface.cpp 2024-11-20 00:47:51 +02:00
Asdow aee7c23aa4 Update Air Raid.cpp 2024-11-20 00:35:29 +02:00
Asdow c7e654a1d9 Update Town Militia.cpp 2024-11-20 00:28:38 +02:00
Asdow 235ddfa782 Update Game Event Hook.cpp 2024-11-20 00:23:08 +02:00
Asdow a670aff29c Combine loops to check for medics and patients 2024-11-20 00:13:25 +02:00
Asdow 2a52347198 Update personnel.cpp 2024-11-20 00:04:29 +02:00
Asdow 648a50f1e8 Convert currentTeamList to SoldierID 2024-11-20 00:01:35 +02:00
Asdow 698176e841 Convert DisplayCharPersonality() to SoldierID 2024-11-19 23:33:11 +02:00
Asdow 8b90c84738 Convert DisplayCharStats() to SoldierID
Moved two repeated print calls to their own functions
Removed compiler warning about exceeding stack size
2024-11-19 23:20:45 +02:00
Asdow be5c4b1601 Convert to SoldierID 2024-11-19 21:41:07 +02:00
Asdow 534ce662f3 Convert to SoldierID 2024-11-19 01:08:26 +02:00
Asdow ff638a5473 Convert to SoldierID 2024-11-19 01:01:41 +02:00
Asdow 5b4be9bcdb Convert to SoldierID 2024-11-19 00:55:36 +02:00
Asdow 3f448a62fb Remove unused functions 2024-11-19 00:08:46 +02:00
Asdow 18673f3a29 Remove compiler warning 2024-11-18 23:58:14 +02:00
Asdow 47824c97a1 Fix UB compilation 2024-11-18 23:58:04 +02:00
Asdow 65c4cdd1d7 Suppress compiler warnings by using SoldierID::i directly 2024-11-18 23:43:13 +02:00
Asdow 191af4da49 Update SoldierID constructors 2024-11-18 23:38:43 +02:00
Asdow 94a5972a85 Perform explicit casts from UINT8 to UINT16 for SoldierID 2024-11-18 23:38:00 +02:00
Asdow 1e16de30d7 Remove wrong cast 2024-11-18 23:22:19 +02:00
Asdow b718b463c2 Use SoldierID 2024-11-18 23:22:00 +02:00
Asdow 327046925b Converto to SoldierID 2024-11-18 23:20:42 +02:00
Asdow df01708ac3 Update Soldier Control.cpp 2024-11-18 23:20:14 +02:00
Asdow 2387667a23 Initialize SOLDIERTYPE SoldierIDs to NOBODY
memset in initialize() function sets them all to zero
2024-11-18 23:20:04 +02:00
Asdow 883ceb2f6f Convert to SoldierID 2024-11-18 23:14:34 +02:00
Asdow 924ccd8815 Use ubID instead of cnt 2024-11-18 23:14:22 +02:00
Asdow 9bbec030d8 Remove unnecessary casts 2024-11-18 23:14:03 +02:00
Asdow bc01bdb56d Convert to SoldierID 2024-11-18 23:12:43 +02:00
Asdow cd83fac928 Update Air Raid.cpp 2024-11-18 23:12:27 +02:00
Asdow e9e8080077 Update merccompare.cpp 2024-11-18 23:12:17 +02:00
Asdow 9fb29cf444 Remove UINT8 conversions 2024-11-18 23:12:00 +02:00
Asdow ca1112313a Increase ubUserData2 from UINT8 to UINT16 2024-11-18 23:11:41 +02:00
Asdow dd2c6f44b2 Fix incorrect function arguments 2024-11-18 22:38:28 +02:00
Asdow 38b710343a Fix incorrect function argument 2024-11-18 22:38:09 +02:00
Asdow 3ddc4c2bbd Change to SoldierID 2024-11-18 22:24:55 +02:00
Asdow d2388c76b8 Modify SoldierID constructor to prevent invalid valuels 2024-11-18 21:43:30 +02:00
Asdow 07420ce245 Revert "Guard against out of bounds access"
This reverts commit c75f57785e.
2024-11-18 21:42:13 +02:00
Asdow e62684f0e1 Convert GetSoldierIDFromMercID() to SoldierID 2024-11-18 18:50:20 +02:00
Asdow c75f57785e Guard against out of bounds access
Can't trust a simple != check
2024-11-18 18:49:38 +02:00
Asdow 66bd1e41c2 Correct loops 2024-11-18 18:27:14 +02:00
Asdow fa56a7ad6d Update Scheduling.cpp 2024-11-18 17:34:41 +02:00
Asdow f49013307f Convert to SoldierID 2024-11-18 01:01:57 +02:00
Asdow 657097aa54 Remove unused global 2024-11-17 23:47:26 +02:00
Asdow b74ccf3ddc Convert to SoldierID 2024-11-17 23:45:48 +02:00
Asdow d149b6ffea Correct parameter order 2024-11-17 22:39:58 +02:00
Asdow ef9aa1b027 Convert to SoldierID 2024-11-17 22:29:31 +02:00
Asdow b6e8b0c5ff Convert to SoldierID 2024-11-17 21:09:13 +02:00
Asdow b9641d4c90 Convert to SoldierID 2024-11-17 20:52:12 +02:00
Asdow f50bdf99cc Convert to SoldierID 2024-11-17 20:41:09 +02:00
Asdow 9532fbfe2c Convert to SoldierID 2024-11-17 19:41:34 +02:00
Asdow 74d752d452 More conversions to SoldierID 2024-11-17 18:15:36 +02:00
Asdow 06936b71c9 Convert to SoldierID
Rearranged struct to optimize memory layout
2024-11-17 17:22:30 +02:00
Asdow e9a13e12d8 Convert to SoldierID 2024-11-17 17:11:03 +02:00
Asdow 9acf994952 Convert gusTempDragBuildSoldierID to SoldierID 2024-11-17 16:50:01 +02:00
Asdow 9d62b9a37a Remove unused function parameters 2024-11-17 16:46:57 +02:00
Asdow 2e92da4e12 Convert to SoldierID 2024-11-17 16:43:39 +02:00
Asdow f39078357b Remove unused function parameters 2024-11-17 16:39:13 +02:00
Asdow 2e147d4bd7 Convert to SoldierID 2024-11-17 16:35:26 +02:00
Asdow 274be524e6 More functions converted to SoldierID 2024-11-17 16:25:12 +02:00
Asdow 34f0b40f93 Convert functions and globals to SoldierID 2024-11-17 14:53:52 +02:00
Asdow f58cf588a6 Mark TacticalStatusType::sSlideReason as _UNUSED
Removed from function call parameters at the same time.
It was supplied to SlideTo, SlideToLocation and SoldierLocationRelativeToScreen but was never used.
2024-11-17 14:20:37 +02:00
Asdow 30e6b9008c SetUIBusy() & UnSetUIBusy() to SoldierID 2024-11-17 11:15:39 +02:00
Asdow ab94d33bec PlaySoldierJA2Sample() to SoldierID 2024-11-17 10:36:10 +02:00
Asdow 3fe6e4f3d8 GetSoldier() to SoldierID 2024-11-17 10:33:29 +02:00
Asdow 3e1c87f53c Remove unused global gusOldSelectedSoldier 2024-11-17 10:27:42 +02:00
Asdow cbf53f8848 TacticalStatusType::ubLastRequesterSurgeryTargetID to SoldierID 2024-11-17 10:26:01 +02:00
Asdow f0be44bb42 Convert to SoldierID
TacticalStatusType::ubEnemySightingOnTheirTurnEnemyID
TacticalStatusType::ubEnemySightingOnTheirTurnPlayerID
TacticalTeamType::ubLastMercToRadio
2024-11-17 10:23:01 +02:00
Asdow 61c5a41bea LocateSoldier() & HandleMercLeavingEquipmentInDrassen() & HandleMercLeavingEquipmentInOmerta() 2024-11-17 01:35:49 +02:00
Asdow c475f9e4e6 Convert MapScreenCharacterSt::usSolID to SoldierID 2024-11-17 01:25:00 +02:00
Asdow 2918801f75 AddSoldierToSector & OBJECTTYPE::soldierID changed to SoldierID 2024-11-16 20:55:08 +02:00
Asdow 42d5ecb923 HandleLeavingOfEquipmentInCurrentSector() to SoldierID 2024-11-16 20:09:14 +02:00
Asdow cd720a639a Fix Dismiss Merc not working after selecting several soldiers 2024-11-16 19:25:44 +02:00
Asdow d28d46d974 SOLDIERTYPE::bOverrideMoveSpeed to SoldierID 2024-11-16 16:28:48 +02:00
Asdow edb26a68fe Guard against array out of bounds access 2024-11-16 16:25:28 +02:00
Asdow e7fe1d1cda Update LaptopSave.h 2024-11-16 11:55:57 +02:00
Asdow 3ff4cc0c19 GENERAL_SAVE_INFO members to SoldierID 2024-11-16 01:22:20 +02:00
Asdow 98c18495c6 Update GENERAL_SAVE_INFO::sContractRehireSoldierID to SoldierID 2024-11-16 00:58:16 +02:00
Asdow 41fc407de6 Convert TacticalRemoveSoldier to SoldierID 2024-11-16 00:55:51 +02:00
Asdow 23af6b6f3f SoldierTakeDamage & SoldierTakeDelayedDamage to SoldierID 2024-11-16 00:47:14 +02:00
Asdow b112d39fe2 Convert SOLDIERTYPE::EVENT_SoldierGotHit to SoldierID 2024-11-16 00:34:19 +02:00
Asdow 419b0c794d SOLDIERTYPE::CreateSoldierCommon to SoldierID 2024-11-16 00:18:02 +02:00
Asdow 8ef7fb5ae4 Convert SOLDIERTYPE::usDragPersonID to SoldierID 2024-11-16 00:09:48 +02:00
Asdow 153d402065 Update Soldier Control.h 2024-11-15 23:58:28 +02:00
Asdow 75deccbc44 Convert SOLDIERTYPE::ubRobotRemoteHolderID to SoldierID 2024-11-15 23:56:26 +02:00
Asdow 566ead5815 Convert SOLDIERTYPE::ubTargetID to SoldierID 2024-11-15 23:46:15 +02:00
Asdow f823cb9718 Update Soldier Control.h 2024-11-15 23:32:13 +02:00
Asdow 5de6f77f2e Convert SOLDIERTYPE::ubOppNum to SoldierID 2024-11-15 23:26:22 +02:00
Asdow 1a172427ef Update Soldier Create.cpp 2024-11-15 23:01:52 +02:00
Asdow 8346d5bfa1 Convert SOLDIERTYPE->ubNextToPreviousAttackerID to SoldierID 2024-11-15 22:58:25 +02:00
Asdow 131172e41a Convert SOLDIERTYPE->ubPreviousAttackerID to SoldierID 2024-11-15 22:54:44 +02:00
Asdow ee429fd1f4 Convert SOLDIERTYPE->ubAttackerID to SoldierID 2024-11-15 22:51:48 +02:00
Asdow 9079f2e0c1 Whitespace changes to SOLDIERTYPE 2024-11-15 21:20:49 +02:00
Asdow ecb29ae9bc Convert SOLDIERTYPE->usChatPartnerID to SoldierID 2024-11-15 21:09:17 +02:00
Asdow 83b3485e58 Convert prisonerdialoguetargetID to SoldierID 2024-11-15 21:04:05 +02:00
Asdow b98732daa7 Convert gusSelectedSoldier to SoldierID 2024-11-15 19:06:34 +02:00
Asdow e9c8124dc2 Fix UB compilation 2024-11-15 19:05:19 +02:00
Asdow cba88ab2bc Update LuaInitNPCs.cpp
convert l_ACTION_ITEM_SEX (lua_State *L) to use SoldierID properly
2024-11-15 01:34:10 +02:00
Asdow 337cf1804f Update Overhead Types.h 2024-11-15 01:32:35 +02:00
Asdow 1c631cb85f REAL_OBJECT.ubLastTargetTakenDamage -> SoldierID 2024-11-15 01:32:25 +02:00
Asdow b9deb3cc19 PossiblyStartEnemyTaunt( uiTargetId ) to SoldierID 2024-11-15 01:31:22 +02:00
Asdow d07dcf477a Update Scheduling.h 2024-11-15 01:30:28 +02:00
Asdow 0def972901 Convert SetInfoChar & DrawFace to use SoldierID 2024-11-15 01:28:06 +02:00
Asdow 735075869c Fix incorrect variables
ubImprintID uses SOLDIERTYPE->ubProfile, not SOLDIERTYPE->ubID in every other instance of the code. This one's clearly a mistake.
2024-11-15 01:14:30 +02:00
Asdow 6a0d02e9b9 Change type from BOOLEAN(!) to SoldierID 2024-11-15 01:03:21 +02:00
Asdow 568aa0a0b8 Update Item Types.cpp 2024-11-15 00:04:39 +02:00
Asdow 1327d186ed Use usSolID directly
usSolID *is* ubID from Menptr!
2024-11-14 01:08:38 +02:00
Asdow c04cc4cfcc Update Map Screen Interface.h 2024-11-14 01:00:05 +02:00
Asdow 1345d92521 Convert Soldier Find.cpp to SoldierID 2024-11-14 00:45:50 +02:00
Asdow 0103a871cc Operator overloads for accessing SOLDIERTYPE* through SoldierID 2024-11-14 00:43:48 +02:00
Asdow f5b1447646 Move MercSlots zeroing to same loop where MercPtrs are set
One less for loop that way
2024-11-13 22:12:37 +02:00
Asdow 4d740055da Provide access function to MenPtrs, MercPtrs & MercSlots
All raw array accesses should be done with these instead.
2024-11-13 01:33:32 +02:00
Asdow aad6ed8297 Implemented SoldierID type to replace SOLDIERTYPE->ubID
Goal is to convert all use of SOLDIERTYPE->ubID and any other ID fields that reference the same ID to a safer type than UINT16. Same with any function that's supposed to take ubID
2024-11-13 01:29:36 +02:00
Asdow d6370b7463 Fix invisible cows and bloodcats 2024-11-13 01:21:55 +02:00
Asdow 3c2592881f Fix ShadeMapElements function declaration 2024-11-11 11:15:36 +02:00
Asdow 6c33009fab Remove bLastKnownEnemies from SECTORINFO
As per the old comment, even though the field value is updated partially according to whether there are known enemies present or not, it's not used for anything.
2024-11-11 00:14:51 +02:00
Asdow fcf2b27d1a More UINT8 -> UINT16 changes 2024-11-11 00:08:30 +02:00
Asdow 040410b450 Whitespace formatting for SAVED_GAME_HEADER 2024-11-10 22:03:46 +02:00
Asdow 0089e0a640 Change strategic enemy amounts to UINT16 2024-11-10 22:02:46 +02:00
Asdow d9edc9362b Fix loading of tactical status
ubEnemyKilledOnAttacker is size UINT16 but loading function was reading only UINT8 worth for it
2024-11-10 22:01:17 +02:00
Asdow 508310be3e Change UINT8 to UINT16 for soldierInitLists & hostiles in sector 2024-11-10 01:19:05 +02:00
Asdow 5cf0ef4bde Correct variables from INT8 to INT16 2024-11-09 22:52:21 +02:00
Asdow fdd6859726 Implement multiselection for contract renewal 2024-11-09 20:23:38 +02:00
Asdow 2b024d63c6 Fix endless loop 2024-11-09 16:46:55 +02:00
Asdow a81820d0d7 Fix UB compilation 2024-11-09 16:46:39 +02:00
Asdow f99065d0c6 Remove unused button callback functions
Unimplemented feature of browsing 4 mercs forward/backwards in personnel page.
2024-11-09 15:30:42 +02:00
Asdow bc870123bf Implement page scrolling in Laptop Personnel page
Pressing Shift and right or left arrow buttons, 'a' or 'd' buttons, or previous or next ingame buttons now advance one whole page. Without shift pressed down, all three function as original and move one merc at a time.
2024-11-09 15:29:07 +02:00
Asdow 17875978e0 Update LOS.cpp
Fix missing variable declaration
2024-11-09 15:24:30 +02:00
Asdow 4e253d0ec0 Update Dialogue Control.cpp
Fix an access to member variable that prevented compilation
2024-11-09 15:24:10 +02:00
Asdow 10250dc035 Merge branch 'master' into ExtraMercs 2024-11-09 13:44:53 +02:00
Asdow 06918d7585 Update Item Types.h
uint8 -> uint16
2023-07-29 14:43:57 +03:00
Asdow 57cc888cd7 Allow more creatures, civs and rebels 2023-07-27 21:30:03 +03:00
Asdow 9ac53cac32 Fix UINT8 references to pSoldier->ubID to UINT16 2023-07-27 21:29:37 +03:00
Asdow 9fb4ef8607 Merge branch 'master' into ExtraMercs 2023-07-27 18:38:39 +03:00
Asdow 03482ffc3d Merge branch 'master' into ExtraMercs 2023-07-26 13:17:49 +03:00
Asdow 5c13170424 Create .gitignore 2022-10-10 15:58:11 +03:00
Asdow 1f0a8f46e8 Import changes from the local SVN working copy 2022-10-10 10:08:44 +03:00
280 changed files with 125897 additions and 127431 deletions
+5 -5
View File
@@ -162,7 +162,7 @@ void AddNewItemToSelectedMercsInventory( BOOLEAN fCreate );
void RenderMercInventoryPanel();
void SetDroppableCheckboxesBasedOnMercsInventory();
extern BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
extern BOOLEAN InternalAddSoldierToSector( SoldierID ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
//array which keeps track of which item is in which slot. This is dependant on the selected merc, so
//these temp values must be updated when different mercs are selected, and reset when a merc detailed
@@ -559,7 +559,7 @@ void AddMercToWorld( INT32 iMapIndex )
if( IsLocationSittable( iMapIndex, gfRoofPlacement ) )
{
UINT8 ubID;
SoldierID ubID;
INT16 sSectorX, sSectorY;
SOLDIERINITNODE *pNode;
@@ -629,7 +629,7 @@ void HandleRightClickOnMerc( INT32 iMapIndex )
if ( gsSelectedMercID != sThisMercID )
{ // We want to edit a new merc (or different merc)
//We need to avoid the editing of player mercs.
pNode = FindSoldierInitNodeWithID( (UINT8)sThisMercID );
pNode = FindSoldierInitNodeWithID( sThisMercID );
if( !pNode )
return; //this is a player merc (which isn't in the list), or an error in logic.
IndicateSelectedMerc( sThisMercID );
@@ -1634,7 +1634,7 @@ void IndicateSelectedMerc( INT16 sID )
break;
default:
//search for the merc with the specific ID.
gpSelected = FindSoldierInitNodeWithID( (UINT8)sID );
gpSelected = FindSoldierInitNodeWithID( sID );
if( !gpSelected )
{
gsSelectedMercID = -1;
@@ -3783,7 +3783,7 @@ void PasteMercPlacement( INT32 iMapIndex )
if( IsLocationSittable( iMapIndex, gfRoofPlacement ) )
{
UINT8 ubID;
SoldierID ubID;
INT16 sSectorX, sSectorY;
SOLDIERINITNODE *pNode;
+24 -27
View File
@@ -279,23 +279,23 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_BLOOD_N_GORE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_BLOOD_N_GORE" , TRUE );
gGameSettings.fOptions[TOPTION_DONT_MOVE_MOUSE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DONT_MOVE_MOUSE" , FALSE );
gGameSettings.fOptions[TOPTION_OLD_SELECTION_METHOD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_OLD_SELECTION_METHOD" , FALSE );
gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALWAYS_SHOW_MOVEMENT_PATH" , FALSE );
gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALWAYS_SHOW_MOVEMENT_PATH" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_MISSES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MISSES" , FALSE );
gGameSettings.fOptions[TOPTION_RTCONFIRM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RTCONFIRM" , FALSE );
gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , TRUE );
gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , FALSE );
gGameSettings.fOptions[TOPTION_USE_METRIC_SYSTEM] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_METRIC_SYSTEM" , TRUE );
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_MERC_CASTS_LIGHT" , FALSE);
gGameSettings.fOptions[TOPTION_SMART_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SMART_CURSOR" , FALSE );
gGameSettings.fOptions[TOPTION_SNAP_CURSOR_TO_DOOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SNAP_CURSOR_TO_DOOR" , TRUE );
gGameSettings.fOptions[TOPTION_GLOW_ITEMS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GLOW_ITEMS" , TRUE );
gGameSettings.fOptions[TOPTION_TOGGLE_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_TREE_TOPS" , TRUE );
gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_SMART_TREE_TOPS" , FALSE );
gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_SMART_TREE_TOPS" , TRUE );
gGameSettings.fOptions[TOPTION_TOGGLE_WIREFRAME] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TOGGLE_WIREFRAME" , TRUE );
gGameSettings.fOptions[TOPTION_3D_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_3D_CURSOR" , FALSE );
gGameSettings.fOptions[TOPTION_CTH_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_CTH_CURSOR" , TRUE );
gGameSettings.fOptions[TOPTION_GL_BURST_CURSOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_BURST_CURSOR" , TRUE );
gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_TAUNTS" , TRUE ); // changed from drop all - SANDRO
gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_HIGH_ANGLE" , FALSE );
gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_HIGH_ANGLE" , TRUE );
if (!is_networked)
gGameSettings.fOptions[TOPTION_ALLOW_REAL_TIME_SNEAK] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALLOW_REAL_TIME_SNEAK" , FALSE ); // Changed from aim levels restriction - SANDRO
@@ -305,7 +305,7 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[TOPTION_SPACE_SELECTS_NEXT_SQUAD] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SPACE_SELECTS_NEXT_SQUAD" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_ITEM_SHADOW] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ITEM_SHADOW" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_WEAPON_RANGE_IN_TILES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_WEAPON_RANGE_IN_TILES" , TRUE );
gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACERS_FOR_SINGLE_FIRE" , FALSE );
gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACERS_FOR_SINGLE_FIRE" , TRUE );
gGameSettings.fOptions[TOPTION_RAIN_SOUND] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RAIN_SOUND" , TRUE );
if (!is_networked)
@@ -332,12 +332,12 @@ BOOLEAN LoadGameSettings()
else
gGameSettings.fOptions[TOPTION_TOGGLE_TURN_MODE] = FALSE;
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_START_AIM" , FALSE); // Start at max aiming level instead of default no aiming
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_START_AIM" , TRUE); // Start at max aiming level instead of default no aiming
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_ALT_PATHFINDING" , FALSE); // A* pathfinding
gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , TRUE ); // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , FALSE ); // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_ENEMY_LOCATION" , FALSE); // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_REPORT_MISS_MARGIN] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_REPORT_MISS_MARGIN" , FALSE ); // HEADROCK HAM 4: Shot offset report
gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_LOGICAL_BODYTYPES" , FALSE );
gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_LOGICAL_BODYTYPES" , TRUE );
gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALT_MAP_COLOR" , FALSE ); // HEADROCK HAM 4: Strategic Map Colors
gGameSettings.fOptions[TOPTION_ALTERNATE_BULLET_GRAPHICS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALTERNATE_BULLET_GRAPHICS" , TRUE );
gGameSettings.fOptions[TOPTION_SHOW_MERC_RANKS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SHOW_MERC_RANKS" , FALSE );
@@ -357,13 +357,13 @@ BOOLEAN LoadGameSettings()
gGameSettings.fOptions[NUM_GAME_OPTIONS] = iniReader.ReadBoolean("JA2 Game Settings","NUM_GAME_OPTIONS" , FALSE );
gGameSettings.fOptions[TOPTION_HIDE_BULLETS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_HIDE_BULLETS" , FALSE );
gGameSettings.fOptions[TOPTION_TRACKING_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACKING_MODE" , TRUE );
gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , FALSE );
gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , TRUE );
gGameSettings.fOptions[TOPTION_QUIET_TRAINING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_TRAINING" , FALSE );
gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE );
gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE );
if (!is_networked)
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE );
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , TRUE );
else
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE;
@@ -776,17 +776,17 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = TRUE;
gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] = FALSE;
gGameSettings.fOptions[ TOPTION_OLD_SELECTION_METHOD ] = FALSE;
gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = FALSE;
gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] = FALSE;
gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = TRUE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = FALSE;
gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] = TRUE;
gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = FALSE;
gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_SNAP_CURSOR_TO_DOOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE;
gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] = TRUE;
gGameSettings.fOptions[ TOPTION_SMART_TREE_TOPS ] = FALSE;
gGameSettings.fOptions[ TOPTION_SMART_TREE_TOPS ] = TRUE;
gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE;
gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE;
@@ -794,14 +794,14 @@ void InitGameSettings()
//Madd:
gGameSettings.fOptions[ TOPTION_GL_BURST_CURSOR ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_TAUNTS ] = TRUE; // changed - SANDRO
gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = FALSE;
gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_REAL_TIME_SNEAK ] = FALSE; // changed - SANDRO
//lalien
gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ] = TRUE;
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] = TRUE;
gGameSettings.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = FALSE;
gGameSettings.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = TRUE;
gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_SOLDIER_TOOLTIPS ] = TRUE;
@@ -827,14 +827,14 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE;
// BIO
gGameSettings.fOptions[ TOPTION_USE_LOGICAL_BODYTYPES ] = FALSE;
gGameSettings.fOptions[ TOPTION_USE_LOGICAL_BODYTYPES ] = TRUE;
gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = FALSE;
gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = TRUE;
gGameSettings.fOptions[ TOPTION_QUIET_TRAINING ] = FALSE;
gGameSettings.fOptions[ TOPTION_QUIET_REPAIRING ] = FALSE;
gGameSettings.fOptions[ TOPTION_QUIET_DOCTORING ] = FALSE;
gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = FALSE;
gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = TRUE;
gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies
@@ -846,7 +846,7 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_MERCENARY_FORMATIONS ] = FALSE; // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_SHOW_ENEMY_LOCATION] = FALSE; // sevenfm: show locations of known enemies
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = FALSE;
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = TRUE;
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = FALSE;
// arynn: Cheat/Debug Menu
@@ -2101,9 +2101,6 @@ void LoadGameExternalOptions()
//################# Strategic Gameplay Settings ##################
// Allow enemy and militia Strategic Groups to reinforce one another for battles?
// silversurfer: Obsolete. This is now in DifficultySettings.xml and will be set during InitNewGame().
gGameExternalOptions.gfAllowReinforcements = TRUE;
// Allow reinforcements only between City sectors?
gGameExternalOptions.gfAllowReinforcementsOnlyInCity = iniReader.ReadBoolean("Strategic Gameplay Settings","ALLOW_REINFORCEMENTS_ONLY_IN_CITIES",FALSE);
@@ -2898,7 +2895,7 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.fSNTSnitchLeadershipBonusModifer = iniReader.ReadFloat("Snitch","SNITCH_LEADERSHIP_BONUS_MODIFIER", 0.5, 0.0, 10.0);
gSkillTraitValues.bSNTSociableMercBonus = iniReader.ReadInteger("Snitch","SOCIABLE_MERC_BONUS", 10, -100, 100);
gSkillTraitValues.bSNTLonerMercBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -10, -100, 100);
gSkillTraitValues.bSNTSameAssignmentBonus = iniReader.ReadInteger("Snitch","LONER_MERC_BONUS", -20, -100, 100);
gSkillTraitValues.bSNTSameAssignmentBonus = iniReader.ReadInteger("Snitch","SAME_ASSIGNMENT_BONUS", -20, -100, 100);
gSkillTraitValues.bSNTMercOpinionAboutMercTreshold = iniReader.ReadInteger("Snitch","MERC_OPINION_ABOUT_MERC_TRESHOLD", -10, -25, 25);
gSkillTraitValues.ubSNTPassiveReputationGain = iniReader.ReadInteger("Snitch","PASSIVE_REPUTATION_GAIN", 3, 0, 100);
@@ -3614,10 +3611,10 @@ void LoadGameAPBPConstants()
APBPConstants[BP_CRAWL_ENERGYCOSTFACTOR] = iniReader.ReadInteger("BPConstants","BP_CRAWL_ENERGYCOSTFACTOR",4);
APBPConstants[BP_RADIO] = iniReader.ReadInteger("BPConstants","BP_RADIO",0);
APBPConstants[BP_USE_DETONATOR] = iniReader.ReadInteger("BPConstants","BP_USE_DETONATOR",0);
APBPConstants[BP_PER_AP_NO_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_NO_EFFORT",-50),-50, TRUE);
APBPConstants[BP_PER_AP_MIN_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MIN_EFFORT",-25),-25, TRUE);
APBPConstants[BP_PER_AP_LT_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_LT_EFFORT",-12),-12, TRUE);
APBPConstants[BP_PER_AP_MOD_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("APConstants","BP_PER_AP_MOD_EFFORT",0),0, TRUE);
APBPConstants[BP_PER_AP_NO_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_NO_EFFORT",-50),-50, TRUE);
APBPConstants[BP_PER_AP_MIN_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_MIN_EFFORT",-25),-25, TRUE);
APBPConstants[BP_PER_AP_LT_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_LT_EFFORT",-12),-12, TRUE);
APBPConstants[BP_PER_AP_MOD_EFFORT] = DynamicAdjustAPConstants(iniReader.ReadInteger("BPConstants","BP_PER_AP_MOD_EFFORT",0),0, TRUE);
APBPConstants[BP_MOVEMENT_FLAT] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_FLAT",5);
APBPConstants[BP_MOVEMENT_GRASS] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_GRASS",10);
APBPConstants[BP_MOVEMENT_BUSH] = iniReader.ReadInteger("BPConstants","BP_MOVEMENT_BUSH",20);
+4 -2
View File
@@ -22,7 +22,9 @@ extern CHAR16 zBuildInformation[256];
//
// Keeps track of the saved game version. Increment the saved game version whenever
// you will invalidate the saved game file
#define MERC_PROFILE_INSERTION_DATA 185 // Bigmap support for AddProfileToMap function
#define INCREASED_TEAMSIZES 186 // Asdow: SOLDIERTYPE ubID changed from UINT8 -> UINT16
#define MERC_PROFILE_INSERTION_DATA 185 // Bigmap support for AddProfileToMap function
#define GROWTH_MODIFIERS 184
#define REBELCOMMAND 183
#define DRAGSTRUCTURE 182 // Flugente: we can drag structures behind us
@@ -105,7 +107,7 @@ extern CHAR16 zBuildInformation[256];
#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
#define SAVE_GAME_VERSION MERC_PROFILE_INSERTION_DATA
#define SAVE_GAME_VERSION INCREASED_TEAMSIZES
//#define RUSSIANGOLD
#ifdef __cplusplus
+118 -262
View File
@@ -233,7 +233,7 @@ typedef struct
BOOLEAN fHavePurchasedItemsFromTony;
//The selected soldier in tactical
UINT16 usSelectedSoldier;
SoldierID usSelectedSoldier;
// The x and y scroll position
INT16 sRenderCenterX;
@@ -297,15 +297,15 @@ typedef struct
BOOLEAN fSkyriderEmptyHelpGiven;
BOOLEAN fEnterMapDueToContract;
BOOLEAN fSkyriderEmptyHelpGiven;
BOOLEAN fEnterMapDueToContract;
UINT8 ubHelicopterHitsTaken;
UINT8 ubQuitType;
BOOLEAN fSkyriderSaidCongratsOnTakingSAM;
INT16 sContractRehireSoldierID;
BOOLEAN fSkyriderSaidCongratsOnTakingSAM;
SoldierID sContractRehireSoldierID;
GAME_OPTIONS GameOptions;
GAME_OPTIONS GameOptions;
UINT32 uiSeedNumber;
@@ -314,7 +314,7 @@ typedef struct
INT16 sCurInterfacePanel;
UINT8 ubSMCurrentMercID;
SoldierID ubSMCurrentMercID;
BOOLEAN fFirstTimeInMapScreen;
@@ -322,9 +322,9 @@ typedef struct
BOOLEAN fDisableMapInterfaceDueToBattle;
INT32 sBoxerGridNo[ NUM_BOXERS ];
UINT8 ubBoxerID[ NUM_BOXERS ];
BOOLEAN fBoxerFought[ NUM_BOXERS ];
INT32 sBoxerGridNo[ NUM_BOXERS ];
SoldierID ubBoxerID[ NUM_BOXERS ];
BOOLEAN fBoxerFought[ NUM_BOXERS ];
BOOLEAN fHelicopterDestroyed; //if the chopper is destroyed
BOOLEAN fShowMapScreenHelpText; //If true, displays help in mapscreen
@@ -342,8 +342,8 @@ typedef struct
BOOLEAN ubPlayerProgressSkyriderLastCommentedOn;
BOOLEAN gfMeanwhileTryingToStart;
BOOLEAN gfInMeanwhile;
BOOLEAN gfMeanwhileTryingToStart;
BOOLEAN gfInMeanwhile;
// list of dead guys for squads...in id values->-1 means no one home
INT16 sDeadMercs[ NUMBER_OF_SQUADS ][ NUMBER_OF_SOLDIERS_PER_SQUAD ];
@@ -413,7 +413,7 @@ typedef struct
UINT32 uiMeanWhileFlags;
INT8 bSelectedInfoChar;
INT16 bSelectedInfoChar;
INT8 bHospitalPriceModifier;
INT8 bUnused2[ 2 ];
@@ -551,8 +551,8 @@ BOOLEAN SetMercsInsertionGridNo( );
BOOLEAN LoadOppListInfoFromSavedGame( HWFILE hFile );
BOOLEAN SaveOppListInfoToSavedGame( HWFILE hFile );
BOOLEAN LoadMercPathToSoldierStruct( HWFILE hFilem, UINT8 ubID );
BOOLEAN SaveMercPathFromSoldierStruct( HWFILE hFilem, UINT8 ubID );
BOOLEAN LoadMercPathToSoldierStruct( HWFILE hFilem, UINT16 ubID );
BOOLEAN SaveMercPathFromSoldierStruct( HWFILE hFilem, UINT16 ubID );
BOOLEAN LoadGeneralInfo( HWFILE hFile );
BOOLEAN SaveGeneralInfo( HWFILE hFile );
@@ -1074,7 +1074,7 @@ BOOLEAN ITEM_CURSOR_SAVE_INFO::Load(HWFILE hFile)
if ( guiCurrentSaveGameVersion >= NIV_SAVEGAME_DATATYPE_CHANGE )
{
//3 bytes of info, screw being neat
if ( !FileRead( hFile, this, 3, &uiNumBytesRead ) )
if ( !FileRead( hFile, this, SIZEOF_ITEM_CURSOR_SAVE_INFO_POD, &uiNumBytesRead ) )
{
return FALSE;
}
@@ -1103,7 +1103,7 @@ BOOLEAN ITEM_CURSOR_SAVE_INFO::Save(HWFILE hFile)
{
UINT32 uiNumBytesWritten;
//3 bytes of info, screw being neat
if ( !FileWrite( hFile, this, 3, &uiNumBytesWritten ) )
if ( !FileWrite( hFile, this, SIZEOF_ITEM_CURSOR_SAVE_INFO_POD, &uiNumBytesWritten ) )
{
return FALSE;
}
@@ -1947,7 +1947,7 @@ use of this function should allow changes to be made to various structures withi
INT32 ReadFieldByField(HWFILE hFile, PTR pDest, UINT32 uiFieldSize, UINT32 uiElementSize, UINT32 uiCurByteCount)
{
UINT32 uiNumBytesRead;
char padding[10];
char padding[10];
UINT32 uiBytesRead = uiCurByteCount; // used to track our new byte count
UINT32 sampleBytesRead = uiBytesRead; // used to determine how much padding is needed
@@ -1980,8 +1980,10 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
//the soldier type info has changed at version 102
//CHRISL: To accomodate future changes to this structure, we'll load each value field by field
numBytesRead = 0;
FileRead( hFile, this, (offsetof(SOLDIERTYPE, ubBodyType)+sizeof(ubBodyType)), &uiNumBytesRead );
numBytesRead += uiNumBytesRead;
numBytesRead = ReadFieldByField(hFile, &this->ubID, sizeof(ubID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->name, sizeof(name), sizeof(CHAR16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubBodyType, sizeof(ubBodyType), sizeof(UINT8), numBytesRead);
if(guiCurrentSaveGameVersion >= AP100_SAVEGAME_DATATYPE_CHANGE)
{ //CHRISL: It was changed at version 104 to allow for 16bit action points for the 100AP system
numBytesRead = ReadFieldByField(hFile, &this->bActionPoints, sizeof(bActionPoints), sizeof(INT16), numBytesRead);
@@ -2009,7 +2011,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->ubWaitActionToDo, sizeof(ubWaitActionToDo), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubInsertionDirection, sizeof(ubInsertionDirection), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bGunType, sizeof(bGunType), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubOppNum, sizeof(ubOppNum), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubOppNum, sizeof(ubOppNum), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bLastRenderVisibleValue, sizeof(bLastRenderVisibleValue), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubAttackingHand, sizeof(ubAttackingHand), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sWeightCarriedAtTurnStart, sizeof(sWeightCarriedAtTurnStart), sizeof(INT16), numBytesRead);
@@ -2053,8 +2055,8 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->usAnimState, sizeof(usAnimState), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->uiAIDelay, sizeof(uiAIDelay), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sReloadDelay, sizeof(sReloadDelay), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubAttackerID, sizeof(ubAttackerID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubPreviousAttackerID, sizeof(ubPreviousAttackerID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubAttackerID, sizeof(ubAttackerID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubPreviousAttackerID, sizeof(ubPreviousAttackerID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sInsertionGridNo, sizeof(sInsertionGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->AnimCache, sizeof(AnimCache), 1, numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bSide, sizeof(bSide), sizeof(UINT8), numBytesRead);
@@ -2134,7 +2136,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->pCurrentShade, sizeof(pCurrentShade), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubFadeLevel, sizeof(ubFadeLevel), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubServiceCount, sizeof(ubServiceCount), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubServicePartner, sizeof(ubServicePartner), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubServicePartner, sizeof(ubServicePartner), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->pThrowParams, sizeof(pThrowParams), 4, numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bReverse, sizeof(bReverse), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->pLevelNode, sizeof(pLevelNode), 4, numBytesRead);
@@ -2232,7 +2234,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->iTotalLengthOfInsuranceContract, sizeof(iTotalLengthOfInsuranceContract), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubSoldierClass, sizeof(ubSoldierClass), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubAPsLostToSuppression, sizeof(ubAPsLostToSuppression), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubSuppressorID, sizeof(ubSuppressorID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubSuppressorID, sizeof(ubSuppressorID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubDesiredSquadAssignment, sizeof(ubDesiredSquadAssignment), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubNumTraversalsAllowedToMerge, sizeof(ubNumTraversalsAllowedToMerge), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usPendingAnimation2, sizeof(usPendingAnimation2), sizeof(UINT16), numBytesRead);
@@ -2244,7 +2246,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->bBlockedByAnotherMercDirection, sizeof(bBlockedByAnotherMercDirection), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usAttackingWeapon, sizeof(usAttackingWeapon), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bWeaponMode, sizeof(bWeaponMode), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubTargetID, sizeof(ubTargetID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubTargetID, sizeof(ubTargetID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bAIScheduleProgress, sizeof(bAIScheduleProgress), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sOffWorldGridNo, sizeof(sOffWorldGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->pAniTile, sizeof(pAniTile), 1, numBytesRead);
@@ -2265,8 +2267,8 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->bOldBattleSnd, sizeof(bOldBattleSnd), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->iBurstSoundID, sizeof(iBurstSoundID), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bSlotItemTakenFrom, sizeof(bSlotItemTakenFrom), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubAutoBandagingMedic, sizeof(ubAutoBandagingMedic), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubRobotRemoteHolderID, sizeof(ubRobotRemoteHolderID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubAutoBandagingMedic, sizeof(ubAutoBandagingMedic), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubRobotRemoteHolderID, sizeof(ubRobotRemoteHolderID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->uiTimeOfLastContractUpdate, sizeof(uiTimeOfLastContractUpdate), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bTypeOfLastContract, sizeof(bTypeOfLastContract), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bTurnsCollapsed, sizeof(bTurnsCollapsed), sizeof(INT8), numBytesRead);
@@ -2285,7 +2287,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->bRegenBoostersUsedToday, sizeof(bRegenBoostersUsedToday), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bNumPelletsHitBy, sizeof(bNumPelletsHitBy), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sSkillCheckGridNo, sizeof(sSkillCheckGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubLastEnemyCycledID, sizeof(ubLastEnemyCycledID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubLastEnemyCycledID, sizeof(ubLastEnemyCycledID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubPrevSectorID, sizeof(ubPrevSectorID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubNumTilesMovesSinceLastForget, sizeof(ubNumTilesMovesSinceLastForget), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bTurningIncrement, sizeof(bTurningIncrement), sizeof(INT8), numBytesRead);
@@ -2293,7 +2295,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->usValueGoneUp, sizeof(usValueGoneUp), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubNumLocateCycles, sizeof(ubNumLocateCycles), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubDelayedMovementFlags, sizeof(ubDelayedMovementFlags), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubCTGTTargetID, sizeof(ubCTGTTargetID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubCTGTTargetID, sizeof(ubCTGTTargetID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->uiMercChecksum, sizeof(uiMercChecksum), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bCurrentCivQuote, sizeof(bCurrentCivQuote), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bCurrentCivQuoteDelta, sizeof(bCurrentCivQuoteDelta), sizeof(INT8), numBytesRead);
@@ -2311,7 +2313,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->ubDoorOpeningNoise, sizeof(ubDoorOpeningNoise), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->pGroup, sizeof(pGroup), 1, numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubLeaveHistoryCode, sizeof(ubLeaveHistoryCode), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bOverrideMoveSpeed, sizeof(bOverrideMoveSpeed), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bOverrideMoveSpeed, sizeof(bOverrideMoveSpeed), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->uiTimeSoldierWillArrive, sizeof(uiTimeSoldierWillArrive), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bVehicleUnderRepairID, sizeof(bVehicleUnderRepairID), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->iTimeCanSignElsewhere, sizeof(iTimeCanSignElsewhere), sizeof(INT32), numBytesRead);
@@ -2324,7 +2326,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->ubLastDamageReason, sizeof(ubLastDamageReason), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sLastTwoLocations, sizeof(sLastTwoLocations), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->uiTimeSinceLastBleedGrunt, sizeof(uiTimeSinceLastBleedGrunt), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubNextToPreviousAttackerID, sizeof(ubNextToPreviousAttackerID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubNextToPreviousAttackerID, sizeof(ubNextToPreviousAttackerID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bDoAutofire, sizeof(bDoAutofire), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->numFlanks, sizeof(numFlanks), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->lastFlankSpot, sizeof(lastFlankSpot), sizeof(INT32), numBytesRead);
@@ -2351,9 +2353,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->bScopeMode, sizeof(bScopeMode), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubMilitiaAssists, sizeof(ubMilitiaAssists), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField(hFile, &this->sNonNPCTraderID, sizeof(sNonNPCTraderID), sizeof(INT8), numBytesRead );
//numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT8_3, sizeof(bUnusedINT8_3), sizeof(INT8), numBytesRead );
numBytesRead = ReadFieldByField(hFile, &this->usDragPersonID, sizeof(usDragPersonID), sizeof(UINT8), numBytesRead );
//numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT16_4, sizeof(bUnusedINT16_4), sizeof(INT16), numBytesRead );
numBytesRead = ReadFieldByField(hFile, &this->usDragPersonID, sizeof(usDragPersonID), sizeof(UINT16), numBytesRead );
numBytesRead = ReadFieldByField(hFile, &this->sDragCorpseID, sizeof(sDragCorpseID), sizeof(INT16), numBytesRead );
if ( guiCurrentSaveGameVersion < DRAGPERSONS )
@@ -2472,10 +2472,10 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
if ( guiCurrentSaveGameVersion >= DISEASE_SYSTEM )
{
numBytesRead = ReadFieldByField( hFile, &this->sDiseasePoints, sizeof(sDiseasePoints), sizeof(INT32), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->sDiseasePoints, sizeof(sDiseasePoints), sizeof(INT16), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->sDiseaseFlag, sizeof(sDiseaseFlag), sizeof(UINT8), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->ubFiller, sizeof( ubFiller ), sizeof( UINT8 ), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->ubHoursRemainingOnMiniEvent, sizeof( ubHoursRemainingOnMiniEvent), sizeof( UINT8 ), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->ubHoursRemainingOnMiniEvent, sizeof( ubHoursRemainingOnMiniEvent), sizeof( UINT16 ), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->usGLDelayMode, sizeof( usGLDelayMode ), sizeof( UINT8 ), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->usBarrelMode, sizeof( usBarrelMode ), sizeof( UINT8 ), numBytesRead );
numBytesRead = ReadFieldByField( hFile, &this->usBarrelCounter, sizeof( usBarrelCounter ), sizeof( UINT8 ), numBytesRead );
@@ -2607,140 +2607,6 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
buffer++;
}
/*if ( guiCurrentSaveGameVersion >= FOOD_CHANGES )
{
numBytesRead = ReadFieldByField(hFile, &this->bFoodLevel, sizeof(bFoodLevel), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bDrinkLevel, sizeof(bDrinkLevel), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usStarveDamageHealth, sizeof(usStarveDamageHealth), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usStarveDamageStrength, sizeof(usStarveDamageStrength), sizeof(UINT8), numBytesRead);
if ( guiCurrentSaveGameVersion >= MULTITURN_ACTIONS )
{
numBytesRead = ReadFieldByField(hFile, &this->bOverTurnAPS, sizeof(bOverTurnAPS), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->sMTActionGridNo, sizeof(sMTActionGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usMultiTurnAction, sizeof(usMultiTurnAction), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bAIIndex, sizeof(bAIIndex), sizeof(UINT16), numBytesRead);
if ( guiCurrentSaveGameVersion >= SOLDIER_PROFILES )
{
numBytesRead = ReadFieldByField(hFile, &this->usSoldierProfile, sizeof(usSoldierProfile), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usItemMoveSectorID, sizeof(usItemMoveSectorID), sizeof(UINT8), numBytesRead);
if ( guiCurrentSaveGameVersion >= SOLDIER_PROFILES )
{
numBytesRead = ReadFieldByField(hFile, &this->usSkillCounter, sizeof(usSkillCounter), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usSkillCooldown, sizeof(usSkillCooldown), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->usAISkillUse, sizeof(usAISkillUse), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead);
}
else
{
for(UINT8 i = 0; i < SOLDIER_COUNTER_MAX; ++i)
this->usSkillCounter[i] = 0;
for(UINT8 i = 0; i < SOLDIER_COOLDOWN_MAX; ++i)
this->usSkillCooldown[i] = 0;
this->usAISkillUse = 0;
// as we added new variables, fillersize was reduced, here we account for that. We have to also read the existing fillers that now do not exist anymore
const UINT8 tmp = sizeof(usSkillCounter) + sizeof(usSkillCooldown) + sizeof(usAISkillUse);
UINT8 blarg[tmp];
numBytesRead = ReadFieldByField(hFile, &blarg, tmp, sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead);
}
}
else
{
this->usSoldierProfile = 0;
this->usItemMoveSectorID = 0;
// as we added new variables, fillersize was reduced, here we account for that. We have to also read the existing fillers that now do not exist anymore
const UINT8 tmp = sizeof(usSoldierProfile) + sizeof(usItemMoveSectorID);
UINT8 blarg[tmp];
numBytesRead = ReadFieldByField(hFile, &blarg, tmp, sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead);
}
}
else
{
this->bOverTurnAPS = 0;
this->sMTActionGridNo = NOWHERE;
this->usMultiTurnAction = 0;
this->bAIIndex = 0;
this->usSoldierProfile = 0;
this->usItemMoveSectorID = 0;
// as we added new variables, fillersize was reduced, here we account for that. We have to also read the existing fillers that now do not exist anymore
// +1 for padding
const UINT8 tmp = sizeof(bOverTurnAPS) + sizeof(this->sMTActionGridNo) + sizeof(usMultiTurnAction) + sizeof(bAIIndex) + 1 + sizeof(usSoldierProfile) + sizeof(usItemMoveSectorID);
UINT8 blarg[tmp];
numBytesRead = ReadFieldByField(hFile, &blarg, tmp, sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->ubFiller, sizeof(ubFiller), sizeof(UINT8), numBytesRead);
}
}
else
{
//CHRISL: We have to make sure we add a buffer to account for the lack of ubInterruptCounter and that buffer needs to be a full DWORD in size
for(int i = 0; i < sizeof(bFoodLevel); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(bDrinkLevel); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(usStarveDamageHealth); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(usStarveDamageStrength); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(bOverTurnAPS); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(sMTActionGridNo); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(usMultiTurnAction); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(bAIIndex); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(usSoldierProfile); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(usItemMoveSectorID); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
for(int i = 0; i < sizeof(ubFiller); ++i)
buffer++;
while((buffer%4) > 0)
buffer++;
}*/
#ifdef JA2UB
numBytesRead = ReadFieldByField(hFile, &this->fIgnoreGetupFromCollapseCheck, sizeof(fIgnoreGetupFromCollapseCheck), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->GetupFromJA25StartCounter, sizeof(GetupFromJA25StartCounter), sizeof(TIMECOUNTER), numBytesRead);
@@ -2748,38 +2614,9 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->ubPercentDamageInflictedByTeam, sizeof(ubPercentDamageInflictedByTeam), sizeof(UINT8), numBytesRead);
#endif
numBytesRead += buffer;
if(numBytesRead != SIZEOF_SOLDIERTYPE_POD)
const UINT32 PODsize = SIZEOF_SOLDIERTYPE_POD;
if(numBytesRead != PODsize)
return(FALSE);
/* //CHRISL: It was further changed at version 104 to allow for 16bit action points for the 100AP system
//first, load the POD
if ( guiCurrentSaveGameVersion >= AP100_SAVEGAME_DATATYPE_CHANGE )
{
if ( !FileRead( hFile, this, SIZEOF_SOLDIERTYPE_POD, &uiNumBytesRead ) )
{
return(FALSE);
}
}
else
{
numBytesRead = 0;
FileRead( hFile, this, (offsetof(SOLDIERTYPE, ubBodyType)+sizeof(ubBodyType)), &uiNumBytesRead );
numBytesRead += uiNumBytesRead;
numBytesRead = ReadFieldByField(hFile, &this->bActionPoints, 1, 1, numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bInitialActionPoints, 1, 1, numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bOldLife, sizeof(bOldLife), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bVisible, sizeof(bVisible), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bActive, sizeof(bActive), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bTeam, sizeof(bTeam), sizeof(INT8), numBytesRead);
//CHRISL: in the old structure, there are 3 padding bytes at this point in the file. We need to account for
// them before continuing. We also want to include them in our numBytesRead since they cover the changes
// caused by increasing two elements by 1byte each. This includes shifting one byte of padding
FileRead( hFile, padding, 3, &uiNumBytesRead );
numBytesRead += uiNumBytesRead;
FileRead( hFile, &this->pTempObject, (SIZEOF_SOLDIERTYPE_POD-numBytesRead), &uiNumBytesRead );
numBytesRead += uiNumBytesRead;
if(numBytesRead != SIZEOF_SOLDIERTYPE_POD)
return(FALSE);
}*/
//load the OO inventory
if ( !this->inv.Load(hFile) )
@@ -2817,7 +2654,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->aiData.sNoiseGridno, sizeof(aiData.sNoiseGridno), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubNoiseVolume, sizeof(aiData.ubNoiseVolume), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bLastAttackHit, sizeof(aiData.bLastAttackHit), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubXRayedBy, sizeof(aiData.ubXRayedBy), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubXRayedBy, sizeof(aiData.ubXRayedBy), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.dHeightAdjustment, sizeof(aiData.dHeightAdjustment), sizeof(FLOAT), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bMorale, sizeof(aiData.bMorale), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bTeamMoraleMod, sizeof(aiData.bTeamMoraleMod), sizeof(INT8), numBytesRead);
@@ -2840,7 +2677,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->aiData.bMoved, sizeof(aiData.bMoved), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bHunting, sizeof(aiData.bHunting), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubLastCall, sizeof(aiData.ubLastCall), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubCaller, sizeof(aiData.ubCaller), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.ubCaller, sizeof(aiData.ubCaller), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.sCallerGridNo, sizeof(aiData.sCallerGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bCallPriority, sizeof(aiData.bCallPriority), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->aiData.bCallActedUpon, sizeof(aiData.bCallActedUpon), sizeof(INT8), numBytesRead);
@@ -3072,9 +2909,14 @@ BOOLEAN WORLDITEM::Load(INT8** hBuffer, float dMajorMapVersion, UINT8 ubMinorMap
LOADDATA(&oldWorldItem, *hBuffer, _OLD_SIZEOF_WORLDITEM_POD);
*this = oldWorldItem;
}
else if (dMajorMapVersion < 8.0)
{
LOADDATA(this, *hBuffer, _SIZEOF_WORLDITEM_INT8_ID_POD);
}
else
{
LOADDATA(this, *hBuffer, SIZEOF_WORLDITEM_POD);
}
// Load the OO OBJECTTYPE
this->object.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
}
@@ -3186,15 +3028,24 @@ BOOLEAN StackedObjectData::Load( INT8** hBuffer, float dMajorMapVersion, UINT8 u
{
int size;
if (dMajorMapVersion >= 7 && ubMinorMapVersion >= MINOR_MAP_VERSION)
if (dMajorMapVersion >= 8 && ubMinorMapVersion >= MINOR_MAP_VERSION)
{
// Deal with Increased Team Sizes data
LOADDATA(&(this->data), *hBuffer, sizeof(ObjectData) );
}
else if (dMajorMapVersion >= 7 && ubMinorMapVersion >= MINOR_MAP_VERSION)
{
// Flugente: changed this, otherwise game would crash when reading WF maps if class ObjectData was different. this is a rough fix and by no means perfect
LOADDATA(&(this->data), *hBuffer, sizeof(ObjectData) );
ObjectData_PRE_ITS oldData{};
LOADDATA(&(oldData), *hBuffer, sizeof(ObjectData_PRE_ITS));
this->data = oldData;
}
else if (dMajorMapVersion >= 7 && ubMinorMapVersion >= MINOR_MAP_REPAIR_SYSTEM)
{
// sObjectFlag' size changed
LOADDATA(&(this->data), *hBuffer, sizeof(ObjectData) - sizeof(this->data.sObjectFlag) );
ObjectData_PRE_ITS oldData;
LOADDATA(&(oldData), *hBuffer, sizeof(ObjectData_PRE_ITS) - sizeof(oldData.sObjectFlag));
this->data = oldData;
}
// When saving maps with the new map editor that has weapon overheated feature included!
else if (dMajorMapVersion >= 7 && ubMinorMapVersion >= MINOR_MAP_OVERHEATING)
@@ -3205,14 +3056,18 @@ BOOLEAN StackedObjectData::Load( INT8** hBuffer, float dMajorMapVersion, UINT8 u
// But of course, we now 'read' the values for sRepairThreshold, but there weren't any in older map versions, resulting in garbage values - we therefore set that manually to 100
// Of course, once the ObjectData-Class is altered, this has to be altered as well!
//dnl ch74 241013 We cannot change past so hardcode 32 simply because that was sizeof(ObjectData) before current and all future changes ;-)
LOADDATA(&(this->data), *hBuffer, /*sizeof(ObjectData) - (sizeof(this->data.bDirtLevel) + sizeof(this->data.sObjectFlag) )*/32);
ObjectData_PRE_ITS oldData{};
LOADDATA(&(oldData), *hBuffer, 32);
this->data = oldData;
this->data.sRepairThreshold = 100;
}
else
{
// WF Maps have old format
// +1 because we have to account for endOfPOD itself
LOADDATA(&(this->data), *hBuffer, SIZEOF_OBJECTDATA_POD+1 );
ObjectData_PRE_ITS oldData{};
LOADDATA(&(oldData), *hBuffer, SIZEOF_OBJECTDATA_POD_PRE_ITS + 1);
this->data = oldData;
}
LOADDATA(&size, *hBuffer, sizeof(int) );
@@ -6645,7 +6500,7 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
if( gTacticalStatus.ubAttackBusyCount > 1 )
{
//Lock the ui
SetUIBusy( (UINT8)gusSelectedSoldier );
SetUIBusy( gusSelectedSoldier );
}
// OJW - 20090403 - Fix Tactical Interface is still locked after quick-load
else
@@ -6890,9 +6745,9 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
// player team character fixes
SOLDIERTYPE *pTeamSoldier;
for (INT8 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
for (SoldierID bLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop)
{
pTeamSoldier=MercPtrs[bLoop];
pTeamSoldier = bLoop;
// silversurfer: added additional check to only remove the flags when there is no boxing activity going on at the moment.
// WANNE: This should fix the bug if any merc are still under PC control. This could happen after boxing in SAN MONA.
@@ -7085,12 +6940,12 @@ BOOLEAN SaveSoldierStructure( HWFILE hFile )
BOOLEAN LoadSoldierStructure( HWFILE hFile )
{
UINT16 cnt;
UINT32 uiNumBytesRead=0;
UINT8 ubId;
UINT16 cnt;
UINT32 uiNumBytesRead=0;
SoldierID ubId;
UINT8 ubOne = 1;
UINT8 ubActive = 1;
UINT32 uiPercentage;
UINT32 uiPercentage;
SOLDIERTYPE SavedSoldierInfo;
//Loop through all the soldier and delete them all
@@ -7820,13 +7675,13 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.Team, sizeof(gTacticalStatus.Team), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubCurrentTeam, sizeof(gTacticalStatus.ubCurrentTeam), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideTarget, sizeof(gTacticalStatus.sSlideTarget), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideReason, sizeof(gTacticalStatus.sSlideReason), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideReason_UNUSED, sizeof(gTacticalStatus.sSlideReason_UNUSED), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiTimeSinceMercAIStart, sizeof(gTacticalStatus.uiTimeSinceMercAIStart), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fPanicFlags, sizeof(gTacticalStatus.fPanicFlags), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sPanicTriggerGridNoUnused, sizeof(gTacticalStatus.sPanicTriggerGridNoUnused), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sHandGrid, sizeof(gTacticalStatus.sHandGrid), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubSpottersCalledForBy, sizeof(gTacticalStatus.ubSpottersCalledForBy), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubTheChosenOne, sizeof(gTacticalStatus.ubTheChosenOne), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubSpottersCalledForBy, sizeof(gTacticalStatus.ubSpottersCalledForBy), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubTheChosenOne, sizeof(gTacticalStatus.ubTheChosenOne), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiTimeOfLastInput, sizeof(gTacticalStatus.uiTimeOfLastInput), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiTimeSinceDemoOn, sizeof(gTacticalStatus.uiTimeSinceDemoOn), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiCountdownToRestart, sizeof(gTacticalStatus.uiCountdownToRestart), sizeof(UINT32), numBytesRead);
@@ -7845,13 +7700,13 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bRealtimeSpeed, sizeof(gTacticalStatus.bRealtimeSpeed), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyIntention, sizeof(gTacticalStatus.ubEnemyIntention), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyIntendedRetreatDirection, sizeof(gTacticalStatus.ubEnemyIntendedRetreatDirection), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, sizeof(gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemySightingOnTheirTurnPlayerID, sizeof(gTacticalStatus.ubEnemySightingOnTheirTurnPlayerID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, sizeof(gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemySightingOnTheirTurnPlayerID, sizeof(gTacticalStatus.ubEnemySightingOnTheirTurnPlayerID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fEnemySightingOnTheirTurn, sizeof(gTacticalStatus.fEnemySightingOnTheirTurn), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fAutoBandageMode, sizeof(gTacticalStatus.fAutoBandageMode), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubAttackBusyCount, sizeof(gTacticalStatus.ubAttackBusyCount), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bNumEnemiesFoughtInBattleUnused, sizeof(gTacticalStatus.bNumEnemiesFoughtInBattleUnused), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEngagedInConvFromActionMercID, sizeof(gTacticalStatus.ubEngagedInConvFromActionMercID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEngagedInConvFromActionMercID, sizeof(gTacticalStatus.ubEngagedInConvFromActionMercID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.usTactialTurnLimitCounter, sizeof(gTacticalStatus.usTactialTurnLimitCounter), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fInTopMessage, sizeof(gTacticalStatus.fInTopMessage), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubTopMessageType, sizeof(gTacticalStatus.ubTopMessageType), sizeof(UINT8), numBytesRead);
@@ -7869,7 +7724,7 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fSaidCreatureFlavourQuote, sizeof(gTacticalStatus.fSaidCreatureFlavourQuote), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fHaveSeenCreature, sizeof(gTacticalStatus.fHaveSeenCreature), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fKilledEnemyOnAttack, sizeof(gTacticalStatus.fKilledEnemyOnAttack), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyKilledOnAttack, sizeof(gTacticalStatus.ubEnemyKilledOnAttack), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyKilledOnAttack, sizeof(gTacticalStatus.ubEnemyKilledOnAttack), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bEnemyKilledOnAttackLevel, sizeof(gTacticalStatus.bEnemyKilledOnAttackLevel), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyKilledOnAttackLocation, sizeof(gTacticalStatus.ubEnemyKilledOnAttackLocation), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fItemsSeenOnAttack, sizeof(gTacticalStatus.fItemsSeenOnAttack), sizeof(BOOLEAN), numBytesRead);
@@ -7883,7 +7738,7 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fCantGetThrough, sizeof(gTacticalStatus.fCantGetThrough), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sCantGetThroughGridNo, sizeof(gTacticalStatus.sCantGetThroughGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sCantGetThroughSoldierGridNo, sizeof(gTacticalStatus.sCantGetThroughSoldierGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubCantGetThroughID, sizeof(gTacticalStatus.ubCantGetThroughID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubCantGetThroughID, sizeof(gTacticalStatus.ubCantGetThroughID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fDidGameJustStart, sizeof(gTacticalStatus.fDidGameJustStart), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fStatChangeCheatOn, sizeof(gTacticalStatus.fStatChangeCheatOn), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubLastRequesterTargetID, sizeof(gTacticalStatus.ubLastRequesterTargetID), sizeof(UINT8), numBytesRead);
@@ -7897,25 +7752,24 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fHasAGameBeenStarted, sizeof(gTacticalStatus.fHasAGameBeenStarted), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes, sizeof(gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fSomeoneHit, sizeof(gTacticalStatus.fSomeoneHit), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubPaddingSmall, sizeof(gTacticalStatus.ubPaddingSmall), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiTimeSinceLastOpplistDecay, sizeof(gTacticalStatus.uiTimeSinceLastOpplistDecay), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bMercArrivingQuoteBeingUsed, sizeof(gTacticalStatus.bMercArrivingQuoteBeingUsed), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyKilledOnAttackKiller, sizeof(gTacticalStatus.ubEnemyKilledOnAttackKiller), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubEnemyKilledOnAttackKiller, sizeof(gTacticalStatus.ubEnemyKilledOnAttackKiller), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fCountingDownForGuideDescription, sizeof(gTacticalStatus.fCountingDownForGuideDescription), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bGuideDescriptionCountDown, sizeof(gTacticalStatus.bGuideDescriptionCountDown), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubGuideDescriptionToUse, sizeof(gTacticalStatus.ubGuideDescriptionToUse), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bGuideDescriptionSectorX, sizeof(gTacticalStatus.bGuideDescriptionSectorX), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.bGuideDescriptionSectorY, sizeof(gTacticalStatus.bGuideDescriptionSectorY), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fEnemyFlags, sizeof(gTacticalStatus.fEnemyFlags), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus. fAutoBandagePending, sizeof(gTacticalStatus. fAutoBandagePending), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus. fHasEnteredCombatModeSinceEntering, sizeof(gTacticalStatus. fHasEnteredCombatModeSinceEntering), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus. fDontAddNewCrows, sizeof(gTacticalStatus. fDontAddNewCrows), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fAutoBandagePending, sizeof(gTacticalStatus. fAutoBandagePending), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fHasEnteredCombatModeSinceEntering, sizeof(gTacticalStatus. fHasEnteredCombatModeSinceEntering), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fDontAddNewCrows, sizeof(gTacticalStatus. fDontAddNewCrows), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubMorePadding, sizeof(gTacticalStatus.ubMorePadding), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sCreatureTenseQuoteDelay, sizeof(gTacticalStatus.sCreatureTenseQuoteDelay), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiCreatureTenseQuoteLastUpdate, sizeof(gTacticalStatus.uiCreatureTenseQuoteLastUpdate), sizeof(UINT32), numBytesRead);
if ( guiCurrentSaveGameVersion >= BUGFIX_NPC_DATA_FOR_BIG_MAPS )
{
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubLastRequesterSurgeryTargetID, sizeof(gTacticalStatus.ubLastRequesterSurgeryTargetID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubLastRequesterSurgeryTargetID, sizeof(gTacticalStatus.ubLastRequesterSurgeryTargetID), sizeof(UINT16), numBytesRead);
if ( guiCurrentSaveGameVersion >= IMPROVED_INTERRUPT_SYSTEM )
{
numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubInterruptPending, sizeof(gTacticalStatus.ubInterruptPending), sizeof(UINT8), numBytesRead);
@@ -8361,7 +8215,7 @@ void CreateSavedGameFileNameFromNumber( UINT8 ubSaveGameID, STR pzNewFileName )
BOOLEAN SaveMercPathFromSoldierStruct( HWFILE hFile, UINT8 ubID )
BOOLEAN SaveMercPathFromSoldierStruct( HWFILE hFile, UINT16 ubID )
{
UINT32 uiNumOfNodes=0;
PathStPtr pTempPath = Menptr[ ubID ].pMercPath;
@@ -8402,7 +8256,7 @@ BOOLEAN SaveMercPathFromSoldierStruct( HWFILE hFile, UINT8 ubID )
BOOLEAN LoadMercPathToSoldierStruct( HWFILE hFile, UINT8 ubID )
BOOLEAN LoadMercPathToSoldierStruct( HWFILE hFile, UINT16 ubID )
{
UINT32 uiNumOfNodes=0;
PathStPtr pTempPath = NULL;
@@ -8665,7 +8519,7 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
if( pContractReHireSoldier != NULL )
sGeneralInfo.sContractRehireSoldierID = pContractReHireSoldier->ubID;
else
sGeneralInfo.sContractRehireSoldierID = -1;
sGeneralInfo.sContractRehireSoldierID = NOBODY;
memcpy( &sGeneralInfo.GameOptions, &gGameOptions, sizeof( GAME_OPTIONS ) );
#ifndef BMP_RANDOM//dnl ch55 111009
@@ -8685,7 +8539,7 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
if( gpSMCurrentMerc )
sGeneralInfo.ubSMCurrentMercID = gpSMCurrentMerc->ubID;
else
sGeneralInfo.ubSMCurrentMercID = 255;
sGeneralInfo.ubSMCurrentMercID = NOBODY;
//Save the fact that it is the first time in mapscreen
sGeneralInfo.fFirstTimeInMapScreen = fFirstTimeInMapScreen;
@@ -8696,7 +8550,7 @@ BOOLEAN SaveGeneralInfo( HWFILE hFile )
// Save boxing info
memcpy( &sGeneralInfo.sBoxerGridNo, &gsBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
memcpy( &sGeneralInfo.ubBoxerID, &gubBoxerID, NUM_BOXERS * sizeof( INT8 ) );
memcpy( &sGeneralInfo.ubBoxerID, &gubBoxerID, NUM_BOXERS * sizeof( UINT16 ) );
memcpy( &sGeneralInfo.fBoxerFought, &gfBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
//Save the helicopter status
@@ -8944,17 +8798,17 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubHelicopterHitsTaken, sizeof(sGeneralInfo.ubHelicopterHitsTaken), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubQuitType, sizeof(sGeneralInfo.ubQuitType), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fSkyriderSaidCongratsOnTakingSAM, sizeof(sGeneralInfo.fSkyriderSaidCongratsOnTakingSAM), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.sContractRehireSoldierID, sizeof(sGeneralInfo.sContractRehireSoldierID), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.sContractRehireSoldierID, sizeof(sGeneralInfo.sContractRehireSoldierID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.GameOptions, sizeof(sGeneralInfo.GameOptions), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.uiSeedNumber, sizeof(sGeneralInfo.uiSeedNumber), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.uiBaseJA2Clock, sizeof(sGeneralInfo.uiBaseJA2Clock), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.sCurInterfacePanel, sizeof(sGeneralInfo.sCurInterfacePanel), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubSMCurrentMercID, sizeof(sGeneralInfo.ubSMCurrentMercID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubSMCurrentMercID, sizeof(sGeneralInfo.ubSMCurrentMercID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fFirstTimeInMapScreen, sizeof(sGeneralInfo.fFirstTimeInMapScreen), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fDisableDueToBattleRoster, sizeof(sGeneralInfo.fDisableDueToBattleRoster), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fDisableMapInterfaceDueToBattle, sizeof(sGeneralInfo.fDisableMapInterfaceDueToBattle), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.sBoxerGridNo, sizeof(sGeneralInfo.sBoxerGridNo), sizeof(INT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubBoxerID, sizeof(sGeneralInfo.ubBoxerID), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubBoxerID, sizeof(sGeneralInfo.ubBoxerID), sizeof(UINT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fBoxerFought, sizeof(sGeneralInfo.fBoxerFought), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fHelicopterDestroyed, sizeof(sGeneralInfo.fHelicopterDestroyed), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fShowMapScreenHelpText, sizeof(sGeneralInfo.fShowMapScreenHelpText), sizeof(BOOLEAN), numBytesRead);
@@ -9032,7 +8886,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fExplosionQueueActive, sizeof(sGeneralInfo.fExplosionQueueActive), sizeof(BOOLEAN), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubUnused, sizeof(sGeneralInfo.ubUnused), sizeof(UINT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.uiMeanWhileFlags, sizeof(sGeneralInfo.uiMeanWhileFlags), sizeof(UINT32), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bSelectedInfoChar, sizeof(sGeneralInfo.bSelectedInfoChar), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bSelectedInfoChar, sizeof(sGeneralInfo.bSelectedInfoChar), sizeof(INT16), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bHospitalPriceModifier, sizeof(sGeneralInfo.bHospitalPriceModifier), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bUnused2, sizeof(sGeneralInfo.bUnused2), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.iHospitalTempBalance, sizeof(sGeneralInfo.iHospitalTempBalance), sizeof(INT32), numBytesRead);
@@ -9205,10 +9059,10 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
ubQuitType = sGeneralInfo.ubQuitType;
//if the soldier id is valid
if( sGeneralInfo.sContractRehireSoldierID == -1 )
if( sGeneralInfo.sContractRehireSoldierID == NOBODY )
pContractReHireSoldier = NULL;
else
pContractReHireSoldier = &Menptr[ sGeneralInfo.sContractRehireSoldierID ];
pContractReHireSoldier = sGeneralInfo.sContractRehireSoldierID;
memcpy( &gGameOptions, &sGeneralInfo.GameOptions, sizeof( GAME_OPTIONS ) );
#ifndef BMP_RANDOM//dnl ch55 111009
@@ -9225,10 +9079,10 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
// Restore the selected merc
if( sGeneralInfo.ubSMCurrentMercID == 255 )
if( sGeneralInfo.ubSMCurrentMercID == NOBODY)
gpSMCurrentMerc = NULL;
else
gpSMCurrentMerc = &Menptr[ sGeneralInfo.ubSMCurrentMercID ];
gpSMCurrentMerc = sGeneralInfo.ubSMCurrentMercID;
//Set the interface panel to the team panel
ShutdownCurrentPanel( );
@@ -9256,7 +9110,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
fDisableMapInterfaceDueToBattle = sGeneralInfo.fDisableMapInterfaceDueToBattle;
memcpy( &gsBoxerGridNo, &sGeneralInfo.sBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT8 ) );
memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT16 ) );
memcpy( &gfBoxerFought, &sGeneralInfo.fBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
//Load the helicopter status
@@ -9437,20 +9291,20 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
gCamoFace[i].gSnowCamoface = FALSE;
}
SOLDIERTYPE * pSoldier;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; ++bMercID,pSoldier++)
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if ( pSoldier )
if ( Soldier )
{
gCamoFace[pSoldier->ubProfile].gCamoface = ( pSoldier->bCamo > 0 );
gCamoFace[pSoldier->ubProfile].gUrbanCamoface = ( pSoldier->urbanCamo > 0 );
gCamoFace[pSoldier->ubProfile].gDesertCamoface = ( pSoldier->desertCamo > 0 );
gCamoFace[pSoldier->ubProfile].gSnowCamoface = ( pSoldier->snowCamo > 0 );
UINT8 profile = Soldier->ubProfile;
gCamoFace[profile].gCamoface = ( Soldier->bCamo > 0 );
gCamoFace[profile].gUrbanCamoface = ( Soldier->urbanCamo > 0 );
gCamoFace[profile].gDesertCamoface = ( Soldier->desertCamo > 0 );
gCamoFace[profile].gSnowCamoface = ( Soldier->snowCamo > 0 );
DeleteSoldierFace( pSoldier );
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
DeleteSoldierFace( Soldier );
Soldier->iFaceIndex = InitSoldierFace( Soldier );
}
}
}
@@ -9671,18 +9525,19 @@ void GetBestPossibleSectorXYZValues( INT16 *psSectorX, INT16 *psSectorY, INT8 *p
}
else
{
INT16 sSoldierCnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
BOOLEAN fFoundAMerc=FALSE;
SoldierID sSoldierCnt;
SoldierID bLastTeamID;
SOLDIERTYPE *pSoldier;
BOOLEAN fFoundAMerc = FALSE;
// Set locator to first merc
sSoldierCnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop through all the mercs on the players team to find the one that is not moving
for ( pSoldier = MercPtrs[ sSoldierCnt ]; sSoldierCnt <= bLastTeamID; sSoldierCnt++,pSoldier++)
for ( ; sSoldierCnt <= bLastTeamID; ++sSoldierCnt )
{
pSoldier = sSoldierCnt;
// test for !NULL (if initilization fails and MercPtrs contains 'NULL's)
if( pSoldier && pSoldier->bActive )
{
@@ -9706,8 +9561,9 @@ void GetBestPossibleSectorXYZValues( INT16 *psSectorX, INT16 *psSectorY, INT8 *p
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop through all the mercs and find one that is moving
for ( pSoldier = MercPtrs[ sSoldierCnt ]; sSoldierCnt <= bLastTeamID; sSoldierCnt++,pSoldier++)
for ( ; sSoldierCnt <= bLastTeamID; ++sSoldierCnt )
{
pSoldier = sSoldierCnt;
if( pSoldier && pSoldier->bActive )
{
//we found an alive, merc that is not moving
+20 -33
View File
@@ -38,45 +38,32 @@ class SOLDIERTYPE;
typedef struct
{
UINT32 uiSavedGameVersion;
CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
UINT32 uiFlags;
UINT32 uiSavedGameVersion;
CHAR8 zGameVersionNumber[ GAME_VERSION_LENGTH ];
CHAR16 sSavedGameDesc[ SIZE_OF_SAVE_GAME_DESC ];
UINT32 uiFlags;
#ifdef CRIPPLED_VERSION
UINT8 ubCrippleFiller[20];
UINT8 ubCrippleFiller[20];
#endif
//The following will be used to quickly access info to display in the save/load screen
UINT32 uiDay;
UINT8 ubHour;
UINT8 ubMin;
INT16 sSectorX;
INT16 sSectorY;
INT8 bSectorZ;
UINT8 ubNumOfMercsOnPlayersTeam;
INT32 iCurrentBalance;
UINT32 uiCurrentScreen;
BOOLEAN fAlternateSector;
BOOLEAN fWorldLoaded;
UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
UINT32 uiRandom;
UINT8 ubFiller[500]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
UINT32 uiDay;
UINT8 ubHour;
UINT8 ubMin;
INT16 sSectorX;
INT16 sSectorY;
INT8 bSectorZ;
UINT16 ubNumOfMercsOnPlayersTeam;
INT32 iCurrentBalance;
UINT32 uiCurrentScreen;
BOOLEAN fAlternateSector;
BOOLEAN fWorldLoaded;
UINT8 ubLoadScreenID; //The load screen that should be used when loading the saved game
GAME_OPTIONS sInitialGameOptions; //need these in the header so we can get the info from it on the save load screen.
UINT32 uiRandom;
UINT8 ubFiller[494]; // WANNE: Decrease this filler by 1, for each new UINT8 variable!
} SAVED_GAME_HEADER;
extern UINT32 guiScreenToGotoAfterLoadingSavedGame;
extern UINT32 guiCurrentSaveGameVersion;
+1 -7
View File
@@ -1398,7 +1398,6 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
CHAR16 zDateString[128];
CHAR16 zLocationString[128];
CHAR16 zNumMercsString[128];
CHAR16 zBalanceString[128];
SAVED_GAME_HEADER SaveGameHeader;
HVOBJECT hPixHandle;
UINT16 usPosX=SLG_FIRST_SAVED_SPOT_X;
@@ -1669,11 +1668,6 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
}
}
//Get the current balance
swprintf( zBalanceString, L"%d", SaveGameHeader.iCurrentBalance);
InsertCommasForDollarFigure( zBalanceString );
InsertDollarSignInToString( zBalanceString );
//
// Display the Saved game information
//
@@ -1692,7 +1686,7 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
//The balance
if(!is_networked)
DrawTextToScreen( zBalanceString, (UINT16)(usPosX+SLG_BALANCE_OFFSET_X), (UINT16)(usPosY+SLG_BALANCE_OFFSET_Y), 0, uiFont, ubFontColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen(FormatMoney(SaveGameHeader.iCurrentBalance).data(), (UINT16)(usPosX + SLG_BALANCE_OFFSET_X), (UINT16)(usPosY + SLG_BALANCE_OFFSET_Y), 0, uiFont, ubFontColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
if( gbSaveGameArray[ VAL_SLOT_START + bEntryID ] || ( gfSaveGame && !gfUserInTextInputMode && ( gbSelectedSaveLocation == bEntryID ) ) )
{
+1 -1
View File
@@ -104,7 +104,7 @@ UINT32 AniEditScreenHandle(void)
fToggle2 = FALSE;
ubCurLoadedState = 0;
pSoldier = MercPtrs[ gusSelectedSoldier ];
pSoldier = gusSelectedSoldier;
gTacticalStatus.uiFlags |= LOADING_SAVED_GAME;
+2
View File
@@ -31,7 +31,9 @@
// -----------------------------
// Map Editor version - you should use the MapEditor configuration instead of messing with these defines (ChrisL)
//#ifndef JA2BETAVERSION
//#define JA2BETAVERSION
//#endif
//#define JA2EDITOR
// Normal test version
//#define JA2TESTVERSION
+28 -36
View File
@@ -108,10 +108,10 @@ INT32 giCounterPeriodOverlay = 0;
BOOLEAN gfExitToNewSector = FALSE;
//UINT8 gubNewSectorExitDirection;
BOOLEAN gfGameScreenLocateToSoldier = FALSE;
BOOLEAN gfEnteringMapScreen = FALSE;
UINT32 uiOldMouseCursor;
UINT8 gubPreferredInitialSelectedGuy = NOBODY;
BOOLEAN gfGameScreenLocateToSoldier = FALSE;
BOOLEAN gfEnteringMapScreen = FALSE;
UINT32 uiOldMouseCursor;
SoldierID gubPreferredInitialSelectedGuy = NOBODY;
BOOLEAN gfTacticalIsModal = FALSE;
MOUSE_REGION gTacticalDisableRegion;
@@ -261,17 +261,17 @@ void EnterTacticalScreen( )
if ( gusSelectedSoldier != NOBODY )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) )
if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
SelectNextAvailSoldier( gusSelectedSoldier );
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
// ATE: If the current guy is sleeping, change....
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->flags.fMercAsleep )
if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->flags.fMercAsleep )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
SelectNextAvailSoldier( gusSelectedSoldier );
}
}
else
@@ -580,9 +580,9 @@ UINT32 MainGameScreenHandle(void)
{
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
{
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->AdjustNoAPToFinishMove( FALSE );
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->AdjustNoAPToFinishMove( FALSE );
}
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
}
@@ -684,7 +684,7 @@ UINT32 MainGameScreenHandle(void)
// Select a guy if he hasn;'
if( !gfTacticalPlacementGUIActive )
{
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( MercPtrs[ gusSelectedSoldier ] ) )
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
@@ -735,11 +735,11 @@ UINT32 MainGameScreenHandle(void)
if ( !ARE_IN_FADE_IN( ) )
{
HandleAutoBandagePending( );
HandleAutoBandagePending( );
#ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif
#ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif
}
@@ -933,7 +933,7 @@ UINT32 MainGameScreenHandle(void)
if ( gusSelectedSoldier != NOBODY )
{
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
}
@@ -1030,15 +1030,12 @@ void DisableFPSOverlay( BOOLEAN fEnable )
void TacticalScreenLocateToSoldier( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
BOOLEAN fPreferedGuyUsed = FALSE;
BOOLEAN fPreferedGuyUsed = FALSE;
if ( gubPreferredInitialSelectedGuy != NOBODY )
{
// ATE: Put condition here...
if ( OK_CONTROLLABLE_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) && OK_INTERRUPT_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) )
if ( OK_CONTROLLABLE_MERC( gubPreferredInitialSelectedGuy ) && OK_INTERRUPT_MERC( gubPreferredInitialSelectedGuy ) )
{
LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
@@ -1050,14 +1047,14 @@ void TacticalScreenLocateToSoldier( )
if ( !fPreferedGuyUsed )
{
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if ( OK_CONTROLLABLE_MERC( pSoldier ) && OK_INTERRUPT_MERC( pSoldier ) )
if ( OK_CONTROLLABLE_MERC( Soldier ) && OK_INTERRUPT_MERC( Soldier ) )
{
LocateSoldier( pSoldier->ubID, 10 );
SelectSoldier( pSoldier->ubID, FALSE, TRUE );
LocateSoldier( Soldier, 10 );
SelectSoldier( Soldier, FALSE, TRUE );
break;
}
}
@@ -1075,22 +1072,17 @@ void EnterMapScreen( )
void UpdateTeamPanelAssignments( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
// Remove all players
RemoveAllPlayersFromSlot( );
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
// Setup team interface
CheckForAndAddMercToTeamPanel( pSoldier );
CheckForAndAddMercToTeamPanel( Soldier );
}
}
+5 -5
View File
@@ -1,7 +1,7 @@
#ifndef _GAMESCREEN_H
#define _GAMESCREEN_H
#include "Overhead Types.h"
#include "Fade Screen.h"
#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
@@ -14,9 +14,9 @@ void FadeOutGameScreen( );
typedef void (*MODAL_HOOK)( void );
extern BOOLEAN gfGameScreenLocateToSoldier;
extern BOOLEAN gfEnteringMapScreen;
extern UINT8 gubPreferredInitialSelectedGuy;
extern BOOLEAN gfGameScreenLocateToSoldier;
extern BOOLEAN gfEnteringMapScreen;
extern SoldierID gubPreferredInitialSelectedGuy;
void EnterMapScreen( );
@@ -41,4 +41,4 @@ void InitHelicopterEntranceByMercs( void );
void InternalLeaveTacticalScreen( UINT32 uiNewScreen );
#endif
#endif
+14 -30
View File
@@ -514,31 +514,25 @@ UINT32 PalEditScreenShutdown(void)
void PalEditRenderHook( )
{
SOLDIERTYPE *pSoldier;
if ( gusSelectedSoldier != NOBODY )
if ( gusSelectedSoldier < NOBODY && gusSelectedSoldier->bActive)
{
// Set to current
GetSoldier( &pSoldier, gusSelectedSoldier );
DisplayPaletteRep( pSoldier->HeadPal, 50, 10, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->PantsPal, 50, 50, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->VestPal, 50, 90, FRAME_BUFFER );
DisplayPaletteRep( pSoldier->SkinPal, 50, 130, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->HeadPal, 50, 10, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->PantsPal, 50, 50, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->VestPal, 50, 90, FRAME_BUFFER );
DisplayPaletteRep( gusSelectedSoldier->SkinPal, 50, 130, FRAME_BUFFER );
}
}
BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
{
UINT8 ubType;
SOLDIERTYPE *pSoldier;
UINT8 ubPaletteRep;
UINT32 cnt;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
SOLDIERTYPE *pSoldier;
UINT32 cnt;
UINT8 ubType;
UINT8 ubPaletteRep;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
if ( gusSelectedSoldier == NOBODY )
if ( gusSelectedSoldier >= NOBODY || gusSelectedSoldier->bActive == FALSE )
{
return( FALSE );
}
@@ -549,11 +543,10 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
return( TRUE );
}
pSoldier = gusSelectedSoldier;
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'h' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->HeadPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
@@ -582,9 +575,6 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'v' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->VestPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
@@ -612,9 +602,6 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 'p' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->PantsPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
@@ -642,9 +629,6 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
if ((pInputEvent->usEvent == KEY_DOWN )&& ( pInputEvent->usParam == 's' ))
{
// Get Soldier
GetSoldier( &pSoldier, gusSelectedSoldier );
// Get index of current
CHECKF( GetPaletteRepIndexFromID( pSoldier->SkinPal, &ubPaletteRep ) );
ubType = gpPalRep[ ubPaletteRep ].ubType;
+3 -3
View File
@@ -81,9 +81,9 @@ void RandomStats ();
void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level )
{
UNDERGROUND_SECTORINFO *pSector;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT16 ubNumAdmins = 0;
UINT16 ubNumTroops = 0;
UINT16 ubNumElites = 0;
if ( Level != 0 )
{
+48 -67
View File
@@ -1099,7 +1099,6 @@ BOOLEAN RenderAIMMembers()
HVOBJECT hPriceHandle;
HVOBJECT hWeaponBoxHandle;
UINT16 x, uiPosX;
CHAR16 wTemp[50];
DrawAimDefaults();
@@ -1137,18 +1136,15 @@ BOOLEAN RenderAIMMembers()
DrawTextToScreen(CharacterInfo[AIM_MEMBER_CONTRACT], AIM_CONTRACT_X_NSGI, AIM_CONTRACT_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
//Draw pay period (day, week, 2 week)
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_DAY], ONEDAY_X_NSGI, EXPLEVEL_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_WEEK], ONEWEEK_X_NSGI, MARKSMAN_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(CharacterInfo[AIM_MEMBER_2_WEEKS], TWOWEEK_X_NSGI, MECHANAICAL_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_DAY], ONEDAY_X_NSGI, EXPLEVEL_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_WEEK], ONEWEEK_X_NSGI, MARKSMAN_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
DrawTextToScreen(CharacterInfo[AIM_MEMBER_2_WEEKS], TWOWEEK_X_NSGI, MECHANAICAL_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
//Display Option Gear Cost text
DrawTextToScreen(CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR_NSGI], AIM_MEMBER_OPTIONAL_GEAR_X_NSGI, EXPLOSIVE_Y_NSGI, AIM_CONTRACT_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
swprintf(wTemp, L"%d", gMercProfiles[gbCurrentSoldier].usOptionalGearCost);
InsertCommasForDollarFigure( wTemp );
InsertDollarSignInToString( wTemp );
uiPosX = AIM_MEMBER_OPTIONAL_GEAR_X_NSGI + StringPixLength( CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR_NSGI], AIM_M_FONT_STATIC_TEXT) + 5;
DrawTextToScreen(wTemp, AIM_MEMBER_OPTIONAL_GEAR_COST_X_NSGI, EXPLOSIVE_Y_NSGI, FEE_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].usOptionalGearCost).data(), AIM_MEMBER_OPTIONAL_GEAR_COST_X_NSGI, EXPLOSIVE_Y_NSGI, FEE_WIDTH_NSGI, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
#endif // JA2UB
}
else
@@ -1184,18 +1180,15 @@ BOOLEAN RenderAIMMembers()
DrawTextToScreen(CharacterInfo[AIM_MEMBER_CONTRACT], AIM_CONTRACT_X, AIM_CONTRACT_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_PREV_NEXT_CONTACT, AIM_M_FEE_CONTRACT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
//Draw pay period (day, week, 2 week)
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_DAY], ONEDAY_X, EXPLEVEL_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_WEEK], ONEWEEK_X, MARKSMAN_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(CharacterInfo[AIM_MEMBER_2_WEEKS], TWOWEEK_X, MECHANAICAL_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_DAY], ONEDAY_X, EXPLEVEL_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
DrawTextToScreen(CharacterInfo[AIM_MEMBER_1_WEEK], ONEWEEK_X, MARKSMAN_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
DrawTextToScreen(CharacterInfo[AIM_MEMBER_2_WEEKS], TWOWEEK_X, MECHANAICAL_Y, AIM_CONTRACT_WIDTH, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
//Display Option Gear Cost text
DrawTextToScreen(CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR], AIM_MEMBER_OPTIONAL_GEAR_X, AIM_MEMBER_OPTIONAL_GEAR_Y, 0, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_STATIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
swprintf(wTemp, L"%d", gMercProfiles[gbCurrentSoldier].usOptionalGearCost);
InsertCommasForDollarFigure( wTemp );
InsertDollarSignInToString( wTemp );
uiPosX = AIM_MEMBER_OPTIONAL_GEAR_X + StringPixLength( CharacterInfo[AIM_MEMBER_OPTIONAL_GEAR], AIM_M_FONT_STATIC_TEXT) + 5;
DrawTextToScreen(wTemp, uiPosX, AIM_MEMBER_OPTIONAL_GEAR_Y, 0, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].usOptionalGearCost).data(), uiPosX, AIM_MEMBER_OPTIONAL_GEAR_Y, 0, AIM_M_FONT_STATIC_TEXT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
#endif
}
@@ -1261,19 +1254,6 @@ BOOLEAN DrawNumeralsToScreen(INT32 iNumber, INT8 bWidth, UINT16 usLocX, UINT16 u
return(TRUE);
}
BOOLEAN DrawMoneyToScreen(INT32 iNumber, INT8 bWidth, UINT16 usLocX, UINT16 usLocY, UINT32 ulFont, UINT8 ubColor)
{
CHAR16 sStr[10];
swprintf(sStr, L"%d",iNumber);
InsertCommasForDollarFigure( sStr );
InsertDollarSignInToString( sStr );
// DrawTextToScreen(L"$", usLocX, usLocY, 0, ulFont, ubColor, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
DrawTextToScreen(sStr, usLocX, usLocY, bWidth, ulFont, ubColor, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
return(TRUE);
}
void SelectFaceRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
@@ -1315,6 +1295,19 @@ void SelectFaceMovementRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
#include "LocalizedStrings.h"
static auto DrawDiscountedDailyCosts() -> void
{
constexpr auto offset{ 65 };
constexpr auto l{ L"(" };
constexpr auto r{ L")" };
const static auto nsgi = gGameExternalOptions.gfUseNewStartingGearInterface;
const auto width = nsgi ? FEE_WIDTH_NSGI : FEE_WIDTH;
const auto xOffset = nsgi ? FEE_X_NSGI : FEE_X;
DrawTextToScreen((l + FormatMoney(gMercProfiles[gbCurrentSoldier].uiWeeklySalary / 7) + r).data(), xOffset + offset, nsgi ? AGILITY_Y_NSGI : AGILITY_Y, width, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen((l + FormatMoney(gMercProfiles[gbCurrentSoldier].uiBiWeeklySalary / 14) + r).data(), xOffset + offset, nsgi ? DEXTERITY_Y_NSGI : DEXTERITY_Y, width, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
}
BOOLEAN UpdateMercInfo(void)
{
//UINT16 PosY = 300;
@@ -1324,26 +1317,23 @@ BOOLEAN UpdateMercInfo(void)
if(gGameExternalOptions.gfUseNewStartingGearInterface)
{
#ifdef JA2UB
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X_UB, FEE_Y_UB_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT);
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].uiWeeklySalary).data(), FEE_X_UB, FEE_Y_UB_NSGI, FEE_WIDTH, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DisplayWrappedString(AIM_OFFER_X, AGILITY_Y_NSGI, AIM_OFFER_WIDTH, 2, AIM_M_FONT_DYNAMIC_TEXT, AIM_FONT_MCOLOR_WHITE, zNewTacticalMessages[TACT_MSG__AIMMEMBER_FEE_TEXT], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
#else
//Display the salaries
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].sSalary, FEE_WIDTH_NSGI, FEE_X_NSGI, HEALTH_Y_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT );
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH_NSGI, FEE_X_NSGI, AGILITY_Y_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT );
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiBiWeeklySalary, FEE_WIDTH_NSGI, FEE_X_NSGI, DEXTERITY_Y_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT );
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].sSalary).data(), FEE_X_NSGI, HEALTH_Y_NSGI, FEE_WIDTH_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].uiWeeklySalary).data(), FEE_X_NSGI, AGILITY_Y_NSGI, FEE_WIDTH_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].uiBiWeeklySalary).data(), FEE_X_NSGI, DEXTERITY_Y_NSGI, FEE_WIDTH_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawDiscountedDailyCosts();
//if medical deposit is required
if( gMercProfiles[gbCurrentSoldier].bMedicalDeposit )
{
CHAR16 zTemp[40];
CHAR16 sMedicalString[40];
// Display the medical cost
swprintf( zTemp, L"%d", gMercProfiles[ gbCurrentSoldier ].sMedicalDepositAmount );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
swprintf( sMedicalString, L"%s %s", zTemp, CharacterInfo[AIM_MEMBER_MEDICAL_DEPOSIT_REQ] );
swprintf( sMedicalString, L"%s %s", FormatMoney(gMercProfiles[gbCurrentSoldier].sMedicalDepositAmount).data(), CharacterInfo[AIM_MEMBER_MEDICAL_DEPOSIT_REQ] );
// If the string will be displayed in more then 2 lines, recenter the string
if( ( DisplayWrappedString( 0, 0, AIM_MEDICAL_DEPOSIT_WIDTH_NSGI, 2, AIM_FONT12ARIAL, AIM_M_COLOR_DYNAMIC_TEXT, sMedicalString, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED | DONT_DISPLAY_TEXT ) / GetFontHeight( AIM_FONT12ARIAL ) ) > 2 )
@@ -1384,13 +1374,15 @@ BOOLEAN UpdateMercInfo(void)
else
{
#ifdef JA2UB
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X_UB, FEE_Y_UB, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT);
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].uiWeeklySalary).data(), FEE_X_UB, FEE_Y_UB, FEE_WIDTH, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DisplayWrappedString(AIM_OFFER_X, AGILITY_Y, AIM_OFFER_WIDTH, 2, AIM_M_FONT_DYNAMIC_TEXT, AIM_FONT_MCOLOR_WHITE, zNewTacticalMessages[TACT_MSG__AIMMEMBER_FEE_TEXT], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED);
#else
//Display the salaries
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].sSalary, FEE_WIDTH, FEE_X, HEALTH_Y, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT );
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X, AGILITY_Y, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT );
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiBiWeeklySalary, FEE_WIDTH, FEE_X, DEXTERITY_Y, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT );
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].sSalary).data(), FEE_X, HEALTH_Y, FEE_WIDTH, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].uiWeeklySalary).data(), FEE_X, AGILITY_Y, FEE_WIDTH, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(gMercProfiles[gbCurrentSoldier].uiBiWeeklySalary).data(), FEE_X, DEXTERITY_Y, FEE_WIDTH, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawDiscountedDailyCosts();
//if medical deposit is required
if( gMercProfiles[gbCurrentSoldier].bMedicalDeposit )
@@ -1399,11 +1391,7 @@ BOOLEAN UpdateMercInfo(void)
CHAR16 sMedicalString[40];
// Display the medical cost
swprintf( zTemp, L"%d", gMercProfiles[ gbCurrentSoldier ].sMedicalDepositAmount );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
swprintf( sMedicalString, L"%s %s", zTemp, CharacterInfo[AIM_MEMBER_MEDICAL_DEPOSIT_REQ] );
swprintf( sMedicalString, L"%s %s", FormatMoney(gMercProfiles[gbCurrentSoldier].sMedicalDepositAmount).data(), CharacterInfo[AIM_MEMBER_MEDICAL_DEPOSIT_REQ] );
// If the string will be displayed in more then 2 lines, recenter the string
if( ( DisplayWrappedString( 0, 0, AIM_MEDICAL_DEPOSIT_WIDTH, 2, AIM_FONT12ARIAL, AIM_M_COLOR_DYNAMIC_TEXT, sMedicalString, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED | DONT_DISPLAY_TEXT ) / GetFontHeight( AIM_FONT12ARIAL ) ) > 2 )
@@ -2422,9 +2410,9 @@ INT8 AimMemberHireMerc()
MERC_HIRE_STRUCT HireMercStruct;
// UINT8 ubCurrentSoldier = AimMercArray[gbCurrentIndex];
UINT8 ubCurrentSoldier = gAimAvailability[AimMercArray[gbCurrentIndex]].ProfilId;
INT8 bReturnCode;
INT16 sSoldierID=0;
INT8 bTypeOfContract=0;
INT8 bReturnCode;
SoldierID sSoldierID = NOBODY;
INT8 bTypeOfContract=0;
if( LaptopSaveInfo.iCurrentBalance < giContractAmount )
@@ -2500,9 +2488,10 @@ INT8 AimMemberHireMerc()
//Set the type of contract the merc is on
sSoldierID = GetSoldierIDFromMercID( ubCurrentSoldier );
if( sSoldierID == -1 )
if( sSoldierID == NOBODY )
return( FALSE );
Menptr[ sSoldierID ].bTypeOfLastContract = bTypeOfContract;
sSoldierID->bTypeOfLastContract = bTypeOfContract;
//add an entry in the finacial page for the hiring of the merc
@@ -2681,7 +2670,6 @@ void DisplaySelectLights(BOOLEAN fContractDown, BOOLEAN fBuyEquipDown)
UINT32 DisplayMercChargeAmount()
{
CHAR16 wTemp[50];
CHAR16 wDollarTemp[50];
HVOBJECT hImageHandle;
@@ -2727,24 +2715,17 @@ UINT32 DisplayMercChargeAmount()
}
swprintf( wDollarTemp, L"%d", giContractAmount);
InsertCommasForDollarFigure( wDollarTemp );
InsertDollarSignInToString( wDollarTemp );
//if the merc hasnt just been hired
// if( FindSoldierByProfileID( gbCurrentSoldier, TRUE ) == NULL )
{
#ifdef JA2UB
// Don't even have to pay for medical insurance! What a DEAL!
swprintf(wTemp, L"%s", wDollarTemp);
#else
if( gMercProfiles[ gbCurrentSoldier ].bMedicalDeposit )
swprintf(wTemp, L"%s %s", wDollarTemp, VideoConfercingText[AIM_MEMBER_WITH_MEDICAL] );
else
swprintf(wTemp, L"%s", wDollarTemp );
#endif // JA2UB
auto contractAmount{ FormatMoney(giContractAmount) };
#ifndef JA2UB
if (gMercProfiles[gbCurrentSoldier].bMedicalDeposit)
contractAmount += L" ";
contractAmount += VideoConfercingText[AIM_MEMBER_WITH_MEDICAL];
#endif
DrawTextToScreen(wTemp, AIM_CONTRACT_CHARGE_AMOUNNT_X+1, AIM_CONTRACT_CHARGE_AMOUNNT_Y+3, 0, AIM_M_VIDEO_CONTRACT_AMOUNT_FONT, AIM_M_VIDEO_CONTRACT_AMOUNT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
DrawTextToScreen(contractAmount.data(), AIM_CONTRACT_CHARGE_AMOUNNT_X + 1, AIM_CONTRACT_CHARGE_AMOUNNT_Y + 3, 0, AIM_M_VIDEO_CONTRACT_AMOUNT_FONT, AIM_M_VIDEO_CONTRACT_AMOUNT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
}
return(giContractAmount);
-1
View File
@@ -9,7 +9,6 @@ BOOLEAN RenderAIMMembers();
BOOLEAN DrawNumeralsToScreen(INT32 iNumber, INT8 bWidth, UINT16 usLocX, UINT16 usLocY, UINT32 ulFont, UINT8 ubColor);
BOOLEAN DrawMoneyToScreen(INT32 iNumber, INT8 bWidth, UINT16 usLocX, UINT16 usLocY, UINT32 ulFont, UINT8 ubColor);
void DisplayTextForMercFaceVideoPopUp(STR16 pString);
+12 -20
View File
@@ -1424,8 +1424,6 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass, INT32 iFilter, INT32 iSubFilter)
UINT8 ubCount=0;
UINT16 PosY, usTextPosY;
UINT16 usItemIndex;
CHAR16 sDollarTemp[60];
CHAR16 sTemp[60];
CHAR16 sPage[60];
INT16 pItemNumbers[ BOBBYR_NUM_WEAPONS_ON_PAGE ];
BOOLEAN bAddItem = FALSE;
@@ -1434,11 +1432,8 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass, INT32 iFilter, INT32 iSubFilter)
usTextPosY = BOBBYR_ITEM_DESC_START_Y;
//Display the subtotal at the bottom of the screen
swprintf( sDollarTemp, L"%d", CalculateTotalPurchasePrice() );
InsertCommasForDollarFigure( sDollarTemp );
InsertDollarSignInToString( sDollarTemp );
swprintf( sTemp, L"%s %s", BobbyRText[BOBBYR_GUNS_SUB_TOTAL], sDollarTemp );
DrawTextToScreen(sTemp, BOBBYR_ORDER_SUBTOTAL_X, BOBBYR_ORDER_SUBTOTAL_Y, 0, BOBBYR_ORDER_TITLE_FONT, BOBBYR_ORDER_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED | TEXT_SHADOWED);
auto subtotal{ std::wstring(BobbyRText[BOBBYR_GUNS_SUB_TOTAL]) + std::wstring(L" ") + FormatMoney(CalculateTotalPurchasePrice()) };
DrawTextToScreen(subtotal.data(), BOBBYR_ORDER_SUBTOTAL_X, BOBBYR_ORDER_SUBTOTAL_Y, 0, BOBBYR_ORDER_TITLE_FONT, BOBBYR_ORDER_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED | TEXT_SHADOWED);
//Buggler: Display the current page & total pages at the bottom of the screen
swprintf( sPage, L"%d / %d", gubCurPage + 1, gubNumPages );
@@ -2059,11 +2054,7 @@ UINT16 DisplayCostAndQty(UINT16 usPosY, UINT16 usIndex, UINT16 usFontHeight, UIN
DrawTextToScreen(BobbyRText[BOBBYR_GUNS_COST], BOBBYR_ITEM_COST_TEXT_X, (UINT16)usPosY, BOBBYR_ITEM_COST_TEXT_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_STATIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
usPosY += usFontHeight + 2;
swprintf(sTemp, L"%d", CalcBobbyRayCost( usIndex, usBobbyIndex, fUsed ));
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
DrawTextToScreen(sTemp, BOBBYR_ITEM_COST_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_COST_TEXT_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(CalcBobbyRayCost(usIndex, usBobbyIndex, fUsed)).data(), BOBBYR_ITEM_COST_NUM_X, (UINT16)usPosY, BOBBYR_ITEM_COST_TEXT_WIDTH, BOBBYR_ITEM_DESC_TEXT_FONT, BOBBYR_ITEM_DESC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY += usFontHeight + 2;
@@ -3720,26 +3711,27 @@ void OutOfStockMessageBoxCallBack( UINT8 bExitValue )
UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
{
UINT8 ubItemCount=0;
UINT8 ubMercCount;
UINT8 ubPocketCount;
UINT8 ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT8 ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
SoldierID id;
SoldierID ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
SoldierID ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
//loop through all the mercs on the team
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ++ubMercCount )
for( id = ubFirstID; id <= ubLastID; ++id )
{
if( Menptr[ ubMercCount ].bActive )
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive )
{
//loop through all the pockets on the merc
UINT8 invsize = Menptr[ ubMercCount ].inv.size();
UINT8 invsize = pSoldier->inv.size();
for( ubPocketCount=0; ubPocketCount<invsize; ++ubPocketCount)
{
//if there is a weapon here
if( Item[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
if( Item[ pSoldier->inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
{
//if the weapon uses the same kind of ammo as the one passed in, return true
if( Weapon[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
if( Weapon[ pSoldier->inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
{
++ubItemCount;
}
+12 -43
View File
@@ -1127,19 +1127,11 @@ void DisplayPurchasedItems( BOOLEAN fCalledFromOrderPage, UINT16 usGridX, UINT16
DrawTextToScreen(sText, (UINT16)(usGridX+BOBBYR_GRID_THIRD_COLUMN_X+2), usPosY, BOBBYR_GRID_THIRD_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
//unit price
swprintf(sTemp, L"%d", CalcBobbyRayCost( pBobbyRayPurchase[i].usItemIndex, pBobbyRayPurchase[i].usBobbyItemIndex, pBobbyRayPurchase[i].fUsed ));
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
DrawTextToScreen(sTemp, (UINT16)(usGridX+BOBBYR_GRID_FOURTH_COLUMN_X-2), usPosY, BOBBYR_GRID_FOURTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(CalcBobbyRayCost(pBobbyRayPurchase[i].usItemIndex, pBobbyRayPurchase[i].usBobbyItemIndex, pBobbyRayPurchase[i].fUsed)).data(), (UINT16)(usGridX+BOBBYR_GRID_FOURTH_COLUMN_X-2), usPosY, BOBBYR_GRID_FOURTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
uiTotal += CalcBobbyRayCost( pBobbyRayPurchase[i].usItemIndex, pBobbyRayPurchase[i].usBobbyItemIndex, pBobbyRayPurchase[i].fUsed ) * pBobbyRayPurchase[i].ubNumberPurchased;
swprintf(sTemp, L"%d", uiTotal );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
DrawTextToScreen(sTemp, (UINT16)(usGridX+BOBBYR_GRID_FIFTH_COLUMN_X-2), usPosY, BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(uiTotal).data(), (UINT16)(usGridX+BOBBYR_GRID_FIFTH_COLUMN_X-2), usPosY, BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY += BOBBYR_GRID_ROW_OFFSET;
}
@@ -1259,7 +1251,6 @@ void DisplayPurchasedItems( BOOLEAN fCalledFromOrderPage, UINT16 usGridX, UINT16
void DisplayShippingCosts( BOOLEAN fCalledFromOrderPage, INT32 iSubTotal, UINT16 usGridX, UINT16 usGridY, INT32 iOrderNum )
{
CHAR16 sTemp[20];
HVOBJECT hPixHandle;
INT32 iShippingCost = 0;
// INT32 iTotal;
@@ -1331,27 +1322,15 @@ void DisplayShippingCosts( BOOLEAN fCalledFromOrderPage, INT32 iSubTotal, UINT16
if( iSubTotal )
{
//Display the subtotal
swprintf(sTemp, L"%d", iSubTotal );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
DrawTextToScreen(sTemp, (UINT16)(usGridX + BOBBYR_GRID_FIFTH_COLUMN_X-2), (UINT16)(usGridY + BOBBYR_SUBTOTAL_Y), BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(iSubTotal).data(), (UINT16)(usGridX + BOBBYR_GRID_FIFTH_COLUMN_X - 2), (UINT16)(usGridY + BOBBYR_SUBTOTAL_Y), BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
//Display the shipping and handling charge
swprintf(sTemp, L"%d", iShippingCost );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
DrawTextToScreen(sTemp, (UINT16)(usGridX + BOBBYR_GRID_FIFTH_COLUMN_X-2), (UINT16)(usGridY + BOBBYR_SHIPPING_N_HANDLE_Y), BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(iShippingCost).data(), (UINT16)(usGridX + BOBBYR_GRID_FIFTH_COLUMN_X - 2), (UINT16)(usGridY + BOBBYR_SHIPPING_N_HANDLE_Y), BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
//Display the grand total
giGrandTotal = iSubTotal + iShippingCost;
swprintf(sTemp, L"%d", giGrandTotal );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
DrawTextToScreen(sTemp, (UINT16)(usGridX + BOBBYR_GRID_FIFTH_COLUMN_X-2), (UINT16)(usGridY + BOBBYR_GRAND_TOTAL_Y), BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen(FormatMoney(giGrandTotal).data(), (UINT16)(usGridX + BOBBYR_GRID_FIFTH_COLUMN_X - 2), (UINT16)(usGridY + BOBBYR_GRAND_TOTAL_Y), BOBBYR_GRID_FIFTH_COLUMN_WIDTH, BOBBYR_ORDER_DYNAMIC_TEXT_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
}
InvalidateRegion(iScreenWidthOffset + 333,iScreenHeightOffset + 326,iScreenWidthOffset + 374,iScreenHeightOffset + 400);
@@ -1830,7 +1809,7 @@ void DrawSelectedCity( UINT8 ubCityNumber )
void DisplayShippingLocationCity()
{
CHAR16 sTemp[40];
std::wstring sTemp{ L"$0" };
UINT16 usPosY;
//display the name on the title bar
@@ -1853,39 +1832,29 @@ void DisplayShippingLocationCity()
//Display the shipping cost
usPosY = BOBBYR_OVERNIGHT_EXPRESS_Y;
wcscpy(sTemp, L"$0");
if( gbSelectedCity != -1 )
{
// swprintf( sTemp, L"%d", ( INT32 )(BobbyROrderLocations[gbSelectedCity].usOverNightExpress/GetWeightBasedOnMetricOption( 1 ) ) );
swprintf( sTemp, L"%d", ( INT32 )(gPostalService.GetDestinationFee(0, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption( 1 ) ) );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
sTemp = FormatMoney(static_cast<INT32>(gPostalService.GetDestinationFee(0, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption(1)));
}
DrawTextToScreen(sTemp, BOBBYR_SHIPPING_SPEED_NUMBER_X, usPosY, BOBBYR_SHIPPING_SPEED_NUMBER_WIDTH, BOBBYR_DROPDOWN_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(sTemp.data(), BOBBYR_SHIPPING_SPEED_NUMBER_X, usPosY, BOBBYR_SHIPPING_SPEED_NUMBER_WIDTH, BOBBYR_DROPDOWN_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY +=BOBBYR_GRID_ROW_OFFSET;
if( gbSelectedCity != -1 )
{
// swprintf( sTemp, L"%d", ( INT32 )( BobbyROrderLocations[gbSelectedCity].us2DaysService / GetWeightBasedOnMetricOption( 1 ) ) );
swprintf( sTemp, L"%d", ( INT32 )(gPostalService.GetDestinationFee(1, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption( 1 ) ) );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
sTemp = FormatMoney(static_cast<INT32>(gPostalService.GetDestinationFee(1, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption(1)));
}
DrawTextToScreen(sTemp, BOBBYR_SHIPPING_SPEED_NUMBER_X, usPosY, BOBBYR_SHIPPING_SPEED_NUMBER_WIDTH, BOBBYR_DROPDOWN_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(sTemp.data(), BOBBYR_SHIPPING_SPEED_NUMBER_X, usPosY, BOBBYR_SHIPPING_SPEED_NUMBER_WIDTH, BOBBYR_DROPDOWN_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY +=BOBBYR_GRID_ROW_OFFSET;
if( gbSelectedCity != -1 )
{
// swprintf( sTemp, L"%d", (INT32 )( BobbyROrderLocations[gbSelectedCity].usStandardService / GetWeightBasedOnMetricOption( 1 ) ) );
swprintf( sTemp, L"%d", ( INT32 )(gPostalService.GetDestinationFee(2, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption( 1 ) ) );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
sTemp = FormatMoney(static_cast<INT32>(gPostalService.GetDestinationFee(2, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption(1)));
}
DrawTextToScreen(sTemp, BOBBYR_SHIPPING_SPEED_NUMBER_X, usPosY, BOBBYR_SHIPPING_SPEED_NUMBER_WIDTH, BOBBYR_DROPDOWN_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen(sTemp.data(), BOBBYR_SHIPPING_SPEED_NUMBER_X, usPosY, BOBBYR_SHIPPING_SPEED_NUMBER_WIDTH, BOBBYR_DROPDOWN_FONT, BOBBYR_ORDER_DYNAMIC_TEXT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
}
void SelectCloseDroDownRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
+4 -4
View File
@@ -269,7 +269,7 @@ void IMPGearDisplay( )
gIMPGearGun1 = currentWeapon;
std::vector<std::pair<INT16, STR16> > entries;
entries.push_back(std::make_pair(0, pLongAssignmentStrings[40])); //Reusing AssignmentString for "Empty" text
entries.push_back(std::make_pair(0, pLongAssignmentStrings[60])); //Reusing AssignmentString for "Empty" text
if (Item[gIMPGearGun1].usItemClass & IC_GUN)
{
@@ -321,7 +321,7 @@ void IMPGearDisplay( )
std::vector<std::pair<INT16, STR16> > entries;
entries.push_back(std::make_pair(0, pLongAssignmentStrings[40])); //Reusing AssignmentString for "Empty" text
entries.push_back(std::make_pair(0, pLongAssignmentStrings[60])); //Reusing AssignmentString for "Empty" text
if (Item[gIMPGearGun2].usItemClass & IC_GUN)
@@ -372,7 +372,7 @@ void IMPGearDisplay( )
gIMPGearGun3 = currentWeapon;
std::vector<std::pair<INT16, STR16> > entries;
entries.push_back(std::make_pair(0, pLongAssignmentStrings[40])); //Reusing AssignmentString for "Empty" text
entries.push_back(std::make_pair(0, pLongAssignmentStrings[60])); //Reusing AssignmentString for "Empty" text
if (Item[gIMPGearGun3].usItemClass & IC_GUN)
{
@@ -1272,7 +1272,7 @@ void DistributePossibleItemsToVectors(void)
// it is always possible to not select something
for (int i = 0; i < NUM_INV_SLOTS; ++i)
{
gIMPPossibleItems[i].push_back(std::make_pair(0, pLongAssignmentStrings[40])); //Reusing AssignmentString for "Empty" text
gIMPPossibleItems[i].push_back(std::make_pair(0, pLongAssignmentStrings[60])); //Reusing AssignmentString for "Empty" text
SetChoiceForPocket(i, 0, 1); // Initialize all selections to empty at first
}
+2 -2
View File
@@ -25,8 +25,8 @@ class SOLDIERTYPE;
typedef struct
{
BOOLEAN fActive;
UINT8 ubSoldierID;
BOOLEAN fActive;
SoldierID ubSoldierID;
UINT8 ubMercID;
INT32 iPayOutPrice;
} LIFE_INSURANCE_PAYOUT;
+1 -8
View File
@@ -6165,15 +6165,8 @@ BOOLEAN ReplaceMercNameAndAmountWithProperData( CHAR16 *pFinishedString, EmailPt
}
else
{
CHAR16 sDollarAmount[64];
swprintf( sDollarAmount, L"%d", pMail->iFirstData );
InsertCommasForDollarFigure( sDollarAmount );
InsertDollarSignInToString( sDollarAmount );
//add the mercs name to the string
wcscat( pFinishedString, sDollarAmount );
wcscat( pFinishedString, FormatMoney(pMail->iFirstData).data() );
}
}
else
+34 -204
View File
@@ -808,31 +808,15 @@ void DrawRecordsText( void )
if(pCurFinance->iAmount >=0)
{
// increase in asset - debit
swprintf(sString, L"%d", pCurFinance->iAmount);
// insert commas
InsertCommasForDollarFigure( sString );
// insert dollar sight for first record in the list
//DEF: 3/19/99: removed cause we want to see the dollar sign on ALL entries
// if( iCounter == 0 )
{
InsertDollarSignInToString( sString );
}
swprintf(sString, L"%s", FormatMoney(pCurFinance->iAmount).data());
FindFontCenterCoordinates(RECORD_DEBIT_X,0,RECORD_DEBIT_WIDTH,0, sString, FINANCE_TEXT_FONT,&usX, &usY);
mprintf(usX, 12+RECORD_Y + (iCounter * ( GetFontHeight( FINANCE_TEXT_FONT ) + 6 ) ), sString);
}
else
{
// decrease in asset - credit
swprintf(sString, L"%d", pCurFinance->iAmount * (-1));
swprintf(sString, L"%s", FormatMoney(pCurFinance->iAmount * (-1)).data());
SetFontForeground(FONT_RED);
InsertCommasForDollarFigure( sString );
// insert dollar sight for first record in the list
//DEF: 3/19/99: removed cause we want to see the dollar sign on ALL entries
// if( iCounter == 0 )
{
InsertDollarSignInToString( sString );
}
FindFontCenterCoordinates(RECORD_CREDIT_X ,0 , RECORD_CREDIT_WIDTH,0, sString, FINANCE_TEXT_FONT,&usX, &usY);
mprintf(usX, 12+RECORD_Y + (iCounter * ( GetFontHeight( FINANCE_TEXT_FONT ) + 6 ) ), sString);
@@ -860,15 +844,7 @@ void DrawRecordsText( void )
// print the balance string
swprintf(sString, L"%d", iBalance);
InsertCommasForDollarFigure( sString );
// insert dollar sight for first record in the list
//DEF: 3/19/99: removed cause we want to see the dollar sign on ALL entries
// if( iCounter == 0 )
{
InsertDollarSignInToString( sString );
}
swprintf(sString, L"%s", FormatMoney(iBalance).data());
FindFontCenterCoordinates(RECORD_BALANCE_X,0,RECORD_BALANCE_WIDTH,0, sString, FINANCE_TEXT_FONT,&usX, &usY);
mprintf(usX, 12+RECORD_Y + (iCounter * ( GetFontHeight( FINANCE_TEXT_FONT ) + 6 ) ), sString);
@@ -921,7 +897,7 @@ void InvalidateLapTopScreen( void )
void DrawSummaryText( void )
{
INT16 usX, usY;
CHAR16 pString[100];
std::wstring tmp{};
INT32 iBalance = 0;
@@ -949,98 +925,68 @@ void DrawSummaryText( void )
// yesterdays income
iBalance = GetPreviousDaysIncome( );
swprintf(pString, L"%d", iBalance );
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(), FINANCE_TEXT_FONT, &usX, &usY);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_INCOME,pString);
mprintf(usX,YESTERDAYS_INCOME,tmp.data());
SetFontForeground( FONT_BLACK );
// yesterdays other
iBalance = GetYesterdaysOtherDeposits( );
swprintf(pString, L"%d", iBalance );
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_OTHER,pString);
mprintf(usX,YESTERDAYS_OTHER,tmp.data());
SetFontForeground( FONT_RED );
// yesterdays debits
iBalance = GetYesterdaysDebits( );
if( iBalance < 0 )
{
SetFontForeground( FONT_RED );
iBalance *= -1;
}
tmp = FormatMoney(iBalance);
swprintf(pString, L"%d", iBalance );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_DEBITS,pString);
mprintf(usX,YESTERDAYS_DEBITS,tmp.data());
SetFontForeground( FONT_BLACK );
// yesterdays balance..ending balance..so todays balance then
iBalance = GetTodaysBalance( );
if( iBalance < 0 )
{
SetFontForeground( FONT_RED );
iBalance *= -1;
}
tmp = FormatMoney(iBalance);
swprintf(pString, L"%d", iBalance );
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_BALANCE,pString);
mprintf(usX,YESTERDAYS_BALANCE,tmp.data());
SetFontForeground( FONT_BLACK );
// todays income
iBalance = GetTodaysDaysIncome( );
swprintf(pString, L"%d", iBalance );
tmp = FormatMoney(iBalance);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_INCOME,pString);
mprintf(usX,TODAYS_INCOME,tmp.data());
SetFontForeground( FONT_BLACK );
// todays other
iBalance = GetTodaysOtherDeposits( );
swprintf(pString, L"%d", iBalance );
tmp = FormatMoney(iBalance);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_OTHER,pString);
mprintf(usX,TODAYS_OTHER,tmp.data());
SetFontForeground( FONT_RED );
@@ -1053,15 +999,11 @@ void DrawSummaryText( void )
iBalance *= ( -1 );
}
swprintf(pString, L"%d", iBalance );
tmp = FormatMoney(iBalance);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_DEBITS,pString);
mprintf(usX,TODAYS_DEBITS,tmp.data());
SetFontForeground( FONT_BLACK );
@@ -1069,36 +1011,23 @@ void DrawSummaryText( void )
iBalance = GetCurrentBalance( );
if( iBalance < 0 )
{
iBalance *= -1;
SetFontForeground( FONT_RED );
swprintf(pString, L"%d", iBalance );
iBalance *= -1;
}
else
{
swprintf(pString, L"%d", iBalance );
}
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_BALANCE,pString);
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_BALANCE,tmp.data());
SetFontForeground( FONT_BLACK );
// todays forcast income
iBalance = GetProjectedTotalDailyIncome( );
swprintf(pString, L"%d", iBalance );
tmp = FormatMoney(iBalance);
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_FORCAST_INCOME,pString);
mprintf(usX,TODAYS_CURRENT_FORCAST_INCOME,tmp.data());
SetFontForeground( FONT_BLACK );
@@ -1107,22 +1036,13 @@ void DrawSummaryText( void )
iBalance = GetCurrentBalance( ) + GetProjectedTotalDailyIncome( );
if( iBalance < 0 )
{
iBalance *= -1;
SetFontForeground( FONT_RED );
swprintf(pString, L"%d", iBalance );
iBalance *= -1;
}
else
{
swprintf(pString, L"%d", iBalance );
}
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_FORCAST_BALANCE,pString);
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_FORCAST_BALANCE,tmp.data());
SetFontForeground( FONT_BLACK );
@@ -1990,96 +1910,6 @@ BOOLEAN LoadInRecords( UINT32 uiPage )
return( TRUE );
}
void InsertCommasForDollarFigure( STR16 pString )
{
INT16 sCounter =0;
INT16 sZeroCount =0;
INT16 sTempCounter = 0;
INT16 sEndPosition = 0;
// go to end of dollar figure
while( pString[ sCounter ] != 0 )
{
sCounter++;
}
// negative?
if( pString[0] == '-' )
{
// stop one slot in advance of normal
sEndPosition = 1;
}
// is there under $1,000?
if( sCounter < 4 )
{
// can't do anything, return
return;
}
// at end, start backing up until beginning
while( sCounter > sEndPosition )
{
// enough for a comma?
if( sZeroCount==3 )
{
// reset count
sZeroCount =0;
// set tempcounter to current counter
sTempCounter = sCounter;
// run until end
while( pString[ sTempCounter ] != 0 )
{
sTempCounter++;
}
// now shift everything over ot the right one place until sTempCounter = sCounter
while( sTempCounter >= sCounter )
{
pString[ sTempCounter+1 ] = pString[ sTempCounter ];
sTempCounter--;
}
// now insert comma
pString[ sCounter ]=L',';
}
// increment count of digits
sZeroCount++;
// decrement counter
sCounter--;
}
return;
}
void InsertDollarSignInToString( STR16 pString )
{
// run to end of string, copy everything in string 2 places right, insert a space at pString[ 1 ] and a L'$' at pString[ 0 ]
INT32 iCounter =0;
// run to end of string
while( pString[ iCounter ] != 0 )
{
iCounter++;
}
// now copy over
while( iCounter >= 0 )
{
pString[ iCounter + 1] = pString[ iCounter ];
iCounter--;
}
pString[ 0 ] = L'$';
return;
}
INT32 GetPreviousBalanceToDate( void )
{
-2
View File
@@ -73,8 +73,6 @@ typedef struct finance *FinanceUnitPtr;
extern FinanceUnitPtr pFinanceListHead;
//extern INT32 iCurrentBalance;
UINT32 AddTransactionToPlayersBook(UINT8 ubCode, UINT8 ubSecondCode, UINT32 uiDate, INT32 iAmount);
void InsertDollarSignInToString( STR16 pString );
void InsertCommasForDollarFigure( STR16 pString );
INT32 GetTodaysDaysIncome( void );
INT32 GetProjectedTotalDailyIncome( void );
INT32 GetProjectedExpenses( void ); // HEADROCK HAM 3.6: Projected daily expenses.
+77 -87
View File
@@ -163,11 +163,11 @@ BOOLEAN DisplayOrderGrid( UINT8 ubGridNumber, UINT8 ubMercID );
INT8 GetNumberOfHireMercsStartingFromID( UINT8 ubStartMercID );
//INT32 CalculateInsuranceCost( SOLDIERTYPE *pSoldier, BOOLEAN fHaveInsurance );
void InsuranceContractUserTextFieldCallBack( UINT8 ubID, BOOLEAN fEntering );
INT8 CountInsurableMercs();
UINT16 CountInsurableMercs();
void DisableInsuranceContractNextPreviousbuttons();
void CreateDestroyInsuranceContractFormButtons( BOOLEAN fCreate);
void HandleAcceptButton( UINT8 ubSoldierID, UINT8 ubFormID );
FLOAT DiffFromNormRatio( INT16 sThisValue, INT16 sNormalValue );
void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID );
FLOAT DiffFromNormRatio( INT16 sThisValue, INT16 sNormalValue );
void InsContractNoMercsPopupCallBack( UINT8 bExitValue );
void BuildInsuranceArray();
BOOLEAN MercIsInsurable( SOLDIERTYPE *pSoldier );
@@ -177,8 +177,8 @@ UINT32 GetTimeRemainingOnSoldiersContract( SOLDIERTYPE *pSoldier );
UINT32 GetTimeRemainingOnSoldiersInsuranceContract( SOLDIERTYPE *pSoldier );
void EnableDisableIndividualInsuranceContractButton( UINT8 ubMercIDForMercInForm1, UINT32 *puiAcceptButton );
BOOLEAN CanSoldierExtendInsuranceContract( SOLDIERTYPE *pSoldier );
INT32 CalculateSoldiersInsuranceContractLength( SOLDIERTYPE *pSoldier );
INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier );
INT32 CalculateSoldiersInsuranceContractLength( SOLDIERTYPE *pSoldier );
INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier );
BOOLEAN AreAnyAimMercsOnTeam( );
//ppp
@@ -394,12 +394,14 @@ void RenderInsuranceContract()
{
sMercID = gubInsuranceMercArray[ sNextMercID ];
pSoldier = &Menptr[ GetSoldierIDFromMercID( (UINT8) sMercID ) ];
if( ( sMercID != -1 ) && MercIsInsurable( pSoldier ) )
SoldierID ID = GetSoldierIDFromMercID( sMercID );
if ( ID != NOBODY )
{
DisplayOrderGrid( ubCount, (UINT8)sMercID );
ubCount++;
if( ( sMercID != -1 ) && MercIsInsurable( ID ) )
{
DisplayOrderGrid( ubCount, (UINT8)sMercID );
ubCount++;
}
}
sNextMercID++;
@@ -499,18 +501,22 @@ void BtnInsContractNextButtonCallBack(GUI_BUTTON *btn,INT32 reason)
BOOLEAN DisplayOrderGrid( UINT8 ubGridNumber, UINT8 ubMercID )
{
VOBJECT_DESC VObjectDesc;
HVOBJECT hPixHandle;
UINT16 usPosX, usPosY;
UINT32 uiInsMercFaceImage;
INT32 iCostOfContract=0;
char sTemp[100];
CHAR16 sText[800];
BOOLEAN fDisplayMercContractStateTextColorInRed = FALSE;
SOLDIERTYPE *pSoldier = &Menptr[ GetSoldierIDFromMercID( ubMercID ) ];
VOBJECT_DESC VObjectDesc;
HVOBJECT hPixHandle;
UINT16 usPosX, usPosY;
UINT32 uiInsMercFaceImage;
INT32 iCostOfContract=0;
char sTemp[100];
CHAR16 sText[800];
BOOLEAN fDisplayMercContractStateTextColorInRed = FALSE;
SoldierID usID = GetSoldierIDFromMercID( ubMercID );
if ( usID == NOBODY )
{
return(FALSE);
}
SOLDIERTYPE *pSoldier = usID;
usPosX=usPosY=0;
switch( ubGridNumber )
@@ -694,6 +700,7 @@ BOOLEAN DisplayOrderGrid( UINT8 ubGridNumber, UINT8 ubMercID )
iCostOfContract = 0;
}
std::wstring amountRefund{};
if( iCostOfContract < 0 )
{
//shouldnt get in here now since we can longer give refunds
@@ -706,19 +713,16 @@ BOOLEAN DisplayOrderGrid( UINT8 ubGridNumber, UINT8 ubMercID )
DrawTextToScreen( sText, (UINT16)(usPosX+INS_CTRCT_EMPLYMNT_CNTRCT_TEXT_OFFSET_X), INS_CTRCT_ORDER_GRID1_Y+INS_CTRCT_PREMIUM_OWING_OFFSET_Y, INS_CTRCT_ORDER_GRID_WIDTH, INS_FONT_MED, INS_FONT_COLOR, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//display the amount of refund
swprintf( sText, L"%d", iCostOfContract );
InsertCommasForDollarFigure( sText );
InsertDollarSignInToString( sText );
amountRefund = FormatMoney(iCostOfContract);
}
if( IsMercDead( ubMercID ) )
{
swprintf( sText, L"0");
InsertDollarSignInToString( sText );
amountRefund = L"$0";
}
//display the amount owing
DrawTextToScreen( sText, (UINT16)(usPosX+32), INS_CTRCT_ORDER_GRID1_Y+179, 72, INS_FONT_MED, INS_FONT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextToScreen( amountRefund.data(), (UINT16)(usPosX + 32), INS_CTRCT_ORDER_GRID1_Y + 179, 72, INS_FONT_MED, INS_FONT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
@@ -747,8 +751,8 @@ void BtnInsuranceAcceptClearForm1ButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
UINT8 ubSoldierID = (UINT8) GetSoldierIDFromMercID( gubMercIDForMercInForm1 );
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
SoldierID ubSoldierID = GetSoldierIDFromMercID( gubMercIDForMercInForm1 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
@@ -759,7 +763,7 @@ void BtnInsuranceAcceptClearForm1ButtonCallback(GUI_BUTTON *btn,INT32 reason)
HandleAcceptButton( ubSoldierID, 1 );
//specify the length of the insurance contract
Menptr[ ubSoldierID ].iTotalLengthOfInsuranceContract = gsForm1InsuranceLengthNumber;
ubSoldierID->iTotalLengthOfInsuranceContract = gsForm1InsuranceLengthNumber;
//reset the insurance length
gsForm1InsuranceLengthNumber = 0;
@@ -791,8 +795,8 @@ void BtnInsuranceAcceptClearForm2ButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
UINT8 ubSoldierID = (UINT8) GetSoldierIDFromMercID( gubMercIDForMercInForm2 );
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
SoldierID ubSoldierID = GetSoldierIDFromMercID( gubMercIDForMercInForm2 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
@@ -803,7 +807,7 @@ void BtnInsuranceAcceptClearForm2ButtonCallback(GUI_BUTTON *btn,INT32 reason)
HandleAcceptButton( ubSoldierID, 2 );
//specify the length of the insurance contract
Menptr[ ubSoldierID ].iTotalLengthOfInsuranceContract = gsForm2InsuranceLengthNumber;
ubSoldierID->iTotalLengthOfInsuranceContract = gsForm2InsuranceLengthNumber;
//reset the insurance length
gsForm2InsuranceLengthNumber = 0;
@@ -836,8 +840,8 @@ void BtnInsuranceAcceptClearForm3ButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
UINT8 ubSoldierID = (UINT8) GetSoldierIDFromMercID( gubMercIDForMercInForm3 );
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
SoldierID ubSoldierID = GetSoldierIDFromMercID( gubMercIDForMercInForm3 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
@@ -848,7 +852,7 @@ void BtnInsuranceAcceptClearForm3ButtonCallback(GUI_BUTTON *btn,INT32 reason)
HandleAcceptButton( ubSoldierID, 3 );
//specify the length of the insurance contract
Menptr[ ubSoldierID ].iTotalLengthOfInsuranceContract = gsForm3InsuranceLengthNumber;
ubSoldierID->iTotalLengthOfInsuranceContract = gsForm3InsuranceLengthNumber;
//reset the insurance length
gsForm3InsuranceLengthNumber = 0;
@@ -937,20 +941,17 @@ void SelectInsuranceContractRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason
}
}
INT8 CountInsurableMercs()
UINT16 CountInsurableMercs()
{
INT16 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
INT8 bCount=0;
UINT16 bCount = 0;
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if (MercIsInsurable(pSoldier))
if (MercIsInsurable(Soldier))
{
bCount++;
}
@@ -1067,12 +1068,12 @@ void CreateDestroyInsuranceContractFormButtons( BOOLEAN fCreate)
void HandleAcceptButton( UINT8 ubSoldierID, UINT8 ubFormID )
void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID )
{
//passed in either 1,2,3 should be 0,1,2
ubFormID--;
PurchaseOrExtendInsuranceForSoldier( &Menptr[ ubSoldierID ], CalculateSoldiersInsuranceContractLength( &Menptr[ ubSoldierID ] ) );
PurchaseOrExtendInsuranceForSoldier( ubSoldierID, CalculateSoldiersInsuranceContractLength( ubSoldierID ) );
RenderInsuranceContract();
}
@@ -1088,33 +1089,29 @@ void HandleAcceptButton( UINT8 ubSoldierID, UINT8 ubFormID )
// determines if a merc will run out of their insurance contract
void DailyUpdateOfInsuredMercs()
{
INT16 cnt;
INT16 bLastTeamID;
SOLDIERTYPE *pSoldier;
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
//if the soldier is in the team array
if( pSoldier->bActive )
if( Soldier->bActive )
{
//if the merc has life insurance
if( pSoldier->usLifeInsurance )
if( Soldier->usLifeInsurance )
{
//if the merc wasn't just hired
if( (INT16)GetWorldDay() != pSoldier->iStartOfInsuranceContract )
if( (INT16)GetWorldDay() != Soldier->iStartOfInsuranceContract )
{
//if the contract has run out of time
if( GetTimeRemainingOnSoldiersInsuranceContract( pSoldier ) <= 0 )
if( GetTimeRemainingOnSoldiersInsuranceContract( Soldier ) <= 0 )
{
//if the soldier isn't dead
if( !IsMercDead( pSoldier->ubProfile ) )
if( !IsMercDead( Soldier->ubProfile ) )
{
pSoldier->usLifeInsurance = 0;
pSoldier->iTotalLengthOfInsuranceContract = 0;
pSoldier->iStartOfInsuranceContract = 0;
Soldier->usLifeInsurance = 0;
Soldier->iTotalLengthOfInsuranceContract = 0;
Soldier->iStartOfInsuranceContract = 0;
}
}
}
@@ -1139,7 +1136,7 @@ INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID )
SOLDIERTYPE *pSoldier;
pSoldier = &Menptr[ GetSoldierIDFromMercID( ubMercID ) ];
pSoldier = GetSoldierIDFromMercID( ubMercID );
// only mercs with at least 2 days to go on their employment contract are insurable
@@ -1248,20 +1245,16 @@ void InsContractNoMercsPopupCallBack( UINT8 bExitValue )
void BuildInsuranceArray()
{
INT16 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
gsMaxPlayersOnTeam = 0;
// store profile #s of all insurable mercs in an array
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
for ( ; Soldier <= bLastTeamID; ++Soldier)
{
if( MercIsInsurable(pSoldier) )
if( MercIsInsurable(Soldier) )
{
gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = pSoldier->ubProfile;
gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = Soldier->ubProfile;
gsMaxPlayersOnTeam++;
}
}
@@ -1355,7 +1348,7 @@ BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier )
}
void StartInsuranceInvestigation( UINT8 ubPayoutID )
void StartInsuranceInvestigation( UINT16 ubPayoutID )
{
UINT8 ubDays;
@@ -1408,7 +1401,7 @@ void StartInsuranceInvestigation( UINT8 ubPayoutID )
}
void EndInsuranceInvestigation( UINT8 ubPayoutID )
void EndInsuranceInvestigation( UINT16 ubPayoutID )
{
// send an email telling player the investigation is over
if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
@@ -1455,14 +1448,14 @@ void EndInsuranceInvestigation( UINT8 ubPayoutID )
//void InsuranceContractPayLifeInsuranceForDeadMerc( LIFE_INSURANCE_PAYOUT *pPayoutStruct )
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT8 ubPayoutID )
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID )
{
//if the mercs id number is the same what is in the soldier array
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID == Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].ubID )
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID == LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->ubID )
{
// and if the soldier is still active ( player hasn't removed carcass yet ), reset insurance flag
if( Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].bActive )
Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].usLifeInsurance = 0;
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->bActive )
LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->usLifeInsurance = 0;
}
//add transaction to players account
@@ -1552,14 +1545,12 @@ void EnableDisableInsuranceContractAcceptButtons()
void EnableDisableIndividualInsuranceContractButton( UINT8 ubMercIDForMercInForm, UINT32 *puiAcceptButton )
{
INT16 sSoldierID = 0;
sSoldierID = GetSoldierIDFromMercID( ubMercIDForMercInForm );
if( sSoldierID == - 1)
SoldierID sSoldierID = GetSoldierIDFromMercID( ubMercIDForMercInForm );
if( sSoldierID == NOBODY)
return;
// if the soldiers contract can be extended, enable the button
if( CanSoldierExtendInsuranceContract( &Menptr[ sSoldierID ] ) )
if( CanSoldierExtendInsuranceContract( sSoldierID ) )
EnableButton( *puiAcceptButton );
// else the soldier cant extend their insurance contract, disable the button
@@ -1783,14 +1774,13 @@ INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier )
BOOLEAN AreAnyAimMercsOnTeam( )
{
SOLDIERTYPE *pSoldier = NULL;
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for( int cnt = 0; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
for( ; Soldier <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++Soldier)
{
pSoldier = MercPtrs[cnt];
//check to see if any of the mercs are AIM mercs
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if( Soldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
return TRUE;
}
+4 -4
View File
@@ -18,9 +18,9 @@ void DailyUpdateOfInsuredMercs();
//void InsuranceContractPayLifeInsuranceForDeadMerc( LIFE_INSURANCE_PAYOUT *pPayoutStruct );
BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier );
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT8 ubPayoutID );
void StartInsuranceInvestigation( UINT8 ubPayoutID );
void EndInsuranceInvestigation( UINT8 ubPayoutID );
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID );
void StartInsuranceInvestigation( UINT16 ubPayoutID );
void EndInsuranceInvestigation( UINT16 ubPayoutID );
INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID );
@@ -28,4 +28,4 @@ void InsuranceContractEndGameShutDown();
void PurchaseOrExtendInsuranceForSoldier( SOLDIERTYPE *pSoldier, UINT32 uiInsuranceLength );
#endif
#endif
+10 -27
View File
@@ -376,10 +376,6 @@ BOOLEAN fReDrawBookMarkInfo = FALSE;
// show the 2 second info about bookmarks being accessed by clicking on web
BOOLEAN fShowBookmarkInfo = FALSE;
// show start button for ATM panel?
extern BOOLEAN fShowAtmPanelStartButton;
//TEMP! Disables the loadpending delay when switching b/n www pages
BOOLEAN gfTemporaryDisablingOfLoadPendingFlag=FALSE;
@@ -1093,8 +1089,6 @@ INT32 EnterLaptop()
EnterLaptopInitLaptopPages();
InitalizeSubSitesList( );
fShowAtmPanelStartButton = TRUE;
// lock cursor to screen
if ( gGameExternalOptions.fLaptopMouseCaptured == TRUE )
{
@@ -5090,36 +5084,28 @@ void ShouldNewMailBeDisplayed()
void DisplayPlayersBalanceToDate( void )
{
// print players balance to date
CHAR16 sString[ 100 ];
INT16 sX, sY;
// initialize string
memset( sString, 0, sizeof( sString ) );
// font stuff
SetFont( FONT10ARIAL);
SetFontForeground( 142 );
SetFontShadow(NO_SHADOW);
// parse straigth number
swprintf( sString, L"%d", LaptopSaveInfo.iCurrentBalance );
// put in commas, then dollar sign
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
std::wstring sString{FormatMoney(LaptopSaveInfo.iCurrentBalance)};
// get center
FindFontCenterCoordinates( (INT16)LAPTOP_ICON_TEXT_X, iScreenHeightOffset, (INT16)(LAPTOP_ICON_TEXT_WIDTH) ,(INT16)(LAPTOP_ICON_TEXT_HEIGHT), sString, LAPTOPICONFONT, &sX, &sY );
FindFontCenterCoordinates( (INT16)LAPTOP_ICON_TEXT_X, iScreenHeightOffset, (INT16)(LAPTOP_ICON_TEXT_WIDTH) ,(INT16)(LAPTOP_ICON_TEXT_HEIGHT), sString.data(), LAPTOPICONFONT, &sX, &sY);
// gprintfdirty( sX , LAPTOP_ICON_TEXT_FINANCIAL_Y + 10, sString );
// printf it!
if( ButtonList[ gLaptopButton[ 5 ] ]->uiFlags & BUTTON_CLICKED_ON )
{
mprintf( sX + 5, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10 + 5, sString);
mprintf( sX + 5, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10 + 5, sString.data());
}
else
{
mprintf( sX, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10, sString);
mprintf( sX, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10, sString.data());
}
// reset shadow
@@ -6213,7 +6199,6 @@ void DeleteDesktopBackground( void )
void PrintBalance( void )
{
CHAR16 pString[ 32 ];
// UINT16 usX, usY;
SetFont( FONT10ARIAL );
@@ -6221,17 +6206,15 @@ void PrintBalance( void )
SetFontBackground( FONT_BLACK );
SetFontShadow( NO_SHADOW );
swprintf(pString, L"%d", LaptopSaveInfo.iCurrentBalance);
InsertCommasForDollarFigure( pString );
InsertDollarSignInToString( pString );
std::wstring pString{ FormatMoney(LaptopSaveInfo.iCurrentBalance) };
if( ButtonList[ gLaptopButton[ 5 ] ]->uiFlags & BUTTON_CLICKED_ON )
{
mprintf(iScreenWidthOffset + 48, iScreenHeightOffset + 273,pString);
mprintf(iScreenWidthOffset + 48, iScreenHeightOffset + 273,pString.data());
}
else
{
mprintf(iScreenWidthOffset + 47, iScreenHeightOffset + 272,pString);
mprintf(iScreenWidthOffset + 47, iScreenHeightOffset + 272,pString.data());
}
@@ -6243,7 +6226,7 @@ void PrintNumberOnTeam( void )
{
CHAR16 pString[ 32 ];
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
SoldierID cnt = 0;
INT32 iCounter=0;
UINT16 usPosX, usPosY, usFontHeight, usStrLength;
@@ -6256,9 +6239,9 @@ void PrintNumberOnTeam( void )
// grab number on team
pSoldier = MercPtrs[0];
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++, pTeamSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt )
{
pTeamSoldier = MercPtrs[ cnt ];
pTeamSoldier = cnt;
if( ( pTeamSoldier->bActive)&&( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) )
{
+31 -36
View File
@@ -340,13 +340,12 @@ BOOLEAN EnterMercCompareAnalyze()
// We fill two dropdowns with all mercs on our team
std::vector<std::pair<INT16, STR16> > mercvector;
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id)
{
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE )
mercvector.push_back( std::make_pair( pSoldier->ubProfile, gMercProfiles[pSoldier->ubProfile].zNickname ) );
if ( id->bActive && id->ubProfile != NO_PROFILE )
mercvector.push_back( std::make_pair( id->ubProfile, gMercProfiles[id->ubProfile].zNickname ) );
}
DropDownTemplate<DROPDOWNNR_MERCCOMPARE1>::getInstance( ).SetEntries( mercvector );
@@ -433,12 +432,12 @@ void RenderMercCompareAnalyze()
BOOLEAN DisplayMercData( UINT8 usProfileA, UINT8 usProfileB )
{
VOBJECT_DESC VObjectDesc;
HVOBJECT hPixHandle;
VOBJECT_DESC VObjectDesc;
HVOBJECT hPixHandle;
UINT16 usPosX, usPosY, usPosY2;
UINT32 uiInsMercFaceImage;
INT32 iCostOfContract = 0;
char sTemp[100];
char sTemp[100];
CHAR16 sText[800];
BOOLEAN fDisplayMercContractStateTextColorInRed = FALSE;
@@ -452,14 +451,14 @@ BOOLEAN DisplayMercData( UINT8 usProfileA, UINT8 usProfileB )
if ( !pProfileA || !pProfileB )
return FALSE;
INT16 idA = GetSoldierIDFromMercID( usProfileA );
INT16 idB = GetSoldierIDFromMercID( usProfileB );
SoldierID idA = GetSoldierIDFromMercID( usProfileA );
SoldierID idB = GetSoldierIDFromMercID( usProfileB );
if ( idA < 0 || idB < 0 )
if ( idA == NOBODY || idB == NOBODY )
return FALSE;
SOLDIERTYPE* pSoldierA = MercPtrs[idA];
SOLDIERTYPE* pSoldierB = MercPtrs[idB];
SOLDIERTYPE* pSoldierA = idA;
SOLDIERTYPE* pSoldierB = idB;
if ( !pSoldierA || !pSoldierB )
return FALSE;
@@ -976,17 +975,16 @@ BOOLEAN EnterMercCompareMatrix( )
// create a map of all current squads with at least 2 members
std::map<INT16, INT16> squadmap;
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
{
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment < ON_DUTY )
if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment < ON_DUTY )
{
if ( squadmap.find( pSoldier->bAssignment ) == squadmap.end() )
squadmap[pSoldier->bAssignment] = 1;
if ( squadmap.find( id->bAssignment ) == squadmap.end() )
squadmap[id->bAssignment] = 1;
else
++squadmap[pSoldier->bAssignment];
++squadmap[id->bAssignment];
}
}
@@ -1079,15 +1077,14 @@ void RenderMercCompareMatrix( )
// display a table with all squadmembers
std::vector<UINT8> squadvector;
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
{
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment == gSquadToShow )
if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment == gSquadToShow )
{
// remember squamember
squadvector.push_back( pSoldier->ubProfile );
squadvector.push_back( id->ubProfile );
}
}
@@ -1117,13 +1114,12 @@ void RenderMercCompareMatrix( )
for ( std::vector<UINT8>::iterator it = squadvector.begin(); it != itend; ++it )
{
INT16 idA = GetSoldierIDFromMercID( (*it) );
SoldierID idA = GetSoldierIDFromMercID( (*it) );
if ( idA < 0 )
if ( idA == NOBODY )
continue;
SOLDIERTYPE* pSoldierA = MercPtrs[idA];
SOLDIERTYPE* pSoldierA = idA;
if ( !pSoldierA )
continue;
@@ -1140,9 +1136,9 @@ void RenderMercCompareMatrix( )
for ( std::vector<UINT8>::iterator it2 = squadvector.begin( ); it2 != itend; ++it2 )
{
INT16 idB = GetSoldierIDFromMercID( (*it2) );
SoldierID idB = GetSoldierIDFromMercID( (*it2) );
if ( idB < 0 )
if ( idB == NOBODY )
continue;
if ( idA == idB )
@@ -1151,8 +1147,7 @@ void RenderMercCompareMatrix( )
continue;
}
SOLDIERTYPE* pSoldierB = MercPtrs[idB];
SOLDIERTYPE* pSoldierB = idB;
if ( !pSoldierB )
continue;
+1 -6
View File
@@ -446,13 +446,8 @@ void BtnMercAuthorizeButtonCallback(GUI_BUTTON *btn,INT32 reason)
btn->uiFlags &= (~BUTTON_CLICKED_ON );
swprintf( wzDollarAmount, L"%d", giMercTotalContractCharge );
InsertCommasForDollarFigure( wzDollarAmount );
InsertDollarSignInToString( wzDollarAmount );
//create the string to show to the user
swprintf( wzAuthorizeString, MercAccountText[MERC_ACCOUNT_AUTHORIZE_CONFIRMATION], wzDollarAmount );
swprintf( wzAuthorizeString, MercAccountText[MERC_ACCOUNT_AUTHORIZE_CONFIRMATION], FormatMoney(giMercTotalContractCharge).data());
DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, wzAuthorizeString, LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercAuthorizePaymentMessageBoxCallBack );
+13 -24
View File
@@ -977,8 +977,7 @@ void DisplayMercsStats( UINT8 ubMercID )
{
UINT16 usPosY, usPosX;
CHAR16 sPage[60];
CHAR16 sTemp[128];
CHAR16 sString[128];
std::wstring sString{};
CHAR16 NsString[128];
CHAR16 N2sString[128];
UINT8 ubColor;
@@ -1058,21 +1057,15 @@ void DisplayMercsStats( UINT8 ubMercID )
DrawTextToScreen( CharacterInfo[AIM_MEMBER_FEE], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_TITLE_FONT, MERC_TITLE_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
usPosX = MERC_STATS_SECOND_COL_X + StringPixLength( CharacterInfo[AIM_MEMBER_FEE], MERC_NAME_FONT );
swprintf( sString, L"%d", gMercProfiles[ubMercID].uiWeeklySalary );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
sString = FormatMoney(gMercProfiles[ubMercID].uiWeeklySalary);
#else
DrawTextToScreen( MercInfo[MERC_FILES_SALARY], MERC_STATS_SECOND_COL_X, usPosY, 0, MERC_STATS_FONT, MERC_STATIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
usPosX = MERC_STATS_SECOND_COL_X + StringPixLength( MercInfo[MERC_FILES_SALARY], MERC_NAME_FONT );
swprintf( sString, L"%d", gMercProfiles[ubMercID].sSalary );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
swprintf( sTemp, L" %s", MercInfo[MERC_FILES_PER_DAY] );
sString = FormatMoney(gMercProfiles[ubMercID].sSalary) + L" " + std::wstring(MercInfo[MERC_FILES_PER_DAY]);
#endif // JA2UB
wcscat( sString, sTemp );
DrawTextToScreen( sString, usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
DrawTextToScreen( sString.data(), usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
// Buggler: Display current MERC index & total MERC members at the bottom of the screen
swprintf( sPage, L"%d / %d", gubCurMercIndex + 1, LaptopSaveInfo.gubLastMercIndex + 1 );
@@ -1103,10 +1096,8 @@ void DisplayMercsStats( UINT8 ubMercID )
#endif // JA2UB
swprintf( NsString, L"+ " );
swprintf(sTemp, L"%d",gMercProfiles[ ubMercID ].usOptionalGearCost);
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
wcscat( NsString, sTemp );
sString = FormatMoney(gMercProfiles[ ubMercID ].usOptionalGearCost);
wcscat( NsString, sString.data() );
DrawTextToScreen( NsString, usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY += MERC_SPACE_BN_LINES;
@@ -1115,13 +1106,11 @@ void DisplayMercsStats( UINT8 ubMercID )
swprintf(N2sString, L"= ");
#ifdef JA2UB
swprintf( sTemp, L"%d", gMercProfiles[ubMercID].usOptionalGearCost + gMercProfiles[ubMercID].uiWeeklySalary );
sString = FormatMoney(gMercProfiles[ubMercID].usOptionalGearCost + gMercProfiles[ubMercID].uiWeeklySalary);
#else
swprintf(sTemp, L"%d",gMercProfiles[ ubMercID ].usOptionalGearCost+gMercProfiles[ ubMercID ].sSalary);
sString = FormatMoney(gMercProfiles[ ubMercID ].usOptionalGearCost+gMercProfiles[ ubMercID ].sSalary);
#endif
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
wcscat( N2sString, sTemp );
wcscat( N2sString, sString.data() );
DrawTextToScreen( N2sString, usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
}
}
@@ -1211,8 +1200,8 @@ BOOLEAN MercFilesHireMerc(UINT8 ubMercID)
if(is_networked && (Namount*(-1) > LaptopSaveInfo.iCurrentBalance))
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, sATMText[ 4 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return(FALSE);//not enough big ones $$$sATMText
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, gzSkiAtmText[SKI_ATM_MODE_TEXT_SELECT_INUSUFFICIENT_FUNDS], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return(FALSE);
}
#ifdef JA2UB
@@ -1225,8 +1214,8 @@ BOOLEAN MercFilesHireMerc(UINT8 ubMercID)
if ( Namount > LaptopSaveInfo.iCurrentBalance )
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, sATMText[4], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return(FALSE);//not enough big ones $$$sATMText
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, gzSkiAtmText[SKI_ATM_MODE_TEXT_SELECT_INUSUFFICIENT_FUNDS], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return(FALSE);
}
#endif // JA2UB
+3 -2
View File
@@ -980,7 +980,8 @@ void BtnFileBoxButtonCallback(GUI_BUTTON *btn,INT32 reason)
void DailyUpdateOfMercSite( UINT16 usDate)
{
SOLDIERTYPE *pSoldier;
INT16 sSoldierID, i;
SoldierID sSoldierID;
INT16 i;
UINT8 ubMercID;
INT32 iNumDays;
@@ -1006,7 +1007,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
// continue;
sSoldierID = GetSoldierIDFromMercID( ubMercID );
pSoldier = MercPtrs[ sSoldierID ];
pSoldier = sSoldierID;
//if the merc is dead, dont advance the contract length
if( !IsMercDead( pSoldier->ubProfile ) )
+549 -1368
View File
File diff suppressed because it is too large Load Diff
-3
View File
@@ -74,9 +74,6 @@ void AddCharacterToFiredList( SOLDIERTYPE *pSoldier );
// get the total amt of money on this guy
INT32 GetFundsOnMerc( SOLDIERTYPE *pSoldier );
BOOLEAN TransferFundsFromMercToBank( SOLDIERTYPE *pSoldier, INT32 iCurrentBalance );
BOOLEAN TransferFundsFromBankToMerc( SOLDIERTYPE *pSoldier, INT32 iCurrentBalance );
BOOLEAN RemoveNewlyHiredMercFromPersonnelDepartedList( UINT8 ubProfile );
void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLevel, BOOLEAN fRegMale, STR16 apStr );
@@ -39,7 +39,7 @@ namespace AI
if(i.event_type_ == AIInputData::auditive_event)
return os<<"sound: "<<i.noise_maker_<<" made a sound at "<<i.grid_no_<<", lvl "<<i.level_<<" vol "<<i.volume_<<" type "<<i.type_;
if(i.event_type_ == AIInputData::visual_event)
return os<<"visual: "<<(int)i.opponent_->ubID<<" was seen at "<<i.grid_no_<<", lvl "<<i.level_<<" caller1 "<<i.caller1_<<" caller2 "<<i.caller2_;
return os<<"visual: "<<i.opponent_->ubID.i<<" was seen at "<<i.grid_no_<<", lvl "<<i.level_<<" caller1 "<<i.caller1_<<" caller2 "<<i.caller2_;
return os;
}
+143 -146
View File
@@ -382,22 +382,22 @@ typedef struct
typedef struct
{
UINT8 ubProfileID;
UINT16 ubProfileID;
} send_dismiss_struct;
typedef struct
{
UINT8 usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
SoldierID usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
} gui_pos;
typedef struct
{
UINT8 usSoldierID;
INT16 usNewDirection;
SoldierID usSoldierID;
INT16 usNewDirection;
} gui_dir;
@@ -425,12 +425,12 @@ typedef struct
typedef struct
{
UINT8 ubID;
SoldierID ubID;
INT8 bTeam;
UINT8 gubOutOfTurnPersons;
UINT8 gubOutOfTurnOrder[MAXMERCS];
UINT16 gubOutOfTurnPersons;
UINT16 gubOutOfTurnOrder[MAXMERCS];
BOOLEAN fMarkInterruptOccurred;
UINT8 Interrupted;
SoldierID Interrupted;
} INT_STRUCT;
typedef struct
@@ -470,7 +470,7 @@ typedef struct
float dForceY;
float dForceZ;
UINT32 sTargetGridNo;
UINT8 ubID;
SoldierID ubID;
UINT8 ubActionCode;
UINT32 uiActionData;
UINT16 usItem;
@@ -486,7 +486,7 @@ typedef struct
float dZ;
INT32 sGridNo;
bool bWasDud;
UINT8 ubOwnerID;
SoldierID ubOwnerID;
INT32 RealObjectID; // the local ID on the initiating client
UINT32 uiPreRandomIndex; // send out our current pre-random index
} grenade_result;
@@ -494,7 +494,7 @@ typedef struct
typedef struct
{
UINT32 sGridNo;
UINT8 ubID;
SoldierID ubID;
UINT16 usItem;
UINT8 ubItemStatus;
UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
@@ -506,7 +506,7 @@ typedef struct
typedef struct
{
UINT8 ubID;
SoldierID ubID;
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT32 uiPreRandomIndex; // send out our current pre-random index
@@ -516,7 +516,7 @@ typedef struct
{
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT8 ubID;
SoldierID ubID;
UINT32 sGridNo;
UINT32 uiPreRandomIndex; // send out our current pre-random index
} disarm_struct;
@@ -526,7 +526,7 @@ typedef struct
INT32 sGridNo;
UINT8 ubRadius;
UINT16 usItem;
UINT8 ubOwner;
SoldierID ubOwner;
BOOLEAN fSubsequent;
INT8 bLevel;
INT32 iSmokeEffectID;
@@ -535,18 +535,18 @@ typedef struct
typedef struct
{
UINT8 ubDamageFunc; // 1 - gas damage , 2 - explosive damage
UINT8 ubSoldierID;
UINT16 usExplosiveClassID;
INT16 sSubsequent;
BOOL fRecompileMovementCosts;
INT16 sWoundAmt;
INT16 sBreathAmt;
UINT8 ubAttackerID;
UINT16 usItem;
INT32 sBombGridNo;
UINT32 uiDist;
UINT32 uiPreRandomIndex;
UINT8 ubDamageFunc; // 1 - gas damage , 2 - explosive damage
SoldierID ubSoldierID;
UINT16 usExplosiveClassID;
INT16 sSubsequent;
BOOL fRecompileMovementCosts;
INT16 sWoundAmt;
INT16 sBreathAmt;
SoldierID ubAttackerID;
UINT16 usItem;
INT32 sBombGridNo;
UINT32 uiDist;
UINT32 uiPreRandomIndex;
} explosiondamage_struct;
bullets_table bTable[11][50];
@@ -566,7 +566,7 @@ int client_progress[4];
int TEAM;
UINT8 netbTeam;
UINT8 ubID_prefix;
UINT16 ubID_prefix;
bool is_connected=false;
bool is_connecting=false;
@@ -802,7 +802,7 @@ void recievePATH(RPCParameters *rpcParameters)
EV_S_SENDPATHTONETWORK* SNetPath = (EV_S_SENDPATHTONETWORK*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SNetPath->usSoldierID ];
SOLDIERTYPE *pSoldier = SNetPath->usSoldierID;
memcpy(pSoldier->pathing.usPathingData, SNetPath->usPathData,sizeof(UINT16)*30);
@@ -863,7 +863,7 @@ void recieveSTANCE(RPCParameters *rpcParameters)
EV_S_CHANGESTANCE* SChangeStance = (EV_S_CHANGESTANCE*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SChangeStance->usSoldierID ];
SOLDIERTYPE *pSoldier = SChangeStance->usSoldierID;
pSoldier->ChangeSoldierStance( SChangeStance->ubNewStance );
@@ -906,7 +906,7 @@ void recieveDIR(RPCParameters *rpcParameters)
EV_S_SETDESIREDDIRECTION* SSetDesiredDirection = (EV_S_SETDESIREDDIRECTION*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SSetDesiredDirection->usSoldierID ];
SOLDIERTYPE *pSoldier = SSetDesiredDirection->usSoldierID;
pSoldier->EVENT_SetSoldierDesiredDirection( SSetDesiredDirection->usDesiredDirection );
@@ -945,7 +945,7 @@ void recieveFIRE(RPCParameters *rpcParameters)
EV_S_BEGINFIREWEAPON* SBeginFireWeapon = (EV_S_BEGINFIREWEAPON*)rpcParameters->input;
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"SendBeginFireWeaponEvent" );
SOLDIERTYPE *pSoldier = MercPtrs[ SBeginFireWeapon->usSoldierID ];
SOLDIERTYPE *pSoldier = SBeginFireWeapon->usSoldierID;
pSoldier->sTargetGridNo = SBeginFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SBeginFireWeapon->bTargetLevel;
@@ -967,7 +967,7 @@ void send_hit( EV_S_WEAPONHIT *SWeaponHit )
memcpy( &weaphit_struct , SWeaponHit, sizeof( EV_S_WEAPONHIT ));
UINT16 usSoldierID=weaphit_struct.usSoldierID;
SoldierID usSoldierID = weaphit_struct.usSoldierID;
if(SWeaponHit->usSoldierID < 20)weaphit_struct.usSoldierID = weaphit_struct.usSoldierID+ubID_prefix;
if(SWeaponHit->ubAttackerID < 20)weaphit_struct.ubAttackerID = weaphit_struct.ubAttackerID+ubID_prefix;
@@ -981,9 +981,9 @@ void recieveHIT(RPCParameters *rpcParameters)
EV_S_WEAPONHIT* SWeaponHit = (EV_S_WEAPONHIT*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
UINT16 usSoldierID;
UINT8 ubAttackerID;
SOLDIERTYPE *pSoldier = SWeaponHit->usSoldierID;
SoldierID usSoldierID;
SoldierID ubAttackerID;
if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
@@ -1010,7 +1010,7 @@ void recieveHIT(RPCParameters *rpcParameters)
}
void send_dismiss(UINT8 ubCurrentSoldierID)
void send_dismiss(UINT16 ubCurrentSoldierID)
{
send_dismiss_struct sDismissMerc;
@@ -1019,7 +1019,7 @@ void send_dismiss(UINT8 ubCurrentSoldierID)
client->RPC("sendDISMISS",(const char*)&sDismissMerc, (int)sizeof(send_dismiss_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
{
send_hire_struct sHireMerc;
@@ -1028,7 +1028,7 @@ void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLen
sHireMerc.fCopyProfileItemsOver=fCopyProfileItemsOver;
sHireMerc.bTeam=netbTeam;
SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
SOLDIERTYPE *pSoldier = iNewIndex;
UINT8 sectorEdge = cStartingSectorEdge;
@@ -1082,8 +1082,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
SOLDIERTYPE *pSoldier;
UINT8 iNewIndex;
UINT8 ubCount=0;
SoldierID iNewIndex;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
@@ -1098,7 +1097,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ;
pSoldier = &Menptr[iNewIndex];
pSoldier = iNewIndex;
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
@@ -1158,7 +1157,7 @@ void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos)
{
gui_pos gnPOS;
gnPOS.usSoldierID = (pSoldier->ubID)+ubID_prefix;
gnPOS.usSoldierID = pSoldier->ubID + ubID_prefix;
gnPOS.dNewXPos = dNewXPos;
gnPOS.dNewYPos = dNewYPos;
@@ -1170,7 +1169,7 @@ void recieveguiPOS(RPCParameters *rpcParameters)
{
gui_pos* gnPOS = (gui_pos*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnPOS->usSoldierID ];
SOLDIERTYPE *pSoldier = gnPOS->usSoldierID;
INT32 sNewGridNo;
@@ -1196,7 +1195,7 @@ void recieveguiDIR(RPCParameters *rpcParameters)
{
gui_dir* gnDIR = (gui_dir*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ gnDIR->usSoldierID ];
SOLDIERTYPE *pSoldier = gnDIR->usSoldierID;
pSoldier->EVENT_SetSoldierDirection( gnDIR->usNewDirection );
}
@@ -1276,7 +1275,7 @@ UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY )
return ubNumEnemies;
}
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct )
{
AI_STRUCT send_inv;
send_inv.standard_data = *pCreateStruct;
@@ -1291,7 +1290,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
void recieveAI (RPCParameters *rpcParameters)
{
UINT8 iNewIndex;
SoldierID iNewIndex;
SOLDIERTYPE *pSoldier;
AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
@@ -1355,7 +1354,7 @@ void recieveAI (RPCParameters *rpcParameters)
new_standard_data.fPlayerPlan=1;
TacticalCreateSoldier( &new_standard_data, &iNewIndex );
pSoldier = &Menptr[iNewIndex];
pSoldier = iNewIndex;
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
AddSoldierToSector( iNewIndex );
@@ -1900,7 +1899,7 @@ void recieveSTOP (RPCParameters *rpcParameters)
{
EV_S_STOP_MERC* SStopMerc =(EV_S_STOP_MERC*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SStopMerc->usSoldierID ];
SOLDIERTYPE *pSoldier = SStopMerc->usSoldierID;
pSoldier->EVENT_InternalSetSoldierPosition( SStopMerc->sXPos, SStopMerc->sYPos,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( SStopMerc->ubDirection );
@@ -1914,10 +1913,10 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.Interrupted=gusSelectedSoldier+ubID_prefix;
INT.Interrupted = gusSelectedSoldier + ubID_prefix;
if(INT.bTeam==0)
{
@@ -1945,7 +1944,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
if (cGameType == MP_TYPE_COOP)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
SOLDIERTYPE* pOpponent = INT->Interrupted;
if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
{
@@ -1970,7 +1969,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
if(INT->bTeam==netbTeam)//for us
@@ -1979,7 +1978,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pSoldier = INT->ubID;
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -1995,7 +1994,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pSoldier = INT->ubID;
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -2004,7 +2003,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
else
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
SOLDIERTYPE* pOpponent = INT->Interrupted;
if(INT->bTeam==netbTeam)//for us
{
@@ -2018,7 +2017,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
@@ -2029,7 +2028,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
if( INT->bTeam != 0)//not for our team - hayden
{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pMerc = INT->ubID;
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
@@ -2050,7 +2049,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
SOLDIERTYPE* pSoldier = INT->ubID;
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -2134,7 +2133,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
INT_STRUCT INT;
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
if(is_server)Sawarded=false;
@@ -2175,7 +2174,7 @@ void resume_turn(RPCParameters *rpcParameters)
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
EndInterrupt( INT->fMarkInterruptOccurred );
}
@@ -2921,11 +2920,11 @@ void recieveMAPCHANGE( RPCParameters *rpcParameters )
}
// 20091002 - OJW - Explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade)
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade)
{
ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
SOLDIERTYPE* pSoldier = ubOwner;
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
@@ -2943,14 +2942,13 @@ void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yP
gren.ubID = ubOwner;
gren.usItem = pGameObj->usItem;
gren.sTargetGridNo = sTargetGridNo;
gren.ubID = ubOwner;
gren.RealObjectID = iRealObjectID;
gren.IsThrownGrenade = bIsThrownGrenade;
gren.uiPreRandomIndex = guiPreRandomIndex;
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_grenade ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren.usItem, gren.sTargetGridNo , gren.ubID , guiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - send_grenade ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren.usItem, gren.sTargetGridNo , gren.ubID.i , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -2966,7 +2964,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
gren->ubID = MPDecodeSoldierID(gren->ubID);
SOLDIERTYPE* pThrower = MercPtrs[ gren->ubID ];
SOLDIERTYPE* pThrower = gren->ubID;
if (pThrower != NULL)
{
guiPreRandomIndex = gren->uiPreRandomIndex;
@@ -2976,7 +2974,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveGRENADE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren->usItem, gren->sTargetGridNo , gren->ubID , guiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - recieveGRENADE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren->usItem, gren->sTargetGridNo , gren->ubID.i , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -2986,7 +2984,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
CreateItem( gren->usItem, 99, newObj );
OBJECTTYPE::CopyToOrCreateAt(&pThrower->pTempObject, newObj);
// this will create a grenade and launch it
INT32 i = CreatePhysicalObject( pThrower->pTempObject , gren->dLifeSpan , gren->dX , gren->dY , gren->dZ , gren->dForceX , gren->dForceY , gren->dForceZ , pThrower->ubID , gren->ubActionCode , gren->uiActionData, false);
INT32 i = CreatePhysicalObject( pThrower->pTempObject, gren->dLifeSpan, gren->dX, gren->dY, gren->dZ, gren->dForceX, gren->dForceY, gren->dForceZ, pThrower->ubID, gren->ubActionCode, gren->uiActionData, false);
// save extra state info so we can check and feed it result later
ObjectSlots[ i ].mpRealObjectID = gren->RealObjectID;
ObjectSlots[ i ].mpTeam = pThrower->bTeam;
@@ -3023,7 +3021,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADE()",gren->ubID);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADE()", gren->ubID.i);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
@@ -3031,11 +3029,11 @@ void recieveGRENADE (RPCParameters *rpcParameters)
}
// we send a grenade result out to the clients as it may have been a fizzer
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud)
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud)
{
ubOwnerID = MPEncodeSoldierID(ubOwnerID); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = MercPtrs[ubOwnerID];
SOLDIERTYPE* pSoldier = ubOwnerID;
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
@@ -3052,7 +3050,7 @@ void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UIN
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_grenade_result ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres.RealObjectID, gres.sGridNo , gres.ubOwnerID , guiPreRandomIndex );
sprintf( tmpMPDbgString, "MP - send_grenade_result ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n", gres.RealObjectID, gres.sGridNo, gres.ubOwnerID.i, guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3068,7 +3066,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
gres->ubOwnerID = MPDecodeSoldierID(gres->ubOwnerID);
SOLDIERTYPE* pThrower = MercPtrs[ gres->ubOwnerID ];
SOLDIERTYPE* pThrower = gres->ubOwnerID;
if (pThrower != NULL)
{
// grenade wasnt thrown by one of our guys, so we should do it on the client
@@ -3076,7 +3074,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveGRENADERESULT ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres->RealObjectID, gres->sGridNo , gres->ubOwnerID , gres->uiPreRandomIndex );
sprintf( tmpMPDbgString, "MP - recieveGRENADERESULT ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n", gres->RealObjectID, gres->sGridNo, gres->ubOwnerID.i, gres->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3122,14 +3120,14 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADERESULT()",gres->ubOwnerID);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADERESULT()", gres->ubOwnerID.i);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
void send_plant_explosive (SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
{
explosive_obj exp;
@@ -3148,7 +3146,7 @@ void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 us
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_plant_explosive ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i , uiWorldItemIndex : %i )\n",exp.usItem, exp.sGridNo , exp.ubID , guiPreRandomIndex , uiWorldItemIndex );
sprintf(tmpMPDbgString,"MP - send_plant_explosive ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i , uiWorldItemIndex : %i )\n",exp.usItem, exp.sGridNo , exp.ubID.i , guiPreRandomIndex , uiWorldItemIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3161,7 +3159,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
exp->ubID = MPDecodeSoldierID( exp->ubID );
SOLDIERTYPE* pSoldier = MercPtrs[ exp->ubID ];
SOLDIERTYPE* pSoldier = exp->ubID;
if (pSoldier != NULL)
{
// explosive wasnt planted on our client, so we should do it on the client
@@ -3169,7 +3167,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recievePLANTEXPLOSIVE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",exp->usItem, exp->sGridNo , exp->ubID , guiPreRandomIndex );
sprintf( tmpMPDbgString, "MP - recievePLANTEXPLOSIVE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n", exp->usItem, exp->sGridNo, exp->ubID.i, guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3177,7 +3175,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
OBJECTTYPE* newObj = new OBJECTTYPE();
CreateItem( exp->usItem, exp->ubItemStatus, newObj );
INT32 iNewItemIndex;
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID ,&iNewItemIndex);
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID,&iNewItemIndex);
// need to save Item Type metadata agaist the world item
(*pObj)[0]->data.misc.ubBombOwner = exp->ubID + 2; // this is a hack the designers put into the game, storing the side as well (which isnt relevant in MP, but still have to do it)
(*pObj)[0]->data.misc.usBombItem = exp->usItem;
@@ -3223,18 +3221,18 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recievePLANTEXPLOSIVE()",exp->ubID);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recievePLANTEXPLOSIVE()",exp->ubID.i);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID)
void send_detonate_explosive (UINT32 uiWorldIndex, SoldierID ubID)
{
ubID = MPEncodeSoldierID(ubID);
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
SOLDIERTYPE* pSoldier = ubID;
if (pSoldier != NULL)
{
// explosive detonated on this client, notify the other clients
@@ -3298,7 +3296,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
det->ubID = MPDecodeSoldierID(det->ubID);
SOLDIERTYPE* pSoldier = MercPtrs[det->ubID];
SOLDIERTYPE* pSoldier = det->ubID;
if (pSoldier != NULL)
{
// if explosive detonation didnt originate from this client then its need to be performed here
@@ -3306,7 +3304,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveDETONATEEXPLOSIVE ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , ubID : %i )\n",det->ubMPTeamIndex, det->uiWorldItemIndex , det->uiPreRandomIndex , det->ubID );
sprintf(tmpMPDbgString,"MP - recieveDETONATEEXPLOSIVE ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , ubID : %i )\n",det->ubMPTeamIndex, det->uiWorldItemIndex , det->uiPreRandomIndex , det->ubID.i );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3344,11 +3342,11 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT8 ubID)
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, SoldierID ubID)
{
ubID = MPEncodeSoldierID(ubID);
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
SOLDIERTYPE* pSoldier = ubID;
if (pSoldier != NULL)
{
// explosive disarmed on this client, notify the other clients
@@ -3411,7 +3409,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
disarm->ubID = MPDecodeSoldierID(disarm->ubID);
SOLDIERTYPE* pSoldier = MercPtrs[disarm->ubID];
SOLDIERTYPE* pSoldier = disarm->ubID;
if (pSoldier != NULL)
{
// if explosive disarm didnt originate from this client then its need to be performed here
@@ -3419,7 +3417,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveDISARMEXPLOSIVE ( MPTeam : %i , uiWorldItemIndex : %i , uiPreRandomIndex : %i , ubID : %i , sGridNo : %i )\n",disarm->ubMPTeamIndex, disarm->uiWorldItemIndex , disarm->uiPreRandomIndex , disarm->ubID , disarm->sGridNo );
sprintf(tmpMPDbgString,"MP - recieveDISARMEXPLOSIVE ( MPTeam : %i , uiWorldItemIndex : %i , uiPreRandomIndex : %i , ubID : %i , sGridNo : %i )\n",disarm->ubMPTeamIndex, disarm->uiWorldItemIndex , disarm->uiPreRandomIndex , disarm->ubID.i, disarm->sGridNo );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3440,7 +3438,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
// print out a screen message if it was our bomb
if (disarm->ubMPTeamIndex == netbTeam)
{
SOLDIERTYPE * pBombOwner = MercPtrs[gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID];
SOLDIERTYPE * pBombOwner = gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID;
if (pBombOwner != NULL)
{
ScreenMsg( FONT_LTBLUE , MSG_MPSYSTEM , MPClientMessage[71], pBombOwner->name, pSoldier->name);
@@ -3467,7 +3465,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
{
spreadeffect_struct sef;
@@ -3482,7 +3480,7 @@ void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubO
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_spreadeffect ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.ubRadius ,sef.usItem, sef.ubOwner, sef.fSubsequent, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - send_spreadeffect ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.ubRadius ,sef.usItem, sef.ubOwner.i, sef.fSubsequent, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3495,7 +3493,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
SOLDIERTYPE* pSoldier = sef->ubOwner;
if (pSoldier != NULL)
{
@@ -3504,7 +3502,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveSPREADEFFECT ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->ubRadius ,sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - recieveSPREADEFFECT ( sGridNo : %i , ubRadius : %i , usItem : %i , ubOwner : %i , fSubsequent : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->ubRadius ,sef->usItem, sef->ubOwner.i, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3520,7 +3518,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
if ( gSmokeEffectData[ uiCount ].fAllocated == TRUE && gSmokeEffectData[ uiCount ].iMPTeamIndex == pSoldier->bTeam && gSmokeEffectData[ uiCount ].iMPSmokeEffectID == sef->iSmokeEffectID)
{
bFound = true;
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , uiCount , TRUE);
SpreadEffect( sef->sGridNo, sef->ubRadius, sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, uiCount, TRUE);
break;
}
}
@@ -3537,7 +3535,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
}
else
{
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , sef->iSmokeEffectID , TRUE);
SpreadEffect( sef->sGridNo, sef->ubRadius, sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, TRUE);
}
}
}
@@ -3545,14 +3543,14 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg2[128];
sprintf(tmpMsg2,"ERROR! - Invalid Soldier pointer from ubID %i in recieveSPREADEFFECT()",sef->ubOwner);
sprintf(tmpMsg2,"ERROR! - Invalid Soldier pointer from ubID %i in recieveSPREADEFFECT()",sef->ubOwner.i );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg2);
#endif
}
}
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID)
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, INT32 iSmokeEffectID)
{
// i'm reusing this struct, the parameters are essentially the same
spreadeffect_struct sef;
@@ -3566,7 +3564,7 @@ void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwne
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_newsmokeeffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.usItem, sef.ubOwner, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - send_newsmokeeffect ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef.sGridNo, sef.usItem, sef.ubOwner.i, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3580,7 +3578,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
// translate any of our soldier ids back to the correct local copy
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
SOLDIERTYPE* pSoldier = sef->ubOwner;
if (pSoldier != NULL)
{
// new smoke effect didnt originate from us
@@ -3588,14 +3586,14 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveNEWSMOKEEFFECT ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->usItem, sef->ubOwner, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - recieveNEWSMOKEEFFECT ( sGridNo : %i , usItem : %i , ubOwner : %i , bLevel : %i , iSmokeEffectID : %i , uiPreRandomIndex : %i )\n",sef->sGridNo, sef->usItem, sef->ubOwner.i, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
guiPreRandomIndex = sef->uiPreRandomIndex;
// start new smoke effect
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo , sef->usItem , sef->bLevel , sef->ubOwner , TRUE );
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo, sef->usItem, sef->bLevel, sef->ubOwner, TRUE );
// attach remote id to local smoke effect
gSmokeEffectData[iNewSmokeIndex].iMPTeamIndex = pSoldier->bTeam;
@@ -3606,14 +3604,14 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveNEWSMOKEEFFECT()",sef->ubOwner);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveNEWSMOKEEFFECT()",sef->ubOwner.i );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 1;
@@ -3628,14 +3626,14 @@ void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sS
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_gasdamage ( ubSoldierID : %i , usExplosiveClassID : %i , sSubsequent : %i , recompileMoveCosts : %i , sWoundAmt : %i , sBreathAmt : %i , ubOwner : %i )\n", exp.ubSoldierID , usExplosiveClassID , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , exp.ubAttackerID );
sprintf(tmpMPDbgString, "MP - send_gasdamage ( ubSoldierID : %i , usExplosiveClassID : %i , sSubsequent : %i , recompileMoveCosts : %i , sWoundAmt : %i , sBreathAmt : %i , ubOwner : %i )\n", exp.ubSoldierID.i, usExplosiveClassID , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , exp.ubAttackerID.i );
MPDebugMsg(tmpMPDbgString);
#endif
client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
void send_explosivedamage( SoldierID ubPerson, SoldierID ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 2;
@@ -3651,7 +3649,7 @@ void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - send_explosivedamage ( ubPerson : %i , ubOwner : %i , sBombGridNo : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , usItem : %i , sSubs : %i )\n",ubPerson, ubOwner , sBombGridNo , sWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent );
sprintf(tmpMPDbgString, "MP - send_explosivedamage ( ubPerson : %i , ubOwner : %i , sBombGridNo : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , usItem : %i , sSubs : %i )\n", ubPerson.i, ubOwner.i, sBombGridNo , sWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3666,7 +3664,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
exp->ubAttackerID = MPDecodeSoldierID(exp->ubAttackerID);
SOLDIERTYPE* pSoldier = MercPtrs[exp->ubSoldierID];
SOLDIERTYPE* pSoldier = exp->ubSoldierID;
if (pSoldier != NULL)
{
@@ -3675,7 +3673,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
CHAR tmpMPDbgString[512];
sprintf(tmpMPDbgString,"MP - recieveEXPLOSIONDAMAGE ( ubDamageFunc : %i , ubSoldierID : %i , ubAttackerID : %i , usItem : %i , usExplosiveClassID : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , sSubs : %i , sBombGridNo : %i , uiPreRandomIndex : %i )\n", exp->ubDamageFunc , exp->ubSoldierID , exp->ubAttackerID , exp->usItem , exp->usExplosiveClassID , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->sSubsequent , exp->sBombGridNo , exp->uiPreRandomIndex );
sprintf(tmpMPDbgString, "MP - recieveEXPLOSIONDAMAGE ( ubDamageFunc : %i , ubSoldierID : %i , ubAttackerID : %i , usItem : %i , usExplosiveClassID : %i , sWoundAmt : %i , sBreathAmt : %i , uiDist : %i , sSubs : %i , sBombGridNo : %i , uiPreRandomIndex : %i )\n", exp->ubDamageFunc , exp->ubSoldierID.i, exp->ubAttackerID.i, exp->usItem , exp->usExplosiveClassID , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->sSubsequent , exp->sBombGridNo , exp->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3692,7 +3690,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
}
else if (exp->ubDamageFunc == 2)
{
DamageSoldierFromBlast( exp->ubSoldierID , exp->ubAttackerID , exp->sBombGridNo , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->usItem , exp->sSubsequent , TRUE);
DamageSoldierFromBlast( exp->ubSoldierID, exp->ubAttackerID, exp->sBombGridNo, exp->sWoundAmt, exp->sBreathAmt, exp->uiDist, exp->usItem, exp->sSubsequent, TRUE);
}
}
}
@@ -3700,7 +3698,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveEXPLOSIONDAMAGE()",exp->ubAttackerID);
sprintf(tmpMsg, "ERROR! - Invalid Soldier pointer from ubID %i in recieveEXPLOSIONDAMAGE()", exp->ubAttackerID.i );
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
@@ -3734,7 +3732,7 @@ void recieveBULLET(RPCParameters *rpcParameters)
INT8 bTeam = OUR_TEAM;
if ( netb->net_bullet.ubFirerID != NOBODY )
{
pFirer = MercPtrs[ netb->net_bullet.ubFirerID ];
pFirer = netb->net_bullet.ubFirerID;
bTeam=pFirer->bTeam;
}
@@ -3794,7 +3792,7 @@ void recieveSTATE(RPCParameters *rpcParameters)
{
EV_S_CHANGESTATE* new_state = (EV_S_CHANGESTATE*)rpcParameters->input;
SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ];
SOLDIERTYPE * pSoldier = new_state->usSoldierID;
if(pSoldier->bActive)
{
@@ -3838,22 +3836,22 @@ void recieveSTATE(RPCParameters *rpcParameters)
void send_death( SOLDIERTYPE *pSoldier )
{
death_struct nDeath;
nDeath.soldier_id=pSoldier->ubID;
nDeath.attacker_id=pSoldier->ubAttackerID;
nDeath.soldier_id = pSoldier->ubID;
nDeath.attacker_id = pSoldier->ubAttackerID;
// Translate soldier id for other clients if the soldier was one of ours
if(pSoldier->ubID<20)nDeath.soldier_id=nDeath.soldier_id+ubID_prefix;
// if soldier died from bleeding
if(pSoldier->ubAttackerID==NULL || pSoldier->ubAttackerID == NOBODY)
if(pSoldier->ubAttackerID >= NOBODY)
{
if (pSoldier->ubPreviousAttackerID != NOBODY && pSoldier->ubPreviousAttackerID != NULL)
if (pSoldier->ubPreviousAttackerID < NOBODY)
nDeath.attacker_id = pSoldier->ubPreviousAttackerID;
else if (pSoldier->ubNextToPreviousAttackerID != NOBODY && pSoldier->ubNextToPreviousAttackerID != NULL)
else if (pSoldier->ubNextToPreviousAttackerID < NOBODY)
nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
}
SOLDIERTYPE * pAttacker=MercPtrs[ nDeath.attacker_id ];
SOLDIERTYPE * pAttacker = nDeath.attacker_id;
INT8 pA_bTeam=CLIENT_NUM;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam=CLIENT_NUM;
@@ -3864,16 +3862,16 @@ void send_death( SOLDIERTYPE *pSoldier )
if(pAttacker)
{
// if attacker was one of our own mercs, use the last hostile attacker as the killer if there is one
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubPreviousAttackerID != NULL && pSoldier->ubPreviousAttackerID != NOBODY)
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubPreviousAttackerID < NOBODY)
{
pAttacker=MercPtrs[ pSoldier->ubPreviousAttackerID ];
pAttacker = pSoldier->ubPreviousAttackerID;
// check if the new attacker was also a friendly...
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID != NULL && pSoldier->ubNextToPreviousAttackerID != NOBODY)
pAttacker=MercPtrs[ pSoldier->ubNextToPreviousAttackerID ];
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID < NOBODY)
pAttacker = pSoldier->ubNextToPreviousAttackerID;
// if its still a friendly, use the original attacker id...for posterity
// guy must snore too loudly if all his mates wanna kill him :)
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NULL && pSoldier->ubAttackerID != NOBODY)
pAttacker = MercPtrs[ pSoldier->ubAttackerID ];
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NOBODY)
pAttacker = pSoldier->ubAttackerID;
nDeath.attacker_id = pAttacker->ubID;
}
@@ -3952,15 +3950,15 @@ void send_death( SOLDIERTYPE *pSoldier )
void recieveDEATH (RPCParameters *rpcParameters)
{
death_struct* nDeath = (death_struct*)rpcParameters->input;
SOLDIERTYPE * pSoldier=MercPtrs[ nDeath->soldier_id ];
SOLDIERTYPE * pSoldier = nDeath->soldier_id;
UINT16 ubAttackerID;
SoldierID ubAttackerID;
if((nDeath->attacker_id >= ubID_prefix) && (nDeath->attacker_id < (ubID_prefix+6)))
ubAttackerID = (nDeath->attacker_id - ubID_prefix);
else
ubAttackerID = nDeath->attacker_id;
SOLDIERTYPE * pAttacker=MercPtrs[ ubAttackerID ];
SOLDIERTYPE * pAttacker = ubAttackerID;
INT8 pA_bTeam;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam;
@@ -4071,7 +4069,7 @@ void send_miss(EV_S_MISS * SMiss)
void recievehitSTRUCT (RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* struct_hit = (EV_S_STRUCTUREHIT*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ struct_hit->ubAttackerID ];
SOLDIERTYPE *pSoldier = struct_hit->ubAttackerID;
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][struct_hit->iBullet].local_id;
@@ -4094,7 +4092,7 @@ void recieveMISS (RPCParameters *rpcParameters)
{
EV_S_MISS* shot_miss = (EV_S_MISS*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ shot_miss->ubAttackerID ];
SOLDIERTYPE *pSoldier = shot_miss->ubAttackerID;
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][shot_miss->iBullet].local_id;
@@ -4104,7 +4102,6 @@ void recieveMISS (RPCParameters *rpcParameters)
BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
{
SOLDIERTYPE *pSoldier;
int cnt;
int soldiers= 0 ;
int numActiveSides = 0;
@@ -4114,9 +4111,9 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
{
soldiers=0;
for(cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; cnt++)
for( SoldierID cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; ++cnt)
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
if(pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector)
{
soldiers++;
@@ -4199,7 +4196,7 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
{
//this send stats to other clients at intervals
UINT8 id = pSoldier->ubID;
SoldierID id = pSoldier->ubID;
UINT32 time = GetJA2Clock();
if(id < 20 || (is_server && id <120))
@@ -4244,7 +4241,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
{
EV_S_UPDATENETWORKSOLDIER* SUpdateNetworkSoldier = (EV_S_UPDATENETWORKSOLDIER*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SUpdateNetworkSoldier->usSoldierID ];
SOLDIERTYPE *pSoldier = SUpdateNetworkSoldier->usSoldierID;
pSoldier->bBreath=SUpdateNetworkSoldier->bBreath;
pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
@@ -4333,14 +4330,14 @@ void null_team (RPCParameters *rpcParameters)
{
kickR* kick = (kickR*)rpcParameters->input;
ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[29],(kick->ubResult-5),client_names[kick->ubResult-6] );
int fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
int lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
SoldierID fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
SoldierID lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
if(kick->ubResult==netbTeam)
fID=0,lID=19;
int cnt;
for ( cnt=fID ; cnt <= lID; cnt++ )
SoldierID cnt;
for ( cnt=fID ; cnt <= lID; ++cnt )
{
TacticalRemoveSoldier( cnt );
}
@@ -4425,7 +4422,7 @@ void recieve_fireweapon (RPCParameters *rpcParameters)
{
EV_S_FIREWEAPON* SFireWeapon = (EV_S_FIREWEAPON*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ SFireWeapon->usSoldierID ];
SOLDIERTYPE *pSoldier = SFireWeapon->usSoldierID;
pSoldier->sTargetGridNo = SFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SFireWeapon->bTargetLevel;
@@ -4450,7 +4447,7 @@ void recieve_door (RPCParameters *rpcParameters)
{
doors* sDoor = (doors*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ sDoor->ubID ];
SOLDIERTYPE *pSoldier = sDoor->ubID;
BOOLEAN fNoAnimations = FALSE;
if ( !AllMercsLookForDoor( sDoor->sGridNo, FALSE ) )//check for los
@@ -4511,7 +4508,7 @@ void recieveDISCONNECT(RPCParameters* rpcParameters)
// kill the dead clients mercs out of the game
UINT8 iNetbTeam = (cl_num)+5;
UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
UINT16 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
// kill any alive soldiers for the disconnected team
SOLDIERTYPE *pTeamSoldier;
@@ -4726,14 +4723,14 @@ void recieve_heal (RPCParameters *rpcParameters)
{
heal* data = (heal*)rpcParameters->input;
UINT16 healed;
SoldierID healed;
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
SOLDIERTYPE *pSoldier = healed;
pSoldier->bBleeding=data->bBleeding;
pSoldier->stats.bLife=data->bLife;
@@ -4759,7 +4756,7 @@ void awardINT (RPCParameters *rpcParameters)
{
AIint* data= (AIint*)rpcParameters->input;
SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
SOLDIERTYPE *pSoldier = data->ubID;
StartInterrupt();
+17 -17
View File
@@ -37,7 +37,7 @@ extern UINT8 cGameType;
extern bool allowlaptop;
extern UINT8 netbTeam;
extern UINT8 ubID_prefix;
extern UINT16 ubID_prefix;
extern FLOAT cDamageMultiplier;
//OJW - 20081218
@@ -97,34 +97,34 @@ void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
void send_bullet( BULLET * pBullet, UINT16 usHandItem);
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT8 ubCurrentSoldier);
void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT16 ubCurrentSoldierID);
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
void send_EndTurn( UINT8 ubNextTeam );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct );
void send_stop (EV_S_STOP_MERC *SStopMerc);
void send_interrupt(SOLDIERTYPE *pSoldier);
// OJW - 20091002 - explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud);
void send_plant_explosive ( SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_detonate_explosive (UINT32 uiWorldIndex, SoldierID ubID);
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, INT32 iSmokeEffectID);
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner );
void send_explosivedamage( SoldierID ubPerson, SoldierID ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, SoldierID ubID);
void OpenChatMsgBox(void);
INT8 FireBullet( UINT8 ubFirer, BULLET * pBullet, BOOLEAN fFake );
INT8 FireBullet( SoldierID ubFirer, BULLET * pBullet, BOOLEAN fFake );
void reapplySETTINGS();
@@ -212,7 +212,7 @@ extern BOOLEAN fClientReceivedAllFiles;
// sick of confusing myself :)
// this one should be called before passing an ID off the client
inline UINT8 MPEncodeSoldierID( UINT8 ubID )
inline SoldierID MPEncodeSoldierID( SoldierID ubID )
{
if ( ubID < 20 )
return ubID + ubID_prefix; // soldier is ours
@@ -221,7 +221,7 @@ inline UINT8 MPEncodeSoldierID( UINT8 ubID )
}
// this one can be called anywhere, even if the ID was not "encoded"
inline UINT8 MPDecodeSoldierID( UINT8 ubID )
inline SoldierID MPDecodeSoldierID( SoldierID ubID )
{
if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
return ubID - ubID_prefix; // soldier is ours
@@ -234,7 +234,7 @@ inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
}
inline bool IsOurSoldier (UINT8 ubID)
inline bool IsOurSoldier (UINT16 ubID)
{
return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
}
+8 -8
View File
@@ -5,29 +5,29 @@ extern int readyteamreg[10];
typedef struct
{
UINT16 soldier_id;
UINT16 attacker_id;
SoldierID soldier_id;
SoldierID attacker_id;
UINT8 attacker_team;
UINT8 soldier_team;
}death_struct;
typedef struct
{
UINT16 ubID;
SoldierID ubID;
INT32 sGridNo;
BOOLEAN fNoAnimations;
}doors;
typedef struct
{
UINT16 ubID;
SoldierID ubID;
INT8 bLife;
INT8 bBleeding;
}heal;
typedef struct
{
UINT16 ubID;
SoldierID ubID;
INT8 bteam;
}AIint;
@@ -62,7 +62,7 @@ void startCombat(UINT8 ubStartingTeam);
void intAI (SOLDIERTYPE *pSoldier );
void teamwiped (void);
BOOLEAN check_status (void);
extern UINT8 NumEnemyInSector( );
extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
extern UINT16 NumEnemyInSector( );
extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
void send_heal (SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );
+8 -11
View File
@@ -227,7 +227,7 @@ void sendHIT(RPCParameters *rpcParameters)
{
EV_S_WEAPONHIT* hit = (EV_S_WEAPONHIT*)rpcParameters->input;
int team = MercPtrs[ hit->ubAttackerID ]->bTeam;
int team = hit->ubAttackerID->bTeam;
// AI
if (team == 1)
@@ -365,7 +365,7 @@ void sendDEATH(RPCParameters *rpcParameters)
_itow(iCLnum,clnum,10);
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"DEBUG: Soldier Killed : Attacking team %s , Soldier Team %s, Sender %s",ateam,steam,clnum);
char logmsg[100];
sprintf(logmsg, "MP DEBUG: Soldier Killed #%i : Attacking team %i , Soldier Team %i, Sender %i\n",nDeath->soldier_id,nDeath->attacker_team,nDeath->soldier_team,iCLnum);
sprintf( logmsg, "MP DEBUG: Soldier Killed #%i : Attacking team %i , Soldier Team %i, Sender %i\n", nDeath->soldier_id.i, nDeath->attacker_team, nDeath->soldier_team, iCLnum );
MPDebugMsg( logmsg );
#endif
}
@@ -373,10 +373,9 @@ void sendhitSTRUCT(RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* miss = (EV_S_STRUCTUREHIT*)rpcParameters->input;
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
if ( miss->ubAttackerID != NOBODY)
{
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
int team = miss->ubAttackerID->bTeam;
// AI
if (team == 1)
@@ -398,10 +397,9 @@ void sendhitWINDOW(RPCParameters *rpcParameters)
EV_S_WINDOWHIT* miss = (EV_S_WINDOWHIT*)rpcParameters->input;
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
if ( miss->ubAttackerID != NOBODY)
{
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
int team = miss->ubAttackerID->bTeam;
// AI
if (team == 1)
@@ -422,10 +420,9 @@ void sendMISS(RPCParameters *rpcParameters)
{
EV_S_MISS* miss = (EV_S_MISS*)rpcParameters->input;
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
if ( miss->ubAttackerID != NOBODY)
{
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
int team = miss->ubAttackerID->bTeam;
// AI
if (team == 1)
+8 -9
View File
@@ -157,7 +157,7 @@ void ViewCreaturesCallback( GUI_BUTTON *btn, INT32 reason );
void ExtractAndUpdatePopulations();
void PrintEnemyPopTable();
void PrintEnemiesKilledTable();
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks, UINT8 ubJeeps );
UINT8 ChooseEnemyIconColor( UINT16 ubAdmins, UINT16 ubTroops, UINT16 ubElites, UINT16 ubTanks, UINT16 ubJeeps );
void BlitGroupIcon( UINT8 ubIconType, UINT8 ubIconColor, UINT32 uiX, UINT32 uiY, HVOBJECT hVObject );
void PrintDetailedEnemiesInSectorInfo( INT32 iScreenX, INT32 iScreenY, UINT8 ubSectorX, UINT8 ubSectorY );
@@ -536,7 +536,7 @@ void RenderMovingGroupsAndMercs()
GROUP *pGroup;
HVOBJECT hVObject;
INT32 x, y;
UINT8 ubNumTroops, ubNumAdmins, ubNumElites, ubNumTanks, ubNumJeeps;
UINT16 ubNumTroops, ubNumAdmins, ubNumElites, ubNumTanks, ubNumJeeps;
float ratio;
INT32 minX, maxX, minY, maxY;
UINT8 ubIconType;
@@ -648,8 +648,8 @@ void RenderMovingGroupsAndMercs()
void RenderInfoInSector()
{
UINT8 ubSectorX, ubSectorY;
UINT8 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
INT32 i, xp, yp;
UINT16 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
INT32 xp, yp;
if( gfViewEnemies && !gbViewLevel )
{
@@ -694,11 +694,10 @@ void RenderInfoInSector()
//Count the number of mercs and their states (even for underground sectors)
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pSoldier = id;
pSoldier = MercPtrs[ i ];
if( pSoldier->bActive && pSoldier->sSectorX == ubSectorX && pSoldier->sSectorY == ubSectorY && pSoldier->bSectorZ == gbViewLevel )
{
if( pSoldier->stats.bLife )
@@ -722,7 +721,7 @@ void RenderInfoInSector()
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumAdmins = 0, ubNumTroops = 0, ubNumElites = 0, ubNumTanks = 0, ubNumJeeps = 0, ubAdminsInBattle = 0, ubTroopsInBattle = 0, ubElitesInBattle = 0, ubTanksInBattle = 0, ubJeepsInBattle = 0,ubNumGroups = 0;
UINT16 ubNumAdmins = 0, ubNumTroops = 0, ubNumElites = 0, ubNumTanks = 0, ubNumJeeps = 0, ubAdminsInBattle = 0, ubTroopsInBattle = 0, ubElitesInBattle = 0, ubTanksInBattle = 0, ubJeepsInBattle = 0,ubNumGroups = 0;
pSector = &SectorInfo[ SECTOR( ubSectorX, ubSectorY ) ];
@@ -1832,7 +1831,7 @@ void PrintEnemiesKilledTable()
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks, UINT8 ubJeeps )
UINT8 ChooseEnemyIconColor( UINT16 ubAdmins, UINT16 ubTroops, UINT16 ubElites, UINT16 ubTanks, UINT16 ubJeeps )
{
UINT8 ubIconColor;
+3 -3
View File
@@ -1091,7 +1091,7 @@ void EnemyHeliSAMCheck( INT16 id )
// also check whether this sector is not enemy-controlled - we can't have the AI shooting at its own helis
if ( pSAMStrategicMap && !pSAMStrategicMap->fEnemyControlled )
{
UINT16 ubBestSAMOperatorID = NOBODY;
SoldierID ubBestSAMOperatorID = NOBODY;
FLOAT samcth = GetBestSAMOperatorCTH_Player( gpSamSectorX[i], gpSamSectorY[i], 0, &ubBestSAMOperatorID );
// cth is reduced if SAM is damaged, even if it can still operate
@@ -1142,9 +1142,9 @@ void EnemyHeliSAMCheck( INT16 id )
if ( ubBestSAMOperatorID != NOBODY )
{
if ( fHit )
StatChange( MercPtrs[ubBestSAMOperatorID], EXPERAMT, fDestroyed ? 30 : 10, TRUE );
StatChange( ubBestSAMOperatorID, EXPERAMT, fDestroyed ? 30 : 10, TRUE );
StatChange( MercPtrs[ubBestSAMOperatorID], MECHANAMT, 5, TRUE );
StatChange( ubBestSAMOperatorID, MECHANAMT, 5, TRUE );
}
}
}
+420 -355
View File
File diff suppressed because it is too large Load Diff
+22 -2
View File
@@ -56,6 +56,26 @@ enum
SQUAD_18,
SQUAD_19,
SQUAD_20,
SQUAD_21,
SQUAD_22,
SQUAD_23,
SQUAD_24,
SQUAD_25,
SQUAD_26,
SQUAD_27,
SQUAD_28,
SQUAD_29,
SQUAD_30,
SQUAD_31,
SQUAD_32,
SQUAD_33,
SQUAD_34,
SQUAD_35,
SQUAD_36,
SQUAD_37,
SQUAD_38,
SQUAD_39,
SQUAD_40,
ON_DUTY,
DOCTOR,
PATIENT,
@@ -321,7 +341,7 @@ UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier );
UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts );
// Flugente: Determine the best cth with SAMs in a sector, and which merc has that cth if present
FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT16 *pubID );
FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, SoldierID *pubID );
INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier);
@@ -595,4 +615,4 @@ UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier );
// Flugente: administration assignment
FLOAT GetAdministrationPercentage( INT16 sX, INT16 sY );
#endif
#endif
+49 -43
View File
@@ -163,13 +163,13 @@ typedef struct AUTORESOLVE_STRUCT
UINT8 ubEnemyLeadership;
UINT8 ubPlayerLeadership;
UINT8 ubMercs, ubCivs, ubEnemies;
UINT8 ubAdmins, ubTroops, ubElites, ubTanks, ubJeeps, ubRobots;
UINT8 ubYMCreatures, ubYFCreatures, ubAMCreatures, ubAFCreatures;
UINT8 ubBloodcats;
UINT8 ubZombies;
UINT8 ubBandits;
UINT8 ubAliveMercs, ubAliveCivs, ubAliveEnemies;
UINT16 ubMercs, ubCivs, ubEnemies;
UINT16 ubAdmins, ubTroops, ubElites, ubTanks, ubJeeps, ubRobots;
UINT16 ubYMCreatures, ubYFCreatures, ubAMCreatures, ubAFCreatures;
UINT16 ubBloodcats;
UINT16 ubZombies;
UINT16 ubBandits;
UINT16 ubAliveMercs, ubAliveCivs, ubAliveEnemies;
UINT8 ubMercCols, ubMercRows;
UINT8 ubEnemyCols, ubEnemyRows;
UINT8 ubCivCols, ubCivRows;
@@ -410,10 +410,10 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
GROUP *pGroup, *pDeleteGroup;
SECTORINFO *pSector;
INT32 i;
UINT8 ubNumEnemies[ NUM_ENEMY_RANKS ];
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
UINT16 ubNumEnemies[NUM_ENEMY_RANKS]{};
UINT16 ubNumTanks = 0;
UINT16 ubNumJeeps = 0;
UINT16 ubNumRobots = 0;
UINT8 ubRankIndex;
//Clear any possible battle locator
@@ -460,7 +460,6 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
pSector->ubNumJeeps = 0;
pSector->ubNumRobots = 0;
pSector->ubNumCreatures = 0;
pSector->bLastKnownEnemies = 0;
//Remove the mobile forces here, but only if battle is over.
while( pGroup )
{
@@ -755,9 +754,9 @@ void AssociateEnemiesWithStrategicGroups()
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots; //how many soldiers of the type do we still have to assign to a group?
UINT8 ubISNumAdmins, ubISNumTroops, ubISNumElites, ubISNumTanks, ubISNumJeeps, ubISNumRobots;
UINT8 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup, ubNumTanksInGroup, ubNumJeepsInGroup, ubNumRobotsInGroup;
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots; //how many soldiers of the type do we still have to assign to a group?
UINT16 ubISNumAdmins, ubISNumTroops, ubISNumElites, ubISNumTanks, ubISNumJeeps, ubISNumRobots;
UINT16 ubNumElitesInGroup, ubNumTroopsInGroup, ubNumAdminsInGroup, ubNumTanksInGroup, ubNumJeepsInGroup, ubNumRobotsInGroup;
INT32 i;
UINT8 pSectors[4];
UINT8 ubDirAmount;
@@ -1839,7 +1838,6 @@ void RenderAutoResolve()
HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
SectorInfo[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].bLastKnownEnemies = 0;
SetThisSectorAsPlayerControlled( gpAR->ubSectorX, gpAR->ubSectorY, 0, TRUE );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalVictory[0];
@@ -1854,29 +1852,35 @@ void RenderAutoResolve()
case BATTLE_SURRENDERED:
case BATTLE_CAPTURED:
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID;
const SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for ( ; id <= lastid; ++id )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
SOLDIERTYPE *pSoldier = id;
if ( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
{ //Merc is active and alive, and not a vehicle or robot
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
{
// This morale event is PER INDIVIDUAL SOLDIER
HandleMoraleEvent( MercPtrs[ i ], MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
}
}
}
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0];
if ( MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] != -1 )
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gpAR->ubSectorX, gpAR->ubSectorY ) ].SoundTacticalDeath[0] );
if ( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[SECTOR( gpAR->ubSectorX, gpAR->ubSectorY )].SoundTacticalDeath[0];
if ( MusicSoundValues[SECTOR( gpAR->ubSectorX, gpAR->ubSectorY )].SoundTacticalDeath[0] != -1 )
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[SECTOR( gpAR->ubSectorX, gpAR->ubSectorY )].SoundTacticalDeath[0] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_DEATH );
#endif
SetMusicMode( MUSIC_TACTICAL_DEATH );
gsEnemyGainedControlOfSectorID = (INT16)SECTOR( gpAR->ubSectorX, gpAR->ubSectorY );
break;
}
case BATTLE_DEFEAT:
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
@@ -2048,7 +2052,7 @@ static void ARCreateMilitia( UINT8 mclass, INT32 i, INT16 sX, INT16 sY)
swprintf( gpCivs[i].pSoldier->name, gpStrategicString[ STR_AR_MILITIA_NAME ] );
}
static void ARCreateMilitiaSquad( UINT8 *cnt, UINT8 ubEliteMilitia, UINT8 ubRegMilitia, UINT8 ubGreenMilitia, INT16 sX, INT16 sY)
static void ARCreateMilitiaSquad( UINT16 *cnt, UINT16 ubEliteMilitia, UINT16 ubRegMilitia, UINT16 ubGreenMilitia, INT16 sX, INT16 sY)
{
while( *cnt < gpAR->ubCivs && (ubEliteMilitia || ubRegMilitia || ubGreenMilitia) )
{
@@ -2077,10 +2081,10 @@ void CreateAutoResolveInterface()
VOBJECT_DESC VObjectDesc;
INT32 i, index;
HVOBJECT hVObject;
UINT8 ubGreenMilitia, ubRegMilitia, ubEliteMilitia;
UINT16 ubGreenMilitia, ubRegMilitia, ubEliteMilitia;
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT8 cnt;
UINT16 cnt;
//Setup new autoresolve blanket interface.
MSYS_DefineRegion( &gpAR->AutoResolveRegion, 0 + xResOffset, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH-1, 0,
@@ -2200,7 +2204,7 @@ void CreateAutoResolveInterface()
ubGreenMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
// see if we get any bonus militia from nearby towns
UINT8 bonusGreenMilitia = 0, bonusRegularMilitia = 0, bonusEliteMilitia = 0;
UINT16 bonusGreenMilitia = 0, bonusRegularMilitia = 0, bonusEliteMilitia = 0;
RebelCommand::GetBonusMilitia(gpAR->ubSectorX, gpAR->ubSectorY, bonusGreenMilitia, bonusRegularMilitia, bonusEliteMilitia, FALSE); // no need to create a group for autoresolve as we're just increasing local militia pop
ubEliteMilitia += bonusEliteMilitia;
ubRegMilitia += bonusRegularMilitia;
@@ -2837,7 +2841,7 @@ void RetreatButtonCallback( GUI_BUTTON *btn, INT32 reason )
if( gpAR->pRobotCell )
{
//if robot is retreating, set the retreat time to be the same as the robot's controller.
UINT8 ubRobotControllerID;
SoldierID ubRobotControllerID;
ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
@@ -3011,9 +3015,7 @@ void MercCellMouseClickCallback( MOUSE_REGION *reg, INT32 reason )
if( gpAR->pRobotCell )
{ //if controller is retreating, make the robot retreat too.
UINT8 ubRobotControllerID;
ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
SoldierID ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
if( ubRobotControllerID == NOBODY )
{
@@ -3067,7 +3069,7 @@ void CalculateAutoResolveInfo()
&gpAR->ubAMCreatures, &gpAR->ubAFCreatures );
}
gpAR->ubEnemies = (UINT8)min( gpAR->ubYMCreatures + gpAR->ubYFCreatures + gpAR->ubAMCreatures + gpAR->ubAFCreatures, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = min( gpAR->ubYMCreatures + gpAR->ubYFCreatures + gpAR->ubAMCreatures + gpAR->ubAFCreatures, MAX_AR_TEAM_SIZE );
}
else if ( GetEnemyEncounterCode() == BLOODCAT_ATTACK_CODE ||
GetEnemyEncounterCode() == ZOMBIE_ATTACK_CODE ||
@@ -3087,7 +3089,7 @@ void CalculateAutoResolveInfo()
gpAR->ubBandits = gubNumCreaturesAttackingTown;
}
gpAR->ubEnemies = (UINT8)min( gubNumCreaturesAttackingTown, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = min( gubNumCreaturesAttackingTown, MAX_AR_TEAM_SIZE );
}
else
{
@@ -3096,7 +3098,7 @@ void CalculateAutoResolveInfo()
GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites, &gpAR->ubRobots, &gpAR->ubTanks, &gpAR->ubJeeps );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots, MAX_AR_TEAM_SIZE );
}
gfTransferTacticalOppositionToAutoResolve = FALSE;
@@ -3735,7 +3737,7 @@ UINT8 GetUnusedMercProfileID()
BOOLEAN fUnique = FALSE;
while( !fUnique )
{
ubRandom = (UINT8)PreRandom( 40 );
ubRandom = (UINT8)PreRandom(CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS);
for( i = 0; i < 19; i++ )
{
fUnique = TRUE;
@@ -3753,7 +3755,7 @@ void CreateTempPlayerMerc()
{
SOLDIERCREATE_STRUCT MercCreateStruct;
static INT32 iSoldierCount=0;
UINT8 ubID;
SoldierID ubID;
//Init the merc create structure with basic information
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
@@ -5961,12 +5963,16 @@ void CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors()
(!gTacticalStatus.fEnemyInSector))
{
unsigned mercCnt = 0;
for( int i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID;
const SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for ( ; id <= lastid; ++id )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
{
//Merc is active and alive, and not a vehicle or robot
if ((MercPtrs[ i ]->sSectorX == sX) &&(MercPtrs[ i ]->sSectorY == sY) && (MercPtrs[ i ]->bSectorZ == 0))
if ( (pSoldier->sSectorX == sX) && (pSoldier->sSectorY == sY) && (pSoldier->bSectorZ == 0) )
{
++mercCnt;
}
+27 -30
View File
@@ -487,21 +487,18 @@ typedef struct SECTORINFO
//This value determines how quickly it is investigated by the enemy.
UINT8 ubGarrisonID; //IF the sector has an ID for this (non 255), then the queen values this sector and it
//indexes the garrison group.
INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
INT8 ubPendingReinforcements; //when the enemy owns this sector, this value will keep track of HIGH priority reinforcements -- not regular.
BOOLEAN fMilitiaTrainingPaid;
UINT8 ubMilitiaTrainingPercentDone;
UINT8 ubMilitiaTrainingHundredths;
//enemy military presence
BOOLEAN fPlayer[ 4 ]; //whether the player THINKS the sector is unde his control or not. array is for sublevels
//enemy only info
UINT8 ubNumTroops; //the actual number of troops here.
UINT8 ubNumElites; //the actual number of elites here.
UINT8 ubNumAdmins; //the actual number of admins here.
UINT8 ubNumCreatures; //only set when immediately before ground attack made!
UINT8 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
INT8 bLastKnownEnemies; // -1 means never been there, no idea, otherwise it's what we'd observed most recently
// while this is being maintained (partially, surely buggy), nothing uses it anymore. ARM
UINT16 ubNumTroops; //the actual number of troops here.
UINT16 ubNumElites; //the actual number of elites here.
UINT16 ubNumAdmins; //the actual number of admins here.
UINT16 ubNumCreatures; //only set when immediately before ground attack made!
UINT16 ubTroopsInBattle, ubElitesInBattle, ubAdminsInBattle, ubCreaturesInBattle;
UINT32 ubDayOfLastCreatureAttack;
UINT32 uiFacilitiesFlags; // the flags for various facilities
@@ -511,15 +508,15 @@ typedef struct SECTORINFO
//throught the sector without entering it.
INT8 bNameId;
INT8 bUSUSED;
INT8 bBloodCats;
INT8 bBloodCatPlacements;
INT16 bBloodCats;
INT16 bBloodCatPlacements;
INT8 UNUSEDbSAMCondition;
UINT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
//the more people go near it. A travel rating of 0 means there are never people
//around. This value is used for determining how often items would "vanish" from
//a sector (nice theory, except it isn't being used that way. Stealing is only in towns. ARM)
UINT8 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
UINT16 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
// HEADROCK HAM 3.6: Adding separate training percentage for MOBILES.
UINT8 usFiller3;
UINT8 usFiller1;
@@ -551,8 +548,8 @@ typedef struct SECTORINFO
UINT32 uiTimeAIArtillerywasOrdered; // Flugente: updated every time an artillery strike is ordered from the militia
UINT8 ubNumTanks;
UINT8 ubTanksInBattle;
UINT16 ubNumTanks;
UINT16 ubTanksInBattle;
// Flugente: disease
UINT16 usNumCorpses; // number of corpses in this sector
@@ -565,8 +562,8 @@ typedef struct SECTORINFO
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
// Flugente: enemy jeeps
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
UINT16 ubNumJeeps;
UINT16 ubJeepsInBattle;
UINT8 usWorkers;
UINT8 ubWorkerTrainingHundredths;
@@ -583,8 +580,8 @@ typedef struct SECTORINFO
UINT8 ubNumElites_Turncoat;
UINT8 usExplorationProgress;
UINT8 ubNumRobots;
UINT8 ubRobotsInBattle;
UINT16 ubNumRobots;
UINT16 ubRobotsInBattle;
INT8 bPadding[ 6 ];
}SECTORINFO;
@@ -600,18 +597,18 @@ typedef struct UNDERGROUND_SECTORINFO
{
UINT32 uiFlags;
UINT8 ubSectorX, ubSectorY, ubSectorZ;
UINT8 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
UINT16 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
UINT8 fVisited;
INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
INT8 ubTravelRating; //Represents how travelled a sector is. Typically, the higher the travel rating,
//the more people go near it. A travel rating of 0 means there are never people
//around. This value is used for determining how often items would "vanish" from
//a sector.
UINT32 uiTimeCurrentSectorWasLastLoaded; //Specifies the last time the player was in the sector
struct UNDERGROUND_SECTORINFO *next;
UINT8 ubNumBloodcats; // Bloodcat population
UINT16 ubNumBloodcats; // Bloodcat population
UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
UINT16 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
// adding these (should not change struct layout due to padding)
UINT8 ubMusicMode, ubUnsed;
@@ -622,20 +619,20 @@ typedef struct UNDERGROUND_SECTORINFO
BOOLEAN fCampaignSector;
#endif
UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
UINT16 uiNumberOfPrisonersOfWar[PRISONER_MAX];
UINT8 ubNumTanks;
UINT8 ubTanksInBattle;
UINT16 ubNumTanks;
UINT16 ubTanksInBattle;
// Flugente: fortification
FLOAT dFortification_MaxPossible; // the amount of fortification that can still be done in this sector, given the current layout plans. Is updated every time we unload a sector
FLOAT dFortification_UnappliedProgress; // progress done via assignment work. As we cannot update unloaded sectors, update happens once sector is loaded
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
UINT16 ubNumJeeps;
UINT16 ubJeepsInBattle;
UINT8 usExplorationProgress;
UINT8 ubNumRobots;
UINT8 ubRobotsInBattle;
UINT16 ubNumRobots;
UINT16 ubRobotsInBattle;
INT8 bPadding[10];
//no padding left!
@@ -656,4 +653,4 @@ enum CreateMusic
CM_ALWAYS,
};
#endif
#endif
+24 -25
View File
@@ -139,11 +139,11 @@ INT32 giDestroyedLairID = 0;
//prebattle interface, autoresolve, etc.
INT16 gsCreatureInsertionCode = 0;
INT32 gsCreatureInsertionGridNo = 0;
UINT8 gubNumCreaturesAttackingTown = 0;
UINT8 gubYoungMalesAttackingTown = 0;
UINT8 gubYoungFemalesAttackingTown = 0;
UINT8 gubAdultMalesAttackingTown = 0;
UINT8 gubAdultFemalesAttackingTown = 0;
UINT16 gubNumCreaturesAttackingTown = 0;
UINT16 gubYoungMalesAttackingTown = 0;
UINT16 gubYoungFemalesAttackingTown = 0;
UINT16 gubAdultMalesAttackingTown = 0;
UINT16 gubAdultFemalesAttackingTown = 0;
UINT8 gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
UINT8 gubSectorIDOfCreatureAttack = 0;
@@ -1634,8 +1634,8 @@ BOOLEAN MineClearOfMonsters( UINT8 ubMineIndex )
return TRUE;
}
void DetermineCreatureTownComposition( UINT8 ubNumCreatures, UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales )
void DetermineCreatureTownComposition( UINT16 ubNumCreatures, UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales )
{
INT32 i, iRandom;
UINT8 ubYoungMalePercentage = 10;
@@ -1667,8 +1667,8 @@ void DetermineCreatureTownComposition( UINT8 ubNumCreatures, UINT8 *pubNumYoungM
}
}
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT8 *pubNumCreatures, UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales )
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumCreatures, UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales )
{
SOLDIERTYPE *pSoldier;
@@ -1676,9 +1676,9 @@ void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT8 *pubNumCr
*pubNumCreatures = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
for( INT32 i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
switch( pSoldier->ubBodyType )
@@ -1704,7 +1704,7 @@ void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT8 *pubNumCr
}
}
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT8* pubNumCreatures, UINT8* pubNumBloodcats, UINT8* pubNumZombies, UINT8* pubNumBandits )
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT16* pubNumCreatures, UINT16* pubNumBloodcats, UINT16* pubNumZombies, UINT16* pubNumBandits )
{
SOLDIERTYPE *pSoldier;
@@ -1712,9 +1712,9 @@ void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT8* pub
*pubNumCreatures = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
for ( INT32 i = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++i )
for ( SoldierID i = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++i )
{
pSoldier = MercPtrs[i];
pSoldier = i;
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if ( pSoldier->IsZombie() )
@@ -1750,13 +1750,13 @@ BOOLEAN PrepareCreaturesForBattle()
UINT8 ubAdultMalePercentage;
UINT8 ubAdultFemalePercentage;
UINT8 ubCreatureHabitat;
UINT8 ubNumLarvae = 0;
UINT8 ubNumInfants = 0;
UINT8 ubNumYoungMales = 0;
UINT8 ubNumYoungFemales = 0;
UINT8 ubNumAdultMales = 0;
UINT8 ubNumAdultFemales = 0;
UINT8 ubNumCreatures;
UINT16 ubNumLarvae = 0;
UINT16 ubNumInfants = 0;
UINT16 ubNumYoungMales = 0;
UINT16 ubNumYoungFemales = 0;
UINT16 ubNumAdultMales = 0;
UINT16 ubNumAdultFemales = 0;
UINT16 ubNumCreatures;
if( !gubCreatureBattleCode )
{
@@ -2243,7 +2243,6 @@ BOOLEAN PlayerGroupIsInACreatureInfestedMine()
{
CREATURE_DIRECTIVE *curr;
SOLDIERTYPE *pSoldier;
INT32 i;
INT16 sSectorX, sSectorY;
INT8 bSectorZ;
@@ -2261,9 +2260,9 @@ BOOLEAN PlayerGroupIsInACreatureInfestedMine()
bSectorZ = (INT8)curr->pLevel->ubSectorZ;
//Loop through all the creature directives (mine sectors that are infectible) and
//see if players are there.
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife &&
pSoldier->sSectorX == sSectorX &&
pSoldier->sSectorY == sSectorY &&
@@ -2422,4 +2421,4 @@ void ResetCreatureAttackVariables()
gubAdultFemalesAttackingTown = 0;
gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
gubSectorIDOfCreatureAttack = 0;
}
}
+13 -13
View File
@@ -30,11 +30,11 @@ BOOLEAN GetWarpOutOfMineCodes( INT16 *psSectorX, INT16 *psSectorY, INT8 *pbSecto
extern INT16 gsCreatureInsertionCode;
extern INT32 gsCreatureInsertionGridNo;
extern UINT8 gubNumCreaturesAttackingTown;
extern UINT8 gubYoungMalesAttackingTown;
extern UINT8 gubYoungFemalesAttackingTown;
extern UINT8 gubAdultMalesAttackingTown;
extern UINT8 gubAdultFemalesAttackingTown;
extern UINT16 gubNumCreaturesAttackingTown;
extern UINT16 gubYoungMalesAttackingTown;
extern UINT16 gubYoungFemalesAttackingTown;
extern UINT16 gubAdultMalesAttackingTown;
extern UINT16 gubAdultFemalesAttackingTown;
extern UINT8 gubSectorIDOfCreatureAttack;
enum{
CREATURE_BATTLE_CODE_NONE,
@@ -53,15 +53,15 @@ enum {
};
extern UINT8 guCreatureAttackType;
void DetermineCreatureTownComposition( UINT8 ubNumCreatures,
UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales );
void DetermineCreatureTownComposition( UINT16 ubNumCreatures,
UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales );
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT8 *pubNumCreatures,
UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales );
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumCreatures,
UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales );
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT8* pubNumCreatures, UINT8* pubNumBloodcats, UINT8* pubNumZombies, UINT8* pubNumBandits );
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT16* pubNumCreatures, UINT16* pubNumBloodcats, UINT16* pubNumZombies, UINT16* pubNumBandits );
BOOLEAN PlayerGroupIsInACreatureInfestedMine();
@@ -114,4 +114,4 @@ extern CREATURECOMPOSITION gCreatureComposition[ MAX_NUMBER_OF_CREATURE_COMPOSIT
// Flugente: reset code for creature attacks
void ResetCreatureAttackVariables();
#endif
#endif
+6 -6
View File
@@ -357,7 +357,7 @@ void UpdateStrategicDetectionLevel( )
// Run through list of player-characters
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -499,7 +499,7 @@ void UpdateSkyriderCostModifier()
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -562,7 +562,7 @@ void UpdateFacilityUsageCosts( )
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -704,7 +704,7 @@ INT32 MineIncomeModifierFromFacility( UINT8 ubMine )
UINT8 ubCounter = 0;
while (gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -1112,7 +1112,7 @@ void HandleHourlyRisks()
while (gCharactersList[iCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
pSoldier = gCharactersList[ iCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -1994,7 +1994,7 @@ INT32 GetTotalFacilityHourlyCosts( BOOLEAN fPositive )
// Run through list of player-characters
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
+11 -8
View File
@@ -225,7 +225,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
//If a merc gets hired and they dont show up immediately, the merc gets added to the queue and shows up
// uiTimeTillMercArrives minutes later
case EVENT_DELAYED_HIRING_OF_MERC:
MercArrivesCallback( (UINT8) pEvent->uiParam );
MercArrivesCallback( (UINT16) pEvent->uiParam );
break;
//handles the life insurance contract for a merc from AIM.
case EVENT_HANDLE_INSURED_MERCS:
@@ -233,7 +233,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
break;
//handles when a merc is killed an there is a life insurance payout
case EVENT_PAY_LIFE_INSURANCE_FOR_DEAD_MERC:
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT8) pEvent->uiParam );
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT16) pEvent->uiParam );
break;
//gets called every day at midnight.
case EVENT_MERC_DAILY_UPDATE:
@@ -251,14 +251,17 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
break;
//When a merc is supposed to leave
case EVENT_MERC_CONTRACT_OVER:
MercsContractIsFinished( (UINT8) pEvent->uiParam );
MercsContractIsFinished( pEvent->uiParam );
break;
case EVENT_ADDSOLDIER_TO_UPDATE_BOX:
{
// if the grunt is currently active, add to update box
if( Menptr[ pEvent->uiParam ].bActive )
SoldierID usID = pEvent->uiParam;
if ( usID != NOBODY && usID->bActive )
{
AddSoldierToWaitingListQueue( &( Menptr[ pEvent->uiParam ] ) );
AddSoldierToWaitingListQueue( usID );
}
}
break;
case EVENT_SET_MENU_REASON:
AddReasonToWaitingListQueue( (UINT8) pEvent->uiParam );
@@ -392,10 +395,10 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
HandleEnricoEmail();
break;
case EVENT_INSURANCE_INVESTIGATION_STARTED:
StartInsuranceInvestigation( (UINT8) pEvent->uiParam );
StartInsuranceInvestigation( (UINT16) pEvent->uiParam );
break;
case EVENT_INSURANCE_INVESTIGATION_OVER:
EndInsuranceInvestigation( (UINT8) pEvent->uiParam );
EndInsuranceInvestigation( (UINT16) pEvent->uiParam );
break;
case EVENT_TEMPERATURE_UPDATE:
UpdateTemperature( (UINT8) pEvent->uiParam );
@@ -429,7 +432,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
BeginContractRenewalSequence( );
break;
case EVENT_RPC_WHINE_ABOUT_PAY:
RPCWhineAboutNoPay( (UINT8) pEvent->uiParam );
RPCWhineAboutNoPay( pEvent->uiParam );
break;
case EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL:
+5 -10
View File
@@ -842,19 +842,14 @@ fFirstTimeInMapScreen = TRUE;
BOOLEAN AnyMercsHired( )
{
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
INT16 bLastTeamID;
// Find first guy availible in team
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// Find first guy available in team
SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
for ( ; id <= bLastTeamID; ++id)
{
if ( pTeamSoldier->bActive )
if ( id->bActive )
{
return( TRUE );
}
+24 -24
View File
@@ -366,18 +366,18 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
void HourlyLarryUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
INT8 bSlot = NO_SLOT, bBoozeSlot;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
BOOLEAN fTookDrugs = FALSE;
SOLDIERTYPE *pSoldier = NULL;
SOLDIERTYPE *pOtherSoldier = NULL;
INT8 bSlot = NO_SLOT, bBoozeSlot;
UINT16 usTemptation = 0;
UINT16 usCashAmount;
BOOLEAN fBar = FALSE;
OBJECTTYPE* pObj = NULL;
BOOLEAN fTookDrugs = FALSE;
for( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
{
pSoldier = MercPtrs[ cnt ];
pSoldier = id;
if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep && ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) ) )
{
@@ -489,9 +489,9 @@ void HourlyLarryUpdate()
{
// anv: snitches stop mercs from getting wasted
BOOLEAN fSnitchStoppedBehaviour = FALSE;
for( INT32 cnt2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt2 )
for( SoldierID id2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id2 )
{
pOtherSoldier = MercPtrs[ cnt2 ];
pOtherSoldier = id2;
// note - snitches stop others, but can get wasted themselves (if they have drug use specifically set in background...)
if( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile )
{
@@ -617,12 +617,12 @@ void HourlyLarryUpdate()
// Flugente: mercs that are smokers occasionally consume smokes if they have some in their inventory
void HourlySmokerUpdate( )
{
SOLDIERTYPE * pSoldier = NULL;
OBJECTTYPE* pObj = NULL;
SOLDIERTYPE *pSoldier = NULL;
OBJECTTYPE *pObj = NULL;
for ( UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
for ( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
{
pSoldier = MercPtrs[cnt];
pSoldier = id;
if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep )
{
@@ -652,9 +652,9 @@ void HourlyDisabilityUpdate( )
SOLDIERTYPE* pSoldier = NULL;
SOLDIERTYPE* pOtherSoldier = NULL;
for ( UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
for ( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
{
pSoldier = MercPtrs[cnt];
pSoldier = id;
if ( pSoldier && pSoldier->bActive )
{
@@ -669,9 +669,9 @@ void HourlyDisabilityUpdate( )
{
// anv: snitches stop mercs from getting wasted
BOOLEAN fSnitchStoppedBehaviour = FALSE;
for ( INT32 cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
for ( SoldierID id2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; id2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id2 )
{
pOtherSoldier = MercPtrs[cnt2];
pOtherSoldier = id2;
// note - snitches stop others, but can get wasted themselves (if they have drug use specifically set in background...)
if ( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile )
@@ -765,9 +765,9 @@ void HourlyStealUpdate()
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
for( INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
for( SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = MercPtrs[ cnt ];
pSoldier = cnt;
// merc must be alive, not travelling and awake. If he is in the currently loaded sector, we may not be in tactical (we would see an item suddenly disappearing) and not in combat
if ( pSoldier
@@ -799,9 +799,9 @@ void HourlyStealUpdate()
// anv: snitches prevent scrounging in the same sector
BOOLEAN fSnitchStoppedBehaviour = FALSE;
for ( UINT32 cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
for ( SoldierID cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
{
pOtherSoldier = MercPtrs[cnt2];
pOtherSoldier = cnt2;
// note - snitches stop others, but can scrounge themselves (if they have scrounging specifically set in background...)
if ( pOtherSoldier
-1
View File
@@ -1247,7 +1247,6 @@ BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile )
// }
// }
gJa25SaveStruct.iPowerGenFanPositionSndID = -1;
return( TRUE );
}
+6766 -8584
View File
File diff suppressed because it is too large Load Diff
+5 -4
View File
@@ -33,7 +33,7 @@ extern UINT16 PROFILLUA_sSectorX;
extern UINT16 PROFILLUA_sSectorY;
extern UINT8 PROFILLUA_bSectorZ;
extern UINT8 PROFILLUA_Level;
extern UINT8 PROFILLUA_ubID;
extern UINT16 PROFILLUA_ubID;
extern UINT32 PROFILLUA_sGridNo;
extern UINT8 PROFILLUA_ubDirectiono;
extern UINT8 PROFILLUA_bTeam;
@@ -42,7 +42,7 @@ extern UINT8 PROFILLUA2_ubProfile;
extern UINT16 PROFILLUA2_sSectorX;
extern UINT16 PROFILLUA2_sSectorY;
extern UINT8 PROFILLUA2_bSectorZ;
extern UINT8 PROFILLUA2_ubID;
extern UINT16 PROFILLUA2_ubID;
extern UINT32 PROFILLUA2_sGridNo;
extern BOOLEAN LetHandleLoyaltyChangeForNPCAction(UINT8 ubNPCProfileId , UINT8 Init);
@@ -60,8 +60,9 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
//extern BOOLEAN LuaHandleQuestCodeOnSectorEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 Init);
void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY,
INT8 bSectorZ,
INT32 sGridNo, UINT8 bLevel, SoldierID ubId,
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
+1 -1
View File
@@ -72,7 +72,7 @@
#define HELICOPTER_RETURN_REASON_DAMAGE 2
extern FACETYPE *gpCurrentTalkingFace;
extern UINT8 gubCurrentTalkingID;
extern UINT16 gubCurrentTalkingID;
// current temp path for dest char
extern PathStPtr pTempHelicopterPath;
+19 -25
View File
@@ -1562,7 +1562,7 @@ void DisplayCurrentBalanceTitleForMapBottom( void )
void DisplayCurrentBalanceForMapBottom( void )
{
// show the current balance for the player on the map panel bottom
CHAR16 sString[ 128 ];
std::wstring sString;
INT16 sFontX, sFontY;
// ste the font buffer
@@ -1573,22 +1573,18 @@ void DisplayCurrentBalanceForMapBottom( void )
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%d", LaptopSaveInfo.iCurrentBalance );
// insert
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
sString = FormatMoney( LaptopSaveInfo.iCurrentBalance );
VarFindFontCenterCoordinates(
UI_BOTTOM.Text.CurrentBalance.x,
UI_BOTTOM.Text.CurrentBalance.y,
UI_BOTTOM.Text.CurrentBalance.width,
UI_BOTTOM.Text.CurrentBalance.height,
COMPFONT, &sFontX, &sFontY, sString
COMPFONT, &sFontX, &sFontY, sString.data()
);
// print it
mprintf( sFontX, sFontY, L"%s", sString );
mprintf( sFontX, sFontY, L"%s", sString.data() );
return;
}
@@ -1667,7 +1663,7 @@ void DisplayProjectedDailyMineIncome( void )
{
INT32 iRate = 0;
static INT32 iOldRate = -1;
CHAR16 sString[ 128 ];
std::wstring sString;
INT16 sFontX, sFontY;
// grab the rate from the financial system
@@ -1692,22 +1688,18 @@ void DisplayProjectedDailyMineIncome( void )
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%d", iRate );
// insert
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
sString = FormatMoney( iRate );
VarFindFontCenterCoordinates(
UI_BOTTOM.Text.CurrentIncome.x,
UI_BOTTOM.Text.CurrentIncome.y,
UI_BOTTOM.Text.CurrentIncome.width,
UI_BOTTOM.Text.CurrentIncome.height,
COMPFONT, &sFontX, &sFontY, sString
COMPFONT, &sFontX, &sFontY, sString.data()
);
// print it
mprintf( sFontX, sFontY, L"%s", sString );
mprintf( sFontX, sFontY, L"%s", sString.data() );
return;
}
@@ -1716,7 +1708,6 @@ void DisplayProjectedDailyExpenses( void )
{
INT32 iRate = 0;
static INT32 iOldExpensesRate = -1;
CHAR16 sString[ 128 ];
INT16 sFontX, sFontY;
// grab the rate from the financial system
@@ -1749,22 +1740,18 @@ void DisplayProjectedDailyExpenses( void )
}
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%d", iRate );
// insert extra characters
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
auto rate{FormatMoney(iRate)};
VarFindFontCenterCoordinates(
UI_BOTTOM.Text.CurrentExpenses.x,
UI_BOTTOM.Text.CurrentExpenses.y,
UI_BOTTOM.Text.CurrentExpenses.width,
UI_BOTTOM.Text.CurrentExpenses.height,
COMPFONT, &sFontX, &sFontY, sString
COMPFONT, &sFontX, &sFontY, rate.data()
);
// print it
mprintf( sFontX, sFontY, L"%s", sString );
mprintf( sFontX, sFontY, L"%s", rate.data());
return;
}
@@ -2070,7 +2057,14 @@ void HandleExitsFromMapScreen( void )
#ifdef JA2UB
//JA25 ub
case MAP_EXIT_TO_INTRO_SCREEN:
// SetPendingNewScreen( INTRO_SCREEN );
// SetPendingNewScreen( INTRO_SCREEN );
// Set the PBI sector locator to initial arrival sector.
// UB skips the call to HandleTimeCompressWithTeamJackedInAndGearedToGo() that would normally set it upon game start
// When it's not set, the MapscreenHandle() will error on assert when trying to draw the glowing red box around the sector under attack
gubPBSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
gubPBSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
gubPBSectorZ = 0;
BeginLoadScreen();
break;
#endif
@@ -201,7 +201,7 @@ INT32 iCurrentInventoryPoolPage = 0;
INT32 iLastInventoryPoolPage = 0;
INT32 sObjectSourceGridNo = -1;//shadooow: I don't see much of a sense in this, we have gpItemPointerSoldier and we can use gpItemPointerSoldier->sGridNo to do this, this is actually unused
INT8 sObjectSourseSoldierID = -1;
SoldierID sObjectSourseSoldierID = NOBODY;
// number of unseen items in sector
UINT32 uiNumberOfUnSeenItems = 0;
@@ -683,9 +683,9 @@ BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage )
// if the item is not reachable, or if the selected merc is not in the current sector
//
if( !( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].usFlags & WORLD_ITEM_REACHABLE ) ||
!(( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ )
!(( gCharactersList[ bSelectedInfoChar ].usSolID->sSectorX == sSelMapX ) &&
( gCharactersList[ bSelectedInfoChar ].usSolID->sSectorY == sSelMapY ) &&
( gCharactersList[ bSelectedInfoChar ].usSolID->bSectorZ == iCurrentMapSectorZ )
) )
{
//Shade the item, but only if it is an active item!
@@ -1180,7 +1180,6 @@ void CreateMapInventoryPoolSlots( )
INT16 sXA = 0, sYA = 0;
INT16 sULX = 0, sULY = 0;
INT16 sBRX = 0, sBRY = 0;
extern MOUSE_REGION gMapViewRegion;
//Moa: removed MapInventoryPoolMask, instead we disable map mouseregion and enable again when deleting stash regions
MSYS_DisableRegion( &gMapViewRegion );
//MSYS_DefineRegion( &MapInventoryPoolMask,
@@ -1217,7 +1216,6 @@ void CreateMapInventoryPoolSlots( )
void DestroyMapInventoryPoolSlots( void )
{
INT32 iCounter = 0;
extern MOUSE_REGION gMapViewRegion;
for( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT; iCounter++ )
{
@@ -1351,7 +1349,6 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
UINT16 usOldItemIndex, usNewItemIndex;
INT32 iOldNumberOfObjects = 0;
INT16 sDistanceFromObject = 0;
SOLDIERTYPE *pSoldier = NULL;
CHAR16 sString[ 128 ];
extern OBJECTTYPE *gpItemDescObject;
@@ -1370,11 +1367,16 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
{
//CHRISL: Make it possible to right click and pull up stack popup and/or item description boxes
WORLDITEM * twItem = &(pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ]);
bool fValidPointer = false;
bool fValidPointer = false;
//CHRISL: Try to update InSector value so we don't have to "activate" a sector
if(MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorX == sSelMapX && MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorY == sSelMapY && MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bSectorZ == iCurrentMapSectorZ && !MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->flags.fBetweenSectors)
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
const auto x = pSelectedSoldier->sSectorX;
const auto y = pSelectedSoldier->sSectorY;
const auto z = pSelectedSoldier->bSectorZ;
if(x == sSelMapX && y == sSelMapY && z == iCurrentMapSectorZ && !pSelectedSoldier->flags.fBetweenSectors)
{
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bInSector=TRUE;
pSelectedSoldier->bInSector = TRUE;
}
else
{
@@ -1388,7 +1390,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
if ( !InSectorStackPopup( ) && !InItemStackPopup( ) /*&& !InItemDescriptionBox( ) */ && !InKeyRingPopup( ) && twItem->object.exists() == true && (bSelectedInfoChar != -1 && gCharactersList[bSelectedInfoChar].fValid) )
{
if(OK_CONTROL_MERC( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] ))
if(OK_CONTROL_MERC( pSelectedSoldier ))
{
//CHRISL: The old setup had a flaw I didn't consider. if, for some reason, the ItemSlotLimit = 0
// nothing might happen. Now we setup a flag to determine if our cursor is value for the item we're
@@ -1474,7 +1476,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
// HEADROCK HAM 5: Sector Inventory Item Desc Box no longer accessible during combat.
if( !CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) )
if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{
DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL );
return;
@@ -1484,23 +1486,23 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[twItem->object.usItem].usItemClass == IC_GUN && (twItem->object)[0]->data.gun.ubGunShotsLeft && !ItemIsSingleShotRocketLauncher(twItem->object.usItem))
{
EmptyWeaponMagazine( &twItem->object, &gItemPointer );
InternalMAPBeginItemPointer( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
InternalMAPBeginItemPointer( pSelectedSoldier );
}
else
MAPInternalInitItemDescriptionBox( &twItem->object, 0, MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
MAPInternalInitItemDescriptionBox( &twItem->object, 0, pSelectedSoldier );
}
}
else if(fValidPointer)
{
// Sector Inventory Stack Popup no longer accessible during combat.
if( !CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) )
if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{
DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL );
return;
}
else
{
InitSectorStackPopup( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID], twItem, iCounter, xResOffset, yResOffset - 10, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
InitSectorStackPopup( pSelectedSoldier, twItem, iCounter, xResOffset, yResOffset - 10, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
fTeamPanelDirty=TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
@@ -1597,11 +1599,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
//if( fShowInventoryFlag )
{
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// not in sector?
if( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX != sSelMapX ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY != sSelMapY ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ != iCurrentMapSectorZ ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].flags.fBetweenSectors ) )
if( ( pSelectedSoldier->sSectorX != sSelMapX ) ||
( pSelectedSoldier->sSectorY != sSelMapY ) ||
( pSelectedSoldier->bSectorZ != iCurrentMapSectorZ ) ||
( pSelectedSoldier->flags.fBetweenSectors ) )
{
if ( gpItemPointer == NULL )
{
@@ -1633,13 +1637,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
else
{
swprintf( sString, pMapInventoryErrorString[ 2 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
swprintf( sString, pMapInventoryErrorString[ 2 ], pSelectedSoldier->name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
}
}
else
{
swprintf( sString, pMapInventoryErrorString[ 5 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
swprintf( sString, pMapInventoryErrorString[ 5 ], pSelectedSoldier->name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
}
return;
@@ -1650,6 +1654,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// If we do not have an item in hand, start moving it
if ( gpItemPointer == NULL )
{
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// Return if empty
@@ -1658,7 +1663,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// if in battle inform player they will have to do this in tactical
// if( ( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) ) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
@@ -1673,14 +1678,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) )
{
// notify
pSoldier = &( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] );
sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSoldier->sGridNo);
sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSelectedSoldier->sGridNo);
/* if( sDistanceFromObject > MAX_DISTANCE_TO_PICKUP_ITEM )
{
// see for the loaded sector if the merc is cloase enough?
swprintf( sString, pMapInventoryErrorString[ 0 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
swprintf( sString, pMapInventoryErrorString[ 0 ], pSelectedSoldier->name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
@@ -1718,10 +1722,11 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
else
{//we have an item on cursor
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// if in battle inform player they will have to do this in tactical
// if( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
@@ -1795,7 +1800,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
/*
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
}
*/
}
@@ -2471,7 +2476,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( _KeyDown ( CTRL ))//MM: Pass item to selected merc. Delete if none selected.
{
SOLDIERTYPE *pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
SOLDIERTYPE *pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
bool placedAllObjects = false;
if(pSoldier->exists() == true)
@@ -2575,7 +2580,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
fTeamPanelDirty = TRUE;
}
}
@@ -2643,7 +2648,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
fTeamPanelDirty = TRUE;
}
}
@@ -2660,7 +2665,7 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
// anv: swap ownerships too
if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
{
pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
}
pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
}
@@ -2674,10 +2679,10 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
// anv: disable soldier's ownership, as otherwise stacked backpacks would share it
if( iDestSlot != (-1) && iSrcSlot != (-1) )
{
pInventoryPoolList[ iDestSlot ].soldierID = (-1);
pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
pInventoryPoolList[ iDestSlot ].soldierID = NOBODY;
pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
iCurrentlyPickedUpItem = iDestSlot;
sObjectSourseSoldierID = (-1);
sObjectSourseSoldierID = NOBODY;
}
// stacking
pInventorySlot->AddObjectsToStack(*pItemPtr);
@@ -2689,9 +2694,9 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
// anv: swap ownerships too
if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
{
pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
}
INT32 iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
SoldierID iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
sObjectSourseSoldierID = iTempSoldierID;
iCurrentlyPickedUpItem = iDestSlot;
@@ -3015,7 +3020,7 @@ void TemplateNameInputCallBack(UINT8 ubResult)
{
if (ubResult == MSG_BOX_RETURN_OK && wcscmp(gszMsgBoxInputString, L"") > 0)
{
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID];
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if (pSoldier)
{
WriteEquipmentTemplate(pSoldier, gszMsgBoxInputString);
@@ -3047,7 +3052,7 @@ void MapInventoryWriteEquipmentTemplate(GUI_BUTTON *btn, INT32 reason)
{
if ( btn->uiFlags & (BUTTON_CLICKED_ON) )
{
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID];
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if ( pSoldier )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, szGearTemplateText[0], guiCurrentScreen, MSG_BOX_FLAG_INPUTBOX, TemplateNameInputCallBack, NULL );
@@ -3072,7 +3077,7 @@ void MapInventoryReadEquipmentTemplate(GUI_BUTTON *btn, INT32 reason)
{
if ( btn->uiFlags & (BUTTON_CLICKED_ON) )
{
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID];
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if ( pSoldier &&
pSoldier->sSectorX == sSelMapX && pSoldier->sSectorY == sSelMapY && pSoldier->bSectorZ == iCurrentMapSectorZ &&
!pSoldier->flags.fBetweenSectors )
@@ -3525,11 +3530,12 @@ void HandleButtonStatesWhileMapInventoryActive( void )
}
// Selected Merc is in sector? Or is in combat?
if(MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorX != sSelMapX ||
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorY != sSelMapY ||
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bSectorZ != iCurrentMapSectorZ ||
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->flags.fBetweenSectors ||
!CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) )
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if( pSoldier->sSectorX != sSelMapX ||
pSoldier->sSectorY != sSelMapY ||
pSoldier->bSectorZ != iCurrentMapSectorZ ||
pSoldier->flags.fBetweenSectors ||
!CanPlayerUseSectorInventory( pSoldier ) )
{
DisableButton( guiMapInvenSortButton[ 0 ] );
DisableButton( guiMapInvenSortButton[ 1 ] );
@@ -3640,7 +3646,7 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
if( fShowInventoryFlag )
{
//Soldier inventory is shown, highlight those items
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
if( pSoldier )
{
if( HandleCompatibleAmmoUIForMapScreen( pSoldier, iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ), TRUE, FALSE ) )
@@ -4815,7 +4821,7 @@ void SortSectorInventoryAmmo(bool useBoxes)
OBJECTTYPE newCrate;
int loopCount = 0;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]);
SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
AssertMsg( pSoldier != NULL, "Sector Inventory: Attempting ammo sort without valid selected soldier?" );
@@ -4957,7 +4963,7 @@ void SortSectorInventoryEjectAmmo()
{
OBJECTTYPE gTempObject;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]);
SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ ) //for all items in sector
{
@@ -5006,7 +5012,7 @@ void SortSectorInventoryEmptyLBE() {
// current item
WORLDITEM * pInventoryItem = NULL;
SOLDIERTYPE * pSoldier = &(Menptr[gCharactersList[bSelectedInfoChar].usSolID]);
SOLDIERTYPE * pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector
{
@@ -5081,7 +5087,7 @@ void SortSectorInventorySeparateAttachments()
WORLDITEM * pInventoryItem = NULL;
SOLDIERTYPE * pSoldier = &(Menptr[gCharactersList[bSelectedInfoChar].usSolID]);
SOLDIERTYPE * pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector
{
@@ -5154,12 +5160,12 @@ void SortSectorInventoryStackAndMerge(bool ammoOnly )
{
OBJECTTYPE * StackObject;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]);
SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ )
{
// anv: disable soldier's ownership, as otherwise stacked backpacks would share it
pInventoryPoolList[ uiLoop ].soldierID = (-1);
pInventoryPoolList[ uiLoop ].soldierID = NOBODY;
}
// Run through sector inventory.
+22 -30
View File
@@ -476,10 +476,10 @@ UINT32 guiMAPCURSORS;
UINT32 guiMapPathingArrows;
// assignment selection character
INT8 bSelectedAssignChar=-1;
INT16 bSelectedAssignChar=-1;
// current contract char
INT8 bSelectedContractChar = -1;
INT16 bSelectedContractChar = -1;
// has the temp path for character or helicopter been already drawn?
@@ -523,7 +523,7 @@ void ShowTownText( void );
void DrawTownLabels(STR16 pString, STR16 pStringA,UINT16 usFirstX, UINT16 usFirstY);
void ShowTeamAndVehicles(INT32 fShowFlags);
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor );
BOOLEAN ShadeMapElements(const INT32(&colorMap)[16][16]);
BOOLEAN ShadeMapElements(const INT32(&colorMap)[MAXIMUM_VALID_Y_COORDINATE][MAXIMUM_VALID_X_COORDINATE]);
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX, INT32 iFont);
void BlitTownGridMarkers( void );
void BlitMineGridMarkers( void );
@@ -602,11 +602,11 @@ BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile );
// Flugente: added getter/setter so that we can easily check when a new char is set
// we also set a marker determining when we should update the squads data, so that we only check that when required
// destination plotting character
INT8 bSelectedDestChar = -1;
INT16 bSelectedDestChar = -1;
bool gSquadEncumbranceCheckNecessary = true;
INT8 GetSelectedDestChar() { return bSelectedDestChar; }
void SetSelectedDestChar( INT8 aVal )
INT16 GetSelectedDestChar() { return bSelectedDestChar; }
void SetSelectedDestChar( INT16 aVal )
{
bSelectedDestChar = aVal;
gSquadEncumbranceCheckNecessary = true;
@@ -1299,7 +1299,7 @@ INT32 ShowOnDutyTeam( INT16 sMapX, INT16 sMapY )
// run through list
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
@@ -1351,7 +1351,7 @@ INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
pSoldier = gCharactersList[ ubCounter ].usSolID;
// given number of on duty members, find number of assigned chars
// start at beginning of list, look for people who are in sector and assigned
@@ -4378,9 +4378,7 @@ void DisplayDistancesForHelicopter( void )
if( (INT32)uiTripCost > LaptopSaveInfo.iCurrentBalance )
SetFontForeground( FONT_LTRED );
swprintf( sString, L"%d", uiTripCost );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
swprintf( sString, L"%s", FormatMoney(uiTripCost).data());
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 3 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ) ), sString );
@@ -4857,9 +4855,7 @@ void BlitMineText( INT16 sMapX, INT16 sMapY )
if (PlayerControlsMine(ubMineIndex) && !gMineStatus[ ubMineIndex ].fEmpty)
{
// show current production
swprintf( wSubString, L"%d", PredictDailyIncomeFromAMine(ubMineIndex, TRUE) );
InsertCommasForDollarFigure( wSubString );
InsertDollarSignInToString( wSubString );
swprintf( wSubString, L"%s", FormatMoney(PredictDailyIncomeFromAMine(ubMineIndex, TRUE)).data());
wcscpy( wString, wSubString );
/*
@@ -6232,14 +6228,14 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
usSector = SECTOR( sSectorX, sSectorY );
// distribute here
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT16 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT16 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT16 )( iNumberOfElites / iNumberUnderControl );
// Flugente: indivdual militia
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT8)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT8)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT8)(iNumberOfElites / iNumberUnderControl) );
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT16)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT16)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT16)(iNumberOfElites / iNumberUnderControl) );
// Flugente: as we do not move the group militia, we have to make sure we don't accidentally overfill a sector
sTotalSoFar = NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM );
@@ -6949,19 +6945,15 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 iFirstId = 0, iLastId = 0;
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
// to speed it up a little?
iFirstId = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = iFirstId; iCounter <= iLastId; iCounter++ )
SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
const SoldierID iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( ; id <= iLastId; ++id )
{
// get the soldier
pSoldier = &Menptr[ iCounter ];
pSoldier = id;
// is the soldier active
if( pSoldier->bActive == FALSE )
@@ -7127,7 +7119,7 @@ UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSector
{
if( gCharactersList[ iCounter ].fValid )
{
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] );
pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
@@ -8091,7 +8083,7 @@ void MilitiaGroupBoxButtonCallback( GUI_BUTTON *btn, INT32 reason )
UINT8 militiatype = id / 2;
// for now, always alter by 1
UINT8 howmany = 1;
UINT16 howmany = 1;
// either add or remove a militia from currently selected group
if ( id % 2 )
+5 -5
View File
@@ -372,19 +372,19 @@ extern BOOLEAN fDrawTempHeliPath;
extern BOOLEAN fDrawTempMilitiaPath;
// selected destination char
INT8 GetSelectedDestChar();
void SetSelectedDestChar( INT8 aVal );
INT16 GetSelectedDestChar();
void SetSelectedDestChar( INT16 aVal );
extern bool gSquadEncumbranceCheckNecessary;
// current assignment character
extern INT8 bSelectedAssignChar;
extern INT16 bSelectedAssignChar;
// the info character
extern INT8 bSelectedInfoChar;
extern INT16 bSelectedInfoChar;
// the contract char
extern INT8 bSelectedContractChar;
extern INT16 bSelectedContractChar;
// map arrows graphical index value
extern UINT32 guiMAPCURSORS;
@@ -180,11 +180,12 @@ void CreateDestroyTownInfoBox( void )
// set highlight color
SetBoxHighLight(ghTownMineBox, FONT_WHITE);
SetBoxSecondColumnForeground( ghTownMineBox, FONT_WHITE );
SetBoxSecondColumnBackground( ghTownMineBox, FONT_BLACK );
SetBoxSecondColumnHighLight( ghTownMineBox, FONT_WHITE );
SetBoxSecondColumnShade( ghTownMineBox, FONT_BLACK );
SetBoxSecondColumnFont( ghTownMineBox, BLOCKFONT2 );
const auto column = 1;
SetBoxColumnForeground( ghTownMineBox, FONT_WHITE, column );
SetBoxColumnBackground( ghTownMineBox, FONT_BLACK, column );
SetBoxColumnHighLight( ghTownMineBox, FONT_WHITE, column );
SetBoxColumnShade( ghTownMineBox, FONT_BLACK, column );
SetBoxColumnFont( ghTownMineBox, BLOCKFONT2, column );
SetBoxSecondColumnMinimumOffset( ghTownMineBox, 20 );
// unhighlighted color
@@ -548,20 +549,14 @@ void AddTextToMineBox( void )
swprintf( wString, L"%s:", pwMineStrings[ 3 ]);
AddMonoString( &hStringHandle, wString );
swprintf( wString, L"%d", PredictDailyIncomeFromAMine( ubMineIndex, TRUE ) );
InsertCommasForDollarFigure( wString );
InsertDollarSignInToString( wString );
AddSecondColumnMonoString( &hStringHandle, wString );
AddSecondColumnMonoString( &hStringHandle, FormatMoney(PredictDailyIncomeFromAMine(ubMineIndex, TRUE)).data() );
// potential production
swprintf( wString, L"%s:", pwMineStrings[ 4 ]);
AddMonoString( &hStringHandle, wString );
swprintf( wString, L"%d", GetMaxDailyRemovalFromMine( ubMineIndex ) );
InsertCommasForDollarFigure( wString );
InsertDollarSignInToString( wString );
AddSecondColumnMonoString( &hStringHandle, wString );
AddSecondColumnMonoString( &hStringHandle, FormatMoney(GetMaxDailyRemovalFromMine(ubMineIndex)).data());
// if potential is not nil
@@ -615,9 +610,7 @@ void AddTextToMineBox( void )
wcscpy( wString, L"Remaining (DEBUG):");
AddMonoString( &hStringHandle, wString );
swprintf( wString, L"%d", GetTotalLeftInMine( ubMineIndex ) );
InsertCommasForDollarFigure( wString );
InsertDollarSignInToString( wString );
swprintf( wString, L"%s", FormatMoney( GetTotalLeftInMine( ubMineIndex ) ).data() );
AddSecondColumnMonoString( &hStringHandle, wString );
#endif
File diff suppressed because it is too large Load Diff
+13 -13
View File
@@ -24,8 +24,8 @@ typedef struct FASTHELPREGION {
// Flugente: externalised squad names
extern std::vector<std::wstring> gSquadNameVector;
extern UINT8 FIRSTmercTOdisplay ;
extern UINT8 maxNumberOfMercVisibleInStrategyList;
extern UINT16 FIRSTmercTOdisplay ;
extern UINT16 maxNumberOfMercVisibleInStrategyList;
// String Lengths Defines
#define MAX_NAME_LENGTH 10
@@ -322,7 +322,7 @@ extern BOOLEAN fLockOutMapScreenInterface;
// The character data structure
typedef struct {
UINT16 usSolID;// soldier ID in MenPtrs
SoldierID usSolID;// soldier ID in MenPtrs
BOOLEAN fValid;// is the current soldier a valid soldier
} MapScreenCharacterSt;
@@ -437,24 +437,24 @@ extern BOOLEAN fResetContractGlow;
void InitalizeVehicleAndCharacterList( void );
// set this entry to as selected
void SetEntryInSelectedCharacterList( INT8 bEntry );
void SetEntryInSelectedCharacterList( INT16 bEntry );
// set this entry to as unselected
void ResetEntryForSelectedList( INT8 bEntry );
void ResetEntryForSelectedList( INT16 bEntry );
// reset selected list
void ResetSelectedListForMapScreen( );
// build a selected list from a to b, inclusive
void BuildSelectedListFromAToB( INT8 bA, INT8 bB );
void BuildSelectedListFromAToB( INT16 bA, INT16 bB );
// isa this entry int he selected character list set?
BOOLEAN IsEntryInSelectedListSet( INT8 bEntry );
BOOLEAN IsEntryInSelectedListSet( INT16 bEntry );
// is there more than one person selected?
BOOLEAN MultipleCharacterListEntriesSelected( void );
// toggle this entry on or off
void ToggleEntryInSelectedList( INT8 bEntry );
void ToggleEntryInSelectedList( INT16 bEntry );
// reset assignments for mercs on selected list who have this assignment
// HEADROCK HAM 3.6: Argument was unused... adding my own.
@@ -513,11 +513,11 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier );
void GetMoraleString( SOLDIERTYPE *pSoldier, STR16 sString );
// handle leaving of equipment in sector
void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId );
void HandleLeavingOfEquipmentInCurrentSector( SoldierID uiMercId );
// set up a linked list of items being dropped and post an event to later drop them
void HandleMercLeavingEquipmentInDrassen( UINT32 uiMercId );
void HandleMercLeavingEquipmentInOmerta( UINT32 uiMercId );
void HandleMercLeavingEquipmentInDrassen( SoldierID uiMercId );
void HandleMercLeavingEquipmentInOmerta( SoldierID uiMercId );
// actually drop the stored list of items
void HandleEquipmentLeftInOmerta( UINT32 uiSlotIndex );
@@ -537,7 +537,7 @@ void FreeLeaveListSlot( UINT32 uiSlotIndex );
INT32 FindFreeSlotInLeaveList( void );
// set up drop list
INT32 SetUpDropItemListForMerc( UINT32 uiMercId );
INT32 SetUpDropItemListForMerc( SoldierID uiMercId );
// store owner's profile id for the items added to this leave slot index
void SetUpMercAboutToLeaveEquipment( UINT32 ubProfileId, UINT32 uiSlotIndex );
@@ -745,4 +745,4 @@ extern BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbError
extern BOOLEAN MapscreenCanPassItemToCharNum( INT32 iNewCharSlot );
#endif
#endif
+1 -1
View File
@@ -418,7 +418,7 @@ void CheckForMeanwhileOKStart( )
SOLDIERTYPE *pSoldier;
BOOLEAN fFoundSoldierToInterrogate = FALSE;
UINT32 uiCount = 0;
for (pSoldier = MercPtrs[gCharactersList[uiCount].usSolID]; gCharactersList[uiCount].fValid; uiCount++, pSoldier++)
for (pSoldier = gCharactersList[uiCount].usSolID; gCharactersList[uiCount].fValid; uiCount++, pSoldier++)
{
if (pSoldier->sSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && pSoldier->sSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
pSoldier->bSectorZ == 0 && pSoldier->bAssignment == ASSIGNMENT_POW && pSoldier->stats.bLife > 0 && gMercProfiles[pSoldier->ubProfile].bMercStatus != MERC_FIRED_AS_A_POW)
+17 -28
View File
@@ -282,9 +282,9 @@ void EndCurrentContractRenewal( )
}
}
void HandleMercIsWillingToRenew( UINT8 ubID )
void HandleMercIsWillingToRenew( SoldierID ubID )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
SOLDIERTYPE *pSoldier = ubID;
// We wish to lock interface
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1,MAP_SCREEN,0,0,0 );
@@ -302,9 +302,9 @@ void HandleMercIsWillingToRenew( UINT8 ubID )
}
void HandleMercIsNotWillingToRenew( UINT8 ubID )
void HandleMercIsNotWillingToRenew( SoldierID ubID )
{
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
SOLDIERTYPE *pSoldier = ubID;
// We wish to lock interface
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1,MAP_SCREEN,0,0,0 );
@@ -742,16 +742,12 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
void HandleBuddiesReactionToFiringMerc(SOLDIERTYPE *pFiredSoldier, INT8 bMoraleEvent )
{
INT8 bMercID;
INT8 bLastTeamID;
SOLDIERTYPE * pSoldier;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
SoldierID bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs to find buddies
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
for ( ; bMercID <= bLastTeamID; ++bMercID)
{
SOLDIERTYPE *pSoldier = bMercID;
//if the merc is active, in Arulco, not POW and is a buddy
if ( WhichBuddy(pSoldier->ubProfile,pFiredSoldier->ubProfile) != (-1) &&
pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
@@ -1416,9 +1412,9 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
SOLDIERTYPE *pSoldier = NULL, *pSoldierWhoWillQuit = NULL;
INT32 iCounter= 0, iNumberOnTeam = 0;
// WDS - make number of mercenaries, etc. be configurable
UINT8 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SoldierID ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
gfFirstMercSayQuote = FALSE;
@@ -1498,16 +1494,17 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
// OK, pick one....
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
SOLDIERTYPE *pChosenSoldier = ubPotentialMercs[ubChosenMerc];
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
HandleImportantMercQuote( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], QUOTE_CONTRACTS_OVER );
HandleImportantMercQuote( pChosenSoldier, QUOTE_CONTRACTS_OVER );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
AddReasonToWaitingListQueue( CONTRACT_EXPIRE_WARNING_REASON );
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
TacticalCharacterDialogueWithSpecialEvent( pChosenSoldier, 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ]->ubContractRenewalQuoteCode = SOLDIER_CONTRACT_RENEW_QUOTE_89_USED;
pChosenSoldier->ubContractRenewalQuoteCode = SOLDIER_CONTRACT_RENEW_QUOTE_89_USED;
}
}
}
@@ -1521,16 +1518,8 @@ void HandleNotifyPlayerCantAffordInsurance( void )
void HandleNotifyPlayerCanAffordInsurance( SOLDIERTYPE *pSoldier, UINT8 ubLength, INT32 iCost )
{
CHAR16 sString[ 128 ];
CHAR16 sStringA[ 32 ];
//parse the cost
swprintf( sStringA, L"%d",iCost );
// insert the commans and dollar sign
InsertCommasForDollarFigure( sStringA );
InsertDollarSignInToString( sStringA );
swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->GetName(), sStringA, ubLength );
swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->GetName(), FormatMoney(iCost).data(), ubLength );
//Set the length to the global variable ( so we know how long the contract is in the callback )
gubContractLength = ubLength;
+2 -2
View File
@@ -68,8 +68,8 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void );
void BeginContractRenewalSequence( );
void HandleContractRenewalSequence( );
void EndCurrentContractRenewal( );
void HandleMercIsWillingToRenew( UINT8 ubID );
void HandleMercIsNotWillingToRenew( UINT8 ubID );
void HandleMercIsWillingToRenew( SoldierID ubID );
void HandleMercIsNotWillingToRenew( SoldierID ubID );
BOOLEAN ContractIsExpiring( SOLDIERTYPE *pSoldier );
UINT32 GetHourWhenContractDone( SOLDIERTYPE *pSoldier );
+23 -21
View File
@@ -282,11 +282,12 @@ void UpdateMilitia( MILITIA aMilitia )
SOLDIERTYPE* GetUsedSoldierToIndividualMilitia( UINT32 aMilitiaId )
{
for ( UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
for ( SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
{
if ( MercPtrs[cnt] && MercPtrs[cnt]->bActive && MercPtrs[cnt]->usIndividualMilitiaID == aMilitiaId )
SOLDIERTYPE *pSoldier = cnt;
if ( pSoldier && pSoldier->bActive && pSoldier->usIndividualMilitiaID == aMilitiaId )
{
return MercPtrs[cnt];
return pSoldier;
}
}
@@ -299,11 +300,11 @@ void ApplyTacticalLifeRatioToMilitia()
if ( !gGameExternalOptions.fIndividualMilitia )
return;
SOLDIERTYPE* pSoldier;
UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
{
@@ -325,11 +326,11 @@ void ApplyMilitiaHealthRatioToTactical()
if ( !gGameExternalOptions.fIndividualMilitia || !gGameExternalOptions.fIndividualMilitia_ManageHealth )
return;
SOLDIERTYPE* pSoldier;
UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
{
@@ -695,12 +696,12 @@ UINT32 GetIdOfUnusedIndividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
// fitting data found - now we have to make sure this one isn't already in use
BOOLEAN found = FALSE;
SOLDIERTYPE* pSoldier;
INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
if ( pSoldier && pSoldier->bActive && ( *it ).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId( pSoldier->usIndividualMilitiaID ) )
{
found = TRUE;
@@ -852,10 +853,11 @@ FLOAT PromoteIndividualMilitiaInSector( UINT8 aSector, FLOAT aPointsToAdd )
{
BOOLEAN changesnecessary = FALSE;
SOLDIERTYPE* pSoldier = NULL;
int cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt, ++pSoldier )
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
@@ -1004,7 +1006,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
pSoldier->ubMilitiaAssists = 0;
}
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT8 usGreens, UINT8 usRegulars, UINT8 usElites )
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites )
{
if ( !usGreens && !usRegulars && !usElites )
return;
@@ -1042,7 +1044,7 @@ void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UI
// militia are disbanded - we have to take note of that
void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars, UINT8 usElites )
void DisbandIndividualMilitia( UINT8 aSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites )
{
std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end( );
for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it )
+3 -3
View File
@@ -179,10 +179,10 @@ FLOAT PromoteIndividualMilitiaInSector( UINT8 aSector, FLOAT aPointsToAdd );
// handle possible militia promotion and individual militia update
void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve );
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT8 usGreens, UINT8 usRegulars, UINT8 usElites );
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites );
// militia are disbanded - we have to take note of that
void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars, UINT8 usElites );
void DisbandIndividualMilitia( UINT8 aSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites );
void PromoteIndividualMilitia( UINT8 aSector, UINT8 aSoldierClass );
@@ -195,4 +195,4 @@ UINT32 GetDailyUpkeep_IndividualMilitia( UINT32& arNumGreen, UINT32& arNumRegula
void PickIndividualMilitia( UINT8 aSector, UINT8 ubType, UINT16 aNumber );
void DropIndividualMilitia( UINT8 aSector, UINT8 ubType, UINT16 aNumber );
#endif
#endif
+37 -37
View File
@@ -70,7 +70,7 @@
#define DIR_SOUTH 2
#define DIR_WEST 3
UINT8 gpAttackDirs[5][4]; // 0. Green Militia 1. Regular Militia 2. Elite Militia 3. Insertion code
UINT16 gpAttackDirs[5][4]; // 0. Green Militia 1. Regular Militia 2. Elite Militia 3. Insertion code
UINT8 guiDirNumber = 0;
BOOLEAN gfMSBattle = FALSE;
@@ -140,12 +140,12 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
SECTORINFO *pTSectorInfo = &( SectorInfo[ SECTOR( sTMapX, sTMapY ) ] );
UINT8 bGreensSourceTeam = 0, bGreensDestTeam = 0;
UINT8 bRegularsSourceTeam = 0, bRegularsDestTeam = 0;
UINT8 bElitesSourceTeam = 0, bElitesDestTeam = 0;
UINT8 bTotalGreens = 0, bTotalRegulars = 0, bTotalElites = 0;
UINT16 bGreensSourceTeam = 0, bGreensDestTeam = 0;
UINT16 bRegularsSourceTeam = 0, bRegularsDestTeam = 0;
UINT16 bElitesSourceTeam = 0, bElitesDestTeam = 0;
UINT16 bTotalGreens = 0, bTotalRegulars = 0, bTotalElites = 0;
UINT8 bTotalGreensPercent = 0, bTotalRegularsPercent = 0, bTotalElitesPercent = 0;
INT8 bNewSourceGroupSize = 0, bNewDestGroupSize = 0, bGroupSizeRatio = 0;
INT16 bNewSourceGroupSize = 0, bNewDestGroupSize = 0, bGroupSizeRatio = 0;
UINT8 ubChanceToSpreadOut;
//////////////////////////////////////////////////////////
@@ -165,8 +165,8 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
{
// Wilderness->Wilderness movement. Calculate Spread Out chance based on threats.
UINT8 ubNumEnemiesNearOrigin = NumEnemiesInFiveSectors( sMapX, sMapY );
UINT8 ubNumEnemiesNearTarget = NumEnemiesInFiveSectors( sTMapX, sTMapY );
UINT16 ubNumEnemiesNearOrigin = NumEnemiesInFiveSectors( sMapX, sMapY );
UINT16 ubNumEnemiesNearTarget = NumEnemiesInFiveSectors( sTMapX, sTMapY );
if (ubNumEnemiesNearOrigin == 0 &&
ubNumEnemiesNearTarget > 0 )
@@ -264,9 +264,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
// Flugente: mobiles take along their gear
// move only gear for those who come new into a sector
UINT8 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
UINT8 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
UINT8 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
UINT16 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
UINT16 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
UINT16 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
@@ -306,9 +306,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
// Flugente: mobiles take along their gear
// move only gear for those who come new into a sector
UINT8 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
UINT8 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
UINT8 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
UINT16 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
UINT16 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
UINT16 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
@@ -336,7 +336,7 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
{
// Source team moves En-Masse to target sector.
bNewDestGroupSize = __min( (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )), (UINT8)gGameExternalOptions.iMaxMilitiaPerSector );
bNewDestGroupSize = __min( (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )), (UINT16)gGameExternalOptions.iMaxMilitiaPerSector );
bNewSourceGroupSize = __max( 0, (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )) - gGameExternalOptions.iMaxMilitiaPerSector );
// If there are still going to be two teams after the transfer
@@ -396,9 +396,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
// Flugente: mobiles take along their gear
// move only gear for those who come new into a sector
UINT8 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
UINT8 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
UINT8 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
UINT16 elites = max(0, bElitesDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ ELITE_MILITIA ]);
UINT16 regulars = max(0, bRegularsDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]);
UINT16 greens = max(0, bGreensDestTeam - pTSectorInfo->ubNumberOfCivsAtLevel[ GREEN_MILITIA ]);
MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
@@ -432,9 +432,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
// Flugente: update individual militia data
ApplyTacticalLifeRatioToMilitia( );
UINT8 greens = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
UINT8 regulars = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
UINT8 elites = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
UINT16 greens = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
UINT16 regulars = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
UINT16 elites = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, greens );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, regulars );
@@ -549,7 +549,7 @@ UINT16 CountDirectionEnemyRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
for( sLMY = MINIMUM_VALID_Y_COORDINATE; sLMY <= MAXIMUM_VALID_Y_COORDINATE ; ++sLMY )
{
// SECTORINFO *pSectorInfo = &( SectorInfo[ uiSector ] );
UINT8 uiSumOfEnemyTroops = NumNonPlayerTeamMembersInSector( sLMX, sLMY, ENEMY_TEAM );
UINT16 uiSumOfEnemyTroops = NumNonPlayerTeamMembersInSector( sLMX, sLMY, ENEMY_TEAM );
//pSectorInfo->ubNumAdmins + pSectorInfo->ubNumTroops + pSectorInfo->ubNumElites;
// there's an enemy
@@ -605,21 +605,21 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
return iRes;
}
UINT8 ubMaxSquadSize = gGameExternalOptions.iMaxMilitiaPerSector;
UINT16 ubMaxSquadSize = gGameExternalOptions.iMaxMilitiaPerSector;
UINT8 ubSourceGreens = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
UINT8 ubSourceRegulars = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
UINT8 ubSourceElites = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
UINT8 ubTargetGreens = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
UINT8 ubTargetRegulars = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
UINT8 ubTargetElites = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
UINT16 ubSourceGreens = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
UINT16 ubSourceRegulars = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
UINT16 ubSourceElites = SectorInfo[SECTOR(sMapX, sMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
UINT16 ubTargetGreens = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
UINT16 ubTargetRegulars = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
UINT16 ubTargetElites = SectorInfo[SECTOR(sDMapX, sDMapY)].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
UINT8 ubSourceMilitia = ubSourceGreens + ubSourceRegulars + ubSourceElites;
UINT8 ubTargetMilitia = ubTargetGreens + ubTargetRegulars + ubTargetElites;
UINT16 ubSourceMilitia = ubSourceGreens + ubSourceRegulars + ubSourceElites;
UINT16 ubTargetMilitia = ubTargetGreens + ubTargetRegulars + ubTargetElites;
UINT16 usSourceEnemiesInFiveSectors = NumEnemiesInFiveSectors( sMapX, sMapY );
UINT16 usTargetEnemiesInFiveSectors = NumEnemiesInFiveSectors( sDMapX, sDMapY );
UINT8 ubTargetEnemies = NumNonPlayerTeamMembersInSector( sDMapX, sDMapY, ENEMY_TEAM );
UINT16 ubTargetEnemies = NumNonPlayerTeamMembersInSector( sDMapX, sDMapY, ENEMY_TEAM );
UINT16 usSourceMilitiaInFiveSectors = CountAllMilitiaInFiveSectors( sMapX, sMapY );
UINT16 usTargetMilitiaInFiveSectors = CountAllMilitiaInFiveSectors( sDMapX, sDMapY );
@@ -1112,7 +1112,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT8 x;
UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
UINT16 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
BOOLEAN fFirstLoop = TRUE;
@@ -1175,7 +1175,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
// Flugente: order sNumber reinforcements from src sector to target sector
BOOLEAN CallMilitiaReinforcements( INT16 sTargetMapX, INT16 sTargetMapY, INT16 sSrcMapX, INT16 sSrcMapY, UINT16 sNumber )
{
UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
UINT16 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sTargetMapX, sTargetMapY ) ] );
guiDirNumber = 0;
@@ -1236,9 +1236,9 @@ BOOLEAN CallMilitiaReinforcements( INT16 sTargetMapX, INT16 sTargetMapY, INT16 s
{
++sMilitiaMoved;
UINT8 militia_green = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, GREEN_MILITIA );
UINT8 militia_troop = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, REGULAR_MILITIA );
UINT8 militia_elite = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, ELITE_MILITIA );
UINT16 militia_green = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, GREEN_MILITIA );
UINT16 militia_troop = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, REGULAR_MILITIA );
UINT16 militia_elite = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, ELITE_MILITIA );
gpAttackDirs[guiDirNumber][0] += militia_green - uiNumGreen;
gpAttackDirs[guiDirNumber][1] += militia_troop - uiNumReg;
+2 -2
View File
@@ -9,7 +9,7 @@
//#define MAXIMUM_MILITIA_SQUAD_SIZE 30
extern UINT8 gpAttackDirs[5][4];
extern UINT16 gpAttackDirs[5][4];
extern UINT8 guiDirNumber;
// Flugente: militia in this sector is ordered to move according to flags that were applied to it prior
@@ -50,4 +50,4 @@ void DissolveAllMilitiaGroupsInSector( INT16 sMapX, INT16 sMapY );
BOOLEAN MilitiaGroupEntersCurrentSector( UINT8 usGroupId, INT16 sMapX, INT16 sMapY );
#endif
#endif
+8 -8
View File
@@ -1089,9 +1089,9 @@ namespace MiniEventHelpers
INT16 x = 0;
INT16 y = 0;
INT8 z = 0;
for (UINT32 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* merc = MercPtrs[i];
const SOLDIERTYPE* merc = i;
if (merc && merc->ubProfile == profileId)
{
x = merc->sSectorX;
@@ -1519,9 +1519,9 @@ void MiniEventsLua(UINT32 eventId)
gAllMercs.clear();
// get all mercs eligible to get a mini event
for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt)
for (SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt)
{
SOLDIERTYPE* pSoldier = MercPtrs[ cnt ];
SOLDIERTYPE* pSoldier = cnt;
if (pSoldier && pSoldier->bActive
&& pSoldier->stats.bLife > 0
@@ -1542,9 +1542,9 @@ void MiniEventsLua(UINT32 eventId)
// second param: a table containing basic info about all of the player's mercs ({ nickname = profileid })
f.TableOpen();
for (UINT32 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* merc = MercPtrs[i];
const SOLDIERTYPE* merc = i;
if (merc && merc->bActive && merc->bAssignment != IN_TRANSIT && !(merc->flags.uiStatusFlags & SOLDIER_VEHICLE) && !(AM_A_ROBOT(merc)))
{
std::wstring ws(gMercProfiles[merc->ubProfile].zNickname);
@@ -1561,9 +1561,9 @@ void MiniEventsLua(UINT32 eventId)
LuaFunction f = LuaFunction(gLS, "BeginRandomEvent");
// first param: a table containing basic info about all of the player's mercs ({ nickname = profileid })
f.TableOpen();
for (UINT32 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* merc = MercPtrs[i];
const SOLDIERTYPE* merc = i;
if (merc && merc->bActive && merc->bAssignment != IN_TRANSIT && !(merc->flags.uiStatusFlags & SOLDIER_VEHICLE) && !(AM_A_ROBOT(merc)))
{
std::wstring ws(gMercProfiles[merc->ubProfile].zNickname);
+1 -1
View File
@@ -543,7 +543,7 @@ BOOLEAN SetThisSectorAsEnemyControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BO
{
// Enemies can steal items left lying about, each one can carry out up to X kg (defined in RemoveRandomItemsInSector).
// Don't care underground sectors here -- we are in overground code branch.
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
GetNumberOfStationaryEnemiesInSector( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
RemoveRandomItemsInSector( sMapX, sMapY, bMapZ, (UINT32)ubNumAdmins + ubNumTroops + ubNumElites );
}
+57 -58
View File
@@ -296,11 +296,10 @@ FLOAT gAmbushRadiusModifier = 1.0f;
void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
VOBJECT_DESC VObjectDesc;
INT32 i;
UINT8 ubGroupID = 0;
UINT8 ubNumStationaryEnemies = 0;
UINT8 ubNumMobileEnemies = 0;
UINT8 ubNumMercs;
UINT16 ubNumStationaryEnemies = 0;
UINT16 ubNumMobileEnemies = 0;
UINT16 ubNumMercs;
BOOLEAN fUsePluralVersion = FALSE;
INT8 bBestExpLevel = 0;
BOOLEAN fRetreatAnOption = TRUE;
@@ -407,8 +406,6 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
gubPBSectorY = gpBattleGroup->ubSectorY;
gubPBSectorZ = gpBattleGroup->ubSectorZ;
// get number of enemies thought to be here
SectorInfo[SECTOR( gubPBSectorX, gubPBSectorY )].bLastKnownEnemies = NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
fMapPanelDirty = TRUE;
}
else if( gfPersistantPBI )
@@ -602,11 +599,12 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
//Count the number of players involved or not involved in this battle
guiNumUninvolved = 0;
guiNumInvolved = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
{
// involved
if( !ubGroupID )
@@ -615,13 +613,13 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
//can detect it by comparing the first value with future values. If we do, then
//we set a flag which determines whether to use the singular help text or plural version
//for the retreat button.
ubGroupID = MercPtrs[ i ]->ubGroupID;
ubGroupID = pSoldier->ubGroupID;
if( !gpBattleGroup )
gpBattleGroup = GetGroup( ubGroupID );
//if( bBestExpLevel > MercPtrs[ i ]->stats.bExpLevel ) // SANDRO - WTF!! This is a bug!
if( bBestExpLevel < MercPtrs[ i ]->stats.bExpLevel ) // SANDRO - WTF!! This is a bug!
bBestExpLevel = MercPtrs[ i ]->stats.bExpLevel;
if( MercPtrs[ i ]->ubPrevSectorID == 255 )
//if( bBestExpLevel > pSoldier->stats.bExpLevel ) // SANDRO - WTF!! This is a bug!
if( bBestExpLevel < pSoldier->stats.bExpLevel ) // SANDRO - WTF!! This is a bug!
bBestExpLevel = pSoldier->stats.bExpLevel;
if( pSoldier->ubPrevSectorID == 255 )
{ //Not able to retreat (calculate it for group)
GROUP *pTempGroup;
pTempGroup = GetGroup( ubGroupID );
@@ -629,7 +627,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
CalculateGroupRetreatSector( pTempGroup );
}
}
else if( ubGroupID != MercPtrs[ i ]->ubGroupID )
else if( ubGroupID != pSoldier->ubGroupID )
{
fUsePluralVersion = TRUE;
}
@@ -637,23 +635,23 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
++guiNumInvolved;
// SANDRO - added check if we have a scout in group, needed later
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && gSkillTraitValues.fSCPreventsTheEnemyToAmbushMercs )
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && gSkillTraitValues.fSCPreventsTheEnemyToAmbushMercs )
{
fScoutPresent = TRUE;
}
if ( MercPtrs[i]->usSoldierFlagMask & SOLDIER_AIRDROP )
if ( pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
{
fAirDrop = TRUE;
}
UINT16 deploymentleadership = EffectiveLeadership( MercPtrs[i] );
FLOAT ambushradiusmodifier = 10 * EffectiveExpLevel( MercPtrs[i] ) + MercPtrs[i]->GetBackgroundValue( BG_AMBUSH_RADIUS );
UINT16 deploymentleadership = EffectiveLeadership( pSoldier );
FLOAT ambushradiusmodifier = 10 * EffectiveExpLevel( pSoldier ) + pSoldier->GetBackgroundValue( BG_AMBUSH_RADIUS );
if ( gGameOptions.fNewTraitSystem )
{
deploymentleadership += 50 * NUM_SKILL_TRAITS( MercPtrs[i], SQUADLEADER_NT );
deploymentleadership += 50 * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT );
ambushradiusmodifier += 50 * NUM_SKILL_TRAITS( MercPtrs[i], SCOUTING_NT );
ambushradiusmodifier += 50 * NUM_SKILL_TRAITS( pSoldier, SCOUTING_NT );
}
// bonus with old traits, so that the check can be won
else
@@ -666,7 +664,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
gAmbushRadiusModifier = max( gAmbushRadiusModifier, ambushradiusmodifier / 100 );
// Flugente: if a merc is inserted from concealed state, retreat is forbidden, as at least this merc will have to extract manually
if ( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
fRetreatAnOption = FALSE;
}
else
@@ -890,16 +888,17 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
// SANDRO - merc records - ambush experienced
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE || fAmbushPrevented )
{
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
{
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
else if ( fAmbushPrevented && HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) ) // Scouts actually get this as number of prevented ambushes
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
gMercProfiles[ pSoldier->ubProfile ].records.usAmbushesExperienced++;
else if ( fAmbushPrevented && HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) ) // Scouts actually get this as number of prevented ambushes
gMercProfiles[ pSoldier->ubProfile ].records.usAmbushesExperienced++;
}
}
}
@@ -1547,14 +1546,12 @@ void RenderPreBattleInterface()
{
// don't know how many
swprintf( str, L"?" );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = -2;
}
else
{
// know exactly how many
i = NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
swprintf( str, L"%d", i );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = (INT8)i;
}
x = 57 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
y = 36;
@@ -1579,22 +1576,23 @@ void RenderPreBattleInterface()
// | NAME | ASSIGN | COND | HP | BP |
line = 0;
y = TOP_Y + TOP_Y_TEXT_BUFFER - bListOffset;
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id)
{
if( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
if( PlayerMercInvolvedInThisCombat( pSoldier ) )
{
//NAME
wcscpy( str, MercPtrs[ i ]->name );
wcscpy( str, pSoldier->name );
x = 17 + (52 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
GetMapscreenMercAssignmentString( pSoldier, str );
x = 72 + (54 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//COND
GetSoldierConditionInfo( MercPtrs[ i ], str, &ubHPPercent, &ubBPPercent );
GetSoldierConditionInfo( pSoldier, str, &ubHPPercent, &ubBPPercent );
x = 129 + (58 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//HP
@@ -1624,33 +1622,34 @@ void RenderPreBattleInterface()
{
pGroup = gpGroupList;
y = TOP_Y + TOP_Y_TEXT_BUFFER + ubUninvolvedStartY + UNINVOLVED_RELEVANT_HEIGHT - bListOffset;
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if( !PlayerMercInvolvedInThisCombat(MercPtrs[ i ]) )
if( !PlayerMercInvolvedInThisCombat(pSoldier) )
{
//NAME
wcscpy( str, MercPtrs[ i ]->name );
wcscpy( str, pSoldier->name );
x = 17 + (52 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
GetMapscreenMercAssignmentString( pSoldier, str );
x = 72 + (54 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//LOC
GetMapscreenMercLocationString( MercPtrs[ i ], str );
GetMapscreenMercLocationString( pSoldier, str );
x = 128 + (33 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//DEST
GetMapscreenMercDestinationString( MercPtrs[ i ], str );
GetMapscreenMercDestinationString( pSoldier, str );
if (wcslen(str) > 0)
{
x = 164 + (41 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
}
//DEP
GetMapscreenMercDepartureString( MercPtrs[ i ], str, &ubJunk );
GetMapscreenMercDepartureString( pSoldier, str, &ubJunk );
x = 208 + (34 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf(x + xOffset, y + yOffset, str);
@@ -1816,12 +1815,13 @@ void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
for( UINT8 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++i )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE )
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[i] ) && MercPtrs[i]->ubProfile != NO_PROFILE )
gMercProfiles[ MercPtrs[i]->ubProfile ].records.usBattlesRetreated++;
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usBattlesRetreated++;
}
}
/////////////////////////////////////////////////////////////////////////////////
@@ -2387,9 +2387,9 @@ void RetreatAllInvolvedMilitiaGroups()
return;
// as group size will be cut to MAX_STRATEGIC_ENEMY_GROUP_SIZE, see how many troops are allowed and reduce sector count accordingly
UINT8 greens = pSector->ubNumberOfCivsAtLevel[0];
UINT8 regulars = pSector->ubNumberOfCivsAtLevel[1];
UINT8 elites = pSector->ubNumberOfCivsAtLevel[2];
UINT16 greens = pSector->ubNumberOfCivsAtLevel[0];
UINT16 regulars = pSector->ubNumberOfCivsAtLevel[1];
UINT16 elites = pSector->ubNumberOfCivsAtLevel[2];
pGroup = CreateNewMilitiaGroupDepartingFromSector( SECTOR( sBattleSectorX, sBattleSectorY ), greens, regulars, elites );
@@ -2557,20 +2557,19 @@ BOOLEAN CurrentBattleSectorIs( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
void CheckForRobotAndIfItsControlled( void )
{
INT32 i;
// search for the robot on player's team
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && AM_A_ROBOT( MercPtrs[ i ] ))
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && AM_A_ROBOT( pSoldier ))
{
// check whether it has a valid controller with it. This sets its ubRobotRemoteHolderID field.
MercPtrs[ i ]->UpdateRobotControllerGivenRobot( );
pSoldier->UpdateRobotControllerGivenRobot( );
// if he has a controller, set controllers
if ( MercPtrs[ i ]->ubRobotRemoteHolderID != NOBODY )
if ( pSoldier->ubRobotRemoteHolderID != NOBODY )
{
MercPtrs[ MercPtrs[ i ]->ubRobotRemoteHolderID ]->UpdateRobotControllerGivenController( );
pSoldier->ubRobotRemoteHolderID->UpdateRobotControllerGivenController( );
}
break;
+80 -179
View File
@@ -103,13 +103,13 @@ void ValidateEnemiesHaveWeapons()
{
#ifdef JA2BETAVERSION
SGPRect CenteringRect= {0 + xResOffset, 0, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT };
INT32 i, iErrorDialog;
INT32 iErrorDialog;
SOLDIERTYPE *pSoldier;
INT32 iNumInvalid = 0;
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( !pSoldier->bActive || !pSoldier->bInSector )
{
continue;
@@ -141,9 +141,9 @@ void ValidateEnemiesHaveWeapons()
}
//Counts enemies and crepitus, but not bloodcats.
UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
UINT16 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT8 ubNumHostiles = 0;
UINT16 ubNumHostiles = 0;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
@@ -158,7 +158,7 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
if( pSector )
{
ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
ubNumHostiles = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
}
}
else
@@ -168,7 +168,7 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
//Count stationary hostiles
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumHostiles = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
ubNumHostiles = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumCreatures + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
//Count mobile enemies
pGroup = gpGroupList;
@@ -185,9 +185,9 @@ UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
return ubNumHostiles;
}
UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
UINT16 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT8 ubNumEnemies = 0;
UINT16 ubNumEnemies = 0;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
@@ -202,7 +202,7 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
pSector = FindUnderGroundSector( sSectorX, sSectorY, (UINT8)sSectorZ );
if( pSector )
{
ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
ubNumEnemies = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
}
}
else
@@ -212,7 +212,7 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
//Count stationary enemies
pSector = &SectorInfo[ SECTOR( sSectorX, sSectorY ) ];
ubNumEnemies = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
ubNumEnemies = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
//Count mobile enemies
pGroup = gpGroupList;
@@ -230,11 +230,11 @@ UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
}
// returns how many members of a team are in a sector - not intended for OUR_TEAM!
UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam )
UINT16 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam )
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubNumTroops;
UINT16 ubNumTroops = 0;
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
@@ -255,14 +255,14 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT
if ( ubTeam == ENEMY_TEAM )
{
ubNumTroops = (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
ubNumTroops = (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
if ( is_networked )
ubNumTroops += numenemyLAN((UINT8)sSectorX,(UINT8)sSectorY ); //hayden
}
else if ( ubTeam == MILITIA_TEAM )
{
ubNumTroops = (UINT8)(pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]);
ubNumTroops = (pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]);
}
else if ( ubTeam == CREATURE_TEAM )
{
@@ -287,11 +287,12 @@ UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSecto
{
UINT16 teammemberspresent = 0;
SOLDIERTYPE* pTeamSoldier = NULL;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
SOLDIERTYPE *pTeamSoldier = NULL;
SoldierID bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pTeamSoldier = bMercID;
// we test several conditions before we allow adding an opinion
// other merc must be active, have a profile, be someone else and not be in transit or dead
if ( pTeamSoldier->bActive && !pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->stats.bLife > 0 && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
@@ -309,7 +310,7 @@ UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTe
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT16 ubNum;
UINT16 ubNum = 0;
// HEADROCK: This is a TEMPORARY fix to avoid the assertion error. Not sure this is the best solution,
// probably isn't. But I need this bit to work.
@@ -344,7 +345,7 @@ UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTe
return ubNum;
}
UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
UINT16 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
SECTORINFO *pSector;
@@ -368,14 +369,14 @@ UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
return( 0 );
}
return (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots);
return (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumTanks + pSector->ubNumJeeps + pSector->ubNumRobots);
}
UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
UINT16 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
GROUP *pGroup;
SECTORINFO *pSector;
UINT8 ubNumTroops;
UINT16 ubNumTroops;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
AssertLE( sSectorX, MAXIMUM_VALID_X_COORDINATE );
AssertGE( sSectorY, MINIMUM_VALID_Y_COORDINATE);
@@ -396,13 +397,13 @@ UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
if( pSector->ubGarrisonID == ROADBLOCK )
{
//consider these troops as mobile troops even though they are in a garrison
ubNumTroops += (UINT8)(pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
ubNumTroops += (pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites + pSector->ubNumRobots + pSector->ubNumJeeps + pSector->ubNumTanks);
}
return ubNumTroops;
}
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
GROUP *pGroup;
SECTORINFO *pSector;
@@ -441,7 +442,7 @@ void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pu
}
}
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT16 usTeam, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
GROUP *pGroup;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
@@ -468,7 +469,7 @@ void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSe
}
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
SECTORINFO *pSector;
AssertGE( sSectorX, MINIMUM_VALID_X_COORDINATE);
@@ -486,9 +487,9 @@ void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8
*pubNumJeeps = pSector->ubNumJeeps;
}
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
GetNumberOfStationaryEnemiesInSector( sSectorX, sSectorY, pubNumAdmins, pubNumTroops, pubNumElites, pubNumRobots, pubNumTanks, pubNumJeeps );
@@ -505,7 +506,6 @@ void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAd
void EndTacticalBattleForEnemy()
{
GROUP *pGroup;
INT32 i;
//Clear enemies in battle for all stationary groups in the sector.
if( gbWorldSectorZ > 0 )
@@ -558,14 +558,16 @@ void EndTacticalBattleForEnemy()
//Check to see if any of our mercs have abandoned the militia during a battle. This is cause for a rather
//severe loyalty blow.
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
for( SoldierID i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife >= OKLIFE )
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE )
{ //found one live militia, so look for any enemies/creatures.
// NOTE: this is relying on ENEMY_TEAM being immediately followed by CREATURE_TEAM
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
for( SoldierID j = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; j <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++j )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife >= OKLIFE )
SOLDIERTYPE *pEnemy = j;
if( pEnemy->bActive && pEnemy->bInSector && pEnemy->stats.bLife >= OKLIFE )
{ //confirmed at least one enemy here, so do the loyalty penalty.
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ABANDON_MILITIA, gWorldSectorX, gWorldSectorY, 0 );
break;
@@ -576,27 +578,26 @@ void EndTacticalBattleForEnemy()
}
}
UINT8 NumFreeSlots( UINT8 ubTeam )
UINT16 NumFreeSlots( UINT8 ubTeam )
{
UINT8 ubNumFreeSlots = 0;
UINT16 ubNumFreeSlots = 0;
//Count the number of free enemy slots. It is possible to have multiple groups exceed the maximum.
for ( INT32 i = gTacticalStatus.Team[ubTeam].bFirstID; i <= gTacticalStatus.Team[ubTeam].bLastID; ++i )
for ( SoldierID i = gTacticalStatus.Team[ubTeam].bFirstID; i <= gTacticalStatus.Team[ubTeam].bLastID; ++i )
{
if ( !Menptr[i].bActive )
if ( !i->bActive )
++ubNumFreeSlots;
}
// the militia team size can be restricted by the ini
if ( ubTeam == MILITIA_TEAM )
{
ubNumFreeSlots = (UINT8)max( 0, (INT8)ubNumFreeSlots - (INT8)(gGameExternalOptions.ubGameMaximumNumberOfRebels - gGameExternalOptions.iMaxMilitiaPerSector) );
ubNumFreeSlots = (UINT16)max( 0, (INT16)ubNumFreeSlots - (INT16)(gGameExternalOptions.ubGameMaximumNumberOfRebels - gGameExternalOptions.iMaxMilitiaPerSector) );
}
return ubNumFreeSlots;
}
//Called when entering a sector so the campaign AI can automatically insert the
//correct number of troops of each type based on the current number in the sector
//in global focus (gWorldSectorX/Y)
@@ -1191,7 +1192,6 @@ BOOLEAN PrepareEnemyForUndergroundBattle()
//The queen AI layer must process the event by subtracting forces, etc.
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
{
INT32 iNumEnemiesInSector;
SECTORINFO *pSector;
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"QueenCommand");
@@ -1738,22 +1738,6 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
}
}
}
if( !pSoldier->bSectorZ )
{
pSector = &SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ];
iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM );
if( iNumEnemiesInSector )
{
if( pSector->bLastKnownEnemies >= 0 )
{
pSector->bLastKnownEnemies = (INT8)iNumEnemiesInSector;
}
}
else
{
pSector->bLastKnownEnemies = 0;
}
}
}
//Well, not so rarely with mobile reinforcements!
@@ -1772,8 +1756,8 @@ void AddPossiblePendingEnemiesToBattle()
BOOLEAN fMagicallyAppeared=FALSE;
#endif
UINT8 ubSlots, ubNumAvailable;
UINT8 ubNumRobots, ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks, ubNumJeeps;
UINT16 ubSlots, ubNumAvailable;
UINT16 ubNumRobots, ubNumElites, ubNumTroops, ubNumAdmins, ubNumTanks, ubNumJeeps;
UINT8 ubNumGroupsInSector;
UINT8 ubGroupIndex;
GROUP *pGroup;
@@ -2001,7 +1985,7 @@ void AddPossiblePendingEnemiesToBattle()
pGroup = pGroupInSectorList[ ubGroupIndex];
// Flugente fix: check for underflow...
UINT8 currentgroupsize = pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
UINT16 currentgroupsize = pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle
+ pGroup->pEnemyGroup->ubRobotsInBattle + pGroup->pEnemyGroup->ubTanksInBattle + pGroup->pEnemyGroup->ubJeepsInBattle;
if ( currentgroupsize > pGroup->ubGroupSize )
ubNumAvailable = 0;
@@ -2122,14 +2106,14 @@ void AddPossiblePendingEnemiesToBattle()
void NotifyPlayersOfNewEnemies()
{
INT32 iSoldiers, iChosenSoldier, i;
INT32 iSoldiers, iChosenSoldier;
SOLDIERTYPE *pSoldier;
BOOLEAN fIgnoreBreath = FALSE;
iSoldiers = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{ //find a merc that is aware.
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bBreath >= OKBREATH )
{
iSoldiers++;
@@ -2139,9 +2123,9 @@ void NotifyPlayersOfNewEnemies()
{ // look for an out of breath merc.
fIgnoreBreath = TRUE;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{ //find a merc that is aware.
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
{
iSoldiers++;
@@ -2151,9 +2135,9 @@ void NotifyPlayersOfNewEnemies()
if( iSoldiers )
{
iChosenSoldier = Random( iSoldiers );
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{ //find a merc that is aware.
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bInSector && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE &&
( ( pSoldier->bBreath >= OKBREATH ) || fIgnoreBreath ) )
{
@@ -2176,12 +2160,12 @@ void NotifyPlayersOfNewEnemies()
}
}
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumRobots, UINT8 ubNumTanks, UINT8 ubNumJeeps, BOOLEAN fMagicallyAppeared )
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumAdmins, UINT16 ubNumTroops, UINT16 ubNumElites, UINT16 ubNumRobots, UINT16 ubNumTanks, UINT16 ubNumJeeps, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
UINT8 ubCurrSlot;
UINT8 ubTotalSoldiers;
UINT16 ubCurrSlot;
UINT16 ubTotalSoldiers;
UINT8 bDesiredDirection=0;
// while transport groups can't normally reinforce, this covers the case where a transport group enters a sector (via normal movement)
@@ -2323,7 +2307,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if( ubNumTroops && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops) )
else if( ubNumTroops && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops) )
{
ubNumTroops--;
ubTotalSoldiers--;
@@ -2346,7 +2330,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if( ubNumAdmins && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins) )
else if( ubNumAdmins && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins) )
{
ubNumAdmins--;
ubTotalSoldiers--;
@@ -2369,7 +2353,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if( ubNumRobots && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots) )
else if( ubNumRobots && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots) )
{
ubNumRobots--;
ubTotalSoldiers--;
@@ -2392,7 +2376,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if( ubNumTanks && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks) && ubNumberOfVehicles < 9 )
else if( ubNumTanks && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks) && ubNumberOfVehicles < 9 )
{
ubNumTanks--;
ubTotalSoldiers--;
@@ -2415,7 +2399,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if ( ubNumJeeps && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
else if ( ubNumJeeps && Random( ubTotalSoldiers ) < (ubNumElites + ubNumTroops + ubNumAdmins + ubNumRobots + ubNumTanks + ubNumJeeps) && ubNumberOfVehicles < 9 )
{
ubNumJeeps--;
ubTotalSoldiers--;
@@ -2463,12 +2447,12 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
#endif
}
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumGreens, UINT16 ubNumRegulars, UINT16 ubNumElites, BOOLEAN fMagicallyAppeared )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo;
UINT8 ubCurrSlot;
UINT8 ubTotalSoldiers;
UINT16 ubCurrSlot;
UINT16 ubTotalSoldiers;
UINT8 bDesiredDirection = 0;
switch ( ubStrategicInsertionCode )
@@ -2558,7 +2542,7 @@ void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if ( ubNumRegulars && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars) )
else if ( ubNumRegulars && Random( ubTotalSoldiers ) < (ubNumElites + ubNumRegulars) )
{
ubNumRegulars--;
ubTotalSoldiers--;
@@ -2581,7 +2565,7 @@ void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
}
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
}
else if ( ubNumGreens && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars + ubNumGreens) )
else if ( ubNumGreens && Random( ubTotalSoldiers ) < (ubNumElites + ubNumRegulars + ubNumGreens) )
{
ubNumGreens--;
ubTotalSoldiers--;
@@ -2964,89 +2948,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
}
void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap()
{
INT32 i;
BOOLEAN fMadeCorpse;
INT8 bKilledEnemies = 0, bKilledCreatures = 0, bKilledRebels = 0, bKilledCivilians = 0;
return;
//If any of the soldiers are dying, kill them now.
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
{
MercPtrs[ i ]->stats.bLife = 0;
MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledEnemies++;
}
}
//Do the same for the creatures.
for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
{
MercPtrs[ i ]->stats.bLife = 0;
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledCreatures++;
}
}
//Militia
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
{
MercPtrs[ i ]->stats.bLife = 0;
MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledRebels++;
}
}
//Civilians
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife < OKLIFE && MercPtrs[ i ]->stats.bLife )
{
MercPtrs[ i ]->stats.bLife = 0;
MercPtrs[ i ]->iHealableInjury = 0; // added just for sure - SANDRO
HandleSoldierDeath( MercPtrs[ i ], &fMadeCorpse );
bKilledCivilians++;
}
}
// TEST MESSAGES ONLY!
if( bKilledCivilians )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d civilians died after you left the sector.", bKilledCivilians );
if( bKilledRebels )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d militia died after you left the sector.", bKilledRebels );
if( bKilledEnemies )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d enemies died after you left the sector.", bKilledEnemies );
if( bKilledCreatures )
ScreenMsg( FONT_BLUE, MSG_TESTVERSION, L"%d creatures died after you left the sector.", bKilledCreatures );
if( !gbWorldSectorZ )
{
SECTORINFO *pSector;
pSector = &SectorInfo[ SECTOR(gWorldSectorX, gWorldSectorY) ];
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
//RecalculateSectorWeight(
}
else if( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if( !pSector )
return;
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
}
}
BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
{
if ( NumNonPlayerTeamMembersInSector( SECTORX( ubSectorID ), SECTORY( ubSectorID ), MILITIA_TEAM ) )
@@ -3068,13 +2969,13 @@ BOOLEAN PlayerSectorDefended( UINT8 ubSectorID )
BOOLEAN OnlyHostileCivsInSector()
{
SOLDIERTYPE *pSoldier;
INT32 i;
SoldierID i;
BOOLEAN fHostileCivs = FALSE;
//Look for any hostile civs.
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if( !pSoldier->aiData.bNeutral )
@@ -3089,9 +2990,9 @@ BOOLEAN OnlyHostileCivsInSector()
return FALSE;
}
//Look for anybody else hostile. If found, return FALSE immediately.
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; i++ )
for( i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if( !pSoldier->aiData.bNeutral )
@@ -3100,9 +3001,9 @@ BOOLEAN OnlyHostileCivsInSector()
}
}
}
for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
for( i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if( !pSoldier->aiData.bNeutral )
@@ -3111,9 +3012,9 @@ BOOLEAN OnlyHostileCivsInSector()
}
}
}
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if( !pSoldier->aiData.bNeutral )
@@ -3176,8 +3077,8 @@ void HandleBloodCatDeaths( SECTORINFO *pSector )
//if ALL the bloodcats are killed
if( pSector->bBloodCats == 0 )
{
UINT8 bId1=-1;
UINT8 bId2=-1;
SoldierID bId1 = NOBODY;
SoldierID bId2 = NOBODY;
UINT8 bNum=0;
SetFactTrue( FACT_PLAYER_KILLED_ALL_BETTYS_BLOODCATS );
@@ -3192,13 +3093,13 @@ void HandleBloodCatDeaths( SECTORINFO *pSector )
if( bNum != 0 )
{
//must make sure TEX doesnt say the quote
if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != TEX_UB )
if( bId1 != NOBODY && bId1->ubProfile != TEX_UB )
{
TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
TacticalCharacterDialogue( bId1, QUOTE_UB_HANDLE_BLOODCATDEATHS );
}
else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != TEX_UB )
else if( bId2 != NOBODY && bId2->ubProfile != TEX_UB )
{
TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
TacticalCharacterDialogue( bId2, QUOTE_UB_HANDLE_BLOODCATDEATHS );
}
}
}
+12 -13
View File
@@ -12,26 +12,26 @@
extern BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN];
UINT8 NumFreeSlots( UINT8 ubTeam );
UINT16 NumFreeSlots( UINT8 ubTeam );
//Counts enemies and crepitus, but not bloodcats.
UINT8 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
UINT16 NumHostilesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
UINT16 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
// returns how many members of a team are in a sector - not intended for OUR_TEAM!
UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
UINT16 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubTeam );
// returns how many members of a team are in a sector - only intended for OUR_TEAM! POWs not included
UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
UINT16 NumEnemyArmedVehiclesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam );
UINT8 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
UINT8 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT8 usTeam, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
UINT16 NumStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
UINT16 NumMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void GetNumberOfMobileEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
void GetNumberOfMobileEnemiesInSectorWithoutRoadBlock( INT16 sSectorX, INT16 sSectorY, UINT16 usTeam, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
void GetNumberOfStationaryEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
//Called when entering a sector so the campaign AI can automatically insert the
//correct number of troops of each type based on the current number in the sector
@@ -39,14 +39,13 @@ void GetNumberOfEnemiesInSector( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAd
BOOLEAN PrepareEnemyForSectorBattle();
BOOLEAN PrepareEnemyForUndergroundBattle();
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumRobots, UINT8 ubNumTanks, UINT8 abNumJeeps, BOOLEAN fMagicallyAppeared );
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared );
void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumAdmins, UINT16 ubNumTroops, UINT16 ubNumElites, UINT16 ubNumRobots, UINT16 ubNumTanks, UINT16 abNumJeeps, BOOLEAN fMagicallyAppeared );
void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT16 ubNumGreens, UINT16 ubNumRegulars, UINT16 ubNumElites, BOOLEAN fMagicallyAppeared );
void AddPossiblePendingEnemiesToBattle();
void EndTacticalBattleForEnemy();
void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier );
void HandleEnemyStatusInCurrentMapBeforeLoadingNewMap();
BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile );
BOOLEAN LoadUnderGroundSectorInfoFromSavedGame( HWFILE hFile );
+13 -16
View File
@@ -665,19 +665,19 @@ void ChangeFactState( INT32 iNumber );
void DisplayCurrentGridNo();
void EnableQDSButtons();
BOOLEAN DoQDSMessageBox( UINT8 ubStyle, STR16 zString, UINT32 uiExitScreen, UINT8 ubFlags, MSGBOX_CALLBACK ReturnCallback );
BOOLEAN DoQDSMessageBox( UINT8 ubStyle, STR16 zString, UINT32 uiExitScreen, UINT8 ubFlags, MSGBOX_CALLBACK ReturnCallback );
void IncrementActiveDropDownBox( INT16 sIncrementValue );
INT16 IsMercInTheSector( UINT16 usMercID );
SoldierID IsMercInTheSector( UINT8 ubMercProfileID );
void RefreshAllNPCInventory();
void SetQDSMercProfile();
void HandleQDSTalkingMerc();
void DisplayQDSCurrentlyQuoteNum( );
void SetTalkingMercPauseState( BOOLEAN fState );
UINT8 WhichPanelShouldTalkingMercUse( );
UINT8 WhichPanelShouldTalkingMercUse( );
void EndMercTalking();
void EnableFactMouseRegions();
void DisableFactMouseRegions();
INT32 GetMaxNumberOfQuotesToPlay( );
INT32 GetMaxNumberOfQuotesToPlay( );
void GetDebugLocationString( UINT16 usProfileID, STR16 pzText );
//ppp
@@ -2993,9 +2993,9 @@ void DestroyQuestDebugTextInputBoxes()
void AddNPCToGridNo( INT32 iGridNo )
{
SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sSectorX, sSectorY;
UINT8 ubID;
SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sSectorX, sSectorY;
SoldierID ubID;
GetCurrentWorldSector( &sSectorX, &sSectorY );
MercCreateStruct.bTeam = CIV_TEAM;
@@ -3270,7 +3270,7 @@ void BtnQuestDebugAllOrSectorNPCToggleCallback( GUI_BUTTON *btn, INT32 reason )
DisableButton( guiQuestDebugStartMercTalkingButtonButton );
}
if( IsMercInTheSector( gNpcListBox.sCurSelectedItem ) == -1 )
if( IsMercInTheSector( gNpcListBox.sCurSelectedItem ) == NOBODY )
DisableButton( guiQuestDebugViewNPCInvButton );
EnableQDSButtons();
@@ -3567,7 +3567,7 @@ void EnableQDSButtons()
if( gfUseLocalNPCs )
{
if( IsMercInTheSector( gubCurrentNpcInSector[ gNpcListBox.sCurSelectedItem ] ) != -1 )
if( IsMercInTheSector( gubCurrentNpcInSector[ gNpcListBox.sCurSelectedItem ] ) != NOBODY )
{
EnableButton( guiQuestDebugViewNPCInvButton );
EnableButton( guiQuestDebugNPCRefreshButtonButton );
@@ -3664,23 +3664,20 @@ void IncrementActiveDropDownBox( INT16 sIncrementValue )
}
INT16 IsMercInTheSector( UINT16 usMercID )
SoldierID IsMercInTheSector( UINT8 ubMercProfileID )
{
if( usMercID == -1 )
return( FALSE );
UINT8 cnt;
UINT16 cnt;
for ( cnt=0; cnt < TOTAL_SOLDIERS; cnt++ )
{
//if the merc is active
if( Menptr[ cnt ].ubProfile == usMercID )
if( Menptr[ cnt ].ubProfile == ubMercProfileID )
{
if( Menptr[ cnt ].bActive )
return( Menptr[ cnt ].ubID );
}
}
return( -1 );
return( NOBODY );
}
+20 -20
View File
@@ -181,7 +181,7 @@ BOOLEAN CheckNPCWithin( UINT8 ubFirstNPC, UINT8 ubSecondNPC, UINT8 ubMaxDistance
return( PythSpacesAway( pFirstNPC->sGridNo, pSecondNPC->sGridNo ) <= ubMaxDistance );
}
BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy )
BOOLEAN CheckGuyVisible( UINT16 ubNPC, UINT16 ubGuy )
{
// NB ONLY WORKS IF ON DIFFERENT TEAMS
SOLDIERTYPE * pNPC, * pGuy;
@@ -299,12 +299,12 @@ UINT32 NumWoundedMercsNearby( UINT8 ubProfileID )
return( bNumber );
}
INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist )
UINT16 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist )
{
INT8 bNumber = 0;
UINT32 uiLoop;
SOLDIERTYPE * pNPC;
SOLDIERTYPE * pSoldier;
UINT16 bNumber = 0;
UINT32 uiLoop;
SOLDIERTYPE *pNPC;
SOLDIERTYPE *pSoldier;
INT32 sGridNo;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
@@ -394,7 +394,7 @@ BOOLEAN PCInSameRoom( UINT8 ubProfileID )
//DBrot: More Rooms
//UINT8 ubRoom;
UINT16 usRoom;
INT8 bLoop;
SoldierID bLoop;
SOLDIERTYPE * pSoldier;
pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
@@ -404,9 +404,9 @@ BOOLEAN PCInSameRoom( UINT8 ubProfileID )
}
usRoom = gusWorldRoomInfo[ pNPC->sGridNo ];
for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
pSoldier = MercPtrs[ bLoop ];
pSoldier = bLoop;
if ( pSoldier && pSoldier->bActive && pSoldier->bInSector )
{
if ( gusWorldRoomInfo[ pSoldier->sGridNo ] == usRoom )
@@ -536,12 +536,11 @@ BOOLEAN FemalePresent( UINT8 ubProfileID )
BOOLEAN CheckPlayerHasHead( void )
{
INT8 bLoop;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pSoldier;
for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
for ( SoldierID bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
pSoldier = MercPtrs[ bLoop ];
pSoldier = bLoop;
if ( pSoldier->bActive && pSoldier->stats.bLife > 0 )
{
@@ -1714,18 +1713,19 @@ void GiveQuestRewardPoint( INT16 sQuestSectorX, INT16 sQuestsSectorY, INT8 bExpR
{
ScreenMsg( FONT_MCOLOR_LTBLUE, MSG_TESTVERSION, L"QUEST COMPLETED - Adding to merc records and awarding experiences (%d).", (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests) );
for ( UINT8 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
for ( SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; id <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++id )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife >= CONSCIOUSNESS && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && MercPtrs[ i ]->ubProfile != NO_PROFILE &&
MercPtrs[ i ]->sSectorX == sQuestSectorX && MercPtrs[ i ]->sSectorY == sQuestsSectorY && !MercPtrs[ i ]->flags.fBetweenSectors && MercPtrs[ i ]->bTeam == gbPlayerNum &&
MercPtrs[ i ]->bAssignment != IN_TRANSIT && MercPtrs[ i ]->bAssignment != ASSIGNMENT_DEAD && gMercProfiles[ MercPtrs[ i ]->ubProfile ].ubBodyType != 21 ) // != ROBOTNOWEAPON )
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife >= CONSCIOUSNESS && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && pSoldier->ubProfile != NO_PROFILE &&
pSoldier->sSectorX == sQuestSectorX && pSoldier->sSectorY == sQuestsSectorY && !pSoldier->flags.fBetweenSectors && pSoldier->bTeam == gbPlayerNum &&
pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && gMercProfiles[ pSoldier->ubProfile ].ubBodyType != 21 ) // != ROBOTNOWEAPON )
{
if ( MercPtrs[ i ]->ubProfile != bException )
if ( pSoldier->ubProfile != bException )
{
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.ubQuestsHandled++;
gMercProfiles[ pSoldier->ubProfile ].records.ubQuestsHandled++;
if ( bExpReward > 0 && gGameExternalOptions.usAwardSpecialExpForQuests > 0 )
StatChange( MercPtrs[ i ], EXPERAMT, (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests), FALSE );
StatChange( pSoldier, EXPERAMT, (bExpReward * gGameExternalOptions.usAwardSpecialExpForQuests), FALSE );
}
}
}
+2 -2
View File
@@ -728,12 +728,12 @@ extern BOOLEAN CheckNPCWounded( UINT8 ubProfileID, BOOLEAN fByPlayerOnly );
extern BOOLEAN CheckNPCInOkayHealth( UINT8 ubProfileID );
extern BOOLEAN CheckNPCBleeding( UINT8 ubProfileID );
extern BOOLEAN CheckNPCWithin( UINT8 ubFirstNPC, UINT8 ubSecondNPC, UINT8 ubMaxDistance );
extern BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy );
extern BOOLEAN CheckGuyVisible( UINT16 ubNPC, UINT16 ubGuy );
extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo );
extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID );
extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId );
extern UINT32 NumWoundedMercsNearby( UINT8 ubProfileID );
extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
extern UINT16 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID );
//DBrot: More Rooms
//extern BOOLEAN NPCInRoom( UINT8 ubProfileID, UINT8 ubRoomID );
+15 -15
View File
@@ -2167,9 +2167,9 @@ BOOLEAN SetupMissionAgentBox(UINT16 x, UINT16 y, INT8 index)
// temp/fixme
std::vector<SOLDIERTYPE*> mercs;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
SOLDIERTYPE* pSoldier = i;
if (pSoldier && pSoldier->bActive
&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)
@@ -2812,9 +2812,9 @@ void PrepareMission(INT8 index)
// confirmation popup
std::vector<SOLDIERTYPE*> mercs;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
SOLDIERTYPE* pSoldier = i;
if (pSoldier && pSoldier->bActive
&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)
@@ -2977,9 +2977,9 @@ void PrepareMission(INT8 index)
if (!evt.sentGenericRebelAgent)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
SOLDIERTYPE* pSoldier = i;
if (pSoldier->ubProfile == evt.mercProfileId)
{
TakeSoldierOutOfVehicle(pSoldier);
@@ -3171,7 +3171,7 @@ INT32 GetMiningPolicyBonus(INT16 townId)
return 0;
}
void GetBonusMilitia(INT16 sx, INT16 sy, UINT8& green, UINT8& regular, UINT8& elite, BOOLEAN createGroup)
void GetBonusMilitia(INT16 sx, INT16 sy, UINT16& green, UINT16& regular, UINT16& elite, BOOLEAN createGroup)
{
if (!gGameExternalOptions.fRebelCommandEnabled)
return;
@@ -4882,9 +4882,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
// make sure the merc's still on our team
BOOLEAN foundMerc = FALSE;
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* pSoldier = MercPtrs[i];
const SOLDIERTYPE* pSoldier = i;
if (pSoldier->ubProfile == evt1.mercProfileId && pSoldier->bActive)
{
@@ -4953,9 +4953,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
if (!evt1.sentGenericRebelAgent)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
SOLDIERTYPE* pSoldier = i;
if (pSoldier->ubProfile == evt1.mercProfileId)
{
if (mission == RCAM_FORGE_TRANSPORT_ORDERS)
@@ -4980,9 +4980,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
{
if (!evt1.sentGenericRebelAgent && foundMerc)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
SOLDIERTYPE* pSoldier = i;
if (pSoldier->ubProfile == evt1.mercProfileId)
{
// mission failed! we tried, give some pity exp
@@ -5002,9 +5002,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
if (!evt1.sentGenericRebelAgent && foundMerc)
{
for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
SOLDIERTYPE* pSoldier = MercPtrs[i];
SOLDIERTYPE* pSoldier = i;
if (pSoldier->ubProfile == evt1.mercProfileId)
{
// merc ready for reassignment
+1 -1
View File
@@ -188,7 +188,7 @@ void ApplyMilitiaBonuses(SOLDIERTYPE* pMilitia);
UINT8 GetApproximateEnemyLocationResolutionIndex();
FLOAT GetAssignmentBonus(INT16 x, INT16 y);
INT32 GetMiningPolicyBonus(INT16 townId);
void GetBonusMilitia(INT16 x, INT16 y, UINT8& green, UINT8& regular, UINT8& elite, BOOLEAN createGroup);
void GetBonusMilitia(INT16 x, INT16 y, UINT16& green, UINT16& regular, UINT16& elite, BOOLEAN createGroup);
INT16 GetFortificationsBonus(UINT8 sector);
FLOAT GetHarriersSpeedPenalty(UINT8 sector);
FLOAT GetLoyaltyGainModifier();
+4 -4
View File
@@ -29,9 +29,9 @@
UINT8 gubReinforcementMinEnemyStaticGroupSize = 12;
UINT32 guiMilitiaReinforceTurn = 0, guiMilitiaArrived = 0;//dnl ch68 090913
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps )
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
UINT16 pusMoveDir[4][3]; //first column in this matrix is number of sector, except for 4th row
UINT8 ubDirNumber, ubIndex;
@@ -156,9 +156,9 @@ void ActivateTurncoatsForAutoResolve( INT16 sSectorX, INT16 sSectorY )
}
}
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
UINT16 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY )
{
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
GetNumberOfEnemiesInFiveSectors( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
+3 -3
View File
@@ -2,16 +2,16 @@
#define __REINFORCEMENT_H__
//For Autoresolve (mostly)
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT8 *pubNumAdmins, UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 *pubNumRobots, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
void GetNumberOfEnemiesInFiveSectors( INT16 sSectorX, INT16 sSectorY, UINT16 *pubNumAdmins, UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 *pubNumRobots, UINT16 *pubNumTanks, UINT16 *pubNumJeeps );
void ActivateTurncoatsForAutoResolve( INT16 sSectorX, INT16 sSectorY );
BOOLEAN IsGroupInARightSectorToReinforce( GROUP *pGroup, INT16 sSectorX, INT16 sSectorY );
UINT8 GetAdjacentSectors( UINT8 pSectors[4], INT16 sSectorX, INT16 sSectorY );
UINT16 CountAllMilitiaInFiveSectors(INT16 sMapX, INT16 sMapY);
UINT8 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
UINT16 NumEnemiesInFiveSectors( INT16 sMapX, INT16 sMapY );
//For Tactical
UINT8 DoReinforcementAsPendingNonPlayer( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
void AddPossiblePendingMilitiaToBattle();
GROUP* GetNonPlayerGroupInSectorForReinforcement( INT16 sMapX, INT16 sMapY, UINT8 usTeam );
#endif
#endif
+39 -17
View File
@@ -190,7 +190,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
}
//Validate the existance of the soldier.
pSoldier = MercPtrs[ pSchedule->ubSoldierID ];
pSoldier = pSchedule->ubSoldierID;
if ( pSoldier->stats.bLife < OKLIFE )
{
// dead or dying!
@@ -331,7 +331,7 @@ void PrepareSchedulesForEditorEntry()
prev->next = curr->next;
else
gpScheduleList = gpScheduleList->next;
MercPtrs[ curr->ubSoldierID ]->ubScheduleID = 0;
curr->ubSoldierID->ubScheduleID = 0;
temp = curr;
curr = curr->next;
MemFree( temp );
@@ -483,7 +483,23 @@ SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE& src)
TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, INT16_INT32);
TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
ubScheduleID = src.ubScheduleID;
ubSoldierID = src.ubSoldierID;
ubSoldierID = static_cast<UINT16>( src.ubSoldierID );
usFlags = src.usFlags;
}
return(*this);
}
SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE_PRE_ITS& src)
{
if ((void*)this != (void*)&src)
{
next = NULL;
TranslateArrayFields(usTime, src.usTime, OLD_MAX_SCHEDULE_ACTIONS, UINT16_UINT16);
TranslateArrayFields(usData1, src.usData1, OLD_MAX_SCHEDULE_ACTIONS, UINT32_UINT32);
TranslateArrayFields(usData2, src.usData2, OLD_MAX_SCHEDULE_ACTIONS, UINT32_UINT32);
TranslateArrayFields(ubAction, src.ubAction, OLD_MAX_SCHEDULE_ACTIONS, UINT8_UINT8);
ubScheduleID = src.ubScheduleID;
ubSoldierID = static_cast<UINT16>(src.ubSoldierID);
usFlags = src.usFlags;
}
return(*this);
@@ -491,12 +507,18 @@ SCHEDULENODE& SCHEDULENODE::operator=(const _OLD_SCHEDULENODE& src)
BOOLEAN SCHEDULENODE::Load(INT8** hBuffer, FLOAT dMajorMapVersion)
{
if(dMajorMapVersion < 7.0)
if (dMajorMapVersion < 7.0)
{
_OLD_SCHEDULENODE OldScheduleNode;
LOADDATA(&OldScheduleNode, *hBuffer, sizeof(_OLD_SCHEDULENODE));
*this = OldScheduleNode;
}
else if (dMajorMapVersion < 8.0)
{
_OLD_SCHEDULENODE_PRE_ITS OldScheduleNode;
LOADDATA(&OldScheduleNode, *hBuffer, sizeof(_OLD_SCHEDULENODE_PRE_ITS));
*this = OldScheduleNode;
}
else
LOADDATA(this, *hBuffer, sizeof(SCHEDULENODE));
return(TRUE);
@@ -653,11 +675,11 @@ BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
{
UINT8 ubID;
SOLDIERTYPE * pSoldier; // NB this is the person already in the location,
INT32 sNewGridNo;
UINT8 ubDir;
INT16 sCellX, sCellY;
SoldierID ubID;
SOLDIERTYPE *pSoldier; // NB this is the person already in the location,
INT32 sNewGridNo;
UINT8 ubDir;
INT16 sCellX, sCellY;
// this is for autoprocessing schedules...
// there could be someone in the destination location, in which case
@@ -675,7 +697,7 @@ BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
return( TRUE );
}
pSoldier = MercPtrs[ ubID ];
pSoldier = ubID;
// what if the existing merc is prone?
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, STANDING, 5, &ubDir, 1, pSoldier );
@@ -707,7 +729,7 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
return;
}
pSoldier = MercPtrs[ pSchedule->ubSoldierID ];
pSoldier = pSchedule->ubSoldierID;
if (pSoldier->ubID == 0)
{
@@ -1381,16 +1403,16 @@ void ReplaceSleepSpot( SCHEDULENODE * pSchedule, UINT16 usNewSpot )
void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot )
{
SOLDIERTYPE * pSoldier2;
UINT32 usSleepSpot2;
UINT32 uiLoop;
SCHEDULENODE * pSchedule;
UINT8 ubDirection;
SOLDIERTYPE *pSoldier2;
UINT32 usSleepSpot2;
UINT16 uiLoop;
SCHEDULENODE *pSchedule;
UINT8 ubDirection;
// start after this soldier's ID so we don't duplicate work done in previous passes
for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
{
pSoldier2 = MercPtrs[ uiLoop ];
pSoldier2 = MercPtrs[uiLoop];
if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 )
{
pSchedule = GetSchedule( pSoldier2->ubScheduleID );
+14 -1
View File
@@ -54,6 +54,18 @@ typedef struct _OLD_SCHEDULENODE
UINT16 usFlags;
}_OLD_SCHEDULENODE;
typedef struct _OLD_SCHEDULENODE_PRE_ITS
{
struct _OLD_SCHEDULENODE_PRE_ITS* next;
UINT16 usTime[MAX_SCHEDULE_ACTIONS]; // Converted to minutes 12:30PM would be 12*60 + 30 = 750
UINT32 usData1[MAX_SCHEDULE_ACTIONS]; // Typically the gridno, but depends on the action
UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
UINT8 ubScheduleID;
UINT8 ubSoldierID;
UINT16 usFlags;
}_OLD_SCHEDULENODE_PRE_ITS;
class SCHEDULENODE
{
public:
@@ -63,10 +75,11 @@ public:
UINT32 usData2[MAX_SCHEDULE_ACTIONS]; // Secondary information, not used by most actions
UINT8 ubAction[MAX_SCHEDULE_ACTIONS];
UINT8 ubScheduleID;
UINT8 ubSoldierID;
SoldierID ubSoldierID;
UINT16 usFlags;
public:
SCHEDULENODE& operator=(const _OLD_SCHEDULENODE& src);
SCHEDULENODE& operator=(const _OLD_SCHEDULENODE_PRE_ITS& src);
BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
};
+50 -52
View File
@@ -470,9 +470,9 @@ BOOLEAN SendReinforcementsForPatrol( INT32 iPatrolID, GROUP **pOptionalGroup );
void ClearPreviousAIGroupAssignment( GROUP *pGroup );
void CalcNumTroopsBasedOnComposition( UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 ubTotal, INT32 iCompositionID );
void CalcNumTroopsBasedOnComposition( UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 ubTotal, INT32 iCompositionID );
void ConvertGroupTroopsToComposition( GROUP *pGroup, INT32 iCompositionID );
void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT8 ubSize );
void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT16 ubSize );
//If there are any enemy groups that will be moving through this sector due, they will have to repath which
//will cause them to avoid the sector. Returns the number of redirected groups.
@@ -912,7 +912,6 @@ void RemovePlayersFromAllMismatchGroups( SOLDIERTYPE *pSoldier )
#ifdef JA2BETAVERSION
void ValidatePlayersAreInOneGroupOnly()
{
INT32 i;
INT32 iGroups;
INT32 iMismatches;
INT32 iNumErrors;
@@ -923,10 +922,10 @@ void ValidatePlayersAreInOneGroupOnly()
UINT8 ubGroupID;
//Go through each merc slot in the player team
iNumErrors = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{ //check to see if the merc has a group ID
pSoldier = MercPtrs[ i ];
pSoldier = i;
if( !pSoldier || !pSoldier->bActive || !pSoldier->stats.bLife || !pSoldier->ubGroupID )
{ //non-existant, dead, or in no group (don't care, skip to next merc)
@@ -1151,8 +1150,8 @@ void InitStrategicAI()
INT32 iStartPop, iDesiredPop, iPriority;
SECTORINFO *pSector = NULL;
GROUP *pGroup;
UINT8 ubNumTroops;
UINT8 ubNumRobots, ubNumTanks, ubNumJeeps;
UINT16 ubNumTroops;
UINT16 ubNumRobots, ubNumTanks, ubNumJeeps;
INT32 iPercentElitesBonus;
INT32 iMaxEnemyGroupSize = gGameExternalOptions.iMaxEnemyGroupSize;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic3");
@@ -1538,9 +1537,9 @@ void InitStrategicAI()
//based on the difficulty settings in the above patrol table.
//if( gPatrolGroup[ i ].ubUNUSEDStartIfDifficulty <= gGameOptions.ubDifficultyLevel )
{
UINT8 troopCount = (UINT8)(gPatrolGroup[ i ].bSize + Random( 3 ) - 1);
troopCount = (UINT8)max( gubMinEnemyGroupSize, min( iMaxEnemyGroupSize, troopCount) );
UINT8 ubNumElites;
UINT16 troopCount = (UINT16)(gPatrolGroup[ i ].bSize + Random( 3 ) - 1);
troopCount = (UINT16)max( gubMinEnemyGroupSize, min( iMaxEnemyGroupSize, troopCount) );
UINT16 ubNumElites;
InitializeGroup(GROUP_TYPE_PATROL, troopCount, ubNumTroops, ubNumElites, ubNumRobots, ubNumJeeps, ubNumTanks, Random(10) < gGameOptions.ubDifficultyLevel && i != 3 && i != 4);
//Note on adding patrol groups...
@@ -2273,12 +2272,12 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
if( gGarrisonGroup[ i ].ubSectorID != SECTOR( gModSettings.ubSAISpawnSectorX, gModSettings.ubSAISpawnSectorY ) )
{
EliminateSurplusTroopsForGarrison( pGroup, pSector );
pSector->ubNumAdmins = (UINT8)(pSector->ubNumAdmins + pGroup->pEnemyGroup->ubNumAdmins);
pSector->ubNumTroops = (UINT8)(pSector->ubNumTroops + pGroup->pEnemyGroup->ubNumTroops);
pSector->ubNumElites = (UINT8)(pSector->ubNumElites + pGroup->pEnemyGroup->ubNumElites);
pSector->ubNumRobots = (UINT8)(pSector->ubNumRobots + pGroup->pEnemyGroup->ubNumRobots);
pSector->ubNumTanks = (UINT8)(pSector->ubNumTanks + pGroup->pEnemyGroup->ubNumTanks);
pSector->ubNumJeeps = (UINT8)(pSector->ubNumJeeps + pGroup->pEnemyGroup->ubNumJeeps);
pSector->ubNumAdmins = (pSector->ubNumAdmins + pGroup->pEnemyGroup->ubNumAdmins);
pSector->ubNumTroops = (pSector->ubNumTroops + pGroup->pEnemyGroup->ubNumTroops);
pSector->ubNumElites = (pSector->ubNumElites + pGroup->pEnemyGroup->ubNumElites);
pSector->ubNumRobots = (pSector->ubNumRobots + pGroup->pEnemyGroup->ubNumRobots);
pSector->ubNumTanks = (pSector->ubNumTanks + pGroup->pEnemyGroup->ubNumTanks);
pSector->ubNumJeeps = (pSector->ubNumJeeps + pGroup->pEnemyGroup->ubNumJeeps);
#ifdef JA2BETAVERSION
LogStrategicEvent( "%d reinforcements have arrived to garrison sector %c%d",
@@ -2361,7 +2360,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Strategic5");
pPatrolGroup->pEnemyGroup->ubNumRobots += pGroup->pEnemyGroup->ubNumRobots;
pPatrolGroup->pEnemyGroup->ubNumTanks += pGroup->pEnemyGroup->ubNumTanks;
pPatrolGroup->pEnemyGroup->ubNumJeeps += pGroup->pEnemyGroup->ubNumJeeps;
pPatrolGroup->ubGroupSize += (UINT8)(pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins
pPatrolGroup->ubGroupSize += (pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins
+ pGroup->pEnemyGroup->ubNumRobots + pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps);
#ifdef JA2BETAVERSION
LogStrategicEvent( "%d reinforcements have joined patrol group at sector %c%d (new size: %d)",
@@ -2714,7 +2713,7 @@ void CheckEnemyControlledSector( UINT8 ubSectorID )
{
if( pGroup->pEnemyGroup->ubPendingReinforcements > 4 )
{
UINT8 ubNum = (UINT8)(3 + Random( 3 ));
UINT16 ubNum = (UINT16)(3 + Random( 3 ));
pGroup->pEnemyGroup->ubNumTroops += ubNum;
pGroup->ubGroupSize += ubNum;
pGroup->pEnemyGroup->ubPendingReinforcements -= ubNum;
@@ -3080,7 +3079,7 @@ BOOLEAN SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoi
GROUP *pGroup;
UINT8 ubSrcSectorX, ubSrcSectorY, ubDstSectorX, ubDstSectorY;
UINT8 ubNumExtraReinforcements;
UINT8 ubGroupSize;
UINT16 ubGroupSize;
BOOLEAN fLimitMaxTroopsAllowable = FALSE;
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
@@ -3207,7 +3206,7 @@ BOOLEAN SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoi
pGroup->ubMoveType = ONE_WAY;
gGarrisonGroup[ iDstGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
ubGroupSize = (UINT8)(pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins + pGroup->pEnemyGroup->ubNumRobots + pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps);
ubGroupSize = (UINT16)(pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins + pGroup->pEnemyGroup->ubNumRobots + pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps);
if( ubNumExtraReinforcements )
{
@@ -3297,7 +3296,7 @@ BOOLEAN SendReinforcementsForGarrison( INT32 iDstGarrisonID, UINT16 usDefencePoi
pGroup->ubOriginalSector = (UINT8)SECTOR( ubDstSectorX, ubDstSectorY );
pGroup->ubMoveType = ONE_WAY;
gGarrisonGroup[ iDstGarrisonID ].ubPendingGroupID = pGroup->ubGroupID;
ubGroupSize = (UINT8)(pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins + pGroup->pEnemyGroup->ubNumRobots + pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps);
ubGroupSize = (UINT16)(pGroup->pEnemyGroup->ubNumTroops + pGroup->pEnemyGroup->ubNumElites + pGroup->pEnemyGroup->ubNumAdmins + pGroup->pEnemyGroup->ubNumRobots + pGroup->pEnemyGroup->ubNumTanks + pGroup->pEnemyGroup->ubNumJeeps);
if( ubNumExtraReinforcements )
{
@@ -4143,13 +4142,12 @@ BOOLEAN LoadStrategicAI( HWFILE hFile )
}
else
{ //We are in the basement sector, relocate queen to proper position.
INT32 i;
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->ubProfile == QUEEN )
if( i->ubProfile == QUEEN )
{ //Found queen, relocate her to 16866
BumpAnyExistingMerc( 16866 );
TeleportSoldier( MercPtrs[ i ], 16866, TRUE );
TeleportSoldier( i, 16866, TRUE );
break;
}
}
@@ -4546,15 +4544,15 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
UINT8 stagesector0, stagesector1, stagesector2, stagesector3;
UINT8 assaultsector0, assaultsector1, assaultsector2, assaultsector3;
unsigned ubNumSoldiers;
UINT8 ubNumRobots = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT16 ubNumRobots = 0;
UINT16 ubNumTanks = 0;
UINT16 ubNumJeeps = 0;
UINT32 totalusedsoldiers = 0;
UINT8 grouptroops[4] = {0,0,0,0};
UINT8 groupelites[4] = {0,0,0,0};
UINT8 grouprobots[4] = {0,0,0,0};
UINT8 grouptanks[4] = {0,0,0,0};
UINT8 groupjeeps[4] = {0, 0, 0, 0};
UINT16 grouptroops[4] = {0,0,0,0};
UINT16 groupelites[4] = {0,0,0,0};
UINT16 grouprobots[4] = {0,0,0,0};
UINT16 grouptanks[4] = {0,0,0,0};
UINT16 groupjeeps[4] = {0, 0, 0, 0};
UINT32 difficultyMod;
switch (gGameOptions.ubDifficultyLevel)
@@ -5247,12 +5245,12 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
soldiersThisSquad = (unsigned)gGameExternalOptions.iMaxEnemyGroupSize;
}
ubNumSoldiers -= soldiersThisSquad;
UINT8 adminsThisSquad = 0;
UINT8 troopsThisSquad = 0;
UINT8 elitesThisSquad = 0;
UINT8 robotsThisSquad = 0;
UINT8 tanksThisSquad = 0;
UINT8 jeepsThisSquad = 0;
UINT16 adminsThisSquad = 0;
UINT16 troopsThisSquad = 0;
UINT16 elitesThisSquad = 0;
UINT16 robotsThisSquad = 0;
UINT16 tanksThisSquad = 0;
UINT16 jeepsThisSquad = 0;
// this is an attack group, but set it to patrol since we'll set the admin/regular/elite composition by hand here
InitializeGroup(GROUP_TYPE_PATROL, soldiersThisSquad, troopsThisSquad, elitesThisSquad, robotsThisSquad, jeepsThisSquad, tanksThisSquad, Random(10 * 100) < difficultyMod * direness);
if (direness < 25) {
@@ -5295,7 +5293,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
// Note: 1st optional parm is a count of troops to send
// 2nd optional parm is the composition of troops
if (option1 > 0 && option1 < 256) {
ubNumSoldiers = (UINT8)(option1);
ubNumSoldiers = option1;
} else {
// Something is goofy, just send a default sized squad
ubNumSoldiers = gubMinEnemyGroupSize;
@@ -5387,7 +5385,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( !gfUnlimitedTroops )
giReinforcementPool -= ubNumSoldiers;
UINT8 ubNumTroops, ubNumElites;
UINT16 ubNumTroops, ubNumElites;
// set the type to patrol as we're manually tuning the group composition here (100% elites + ASD upgrades)
InitializeGroup(GROUP_TYPE_PATROL, ubNumSoldiers, ubNumTroops, ubNumElites, ubNumRobots, ubNumJeeps, ubNumTanks, Random(10*100) < difficultyMod * HighestPlayerProgressPercentage());
@@ -6774,7 +6772,7 @@ void ClearPreviousAIGroupAssignment( GROUP *pGroup )
}
}
void CalcNumTroopsBasedOnComposition( UINT8 *pubNumTroops, UINT8 *pubNumElites, UINT8 ubTotal, INT32 iCompositionID )
void CalcNumTroopsBasedOnComposition( UINT16 *pubNumTroops, UINT16 *pubNumElites, UINT16 ubTotal, INT32 iCompositionID )
{
*pubNumTroops = gArmyComp[ iCompositionID ].bTroopPercentage * ubTotal / 100;
*pubNumElites = gArmyComp[ iCompositionID ].bElitePercentage * ubTotal / 100;
@@ -6818,19 +6816,19 @@ void ConvertGroupTroopsToComposition( GROUP *pGroup, INT32 iCompositionID )
ValidateLargeGroup( pGroup );
}
void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT8 ubSize )
void RemoveSoldiersFromGarrisonBasedOnComposition( INT32 iGarrisonID, UINT16 ubSize )
{
SECTORINFO *pSector;
INT32 iCompositionID;
UINT8 ubNumTroops, ubNumElites;
UINT16 ubNumTroops, ubNumElites;
//debug stuff
UINT8 ubOrigSectorAdmins;
UINT8 ubOrigSectorTroops;
UINT8 ubOrigSectorElites;
UINT8 ubOrigNumElites;
UINT8 ubOrigNumTroops;
UINT8 ubOrigSize;
UINT16 ubOrigSectorAdmins;
UINT16 ubOrigSectorTroops;
UINT16 ubOrigSectorElites;
UINT16 ubOrigNumElites;
UINT16 ubOrigNumTroops;
UINT16 ubOrigSize;
Ensure_RepairedGarrisonGroup( &gGarrisonGroup, &giGarrisonArraySize ); /* added NULL fix, 2007-03-03, Sgt. Kolja */
iCompositionID = gGarrisonGroup[ iGarrisonID ].ubComposition;
@@ -7107,12 +7105,12 @@ void ASDInitializePatrolGroup(GROUP *pGroup)
}
}
void InitializeGroup( const GROUP_TYPE groupType, const UINT8 groupSize, ENEMYGROUP& enemyGroup, const BOOLEAN asdUpgrade )
void InitializeGroup( const GROUP_TYPE groupType, const UINT16 groupSize, ENEMYGROUP& enemyGroup, const BOOLEAN asdUpgrade )
{
InitializeGroup( groupType, groupSize, enemyGroup.ubNumTroops, enemyGroup.ubNumElites, enemyGroup.ubNumRobots, enemyGroup.ubNumJeeps, enemyGroup.ubNumTanks, asdUpgrade );
}
void InitializeGroup( const GROUP_TYPE groupType, const UINT8 groupSize, UINT8 &troopCount, UINT8 &eliteCount, UINT8 &robotCount, UINT8 &jeepCount, UINT8 &tankCount, const BOOLEAN asdUpgrade )
void InitializeGroup( const GROUP_TYPE groupType, const UINT16 groupSize, UINT16 &troopCount, UINT16 &eliteCount, UINT16 &robotCount, UINT16 &jeepCount, UINT16 &tankCount, const BOOLEAN asdUpgrade )
{
troopCount = groupSize;
eliteCount = 0;
+3 -3
View File
@@ -84,8 +84,8 @@ enum GROUP_TYPE
};
void ASDInitializePatrolGroup(GROUP *pGroup);
void InitializeGroup(const GROUP_TYPE groupType, const UINT8 groupSize, ENEMYGROUP& enemyGroup, const BOOLEAN asdUpgrade);
void InitializeGroup(const GROUP_TYPE groupType, const UINT8 groupSize, UINT8 &troopCount, UINT8 &eliteCount, UINT8 &robotCount, UINT8 &jeepCount, UINT8 &tankCount, const BOOLEAN asdUpgrade);
void InitializeGroup(const GROUP_TYPE groupType, const UINT16 groupSize, ENEMYGROUP& enemyGroup, const BOOLEAN asdUpgrade);
void InitializeGroup(const GROUP_TYPE groupType, const UINT16 groupSize, UINT16 &troopCount, UINT16 &eliteCount, UINT16 &robotCount, UINT16 &jeepCount, UINT16 &tankCount, const BOOLEAN asdUpgrade);
extern BOOLEAN gfDisplayStrategicAILogs;
extern BOOLEAN gfFirstBattleMeanwhileScenePending;
@@ -181,4 +181,4 @@ typedef struct GARRISON_GROUP
#define REGULAR_MILITIA_POINTS_MODIFIER 2
#define ELITE_MILITIA_POINTS_MODIFIER 3
#endif
#endif
+1 -1
View File
@@ -51,7 +51,7 @@ UINT32 guiPabloExtraDaysBribed = 0;
UINT8 gubCambriaMedicalObjects;
extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
extern UINT16 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
extern SECTOR_EXT_DATA SectorExternalData[256][4];
+32 -44
View File
@@ -85,7 +85,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
//add to the history log the fact that the merc died and the circumstances
if( pSoldier->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldier->ubAttackerID ];
pKiller = pSoldier->ubAttackerID;
}
// CJC Nov 11, 2002
@@ -141,7 +141,7 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
gMercProfiles[ pSoldier->ubProfile ].ubSuspiciousDeath = VERY_SUSPICIOUS_DEATH;
}
// if killed by someone on our team, or while there weren't any opponents around
else if (Menptr[ pSoldier->ubAttackerID ].bTeam == OUR_TEAM || !gTacticalStatus.fEnemyInSector )
else if (pSoldier->ubAttackerID->bTeam == OUR_TEAM || !gTacticalStatus.fEnemyInSector )
{
// cause insurance company to suspect fraud and investigate this claim
gMercProfiles[ pSoldier->ubProfile ].ubSuspiciousDeath = SUSPICIOUS_DEATH;
@@ -184,8 +184,8 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
// MercDailyUpdate() gets called every day at midnight. If something is to happen to a merc that day, add an event for it.
void MercDailyUpdate()
{
INT32 cnt;
INT8 bLastTeamID;
SoldierID id;
SoldierID lastid;
SOLDIERTYPE *pSoldier;
//SOLDIERTYPE *pQuitList[ 21 ];
MERCPROFILESTRUCT *pProfile;
@@ -217,12 +217,13 @@ void MercDailyUpdate()
AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_2, 0 );
AddSameDayStrategicEvent( EVENT_BEGIN_CONTRACT_RENEWAL_SEQUENCE, MERC_ARRIVE_TIME_SLOT_3, 0 );
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
lastid = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; ++cnt,++pSoldier)
for ( ; id <= lastid; ++id)
{
pSoldier = id;
//if the merc is active
if ( ( pSoldier->bActive )&&( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
{
@@ -317,15 +318,8 @@ void MercDailyUpdate()
}
else
{
CHAR16 zMoney[128];
//create a string for the salary owed to the npc
swprintf( zMoney, L"%d", sSalary );
InsertCommasForDollarFigure( zMoney );
InsertDollarSignInToString( zMoney );
//Display a screen msg indicating that the npc was NOT paid
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, pMessageStrings[ MSG_CANT_AFFORD_TO_PAY_NPC_DAILY_SALARY_MSG ], gMercProfiles[ pSoldier->ubProfile ].zNickname, zMoney );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, pMessageStrings[ MSG_CANT_AFFORD_TO_PAY_NPC_DAILY_SALARY_MSG ], gMercProfiles[ pSoldier->ubProfile ].zNickname, FormatMoney(sSalary).data() );
//if the merc hasnt been paid for NUM_DAYS_TILL_UNPAID_RPC_QUITS days, the merc will quit
if( ( gMercProfiles[ pSoldier->ubProfile ].iBalance - sSalary ) <= -( sSalary * NUM_DAYS_TILL_UNPAID_RPC_QUITS ) )
@@ -374,11 +368,10 @@ void MercDailyUpdate()
}
}
//r eset the counter
cnt = 0;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
//reset the counter
for ( id = 0; id <= lastid; ++id )
{
pSoldier = id;
//if the merc is active
if ( ( pSoldier->bActive )&&( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
{
@@ -402,7 +395,7 @@ void MercDailyUpdate()
// WANNE: Only send mails from the original 1.13 merc, and not from the wildfire merc,
// otherwise we get wrong mails cause of hardcoded Email.edt structure!!!!!
UINT16 numOriginalProfiles = 255;
for( cnt = 0; cnt < numOriginalProfiles; ++cnt)
for( UINT16 cnt = 0; cnt < numOriginalProfiles; ++cnt)
{
pProfile = &(gMercProfiles[ cnt ]);
@@ -721,11 +714,9 @@ void HandleMercsAboutToLeave( SOLDIERTYPE *pMercList )
// ATE: This function deals with MERC MERC and NPC's leaving because of not getting paid...
// NOT AIM renewals....
void MercsContractIsFinished( UINT8 ubID )
void MercsContractIsFinished( SoldierID ubID )
{
SOLDIERTYPE *pSoldier;
pSoldier = &Menptr[ ubID ];
SOLDIERTYPE *pSoldier = ubID;
//if the soldier was removed before getting into this function, return
if( !pSoldier->bActive )
@@ -775,11 +766,9 @@ void MercsContractIsFinished( UINT8 ubID )
}
// ATE: Called for RPCs who should now complain about no pay...
void RPCWhineAboutNoPay( UINT8 ubID )
void RPCWhineAboutNoPay( SoldierID ubID )
{
SOLDIERTYPE *pSoldier;
pSoldier = &Menptr[ ubID ];
SOLDIERTYPE *pSoldier = ubID;
//if the soldier was removed before getting into this function, return
if( !pSoldier->bActive )
@@ -904,24 +893,22 @@ void MercComplainAboutEquipment( UINT8 ubProfile )
void UpdateBuddyAndHatedCounters( void )
{
INT8 bMercID;
INT32 iLoop;
INT8 bOtherID;
INT8 bLastTeamID;
UINT8 ubOtherProfileID;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pOtherSoldier;
MERCPROFILESTRUCT *pProfile;
BOOLEAN fSameGroupOnly;
BOOLEAN fUpdatedTimeTillNextHatedComplaint = FALSE;
SoldierID bMercID, bOtherID, bLastTeamID;
INT32 iLoop;
UINT8 ubOtherProfileID;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pOtherSoldier;
MERCPROFILESTRUCT *pProfile;
BOOLEAN fSameGroupOnly;
BOOLEAN fUpdatedTimeTillNextHatedComplaint = FALSE;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pSoldier = bMercID;
fSameGroupOnly = FALSE;
//if the merc is active and on a combat assignment
@@ -938,9 +925,9 @@ void UpdateBuddyAndHatedCounters( void )
fUpdatedTimeTillNextHatedComplaint = FALSE;
bOtherID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pOtherSoldier = MercPtrs[ bOtherID ]; bOtherID <= bLastTeamID; bOtherID++, pOtherSoldier++)
for ( ; bOtherID <= bLastTeamID; ++bOtherID )
{
pOtherSoldier = bOtherID;
// is this guy in the same sector and on active duty (or in the same moving group)
if (bOtherID != bMercID && pOtherSoldier->bActive && pOtherSoldier->bAssignment < ON_DUTY )
@@ -1255,15 +1242,16 @@ void UpdateBuddyAndHatedCounters( void )
void HourlyCamouflageUpdate( void )
{
INT8 bMercID, bLastTeamID;
SoldierID bMercID, bLastTeamID;
SOLDIERTYPE * pSoldier;
BOOLEAN camoWoreOff = FALSE;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
for ( ; bMercID <= bLastTeamID; ++bMercID )
{
pSoldier = bMercID;
if ( pSoldier->bActive )
{
// SANDRO - new Ranger trait reduces camo degrading, which replaces camouflage trait
+3 -2
View File
@@ -3,11 +3,12 @@
//forward declarations of common classes to eliminate includes
class SOLDIERTYPE;
struct SoldierID;
void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier );
void MercDailyUpdate();
void MercsContractIsFinished( UINT8 ubID );
void RPCWhineAboutNoPay( UINT8 ubID );
void MercsContractIsFinished( SoldierID ubID );
void RPCWhineAboutNoPay( SoldierID ubID );
void MercComplainAboutEquipment( UINT8 ubProfileID );
BOOLEAN SoldierHasWorseEquipmentThanUsedTo( SOLDIERTYPE *pSoldier );
void UpdateBuddyAndHatedCounters( void );
+1 -1
View File
@@ -132,7 +132,7 @@ UINT8 gubMonsterMineInfestation[]={
// the static NPC dialogue faces
//extern UINT32 uiExternalStaticNPCFaces[];
extern FACETYPE *gpCurrentTalkingFace;
extern UINT8 gubCurrentTalkingID;
extern UINT16 gubCurrentTalkingID;
+33 -55
View File
@@ -806,7 +806,7 @@ GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmin
return NULL;
}
GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8& arusNumAdmins, UINT8& arusNumTroops, UINT8& arusNumElites )
GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT16& arusNumAdmins, UINT16& arusNumTroops, UINT16& arusNumElites )
{
GROUP *pNew;
AssertMsg( uiSector >= 0 && uiSector <= 255, String( "CreateNewMilitiaGroupDepartingFromSector with out of range value of %d", uiSector ) );
@@ -846,7 +846,7 @@ GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8& arusNum
pNew->pEnemyGroup->ubNumAdmins = arusNumAdmins;
pNew->pEnemyGroup->ubNumTroops = arusNumTroops;
pNew->pEnemyGroup->ubNumElites = arusNumElites;
pNew->ubGroupSize = (UINT8)(arusNumAdmins + arusNumTroops + arusNumElites);
pNew->ubGroupSize = arusNumAdmins + arusNumTroops + arusNumElites;
pNew->ubTransportationMask = FOOT;
pNew->fVehicle = FALSE;
pNew->ubCreatedSectorID = pNew->ubOriginalSector;
@@ -1120,7 +1120,7 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
gfCantRetreatInPBI = TRUE;
}
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
gpTacticalTraversalChosenSoldier = pSoldier;
@@ -1149,7 +1149,7 @@ void PrepareForPreBattleInterface( GROUP *pPlayerDialogGroup, GROUP *pInitiating
gfCantRetreatInPBI = TRUE;
}
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
pSoldier = MercPtrs[ ubMercsInGroup[ ubChosenMerc ] ];
@@ -1946,11 +1946,6 @@ void GroupArrivedAtSector( UINT8 ubGroupID, BOOLEAN fCheckForBattle, BOOLEAN fNe
if ( pGroup->usGroupTeam == OUR_TEAM )
{
if( pGroup->ubSectorZ == 0 )
{
SectorInfo[SECTOR( pGroup->ubSectorX, pGroup->ubSectorY )].bLastKnownEnemies = NumNonPlayerTeamMembersInSector( pGroup->ubSectorX, pGroup->ubSectorY, ENEMY_TEAM );
}
// Flugente: do not award experience gain if we never left
if (!fNeverLeft)
{
@@ -3770,8 +3765,6 @@ INT32 GetTravelTimeForFootTeam( UINT8 ubSector, UINT8 ubDirection )
void HandleArrivalOfReinforcements( GROUP *pGroup )
{
SOLDIERTYPE *pSoldier;
SECTORINFO *pSector;
INT32 iNumEnemiesInSector;
INT32 cnt;
if ( pGroup->usGroupTeam == OUR_TEAM )
@@ -3835,22 +3828,6 @@ void HandleArrivalOfReinforcements( GROUP *pGroup )
gfPendingNonPlayerTeam[MILITIA_TEAM] = TRUE;
AddPossiblePendingMilitiaToBattle( );
}
//Update the known number of enemies in the sector.
pSector = &SectorInfo[ SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ) ];
iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( pGroup->ubSectorX, pGroup->ubSectorY, ENEMY_TEAM );
if( iNumEnemiesInSector )
{
if( pSector->bLastKnownEnemies >= 0 )
{
pSector->bLastKnownEnemies = (INT8)iNumEnemiesInSector;
}
//if we don't know how many enemies there are, then we can't update this value.
}
else
{
pSector->bLastKnownEnemies = 0;
}
}
BOOLEAN PlayersBetweenTheseSectors( INT16 sSource, INT16 sDest, INT32 *iCountEnter, INT32 *iCountExit, BOOLEAN *fAboutToArriveEnter )
@@ -4334,12 +4311,12 @@ BOOLEAN LoadPlayerGroupList( HWFILE hFile, GROUP **pGroup )
{
PLAYERGROUP *pTemp=NULL;
PLAYERGROUP *pHead=NULL;
UINT32 uiNumberOfNodes=0;
UINT32 uiProfileID=0;
UINT32 uiNumBytesRead;
UINT32 cnt=0;
INT16 sTempID;
GROUP *pTempGroup = *pGroup;
UINT32 uiNumberOfNodes=0;
UINT32 uiProfileID=0;
UINT32 uiNumBytesRead;
UINT32 cnt=0;
SoldierID sTempID;
GROUP *pTempGroup = *pGroup;
// pTemp = pGroup;
@@ -4374,10 +4351,10 @@ BOOLEAN LoadPlayerGroupList( HWFILE hFile, GROUP **pGroup )
sTempID = GetSoldierIDFromMercID( pTemp->ubProfileID );
//Should never happen
Assert( sTempID != -1 );
pTemp->ubID = (UINT8) sTempID;
Assert( sTempID != NOBODY );
pTemp->ubID = sTempID;
pTemp->pSoldier = &Menptr[ pTemp->ubID ];
pTemp->pSoldier = pTemp->ubID;
pTemp->next = NULL;
@@ -5480,15 +5457,16 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
// merc recoeds - get a point to scouts
if ( fBloodCatAmbushPrevented )
{
for( UINT16 i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && MercPtrs[i]->bAssignment != ASSIGNMENT_REBELCOMMAND && MercPtrs[ i ]->stats.bLife >= OKLIFE )
if ( pSoldier->sSectorX == pGroup->ubSectorX && pSoldier->sSectorY == pGroup->ubSectorY && pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND && pSoldier->stats.bLife >= OKLIFE )
{
if( HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
if( HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) && pSoldier->ubProfile != NO_PROFILE )
{
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
gMercProfiles[ pSoldier->ubProfile ].records.usAmbushesExperienced++;
}
}
}
@@ -5962,18 +5940,17 @@ BOOLEAN ValidateGroups( GROUP *pGroup )
BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY )
{
BOOLEAN fScoutPresent = FALSE;
INT32 i;
// sevenfm: scout should not be sleeping, in vehicle or on assignment
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive &&
MercPtrs[ i ]->stats.bLife >= OKLIFE &&
MercPtrs[ i ]->sSectorX == ubSectorNumX &&
MercPtrs[ i ]->sSectorY == ubSectorNumY &&
MercPtrs[ i ]->bAssignment < ON_DUTY &&
!MercPtrs[ i ]->flags.fMercAsleep &&
HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) )
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive &&
pSoldier->stats.bLife >= OKLIFE &&
pSoldier->sSectorX == ubSectorNumX &&
pSoldier->sSectorY == ubSectorNumY &&
pSoldier->bAssignment < ON_DUTY &&
!pSoldier->flags.fMercAsleep &&
HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) )
{
fScoutPresent = TRUE;
}
@@ -6004,13 +5981,14 @@ BOOLEAN ConcealedMercInSector( INT16 ubSectorNumX, INT16 ubSectorNumY, BOOLEAN a
if ( !gGameOptions.fNewTraitSystem )
return FALSE;
for ( int i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE && SPY_LOCATION( MercPtrs[i]->bAssignment ) )
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && SPY_LOCATION( pSoldier->bAssignment ) )
{
if ( MercPtrs[i]->sSectorX == ubSectorNumX && MercPtrs[i]->sSectorY == ubSectorNumY && MercPtrs[i]->bSectorZ == 10 )
if ( pSoldier->sSectorX == ubSectorNumX && pSoldier->sSectorY == ubSectorNumY && pSoldier->bSectorZ == 10 )
{
if ( !aScoutsOnly || HAS_SKILL_TRAIT( MercPtrs[i], SCOUTING_NT ) )
if ( !aScoutsOnly || HAS_SKILL_TRAIT( pSoldier, SCOUTING_NT ) )
{
return TRUE;
}
+18 -18
View File
@@ -52,38 +52,38 @@ typedef struct WAYPOINT
typedef struct PLAYERGROUP
{
UINT8 ubProfileID; //SAVE THIS VALUE ONLY. The others are temp (for quick access)
UINT8 ubID; //index in the Menptr array
UINT8 ubProfileID; //SAVE THIS VALUE ONLY. The others are temp (for quick access)
SoldierID ubID; //index in the Menptr array
SOLDIERTYPE *pSoldier; //direct access to the soldier pointer
UINT8 bFlags; //flags referring to individual player soldiers
UINT8 bFlags; //flags referring to individual player soldiers
struct PLAYERGROUP *next; //next player in list
}PLAYERGROUP;
typedef struct ENEMYGROUP
{
UINT8 ubNumTroops; //number of regular troops in the group
UINT8 ubNumElites; //number of elite troops in the group
UINT8 ubNumAdmins; //number of administrators in the group
UINT16 ubNumTroops; //number of regular troops in the group
UINT16 ubNumElites; //number of elite troops in the group
UINT16 ubNumAdmins; //number of administrators in the group
UINT8 ubLeaderProfileID; //could be Mike, maybe the warden... someone new, but likely nobody.
UINT8 ubPendingReinforcements;//This group is waiting for reinforcements before attacking or attempting to fortify newly aquired sector.
UINT8 ubAdminsInBattle; //number of administrators in currently in battle.
UINT16 ubPendingReinforcements;//This group is waiting for reinforcements before attacking or attempting to fortify newly aquired sector.
UINT16 ubAdminsInBattle; //number of administrators in currently in battle.
UINT8 ubIntention; //the type of group this is: patrol, assault, spies, etc.
UINT8 ubTroopsInBattle; //number of soldiers currently in battle.
UINT8 ubElitesInBattle; //number of elite soldiers currently in battle.
UINT16 ubTroopsInBattle; //number of soldiers currently in battle.
UINT16 ubElitesInBattle; //number of elite soldiers currently in battle.
// WDS - New AI
UINT8 ubNumTanks;
UINT8 ubTanksInBattle;
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
UINT16 ubNumTanks;
UINT16 ubTanksInBattle;
UINT16 ubNumJeeps;
UINT16 ubJeepsInBattle;
// Flugente: number of turncoats
UINT8 ubNumAdmins_Turncoat;
UINT8 ubNumTroops_Turncoat;
UINT8 ubNumElites_Turncoat;
UINT8 ubNumRobots; //number of enemy robots in the group
UINT8 ubRobotsInBattle; //number of enemy robots currently in battle.
UINT16 ubNumRobots; //number of enemy robots in the group
UINT16 ubRobotsInBattle; //number of enemy robots currently in battle.
INT8 bPadding[11];
}ENEMYGROUP;
@@ -120,7 +120,7 @@ typedef struct GROUP
BOOLEAN fVehicle; //vehicle controlled group?
BOOLEAN fPersistant; //This flag when set prevents the group from being automatically deleted when it becomes empty.
UINT8 ubGroupID; //the unique ID of the group (used for hooking into events and SOLDIERTYPE)
UINT8 ubGroupSize; //total number of individuals in the group.
UINT16 ubGroupSize; //total number of individuals in the group.
UINT8 ubSectorX, ubSectorY; //last/curr sector occupied
UINT8 ubSectorZ;
UINT8 ubNextX, ubNextY; //next sector destination
@@ -204,7 +204,7 @@ BOOLEAN SetGroupPatrolParameters( UINT8 ubGroupID, UINT8 ubRestAtFL, UINT8 ubRes
//............................................................
GROUP* CreateNewEnemyGroupDepartingFromSector( UINT32 uiSector, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumRobots, UINT8 ubNumTanks, UINT8 ubNumJeeps );
GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT8& arusNumAdmins, UINT8& arusNumTroops, UINT8& arusNumElites );
GROUP* CreateNewMilitiaGroupDepartingFromSector( UINT32 uiSector, UINT16& arusNumAdmins, UINT16& arusNumTroops, UINT16& arusNumElites );
#ifdef JA2UB
GROUP* CreateNewEnemyGroupDepartingFromSectorUsingZLevel( UINT32 uiSector, UINT8 ubSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks );
+14 -17
View File
@@ -680,7 +680,6 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
INT8 bTownId = 0;
INT32 iLoyaltyChange = 0;
INT8 bSeenState = 0;
INT32 iCounter = 0;
SOLDIERTYPE *pCivSoldier = NULL;
UINT32 uiChanceFalseAccusal = 0;
INT8 bKillerTeam = 0;
@@ -741,13 +740,13 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
}
*/
// set killer team
bKillerTeam = Menptr[ pSoldier->ubAttackerID ].bTeam;
bKillerTeam = pSoldier->ubAttackerID->bTeam;
// if the player did the killing
if( bKillerTeam == OUR_TEAM )
{
SOLDIERTYPE *pKiller = MercPtrs[ pSoldier->ubAttackerID ];
SOLDIERTYPE *pKiller = pSoldier->ubAttackerID;
// apply morale penalty for killing a civilian!
HandleMoraleEvent( pKiller, MORALE_KILLED_CIVILIAN, pKiller->sSectorX, pKiller->sSectorY, pKiller->bSectorZ );
@@ -790,10 +789,10 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
// check if LOS between any civ, killer and killed
// if so, then do not adjust
for( iCounter = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iCounter++ )
for( SoldierID iCounter = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++iCounter )
{
// set current civ soldier
pCivSoldier = MercPtrs[ iCounter ];
pCivSoldier = iCounter;
if ( pCivSoldier == pSoldier )
{
@@ -801,7 +800,7 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
}
// killer seen by civ?
if ( SoldierToSoldierLineOfSightTest( pCivSoldier, MercPtrs[ pSoldier->ubAttackerID ], TRUE, gGameExternalOptions.ubStraightSightRange ) != 0 )
if ( SoldierToSoldierLineOfSightTest( pCivSoldier, pSoldier->ubAttackerID, TRUE, gGameExternalOptions.ubStraightSightRange ) != 0 )
{
bSeenState |= 1;
}
@@ -909,7 +908,7 @@ void HandleMurderOfCivilian( SOLDIERTYPE *pSoldier, BOOLEAN fIntentional )
case CREATURE_TEAM:
// killed by a monster - make sure it was one
if( ( Menptr[ pSoldier->ubAttackerID ].ubBodyType >= ADULTFEMALEMONSTER ) && ( Menptr[ pSoldier->ubAttackerID ].ubBodyType <= QUEENMONSTER ) )
if( ( pSoldier->ubAttackerID->ubBodyType >= ADULTFEMALEMONSTER ) && ( pSoldier->ubAttackerID->ubBodyType <= QUEENMONSTER ) )
{
// increase for the extreme horror of being killed by a monster
iLoyaltyChange *= MULTIPLIER_FOR_MURDER_BY_MONSTER;
@@ -2130,13 +2129,12 @@ BOOLEAN DidFirstBattleTakePlaceInThisTown( INT8 bTownId )
UINT32 PlayerStrength( void )
{
UINT8 ubLoop;
SOLDIERTYPE * pSoldier;
UINT32 uiStrength, uiTotal = 0;
SOLDIERTYPE *pSoldier;
UINT32 uiStrength, uiTotal = 0;
for ( ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++ )
for ( SoldierID ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector || (pSoldier->flags.fBetweenSectors && SECTORX( pSoldier->ubPrevSectorID ) == gWorldSectorX && SECTORY( pSoldier->ubPrevSectorID ) == gWorldSectorY && (pSoldier->bSectorZ == gbWorldSectorZ)) )
@@ -2152,13 +2150,12 @@ UINT32 PlayerStrength( void )
UINT32 EnemyStrength( void )
{
UINT8 ubLoop;
SOLDIERTYPE * pSoldier;
UINT32 uiStrength, uiTotal = 0;
SOLDIERTYPE * pSoldier;
UINT32 uiStrength, uiTotal = 0;
for ( ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
for ( SoldierID ubLoop = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ ubLoop ];
pSoldier = ubLoop;
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral )
{
// count this person's strength (condition), calculated as life reduced up to half according to maxbreath
+32 -29
View File
@@ -52,10 +52,10 @@ extern ARMY_GUN_CHOICE_TYPE gExtendedArmyGunChoices[SOLDIER_GUN_CHOICE_SELECTION
extern ARMY_GUN_CHOICE_TYPE gArmyItemChoices[SOLDIER_GUN_CHOICE_SELECTIONS][MAX_ITEM_TYPES];
extern BOOLEAN gfTownUsesLoyalty[MAX_TOWNS];
std::map<UINT8, std::map<int, UINT8>> transportGroupIdToSoldierMap;
std::map<UINT8, std::map<int, UINT16>> transportGroupIdToSoldierMap;
std::map<UINT8, TransportGroupSectorInfo> transportGroupSectorInfo;
void PopulateTransportGroup(UINT8& admins, UINT8& troops, UINT8& elites, UINT8& jeeps, UINT8& tanks, UINT8& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase);
void PopulateTransportGroup(UINT16& admins, UINT16& troops, UINT16& elites, UINT16& jeeps, UINT16& tanks, UINT16& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase);
BOOLEAN DeployTransportGroup()
{
@@ -128,7 +128,7 @@ BOOLEAN DeployTransportGroup()
TRANSPORT_GROUP_DEBUG(L"DeployTransportGroup sending group to sectorId: %d (%d/%d)", ubSectorID, SECTORX(ubSectorID), SECTORY(ubSectorID));
UINT8 admins, troops, elites, robots, jeeps, tanks;
UINT16 admins, troops, elites, robots, jeeps, tanks;
const UINT8 progress = min(125, HighestPlayerProgressPercentage() + recentLossCount * 5);
PopulateTransportGroup(admins, troops, elites, jeeps, tanks, robots, progress, difficulty, mineSectorIds.size() == 1);
@@ -152,7 +152,7 @@ BOOLEAN DeployTransportGroup()
BOOLEAN ForceDeployTransportGroup(UINT8 sectorId)
{
UINT8 admins, troops, elites, robots, jeeps, tanks;
UINT16 admins, troops, elites, robots, jeeps, tanks;
const INT8 recentLossCount = min(5, GetAllStrategicEventsOfType(EVENT_TRANSPORT_GROUP_DEFEATED).size());
const UINT8 progress = min(125, HighestPlayerProgressPercentage() + recentLossCount * 5);
const UINT8 difficulty = gGameOptions.ubDifficultyLevel;
@@ -222,29 +222,31 @@ void FillMapColoursForTransportGroups(INT32(&colorMap)[MAXIMUM_VALID_Y_COORDINAT
// build map of detection sectors + ranges
std::map<std::pair<INT16,INT16>, INT8> detectionMap;
std::map<UINT8, MonitoredSectorState> monitoredTowns;
for( INT16 i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
if( MercPtrs[ i ]->bActive &&
MercPtrs[ i ]->stats.bLife >= OKLIFE &&
(MercPtrs[ i ]->bAssignment < ON_DUTY || MercPtrs[ i ]->bAssignment == GATHERINTEL) &&
!MercPtrs[ i ]->flags.fMercAsleep)
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive &&
pSoldier->stats.bLife >= OKLIFE &&
(pSoldier->bAssignment < ON_DUTY || pSoldier->bAssignment == GATHERINTEL) &&
!pSoldier->flags.fMercAsleep)
{
if (gGameOptions.fNewTraitSystem)
{
if (HAS_SKILL_TRAIT(MercPtrs[i], SCOUTING_NT))
if (HAS_SKILL_TRAIT(pSoldier, SCOUTING_NT))
{
detectionMap[std::pair<INT16,INT16>(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = DETECTION_RANGE_SCOUT;
detectionMap[std::pair<INT16,INT16>(pSoldier->sSectorX, pSoldier->sSectorY)] = DETECTION_RANGE_SCOUT;
}
else if (HAS_SKILL_TRAIT(MercPtrs[i], RADIO_OPERATOR_NT) && MercPtrs[i]->CanUseRadio(FALSE))
else if (HAS_SKILL_TRAIT(pSoldier, RADIO_OPERATOR_NT) && pSoldier->CanUseRadio(FALSE))
{
detectionMap[std::pair<INT16,INT16>(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = DETECTION_RANGE_RADIO;
detectionMap[std::pair<INT16,INT16>(pSoldier->sSectorX, pSoldier->sSectorY)] = DETECTION_RANGE_RADIO;
}
else if (HAS_SKILL_TRAIT(MercPtrs[i], COVERT_NT))
else if (HAS_SKILL_TRAIT(pSoldier, COVERT_NT))
{
if (MercPtrs[i]->bAssignment == GATHERINTEL)
if (pSoldier->bAssignment == GATHERINTEL)
{
detectionMap[std::pair<INT16,INT16>(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = DETECTION_RANGE_COVERT;
monitoredTowns[GetTownIdForSector(MercPtrs[i]->sSectorX, MercPtrs[i]->sSectorY)] = MonitoredSectorState::Monitored;
detectionMap[std::pair<INT16,INT16>(pSoldier->sSectorX, pSoldier->sSectorY)] = DETECTION_RANGE_COVERT;
monitoredTowns[GetTownIdForSector(pSoldier->sSectorX, pSoldier->sSectorY)] = MonitoredSectorState::Monitored;
}
}
}
@@ -446,8 +448,8 @@ void UpdateTransportGroupInventory()
if (gGameExternalOptions.fStrategicTransportGroupsEnabled == FALSE)
return;
const int firstSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
const int lastSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
const SoldierID firstSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
const SoldierID lastSlot = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
const UINT8 progress = CurrentPlayerProgressPercentage();
enum ItemTypes
@@ -479,13 +481,14 @@ void UpdateTransportGroupInventory()
{
// let's be nice to the player and only drop ammo for guns their mercs have in inventory
std::set<UINT8> playerCalibres;
for (INT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
if (MercPtrs[i]->bActive && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE))
SOLDIERTYPE *pSoldier = i;
if (pSoldier->bActive && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))
{
for (int j = 0 ; j < MercPtrs[i]->inv.size(); ++j)
for (int j = 0 ; j < pSoldier->inv.size(); ++j)
{
OBJECTTYPE& obj = MercPtrs[i]->inv[j];
OBJECTTYPE& obj = pSoldier->inv[j];
if (obj.exists()
&& Item[obj.usItem].usItemClass == IC_GUN)
{
@@ -599,11 +602,11 @@ void UpdateTransportGroupInventory()
// cache the initial jeep count of every group we find
std::map<UINT8, int> cachedGroupJeepCount;
for (int slot = firstSlot; (slot <= lastSlot); ++slot)
for ( SoldierID slot = firstSlot; (slot <= lastSlot); ++slot)
{
SOLDIERTYPE* pSoldier = &Menptr[slot];
SOLDIERTYPE* pSoldier = slot;
const std::map<UINT8, std::map<int, UINT8>>::iterator groupIter = transportGroupIdToSoldierMap.find(pSoldier->ubGroupID);
const std::map<UINT8, std::map<int, UINT16>>::iterator groupIter = transportGroupIdToSoldierMap.find(pSoldier->ubGroupID);
if (groupIter != transportGroupIdToSoldierMap.end())
{
// let's find out if this group is coming home or still outgoing to its target destination
@@ -620,7 +623,7 @@ void UpdateTransportGroupInventory()
}
// found a matching transport groupid
std::map<int, UINT8>::iterator soldierClassIter = groupIter->second.find(SOLDIER_CLASS_JEEP);
std::map<int, UINT16>::iterator soldierClassIter = groupIter->second.find(SOLDIER_CLASS_JEEP);
if (cachedGroupJeepCount.find(groupIter->first) == cachedGroupJeepCount.end())
{
cachedGroupJeepCount[groupIter->first] = soldierClassIter == groupIter->second.end() ? 0 : groupIter->second[SOLDIER_CLASS_JEEP];
@@ -874,7 +877,7 @@ void UpdateTransportGroupInventory()
}
}
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT8 amount)
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT16 amount)
{
if (gGameExternalOptions.fStrategicTransportGroupsEnabled == FALSE)
{
@@ -913,7 +916,7 @@ void NotifyTransportGroupDefeated()
AddStrategicEvent(EVENT_TRANSPORT_GROUP_DEFEATED, GetWorldTotalMin() + 60 * hoursToRememberDefeat, 0);
}
void PopulateTransportGroup(UINT8& admins, UINT8& troops, UINT8& elites, UINT8& jeeps, UINT8& tanks, UINT8& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase)
void PopulateTransportGroup(UINT16& admins, UINT16& troops, UINT16& elites, UINT16& jeeps, UINT16& tanks, UINT16& robots, UINT8 progress, int difficulty, BOOLEAN trySpecialCase)
{
admins = troops = elites = robots = jeeps = tanks = 0;
+1 -1
View File
@@ -22,7 +22,7 @@ void UpdateTransportGroupInventory();
const std::map<UINT8, TransportGroupSectorInfo> GetTransportGroupSectorInfo();
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT8 amount);
void AddToTransportGroupMap(UINT8 groupId, int soldierClass, UINT16 amount);
void ClearTransportGroupMap();
void NotifyTransportGroupDefeated();
+27 -27
View File
@@ -54,7 +54,7 @@ BOOLEAN gfAreWePromotingRegular = FALSE;
//the completed list of sector soldiers for training militia
INT32 giListOfMercsInSectorsCompletedMilitiaTraining[ SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST ];
SoldierID giListOfMercsInSectorsCompletedMilitiaTraining[ SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST ];
SOLDIERTYPE *pMilitiaTrainerSoldier = NULL;
// note that these sector values are STRATEGIC INDEXES, not 0-255!
@@ -471,7 +471,7 @@ INT8 MilitiaRankToSoldierClass(UINT8 ubRank)
return(bSoldierClass);
}
void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany)
void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT16 ubHowMany)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
@@ -486,15 +486,15 @@ void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 u
fMapPanelDirty = TRUE;
}
void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubHowMany)
void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT16 ubHowMany)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
// damn well better have that many around to promote!
//Assert(pSectorInfo->ubNumberOfCivsAtLevel[ ubCurrentRank ] >= ubHowMany);
UINT8 stationary = MilitiaInSectorOfRankStationary( sMapX, sMapY, ubCurrentRank );
UINT8 ingroups = MilitiaInSectorOfRankInGroups( sMapX, sMapY, ubCurrentRank );
UINT16 stationary = MilitiaInSectorOfRankStationary( sMapX, sMapY, ubCurrentRank );
UINT16 ingroups = MilitiaInSectorOfRankInGroups( sMapX, sMapY, ubCurrentRank );
//KM : July 21, 1999 patch fix
if ( ubCurrentRank >= ELITE_MILITIA || stationary + ingroups < ubHowMany )
@@ -503,8 +503,8 @@ void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRa
}
// determine how many static and - if necessary - group-based militia we have to remove
UINT8 reducestatic = min( stationary, ubHowMany );
UINT8 reducegroups = min( ingroups, ubHowMany - reducestatic );
UINT16 reducestatic = min( stationary, ubHowMany );
UINT16 reducegroups = min( ingroups, ubHowMany - reducestatic );
pSectorInfo->ubNumberOfCivsAtLevel[ubCurrentRank] -= reducestatic;
pSectorInfo->ubNumberOfCivsAtLevel[ubCurrentRank + 1] += reducestatic;
@@ -541,7 +541,7 @@ void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRa
fMapPanelDirty = TRUE;
}
void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany)
void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT16 ubHowMany)
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
@@ -549,8 +549,8 @@ void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UI
// damn well better have that many around to remove!
//Assert(pSectorInfo->ubNumberOfCivsAtLevel[ ubRank ] >= ubHowMany);
UINT8 stationary = MilitiaInSectorOfRankStationary( sMapX, sMapY, ubRank );
UINT8 ingroups = MilitiaInSectorOfRankInGroups( sMapX, sMapY, ubRank );
UINT16 stationary = MilitiaInSectorOfRankStationary( sMapX, sMapY, ubRank );
UINT16 ingroups = MilitiaInSectorOfRankInGroups( sMapX, sMapY, ubRank );
//KM : July 21, 1999 patch fix
if ( stationary + ingroups < ubHowMany )
@@ -559,8 +559,8 @@ void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UI
}
// determine how many static and - if necessary - group-based militia we have to remove
UINT8 reducestatic = min( stationary, ubHowMany );
UINT8 reducegroups = min( ingroups, ubHowMany - reducestatic );
UINT16 reducestatic = min( stationary, ubHowMany );
UINT16 reducegroups = min( ingroups, ubHowMany - reducestatic );
pSectorInfo->ubNumberOfCivsAtLevel[ubRank] -= reducestatic;
@@ -571,21 +571,21 @@ void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UI
{
if ( ubRank == GREEN_MILITIA )
{
UINT8 reduced = min( reducegroups, pGroup->pEnemyGroup->ubNumAdmins );
UINT16 reduced = min( reducegroups, pGroup->pEnemyGroup->ubNumAdmins );
pGroup->pEnemyGroup->ubNumAdmins -= reduced;
pGroup->ubGroupSize -= reduced;
reducegroups -= reduced;
}
else if ( ubRank == REGULAR_MILITIA )
{
UINT8 reduced = min( reducegroups, pGroup->pEnemyGroup->ubNumTroops );
UINT16 reduced = min( reducegroups, pGroup->pEnemyGroup->ubNumTroops );
pGroup->pEnemyGroup->ubNumTroops -= reduced;
pGroup->ubGroupSize -= reduced;
reducegroups -= reduced;
}
else if ( ubRank == ELITE_MILITIA )
{
UINT8 reduced = min( reducegroups, pGroup->pEnemyGroup->ubNumElites );
UINT16 reduced = min( reducegroups, pGroup->pEnemyGroup->ubNumElites );
pGroup->pEnemyGroup->ubNumElites -= reduced;
pGroup->ubGroupSize -= reduced;
reducegroups -= reduced;
@@ -705,12 +705,12 @@ void HandleMilitiaDefections(INT16 sMapX, INT16 sMapY)
}
}
UINT8 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank)
UINT16 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank)
{
return MilitiaInSectorOfRankStationary( sMapX, sMapY, ubRank ) + MilitiaInSectorOfRankInGroups( sMapX, sMapY, ubRank );
}
UINT8 MilitiaInSectorOfRankStationary( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
UINT16 MilitiaInSectorOfRankStationary( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
{
if ( ubRank < MAX_MILITIA_LEVELS )
return SectorInfo[SECTOR( sMapX, sMapY )].ubNumberOfCivsAtLevel[ubRank];
@@ -718,9 +718,9 @@ UINT8 MilitiaInSectorOfRankStationary( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
return 0;
}
UINT8 MilitiaInSectorOfRankInGroups( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
UINT16 MilitiaInSectorOfRankInGroups( INT16 sMapX, INT16 sMapY, UINT8 ubRank )
{
UINT8 count = 0;
UINT16 count = 0;
GROUP *pGroup = gpGroupList;
while ( pGroup )
@@ -1379,7 +1379,7 @@ void HandleCompletionOfTownTrainingByGroupWithTrainer( SOLDIERTYPE *pTrainer, UI
continue;
}
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
pSoldier = gCharactersList[ iCounter ].usSolID;
// valid soldier?
if( pSoldier->bActive == FALSE )
@@ -1421,10 +1421,10 @@ void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE
// get the sector value
sSector = pSoldier->sSectorX + pSoldier->sSectorY * MAP_WORLD_X;
while( giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] != -1 )
while( giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] != NOBODY )
{
// get the current soldier
pCurrentSoldier = &Menptr[ giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] ];
pCurrentSoldier = giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ];
// get the current sector value
sCurrentSector = CALCULATE_STRATEGIC_INDEX( pCurrentSoldier->sSectorX, pCurrentSoldier->sSectorY );
@@ -1455,7 +1455,7 @@ void ClearSectorListForCompletedTrainingOfMilitia( void )
for( iCounter = 0; iCounter < SIZE_OF_MILITIA_COMPLETED_TRAINING_LIST; iCounter++ )
{
giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] = -1;
giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] = NOBODY;
}
return;
@@ -1469,10 +1469,10 @@ void HandleContinueOfTownTraining( void )
BOOLEAN fContinueEventPosted = FALSE;
while( giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] != -1 )
while( giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] != NOBODY )
{
// get the soldier
pSoldier = &Menptr[ giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ] ];
pSoldier = giListOfMercsInSectorsCompletedMilitiaTraining[ iCounter ];
if( pSoldier->bActive )
{
@@ -1532,7 +1532,7 @@ void BuildListOfUnpaidTrainableSectors( UINT8 ubMilitiaType )
// selected?
if( ( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) || ( iCounter == bSelectedAssignChar ) )
{
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
pSoldier = gCharactersList[ iCounter ].usSolID;
// HEADROCK HAM 3.6: Two different conditions depending on the type of militia being trained.
if( ubMilitiaType == TOWN_MILITIA )
@@ -1552,7 +1552,7 @@ void BuildListOfUnpaidTrainableSectors( UINT8 ubMilitiaType )
else
{
// handle for tactical
pSoldier = &Menptr[ gusUIFullTargetID ];
pSoldier = gusUIFullTargetID;
iCounter = 0;
if (ubMilitiaType == TOWN_MILITIA)
+7 -7
View File
@@ -30,9 +30,9 @@ INT8 SoldierClassToMilitiaRank(UINT8 ubSoldierClass);
INT8 MilitiaRankToSoldierClass(UINT8 ubRank);
// these add, promote, and remove militias of a certain rank
void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany);
void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT8 ubHowMany);
void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT8 ubHowMany);
void StrategicAddMilitiaToSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT16 ubHowMany);
void StrategicPromoteMilitiaInSector(INT16 sMapX, INT16 sMapY, UINT8 ubCurrentRank, UINT16 ubHowMany);
void StrategicRemoveMilitiaFromSector(INT16 sMapX, INT16 sMapY, UINT8 ubRank, UINT16 ubHowMany);
void StrategicRemoveAllStaticMilitiaFromSector( INT16 sMapX, INT16 sMapY, UINT8 ubRank );
@@ -49,9 +49,9 @@ UINT8 FindBestMilitiaTrainingLeadershipInSector ( INT16 sMapX, INT16 sMapY, INT8
// call this if the player attacks his own militia
void HandleMilitiaDefections(INT16 sMapX, INT16 sMapY);
UINT8 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank);
UINT8 MilitiaInSectorOfRankStationary( INT16 sMapX, INT16 sMapY, UINT8 ubRank );
UINT8 MilitiaInSectorOfRankInGroups( INT16 sMapX, INT16 sMapY, UINT8 ubRank );
UINT16 MilitiaInSectorOfRank(INT16 sMapX, INT16 sMapY, UINT8 ubRank);
UINT16 MilitiaInSectorOfRankStationary( INT16 sMapX, INT16 sMapY, UINT8 ubRank );
UINT16 MilitiaInSectorOfRankInGroups( INT16 sMapX, INT16 sMapY, UINT8 ubRank );
// Returns TRUE if sector is under player control, has no enemies in it, and isn't currently in combat mode
BOOLEAN SectorOursAndPeaceful( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
@@ -135,4 +135,4 @@ FLOAT GetIntel();
void AddRaidPersonnel( INT32 aBloodcats, INT32 aZombie, INT32 aBandits );
void GetRaidPersonnel( INT32& arBloodcats, INT32& arZombie, INT32& arBandits );
#endif
#endif
+16 -1
View File
@@ -19,7 +19,7 @@ extern "C" {
#include "connect.h"
// externals
UNDERGROUND_SECTORINFO* NewUndergroundNode( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ );
extern UNDERGROUND_SECTORINFO* NewUndergroundNode( UINT8 ubSectorX, UINT8 ubSectorY, UINT8 ubSectorZ );
extern BOOLEAN gfGettingNameFromSaveLoadScreen;
// helper functions
@@ -49,6 +49,21 @@ bool LuaTable::getValue<UINT8>(const char * index, UINT8& value)
return false;
}
template <>
bool LuaTable::getValue<UINT16>(const char* index, UINT16& value)
{
int dummy;
bool b = getValue(index, dummy);
if (b)
{
value = static_cast<UINT16>(dummy);
return true;
}
return false;
}
// Calls into Lua script to let build underground sector list.
BOOLEAN LuaUnderground::InitializeSectorList()
{
+412 -302
View File
File diff suppressed because it is too large Load Diff
+10 -6
View File
@@ -123,6 +123,8 @@ struct UILayout_CharList
int widthTimeRemaining;
};
extern MOUSE_REGION gMapViewRegion;
extern BOOLEAN fCharacterInfoPanelDirty;
extern BOOLEAN fTeamPanelDirty;
extern BOOLEAN fMapPanelDirty;
@@ -134,8 +136,10 @@ extern BOOLEAN gfInChangeArrivalSectorMode;
extern BOOLEAN gfSkyriderEmptyHelpGiven;
extern std::vector<SOLDIERTYPE*> gSelectedSoldiers;
BOOLEAN SetInfoChar(UINT8 ubSolId);
BOOLEAN SetInfoChar(SoldierID ubID);
void EndMapScreen( BOOLEAN fDuringFade );
void ReBuildCharactersList( void );
@@ -148,11 +152,11 @@ void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
BOOLEAN CanToggleSelectedCharInventory( void );
BOOLEAN CanExtendContractForCharSlot( INT8 bCharNumber );
BOOLEAN CanExtendContractForCharSlot( INT16 bCharNumber );
void TellPlayerWhyHeCantCompressTime( void );
void ChangeSelectedInfoChar( INT8 bCharNumber, BOOLEAN fResetSelectedList );
void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList );
void MAPEndItemPointer();
@@ -166,10 +170,10 @@ void CancelChangeArrivalSectorMode( void );
void ExplainWhySkyriderCantFly( void );
BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber );
BOOLEAN CanChangeSleepStatusForCharSlot( INT16 bCharNumber );
BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier );
BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber );
BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber );
// CHRISL: New functions to handle initialization of inventory coordinates
BOOLEAN InitializeInvPanelCoordsOld( );
@@ -228,4 +232,4 @@ void RetreatBandageCallback( UINT8 ubResult );
bool isWidescreenUI(void);
#endif
#endif
+3 -3
View File
@@ -101,16 +101,16 @@ BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
{
INT32 cnt = 0;
SOLDIERTYPE *pTeamSoldier;
INT8 bBuddyIndex;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// see if this was the friend of a living merc
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
+90 -75
View File
@@ -184,8 +184,8 @@ BOOLEAN fUsingEdgePointsForStrategicEntry = FALSE;
BOOLEAN gfInvalidTraversal = FALSE;
BOOLEAN gfLoneEPCAttemptingTraversal = FALSE;
BOOLEAN gfRobotWithoutControllerAttemptingTraversal = FALSE;
BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0;
INT8 gbPotentiallyAbandonedEPCSlotID = -1;
BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0;
SoldierID gbPotentiallyAbandonedEPCSlotID = NOBODY;
INT8 gbGreenToElitePromotions = 0;
INT8 gbGreenToRegPromotions = 0;
@@ -1976,7 +1976,7 @@ void GetCurrentWorldSector( INT16 *psMapX, INT16 *psMapY )
}
//not in overhead.h!
extern UINT8 NumEnemyInSector( );
extern UINT16 NumEnemyInSector( );
void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
@@ -2140,10 +2140,12 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// GridNo = NOWHERE, which causes this assertion to fail
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && !SPY_LOCATION(MercPtrs[i]->bAssignment) && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
SOLDIERTYPE *pSoldier = MercPtrs[i];
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_DEAD) && pSoldier->bAssignment != VEHICLE && !SPY_LOCATION(pSoldier->bAssignment) && pSoldier->bAssignment != ASSIGNMENT_POW)
{
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
//Assert( !pSoldier->bActive || !pSoldier->bInSector || pSoldier->sGridNo != NOWHERE || pSoldier->bVehicleID == iHelicopterVehicleId );
Assert( !pSoldier->bActive || !pSoldier->bInSector || !TileIsOutOfBounds( pSoldier->sGridNo ) || pSoldier->bVehicleID == iHelicopterVehicleId );
}
}
@@ -2190,10 +2192,11 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
// GridNo = NOWHERE, which causes this assertion to fail
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
SOLDIERTYPE *pSoldier = MercPtrs[i];
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_DEAD) && pSoldier->bAssignment != VEHICLE && pSoldier->bAssignment != ASSIGNMENT_POW)
{
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
//Assert( !pSoldier->bActive || !pSoldier->bInSector || pSoldier->sGridNo != NOWHERE || pSoldier->bVehicleID == iHelicopterVehicleId );
Assert( !pSoldier->bActive || !pSoldier->bInSector || !TileIsOutOfBounds( pSoldier->sGridNo ) || pSoldier->bVehicleID == iHelicopterVehicleId );
}
}
@@ -2426,15 +2429,15 @@ BOOLEAN MapExists( UINT8 * szFilename )
void RemoveMercsInSector( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// ATE: only for OUR guys.. the rest is taken care of in TrashWorld() when a new sector is added...
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pSoldier = cnt;
if ( pSoldier->bActive )
{
pSoldier->RemoveSoldierFromGridNo( );
@@ -2695,7 +2698,6 @@ void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bN
//UINT8 ubRandomMiner[RANDOM_HEAD_MINERS] = { 106, 156, 157, 158 };
//UINT8 ubMiner, ubMinersPlaced, ubMine;
UINT8 ubThisMine;
UINT8 cnt;
SOLDIERTYPE * pSoldier;
// are we in a mine sector, on the surface?
@@ -2780,13 +2782,13 @@ void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bN
// Check to see if any player merc has the Chalice; if so,
// note it as stolen
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, pSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
if ( pSoldier->bActive )
if ( cnt->bActive )
{
if ( FindObj( pSoldier, CHALICE ) != ITEM_NOT_FOUND )
if ( FindObj( cnt, CHALICE ) != ITEM_NOT_FOUND )
{
SetFactTrue( FACT_CHALICE_STOLEN );
}
@@ -2948,7 +2950,6 @@ extern void SetLastTimePlayerWasInSector( );
// @calls SetLastTimePlayerWasInSector
BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 i;
UNDERGROUND_SECTORINFO *pNode = NULL;
CHAR8 bFilename[50];
@@ -2965,11 +2966,12 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
//@@@Evaluate
if ( gfWorldLoaded )
{
for ( i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; i++ )
for ( SoldierID i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++i )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->bInSector )
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->bInSector )
{
SetupProfileInsertionDataForSoldier( MercPtrs[i] );
SetupProfileInsertionDataForSoldier( pSoldier );
}
}
}
@@ -2994,6 +2996,15 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
#ifdef JA2UB
//Ja25 No meanwhiles
// But DO check if powergen fan sound needs to be restarted
extern UINT32 SECTOR_FAN_X;
extern UINT32 SECTOR_FAN_Y;
extern UINT32 SECTOR_FAN_Z;
if (gWorldSectorX == SECTOR_FAN_X && gWorldSectorY == SECTOR_FAN_Y && gbWorldSectorZ == SECTOR_FAN_Z)
{
HandlePowerGenFanSoundModification();
}
#else
if ( AreInMeanwhile( ) == FALSE )
#endif
@@ -3095,7 +3106,6 @@ BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
BOOLEAN fPOWSquadSet = FALSE;
UINT8 ubPOWSquad = 0;
@@ -3125,8 +3135,9 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
//if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
for ( cnt = 0, pSoldier = MercPtrs[cnt]; cnt < MAX_NUM_SOLDIERS; ++cnt, ++pSoldier )
for ( SoldierID cnt = 0; cnt < MAX_NUM_SOLDIERS; ++cnt )
{
pSoldier = cnt;
if ( gfRestoringEnemySoldiersFromTempFile &&
cnt >= gTacticalStatus.Team[ENEMY_TEAM].bFirstID &&
cnt <= gTacticalStatus.Team[CREATURE_TEAM].bLastID )
@@ -3950,7 +3961,6 @@ UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirect
void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32 sAdditionalData )//dnl ch56 151009
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pValidSoldier = NULL;
GROUP *pGroup;
@@ -3962,17 +3972,18 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
// Set initial selected
// ATE: moved this towards top...
gubPreferredInitialSelectedGuy = (UINT8)gusSelectedSoldier;
gubPreferredInitialSelectedGuy = gusSelectedSoldier;
if ( ubJumpCode == JUMP_ALL_LOAD_NEW || ubJumpCode == JUMP_ALL_NO_LOAD )
{
// TODO: Check flags to see if we can jump!
// Move controllable mercs!
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pSoldier = cnt;
// If we are controllable
if ( OK_CONTROLLABLE_MERC( pSoldier ) && pSoldier->bAssignment == CurrentSquad( ) )
{
@@ -3993,7 +4004,7 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
// This guy should always be 1 ) selected and 2 ) close enough to exit sector to leave
if ( gusSelectedSoldier != NOBODY )
{
pValidSoldier = MercPtrs[gusSelectedSoldier];
pValidSoldier = gusSelectedSoldier;
ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData );
}
@@ -4210,12 +4221,13 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
void JumpIntoEscapedSector(UINT8 ubTacticalDirection)
{
// Remove any incapacitated mercs from current squads and assign them to new squad
UINT32 i = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 const lastID = gTacticalStatus.Team[gbPlayerNum].bLastID;
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID const lastID = gTacticalStatus.Team[gbPlayerNum].bLastID;
INT8 currentSquad = -1;
for (SOLDIERTYPE* pSoldier = MercPtrs[i]; i <= lastID; ++i, ++pSoldier)
for ( ; id <= lastID; ++id )
{
SOLDIERTYPE *pSoldier = id;
// Are we not active in sector
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->stats.bLife >= OKLIFE)
{
@@ -4829,7 +4841,6 @@ BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, INT
//ATE: Returns FALSE if NOBODY is close enough, 1 if ONLY selected guy is and 2 if all on squad are...
BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *puiTraverseTimeInMinutes )//dnl ch56 151009
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
BOOLEAN fAtLeastOneMercControllable = FALSE;
BOOLEAN fOnlySelectedGuy = FALSE;
@@ -4839,13 +4850,13 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
UINT8 ubNumMercs = 0, ubNumEPCs = 0;
UINT8 ubPlayerControllableMercsInSquad = 0;
if ( gusSelectedSoldier == NOBODY )
if ( gusSelectedSoldier >= NOBODY )
{ //must have a selected soldier to be allowed to tactically traverse.
return FALSE;
}
// anv: vehicles can't use inner exit grids
if ( bExitDirection == (-1) && MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE )
if ( bExitDirection == (-1) && gusSelectedSoldier->bAssignment == VEHICLE )
{
return FALSE;
}
@@ -4869,14 +4880,15 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
gfInvalidTraversal = FALSE;
gfLoneEPCAttemptingTraversal = FALSE;
gubLoneMercAttemptingToAbandonEPCs = 0;
gbPotentiallyAbandonedEPCSlotID = -1;
gbPotentiallyAbandonedEPCSlotID = NOBODY;
// Look through all mercs and check if they are within range of east end....
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pSoldier )
for ( ; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
{
pSoldier = cnt;
// If we are controllable
if ( OK_CONTROLLABLE_MERC( pSoldier ) && (pSoldier->bAssignment == CurrentSquad( ) ||
(pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != iHelicopterVehicleId && GetSoldierStructureForVehicle( pSoldier->iVehicleId )->bAssignment == CurrentSquad( ))) )
@@ -4894,7 +4906,7 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
{
ubNumEPCs++;
//Also record the EPC's slot ID incase we later build a string using the EPC's name.
gbPotentiallyAbandonedEPCSlotID = (INT8)cnt;
gbPotentiallyAbandonedEPCSlotID = cnt;
if ( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
{
gfRobotWithoutControllerAttemptingTraversal = TRUE;
@@ -4959,12 +4971,12 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
// If we are here, at least one guy is controllable in this sector, at least he can go!
if ( fAtLeastOneMercControllable )
{
ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( MercPtrs[gusSelectedSoldier]->bAssignment );
ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( gusSelectedSoldier->bAssignment );
if ( fAtLeastOneMercControllable <= ubPlayerControllableMercsInSquad )
{ //if the selected merc is an EPC and we can only leave with that merc, then prevent it
//as EPCs aren't allowed to leave by themselves. Instead of restricting this in the
//exiting sector gui, we restrict it by explaining it with a message box.
if ( AM_AN_EPC( MercPtrs[gusSelectedSoldier] ) )
if ( AM_AN_EPC( gusSelectedSoldier ) )
{
if ( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
{
@@ -5153,7 +5165,7 @@ void SetSamHackStatus( INT16 sSectorX, INT16 sSectorY, INT8 sStatus )
BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
{
INT32 cnt;
SoldierID cnt;
SOLDIERTYPE *pSoldier;
// if not a valid sector
@@ -5166,8 +5178,9 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
@@ -6426,8 +6439,6 @@ BOOLEAN IsSectorRoad( INT16 sSectorX, INT16 sSectorY )
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
{
INT32 i;
// clear tactical queue
ClearEventQueue( );
@@ -6489,11 +6500,12 @@ BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
//Setup the tactical existance of the current soldier.
//@@@Evaluate
for ( i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; i++ )
for ( SoldierID i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++i )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->bInSector )
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->bInSector )
{
SetupProfileInsertionDataForSoldier( MercPtrs[i] );
SetupProfileInsertionDataForSoldier( pSoldier );
}
}
@@ -6509,21 +6521,23 @@ BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSect
{
//We don't have mercs in the sector. Now, we check to see if there are BOTH enemies and militia. If both
//co-exist in the sector, then make them fight for control of the sector via autoresolve.
for ( int i = gTacticalStatus.Team[ENEMY_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; i++ )
for ( SoldierID i = gTacticalStatus.Team[ENEMY_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++i )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife )
SOLDIERTYPE *pEnemy = i;
if ( pEnemy->bActive && pEnemy->stats.bLife )
{
if ( MercPtrs[i]->sSectorX == pSectorX &&
MercPtrs[i]->sSectorY == pSectorY &&
MercPtrs[i]->bSectorZ == pSectorZ )
if ( pEnemy->sSectorX == pSectorX &&
pEnemy->sSectorY == pSectorY &&
pEnemy->bSectorZ == pSectorZ )
{ //We have enemies, now look for militia!
for ( i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; i++ )
for ( SoldierID j = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; j <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++j )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && MercPtrs[i]->bSide == OUR_TEAM )
SOLDIERTYPE *pMilitia = j;
if ( pMilitia->bActive && pMilitia->stats.bLife && pMilitia->bSide == OUR_TEAM )
{
if ( MercPtrs[i]->sSectorX == pSectorX &&
MercPtrs[i]->sSectorY == pSectorY &&
MercPtrs[i]->bSectorZ == pSectorZ )
if ( pMilitia->sSectorX == pSectorX &&
pMilitia->sSectorY == pSectorY &&
pMilitia->bSectorZ == pSectorZ )
{ //We have militia and enemies and no mercs! Let's finish this battle in autoresolve.
gfEnteringMapScreen = TRUE;
gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
@@ -6560,7 +6574,6 @@ BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSect
BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
{
INT32 i;
INT16 sBattleSectorX, sBattleSectorY, sBattleSectorZ;
//Don't bother checking this if we don't have a world loaded.
@@ -6585,16 +6598,17 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
{ //The user has decided to let the game autoresolve the current battle.
if ( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
{
for ( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
{ //If we have a live and valid soldier
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !MercPtrs[i]->flags.fBetweenSectors && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[i] ) && !AM_AN_EPC( MercPtrs[i] ) )
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) && !AM_AN_EPC( pSoldier ) )
{
if ( MercPtrs[i]->sSectorX == gWorldSectorX &&
MercPtrs[i]->sSectorY == gWorldSectorY &&
MercPtrs[i]->bSectorZ == gbWorldSectorZ )
if ( pSoldier->sSectorX == gWorldSectorX &&
pSoldier->sSectorY == gWorldSectorY &&
pSoldier->bSectorZ == gbWorldSectorZ )
{
MercPtrs[i]->RemoveSoldierFromGridNo( );
InitSoldierOppList( MercPtrs[i] );
pSoldier->RemoveSoldierFromGridNo( );
InitSoldierOppList( pSoldier );
}
}
}
@@ -6602,13 +6616,14 @@ BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
}
else
{ //Check and see if we have any live mercs in the sector.
for ( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
for ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i )
{ //If we have a live and valid soldier
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !MercPtrs[i]->flags.fBetweenSectors && MercPtrs[i]->bInSector && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[i] ) && !AM_AN_EPC( MercPtrs[i] ) )
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors && pSoldier->bInSector && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) && !AM_AN_EPC( pSoldier ) )
{
if ( MercPtrs[i]->sSectorX == gWorldSectorX &&
MercPtrs[i]->sSectorY == gWorldSectorY &&
MercPtrs[i]->bSectorZ == gbWorldSectorZ )
if ( pSoldier->sSectorX == gWorldSectorX &&
pSoldier->sSectorY == gWorldSectorY &&
pSoldier->bSectorZ == gbWorldSectorZ )
{
return FALSE;
}
@@ -7530,16 +7545,15 @@ void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap( )
//if the player made a 'noise' going through the gate at the end of the tunnel sector
if ( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__DID_PLAYER_MAKE_SOUND_GOING_THROUGH_TUNNEL_GATE )
{
UINT8 cnt;
//
//Move some of the enemies to be 'near' them player when the enter the room
//
// Loop through the list and move some of the enemies
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
SoldierID cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; ++cnt)
{
pSoldier = cnt;
//if the soldier is active,
if ( pSoldier->bActive )
{
@@ -7570,8 +7584,9 @@ void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap( )
while ( ubNumEnemiesMoved < 3 )
{
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; ++cnt )
{
pSoldier = cnt;
//if the soldier is active,
if ( pSoldier->bActive && pSoldier->sGridNo != 15705 && pSoldier->sGridNo != 15712 && pSoldier->sGridNo != 15233 )
{
+5 -5
View File
@@ -210,11 +210,11 @@ BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection );
bool IsEscapeDirectionValid(WorldDirections pbDirection);
//Used for determining the type of error message that comes up when you can't traverse to
//an adjacent sector. THESE VALUES DO NOT NEED TO BE SAVED!
extern BOOLEAN gfInvalidTraversal;
extern BOOLEAN gfLoneEPCAttemptingTraversal;
extern BOOLEAN gfRobotWithoutControllerAttemptingTraversal;
extern UINT8 gubLoneMercAttemptingToAbandonEPCs;
extern INT8 gbPotentiallyAbandonedEPCSlotID;
extern BOOLEAN gfInvalidTraversal;
extern BOOLEAN gfLoneEPCAttemptingTraversal;
extern BOOLEAN gfRobotWithoutControllerAttemptingTraversal;
extern UINT8 gubLoneMercAttemptingToAbandonEPCs;
extern SoldierID gbPotentiallyAbandonedEPCSlotID;
extern INT8 gbGreenToElitePromotions;
extern INT8 gbGreenToRegPromotions;
+40 -38
View File
@@ -79,7 +79,7 @@ typedef struct
{
BOOLEAN fInAirRaid;
BOOLEAN fAirRaidScheduled;
UINT8 ubAirRaidMode;
UINT8 ubAirRaidMode;
UINT32 uiSoundSample;
UINT32 uiRaidLastUpdate;
BOOLEAN fFadingRaidIn;
@@ -87,32 +87,32 @@ typedef struct
INT8 bNumDives;
INT8 bMaxDives;
BOOLEAN fFadingRaidOut;
INT16 sDiveX;
INT16 sDiveY;
INT16 sDiveTargetLocation;
UINT8 ubDiveDirection;
INT16 sNumGridNosMoved;
INT32 iNumTurnsSinceLastDive;
INT32 iNumTurnsSinceDiveStarted;
INT32 iNumGridNosMovedThisTurn;
INT16 sDiveX;
INT16 sDiveY;
INT16 sDiveTargetLocation;
UINT8 ubDiveDirection;
INT16 sNumGridNosMoved;
INT32 iNumTurnsSinceLastDive;
INT32 iNumTurnsSinceDiveStarted;
INT32 iNumGridNosMovedThisTurn;
BOOLEAN fAirRaidHasHadTurn;
UINT8 ubBeginTeamTurn;
UINT8 ubBeginTeamTurn;
BOOLEAN fHaveTBBatton;
AIR_RAID_DEFINITION AirRaidDef;
INT16 sRaidSoldierID;
SoldierID sRaidSoldierID;
INT16 sNotLocatedYet;
INT32 iNumFrames;
INT16 sNotLocatedYet;
INT32 iNumFrames;
INT8 bLevel;
INT8 bTeam;
INT8 bSide;
UINT8 ubAttackerID;
SoldierID ubAttackerID;
UINT16 usAttackingWeapon;
FLOAT dXPos;
FLOAT dYPos;
INT16 sX;
INT16 sY;
FLOAT dXPos;
FLOAT dYPos;
INT16 sX;
INT16 sY;
INT32 sGridNo;
@@ -187,7 +187,6 @@ void ScheduleAirRaid( AIR_RAID_DEFINITION *pAirRaidDef )
BOOLEAN BeginAirRaid( )
{
INT32 cnt=0;
BOOLEAN fOK = FALSE;
SOLDIERTYPE *pSoldier;
gfQuoteSaid = FALSE;
@@ -215,9 +214,10 @@ BOOLEAN BeginAirRaid( )
// Do we have any guys in here...
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginAirRaid: check for mercs: first id = %d, last id = %d ",gTacticalStatus.Team[ gbPlayerNum ].bFirstID, gTacticalStatus.Team[ gbPlayerNum ].bLastID));
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("BeginAirRaid: soldier id = %d, active = %d",pSoldier->ubID,pSoldier->bActive));
if ( pSoldier->bActive )
{
@@ -305,27 +305,27 @@ BOOLEAN BeginAirRaid( )
INT32 PickLocationNearAnyMercInSector( )
{
UINT8 ubMercsInSector[ 20 ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
UINT16 ubMercsInSector[ 20 ] = { 0 };
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt=0;
// Loop through all our guys and randomly say one from someone in our sector
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"PickLocationNearAnyMercInSector");
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickLocationNearAnyMercInSector: total guys = %d", gTacticalStatus.Team[ gbPlayerNum ].bLastID));
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Add guy if he's a candidate...
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickLocationNearAnyMercInSector: looping %d",cnt));
if ( OK_INSECTOR_MERC( pTeamSoldier ) )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
ubNumMercs++;
}
}
@@ -334,7 +334,7 @@ INT32 PickLocationNearAnyMercInSector( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickLocationNearAnyMercInSector: number of guys %d",ubNumMercs));
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
ubChosenMerc = (UINT16)Random( ubNumMercs );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickLocationNearAnyMercInSector: chosen guy = %d",ubChosenMerc));
return( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ]->sGridNo );
@@ -1057,9 +1057,10 @@ void HandleAirRaid( )
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleAirRaid: check for mercs: first id = %d, last id = %d ",gTacticalStatus.Team[ gbPlayerNum ].bFirstID, gTacticalStatus.Team[ gbPlayerNum ].bLastID));
SOLDIERTYPE * pSoldier;
BOOLEAN fOK = FALSE;
int cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleAirRaid: soldier id = %d, active = %d",pSoldier->ubID,pSoldier->bActive));
if ( pSoldier->bActive )
{
@@ -1349,7 +1350,7 @@ BOOLEAN SaveAirRaidInfoToSaveGameFile( HWFILE hFile )
//// sAirRaidSaveStruct.sRaidSoldierID = gpRaidSoldier->ubID;
// }
// else
sAirRaidSaveStruct.sRaidSoldierID = -1;
sAirRaidSaveStruct.sRaidSoldierID = NOBODY;
memcpy( &sAirRaidSaveStruct.AirRaidDef, &gAirRaidDef, sizeof( AIR_RAID_DEFINITION ) );
@@ -1407,9 +1408,9 @@ BOOLEAN LoadAirRaidInfoFromSaveGameFile( HWFILE hFile )
giNumFrames = sAirRaidSaveStruct.iNumFrames;
if( sAirRaidSaveStruct.sRaidSoldierID != -1 )
if( sAirRaidSaveStruct.sRaidSoldierID != NOBODY )
{
gpRaidSoldier = &Menptr[ sAirRaidSaveStruct.sRaidSoldierID ];
gpRaidSoldier = sAirRaidSaveStruct.sRaidSoldierID;
gpRaidSoldier->pathing.bLevel = sAirRaidSaveStruct.bLevel;
gpRaidSoldier->bTeam = sAirRaidSaveStruct.bTeam;
@@ -1447,12 +1448,12 @@ void EndAirRaid( )
if ( !gTacticalStatus.Team[ ENEMY_TEAM ].bTeamActive && !gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive )
{
SOLDIERTYPE * pTeamSoldier;
INT32 cnt;
// Loop through all militia and restore them to peaceful status
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++,pTeamSoldier++)
SoldierID cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( ; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
@@ -1462,8 +1463,9 @@ void EndAirRaid( )
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
// Loop through all civs and restore them to peaceful status
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++,pTeamSoldier++)
for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
+9 -9
View File
@@ -20,16 +20,16 @@ void DetermineOptimumAnimationCacheSize( )
guiCacheSize = MIN_CACHE_SIZE;
}
BOOLEAN InitAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
BOOLEAN InitAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
{
UINT32 cnt;
// Allocate entries
AnimDebugMsg( String( "*** Initializing anim cache surface for soldier %d", usSoldierID ) );
AnimDebugMsg( String( "*** Initializing anim cache surface for soldier %d", usSoldierID.i ) );
pAnimCache->usCachedSurfaces = (UINT16 *) MemAlloc( sizeof( UINT16 ) * guiCacheSize );
CHECKF( pAnimCache->usCachedSurfaces!= NULL );
AnimDebugMsg( String( "*** Initializing anim cache hit counter for soldier %d", usSoldierID ) );
AnimDebugMsg( String( "*** Initializing anim cache hit counter for soldier %d", usSoldierID.i ) );
pAnimCache->sCacheHits = (INT16 *) MemAlloc( sizeof( UINT16) * guiCacheSize );
CHECKF( pAnimCache->sCacheHits!= NULL );
@@ -41,13 +41,13 @@ BOOLEAN InitAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnim
}
pAnimCache->ubCacheSize = 0;
// Zero surface databse history for this soldeir
// Zero surface database history for this soldier
ClearAnimationSurfacesUsageHistory( usSoldierID );
return( TRUE );
}
void DeleteAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
void DeleteAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
{
// Allocate entries
if ( pAnimCache->usCachedSurfaces!= NULL )
@@ -64,7 +64,7 @@ void DeleteAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimC
}
BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache, UINT16 usSurfaceIndex, UINT16 usCurrentAnimation )
BOOLEAN GetCachedAnimationSurface( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache, UINT16 usSurfaceIndex, UINT16 usCurrentAnimation )
{
UINT8 cnt;
UINT8 ubLowestIndex = 0;
@@ -89,7 +89,7 @@ BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType
AnimDebugMsg( String( "Anim Cache: Determining Bump Candidate ( Soldier %d )", usSoldierID ) );
// Determine exisiting surface used by merc
usCurrentAnimSurface = DetermineSoldierAnimationSurface( MercPtrs[ usSoldierID ], usCurrentAnimation );
usCurrentAnimSurface = DetermineSoldierAnimationSurface( usSoldierID, usCurrentAnimation );
// If the surface we are going to bump is our existing animation, reject it as a candidate
// If we get here, we need to remove an animation, pick the best one
@@ -142,11 +142,11 @@ BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType
}
return( TRUE );
}
}
void UnLoadCachedAnimationSurfaces( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
void UnLoadCachedAnimationSurfaces( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
{
UINT8 cnt;

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