Author SHA1 Message Date
Marco Antonio J. Costa d038ead564 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 20:56:05 -03:00
391 changed files with 131799 additions and 129166 deletions
+1 -1
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@@ -77,7 +77,7 @@ jobs:
arch: x86
- name: Prepare build
run: |
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=RelWithDebInfo -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
cmake -S . -B build -GNinja -DCMAKE_BUILD_TYPE=Release -DLanguages="$Env:JA2Language" -DApplications="$Env:JA2Application"
- name: Build
run: |
cmake --build build/ -- -v
+2 -2
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@@ -27,7 +27,7 @@ if(ADDRESS_SANITIZER)
endif()
if(MSVC)
add_compile_options("/wd4838") # silence implicit narrowing conversion warnings
add_compile_options("/wd4838")
endif()
# whether we are using MSBuild as a generator
@@ -163,5 +163,5 @@ foreach(app IN LISTS ApplicationTargets)
# for SGP only
target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
target_link_libraries(${app}_sgp PRIVATE libpng)
target_compile_definitions(${app}_sgp PRIVATE ${compilationFlags} ${debugFlags} NO_ZLIB_COMPRESSION)
target_compile_definitions(${app}_sgp PRIVATE NO_ZLIB_COMPRESSION)
endforeach()
+5 -5
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@@ -162,7 +162,7 @@ void AddNewItemToSelectedMercsInventory( BOOLEAN fCreate );
void RenderMercInventoryPanel();
void SetDroppableCheckboxesBasedOnMercsInventory();
extern BOOLEAN InternalAddSoldierToSector( SoldierID ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
extern BOOLEAN InternalAddSoldierToSector( UINT8 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 ) )
{
SoldierID ubID;
UINT8 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( sThisMercID );
pNode = FindSoldierInitNodeWithID( (UINT8)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( sID );
gpSelected = FindSoldierInitNodeWithID( (UINT8)sID );
if( !gpSelected )
{
gsSelectedMercID = -1;
@@ -3783,7 +3783,7 @@ void PasteMercPlacement( INT32 iMapIndex )
if( IsLocationSittable( iMapIndex, gfRoofPlacement ) )
{
SoldierID ubID;
UINT8 ubID;
INT16 sSectorX, sSectorY;
SOLDIERINITNODE *pNode;
+1
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@@ -13,6 +13,7 @@
#include "Font Control.h"
#include "Cursors.h"
#include "Font.h"
#include "WordWrap.h"
#include "sysutil.h"
#include "input.h"
#include "english.h"
+37 -24
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@@ -1,27 +1,40 @@
#include "types.h"
#include "FeaturesScreen.h"
#include "video.h"
#include "Font Control.h"
#include "Game Clock.h"
#include "Text Input.h"
#include "WordWrap.h"
#include "SaveLoadScreen.h"
#include "Render Dirty.h"
#include "WCheck.h"
#include "Utilities.h"
#include "Sound Control.h"
#include "Ambient Control.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "english.h"
#include "Cursors.h"
#include "sysutil.h"
#include "Text.h"
#include "Interface Control.h"
#include "message.h"
#include "Multi Language Graphic Utils.h"
#include "connect.h"
#include "mainmenuscreen.h"
#include "types.h"
#include "FeaturesScreen.h"
#include "video.h"
#include "Font Control.h"
#include "Game Clock.h"
#include "Text Input.h"
#include "WordWrap.h"
#include "SaveLoadScreen.h"
#include "Render Dirty.h"
#include "WordWrap.h"
#include "WCheck.h"
#include "Utilities.h"
#include "DEBUG.H"
#include "Sound Control.h"
#include "Ambient Control.h"
#include "WorldDat.h"
#include "worlddef.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "english.h"
#include "Overhead.h"
#include "GAP.H"
#include "Cursors.h"
#include "sysutil.h"
#include "Exit Grids.h"
#include "Text.h"
#include "Interface Control.h"
#include "message.h"
#include "Multi Language Graphic Utils.h"
#include "Map Information.h"
#include "Sys Globals.h"
#include "insurance.h"
#include "connect.h"
#include "worldman.h"
#include "Init.h"
#include "Game Events.h"
extern UINT32 guiDoneButton; // symbol already declared globally in AimArchives.cpp (jonathanl)
+32 -24
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@@ -1,30 +1,38 @@
#include "types.h"
#include "GameInitOptionsScreen.h"
#include "GameSettings.h"
#include "Utilities.h"
#include "WCheck.h"
#include "Font Control.h"
#include "WordWrap.h"
#include "Render Dirty.h"
#include "input.h"
#include "Options Screen.h"
#include "english.h"
#include "sysutil.h"
#include "Fade Screen.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "Cursors.h"
#include "Intro.h"
#include "Text.h"
#include "_Ja25EnglishText.h"
#include "Soldier Profile.h"
#include "SaveLoadScreen.h"
#include <vfs/Core/vfs.h>
#include <vfs/Tools/vfs_property_container.h>
#include "types.h"
#include "GameInitOptionsScreen.h"
#include "GameSettings.h"
#include "Utilities.h"
#include "WCheck.h"
#include "Font Control.h"
#include "WordWrap.h"
#include "Render Dirty.h"
#include "input.h"
#include "Options Screen.h"
#include "english.h"
#include "sysutil.h"
#include "Fade Screen.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "Cursors.h"
#include "Intro.h"
#include "Text.h"
#include "_Ja25EnglishText.h"
#include "Soldier Profile.h"
#include "gameloop.h"
#include "connect.h"
#include "SaveLoadScreen.h"
#ifdef JA2UB
#include "ub_config.h"
#endif
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h>
#include <vfs/Tools/vfs_property_container.h>
#include <vfs/Core/vfs_os_functions.h>
#ifdef JA2UB
#include "ub_config.h"
// *********************************
// Unfinished Business: Initial Game Screen
+31 -27
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@@ -13,6 +13,7 @@
#include "HelpScreen.h"
#include "INIReader.h"
#include "Shade Table Util.h"
#include "soldier profile type.h"
#include "random.h"
#include "SaveLoadGame.h"
#include "sgp.h"
@@ -35,6 +36,7 @@
#include "connect.h"
#include "sgp_logger.h"
#include "Map Information.h"
#include "GameInitOptionsScreen.h"
@@ -154,7 +156,7 @@ BOOLEAN UsingInventoryCostsAPSystem()
return ( gGameExternalOptions.fInventoryCostsAP );
}
static std::string StringToLower(std::string strToConvert)
std::string StringToLower(std::string strToConvert)
{//change each element of the string to lower case
for(unsigned int i=0;i<strToConvert.length();i++)
{
@@ -183,7 +185,7 @@ BOOLEAN IsNIVModeValid(bool checkRes)
return isValid;
}
static void UpdateFeatureFlags()
void UpdateFeatureFlags()
{
// do we need to override some ini settings?
if (gGameSettings.fFeatures[FF_FEATURES_SCREEN])
@@ -277,23 +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" , TRUE );
gGameSettings.fOptions[TOPTION_ALWAYS_SHOW_MOVEMENT_PATH] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ALWAYS_SHOW_MOVEMENT_PATH" , FALSE );
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" , FALSE );
gGameSettings.fOptions[TOPTION_SLEEPWAKE_NOTIFICATION] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_SLEEPWAKE_NOTIFICATION" , TRUE );
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" , TRUE );
gGameSettings.fOptions[TOPTION_SMART_TREE_TOPS] = iniReader.ReadBoolean("JA2 Game Settings", "TOPTION_SMART_TREE_TOPS" , FALSE );
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" , TRUE );
gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_GL_HIGH_ANGLE" , FALSE );
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
@@ -303,7 +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" , TRUE );
gGameSettings.fOptions[TOPTION_TRACERS_FOR_SINGLE_FIRE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_TRACERS_FOR_SINGLE_FIRE" , FALSE );
gGameSettings.fOptions[TOPTION_RAIN_SOUND] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_RAIN_SOUND" , TRUE );
if (!is_networked)
@@ -330,12 +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" , TRUE); // 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" , FALSE); // 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" , FALSE ); // Flugente: mercenary formations
gGameSettings.fOptions[TOPTION_MERCENARY_FORMATIONS] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_MERCENARY_FORMATIONS" , TRUE ); // 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" , TRUE );
gGameSettings.fOptions[TOPTION_USE_LOGICAL_BODYTYPES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_USE_LOGICAL_BODYTYPES" , FALSE );
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 );
@@ -355,13 +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" , TRUE );
gGameSettings.fOptions[TOPTION_DISABLE_CURSOR_SWAP] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_DISABLE_CURSOR_SWAP" , FALSE );
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" , TRUE );
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE );
else
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE;
@@ -774,17 +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 ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] = FALSE;
gGameSettings.fOptions[ TOPTION_SHOW_MISSES ] = FALSE;
gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = FALSE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = FALSE;
gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] = TRUE;
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 ] = TRUE;
gGameSettings.fOptions[ TOPTION_SMART_TREE_TOPS ] = FALSE;
gGameSettings.fOptions[ TOPTION_TOGGLE_WIREFRAME ] = TRUE;
gGameSettings.fOptions[ TOPTION_3D_CURSOR ] = FALSE;
gGameSettings.fOptions[ TOPTION_CTH_CURSOR ] = TRUE;
@@ -792,14 +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 ] = TRUE;
gGameSettings.fOptions[ TOPTION_GL_HIGH_ANGLE ] = FALSE;
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 ] = TRUE;
gGameSettings.fOptions[ TOPTION_TRACERS_FOR_SINGLE_FIRE ] = FALSE;
gGameSettings.fOptions[ TOPTION_RAIN_SOUND ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] = TRUE;
gGameSettings.fOptions[ TOPTION_ALLOW_SOLDIER_TOOLTIPS ] = TRUE;
@@ -825,14 +827,14 @@ void InitGameSettings()
gGameSettings.fOptions[ TOPTION_REPORT_MISS_MARGIN ] = FALSE;
// BIO
gGameSettings.fOptions[ TOPTION_USE_LOGICAL_BODYTYPES ] = TRUE;
gGameSettings.fOptions[ TOPTION_USE_LOGICAL_BODYTYPES ] = FALSE;
gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = TRUE;
gGameSettings.fOptions[ TOPTION_DISABLE_CURSOR_SWAP ] = FALSE;
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 ] = TRUE;
gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = FALSE;
gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies
@@ -844,7 +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] = TRUE;
gGameSettings.fOptions[TOPTION_ALT_START_AIM] = FALSE;
gGameSettings.fOptions[TOPTION_ALT_PATHFINDING] = FALSE;
// arynn: Cheat/Debug Menu
@@ -2099,6 +2101,9 @@ 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);
@@ -2749,7 +2754,6 @@ void LoadSkillTraitsExternalSettings()
gSkillTraitValues.ubTERepairRobotPenaltyReduction = iniReader.ReadInteger("Technician","REPAIR_SPEED_ROBOT_PENALTY_REDUCTION", 30, 0, 100);
if (gSkillTraitValues.ubTETraitsNumToRepairRobot == 2) {gSkillTraitValues.ubTERepairRobotPenaltyReduction /= 2; }
gSkillTraitValues.fTETraitsCanRestoreItemThreshold = iniReader.ReadBoolean( "Technician", "MERCS_CAN_DO_ADVANCED_REPAIRS", FALSE );
gSkillTraitValues.ubTechLevelNeededForAdvancedRepair = iniReader.ReadInteger("Technician", "TECH_LEVEL_NEEDED_FOR_ADVANCED_REPAIR", 2, 1, 2);
// DOCTOR
gSkillTraitValues.ubDONumberTraitsNeededForSurgery = iniReader.ReadInteger("Doctor","NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY", 1, 0, 2);
@@ -2894,7 +2898,7 @@ 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","SAME_ASSIGNMENT_BONUS", -20, -100, 100);
gSkillTraitValues.bSNTSameAssignmentBonus = iniReader.ReadInteger("Snitch","LONER_MERC_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);
@@ -3610,10 +3614,10 @@ 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("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_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_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);
-1
View File
@@ -2145,7 +2145,6 @@ typedef struct
UINT8 ubTERepairRobotPenaltyReduction;
UINT8 ubTETraitsNumToRepairRobot;
BOOLEAN fTETraitsCanRestoreItemThreshold;
UINT8 ubTechLevelNeededForAdvancedRepair; // if we have a high enough technician level, we can repair items above the normal threshold (1 for technician, 2 for engineer)
// DOCTOR
UINT8 ubDONumberTraitsNeededForSurgery;
+2 -4
View File
@@ -22,9 +22,7 @@ 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 INCREASED_TEAMSIZES 186 // Asdow: SOLDIERTYPE ubID changed from UINT8 -> UINT16
#define MERC_PROFILE_INSERTION_DATA 185 // Bigmap support for AddProfileToMap function
#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
@@ -107,7 +105,7 @@ 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 INCREASED_TEAMSIZES
#define SAVE_GAME_VERSION MERC_PROFILE_INSERTION_DATA
//#define RUSSIANGOLD
#ifdef __cplusplus
+25 -20
View File
@@ -1,23 +1,27 @@
#include "sgp.h"
#include "sysutil.h"
#include "WCheck.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Render Dirty.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "HelpScreen.h"
#include "HelpScreenText.h"
#include "line.h"
#include "Game Clock.h"
#include "GameSettings.h"
#include "laptop.h"
#include "Text Input.h"
#include "english.h"
#include "renderworld.h"
#include "Game Init.h"
#include "Overhead.h"
#include "sgp.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Font Control.h"
#include "Text.h"
#include "HelpScreen.h"
#include "HelpScreenText.h"
#include "line.h"
#include "Game Clock.h"
#include "GameSettings.h"
#include "laptop.h"
#include "Text Input.h"
#include "english.h"
#include "renderworld.h"
#include "Game Init.h"
#include "Overhead.h"
extern INT16 gsVIEWPORT_END_Y;
extern void PrintDate( void );
@@ -304,6 +308,7 @@ void SelectHelpScrollAreaCallBack( MOUSE_REGION * pRegion, INT32 iReason );
// region to mask the background
MOUSE_REGION gHelpScreenScrollAreaArrows;
void SelectHelpScrollAreaArrowsCallBack( MOUSE_REGION * pRegion, INT32 iReason );
//checkbox to toggle show help again toggle
+173 -98
View File
@@ -1,47 +1,55 @@
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "Screens.h"
#include "vobject_blitters.h"
#include "sysutil.h"
#include "worlddef.h"
#include "Animation Data.h"
#include "Overhead.h"
#include "Font Control.h"
#include <himage.h>
#include <vobject.h>
#include "Timer Control.h"
#include "Utilities.h"
#include "Render Dirty.h"
#include "Sound Control.h"
#include "lighting.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "video.h"
#include "maputility.h"
#include "strategic.h"
#include "Dialogue Control.h"
#include "Text.h"
#include "laptop.h"
#include "MercTextBox.h"
#include "Tile Cache.h"
#include "strategicmap.h"
#include "Map Information.h"
#include "Shade Table Util.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "Init.h"
#include "jascreens.h"
#include "XML.h"
#include "SaveLoadGame.h"
#include "Weapons.h"
#include "Strategic Movement.h"
#include "Vehicles.h"
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#include "Arms Dealer Init.h"
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "gameloop.h"
#include "Screens.h"
#include "INIReader.h"
#include "vobject_blitters.h"
#include "renderworld.h"
#include "mousesystem.h"
#include "sysutil.h"
#include "worlddef.h"
#include "Animation Data.h"
#include "Overhead.h"
#include "Font Control.h"
#include "Button System.h"
#include "Timer Control.h"
#include "Utilities.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Sound Control.h"
#include "Event Pump.h"
#include "lighting.h"
#include "Cursor Control.h"
#include "Music Control.h"
#include "video.h"
#include "mapscreen.h"
#include "Interface Items.h"
#include "maputility.h"
#include "strategic.h"
#include "Dialogue Control.h"
#include "Text.h"
#include "laptop.h"
#include "NPC.h"
#include "MercTextBox.h"
#include "Tile Cache.h"
#include "strategicmap.h"
#include "Map Information.h"
#include "Shade Table Util.h"
#include "Exit Grids.h"
#include "Summary Info.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "Init.h"
#include "jascreens.h"
#include "XML.h"
#include "SaveLoadGame.h"
#include "Weapons.h"
#include "Strategic Movement.h"
#include "Vehicles.h"
#include "Multilingual Text Code Generator.h"
#include "editscreen.h"
#include "Arms Dealer Init.h"
#include "Map Screen Interface Bottom.h"
#include "MPXmlTeams.hpp"
#include "Strategic Mines LUA.h"
@@ -49,6 +57,8 @@
#include "lua_state.h"
#include "Interface.h"
#include "Strategic Town Loyalty.h"
#include "Soldier Profile.h"
#include "aim.h"
#include "mainmenuscreen.h"
#include "email.h"
@@ -60,6 +70,7 @@
#include "ub_config.h"
#include "Civ Quotes.h"
#include "LuaInitNPCs.h"
#include "BriefingRoom_Data.h"
#include "AimArchives.h"
@@ -85,6 +96,20 @@ extern BOOLEAN GetCDromDriveLetter( STR8 pString );
extern BOOLEAN gfUseConsecutiveQuickSaveSlots;
#endif
#if defined( GERMAN ) && !defined( _DEBUG )
//#define LASERLOCK_ENABLED
#endif
#ifdef LASERLOCK_ENABLED
int LASERLOK_Init( HINSTANCE hInstance );
int LASERLOK_Run();
int LASERLOK_Check();
BOOLEAN PrepareLaserLockSystem();
void HandleLaserLockResult( BOOLEAN fSuccess );
// int TestCall( int n);
#endif
extern HINSTANCE ghInstance;
@@ -115,7 +140,7 @@ static void AddLanguagePrefix(STR fileName)
AddLanguagePrefix( fileName, GetLanguagePrefix());
}
static void ResetEmptyRPCFaceSlots()
void ResetEmptyRPCFaceSlots()
{
//legion by jazz (load small faces from rpcs)
// reset empty slots with "-1"
@@ -1184,61 +1209,40 @@ if( g_lang != i18n::Lang::en ) {
}
}
if ( ReadXMLEmail == TRUE )
{
// Externalized emails
strcpy(fileName, directoryName);
strcat(fileName, EMAILSFILENAME);
// Only load external emails if we find the file
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInExternalizedEmails(fileName, FALSE), EMAILSFILENAME);
if ( g_lang != i18n::Lang::en )
{
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInExternalizedEmails(fileName, TRUE) )
return FALSE;
}
}
}
if ( ReadXMLEmail == TRUE )
{
// EMAIL MERC AVAILABLE by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCAVAILABLE);
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName, FALSE), EMAILMERCAVAILABLE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercAvailable(fileName,FALSE), EMAILMERCAVAILABLE);
if ( g_lang != i18n::Lang::en )
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInEmailMercAvailable(fileName, TRUE) )
return FALSE;
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercAvailable(fileName,TRUE))
return FALSE;
}
}
// EMAIL MERC LEVEL UP by Jazz
strcpy(fileName, directoryName);
strcat(fileName, EMAILMERCLEVELUP);
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName, FALSE), EMAILMERCLEVELUP);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailMercLevelUp(fileName,FALSE), EMAILMERCLEVELUP);
if ( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadExternalGameplayData, fileName = %s", fileName));
if ( !ReadInEmailMercLevelUp(fileName, TRUE) )
return FALSE;
}
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailMercLevelUp(fileName,TRUE))
return FALSE;
}
}
}
/*
// EMAIL OTHER by Jazz
strcpy(fileName, directoryName);
@@ -1246,18 +1250,16 @@ if( g_lang != i18n::Lang::en ) {
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInEmailOther(fileName,FALSE), EMAILOTHER);
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailOther(fileName,TRUE))
return FALSE;
}
if( g_lang != i18n::Lang::en ) {
AddLanguagePrefix(fileName);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
if(!ReadInEmailOther(fileName,TRUE))
return FALSE;
}
}
*/
}
//new vehicles by Jazz
InitNewVehicles ();
@@ -1410,6 +1412,11 @@ if( g_lang != i18n::Lang::en ) {
UINT32 InitializeJA2(void)
{
#ifdef LASERLOCK_ENABLED
HandleLaserLockResult( PrepareLaserLockSystem() );
#endif
HandleJA2CDCheck( );
gfWorldLoaded = FALSE;
@@ -1673,6 +1680,74 @@ void ShutdownJA2(void)
}
#ifdef LASERLOCK_ENABLED
BOOLEAN PrepareLaserLockSystem()
{
INT32 iInitRetVal=0;
INT32 iRunRetVal=0;
INT32 iCheckRetVal=0;
CHAR8 zDirectory[512];
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
//Get the "current" file directory
GetFileManCurrentDirectory( zDirectory );
if( GetCDromDriveLetter( zCdLocation ) )
{
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, "Data" );
}
else
{
goto FAILED_LASERLOK;
}
//Go back to the root directory
SetFileManCurrentDirectory( zCdFile );
//Init the laser lock system
iInitRetVal = LASERLOK_Init( ghInstance );
if( iInitRetVal != 0 )
goto FAILED_LASERLOK;
//makes the verification of the laserlok system
iRunRetVal = LASERLOK_Run();
if( iRunRetVal != 0 )
goto FAILED_LASERLOK;
//checks the result of the laserlok run function
iCheckRetVal = LASERLOK_Check();
if( iCheckRetVal != 0 )
goto FAILED_LASERLOK;
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( TRUE );
FAILED_LASERLOK:
//Restore back to the proper directory
SetFileManCurrentDirectory( zDirectory );
return( FALSE );
}
void HandleLaserLockResult( BOOLEAN fSuccess )
{
if( !fSuccess )
{
CHAR8 zString[512];
sprintf( zString, "%S", gzLateLocalizedString[56] );
// ShowCursor(TRUE);
// ShowCursor(TRUE);
ShutdownWithErrorBox( zString );
}
}
#endif
void SetupMaxActionPointsAnimation()
{
gubMaxActionPoints[REGMALE] = APBPConstants[AP_MAXIMUM];
+1
View File
@@ -7,6 +7,7 @@
#include "LogicalBodyTypes/SurfaceDB.h"
#include "LogicalBodyTypes/FilterDB.h"
#include "LogicalBodyTypes/EnumeratorDB.h"
#include "LogicalBodyTypes/BodyTypeDB.h"
#include "LogicalBodyTypes/PaletteDB.h"
#include <iostream>
+36 -13
View File
@@ -1,18 +1,41 @@
#include "sgp.h"
#include "sysutil.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Utilities.h"
#include "Intro.h"
#include "Cinematics.h"
#include "Cinematics Bink.h"
#include "mainmenuscreen.h"
#include "Music Control.h"
#include "english.h"
#include "sgp_logger.h"
#include "INIReader.h"
#include "sgp.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Text.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Text.h"
#include "line.h"
#include "Intro.h"
#include "Cinematics.h"
#include "Cinematics Bink.h"
#include "mainmenuscreen.h"
#include "Music Control.h"
#include "LibraryDataBase.h"
#include "english.h"
#include "soldier profile type.h"
#include "MessageBoxScreen.h"
#include "sgp_logger.h"
#include "Soldier Profile.h"
#include "Game Init.h"
#include "INIReader.h"
#include <vfs/Core/vfs.h>
#include "Luaglobal.h"
#ifdef JA2UB
#include "strategicmap.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface.h"
#include "End Game.h"
#include "Cinematics Bink.h"
#endif
#include "LuaInitNPCs.h"
#include "XML.h"
#include <language.hpp>
BOOLEAN Style_JA = TRUE;
+62 -1
View File
@@ -1,11 +1,72 @@
#include <types.h>
#include "builddefines.h"
#include <wchar.h>
#include <stdio.h>
#include <string.h>
#include "Render Fun.h"
#include "stdlib.h"
#include "DEBUG.H"
#include "MemMan.h"
#include "Overhead Types.h"
//#include "Soldier Control.h"
#include "Animation Cache.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include <math.h>
#include "PATHAI.H"
#include "random.h"
#include "Isometric Utils.h"
#include "renderworld.h"
#include "video.h"
#include "Weapons.h"
#include "vobject_blitters.h"
#include "Handle UI.h"
#include "Event Pump.h"
#include "ai.h"
#include "Interface.h"
#include "lighting.h"
#include "faces.h"
#include "Soldier Profile.h"
#include "Soldier macros.h"
#include "english.h"
#include "Squads.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "Items.h"
#include "soundman.h"
#include "Utilities.h"
#include "strategic.h"
#include "soldier tile.h"
#include "Smell.h"
#include "Keys.h"
#include "Dialogue Control.h"
#include "Soldier Functions.h"
#include "Exit Grids.h"
#include "Quests.h"
#include "message.h"
#include "SkillCheck.h"
#include "interface Dialogue.h"
#include "GameSettings.h"
#include "ShopKeeper Interface.h"
#include "Vehicles.h"
#include "strategicmap.h"
#include "Morale.h"
#include "Drugs And Alcohol.h"
#include "SkillCheck.h"
#include "Map Information.h"
#include "Buildings.h"
#include "Text.h"
#include "Campaign Types.h"
#include "Strategic Status.h"
#include "Civ Quotes.h"
#include "Debug Control.h"
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
INT16 JA2_5_START_SECTOR_X;
INT16 JA2_5_START_SECTOR_Y;
+5
View File
@@ -5,6 +5,11 @@
#ifdef JA2UB
//Used in the editor to compensate for the 2_<map name>
#define JA25_EXP_MAP_NAME_PREFIX L""
#define JA25_EXP_MAP_NAME_SIZE_OFFSET 0
//The starting sector of the Expanion pack
extern INT16 JA2_5_START_SECTOR_X;
extern INT16 JA2_5_START_SECTOR_Y;
+3 -2
View File
@@ -19,6 +19,7 @@ extern HVSURFACE ghFrameBuffer;
extern BOOLEAN gfSchedulesHosed;
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
UINT8 gubLastLoadingScreenID = LOADINGSCREEN_NOTHING;
@@ -343,7 +344,7 @@ static void BuildLoadscreenFilename(std::string& dst, const char* path, int reso
dst.append(".sti");
}
static std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
{
switch (resolution)
{
@@ -375,7 +376,7 @@ static std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
}
}
static std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution)
std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution)
{
for (SCREEN_RESOLUTION res = resolution; res <= _2560x1600; res = (SCREEN_RESOLUTION)(res + 1))
{
+21 -20
View File
@@ -1,23 +1,24 @@
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "Fade Screen.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "renderworld.h"
#include "gameloop.h"
#include "english.h"
#include "GameSettings.h"
#include "Cursor Control.h"
#include "Text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "MPChatScreen.h"
#include "WordWrap.h"
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "Fade Screen.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "Cursors.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "renderworld.h"
#include "gameloop.h"
#include "english.h"
#include "GameSettings.h"
#include "Cursor Control.h"
#include "laptop.h"
#include "Text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "MPChatScreen.h"
#include "WordWrap.h"
#include "message.h"
#include "Utilities.h"
#include "connect.h"
+33 -22
View File
@@ -1,28 +1,38 @@
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "sysutil.h"
#include "Cursors.h"
#include "Font Control.h"
#include "mainmenuscreen.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Music Control.h"
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "Cursors.h"
#include "Font Control.h"
#include "mainmenuscreen.h"
#include "Cursor Control.h"
#include "Render Dirty.h"
#include "Music Control.h"
#include "GameSettings.h"
#include "SaveLoadScreen.h"
#include "SaveLoadGame.h"
#include "Options Screen.h"
#include "english.h"
#include "gameloop.h"
#include "Game Init.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Font Control.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "Encrypted File.h"
#include "JA2 Splash.h"
#include "GameVersion.h"
#include "GameSettings.h"
#include "SaveLoadScreen.h"
#include "SaveLoadGame.h"
#include "Options Screen.h"
#include "english.h"
#include "gameloop.h"
#include "Game Init.h"
#include "WordWrap.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "JA2 Splash.h"
#include "GameVersion.h"
#include "connect.h"
#include "strategic.h"
#include "Strategic Movement.h"
#include "Overhead.h"
#include "Init.h"
#include "XML.h"
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_profile.h>
@@ -73,6 +83,7 @@ void MenuButtonCallback(GUI_BUTTON *btn, INT32 reason);
void HandleMainMenuKeyboardInput();
void HandleMainMenuInput();
void HandleMainMenuScreen();
void DisplayAssignmentText();
void ClearMainMenu();
void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void SetMainMenuExitScreen( UINT32 uiNewScreen );
@@ -417,7 +428,7 @@ void MenuButtonCallback(GUI_BUTTON *btn,INT32 reason)
}
}
static void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
+2
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@@ -14,10 +14,12 @@
#include "GameSettings.h"
#include "Interface Control.h"
#include "Cursor Control.h"
#include "laptop.h"
#include "Text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "DropDown.h" // added by Flugente
#include "Utilities.h" // added by Flugente for FilenameForBPP(...)
#include "FeaturesScreen.h"
#define MSGBOX_DEFAULT_WIDTH 300
+1 -1
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@@ -1822,7 +1822,7 @@ void HandleHighLightedText( BOOLEAN fHighLight )
bLastRegion = -1;
}
if( bHighLight != -1 && toggle_box_array[bHighLight] != -1)
if( bHighLight != -1 )
{
if( bHighLight < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF )
{
+471 -235
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File diff suppressed because it is too large Load Diff
+33 -20
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@@ -38,32 +38,45 @@ 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;
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!
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!
} SAVED_GAME_HEADER;
extern UINT32 guiScreenToGotoAfterLoadingSavedGame;
extern UINT32 guiCurrentSaveGameVersion;
+14 -1
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@@ -9,6 +9,7 @@
#include "stdio.h"
#include "WordWrap.h"
#include "strategicmap.h"
#include "finances.h"
#include "WCheck.h"
#include "Utilities.h"
#include "Cursors.h"
@@ -18,6 +19,7 @@
#include "Options Screen.h"
#include "GameVersion.h"
#include "sysutil.h"
#include "Tactical Save.h"
#include "Overhead.h"
#include "gamescreen.h"
#include "GameSettings.h"
@@ -29,6 +31,7 @@
#include "message.h"
#include "Map Screen Interface.h"
#include "Multi Language Graphic Utils.h"
#include "Campaign Types.h"
#include "PostalService.h"
#include "connect.h"
@@ -38,6 +41,10 @@
#include <vfs/Core/vfs_file_raii.h>
#ifdef JA2UB
#include "Strategic Movement.h"
//#include "Strategic Movement Costs.h"
#include "LuaInitNPCs.h"
#endif
@@ -1391,6 +1398,7 @@ 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;
@@ -1661,6 +1669,11 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
}
}
//Get the current balance
swprintf( zBalanceString, L"%d", SaveGameHeader.iCurrentBalance);
InsertCommasForDollarFigure( zBalanceString );
InsertDollarSignInToString( zBalanceString );
//
// Display the Saved game information
//
@@ -1679,7 +1692,7 @@ BOOLEAN DisplaySaveGameEntry( INT32 bEntryID )
//The balance
if(!is_networked)
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);
DrawTextToScreen( zBalanceString, (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 ) ) )
{
+30 -22
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@@ -1,22 +1,30 @@
#include "builddefines.h"
#include <stdio.h>
#include <types.h>
#include <video.h>
#include <MemMan.h>
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "renderworld.h"
#include "input.h"
#include "Font.h"
#include "screenids.h"
#include "Overhead.h"
#include "Font Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Render Dirty.h"
#include "Sys Globals.h"
#include "english.h"
#include "MessageBoxScreen.h"
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "worlddef.h"
#include "renderworld.h"
#include "input.h"
#include "Font.h"
#include "screenids.h"
#include "Overhead.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Event Pump.h"
#include "Render Dirty.h"
#include "Sys Globals.h"
#include "Interface.h"
#include <wchar.h>
#include <tchar.h>
#include "english.h"
#include "FileMan.h"
#include "MessageBoxScreen.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
@@ -36,7 +44,7 @@ static UINT8 ubNumStates = 0;
static UINT16 *pusStates = NULL;
static INT8 ubCurLoadedState = 0;
static void CycleAnimations( )
void CycleAnimations( )
{
INT32 cnt;
@@ -96,7 +104,7 @@ UINT32 AniEditScreenHandle(void)
fToggle2 = FALSE;
ubCurLoadedState = 0;
pSoldier = gusSelectedSoldier;
pSoldier = MercPtrs[ gusSelectedSoldier ];
gTacticalStatus.uiFlags |= LOADING_SAVED_GAME;
@@ -310,7 +318,7 @@ UINT32 AniEditScreenHandle(void)
}
static UINT16 GetAnimStateFromName( STR8 zName )
UINT16 GetAnimStateFromName( STR8 zName )
{
INT32 cnt;
-2
View File
@@ -31,9 +31,7 @@
// -----------------------------
// 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
+6 -1
View File
@@ -1,3 +1,4 @@
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
@@ -16,16 +17,20 @@
#include "Tactical Save.h"
#include "Interface.h"
#include "GameSettings.h"
#include "mapscreen.h"
#include "Interface Control.h"
#include "Text.h"
#include "HelpScreen.h"
#include "PreBattle Interface.h"
#include "Tactical Placement GUI.h"//dnl ch45 071009
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "World Items.h"//dnl ch77 191113
#include "Overhead.h" // added by Flugente
#include "Ambient Control.h" // sevenfm
#include "SaveLoadScreen.h"
#include "Lua Interpreter.h"
//**ddd direct link libraries
#pragma comment (lib, "user32.lib")
#pragma comment (lib, "gdi32.lib")
@@ -75,7 +80,7 @@ void HandleNewScreenChange( UINT32 uiNewScreen, UINT32 uiOldScreen );
#ifdef JA2BETAVERSION
BOOLEAN gubReportMapscreenLock = 0;
static void ReportMapscreenErrorLock()
void ReportMapscreenErrorLock()
{
switch( gubReportMapscreenLock )
{
+117 -92
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@@ -1,68 +1,85 @@
#include "builddefines.h"
#include <stdio.h>
#include "sgp.h"
#include "gameloop.h"
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "renderworld.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include <Meanwhile.h>
#include "HelpScreen.h"
#include "Overhead.h"
#include "Event Pump.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Interface.h"
#include "Handle UI.h"
#include "Cursors.h"
#include "vobject_blitters.h"
#include "Button System.h"
#include "lighting.h"
#include "Sys Globals.h"
#include "environment.h"
#include "Bullets.h"
#include <mousesystem.h>
#include "message.h"
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "Tactical Placement GUI.h"
#include "Air Raid.h"
#include "Game Clock.h"
#include "Game Init.h"
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "vobject.h"
#include "worlddef.h"
#include "renderworld.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include "Overhead.h"
#include "Isometric Utils.h"
#include "sysutil.h"
#include "input.h"
#include "Event Pump.h"
#include "Font Control.h"
#include "Timer Control.h"
#include "Radar Screen.h"
#include "Render Dirty.h"
#include "Interface.h"
#include "Handle UI.h"
#include <wchar.h>
#include <tchar.h>
#include "Cursors.h"
#include "vobject_blitters.h"
#include "Button System.h"
#include "lighting.h"
#include "renderworld.h"
#include "Sys Globals.h"
#include "environment.h"
#include "Bullets.h"
#include "Assignments.h"
#include "message.h"
#include <string.h>
#include "overhead map.h"
#include "Strategic Exit GUI.h"
#include "Strategic Movement.h"
#include "Tactical Placement GUI.h"
#include "Air Raid.h"
#include "Game Clock.h"
#include "Game Init.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h"
#include "Game Clock.h"
#include "physics.h"
#include "Fade Screen.h"
#include "Dialogue Control.h"
#include "Soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "Interface.h"
#include "Cursor Control.h"
#include "Strategic Turns.h"
#include "merc entering.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "Interface Panels.h"
#include "Map Information.h"
#include "environment.h"
#include "Squads.h"
#include "interface Dialogue.h"
#include "Auto Bandage.h"
#include "Meanwhile.h"
#include "Strategic AI.h"
#include "HelpScreen.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
//DEF: Test Code
#ifdef NETWORKED
#include "Networking.h"
#endif
#include "Interface Control.h"
#include "physics.h"
#include "Fade Screen.h"
#include "Dialogue Control.h"
#include "Soldier macros.h"
#include "faces.h"
#include "strategicmap.h"
#include "gamescreen.h"
#include "Cursor Control.h"
#include "Strategic Turns.h"
#include "merc entering.h"
#include "Interface Panels.h"
#include "Map Information.h"
#include "Squads.h"
#include "interface Dialogue.h"
#include "Auto Bandage.h"
#include "PreBattle Interface.h"
#include "Sound Control.h"
#include "MessageBoxScreen.h"
#include "Text.h"
#include "GameSettings.h"
#include "random.h"
#include "editscreen.h"
#include "Scheduling.h"
#include "Animated ProgressBar.h"
#include "connect.h"
#ifdef JA2UB
@@ -91,10 +108,10 @@ INT32 giCounterPeriodOverlay = 0;
BOOLEAN gfExitToNewSector = FALSE;
//UINT8 gubNewSectorExitDirection;
BOOLEAN gfGameScreenLocateToSoldier = FALSE;
BOOLEAN gfEnteringMapScreen = FALSE;
UINT32 uiOldMouseCursor;
SoldierID gubPreferredInitialSelectedGuy = NOBODY;
BOOLEAN gfGameScreenLocateToSoldier = FALSE;
BOOLEAN gfEnteringMapScreen = FALSE;
UINT32 uiOldMouseCursor;
UINT8 gubPreferredInitialSelectedGuy = NOBODY;
BOOLEAN gfTacticalIsModal = FALSE;
MOUSE_REGION gTacticalDisableRegion;
@@ -244,17 +261,17 @@ void EnterTacticalScreen( )
if ( gusSelectedSoldier != NOBODY )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
SelectNextAvailSoldier( gusSelectedSoldier );
SelectNextAvailSoldier( MercPtrs[ 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 && gusSelectedSoldier->flags.fMercAsleep )
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->flags.fMercAsleep )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
SelectNextAvailSoldier( gusSelectedSoldier );
SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
}
}
else
@@ -563,9 +580,9 @@ UINT32 MainGameScreenHandle(void)
{
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
{
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->AdjustNoAPToFinishMove( FALSE );
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->AdjustNoAPToFinishMove( FALSE );
}
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
}
@@ -667,7 +684,7 @@ UINT32 MainGameScreenHandle(void)
// Select a guy if he hasn;'
if( !gfTacticalPlacementGUIActive )
{
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( MercPtrs[ gusSelectedSoldier ] ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
@@ -718,11 +735,11 @@ UINT32 MainGameScreenHandle(void)
if ( !ARE_IN_FADE_IN( ) )
{
HandleAutoBandagePending( );
HandleAutoBandagePending( );
#ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif
#ifdef JA2UB
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
#endif
}
@@ -916,7 +933,7 @@ UINT32 MainGameScreenHandle(void)
if ( gusSelectedSoldier != NOBODY )
{
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
}
@@ -1013,12 +1030,15 @@ void DisableFPSOverlay( BOOLEAN fEnable )
void TacticalScreenLocateToSoldier( )
{
BOOLEAN fPreferedGuyUsed = FALSE;
INT32 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
BOOLEAN fPreferedGuyUsed = FALSE;
if ( gubPreferredInitialSelectedGuy != NOBODY )
{
// ATE: Put condition here...
if ( OK_CONTROLLABLE_MERC( gubPreferredInitialSelectedGuy ) && OK_INTERRUPT_MERC( gubPreferredInitialSelectedGuy ) )
if ( OK_CONTROLLABLE_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) && OK_INTERRUPT_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) )
{
LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
@@ -1030,14 +1050,14 @@ void TacticalScreenLocateToSoldier( )
if ( !fPreferedGuyUsed )
{
// Set locator to first merc
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
if ( OK_CONTROLLABLE_MERC( Soldier ) && OK_INTERRUPT_MERC( Soldier ) )
if ( OK_CONTROLLABLE_MERC( pSoldier ) && OK_INTERRUPT_MERC( pSoldier ) )
{
LocateSoldier( Soldier, 10 );
SelectSoldier( Soldier, FALSE, TRUE );
LocateSoldier( pSoldier->ubID, 10 );
SelectSoldier( pSoldier->ubID, FALSE, TRUE );
break;
}
}
@@ -1055,17 +1075,22 @@ void EnterMapScreen( )
void UpdateTeamPanelAssignments( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
// Remove all players
RemoveAllPlayersFromSlot( );
// Set locator to first merc
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
// Setup team interface
CheckForAndAddMercToTeamPanel( Soldier );
CheckForAndAddMercToTeamPanel( pSoldier );
}
}
+5 -5
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@@ -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 SoldierID gubPreferredInitialSelectedGuy;
extern BOOLEAN gfGameScreenLocateToSoldier;
extern BOOLEAN gfEnteringMapScreen;
extern UINT8 gubPreferredInitialSelectedGuy;
void EnterMapScreen( );
@@ -41,4 +41,4 @@ void InitHelicopterEntranceByMercs( void );
void InternalLeaveTacticalScreen( UINT32 uiNewScreen );
#endif
#endif
+82 -53
View File
@@ -1,38 +1,51 @@
#include "builddefines.h"
#include <cstdio>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "input.h"
#include "Font.h"
#include "screenids.h"
#include "Screens.h"
#include "Font Control.h"
#include <Overhead Types.h>
#include <Soldier Control.h>
#include "Timer Control.h"
#include "Sys Globals.h"
#include <Handle UI.h>
#include "Overhead.h"
#include "Utilities.h"
#include "Render Dirty.h"
#include "jascreens.h"
#include "mainmenuscreen.h"
#include "Game Init.h"
#include "Init.h"
#include "Cursor Control.h"
#include "GameVersion.h"
#include "Game Clock.h"
#include "gamescreen.h"
#include "english.h"
#include "random.h"
#include "WordWrap.h"
#include "Sound Control.h"
#include "Text.h"
#include "INIReader.h"
#include "builddefines.h"
#include <stdio.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "input.h"
#include "Font.h"
#include "timer.h"
#include "mousesystem.h"
#include "screenids.h"
#include "Screens.h"
#include "Font Control.h"
#include "sysutil.h"
#include "tiledef.h"
#include "worlddef.h"
#include "editscreen.h"
#include <wchar.h>
#include <tchar.h>
#include "Timer Control.h"
#include "Sys Globals.h"
#include "Interface.h"
#include "Overhead.h"
#include "Utilities.h"
#include "Render Dirty.h"
#include "jascreens.h"
#include "gameloop.h"
#include "Event Pump.h"
#include "Animation Cache.h"
#include "lighting.h"
#include "mainmenuscreen.h"
#include "Game Init.h"
#include "Init.h"
#include "Cursor Control.h"
#include "Utilities.h"
#include "GameVersion.h"
#include "Game Clock.h"
#include "gamescreen.h"
#include "english.h"
#include "random.h"
#include "WordWrap.h"
#include "Sound Control.h"
#include "WordWrap.h"
#include "Text.h"
#include "INIReader.h"
#include "sgp_logger.h"
#include <language.hpp>
@@ -501,25 +514,31 @@ UINT32 PalEditScreenShutdown(void)
void PalEditRenderHook( )
{
if ( gusSelectedSoldier < NOBODY && gusSelectedSoldier->bActive)
SOLDIERTYPE *pSoldier;
if ( gusSelectedSoldier != NOBODY )
{
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 );
// 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 );
}
}
BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
{
SOLDIERTYPE *pSoldier;
UINT32 cnt;
UINT8 ubType;
UINT8 ubPaletteRep;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
UINT8 ubType;
SOLDIERTYPE *pSoldier;
UINT8 ubPaletteRep;
UINT32 cnt;
UINT8 ubStartRep = 0;
UINT8 ubEndRep = 0;
if ( gusSelectedSoldier >= NOBODY || gusSelectedSoldier->bActive == FALSE )
if ( gusSelectedSoldier == NOBODY )
{
return( FALSE );
}
@@ -530,10 +549,11 @@ 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;
@@ -562,6 +582,9 @@ 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;
@@ -589,6 +612,9 @@ 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;
@@ -616,6 +642,9 @@ 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;
@@ -650,7 +679,7 @@ UINT32 DebugScreenInit(void)
}
static BOOLEAN CheckForAndExitTacticalDebug( )
BOOLEAN CheckForAndExitTacticalDebug( )
{
if ( gfExitDebugScreen )
{
@@ -667,7 +696,7 @@ static BOOLEAN CheckForAndExitTacticalDebug( )
return( FALSE );
}
static void ExitDebugScreen( )
void ExitDebugScreen( )
{
if ( guiCurrentScreen == DEBUG_SCREEN )
{
@@ -922,7 +951,7 @@ UINT32 DemoExitScreenInit(void)
}
static void DoneFadeOutForDemoExitScreen( void )
void DoneFadeOutForDemoExitScreen( void )
{
gfProgramIsRunning = FALSE;
}
@@ -930,7 +959,7 @@ static void DoneFadeOutForDemoExitScreen( void )
// unused
//extern INT8 gbFadeSpeed;
static void DisplayTopwareGermanyAddress()
void DisplayTopwareGermanyAddress()
{
VOBJECT_DESC vo_desc;
UINT32 uiTempID;
+277
View File
@@ -0,0 +1,277 @@
//legion 2
#include "types.h"
#include "types.h"
#include "random.h"
#include "Campaign Types.h"
#include "Queen Command.h"
#include "Overhead.h"
#include "Strategic Movement.h"
#include "Strategic Status.h"
#include "GameSettings.h"
#include "Strategic AI.h"
#include "XML.h"
#include "INIReader.h"
#include "Game Event Hook.h"
#include "sgp.h"
#include "jascreens.h"
#include "laptop.h"
#include "worlddef.h"
#include "Soldier Control.h"
#include "Overhead.h"
#include "email.h"
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Game Init.h"
#include "Animation Data.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "strategic.h"
#include "Squads.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "gameloop.h"
#include "random.h"
#include "Map Screen Interface.h"
#include "Tactical Save.h"
#include "Campaign Types.h"
#include "message.h"
#include "Game Event Hook.h"
#include "Strategic Movement.h"
#include "Quests.h"
#include "Strategic AI.h"
#include "Dialogue Control.h"
#include "GameSettings.h"
#include "INIReader.h"
#include "Soldier Profile.h"
#include "XML.h"
#include "Item Types.h"
#include "Items.h"
#include "Text.h"
#include "GameSettings.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25Update.h"
#endif
#include "legion cfg.h" //legion2
#include "Campaign Types.h"
#include "Interface.h"
#include "Map Screen Interface Map.h"
#include "renderworld.h"
#include "connect.h"
#include "XMLWriter.h"
#include "Debug Control.h"
#include <vfs/Core/vfs.h>
GAME_LEGION_OPTIONS gGameLegionOptions;
#define GAME_LEGION_OPTIONS_FILE "UB_Options.ini"
void LoadGameLegionOptions();
#ifdef JA2UB
void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level );
#endif
void RandomStats ();
#ifdef JA2UB
void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level )
{
UNDERGROUND_SECTORINFO *pSector;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
if ( Level != 0 )
{
pSector = FindUnderGroundSector( SectorX, SectorY, Level );
if ( pSector )
{
if ( pSector->fVisited != TRUE )
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_MEDIUM:
ubNumAdmins = Random( 0 );
ubNumTroops = 15 + Random( 8 );
ubNumElites = 1 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_HARD:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 7 );
ubNumElites = 2 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 3 );
ubNumElites = 6 + Random( 3 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
}
}
}
}
else
{
if ( !GetSectorFlagStatus( SectorX, SectorY, Level, SF_ALREADY_VISITED ) )
{
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
ubNumAdmins = Random( 0 );
ubNumTroops = 10 + Random( 5 );
ubNumElites = Random( 4 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_MEDIUM:
ubNumAdmins = Random( 0 );
ubNumTroops = 15 + Random( 8 );
ubNumElites = 1 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_HARD:
ubNumAdmins = Random( 0 );
ubNumTroops = 23 + Random( 7);
ubNumElites = 2 + Random( 2 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = Random( 0 );
ubNumTroops = 20 + Random( 3 );
ubNumElites = 6 + Random( 3 );
SetNumberJa25EnemiesInSector( SectorX, SectorY, Level, ubNumAdmins, ubNumTroops, ubNumElites );
break;
}
}
}
}
#endif
void LoadGameLegionOptions()
{
#ifdef JA2UB
JA2_5_START_SECTOR_X = gGameExternalOptions.ubDefaultArrivalSectorX;
JA2_5_START_SECTOR_Y = gGameExternalOptions.ubDefaultArrivalSectorY;
#endif
gGameLegionOptions.MercStartingGear25XML = TRUE;
gGameLegionOptions.LOCATEGRIDNO = gGameExternalOptions.iInitialMercArrivalLocation;
gGameLegionOptions.LOCATEGRIDNO2 = 0;
gGameLegionOptions.OLDUBInventory = FALSE;
CIniReader iniReader(GAME_LEGION_OPTIONS_FILE);
// -----------------------
// Unfinished Business
// -----------------------
gGameLegionOptions.BorderTown = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_TOWN", TRUE);
gGameLegionOptions.BorderMine = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_MINE", TRUE);
gGameLegionOptions.BorderTeams = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_TEAMS", TRUE);
gGameLegionOptions.BorderMilitia = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_MILITIA", FALSE);
gGameLegionOptions.BorderAirspace = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_AIRSPACE", TRUE);
gGameLegionOptions.BorderItem = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_ITEM", TRUE);
gGameLegionOptions.EventAttackInitialSectorIfPlayerStillThere = iniReader.ReadBoolean("Unfinished Business Settings","EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE", TRUE);
gGameLegionOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
gGameLegionOptions.ubEndDefaultSectorX = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_X", 16, 1, 16);
gGameLegionOptions.ubEndDefaultSectorY = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Y", 11, 1, 16);
gGameLegionOptions.ubEndDefaultSectorZ = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Z", 0, 0, 16);
gGameLegionOptions.AutoResolove = iniReader.ReadBoolean("Unfinished Business Settings","AUTO_RESOLVE", FALSE);
gGameLegionOptions.InitialHeliGridNo[ 0 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_1", 14947);
gGameLegionOptions.InitialHeliGridNo[ 1 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_2", 15584);
gGameLegionOptions.InitialHeliGridNo[ 2 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_3", 15754);
gGameLegionOptions.InitialHeliGridNo[ 3 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_4", 16232);
gGameLegionOptions.InitialHeliGridNo[ 4 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_5", 16067);
gGameLegionOptions.InitialHeliGridNo[ 5 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_6", 16230);
gGameLegionOptions.InitialHeliGridNo[ 6 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_GRIDNO_7", 15272);
gGameLegionOptions.InitalHeliRandomTimes[ 0 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_1", 1300);
gGameLegionOptions.InitalHeliRandomTimes[ 1 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_2", 2000);
gGameLegionOptions.InitalHeliRandomTimes[ 2 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_3", 2750);
gGameLegionOptions.InitalHeliRandomTimes[ 3 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_4", 3400);
gGameLegionOptions.InitalHeliRandomTimes[ 4 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_5", 4160);
gGameLegionOptions.InitalHeliRandomTimes[ 5 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_6", 4700);
gGameLegionOptions.InitalHeliRandomTimes[ 6 ] = iniReader.ReadInteger("Unfinished Business Settings","INITIAL_HELICOPTER_RANDOM_TIME_7", 5630);
gGameLegionOptions.InGameHeliCrash = iniReader.ReadBoolean("Unfinished Business Settings","ENABLE_UB_HELICOPTER_CRASH", TRUE);
gGameLegionOptions.JerryQuotes = iniReader.ReadBoolean("Unfinished Business Settings","JERRY_QUOTES", TRUE);
gGameLegionOptions.InJerry = iniReader.ReadBoolean("Unfinished Business Settings","JERRY", TRUE);
gGameLegionOptions.JerryGridNo = iniReader.ReadInteger("Unfinished Business Settings","JERRY_GRIDNO", 15109);
gGameLegionOptions.InGameHeli = iniReader.ReadBoolean("Unfinished Business Settings","ENABLE_JA2_HELICOPTER_LANDING", FALSE);
gGameLegionOptions.SwitchInMorrisAreaGridNo = iniReader.ReadInteger("Unfinished Business Settings","SWITCH_IN_MORRIS_AREA_GRIDNO", 15231);
gGameLegionOptions.SwitchToLaunchMisslesGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","SWITCH_TO_LAUNCH_MISSLES_GRIDNO_1", 14268);
gGameLegionOptions.SwitchToLaunchMisslesGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","SWITCH_TO_LAUNCH_MISSLES_GRIDNO_2", 15708);
gGameLegionOptions.RadioLocatorsGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","RADIO_LOCATORS_GRIDNO_1", 15070);
gGameLegionOptions.RadioLocatorsGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","RADIO_LOCATORS_GRIDNO_2", 14744);
gGameLegionOptions.PowergenSectorGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_1", 15100);
gGameLegionOptions.PowergenSectorGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_2", 12220);
gGameLegionOptions.PowergenSectorGridNo3 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_3", 14155);
gGameLegionOptions.PowergenSectorGridNo4 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_GRIDNO_4", 13980);
gGameLegionOptions.PowergenSectorExitgridGridNo = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_SECTOR_EXITGRID_GRIDNO", 19749);
gGameLegionOptions.PowergenFanSoundGridNo1 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_FAN_SOUND_GRIDNO_1", 10979);
gGameLegionOptions.PowergenFanSoundGridNo2 = iniReader.ReadInteger("Unfinished Business Settings","POWERGEN_FAN_SOUND_GRIDNO_2", 19749);
gGameLegionOptions.StartFanbackupAgainGridNo = iniReader.ReadInteger("Unfinished Business Settings","START_FANBACKUP_AGAIN_GRIDNO", 10980);
gGameLegionOptions.StopPowergenFanGridNo = iniReader.ReadInteger("Unfinished Business Settings","STOP_POWERGEN_FAN_GRIDNO", 10980);
//sec J13
gGameLegionOptions.FanGridNo[0] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_1", 10978);
gGameLegionOptions.FanGridNo[1] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_2", 10979);
gGameLegionOptions.FanGridNo[2] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_3", 10980);
gGameLegionOptions.FanGridNo[3] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_4", 10818);
gGameLegionOptions.FanGridNo[4] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_5", 10819);
gGameLegionOptions.FanGridNo[5] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_6", 10820);
gGameLegionOptions.FanGridNo[6] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_7", 10658);
gGameLegionOptions.FanGridNo[7] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_8", 10659);
gGameLegionOptions.FanGridNo[8] = iniReader.ReadInteger("Unfinished Business Settings","FAN_GRIDNO_9", 10660);
if ( gGameLegionOptions.InGameHeli == TRUE )
gGameLegionOptions.InGameHeliCrash = FALSE;
if ( gGameLegionOptions.InGameHeliCrash == TRUE )
gGameLegionOptions.InGameHeli = FALSE;
if ( gGameLegionOptions.InGameHeli == TRUE && gGameLegionOptions.InGameHeliCrash == TRUE )
{
gGameLegionOptions.InGameHeliCrash = TRUE;
gGameLegionOptions.InGameHeli = FALSE;
}
// -----------------------
// Campaign
// -----------------------
gGameLegionOptions.EnemyXML = iniReader.ReadBoolean("Campaign Settings","USE_ENEMY_ARMY_XMLS", TRUE);
gGameLegionOptions.AddRandomEnemyToSector = iniReader.ReadBoolean("Campaign Settings","ADD_RANDOM_ENEMY_TO_SECTOR", FALSE);
gGameLegionOptions.StrategicMovementCostsXML = iniReader.ReadBoolean("Campaign Settings","STRATEGIC_MOVEMENT_COSTS_XML", FALSE);
gGameLegionOptions.MakeStrategicMovementCosts = iniReader.ReadBoolean("Campaign Settings","MAKE_STRATEGIC_MOVEMENT_COSTS", FALSE);
gGameLegionOptions.LaptopQuestEnabled = iniReader.ReadBoolean("Campaign Settings","LAPTOP_QUEST", TRUE);
gGameLegionOptions.pJA2UB = iniReader.ReadBoolean("Campaign Settings","JA2UB", TRUE);
gGameLegionOptions.fDeadMerc = iniReader.ReadBoolean("Campaign Settings","NOTIFY_ON_DEAD_AIM_MERCS", FALSE);
// -----------------------
// Laptop
// -----------------------
gGameLegionOptions.LaptopIMPPassJA2 = iniReader.ReadBoolean("Laptop Settings","IMP_PASS_JA2", FALSE);
gGameLegionOptions.LaptopIMPPassUB = iniReader.ReadBoolean("Laptop Settings","IMP_PASS_UB", TRUE);
gGameLegionOptions.LaptopLinkInsurance = iniReader.ReadBoolean("Laptop Settings","LINK_INSURANCE", FALSE);
gGameLegionOptions.LaptopLinkFuneral = iniReader.ReadBoolean("Laptop Settings","LINK_FUNERAL", TRUE);
gGameLegionOptions.LaptopLinkBobby = iniReader.ReadBoolean("Laptop Settings","LINK_BOBBY", FALSE);
gGameLegionOptions.fBobbyRSite = iniReader.ReadBoolean("Laptop Settings","BOBBY_SITE_ACCESSED", FALSE);
}
+105
View File
@@ -0,0 +1,105 @@
#ifndef _LEGION_CFG_H
#define _LEGION_CFG_H
#include "soldier profile type.h"
extern void LoadGameLegionOptions();
typedef struct
{
BOOLEAN BorderTown;
BOOLEAN BorderMine;
BOOLEAN BorderTeams;
BOOLEAN BorderMilitia;
BOOLEAN BorderAirspace;
BOOLEAN BorderItem;
BOOLEAN EnemyXML;
BOOLEAN EventAttackInitialSectorIfPlayerStillThere;
BOOLEAN HandleAddingEnemiesToTunnelMaps;
BOOLEAN BobbyRayInventory_UB;
BOOLEAN InitTownLoyalty_UB;
BOOLEAN AutoResolove;
BOOLEAN AddRandomEnemyToSector;
BOOLEAN StrategicMovementCostsXML;
BOOLEAN MakeStrategicMovementCosts;
BOOLEAN MercStartingGear25XML;
UINT32 InitialHeliGridNo[ 7 ];
INT16 InitalHeliRandomTimes[ 7 ];
UINT32 LOCATEGRIDNO;
BOOLEAN LaptopIMPPassJA2;
BOOLEAN LaptopIMPPassUB;
UINT8 ubDefaultArrivalSectorX;
UINT8 ubDefaultArrivalSectorY;
INT32 iStartingCashNovice;
INT32 iStartingCashExperienced;
INT32 iStartingCashExpert;
INT32 iStartingCashInsane;
BOOLEAN TEX_AND_JOHN;
BOOLEAN Random_Manuel_Text;
BOOLEAN RISRAPORT;
BOOLEAN LaptopQuestEnabled;
BOOLEAN InGameHeliCrash;
BOOLEAN InGameHeli;
UINT32 LOCATEGRIDNO2;
BOOLEAN JerryQuotes;
BOOLEAN InJerry;
UINT32 JerryGridNo;
UINT32 SwitchInMorrisAreaGridNo;
UINT32 SwitchToLaunchMisslesGridNo1;
UINT32 SwitchToLaunchMisslesGridNo2;
UINT32 RadioLocatorsGridNo1;
UINT32 RadioLocatorsGridNo2;
UINT32 PowergenSectorGridNo1;
UINT32 PowergenSectorGridNo2;
UINT32 PowergenSectorGridNo3;
UINT32 PowergenSectorGridNo4;
UINT32 PowergenSectorExitgridGridNo;
UINT32 PowergenFanSoundGridNo1;
UINT32 PowergenFanSoundGridNo2;
UINT32 StartFanbackupAgainGridNo;
UINT32 StopPowergenFanGridNo;
BOOLEAN TestUB;
BOOLEAN LaptopLinkInsurance;
BOOLEAN LaptopLinkFuneral;
BOOLEAN LaptopLinkBobby;
UINT32 FanGridNo[9];
UINT8 ubEndDefaultSectorX;
UINT8 ubEndDefaultSectorY;
UINT8 ubEndDefaultSectorZ;
BOOLEAN pJA2UB;
BOOLEAN fBobbyRSite;
BOOLEAN fDeadMerc;
BOOLEAN OLDUBInventory;
} GAME_LEGION_OPTIONS;
extern GAME_LEGION_OPTIONS gGameLegionOptions;
#ifdef JA2UB
extern void RandomAddEnemy( UINT8 SectorX, UINT8 SectorY, UINT8 Level );
extern void RandomStats ();
#endif
extern void RandomStats ();
#endif
+1 -11
View File
@@ -200,17 +200,7 @@ void LoadGameUBOptions()
gGameUBOptions.BorderItem = iniReader.ReadBoolean("Unfinished Business Settings","BORDER_ITEM", TRUE);
gGameUBOptions.EventAttackInitialSectorIfPlayerStillThere = iniReader.ReadBoolean("Unfinished Business Settings","EVENT_ATTACK_INITIAL_SECTOR_IF_PLAYER_STILL_THERE", TRUE);
gGameUBOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
//J14-1
gGameUBOptions.Tunnel1_SectorX = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_X", 14);
gGameUBOptions.Tunnel1_SectorY = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_Y", 10);
gGameUBOptions.Tunnel1_SectorZ = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL1_SECTOR_Z", 1);
//K14-1
gGameUBOptions.Tunnel2_SectorX = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_X", 14);
gGameUBOptions.Tunnel2_SectorY = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_Y", 11);
gGameUBOptions.Tunnel2_SectorZ = iniReader.ReadInteger("Unfinished Business Settings", "TUNNEL2_SECTOR_Z", 1);
gGameUBOptions.HandleAddingEnemiesToTunnelMaps = iniReader.ReadBoolean("Unfinished Business Settings","HANDLE_ADDING_ENEMIES_TO_TUNNEL_MAPS", TRUE);
gGameUBOptions.ubEndDefaultSectorX = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_X", 16, 1, 16);
gGameUBOptions.ubEndDefaultSectorY = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Y", 11, 1, 16);
gGameUBOptions.ubEndDefaultSectorZ = iniReader.ReadInteger("Unfinished Business Settings","DEFAULT_END_SECTOR_Z", 0, 0, 16);
-8
View File
@@ -224,14 +224,6 @@ typedef struct
INT16 BettyBloodCatSectorX;
INT16 BettyBloodCatSectorY;
INT8 BettyBloodCatSectorZ;
INT16 Tunnel1_SectorX;
INT16 Tunnel1_SectorY;
INT8 Tunnel1_SectorZ;
INT16 Tunnel2_SectorX;
INT16 Tunnel2_SectorY;
INT8 Tunnel2_SectorZ;
} GAME_UB_OPTIONS;
extern GAME_UB_OPTIONS gGameUBOptions;
+67 -74
View File
@@ -1099,6 +1099,7 @@ BOOLEAN RenderAIMMembers()
HVOBJECT hPriceHandle;
HVOBJECT hWeaponBoxHandle;
UINT16 x, uiPosX;
CHAR16 wTemp[50];
DrawAimDefaults();
@@ -1136,15 +1137,18 @@ 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, 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);
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 );
//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(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);
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 );
#endif // JA2UB
}
else
@@ -1180,15 +1184,18 @@ 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, 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);
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 );
//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(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 );
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 );
#endif
}
@@ -1254,6 +1261,19 @@ 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 )
@@ -1295,19 +1315,6 @@ 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;
@@ -1317,23 +1324,26 @@ BOOLEAN UpdateMercInfo(void)
if(gGameExternalOptions.gfUseNewStartingGearInterface)
{
#ifdef JA2UB
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);
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X_UB, FEE_Y_UB_NSGI, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT);
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
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();
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 );
//if medical deposit is required
if( gMercProfiles[gbCurrentSoldier].bMedicalDeposit )
{
CHAR16 zTemp[40];
CHAR16 sMedicalString[40];
// Display the medical cost
swprintf( sMedicalString, L"%s %s", FormatMoney(gMercProfiles[gbCurrentSoldier].sMedicalDepositAmount).data(), CharacterInfo[AIM_MEMBER_MEDICAL_DEPOSIT_REQ] );
swprintf( zTemp, L"%d", gMercProfiles[ gbCurrentSoldier ].sMedicalDepositAmount );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
swprintf( sMedicalString, L"%s %s", zTemp, 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 )
@@ -1374,15 +1384,13 @@ BOOLEAN UpdateMercInfo(void)
else
{
#ifdef JA2UB
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);
DrawMoneyToScreen(gMercProfiles[gbCurrentSoldier].uiWeeklySalary, FEE_WIDTH, FEE_X_UB, FEE_Y_UB, AIM_M_NUMBER_FONT, AIM_M_COLOR_DYNAMIC_TEXT);
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
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();
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 );
//if medical deposit is required
if( gMercProfiles[gbCurrentSoldier].bMedicalDeposit )
@@ -1391,7 +1399,11 @@ BOOLEAN UpdateMercInfo(void)
CHAR16 sMedicalString[40];
// Display the medical cost
swprintf( sMedicalString, L"%s %s", FormatMoney(gMercProfiles[gbCurrentSoldier].sMedicalDepositAmount).data(), CharacterInfo[AIM_MEMBER_MEDICAL_DEPOSIT_REQ] );
swprintf( zTemp, L"%d", gMercProfiles[ gbCurrentSoldier ].sMedicalDepositAmount );
InsertCommasForDollarFigure( zTemp );
InsertDollarSignInToString( zTemp );
swprintf( sMedicalString, L"%s %s", zTemp, 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 )
@@ -1560,8 +1572,6 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
CHAR16 gzItemName[ 5000 ];
UINT8 ubItemCount=0;
UINT8 ubColumnCount=0;
const bool realisticGameStyle = gGameOptions.ubGameStyle != STYLE_SCIFI;
const bool reducedGuns = gGameOptions.fGunNut == false;
//if the mercs inventory has already been purchased, dont display the inventory
if ( (gMercProfiles[ ubMercID ].ubMiscFlags & PROFILE_MISC_FLAG_ALREADY_USED_ITEMS) && !gGameExternalOptions.fGearKitsAlwaysAvailable )
@@ -1585,18 +1595,6 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
if (realisticGameStyle && ItemIsOnlyInScifi(usItem))
{
gMercProfiles[ubMercID].inv[i] = 0;
continue;
}
if (reducedGuns && ItemIsOnlyInTonsOfGuns(usItem))
{
gMercProfiles[ubMercID].inv[i] = 0;
continue;
}
//if its a valid item AND we are only displaying less then 8 items
if( usItem && ubItemCount < WEAPONBOX_TOTAL_ITEMS )
{
@@ -1676,18 +1674,6 @@ BOOLEAN DisplayMercsInventory(UINT8 ubMercID)
{
usItem = gMercProfiles[ubMercID].inv[ i ];
if (realisticGameStyle && ItemIsOnlyInScifi(usItem))
{
gMercProfiles[ubMercID].inv[i] = 0;
continue;
}
if (reducedGuns && ItemIsOnlyInTonsOfGuns(usItem))
{
gMercProfiles[ubMercID].inv[i] = 0;
continue;
}
//if its a valid item AND we are only displaying less then 8 items
if( usItem && ubItemCount < WEAPONBOX_NUMBER )
{
@@ -2436,9 +2422,9 @@ INT8 AimMemberHireMerc()
MERC_HIRE_STRUCT HireMercStruct;
// UINT8 ubCurrentSoldier = AimMercArray[gbCurrentIndex];
UINT8 ubCurrentSoldier = gAimAvailability[AimMercArray[gbCurrentIndex]].ProfilId;
INT8 bReturnCode;
SoldierID sSoldierID = NOBODY;
INT8 bTypeOfContract=0;
INT8 bReturnCode;
INT16 sSoldierID=0;
INT8 bTypeOfContract=0;
if( LaptopSaveInfo.iCurrentBalance < giContractAmount )
@@ -2514,10 +2500,9 @@ INT8 AimMemberHireMerc()
//Set the type of contract the merc is on
sSoldierID = GetSoldierIDFromMercID( ubCurrentSoldier );
if( sSoldierID == NOBODY )
if( sSoldierID == -1 )
return( FALSE );
sSoldierID->bTypeOfLastContract = bTypeOfContract;
Menptr[ sSoldierID ].bTypeOfLastContract = bTypeOfContract;
//add an entry in the finacial page for the hiring of the merc
@@ -2696,6 +2681,7 @@ void DisplaySelectLights(BOOLEAN fContractDown, BOOLEAN fBuyEquipDown)
UINT32 DisplayMercChargeAmount()
{
CHAR16 wTemp[50];
CHAR16 wDollarTemp[50];
HVOBJECT hImageHandle;
@@ -2741,17 +2727,24 @@ UINT32 DisplayMercChargeAmount()
}
swprintf( wDollarTemp, L"%d", giContractAmount);
InsertCommasForDollarFigure( wDollarTemp );
InsertDollarSignInToString( wDollarTemp );
//if the merc hasnt just been hired
// if( FindSoldierByProfileID( gbCurrentSoldier, TRUE ) == NULL )
{
auto contractAmount{ FormatMoney(giContractAmount) };
#ifndef JA2UB
if (gMercProfiles[gbCurrentSoldier].bMedicalDeposit)
contractAmount += L" ";
contractAmount += VideoConfercingText[AIM_MEMBER_WITH_MEDICAL];
#endif
#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
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);
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);
}
return(giContractAmount);
+1
View File
@@ -9,6 +9,7 @@ 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);
+20 -12
View File
@@ -1424,6 +1424,8 @@ 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;
@@ -1432,8 +1434,11 @@ BOOLEAN DisplayItemInfo(UINT32 uiItemClass, INT32 iFilter, INT32 iSubFilter)
usTextPosY = BOBBYR_ITEM_DESC_START_Y;
//Display the subtotal at the bottom of the screen
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);
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);
//Buggler: Display the current page & total pages at the bottom of the screen
swprintf( sPage, L"%d / %d", gubCurPage + 1, gubNumPages );
@@ -2054,7 +2059,11 @@ 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;
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);
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);
usPosY += usFontHeight + 2;
@@ -3711,27 +3720,26 @@ void OutOfStockMessageBoxCallBack( UINT8 bExitValue )
UINT8 CheckPlayersInventoryForGunMatchingGivenAmmoID( INT16 sItemID )
{
UINT8 ubItemCount=0;
UINT8 ubMercCount;
UINT8 ubPocketCount;
SoldierID id;
SoldierID ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
SoldierID ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
UINT8 ubFirstID = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT8 ubLastID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
//loop through all the mercs on the team
for( id = ubFirstID; id <= ubLastID; ++id )
for( ubMercCount = ubFirstID; ubMercCount <= ubLastID; ++ubMercCount )
{
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive )
if( Menptr[ ubMercCount ].bActive )
{
//loop through all the pockets on the merc
UINT8 invsize = pSoldier->inv.size();
UINT8 invsize = Menptr[ ubMercCount ].inv.size();
for( ubPocketCount=0; ubPocketCount<invsize; ++ubPocketCount)
{
//if there is a weapon here
if( Item[ pSoldier->inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
if( Item[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].usItemClass == IC_GUN )
{
//if the weapon uses the same kind of ammo as the one passed in, return true
if( Weapon[ pSoldier->inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
if( Weapon[ Menptr[ ubMercCount ].inv[ ubPocketCount ].usItem ].ubCalibre == Magazine[ Item[ sItemID ].ubClassIndex ].ubCalibre )
{
++ubItemCount;
}
+43 -12
View File
@@ -1127,11 +1127,19 @@ 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
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);
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);
uiTotal += CalcBobbyRayCost( pBobbyRayPurchase[i].usItemIndex, pBobbyRayPurchase[i].usBobbyItemIndex, pBobbyRayPurchase[i].fUsed ) * pBobbyRayPurchase[i].ubNumberPurchased;
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);
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);
usPosY += BOBBYR_GRID_ROW_OFFSET;
}
@@ -1251,6 +1259,7 @@ 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;
@@ -1322,15 +1331,27 @@ void DisplayShippingCosts( BOOLEAN fCalledFromOrderPage, INT32 iSubTotal, UINT16
if( iSubTotal )
{
//Display the subtotal
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);
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);
//Display the shipping and handling charge
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);
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);
//Display the grand total
giGrandTotal = iSubTotal + iShippingCost;
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);
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);
}
InvalidateRegion(iScreenWidthOffset + 333,iScreenHeightOffset + 326,iScreenWidthOffset + 374,iScreenHeightOffset + 400);
@@ -1809,7 +1830,7 @@ void DrawSelectedCity( UINT8 ubCityNumber )
void DisplayShippingLocationCity()
{
std::wstring sTemp{ L"$0" };
CHAR16 sTemp[40];
UINT16 usPosY;
//display the name on the title bar
@@ -1832,29 +1853,39 @@ 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 ) ) );
sTemp = FormatMoney(static_cast<INT32>(gPostalService.GetDestinationFee(0, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption(1)));
swprintf( sTemp, L"%d", ( INT32 )(gPostalService.GetDestinationFee(0, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption( 1 ) ) );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
}
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);
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 );
usPosY +=BOBBYR_GRID_ROW_OFFSET;
if( gbSelectedCity != -1 )
{
sTemp = FormatMoney(static_cast<INT32>(gPostalService.GetDestinationFee(1, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption(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 );
}
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);
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 );
usPosY +=BOBBYR_GRID_ROW_OFFSET;
if( gbSelectedCity != -1 )
{
sTemp = FormatMoney(static_cast<INT32>(gPostalService.GetDestinationFee(2, gDestinationTable[gbSelectedCity]->usID) / GetWeightBasedOnMetricOption(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 );
}
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);
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 );
}
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[60])); //Reusing AssignmentString for "Empty" text
entries.push_back(std::make_pair(0, pLongAssignmentStrings[40])); //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[60])); //Reusing AssignmentString for "Empty" text
entries.push_back(std::make_pair(0, pLongAssignmentStrings[40])); //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[60])); //Reusing AssignmentString for "Empty" text
entries.push_back(std::make_pair(0, pLongAssignmentStrings[40])); //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[60])); //Reusing AssignmentString for "Empty" text
gIMPPossibleItems[i].push_back(std::make_pair(0, pLongAssignmentStrings[40])); //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;
SoldierID ubSoldierID;
BOOLEAN fActive;
UINT8 ubSoldierID;
UINT8 ubMercID;
INT32 iPayOutPrice;
} LIFE_INSURANCE_PAYOUT;
+11 -21
View File
@@ -565,35 +565,25 @@ BOOLEAN CPostalService::DeliverShipment(UINT16 usShipmentID)
StopTimeCompression();
#ifdef JA2UB
//no UB
if ( gGameUBOptions.fBobbyRSite == TRUE )
{
// Shipment from Bobby Ray
if ( shs.sSenderID == BOBBYR_SENDER_ID )
{
if ( gEmails.size() > 0 )
{
AddEmailFromXML(XML_BR_SHIPMENTARRIVAL, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, false, -1, -1, 198, -1, -1, -1);
}
else
{
AddBobbyREmailJA2(198, 4, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_BOBBY_R_EMAIL_JA2_EDT);
if (shs.sSenderID == BOBBYR_SENDER_ID)
AddBobbyREmailJA2( 198, 4, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_BOBBY_R_EMAIL_JA2_EDT);
// Shipment from John Kulba
//else
// AddEmail( JOHN_KULBA_GIFT_IN_DRASSEN, JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
}
}
}
#else
// Shipment from Bobby Ray
if ( shs.sSenderID == BOBBYR_SENDER_ID )
{
AddEmail(BOBBYR_SHIPMENT_ARRIVED, BOBBYR_SHIPMENT_ARRIVED_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT, XML_BR_SHIPMENTARRIVAL);
}
// Shipment from John Kulba
else
{
AddEmail(JOHN_KULBA_GIFT_IN_DRASSEN, JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT, XML_JOHNKULBA_SENTGUNS);
}
// Shipment from Bobby Ray
if (shs.sSenderID == BOBBYR_SENDER_ID)
AddEmail( BOBBYR_SHIPMENT_ARRIVED, BOBBYR_SHIPMENT_ARRIVED_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
// Shipment from John Kulba
else
AddEmail( JOHN_KULBA_GIFT_IN_DRASSEN, JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, gusCurShipmentDestinationID, TYPE_EMAIL_EMAIL_EDT);
#endif
}
+246 -155
View File
@@ -1,204 +1,295 @@
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "LuaInitNPCs.h"
#include "email.h"
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "LuaInitNPCs.h"
#include "email.h"
struct
{
PARSE_STAGE curElement;
PARSE_STAGE curElement;
CHAR8 szCharData[MAIL_STRING_SIZE + 1];
CHAR16 currentMessage[MAIL_STRING_SIZE];
UINT16 currentEmailIndex;
UINT16 currentMessageIndex;
CHAR8 szCharData[MAIL_STRING_SIZE+1];
EMAIL_OTHER_VALUES curEmailOther;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
} typedef EmailXMLParseData;
UINT32 maxArraySize;
UINT32 curIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
}
BOOLEAN Emails_TextOnly;
typedef EmailOtherParseData;
BOOLEAN EmailOther_TextOnly;
static void XMLCALL
EmailOtherStartElementHandle(void* userData, const XML_Char* name, const XML_Char** atts)
EmailOtherStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
{
EmailXMLParseData* pData = (EmailXMLParseData*)userData;
EmailOtherParseData * pData = (EmailOtherParseData *)userData;
if (pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if (strcmp(name, "EMAILS") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
{
if(strcmp(name, "NEW_EMAIL") == 0 && pData->curElement == ELEMENT_NONE)
{
pData->curElement = ELEMENT_LIST;
pData->maxReadDepth++; //we are not skipping this element
}
else if (strcmp(name, "EMAIL") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if(strcmp(name, "EMAIL") == 0 && pData->curElement == ELEMENT_LIST)
{
pData->curElement = ELEMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if (pData->curElement == ELEMENT &&
(strcmp(name, "Index") == 0 ||
strcmp(name, "Sender") == 0 ||
strcmp(name, "Subject") == 0 ||
strcmp(name, "Message") == 0))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
else if(pData->curElement == ELEMENT &&
(strcmp(name, "uiIndex") == 0 ||
strcmp(name, "Subject") == 0 ||
strcmp(name, "Message0") == 0 ||
strcmp(name, "Message1") == 0 ||
strcmp(name, "Message2") == 0 ||
strcmp(name, "Message3") == 0 ||
strcmp(name, "Message4") == 0 ||
strcmp(name, "Message5") == 0 ||
strcmp(name, "Message6") == 0 ||
strcmp(name, "Message7") == 0 ||
strcmp(name, "Message8") == 0 ||
strcmp(name, "Message9") == 0 ||
strcmp(name, "Message10") == 0 ||
strcmp(name, "Message11") == 0 ||
strcmp(name, "Message12") == 0 ||
strcmp(name, "Message13") == 0 ||
strcmp(name, "Message14") == 0 ||
strcmp(name, "Message15") == 0 ||
strcmp(name, "Message16") == 0 ||
strcmp(name, "Message17") == 0 ||
strcmp(name, "Message18") == 0 ||
strcmp(name, "Message19") == 0 ||
strcmp(name, "Message20") == 0 ||
strcmp(name, "Message21") == 0 ||
strcmp(name, "Message22") == 0 ||
strcmp(name, "Message23") == 0 ||
strcmp(name, "Message24") == 0 ||
strcmp(name, "Message25") == 0 ||
strcmp(name, "Message26") == 0 ||
strcmp(name, "Message27") == 0 ||
strcmp(name, "Message28") == 0 ||
strcmp(name, "Message29") == 0 ))
{
pData->curElement = ELEMENT_PROPERTY;
pData->maxReadDepth++; //we are not skipping this element
}
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
pData->currentDepth++;
}
static void XMLCALL
EmailOtherCharacterDataHandle(void* userData, const XML_Char* str, int len)
EmailOtherCharacterDataHandle(void *userData, const XML_Char *str, int len)
{
EmailXMLParseData* pData = (EmailXMLParseData*)userData;
EmailOtherParseData * pData = (EmailOtherParseData *)userData;
if ((pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
) {
strncat(pData->szCharData, str, __min((unsigned int)len, MAX_CHAR_DATA_LENGTH - strlen(pData->szCharData)));
}
if( (pData->currentDepth <= pData->maxReadDepth) &&
(strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
){
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
}
}
static void XMLCALL
EmailOtherEndElementHandle(void* userData, const XML_Char* name)
EmailOtherEndElementHandle(void *userData, const XML_Char *name)
{
EmailXMLParseData* pData = (EmailXMLParseData*)userData;
EmailOtherParseData * pData = (EmailOtherParseData *)userData;
if (pData->currentDepth <= pData->maxReadDepth)
{
if (strcmp(name, "EMAILS") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if (strcmp(name, "EMAIL") == 0)
{
pData->curElement = ELEMENT_LIST;
if ( Emails_TextOnly )
{
pData->currentEmailIndex += 1;
pData->currentMessageIndex = 0;
}
}
else if (strcmp(name, "Sender") == 0)
{
pData->curElement = ELEMENT;
if ( !Emails_TextOnly )
{
gEmails.push_back(EMAIL_XML {});
gEmails.back().Sender = atol(pData->szCharData);
}
}
else if (strcmp(name, "Subject") == 0)
{
pData->curElement = ELEMENT;
if ( !Emails_TextOnly )
{
MultiByteToWideChar(CP_UTF8, 0, pData->szCharData, -1, gEmails.back().Subject, sizeof(gEmails.back().Subject) / sizeof(gEmails.back().Subject[0]));
}
else
{
// Replace existing text with localized version
const auto i = pData->currentEmailIndex;
MultiByteToWideChar(CP_UTF8, 0, pData->szCharData, -1, gEmails[i].Subject, sizeof(gEmails[i].Subject) / sizeof(gEmails[i].Subject[0]));
}
}
else if (strcmp(name, "Message") == 0)
{
pData->curElement = ELEMENT;
MultiByteToWideChar(CP_UTF8, 0, pData->szCharData, -1, pData->currentMessage, sizeof(pData->currentMessage) / sizeof(pData->currentMessage[0]));
if(pData->currentDepth <= pData->maxReadDepth)
{
if(strcmp(name, "NEW_EMAIL") == 0)
{
pData->curElement = ELEMENT_NONE;
}
else if(strcmp(name, "EMAIL") == 0)
{
pData->curElement = ELEMENT_LIST;
if (!EmailOther_TextOnly)
{
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szSubject, pData->curEmailOther.szSubject);
// L"12345678901234567890123456789" <- max lenght (szMessage[30])
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[0], L"1. sdssdsfs dfg fdgd fg test" ); //pData-curEmailOther.szMessage[0]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[1], L"2. sdssdsfs dfg fgfgffds test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[2], L"3. sdssdsfsd gdfg fdfgsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[3], L"4. sdssdsf dgdfg dgsfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[4], L"5. sdssdsfdgdfg dgfddsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[5], L"6. sdssdsfsffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[6], L"7. sdssdsfsffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[7], L"8. sdssdsfsfdgdgfgfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[8], L"9. sdssdsfsff dg gdg dsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[9], L"10. sdssdsfsfgdsgdfgfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[10], L"11. sdssdsfsff dgfgd dsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[11], L"12. sdssdsfsf dfgdfg dsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[12], L"13. sdssdsfsf dfgg gfdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[13], L"14. sdssdsf dgdf gsffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[14], L"15. sdssdsf dgdf f ffdsf test" );
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[15], L"16. sdssdsfs dgdf gffdsf test" );
if ( !Emails_TextOnly )
{
gEmails.back().Messages.emplace_back(pData->currentMessage);
}
else
{
// Replace existing text with localized version
const auto i = pData->currentEmailIndex;
const auto j = pData->currentMessageIndex;
gEmails[i].Messages[j] = pData->currentMessage;
/*
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[1], pData->curEmailOther.szMessage[1]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[2], pData->curEmailOther.szMessage[2]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[3], pData->curEmailOther.szMessage[3]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[4], pData->curEmailOther.szMessage[4]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[5], pData->curEmailOther.szMessage[5]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[6], pData->curEmailOther.szMessage[6]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[7], pData->curEmailOther.szMessage[7]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[8], pData->curEmailOther.szMessage[8]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[9], pData->curEmailOther.szMessage[9]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[10], pData->curEmailOther.szMessage[10]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[11], pData->curEmailOther.szMessage[11]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[12], pData->curEmailOther.szMessage[12]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[13], pData->curEmailOther.szMessage[13]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[14], pData->curEmailOther.szMessage[14]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[15], pData->curEmailOther.szMessage[15]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[16], pData->curEmailOther.szMessage[16]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[17], pData->curEmailOther.szMessage[17]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[18], pData->curEmailOther.szMessage[18]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[19], pData->curEmailOther.szMessage[19]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[20], pData->curEmailOther.szMessage[20]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[21], pData->curEmailOther.szMessage[21]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[22], pData->curEmailOther.szMessage[22]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[23], pData->curEmailOther.szMessage[23]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[24], pData->curEmailOther.szMessage[24]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[25], pData->curEmailOther.szMessage[25]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[26], pData->curEmailOther.szMessage[26]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[27], pData->curEmailOther.szMessage[27]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[28], pData->curEmailOther.szMessage[28]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[29], pData->curEmailOther.szMessage[29]);
*/
}
else
{
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szSubject, pData->curEmailOther.szSubject);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[0], L"sdssdsfsffdsf test" ); //pData->curEmailOther.szMessage[0]);
/*
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[1], pData->curEmailOther.szMessage[1]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[2], pData->curEmailOther.szMessage[2]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[3], pData->curEmailOther.szMessage[3]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[4], pData->curEmailOther.szMessage[4]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[5], pData->curEmailOther.szMessage[5]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[6], pData->curEmailOther.szMessage[6]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[7], pData->curEmailOther.szMessage[7]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[8], pData->curEmailOther.szMessage[8]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[9], pData->curEmailOther.szMessage[9]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[10], pData->curEmailOther.szMessage[10]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[11], pData->curEmailOther.szMessage[11]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[12], pData->curEmailOther.szMessage[12]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[13], pData->curEmailOther.szMessage[13]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[14], pData->curEmailOther.szMessage[14]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[15], pData->curEmailOther.szMessage[15]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[16], pData->curEmailOther.szMessage[16]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[17], pData->curEmailOther.szMessage[17]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[18], pData->curEmailOther.szMessage[18]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[19], pData->curEmailOther.szMessage[19]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[20], pData->curEmailOther.szMessage[20]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[21], pData->curEmailOther.szMessage[21]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[22], pData->curEmailOther.szMessage[22]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[23], pData->curEmailOther.szMessage[23]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[24], pData->curEmailOther.szMessage[24]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[25], pData->curEmailOther.szMessage[25]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[26], pData->curEmailOther.szMessage[26]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[27], pData->curEmailOther.szMessage[27]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[28], pData->curEmailOther.szMessage[28]);
wcscpy(EmailOtherText[pData->curEmailOther.uiIndex].szMessage[29], pData->curEmailOther.szMessage[29]);
*/
}
}
else if(strcmp(name, "uiIndex") == 0)
{
pData->curElement = ELEMENT;
pData->curEmailOther.uiIndex = (UINT8) atol(pData->szCharData);
}
else if(strcmp(name, "Subject") == 0 )
{
pData->curElement = ELEMENT;
pData->currentMessageIndex++;
}
}
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curEmailOther.szSubject, sizeof(pData->curEmailOther.szSubject)/sizeof(pData->curEmailOther.szSubject[0]) );
pData->curEmailOther.szSubject[sizeof(pData->curEmailOther.szSubject)/sizeof(pData->curEmailOther.szSubject[0]) - 1] = '\0';
}
/*
else if(strcmp(name, "Message0") == 0 )
{
pData->curElement = ELEMENT;
pData->maxReadDepth--;
}
pData->currentDepth--;
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curEmailOther.szMessage[0], sizeof(pData->curEmailOther.szMessage[0])/sizeof(pData->curEmailOther.szMessage[0]) );
pData->curEmailOther.szMessage[sizeof(pData->curEmailOther.szMessage[0])/sizeof(pData->curEmailOther.szMessage[0]) - 1][0] = '\0';
}
*/
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInExternalizedEmails(STR fileName, BOOLEAN localizedVersion)
BOOLEAN ReadInEmailOther(STR fileName, BOOLEAN localizedVersion)
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8* lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate(NULL);
EmailXMLParseData pData;
EmailOtherParseData pData;
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading Emails.xml");
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "Loading EmailOther.xml" );
Emails_TextOnly = localizedVersion;
EmailOther_TextOnly = localizedVersion;
// Open file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return( localizedVersion );
// Open file
hFile = FileOpen(fileName, FILE_ACCESS_READ, FALSE);
if (!hFile)
return(localizedVersion);
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
uiFSize = FileGetSize(hFile);
lpcBuffer = (CHAR8*)MemAlloc(uiFSize + 1);
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree(lpcBuffer);
return( FALSE );
}
//Read in block
if (!FileRead(hFile, lpcBuffer, uiFSize, &uiBytesRead))
{
MemFree(lpcBuffer);
return(FALSE);
}
lpcBuffer[uiFSize] = 0; //add a null terminator
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose(hFile);
FileClose( hFile );
XML_SetElementHandler(parser, EmailOtherStartElementHandle, EmailOtherEndElementHandle);
XML_SetCharacterDataHandler(parser, EmailOtherCharacterDataHandle);
XML_SetElementHandler(parser, EmailOtherStartElementHandle, EmailOtherEndElementHandle);
XML_SetCharacterDataHandler(parser, EmailOtherCharacterDataHandle);
memset(&pData, 0, sizeof(pData));
XML_SetUserData(parser, &pData);
gEmails.reserve(XML_JA2UB_SPECK_DISMISSALREFUND);
if (!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in Emails.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
memset(&pData,0,sizeof(pData));
XML_SetUserData(parser, &pData);
XML_ParserFree(parser);
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
{
CHAR8 errorBuf[511];
sprintf(errorBuf, "XML Parser Error in EmailOther.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
LiveMessage(errorBuf);
MemFree(lpcBuffer);
return FALSE;
}
MemFree(lpcBuffer);
return(TRUE);
XML_ParserFree(parser);
return( TRUE );
}
+2 -1
View File
@@ -3,6 +3,7 @@
#include "Utilities.h"
#include "WCheck.h"
#include "Timer Control.h"
#include "DEBUG.H"
#include "WordWrap.h"
#include "Encrypted File.h"
#include "email.h"
@@ -15,7 +16,7 @@
#include "sysutil.h"
#include "LocalizedStrings.h"
#include <soldier profile type.h>
#include "Soldier Profile.h"
UINT8 MAX_NUMBER_MERCS = 0;
+519 -519
View File
File diff suppressed because it is too large Load Diff
+19 -97
View File
@@ -5,7 +5,8 @@
#include "soldier profile type.h"
// defines
#define MAX_MESSAGES_PAGE 18 // max number of emails per page in inbox
#define MAX_EMAIL_LINES 10 //max number of lines can be shown in a message
#define MAX_MESSAGES_PAGE 18 // max number of messages per page
//---ja25 ub
#ifdef JA2UB
@@ -566,10 +567,11 @@ void RenderEmail();
// message manipulation
void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject, INT32 iDate, UINT8 ubSender, BOOLEAN fAlreadyRead, INT32 iFirstData, UINT32 uiSecondData, INT32 iThirdData, INT32 iFourthData, UINT32 uiFifthData, UINT32 uiSixData, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT32 EmailAIM );
void AddEmailMessage(INT32 iMessageOffset, INT32 iMessageLength,STR16 pSubject, INT32 iDate, UINT8 ubSender, BOOLEAN fAlreadyRead, INT32 uiFirstData, UINT32 uiSecondData, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT32 EmailAIM );
void RemoveEmailMessage(INT32 iId);
EmailPtr GetEmailMessage(INT32 iId);
void LookForUnread();
void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType);
// WANNE: For the new WF merc, when they available again
void AddEmailWFMercAvailable(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType);
@@ -584,19 +586,14 @@ void ReDrawNewMailBox( void );
void ReDisplayBoxes( void );
void ShutDownEmailList();
void AddMessageToPages(INT32 iMessageId);
void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailType, UINT32 EmailAIM );
void AddCustomEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType);
#ifdef JA2BETAVERSION
void AddAllEmails();
#endif
typedef struct
{
UINT8 Sender;
CHAR16 Subject[EMAIL_SUBJECT_LENGTH];
std::vector<std::wstring> Messages;
} EMAIL_XML;
extern std::vector<EMAIL_XML> gEmails;
typedef struct
{
UINT8 uiIndex;
@@ -677,8 +674,8 @@ enum {
TYPE_EMAIL_KING_PIN,
TYPE_EMAIL_JOHN_KULBA,
TYPE_EMAIL_AIM_SITE,
//Read message from Email\Emails.xml and sender read from Email\EmailSenderNameList.xml
TYPE_EMAIL_XML,
TYPE_EMAIL_OTHER,
};
enum {
@@ -700,96 +697,15 @@ enum {
TYPE_EMAIL_BOBBY_R_L1 = 11,
};
enum {
XML_NOEMAIL = -1,
XML_ENRICO_INQUIRY = 0,
XML_ENRICO_FOLLOWUP,
XML_ENRICO_CONFIRMED,
XML_ENRICO_GOODLUCK,
XML_ENRICO_GREATNEWS,
XML_ENRICO_PROGRESS,
XML_ENRICO_GOODWORK,
XML_ENRICO_FINALPUSH,
XML_ENRICO_SETBACK,
XML_ENRICO_BADNEWS,
XML_ENRICO_CREPITUS,
XML_ENRICO_CONCERNED,
XML_ENRICO_WORRIED,
XML_ENRICO_DISAPPOINTED,
XML_ENRICO_MILITIA_WEBSITE,
XML_ENRICO_INTEL,
XML_IMP_INTRO,
XML_IMP_INTROAGAIN,
XML_SPECK_INTRO,
XML_SPECK_NEWSITE,
XML_SPECK_NOTICE,
XML_SPECK_NEWPERSONNEL,
XML_SPECK_PLEASEPAY,
XML_SPECK_DELINQUENT,
XML_RISREPORT,
XML_INSURANCE_APPROVED,
XML_INSURANCE_SUSPICIOUS,
XML_INSURANCE_COMPLETED,
XML_INSURANCE_INVESTIGATION,
XML_INSURANCE_REFUSED,
XML_INSURANCE_POLICYVIOLATION,
XML_BR_VISITEDSITE,
XML_BR_SHIPMENTARRIVAL,
XML_BR_MEDUNA,
XML_KINGPIN_STOLEMONEY,
XML_KINGPIN_JOBOPPORTUNITY,
XML_KINGPIN_WELLDONE,
XML_KINGPIN_FAILURE,
XML_KINGPIN_FAILUREOBSTACLES,
XML_JOHNKULBA_SENTGUNS,
XML_JOHNKULBA_MISSEDTRANSFERFLIGHT,
XML_JOHNKULBA_CRASHLANDEDHELI,
XML_JOHNKULBA_AMBUSHEDBYCATS,
XML_AIM_NOTICE_OF_DEATH,
XML_AIM_REFUND,
XML_AIM_PARTIALREFUND,
XML_AIM_NOREFUND,
XML_KERBERUS_OFFER,
XML_DASILVA_THANKYOU,
XML_JA2UB_ENRICO_HELP,
XML_JA2UB_ENRICO_INQUIRY,
XML_JA2UB_ENRICO_STILLNOWORD,
XML_JA2UB_ENRICO_GOODNEWS,
XML_JA2UB_ENRICO_CONCERNED,
XML_JA2UB_ENRICO_URGENT,
XML_JA2UB_ENRICO_RECEIVEDEMAIL,
XML_JA2UB_ENRICO_RECEIVEDEMAILMONEY,
XML_JA2UB_ENRICO_PILOTFOUND,
XML_JA2UB_ENRICO_CONGRATS,
XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK,
XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK_MANUELDEAD,
XML_JA2UB_ENRICO_CONGRATS_MIGUELSICK_MANUELALIVE,
XML_JA2UB_ENRICO_CONGRATS_MANUELDEAD,
XML_JA2UB_ENRICO_CONGRATS_MANUELALIVE,
XML_JA2UB_IMP_INTRO,
XML_JA2UB_IMP_INTROAGAIN,
XML_JA2UB_MIGUEL_HELLO,
XML_JA2UB_MIGUEL_SORRY,
XML_JA2UB_MIGUEL_SORRY_HIREDMANUEL,
XML_JA2UB_MIGUEL_SICK,
XML_JA2UB_MIGUEL_CIGARETTES,
XML_JA2UB_AIM_SPECIALOFFER,
XML_JA2UB_AIM_BONUSOFFER,
XML_JA2UB_AIM_SPECIALBONUSOFFER,
XML_JA2UB_AIM_DISMISSALREFUND,
XML_JA2UB_SPECK_EVENBETTEROFFER,
XML_JA2UB_SPECK_DISMISSALREFUND
};
void AddEmail(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, UINT8 EmailType, UINT16 EnumEmailXML = XML_NOEMAIL);
void AddEmailWithSpecialData(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailType, UINT32 EmailAIM, UINT16 EnumEmailXML = XML_NOEMAIL);
extern EMAIL_MERC_AVAILABLE_VALUES EmailMercAvailableText[NUM_PROFILES];
extern EMAIL_MERC_LEVEL_UP_VALUES EmailMercLevelUpText[NUM_PROFILES];
extern EMAIL_MERC_INSURANCE_VALUES EmailInsuranceText[NUM_PROFILES];
extern EMAIL_OTHER_VALUES EmailOtherText[EMAIL_INDEX];
extern BOOLEAN ReadXMLEmail;
extern void AddEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iCurrentIMPPosition, UINT8 EmailType );
extern void AddPreReadEmailTypeXML( INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, UINT8 EmailType );
extern void AddEmailFromXML(INT32 iMessageOffset, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, BOOLEAN alreadyRead, INT32 iFirstData, UINT32 uiSecondData, INT32 iThirdData, INT32 iFourthData, UINT32 uiFifthData, UINT32 uiSixData);
extern void AddEmailWithSpecialDataXML(INT32 iMessageOffset, INT32 iDate, INT32 iCurrentIMPPosition, INT16 iCurrentShipmentDestinationID, BOOLEAN alreadyRead, INT32 iFirstData, UINT32 uiSecondData, INT32 iThirdData, INT32 iFourthData, UINT32 uiFifthData, UINT32 uiSixData);
extern void AddEmailWithSpecialDataXML(INT32 iMessageOffset, INT32 iMessageLength, UINT8 ubSender, INT32 iDate, INT32 iFirstData, UINT32 uiSecondData, UINT8 EmailTyp, UINT32 EmailAIMe );
extern BOOLEAN SaveNewEmailDataToSaveGameFile( HWFILE hFile );
extern BOOLEAN LoadNewEmailDataFromLoadGameFile( HWFILE hFile );
@@ -798,3 +714,9 @@ extern void AddBobbyREmailJA2(INT32 iMessageOffset, INT32 iMessageLength, UINT8
#endif
#endif
+204 -34
View File
@@ -808,15 +808,31 @@ void DrawRecordsText( void )
if(pCurFinance->iAmount >=0)
{
// increase in asset - debit
swprintf(sString, L"%s", FormatMoney(pCurFinance->iAmount).data());
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 );
}
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"%s", FormatMoney(pCurFinance->iAmount * (-1)).data());
swprintf(sString, L"%d", pCurFinance->iAmount * (-1));
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);
@@ -844,7 +860,15 @@ void DrawRecordsText( void )
// print the balance string
swprintf(sString, L"%s", FormatMoney(iBalance).data());
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 );
}
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);
@@ -897,7 +921,7 @@ void InvalidateLapTopScreen( void )
void DrawSummaryText( void )
{
INT16 usX, usY;
std::wstring tmp{};
CHAR16 pString[100];
INT32 iBalance = 0;
@@ -925,68 +949,98 @@ void DrawSummaryText( void )
// yesterdays income
iBalance = GetPreviousDaysIncome( );
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(), FINANCE_TEXT_FONT, &usX, &usY);
swprintf(pString, L"%d", iBalance );
mprintf(usX,YESTERDAYS_INCOME,tmp.data());
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_INCOME,pString);
SetFontForeground( FONT_BLACK );
// yesterdays other
iBalance = GetYesterdaysOtherDeposits( );
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
swprintf(pString, L"%d", iBalance );
mprintf(usX,YESTERDAYS_OTHER,tmp.data());
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_OTHER,pString);
SetFontForeground( FONT_RED );
// yesterdays debits
iBalance = GetYesterdaysDebits( );
if( iBalance < 0 )
{
SetFontForeground( FONT_RED );
iBalance *= -1;
}
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
swprintf(pString, L"%d", iBalance );
mprintf(usX,YESTERDAYS_DEBITS,tmp.data());
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_DEBITS,pString);
SetFontForeground( FONT_BLACK );
// yesterdays balance..ending balance..so todays balance then
iBalance = GetTodaysBalance( );
if( iBalance < 0 )
{
SetFontForeground( FONT_RED );
iBalance *= -1;
}
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0, tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
swprintf(pString, L"%d", iBalance );
InsertCommasForDollarFigure( pString );
if( iBalance != 0 )
InsertDollarSignInToString( pString );
mprintf(usX,YESTERDAYS_BALANCE,tmp.data());
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,YESTERDAYS_BALANCE,pString);
SetFontForeground( FONT_BLACK );
// todays income
iBalance = GetTodaysDaysIncome( );
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 );
mprintf(usX,TODAYS_INCOME,tmp.data());
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_INCOME,pString);
SetFontForeground( FONT_BLACK );
// todays other
iBalance = GetTodaysOtherDeposits( );
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 );
mprintf(usX,TODAYS_OTHER,tmp.data());
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_OTHER,pString);
SetFontForeground( FONT_RED );
@@ -999,11 +1053,15 @@ void DrawSummaryText( void )
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 );
mprintf(usX,TODAYS_DEBITS,tmp.data());
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_DEBITS,pString);
SetFontForeground( FONT_BLACK );
@@ -1011,23 +1069,36 @@ 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 );
}
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_BALANCE,tmp.data());
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);
SetFontForeground( FONT_BLACK );
// todays forcast income
iBalance = GetProjectedTotalDailyIncome( );
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 );
mprintf(usX,TODAYS_CURRENT_FORCAST_INCOME,tmp.data());
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,pString,FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_FORCAST_INCOME,pString);
SetFontForeground( FONT_BLACK );
@@ -1036,13 +1107,22 @@ 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 );
}
tmp = FormatMoney(iBalance);
FindFontRightCoordinates(0,0,iScreenWidthOffset + 580,0,tmp.data(),FINANCE_TEXT_FONT, &usX, &usY);
mprintf(usX,TODAYS_CURRENT_FORCAST_BALANCE,tmp.data());
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);
SetFontForeground( FONT_BLACK );
@@ -1910,6 +1990,96 @@ 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
@@ -73,6 +73,8 @@ 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.
+112 -117
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 );
UINT16 CountInsurableMercs();
INT8 CountInsurableMercs();
void DisableInsuranceContractNextPreviousbuttons();
void CreateDestroyInsuranceContractFormButtons( BOOLEAN fCreate);
void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID );
FLOAT DiffFromNormRatio( INT16 sThisValue, INT16 sNormalValue );
void HandleAcceptButton( UINT8 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
@@ -394,14 +394,12 @@ void RenderInsuranceContract()
{
sMercID = gubInsuranceMercArray[ sNextMercID ];
SoldierID ID = GetSoldierIDFromMercID( sMercID );
if ( ID != NOBODY )
pSoldier = &Menptr[ GetSoldierIDFromMercID( (UINT8) sMercID ) ];
if( ( sMercID != -1 ) && MercIsInsurable( pSoldier ) )
{
if( ( sMercID != -1 ) && MercIsInsurable( ID ) )
{
DisplayOrderGrid( ubCount, (UINT8)sMercID );
ubCount++;
}
DisplayOrderGrid( ubCount, (UINT8)sMercID );
ubCount++;
}
sNextMercID++;
@@ -501,22 +499,18 @@ 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;
SoldierID usID = GetSoldierIDFromMercID( 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 ) ];
if ( usID == NOBODY )
{
return(FALSE);
}
SOLDIERTYPE *pSoldier = usID;
usPosX=usPosY=0;
switch( ubGridNumber )
@@ -700,7 +694,6 @@ 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
@@ -713,16 +706,19 @@ 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
amountRefund = FormatMoney(iCostOfContract);
swprintf( sText, L"%d", iCostOfContract );
InsertCommasForDollarFigure( sText );
InsertDollarSignInToString( sText );
}
if( IsMercDead( ubMercID ) )
{
amountRefund = L"$0";
swprintf( sText, L"0");
InsertDollarSignInToString( sText );
}
//display the amount owing
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);
DrawTextToScreen( sText, (UINT16)(usPosX+32), INS_CTRCT_ORDER_GRID1_Y+179, 72, INS_FONT_MED, INS_FONT_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED );
@@ -751,8 +747,8 @@ void BtnInsuranceAcceptClearForm1ButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
SoldierID ubSoldierID = GetSoldierIDFromMercID( gubMercIDForMercInForm1 );
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
UINT8 ubSoldierID = (UINT8) GetSoldierIDFromMercID( gubMercIDForMercInForm1 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
@@ -763,7 +759,7 @@ void BtnInsuranceAcceptClearForm1ButtonCallback(GUI_BUTTON *btn,INT32 reason)
HandleAcceptButton( ubSoldierID, 1 );
//specify the length of the insurance contract
ubSoldierID->iTotalLengthOfInsuranceContract = gsForm1InsuranceLengthNumber;
Menptr[ ubSoldierID ].iTotalLengthOfInsuranceContract = gsForm1InsuranceLengthNumber;
//reset the insurance length
gsForm1InsuranceLengthNumber = 0;
@@ -795,8 +791,8 @@ void BtnInsuranceAcceptClearForm2ButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
SoldierID ubSoldierID = GetSoldierIDFromMercID( gubMercIDForMercInForm2 );
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
UINT8 ubSoldierID = (UINT8) GetSoldierIDFromMercID( gubMercIDForMercInForm2 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
@@ -807,7 +803,7 @@ void BtnInsuranceAcceptClearForm2ButtonCallback(GUI_BUTTON *btn,INT32 reason)
HandleAcceptButton( ubSoldierID, 2 );
//specify the length of the insurance contract
ubSoldierID->iTotalLengthOfInsuranceContract = gsForm2InsuranceLengthNumber;
Menptr[ ubSoldierID ].iTotalLengthOfInsuranceContract = gsForm2InsuranceLengthNumber;
//reset the insurance length
gsForm2InsuranceLengthNumber = 0;
@@ -840,8 +836,8 @@ void BtnInsuranceAcceptClearForm3ButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
SoldierID ubSoldierID = GetSoldierIDFromMercID( gubMercIDForMercInForm3 );
UINT8 ubButton = (UINT8) MSYS_GetBtnUserData( btn, 0 );
UINT8 ubSoldierID = (UINT8) GetSoldierIDFromMercID( gubMercIDForMercInForm3 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
@@ -852,7 +848,7 @@ void BtnInsuranceAcceptClearForm3ButtonCallback(GUI_BUTTON *btn,INT32 reason)
HandleAcceptButton( ubSoldierID, 3 );
//specify the length of the insurance contract
ubSoldierID->iTotalLengthOfInsuranceContract = gsForm3InsuranceLengthNumber;
Menptr[ ubSoldierID ].iTotalLengthOfInsuranceContract = gsForm3InsuranceLengthNumber;
//reset the insurance length
gsForm3InsuranceLengthNumber = 0;
@@ -941,17 +937,20 @@ void SelectInsuranceContractRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason
}
}
UINT16 CountInsurableMercs()
INT8 CountInsurableMercs()
{
UINT16 bCount = 0;
INT16 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
INT8 bCount=0;
// Set locator to first merc
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( ; Soldier <= bLastTeamID; ++Soldier)
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
if (MercIsInsurable(Soldier))
if (MercIsInsurable(pSoldier))
{
bCount++;
}
@@ -1068,12 +1067,12 @@ void CreateDestroyInsuranceContractFormButtons( BOOLEAN fCreate)
void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID )
void HandleAcceptButton( UINT8 ubSoldierID, UINT8 ubFormID )
{
//passed in either 1,2,3 should be 0,1,2
ubFormID--;
PurchaseOrExtendInsuranceForSoldier( ubSoldierID, CalculateSoldiersInsuranceContractLength( ubSoldierID ) );
PurchaseOrExtendInsuranceForSoldier( &Menptr[ ubSoldierID ], CalculateSoldiersInsuranceContractLength( &Menptr[ ubSoldierID ] ) );
RenderInsuranceContract();
}
@@ -1089,29 +1088,33 @@ void HandleAcceptButton( SoldierID ubSoldierID, UINT8 ubFormID )
// determines if a merc will run out of their insurance contract
void DailyUpdateOfInsuredMercs()
{
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
INT16 cnt;
INT16 bLastTeamID;
SOLDIERTYPE *pSoldier;
for ( ; Soldier <= bLastTeamID; ++Soldier)
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
//if the soldier is in the team array
if( Soldier->bActive )
if( pSoldier->bActive )
{
//if the merc has life insurance
if( Soldier->usLifeInsurance )
if( pSoldier->usLifeInsurance )
{
//if the merc wasn't just hired
if( (INT16)GetWorldDay() != Soldier->iStartOfInsuranceContract )
if( (INT16)GetWorldDay() != pSoldier->iStartOfInsuranceContract )
{
//if the contract has run out of time
if( GetTimeRemainingOnSoldiersInsuranceContract( Soldier ) <= 0 )
if( GetTimeRemainingOnSoldiersInsuranceContract( pSoldier ) <= 0 )
{
//if the soldier isn't dead
if( !IsMercDead( Soldier->ubProfile ) )
if( !IsMercDead( pSoldier->ubProfile ) )
{
Soldier->usLifeInsurance = 0;
Soldier->iTotalLengthOfInsuranceContract = 0;
Soldier->iStartOfInsuranceContract = 0;
pSoldier->usLifeInsurance = 0;
pSoldier->iTotalLengthOfInsuranceContract = 0;
pSoldier->iStartOfInsuranceContract = 0;
}
}
}
@@ -1136,7 +1139,7 @@ INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID )
SOLDIERTYPE *pSoldier;
pSoldier = GetSoldierIDFromMercID( ubMercID );
pSoldier = &Menptr[ GetSoldierIDFromMercID( ubMercID ) ];
// only mercs with at least 2 days to go on their employment contract are insurable
@@ -1245,16 +1248,20 @@ void InsContractNoMercsPopupCallBack( UINT8 bExitValue )
void BuildInsuranceArray()
{
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
INT16 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
gsMaxPlayersOnTeam = 0;
// store profile #s of all insurable mercs in an array
for ( ; Soldier <= bLastTeamID; ++Soldier)
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
if( MercIsInsurable(Soldier) )
if( MercIsInsurable(pSoldier) )
{
gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = Soldier->ubProfile;
gubInsuranceMercArray[ gsMaxPlayersOnTeam ] = pSoldier->ubProfile;
gsMaxPlayersOnTeam++;
}
}
@@ -1348,10 +1355,9 @@ BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier )
}
void StartInsuranceInvestigation( UINT16 ubPayoutID )
void StartInsuranceInvestigation( UINT8 ubPayoutID )
{
const auto mercID = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID;
const auto payoutPrice = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice;
UINT8 ubDays;
// send an email telling player an investigation is taking place
if (gStrategicStatus.ubInsuranceInvestigationsCnt == 0)
@@ -1362,12 +1368,10 @@ void StartInsuranceInvestigation( UINT16 ubPayoutID )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
{
AddEmailWithSpecialData(173, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L4, XML_INSURANCE_SUSPICIOUS);
}
AddEmailWithSpecialData( 173, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L4 );
}
#else
AddEmailWithSpecialData(INSUR_SUSPIC, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_SUSPICIOUS);
AddEmailWithSpecialData( INSUR_SUSPIC, INSUR_SUSPIC_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
else
@@ -1378,17 +1382,14 @@ void StartInsuranceInvestigation( UINT16 ubPayoutID )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
{
AddEmailWithSpecialData(179, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L5, XML_INSURANCE_INVESTIGATION);
}
AddEmailWithSpecialData( 179, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L5 );
}
#else
AddEmailWithSpecialData(INSUR_SUSPIC_2, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_INVESTIGATION);
AddEmailWithSpecialData( INSUR_SUSPIC_2, INSUR_SUSPIC_2_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
UINT8 ubDays;
if ( gMercProfiles[ mercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
{
// the fact that you tried to cheat them gets realized very quickly. :-)
ubDays = 1;
@@ -1407,49 +1408,44 @@ void StartInsuranceInvestigation( UINT16 ubPayoutID )
}
void EndInsuranceInvestigation( UINT16 ubPayoutID )
void EndInsuranceInvestigation( UINT8 ubPayoutID )
{
const auto mercID = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID;
const auto payoutPrice = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice;
// send an email telling player the investigation is over
if ( gMercProfiles[ mercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
{
// fraud, no payout!
#ifdef JA2UB
if ( gubQuest[QUEST_FIX_LAPTOP] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
{
AddEmailWithSpecialData(INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L2, XML_INSURANCE_REFUSED);
}
}
// no UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
AddEmailWithSpecialData( INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L2 );
}
#else
AddEmailWithSpecialData(INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_REFUSED);
AddEmailWithSpecialData( INSUR_1HOUR_FRAUD, INSUR_1HOUR_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
// Flugente: also don't pay out if the death was suspicious. I mean, we get this if there were no enemies of the player straight up shot the guy...
else if ( gMercProfiles[mercID].ubSuspiciousDeath == SUSPICIOUS_DEATH )
else if ( gMercProfiles[LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID].ubSuspiciousDeath == SUSPICIOUS_DEATH )
{
#ifdef JA2UB
// WANNE: I really don't know if we should call something here. At least it fixed the compilation error when compiling UB version.
#else
// fraud, no payout!
AddEmailWithSpecialData(INSUR_CHEAT_FRAUD, INSUR_CHEAT_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_POLICYVIOLATION);
AddEmailWithSpecialData( INSUR_CHEAT_FRAUD, INSUR_CHEAT_FRAUD_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
else
{
#ifdef JA2UB
// No UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
{
AddEmailWithSpecialData(176, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L6, XML_INSURANCE_COMPLETED);
}
AddEmailWithSpecialData( 176, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L6 );
}
#else
AddEmailWithSpecialData(INSUR_INVEST_OVER, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_COMPLETED);
AddEmailWithSpecialData( INSUR_INVEST_OVER, INSUR_INVEST_OVER_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
// only now make a payment (immediately)
@@ -1459,39 +1455,35 @@ void EndInsuranceInvestigation( UINT16 ubPayoutID )
//void InsuranceContractPayLifeInsuranceForDeadMerc( LIFE_INSURANCE_PAYOUT *pPayoutStruct )
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID )
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT8 ubPayoutID )
{
const auto mercID = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].ubMercID;
const auto payoutPrice = LaptopSaveInfo.pLifeInsurancePayouts[ubPayoutID].iPayOutPrice;
//if the mercs id number is the same what is in the soldier array
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID == LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->ubID )
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID == Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].ubID )
{
// and if the soldier is still active ( player hasn't removed carcass yet ), reset insurance flag
if( LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->bActive )
LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID->usLifeInsurance = 0;
if( Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].bActive )
Menptr[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubSoldierID ].usLifeInsurance = 0;
}
//add transaction to players account
AddTransactionToPlayersBook( INSURANCE_PAYOUT, mercID, GetWorldTotalMin(), payoutPrice );
AddTransactionToPlayersBook( INSURANCE_PAYOUT, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice );
//add to the history log the fact that the we paid the insurance claim
AddHistoryToPlayersLog( HISTORY_INSURANCE_CLAIM_PAYOUT, mercID, GetWorldTotalMin(), -1, -1 );
AddHistoryToPlayersLog( HISTORY_INSURANCE_CLAIM_PAYOUT, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, GetWorldTotalMin(), -1, -1 );
//if there WASNT an investigation
if( gMercProfiles[ mercID ].ubSuspiciousDeath == 0 )
if( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == 0 )
{
//Add an email telling the user that he received an insurance payment
#ifdef JA2UB
// no UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.LaptopLinkInsurance == TRUE )
{
AddEmailWithSpecialData(170, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L3, XML_INSURANCE_APPROVED);
}
AddEmailWithSpecialData( 170, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_INSURANCE_COMPANY_EMAIL_JA2_EDT, TYPE_E_INSURANCE_L3 );
}
#else
AddEmailWithSpecialData(INSUR_PAYMENT, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), payoutPrice, mercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_INSURANCE_APPROVED);
AddEmailWithSpecialData( INSUR_PAYMENT, INSUR_PAYMENT_LENGTH, INSURANCE_COMPANY, GetWorldTotalMin(), LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].iPayOutPrice, LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
@@ -1560,12 +1552,14 @@ void EnableDisableInsuranceContractAcceptButtons()
void EnableDisableIndividualInsuranceContractButton( UINT8 ubMercIDForMercInForm, UINT32 *puiAcceptButton )
{
SoldierID sSoldierID = GetSoldierIDFromMercID( ubMercIDForMercInForm );
if( sSoldierID == NOBODY)
INT16 sSoldierID = 0;
sSoldierID = GetSoldierIDFromMercID( ubMercIDForMercInForm );
if( sSoldierID == - 1)
return;
// if the soldiers contract can be extended, enable the button
if( CanSoldierExtendInsuranceContract( sSoldierID ) )
if( CanSoldierExtendInsuranceContract( &Menptr[ sSoldierID ] ) )
EnableButton( *puiAcceptButton );
// else the soldier cant extend their insurance contract, disable the button
@@ -1789,13 +1783,14 @@ INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier )
BOOLEAN AreAnyAimMercsOnTeam( )
{
SoldierID Soldier = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
SOLDIERTYPE *pSoldier = NULL;
for( ; Soldier <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++Soldier)
for( int cnt = 0; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = MercPtrs[cnt];
//check to see if any of the mercs are AIM mercs
if( Soldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
if( pSoldier->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( UINT16 ubPayoutID );
void StartInsuranceInvestigation( UINT16 ubPayoutID );
void EndInsuranceInvestigation( UINT16 ubPayoutID );
void InsuranceContractPayLifeInsuranceForDeadMerc( UINT8 ubPayoutID );
void StartInsuranceInvestigation( UINT8 ubPayoutID );
void EndInsuranceInvestigation( UINT8 ubPayoutID );
INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID );
@@ -28,4 +28,4 @@ void InsuranceContractEndGameShutDown();
void PurchaseOrExtendInsuranceForSoldier( SOLDIERTYPE *pSoldier, UINT32 uiInsuranceLength );
#endif
#endif
+28 -11
View File
@@ -376,6 +376,10 @@ 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;
@@ -1089,6 +1093,8 @@ INT32 EnterLaptop()
EnterLaptopInitLaptopPages();
InitalizeSubSitesList( );
fShowAtmPanelStartButton = TRUE;
// lock cursor to screen
if ( gGameExternalOptions.fLaptopMouseCaptured == TRUE )
{
@@ -3294,7 +3300,7 @@ void HaventMadeImpMercEmailCallBack()
if( ( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) && ( LaptopSaveInfo.fSentImpWarningAlready == FALSE ) )
{
LaptopSaveInfo.fSentImpWarningAlready = TRUE;
AddEmail(IMP_EMAIL_AGAIN,IMP_EMAIL_AGAIN_LENGTH,1, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_IMP_INTROAGAIN);
AddEmail(IMP_EMAIL_AGAIN,IMP_EMAIL_AGAIN_LENGTH,1, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
#endif
}
@@ -5084,28 +5090,36 @@ 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
std::wstring sString{FormatMoney(LaptopSaveInfo.iCurrentBalance)};
swprintf( sString, L"%d", LaptopSaveInfo.iCurrentBalance );
// put in commas, then dollar sign
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
// get center
FindFontCenterCoordinates( (INT16)LAPTOP_ICON_TEXT_X, iScreenHeightOffset, (INT16)(LAPTOP_ICON_TEXT_WIDTH) ,(INT16)(LAPTOP_ICON_TEXT_HEIGHT), sString.data(), LAPTOPICONFONT, &sX, &sY);
FindFontCenterCoordinates( (INT16)LAPTOP_ICON_TEXT_X, iScreenHeightOffset, (INT16)(LAPTOP_ICON_TEXT_WIDTH) ,(INT16)(LAPTOP_ICON_TEXT_HEIGHT), sString, 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.data());
mprintf( sX + 5, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10 + 5, sString);
}
else
{
mprintf( sX, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10, sString.data());
mprintf( sX, LAPTOP_ICON_TEXT_FINANCIAL_Y + 10, sString);
}
// reset shadow
@@ -6199,6 +6213,7 @@ void DeleteDesktopBackground( void )
void PrintBalance( void )
{
CHAR16 pString[ 32 ];
// UINT16 usX, usY;
SetFont( FONT10ARIAL );
@@ -6206,15 +6221,17 @@ void PrintBalance( void )
SetFontBackground( FONT_BLACK );
SetFontShadow( NO_SHADOW );
std::wstring pString{ FormatMoney(LaptopSaveInfo.iCurrentBalance) };
swprintf(pString, L"%d", LaptopSaveInfo.iCurrentBalance);
InsertCommasForDollarFigure( pString );
InsertDollarSignInToString( pString );
if( ButtonList[ gLaptopButton[ 5 ] ]->uiFlags & BUTTON_CLICKED_ON )
{
mprintf(iScreenWidthOffset + 48, iScreenHeightOffset + 273,pString.data());
mprintf(iScreenWidthOffset + 48, iScreenHeightOffset + 273,pString);
}
else
{
mprintf(iScreenWidthOffset + 47, iScreenHeightOffset + 272,pString.data());
mprintf(iScreenWidthOffset + 47, iScreenHeightOffset + 272,pString);
}
@@ -6226,7 +6243,7 @@ void PrintNumberOnTeam( void )
{
CHAR16 pString[ 32 ];
SOLDIERTYPE *pSoldier, *pTeamSoldier;
SoldierID cnt = 0;
INT32 cnt=0;
INT32 iCounter=0;
UINT16 usPosX, usPosY, usFontHeight, usStrLength;
@@ -6239,9 +6256,9 @@ void PrintNumberOnTeam( void )
// grab number on team
pSoldier = MercPtrs[0];
for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt )
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++, pTeamSoldier++)
{
pTeamSoldier = cnt;
pTeamSoldier = MercPtrs[ cnt ];
if( ( pTeamSoldier->bActive)&&( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) )
{
+36 -31
View File
@@ -340,12 +340,13 @@ BOOLEAN EnterMercCompareAnalyze()
// We fill two dropdowns with all mercs on our team
std::vector<std::pair<INT16, STR16> > mercvector;
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id)
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
{
if ( id->bActive && id->ubProfile != NO_PROFILE )
mercvector.push_back( std::make_pair( id->ubProfile, gMercProfiles[id->ubProfile].zNickname ) );
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE )
mercvector.push_back( std::make_pair( pSoldier->ubProfile, gMercProfiles[pSoldier->ubProfile].zNickname ) );
}
DropDownTemplate<DROPDOWNNR_MERCCOMPARE1>::getInstance( ).SetEntries( mercvector );
@@ -432,12 +433,12 @@ 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;
@@ -451,14 +452,14 @@ BOOLEAN DisplayMercData( UINT8 usProfileA, UINT8 usProfileB )
if ( !pProfileA || !pProfileB )
return FALSE;
SoldierID idA = GetSoldierIDFromMercID( usProfileA );
SoldierID idB = GetSoldierIDFromMercID( usProfileB );
INT16 idA = GetSoldierIDFromMercID( usProfileA );
INT16 idB = GetSoldierIDFromMercID( usProfileB );
if ( idA == NOBODY || idB == NOBODY )
if ( idA < 0 || idB < 0 )
return FALSE;
SOLDIERTYPE* pSoldierA = idA;
SOLDIERTYPE* pSoldierB = idB;
SOLDIERTYPE* pSoldierA = MercPtrs[idA];
SOLDIERTYPE* pSoldierB = MercPtrs[idB];
if ( !pSoldierA || !pSoldierB )
return FALSE;
@@ -975,16 +976,17 @@ BOOLEAN EnterMercCompareMatrix( )
// create a map of all current squads with at least 2 members
std::map<INT16, INT16> squadmap;
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
{
if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment < ON_DUTY )
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment < ON_DUTY )
{
if ( squadmap.find( id->bAssignment ) == squadmap.end() )
squadmap[id->bAssignment] = 1;
if ( squadmap.find( pSoldier->bAssignment ) == squadmap.end() )
squadmap[pSoldier->bAssignment] = 1;
else
++squadmap[id->bAssignment];
++squadmap[pSoldier->bAssignment];
}
}
@@ -1077,14 +1079,15 @@ void RenderMercCompareMatrix( )
// display a table with all squadmembers
std::vector<UINT8> squadvector;
SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
SoldierID lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( ; id <= lastid; ++id )
SOLDIERTYPE* pSoldier = NULL;
UINT16 id = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[id]; id <= lastid; ++id, pSoldier++ )
{
if ( id->bActive && id->ubProfile != NO_PROFILE && id->bAssignment == gSquadToShow )
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bAssignment == gSquadToShow )
{
// remember squamember
squadvector.push_back( id->ubProfile );
squadvector.push_back( pSoldier->ubProfile );
}
}
@@ -1114,12 +1117,13 @@ void RenderMercCompareMatrix( )
for ( std::vector<UINT8>::iterator it = squadvector.begin(); it != itend; ++it )
{
SoldierID idA = GetSoldierIDFromMercID( (*it) );
INT16 idA = GetSoldierIDFromMercID( (*it) );
if ( idA == NOBODY )
if ( idA < 0 )
continue;
SOLDIERTYPE* pSoldierA = idA;
SOLDIERTYPE* pSoldierA = MercPtrs[idA];
if ( !pSoldierA )
continue;
@@ -1136,9 +1140,9 @@ void RenderMercCompareMatrix( )
for ( std::vector<UINT8>::iterator it2 = squadvector.begin( ); it2 != itend; ++it2 )
{
SoldierID idB = GetSoldierIDFromMercID( (*it2) );
INT16 idB = GetSoldierIDFromMercID( (*it2) );
if ( idB == NOBODY )
if ( idB < 0 )
continue;
if ( idA == idB )
@@ -1147,7 +1151,8 @@ void RenderMercCompareMatrix( )
continue;
}
SOLDIERTYPE* pSoldierB = idB;
SOLDIERTYPE* pSoldierB = MercPtrs[idB];
if ( !pSoldierB )
continue;
+6 -1
View File
@@ -446,8 +446,13 @@ 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], FormatMoney(giMercTotalContractCharge).data());
swprintf( wzAuthorizeString, MercAccountText[MERC_ACCOUNT_AUTHORIZE_CONFIRMATION], wzDollarAmount );
DoLapTopMessageBox( MSG_BOX_BLUE_ON_GREY, wzAuthorizeString, LAPTOP_SCREEN, MSG_BOX_FLAG_YESNO, MercAuthorizePaymentMessageBoxCallBack );
+24 -13
View File
@@ -977,7 +977,8 @@ void DisplayMercsStats( UINT8 ubMercID )
{
UINT16 usPosY, usPosX;
CHAR16 sPage[60];
std::wstring sString{};
CHAR16 sTemp[128];
CHAR16 sString[128];
CHAR16 NsString[128];
CHAR16 N2sString[128];
UINT8 ubColor;
@@ -1057,15 +1058,21 @@ 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 );
sString = FormatMoney(gMercProfiles[ubMercID].uiWeeklySalary);
swprintf( sString, L"%d", gMercProfiles[ubMercID].uiWeeklySalary );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
#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 );
sString = FormatMoney(gMercProfiles[ubMercID].sSalary) + L" " + std::wstring(MercInfo[MERC_FILES_PER_DAY]);
swprintf( sString, L"%d", gMercProfiles[ubMercID].sSalary );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
swprintf( sTemp, L" %s", MercInfo[MERC_FILES_PER_DAY] );
#endif // JA2UB
DrawTextToScreen( sString.data(), usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
wcscat( sString, sTemp );
DrawTextToScreen( sString, 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 );
@@ -1096,8 +1103,10 @@ void DisplayMercsStats( UINT8 ubMercID )
#endif // JA2UB
swprintf( NsString, L"+ " );
sString = FormatMoney(gMercProfiles[ ubMercID ].usOptionalGearCost);
wcscat( NsString, sString.data() );
swprintf(sTemp, L"%d",gMercProfiles[ ubMercID ].usOptionalGearCost);
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
wcscat( NsString, sTemp );
DrawTextToScreen( NsString, usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
usPosY += MERC_SPACE_BN_LINES;
@@ -1106,11 +1115,13 @@ void DisplayMercsStats( UINT8 ubMercID )
swprintf(N2sString, L"= ");
#ifdef JA2UB
sString = FormatMoney(gMercProfiles[ubMercID].usOptionalGearCost + gMercProfiles[ubMercID].uiWeeklySalary);
swprintf( sTemp, L"%d", gMercProfiles[ubMercID].usOptionalGearCost + gMercProfiles[ubMercID].uiWeeklySalary );
#else
sString = FormatMoney(gMercProfiles[ ubMercID ].usOptionalGearCost+gMercProfiles[ ubMercID ].sSalary);
swprintf(sTemp, L"%d",gMercProfiles[ ubMercID ].usOptionalGearCost+gMercProfiles[ ubMercID ].sSalary);
#endif
wcscat( N2sString, sString.data() );
InsertCommasForDollarFigure( sTemp );
InsertDollarSignInToString( sTemp );
wcscat( N2sString, sTemp );
DrawTextToScreen( N2sString, usPosX, usPosY, 95, MERC_NAME_FONT, MERC_DYNAMIC_STATS_COLOR, FONT_MCOLOR_BLACK, FALSE, RIGHT_JUSTIFIED);
}
}
@@ -1200,8 +1211,8 @@ BOOLEAN MercFilesHireMerc(UINT8 ubMercID)
if(is_networked && (Namount*(-1) > LaptopSaveInfo.iCurrentBalance))
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, gzSkiAtmText[SKI_ATM_MODE_TEXT_SELECT_INUSUFFICIENT_FUNDS], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return(FALSE);
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, sATMText[ 4 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
return(FALSE);//not enough big ones $$$sATMText
}
#ifdef JA2UB
@@ -1214,8 +1225,8 @@ BOOLEAN MercFilesHireMerc(UINT8 ubMercID)
if ( Namount > LaptopSaveInfo.iCurrentBalance )
{
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, gzSkiAtmText[SKI_ATM_MODE_TEXT_SELECT_INUSUFFICIENT_FUNDS], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return(FALSE);
DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, sATMText[4], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return(FALSE);//not enough big ones $$$sATMText
}
#endif // JA2UB
+8 -8
View File
@@ -980,8 +980,7 @@ void BtnFileBoxButtonCallback(GUI_BUTTON *btn,INT32 reason)
void DailyUpdateOfMercSite( UINT16 usDate)
{
SOLDIERTYPE *pSoldier;
SoldierID sSoldierID;
INT16 i;
INT16 sSoldierID, i;
UINT8 ubMercID;
INT32 iNumDays;
@@ -1007,7 +1006,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
// continue;
sSoldierID = GetSoldierIDFromMercID( ubMercID );
pSoldier = sSoldierID;
pSoldier = MercPtrs[ sSoldierID ];
//if the merc is dead, dont advance the contract length
if( !IsMercDead( pSoldier->ubProfile ) )
@@ -1039,7 +1038,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_INVALID;
if( IsSpeckComAvailable() )
{
AddEmail(MERC_INVALID, MERC_INVALID_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_NOTICE);
AddEmail( MERC_INVALID, MERC_INVALID_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
else
{
@@ -1055,7 +1054,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_SUSPENDED;
if( IsSpeckComAvailable() )
{
AddEmail(MERC_WARNING, MERC_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_DELINQUENT);
AddEmail( MERC_WARNING, MERC_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
// Have speck complain next time player come to site
LaptopSaveInfo.uiSpeckQuoteFlags |= SPECK_QUOTE__SENT_EMAIL_ABOUT_LACK_OF_PAYMENT;
@@ -1074,7 +1073,7 @@ void DailyUpdateOfMercSite( UINT16 usDate)
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_ACCOUNT_VALID_FIRST_WARNING;
if( IsSpeckComAvailable() )
{
AddEmail(MERC_FIRST_WARNING, MERC_FIRST_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_PLEASEPAY);
AddEmail( MERC_FIRST_WARNING, MERC_FIRST_WARNING_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
// Have speck complain next time player come to site
LaptopSaveInfo.uiSpeckQuoteFlags |= SPECK_QUOTE__SENT_EMAIL_ABOUT_LACK_OF_PAYMENT;
@@ -2899,7 +2898,8 @@ void GetMercSiteBackOnline()
if( IsSpeckComAvailable() )
{
//Add an email telling the user the site is back up
AddEmail(MERC_NEW_SITE_ADDRESS, MERC_NEW_SITE_ADDRESS_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_NEWSITE);
AddEmail( MERC_NEW_SITE_ADDRESS, MERC_NEW_SITE_ADDRESS_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT);
//Set a flag indicating that the server just went up ( so speck can make a comment when the player next visits the site )
LaptopSaveInfo.fFirstVisitSinceServerWentDown = TRUE;
}
@@ -3212,7 +3212,7 @@ void NewMercsAvailableAtMercSiteCallBack()
if (!sentNewMercsEmail)
{
sentNewMercsEmail = true;
AddEmail(NEW_MERCS_AT_MERC, NEW_MERCS_AT_MERC_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_NEWPERSONNEL);
AddEmail(NEW_MERCS_AT_MERC, NEW_MERCS_AT_MERC_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
//new mercs are available
+1368 -549
View File
File diff suppressed because it is too large Load Diff
+3
View File
@@ -74,6 +74,9 @@ 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: "<<i.opponent_->ubID.i<<" was seen at "<<i.grid_no_<<", lvl "<<i.level_<<" caller1 "<<i.caller1_<<" caller2 "<<i.caller2_;
return os<<"visual: "<<(int)i.opponent_->ubID<<" was seen at "<<i.grid_no_<<", lvl "<<i.level_<<" caller1 "<<i.caller1_<<" caller2 "<<i.caller2_;
return os;
}
+146 -143
View File
@@ -382,22 +382,22 @@ typedef struct
typedef struct
{
UINT16 ubProfileID;
UINT8 ubProfileID;
} send_dismiss_struct;
typedef struct
{
SoldierID usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
UINT8 usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
} gui_pos;
typedef struct
{
SoldierID usSoldierID;
INT16 usNewDirection;
UINT8 usSoldierID;
INT16 usNewDirection;
} gui_dir;
@@ -425,12 +425,12 @@ typedef struct
typedef struct
{
SoldierID ubID;
UINT8 ubID;
INT8 bTeam;
UINT16 gubOutOfTurnPersons;
UINT16 gubOutOfTurnOrder[MAXMERCS];
UINT8 gubOutOfTurnPersons;
UINT8 gubOutOfTurnOrder[MAXMERCS];
BOOLEAN fMarkInterruptOccurred;
SoldierID Interrupted;
UINT8 Interrupted;
} INT_STRUCT;
typedef struct
@@ -470,7 +470,7 @@ typedef struct
float dForceY;
float dForceZ;
UINT32 sTargetGridNo;
SoldierID ubID;
UINT8 ubID;
UINT8 ubActionCode;
UINT32 uiActionData;
UINT16 usItem;
@@ -486,7 +486,7 @@ typedef struct
float dZ;
INT32 sGridNo;
bool bWasDud;
SoldierID ubOwnerID;
UINT8 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;
SoldierID ubID;
UINT8 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
{
SoldierID ubID;
UINT8 ubID;
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT32 uiPreRandomIndex; // send out our current pre-random index
@@ -516,7 +516,7 @@ typedef struct
{
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
SoldierID ubID;
UINT8 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;
SoldierID ubOwner;
UINT8 ubOwner;
BOOLEAN fSubsequent;
INT8 bLevel;
INT32 iSmokeEffectID;
@@ -535,18 +535,18 @@ typedef struct
typedef struct
{
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;
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;
} explosiondamage_struct;
bullets_table bTable[11][50];
@@ -566,7 +566,7 @@ int client_progress[4];
int TEAM;
UINT8 netbTeam;
UINT16 ubID_prefix;
UINT8 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 = SNetPath->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ 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 = SChangeStance->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ 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 = SSetDesiredDirection->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ 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 = SBeginFireWeapon->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ 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 ));
SoldierID usSoldierID = weaphit_struct.usSoldierID;
UINT16 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 = SWeaponHit->usSoldierID;
SoldierID usSoldierID;
SoldierID ubAttackerID;
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
UINT16 usSoldierID;
UINT8 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(UINT16 ubCurrentSoldierID)
void send_dismiss(UINT8 ubCurrentSoldierID)
{
send_dismiss_struct sDismissMerc;
@@ -1019,7 +1019,7 @@ void send_dismiss(UINT16 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( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
{
send_hire_struct sHireMerc;
@@ -1028,7 +1028,7 @@ void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContrac
sHireMerc.fCopyProfileItemsOver=fCopyProfileItemsOver;
sHireMerc.bTeam=netbTeam;
SOLDIERTYPE *pSoldier = iNewIndex;
SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
UINT8 sectorEdge = cStartingSectorEdge;
@@ -1082,7 +1082,8 @@ void recieveHIRE(RPCParameters *rpcParameters)
send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
SOLDIERTYPE *pSoldier;
SoldierID iNewIndex;
UINT8 iNewIndex;
UINT8 ubCount=0;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
@@ -1097,7 +1098,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ;
pSoldier = iNewIndex;
pSoldier = &Menptr[iNewIndex];
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
@@ -1157,7 +1158,7 @@ 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;
@@ -1169,7 +1170,7 @@ void recieveguiPOS(RPCParameters *rpcParameters)
{
gui_pos* gnPOS = (gui_pos*)rpcParameters->input;
SOLDIERTYPE *pSoldier = gnPOS->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ gnPOS->usSoldierID ];
INT32 sNewGridNo;
@@ -1195,7 +1196,7 @@ void recieveguiDIR(RPCParameters *rpcParameters)
{
gui_dir* gnDIR = (gui_dir*)rpcParameters->input;
SOLDIERTYPE *pSoldier = gnDIR->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ gnDIR->usSoldierID ];
pSoldier->EVENT_SetSoldierDirection( gnDIR->usNewDirection );
}
@@ -1275,7 +1276,7 @@ UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY )
return ubNumEnemies;
}
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct )
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
{
AI_STRUCT send_inv;
send_inv.standard_data = *pCreateStruct;
@@ -1290,7 +1291,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct )
void recieveAI (RPCParameters *rpcParameters)
{
SoldierID iNewIndex;
UINT8 iNewIndex;
SOLDIERTYPE *pSoldier;
AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
@@ -1354,7 +1355,7 @@ void recieveAI (RPCParameters *rpcParameters)
new_standard_data.fPlayerPlan=1;
TacticalCreateSoldier( &new_standard_data, &iNewIndex );
pSoldier = iNewIndex;
pSoldier = &Menptr[iNewIndex];
pSoldier->flags.uiStatusFlags |= SOLDIER_PC;
AddSoldierToSector( iNewIndex );
@@ -1899,7 +1900,7 @@ void recieveSTOP (RPCParameters *rpcParameters)
{
EV_S_STOP_MERC* SStopMerc =(EV_S_STOP_MERC*)rpcParameters->input;
SOLDIERTYPE *pSoldier = SStopMerc->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ SStopMerc->usSoldierID ];
pSoldier->EVENT_InternalSetSoldierPosition( SStopMerc->sXPos, SStopMerc->sYPos,FALSE, FALSE, FALSE );
pSoldier->EVENT_SetSoldierDirection( SStopMerc->ubDirection );
@@ -1913,10 +1914,10 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.Interrupted = gusSelectedSoldier + ubID_prefix;
INT.Interrupted=gusSelectedSoldier+ubID_prefix;
if(INT.bTeam==0)
{
@@ -1944,7 +1945,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
if (cGameType == MP_TYPE_COOP)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = INT->Interrupted;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
{
@@ -1969,7 +1970,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
if(INT->bTeam==netbTeam)//for us
@@ -1978,7 +1979,7 @@ 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 = INT->ubID;
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -1994,7 +1995,7 @@ 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 = INT->ubID;
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -2003,7 +2004,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
else
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = INT->Interrupted;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)//for us
{
@@ -2017,7 +2018,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
@@ -2028,7 +2029,7 @@ 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 = INT->ubID;
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
@@ -2049,7 +2050,7 @@ 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 = INT->ubID;
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
@@ -2133,7 +2134,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
INT_STRUCT INT;
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
if(is_server)Sawarded=false;
@@ -2174,7 +2175,7 @@ void resume_turn(RPCParameters *rpcParameters)
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
EndInterrupt( INT->fMarkInterruptOccurred );
}
@@ -2920,11 +2921,11 @@ 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, SoldierID 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, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade)
{
ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = ubOwner;
SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
@@ -2942,13 +2943,14 @@ 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.i , guiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - send_grenade ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren.usItem, gren.sTargetGridNo , gren.ubID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -2964,7 +2966,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
gren->ubID = MPDecodeSoldierID(gren->ubID);
SOLDIERTYPE* pThrower = gren->ubID;
SOLDIERTYPE* pThrower = MercPtrs[ gren->ubID ];
if (pThrower != NULL)
{
guiPreRandomIndex = gren->uiPreRandomIndex;
@@ -2974,7 +2976,7 @@ 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.i , guiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - recieveGRENADE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gren->usItem, gren->sTargetGridNo , gren->ubID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -2984,7 +2986,7 @@ 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;
@@ -3021,7 +3023,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADE()", gren->ubID.i);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADE()",gren->ubID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
@@ -3029,11 +3031,11 @@ 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, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud)
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud)
{
ubOwnerID = MPEncodeSoldierID(ubOwnerID); // translate our soldier to the "network" version
SOLDIERTYPE* pSoldier = ubOwnerID;
SOLDIERTYPE* pSoldier = MercPtrs[ubOwnerID];
if (pSoldier != NULL)
{
if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
@@ -3050,7 +3052,7 @@ void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, Sol
#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.i, guiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - send_grenade_result ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres.RealObjectID, gres.sGridNo , gres.ubOwnerID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3066,7 +3068,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
gres->ubOwnerID = MPDecodeSoldierID(gres->ubOwnerID);
SOLDIERTYPE* pThrower = gres->ubOwnerID;
SOLDIERTYPE* pThrower = MercPtrs[ gres->ubOwnerID ];
if (pThrower != NULL)
{
// grenade wasnt thrown by one of our guys, so we should do it on the client
@@ -3074,7 +3076,7 @@ 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.i, gres->uiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - recieveGRENADERESULT ( RealObjectID : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",gres->RealObjectID, gres->sGridNo , gres->ubOwnerID , gres->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3120,14 +3122,14 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADERESULT()", gres->ubOwnerID.i);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveGRENADERESULT()",gres->ubOwnerID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_plant_explosive (SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
{
explosive_obj exp;
@@ -3146,7 +3148,7 @@ void send_plant_explosive (SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT1
#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.i , 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 , guiPreRandomIndex , uiWorldItemIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3159,7 +3161,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
exp->ubID = MPDecodeSoldierID( exp->ubID );
SOLDIERTYPE* pSoldier = exp->ubID;
SOLDIERTYPE* pSoldier = MercPtrs[ exp->ubID ];
if (pSoldier != NULL)
{
// explosive wasnt planted on our client, so we should do it on the client
@@ -3167,7 +3169,7 @@ 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.i, guiPreRandomIndex );
sprintf(tmpMPDbgString,"MP - recievePLANTEXPLOSIVE ( usItem : %i , sGridNo : %i , ubSoldierID : %i , uiPreRandomIndex : %i )\n",exp->usItem, exp->sGridNo , exp->ubID , guiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3175,7 +3177,7 @@ 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;
@@ -3221,18 +3223,18 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recievePLANTEXPLOSIVE()",exp->ubID.i);
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recievePLANTEXPLOSIVE()",exp->ubID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_detonate_explosive (UINT32 uiWorldIndex, SoldierID ubID)
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID)
{
ubID = MPEncodeSoldierID(ubID);
SOLDIERTYPE* pSoldier = ubID;
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
if (pSoldier != NULL)
{
// explosive detonated on this client, notify the other clients
@@ -3296,7 +3298,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
det->ubID = MPDecodeSoldierID(det->ubID);
SOLDIERTYPE* pSoldier = det->ubID;
SOLDIERTYPE* pSoldier = MercPtrs[det->ubID];
if (pSoldier != NULL)
{
// if explosive detonation didnt originate from this client then its need to be performed here
@@ -3304,7 +3306,7 @@ 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.i );
sprintf(tmpMPDbgString,"MP - recieveDETONATEEXPLOSIVE ( MPTeam : %i , uiWorldIndex : %i , uiPreRandomIndex : %i , ubID : %i )\n",det->ubMPTeamIndex, det->uiWorldItemIndex , det->uiPreRandomIndex , det->ubID );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3342,11 +3344,11 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, SoldierID ubID)
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT8 ubID)
{
ubID = MPEncodeSoldierID(ubID);
SOLDIERTYPE* pSoldier = ubID;
SOLDIERTYPE* pSoldier = MercPtrs[ubID];
if (pSoldier != NULL)
{
// explosive disarmed on this client, notify the other clients
@@ -3409,7 +3411,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
disarm->ubID = MPDecodeSoldierID(disarm->ubID);
SOLDIERTYPE* pSoldier = disarm->ubID;
SOLDIERTYPE* pSoldier = MercPtrs[disarm->ubID];
if (pSoldier != NULL)
{
// if explosive disarm didnt originate from this client then its need to be performed here
@@ -3417,7 +3419,7 @@ 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.i, 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 , disarm->sGridNo );
MPDebugMsg(tmpMPDbgString);
gfMPDebugOutputRandoms = true;
#endif
@@ -3438,7 +3440,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
// print out a screen message if it was our bomb
if (disarm->ubMPTeamIndex == netbTeam)
{
SOLDIERTYPE * pBombOwner = gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID;
SOLDIERTYPE * pBombOwner = MercPtrs[gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID];
if (pBombOwner != NULL)
{
ScreenMsg( FONT_LTBLUE , MSG_MPSYSTEM , MPClientMessage[71], pBombOwner->name, pSoldier->name);
@@ -3465,7 +3467,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
{
spreadeffect_struct sef;
@@ -3480,7 +3482,7 @@ void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID
#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.i, 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, sef.fSubsequent, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3493,7 +3495,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = sef->ubOwner;
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
if (pSoldier != NULL)
{
@@ -3502,7 +3504,7 @@ 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.i, 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, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, sef->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3518,7 +3520,7 @@ 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;
}
}
@@ -3535,7 +3537,7 @@ 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);
}
}
}
@@ -3543,14 +3545,14 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg2[128];
sprintf(tmpMsg2,"ERROR! - Invalid Soldier pointer from ubID %i in recieveSPREADEFFECT()",sef->ubOwner.i );
sprintf(tmpMsg2,"ERROR! - Invalid Soldier pointer from ubID %i in recieveSPREADEFFECT()",sef->ubOwner);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg2);
#endif
}
}
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, INT32 iSmokeEffectID)
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID)
{
// i'm reusing this struct, the parameters are essentially the same
spreadeffect_struct sef;
@@ -3564,7 +3566,7 @@ void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ub
#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.i, 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, sef.bLevel, sef.iSmokeEffectID, sef.uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3578,7 +3580,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
// translate any of our soldier ids back to the correct local copy
sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
SOLDIERTYPE* pSoldier = sef->ubOwner;
SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
if (pSoldier != NULL)
{
// new smoke effect didnt originate from us
@@ -3586,14 +3588,14 @@ 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.i, 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, 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;
@@ -3604,14 +3606,14 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveNEWSMOKEEFFECT()",sef->ubOwner.i );
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveNEWSMOKEEFFECT()",sef->ubOwner);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
}
}
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner )
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 1;
@@ -3626,14 +3628,14 @@ 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.i, usExplosiveClassID , sSubsequent , fRecompileMovementCosts , sWoundAmt , sBreathAmt , exp.ubAttackerID.i );
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 );
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( SoldierID ubPerson, SoldierID ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 2;
@@ -3649,7 +3651,7 @@ void send_explosivedamage( SoldierID ubPerson, SoldierID ubOwner, INT32 sBombGri
#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.i, ubOwner.i, 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, ubOwner , sBombGridNo , sWoundAmt , sBreathAmt , uiDist , usItem , sSubsequent );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3664,7 +3666,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
exp->ubAttackerID = MPDecodeSoldierID(exp->ubAttackerID);
SOLDIERTYPE* pSoldier = exp->ubSoldierID;
SOLDIERTYPE* pSoldier = MercPtrs[exp->ubSoldierID];
if (pSoldier != NULL)
{
@@ -3673,7 +3675,7 @@ 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.i, exp->ubAttackerID.i, 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 , exp->ubAttackerID , exp->usItem , exp->usExplosiveClassID , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->sSubsequent , exp->sBombGridNo , exp->uiPreRandomIndex );
MPDebugMsg(tmpMPDbgString);
#endif
@@ -3690,7 +3692,7 @@ 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);
}
}
}
@@ -3698,7 +3700,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
{
#ifdef JA2BETAVERSION
char tmpMsg[128];
sprintf(tmpMsg, "ERROR! - Invalid Soldier pointer from ubID %i in recieveEXPLOSIONDAMAGE()", exp->ubAttackerID.i );
sprintf(tmpMsg,"ERROR! - Invalid Soldier pointer from ubID %i in recieveEXPLOSIONDAMAGE()",exp->ubAttackerID);
//ScreenMsg(FONT_RED,MSG_MPSYSTEM,tmpMsg);
MPDebugMsg(tmpMsg);
#endif
@@ -3732,7 +3734,7 @@ void recieveBULLET(RPCParameters *rpcParameters)
INT8 bTeam = OUR_TEAM;
if ( netb->net_bullet.ubFirerID != NOBODY )
{
pFirer = netb->net_bullet.ubFirerID;
pFirer = MercPtrs[ netb->net_bullet.ubFirerID ];
bTeam=pFirer->bTeam;
}
@@ -3792,7 +3794,7 @@ void recieveSTATE(RPCParameters *rpcParameters)
{
EV_S_CHANGESTATE* new_state = (EV_S_CHANGESTATE*)rpcParameters->input;
SOLDIERTYPE * pSoldier = new_state->usSoldierID;
SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ];
if(pSoldier->bActive)
{
@@ -3836,22 +3838,22 @@ 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 >= NOBODY)
if(pSoldier->ubAttackerID==NULL || pSoldier->ubAttackerID == NOBODY)
{
if (pSoldier->ubPreviousAttackerID < NOBODY)
if (pSoldier->ubPreviousAttackerID != NOBODY && pSoldier->ubPreviousAttackerID != NULL)
nDeath.attacker_id = pSoldier->ubPreviousAttackerID;
else if (pSoldier->ubNextToPreviousAttackerID < NOBODY)
else if (pSoldier->ubNextToPreviousAttackerID != NOBODY && pSoldier->ubNextToPreviousAttackerID != NULL)
nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
}
SOLDIERTYPE * pAttacker = nDeath.attacker_id;
SOLDIERTYPE * pAttacker=MercPtrs[ nDeath.attacker_id ];
INT8 pA_bTeam=CLIENT_NUM;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam=CLIENT_NUM;
@@ -3862,16 +3864,16 @@ 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 < NOBODY)
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubPreviousAttackerID != NULL && pSoldier->ubPreviousAttackerID != NOBODY)
{
pAttacker = pSoldier->ubPreviousAttackerID;
pAttacker=MercPtrs[ pSoldier->ubPreviousAttackerID ];
// check if the new attacker was also a friendly...
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID < NOBODY)
pAttacker = pSoldier->ubNextToPreviousAttackerID;
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubNextToPreviousAttackerID != NULL && pSoldier->ubNextToPreviousAttackerID != NOBODY)
pAttacker=MercPtrs[ 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 != NOBODY)
pAttacker = pSoldier->ubAttackerID;
if (pAttacker->bTeam == pSoldier->bTeam && pSoldier->ubAttackerID != NULL && pSoldier->ubAttackerID != NOBODY)
pAttacker = MercPtrs[ pSoldier->ubAttackerID ];
nDeath.attacker_id = pAttacker->ubID;
}
@@ -3950,15 +3952,15 @@ void send_death( SOLDIERTYPE *pSoldier )
void recieveDEATH (RPCParameters *rpcParameters)
{
death_struct* nDeath = (death_struct*)rpcParameters->input;
SOLDIERTYPE * pSoldier = nDeath->soldier_id;
SOLDIERTYPE * pSoldier=MercPtrs[ nDeath->soldier_id ];
SoldierID ubAttackerID;
UINT16 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 = ubAttackerID;
SOLDIERTYPE * pAttacker=MercPtrs[ ubAttackerID ];
INT8 pA_bTeam;
CHAR16 pA_name[ 10 ];
INT8 pS_bTeam;
@@ -4069,7 +4071,7 @@ void send_miss(EV_S_MISS * SMiss)
void recievehitSTRUCT (RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* struct_hit = (EV_S_STRUCTUREHIT*)rpcParameters->input;
SOLDIERTYPE *pSoldier = struct_hit->ubAttackerID;
SOLDIERTYPE *pSoldier = MercPtrs[ struct_hit->ubAttackerID ];
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][struct_hit->iBullet].local_id;
@@ -4092,7 +4094,7 @@ void recieveMISS (RPCParameters *rpcParameters)
{
EV_S_MISS* shot_miss = (EV_S_MISS*)rpcParameters->input;
SOLDIERTYPE *pSoldier = shot_miss->ubAttackerID;
SOLDIERTYPE *pSoldier = MercPtrs[ shot_miss->ubAttackerID ];
INT8 bTeam=pSoldier->bTeam;
INT32 iBullet = bTable[bTeam][shot_miss->iBullet].local_id;
@@ -4102,6 +4104,7 @@ 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;
@@ -4111,9 +4114,9 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
{
soldiers=0;
for( SoldierID cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; ++cnt)
for(cnt = gTacticalStatus.Team[ x ].bFirstID;cnt <= gTacticalStatus.Team[ x ].bLastID; cnt++)
{
pSoldier = cnt;
pSoldier = MercPtrs[ cnt ];
if(pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector)
{
soldiers++;
@@ -4196,7 +4199,7 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
{
//this send stats to other clients at intervals
SoldierID id = pSoldier->ubID;
UINT8 id = pSoldier->ubID;
UINT32 time = GetJA2Clock();
if(id < 20 || (is_server && id <120))
@@ -4241,7 +4244,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
{
EV_S_UPDATENETWORKSOLDIER* SUpdateNetworkSoldier = (EV_S_UPDATENETWORKSOLDIER*)rpcParameters->input;
SOLDIERTYPE *pSoldier = SUpdateNetworkSoldier->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ SUpdateNetworkSoldier->usSoldierID ];
pSoldier->bBreath=SUpdateNetworkSoldier->bBreath;
pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
@@ -4330,14 +4333,14 @@ 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] );
SoldierID fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
SoldierID lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
int fID = gTacticalStatus.Team[ kick->ubResult ].bFirstID;
int lID = gTacticalStatus.Team[ kick->ubResult ].bLastID;
if(kick->ubResult==netbTeam)
fID=0,lID=19;
SoldierID cnt;
for ( cnt=fID ; cnt <= lID; ++cnt )
int cnt;
for ( cnt=fID ; cnt <= lID; cnt++ )
{
TacticalRemoveSoldier( cnt );
}
@@ -4422,7 +4425,7 @@ void recieve_fireweapon (RPCParameters *rpcParameters)
{
EV_S_FIREWEAPON* SFireWeapon = (EV_S_FIREWEAPON*)rpcParameters->input;
SOLDIERTYPE *pSoldier = SFireWeapon->usSoldierID;
SOLDIERTYPE *pSoldier = MercPtrs[ SFireWeapon->usSoldierID ];
pSoldier->sTargetGridNo = SFireWeapon->sTargetGridNo;
pSoldier->bTargetLevel = SFireWeapon->bTargetLevel;
@@ -4447,7 +4450,7 @@ void recieve_door (RPCParameters *rpcParameters)
{
doors* sDoor = (doors*)rpcParameters->input;
SOLDIERTYPE *pSoldier = sDoor->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ sDoor->ubID ];
BOOLEAN fNoAnimations = FALSE;
if ( !AllMercsLookForDoor( sDoor->sGridNo, FALSE ) )//check for los
@@ -4508,7 +4511,7 @@ void recieveDISCONNECT(RPCParameters* rpcParameters)
// kill the dead clients mercs out of the game
UINT8 iNetbTeam = (cl_num)+5;
UINT16 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
// kill any alive soldiers for the disconnected team
SOLDIERTYPE *pTeamSoldier;
@@ -4723,14 +4726,14 @@ void recieve_heal (RPCParameters *rpcParameters)
{
heal* data = (heal*)rpcParameters->input;
SoldierID healed;
UINT16 healed;
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
healed = (data->ubID - ubID_prefix);
else
healed = data->ubID;
SOLDIERTYPE *pSoldier = healed;
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
pSoldier->bBleeding=data->bBleeding;
pSoldier->stats.bLife=data->bLife;
@@ -4756,7 +4759,7 @@ void awardINT (RPCParameters *rpcParameters)
{
AIint* data= (AIint*)rpcParameters->input;
SOLDIERTYPE *pSoldier = data->ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
StartInterrupt();
+17 -17
View File
@@ -37,7 +37,7 @@ extern UINT8 cGameType;
extern bool allowlaptop;
extern UINT8 netbTeam;
extern UINT16 ubID_prefix;
extern UINT8 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( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT16 ubCurrentSoldierID);
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT8 ubCurrentSoldier);
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 );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
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, 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 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 OpenChatMsgBox(void);
INT8 FireBullet( SoldierID ubFirer, BULLET * pBullet, BOOLEAN fFake );
INT8 FireBullet( UINT8 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 SoldierID MPEncodeSoldierID( SoldierID ubID )
inline UINT8 MPEncodeSoldierID( UINT8 ubID )
{
if ( ubID < 20 )
return ubID + ubID_prefix; // soldier is ours
@@ -221,7 +221,7 @@ inline SoldierID MPEncodeSoldierID( SoldierID ubID )
}
// this one can be called anywhere, even if the ID was not "encoded"
inline SoldierID MPDecodeSoldierID( SoldierID ubID )
inline UINT8 MPDecodeSoldierID( UINT8 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 (UINT16 ubID)
inline bool IsOurSoldier (UINT8 ubID)
{
return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
}
+9 -9
View File
@@ -1,33 +1,33 @@
#pragma once
#include "Event Pump.h"
//time for a new header :)
extern int readyteamreg[10];
typedef struct
{
SoldierID soldier_id;
SoldierID attacker_id;
UINT16 soldier_id;
UINT16 attacker_id;
UINT8 attacker_team;
UINT8 soldier_team;
}death_struct;
typedef struct
{
SoldierID ubID;
UINT16 ubID;
INT32 sGridNo;
BOOLEAN fNoAnimations;
}doors;
typedef struct
{
SoldierID ubID;
UINT16 ubID;
INT8 bLife;
INT8 bBleeding;
}heal;
typedef struct
{
SoldierID ubID;
UINT16 ubID;
INT8 bteam;
}AIint;
@@ -62,7 +62,7 @@ void startCombat(UINT8 ubStartingTeam);
void intAI (SOLDIERTYPE *pSoldier );
void teamwiped (void);
BOOLEAN check_status (void);
extern UINT16 NumEnemyInSector( );
extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
extern UINT8 NumEnemyInSector( );
extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
void send_heal (SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );
+11 -8
View File
@@ -227,7 +227,7 @@ void sendHIT(RPCParameters *rpcParameters)
{
EV_S_WEAPONHIT* hit = (EV_S_WEAPONHIT*)rpcParameters->input;
int team = hit->ubAttackerID->bTeam;
int team = MercPtrs[ 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.i, 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,nDeath->attacker_team,nDeath->soldier_team,iCLnum);
MPDebugMsg( logmsg );
#endif
}
@@ -373,9 +373,10 @@ void sendhitSTRUCT(RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* miss = (EV_S_STRUCTUREHIT*)rpcParameters->input;
if ( miss->ubAttackerID != NOBODY)
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
{
int team = miss->ubAttackerID->bTeam;
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
// AI
if (team == 1)
@@ -397,9 +398,10 @@ void sendhitWINDOW(RPCParameters *rpcParameters)
EV_S_WINDOWHIT* miss = (EV_S_WINDOWHIT*)rpcParameters->input;
if ( miss->ubAttackerID != NOBODY)
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
{
int team = miss->ubAttackerID->bTeam;
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
// AI
if (team == 1)
@@ -420,9 +422,10 @@ void sendMISS(RPCParameters *rpcParameters)
{
EV_S_MISS* miss = (EV_S_MISS*)rpcParameters->input;
if ( miss->ubAttackerID != NOBODY)
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
{
int team = miss->ubAttackerID->bTeam;
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
// AI
if (team == 1)
+11 -8
View File
@@ -8,6 +8,7 @@
#include "vsurface.h"
#include "Button System.h"
#include "Font Control.h"
#include "Editor Taskbar Utils.h"
#include "line.h"
#include "input.h"
#include "vobject_blitters.h"
@@ -15,6 +16,7 @@
#include "mousesystem.h"
#include "strategicmap.h"
#include "FileMan.h"
#include "Map Information.h"
#include "Render Dirty.h"
#include "Game Clock.h"
#include "Campaign Types.h"
@@ -155,7 +157,7 @@ void ViewCreaturesCallback( GUI_BUTTON *btn, INT32 reason );
void ExtractAndUpdatePopulations();
void PrintEnemyPopTable();
void PrintEnemiesKilledTable();
UINT8 ChooseEnemyIconColor( UINT16 ubAdmins, UINT16 ubTroops, UINT16 ubElites, UINT16 ubTanks, UINT16 ubJeeps );
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks, UINT8 ubJeeps );
void BlitGroupIcon( UINT8 ubIconType, UINT8 ubIconColor, UINT32 uiX, UINT32 uiY, HVOBJECT hVObject );
void PrintDetailedEnemiesInSectorInfo( INT32 iScreenX, INT32 iScreenY, UINT8 ubSectorX, UINT8 ubSectorY );
@@ -534,7 +536,7 @@ void RenderMovingGroupsAndMercs()
GROUP *pGroup;
HVOBJECT hVObject;
INT32 x, y;
UINT16 ubNumTroops, ubNumAdmins, ubNumElites, ubNumTanks, ubNumJeeps;
UINT8 ubNumTroops, ubNumAdmins, ubNumElites, ubNumTanks, ubNumJeeps;
float ratio;
INT32 minX, maxX, minY, maxY;
UINT8 ubIconType;
@@ -646,8 +648,8 @@ void RenderMovingGroupsAndMercs()
void RenderInfoInSector()
{
UINT8 ubSectorX, ubSectorY;
UINT16 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
INT32 xp, yp;
UINT8 ubMercs=0, ubActive=0, ubUnconcious=0, ubCollapsed=0;
INT32 i, xp, yp;
if( gfViewEnemies && !gbViewLevel )
{
@@ -692,10 +694,11 @@ void RenderInfoInSector()
//Count the number of mercs and their states (even for underground sectors)
for( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
SOLDIERTYPE *pSoldier = id;
SOLDIERTYPE *pSoldier;
pSoldier = MercPtrs[ i ];
if( pSoldier->bActive && pSoldier->sSectorX == ubSectorX && pSoldier->sSectorY == ubSectorY && pSoldier->bSectorZ == gbViewLevel )
{
if( pSoldier->stats.bLife )
@@ -719,7 +722,7 @@ void RenderInfoInSector()
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT16 ubNumAdmins = 0, ubNumTroops = 0, ubNumElites = 0, ubNumTanks = 0, ubNumJeeps = 0, ubAdminsInBattle = 0, ubTroopsInBattle = 0, ubElitesInBattle = 0, ubTanksInBattle = 0, ubJeepsInBattle = 0,ubNumGroups = 0;
UINT8 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 ) ];
@@ -1829,7 +1832,7 @@ void PrintEnemiesKilledTable()
UINT8 ChooseEnemyIconColor( UINT16 ubAdmins, UINT16 ubTroops, UINT16 ubElites, UINT16 ubTanks, UINT16 ubJeeps )
UINT8 ChooseEnemyIconColor( UINT8 ubAdmins, UINT8 ubTroops, UINT8 ubElites, UINT8 ubTanks, UINT8 ubJeeps )
{
UINT8 ubIconColor;
+24 -4
View File
@@ -6,18 +6,35 @@
#include <math.h>
#include "ASD.h"
#include "strategic.h"
#include "WCheck.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Cursors.h"
#include "line.h"
#include "Insurance Text.h"
#include "Encrypted File.h"
#include "Text.h"
#include "Multi Language Graphic Utils.h"
#include "random.h"
#include "Interface.h"
#include "Soldier Add.h"
#include "Soldier Profile.h"
#include "Overhead.h"
#include <Font Control.h>
#include "Map Screen Interface.h"
#include "finances.h"
#include "Game Clock.h"
#include "SaveLoadGame.h"
#include "GameVersion.h"
#include "message.h"
#include "Game Event Hook.h"
#include "Militia Control.h"
#include "Town Militia.h"
#include "Strategic Town Loyalty.h"
#include "Map Information.h"
#include "Campaign.h"
#include "random.h"
#include "Explosion Control.h"
#include "Strategic AI.h"
#include "Strategic Mines.h"
#include "Reinforcement.h"
@@ -25,6 +42,9 @@
#include "Queen Command.h"
#include "Map Screen Helicopter.h"
#include "Points.h"
#include "worldman.h"
#include "Map Information.h"
#include "opplist.h"
#include "Dialogue Control.h"
#include "Sound Control.h"
#include "renderworld.h"
@@ -1071,7 +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 )
{
SoldierID ubBestSAMOperatorID = NOBODY;
UINT16 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
@@ -1122,9 +1142,9 @@ void EnemyHeliSAMCheck( INT16 id )
if ( ubBestSAMOperatorID != NOBODY )
{
if ( fHit )
StatChange( ubBestSAMOperatorID, EXPERAMT, fDestroyed ? 30 : 10, TRUE );
StatChange( MercPtrs[ubBestSAMOperatorID], EXPERAMT, fDestroyed ? 30 : 10, TRUE );
StatChange( ubBestSAMOperatorID, MECHANAMT, 5, TRUE );
StatChange( MercPtrs[ubBestSAMOperatorID], MECHANAMT, 5, TRUE );
}
}
}
+462 -517
View File
File diff suppressed because it is too large Load Diff
+2 -22
View File
@@ -56,26 +56,6 @@ 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,
@@ -341,7 +321,7 @@ 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, SoldierID *pubID );
FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT16 *pubID );
INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier);
@@ -615,4 +595,4 @@ UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier );
// Flugente: administration assignment
FLOAT GetAdministrationPercentage( INT16 sX, INT16 sY );
#endif
#endif
+145 -152
View File
@@ -1,68 +1,75 @@
#include "builddefines.h"
#include <stdio.h>
#include "types.h"
#include "Auto Resolve.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Music Control.h"
#include "PreBattle Interface.h"
#include "Player Command.h"
#include "mousesystem.h"
#include "Button System.h"
#include "gameloop.h"
#include "screenids.h"
#include "mapscreen.h"
#include "vobject.h"
#include "video.h"
#include "input.h"
#include "gamescreen.h"
#include "Render Dirty.h"
#include "vobject_blitters.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Soldier Create.h"
#include "Overhead.h"
#include "Items.h"
#include "Weapons.h"
#include "Sound Control.h"
#include "Game Clock.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Tactical Save.h"
#include "Strategic Status.h"
#include "Text.h"
#include "WordWrap.h"
#include "Squads.h"
#include "random.h"
#include "line.h"
#include "english.h"
#include "Strategic Merc Handler.h"
#include "strategic.h"
#include "message.h"
#include "Town Militia.h"
#include "Animation Data.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "Morale.h"
#include "Strategic Town Loyalty.h"
#include "GameSettings.h"
#include "Soldier macros.h"
#include "strategicmap.h"
#include "Quests.h"
#include "Meanwhile.h"
#include "Inventory Choosing.h"
#include "Game Event Hook.h"
#include "Assignments.h"
#include "Cheats.h"
#include "Map Information.h"
#include "MilitiaSquads.h"
#include "interface Dialogue.h"
#include "AIInternals.h" // added by SANDRO
#include "Bullets.h" // HEADROCK HAM 5, for use with Bullet Impact.
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Rebel Command.h"
#include "builddefines.h"
#include <stdio.h>
#include "types.h"
#include "Auto Resolve.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Music Control.h"
#include "PreBattle Interface.h"
#include "Player Command.h"
#include "mousesystem.h"
#include "Button System.h"
#include "gameloop.h"
#include "screenids.h"
#include "mapscreen.h"
#include "vobject.h"
#include "video.h"
#include "input.h"
#include "gamescreen.h"
#include "Render Dirty.h"
#include "vobject_blitters.h"
#include "sysutil.h"
#include "Font Control.h"
#include "Soldier Create.h"
#include "Overhead.h"
#include "Interface.h"
#include "Items.h"
#include "Weapons.h"
#include "Sound Control.h"
#include "Game Clock.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Tactical Save.h"
#include "Strategic Status.h"
#include "Map Screen Interface.h"
#include "Text.h"
#include "WordWrap.h"
#include "Squads.h"
#include "random.h"
#include "line.h"
#include "english.h"
#include "Strategic Pathing.h"
#include "Strategic Merc Handler.h"
#include "strategic.h"
#include "message.h"
#include "Town Militia.h"
#include "Animation Data.h"
#include "Creature Spreading.h"
#include "Strategic AI.h"
#include "SkillCheck.h"
#include "rt time defines.h"
#include "Morale.h"
#include "Strategic Town Loyalty.h"
#include "GameSettings.h"
#include "Soldier macros.h"
#include "strategicmap.h"
#include "Quests.h"
#include "Meanwhile.h"
#include "Inventory Choosing.h"
#include "Game Event Hook.h"
#include "Assignments.h"
#include "Cheats.h"
#include "Map Information.h"
#include "MilitiaSquads.h"
// #include "Strategic AI.h"
#include "interface Dialogue.h"
#include "AIInternals.h" // added by SANDRO
#include "Bullets.h" // HEADROCK HAM 5, for use with Bullet Impact.
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Rebel Command.h"
#include "Reinforcement.h"
//#define INVULNERABILITY
@@ -156,13 +163,13 @@ typedef struct AUTORESOLVE_STRUCT
UINT8 ubEnemyLeadership;
UINT8 ubPlayerLeadership;
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 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;
UINT8 ubMercCols, ubMercRows;
UINT8 ubEnemyCols, ubEnemyRows;
UINT8 ubCivCols, ubCivRows;
@@ -330,7 +337,7 @@ SOLDIERCELL *gpCivs = NULL;
SOLDIERCELL *gpEnemies = NULL;
//Simple wrappers for autoresolve sounds that are played.
static void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
if( gpAR->fSound )
{
@@ -338,7 +345,7 @@ static void PlayAutoResolveSample( UINT32 usNum, UINT32 usRate, UINT32 ubVolume,
}
}
static void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT32 ubVolume, UINT32 ubLoops, UINT32 uiPan )
{
if( gpAR->fSound )
{
@@ -349,7 +356,7 @@ static void PlayAutoResolveSampleFromFile( STR8 szFileName, UINT32 usRate, UINT3
extern void ClearPreviousAIGroupAssignment( GROUP *pGroup );
static void EliminateAllMercs()
void EliminateAllMercs()
{
SOLDIERCELL *pAttacker = NULL;
INT32 i, iNum = 0;
@@ -380,7 +387,7 @@ static void EliminateAllMercs()
}
}
static void EliminateAllFriendlies()
void EliminateAllFriendlies()
{
INT32 i;
if( gpAR )
@@ -403,10 +410,10 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
GROUP *pGroup, *pDeleteGroup;
SECTORINFO *pSector;
INT32 i;
UINT16 ubNumEnemies[NUM_ENEMY_RANKS]{};
UINT16 ubNumTanks = 0;
UINT16 ubNumJeeps = 0;
UINT16 ubNumRobots = 0;
UINT8 ubNumEnemies[ NUM_ENEMY_RANKS ];
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
UINT8 ubRankIndex;
//Clear any possible battle locator
@@ -453,6 +460,7 @@ 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 )
{
@@ -496,7 +504,7 @@ void EliminateAllEnemies( UINT8 ubSectorX, UINT8 ubSectorY )
#define ORIG_RIGHT 92
#define ORIG_BOTTOM 84
static void DoTransitionFromPreBattleInterfaceToAutoResolve()
void DoTransitionFromPreBattleInterfaceToAutoResolve()
{
SGPRect SrcRect, DstRect;
UINT32 uiStartTime, uiCurrTime;
@@ -727,7 +735,7 @@ UINT32 AutoResolveScreenHandle()
return AUTORESOLVE_SCREEN;
}
static void RefreshMerc( SOLDIERTYPE *pSoldier )
void RefreshMerc( SOLDIERTYPE *pSoldier )
{
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
pSoldier->bBleeding = 0;
@@ -743,13 +751,13 @@ static void RefreshMerc( SOLDIERTYPE *pSoldier )
//Now assign the pSoldier->ubGroupIDs for the enemies, so we know where to remove them. Start with
//stationary groups first.
static void AssociateEnemiesWithStrategicGroups()
void AssociateEnemiesWithStrategicGroups()
{
SECTORINFO *pSector;
GROUP *pGroup;
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;
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;
INT32 i;
UINT8 pSectors[4];
UINT8 ubDirAmount;
@@ -1186,7 +1194,7 @@ void CalculateSoldierCells( BOOLEAN fReset )
}
static INT32 DetermineCellID( SOLDIERCELL *pCell )
INT32 DetermineCellID( SOLDIERCELL *pCell )
{
INT32 iIndex;
@@ -1205,7 +1213,7 @@ static INT32 DetermineCellID( SOLDIERCELL *pCell )
return 0;
}
static BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell )
BOOLEAN IsItAllowedToRender( SOLDIERCELL *pCell )
{
INT32 iID = DetermineCellID( pCell );
@@ -1348,7 +1356,7 @@ void RenderSoldierCellBars( SOLDIERCELL *pCell )
ColorFillVideoSurfaceArea( FRAME_BUFFER, pCell->xp+46, iStartY, pCell->xp+47, pCell->yp+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
}
static void BuildInterfaceBuffer()
void BuildInterfaceBuffer()
{
VSURFACE_DESC vs_desc;
UINT16 usUselessWidth, usUselessHeight;
@@ -1430,7 +1438,7 @@ static void BuildInterfaceBuffer()
SetClippingRect( &ClipRect );
}
static void ExpandWindow()
void ExpandWindow()
{
SGPRect OldRect;
UINT32 uiDestPitchBYTES;
@@ -1525,7 +1533,7 @@ static void ExpandWindow()
}
static OBJECTTYPE* FindMedicalKit()
OBJECTTYPE* FindMedicalKit()
{
INT32 i;
INT32 iSlot;
@@ -1540,7 +1548,7 @@ static OBJECTTYPE* FindMedicalKit()
return NULL;
}
static UINT32 AutoBandageMercs()
UINT32 AutoBandageMercs()
{
INT32 i, iBest;
UINT32 uiPointsUsed, uiCurrPointsUsed, uiMaxPointsUsed, uiParallelPointsUsed;
@@ -1831,6 +1839,7 @@ 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];
@@ -1845,35 +1854,29 @@ void RenderAutoResolve()
case BATTLE_SURRENDERED:
case BATTLE_CAPTURED:
{
SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID;
const SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for ( ; id <= lastid; ++id )
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
SOLDIERTYPE *pSoldier = id;
if ( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
{ //Merc is active and alive, and not a vehicle or robot
if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{
// This morale event is PER INDIVIDUAL SOLDIER
HandleMoraleEvent( pSoldier, MORALE_MERC_CAPTURED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
HandleMoraleEvent( MercPtrs[ i ], 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 );
@@ -2045,7 +2048,7 @@ static void ARCreateMilitia( UINT8 mclass, INT32 i, INT16 sX, INT16 sY)
swprintf( gpCivs[i].pSoldier->name, gpStrategicString[ STR_AR_MILITIA_NAME ] );
}
static void ARCreateMilitiaSquad( UINT16 *cnt, UINT16 ubEliteMilitia, UINT16 ubRegMilitia, UINT16 ubGreenMilitia, INT16 sX, INT16 sY)
static void ARCreateMilitiaSquad( UINT8 *cnt, UINT8 ubEliteMilitia, UINT8 ubRegMilitia, UINT8 ubGreenMilitia, INT16 sX, INT16 sY)
{
while( *cnt < gpAR->ubCivs && (ubEliteMilitia || ubRegMilitia || ubGreenMilitia) )
{
@@ -2074,10 +2077,10 @@ void CreateAutoResolveInterface()
VOBJECT_DESC VObjectDesc;
INT32 i, index;
HVOBJECT hVObject;
UINT16 ubGreenMilitia, ubRegMilitia, ubEliteMilitia;
UINT8 ubGreenMilitia, ubRegMilitia, ubEliteMilitia;
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT16 cnt;
UINT8 cnt;
//Setup new autoresolve blanket interface.
MSYS_DefineRegion( &gpAR->AutoResolveRegion, 0 + xResOffset, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH-1, 0,
@@ -2197,7 +2200,7 @@ void CreateAutoResolveInterface()
ubGreenMilitia = MilitiaInSectorOfRank( gpAR->ubSectorX, gpAR->ubSectorY, GREEN_MILITIA );
// see if we get any bonus militia from nearby towns
UINT16 bonusGreenMilitia = 0, bonusRegularMilitia = 0, bonusEliteMilitia = 0;
UINT8 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;
@@ -2481,12 +2484,6 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
DeleteVideoObjectFromIndex( gpAR->iIndent );
DeleteVideoSurfaceFromIndex( gpAR->iInterfaceBuffer );
// Load necessary mapinfo to place corpses
CHAR8 bFilename[50];
INT32 worldRows, worldCols;
GetMapFileName(gpAR->ubSectorX, gpAR->ubSectorY, 0, bFilename, TRUE, TRUE);
LoadWorldInfoForAutoResolve(bFilename, worldRows, worldCols);
if( fDeleteForGood )
{ //Delete the soldier instances -- done when we are completely finished.
@@ -2525,7 +2522,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
RemoveCharacterFromSquads( gpMercs[ i ].pSoldier );
ChangeSoldiersAssignment( gpMercs[ i ].pSoldier, ASSIGNMENT_DEAD );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpMercs[ i ].pSoldier, RandomGridNoUnloadedSector(worldRows, worldCols), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpMercs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
}
else if( gpAR->ubBattleStatus == BATTLE_SURRENDERED || gpAR->ubBattleStatus == BATTLE_CAPTURED )
{
@@ -2630,8 +2627,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
}
// Flugente: drop sector equipment
const auto gridno = RandomGridNoUnloadedSector(worldRows, worldCols);
gpCivs[ i ].pSoldier->DropSectorEquipment(gridno);
gpCivs[ i ].pSoldier->DropSectorEquipment();
if( fDeleteForGood && gpCivs[ i ].pSoldier->stats.bLife < OKLIFE/2 )
{
@@ -2656,7 +2652,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
UpdateMilitia( militia );
}
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, gridno, ADD_DEAD_SOLDIER_TO_SWEETSPOT );
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpCivs[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
StrategicRemoveMilitiaFromSector( gpCivs[ i ].pSoldier->sSectorX, gpCivs[ i ].pSoldier->sSectorY, ubCurrentRank, 1 );
if( ProcessLoyalty() )
@@ -2688,8 +2684,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
TrackEnemiesKilled( ENEMY_KILLED_IN_AUTO_RESOLVE, gpEnemies[ i ].pSoldier->ubSoldierClass ); //add casualty to some statistic
if( ProcessLoyalty() )HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gpAR->ubSectorX, gpAR->ubSectorY, 0 );
ProcessQueenCmdImplicationsOfDeath( gpEnemies[ i ].pSoldier );
const auto gridno = RandomGridNoUnloadedSector(worldRows, worldCols);
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpEnemies[ i ].pSoldier, gridno, ADD_DEAD_SOLDIER_TO_SWEETSPOT);
AddDeadSoldierToUnLoadedSector( gpAR->ubSectorX, gpAR->ubSectorY, 0, gpEnemies[ i ].pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
}
}
}
@@ -2842,7 +2837,7 @@ 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.
SoldierID ubRobotControllerID;
UINT8 ubRobotControllerID;
ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
@@ -3016,7 +3011,9 @@ void MercCellMouseClickCallback( MOUSE_REGION *reg, INT32 reason )
if( gpAR->pRobotCell )
{ //if controller is retreating, make the robot retreat too.
SoldierID ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
UINT8 ubRobotControllerID;
ubRobotControllerID = gpAR->pRobotCell->pSoldier->ubRobotRemoteHolderID;
if( ubRobotControllerID == NOBODY )
{
@@ -3070,7 +3067,7 @@ void CalculateAutoResolveInfo()
&gpAR->ubAMCreatures, &gpAR->ubAFCreatures );
}
gpAR->ubEnemies = min( gpAR->ubYMCreatures + gpAR->ubYFCreatures + gpAR->ubAMCreatures + gpAR->ubAFCreatures, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = (UINT8)min( gpAR->ubYMCreatures + gpAR->ubYFCreatures + gpAR->ubAMCreatures + gpAR->ubAFCreatures, MAX_AR_TEAM_SIZE );
}
else if ( GetEnemyEncounterCode() == BLOODCAT_ATTACK_CODE ||
GetEnemyEncounterCode() == ZOMBIE_ATTACK_CODE ||
@@ -3090,7 +3087,7 @@ void CalculateAutoResolveInfo()
gpAR->ubBandits = gubNumCreaturesAttackingTown;
}
gpAR->ubEnemies = min( gubNumCreaturesAttackingTown, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = (UINT8)min( gubNumCreaturesAttackingTown, MAX_AR_TEAM_SIZE );
}
else
{
@@ -3099,7 +3096,7 @@ void CalculateAutoResolveInfo()
GetNumberOfEnemiesInFiveSectors( gpAR->ubSectorX, gpAR->ubSectorY,
&gpAR->ubAdmins, &gpAR->ubTroops, &gpAR->ubElites, &gpAR->ubRobots, &gpAR->ubTanks, &gpAR->ubJeeps );
gpAR->ubEnemies = min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots, MAX_AR_TEAM_SIZE );
gpAR->ubEnemies = (UINT8)min( gpAR->ubAdmins + gpAR->ubTroops + gpAR->ubElites + gpAR->ubTanks + gpAR->ubJeeps + gpAR->ubRobots, MAX_AR_TEAM_SIZE );
}
gfTransferTacticalOppositionToAutoResolve = FALSE;
@@ -3731,14 +3728,14 @@ void RenderSoldierCellHealth( SOLDIERCELL *pCell )
mprintf( xp, yp, pStr );
}
static UINT8 GetUnusedMercProfileID()
UINT8 GetUnusedMercProfileID()
{
UINT8 ubRandom=0;
INT32 i;
BOOLEAN fUnique = FALSE;
while( !fUnique )
{
ubRandom = (UINT8)PreRandom(CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS);
ubRandom = (UINT8)PreRandom( 40 );
for( i = 0; i < 19; i++ )
{
fUnique = TRUE;
@@ -3756,7 +3753,7 @@ void CreateTempPlayerMerc()
{
SOLDIERCREATE_STRUCT MercCreateStruct;
static INT32 iSoldierCount=0;
SoldierID ubID;
UINT8 ubID;
//Init the merc create structure with basic information
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
@@ -3826,7 +3823,7 @@ void DetermineTeamLeader( BOOLEAN fFriendlyTeam )
}
}
static void ResetNextAttackCounter( SOLDIERCELL *pCell )
void ResetNextAttackCounter( SOLDIERCELL *pCell )
{
pCell->usNextAttack = min( 1000 - pCell->usAttack, 800 );
pCell->usNextAttack = (UINT16)(1000 + pCell->usNextAttack * 5 + PreRandom( 2000 - pCell->usAttack ) );
@@ -3836,7 +3833,7 @@ static void ResetNextAttackCounter( SOLDIERCELL *pCell )
}
}
static FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
FLOAT CalcClassBonusOrPenalty( SOLDIERTYPE *pSoldier )
{
switch( pSoldier->ubSoldierClass )
{
@@ -4116,7 +4113,7 @@ void DrawDebugText( SOLDIERCELL *pCell )
}
}
static SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
{
INT32 iAvailableTargets;
INT32 index;
@@ -4186,7 +4183,7 @@ static SOLDIERCELL* ChooseTarget( SOLDIERCELL *pAttacker )
return NULL;
}
static BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
{
OBJECTTYPE *pItem;
SOLDIERTYPE *pSoldier;
@@ -4240,7 +4237,7 @@ static BOOLEAN FireAShot( SOLDIERCELL *pAttacker )
return FALSE;
}
static BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
{
OBJECTTYPE *pItem;
SOLDIERTYPE *pSoldier;
@@ -4282,7 +4279,7 @@ static BOOLEAN FireTankCannon( SOLDIERCELL *pAttacker )
return FALSE;
}
static BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
{
OBJECTTYPE *pItem;
SOLDIERTYPE *pSoldier;
@@ -4337,7 +4334,7 @@ static BOOLEAN FireAntiTankWeapon( SOLDIERCELL *pAttacker )
return FALSE;
}
static BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
{
UINT8 invsize = pAttacker->pSoldier->inv.size();
for( UINT8 i = 0; i < invsize; ++i )
@@ -4352,7 +4349,7 @@ static BOOLEAN AttackerHasKnife( SOLDIERCELL *pAttacker )
return FALSE;
}
static BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
{
OBJECTTYPE *pItem;
UINT8 invsize = pSoldier->inv.size();
@@ -4374,7 +4371,7 @@ static BOOLEAN TargetHasLoadedGun( SOLDIERTYPE *pSoldier )
return FALSE;
}
static void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
{
INT16 sAttack;
INT16 sDefence;
@@ -4994,7 +4991,7 @@ static void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
}
}
static void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
{
INT32 iNewLife;
SOLDIERCELL *pAttacker;
@@ -5308,7 +5305,7 @@ static void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
pTarget->uiFlags |= CELL_HITBYATTACKER | CELL_DIRTY;
}
static void Delay( UINT32 uiMilliseconds )
void Delay( UINT32 uiMilliseconds )
{
INT32 iTime;
iTime = GetJA2Clock();
@@ -5964,16 +5961,12 @@ void CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors()
(!gTacticalStatus.fEnemyInSector))
{
unsigned mercCnt = 0;
SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID;
const SoldierID lastid = gTacticalStatus.Team[OUR_TEAM].bLastID;
for ( ; id <= lastid; ++id )
for( int i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( pSoldier ) )
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ i ] ) )
{
//Merc is active and alive, and not a vehicle or robot
if ( (pSoldier->sSectorX == sX) && (pSoldier->sSectorY == sY) && (pSoldier->bSectorZ == 0) )
if ((MercPtrs[ i ]->sSectorX == sX) &&(MercPtrs[ i ]->sSectorY == sY) && (MercPtrs[ i ]->bSectorZ == 0))
{
++mercCnt;
}
@@ -6015,7 +6008,7 @@ void AutoResolveMilitiaDropAndPromote()
}
// Flugente: drop sector equipment
gpCivs[i].pSoldier->DropSectorEquipment( NOWHERE );
gpCivs[i].pSoldier->DropSectorEquipment( );
if ( gpCivs[i].pSoldier->stats.bLife < OKLIFE / 2 )
{
+5 -2
View File
@@ -3,6 +3,8 @@
#include "Campaign Init.h"
#include "random.h"
#include "Campaign Types.h"
#include "Queen Command.h"
#include "Overhead.h"
#include "Strategic Movement.h"
#include "Strategic Status.h"
#include "GameSettings.h"
@@ -13,6 +15,7 @@
#include "Tactical Save.h"
#include "connect.h"
#include <vfs/Core/vfs.h>
#include "XMLWriter.h"
#include "UndergroundInit.h"
@@ -306,7 +309,7 @@ void InitKnowFacilitiesFlags( )
//Mobile groups are handled separately from sectors, because they are on the move.
static void GeneratePatrolGroups()
void GeneratePatrolGroups()
{
GROUP *pGroup;
UINT8 ubNumTroops;
@@ -524,7 +527,7 @@ void BuildUndergroundSectorInfoList()
// Lesh: this function creates randomized world
// every sector can be randomized between common and alternative, chances 50/50
// randomization of individual sectors can be switched off via array RandomSector[]
static void InitWorld()
void InitWorld()
{
INT16 sSectorCounter;
+30 -27
View File
@@ -487,18 +487,21 @@ 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
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;
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
UINT32 ubDayOfLastCreatureAttack;
UINT32 uiFacilitiesFlags; // the flags for various facilities
@@ -508,15 +511,15 @@ typedef struct SECTORINFO
//throught the sector without entering it.
INT8 bNameId;
INT8 bUSUSED;
INT16 bBloodCats;
INT16 bBloodCatPlacements;
INT8 bBloodCats;
INT8 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)
UINT16 ubNumberOfCivsAtLevel[ MAX_MILITIA_LEVELS ]; // town militia per experience class, 0/1/2 is GREEN/REGULAR/ELITE
UINT8 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;
@@ -548,8 +551,8 @@ typedef struct SECTORINFO
UINT32 uiTimeAIArtillerywasOrdered; // Flugente: updated every time an artillery strike is ordered from the militia
UINT16 ubNumTanks;
UINT16 ubTanksInBattle;
UINT8 ubNumTanks;
UINT8 ubTanksInBattle;
// Flugente: disease
UINT16 usNumCorpses; // number of corpses in this sector
@@ -562,8 +565,8 @@ 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
UINT16 ubNumJeeps;
UINT16 ubJeepsInBattle;
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
UINT8 usWorkers;
UINT8 ubWorkerTrainingHundredths;
@@ -580,8 +583,8 @@ typedef struct SECTORINFO
UINT8 ubNumElites_Turncoat;
UINT8 usExplorationProgress;
UINT16 ubNumRobots;
UINT16 ubRobotsInBattle;
UINT8 ubNumRobots;
UINT8 ubRobotsInBattle;
INT8 bPadding[ 6 ];
}SECTORINFO;
@@ -597,18 +600,18 @@ typedef struct UNDERGROUND_SECTORINFO
{
UINT32 uiFlags;
UINT8 ubSectorX, ubSectorY, ubSectorZ;
UINT16 ubNumElites, ubNumTroops, ubNumAdmins, ubNumCreatures;
UINT8 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;
UINT16 ubNumBloodcats; // Bloodcat population
UINT8 ubNumBloodcats; // Bloodcat population
UINT8 ubCreatureHabitat; //determines how creatures live in this sector (see creature spreading.c)
UINT16 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
UINT8 ubElitesInBattle, ubTroopsInBattle, ubAdminsInBattle, ubCreaturesInBattle;
// adding these (should not change struct layout due to padding)
UINT8 ubMusicMode, ubUnsed;
@@ -619,20 +622,20 @@ typedef struct UNDERGROUND_SECTORINFO
BOOLEAN fCampaignSector;
#endif
UINT16 uiNumberOfPrisonersOfWar[PRISONER_MAX];
UINT8 uiNumberOfPrisonersOfWar[PRISONER_MAX];
UINT16 ubNumTanks;
UINT16 ubTanksInBattle;
UINT8 ubNumTanks;
UINT8 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
UINT16 ubNumJeeps;
UINT16 ubJeepsInBattle;
UINT8 ubNumJeeps;
UINT8 ubJeepsInBattle;
UINT8 usExplorationProgress;
UINT16 ubNumRobots;
UINT16 ubRobotsInBattle;
UINT8 ubNumRobots;
UINT8 ubRobotsInBattle;
INT8 bPadding[10];
//no padding left!
@@ -653,4 +656,4 @@ enum CreateMusic
CM_ALWAYS,
};
#endif
#endif
+39 -33
View File
@@ -24,11 +24,16 @@
#include "Animation Data.h"
#include "opplist.h"
#include "Meanwhile.h"
#include "Strategic AI.h"
#include "MessageBoxScreen.h"
#include "Map Information.h"
#include "Queen Command.h"
#include "ai.h" // added by Flugente
#include "Isometric Utils.h" // added by Flugente
#include "Soldier Create.h" // added by Flugente
#include "Player Command.h" // added by Flugente
#include "Strategic Mines.h"
#include "connect.h"
#include "GameInitOptionsScreen.h"
@@ -134,11 +139,11 @@ INT32 giDestroyedLairID = 0;
//prebattle interface, autoresolve, etc.
INT16 gsCreatureInsertionCode = 0;
INT32 gsCreatureInsertionGridNo = 0;
UINT16 gubNumCreaturesAttackingTown = 0;
UINT16 gubYoungMalesAttackingTown = 0;
UINT16 gubYoungFemalesAttackingTown = 0;
UINT16 gubAdultMalesAttackingTown = 0;
UINT16 gubAdultFemalesAttackingTown = 0;
UINT8 gubNumCreaturesAttackingTown = 0;
UINT8 gubYoungMalesAttackingTown = 0;
UINT8 gubYoungFemalesAttackingTown = 0;
UINT8 gubAdultMalesAttackingTown = 0;
UINT8 gubAdultFemalesAttackingTown = 0;
UINT8 gubCreatureBattleCode = CREATURE_BATTLE_CODE_NONE;
UINT8 gubSectorIDOfCreatureAttack = 0;
@@ -155,7 +160,7 @@ extern SECTOR_EXT_DATA SectorExternalData[256][4];
//extern MINE_STATUS_TYPE gMineStatus[ MAX_NUMBER_OF_MINES ];
static CREATURE_DIRECTIVE* NewDirective( UINT8 ubSectorID, UINT8 ubSectorZ, UINT8 ubCreatureHabitat )
CREATURE_DIRECTIVE* NewDirective( UINT8 ubSectorID, UINT8 ubSectorZ, UINT8 ubCreatureHabitat )
{
CREATURE_DIRECTIVE *curr;
UINT8 ubSectorX, ubSectorY;
@@ -273,7 +278,7 @@ void InitLairGrumm()
}
*/
static void InitLair(INT32 iChosenMine)
void InitLair(INT32 iChosenMine)
{
CREATURE_DIRECTIVE *curr;
giLairID = iChosenMine;
@@ -512,7 +517,7 @@ void InitCreatureQuest()
}
}
static void AddCreatureToNode( CREATURE_DIRECTIVE *node )
void AddCreatureToNode( CREATURE_DIRECTIVE *node )
{
node->pLevel->ubNumCreatures++;
@@ -524,7 +529,7 @@ static void AddCreatureToNode( CREATURE_DIRECTIVE *node )
}
}
static BOOLEAN PlaceNewCreature( CREATURE_DIRECTIVE *node, INT32 iDistance )
BOOLEAN PlaceNewCreature( CREATURE_DIRECTIVE *node, INT32 iDistance )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CreatureSpreading1");
if( !node )
@@ -672,7 +677,7 @@ void DecayCreatures()
}
static void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales, UINT8 ubNumAdultFemales )
void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales, UINT8 ubNumAdultFemales )
{
INT32 iRandom;
SOLDIERTYPE *pSoldier;
@@ -759,7 +764,7 @@ static void AddCreaturesToBattle( UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales
AllTeamsLookForAll( FALSE );
}
static void AddCreaturesToBattle_Other( UINT8 ubNum )
void AddCreaturesToBattle_Other( UINT8 ubNum )
{
SOLDIERTYPE *pSoldier;
MAPEDGEPOINTINFO MapEdgepointInfo = {};
@@ -846,7 +851,7 @@ static void AddCreaturesToBattle_Other( UINT8 ubNum )
AllTeamsLookForAll( FALSE );
}
static void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
void ChooseTownSectorToAttack( UINT8 ubSectorID, BOOLEAN fOverrideTest )
{
INT32 iRandom, i;
UINT8 ubSectorX, ubSectorY;
@@ -1477,7 +1482,7 @@ void ChooseCreatureQuestStartDay()
}
}
static void DeleteDirectiveNode( CREATURE_DIRECTIVE **node )
void DeleteDirectiveNode( CREATURE_DIRECTIVE **node )
{
if( (*node)->next )
DeleteDirectiveNode( &((*node)->next) );
@@ -1629,8 +1634,8 @@ BOOLEAN MineClearOfMonsters( UINT8 ubMineIndex )
return TRUE;
}
void DetermineCreatureTownComposition( UINT16 ubNumCreatures, UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales )
void DetermineCreatureTownComposition( UINT8 ubNumCreatures, UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales )
{
INT32 i, iRandom;
UINT8 ubYoungMalePercentage = 10;
@@ -1662,8 +1667,8 @@ void DetermineCreatureTownComposition( UINT16 ubNumCreatures, UINT16 *pubNumYoun
}
}
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumCreatures, UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales )
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT8 *pubNumCreatures, UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales )
{
SOLDIERTYPE *pSoldier;
@@ -1671,9 +1676,9 @@ void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumC
*pubNumCreatures = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
for( SoldierID i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
for( INT32 i = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++i )
{
pSoldier = i;
pSoldier = MercPtrs[ i ];
if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
switch( pSoldier->ubBodyType )
@@ -1699,7 +1704,7 @@ void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumC
}
}
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT16* pubNumCreatures, UINT16* pubNumBloodcats, UINT16* pubNumZombies, UINT16* pubNumBandits )
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT8* pubNumCreatures, UINT8* pubNumBloodcats, UINT8* pubNumZombies, UINT8* pubNumBandits )
{
SOLDIERTYPE *pSoldier;
@@ -1707,9 +1712,9 @@ void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT16* pu
*pubNumCreatures = 0;
pSector->ubNumCreatures = 0;
pSector->ubCreaturesInBattle = 0;
for ( SoldierID i = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++i )
for ( INT32 i = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++i )
{
pSoldier = i;
pSoldier = MercPtrs[i];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife )
{
if ( pSoldier->IsZombie() )
@@ -1745,13 +1750,13 @@ BOOLEAN PrepareCreaturesForBattle()
UINT8 ubAdultMalePercentage;
UINT8 ubAdultFemalePercentage;
UINT8 ubCreatureHabitat;
UINT16 ubNumLarvae = 0;
UINT16 ubNumInfants = 0;
UINT16 ubNumYoungMales = 0;
UINT16 ubNumYoungFemales = 0;
UINT16 ubNumAdultMales = 0;
UINT16 ubNumAdultFemales = 0;
UINT16 ubNumCreatures;
UINT8 ubNumLarvae = 0;
UINT8 ubNumInfants = 0;
UINT8 ubNumYoungMales = 0;
UINT8 ubNumYoungFemales = 0;
UINT8 ubNumAdultMales = 0;
UINT8 ubNumAdultFemales = 0;
UINT8 ubNumCreatures;
if( !gubCreatureBattleCode )
{
@@ -2238,6 +2243,7 @@ BOOLEAN PlayerGroupIsInACreatureInfestedMine()
{
CREATURE_DIRECTIVE *curr;
SOLDIERTYPE *pSoldier;
INT32 i;
INT16 sSectorX, sSectorY;
INT8 bSectorZ;
@@ -2255,9 +2261,9 @@ 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( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
pSoldier = i;
pSoldier = MercPtrs[ i ];
if( pSoldier->bActive && pSoldier->stats.bLife &&
pSoldier->sSectorX == sSectorX &&
pSoldier->sSectorY == sSectorY &&
@@ -2416,4 +2422,4 @@ 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 UINT16 gubNumCreaturesAttackingTown;
extern UINT16 gubYoungMalesAttackingTown;
extern UINT16 gubYoungFemalesAttackingTown;
extern UINT16 gubAdultMalesAttackingTown;
extern UINT16 gubAdultFemalesAttackingTown;
extern UINT8 gubNumCreaturesAttackingTown;
extern UINT8 gubYoungMalesAttackingTown;
extern UINT8 gubYoungFemalesAttackingTown;
extern UINT8 gubAdultMalesAttackingTown;
extern UINT8 gubAdultFemalesAttackingTown;
extern UINT8 gubSectorIDOfCreatureAttack;
enum{
CREATURE_BATTLE_CODE_NONE,
@@ -53,15 +53,15 @@ enum {
};
extern UINT8 guCreatureAttackType;
void DetermineCreatureTownComposition( UINT16 ubNumCreatures,
UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales );
void DetermineCreatureTownComposition( UINT8 ubNumCreatures,
UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales );
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT16 *pubNumCreatures,
UINT16 *pubNumYoungMales, UINT16 *pubNumYoungFemales,
UINT16 *pubNumAdultMales, UINT16 *pubNumAdultFemales );
void DetermineCreatureTownCompositionBasedOnTacticalInformation( UINT8 *pubNumCreatures,
UINT8 *pubNumYoungMales, UINT8 *pubNumYoungFemales,
UINT8 *pubNumAdultMales, UINT8 *pubNumAdultFemales );
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT16* pubNumCreatures, UINT16* pubNumBloodcats, UINT16* pubNumZombies, UINT16* pubNumBandits );
void DetermineOtherCreatureTownCompositionBasedOnTacticalInformation( UINT8* pubNumCreatures, UINT8* pubNumBloodcats, UINT8* pubNumZombies, UINT8* 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
+12 -8
View File
@@ -12,6 +12,7 @@
#include "Facilities.h"
#include "Soldier Control.h"
#include "Map Screen Interface.h"
#include "Overhead.h"
#include "Assignments.h"
#include "GameSettings.h"
#include "LaptopSave.h"
@@ -28,7 +29,10 @@
#include "Interface.h"
#include "message.h"
#include "Morale.h"
#include "Points.h"
#include "Soldier Control.h"
#include "Isometric Utils.h"
#include "MilitiaSquads.h"
#include "Tactical Save.h"
#include <random>
@@ -353,7 +357,7 @@ void UpdateStrategicDetectionLevel( )
// Run through list of player-characters
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -495,7 +499,7 @@ void UpdateSkyriderCostModifier()
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -558,7 +562,7 @@ void UpdateFacilityUsageCosts( )
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -700,7 +704,7 @@ INT32 MineIncomeModifierFromFacility( UINT8 ubMine )
UINT8 ubCounter = 0;
while (gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -1108,7 +1112,7 @@ void HandleHourlyRisks()
while (gCharactersList[iCounter].fValid)
{
pSoldier = gCharactersList[ iCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
// Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -1990,11 +1994,11 @@ INT32 GetTotalFacilityHourlyCosts( BOOLEAN fPositive )
// Run through list of player-characters
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// Is character truly valid?
if( pSoldier != NULL && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
pSoldier->bSectorZ == 0 &&
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
pSoldier->bSectorZ == 0 && pSoldier != NULL &&
pSoldier->stats.bLife >= OKLIFE &&
!(pSoldier->flags.fMercAsleep) )
{
+29 -21
View File
@@ -1,24 +1,28 @@
#include "sgp.h"
#include "Game Clock.h"
#include "Font.h"
#include "Render Dirty.h"
#include "Timer Control.h"
#include "Overhead.h"
#include "environment.h"
#include "message.h"
#include <mousesystem.h>
#include "MercTextBox.h"
#include "renderworld.h"
#include "lighting.h"
#include "Map Screen Interface.h"
#include "Event Pump.h"
#include "Text.h"
#include "Interface Control.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Bottom.h"
#include "gamescreen.h"
#include "Map Information.h"
#include "GameSettings.h"
#include "sgp.h"
#include "Game Clock.h"
#include "Font.h"
#include "Render Dirty.h"
#include "Timer Control.h"
#include "Overhead.h"
#include "environment.h"
#include "Game Clock.h"
#include "message.h"
#include "Game Events.h"
#include "Assignments.h"
#include "MercTextBox.h"
#include "renderworld.h"
#include "lighting.h"
#include "Map Screen Interface.h"
#include "PreBattle Interface.h"
#include "Event Pump.h"
#include "Text.h"
#include "Interface Control.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Bottom.h"
#include "gamescreen.h"
#include "Map Information.h"
#include "GameSettings.h"
#include "LuaInitNPCs.h"
//#define DEBUG_GAME_CLOCK
@@ -249,6 +253,10 @@ void AdvanceClock( UINT8 ubWarpCode )
guiDay = ( guiGameClock / NUM_SEC_IN_DAY );
guiHour = ( guiGameClock - ( guiDay * NUM_SEC_IN_DAY ) ) / NUM_SEC_IN_HOUR;
guiMin = ( guiGameClock - ( ( guiDay * NUM_SEC_IN_DAY ) + ( guiHour * NUM_SEC_IN_HOUR ) ) ) / NUM_SEC_IN_MIN;
uiHourLua = guiHour;
uiDayLua = guiDay;
uiMinLua = guiMin;
swprintf( WORLDTIMESTR, L"%s %d, %02d:%02d", gpGameClockString[ STR_GAMECLOCK_DAY_NAME ], guiDay, guiHour, guiMin );
+26 -21
View File
@@ -4,6 +4,7 @@
#include "environment.h"
#include "Ambient Control.h"
#include "Quests.h"
// #include "Sound Control.h"
#include "AimMembers.h"
#include "Strategic Event Handler.h"
#include "BobbyR.h"
@@ -16,12 +17,14 @@
#include "Strategic Movement.h"
#include "Assignments.h"
#include "Strategic Mines.h"
#include "Strategic Town Loyalty.h"
#include "message.h"
#include "Map Screen Interface.h"
#include "Map Screen Helicopter.h"
#include "Scheduling.h"
#include "Arms Dealer Init.h"
#include "strategic town reputation.h"
#include "Air Raid.h"
#include "Meanwhile.h"
#include "Overhead.h"
#include "random.h"
@@ -29,6 +32,7 @@
#include "Strategic AI.h"
#include "Merc Contract.h"
#include "Strategic Status.h"
#include "INIReader.h"
#include "GameSettings.h"
#include "english.h"
#include "input.h"
@@ -46,6 +50,7 @@
#include "Rebel Command.h"
#include "interface Dialogue.h"
#include "connect.h"
#ifdef JA2UB
#include "Explosion Control.h"
@@ -80,7 +85,7 @@ void CrippledVersionEndGameCheck();
static BOOLEAN DelayEventIfBattleInProgress( STRATEGICEVENT *pEvent )
BOOLEAN DelayEventIfBattleInProgress( STRATEGICEVENT *pEvent )
{
STRATEGICEVENT *pNewEvent;
if( gTacticalStatus.fEnemyInSector )
@@ -210,7 +215,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
#ifdef JA2UB
//No JA25 UB
#else
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_SPECK_INTRO);
AddEmail(MERC_INTRO, MERC_INTRO_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin( ), -1, -1 ,TYPE_EMAIL_EMAIL_EDT );
#endif
}
break;
@@ -220,7 +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( (UINT16) pEvent->uiParam );
MercArrivesCallback( (UINT8) pEvent->uiParam );
break;
//handles the life insurance contract for a merc from AIM.
case EVENT_HANDLE_INSURED_MERCS:
@@ -228,7 +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( (UINT16) pEvent->uiParam );
InsuranceContractPayLifeInsuranceForDeadMerc( (UINT8) pEvent->uiParam );
break;
//gets called every day at midnight.
case EVENT_MERC_DAILY_UPDATE:
@@ -246,17 +251,14 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
break;
//When a merc is supposed to leave
case EVENT_MERC_CONTRACT_OVER:
MercsContractIsFinished( pEvent->uiParam );
MercsContractIsFinished( (UINT8) pEvent->uiParam );
break;
case EVENT_ADDSOLDIER_TO_UPDATE_BOX:
{
// if the grunt is currently active, add to update box
SoldierID usID = pEvent->uiParam;
if ( usID != NOBODY && usID->bActive )
if( Menptr[ pEvent->uiParam ].bActive )
{
AddSoldierToWaitingListQueue( usID );
AddSoldierToWaitingListQueue( &( Menptr[ pEvent->uiParam ] ) );
}
}
break;
case EVENT_SET_MENU_REASON:
AddReasonToWaitingListQueue( (UINT8) pEvent->uiParam );
@@ -390,10 +392,10 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
HandleEnricoEmail();
break;
case EVENT_INSURANCE_INVESTIGATION_STARTED:
StartInsuranceInvestigation( (UINT16) pEvent->uiParam );
StartInsuranceInvestigation( (UINT8) pEvent->uiParam );
break;
case EVENT_INSURANCE_INVESTIGATION_OVER:
EndInsuranceInvestigation( (UINT16) pEvent->uiParam );
EndInsuranceInvestigation( (UINT8) pEvent->uiParam );
break;
case EVENT_TEMPERATURE_UPDATE:
UpdateTemperature( (UINT8) pEvent->uiParam );
@@ -427,7 +429,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
BeginContractRenewalSequence( );
break;
case EVENT_RPC_WHINE_ABOUT_PAY:
RPCWhineAboutNoPay( pEvent->uiParam );
RPCWhineAboutNoPay( (UINT8) pEvent->uiParam );
break;
case EVENT_HAVENT_MADE_IMP_CHARACTER_EMAIL:
@@ -487,7 +489,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
// No PCM in UB
#else
case EVENT_PMC_EMAIL:
AddEmail(PMC_INTRO, PMC_INTRO_LENGTH, PMC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KERBERUS_OFFER);
AddEmail( PMC_INTRO, PMC_INTRO_LENGTH, PMC, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
@@ -503,14 +505,16 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD )
{
StartQuest( QUEST_KINGPIN_ANGEL_MARIA, gWorldSectorX, gWorldSectorY );
AddEmail(KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_JOBOPPORTUNITY);
AddEmail( KINGPIN_BOUNTY_INITIAL, KINGPIN_BOUNTY_INITIAL_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
break;
case EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM:
if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail(KINGPIN_BOUNTY_KINGPIN_REWARD, KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_WELLDONE);
AddEmail( KINGPIN_BOUNTY_KINGPIN_REWARD, KINGPIN_BOUNTY_KINGPIN_REWARD_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
// also authorise payment from kingpin to the player
AddTransactionToPlayersBook( ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin( ), 10000 );
}
@@ -526,13 +530,14 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
if ( gMercProfiles[MARIA].bMercStatus != MERC_IS_DEAD && gMercProfiles[ANGEL].bMercStatus != MERC_IS_DEAD
&& CheckFact( FACT_BOUNTYHUNTER_KILLED_1, NO_PROFILE ) && CheckFact( FACT_BOUNTYHUNTER_KILLED_2, NO_PROFILE ) )
{
AddEmail(KINGPIN_BOUNTY_ANGEL_THANKS, KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH, ANGEL_DASILVA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_DASILVA_THANKYOU);
AddEmail(KINGPIN_BOUNTY_TARGET_GOTAWAY, KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_FAILUREOBSTACLES);
AddEmail( KINGPIN_BOUNTY_ANGEL_THANKS, KINGPIN_BOUNTY_ANGEL_THANKS_LENGTH, ANGEL_DASILVA, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
AddEmail( KINGPIN_BOUNTY_TARGET_GOTAWAY, KINGPIN_BOUNTY_TARGET_GOTAWAY_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
// we can assume that the bounty hunters for to them first - Kingpin sends an email and states that someone else finished the job
else if ( gMercProfiles[KINGPIN].bMercStatus != MERC_IS_DEAD && !CheckFact( FACT_KINGPIN_DEAD, NO_PROFILE ) && !CheckFact( FACT_KINGPIN_IS_ENEMY, NO_PROFILE ) )
{
AddEmail(KINGPIN_BOUNTY_BH_GOTTARGET, KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH, KING_PIN, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_KINGPIN_FAILURE);
AddEmail( KINGPIN_BOUNTY_BH_GOTTARGET, KINGPIN_BOUNTY_BH_GOTTARGET_LENGTH, KING_PIN, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
// in any case, this quest is now over
@@ -598,7 +603,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
#ifndef JA2UB
case EVENT_MILITIAROSTER_EMAIL:
AddEmail(MILITIAROSTER_INTRO, MILITIAROSTER_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_MILITIA_WEBSITE);
AddEmail( MILITIAROSTER_INTRO, MILITIAROSTER_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
@@ -625,7 +630,7 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
#ifndef JA2UB
case EVENT_INTEL_ENRICO_EMAIL:
AddEmail(INTEL_ENRICO_INTRO, INTEL_ENRICO_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_ENRICO_INTEL);
AddEmail( INTEL_ENRICO_INTRO, INTEL_ENRICO_INTRO_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
break;
#endif
+1 -1
View File
@@ -214,7 +214,7 @@ BOOLEAN DeleteEventsWithDeletionPending()
}
static void AdjustClockToEventStamp( STRATEGICEVENT *pEvent, UINT32 *puiAdjustment )
void AdjustClockToEventStamp( STRATEGICEVENT *pEvent, UINT32 *puiAdjustment )
{
UINT32 uiDiff;
+21 -7
View File
@@ -9,8 +9,10 @@
#include "Soldier Profile.h"
#include "strategicmap.h"
#include "Game Init.h"
#include "Animation Data.h"
#include "finances.h"
#include "Soldier Create.h"
#include "Soldier Init List.h"
#include "strategic.h"
#include "history.h"
#include "merc entering.h"
@@ -29,10 +31,12 @@
#include "Creature Spreading.h"
#include "Quests.h"
#include "Strategic AI.h"
#include "LaptopSave.h"
#include "AimMembers.h"
#include "Dialogue Control.h"
#include "NPC.h"
#include "GameSettings.h"
#include "interface Dialogue.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Helicopter.h"
#include "Vehicles.h"
@@ -47,17 +51,22 @@
// HEADROCK HAM 3.6: Include for adding facility debt reset
#include "Facilities.h"
// HEADROCK HAM 4: Include for initializing Manual Restrictions
#include "MilitiaSquads.h"
#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
#include "CampaignStats.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "MiniEvents.h"
#include "Rebel Command.h"
#include "World Items.h"
#include "Vehicles.h"
#include "Text.h"
#include "connect.h"
#include "XML.h"
#include "mercs.h"
#include "aim.h"
#include "Map Screen Interface.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
@@ -96,14 +105,14 @@ UINT8 gubCheatLevel = STARTING_CHEAT_LEVEL;
UINT8 gubScreenCount=0;
#ifdef JA2UB
static void InitCustomStrategicLayer ( void )
void InitCustomStrategicLayer ( void )
{
LetLuaGameInit(2); //load custom InitStrategicLayer
}
#endif
static void InitNPCs( void )
void InitNPCs( void )
{
#ifdef LUA_GAME_INIT_NPCS
@@ -833,14 +842,19 @@ fFirstTimeInMapScreen = TRUE;
BOOLEAN AnyMercsHired( )
{
// Find first guy available in team
SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
INT16 bLastTeamID;
// Find first guy availible in team
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// look for all mercs on the same team,
for ( ; id <= bLastTeamID; ++id)
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( id->bActive )
if ( pTeamSoldier->bActive )
{
return( TRUE );
}
+28 -30
View File
@@ -4,6 +4,7 @@
#include "Strategic Mines.h"
#include "Campaign.h"
#include "Morale.h"
#include "Quests.h"
#include "Game Clock.h"
#include "Overhead.h"
#include "jascreens.h"
@@ -158,6 +159,7 @@ CHAR16 zString[128];
HourlyDrugUpdate();
RebelCommand::HourlyUpdate();
// WANNE: This check should avoid the resaving of a loaded auto-save game, when entering tactical
BOOLEAN doAutoSave = TRUE;
@@ -168,10 +170,6 @@ CHAR16 zString[128];
if (doAutoSave)
{
// We're also using the doAutoSave check to prevent RebelCommand::DailyUpdate() from running a second time when loading an autosave at 00:00
RebelCommand::HourlyUpdate();
if ( AutoSaveToSlot[1] == FALSE && AutoSaveToSlot[2] == FALSE && AutoSaveToSlot[3] == FALSE && AutoSaveToSlot[4] == FALSE )
AutoSaveToSlot[0] = TRUE;
@@ -368,18 +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( SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id )
for( UINT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = id;
pSoldier = MercPtrs[ cnt ];
if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep && ( pSoldier->ubProfile == LARRY_NORMAL || pSoldier->ubProfile == LARRY_DRUNK || pSoldier->HasBackgroundFlag( BACKGROUND_DRUGUSE ) ) )
{
@@ -491,9 +489,9 @@ void HourlyLarryUpdate()
{
// anv: snitches stop mercs from getting wasted
BOOLEAN fSnitchStoppedBehaviour = FALSE;
for( SoldierID id2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; id2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++id2 )
for( INT32 cnt2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt2 )
{
pOtherSoldier = id2;
pOtherSoldier = MercPtrs[ cnt2 ];
// 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 )
{
@@ -619,12 +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 ( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
for ( UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
{
pSoldier = id;
pSoldier = MercPtrs[cnt];
if ( pSoldier && pSoldier->bActive && !pSoldier->flags.fMercAsleep )
{
@@ -654,9 +652,9 @@ void HourlyDisabilityUpdate( )
SOLDIERTYPE* pSoldier = NULL;
SOLDIERTYPE* pOtherSoldier = NULL;
for ( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
for ( UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt )
{
pSoldier = id;
pSoldier = MercPtrs[cnt];
if ( pSoldier && pSoldier->bActive )
{
@@ -671,9 +669,9 @@ void HourlyDisabilityUpdate( )
{
// anv: snitches stop mercs from getting wasted
BOOLEAN fSnitchStoppedBehaviour = FALSE;
for ( SoldierID id2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; id2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id2 )
for ( INT32 cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
{
pOtherSoldier = id2;
pOtherSoldier = MercPtrs[cnt2];
// 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 )
@@ -767,9 +765,9 @@ void HourlyStealUpdate()
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
for( SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
for( INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt )
{
pSoldier = cnt;
pSoldier = MercPtrs[ 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
@@ -801,9 +799,9 @@ void HourlyStealUpdate()
// anv: snitches prevent scrounging in the same sector
BOOLEAN fSnitchStoppedBehaviour = FALSE;
for ( SoldierID cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
for ( UINT32 cnt2 = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt2 <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt2 )
{
pOtherSoldier = cnt2;
pOtherSoldier = MercPtrs[cnt2];
// note - snitches stop others, but can scrounge themselves (if they have scrounging specifically set in background...)
if ( pOtherSoldier
@@ -911,7 +909,7 @@ void HourlyStealUpdate()
}
}
static BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem, UINT32 usNumToRemove )
BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem, UINT32 usNumToRemove )
{
UINT32 uiTotalNumberOfRealItems = 0;
std::vector<WORLDITEM> pWorldItem;//dnl ch75 271013
@@ -987,7 +985,7 @@ static BOOLEAN RemoveItemInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ
return FALSE;
}
static UINT32 CountAccessibleItemsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem )
UINT32 CountAccessibleItemsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usItem )
{
UINT32 numfound = 0;
UINT32 uiTotalNumberOfRealItems = 0;
+58 -97
View File
@@ -1,4 +1,3 @@
#ifdef JA2UB
#include "builddefines.h"
#include "strategicmap.h"
@@ -69,6 +68,7 @@
#include "Auto Resolve.h"
#include "Cursors.h"
#ifdef JA2UB
#include "Soldier Init List.h"
#include "Dialogue Control.h"
#include "Game Clock.h"
@@ -145,6 +145,8 @@ void InitJohnKulbaInitialSector();
void FixEnemyCounterInSectorBug();
void AddEnemiesToFirstTunnelSector();
void AddEnemiesToSecondTunnelSector();
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots );
void RemoveAllEnemySoldierInitListLinks();
@@ -1245,6 +1247,7 @@ BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile )
// }
// }
gJa25SaveStruct.iPowerGenFanPositionSndID = -1;
return( TRUE );
}
@@ -1270,69 +1273,10 @@ void InitJa25StrategicAiBloodcats( )
}
static BOOLEAN AddEnemiesToSectorPlayerIsIn(INT16 sectorX, INT16 sectorY, INT8 sectorZ, UINT8 admins, UINT8 troops, UINT8 elites)
{
if ( gGameUBOptions.pJA2UB == TRUE )
{
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
{
SetEnemyEncounterCode(ENEMY_INVASION_CODE);
}
SetNumberJa25EnemiesInSector(sectorX, sectorY, sectorZ, admins, troops, elites, 0, 0, 0);
SetThisSectorAsEnemyControlled(sectorX, sectorY, sectorZ, FALSE);
//Set up flag so enemies will go and find the player in that sector
gJa25SaveStruct.fEnemyShouldImmediatelySeekThePlayer = TRUE;
gJa25SaveStruct.bSectorTheEnemyWillSeekEnemy = SECTOR(sectorX, sectorY);
}
return(TRUE);
}
static void AddEnemiesToFirstTunnelSector()
{
const auto x1 = gGameUBOptions.Tunnel1_SectorX;
const auto y1 = gGameUBOptions.Tunnel1_SectorY;
const auto z1 = gGameUBOptions.Tunnel1_SectorZ;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
NumEnemiesToAttackFirstTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots);
SetNumberJa25EnemiesInSector(x1, y1, z1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
static void AddEnemiesToSecondTunnelSector()
{
const auto x2 = gGameUBOptions.Tunnel2_SectorX;
const auto y2 = gGameUBOptions.Tunnel2_SectorY;
const auto z2 = gGameUBOptions.Tunnel2_SectorZ;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
UINT8 ubNumTanks = 0;
UINT8 ubNumJeeps = 0;
UINT8 ubNumRobots = 0;
NumEnemiesToAttackSecondTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots);
SetNumberJa25EnemiesInSector(x2, y2, z2, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots);
}
void HandleAddingEnemiesToTunnelMaps()
{
UINT8 ubNumEnemies = 0;
UINT8 ubNumAdmins = 0;
UINT8 ubNumTroops = 0;
UINT8 ubNumElites = 0;
BOOLEAN fInCombat = ( gTacticalStatus.uiFlags & INCOMBAT );
UINT8 ubNumEnemies=0;
//if the player has been in the complex
if( HaveMercsEverBeenInComplex() )
@@ -1341,35 +1285,21 @@ void HandleAddingEnemiesToTunnelMaps()
return;
}
const auto x1 = gGameUBOptions.Tunnel1_SectorX;
const auto y1 = gGameUBOptions.Tunnel1_SectorY;
const auto z1 = gGameUBOptions.Tunnel1_SectorZ;
const auto x2 = gGameUBOptions.Tunnel2_SectorX;
const auto y2 = gGameUBOptions.Tunnel2_SectorY;
const auto z2 = gGameUBOptions.Tunnel2_SectorZ;
const bool isPlayerInFirstTunnel = AreAnyPlayerMercsStillInSector(x1, y1, z1);
const bool isPlayerInSecondTunnel = AreAnyPlayerMercsStillInSector(x2, y2, z2);
//if the player IS NOT in either of the tunnel sectors
if( !isPlayerInFirstTunnel && !isPlayerInSecondTunnel )
if( !AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
{
// Add enemies to both sectors if fan was blown up
if ( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
AddEnemiesToFirstTunnelSector();
AddEnemiesToSecondTunnelSector();
}
AddEnemiesToJa25TunnelMaps();
}
//else if the player IS NOT in the 2nd sector but is in the first sector
else if( isPlayerInFirstTunnel && !isPlayerInSecondTunnel )
//else if the player IS NOT in the 2nd sector but in the first sector
else if( AreAnyPlayerMercsStillInSector( 14, 10, 1 ) &&
!AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
{
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackFirstTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
//Add enemies to the first sector
AddEnemiesToSectorPlayerIsIn( x1, y1, z1, ubNumAdmins, ubNumTroops, ubNumElites);
HandleAddEnemiesToSectorPlayerIsntIn( JA25_J14_1, ubNumEnemies );
//Remember to move the enemies to be in the entrance to the tunnel
SetJa25GeneralFlag( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_1 );
@@ -1378,17 +1308,58 @@ void HandleAddingEnemiesToTunnelMaps()
}
//else if the player is in the second sector
else if( isPlayerInSecondTunnel )
else if( AreAnyPlayerMercsStillInSector( 14, 11, 1 ) )
{
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector(&ubNumAdmins, &ubNumTroops, &ubNumElites, NULL, NULL, NULL );
ubNumEnemies = NumEnemiesToAttackSecondTunnelSector( NULL, NULL, NULL, NULL, NULL, NULL );
AddEnemiesToSectorPlayerIsIn(x2, y2, z2, ubNumAdmins, ubNumTroops, ubNumElites);
//Add enemies to the first sector
HandleAddEnemiesToSectorPlayerIsntIn( JA25_K14_1, ubNumEnemies );
//Remember to move the enemies to be in the entrance to the tunnel
SetJa25GeneralFlag( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_2 );
}
}
void AddEnemiesToJa25TunnelMaps()
{
if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
//if the player blew up the fan, add a ton of enemies to the sector
AddEnemiesToFirstTunnelSector();
AddEnemiesToSecondTunnelSector();
}
else if( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_STOPPED_FAN_TO_GET_THROUGH )
{
}
}
void AddEnemiesToFirstTunnelSector()
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
UINT8 ubNumRobots=0;
NumEnemiesToAttackFirstTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
SetNumberJa25EnemiesInSector( 14, 10, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
}
void AddEnemiesToSecondTunnelSector()
{
UINT8 ubNumAdmins=0;
UINT8 ubNumTroops=0;
UINT8 ubNumElites=0;
UINT8 ubNumTanks=0;
UINT8 ubNumJeeps=0;
UINT8 ubNumRobots=0;
NumEnemiesToAttackSecondTunnelSector( &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumTanks, &ubNumJeeps, &ubNumRobots );
SetNumberJa25EnemiesInSector( 14, 11, 1, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, ubNumJeeps, ubNumRobots );
}
UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8 *pElites, UINT8 *pTanks, UINT8 *pJeeps, UINT8 *pRobots )
{
@@ -1418,11 +1389,6 @@ UINT8 NumEnemiesToAttackFirstTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT8
ubNumTroops = 4 + Random( 0 );
ubNumElites = 4 + Random( 0 );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = 0 + Random(0);
ubNumTroops = 0 + Random(0);
ubNumElites = 8 + Random(0);
break;
}
if( pAdmins )
@@ -1475,11 +1441,6 @@ UINT8 NumEnemiesToAttackSecondTunnelSector( UINT8 *pAdmins, UINT8 *pTroops, UINT
ubNumTroops = 6 + Random( 0 );
ubNumElites = 4 + Random( 3 );
break;
case DIF_LEVEL_INSANE:
ubNumAdmins = 0 + Random(0);
ubNumTroops = 0 + Random(0);
ubNumElites = 10 + Random(0);
break;
}
if( pAdmins )
+1
View File
@@ -199,6 +199,7 @@ BOOLEAN SaveJa25SaveInfoToSaveGame( HWFILE hFile );
BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile );
void AddEnemiesToJa25TunnelMaps();
void HandleAddingEnemiesToTunnelMaps();
void SetJa25GeneralFlag( UINT32 uiFlagToSet );
+8412 -6643
View File
File diff suppressed because it is too large Load Diff
+7 -5
View File
@@ -26,11 +26,14 @@ typedef struct
extern ACTION_ITEM_VALUES ActionItemsValues[500];
extern UINT32 uiHourLua;
extern UINT32 uiDayLua;
extern UINT32 uiMinLua;
extern UINT16 PROFILLUA_sSectorX;
extern UINT16 PROFILLUA_sSectorY;
extern UINT8 PROFILLUA_bSectorZ;
extern UINT8 PROFILLUA_Level;
extern UINT16 PROFILLUA_ubID;
extern UINT8 PROFILLUA_ubID;
extern UINT32 PROFILLUA_sGridNo;
extern UINT8 PROFILLUA_ubDirectiono;
extern UINT8 PROFILLUA_bTeam;
@@ -39,7 +42,7 @@ extern UINT8 PROFILLUA2_ubProfile;
extern UINT16 PROFILLUA2_sSectorX;
extern UINT16 PROFILLUA2_sSectorY;
extern UINT8 PROFILLUA2_bSectorZ;
extern UINT16 PROFILLUA2_ubID;
extern UINT8 PROFILLUA2_ubID;
extern UINT32 PROFILLUA2_sGridNo;
extern BOOLEAN LetHandleLoyaltyChangeForNPCAction(UINT8 ubNPCProfileId , UINT8 Init);
@@ -57,9 +60,8 @@ 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, SoldierID ubId,
void LuaHandleInteractiveActionResult( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ,
INT32 sGridNo, UINT8 bLevel, UINT8 ubId,
UINT16 usActionType, INT32 sLuaactionid, INT32 difficulty, UINT16 skill );
void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
+9 -10
View File
@@ -510,6 +510,15 @@ void IniGlobalGameSetting(lua_State *L)
lua_pushinteger(L, gubBoxingMatchesWon);
lua_setglobal(L, "gubBoxingMatchesWon");
lua_pushinteger(L, uiHourLua);
lua_setglobal(L, "cHour");
lua_pushinteger(L, uiDayLua);
lua_setglobal(L, "cDay");
lua_pushinteger(L, uiMinLua);
lua_setglobal(L, "cMin");
lua_pushinteger(L, gbPlayerNum);
lua_setglobal(L, "gbPlayerNum");
@@ -581,16 +590,6 @@ void IniGlobalGameSetting(lua_State *L)
lua_pushinteger(L, guiMin);
lua_setglobal(L, "guiMin");
lua_pushinteger(L, guiDay);
lua_setglobal(L, "cDay");
lua_pushinteger(L, guiHour);
lua_setglobal(L, "cHour");
lua_pushinteger(L, guiMin);
lua_setglobal(L, "cMin");
lua_pushinteger(L, guiCurrentScreen);
lua_setglobal(L, "guiCurrentScreen");
+48 -41
View File
@@ -1,41 +1,48 @@
#include "Map Screen Helicopter.h"
#include "LaptopSave.h"
#include "Map Screen Helicopter.h"
#include "LaptopSave.h"
#include "Vehicles.h"
#include "finances.h"
#include "Quests.h"
#include "Game Clock.h"
#include "strategic.h"
#include "Queen Command.h"
#include "Strategic Pathing.h"
#include "random.h"
#include "Game Event Hook.h"
#include "string.h"
#include "Dialogue Control.h"
#include "message.h"
#include "Strategic Movement.h"
#include "Soldier Profile.h"
#include "Assignments.h"
#include "PreBattle Interface.h"
#include "strategicmap.h"
#include "worlddef.h"
#include "worldman.h"
#include "TileDat.h"
#include "Map Screen Interface.h"
#include "Text.h"
#include "Squads.h"
#include "Player Command.h"
#include "Sound Control.h"
#include "GameSettings.h"
#include "Meanwhile.h"
#include "Map Screen Interface Border.h"
#include "Strategic Event Handler.h"
#include "Overhead.h"
#include "Soldier Create.h"
#include "renderworld.h"
#include "soundman.h"
#include "Isometric Utils.h"
#include "Scheduling.h"
// HEADROCK HAM 3.5: Added facility-based skyrider costs modifier
#include "Facilities.h"
#include "Debug Control.h"
#include "expat.h"
#include "merc entering.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Vehicles.h"
#include "finances.h"
#include "Quests.h"
#include "Game Clock.h"
#include "strategic.h"
#include "Queen Command.h"
#include "Strategic Pathing.h"
#include "random.h"
#include "Game Event Hook.h"
#include "string.h"
#include "Dialogue Control.h"
#include "message.h"
#include "Strategic Movement.h"
#include "Soldier Profile.h"
#include "Assignments.h"
#include "strategicmap.h"
#include "worlddef.h"
#include "worldman.h"
#include "Map Screen Interface.h"
#include "Text.h"
#include "Squads.h"
#include "Sound Control.h"
#include "GameSettings.h"
#include "Meanwhile.h"
#include "Map Screen Interface Border.h"
#include "Overhead.h"
#include "Soldier Create.h"
#include "renderworld.h"
#include "Isometric Utils.h"
#include "Scheduling.h"
// HEADROCK HAM 3.5: Added facility-based skyrider costs modifier
#include "Facilities.h"
#include "Debug Control.h"
#include "expat.h"
#include "merc entering.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "NPC.h"
#include "history.h"
@@ -65,7 +72,7 @@
#define HELICOPTER_RETURN_REASON_DAMAGE 2
extern FACETYPE *gpCurrentTalkingFace;
extern UINT16 gubCurrentTalkingID;
extern UINT8 gubCurrentTalkingID;
// current temp path for dest char
extern PathStPtr pTempHelicopterPath;
@@ -503,7 +510,7 @@ BOOLEAN ReadInHeliInfo(STR fileName)
return TRUE;
}
static BOOLEAN WriteInInfo(STR fileName)
BOOLEAN WriteInInfo(STR fileName)
{
HWFILE hFile;
@@ -2439,7 +2446,7 @@ BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY )
return( FALSE );
}
static void HeliCrashSoundStopCallback( void *pData )
void HeliCrashSoundStopCallback( void *pData )
{
SkyriderDestroyed( );
}
@@ -2582,7 +2589,7 @@ BOOLEAN CanHelicopterTakeOff( void )
return( FALSE );
}
static void AddHeliPiece( INT32 iGridNo, UINT16 sOStruct )
void AddHeliPiece( INT32 iGridNo, UINT16 sOStruct )
{
UINT16 usDummy;
@@ -11,16 +11,21 @@
#include "mapscreen.h"
#include "Render Dirty.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map Inventory.h"
#include "Map Screen Helicopter.h"
#include "Text.h"
#include "Campaign Types.h"
#include "Strategic Town Loyalty.h"
#include "strategicmap.h"
#include "Assignments.h"
// HEADROCK HAM 4: Now accepts INI settings
#include "GameSettings.h"
// Also include Quests, for checking whether a fact is true.
#include "Quests.h"
// HEADROCK HAM 5: Required for inventory filter popup
#include "popup_callback.h"
#include "popup_class.h"
#include "Queen Command.h" // added by Flugente
+27 -19
View File
@@ -22,8 +22,10 @@
#include "Options Screen.h"
#include "Cursor Control.h"
#include "gameloop.h"
#include "ai.h"
#include "Tactical Save.h"
#include "Campaign Types.h"
#include "Air Raid.h"
#include "finances.h"
#include "LaptopSave.h"
#include "Interface Items.h"
@@ -1560,7 +1562,7 @@ void DisplayCurrentBalanceTitleForMapBottom( void )
void DisplayCurrentBalanceForMapBottom( void )
{
// show the current balance for the player on the map panel bottom
std::wstring sString;
CHAR16 sString[ 128 ];
INT16 sFontX, sFontY;
// ste the font buffer
@@ -1571,18 +1573,22 @@ void DisplayCurrentBalanceForMapBottom( void )
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
sString = FormatMoney( LaptopSaveInfo.iCurrentBalance );
swprintf( sString, L"%d", LaptopSaveInfo.iCurrentBalance );
// insert
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
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.data()
COMPFONT, &sFontX, &sFontY, sString
);
// print it
mprintf( sFontX, sFontY, L"%s", sString.data() );
mprintf( sFontX, sFontY, L"%s", sString );
return;
}
@@ -1661,7 +1667,7 @@ void DisplayProjectedDailyMineIncome( void )
{
INT32 iRate = 0;
static INT32 iOldRate = -1;
std::wstring sString;
CHAR16 sString[ 128 ];
INT16 sFontX, sFontY;
// grab the rate from the financial system
@@ -1686,18 +1692,22 @@ void DisplayProjectedDailyMineIncome( void )
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
sString = FormatMoney( iRate );
swprintf( sString, L"%d", iRate );
// insert
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
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.data()
COMPFONT, &sFontX, &sFontY, sString
);
// print it
mprintf( sFontX, sFontY, L"%s", sString.data() );
mprintf( sFontX, sFontY, L"%s", sString );
return;
}
@@ -1706,6 +1716,7 @@ void DisplayProjectedDailyExpenses( void )
{
INT32 iRate = 0;
static INT32 iOldExpensesRate = -1;
CHAR16 sString[ 128 ];
INT16 sFontX, sFontY;
// grab the rate from the financial system
@@ -1738,18 +1749,22 @@ void DisplayProjectedDailyExpenses( void )
}
SetFontBackground( FONT_BLACK );
auto rate{FormatMoney(iRate)};
swprintf( sString, L"%d", iRate );
// insert extra characters
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
VarFindFontCenterCoordinates(
UI_BOTTOM.Text.CurrentExpenses.x,
UI_BOTTOM.Text.CurrentExpenses.y,
UI_BOTTOM.Text.CurrentExpenses.width,
UI_BOTTOM.Text.CurrentExpenses.height,
COMPFONT, &sFontX, &sFontY, rate.data()
COMPFONT, &sFontX, &sFontY, sString
);
// print it
mprintf( sFontX, sFontY, L"%s", rate.data());
mprintf( sFontX, sFontY, L"%s", sString );
return;
}
@@ -2055,14 +2070,7 @@ void HandleExitsFromMapScreen( void )
#ifdef JA2UB
//JA25 ub
case MAP_EXIT_TO_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;
// SetPendingNewScreen( INTRO_SCREEN );
BeginLoadScreen();
break;
#endif
@@ -1,6 +1,7 @@
#include "Map Screen Interface Map Inventory.h"
#include "Render Dirty.h"
#include "vobject.h"
#include "Utilities.h"
#include "WCheck.h"
#include "sysutil.h"
#include "Map Screen Interface Border.h"
@@ -27,6 +28,7 @@
#include "WordWrap.h"
#include "Soldier macros.h"
#include "rt time defines.h"
#include "Encyclopedia_new.h" //Moa: item visibility
#include "Town Militia.h" // added by Flugente
#include "ShopKeeper Interface.h"
@@ -34,7 +36,10 @@
#include <algorithm>
#include "InterfaceItemImages.h"
#include "SaveLoadGame.h"//dnl ch51 081009
#include "Map Information.h"//dnl ch51 091009
#include "Interface Items.h"
#include "Food.h" // added by Flugente
#include "Campaign Types.h" // added by Flugente
#include "mapscreen.h"
//forward declarations of common classes to eliminate includes
@@ -196,7 +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
SoldierID sObjectSourseSoldierID = NOBODY;
INT8 sObjectSourseSoldierID = -1;
// number of unseen items in sector
UINT32 uiNumberOfUnSeenItems = 0;
@@ -678,9 +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 ) ||
!(( gCharactersList[ bSelectedInfoChar ].usSolID->sSectorX == sSelMapX ) &&
( gCharactersList[ bSelectedInfoChar ].usSolID->sSectorY == sSelMapY ) &&
( gCharactersList[ bSelectedInfoChar ].usSolID->bSectorZ == iCurrentMapSectorZ )
!(( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ )
) )
{
//Shade the item, but only if it is an active item!
@@ -1175,6 +1180,7 @@ 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,
@@ -1211,6 +1217,7 @@ void CreateMapInventoryPoolSlots( )
void DestroyMapInventoryPoolSlots( void )
{
INT32 iCounter = 0;
extern MOUSE_REGION gMapViewRegion;
for( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT; iCounter++ )
{
@@ -1344,6 +1351,7 @@ 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;
@@ -1362,16 +1370,11 @@ 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
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)
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)
{
pSelectedSoldier->bInSector = TRUE;
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bInSector=TRUE;
}
else
{
@@ -1385,7 +1388,7 @@ 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( pSelectedSoldier ))
if(OK_CONTROL_MERC( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] ))
{
//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
@@ -1471,7 +1474,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
// HEADROCK HAM 5: Sector Inventory Item Desc Box no longer accessible during combat.
if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
if( !CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) )
{
DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL );
return;
@@ -1481,23 +1484,23 @@ 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( pSelectedSoldier );
InternalMAPBeginItemPointer( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
}
else
MAPInternalInitItemDescriptionBox( &twItem->object, 0, pSelectedSoldier );
MAPInternalInitItemDescriptionBox( &twItem->object, 0, MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
}
}
else if(fValidPointer)
{
// Sector Inventory Stack Popup no longer accessible during combat.
if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
if( !CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) )
{
DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL );
return;
}
else
{
InitSectorStackPopup( pSelectedSoldier, twItem, iCounter, xResOffset, yResOffset - 10, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
InitSectorStackPopup( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID], twItem, iCounter, xResOffset, yResOffset - 10, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
fTeamPanelDirty=TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
@@ -1594,13 +1597,11 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
//if( fShowInventoryFlag )
{
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// not in sector?
if( ( pSelectedSoldier->sSectorX != sSelMapX ) ||
( pSelectedSoldier->sSectorY != sSelMapY ) ||
( pSelectedSoldier->bSectorZ != iCurrentMapSectorZ ) ||
( pSelectedSoldier->flags.fBetweenSectors ) )
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 ( gpItemPointer == NULL )
{
@@ -1632,13 +1633,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
}
else
{
swprintf( sString, pMapInventoryErrorString[ 2 ], pSelectedSoldier->name );
swprintf( sString, pMapInventoryErrorString[ 2 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
}
}
else
{
swprintf( sString, pMapInventoryErrorString[ 5 ], pSelectedSoldier->name );
swprintf( sString, pMapInventoryErrorString[ 5 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
}
return;
@@ -1649,7 +1650,6 @@ 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 +1658,7 @@ 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(pSelectedSoldier) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
@@ -1673,13 +1673,14 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) )
{
// notify
pSoldier = &( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] );
sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSelectedSoldier->sGridNo);
sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSoldier->sGridNo);
/* if( sDistanceFromObject > MAX_DISTANCE_TO_PICKUP_ITEM )
{
// see for the loaded sector if the merc is cloase enough?
swprintf( sString, pMapInventoryErrorString[ 0 ], pSelectedSoldier->name );
swprintf( sString, pMapInventoryErrorString[ 0 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
@@ -1717,11 +1718,10 @@ 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(pSelectedSoldier) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
@@ -1795,7 +1795,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
/*
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
}
*/
}
@@ -2471,7 +2471,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( _KeyDown ( CTRL ))//MM: Pass item to selected merc. Delete if none selected.
{
SOLDIERTYPE *pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
SOLDIERTYPE *pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
bool placedAllObjects = false;
if(pSoldier->exists() == true)
@@ -2575,7 +2575,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
fTeamPanelDirty = TRUE;
}
}
@@ -2643,7 +2643,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
fTeamPanelDirty = TRUE;
}
}
@@ -2660,7 +2660,7 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
// anv: swap ownerships too
if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
{
pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
}
pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
}
@@ -2674,10 +2674,10 @@ 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 = NOBODY;
pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
pInventoryPoolList[ iDestSlot ].soldierID = (-1);
pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
iCurrentlyPickedUpItem = iDestSlot;
sObjectSourseSoldierID = NOBODY;
sObjectSourseSoldierID = (-1);
}
// stacking
pInventorySlot->AddObjectsToStack(*pItemPtr);
@@ -2689,9 +2689,9 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
// anv: swap ownerships too
if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
{
pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
}
SoldierID iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
INT32 iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
sObjectSourseSoldierID = iTempSoldierID;
iCurrentlyPickedUpItem = iDestSlot;
@@ -3015,7 +3015,7 @@ void TemplateNameInputCallBack(UINT8 ubResult)
{
if (ubResult == MSG_BOX_RETURN_OK && wcscmp(gszMsgBoxInputString, L"") > 0)
{
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID];
if (pSoldier)
{
WriteEquipmentTemplate(pSoldier, gszMsgBoxInputString);
@@ -3047,7 +3047,7 @@ void MapInventoryWriteEquipmentTemplate(GUI_BUTTON *btn, INT32 reason)
{
if ( btn->uiFlags & (BUTTON_CLICKED_ON) )
{
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID];
if ( pSoldier )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, szGearTemplateText[0], guiCurrentScreen, MSG_BOX_FLAG_INPUTBOX, TemplateNameInputCallBack, NULL );
@@ -3072,7 +3072,7 @@ void MapInventoryReadEquipmentTemplate(GUI_BUTTON *btn, INT32 reason)
{
if ( btn->uiFlags & (BUTTON_CLICKED_ON) )
{
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID];
if ( pSoldier &&
pSoldier->sSectorX == sSelMapX && pSoldier->sSectorY == sSelMapY && pSoldier->bSectorZ == iCurrentMapSectorZ &&
!pSoldier->flags.fBetweenSectors )
@@ -3525,12 +3525,11 @@ void HandleButtonStatesWhileMapInventoryActive( void )
}
// Selected Merc is in sector? Or is in combat?
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if( pSoldier->sSectorX != sSelMapX ||
pSoldier->sSectorY != sSelMapY ||
pSoldier->bSectorZ != iCurrentMapSectorZ ||
pSoldier->flags.fBetweenSectors ||
!CanPlayerUseSectorInventory( pSoldier ) )
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 ]) ) )
{
DisableButton( guiMapInvenSortButton[ 0 ] );
DisableButton( guiMapInvenSortButton[ 1 ] );
@@ -3641,7 +3640,7 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
if( fShowInventoryFlag )
{
//Soldier inventory is shown, highlight those items
pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
if( pSoldier )
{
if( HandleCompatibleAmmoUIForMapScreen( pSoldier, iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ), TRUE, FALSE ) )
@@ -4816,7 +4815,7 @@ void SortSectorInventoryAmmo(bool useBoxes)
OBJECTTYPE newCrate;
int loopCount = 0;
SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]);
AssertMsg( pSoldier != NULL, "Sector Inventory: Attempting ammo sort without valid selected soldier?" );
@@ -4958,7 +4957,7 @@ void SortSectorInventoryEjectAmmo()
{
OBJECTTYPE gTempObject;
SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]);
for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ ) //for all items in sector
{
@@ -5007,7 +5006,7 @@ void SortSectorInventoryEmptyLBE() {
// current item
WORLDITEM * pInventoryItem = NULL;
SOLDIERTYPE * pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
SOLDIERTYPE * pSoldier = &(Menptr[gCharactersList[bSelectedInfoChar].usSolID]);
for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector
{
@@ -5082,7 +5081,7 @@ void SortSectorInventorySeparateAttachments()
WORLDITEM * pInventoryItem = NULL;
SOLDIERTYPE * pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
SOLDIERTYPE * pSoldier = &(Menptr[gCharactersList[bSelectedInfoChar].usSolID]);
for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector
{
@@ -5155,12 +5154,12 @@ void SortSectorInventoryStackAndMerge(bool ammoOnly )
{
OBJECTTYPE * StackObject;
SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
SOLDIERTYPE * pSoldier = &(Menptr[ 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 = NOBODY;
pInventoryPoolList[ uiLoop ].soldierID = (-1);
}
// Run through sector inventory.
+35 -22
View File
@@ -19,6 +19,7 @@
#include "Squads.h"
#include "message.h"
#include "Soldier Profile.h"
#include "Player Command.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Campaign Types.h"
@@ -27,6 +28,7 @@
#include "Vehicles.h"
#include "Map Screen Helicopter.h"
#include "Game Clock.h"
#include "finances.h"
#include "line.h"
#include "english.h"
#include "PreBattle Interface.h"
@@ -37,6 +39,7 @@
#include "Tactical Save.h"
#include "Map Information.h"
#include "Air Raid.h"
#include "Auto Resolve.h"
#include "ASD.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Map Screen Interface Map Inventory.h" // added by Flugente
@@ -47,8 +50,10 @@
#include "Quests.h"
#include "connect.h"
#include "Strategic Mines.h"
// HEADROCK HAM 3.5: included for detectionlevels
#include "Facilities.h"
#include "MilitiaSquads.h"
#include "LaptopSave.h"
#include <language.hpp>
@@ -471,10 +476,10 @@ UINT32 guiMAPCURSORS;
UINT32 guiMapPathingArrows;
// assignment selection character
INT16 bSelectedAssignChar=-1;
INT8 bSelectedAssignChar=-1;
// current contract char
INT16 bSelectedContractChar = -1;
INT8 bSelectedContractChar = -1;
// has the temp path for character or helicopter been already drawn?
@@ -518,7 +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)[MAXIMUM_VALID_Y_COORDINATE][MAXIMUM_VALID_X_COORDINATE]);
BOOLEAN ShadeMapElements(const INT32(&colorMap)[16][16]);
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX, INT32 iFont);
void BlitTownGridMarkers( void );
void BlitMineGridMarkers( void );
@@ -597,11 +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
INT16 bSelectedDestChar = -1;
INT8 bSelectedDestChar = -1;
bool gSquadEncumbranceCheckNecessary = true;
INT16 GetSelectedDestChar() { return bSelectedDestChar; }
void SetSelectedDestChar( INT16 aVal )
INT8 GetSelectedDestChar() { return bSelectedDestChar; }
void SetSelectedDestChar( INT8 aVal )
{
bSelectedDestChar = aVal;
gSquadEncumbranceCheckNecessary = true;
@@ -1294,7 +1299,7 @@ INT32 ShowOnDutyTeam( INT16 sMapX, INT16 sMapY )
// run through list
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
@@ -1346,7 +1351,7 @@ INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
pSoldier = MercPtrs[ 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
@@ -4373,7 +4378,9 @@ void DisplayDistancesForHelicopter( void )
if( (INT32)uiTripCost > LaptopSaveInfo.iCurrentBalance )
SetFontForeground( FONT_LTRED );
swprintf( sString, L"%s", FormatMoney(uiTripCost).data());
swprintf( sString, L"%d", uiTripCost );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
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 );
@@ -4850,7 +4857,9 @@ void BlitMineText( INT16 sMapX, INT16 sMapY )
if (PlayerControlsMine(ubMineIndex) && !gMineStatus[ ubMineIndex ].fEmpty)
{
// show current production
swprintf( wSubString, L"%s", FormatMoney(PredictDailyIncomeFromAMine(ubMineIndex, TRUE)).data());
swprintf( wSubString, L"%d", PredictDailyIncomeFromAMine(ubMineIndex, TRUE) );
InsertCommasForDollarFigure( wSubString );
InsertDollarSignInToString( wSubString );
wcscpy( wString, wSubString );
/*
@@ -6223,14 +6232,14 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
usSector = SECTOR( sSectorX, sSectorY );
// distribute here
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT16 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT16 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT16 )( iNumberOfElites / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
// Flugente: indivdual militia
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT16)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT16)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT16)(iNumberOfElites / iNumberUnderControl) );
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT8)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT8)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT8)(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 );
@@ -6940,15 +6949,19 @@ 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?
SoldierID id = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
const SoldierID iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( ; id <= iLastId; ++id )
iFirstId = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = iFirstId; iCounter <= iLastId; iCounter++ )
{
// get the soldier
pSoldier = id;
pSoldier = &Menptr[ iCounter ];
// is the soldier active
if( pSoldier->bActive == FALSE )
@@ -7114,7 +7127,7 @@ UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSector
{
if( gCharactersList[ iCounter ].fValid )
{
pSoldier = gCharactersList[ iCounter ].usSolID;
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] );
if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
@@ -8078,7 +8091,7 @@ void MilitiaGroupBoxButtonCallback( GUI_BUTTON *btn, INT32 reason )
UINT8 militiatype = id / 2;
// for now, always alter by 1
UINT16 howmany = 1;
UINT8 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
INT16 GetSelectedDestChar();
void SetSelectedDestChar( INT16 aVal );
INT8 GetSelectedDestChar();
void SetSelectedDestChar( INT8 aVal );
extern bool gSquadEncumbranceCheckNecessary;
// current assignment character
extern INT16 bSelectedAssignChar;
extern INT8 bSelectedAssignChar;
// the info character
extern INT16 bSelectedInfoChar;
extern INT8 bSelectedInfoChar;
// the contract char
extern INT16 bSelectedContractChar;
extern INT8 bSelectedContractChar;
// map arrows graphical index value
extern UINT32 guiMAPCURSORS;
@@ -5,15 +5,19 @@
#include "Queen Command.h"
#include "Player Command.h"
#include "Font Control.h"
#include "Font.h"
#include "Text.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Border.h"
#include "Handle UI.h"
#include "NPC.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "finances.h"
#include "Map Screen Interface Map Inventory.h"
#include "strategic.h"
#include "Utilities.h"
#include <vsurface.h>
#include "video.h"
#include "Town Militia.h"
#include "HelpScreen.h"
#include "Map Screen Helicopter.h"
@@ -21,7 +25,10 @@
#include "GameSettings.h"
#include "DEBUG.H"
#include "Overhead.h" // added by Flugente
#include "Game Clock.h" // added by Flugente
#include "Game Event Hook.h" // added by Flugente
#include "Strategic Mines.h"
#define BOX_BUTTON_WIDTH 100
#define BOX_BUTTON_HEIGHT 20
@@ -173,12 +180,11 @@ void CreateDestroyTownInfoBox( void )
// set highlight color
SetBoxHighLight(ghTownMineBox, FONT_WHITE);
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 );
SetBoxSecondColumnForeground( ghTownMineBox, FONT_WHITE );
SetBoxSecondColumnBackground( ghTownMineBox, FONT_BLACK );
SetBoxSecondColumnHighLight( ghTownMineBox, FONT_WHITE );
SetBoxSecondColumnShade( ghTownMineBox, FONT_BLACK );
SetBoxSecondColumnFont( ghTownMineBox, BLOCKFONT2 );
SetBoxSecondColumnMinimumOffset( ghTownMineBox, 20 );
// unhighlighted color
@@ -542,14 +548,20 @@ void AddTextToMineBox( void )
swprintf( wString, L"%s:", pwMineStrings[ 3 ]);
AddMonoString( &hStringHandle, wString );
AddSecondColumnMonoString( &hStringHandle, FormatMoney(PredictDailyIncomeFromAMine(ubMineIndex, TRUE)).data() );
swprintf( wString, L"%d", PredictDailyIncomeFromAMine( ubMineIndex, TRUE ) );
InsertCommasForDollarFigure( wString );
InsertDollarSignInToString( wString );
AddSecondColumnMonoString( &hStringHandle, wString );
// potential production
swprintf( wString, L"%s:", pwMineStrings[ 4 ]);
AddMonoString( &hStringHandle, wString );
AddSecondColumnMonoString( &hStringHandle, FormatMoney(GetMaxDailyRemovalFromMine(ubMineIndex)).data());
swprintf( wString, L"%d", GetMaxDailyRemovalFromMine( ubMineIndex ) );
InsertCommasForDollarFigure( wString );
InsertDollarSignInToString( wString );
AddSecondColumnMonoString( &hStringHandle, wString );
// if potential is not nil
@@ -603,7 +615,9 @@ void AddTextToMineBox( void )
wcscpy( wString, L"Remaining (DEBUG):");
AddMonoString( &hStringHandle, wString );
swprintf( wString, L"%s", FormatMoney( GetTotalLeftInMine( ubMineIndex ) ).data() );
swprintf( wString, L"%d", GetTotalLeftInMine( ubMineIndex ) );
InsertCommasForDollarFigure( wString );
InsertDollarSignInToString( wString );
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 UINT16 FIRSTmercTOdisplay ;
extern UINT16 maxNumberOfMercVisibleInStrategyList;
extern UINT8 FIRSTmercTOdisplay ;
extern UINT8 maxNumberOfMercVisibleInStrategyList;
// String Lengths Defines
#define MAX_NAME_LENGTH 10
@@ -322,7 +322,7 @@ extern BOOLEAN fLockOutMapScreenInterface;
// The character data structure
typedef struct {
SoldierID usSolID;// soldier ID in MenPtrs
UINT16 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( INT16 bEntry );
void SetEntryInSelectedCharacterList( INT8 bEntry );
// set this entry to as unselected
void ResetEntryForSelectedList( INT16 bEntry );
void ResetEntryForSelectedList( INT8 bEntry );
// reset selected list
void ResetSelectedListForMapScreen( );
// build a selected list from a to b, inclusive
void BuildSelectedListFromAToB( INT16 bA, INT16 bB );
void BuildSelectedListFromAToB( INT8 bA, INT8 bB );
// isa this entry int he selected character list set?
BOOLEAN IsEntryInSelectedListSet( INT16 bEntry );
BOOLEAN IsEntryInSelectedListSet( INT8 bEntry );
// is there more than one person selected?
BOOLEAN MultipleCharacterListEntriesSelected( void );
// toggle this entry on or off
void ToggleEntryInSelectedList( INT16 bEntry );
void ToggleEntryInSelectedList( INT8 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( SoldierID uiMercId );
void HandleLeavingOfEquipmentInCurrentSector( UINT32 uiMercId );
// set up a linked list of items being dropped and post an event to later drop them
void HandleMercLeavingEquipmentInDrassen( SoldierID uiMercId );
void HandleMercLeavingEquipmentInOmerta( SoldierID uiMercId );
void HandleMercLeavingEquipmentInDrassen( UINT32 uiMercId );
void HandleMercLeavingEquipmentInOmerta( UINT32 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( SoldierID uiMercId );
INT32 SetUpDropItemListForMerc( UINT32 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
+2 -2
View File
@@ -1,5 +1,4 @@
#ifdef JA2UB
#include "Map Screen Interface.h"
#include "Map Screen Interface.h"
#include "string.h"
#include "Map Screen Interface Map.h"
#include "Font Control.h"
@@ -48,6 +47,7 @@
#include "connect.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
+3 -1
View File
@@ -13,6 +13,8 @@
#include "Soldier Profile.h"
#include "Overhead.h"
#include "Dialogue Control.h"
#include "gameloop.h"
#include "NPC.h"
#include "Assignments.h"
#include "strategic.h"
#include "Text.h"
@@ -416,7 +418,7 @@ void CheckForMeanwhileOKStart( )
SOLDIERTYPE *pSoldier;
BOOLEAN fFoundSoldierToInterrogate = FALSE;
UINT32 uiCount = 0;
for (pSoldier = gCharactersList[uiCount].usSolID; gCharactersList[uiCount].fValid; uiCount++, pSoldier++)
for (pSoldier = MercPtrs[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)
+41 -30
View File
@@ -9,6 +9,8 @@
#include "Soldier Add.h"
#include "Dialogue Control.h"
#include "Soldier Create.h"
#include "message.h"
#include "Font Control.h"
#include "personnel.h"
#include "LaptopSave.h"
#include "Map Screen Interface.h"
@@ -16,7 +18,8 @@
#include "strategicmap.h"
#include "Quests.h"
#include "worlddef.h"
#include <Overhead.h>
#include "Animation Control.h"
#include "Tactical Save.h"
#include "Interface Control.h"
#include "gamescreen.h"
#include "jascreens.h"
@@ -24,8 +27,10 @@
#include "Assignments.h"
#include "Strategic Movement.h"
#include "Squads.h"
#include "gameloop.h"
#include "Text.h"
#include "Strategic Status.h"
#include "mercs.h"
#include "insurance Contract.h"
#include "Vehicles.h"
#include "email.h"
@@ -277,9 +282,9 @@ void EndCurrentContractRenewal( )
}
}
void HandleMercIsWillingToRenew( SoldierID ubID )
void HandleMercIsWillingToRenew( UINT8 ubID )
{
SOLDIERTYPE *pSoldier = ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
// We wish to lock interface
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1,MAP_SCREEN,0,0,0 );
@@ -297,9 +302,9 @@ void HandleMercIsWillingToRenew( SoldierID ubID )
}
void HandleMercIsNotWillingToRenew( SoldierID ubID )
void HandleMercIsNotWillingToRenew( UINT8 ubID )
{
SOLDIERTYPE *pSoldier = ubID;
SOLDIERTYPE *pSoldier = MercPtrs[ ubID ];
// We wish to lock interface
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1,MAP_SCREEN,0,0,0 );
@@ -737,12 +742,16 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
void HandleBuddiesReactionToFiringMerc(SOLDIERTYPE *pFiredSoldier, INT8 bMoraleEvent )
{
SoldierID bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
INT8 bMercID;
INT8 bLastTeamID;
SOLDIERTYPE * pSoldier;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs to find buddies
for ( ; bMercID <= bLastTeamID; ++bMercID)
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; bMercID++,pSoldier++)
{
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 &&
@@ -1102,12 +1111,10 @@ void CalculateMedicalDepositRefund( SOLDIERTYPE *pSoldier )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.fDeadMerc == TRUE )
{
AddEmailWithSpecialData(27, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L2, XML_AIM_REFUND);
}
AddEmailWithSpecialData( 27, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L2 );
}
#else
AddEmailWithSpecialData(AIM_MEDICAL_DEPOSIT_REFUND, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_REFUND);
AddEmailWithSpecialData( AIM_MEDICAL_DEPOSIT_REFUND, AIM_MEDICAL_DEPOSIT_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
//else if the merc is a dead, refund NOTHING!!
@@ -1118,15 +1125,14 @@ void CalculateMedicalDepositRefund( SOLDIERTYPE *pSoldier )
//add an email
#ifdef JA2UB
//no UB
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.fDeadMerc == TRUE )
{
AddEmailWithSpecialData(217, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L3, XML_AIM_NOREFUND);
}
AddEmailWithSpecialData( 217, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L3 );
}
#else
AddEmailWithSpecialData(AIM_MEDICAL_DEPOSIT_NO_REFUND, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_NOREFUND);
AddEmailWithSpecialData( AIM_MEDICAL_DEPOSIT_NO_REFUND, AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), pSoldier->usMedicalDeposit, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
//else the player is injured, refund a partial amount
@@ -1144,12 +1150,10 @@ void CalculateMedicalDepositRefund( SOLDIERTYPE *pSoldier )
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTDONE || gGameUBOptions.LaptopQuestEnabled == FALSE )
{
if ( gGameUBOptions.fDeadMerc == TRUE )
{
AddEmailWithSpecialData(214, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L4, XML_AIM_PARTIALREFUND);
}
AddEmailWithSpecialData( 214, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_DEAD_MERC_AIM_SITE_EMAIL_JA2_EDT, TYPE_E_AIM_L4 );
}
#else
AddEmailWithSpecialData(AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE, XML_AIM_PARTIALREFUND);
AddEmailWithSpecialData( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND, AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH, AIM_SITE, GetWorldTotalMin(), iRefundAmount, pSoldier->ubProfile, TYPE_EMAIL_EMAIL_EDT, TYPE_E_NONE );
#endif
}
}
@@ -1412,9 +1416,9 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
SOLDIERTYPE *pSoldier = NULL, *pSoldierWhoWillQuit = NULL;
INT32 iCounter= 0, iNumberOnTeam = 0;
// WDS - make number of mercenaries, etc. be configurable
SoldierID ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT16 ubNumMercs = 0;
UINT16 ubChosenMerc;
UINT8 ubPotentialMercs[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
gfFirstMercSayQuote = FALSE;
@@ -1494,17 +1498,16 @@ void FindOutIfAnyMercAboutToLeaveIsGonnaRenew( void )
// OK, pick one....
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT16)Random( ubNumMercs );
SOLDIERTYPE *pChosenSoldier = ubPotentialMercs[ubChosenMerc];
ubChosenMerc = (UINT8)Random( ubNumMercs );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
HandleImportantMercQuote( pChosenSoldier, QUOTE_CONTRACTS_OVER );
HandleImportantMercQuote( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], QUOTE_CONTRACTS_OVER );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
AddReasonToWaitingListQueue( CONTRACT_EXPIRE_WARNING_REASON );
TacticalCharacterDialogueWithSpecialEvent( pChosenSoldier, 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ], 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
pChosenSoldier->ubContractRenewalQuoteCode = SOLDIER_CONTRACT_RENEW_QUOTE_89_USED;
MercPtrs[ ubPotentialMercs[ ubChosenMerc ] ]->ubContractRenewalQuoteCode = SOLDIER_CONTRACT_RENEW_QUOTE_89_USED;
}
}
}
@@ -1518,8 +1521,16 @@ void HandleNotifyPlayerCantAffordInsurance( void )
void HandleNotifyPlayerCanAffordInsurance( SOLDIERTYPE *pSoldier, UINT8 ubLength, INT32 iCost )
{
CHAR16 sString[ 128 ];
CHAR16 sStringA[ 32 ];
swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->GetName(), FormatMoney(iCost).data(), ubLength );
//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 );
//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( SoldierID ubID );
void HandleMercIsNotWillingToRenew( SoldierID ubID );
void HandleMercIsWillingToRenew( UINT8 ubID );
void HandleMercIsNotWillingToRenew( UINT8 ubID );
BOOLEAN ContractIsExpiring( SOLDIERTYPE *pSoldier );
UINT32 GetHourWhenContractDone( SOLDIERTYPE *pSoldier );
+21 -23
View File
@@ -282,12 +282,11 @@ void UpdateMilitia( MILITIA aMilitia )
SOLDIERTYPE* GetUsedSoldierToIndividualMilitia( UINT32 aMilitiaId )
{
for ( SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
for ( UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt )
{
SOLDIERTYPE *pSoldier = cnt;
if ( pSoldier && pSoldier->bActive && pSoldier->usIndividualMilitiaID == aMilitiaId )
if ( MercPtrs[cnt] && MercPtrs[cnt]->bActive && MercPtrs[cnt]->usIndividualMilitiaID == aMilitiaId )
{
return pSoldier;
return MercPtrs[cnt];
}
}
@@ -300,11 +299,11 @@ void ApplyTacticalLifeRatioToMilitia()
if ( !gGameExternalOptions.fIndividualMilitia )
return;
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
SOLDIERTYPE* pSoldier;
UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
{
@@ -326,11 +325,11 @@ void ApplyMilitiaHealthRatioToTactical()
if ( !gGameExternalOptions.fIndividualMilitia || !gGameExternalOptions.fIndividualMilitia_ManageHealth )
return;
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
SOLDIERTYPE* pSoldier;
UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLifeMax && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
{
@@ -696,12 +695,12 @@ 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;
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
SOLDIERTYPE* pSoldier;
INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
{
SOLDIERTYPE *pSoldier = cnt;
if ( pSoldier && pSoldier->bActive && ( *it ).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId( pSoldier->usIndividualMilitiaID ) )
{
found = TRUE;
@@ -853,11 +852,10 @@ FLOAT PromoteIndividualMilitiaInSector( UINT8 aSector, FLOAT aPointsToAdd )
{
BOOLEAN changesnecessary = FALSE;
SoldierID cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
SoldierID lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
for ( ; cnt < lastid; ++cnt )
SOLDIERTYPE* pSoldier = NULL;
int cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; ++cnt, ++pSoldier )
{
SOLDIERTYPE *pSoldier = cnt;
MILITIA militia;
if ( pSoldier && GetMilitia( pSoldier->usIndividualMilitiaID, &militia ) )
@@ -1006,7 +1004,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
pSoldier->ubMilitiaAssists = 0;
}
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites )
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT8 usGreens, UINT8 usRegulars, UINT8 usElites )
{
if ( !usGreens && !usRegulars && !usElites )
return;
@@ -1044,7 +1042,7 @@ void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UI
// militia are disbanded - we have to take note of that
void DisbandIndividualMilitia( UINT8 aSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites )
void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars, UINT8 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, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites );
void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UINT8 usGreens, UINT8 usRegulars, UINT8 usElites );
// militia are disbanded - we have to take note of that
void DisbandIndividualMilitia( UINT8 aSector, UINT16 usGreens, UINT16 usRegulars, UINT16 usElites );
void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars, UINT8 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
+48 -38
View File
@@ -4,15 +4,25 @@
#include "strategic.h"
#include "strategicmap.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Utilities.h"
#include "random.h"
#include "Text.h"
#include <Font Control.h>
#include "Map Screen Interface.h"
#include "Interface.h"
#include "LaptopSave.h"
#include "Game Clock.h"
#include "Assignments.h"
#include "Squads.h"
#include "Soldier Create.h"
#include "Dialogue Control.h"
#include "GameSettings.h"
#include "Queen Command.h"
#include "math.h"
#include "Auto Resolve.h"
#include "Vehicles.h"
#include "Tactical Save.h"
#include "Campaign.h"
#include "message.h"
#include "mapscreen.h"
#include "Strategic Pathing.h"
@@ -60,7 +70,7 @@
#define DIR_SOUTH 2
#define DIR_WEST 3
UINT16 gpAttackDirs[5][4]; // 0. Green Militia 1. Regular Militia 2. Elite Militia 3. Insertion code
UINT8 gpAttackDirs[5][4]; // 0. Green Militia 1. Regular Militia 2. Elite Militia 3. Insertion code
UINT8 guiDirNumber = 0;
BOOLEAN gfMSBattle = FALSE;
@@ -130,12 +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 ) ] );
UINT16 bGreensSourceTeam = 0, bGreensDestTeam = 0;
UINT16 bRegularsSourceTeam = 0, bRegularsDestTeam = 0;
UINT16 bElitesSourceTeam = 0, bElitesDestTeam = 0;
UINT16 bTotalGreens = 0, bTotalRegulars = 0, bTotalElites = 0;
UINT8 bGreensSourceTeam = 0, bGreensDestTeam = 0;
UINT8 bRegularsSourceTeam = 0, bRegularsDestTeam = 0;
UINT8 bElitesSourceTeam = 0, bElitesDestTeam = 0;
UINT8 bTotalGreens = 0, bTotalRegulars = 0, bTotalElites = 0;
UINT8 bTotalGreensPercent = 0, bTotalRegularsPercent = 0, bTotalElitesPercent = 0;
INT16 bNewSourceGroupSize = 0, bNewDestGroupSize = 0, bGroupSizeRatio = 0;
INT8 bNewSourceGroupSize = 0, bNewDestGroupSize = 0, bGroupSizeRatio = 0;
UINT8 ubChanceToSpreadOut;
//////////////////////////////////////////////////////////
@@ -155,8 +165,8 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
{
// Wilderness->Wilderness movement. Calculate Spread Out chance based on threats.
UINT16 ubNumEnemiesNearOrigin = NumEnemiesInFiveSectors( sMapX, sMapY );
UINT16 ubNumEnemiesNearTarget = NumEnemiesInFiveSectors( sTMapX, sTMapY );
UINT8 ubNumEnemiesNearOrigin = NumEnemiesInFiveSectors( sMapX, sMapY );
UINT8 ubNumEnemiesNearTarget = NumEnemiesInFiveSectors( sTMapX, sTMapY );
if (ubNumEnemiesNearOrigin == 0 &&
ubNumEnemiesNearTarget > 0 )
@@ -254,9 +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
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 ]);
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 ]);
MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
@@ -296,9 +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
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 ]);
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 ]);
MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
@@ -326,7 +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 )), (UINT16)gGameExternalOptions.iMaxMilitiaPerSector );
bNewDestGroupSize = __min( (NumNonPlayerTeamMembersInSector( sTMapX, sTMapY, MILITIA_TEAM ) + NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM )), (UINT8)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
@@ -386,9 +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
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 ]);
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 ]);
MoveMilitiaEquipment(sMapX, sMapY, sTMapX, sTMapY, elites, regulars, greens);
@@ -422,9 +432,9 @@ void MoveMilitiaSquad(INT16 sMapX, INT16 sMapY, INT16 sTMapX, INT16 sTMapY, BOOL
// Flugente: update individual militia data
ApplyTacticalLifeRatioToMilitia( );
UINT16 greens = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
UINT16 regulars = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
UINT16 elites = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
UINT8 greens = pSectorInfo->ubNumberOfCivsAtLevel[GREEN_MILITIA];
UINT8 regulars = pSectorInfo->ubNumberOfCivsAtLevel[REGULAR_MILITIA];
UINT8 elites = pSectorInfo->ubNumberOfCivsAtLevel[ELITE_MILITIA];
StrategicRemoveMilitiaFromSector( sMapX, sMapY, GREEN_MILITIA, greens );
StrategicRemoveMilitiaFromSector( sMapX, sMapY, REGULAR_MILITIA, regulars );
@@ -539,7 +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 ] );
UINT16 uiSumOfEnemyTroops = NumNonPlayerTeamMembersInSector( sLMX, sLMY, ENEMY_TEAM );
UINT8 uiSumOfEnemyTroops = NumNonPlayerTeamMembersInSector( sLMX, sLMY, ENEMY_TEAM );
//pSectorInfo->ubNumAdmins + pSectorInfo->ubNumTroops + pSectorInfo->ubNumElites;
// there's an enemy
@@ -595,21 +605,21 @@ UINT16 CountDirectionRating( INT16 sMapX, INT16 sMapY, UINT8 uiDir )
return iRes;
}
UINT16 ubMaxSquadSize = gGameExternalOptions.iMaxMilitiaPerSector;
UINT8 ubMaxSquadSize = gGameExternalOptions.iMaxMilitiaPerSector;
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 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 ubSourceMilitia = ubSourceGreens + ubSourceRegulars + ubSourceElites;
UINT16 ubTargetMilitia = ubTargetGreens + ubTargetRegulars + ubTargetElites;
UINT8 ubSourceMilitia = ubSourceGreens + ubSourceRegulars + ubSourceElites;
UINT8 ubTargetMilitia = ubTargetGreens + ubTargetRegulars + ubTargetElites;
UINT16 usSourceEnemiesInFiveSectors = NumEnemiesInFiveSectors( sMapX, sMapY );
UINT16 usTargetEnemiesInFiveSectors = NumEnemiesInFiveSectors( sDMapX, sDMapY );
UINT16 ubTargetEnemies = NumNonPlayerTeamMembersInSector( sDMapX, sDMapY, ENEMY_TEAM );
UINT8 ubTargetEnemies = NumNonPlayerTeamMembersInSector( sDMapX, sDMapY, ENEMY_TEAM );
UINT16 usSourceMilitiaInFiveSectors = CountAllMilitiaInFiveSectors( sMapX, sMapY );
UINT16 usTargetMilitiaInFiveSectors = CountAllMilitiaInFiveSectors( sDMapX, sDMapY );
@@ -1102,7 +1112,7 @@ void DoMilitiaHelpFromAdjacentSectors( INT16 sMapX, INT16 sMapY )
UINT16 pMoveDir[4][3];
UINT8 uiDirNumber = 0;
UINT8 x;
UINT16 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
BOOLEAN fMoreTroopsLeft[4] = {FALSE,FALSE,FALSE,FALSE};
BOOLEAN fFirstLoop = TRUE;
@@ -1165,7 +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 )
{
UINT16 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
UINT8 uiNumGreen = 0, uiNumReg = 0, uiNumElite = 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sTargetMapX, sTargetMapY ) ] );
guiDirNumber = 0;
@@ -1226,9 +1236,9 @@ BOOLEAN CallMilitiaReinforcements( INT16 sTargetMapX, INT16 sTargetMapY, INT16 s
{
++sMilitiaMoved;
UINT16 militia_green = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, GREEN_MILITIA );
UINT16 militia_troop = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, REGULAR_MILITIA );
UINT16 militia_elite = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, ELITE_MILITIA );
UINT8 militia_green = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, GREEN_MILITIA );
UINT8 militia_troop = MilitiaInSectorOfRank( sTargetMapX, sTargetMapY, REGULAR_MILITIA );
UINT8 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 UINT16 gpAttackDirs[5][4];
extern UINT8 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
+13 -8
View File
@@ -37,15 +37,20 @@ to call into.
#include "strategicmap.h"
#include "Strategic Movement.h"
#include "Strategic Town Loyalty.h"
#include "Text.h"
#include "Town Militia.h"
#include "Vehicles.h"
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
}
#include <lua.h>
#include <lua_function.h>
#include <lua_state.h>
#include <lua_table.h>
extern CHAR16 gzUserDefinedButton1[ 128 ];
extern CHAR16 gzUserDefinedButton2[ 128 ];
@@ -1084,9 +1089,9 @@ namespace MiniEventHelpers
INT16 x = 0;
INT16 y = 0;
INT8 z = 0;
for (SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT32 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* merc = i;
const SOLDIERTYPE* merc = MercPtrs[i];
if (merc && merc->ubProfile == profileId)
{
x = merc->sSectorX;
@@ -1514,9 +1519,9 @@ void MiniEventsLua(UINT32 eventId)
gAllMercs.clear();
// get all mercs eligible to get a mini event
for (SoldierID cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt)
for (UINT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; cnt <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++cnt)
{
SOLDIERTYPE* pSoldier = cnt;
SOLDIERTYPE* pSoldier = MercPtrs[ cnt ];
if (pSoldier && pSoldier->bActive
&& pSoldier->stats.bLife > 0
@@ -1537,9 +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 (SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT32 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* merc = i;
const SOLDIERTYPE* merc = MercPtrs[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);
@@ -1556,9 +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 ( SoldierID i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
for (UINT32 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
{
const SOLDIERTYPE* merc = i;
const SOLDIERTYPE* merc = MercPtrs[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);
+5 -2
View File
@@ -8,6 +8,7 @@
#include "LaptopSave.h"
#include "Quests.h"
#include "Morale.h"
#include "Overhead.h"
#include "strategicmap.h"
#include "Map Screen Helicopter.h"
#include "Game Clock.h"
@@ -19,6 +20,8 @@
#include "PreBattle Interface.h"
#include "Map Screen Interface.h"
#include "Tactical Save.h"
#include "interface Dialogue.h"
#include "random.h"
// HEADROCK HAM 3.6: Added for facility string printing...
#include "PopUpBox.h"
#include "CampaignStats.h" // added by Flugente
@@ -249,7 +252,7 @@ BOOLEAN SetThisSectorAsPlayerControlled( INT16 sMapX, INT16 sMapY, INT8 bMapZ, B
#ifdef JA2UB
// no UB
#else
AddEmail(BOBBYR_NOW_OPEN, BOBBYR_NOW_OPEN_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT, XML_BR_VISITEDSITE);
AddEmail( BOBBYR_NOW_OPEN, BOBBYR_NOW_OPEN_LENGTH, BOBBY_R, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
#endif
LaptopSaveInfo.ubHaveBeenToBobbyRaysAtLeastOnceWhileUnderConstruction = BOBBYR_ALREADY_SENT_EMAIL;
}
@@ -540,7 +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.
UINT16 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
UINT8 ubNumAdmins, ubNumTroops, ubNumElites, ubNumRobots, ubNumTanks, ubNumJeeps;
GetNumberOfStationaryEnemiesInSector( sMapX, sMapY, &ubNumAdmins, &ubNumTroops, &ubNumElites, &ubNumRobots, &ubNumTanks, &ubNumJeeps );
RemoveRandomItemsInSector( sMapX, sMapY, bMapZ, (UINT32)ubNumAdmins + ubNumTroops + ubNumElites );
}
+63 -58
View File
@@ -16,6 +16,7 @@
#include "Strategic Pathing.h"
#include "Text.h"
#include "PopUpBox.h"
#include "Player Command.h"
#include "Cursors.h"
#include "Auto Resolve.h"
#include "Sound Control.h"
@@ -23,6 +24,7 @@
#include "Map Screen Interface Bottom.h"
#include "Overhead.h"
#include "Tactical Placement GUI.h"
#include "Town Militia.h"
#include "Campaign.h"
#include "GameSettings.h"
#include "random.h"
@@ -39,13 +41,15 @@
#include "Soldier macros.h"
#include "history.h"
#include "Cheats.h"
// added by SANDRO
#include "Tactical Save.h"
#include "message.h"
#include "CampaignStats.h" // added by Flugente
#include "MilitiaSquads.h" // added by Flugente
#include "SkillCheck.h" // added by Flugente
#include "Strategic Transport Groups.h"
#include "Utilities.h"
#ifdef JA2UB
#include "ub_config.h"
#endif
@@ -292,10 +296,11 @@ FLOAT gAmbushRadiusModifier = 1.0f;
void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
VOBJECT_DESC VObjectDesc;
INT32 i;
UINT8 ubGroupID = 0;
UINT16 ubNumStationaryEnemies = 0;
UINT16 ubNumMobileEnemies = 0;
UINT16 ubNumMercs;
UINT8 ubNumStationaryEnemies = 0;
UINT8 ubNumMobileEnemies = 0;
UINT8 ubNumMercs;
BOOLEAN fUsePluralVersion = FALSE;
INT8 bBestExpLevel = 0;
BOOLEAN fRetreatAnOption = TRUE;
@@ -402,6 +407,8 @@ 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 )
@@ -595,12 +602,11 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
//Count the number of players involved or not involved in this battle
guiNumUninvolved = 0;
guiNumInvolved = 0;
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{
// involved
if( !ubGroupID )
@@ -609,13 +615,13 @@ 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 = pSoldier->ubGroupID;
ubGroupID = MercPtrs[ i ]->ubGroupID;
if( !gpBattleGroup )
gpBattleGroup = GetGroup( ubGroupID );
//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 )
//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 )
{ //Not able to retreat (calculate it for group)
GROUP *pTempGroup;
pTempGroup = GetGroup( ubGroupID );
@@ -623,7 +629,7 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
CalculateGroupRetreatSector( pTempGroup );
}
}
else if( ubGroupID != pSoldier->ubGroupID )
else if( ubGroupID != MercPtrs[ i ]->ubGroupID )
{
fUsePluralVersion = TRUE;
}
@@ -631,23 +637,23 @@ 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( pSoldier, SCOUTING_NT ) && gSkillTraitValues.fSCPreventsTheEnemyToAmbushMercs )
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && gSkillTraitValues.fSCPreventsTheEnemyToAmbushMercs )
{
fScoutPresent = TRUE;
}
if ( pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
if ( MercPtrs[i]->usSoldierFlagMask & SOLDIER_AIRDROP )
{
fAirDrop = TRUE;
}
UINT16 deploymentleadership = EffectiveLeadership( pSoldier );
FLOAT ambushradiusmodifier = 10 * EffectiveExpLevel( pSoldier ) + pSoldier->GetBackgroundValue( BG_AMBUSH_RADIUS );
UINT16 deploymentleadership = EffectiveLeadership( MercPtrs[i] );
FLOAT ambushradiusmodifier = 10 * EffectiveExpLevel( MercPtrs[i] ) + MercPtrs[i]->GetBackgroundValue( BG_AMBUSH_RADIUS );
if ( gGameOptions.fNewTraitSystem )
{
deploymentleadership += 50 * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT );
deploymentleadership += 50 * NUM_SKILL_TRAITS( MercPtrs[i], SQUADLEADER_NT );
ambushradiusmodifier += 50 * NUM_SKILL_TRAITS( pSoldier, SCOUTING_NT );
ambushradiusmodifier += 50 * NUM_SKILL_TRAITS( MercPtrs[i], SCOUTING_NT );
}
// bonus with old traits, so that the check can be won
else
@@ -660,7 +666,7 @@ 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 ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
if ( MercPtrs[i]->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
fRetreatAnOption = FALSE;
}
else
@@ -884,17 +890,16 @@ 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( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
{
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
{
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
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++;
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++;
}
}
}
@@ -1542,12 +1547,14 @@ 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;
@@ -1572,23 +1579,22 @@ void RenderPreBattleInterface()
// | NAME | ASSIGN | COND | HP | BP |
line = 0;
y = TOP_Y + TOP_Y_TEXT_BUFFER - bListOffset;
for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id)
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
{
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
if( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if( PlayerMercInvolvedInThisCombat( pSoldier ) )
if( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{
//NAME
wcscpy( str, pSoldier->name );
wcscpy( str, MercPtrs[ i ]->name );
x = 17 + (52 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( pSoldier, str );
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//COND
GetSoldierConditionInfo( pSoldier, str, &ubHPPercent, &ubBPPercent );
GetSoldierConditionInfo( MercPtrs[ i ], str, &ubHPPercent, &ubBPPercent );
x = 129 + (58 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//HP
@@ -1618,34 +1624,33 @@ void RenderPreBattleInterface()
{
pGroup = gpGroupList;
y = TOP_Y + TOP_Y_TEXT_BUFFER + ubUninvolvedStartY + UNINVOLVED_RELEVANT_HEIGHT - bListOffset;
for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
{
SOLDIERTYPE *pSoldier = id;
if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if( !PlayerMercInvolvedInThisCombat(pSoldier) )
if( !PlayerMercInvolvedInThisCombat(MercPtrs[ i ]) )
{
//NAME
wcscpy( str, pSoldier->name );
wcscpy( str, MercPtrs[ i ]->name );
x = 17 + (52 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( pSoldier, str );
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//LOC
GetMapscreenMercLocationString( pSoldier, str );
GetMapscreenMercLocationString( MercPtrs[ i ], str );
x = 128 + (33 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
//DEST
GetMapscreenMercDestinationString( pSoldier, str );
GetMapscreenMercDestinationString( MercPtrs[ i ], str );
if (wcslen(str) > 0)
{
x = 164 + (41 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf( x + xOffset, y + yOffset, str );
}
//DEP
GetMapscreenMercDepartureString( pSoldier, str, &ubJunk );
GetMapscreenMercDepartureString( MercPtrs[ i ], str, &ubJunk );
x = 208 + (34 - StringPixLength(str, BLOCKFONT2)) / 2;
mprintf(x + xOffset, y + yOffset, str);
@@ -1811,13 +1816,12 @@ void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
for( SoldierID i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++i )
for( UINT8 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
{
SOLDIERTYPE *pSoldier = i;
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE )
{
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usBattlesRetreated++;
if ( PlayerMercInvolvedInThisCombat( MercPtrs[i] ) && MercPtrs[i]->ubProfile != NO_PROFILE )
gMercProfiles[ MercPtrs[i]->ubProfile ].records.usBattlesRetreated++;
}
}
/////////////////////////////////////////////////////////////////////////////////
@@ -2383,9 +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
UINT16 greens = pSector->ubNumberOfCivsAtLevel[0];
UINT16 regulars = pSector->ubNumberOfCivsAtLevel[1];
UINT16 elites = pSector->ubNumberOfCivsAtLevel[2];
UINT8 greens = pSector->ubNumberOfCivsAtLevel[0];
UINT8 regulars = pSector->ubNumberOfCivsAtLevel[1];
UINT8 elites = pSector->ubNumberOfCivsAtLevel[2];
pGroup = CreateNewMilitiaGroupDepartingFromSector( SECTOR( sBattleSectorX, sBattleSectorY ), greens, regulars, elites );
@@ -2553,19 +2557,20 @@ BOOLEAN CurrentBattleSectorIs( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
void CheckForRobotAndIfItsControlled( void )
{
INT32 i;
// search for the robot on player's team
for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
SOLDIERTYPE *pSoldier = i;
if( pSoldier->bActive && pSoldier->stats.bLife && AM_A_ROBOT( pSoldier ))
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && AM_A_ROBOT( MercPtrs[ i ] ))
{
// check whether it has a valid controller with it. This sets its ubRobotRemoteHolderID field.
pSoldier->UpdateRobotControllerGivenRobot( );
MercPtrs[ i ]->UpdateRobotControllerGivenRobot( );
// if he has a controller, set controllers
if ( pSoldier->ubRobotRemoteHolderID != NOBODY )
if ( MercPtrs[ i ]->ubRobotRemoteHolderID != NOBODY )
{
pSoldier->ubRobotRemoteHolderID->UpdateRobotControllerGivenController( );
MercPtrs[ MercPtrs[ i ]->ubRobotRemoteHolderID ]->UpdateRobotControllerGivenController( );
}
break;

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