Files
source/Tactical/Interface.h

584 lines
16 KiB
C++

#ifndef _INTERFACE_H
#define _INTERFACE_H
#include "handle UI.h"
#include "mousesystem.h"
#include "structure.h"
#include "Assignments.h" // added by Flugente for the stat-enums
#include <EditorMercs.h>
#define MAX_UICOMPOSITES 4
enum
{
WALK_ICON,
SNEAK_ICON,
RUN_ICON,
CRAWL_ICON,
LOOK_ICON,
ACTIONC_ICON,
TALK_ICON,
HAND_ICON,
OPEN_DOOR_ICON,
EXAMINE_DOOR_ICON,
LOCKPICK_DOOR_ICON,
BOOT_DOOR_ICON,
UNTRAP_DOOR_ICON,
USE_KEY_ICON,
USE_KEYRING_ICON,
EXPLOSIVE_DOOR_ICON,
USE_CROWBAR_ICON,
CANCEL_ICON,
NUM_ICONS
};
#define ACTIVATE_BUTTON 0
#define DEACTIVATE_BUTTON 1
#define ENABLE_BUTTON 2
#define DISABLE_BUTTON 3
#define UNLOAD_BUTTON 4
#define MAX_ENEMY_NAMES_CHARS 128
typedef struct
{
UINT16 uiIndex; // add
BOOLEAN Hidden; //add
} HIDDEN_NAMES_VALUES;
extern HIDDEN_NAMES_VALUES zHiddenNames[500];
typedef struct
{
UINT16 uiIndex;
BOOLEAN Enabled;
UINT16 ExpLevel;
UINT16 Stats;
UINT16 StatsMin;
UINT16 StatsMax;
CHAR16 szCurRank[MAX_ENEMY_NAMES_CHARS];
} ENEMY_RANK_VALUES;
extern ENEMY_RANK_VALUES zEnemyRank[20];
typedef struct
{
UINT16 uiIndex; // add
BOOLEAN Enabled; //add
UINT16 SectorX; //add
UINT16 SectorY; //add
CHAR16 szCurGroup[MAX_ENEMY_NAMES_CHARS];
} ENEMY_NAMES_VALUES;
extern ENEMY_NAMES_VALUES zEnemyName[500];
typedef struct
{
UINT16 uiIndex; // add
BOOLEAN Enabled; //add
BOOLEAN Loyalty;
BOOLEAN AddToBattle;
BOOLEAN fCanBeCaptured; // Flugente: if TRUE, members of this faction can be captured
INT8 bSide; // sevenfm: custom side for civ group
BOOLEAN fCustomSide; // sevenfm: use custom side
CHAR16 szCurGroup[MAX_ENEMY_NAMES_CHARS];
} CIV_NAMES_VALUES;
extern CIV_NAMES_VALUES zCivGroupName[NUM_CIV_GROUPS];
// Flugente: soldier profiles
typedef struct
{
UINT16 uiIndex;
CHAR16 szName[MAX_ENEMY_NAMES_CHARS];
UINT8 uiBodyType;
UINT8 uiHair;
UINT8 uiSkin;
UINT8 uiTrait[3];
UINT32 uiFlags;
} SOLDIER_PROFILE_VALUES;
#define NUM_SOLDIER_PROFILES 300
extern SOLDIER_PROFILE_VALUES zSoldierProfile[6][NUM_SOLDIER_PROFILES];
extern UINT16 num_found_soldier_profiles[6]; // the correct number is set on reading the xml
extern UINT16 num_found_profiles; // a helper variable during reading xmls
// Flugente: backgrounds
// enums for backgrounds
enum {
// sector dependent AP modifiers
BG_POLAR, // not used ingame (yet?)
BG_DESERT,
BG_SWAMP,
BG_URBAN,
BG_FOREST,
BG_PLAINS,
BG_RIVER,
BG_TROPICAL,
BG_COASTAL,
BG_MOUNTAIN,
// stat effectiveness modifiers
BG_AGILITY,
BG_DEXTERITY,
BG_STRENGTH,
BG_LEADERSHIP,
BG_MARKSMANSHIP,
BG_MECHANICAL,
BG_EXPLOSIVE_ASSIGN,
BG_MEDICAL,
BG_WISDOM,
// ap modifiers for non-sector related tasks
BG_HEIGHT,
BG_SWIMMING,
BG_FORTIFY,
BG_ARTILLERY,
BG_INVENTORY,
BG_AIRDROP,
BG_ASSAULT,
// travel speed modifiers
BG_TRAVEL_FOOT,
BG_TRAVEL_CAR,
BG_TRAVEL_AIR,
BG_TRAVEL_BOAT,
// resistances
BG_RESI_FEAR,
BG_RESI_SUPPRESSION,
BG_RESI_PHYSICAL,
BG_RESI_ALCOHOL,
BG_RESI_DISEASE,
// various
BG_PERC_INTERROGATION,
BG_PERC_GUARD,
BG_PERC_PRICES_GUNS,
BG_PERC_PRICES,
BG_PERC_CAPITULATION,
BG_PERC_SPEED_RUNNING,
BG_PERC_BANDAGING,
BG_PERC_REGEN_ENERGY,
BG_PERC_CARRYSTRENGTH,
BG_PERC_FOOD,
BG_PERC_WATER,
BG_PERC_SLEEP,
BG_PERC_DAMAGE_MELEE,
BG_PERC_CTH_BLADE,
BG_PERC_CAMO,
BG_PERC_STEALTH,
BG_PERC_CTH_MAX,
BG_PERC_HEARING_NIGHT,
BG_PERC_HEARING_DAY,
BG_PERC_DISARM,
BG_PERC_SAM_CTH,
// approaches
BG_PERC_APPROACH_FRIENDLY,
BG_PERC_APPROACH_DIRECT,
BG_PERC_APPROACH_THREATEN,
BG_PERC_APPROACH_RECRUIT,
// various
BG_BONUS_BREACHINGCHARGE,
BG_PERC_CTH_CREATURE,
BG_PERC_INSURANCE,
BG_PERC_SPOTTER,
BG_PERC_DISEASE_DIAGNOSE,
BG_PERC_DISEASE_TREAT,
BG_TRACKER_ABILITY,
BG_AMBUSH_RADIUS,
BG_SNAKEDEFENSE,
BG_DISLIKEBG, // dislike any other background that has the negative of this value set
BG_SMOKERTYPE, // 0: doesnt care about smoking 1: will consume cigarettes, dislikes non-smokers 2: will refuse to smoke, dislikes smokers
BG_CROUCHEDDEFENSE, // lowers enemy cth if they fire at us while we are crouched against cover in the direction the shots come from
BG_FORTIFY_ASSIGNMENT, // modifies effectivity of 'FORTIFICATION' assignment
BG_HACKERSKILL, // hacking skill from 0 to 100, > 0 means hacking is possible
BG_BURIAL_ASSIGNMENT, // modifies effectivity of 'BURIAL' assignment
BG_ADMINISTRATION_ASSIGNMENT, // modifies effectivity of 'ADMINISTRATION' assignment
BG_EXPLORATION_ASSIGNMENT, // modifies effectivity of 'EXPLORATION' assignment
BG_MAX,
};
enum class BackgroundVectorTypes {
BG_DRUGUSE_TYPES,
BG_DRUGUSE_ITEMS,
};
typedef struct
{
UINT16 uiIndex;
CHAR16 szName[MAX_ENEMY_NAMES_CHARS]; // name of a background etc.
CHAR16 szShortName[20]; // abbreviated name for laptop display
CHAR16 szDescription[256]; // description of background, should explain the abilities
UINT64 uiFlags; // this flagmask defines what special properties this background has (on/off behaviour)
INT16 value[BG_MAX]; // property values
std::map<BackgroundVectorTypes, std::vector<INT16>> valueVectors; // optional additional data
} BACKGROUND_VALUES;
#define NUM_BACKGROUND 500
extern BACKGROUND_VALUES zBackground[NUM_BACKGROUND];
extern UINT16 num_found_background; // the correct number is set on reading the xml
// anv: enums for externalised taunts
enum TAUNTPROPERTY{
// progress
TAUNT_PROGRESS_LT,
TAUNT_PROGRESS_GT,
// taunting person's stats
TAUNT_EXP_LEVEL_LT,
TAUNT_EXP_LEVEL_GT,
TAUNT_HEALTH_LT,
TAUNT_HEALTH_GT,
TAUNT_HEALTH_MAX_LT,
TAUNT_HEALTH_MAX_GT,
TAUNT_ENERGY_LT,
TAUNT_ENERGY_GT,
TAUNT_ENERGY_MAX_LT,
TAUNT_ENERGY_MAX_GT,
TAUNT_MORALE_LT,
TAUNT_MORALE_GT,
// enemy/milita profiles
TAUNT_PROFILE_ADMIN,
TAUNT_PROFILE_ARMY,
TAUNT_PROFILE_ELITE,
TAUNT_PROFILE_GREEN,
TAUNT_PROFILE_REGULAR,
TAUNT_PROFILE_VETERAN,
// facts
TAUNT_FACT_TRUE,
TAUNT_FACT_FALSE,
// taunt target's stats
TAUNT_TARGET_TYPE,
TAUNT_TARGET_EXP_LEVEL_LT,
TAUNT_TARGET_EXP_LEVEL_GT,
TAUNT_TARGET_HEALTH_LT,
TAUNT_TARGET_HEALTH_GT,
TAUNT_TARGET_HEALTH_MAX_LT,
TAUNT_TARGET_HEALTH_MAX_GT,
TAUNT_TARGET_ENERGY_LT,
TAUNT_TARGET_ENERGY_GT,
TAUNT_TARGET_ENERGY_MAX_LT,
TAUNT_TARGET_ENERGY_MAX_GT,
TAUNT_TARGET_MORALE_LT,
TAUNT_TARGET_MORALE_GT,
TAUNT_TARGET_APPEARANCE,
// taunt target's profile
TAUNT_TARGET_MERC_PROFILE,
// which merc quote should be riposted
TAUNT_RIPOSTE_QUOTE,
TAUNT_MAX,
};
typedef struct
{
UINT16 uiIndex;
CHAR16 szText[320];
CHAR16 szCensoredText[320];
UINT64 uiFlags;
UINT64 uiFlags2;
INT16 value[TAUNT_MAX];
} TAUNT_VALUES;
#define NUM_TAUNT 2048
extern TAUNT_VALUES zTaunt[NUM_TAUNT];
extern UINT16 num_found_taunt; // the correct number is set on reading the xml
extern int INTERFACE_WIDTH; // 640
extern int INTERFACE_HEIGHT; // 120
extern int INV_INTERFACE_HEIGHT; // 140
extern int INTERFACE_START_X;
extern int INTERFACE_START_Y; // ( SCREEN_HEIGHT - INTERFACE_HEIGHT )
extern int INV_INTERFACE_START_Y; // ( SCREEN_HEIGHT - INV_INTERFACE_HEIGHT )
// FLASH PORTRAIT CODES
#define FLASH_PORTRAIT_STOP 0
#define FLASH_PORTRAIT_START 1
#define FLASH_PORTRAIT_WAITING 2
#define FLASH_PORTRAIT_DELAY 150
// FLASH PORTRAIT PALETTE IDS
#define FLASH_PORTRAIT_NOSHADE 0
#define FLASH_PORTRAIT_STARTSHADE 1
#define FLASH_PORTRAIT_ENDSHADE 2
#define FLASH_PORTRAIT_DARKSHADE 3
#define FLASH_PORTRAIT_GRAYSHADE 4
#define FLASH_PORTRAIT_LITESHADE 5
// GLOBAL DEFINES FOR SOME UI FLAGS
#define ARROWS_HIDE_UP 0x00000002
#define ARROWS_HIDE_DOWN 0x00000004
#define ARROWS_SHOW_UP_BESIDE 0x00000008
#define ARROWS_SHOW_DOWN_BESIDE 0x00000020
#define ARROWS_SHOW_UP_ABOVE_Y 0x00000040
#define ARROWS_SHOW_DOWN_BELOW_Y 0x00000080
#define ARROWS_SHOW_DOWN_BELOW_G 0x00000200
#define ARROWS_SHOW_DOWN_BELOW_YG 0x00000400
#define ARROWS_SHOW_DOWN_BELOW_GG 0x00000800
#define ARROWS_SHOW_UP_ABOVE_G 0x00002000
#define ARROWS_SHOW_UP_ABOVE_YG 0x00004000
#define ARROWS_SHOW_UP_ABOVE_GG 0x00008000
#define ARROWS_SHOW_UP_ABOVE_YY 0x00020000
#define ARROWS_SHOW_DOWN_BELOW_YY 0x00040000
#define ARROWS_SHOW_UP_ABOVE_CLIMB 0x00080000
#define ARROWS_SHOW_UP_ABOVE_CLIMB2 0x00400000
#define ARROWS_SHOW_UP_ABOVE_CLIMB3 0x00800000
#define ARROWS_SHOW_DOWN_CLIMB 0x02000000
#define ROOF_LEVEL_HEIGHT 50
#define LOCATEANDSELECT_MERC 1
#define LOCATE_MERC_ONCE 2
// Interface level enums
enum
{
I_GROUND_LEVEL,
I_ROOF_LEVEL,
I_NUMLEVELS
};
#define DRAW_RED_BAR 1
#define DRAW_BLUE_BAR 2
#define DRAW_ERASE_BAR 3
extern BOOLEAN gfSwitchPanel;
extern BOOLEAN gfUIStanceDifferent;
extern UINT8 gbNewPanel;
extern UINT8 gubNewPanelParam;
extern INT16 gsCurInterfacePanel;
extern UINT32 guiRENDERBUFFER;
extern UINT32 guiCLOSE;
extern UINT32 guiDEAD;
extern UINT32 guiHATCH;
extern UINT32 guiINTEXT;
extern UINT32 guiSILHOUETTE;
extern UINT32 guiCOMPANEL;
extern UINT32 guiCOMPANELB;
extern UINT32 guiRADIO;
extern UINT32 guiPORTRAITICONS; // Default JA2 portrait icons (+ additional headgear icons from legion)
extern UINT32 guiASSIGNMENTICONS; // Flugente: icons for assignments
extern UINT32 guiBURSTACCUM;
extern UINT32 guiITEMPOINTERHATCHES;
//legion
//extern UINT32 guiPORTRAITICONS_NV; //legion: NV-Face Graphic
//extern UINT32 guiPORTRAITICONS_GAS_MASK; //legion: GASMASK-Face Graphic
// WANNE: Face gear for IMPs in additional file
//extern UINT32 guiPORTRAITICONS_NV_IMP;
//extern UINT32 guiPORTRAITICONS_GAS_MASK_IMP;
extern MOUSE_REGION gViewportRegion;
extern MOUSE_REGION gRadarRegion;
extern MOUSE_REGION gBottomPanalRegion;
#define MOVEMENT_MENU_LOOK 1
#define MOVEMENT_MENU_ACTIONC 2
#define MOVEMENT_MENU_HAND 3
#define MOVEMENT_MENU_TALK 4
#define MOVEMENT_MENU_RUN 5
#define MOVEMENT_MENU_WALK 6
#define MOVEMENT_MENU_SWAT 7
#define MOVEMENT_MENU_PRONE 8
#define DIRTYLEVEL0 0
#define DIRTYLEVEL1 1
#define DIRTYLEVEL2 2
typedef enum
{
SM_PANEL,
TEAM_PANEL,
NUM_UI_PANELS
} InterfacePanelDefines;
BOOLEAN InitializeTacticalPortraits( );
BOOLEAN InitializeFaceGearGraphics( );
BOOLEAN InitializeTacticalInterface( );
BOOLEAN ShutdownTacticalInterface( );
extern BOOLEAN fInterfacePanelDirty;
extern BOOLEAN gfPausedTacticalRenderFlags;
extern BOOLEAN gfPausedTacticalRenderInterfaceFlags;
extern INT16 gsInterfaceLevel;
extern BOOLEAN gfInMovementMenu;
void PopupPositionMenu( UI_EVENT *pUIEvent );
void PopDownPositionMenu( );
void PopupMovementMenu( UI_EVENT *pUIEvent );
void PopDownMovementMenu( );
void RenderMovementMenu( );
void CancelMovementMenu( );
void PopDownOpenDoorMenu( );
void RenderOpenDoorMenu( );
BOOLEAN InitDoorOpenMenu( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection, BOOLEAN fClosingDoor );
BOOLEAN HandleOpenDoorMenu( );
void CancelOpenDoorMenu( );
void HandleInterfaceBackgrounds( );
void BeginOverlayMessage( UINT32 uiFont, STR16 pFontString, ... );
void EndOverlayMessage( );
void DrawSelectedUIAboveGuy( UINT16 usSoldierID );
// HEADROCK HAM 4: Draw the CTH indicator, using values grabbed from the global CTH array
BOOLEAN DrawCTHIndicator();
void CreateCurrentTacticalPanelButtons( );
void RemoveCurrentTacticalPanelButtons( );
void SetCurrentTacticalPanelCurrentMerc( UINT8 ubID );
void SetCurrentInterfacePanel( UINT8 ubNewPanel );
BOOLEAN IsMercPortraitVisible( UINT8 ubSoldierID );
BOOLEAN InitializeCurrentPanel( );
void ShutdownCurrentPanel( );
void ClearInterface( );
void RestoreInterface( );
void RenderArrows( );
void EraseRenderArrows( );
void GetArrowsBackground( );
void HandleUpDownArrowBackgrounds( );
void EndDeadlockMsg( );
void HandleLocateSelectMerc( UINT8 ubID, INT8 bFlag );
void DirtyMercPanelInterface( SOLDIERTYPE *pSoldier, UINT8 ubDirtyLevel );
void EndUIMessage( );
void BeginUIMessage( STR16 pFontString, ... );
void InternalBeginUIMessage( BOOLEAN fUseSkullIcon, STR16 pFontString, ... );
// map screen version, for centering over the map area
void BeginMapUIMessage( UINT8 fPosition, STR16 pFontString, ... );
extern UINT16 gusUIOldSelectedSoldier;
extern INT32 giUIMessageOverlay;
extern UINT32 guiUIMessageTime;
enum MESSAGE_TYPES
{
NO_MESSAGE,
COMPUTER_TURN_MESSAGE,
COMPUTER_INTERRUPT_MESSAGE,
PLAYER_INTERRUPT_MESSAGE,
MILITIA_INTERRUPT_MESSAGE,
AIR_RAID_TURN_MESSAGE,
PLAYER_TURN_MESSAGE,
} ;
void HandleTopMessages( );
BOOLEAN AddTopMessage( UINT8 ubType, STR16 pzString );
BOOLEAN InTopMessageBarAnimation( );
void EndTopMessage( );
void PauseRT( BOOLEAN fPause );
void InitEnemyUIBar( UINT8 ubNumEnemies, UINT8 ubDoneEnemies );
STR16 GetSoldierHealthString( SOLDIERTYPE *pSoldier );
void GetLaunchItemParamsFromUI( );
void RenderAimCubeUI( );
void ResetAimCubeAI( );
void SetupAimCubeAI( );
void IncrementAimCubeUI( );
void EndAimCubeUI( );
void BeginAimCubeUI( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 ubLevel, UINT8 bStartPower, INT8 bStartHeight );
BOOLEAN AimCubeUIClick( );
void ResetPhysicsTrajectoryUI( );
void SetupPhysicsTrajectoryUI( );
void EndPhysicsTrajectoryUI( );
void BeginPhysicsTrajectoryUI( INT32 sGridNo, INT8 bLevel, BOOLEAN fBadCTGT );
void InitPlayerUIBar( BOOLEAN fInterrupt );
void ToggleTacticalPanels( );
void DirtyTopMessage( );
void BeginMultiPurposeLocator( INT32 sGridNo, INT8 bLevel, BOOLEAN fSlideTo );
void HandleMultiPurposeLocator( );
void RenderTopmostMultiPurposeLocator( );
// sevenfm: draw lines in health bar
void DrawBar( INT32 x, INT32 y, INT32 width, INT32 height, UINT16 color8, UINT16 color16, UINT8 *pDestBuf );
// draw health bar over enemy
void DrawEnemyHealthBar( SOLDIERTYPE* pSoldier, INT32 sX, INT32 sY, UINT8 ubLines, INT32 iBarWidth, INT32 iBarHeight );
// Flugente: show enemy role
BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier);
//sevenfm: draw additional info for NCTH indicator
void DrawItemPic( INVTYPE *pItem, INT16 sX, INT16 sY );
void GetItemDimensions( INVTYPE *pItem, INT16 &sWidth, INT16 &sHeight );
BOOLEAN ShowExactInfo( SOLDIERTYPE* pSoldier, SOLDIERTYPE* pTargetSoldier );
void DrawNCTHCursorItemPics( INT16 sStartScreenX, INT16 sStartScreenY );
void GetEnemyInfoString( SOLDIERTYPE* pSelectedSoldier, SOLDIERTYPE* pTargetSoldier, BOOLEAN showExactInfo, CHAR16 *NameStr );
void ShowEnemyWeapon( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier );
void ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier );
void NCTHImprovedAPColor( SOLDIERTYPE* pSoldier, OBJECTTYPE* pWeapon );
void NCTHDrawLaserDot( UINT16* ptrBuf, UINT32 uiPitch, INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom, INT16 sStartScreenX, INT16 sStartScreenY, FLOAT fLaserBonus, FLOAT fBrightnessModifier, FLOAT fEffectiveLaserRatio, FLOAT zOffset );
void NCTHCorrectMaxAperture( FLOAT& iAperture, FLOAT& iDistanceAperture, UINT16& usCApertureBar );
void NCTHDrawScopeModeIcon( SOLDIERTYPE *pSoldier, INT16 sNewX, INT16 sNewY );
void NCTHShowAimLevels( SOLDIERTYPE* pSoldier, INT16 curX, INT16 curY );
void NCTHShowMounted( SOLDIERTYPE* pSoldier, UINT16* ptrBuf, UINT32 uiPitch, INT16 sLeft, INT16 sTop, INT16 sRight, INT16 sBottom, INT16 sStartScreenX, INT16 sStartScreenY, INT16 zOffset );
// Flugente: check a profile for a background flag without using SOLDIERTYPE
BOOLEAN HasBackgroundFlag( UINT8 usProfile, UINT64 aFlag );
INT16 GetBackgroundValue( UINT8 usProfile, UINT16 aNr );
#endif