mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
1376 lines
43 KiB
C++
1376 lines
43 KiB
C++
#include "sgp.h"
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#include "Overhead.h"
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#include "MessageBoxScreen.h"
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#include "screenids.h"
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#include "Handle UI.h"
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#include "message.h"
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#include "Game Clock.h"
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#include "Items.h"
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#include "Text.h"
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#include "MercTextBox.h"
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#include "Interface.h"
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#include "Auto Bandage.h"
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#include "renderworld.h"
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#include "Strategic Turns.h"
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#include "Event Pump.h"
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#include "Dialogue Control.h"
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#include "ai.h"
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#include "Interface Control.h"
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#include "strategicmap.h"
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#include "Animation Control.h"
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#include "Map Screen Interface.h"
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#include "Soldier Profile.h"
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#include "Assignments.h"
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#include "Cursors.h"
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#include "english.h"
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// max number of merc faces per row in autobandage box
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#define NUMBER_MERC_FACES_AUTOBANDAGE_BOX 4
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STR16 sAutoBandageString = NULL;
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INT32 giBoxId = -1;
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UINT16 gusTextBoxWidth = 0;
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UINT16 gusTextBoxHeight = 0;
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BOOLEAN gfBeginningAutoBandage = FALSE;
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INT16 gsX = 0;
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INT16 gsY = 0;
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UINT32 guiAutoBandageSeconds = 0;
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BOOLEAN fAutoBandageComplete = FALSE;
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BOOLEAN fEndAutoBandage = FALSE;
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BOOLEAN gfAutoBandageFailed;
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// the button and associated image for ending autobandage
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INT32 iEndAutoBandageButton[ 2 ];
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INT32 iEndAutoBandageButtonImage[ 2 ];
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extern BOOLEAN gfConversationPending;
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extern FACETYPE *gpCurrentTalkingFace;
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extern INT32 giMercPanelImage;
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MOUSE_REGION gAutoBandageRegion;
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// the lists of the doctor and patient
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std::vector<INT32> iDoctorList (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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std::vector<INT32> iPatientList (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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//INT32 iDoctorList[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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//INT32 iPatientList[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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// faces for update panel
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std::vector<INT32> giAutoBandagesSoldierFaces (2*CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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//INT32 giAutoBandagesSoldierFaces[ 2 * CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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// has the button for autobandage end been setup yet
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BOOLEAN fAutoEndBandageButtonCreated = FALSE;
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void BeginAutoBandageCallBack( UINT8 bExitValue );
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// the update box for autobandaging mercs
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void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY );
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void DestroyTerminateAutoBandageButton( void );
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void DisplayAutoBandageUpdatePanel( void );
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void SetUpAutoBandageUpdatePanel( void );
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BOOLEAN AddFacesToAutoBandageBox( void );
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BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentXPosition, INT16 sCurrentYPosition );
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void StopAutoBandageButtonCallback(GUI_BUTTON *btn,INT32 reason);
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BOOLEAN RemoveFacesForAutoBandage( void );
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extern BOOLEAN CanCharacterAutoBandageTeammate( SOLDIERTYPE *pSoldier );
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extern BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier );
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extern UINT16 NumEnemyInSector( );
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void BeginAutoBandage( )
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{
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BOOLEAN fFoundAGuy = FALSE;
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BOOLEAN fFoundAMedKit = FALSE;
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// If we are in combat, we con't...
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if ( (gTacticalStatus.uiFlags & INCOMBAT) || (NumEnemyInSector() != 0) )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SECTOR_NOT_CLEARED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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return;
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}
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SoldierID soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// check for anyone needing bandages
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for ( ; soldier <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++soldier )
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{
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// if the soldier isn't active or in sector, we have problems..leave
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if ( !(soldier->bActive) || !(soldier->bInSector) || ( soldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (soldier->bAssignment == VEHICLE ) )
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{
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continue;
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}
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// can this character be helped out by a teammate?
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if ( CanCharacterBeAutoBandagedByTeammate( soldier ) )
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fFoundAGuy = TRUE;
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if ( FindObjClass( soldier, IC_MEDKIT ) != NO_SLOT )
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fFoundAMedKit = TRUE;
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if ( fFoundAGuy && fFoundAMedKit )
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break;
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}
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if ( !fFoundAGuy )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ AUTOBANDAGE_NOT_NEEDED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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else if ( !fFoundAMedKit )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[ 9 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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else
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{
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if ( ! CanAutoBandage( FALSE ) )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ CANT_AUTOBANDAGE_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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else
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{
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// Confirm if we want to start or not....
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ BEGIN_AUTOBANDAGE_PROMPT_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BeginAutoBandageCallBack, NULL );
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}
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}
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
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if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
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SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
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else
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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#endif
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}
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void HandleAutoBandagePending( )
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{
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// OK, if we have a pending autobandage....
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// check some conditions
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if ( gTacticalStatus.fAutoBandagePending )
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{
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// All dailogue done, music, etc...
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//if ( gubMusicMode != MUSIC_TACTICAL_VICTORY && DialogueQueueIsEmpty( ) )
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if (!DialogueQueueIsEmpty( ) || gfConversationPending)
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{
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return;
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}
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// If there is no actively talking guy...
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if ( gpCurrentTalkingFace != NULL )
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{
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return;
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}
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// Do any guys have pending actions...?
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SoldierID soldier = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( ; soldier <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++soldier)
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{
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// Are we in sector?
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if ( soldier->bActive )
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{
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if ( soldier->sSectorX == gWorldSectorX && soldier->sSectorY == gWorldSectorY && soldier->bSectorZ == gbWorldSectorZ && !soldier->flags.fBetweenSectors )
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{
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if ( soldier->aiData.ubPendingAction != NO_PENDING_ACTION )
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{
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return;
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}
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}
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}
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}
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// Do was have any menus up?
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if ( AreWeInAUIMenu( ) )
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{
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return;
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}
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// If here, all's a go!
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SetAutoBandagePending( FALSE );
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BeginAutoBandage( );
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}
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}
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void SetAutoBandagePending( BOOLEAN fSet )
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{
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gTacticalStatus.fAutoBandagePending = fSet;
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}
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// Should we ask buddy ti auto bandage...?
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void ShouldBeginAutoBandage( )
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{
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// If we are in combat, we con't...
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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return;
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}
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// ATE: If not in endgame
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if ( ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME ) )
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{
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return;
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}
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if ( CanAutoBandage( FALSE ) )
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{
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// OK, now setup as a pending event...
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SetAutoBandagePending( TRUE );
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}
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}
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BOOLEAN HandleAutoBandage( )
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{
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InputAtom InputEvent;
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if ( gTacticalStatus.fAutoBandageMode )
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{
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if ( gfBeginningAutoBandage )
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{
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//Shadow area
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ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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InvalidateScreen( );
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RefreshScreen( NULL );
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SoldierID soldier = gTacticalStatus.Team[OUR_TEAM].bFirstID;
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for ( ; soldier <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++soldier)
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{
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if(soldier->bActive && soldier->bInSector && soldier->aiData.bAction != 0)
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{
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//shadooow: this fixes autobandaging sometimes hang indefinitely
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soldier->aiData.bAction = 0;
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}
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}
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}
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DisplayAutoBandageUpdatePanel( );
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//RenderMercPopUpBoxFromIndex( giBoxId, gsX, gsY, FRAME_BUFFER );
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//InvalidateRegion( gsX, gsY, gsX + gusTextBoxWidth, gsY + gusTextBoxHeight );
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EndFrameBufferRender( );
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// Handle strategic engine
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HandleStrategicTurn( );
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HandleTeamServices( OUR_TEAM );
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if ( guiAutoBandageSeconds <= 120 )
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{
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guiAutoBandageSeconds += 5;
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}
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// Execute Tactical Overhead
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ExecuteOverhead( );
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// Deque all game events
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DequeAllGameEvents( TRUE );
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while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
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{
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if ( InputEvent.usEvent == KEY_UP )
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{
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if( ( ( InputEvent.usParam == ESC ) && ( fAutoBandageComplete == FALSE ) )|| ( ( ( InputEvent.usParam == ENTER ) || ( InputEvent.usParam == SPACE ) ) && ( fAutoBandageComplete == TRUE ) ) )
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{
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AutoBandage( FALSE );
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}
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}
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}
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gfBeginningAutoBandage = FALSE;
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if( fEndAutoBandage )
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{
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AutoBandage( FALSE );
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fEndAutoBandage = FALSE;
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}
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return( TRUE );
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}
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return( FALSE );
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}
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static BOOLEAN CreateAutoBandageString( void )
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{
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// WDS - make number of mercenaries, etc. be configurable
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UINT16 ubDoctor[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS], ubDoctors = 0;
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UINT32 uiDoctorNameStringLength = 1; // for end-of-string character
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STR16 sTemp;
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SoldierID pSoldier = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( ; pSoldier <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++pSoldier )
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{
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && !(pSoldier->bCollapsed) && pSoldier->stats.bMedical > 0 && FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT)
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{
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ubDoctor[ubDoctors] = pSoldier->ubID;
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++ubDoctors;
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// increase the length of the string by the size of the name
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// plus 2, one for the comma and one for the space after that
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uiDoctorNameStringLength += wcslen( pSoldier->name ) + 2;
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}
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}
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if (ubDoctors == 0)
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{
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return( FALSE );
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}
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if (ubDoctors == 1)
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{
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uiDoctorNameStringLength += wcslen( Message[STR_IS_APPLYING_FIRST_AID] );
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}
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else
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{
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uiDoctorNameStringLength += wcslen( Message[STR_ARE_APPLYING_FIRST_AID] );
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}
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sAutoBandageString = (STR16) MemRealloc( sAutoBandageString, uiDoctorNameStringLength * sizeof( CHAR16 ) );
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if (!sAutoBandageString)
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{
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return( FALSE );
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}
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if (ubDoctors == 1)
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{
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swprintf( sAutoBandageString, Message[STR_IS_APPLYING_FIRST_AID], MercPtrs[ubDoctor[0]]->name );
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}
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else
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{
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// make a temporary string to hold most of the doctors names joined by commas
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sTemp = (STR16) MemAlloc( uiDoctorNameStringLength * sizeof( CHAR16 ) );
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// sTemp = MemAlloc( 1000 );
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if (!sTemp)
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{
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return( FALSE );
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}
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wcscpy( sTemp, L"" );
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for (UINT16 cnt = 0; cnt < ubDoctors - 1; ++cnt)
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{
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wcscat( sTemp, MercPtrs[ubDoctor[cnt]]->name );
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if (ubDoctors > 2)
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{
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if (cnt == ubDoctors - 2)
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{
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wcscat( sTemp, L"," );
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}
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else
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{
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wcscat( sTemp, L", " );
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}
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}
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}
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swprintf( sAutoBandageString, Message[STR_ARE_APPLYING_FIRST_AID], sTemp, MercPtrs[ubDoctor[ubDoctors - 1]]->name );
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MemFree( sTemp );
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}
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return( TRUE );
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}
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void SetAutoBandageComplete( void )
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{
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// this will set the fact autobandage is complete
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fAutoBandageComplete = TRUE;
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}
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void AutoBandage( BOOLEAN fStart )
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{
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SGPRect aRect;
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if ( fStart )
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{
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gTacticalStatus.fAutoBandageMode = TRUE;
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gTacticalStatus.uiFlags |= OUR_MERCS_AUTO_MOVE;
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gfAutoBandageFailed = FALSE;
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// ste up the autobandage panel
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SetUpAutoBandageUpdatePanel( );
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// Lock UI!
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//guiPendingOverrideEvent = LU_BEGINUILOCK;
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HandleTacticalUI( );
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PauseGame();
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// Compress time...
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//SetGameTimeCompressionLevel( TIME_COMPRESS_5MINS );
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SoldierID pSoldier = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( ; pSoldier <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++pSoldier)
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{
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if ( pSoldier->bActive )
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{
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pSoldier->bSlotItemTakenFrom = NO_SLOT;
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pSoldier->ubAutoBandagingMedic = NOBODY;
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}
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}
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Begin auto bandage." );
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if (CreateAutoBandageString())
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{
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giBoxId = PrepareMercPopupBox( -1, DIALOG_MERC_POPUP_BACKGROUND, DIALOG_MERC_POPUP_BORDER, sAutoBandageString, 200, 40, 10, 30, &gusTextBoxWidth, &gusTextBoxHeight );
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}
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aRect.iTop = 0;
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aRect.iLeft = 0;
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aRect.iBottom = INV_INTERFACE_START_Y;
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aRect.iRight = SCREEN_WIDTH;
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// Determine position ( centered in rect )
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gsX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - gusTextBoxWidth ) / 2 ) + aRect.iLeft );
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gsY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - gusTextBoxHeight ) / 2 ) + aRect.iTop );
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// build a mask
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MSYS_DefineRegion( &gAutoBandageRegion, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST - 1,
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CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
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gfBeginningAutoBandage = TRUE;
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}
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else
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{
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gTacticalStatus.fAutoBandageMode = FALSE;
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gTacticalStatus.uiFlags &= ( ~OUR_MERCS_AUTO_MOVE );
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// make sure anyone under AI control has their action cancelled
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SoldierID pSoldier = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( ; pSoldier <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++pSoldier )
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{
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// 0verhaul: Make sure the merc is also in the sector before making him stand up!
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if (pSoldier->bActive && pSoldier->bInSector)
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{
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ActionDone( pSoldier );
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if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
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{
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// swap our old hand item back to the main hand
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SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom, TRUE );
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}
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// ATE: Make everyone stand up!
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if ( pSoldier->stats.bLife >= OKLIFE && !pSoldier->bCollapsed )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_STAND )
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{
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pSoldier->ChangeSoldierStance( ANIM_STAND );
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}
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}
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}
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}
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pSoldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( ; pSoldier <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++pSoldier )
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{
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if ( pSoldier->bActive && pSoldier->bInSector)
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{
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ActionDone(pSoldier);
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// If anyone is still doing aid animation, stop!
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if (pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN)
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{
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pSoldier->SoldierGotoStationaryStance();
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}
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}
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}
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// UnLock UI!
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guiPendingOverrideEvent = LU_ENDUILOCK;
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HandleTacticalUI( );
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UnPauseGame();
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// Bring time back...
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//SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
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|
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//Warp game time by the amount of time it took to autobandage.
|
|
WarpGameTime( guiAutoBandageSeconds, WARPTIME_NO_PROCESSING_OF_EVENTS );
|
|
|
|
DestroyTerminateAutoBandageButton( );
|
|
|
|
// Delete popup!
|
|
RemoveMercPopupBoxFromIndex( giBoxId );
|
|
giBoxId = -1;
|
|
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"End auto bandage." );
|
|
|
|
// build a mask
|
|
MSYS_RemoveRegion( &gAutoBandageRegion );
|
|
|
|
// clear faces for auto bandage
|
|
RemoveFacesForAutoBandage( );
|
|
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
fInterfacePanelDirty = DIRTYLEVEL2;
|
|
|
|
if( gfAutoBandageFailed )
|
|
{
|
|
// inform player some mercs could not be bandaged
|
|
DoScreenIndependantMessageBox(pDoctorWarningString[ 1 ], MSG_BOX_FLAG_OK, NULL );
|
|
gfAutoBandageFailed = FALSE;
|
|
}
|
|
|
|
// Memory cleanup!
|
|
MemFree( sAutoBandageString);
|
|
sAutoBandageString = NULL;
|
|
}
|
|
|
|
guiAutoBandageSeconds = 0;
|
|
|
|
ResetAllMercSpeeds( );
|
|
}
|
|
|
|
|
|
void BeginAutoBandageCallBack( UINT8 bExitValue )
|
|
{
|
|
if( bExitValue == MSG_BOX_RETURN_YES )
|
|
{
|
|
fRestoreBackgroundForMessageBox = TRUE;
|
|
AutoBandage( TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
void SetUpAutoBandageUpdatePanel( void )
|
|
{
|
|
INT32 iNumberDoctoring = 0;
|
|
INT32 iNumberPatienting = 0;
|
|
INT32 iNumberOnTeam = 0;
|
|
INT32 iCounterA = 0;
|
|
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
// reset the tables of merc ids
|
|
for (std::vector<INT32>::iterator docIter = iDoctorList.begin(); docIter != iDoctorList.end(); ++docIter) {
|
|
*docIter = -1;
|
|
}
|
|
for (std::vector<INT32>::iterator pIter = iPatientList.begin(); pIter != iPatientList.end(); ++pIter) {
|
|
*pIter = -1;
|
|
}
|
|
// memset( iDoctorList, -1, sizeof( iDoctorList ) );
|
|
// memset( iPatientList, -1, sizeof( iPatientList ) );
|
|
|
|
|
|
// grab number of potential grunts on players team
|
|
iNumberOnTeam = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
|
|
// run through mercs on squad...if they can be a doctor or patient, add to list
|
|
for( iCounterA = 0; iCounterA < iNumberOnTeam; iCounterA++ )
|
|
{
|
|
SOLDIERTYPE *pSoldier = &Menptr[iCounterA];
|
|
|
|
if( CanCharacterAutoBandageTeammate( pSoldier ))
|
|
{
|
|
// add to list, up the count
|
|
iDoctorList[ iNumberDoctoring ] = iCounterA;
|
|
iNumberDoctoring++;
|
|
}
|
|
if ( CanCharacterBeAutoBandagedByTeammate( pSoldier ) )
|
|
{
|
|
// add to list, up the count
|
|
iPatientList[iNumberPatienting] = iCounterA;
|
|
iNumberPatienting++;
|
|
}
|
|
}
|
|
|
|
// makes sure there is someone to doctor and patient...
|
|
if( ( iNumberDoctoring == 0 ) || ( iNumberPatienting == 0 ) )
|
|
{
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
// reset the tables of merc ids
|
|
for (std::vector<INT32>::iterator iter = iDoctorList.begin(); iter != iDoctorList.end(); ++iter) {
|
|
*iter = -1;
|
|
}
|
|
for (std::vector<INT32>::iterator iter = iPatientList.begin(); iter != iPatientList.end(); ++iter) {
|
|
*iter = -1;
|
|
}
|
|
// memset( iDoctorList, -1, sizeof( iDoctorList ) );
|
|
// memset( iPatientList, -1, sizeof( iPatientList ) );
|
|
}
|
|
|
|
// now add the faces
|
|
AddFacesToAutoBandageBox( );
|
|
|
|
fAutoBandageComplete = FALSE;
|
|
}
|
|
|
|
void DisplayAutoBandageUpdatePanel( void )
|
|
{
|
|
INT32 iNumberDoctors = 0, iNumberPatients = 0;
|
|
INT32 iNumberDoctorsHigh = 0, iNumberPatientsHigh = 0;
|
|
INT32 iNumberDoctorsWide = 0, iNumberPatientsWide = 0;
|
|
INT32 iTotalPixelsHigh = 0, iTotalPixelsWide = 0;
|
|
INT32 iCurPixelY = 0;
|
|
INT16 sXPosition = 0, sYPosition = 0;
|
|
HVOBJECT hBackGroundHandle;
|
|
INT32 iCounterA = 0, iCounterB = 0;
|
|
INT32 iIndex = 0;
|
|
INT16 sCurrentXPosition = 0, sCurrentYPosition = 0;
|
|
CHAR16 sString[ 64 ];
|
|
INT16 sX = 0, sY = 0;
|
|
|
|
// are even in autobandage mode?
|
|
if( gTacticalStatus.fAutoBandageMode == FALSE )
|
|
{
|
|
// nope,
|
|
return;
|
|
}
|
|
|
|
// make sure there is someone to doctor and patient
|
|
if( ( iDoctorList[ 0 ] == -1 ) || ( iPatientList[ 0 ] == -1 ) )
|
|
{
|
|
// nope, nobody here
|
|
return;
|
|
}
|
|
|
|
// grab number of doctors
|
|
for( iCounterA = 0; iDoctorList[ iCounterA ] != -1; iCounterA++ )
|
|
{
|
|
iNumberDoctors++;
|
|
}
|
|
|
|
// grab number of patients
|
|
for( iCounterA = 0; iPatientList[ iCounterA ] != -1; iCounterA++ )
|
|
{
|
|
iNumberPatients++;
|
|
}
|
|
|
|
// build dimensions of box
|
|
if( iNumberDoctors < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// nope, get the base amount
|
|
iNumberDoctorsWide = ( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX );
|
|
}
|
|
else
|
|
{
|
|
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
// set the min number of mercs
|
|
if( iNumberDoctorsWide < 3 )
|
|
{
|
|
iNumberDoctorsWide = 2;
|
|
}
|
|
else
|
|
{
|
|
// a full row
|
|
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
// the doctors
|
|
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
|
|
|
|
if( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// now the patients
|
|
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
|
|
}
|
|
else
|
|
{
|
|
// now the patients
|
|
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
|
|
}
|
|
|
|
if( iNumberPatients < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// nope, get the base amount
|
|
iNumberPatientsWide = ( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX );
|
|
}
|
|
else
|
|
{
|
|
iNumberPatientsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
// set the min number of mercs
|
|
if( iNumberPatientsWide < 3 )
|
|
{
|
|
iNumberPatientsWide = 2;
|
|
}
|
|
else
|
|
{
|
|
// a full row
|
|
iNumberPatientsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
if( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// now the patients
|
|
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
|
|
}
|
|
else
|
|
{
|
|
// now the patients
|
|
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
|
|
}
|
|
|
|
// now the actual pixel dimensions
|
|
|
|
iTotalPixelsHigh = ( iNumberPatientsHigh + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT;
|
|
|
|
// see which is wider, and set to this
|
|
if( iNumberDoctorsWide > iNumberPatientsWide )
|
|
{
|
|
iNumberPatientsWide = iNumberDoctorsWide;
|
|
}
|
|
else
|
|
{
|
|
iNumberDoctorsWide = iNumberPatientsWide;
|
|
}
|
|
|
|
iTotalPixelsWide = TACT_UPDATE_MERC_FACE_X_WIDTH * iNumberDoctorsWide;
|
|
|
|
// now get the x and y position for the box
|
|
sXPosition = ( SCREEN_WIDTH - iTotalPixelsWide ) / 2;
|
|
sYPosition = ( INV_INTERFACE_START_Y - iTotalPixelsHigh ) / 2;
|
|
|
|
// now blit down the background
|
|
GetVideoObject( &hBackGroundHandle, guiUpdatePanelTactical );
|
|
|
|
// first the doctors on top
|
|
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
|
|
{
|
|
for( iCounterB = 0; iCounterB < iNumberDoctorsWide; iCounterB ++ )
|
|
{
|
|
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
|
|
sCurrentYPosition = sYPosition + ( iCounterA * TACT_UPDATE_MERC_FACE_X_HEIGHT );
|
|
|
|
// slap down background piece
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
iIndex = iCounterA * iNumberDoctorsWide + iCounterB;
|
|
|
|
if( iDoctorList[ iIndex ] != -1 )
|
|
{
|
|
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
|
|
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
|
|
// there is a face
|
|
RenderSoldierSmallFaceForAutoBandagePanel( iIndex, sCurrentXPosition, sCurrentYPosition );
|
|
|
|
// display the mercs name
|
|
swprintf( sString, L"%s", ( Menptr[ iDoctorList[ iCounterA * iNumberDoctorsWide + iCounterB ] ] ).name );
|
|
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_LTRED );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
sY+= 35;
|
|
sCurrentXPosition -= TACT_UPDATE_MERC_FACE_X_OFFSET;
|
|
sCurrentYPosition -= TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
|
|
// print name
|
|
mprintf( sX, sY , sString );
|
|
//sCurrentYPosition-= TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
}
|
|
}
|
|
}
|
|
|
|
for( iCounterB = 0; iCounterB < iNumberPatientsWide; iCounterB ++ )
|
|
{
|
|
// slap down background piece
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sCurrentYPosition + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY, NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sYPosition - 9 , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
// bordering patient title
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 11, sXPosition - 4, sYPosition + ( ( iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 13, sXPosition + iTotalPixelsWide , sYPosition + ( ( iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_WHITE );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
// iCurPixelY = sYPosition;
|
|
iCurPixelY = sYPosition + ( ( iCounterA - 1 ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
|
|
|
|
swprintf( sString, L"%s", zMarksMapScreenText[ 13 ] );
|
|
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
|
|
// print medic
|
|
mprintf( sX, sYPosition - 7 , sString );
|
|
|
|
//DisplayWrappedString( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition - 40 ), ( INT16 )( iTotalPixelsWide ), 0, TINYFONT1, FONT_WHITE, pUpdateMercStrings[ 0 ], FONT_BLACK, 0, 0 );
|
|
|
|
sYPosition += 9;
|
|
|
|
// now the patients
|
|
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
|
|
{
|
|
for( iCounterB = 0; iCounterB < iNumberPatientsWide; iCounterB ++ )
|
|
{
|
|
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
|
|
sCurrentYPosition = sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
|
|
|
|
// slap down background piece
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
iIndex = iCounterA * iNumberPatientsWide + iCounterB;
|
|
|
|
if( iPatientList[ iIndex ] != -1 )
|
|
{
|
|
|
|
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
|
|
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
|
|
// there is a face
|
|
RenderSoldierSmallFaceForAutoBandagePanel( iIndex + iNumberDoctors, sCurrentXPosition, sCurrentYPosition );
|
|
|
|
// display the mercs name
|
|
swprintf( sString, L"%s", ( Menptr[ iPatientList[ iIndex ] ] ).name );
|
|
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_LTRED );
|
|
SetFontBackground( FONT_BLACK );
|
|
sY+= 35;
|
|
|
|
// print name
|
|
mprintf( sX, sY , sString );
|
|
}
|
|
}
|
|
}
|
|
|
|
// BORDER PIECES!!!!
|
|
|
|
// bordering patients squares
|
|
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
|
|
}
|
|
|
|
// back up 11 pixels
|
|
sYPosition-=9;
|
|
|
|
// pieces bordering doctor squares
|
|
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
|
|
}
|
|
|
|
// bordering doctor title
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 11, sXPosition - 4, sYPosition - 9, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 13, sXPosition + iTotalPixelsWide , sYPosition - 9, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
|
|
// now the top pieces
|
|
for( iCounterA = 0; iCounterA < iNumberPatientsWide; iCounterA++ )
|
|
{
|
|
// the top bottom
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 1, sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH * (iCounterA ) , sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
}
|
|
|
|
// the top corners
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 0, sXPosition -4, sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 2, sXPosition + iTotalPixelsWide , sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
iTotalPixelsHigh+= 9;
|
|
|
|
// the bottom
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 17, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 18, sXPosition + iTotalPixelsWide - TACT_UPDATE_MERC_FACE_X_WIDTH, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
if( iNumberPatientsWide == 2 )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 6, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
CreateTerminateAutoBandageButton( ( INT16)( sXPosition ), ( INT16 )( sYPosition + iTotalPixelsHigh + 3) );
|
|
}
|
|
else
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 6, sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
CreateTerminateAutoBandageButton( ( INT16 )( sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH), ( INT16 )( sYPosition + iTotalPixelsHigh + 3) );
|
|
}
|
|
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_WHITE );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
swprintf( sString, L"%s", zMarksMapScreenText[ 14 ]);
|
|
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
|
|
// print patient
|
|
mprintf( sX, iCurPixelY + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ) + 2, sString );
|
|
|
|
MarkAButtonDirty( iEndAutoBandageButton[ 0 ] );
|
|
MarkAButtonDirty( iEndAutoBandageButton[ 1 ] );
|
|
|
|
DrawButton( iEndAutoBandageButton[ 0 ] );
|
|
DrawButton( iEndAutoBandageButton[ 1 ] );
|
|
|
|
iTotalPixelsHigh+= 35;
|
|
|
|
// if autobandage is complete, set the fact by enabling the done button
|
|
if( fAutoBandageComplete == FALSE )
|
|
{
|
|
DisableButton( iEndAutoBandageButton[ 0 ]);
|
|
EnableButton( iEndAutoBandageButton[ 1 ] );
|
|
}
|
|
else
|
|
{
|
|
DisableButton( iEndAutoBandageButton[ 1 ]);
|
|
EnableButton( iEndAutoBandageButton[ 0 ] );
|
|
}
|
|
|
|
// now make sure it goes to the screen
|
|
InvalidateRegion( sXPosition - 4, sYPosition - 18, ( INT16 )( sXPosition + iTotalPixelsWide + 4), ( INT16 )( sYPosition + iTotalPixelsHigh ) );
|
|
}
|
|
|
|
|
|
|
|
void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY )
|
|
{
|
|
// create the kill autobandage button
|
|
if( fAutoEndBandageButtonCreated )
|
|
{
|
|
// button created, leave
|
|
return;
|
|
}
|
|
|
|
fAutoEndBandageButtonCreated = TRUE;
|
|
|
|
// the continue button
|
|
|
|
// grab the image
|
|
iEndAutoBandageButtonImage[ 0 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
|
|
|
|
// grab the button
|
|
iEndAutoBandageButton[ 0 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 0 ], sX, sY,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
|
|
|
|
|
|
//the cancel button
|
|
// grab the image
|
|
iEndAutoBandageButtonImage[ 1 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
|
|
|
|
// grab the button
|
|
iEndAutoBandageButton[ 1 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 1 ], ( INT16 )( sX + 70 ) , sY,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
|
|
|
|
SpecifyButtonText( iEndAutoBandageButton[ 0 ], zMarksMapScreenText[ 15 ] );
|
|
SpecifyButtonFont( iEndAutoBandageButton[ 0 ], MAP_SCREEN_FONT );
|
|
SpecifyButtonUpTextColors( iEndAutoBandageButton[ 0 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( iEndAutoBandageButton[ 0 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
|
|
SpecifyButtonText( iEndAutoBandageButton[ 1 ], zMarksMapScreenText[ 16 ] );
|
|
SpecifyButtonFont( iEndAutoBandageButton[ 1 ], MAP_SCREEN_FONT );
|
|
SpecifyButtonUpTextColors( iEndAutoBandageButton[ 1 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( iEndAutoBandageButton[ 1 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
}
|
|
|
|
|
|
void StopAutoBandageButtonCallback(GUI_BUTTON *btn,INT32 reason)
|
|
{
|
|
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
{
|
|
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
|
{
|
|
if (btn->uiFlags & BUTTON_CLICKED_ON)
|
|
{
|
|
btn->uiFlags&=~(BUTTON_CLICKED_ON);
|
|
fEndAutoBandage = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void DestroyTerminateAutoBandageButton( void )
|
|
{
|
|
// destroy the kill autobandage button
|
|
if( fAutoEndBandageButtonCreated == FALSE )
|
|
{
|
|
// not around, don't destroy what ain't there
|
|
return;
|
|
}
|
|
|
|
fAutoEndBandageButtonCreated = FALSE;
|
|
|
|
// remove button
|
|
RemoveButton( iEndAutoBandageButton[ 0 ] );
|
|
RemoveButton( iEndAutoBandageButton[ 1 ] );
|
|
|
|
// unload image
|
|
UnloadButtonImage( iEndAutoBandageButtonImage[ 0 ] );
|
|
UnloadButtonImage( iEndAutoBandageButtonImage[ 1 ] );
|
|
}
|
|
|
|
|
|
|
|
|
|
BOOLEAN AddFacesToAutoBandageBox( void )
|
|
{
|
|
INT32 iCounter = 0;
|
|
INT32 iNumberOfDoctors = 0;
|
|
VOBJECT_DESC VObjectDesc;
|
|
const MERCPROFILESTRUCT *profile;
|
|
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
// reset
|
|
for (std::vector<INT32>::iterator iter = giAutoBandagesSoldierFaces.begin(); iter != giAutoBandagesSoldierFaces.end(); ++iter) {
|
|
*iter = -1;
|
|
}
|
|
// memset( &giAutoBandagesSoldierFaces, -1, sizeof(giAutoBandagesSoldierFaces));
|
|
|
|
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; ++iCounter )
|
|
{
|
|
// find a free slot
|
|
if( iDoctorList[ iCounter ] != -1 )
|
|
{
|
|
profile = &gMercProfiles[(Menptr[iDoctorList[iCounter]]).ubProfile];
|
|
const UINT8 face = profile->ubFaceIndex;
|
|
|
|
if( face < 100 )
|
|
{
|
|
// grab filename of face
|
|
if ( profile->Type == PROFILETYPE_IMP )
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%02d.sti", face );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", face );
|
|
}
|
|
else
|
|
{
|
|
// grab filename of face
|
|
if ( profile->Type == PROFILETYPE_IMP )
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%03d.sti", face );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", face );
|
|
}
|
|
|
|
// load the face
|
|
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\speck.sti" );
|
|
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] );
|
|
}
|
|
|
|
++iNumberOfDoctors;
|
|
}
|
|
}
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iPatientList[ iCounter ] != -1 )
|
|
{
|
|
profile = &gMercProfiles[(Menptr[iPatientList[iCounter]]).ubProfile];
|
|
const UINT8 face = profile->ubFaceIndex;
|
|
|
|
if( face < 100 )
|
|
{
|
|
// grab filename of face
|
|
if ( profile->Type == PROFILETYPE_IMP )
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%02d.sti", face );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", face );
|
|
}
|
|
else
|
|
{
|
|
// grab filename of face
|
|
if ( profile->Type == PROFILETYPE_IMP )
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%03d.sti", face );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", face );
|
|
}
|
|
|
|
// load the face
|
|
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\speck.sti" );
|
|
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// grab panels
|
|
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
|
sprintf( VObjectDesc.ImageFile, "Interface\\panels.sti" );
|
|
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giMercPanelImage ) )
|
|
{
|
|
AssertMsg( 0, "Failed to load Interface\\panels.sti" );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN RemoveFacesForAutoBandage( void )
|
|
{
|
|
INT32 iCounter = 0, iNumberOfDoctors = 0;
|
|
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iDoctorList[ iCounter ] != -1 )
|
|
{
|
|
// load the face
|
|
DeleteVideoObjectFromIndex( giAutoBandagesSoldierFaces[ iCounter ] );
|
|
iNumberOfDoctors++;
|
|
}
|
|
}
|
|
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iPatientList[ iCounter ] != -1 )
|
|
{
|
|
// load the face
|
|
DeleteVideoObjectFromIndex( giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
|
|
}
|
|
}
|
|
|
|
DeleteVideoObjectFromIndex( giMercPanelImage );
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentXPosition, INT16 sCurrentYPosition )
|
|
{
|
|
INT32 iStartY = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
INT32 iCounter = 0, iIndexCount = 0;
|
|
HVOBJECT hHandle;
|
|
|
|
// grab the video object
|
|
GetVideoObject( &hHandle, giAutoBandagesSoldierFaces[ iIndex ] );
|
|
|
|
// fill the background for the info bars black
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, sCurrentYPosition+2, sCurrentXPosition+44, sCurrentYPosition+30, 0 );
|
|
|
|
// put down the background
|
|
BltVideoObjectFromIndex( FRAME_BUFFER, giMercPanelImage, 0, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// grab the face
|
|
BltVideoObject( FRAME_BUFFER , hHandle , 0, sCurrentXPosition+2, sCurrentYPosition+2, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; ++iCounter )
|
|
{
|
|
// find a free slot
|
|
if( iDoctorList[ iCounter ] != -1 )
|
|
{
|
|
++iIndexCount;
|
|
}
|
|
}
|
|
|
|
// see if we are looking into doctor or patient lists?
|
|
if( iIndexCount > iIndex )
|
|
{
|
|
//HEALTH BAR
|
|
pSoldier = &Menptr[ iDoctorList[ iIndex ] ];
|
|
}
|
|
else
|
|
{
|
|
//HEALTH BAR
|
|
pSoldier = &Menptr[ iPatientList[ iIndex - iIndexCount ] ];
|
|
}
|
|
|
|
// is the merc alive?
|
|
if( !pSoldier->stats.bLife )
|
|
return( FALSE );
|
|
|
|
//yellow one for bleeding
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->stats.bLifeMax/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 107, 57 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 181, 115 ) ) );
|
|
|
|
//pink one for bandaged.
|
|
iStartY = sCurrentYPosition + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding)/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 156, 57, 57 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 132, 132 ) ) );
|
|
|
|
//red one for actual health
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->stats.bLife/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 8, 8 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 206, 0, 0 ) ) );
|
|
|
|
//BREATH BAR
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bBreathMax/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+39, iStartY, sCurrentXPosition+40, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 132 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+40, iStartY, sCurrentXPosition+41, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 107 ) ) );
|
|
|
|
//MORALE BAR
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->aiData.bMorale/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+42, iStartY, sCurrentXPosition+43, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 156, 8 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+43, iStartY, sCurrentXPosition+44, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
// Flugente: bandaging during retreat
|
|
BOOLEAN gRetreatBandagingPending = FALSE;
|
|
|
|
void SetRetreatBandaging(BOOLEAN aVal)
|
|
{
|
|
gRetreatBandagingPending = aVal;
|
|
}
|
|
|
|
BOOLEAN RetreatBandagingPending()
|
|
{
|
|
return gRetreatBandagingPending;
|
|
}
|
|
|
|
// return the ID of best doctor that has a medkit and is travelling with pPatient
|
|
SoldierID GetBestRetreatingMercDoctor( SOLDIERTYPE* pPatient )
|
|
{
|
|
// if this is a travelling, bleeding merc, can somebody who travels with him bandage him/her?
|
|
if ( pPatient && pPatient->bActive && pPatient->flags.fBetweenSectors && pPatient->bBleeding )
|
|
{
|
|
SoldierID ID = gTacticalStatus.Team[OUR_TEAM].bFirstID;
|
|
for ( ; ID <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++ID )
|
|
{
|
|
SOLDIERTYPE *pSoldier = ID;
|
|
// this requires mercs to travel and thus NOT be in a sector
|
|
// also we need to be in a specific sector
|
|
if ( pSoldier->bActive && pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == pPatient->sSectorX && pSoldier->sSectorY == pPatient->sSectorY )
|
|
{
|
|
// find the best conscious doctor that has a medkit
|
|
if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->stats.bMedical > 0 && FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT )
|
|
{
|
|
return ID;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NOBODY;
|
|
}
|
|
|
|
|
|
void HandleRetreatBandaging()
|
|
{
|
|
// handle bandaging of retreating mercs
|
|
// this function will be called when a travelling merc is bleeding
|
|
// make sure anyone under AI control has their action cancelled
|
|
|
|
// first, have every injured merc bandage himself
|
|
// second, repeat tis process:
|
|
// if non-bandaged mercs remain, find the best doctor that still has medkits, else break
|
|
// if doctor exists, have the doctor treat all injured mercs, else break
|
|
// third, set flag that calls this function off
|
|
|
|
// for each call, we only do this for one sector, thereby only for one group retreating from a sector
|
|
// we can do this because a) it is unlikely that two wounded groups will retreat from combat at the same time, and b) bleeding calls this function again.
|
|
// As long as people bleed, this function will be called, thereby we will get to the group in question at some point
|
|
|
|
BOOLEAN needhelpinsector = FALSE;
|
|
INT16 sX = -1;
|
|
INT16 sY = -1;
|
|
SoldierID possiblepatient = NOBODY;
|
|
|
|
SoldierID ID = gTacticalStatus.Team[OUR_TEAM].bFirstID;
|
|
for ( ; ID <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++ID )
|
|
{
|
|
SOLDIERTYPE* pSoldier = ID;
|
|
// this requires mercs to travel and thus NOT be in a sector
|
|
// are we bleeding?
|
|
if ( pSoldier->bActive && pSoldier->flags.fBetweenSectors && pSoldier->bBleeding )
|
|
{
|
|
// if we are still conscious, try bandaging ourself
|
|
if ( pSoldier->stats.bLife >= OKLIFE )
|
|
{
|
|
UINT32 counter = 0;
|
|
INT8 bSlot = -1;
|
|
UINT32 uiPointsUsed;
|
|
UINT16 usKitPts;
|
|
OBJECTTYPE *pKit = NULL;
|
|
if ( pSoldier->stats.bMedical > 0 && (bSlot = FindObjClass( pSoldier, IC_MEDKIT )) != NO_SLOT )
|
|
{
|
|
while ( pSoldier->bBleeding )
|
|
{
|
|
pKit = &pSoldier->inv[bSlot];
|
|
usKitPts = TotalPoints( pKit );
|
|
if ( !usKitPts )
|
|
{
|
|
//attempt to find another kit before stopping
|
|
if ( (bSlot = FindObjClass( pSoldier, IC_MEDKIT )) != NO_SLOT )
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
|
|
uiPointsUsed = VirtualSoldierDressWound( pSoldier, pSoldier, pKit, usKitPts, usKitPts, FALSE ); // changed by SANDRO
|
|
UseKitPoints( pKit, (UINT16)uiPointsUsed, pSoldier );
|
|
++counter;
|
|
|
|
if ( counter > 50 )
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we are still bleeding, other mercs have to help us
|
|
if ( pSoldier->bBleeding && !needhelpinsector )
|
|
{
|
|
needhelpinsector = TRUE;
|
|
sX = pSoldier->sSectorX;
|
|
sY = pSoldier->sSectorY;
|
|
possiblepatient = ID;
|
|
}
|
|
}
|
|
}
|
|
|
|
// someone is bleeding and can't bandage himself, other mercs have to help
|
|
if ( needhelpinsector && possiblepatient != NOBODY)
|
|
{
|
|
// find the best doctor here
|
|
SoldierID bestdoctorid = GetBestRetreatingMercDoctor( MercPtrs[possiblepatient] );
|
|
|
|
if ( bestdoctorid != NOBODY )
|
|
{
|
|
// have the doctor treat people
|
|
SOLDIERTYPE* pDoctor = bestdoctorid;
|
|
|
|
SoldierID ID = gTacticalStatus.Team[OUR_TEAM].bFirstID;
|
|
for ( ; ID <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++ID)
|
|
{
|
|
SOLDIERTYPE *pSoldier = ID;
|
|
// this requires mercs to travel and thus NOT be in a sector
|
|
// also we need to be in a specific sector
|
|
// treat bleeding people only
|
|
if ( pSoldier->bActive && pSoldier->flags.fBetweenSectors && sX == pSoldier->sSectorX && sY == pSoldier->sSectorY && pSoldier->bBleeding )
|
|
{
|
|
UINT32 counter = 0;
|
|
INT8 bSlot = -1;
|
|
UINT32 uiPointsUsed;
|
|
UINT16 usKitPts;
|
|
OBJECTTYPE *pKit = NULL;
|
|
if ( pDoctor->stats.bMedical > 0 && (bSlot = FindObjClass( pDoctor, IC_MEDKIT )) != NO_SLOT )
|
|
{
|
|
while ( pSoldier->bBleeding )
|
|
{
|
|
pKit = &pDoctor->inv[bSlot];
|
|
usKitPts = TotalPoints( pKit );
|
|
if ( !usKitPts )
|
|
{
|
|
//attempt to find another kit before stopping
|
|
if ( (bSlot = FindObjClass( pDoctor, IC_MEDKIT )) != NO_SLOT )
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
|
|
uiPointsUsed = VirtualSoldierDressWound( pDoctor, pSoldier, pKit, usKitPts, usKitPts, FALSE ); // changed by SANDRO
|
|
UseKitPoints( pKit, (UINT16)uiPointsUsed, pDoctor );
|
|
++counter;
|
|
|
|
if ( counter > 50 )
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SetRetreatBandaging( FALSE );
|
|
}
|