Files
source/Tactical/SoldierTooltips.cpp
T
2020-04-11 11:13:53 +00:00

795 lines
33 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "Types.h"
#include "Windows.h"
//#include "Soldier Control.h"
#include "Input.h"
#include "english.h"
#include "Isometric Utils.h"
#include "GameSettings.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "Text.h"
#include "lighting.h"
#include "Interface.h"
#include "weapons.h"
#include "renderworld.h"
#include "Font Control.h"
#include "font.h"
#include "local.h"
#include "vsurface.h"
#include "line.h"
#include "los.h"
// added by SANDRO
#include "SkillCheck.h"
#include "soldier profile type.h"
#include "Soldier macros.h"
#include "Encyclopedia_new.h" ///< Encyclopedia item visibility
// sevenfm
#include "ai.h"
#include "AIInternals.h"
#include "opplist.h"
#include "Map Screen Interface.h"
#include "cheats.h"
#include "Drugs and Alcohol.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define TOOLTIP_TEXT_SIZE 4096
struct MOUSETT
{
CHAR16 FastHelpText[TOOLTIP_TEXT_SIZE];
INT32 iX;
INT32 iY;
INT32 iW;
};
// sevenfm: display various AI debug information in tooltip
STR16 gStrAlertStatus[] = { L"Green", L"Yellow", L"Red", L"Black" };
STR16 gStrAttitude[] = { L"DEFENSIVE", L"BRAVESOLO", L"BRAVEAID", L"CUNNINGSOLO", L"CUNNINGAID", L"AGGRESSIVE", L"MAXATTITUDES", L"ATTACKSLAYONLY" };
STR16 gStrOrders[] = { L"STATIONARY", L"ONGUARD", L"CLOSEPATROL", L"FARPATROL", L"POINTPATROL", L"ONCALL", L"SEEKENEMY", L"RNDPTPATROL", L"SNIPER" };
STR16 gStrTeam[] = { L"OUR_TEAM", L"ENEMY_TEAM", L"CREATURE_TEAM", L"MILITIA_TEAM", L"CIV_TEAM", L"LAST_TEAM", L"PLAYER_PLAN", L"LAN_TEAM_ONE", L"LAN_TEAM_TWO", L"LAN_TEAM_THREE", L"LAN_TEAM_FOUR" };
STR16 gStrClass[] = { L"SOLDIER_CLASS_NONE", L"SOLDIER_CLASS_ADMINISTRATOR", L"SOLDIER_CLASS_ELITE", L"SOLDIER_CLASS_ARMY", L"SOLDIER_CLASS_GREEN_MILITIA", L"SOLDIER_CLASS_REG_MILITIA", L"SOLDIER_CLASS_ELITE_MILITIA", L"SOLDIER_CLASS_CREATURE", L"SOLDIER_CLASS_MINER", L"SOLDIER_CLASS_ZOMBIE", L"SOLDIER_CLASS_TANK", L"SOLDIER_CLASS_JEEP", L"SOLDIER_CLASS_BANDIT"};
STR16 SeenStr(INT32 value)
{
switch (value)
{
case -4: return L"HEARD 3";
case -3: return L"HEARD 2";
case -2: return L"HEARD LAST";
case -1: return L"HEARD THIS";
case 0: return L"NOT HEARD OR SEEN";
case 1: return L"SEEN CURR";
case 2: return L"SEEN THIS";
case 3: return L"SEEN LAST";
case 4: return L"SEEN 2";
case 5: return L"SEEN 3";
}
return L"unknown";
}
extern struct MOUSETT mouseTT;
extern BOOL mouseTTrender,mouseTTdone;
const int DL_Limited = 1;
const int DL_Basic = 2;
const int DL_Full = 3;
const int DL_Debug = 4;
void DisplayWeaponInfo( SOLDIERTYPE*, CHAR16*, UINT8, UINT8 );
void DrawMouseTooltip(void);
#define MAX(a, b) (a > b ? a : b)
void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
if(!pSoldier)
return;
// WANNE: No tooltips on bloodcats, bugs, tanks, robots
// sevenfm: allow tooltip in debug mode
if (gGameExternalOptions.ubSoldierTooltipDetailLevel < 4 &&
(CREATURE_OR_BLOODCAT( pSoldier ) || ARMED_VEHICLE( pSoldier ) || AM_A_ROBOT( pSoldier)))
{
return;
}
SGPRect aRect;
extern void GetSoldierScreenRect(SOLDIERTYPE*,SGPRect*);
GetSoldierScreenRect( pSoldier, &aRect );
INT16 a1,a2;
BOOLEAN fDrawTooltip = FALSE;
// sevenfm: do not show tooltip if ALT is pressed for adding autofire bullets
// EDIT: commented this out because with default autofire bullets> 1 it will confuse players
//SOLDIERTYPE *pShooter;
//GetSoldier( &pShooter, gusSelectedSoldier );
//if(gfUICtHBar && pShooter && pShooter->bDoAutofire > 1)
// return;
if ( gfKeyState[ALT] && pSoldier &&
IsPointInScreenRectWithRelative( gusMouseXPos, gusMouseYPos, &aRect, &a1, &a2 ) )
{
MOUSETT *pRegion = &mouseTT;
CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ];
int iNVG = 0;
INT32 usSoldierGridNo;
BOOLEAN fDisplayBigSlotItem = FALSE;
BOOLEAN fMercIsUsingScope = FALSE;
UINT16 iCarriedRL = 0;
INT32 iRangeToTarget = 0;
UINT8 ubTooltipDetailLevel = gGameExternalOptions.ubSoldierTooltipDetailLevel;
UINT32 uiMaxTooltipDistance = gGameExternalOptions.ubStraightSightRange;
fDrawTooltip = TRUE;
// get the gridno the cursor is at
GetMouseMapPos( &usSoldierGridNo );
// get the distance to enemy's tile from the selected merc
if ( gusSelectedSoldier != NOBODY && gusUIFullTargetID != NOBODY )
{
//CHRISL: Changed the second parameter to use the same information as the 'F' hotkey uses.
//iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, sSoldierGridNo ) / 10;
iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, MercPtrs[ gusUIFullTargetID ]->sGridNo ) / 10;
}
// WANNE: If we want to show the tooltip of milita and no merc is present in the sector
else
{
return;
}
//SCORE: If UDT range, we work it out as half actual LOS
// SANDRO - don't use this if detail set to debug!
if ( gGameExternalOptions.gfAllowUDTRange && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
{
uiMaxTooltipDistance = (UINT32)( MercPtrs[ gusSelectedSoldier ]->GetMaxDistanceVisible(MercPtrs[ gusUIFullTargetID ]->sGridNo, 0, CALC_FROM_WANTED_DIR) * (gGameExternalOptions.ubUDTModifier));
uiMaxTooltipDistance /= 100;
}
//SCORE: Otherwise if we're using dynamics then do this
// SANDRO - don't use this if detail set to debug!
else if ( gGameExternalOptions.fEnableDynamicSoldierTooltips && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
{
OBJECTTYPE* pObject = &(MercPtrs[gusSelectedSoldier]->inv[HANDPOS]);
for (attachmentList::iterator iter = (*pObject)[0]->attachments.begin(); iter != (*pObject)[0]->attachments.end(); ++iter) {
if ( Item[iter->usItem].visionrangebonus > 0 && iter->exists())
{
fMercIsUsingScope = TRUE;
break;
}
}
if ( fMercIsUsingScope )
{
// set detail level to (at least) Full
ubTooltipDetailLevel = MAX(DL_Full,ubTooltipDetailLevel);
}
}
//SCORE: removed to enable scopes to affect range of tooltips.
//else
//{
//If we're using original settings and no scope, we do this
if (gGameExternalOptions.fEnableDynamicSoldierTooltips && fMercIsUsingScope == 0 && !gGameExternalOptions.gfAllowUDTRange)
{
// add 10% to max tooltip viewing distance per level of the merc
// sevenfm: fixed incorrect integer calculation
uiMaxTooltipDistance = (INT32)( uiMaxTooltipDistance * ( 1 + ( (FLOAT)( EffectiveExpLevel( MercPtrs[ gusSelectedSoldier ] ) ) / 10.0 ) ) ); // SANDRO - changed to effective level calc
// sevenfm: this calculation doesn't make sense: disabled
//if ( gGameExternalOptions.gfAllowLimitedVision )
// uiMaxTooltipDistance *= 1 - (gGameExternalOptions.ubVisDistDecreasePerRainIntensity / 100);
if ( !(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD1POS].usItem].nightvisionrangebonus > 0) &&
!(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD2POS].usItem].nightvisionrangebonus > 0) &&
!DayTime() )
{
// if night reduce max tooltip viewing distance by a factor of 4 if merc is not wearing NVG
uiMaxTooltipDistance >>= 2;
}
}
//SCORE: Dynamic detail, otherwise do what we usually do
// SANDRO - don't use this if detail set to debug!
if ( gGameExternalOptions.gfAllowUDTDetail && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
{
//Check range. Less than a third? Full. Less than 2 thirds? Basic. Otherwise Limited.
if ( iRangeToTarget <= (INT32)(uiMaxTooltipDistance / 3) )
{
ubTooltipDetailLevel = DL_Full;
}
else if ( iRangeToTarget <= (INT32)((uiMaxTooltipDistance / 3)*2) )
{
ubTooltipDetailLevel = DL_Basic;
}
else if ( iRangeToTarget <= (INT32)uiMaxTooltipDistance )
{
ubTooltipDetailLevel = DL_Limited;
}
else
{
return;
}
}
else
{
if ( iRangeToTarget <= (INT32)(uiMaxTooltipDistance / 2) )
{
// at under half the maximum view distance set tooltip detail to (at least) Basic
ubTooltipDetailLevel = MAX(DL_Basic,ubTooltipDetailLevel);
}
else if ( iRangeToTarget <= (INT32)uiMaxTooltipDistance )
{
// at under the maximum view distance set tooltip detail to (at least) Limited
ubTooltipDetailLevel = MAX(DL_Limited,ubTooltipDetailLevel);
}
else
{
// beyond visual range, do not display tooltip if player has not chosen full or debug details
if ( ubTooltipDetailLevel < DL_Full )
return;
}
}
swprintf(pStrInfo, L"");
// sevenfm: AI tooltip
if (gGameExternalOptions.fEnableSoldierTooltipDebugAI)
{
swprintf(pStrInfo, L"%s|[ |A|I |Info |]\n", pStrInfo);
swprintf(pStrInfo, L"%s|Alert |Status: %s\n", pStrInfo, gStrAlertStatus[pSoldier->aiData.bAlertStatus]);
swprintf(pStrInfo, L"%s|Orders: %s\n", pStrInfo, gStrOrders[pSoldier->aiData.bOrders]);
swprintf(pStrInfo, L"%s|Attitude: %s\n", pStrInfo, gStrAttitude[pSoldier->aiData.bAttitude]);
swprintf(pStrInfo, L"%s|Class: %s\n", pStrInfo, gStrClass[pSoldier->ubSoldierClass]);
swprintf(pStrInfo, L"%s|Team: %s |Side: %d\n", pStrInfo, gStrTeam[pSoldier->bTeam], pSoldier->bSide);
if (pSoldier->bTeam == CIV_TEAM && pSoldier->ubCivilianGroup > 0)
{
swprintf(pStrInfo, L"%s|Civ |Group: %s\n", pStrInfo, zCivGroupName[pSoldier->ubCivilianGroup].szCurGroup);
}
if (pSoldier->aiData.bNeutral)
{
swprintf(pStrInfo, L"%s|Neutral\n", pStrInfo);
}
swprintf(pStrInfo, L"%s|A|I |Morale/|R|C|D: %d/%d\n", pStrInfo, pSoldier->aiData.bAIMorale, RangeChangeDesire(pSoldier));
swprintf(pStrInfo, L"%s|Last |Action: %d\n", pStrInfo, pSoldier->aiData.bLastAction);
swprintf(pStrInfo, L"%s|OpponentsSeen: %d |LastTurn: %d, |Public %d\n", pStrInfo, pSoldier->aiData.bOppCnt, CountSeenEnemiesLastTurn(pSoldier), CountSeenEnemiesLastTurn(pSoldier));
swprintf(pStrInfo, L"%s|Friends|Black: %d\n", pStrInfo, CountFriendsBlack(pSoldier));
swprintf(pStrInfo, L"%s|Soldier Level: %d |Diff: %d\n", pStrInfo, pSoldier->stats.bExpLevel, SoldierDifficultyLevel(pSoldier));
INT32 usOrigin;
swprintf(pStrInfo, L"%s|Roaming |Range: %d\n", pStrInfo, RoamingRange(pSoldier, &usOrigin));
swprintf(pStrInfo, L"%s|Aware |of |Opposition: %d\n", pStrInfo, gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition);
swprintf(pStrInfo, L"%s|Collapsed %d |BreathCollapsed %d\n", pStrInfo, pSoldier->bCollapsed, pSoldier->bBreathCollapsed);
if (pSoldier->ubPreviousAttackerID != NOBODY && MercPtrs[pSoldier->ubPreviousAttackerID])
{
swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d AttackerTarget %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID, MercPtrs[pSoldier->ubPreviousAttackerID]->sLastTarget);
}
else
{
swprintf(pStrInfo, L"%s|Under |Fire %d AttackerID %d\n", pStrInfo, pSoldier->aiData.bUnderFire, pSoldier->ubPreviousAttackerID);
}
swprintf(pStrInfo, L"%s|Visible %d |Moved %d\n", pStrInfo, pSoldier->bVisible, pSoldier->aiData.bMoved);
swprintf(pStrInfo, L"%s|Noise %d %d %d |Public |Noise %d %d %d\n", pStrInfo, pSoldier->aiData.sNoiseGridno, pSoldier->bNoiseLevel, pSoldier->aiData.ubNoiseVolume, gsPublicNoiseGridNo[pSoldier->bTeam], gbPublicNoiseLevel[pSoldier->bTeam], gubPublicNoiseVolume[pSoldier->bTeam]);
// show watched locations:
INT8 bLoop;
swprintf(pStrInfo, L"%s---Watched Locations---\n", pStrInfo);
for (bLoop = 0; bLoop < NUM_WATCHED_LOCS; bLoop++)
{
if (!TileIsOutOfBounds(gsWatchedLoc[pSoldier->ubID][bLoop]))
{
swprintf(pStrInfo, L"%sGridNo %d Points %d\n", pStrInfo, gsWatchedLoc[pSoldier->ubID][bLoop], gubWatchedLocPoints[pSoldier->ubID][bLoop]);
}
}
// sevenfm: show flank info
if (pSoldier->IsFlanking())
{
swprintf(pStrInfo, L"%s|Flank %s\n", pStrInfo, pSoldier->flags.lastFlankLeft ? L"left" : L"right");
swprintf(pStrInfo, L"%s|Flank Num %d\n", pStrInfo, pSoldier->numFlanks);
swprintf(pStrInfo, L"%s|Last Flank spot %d\n", pStrInfo, pSoldier->lastFlankSpot);
}
//sevenfm: show opponents info
swprintf(pStrInfo, L"%s---Public list (not neutral)---\n", pStrInfo);
for (UINT16 oppID = 0; oppID < MAX_NUM_SOLDIERS; oppID++)
{
if (gbPublicOpplist[pSoldier->bTeam][oppID] != NOT_HEARD_OR_SEEN &&
!MercPtrs[oppID]->aiData.bNeutral)
{
swprintf(pStrInfo, L"%s[%d] %s %s\n", pStrInfo, oppID, MercPtrs[oppID]->GetName(), SeenStr(gbPublicOpplist[pSoldier->bTeam][oppID]));
}
}
swprintf(pStrInfo, L"%s---Soldier list (not neutral)---\n", pStrInfo);
for (UINT16 oppID = 0; oppID < MAX_NUM_SOLDIERS; oppID++)
{
if (pSoldier->aiData.bOppList[oppID] != NOT_HEARD_OR_SEEN &&
!MercPtrs[oppID]->aiData.bNeutral)
{
swprintf(pStrInfo, L"%s[%d] %s %s\n", pStrInfo, oppID, MercPtrs[oppID]->GetName(), SeenStr(pSoldier->aiData.bOppList[oppID]));
}
}
swprintf(pStrInfo, L"%s|What I know %d\n", pStrInfo, WhatIKnowThatPublicDont(pSoldier, FALSE));
swprintf(pStrInfo, L"%s \n", pStrInfo);
}
// WANNE: Check if enemy soldier is in line of sight but only if player has not chosen debug details
if ( ubTooltipDetailLevel < DL_Full)
{
// Get the current selected merc
SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
if ( pMerc->aiData.bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
{
// We do not see the enemy. Return and do not display the tooltip.
return;
}
}
if ( ubTooltipDetailLevel == DL_Debug )
{
// display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, usSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( usSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
if ( gGameExternalOptions.fEnableSoldierTooltipID )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->aiData.bOrders );
if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->aiData.bAttitude );
if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->stats.bLife );
if ( gGameExternalOptions.fEnableSoldierTooltipEnergy )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_ENERGY], pStrInfo, pSoldier->bBreath );
if ( gGameExternalOptions.fEnableSoldierTooltipMorale )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_MORALE], pStrInfo, pSoldier->aiData.bMorale );
//Moa: show shock and suppression values in debug tooltip
if ( gGameExternalOptions.fEnableSoldierTooltipShock )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_SHOCK], pStrInfo, pSoldier->aiData.bShock );
// sevenfm: ubSuppressionPoints always show 0 because this value is cleared after each attack
// changed this to ubLastSuppression - it stores suppression points from last attack
if ( gGameExternalOptions.fEnableSoldierTooltipSuppressionPoints )
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_SUPPRESION], pStrInfo, pSoldier->ubLastSuppression );
// sevenfm: show additional suppression info
if ( gGameExternalOptions.fEnableSoldierTooltipSuppressionInfo )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SUPPRESSION_AP], pStrInfo, pSoldier->ubAPsLostToSuppression );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SUPPRESSION_TOLERANCE], pStrInfo, CalcSuppressionTolerance( pSoldier ) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_EFFECTIVE_SHOCK], pStrInfo, CalcEffectiveShockLevel( pSoldier ) );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_AI_MORALE], pStrInfo, pSoldier->aiData.bAIMorale );
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Added by SANDRO - show enemy skills
if ( gGameExternalOptions.fEnableSoldierTooltipTraits )
{
if ( gGameOptions.fNewTraitSystem )
{
if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[1] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
{
CHAR16 pStrAux[50];
swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
//swprintf( pStrInfo, L"%s\n", pStrInfo );
}
else if (( pSoldier->stats.ubSkillTraits[1] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[1] != 0 )
{
CHAR16 pStrAux[50];
swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ]);
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
}
else if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
{
CHAR16 pStrAux[50];
swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
}
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillText[pSoldier->stats.ubSkillTraits[0]] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillText[pSoldier->stats.ubSkillTraits[1]] );
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
// armor info code block start
if ( ubTooltipDetailLevel >= DL_Full )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HELMET], pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : gzTooltipStrings[STR_TT_NO_HELMET] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( pSoldier->inv[HELMETPOS].usItem )
EncyclopediaSetItemAsVisible( pSoldier->inv[HELMETPOS].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_VEST], pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : gzTooltipStrings[STR_TT_NO_VEST] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( pSoldier->inv[VESTPOS].usItem )
EncyclopediaSetItemAsVisible( pSoldier->inv[VESTPOS].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LEGGINGS], pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : gzTooltipStrings[STR_TT_NO_LEGGING] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( pSoldier->inv[LEGPOS].usItem )
EncyclopediaSetItemAsVisible( pSoldier->inv[LEGPOS].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
}
else
{
if ( !( !gGameExternalOptions.fEnableSoldierTooltipHelmet &&
!gGameExternalOptions.fEnableSoldierTooltipVest &&
!gGameExternalOptions.fEnableSoldierTooltipLeggings) )
// do not display the armor line if all the armor toggles are set to false
{
if ( ArmourPercent( pSoldier ) )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
if ( ubTooltipDetailLevel == DL_Basic )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet && pSoldier->inv[HELMETPOS].usItem )
swprintf( pStrInfo, L"%s%s ", pStrInfo, gzTooltipStrings[STR_TT_HELMET] );
if ( gGameExternalOptions.fEnableSoldierTooltipVest && pSoldier->inv[VESTPOS].usItem )
swprintf( pStrInfo, L"%s%s ", pStrInfo, gzTooltipStrings[STR_TT_VEST] );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings && pSoldier->inv[LEGPOS].usItem )
swprintf( pStrInfo, L"%s%s", pStrInfo, gzTooltipStrings[STR_TT_LEGGINGS] );
wcscat( pStrInfo, L"\n" );
}
else // ubTooltipDetailLevel == DL_Limited
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_WORN] );
}
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_NO_ARMOR] );
}
}
}
// armor info code block end
// head slots info code block start
if ( ubTooltipDetailLevel != DL_Debug )
{
if( Item[pSoldier->inv[HEAD1POS].usItem].nightvisionrangebonus > 0 )
iNVG = HEAD1POS;
else if( Item[pSoldier->inv[HEAD2POS].usItem].nightvisionrangebonus > 0 )
iNVG = HEAD2POS;
if ( !( !gGameExternalOptions.fEnableSoldierTooltipHeadItem1 &&
!gGameExternalOptions.fEnableSoldierTooltipHeadItem2) )
// do not display the NVG/mask lines if both head slot toggles are set to false
{
if ( ubTooltipDetailLevel >= DL_Full )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( iNVG )
EncyclopediaSetItemAsVisible( pSoldier->inv[ iNVG ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
else
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo, iNVG ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_NVG] );
}
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
}
}
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
{
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_1], pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( pSoldier->inv[HEAD1POS].usItem )
EncyclopediaSetItemAsVisible( pSoldier->inv[ HEAD1POS ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
{
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_2], pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( pSoldier->inv[HEAD2POS].usItem )
EncyclopediaSetItemAsVisible( pSoldier->inv[ HEAD2POS ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
}
// head slots info code block end
// weapon in primary hand info code block start
if ( gGameExternalOptions.fEnableSoldierTooltipWeapon )
{
DisplayWeaponInfo( pSoldier, pStrInfo, HANDPOS, ubTooltipDetailLevel );
} // gGameExternalOptions.fEnableSoldierTooltipWeapon
// weapon in primary hand info code block end
// weapon in off hand info code block start
if ( gGameExternalOptions.fEnableSoldierTooltipSecondHand )
{
if ( pSoldier->inv[SECONDHANDPOS].usItem )
{
// if there's something in the slot display it
wcscat( pStrInfo, L"\n" );
DisplayWeaponInfo( pSoldier, pStrInfo, SECONDHANDPOS, ubTooltipDetailLevel );
}
}
// weapon in off hand info code block end
// large objects in big inventory slots info code block start
for ( UINT8 BigSlot = BIGPOCKSTART; BigSlot < BIGPOCKFINAL; BigSlot++ )
{
if ( pSoldier->inv[ BigSlot ].exists() == false )
continue; // slot is empty, move on to the next slot
switch( BigSlot )
{
// if display of this big slot is toggled off then move on to the next slot
case BIGPOCK1POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot1 )
continue;
break;
case BIGPOCK2POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot2 )
continue;
break;
case BIGPOCK3POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot3 )
continue;
break;
case BIGPOCK4POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot4 )
continue;
break;
// CHRISL: Added new large pockets introduced by new inventory system
case BIGPOCK5POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot5 )
continue;
break;
case BIGPOCK6POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot6 )
continue;
break;
case BIGPOCK7POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot7 )
continue;
break;
}
if ( Item[ pSoldier->inv[ BigSlot ].usItem ].rocketlauncher )
iCarriedRL = pSoldier->inv[ BigSlot ].usItem; // remember that enemy is carrying a rocket launcher when check for rocket ammo is made later on
if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
{
// it's a firearm
if ( ( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != HANDGUNCLASS ) &&
( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
{
// it's a long gun or heavy weapon
fDisplayBigSlotItem = TRUE;
}
}
else
{
// check for rocket ammo
if ( ( iCarriedRL != 0 ) && // soldier is carrying a RL ...
ValidLaunchable( pSoldier->inv[ BigSlot ].usItem, iCarriedRL ) ) // this item is launchable by the RL
{
fDisplayBigSlotItem = TRUE;
}
}
if ( fDisplayBigSlotItem )
{
wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
fDisplayBigSlotItem = FALSE;
}
}
// large objects in big inventory slots info code block end
pRegion->iX = gusMouseXPos;
pRegion->iY = gusMouseYPos;
// if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
// swprintf( pRegion->FastHelpText, L"%s\n|String |Length|: %d", pStrInfo, wcslen(pStrInfo) );
// else
wcscpy( pRegion->FastHelpText, pStrInfo );
}
if ( gfKeyState[ ALT ] && fDrawTooltip )
{
DrawMouseTooltip();
SetRenderFlags( RENDER_FLAG_FULL );
}
} // SoldierTooltip(SOLDIERTYPE* pSoldier)
void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, UINT8 ubTooltipDetailLevel )
{
INT32 iNumAttachments = 0;
BOOLEAN fDisplayAttachment = FALSE;
if ( ubTooltipDetailLevel >= DL_Full )
{
// display exact weapon model
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
#ifdef ENCYCLOPEDIA_WORKS
//Moa: encyclopedia item visibility
if ( pSoldier->inv[ubSlot].usItem )
EncyclopediaSetItemAsVisible( pSoldier->inv[ ubSlot ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
#endif
}
else
{
if ( ubTooltipDetailLevel == DL_Limited )
{
// display general weapon class
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
{
case HANDGUNCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
break;
case SMGCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
break;
case RIFLECLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
break;
case MGCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
break;
case SHOTGUNCLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
break;
case KNIFECLASS:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
break;
default:
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HEAVY_WEAPON] );
break;
}
}
else
{
// display general weapon type
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
}
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic )
{
// display weapon attachments
for (attachmentList::iterator iter = pSoldier->inv[ubSlot][0]->attachments.begin(); iter != pSoldier->inv[ubSlot][0]->attachments.end(); ++iter) {
if(iter->exists()){
fDisplayAttachment = FALSE; //Madd: changed this, it was incorrectly showing attachments when it shouldn't be
if ( ubTooltipDetailLevel == DL_Basic || ubTooltipDetailLevel == DL_Full ) // Madd: also hidden attachments should be hidden at the full level as well... unless the mercs have x-ray vision to see that rod&spring inside the gun!! :p
{
// display only externally-visible weapon attachments
if ( Item[iter->usItem].hiddenattachment )
fDisplayAttachment = FALSE;
else
fDisplayAttachment = TRUE;
}
if ( fDisplayAttachment )
{
iNumAttachments++;
if ( iNumAttachments == 1 )
wcscat( pStrInfo, L"\n[" );
else
wcscat( pStrInfo, L", " );
wcscat( pStrInfo, ItemNames[ iter->usItem ] );
}
}
} // for
if ( iNumAttachments > 0 )
wcscat( pStrInfo, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); // append ' attached]' to end of string
} // gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic
}
MOUSETT mouseTT;
BOOL mouseTTrender, mouseTTdone;
void DrawMouseTooltip()
{
UINT8 *pDestBuf;
UINT32 uiDestPitchBYTES;
static INT32 iX, iY, iW, iH;
extern INT16 GetWidthOfString(const STR16);
extern INT16 GetNumberOfLinesInHeight(const STR16);
extern void DisplayHelpTokenizedString(const STR16,INT16,INT16);
extern BOOLEAN initTooltipBuffer();
extern PTR LockTooltipBuffer(UINT32*);
extern void UnlockTooltipBuffer();
extern void DisplayTooltipString( const STR16 pStringA, INT16 sX, INT16 sY );
extern void j_log(PTR,...);
iX = mouseTT.iX;iY = mouseTT.iY;
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
if(1)//draw at cursor
{
iY -= (iH / 2);
if (gusMouseXPos > (SCREEN_WIDTH / 2))
iX = gusMouseXPos - iW - 24;
else
iX = gusMouseXPos + 24;
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
// iY -= 32;
if (iY <= 0) iY += 32;
}
else
{ //draw in panel
//502,485 658,596 160*110 580,540
iX = 580 - (iW / 2);
iY = 540 - (iH/2);
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
}
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
RectangleDraw( TRUE, iX + 1, iY + 1, iX + iW - 1, iY + iH - 1, Get16BPPColor( FROMRGB( 65, 57, 15 ) ), pDestBuf );
RectangleDraw( TRUE, iX, iY, iX + iW - 2, iY + iH - 2, Get16BPPColor( FROMRGB( 227, 198, 88 ) ), pDestBuf );
UnLockVideoSurface( FRAME_BUFFER );
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
SetFont( FONT10ARIAL );
SetFontShadow( FONT_NEARBLACK );
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
//InvalidateScreen();
}