Files
source/Strategic/Map Screen Interface Map.cpp
T

8800 lines
274 KiB
C++

#include "Font.h"
#include "Font Control.h"
#include "mapscreen.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Border.h"
#include "Overhead.h"
#include "Render Dirty.h"
#include "sysutil.h"
#include "strategic.h"
#include "strategicmap.h"
#include "Strategic Pathing.h"
#include "Text.h"
#include "vsurface.h"
#include "video.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "Assignments.h"
#include "Squads.h"
#include "Message.h"
#include "Soldier Profile.h"
#include "Player Command.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Campaign Types.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "Vehicles.h"
#include "Map Screen Helicopter.h"
#include "Game Clock.h"
#include "finances.h"
#include "line.h"
#include "english.h"
#include "PreBattle Interface.h"
#include "Utilities.h"
#include "Town Militia.h"
#include "Militia Control.h"
#include "GameSettings.h"
#include "Tactical Save.h"
#include "Map Information.h"
#include "Air Raid.h"
#include "Auto Resolve.h"
#include "ASD.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#include "Map Screen Interface Map Inventory.h" // added by Flugente
#include "LuaInitNPCs.h" // added by Flugente
#include "Game Event Hook.h" // added by Flugente
#include "Rebel Command.h"
#include "Strategic Transport Groups.h"
#include "Quests.h"
#include "connect.h"
#include "Strategic Mines.h"
// HEADROCK HAM 3.5: included for detectionlevels
#include "Facilities.h"
#include "MilitiaSquads.h"
#include "LaptopSave.h"
// added by Flugente
extern CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH];
extern UINT8 gMilitiaGroupId;
extern UINT8 gNewMilitiaGroupId;
extern PathStPtr gpMilitiaPreviousMercPath;
extern UILayout_Map UI_MAP;
UINT16 MAP_GRID_X;
UINT16 MAP_GRID_Y;
UINT16 MAP_BORDER_X_OFFSET;
UINT16 MAP_BORDER_Y_OFFSET;
UINT16 MAP_VIEW_START_X;
UINT16 MAP_VIEW_START_Y;
UINT16 MAP_VIEW_WIDTH;
UINT16 MAP_VIEW_HEIGHT;
INT32 ETA_FONT;
INT32 MAP_FONT;
// x start of hort index
UINT16 MAP_HORT_INDEX_X;
// y position of hort index
UINT16 MAP_HORT_INDEX_Y;
// height of hort index
UINT16 MAP_HORT_HEIGHT;
// The letters on the left side of the map
// vert index start x
UINT16 MAP_VERT_INDEX_X;
// vert index start y
UINT16 MAP_VERT_INDEX_Y;
// vert width
UINT16 MAP_VERT_WIDTH;
// Helicopter eta popup position
UINT16 MAP_HELICOPTER_ETA_POPUP_X;
UINT16 MAP_HELICOPTER_ETA_POPUP_Y;
UINT16 MAP_HELICOPTER_UPPER_ETA_POPUP_Y;
UINT16 MAP_HELICOPTER_ETA_POPUP_WIDTH;
UINT16 MAP_HELICOPTER_ETA_POPUP_HEIGHT;
UINT16 MAP_HELICOPTER_ETA_POPUP_ALTERNATE_HEIGHT;
// sublevel text string position
UINT16 MAP_LEVEL_STRING_X;
UINT16 MAP_LEVEL_STRING_Y;
// font
//#define MAP_FONT BLOCKFONT2
// ----------------------
// index color
#define MAP_INDEX_COLOR 32*4-9
// max number of sectors viewable
#define MAX_VIEW_SECTORS 16
// "Militia" Icons
#define POPUP_FRAMEBORDER 0
#define BIG_NORMAL_BUTTON 1
#define BIG_PRESSED_BUTTON 2
#define SMALL_NORMAL_BUTTON 3
#define SMALL_PRESSED_BUTTON 4
#define SMALL_GREEN_BOX 5
#define SMALL_CYAN_BOX 6
#define SMALL_BLUE_BOX 7
#define POPUP_GREEN_BOX 8
#define POPUP_CYAN_BOX 9
#define POPUP_BLUE_BOX 10
#define BIG_GREEN_BOX 11
#define BIG_CYAN_BOX 12
#define BIG_BLUE_BOX 13
#define SMALL_GREEN_10X_BOX 14
#define SMALL_CYAN_10X_BOX 15
#define SMALL_BLUE_10X_BOX 16
#define POPUP_GREEN_10X_BOX 17
#define POPUP_CYAN_10X_BOX 18
#define POPUP_BLUE_10X_BOX 19
// "Boxes" Icons
#define SMALL_YELLOW_BOX 0
#define BIG_YELLOW_BOX 1
#define SMALL_DULL_YELLOW_BOX 2
#define BIG_DULL_YELLOW_BOX 3
#define SMALL_WHITE_BOX 4
#define BIG_WHITE_BOX 5
#define SMALL_RED_BOX 6
#define BIG_RED_BOX 7
#define SMALL_QUESTION_MARK 8
#define BIG_QUESTION_MARK 9
#define VIP_SYMBOL 10
#define ENEMY_TANK_BIG 11
#define SMALL_YELLOW_10X_BOX 12
#define SMALL_DULL_YELLOW_10X_BOX 13
#define SMALL_WHITE_10X_BOX 14
#define SMALL_RED_10X_BOX 15
#define MERC_ICONS_PER_LINE 6
#define ROWS_PER_SECTOR 5
// Arrow Offsets
#define UP_X 13
#define UP_Y 7
#define DOWN_X 0
#define DOWN_Y -2
#define RIGHT_X -2
#define RIGHT_Y 11
#define LEFT_X 2
#define LEFT_Y 5
// The Path Lines
#define NORTH_LINE 1
#define SOUTH_LINE 0
#define WEST_LINE 3
#define EAST_LINE 2
#define N_TO_E_LINE 4
#define E_TO_S_LINE 5
#define W_TO_N_LINE 6
#define S_TO_W_LINE 7
#define W_TO_S_LINE 8
#define N_TO_W_LINE 9
#define S_TO_E_LINE 10
#define E_TO_N_LINE 11
#define W_TO_E_LINE 12
#define N_TO_S_LINE 13
#define E_TO_W_LINE 14
#define S_TO_N_LINE 15
#define W_TO_E_PART1_LINE 16
#define W_TO_E_PART2_LINE 17
#define E_TO_W_PART1_LINE 18
#define E_TO_W_PART2_LINE 19
#define N_TO_S_PART1_LINE 20
#define N_TO_S_PART2_LINE 21
#define S_TO_N_PART1_LINE 22
#define S_TO_N_PART2_LINE 23
#define GREEN_X_WEST 36
#define GREEN_X_EAST 37
#define GREEN_X_NORTH 38
#define GREEN_X_SOUTH 39
#define RED_X_WEST 40
#define RED_X_EAST 41
#define RED_X_NORTH 42
#define RED_X_SOUTH 43
// The arrows
#define Y_NORTH_ARROW 24
#define Y_SOUTH_ARROW 25
#define Y_EAST_ARROW 26
#define Y_WEST_ARROW 27
#define W_NORTH_ARROW 28
#define W_SOUTH_ARROW 29
#define W_EAST_ARROW 30
#define W_WEST_ARROW 31
#define NORTH_ARROW 32
#define SOUTH_ARROW 33
#define EAST_ARROW 34
#define WEST_ARROW 35
//#define ZOOM_Y_NORTH_ARROW 68
//#define ZOOM_Y_SOUTH_ARROW 69
//#define ZOOM_Y_EAST_ARROW 70
//#define ZOOM_Y_WEST_ARROW 71
//#define ZOOM_W_NORTH_ARROW 72
//#define ZOOM_W_SOUTH_ARROW 73
//#define ZOOM_W_EAST_ARROW 74
//#define ZOOM_W_WEST_ARROW 75
//#define ZOOM_NORTH_ARROW 76
//#define ZOOM_SOUTH_ARROW 77
//#define ZOOM_EAST_ARROW 78
//#define ZOOM_WEST_ARROW 79
#define ARROW_DELAY 70 // HEADROCK HAM 5: Slowed down as part of new arrow system
#define PAUSE_DELAY 1000
// The zoomed in path lines
//#define SOUTH_ZOOM_LINE 44
//#define NORTH_ZOOM_LINE 45
//#define EAST_ZOOM_LINE 46
//#define WEST_ZOOM_LINE 47
//#define N_TO_E_ZOOM_LINE 48
//#define E_TO_S_ZOOM_LINE 49
//#define W_TO_N_ZOOM_LINE 50
//#define S_TO_W_ZOOM_LINE 51
//#define W_TO_S_ZOOM_LINE 52
//#define N_TO_W_ZOOM_LINE 53
//#define S_TO_E_ZOOM_LINE 54
//#define E_TO_N_ZOOM_LINE 55
//#define W_TO_E_ZOOM_LINE 56
//#define N_TO_S_ZOOM_LINE 57
//#define E_TO_W_ZOOM_LINE 58
//#define S_TO_N_ZOOM_LINE 59
//#define ZOOM_GREEN_X_WEST 80
//#define ZOOM_GREEN_X_EAST 81
//#define ZOOM_GREEN_X_NORTH 82
//#define ZOOM_GREEN_X_SOUTH 83
//#define ZOOM_RED_X_WEST 84
//#define ZOOM_RED_X_EAST 85
//#define ZOOM_RED_X_NORTH 86
//#define ZOOM_RED_X_SOUTH 87
#define CHAR_FONT_COLOR 32*4-9
// Arrow Offsets
#define EAST_OFFSET_X 11
#define EAST_OFFSET_Y 0
#define NORTH_OFFSET_X 9
#define NORTH_OFFSET_Y -9
#define SOUTH_OFFSET_X -9
#define SOUTH_OFFSET_Y 9
#define WEST_OFFSET_X -11
#define WEST_OFFSET_Y 0
#define WEST_TO_SOUTH_OFFSET_Y 0
#define EAST_TO_NORTH_OFFSET_Y 0
#define RED_NORTH_OFF_Y -21
#define RED_SOUTH_OFF_Y 21
// the font use on the mvt icons for mapscreen
// HEADROCK HAM 5: Externalized for larger map fonts.
//#define MAP_MVT_ICON_FONT SMALLCOMPFONT
// the big map .pcx
UINT32 guiBIGMAP;
// orta .sti icon
UINT32 guiORTAICON;
UINT32 guiTIXAICON;
// boxes for characters on the map
UINT32 guiCHARICONS;
// the merc arrival sector landing zone icon
UINT32 guiBULLSEYE;
// Flugente: symbols indicating various things on the intel map
UINT32 guiINTEL;
UINT16 MAP_MILITIA_BOX_POS_X;
UINT16 MAP_MILITIA_BOX_POS_Y;
// the max allowable towns militia in a sector
#define MAP_MILITIA_MAP_X 4
#define MAP_MILITIA_MAP_Y 20
#define MAP_MILITIA_LOWER_ROW_Y 250
#define NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW 50
#define MILITIA_BOX_ROWS 6
#define MILITIA_BOX_BOX_HEIGHT 36
#define MILITIA_BOX_BOX_WIDTH 42
#define POPUP_MILITIA_ICONS_PER_ROW 5 // max 6 rows gives the limit of 30 militia
#define MEDIUM_MILITIA_ICON_SPACING 5
#define LARGE_MILITIA_ICON_SPACING 6
#define MILITIA_BTN_OFFSET_X 26
#define MILITIA_BTN_HEIGHT 11
#define MILITIA_BOX_WIDTH 266
#define MILITIA_BOX_TEXT_OFFSET_Y 4
#define MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y 240
#define MILITIA_BOX_TEXT_TITLE_HEIGHT 13
#define MAP_MILITIA_BOX_AUTO_BOX_X 101
#define MAP_MILITIA_BOX_AUTO_BOX_Y 275
#define MAP_MILITIA_BOX_DONE_BOX_X 164
#define MAP_MILITIA_BOX_REMOVE_BOX_X 38
#define HELI_ICON 0
#define HELI_SHADOW_ICON 1
// HEADROCK HAM 5: Now dynamically read from helicopter icon file.
//#define HELI_ICON_WIDTH 20
//#define HELI_ICON_HEIGHT 10
// HEADROCK HAM 5: No longer drawn.
#define HELI_SHADOW_ICON_WIDTH 19
#define HELI_SHADOW_ICON_HEIGHT 11
// the militia box buttons and images
INT32 giMapMilitiaButtonImage[ 6 ];
INT32 giMapMilitiaButton[ 6 ] = { -1, -1, -1, -1, -1, -1 };
extern SECTOR_EXT_DATA SectorExternalData[256][4];
INT16 gsMilitiaSectorButtonColors[]={
FONT_LTGREEN,
FONT_LTBLUE,
16,
};
// track number of townspeople picked up
INT16 sGreensOnCursor = 0;
INT16 sRegularsOnCursor = 0;
INT16 sElitesOnCursor = 0;
// the current militia town id
INT16 sSelectedMilitiaTown = 0;
//extern MINE_LOCATION_TYPE gMineLocation[];
//extern MINE_STATUS_TYPE gMineStatus[];
// sublevel graphics
UINT32 guiSubLevel1, guiSubLevel2, guiSubLevel3;
// the between sector icons
UINT32 guiCHARBETWEENSECTORICONS;
// HEADROCK HAM 5.1: Enemies between sectors icons
UINT32 guiENEMYBETWEENSECTORICONS;
extern BOOLEAN fMapScreenBottomDirty;
// tixa found
BOOLEAN fFoundTixa = FALSE;
// selected sector
// HEADROCK HAM 3.5: Default selected sector doesn't have to be Omerta does it? :)
UINT16 sSelMapX = gGameExternalOptions.ubDefaultArrivalSectorX;
UINT16 sSelMapY = gGameExternalOptions.ubDefaultArrivalSectorY;
// highlighted sector
INT16 gsHighlightSectorX=-1;
INT16 gsHighlightSectorY=-1;
// the current sector Z value of the map being displayed
INT32 iCurrentMapSectorZ = 0;
// the palettes
// Flugente: unified palette code
UINT16* pMapPalette[MAP_SHADE_MAX];
// the map border eta pop up
UINT32 guiMapBorderEtaPopUp;
// heli pop up
UINT32 guiMapBorderHeliSectors;
// anv: alternate heli pop up for alternative fuel system
UINT32 guiMapBorderHeliSectorsAlternate;
// list of map sectors that player isn't allowed to even highlight
BOOLEAN sBadSectorsList[ WORLD_MAP_X ][ WORLD_MAP_X ];
MINERALS_VALUES MineralsName[255];
INT16 sBaseSectorList[ MAX_TOWNS - 1 ];/*={
// NOTE: These co-ordinates must match the top left corner of the 3x3 town tiles cutouts in Interface/MilitiaMaps.sti!
SECTOR( 9, 1 ), // Omerta
SECTOR( 13, 2 ), // Drassen
SECTOR( 13, 8 ), // Alma
SECTOR( 1, 7 ), // Grumm
SECTOR( 8, 9 ), // Tixa
SECTOR( 8, 6 ), // Cambria
SECTOR( 4, 2 ), // San Mona
SECTOR( 5, 8 ), // Estoni
SECTOR( 3,10 ), // Orta
SECTOR( 11,11 ), // Balime
SECTOR( 3,14 ), // Meduna
SECTOR( 2, 1 ), // Chitzena
};*/
// position of town names on the map
// these are no longer PIXELS, but 10 * the X,Y position in SECTORS (fractions possible) to the X-CENTER of the town
POINT pTownPoints[ MAX_TOWNS ];/*={
{ 0 , 0 },
{ 90, 10}, // Omerta
{125, 40}, // Drassen
{130, 90}, // Alma
{ 15, 80}, // Grumm
{ 85,100}, // Tixa
{ 95, 70}, // Cambria
{ 45, 40}, // San Mona
{ 55, 90}, // Estoni
{ 35,110}, // Orta
{110,120}, // Balime
{ 45,150}, // Meduna
{ 15, 20}, // Chitzena
};
*/
extern BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
// map region
/*
SGPRect MapScreenRect={ (MAP_VIEW_START_X+MAP_GRID_X - 2),
( MAP_VIEW_START_Y+MAP_GRID_Y - 1),
MAP_VIEW_START_X + MAP_VIEW_WIDTH - 1 + MAP_GRID_X ,
MAP_VIEW_START_Y+MAP_VIEW_HEIGHT-10+MAP_GRID_Y};
*/
SGPRect MapScreenRect;
extern SGPRect gOldClipRect; // symbol already declared globally in renderworld.cpp (jonathanl)
// screen region
SGPRect FullScreenRect;//={ 0, 0, 1024, 768 };
// temp helicopter path
PathStPtr pTempHelicopterPath = NULL;
// character temp path
PathStPtr pTempCharacterPath = NULL;
// militia temp path
PathStPtr pTempMilitiaPath = NULL;
// draw temp path?
BOOLEAN fDrawTempMilitiaPath = FALSE;
// draw temp path?
BOOLEAN fDrawTempHeliPath = FALSE;
// the map arrows graphics
UINT32 guiMAPCURSORS;
// HEADROCK HAM 5: New pathing arrows may replace the above eventually, but for now a separate variable will do.
UINT32 guiMapPathingArrows;
// assignment selection character
INT16 bSelectedAssignChar=-1;
// current contract char
INT16 bSelectedContractChar = -1;
// has the temp path for character or helicopter been already drawn?
BOOLEAN fTempPathAlreadyDrawn = FALSE;
// the regions for the mapscreen militia box
#define MILITIA_BOXREGIONS 36
MOUSE_REGION gMapScreenMilitiaBoxRegions[ MILITIA_BOXREGIONS ];
MOUSE_REGION gMapScreenMilitiaRegion;
// the mine icon
UINT32 guiMINEICON;
// militia graphics
UINT32 guiMilitia;
UINT32 guiMilitiaMaps;
UINT32 guiMilitiaSectorHighLight;
UINT32 guiMilitiaSectorOutline;
// the sector that is highlighted on the militia map
INT16 sSectorMilitiaMapSector = -1;
BOOLEAN fMilitiaMapButtonsCreated = FALSE;
INT16 sSectorMilitiaMapSectorOutline = -1;
// have any nodes in the current path list been deleted?
BOOLEAN fDeletedNode = FALSE;
UINT16 gusUndergroundNearBlack;
BOOLEAN gfMilitiaPopupCreated = FALSE;
INT32 giAnimateRouteBaseTime = 0;
INT32 giPotHeliPathBaseTime = 0;
INT32 giPotMilitiaPathBaseTime = 0;
INT32 giClickHeliIconBaseTime = 0;
// display the level string on the strategic map
void DisplayLevelString( void );
void ShowTownText( void );
void DrawTownLabels(STR16 pString, STR16 pStringA,UINT16 usFirstX, UINT16 usFirstY);
void ShowTeamAndVehicles(INT32 fShowFlags);
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor );
BOOLEAN ShadeMapElements(const INT32(&colorMap)[16][16]);
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX, INT32 iFont);
void BlitTownGridMarkers( void );
void BlitMineGridMarkers( void );
void BlitSAMGridMarkers( void );
void BlitMineIcon( INT16 sMapX, INT16 sMapY );
void BlitMineText( INT16 sMapX, INT16 sMapY );
extern BOOLEAN GetMouseMapXY( INT16 *psMapWorldX, INT16 *psMapWorldY );
INT16 GetBaseSectorForCurrentTown( void );
void RenderIconsPerSectorForSelectedTown( void );
void MilitiaRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason );
void MilitiaRegionMoveCallback( MOUSE_REGION *pRegion, INT32 iReason );
void CreateDestroyMilitiaSectorButtons( void );
void ShowHighLightedSectorOnMilitiaMap( void );
void SetMilitiaMapButtonsText( void );
void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason);
void DisplayUnallocatedMilitia( void );
BOOLEAN IsThisMilitiaTownSectorAllowable( INT16 sSectorIndexValue );
void DrawTownMilitiaName( void );
void HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( INT16 sTownValue );
void HandleRemovalOfAllTroopsAmongstSectors( void );
void HandleEveningOutOfTroopsAmongstSectors( void );
void CreateMilitiaPanelBottomButton( void );
void DeleteMilitiaPanelBottomButton( void );
void MilitiaDoneButtonCallback(GUI_BUTTON *btn,INT32 reason);
void MilitiaAutoButtonCallback(GUI_BUTTON *btn,INT32 reason);
void MilitiaRemoveButtonCallback(GUI_BUTTON *btn,INT32 reason);
void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue ); // HEADROCK HAM 3.6: Disband militia callback
void RenderShadingForUnControlledSectors( void );
void DrawTownMilitiaForcesOnMap( void );
void CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( void );
void HandleLowerLevelMapBlit( void );
void ShowSAMSitesOnStrategicMap( void );
//UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSectorZ );
//UINT8 NumFriendlyInSector( INT16 sX, INT16 sY, INT8 bZ );
// callbacks
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
// display potential path, yes or no?
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumEnemyArmedVehicles, UINT8 ubIconPosition );
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition );
BOOLEAN CanMilitiaAutoDistribute( void );
void ShowItemsOnMap( void );
void ShowDiseaseOnMap( );
void ShowIntelOnMap();
void DrawMapBoxIcon( HVOBJECT hIconHandle, UINT16 usVOIndex, INT16 sMapX, INT16 sMapY, UINT8 ubIconPosition );
void DisplayDestinationOfHelicopter( void );
void DrawOrta();
void DrawTixa();
void DrawBullseye();
void HideExistenceOfUndergroundMapSector( UINT8 ubSectorX, UINT8 ubSectorY );
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
BOOLEAN TraceCharAnimatedRoute( PathStPtr pPath, BOOLEAN fCheckFlag, BOOLEAN fForceUpDate );
void AnimateRoute( PathStPtr pPath );
extern void EndConfirmMapMoveMode( void );
extern BOOLEAN CanDrawSectorCursor( void );
void DrawIconL( INT32 MAP_GRID_X2, INT32 MAP_GRID_Y2, INT32 i ); //Legion
UINT32 guiIcon2[256];
ICON_FILE gHiddenIcon[ 256 ];
#ifdef JA2UB
void SetUpValidCampaignSectors( void );
#endif
BOOLEAN LoadHiddenTownFromLoadGameFile( HWFILE hFile );
BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile );
// Flugente: added getter/setter so that we can easily check when a new char is set
// we also set a marker determining when we should update the squads data, so that we only check that when required
// destination plotting character
INT16 bSelectedDestChar = -1;
bool gSquadEncumbranceCheckNecessary = true;
INT16 GetSelectedDestChar() { return bSelectedDestChar; }
void SetSelectedDestChar( INT16 aVal )
{
bSelectedDestChar = aVal;
gSquadEncumbranceCheckNecessary = true;
}
//--------------Legion 2----Jazz-----------
void DrawIconL(INT32 MAP_GRID_X2, INT32 MAP_GRID_Y2, INT32 i )
{
HVOBJECT hHandle;
const UINT16 sX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX + (MAP_GRID_X2 * UI_MAP.GridSize.iX) / 10;
const UINT16 sY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY + ((MAP_GRID_Y2 * UI_MAP.GridSize.iY) / 10) + 1;
INT8 ubVidObjIndex = 1;
// draw Tixa in its sector
GetVideoObject( &hHandle, guiIcon2[i]);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
//-----------------------------------
// This method outputs the numbers (1-16) and letters (A - P)
void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow )
{
// this procedure will draw the coord indexes on the zoomed out map
INT16 usX, usY;
INT32 iCount=0;
BOOLEAN fDrawCursors;
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
SetFont(MAP_FONT);
SetFontForeground(MAP_INDEX_COLOR);
// Dk Red is 163
SetFontBackground(FONT_MCOLOR_BLACK);
fDrawCursors = CanDrawSectorCursor( );
for(iCount=1; iCount <= MAX_VIEW_SECTORS; ++iCount)
{
if ( fDrawCursors && (iCount == sSelMapX) && ( GetSelectedDestChar() == -1) && !fPlotForHelicopter && !fPlotForMilitia )
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
else if( fDrawCursors && ( iCount == gsHighlightSectorX ) )
SetFontForeground(FONT_WHITE);
else
SetFontForeground(MAP_INDEX_COLOR);
const auto left = UI_MAP.Numbers.x + UI_MAP.Numbers.width * (iCount - 1);
const auto top = UI_MAP.Numbers.y;
const auto width = UI_MAP.Numbers.width;
const auto height = UI_MAP.Numbers.height;
FindFontCenterCoordinates(left, top, width, height, pMapHortIndex[iCount], MAP_FONT, &usX, &usY);
mprintf(usX,usY,pMapHortIndex[iCount]);
if ( fDrawCursors && (iCount == sSelMapY) && ( GetSelectedDestChar() == -1) && !fPlotForHelicopter && !fPlotForMilitia )
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
else if( fDrawCursors && ( iCount == gsHighlightSectorY ) )
SetFontForeground(FONT_WHITE);
else
SetFontForeground(MAP_INDEX_COLOR);
const auto vertLeft = UI_MAP.Alphabet.x;
const auto vertTop = UI_MAP.Alphabet.y + UI_MAP.Alphabet.height * (iCount - 1);
const auto vertWidth = UI_MAP.Alphabet.width;
const auto vertHeight = UI_MAP.Alphabet.height;
FindFontCenterCoordinates(vertLeft, vertTop, vertWidth, vertHeight, pMapVertIndex[iCount], MAP_FONT, &usX, &usY);
mprintf(usX,usY,pMapVertIndex[iCount]);
}
InvalidateRegion(UI_MAP.Alphabet.x, UI_MAP.Alphabet.y, UI_MAP.Alphabet.x+ UI_MAP.Alphabet.width, UI_MAP.Alphabet.y + UI_MAP.Alphabet.height * ( iCount - 1 ) );
InvalidateRegion(UI_MAP.Numbers.x, UI_MAP.Numbers.y, UI_MAP.Numbers.x + ( iCount - 1) * UI_MAP.Numbers.width, UI_MAP.Numbers.y + UI_MAP.Numbers.height);
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
void HandleShowingOfEnemiesWithMilitiaOn( void )
{
INT32 iNumberOfGreens = 0;
INT32 iNumberOfRegulars = 0;
INT32 iNumberOfElites = 0;
INT32 iTotalNumberOfIcons = 0;
// if show militia flag is false, leave
if( !fShowMilitia )
{
return;
}
for ( INT16 sX = 1; sX < (MAP_WORLD_X - 1); ++sX )
{
for ( INT16 sY = 1; sY < (MAP_WORLD_Y - 1); ++sY )
{
// get number of each
iNumberOfGreens = MilitiaInSectorOfRank( sX, sY, GREEN_MILITIA );
iNumberOfRegulars = MilitiaInSectorOfRank( sX, sY, REGULAR_MILITIA );
iNumberOfElites = MilitiaInSectorOfRank( sX, sY, ELITE_MILITIA );
// militia icons drawn
iTotalNumberOfIcons = iNumberOfGreens / 10 + iNumberOfGreens % 10 + iNumberOfRegulars / 10 + iNumberOfRegulars % 10
+ iNumberOfElites / 10 + iNumberOfElites % 10;
HandleShowingOfEnemyForcesInSector( sX, sY, ( INT8 )iCurrentMapSectorZ, iTotalNumberOfIcons );
}
}
}
INT32 GetMapColourForWeather(const INT16 sX, const INT16 sY)
{
const INT32 weatherColors[] = {
MAP_SHADE_BLACK,
MAP_SHADE_LT_CYAN,
MAP_SHADE_LT_BLUE,
MAP_SHADE_ORANGE,
MAP_SHADE_LT_GREY
};
const auto sector = SECTOR(sX, sY);
const SECTORINFO *const pSectorInfo = &(SectorInfo[sector]);
const auto weather = pSectorInfo->usWeather;
return weatherColors[weather];
}
void FillMapColoursForWeather(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
{
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
{
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
{
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
colorMap[sY][sX] = GetMapColourForWeather(xCoord, yCoord);
}
}
}
void FillMapColoursForIntel(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
{
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
{
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
{
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
const auto sector = SECTOR(xCoord, yCoord);
colorMap[sY][sX] = gMapIntelData[sector].mapcolour;
}
}
}
INT32 GetMapColourForDisease(const INT16 sX, const INT16 sY)
{
const UINT8 sector = SECTOR(sX, sY);
const SECTORINFO *const pSectorInfo = &(SectorInfo[sector]);
// display sector information only if we know about infection there
if (pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS]))
{
const FLOAT diseaseratio = pSectorInfo->fDiseasePoints / DISEASE_MAX_SECTOR;
if (pSectorInfo->fDiseasePoints < 0.1f)
return MAP_SHADE_BLACK;
else if (diseaseratio < 0.05f)
return MAP_SHADE_DK_GREEN;
else if (diseaseratio < 0.1f)
return MAP_SHADE_MD_GREEN;
else if (diseaseratio < 0.25f)
return MAP_SHADE_LT_GREEN;
else if (diseaseratio < 0.4f)
return MAP_SHADE_MD_YELLOW;
else if (diseaseratio < 0.65f)
return MAP_SHADE_ORANGE;
else if (diseaseratio < 0.8f)
return MAP_SHADE_DK_RED;
else if (diseaseratio < 0.9f)
return MAP_SHADE_MD_RED;
else
return MAP_SHADE_LT_RED;
}
return MAP_SHADE_BLACK;
}
void FillMapColoursForDisease(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
{
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
{
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
{
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
colorMap[sY][sX] = GetMapColourForDisease(xCoord, yCoord);
}
}
}
void fillMapColoursForVisitedSectors(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
{
auto sectorColor = MAP_SHADE_BLACK;
if (gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR])
{
// HEADROCK HAM 4: An alternate display for the map in normal mode. Unexplored sectors
// are in grey, similar to a recon map. Others are left in normal vivid color.
sectorColor = MAP_SHADE_DK_GREY;
}
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
{
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
{
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
// not visited
if (GetSectorFlagStatus(xCoord, yCoord, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED) == FALSE)
{
colorMap[sY][sX] = sectorColor;
}
else
{
colorMap[sY][sX] = MAP_SHADE_MAX; // Used to mark sectors that will not be shaded
}
}
}
FillMapColoursForTransportGroups(colorMap);
if (RebelCommand::ShowEnemyMovementTargets())
{
const auto targetColor = MAP_SHADE_LT_RED;
GROUP* pGroup = gpGroupList;
while (pGroup)
{
if (pGroup->usGroupTeam == ENEMY_TEAM)
{
const UINT8 intention = pGroup->pEnemyGroup->ubIntention;
if (intention == STAGING
|| intention == REINFORCEMENTS
|| intention == PURSUIT
|| intention == ASSAULT)
{
WAYPOINT* wp = pGroup->pWaypoints;
while (wp)
{
if (wp->next == nullptr)
break;
wp = wp->next;
}
if (GetSectorFlagStatus(wp->x-1, wp->y-1, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED))
{
colorMap[wp->y-1][wp->x-1] = targetColor;
}
}
}
pGroup = pGroup->next;
}
}
}
void fillMapColoursForAirSpace(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
{
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
{
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
{
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
const BOOLEAN fAlreadyVisited = GetSectorFlagStatus(xCoord, yCoord, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED);
if (StrategicMap[xCoord + yCoord * WORLD_MAP_X].usAirType & AIRSPACE_PLAYER_ACTIVE)
{
if (StrategicMap[xCoord + yCoord * WORLD_MAP_X].usAirType & AIRSPACE_ENEMY_ACTIVE)
{
// sector not visited and not air controlled
colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_YELLOW : MAP_SHADE_DK_YELLOW;
}
else
{
// sector not visited but air controlled
colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_GREEN : MAP_SHADE_DK_GREEN;
}
}
else if (StrategicMap[xCoord + yCoord * WORLD_MAP_X].usAirType & AIRSPACE_ENEMY_ACTIVE)
{
// sector not visited and not air controlled
colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_RED : MAP_SHADE_DK_RED;
}
else
{
// sector not visited, currently nobody controls the airspace
//colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_BLUE : MAP_SHADE_MD_BLUE;
colorMap[sY][sX] = MAP_SHADE_MAX; // Used to mark sectors that will not be shaded
}
}
}
}
void fillMapColoursForSamSiteAirSpace( INT32( &colorMap )[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ] )
{
for (INT16 cnt2 = MINIMUM_VALID_Y_COORDINATE; cnt2 <= MAXIMUM_VALID_Y_COORDINATE; ++cnt2)
{
for (INT16 cnt = MINIMUM_VALID_X_COORDINATE; cnt <= MAXIMUM_VALID_X_COORDINATE; ++cnt)
{
BOOLEAN a = FALSE;
BOOLEAN b = FALSE;
BOOLEAN c = FALSE;
BOOLEAN d = FALSE;
{
for (int i = 0; i < NUMBER_OF_SAMS; ++i)
{
BOOLEAN samworking = FALSE;
if (DoesSamCoverSector( i, SECTOR( cnt, cnt2 ), &samworking ) && samworking)
{
if (i == 0) a = TRUE;
if (i == 1) b = TRUE;
if (i == 2) c = TRUE;
if (i == 3) d = TRUE;
}
}
}
const auto x = cnt - MINIMUM_VALID_X_COORDINATE;
const auto y = cnt2 - MINIMUM_VALID_Y_COORDINATE;
if (a && !b && !c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED;
else if (!a && b && !c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN;
else if (!a && !b && c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_BLUE;
else if (!a && !b && !c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_YELLOW;
else if (a && b && !c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN;
else if (a && !b && c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_BLUE;
else if (a && !b && !c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_YELLOW;
else if (!a && b && c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN_BLUE;
else if (!a && b && !c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN_YELLOW;
else if (!a && !b && c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_BLUE_YELLOW;
else if (a && b && c && !d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN_BLUE;
else if (a && b && !c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN_YELLOW;
else if (a && !b && c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_BLUE_YELLOW;
else if (!a && b && c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN_BLUE_YELLOW;
else if (a && b && c && d)
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW;
}
}
}
UINT32 DrawMap(void)
{
MapScreenRect.iLeft = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX - 2;
MapScreenRect.iTop = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY - 1;
MapScreenRect.iRight = UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width - 1 + UI_MAP.GridSize.iX;
MapScreenRect.iBottom = UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height - 10 + UI_MAP.GridSize.iY;
if (!iCurrentMapSectorZ)
{ // Aboveground sectors
UINT32 uiDestPitchBYTES;
UINT16 *pDestBuf = (UINT16*)LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES);
HVSURFACE hSrcVSurface;
CHECKF(GetVideoSurface(&hSrcVSurface, guiBIGMAP));
UINT32 uiSrcPitchBYTES;
UINT8 *pSrcBuf = LockVideoSurface(guiBIGMAP, &uiSrcPitchBYTES);
Blt8BPPDataTo16BPPBufferHalf(pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf, uiSrcPitchBYTES, UI_MAP.ViewRegion.x + 1, UI_MAP.ViewRegion.y);
UnLockVideoSurface(guiBIGMAP);
UnLockVideoSurface(guiSAVEBUFFER);
// shade map sectors (must be done before icons!)
if (!is_networked) //Don't shade anything if we're in multiplayer game
{
INT32 colorMap[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ] = {};
switch (gusMapDisplayColourMode)
{
case MAP_DISPLAY_AIRSPACE:
{
fillMapColoursForAirSpace(colorMap);
ShadeMapElements(colorMap);
}
break;
case MAP_DISPLAY_AIRSPACE_COLOURED_SAMS:
{
fillMapColoursForSamSiteAirSpace(colorMap);
ShadeMapElements(colorMap);
}
break;
case MAP_DISPLAY_DISEASE:
{
FillMapColoursForDisease(colorMap);
ShadeMapElements(colorMap);
ShowDiseaseOnMap();
}
break;
case MAP_DISPLAY_WEATHER:
{
FillMapColoursForWeather(colorMap);
ShadeMapElements(colorMap);
}
break;
case MAP_DISPLAY_INTEL:
{
// This is the location where we should call lua and refill our intel data
extern void DetermineMapIntelData(INT32 asSectorZ);
DetermineMapIntelData(iCurrentMapSectorZ);
FillMapColoursForIntel(colorMap);
ShadeMapElements(colorMap);
}
break;
case MAP_DISPLAY_NORMAL:
default:
{
fillMapColoursForVisitedSectors(colorMap);
ShadeMapElements(colorMap);
}
break;
}
}
// UNFORTUNATELY, WE CAN'T SHADE THESE ICONS AS PART OF SHADING THE MAP, BECAUSE FOR AIRSPACE, THE SHADE FUNCTION
// DOESN'T MERELY SHADE THE EXISTING MAP SURFACE, BUT INSTEAD GRABS THE ORIGINAL GRAPHICS FROM BIGMAP, AND CHANGES
// THEIR PALETTE. BLITTING ICONS PRIOR TO SHADING WOULD MEAN THEY DON'T SHOW UP IN AIRSPACE VIEW AT ALL.
for (INT16 cnt = 1; cnt < NUM_TOWNS; ++cnt)
{
if (gfHiddenTown[cnt] && gfIconTown[cnt] && gfDrawHiddenTown[cnt])
{
const INT16 sBaseSectorValue = sBaseSectorList[cnt - 1];
const INT8 bTownId = GetTownIdForSector(SECTORX(sBaseSectorValue), SECTORY(sBaseSectorValue));
if (bTownId < NUM_TOWNS)
{
DrawIconL(gHiddenIcon[cnt].IconX, gHiddenIcon[cnt].IconY, cnt);
}
}
}
// draw SAM sites
ShowSAMSitesOnStrategicMap();
// draw mine icons
for (INT32 iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; ++iCounter)
{
BlitMineIcon(gMineStatus[iCounter].sSectorX, gMineStatus[iCounter].sSectorY);
}
// if mine details filter is set
if (fShowMineFlag)
{
// show mine name/production text
for (INT32 iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; ++iCounter)
{
BlitMineText(gMineStatus[iCounter].sSectorX, gMineStatus[iCounter].sSectorY);
}
}
// draw towns names & loyalty ratings, and grey town limit borders
if (fShowTownFlag)
{
BlitTownGridMarkers();
ShowTownText();
}
// draw militia icons
if (fShowMilitia)
{
DrawTownMilitiaForcesOnMap();
}
if ((gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) && !gfInChangeArrivalSectorMode)
{
DrawBullseye();
}
else if (is_networked)
{
DrawBullseye();//haydent (allow client to see map deployment bullseye)
}
}
else
{
HandleLowerLevelMapBlit();
}
// show mine outlines even when viewing underground sublevels - they indicate where the mine entrances are
if (fShowMineFlag)
{
// draw grey mine sector borders
BlitMineGridMarkers();
}
if (fShowTeamFlag)
{
ShowTeamAndVehicles(SHOW_TEAMMATES | SHOW_VEHICLES);
}
else
{
HandleShowingOfEnemiesWithMilitiaOn();
}
if (fShowItemsFlag)
{
ShowItemsOnMap();
}
DisplayLevelString();
RestoreClipRegionToFullScreen();
return(TRUE);
}
void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY )
{
*psX = ( sMapX * UI_MAP.GridSize.iX ) + UI_MAP.ViewRegion.x;
*psY = ( sMapY * UI_MAP.GridSize.iY ) + UI_MAP.ViewRegion.y;
}
void ShowTownText( void )
{
CHAR16 sString[ 32 ];
CHAR16 sStringA[ 32 ];
INT8 bTown = 0;
UINT16 usX,usY;
BOOLEAN fLoyaltyTooLowToTrainMilitia;
INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen1");
// this procedure will display the town names on the screen
SetFont(MAP_FONT);
SetFontBackground(FONT_MCOLOR_BLACK);
for( bTown = FIRST_TOWN; bTown < NUM_TOWNS; ++bTown)
{
// skip Orta/Tixa until found
//if( ( ( fFoundOrta != FALSE ) || ( bTown != ORTA ) ) && ( ( bTown != TIXA ) || ( fFoundTixa != FALSE) ) )
if( gfHiddenTown[ bTown ] == TRUE )
{
swprintf( sString, L"%s", pTownNames[ bTown ] );
fLoyaltyTooLowToTrainMilitia = FALSE;
// don't show loyalty string until loyalty tracking for that town has been started
if( gTownLoyalty[ bTown ].fStarted && gfTownUsesLoyalty[ bTown ])
{
#ifdef CHINESE
swprintf( sStringA, L"%d%%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]);
#else
swprintf( sStringA, L"%d%%%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]);
#endif
// if loyalty is too low to train militia, and militia training is allowed here
if ( ( gTownLoyalty[ bTown ].ubRating < iMinLoyaltyToTrain ) && MilitiaTrainingAllowedInTown( bTown ) )
{
fLoyaltyTooLowToTrainMilitia = TRUE;
}
}
else
{
wcscpy( sStringA, L"");
}
usX = (UINT16) (UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX + (pTownPoints[ bTown ].x * UI_MAP.GridSize.iX) / 10);
usY = (UINT16) (UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY + ((pTownPoints[ bTown ].y * UI_MAP.GridSize.iY) / 10) + 1);
// red for low loyalty, green otherwise
SetFontForeground( ( UINT8 ) ( fLoyaltyTooLowToTrainMilitia ? FONT_MCOLOR_RED : FONT_MCOLOR_LTGREEN ) );
DrawTownLabels(sString, sStringA, usX, usY);
}
}
}
void DrawTownLabels(STR16 pString, STR16 pStringA, UINT16 usFirstX, UINT16 usFirstY)
{
// this procedure will draw the given strings on the screen centered around the given x and at the given y
INT16 sSecondX, sSecondY;
INT16 sPastEdge;
// HEADROCK HAM 5: Now variable...
INT32 MapTownLabelsFont;
if (iResolution <= _800x600 )
{
MapTownLabelsFont = MAP_FONT;
}
else
{
MapTownLabelsFont = FONT14ARIAL;
}
SetFont( MapTownLabelsFont );
// if within view region...render, else don't
if( ( usFirstX > UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width)||( usFirstX < UI_MAP.ViewRegion.x)|| (usFirstY < UI_MAP.ViewRegion.y) || ( usFirstY > UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height) )
{
return;
}
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
// we're CENTERING the first string AROUND usFirstX, so calculate the starting X
usFirstX -= StringPixLength( pString, MapTownLabelsFont) / 2;
// print first string
gprintfdirty( usFirstX, usFirstY, pString);
mprintf(usFirstX, usFirstY, pString);
// calculate starting coordinates for the second string
VarFindFontCenterCoordinates(( INT16 )( usFirstX ), ( INT16 )usFirstY, StringPixLength( pString, MapTownLabelsFont), 0, MapTownLabelsFont, &sSecondX, &sSecondY, pStringA);
// make sure we don't go past left edge (Grumm)
sPastEdge = (UI_MAP.ViewRegion.x + 23) - sSecondX;
if (sPastEdge > 0)
sSecondX += sPastEdge;
// print second string beneath first
sSecondY = ( INT16 )( usFirstY + GetFontHeight( MapTownLabelsFont ) );
gprintfdirty( sSecondX, sSecondY, pStringA );
mprintf( sSecondX, sSecondY, pStringA );
// restore clip blits
RestoreClipRegionToFullScreen( );
}
// "on duty" includes mercs inside vehicles
INT32 ShowOnDutyTeam( INT16 sMapX, INT16 sMapY )
{
UINT8 ubCounter = 0, ubIconPosition = 0;
HVOBJECT hIconHandle;
SOLDIERTYPE *pSoldier = NULL;
UINT8 i, ubIcon, ub10xIcon;
INT16 sNumberOnDuty = 0;
GetVideoObject(&hIconHandle, guiCHARICONS);
// run through list
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
( pSoldier->sSectorY == sMapY) &&
( pSoldier->bSectorZ == iCurrentMapSectorZ ) &&
( ( pSoldier->bAssignment < ON_DUTY ) || ( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != iHelicopterVehicleId ) ) ) &&
( pSoldier->stats.bLife > 0) &&
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
{
++sNumberOnDuty;
}
++ubCounter;
}
ub10xIcon = sNumberOnDuty / 10;
ubIcon = sNumberOnDuty % 10;
// draw 10x icon
for ( i = 0; i < ub10xIcon; ++i )
{
DrawMapBoxIcon( hIconHandle, SMALL_YELLOW_10X_BOX, sMapX, sMapY, ubIconPosition );
++ubIconPosition;
}
// draw 1x icon
for ( i = 0; i < ubIcon; ++i )
{
DrawMapBoxIcon( hIconHandle, SMALL_YELLOW_BOX, sMapX, sMapY, ubIconPosition );
++ubIconPosition;
}
return ubIconPosition;
}
INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
{
UINT8 ubCounter = 0, ubIconPosition;
HVOBJECT hIconHandle;
SOLDIERTYPE *pSoldier = NULL;
UINT8 i, ubIcon, ub10xIcon;
INT16 sNumberOfAssigned = 0;
GetVideoObject(&hIconHandle, guiCHARICONS);
// run through list
ubIconPosition = ( UINT8 ) iCount;
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// given number of on duty members, find number of assigned chars
// start at beginning of list, look for people who are in sector and assigned
// Flugente: concealed mercs also show up here, to give the illusion they are present
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
( pSoldier->sSectorY == sMapY) &&
( ( pSoldier->bSectorZ == iCurrentMapSectorZ ) || ( SPY_LOCATION( pSoldier->bAssignment) && ( pSoldier->bSectorZ - 10 == iCurrentMapSectorZ ) ) ) &&
( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
( pSoldier->stats.bLife > 0 ) &&
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
{
// skip mercs inside the helicopter if we're showing airspace level - they show up inside chopper icon instead
if ( (gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) || (pSoldier->bAssignment != VEHICLE) || (pSoldier->iVehicleId != iHelicopterVehicleId) )
{
++sNumberOfAssigned;
}
}
++ubCounter;
}
ub10xIcon = sNumberOfAssigned / 10;
ubIcon = sNumberOfAssigned % 10;
// draw 10x icon
for( i = 0; i < ub10xIcon; ++i )
{
DrawMapBoxIcon( hIconHandle, SMALL_DULL_YELLOW_10X_BOX, sMapX, sMapY, ubIconPosition );
++ubIconPosition;
}
// draw 1x icon
for ( i = 0; i < ubIcon; ++i )
{
DrawMapBoxIcon( hIconHandle, SMALL_DULL_YELLOW_BOX, sMapX, sMapY, ubIconPosition );
++ubIconPosition;
}
return ubIconPosition;
}
INT32 ShowVehicles(INT16 sMapX, INT16 sMapY, INT32 iCount)
{
UINT8 ubCounter = 0, ubIconPosition;
HVOBJECT hIconHandle;
SOLDIERTYPE *pVehicleSoldier;
UINT8 i, ubIcon, ub10xIcon;
INT16 sNumberOfVehiclesInSector = 0;
GetVideoObject(&hIconHandle, guiCHARICONS);
ubIconPosition = (UINT8) iCount;
// run through list of vehicles
while( ubCounter < ubNumberOfVehicles )
{
// skip the chopper, it has its own icon and displays in airspace mode
if ( ubCounter != iHelicopterVehicleId )
{
if ( (pVehicleList[ ubCounter ].sSectorX == sMapX) && ( pVehicleList[ ubCounter ].sSectorY == sMapY ) )
{
// don't show vehicles between sectors (in motion - they're counted as "people in motion"
if( ( pVehicleList[ ubCounter ].sSectorZ == iCurrentMapSectorZ ) &&
!PlayerIDGroupInMotion( pVehicleList[ ubCounter ].ubMovementGroup ) )
{
// ATE: Check if this vehicle has a soldier and it's on our team.....
pVehicleSoldier = GetSoldierStructureForVehicle( ubCounter );
// this skips the chopper, which has no soldier
if ( pVehicleSoldier )
{
if ( pVehicleSoldier->bTeam == gbPlayerNum )
{
++sNumberOfVehiclesInSector;
}
}
}
}
}
++ubCounter;
}
ub10xIcon = sNumberOfVehiclesInSector / 10;
ubIcon = sNumberOfVehiclesInSector % 10;
// draw 10x icon
for( i = 0; i < ub10xIcon; ++i )
{
DrawMapBoxIcon( hIconHandle, SMALL_WHITE_10X_BOX, sMapX, sMapY, ubIconPosition );
++ubIconPosition;
}
// draw 1x icon
for( i = 0; i < ubIcon; ++i )
{
DrawMapBoxIcon( hIconHandle, SMALL_WHITE_BOX, sMapX, sMapY, ubIconPosition );
++ubIconPosition;
}
return ubIconPosition;
}
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumEnemyArmedVehicles, UINT8 ubIconPosition )
{
HVOBJECT hIconHandle;
INT16 sEnemy, s10xEnemy, sEnemyLessTank;
// get the video object
GetVideoObject(&hIconHandle, guiCHARICONS);
sEnemyLessTank = sNumberOfEnemies - usNumEnemyArmedVehicles;
// no 10x icon for easy enemy quantity gauge in low resolution
if (iResolution >= _640x480 && iResolution < _800x600)
{
s10xEnemy = 0;
sEnemy = sNumberOfEnemies;
}
else
{
s10xEnemy = sNumberOfEnemies / 10;
sEnemy = sNumberOfEnemies % 10;
}
// Flugente: if we display tanks, we need to know that for several rows
INT16 secondtankrowstart = -1;
for( INT16 i = 0; i < sNumberOfEnemies; ++i )
{
// Flugente: the tank icon has is 4 icons wide and 2 rows high, thus this odd code bit
// if we want to display a tank and have not yet done so, pick the first position that still has enough space to the right
if ( usNumEnemyArmedVehicles && secondtankrowstart < 0 && (ubIconPosition % MERC_ICONS_PER_LINE) < 3 )
{
DrawMapBoxIcon( hIconHandle, ENEMY_TANK_BIG, sSectorX, sSectorY, ubIconPosition );
secondtankrowstart = ubIconPosition + 6;
ubIconPosition += 4;
}
// if this is the second row of a tank, don't draw anything
else if ( usNumEnemyArmedVehicles && secondtankrowstart > -1 && ubIconPosition == secondtankrowstart )
{
// for now display only one tank icon
usNumEnemyArmedVehicles = 0;
ubIconPosition += 4;
sEnemy = max( 0, sEnemy - 1 );
}
else if ( s10xEnemy > 0 )
{
DrawMapBoxIcon( hIconHandle, SMALL_RED_10X_BOX, sSectorX, sSectorY, ubIconPosition );
--s10xEnemy;
++ubIconPosition;
}
else if ( sEnemy > 0 )
{
DrawMapBoxIcon( hIconHandle, SMALL_RED_BOX, sSectorX, sSectorY, ubIconPosition );
--sEnemy;
++ubIconPosition;
}
}
}
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
INT16 sXPosition = 0, sYPosition = 0;
HVOBJECT hIconHandle;
UINT8 iconOffsetX = 0;
UINT8 iconOffsetY = 0;
if (isWidescreenUI() || iResolution >= _1024x768)
{
iconOffsetX = 12;
iconOffsetY = 3;
}
else if (iResolution >= _800x600 && iResolution < _1024x768)
{
iconOffsetX = 8;
iconOffsetY = 12;
}
else
{
iconOffsetX = 2;
iconOffsetY = 9;
}
// grab the x and y postions
sXPosition = sSectorX;
sYPosition = sSectorY;
// get the video object
GetVideoObject(&hIconHandle, guiCHARICONS);
// check if we are zoomed in...need to offset in case for scrolling purposes
sXPosition = ( INT16 )( iconOffsetX + (UI_MAP.ViewRegion.x + ( sSectorX * UI_MAP.GridSize.iX + 1 ) ) - 1 );
sYPosition = ( INT16 )( ( ( iconOffsetY + (UI_MAP.ViewRegion.y + sSectorY * UI_MAP.GridSize.iY ) + 1 ) ) );
sYPosition -= 2;
// small question mark
BltVideoObject(guiSAVEBUFFER, hIconHandle, SMALL_QUESTION_MARK, sXPosition, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( sXPosition ,sYPosition, sXPosition + UI_MAP.GridSize.iX + 1, sYPosition + UI_MAP.GridSize.iY + 1);
}
void ShowTeamAndVehicles(INT32 fShowFlags)
{
// go through each sector, display the on duty, assigned, and vehicles
INT16 sMapX = 0;
INT16 sMapY = 0;
INT32 iIconOffset = 0;
BOOLEAN fContemplatingRetreating = FALSE;
if( gfDisplayPotentialRetreatPaths && gpBattleGroup )
{
fContemplatingRetreating = TRUE;
}
for(sMapX=1; sMapX <MAP_WORLD_X-1; sMapX++)
{
for(sMapY=1; sMapY <MAP_WORLD_Y-1; sMapY++)
{
// don't show mercs/vehicles currently in this sector if player is contemplating retreating from THIS sector
if ( !fContemplatingRetreating || ( sMapX != gpBattleGroup->ubSectorX ) || ( sMapY != gpBattleGroup->ubSectorY ) )
{
if(fShowFlags & SHOW_TEAMMATES)
{
iIconOffset = ShowOnDutyTeam( sMapX, sMapY );
iIconOffset = ShowAssignedTeam( sMapX, sMapY, iIconOffset );
}
if(fShowFlags & SHOW_VEHICLES)
iIconOffset = ShowVehicles( sMapX, sMapY, iIconOffset );
}
if(fShowFlags & SHOW_TEAMMATES)
{
HandleShowingOfEnemyForcesInSector( sMapX, sMapY, ( INT8 )iCurrentMapSectorZ, ( UINT8 ) iIconOffset );
ShowPeopleInMotion( sMapX, sMapY );
}
}
}
}
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor )
{
INT16 sScreenX, sScreenY;
HVSURFACE hSrcVSurface;
UINT32 uiDestPitchBYTES;
UINT32 uiSrcPitchBYTES;
UINT16 *pDestBuf;
UINT8 *pSrcBuf;
SGPRect clip;
UINT16 *pOriginalPallette;
// get original video surface palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
pOriginalPallette = hSrcVSurface->p16BPPPalette;
GetScreenXYFromMapXY( sMapX, sMapY, &sScreenX, &sScreenY );
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
sScreenX += 1;
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
clip.iLeft = 2 * ( sScreenX - (UI_MAP.ViewRegion.x + 1 ) );
clip.iTop = 2 * ( sScreenY - UI_MAP.ViewRegion.y);
clip.iRight = clip.iLeft + ( 2 * UI_MAP.GridSize.iX );
clip.iBottom = clip.iTop + ( 2 * UI_MAP.GridSize.iY );
if( iColor == MAP_SHADE_BLACK )
{
// non-airspace
sScreenY -= 1;
// simply shade darker
ShadowVideoSurfaceRect( guiSAVEBUFFER, sScreenX, sScreenY, sScreenX + UI_MAP.GridSize.iX - 1, sScreenY + UI_MAP.GridSize.iY - 1 );
}
else if ( iColor < MAP_SHADE_MAX )
{
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
hSrcVSurface->p16BPPPalette = pMapPalette[iColor];
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES );
Blt8BPPDataTo16BPPBufferHalfRect( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf, uiSrcPitchBYTES, sScreenX, sScreenY, &clip );
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
}
// restore original palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pOriginalPallette;
return ( TRUE );
}
BOOLEAN ShadeMapElements(const INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
{
// get original video surface palette
HVSURFACE hSrcVSurface;
CHECKF(GetVideoSurface(&hSrcVSurface, guiBIGMAP));
UINT16 * const pOriginalPallette = hSrcVSurface->p16BPPPalette;
// Lock source buffer
UINT32 uiSrcPitchBYTES;
UINT8 *pSrcBuffer;
pSrcBuffer = LockVideoSurface(guiBIGMAP, &uiSrcPitchBYTES);
// get SAVEBUFFER
HVSURFACE hVSurface;
CHECKF(GetVideoSurface(&hVSurface, guiSAVEBUFFER));
// Lock destination buffer
UINT32 uiDestPitch;
UINT16 *pDestBuffer;
pDestBuffer = (UINT16*)LockVideoSurface(guiSAVEBUFFER, &uiDestPitch);
if (pDestBuffer == NULL)
{
return(FALSE);
}
for (INT16 y = 0; y < MAXIMUM_VALID_Y_COORDINATE; ++y)
{
for (INT16 x = 0; x < MAXIMUM_VALID_X_COORDINATE; ++x)
{
const INT16 mapX = x + MINIMUM_VALID_X_COORDINATE;
const INT16 mapY = y + MINIMUM_VALID_Y_COORDINATE;
INT16 sScreenX, sScreenY;
GetScreenXYFromMapXY(mapX, mapY, &sScreenX, &sScreenY);
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
sScreenX += 1;
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
SGPRect clip;
clip.iLeft = 2 * (sScreenX - (UI_MAP.ViewRegion.x + 1));
clip.iTop = 2 * (sScreenY - UI_MAP.ViewRegion.y);
clip.iRight = clip.iLeft + (2 * UI_MAP.GridSize.iX);
clip.iBottom = clip.iTop + (2 * UI_MAP.GridSize.iY);
const auto iColor = colorMap[y][x];
if (iColor == MAP_SHADE_BLACK)
{
// non-airspace
sScreenY -= 1;
auto X1 = sScreenX;
auto Y1 = sScreenY;
auto X2 = sScreenX + UI_MAP.GridSize.iX - 1;
auto Y2 = sScreenY + UI_MAP.GridSize.iY - 1;
#ifdef _DEBUG
if (X1 < 0)
X1 = 0;
if (X2 < 0)
continue;
//return(FALSE);
if (Y2 < 0)
continue;
//return(FALSE);
if (Y1 < 0)
Y1 = 0;
if (X2 >= hVSurface->usWidth)
X2 = hVSurface->usWidth - 1;
if (Y2 >= hVSurface->usHeight)
Y2 = hVSurface->usHeight - 1;
if (X1 >= hVSurface->usWidth)
continue;
//return(FALSE);
if (Y1 >= hVSurface->usHeight)
continue;
//return(FALSE);
if ((X2 - X1) <= 0)
continue;
//return(FALSE);
if ((Y2 - Y1) <= 0)
continue;
//return(FALSE);
#endif
SGPRect area;
area.iTop = Y1;
area.iBottom = Y2;
area.iLeft = X1;
area.iRight = X2;
// Now we have the video object and surface, call the shadow function
Blt16BPPBufferShadowRect(pDestBuffer, uiDestPitch, &area);
}
else if (iColor < MAP_SHADE_MAX)
{
// Set palette for shading
hSrcVSurface->p16BPPPalette = pMapPalette[iColor];
Blt8BPPDataTo16BPPBufferHalfRect(pDestBuffer, uiDestPitch, hSrcVSurface, pSrcBuffer, uiSrcPitchBYTES, sScreenX, sScreenY, &clip);
}
}
}
// unlock source and dest buffers
UnLockVideoSurface(guiBIGMAP);
UnLockVideoSurface(guiSAVEBUFFER);
// restore original palette
CHECKF(GetVideoSurface(&hSrcVSurface, guiBIGMAP));
hSrcVSurface->p16BPPPalette = pOriginalPallette;
return (TRUE);
}
void InitializeMilitiaPopup(void)
{
const UINT16 xVal = 330 + xResOffset;
const UINT16 yVal = 25 + yResOffset;
if (iResolution >= _1024x768)
{
MAP_MILITIA_BOX_POS_X = xVal + 190;
MAP_MILITIA_BOX_POS_Y = yVal + 285;
}
else if (isWidescreenUI())
{
MAP_MILITIA_BOX_POS_X = xVal + 190;
MAP_MILITIA_BOX_POS_Y = yVal + 116;
}
else if (iResolution >= _800x600)
{
MAP_MILITIA_BOX_POS_X = xVal + 77;
MAP_MILITIA_BOX_POS_Y = yVal + 116;
}
else
{
MAP_MILITIA_BOX_POS_X = xVal;
MAP_MILITIA_BOX_POS_Y = yVal;
}
}
BOOLEAN InitializePalettesForMap( void )
{
// init palettes
HVSURFACE hSrcVSurface;
SGPPaletteEntry pPalette[ 256 ];
VSURFACE_DESC vs_desc;
UINT32 uiTempMap;
// load image
vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
if (iResolution >= _640x480 && iResolution < _800x600)
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map.pcx");
else if (isWidescreenUI())
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_1280x720.pcx");
else if (iResolution < _1024x768)
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_800x600.pcx");
else
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_1024x768.pcx");
CHECKF(AddVideoSurface(&vs_desc, &uiTempMap));
// get video surface
CHECKF( GetVideoSurface( &hSrcVSurface, uiTempMap) );
GetVSurfacePaletteEntries( hSrcVSurface, pPalette );
// set up various palettes
pMapPalette[MAP_SHADE_LT_GREEN] = Create16BPPPaletteShaded( pPalette, 100, 300, 0, TRUE );
pMapPalette[MAP_SHADE_MD_GREEN] = Create16BPPPaletteShaded( pPalette, 50, 250, 0, TRUE );
pMapPalette[MAP_SHADE_DK_GREEN] = Create16BPPPaletteShaded( pPalette, 0, 200, 0, TRUE );
pMapPalette[MAP_SHADE_LT_RED] = Create16BPPPaletteShaded( pPalette, 400, 0, 0, TRUE );
pMapPalette[MAP_SHADE_MD_RED] = Create16BPPPaletteShaded( pPalette, 300, 0, 0, TRUE );
pMapPalette[MAP_SHADE_DK_RED] = Create16BPPPaletteShaded( pPalette, 200, 0, 0, TRUE );
pMapPalette[MAP_SHADE_LT_YELLOW] = Create16BPPPaletteShaded( pPalette, 400, 350, 0, TRUE );
pMapPalette[MAP_SHADE_MD_YELLOW] = Create16BPPPaletteShaded( pPalette, 300, 275, 0, TRUE );
pMapPalette[MAP_SHADE_DK_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
pMapPalette[MAP_SHADE_LT_CYAN] = Create16BPPPaletteShaded( pPalette, 0, 350, 350, TRUE );
pMapPalette[MAP_SHADE_MD_CYAN] = Create16BPPPaletteShaded( pPalette, 0, 275, 275, TRUE );
pMapPalette[MAP_SHADE_DK_CYAN] = Create16BPPPaletteShaded( pPalette, 0, 200, 200, TRUE );
pMapPalette[MAP_SHADE_LT_GREY] = Create16BPPPaletteShaded( pPalette, 400, 400, 400, TRUE );
pMapPalette[MAP_SHADE_MD_GREY] = Create16BPPPaletteShaded( pPalette, 325, 325, 325, TRUE );
pMapPalette[MAP_SHADE_DK_GREY] = Create16BPPPaletteShaded( pPalette, 250, 250, 250, TRUE );
pMapPalette[MAP_SHADE_LT_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 400, TRUE );
pMapPalette[MAP_SHADE_MD_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 300, TRUE );
pMapPalette[MAP_SHADE_DK_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 200, TRUE );
pMapPalette[MAP_SHADE_LT_PINK] = Create16BPPPaletteShaded( pPalette, 200, 40, 175, TRUE );
pMapPalette[MAP_SHADE_ORANGE] = Create16BPPPaletteShaded( pPalette, 255, 127, 40, TRUE );
pMapPalette[MAP_SHADE_MIX_RED] = Create16BPPPaletteShaded( pPalette, 400, 0, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_GREEN] = Create16BPPPaletteShaded( pPalette, 0, 400, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 400, TRUE );
pMapPalette[MAP_SHADE_MIX_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_GREEN] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_BLUE] = Create16BPPPaletteShaded( pPalette, 200, 0, 200, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_YELLOW] = Create16BPPPaletteShaded( pPalette, 300, 100, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_GREEN_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 200, 200, TRUE );
pMapPalette[MAP_SHADE_MIX_GREEN_YELLOW] = Create16BPPPaletteShaded( pPalette, 100, 300, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 100, 100, 200, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_GREEN_BLUE] = Create16BPPPaletteShaded( pPalette, 133, 133, 133, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_GREEN_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 66, 133, TRUE );
pMapPalette[MAP_SHADE_MIX_GREEN_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 66, 200, 133, TRUE );
pMapPalette[MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 150, 150, 100, TRUE );
// delete image
DeleteVideoSurfaceFromIndex(uiTempMap);
return ( TRUE );
}
void ShutDownPalettesForMap( void )
{
for ( UINT8 i = 0; i < MAP_SHADE_MAX; ++i )
{
MemFree( pMapPalette[i] );
pMapPalette[i] = NULL;
}
}
void PlotPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY, BOOLEAN fTacticalTraversal )
{
// will plot a path for this character
// is cursor allowed here?..if not..don't build path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// is the character in transit?..then leave
if( pCharacter->bAssignment == IN_TRANSIT )
{
// leave
return;
}
if( pCharacter->bSectorZ != 0 )
{
if( pCharacter->bAssignment >= ON_DUTY )
{
// not on the surface, character won't move until they reach surface..info player of this fact
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", pCharacter->name, gsUndergroundString[0] );
}
else // squad
{
if ( gGameExternalOptions.fUseXMLSquadNames && pCharacter->bAssignment < gSquadNameVector.size() )
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", gSquadNameVector[pCharacter->bAssignment].c_str(), gsUndergroundString[0] );
else
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", pLongAssignmentStrings[ pCharacter->bAssignment ], gsUndergroundString[0] );
}
return;
}
if( ( pCharacter->bAssignment == VEHICLE ) || ( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
SetUpMvtGroupForVehicle( pCharacter );
}
// make sure we are at the beginning
pCharacter->pMercPath = MoveToBeginningOfPathList( pCharacter->pMercPath );
// will plot a path from current position to sX, sY
// get last sector in characters list, build new path, remove tail section, move to beginning of list, and append onto old list
pCharacter->pMercPath = AppendStrategicPath( MoveToBeginningOfPathList ( BuildAStrategicPath( NULL, GetLastSectorIdInCharactersPath( pCharacter ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), GetSoldierGroupId( pCharacter ), fTacticalTraversal /*, FALSE */ ) ), pCharacter->pMercPath );
// move to beginning of list
pCharacter->pMercPath = MoveToBeginningOfPathList( pCharacter->pMercPath );
// check if in vehicle, if so, copy path to vehicle
if( ( pCharacter->bAssignment == VEHICLE ) || ( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
MoveCharactersPathToVehicle( pCharacter );
}
else
{
CopyPathToCharactersSquadIfInOne( pCharacter );
}
}
void PlotATemporaryPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY )
{
// make sure we're at the beginning
pTempCharacterPath = MoveToBeginningOfPathList( pTempCharacterPath );
// clear old temp path
pTempCharacterPath = ClearStrategicPathList( pTempCharacterPath, -1 );
// is cursor allowed here?..if not..don't build temp path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// Bob: make sure we have a valid movement group
UINT8 soldierGroupId = GetSoldierGroupId(pCharacter);
if (soldierGroupId == 0) {
soldierGroupId = tryToRecoverSquadsAndMovementGroups(pCharacter);
}
// build path
pTempCharacterPath = BuildAStrategicPath( pTempCharacterPath, GetLastSectorIdInCharactersPath( pCharacter ) , ( INT16 )( sX + sY*( MAP_WORLD_X ) ), soldierGroupId, FALSE /*, TRUE */ );
return;
}
// clear out character path list, after and including this sector
UINT32 ClearPathAfterThisSectorForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY )
{
INT32 iOrigLength = 0;
VEHICLETYPE *pVehicle = NULL;
iOrigLength = GetLengthOfMercPath( pCharacter );
if( !iOrigLength )
{
// no previous path, nothing to do
return( ABORT_PLOTTING );
}
// if we're clearing everything beyond the current sector, that's quite different. Since we're basically cancelling
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
if ( ( sX == pCharacter->sSectorX ) && ( sY == pCharacter->sSectorY ) )
{
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
EndConfirmMapMoveMode( );
CancelPathsOfAllSelectedCharacters();
return( PATH_CLEARED );
}
else // click not in the current sector
{
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
// be canceled.
// if a vehicle
if( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
pVehicle = &( pVehicleList[ pCharacter->bVehicleID ] );
}
// or in a vehicle
else if( pCharacter->bAssignment == VEHICLE )
{
pVehicle = &( pVehicleList[ pCharacter->iVehicleId ] );
}
else
{
// foot soldier
pCharacter->pMercPath = ClearStrategicPathListAfterThisSector( pCharacter->pMercPath, sX, sY, pCharacter->ubGroupID );
}
// if there's an associated vehicle structure
if ( pVehicle != NULL )
{
// do it for the vehicle, too
pVehicle->pMercPath = ClearStrategicPathListAfterThisSector( pVehicle->pMercPath, sX, sY, pVehicle->ubMovementGroup );
}
if( GetLengthOfMercPath( pCharacter ) < iOrigLength )
{
CopyPathToAllSelectedCharacters( pCharacter->pMercPath );
// path WAS actually shortened
return( PATH_SHORTENED );
}
else
{
// same path as before - it's not any shorter
return ( ABORT_PLOTTING );
}
}
}
void CancelPathForCharacter( SOLDIERTYPE *pCharacter )
{
// clear out character's entire path list, he and his squad will stay/return to his current sector.
pCharacter->pMercPath = ClearStrategicPathList( pCharacter->pMercPath, pCharacter->ubGroupID );
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
// They are going to return to their current X,Y sector.
RebuildWayPointsForGroupPath( pCharacter->pMercPath, pCharacter->ubGroupID );
// GroupReversingDirectionsBetweenSectors( GetGroup( pCharacter->ubGroupID ), ( UINT8 )( pCharacter->sSectorX ), ( UINT8 )( pCharacter->sSectorY ), FALSE );
// if he's in a vehicle, clear out the vehicle, too
if( pCharacter->bAssignment == VEHICLE )
{
CancelPathForVehicle( &( pVehicleList[ pCharacter->iVehicleId ] ), TRUE );
}
else
{
// display "travel route canceled" message
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[ 3 ] );
}
CopyPathToCharactersSquadIfInOne( pCharacter );
fMapPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE; // to update ETA
}
void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed )
{
// we're clearing everything beyond the *current* sector, that's quite different. Since we're basically cancelling
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
pVehicle->pMercPath = ClearStrategicPathList( pVehicle->pMercPath, pVehicle->ubMovementGroup );
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
// if we already reversed one of the passengers, flag will be TRUE,
// don't do it again or we're headed back where we came from!
if ( !fAlreadyReversed )
{
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
// They are going to return to their current X,Y sector.
RebuildWayPointsForGroupPath( pVehicle->pMercPath, pVehicle->ubMovementGroup );
// GroupReversingDirectionsBetweenSectors( GetGroup( pVehicle->ubMovementGroup ), ( UINT8 ) ( pVehicle->sSectorX ), ( UINT8 ) ( pVehicle->sSectorY ), FALSE );
}
// display "travel route canceled" message
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[ 3 ] );
// turn the helicopter flag off here, this prevents the "route aborted" msg from coming up
fPlotForHelicopter = FALSE;
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE; // to update ETA
}
void CancelPathForGroup( GROUP *pGroup )
{
INT32 iVehicleId;
// if it's the chopper, but player can't redirect it
if ( pGroup->usGroupTeam == OUR_TEAM && IsGroupTheHelicopterGroup( pGroup ) && (CanHelicopterFly( ) == FALSE) )
{
// explain & ignore
ExplainWhySkyriderCantFly();
return;
}
// is it a non-vehicle group?
if ( (pGroup->usGroupTeam == OUR_TEAM) && (pGroup->fVehicle == FALSE) )
{
if( pGroup->pPlayerList )
{
if( pGroup->pPlayerList->pSoldier )
{
// clearing one merc should be enough, it copies changes to his squad on its own
CancelPathForCharacter( pGroup->pPlayerList->pSoldier );
}
}
}
// is it a vehicle group?
else if( pGroup->fVehicle )
{
iVehicleId = GivenMvtGroupIdFindVehicleId( pGroup->ubGroupID );
// must be valid!
Assert( iVehicleId != -1 );
if ( iVehicleId == -1 )
return;
CancelPathForVehicle( &( pVehicleList[ iVehicleId ] ), FALSE );
}
else if ( pGroup->usGroupTeam == MILITIA_TEAM )
{
CancelPathForMilitiaGroup( pGroup->ubGroupID );
}
}
void CancelPathForMilitiaGroup( UINT8 uGroupId )
{
// we're clearing everything beyond the *current* sector, that's quite different. Since we're basically cancelling
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
INT16 militiapathslot = GetMilitiaPathSlot( uGroupId );
if ( militiapathslot > -1 )
{
gMilitiaPath[militiapathslot].path = ClearStrategicPathList( gMilitiaPath[militiapathslot].path, uGroupId );
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
// if we already reversed one of the passengers, flag will be TRUE,
// don't do it again or we're headed back where we came from!
/*if ( !fAlreadyReversed )
{
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
// They are going to return to their current X,Y sector.
RebuildWayPointsForGroupPath( pVehicle->pMercPath, pVehicle->ubMovementGroup );
// GroupReversingDirectionsBetweenSectors( GetGroup( pVehicle->ubMovementGroup ), ( UINT8 ) ( pVehicle->sSectorX ), ( UINT8 ) ( pVehicle->sSectorY ), FALSE );
}*/
RebuildWayPointsForGroupPath( gMilitiaPath[militiapathslot].path, uGroupId );
// remove group's next and prev to make them stay here
GROUP* pGroup = GetGroup( uGroupId );
if ( pGroup )
{
pGroup->ubNextX = pGroup->ubSectorX;
pGroup->ubNextY = pGroup->ubSectorY;
pGroup->ubPrevX = 0;
pGroup->ubPrevY = 0;
}
}
// display "travel route canceled" message
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[3] );
MilitiaplotFinish();
fPlotForMilitia = FALSE;
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE; // to update ETA
}
void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter )
{
INT8 bSquad = 0;
// check if on a squad, if so, do same thing for all characters
// what squad is character in?
bSquad = SquadCharacterIsIn( pCharacter );
// check to see if character is on a squad, if so, copy path to squad
if( bSquad != -1)
{
// copy path over
CopyPathOfCharacterToSquad( pCharacter, bSquad );
}
}
void DisplaySoldierPath( SOLDIERTYPE *pCharacter )
{
PathStPtr pPath = NULL;
/* ARM: Hopefully no longer required once using GetSoldierMercPathPtr() ???
// check if in vehicle, if so, copy path to vehicle
if( ( pCharacter->bAssignment == VEHICLE )||( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// get the real path from vehicle's structure and copy it into this soldier's
CopyVehiclePathToSoldier( pCharacter );
}
*/
pPath = GetSoldierMercPathPtr( pCharacter );
// trace real route
TracePathRoute( FALSE, TRUE, pPath );
AnimateRoute( pPath );
}
void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter )
{
// now render temp route
TracePathRoute( FALSE, TRUE, pTempCharacterPath );
}
void DisplayHelicopterPath( void )
{
// move to beginning of path list
pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
// clip to map
ClipBlitsToMapViewRegion( );
// trace both lists..temp is conditional if cursor has sat in same sector grid long enough
TracePathRoute( TRUE, TRUE, pVehicleList[ iHelicopterVehicleId ].pMercPath );
AnimateRoute( pVehicleList[ iHelicopterVehicleId ].pMercPath );
// restore
RestoreClipRegionToFullScreen( );
}
void DisplayHelicopterTempPath( void )
{
//should we draw temp path?
if( fDrawTempHeliPath )
{
TracePathRoute( TRUE, TRUE, pTempHelicopterPath );
}
}
void DisplayMilitiaPath( void )
{
// move to beginning of path list
gMilitiaPath[gMilitiaGroupId].path = MoveToBeginningOfPathList( gMilitiaPath[gMilitiaGroupId].path );
// clip to map
ClipBlitsToMapViewRegion( );
// trace both lists..temp is conditional if cursor has sat in same sector grid long enough
TracePathRoute( TRUE, TRUE, gMilitiaPath[gMilitiaGroupId].path );
AnimateRoute( gMilitiaPath[gMilitiaGroupId].path );
// restore
RestoreClipRegionToFullScreen( );
}
void DisplayMilitiaTempPath( void )
{
//should we draw temp path?
if ( fDrawTempMilitiaPath )
{
TracePathRoute( TRUE, TRUE, pTempMilitiaPath );
}
}
extern BOOLEAN HeliCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
void PlotPathForHelicopter( INT16 sX, INT16 sY )
{
SOLDIERTYPE *pSkyRider = NULL;
// will plot the path for the helicopter
// no heli...go back
if ( (gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) || !fHelicopterAvailable )
{
return;
}
// is cursor allowed here?..if not..don't build path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// set up mvt group for helicopter
SetUpHelicopterForMovement( );
//CHRISL: If we've plotted a path through enemy controlled airspace, we have a new Skyrider speech we want to hear.
if( GetNumUnSafeSectorsInPath( ) > 0 && !gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] )
{
HeliCharacterDialogue( pSkyRider, HELI_PATH_THROUGH_ENEMEY_AIRSPACE );
}
// move to beginning of list
//pHelicopterPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
// will plot a path from current position to sX, sY
// get last sector in helicopters list, build new path, remove tail section, move to beginning of list, and append onto old list
pVehicleList[ iHelicopterVehicleId ].pMercPath = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( CALCULATE_STRATEGIC_INDEX(sX, sY) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, FALSE */ ) ), pVehicleList[ iHelicopterVehicleId ].pMercPath );
// move to beginning of list
pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
fMapPanelDirty = TRUE;
}
void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY )
{
// clear old temp path
pTempHelicopterPath = MoveToBeginningOfPathList( pTempHelicopterPath);
pTempHelicopterPath = ClearStrategicPathList( pTempHelicopterPath, 0 );
// is cursor allowed here?..if not..don't build temp path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// build path
pTempHelicopterPath = BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, TRUE */ );
}
void PlotPathForMilitia( INT16 sX, INT16 sY )
{
//SOLDIERTYPE *pSkyRider = NULL;
// will plot the path for the helicopter
// no heli...go back
if ( !fShowMilitia )
{
return;
}
// is cursor allowed here?..if not..don't build path
if ( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// preparations for militia path plotting
SetUpMilitiaForMovement( );
if ( gMilitiaPath[gMilitiaGroupId].sGroupid < 0 )
return;
//CHRISL: If we've plotted a path through enemy controlled airspace, we have a new Skyrider speech we want to hear.
/*if ( GetNumUnSafeSectorsInPath( ) > 0 && !gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] )
{
HeliCharacterDialogue( pSkyRider, HELI_PATH_THROUGH_ENEMEY_AIRSPACE );
}*/
// move to beginning of list
//pHelicopterPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
MoveToBeginningOfPathList( gMilitiaPath[gMilitiaGroupId].path );
// will plot a path from current position to sX, sY
// get last sector in helicopters list, build new path, remove tail section, move to beginning of list, and append onto old list
gMilitiaPath[gMilitiaGroupId].path = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfMilitiaPath( ), (INT16)(sX + sY*(MAP_WORLD_X)), gMilitiaPath[gMilitiaGroupId].sGroupid, TRUE /*, FALSE */ ) ), gMilitiaPath[gMilitiaGroupId].path );
// move to beginning of list
gMilitiaPath[gMilitiaGroupId].path = MoveToBeginningOfPathList( gMilitiaPath[gMilitiaGroupId].path );
fMapPanelDirty = TRUE;
}
void PlotATemporaryPathForMilitia( INT16 sX, INT16 sY )
{
// clear old temp path
pTempMilitiaPath = MoveToBeginningOfPathList( pTempMilitiaPath );
pTempMilitiaPath = ClearStrategicPathList( pTempMilitiaPath, 0 );
// is cursor allowed here?..if not..don't build temp path
if ( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
if ( gMilitiaPath[gMilitiaGroupId].sGroupid < 0 )
return;
// build path
pTempMilitiaPath = BuildAStrategicPath( NULL, GetLastSectorOfMilitiaPath( ), (INT16)( CALCULATE_STRATEGIC_INDEX(sX, sY )), gMilitiaPath[gMilitiaGroupId].sGroupid, TRUE /*, TRUE */ );
}
// clear out helicopter path list, after and including this sector
UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY )
{
VEHICLETYPE *pVehicle = NULL;
INT32 iOrigLength = 0;
// clear out helicopter path list, after and including this sector
if( iHelicopterVehicleId == -1 || !CanHelicopterFly() )
{
// abort plotting, shouldn't even be here
return( ABORT_PLOTTING );
}
pVehicle = &( pVehicleList[ iHelicopterVehicleId ] );
iOrigLength = GetLengthOfPath( pVehicle->pMercPath );
if( !iOrigLength )
{
// no previous path, nothing to do, and we didn't shorten it
return( ABORT_PLOTTING );
}
// are we clearing everything beyond the helicopter's CURRENT sector?
if ( ( sX == pVehicle->sSectorX ) && ( sY == pVehicle->sSectorY ) )
{
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
EndConfirmMapMoveMode( );
CancelPathForVehicle( pVehicle, FALSE );
return( PATH_CLEARED );
}
else // click not in the current sector
{
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
// be canceled.
pVehicle->pMercPath = ClearStrategicPathListAfterThisSector( pVehicle->pMercPath, sX, sY, pVehicle->ubMovementGroup );
if( GetLengthOfPath( pVehicle->pMercPath ) < iOrigLength )
{
// really shortened!
return( PATH_SHORTENED );
}
else
{
// same path as before - it's not any shorter
return ( ABORT_PLOTTING );
}
}
}
// clear out militia path list, after and including this sector
UINT32 ClearPathAfterThisSectorForMilitia( INT16 sX, INT16 sY )
{
//VEHICLETYPE *pVehicle = NULL;
INT32 iOrigLength = 0;
if ( gMilitiaPath[gMilitiaGroupId].sGroupid < 0 )
return(ABORT_PLOTTING);
// clear out helicopter path list, after and including this sector
/*if ( iHelicopterVehicleId == -1 || !CanHelicopterFly( ) )
{
// abort plotting, shouldn't even be here
return(ABORT_PLOTTING);
}
pVehicle = &(pVehicleList[iHelicopterVehicleId]);*/
iOrigLength = GetLengthOfPath( gMilitiaPath[gMilitiaGroupId].path );
if ( !iOrigLength )
{
// no previous path, nothing to do, and we didn't shorten it
return(ABORT_PLOTTING);
}
GROUP* pGroup = GetGroup( (UINT8)gMilitiaPath[gMilitiaGroupId].sGroupid );
// are we clearing everything beyond the helicopter's CURRENT sector?
if ( pGroup && (sX == pGroup->ubSectorX) && (sY == pGroup->ubSectorY) )
{
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
EndConfirmMapMoveMode( );
CancelPathForGroup( pGroup );
return(PATH_CLEARED);
}
else // click not in the current sector
{
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
// be canceled.
gMilitiaPath[gMilitiaGroupId].path = ClearStrategicPathListAfterThisSector( gMilitiaPath[gMilitiaGroupId].path, sX, sY, gMilitiaPath[gMilitiaGroupId].sGroupid );
if ( GetLengthOfPath( gMilitiaPath[gMilitiaGroupId].path ) < iOrigLength )
{
// really shortened!
return(PATH_SHORTENED);
}
else
{
// same path as before - it's not any shorter
return (ABORT_PLOTTING);
}
}
}
INT16 GetLastSectorOfHelicoptersPath( void )
{
// will return the last sector of the helicopter's current path
INT16 sLastSector = CALCULATE_STRATEGIC_INDEX(pVehicleList[ iHelicopterVehicleId ].sSectorX, pVehicleList[ iHelicopterVehicleId ].sSectorY);
PathStPtr pNode = pVehicleList[ iHelicopterVehicleId ].pMercPath;
while( pNode )
{
sLastSector = ( INT16 ) ( pNode->uiSectorId );
pNode = pNode->pNext;
}
return sLastSector;
}
INT16 GetLastSectorOfMilitiaPath( void )
{
// will return the last sector of the helicopter's current path
INT16 sLastSector = gMilitiaPlotStartSector;
PathStPtr pNode = gMilitiaPath[gMilitiaGroupId].path;
while ( pNode )
{
sLastSector = (INT16)(pNode->uiSectorId);
pNode = pNode->pNext;
}
return sLastSector;
}
BOOLEAN TracePathRoute(BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath )
{
BOOLEAN fSpeedFlag=FALSE;
INT32 iArrow=-1;
INT32 iX, iY;
INT32 iArrowX, iArrowY;
INT32 iDeltaA, iDeltaB, iDeltaB1;
INT32 iDirection = 0;
BOOLEAN fUTurnFlag=FALSE;
PathStPtr pNode=NULL;
PathStPtr pPastNode=NULL;
PathStPtr pNextNode=NULL;
HVOBJECT hMapHandle;
if ( pPath==NULL )
{
return FALSE;
}
while( pPath->pPrev )
{
pPath = pPath->pPrev;
}
pNode = pPath;
iDirection=-1;
if (pNode->pNext)
pNextNode=pNode->pNext;
else
pNextNode=NULL;
if (pNode->pPrev)
pPastNode=pNode->pPrev;
else
pPastNode=NULL;
GetVideoObject(&hMapHandle, guiMAPCURSORS);
// go through characters list and display arrows for path
while(pNode)
{
fUTurnFlag=FALSE;
if ((pPastNode)&&(pNextNode))
{
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
if (iDeltaA ==0)
return( FALSE );
if(pNode->fSpeed)
fSpeedFlag=FALSE;
else
fSpeedFlag=TRUE;
iX=(pNode->uiSectorId%MAP_WORLD_X);
iY=(pNode->uiSectorId/MAP_WORLD_X);
iX=(iX*UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
iY=(iY*UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
iArrowX=iX;
iArrowY=iY;
if ((pPastNode->pPrev)&&(pNextNode->pNext))
{
fUTurnFlag=FALSE;
// check to see if out-of sector U-turn
// for placement of arrows
iDeltaB1=pNextNode->uiSectorId-pNextNode->pNext->uiSectorId;
if ((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==WORLD_MAP_X)&&(iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else
fUTurnFlag=FALSE;
}
if ((pPastNode->uiSectorId==pNextNode->uiSectorId))
{
if (pPastNode->uiSectorId+WORLD_MAP_X==pNode->uiSectorId)
{
if(!(pNode->fSpeed))
fSpeedFlag=TRUE;
else
fSpeedFlag=FALSE;
iDirection=S_TO_N_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
else if(pPastNode->uiSectorId-WORLD_MAP_X==pNode->uiSectorId)
{
iDirection=N_TO_S_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
else if (pPastNode->uiSectorId+1==pNode->uiSectorId)
{
iDirection=E_TO_W_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
else
{
iDirection=W_TO_E_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else
{
if ((iDeltaA==-1)&&(iDeltaB==1))
{
/*
if( pPastNode == NULL )
{
fSpeedFlag = !fSpeedFlag;
}
*/
iDirection=WEST_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
else if((iDeltaA==1)&&(iDeltaB==-1))
{
iDirection=EAST_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==WORLD_MAP_X))
{
iDirection=NORTH_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-WORLD_MAP_X))
{
iDirection=SOUTH_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
{
iDirection=N_TO_E_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
{
iDirection=S_TO_W_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
else if((iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
{
iDirection=E_TO_S_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
else if ((iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
{
iDirection=W_TO_N_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
else if ((iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
{
iDirection=W_TO_S_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=(SOUTH_OFFSET_Y+WEST_TO_SOUTH_OFFSET_Y);
}
else if ((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
iDirection=N_TO_W_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
else if ((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-1))
{
iDirection=S_TO_E_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
else if ((iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
{
iDirection=E_TO_N_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y+EAST_TO_NORTH_OFFSET_Y;
}
}
}
else
{
iX=(pNode->uiSectorId%MAP_WORLD_X);
iY=(pNode->uiSectorId/MAP_WORLD_X);
iX=(iX*UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
iY=(iY*UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
iArrowX=iX;
iArrowY=iY;
if((pNode->fSpeed))
fSpeedFlag=FALSE;
else
fSpeedFlag=TRUE;
// display enter and exit 'X's
if (pPastNode)
{
fUTurnFlag=TRUE;
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
if (iDeltaA==-1)
{
iDirection=RED_X_WEST;
//iX+=RED_WEST_OFF_X;
}
else if (iDeltaA==1)
{
iDirection=RED_X_EAST;
//iX+=RED_EAST_OFF_X;
}
else if(iDeltaA==-WORLD_MAP_X)
{
iDirection=RED_X_NORTH;
//iY+=RED_NORTH_OFF_Y;
}
else
{
iDirection=RED_X_SOUTH;
// iY+=RED_SOUTH_OFF_Y;
}
}
if (pNextNode)
{
fUTurnFlag=FALSE;
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
if((pNode->fSpeed))
fSpeedFlag=FALSE;
else
fSpeedFlag=TRUE;
if (iDeltaB==-1)
{
iDirection=GREEN_X_EAST;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
//iX+=RED_EAST_OFF_X;
}
else if (iDeltaB==1)
{
iDirection=GREEN_X_WEST;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
//iX+=RED_WEST_OFF_X;
}
else if(iDeltaB==WORLD_MAP_X)
{
iDirection=GREEN_X_NORTH;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
//iY+=RED_NORTH_OFF_Y;
}
else
{
iDirection=GREEN_X_SOUTH;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
//iY+=RED_SOUTH_OFF_Y;
}
}
}
if ((iDirection !=-1))
{
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iDirection, iX,iY, VO_BLT_SRCTRANSPARENCY, NULL );
if(!fUTurnFlag)
{
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iArrow, iArrowX, iArrowY, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iArrowX, iArrowY, iArrowX + 2 * UI_MAP.GridSize.iX, iArrowY + 2 * UI_MAP.GridSize.iY );
}
InvalidateRegion( iX, iY, iX + 2 * UI_MAP.GridSize.iX, iY + 2 * UI_MAP.GridSize.iY );
fUTurnFlag=FALSE;
}
// check to see if there is a turn
pPastNode=pNode;
pNode=pNode->pNext;
if(!pNode)
return( FALSE );
if (pNode->pNext)
pNextNode=pNode->pNext;
else
pNextNode=NULL;
}
return ( TRUE );
}
void AnimateRoute( PathStPtr pPath )
{
// set buffer
SetFontDestBuffer( FRAME_BUFFER, 0,0,SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
// the animated path
if( TraceCharAnimatedRoute( pPath, FALSE, FALSE ))
{
// ARM? Huh? Why the same thing twice more?
TraceCharAnimatedRoute( pPath, FALSE, TRUE );
TraceCharAnimatedRoute( pPath, FALSE, TRUE );
}
}
BOOLEAN TraceCharAnimatedRoute( PathStPtr pPath, BOOLEAN fCheckFlag, BOOLEAN fForceUpDate )
{
static PathStPtr pCurrentNode=NULL;
static BOOLEAN fPauseFlag=TRUE;
HVOBJECT hMapHandle;
INT32 iDifference=0;
INT32 iArrow=-1;
INT32 iX = 0, iY = 0;
INT32 iArrowX, iArrowY;
INT32 iDeltaNext, iDeltaPrev;
INT32 iDirectionArriving, iDirectionExiting;
UINT32 uiArrowNumToDraw;
UINT16 usArrowWidth;
UINT16 usArrowHeight;
PathStPtr pTempNode=NULL;
PathStPtr pNode=NULL;
PathStPtr pPastNode=NULL;
PathStPtr pNextNode=NULL;
// must be plotting movement
if ( ( GetSelectedDestChar() == -1) && !fPlotForHelicopter && !fPlotForMilitia )
{
return FALSE;
}
// if any nodes have been deleted, reset current node to beginning of the list
if( fDeletedNode )
{
fDeletedNode = FALSE;
pCurrentNode = NULL;
}
// Valid path?
if ( pPath == NULL )
{
return FALSE;
}
else
{
if(pCurrentNode == NULL)
{
pCurrentNode = pPath;
}
}
// Check Timer
if (giAnimateRouteBaseTime==0)
{
giAnimateRouteBaseTime=GetJA2Clock();
return FALSE;
}
// check difference in time
iDifference=GetJA2Clock()-giAnimateRouteBaseTime;
// if pause flag, check time, if time passed, reset, continue on, else return
if(fPauseFlag)
{
if(iDifference < PAUSE_DELAY)
{
return FALSE;
}
else
{
fPauseFlag=FALSE;
giAnimateRouteBaseTime=GetJA2Clock();
}
}
// If we aren't being forced to update the arrows...
if(!fForceUpDate)
{
// If we're ready to draw the next arrow,
if(iDifference >= ARROW_DELAY)
{
// sufficient time has passed, update base time
giAnimateRouteBaseTime=GetJA2Clock();
pCurrentNode = pCurrentNode->pNext;
if (pCurrentNode == NULL)
{
fPauseFlag = TRUE;
return FALSE;
}
// Are we just checking?
if(fCheckFlag)
{
// Then return true to signal that we're ready to draw the next arrow.
return TRUE;
}
}
}
// check to see if Current node has not been deleted
// Clone the first node in the path
pTempNode = pPath;
// Scan through this cloned path
while(pTempNode)
{
// Have we found our node?
if(pTempNode==pCurrentNode)
{
//Good, it hasn't been deleted
break;
}
else
{
// Continue scanning
pTempNode=pTempNode->pNext;
}
}
// if deleted, restart at beginning
if(pTempNode==NULL)
{
pCurrentNode = pPath; // First node in the path
// No path?
if(!pCurrentNode)
{
// FALSE!
return FALSE;
}
}
// Get the X/Y of the top left corner of this sector.
iX = (pCurrentNode->uiSectorId % MAP_WORLD_X);
iY = (pCurrentNode->uiSectorId / MAP_WORLD_X);
iX = (iX*UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
iY = (iY*UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
if (isWidescreenUI() || iResolution >= _1024x768)
{
iArrowX = iX - 6;
iArrowY = iY - 6;
}
else if (iResolution >= _800x600)
{
iArrowX = iX - 5;
iArrowY = iY - 5;
}
else
{
iArrowX = iX - 4;
iArrowY = iY - 4;
}
// Find the next node
if (pCurrentNode->pNext)
{
pNextNode=pCurrentNode->pNext;
iDeltaNext=(INT16)pNextNode->uiSectorId - (INT16)pCurrentNode->uiSectorId;
}
else
{
pNextNode=NULL;
iDeltaNext = 0;
}
// Find the previous node.
if (pCurrentNode->pPrev)
{
pPastNode=pCurrentNode->pPrev;
iDeltaPrev=(INT16)pPastNode->uiSectorId - (INT16)pCurrentNode->uiSectorId;
}
else
{
pPastNode=NULL;
iDeltaPrev = 0;
}
// Figure out direction of movement
switch (iDeltaPrev)
{
case -MAP_WORLD_Y:
iDirectionArriving = 1;
break;
case 1:
iDirectionArriving = 2;
break;
case MAP_WORLD_Y:
iDirectionArriving = 3;
break;
case -1:
iDirectionArriving = 4;
break;
default:
iDirectionArriving = 0;
break;
}
switch (iDeltaNext)
{
case -MAP_WORLD_Y:
iDirectionExiting = 0;
break;
case 1:
iDirectionExiting = 1;
break;
case MAP_WORLD_Y:
iDirectionExiting = 2;
break;
case -1:
iDirectionExiting = 3;
break;
default:
return (FALSE);
}
if (iDirectionArriving == 0)
{
if (pPastNode)
{
if (pPastNode->pPrev)
{
INT8 A = 1;
}
}
}
uiArrowNumToDraw = 20 + (iDirectionArriving * 4) + iDirectionExiting;
// Get the video object containing all movement arrows.
GetVideoObject(&hMapHandle, guiMapPathingArrows);
usArrowWidth = hMapHandle->pETRLEObject[ uiArrowNumToDraw ].usWidth;
usArrowHeight = hMapHandle->pETRLEObject[ uiArrowNumToDraw ].usHeight;
BltVideoObject(FRAME_BUFFER, hMapHandle, uiArrowNumToDraw, iArrowX, iArrowY, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iArrowX + xResOffset, iArrowY + yResOffset, iArrowX + usArrowWidth, iArrowY + usArrowHeight );
//ARM who knows what it should return here?
return FALSE;
}
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY )
{
// simply check if we want to refresh the screen to display path
static BOOLEAN fOldShowAirCraft = FALSE;
static INT16 sOldMapX, sOldMapY;
INT32 iDifference = 0;
if ( fOldShowAirCraft != (gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) )
{
fOldShowAirCraft = (gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS);
giPotHeliPathBaseTime = GetJA2Clock( );
sOldMapX = sMapX;
sOldMapY = sMapY;
fTempPathAlreadyDrawn = FALSE;
fDrawTempHeliPath = FALSE;
}
if( ( sMapX != sOldMapX) || ( sMapY != sOldMapY ) )
{
giPotHeliPathBaseTime = GetJA2Clock( );
sOldMapX = sMapX;
sOldMapY = sMapY;
// path was plotted and we moved, re draw map..to clean up mess
if( fTempPathAlreadyDrawn )
{
fMapPanelDirty = TRUE;
}
fTempPathAlreadyDrawn = FALSE;
fDrawTempHeliPath = FALSE;
}
iDifference = GetJA2Clock( ) - giPotHeliPathBaseTime ;
if( fTempPathAlreadyDrawn )
{
return;
}
if( iDifference > MIN_WAIT_TIME_FOR_TEMP_PATH )
{
fDrawTempHeliPath = TRUE;
giPotHeliPathBaseTime = GetJA2Clock( );
fTempPathAlreadyDrawn = TRUE;
}
}
void DisplayThePotentialPathForMilitia( INT16 sMapX, INT16 sMapY )
{
// simply check if we want to refresh the screen to display path
static BOOLEAN fOldShow = FALSE;
static INT16 sOldMapX, sOldMapY;
INT32 iDifference = 0;
if ( fOldShow != fShowMilitia )
{
fOldShow = fShowMilitia;
giPotMilitiaPathBaseTime = GetJA2Clock( );
sOldMapX = sMapX;
sOldMapY = sMapY;
fTempPathAlreadyDrawn = FALSE;
fDrawTempMilitiaPath = FALSE;
}
if ( (sMapX != sOldMapX) || (sMapY != sOldMapY) )
{
giPotMilitiaPathBaseTime = GetJA2Clock( );
sOldMapX = sMapX;
sOldMapY = sMapY;
// path was plotted and we moved, re draw map..to clean up mess
if ( fTempPathAlreadyDrawn )
{
fMapPanelDirty = TRUE;
}
fTempPathAlreadyDrawn = FALSE;
fDrawTempMilitiaPath = FALSE;
}
iDifference = GetJA2Clock( ) - giPotMilitiaPathBaseTime;
if ( fTempPathAlreadyDrawn )
{
return;
}
//if ( iDifference > MIN_WAIT_TIME_FOR_TEMP_PATH )
{
fDrawTempMilitiaPath = TRUE;
giPotMilitiaPathBaseTime = GetJA2Clock( );
fTempPathAlreadyDrawn = TRUE;
}
}
BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY )
{
// check to see if this sector is a blocked out sector?
if( sBadSectorsList[ sSectorX ][ sSectorY ] )
return ( FALSE );
// return cursor is allowed to highlight this sector
return (TRUE);
}
void RestoreBackgroundForMapGrid( INT16 sMapX, INT16 sMapY )
{
// screen values
INT16 sX = (sMapX * UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
INT16 sY = (sMapY * UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
// restore background
RestoreExternBackgroundRect( sX, sY , UI_MAP.GridSize.iX + 1, UI_MAP.GridSize.iY + 1);
}
void ClipBlitsToMapViewRegion( void )
{
// the standard mapscreen rectangle doesn't work for clipping while zoomed...
SGPRect ZoomedMapScreenClipRect={ UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX,
UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY - 1,
UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width + UI_MAP.GridSize.iX,
UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height + UI_MAP.GridSize.iY - 10 };
SGPRect *pRectToUse;
pRectToUse = &MapScreenRect;
SetClippingRect( pRectToUse );
memcpy( &gOldClipRect, &gDirtyClipRect, sizeof( gOldClipRect ) );
memcpy( &gDirtyClipRect, pRectToUse, sizeof( gDirtyClipRect ) );
}
void RestoreClipRegionToFullScreen( void )
{
FullScreenRect.iLeft = 0;
FullScreenRect.iTop = 0;
FullScreenRect.iRight = SCREEN_WIDTH;
FullScreenRect.iBottom = SCREEN_HEIGHT;
SetClippingRect( &FullScreenRect );
memcpy( &gDirtyClipRect, &gOldClipRect, sizeof( gDirtyClipRect ) );
}
void ClipBlitsToMapViewRegionForRectangleAndABit( UINT32 uiDestPitchBYTES )
{
// clip blits to map view region
// because MC's map coordinates system is so screwy, these had to be hand-tuned to work right... ARM
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MapScreenRect.iLeft - 1, MapScreenRect.iTop - 1, MapScreenRect.iRight - MapScreenRect.iLeft + 3, MapScreenRect.iBottom - MapScreenRect.iTop + 2 );
}
void RestoreClipRegionToFullScreenForRectangle( UINT32 uiDestPitchBYTES )
{
// clip blits to map view region
//SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
// mvt icon offset defines
#define SOUTH_Y_MVT_OFFSET +10
#define SOUTH_X_MVT_OFFSET 0
#define NORTH_Y_MVT_OFFSET -10
#define NORTH_X_MVT_OFFSET +10
#define NORTH_SOUTH_CENTER_OFFSET +5
#define SOUTH_Y_MVT_OFFSET_ZOOM +30
#define SOUTH_X_MVT_OFFSET_ZOOM +5
#define NORTH_Y_MVT_OFFSET_ZOOM -8
#define NORTH_X_MVT_OFFSET_ZOOM +25
#define NORTH_SOUTH_CENTER_OFFSET_ZOOM +15
#define EAST_Y_MVT_OFFSET + 8
#define EAST_X_MVT_OFFSET 15
#define WEST_Y_MVT_OFFSET -2
#define WEST_X_MVT_OFFSET -8
#define EAST_WEST_CENTER_OFFSET +2
#define EAST_Y_MVT_OFFSET_ZOOM +24
#define EAST_X_MVT_OFFSET_ZOOM +36
#define WEST_Y_MVT_OFFSET_ZOOM +5
#define WEST_X_MVT_OFFSET_ZOOM -10
#define EAST_WEST_CENTER_OFFSET_ZOOM +12
#define NORTH_TEXT_X_OFFSET +1
#define NORTH_TEXT_Y_OFFSET +4
#define SOUTH_TEXT_X_OFFSET +1
#define SOUTH_TEXT_Y_OFFSET +2
#define EAST_TEXT_X_OFFSET + 2
#define EAST_TEXT_Y_OFFSET 0
#define WEST_TEXT_X_OFFSET + 4
#define WEST_TEXT_Y_OFFSET 0
#define ICON_WIDTH 8
void ShowPeopleInMotion( INT16 sX, INT16 sY )
{
INT32 sExiting = 0;
INT32 sEntering = 0;
INT16 sDest = 0;
INT16 sSource = 0;
INT16 sOffsetX = 0, sOffsetY = 0;
INT16 iX = sX, iY = sY;
INT32 iDirection = 0;
HVOBJECT hIconHandle;
BOOLEAN fAboutToEnter = FALSE;
INT32 iWidth = 0, iHeight = 0;
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
UINT16 usArrowWidth;
UINT16 usArrowHeight;
INT32 MAP_MVT_ICON_FONT;
if (iResolution < _800x600 )
{
MAP_MVT_ICON_FONT = TINYFONT1;
}
else
{
MAP_MVT_ICON_FONT = FONT10ARIAL;
}
if( iCurrentMapSectorZ != 0 )
{
return;
}
// show the icons for people in motion from this sector to the next guy over
for( iDirection = 0; iDirection < 4; iDirection++ )
{
// find how many people are coming and going in this sector
sExiting = 0;
sEntering = 0;
sSource = CALCULATE_STRATEGIC_INDEX( sX, sY );
sOffsetX = 0;
sOffsetY = 0;
iX = sX;
iY = sY;
// reset fact about to enter
fAboutToEnter = FALSE;
sDest = sSource;
if( ( iDirection == 0 ) && sY > MINIMUM_VALID_Y_COORDINATE )
{
sDest += NORTH_MOVE;
}
else if( ( iDirection == 1 ) && ( sX < MAXIMUM_VALID_X_COORDINATE ) )
{
sDest += EAST_MOVE;
}
else if( ( iDirection == 2 ) && ( sY < MAXIMUM_VALID_Y_COORDINATE ) )
{
sDest += SOUTH_MOVE;
}
else if( ( iDirection == 3 ) && ( sX > MINIMUM_VALID_X_COORDINATE ) )
{
sDest += WEST_MOVE;
}
// if not at edge of map
if ( sDest != sSource )
{
int tXS = sSource % MAP_WORLD_X;
int tYS = sSource / MAP_WORLD_X;
int tXD = sDest % MAP_WORLD_X;
int tYD = sDest / MAP_WORLD_X;
// Find sector's top-left pixel on the screen.
INT16 sSectorPosX = UI_MAP.ViewRegion.x + (sX * UI_MAP.GridSize.iX);
INT16 sSectorPosY = UI_MAP.ViewRegion.y + (sY * UI_MAP.GridSize.iY);
// This is the sectorID in plain 0-256. Most of the functions will use this instead of sSource and sDest.
INT16 sSourceSector = SECTOR( tXS, tYS );
INT16 sDestSector = SECTOR( tXD, tYD );
// HEADROCK HAM 5: We are no longer running a subfunction (PlayersBetweenTheseSectors())
// to determine whether mercs are moving between these sectors. Instead, we'll go through
// each group, and if it is moving out of the currently-checked sector, we'll draw an arrow
// for it.
//
// Each arrow denotes one group, and its color and position will reflect how close the group
// is to entering its target sector.
//
// Additionally we also check for groups traveling in the other direction, as we'll want to
// offset the arrow appropriately.
// Current group being checked.
GROUP *curr;
// Sector of current battle
INT16 sBattleSector = -1;
BOOLEAN fMayRetreatFromBattle = FALSE;
BOOLEAN fRetreatingFromBattle = FALSE;
BOOLEAN fHelicopterGroup = FALSE;
BOOLEAN fEntering = FALSE;
BOOLEAN fDrawOnlyOne = FALSE;
// Find any battle raging at the moment.
if( gpBattleGroup )
{
// Get its sector
sBattleSector = (INT16)SECTOR( gpBattleGroup->ubSectorX, gpBattleGroup->ubSectorY );
}
// If we are showing escape routes from the battle sector, we'll need to handle the arrows
// differently.
BOOLEAN fShowingPossibleRetreatInThisDirection = FALSE;
if (gfDisplayPotentialRetreatPaths)
{
// Is our currently-examined source sector the battle sector?
if ( sBattleSector == sSourceSector )
{
curr = gpGroupList;
// If so, is any of the groups in the sector able to retreat in the current direction?
while (curr)
{
if ( curr->usGroupTeam == OUR_TEAM && // Player group
curr->ubSectorX == sX && curr->ubSectorY == sY && // Group is in the battle sector
curr->ubPrevX == tXD && curr->ubPrevY == tYD) // Group came from the examined destination
{
// Not helicopter!
if ( !IsGroupTheHelicopterGroup( curr ) )
{
// Draw only one arrow exiting this sector in the current direction, in orange.
fShowingPossibleRetreatInThisDirection = TRUE;
}
}
curr = curr->next;
}
}
// Is our currently-examined destination sector the battle sector?
else if ( sBattleSector == sDestSector )
{
// If so, is any of the groups there capable of retreating in the opposite direction?
curr = gpGroupList;
while (curr)
{
if ( curr->usGroupTeam == OUR_TEAM && // Player group
curr->ubSectorX == tXD && curr->ubSectorY == tYD && // Group is in the battle sector
curr->ubPrevX == sX && curr->ubPrevY == sY) // Group came from the examined source
{
// Not helicopter!
if ( !IsGroupTheHelicopterGroup( curr ) )
{
// We've got an arrow entering the sector.
fEntering = TRUE;
}
}
curr = curr->next;
}
}
}
// If none of the flags have been set yet, check for groups entering the sector at this time.
if (!fEntering)
{
curr = gpGroupList;
while (curr)
{
if ( curr->usGroupTeam == OUR_TEAM && // Player group
curr->ubNextX == tXS && curr->ubNextY == tYS && // Heading into this sector
!IsGroupTheHelicopterGroup( curr ) ) // Not a helicopter group!
{
// There are people entering from this direction
fEntering = TRUE;
}
curr = curr->next;
}
}
// Offset the arrows exiting this sector so that they don't overlap with the arrows entering the
// sector.
GetVideoObject(&hIconHandle, guiCHARBETWEENSECTORICONS );
usArrowWidth = hIconHandle->pETRLEObject[ iDirection ].usWidth;
usArrowHeight = hIconHandle->pETRLEObject[ iDirection ].usHeight;
if( !( iDirection % 2 ) )
{
// guys exiting north or south from this sector. Center the arrow.
sOffsetX = (UI_MAP.GridSize.iX / 2);
if( fEntering > 0 )
{
// A team is also entering this sector from the same direction.
// Is the team in this sector heading north?
if (iDirection == 0)
{
sOffsetX += 1;
}
else
{
sOffsetX -= usArrowWidth+1;
}
}
else
{
// Center the arrow along the X axis.
sOffsetX -= (usArrowWidth / 2);
}
if( iDirection == 0 )
{
// going north
sOffsetY = -usArrowHeight;
}
else
{
// going south
sOffsetY = UI_MAP.GridSize.iY;
}
}
else
{
// guys exiting east or west from this sector. Center the arrow.
sOffsetY = (UI_MAP.GridSize.iY / 2);
if( fEntering > 0 )
{
// A team is also entering this sector from the same direction.
// Is the team in this sector heading east?
if (iDirection == 1)
{
sOffsetY += 1;
}
else
{
sOffsetY -= usArrowHeight+1;
}
}
else
{
// Center the arrow along the Y axis.
sOffsetY -= (usArrowHeight / 2);
}
if( iDirection == 1 )
{
// going east
sOffsetX = UI_MAP.GridSize.iX;
}
else
{
// going west
sOffsetX = -usArrowWidth;
}
}
// Have we found a group that can retreat in this direction?
if (fShowingPossibleRetreatInThisDirection)
{
// Draw only its arrow, in orange.
iX = sSectorPosX + sOffsetX;
iY = (sSectorPosY + sOffsetY) -1;
hIconHandle->p16BPPPalette[2] = Get16BPPColor( (UINT16)FROMRGB( 244, 103, 245 ) ) ;
hIconHandle->p16BPPPalette[3] = Get16BPPColor( (UINT16)FROMRGB( 239, 182, 143 ) ) ;
hIconHandle->p16BPPPalette[4] = Get16BPPColor( (UINT16)FROMRGB( 234, 158, 105 ) ) ;
hIconHandle->p16BPPPalette[5] = Get16BPPColor( (UINT16)FROMRGB( 225, 118, 45 ) ) ;
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
// We've drawn the only arrow we need to, so continue to check the next direction.
continue;
}
// At this point we know that this direction should be checked normally, for any groups currently leaving it.
// First lets set some basic values depending on direction.
INT16 sNoProgressOffsetX = 0;
INT16 sNoProgressOffsetY = 0;
if (iDirection == 0)
{
sNoProgressOffsetY = usArrowHeight;
}
else if (iDirection == 1)
{
sNoProgressOffsetX = -usArrowWidth;
}
else if (iDirection == 2)
{
sNoProgressOffsetY = -usArrowHeight;
}
else if (iDirection == 3)
{
sNoProgressOffsetX = usArrowWidth;
}
// We run through all groups one by one, and find the group with the longest travel time remaining. We draw
// an arrow for it, and then check for the group with the next longest travel time, and so on until we have
// no more arrows to draw.
// check all groups
BOOLEAN fMoreGroupsToCheck = TRUE;
BOOLEAN fFoundFirstGroup = FALSE;
FLOAT dLastTravelProgress = 10000.0f; // Stores the fractional travel time for the last group drawn.
FLOAT dFirstTravelProgress = 0;
INT32 dLastTravelTimeRemaining = 0;
while (fMoreGroupsToCheck)
{
fMoreGroupsToCheck = FALSE; // Assume there are no more groups until we find them.
// If we have not yet found the group with the least progress...
if (!fFoundFirstGroup)
{
curr = gpGroupList;
while( curr )
{
if ( curr->usGroupTeam == OUR_TEAM && // Player group
curr->fBetweenSectors == TRUE && // Currently in motion
SECTOR(curr->ubSectorX, curr->ubSectorY) == sSourceSector && // Heading out of this sector
SECTOR(curr->ubNextX, curr->ubNextY) == sDestSector ) // Heading to the destination we're examining
{
if (!IsGroupTheHelicopterGroup( curr ) ) // Not a helicopter group!
{
// How long does it take to travel from source to dest?
INT32 iFullTravelTime = curr->uiTraverseTime;
// How far is this group from the starting point?
INT32 iCurTravelTime = iFullTravelTime - (curr->uiArrivalTime - GetWorldTotalMin( ));
iCurTravelTime = __max(0, iCurTravelTime);
iCurTravelTime = __min(iFullTravelTime, iCurTravelTime);
// If the group is just starting to move, this will be 0.0.
// If it is almsot at the destination, this will be close to 1.0.
FLOAT dCurTravelProgress = (FLOAT)iCurTravelTime / (FLOAT)iFullTravelTime;
// Is this the group with the most distance to the destination?
if ( dCurTravelProgress < dLastTravelProgress )
{
// If this isn't the first group we've found...
if (dLastTravelProgress < 10000.0f)
{
// We've skipped at least one group. Set the flag so we know to check for
// more groups later.
fMoreGroupsToCheck = TRUE;
}
// Ok, this is the group with the most distance to travel thus far.
// Lets store the data.
dLastTravelProgress = dCurTravelProgress;
}
else
{
// Found a group that needs to be checked later. Set the flag.
fMoreGroupsToCheck = TRUE;
}
}
}
curr = curr->next;
}
if (dLastTravelProgress < 10000.0f)
{
// We've found the first group - i.e. the group with the longest travel time remaining.
fFoundFirstGroup = TRUE;
FLOAT dProgressForDrawing = dLastTravelProgress;
if (dProgressForDrawing < 0.49f)
{
dProgressForDrawing = __max(0.0f, dProgressForDrawing - 0.1f); // Bias downwards.
}
else if (dProgressForDrawing > 0.51f)
{
dProgressForDrawing = __min(1.0f, dProgressForDrawing + 0.1f); // Bias upwards.
}
INT16 sProgressOffsetX = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetX);
INT16 sProgressOffsetY = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetY);
UINT8 ubDark[3];
UINT8 ubMid[3];
UINT8 ubLight[3];
UINT8 ubLighter[3];
ubLighter[0] = (UINT8)(173 + ((FLOAT)(247 - 173) * dProgressForDrawing));
ubLighter[1] = (UINT8)(199 + ((FLOAT)(245 - 199) * dProgressForDrawing));
ubLighter[2] = (UINT8)(247 + ((FLOAT)(173 - 247) * dProgressForDrawing));
ubLight[0] = (UINT8)(148 + ((FLOAT)(239 - 148) * dProgressForDrawing));
ubLight[1] = (UINT8)(178 + ((FLOAT)(249 - 178) * dProgressForDrawing));
ubLight[2] = (UINT8)(239 + ((FLOAT)(138 - 239) * dProgressForDrawing));
ubMid[0] = (UINT8)(107 + ((FLOAT)(228 - 107) * dProgressForDrawing));
ubMid[1] = (UINT8)(146 + ((FLOAT)(231 - 146) * dProgressForDrawing));
ubMid[2] = (UINT8)(231 + ((FLOAT)(107 - 231) * dProgressForDrawing));
ubDark[0] = (UINT8)(82 + ((FLOAT)(179 - 82) * dProgressForDrawing));
ubDark[1] = (UINT8)(113 + ((FLOAT)(181 - 113) * dProgressForDrawing));
ubDark[2] = (UINT8)(181 + ((FLOAT)(82 - 181) * dProgressForDrawing));
hIconHandle->p16BPPPalette[2] = Get16BPPColor( (UINT32)FROMRGB( ubLighter[0], ubLighter[1], ubLighter[2] ) ) ;
hIconHandle->p16BPPPalette[3] = Get16BPPColor( (UINT32)FROMRGB( ubLight[0], ubLight[1], ubLight[2] ) ) ;
hIconHandle->p16BPPPalette[4] = Get16BPPColor( (UINT32)FROMRGB( ubMid[0], ubMid[1], ubMid[2] ) ) ;
hIconHandle->p16BPPPalette[5] = Get16BPPColor( (UINT32)FROMRGB( ubDark[0], ubDark[1], ubDark[2] ) ) ;
iX = sSectorPosX + sOffsetX + sProgressOffsetX;
iY = ((sSectorPosY + sOffsetY) -1) + sProgressOffsetY;
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
// No squads moving at all! Because the flag is set, this will end the check.
fMoreGroupsToCheck = FALSE;
continue;
}
// Store the progress of the first group we've found.
dFirstTravelProgress = dLastTravelProgress;
}
// If we've already found the first group, we need to look for the next group that is closer to the
// destination.
else
{
// Run through the list again.
curr = gpGroupList;
dLastTravelProgress = 10000.0f;
while( curr )
{
if ( curr->usGroupTeam == OUR_TEAM && // Player group
curr->fBetweenSectors == TRUE && // Currently in motion
SECTOR(curr->ubSectorX, curr->ubSectorY) == sSourceSector && // Heading out of this sector
SECTOR(curr->ubNextX, curr->ubNextY) == sDestSector ) // Heading to the destination we're examining
{
if (!IsGroupTheHelicopterGroup( curr ) ) // Not a helicopter group!
{
// How long does it take to travel from source to dest?
INT32 iFullTravelTime = curr->uiTraverseTime;
// How far is this group from the starting point?
INT32 iCurTravelTime = iFullTravelTime - (curr->uiArrivalTime - GetWorldTotalMin( ));
iCurTravelTime = __max(0, iCurTravelTime);
iCurTravelTime = __min(iFullTravelTime, iCurTravelTime);
// If the group is just starting to move, this will be 0.0.
// If it is almsot at the destination, this will be close to 1.0.
FLOAT dCurTravelProgress = (FLOAT)iCurTravelTime / (FLOAT)iFullTravelTime;
// Check this group's travel time against the last group we've drawn an arrow for.
if ( dCurTravelProgress > dFirstTravelProgress && // This group is closer to the destination than the previous one
dCurTravelProgress < dLastTravelProgress ) // And is the next furthest one from the destination so far
{
// If this isn't the first group we've found...
if (dLastTravelProgress < 10000.0f)
{
// We've skipped at least one group. Set the flag so we know to check for
// more groups later.
fMoreGroupsToCheck = TRUE;
}
// Brilliant, lets store the data.
dLastTravelProgress = dCurTravelProgress;
}
// Is this group nonetheless closer to the destination than the last group we drew
// an arrow for?
else if (dCurTravelProgress > dFirstTravelProgress)
{
// Found a group that needs to be checked later. Set the flag.
fMoreGroupsToCheck = TRUE;
}
}
}
curr = curr->next;
}
if (dLastTravelProgress < 10000.0f)
{
FLOAT dProgressForDrawing = dLastTravelProgress;
if (dProgressForDrawing < 0.49f)
{
dProgressForDrawing = __max(0.0f, dProgressForDrawing - 0.1f); // Bias downwards.
}
else if (dProgressForDrawing > 0.51f)
{
dProgressForDrawing = __min(1.0f, dProgressForDrawing + 0.1f); // Bias upwards.
}
INT16 sProgressOffsetX = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetX);
INT16 sProgressOffsetY = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetY);
UINT8 ubDark[3];
UINT8 ubMid[3];
UINT8 ubLight[3];
UINT8 ubLighter[3];
ubLighter[0] = (UINT8)(173 + ((FLOAT)(247 - 173) * dProgressForDrawing));
ubLighter[1] = (UINT8)(199 + ((FLOAT)(245 - 199) * dProgressForDrawing));
ubLighter[2] = (UINT8)(247 + ((FLOAT)(173 - 247) * dProgressForDrawing));
ubLight[0] = (UINT8)(148 + ((FLOAT)(239 - 148) * dProgressForDrawing));
ubLight[1] = (UINT8)(178 + ((FLOAT)(249 - 178) * dProgressForDrawing));
ubLight[2] = (UINT8)(239 + ((FLOAT)(138 - 239) * dProgressForDrawing));
ubMid[0] = (UINT8)(107 + ((FLOAT)(228 - 107) * dProgressForDrawing));
ubMid[1] = (UINT8)(146 + ((FLOAT)(231 - 146) * dProgressForDrawing));
ubMid[2] = (UINT8)(231 + ((FLOAT)(107 - 231) * dProgressForDrawing));
ubDark[0] = (UINT8)(82 + ((FLOAT)(179 - 82) * dProgressForDrawing));
ubDark[1] = (UINT8)(113 + ((FLOAT)(181 - 113) * dProgressForDrawing));
ubDark[2] = (UINT8)(181 + ((FLOAT)(82 - 181) * dProgressForDrawing));
hIconHandle->p16BPPPalette[2] = Get16BPPColor( (UINT32)FROMRGB( ubLighter[0], ubLighter[1], ubLighter[2] ) ) ;
hIconHandle->p16BPPPalette[3] = Get16BPPColor( (UINT32)FROMRGB( ubLight[0], ubLight[1], ubLight[2] ) ) ;
hIconHandle->p16BPPPalette[4] = Get16BPPColor( (UINT32)FROMRGB( ubMid[0], ubMid[1], ubMid[2] ) ) ;
hIconHandle->p16BPPPalette[5] = Get16BPPColor( (UINT32)FROMRGB( ubDark[0], ubDark[1], ubDark[2] ) ) ;
iX = sSectorPosX + sOffsetX + sProgressOffsetX;
iY = ((sSectorPosY + sOffsetY) -1) + sProgressOffsetY;
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
// No squads moving at all! Because the flag is set, this will end the check.
fMoreGroupsToCheck = FALSE;
continue;
}
dFirstTravelProgress = dLastTravelProgress;
}
/*
switch( iDirection % 2 )
{
case 0 :
// north south
iWidth = 10;
iHeight = 12;
break;
case 1 :
// east west
iWidth = 12;
iHeight = 7;
break;
}
// error correction for scrolling with people on the move
if( iX < 0 )
{
iDeltaXForError = 0 - iX;
iWidth -= iDeltaXForError;
iX = 0;
}
if( iY < 0 )
{
iDeltaYForError = 0 - iY;
iHeight -= iDeltaYForError;
iY = 0;
}
if( ( iWidth > 0 )&&( iHeight > 0 ) )
{
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
}
*/
}
}
}
// restore buffer
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
// HEADROCK HAM 5.1: Show enemy group destinations.
void ShowNonPlayerGroupsInMotion( INT16 sX, INT16 sY, UINT8 usTeam )
{
INT32 sExiting = 0;
INT32 sEntering = 0;
INT16 sDest = 0;
INT16 sSource = 0;
INT16 sOffsetX = 0, sOffsetY = 0;
INT16 sXPosition = 0, sYPosition = 0;
INT32 iCounter = 0;
HVOBJECT hIconHandle;
INT16 sTextXOffset = 0;
INT16 sTextYOffset = 0;
INT32 iWidth = 0, iHeight = 0;
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
if( iCurrentMapSectorZ != 0 )
return;
// show the icons for people in motion from this sector to the next guy over
GROUP *curr;
curr = gpGroupList;
while( curr )
{
if ( curr->usGroupTeam != OUR_TEAM && curr->usGroupTeam == usTeam && curr->ubSectorX == sX && curr->ubSectorY == sY && curr->ubSectorZ == 0 )
{
if (curr->ubNextX != sX || curr->ubNextY != sY)
{
if (curr->ubNextX >= MINIMUM_VALID_X_COORDINATE && curr->ubNextX <= MAXIMUM_VALID_X_COORDINATE &&
curr->ubNextY >= MINIMUM_VALID_Y_COORDINATE && curr->ubNextY <= MAXIMUM_VALID_Y_COORDINATE ) // 3 hours to arrival, tops
{
INT16 iX = sX, iY = sY;
UINT8 ubDirection = 0;
INT16 sDeltaX = curr->ubNextX - sX;
INT16 sDeltaY = curr->ubNextY - sY;
GetVideoObject(&hIconHandle, guiENEMYBETWEENSECTORICONS );
INT16 iconOffsetX = 0;
INT16 iconOffsetY = 0;
if (sDeltaX != 0 && sDeltaY != 0)
{
// Group moving diagonally? Abort.
continue;
}
if (sDeltaY < 0)
{
ubDirection = 0;
sOffsetX = (UI_MAP.GridSize.iX / 2);
sOffsetY = 0;
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight);
}
else if (sDeltaX > 0)
{
ubDirection = 1;
sOffsetX = UI_MAP.GridSize.iX;
sOffsetY = (UI_MAP.GridSize.iY / 2);
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
}
else if (sDeltaY > 0)
{
ubDirection = 2;
sOffsetX = (UI_MAP.GridSize.iX / 2);
sOffsetY = UI_MAP.GridSize.iY;
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
}
else if (sDeltaX < 0)
{
ubDirection = 3;
sOffsetX = 0;
sOffsetY = (UI_MAP.GridSize.iY / 2);
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth);
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
}
if (iResolution >= _1024x768 )
{
iconOffsetY -= 1;
}
iX = UI_MAP.ViewRegion.x+( sX * UI_MAP.GridSize.iX ) + sOffsetX + iconOffsetX;
iY = UI_MAP.ViewRegion.y + ( sY * UI_MAP.GridSize.iY ) + sOffsetY + iconOffsetY;
// Flugente: depending on which team's direction we show there is an offset to the images
// Note that we also need a x or y offset if multiple teamsare moving in the same sector, but currently that won't happen
if ( curr->usGroupTeam == MILITIA_TEAM )
ubDirection += 4;
BltVideoObject(guiSAVEBUFFER, hIconHandle, ubDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
iWidth = 12;
iHeight = 7;
// error correction for scrolling with people on the move
if( iX < 0 )
{
iDeltaXForError = 0 - iX;
iWidth -= iDeltaXForError;
iX = 0;
}
if( iY < 0 )
{
iDeltaYForError = 0 - iY;
iHeight -= iDeltaYForError;
iY = 0;
}
if( ( iWidth > 0 )&&( iHeight > 0 ) )
{
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
}
}
}
}
curr = curr->next;
}
}
// Flugente: show militia movement
void ShowMilitiaInMotion( INT16 sX, INT16 sY )
{
INT32 sExiting = 0;
INT32 sEntering = 0;
INT16 sDest = 0;
INT16 sSource = 0;
INT16 sOffsetX = 0, sOffsetY = 0;
INT16 sXPosition = 0, sYPosition = 0;
INT32 iCounter = 0;
HVOBJECT hIconHandle;
INT16 sTextXOffset = 0;
INT16 sTextYOffset = 0;
INT32 iWidth = 0, iHeight = 0;
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
if( iCurrentMapSectorZ )
return;
if ( !NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM ) )
return;
int sector = CALCULATE_STRATEGIC_INDEX( sX, sY );
if ( ( StrategicMap[sector].usFlags & MILITIA_MOVE_ALLDIRS ) == 0 )
return;
// show the icons for people in motion from this sector to the next guy over
INT16 iX = sX, iY = sY;
UINT8 ubDirection = 0;
GetVideoObject(&hIconHandle, guiENEMYBETWEENSECTORICONS );
INT16 iconOffsetX = 0;
INT16 iconOffsetY = 0;
if ( StrategicMap[sector].usFlags & MILITIA_MOVE_NORTH )
{
ubDirection = 4;
sOffsetX = (UI_MAP.GridSize.iX / 2);
sOffsetY = 0;
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight);
}
else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_EAST )
{
ubDirection = 5;
sOffsetX = UI_MAP.GridSize.iX;
sOffsetY = (UI_MAP.GridSize.iY / 2);
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
}
else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_SOUTH )
{
ubDirection = 6;
sOffsetX = (UI_MAP.GridSize.iX / 2);
sOffsetY = UI_MAP.GridSize.iY;
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
}
else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_WEST )
{
ubDirection = 7;
sOffsetX = 0;
sOffsetY = (UI_MAP.GridSize.iY / 2);
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth);
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
}
if (iResolution >= _1024x768 )
{
iconOffsetY -= 1;
}
iX = UI_MAP.ViewRegion.x+( sX * UI_MAP.GridSize.iX ) + sOffsetX + iconOffsetX;
iY = UI_MAP.ViewRegion.y + ( sY * UI_MAP.GridSize.iY ) + sOffsetY + iconOffsetY;
BltVideoObject(guiSAVEBUFFER, hIconHandle, ubDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
iWidth = 12;
iHeight = 7;
// error correction for scrolling with people on the move
if( iX < 0 )
{
iDeltaXForError = 0 - iX;
iWidth -= iDeltaXForError;
iX = 0;
}
if( iY < 0 )
{
iDeltaYForError = 0 - iY;
iHeight -= iDeltaYForError;
iY = 0;
}
if( ( iWidth > 0 )&&( iHeight > 0 ) )
{
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
}
}
void DisplayDistancesForHelicopter( void )
{
// calculate the distance travelled, the proposed distance, and total distance one can go
// display these on screen
INT16 sDistanceToGo = 0, sDistanceSoFar = 0, sTotalCanTravel = 0;
INT16 sRemainingFuel = 0, sDistToRefuelSite = 0;
INT16 sX = 0, sY = 0;
CHAR16 sString[ 32 ];
HVOBJECT hHandle;
INT16 sTotalOfTrip = 0;
INT32 iTime = 0;
INT16 sMapX, sMapY;
INT16 sYPosition = 0;
static INT16 sOldYPosition = 0;
INT16 sNumSafeSectors;
INT16 sNumUnSafeSectors;
UINT32 uiTripCost;
if ( GetMouseMapXY( &sMapX, &sMapY ) && ( sMapY >= 13 ) )
{
sYPosition = UI_MAP.HeliETA.Upper_Popup_Y;
}
else
{
sYPosition = UI_MAP.HeliETA.PopupBox.y;
}
if( ( sOldYPosition != 0 ) && ( sOldYPosition != sYPosition ) )
{
if( !gGameExternalOptions.fAlternativeHelicopterFuelSystem )
RestoreExternBackgroundRect(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA.PopupBox.width + 20, UI_MAP.HeliETA.PopupBox.height);
else
RestoreExternBackgroundRect(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA .PopupBox.width + 20, UI_MAP.HeliETA.Alternate_Height);
}
sOldYPosition = sYPosition;
// blit in background
UINT8 imageIndex = 0;
if( gGameExternalOptions.fAlternativeHelicopterFuelSystem )
GetVideoObject( &hHandle, guiMapBorderHeliSectorsAlternate );
else
GetVideoObject( &hHandle, guiMapBorderHeliSectors );
if (isWidescreenUI() || iResolution >= _1024x768)
{
imageIndex = 2;
}
else if (iResolution >= _800x600)
imageIndex = 1;
else
imageIndex = 0;
BltVideoObject( FRAME_BUFFER, hHandle, imageIndex, UI_MAP.HeliETA.PopupBox.x, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
sTotalCanTravel = ( INT16 )GetTotalDistanceHelicopterCanTravel( );
sDistanceToGo = ( INT16 )DistanceOfIntendedHelicopterPath( );
sTotalOfTrip = sDistanceToGo; // + ( INT16 ) ( DistanceToNearestRefuelPoint( ( INT16 )( LastSectorInHelicoptersPath() % MAP_WORLD_X ), ( INT16 ) ( LastSectorInHelicoptersPath() / MAP_WORLD_X ) ) );
sNumSafeSectors = GetNumSafeSectorsInPath( );
sNumUnSafeSectors = GetNumUnSafeSectorsInPath( );
//sDistanceSoFar = ( INT16 )HowFarHelicopterhasTravelledSinceRefueling( );
//sTotalDistanceOfTrip = ( INT16 )DistanceToNearestRefuelPoint( );
sRemainingFuel = ( INT16 )(gHelicopterSettings.ubHelicopterDistanceWithoutRefuel - iTotalHeliDistanceSinceRefuel - sDistanceToGo);
sDistToRefuelSite = ( INT16 )DistanceToNearestRefuelPoint( sMapX, sMapY );
if( sDistanceToGo == 9999)
{
sDistanceToGo = 0;
}
// set the font stuff
SetFont( MAP_FONT );
SetFontForeground( FONT_LTGREEN );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_TOTAL_DISTANCE ] );
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5, sString );
/*
if ( IsSectorOutOfTheWay( sMapX, sMapY ) )
{
SetFontForeground( FONT_RED );
}
else
*/
{
SetFontForeground( FONT_LTGREEN );
}
swprintf( sString, L"%d", sTotalOfTrip );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, UI_MAP.HeliETA.PopupBox.y + 5, UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, sYPosition + 5, sString );
SetFontForeground( FONT_LTGREEN );
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_SAFE ] );
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + GetFontHeight( MAP_FONT ), sString );
swprintf( sString, L"%d", sNumSafeSectors );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 2 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + GetFontHeight( MAP_FONT ) ), sString );
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_UNSAFE ] );
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 2 * GetFontHeight( MAP_FONT ), sString );
swprintf( sString, L"%d", sNumUnSafeSectors );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 2 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 2 * GetFontHeight( MAP_FONT ) ), sString );
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_TOTAL_COST ] );
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ), sString );
// calculate the cost of the trip based on the number of safe and unsafe sectors it will pass through
// HEADROCK HAM 3.5: Externalized Base Cost. Also includes hourly-calculated facility modifier.
UINT32 uiCostGreen = __max(0,gGameExternalOptions.usHelicopterBaseCostPerGreenTile + gsSkyriderCostModifier);
UINT32 uiCostRed = __max(0,gGameExternalOptions.usHelicopterBaseCostPerRedTile + gsSkyriderCostModifier);
uiTripCost = ( sNumSafeSectors * uiCostGreen ) + ( sNumUnSafeSectors * uiCostRed );
if( (INT32)uiTripCost > LaptopSaveInfo.iCurrentBalance )
SetFontForeground( FONT_LTRED );
swprintf( sString, L"%d", uiTripCost );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 3 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ) ), sString );
SetFontForeground( FONT_LTGREEN );
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_ETA ] );
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ), sString );
// get travel time for the last path segment
iTime = GetPathTravelTimeDuringPlotting( pTempHelicopterPath );
// add travel time for any prior path segments (stored in the helicopter's mercpath, but waypoints aren't built)
iTime += GetPathTravelTimeDuringPlotting( pVehicleList[ iHelicopterVehicleId ].pMercPath );
swprintf( sString, L"%d%s %d%s", iTime / 60, gsTimeStrings[0], iTime % 60, gsTimeStrings[1] );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) ( sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ) ), sString );
// show # of passengers aboard the chopper
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 5 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ STR_HELI_ETA_PASSENGERS ] );
swprintf( sString, L"%d", GetNumberOfPassengersInHelicopter() );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 5 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 5 * GetFontHeight( MAP_FONT ) ), sString );
// show remaining fuel
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 6 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ STR_HELI_ETA_REMAINING_FUEL ] );
swprintf( sString, L"%d", sRemainingFuel );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 6 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
if( sRemainingFuel < sDistToRefuelSite )
SetFontForeground( FONT_LTRED );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 6 * GetFontHeight( MAP_FONT ) ), sString );
SetFontForeground( FONT_LTGREEN );
// show distance to the nearest refuel site
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 7 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ STR_HELI_ETA_DISTANCE_TO_REFUEL_SITE ] );
swprintf( sString, L"%d", sDistToRefuelSite );
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 7 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
if( sRemainingFuel < sDistToRefuelSite )
SetFontForeground( FONT_LTRED );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 7 * GetFontHeight( MAP_FONT ) ), sString );
SetFontForeground( FONT_LTGREEN );
if( !gGameExternalOptions.fAlternativeHelicopterFuelSystem )
InvalidateRegion(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA.PopupBox.x + UI_MAP.HeliETA.PopupBox.width + 20, sOldYPosition + UI_MAP.HeliETA.PopupBox.height);
else
InvalidateRegion(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA.PopupBox.x + UI_MAP.HeliETA.PopupBox.width + 20, sOldYPosition + UI_MAP.HeliETA.Alternate_Height);
}
// grab position of helicopter and blt to screen
void DisplayPositionOfHelicopter( void )
{
static INT16 sOldMapX = 0, sOldMapY = 0;
// INT16 sX =0, sY = 0;
FLOAT flRatio = 0.0;
UINT32 x,y;
UINT16 minX, minY, maxX, maxY;
GROUP *pGroup;
HVOBJECT hHandle;
INT32 iNumberOfPeopleInHelicopter = 0;
CHAR16 sString[ 4 ];
INT32 MAP_MVT_ICON_FONT = TINYFONT1;
AssertMsg( ( sOldMapX >= 0 ) && ( sOldMapX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
AssertMsg( ( sOldMapY >= 0 ) && ( sOldMapY < SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
// HEADROCK HAM 5: Now has to be done here to get the size of the helicopter icon.
GetVideoObject( &hHandle, guiHelicopterIcon );
UINT16 usIconWidth = hHandle->pETRLEObject[ 0 ].usWidth;
UINT16 usIconHeight = hHandle->pETRLEObject[ 0 ].usHeight;
UINT16 usIconOffsetX = hHandle->pETRLEObject[ 0 ].sOffsetX;
UINT16 usIconOffsetY = hHandle->pETRLEObject[ 0 ].sOffsetY;
// restore background on map where it is
if( sOldMapX != 0 )
{
RestoreExternBackgroundRect( sOldMapX + usIconOffsetX, sOldMapY + usIconOffsetY, usIconWidth, usIconHeight );
sOldMapX = 0;
}
if( iHelicopterVehicleId != -1 )
{
// draw the destination icon first, so when they overlap, the real one is on top!
// HEADROCK HAM 5: No reason to display this anymore: we now do it with a cool new icon displayed
// while drawing the path.
//DisplayDestinationOfHelicopter( );
// check if mvt group
if( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup != 0 ) {
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
if (!pGroup) {
// Something is really goofed up, there's no group for the helicopter. Re-create it.
static bool heliMsg1Given = false;
if (!heliMsg1Given) {
DoScreenIndependantMessageBox( L"The helicopter data is corrupted. Attempting to repair it...", MSG_BOX_FLAG_OK, NULL );
heliMsg1Given = true;
}
RemoveVehicleFromList (iHelicopterVehicleId);
InitAVehicle (iHelicopterVehicleId, 13, MAP_ROW_B);
fSkyRiderSetUp = FALSE;
SetUpHelicopterForPlayer( 13, MAP_ROW_B, gNewVehicle[ HELICOPTER ].NewPilot, HELICOPTER );
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
if (!pGroup) {
static bool heliMsg2Given = false;
if (!heliMsg2Given) {
DoScreenIndependantMessageBox( L"The helicopter data is corrupted beyond repair. Please report this and send a save file and your .ini file. You can continue playing but the helicopter will not work properly.", MSG_BOX_FLAG_OK, NULL );
heliMsg2Given = true;
}
return;
}
}
if( ( pGroup->uiTraverseTime > 0 ) && ( pGroup->uiTraverseTime != 0xffffffff ) ) {
flRatio = ( ( pGroup->uiTraverseTime + GetWorldTotalMin() ) - pGroup->uiArrivalTime ) / ( float ) pGroup->uiTraverseTime;
}
if ( flRatio < 0 ) {
flRatio = 0;
} else if ( flRatio > 100 ) {
flRatio = 100;
}
// grab min and max locations to interpolate sub sector position
minX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * ( pGroup->ubSectorX );
maxX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * ( pGroup->ubNextX );
minY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * ( pGroup->ubSectorY );
maxY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * ( pGroup->ubNextY );
AssertMsg( ( minX >= 0 ) && ( minX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid minX = %d", minX ) );
AssertMsg( ( maxX >= 0 ) && ( maxX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid maxX = %d", maxX ) );
AssertMsg( ( minY >= 0 ) && ( minY < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid minY = %d", minY ) );
AssertMsg( ( maxY >= 0 ) && ( maxY < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid maxY = %d", maxY ) );
// IMPORTANT: Since min can easily be larger than max, we gotta cast to as signed value
x = ( UINT32 )( minX + flRatio * ( ( INT16 ) maxX - ( INT16 ) minX ) );
y = ( UINT32 )( minY + flRatio * ( ( INT16 ) maxY - ( INT16 ) minY ) );
// HEADROCK HAM 5: Not necessary?
//x += 1;
//y += 3;
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
x, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minX, maxX ) );
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
y, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minY, maxY ) );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
// HEADROCK HAM 5: Not necessary?
/*
GetVideoObject( &hHandle, guiHelicopterIcon );
if (iResolution >= _800x600)
{
x = x + (MAP_GRID_X / 2) - 10;
y = y + 1 + (MAP_GRID_Y / 2) - 10;
}
*/
BltVideoObject( FRAME_BUFFER, hHandle, HELI_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
// now get number of people and blit that too
iNumberOfPeopleInHelicopter = GetNumberOfPassengersInHelicopter( );
swprintf( sString, L"%d", iNumberOfPeopleInHelicopter );
SetFont( MAP_MVT_ICON_FONT );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
mprintf( x + (UI_MAP.GridSize.iX / 2) - 4, y + (UI_MAP.GridSize.iY / 2) - 4, sString );
InvalidateRegion( x, y, x + usIconWidth, y + usIconHeight );
RestoreClipRegionToFullScreen( );
// now store the old stuff
sOldMapX = ( INT16 ) x;
sOldMapY = ( INT16 ) y;
}
}
}
void DisplayPositionOfEnemyHelicopter()
{
static INT16 sOldMapX = 0, sOldMapY = 0;
// INT16 sX =0, sY = 0;
FLOAT flRatio = 0.0;
UINT32 x, y;
UINT16 minX, minY, maxX, maxY;
HVOBJECT hHandle;
INT32 iNumberOfPeopleInHelicopter = 0;
INT32 MAP_MVT_ICON_FONT = TINYFONT1;
AssertMsg( (sOldMapX >= 0) && (sOldMapX < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
AssertMsg( (sOldMapY >= 0) && (sOldMapY < SCREEN_HEIGHT), String( "DisplayPositionOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
// TODO: different icon
// HEADROCK HAM 5: Now has to be done here to get the size of the helicopter icon.
GetVideoObject( &hHandle, guiEnemyHelicopterIcon );
UINT16 usIconWidth = hHandle->pETRLEObject[0].usWidth;
UINT16 usIconHeight = hHandle->pETRLEObject[0].usHeight;
UINT16 usIconOffsetX = hHandle->pETRLEObject[0].sOffsetX;
UINT16 usIconOffsetY = hHandle->pETRLEObject[0].sOffsetY;
// restore background on map where it is
if ( sOldMapX != 0 )
{
RestoreExternBackgroundRect( sOldMapX + usIconOffsetX, sOldMapY + usIconOffsetY, usIconWidth, usIconHeight );
sOldMapX = 0;
}
std::set<UINT8> helisectorset = GetEnemyHeliSectors( TRUE ); // if set to FALSE, display helicopters regardless of player knowledge
for ( std::set<UINT8>::iterator it = helisectorset.begin( ); it != helisectorset.end( ); ++it)
{
UINT8 sector = (*it);
UINT8 sector_x = SECTORX( sector );
UINT8 sector_y = SECTORY( sector );
// grab min and max locations to interpolate sub sector position
minX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * (sector_x);
maxX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * (sector_x);
minY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * (sector_y);
maxY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * (sector_y);
AssertMsg( (minX >= 0) && (minX < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid minX = %d", minX ) );
AssertMsg( (maxX >= 0) && (maxX < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid maxX = %d", maxX ) );
AssertMsg( (minY >= 0) && (minY < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid minY = %d", minY ) );
AssertMsg( (maxY >= 0) && (maxY < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid maxY = %d", maxY ) );
// IMPORTANT: Since min can easily be larger than max, we gotta cast to as signed value
x = (UINT32)(minX + flRatio * ((INT16)maxX - (INT16)minX));
y = (UINT32)(minY + flRatio * ((INT16)maxY - (INT16)minY));
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
BltVideoObject( FRAME_BUFFER, hHandle, HELI_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( x, y, x + usIconWidth, y + usIconHeight );
RestoreClipRegionToFullScreen( );
// now store the old stuff
sOldMapX = (INT16)x;
sOldMapY = (INT16)y;
}
}
void DisplayDestinationOfHelicopter( void )
{
static INT16 sOldMapX = 0, sOldMapY = 0;
INT16 sSector;
INT16 sMapX, sMapY;
UINT32 x,y;
HVOBJECT hHandle;
AssertMsg( ( sOldMapX >= 0 ) && ( sOldMapX < SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
AssertMsg( ( sOldMapY >= 0 ) && ( sOldMapY < SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
// restore background on map where it is
if( sOldMapX != 0 )
{
RestoreExternBackgroundRect( sOldMapX, sOldMapY, HELI_SHADOW_ICON_WIDTH, HELI_SHADOW_ICON_HEIGHT );
sOldMapX = 0;
}
// if helicopter is going somewhere
if ( GetLengthOfPath( pVehicleList[ iHelicopterVehicleId ].pMercPath ) > 1 )
{
// get destination
sSector = GetLastSectorIdInVehiclePath( iHelicopterVehicleId );
sMapX = sSector % MAP_WORLD_X;
sMapY = sSector / MAP_WORLD_X;
x = UI_MAP.ViewRegion.x + ( UI_MAP.GridSize.iX * sMapX ) + 1;
y = UI_MAP.ViewRegion.y + ( UI_MAP.GridSize.iY * sMapY ) + 3;
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
GetVideoObject( &hHandle, guiHelicopterIcon );
BltVideoObject( FRAME_BUFFER, hHandle, HELI_SHADOW_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
if (iResolution >= _800x600)
{
x = x + (UI_MAP.GridSize.iX / 2) - 10;
y = y + 1 + (UI_MAP.GridSize.iY / 2) - 10;
}
InvalidateRegion( x, y, x + HELI_SHADOW_ICON_WIDTH, y + HELI_SHADOW_ICON_HEIGHT );
RestoreClipRegionToFullScreen( );
// now store the old stuff
sOldMapX = ( INT16 ) x;
sOldMapY = ( INT16 ) y;
}
}
BOOLEAN CheckForClickOverHelicopterIcon( INT16 sClickedSectorX, INT16 sClickedSectorY )
{
INT32 iDeltaTime = 0;
BOOLEAN fIgnoreClick = FALSE;
GROUP *pGroup = NULL;
BOOLEAN fHelicopterOverNextSector = FALSE;
FLOAT flRatio = 0.0;
INT16 sSectorX;
INT16 sSectorY;
iDeltaTime = GetJA2Clock() - giClickHeliIconBaseTime;
giClickHeliIconBaseTime = GetJA2Clock();
if( iDeltaTime < 400 )
{
fIgnoreClick = TRUE;
}
if ( !fHelicopterAvailable || (gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) )
{
return( FALSE );
}
if ( iHelicopterVehicleId == -1 )
{
return( FALSE );
}
// figure out over which sector the helicopter APPEARS to be to the player (because we slide it smoothly across the
// map, unlike groups travelling on the ground, it can appear over its next sector while it's not there yet.
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
Assert( pGroup );
if ( pGroup->fBetweenSectors )
{
// this came up in one bug report!
Assert( pGroup->uiTraverseTime != -1 );
if( ( pGroup->uiTraverseTime > 0 ) && ( pGroup->uiTraverseTime != 0xffffffff ) )
{
flRatio = ( pGroup->uiTraverseTime - pGroup->uiArrivalTime + GetWorldTotalMin() ) / ( float ) pGroup->uiTraverseTime;
}
// if more than halfway there, the chopper appears more over the next sector, not over its current one(!)
if ( flRatio > 0.5 )
{
fHelicopterOverNextSector = TRUE;
}
}
if ( fHelicopterOverNextSector )
{
// use the next sector's coordinates
sSectorX = pGroup->ubNextX;
sSectorY = pGroup->ubNextY;
}
else
{
// use current sector's coordinates
sSectorX = pVehicleList[ iHelicopterVehicleId ].sSectorX;
sSectorY = pVehicleList[ iHelicopterVehicleId ].sSectorY;
}
// check if helicopter appears where he clicked
if( ( sSectorX != sClickedSectorX ) || ( sSectorY != sClickedSectorY ) )
{
return( FALSE );
}
return( TRUE );
}
void BlitMineIcon( INT16 sMapX, INT16 sMapY )
{
HVOBJECT hHandle;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf2;
INT16 sScreenX, sScreenY;
GetVideoObject( &hHandle, guiMINEICON );
pDestBuf2 = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, UI_MAP.ViewRegion.x+UI_MAP.GridSize.iX - 1, UI_MAP.ViewRegion.y+UI_MAP.GridSize.iY - 1, UI_MAP.ViewRegion.width+1,UI_MAP.ViewRegion.height-9 );
UnLockVideoSurface(guiSAVEBUFFER);
GetScreenXYFromMapXY( ( INT16 )( sMapX ), ( INT16 )( sMapY ), &sScreenX, &sScreenY );
// when not zoomed, the x,y returned is the top left CORNER of the map square in question
BltVideoObject( guiSAVEBUFFER, hHandle, 1, sScreenX + UI_MAP.GridSize.iX / 4, sScreenY + UI_MAP.GridSize.iY / 4, VO_BLT_SRCTRANSPARENCY, NULL );
}
void BlitMineText( INT16 sMapX, INT16 sMapY )
{
INT16 sScreenX, sScreenY;
CHAR16 wString[ 32 ], wSubString[ 32 ];
UINT8 ubMineIndex;
UINT8 ubLineCnt = 0;
GetScreenXYFromMapXY( ( INT16 )( sMapX ), ( INT16 )( sMapY ), &sScreenX, &sScreenY );
// set coordinates for start of mine text
sScreenX += UI_MAP.GridSize.iX / 2; // centered around middle of mine square
sScreenY += UI_MAP.GridSize.iY + 1; // slightly below
// show detailed mine info (name, production rate, daily production)
SetFontDestBuffer( guiSAVEBUFFER, UI_MAP.ViewRegion.x, UI_MAP.ViewRegion.y, UI_MAP.ViewRegion.x+UI_MAP.ViewRegion.width+UI_MAP.GridSize.iX, UI_MAP.ViewRegion.y+UI_MAP.ViewRegion.height+7, FALSE );
// HEADROCK HAM 5: Variable Font
INT32 MapMineLabelsFont;
if (iResolution <= _800x600 )
{
MapMineLabelsFont = MAP_FONT;
}
else
{
MapMineLabelsFont = FONT14ARIAL;
}
SetFont(MapMineLabelsFont);
SetFontForeground( FONT_LTGREEN );
SetFontBackground( FONT_BLACK );
ubMineIndex = GetMineIndexForSector( sMapX, sMapY );
// display associated town name, followed by "mine"
//swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( GetMineIndexForSector( sMapX, sMapY ) ) ], pwMineStrings[ 0 ] );
swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( GetMineIndexForSector( sMapX, sMapY ) ) ], MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
++ubLineCnt;
// check if mine is empty (abandoned) or running out
if (gMineStatus[ ubMineIndex ].fEmpty)
{
swprintf( wString, L"%s", pwMineStrings[ 5 ] );
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
++ubLineCnt;
}
else if (gMineStatus[ ubMineIndex ].fShutDown)
{
swprintf( wString, L"%s", pwMineStrings[ 6 ] );
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
++ubLineCnt;
}
else if (gMineStatus[ ubMineIndex ].fRunningOut)
{
swprintf( wString, L"%s", pwMineStrings[ 7 ] );
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
++ubLineCnt;
}
// only show production if player controls it and it's actually producing
if (PlayerControlsMine(ubMineIndex) && !gMineStatus[ ubMineIndex ].fEmpty)
{
// show current production
swprintf( wSubString, L"%d", PredictDailyIncomeFromAMine(ubMineIndex, TRUE) );
InsertCommasForDollarFigure( wSubString );
InsertDollarSignInToString( wSubString );
wcscpy( wString, wSubString );
/*
// show maximum potential production
swprintf( wSubString, L"%d", GetMaxDailyRemovalFromMine(ubMineIndex) );
InsertCommasForDollarFigure( wSubString );
InsertDollarSignInToString( wSubString );
wcscat( wString, L" / ");
wcscat( wString, wSubString );
*/
// if potential is not nil, show percentage of the two
if (GetMaxPeriodicRemovalFromMine(ubMineIndex) > 0)
{
#ifdef CHINESE
swprintf( wSubString, L" (%d%%%)", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) );
#else
swprintf( wSubString, L" (%d%%%%)", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) );
#endif
wcscat( wString, wSubString );
}
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
mprintf( ( sScreenX - StringPixLengthArg( MapMineLabelsFont, wcslen(wString), wString ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ), wString );
++ubLineCnt;
// Flugente: workforce
if ( gGameExternalOptions.fMineRequiresWorkers )
{
INT8 bTownId = gMineStatus[ ubMineIndex ].bAssociatedTown;
UINT16 maxworkforce = 0;
UINT16 workforce = GetTownWorkers( bTownId, maxworkforce);
if ( maxworkforce > 0 )
{
swprintf( wString, L"%d/%d workers", workforce, maxworkforce );
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
++ubLineCnt;
}
}
}
SetFontDestBuffer( FRAME_BUFFER, UI_MAP.ViewRegion.x, UI_MAP.ViewRegion.y, UI_MAP.ViewRegion.x+UI_MAP.ViewRegion.width+UI_MAP.GridSize.iX, UI_MAP.ViewRegion.y+UI_MAP.ViewRegion.height+7, FALSE );
}
// HEADROCK HAM 5: Now takes argument for font.
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX, INT32 iFont)
{
INT16 sStartingX, sPastEdge;
sStartingX = *psX - (StringPixLengthArg( iFont, wcslen(wString), wString ) / 2);
sPastEdge = (UI_MAP.ViewRegion.x + 23) - sStartingX;
if (sPastEdge > 0)
*psX += sPastEdge;
}
void BlitTownGridMarkers( void )
{
INT16 sScreenX = 0, sScreenY = 0;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usColor = 0;
INT32 iCounter = 0;
INT16 sWidth = 0, sHeight = 0;
// get 16 bpp color
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
// blit in the highlighted sector
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
// go through list of towns and place on screen
while( pTownNamesList[ iCounter ] != 0 )
{
// skip Orta/Tixa until found
//if( ( ( fFoundOrta != FALSE ) || ( pTownNamesList[ iCounter ] != ORTA ) ) && ( ( pTownNamesList[ iCounter ] != TIXA ) || ( fFoundTixa != FALSE) ) )
if( gfHiddenTown[ pTownNamesList[ iCounter ] ] == TRUE )
{
// get location on screen
GetScreenXYFromMapXY( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), &sScreenX, &sScreenY );
sWidth = UI_MAP.GridSize.iX - 1;
sHeight= UI_MAP.GridSize.iY;
sScreenX += 2;
if( StrategicMap[ pTownLocationsList[ iCounter ] - MAP_WORLD_X ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId )
{
LineDraw( TRUE, sScreenX - 1, sScreenY - 1, sScreenX + sWidth - 1, sScreenY - 1, usColor, pDestBuf );
}
if( ( StrategicMap[ pTownLocationsList[ iCounter ] + MAP_WORLD_X ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId ) /* || ( StrategicMap[ pTownLocationsList[ iCounter ] + MAP_WORLD_X ].bNameId == PALACE ) */ )
{
LineDraw( TRUE, sScreenX - 1, sScreenY + sHeight - 1, sScreenX + sWidth - 1, sScreenY + sHeight - 1, usColor, pDestBuf );
}
if( StrategicMap[ pTownLocationsList[ iCounter ] - 1 ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId )
{
LineDraw( TRUE, sScreenX - 2, sScreenY - 1, sScreenX - 2, sScreenY + sHeight - 1, usColor, pDestBuf );
}
if( StrategicMap[ pTownLocationsList[ iCounter ] + 1 ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId )
{
LineDraw( TRUE, sScreenX + sWidth - 1, sScreenY - 1, sScreenX + sWidth - 1, sScreenY + sHeight - 1, usColor, pDestBuf );
}
}
++iCounter;
}
// restore clips
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
// unlock surface
UnLockVideoSurface( guiSAVEBUFFER );
}
void BlitMineGridMarkers( void )
{
INT16 sScreenX = 0, sScreenY = 0;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usColor = 0;
INT32 iCounter = 0;
INT16 sWidth = 0, sHeight = 0;
// get 16 bpp color
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
// blit in the highlighted sector
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
for( iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; ++iCounter )
{
// get location on screen
//GetScreenXYFromMapXY( ( INT16 )( gMineLocation[ iCounter ].sSectorX ), ( INT16 )( gMineLocation[ iCounter ].sSectorY ), &sScreenX, &sScreenY );
GetScreenXYFromMapXY( ( INT16 )( gMineStatus[ iCounter ].sSectorX ), ( INT16 )( gMineStatus[ iCounter ].sSectorY ), &sScreenX, &sScreenY );
sWidth = UI_MAP.GridSize.iX;
sHeight= UI_MAP.GridSize.iY;
// draw rectangle
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
}
// restore clips
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
// unlock surface
UnLockVideoSurface( guiSAVEBUFFER );
}
/*
void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ )
{
// if this map sector is currently selected
if( ( sX == sSelMapX ) && ( sY == sSelMapY ) && ( bZ == iCurrentMapSectorZ ) )
{
// check if anyone left in the old sector
if( NumFriendlyInSector( (INT8)sX, (INT8)sY, bZ ) == 0)
{
ChangeSelectedMapSector( sNewX, sNewY, bZ );
fMapScreenBottomDirty = TRUE;
}
}
return;
}
UINT8 NumFriendlyInSector( INT16 sX, INT16 sY, INT8 bZ )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumFriendlies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife > 0 )
{
if ( (pTeamSoldier->bSide == gbPlayerNum ) && ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ ) )
{
ubNumFriendlies++;
}
}
}
return( ubNumFriendlies );
}
*/
void DisplayLevelString( void )
{
CHAR16 sString[ 32 ];
// given the current level being displayed on the map, show a sub level message
// at the surface
if( !iCurrentMapSectorZ )
{
return;
}
SetFontDestBuffer( guiSAVEBUFFER, UI_MAP.ViewRegion.x, UI_MAP.ViewRegion.y, UI_MAP.ViewRegion.x+UI_MAP.ViewRegion.width+UI_MAP.GridSize.iX, UI_MAP.ViewRegion.y+UI_MAP.ViewRegion.height+7, FALSE );
SetFont( MAP_FONT );
SetFontForeground( MAP_INDEX_COLOR );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%s %d", sMapLevelString[ 0 ], iCurrentMapSectorZ );
mprintf(UI_MAP.LevelString.iX, UI_MAP.LevelString.iY, sString );
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
// function to manipulate the number of towns people on the cursor
BOOLEAN PickUpATownPersonFromSector( UINT8 ubType, INT16 sX, INT16 sY )
{
// see if there are any militia of this type in this sector
if( !SectorInfo[ SECTOR( sX, sY ) ].ubNumberOfCivsAtLevel[ ubType ] )
{
// failed, no one here
return( FALSE );
}
// are they in the same town as they were pickedup from
if( GetTownIdForSector( sX, sY ) != sSelectedMilitiaTown )
{
return( FALSE );
}
if( !SectorOursAndPeaceful( sX, sY, 0 ) )
{
return( FALSE );
}
if( sX == gWorldSectorX && sY == gWorldSectorY )
{
gfStrategicMilitiaChangesMade = TRUE;
}
// the number of units transferred
INT16 countMovedCivs = 1;
// all units in sector
if (_KeyDown(SHIFT))
countMovedCivs = SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ];
// 5 units in sector
else if (_KeyDown(CTRL))
countMovedCivs = min(5, SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ]);
// otherwise pick this guy up
switch( ubType )
{
case( GREEN_MILITIA ):
sGreensOnCursor += countMovedCivs;
break;
case( REGULAR_MILITIA ):
sRegularsOnCursor += countMovedCivs;
break;
case( ELITE_MILITIA ):
sElitesOnCursor += countMovedCivs;
break;
}
// reduce number in this sector
SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ] -= countMovedCivs;
// Flugente: indivdual militia
PickIndividualMilitia( SECTOR( sX, sY ), ubType, countMovedCivs );
fMapPanelDirty = TRUE;
return( TRUE );
}
BOOLEAN DropAPersonInASector( UINT8 ubType, INT16 sX, INT16 sY )
{
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen2");
// are they in the same town as they were pickedup from
if( GetTownIdForSector( sX, sY ) != sSelectedMilitiaTown )
{
return( FALSE );
}
// to move a group of militia
// Flugente: we have to account for militia in groups!
INT32 countFreeCivPlace = iMaxMilitiaPerSector - NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM );
if( countFreeCivPlace <= 0 )
{
return( FALSE );
}
if( !SectorOursAndPeaceful(sX, sY, 0 ) )
{
return( FALSE );
}
if( sX == gWorldSectorX && sY == gWorldSectorY )
{
gfStrategicMilitiaChangesMade = TRUE;
}
// the number of units transferred
INT16 countMovedCivs = 1;
// drop the guy into this sector
switch( ubType )
{
case( GREEN_MILITIA ):
if( !sGreensOnCursor )
{
return( FALSE );
}
// drop max allowable units
if (_KeyDown(SHIFT))
{
if (countFreeCivPlace <= sGreensOnCursor)
countMovedCivs = countFreeCivPlace;
else
countMovedCivs = sGreensOnCursor;
}
// drop 5 units
else if (_KeyDown(CTRL))
{
if (countFreeCivPlace <= 5)
countMovedCivs = min(countFreeCivPlace, sGreensOnCursor);
else
countMovedCivs = min(5, sGreensOnCursor);
}
sGreensOnCursor -= countMovedCivs;
break;
case( REGULAR_MILITIA ):
if( !sRegularsOnCursor )
{
return( FALSE );
}
// drop max allowable units
if (_KeyDown(SHIFT))
{
if (countFreeCivPlace <= sRegularsOnCursor)
countMovedCivs = countFreeCivPlace;
else
countMovedCivs = sRegularsOnCursor;
}
// drop 5 units
else if (_KeyDown(CTRL))
{
if (countFreeCivPlace <= 5)
countMovedCivs = min(countFreeCivPlace, sRegularsOnCursor);
else
countMovedCivs = min(5, sRegularsOnCursor);
}
sRegularsOnCursor -= countMovedCivs;
break;
case( ELITE_MILITIA ):
if( !sElitesOnCursor )
{
return( FALSE );
}
// drop max allowable units
if (_KeyDown(SHIFT))
{
if (countFreeCivPlace <= sElitesOnCursor)
countMovedCivs = countFreeCivPlace;
else
countMovedCivs = sElitesOnCursor;
}
// drop 5 units
else if (_KeyDown(CTRL))
{
if (countFreeCivPlace <= 5)
countMovedCivs = min(countFreeCivPlace, sElitesOnCursor);
else
countMovedCivs = min(5, sElitesOnCursor);
}
sElitesOnCursor -= countMovedCivs;
break;
}
// up the number in this sector of this type of militia
SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ] += countMovedCivs;
// Flugente: indivdual militia
DropIndividualMilitia( SECTOR( sX, sY ), ubType, countMovedCivs );
fMapPanelDirty = TRUE;
return( TRUE );
}
BOOLEAN LoadMilitiaPopUpBox( void )
{
VOBJECT_DESC VObjectDesc;
// load the militia pop up box
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
if (iResolution >= _640x480 && iResolution < _800x600)
FilenameForBPP("INTERFACE\\Militia.sti", VObjectDesc.ImageFile);
else if (iResolution < _1024x768)
FilenameForBPP("INTERFACE\\Militia_800x600.sti", VObjectDesc.ImageFile);
else
FilenameForBPP("INTERFACE\\Militia_1024x768.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitia));
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\Militiamaps.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaMaps));
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MilitiamapsectorOutline2.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaSectorHighLight));
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MilitiamapsectorOutline.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaSectorOutline ));
return( TRUE );
}
void RemoveMilitiaPopUpBox( void )
{
// delete the militia pop up box graphic
DeleteVideoObjectFromIndex( guiMilitia );
DeleteVideoObjectFromIndex( guiMilitiaMaps );
DeleteVideoObjectFromIndex( guiMilitiaSectorHighLight );
DeleteVideoObjectFromIndex( guiMilitiaSectorOutline );
}
BOOLEAN DrawMilitiaPopUpBox( void )
{
HVOBJECT hVObject;
ETRLEObject *pTrav;
if( !fShowMilitia )
{
sSelectedMilitiaTown = 0;
}
// create buttons
CreateDestroyMilitiaSectorButtons( );
// create mouse regions if we need to
CreateDestroyMilitiaPopUPRegions( );
if( !sSelectedMilitiaTown )
{
return( FALSE );
}
// update states of militia selected sector buttons
CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( );
// get the properties of the militia object
GetVideoObject( &hVObject, guiMilitia );
BltVideoObject( FRAME_BUFFER, hVObject, POPUP_FRAMEBORDER, MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y, VO_BLT_SRCTRANSPARENCY, NULL );
GetVideoObject( &hVObject, guiMilitiaMaps );
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( sSelectedMilitiaTown - 1 ), MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y, VO_BLT_SRCTRANSPARENCY, NULL );
// set font color for labels and "total militia" counts
SetFontForeground(FONT_WHITE);
// draw name of town, and the "unassigned" label
DrawTownMilitiaName( );
// render the icons for each sector in the town
RenderIconsPerSectorForSelectedTown( );
// shade any sectors not under our control
RenderShadingForUnControlledSectors( );
// display anyone picked up
DisplayUnallocatedMilitia( );
// draw the highlight last
ShowHighLightedSectorOnMilitiaMap( );
GetVideoObject( &hVObject, guiMilitia );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
InvalidateRegion( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y, MAP_MILITIA_BOX_POS_X + pTrav->usWidth, MAP_MILITIA_BOX_POS_Y + pTrav->usHeight );
// set the text for the militia map sector info buttons
SetMilitiaMapButtonsText( );
// render buttons
MarkButtonsDirty( );
return( TRUE );
}
void CreateDestroyMilitiaPopUPRegions( void )
{
static INT16 sOldTown = 0;
INT32 iCounter = 0;
// create destroy militia pop up regions for mapscreen militia pop up box
if( sSelectedMilitiaTown != 0 )
{
sOldTown = sSelectedMilitiaTown;
}
if( fShowMilitia && sSelectedMilitiaTown && !gfMilitiaPopupCreated )
{
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
MSYS_DefineRegion( &gMapScreenMilitiaBoxRegions[ iCounter ], ( INT16 ) ( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ), ( INT16 )( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( ( iCounter ) % MILITIA_BOX_ROWS ) + 1 ) * MILITIA_BOX_BOX_WIDTH ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( ( iCounter ) / MILITIA_BOX_ROWS ) + 1 ) * MILITIA_BOX_BOX_HEIGHT ), MSYS_PRIORITY_HIGHEST - 3,
MSYS_NO_CURSOR, MilitiaRegionMoveCallback, MilitiaRegionClickCallback );
MSYS_SetRegionUserData( &gMapScreenMilitiaBoxRegions[ iCounter ], 0, iCounter );
}
// create militia panel buttons
CreateMilitiaPanelBottomButton( );
gfMilitiaPopupCreated = TRUE;
}
else if( gfMilitiaPopupCreated && ( !fShowMilitia || !sSelectedMilitiaTown ) )
{
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
// remove region
MSYS_RemoveRegion( &gMapScreenMilitiaBoxRegions[ iCounter ] );
}
// handle the shutdown of the panel...there maybe people on the cursor, distribute them evenly over all the sectors
HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( sOldTown );
DeleteMilitiaPanelBottomButton( );
gfMilitiaPopupCreated = FALSE;
}
}
void RenderIconsPerSectorForSelectedTown( void )
{
INT16 sBaseSectorValue = 0;
INT16 sCurrentSectorValue = 0;
INT32 iCounter = 0;
INT32 iNumberOfGreens = 0;
INT32 iNumberOfRegulars = 0;
INT32 iNumberOfElites = 0;
INT32 iTotalNumberOfTroops = 0;
INT32 iCurrentTroopIcon = 0;
INT32 iTotalNumberOfIcons = 0;
HVOBJECT hVObject;
UINT16 usIconValue = 0;
INT16 sX, sY;
CHAR16 sString[ 32 ];
INT16 sSectorX = 0, sSectorY = 0;
UINT8 ubGreen, ubRegular, ubElite, ub10xGreen, ub10xRegular, ub10xElite;
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// get militia video object
GetVideoObject( &hVObject, guiMilitia );
// render icons for map
for ( iCounter = 0; iCounter < MILITIA_BOX_ROWS * MILITIA_BOX_ROWS; ++iCounter )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
// skip sectors that's beyond sector P16
if( sCurrentSectorValue > SEC_P16 )
{
continue;
}
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
// get number of each
iNumberOfGreens = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
// get total
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
// printf number of troops
SetFont( FONT10ARIAL );
swprintf( sString, L"%d", iTotalNumberOfTroops );
FindFontRightCoordinates( ( INT16 )( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) ), ( INT16 ) ( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) ), MILITIA_BOX_BOX_WIDTH, 0, sString, FONT10ARIAL, &sX, &sY );
if( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR &&
!StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled )
{
if( sSectorMilitiaMapSector != iCounter )
{
mprintf( sX, ( INT16 )( sY + MILITIA_BOX_BOX_HEIGHT - 5), sString );
}
else
{
mprintf( sX - 15, ( INT16 )( sY + MILITIA_BOX_BOX_HEIGHT - 5), sString );
}
}
// get cumulative icons
ub10xElite = iNumberOfElites / 10;
ubElite = iNumberOfElites % 10 + ub10xElite;
ub10xRegular = iNumberOfRegulars / 10 + ubElite;
ubRegular = iNumberOfRegulars % 10 + ub10xRegular;
ub10xGreen = iNumberOfGreens / 10 + ubRegular;
ubGreen = iNumberOfGreens % 10 + ub10xGreen;
iTotalNumberOfIcons = ubGreen;
// now display
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
{
sX = ( iCurrentTroopIcon % POPUP_MILITIA_ICONS_PER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) + 3;
sY = ( iCurrentTroopIcon / POPUP_MILITIA_ICONS_PER_ROW ) * ( MEDIUM_MILITIA_ICON_SPACING ) + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) + 3;
if( iCurrentTroopIcon < ub10xElite )
{
usIconValue = POPUP_BLUE_10X_BOX;
}
else if( iCurrentTroopIcon < ubElite )
{
usIconValue = POPUP_BLUE_BOX;
}
// then draw regulars
else if( iCurrentTroopIcon < ub10xRegular )
{
usIconValue = POPUP_CYAN_10X_BOX;
}
else if( iCurrentTroopIcon < ubRegular )
{
usIconValue = POPUP_CYAN_BOX;
}
// last draw greens
else if( iCurrentTroopIcon < ub10xGreen )
{
usIconValue = POPUP_GREEN_10X_BOX;
}
else
{
usIconValue = POPUP_GREEN_BOX;
}
BltVideoObject( FRAME_BUFFER, hVObject, usIconValue, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
}
INT16 GetBaseSectorForCurrentTown( void )
{
INT16 sBaseSector = 0;
// is the current town
if( sSelectedMilitiaTown != 0 )
{
sBaseSector = sBaseSectorList[ ( INT16 )( sSelectedMilitiaTown - 1 ) ];
}
// return the current sector value
return( sBaseSector );
}
void ShowHighLightedSectorOnMilitiaMap( void )
{
// show the highlighted sector on the militia map
HVOBJECT hVObject;
INT16 sX = 0, sY = 0;
if( sSectorMilitiaMapSector != -1 )
{
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
// get the object
GetVideoObject( &hVObject, guiMilitiaSectorHighLight );
// blt the object
BltVideoObject( FRAME_BUFFER, hVObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
if( sSectorMilitiaMapSectorOutline != -1 )
{
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSectorOutline % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSectorOutline / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
// get the object
GetVideoObject( &hVObject, guiMilitiaSectorOutline );
// blt the object
BltVideoObject( FRAME_BUFFER, hVObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
void MilitiaRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
INT32 iValue = 0;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
if( IsThisMilitiaTownSectorAllowable( (INT16)iValue ) )
{
if( sSectorMilitiaMapSector == (INT16)iValue )
{
sSectorMilitiaMapSector = -1;
}
else
{
sSectorMilitiaMapSector = ( INT16 )iValue;
}
}
else
{
sSectorMilitiaMapSector = -1;
}
}
if( ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
{
sSectorMilitiaMapSector = -1;
}
}
void MilitiaRegionMoveCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
INT32 iValue = 0;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE ) )
{
if( IsThisMilitiaTownSectorAllowable( ( INT16 )iValue ) )
{
sSectorMilitiaMapSectorOutline = ( INT16 )iValue;
}
else
{
sSectorMilitiaMapSectorOutline = -1;
}
}
else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
sSectorMilitiaMapSectorOutline = -1;
}
}
void CreateDestroyMilitiaSectorButtons( void )
{
static BOOLEAN fCreated = FALSE;
static INT16 sOldSectorValue = -1;
INT16 sX = 0, sY = 0;
INT32 iCounter = 0;
HVOBJECT hVObject;
ETRLEObject *pTrav;
if( sOldSectorValue == sSectorMilitiaMapSector && fShowMilitia && sSelectedMilitiaTown && !fCreated && sSectorMilitiaMapSector != -1 )
{
fCreated = TRUE;
// given sector..place down the 3 buttons
for( iCounter = 0; iCounter < 3; ++iCounter )
{
// set screen x and y positions
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
// adjust offsets
sX += MILITIA_BTN_OFFSET_X;
sY += ( iCounter * ( MILITIA_BTN_HEIGHT ) + 2 );
// set the button image
if (iResolution >= _640x480 && iResolution < _800x600)
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia.sti", -1,SMALL_NORMAL_BUTTON,-1,SMALL_PRESSED_BUTTON,-1 );
else if (iResolution < _1024x768)
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti", -1,SMALL_NORMAL_BUTTON,-1,SMALL_PRESSED_BUTTON,-1 );
else
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti", -1,SMALL_NORMAL_BUTTON,-1,SMALL_PRESSED_BUTTON,-1 );
// set the button value
giMapMilitiaButton[ iCounter ] = QuickCreateButton( giMapMilitiaButtonImage[ iCounter ], sX, sY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)MilitiaButtonCallback);
// set button user data
MSYS_SetBtnUserData( giMapMilitiaButton[ iCounter ], 0, iCounter );
SpecifyButtonFont( giMapMilitiaButton[ iCounter ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ iCounter ], gsMilitiaSectorButtonColors[ iCounter ], FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ iCounter ], gsMilitiaSectorButtonColors[ iCounter ], FONT_BLACK );
GetVideoObject( &hVObject, guiMilitia );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
SetButtonFastHelpText( giMapMilitiaButton[ iCounter ], pMilitiaButtonsHelpText[ iCounter ] );
}
// mark here the militia box left click region
//MSYS_DefineRegion( &gMapScreenMilitiaRegion, ( INT16 ) ( MAP_MILITIA_BOX_POS_X ), ( INT16 )( MAP_MILITIA_BOX_POS_Y ), ( INT16 )( MAP_MILITIA_BOX_POS_X + pTrav->usWidth ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + pTrav->usHeight ), MSYS_PRIORITY_HIGHEST - 2,
// MSYS_NO_CURSOR, MilitiaRegionMoveCallback, MilitiaBoxMaskBtnCallback );
CreateScreenMaskForMoveBox( );
// ste the fact that the buttons were in fact created
fMilitiaMapButtonsCreated = TRUE;
}
else if( fCreated && ( sOldSectorValue != sSectorMilitiaMapSector || !fShowMilitia || !sSelectedMilitiaTown || sSectorMilitiaMapSector == -1 ) )
{
sOldSectorValue = sSectorMilitiaMapSector;
fCreated = FALSE;
// the militia box left click region
// MSYS_RemoveRegion( &gMapScreenMilitiaRegion );
// get rid of the buttons
for( iCounter = 0 ; iCounter < 3; iCounter++ )
{
RemoveButton( giMapMilitiaButton[ iCounter ] );
UnloadButtonImage( giMapMilitiaButtonImage[ iCounter ] );
}
if( !fShowMilitia || !sSelectedMilitiaTown )
{
sSectorMilitiaMapSector = -1;
sSelectedMilitiaTown = 0;
}
RemoveScreenMaskForMoveBox( );
// set the fact that the buttons were destroyed
fMilitiaMapButtonsCreated = FALSE;
}
sOldSectorValue = sSectorMilitiaMapSector;
}
void SetMilitiaMapButtonsText( void )
{
// now set the militia map button text
CHAR16 sString[ 64 ];
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
if( !fMilitiaMapButtonsCreated )
{
return;
}
// grab the appropriate global sector value in the world
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
// Flugente: we can only redistribute those militia that are not in any group
iNumberOfGreens = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), GREEN_MILITIA );
iNumberOfRegulars = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), REGULAR_MILITIA );
iNumberOfElites = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), ELITE_MILITIA );
// the greens in this sector
swprintf( sString, L"%d", iNumberOfGreens );
SpecifyButtonText( giMapMilitiaButton[ 0 ], sString );
// the regulars in this sector
swprintf( sString, L"%d", iNumberOfRegulars );
SpecifyButtonText( giMapMilitiaButton[ 1 ], sString );
// the number of elites in this sector
swprintf( sString, L"%d", iNumberOfElites );
SpecifyButtonText( giMapMilitiaButton[ 2 ], sString );
}
void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
INT16 sGlobalMapSector = 0;
INT16 sBaseSectorValue = 0;
INT32 iValue = 0;
// is the button enabled
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
// get the value
iValue = MSYS_GetBtnUserData( btn, 0 );
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
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);
DropAPersonInASector( (UINT8)(iValue), (INT16)(SECTORX( sGlobalMapSector )), (INT16)(SECTORY( sGlobalMapSector )) );
}
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if(btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
PickUpATownPersonFromSector( (UINT8)(iValue), (INT16)(SECTORX( sGlobalMapSector )), (INT16)(SECTORY( sGlobalMapSector )) );
}
}
}
void DisplayUnallocatedMilitia( void )
{
// show the number on the cursor
INT32 iTotalNumberOfIcons = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0, iCurrentTroopIcon = 0;
INT32 iCurrentIcon = 0;
INT16 sX = 0, sY = 0;
HVOBJECT hVObject;
UINT8 ubGreen, ubRegular, ubElite, ub10xGreen, ub10xRegular, ub10xElite;
UINT8 ubRow = 0;
// get militia video object
GetVideoObject( &hVObject, guiMilitia );
// get number of each
iNumberOfGreens = sGreensOnCursor;
iNumberOfRegulars = sRegularsOnCursor;
iNumberOfElites = sElitesOnCursor;
// get number of green icons
ub10xGreen = iNumberOfGreens / 10;
ubGreen = iNumberOfGreens % 10;
iTotalNumberOfIcons = ub10xGreen + ubGreen;
// now display green icons
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
{
// get screen x and y coords
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
sY = ( iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
if( iCurrentTroopIcon < ub10xGreen )
{
iCurrentIcon = POPUP_GREEN_10X_BOX;
}
else
{
iCurrentIcon = POPUP_GREEN_BOX;
}
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
// offset row for regulars
ubRow += iTotalNumberOfIcons / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW + 1;
// get number of cyan icons
ub10xRegular = iNumberOfRegulars / 10;
ubRegular = iNumberOfRegulars % 10;
iTotalNumberOfIcons = ub10xRegular + ubRegular;
// now display cyan icons
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
{
// get screen x and y coords
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
sY = ( ubRow + iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
if( iCurrentTroopIcon < ub10xRegular )
{
iCurrentIcon = POPUP_CYAN_10X_BOX;
}
else
{
iCurrentIcon = POPUP_CYAN_BOX;
}
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
// offset row for elites
ubRow += iTotalNumberOfIcons / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW + 1;
// get number of blue icons
ub10xElite = iNumberOfElites / 10;
ubElite = iNumberOfElites % 10;
iTotalNumberOfIcons = ub10xElite + ubElite;
// now display blue icons
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
{
// get screen x and y coords
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
sY = ( ubRow + iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
if( iCurrentTroopIcon < ub10xElite )
{
iCurrentIcon = POPUP_BLUE_10X_BOX;
}
else
{
iCurrentIcon = POPUP_BLUE_BOX;
}
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
BOOLEAN IsThisMilitiaTownSectorAllowable( INT16 sSectorIndexValue )
{
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
INT16 sSectorX, sSectorY;
// is this sector allowed to be clicked on?
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorIndexValue % MILITIA_BOX_ROWS ) + ( sSectorIndexValue / MILITIA_BOX_ROWS ) * 16 );
// skip sectors that's beyond sector P16
if( sGlobalMapSector > SEC_P16 )
{
return( FALSE );
}
sSectorX = SECTORX( sGlobalMapSector );
sSectorY = SECTORY( sGlobalMapSector );
// is this in fact part of a town?
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == BLANK_SECTOR )
{
return( FALSE );
}
if( !SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
{
return( FALSE );
}
// valid
return( TRUE );
}
void DrawTownMilitiaName( void )
{
CHAR16 sString[ 64 ];
INT16 sX, sY;
// get the name for the current militia town
swprintf( sString, L"%s %s", pTownNames[ sSelectedMilitiaTown ], pMilitiaString[ 0 ] );
FindFontCenterCoordinates( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_TEXT_OFFSET_Y, MILITIA_BOX_WIDTH, MILITIA_BOX_TEXT_TITLE_HEIGHT, sString, FONT10ARIAL, &sX, &sY );
mprintf( sX, sY, sString );
// might as well show the unassigned string
swprintf( sString, L"%s", pMilitiaString[ 1 ] );
FindFontCenterCoordinates( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y, MILITIA_BOX_WIDTH, GetFontHeight( FONT10ARIAL ), sString, FONT10ARIAL, &sX, &sY );
mprintf( sX, sY, sString );
// show the amount of unassigned militia
swprintf( sString, L"(%d/%d/%d/%d)", sGreensOnCursor, sRegularsOnCursor, sElitesOnCursor, sGreensOnCursor + sRegularsOnCursor + sElitesOnCursor );
mprintf( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y, sString );
}
void HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( INT16 sTownValue )
{
INT32 iCounter = 0, iCounterB = 0, iNumberUnderControl = 0, iNumberThatCanFitInSector= 0, iCount = 0;
BOOLEAN fLastOne = FALSE;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen3");
// check if anyone still on the cursor
if( !sGreensOnCursor && !sRegularsOnCursor && !sElitesOnCursor )
{
return;
}
// yep someone left
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sTownValue );
// find number of sectors under player's control
while( pTownNamesList[ iCounter ] != 0 )
{
if( pTownNamesList[ iCounter] == sTownValue )
{
INT16 sX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[iCounter] );
INT16 sY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[iCounter] );
if ( SectorOursAndPeaceful( sX, sY, 0 ) )
{
iCount = 0;
iNumberThatCanFitInSector = gGameExternalOptions.iMaxMilitiaPerSector - NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM );
while( ( iCount < iNumberThatCanFitInSector ) && ( sGreensOnCursor || sRegularsOnCursor || sElitesOnCursor ) )
{
// green
if( ( iCount < iNumberThatCanFitInSector ) && sGreensOnCursor )
{
StrategicAddMilitiaToSector( sX, sY, GREEN_MILITIA, 1 );
++iCount;
--sGreensOnCursor;
// Flugente: indivdual militia
DropIndividualMilitia( SECTOR( sX, sY ), GREEN_MILITIA, 1 );
}
// regular
if( ( iCount < iNumberThatCanFitInSector ) && sRegularsOnCursor )
{
StrategicAddMilitiaToSector( sX, sY, REGULAR_MILITIA, 1 );
++iCount;
--sRegularsOnCursor;
// Flugente: indivdual militia
DropIndividualMilitia( SECTOR( sX, sY ), REGULAR_MILITIA, 1 );
}
// elite
if( ( iCount < iNumberThatCanFitInSector ) && sElitesOnCursor )
{
StrategicAddMilitiaToSector( sX, sY, ELITE_MILITIA, 1 );
++iCount;
--sElitesOnCursor;
// Flugente: indivdual militia
DropIndividualMilitia( SECTOR( sX, sY ), ELITE_MILITIA, 1 );
}
}
}
fLastOne = TRUE;
iCounterB = iCounter + 1;
while( pTownNamesList[ iCounterB ] != 0 )
{
if( pTownNamesList[ iCounterB ] == sTownValue )
{
fLastOne = FALSE;
}
++iCounterB;
}
if( fLastOne )
{
StrategicAddMilitiaToSector( sX, sY, GREEN_MILITIA, (UINT8)(sGreensOnCursor % iNumberUnderControl) );
StrategicAddMilitiaToSector( sX, sY, REGULAR_MILITIA, (UINT8)(sRegularsOnCursor % iNumberUnderControl) );
StrategicAddMilitiaToSector( sX, sY, ELITE_MILITIA, (UINT8)(sElitesOnCursor % iNumberUnderControl) );
// Flugente: indivdual militia
DropIndividualMilitia( SECTOR( sX, sY ), GREEN_MILITIA, (UINT8)(sGreensOnCursor % iNumberUnderControl) );
DropIndividualMilitia( SECTOR( sX, sY ), REGULAR_MILITIA, (UINT8)(sRegularsOnCursor % iNumberUnderControl) );
DropIndividualMilitia( SECTOR( sX, sY ), ELITE_MILITIA, (UINT8)(sElitesOnCursor % iNumberUnderControl) );
}
}
++iCounter;
}
// zero out numbers on the cursor
sGreensOnCursor = 0;
sRegularsOnCursor = 0;
sElitesOnCursor = 0;
}
void HandleRemovalOfAllTroopsAmongstSectors( void )
{
// even out troops among the town
INT32 iCounter = 0, iNumberUnderControl = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
INT32 iNumberLeftOverGreen = 0, iNumberLeftOverRegular = 0, iNumberLeftOverElite = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0;
// how many sectors in the selected town do we control?
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown );
// if none, there's nothing to be done!
if( !iNumberUnderControl )
{
return;
}
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// Flugente: we now use these handy functions, as this will make altering militia distribution behaviour much easier
// get number of each
UINT8 green = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, GREEN_MILITIA );
UINT8 regular = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, REGULAR_MILITIA );
UINT8 elite = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, ELITE_MILITIA );
iNumberOfGreens += green;
iNumberOfRegulars += regular;
iNumberOfElites += elite;
//zero out all numbers in sectors
StrategicRemoveAllStaticMilitiaFromSector( sSectorX, sSectorY, GREEN_MILITIA );
StrategicRemoveAllStaticMilitiaFromSector( sSectorX, sSectorY, REGULAR_MILITIA );
StrategicRemoveAllStaticMilitiaFromSector( sSectorX, sSectorY, ELITE_MILITIA );
// Flugente: indivdual militia
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), GREEN_MILITIA, green );
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), REGULAR_MILITIA, regular );
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), ELITE_MILITIA, elite );
}
}
// now add to those on the cursor
sGreensOnCursor += iNumberOfGreens;
sRegularsOnCursor += iNumberOfRegulars;
sElitesOnCursor += iNumberOfElites;
if( ( sGreensOnCursor > 0 ) || ( sRegularsOnCursor > 0 ) || ( sElitesOnCursor > 0 ) )
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 2 ] );
}
// Flugente: evening out distributes all militia evenly across town sectors. Note that militia in groups are not affected - they are in a sector, but do not get redistributed
void HandleEveningOutOfTroopsAmongstSectors( void )
{
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
// even out troops among the town
INT32 iCounter = 0, iNumberUnderControl = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0, iTotalNumberOfTroops = 0;
INT32 iNumberLeftOverGreen = 0, iNumberLeftOverRegular = 0, iNumberLeftOverElite = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT16 sTotalSoFar = 0;
UINT8 usSector = 0;
// how many sectors in the selected town do we control?
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown );
// if none, there's nothing to be done!
if( !iNumberUnderControl )
{
return;
}
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
// skip sectors that's beyond sector P16
if( sCurrentSectorValue > SEC_P16 )
{
continue;
}
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// get number of each
UINT8 green = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, GREEN_MILITIA );
UINT8 regular = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, REGULAR_MILITIA );
UINT8 elite = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, ELITE_MILITIA );
iNumberOfGreens += green;
iNumberOfRegulars += regular;
iNumberOfElites += elite;
// Flugente: indivdual militia
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), GREEN_MILITIA, green );
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), REGULAR_MILITIA, regular );
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), ELITE_MILITIA, elite );
}
}
// now grab those on the cursor
iNumberOfGreens += sGreensOnCursor;
iNumberOfRegulars += sRegularsOnCursor;
iNumberOfElites += sElitesOnCursor;
// now get the left overs
iNumberLeftOverGreen = iNumberOfGreens % iNumberUnderControl;
iNumberLeftOverRegular = iNumberOfRegulars % iNumberUnderControl;
iNumberLeftOverElite = iNumberOfElites % iNumberUnderControl;
// get total
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
if( !iTotalNumberOfTroops )
{
return;
}
iCounter = 0;
while( pTownNamesList[ iCounter ] != 0 )
{
if( pTownNamesList[ iCounter] == sSelectedMilitiaTown )
{
sSectorX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
sSectorY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
if( !StrategicMap[ pTownLocationsList[ iCounter ] ].fEnemyControlled && !NumHostilesInSector( sSectorX, sSectorY, 0 ) )
{
usSector = SECTOR( sSectorX, sSectorY );
// distribute here
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
// Flugente: indivdual militia
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT8)(iNumberOfGreens / iNumberUnderControl) );
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT8)(iNumberOfRegulars / iNumberUnderControl) );
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT8)(iNumberOfElites / iNumberUnderControl) );
// Flugente: as we do not move the group militia, we have to make sure we don't accidentally overfill a sector
sTotalSoFar = NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM );
// add leftovers that weren't included in the div operation
if( ( iNumberLeftOverGreen ) && ( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]++;
++sTotalSoFar;
--iNumberLeftOverGreen;
// Flugente: indivdual militia
DropIndividualMilitia( usSector, GREEN_MILITIA, 1 );
}
if( ( iNumberLeftOverRegular )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]++;
++sTotalSoFar;
--iNumberLeftOverRegular;
// Flugente: indivdual militia
DropIndividualMilitia( usSector, REGULAR_MILITIA, 1 );
}
if( ( iNumberLeftOverElite )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ]++;
++sTotalSoFar;
--iNumberLeftOverElite;
// Flugente: indivdual militia
DropIndividualMilitia( usSector, ELITE_MILITIA, 1 );
}
// if this sector is currently loaded
if( (gWorldSectorX != 0) &&
(gWorldSectorY != 0) &&
( usSector == SECTOR( gWorldSectorX, gWorldSectorY )) )
{
gfStrategicMilitiaChangesMade = TRUE;
}
}
}
++iCounter;
}
// zero out numbers on the cursor
sGreensOnCursor = 0;
sRegularsOnCursor = 0;
sElitesOnCursor = 0;
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
}
void CreateMilitiaPanelBottomButton( void )
{
// set the button image
if (iResolution >= _640x480 && iResolution < _800x600)
{
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
giMapMilitiaButtonImage[ 5 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
}
else if (iResolution < _1024x768)
{
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
giMapMilitiaButtonImage[ 5 ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
}
else
{
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
giMapMilitiaButtonImage[ 5 ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
}
giMapMilitiaButton[ 3 ] = QuickCreateButton( giMapMilitiaButtonImage[ 3 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_AUTO_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaAutoButtonCallback );
giMapMilitiaButton[ 4 ] = QuickCreateButton( giMapMilitiaButtonImage[ 4 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_DONE_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaDoneButtonCallback );
giMapMilitiaButton[ 5 ] = QuickCreateButton( giMapMilitiaButtonImage[ 3 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_REMOVE_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaRemoveButtonCallback );
SpecifyButtonFont( giMapMilitiaButton[ 3 ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ 3 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ 3 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonFont( giMapMilitiaButton[ 4 ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ 4 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ 4 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonFont( giMapMilitiaButton[ 5 ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ 5 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ 5 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonText( giMapMilitiaButton[ 3 ], pMilitiaButtonString[ 0 ] );
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
SpecifyButtonText( giMapMilitiaButton[ 5 ], pMilitiaButtonString[ 3 ] );
// AUTO button help
SetButtonFastHelpText( giMapMilitiaButton[ 3 ], pMilitiaButtonsHelpText[ 3 ] );
// if auto-distribution is not possible
if ( !CanMilitiaAutoDistribute( ) )
{
// disable the AUTO button
DisableButton( giMapMilitiaButton[ 3 ] );
}
return;
}
void DeleteMilitiaPanelBottomButton( void )
{
// delete militia panel bottom
RemoveButton( giMapMilitiaButton[ 3 ] );
RemoveButton( giMapMilitiaButton[ 4 ] );
RemoveButton( giMapMilitiaButton[ 5 ] );
UnloadButtonImage( giMapMilitiaButtonImage[ 3 ] );
UnloadButtonImage( giMapMilitiaButtonImage[ 4 ] );
UnloadButtonImage( giMapMilitiaButtonImage[ 5 ] );
if( sSelectedMilitiaTown != 0 )
{
HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( sSelectedMilitiaTown );
}
// redraw the map
fMapPanelDirty = TRUE;
}
void MilitiaAutoButtonCallback(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 );
// distribute troops over all the sectors under control
HandleEveningOutOfTroopsAmongstSectors( );
fMapPanelDirty = TRUE;
}
}
return;
}
void MilitiaDoneButtonCallback(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 );
// HEADROCK HAM 3.6: Clicking the done button while militia are on the cursor causes a pop-up
// for authorizing DISBANDING those militia.
if (sGreensOnCursor || sRegularsOnCursor || sElitesOnCursor)
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMilitiaString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, MilitiaDisbandYesNoBoxCallback );
}
else
{
// reset fact we are in the box
sSelectedMilitiaTown = 0;
fMapPanelDirty = TRUE;
// Go ahead and reset the militia in the selected sector (even if we didn't change it here)
if (gfStrategicMilitiaChangesMade)
{
ResetMilitia();
}
}
}
}
return;
}
void MilitiaRemoveButtonCallback(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 );
// remove all troops to pool
HandleRemovalOfAllTroopsAmongstSectors( );
fMapPanelDirty = TRUE;
}
}
return;
}
void RenderShadingForUnControlledSectors( void )
{
// now render shading over any uncontrolled sectors
// get the sector value for the upper left corner
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0, sSectorX = 0, sSectorY = 0, sX = 0, sY = 0;
INT32 iCounter = 0;
// get the base sector value
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
// skip sectors that's beyond sector P16
if( sCurrentSectorValue > SEC_P16 )
{
continue;
}
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites), already shaded in sti image
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR ) &&
( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled ) ||
( NumHostilesInSector( sSectorX, sSectorY, 0 ) ) ) )
{
// shade this sector, not under our control
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
ShadowVideoSurfaceRect( FRAME_BUFFER , sX, sY, sX + MILITIA_BOX_BOX_WIDTH - 1, sY + MILITIA_BOX_BOX_HEIGHT - 1 );
}
}
return;
}
void DrawTownMilitiaForcesOnMap( void )
{
INT32 iCounterB = 0, iTotalNumberOfTroops = 0;
UINT16 usIconValue = 0;
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
HVOBJECT hVObject;
INT16 sSectorX = 0, sSectorY = 0;
UINT8 ubGreen, ubRegular, ubElite, ub10xGreen, ub10xRegular, ub10xElite;
UINT8 i, ubIconPosition;
// get militia video object
GetVideoObject( &hVObject, guiMilitia );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
// now handle militia for all sectors
for( sSectorX = MINIMUM_VALID_X_COORDINATE; sSectorX <= MAXIMUM_VALID_X_COORDINATE ; ++sSectorX )
{
for( sSectorY = MINIMUM_VALID_Y_COORDINATE; sSectorY <= MAXIMUM_VALID_Y_COORDINATE ; ++sSectorY )
{
ubIconPosition = 0;
// get number of each
iNumberOfGreens = MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
iNumberOfRegulars = MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
iNumberOfElites = MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
// get number of icons of each
ub10xGreen = iNumberOfGreens / 10;
ubGreen = iNumberOfGreens % 10;
ub10xRegular = iNumberOfRegulars / 10;
ubRegular = iNumberOfRegulars % 10;
ub10xElite = iNumberOfElites / 10;
ubElite = iNumberOfElites % 10;
// first draw elites as they are more important
for ( i = 0; i < ub10xElite; ++i )
{
DrawMapBoxIcon( hVObject, SMALL_BLUE_10X_BOX, sSectorX, sSectorY, ubIconPosition );
++ubIconPosition;
}
for ( i = 0; i < ubElite; ++i )
{
DrawMapBoxIcon( hVObject, SMALL_BLUE_BOX, sSectorX, sSectorY, ubIconPosition );
++ubIconPosition;
}
// then draw regulars
for ( i = 0; i < ub10xRegular; ++i )
{
DrawMapBoxIcon( hVObject, SMALL_CYAN_10X_BOX, sSectorX, sSectorY, ubIconPosition );
++ubIconPosition;
}
for ( i = 0; i < ubRegular; ++i )
{
DrawMapBoxIcon( hVObject, SMALL_CYAN_BOX, sSectorX, sSectorY, ubIconPosition );
++ubIconPosition;
}
// last draw greens
for ( i = 0; i < ub10xGreen; ++i )
{
DrawMapBoxIcon( hVObject, SMALL_GREEN_10X_BOX, sSectorX, sSectorY, ubIconPosition );
++ubIconPosition;
}
for ( i = 0; i < ubGreen; ++i )
{
DrawMapBoxIcon( hVObject, SMALL_GREEN_BOX, sSectorX, sSectorY, ubIconPosition );
++ubIconPosition;
}
}
}
// restore clip blits
RestoreClipRegionToFullScreen( );
}
void CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( void )
{
// now set the militia map button text
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
if( !fMilitiaMapButtonsCreated )
{
EnableButton( giMapMilitiaButton[ 4 ] );
return;
}
// grab the appropriate global sector value in the world
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
iNumberOfGreens = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), GREEN_MILITIA ) + sGreensOnCursor;
iNumberOfRegulars = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), REGULAR_MILITIA ) + sRegularsOnCursor;
iNumberOfElites = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), ELITE_MILITIA ) + sElitesOnCursor;
// HEADROCK HAM 3.6: This button is no longer disabled when there are unassigned militia. In fact,
// clicking the button when militia are unassigned will prompt the player to authorize disbanding them.
if( ( sGreensOnCursor > 0 ) || ( sRegularsOnCursor > 0 ) || ( sElitesOnCursor > 0 ) )
{
// DisableButton( giMapMilitiaButton[ 4 ] ); // DONE
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 2 ] );
}
else
{
// EnableButton( giMapMilitiaButton[ 4 ] ); // DONE
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
}
// greens button
if( !iNumberOfGreens )
{
DisableButton( giMapMilitiaButton[ 0 ] );
}
else
{
EnableButton( giMapMilitiaButton[ 1 ] );
}
// regulars button
if( !iNumberOfRegulars )
{
DisableButton( giMapMilitiaButton[ 1 ] );
}
else
{
EnableButton( giMapMilitiaButton[ 1 ] );
}
// elites button
if( !iNumberOfElites )
{
DisableButton( giMapMilitiaButton[ 2 ] );
}
else
{
EnableButton( giMapMilitiaButton[ 2 ] );
}
}
BOOLEAN ShadeUndergroundMapElem( INT16 sSectorX, INT16 sSectorY )
{
INT16 sScreenX, sScreenY;
GetScreenXYFromMapXY( sSectorX, sSectorY, &sScreenX, &sScreenY );
sScreenX += 1;
ShadowVideoSurfaceRect( guiSAVEBUFFER, sScreenX, sScreenY, sScreenX + UI_MAP.GridSize.iX - 2, sScreenY + UI_MAP.GridSize.iY - 2 );
return( TRUE );
}
void ShadeSubLevelsNotVisited( void )
{
UNDERGROUND_SECTORINFO *pNode = gpUndergroundSectorInfoHead;
// obtain the 16-bit version of the same color used in the mine STIs
gusUndergroundNearBlack = Get16BPPColor( FROMRGB( 2, 2, 0 ) );
// run through all (real & possible) underground sectors
while( pNode )
{
// if the sector is on the currently displayed sublevel, and has never been visited
if( pNode->ubSectorZ == (UINT8)iCurrentMapSectorZ && !pNode->fVisited )
{
// remove that portion of the "mine" graphics from view
HideExistenceOfUndergroundMapSector( pNode->ubSectorX, pNode->ubSectorY );
}
pNode = pNode->next;
}
}
void HandleLowerLevelMapBlit( void )
{
UINT8 offsetX = 0;
UINT8 offsetY = 0;
HVOBJECT hHandle;
// blits the sub level maps
switch( iCurrentMapSectorZ )
{
case( 1 ):
GetVideoObject( &hHandle, guiSubLevel1 );
break;
case( 2 ):
GetVideoObject( &hHandle, guiSubLevel2 );
break;
case( 3 ):
GetVideoObject( &hHandle, guiSubLevel3 );
break;
default:
AssertMsg( 0, "Invalid underground sector level");
return;
}
UINT8 xVal = 21;
UINT8 yVal = 17;
UINT8 imageIndex = 0;
if (iResolution >= _640x480 && iResolution < _800x600)
{
offsetX = xVal;
offsetY = yVal;
imageIndex = 0;
}
else if (isWidescreenUI())
{
offsetX = xVal + 21;
offsetY = yVal + 17;
imageIndex = 2;
}
else if (iResolution < _1024x768)
{
offsetX = xVal + 8;
offsetY = yVal + 7;
imageIndex = 1;
}
else
{
offsetX = xVal + 21;
offsetY = yVal + 17;
imageIndex = 2;
}
// handle the blt of the sublevel
BltVideoObject( guiSAVEBUFFER, hHandle, imageIndex, UI_MAP.ViewRegion.x + offsetX, UI_MAP.ViewRegion.y + offsetY, VO_BLT_SRCTRANSPARENCY, NULL );
// handle shading of sublevels
ShadeSubLevelsNotVisited( );
return;
}
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment screen mask region
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
sSectorMilitiaMapSector = -1;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
sSectorMilitiaMapSector = -1;
}
}
//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
//flag.
void ClearAnySectorsFlashingNumberOfEnemies()
{
for ( INT32 i = 0; i < 256; ++i )
{
SectorInfo[ i ].uiFlags &= ~SF_PLAYER_KNOWS_ENEMIES_ARE_HERE;
}
// redraw map
fMapPanelDirty = TRUE;
}
UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
UINT32 uiSectorFlags = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags;
BOOLEAN fDetection = FALSE;
BOOLEAN fCount = FALSE;
BOOLEAN fDirection = FALSE;
Assert(sSectorX > 0 && sSectorY > 0 && sSectorX < 17 && sSectorY < 17);
// HEADROCK HAM 3.5: There are now several ways to control the detection of enemy units. This function has been revamped
// to consider all options. Depending on externalized settings, different conditions yield different results.
//
// Option #1: Vanilla Default.
// It is possible to detect all enemies in explored territory, including cities.
// Militia in an adjacent sector can count how many enemies are there, except standing garrisons.
// Option #2: HAM 3.2. No Detection without Recon.
// Mobile enemy groups are only detected if there are militia in any adjacent sector. Otherwise, they can
// travel through explored sectors without being seen.
//
// Option #3: This is a new feature for HAM 3.5, which ties together with Facility Externalization.
// In simple words, facilities can enhance detection abilities. Facilities that do so may be placed around the
// map in any sector. When a merc with sufficient wisdom is resting here, he increases the detection "level",
// making it easier to detect or even count enemies in distant sectors.
// This option can be combined with either of the two above.
// Facilities can set a flag that allows detection in some sectors. We can read flags directly from the sector
// data to know whether we should show the enemies there. This overrides ANYTHING else.
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubDetectionLevel & 1 )
{
fDetection = TRUE;
fDirection = TRUE;
}
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubDetectionLevel & ( 1 << 2 ) )
{
fDetection = TRUE;
fCount = TRUE;
fDirection = TRUE;
}
// Flugente: check intel sector flags
int mapregion = ( (sSectorX - 1) / 4 ) + 4 * ( (sSectorY - 1) / 4 );
if ( LaptopSaveInfo.usMapIntelFlags & ( 1 << mapregion ) )
{
fDetection = TRUE;
if ( LaptopSaveInfo.usMapIntelFlags & ( 1 << (16 + mapregion) ) )
{
fCount = TRUE;
fDirection = TRUE;
}
}
if ( uiSectorFlags & ( SF_ASSIGN_NOTICED_ENEMIES_HERE | SF_ASSIGN_PERMAINFO_ENEMIES_HERE ) )
{
fDetection = TRUE;
// we know how many there are
if ( uiSectorFlags & ( SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER | SF_ASSIGN_PERMAINFO_ENEMIES_KNOW_NUMBER ) )
{
fCount = TRUE;
}
}
// Flugente: turncoats allow vision as well
if ( gSkillTraitValues.fCOTurncoats
&& TurncoatsInSector( sSectorX, sSectorY ) )
{
fDetection = TRUE;
fCount = TRUE;
fDirection = TRUE;
}
// Flugente: we can buy info on enemy groups with intel
GetInfoFromGroupsInSector( sSectorX, sSectorY, ENEMY_TEAM, fDetection, fCount, fDirection );
// Detection through active recon.
// Mercs provide recon in the same sector they're in.
// Militia provide recon in any adjacent sector (diagonals included)
// There's also a special case flag used when players encounter enemies in a sector, then retreat. You can only
// see the size of their force while the clock is paused. When unpaused, the flag is reset.
// only do this check if we don't already know what's here
if ( !(fDetection && fCount) &&
( ( uiSectorFlags & (SF_PLAYER_KNOWS_ENEMIES_ARE_HERE| SF_ASSIGN_PERMAINFO_ENEMIES_HERE ) ) ||
CanMercsScoutThisSector( sSectorX, sSectorY, 0 ) ||
CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, FALSE ) ) )// merged militia check with scouting check - SANDRO
{
fDetection = TRUE;
// if all enemies are mobile (I.E. not garrison troops)
if ( NumStationaryEnemiesInSector( sSectorX, sSectorY ) == 0 )
{
// They're also counted by default.
fCount = TRUE;
}
}
// SADNRO - Scouting trait check for detection of nearby enemies
if ( !( fDetection && fCount ) && gSkillTraitValues.fSCCanDetectEnemyPresenseAround && CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, TRUE ) ) // scouting trait check
{
// show their presence
fDetection = TRUE;
// show their numbers
if ( gSkillTraitValues.fSCCanDetermineEnemyNumbersAround )
fCount = TRUE;
}
// Explored Sector Detection
// Enemy can be detected in any previously-visited sector.
// This is also enabled by some facilities, provided a merc is present and available to do it.
// HEADROCK HAM 3.2: When enabled, this INI setting disallows detection of enemy roamers beyond merc/militia recon range.
if( !fDetection && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon && GetSectorFlagStatus( sSectorX, sSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
{
// then he always knows about any enemy presence for the remainder of the game, but not exact numbers
fDetection = TRUE;
}
// if Skyrider noticed the enemies in the sector recently
if ( uiSectorFlags & SF_SKYRIDER_NOTICED_ENEMIES_HERE )
{
// and Skyrider is still in this sector, flying
if( IsSkyriderIsFlyingInSector( sSectorX, sSectorY ) )
{
// player remains aware of them as long as Skyrider remains in the sector
fDetection = TRUE;
}
else
{
// Skyrider is gone, reset the flag that he noticed enemies here
SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags &= ~SF_SKYRIDER_NOTICED_ENEMIES_HERE;
}
}
// HEADROCK HAM 5: New cases below
if (!fDetection)
{
// no information available
return KNOWS_NOTHING;
}
else if (!fCount && !fDirection)
{
// No accurate information
return KNOWS_THEYRE_THERE;
}
else if (!fCount)
{
// No accurate information but have direction
return KNOWS_THEYRE_THERE_AND_WHERE_GOING;
}
else if (!fDirection)
{
// Accurate information
return KNOWS_THEYRE_THERE_AND_HOW_MANY;
}
// Accurate information including direction of travel!
return KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY;
}
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 iFirstId = 0, iLastId = 0;
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
// to speed it up a little?
iFirstId = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = iFirstId; iCounter <= iLastId; iCounter++ )
{
// get the soldier
pSoldier = &Menptr[ iCounter ];
// is the soldier active
if( pSoldier->bActive == FALSE )
{
continue;
}
// vehicles can't scout!
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
continue;
}
// POWs, dead guys, guys in transit, sleeping, and really hurt guys can't scout!
if ( ( pSoldier->bAssignment == IN_TRANSIT ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
( pSoldier->flags.fMercAsleep == TRUE ) ||
( pSoldier->stats.bLife < OKLIFE ) )
{
continue;
}
// don't count mercs aboard Skyrider
if ( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
continue;
}
// mercs on the move can't scout
if ( pSoldier->flags.fBetweenSectors )
{
continue;
}
// is he here?
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) )
{
return( TRUE );
}
}
// none here who can scout
return( FALSE );
}
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition )
{
INT16 sNumberOfEnemies = 0;
UINT16 usNumEnemyArmedVehicles = 0;
// ATE: If game has just started, don't do it!
if ( DidGameJustStart() )
{
return;
}
// never display enemies underground - sector info doesn't have support for it!
if( bSectorZ != 0 )
{
return;
}
// Flugente: show militia in motion
if ( NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM ) )
{
ShowMilitiaInMotion( sSectorX, sSectorY );
// replace the above function with this once militia movement is properly GROUP-based
//ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, MILITIA_TEAM );
}
// Flugente: show moving militia groups
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == MILITIA_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
{
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, MILITIA_TEAM );
break;
}
pGroup = pGroup->next;
}
// get total number of badguys here
sNumberOfEnemies = NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, ENEMY_TEAM );
if ( sNumberOfEnemies )
{
// silversurfer: disabled this for now as it always leads to false positives with scouting trait and
// gSkillTraitValues.fSCCanDetectEnemyPresenseAround == true and gSkillTraitValues.fSCCanDetermineEnemyNumbersAround == false.
// If someone comes up with a good and believable way to implement a certain probability for false reports please go ahead and implement that instead of a 100 percent chance.
// Flugente: snitch reports can be false - we assume an enemy patrol where there is none. Unfortunately, that would always be the case if fNoEnemyDetectionWithoutReconis false - we detect something everywhere,
// so every sector gets a red question mark. In that case, get out of here
// anv: probability of false enemy reports!
// anyone here?
/*if( !sNumberOfEnemies ) // && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon )
{
// nope - display nothing
return;
}*/
switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) )
{
// HEADROCK HAM 5: New cases below for showing enemy group heading.
case KNOWS_NOTHING:
// display nothing
break;
case KNOWS_THEYRE_THERE:
// display a question mark
ShowUncertainNumberEnemiesInSector( sSectorX, sSectorY );
break;
case KNOWS_THEYRE_THERE_AND_WHERE_GOING:
// display a question mark
ShowUncertainNumberEnemiesInSector( sSectorX, sSectorY );
// display their direction of movement, if valid.
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
break;
case KNOWS_THEYRE_THERE_AND_HOW_MANY:
{
// Flugente: tanks get a special icon, so we need to count them separately
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
// display individual icons for each enemy, starting at the received icon position index
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumEnemyArmedVehicles, ubIconPosition );
}
break;
// HEADROCK HAM 5: New case for showing enemy groups AND where the are headed.
case KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY:
{
// Flugente: tanks get a special icon, so we need to count them separately
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
// display individual icons for each enemy, starting at the received icon position index
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumEnemyArmedVehicles, ubIconPosition );
// display their direction of movement, if valid.
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
}
break;
}
}
}
/*
UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSectorZ )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubNumberOnTeam = 0;
for( iCounter = 0; iCounter < CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
{
if( gCharactersList[ iCounter ].fValid )
{
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] );
if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
{
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) )
ubNumberOnTeam++;
}
}
}
return( ubNumberOnTeam );
}
*/
void ShowSAMSitesOnStrategicMap( void )
{
INT32 iCounter = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT16 sX = 0, sY = 0;
HVOBJECT hHandle;
INT8 ubVidObjIndex = 0;
CHAR16 wString[ 40 ];
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
{
BlitSAMGridMarkers( );
}
// sam site text
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; ++iCounter )
{
// has the sam site here been found?
if( !fSamSiteFound[ iCounter ] )
{
continue;
}
// get the sector x and y
sSectorX = gpSamSectorX[ iCounter ];
sSectorY = gpSamSectorY[ iCounter ];
GetScreenXYFromMapXY( sSectorX, sSectorY, &sX, &sY );
sX += 5;
sY += 3;
ubVidObjIndex = 1;
INT16 sIconX = sX + 5;
INT16 sIconY = sY + 3;
// draw SAM site icon
GetVideoObject( &hHandle, guiSAMICON);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
{
// write "SAM Site" centered underneath
// HEADROCK HAM 5: Font size is now dynamic.
INT32 MapSAMSiteFont;
if (iResolution <= _800x600 )
{
MapSAMSiteFont = MAP_FONT;
}
else
{
MapSAMSiteFont = FONT14ARIAL;
}
INT16 sLabelX = sX + (UI_MAP.GridSize.iX / 2);
INT16 sLabelY = sY + UI_MAP.GridSize.iY + 2;
wcscpy( wString, pLandTypeStrings[ SAM_SITE ] );
// we're CENTERING the first string AROUND sX, so calculate the starting X value
sLabelX -= StringPixLength( wString, MapSAMSiteFont) / 2;
// if within view region...render, else don't
if( ( sLabelX > UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width ) || ( sLabelX < UI_MAP.ViewRegion.x ) ||
( sLabelY > UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height ) || ( sLabelY < UI_MAP.ViewRegion.y ) )
{
continue;
}
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom, FALSE );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
SetFont(MapSAMSiteFont);
// Green on green doesn't contrast well, use Yellow
SetFontForeground(FONT_MCOLOR_LTYELLOW);
SetFontBackground(FONT_MCOLOR_BLACK);
// draw the text
gprintfdirty( sLabelX, sLabelY, wString );
mprintf( sLabelX, sLabelY, wString);
// restore clip blits
RestoreClipRegionToFullScreen( );
}
}
// refuel site text
for( iCounter = 0; iCounter < NUMBER_OF_REFUEL_SITES; ++iCounter )
{
// has the refuel site here been known or found?
if( !fRefuelingSiteKnown[ iCounter ] && !GetSectorFlagStatus( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ], 0, SF_ALREADY_VISITED ) )
{
continue;
}
// get the sector x and y
sSectorX = sRefuelSectorX[ iCounter ];
sSectorY = sRefuelSectorY[ iCounter ];
GetScreenXYFromMapXY( sSectorX, sSectorY, &sX, &sY );
sX += 5;
sY += 3;
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
{
// write "Refuel Site" centered underneath
// HEADROCK HAM 5: Font size is now dynamic.
INT32 MapHeliSiteFont;
if (iResolution <= _800x600 )
{
MapHeliSiteFont = MAP_FONT;
}
else
{
MapHeliSiteFont = FONT14ARIAL;
}
INT16 sLabelX = sX + (UI_MAP.GridSize.iX / 2);
INT16 sLabelY;
if ( IsThisSectorASAMSector( sSectorX, sSectorY, 0 ) )
{
if (iResolution <= _800x600 )
sLabelY = sY + UI_MAP.GridSize.iY + 10;
else
sLabelY = sY + UI_MAP.GridSize.iY + 16;
}
else
sLabelY = sY + UI_MAP.GridSize.iY + 2;
wcscpy( wString, pLandTypeStrings[ REFUEL_SITE ] );
// we're CENTERING the first string AROUND sX, so calculate the starting X value
sLabelX -= StringPixLength( wString, MapHeliSiteFont) / 2;
// if within view region...render, else don't
if( ( sLabelX > UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width ) || ( sLabelX < UI_MAP.ViewRegion.x ) ||
( sLabelY > UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height ) || ( sLabelY < UI_MAP.ViewRegion.y ) )
{
continue;
}
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom, FALSE );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
SetFont(MapHeliSiteFont);
// Green on green doesn't contrast well, use Yellow
if ( fRefuelingSiteAvailable[ iCounter ] )
SetFontForeground(FONT_MCOLOR_LTYELLOW);
else
SetFontForeground(FONT_MCOLOR_LTGRAY);
SetFontBackground(FONT_MCOLOR_BLACK);
// draw the text
gprintfdirty( sLabelX, sLabelY, wString );
mprintf( sLabelX, sLabelY, wString);
// restore clip blits
RestoreClipRegionToFullScreen( );
}
}
}
void BlitSAMGridMarkers( void )
{
INT16 sScreenX = 0, sScreenY = 0;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usColor = 0;
INT32 iCounter = 0;
INT16 sWidth = 0, sHeight = 0;
// get 16 bpp color
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
// sam site rectangles
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
// has the sam site here been found?
if( !fSamSiteFound[ iCounter ] )
{
continue;
}
// get location on screen
GetScreenXYFromMapXY( gpSamSectorX[ iCounter ], gpSamSectorY[ iCounter ], &sScreenX, &sScreenY );
sWidth = UI_MAP.GridSize.iX;
sHeight= UI_MAP.GridSize.iY;
// draw rectangle
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
}
// refuel site rectangles
for( iCounter = 0; iCounter < NUMBER_OF_REFUEL_SITES; iCounter++ )
{
// has the refuel site here been known or found?
if( !fRefuelingSiteKnown[ iCounter ] && !GetSectorFlagStatus( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ], 0, SF_ALREADY_VISITED ) )
{
continue;
}
// get location on screen
GetScreenXYFromMapXY( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ], &sScreenX, &sScreenY );
sWidth = UI_MAP.GridSize.iX;
sHeight= UI_MAP.GridSize.iY;
// draw rectangle
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
}
// restore clips
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
// unlock surface
UnLockVideoSurface( guiSAVEBUFFER );
return;
}
BOOLEAN CanMilitiaAutoDistribute( void )
{
INT32 iTotalTroopsOnCursor = 0;
INT32 iCounter = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT32 iTotalTroopsInTown = 0;
// can't auto-distribute if we don't have a town selected (this excludes SAM sites)
if( sSelectedMilitiaTown == BLANK_SECTOR )
return( FALSE );
// can't auto-distribute if we don't control any sectors in the the town
if( !GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown ) )
return( FALSE );
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
// skip sectors that's beyond sector P16
if( sCurrentSectorValue > SEC_P16 )
{
continue;
}
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// get number of each
iTotalTroopsInTown += MilitiaInSectorOfRankStationary( sSectorX, sSectorY, GREEN_MILITIA )
+ MilitiaInSectorOfRankStationary( sSectorX, sSectorY, REGULAR_MILITIA )
+ MilitiaInSectorOfRankStationary( sSectorX, sSectorY, ELITE_MILITIA );
}
}
iTotalTroopsOnCursor = sGreensOnCursor + sRegularsOnCursor + sElitesOnCursor;
// can't auto-distribute if we don't have any militia in the town
if( !iTotalTroopsInTown )
return( FALSE );
// can auto-distribute
return( TRUE );
}
void ShowDiseaseOnMap()
{
INT16 sMapX, sMapY;
INT16 sXCorner, sYCorner;
INT16 usXPos, usYPos;
CHAR16 sString[ 10 ];
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
// HEADROCK HAM 5: Map Font now dynamic.
INT32 MapItemsFont;
if (iResolution <= _800x600 )
{
MapItemsFont = MAP_FONT;
}
else
{
MapItemsFont = FONT14ARIAL;
}
SetFont(MapItemsFont);
SetFontBackground(FONT_MCOLOR_BLACK);
// run through sectors
for( sMapX = 1; sMapX < ( MAP_WORLD_X - 1 ); ++sMapX )
{
for( sMapY = 1; sMapY < ( MAP_WORLD_Y - 1 ); ++sMapY )
{
UINT8 sector = SECTOR( sMapX, sMapY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS] ) )
{
sXCorner = (INT16)( UI_MAP.ViewRegion.x + ( sMapX * UI_MAP.GridSize.iX ) );
sYCorner = (INT16)( UI_MAP.ViewRegion.y + ( sMapY * UI_MAP.GridSize.iY ) );
if ( pSectorInfo->usNumCorpses > 0 )
{
SetFontForeground( FONT_MCOLOR_WHITE );
swprintf( sString, L"%d", pSectorInfo->usNumCorpses );
FindFontCenterCoordinates( sXCorner, sYCorner, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, sString, MapItemsFont, &usXPos, &usYPos );
mprintf( usXPos, usYPos, sString );
}
if ( pSectorInfo->fDiseasePoints > 0 )
{
SetFontForeground( FONT_MCOLOR_LTGREEN );
// as the healing displayed is always divided by 10 (see in face display), we do the same thinh here to not confuse the player
swprintf( sString, L"%6.1f", pSectorInfo->fDiseasePoints / 10.0f );
sYCorner += GetFontHeight( MapItemsFont );
FindFontCenterCoordinates( sXCorner, sYCorner, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, sString, MapItemsFont, &usXPos, &usYPos );
mprintf( usXPos, usYPos, sString );
}
}
}
}
// restore clip blits
RestoreClipRegionToFullScreen( );
}
void ShowItemsOnMap( void )
{
INT16 sMapX, sMapY;
INT16 sXCorner, sYCorner;
INT16 usXPos, usYPos;
UINT32 uiItemCnt;
CHAR16 sString[ 10 ];
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
// HEADROCK HAM 5: Map Font now dynamic.
INT32 MapItemsFont;
if (iResolution <= _800x600 )
{
MapItemsFont = MAP_FONT;
}
else
{
MapItemsFont = FONT14ARIAL;
}
SetFont(MapItemsFont);
SetFontForeground(FONT_MCOLOR_LTGREEN);
SetFontBackground(FONT_MCOLOR_BLACK);
// run through sectors
for( sMapX = 1; sMapX < ( MAP_WORLD_X - 1 ); ++sMapX )
{
for( sMapY = 1; sMapY < ( MAP_WORLD_Y - 1 ); ++sMapY )
{
// to speed this up, only look at sector that player has visited
if( GetSectorFlagStatus( sMapX, sMapY, ( UINT8 ) iCurrentMapSectorZ, SF_ALREADY_VISITED ) )
{
// uiItemCnt = GetSizeOfStashInSector( sMapX, sMapY, ( INT16 ) iCurrentMapSectorZ, FALSE );
uiItemCnt = GetNumberOfVisibleWorldItemsFromSectorStructureForSector( sMapX, sMapY, ( UINT8 ) iCurrentMapSectorZ );
if ( uiItemCnt > 0 )
{
sXCorner = ( INT16 )( UI_MAP.ViewRegion.x + ( sMapX * UI_MAP.GridSize.iX ) );
sYCorner = ( INT16 )( UI_MAP.ViewRegion.y + ( sMapY * UI_MAP.GridSize.iY ) );
swprintf( sString, L"%d", uiItemCnt );
FindFontCenterCoordinates( sXCorner, sYCorner, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, sString, MapItemsFont, &usXPos, &usYPos );
// sXPos -= StringPixLength( sString, MAP_FONT ) / 2;
gprintfdirty( usXPos, usYPos, sString );
mprintf( usXPos, usYPos, sString );
}
}
}
}
// restore clip blits
RestoreClipRegionToFullScreen( );
}
void DrawMapBoxIcon( HVOBJECT hIconHandle, UINT16 usVOIndex, INT16 sMapX, INT16 sMapY, UINT8 ubIconPosition )
{
INT32 iRowNumber, iColumnNumber;
INT32 iX, iY;
UINT8 iconOffsetX = 2;
UINT8 iconOffsetY = 1;
UINT8 iconSize = 0;
// don't show any more icons than will fit into one sector, to keep them from spilling into sector(s) beneath
if ( ubIconPosition >= (MERC_ICONS_PER_LINE * ROWS_PER_SECTOR) )
{
return;
}
if (isWidescreenUI() || iResolution >= _1024x768)
{
iconSize = 6;
}
else if (iResolution >= _800x600)
{
iconSize = 4;
}
else
{
iconSize = 3;
}
iColumnNumber = ubIconPosition % MERC_ICONS_PER_LINE;
iRowNumber = ubIconPosition / MERC_ICONS_PER_LINE;
iX = UI_MAP.ViewRegion.x + ( sMapX * UI_MAP.GridSize.iX ) + iconOffsetX + ( iconSize * iColumnNumber );
iY = UI_MAP.ViewRegion.y + ( sMapY * UI_MAP.GridSize.iY ) + iconOffsetY + ( iconSize * iRowNumber );
BltVideoObject( guiSAVEBUFFER, hIconHandle, usVOIndex , iX, iY, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iX, iY, iX + UI_MAP.GridSize.iX + 1, iY + UI_MAP.GridSize.iY + 1);
}
void DrawOrta()
{
INT16 sX, sY;
UINT8 ubVidObjIndex;
HVOBJECT hHandle;
GetScreenXYFromMapXY( ORTA_SECTOR_X, ORTA_SECTOR_Y, &sX, &sY );
sX += +2;
sY += -3;
ubVidObjIndex = 1;
// draw Orta in its sector
GetVideoObject( &hHandle, guiORTAICON);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void DrawTixa()
{
INT16 sX, sY;
UINT8 ubVidObjIndex;
HVOBJECT hHandle;
GetScreenXYFromMapXY( TIXA_SECTOR_X, TIXA_SECTOR_Y, &sX, &sY );
sY += +2;
ubVidObjIndex = 1;
// draw Tixa in its sector
GetVideoObject( &hHandle, guiTIXAICON);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void DrawBullseye()
{
INT16 sX, sY;
HVOBJECT hHandle;
GetScreenXYFromMapXY( gsMercArriveSectorX, gsMercArriveSectorY, &sX, &sY );
sY -= 2;
// draw the bullseye in that sector
GetVideoObject( &hHandle, guiBULLSEYE);
if (iResolution >= _800x600)
{
sX = sX + UI_MAP.GridSize.iX / 2 - 10;
sY = sY + 1 + UI_MAP.GridSize.iY / 2 - 10;
}
BltVideoObject( guiSAVEBUFFER, hHandle, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void HideExistenceOfUndergroundMapSector( UINT8 ubSectorX, UINT8 ubSectorY )
{
INT16 sScreenX;
INT16 sScreenY;
GetScreenXYFromMapXY( ubSectorX, ubSectorY, &sScreenX, &sScreenY );
// fill it with near black
ColorFillVideoSurfaceArea( guiSAVEBUFFER, sScreenX + 1, sScreenY, sScreenX + UI_MAP.GridSize.iX, sScreenY + UI_MAP.GridSize.iY - 1, gusUndergroundNearBlack );
}
void InitMapSecrets( void )
{
//UINT8 ubSamIndex;
INT32 iCounter2 = 0;
fFoundTixa = FALSE;
fFoundOrta = FALSE;
for( iCounter2 = 1; iCounter2 < NUM_TOWNS; iCounter2++ )
{
gfHiddenTown [ iCounter2 ] = gfHiddenTownTemp [ iCounter2 ];
gfDrawHiddenTown[ iCounter2 ] = FALSE;
gfIconTown [ iCounter2 ] = gfIconTownTemp [ iCounter2 ];
}
//for( ubSamIndex = 0; ubSamIndex < NUMBER_OF_SAMS; ubSamIndex++ )
//{
// fSamSiteFound[ ubSamIndex ] = fSamSiteFoundOrig[ ubSamIndex ];
//}
memcpy(fSamSiteFound, fSamSiteFoundOrig, sizeof(fSamSiteFound));
}
BOOLEAN CanRedistributeMilitiaInSector( INT16 sClickedSectorX, INT16 sClickedSectorY, INT8 bClickedTownId )
{
// if no world is loaded, we can't be in combat (PBI/Auto-resolve locks out normal mapscreen interface for this)
if( !gfWorldLoaded )
{
// ok to redistribute
return( TRUE );
}
// if tactically not in combat, hostile sector, or air-raid
if( !( gTacticalStatus.uiFlags & INCOMBAT ) && !( gTacticalStatus.fEnemyInSector ) && !InAirRaid( ) )
{
// ok to redistribute
return( TRUE );
}
// if the fight is underground
if ( gbWorldSectorZ != 0 )
{
// ok to redistribute
return( TRUE );
}
INT32 iCounter = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0;
// currently loaded surface sector IS hostile - so we must check if it's also one of the sectors in this "militia map"
// get the sector value for the upper left corner
sBaseSectorValue = sBaseSectorList[ bClickedTownId - 1 ];
// render icons for map
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
// skip sectors that's beyond sector P16
if( sCurrentSectorValue > SEC_P16 )
{
continue;
}
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// not in the same town?
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId != bClickedTownId )
{
continue;
}
// if this is the loaded sector that is currently hostile
if ( ( sSectorX == gWorldSectorX ) && ( sSectorY == gWorldSectorY ) )
{
// the fight is within this town! Can't redistribute.
return( FALSE );
}
// to prevent radio operator exploits for hostile sectors adjacent to towns
else if ( ( sSectorX == gWorldSectorX && sSectorY == gWorldSectorY + 1 ) || ( sSectorX == gWorldSectorX + 1 && sSectorY == gWorldSectorY ) ||
( sSectorX == gWorldSectorX - 1 && sSectorY == gWorldSectorY ) || ( sSectorX == gWorldSectorX && sSectorY == gWorldSectorY - 1 ) )
{
return( FALSE );
}
}
// the fight is elsewhere - ok to redistribute
return( TRUE );
}
// Callback for disbanding militia in the Militia Box
void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue )
{
// yes
if( bExitValue == MSG_BOX_RETURN_YES )
{
if( sSelectedMilitiaTown != BLANK_SECTOR )
{
// HEADROCK HAM 3.6: Adjust loyalty based on how many militia were disbanded, compared to
// how many can be trained in a single session (max).
UINT32 uiMilitiaToDisband = sGreensOnCursor + (2*sRegularsOnCursor) + (3*sElitesOnCursor);
UINT32 uiTownLoyaltyBonus = (LOYALTY_BONUS_FOR_TOWN_TRAINING * uiMilitiaToDisband) / gGameExternalOptions.iTrainingSquadSize;
// loyalty in this town increases a bit because we obviously care about them...
DecrementTownLoyalty( (UINT8)sSelectedMilitiaTown, uiTownLoyaltyBonus );
}
// Flugente: individual militia
INT16 sGlobalMapSector = GetBaseSectorForCurrentTown() + ((sSectorMilitiaMapSector % MILITIA_BOX_ROWS) + (sSectorMilitiaMapSector / MILITIA_BOX_ROWS) * (16));
DisbandIndividualMilitia( sGlobalMapSector, sGreensOnCursor, sRegularsOnCursor, sElitesOnCursor );
// zero out numbers on the cursor
sGreensOnCursor = 0;
sRegularsOnCursor = 0;
sElitesOnCursor = 0;
// reset fact we are in the box
sSelectedMilitiaTown = 0;
fMapPanelDirty = TRUE;
// Go ahead and reset the militia in the selected sector
ResetMilitia();
}
else if( bExitValue == MSG_BOX_RETURN_NO )
{
}
}
#ifdef JA2UB
void SetUpValidCampaignSectors( void )
{
/*
INT32 iRow, iCol;
for( iRow=1; iRow<=16; iRow++ )
{
for( iCol=1; iCol<=16; iCol++ )
{
SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fValidSector = FALSE;
sBadSectorsList[iCol][iRow] = 1;
// SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fCampaignSector = FALSE;
}
}
*/
#ifdef JA2UB_PRESS_PREVIEW
INT32 iRow, iCol;
for( iRow=1; iRow<=16; iRow++ )
{
for( iCol=1; iCol<=16; iCol++ )
{
SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fValidSector = FALSE;
SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fCampaignSector = FALSE;
}
}
#endif
SectorInfo[ ( SECTOR( 7 , 8 ) ) ].fValidSector = TRUE; //H7
SectorInfo[ ( SECTOR( 7 , 8 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 8 , 8 ) ) ].fValidSector = TRUE; //H8
SectorInfo[ ( SECTOR( 8 , 8 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 9 , 8 ) ) ].fValidSector = TRUE; //H9
SectorInfo[ ( SECTOR( 9 , 8 ) ) ].fCampaignSector = TRUE; //H9
SectorInfo[ ( SECTOR( 10 , 8 ) ) ].fValidSector = TRUE; //H10
SectorInfo[ ( SECTOR( 10 , 8 ) ) ].fCampaignSector = TRUE;
#ifndef JA2UB_PRESS_PREVIEW
SectorInfo[ ( SECTOR( 11, 8 ) ) ].fValidSector = TRUE; //H11
SectorInfo[ ( SECTOR( 11, 8 ) ) ].fCampaignSector = TRUE;
#endif
SectorInfo[ ( SECTOR( 9 , 9 ) ) ].fValidSector = TRUE; //I9
SectorInfo[ ( SECTOR( 9 , 9 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 10 , 9 ) ) ].fValidSector = TRUE; //I10
SectorInfo[ ( SECTOR( 10 , 9 ) ) ].fCampaignSector = TRUE;
#ifndef JA2UB_PRESS_PREVIEW
SectorInfo[ ( SECTOR( 11 , 9 ) ) ].fValidSector = TRUE; //I11
SectorInfo[ ( SECTOR( 11 , 9 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 12 , 9 ) ) ].fValidSector = TRUE; //I12
SectorInfo[ ( SECTOR( 12 , 9 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 13 , 9 ) ) ].fValidSector = TRUE; //I13
SectorInfo[ ( SECTOR( 13 , 9 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 11 , 10 ) ) ].fValidSector = TRUE; //J11
SectorInfo[ ( SECTOR( 11 , 10 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 12 , 10 ) ) ].fValidSector = TRUE; //J12
SectorInfo[ ( SECTOR( 12 , 10 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 13 , 10 ) ) ].fValidSector = TRUE; //J13
SectorInfo[ ( SECTOR( 13 , 10 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 14 , 10 ) ) ].fValidSector = TRUE; //J14
SectorInfo[ ( SECTOR( 14 , 10 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 14 , 11 ) ) ].fValidSector = TRUE; //K14
SectorInfo[ ( SECTOR( 14 , 11 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 15 , 11 ) ) ].fValidSector = TRUE; //K15
SectorInfo[ ( SECTOR( 15 , 11 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 16 , 11 ) ) ].fValidSector = TRUE; //K16
SectorInfo[ ( SECTOR( 16 , 11 ) ) ].fCampaignSector = TRUE;
SectorInfo[ ( SECTOR( 15 , 12 ) ) ].fValidSector = TRUE; //L15
SectorInfo[ ( SECTOR( 15 , 12 ) ) ].fCampaignSector = TRUE;
#endif
}
#endif
BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
FileWrite( hFile, &gfHiddenTown, sizeof( gfHiddenTown), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( gfHiddenTown ) )
{
return( FALSE );
}
FileWrite( hFile, &gfDrawHiddenTown, sizeof( gfDrawHiddenTown), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( gfDrawHiddenTown ) )
{
return( FALSE );
}
FileWrite( hFile, &gfIconTown, sizeof( gfIconTown), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( gfIconTown ) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN LoadHiddenTownFromLoadGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
FileRead( hFile, &gfHiddenTown, sizeof( gfHiddenTown), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( gfHiddenTown ) )
{
return( FALSE );
}
FileRead( hFile, &gfDrawHiddenTown, sizeof( gfDrawHiddenTown), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( gfDrawHiddenTown ) )
{
return( FALSE );
}
FileRead( hFile, &gfIconTown, sizeof( gfIconTown), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( gfIconTown ) )
{
return( FALSE );
}
return( TRUE );
}
// Flugente: militia pathing
BOOLEAN gMilitiaGroupBoxCreated = FALSE;
UINT16 gMilitiaGroupBoxX = 0;
UINT16 gMilitiaGroupBoxY = 0;
#define MILITIAGROUPBOX_REGION_MAX 10
BOOLEAN gMilitiaGroupBoxRegionDefined[MILITIAGROUPBOX_REGION_MAX];
MOUSE_REGION gMilitiaGroupBoxRegion[MILITIAGROUPBOX_REGION_MAX];
BOOLEAN gMilitiaGroupBoxDummyRegionDefined;
MOUSE_REGION gMilitiaGroupBoxDummyRegion;
// +/- buttons to add/remove militia from a group
INT32 gMilitiaGroupBoxButtonImage[2] = {-1};
INT32 gMilitiaGroupBoxButton[2 * MAX_MILITIA_LEVELS] = {-1};
BOOLEAN gMilitiaGroupBoxButtonCreated[2 * MAX_MILITIA_LEVELS] = {FALSE};
UINT32 guiMilitiaGroupBoxTypeSymbols;
void CreateMilitiaGroupBoxVideoObjects()
{
gMilitiaGroupBoxButtonImage[0] = LoadButtonImage( "INTERFACE\\plusminusbuttons.sti", -1, 2, -1, 2, -1 );
gMilitiaGroupBoxButtonImage[1] = LoadButtonImage( "INTERFACE\\plusminusbuttons.sti", -1, 3, -1, 3, -1 );
}
void CreateMilitiaGroupBox()
{
INT16 sMapX, sMapY;
if ( GetMouseMapXY( &sMapX, &sMapY ) )
{
// if we are plotting in the upper left corner, get another position for the box
if ( sMapX < 8 && sMapY < 8 )
{
gMilitiaGroupBoxX = MapScreenRect.iRight - 210;
gMilitiaGroupBoxY = MapScreenRect.iBottom - 200;
}
else
{
gMilitiaGroupBoxX = MapScreenRect.iLeft;
gMilitiaGroupBoxY = MapScreenRect.iTop;
}
gMilitiaGroupBoxCreated = TRUE;
}
}
void DestroyMilitiaGroupBox()
{
for ( int i = 0; i < MILITIAGROUPBOX_REGION_MAX; ++i )
{
if ( gMilitiaGroupBoxRegionDefined[i] )
{
MSYS_RemoveRegion( &gMilitiaGroupBoxRegion[i] );
gMilitiaGroupBoxRegionDefined[i] = FALSE;
}
}
if ( gMilitiaGroupBoxDummyRegionDefined )
{
MSYS_RemoveRegion( &gMilitiaGroupBoxDummyRegion );
gMilitiaGroupBoxDummyRegionDefined = FALSE;
}
if ( gMilitiaGroupBoxButtonImage[0] > -1 )
{
UnloadButtonImage( gMilitiaGroupBoxButtonImage[0] );
gMilitiaGroupBoxButtonImage[0] = -1;
}
if ( gMilitiaGroupBoxButtonImage[1] > -1 )
{
UnloadButtonImage( gMilitiaGroupBoxButtonImage[1] );
gMilitiaGroupBoxButtonImage[1] = -1;
}
for ( int i = 0; i < 2 * MAX_MILITIA_LEVELS; ++i )
{
if ( gMilitiaGroupBoxButtonCreated[i] )
{
// delete militia panel bottom
RemoveButton( gMilitiaGroupBoxButton[i] );
gMilitiaGroupBoxButtonCreated[i] = FALSE;
}
}
}
void MilitiaGroupBoxRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
if ( (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) )
{
UINT8 usValue = (UINT8)MSYS_GetRegionUserData( pRegion, 0 );
INT16 slot = GetMilitiaPathSlot( usValue );
if ( slot > -1 )
{
gMilitiaGroupId = (UINT8)slot;
}
}
if ( (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) )
{
}
}
void MilitiaGroupBoxButtonCallback( 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);
GROUP* pGroup = GetGroup( gMilitiaPath[gMilitiaGroupId].sGroupid );
if ( pGroup && pGroup->usGroupTeam == MILITIA_TEAM )
{
UINT8 id = (UINT8)btn->UserData[0];
UINT8 militiatype = id / 2;
// for now, always alter by 1
UINT8 howmany = 1;
// either add or remove a militia from currently selected group
if ( id % 2 )
{
// remove militia from group
// first, check whether we can reduce the number of militia in the group
switch ( militiatype )
{
case GREEN_MILITIA: if ( pGroup->pEnemyGroup->ubNumAdmins < howmany ) return; break;
case REGULAR_MILITIA: if ( pGroup->pEnemyGroup->ubNumTroops < howmany ) return; break;
case ELITE_MILITIA: if ( pGroup->pEnemyGroup->ubNumElites < howmany ) return; break;
// this shouldn't happen...
default: return; break;
}
// add one militia to the sector garrison
StrategicAddMilitiaToSector( pGroup->ubSectorX, pGroup->ubSectorY, militiatype, howmany );
// remove one militia from the group
switch ( militiatype )
{
case GREEN_MILITIA: pGroup->pEnemyGroup->ubNumAdmins -= howmany; break;
case REGULAR_MILITIA: pGroup->pEnemyGroup->ubNumTroops -= howmany; break;
case ELITE_MILITIA: pGroup->pEnemyGroup->ubNumElites -= howmany; break;
}
}
else
{
// add militia to group
// first, check whether we can reduce the number of militia in the sector
INT16 sMapX = GET_X_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
INT16 sMapY = GET_Y_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
if ( MilitiaInSectorOfRankStationary( sMapX, sMapY, militiatype ) < howmany )
{
return;
}
// remove one militia from the sector garrison
StrategicRemoveMilitiaFromSector( pGroup->ubSectorX, pGroup->ubSectorY, militiatype, howmany );
switch ( militiatype )
{
case GREEN_MILITIA: pGroup->pEnemyGroup->ubNumAdmins += howmany; break;
case REGULAR_MILITIA: pGroup->pEnemyGroup->ubNumTroops += howmany; break;
case ELITE_MILITIA: pGroup->pEnemyGroup->ubNumElites += howmany; break;
}
}
}
}
}
}
void DisplayMilitiaGroupBox()
{
if ( (fShowMilitia || (_KeyDown( ALT ) && fShowMapInventoryPool)) && (gGameExternalOptions.fMilitiaVolunteerPool || (gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory)) )
{
SetFont( FONT12ARIAL );
INT32 x = MapScreenRect.iLeft + 20;
INT32 y = MapScreenRect.iBottom + 10;
// if we play with a limited militia pool, show us how many we have
if ( gGameExternalOptions.fMilitiaVolunteerPool )
{
CHAR16 sString[200];
INT32 volunteers = GetVolunteerPool();
if ( volunteers >= 2 * gGameExternalOptions.iTrainingSquadSize )
SetFontForeground( FONT_FCOLOR_GREEN );
else if ( volunteers >= gGameExternalOptions.iTrainingSquadSize )
SetFontForeground( FONT_FCOLOR_YELLOW );
else
SetFontForeground( FONT_FCOLOR_RED );
swprintf( sString, szMilitiaStrategicMovementText[8], volunteers, CalcHourlyVolunteerGain( ) );
mprintf( x, y, sString );
}
y -= GetFontHeight( FONT12ARIAL ) + 2;
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
{
x = MapScreenRect.iLeft + 20;
CHAR16 sString[200];
FLOAT val_gun, val_armour, val_misc;
GetResources( val_gun, val_armour, val_misc );
SetFontForeground( FONT_LTBLUE );
swprintf( sString, szSMilitiaResourceText[3] );
mprintf( x, y, sString );
x += 5 + StringPixLength( sString, FONT12ARIAL );
if ( val_misc > 20.0 )
SetFontForeground( FONT_FCOLOR_GREEN );
else if ( val_misc > 10.0 )
SetFontForeground( FONT_FCOLOR_YELLOW );
else
SetFontForeground( FONT_FCOLOR_RED );
swprintf( sString, L"%5.2f", val_misc );
mprintf( x, y, sString );
x = MapScreenRect.iLeft + 20;
y -= GetFontHeight( FONT12ARIAL ) + 2;
SetFontForeground( FONT_ORANGE );
swprintf( sString, szSMilitiaResourceText[1] );
mprintf( x, y, sString );
x += 5 + StringPixLength( sString, FONT12ARIAL );
if ( val_gun > 20.0 )
SetFontForeground( FONT_FCOLOR_GREEN );
else if ( val_gun > 10.0 )
SetFontForeground( FONT_FCOLOR_YELLOW );
else
SetFontForeground( FONT_FCOLOR_RED );
swprintf( sString, L"%5.2f", val_gun );
mprintf( x, y, sString );
x += 5 + StringPixLength( sString, FONT12ARIAL );
SetFontForeground( FONT_LTKHAKI );
swprintf( sString, szSMilitiaResourceText[2] );
mprintf( x, y, sString );
x += 5 + StringPixLength( sString, FONT12ARIAL );
if ( val_armour > 20.0 )
SetFontForeground( FONT_FCOLOR_GREEN );
else if ( val_armour > 10.0 )
SetFontForeground( FONT_FCOLOR_YELLOW );
else
SetFontForeground( FONT_FCOLOR_RED );
swprintf( sString, L"%5.2f", val_armour );
mprintf( x, y, sString );
}
y -= GetFontHeight( FONT12ARIAL ) + 2;
if ( gGameExternalOptions.fIntelResource )
{
x = MapScreenRect.iLeft + 20;
CHAR16 sString[200];
FLOAT intel = GetIntel();
SetFontForeground( FONT_FCOLOR_GREEN );
swprintf( sString, L"Intel: %5.2f", intel );
mprintf( x, y, sString );
}
}
if ( !gMilitiaGroupBoxCreated )
return;
// destroy the old stuff anyway...
DestroyMilitiaGroupBox();
if ( !fPlotForMilitia )
{
gMilitiaGroupBoxCreated = FALSE;
return;
}
SetFontForeground( FONT_FCOLOR_WHITE );
CreateMilitiaGroupBoxVideoObjects();
// move to defines later
UINT16 MILITIAGROUPBOX_WIDTH_NAME = 80;
UINT16 MILITIAGROUPBOX_WIDTH_TYPEBOX = 20;
UINT16 MILITIAGROUPBOX_WIDTH_SECTOR = 30;
UINT16 MILITIAGROUPBOX_WIDTH_ETA = 30;
UINT16 MILITIAGROUPBOX_HEIGHT_LINE = 14;
UINT16 MILITIAGROUPBOX_WIDTH = MILITIAGROUPBOX_WIDTH_NAME + 3 * MILITIAGROUPBOX_WIDTH_TYPEBOX + 2 * MILITIAGROUPBOX_WIDTH_SECTOR + MILITIAGROUPBOX_WIDTH_ETA;
// we need a header line, one for the sector, and one for each group present
UINT8 usMapX = GET_X_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
UINT8 usMapY = GET_Y_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
int linecnt = 2;
{
GROUP *pGroup = gpGroupList;
while ( pGroup )
{
if ( pGroup->usGroupTeam == MILITIA_TEAM && pGroup->ubSectorX == usMapX && pGroup->ubSectorY == usMapY )
++linecnt;
pGroup = pGroup->next;
}
}
// not more groups than allowed though
linecnt = min( linecnt, 2 + MILITIAGROUPBOX_REGION_MAX );
UINT16 MILITIAGROUPBOX_HEIGHT = linecnt * MILITIAGROUPBOX_HEIGHT_LINE;
SetFontForeground( FONT_FCOLOR_WHITE );
SetFontBackground( FONT_MCOLOR_BLACK );
//Display the background
ColorFillVideoSurfaceArea( FRAME_BUFFER, gMilitiaGroupBoxX, gMilitiaGroupBoxY, gMilitiaGroupBoxX + MILITIAGROUPBOX_WIDTH, gMilitiaGroupBoxY + MILITIAGROUPBOX_HEIGHT, Get16BPPColor( FROMRGB( 50, 50, 50 ) ) );
// mouse region - clicking on a group name selects that group
if ( !gMilitiaGroupBoxDummyRegionDefined )
{
MSYS_DefineRegion( &gMilitiaGroupBoxDummyRegion, gMilitiaGroupBoxX, gMilitiaGroupBoxY, gMilitiaGroupBoxX + MILITIAGROUPBOX_WIDTH, gMilitiaGroupBoxY + MILITIAGROUPBOX_HEIGHT, MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
MSYS_AddRegion( &gMilitiaGroupBoxDummyRegion );
gMilitiaGroupBoxDummyRegionDefined = TRUE;
}
UINT16 dispX = gMilitiaGroupBoxX;
UINT16 dispY = gMilitiaGroupBoxY + 2;
CHAR16 sString[200];
// header
swprintf( sString, szMilitiaStrategicMovementText[2] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_NAME;
// display coloured boxes to represent different militia types
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY, dispX + 6, dispY + 6, Get16BPPColor( FROMRGB( 0, 231, 0 ) ) );
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY, dispX + 6, dispY + 6, Get16BPPColor( FROMRGB( 0, 162, 247 ) ) );
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY, dispX + 6, dispY + 6, Get16BPPColor( FROMRGB( 0, 113, 247 ) ) );
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, szMilitiaStrategicMovementText[3] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
swprintf( sString, szMilitiaStrategicMovementText[4] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_ETA;
swprintf( sString, szMilitiaStrategicMovementText[7] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
dispX = gMilitiaGroupBoxX;
dispY += MILITIAGROUPBOX_HEIGHT_LINE;
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY - 2, dispX + MILITIAGROUPBOX_WIDTH, dispY - 1, Get16BPPColor( FROMRGB( 255, 255, 255 ) ) );
// stationary in sector
UINT8 militiastat[MAX_MILITIA_LEVELS];
for ( int i = 0; i < MAX_MILITIA_LEVELS; ++i )
militiastat[i] = MilitiaInSectorOfRankStationary( usMapX, usMapY, i );
swprintf( sString, szMilitiaStrategicMovementText[1] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_NAME;
swprintf( sString, L"%d", militiastat[GREEN_MILITIA] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, L"%d", militiastat[REGULAR_MILITIA] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, L"%d", militiastat[ELITE_MILITIA] );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, L"--" );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
swprintf( sString, L"--:--" );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_ETA;
swprintf( sString, L"--" );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
dispY += MILITIAGROUPBOX_HEIGHT_LINE;
int groupcnt = 0;
int buttoncnt = 0;
GROUP *pGroup = gpGroupList;
while ( pGroup && groupcnt < MILITIAGROUPBOX_REGION_MAX )
{
if ( pGroup->usGroupTeam == MILITIA_TEAM && pGroup->ubSectorX == usMapX && pGroup->ubSectorY == usMapY )
{
dispX = gMilitiaGroupBoxX;
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
{
SetFontForeground( FONT_FCOLOR_YELLOW );
}
else
{
SetFontForeground( FONT_FCOLOR_WHITE );
}
CHAR16 wSectorName[64];
GetShortSectorString( pGroup->ubNextX, pGroup->ubNextY, wSectorName );
CHAR16 wFinalSectorName[64];
swprintf( sString, L"--" );
// determine the final destination of this group
{
INT16 finalsector = GetLastSectorIdInMilitiaGroupPath( pGroup->ubGroupID );
if ( finalsector > -1 )
{
GetShortSectorString( finalsector % MAP_WORLD_X, finalsector / MAP_WORLD_X, wFinalSectorName );
}
else
{
GetShortSectorString( pGroup->ubNextX, pGroup->ubNextY, wFinalSectorName );
}
}
// show ETA
CHAR16 timestring[64];
UINT32 uiArrivalTime = GetWorldTotalMin( ) + CalculateTravelTimeOfGroup( pGroup );
ConvertMinTimeToDayHourMinString( uiArrivalTime, timestring );
// mouse region - clicking on a group name selects that group
if ( !gMilitiaGroupBoxRegionDefined[groupcnt] )
{
MSYS_DefineRegion( &gMilitiaGroupBoxRegion[groupcnt], dispX, dispY, dispX + MILITIAGROUPBOX_WIDTH_NAME, dispY + MILITIAGROUPBOX_HEIGHT_LINE, MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MilitiaGroupBoxRegionClickCallback );
MSYS_AddRegion( &gMilitiaGroupBoxRegion[groupcnt] );
MSYS_SetRegionUserData( &gMilitiaGroupBoxRegion[groupcnt], 0, pGroup->ubGroupID );
gMilitiaGroupBoxRegionDefined[groupcnt] = TRUE;
}
if ( pGroup->ubGroupID == gNewMilitiaGroupId )
swprintf( sString, szMilitiaStrategicMovementText[5], pGroup->ubGroupID );
else
swprintf( sString, szMilitiaStrategicMovementText[6], pGroup->ubGroupID );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_NAME;
swprintf( sString, L"%d", pGroup->pEnemyGroup->ubNumAdmins );
mprintf( dispX, dispY, sString );
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
{
// '+' button
if ( militiastat[GREEN_MILITIA] && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
{
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[0], dispX + 14, dispY, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
}
++buttoncnt;
// '-' button
if ( pGroup->pEnemyGroup->ubNumAdmins && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
{
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[1], dispX + 14, dispY + 6, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
}
++buttoncnt;
}
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, L"%d", pGroup->pEnemyGroup->ubNumTroops );
mprintf( dispX, dispY, sString );
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
{
// '+' button
if ( militiastat[REGULAR_MILITIA] && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
{
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[0], dispX + 14, dispY, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
}
++buttoncnt;
// '-' button
if ( pGroup->pEnemyGroup->ubNumTroops && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
{
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[1], dispX + 14, dispY + 6, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
}
++buttoncnt;
}
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, L"%d", pGroup->pEnemyGroup->ubNumElites );
mprintf( dispX, dispY, sString );
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
{
// '+' button
if ( militiastat[ELITE_MILITIA] && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
{
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[0], dispX + 14, dispY, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
}
++buttoncnt;
// '-' button
if ( pGroup->pEnemyGroup->ubNumElites && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
{
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[1], dispX + 14, dispY + 6, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
}
++buttoncnt;
}
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
swprintf( sString, L"%s", wSectorName );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
swprintf( sString, L"%s", timestring );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_ETA;
swprintf( sString, L"%s", wFinalSectorName );
mprintf( dispX, dispY, sString );
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
dispY += MILITIAGROUPBOX_HEIGHT_LINE;
++groupcnt;
}
pGroup = pGroup->next;
}
}
// Flugente: intel display
InqMapInfo gMapIntelData[256];
void AddIntelAndQuestMapDataForSector( INT16 sSectorX, INT16 sSectorY, UINT8 ausMapColour, int asSymbol, STR16 aText, STR16 aText_Short )
{
if ( sSectorX > 0 && sSectorX < 17 && sSectorY > 0 && sSectorY < 17 )
{
int sector = SECTOR( sSectorX, sSectorY );
if ( ausMapColour < MAP_SHADE_MAX )
gMapIntelData[sector].mapcolour = ausMapColour;
if ( asSymbol >= 0 )
gMapIntelData[sector].symbols.push_back( asSymbol );
if ( wcsnlen( aText, 1024 ) > 0 )
swprintf( gMapIntelData[sector].text, L"%s%s\n", gMapIntelData[sector].text, aText );
if ( wcsnlen( aText_Short, 128 ) > 0 )
swprintf( gMapIntelData[sector].shorttext, L"%s", aText_Short );
}
}
extern BOOLEAN GetFacilityProductionState( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber );
void DetermineMapIntelData( INT32 asSectorZ )
{
// clear data
for ( int i = 0; i < 256; ++i )
{
gMapIntelData[i].mapcolour = MAP_SHADE_BLACK;
gMapIntelData[i].text[0] = '\0';
gMapIntelData[i].shorttext[0] = '\0';
gMapIntelData[i].symbols.clear();
}
// add data
if ( !asSectorZ )
{
// enemy VIPS we know of
for ( int sector = 0; sector < 256; ++sector )
{
if ( PlayerKnowsAboutVIP( SECTORX( sector ), SECTORY( sector ) ) )
{
AddIntelAndQuestMapDataForSector( SECTORX( sector ), SECTORY( sector ), MAP_SHADE_LT_RED, 5, szIntelText[3], L"" );
}
}
// transport groups
std::map<UINT8, TransportGroupSectorInfo> map = GetTransportGroupSectorInfo();
for (const auto iter : map)
{
CHAR16 str[128];
switch (iter.second)
{
case TransportGroupSectorInfo::TransportGroupSectorInfo_LocatedGroup:
swprintf( str, gpStrategicString[STR_PB_TRANSPORT_GROUP]);
break;
case TransportGroupSectorInfo::TransportGroupSectorInfo_LocatedDestination:
swprintf( str, gpStrategicString[STR_PB_TRANSPORT_GROUP_EN_ROUTE]);
break;
}
AddIntelAndQuestMapDataForSector( SECTORX(iter.first), SECTORY(iter.first), MAP_SHADE_LT_YELLOW, -1, str, L"" );
}
// uncovered terrorists we know of
for ( int cnt = 0; cnt < 6; ++cnt )
{
int profile = SLAY;
if ( cnt == 1 ) profile = ANNIE;
else if ( cnt == 2 ) profile = CHRIS;
else if ( cnt == 3 ) profile = TIFFANY;
else if ( cnt == 4 ) profile = T_REX;
else if ( cnt == 5 ) profile = DRUGGIST;
if ( !(gMercProfiles[profile].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED) &&
gMercProfiles[profile].bMercStatus != MERC_IS_DEAD &&
gMercProfiles[profile].sSectorX > 0 &&
gMercProfiles[profile].sSectorY > 0 &&
CheckFact( FACT_TERRORIST_LOCATION_KNOWN_SLAY + cnt, 0 ) )
{
SECTOR( gMercProfiles[profile].sSectorX, gMercProfiles[profile].sSectorY );
AddIntelAndQuestMapDataForSector( gMercProfiles[profile].sSectorX, gMercProfiles[profile].sSectorY, -1, 3, szIntelText[4], L"" );
}
}
// raids we know of
for ( int raidtype = 0; raidtype < 3; ++raidtype )
{
if ( CheckFact( FACT_RAID_KNOWN_BLOODCATS + raidtype, 0 ) )
{
std::vector< std::pair<UINT32, UINT32> > vec = GetAllStrategicEventsOfType( EVENT_BLOODCAT_ATTACK + raidtype );
for ( std::vector< std::pair<UINT32, UINT32> >::iterator it = vec.begin(); it != vec.end(); ++it )
{
if ( ( *it ).second < 256 )
{
UINT32 seconds = ( *it ).first;
UINT32 minutes = seconds / 60;
UINT32 hours = minutes / 60;
CHAR16 str[128];
swprintf( str, szIntelText[5], gpStrategicString[STR_PB_BLOODCATRAID_HEADER + raidtype], hours % 24, minutes % 60 );
AddIntelAndQuestMapDataForSector( SECTORX( ( *it ).second ), SECTORY( ( *it ).second ), MAP_SHADE_LT_PINK, raidtype, str, L"" );
}
}
}
}
// Flugente: factories
if ( gGameExternalOptions.fFactories )
{
for ( UINT16 sector = 0; sector < 256; ++sector )
{
BOOLEAN productionfound = FALSE;
BOOLEAN activeproductionfound = FALSE;
BOOLEAN inactiveproductionfound = FALSE;
BOOLEAN productionunderenemycontrol = FALSE;
for ( UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt )
{
// Is this facility here?
if ( gFacilityLocations[sector][cnt].fFacilityHere )
{
if ( gFacilityLocations[sector][cnt].ubHidden == 0 ||
( gFacilityLocations[sector][cnt].ubHidden == 1 && SectorInfo[sector].fSurfaceWasEverPlayerControlled ) )
{
if ( StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( sector )].fEnemyControlled )
{
// if it's an enemy controlled sector, just check whether there are production lines at all
if ( !gFacilityTypes[cnt].ProductionData.empty() )
{
productionfound = TRUE;
productionunderenemycontrol = TRUE;
}
}
else
{
UINT16 productioncnt = 0;
for ( std::vector<PRODUCTION_LINE>::iterator prodit = gFacilityTypes[cnt].ProductionData.begin(), proditend = gFacilityTypes[cnt].ProductionData.end(); prodit != proditend;
++prodit, ++productioncnt )
{
if ( GetFacilityProductionState( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt ) )
activeproductionfound = TRUE;
else
inactiveproductionfound = TRUE;
productionfound = TRUE;
}
}
}
}
}
if ( productionfound )
{
AddIntelAndQuestMapDataForSector( SECTORX( sector ), SECTORY( sector ), -1, productionunderenemycontrol ? 22 : activeproductionfound ? inactiveproductionfound ? 19 : 20 : 21, L"", L"" );
}
}
}
// Flugente: turncoats
if ( gSkillTraitValues.fCOTurncoats )
{
for ( UINT16 sector = 0; sector < 256; ++sector )
{
CorrectTurncoatCount( SECTORX( sector ), SECTORY( sector ) );
UINT16 numturncoats = NumTurncoatsOfClassInSector( SECTORX( sector ), SECTORY( sector ), SOLDIER_CLASS_ADMINISTRATOR )
+ NumTurncoatsOfClassInSector( SECTORX( sector ), SECTORY( sector ), SOLDIER_CLASS_ARMY )
+ NumTurncoatsOfClassInSector( SECTORX( sector ), SECTORY( sector ), SOLDIER_CLASS_ELITE );
if ( numturncoats )
{
CHAR16 str[128];
swprintf( str, szTurncoatText[9], numturncoats );
AddIntelAndQuestMapDataForSector( SECTORX( sector ), SECTORY( sector ), -1, 23, str, L"" );
}
}
}
}
// add lua data
LuaGetIntelAndQuestMapData( asSectorZ );
}
void ShowIntelOnMap()
{
INT16 usXPos, usYPos;
INT32 MapItemsFont;
if ( iResolution <= _800x600 )
{
MapItemsFont = MAP_FONT;
}
else
{
MapItemsFont = FONT12ARIAL;
}
SetFont( MapItemsFont );
SetFontForeground( FONT_MCOLOR_WHITE );
SetFontBackground( FONT_MCOLOR_BLACK );
UINT32 x, y, x0, y0;
HVOBJECT hHandle;
GetVideoObject( &hHandle, guiINTEL );
for (int sector = 0; sector < 256; ++sector )
{
UINT8 sector_x = SECTORX( sector );
UINT8 sector_y = SECTORY( sector );
// grab min and max locations to interpolate sub sector position
x0 = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * ( sector_x );
y0 = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * ( sector_y );
AssertMsg( ( x0 >= 0 ) && ( x0 < SCREEN_WIDTH ), String( "ShowIntelOnMap: Invalid minX = %d", x0 ) );
AssertMsg( ( y0 >= 0 ) && ( y0 < SCREEN_HEIGHT ), String( "ShowIntelOnMap: Invalid minY = %d", y0 ) );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion();
x = x0;
y = y0;
for ( std::vector<int>::iterator symbolit = gMapIntelData[sector].symbols.begin(); symbolit != gMapIntelData[sector].symbols.end(); ++symbolit )
{
BltVideoObject( FRAME_BUFFER, hHandle, (*symbolit), x, y, VO_BLT_SRCTRANSPARENCY, NULL );
// Flugente: retrieve width and height of video object
UINT16 width, height;
GetVideoObjectDimensions( hHandle, ( *symbolit ), width, height );
// symbols overlap a bit, so that there is a bit of space
x += width * 0.6;
y += height * 0.6;
}
// restore clip blits
RestoreClipRegionToFullScreen();
FindFontCenterCoordinates( x0, y0, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, gMapIntelData[sector].shorttext, MapItemsFont, &usXPos, &usYPos );
mprintf( usXPos, usYPos, gMapIntelData[sector].shorttext );
}
}