Files
source/Strategic/Assignments.cpp
T
AcyForsythe 11b2e75e32 - Added INI Setting and ability to manually train mobile militia at a cost
- Added INI setting and ability to train veteran militia

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@586 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-10-01 06:52:06 +00:00

11592 lines
307 KiB
C++

// WANNE 2 <changed some lines>
#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
#else
#include "Assignments.h"
#include "Soldier Control.h"
#include "Item Types.h"
#include "Strategic.h"
#include "Items.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "stdlib.h"
#include "Message.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "Soldier Profile Type.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Queen Command.h"
#include "strategicmap.h"
#include "Text.h"
#include "dialogue control.h"
#include "NPC.h"
#include "Strategic Town Loyalty.h"
#include "animation control.h"
#include "mapscreen.h"
#include "Squads.h"
#include "Map Screen Helicopter.h"
#include "PopUpBox.h"
#include "Vehicles.h"
#include "Strategic Merc Handler.h"
#include "Merc Contract.h"
#include "Map Screen Interface Map.h"
#include "Strategic Movement.h"
#include "laptop.h"
#include "Finances.h"
#include "LaptopSave.h"
#include "renderworld.h"
#include "Interface Control.h"
#include "Interface.h"
#include "Soldier Find.h"
#include "ai.h"
#include "utilities.h"
#include "random.h"
#include "line.h"
#include "Soldier Add.h"
#include "GameSettings.h"
#include "Isometric Utils.h"
#include "Soldier Macros.h"
#include "Explosion Control.h"
#include "SkillCheck.h"
#include "Quests.h"
#include "Town Militia.h"
#include "Map Screen Interface Border.h"
#include "math.h"
#include "SkillCheck.h"
#include "Strategic Pathing.h"
#endif
#include "MilitiaSquads.h"
// various reason an assignment can be aborted before completion
enum{
NO_MORE_MED_KITS = 40,
INSUF_DOCTOR_SKILL,
NO_MORE_TOOL_KITS,
INSUF_REPAIR_SKILL,
NUM_ASSIGN_ABORT_REASONS
};
enum{
REPAIR_MENU_VEHICLE1 = 0,
REPAIR_MENU_VEHICLE2,
REPAIR_MENU_VEHICLE3,
// REPAIR_MENU_SAM_SITE,
REPAIR_MENU_ROBOT,
REPAIR_MENU_ITEMS,
REPAIR_MENU_CANCEL,
};
enum{
VEHICLE_MENU_VEHICLE1 = 0,
VEHICLE_MENU_VEHICLE2,
VEHICLE_MENU_VEHICLE3,
VEHICLE_MENU_CANCEL,
};
enum {
REPAIR_HANDS_AND_ARMOR = 0,
REPAIR_HEADGEAR,
REPAIR_POCKETS,
NUM_REPAIR_PASS_TYPES,
};
#define FINAL_REPAIR_PASS REPAIR_POCKETS
typedef struct REPAIR_PASS_SLOTS_TYPE
{
UINT8 ubChoices; // how many valid choices there are in this pass
INT8 bSlot[ 12 ]; // list of slots to be repaired in this pass
} REPAIR_PASS_SLOTS_TYPE;
REPAIR_PASS_SLOTS_TYPE gRepairPassSlotList[ NUM_REPAIR_PASS_TYPES ] =
{ // pass # choices slots repaired in this pass
{ /* hands and armor */ 5, HANDPOS, SECONDHANDPOS, VESTPOS, HELMETPOS, LEGPOS, -1, -1, -1, -1, -1, -1, -1 },
{ /* headgear */ 2, HEAD1POS, HEAD2POS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
{ /* pockets */ 12, BIGPOCK1POS, BIGPOCK2POS, BIGPOCK3POS, BIGPOCK4POS, SMALLPOCK1POS, SMALLPOCK2POS, SMALLPOCK3POS, SMALLPOCK4POS, SMALLPOCK5POS, SMALLPOCK6POS, SMALLPOCK7POS, SMALLPOCK8POS },
};
extern STR16 sRepairsDoneString[];
// PopUp Box Handles
INT32 ghAssignmentBox = -1;
INT32 ghEpcBox = -1;
INT32 ghSquadBox = -1;
INT32 ghVehicleBox = -1;
INT32 ghRepairBox = -1;
INT32 ghTrainingBox = -1;
INT32 ghAttributeBox = -1;
INT32 ghRemoveMercAssignBox = -1;
INT32 ghContractBox = -1;
INT32 ghMoveBox = -1;
//INT32 ghUpdateBox = -1;
// the x,y position of assignment pop up in tactical
INT16 gsAssignmentBoxesX, gsAssignmentBoxesY;
// assignment menu mouse regions
MOUSE_REGION gAssignmentMenuRegion[ MAX_ASSIGN_STRING_COUNT ];
MOUSE_REGION gTrainingMenuRegion[ MAX_TRAIN_STRING_COUNT ];
MOUSE_REGION gAttributeMenuRegion[ MAX_ATTRIBUTE_STRING_COUNT ];
MOUSE_REGION gSquadMenuRegion[ MAX_SQUAD_MENU_STRING_COUNT ];
MOUSE_REGION gContractMenuRegion[ MAX_CONTRACT_MENU_STRING_COUNT ];
MOUSE_REGION gRemoveMercAssignRegion[ MAX_REMOVE_MERC_COUNT ];
MOUSE_REGION gEpcMenuRegion[ MAX_EPC_MENU_STRING_COUNT ];
MOUSE_REGION gRepairMenuRegion[ 20 ];
// mouse region for vehicle menu
MOUSE_REGION gVehicleMenuRegion[ 20 ];
MOUSE_REGION gAssignmentScreenMaskRegion;
BOOLEAN fShownAssignmentMenu = FALSE;
BOOLEAN fShowVehicleMenu = FALSE;
BOOLEAN fShowRepairMenu = FALSE;
BOOLEAN fShownContractMenu = FALSE;
BOOLEAN fFirstClickInAssignmentScreenMask = FALSE;
// render pre battle interface?
extern BOOLEAN gfRenderPBInterface;
extern BOOLEAN fMapScreenBottomDirty;
extern SOLDIERTYPE *pMilitiaTrainerSoldier;
// in the mapscreen?
extern BOOLEAN fInMapMode;
// we are in fact training?..then who temmates, or self?
INT8 gbTrainingMode = -1;
// who is the highlighted guy
extern UINT16 gusUIFullTargetID;
// showing town info?
extern BOOLEAN fShowTownInfo;
extern INT32 giMapBorderButtons[];
extern BOOLEAN fProcessingAMerc;
extern SOLDIERTYPE *pProcessingSoldier ;
BOOLEAN gfAddDisplayBoxToWaitingQueue = FALSE;
// redraw character list
extern BOOLEAN fDrawCharacterList;
extern BOOLEAN fSelectedListOfMercsForMapScreen[ MAX_CHARACTER_COUNT ];
SOLDIERTYPE *gpDismissSoldier = NULL;
BOOLEAN gfReEvaluateEveryonesNothingToDo = FALSE;
/*
// the amount time must be on assignment before it can have any effect
#define MINUTES_FOR_ASSIGNMENT_TO_COUNT 45
// number we divide the total pts accumlated per day by for each assignment period
#define ASSIGNMENT_UNITS_PER_DAY 24
// base skill to deal with an emergency
#define BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY 20
// multiplier for skill needed for each point below OKLIFE
#define MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY 4
// number of pts needed for each point below OKLIFE
#define POINT_COST_PER_HEALTH_BELOW_OKLIFE 2
// how many points of healing each hospital patients gains per hour in the hospital
#define HOSPITAL_HEALING_RATE 5 // a top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
// increase to reduce repair pts, or vice versa
#define REPAIR_RATE_DIVISOR 2500
// increase to reduce doctoring pts, or vice versa
#define DOCTORING_RATE_DIVISOR 2400 // at 2400, the theoretical maximum is 150 full healing pts/day
// cost to unjam a weapon in repair pts
#define REPAIR_COST_PER_JAM 2
// divisor for rate of self-training
#define SELF_TRAINING_DIVISOR 1000
// the divisor for rate of training bonus due to instructors influence
#define INSTRUCTED_TRAINING_DIVISOR 3000
// this controls how fast town militia gets trained
#define TOWN_TRAINING_RATE 4
#define MAX_MILITIA_TRAINERS_PER_SECTOR 2
// militia training bonus for EACH level of teaching skill (percentage points)
#define TEACH_BONUS_TO_TRAIN 30
// militia training bonus for RPC (percentage points)
#define RPC_BONUS_TO_TRAIN 10
// the bonus to training in marksmanship in the Alma gun range sector
#define GUN_RANGE_TRAINING_BONUS 25
// breath bonus divider
#define BREATH_BONUS_DIVIDER 10
// the min rating that is need to teach a fellow teammate
#define MIN_RATING_TO_TEACH 25
// activity levels for natural healing ( the higher the number, the slower the natural recover rate
#define LOW_ACTIVITY_LEVEL 1
#define MEDIUM_ACTIVITY_LEVEL 4
#define HIGH_ACTIVITY_LEVEL 12
*/
/*
// the min breath to stay awake
#define MIN_BREATH_TO_STAY_AWAKE 15
// average number of hours a merc needs to sleep per day
#define AVG_NUMBER_OF_HOURS_OF_SLEEP_NEEDED 7
*/
/* Assignment distance limits removed. Sep/11/98. ARM
#define MAX_DISTANCE_FOR_DOCTORING 5
#define MAX_DISTANCE_FOR_REPAIR 5
#define MAX_DISTANCE_FOR_TRAINING 5
*/
/*
// controls how easily SAM sites are repaired
// NOTE: A repairman must generate a least this many points / hour to be ABLE to repair a SAM site at all!
#define SAM_SITE_REPAIR_DIVISOR 10
// minimum condition a SAM site must be in to be fixable
#define MIN_CONDITION_TO_FIX_SAM 20
*/
// how many points worth of tool kits does the character have?
UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier);
// how many points worth of doctoring does the character have in his medical kits ?
UINT16 TotalMedicalKitPoints(SOLDIERTYPE *pSoldier);
// handle doctor in this sector
void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ );
// handle any repair man in sector
void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ );
// heal characters in this sector with this doctor
void HealCharacters( SOLDIERTYPE *pDoctor, INT16 sX, INT16 sY, INT8 bZ );
// update characters who might done healing but are still patients
void UpdatePatientsWhoAreDoneHealing( void );
// returns minimum medical skill necessary to treat this patient
UINT8 GetMinHealingSkillNeeded( SOLDIERTYPE *pPatient );
// heal patient, given doctor and total healing pts available to doctor at this time
UINT16 HealPatient( SOLDIERTYPE *pPatient, SOLDIERTYPE * pDoctor, UINT16 usHundredthsHealed );
// can item be repaired?
BOOLEAN IsItemRepairable( UINT16 usItem, INT8 bStatus );
// does another merc have a repairable item on them?
INT8 FindRepairableItemOnOtherSoldier( SOLDIERTYPE * pSoldier, UINT8 ubPassType );
// repair stuff
void HandleRepairBySoldier( SOLDIERTYPE *pSoldier );
// rest the character
void RestCharacter( SOLDIERTYPE *pSoldier );
// fatigue the character
void FatigueCharacter( SOLDIERTYPE *pSoldier );
// a list of which sectors have characters
BOOLEAN fSectorsWithSoldiers[ MAP_WORLD_X * MAP_WORLD_Y ][ 4 ];
// can soldier repair robot
BOOLEAN CanCharacterRepairRobot( SOLDIERTYPE *pSoldier );
// can the character repair this vehicle?
BOOLEAN CanCharacterRepairVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId );
// handle training of character in sector
void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
// QSort compare function for town training
int TownTrainerQsortCompare(const void *pArg1, const void *pArg2);
// this function will actually pass on the pts to the mercs stat
void TrainSoldierWithPts( SOLDIERTYPE *pSoldier, INT16 sTrainPts );
// train militia in this sector with this soldier
BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT16 sTrainingPts );
// is the character between secotrs in mvt
BOOLEAN CharacterIsBetweenSectors( SOLDIERTYPE *pSoldier );
// update soldier life
void UpDateSoldierLife( SOLDIERTYPE *pSoldier );
// handle natural healing for all mercs on players team
void HandleNaturalHealing( void );
// handle natural healing for any individual grunt
void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier );
/*
// auto sleep mercs
BOOLEAN AutoSleepMerc( SOLDIERTYPE *pSoldier );
*/
// assignment screen mask
void AssignmentScreenMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
// glow area for contract region?
BOOLEAN fGlowContractRegion = FALSE;
void HandleShadingOfLinesForSquadMenu( void );
void HandleShadingOfLinesForVehicleMenu( void );
void HandleShadingOfLinesForRepairMenu( void );
void HandleShadingOfLinesForTrainingMenu( void );
void HandleShadingOfLinesForAttributeMenus( void );
// post message about contract
void PostContractMessage( SOLDIERTYPE *pCharacter, INT32 iContract );
// post a terminate message
void PostTerminateMessage( SOLDIERTYPE *pCharacter );
BOOLEAN DisplayVehicleMenu( SOLDIERTYPE *pSoldier );
BOOLEAN DisplayRepairMenu( SOLDIERTYPE *pSoldier );
// create menus
void CreateEPCBox( void );
void CreateSquadBox( void );
void CreateVehicleBox();
void CreateRepairBox( void );
/*
// get how fast the person regains sleep
INT8 GetRegainDueToSleepNeeded( SOLDIERTYPE *pSoldier, INT32 iRateOfReGain );
*/
void PositionCursorForTacticalAssignmentBox( void );
// can this soldier be healed by this doctor?
BOOLEAN CanSoldierBeHealedByDoctor( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pDoctor, BOOLEAN fIgnoreAssignment, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck );
UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck );
void CheckForAndHandleHospitalPatients( void );
void HealHospitalPatient( SOLDIERTYPE *pPatient, UINT16 usHealingPtsLeft );
void MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier );
BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier );
void RepositionMouseRegions( void );
void CheckAndUpdateTacticalAssignmentPopUpPositions( void );
void HandleRestFatigueAndSleepStatus( void );
BOOLEAN CharacterIsTakingItEasy( SOLDIERTYPE *pSoldier );
void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason );
BOOLEAN CanCharacterDoctorButDoesntHaveMedKit( SOLDIERTYPE *pSoldier );
BOOLEAN CanCharacterRepairButDoesntHaveARepairkit( SOLDIERTYPE *pSoldier );
// robot replated stuff
BOOLEAN IsRobotInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
SOLDIERTYPE * GetRobotSoldier( void );
UINT8 RepairRobot( SOLDIERTYPE *pRobot, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair );
UINT8 HandleRepairOfRobotBySoldier( SOLDIERTYPE *pSoldier, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair );
BOOLEAN HandleAssignmentExpansionAndHighLightForAssignMenu( SOLDIERTYPE *pSoldier );
BOOLEAN HandleAssignmentExpansionAndHighLightForTrainingMenu( void );
BOOLEAN HandleShowingOfMovementBox( void );
//BOOLEAN HandleShowingOfUpBox( void );
void ReportTrainersTraineesWithoutPartners( void );
BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pSoldier, INT8 bTargetAssignment, INT8 bTargetStat );
extern void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier );
extern BOOLEAN SectorIsImpassable( INT16 sSector );
extern BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber );
extern UINT32 VirtualSoldierDressWound( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVictim, OBJECTTYPE *pKit, INT16 sKitPts, INT16 sStatus );
// only 2 trainers are allowed per sector, so this function counts the # in a guy's sector
INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier );
// notify player of assignment attempt failure
void NotifyPlayerOfAssignmentAttemptFailure( INT8 bAssignment );
BOOLEAN PlayerSoldierTooTiredToTravel( SOLDIERTYPE *pSoldier );
void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason );
UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier );
UINT32 GetLastSquadListedInSquadMenu( void );
BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier );
BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier );
BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE * pSoldier, INT8 bHighestPass );
BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOtherSoldier );
// can this character EVER train militia?
BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pCharacter );
SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK );
BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubRepairPtsLeft );
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft );
BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSoldier, UINT8 *pubRepairPtsLeft );
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
BOOLEAN SoldierInSameSectorAsSAM( SOLDIERTYPE *pSoldier );
BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier, INT8 bRepairPoints );
BOOLEAN IsSoldierCloseEnoughToSAMControlPanel( SOLDIERTYPE *pSoldier );
*/
/* Assignment distance limits removed. Sep/11/98. ARM
BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient );
*/
#ifdef JA2BETAVERSION
void VerifyTownTrainingIsPaidFor( void );
#endif
void InitSectorsWithSoldiersList( void )
{
// init list of sectors
memset( &fSectorsWithSoldiers, 0, sizeof( fSectorsWithSoldiers ) );
return;
}
void BuildSectorsWithSoldiersList( void )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
pSoldier = MercPtrs[ 0 ];
// fills array with pressence of player controlled characters
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if(pTeamSoldier -> bActive)
{
fSectorsWithSoldiers[ pTeamSoldier -> sSectorX + pTeamSoldier -> sSectorY * MAP_WORLD_X ][ pTeamSoldier -> bSectorZ ] = TRUE;
}
}
}
void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
{
// This is the most basic assignment-setting function. It must be called before setting any subsidiary
// values like fFixingRobot. It will clear all subsidiary values so we don't leave the merc in a messed
// up state!
pSoldier->bAssignment = bAssignment;
/// don't kill iVehicleId, though, 'cause militia training tries to put guys back in their vehicles when it's done(!)
pSoldier->fFixingSAMSite = FALSE;
pSoldier->fFixingRobot = FALSE;
pSoldier->bVehicleUnderRepairID = -1;
if ( ( bAssignment == DOCTOR ) || ( bAssignment == PATIENT ) || ( bAssignment == ASSIGNMENT_HOSPITAL ) )
{
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
}
// update character info, and the team panel
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
// merc may have come on/off duty, make sure map icons are updated
fMapPanelDirty = TRUE;
}
BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
{
// global conditions restricting all assignment changes
if ( SectorIsImpassable( (INT16) SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ) )
{
return( FALSE );
}
if ( fNotInCombat && pSoldier->bActive && pSoldier->bInSector && gTacticalStatus.fEnemyInSector )
{
return( FALSE );
}
return( TRUE );
}
/*
BOOLEAN CanSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
{
switch( bAssignment )
{
case( DOCTOR ):
return( CanCharacterDoctor( pSoldier ) );
break;
case( PATIENT ):
return( CanCharacterPatient( pSoldier ) );
break;
case( REPAIR ):
return( CanCharacterRepair( pSoldier ) );
break;
case( TRAIN_TOWN ):
return( CanCharacterTrainMilitia( pSoldier ) );
break;
case( TRAIN_SELF ):
return( CanCharacterTrainStat( pSoldier, pSoldier -> bTrainStat, TRUE, FALSE ) );
break;
case( TRAIN_TEAMMATE ):
return( CanCharacterTrainStat( pSoldier, pSoldier -> bTrainStat, FALSE, TRUE ) );
break;
case TRAIN_BY_OTHER:
return( CanCharacterTrainStat( pSoldier, pSoldier -> bTrainStat, TRUE, FALSE ) );
break;
case( VEHICLE ):
return( CanCharacterVehicle( pSoldier ) );
break;
default:
return( (CanCharacterSquad( pSoldier, bAssignment ) == CHARACTER_CAN_JOIN_SQUAD ) );
break;
}
}
*/
BOOLEAN CanCharacterDoctorButDoesntHaveMedKit( SOLDIERTYPE *pSoldier )
{
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// make sure character is alive and conscious
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// has medical skill?
if( pSoldier -> bMedical <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
return( TRUE );
}
// is character capable of 'playing' doctor?
// check that character is alive, conscious, has medical skill and equipment
BOOLEAN CanCharacterDoctor( SOLDIERTYPE *pSoldier )
{
BOOLEAN fFoundMedKit = FALSE;
INT8 bPocket = 0;
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
if( CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) == FALSE )
{
return( FALSE );
}
// find med kit
for (bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
// doctoring is allowed using either type of med kit (but first aid kit halves doctoring effectiveness)
if( IsMedicalKitItem( &( pSoldier -> inv[ bPocket ] ) ) )
{
fFoundMedKit = TRUE;
break;
}
}
if( fFoundMedKit == FALSE )
{
return( FALSE );
}
// all criteria fit, can doctor
return ( TRUE );
}
BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
{
INT32 iCounter;
// items?
if ( DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
return( TRUE );
}
// robot?
if ( CanCharacterRepairRobot( pSoldier ) )
{
return( TRUE );
}
// vehicles?
if ( pSoldier->bSectorZ == 0 )
{
for ( iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
{
if ( pVehicleList[ iCounter ].fValid == TRUE )
{
// the helicopter, is NEVER repairable...
if ( iCounter != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
{
if( CanCharacterRepairVehicle( pSoldier, iCounter ) == TRUE )
{
// there is a repairable vehicle here
return( TRUE );
}
}
}
}
}
}
return( FALSE );
}
BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier )
{
BOOLEAN fCanStillRepair;
// NOTE: This must detect situations where the vehicle/robot has left the sector, in which case we want the
// guy to say "assignment done", so we return that he can no longer repair
// check if we are repairing a vehicle
if ( pSoldier->bVehicleUnderRepairID != -1 )
{
fCanStillRepair = CanCharacterRepairVehicle( pSoldier, pSoldier->bVehicleUnderRepairID );
}
// check if we are repairing a robot
else if( pSoldier -> fFixingRobot )
{
fCanStillRepair = CanCharacterRepairRobot( pSoldier );
}
else // repairing items
{
fCanStillRepair = DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS );
}
// if it's no longer damaged, we're finished!
return( !fCanStillRepair );
}
BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestPass )
{
INT8 bPocket;
UINT8 ubItemsInPocket, ubObjectInPocketCounter;
INT8 bLoop;
SOLDIERTYPE * pOtherSoldier;
OBJECTTYPE * pObj;
UINT8 ubPassType;
// check for jams
for (bPocket = HELMETPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
ubItemsInPocket = pSoldier -> inv[ bPocket ].ubNumberOfObjects;
// unjam any jammed weapons
// run through pocket and repair
for( ubObjectInPocketCounter = 0; ubObjectInPocketCounter < ubItemsInPocket; ubObjectInPocketCounter++ )
{
// jammed gun?
if ( ( Item[ pSoldier -> inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pSoldier -> inv[ bPocket ].bGunAmmoStatus < 0 ) )
{
return( TRUE );
}
}
}
// now check for items to repair
for( bPocket = HELMETPOS; bPocket <= SMALLPOCK8POS; bPocket++ )
{
pObj = &(pSoldier->inv[ bPocket ]);
ubItemsInPocket = pObj->ubNumberOfObjects;
// run through pocket
for( ubObjectInPocketCounter = 0; ubObjectInPocketCounter < ubItemsInPocket; ubObjectInPocketCounter++ )
{
// if it's repairable and NEEDS repairing
if ( IsItemRepairable( pObj->usItem, pObj->bStatus[ubObjectInPocketCounter] ) )
{
return( TRUE );
}
}
// have to check for attachments...
for ( bLoop = 0; bLoop < MAX_ATTACHMENTS; bLoop++ )
{
if ( pObj->usAttachItem[ bLoop ] != NOTHING )
{
// if it's repairable and NEEDS repairing
if ( IsItemRepairable( pObj->usAttachItem[ bLoop ], pObj->bAttachStatus[ bLoop ] ) )
{
return( TRUE );
}
}
}
}
// if we wanna check for the items belonging to others in the sector
if ( bHighestPass != - 1 )
{
// now look for items to repair on other mercs
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
{
pOtherSoldier = MercPtrs[ bLoop ];
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
{
// okay, seems like a candidate! Check if he has anything that needs unjamming or repairs
for ( bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++ )
{
// the object a weapon? and jammed?
if ( ( Item[ pOtherSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOtherSoldier->inv[ bPocket ].bGunAmmoStatus < 0 ) )
{
return( TRUE );
}
}
// repair everyone's hands and armor slots first, then headgear, and pockets last
for ( ubPassType = REPAIR_HANDS_AND_ARMOR; ubPassType <= ( UINT8 ) bHighestPass; ubPassType++ )
{
bPocket = FindRepairableItemOnOtherSoldier( pOtherSoldier, ubPassType );
if ( bPocket != NO_SLOT )
{
return( TRUE );
}
}
}
}
}
return( FALSE );
}
BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
{
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// make sure character is alive and oklife
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// has repair skill?
if( pSoldier -> bMechanical <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
return( TRUE );
}
BOOLEAN CanCharacterRepairButDoesntHaveARepairkit( SOLDIERTYPE *pSoldier )
{
if ( BasicCanCharacterRepair( pSoldier ) == FALSE )
{
return( FALSE );
}
// make sure he actually doesn't have a toolkit
if ( FindToolkit( pSoldier ) != NO_SLOT )
{
return( FALSE );
}
return( TRUE );
}
// can character be assigned as repairman?
// check that character is alive, oklife, has repair skill, and equipment, etc.
BOOLEAN CanCharacterRepair( SOLDIERTYPE *pSoldier )
{
INT8 bPocket = 0;
BOOLEAN fToolKitFound = FALSE;
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
if ( BasicCanCharacterRepair( pSoldier ) == FALSE )
{
return( FALSE );
}
// make sure he has a toolkit
if ( FindToolkit( pSoldier ) == NO_SLOT )
{
return( FALSE );
}
// anything around to fix?
if ( !IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
return( FALSE );
}
// NOTE: This will not detect situations where character lacks the SKILL to repair the stuff that needs repairing...
// So, in that situation, his assignment will NOT flash, but a message to that effect will be reported every hour.
// all criteria fit, can repair
return ( TRUE );
}
// can character be set to patient?
BOOLEAN CanCharacterPatient( SOLDIERTYPE *pSoldier )
{
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Robot must be REPAIRED to be "healed", not doctored
if( ( pSoldier -> uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return ( FALSE );
}
if( pSoldier -> bAssignment == ASSIGNMENT_POW )
{
return ( FALSE );
}
// is character alive and not in perfect health?
if( ( pSoldier -> bLife <= 0 ) || ( pSoldier -> bLife == pSoldier -> bLifeMax ) )
{
// dead or in perfect health
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
// alive and can be healed
return ( TRUE );
}
BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
// is the character capable of training a town?
// they must be alive/conscious and in the sector with the town
BOOLEAN fSamSitePresent = FALSE;
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// make sure character is alive and conscious
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier -> bSectorZ != 0 )
{
return( FALSE );
}
// is there a town in the character's current sector?
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY ) ].bNameId == BLANK_SECTOR )
{
fSamSitePresent = IsThisSectorASAMSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ );
// check if sam site
if( fSamSitePresent == FALSE )
{
// nope
return ( FALSE );
}
}
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
if ( ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return( FALSE );
}
// has leadership skill?
if( pSoldier -> bLeadership <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// can train militia
return( TRUE );
}
// Kaiden: Roaming Militia Training:
// Commenting out the check for:
// IsMilitiaTrainableFromSoldiersSectorMaxed(
// At this point, we don't care if it's full yet
BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
if (gGameExternalOptions.gfmusttrainroaming)
{
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) &&
/*( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) == FALSE ) && */
( CountMilitiaTrainersInSoldiersSector( pSoldier ) < gGameExternalOptions.ubMaxMilitiaTrainersPerSector ) )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
else
{
if( BasicCanCharacterTrainMilitia( pSoldier ) &&
MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) &&
( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) == FALSE ) &&
( CountMilitiaTrainersInSoldiersSector( pSoldier ) < gGameExternalOptions.ubMaxMilitiaTrainersPerSector ) )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
}
BOOLEAN DoesTownHaveRatingToTrainMilitia( INT8 bTownId )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Assignments1");
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Assignments1");
// min loyalty rating?
if( ( gTownLoyalty[ bTownId ].ubRating < gGameExternalOptions.iMinLoyaltyToTrain ) )
{
// nope
return( FALSE );
}
return( TRUE );
}
BOOLEAN DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( SOLDIERTYPE *pSoldier )
{
INT8 bTownId = 0;
BOOLEAN fSamSitePresent = FALSE;
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier -> bSectorZ != 0 )
{
return( FALSE );
}
bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// is there a town really here
if( bTownId == BLANK_SECTOR )
{
fSamSitePresent = IsThisSectorASAMSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ );
// if there is a sam site here
if( fSamSitePresent )
{
return( TRUE );
}
return( FALSE );
}
// does this town have sufficient loyalty to train militia
if( DoesTownHaveRatingToTrainMilitia( bTownId ) == FALSE )
{
return( FALSE );
}
return( TRUE );
}
INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier )
{
INT8 bLoop;
SOLDIERTYPE * pOtherSoldier;
INT8 bCount = 0;
for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
{
pOtherSoldier = MercPtrs[ bLoop ];
if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
{
if (pOtherSoldier->bAssignment == TRAIN_TOWN )
{
bCount++;
}
}
}
return( bCount );
}
BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier )
{
INT8 bTownId = 0;
BOOLEAN fSamSitePresent = FALSE;
if( pSoldier->bSectorZ != 0 )
{
return( TRUE );
}
bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// is there a town really here
if( bTownId == BLANK_SECTOR )
{
fSamSitePresent = IsThisSectorASAMSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ );
// if there is a sam site here
if( fSamSitePresent )
{
if( IsSAMSiteFullOfMilitia( pSoldier->sSectorX, pSoldier->sSectorY ) )
{
return( TRUE );
}
return( FALSE );
}
return( FALSE );
}
// this considers *ALL* safe sectors of the town, not just the one soldier is in
if( IsTownFullMilitia( bTownId ) )
{
// town is full of militia
return( TRUE );
}
return( FALSE );
}
BOOLEAN CanCharacterTrainStat( SOLDIERTYPE *pSoldier, INT8 bStat, BOOLEAN fTrainSelf, BOOLEAN fTrainTeammate )
{
// is the character capable of training this stat? either self or as trainer
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// alive and conscious
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier -> bSectorZ != 0 )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// check stat values, 0 means no chance in hell
switch( bStat )
{
case ( STRENGTH ):
// strength
if ( pSoldier->bStrength < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bStrength < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bStrength >= gGameExternalOptions.ubTrainingSkillMax ) && ( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( DEXTERITY ):
// dexterity
if ( pSoldier->bDexterity < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bDexterity < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bDexterity >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( AGILITY ):
// agility
if ( pSoldier->bAgility < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bAgility < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bAgility >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( HEALTH ):
// health
if ( pSoldier->bLifeMax < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bLifeMax < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bLifeMax >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( MARKSMANSHIP ):
// marksmanship
if ( pSoldier->bMarksmanship < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bMarksmanship < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bMarksmanship >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( MEDICAL ):
// medical
if ( pSoldier->bMedical < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bMedical < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bMedical >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( MECHANICAL ):
// mechanical
if ( pSoldier->bMechanical < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bMechanical < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bMechanical >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( LEADERSHIP ):
// leadership
if ( pSoldier->bLeadership < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bLeadership < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bLeadership >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( EXPLOSIVE_ASSIGN ):
// explosives
if ( pSoldier->bExplosive < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier -> bExplosive < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier -> bExplosive >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// stat is ok and character alive and conscious
return( TRUE );
}
BOOLEAN CanCharacterOnDuty( SOLDIERTYPE *pSoldier )
{
// can character commit themselves to on duty?
// only need to be alive and well to do so right now
// alive and conscious
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
if ( !BasicCanCharacterAssignment( pSoldier, FALSE ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// ARM: New rule: can't change squads or exit vehicles between sectors!
if( pSoldier -> fBetweenSectors )
{
return ( FALSE );
}
/*
if( pSoldier -> fBetweenSectors )
{
if( pSoldier -> bAssignment == VEHICLE )
{
if( GetNumberInVehicle( pSoldier -> iVehicleId ) == 1 )
{
// can't change, go away
return( FALSE );
}
}
}
*/
return( TRUE );
}
BOOLEAN CanCharacterPractise( SOLDIERTYPE *pSoldier )
{
// can character practise right now?
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// only need to be alive and well to do so right now
// alive and conscious
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
if( pSoldier -> bSectorZ != 0 )
{
return( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// can practise
return( TRUE );
}
BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
{
INT32 cnt = 0;
SOLDIERTYPE *pTeamSoldier = NULL;
// can character train at all
if( CanCharacterPractise( pSoldier ) == FALSE )
{
// nope
return( FALSE );
}
// if alone in sector, can't enter the attributes submenu at all
if ( PlayerMercsInSector( ( UINT8 ) pSoldier->sSectorX, ( UINT8 ) pSoldier->sSectorY, pSoldier->bSectorZ ) == 0 )
{
return( FALSE );
}
// ARM: we allow this even if there are no students assigned yet. Flashing is warning enough.
return( TRUE );
}
BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
{
INT32 iCounter = 0;
// can character train at all
if( CanCharacterPractise( pSoldier ) == FALSE )
{
return( FALSE );
}
// if alone in sector, can't enter the attributes submenu at all
if ( PlayerMercsInSector( ( UINT8 ) pSoldier->sSectorX, ( UINT8 ) pSoldier->sSectorY, pSoldier->bSectorZ ) == 0 )
{
return( FALSE );
}
// ARM: we now allow this even if there are no trainers assigned yet. Flashing is warning enough.
return( TRUE );
}
// can character sleep right now?
BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
{
CHAR16 sString[ 128 ];
// dead or dying?
if( pSoldier -> bLife < OKLIFE )
{
return( FALSE );
}
// vehicle or robot?
if( ( pSoldier -> uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return( FALSE );
}
// POW?
if( pSoldier -> bAssignment == ASSIGNMENT_POW )
{
return( FALSE );
}
// traveling?
if ( pSoldier->fBetweenSectors )
{
// if walking
if ( pSoldier->bAssignment != VEHICLE )
{
// can't sleep while walking or driving a vehicle
if( fExplainWhyNot )
{
// on the move, can't sleep
swprintf( sString, zMarksMapScreenText[ 5 ], pSoldier->name );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
else // in a vehicle
{
// if this guy has to drive ('cause nobody else can)
if ( SoldierMustDriveVehicle( pSoldier, pSoldier->iVehicleId, FALSE ) )
{
// can't sleep while walking or driving a vehicle
if( fExplainWhyNot )
{
// is driving, can't sleep
swprintf( sString, zMarksMapScreenText[ 7 ], pSoldier->name );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
}
}
else // in a sector
{
// if not above it all...
if ( !SoldierAboardAirborneHeli( pSoldier ) )
{
// if he's in the loaded sector, and it's hostile or in combat
if( pSoldier->bInSector && ( ( gTacticalStatus.uiFlags & INCOMBAT ) || gTacticalStatus.fEnemyInSector ) )
{
if( fExplainWhyNot )
{
DoScreenIndependantMessageBox( Message[ STR_SECTOR_NOT_CLEARED ], MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
// on surface, and enemies are in the sector
if( ( pSoldier->bSectorZ == 0 ) && ( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) > 0 ) )
{
if( fExplainWhyNot )
{
DoScreenIndependantMessageBox( Message[ STR_SECTOR_NOT_CLEARED ], MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
}
}
// not tired?
if( pSoldier->bBreathMax >= BREATHMAX_FULLY_RESTED )
{
if( fExplainWhyNot )
{
swprintf( sString, zMarksMapScreenText[ 4 ], pSoldier->name );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
// can sleep
return( TRUE );
}
BOOLEAN CanCharacterBeAwakened( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
{
CHAR16 sString[ 128 ];
// if dead tired
if( ( pSoldier -> bBreathMax <= BREATHMAX_ABSOLUTE_MINIMUM ) && !pSoldier->fMercCollapsedFlag )
{
// should be collapsed, then!
pSoldier->fMercCollapsedFlag = TRUE;
}
// merc collapsed due to being dead tired, you can't wake him up until he recovers substantially
if ( pSoldier->fMercCollapsedFlag == TRUE )
{
if ( fExplainWhyNot )
{
swprintf( sString, zMarksMapScreenText[ 6 ], pSoldier->name );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
// can be awakened
return( TRUE );
}
BOOLEAN CanCharacterVehicle( SOLDIERTYPE *pSoldier )
{
// can character enter/leave vehicle?
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// only need to be alive and well to do so right now
// alive and conscious
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// underground?
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier -> bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier -> iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if( NumEnemiesInSector( pSoldier -> sSectorX, pSoldier -> sSectorY ) > 0 )
{
return( FALSE );
}
}
}
// any accessible vehicles in soldier's sector (excludes those between sectors, etc.)
if( AnyAccessibleVehiclesInSoldiersSector( pSoldier ) == FALSE )
{
return( FALSE );
}
// have to be in mapscreen (strictly for visual reasons - we don't want them just vanishing if in tactical)
if( fInMapMode == FALSE )
{
return( FALSE );
}
// if we're in BATTLE in the current sector, disallow
if ( gTacticalStatus.fEnemyInSector )
{
if ( ( pSoldier -> sSectorX == gWorldSectorX ) && ( pSoldier -> sSectorY == gWorldSectorY ) && ( pSoldier -> bSectorZ == gbWorldSectorZ) )
{
return( FALSE );
}
}
return( TRUE );
}
INT8 CanCharacterSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue )
{
// can character join this squad?
INT16 sX, sY, sZ;
Assert( bSquadValue < ON_DUTY );
if ( pSoldier->bAssignment == bSquadValue )
{
return( CHARACTER_CANT_JOIN_SQUAD_ALREADY_IN_IT );
}
// is the character alive and well?
if( pSoldier -> bLife < OKLIFE )
{
// dead or unconscious...
return ( CHARACTER_CANT_JOIN_SQUAD );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( CHARACTER_CANT_JOIN_SQUAD );
}
if ( pSoldier->bAssignment == ASSIGNMENT_POW )
{
// not allowed to be put on a squad
return( CHARACTER_CANT_JOIN_SQUAD );
}
/* Driver can't abandon vehicle between sectors - OBSOLETE - nobody is allowed to change squads between sectors now!
if( pSoldier -> fBetweenSectors )
{
if( pSoldier -> bAssignment == VEHICLE )
{
if( GetNumberInVehicle( pSoldier -> iVehicleId ) == 1 )
{
// can't change, go away
return( CHARACTER_CANT_JOIN_SQUAD );
}
}
}
*/
// see if the squad us at the same x,y,z
SectorSquadIsIn( bSquadValue, &sX, &sY, &sZ );
// check sector x y and z, if not same, cannot join squad
if( ( sX != pSoldier -> sSectorX ) || ( sY != pSoldier -> sSectorY ) || ( sZ != pSoldier -> bSectorZ ) )
{
// is there anyone on this squad?
if( NumberOfPeopleInSquad( bSquadValue ) > 0 )
{
return ( CHARACTER_CANT_JOIN_SQUAD_TOO_FAR );
}
}
if( IsThisSquadOnTheMove( bSquadValue ) == TRUE )
{
// can't join while squad is moving
return( CHARACTER_CANT_JOIN_SQUAD_SQUAD_MOVING );
}
if ( DoesVehicleExistInSquad( bSquadValue ) )
{
// sorry can't change to this squad that way!
return( CHARACTER_CANT_JOIN_SQUAD_VEHICLE );
}
if ( NumberOfPeopleInSquad( bSquadValue ) >= NUMBER_OF_SOLDIERS_PER_SQUAD )
{
return( CHARACTER_CANT_JOIN_SQUAD_FULL );
}
return ( CHARACTER_CAN_JOIN_SQUAD );
}
BOOLEAN IsCharacterInTransit( SOLDIERTYPE *pSoldier )
{
// valid character?
if( pSoldier == NULL )
{
return ( FALSE );
}
// check if character is currently in transit
if( pSoldier -> bAssignment == IN_TRANSIT )
{
// yep
return ( TRUE );
}
// no
return ( FALSE );
}
void UpdateAssignments()
{
INT8 sX,sY, bZ;
// init sectors with soldiers list
InitSectorsWithSoldiersList( );
// build list
BuildSectorsWithSoldiersList( );
// handle natural healing
HandleNaturalHealing( );
// handle any patients in the hospital
CheckForAndHandleHospitalPatients( );
// see if any grunt or trainer just lost student/teacher
ReportTrainersTraineesWithoutPartners( );
// clear out the update list
ClearSectorListForCompletedTrainingOfMilitia( );
// rest resting mercs, fatigue active mercs,
// check for mercs tired enough go to sleep, and wake up well-rested mercs
HandleRestFatigueAndSleepStatus( );
#ifdef JA2BETAVERSION
// put this BEFORE training gets handled to avoid detecting an error everytime a sector completes training
VerifyTownTrainingIsPaidFor();
#endif
// run through sectors and handle each type in sector
for(sX = 0 ; sX < MAP_WORLD_X; sX++ )
{
for( sY =0; sY < MAP_WORLD_X; sY++ )
{
for( bZ = 0; bZ < 4; bZ++)
{
// handle militia squads movings and creating (not an assignment)
if(!bZ && sX < 17 && sY < 17 && sX > 0 && sY > 0)UpdateMilitiaSquads( sX, sY );
// is there anyone in this sector?
if( fSectorsWithSoldiers[ sX + sY * MAP_WORLD_X ][ bZ ] == TRUE )
{
// handle any doctors
HandleDoctorsInSector( sX, sY, bZ );
// handle any repairmen
HandleRepairmenInSector( sX, sY, bZ );
// handle any training
HandleTrainingInSector( sX, sY, bZ );
}
}
}
}
// check to see if anyone is done healing?
UpdatePatientsWhoAreDoneHealing( );
// check if we have anyone who just finished their assignment
if( gfAddDisplayBoxToWaitingQueue )
{
AddDisplayBoxToWaitingQueue( );
gfAddDisplayBoxToWaitingQueue = FALSE;
}
HandleContinueOfTownTraining( );
// check if anyone is on an assignment where they have nothing to do
ReEvaluateEveryonesNothingToDo();
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
#ifdef JA2BETAVERSION
void VerifyTownTrainingIsPaidFor( void )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
// valid character?
if( gCharactersList[ iCounter ].fValid == FALSE )
{
// nope
continue;
}
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) )
{
// make sure that sector is paid up!
if( SectorInfo[ SECTOR( pSoldier -> sSectorX, pSoldier -> sSectorY ) ].fMilitiaTrainingPaid == FALSE )
{
// NOPE! We've got a bug somewhere
StopTimeCompression();
// report the error
DoScreenIndependantMessageBox( L"ERROR: Unpaid militia training. Describe *how* you're re-assigning mercs, how many/where/when! Send *prior* save!", MSG_BOX_FLAG_OK, NULL );
// avoid repeating this
break;
}
}
}
}
#endif
UINT8 FindNumberInSectorWithAssignment( INT16 sX, INT16 sY, INT8 bAssignment )
{
// run thought list of characters find number with this assignment
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
INT32 iCounter=0;
INT8 bNumberOfPeople = 0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if( ( pTeamSoldier -> sSectorX == sX ) && ( pTeamSoldier -> sSectorY == sY ) &&( pTeamSoldier -> bAssignment == bAssignment ) )
{
// increment number of people who are on this assignment
if(pTeamSoldier -> bActive)
bNumberOfPeople++;
}
}
}
return( bNumberOfPeople );
}
UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
UINT8 ubNumberOfPeople = 0;
// go through list of characters, find all who are patients/doctors healable by this doctor
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, fThisHour, fSkipKitCheck, fSkipSkillCheck ) == TRUE )
{
// increment number of doctorable patients/doctors
ubNumberOfPeople++;
}
}
}
return( ubNumberOfPeople );
}
SOLDIERTYPE *AnyDoctorWhoCanHealThisPatient( SOLDIERTYPE *pPatient, BOOLEAN fThisHour )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
// go through list of characters, find all who are patients/doctors healable by this doctor
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
// doctor?
if( ( pTeamSoldier -> bActive ) && ( pTeamSoldier->bAssignment == DOCTOR ) )
{
if( CanSoldierBeHealedByDoctor( pPatient, pTeamSoldier, FALSE, fThisHour, FALSE, FALSE ) == TRUE )
{
// found one
return( pTeamSoldier );
}
}
}
// there aren't any doctors, or the ones there can't do the job
return( NULL );
}
UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts, BOOLEAN fMakeSureKitIsInHand )
{
UINT16 usHealPts = 0;
UINT16 usKitPts = 0;
INT8 bMedFactor;
// make sure he has a medkit in his hand, and preferably make it a medical bag, not a first aid kit
if( fMakeSureKitIsInHand )
{
if ( !MakeSureMedKitIsInHand( pDoctor ) )
{
return(0);
}
}
// calculate effective doctoring rate (adjusted for drugs, alcohol, etc.)
usHealPts = ( EffectiveMedical( pDoctor ) * (( EffectiveDexterity( pDoctor ) + EffectiveWisdom( pDoctor ) ) / 2) * (100 + ( 5 * EffectiveExpLevel( pDoctor) ) ) ) / gGameExternalOptions.ubDoctoringRateDivisor;
// calculate normal doctoring rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
*pusMaxPts = ( pDoctor -> bMedical * (( pDoctor -> bDexterity + pDoctor -> bWisdom ) / 2 ) * (100 + ( 5 * pDoctor->bExpLevel) ) ) / gGameExternalOptions.ubDoctoringRateDivisor;
// adjust for fatigue
ReducePointsForFatigue( pDoctor, &usHealPts );
// count how much medical supplies we have
usKitPts = 100 * TotalMedicalKitPoints( pDoctor );
// if we don't have enough medical KIT points, reduce what we can heal
if (usKitPts < usHealPts)
{
usHealPts = usKitPts;
}
// get the type of medkit being used
bMedFactor = IsMedicalKitItem( &( pDoctor -> inv[ HANDPOS ] ) );
if( bMedFactor != 0 )
{
// no med kit left?
// if he's working with only a first aid kit, the doctoring rate is halved!
// for simplicity, we're ignoring the situation where a nearly empty medical bag in is hand and the rest are just first aid kits
usHealPts /= bMedFactor;
}
else
{
usHealPts = 0;
}
// return healing pts value
return( usHealPts );
}
UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts, BOOLEAN fMakeSureKitIsInHand )
{
UINT16 usRepairPts;
UINT16 usKitPts;
UINT8 ubKitEffectiveness;
// make sure toolkit in hand?
if( fMakeSureKitIsInHand )
{
MakeSureToolKitIsInHand( pSoldier );
}
// can't repair at all without a toolkit
if (!Item[pSoldier -> inv[HANDPOS].usItem].toolkit )
{
*pusMaxPts = 0;
return(0);
}
// calculate effective repair rate (adjusted for drugs, alcohol, etc.)
usRepairPts = (EffectiveMechanical( pSoldier ) * EffectiveDexterity( pSoldier ) * (100 + ( 5 * EffectiveExpLevel( pSoldier) ) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay );
// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
*pusMaxPts = ( pSoldier -> bMechanical * pSoldier -> bDexterity * (100 + ( 5 * pSoldier->bExpLevel) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay );
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usRepairPts );
// figure out what shape his "equipment" is in ("coming" in JA3: Viagra - improves the "shape" your "equipment" is in)
usKitPts = ToolKitPoints( pSoldier );
// if kit(s) in extremely bad shape
if ( usKitPts < 25 )
{
ubKitEffectiveness = 50;
}
// if kit(s) in pretty bad shape
else if ( usKitPts < 50 )
{
ubKitEffectiveness = 75;
}
else
{
ubKitEffectiveness = 100;
}
// adjust for equipment
usRepairPts = (usRepairPts * ubKitEffectiveness) / 100;
// return current repair pts
return(( UINT8 )usRepairPts);
}
UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier)
{
UINT16 usKitpts=0;
UINT8 ubPocket;
// add up kit points
for (ubPocket=HANDPOS; ubPocket <= SMALLPOCK8POS; ubPocket++)
{
if( Item[pSoldier -> inv[ ubPocket ].usItem].toolkit )
{
usKitpts += TotalPoints( &( pSoldier -> inv[ ubPocket ] ) );
}
}
return( usKitpts );
}
UINT16 TotalMedicalKitPoints(SOLDIERTYPE *pSoldier)
{
UINT8 ubPocket;
UINT16 usKitpts=0;
// add up kit points of all medkits
for (ubPocket = HANDPOS; ubPocket <= SMALLPOCK8POS; ubPocket++)
{
// NOTE: Here, we don't care whether these are MEDICAL BAGS or FIRST AID KITS!
if ( IsMedicalKitItem( &( pSoldier -> inv[ ubPocket ] ) ) )
{
usKitpts += TotalPoints( &( pSoldier -> inv[ ubPocket ] ) );
}
}
return( usKitpts );
}
void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
INT32 iCounter=0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// will handle doctor/patient relationship in sector
// go through list of characters, find all doctors in sector
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if(pTeamSoldier -> bActive)
{
if( ( pTeamSoldier -> sSectorX == sX ) && ( pTeamSoldier -> sSectorY == sY ) && ( pTeamSoldier -> bSectorZ == bZ ) )
{
if ( ( pTeamSoldier -> bAssignment == DOCTOR ) && ( pTeamSoldier->fMercAsleep == FALSE ) )
{
MakeSureMedKitIsInHand( pTeamSoldier );
// character is in sector, check if can doctor, if so...heal people
if ( CanCharacterDoctor( pTeamSoldier ) && EnoughTimeOnAssignment( pTeamSoldier ) )
{
HealCharacters( pTeamSoldier, sX, sY, bZ );
}
}
/*
if( ( pTeamSoldier -> bAssignment == DOCTOR ) && ( pTeamSoldier->fMercAsleep == FALSE ) )
{
MakeSureMedKitIsInHand( pTeamSoldier );
}
// character is in sector, check if can doctor, if so...heal people
if( CanCharacterDoctor( pTeamSoldier ) && ( pTeamSoldier -> bAssignment == DOCTOR ) && ( pTeamSoldier->fMercAsleep == FALSE ) && EnoughTimeOnAssignment( pTeamSoldier ) )
{
HealCharacters( pTeamSoldier, sX, sY, bZ );
}
*/
}
}
}
// total healing pts for this sector, now heal people
return;
}
void UpdatePatientsWhoAreDoneHealing( void )
{
INT32 cnt = 0;
SOLDIERTYPE *pSoldier = NULL, *pTeamSoldier = NULL;
// set as first in list
pSoldier = MercPtrs[0];
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
// active soldier?
if( pTeamSoldier->bActive )
{
// patient who doesn't need healing
if( ( pTeamSoldier->bAssignment == PATIENT ) &&( pTeamSoldier->bLife == pTeamSoldier->bLifeMax ) )
{
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
return;
}
void HealCharacters( SOLDIERTYPE *pDoctor, INT16 sX, INT16 sY, INT8 bZ )
{
// heal all patients in this sector
UINT16 usAvailableHealingPts = 0;
UINT16 usRemainingHealingPts = 0;
UINT16 usUsedHealingPts = 0;
UINT16 usEvenHealingAmount = 0;
UINT16 usMax =0;
UINT8 ubTotalNumberOfPatients = 0;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL, *pWorstHurtSoldier = NULL;
INT32 cnt = 0;
UINT16 usOldLeftOvers = 0;
// now find number of healable mercs in sector that are wounded
ubTotalNumberOfPatients = GetNumberThatCanBeDoctored( pDoctor, HEALABLE_THIS_HOUR, FALSE, FALSE );
// if there is anybody who can be healed right now
if( ubTotalNumberOfPatients > 0 )
{
// get available healing pts
usAvailableHealingPts = CalculateHealingPointsForDoctor( pDoctor, &usMax, TRUE );
usRemainingHealingPts = usAvailableHealingPts;
// find how many healing points can be evenly distributed to each wounded, healable merc
usEvenHealingAmount = usRemainingHealingPts / ubTotalNumberOfPatients;
// heal each of the healable mercs by this equal amount
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, HEALABLE_THIS_HOUR, FALSE, FALSE ) == TRUE )
{
// can heal and is patient, heal them
usRemainingHealingPts -= HealPatient( pTeamSoldier, pDoctor, usEvenHealingAmount );
}
}
}
// if we have any remaining pts
if ( usRemainingHealingPts > 0)
{
// split those up based on need - lowest life patients get them first
do
{
// find the worst hurt patient
pWorstHurtSoldier = NULL;
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, HEALABLE_THIS_HOUR, FALSE, FALSE ) == TRUE )
{
if( pWorstHurtSoldier == NULL )
{
pWorstHurtSoldier = pTeamSoldier;
}
else
{
// check to see if this guy is hurt worse than anyone previous?
if( pTeamSoldier -> bLife < pWorstHurtSoldier -> bLife )
{
// he is now the worse hurt guy
pWorstHurtSoldier = pTeamSoldier;
}
}
}
}
}
if( pWorstHurtSoldier != NULL )
{
// heal the worst hurt guy
usOldLeftOvers = usRemainingHealingPts;
usRemainingHealingPts -= HealPatient( pWorstHurtSoldier, pDoctor, usRemainingHealingPts );
// couldn't expend any pts, leave
if( usRemainingHealingPts == usOldLeftOvers )
{
usRemainingHealingPts = 0;
}
}
} while( ( usRemainingHealingPts > 0 ) && ( pWorstHurtSoldier != NULL ) );
}
usUsedHealingPts = usAvailableHealingPts - usRemainingHealingPts;
// increment skills based on healing pts used
StatChange(pDoctor, MEDICALAMT, (UINT16) (usUsedHealingPts / 100), FALSE);
StatChange(pDoctor, DEXTAMT, (UINT16) (usUsedHealingPts / 100), FALSE);
StatChange(pDoctor, WISDOMAMT, (UINT16) (usUsedHealingPts / 100), FALSE);
}
// if there's nobody else here who can EVER be helped by this doctor (regardless of whether they got healing this hour)
if( GetNumberThatCanBeDoctored( pDoctor, HEALABLE_EVER, FALSE, FALSE ) == 0 )
{
// then this doctor has done all that he can do, but let's find out why and tell player the reason
// try again, but skip the med kit check!
if( GetNumberThatCanBeDoctored( pDoctor, HEALABLE_EVER, TRUE, FALSE ) > 0 )
{
// he could doctor somebody, but can't because he doesn't have a med kit!
AssignmentAborted( pDoctor, NO_MORE_MED_KITS );
}
// try again, but skip the skill check!
else if( GetNumberThatCanBeDoctored( pDoctor, HEALABLE_EVER, FALSE, TRUE ) > 0 )
{
// he could doctor somebody, but can't because he doesn't have enough skill!
AssignmentAborted( pDoctor, INSUF_DOCTOR_SKILL );
}
else
{
// all patients should now be healed - truly DONE!
AssignmentDone( pDoctor, TRUE, TRUE );
}
}
}
/* Assignment distance limits removed. Sep/11/98. ARM
BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient )
{
// run through all doctors in sector, if it is loaded
// if no - one is close enough and there is a doctor assigned in sector, inform player
BOOLEAN fDoctorInSector = FALSE;
BOOLEAN fDoctorCloseEnough = FALSE;
SOLDIERTYPE *pSoldier = NULL;
INT32 iCounter = 0;
CHAR16 sString[ 128 ];
if( ( pPatient->sSectorX != gWorldSectorX ) || ( pPatient->sSectorY != gWorldSectorY ) || ( pPatient->bSectorZ != gbWorldSectorZ ) )
{
// not currently loaded
return( TRUE );
}
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier->bActive )
{
// are they two of these guys in the same sector?
if( ( pSoldier->sSectorX == pPatient->sSectorX ) && ( pSoldier->sSectorY == pPatient->sSectorY ) && ( pSoldier->bSectorZ == pPatient->bSectorZ ) )
{
// is a doctor
if( pSoldier->bAssignment == DOCTOR )
{
// the doctor is in the house
fDoctorInSector = TRUE;
// can this patient be healed by the doctor?
if( CanSoldierBeHealedByDoctor( pPatient, pSoldier, TRUE, HEALABLE_EVER, FALSE, FALSE ) == TRUE )
{
// yep
fDoctorCloseEnough = TRUE;
}
}
}
}
}
// there are doctors here but noone can heal this guy
if( ( fDoctorInSector ) && ( fDoctorCloseEnough == FALSE ) )
{
swprintf( sString, pDoctorWarningString[ 0 ] , pPatient->name );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
return( FALSE );
}
return( TRUE );
}
*/
BOOLEAN CanSoldierBeHealedByDoctor( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pDoctor, BOOLEAN fIgnoreAssignment, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck )
{
INT16 sDistance = 0;
// must be an active guy
if (pSoldier -> bActive == FALSE)
{
return(FALSE);
}
// must be a patient or a doctor
if( ( pSoldier -> bAssignment != PATIENT ) && ( pSoldier -> bAssignment != DOCTOR ) && ( fIgnoreAssignment == FALSE ) )
{
return(FALSE);
}
// if dead or unhurt
if ( (pSoldier -> bLife == 0) || (pSoldier -> bLife == pSoldier -> bLifeMax ) )
{
return(FALSE);
}
// if we care about how long it's been, and he hasn't been on a healable assignment long enough
if( fThisHour && ( EnoughTimeOnAssignment( pSoldier ) == FALSE ) && ( fIgnoreAssignment == FALSE ) )
{
return( FALSE );
}
// must be in the same sector
if( ( pSoldier -> sSectorX != pDoctor -> sSectorX ) || ( pSoldier -> sSectorY != pDoctor -> sSectorY ) || ( pSoldier -> bSectorZ != pDoctor -> bSectorZ ) )
{
return(FALSE);
}
// can't be between sectors (possible to get here if ignoring assignment)
if ( pSoldier->fBetweenSectors )
{
return(FALSE);
}
// if doctor's skill is unsufficient to save this guy
if ( !fSkipSkillCheck && ( pDoctor -> bMedical < GetMinHealingSkillNeeded( pSoldier ) ) )
{
return(FALSE);
}
if ( !fSkipKitCheck && ( FindMedKit( pDoctor ) == NO_SLOT ) )
{
// no medical kit to use!
return( FALSE );
}
return( TRUE );
}
UINT8 GetMinHealingSkillNeeded( SOLDIERTYPE *pPatient )
{
// get the minimum skill to handle a character under OKLIFE
if( pPatient -> bLife < OKLIFE )
{
// less than ok life, return skill needed
return( gGameExternalOptions.ubBaseMedicalSkillToDealWithEmergency + ( gGameExternalOptions.ubMultiplierForDifferenceInLifeValueForEmergency * ( OKLIFE - pPatient -> bLife ) ) );
}
else
{
// only need some skill
return ( 1 );
}
}
UINT16 HealPatient( SOLDIERTYPE *pPatient, SOLDIERTYPE * pDoctor, UINT16 usHundredthsHealed )
{
// heal patient and return the number of healing pts used
UINT16 usHealingPtsLeft;
UINT16 usTotalFullPtsUsed = 0;
UINT16 usTotalHundredthsUsed = 0;
INT8 bPointsToUse = 0;
INT8 bPointsUsed = 0;
INT8 bPointsHealed = 0;
INT8 bPocket = 0;
INT8 bMedFactor;
// INT8 bOldPatientLife = pPatient -> bLife;
pPatient->sFractLife += usHundredthsHealed;
usTotalHundredthsUsed = usHundredthsHealed; // we'll subtract any unused amount later if we become fully healed...
// convert fractions into full points
usHealingPtsLeft = pPatient->sFractLife / 100;
pPatient->sFractLife %= 100;
// if we haven't accumulated any full points yet
if (usHealingPtsLeft == 0)
{
return( usTotalHundredthsUsed );
}
/* ARM - Eliminated. We now have other methods of properly using doctors to auto-bandage bleeding,
// using the correct kits points instead of this 1 pt. "special"
// stop all bleeding of patient..for 1 pt (it's fast). But still use up normal kit pts to do it
if (pPatient -> bBleeding > 0)
{
usHealingPtsLeft--;
usTotalFullPtsUsed++;
// get points needed to heal him to dress bleeding wounds
bPointsToUse = pPatient -> bBleeding;
// go through doctor's pockets and heal, starting at with his in-hand item
// the healing pts are based on what type of medkit is in his hand, so we HAVE to start there first!
for (bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
bMedFactor = IsMedicalKitItem( &( pDoctor -> inv[ bPocket ] ) );
if ( bMedFactor > 0 )
{
// ok, we have med kit in this pocket, use it
// The medFactor here doesn't affect how much the doctor can heal (that's already factored into lower healing pts)
// but it does effect how fast the medkit is used up! First aid kits disappear at double their doctoring rate!
bPointsUsed = (INT8) UseKitPoints( &( pDoctor -> inv[ bPocket ] ), (UINT16) (bPointsToUse * bMedFactor), pDoctor );
bPointsHealed = bPointsUsed / bMedFactor;
bPointsToUse -= bPointsHealed;
pPatient -> bBleeding -= bPointsHealed;
// if we're done all we're supposed to, or the guy's no longer bleeding, bail
if ( ( bPointsToUse <= 0 ) || ( pPatient -> bBleeding == 0 ) )
{
break;
}
}
}
}
*/
// if below ok life, heal these first at double point cost
if( pPatient -> bLife < OKLIFE )
{
// get points needed to heal him to OKLIFE
bPointsToUse = gGameExternalOptions.ubPointCostPerHealthBelowOkLife * ( OKLIFE - pPatient -> bLife );
// if he needs more than we have, reduce to that
if( bPointsToUse > usHealingPtsLeft )
{
bPointsToUse = ( INT8 )usHealingPtsLeft;
}
// go through doctor's pockets and heal, starting at with his in-hand item
// the healing pts are based on what type of medkit is in his hand, so we HAVE to start there first!
for (bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
bMedFactor = IsMedicalKitItem( &( pDoctor -> inv[ bPocket ] ) );
if ( bMedFactor > 0 )
{
// ok, we have med kit in this pocket, use it
// The medFactor here doesn't affect how much the doctor can heal (that's already factored into lower healing pts)
// but it does effect how fast the medkit is used up! First aid kits disappear at double their doctoring rate!
bPointsUsed = (INT8) UseKitPoints( &( pDoctor -> inv[ bPocket ] ), (UINT16) (bPointsToUse * bMedFactor), pDoctor );
bPointsHealed = bPointsUsed / bMedFactor;
bPointsToUse -= bPointsHealed;
usHealingPtsLeft -= bPointsHealed;
usTotalFullPtsUsed += bPointsHealed;
// heal person the amount / POINT_COST_PER_HEALTH_BELOW_OKLIFE
pPatient -> bLife += (bPointsHealed / gGameExternalOptions.ubPointCostPerHealthBelowOkLife);
// if we're done all we're supposed to, or the guy's at OKLIFE, bail
if ( ( bPointsToUse <= 0 ) || ( pPatient -> bLife >= OKLIFE ) )
{
break;
}
}
}
}
// critical conditions handled, now apply normal healing
if (pPatient -> bLife < pPatient -> bLifeMax)
{
bPointsToUse = ( pPatient -> bLifeMax - pPatient -> bLife );
// if guy is hurt more than points we have...heal only what we have
if( bPointsToUse > usHealingPtsLeft )
{
bPointsToUse = ( INT8 )usHealingPtsLeft;
}
// go through doctor's pockets and heal, starting at with his in-hand item
// the healing pts are based on what type of medkit is in his hand, so we HAVE to start there first!
for (bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
bMedFactor = IsMedicalKitItem( &( pDoctor -> inv[ bPocket ] ) );
if ( bMedFactor > 0 )
{
// ok, we have med kit in this pocket, use it (use only half if it's worth double)
// The medFactor here doesn't affect how much the doctor can heal (that's already factored into lower healing pts)
// but it does effect how fast the medkit is used up! First aid kits disappear at double their doctoring rate!
bPointsUsed = (INT8) UseKitPoints( &( pDoctor -> inv[ bPocket ] ), (UINT16) (bPointsToUse * bMedFactor), pDoctor );
bPointsHealed = bPointsUsed / bMedFactor;
bPointsToUse -= bPointsHealed;
usHealingPtsLeft -= bPointsHealed;
usTotalFullPtsUsed += bPointsHealed;
pPatient -> bLife += bPointsHealed;
// if we're done all we're supposed to, or the guy's fully healed, bail
if ( ( bPointsToUse <= 0 ) || ( pPatient -> bLife == pPatient -> bLifeMax ) )
{
break;
}
}
}
}
// if this patient is fully healed
if( pPatient->bLife == pPatient->bLifeMax )
{
// don't count unused full healing points as being used
usTotalHundredthsUsed -= (100 * usHealingPtsLeft);
// wipe out fractions of extra life, and DON'T count them as used
usTotalHundredthsUsed -= pPatient->sFractLife;
pPatient->sFractLife = 0;
/* ARM Removed. This is duplicating the check in UpdatePatientsWhoAreDoneHealing(), guy would show up twice!
// if it isn't the doctor himself)
if( ( pPatient != pDoctor )
{
AssignmentDone( pPatient, TRUE, TRUE );
}
*/
}
return ( usTotalHundredthsUsed );
}
void CheckForAndHandleHospitalPatients( void )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
if( fSectorsWithSoldiers[ HOSPITAL_SECTOR_X + HOSPITAL_SECTOR_Y * MAP_WORLD_X ][ 0 ] == FALSE )
{
// nobody in the hospital sector... leave
return;
}
// set pSoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if ( pTeamSoldier -> bAssignment == ASSIGNMENT_HOSPITAL )
{
if ( ( pTeamSoldier -> sSectorX == HOSPITAL_SECTOR_X ) && ( pTeamSoldier -> sSectorY == HOSPITAL_SECTOR_Y ) && ( pTeamSoldier -> bSectorZ == 0 ) )
{
// heal this character
HealHospitalPatient( pTeamSoldier, gGameExternalOptions.ubHospitalHealingRate );
}
}
}
}
}
void HealHospitalPatient( SOLDIERTYPE *pPatient, UINT16 usHealingPtsLeft )
{
INT8 bPointsToUse;
if (usHealingPtsLeft <= 0)
{
return;
}
/* Stopping hospital patients' bleeding must be handled immediately, not during a regular hourly check
// stop all bleeding of patient..for 1 pt.
if (pPatient -> bBleeding > 0)
{
usHealingPtsLeft--;
pPatient -> bBleeding = 0;
}
*/
// if below ok life, heal these first at double cost
if( pPatient -> bLife < OKLIFE )
{
// get points needed to heal him to OKLIFE
bPointsToUse = gGameExternalOptions.ubPointCostPerHealthBelowOkLife * ( OKLIFE - pPatient -> bLife );
// if he needs more than we have, reduce to that
if( bPointsToUse > usHealingPtsLeft )
{
bPointsToUse = ( INT8 )usHealingPtsLeft;
}
usHealingPtsLeft -= bPointsToUse;
// heal person the amount / POINT_COST_PER_HEALTH_BELOW_OKLIFE
pPatient -> bLife += ( bPointsToUse / gGameExternalOptions.ubPointCostPerHealthBelowOkLife );
}
// critical condition handled, now solve normal healing
if ( pPatient -> bLife < pPatient -> bLifeMax )
{
bPointsToUse = ( pPatient -> bLifeMax - pPatient -> bLife );
// if guy is hurt more than points we have...heal only what we have
if( bPointsToUse > usHealingPtsLeft )
{
bPointsToUse = ( INT8 )usHealingPtsLeft;
}
usHealingPtsLeft -= bPointsToUse;
// heal person the amount
pPatient -> bLife += bPointsToUse;
}
// if this patient is fully healed
if ( pPatient -> bLife == pPatient -> bLifeMax )
{
AssignmentDone( pPatient, TRUE, TRUE );
}
}
void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
INT32 iCounter=0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// will handle doctor/patient relationship in sector
// go through list of characters, find all doctors in sector
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if( ( pTeamSoldier -> sSectorX == sX ) && ( pTeamSoldier -> sSectorY == sY ) && ( pTeamSoldier -> bSectorZ == bZ) )
{
if ( ( pTeamSoldier -> bAssignment == REPAIR ) && ( pTeamSoldier->fMercAsleep == FALSE ) )
{
MakeSureToolKitIsInHand( pTeamSoldier );
// character is in sector, check if can repair
if ( CanCharacterRepair( pTeamSoldier ) && ( EnoughTimeOnAssignment( pTeamSoldier ) ) )
{
HandleRepairBySoldier( pTeamSoldier );
}
}
}
}
}
return;
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
INT8 HandleRepairOfSAMSite( SOLDIERTYPE *pSoldier, INT8 bPointsAvailable, BOOLEAN * pfNothingLeftToRepair )
{
INT8 bPtsUsed = 0;
INT16 sStrategicSector = 0;
if( IsThisSectorASAMSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) == FALSE )
{
return( bPtsUsed );
}
else if( ( pSoldier -> sSectorX == gWorldSectorX ) && ( pSoldier -> bSectorZ == gbWorldSectorZ )&&( pSoldier -> sSectorY == gWorldSectorY ) )
{
if( CanSoldierRepairSAM( pSoldier, bPointsAvailable ) == FALSE )
{
return( bPtsUsed );
}
}
// repair the SAM
sStrategicSector = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
// do we have more than enough?
if( 100 - StrategicMap[ sStrategicSector ].bSAMCondition >= bPointsAvailable / SAM_SITE_REPAIR_DIVISOR )
{
// no, use up all we have
StrategicMap[ sStrategicSector ].bSAMCondition += bPointsAvailable / SAM_SITE_REPAIR_DIVISOR;
bPtsUsed = bPointsAvailable - ( bPointsAvailable % SAM_SITE_REPAIR_DIVISOR );
// SAM site may have been put back into working order...
UpdateAirspaceControl( );
}
else
{
// yep
bPtsUsed = SAM_SITE_REPAIR_DIVISOR * ( 100 - StrategicMap[ sStrategicSector ].bSAMCondition );
StrategicMap[ sStrategicSector ].bSAMCondition = 100;
//ARM: NOTE THAT IF THIS CODE IS EVER RE-ACTIVATED, THE SAM GRAPHICS SHOULD CHANGE NOT WHEN THE SAM SITE RETURNS TO
// FULL STRENGTH (condition 100), but as soon as it reaches MIN_CONDITION_TO_FIX_SAM!!!
// Bring Hit points back up to full, adjust graphic to full graphic.....
UpdateSAMDoneRepair( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ );
}
if ( StrategicMap[ sStrategicSector ].bSAMCondition == 100 )
{
*pfNothingLeftToRepair = TRUE;
}
else
{
*pfNothingLeftToRepair = FALSE;
}
return( bPtsUsed );
}
*/
INT8 FindRepairableItemOnOtherSoldier( SOLDIERTYPE * pSoldier, UINT8 ubPassType )
{
INT8 bLoop, bLoop2;
REPAIR_PASS_SLOTS_TYPE *pPassList;
INT8 bSlotToCheck;
OBJECTTYPE * pObj;
Assert( ubPassType < NUM_REPAIR_PASS_TYPES );
pPassList = &( gRepairPassSlotList[ ubPassType ] );
for ( bLoop = 0; bLoop < pPassList->ubChoices; bLoop++ )
{
bSlotToCheck = pPassList->bSlot[ bLoop ];
Assert( bSlotToCheck != -1 );
pObj = &( pSoldier->inv[ bSlotToCheck ] );
for ( bLoop2 = 0; bLoop2 < pSoldier->inv[ bSlotToCheck ].ubNumberOfObjects; bLoop2++ )
{
if ( IsItemRepairable( pObj->usItem, pObj->bStatus[bLoop2] ) )
{
return( bSlotToCheck );
}
}
// have to check for attachments...
for ( bLoop2 = 0; bLoop2 < MAX_ATTACHMENTS; bLoop2++ )
{
if ( pObj->usAttachItem[ bLoop2 ] != NOTHING )
{
if ( IsItemRepairable( pObj->usAttachItem[ bLoop2 ], pObj->bAttachStatus[ bLoop2 ] ) )
{
return( bSlotToCheck );
}
}
}
}
return( NO_SLOT );
}
void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 * pbStatus, UINT8 * pubRepairPtsLeft )
{
INT16 sRepairCostAdj;
UINT16 usDamagePts, usPtsFixed;
// get item's repair ease, for each + point is 10% easier, each - point is 10% harder to repair
sRepairCostAdj = 100 - ( 10 * Item[ usItem ].bRepairEase );
// make sure it ain't somehow gone too low!
if (sRepairCostAdj < 10)
{
sRepairCostAdj = 10;
}
// repairs on electronic items take twice as long if the guy doesn't have the skill
// if ( ( Item[ usItem ].fFlags & ITEM_ELECTRONIC ) && ( !( HAS_SKILL_TRAIT( pSoldier, ELECTRONICS ) ) ) )
if ( ( Item[ usItem ].electronic ) && ( !( HAS_SKILL_TRAIT( pSoldier, ELECTRONICS ) ) ) )
{
sRepairCostAdj *= 2;
}
// how many points of damage is the item down by?
usDamagePts = 100 - *pbStatus;
// adjust that by the repair cost adjustment percentage
usDamagePts = (usDamagePts * sRepairCostAdj) / 100;
// do we have enough pts to fully repair the item?
if ( *pubRepairPtsLeft >= usDamagePts )
{
// fix it to 100%
*pbStatus = 100;
*pubRepairPtsLeft -= usDamagePts;
}
else // not enough, partial fix only, if any at all
{
// fix what we can - add pts left adjusted by the repair cost
usPtsFixed = ( *pubRepairPtsLeft * 100 ) / sRepairCostAdj;
// if we have enough to actually fix anything
// NOTE: a really crappy repairman with only 1 pt/hr CAN'T repair electronics or difficult items!
if (usPtsFixed > 0)
{
*pbStatus += usPtsFixed;
// make sure we don't somehow end up over 100
if ( *pbStatus > 100 )
{
*pbStatus = 100;
}
}
*pubRepairPtsLeft = 0;
}
}
BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubRepairPtsLeft )
{
UINT8 ubLoop, ubItemsInPocket;
BOOLEAN fSomethingWasRepaired = FALSE;
ubItemsInPocket = pObj->ubNumberOfObjects;
for ( ubLoop = 0; ubLoop < ubItemsInPocket; ubLoop++ )
{
// if it's repairable and NEEDS repairing
if ( IsItemRepairable( pObj->usItem, pObj->bStatus[ubLoop] ) )
{
// repairable, try to repair it
//void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT8 * pbStatus, UINT8 * pubRepairPtsLeft )
DoActualRepair( pSoldier, pObj->usItem, &(pObj->bStatus[ ubLoop ]), pubRepairPtsLeft );
fSomethingWasRepaired = TRUE;
if ( pObj->bStatus[ ubLoop ] == 100 )
{
// report it as fixed
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->name, ItemNames[ pObj->usItem ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->name, pOwner->name, ItemNames[ pObj->usItem ] );
}
}
if ( *pubRepairPtsLeft == 0 )
{
// we're out of points!
break;
}
}
}
// now check for attachments
for ( ubLoop = 0; ubLoop < MAX_ATTACHMENTS; ubLoop++ )
{
if ( pObj->usAttachItem[ ubLoop ] != NOTHING )
{
if ( IsItemRepairable( pObj->usAttachItem[ ubLoop ], pObj->bAttachStatus[ ubLoop ] ) )
{
// repairable, try to repair it
DoActualRepair( pSoldier, pObj->usAttachItem[ ubLoop ], &(pObj->bAttachStatus[ ubLoop ]), pubRepairPtsLeft );
fSomethingWasRepaired = TRUE;
if ( pObj->bAttachStatus[ ubLoop ] == 100 )
{
// report it as fixed
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->name, ItemNames[ pObj->usAttachItem[ ubLoop ] ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->name, pOwner->name, ItemNames[ pObj->usAttachItem[ ubLoop ] ] );
}
}
if ( *pubRepairPtsLeft == 0 )
{
// we're out of points!
break;
}
}
}
}
return( fSomethingWasRepaired );
}
void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
{
UINT16 usMax=0;
UINT8 ubRepairPtsLeft =0;
UINT8 ubItemsInPocket = 0;
UINT8 ubObjectInPocketCounter = 0;
UINT8 ubInitialRepairPts = 0;
UINT8 ubRepairPtsUsed = 0;
INT8 bPocket =0;
BOOLEAN fNothingLeftToRepair = FALSE;
INT8 bLoop, bLoopStart, bLoopEnd;
BOOLEAN fAnyOfSoldiersOwnItemsWereFixed = FALSE;
OBJECTTYPE * pObj;
// grab max number of repair pts open to this soldier
ubRepairPtsLeft = CalculateRepairPointsForRepairman( pSoldier, &usMax, TRUE );
// no points
if ( ubRepairPtsLeft == 0 )
{
AssignmentDone( pSoldier, TRUE, TRUE );
return;
}
// remember what we've started off with
ubInitialRepairPts = ubRepairPtsLeft;
// check if we are repairing a vehicle
if ( pSoldier->bVehicleUnderRepairID != -1 )
{
if ( CanCharacterRepairVehicle( pSoldier, pSoldier->bVehicleUnderRepairID ) )
{
// attempt to fix vehicle
ubRepairPtsLeft -= RepairVehicle( pSoldier->bVehicleUnderRepairID, ubRepairPtsLeft, &fNothingLeftToRepair );
}
}
// check if we are repairing a robot
else if( pSoldier->fFixingRobot )
{
if ( CanCharacterRepairRobot( pSoldier ) )
{
// repairing the robot is very slow & difficult
ubRepairPtsLeft /= 2;
ubInitialRepairPts /= 2;
if( !( HAS_SKILL_TRAIT( pSoldier, ELECTRONICS ) ) )
{
ubRepairPtsLeft /= 2;
ubInitialRepairPts /= 2;
}
// robot
ubRepairPtsLeft -= HandleRepairOfRobotBySoldier( pSoldier, ubRepairPtsLeft, &fNothingLeftToRepair );
}
}
else
{
fAnyOfSoldiersOwnItemsWereFixed = UnjamGunsOnSoldier( pSoldier, pSoldier, &ubRepairPtsLeft );
// repair items on self
for( bLoop = 0; bLoop < 2; bLoop++ )
{
if ( bLoop == 0 )
{
bLoopStart = SECONDHANDPOS;
bLoopEnd = SMALLPOCK8POS;
}
else
{
bLoopStart = HELMETPOS;
bLoopEnd = HEAD2POS;
}
// now repair objects running from left hand to small pocket
for( bPocket = bLoopStart; bPocket <= bLoopEnd; bPocket++ )
{
pObj = &(pSoldier->inv[ bPocket ]);
if ( RepairObject( pSoldier, pSoldier, pObj, &ubRepairPtsLeft ) )
{
fAnyOfSoldiersOwnItemsWereFixed = TRUE;
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
}
}
}
// if he fixed something of his, and now has no more of his own items to fix
if ( fAnyOfSoldiersOwnItemsWereFixed && !DoesCharacterHaveAnyItemsToRepair( pSoldier, -1 ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->name );
// let player react
StopTimeCompression();
}
// repair items on others
RepairItemsOnOthers( pSoldier, &ubRepairPtsLeft );
}
// what are the total amount of pts used by character?
ubRepairPtsUsed = ubInitialRepairPts - ubRepairPtsLeft;
if( ubRepairPtsUsed > 0 )
{
// improve stats
StatChange( pSoldier, MECHANAMT, ( UINT16 ) (ubRepairPtsUsed / 2), FALSE );
StatChange( pSoldier, DEXTAMT, ( UINT16 ) (ubRepairPtsUsed / 2), FALSE );
// check if kit damaged/depleted
if( ( Random( 100 ) ) < (UINT32) (ubRepairPtsUsed * 5) ) // CJC: added a x5 as this wasn't going down anywhere fast enough
{
// kit item damaged/depleted, burn up points of toolkit..which is in right hand
UseKitPoints( &( pSoldier -> inv[ HANDPOS ] ), 1, pSoldier );
}
}
// if he really done
if ( HasCharacterFinishedRepairing( pSoldier ) )
{
// yup, that's all folks
AssignmentDone( pSoldier, TRUE, TRUE );
}
else // still has stuff to repair
{
// if nothing got repaired, there's a problem
if ( ubRepairPtsUsed == 0 )
{
// see if not having a toolkit is the problem
if ( FindToolkit( pSoldier ) == NO_SLOT )
{
// he could (maybe) repair something, but can't because he doesn't have a tool kit!
AssignmentAborted( pSoldier, NO_MORE_TOOL_KITS );
}
else
{
// he can't repair anything because he doesn't have enough skill!
AssignmentAborted( pSoldier, INSUF_REPAIR_SKILL );
}
}
}
return;
}
BOOLEAN IsItemRepairable( UINT16 usItem, INT8 bStatus )
{
// check to see if item can/needs to be repaired
// if ( ( bStatus < 100) && ( Item[ usItem ].fFlags & ITEM_REPAIRABLE ) )
if ( ( bStatus < 100) && ( Item[ usItem ].repairable ) )
{
// yep
return ( TRUE );
}
// nope
return ( FALSE );
}
void HandleRestAndFatigueInSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
// this will handle all sleeping characters in this sector
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
pSoldier = MercPtrs[0];
// go through list of characters, find all sleepers in sector
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( ( pTeamSoldier -> bActive ) && ( pSoldier -> bAssignment != ASSIGNMENT_POW ) )
{
if( ( pTeamSoldier -> sSectorX == sMapX ) && ( pTeamSoldier -> sSectorY == sMapY ) && ( pTeamSoldier -> bSectorZ == bMapZ ) )
{
}
}
}
}
/*
INT8 GetRegainDueToSleepNeeded( SOLDIERTYPE *pSoldier, INT32 iRateOfReGain )
{
// look at persons regain rate,
// if they infact loses sleep, make sure it doesn't go below the current rate
INT8 bRate = 0;
UINT8 ubNeedForSleep = 0;
// get profile id and then grab sleep need value
ubNeedForSleep = gMercProfiles[ pSoldier -> ubProfile ].ubNeedForSleep;
bRate = ( AVG_NUMBER_OF_HOURS_OF_SLEEP_NEEDED - ( INT8 )ubNeedForSleep );
if( bRate >= iRateOfReGain )
{
bRate = ( - iRateOfReGain ) + 1;
}
return( bRate );
}
*/
void RestCharacter( SOLDIERTYPE *pSoldier )
{
// handle the sleep of this character, update bBreathMax based on sleep they have
INT8 bMaxBreathRegain = 0;
bMaxBreathRegain = 50 / CalcSoldierNeedForSleep( pSoldier );
// if breath max is below the "really tired" threshold
if( pSoldier -> bBreathMax < BREATHMAX_PRETTY_TIRED )
{
// real tired, rest rate is 50% higher (this is to prevent absurdly long sleep times for totally exhausted mercs)
bMaxBreathRegain = ( bMaxBreathRegain * 3 / 2 );
}
pSoldier -> bBreathMax += bMaxBreathRegain;
if( pSoldier -> bBreathMax > 100 )
{
pSoldier -> bBreathMax = 100;
}
else if( pSoldier -> bBreathMax < BREATHMAX_ABSOLUTE_MINIMUM )
{
pSoldier -> bBreathMax = BREATHMAX_ABSOLUTE_MINIMUM;
}
pSoldier -> bBreath = pSoldier -> bBreathMax;
if ( pSoldier-> bBreathMax >= BREATHMAX_CANCEL_TIRED )
{
pSoldier->fComplainedThatTired = FALSE;
}
return;
}
void FatigueCharacter( SOLDIERTYPE *pSoldier )
{
// fatigue character
INT32 iPercentEncumbrance;
INT32 iBreathLoss;
INT8 bMaxBreathLoss = 0, bDivisor = 1;
// vehicle or robot?
if( ( pSoldier -> uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return;
}
// check if in transit, do not wear out
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return;
}
// POW?
if( pSoldier -> bAssignment == ASSIGNMENT_POW )
{
return;
}
bDivisor = 24 - CalcSoldierNeedForSleep( pSoldier );
bMaxBreathLoss = 50 / bDivisor;
if( bMaxBreathLoss < 2 )
{
bMaxBreathLoss = 2;
}
//KM: Added encumbrance calculation to soldiers moving on foot. Anything above 100% will increase
// rate of fatigue. 200% encumbrance will cause soldiers to tire twice as quickly.
if( pSoldier->fBetweenSectors && pSoldier->bAssignment != VEHICLE )
{ //Soldier is on foot and travelling. Factor encumbrance into fatigue rate.
iPercentEncumbrance = CalculateCarriedWeight( pSoldier );
if( iPercentEncumbrance > 100 )
{
iBreathLoss = (bMaxBreathLoss * iPercentEncumbrance / 100);
bMaxBreathLoss = (INT8)min( 127, iBreathLoss );
}
}
// if breath max is below the "really tired" threshold
if( pSoldier -> bBreathMax < BREATHMAX_PRETTY_TIRED )
{
// real tired, fatigue rate is 50% higher
bMaxBreathLoss = ( bMaxBreathLoss * 3 / 2 );
}
pSoldier -> bBreathMax -= bMaxBreathLoss;
if( pSoldier -> bBreathMax > 100 )
{
pSoldier -> bBreathMax = 100;
}
else if( pSoldier -> bBreathMax < BREATHMAX_ABSOLUTE_MINIMUM )
{
pSoldier -> bBreathMax = BREATHMAX_ABSOLUTE_MINIMUM;
}
// current breath can't exceed maximum
if( pSoldier -> bBreath > pSoldier -> bBreathMax )
{
pSoldier -> bBreath = pSoldier -> bBreathMax;
}
return;
}
// ONCE PER HOUR, will handle ALL kinds of training (self, teaching, and town) in this sector
void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
SOLDIERTYPE *pTrainer;
SOLDIERTYPE *pStudent;
UINT8 ubStat;
BOOLEAN fAtGunRange = FALSE;
UINT32 uiCnt=0;
INT16 sTotalTrainingPts = 0;
INT16 sTrainingPtsDueToInstructor = 0;
SOLDIERTYPE *pStatTrainerList[ NUM_TRAINABLE_STATS ]; // can't have more "best" trainers than trainable stats
INT16 sBestTrainingPts;
INT16 sTownTrainingPts;
TOWN_TRAINER_TYPE TownTrainer[ MAX_CHARACTER_COUNT ];
UINT8 ubTownTrainers;
UINT16 usMaxPts;
BOOLEAN fSamSiteInSector = FALSE;
BOOLEAN fTrainingCompleted = FALSE;
// find out if a sam site here
fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
// Training in underground sectors is disallowed by the interface code, so there should never be any
if (bZ != 0)
{
return;
}
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( sMapX, sMapY, bZ ))
{
// then training is canceled for this hour.
// This is partly logical, but largely to prevent newly trained militia from appearing in mid-battle
return;
}
// are we training in the sector with gun range in Alma?
if ( (sMapX == GUN_RANGE_X) && (sMapY == GUN_RANGE_Y) && (bZ == GUN_RANGE_Z) )
{
fAtGunRange = TRUE;
}
// init trainer list
memset( pStatTrainerList, 0, sizeof( pStatTrainerList ) );
// build list of teammate trainers in this sector.
// Only the trainer with the HIGHEST training ability in each stat is effective. This is mainly to avoid having to
// sort them from highest to lowest if some form of trainer degradation formula was to be used for multiple trainers.
// for each trainable stat
for (ubStat = 0; ubStat < NUM_TRAINABLE_STATS; ubStat++)
{
sBestTrainingPts = -1;
// search team for active instructors in this sector
for ( uiCnt = 0, pTrainer = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0] -> bTeam ].bLastID; uiCnt++, pTrainer++)
{
if( pTrainer -> bActive && ( pTrainer -> sSectorX == sMapX ) && ( pTrainer -> sSectorY == sMapY ) && ( pTrainer -> bSectorZ == bZ) )
{
// if he's training teammates in this stat
if( ( pTrainer -> bAssignment == TRAIN_TEAMMATE ) && ( pTrainer -> bTrainStat == ubStat) && ( EnoughTimeOnAssignment( pTrainer ) ) && ( pTrainer->fMercAsleep == FALSE ) )
{
sTrainingPtsDueToInstructor = GetBonusTrainingPtsDueToInstructor( pTrainer, NULL, ubStat, fAtGunRange, &usMaxPts );
// if he's the best trainer so far for this stat
if (sTrainingPtsDueToInstructor > sBestTrainingPts)
{
// then remember him as that, and the points he scored
pStatTrainerList[ ubStat ] = pTrainer;
sBestTrainingPts = sTrainingPtsDueToInstructor;
}
}
}
}
}
// now search team for active self-trainers in this sector
for ( uiCnt = 0, pStudent = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0] -> bTeam ].bLastID; uiCnt++, pStudent++)
{
// see if this merc is active and in the same sector
if( ( pStudent -> bActive) && ( pStudent -> sSectorX == sMapX ) && ( pStudent -> sSectorY == sMapY ) && ( pStudent -> bSectorZ == bZ ) )
{
// if he's training himself (alone, or by others), then he's a student
if ( ( pStudent -> bAssignment == TRAIN_SELF ) || ( pStudent -> bAssignment == TRAIN_BY_OTHER ) )
{
if ( EnoughTimeOnAssignment( pStudent ) && ( pStudent->fMercAsleep == FALSE ) )
{
// figure out how much the grunt can learn in one training period
sTotalTrainingPts = GetSoldierTrainingPts( pStudent, pStudent -> bTrainStat, fAtGunRange, &usMaxPts );
// if he's getting help
if ( pStudent -> bAssignment == TRAIN_BY_OTHER )
{
// grab the pointer to the (potential) trainer for this stat
pTrainer = pStatTrainerList[ pStudent -> bTrainStat ];
// if this stat HAS a trainer in sector at all
if (pTrainer != NULL)
{
/* Assignment distance limits removed. Sep/11/98. ARM
// if this sector either ISN'T currently loaded, or it is but the trainer is close enough to the student
if ( ( sMapX != gWorldSectorX ) || ( sMapY != gWorldSectorY ) || ( pStudent -> bSectorZ != gbWorldSectorZ ) ||
( PythSpacesAway( pStudent -> sGridNo, pTrainer -> sGridNo ) < MAX_DISTANCE_FOR_TRAINING ) && ( EnoughTimeOnAssignment( pTrainer ) ) )
*/
// NB this EnoughTimeOnAssignment() call is redundent since it is called up above
//if ( EnoughTimeOnAssignment( pTrainer ) )
{
// valid trainer is available, this gives the student a large training bonus!
sTrainingPtsDueToInstructor = GetBonusTrainingPtsDueToInstructor( pTrainer, pStudent, pStudent -> bTrainStat, fAtGunRange, &usMaxPts );
StatChange(pTrainer,LDRAMT,sTrainingPtsDueToInstructor,FALSE);
StatChange(pTrainer,WISDOMAMT,sTrainingPtsDueToInstructor,FALSE);
// add the bonus to what merc can learn on his own
sTotalTrainingPts += sTrainingPtsDueToInstructor;
}
}
}
// now finally train the grunt
TrainSoldierWithPts( pStudent, sTotalTrainingPts );
}
}
}
}
// check if we're doing a sector where militia can be trained
if( ( (StrategicMap[ sMapX + ( sMapY * MAP_WORLD_X ) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
{
// init town trainer list
memset( TownTrainer, 0, sizeof( TownTrainer ) );
ubTownTrainers = 0;
// build list of all the town trainers in this sector and their training pts
for ( uiCnt = 0, pTrainer = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0] -> bTeam ].bLastID; uiCnt++,pTrainer++)
{
if( pTrainer -> bActive && ( pTrainer -> sSectorX == sMapX ) && ( pTrainer -> sSectorY == sMapY ) && ( pTrainer -> bSectorZ == bZ ) )
{
if( ( pTrainer -> bAssignment == TRAIN_TOWN ) && ( EnoughTimeOnAssignment( pTrainer ) ) && ( pTrainer->fMercAsleep == FALSE ) )
{
sTownTrainingPts = GetTownTrainPtsForCharacter( pTrainer, &usMaxPts );
// if he's actually worth anything
if( sTownTrainingPts > 0 )
{
// remember this guy as a town trainer
TownTrainer[ubTownTrainers].sTrainingPts = sTownTrainingPts;
TownTrainer[ubTownTrainers].pSoldier = pTrainer;
ubTownTrainers++;
}
}
}
}
// if we have more than one
if (ubTownTrainers > 1)
{
// sort the town trainer list from best trainer to worst
qsort( TownTrainer, ubTownTrainers, sizeof(TOWN_TRAINER_TYPE), TownTrainerQsortCompare);
}
// for each trainer, in sorted order from the best to the worst
for (uiCnt = 0; uiCnt < ubTownTrainers; uiCnt++)
{
// top trainer has full effect (divide by 1), then divide by 2, 4, 8, etc.
//sTownTrainingPts = TownTrainer[ uiCnt ].sTrainingPts / (UINT16) pow(2, uiCnt);
// CJC: took this out and replaced with limit of 2 guys per sector
sTownTrainingPts = TownTrainer[ uiCnt ].sTrainingPts;
if (sTownTrainingPts > 0)
{
fTrainingCompleted = TrainTownInSector( TownTrainer[ uiCnt ].pSoldier, sMapX, sMapY, sTownTrainingPts );
if ( fTrainingCompleted )
{
// there's no carryover into next session for extra training (cause player might cancel), so break out of loop
break;
}
}
}
}
}
int TownTrainerQsortCompare(const void *pArg1, const void *pArg2)
{
if (((TOWN_TRAINER_TYPE *)pArg1) -> sTrainingPts > ((TOWN_TRAINER_TYPE *)pArg2) -> sTrainingPts)
{
return(-1);
}
else
if (((TOWN_TRAINER_TYPE *)pArg1) -> sTrainingPts < ((TOWN_TRAINER_TYPE *)pArg2) -> sTrainingPts)
{
return(1);
}
else
{
return(0);
}
}
INT16 GetBonusTrainingPtsDueToInstructor( SOLDIERTYPE *pInstructor, SOLDIERTYPE *pStudent, INT8 bTrainStat, BOOLEAN fAtGunRange, UINT16 *pusMaxPts )
{
// return the bonus training pts of this instructor with this student,...if student null, simply assignment student skill of 0 and student wisdom of 100
INT16 sTrainingPts = 0;
INT8 bTraineeEffWisdom = 0;
INT8 bTraineeNatWisdom = 0;
INT8 bTraineeSkill = 0;
INT8 bTrainerEffSkill = 0;
INT8 bTrainerNatSkill = 0;
INT8 bTrainingBonus = 0;
INT8 bOpinionFactor;
// assume training impossible for max pts
*pusMaxPts = 0;
if( pInstructor == NULL )
{
// no instructor, leave
return ( 0 );
}
switch( bTrainStat )
{
case( STRENGTH ):
bTrainerEffSkill = EffectiveStrength ( pInstructor );
bTrainerNatSkill = pInstructor->bStrength;
break;
case( DEXTERITY ):
bTrainerEffSkill = EffectiveDexterity ( pInstructor );
bTrainerNatSkill = pInstructor->bDexterity;
break;
case( AGILITY ):
bTrainerEffSkill = EffectiveAgility( pInstructor );
bTrainerNatSkill = pInstructor->bAgility;
break;
case( HEALTH ):
bTrainerEffSkill = pInstructor -> bLifeMax;
bTrainerNatSkill = pInstructor->bLifeMax;
break;
case( LEADERSHIP ):
bTrainerEffSkill = EffectiveLeadership( pInstructor );
bTrainerNatSkill = pInstructor->bLeadership;
break;
case( MARKSMANSHIP ):
bTrainerEffSkill = EffectiveMarksmanship( pInstructor );
bTrainerNatSkill = pInstructor->bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bTrainerEffSkill = EffectiveExplosive( pInstructor );
bTrainerNatSkill = pInstructor->bExplosive;
break;
case( MEDICAL ):
bTrainerEffSkill = EffectiveMedical( pInstructor );
bTrainerNatSkill = pInstructor->bMedical;
break;
case( MECHANICAL ):
bTrainerEffSkill = EffectiveMechanical( pInstructor );
bTrainerNatSkill = pInstructor->bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetBonusTrainingPtsDueToInstructor: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if there's no student
if( pStudent == NULL )
{
// assume these default values
bTraineeEffWisdom = 100;
bTraineeNatWisdom = 100;
bTraineeSkill = 0;
bOpinionFactor = 0;
}
else
{
// set student's variables
bTraineeEffWisdom = EffectiveWisdom ( pStudent );
bTraineeNatWisdom = pStudent->bWisdom;
// for trainee's stat skill, must use the natural value, not the effective one, to avoid drunks training beyond cap
switch( bTrainStat )
{
case( STRENGTH ):
bTraineeSkill = pStudent -> bStrength;
break;
case( DEXTERITY ):
bTraineeSkill = pStudent -> bDexterity;
break;
case( AGILITY ):
bTraineeSkill = pStudent -> bAgility;
break;
case( HEALTH ):
bTraineeSkill = pStudent -> bLifeMax;
break;
case( LEADERSHIP ):
bTraineeSkill = pStudent -> bLeadership;
break;
case( MARKSMANSHIP ):
bTraineeSkill = pStudent -> bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bTraineeSkill = pStudent -> bExplosive;
break;
case( MEDICAL ):
bTraineeSkill = pStudent -> bMedical;
break;
case( MECHANICAL ):
bTraineeSkill = pStudent -> bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetBonusTrainingPtsDueToInstructor: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if trainee skill 0 or at/beyond the training cap, can't train
//Orig: if ( ( bTraineeSkill == 0 ) || ( bTraineeSkill >= TRAINING_RATING_CAP ) )
// Madd
if ( bTraineeSkill < gGameExternalOptions.ubTrainingSkillMin || bTraineeSkill >= gGameExternalOptions.ubTrainingSkillMax )
{
return 0;
}
// factor in their mutual relationship
bOpinionFactor = gMercProfiles[ pStudent->ubProfile ].bMercOpinion[ pInstructor->ubProfile ];
bOpinionFactor += gMercProfiles[ pInstructor->ubProfile ].bMercOpinion[ pStudent->ubProfile ] / 2;
}
// check to see if student better than/equal to instructor's effective skill, if so, return 0
// don't use natural skill - if the guy's too doped up to tell what he know, student learns nothing until sobriety returns!
if( bTraineeSkill >= bTrainerEffSkill )
{
return ( 0 );
}
// calculate effective training pts
sTrainingPts = ( bTrainerEffSkill - bTraineeSkill ) * ( bTraineeEffWisdom + ( EffectiveWisdom( pInstructor ) + EffectiveLeadership( pInstructor ) ) / 2 ) / gGameExternalOptions.ubInstructedTrainingDivisor;
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = ( bTrainerNatSkill - bTraineeSkill ) * ( bTraineeNatWisdom + ( pInstructor->bWisdom + pInstructor->bLeadership ) / 2 ) / gGameExternalOptions.ubInstructedTrainingDivisor;
// put in a minimum (that can be reduced due to instructor being tired?)
if (*pusMaxPts == 0)
{
// we know trainer is better than trainee, make sure they are at least 10 pts better
if ( bTrainerEffSkill > bTraineeSkill + 10 )
{
sTrainingPts = 1;
*pusMaxPts = 1;
}
}
// check for teaching skill bonuses
if( gMercProfiles[ pInstructor -> ubProfile ].bSkillTrait == TEACHING )
{
bTrainingBonus += gGameExternalOptions.ubTeachBonusToTrain;
}
if( gMercProfiles[ pInstructor -> ubProfile ].bSkillTrait2 == TEACHING )
{
bTrainingBonus += gGameExternalOptions.ubTeachBonusToTrain;
}
// teaching bonus is counted as normal, but gun range bonus is not
*pusMaxPts += ( ( ( bTrainingBonus + bOpinionFactor ) * *pusMaxPts ) / 100 );
// get special bonus if we're training marksmanship and we're in the gun range sector in Alma
if ( ( bTrainStat == MARKSMANSHIP ) && fAtGunRange )
{
bTrainingBonus += gGameExternalOptions.ubGunRangeTrainingBonus;
}
// adjust for any training bonuses and for the relationship
sTrainingPts += ( ( ( bTrainingBonus + bOpinionFactor ) * sTrainingPts ) / 100 );
// adjust for instructor fatigue
ReducePointsForFatigue( pInstructor, (UINT16 *)&sTrainingPts );
return( sTrainingPts );
}
INT16 GetSoldierTrainingPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, BOOLEAN fAtGunRange, UINT16 *pusMaxPts )
{
INT16 sTrainingPts = 0;
INT8 bTrainingBonus = 0;
INT8 bSkill = 0;
// assume training impossible for max pts
*pusMaxPts = 0;
// use NATURAL not EFFECTIVE values here
switch( bTrainStat )
{
case( STRENGTH ):
bSkill = pSoldier -> bStrength;
break;
case( DEXTERITY ):
bSkill = pSoldier -> bDexterity;
break;
case( AGILITY ):
bSkill = pSoldier -> bAgility;
break;
case( HEALTH ):
bSkill = pSoldier -> bLifeMax;
break;
case( LEADERSHIP ):
bSkill = pSoldier -> bLeadership;
break;
case( MARKSMANSHIP ):
bSkill = pSoldier -> bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bSkill = pSoldier -> bExplosive;
break;
case( MEDICAL ):
bSkill = pSoldier -> bMedical;
break;
case( MECHANICAL ):
bSkill = pSoldier -> bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetSoldierTrainingPts: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if skill 0 or at/beyond the training cap, can't train
if ( ( bSkill < gGameExternalOptions.ubTrainingSkillMin) || ( bSkill >= gGameExternalOptions.ubTrainingSkillMax ) )
{
return 0;
}
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = __max( ( ( pSoldier->bWisdom * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// calculate effective training pts
sTrainingPts = __max( ( ( EffectiveWisdom( pSoldier ) * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// get special bonus if we're training marksmanship and we're in the gun range sector in Alma
if ( ( bTrainStat == MARKSMANSHIP ) && fAtGunRange )
{
bTrainingBonus += gGameExternalOptions.ubGunRangeTrainingBonus;
}
// adjust for any training bonuses
sTrainingPts += ( ( bTrainingBonus * sTrainingPts ) / 100 );
// adjust for fatigue
ReducePointsForFatigue( pSoldier, (UINT16 *)&sTrainingPts );
return( sTrainingPts );
}
INT16 GetSoldierStudentPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, BOOLEAN fAtGunRange, UINT16 *pusMaxPts )
{
INT16 sTrainingPts = 0;
INT8 bTrainingBonus = 0;
INT8 bSkill = 0;
INT16 sBestTrainingPts, sTrainingPtsDueToInstructor;
UINT16 usMaxTrainerPts, usBestMaxTrainerPts;
UINT32 uiCnt;
SOLDIERTYPE * pTrainer;
// assume training impossible for max pts
*pusMaxPts = 0;
// use NATURAL not EFFECTIVE values here
switch( bTrainStat )
{
case( STRENGTH ):
bSkill = pSoldier -> bStrength;
break;
case( DEXTERITY ):
bSkill = pSoldier -> bDexterity;
break;
case( AGILITY ):
bSkill = pSoldier -> bAgility;
break;
case( HEALTH ):
bSkill = pSoldier -> bLifeMax;
break;
case( LEADERSHIP ):
bSkill = pSoldier -> bLeadership;
break;
case( MARKSMANSHIP ):
bSkill = pSoldier -> bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bSkill = pSoldier -> bExplosive;
break;
case( MEDICAL ):
bSkill = pSoldier -> bMedical;
break;
case( MECHANICAL ):
bSkill = pSoldier -> bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetSoldierTrainingPts: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if skill 0 or at/beyond the training cap, can't train
if ( bSkill < gGameExternalOptions.ubTrainingSkillMin || bSkill >= gGameExternalOptions.ubTrainingSkillMax )
{
return 0;
}
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = __max( ( ( pSoldier->bWisdom * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// calculate effective training pts
sTrainingPts = __max( ( ( EffectiveWisdom( pSoldier ) * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// get special bonus if we're training marksmanship and we're in the gun range sector in Alma
if ( ( bTrainStat == MARKSMANSHIP ) && fAtGunRange )
{
bTrainingBonus += gGameExternalOptions.ubGunRangeTrainingBonus;
}
// adjust for any training bonuses
sTrainingPts += ( ( bTrainingBonus * sTrainingPts ) / 100 );
// adjust for fatigue
ReducePointsForFatigue( pSoldier, (UINT16 *)&sTrainingPts );
// now add in stuff for trainer
// for each trainable stat
sBestTrainingPts = -1;
// search team for active instructors in this sector
for ( uiCnt = 0, pTrainer = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0] -> bTeam ].bLastID; uiCnt++, pTrainer++)
{
if( pTrainer->bActive && ( pTrainer->sSectorX == pSoldier->sSectorX ) && ( pTrainer->sSectorY == pSoldier->sSectorY ) && ( pTrainer->bSectorZ == pSoldier->bSectorZ) )
{
// if he's training teammates in this stat
// NB skip the EnoughTime requirement to display what the value should be even if haven't been training long yet...
if ( ( pTrainer->bAssignment == TRAIN_TEAMMATE ) && ( pTrainer->bTrainStat == bTrainStat) && ( pTrainer->fMercAsleep == FALSE ) )
{
sTrainingPtsDueToInstructor = GetBonusTrainingPtsDueToInstructor( pTrainer, pSoldier, bTrainStat, fAtGunRange, &usMaxTrainerPts );
// if he's the best trainer so far for this stat
if (sTrainingPtsDueToInstructor > sBestTrainingPts)
{
// then remember him as that, and the points he scored
sBestTrainingPts = sTrainingPtsDueToInstructor;
usBestMaxTrainerPts = usMaxTrainerPts;
}
}
}
}
if ( sBestTrainingPts != -1 )
{
// add the bonus to what merc can learn on his own
sTrainingPts += sBestTrainingPts;
*pusMaxPts += usBestMaxTrainerPts;
}
return( sTrainingPts );
}
void TrainSoldierWithPts( SOLDIERTYPE *pSoldier, INT16 sTrainPts )
{
UINT8 ubChangeStat = 0;
if( sTrainPts <= 0 )
{
return;
}
BOOLEAN addWis = FALSE;
// which stat to modify?
switch( pSoldier -> bTrainStat )
{
case( STRENGTH ):
ubChangeStat = STRAMT;
break;
case( DEXTERITY ):
ubChangeStat = DEXTAMT;
break;
case( AGILITY ):
ubChangeStat = AGILAMT;
break;
case( HEALTH ):
ubChangeStat = HEALTHAMT;
break;
case( LEADERSHIP ):
ubChangeStat = LDRAMT;
addWis = TRUE;
break;
case( MARKSMANSHIP ):
ubChangeStat = MARKAMT;
addWis = TRUE;
break;
case( EXPLOSIVE_ASSIGN ):
ubChangeStat = EXPLODEAMT;
addWis = TRUE;
break;
case( MEDICAL ):
ubChangeStat = MEDICALAMT;
addWis = TRUE;
break;
case( MECHANICAL ):
ubChangeStat = MECHANAMT;
addWis = TRUE;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"TrainSoldierWithPts: ERROR - Unknown bTrainStat %d", pSoldier -> bTrainStat);
#endif
return;
}
// give this merc a few chances to increase a stat (TRUE means it's training, reverse evolution doesn't apply)
StatChange( pSoldier, ubChangeStat, sTrainPts, FROM_TRAINING );
if (addWis)
StatChange( pSoldier, WISDOMAMT, sTrainPts/2, FROM_TRAINING );
}
// will train a town in sector by character
BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT16 sTrainingPts )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 ubTownId = 0;
INT16 sCnt = 0;
INT8 bChance = 0;
BOOLEAN fSamSiteInSector = FALSE;
// find out if a sam site here
fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
// get town index
ubTownId = StrategicMap[ pTrainer -> sSectorX + pTrainer -> sSectorY * MAP_WORLD_X ].bNameId;
if( fSamSiteInSector == FALSE )
{
Assert(ubTownId != BLANK_SECTOR);
}
// trainer gains leadership - training argument is FALSE, because the trainer is not the one training!
StatChange( pTrainer, LDRAMT, (UINT16) ( 1 + ( sTrainingPts / 200 ) ), FALSE );
StatChange( pTrainer, WISDOMAMT, (UINT16) ( 1 + ( sTrainingPts / 400 ) ), FALSE );
// increase town's training completed percentage
pSectorInfo -> ubMilitiaTrainingPercentDone += (sTrainingPts / 100);
pSectorInfo -> ubMilitiaTrainingHundredths += (sTrainingPts % 100);
if (pSectorInfo -> ubMilitiaTrainingHundredths >= 100)
{
pSectorInfo -> ubMilitiaTrainingPercentDone++;
pSectorInfo -> ubMilitiaTrainingHundredths -= 100;
}
// NOTE: Leave this at 100, change TOWN_TRAINING_RATE if necessary. This value gets reported to player as a %age!
if( pSectorInfo -> ubMilitiaTrainingPercentDone >= 100 )
{
// zero out training completion - there's no carryover to the next training session
pSectorInfo -> ubMilitiaTrainingPercentDone = 0;
pSectorInfo -> ubMilitiaTrainingHundredths = 0;
// make the player pay again next time he wants to train here
pSectorInfo -> fMilitiaTrainingPaid = FALSE;
TownMilitiaTrainingCompleted( pTrainer, sMapX, sMapY );
// training done
return( TRUE );
}
else
{
// not done
return ( FALSE );
}
}
INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
{
INT16 sTotalTrainingPts = 0;
INT8 bTrainingBonus = 0;
// UINT8 ubTownId = 0;
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = ( pTrainer -> bWisdom + pTrainer -> bLeadership + ( 10 * pTrainer -> bExpLevel ) ) * gGameExternalOptions.ubTownMilitiaTrainingRate;
// calculate effective training points (this is hundredths of pts / hour)
// typical: 300/hr, maximum: 600/hr
sTotalTrainingPts = ( EffectiveWisdom( pTrainer ) + EffectiveLeadership ( pTrainer ) + ( 10 * EffectiveExpLevel ( pTrainer ) ) ) * gGameExternalOptions.ubTownMilitiaTrainingRate;
// check for teaching bonuses
if( gMercProfiles[ pTrainer -> ubProfile ].bSkillTrait == TEACHING )
{
bTrainingBonus += gGameExternalOptions.ubTeachBonusToTrain;
}
if( gMercProfiles[ pTrainer -> ubProfile ].bSkillTrait2 == TEACHING )
{
bTrainingBonus += gGameExternalOptions.ubTeachBonusToTrain;
}
// RPCs get a small training bonus for being more familiar with the locals and their customs/needs than outsiders
if( pTrainer->ubProfile >= FIRST_RPC )
{
bTrainingBonus += gGameExternalOptions.ubRpcBonusToTrainMilitia;
}
// adjust for teaching bonus (a percentage)
sTotalTrainingPts += ( ( bTrainingBonus * sTotalTrainingPts ) / 100 );
// teach bonus is considered "normal" - it's always there
*pusMaxPts += ( ( bTrainingBonus * *pusMaxPts ) / 100 );
// adjust for fatigue of trainer
ReducePointsForFatigue( pTrainer, (UINT16 *)&sTotalTrainingPts );
/* ARM: Decided this didn't make much sense - the guys I'm training damn well BETTER be loyal - and screw the rest!
// get town index
ubTownId = StrategicMap[ pTrainer -> sSectorX + pTrainer -> sSectorY * MAP_WORLD_X ].bNameId;
Assert(ubTownId != BLANK_SECTOR);
// adjust for town loyalty
sTotalTrainingPts = (sTotalTrainingPts * gTownLoyalty[ ubTownId ].ubRating) / 100;
*/
return( sTotalTrainingPts );
}
void MakeSoldiersTacticalAnimationReflectAssignment( SOLDIERTYPE *pSoldier )
{
// soldier is in tactical, world loaded, he's OKLIFE
if( ( pSoldier -> bInSector ) && gfWorldLoaded && ( pSoldier -> bLife >= OKLIFE ) )
{
// Set animation based on his assignment
if ( pSoldier -> bAssignment == DOCTOR )
{
SoldierInSectorDoctor( pSoldier, pSoldier -> usStrategicInsertionData );
}
else if ( pSoldier -> bAssignment == PATIENT )
{
SoldierInSectorPatient( pSoldier, pSoldier -> usStrategicInsertionData );
}
else if ( pSoldier -> bAssignment == REPAIR )
{
SoldierInSectorRepair( pSoldier, pSoldier -> usStrategicInsertionData );
}
else
{
if ( pSoldier->usAnimState != WKAEUP_FROM_SLEEP && !(pSoldier->bOldAssignment < ON_DUTY ) )
{
// default: standing
ChangeSoldierState( pSoldier, STANDING, 1, TRUE );
}
}
}
}
void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason )
{
Assert( ubReason < NUM_ASSIGN_ABORT_REASONS );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ ubReason ], pSoldier->name );
StopTimeCompression();
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
{
if ( ( pSoldier -> bInSector ) && ( gfWorldLoaded ) )
{
if ( pSoldier -> bAssignment == DOCTOR )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
ChangeSoldierState( pSoldier, END_DOCTOR, 1, TRUE );
}
else
{
ChangeSoldierState( pSoldier, STANDING, 1, TRUE );
}
}
else if ( pSoldier -> bAssignment == REPAIR )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
ChangeSoldierState( pSoldier, END_REPAIRMAN, 1, TRUE );
}
else
{
ChangeSoldierState( pSoldier, STANDING, 1, TRUE );
}
}
else if ( pSoldier -> bAssignment == PATIENT )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
ChangeSoldierStance( pSoldier, ANIM_CROUCH );
}
else
{
ChangeSoldierState( pSoldier, STANDING, 1, TRUE );
}
}
}
if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
// hack - reset AbsoluteFinalDestination in case it was left non-nowhere
pSoldier->sAbsoluteFinalDestination = NOWHERE;
}
if ( fSayQuote )
{
if ( ( fMeToo == FALSE ) && (pSoldier->bAssignment == TRAIN_TOWN ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
if( pSoldier -> bAssignment == TRAIN_TOWN )
{
AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( pSoldier );
}
}
}
// don't bother telling us again about guys we already know about
if ( !( pSoldier->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT ) )
{
pSoldier->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT;
if ( fSayQuote )
{
if ( pSoldier->bAssignment == DOCTOR || pSoldier->bAssignment == REPAIR ||
pSoldier->bAssignment == PATIENT || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
}
}
AddReasonToWaitingListQueue( ASSIGNMENT_FINISHED_FOR_UPDATE );
AddSoldierToWaitingListQueue( pSoldier );
// trigger a single call AddDisplayBoxToWaitingQueue for assignments done
gfAddDisplayBoxToWaitingQueue = TRUE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
BOOLEAN CharacterIsBetweenSectors( SOLDIERTYPE *pSoldier )
{
// is the character on the move
if( pSoldier == NULL )
{
return ( FALSE );
}
else
{
return( pSoldier -> fBetweenSectors );
}
}
void HandleNaturalHealing( void )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
INT32 iCounter=0;
INT8 bNumberOfPeople = 0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
// mechanical members don't regenerate!
if( !( pTeamSoldier -> uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pTeamSoldier ) ) )
{
HandleHealingByNaturalCauses( pTeamSoldier );
}
}
}
return;
}
// handle healing of this soldier by natural causes.
void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
{
UINT32 uiPercentHealth = 0;
INT8 bActivityLevelDivisor = 0;
// check if soldier valid
if( pSoldier == NULL )
{
return;
}
// dead
if( pSoldier -> bLife == 0 )
{
return;
}
// lost any pts?
if( pSoldier -> bLife == pSoldier -> bLifeMax )
{
return;
}
// any bleeding pts - can' recover if still bleeding!
if( pSoldier -> bBleeding != 0 )
{
return;
}
// not bleeding and injured...
if( pSoldier -> bAssignment == ASSIGNMENT_POW )
{
// use high activity level to simulate stress, torture, poor conditions for healing
bActivityLevelDivisor = gGameExternalOptions.ubHighActivityLevel;
}
if( ( pSoldier -> fMercAsleep == TRUE ) || ( pSoldier -> bAssignment == PATIENT ) || ( pSoldier -> bAssignment == ASSIGNMENT_HOSPITAL ) )
{
bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
}
else if ( pSoldier->bAssignment < ON_DUTY )
{
// if time is being compressed, and the soldier is not moving strategically
if ( IsTimeBeingCompressed() && !PlayerIDGroupInMotion( pSoldier->ubGroupID ) )
{
// basically resting
bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
}
else
{
// either they're on the move, or they're being tactically active
bActivityLevelDivisor = gGameExternalOptions.ubHighActivityLevel;
}
}
else // this includes being in a vehicle - that's neither very strenous, nor very restful
{
bActivityLevelDivisor = gGameExternalOptions.ubMediumActivityLevel;
}
// what percentage of health is he down to
uiPercentHealth = ( pSoldier->bLife * 100 ) / pSoldier->bLifeMax;
// gain that many hundredths of life points back, divided by the activity level modifier
pSoldier->sFractLife += ( INT16 ) ( uiPercentHealth / bActivityLevelDivisor );
// now update the real life values
UpDateSoldierLife( pSoldier );
return;
}
void UpDateSoldierLife( SOLDIERTYPE *pSoldier )
{
// update soldier life, make sure we don't go out of bounds
pSoldier -> bLife += pSoldier -> sFractLife / 100;
// keep remaining fract of life
pSoldier -> sFractLife %= 100;
// check if we have gone too far
if( pSoldier -> bLife >= pSoldier -> bLifeMax )
{
// reduce
pSoldier -> bLife = pSoldier -> bLifeMax;
pSoldier -> sFractLife = 0;
}
return;
}
/*
// merc is tired, put to sleep
BOOLEAN AutoSleepMerc( SOLDIERTYPE *pSoldier )
{
if( pSoldier == NULL )
{
return ( FALSE );
}
// already asleep
if( pSoldier -> fMercAsleep == TRUE )
{
return ( FALSE );
}
if( pSoldier -> bBreathMax > MIN_BREATH_TO_STAY_AWAKE )
{
if( ( pSoldier -> bAssignment < ON_DUTY ) )
{
return ( FALSE );
}
if( pSoldier -> bLife < OKLIFE )
{
// can't sleep
return ( FALSE );
}
// if was forced to stay awake, leave
if( pSoldier -> fForcedToStayAwake == TRUE )
{
return( FALSE );
}
}
else
{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s", pMercFellAsleepString[ 0 ], pSoldier -> name );
}
// store old assignment
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
if( pSoldier -> bAssignment < ON_DUTY )
{
RemoveCharacterFromASquad( pSoldier, pSoldier -> bAssignment );
}
if( SetMercAsleep( pSoldier, FALSE ) )
{
// change soldier state
SoldierInSectorSleep( pSoldier, pSoldier -> usStrategicInsertionData );
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
return( TRUE );
}
else
{
return( FALSE );
}
}
*/
void CheckIfSoldierUnassigned( SOLDIERTYPE *pSoldier )
{
if( pSoldier -> bAssignment == NO_ASSIGNMENT )
{
// unassigned
AddCharacterToAnySquad( pSoldier );
if( ( gfWorldLoaded ) && ( pSoldier->bInSector ) )
{
ChangeSoldierState( pSoldier, STANDING, 1, TRUE );
}
}
return;
}
void CreateDestroyMouseRegionsForAssignmentMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SOLDIERTYPE *pSoldier = NULL;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
static BOOLEAN fShowRemoveMenu = FALSE;
// will create/destroy mouse regions for the map screen assignment main menu
// check if we can only remove character from team..not assign
if( ( bSelectedAssignChar != -1 )|| ( fShowRemoveMenu == TRUE ) )
{
if( fShowRemoveMenu == TRUE )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
if( ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].bLife == 0 ) || ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].bAssignment == ASSIGNMENT_POW ) )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
}
if( ( fShowAssignmentMenu == TRUE ) && ( fCreated == FALSE ) )
{
gfIgnoreScrolling = FALSE;
if( ( fShowAssignmentMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
{
SetBoxPosition( ghAssignmentBox, AssignmentPosition );
}
pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// grab height of font
iFontHeight = GetLineSpace( ghEpcBox ) + GetFontHeight( GetBoxFont( ghEpcBox ) );
// get x.y position of box
GetBoxPosition( ghEpcBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghEpcBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghEpcBox );
}
else
{
// grab height of font
iFontHeight = GetLineSpace( ghAssignmentBox ) + GetFontHeight( GetBoxFont( ghAssignmentBox ) );
// get x.y position of box
GetBoxPosition( ghAssignmentBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghAssignmentBox );
}
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gAssignmentMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, AssignmentMenuMvtCallBack, AssignmentMenuBtnCallback );
MSYS_SetRegionUserData( &gAssignmentMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghAssignmentBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
PositionCursorForTacticalAssignmentBox( );
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
MSYS_RemoveRegion( &gAssignmentMenuRegion[ iCounter ] );
}
fShownAssignmentMenu = FALSE;
// not created
fCreated = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
}
}
void CreateDestroyMouseRegionForVehicleMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiMenuLine = 0;
INT32 iVehicleId = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition, pPoint;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if( fShowVehicleMenu )
{
GetBoxPosition( ghAssignmentBox, &pPoint);
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
// vehicle position
VehiclePosition.iX = pPoint.iX + pDimensions.iRight;
SetBoxPosition( ghVehicleBox , VehiclePosition );
}
if( ( fShowVehicleMenu == TRUE ) && ( fCreated == FALSE ) )
{
// grab height of font
iFontHeight = GetLineSpace( ghVehicleBox ) + GetFontHeight( GetBoxFont( ghVehicleBox ) );
// get x.y position of box
GetBoxPosition( ghVehicleBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghVehicleBox, &pDimensions );
SetBoxSecondaryShade( ghVehicleBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghVehicleBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// run through list of vehicles in sector
for ( iVehicleId = 0; iVehicleId < ubNumberOfVehicles; iVehicleId++ )
{
if ( pVehicleList[ iVehicleId ].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleId ) )
{
// add mouse region for each accessible vehicle
MSYS_DefineRegion( &gVehicleMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, VehicleMenuMvtCallback, VehicleMenuBtnCallback );
MSYS_SetRegionUserData( &gVehicleMenuRegion[ uiMenuLine ], 0, uiMenuLine );
// store vehicle ID in the SECOND user data
MSYS_SetRegionUserData( &gVehicleMenuRegion[ uiMenuLine ], 1, iVehicleId );
uiMenuLine++;
}
}
}
// cancel line
MSYS_DefineRegion( &gVehicleMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, VehicleMenuMvtCallback, VehicleMenuBtnCallback );
MSYS_SetRegionUserData( &gVehicleMenuRegion[ uiMenuLine ], 0, VEHICLE_MENU_CANCEL );
// created
fCreated = TRUE;
// pause game
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghVehicleBox );
fCreated = TRUE;
HandleShadingOfLinesForVehicleMenu( );
}
else if( ( ( fShowVehicleMenu == FALSE ) || ( fShowAssignmentMenu == FALSE ) ) && ( fCreated == TRUE ) )
{
fCreated = FALSE;
// remove these regions
for( uiMenuLine = 0; uiMenuLine < GetNumberOfLinesOfTextInBox( ghVehicleBox ); uiMenuLine++ )
{
MSYS_RemoveRegion( &gVehicleMenuRegion[ uiMenuLine ] );
}
fShowVehicleMenu = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghVehicleBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
return;
}
void HandleShadingOfLinesForVehicleMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleId;
UINT32 uiMenuLine = 0;
if ( ( fShowVehicleMenu == FALSE ) || ( ghVehicleBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
// run through list of vehicles
for ( iVehicleId = 0; iVehicleId < ubNumberOfVehicles; iVehicleId++ )
{
if ( pVehicleList[ iVehicleId ].fValid == TRUE )
{
// inaccessible vehicles aren't listed at all!
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleId ) )
{
if ( IsEnoughSpaceInVehicle( iVehicleId ) )
{
// legal vehicle, leave it green
UnShadeStringInBox( ghVehicleBox, uiMenuLine );
UnSecondaryShadeStringInBox( ghVehicleBox, uiMenuLine );
}
else
{
// unjoinable vehicle - yellow
SecondaryShadeStringInBox( ghVehicleBox, uiMenuLine );
}
uiMenuLine++;
}
}
}
}
void VehicleMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iValue = -1, iVehicleID;
SOLDIERTYPE * pSoldier;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == VEHICLE_MENU_CANCEL )
{
fShowVehicleMenu = FALSE;
UnHighLightBox( ghAssignmentBox );
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
iVehicleID = MSYS_GetRegionUserData( pRegion, 1 );
// inaccessible vehicles shouldn't be listed in the menu!
Assert( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleID ) );
if ( IsEnoughSpaceInVehicle( iVehicleID ) )
{
PutSoldierInVehicle( pSoldier, ( INT8 ) iVehicleID );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 18 ], zVehicleName[ pVehicleList[ iVehicleID ].ubVehicleType ] );
}
fShowAssignmentMenu = FALSE;
// update mapscreen
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
SetAssignmentForList( VEHICLE, ( INT8 ) iVehicleID );
}
}
void VehicleMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if( iValue != VEHICLE_MENU_CANCEL )
{
// no shaded(disabled) lines actually appear in vehicle menus
if( GetBoxShadeFlag( ghVehicleBox, iValue ) == FALSE )
{
// highlight vehicle line
HighLightBoxLine( ghVehicleBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghVehicleBox, GetNumberOfLinesOfTextInBox( ghVehicleBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghVehicleBox );
HandleShadingOfLinesForVehicleMenu( );
}
}
BOOLEAN DisplayRepairMenu( SOLDIERTYPE *pSoldier )
{
INT32 iVehicleIndex=0;
INT32 hStringHandle=0;
// run through list of vehicles in sector and add them to pop up box
// first, clear pop up box
RemoveBox(ghRepairBox);
ghRepairBox = -1;
CreateRepairBox();
SetCurrentBox(ghRepairBox);
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
if( pSoldier->bSectorZ == 0 )
{
// run through list of vehicles and see if any in sector
for ( iVehicleIndex = 0; iVehicleIndex < ubNumberOfVehicles; iVehicleIndex++ )
{
if ( pVehicleList[ iVehicleIndex ].fValid == TRUE )
{
// don't even list the helicopter, because it's NEVER repairable...
if ( iVehicleIndex != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
AddMonoString( (UINT32 *)&hStringHandle,pVehicleStrings[ pVehicleList[ iVehicleIndex ].ubVehicleType ] );
}
}
}
}
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
// is there a SAM SITE Here?
if( ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == TRUE ) && ( IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) ) )
{
// SAM site
AddMonoString(&hStringHandle, pRepairStrings[ 1 ] );
}
*/
// is the ROBOT here?
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// robot
AddMonoString((UINT32 *)&hStringHandle, pRepairStrings[ 3 ] );
}
// items
AddMonoString((UINT32 *)&hStringHandle, pRepairStrings[ 0 ] );
// cancel
AddMonoString((UINT32 *)&hStringHandle, pRepairStrings[ 2 ] );
SetBoxFont(ghRepairBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghRepairBox, FONT_WHITE);
SetBoxShade(ghRepairBox, FONT_GRAY7);
SetBoxForeground(ghRepairBox, FONT_LTGREEN);
SetBoxBackground(ghRepairBox, FONT_BLACK);
// resize box to text
ResizeBoxToText( ghRepairBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
return TRUE;
}
void HandleShadingOfLinesForRepairMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleIndex = 0;
INT32 iCount = 0;
if( ( fShowRepairMenu == FALSE ) || ( ghRepairBox == -1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
if ( pSoldier->bSectorZ == 0 )
{
for ( iVehicleIndex = 0; iVehicleIndex < ubNumberOfVehicles; iVehicleIndex++ )
{
if ( pVehicleList[ iVehicleIndex ].fValid == TRUE )
{
// don't even list the helicopter, because it's NEVER repairable...
if ( iVehicleIndex != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
if( CanCharacterRepairVehicle( pSoldier, iVehicleIndex ) == TRUE )
{
// unshade vehicle line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade vehicle line
ShadeStringInBox( ghRepairBox, iCount );
}
iCount++;
}
}
}
}
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
if( ( IsThisSectorASAMSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) == TRUE ) && ( IsTheSAMSiteInSectorRepairable( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) ) )
{
// handle enable disable of repair sam option
if( CanSoldierRepairSAM( pSoldier, SAM_SITE_REPAIR_DIVISOR ) )
{
// unshade SAM line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade SAM line
ShadeStringInBox( ghRepairBox, iCount );
}
iCount++;
}
*/
if( IsRobotInThisSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) )
{
// handle shading of repair robot option
if( CanCharacterRepairRobot( pSoldier ) )
{
// unshade robot line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade robot line
ShadeStringInBox( ghRepairBox, iCount );
}
iCount++;
}
if ( DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
// unshade items line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade items line
ShadeStringInBox( ghRepairBox, iCount );
}
iCount++;
return;
}
void CreateDestroyMouseRegionForRepairMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiCounter = 0;
INT32 iCount = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleIndex = 0;
if( ( fShowRepairMenu == TRUE ) && ( fCreated == FALSE ) )
{
CheckAndUpdateTacticalAssignmentPopUpPositions( );
if( ( fShowRepairMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
{
//SetBoxPosition( ghRepairBox ,RepairPosition);
}
// grab height of font
iFontHeight = GetLineSpace( ghRepairBox ) + GetFontHeight( GetBoxFont( ghRepairBox ) );
// get x.y position of box
GetBoxPosition( ghRepairBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghRepairBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghRepairBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
if ( pSoldier->bSectorZ == 0 )
{
// vehicles
for ( iVehicleIndex = 0; iVehicleIndex < ubNumberOfVehicles; iVehicleIndex++ )
{
if ( pVehicleList[ iVehicleIndex ].fValid == TRUE )
{
// don't even list the helicopter, because it's NEVER repairable...
if ( iVehicleIndex != iHelicopterVehicleId )
{
// other vehicles *in the sector* are listed, but later shaded dark if they're not repairable
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
// 2nd user data is the vehicle index, which can easily be different from the region index!
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, iVehicleIndex );
iCount++;
}
}
}
}
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
// SAM site
if( ( IsThisSectorASAMSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) == TRUE ) && ( IsTheSAMSiteInSectorRepairable( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) ) )
{
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, REPAIR_MENU_SAM_SITE );
iCount++;
}
*/
// robot
if( IsRobotInThisSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) )
{
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_ROBOT );
iCount++;
}
// items
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_ITEMS );
iCount++;
// cancel
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_CANCEL );
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghRepairBox );
fCreated = TRUE;
}
else if( ( ( fShowRepairMenu == FALSE ) || ( fShowAssignmentMenu == FALSE ) ) && ( fCreated == TRUE ) )
{
fCreated = FALSE;
// remove these regions
for( uiCounter = 0; uiCounter < GetNumberOfLinesOfTextInBox( ghRepairBox ); uiCounter++ )
{
MSYS_RemoveRegion( &gRepairMenuRegion[ uiCounter ] );
}
fShowRepairMenu = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghRepairBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
return;
}
void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iValue = -1;
SOLDIERTYPE *pSoldier = NULL;
INT32 iRepairWhat;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
// ignore clicks on disabled lines
if( GetBoxShadeFlag( ghRepairBox, iValue ) == TRUE )
{
return;
}
// WHAT is being repaired is stored in the second user data argument
iRepairWhat = MSYS_GetRegionUserData( pRegion, 1 );
pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive && ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
if( ( iRepairWhat >= REPAIR_MENU_VEHICLE1 ) && ( iRepairWhat <= REPAIR_MENU_VEHICLE3 ) )
{
// repair VEHICLE
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != REPAIR )|| ( pSoldier -> fFixingRobot ) || ( pSoldier -> fFixingSAMSite ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, REPAIR );
pSoldier -> bVehicleUnderRepairID = ( INT8 ) iRepairWhat;
MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
else if( iRepairWhat == REPAIR_MENU_SAM_SITE )
{
// repair SAM site
// remove from squad
RemoveCharacterFromSquads( pSoldier );
MakeSureToolKitIsInHand( pSoldier );
if( ( pSoldier->bAssignment != REPAIR )|| ( pSoldier -> fFixingSAMSite == FALSE ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, REPAIR );
pSoldier -> fFixingSAMSite = TRUE;
// the second argument is irrelevant here, function looks at pSoldier itself to know what's being repaired
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
}
*/
else if( iRepairWhat == REPAIR_MENU_ROBOT )
{
// repair ROBOT
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
MakeSureToolKitIsInHand( pSoldier );
if( ( pSoldier->bAssignment != REPAIR )|| ( pSoldier -> fFixingRobot == FALSE ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, REPAIR );
pSoldier->fFixingRobot = TRUE;
// the second argument is irrelevant here, function looks at pSoldier itself to know what's being repaired
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
}
else if( iRepairWhat == REPAIR_MENU_ITEMS )
{
// items
SetSoldierAssignment( pSoldier, REPAIR, FALSE, FALSE, -1 );
// the second argument is irrelevant here, function looks at pSoldier itself to know what's being repaired
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
}
else
{
// CANCEL
fShowRepairMenu = FALSE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
}
}
void RepairMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if( iValue < REPAIR_MENU_CANCEL )
{
if( GetBoxShadeFlag( ghRepairBox, iValue ) == FALSE )
{
// highlight choice
HighLightBoxLine( ghRepairBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghRepairBox, GetNumberOfLinesOfTextInBox( ghRepairBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghRepairBox );
}
}
void MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier )
{
INT8 bPocket = 0;
// if there isn't a toolkit in his hand
if( !Item[pSoldier -> inv[ HANDPOS].usItem].toolkit )
{
// run through rest of inventory looking for toolkits, swap the first one into hand if found
for (bPocket = SECONDHANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
if( Item[pSoldier -> inv[ bPocket ].usItem].toolkit )
{
SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ bPocket ] );
break;
}
}
}
}
BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier )
{
INT8 bPocket = 0;
BOOLEAN fFoundOne = FALSE;
fTeamPanelDirty = TRUE;
// if there is a MEDICAL BAG in his hand, we're set
if ( Item[pSoldier -> inv[ HANDPOS ].usItem].medicalkit )
{
return(TRUE);
}
// run through rest of inventory looking 1st for MEDICAL BAGS, swap the first one into hand if found
for (bPocket = SECONDHANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
if ( Item[pSoldier -> inv[ bPocket ].usItem].medicalkit )
{
fCharacterInfoPanelDirty = TRUE;
SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ bPocket ] );
return(TRUE);
}
}
// we didn't find a medical bag, so settle for a FIRST AID KIT
if ( Item[pSoldier -> inv[ HANDPOS ].usItem].firstaidkit )
{
return(TRUE);
}
// run through rest of inventory looking 1st for MEDICAL BAGS, swap the first one into hand if found
for (bPocket = SECONDHANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
if ( Item[pSoldier -> inv[ bPocket ].usItem].firstaidkit )
{
// if( ( Item[ pSoldier -> inv[ HANDPOS ].usItem ].fFlags & IF_TWOHANDED_GUN ) && ( bPocket >= SMALLPOCK1POS ) )
if( ( Item[ pSoldier -> inv[ HANDPOS ].usItem ].twohanded ) && ( bPocket >= SMALLPOCK1POS ) )
{
// first move from hand to second hand
SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ SECONDHANDPOS ] );
// dirty mapscreen and squad panels
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
SwapObjs( &pSoldier -> inv[ HANDPOS ], &pSoldier -> inv[ bPocket ] );
return(TRUE);
}
}
// no medkit items in possession!
return(FALSE);
}
void HandleShadingOfLinesForAssignmentMenus( void )
{
SOLDIERTYPE *pSoldier = NULL;
// updates which menus are selectable based on character status
if( ( fShowAssignmentMenu == FALSE ) || ( ghAssignmentBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive )
{
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// patient
if( CanCharacterPatient( pSoldier ) )
{
// unshade patient line
UnShadeStringInBox( ghEpcBox, EPC_MENU_PATIENT );
}
else
{
// shade patient line
ShadeStringInBox( ghEpcBox, EPC_MENU_PATIENT );
}
if( CanCharacterOnDuty( pSoldier ) )
{
// unshade on duty line
UnShadeStringInBox( ghEpcBox, EPC_MENU_ON_DUTY );
}
else
{
// shade on duty line
ShadeStringInBox( ghEpcBox, EPC_MENU_ON_DUTY );
}
if( CanCharacterVehicle( pSoldier ) )
{
// unshade vehicle line
UnShadeStringInBox( ghEpcBox, EPC_MENU_VEHICLE );
}
else
{
// shade vehicle line
ShadeStringInBox( ghEpcBox, EPC_MENU_VEHICLE );
}
}
else
{
// doctor
if( CanCharacterDoctor( pSoldier ) )
{
// unshade doctor line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
UnSecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
}
else
{
// only missing a med kit
if( CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) )
{
SecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
}
else
{
// shade doctor line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
}
}
// repair
if( CanCharacterRepair( pSoldier ) )
{
// unshade repair line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
UnSecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
}
else
{
// only missing a tool kit
if( CanCharacterRepairButDoesntHaveARepairkit( pSoldier ) )
{
SecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
}
else
{
// shade repair line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
}
}
// patient
if( CanCharacterPatient( pSoldier ) )
{
// unshade patient line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_PATIENT );
}
else
{
// shade patient line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_PATIENT );
}
if( CanCharacterOnDuty( pSoldier ) )
{
// unshade on duty line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ON_DUTY );
}
else
{
// shade on duty line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ON_DUTY );
}
if( CanCharacterPractise( pSoldier ) )
{
// unshade train line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_TRAIN );
}
else
{
// shade train line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_TRAIN );
}
if( CanCharacterVehicle( pSoldier ) )
{
// unshade vehicle line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
}
else
{
// shade vehicle line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
}
}
}
// squad submenu
HandleShadingOfLinesForSquadMenu( );
// vehicle submenu
HandleShadingOfLinesForVehicleMenu( );
// repair submenu
HandleShadingOfLinesForRepairMenu( );
// training submenu
HandleShadingOfLinesForTrainingMenu( );
// training attributes submenu
HandleShadingOfLinesForAttributeMenus( );
return;
}
void DetermineWhichAssignmentMenusCanBeShown( void )
{
BOOLEAN fCharacterNoLongerValid = FALSE;
SOLDIERTYPE *pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
if( fShowMapScreenMovementList == TRUE )
{
if( bSelectedDestChar == -1 )
{
fCharacterNoLongerValid = TRUE;
HandleShowingOfMovementBox( );
}
else
{
fShowMapScreenMovementList = FALSE;
fCharacterNoLongerValid = TRUE;
}
}
/*
else if( fShowUpdateBox )
{
//handle showing of the merc update box
HandleShowingOfUpBox( );
}
*/
else if( bSelectedAssignChar == -1 )
{
fCharacterNoLongerValid = TRUE;
}
// update the assignment positions
UpdateMapScreenAssignmentPositions( );
}
// determine which assign menu needs to be shown
if( ( ( fShowAssignmentMenu == FALSE ) )||( fCharacterNoLongerValid == TRUE ) )
{
// reset show assignment menus
fShowAssignmentMenu = FALSE;
fShowVehicleMenu = FALSE;
fShowRepairMenu = FALSE;
// destroy mask, if needed
CreateDestroyScreenMaskForAssignmentAndContractMenus( );
// destroy menu if needed
CreateDestroyMouseRegionForVehicleMenu( );
CreateDestroyMouseRegionsForAssignmentMenu( );
CreateDestroyMouseRegionsForTrainingMenu( );
CreateDestroyMouseRegionsForAttributeMenu( );
CreateDestroyMouseRegionsForSquadMenu( TRUE );
CreateDestroyMouseRegionForRepairMenu( );
// hide all boxes being shown
if ( IsBoxShown( ghEpcBox ) )
{
HideBox( ghEpcBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghAssignmentBox ) )
{
HideBox( ghAssignmentBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghTrainingBox ) )
{
HideBox( ghTrainingBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghRepairBox ) )
{
HideBox( ghRepairBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghAttributeBox ) )
{
HideBox( ghAttributeBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghVehicleBox ) )
{
HideBox( ghVehicleBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
// do we really want ot hide this box?
if( fShowContractMenu == FALSE )
{
if ( IsBoxShown( ghRemoveMercAssignBox ) )
{
HideBox( ghRemoveMercAssignBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
}
//HideBox( ghSquadBox );
//SetRenderFlags(RENDER_FLAG_FULL);
// no menus, leave
return;
}
// update the assignment positions
UpdateMapScreenAssignmentPositions( );
// create mask, if needed
CreateDestroyScreenMaskForAssignmentAndContractMenus( );
// created assignment menu if needed
CreateDestroyMouseRegionsForAssignmentMenu( );
CreateDestroyMouseRegionsForTrainingMenu( );
CreateDestroyMouseRegionsForAttributeMenu( );
CreateDestroyMouseRegionsForSquadMenu( TRUE );
CreateDestroyMouseRegionForRepairMenu( );
if( ( ( Menptr[gCharactersList[ bSelectedInfoChar ].usSolID].bLife == 0 )||( Menptr[gCharactersList[bSelectedInfoChar].usSolID].bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
{
// show basic assignment menu
ShowBox( ghRemoveMercAssignBox );
}
else
{
pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
ShowBox( ghEpcBox );
}
else
{
// show basic assignment menu
ShowBox( ghAssignmentBox );
}
}
// TRAINING menu
if( fShowTrainingMenu == TRUE )
{
HandleShadingOfLinesForTrainingMenu( );
ShowBox( ghTrainingBox );
}
else
{
if( IsBoxShown( ghTrainingBox ) )
{
HideBox( ghTrainingBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// REPAIR menu
if( fShowRepairMenu == TRUE )
{
HandleShadingOfLinesForRepairMenu( );
ShowBox( ghRepairBox );
}
else
{
// hide box
if( IsBoxShown( ghRepairBox ) )
{
HideBox( ghRepairBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// ATTRIBUTE menu
if( fShowAttributeMenu == TRUE )
{
HandleShadingOfLinesForAttributeMenus( );
ShowBox( ghAttributeBox );
}
else
{
if( IsBoxShown( ghAttributeBox ) )
{
HideBox( ghAttributeBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// VEHICLE menu
if( fShowVehicleMenu == TRUE )
{
ShowBox( ghVehicleBox );
}
else
{
if( IsBoxShown( ghVehicleBox ) )
{
HideBox( ghVehicleBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
CreateDestroyMouseRegionForVehicleMenu( );
return;
}
void CreateDestroyScreenMaskForAssignmentAndContractMenus( void )
{
static BOOLEAN fCreated = FALSE;
// will create a screen mask to catch mouse input to disable assignment menus
// not created, create
if( ( fCreated == FALSE ) && ( ( fShowAssignmentMenu == TRUE )||( fShowContractMenu == TRUE ) || ( fShowTownInfo == TRUE) ) )
{
MSYS_DefineRegion( &gAssignmentScreenMaskRegion, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, AssignmentScreenMaskBtnCallback );
// created
fCreated = TRUE;
if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
MSYS_ChangeRegionCursor( &gAssignmentScreenMaskRegion, 0 );
}
}
else if( ( fCreated == TRUE ) && ( fShowAssignmentMenu == FALSE )&&( fShowContractMenu == FALSE ) && ( fShowTownInfo == FALSE ) )
{
// created, get rid of it
MSYS_RemoveRegion( &gAssignmentScreenMaskRegion );
// not created
fCreated = FALSE;
}
return;
}
void AssignmentScreenMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment screen mask region
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
{
if( fFirstClickInAssignmentScreenMask == TRUE )
{
fFirstClickInAssignmentScreenMask = FALSE;
return;
}
// button event, stop showing menus
fShowAssignmentMenu = FALSE;
fShowVehicleMenu = FALSE;
fShowContractMenu = FALSE;
// stop showing town mine info
fShowTownInfo = FALSE;
// reset contract character and contract highlight line
giContractHighLine =-1;
bSelectedContractChar = -1;
fGlowContractRegion = FALSE;
// update mapscreen
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
SetRenderFlags( RENDER_FLAG_FULL );
}
return;
}
void ClearScreenMaskForMapScreenExit( void )
{
// reset show assignment menu
fShowAssignmentMenu = FALSE;
// update the assignment positions
UpdateMapScreenAssignmentPositions( );
// stop showing town mine info too
fShowTownInfo = FALSE;
// destroy mask, if needed
CreateDestroyScreenMaskForAssignmentAndContractMenus( );
// destroy assignment menu if needed
CreateDestroyMouseRegionsForAssignmentMenu( );
CreateDestroyMouseRegionsForTrainingMenu( );
CreateDestroyMouseRegionsForAttributeMenu( );
CreateDestroyMouseRegionsForSquadMenu( TRUE );
CreateDestroyMouseRegionForRepairMenu( );
return;
}
void CreateDestroyMouseRegions( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
// do we show the remove menu
if( fShowRemoveMenu )
{
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
if( ( fShowAssignmentMenu == TRUE ) && ( fCreated == FALSE ) )
{
// grab height of font
iFontHeight = GetLineSpace( ghAssignmentBox ) + GetFontHeight( GetBoxFont( ghAssignmentBox ) );
// get x.y position of box
GetBoxPosition( ghAssignmentBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghAssignmentBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gAssignmentMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, AssignmentMenuMvtCallBack, AssignmentMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gAssignmentMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// pause game
PauseGame( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghAssignmentBox );
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
MSYS_RemoveRegion( &gAssignmentMenuRegion[ iCounter ] );
}
RestorePopUpBoxes();
// not created
fCreated = FALSE;
}
}
void CreateDestroyMouseRegionsForContractMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
static BOOLEAN fShowRemoveMenu = FALSE;
// will create/destroy mouse regions for the map screen Contract main menu
// will create/destroy mouse regions for the map screen assignment main menu
// check if we can only remove character from team..not assign
if( ( bSelectedContractChar != -1 )|| ( fShowRemoveMenu == TRUE ) )
{
if( fShowRemoveMenu == TRUE )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowContractMenu;
// ATE: Added this setting of global variable 'cause
// it will cause an assert failure in GetSelectedAssignSoldier()
bSelectedAssignChar = bSelectedContractChar;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
if( Menptr[gCharactersList[bSelectedContractChar].usSolID].bLife == 0 )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowContractMenu;
// ATE: Added this setting of global variable 'cause
// it will cause an assert failure in GetSelectedAssignSoldier()
bSelectedAssignChar = bSelectedContractChar;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
}
if( ( fShowContractMenu == TRUE ) && ( fCreated == FALSE ) )
{
if( bSelectedContractChar == -1 )
{
return;
}
if( fShowContractMenu )
{
SetBoxPosition( ghContractBox , ContractPosition );
}
// grab height of font
iFontHeight = GetLineSpace( ghContractBox ) + GetFontHeight( GetBoxFont( ghContractBox ) );
// get x.y position of box
GetBoxPosition( ghContractBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghContractBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghContractBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghContractBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gContractMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghContractBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghContractBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, ContractMenuMvtCallback, ContractMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gContractMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// pause game
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghContractBox );
}
else if( ( fShowContractMenu == FALSE ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghContractBox ); iCounter++ )
{
MSYS_RemoveRegion( &gContractMenuRegion[ iCounter ] );
}
fShownContractMenu = FALSE;
//if( ( fProcessingAMerc ) && ( pProcessingSoldier ) )
//{
// if( (UINT32)(pProcessingSoldier->iEndofContractTime) == GetWorldTotalMin() )
// {
// StrategicRemoveMerc( pProcessingSoldier, MERC_FIRED );
// pProcessingSoldier = NULL;
// fProcessingAMerc = FALSE;
// }
//}
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
RestorePopUpBoxes( );
// not created
fCreated = FALSE;
}
}
void CreateDestroyMouseRegionsForTrainingMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
if( ( fShowTrainingMenu == TRUE ) && ( fCreated == FALSE ) )
{
if( ( fShowTrainingMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
{
SetBoxPosition( ghTrainingBox, TrainPosition );
}
HandleShadingOfLinesForTrainingMenu( );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghTrainingBox ) + GetFontHeight( GetBoxFont( ghTrainingBox ) );
// get x.y position of box
GetBoxPosition( ghTrainingBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghTrainingBox, &pDimensions );
SetBoxSecondaryShade( ghTrainingBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghTrainingBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghTrainingBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gTrainingMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghTrainingBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghTrainingBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 3 ,
MSYS_NO_CURSOR, TrainingMenuMvtCallBack, TrainingMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gTrainingMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghTrainingBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || ( fShowTrainingMenu == FALSE ) ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghTrainingBox ); iCounter++ )
{
MSYS_RemoveRegion( &gTrainingMenuRegion[ iCounter ] );
}
// stop showing training menu
if( fShowAssignmentMenu == FALSE )
{
fShowTrainingMenu = FALSE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghTrainingBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void CreateDestroyMouseRegionsForAttributeMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen attribute menu
if( ( fShowAttributeMenu == TRUE ) && ( fCreated == FALSE ) )
{
if( ( fShowAssignmentMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
{
SetBoxPosition( ghAssignmentBox, AssignmentPosition );
}
HandleShadingOfLinesForAttributeMenus( );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghAttributeBox ) + GetFontHeight( GetBoxFont( ghAttributeBox ) );
// get x.y position of box
GetBoxPosition( ghAttributeBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghAttributeBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghAttributeBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAttributeBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gAttributeMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, AttributeMenuMvtCallBack, AttributesMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gAttributeMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghAttributeBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || ( fShowTrainingMenu == FALSE ) ||( fShowAttributeMenu == FALSE) ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAttributeBox ); iCounter++ )
{
MSYS_RemoveRegion( &gAttributeMenuRegion[ iCounter ] );
}
// stop showing training menu
if( ( fShowAssignmentMenu == FALSE )||( fShowTrainingMenu == FALSE ) || ( fShowAttributeMenu == FALSE))
{
fShowAttributeMenu = FALSE;
gfRenderPBInterface = TRUE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghAttributeBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( fShowTrainingMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghTrainingBox );
}
}
}
void CreateDestroyMouseRegionsForRemoveMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen attribute menu
if( ( ( fShowAssignmentMenu == TRUE ) || ( fShowContractMenu == TRUE ) ) && ( fCreated == FALSE ) )
{
if( fShowContractMenu )
{
SetBoxPosition( ghContractBox , ContractPosition );
}
else
{
SetBoxPosition( ghAssignmentBox , AssignmentPosition );
}
if( fShowContractMenu )
{
// set box position to contract box position
SetBoxPosition( ghRemoveMercAssignBox , ContractPosition );
}
else
{
// set box position to contract box position
SetBoxPosition( ghRemoveMercAssignBox , AssignmentPosition );
}
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghRemoveMercAssignBox ) + GetFontHeight( GetBoxFont( ghRemoveMercAssignBox ) );
// get x.y position of box
GetBoxPosition( ghRemoveMercAssignBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghRemoveMercAssignBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghRemoveMercAssignBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghRemoveMercAssignBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gRemoveMercAssignRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, RemoveMercMenuMvtCallBack, RemoveMercMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gRemoveMercAssignRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghRemoveMercAssignBox );
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) && ( fShowContractMenu == FALSE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghRemoveMercAssignBox ); iCounter++ )
{
MSYS_RemoveRegion( &gRemoveMercAssignRegion[ iCounter ] );
}
fShownContractMenu = FALSE;
// stop showing menu
if( fShowRemoveMenu == FALSE )
{
fShowAttributeMenu = FALSE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// turn off the GLOBAL fShowRemoveMenu flag!!!
fShowRemoveMenu = FALSE;
// and the assignment menu itself!!!
fShowAssignmentMenu = FALSE;
// not created
fCreated = FALSE;
}
}
void CreateDestroyMouseRegionsForSquadMenu( BOOLEAN fPositionBox )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen attribute menu
if( ( fShowSquadMenu == TRUE ) && ( fCreated == FALSE ) )
{
// create squad box
CreateSquadBox( );
GetBoxSize( ghAssignmentBox, &pDimensions );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghSquadBox ) + GetFontHeight( GetBoxFont( ghSquadBox ) );
// get x.y position of box
GetBoxPosition( ghSquadBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghSquadBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghSquadBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSquadBox ) - 1; iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gSquadMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, SquadMenuMvtCallBack, SquadMenuBtnCallback );
MSYS_SetRegionUserData( &gSquadMenuRegion[ iCounter ], 0, iCounter );
}
// now create cancel region
MSYS_DefineRegion( &gSquadMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, SquadMenuMvtCallBack, SquadMenuBtnCallback );
MSYS_SetRegionUserData( &gSquadMenuRegion[ iCounter ], 0, SQUAD_MENU_CANCEL );
// created
fCreated = TRUE;
// show the box
ShowBox( ghSquadBox );
// unhighlight all strings in box
UnHighLightBox( ghSquadBox );
// update based on current squad
HandleShadingOfLinesForSquadMenu( );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || ( fShowSquadMenu == FALSE ) ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSquadBox ); iCounter++ )
{
MSYS_RemoveRegion( &gSquadMenuRegion[ iCounter ] );
}
fShowSquadMenu = FALSE;
// remove squad box
RemoveBox(ghSquadBox);
ghSquadBox = -1;
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
fMapPanelDirty = TRUE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void AssignmentMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
SOLDIERTYPE *pSoldier;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
pSoldier = GetSelectedAssignSoldier( FALSE );
if( HandleAssignmentExpansionAndHighLightForAssignMenu( pSoldier ) == TRUE )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// is the line shaded?..if so, don't highlight
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
if( GetBoxShadeFlag( ghEpcBox, iValue ) == FALSE )
{
HighLightBoxLine( ghEpcBox, iValue );
}
}
else
{
if( GetBoxShadeFlag( ghAssignmentBox, iValue ) == FALSE )
{
HighLightBoxLine( ghAssignmentBox, iValue );
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// unhighlight all strings in box
UnHighLightBox( ghEpcBox );
}
else
{
// unhighlight all strings in box
UnHighLightBox( ghAssignmentBox );
}
}
}
void RemoveMercMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// get the string line handle
// is the line shaded?..if so, don't highlight
if( GetBoxShadeFlag( ghRemoveMercAssignBox, iValue ) == FALSE )
{
HighLightBoxLine( ghRemoveMercAssignBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghRemoveMercAssignBox );
}
}
void ContractMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for Contract region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( iValue != CONTRACT_MENU_CURRENT_FUNDS )
{
if( GetBoxShadeFlag( ghContractBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghContractBox, iValue );
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghContractBox );
}
}
void SquadMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( iValue != SQUAD_MENU_CANCEL )
{
if( GetBoxShadeFlag( ghSquadBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghSquadBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghSquadBox, GetNumberOfLinesOfTextInBox( ghSquadBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghSquadBox );
// update based on current squad
HandleShadingOfLinesForSquadMenu( );
}
}
void RemoveMercMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for contract region
INT32 iValue = -1;
SOLDIERTYPE * pSoldier = NULL;
pSoldier = GetSelectedAssignSoldier( FALSE );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
switch( iValue )
{
case( REMOVE_MERC_CANCEL ):
// stop showing menus
fShowAssignmentMenu = FALSE;
fShowContractMenu = FALSE;
// reset characters
bSelectedAssignChar = -1;
bSelectedContractChar = -1;
giAssignHighLine = -1;
// dirty regions
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
// stop contratc glow if we are
fGlowContractRegion = FALSE;
giContractHighLine = -1;
break;
case( REMOVE_MERC ):
StrategicRemoveMerc( pSoldier );
// dirty region
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
// stop contratc glow if we are
fGlowContractRegion = FALSE;
giContractHighLine = -1;
// reset selected characters
bSelectedAssignChar = -1;
bSelectedContractChar = -1;
giAssignHighLine = -1;
// stop showing menus
fShowAssignmentMenu = FALSE;
fShowContractMenu = FALSE;
//Def: 10/13/99: When a merc is either dead or a POW, the Remove Merc popup comes up instead of the
// Assign menu popup. When the the user removes the merc, we need to make sure the assignment menu
//doesnt come up ( because the both assign menu and remove menu flags are needed for the remove pop up to appear
//dont ask why?!! )
fShownContractMenu = FALSE;
fShownAssignmentMenu = FALSE;
fShowRemoveMenu = FALSE;
break;
}
}
}
void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
{
// This function will setup the quote, then start dialogue beginning the actual leave sequence
if( ( pSoldier->bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
{
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC ) || ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING, 1,0 );
}
else
// quote is different if he's fired in less than 48 hours
if( ( GetWorldTotalMin() - pSoldier->uiTimeOfLastContractUpdate ) < 60 * 48 )
{
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) )
{
// Only do this if they want to renew.....
if ( WillMercRenew( pSoldier, FALSE ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_DEPART_COMMET_CONTRACT_NOT_RENEWED_OR_TERMINATED_UNDER_48 );
}
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING, 1,0 );
}
else
{
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) )
{
// Only do this if they want to renew.....
if ( WillMercRenew( pSoldier, FALSE ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE );
}
}
else if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC ) || ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING, 1,0 );
}
if( ( GetWorldTotalMin() - pSoldier->uiTimeOfLastContractUpdate ) < 60 * 3 )
{
// this will cause him give us lame excuses for a while until he gets over it
// 3-6 days (but the first 1-2 days of that are spent "returning" home)
gMercProfiles[ pSoldier->ubProfile ].ubDaysOfMoraleHangover = (UINT8) (3 + Random(4));
// if it's an AIM merc, word of this gets back to AIM... Bad rep.
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
ModifyPlayerReputation(REPUTATION_EARLY_FIRING);
}
}
}
}
void MercDismissConfirmCallBack( UINT8 bExitValue )
{
if ( bExitValue == MSG_BOX_RETURN_YES )
{
// Setup history code
gpDismissSoldier->ubLeaveHistoryCode = HISTORY_MERC_FIRED;
BeginRemoveMercFromContract( gpDismissSoldier );
}
}
void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for contract region
INT32 iValue = -1;
BOOLEAN fOkToClose = FALSE;
SOLDIERTYPE * pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
}
else
{
// can't renew contracts from tactical!
}
Assert( pSoldier && pSoldier->bActive );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
fOkToClose = TRUE;
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( GetBoxShadeFlag( ghContractBox, iValue ) == TRUE )
{
// not valid
return;
}
if( iValue == CONTRACT_MENU_CANCEL )
{
// reset contract character and contract highlight line
giContractHighLine =-1;
bSelectedContractChar = -1;
fGlowContractRegion = FALSE;
fShowContractMenu = FALSE;
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
if ( gfInContractMenuFromRenewSequence )
{
BeginRemoveMercFromContract( pSoldier );
}
return;
}
// else handle based on contract
switch( iValue )
{
case( CONTRACT_MENU_DAY ):
MercContractHandling( pSoldier, CONTRACT_EXTEND_1_DAY );
PostContractMessage( pSoldier, CONTRACT_EXTEND_1_DAY );
fOkToClose = TRUE;
break;
case( CONTRACT_MENU_WEEK ):
MercContractHandling( pSoldier, CONTRACT_EXTEND_1_WEEK );
PostContractMessage( pSoldier, CONTRACT_EXTEND_1_WEEK );
fOkToClose = TRUE;
break;
case( CONTRACT_MENU_TWO_WEEKS ):
MercContractHandling( pSoldier, CONTRACT_EXTEND_2_WEEK );
PostContractMessage( pSoldier, CONTRACT_EXTEND_2_WEEK );
fOkToClose = TRUE;
break;
case( CONTRACT_MENU_TERMINATE ):
gpDismissSoldier = pSoldier;
// If in the renewal sequence.. do right away...
// else put up requester.
if ( gfInContractMenuFromRenewSequence )
{
MercDismissConfirmCallBack( MSG_BOX_RETURN_YES );
}
else
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, (INT16 *)gzLateLocalizedString[ 48 ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, MercDismissConfirmCallBack );
}
fOkToClose = TRUE;
break;
}
pProcessingSoldier = NULL;
fProcessingAMerc = FALSE;
}
if( fOkToClose == TRUE )
{
// reset contract character and contract highlight line
giContractHighLine =-1;
bSelectedContractChar = -1;
fGlowContractRegion = FALSE;
fShowContractMenu = FALSE;
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
return;
}
void TrainingMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( HandleAssignmentExpansionAndHighLightForTrainingMenu( ) == TRUE )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// do not highlight current balance
if( GetBoxShadeFlag( ghTrainingBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghTrainingBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghTrainingBox );
}
}
void AttributeMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = -1;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( GetBoxShadeFlag( ghAttributeBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghAttributeBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghAttributeBox );
}
}
void SquadMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iValue = -1;
SOLDIERTYPE * pSoldier = NULL;
CHAR16 sString[ 128 ];
INT8 bCanJoinSquad;
/* ARM: Squad menu is now disabled for anyone between sectors
UINT8 ubNextX, ubNextY, ubPrevX, ubPrevY;
UINT32 uiTraverseTime, uiArriveTime;
INT32 iOldSquadValue = -1;
BOOLEAN fCharacterWasBetweenSectors = FALSE;
*/
pSoldier = GetSelectedAssignSoldier( FALSE );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == SQUAD_MENU_CANCEL )
{
// stop displaying, leave
fShowSquadMenu = FALSE;
// unhighlight the assignment box
UnHighLightBox( ghAssignmentBox );
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
return;
}
bCanJoinSquad = CanCharacterSquad( pSoldier, ( INT8 )iValue );
// can the character join this squad? (If already in it, accept that as a legal choice and exit menu)
if ( ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD ) ||
( bCanJoinSquad == CHARACTER_CANT_JOIN_SQUAD_ALREADY_IN_IT ) )
{
if ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD )
{
// able to add, do it
/* ARM: Squad menu is now disabled for anyone between sectors
// old squad character was in
iOldSquadValue = SquadCharacterIsIn( pSoldier );
// grab if char was between sectors
fCharacterWasBetweenSectors = pSoldier -> fBetweenSectors;
if( fCharacterWasBetweenSectors )
{
if( pSoldier -> bAssignment == VEHICLE )
{
if( GetNumberInVehicle( pSoldier -> iVehicleId ) == 1 )
{
// can't change, go away
return;
}
}
}
if( pSoldier -> ubGroupID )
{
GetGroupPosition(&ubNextX, &ubNextY, &ubPrevX, &ubPrevY, &uiTraverseTime, &uiArriveTime, pSoldier -> ubGroupID );
}
*/
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
AddCharacterToSquad( pSoldier, ( INT8 )iValue );
if( pSoldier->bOldAssignment == VEHICLE )
{
SetSoldierExitVehicleInsertionData( pSoldier, pSoldier->iVehicleId );
}
//Clear any desired squad assignments -- seeing the player has physically changed it!
pSoldier -> ubNumTraversalsAllowedToMerge = 0;
pSoldier -> ubDesiredSquadAssignment = NO_ASSIGNMENT;
/* ARM: Squad menu is now disabled for anyone between sectors
if( fCharacterWasBetweenSectors )
{
// grab location of old squad and set this value for new squad
if( iOldSquadValue != -1 )
{
GetSquadPosition( &ubNextX, &ubNextY, &ubPrevX, &ubPrevY, &uiTraverseTime, &uiArriveTime, ( UINT8 )iOldSquadValue );
}
SetGroupPosition( ubNextX, ubNextY, ubPrevX, ubPrevY, uiTraverseTime, uiArriveTime, pSoldier -> ubGroupID );
}
*/
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
}
// stop displaying, leave
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
else
{
BOOLEAN fDisplayError = TRUE;
switch( bCanJoinSquad )
{
case CHARACTER_CANT_JOIN_SQUAD_SQUAD_MOVING:
swprintf( sString, pMapErrorString[ 36 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
break;
case CHARACTER_CANT_JOIN_SQUAD_VEHICLE:
swprintf( sString, pMapErrorString[ 37 ], pSoldier->name );
break;
case CHARACTER_CANT_JOIN_SQUAD_TOO_FAR:
swprintf( sString, pMapErrorString[ 20 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
break;
case CHARACTER_CANT_JOIN_SQUAD_FULL:
swprintf( sString, pMapErrorString[ 19 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
break;
default:
// generic "you can't join this squad" msg
swprintf( sString, pMapErrorString[ 38 ], pSoldier->name, pLongAssignmentStrings[ iValue ] );
break;
}
if ( fDisplayError )
{
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
}
}
// set this assignment for the list too
SetAssignmentForList( ( INT8 ) iValue, 0 );
}
return;
}
void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iValue = -1;
SOLDIERTYPE * pSoldier = NULL;
INT8 bTownId;
CHAR16 sString[ 128 ];
CHAR16 sStringA[ 128 ];
pSoldier = GetSelectedAssignSoldier( FALSE );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) )
{
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && !fShowMapInventoryPool )
{
UnMarkButtonDirty( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ] );
}
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( fShowAttributeMenu )
{
// cancel attribute submenu
fShowAttributeMenu = FALSE;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
return;
}
switch( iValue )
{
case( TRAIN_MENU_SELF):
// practise in stat
gbTrainingMode = TRAIN_SELF;
// show menu
fShowAttributeMenu = TRUE;
DetermineBoxPositions( );
break;
case( TRAIN_MENU_TOWN):
if( BasicCanCharacterTrainMilitia(pSoldier) )
{
bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// if it's a town sector (the following 2 errors can't happen at non-town SAM sites)
if( bTownId != BLANK_SECTOR )
{
// can we keep militia in this town?
if( MilitiaTrainingAllowedInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == FALSE )
{
swprintf( sString, pMapErrorString[ 31 ], pTownNames[ bTownId ] );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
break;
}
// is the current loyalty high enough to train some?
if( DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) == FALSE )
{
DoScreenIndependantMessageBox( zMarksMapScreenText[ 20 ], MSG_BOX_FLAG_OK, NULL );
break;
}
}
// Kaiden: Roaming Militia Training:
// Added to the if test here:
// && (!gGameExternalOptions.gfmusttrainroaming)
if( IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier ) && (!gGameExternalOptions.gfmusttrainroaming))
{
if( bTownId == BLANK_SECTOR )
{
// SAM site
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, sStringA );
swprintf( sString, zMarksMapScreenText[ 21 ], sStringA );
}
else
{
// town
swprintf( sString, zMarksMapScreenText[ 21 ], pTownNames[ bTownId ] );
}
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
break;
}
if ( CountMilitiaTrainersInSoldiersSector( pSoldier ) >= gGameExternalOptions.ubMaxMilitiaTrainersPerSector )
{
swprintf( sString, gzLateLocalizedString[ 47 ], gGameExternalOptions.ubMaxMilitiaTrainersPerSector );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
break;
}
// PASSED ALL THE TESTS - ALLOW SOLDIER TO TRAIN MILITIA HERE
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
if( ( pSoldier->bAssignment != TRAIN_TOWN ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, TRAIN_TOWN );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
if( SectorInfo[ SECTOR( pSoldier -> sSectorX, pSoldier -> sSectorY ) ].fMilitiaTrainingPaid == FALSE )
{
// show a message to confirm player wants to charge cost
HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
}
else
{
SetAssignmentForList( TRAIN_TOWN, 0 );
}
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_MENU_TEAMMATES):
if( CanCharacterTrainTeammates( pSoldier ) == TRUE )
{
// train teammates
gbTrainingMode = TRAIN_TEAMMATE;
// show menu
fShowAttributeMenu = TRUE;
DetermineBoxPositions( );
}
break;
case( TRAIN_MENU_TRAIN_BY_OTHER ):
if( CanCharacterBeTrainedByOther( pSoldier ) == TRUE )
{
// train teammates
gbTrainingMode = TRAIN_BY_OTHER;
// show menu
fShowAttributeMenu = TRUE;
DetermineBoxPositions( );
}
break;
case( TRAIN_MENU_CANCEL ):
// stop showing menu
fShowTrainingMenu = FALSE;
// unhighlight the assignment box
UnHighLightBox( ghAssignmentBox );
// reset list
ResetSelectedListForMapScreen( );
gfRenderPBInterface = TRUE;
break;
}
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if( fShowAttributeMenu )
{
// cancel attribute submenu
fShowAttributeMenu = FALSE;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
return;
}
}
}
void AttributesMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iValue = -1;
SOLDIERTYPE * pSoldier = NULL;
pSoldier = GetSelectedAssignSoldier( FALSE );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == ATTRIB_MENU_CANCEL )
{
// cancel, leave
// stop showing menu
fShowAttributeMenu = FALSE;
// unhighlight the training box
UnHighLightBox( ghTrainingBox );
}
else if( CanCharacterTrainStat( pSoldier, ( INT8 )( iValue ), ( BOOLEAN )( ( gbTrainingMode == TRAIN_SELF ) || ( gbTrainingMode == TRAIN_BY_OTHER ) ), ( BOOLEAN )( gbTrainingMode == TRAIN_TEAMMATE ) ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != gbTrainingMode ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// set stat to train
pSoldier -> bTrainStat = ( INT8 )iValue;
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing ALL menus
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// remove from squad/vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
// train stat
ChangeSoldiersAssignment( pSoldier, gbTrainingMode );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( gbTrainingMode, ( INT8 )iValue );
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
};
void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iValue = -1;
CHAR16 sString[ 128 ];
SOLDIERTYPE * pSoldier = NULL;
pSoldier = GetSelectedAssignSoldier( FALSE );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( ( fShowAttributeMenu )||( fShowTrainingMenu ) || ( fShowRepairMenu ) || ( fShowVehicleMenu ) ||( fShowSquadMenu ) )
{
return;
}
UnHighLightBox( ghAssignmentBox );
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
switch( iValue )
{
case( EPC_MENU_ON_DUTY ):
if( CanCharacterOnDuty( pSoldier ) )
{
// put character on a team
fShowSquadMenu = TRUE;
fShowTrainingMenu = FALSE;
fShowVehicleMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
break;
case( EPC_MENU_PATIENT ):
// can character doctor?
if( CanCharacterPatient( pSoldier ) )
{
/* Assignment distance limits removed. Sep/11/98. ARM
if( IsSoldierCloseEnoughToADoctor( pSoldier ) == FALSE )
{
return;
}
*/
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != PATIENT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, PATIENT );
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) PATIENT, 0 );
}
break;
case( EPC_MENU_VEHICLE ):
if ( CanCharacterVehicle( pSoldier ) )
{
if( DisplayVehicleMenu( pSoldier ) )
{
fShowVehicleMenu = TRUE;
ShowBox( ghVehicleBox );
}
else
{
fShowVehicleMenu = FALSE;
}
}
break;
case( EPC_MENU_REMOVE ):
fShowAssignmentMenu = FALSE;
UnEscortEPC( pSoldier );
break;
case( EPC_MENU_CANCEL ):
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// reset list of characters
ResetSelectedListForMapScreen( );
break;
}
}
else
{
switch( iValue )
{
case( ASSIGN_MENU_ON_DUTY ):
if( CanCharacterOnDuty( pSoldier ) )
{
// put character on a team
fShowSquadMenu = TRUE;
fShowTrainingMenu = FALSE;
fShowVehicleMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fShowRepairMenu = FALSE;
}
break;
case( ASSIGN_MENU_DOCTOR ):
// can character doctor?
if( CanCharacterDoctor( pSoldier ) )
{
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
if( ( pSoldier->bAssignment != DOCTOR ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, DOCTOR );
MakeSureMedKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// set assignment for group
SetAssignmentForList( ( INT8 ) DOCTOR, 0 );
}
else if( CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 19 ], pSoldier->name );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}
break;
case( ASSIGN_MENU_PATIENT ):
// can character patient?
if( CanCharacterPatient( pSoldier ) )
{
/* Assignment distance limits removed. Sep/11/98. ARM
if( IsSoldierCloseEnoughToADoctor( pSoldier ) == FALSE )
{
return;
}
*/
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
if( ( pSoldier->bAssignment != PATIENT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, PATIENT );
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) PATIENT, 0 );
}
break;
case( ASSIGN_MENU_VEHICLE ):
if ( CanCharacterVehicle( pSoldier ) )
{
if( DisplayVehicleMenu( pSoldier ) )
{
fShowVehicleMenu = TRUE;
ShowBox( ghVehicleBox );
}
else
{
fShowVehicleMenu = FALSE;
}
}
break;
case( ASSIGN_MENU_REPAIR ):
if( CanCharacterRepair( pSoldier ) )
{
fShowSquadMenu = FALSE;
fShowTrainingMenu = FALSE;
fShowVehicleMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
if( pSoldier -> bSectorZ ==0 )
{
fShowRepairMenu = FALSE;
if( DisplayRepairMenu( pSoldier ) )
{
fShowRepairMenu = TRUE;
}
}
}
else if( CanCharacterRepairButDoesntHaveARepairkit( pSoldier ) )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->name );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}
break;
case( ASSIGN_MENU_TRAIN ):
if( CanCharacterPractise( pSoldier ) )
{
fShowTrainingMenu = TRUE;
DetermineBoxPositions( );
fShowSquadMenu = FALSE;
fShowVehicleMenu = FALSE;
fShowRepairMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
break;
case( ASSIGN_MENU_CANCEL ):
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// reset list of characters
ResetSelectedListForMapScreen( );
break;
}
}
gfRenderPBInterface = TRUE;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if( ( fShowAttributeMenu )||( fShowTrainingMenu ) || ( fShowRepairMenu ) || ( fShowVehicleMenu ) ||( fShowSquadMenu ) )
{
fShowAttributeMenu = FALSE;
fShowTrainingMenu = FALSE;
fShowRepairMenu = FALSE;
fShowVehicleMenu = FALSE;
fShowSquadMenu = FALSE;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
return;
}
}
}
void RestorePopUpBoxes( void )
{
ContractPosition.iX = OrigContractPosition.iX;
AttributePosition.iX = OrigAttributePosition.iX;
SquadPosition.iX = OrigSquadPosition.iX ;
AssignmentPosition.iX = OrigAssignmentPosition.iX ;
TrainPosition.iX = OrigTrainPosition.iX;
VehiclePosition.iX = OrigVehiclePosition.iX;
return;
}
void CreateSquadBox( void )
{
// will create a pop up box for squad selection
SGPPoint pPoint;
SGPRect pDimensions;
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[ 64 ];
UINT32 uiMaxSquad;
// create basic box
CreatePopUpBox(&ghSquadBox, SquadDimensions, SquadPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghSquadBox, FRAME_BUFFER);
// border type?
SetBorderType(ghSquadBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghSquadBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghSquadBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghSquadBox, 2);
// set current box to this one
SetCurrentBox( ghSquadBox );
uiMaxSquad = GetLastSquadListedInSquadMenu();
// add strings for box
for(uiCounter=0; uiCounter <= uiMaxSquad; uiCounter++)
{
// get info about current squad and put in string
swprintf( sString, L"%s ( %d/%d )", pSquadMenuStrings[uiCounter], NumberOfPeopleInSquad( ( INT8 )uiCounter ), NUMBER_OF_SOLDIERS_PER_SQUAD );
AddMonoString(&hStringHandle, sString );
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// add cancel line
AddMonoString(&hStringHandle, pSquadMenuStrings[ NUMBER_OF_SQUADS ]);
// set font type
SetBoxFont(ghSquadBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghSquadBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghSquadBox, FONT_LTGREEN);
// the secondary shade color
SetBoxSecondaryShade( ghSquadBox, FONT_YELLOW );
// background color
SetBoxBackground(ghSquadBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghSquadBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghSquadBox );
DetermineBoxPositions( );
GetBoxPosition( ghSquadBox, &pPoint);
GetBoxSize( ghSquadBox, &pDimensions );
if( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = SquadPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghSquadBox, pPoint );
}
void CreateEPCBox( void )
{
// will create a pop up box for squad selection
SGPPoint pPoint;
SGPRect pDimensions;
UINT32 hStringHandle;
INT32 iCount;
// create basic box
CreatePopUpBox(&ghEpcBox, SquadDimensions, AssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE|POPUP_BOX_FLAG_CENTER_TEXT ));
// which buffer will box render to
SetBoxBuffer(ghEpcBox, FRAME_BUFFER);
// border type?
SetBorderType(ghEpcBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghEpcBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghEpcBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghEpcBox, 2);
// set current box to this one
SetCurrentBox( ghEpcBox );
for(iCount=0; iCount < MAX_EPC_MENU_STRING_COUNT; iCount++)
{
AddMonoString(&hStringHandle, pEpcMenuStrings[ iCount]);
}
// set font type
SetBoxFont(ghEpcBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghEpcBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghEpcBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghEpcBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghEpcBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghEpcBox );
GetBoxPosition( ghEpcBox, &pPoint);
GetBoxSize( ghEpcBox, &pDimensions );
if( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = AssignmentPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghEpcBox, pPoint );
}
void HandleShadingOfLinesForSquadMenu( void )
{
// find current squad and set that line the squad box a lighter green
UINT32 uiCounter;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiMaxSquad;
INT8 bResult;
if ( ( fShowSquadMenu == FALSE ) || ( ghSquadBox == -1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
uiMaxSquad = GetLastSquadListedInSquadMenu();
for( uiCounter = 0; uiCounter <= uiMaxSquad; uiCounter++ )
{
if ( pSoldier != NULL )
{
bResult = CanCharacterSquad( pSoldier, (INT8) uiCounter );
}
// if no soldier, or a reason which doesn't have a good explanatory message
if ( ( pSoldier == NULL ) || ( bResult == CHARACTER_CANT_JOIN_SQUAD ) )
{
// darken /disable line
ShadeStringInBox( ghSquadBox, uiCounter );
}
else
{
if ( bResult == CHARACTER_CAN_JOIN_SQUAD )
{
// legal squad, leave it green
UnShadeStringInBox( ghSquadBox, uiCounter );
UnSecondaryShadeStringInBox( ghSquadBox, uiCounter );
}
else
{
// unjoinable squad - yellow
SecondaryShadeStringInBox( ghSquadBox, uiCounter );
}
}
}
}
void PostContractMessage( SOLDIERTYPE *pCharacter, INT32 iContract )
{
// do nothing
return;
// send a message stating that offer of contract extension made
//MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Offered to extend %s's contract by another %s.", pCharacter -> name, pContractExtendStrings[ iContract ] );
return;
}
void PostTerminateMessage( SOLDIERTYPE *pCharacter )
{
// do nothing
return;
// send a message stating that termination of contract done
//MapScreenMessage(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s's contract has been terminated.", pCharacter -> name );
}
BOOLEAN DisplayVehicleMenu( SOLDIERTYPE *pSoldier )
{
BOOLEAN fVehiclePresent=FALSE;
INT32 iCounter=0;
INT32 hStringHandle=0;
// first, clear pop up box
RemoveBox(ghVehicleBox);
ghVehicleBox = -1;
CreateVehicleBox();
SetCurrentBox(ghVehicleBox);
// run through list of vehicles in sector and add them to pop up box
for ( iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
{
if ( pVehicleList[iCounter].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
{
AddMonoString((UINT32 *)&hStringHandle, pVehicleStrings[ pVehicleList[ iCounter ].ubVehicleType ]);
fVehiclePresent = TRUE;
}
}
}
// cancel string (borrow the one in the squad menu)
AddMonoString((UINT32 *)&hStringHandle, pSquadMenuStrings[ SQUAD_MENU_CANCEL ]);
SetBoxFont(ghVehicleBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghVehicleBox, FONT_WHITE);
SetBoxForeground(ghVehicleBox, FONT_LTGREEN);
SetBoxBackground(ghVehicleBox, FONT_BLACK);
return fVehiclePresent;
}
void CreateVehicleBox()
{
CreatePopUpBox(&ghVehicleBox, VehicleDimensions, VehiclePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghVehicleBox, FRAME_BUFFER);
SetBorderType(ghVehicleBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghVehicleBox, guiPOPUPTEX);
SetMargins( ghVehicleBox, 6, 6, 4, 4 );
SetLineSpace(ghVehicleBox, 2);
}
void CreateRepairBox( void )
{
CreatePopUpBox(&ghRepairBox, RepairDimensions, RepairPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghRepairBox, FRAME_BUFFER);
SetBorderType(ghRepairBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghRepairBox, guiPOPUPTEX);
SetMargins( ghRepairBox, 6, 6, 4, 4 );
SetLineSpace(ghRepairBox, 2);
}
void CreateContractBox( SOLDIERTYPE *pCharacter )
{
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[ 50 ];
CHAR16 sDollarString[ 50 ];
ContractPosition.iX = OrigContractPosition.iX;
if( giBoxY != 0 )
{
ContractPosition.iX = giBoxY;
}
CreatePopUpBox(&ghContractBox, ContractDimensions, ContractPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghContractBox, FRAME_BUFFER);
SetBorderType(ghContractBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghContractBox, guiPOPUPTEX);
SetMargins( ghContractBox, 6, 6, 4, 4 );
SetLineSpace(ghContractBox, 2);
// set current box to this one
SetCurrentBox( ghContractBox );
// not null character?
if( pCharacter != NULL )
{
for(uiCounter=0; uiCounter < MAX_CONTRACT_MENU_STRING_COUNT; uiCounter++)
{
switch( uiCounter )
{
case( CONTRACT_MENU_CURRENT_FUNDS ):
/*
// add current balance after title string
swprintf( sDollarString, L"%d", LaptopSaveInfo.iCurrentBalance);
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s %s", pContractStrings[uiCounter], sDollarString );
AddMonoString(&hStringHandle, sString);
*/
AddMonoString(&hStringHandle, pContractStrings[uiCounter]);
break;
case( CONTRACT_MENU_DAY ):
if( pCharacter -> ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
{
swprintf( sDollarString, L"%d", 0 );
}
else
{
swprintf( sDollarString, L"%d", gMercProfiles[ pCharacter -> ubProfile ].sSalary );
}
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
case( CONTRACT_MENU_WEEK ):
if( pCharacter -> ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
{
swprintf( sDollarString, L"%d", 0 );
}
else
{
swprintf( sDollarString, L"%d", gMercProfiles[ pCharacter -> ubProfile ].uiWeeklySalary );
}
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString );
AddMonoString(&hStringHandle, sString);
break;
case( CONTRACT_MENU_TWO_WEEKS ):
if( pCharacter -> ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
{
swprintf( sDollarString, L"%d", 0 );
}
else
{
swprintf( sDollarString, L"%d", gMercProfiles[ pCharacter -> ubProfile ].uiBiWeeklySalary );
}
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
default:
AddMonoString(&hStringHandle, pContractStrings[uiCounter] );
break;
}
UnHighLightLine(hStringHandle);
}
}
SetBoxFont(ghContractBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghContractBox, FONT_WHITE);
SetBoxForeground(ghContractBox, FONT_LTGREEN);
SetBoxBackground(ghContractBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghContractBox, FONT_GRAY7 );
if( pCharacter != NULL )
{
// now set the color for the current balance value
SetBoxLineForeground( ghContractBox, 0, FONT_YELLOW );
}
// resize box to text
ResizeBoxToText( ghContractBox );
}
void CreateAttributeBox( void )
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
AttributePosition.iX = OrigAttributePosition.iX;
if( giBoxY != 0 )
{
AttributePosition.iY = giBoxY;
}
// update screen assignment positions
UpdateMapScreenAssignmentPositions( );
// create basic box
CreatePopUpBox(&ghAttributeBox, AttributeDimensions, AttributePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghAttributeBox, FRAME_BUFFER);
// border type?
SetBorderType(ghAttributeBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghAttributeBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghAttributeBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghAttributeBox, 2);
// set current box to this one
SetCurrentBox( ghAttributeBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_ATTRIBUTE_STRING_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pAttributeMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghAttributeBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghAttributeBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghAttributeBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghAttributeBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghAttributeBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghAttributeBox );
}
void CreateTrainingBox( void )
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
TrainPosition.iX = OrigTrainPosition.iX;
if( giBoxY != 0 )
{
TrainPosition.iY = giBoxY + ( ASSIGN_MENU_TRAIN * GetFontHeight( MAP_SCREEN_FONT ) );
}
// create basic box
CreatePopUpBox(&ghTrainingBox, TrainDimensions, TrainPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghTrainingBox, FRAME_BUFFER);
// border type?
SetBorderType(ghTrainingBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghTrainingBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghTrainingBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghTrainingBox, 2);
// set current box to this one
SetCurrentBox( ghTrainingBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_TRAIN_STRING_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pTrainingMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghTrainingBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghTrainingBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghTrainingBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghTrainingBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghTrainingBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghTrainingBox );
DetermineBoxPositions( );
}
void CreateAssignmentsBox( void )
{
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[ 128 ];
SOLDIERTYPE *pSoldier = NULL;
// will create attribute pop up menu for mapscreen assignments
AssignmentPosition.iX = OrigAssignmentPosition.iX;
if( giBoxY != 0 )
{
AssignmentPosition.iY = giBoxY;
}
pSoldier = GetSelectedAssignSoldier( TRUE );
// pSoldier NULL is legal here! Gets called during every mapscreen initialization even when nobody is assign char
// create basic box
CreatePopUpBox(&ghAssignmentBox, AssignmentDimensions, AssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghAssignmentBox, FRAME_BUFFER);
// border type?
SetBorderType(ghAssignmentBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghAssignmentBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghAssignmentBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghAssignmentBox, 2);
// set current box to this one
SetCurrentBox( ghAssignmentBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_ASSIGN_STRING_COUNT; uiCounter++)
{
// if we have a soldier, and this is the squad line
if( ( uiCounter == ASSIGN_MENU_ON_DUTY ) && ( pSoldier != NULL ) && ( pSoldier->bAssignment < ON_DUTY ) )
{
// show his squad # in brackets
swprintf( sString, L"%s(%d)", pAssignMenuStrings[uiCounter], pSoldier->bAssignment + 1 );
}
else
{
swprintf( sString, pAssignMenuStrings[uiCounter] );
}
AddMonoString(&hStringHandle, sString );
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghAssignmentBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghAssignmentBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghAssignmentBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghAssignmentBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghAssignmentBox, FONT_GRAY7 );
SetBoxSecondaryShade( ghAssignmentBox, FONT_YELLOW );
// resize box to text
ResizeBoxToText( ghAssignmentBox );
DetermineBoxPositions( );
}
void CreateMercRemoveAssignBox( void )
{
// will create remove mercbox to be placed in assignment area
UINT32 hStringHandle;
UINT32 uiCounter;
// create basic box
CreatePopUpBox(&ghRemoveMercAssignBox, AssignmentDimensions, AssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghRemoveMercAssignBox, FRAME_BUFFER);
// border type?
SetBorderType(ghRemoveMercAssignBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghRemoveMercAssignBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghRemoveMercAssignBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghRemoveMercAssignBox, 2);
// set current box to this one
SetCurrentBox( ghRemoveMercAssignBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_REMOVE_MERC_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pRemoveMercStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghRemoveMercAssignBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghRemoveMercAssignBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghRemoveMercAssignBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghRemoveMercAssignBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghRemoveMercAssignBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghRemoveMercAssignBox );
}
BOOLEAN CreateDestroyAssignmentPopUpBoxes( void )
{
static BOOLEAN fCreated= FALSE;
VSURFACE_DESC vs_desc;
VOBJECT_DESC VObjectDesc;
if( ( fShowAssignmentMenu == TRUE ) && ( fCreated == FALSE ) )
{
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\popup.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiPOPUPBORDERS));
vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
strcpy(vs_desc.ImageFile, "INTERFACE\\popupbackground.pcx");
CHECKF(AddVideoSurface(&vs_desc, &guiPOPUPTEX));
// these boxes are always created while in mapscreen...
CreateEPCBox( );
// WANNE 2 <ab>
CreateAssignmentsBox( );
CreateTrainingBox( );
CreateAttributeBox();
CreateVehicleBox();
CreateRepairBox( );
UpdateMapScreenAssignmentPositions( );
fCreated = TRUE;
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) )
{
DeleteVideoObjectFromIndex(guiPOPUPBORDERS);
DeleteVideoSurfaceFromIndex(guiPOPUPTEX);
RemoveBox(ghAttributeBox);
ghAttributeBox = -1;
RemoveBox(ghVehicleBox);
ghVehicleBox = -1;
RemoveBox(ghAssignmentBox);
ghAssignmentBox = -1;
RemoveBox(ghEpcBox);
ghEpcBox = -1;
RemoveBox(ghRepairBox);
ghRepairBox = -1;
RemoveBox(ghTrainingBox);
ghTrainingBox = -1;
fCreated = FALSE;
gfIgnoreScrolling = FALSE;
RebuildCurrentSquad( );
}
return( TRUE );
}
void DetermineBoxPositions( void )
{
// depending on how many boxes there are, reposition as needed
SGPPoint pPoint;
SGPPoint pNewPoint;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if( ( fShowAssignmentMenu == FALSE ) || ( ghAssignmentBox == -1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( TRUE );
// pSoldier NULL is legal here! Gets called during every mapscreen initialization even when nobody is assign char
if ( pSoldier == NULL )
{
return;
}
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
GetBoxPosition( ghAssignmentBox, &pPoint );
gsAssignmentBoxesX = ( INT16 )pPoint.iX;
gsAssignmentBoxesY = ( INT16 )pPoint.iY;
}
pPoint.iX = gsAssignmentBoxesX;
pPoint.iY = gsAssignmentBoxesY;
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
SetBoxPosition( ghEpcBox, pPoint );
GetBoxSize( ghEpcBox, &pDimensions );
}
else
{
SetBoxPosition( ghAssignmentBox, pPoint );
GetBoxSize( ghAssignmentBox, &pDimensions );
}
// hang it right beside the assignment/EPC box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
if( ( fShowSquadMenu == TRUE ) && ( ghSquadBox != -1 ) )
{
SetBoxPosition( ghSquadBox, pNewPoint );
}
if( ( fShowRepairMenu == TRUE ) && ( ghRepairBox != -1 ) )
{
CreateDestroyMouseRegionForRepairMenu( );
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
SetBoxPosition( ghRepairBox, pNewPoint );
}
if( ( fShowTrainingMenu == TRUE ) && ( ghTrainingBox != -1 ) )
{
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghTrainingBox, pNewPoint );
TrainPosition.iX = pNewPoint.iX;
TrainPosition.iY = pNewPoint.iY;
OrigTrainPosition.iY = pNewPoint.iY;
OrigTrainPosition.iX = pNewPoint.iX;
GetBoxSize( ghTrainingBox, &pDimensions );
GetBoxPosition( ghTrainingBox, &pPoint );
if( ( fShowAttributeMenu == TRUE ) && ( ghAttributeBox != -1 ) )
{
// hang it right beside the training box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
SetBoxPosition( ghAttributeBox, pNewPoint );
}
}
return;
}
void SetTacticalPopUpAssignmentBoxXY( void )
{
INT16 sX, sY;
SOLDIERTYPE *pSoldier;
//get the soldier
pSoldier = GetSelectedAssignSoldier( FALSE );
// grab soldier's x,y screen position
GetSoldierScreenPos( pSoldier, &sX, &sY );
if( sX < 0 )
{
sX = 0;
}
gsAssignmentBoxesX = sX + 30;
if( sY < 0 )
{
sY = 0;
}
gsAssignmentBoxesY = sY;
// WANNE 2
// ATE: Check if we are past tactical viewport....
// Use estimate width's/heights
if ( ( gsAssignmentBoxesX + 100 ) > SCREEN_WIDTH )
{
//gsAssignmentBoxesX = 540;
gsAssignmentBoxesX = SCREEN_WIDTH - 100;
}
// WANNE 2
if ( ( gsAssignmentBoxesY + 130 ) > (SCREEN_HEIGHT - 160) )
{
gsAssignmentBoxesY = SCREEN_HEIGHT - 290;
}
return;
}
void RepositionMouseRegions( void )
{
INT16 sDeltaX, sDeltaY;
INT32 iCounter = 0;
if( fShowAssignmentMenu == TRUE )
{
sDeltaX = gsAssignmentBoxesX - gAssignmentMenuRegion[ 0 ].RegionTopLeftX;
sDeltaY = ( INT16 ) ( gsAssignmentBoxesY - gAssignmentMenuRegion[ 0 ].RegionTopLeftY + GetTopMarginSize( ghAssignmentBox ) );
// find the delta from the old to the new, and alter values accordingly
for( iCounter = 0; iCounter < ( INT32 )GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
gAssignmentMenuRegion[ iCounter ].RegionTopLeftX += sDeltaX;
gAssignmentMenuRegion[ iCounter ].RegionTopLeftY += sDeltaY;
gAssignmentMenuRegion[ iCounter ].RegionBottomRightX += sDeltaX;
gAssignmentMenuRegion[ iCounter ].RegionBottomRightY += sDeltaY;
}
gfPausedTacticalRenderFlags = RENDER_FLAG_FULL;
}
}
void CheckAndUpdateTacticalAssignmentPopUpPositions( void )
{
SGPRect pDimensions, pDimensions2, pDimensions3;
SGPPoint pPoint;
INT16 sLongest;
SOLDIERTYPE *pSoldier = NULL;
if( fShowAssignmentMenu == FALSE )
{
return;
}
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
return;
}
//get the soldier
pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
GetBoxSize( ghEpcBox, &pDimensions2 );
}
else
{
GetBoxSize( ghAssignmentBox, &pDimensions2 );
}
if( fShowRepairMenu == TRUE )
{
GetBoxSize( ghRepairBox, &pDimensions );
// WANNE 2
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( pDimensions2.iBottom > pDimensions.iBottom )
{
sLongest = ( INT16 )pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
}
else
{
sLongest = ( INT16 )pDimensions.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
}
// WANNE 2
if( gsAssignmentBoxesY + sLongest >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( sLongest ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
SetBoxPosition( ghRepairBox, pPoint );
}
else if( fShowSquadMenu == TRUE )
{
GetBoxSize( ghSquadBox, &pDimensions );
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( pDimensions2.iBottom > pDimensions.iBottom )
{
sLongest = ( INT16 )pDimensions2.iBottom;
}
else
{
sLongest = ( INT16 )pDimensions.iBottom;
}
// WANNE 2
if( gsAssignmentBoxesY + sLongest >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( sLongest ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
SetBoxPosition( ghSquadBox, pPoint );
}
else if( fShowAttributeMenu == TRUE )
{
GetBoxSize( ghTrainingBox, &pDimensions );
GetBoxSize( ghAttributeBox, &pDimensions3 );
// WANNE 2
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight + pDimensions3.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight + pDimensions3.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
// WANNE 2
if( gsAssignmentBoxesY + pDimensions3.iBottom + ( GetFontHeight( MAP_SCREEN_FONT ) * ASSIGN_MENU_TRAIN ) >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( pDimensions3.iBottom ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghAttributeBox, pPoint );
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghTrainingBox, pPoint );
}
else if( fShowTrainingMenu == TRUE )
{
GetBoxSize( ghTrainingBox, &pDimensions );
// WANNE 2
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
// WANNE 2
if( gsAssignmentBoxesY + pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN ) >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( pDimensions2.iBottom ) - ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghTrainingBox, pPoint );
}
else
{
// WANNE 2
// just the assignment box
if( gsAssignmentBoxesX + pDimensions2.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( gsAssignmentBoxesY + pDimensions2.iBottom >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( pDimensions2.iBottom ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX;
pPoint.iY = gsAssignmentBoxesY;
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC)
{
SetBoxPosition( ghEpcBox, pPoint );
}
else
{
SetBoxPosition( ghAssignmentBox, pPoint );
}
}
RepositionMouseRegions( );
}
void PositionCursorForTacticalAssignmentBox( void )
{
// position cursor over y of on duty in tactical assignments
SGPPoint pPosition;
SGPRect pDimensions;
INT32 iFontHeight;
// get x.y position of box
GetBoxPosition( ghAssignmentBox, &pPosition);
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
iFontHeight = GetLineSpace( ghAssignmentBox ) + GetFontHeight( GetBoxFont( ghAssignmentBox ) );
// WANNE 2
if( gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] == FALSE )
{
//SimulateMouseMovement( pPosition.iX + pDimensions.iRight - 6, pPosition.iY + ( iFontHeight / 2 ) + 2 );
}
}
void HandleRestFatigueAndSleepStatus( void )
{
INT32 iCounter = 0, iNumberOnTeam = 0;
SOLDIERTYPE * pSoldier;
BOOLEAN fReasonAdded = FALSE;
BOOLEAN fBoxSetUp = FALSE;
BOOLEAN fMeToo = FALSE;
iNumberOnTeam =gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// run through all player characters and handle their rest, fatigue, and going to sleep
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier -> bActive )
{
if( ( pSoldier -> uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
continue;
}
if( ( pSoldier -> bAssignment == ASSIGNMENT_POW ) || ( pSoldier -> bAssignment == IN_TRANSIT ) )
{
continue;
}
// if character CAN sleep, he doesn't actually have to be put asleep to get some rest,
// many other assignments and conditions allow for automatic recovering from fatigue.
if( CharacterIsTakingItEasy( pSoldier ) )
{
// let them rest some
RestCharacter( pSoldier );
}
else
{
// wear them down
FatigueCharacter( pSoldier );
}
// CHECK FOR MERCS GOING TO SLEEP
// if awake
if ( !pSoldier->fMercAsleep )
{
// if dead tired
if( pSoldier -> bBreathMax <= BREATHMAX_ABSOLUTE_MINIMUM )
{
// if between sectors, don't put tired mercs to sleep... will be handled when they arrive at the next sector
if ( pSoldier->fBetweenSectors )
{
continue;
}
// he goes to sleep, provided it's at all possible (it still won't happen in a hostile sector, etc.)
if( SetMercAsleep( pSoldier, FALSE ) )
{
if( ( pSoldier -> bAssignment < ON_DUTY ) || ( pSoldier -> bAssignment == VEHICLE ) )
{
// on a squad/vehicle, complain, then drop
TacticalCharacterDialogue( pSoldier, QUOTE_NEED_SLEEP );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, QUOTE_NEED_SLEEP, DIALOGUE_SPECIAL_EVENT_SLEEP, 1,0 );
fMeToo = TRUE;
}
// guy collapses
pSoldier -> fMercCollapsedFlag = TRUE;
}
}
// if pretty tired, and not forced to stay awake
else if( ( pSoldier -> bBreathMax < BREATHMAX_PRETTY_TIRED ) && ( pSoldier -> fForcedToStayAwake == FALSE ) )
{
// if not on squad/ in vehicle
if( ( pSoldier -> bAssignment >= ON_DUTY ) && ( pSoldier -> bAssignment != VEHICLE ) )
{
// try to go to sleep on your own
if( SetMercAsleep( pSoldier, FALSE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
// if the first one
if( fReasonAdded == FALSE )
{
// tell player about it
AddReasonToWaitingListQueue( ASLEEP_GOING_AUTO_FOR_UPDATE );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
fReasonAdded = TRUE;
}
AddSoldierToWaitingListQueue( pSoldier );
fBoxSetUp = TRUE;
}
// seems unnecessary now? ARM
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
}
}
else // tired, in a squad / vehicle
{
// if he hasn't complained yet
if ( !pSoldier->fComplainedThatTired )
{
// say quote
if( fMeToo == FALSE )
{
TacticalCharacterDialogue( pSoldier, QUOTE_NEED_SLEEP );
fMeToo = TRUE;
}
else
{
TacticalCharacterDialogue( pSoldier, QUOTE_ME_TOO );
}
pSoldier->fComplainedThatTired = TRUE;
}
}
}
}
}
}
if( fBoxSetUp )
{
UnPauseGameDuringNextQuote( );
AddDisplayBoxToWaitingQueue( );
fBoxSetUp = FALSE;
}
fReasonAdded = FALSE;
// now handle waking (needs seperate list queue, that's why it has its own loop)
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier -> bActive )
{
if( ( pSoldier -> uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
continue;
}
if( ( pSoldier -> bAssignment == ASSIGNMENT_POW ) || ( pSoldier -> bAssignment == IN_TRANSIT ) )
{
continue;
}
// guys between sectors CAN wake up while between sectors (sleeping in vehicle)...
// CHECK FOR MERCS WAKING UP
if ( pSoldier->bBreathMax >= BREATHMAX_CANCEL_COLLAPSE )
{
// reset the collapsed flag well before reaching the wakeup state
pSoldier -> fMercCollapsedFlag = FALSE;
}
// if asleep
if ( pSoldier -> fMercAsleep )
{
// but has had enough rest?
if( pSoldier -> bBreathMax >= BREATHMAX_FULLY_RESTED )
{
// try to wake merc up
if( SetMercAwake( pSoldier, FALSE, FALSE ) )
{
// if not on squad/ in vehicle, tell player about it
if( ( pSoldier -> bAssignment >= ON_DUTY ) && ( pSoldier -> bAssignment != VEHICLE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
if( fReasonAdded == FALSE )
{
AddReasonToWaitingListQueue( ASSIGNMENT_RETURNING_FOR_UPDATE );
fReasonAdded = TRUE;
}
AddSoldierToWaitingListQueue( pSoldier );
fBoxSetUp = TRUE;
}
}
}
}
}
}
}
if( fBoxSetUp )
{
UnPauseGameDuringNextQuote( );
AddDisplayBoxToWaitingQueue( );
fBoxSetUp = FALSE;
}
return;
}
BOOLEAN CanCharacterRepairVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId )
{
// is the vehicle valid?
if( VehicleIdIsValid( iVehicleId ) == FALSE )
{
return( FALSE );
}
// is vehicle destroyed?
if( pVehicleList[ iVehicleId ].fDestroyed )
{
return(FALSE);
}
// is it damaged at all?
if ( !DoesVehicleNeedAnyRepairs( iVehicleId ) )
{
return(FALSE);
}
// it's not Skyrider's helicopter (which isn't damagable/repairable)
if ( iVehicleId == iHelicopterVehicleId )
{
return( FALSE );
}
// same sector, neither is between sectors, and OK To Use (player owns it) ?
if ( !IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleId ) )
{
return( FALSE );
}
/* Assignment distance limits removed. Sep/11/98. ARM
// if currently loaded sector, are we close enough?
if( ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ ) )
{
if( PythSpacesAway( pSoldier -> sGridNo, pVehicleList[ iVehicleId ].sGridNo ) > MAX_DISTANCE_FOR_REPAIR )
{
return( FALSE );
}
}
*/
return( TRUE );
}
BOOLEAN IsRobotInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
SOLDIERTYPE *pSoldier;
pSoldier = GetRobotSoldier( );
if ( pSoldier != NULL )
{
if( ( pSoldier -> sSectorX == sSectorX ) && ( pSoldier -> sSectorY == sSectorY ) && ( pSoldier -> bSectorZ == bSectorZ ) && ( pSoldier -> fBetweenSectors == FALSE ) )
{
return( TRUE );
}
}
return( FALSE );
}
SOLDIERTYPE * GetRobotSoldier( void )
{
SOLDIERTYPE *pSoldier = NULL, *pTeamSoldier = NULL;
INT32 cnt=0;
// set pSoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier -> bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier -> bActive )
{
if( AM_A_ROBOT( pTeamSoldier ) )
{
return (pTeamSoldier);
}
}
}
return( NULL );
}
BOOLEAN CanCharacterRepairRobot( SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pRobot = NULL;
// do we in fact have the robot on the team?
pRobot = GetRobotSoldier( );
if( pRobot == NULL )
{
return( FALSE );
}
// if robot isn't damaged at all
if( pRobot -> bLife == pRobot -> bLifeMax )
{
return( FALSE );
}
// is the robot in the same sector
if( IsRobotInThisSector( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) == FALSE )
{
return( FALSE );
}
/* Assignment distance limits removed. Sep/11/98. ARM
// if that sector is currently loaded, check distance to robot
if( ( pSoldier -> sSectorX == gWorldSectorX ) && ( pSoldier -> sSectorY == gWorldSectorY ) && ( pSoldier -> bSectorZ == gbWorldSectorZ ) )
{
if( PythSpacesAway( pSoldier -> sGridNo, pRobot -> sGridNo ) > MAX_DISTANCE_FOR_REPAIR )
{
return( FALSE );
}
}
*/
return( TRUE );
}
UINT8 HandleRepairOfRobotBySoldier( SOLDIERTYPE *pSoldier, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair )
{
SOLDIERTYPE *pRobot = NULL;
pRobot = GetRobotSoldier( );
// do the actual repairs
return( RepairRobot( pRobot, ubRepairPts, pfNothingLeftToRepair ) );
}
UINT8 RepairRobot( SOLDIERTYPE *pRobot, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair )
{
UINT8 ubPointsUsed = 0;
// is it "dead" ?
if( pRobot -> bLife == 0 )
{
*pfNothingLeftToRepair = TRUE;
return( ubPointsUsed );
}
// is it "unhurt" ?
if( pRobot -> bLife == pRobot -> bLifeMax )
{
*pfNothingLeftToRepair = TRUE;
return( ubPointsUsed );
}
// if we have enough or more than we need
if( pRobot -> bLife + ubRepairPts >= pRobot -> bLifeMax )
{
ubPointsUsed = ( pRobot -> bLifeMax - pRobot -> bLife );
pRobot -> bLife = pRobot -> bLifeMax;
}
else
{
// not enough, do what we can
ubPointsUsed = ubRepairPts;
pRobot -> bLife += ubRepairPts;
}
if ( pRobot->bLife == pRobot->bLifeMax )
{
*pfNothingLeftToRepair = TRUE;
}
else
{
*pfNothingLeftToRepair = FALSE;
}
return( ubPointsUsed );
}
void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam1, INT32 iParam2, INT32 iParam3 )
{
switch( bAssignment )
{
case( ASSIGNMENT_HOSPITAL ):
if( CanCharacterPatient( pSoldier ) )
{
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
pSoldier->bBleeding = 0;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != ASSIGNMENT_HOSPITAL ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
RebuildCurrentSquad( );
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_HOSPITAL );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( PATIENT ):
if( CanCharacterPatient( pSoldier ) )
{
// set as doctor
/* Assignment distance limits removed. Sep/11/98. ARM
if( IsSoldierCloseEnoughToADoctor( pSoldier ) == FALSE )
{
return;
}
*/
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != PATIENT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, PATIENT );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( DOCTOR ):
if( CanCharacterDoctor( pSoldier ) )
{
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != DOCTOR ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, DOCTOR );
MakeSureMedKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( TRAIN_TOWN ):
if( CanCharacterTrainMilitia( pSoldier ) )
{
// train militia
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_TOWN ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_TOWN );
if( pMilitiaTrainerSoldier == NULL )
{
if( SectorInfo[ SECTOR( pSoldier -> sSectorX, pSoldier -> sSectorY ) ].fMilitiaTrainingPaid == FALSE )
{
// show a message to confirm player wants to charge cost
HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
}
}
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_SELF ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, TRUE, FALSE ) )
{
// train stat
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_SELF ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
AssignMercToAMovementGroup( pSoldier );
// set stat to train
pSoldier -> bTrainStat = ( INT8 )iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_TEAMMATE ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, FALSE, TRUE ) )
{
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_TEAMMATE ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
AssignMercToAMovementGroup( pSoldier );
// set stat to train
pSoldier -> bTrainStat = ( INT8 )iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_BY_OTHER ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, TRUE, FALSE ) )
{
// train stat
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_BY_OTHER ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
AssignMercToAMovementGroup( pSoldier );
// set stat to train
pSoldier -> bTrainStat = ( INT8 )iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( REPAIR ):
if( CanCharacterRepair( pSoldier ) )
{
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != REPAIR ) ||( pSoldier ->fFixingSAMSite != ( UINT8 )iParam1 ) || ( pSoldier ->fFixingRobot != ( UINT8 )iParam2 ) || ( pSoldier ->bVehicleUnderRepairID != ( UINT8 )iParam3 ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, REPAIR );
MakeSureToolKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
pSoldier -> fFixingSAMSite = ( UINT8 )iParam1;
pSoldier -> fFixingRobot = ( UINT8 )iParam2;
pSoldier -> bVehicleUnderRepairID = ( INT8 )iParam3;
}
break;
case( VEHICLE ):
if( CanCharacterVehicle( pSoldier ) && IsThisVehicleAccessibleToSoldier( pSoldier, iParam1 ) )
{
if ( IsEnoughSpaceInVehicle( (INT8) iParam1 ) )
{
pSoldier -> bOldAssignment = pSoldier -> bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
if( PutSoldierInVehicle( pSoldier, ( INT8 )( iParam1 ) ) == FALSE )
{
AddCharacterToAnySquad( pSoldier );
}
else
{
if( ( pSoldier->bAssignment != VEHICLE ) || ( pSoldier ->iVehicleId != ( UINT8 )iParam1 ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
pSoldier -> iVehicleId = iParam1;
ChangeSoldiersAssignment( pSoldier, VEHICLE );
AssignMercToAMovementGroup( pSoldier );
}
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 18 ], zVehicleName[ pVehicleList[ iParam1 ].ubVehicleType ] );
}
}
break;
}
return;
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier, INT8 bRepairPoints)
{
INT16 sGridNoA = 0, sGridNoB = 0;
// is the soldier in the sector as the SAM
if( SoldierInSameSectorAsSAM( pSoldier ) == FALSE )
{
return( FALSE );
}
// is the soldier close enough to the control panel?
if( IsSoldierCloseEnoughToSAMControlPanel( pSoldier ) == FALSE )
{
return( FALSE );
}
//can it be fixed?
if( IsTheSAMSiteInSectorRepairable( pSoldier -> sSectorX, pSoldier -> sSectorY, pSoldier -> bSectorZ ) == FALSE )
{
return( FALSE );
}
// is he good enough? (Because of the division of repair pts in SAM repair formula, a guy with any less that this
// can't make any headway
if (bRepairPoints < SAM_SITE_REPAIR_DIVISOR )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
INT32 iCounter = 0;
INT8 bSAMCondition;
// is the guy above ground, if not, it can't be fixed, now can it?
if( sSectorZ != 0 )
{
return( FALSE );
}
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
if( pSamList[ iCounter ] == SECTOR( sSectorX, sSectorY ) )
{
bSAMCondition = StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bSAMCondition;
if( ( bSAMCondition < 100 ) && ( bSAMCondition >= MIN_CONDITION_TO_FIX_SAM ) )
{
return( TRUE );
}
else
{
// it's not broken at all, or it's beyond repair
return( FALSE );
}
}
}
// none found
return( FALSE );
}
BOOLEAN SoldierInSameSectorAsSAM( SOLDIERTYPE *pSoldier )
{
INT32 iCounter = 0;
// is the soldier on the surface?
if( pSoldier -> bSectorZ != 0 )
{
return( FALSE );
}
// now check each sam site in the list
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
if( pSamList[ iCounter] == SECTOR( pSoldier -> sSectorX, pSoldier -> sSectorY ) )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN IsSoldierCloseEnoughToSAMControlPanel( SOLDIERTYPE *pSoldier )
{
INT32 iCounter = 0;
// now check each sam site in the list
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
if( pSamList[ iCounter ] == SECTOR( pSoldier -> sSectorX, pSoldier -> sSectorY ) )
{
// Assignment distance limits removed. Sep/11/98. ARM
// if( ( PythSpacesAway( pSamGridNoAList[ iCounter ], pSoldier -> sGridNo ) < MAX_DISTANCE_FOR_REPAIR )||( PythSpacesAway( pSamGridNoBList[ iCounter ], pSoldier -> sGridNo ) < MAX_DISTANCE_FOR_REPAIR ) )
{
return( TRUE );
}
}
}
return( FALSE );
}
*/
BOOLEAN HandleAssignmentExpansionAndHighLightForAssignMenu( SOLDIERTYPE *pSoldier )
{
if( fShowSquadMenu )
{
// squad menu up?..if so, highlight squad line the previous menu
if( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
HighLightBoxLine( ghEpcBox, EPC_MENU_ON_DUTY );
}
else
{
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_ON_DUTY );
}
return( TRUE );
}
else if( fShowTrainingMenu )
{
// highlight train line the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_TRAIN );
return( TRUE );
}
else if( fShowRepairMenu )
{
// highlight repair line the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_REPAIR );
return( TRUE );
}
else if( fShowVehicleMenu )
{
// highlight vehicle line the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
return( TRUE );
}
return( FALSE );
}
BOOLEAN HandleAssignmentExpansionAndHighLightForTrainingMenu( void )
{
if( fShowAttributeMenu )
{
switch ( gbTrainingMode )
{
case TRAIN_SELF:
HighLightBoxLine( ghTrainingBox, TRAIN_MENU_SELF );
return( TRUE );
case TRAIN_TEAMMATE:
HighLightBoxLine( ghTrainingBox, TRAIN_MENU_TEAMMATES );
return( TRUE );
case TRAIN_BY_OTHER:
HighLightBoxLine( ghTrainingBox, TRAIN_MENU_TRAIN_BY_OTHER );
return( TRUE );
default:
Assert( FALSE );
break;
}
}
return( FALSE );
}
/*
BOOLEAN HandleShowingOfUpBox( void )
{
// if the list is being shown, then show it
if( fShowUpdateBox == TRUE )
{
MarkAllBoxesAsAltered( );
ShowBox( ghUpdateBox );
return( TRUE );
}
else
{
if( IsBoxShown( ghUpdateBox ) )
{
HideBox( ghUpdateBox );
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
}
return( FALSE );
}
*/
BOOLEAN HandleShowingOfMovementBox( void )
{
// if the list is being shown, then show it
if( fShowMapScreenMovementList == TRUE )
{
MarkAllBoxesAsAltered( );
ShowBox( ghMoveBox );
return( TRUE );
}
else
{
if( IsBoxShown( ghMoveBox ) )
{
HideBox( ghMoveBox );
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
}
return( FALSE );
}
void HandleShadingOfLinesForTrainingMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 iCounter = 0;
// check if valid
if( ( fShowTrainingMenu == FALSE ) || ( ghTrainingBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
// can character practise?
if( CanCharacterPractise( pSoldier ) == FALSE )
{
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_SELF );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_SELF );
}
// can character EVER train militia?
if( BasicCanCharacterTrainMilitia( pSoldier ) )
{
// can he train here, now?
if( CanCharacterTrainMilitia( pSoldier ) )
{
// unshade train militia line
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_TOWN );
UnSecondaryShadeStringInBox( ghTrainingBox, TRAIN_MENU_TOWN );
}
else
{
SecondaryShadeStringInBox( ghTrainingBox, TRAIN_MENU_TOWN );
}
}
else
{
// shade train militia line
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_TOWN );
}
// can character train teammates?
if( CanCharacterTrainTeammates( pSoldier ) == FALSE )
{
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_TEAMMATES );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_TEAMMATES );
}
// can character be trained by others?
if( CanCharacterBeTrainedByOther( pSoldier ) == FALSE )
{
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_TRAIN_BY_OTHER );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_TRAIN_BY_OTHER );
}
return;
}
void HandleShadingOfLinesForAttributeMenus( void )
{
// will do the same as updateassignments...but with training pop up box strings
SOLDIERTYPE *pSoldier;
INT8 bAttrib =0;
BOOLEAN fStatTrainable;
if( ( fShowTrainingMenu == FALSE ) || ( ghTrainingBox == - 1 ) )
{
return;
}
if( ( fShowAttributeMenu == FALSE ) || ( ghAttributeBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
for( bAttrib = 0; bAttrib < ATTRIB_MENU_CANCEL; bAttrib++ )
{
switch ( gbTrainingMode )
{
case TRAIN_SELF:
fStatTrainable = CanCharacterTrainStat( pSoldier, bAttrib, TRUE, FALSE );
break;
case TRAIN_TEAMMATE:
// DO allow trainers to be assigned without any partners (students)
fStatTrainable = CanCharacterTrainStat( pSoldier, bAttrib, FALSE, TRUE );
break;
case TRAIN_BY_OTHER:
// DO allow students to be assigned without any partners (trainers)
fStatTrainable = CanCharacterTrainStat( pSoldier, bAttrib, TRUE, FALSE );
break;
default:
Assert( FALSE );
fStatTrainable = FALSE;
break;
}
if ( fStatTrainable )
{
// also unshade stat
UnShadeStringInBox( ghAttributeBox, bAttrib );
}
else
{
// shade stat
ShadeStringInBox( ghAttributeBox, bAttrib );
}
}
return;
}
void ResetAssignmentsForAllSoldiersInSectorWhoAreTrainingTown( SOLDIERTYPE *pSoldier )
{
INT16 sSectorX = 0, sSectorY = 0;
INT32 iNumberOnTeam = 0, iCounter = 0;
SOLDIERTYPE *pCurSoldier = NULL;
iNumberOnTeam = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pCurSoldier = &Menptr[ iCounter ];
if( ( pCurSoldier -> bActive ) && ( pCurSoldier -> bLife >= OKLIFE ) )
{
if( pCurSoldier -> bAssignment == TRAIN_TOWN )
{
if( ( pCurSoldier -> sSectorX == pSoldier -> sSectorX ) && ( pCurSoldier -> sSectorY == pSoldier -> sSectorY ) && ( pSoldier -> bSectorZ == 0 ) )
{
AddCharacterToAnySquad( pCurSoldier );
}
}
}
}
return;
}
void ReportTrainersTraineesWithoutPartners( void )
{
SOLDIERTYPE *pTeamSoldier = NULL;
INT32 iCounter = 0, iNumberOnTeam = 0;
BOOLEAN fFound =FALSE;
iNumberOnTeam = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// check for each instructor
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pTeamSoldier = &Menptr[ iCounter ];
if( ( pTeamSoldier -> bAssignment == TRAIN_TEAMMATE ) && ( pTeamSoldier -> bLife > 0 ) )
{
if ( !ValidTrainingPartnerInSameSectorOnAssignmentFound( pTeamSoldier, TRAIN_BY_OTHER, pTeamSoldier->bTrainStat ) )
{
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
// check each trainee
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pTeamSoldier = &Menptr[ iCounter ];
if( ( pTeamSoldier -> bAssignment == TRAIN_BY_OTHER ) && ( pTeamSoldier -> bLife > 0 ) )
{
if ( !ValidTrainingPartnerInSameSectorOnAssignmentFound( pTeamSoldier, TRAIN_TEAMMATE, pTeamSoldier->bTrainStat ) )
{
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
return;
}
BOOLEAN SetMercAsleep( SOLDIERTYPE *pSoldier, BOOLEAN fGiveWarning )
{
if( CanCharacterSleep( pSoldier, fGiveWarning ) )
{
// put him to sleep
PutMercInAsleepState( pSoldier );
// successful
return( TRUE );
}
else
{
// can't sleep for some other reason
return( FALSE );
}
}
BOOLEAN PutMercInAsleepState( SOLDIERTYPE *pSoldier )
{
if( pSoldier -> fMercAsleep == FALSE )
{
if( ( gfWorldLoaded ) && ( pSoldier->bInSector ) )
{
if( guiCurrentScreen == GAME_SCREEN )
{
ChangeSoldierState( pSoldier, GOTO_SLEEP, 1, TRUE );
}
else
{
ChangeSoldierState( pSoldier, SLEEPING, 1, TRUE );
}
}
// set merc asleep
pSoldier -> fMercAsleep = TRUE;
// refresh panels
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
}
return( TRUE );
}
BOOLEAN SetMercAwake( SOLDIERTYPE *pSoldier, BOOLEAN fGiveWarning, BOOLEAN fForceHim )
{
// forcing him skips all normal checks!
if ( !fForceHim )
{
if ( !CanCharacterBeAwakened( pSoldier, fGiveWarning ) )
{
return( FALSE );
}
}
PutMercInAwakeState( pSoldier );
return( TRUE );
}
BOOLEAN PutMercInAwakeState( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->fMercAsleep )
{
if ( ( gfWorldLoaded ) && ( pSoldier->bInSector ) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
ChangeSoldierState( pSoldier, WKAEUP_FROM_SLEEP, 1, TRUE );
}
else
{
ChangeSoldierState( pSoldier, STANDING, 1, TRUE );
}
}
// set merc awake
pSoldier->fMercAsleep = FALSE;
// refresh panels
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
// determine if merc is being forced to stay awake
if ( pSoldier->bBreathMax < BREATHMAX_PRETTY_TIRED )
{
pSoldier->fForcedToStayAwake = TRUE;
}
else
{
pSoldier->fForcedToStayAwake = FALSE;
}
}
return( TRUE );
}
BOOLEAN IsThereASoldierInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
if( fSectorsWithSoldiers[ sSectorX + sSectorY * MAP_WORLD_X ][ bSectorZ ] == TRUE )
{
return( TRUE );
}
return( FALSE );
}
// set the time this soldier's assignment changed
void SetTimeOfAssignmentChangeForMerc( SOLDIERTYPE *pSoldier )
{
// if someone is being taken off of HOSPITAL then track how much
// of payment wasn't used up
if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
giHospitalRefund += CalcPatientMedicalCost( pSoldier );
pSoldier->bHospitalPriceModifier = 0;
}
// set time of last assignment change
pSoldier->uiLastAssignmentChangeMin = GetWorldTotalMin( );
// assigning new PATIENTs gives a DOCTOR something to do, etc., so set flag to recheck them all.
// CAN'T DO IT RIGHT AWAY IN HERE 'CAUSE WE TYPICALLY GET CALLED *BEFORE* bAssignment GETS SET TO NEW VALUE!!
gfReEvaluateEveryonesNothingToDo = TRUE;
return;
}
// have we spent enough time on assignment for it to count?
BOOLEAN EnoughTimeOnAssignment( SOLDIERTYPE *pSoldier )
{
if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= (UINT32)gGameExternalOptions.ubMinutesForAssignmentToCount )
{
return( TRUE );
}
return( FALSE );
}
BOOLEAN AnyMercInGroupCantContinueMoving( GROUP *pGroup )
{
PLAYERGROUP *pPlayer;
SOLDIERTYPE *pSoldier;
BOOLEAN fMeToo = FALSE;
BOOLEAN fGroupMustStop = FALSE;
Assert( pGroup );
Assert( pGroup->fPlayer );
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
// if group has player list... and a valid first soldier
if( pPlayer && pPlayer->pSoldier )
{
pSoldier = pPlayer->pSoldier;
if ( PlayerSoldierTooTiredToTravel( pSoldier ) )
{
// NOTE: we only complain about it if it's gonna force the group to stop moving!
fGroupMustStop = TRUE;
// say quote
if( fMeToo == FALSE )
{
HandleImportantMercQuote( pSoldier, QUOTE_NEED_SLEEP );
fMeToo = TRUE;
}
else
{
HandleImportantMercQuote( pSoldier, QUOTE_ME_TOO );
}
// put him to bed
PutMercInAsleepState( pSoldier );
// player can't wake him up right away
pSoldier->fMercCollapsedFlag = TRUE;
}
}
pPlayer = pPlayer->next;
}
return( fGroupMustStop );
}
BOOLEAN PlayerSoldierTooTiredToTravel( SOLDIERTYPE *pSoldier )
{
Assert( pSoldier );
// if this guy ever needs sleep at all
if ( CanChangeSleepStatusForSoldier( pSoldier ) )
{
// if walking, or only remaining possible driver for a vehicle group
if ( ( pSoldier->bAssignment != VEHICLE ) || SoldierMustDriveVehicle( pSoldier, pSoldier->iVehicleId, TRUE ) )
{
// if awake, but so tired they can't move/drive anymore
if ( ( !pSoldier->fMercAsleep ) && ( pSoldier->bBreathMax < BREATHMAX_GOTTA_STOP_MOVING ) )
{
return( TRUE );
}
// asleep, and can't be awakened?
if ( ( pSoldier->fMercAsleep ) && !CanCharacterBeAwakened( pSoldier, FALSE ) )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN AssignMercToAMovementGroup( SOLDIERTYPE *pSoldier )
{
// if merc doesn't have a group or is in a vehicle or on a squad assign to group
INT8 bGroupId = 0;
// on a squad?
if( pSoldier->bAssignment < ON_DUTY )
{
return( FALSE );
}
// in a vehicle?
if( pSoldier->bAssignment == VEHICLE )
{
return( FALSE );
}
// in transit
if( pSoldier->bAssignment == IN_TRANSIT )
{
return( FALSE );
}
// in a movement group?
if( pSoldier->ubGroupID != 0 )
{
return( FALSE );
}
// create group
bGroupId = CreateNewPlayerGroupDepartingFromSector( ( UINT8 )( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ) );
if( bGroupId )
{
// add merc
AddPlayerToGroup( bGroupId, pSoldier );
// success
return( TRUE );
}
return( TRUE );
}
void NotifyPlayerOfAssignmentAttemptFailure( INT8 bAssignment )
{
// notify player
if ( guiCurrentScreen != MSG_BOX_SCREEN )
{
DoScreenIndependantMessageBox( pMapErrorString[ 18 ], MSG_BOX_FLAG_OK, NULL);
}
else
{
// use screen msg instead!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapErrorString[ 18 ] );
}
if ( bAssignment == TRAIN_TOWN )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapErrorString[ 48 ] );
}
}
BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarning )
{
BOOLEAN fSuccess = TRUE;
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubNumberOfSelectedSoldiers = 0;
CHAR16 sString[ 128 ];
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
pSoldier = NULL;
// if the current character in the list is valid...then grab soldier pointer for the character
if( gCharactersList[ iCounter ].fValid )
{
// get the soldier pointer
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ];
if( pSoldier->bActive == FALSE )
{
continue;
}
if( iCounter == bSelectedInfoChar )
{
continue;
}
if( IsEntryInSelectedListSet( ( INT8 )iCounter ) == FALSE )
{
continue;
}
// don't try to put vehicles, robots, to sleep if they're also selected
if ( CanChangeSleepStatusForCharSlot( (INT8) iCounter ) == FALSE )
{
continue;
}
// up the total number of soldiers
ubNumberOfSelectedSoldiers++;
if( fWakeUp )
{
// try to wake merc up
if( SetMercAwake( pSoldier, FALSE, FALSE ) == FALSE )
{
fSuccess = FALSE;
}
}
else
{
// set this soldier asleep
if( SetMercAsleep( pSoldier, FALSE ) == FALSE )
{
fSuccess = FALSE;
}
}
}
}
// if there was anyone processed, check for success and inform player of failure
if( ubNumberOfSelectedSoldiers )
{
if( fSuccess == FALSE )
{
if( fWakeUp )
{
// inform player not everyone could be woke up
swprintf( sString, pMapErrorString[ 27 ] );
}
else
{
// inform player not everyone could be put to sleep
swprintf( sString, pMapErrorString[ 26 ]);
}
if( fDisplayWarning )
{
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
}
}
}
return( fSuccess );
}
BOOLEAN IsAnyOneOnPlayersTeamOnThisAssignment( INT8 bAssignment )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
{
// get the current soldier
pSoldier = &Menptr[ iCounter ];
// active?
if( pSoldier->bActive == FALSE )
{
continue;
}
if( pSoldier->bAssignment == bAssignment )
{
return( TRUE );
}
}
return( FALSE );
}
void RebuildAssignmentsBox( void )
{
// destroy and recreate assignments box
if ( ghAssignmentBox != -1 )
{
RemoveBox( ghAssignmentBox );
ghAssignmentBox = -1;
}
// WANNE 2 <ab>
CreateAssignmentsBox( );
}
void BandageBleedingDyingPatientsBeingTreated( )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
SOLDIERTYPE *pDoctor = NULL;
INT32 iKitSlot;
OBJECTTYPE *pKit = NULL;
UINT16 usKitPts;
UINT32 uiKitPtsUsed;
BOOLEAN fSomeoneStillBleedingDying = FALSE;
for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
{
// get the soldier
pSoldier = &Menptr[ iCounter ];
// check if the soldier is currently active?
if( pSoldier->bActive == FALSE )
{
continue;
}
// and he is bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->bLife < OKLIFE ) )
{
// if soldier is receiving care
if( ( pSoldier->bAssignment == PATIENT ) || ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL ) || ( pSoldier->bAssignment == DOCTOR ) )
{
// if in the hospital
if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
// this is instantaneous, and doesn't use up any bandages!
// stop bleeding automatically
pSoldier->bBleeding = 0;
if ( pSoldier->bLife < OKLIFE )
{
pSoldier->bLife = OKLIFE;
}
}
else // assigned to DOCTOR/PATIENT
{
// see if there's a doctor around who can help him
pDoctor = AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER );
if ( pDoctor != NULL )
{
iKitSlot = FindObjClass( pDoctor, IC_MEDKIT );
if( iKitSlot != NO_SLOT )
{
pKit = &( pDoctor->inv[ iKitSlot ] );
usKitPts = TotalPoints( pKit );
if( usKitPts )
{
uiKitPtsUsed = VirtualSoldierDressWound( pDoctor, pSoldier, pKit, usKitPts, usKitPts );
UseKitPoints( pKit, (UINT16)uiKitPtsUsed, pDoctor );
// if he is STILL bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->bLife < OKLIFE ) )
{
fSomeoneStillBleedingDying = TRUE;
}
}
}
}
}
}
}
}
// this event may be posted many times because of multiple assignment changes. Handle it only once per minute!
DeleteAllStrategicEventsOfType( EVENT_BANDAGE_BLEEDING_MERCS );
if ( fSomeoneStillBleedingDying )
{
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
}
}
void ReEvaluateEveryonesNothingToDo()
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
BOOLEAN fNothingToDo;
for( iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier->bActive )
{
switch( pSoldier->bAssignment )
{
case DOCTOR:
fNothingToDo = !CanCharacterDoctor( pSoldier ) || ( GetNumberThatCanBeDoctored( pSoldier, HEALABLE_EVER, FALSE, FALSE ) == 0 );
break;
case PATIENT:
fNothingToDo = !CanCharacterPatient( pSoldier ) || ( AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER ) == NULL );
break;
case ASSIGNMENT_HOSPITAL:
fNothingToDo = !CanCharacterPatient( pSoldier );
break;
case REPAIR:
fNothingToDo = !CanCharacterRepair( pSoldier ) || HasCharacterFinishedRepairing( pSoldier );
break;
case TRAIN_TOWN:
fNothingToDo = !CanCharacterTrainMilitia( pSoldier );
break;
case TRAIN_SELF:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE );
break;
case TRAIN_TEAMMATE:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, FALSE, TRUE ) ||
!ValidTrainingPartnerInSameSectorOnAssignmentFound( pSoldier, TRAIN_BY_OTHER, pSoldier->bTrainStat );
break;
case TRAIN_BY_OTHER:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE ) ||
!ValidTrainingPartnerInSameSectorOnAssignmentFound( pSoldier, TRAIN_TEAMMATE, pSoldier->bTrainStat );
break;
case VEHICLE:
default: // squads
fNothingToDo = FALSE;
break;
}
// if his flag is wrong
if ( fNothingToDo != pSoldier->fDoneAssignmentAndNothingToDoFlag )
{
// update it!
pSoldier->fDoneAssignmentAndNothingToDoFlag = fNothingToDo;
// update mapscreen's character list display
fDrawCharacterList = TRUE;
}
// if he now has something to do, reset the quote flag
if ( !fNothingToDo )
{
pSoldier->usQuoteSaidExtFlags &= ~SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT;
}
}
}
// re-evaluation completed
gfReEvaluateEveryonesNothingToDo = FALSE;
// redraw the map, in case we're showing teams, and someone just came on duty or off duty, their icon needs updating
fMapPanelDirty = TRUE;
}
void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSelectedSoldier = NULL;
SOLDIERTYPE *pSoldier = NULL;
BOOLEAN fItWorked;
BOOLEAN fRemoveFromSquad = TRUE;
BOOLEAN fNotifiedOfFailure = FALSE;
INT8 bCanJoinSquad;
// if not in mapscreen, there is no functionality available to change multiple assignments simultaneously!
if ( !( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
return;
}
// pSelectedSoldier is currently used only for REPAIR, and this block of code is copied from RepairMenuBtnCallback()
if( bSelectedAssignChar != -1 )
{
if( gCharactersList[ bSelectedAssignChar ].fValid == TRUE )
{
pSelectedSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ];
}
}
Assert( pSelectedSoldier && pSelectedSoldier->bActive );
// sets assignment for the list
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
if( ( gCharactersList[ iCounter ].fValid ) &&
( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) &&
( iCounter != bSelectedAssignChar ) &&
!(Menptr[ gCharactersList[ iCounter ].usSolID].uiStatusFlags & SOLDIER_VEHICLE ) )
{
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
// assume it's NOT gonna work
fItWorked = FALSE;
switch( bAssignment )
{
case( DOCTOR ):
// can character doctor?
if( CanCharacterDoctor( pSoldier ) )
{
// set as doctor
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, DOCTOR, 0,0,0 );
fItWorked = TRUE;
}
break;
case( PATIENT ):
// can character patient?
if( CanCharacterPatient( pSoldier ) )
{
// set as patient
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, PATIENT, 0,0,0 );
fItWorked = TRUE;
}
break;
case( VEHICLE ):
if( CanCharacterVehicle( pSoldier ) && IsThisVehicleAccessibleToSoldier( pSoldier, bParam ) )
{
// if ( IsEnoughSpaceInVehicle( bParam ) )
{
// if the vehicle is FULL, then this will return FALSE!
fItWorked = PutSoldierInVehicle( pSoldier, bParam );
// failure produces its own error popup
fNotifiedOfFailure = TRUE;
}
}
break;
case( REPAIR ):
if( CanCharacterRepair( pSoldier ) )
{
BOOLEAN fCanFixSpecificTarget = TRUE;
// make sure he can repair the SPECIFIC thing being repaired too (must be in its sector, for example)
/*
if ( pSelectedSoldier->fFixingSAMSite )
{
fCanFixSpecificTarget = CanSoldierRepairSAM( pSoldier, SAM_SITE_REPAIR_DIVISOR );
}
else
*/
if ( pSelectedSoldier->bVehicleUnderRepairID != -1 )
{
fCanFixSpecificTarget = CanCharacterRepairVehicle( pSoldier, pSelectedSoldier->bVehicleUnderRepairID );
}
else if( pSoldier->fFixingRobot )
{
fCanFixSpecificTarget = CanCharacterRepairRobot( pSoldier );
}
if ( fCanFixSpecificTarget )
{
// set as repair
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, REPAIR, pSelectedSoldier->fFixingSAMSite, pSelectedSoldier->fFixingRobot, pSelectedSoldier->bVehicleUnderRepairID );
fItWorked = TRUE;
}
}
break;
case( TRAIN_SELF ):
if( CanCharacterTrainStat( pSoldier, bParam , TRUE, FALSE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, TRAIN_SELF, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case( TRAIN_TOWN ):
if( CanCharacterTrainMilitia( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, TRAIN_TOWN, 0, 0, 0 );
fItWorked = TRUE;
}
break;
case( TRAIN_TEAMMATE ):
if( CanCharacterTrainStat( pSoldier, bParam, FALSE, TRUE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, TRAIN_TEAMMATE, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case TRAIN_BY_OTHER:
if( CanCharacterTrainStat( pSoldier, bParam, TRUE, FALSE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, TRAIN_BY_OTHER, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case( SQUAD_1 ):
case( SQUAD_2 ):
case( SQUAD_3 ):
case( SQUAD_4 ):
case( SQUAD_5 ):
case( SQUAD_6 ):
case( SQUAD_7 ):
case( SQUAD_8 ):
case( SQUAD_9 ):
case( SQUAD_10 ):
case( SQUAD_11 ):
case( SQUAD_12 ):
case( SQUAD_13 ):
case( SQUAD_14 ):
case( SQUAD_15 ):
case( SQUAD_16 ):
case( SQUAD_17 ):
case( SQUAD_18 ):
case( SQUAD_19 ):
case( SQUAD_20 ):
bCanJoinSquad = CanCharacterSquad( pSoldier, ( INT8 )bAssignment );
// if already in it, don't repor that as an error...
if ( ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD ) ||
( bCanJoinSquad == CHARACTER_CANT_JOIN_SQUAD_ALREADY_IN_IT ) )
{
if ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// is the squad between sectors
if( Squad[ bAssignment ][ 0 ] )
{
if( Squad[ bAssignment ][ 0 ]->fBetweenSectors )
{
// between sectors, remove from old mvt group
if ( pSoldier->bOldAssignment >= ON_DUTY )
{
// remove from group
// the guy wasn't in a sqaud, but moving through a sector?
if ( pSoldier->ubGroupID != 0 )
{
// now remove from mvt group
RemovePlayerFromGroup( pSoldier->ubGroupID, pSoldier );
}
}
}
}
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from current squad, if any
RemoveCharacterFromSquads( pSoldier );
// able to add, do it
AddCharacterToSquad( pSoldier, bAssignment );
}
fItWorked = TRUE;
fRemoveFromSquad = FALSE; // already done, would screw it up!
}
break;
default:
// remove from current vehicle/squad, if any
if( pSoldier->bAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
AddCharacterToAnySquad( pSoldier );
fItWorked = TRUE;
fRemoveFromSquad = FALSE; // already done, would screw it up!
break;
}
if ( fItWorked )
{
if ( fRemoveFromSquad )
{
// remove him from his old squad if he was on one
RemoveCharacterFromSquads( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
}
else
{
// didn't work - report it once
if( !fNotifiedOfFailure )
{
fNotifiedOfFailure = TRUE;
NotifyPlayerOfAssignmentAttemptFailure( bAssignment );
}
}
}
}
// reset list
// ResetSelectedListForMapScreen( );
// check if we should start/stop flashing any mercs' assignment strings after these changes
gfReEvaluateEveryonesNothingToDo = TRUE;
return;
}
BOOLEAN IsCharacterAliveAndConscious( SOLDIERTYPE *pCharacter )
{
// is the character alive and conscious?
if( pCharacter -> bLife < CONSCIOUSNESS )
{
return( FALSE );
}
return ( TRUE );
}
BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pTargetSoldier, INT8 bTargetAssignment, INT8 bTargetStat )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
BOOLEAN fFound = FALSE;
INT16 sTrainingPts = 0;
BOOLEAN fAtGunRange = FALSE;
UINT16 usMaxPts;
// this function only makes sense for training teammates or by others, not for self training which doesn't require partners
Assert( ( bTargetAssignment == TRAIN_TEAMMATE ) || ( bTargetAssignment == TRAIN_BY_OTHER ) );
for( iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if ( pSoldier->bActive )
{
// if the guy is not the target, has the assignment we want, is training the same stat, and is in our sector, alive
// and is training the stat we want
if( ( pSoldier != pTargetSoldier ) &&
( pSoldier -> bAssignment == bTargetAssignment ) &&
// CJC: this seems incorrect in light of the check for bTargetStat and in any case would
// cause a problem if the trainer was assigned and we weren't!
//( pSoldier -> bTrainStat == pTargetSoldier -> bTrainStat ) &&
( pSoldier -> sSectorX == pTargetSoldier -> sSectorX ) &&
( pSoldier -> sSectorY == pTargetSoldier -> sSectorY ) &&
( pSoldier -> bSectorZ == pTargetSoldier -> bSectorZ ) &&
( pSoldier -> bTrainStat == bTargetStat ) &&
( pSoldier -> bLife > 0 ) )
{
// so far so good, now let's see if the trainer can really teach the student anything new
// are we training in the sector with gun range in Alma?
if ( ( pSoldier -> sSectorX == GUN_RANGE_X ) && (pSoldier -> sSectorY == GUN_RANGE_Y ) && ( pSoldier -> bSectorZ == GUN_RANGE_Z ) )
{
fAtGunRange = TRUE;
}
if ( pSoldier -> bAssignment == TRAIN_TEAMMATE )
{
// pSoldier is the instructor, target is the student
sTrainingPts = GetBonusTrainingPtsDueToInstructor( pSoldier, pTargetSoldier, bTargetStat, fAtGunRange, &usMaxPts );
}
else
{
// target is the instructor, pSoldier is the student
sTrainingPts = GetBonusTrainingPtsDueToInstructor( pTargetSoldier, pSoldier, bTargetStat, fAtGunRange, &usMaxPts );
}
if ( sTrainingPts > 0 )
{
// yes, then he makes a valid training partner for us!
return( TRUE );
}
}
}
}
// no one found
return( FALSE );
}
void UnEscortEPC( SOLDIERTYPE *pSoldier )
{
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
BOOLEAN fGotInfo;
UINT16 usQuoteNum;
UINT16 usFactToSetToTrue;
SetupProfileInsertionDataForSoldier( pSoldier );
fGotInfo = GetInfoForAbandoningEPC( pSoldier->ubProfile, &usQuoteNum, &usFactToSetToTrue );
if ( fGotInfo )
{
// say quote usQuoteNum
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_FORCENPCQUOTE;
TacticalCharacterDialogue( pSoldier, usQuoteNum );
// the flag will be turned off in the remove-epc event
//gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags &= ~PROFILE_MISC_FLAG_FORCENPCQUOTE;
SetFactTrue( usFactToSetToTrue );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_REMOVE_EPC, pSoldier->ubProfile, 0, 0, 0, 0 );
HandleFactForNPCUnescorted( pSoldier->ubProfile );
if ( pSoldier->ubProfile == JOHN )
{
SOLDIERTYPE * pSoldier2;
// unrecruit Mary as well
pSoldier2 = FindSoldierByProfileID( MARY, TRUE );
if ( pSoldier2 )
{
SetupProfileInsertionDataForSoldier( pSoldier2 );
fGotInfo = GetInfoForAbandoningEPC( MARY, &usQuoteNum, &usFactToSetToTrue );
if ( fGotInfo )
{
// say quote usQuoteNum
gMercProfiles[ MARY ].ubMiscFlags |= PROFILE_MISC_FLAG_FORCENPCQUOTE;
TacticalCharacterDialogue( pSoldier2, usQuoteNum );
// the flag will be turned off in the remove-epc event
//gMercProfiles[ MARY ].ubMiscFlags &= ~PROFILE_MISC_FLAG_FORCENPCQUOTE;
SetFactTrue( usFactToSetToTrue );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_REMOVE_EPC, MARY, 0, 0, 0, 0 );
}
}
else if ( pSoldier->ubProfile == MARY )
{
SOLDIERTYPE * pSoldier2;
// unrecruit John as well
pSoldier2 = FindSoldierByProfileID( JOHN, TRUE );
if ( pSoldier2 )
{
SetupProfileInsertionDataForSoldier( pSoldier2 );
fGotInfo = GetInfoForAbandoningEPC( JOHN, &usQuoteNum, &usFactToSetToTrue );
if ( fGotInfo )
{
// say quote usQuoteNum
gMercProfiles[ JOHN ].ubMiscFlags |= PROFILE_MISC_FLAG_FORCENPCQUOTE;
TacticalCharacterDialogue( pSoldier2, usQuoteNum );
// the flag will be turned off in the remove-epc event
//gMercProfiles[ JOHN ].ubMiscFlags &= ~PROFILE_MISC_FLAG_FORCENPCQUOTE;
SetFactTrue( usFactToSetToTrue );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_REMOVE_EPC, JOHN, 0, 0, 0, 0 );
}
}
// stop showing menu
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
else
{
// how do we handle this if it's the right sector?
TriggerNPCWithGivenApproach( pSoldier->ubProfile, APPROACH_EPC_IN_WRONG_SECTOR, TRUE );
}
}
BOOLEAN CharacterIsTakingItEasy( SOLDIERTYPE *pSoldier )
{
// actually asleep?
if ( pSoldier -> fMercAsleep == TRUE )
{
return( TRUE );
}
// if able to sleep
if ( CanCharacterSleep( pSoldier, FALSE ) )
{
// on duty, but able to catch naps (either not traveling, or not the driver of the vehicle)
// The actual checks for this are in the "can he sleep" check above
if ( ( pSoldier -> bAssignment < ON_DUTY ) || ( pSoldier -> bAssignment == VEHICLE ) )
{
return( TRUE );
}
// and healing up?
if ( ( pSoldier -> bAssignment == PATIENT ) || ( pSoldier -> bAssignment == ASSIGNMENT_HOSPITAL ) )
{
return( TRUE );
}
// on a real assignment, but done with it?
if ( pSoldier -> fDoneAssignmentAndNothingToDoFlag )
{
return( TRUE );
}
}
// on assignment, or walking/driving & unable to sleep
return( FALSE );
}
UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier )
{
UINT8 ubNeedForSleep;
UINT8 ubPercentHealth;
// base comes from profile
ubNeedForSleep = gMercProfiles[ pSoldier -> ubProfile ].ubNeedForSleep;
ubPercentHealth = pSoldier->bLife / pSoldier->bLifeMax;
if ( ubPercentHealth < 75 )
{
ubNeedForSleep++;
if ( ubPercentHealth < 50 )
{
ubNeedForSleep++;
if ( ubPercentHealth < 25 )
{
ubNeedForSleep += 2;
}
}
}
// reduce for each Night Ops or Martial Arts trait
ubNeedForSleep -= NUM_SKILL_TRAITS( pSoldier, NIGHTOPS );
ubNeedForSleep -= NUM_SKILL_TRAITS( pSoldier, MARTIALARTS );
if ( ubNeedForSleep < 4 )
{
ubNeedForSleep = 4;
}
if ( ubNeedForSleep > 12 )
{
ubNeedForSleep = 12;
}
return( ubNeedForSleep );
}
UINT32 GetLastSquadListedInSquadMenu( void )
{
UINT32 uiMaxSquad;
uiMaxSquad = GetLastSquadActive( ) + 1;
if ( uiMaxSquad >= NUMBER_OF_SQUADS )
{
uiMaxSquad = NUMBER_OF_SQUADS - 1;
}
return( uiMaxSquad );
}
BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOtherSoldier )
{
if ( pOtherSoldier == pSoldier )
{
return( FALSE );
}
if ( !pOtherSoldier->bActive )
{
return( FALSE );
}
if ( pOtherSoldier->bLife == 0 )
{
return( FALSE );
}
if ( pOtherSoldier->sSectorX != pSoldier->sSectorX ||
pOtherSoldier->sSectorY != pSoldier->sSectorY ||
pOtherSoldier->bSectorZ != pSoldier->bSectorZ )
{
return( FALSE );
}
if ( pOtherSoldier->fBetweenSectors )
{
return( FALSE );
}
if ( ( pOtherSoldier->bAssignment == IN_TRANSIT ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) ||
( AM_A_ROBOT( pSoldier ) ) ||
( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) )
{
return( FALSE );
}
return( TRUE );
}
SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK )
{
SOLDIERTYPE *pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
// mapscreen version
if( ( bSelectedAssignChar >= 0 ) && ( bSelectedAssignChar < MAX_CHARACTER_COUNT ) &&
( gCharactersList[ bSelectedAssignChar ].fValid ) )
{
pSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ];
}
}
else
{
// tactical version
pSoldier = &Menptr[ gusUIFullTargetID ];
}
if ( !fNullOK )
{
Assert( pSoldier );
}
if ( pSoldier != NULL )
{
// better be an active person, not a vehicle
Assert( pSoldier->bActive );
Assert( !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) );
}
return( pSoldier );
}
void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
{
BOOLEAN fOldAssignmentInvalid = FALSE;
// ARM: I don't think the whole "old assignment" idea is a very good one, and I doubt the code that maintains that
// variable is very foolproof, plus what meaning does the old assignemnt have later, anyway?
// so I'd rather just settle for putting him into any squad:
fOldAssignmentInvalid = TRUE;
/*
if ( pSoldier->bOldAssignment == pSoldier->bAssigment )
{
// no good: we rely on this to make sure guys training militia STOP training militia!
fOldAssignmentInvalid = TRUE;
}
else if( pSoldier->bOldAssignment == VEHICLE )
{
SetSoldierAssignment( pSoldier, ( INT8 )( pSoldier->bOldAssignment ), ( pSoldier->iVehicleId ), 0, 0 );
// it might not work - check
if ( pSoldier->bAssignment != VEHICLE )
{
fOldAssignmentInvalid = TRUE;
}
}
else if( pSoldier->bOldAssignment < ON_DUTY )
{
if( AddCharacterToSquad( pSoldier, pSoldier->bOldAssignment ) == FALSE )
{
fOldAssignmentInvalid = TRUE;
}
}
else
{
fOldAssignmentInvalid = TRUE;
}
*/
if ( fOldAssignmentInvalid )
{
AddCharacterToAnySquad( pSoldier );
}
// make sure the player has time to OK this before proceeding
StopTimeCompression();
// assignment has changed, redraw left side as well as the map (to update on/off duty icons)
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapPanelDirty = TRUE;
}
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
{
UINT8 ubPassType;
INT8 bLoop;
INT8 bPocket;
SOLDIERTYPE * pOtherSoldier;
SOLDIERTYPE * pBestOtherSoldier;
INT8 bPriority, bBestPriority = -1;
BOOLEAN fSomethingWasRepairedThisPass;
// repair everyone's hands and armor slots first, then headgear, and pockets last
for ( ubPassType = REPAIR_HANDS_AND_ARMOR; ubPassType <= FINAL_REPAIR_PASS; ubPassType++ )
{
fSomethingWasRepairedThisPass = FALSE;
// look for jammed guns on other soldiers in sector and unjam them
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
{
pOtherSoldier = MercPtrs[ bLoop ];
// check character is valid, alive, same sector, not between, has inventory, etc.
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
{
if ( UnjamGunsOnSoldier( pOtherSoldier, pSoldier, pubRepairPtsLeft ) )
{
fSomethingWasRepairedThisPass = TRUE;
}
}
}
while ( *pubRepairPtsLeft > 0 )
{
bBestPriority = -1;
pBestOtherSoldier = NULL;
// now look for items to repair on other mercs
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
{
pOtherSoldier = MercPtrs[ bLoop ];
// check character is valid, alive, same sector, not between, has inventory, etc.
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
{
// okay, seems like a candidate!
if ( FindRepairableItemOnOtherSoldier( pOtherSoldier, ubPassType ) != NO_SLOT )
{
bPriority = pOtherSoldier->bExpLevel;
if ( bPriority > bBestPriority )
{
bBestPriority = bPriority;
pBestOtherSoldier = pOtherSoldier;
}
}
}
}
// did we find anyone to repair on this pass?
if ( pBestOtherSoldier != NULL )
{
// yes, repair all items (for this pass type!) on this soldier that need repair
do
{
bPocket = FindRepairableItemOnOtherSoldier( pBestOtherSoldier, ubPassType );
if ( bPocket != NO_SLOT )
{
if ( RepairObject( pSoldier, pBestOtherSoldier, &(pBestOtherSoldier->inv[ bPocket ]), pubRepairPtsLeft ) )
{
fSomethingWasRepairedThisPass = TRUE;
}
}
}
while ( bPocket != NO_SLOT && *pubRepairPtsLeft > 0 );
}
else
{
break;
}
}
if ( fSomethingWasRepairedThisPass && !DoesCharacterHaveAnyItemsToRepair( pSoldier, ubPassType ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 + ubPassType ], pSoldier->name );
// let player react
StopTimeCompression();
}
}
}
BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSoldier, UINT8 *pubRepairPtsLeft )
{
BOOLEAN fAnyGunsWereUnjammed = FALSE;
INT8 bPocket;
// try to unjam everything before beginning any actual repairs.. successful unjamming costs 2 points per weapon
for (bPocket = HANDPOS; bPocket <= SMALLPOCK8POS; bPocket++)
{
// the object a weapon? and jammed?
if ( ( Item[ pOwnerSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOwnerSoldier->inv[ bPocket ].bGunAmmoStatus < 0 ) )
{
if ( *pubRepairPtsLeft >= gGameExternalOptions.ubRepairCostPerJam )
{
*pubRepairPtsLeft -= gGameExternalOptions.ubRepairCostPerJam;
pOwnerSoldier->inv [ bPocket ].bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
StatChange( pRepairSoldier, MECHANAMT, 5, FALSE );
StatChange( pRepairSoldier, DEXTAMT, 5, FALSE );
// report it as unjammed
if ( pRepairSoldier == pOwnerSoldier )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 53 ], pRepairSoldier->name, ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 54 ], pRepairSoldier->name, pOwnerSoldier->name, ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
}
fAnyGunsWereUnjammed = TRUE;
}
else
{
// out of points, we're done for now
break;
}
}
}
return ( fAnyGunsWereUnjammed );
}