Files
source/Strategic/Map Screen Interface Map.cpp
T
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00

7233 lines
201 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
#else
#include "Font.h"
#include "Font Control.h"
#include "mapscreen.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "Map Screen Interface Border.h"
#include "Overhead.h"
#include "Render Dirty.h"
#include "sysutil.h"
#include "strategic.h"
#include "strategicmap.h"
#include "Strategic Pathing.h"
#include "Text.h"
#include "vsurface.h"
#include "video.h"
#include "vobject_blitters.h"
#include "WCheck.h"
#include "Assignments.h"
#include "Squads.h"
#include "Message.h"
#include "Soldier Profile.h"
#include "Player Command.h"
#include "Strategic Movement.h"
#include "Queen Command.h"
#include "Campaign Types.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "Vehicles.h"
#include "Map Screen Helicopter.h"
#include "Game Clock.h"
#include "finances.h"
#include "line.h"
#include "english.h"
#include "PreBattle Interface.h"
#include "Utilities.h"
#include "Town Militia.h"
#include "Militia Control.h"
#include "GameSettings.h"
#include "Tactical Save.h"
#include "Map Information.h"
#include "Air Raid.h"
#include "Auto Resolve.h"
#endif
#include "Quests.h"
#include "connect.h"
// HEADROCK HAM 3.5: included for detectionlevels
#include "Facilities.h"
#include "MilitiaSquads.h"
// zoom x and y coords for map scrolling
INT32 iZoomX = 0;
INT32 iZoomY = 0;
// Scroll region width
#define SCROLL_REGION 4
// The Map/Mouse Scroll defines
#define EAST_DIR 0
#define WEST_DIR 1
#define NORTH_DIR 2
#define SOUTH_DIR 3
#define TOP_NORTH 2
#define TOP_SOUTH 13
#define RIGHT_WEST 250
#define RIGHT_EAST 260
#define LEFT_EAST 640
#define LEFT_WEST 630
#define BOTTOM_NORTH 320
#define BOTTOM_SOUTH 330
// Map Scroll Defines
#define SCROLL_EAST 0
#define SCROLL_WEST 1
#define SCROLL_NORTH 2
#define SCROLL_SOUTH 3
#define SCROLL_DELAY 50
#define HORT_SCROLL 14
#define VERT_SCROLL 10
// the pop up for helicopter stuff
#define MAP_HELICOPTER_ETA_POPUP_X (400 + iScreenWidthOffset)
#define MAP_HELICOPTER_ETA_POPUP_Y (250 + iScreenHeightOffset)
#define MAP_HELICOPTER_UPPER_ETA_POPUP_Y (50 + iScreenHeightOffset)
#define MAP_HELICOPTER_ETA_POPUP_WIDTH 120
#define MAP_HELICOPTER_ETA_POPUP_HEIGHT 68
#define MAP_LEVEL_STRING_X (SCREEN_WIDTH - 208) //432
#define MAP_LEVEL_STRING_Y (SCREEN_HEIGHT - 175) //305
// font
#define MAP_FONT BLOCKFONT2
// index color
#define MAP_INDEX_COLOR 32*4-9
// max number of sectors viewable
#define MAX_VIEW_SECTORS 16
//Map Location index regions
// WANNE: The numbers above the map
// x start of hort index
#define MAP_HORT_INDEX_X (MAP_BORDER_X + MAP_BORDER_X_OFFSET + 31)//(SCREEN_WIDTH - 348) //292
// y position of hort index
#define MAP_HORT_INDEX_Y (MAP_BORDER_Y + MAP_BORDER_Y_OFFSET + 8)
// height of hort index
#define MAP_HORT_HEIGHT GetFontHeight(MAP_FONT)
// WANNE: The letters on the left side of the map)
// vert index start x
#define MAP_VERT_INDEX_X (MAP_BORDER_X + MAP_BORDER_X_OFFSET + 13) //(SCREEN_WIDTH - 367) // 273
// vert index start y
#define MAP_VERT_INDEX_Y (MAP_BORDER_Y + MAP_BORDER_Y_OFFSET + 29)
// vert width
#define MAP_VERT_WIDTH GetFontHeight(MAP_FONT)
// "Boxes" Icons
#define SMALL_YELLOW_BOX 0
#define BIG_YELLOW_BOX 1
#define SMALL_DULL_YELLOW_BOX 2
#define BIG_DULL_YELLOW_BOX 3
#define SMALL_WHITE_BOX 4
#define BIG_WHITE_BOX 5
#define SMALL_RED_BOX 6
#define BIG_RED_BOX 7
#define SMALL_QUESTION_MARK 8
#define BIG_QUESTION_MARK 9
#define MERC_ICONS_PER_LINE 6
#define ROWS_PER_SECTOR 5
#define MAP_X_ICON_OFFSET 2
#define MAP_Y_ICON_OFFSET 1
// Arrow Offsets
#define UP_X 13
#define UP_Y 7
#define DOWN_X 0
#define DOWN_Y -2
#define RIGHT_X -2
#define RIGHT_Y 11
#define LEFT_X 2
#define LEFT_Y 5
// The Path Lines
#define NORTH_LINE 1
#define SOUTH_LINE 0
#define WEST_LINE 3
#define EAST_LINE 2
#define N_TO_E_LINE 4
#define E_TO_S_LINE 5
#define W_TO_N_LINE 6
#define S_TO_W_LINE 7
#define W_TO_S_LINE 8
#define N_TO_W_LINE 9
#define S_TO_E_LINE 10
#define E_TO_N_LINE 11
#define W_TO_E_LINE 12
#define N_TO_S_LINE 13
#define E_TO_W_LINE 14
#define S_TO_N_LINE 15
#define W_TO_E_PART1_LINE 16
#define W_TO_E_PART2_LINE 17
#define E_TO_W_PART1_LINE 18
#define E_TO_W_PART2_LINE 19
#define N_TO_S_PART1_LINE 20
#define N_TO_S_PART2_LINE 21
#define S_TO_N_PART1_LINE 22
#define S_TO_N_PART2_LINE 23
#define GREEN_X_WEST 36
#define GREEN_X_EAST 37
#define GREEN_X_NORTH 38
#define GREEN_X_SOUTH 39
#define RED_X_WEST 40
#define RED_X_EAST 41
#define RED_X_NORTH 42
#define RED_X_SOUTH 43
// The arrows
#define Y_NORTH_ARROW 24
#define Y_SOUTH_ARROW 25
#define Y_EAST_ARROW 26
#define Y_WEST_ARROW 27
#define W_NORTH_ARROW 28
#define W_SOUTH_ARROW 29
#define W_EAST_ARROW 30
#define W_WEST_ARROW 31
#define NORTH_ARROW 32
#define SOUTH_ARROW 33
#define EAST_ARROW 34
#define WEST_ARROW 35
#define ZOOM_Y_NORTH_ARROW 68
#define ZOOM_Y_SOUTH_ARROW 69
#define ZOOM_Y_EAST_ARROW 70
#define ZOOM_Y_WEST_ARROW 71
#define ZOOM_W_NORTH_ARROW 72
#define ZOOM_W_SOUTH_ARROW 73
#define ZOOM_W_EAST_ARROW 74
#define ZOOM_W_WEST_ARROW 75
#define ZOOM_NORTH_ARROW 76
#define ZOOM_SOUTH_ARROW 77
#define ZOOM_EAST_ARROW 78
#define ZOOM_WEST_ARROW 79
#define ARROW_DELAY 20
#define PAUSE_DELAY 1000
// The zoomed in path lines
#define SOUTH_ZOOM_LINE 44
#define NORTH_ZOOM_LINE 45
#define EAST_ZOOM_LINE 46
#define WEST_ZOOM_LINE 47
#define N_TO_E_ZOOM_LINE 48
#define E_TO_S_ZOOM_LINE 49
#define W_TO_N_ZOOM_LINE 50
#define S_TO_W_ZOOM_LINE 51
#define W_TO_S_ZOOM_LINE 52
#define N_TO_W_ZOOM_LINE 53
#define S_TO_E_ZOOM_LINE 54
#define E_TO_N_ZOOM_LINE 55
#define W_TO_E_ZOOM_LINE 56
#define N_TO_S_ZOOM_LINE 57
#define E_TO_W_ZOOM_LINE 58
#define S_TO_N_ZOOM_LINE 59
#define ZOOM_GREEN_X_WEST 80
#define ZOOM_GREEN_X_EAST 81
#define ZOOM_GREEN_X_NORTH 82
#define ZOOM_GREEN_X_SOUTH 83
#define ZOOM_RED_X_WEST 84
#define ZOOM_RED_X_EAST 85
#define ZOOM_RED_X_NORTH 86
#define ZOOM_RED_X_SOUTH 87
#define CHAR_FONT_COLOR 32*4-9
// Arrow Offsets
#define EAST_OFFSET_X 11
#define EAST_OFFSET_Y 0
#define NORTH_OFFSET_X 9
#define NORTH_OFFSET_Y -9
#define SOUTH_OFFSET_X -9
#define SOUTH_OFFSET_Y 9
#define WEST_OFFSET_X -11
#define WEST_OFFSET_Y 0
#define WEST_TO_SOUTH_OFFSET_Y 0
#define EAST_TO_NORTH_OFFSET_Y 0
#define RED_WEST_OFF_X -MAP_GRID_X
#define RED_EAST_OFF_X MAP_GRID_X
#define RED_NORTH_OFF_Y -21
#define RED_SOUTH_OFF_Y 21
// the font use on the mvt icons for mapscreen
#define MAP_MVT_ICON_FONT SMALLCOMPFONT
// map shading colors
enum{
MAP_SHADE_BLACK =0,
MAP_SHADE_LT_GREEN,
MAP_SHADE_DK_GREEN,
MAP_SHADE_LT_RED,
MAP_SHADE_DK_RED,
};
// the big map .pcx
UINT32 guiBIGMAP;
// orta .sti icon
UINT32 guiORTAICON;
UINT32 guiTIXAICON;
// boxes for characters on the map
UINT32 guiCHARICONS;
// the merc arrival sector landing zone icon
UINT32 guiBULLSEYE;
// the max allowable towns militia in a sector
#define MAP_MILITIA_MAP_X 4
#define MAP_MILITIA_MAP_Y 20
#define MAP_MILITIA_LOWER_ROW_Y 142
#define NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW 25
#define MILITIA_BOX_ROWS 3
#define MILITIA_BOX_BOX_HEIGHT 36
#define MILITIA_BOX_BOX_WIDTH 42
#define MAP_MILITIA_BOX_POS_X 400
#define MAP_MILITIA_BOX_POS_Y 125
#define POPUP_MILITIA_ICONS_PER_ROW 5 // max 6 rows gives the limit of 30 militia
#define MEDIUM_MILITIA_ICON_SPACING 5
#define LARGE_MILITIA_ICON_SPACING 6
#define MILITIA_BTN_OFFSET_X 26
#define MILITIA_BTN_HEIGHT 11
#define MILITIA_BOX_WIDTH 133
#define MILITIA_BOX_TEXT_OFFSET_Y 4
#define MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y 132
#define MILITIA_BOX_TEXT_TITLE_HEIGHT 13
#define MAP_MILITIA_BOX_AUTO_BOX_X 4
#define MAP_MILITIA_BOX_AUTO_BOX_Y 167
#define MAP_MILITIA_BOX_DONE_BOX_X 67
#define HELI_ICON 0
#define HELI_SHADOW_ICON 1
#define HELI_ICON_WIDTH 20
#define HELI_ICON_HEIGHT 10
#define HELI_SHADOW_ICON_WIDTH 19
#define HELI_SHADOW_ICON_HEIGHT 11
// the militia box buttons and images
INT32 giMapMilitiaButtonImage[ 5 ];
INT32 giMapMilitiaButton[ 5 ] = { -1, -1, -1, -1, -1 };
INT16 gsMilitiaSectorButtonColors[]={
FONT_LTGREEN,
FONT_LTBLUE,
16,
};
// track number of townspeople picked up
INT16 sGreensOnCursor = 0;
INT16 sRegularsOnCursor = 0;
INT16 sElitesOnCursor = 0;
// the current militia town id
INT16 sSelectedMilitiaTown = 0;
extern MINE_LOCATION_TYPE gMineLocation[];
extern MINE_STATUS_TYPE gMineStatus[];
// sublevel graphics
UINT32 guiSubLevel1, guiSubLevel2, guiSubLevel3;
// the between sector icons
UINT32 guiCHARBETWEENSECTORICONS;
UINT32 guiCHARBETWEENSECTORICONSCLOSE;
extern BOOLEAN fMapScreenBottomDirty;
// tixa found
BOOLEAN fFoundTixa = FALSE;
// selected sector
// HEADROCK HAM 3.5: Default selected sector doesn't have to be Omerta does it? :)
UINT16 sSelMapX = gGameExternalOptions.ubDefaultArrivalSectorX;
UINT16 sSelMapY = gGameExternalOptions.ubDefaultArrivalSectorY;
// highlighted sector
INT16 gsHighlightSectorX=-1;
INT16 gsHighlightSectorY=-1;
// the current sector Z value of the map being displayed
INT32 iCurrentMapSectorZ = 0;
// the palettes
UINT16 *pMapLTRedPalette;
UINT16 *pMapDKRedPalette;
UINT16 *pMapLTGreenPalette;
UINT16 *pMapDKGreenPalette;
// the map border eta pop up
UINT32 guiMapBorderEtaPopUp;
// heli pop up
UINT32 guiMapBorderHeliSectors;
// list of map sectors that player isn't allowed to even highlight
BOOLEAN sBadSectorsList[ WORLD_MAP_X ][ WORLD_MAP_X ];
INT16 sBaseSectorList[ MAX_TOWNS - 1 ];/*={
// NOTE: These co-ordinates must match the top left corner of the 3x3 town tiles cutouts in Interface/MilitiaMaps.sti!
SECTOR( 9, 1 ), // Omerta
SECTOR( 13, 2 ), // Drassen
SECTOR( 13, 8 ), // Alma
SECTOR( 1, 7 ), // Grumm
SECTOR( 8, 9 ), // Tixa
SECTOR( 8, 6 ), // Cambria
SECTOR( 4, 2 ), // San Mona
SECTOR( 5, 8 ), // Estoni
SECTOR( 3,10 ), // Orta
SECTOR( 11,11 ), // Balime
SECTOR( 3,14 ), // Meduna
SECTOR( 2, 1 ), // Chitzena
};*/
// position of town names on the map
// these are no longer PIXELS, but 10 * the X,Y position in SECTORS (fractions possible) to the X-CENTER of the town
POINT pTownPoints[ MAX_TOWNS ];/*={
{ 0 , 0 },
{ 90, 10}, // Omerta
{125, 40}, // Drassen
{130, 90}, // Alma
{ 15, 80}, // Grumm
{ 85,100}, // Tixa
{ 95, 70}, // Cambria
{ 45, 40}, // San Mona
{ 55, 90}, // Estoni
{ 35,110}, // Orta
{110,120}, // Balime
{ 45,150}, // Meduna
{ 15, 20}, // Chitzena
};
*/
// coordinates X,Y of sam sites on strategic map
INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
extern BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
// map region
SGPRect MapScreenRect={ (MAP_VIEW_START_X+MAP_GRID_X - 2),
( MAP_VIEW_START_Y+MAP_GRID_Y - 1),
MAP_VIEW_START_X + MAP_VIEW_WIDTH - 1 + MAP_GRID_X ,
MAP_VIEW_START_Y+MAP_VIEW_HEIGHT-10+MAP_GRID_Y};
extern SGPRect gOldClipRect; // symbol already declared globally in renderworld.cpp (jonathanl)
// screen region
SGPRect FullScreenRect;//={ 0, 0, 1024, 768 };
// temp helicopter path
PathStPtr pTempHelicopterPath = NULL;
// character temp path
PathStPtr pTempCharacterPath = NULL;
// draw temp path?
BOOLEAN fDrawTempHeliPath = FALSE;
// the map arrows graphics
UINT32 guiMAPCURSORS;
// destination plotting character
INT8 bSelectedDestChar = -1;
// assignment selection character
INT8 bSelectedAssignChar=-1;
// current contract char
INT8 bSelectedContractChar = -1;
// has the temp path for character or helicopter been already drawn?
BOOLEAN fTempPathAlreadyDrawn = FALSE;
// the regions for the mapscreen militia box
MOUSE_REGION gMapScreenMilitiaBoxRegions[ 9 ];
MOUSE_REGION gMapScreenMilitiaRegion;
// the mine icon
UINT32 guiMINEICON;
// militia graphics
UINT32 guiMilitia;
UINT32 guiMilitiaMaps;
UINT32 guiMilitiaSectorHighLight;
UINT32 guiMilitiaSectorOutline;
// the sector that is highlighted on the militia map
INT16 sSectorMilitiaMapSector = -1;
BOOLEAN fMilitiaMapButtonsCreated = FALSE;
INT16 sSectorMilitiaMapSectorOutline = -1;
// have any nodes in the current path list been deleted?
BOOLEAN fDeletedNode = FALSE;
UINT16 gusUndergroundNearBlack;
BOOLEAN gfMilitiaPopupCreated = FALSE;
INT32 giAnimateRouteBaseTime = 0;
INT32 giPotHeliPathBaseTime = 0;
INT32 giClickHeliIconBaseTime = 0;
// display the level string on the strategic map
void DisplayLevelString( void );
void ShowTownText( void );
void DrawTownLabels(STR16 pString, STR16 pStringA,UINT16 usFirstX, UINT16 usFirstY);
void ShowTeamAndVehicles(INT32 fShowFlags);
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor );
BOOLEAN ShadeMapElemZoomIn(INT16 sMapX, INT16 sMapY, INT32 iColor );
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX);
void BlitTownGridMarkers( void );
void BlitMineGridMarkers( void );
void BlitSAMGridMarkers( void );
void BlitMineIcon( INT16 sMapX, INT16 sMapY );
void BlitMineText( INT16 sMapX, INT16 sMapY );
extern BOOLEAN GetMouseMapXY( INT16 *psMapWorldX, INT16 *psMapWorldY );
INT16 GetBaseSectorForCurrentTown( void );
void RenderIconsPerSectorForSelectedTown( void );
void MilitiaRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason );
void MilitiaRegionMoveCallback( MOUSE_REGION *pRegion, INT32 iReason );
void CreateDestroyMilitiaSectorButtons( void );
void ShowHighLightedSectorOnMilitiaMap( void );
void SetMilitiaMapButtonsText( void );
void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason);
void DisplayUnallocatedMilitia( void );
BOOLEAN IsThisMilitiaTownSectorAllowable( INT16 sSectorIndexValue );
void DrawTownMilitiaName( void );
void HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( INT16 sTownValue );
void HandleEveningOutOfTroopsAmongstSectors( void );
void CreateMilitiaPanelBottomButton( void );
void DeleteMilitiaPanelBottomButton( void );
void MilitiaDoneButtonCallback(GUI_BUTTON *btn,INT32 reason);
void MilitiaAutoButtonCallback(GUI_BUTTON *btn,INT32 reason);
void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue ); // HEADROCK HAM 3.6: Disband militia callback
void RenderShadingForUnControlledSectors( void );
void DrawTownMilitiaForcesOnMap( void );
void CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( void );
void HandleLowerLevelMapBlit( void );
void ShowSAMSitesOnStrategicMap( void );
//UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSectorZ );
//UINT8 NumFriendlyInSector( INT16 sX, INT16 sY, INT8 bZ );
// callbacks
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
// display potential path, yes or no?
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT8 ubIconPosition );
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition );
BOOLEAN CanMilitiaAutoDistribute( void );
void ShowItemsOnMap( void );
void DrawMapBoxIcon( HVOBJECT hIconHandle, UINT16 usVOIndex, INT16 sMapX, INT16 sMapY, UINT8 ubIconPosition );
void DisplayDestinationOfHelicopter( void );
void DrawOrta();
void DrawTixa();
void DrawBullseye();
void HideExistenceOfUndergroundMapSector( UINT8 ubSectorX, UINT8 ubSectorY );
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
BOOLEAN TraceCharAnimatedRoute( PathStPtr pPath, BOOLEAN fCheckFlag, BOOLEAN fForceUpDate );
void AnimateRoute( PathStPtr pPath );
extern void EndConfirmMapMoveMode( void );
extern BOOLEAN CanDrawSectorCursor( void );
void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow )
{
// this procedure will draw the coord indexes on the zoomed out map
INT16 usX, usY;
INT32 iCount=0;
BOOLEAN fDrawCursors;
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
//SetFontColors(FONT_FCOLOR_GREEN)
SetFont(MAP_FONT);
SetFontForeground(MAP_INDEX_COLOR);
// Dk Red is 163
SetFontBackground(FONT_MCOLOR_BLACK);
fDrawCursors = CanDrawSectorCursor( );
for(iCount=1; iCount <= MAX_VIEW_SECTORS; iCount++)
{
if( fDrawCursors && ( iCount == sSelMapX ) && ( bSelectedDestChar == -1 ) && ( fPlotForHelicopter == FALSE ) )
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
else if( fDrawCursors && ( iCount == gsHighlightSectorX ) )
SetFontForeground(FONT_WHITE);
else
SetFontForeground(MAP_INDEX_COLOR);
FindFontCenterCoordinates(((INT16)(MAP_HORT_INDEX_X+( iCount - 1) *MAP_GRID_X)), MAP_HORT_INDEX_Y, MAP_GRID_X, MAP_HORT_HEIGHT, pMapHortIndex[iCount], MAP_FONT, &usX, &usY);
mprintf(usX,usY,pMapHortIndex[iCount]);
if( fDrawCursors && ( iCount == sSelMapY) && ( bSelectedDestChar == -1 ) && ( fPlotForHelicopter == FALSE ) )
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
else if( fDrawCursors && ( iCount == gsHighlightSectorY ) )
SetFontForeground(FONT_WHITE);
else
SetFontForeground(MAP_INDEX_COLOR);
FindFontCenterCoordinates(MAP_VERT_INDEX_X, ((INT16)(MAP_VERT_INDEX_Y+ ( iCount - 1) *MAP_GRID_Y)), MAP_HORT_HEIGHT, MAP_GRID_Y, pMapVertIndex[iCount], MAP_FONT, &usX, &usY);
mprintf(usX,usY,pMapVertIndex[iCount]);
}
InvalidateRegion(MAP_VERT_INDEX_X, MAP_VERT_INDEX_Y,MAP_VERT_INDEX_X+MAP_HORT_HEIGHT, MAP_VERT_INDEX_Y+( iCount - 1 ) * MAP_GRID_Y );
InvalidateRegion(MAP_HORT_INDEX_X, MAP_HORT_INDEX_Y,MAP_HORT_INDEX_X + ( iCount - 1) * MAP_GRID_X, MAP_HORT_INDEX_Y+ MAP_HORT_HEIGHT);
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
/*
void DrawMapIndexSmallMap( BOOLEAN fSelectedCursorIsYellow )
{
// this procedure will draw the coord indexes on the zoomed in map
INT16 usX, usY;
INT32 iCount=0;
BOOLEAN fDrawCursors;
SetFont(MAP_FONT);
SetFontDestBuffer( FRAME_BUFFER, MAP_HORT_INDEX_X, MAP_HORT_INDEX_Y, MAP_HORT_INDEX_X+(MAX_VIEW_SECTORS)*MAP_GRID_X, MAP_HORT_INDEX_Y+MAP_GRID_Y, FALSE );
//SetFontColors(FONT_FCOLOR_GREEN)
SetFont(MAP_FONT);
SetFontForeground(MAP_INDEX_COLOR);
SetFontBackground(FONT_MCOLOR_BLACK);
fDrawCursors = CanDrawSectorCursor( );
for(iCount=1; iCount <= MAX_VIEW_SECTORS; iCount++)
{
if( fDrawCursors && ( iCount == sSelMapX ) && ( bSelectedDestChar == -1 ) && ( fPlotForHelicopter == FALSE ) )
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
else if( fDrawCursors && ( iCount == gsHighlightSectorX ) )
SetFontForeground(FONT_WHITE);
else
SetFontForeground(MAP_INDEX_COLOR);
FindFontCenterCoordinates(((INT16)(MAP_HORT_INDEX_X+((iCount)*MAP_GRID_X)*2-iZoomX)), MAP_HORT_INDEX_Y, MAP_GRID_X*2, MAP_HORT_HEIGHT, pMapHortIndex[iCount], MAP_FONT, &usX, &usY);
mprintf(usX,usY,pMapHortIndex[iCount]);
}
SetFontDestBuffer( FRAME_BUFFER, MAP_VERT_INDEX_X, MAP_VERT_INDEX_Y, MAP_VERT_INDEX_X+MAP_GRID_X, MAP_VERT_INDEX_Y+(MAX_VIEW_SECTORS)*MAP_GRID_Y, FALSE );
for(iCount=1; iCount <= MAX_VIEW_SECTORS; iCount++)
{
if( fDrawCursors && ( iCount == sSelMapY) && ( bSelectedDestChar == -1 ) && ( fPlotForHelicopter == FALSE ) )
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
else if( fDrawCursors && ( iCount == gsHighlightSectorY ) )
SetFontForeground(FONT_WHITE);
else
SetFontForeground(MAP_INDEX_COLOR);
FindFontCenterCoordinates(MAP_VERT_INDEX_X, ((INT16)(MAP_VERT_INDEX_Y+(iCount*MAP_GRID_Y)*2-iZoomY)), MAP_HORT_HEIGHT, MAP_GRID_Y*2, pMapVertIndex[iCount], MAP_FONT, &usX, &usY);
mprintf(usX,usY,pMapVertIndex[iCount]);
}
InvalidateRegion(MAP_VERT_INDEX_X, MAP_VERT_INDEX_Y,MAP_VERT_INDEX_X+MAP_HORT_HEIGHT, MAP_VERT_INDEX_Y+iCount*MAP_GRID_Y );
InvalidateRegion(MAP_HORT_INDEX_X, MAP_HORT_INDEX_Y,MAP_HORT_INDEX_X+iCount*MAP_GRID_X, MAP_HORT_INDEX_Y+ MAP_HORT_HEIGHT);
SetFontDestBuffer( FRAME_BUFFER, 0, 0, 640, 480, FALSE );
}
*/
void HandleShowingOfEnemiesWithMilitiaOn( void )
{
INT16 sX = 0, sY = 0;
// if show militia flag is false, leave
if( !fShowMilitia )
{
return;
}
for( sX = 1; sX < ( MAP_WORLD_X - 1 ); sX++ )
{
for( sY = 1; sY < ( MAP_WORLD_Y - 1); sY++ )
{
HandleShowingOfEnemyForcesInSector( sX, sY, ( INT8 )iCurrentMapSectorZ, CountAllMilitiaInSector( sX, sY ) );
}
}
return;
}
UINT32 DrawMap( void )
{
HVSURFACE hSrcVSurface;
UINT32 uiDestPitchBYTES;
UINT32 uiSrcPitchBYTES;
UINT16 *pDestBuf;
UINT8 *pSrcBuf;
SGPRect clip;
INT16 cnt, cnt2;
INT32 iCounter = 0;
//MAP_VIEW_START_X = (SCREEN_WIDTH - 370);
//MAP_VIEW_START_Y = 10;
MapScreenRect.iLeft = MAP_VIEW_START_X+MAP_GRID_X - 2;
MapScreenRect.iTop = MAP_VIEW_START_Y+MAP_GRID_Y - 1;
MapScreenRect.iRight = MAP_VIEW_START_X + MAP_VIEW_WIDTH - 1 + MAP_GRID_X;
MapScreenRect.iBottom = MAP_VIEW_START_Y+MAP_VIEW_HEIGHT-10+MAP_GRID_Y;
//MapScreenRect={ (MAP_VIEW_START_X+MAP_GRID_X - 2), ( MAP_VIEW_START_Y+MAP_GRID_Y - 1), MAP_VIEW_START_X + MAP_VIEW_WIDTH - 1 + MAP_GRID_X , MAP_VIEW_START_Y+MAP_VIEW_HEIGHT-10+MAP_GRID_Y};
if( !iCurrentMapSectorZ )
{
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
// clip blits to mapscreen region
//ClipBlitsToMapViewRegion( );
if (fZoomFlag)
{
// set up bounds
if(iZoomX < WEST_ZOOM_BOUND)
iZoomX=WEST_ZOOM_BOUND;
if(iZoomX > EAST_ZOOM_BOUND)
iZoomX=EAST_ZOOM_BOUND;
if(iZoomY < NORTH_ZOOM_BOUND+1)
iZoomY=NORTH_ZOOM_BOUND;
if(iZoomY > SOUTH_ZOOM_BOUND)
iZoomY=SOUTH_ZOOM_BOUND;
clip.iLeft=iZoomX - 2;
clip.iRight=clip.iLeft + MAP_VIEW_WIDTH + 2;
clip.iTop=iZoomY - 3;
clip.iBottom=clip.iTop + MAP_VIEW_HEIGHT - 1;
/*
clip.iLeft=clip.iLeft - 1;
clip.iRight=clip.iLeft + MapScreenRect.iRight - MapScreenRect.iLeft;
clip.iTop=iZoomY - 1;
clip.iBottom=clip.iTop + MapScreenRect.iBottom - MapScreenRect.iTop;
*/
if( clip.iBottom > hSrcVSurface->usHeight )
{
clip.iBottom = hSrcVSurface->usHeight;
}
if( clip.iRight > hSrcVSurface->usWidth )
{
clip.iRight = hSrcVSurface->usWidth;
}
Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, MAP_VIEW_START_X+MAP_GRID_X, MAP_VIEW_START_Y+MAP_GRID_Y - 2, &clip);
}
else
{
Blt8BPPDataTo16BPPBufferHalf( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf, uiSrcPitchBYTES, MAP_VIEW_START_X + 1, MAP_VIEW_START_Y );
}
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
// shade map sectors (must be done after Tixa/Orta/Mine icons have been blitted, but before icons!)
for ( cnt = 1; cnt < MAP_WORLD_X - 1; cnt++ )
{
for ( cnt2 = 1; cnt2 < MAP_WORLD_Y - 1; cnt2++ )
{
// LATE DESIGN CHANGE: darken sectors not yet visited, instead of those under known enemy control
if(!is_networked) //hayden - dont darken anything
{
if( GetSectorFlagStatus( cnt, cnt2, ( UINT8 ) iCurrentMapSectorZ, SF_ALREADY_VISITED ) == FALSE )
// if ( IsTheSectorPerceivedToBeUnderEnemyControl( cnt, cnt2, ( INT8 )( iCurrentMapSectorZ ) ) )
{
if( fShowAircraftFlag && !iCurrentMapSectorZ )
{
if( !StrategicMap[ cnt + cnt2 * WORLD_MAP_X ].fEnemyAirControlled )
{
// sector not visited, not air controlled
ShadeMapElem( cnt, cnt2, MAP_SHADE_DK_GREEN );
}
else
{
// sector not visited, controlled and air not
ShadeMapElem( cnt, cnt2, MAP_SHADE_DK_RED );
}
}
else
{
// not visited
ShadeMapElem( cnt, cnt2, MAP_SHADE_BLACK );
}
}
else
{
if( fShowAircraftFlag && !iCurrentMapSectorZ )
{
if( !StrategicMap[ cnt + cnt2 * WORLD_MAP_X ].fEnemyAirControlled )
{
// sector visited and air controlled
ShadeMapElem( cnt, cnt2, MAP_SHADE_LT_GREEN);
}
else
{
// sector visited but not air controlled
ShadeMapElem( cnt, cnt2, MAP_SHADE_LT_RED );
}
}
}
}
}
}
// UNFORTUNATELY, WE CAN'T SHADE THESE ICONS AS PART OF SHADING THE MAP, BECAUSE FOR AIRSPACE, THE SHADE FUNCTION
// DOESN'T MERELY SHADE THE EXISTING MAP SURFACE, BUT INSTEAD GRABS THE ORIGINAL GRAPHICS FROM BIGMAP, AND CHANGES
// THEIR PALETTE. BLITTING ICONS PRIOR TO SHADING WOULD MEAN THEY DON'T SHOW UP IN AIRSPACE VIEW AT ALL.
// if Orta found
if( fFoundOrta )
{
DrawOrta();
}
// if Tixa found
if( fFoundTixa )
{
DrawTixa();
}
// draw SAM sites
ShowSAMSitesOnStrategicMap( );
// draw mine icons
for( iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; iCounter++ )
{
BlitMineIcon( gMineLocation[ iCounter ].sSectorX, gMineLocation[ iCounter ].sSectorY );
}
// if mine details filter is set
if( fShowMineFlag )
{
// show mine name/production text
for( iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; iCounter++ )
{
BlitMineText( gMineLocation[ iCounter ].sSectorX, gMineLocation[ iCounter ].sSectorY );
}
}
// draw towns names & loyalty ratings, and grey town limit borders
if( fShowTownFlag )
{
BlitTownGridMarkers( );
ShowTownText( );
}
// draw militia icons
if( fShowMilitia )
{
DrawTownMilitiaForcesOnMap( );
}
if ( fShowAircraftFlag && !gfInChangeArrivalSectorMode )
{
DrawBullseye();
}
}
else
{
HandleLowerLevelMapBlit( );
}
// show mine outlines even when viewing underground sublevels - they indicate where the mine entrances are
if( fShowMineFlag )
// draw grey mine sector borders
BlitMineGridMarkers( );
// do not show mercs/vehicles when airspace is ON
// commented out on a trial basis!
// if( !fShowAircraftFlag )
{
if( fShowTeamFlag )
ShowTeamAndVehicles( SHOW_TEAMMATES | SHOW_VEHICLES );
else
HandleShowingOfEnemiesWithMilitiaOn( );
/*
if((fShowTeamFlag)&&(fShowVehicleFlag))
ShowTeamAndVehicles(SHOW_TEAMMATES | SHOW_VEHICLES);
else if(fShowTeamFlag)
ShowTeamAndVehicles(SHOW_TEAMMATES);
else if(fShowVehicleFlag)
ShowTeamAndVehicles(SHOW_VEHICLES);
else
{
HandleShowingOfEnemiesWithMilitiaOn( );
}
*/
}
if ( fShowItemsFlag )
{
ShowItemsOnMap();
}
DisplayLevelString( );
RestoreClipRegionToFullScreen( );
CheckForSoldiersWhoRetreatedIntoMilitiaHeldSectors();
return( TRUE );
}
void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY )
{
INT16 sXTempOff=1;
INT16 sYTempOff=1;
if (fZoomFlag)
{
*psX = ( (sMapX/2+sXTempOff) * MAP_GRID_ZOOM_X ) + MAP_VIEW_START_X;
*psY = ( (sMapY/2+sYTempOff) * MAP_GRID_ZOOM_Y ) + MAP_VIEW_START_Y;
}
else
{
*psX = ( sMapX * MAP_GRID_X ) + MAP_VIEW_START_X;
*psY = ( sMapY * MAP_GRID_Y ) + MAP_VIEW_START_Y;
}
}
void GetScreenXYFromMapXYStationary( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY )
{
INT16 sXTempOff=1;
INT16 sYTempOff=1;
//(MAP_VIEW_START_X+((iCount+1)*MAP_GRID_X)*2-iZoomX));
*psX = ( (sMapX+sXTempOff) * MAP_GRID_X )*2-((INT16)iZoomX)+MAP_VIEW_START_X;
*psY = ( (sMapY+sYTempOff) * MAP_GRID_Y )*2-((INT16)iZoomY)+MAP_VIEW_START_Y;
}
void ShowTownText( void )
{
CHAR16 sString[ 32 ];
CHAR16 sStringA[ 32 ];
INT8 bTown = 0;
UINT16 usX,usY;
BOOLEAN fLoyaltyTooLowToTrainMilitia;
INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen1");
// this procedure will display the town names on the screen
SetFont(MAP_FONT);
SetFontBackground(FONT_MCOLOR_BLACK);
for( bTown = FIRST_TOWN; bTown < NUM_TOWNS; bTown++)
{
// skip Orta/Tixa until found
if( ( ( fFoundOrta != FALSE ) || ( bTown != ORTA ) ) && ( ( bTown != TIXA ) || ( fFoundTixa != FALSE) ) )
{
swprintf( sString, L"%s", pTownNames[ bTown ] );
fLoyaltyTooLowToTrainMilitia = FALSE;
// don't show loyalty string until loyalty tracking for that town has been started
if( gTownLoyalty[ bTown ].fStarted && gfTownUsesLoyalty[ bTown ])
{
#ifdef CHINESE
swprintf( sStringA, L"%d%%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]);
#else
swprintf( sStringA, L"%d%%%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]);
#endif
// if loyalty is too low to train militia, and militia training is allowed here
if ( ( gTownLoyalty[ bTown ].ubRating < iMinLoyaltyToTrain ) && MilitiaTrainingAllowedInTown( bTown ) )
{
fLoyaltyTooLowToTrainMilitia = TRUE;
}
}
else
{
wcscpy( sStringA, L"");
}
if(!fZoomFlag)
{
usX = (UINT16) (MAP_VIEW_START_X + MAP_GRID_X + (pTownPoints[ bTown ].x * MAP_GRID_X) / 10);
usY = (UINT16) (MAP_VIEW_START_Y + MAP_GRID_Y + ((pTownPoints[ bTown ].y * MAP_GRID_Y) / 10) + 1);
}
else
{
usX = (UINT16) (MAP_VIEW_START_X + MAP_GRID_X + MAP_GRID_ZOOM_X - iZoomX + (pTownPoints[ bTown ].x * MAP_GRID_ZOOM_X) / 10);
usY = (UINT16) (MAP_VIEW_START_Y + MAP_GRID_Y + MAP_GRID_ZOOM_Y - iZoomY + ((pTownPoints[ bTown ].y * MAP_GRID_ZOOM_Y) / 10) + 1);
// usX = 2 * pTownPoints[ bTown ].x - iZoomX - MAP_VIEW_START_X + MAP_GRID_X;
// usY = 2 * pTownPoints[ bTown ].y - iZoomY - MAP_VIEW_START_Y + MAP_GRID_Y;
}
// red for low loyalty, green otherwise
SetFontForeground( ( UINT8 ) ( fLoyaltyTooLowToTrainMilitia ? FONT_MCOLOR_RED : FONT_MCOLOR_LTGREEN ) );
DrawTownLabels(sString, sStringA, usX, usY);
}
}
}
void DrawTownLabels(STR16 pString, STR16 pStringA, UINT16 usFirstX, UINT16 usFirstY)
{
// this procedure will draw the given strings on the screen centered around the given x and at the given y
INT16 sSecondX, sSecondY;
INT16 sPastEdge;
// if within view region...render, else don't
if( ( usFirstX > MAP_VIEW_START_X + MAP_VIEW_WIDTH )||( usFirstX < MAP_VIEW_START_X )|| (usFirstY < MAP_VIEW_START_Y ) || ( usFirstY > MAP_VIEW_START_Y + MAP_VIEW_HEIGHT ) )
{
return;
}
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
// we're CENTERING the first string AROUND usFirstX, so calculate the starting X
usFirstX -= StringPixLength( pString, MAP_FONT) / 2;
// print first string
gprintfdirty( usFirstX, usFirstY, pString);
mprintf(usFirstX, usFirstY, pString);
// calculate starting coordinates for the second string
VarFindFontCenterCoordinates(( INT16 )( usFirstX ), ( INT16 )usFirstY, StringPixLength( pString, MAP_FONT), 0, MAP_FONT, &sSecondX, &sSecondY, pStringA);
// make sure we don't go past left edge (Grumm)
if( !fZoomFlag )
{
sPastEdge = (MAP_VIEW_START_X + 23) - sSecondX;
if (sPastEdge > 0)
sSecondX += sPastEdge;
}
// print second string beneath first
sSecondY = ( INT16 )( usFirstY + GetFontHeight( MAP_FONT ) );
gprintfdirty( sSecondX, sSecondY, pStringA );
mprintf( sSecondX, sSecondY, pStringA );
// restore clip blits
RestoreClipRegionToFullScreen( );
}
// "on duty" includes mercs inside vehicles
INT32 ShowOnDutyTeam( INT16 sMapX, INT16 sMapY )
{
UINT8 ubCounter = 0, ubIconPosition = 0;
HVOBJECT hIconHandle;
SOLDIERTYPE *pSoldier = NULL;
GetVideoObject(&hIconHandle, guiCHARICONS);
// run through list
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
( pSoldier->sSectorY == sMapY) &&
( pSoldier->bSectorZ == iCurrentMapSectorZ ) &&
( ( pSoldier->bAssignment < ON_DUTY ) || ( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != iHelicopterVehicleId ) ) ) &&
( pSoldier->stats.bLife > 0) &&
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
{
DrawMapBoxIcon( hIconHandle, SMALL_YELLOW_BOX, sMapX, sMapY, ubIconPosition );
ubIconPosition++;
}
ubCounter++;
}
return ubIconPosition;
}
INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
{
UINT8 ubCounter, ubIconPosition;
HVOBJECT hIconHandle;
SOLDIERTYPE *pSoldier = NULL;
GetVideoObject(&hIconHandle, guiCHARICONS);
ubCounter=0;
// run through list
ubIconPosition = ( UINT8 ) iCount;
while(gCharactersList[ubCounter].fValid)
{
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
// given number of on duty members, find number of assigned chars
// start at beginning of list, look for people who are in sector and assigned
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) &&
( pSoldier->sSectorY == sMapY) &&
( pSoldier->bSectorZ == iCurrentMapSectorZ ) &&
( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
( pSoldier->stats.bLife > 0 ) &&
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
{
// skip mercs inside the helicopter if we're showing airspace level - they show up inside chopper icon instead
if ( !fShowAircraftFlag || ( pSoldier->bAssignment != VEHICLE ) || ( pSoldier->iVehicleId != iHelicopterVehicleId ) )
{
DrawMapBoxIcon( hIconHandle, SMALL_DULL_YELLOW_BOX, sMapX, sMapY, ubIconPosition );
ubIconPosition++;
}
}
ubCounter++;
}
return ubIconPosition;
}
INT32 ShowVehicles(INT16 sMapX, INT16 sMapY, INT32 iCount)
{
UINT8 ubCounter, ubIconPosition;
HVOBJECT hIconHandle;
SOLDIERTYPE *pVehicleSoldier;
GetVideoObject(&hIconHandle, guiCHARICONS);
ubCounter=0;
ubIconPosition = (UINT8) iCount;
// run through list of vehicles
while( ubCounter < ubNumberOfVehicles )
{
// skip the chopper, it has its own icon and displays in airspace mode
if ( ubCounter != iHelicopterVehicleId )
{
if ( (pVehicleList[ ubCounter ].sSectorX == sMapX) && ( pVehicleList[ ubCounter ].sSectorY == sMapY ) )
{
// don't show vehicles between sectors (in motion - they're counted as "people in motion"
if( ( pVehicleList[ ubCounter ].sSectorZ == iCurrentMapSectorZ ) &&
!PlayerIDGroupInMotion( pVehicleList[ ubCounter ].ubMovementGroup ) )
{
// ATE: Check if this vehicle has a soldier and it's on our team.....
pVehicleSoldier = GetSoldierStructureForVehicle( ubCounter );
// this skips the chopper, which has no soldier
if ( pVehicleSoldier )
{
if ( pVehicleSoldier->bTeam == gbPlayerNum )
{
DrawMapBoxIcon( hIconHandle, SMALL_WHITE_BOX, sMapX, sMapY, ubIconPosition );
ubIconPosition++;
}
}
}
}
}
ubCounter++;
}
return ubIconPosition;
}
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT8 ubIconPosition )
{
HVOBJECT hIconHandle;
UINT8 ubEnemy = 0;
// get the video object
GetVideoObject(&hIconHandle, guiCHARICONS);
for( ubEnemy = 0; ubEnemy < sNumberOfEnemies; ubEnemy++ )
{
DrawMapBoxIcon( hIconHandle, SMALL_RED_BOX, sSectorX, sSectorY, ubIconPosition );
ubIconPosition++;
}
}
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
INT16 sXPosition = 0, sYPosition = 0;
HVOBJECT hIconHandle;
// grab the x and y postions
sXPosition = sSectorX;
sYPosition = sSectorY;
// get the video object
GetVideoObject(&hIconHandle, guiCHARICONS);
// check if we are zoomed in...need to offset in case for scrolling purposes
if(!fZoomFlag)
{
sXPosition = ( INT16 )( MAP_X_ICON_OFFSET + ( MAP_VIEW_START_X + ( sSectorX * MAP_GRID_X + 1 ) ) - 1 );
sYPosition = ( INT16 )( ( ( MAP_VIEW_START_Y + ( sSectorY * MAP_GRID_Y ) + 1 ) ) );
sYPosition -= 2;
// small question mark
BltVideoObject(guiSAVEBUFFER, hIconHandle, SMALL_QUESTION_MARK, sXPosition, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( sXPosition ,sYPosition, sXPosition + DMAP_GRID_X, sYPosition + DMAP_GRID_Y );
}
/*
else
{
INT16 sX = 0, sY = 0;
GetScreenXYFromMapXYStationary( sSectorX, sSectorY, &sX, &sY );
sYPosition = sY-MAP_GRID_Y;
sXPosition = sX-MAP_GRID_X;
// get the x and y position
sXPosition = MAP_X_ICON_OFFSET + sXPosition ;
sYPosition = sYPosition - 1;
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
// large question mark
BltVideoObject(guiSAVEBUFFER, hIconHandle, BIG_QUESTION_MARK, sXPosition, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
// restore clip blits
RestoreClipRegionToFullScreen( );
InvalidateRegion( sXPosition, sYPosition, sXPosition + DMAP_GRID_ZOOM_X, sYPosition + DMAP_GRID_ZOOM_Y );
}
*/
}
void ShowTeamAndVehicles(INT32 fShowFlags)
{
// go through each sector, display the on duty, assigned, and vehicles
INT16 sMapX = 0;
INT16 sMapY = 0;
INT32 iIconOffset = 0;
BOOLEAN fContemplatingRetreating = FALSE;
if( gfDisplayPotentialRetreatPaths && gpBattleGroup )
{
fContemplatingRetreating = TRUE;
}
for(sMapX=1; sMapX <MAP_WORLD_X-1; sMapX++)
{
for(sMapY=1; sMapY <MAP_WORLD_Y-1; sMapY++)
{
// don't show mercs/vehicles currently in this sector if player is contemplating retreating from THIS sector
if ( !fContemplatingRetreating || ( sMapX != gpBattleGroup->ubSectorX ) || ( sMapY != gpBattleGroup->ubSectorY ) )
{
if(fShowFlags & SHOW_TEAMMATES)
{
iIconOffset = ShowOnDutyTeam( sMapX, sMapY );
iIconOffset = ShowAssignedTeam( sMapX, sMapY, iIconOffset );
}
if(fShowFlags & SHOW_VEHICLES)
iIconOffset = ShowVehicles( sMapX, sMapY, iIconOffset );
}
if(fShowFlags & SHOW_TEAMMATES)
{
HandleShowingOfEnemyForcesInSector( sMapX, sMapY, ( INT8 )iCurrentMapSectorZ, ( UINT8 ) iIconOffset );
ShowPeopleInMotion( sMapX, sMapY );
}
}
}
}
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor )
{
INT16 sScreenX, sScreenY;
HVSURFACE hSrcVSurface;
//HVSURFACE hSAMSurface;
//HVSURFACE hMineSurface;
UINT32 uiDestPitchBYTES;
UINT32 uiSrcPitchBYTES;
UINT16 *pDestBuf;
UINT8 *pSrcBuf;
SGPRect clip;
UINT16 *pOriginalPallette;
// get original video surface palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
// get original video surface palette
//CHECKF( GetVideoSurface( &hSAMSurface, guiSAMICON ) );
// get original video surface palette
//CHECKF( GetVideoSurface( &hMineSurface, guiMINEICON ) );
// get original video surface palette
pOriginalPallette = hSrcVSurface->p16BPPPalette;
if(fZoomFlag)
ShadeMapElemZoomIn( sMapX, sMapY, iColor );
else
{
GetScreenXYFromMapXY( sMapX, sMapY, &sScreenX, &sScreenY );
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
sScreenX += 1;
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
clip.iLeft = 2 * ( sScreenX - ( MAP_VIEW_START_X + 1 ) );
clip.iTop = 2 * ( sScreenY - MAP_VIEW_START_Y );
clip.iRight = clip.iLeft + ( 2 * MAP_GRID_X );
clip.iBottom = clip.iTop + ( 2 * MAP_GRID_Y );
if( iColor != MAP_SHADE_BLACK )
{
//sScreenX +=1;
// airspace
/*
if( sMapX == 1 )
{
clip.iLeft -= 4;
clip.iRight += 4;
sScreenX -= 2;
}
else
{
sScreenX += 1;
}
*/
}
else
{
// non-airspace
sScreenY -= 1;
}
switch( iColor )
{
case( MAP_SHADE_BLACK ):
// simply shade darker
ShadowVideoSurfaceRect( guiSAVEBUFFER, sScreenX, sScreenY, sScreenX + MAP_GRID_X - 1, sScreenY + MAP_GRID_Y - 1 );
break;
case( MAP_SHADE_LT_GREEN ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapLTGreenPalette;
//hMineSurface->p16BPPPalette = pMapLTGreenPalette;
//hSAMSurface->p16BPPPalette = pMapLTGreenPalette;
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
Blt8BPPDataTo16BPPBufferHalfRect( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY, &clip );
// now blit
//Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY, &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
case( MAP_SHADE_DK_GREEN ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapDKGreenPalette;
//hMineSurface->p16BPPPalette = pMapDKGreenPalette;
//hSAMSurface->p16BPPPalette = pMapDKGreenPalette;
/// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
Blt8BPPDataTo16BPPBufferHalfRect( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX , sScreenY, &clip );
// now blit
//Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX , sScreenY , &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
case( MAP_SHADE_LT_RED ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapLTRedPalette;
//hMineSurface->p16BPPPalette = pMapLTRedPalette;
//hSAMSurface->p16BPPPalette = pMapLTRedPalette;
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
Blt8BPPDataTo16BPPBufferHalfRect( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX , sScreenY, &clip );
// now blit
//Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX , sScreenY , &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
case( MAP_SHADE_DK_RED ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapDKRedPalette;
//hMineSurface->p16BPPPalette = pMapDKRedPalette;
//hSAMSurface->p16BPPPalette = pMapDKRedPalette;
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
Blt8BPPDataTo16BPPBufferHalfRect( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY, &clip );
// now blit
//Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX , sScreenY , &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
}
// restore original palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pOriginalPallette;
//hMineSurface->p16BPPPalette = pOriginalPallette;
//hSAMSurface->p16BPPPalette = pOriginalPallette;
}
return ( TRUE );
}
BOOLEAN ShadeMapElemZoomIn(INT16 sMapX, INT16 sMapY, INT32 iColor )
{
INT16 sScreenX, sScreenY;
INT32 iX, iY;
HVSURFACE hSrcVSurface;
UINT32 uiDestPitchBYTES;
UINT32 uiSrcPitchBYTES;
UINT16 *pDestBuf;
//UINT8 *pDestBuf2;
UINT8 *pSrcBuf;
SGPRect clip;
UINT16 *pOriginalPallette;
// get sX and sY
iX=(INT32)sMapX;
iY=(INT32)sMapY;
// trabslate to screen co-ords for zoomed
GetScreenXYFromMapXYStationary( ((UINT16)(iX)),((UINT16)(iY)) , &sScreenX, &sScreenY );
// shift left by one sector
iY=(INT32)sScreenY-MAP_GRID_Y;
iX=(INT32)sScreenX-MAP_GRID_X;
// get original video surface palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pOriginalPallette = hSrcVSurface->p16BPPPalette;
if((iX >MapScreenRect.iLeft-MAP_GRID_X*2)&&(iX <MapScreenRect.iRight)&&(iY>MapScreenRect.iTop-MAP_GRID_Y*2)&&(iY < MapScreenRect.iBottom))
{
sScreenX=(INT16)iX;
sScreenY=(INT16)iY;
if( iColor == MAP_SHADE_BLACK )
{
clip.iLeft = sScreenX + 1;
clip.iRight = sScreenX + MAP_GRID_X*2 - 1;
clip.iTop = sScreenY;
clip.iBottom = sScreenY + MAP_GRID_Y*2 - 1;
}
else
{
clip.iLeft=iZoomX + sScreenX - MAP_VIEW_START_X - MAP_GRID_X ;
clip.iRight=clip.iLeft + MAP_GRID_X*2;
clip.iTop=iZoomY + sScreenY - MAP_VIEW_START_Y - MAP_GRID_Y;
clip.iBottom=clip.iTop + MAP_GRID_Y*2;
if( sScreenY <= MapScreenRect.iTop + 10 )
{
clip.iTop -= 5;
sScreenY -= 5;
}
if( sMapX == 1 )
{
clip.iLeft -= 5;
sScreenX -= 4;
}
else
{
sScreenX +=1;
}
}
if( sScreenX >= MapScreenRect.iRight - 2 * MAP_GRID_X )
{
clip.iRight++;
}
if( sScreenY >= MapScreenRect.iBottom - 2 * MAP_GRID_X )
{
clip.iBottom++;
}
sScreenX += 1;
sScreenY += 1;
if( ( sScreenX > MapScreenRect.iRight ) || ( sScreenY > MapScreenRect.iBottom ) )
{
return( FALSE );
}
switch( iColor )
{
case( MAP_SHADE_BLACK ):
// simply shade darker
if( iCurrentMapSectorZ > 0 )
{
ShadowVideoSurfaceRect( guiSAVEBUFFER, clip.iLeft, clip.iTop, clip.iRight, clip.iBottom );
}
ShadowVideoSurfaceRect( guiSAVEBUFFER, clip.iLeft, clip.iTop, clip.iRight, clip.iBottom );
break;
case( MAP_SHADE_LT_GREEN ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapLTGreenPalette;
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
// now blit
Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY, &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
case( MAP_SHADE_DK_GREEN ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapDKGreenPalette;
/// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
// now blit
Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY , &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
case( MAP_SHADE_LT_RED ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapLTRedPalette;
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
// now blit
Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY , &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
case( MAP_SHADE_DK_RED ):
// grab video surface and set palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pMapDKRedPalette;
// lock source and dest buffers
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES);
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES);
// now blit
Blt8BPPDataSubTo16BPPBuffer( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf,uiSrcPitchBYTES, sScreenX, sScreenY , &clip);
// unlock source and dest buffers
UnLockVideoSurface( guiBIGMAP );
UnLockVideoSurface( guiSAVEBUFFER );
break;
}
}
// restore original palette
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
hSrcVSurface->p16BPPPalette = pOriginalPallette;
return ( TRUE );
}
BOOLEAN InitializePalettesForMap( void )
{
// init palettes
HVSURFACE hSrcVSurface;
SGPPaletteEntry pPalette[ 256 ];
VSURFACE_DESC vs_desc;
UINT32 uiTempMap;
// load image
vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map.pcx");
CHECKF(AddVideoSurface(&vs_desc, &uiTempMap));
// get video surface
CHECKF( GetVideoSurface( &hSrcVSurface, uiTempMap) );
GetVSurfacePaletteEntries( hSrcVSurface, pPalette );
// set up various palettes
pMapLTRedPalette = Create16BPPPaletteShaded( pPalette, 400, 0, 0, TRUE );
pMapDKRedPalette = Create16BPPPaletteShaded( pPalette, 200, 0, 0, TRUE );
pMapLTGreenPalette = Create16BPPPaletteShaded( pPalette, 0, 400, 0, TRUE );
pMapDKGreenPalette = Create16BPPPaletteShaded( pPalette, 0, 200, 0, TRUE );
// delete image
DeleteVideoSurfaceFromIndex(uiTempMap);
return ( TRUE );
}
void ShutDownPalettesForMap( void )
{
MemFree( pMapLTRedPalette );
MemFree( pMapDKRedPalette );
MemFree( pMapLTGreenPalette );
MemFree( pMapDKGreenPalette );
pMapLTRedPalette = NULL;
pMapDKRedPalette = NULL;
pMapLTGreenPalette = NULL;
pMapDKGreenPalette = NULL;
return;
}
void PlotPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY, BOOLEAN fTacticalTraversal )
{
// will plot a path for this character
// is cursor allowed here?..if not..don't build path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// is the character in transit?..then leave
if( pCharacter->bAssignment == IN_TRANSIT )
{
// leave
return;
}
if( pCharacter->bSectorZ != 0 )
{
if( pCharacter->bAssignment >= ON_DUTY )
{
// not on the surface, character won't move until they reach surface..info player of this fact
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", pCharacter->name, gsUndergroundString[0] );
}
else // squad
{
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", pLongAssignmentStrings[ pCharacter->bAssignment ], gsUndergroundString[0] );
}
return;
}
if( ( pCharacter->bAssignment == VEHICLE ) || ( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
SetUpMvtGroupForVehicle( pCharacter );
}
// make sure we are at the beginning
pCharacter->pMercPath = MoveToBeginningOfPathList( pCharacter->pMercPath );
// will plot a path from current position to sX, sY
// get last sector in characters list, build new path, remove tail section, move to beginning of list, and append onto old list
pCharacter->pMercPath = AppendStrategicPath( MoveToBeginningOfPathList ( BuildAStrategicPath( NULL, GetLastSectorIdInCharactersPath( pCharacter ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), GetSoldierGroupId( pCharacter ), fTacticalTraversal /*, FALSE */ ) ), pCharacter->pMercPath );
// move to beginning of list
pCharacter->pMercPath = MoveToBeginningOfPathList( pCharacter->pMercPath );
// check if in vehicle, if so, copy path to vehicle
if( ( pCharacter->bAssignment == VEHICLE ) || ( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
MoveCharactersPathToVehicle( pCharacter );
}
else
{
CopyPathToCharactersSquadIfInOne( pCharacter );
}
}
void PlotATemporaryPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY )
{
// make sure we're at the beginning
pTempCharacterPath = MoveToBeginningOfPathList( pTempCharacterPath );
// clear old temp path
pTempCharacterPath = ClearStrategicPathList( pTempCharacterPath, -1 );
// is cursor allowed here?..if not..don't build temp path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// build path
pTempCharacterPath = BuildAStrategicPath( pTempCharacterPath, GetLastSectorIdInCharactersPath( pCharacter ) , ( INT16 )( sX + sY*( MAP_WORLD_X ) ), GetSoldierGroupId( pCharacter ), FALSE /*, TRUE */ );
return;
}
// clear out character path list, after and including this sector
UINT32 ClearPathAfterThisSectorForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY )
{
INT32 iOrigLength = 0;
VEHICLETYPE *pVehicle = NULL;
iOrigLength = GetLengthOfMercPath( pCharacter );
if( !iOrigLength )
{
// no previous path, nothing to do
return( ABORT_PLOTTING );
}
// if we're clearing everything beyond the current sector, that's quite different. Since we're basically cancelling
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
if ( ( sX == pCharacter->sSectorX ) && ( sY == pCharacter->sSectorY ) )
{
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
EndConfirmMapMoveMode( );
CancelPathsOfAllSelectedCharacters();
return( PATH_CLEARED );
}
else // click not in the current sector
{
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
// be canceled.
// if a vehicle
if( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
pVehicle = &( pVehicleList[ pCharacter->bVehicleID ] );
}
// or in a vehicle
else if( pCharacter->bAssignment == VEHICLE )
{
pVehicle = &( pVehicleList[ pCharacter->iVehicleId ] );
}
else
{
// foot soldier
pCharacter->pMercPath = ClearStrategicPathListAfterThisSector( pCharacter->pMercPath, sX, sY, pCharacter->ubGroupID );
}
// if there's an associated vehicle structure
if ( pVehicle != NULL )
{
// do it for the vehicle, too
pVehicle->pMercPath = ClearStrategicPathListAfterThisSector( pVehicle->pMercPath, sX, sY, pVehicle->ubMovementGroup );
}
if( GetLengthOfMercPath( pCharacter ) < iOrigLength )
{
CopyPathToAllSelectedCharacters( pCharacter->pMercPath );
// path WAS actually shortened
return( PATH_SHORTENED );
}
else
{
// same path as before - it's not any shorter
return ( ABORT_PLOTTING );
}
}
}
void CancelPathForCharacter( SOLDIERTYPE *pCharacter )
{
// clear out character's entire path list, he and his squad will stay/return to his current sector.
pCharacter->pMercPath = ClearStrategicPathList( pCharacter->pMercPath, pCharacter->ubGroupID );
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
// They are going to return to their current X,Y sector.
RebuildWayPointsForGroupPath( pCharacter->pMercPath, pCharacter->ubGroupID );
// GroupReversingDirectionsBetweenSectors( GetGroup( pCharacter->ubGroupID ), ( UINT8 )( pCharacter->sSectorX ), ( UINT8 )( pCharacter->sSectorY ), FALSE );
// if he's in a vehicle, clear out the vehicle, too
if( pCharacter->bAssignment == VEHICLE )
{
CancelPathForVehicle( &( pVehicleList[ pCharacter->iVehicleId ] ), TRUE );
}
else
{
// display "travel route canceled" message
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[ 3 ] );
}
CopyPathToCharactersSquadIfInOne( pCharacter );
fMapPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE; // to update ETA
}
void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed )
{
// we're clearing everything beyond the *current* sector, that's quite different. Since we're basically cancelling
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
pVehicle->pMercPath = ClearStrategicPathList( pVehicle->pMercPath, pVehicle->ubMovementGroup );
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
// if we already reversed one of the passengers, flag will be TRUE,
// don't do it again or we're headed back where we came from!
if ( !fAlreadyReversed )
{
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
// They are going to return to their current X,Y sector.
RebuildWayPointsForGroupPath( pVehicle->pMercPath, pVehicle->ubMovementGroup );
// GroupReversingDirectionsBetweenSectors( GetGroup( pVehicle->ubMovementGroup ), ( UINT8 ) ( pVehicle->sSectorX ), ( UINT8 ) ( pVehicle->sSectorY ), FALSE );
}
// display "travel route canceled" message
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[ 3 ] );
// turn the helicopter flag off here, this prevents the "route aborted" msg from coming up
fPlotForHelicopter = FALSE;
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE; // to update ETA
}
void CancelPathForGroup( GROUP *pGroup )
{
INT32 iVehicleId;
// if it's the chopper, but player can't redirect it
if ( pGroup->fPlayer && IsGroupTheHelicopterGroup( pGroup ) && ( CanHelicopterFly( ) == FALSE ) )
{
// explain & ignore
ExplainWhySkyriderCantFly();
return;
}
// is it a non-vehicle group?
if( ( pGroup->fPlayer ) && ( pGroup->fVehicle == FALSE ) )
{
if( pGroup->pPlayerList )
{
if( pGroup->pPlayerList->pSoldier )
{
// clearing one merc should be enough, it copies changes to his squad on its own
CancelPathForCharacter( pGroup->pPlayerList->pSoldier );
}
}
}
// is it a vehicle group?
else if( pGroup->fVehicle )
{
iVehicleId = GivenMvtGroupIdFindVehicleId( pGroup->ubGroupID );
// must be valid!
Assert( iVehicleId != -1 );
if ( iVehicleId == -1 )
return;
CancelPathForVehicle( &( pVehicleList[ iVehicleId ] ), FALSE );
}
}
void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter )
{
INT8 bSquad = 0;
// check if on a squad, if so, do same thing for all characters
// what squad is character in?
bSquad = SquadCharacterIsIn( pCharacter );
// check to see if character is on a squad, if so, copy path to squad
if( bSquad != -1)
{
// copy path over
CopyPathOfCharacterToSquad( pCharacter, bSquad );
}
}
void DisplaySoldierPath( SOLDIERTYPE *pCharacter )
{
PathStPtr pPath = NULL;
/* ARM: Hopefully no longer required once using GetSoldierMercPathPtr() ???
// check if in vehicle, if so, copy path to vehicle
if( ( pCharacter->bAssignment == VEHICLE )||( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// get the real path from vehicle's structure and copy it into this soldier's
CopyVehiclePathToSoldier( pCharacter );
}
*/
pPath = GetSoldierMercPathPtr( pCharacter );
// trace real route
TracePathRoute( FALSE, TRUE, pPath );
AnimateRoute( pPath );
return;
}
void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter )
{
// now render temp route
TracePathRoute( FALSE, TRUE, pTempCharacterPath );
return;
}
void DisplayHelicopterPath( void )
{
// move to beginning of path list
pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
// clip to map
ClipBlitsToMapViewRegion( );
// trace both lists..temp is conditional if cursor has sat in same sector grid long enough
TracePathRoute( TRUE, TRUE, pVehicleList[ iHelicopterVehicleId ].pMercPath );
AnimateRoute( pVehicleList[ iHelicopterVehicleId ].pMercPath );
// restore
RestoreClipRegionToFullScreen( );
return;
}
void DisplayHelicopterTempPath( void )
{
//should we draw temp path?
if( fDrawTempHeliPath )
{
TracePathRoute( TRUE, TRUE, pTempHelicopterPath );
}
return;
}
void PlotPathForHelicopter( INT16 sX, INT16 sY )
{
// will plot the path for the helicopter
// no heli...go back
if( !fShowAircraftFlag || !fHelicopterAvailable )
{
return;
}
// is cursor allowed here?..if not..don't build path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// set up mvt group for helicopter
SetUpHelicopterForMovement( );
// move to beginning of list
//pHelicopterPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
// will plot a path from current position to sX, sY
// get last sector in helicopters list, build new path, remove tail section, move to beginning of list, and append onto old list
pVehicleList[ iHelicopterVehicleId ].pMercPath = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, FALSE */ ) ), pVehicleList[ iHelicopterVehicleId ].pMercPath );
// move to beginning of list
pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
fMapPanelDirty = TRUE;
return;
}
void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY )
{
// clear old temp path
pTempHelicopterPath = MoveToBeginningOfPathList( pTempHelicopterPath);
pTempHelicopterPath = ClearStrategicPathList( pTempHelicopterPath, 0 );
// is cursor allowed here?..if not..don't build temp path
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
{
return;
}
// build path
pTempHelicopterPath = BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, TRUE */ );
return;
}
// clear out helicopter path list, after and including this sector
UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY )
{
VEHICLETYPE *pVehicle = NULL;
INT32 iOrigLength = 0;
// clear out helicopter path list, after and including this sector
if( iHelicopterVehicleId == -1 || !CanHelicopterFly() )
{
// abort plotting, shouldn't even be here
return( ABORT_PLOTTING );
}
pVehicle = &( pVehicleList[ iHelicopterVehicleId ] );
iOrigLength = GetLengthOfPath( pVehicle->pMercPath );
if( !iOrigLength )
{
// no previous path, nothing to do, and we didn't shorten it
return( ABORT_PLOTTING );
}
// are we clearing everything beyond the helicopter's CURRENT sector?
if ( ( sX == pVehicle->sSectorX ) && ( sY == pVehicle->sSectorY ) )
{
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
EndConfirmMapMoveMode( );
CancelPathForVehicle( pVehicle, FALSE );
return( PATH_CLEARED );
}
else // click not in the current sector
{
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
// be canceled.
pVehicle->pMercPath = ClearStrategicPathListAfterThisSector( pVehicle->pMercPath, sX, sY, pVehicle->ubMovementGroup );
if( GetLengthOfPath( pVehicle->pMercPath ) < iOrigLength )
{
// really shortened!
return( PATH_SHORTENED );
}
else
{
// same path as before - it's not any shorter
return ( ABORT_PLOTTING );
}
}
}
INT16 GetLastSectorOfHelicoptersPath( void )
{
// will return the last sector of the helicopter's current path
INT16 sLastSector = pVehicleList[ iHelicopterVehicleId ].sSectorX + pVehicleList[ iHelicopterVehicleId ].sSectorY * MAP_WORLD_X ;
PathStPtr pNode = NULL;
pNode = pVehicleList[ iHelicopterVehicleId ].pMercPath;
while( pNode )
{
sLastSector = ( INT16 ) ( pNode->uiSectorId );
pNode = pNode->pNext;
}
return sLastSector;
}
BOOLEAN TracePathRoute(BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath )
{
BOOLEAN fSpeedFlag=FALSE;
INT32 iArrow=-1;
INT32 iX, iY;
INT16 sX, sY;
INT32 iArrowX, iArrowY;
INT32 iDeltaA, iDeltaB, iDeltaB1;
INT32 iDirection = 0;
BOOLEAN fUTurnFlag=FALSE;
PathStPtr pNode=NULL;
PathStPtr pPastNode=NULL;
PathStPtr pNextNode=NULL;
HVOBJECT hMapHandle;
if ( pPath==NULL )
{
return FALSE;
}
while( pPath->pPrev )
{
pPath = pPath->pPrev;
}
pNode = pPath;
iDirection=-1;
if (pNode->pNext)
pNextNode=pNode->pNext;
else
pNextNode=NULL;
if (pNode->pPrev)
pPastNode=pNode->pPrev;
else
pPastNode=NULL;
GetVideoObject(&hMapHandle, guiMAPCURSORS);
// go through characters list and display arrows for path
while(pNode)
{
fUTurnFlag=FALSE;
if ((pPastNode)&&(pNextNode))
{
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
if (iDeltaA ==0)
return( FALSE );
if(pNode->fSpeed)
fSpeedFlag=FALSE;
else
fSpeedFlag=TRUE;
if(!fZoomFlag)
{
iX=(pNode->uiSectorId%MAP_WORLD_X);
iY=(pNode->uiSectorId/MAP_WORLD_X);
iX=(iX*MAP_GRID_X)+MAP_VIEW_START_X;
iY=(iY*MAP_GRID_Y)+MAP_VIEW_START_Y;
}
else
{
GetScreenXYFromMapXYStationary( ((UINT16)(pNode->uiSectorId%MAP_WORLD_X)),((UINT16)(pNode->uiSectorId/MAP_WORLD_X)) , &sX, &sY );
iY=sY-MAP_GRID_Y;
iX=sX-MAP_GRID_X;
}
iArrowX=iX;
iArrowY=iY;
if ((pPastNode->pPrev)&&(pNextNode->pNext))
{
fUTurnFlag=FALSE;
// check to see if out-of sector U-turn
// for placement of arrows
iDeltaB1=pNextNode->uiSectorId-pNextNode->pNext->uiSectorId;
if ((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==WORLD_MAP_X)&&(iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else
fUTurnFlag=FALSE;
}
if ((pPastNode->uiSectorId==pNextNode->uiSectorId))
{
if (pPastNode->uiSectorId+WORLD_MAP_X==pNode->uiSectorId)
{
if(!(pNode->fSpeed))
fSpeedFlag=TRUE;
else
fSpeedFlag=FALSE;
if(fZoomFlag)
{
iDirection=S_TO_N_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=S_TO_N_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
}
else if(pPastNode->uiSectorId-WORLD_MAP_X==pNode->uiSectorId)
{
if(fZoomFlag)
{
iDirection=N_TO_S_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=N_TO_S_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
}
else if (pPastNode->uiSectorId+1==pNode->uiSectorId)
{
if(fZoomFlag)
{
iDirection=E_TO_W_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=E_TO_W_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else
{
if(fZoomFlag)
{
iDirection=W_TO_E_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=W_TO_E_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
}
else
{
if ((iDeltaA==-1)&&(iDeltaB==1))
{
/*
if( pPastNode == NULL )
{
fSpeedFlag = !fSpeedFlag;
}
*/
if(fZoomFlag)
{
iDirection=WEST_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=WEST_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else if((iDeltaA==1)&&(iDeltaB==-1))
{
if(fZoomFlag)
{
iDirection=EAST_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=EAST_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=NORTH_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=NORTH_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
}
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=SOUTH_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=SOUTH_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
}
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
{
if(fZoomFlag)
{
iDirection=N_TO_E_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=N_TO_E_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
{
if(fZoomFlag)
{
iDirection=S_TO_W_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=S_TO_W_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else if((iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=E_TO_S_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=E_TO_S_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
}
else if ((iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=W_TO_N_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=W_TO_N_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
}
else if ((iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=W_TO_S_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=(SOUTH_OFFSET_Y+WEST_TO_SOUTH_OFFSET_Y)*2;
}
else
{
iDirection=W_TO_S_LINE;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=(SOUTH_OFFSET_Y+WEST_TO_SOUTH_OFFSET_Y);
}
}
else if ((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
if(fZoomFlag)
{
iDirection=N_TO_W_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=N_TO_W_LINE;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else if ((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-1))
{
if(fZoomFlag)
{
iDirection=S_TO_E_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=S_TO_E_LINE;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else if ((iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=E_TO_N_ZOOM_LINE;
if(fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=(NORTH_OFFSET_X*2);
iArrowY+=(NORTH_OFFSET_Y+EAST_TO_NORTH_OFFSET_Y)*2;
}
else
{
iDirection=E_TO_N_LINE;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y+EAST_TO_NORTH_OFFSET_Y;
}
}
}
}
else
{
if(!fZoomFlag)
{
iX=(pNode->uiSectorId%MAP_WORLD_X);
iY=(pNode->uiSectorId/MAP_WORLD_X);
iX=(iX*MAP_GRID_X)+MAP_VIEW_START_X;
iY=(iY*MAP_GRID_Y)+MAP_VIEW_START_Y;
}
else
{
GetScreenXYFromMapXYStationary( ((UINT16)(pNode->uiSectorId%MAP_WORLD_X)),((UINT16)(pNode->uiSectorId/MAP_WORLD_X)) , &sX, &sY );
iY=sY-MAP_GRID_Y;
iX=sX-MAP_GRID_X;
}
iArrowX=iX;
iArrowY=iY;
if((pNode->fSpeed))
fSpeedFlag=FALSE;
else
fSpeedFlag=TRUE;
// display enter and exit 'X's
if (pPastNode)
{
fUTurnFlag=TRUE;
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
if (iDeltaA==-1)
{
if(fZoomFlag)
{
iDirection=ZOOM_RED_X_WEST;
//iX-=MAP_GRID_X;
//iY-=MAP_GRID_Y;
}
else
iDirection=RED_X_WEST;
//iX+=RED_WEST_OFF_X;
}
else if (iDeltaA==1)
{
if(fZoomFlag)
{
iDirection=ZOOM_RED_X_EAST;
}
else
iDirection=RED_X_EAST;
//iX+=RED_EAST_OFF_X;
}
else if(iDeltaA==-WORLD_MAP_X)
{
if(fZoomFlag)
{
iDirection=ZOOM_RED_X_NORTH;
}
else
iDirection=RED_X_NORTH;
//iY+=RED_NORTH_OFF_Y;
}
else
{
if(fZoomFlag)
{
iDirection=ZOOM_RED_X_SOUTH;
}
else
iDirection=RED_X_SOUTH;
// iY+=RED_SOUTH_OFF_Y;
}
}
if (pNextNode)
{
fUTurnFlag=FALSE;
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
if((pNode->fSpeed))
fSpeedFlag=FALSE;
else
fSpeedFlag=TRUE;
if (iDeltaB==-1)
{
if(fZoomFlag)
{
iDirection=ZOOM_GREEN_X_EAST;
if(fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iX-=0;MAP_GRID_X;
iY-=0;MAP_GRID_Y;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=GREEN_X_EAST;
if(fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
//iX+=RED_EAST_OFF_X;
}
else if (iDeltaB==1)
{
if(fZoomFlag)
{
iDirection=ZOOM_GREEN_X_WEST;
if(fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=GREEN_X_WEST;
if(fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
//iX+=RED_WEST_OFF_X;
}
else if(iDeltaB==WORLD_MAP_X)
{
if(fZoomFlag)
{
iDirection=ZOOM_GREEN_X_NORTH;
if(fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=GREEN_X_NORTH;
if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
//iY+=RED_NORTH_OFF_Y;
}
}
else
{
if(fZoomFlag)
{
iDirection=ZOOM_GREEN_X_SOUTH;
if(fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=GREEN_X_SOUTH;
if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
//iY+=RED_SOUTH_OFF_Y;
}
}
}
}
if ((iDirection !=-1))
{
if((!fZoomFlag)||((fZoomFlag)&&(iX >MAP_VIEW_START_X)&&(iY >MAP_VIEW_START_Y)&&(iX < 640-MAP_GRID_X*2)&&(iY < MAP_VIEW_START_Y+MAP_VIEW_HEIGHT)))
{
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iDirection, iX,iY, VO_BLT_SRCTRANSPARENCY, NULL );
if(!fUTurnFlag)
{
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iArrow, iArrowX, iArrowY, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iArrowX, iArrowY, iArrowX + 2 * MAP_GRID_X, iArrowY + 2 * MAP_GRID_Y );
}
InvalidateRegion( iX, iY, iX + 2 * MAP_GRID_X, iY + 2 * MAP_GRID_Y );
fUTurnFlag=FALSE;
}
}
// check to see if there is a turn
pPastNode=pNode;
pNode=pNode->pNext;
if(!pNode)
return( FALSE );
if (pNode->pNext)
pNextNode=pNode->pNext;
else
pNextNode=NULL;
}
return ( TRUE );
}
void AnimateRoute( PathStPtr pPath )
{
// set buffer
SetFontDestBuffer( FRAME_BUFFER, 0,0,SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
// the animated path
if( TraceCharAnimatedRoute( pPath, FALSE, FALSE ))
{
// ARM? Huh? Why the same thing twice more?
TraceCharAnimatedRoute( pPath, FALSE, TRUE );
TraceCharAnimatedRoute( pPath, FALSE, TRUE );
}
}
void RestoreArrowBackgroundsForTrace(INT32 iArrow, INT32 iArrowX, INT32 iArrowY, BOOLEAN fZoom)
{
INT16 sArrow=0;
INT32 iX = -1, iY = -1;
// find location of arrow and restore appropriate background
if((iArrow==SOUTH_ARROW)||(iArrow==W_SOUTH_ARROW)||(iArrow==ZOOM_W_SOUTH_ARROW)||(ZOOM_SOUTH_ARROW==iArrow))
{
sArrow=SOUTH_ARROW;
}
else if((iArrow==NORTH_ARROW)||(iArrow==W_NORTH_ARROW)||(iArrow==ZOOM_W_NORTH_ARROW)||(ZOOM_NORTH_ARROW==iArrow))
{
sArrow=NORTH_ARROW;
}
else if((iArrow==WEST_ARROW)||(iArrow==W_WEST_ARROW)||(iArrow==ZOOM_W_WEST_ARROW)||(ZOOM_WEST_ARROW==iArrow))
{
sArrow=WEST_ARROW;
}
else if((iArrow==EAST_ARROW)||(iArrow==W_EAST_ARROW)||(iArrow==ZOOM_W_EAST_ARROW)||(ZOOM_EAST_ARROW==iArrow))
{
sArrow=EAST_ARROW;
}
switch(sArrow)
{
case(SOUTH_ARROW):
iX=iArrowX;
iY=iArrowY;
break;
case(NORTH_ARROW):
iX=iArrowX;
iY=iArrowY;
break;
case(WEST_ARROW):
iX=iArrowX;
iY=iArrowY;
break;
case(EAST_ARROW):
iX=iArrowX;
iY=iArrowY;
break;
}
// error check
if( iX == -1 )
{
return;
}
if(!fZoom)
RestoreExternBackgroundRect(((INT16)iX),((INT16)iY),DMAP_GRID_X/2 ,DMAP_GRID_Y/2 );
else
RestoreExternBackgroundRect(((INT16)iX), ((INT16)iY),DMAP_GRID_ZOOM_X, DMAP_GRID_ZOOM_Y);
return;
}
BOOLEAN TraceCharAnimatedRoute( PathStPtr pPath, BOOLEAN fCheckFlag, BOOLEAN fForceUpDate )
{
static PathStPtr pCurrentNode=NULL;
static INT8 bCurrentChar=-1;
static BOOLEAN fUpDateFlag=FALSE;
static BOOLEAN fPauseFlag=TRUE;
static UINT8 ubCounter=1;
HVOBJECT hMapHandle;
BOOLEAN fSpeedFlag=FALSE;
INT32 iDifference=0;
INT32 iArrow=-1;
INT32 iX = 0, iY = 0;
INT32 iPastX, iPastY;
INT16 sX = 0, sY = 0;
INT32 iArrowX, iArrowY;
INT32 iDeltaA, iDeltaB, iDeltaB1;
INT32 iDirection = -1;
BOOLEAN fUTurnFlag=FALSE;
BOOLEAN fNextNode=FALSE;
PathStPtr pTempNode=NULL;
PathStPtr pNode=NULL;
PathStPtr pPastNode=NULL;
PathStPtr pNextNode=NULL;
// must be plotting movement
if ( ( bSelectedDestChar == -1 ) && ( fPlotForHelicopter == FALSE ) )
{
return FALSE;
}
// if any nodes have been deleted, reset current node to beginning of the list
if( fDeletedNode )
{
fDeletedNode = FALSE;
pCurrentNode = NULL;
}
// Valid path?
if ( pPath == NULL )
{
return FALSE;
}
else
{
if(pCurrentNode==NULL)
{
pCurrentNode = pPath;
}
}
// Check Timer
if (giAnimateRouteBaseTime==0)
{
giAnimateRouteBaseTime=GetJA2Clock();
return FALSE;
}
// check difference in time
iDifference=GetJA2Clock()-giAnimateRouteBaseTime;
// if pause flag, check time, if time passed, reset, continue on, else return
if(fPauseFlag)
{
if(iDifference < PAUSE_DELAY)
{
return FALSE;
}
else
{
fPauseFlag=FALSE;
giAnimateRouteBaseTime=GetJA2Clock();
}
}
// if is checkflag and change in status, return TRUE;
if(!fForceUpDate)
{
if(iDifference < ARROW_DELAY)
{
if (!fUpDateFlag)
return FALSE;
}
else
{
// sufficient time, update base time
giAnimateRouteBaseTime=GetJA2Clock();
fUpDateFlag=!fUpDateFlag;
if(fCheckFlag)
return TRUE;
fNextNode=TRUE;
}
}
// check to see if Current node has not been deleted
pTempNode = pPath;
while(pTempNode)
{
if(pTempNode==pCurrentNode)
{
//not deleted
//reset pause flag
break;
}
else
pTempNode=pTempNode->pNext;
}
// if deleted, restart at beginnning
if(pTempNode==NULL)
{
pCurrentNode = pPath;
// set pause flag
if(!pCurrentNode)
return FALSE;
}
// Grab Video Objects
GetVideoObject(&hMapHandle, guiMAPCURSORS);
// Handle drawing of arrow
pNode=pCurrentNode;
if((!pNode->pPrev)&&(ubCounter==1)&&(fForceUpDate))
{
ubCounter=0;
return FALSE;
}
else if((ubCounter==1)&&(fForceUpDate))
{
pNode=pCurrentNode->pPrev;
}
if (pNode->pNext)
pNextNode=pNode->pNext;
else
pNextNode=NULL;
if (pNode->pPrev)
pPastNode=pNode->pPrev;
else
pPastNode=NULL;
// go through characters list and display arrows for path
fUTurnFlag=FALSE;
if ((pPastNode)&&(pNextNode))
{
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
if(!pNode->fSpeed)
fSpeedFlag=TRUE;
else
fSpeedFlag=FALSE;
if (iDeltaA ==0)
return FALSE;
if(!fZoomFlag)
{
iX=(pNode->uiSectorId%MAP_WORLD_X);
iY=(pNode->uiSectorId/MAP_WORLD_X);
iX=(iX*MAP_GRID_X)+MAP_VIEW_START_X;
iY=(iY*MAP_GRID_Y)+MAP_VIEW_START_Y;
}
else
{
GetScreenXYFromMapXYStationary( ((UINT16)(pNode->uiSectorId%MAP_WORLD_X)),((UINT16)(pNode->uiSectorId/MAP_WORLD_X)) , &sX, &sY );
iY=sY-MAP_GRID_Y;
iX=sX-MAP_GRID_X;
}
iArrowX=iX;
iArrowY=iY;
if ((pPastNode->pPrev)&&(pNextNode->pNext))
{
fUTurnFlag=FALSE;
// check to see if out-of sector U-turn
// for placement of arrows
iDeltaB1=pNextNode->uiSectorId-pNextNode->pNext->uiSectorId;
if ((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==WORLD_MAP_X)&&(iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
{
fUTurnFlag=TRUE;
}
else
fUTurnFlag=FALSE;
}
if ((pPastNode->uiSectorId==pNextNode->uiSectorId))
{
if (pPastNode->uiSectorId+WORLD_MAP_X==pNode->uiSectorId)
{
if(fZoomFlag)
{
iDirection=S_TO_N_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_NORTH_ARROW;
else if(fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=S_TO_N_LINE;
if(!ubCounter)
iArrow=W_NORTH_ARROW;
else if(fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
}
else if(pPastNode->uiSectorId-WORLD_MAP_X==pNode->uiSectorId)
{
if(fZoomFlag)
{
iDirection=N_TO_S_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_SOUTH_ARROW;
else if(fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=N_TO_S_LINE;
if(!ubCounter)
iArrow=W_SOUTH_ARROW;
else if(fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
}
else if (pPastNode->uiSectorId+1==pNode->uiSectorId)
{
if(fZoomFlag)
{
iDirection=E_TO_W_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=E_TO_W_LINE;
if(!ubCounter)
iArrow=W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else
{
if(fZoomFlag)
{
iDirection=W_TO_E_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=W_TO_E_LINE;
if(!ubCounter)
iArrow=W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
}
else
{
if ((iDeltaA==-1)&&(iDeltaB==1))
{
if(fZoomFlag)
{
iDirection=WEST_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=WEST_LINE;
if(!ubCounter)
iArrow=W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else if((iDeltaA==1)&&(iDeltaB==-1))
{
if(fZoomFlag)
{
iDirection=EAST_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=EAST_LINE;
if(!ubCounter)
iArrow=W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=NORTH_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=NORTH_LINE;
if(!ubCounter)
iArrow=W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
}
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=SOUTH_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=SOUTH_LINE;
if(!ubCounter)
iArrow=W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
}
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
{
if(fZoomFlag)
{
iDirection=N_TO_E_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=N_TO_E_LINE;
if(!ubCounter)
iArrow=W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
{
if(fZoomFlag)
{
iDirection=S_TO_W_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=S_TO_W_LINE;
if(!ubCounter)
iArrow=W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else if((iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=E_TO_S_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=SOUTH_OFFSET_Y*2;
}
else
{
iDirection=E_TO_S_LINE;
if(!ubCounter)
iArrow=W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
}
}
else if ((iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=W_TO_N_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X*2;
iArrowY+=NORTH_OFFSET_Y*2;
}
else
{
iDirection=W_TO_N_LINE;
if(!ubCounter)
iArrow=W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
}
}
else if ((iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=W_TO_S_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_SOUTH_ARROW;
else
iArrow=ZOOM_SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X*2;
iArrowY+=(SOUTH_OFFSET_Y+WEST_TO_SOUTH_OFFSET_Y)*2;
}
else
{
iDirection=W_TO_S_LINE;
if(!ubCounter)
iArrow=W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=(SOUTH_OFFSET_Y+WEST_TO_SOUTH_OFFSET_Y);
}
}
else if ((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
{
if(fZoomFlag)
{
iDirection=N_TO_W_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_WEST_ARROW;
else
iArrow=ZOOM_WEST_ARROW;
iArrowX+=WEST_OFFSET_X*2;
iArrowY+=WEST_OFFSET_Y*2;
}
else
{
iDirection=N_TO_W_LINE;
if(!ubCounter)
iArrow=W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
}
}
else if ((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-1))
{
if(fZoomFlag)
{
iDirection=S_TO_E_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_EAST_ARROW;
else
iArrow=ZOOM_EAST_ARROW;
iArrowX+=EAST_OFFSET_X*2;
iArrowY+=EAST_OFFSET_Y*2;
}
else
{
iDirection=S_TO_E_LINE;
if(!ubCounter)
iArrow=W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
}
}
else if ((iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
{
if(fZoomFlag)
{
iDirection=E_TO_N_ZOOM_LINE;
if(!ubCounter)
iArrow=ZOOM_W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=ZOOM_Y_NORTH_ARROW;
else
iArrow=ZOOM_NORTH_ARROW;
iArrowX+=(NORTH_OFFSET_X*2);
iArrowY+=(NORTH_OFFSET_Y+EAST_TO_NORTH_OFFSET_Y)*2;
}
else
{
iDirection=E_TO_N_LINE;
if(!ubCounter)
iArrow=W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y+EAST_TO_NORTH_OFFSET_Y;
}
}
}
}
else
{
iX=(pNode->uiSectorId%MAP_WORLD_X);
iY=(pNode->uiSectorId/MAP_WORLD_X);
iX=(iX*MAP_GRID_X)+MAP_VIEW_START_X;
iY=(iY*MAP_GRID_Y)+MAP_VIEW_START_Y;
if(pPastNode)
{
iPastX=(pPastNode->uiSectorId%MAP_WORLD_X);
iPastY=(pPastNode->uiSectorId/MAP_WORLD_X);
iPastX=(iPastX*MAP_GRID_X)+MAP_VIEW_START_X;
iPastY=(iPastY*MAP_GRID_Y)+MAP_VIEW_START_Y;
}
if(pNode->fSpeed)
fSpeedFlag=TRUE;
else
fSpeedFlag=FALSE;
iArrowX=iX;
iArrowY=iY;
// display enter and exit 'X's
if (pPastNode)
{
// red 'X'
fUTurnFlag=TRUE;
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
if (iDeltaA==-1)
{
iDirection=RED_X_WEST;
//iX+=RED_WEST_OFF_X;
}
else if (iDeltaA==1)
{
iDirection=RED_X_EAST;
//iX+=RED_EAST_OFF_X;
}
else if(iDeltaA==-WORLD_MAP_X)
{
iDirection=RED_X_NORTH;
//iY+=RED_NORTH_OFF_Y;
}
else
{
iDirection=RED_X_SOUTH;
// iY+=RED_SOUTH_OFF_Y;
}
}
if (pNextNode)
{
fUTurnFlag=FALSE;
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
if (iDeltaB==-1)
{
iDirection=GREEN_X_EAST;
if(!ubCounter)
iArrow=W_EAST_ARROW;
else if (fSpeedFlag)
iArrow=Y_EAST_ARROW;
else
iArrow=EAST_ARROW;
iArrowX+=EAST_OFFSET_X;
iArrowY+=EAST_OFFSET_Y;
//iX+=RED_EAST_OFF_X;
}
else if (iDeltaB==1)
{
iDirection=GREEN_X_WEST;
if(!ubCounter)
iArrow=W_WEST_ARROW;
else if (fSpeedFlag)
iArrow=Y_WEST_ARROW;
else
iArrow=WEST_ARROW;
iArrowX+=WEST_OFFSET_X;
iArrowY+=WEST_OFFSET_Y;
//iX+=RED_WEST_OFF_X;
}
else if(iDeltaB==WORLD_MAP_X)
{
iDirection=GREEN_X_NORTH;
if(!ubCounter)
iArrow=W_NORTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_NORTH_ARROW;
else
iArrow=NORTH_ARROW;
iArrowX+=NORTH_OFFSET_X;
iArrowY+=NORTH_OFFSET_Y;
//iY+=RED_NORTH_OFF_Y;
}
else
{
iDirection=GREEN_X_SOUTH;
if(!ubCounter)
iArrow=W_SOUTH_ARROW;
else if (fSpeedFlag)
iArrow=Y_SOUTH_ARROW;
else
iArrow=SOUTH_ARROW;
iArrowX+=SOUTH_OFFSET_X;
iArrowY+=SOUTH_OFFSET_Y;
//iY+=RED_SOUTH_OFF_Y;
}
}
}
if(fNextNode)
{
if(!ubCounter)
{
pCurrentNode=pCurrentNode->pNext;
if(!pCurrentNode)
fPauseFlag=TRUE;
}
}
if ((iDirection !=-1)&&(iArrow!=-1))
{
if(!fUTurnFlag)
{
if((!fZoomFlag)||((fZoomFlag)&&(iX >MAP_VIEW_START_X)&&(iY >MAP_VIEW_START_Y)&&(iX < 640-MAP_GRID_X*2)&&(iY < MAP_VIEW_START_Y+MAP_VIEW_HEIGHT)))
{
//if(!fZoomFlag)
//RestoreExternBackgroundRect(((INT16)iArrowX),((INT16)iArrowY),DMAP_GRID_X, DMAP_GRID_Y);
//else
//RestoreExternBackgroundRect(((INT16)iArrowX), ((INT16)iArrowY),DMAP_GRID_ZOOM_X, DMAP_GRID_ZOOM_Y);
if( pNode != pPath )
{
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iArrow, iArrowX, iArrowY, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iArrowX, iArrowY, iArrowX + 2 * MAP_GRID_X, iArrowY + 2 * MAP_GRID_Y );
}
}
if(ubCounter==1)
ubCounter=0;
else
ubCounter=1;
return TRUE;
}
if(ubCounter==1)
ubCounter=0;
else
ubCounter=1;
}
// move to next arrow
//ARM who knows what it should return here?
return FALSE;
}
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY )
{
// simply check if we want to refresh the screen to display path
static BOOLEAN fOldShowAirCraft = FALSE;
static INT16 sOldMapX, sOldMapY;
INT32 iDifference = 0;
if( fOldShowAirCraft != fShowAircraftFlag )
{
fOldShowAirCraft = fShowAircraftFlag;
giPotHeliPathBaseTime = GetJA2Clock( );
sOldMapX = sMapX;
sOldMapY = sMapY;
fTempPathAlreadyDrawn = FALSE;
fDrawTempHeliPath = FALSE;
}
if( ( sMapX != sOldMapX) || ( sMapY != sOldMapY ) )
{
giPotHeliPathBaseTime = GetJA2Clock( );
sOldMapX = sMapX;
sOldMapY = sMapY;
// path was plotted and we moved, re draw map..to clean up mess
if( fTempPathAlreadyDrawn )
{
fMapPanelDirty = TRUE;
}
fTempPathAlreadyDrawn = FALSE;
fDrawTempHeliPath = FALSE;
}
iDifference = GetJA2Clock( ) - giPotHeliPathBaseTime ;
if( fTempPathAlreadyDrawn )
{
return;
}
if( iDifference > MIN_WAIT_TIME_FOR_TEMP_PATH )
{
fDrawTempHeliPath = TRUE;
giPotHeliPathBaseTime = GetJA2Clock( );
fTempPathAlreadyDrawn = TRUE;
}
return;
}
BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY )
{
// check to see if this sector is a blocked out sector?
if( sBadSectorsList[ sSectorX ][ sSectorY ] )
{
return ( FALSE );
}
else
{
// return cursor is allowed to highlight this sector
return ( TRUE );
}
}
void SetUpBadSectorsList( void )
{
// initalizes all sectors to highlighable and then the ones non highlightable are marked as such
INT8 bY;
memset( &sBadSectorsList, 0, sizeof( sBadSectorsList ) );
// the border regions
for( bY = 0; bY < WORLD_MAP_X; bY++ )
{
sBadSectorsList[ 0 ][ bY ] = sBadSectorsList[ WORLD_MAP_X - 1 ][ bY ] = sBadSectorsList[ bY ][ 0 ] = sBadSectorsList[ bY ][ WORLD_MAP_X - 1 ] = TRUE;
}
sBadSectorsList[ 4 ][ 1 ] = TRUE;
sBadSectorsList[ 5 ][ 1 ] = TRUE;
sBadSectorsList[ 16 ][ 1 ] = TRUE;
sBadSectorsList[ 16 ][ 5 ] = TRUE;
sBadSectorsList[ 16 ][ 6 ] = TRUE;
sBadSectorsList[ 16 ][ 10 ] = TRUE;
sBadSectorsList[ 16 ][ 11 ] = TRUE;
sBadSectorsList[ 16 ][ 12 ] = TRUE;
sBadSectorsList[ 16 ][ 13 ] = TRUE;
sBadSectorsList[ 16 ][ 14 ] = TRUE;
sBadSectorsList[ 16 ][ 15 ] = TRUE;
sBadSectorsList[ 16 ][ 16 ] = TRUE;
sBadSectorsList[ 15 ][ 13 ] = TRUE;
sBadSectorsList[ 15 ][ 14 ] = TRUE;
sBadSectorsList[ 15 ][ 15 ] = TRUE;
sBadSectorsList[ 15 ][ 16 ] = TRUE;
sBadSectorsList[ 14 ][ 14 ] = TRUE;
sBadSectorsList[ 14 ][ 15 ] = TRUE;
sBadSectorsList[ 14 ][ 16 ] = TRUE;
sBadSectorsList[ 13 ][ 14 ] = TRUE;
return;
}
void RestoreBackgroundForMapGrid( INT16 sMapX, INT16 sMapY )
{
INT16 sX, sY;
if(!fZoomFlag)
{
// screen values
sX=(sMapX * MAP_GRID_X ) + MAP_VIEW_START_X;
sY=(sMapY * MAP_GRID_Y ) + MAP_VIEW_START_Y;
// restore background
RestoreExternBackgroundRect( sX, sY ,DMAP_GRID_X ,DMAP_GRID_Y );
}
else
{
// get screen coords from map values
GetScreenXYFromMapXYStationary( sMapX, sMapY, &sX, &sY );
// is this on the screen?
if( ( sX > MapScreenRect.iLeft ) && ( sX < MapScreenRect.iRight ) && ( sY > MapScreenRect.iTop ) && ( sY < MapScreenRect.iBottom ) )
{
// offset
sY=sY-MAP_GRID_Y;
sX=sX-MAP_GRID_X;
// restore
RestoreExternBackgroundRect( sX, sY ,DMAP_GRID_ZOOM_X ,DMAP_GRID_ZOOM_Y );
}
}
}
void ClipBlitsToMapViewRegion( void )
{
// the standard mapscreen rectangle doesn't work for clipping while zoomed...
SGPRect ZoomedMapScreenClipRect={ MAP_VIEW_START_X + MAP_GRID_X,
MAP_VIEW_START_Y + MAP_GRID_Y - 1,
MAP_VIEW_START_X + MAP_VIEW_WIDTH + MAP_GRID_X,
MAP_VIEW_START_Y + MAP_VIEW_HEIGHT + MAP_GRID_Y - 10 };
SGPRect *pRectToUse;
if (fZoomFlag)
pRectToUse = &ZoomedMapScreenClipRect;
else
pRectToUse = &MapScreenRect;
SetClippingRect( pRectToUse );
memcpy( &gOldClipRect, &gDirtyClipRect, sizeof( gOldClipRect ) );
memcpy( &gDirtyClipRect, pRectToUse, sizeof( gDirtyClipRect ) );
}
void RestoreClipRegionToFullScreen( void )
{
FullScreenRect.iLeft = 0;
FullScreenRect.iTop = 0;
FullScreenRect.iRight = SCREEN_WIDTH;
FullScreenRect.iBottom = SCREEN_HEIGHT;
SetClippingRect( &FullScreenRect );
memcpy( &gDirtyClipRect, &gOldClipRect, sizeof( gDirtyClipRect ) );
}
void ClipBlitsToMapViewRegionForRectangleAndABit( UINT32 uiDestPitchBYTES )
{
// clip blits to map view region
// because MC's map coordinates system is so screwy, these had to be hand-tuned to work right... ARM
if (fZoomFlag)
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight - MapScreenRect.iLeft, MapScreenRect.iBottom - MapScreenRect.iTop );
else
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MapScreenRect.iLeft - 1, MapScreenRect.iTop - 1, MapScreenRect.iRight - MapScreenRect.iLeft + 3, MapScreenRect.iBottom - MapScreenRect.iTop + 2 );
return;
}
void RestoreClipRegionToFullScreenForRectangle( UINT32 uiDestPitchBYTES )
{
// clip blits to map view region
//SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
return;
}
// mvt icon offset defines
#define SOUTH_Y_MVT_OFFSET +10
#define SOUTH_X_MVT_OFFSET 0
#define NORTH_Y_MVT_OFFSET -10
#define NORTH_X_MVT_OFFSET +10
#define NORTH_SOUTH_CENTER_OFFSET +5
#define SOUTH_Y_MVT_OFFSET_ZOOM +30
#define SOUTH_X_MVT_OFFSET_ZOOM +5
#define NORTH_Y_MVT_OFFSET_ZOOM -8
#define NORTH_X_MVT_OFFSET_ZOOM +25
#define NORTH_SOUTH_CENTER_OFFSET_ZOOM +15
#define EAST_Y_MVT_OFFSET + 8
#define EAST_X_MVT_OFFSET 15
#define WEST_Y_MVT_OFFSET -2
#define WEST_X_MVT_OFFSET -8
#define EAST_WEST_CENTER_OFFSET +2
#define EAST_Y_MVT_OFFSET_ZOOM +24
#define EAST_X_MVT_OFFSET_ZOOM +36
#define WEST_Y_MVT_OFFSET_ZOOM +5
#define WEST_X_MVT_OFFSET_ZOOM -10
#define EAST_WEST_CENTER_OFFSET_ZOOM +12
#define NORTH_TEXT_X_OFFSET +1
#define NORTH_TEXT_Y_OFFSET +4
#define SOUTH_TEXT_X_OFFSET +1
#define SOUTH_TEXT_Y_OFFSET +2
#define EAST_TEXT_X_OFFSET + 2
#define EAST_TEXT_Y_OFFSET 0
#define WEST_TEXT_X_OFFSET + 4
#define WEST_TEXT_Y_OFFSET 0
#define ICON_WIDTH 8
void ShowPeopleInMotion( INT16 sX, INT16 sY )
{
INT32 sExiting = 0;
INT32 sEntering = 0;
INT16 sDest = 0;
INT16 sSource = 0;
INT16 sOffsetX = 0, sOffsetY = 0;
INT16 iX = sX, iY = sY;
INT16 sXPosition = 0, sYPosition = 0;
INT32 iCounter = 0;
HVOBJECT hIconHandle;
BOOLEAN fAboutToEnter = FALSE;
CHAR16 sString[ 32 ];
INT16 sTextXOffset = 0;
INT16 sTextYOffset = 0;
INT16 usX, usY;
INT32 iWidth = 0, iHeight = 0;
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
if( iCurrentMapSectorZ != 0 )
{
return;
}
// show the icons for people in motion from this sector to the next guy over
for( iCounter = 0; iCounter < 4; iCounter++ )
{
// find how many people are coming and going in this sector
sExiting = 0;
sEntering = 0;
sSource = CALCULATE_STRATEGIC_INDEX( sX, sY );
sOffsetX = 0;
sOffsetY = 0;
iX = sX;
iY = sY;
// reset fact about to enter
fAboutToEnter = FALSE;
sDest = sSource;
if( ( iCounter == 0 ) && sY > MINIMUM_VALID_Y_COORDINATE )
{
sDest += NORTH_MOVE;
}
else if( ( iCounter == 1 ) && ( sX < MAXIMUM_VALID_X_COORDINATE ) )
{
sDest += EAST_MOVE;
}
else if( ( iCounter == 2 ) && ( sY < MAXIMUM_VALID_Y_COORDINATE ) )
{
sDest += SOUTH_MOVE;
}
else if( ( iCounter == 3 ) && ( sX > MINIMUM_VALID_X_COORDINATE ) )
{
sDest += WEST_MOVE;
}
// if not at edge of map
if ( sDest != sSource )
{
int tXS = sSource % MAP_WORLD_X;
int tYS = sSource / MAP_WORLD_X;
int tXD = sDest % MAP_WORLD_X;
int tYD = sDest / MAP_WORLD_X;
if( PlayersBetweenTheseSectors( ( INT16 ) SECTOR(tXS, tYS) , ( INT16 ) SECTOR(tXD, tYD), &sExiting, &sEntering, &fAboutToEnter ) )
{
// someone is leaving
// now find position
if( !( iCounter % 2 ) )
{
// guys going north or south
if( sEntering > 0 )
{
// more than one coming in, offset from middle
sOffsetX = ( !iCounter ? ( !fZoomFlag ? NORTH_X_MVT_OFFSET: NORTH_X_MVT_OFFSET_ZOOM ) : ( !fZoomFlag ? SOUTH_X_MVT_OFFSET: SOUTH_X_MVT_OFFSET_ZOOM ) );
}
else
{
sOffsetX = ( !fZoomFlag ? NORTH_SOUTH_CENTER_OFFSET : NORTH_SOUTH_CENTER_OFFSET_ZOOM );
}
if( !iCounter )
{
// going north
sOffsetY = ( !fZoomFlag ? NORTH_Y_MVT_OFFSET : NORTH_Y_MVT_OFFSET_ZOOM );
}
else
{
// going south
sOffsetY = ( !fZoomFlag ? SOUTH_Y_MVT_OFFSET : SOUTH_Y_MVT_OFFSET_ZOOM );
}
}
else
{
// going east/west
if( sEntering > 0 )
{
// people also entering, offset from middle
sOffsetY = ( iCounter == 1? ( !fZoomFlag ? EAST_Y_MVT_OFFSET: EAST_Y_MVT_OFFSET_ZOOM ) : ( !fZoomFlag ? WEST_Y_MVT_OFFSET: WEST_Y_MVT_OFFSET_ZOOM ) );
}
else
{
sOffsetY = ( !fZoomFlag ? EAST_WEST_CENTER_OFFSET : EAST_WEST_CENTER_OFFSET_ZOOM );
}
if( iCounter == 1 )
{
// going east
sOffsetX = ( !fZoomFlag ? EAST_X_MVT_OFFSET : EAST_X_MVT_OFFSET_ZOOM );
}
else
{
// going west
sOffsetX = ( !fZoomFlag ? WEST_X_MVT_OFFSET : WEST_X_MVT_OFFSET_ZOOM );
}
}
switch( iCounter )
{
case 0:
sTextXOffset = NORTH_TEXT_X_OFFSET;
sTextYOffset = NORTH_TEXT_Y_OFFSET;
break;
case 1:
sTextXOffset = EAST_TEXT_X_OFFSET;
sTextYOffset = EAST_TEXT_Y_OFFSET;
break;
case 2:
sTextXOffset = SOUTH_TEXT_X_OFFSET;
sTextYOffset = SOUTH_TEXT_Y_OFFSET;
break;
case 3:
sTextXOffset = WEST_TEXT_X_OFFSET;
sTextYOffset = WEST_TEXT_Y_OFFSET;
break;
}
// blit the text
SetFont( MAP_MVT_ICON_FONT );
if( !fAboutToEnter )
{
SetFontForeground( FONT_WHITE );
}
else
{
SetFontForeground( FONT_BLACK );
}
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%d", sExiting );
// about to enter
if( !fAboutToEnter )
{
// draw blue arrows
GetVideoObject(&hIconHandle, guiCHARBETWEENSECTORICONS );
}
else
{
// draw yellow arrows
GetVideoObject(&hIconHandle, guiCHARBETWEENSECTORICONSCLOSE );
}
// zoomed in or not?
if(!fZoomFlag)
{
iX = MAP_VIEW_START_X+( iX * MAP_GRID_X ) + sOffsetX;
iY = MAP_Y_ICON_OFFSET + MAP_VIEW_START_Y + ( iY * MAP_GRID_Y ) + sOffsetY;
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iCounter , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
GetScreenXYFromMapXYStationary( ((UINT16)(iX)),((UINT16)(iY)) , &sXPosition, &sYPosition );
iY=sYPosition-MAP_GRID_Y + sOffsetY;
iX=sXPosition-MAP_GRID_X + sOffsetX;
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
BltVideoObject(guiSAVEBUFFER, hIconHandle,( UINT16 )iCounter , iX , iY , VO_BLT_SRCTRANSPARENCY, NULL );
// restore clip blits
RestoreClipRegionToFullScreen( );
}
FindFontCenterCoordinates(( INT16 )( iX + sTextXOffset ), 0, ICON_WIDTH, 0, sString, MAP_FONT, &usX, &usY);
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
mprintf( usX, iY + sTextYOffset, sString);
switch( iCounter % 2 )
{
case 0 :
// north south
iWidth = 10;
iHeight = 12;
break;
case 1 :
// east west
iWidth = 12;
iHeight = 7;
break;
}
// error correction for scrolling with people on the move
if( iX < 0 )
{
iDeltaXForError = 0 - iX;
iWidth -= iDeltaXForError;
iX = 0;
}
if( iY < 0 )
{
iDeltaYForError = 0 - iY;
iHeight -= iDeltaYForError;
iY = 0;
}
if( ( iWidth > 0 )&&( iHeight > 0 ) )
{
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
}
}
}
}
// restore buffer
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
void DisplayDistancesForHelicopter( void )
{
// calculate the distance travelled, the proposed distance, and total distance one can go
// display these on screen
INT16 sDistanceToGo = 0;//, sDistanceSoFar = 0, sTotalCanTravel = 0;
INT16 sX = 0, sY = 0;
CHAR16 sString[ 32 ];
HVOBJECT hHandle;
INT16 sTotalOfTrip = 0;
INT32 iTime = 0;
INT16 sMapX, sMapY;
INT16 sYPosition = 0;
static INT16 sOldYPosition = 0;
INT16 sNumSafeSectors;
INT16 sNumUnSafeSectors;
UINT32 uiTripCost;
if ( GetMouseMapXY( &sMapX, &sMapY ) && !fZoomFlag && ( sMapY >= 13 ) )
{
sYPosition = MAP_HELICOPTER_UPPER_ETA_POPUP_Y;
}
else
{
sYPosition = MAP_HELICOPTER_ETA_POPUP_Y;
}
if( ( sOldYPosition != 0 ) && ( sOldYPosition != sYPosition ) )
{
RestoreExternBackgroundRect( MAP_HELICOPTER_ETA_POPUP_X, sOldYPosition, MAP_HELICOPTER_ETA_POPUP_WIDTH + 20, MAP_HELICOPTER_ETA_POPUP_HEIGHT );
}
sOldYPosition = sYPosition;
// blit in background
GetVideoObject( &hHandle, guiMapBorderHeliSectors );
BltVideoObject( FRAME_BUFFER, hHandle, 0, MAP_HELICOPTER_ETA_POPUP_X, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
// sTotalCanTravel = ( INT16 )GetTotalDistanceHelicopterCanTravel( );
sDistanceToGo = ( INT16 )DistanceOfIntendedHelicopterPath( );
sTotalOfTrip = sDistanceToGo; // + ( INT16 ) ( DistanceToNearestRefuelPoint( ( INT16 )( LastSectorInHelicoptersPath() % MAP_WORLD_X ), ( INT16 ) ( LastSectorInHelicoptersPath() / MAP_WORLD_X ) ) );
sNumSafeSectors = GetNumSafeSectorsInPath( );
sNumUnSafeSectors = GetNumUnSafeSectorsInPath( );
// sDistanceSoFar = ( INT16 )HowFarHelicopterhasTravelledSinceRefueling( );
// sTotalDistanceOfTrip = ( INT16 )DistanceToNearestRefuelPoint( )
if( sDistanceToGo == 9999)
{
sDistanceToGo = 0;
}
// set the font stuff
SetFont( MAP_FONT );
SetFontForeground( FONT_LTGREEN );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%s", pHelicopterEtaStrings[ 0 ] );
mprintf( MAP_HELICOPTER_ETA_POPUP_X + 5, sYPosition + 5, sString );
/*
if ( IsSectorOutOfTheWay( sMapX, sMapY ) )
{
SetFontForeground( FONT_RED );
}
else
*/
{
SetFontForeground( FONT_LTGREEN );
}
swprintf( sString, L"%d", sTotalOfTrip );
FindFontRightCoordinates( MAP_HELICOPTER_ETA_POPUP_X + 5, MAP_HELICOPTER_ETA_POPUP_Y + 5, MAP_HELICOPTER_ETA_POPUP_WIDTH, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, sYPosition + 5, sString );
SetFontForeground( FONT_LTGREEN );
swprintf( sString, L"%s", pHelicopterEtaStrings[ 1 ] );
mprintf( MAP_HELICOPTER_ETA_POPUP_X + 5, sYPosition + 5 + GetFontHeight( MAP_FONT ), sString );
swprintf( sString, L"%d", sNumSafeSectors );
FindFontRightCoordinates( MAP_HELICOPTER_ETA_POPUP_X + 5, ( INT16 ) ( MAP_HELICOPTER_ETA_POPUP_Y + 5 + 2 * GetFontHeight( MAP_FONT ) ), MAP_HELICOPTER_ETA_POPUP_WIDTH, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + GetFontHeight( MAP_FONT ) ), sString );
swprintf( sString, L"%s", pHelicopterEtaStrings[ 2 ] );
mprintf( MAP_HELICOPTER_ETA_POPUP_X + 5, sYPosition + 5 + 2 * GetFontHeight( MAP_FONT ), sString );
swprintf( sString, L"%d", sNumUnSafeSectors );
FindFontRightCoordinates( MAP_HELICOPTER_ETA_POPUP_X + 5, ( INT16 ) ( MAP_HELICOPTER_ETA_POPUP_Y + 5 + 2 * GetFontHeight( MAP_FONT ) ), MAP_HELICOPTER_ETA_POPUP_WIDTH, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 2 * GetFontHeight( MAP_FONT ) ), sString );
swprintf( sString, L"%s", pHelicopterEtaStrings[ 3 ] );
mprintf( MAP_HELICOPTER_ETA_POPUP_X + 5, sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ), sString );
// calculate the cost of the trip based on the number of safe and unsafe sectors it will pass through
// HEADROCK HAM 3.5: Externalized Base Cost. Also includes hourly-calculated facility modifier.
UINT32 uiCostGreen = __max(0,gGameExternalOptions.usHelicopterBaseCostPerGreenTile + gsSkyriderCostModifier);
UINT32 uiCostRed = __max(0,gGameExternalOptions.usHelicopterBaseCostPerRedTile + gsSkyriderCostModifier);
uiTripCost = ( sNumSafeSectors * uiCostGreen ) + ( sNumUnSafeSectors * uiCostRed );
swprintf( sString, L"%d", uiTripCost );
InsertCommasForDollarFigure( sString );
InsertDollarSignInToString( sString );
FindFontRightCoordinates( MAP_HELICOPTER_ETA_POPUP_X + 5, ( INT16 ) ( MAP_HELICOPTER_ETA_POPUP_Y + 5 + 3 * GetFontHeight( MAP_FONT ) ), MAP_HELICOPTER_ETA_POPUP_WIDTH, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ) ), sString );
swprintf( sString, L"%s", pHelicopterEtaStrings[ 4 ] );
mprintf( MAP_HELICOPTER_ETA_POPUP_X + 5, sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ), sString );
// get travel time for the last path segment
iTime = GetPathTravelTimeDuringPlotting( pTempHelicopterPath );
// add travel time for any prior path segments (stored in the helicopter's mercpath, but waypoints aren't built)
iTime += GetPathTravelTimeDuringPlotting( pVehicleList[ iHelicopterVehicleId ].pMercPath );
swprintf( sString, L"%d%s %d%s", iTime / 60, gsTimeStrings[0], iTime % 60, gsTimeStrings[1] );
FindFontRightCoordinates( MAP_HELICOPTER_ETA_POPUP_X + 5, ( INT16 ) ( sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ) ), MAP_HELICOPTER_ETA_POPUP_WIDTH, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ) ), sString );
// show # of passengers aboard the chopper
mprintf( MAP_HELICOPTER_ETA_POPUP_X + 5, sYPosition + 5 + 5 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ 6 ] );
swprintf( sString, L"%d", GetNumberOfPassengersInHelicopter() );
FindFontRightCoordinates( MAP_HELICOPTER_ETA_POPUP_X + 5, ( INT16 ) ( MAP_HELICOPTER_ETA_POPUP_Y + 5 + 5 * GetFontHeight( MAP_FONT ) ), MAP_HELICOPTER_ETA_POPUP_WIDTH, 0, sString, MAP_FONT, &sX, &sY );
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 5 * GetFontHeight( MAP_FONT ) ), sString );
InvalidateRegion( MAP_HELICOPTER_ETA_POPUP_X, sOldYPosition, MAP_HELICOPTER_ETA_POPUP_X + MAP_HELICOPTER_ETA_POPUP_WIDTH + 20, sOldYPosition + MAP_HELICOPTER_ETA_POPUP_HEIGHT );
return;
}
// grab position of helicopter and blt to screen
void DisplayPositionOfHelicopter( void )
{
static INT16 sOldMapX = 0, sOldMapY = 0;
// INT16 sX =0, sY = 0;
FLOAT flRatio = 0.0;
UINT32 x,y;
UINT16 minX, minY, maxX, maxY;
GROUP *pGroup;
HVOBJECT hHandle;
INT32 iNumberOfPeopleInHelicopter = 0;
CHAR16 sString[ 4 ];
AssertMsg( ( sOldMapX >= 0 ) && ( sOldMapX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
AssertMsg( ( sOldMapY >= 0 ) && ( sOldMapY < SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
// restore background on map where it is
if( sOldMapX != 0 ) {
RestoreExternBackgroundRect( sOldMapX, sOldMapY, HELI_ICON_WIDTH, HELI_ICON_HEIGHT );
sOldMapX = 0;
}
if( iHelicopterVehicleId != -1 ) {
// draw the destination icon first, so when they overlap, the real one is on top!
DisplayDestinationOfHelicopter( );
// check if mvt group
if( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup != 0 ) {
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
if (!pGroup) {
// Something is really goofed up, there's no group for the helicopter. Re-create it.
static bool heliMsg1Given = false;
if (!heliMsg1Given) {
DoScreenIndependantMessageBox( L"The helicopter data is corrupted. Attempting to repair it...", MSG_BOX_FLAG_OK, NULL );
heliMsg1Given = true;
}
RemoveVehicleFromList (iHelicopterVehicleId);
InitAVehicle (iHelicopterVehicleId, 13, MAP_ROW_B);
fSkyRiderSetUp = FALSE;
SetUpHelicopterForPlayer( 13, MAP_ROW_B );
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
if (!pGroup) {
static bool heliMsg2Given = false;
if (!heliMsg2Given) {
DoScreenIndependantMessageBox( L"The helicopter data is corrupted beyond repair. Please report this and send a save file and your .ini file. You can continue playing but the helicopter will not work properly.", MSG_BOX_FLAG_OK, NULL );
heliMsg2Given = true;
}
return;
}
}
if( ( pGroup->uiTraverseTime > 0 ) && ( pGroup->uiTraverseTime != 0xffffffff ) ) {
flRatio = ( ( pGroup->uiTraverseTime + GetWorldTotalMin() ) - pGroup->uiArrivalTime ) / ( float ) pGroup->uiTraverseTime;
}
if ( flRatio < 0 ) {
flRatio = 0;
} else if ( flRatio > 100 ) {
flRatio = 100;
}
// grab min and max locations to interpolate sub sector position
minX = MAP_VIEW_START_X + MAP_GRID_X * ( pGroup->ubSectorX );
maxX = MAP_VIEW_START_X + MAP_GRID_X * ( pGroup->ubNextX );
minY = MAP_VIEW_START_Y + MAP_GRID_Y * ( pGroup->ubSectorY );
maxY = MAP_VIEW_START_Y + MAP_GRID_Y * ( pGroup->ubNextY );
AssertMsg( ( minX >= 0 ) && ( minX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid minX = %d", minX ) );
AssertMsg( ( maxX >= 0 ) && ( maxX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid maxX = %d", maxX ) );
AssertMsg( ( minY >= 0 ) && ( minY < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid minY = %d", minY ) );
AssertMsg( ( maxY >= 0 ) && ( maxY < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid maxY = %d", maxY ) );
// IMPORTANT: Since min can easily be larger than max, we gotta cast to as signed value
x = ( UINT32 )( minX + flRatio * ( ( INT16 ) maxX - ( INT16 ) minX ) );
y = ( UINT32 )( minY + flRatio * ( ( INT16 ) maxY - ( INT16 ) minY ) );
x += 1;
y += 3;
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
x, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minX, maxX ) );
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
y, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minY, maxY ) );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
GetVideoObject( &hHandle, guiHelicopterIcon );
BltVideoObject( FRAME_BUFFER, hHandle, HELI_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
// now get number of people and blit that too
iNumberOfPeopleInHelicopter = GetNumberOfPassengersInHelicopter( );
swprintf( sString, L"%d", iNumberOfPeopleInHelicopter );
SetFont( MAP_MVT_ICON_FONT );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
mprintf( x + 5, y + 1 , sString );
InvalidateRegion( x, y, x + HELI_ICON_WIDTH, y + HELI_ICON_HEIGHT );
RestoreClipRegionToFullScreen( );
// now store the old stuff
sOldMapX = ( INT16 ) x;
sOldMapY = ( INT16 ) y;
}
}
return;
}
void DisplayDestinationOfHelicopter( void )
{
static INT16 sOldMapX = 0, sOldMapY = 0;
INT16 sSector;
INT16 sMapX, sMapY;
UINT32 x,y;
HVOBJECT hHandle;
AssertMsg( ( sOldMapX >= 0 ) && ( sOldMapX < SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
AssertMsg( ( sOldMapY >= 0 ) && ( sOldMapY < SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
// restore background on map where it is
if( sOldMapX != 0 )
{
RestoreExternBackgroundRect( sOldMapX, sOldMapY, HELI_SHADOW_ICON_WIDTH, HELI_SHADOW_ICON_HEIGHT );
sOldMapX = 0;
}
// if helicopter is going somewhere
if ( GetLengthOfPath( pVehicleList[ iHelicopterVehicleId ].pMercPath ) > 1 )
{
// get destination
sSector = GetLastSectorIdInVehiclePath( iHelicopterVehicleId );
sMapX = sSector % MAP_WORLD_X;
sMapY = sSector / MAP_WORLD_X;
x = MAP_VIEW_START_X + ( MAP_GRID_X * sMapX ) + 1;
y = MAP_VIEW_START_Y + ( MAP_GRID_Y * sMapY ) + 3;
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
GetVideoObject( &hHandle, guiHelicopterIcon );
BltVideoObject( FRAME_BUFFER, hHandle, HELI_SHADOW_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( x, y, x + HELI_SHADOW_ICON_WIDTH, y + HELI_SHADOW_ICON_HEIGHT );
RestoreClipRegionToFullScreen( );
// now store the old stuff
sOldMapX = ( INT16 ) x;
sOldMapY = ( INT16 ) y;
}
}
BOOLEAN CheckForClickOverHelicopterIcon( INT16 sClickedSectorX, INT16 sClickedSectorY )
{
INT32 iDeltaTime = 0;
BOOLEAN fIgnoreClick = FALSE;
GROUP *pGroup = NULL;
BOOLEAN fHelicopterOverNextSector = FALSE;
FLOAT flRatio = 0.0;
INT16 sSectorX;
INT16 sSectorY;
iDeltaTime = GetJA2Clock() - giClickHeliIconBaseTime;
giClickHeliIconBaseTime = GetJA2Clock();
if( iDeltaTime < 400 )
{
fIgnoreClick = TRUE;
}
if( !fHelicopterAvailable || !fShowAircraftFlag )
{
return( FALSE );
}
if ( iHelicopterVehicleId == -1 )
{
return( FALSE );
}
// figure out over which sector the helicopter APPEARS to be to the player (because we slide it smoothly across the
// map, unlike groups travelling on the ground, it can appear over its next sector while it's not there yet.
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
Assert( pGroup );
if ( pGroup->fBetweenSectors )
{
// this came up in one bug report!
Assert( pGroup->uiTraverseTime != -1 );
if( ( pGroup->uiTraverseTime > 0 ) && ( pGroup->uiTraverseTime != 0xffffffff ) )
{
flRatio = ( pGroup->uiTraverseTime - pGroup->uiArrivalTime + GetWorldTotalMin() ) / ( float ) pGroup->uiTraverseTime;
}
// if more than halfway there, the chopper appears more over the next sector, not over its current one(!)
if ( flRatio > 0.5 )
{
fHelicopterOverNextSector = TRUE;
}
}
if ( fHelicopterOverNextSector )
{
// use the next sector's coordinates
sSectorX = pGroup->ubNextX;
sSectorY = pGroup->ubNextY;
}
else
{
// use current sector's coordinates
sSectorX = pVehicleList[ iHelicopterVehicleId ].sSectorX;
sSectorY = pVehicleList[ iHelicopterVehicleId ].sSectorY;
}
// check if helicopter appears where he clicked
if( ( sSectorX != sClickedSectorX ) || ( sSectorY != sClickedSectorY ) )
{
return( FALSE );
}
return( TRUE );
}
void BlitMineIcon( INT16 sMapX, INT16 sMapY )
{
HVOBJECT hHandle;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf2;
INT16 sScreenX, sScreenY;
GetVideoObject( &hHandle, guiMINEICON );
pDestBuf2 = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MAP_VIEW_START_X+MAP_GRID_X - 1, MAP_VIEW_START_Y+MAP_GRID_Y - 1, MAP_VIEW_WIDTH+1,MAP_VIEW_HEIGHT-9 );
UnLockVideoSurface(guiSAVEBUFFER);
if( fZoomFlag )
{
GetScreenXYFromMapXYStationary( ( INT16 )( sMapX ), ( INT16 )( sMapY ) , &sScreenX, &sScreenY );
// when zoomed, the x,y returned is the CENTER of the map square in question
BltVideoObject( guiSAVEBUFFER, hHandle, 0, sScreenX - MAP_GRID_ZOOM_X / 4, sScreenY - MAP_GRID_ZOOM_Y / 4, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
GetScreenXYFromMapXY( ( INT16 )( sMapX ), ( INT16 )( sMapY ), &sScreenX, &sScreenY );
// when not zoomed, the x,y returned is the top left CORNER of the map square in question
BltVideoObject( guiSAVEBUFFER, hHandle, 1, sScreenX + MAP_GRID_X / 4, sScreenY + MAP_GRID_Y / 4, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
void BlitMineText( INT16 sMapX, INT16 sMapY )
{
INT16 sScreenX, sScreenY;
CHAR16 wString[ 32 ], wSubString[ 32 ];
UINT8 ubMineIndex;
UINT8 ubLineCnt = 0;
if( fZoomFlag )
{
GetScreenXYFromMapXYStationary( ( INT16 )( sMapX ), ( INT16 )( sMapY ) , &sScreenX, &sScreenY );
// set coordinates for start of mine text
sScreenY += MAP_GRID_ZOOM_Y / 2 + 1; // slightly below
}
else
{
GetScreenXYFromMapXY( ( INT16 )( sMapX ), ( INT16 )( sMapY ), &sScreenX, &sScreenY );
// set coordinates for start of mine text
sScreenX += MAP_GRID_X / 2; // centered around middle of mine square
sScreenY += MAP_GRID_Y + 1; // slightly below
}
// show detailed mine info (name, production rate, daily production)
SetFontDestBuffer( guiSAVEBUFFER, MAP_VIEW_START_X, MAP_VIEW_START_Y, MAP_VIEW_START_X+MAP_VIEW_WIDTH+MAP_GRID_X, MAP_VIEW_START_Y+MAP_VIEW_HEIGHT+7, FALSE );
SetFont(MAP_FONT);
SetFontForeground( FONT_LTGREEN );
SetFontBackground( FONT_BLACK );
ubMineIndex = GetMineIndexForSector( sMapX, sMapY );
// display associated town name, followed by "mine"
swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( GetMineIndexForSector( sMapX, sMapY ) ) ], pwMineStrings[ 0 ] );
AdjustXForLeftMapEdge(wString, &sScreenX);
mprintf( ( sScreenX - StringPixLength( wString, MAP_FONT ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MAP_FONT ) , wString );
ubLineCnt++;
// check if mine is empty (abandoned) or running out
if (gMineStatus[ ubMineIndex ].fEmpty)
{
swprintf( wString, L"%s", pwMineStrings[ 5 ] );
AdjustXForLeftMapEdge(wString, &sScreenX);
mprintf( ( sScreenX - StringPixLength( wString, MAP_FONT ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MAP_FONT ) , wString );
ubLineCnt++;
}
else
if (gMineStatus[ ubMineIndex ].fShutDown)
{
swprintf( wString, L"%s", pwMineStrings[ 6 ] );
AdjustXForLeftMapEdge(wString, &sScreenX);
mprintf( ( sScreenX - StringPixLength( wString, MAP_FONT ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MAP_FONT ) , wString );
ubLineCnt++;
}
else
if (gMineStatus[ ubMineIndex ].fRunningOut)
{
swprintf( wString, L"%s", pwMineStrings[ 7 ] );
AdjustXForLeftMapEdge(wString, &sScreenX);
mprintf( ( sScreenX - StringPixLength( wString, MAP_FONT ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MAP_FONT ) , wString );
ubLineCnt++;
}
// only show production if player controls it and it's actually producing
if (PlayerControlsMine(ubMineIndex) && !gMineStatus[ ubMineIndex ].fEmpty)
{
// show current production
swprintf( wSubString, L"%d", PredictDailyIncomeFromAMine(ubMineIndex) );
InsertCommasForDollarFigure( wSubString );
InsertDollarSignInToString( wSubString );
wcscpy( wString, wSubString );
/*
// show maximum potential production
swprintf( wSubString, L"%d", GetMaxDailyRemovalFromMine(ubMineIndex) );
InsertCommasForDollarFigure( wSubString );
InsertDollarSignInToString( wSubString );
wcscat( wString, L" / ");
wcscat( wString, wSubString );
*/
// if potential is not nil, show percentage of the two
if (GetMaxPeriodicRemovalFromMine(ubMineIndex) > 0)
{
#ifdef CHINESE
swprintf( wSubString, L" (%d%%%)", (PredictDailyIncomeFromAMine(ubMineIndex) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) );
#else
swprintf( wSubString, L" (%d%%%%)", (PredictDailyIncomeFromAMine(ubMineIndex) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) );
#endif
wcscat( wString, wSubString );
}
AdjustXForLeftMapEdge(wString, &sScreenX);
mprintf( ( sScreenX - StringPixLengthArg( MAP_FONT, wcslen(wString), wString ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MAP_FONT ), wString );
ubLineCnt++;
}
SetFontDestBuffer( FRAME_BUFFER, MAP_VIEW_START_X, MAP_VIEW_START_Y, MAP_VIEW_START_X+MAP_VIEW_WIDTH+MAP_GRID_X, MAP_VIEW_START_Y+MAP_VIEW_HEIGHT+7, FALSE );
}
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX)
{
INT16 sStartingX, sPastEdge;
if( fZoomFlag )
// it's ok to cut strings off in zoomed mode
return;
sStartingX = *psX - (StringPixLengthArg( MAP_FONT, wcslen(wString), wString ) / 2);
sPastEdge = (MAP_VIEW_START_X + 23) - sStartingX;
if (sPastEdge > 0)
*psX += sPastEdge;
}
void BlitTownGridMarkers( void )
{
INT16 sScreenX = 0, sScreenY = 0;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usColor = 0;
INT32 iCounter = 0;
INT16 sWidth = 0, sHeight = 0;
// get 16 bpp color
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
// blit in the highlighted sector
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
// go through list of towns and place on screen
while( pTownNamesList[ iCounter ] != 0 )
{
// skip Orta/Tixa until found
if( ( ( fFoundOrta != FALSE ) || ( pTownNamesList[ iCounter ] != ORTA ) ) && ( ( pTownNamesList[ iCounter ] != TIXA ) || ( fFoundTixa != FALSE) ) )
{
if( fZoomFlag )
{
GetScreenXYFromMapXYStationary( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ) , &sScreenX, &sScreenY );
sScreenX -= MAP_GRID_X - 1;
sScreenY -= MAP_GRID_Y;
sWidth = 2 * MAP_GRID_X;
sHeight= 2 * MAP_GRID_Y;
}
else
{
// get location on screen
GetScreenXYFromMapXY( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), &sScreenX, &sScreenY );
sWidth = MAP_GRID_X - 1;
sHeight= MAP_GRID_Y;
sScreenX += 2;
}
if( StrategicMap[ pTownLocationsList[ iCounter ] - MAP_WORLD_X ].bNameId == BLANK_SECTOR )
{
LineDraw( TRUE, sScreenX - 1, sScreenY - 1, sScreenX + sWidth - 1, sScreenY - 1, usColor, pDestBuf );
}
if( ( StrategicMap[ pTownLocationsList[ iCounter ] + MAP_WORLD_X ].bNameId == BLANK_SECTOR ) /* || ( StrategicMap[ pTownLocationsList[ iCounter ] + MAP_WORLD_X ].bNameId == PALACE ) */ )
{
LineDraw( TRUE, sScreenX - 1, sScreenY + sHeight - 1, sScreenX + sWidth - 1, sScreenY + sHeight - 1, usColor, pDestBuf );
}
if( StrategicMap[ pTownLocationsList[ iCounter ] - 1 ].bNameId == BLANK_SECTOR )
{
LineDraw( TRUE, sScreenX - 2, sScreenY - 1, sScreenX - 2, sScreenY + sHeight - 1, usColor, pDestBuf );
}
if( StrategicMap[ pTownLocationsList[ iCounter ] + 1 ].bNameId == BLANK_SECTOR )
{
LineDraw( TRUE, sScreenX + sWidth - 1, sScreenY - 1, sScreenX + sWidth - 1, sScreenY + sHeight - 1, usColor, pDestBuf );
}
}
iCounter++;
}
// restore clips
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
// unlock surface
UnLockVideoSurface( guiSAVEBUFFER );
return;
}
void BlitMineGridMarkers( void )
{
INT16 sScreenX = 0, sScreenY = 0;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usColor = 0;
INT32 iCounter = 0;
INT16 sWidth = 0, sHeight = 0;
// get 16 bpp color
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
// blit in the highlighted sector
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
for( iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; iCounter++ )
{
if( fZoomFlag )
{
GetScreenXYFromMapXYStationary( ( INT16 )( gMineLocation[ iCounter ].sSectorX), ( INT16 )( gMineLocation[ iCounter ].sSectorY ) , &sScreenX, &sScreenY );
sScreenX -= MAP_GRID_X;
sScreenY -= MAP_GRID_Y;
sWidth = 2 * MAP_GRID_X;
sHeight= 2 * MAP_GRID_Y;
}
else
{
// get location on screen
GetScreenXYFromMapXY( ( INT16 )( gMineLocation[ iCounter ].sSectorX ), ( INT16 )( gMineLocation[ iCounter ].sSectorY ), &sScreenX, &sScreenY );
sWidth = MAP_GRID_X;
sHeight= MAP_GRID_Y;
}
// draw rectangle
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
}
// restore clips
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
// unlock surface
UnLockVideoSurface( guiSAVEBUFFER );
return;
}
/*
void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ )
{
// if this map sector is currently selected
if( ( sX == sSelMapX ) && ( sY == sSelMapY ) && ( bZ == iCurrentMapSectorZ ) )
{
// check if anyone left in the old sector
if( NumFriendlyInSector( (INT8)sX, (INT8)sY, bZ ) == 0)
{
ChangeSelectedMapSector( sNewX, sNewY, bZ );
fMapScreenBottomDirty = TRUE;
}
}
return;
}
UINT8 NumFriendlyInSector( INT16 sX, INT16 sY, INT8 bZ )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumFriendlies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife > 0 )
{
if ( (pTeamSoldier->bSide == gbPlayerNum ) && ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ ) )
{
ubNumFriendlies++;
}
}
}
return( ubNumFriendlies );
}
*/
void DisplayLevelString( void )
{
CHAR16 sString[ 32 ];
// given the current level being displayed on the map, show a sub level message
// at the surface
if( !iCurrentMapSectorZ )
{
return;
}
// otherwise we will have to display the string with the level number
SetFontDestBuffer( guiSAVEBUFFER, MAP_VIEW_START_X, MAP_VIEW_START_Y, MAP_VIEW_START_X+MAP_VIEW_WIDTH+MAP_GRID_X, MAP_VIEW_START_Y+MAP_VIEW_HEIGHT+7, FALSE );
SetFont( MAP_FONT );
SetFontForeground( MAP_INDEX_COLOR );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%s %d", sMapLevelString[ 0 ], iCurrentMapSectorZ );
mprintf( MAP_LEVEL_STRING_X, MAP_LEVEL_STRING_Y, sString );
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
return;
}
// function to manipulate the number of towns people on the cursor
BOOLEAN PickUpATownPersonFromSector( UINT8 ubType, INT16 sX, INT16 sY )
{
// see if there are any militia of this type in this sector
if( !SectorInfo[ SECTOR( sX, sY ) ].ubNumberOfCivsAtLevel[ ubType ] )
{
// failed, no one here
return( FALSE );
}
// are they in the same town as they were pickedup from
if( GetTownIdForSector( sX, sY ) != sSelectedMilitiaTown )
{
return( FALSE );
}
if( !SectorOursAndPeaceful( sX, sY, 0 ) )
{
return( FALSE );
}
if( sX == gWorldSectorX && sY == gWorldSectorY )
{
gfStrategicMilitiaChangesMade = TRUE;
}
// otherwise pick this guy up
switch( ubType )
{
case( GREEN_MILITIA ):
sGreensOnCursor++;
break;
case( REGULAR_MILITIA ):
sRegularsOnCursor++;
break;
case( ELITE_MILITIA ):
sElitesOnCursor++;
break;
}
// reduce number in this sector
SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ]--;
fMapPanelDirty = TRUE;
return( TRUE );
}
BOOLEAN DropAPersonInASector( UINT8 ubType, INT16 sX, INT16 sY )
{
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen2");
// are they in the same town as they were pickedup from
if( GetTownIdForSector( sX, sY ) != sSelectedMilitiaTown )
{
return( FALSE );
}
if( SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] + SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]
+ SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] >= iMaxMilitiaPerSector )
{
return( FALSE );
}
if( !SectorOursAndPeaceful(sX, sY, 0 ) )
{
return( FALSE );
}
if( sX == gWorldSectorX && sY == gWorldSectorY )
{
gfStrategicMilitiaChangesMade = TRUE;
}
// drop the guy into this sector
switch( ubType )
{
case( GREEN_MILITIA ):
if( !sGreensOnCursor )
{
return( FALSE );
}
sGreensOnCursor--;
break;
case( REGULAR_MILITIA ):
if( !sRegularsOnCursor )
{
return( FALSE );
}
sRegularsOnCursor--;
break;
case( ELITE_MILITIA ):
if( !sElitesOnCursor )
{
return( FALSE );
}
sElitesOnCursor--;
break;
}
// up the number in this sector of this type of militia
SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ]++;
fMapPanelDirty = TRUE;
return( TRUE );
}
BOOLEAN LoadMilitiaPopUpBox( void )
{
VOBJECT_DESC VObjectDesc;
// load the militia pop up box
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\Militia.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitia));
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\Militiamaps.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaMaps));
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MilitiamapsectorOutline2.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaSectorHighLight));
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\MilitiamapsectorOutline.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaSectorOutline ));
return( TRUE );
}
void RemoveMilitiaPopUpBox( void )
{
// delete the militia pop up box graphic
DeleteVideoObjectFromIndex( guiMilitia );
DeleteVideoObjectFromIndex( guiMilitiaMaps );
DeleteVideoObjectFromIndex( guiMilitiaSectorHighLight );
DeleteVideoObjectFromIndex( guiMilitiaSectorOutline );
return;
}
BOOLEAN DrawMilitiaPopUpBox( void )
{
HVOBJECT hVObject;
ETRLEObject *pTrav;
if( !fShowMilitia )
{
sSelectedMilitiaTown = 0;
}
// create buttons
CreateDestroyMilitiaSectorButtons( );
// create mouse regions if we need to
CreateDestroyMilitiaPopUPRegions( );
if( !sSelectedMilitiaTown )
{
return( FALSE );
}
// update states of militia selected sector buttons
CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( );
// get the properties of the militia object
GetVideoObject( &hVObject, guiMilitia );
BltVideoObject( FRAME_BUFFER, hVObject, 0, MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y, VO_BLT_SRCTRANSPARENCY, NULL );
GetVideoObject( &hVObject, guiMilitiaMaps );
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( sSelectedMilitiaTown - 1 ), MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y, VO_BLT_SRCTRANSPARENCY, NULL );
// set font color for labels and "total militia" counts
SetFontForeground(FONT_WHITE);
// draw name of town, and the "unassigned" label
DrawTownMilitiaName( );
// render the icons for each sector in the town
RenderIconsPerSectorForSelectedTown( );
// shade any sectors not under our control
RenderShadingForUnControlledSectors( );
// display anyone picked up
DisplayUnallocatedMilitia( );
// draw the highlight last
ShowHighLightedSectorOnMilitiaMap( );
GetVideoObject( &hVObject, guiMilitia );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
InvalidateRegion( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y, MAP_MILITIA_BOX_POS_X + pTrav->usWidth, MAP_MILITIA_BOX_POS_Y + pTrav->usHeight );
// set the text for the militia map sector info buttons
SetMilitiaMapButtonsText( );
// render buttons
MarkButtonsDirty( );
return( TRUE );
}
void CreateDestroyMilitiaPopUPRegions( void )
{
static INT16 sOldTown = 0;
INT32 iCounter = 0;
// create destroy militia pop up regions for mapscreen militia pop up box
if( sSelectedMilitiaTown != 0 )
{
sOldTown = sSelectedMilitiaTown;
}
if( fShowMilitia && sSelectedMilitiaTown && !gfMilitiaPopupCreated )
{
for( iCounter = 0; iCounter < 9; iCounter++ )
{
MSYS_DefineRegion( &gMapScreenMilitiaBoxRegions[ iCounter ], ( INT16 ) ( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ), ( INT16 )( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( ( iCounter ) % MILITIA_BOX_ROWS ) + 1 ) * MILITIA_BOX_BOX_WIDTH ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( ( iCounter ) / MILITIA_BOX_ROWS ) + 1 ) * MILITIA_BOX_BOX_HEIGHT ), MSYS_PRIORITY_HIGHEST - 3,
MSYS_NO_CURSOR, MilitiaRegionMoveCallback, MilitiaRegionClickCallback );
MSYS_SetRegionUserData( &gMapScreenMilitiaBoxRegions[ iCounter ], 0, iCounter );
}
// create militia panel buttons
CreateMilitiaPanelBottomButton( );
gfMilitiaPopupCreated = TRUE;
}
else if( gfMilitiaPopupCreated && ( !fShowMilitia || !sSelectedMilitiaTown ) )
{
for( iCounter = 0; iCounter < 9; iCounter++ )
{
// remove region
MSYS_RemoveRegion( &gMapScreenMilitiaBoxRegions[ iCounter ] );
}
// handle the shutdown of the panel...there maybe people on the cursor, distribute them evenly over all the sectors
HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( sOldTown );
DeleteMilitiaPanelBottomButton( );
gfMilitiaPopupCreated = FALSE;
}
return;
}
void RenderIconsPerSectorForSelectedTown( void )
{
INT16 sBaseSectorValue = 0;
INT16 sCurrentSectorValue = 0;
INT32 iCounter = 0;
INT32 iNumberOfGreens = 0;
INT32 iNumberOfRegulars = 0;
INT32 iNumberOfElites = 0;
INT32 iTotalNumberOfTroops = 0;
INT32 iCurrentTroopIcon = 0;
HVOBJECT hVObject;
INT32 iCurrentIcon = 0;
INT16 sX, sY;
CHAR16 sString[ 32 ];
INT16 sSectorX = 0, sSectorY = 0;
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// get militia video object
GetVideoObject( &hVObject, guiMilitia );
// render icons for map
for( iCounter = 0; iCounter < 9; iCounter++ )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
// get number of each
iNumberOfGreens = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
// get total
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
// printf number of troops
SetFont( FONT10ARIAL );
swprintf( sString, L"%d", iTotalNumberOfTroops );
FindFontRightCoordinates( ( INT16 )( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) ), ( INT16 ) ( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) ), MILITIA_BOX_BOX_WIDTH, 0, sString, FONT10ARIAL, &sX, &sY );
if( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR &&
!StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled )
{
if( sSectorMilitiaMapSector != iCounter )
{
mprintf( sX, ( INT16 )( sY + MILITIA_BOX_BOX_HEIGHT - 5), sString );
}
else
{
mprintf( sX - 15, ( INT16 )( sY + MILITIA_BOX_BOX_HEIGHT - 5), sString );
}
}
// now display
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfTroops; iCurrentTroopIcon++ )
{
// get screen x and y coords
if( sSectorMilitiaMapSector == iCounter )
{
sX = ( iCurrentTroopIcon % POPUP_MILITIA_ICONS_PER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) + 2;
sY = ( iCurrentTroopIcon / POPUP_MILITIA_ICONS_PER_ROW ) * ( MEDIUM_MILITIA_ICON_SPACING - 1 ) + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) + 3;
if( iCurrentTroopIcon < iNumberOfGreens )
{
iCurrentIcon = 5;
}
else if( iCurrentTroopIcon < iNumberOfGreens + iNumberOfRegulars )
{
iCurrentIcon = 6;
}
else
{
iCurrentIcon = 7;
}
}
else
{
sX = ( iCurrentTroopIcon % POPUP_MILITIA_ICONS_PER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) + 3;
sY = ( iCurrentTroopIcon / POPUP_MILITIA_ICONS_PER_ROW ) * ( MEDIUM_MILITIA_ICON_SPACING ) + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) + 3;
if( iCurrentTroopIcon < iNumberOfGreens )
{
iCurrentIcon = 8;
}
else if( iCurrentTroopIcon < iNumberOfGreens + iNumberOfRegulars )
{
iCurrentIcon = 9;
}
else
{
iCurrentIcon = 10;
}
}
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
return;
}
INT16 GetBaseSectorForCurrentTown( void )
{
INT16 sBaseSector = 0;
// is the current town
if( sSelectedMilitiaTown != 0 )
{
sBaseSector = sBaseSectorList[ ( INT16 )( sSelectedMilitiaTown - 1 ) ];
}
// return the current sector value
return( sBaseSector );
}
void ShowHighLightedSectorOnMilitiaMap( void )
{
// show the highlighted sector on the militia map
HVOBJECT hVObject;
INT16 sX = 0, sY = 0;
if( sSectorMilitiaMapSector != -1 )
{
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
// get the object
GetVideoObject( &hVObject, guiMilitiaSectorHighLight );
// blt the object
BltVideoObject( FRAME_BUFFER, hVObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
if( sSectorMilitiaMapSectorOutline != -1 )
{
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSectorOutline % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSectorOutline / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
// get the object
GetVideoObject( &hVObject, guiMilitiaSectorOutline );
// blt the object
BltVideoObject( FRAME_BUFFER, hVObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
return;
}
void MilitiaRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
INT32 iValue = 0;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
if( IsThisMilitiaTownSectorAllowable( (INT16)iValue ) )
{
if( sSectorMilitiaMapSector == (INT16)iValue )
{
sSectorMilitiaMapSector = -1;
}
else
{
sSectorMilitiaMapSector = ( INT16 )iValue;
}
}
else
{
sSectorMilitiaMapSector = -1;
}
}
if( ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
{
sSectorMilitiaMapSector = -1;
}
}
void MilitiaRegionMoveCallback( MOUSE_REGION *pRegion, INT32 iReason )
{
INT32 iValue = 0;
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE ) )
{
if( IsThisMilitiaTownSectorAllowable( ( INT16 )iValue ) )
{
sSectorMilitiaMapSectorOutline = ( INT16 )iValue;
}
else
{
sSectorMilitiaMapSectorOutline = -1;
}
}
else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
sSectorMilitiaMapSectorOutline = -1;
}
}
void CreateDestroyMilitiaSectorButtons( void )
{
static BOOLEAN fCreated = FALSE;
static INT16 sOldSectorValue = -1;
INT16 sX = 0, sY = 0;
INT32 iCounter = 0;
HVOBJECT hVObject;
ETRLEObject *pTrav;
if( sOldSectorValue == sSectorMilitiaMapSector && fShowMilitia && sSelectedMilitiaTown && !fCreated && sSectorMilitiaMapSector != -1 )
{
fCreated = TRUE;
// given sector..place down the 3 buttons
for( iCounter = 0; iCounter < 3; iCounter++ )
{
// set screen x and y positions
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
// adjust offsets
sX += MILITIA_BTN_OFFSET_X;
sY += ( iCounter * ( MILITIA_BTN_HEIGHT ) + 2 );
// set the button image
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,3,-1,4,-1 );
// set the button value
giMapMilitiaButton[ iCounter ] = QuickCreateButton( giMapMilitiaButtonImage[ iCounter ], sX, sY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)MilitiaButtonCallback);
// set button user data
MSYS_SetBtnUserData( giMapMilitiaButton[ iCounter ], 0, iCounter );
SpecifyButtonFont( giMapMilitiaButton[ iCounter ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ iCounter ], gsMilitiaSectorButtonColors[ iCounter ], FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ iCounter ], gsMilitiaSectorButtonColors[ iCounter ], FONT_BLACK );
GetVideoObject( &hVObject, guiMilitia );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
SetButtonFastHelpText( giMapMilitiaButton[ iCounter ], pMilitiaButtonsHelpText[ iCounter ] );
}
// mark here the militia box left click region
//MSYS_DefineRegion( &gMapScreenMilitiaRegion, ( INT16 ) ( MAP_MILITIA_BOX_POS_X ), ( INT16 )( MAP_MILITIA_BOX_POS_Y ), ( INT16 )( MAP_MILITIA_BOX_POS_X + pTrav->usWidth ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + pTrav->usHeight ), MSYS_PRIORITY_HIGHEST - 2,
// MSYS_NO_CURSOR, MilitiaRegionMoveCallback, MilitiaBoxMaskBtnCallback );
CreateScreenMaskForMoveBox( );
// ste the fact that the buttons were in fact created
fMilitiaMapButtonsCreated = TRUE;
}
else if( fCreated && ( sOldSectorValue != sSectorMilitiaMapSector || !fShowMilitia || !sSelectedMilitiaTown || sSectorMilitiaMapSector == -1 ) )
{
sOldSectorValue = sSectorMilitiaMapSector;
fCreated = FALSE;
// the militia box left click region
// MSYS_RemoveRegion( &gMapScreenMilitiaRegion );
// get rid of the buttons
for( iCounter = 0 ; iCounter < 3; iCounter++ )
{
RemoveButton( giMapMilitiaButton[ iCounter ] );
UnloadButtonImage( giMapMilitiaButtonImage[ iCounter ] );
}
if( !fShowMilitia || !sSelectedMilitiaTown )
{
sSectorMilitiaMapSector = -1;
sSelectedMilitiaTown = 0;
}
RemoveScreenMaskForMoveBox( );
// set the fact that the buttons were destroyed
fMilitiaMapButtonsCreated = FALSE;
}
sOldSectorValue = sSectorMilitiaMapSector;
}
void SetMilitiaMapButtonsText( void )
{
// now set the militia map button text
CHAR16 sString[ 64 ];
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
if( !fMilitiaMapButtonsCreated )
{
return;
}
// grab the appropriate global sector value in the world
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
iNumberOfGreens = SectorInfo[ sGlobalMapSector ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ sGlobalMapSector ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[ sGlobalMapSector ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
// the greens in this sector
swprintf( sString, L"%d", iNumberOfGreens );
SpecifyButtonText( giMapMilitiaButton[ 0 ], sString );
// the regulars in this sector
swprintf( sString, L"%d", iNumberOfRegulars );
SpecifyButtonText( giMapMilitiaButton[ 1 ], sString );
// the number of elites in this sector
swprintf( sString, L"%d", iNumberOfElites );
SpecifyButtonText( giMapMilitiaButton[ 2 ], sString );
return;
}
void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
INT16 sGlobalMapSector = 0;
INT16 sBaseSectorValue = 0;
INT32 iValue = 0;
// is the button enabled
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
// get the value
iValue = MSYS_GetBtnUserData( btn, 0 );
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if(btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
DropAPersonInASector( ( UINT8 )( iValue ), ( INT16 )( ( sGlobalMapSector % 16 ) + 1 ), ( INT16 )( ( sGlobalMapSector / 16 ) + 1 ) );
}
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if(btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
PickUpATownPersonFromSector( ( UINT8 )( iValue ), ( INT16 )( ( sGlobalMapSector % 16 ) + 1 ), ( INT16 )( ( sGlobalMapSector / 16 ) + 1 ) );
}
}
}
void DisplayUnallocatedMilitia( void )
{
// show the nunber on the cursor
INT32 iTotalNumberOfTroops =0, iNumberOfGreens = 0, iNumberOfRegulars =0, iNumberOfElites = 0, iCurrentTroopIcon = 0;
INT32 iCurrentIcon = 0;
INT16 sX = 0, sY = 0;
HVOBJECT hVObject;
// get number of each
iNumberOfGreens = sGreensOnCursor;
iNumberOfRegulars = sRegularsOnCursor;
iNumberOfElites = sElitesOnCursor;
// get total
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
// get militia video object
GetVideoObject( &hVObject, guiMilitia );
// now display
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfTroops; iCurrentTroopIcon++ )
{
// get screen x and y coords
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
sY = ( iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
if( iCurrentTroopIcon < iNumberOfGreens )
{
iCurrentIcon = 8;
}
else if( iCurrentTroopIcon < iNumberOfGreens + iNumberOfRegulars )
{
iCurrentIcon = 9;
}
else
{
iCurrentIcon = 10;
}
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
BOOLEAN IsThisMilitiaTownSectorAllowable( INT16 sSectorIndexValue )
{
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
INT16 sSectorX, sSectorY;
// is this sector allowed to be clicked on?
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorIndexValue % MILITIA_BOX_ROWS ) + ( sSectorIndexValue / MILITIA_BOX_ROWS ) * 16 );
sSectorX = SECTORX( sGlobalMapSector );
sSectorY = SECTORY( sGlobalMapSector );
// is this in fact part of a town?
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == BLANK_SECTOR )
{
return( FALSE );
}
if( !SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
{
return( FALSE );
}
// valid
return( TRUE );
}
void DrawTownMilitiaName( void )
{
CHAR16 sString[ 64 ];
INT16 sX, sY;
// get the name for the current militia town
swprintf( sString, L"%s %s", pTownNames[ sSelectedMilitiaTown ], pMilitiaString[ 0 ] );
FindFontCenterCoordinates( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_TEXT_OFFSET_Y, MILITIA_BOX_WIDTH, MILITIA_BOX_TEXT_TITLE_HEIGHT, sString, FONT10ARIAL, &sX, &sY );
mprintf( sX, sY, sString );
// might as well show the unassigned string
swprintf( sString, L"%s %s", pTownNames[ sSelectedMilitiaTown ], pMilitiaString[ 1 ] );
FindFontCenterCoordinates( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y, MILITIA_BOX_WIDTH, GetFontHeight( FONT10ARIAL ), sString, FONT10ARIAL, &sX, &sY );
mprintf( sX, sY, sString );
return;
}
void HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( INT16 sTownValue )
{
INT32 iCounter = 0, iCounterB = 0, iNumberUnderControl = 0, iNumberThatCanFitInSector= 0, iCount = 0;
BOOLEAN fLastOne = FALSE;
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen3");
// check if anyone still on the cursor
if( !sGreensOnCursor && !sRegularsOnCursor && !sElitesOnCursor )
{
return;
}
// yep someone left
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sTownValue );
// find number of sectors under player's control
while( pTownNamesList[ iCounter ] != 0 )
{
if( pTownNamesList[ iCounter] == sTownValue )
{
if( SectorOursAndPeaceful( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ) , ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), 0 ) )
{
iCount = 0;
iNumberThatCanFitInSector = iMaxMilitiaPerSector;
iNumberThatCanFitInSector -= SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberThatCanFitInSector -= SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberThatCanFitInSector -= SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
while( ( iCount < iNumberThatCanFitInSector )&&( ( sGreensOnCursor ) || ( sRegularsOnCursor ) || ( sElitesOnCursor ) ) )
{
// green
if( ( iCount + 1 <= iNumberThatCanFitInSector )&&( sGreensOnCursor ) )
{
SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]++;
iCount++;
sGreensOnCursor--;
}
// regular
if( ( iCount + 1 <= iNumberThatCanFitInSector ) && ( sRegularsOnCursor ) )
{
SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]++;
iCount++;
sRegularsOnCursor--;
}
// elite
if( ( iCount + 1 <= iNumberThatCanFitInSector ) && ( sElitesOnCursor ) )
{
SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ]++;
iCount++;
sElitesOnCursor--;
}
}
if( STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) == SECTOR( gWorldSectorX, gWorldSectorY ) )
{
gfStrategicMilitiaChangesMade = TRUE;
}
}
fLastOne = TRUE;
iCounterB = iCounter + 1;
while( pTownNamesList[ iCounterB ] != 0 )
{
if( pTownNamesList[ iCounterB ] == sTownValue )
{
fLastOne = FALSE;
}
iCounterB++;
}
if( fLastOne )
{
SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] += ( UINT8 )( sGreensOnCursor % iNumberUnderControl );
SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] += ( UINT8 )( sRegularsOnCursor % iNumberUnderControl );
SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] += ( UINT8 )( sElitesOnCursor % iNumberUnderControl );
}
}
iCounter++;
}
// zero out numbers on the cursor
sGreensOnCursor = 0;
sRegularsOnCursor = 0;
sElitesOnCursor = 0;
return;
}
void HandleEveningOutOfTroopsAmongstSectors( void )
{
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
// even out troops among the town
INT32 iCounter = 0, iNumberUnderControl = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0, iTotalNumberOfTroops = 0;
INT32 iNumberLeftOverGreen = 0, iNumberLeftOverRegular = 0, iNumberLeftOverElite = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0, sSector = 0;
INT16 sTotalSoFar = 0;
// how many sectors in the selected town do we control?
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown );
// if none, there's nothing to be done!
if( !iNumberUnderControl )
{
return;
}
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < 9; iCounter++ )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// get number of each
iNumberOfGreens += SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars += SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites += SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
}
}
// now grab those on the cursor
iNumberOfGreens += sGreensOnCursor;
iNumberOfRegulars += sRegularsOnCursor;
iNumberOfElites += sElitesOnCursor;
// now get the left overs
iNumberLeftOverGreen = iNumberOfGreens % iNumberUnderControl;
iNumberLeftOverRegular = iNumberOfRegulars % iNumberUnderControl;
iNumberLeftOverElite = iNumberOfElites % iNumberUnderControl;
// get total
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
if( !iTotalNumberOfTroops )
{
return;
}
iCounter = 0;
while( pTownNamesList[ iCounter ] != 0 )
{
if( pTownNamesList[ iCounter] == sSelectedMilitiaTown )
{
sSectorX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
sSectorY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
if( !StrategicMap[ pTownLocationsList[ iCounter ] ].fEnemyControlled && !NumHostilesInSector( sSectorX, sSectorY, 0 ) )
{
sSector = SECTOR( sSectorX, sSectorY );
// distribute here
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
sTotalSoFar = ( INT8 )( ( iNumberOfGreens / iNumberUnderControl ) + ( iNumberOfRegulars / iNumberUnderControl ) + ( iNumberOfElites / iNumberUnderControl ) );
// add leftovers that weren't included in the div operation
if( ( iNumberLeftOverGreen ) && ( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]++;
sTotalSoFar++;
iNumberLeftOverGreen--;
}
if( ( iNumberLeftOverRegular )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]++;
sTotalSoFar++;
iNumberLeftOverRegular--;
}
if( ( iNumberLeftOverElite )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
{
SectorInfo[ sSector ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ]++;
sTotalSoFar++;
iNumberLeftOverElite--;
}
// if this sector is currently loaded
if( (gWorldSectorX != 0) &&
(gWorldSectorY != 0) &&
(sSector == SECTOR( gWorldSectorX, gWorldSectorY )) )
{
gfStrategicMilitiaChangesMade = TRUE;
}
}
}
iCounter++;
}
// zero out numbers on the cursor
sGreensOnCursor = 0;
sRegularsOnCursor = 0;
sElitesOnCursor = 0;
return;
}
void CreateMilitiaPanelBottomButton( void )
{
// set the button image
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,1,-1,2,-1 );
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,1,-1,2,-1 );
giMapMilitiaButton[ 3 ] = QuickCreateButton( giMapMilitiaButtonImage[ 3 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_AUTO_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaAutoButtonCallback );
giMapMilitiaButton[ 4 ] = QuickCreateButton( giMapMilitiaButtonImage[ 4 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_DONE_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaDoneButtonCallback );
SpecifyButtonFont( giMapMilitiaButton[ 3 ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ 3 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ 3 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonFont( giMapMilitiaButton[ 4 ], FONT10ARIAL );
SpecifyButtonUpTextColors( giMapMilitiaButton[ 4 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( giMapMilitiaButton[ 4 ], FONT_BLACK, FONT_BLACK );
SpecifyButtonText( giMapMilitiaButton[ 3 ], pMilitiaButtonString[ 0 ] );
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
// AUTO button help
SetButtonFastHelpText( giMapMilitiaButton[ 3 ], pMilitiaButtonsHelpText[ 3 ] );
// if auto-distribution is not possible
if ( !CanMilitiaAutoDistribute( ) )
{
// disable the AUTO button
DisableButton( giMapMilitiaButton[ 3 ] );
}
return;
}
void DeleteMilitiaPanelBottomButton( void )
{
// delete militia panel bottom
RemoveButton( giMapMilitiaButton[ 3 ] );
RemoveButton( giMapMilitiaButton[ 4 ] );
UnloadButtonImage( giMapMilitiaButtonImage[ 3 ] );
UnloadButtonImage( giMapMilitiaButtonImage[ 4 ] );
if( sSelectedMilitiaTown != 0 )
{
HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( sSelectedMilitiaTown );
}
// redraw the map
fMapPanelDirty = TRUE;
}
void MilitiaAutoButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
btn->uiFlags &= ~( BUTTON_CLICKED_ON );
// distribute troops over all the sectors under control
HandleEveningOutOfTroopsAmongstSectors( );
fMapPanelDirty = TRUE;
}
}
return;
}
void MilitiaDoneButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
btn->uiFlags &= ~( BUTTON_CLICKED_ON );
// HEADROCK HAM 3.6: Clicking the done button while militia are on the cursor causes a pop-up
// for authorizing DISBANDING those militia.
if (sGreensOnCursor || sRegularsOnCursor || sElitesOnCursor)
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMilitiaString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, MilitiaDisbandYesNoBoxCallback );
}
else
{
// reset fact we are in the box
sSelectedMilitiaTown = 0;
fMapPanelDirty = TRUE;
// Go ahead and reset the militia in the selected sector (even if we didn't change it here)
if (gfStrategicMilitiaChangesMade)
{
ResetMilitia();
}
}
}
}
return;
}
void RenderShadingForUnControlledSectors( void )
{
// now render shading over any uncontrolled sectors
// get the sector value for the upper left corner
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0, sX = 0, sY = 0;
INT32 iCounter = 0;
// get the base sector value
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < 9; iCounter++ )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
if( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR ) &&
( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled ) ||
( NumHostilesInSector( ( INT16 ) SECTORX( sCurrentSectorValue ), ( INT16 ) SECTORY( sCurrentSectorValue ), 0 ) ) ) )
{
// shade this sector, not under our control
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
ShadowVideoSurfaceRect( FRAME_BUFFER , sX, sY, sX + MILITIA_BOX_BOX_WIDTH - 1, sY + MILITIA_BOX_BOX_HEIGHT - 1 );
}
}
return;
}
void DrawTownMilitiaForcesOnMap( void )
{
INT32 iCounterB = 0, iTotalNumberOfTroops = 0, iIconValue = 0;
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
HVOBJECT hVObject;
INT16 sSectorX = 0, sSectorY = 0;
// get militia video object
GetVideoObject( &hVObject, guiMilitia );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
/*
while( pTownNamesList[ iCounter ] != 0 )
{
// run through each town sector and plot the icons for the militia forces in the town
if( !StrategicMap[ pTownLocationsList[ iCounter ] ].fEnemyControlled )
{
sSectorX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
sSectorY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
// get number of each
iNumberOfGreens = SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
// set the total for loop upper bound
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
for( iCounterB = 0; iCounterB < iTotalNumberOfTroops; iCounterB++ )
{
if( fZoomFlag )
{
// LARGE icon offset in the .sti
iIconValue = 11;
}
else
{
// SMALL icon offset in the .sti
iIconValue = 5;
}
// get the offset further into the .sti
if( iCounterB < iNumberOfGreens )
{
iIconValue += 0;
}
else if( iCounterB < iNumberOfGreens + iNumberOfRegulars )
{
iIconValue += 1;
}
else
{
iIconValue += 2;
}
DrawMapBoxIcon( hVObject, ( UINT16 ) iIconValue, sSectorX, sSectorY, (UINT8) iCounterB );
}
}
iCounter++;
}*/
// now handle militia for sam sectors
for( sSectorX = MINIMUM_VALID_X_COORDINATE; sSectorX <= MAXIMUM_VALID_X_COORDINATE ; ++sSectorX )
for( sSectorY = MINIMUM_VALID_Y_COORDINATE; sSectorY <= MAXIMUM_VALID_Y_COORDINATE ; ++sSectorY )
//for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
// sSectorX = SECTORX( pSamList[ iCounter ] );
// sSectorY = SECTORY( pSamList[ iCounter ] );
if( 1)// !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// get number of each
iNumberOfGreens = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
iNumberOfRegulars = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
iNumberOfElites = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
// ste the total for loop upper bound
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
for( iCounterB = 0; iCounterB < iTotalNumberOfTroops; iCounterB++ )
{
if( fZoomFlag )
{
// LARGE icon offset in the .sti
iIconValue = 11;
}
else
{
// SMALL icon offset in the .sti
iIconValue = 5;
}
// get the offset further into the .sti
if( iCounterB < iNumberOfGreens )
{
iIconValue += 0;
}
else if( iCounterB < iNumberOfGreens + iNumberOfRegulars )
{
iIconValue += 1;
}
else
{
iIconValue += 2;
}
DrawMapBoxIcon( hVObject, ( UINT16 ) iIconValue, sSectorX, sSectorY, (UINT8) iCounterB );
}
}
}
// restore clip blits
RestoreClipRegionToFullScreen( );
return;
}
void CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( void )
{
// now set the militia map button text
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
if( !fMilitiaMapButtonsCreated )
{
EnableButton( giMapMilitiaButton[ 4 ] );
return;
}
// grab the appropriate global sector value in the world
sBaseSectorValue = GetBaseSectorForCurrentTown( );
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
iNumberOfGreens = SectorInfo[ sGlobalMapSector ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] + sGreensOnCursor;
iNumberOfRegulars = SectorInfo[ sGlobalMapSector ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] + sRegularsOnCursor;
iNumberOfElites = SectorInfo[ sGlobalMapSector ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] + sElitesOnCursor;
// HEADROCK HAM 3.6: This button is no longer disabled when there are unassigned militia. In fact,
// clicking the button when militia are unassigned will prompt the player to authorize disbanding them.
if( ( sGreensOnCursor > 0 ) || ( sRegularsOnCursor > 0 ) || ( sElitesOnCursor > 0 ) )
{
// DisableButton( giMapMilitiaButton[ 4 ] ); // DONE
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 2 ] );
}
else
{
// EnableButton( giMapMilitiaButton[ 4 ] ); // DONE
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
}
// greens button
if( !iNumberOfGreens )
{
DisableButton( giMapMilitiaButton[ 0 ] );
}
else
{
EnableButton( giMapMilitiaButton[ 1 ] );
}
// regulars button
if( !iNumberOfRegulars )
{
DisableButton( giMapMilitiaButton[ 1 ] );
}
else
{
EnableButton( giMapMilitiaButton[ 1 ] );
}
// elites button
if( !iNumberOfElites )
{
DisableButton( giMapMilitiaButton[ 2 ] );
}
else
{
EnableButton( giMapMilitiaButton[ 2 ] );
}
return;
}
BOOLEAN ShadeUndergroundMapElem( INT16 sSectorX, INT16 sSectorY )
{
INT16 sScreenX, sScreenY;
GetScreenXYFromMapXY( sSectorX, sSectorY, &sScreenX, &sScreenY );
sScreenX += 1;
ShadowVideoSurfaceRect( guiSAVEBUFFER, sScreenX, sScreenY, sScreenX + MAP_GRID_X - 2, sScreenY + MAP_GRID_Y - 2 );
return( TRUE );
}
void ShadeSubLevelsNotVisited( void )
{
UNDERGROUND_SECTORINFO *pNode = gpUndergroundSectorInfoHead;
// obtain the 16-bit version of the same color used in the mine STIs
gusUndergroundNearBlack = Get16BPPColor( FROMRGB( 2, 2, 0 ) );
// run through all (real & possible) underground sectors
while( pNode )
{
// if the sector is on the currently displayed sublevel, and has never been visited
if( pNode->ubSectorZ == (UINT8)iCurrentMapSectorZ && !pNode->fVisited )
{
// remove that portion of the "mine" graphics from view
HideExistenceOfUndergroundMapSector( pNode->ubSectorX, pNode->ubSectorY );
}
pNode = pNode->next;
}
}
void HandleLowerLevelMapBlit( void )
{
HVOBJECT hHandle;
// blits the sub level maps
switch( iCurrentMapSectorZ )
{
case( 1 ):
GetVideoObject( &hHandle, guiSubLevel1 );
break;
case( 2 ):
GetVideoObject( &hHandle, guiSubLevel2 );
break;
case( 3 ):
GetVideoObject( &hHandle, guiSubLevel3 );
break;
default:
AssertMsg( 0, "Invalid underground sector level");
return;
}
// handle the blt of the sublevel
BltVideoObject( guiSAVEBUFFER, hHandle, 0,MAP_VIEW_START_X + 21, MAP_VIEW_START_Y + 17, VO_BLT_SRCTRANSPARENCY, NULL );
// handle shading of sublevels
ShadeSubLevelsNotVisited( );
return;
}
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment screen mask region
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
sSectorMilitiaMapSector = -1;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
sSectorMilitiaMapSector = -1;
}
return;
}
INT32 GetNumberOfMilitiaInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 iNumberInSector = 0;
if( !bSectorZ )
{
iNumberInSector = SectorInfo[ SECTOR( sSectorX, sSectorY )].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]
+ SectorInfo[ SECTOR( sSectorX, sSectorY )].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]
+ SectorInfo[ SECTOR( sSectorX, sSectorY )].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
}
return( iNumberInSector );
}
//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
//flag.
void ClearAnySectorsFlashingNumberOfEnemies()
{
INT32 i;
for( i = 0; i < 256; i++ )
{
SectorInfo[ i ].uiFlags &= ~SF_PLAYER_KNOWS_ENEMIES_ARE_HERE;
}
// redraw map
fMapPanelDirty = TRUE;
}
UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
{
UINT32 uiSectorFlags = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags;
BOOLEAN fDetection = FALSE;
BOOLEAN fCount = FALSE;
Assert(sSectorX > 0 && sSectorY > 0 && sSectorX < 17 && sSectorY < 17);
// HEADROCK HAM 3.5: There are now several ways to control the detection of enemy units. This function has been revamped
// to consider all options. Depending on externalized settings, different conditions yield different results.
//
// Option #1: Vanilla Default.
// It is possible to detect all enemies in explored territory, including cities.
// Militia in an adjacent sector can count how many enemies are there, except standing garrisons.
// Option #2: HAM 3.2. No Detection without Recon.
// Mobile enemy groups are only detected if there are militia in any adjacent sector. Otherwise, they can
// travel through explored sectors without being seen.
//
// Option #3: This is a new feature for HAM 3.5, which ties together with Facility Externalization.
// In simple words, facilities can enhance detection abilities. Facilities that do so may be placed around the
// map in any sector. When a merc with sufficient wisdom is resting here, he increases the detection "level",
// making it easier to detect or even count enemies in distant sectors.
// This option can be combined with either of the two above.
// Detection through active recon.
// Mercs provide recon in the same sector they're in.
// Militia provide recon in any adjacent sector (diagonals included)
// There's also a special case flag used when players encounter enemies in a sector, then retreat. You can only
// see the size of their force while the clock is paused. When unpaused, the flag is reset.
if ( CanMercsScoutThisSector( sSectorX, sSectorY, 0 ) ||
CanNearbyMilitiaScoutThisSector( sSectorX, sSectorY ) ||
( uiSectorFlags & SF_PLAYER_KNOWS_ENEMIES_ARE_HERE ) )
{
fDetection = TRUE;
// if all enemies are mobile (I.E. not garrison troops)
if ( NumStationaryEnemiesInSector( sSectorX, sSectorY ) == 0 )
{
// They're also counted by default.
fCount = TRUE;
}
}
// Explored Sector Detection
// Enemy can be detected in any previously-visited sector.
// This is also enabled by some facilities, provided a merc is present and available to do it.
if( GetSectorFlagStatus( sSectorX, sSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
{
// HEADROCK HAM 3.2: When enabled, this INI setting disallows detection of enemy roamers beyond merc/militia
// recon range.
if (!gGameExternalOptions.fNoEnemyDetectionWithoutRecon)
{
// then he always knows about any enemy presence for the remainder of the game, but not exact numbers
fDetection = TRUE;
}
}
// if Skyrider noticed the enemis in the sector recently
if ( uiSectorFlags & SF_SKYRIDER_NOTICED_ENEMIES_HERE )
{
// and Skyrider is still in this sector, flying
if( IsSkyriderIsFlyingInSector( sSectorX, sSectorY ) )
{
// player remains aware of them as long as Skyrider remains in the sector
fDetection = TRUE;
}
else
{
// Skyrider is gone, reset the flag that he noticed enemies here
SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags &= ~SF_SKYRIDER_NOTICED_ENEMIES_HERE;
}
}
// Facilities can set a flag that allows detection in some sectors. We can read flags directly from the sector
// data to know whether we should show the enemies there. This overrides ANYTHING else.
if (SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubDetectionLevel & 1)
{
fDetection = TRUE;
}
if (SectorInfo[ SECTOR( sSectorX, sSectorY ) ].ubDetectionLevel & (1<<2) )
{
fCount = TRUE;
}
if (!fDetection)
{
// no information available
return KNOWS_NOTHING;
}
else if (!fCount)
{
// No accurate information
return KNOWS_THEYRE_THERE;
}
else
{
// Accurate information
return KNOWS_HOW_MANY;
}
}
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 iFirstId = 0, iLastId = 0;
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
// to speed it up a little?
iFirstId = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = iFirstId; iCounter <= iLastId; iCounter++ )
{
// get the soldier
pSoldier = &Menptr[ iCounter ];
// is the soldier active
if( pSoldier->bActive == FALSE )
{
continue;
}
// vehicles can't scout!
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
continue;
}
// POWs, dead guys, guys in transit, sleeping, and really hurt guys can't scout!
if ( ( pSoldier->bAssignment == IN_TRANSIT ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->flags.fMercAsleep == TRUE ) ||
( pSoldier->stats.bLife < OKLIFE ) )
{
continue;
}
// don't count mercs aboard Skyrider
if ( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
continue;
}
// mercs on the move can't scout
if ( pSoldier->flags.fBetweenSectors )
{
continue;
}
// is he here?
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) )
{
return( TRUE );
}
}
// none here who can scout
return( FALSE );
}
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition )
{
INT16 sNumberOfEnemies = 0;
// ATE: If game has just started, don't do it!
if ( DidGameJustStart() )
{
return;
}
// never display enemies underground - sector info doesn't have support for it!
if( bSectorZ != 0 )
{
return;
}
// get total number of badguys here
sNumberOfEnemies = NumEnemiesInSector( sSectorX, sSectorY );
// anyone here?
if( !sNumberOfEnemies )
{
// nope - display nothing
return;
}
switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) )
{
case KNOWS_NOTHING:
// display nothing
break;
case KNOWS_THEYRE_THERE:
// display a question mark
ShowUncertainNumberEnemiesInSector( sSectorX, sSectorY );
break;
case KNOWS_HOW_MANY:
// display individual icons for each enemy, starting at the received icon position index
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, ubIconPosition );
break;
}
}
/*
UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSectorZ )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubNumberOnTeam = 0;
for( iCounter = 0; iCounter < CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
{
if( gCharactersList[ iCounter ].fValid )
{
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] );
if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
{
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) )
ubNumberOnTeam++;
}
}
}
return( ubNumberOnTeam );
}
*/
void ShowSAMSitesOnStrategicMap( void )
{
INT32 iCounter = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT16 sX = 0, sY = 0;
HVOBJECT hHandle;
INT8 ubVidObjIndex = 0;
UINT8 *pDestBuf2;
UINT32 uiDestPitchBYTES;
CHAR16 wString[ 40 ];
if( fShowAircraftFlag )
{
BlitSAMGridMarkers( );
}
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
// has the sam site here been found?
if( !fSamSiteFound[ iCounter ] )
{
continue;
}
// get the sector x and y
sSectorX = gpSamSectorX[ iCounter ];
sSectorY = gpSamSectorY[ iCounter ];
if( fZoomFlag )
{
pDestBuf2 = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MAP_VIEW_START_X+MAP_GRID_X - 1, MAP_VIEW_START_Y+MAP_GRID_Y - 1, MAP_VIEW_WIDTH+1,MAP_VIEW_HEIGHT-9 );
UnLockVideoSurface(guiSAVEBUFFER);
GetScreenXYFromMapXYStationary( sSectorX, sSectorY, &sX, &sY );
sX -= 8;
sY -= 10;
ubVidObjIndex = 0;
}
else
{
GetScreenXYFromMapXY( sSectorX, sSectorY, &sX, &sY );
sX += 5;
sY += 3;
ubVidObjIndex = 1;
}
// draw SAM site icon
GetVideoObject( &hHandle, guiSAMICON);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
if( fShowAircraftFlag )
{
// write "SAM Site" centered underneath
if( fZoomFlag )
{
sX += 9;
sY += 19;
}
else
{
sX += 6;
sY += 16;
}
wcscpy( wString, pLandTypeStrings[ SAM_SITE ] );
// we're CENTERING the first string AROUND sX, so calculate the starting X value
sX -= StringPixLength( wString, MAP_FONT) / 2;
// if within view region...render, else don't
if( ( sX > MAP_VIEW_START_X + MAP_VIEW_WIDTH ) || ( sX < MAP_VIEW_START_X ) ||
( sY > MAP_VIEW_START_Y + MAP_VIEW_HEIGHT ) || ( sY < MAP_VIEW_START_Y ) )
{
continue;
}
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom, FALSE );
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
SetFont(MAP_FONT);
// Green on green doesn't contrast well, use Yellow
SetFontForeground(FONT_MCOLOR_LTYELLOW);
SetFontBackground(FONT_MCOLOR_BLACK);
// draw the text
gprintfdirty( sX, sY, wString );
mprintf( sX, sY, wString);
// restore clip blits
RestoreClipRegionToFullScreen( );
}
}
return;
}
void BlitSAMGridMarkers( void )
{
INT16 sScreenX = 0, sScreenY = 0;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usColor = 0;
INT32 iCounter = 0;
INT16 sWidth = 0, sHeight = 0;
// get 16 bpp color
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
// clip to view region
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
{
// has the sam site here been found?
if( !fSamSiteFound[ iCounter ] )
{
continue;
}
if( fZoomFlag )
{
GetScreenXYFromMapXYStationary( gpSamSectorX[ iCounter ], gpSamSectorY[ iCounter ], &sScreenX, &sScreenY );
sScreenX -= MAP_GRID_X;
sScreenY -= MAP_GRID_Y;
sWidth = 2 * MAP_GRID_X;
sHeight= 2 * MAP_GRID_Y;
}
else
{
// get location on screen
GetScreenXYFromMapXY( gpSamSectorX[ iCounter ], gpSamSectorY[ iCounter ], &sScreenX, &sScreenY );
sWidth = MAP_GRID_X;
sHeight= MAP_GRID_Y;
}
// draw rectangle
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
}
// restore clips
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
// unlock surface
UnLockVideoSurface( guiSAVEBUFFER );
return;
}
BOOLEAN CanMilitiaAutoDistribute( void )
{
INT32 iTotalTroopsOnCursor = 0;
INT32 iCounter = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0;
INT32 iTotalTroopsInTown = 0;
// can't auto-distribute if we don't have a town selected (this excludes SAM sites)
if( sSelectedMilitiaTown == BLANK_SECTOR )
return( FALSE );
// can't auto-distribute if we don't control any sectors in the the town
if( !GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown ) )
return( FALSE );
// get the sector value for the upper left corner
sBaseSectorValue = GetBaseSectorForCurrentTown( );
// render icons for map
for( iCounter = 0; iCounter < 9; iCounter++ )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
{
continue;
}
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
{
// get number of each
iTotalTroopsInTown += SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] +
SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] +
SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
}
}
iTotalTroopsOnCursor = sGreensOnCursor + sRegularsOnCursor + sElitesOnCursor;
// can't auto-distribute if we don't have any militia in the town
if( !iTotalTroopsInTown )
return( FALSE );
// can auto-distribute
return( TRUE );
}
void ShowItemsOnMap( void )
{
INT16 sMapX, sMapY;
INT16 sXCorner, sYCorner;
INT16 usXPos, usYPos;
UINT32 uiItemCnt;
CHAR16 sString[ 10 ];
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
SetFont(MAP_FONT);
SetFontForeground(FONT_MCOLOR_LTGREEN);
SetFontBackground(FONT_MCOLOR_BLACK);
// run through sectors
for( sMapX = 1; sMapX < ( MAP_WORLD_X - 1 ); sMapX++ )
{
for( sMapY = 1; sMapY < ( MAP_WORLD_Y - 1 ); sMapY++ )
{
// to speed this up, only look at sector that player has visited
if( GetSectorFlagStatus( sMapX, sMapY, ( UINT8 ) iCurrentMapSectorZ, SF_ALREADY_VISITED ) )
{
// uiItemCnt = GetSizeOfStashInSector( sMapX, sMapY, ( INT16 ) iCurrentMapSectorZ, FALSE );
uiItemCnt = GetNumberOfVisibleWorldItemsFromSectorStructureForSector( sMapX, sMapY, ( UINT8 ) iCurrentMapSectorZ );
if ( uiItemCnt > 0 )
{
sXCorner = ( INT16 )( MAP_VIEW_START_X + ( sMapX * MAP_GRID_X ) );
sYCorner = ( INT16 )( MAP_VIEW_START_Y + ( sMapY * MAP_GRID_Y ) );
swprintf( sString, L"%d", uiItemCnt );
FindFontCenterCoordinates( sXCorner, sYCorner, MAP_GRID_X, MAP_GRID_Y, sString, MAP_FONT, &usXPos, &usYPos );
// sXPos -= StringPixLength( sString, MAP_FONT ) / 2;
gprintfdirty( usXPos, usYPos, sString );
mprintf( usXPos, usYPos, sString );
}
}
}
}
// restore clip blits
RestoreClipRegionToFullScreen( );
}
void DrawMapBoxIcon( HVOBJECT hIconHandle, UINT16 usVOIndex, INT16 sMapX, INT16 sMapY, UINT8 ubIconPosition )
{
INT32 iRowNumber, iColumnNumber;
INT32 iX, iY;
// don't show any more icons than will fit into one sector, to keep them from spilling into sector(s) beneath
if ( ubIconPosition >= ( MERC_ICONS_PER_LINE * ROWS_PER_SECTOR ) )
{
return;
}
iColumnNumber = ubIconPosition % MERC_ICONS_PER_LINE;
iRowNumber = ubIconPosition / MERC_ICONS_PER_LINE;
if ( !fZoomFlag )
{
iX = MAP_VIEW_START_X + ( sMapX * MAP_GRID_X ) + MAP_X_ICON_OFFSET + ( 3 * iColumnNumber );
iY = MAP_VIEW_START_Y + ( sMapY * MAP_GRID_Y ) + MAP_Y_ICON_OFFSET + ( 3 * iRowNumber );
BltVideoObject( guiSAVEBUFFER, hIconHandle, usVOIndex , iX, iY, VO_BLT_SRCTRANSPARENCY, NULL );
InvalidateRegion( iX, iY, iX + DMAP_GRID_X, iY + DMAP_GRID_Y );
}
/*
else
{
INT sX, sY;
GetScreenXYFromMapXYStationary( ( UINT16 ) sX,( UINT16 ) sY, &sX, &sY );
iY = sY-MAP_GRID_Y;
iX = sX-MAP_GRID_X;
// clip blits to mapscreen region
ClipBlitsToMapViewRegion( );
BltVideoObject(guiSAVEBUFFER, hIconHandle,BIG_YELLOW_BOX,MAP_X_ICON_OFFSET+iX+6*iColumnNumber+2,MAP_Y_ICON_OFFSET+iY+6*iRowNumber, VO_BLT_SRCTRANSPARENCY, NULL );
// restore clip blits
RestoreClipRegionToFullScreen( );
InvalidateRegion(MAP_X_ICON_OFFSET+iX+6*iColumnNumber+2, MAP_Y_ICON_OFFSET+iY+6*iRowNumber,MAP_X_ICON_OFFSET+iX+6*iColumnNumber+2+ DMAP_GRID_ZOOM_X, MAP_Y_ICON_OFFSET+iY+6*iRowNumber + DMAP_GRID_ZOOM_Y );
}
*/
}
void DrawOrta()
{
UINT8 *pDestBuf2;
UINT32 uiDestPitchBYTES;
INT16 sX, sY;
UINT8 ubVidObjIndex;
HVOBJECT hHandle;
if( fZoomFlag )
{
pDestBuf2 = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MAP_VIEW_START_X+MAP_GRID_X - 1, MAP_VIEW_START_Y+MAP_GRID_Y - 1, MAP_VIEW_WIDTH+1,MAP_VIEW_HEIGHT-9 );
UnLockVideoSurface(guiSAVEBUFFER);
GetScreenXYFromMapXYStationary( ORTA_SECTOR_X, ORTA_SECTOR_Y, &sX, &sY );
sX += -MAP_GRID_X + 2;
sY += -MAP_GRID_Y - 6;
ubVidObjIndex = 0;
}
else
{
GetScreenXYFromMapXY( ORTA_SECTOR_X, ORTA_SECTOR_Y, &sX, &sY );
sX += +2;
sY += -3;
ubVidObjIndex = 1;
}
// draw Orta in its sector
GetVideoObject( &hHandle, guiORTAICON);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void DrawTixa()
{
UINT8 *pDestBuf2;
UINT32 uiDestPitchBYTES;
INT16 sX, sY;
UINT8 ubVidObjIndex;
HVOBJECT hHandle;
if( fZoomFlag )
{
pDestBuf2 = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MAP_VIEW_START_X+MAP_GRID_X - 1, MAP_VIEW_START_Y+MAP_GRID_Y - 1, MAP_VIEW_WIDTH+1,MAP_VIEW_HEIGHT-9 );
UnLockVideoSurface(guiSAVEBUFFER);
GetScreenXYFromMapXYStationary( TIXA_SECTOR_X, TIXA_SECTOR_Y, &sX, &sY );
sX += -MAP_GRID_X + 3;
sY += -MAP_GRID_Y + 6;
ubVidObjIndex = 0;
}
else
{
GetScreenXYFromMapXY( TIXA_SECTOR_X, TIXA_SECTOR_Y, &sX, &sY );
sY += +2;
ubVidObjIndex = 1;
}
// draw Tixa in its sector
GetVideoObject( &hHandle, guiTIXAICON);
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void DrawBullseye()
{
INT16 sX, sY;
HVOBJECT hHandle;
GetScreenXYFromMapXY( gsMercArriveSectorX, gsMercArriveSectorY, &sX, &sY );
sY -= 2;
// draw the bullseye in that sector
GetVideoObject( &hHandle, guiBULLSEYE);
BltVideoObject( guiSAVEBUFFER, hHandle, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
void HideExistenceOfUndergroundMapSector( UINT8 ubSectorX, UINT8 ubSectorY )
{
INT16 sScreenX;
INT16 sScreenY;
GetScreenXYFromMapXY( ubSectorX, ubSectorY, &sScreenX, &sScreenY );
// fill it with near black
ColorFillVideoSurfaceArea( guiSAVEBUFFER, sScreenX + 1, sScreenY, sScreenX + MAP_GRID_X, sScreenY + MAP_GRID_Y - 1, gusUndergroundNearBlack );
}
void InitMapSecrets( void )
{
//UINT8 ubSamIndex;
fFoundTixa = FALSE;
fFoundOrta = FALSE;
//for( ubSamIndex = 0; ubSamIndex < NUMBER_OF_SAMS; ubSamIndex++ )
//{
// fSamSiteFound[ ubSamIndex ] = fSamSiteFoundOrig[ ubSamIndex ];
//}
memcpy(fSamSiteFound, fSamSiteFoundOrig, sizeof(fSamSiteFound));
}
BOOLEAN CanRedistributeMilitiaInSector( INT16 sClickedSectorX, INT16 sClickedSectorY, INT8 bClickedTownId )
{
// if no world is loaded, we can't be in combat (PBI/Auto-resolve locks out normal mapscreen interface for this)
if( !gfWorldLoaded )
{
// ok to redistribute
return( TRUE );
}
// if tactically not in combat, hostile sector, or air-raid
if( !( gTacticalStatus.uiFlags & INCOMBAT ) && !( gTacticalStatus.fEnemyInSector ) && !InAirRaid( ) )
{
// ok to redistribute
return( TRUE );
}
// if the fight is underground
if ( gbWorldSectorZ != 0 )
{
// ok to redistribute
return( TRUE );
}
INT32 iCounter = 0;
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
INT16 sSectorX = 0, sSectorY = 0;
// currently loaded surface sector IS hostile - so we must check if it's also one of the sectors in this "militia map"
// get the sector value for the upper left corner
sBaseSectorValue = sBaseSectorList[ bClickedTownId - 1 ];
// render icons for map
for( iCounter = 0; iCounter < 9; iCounter++ )
{
// grab current sector value
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
sSectorX = SECTORX( sCurrentSectorValue );
sSectorY = SECTORY( sCurrentSectorValue );
// not in the same town?
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId != bClickedTownId )
{
continue;
}
// if this is the loaded sector that is currently hostile
if ( ( sSectorX == gWorldSectorX ) && ( sSectorY == gWorldSectorY ) )
{
// the fight is within this town! Can't redistribute.
return( FALSE );
}
}
// the fight is elsewhere - ok to redistribute
return( TRUE );
}
// Callback for disbanding militia in the Militia Box
void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue )
{
// yes
if( bExitValue == MSG_BOX_RETURN_YES )
{
if( sSelectedMilitiaTown != BLANK_SECTOR )
{
// HEADROCK HAM 3.6: Adjust loyalty based on how many militia were disbanded, compared to
// how many can be trained in a single session (max).
UINT32 uiMilitiaToDisband = sGreensOnCursor + (2*sRegularsOnCursor) + (3*sElitesOnCursor);
UINT32 uiTownLoyaltyBonus = (LOYALTY_BONUS_FOR_TOWN_TRAINING * uiMilitiaToDisband) / gGameExternalOptions.iTrainingSquadSize;
// loyalty in this town increases a bit because we obviously care about them...
DecrementTownLoyalty( (UINT8)sSelectedMilitiaTown, uiTownLoyaltyBonus );
}
// zero out numbers on the cursor
sGreensOnCursor = 0;
sRegularsOnCursor = 0;
sElitesOnCursor = 0;
// reset fact we are in the box
sSelectedMilitiaTown = 0;
fMapPanelDirty = TRUE;
// Go ahead and reset the militia in the selected sector
ResetMilitia();
}
else if( bExitValue == MSG_BOX_RETURN_NO )
{
return;
}
return;
}