mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
569 lines
15 KiB
C++
569 lines
15 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Laptop All.h"
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#include "IMP Compile Character.h"
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#else
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#include "CharProfile.h"
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#include "IMP HomePage.h"
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#include "IMPVideoObjects.h"
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#include "Utilities.h"
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#include "WCheck.h"
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#include "Debug.h"
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#include "WordWrap.h"
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#include "IMP Compile Character.h"
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#include "Render Dirty.h"
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#include "Encrypted File.h"
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#include "cursors.h"
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#include "laptop.h"
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#include "IMP Text System.h"
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#include "Timer Control.h"
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#include "Text Input.h"
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#include "LaptopSave.h"
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#include "line.h"
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#include "english.h"
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#include "Merc Hiring.h"
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#include "Text.h"
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#include "GameSettings.h"
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#include "IMP MainPage.h"
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#include "IMP Confirm.h"
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#include "Game Clock.h"
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#endif
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void GetPlayerKeyBoardInputForIMPHomePage( void );
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void DisplayPlayerActivationString( void );
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void ProcessPlayerInputActivationString( void );
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void GetPlayerKeyBoardInputForIMPHomePage( void );
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void HandleTextEvent( UINT32 uiKey );
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void CreateIMPHomePageButtons( void );
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void RemoveIMPHomePageButtons( void );
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void DisplayActivationStringCursor( void );
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INT32 GlowColorsList[][3] ={
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{ 0,0,0 },
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{ 0,25,0 },
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{ 0,50,0 },
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{ 0,75,0 },
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{ 0,100,0 },
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{ 0,125,0 },
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{ 0,150,0 },
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{ 0,175,0 },
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{ 0,200,0 },
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{ 0,225,0 },
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{ 0,255,0 },
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};
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// btn callbacks
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void BtnIMPAboutUsCallback(GUI_BUTTON *btn,INT32 reason);
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void ResetActivationStringTextBox(void);
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// position defines
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#define IMP_PLAYER_ACTIVATION_STRING_X LAPTOP_SCREEN_UL_X + 261
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#define IMP_PLAYER_ACTIVATION_STRING_Y LAPTOP_SCREEN_WEB_UL_Y + 336
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#define CURSOR_Y IMP_PLAYER_ACTIVATION_STRING_Y - 5
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#define CURSOR_HEIGHT GetFontHeight( FONT14ARIAL ) + 6
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// IMP homepage buttons
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INT32 giIMPHomePageButton[1];
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INT32 giIMPHomePageButtonImage[1];
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// the player activation string
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CHAR16 pPlayerActivationString[32];
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// position within player activation string
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INT32 iStringPos=0;
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UINT16 uiCursorPosition = IMP_PLAYER_ACTIVATION_STRING_X;
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// has a new char been added or deleted?
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BOOLEAN fNewCharInActivationString = FALSE;
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void EnterImpHomePage( void )
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{
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// upon entry to Imp home page
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memset(pPlayerActivationString, 0, sizeof(pPlayerActivationString));
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// reset string position
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iStringPos =0;
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// reset activation cursor position
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uiCursorPosition = IMP_PLAYER_ACTIVATION_STRING_X;
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// load buttons
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CreateIMPHomePageButtons( );
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// we have now vsisited IMP, reset fact we haven't
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fNotVistedImpYet = FALSE;
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// render screen once
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RenderImpHomePage( );
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return;
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}
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void RenderImpHomePage( void )
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{
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// the background
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RenderProfileBackGround( );
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// the IMP symbol
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RenderIMPSymbol( 107, 45 );
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// the second button image
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RenderButton2Image( 134, 314);
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// render the indents
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//activation indents
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RenderActivationIndent( 257, 328 );
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// the two font page indents
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RenderFrontPageIndent( 3, 64 );
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RenderFrontPageIndent( 396,64 );
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// render the activation string
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DisplayPlayerActivationString( );
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return;
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}
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void ExitImpHomePage( void )
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{
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// remove buttons
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RemoveIMPHomePageButtons( );
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return;
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}
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void HandleImpHomePage( void )
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{
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// handle keyboard input for this screen
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GetPlayerKeyBoardInputForIMPHomePage( );
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// has a new char been added to activation string
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if( fNewCharInActivationString )
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{
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// display string
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DisplayPlayerActivationString( );
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}
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// render the cursor
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DisplayActivationStringCursor( );
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return;
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}
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void DisplayPlayerActivationString( void )
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{
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// this function will grab the string that the player will enter for activation
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INT32 iCounter=0;
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// player gone too far, move back
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if(iStringPos > 64)
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{
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iStringPos = 64;
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}
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// restore background
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RenderActivationIndent( 257, 328 );
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// setup the font stuff
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SetFont( FONT14ARIAL );
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SetFontForeground( 184 );
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SetFontBackground(FONT_BLACK);
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// reset shadow
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SetFontShadow(DEFAULT_SHADOW);
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mprintf(IMP_PLAYER_ACTIVATION_STRING_X, IMP_PLAYER_ACTIVATION_STRING_Y, pPlayerActivationString);
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fNewCharInActivationString = FALSE;
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fReDrawScreenFlag = TRUE;
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return;
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}
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void DisplayActivationStringCursor( void )
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{
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// this procdure will draw the activation string cursor on the screen at position cursorx cursory
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UINT32 uiDestPitchBYTES;
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static UINT32 uiBaseTime = 0;
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UINT32 uiDeltaTime = 0;
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UINT8 *pDestBuf;
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static UINT32 iCurrentState = 0;
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static BOOLEAN fIncrement = TRUE;
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if(uiBaseTime == 0)
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{
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uiBaseTime = GetJA2Clock();
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}
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// get difference
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uiDeltaTime = GetJA2Clock() - uiBaseTime;
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// if difference is long enough, rotate colors
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if(uiDeltaTime > MIN_GLOW_DELTA)
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{
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if( iCurrentState == 10)
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{
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// start rotating downward
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fIncrement = FALSE;
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}
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if( iCurrentState == 0)
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{
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// rotate colors upward
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fIncrement = TRUE;
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}
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// if increment upward, increment iCurrentState
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if(fIncrement)
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{
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iCurrentState++;
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}
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else
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{
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// else downwards
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iCurrentState--;
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}
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// reset basetime to current clock
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uiBaseTime = GetJA2Clock( );
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}
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// draw line in current state
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LineDraw(TRUE, (UINT16) uiCursorPosition, CURSOR_Y, (UINT16)uiCursorPosition, CURSOR_Y + CURSOR_HEIGHT, Get16BPPColor( FROMRGB( GlowColorsList[ iCurrentState ][ 0 ], GlowColorsList[ iCurrentState ][ 1 ], GlowColorsList[ iCurrentState ][ 2 ] ) ),
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pDestBuf );
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// unlock frame buffer
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UnLockVideoSurface( FRAME_BUFFER );
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InvalidateRegion((UINT16) uiCursorPosition , CURSOR_Y , (UINT16)uiCursorPosition + 1, CURSOR_Y + CURSOR_HEIGHT + 1);
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return;
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}
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void GetPlayerKeyBoardInputForIMPHomePage( void )
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{
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InputAtom InputEvent;
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POINT MousePos;
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GetCursorPos(&MousePos);
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while (DequeueEvent(&InputEvent) == TRUE)
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{
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// HOOK INTO MOUSE HOOKS
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/*
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switch(InputEvent.usEvent)
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{
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case LEFT_BUTTON_DOWN:
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MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case LEFT_BUTTON_UP:
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MouseSystemHook(LEFT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_DOWN:
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MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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case RIGHT_BUTTON_UP:
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MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
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break;
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}
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*/
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if( !HandleTextInput( &InputEvent ) && (InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT || InputEvent.usEvent == KEY_UP ) )
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{
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switch( InputEvent.usParam )
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{
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case (( ENTER ) ):
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if(( InputEvent.usEvent == KEY_UP ) )
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{
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// return hit, check to see if current player activation string is a valid one
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ProcessPlayerInputActivationString( );
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fNewCharInActivationString = TRUE;
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}
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break;
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case (( ESC )):
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LeaveLapTopScreen( );
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break;
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default:
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if(InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT )
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{
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HandleTextEvent( InputEvent.usParam );
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}
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break;
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}
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}
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}
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return;
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}
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void HandleTextEvent( UINT32 uiKey )
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{
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// this function checks to see if a letter or a backspace was pressed, if so, either put char to screen
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// or delete it
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switch( uiKey )
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{
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case ( BACKSPACE ):
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if( iStringPos >= 0 )
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{
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if( iStringPos > 0 )
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{
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// decrement iStringPosition
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iStringPos-=1;
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}
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// null out char
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pPlayerActivationString[iStringPos ] = 0;
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// move back cursor
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uiCursorPosition = StringPixLength( pPlayerActivationString, FONT14ARIAL ) + IMP_PLAYER_ACTIVATION_STRING_X;
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// string has been altered, redisplay
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fNewCharInActivationString = TRUE;
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}
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break;
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default:
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if( uiKey >= 'A' && uiKey <= 'Z' ||
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uiKey >= 'a' && uiKey <= 'z' ||
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uiKey >= '0' && uiKey <= '9' ||
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uiKey == '_' || uiKey == '.' || uiKey ==' ') // WANNE NEW: added ' '
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{
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// if the current string position is at max or great, do nothing
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if( iStringPos >= 8 )
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{
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break;
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}
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else
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{
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if(iStringPos < 0 )
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{
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iStringPos = 0;
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}
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// valid char, capture and convert to CHAR16
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pPlayerActivationString[iStringPos] = ( CHAR16 )uiKey;
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// null out next char position
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pPlayerActivationString[iStringPos + 1] = 0;
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// move cursor position ahead
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uiCursorPosition = StringPixLength( pPlayerActivationString, FONT14ARIAL ) + IMP_PLAYER_ACTIVATION_STRING_X;
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// increment string position
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iStringPos +=1;
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// string has been altered, redisplay
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fNewCharInActivationString = TRUE;
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}
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}
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break;
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}
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return;
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}
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void ProcessPlayerInputActivationString( void )
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{
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// prcess string to see if it matches activation string
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char charPlayerActivationString[32];
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wcstombs(charPlayerActivationString,pPlayerActivationString,32);
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BOOLEAN freeMercSlot = TRUE;
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// WANNE: Check total number of hired mercs
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if( NumberOfMercsOnPlayerTeam() >= 18 )
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{
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freeMercSlot = FALSE;
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}
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//Madd multiple imps if( ( ( wcscmp(pPlayerActivationString, L"XEP624") == 0 ) || ( wcscmp(pPlayerActivationString, L"xep624") == 0 ) )&&( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) &&( LaptopSaveInfo.gfNewGameLaptop < 2 ) )
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if( ( ( wcscmp(pPlayerActivationString, L"XEP624") == 0 ) || ( wcscmp(pPlayerActivationString, L"xep624") == 0 ) ) &&( LaptopSaveInfo.gfNewGameLaptop < 2 ) )
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{
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// WANNE: Check total number of hired mercs
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if( freeMercSlot == FALSE )
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{
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DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, AimPopUpText[ AIM_MEMBER_ALREADY_HAVE_18_MERCS ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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return;
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}
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if (CountFilledIMPSlots(-1) < gGameExternalOptions.iMaxIMPCharacters)
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{
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// Kaiden: Need to reset skills, attributes and personalities with the new UB Method.
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ResetSkillsAttributesAndPersonality( );
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ClearAllSkillsList( );
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iCurrentImpPage = IMP_MAIN_PAGE;
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}
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else
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{
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DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 8 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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}
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}
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//Madd multiple imps else if( ( wcscmp(pPlayerActivationString, L"90210") == 0 ) && ( LaptopSaveInfo.fIMPCompletedFlag == FALSE ) )
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else if( wcscmp(pPlayerActivationString, L"90210") == 0 )
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{
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// WANNE: Check total number of hired mercs
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if( freeMercSlot == FALSE )
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{
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DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, AimPopUpText[ AIM_MEMBER_ALREADY_HAVE_18_MERCS ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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return;
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}
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if (CountFilledIMPSlots(-1) < gGameExternalOptions.iMaxIMPCharacters)
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{
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if (LoadImpCharacter( IMP_MERC_FILENAME ) == TRUE)
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{
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// Reset activation text box
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ResetActivationStringTextBox();
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//DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 11 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex );
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}
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}
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else
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{
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DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 8 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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}
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}
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// Madd: load characters by name
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else if ( ImpExists( charPlayerActivationString ) )
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{
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// WANNE: Check total number of hired mercs
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if( freeMercSlot == FALSE )
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{
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DoLapTopMessageBox( MSG_BOX_LAPTOP_DEFAULT, AimPopUpText[ AIM_MEMBER_ALREADY_HAVE_18_MERCS ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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return;
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}
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if (CountFilledIMPSlots(-1) < gGameExternalOptions.iMaxIMPCharacters)
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{
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if (LoadImpCharacter( charPlayerActivationString ) == TRUE)
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{
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// Reset activation text box
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ResetActivationStringTextBox();
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//DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 11 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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AddEmail(IMP_EMAIL_PROFILE_RESULTS, IMP_EMAIL_PROFILE_RESULTS_LENGTH, IMP_PROFILE_RESULTS, GetWorldTotalMin( ), LaptopSaveInfo.iIMPIndex );
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}
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}
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else
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{
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DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 8 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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}
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}
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else
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{
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if( ( ( wcscmp(pPlayerActivationString, L"XEP624") != 0 ) && ( wcscmp(pPlayerActivationString, L"xep624") != 0 ) ) )
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{
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DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 0 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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}
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else if( LaptopSaveInfo.fIMPCompletedFlag == TRUE )
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{
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DoLapTopMessageBox( MSG_BOX_IMP_STYLE, pImpPopUpStrings[ 6 ], LAPTOP_SCREEN, MSG_BOX_FLAG_OK, NULL);
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}
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}
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return;
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}
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void ResetActivationStringTextBox(void)
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{
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// Reset activation text box
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for (int i = 0; i < iStringPos; i++)
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{
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pPlayerActivationString[i] = 0;
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}
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iStringPos = 0;
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uiCursorPosition = StringPixLength( pPlayerActivationString, FONT14ARIAL ) + IMP_PLAYER_ACTIVATION_STRING_X;
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DisplayPlayerActivationString();
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DisplayActivationStringCursor();
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}
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void CreateIMPHomePageButtons( void )
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{
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// this procedure will create the buttons needed for the IMP homepage
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// ths about us button
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giIMPHomePageButtonImage[0]= LoadButtonImage( "LAPTOP\\button_1.sti" ,-1,0,-1,1,-1 );
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/* giIMPHomePageButton[0] = QuickCreateButton( giIMPHomePageButtonImage[0], LAPTOP_SCREEN_UL_X + ( 286 - 106 ), LAPTOP_SCREEN_WEB_UL_Y + ( 248 - 48 ),
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BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPAboutUsCallback);
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*/
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giIMPHomePageButton[0] = CreateIconAndTextButton( giIMPHomePageButtonImage[0], pImpButtonText[ 0 ], FONT12ARIAL,
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FONT_WHITE, DEFAULT_SHADOW,
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FONT_WHITE, DEFAULT_SHADOW,
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TEXT_CJUSTIFIED,
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LAPTOP_SCREEN_UL_X + ( 286 - 106 ), LAPTOP_SCREEN_WEB_UL_Y + ( 248 - 48), BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
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BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnIMPAboutUsCallback);
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SetButtonCursor(giIMPHomePageButton[ 0 ], CURSOR_WWW);
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return;
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}
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void RemoveIMPHomePageButtons( void )
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{
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// this procedure will destroy the already created buttosn for the IMP homepage
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// the about us button
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RemoveButton(giIMPHomePageButton[0] );
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UnloadButtonImage(giIMPHomePageButtonImage[0] );
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return;
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}
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void BtnIMPAboutUsCallback(GUI_BUTTON *btn,INT32 reason)
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{
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// btn callback for IMP Homepage About US button
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if (!(btn->uiFlags & BUTTON_ENABLED))
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return;
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if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
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{
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btn->uiFlags|=(BUTTON_CLICKED_ON);
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}
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else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if (btn->uiFlags & BUTTON_CLICKED_ON)
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{
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btn->uiFlags&=~(BUTTON_CLICKED_ON);
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iCurrentImpPage = IMP_ABOUT_US;
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fButtonPendingFlag = TRUE;
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}
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}
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}
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