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o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1360 lines
45 KiB
C++
1360 lines
45 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "sgp.h"
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#include "overhead.h"
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#include "messageboxscreen.h"
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#include "screenids.h"
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#include "Handle UI.h"
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#include "message.h"
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#include "game clock.h"
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#include "items.h"
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#include "Text.h"
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#include "MercTextBox.h"
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#include "interface.h"
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#include "auto bandage.h"
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#include "renderworld.h"
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#include "strategic turns.h"
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#include "Event Pump.h"
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#include "music control.h"
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#include "dialogue control.h"
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#include "ai.h"
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#include "interface control.h"
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#include "strategicmap.h"
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#include "animation control.h"
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#include "Map Screen Interface.h"
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#include "Soldier Profile.h"
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#include "Assignments.h"
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#include "WordWrap.h"
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#include "cursors.h"
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#include "English.h"
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#endif
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// max number of merc faces per row in autobandage box
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#define NUMBER_MERC_FACES_AUTOBANDAGE_BOX 4
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STR16 sAutoBandageString = NULL;
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INT32 giBoxId = -1;
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UINT16 gusTextBoxWidth = 0;
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UINT16 gusTextBoxHeight = 0;
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BOOLEAN gfBeginningAutoBandage = FALSE;
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INT16 gsX = 0;
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INT16 gsY = 0;
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UINT32 guiAutoBandageSeconds = 0;
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BOOLEAN fAutoBandageComplete = FALSE;
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BOOLEAN fEndAutoBandage = FALSE;
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BOOLEAN gfAutoBandageFailed;
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// the button and associated image for ending autobandage
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INT32 iEndAutoBandageButton[ 2 ];
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INT32 iEndAutoBandageButtonImage[ 2 ];
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extern FACETYPE *gpCurrentTalkingFace;
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extern INT32 giMercPanelImage;
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MOUSE_REGION gAutoBandageRegion;
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// the lists of the doctor and patient
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std::vector<INT32> iDoctorList (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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std::vector<INT32> iPatientList (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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//INT32 iDoctorList[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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//INT32 iPatientList[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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// faces for update panel
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std::vector<INT32> giAutoBandagesSoldierFaces (2*CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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//INT32 giAutoBandagesSoldierFaces[ 2 * CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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// has the button for autobandage end been setup yet
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BOOLEAN fAutoEndBandageButtonCreated = FALSE;
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void BeginAutoBandageCallBack( UINT8 bExitValue );
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void CancelAutoBandageCallBack( UINT8 bExitValue );
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// the update box for autobandaging mercs
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void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY );
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void DestroyTerminateAutoBandageButton( void );
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void DisplayAutoBandageUpdatePanel( void );
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void EndAutobandageButtonCallback(GUI_BUTTON *btn,INT32 reason);
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void SetUpAutoBandageUpdatePanel( void );
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BOOLEAN AddFacesToAutoBandageBox( void );
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BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentXPosition, INT16 sCurrentYPosition );
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void StopAutoBandageButtonCallback(GUI_BUTTON *btn,INT32 reason);
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BOOLEAN RemoveFacesForAutoBandage( void );
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extern BOOLEAN CanCharacterAutoBandageTeammate( SOLDIERTYPE *pSoldier );
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extern BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier );
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extern UINT8 NumEnemyInSector( );
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void BeginAutoBandage( )
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{
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INT32 cnt;
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BOOLEAN fFoundAGuy = FALSE;
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SOLDIERTYPE * pSoldier;
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BOOLEAN fFoundAMedKit = FALSE;
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// If we are in combat, we con't...
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if ( (gTacticalStatus.uiFlags & INCOMBAT) || (NumEnemyInSector() != 0) )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SECTOR_NOT_CLEARED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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return;
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}
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// check for anyone needing bandages
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++ )
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{
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// if the soldier isn't active or in sector, we have problems..leave
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if ( !(pSoldier->bActive) || !(pSoldier->bInSector) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pSoldier->bAssignment == VEHICLE ) )
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{
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continue;
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}
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// can this character be helped out by a teammate?
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if ( CanCharacterBeAutoBandagedByTeammate( pSoldier ) == TRUE )
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{
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fFoundAGuy = TRUE;
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if ( fFoundAGuy && fFoundAMedKit )
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{
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break;
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}
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}
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if ( FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT )
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{
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fFoundAMedKit = TRUE;
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if ( fFoundAGuy && fFoundAMedKit )
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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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if ( !fFoundAGuy )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ AUTOBANDAGE_NOT_NEEDED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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else if ( !fFoundAMedKit )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[ 9 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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else
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{
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if ( ! CanAutoBandage( FALSE ) )
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{
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ CANT_AUTOBANDAGE_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
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}
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else
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{
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// Confirm if we want to start or not....
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DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ BEGIN_AUTOBANDAGE_PROMPT_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BeginAutoBandageCallBack, NULL );
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}
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}
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}
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void HandleAutoBandagePending( )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier = NULL;
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// OK, if we have a pending autobandage....
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// check some conditions
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if ( gTacticalStatus.fAutoBandagePending )
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{
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// All dailogue done, music, etc...
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//if ( gubMusicMode != MUSIC_TACTICAL_VICTORY && DialogueQueueIsEmpty( ) )
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if ( !DialogueQueueIsEmpty( ) )
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{
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return;
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}
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// If there is no actively talking guy...
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if ( gpCurrentTalkingFace != NULL )
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{
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return;
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}
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// Do any guys have pending actions...?
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
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{
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// Are we in sector?
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if ( pSoldier->bActive )
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{
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if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && !pSoldier->flags.fBetweenSectors )
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{
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if ( pSoldier->aiData.ubPendingAction != NO_PENDING_ACTION )
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{
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return;
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}
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}
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}
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}
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// Do was have any menus up?
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if ( AreWeInAUIMenu( ) )
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{
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return;
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}
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// If here, all's a go!
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gTacticalStatus.fAutoBandagePending = FALSE;
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BeginAutoBandage( );
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}
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}
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void SetAutoBandagePending( BOOLEAN fSet )
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{
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gTacticalStatus.fAutoBandagePending = fSet;
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}
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// Should we ask buddy ti auto bandage...?
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void ShouldBeginAutoBandage( )
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{
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// If we are in combat, we con't...
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if ( gTacticalStatus.uiFlags & INCOMBAT )
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{
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return;
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}
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// ATE: If not in endgame
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if ( ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME ) )
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{
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return;
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}
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if ( CanAutoBandage( FALSE ) )
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{
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// OK, now setup as a pending event...
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SetAutoBandagePending( TRUE );
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}
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}
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BOOLEAN HandleAutoBandage( )
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{
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InputAtom InputEvent;
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if ( gTacticalStatus.fAutoBandageMode )
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{
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if ( gfBeginningAutoBandage )
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{
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//Shadow area
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ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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InvalidateScreen( );
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RefreshScreen( NULL );
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}
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DisplayAutoBandageUpdatePanel( );
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//RenderMercPopUpBoxFromIndex( giBoxId, gsX, gsY, FRAME_BUFFER );
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//InvalidateRegion( gsX, gsY, gsX + gusTextBoxWidth, gsY + gusTextBoxHeight );
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EndFrameBufferRender( );
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// Handle strategic engine
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HandleStrategicTurn( );
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HandleTeamServices( OUR_TEAM );
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if ( guiAutoBandageSeconds <= 120 )
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{
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guiAutoBandageSeconds += 5;
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}
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// Execute Tactical Overhead
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ExecuteOverhead( );
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// Deque all game events
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DequeAllGameEvents( TRUE );
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#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
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while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
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#else
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while (DequeueEvent(&InputEvent) == TRUE)
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#endif
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{
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if ( InputEvent.usEvent == KEY_UP )
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{
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if( ( ( InputEvent.usParam == ESC ) && ( fAutoBandageComplete == FALSE ) )|| ( ( ( InputEvent.usParam == ENTER ) || ( InputEvent.usParam == SPACE ) ) && ( fAutoBandageComplete == TRUE ) ) )
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{
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AutoBandage( FALSE );
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}
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}
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}
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gfBeginningAutoBandage = FALSE;
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if( fEndAutoBandage )
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{
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AutoBandage( FALSE );
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fEndAutoBandage = FALSE;
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}
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return( TRUE );
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}
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return( FALSE );
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}
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BOOLEAN CreateAutoBandageString( void )
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{
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INT32 cnt;
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// WDS - make number of mercenaries, etc. be configurable
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UINT8 ubDoctor[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS], ubDoctors = 0;
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UINT32 uiDoctorNameStringLength = 1; // for end-of-string character
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STR16 sTemp;
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SOLDIERTYPE * pSoldier;
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
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{
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && !(pSoldier->bCollapsed) && pSoldier->stats.bMedical > 0 && FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT)
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{
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ubDoctor[ubDoctors] = pSoldier->ubID;
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ubDoctors++;
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// increase the length of the string by the size of the name
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// plus 2, one for the comma and one for the space after that
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uiDoctorNameStringLength += wcslen( pSoldier->name ) + 2;
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}
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}
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if (ubDoctors == 0)
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{
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return( FALSE );
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}
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if (ubDoctors == 1)
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{
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uiDoctorNameStringLength += wcslen( Message[STR_IS_APPLYING_FIRST_AID] );
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}
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else
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{
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uiDoctorNameStringLength += wcslen( Message[STR_ARE_APPLYING_FIRST_AID] );
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}
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sAutoBandageString = (STR16) MemRealloc( sAutoBandageString, uiDoctorNameStringLength * sizeof( CHAR16 ) );
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if (!sAutoBandageString)
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{
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return( FALSE );
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}
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if (ubDoctors == 1)
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{
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swprintf( sAutoBandageString, Message[STR_IS_APPLYING_FIRST_AID], MercPtrs[ubDoctor[0]]->name );
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}
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else
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{
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// make a temporary string to hold most of the doctors names joined by commas
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sTemp = (STR16) MemAlloc( uiDoctorNameStringLength * sizeof( CHAR16 ) );
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// sTemp = MemAlloc( 1000 );
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if (!sTemp)
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{
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return( FALSE );
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}
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wcscpy( sTemp, L"" );
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for (cnt = 0; cnt < ubDoctors - 1; cnt++)
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{
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wcscat( sTemp, MercPtrs[ubDoctor[cnt]]->name );
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if (ubDoctors > 2)
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{
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if (cnt == ubDoctors - 2)
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{
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wcscat( sTemp, L"," );
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}
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else
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{
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wcscat( sTemp, L", " );
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}
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}
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}
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swprintf( sAutoBandageString, Message[STR_ARE_APPLYING_FIRST_AID], sTemp, MercPtrs[ubDoctor[ubDoctors - 1]]->name );
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MemFree( sTemp );
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}
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return( TRUE );
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}
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void SetAutoBandageComplete( void )
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{
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// this will set the fact autobandage is complete
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fAutoBandageComplete = TRUE;
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return;
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}
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void AutoBandage( BOOLEAN fStart )
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{
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SGPRect aRect;
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UINT8 ubLoop;
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INT32 cnt;
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SOLDIERTYPE * pSoldier;
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if ( fStart )
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{
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gTacticalStatus.fAutoBandageMode = TRUE;
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gTacticalStatus.uiFlags |= OUR_MERCS_AUTO_MOVE;
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gfAutoBandageFailed = FALSE;
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// ste up the autobandage panel
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SetUpAutoBandageUpdatePanel( );
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// Lock UI!
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//guiPendingOverrideEvent = LU_BEGINUILOCK;
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HandleTacticalUI( );
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PauseGame();
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// Compress time...
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//SetGameTimeCompressionLevel( TIME_COMPRESS_5MINS );
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
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{
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if ( pSoldier->bActive )
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{
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pSoldier->bSlotItemTakenFrom = NO_SLOT;
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pSoldier->ubAutoBandagingMedic = NOBODY;
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}
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}
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Begin auto bandage." );
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if (CreateAutoBandageString())
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{
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giBoxId = PrepareMercPopupBox( -1, DIALOG_MERC_POPUP_BACKGROUND, DIALOG_MERC_POPUP_BORDER, sAutoBandageString, 200, 40, 10, 30, &gusTextBoxWidth, &gusTextBoxHeight );
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}
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aRect.iTop = 0;
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aRect.iLeft = 0;
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aRect.iBottom = INV_INTERFACE_START_Y;
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aRect.iRight = SCREEN_WIDTH;
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// Determine position ( centered in rect )
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gsX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - gusTextBoxWidth ) / 2 ) + aRect.iLeft );
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gsY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - gusTextBoxHeight ) / 2 ) + aRect.iTop );
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// build a mask
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MSYS_DefineRegion( &gAutoBandageRegion, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST - 1,
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CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
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gfBeginningAutoBandage = TRUE;
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}
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else
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{
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gTacticalStatus.fAutoBandageMode = FALSE;
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gTacticalStatus.uiFlags &= ( ~OUR_MERCS_AUTO_MOVE );
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// make sure anyone under AI control has their action cancelled
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
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{
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// 0verhaul: Make sure the merc is also in the sector before making him stand up!
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if ( pSoldier->bActive && pSoldier->bInSector )
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{
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ActionDone( pSoldier );
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if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
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{
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// swap our old hand item back to the main hand
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SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom, TRUE );
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}
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// ATE: Make everyone stand up!
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if ( pSoldier->stats.bLife >= OKLIFE && !pSoldier->bCollapsed )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_STAND )
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{
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pSoldier->ChangeSoldierStance( ANIM_STAND );
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}
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}
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}
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}
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ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++)
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{
|
|
ActionDone( MercPtrs[ ubLoop ] );
|
|
|
|
// If anyone is still doing aid animation, stop!
|
|
if ( MercPtrs[ ubLoop ]->usAnimState == GIVING_AID || MercPtrs[ ubLoop ]->usAnimState == GIVING_AID_PRN )
|
|
{
|
|
MercPtrs[ ubLoop ]->SoldierGotoStationaryStance( );
|
|
}
|
|
}
|
|
|
|
// UnLock UI!
|
|
guiPendingOverrideEvent = LU_ENDUILOCK;
|
|
HandleTacticalUI( );
|
|
|
|
UnPauseGame();
|
|
// Bring time back...
|
|
//SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
|
|
|
|
//Warp game time by the amount of time it took to autobandage.
|
|
WarpGameTime( guiAutoBandageSeconds, WARPTIME_NO_PROCESSING_OF_EVENTS );
|
|
|
|
DestroyTerminateAutoBandageButton( );
|
|
|
|
// Delete popup!
|
|
RemoveMercPopupBoxFromIndex( giBoxId );
|
|
giBoxId = -1;
|
|
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"End auto bandage." );
|
|
|
|
// build a mask
|
|
MSYS_RemoveRegion( &gAutoBandageRegion );
|
|
|
|
// clear faces for auto bandage
|
|
RemoveFacesForAutoBandage( );
|
|
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
fInterfacePanelDirty = DIRTYLEVEL2;
|
|
|
|
if( gfAutoBandageFailed )
|
|
{
|
|
// inform player some mercs could not be bandaged
|
|
DoScreenIndependantMessageBox(pDoctorWarningString[ 1 ], MSG_BOX_FLAG_OK, NULL );
|
|
gfAutoBandageFailed = FALSE;
|
|
}
|
|
|
|
// Memory cleanup!
|
|
MemFree( sAutoBandageString);
|
|
sAutoBandageString = NULL;
|
|
}
|
|
|
|
guiAutoBandageSeconds = 0;
|
|
|
|
ResetAllMercSpeeds( );
|
|
}
|
|
|
|
|
|
void BeginAutoBandageCallBack( UINT8 bExitValue )
|
|
{
|
|
if( bExitValue == MSG_BOX_RETURN_YES )
|
|
{
|
|
fRestoreBackgroundForMessageBox = TRUE;
|
|
AutoBandage( TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
void SetUpAutoBandageUpdatePanel( void )
|
|
{
|
|
|
|
INT32 iNumberDoctoring = 0;
|
|
INT32 iNumberPatienting = 0;
|
|
INT32 iNumberOnTeam = 0;
|
|
INT32 iCounterA = 0;
|
|
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
// reset the tables of merc ids
|
|
for (std::vector<INT32>::iterator docIter = iDoctorList.begin(); docIter != iDoctorList.end(); ++docIter) {
|
|
*docIter = -1;
|
|
}
|
|
for (std::vector<INT32>::iterator pIter = iPatientList.begin(); pIter != iPatientList.end(); ++pIter) {
|
|
*pIter = -1;
|
|
}
|
|
// memset( iDoctorList, -1, sizeof( iDoctorList ) );
|
|
// memset( iPatientList, -1, sizeof( iPatientList ) );
|
|
|
|
|
|
// grab number of potential grunts on players team
|
|
iNumberOnTeam = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
|
|
// run through mercs on squad...if they can doctor, add to list
|
|
for( iCounterA = 0; iCounterA < iNumberOnTeam; iCounterA++ )
|
|
{
|
|
if( CanCharacterAutoBandageTeammate( &Menptr[ iCounterA ] ) )
|
|
{
|
|
// add to list, up the count
|
|
iDoctorList[ iNumberDoctoring ] = iCounterA;
|
|
iNumberDoctoring++;
|
|
|
|
}
|
|
}
|
|
|
|
// run through mercs on squad, if they can patient, add to list
|
|
for( iCounterA = 0; iCounterA < iNumberOnTeam; iCounterA++ )
|
|
{
|
|
if( CanCharacterBeAutoBandagedByTeammate( &Menptr[ iCounterA ] ) )
|
|
{
|
|
// add to list, up the count
|
|
iPatientList[ iNumberPatienting ] = iCounterA;
|
|
iNumberPatienting++;
|
|
}
|
|
}
|
|
|
|
// makes sure there is someone to doctor and patient...
|
|
if( ( iNumberDoctoring == 0 ) || ( iNumberPatienting == 0 ) )
|
|
{
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
// reset the tables of merc ids
|
|
for (std::vector<INT32>::iterator iter = iDoctorList.begin(); iter != iDoctorList.end(); ++iter) {
|
|
*iter = -1;
|
|
}
|
|
for (std::vector<INT32>::iterator iter = iPatientList.begin(); iter != iPatientList.end(); ++iter) {
|
|
*iter = -1;
|
|
}
|
|
// memset( iDoctorList, -1, sizeof( iDoctorList ) );
|
|
// memset( iPatientList, -1, sizeof( iPatientList ) );
|
|
}
|
|
|
|
// now add the faces
|
|
AddFacesToAutoBandageBox( );
|
|
|
|
fAutoBandageComplete = FALSE;
|
|
|
|
return;
|
|
}
|
|
|
|
void DisplayAutoBandageUpdatePanel( void )
|
|
{
|
|
INT32 iNumberDoctors = 0, iNumberPatients = 0;
|
|
INT32 iNumberDoctorsHigh = 0, iNumberPatientsHigh = 0;
|
|
INT32 iNumberDoctorsWide = 0, iNumberPatientsWide = 0;
|
|
INT32 iTotalPixelsHigh = 0, iTotalPixelsWide = 0;
|
|
INT32 iCurPixelY = 0;
|
|
INT16 sXPosition = 0, sYPosition = 0;
|
|
HVOBJECT hBackGroundHandle;
|
|
INT32 iCounterA = 0, iCounterB = 0;
|
|
INT32 iIndex = 0;
|
|
INT16 sCurrentXPosition = 0, sCurrentYPosition = 0;
|
|
CHAR16 sString[ 64 ];
|
|
INT16 sX = 0, sY = 0;
|
|
|
|
// are even in autobandage mode?
|
|
if( gTacticalStatus.fAutoBandageMode == FALSE )
|
|
{
|
|
// nope,
|
|
return;
|
|
}
|
|
|
|
// make sure there is someone to doctor and patient
|
|
if( ( iDoctorList[ 0 ] == -1 ) || ( iPatientList[ 0 ] == -1 ) )
|
|
{
|
|
// nope, nobody here
|
|
return;
|
|
}
|
|
|
|
// grab number of doctors
|
|
for( iCounterA = 0; iDoctorList[ iCounterA ] != -1; iCounterA++ )
|
|
{
|
|
iNumberDoctors++;
|
|
}
|
|
|
|
// grab number of patients
|
|
for( iCounterA = 0; iPatientList[ iCounterA ] != -1; iCounterA++ )
|
|
{
|
|
iNumberPatients++;
|
|
}
|
|
|
|
// build dimensions of box
|
|
|
|
if( iNumberDoctors < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// nope, get the base amount
|
|
iNumberDoctorsWide = ( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX );
|
|
}
|
|
else
|
|
{
|
|
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
|
|
|
|
// set the min number of mercs
|
|
if( iNumberDoctorsWide < 3 )
|
|
{
|
|
iNumberDoctorsWide = 2;
|
|
}
|
|
else
|
|
{
|
|
// a full row
|
|
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
// the doctors
|
|
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
|
|
|
|
if( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// now the patients
|
|
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
|
|
}
|
|
else
|
|
{
|
|
// now the patients
|
|
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
|
|
}
|
|
|
|
if( iNumberPatients < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// nope, get the base amount
|
|
iNumberPatientsWide = ( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX );
|
|
}
|
|
else
|
|
{
|
|
iNumberPatientsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
// set the min number of mercs
|
|
if( iNumberPatientsWide < 3 )
|
|
{
|
|
iNumberPatientsWide = 2;
|
|
}
|
|
else
|
|
{
|
|
// a full row
|
|
iNumberPatientsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
|
|
}
|
|
|
|
if( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
|
|
{
|
|
// now the patients
|
|
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
|
|
}
|
|
else
|
|
{
|
|
// now the patients
|
|
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
|
|
}
|
|
|
|
|
|
|
|
// now the actual pixel dimensions
|
|
|
|
iTotalPixelsHigh = ( iNumberPatientsHigh + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT;
|
|
|
|
// see which is wider, and set to this
|
|
if( iNumberDoctorsWide > iNumberPatientsWide )
|
|
{
|
|
iNumberPatientsWide = iNumberDoctorsWide;
|
|
}
|
|
else
|
|
{
|
|
iNumberDoctorsWide = iNumberPatientsWide;
|
|
}
|
|
|
|
iTotalPixelsWide = TACT_UPDATE_MERC_FACE_X_WIDTH * iNumberDoctorsWide;
|
|
|
|
// now get the x and y position for the box
|
|
sXPosition = ( SCREEN_WIDTH - iTotalPixelsWide ) / 2;
|
|
sYPosition = ( INV_INTERFACE_START_Y - iTotalPixelsHigh ) / 2;
|
|
|
|
|
|
// now blit down the background
|
|
GetVideoObject( &hBackGroundHandle, guiUpdatePanelTactical );
|
|
|
|
|
|
// first the doctors on top
|
|
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
|
|
{
|
|
for( iCounterB = 0; iCounterB < iNumberDoctorsWide; iCounterB ++ )
|
|
{
|
|
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
|
|
sCurrentYPosition = sYPosition + ( iCounterA * TACT_UPDATE_MERC_FACE_X_HEIGHT );
|
|
|
|
// slap down background piece
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
|
|
iIndex = iCounterA * iNumberDoctorsWide + iCounterB;
|
|
|
|
if( iDoctorList[ iIndex ] != -1 )
|
|
{
|
|
|
|
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
|
|
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
|
|
// there is a face
|
|
RenderSoldierSmallFaceForAutoBandagePanel( iIndex, sCurrentXPosition, sCurrentYPosition );
|
|
|
|
// display the mercs name
|
|
swprintf( sString, L"%s", ( Menptr[ iDoctorList[ iCounterA * iNumberDoctorsWide + iCounterB ] ] ).name );
|
|
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_LTRED );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
sY+= 35;
|
|
sCurrentXPosition -= TACT_UPDATE_MERC_FACE_X_OFFSET;
|
|
sCurrentYPosition -= TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
|
|
// print name
|
|
mprintf( sX, sY , sString );
|
|
//sCurrentYPosition-= TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
}
|
|
}
|
|
}
|
|
|
|
for( iCounterB = 0; iCounterB < iNumberPatientsWide; iCounterB ++ )
|
|
{
|
|
// slap down background piece
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sCurrentYPosition + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY, NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sYPosition - 9 , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
|
|
}
|
|
|
|
// bordering patient title
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 11, sXPosition - 4, sYPosition + ( ( iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 13, sXPosition + iTotalPixelsWide , sYPosition + ( ( iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_WHITE );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
// iCurPixelY = sYPosition;
|
|
iCurPixelY = sYPosition + ( ( iCounterA - 1 ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
|
|
|
|
|
|
swprintf( sString, L"%s", zMarksMapScreenText[ 13 ] );
|
|
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
|
|
// print medic
|
|
mprintf( sX, sYPosition - 7 , sString );
|
|
|
|
//DisplayWrappedString( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition - 40 ), ( INT16 )( iTotalPixelsWide ), 0, TINYFONT1, FONT_WHITE, pUpdateMercStrings[ 0 ], FONT_BLACK, 0, 0 );
|
|
|
|
|
|
sYPosition += 9;
|
|
|
|
// now the patients
|
|
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
|
|
{
|
|
for( iCounterB = 0; iCounterB < iNumberPatientsWide; iCounterB ++ )
|
|
{
|
|
|
|
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
|
|
sCurrentYPosition = sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
|
|
|
|
|
|
// slap down background piece
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
|
|
iIndex = iCounterA * iNumberPatientsWide + iCounterB;
|
|
|
|
if( iPatientList[ iIndex ] != -1 )
|
|
{
|
|
|
|
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
|
|
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
|
|
|
|
// there is a face
|
|
RenderSoldierSmallFaceForAutoBandagePanel( iIndex + iNumberDoctors, sCurrentXPosition, sCurrentYPosition );
|
|
|
|
// display the mercs name
|
|
swprintf( sString, L"%s", ( Menptr[ iPatientList[ iIndex ] ] ).name );
|
|
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_LTRED );
|
|
SetFontBackground( FONT_BLACK );
|
|
sY+= 35;
|
|
|
|
// print name
|
|
mprintf( sX, sY , sString );
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
// BORDER PIECES!!!!
|
|
|
|
// bordering patients squares
|
|
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
|
|
}
|
|
|
|
|
|
// back up 11 pixels
|
|
sYPosition-=9;
|
|
|
|
// pieces bordering doctor squares
|
|
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
|
|
}
|
|
|
|
// bordering doctor title
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 11, sXPosition - 4, sYPosition - 9, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 13, sXPosition + iTotalPixelsWide , sYPosition - 9, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
|
|
// now the top pieces
|
|
for( iCounterA = 0; iCounterA < iNumberPatientsWide; iCounterA++ )
|
|
{
|
|
// the top bottom
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 1, sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH * (iCounterA ) , sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
}
|
|
|
|
// the top corners
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 0, sXPosition -4, sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 2, sXPosition + iTotalPixelsWide , sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
iTotalPixelsHigh+= 9;
|
|
|
|
// the bottom
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 17, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 18, sXPosition + iTotalPixelsWide - TACT_UPDATE_MERC_FACE_X_WIDTH, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
|
|
if( iNumberPatientsWide == 2 )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 6, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
CreateTerminateAutoBandageButton( ( INT16)( sXPosition ), ( INT16 )( sYPosition + iTotalPixelsHigh + 3) );
|
|
}
|
|
else
|
|
{
|
|
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 6, sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
|
|
CreateTerminateAutoBandageButton( ( INT16 )( sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH), ( INT16 )( sYPosition + iTotalPixelsHigh + 3) );
|
|
}
|
|
|
|
SetFont( TINYFONT1 );
|
|
SetFontForeground( FONT_WHITE );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
swprintf( sString, L"%s", zMarksMapScreenText[ 14 ]);
|
|
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
|
|
// print patient
|
|
mprintf( sX, iCurPixelY + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ) + 2, sString );
|
|
|
|
|
|
MarkAButtonDirty( iEndAutoBandageButton[ 0 ] );
|
|
MarkAButtonDirty( iEndAutoBandageButton[ 1 ] );
|
|
|
|
|
|
|
|
|
|
DrawButton( iEndAutoBandageButton[ 0 ] );
|
|
DrawButton( iEndAutoBandageButton[ 1 ] );
|
|
|
|
iTotalPixelsHigh+= 35;
|
|
|
|
// if autobandage is complete, set the fact by enabling the done button
|
|
if( fAutoBandageComplete == FALSE )
|
|
{
|
|
DisableButton( iEndAutoBandageButton[ 0 ]);
|
|
EnableButton( iEndAutoBandageButton[ 1 ] );
|
|
}
|
|
else
|
|
{
|
|
DisableButton( iEndAutoBandageButton[ 1 ]);
|
|
EnableButton( iEndAutoBandageButton[ 0 ] );
|
|
}
|
|
|
|
// now make sure it goes to the screen
|
|
InvalidateRegion( sXPosition - 4, sYPosition - 18, ( INT16 )( sXPosition + iTotalPixelsWide + 4), ( INT16 )( sYPosition + iTotalPixelsHigh ) );
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY )
|
|
{
|
|
// create the kill autobandage button
|
|
if( fAutoEndBandageButtonCreated )
|
|
{
|
|
// button created, leave
|
|
return;
|
|
}
|
|
|
|
fAutoEndBandageButtonCreated = TRUE;
|
|
|
|
// the continue button
|
|
|
|
// grab the image
|
|
iEndAutoBandageButtonImage[ 0 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
|
|
|
|
// grab the button
|
|
iEndAutoBandageButton[ 0 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 0 ], sX, sY,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
|
|
|
|
|
|
//the cancel button
|
|
// grab the image
|
|
iEndAutoBandageButtonImage[ 1 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
|
|
|
|
// grab the button
|
|
iEndAutoBandageButton[ 1 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 1 ], ( INT16 )( sX + 70 ) , sY,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
|
|
|
|
SpecifyButtonText( iEndAutoBandageButton[ 0 ], zMarksMapScreenText[ 15 ] );
|
|
SpecifyButtonFont( iEndAutoBandageButton[ 0 ], MAP_SCREEN_FONT );
|
|
SpecifyButtonUpTextColors( iEndAutoBandageButton[ 0 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( iEndAutoBandageButton[ 0 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
|
|
SpecifyButtonText( iEndAutoBandageButton[ 1 ], zMarksMapScreenText[ 16 ] );
|
|
SpecifyButtonFont( iEndAutoBandageButton[ 1 ], MAP_SCREEN_FONT );
|
|
SpecifyButtonUpTextColors( iEndAutoBandageButton[ 1 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( iEndAutoBandageButton[ 1 ], FONT_MCOLOR_BLACK, FONT_BLACK );
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void StopAutoBandageButtonCallback(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);
|
|
fEndAutoBandage = TRUE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
void DestroyTerminateAutoBandageButton( void )
|
|
{
|
|
|
|
// destroy the kill autobandage button
|
|
if( fAutoEndBandageButtonCreated == FALSE )
|
|
{
|
|
// not around, don't destroy what ain't there
|
|
return;
|
|
}
|
|
|
|
fAutoEndBandageButtonCreated = FALSE;
|
|
|
|
// remove button
|
|
RemoveButton( iEndAutoBandageButton[ 0 ] );
|
|
RemoveButton( iEndAutoBandageButton[ 1 ] );
|
|
|
|
// unload image
|
|
UnloadButtonImage( iEndAutoBandageButtonImage[ 0 ] );
|
|
UnloadButtonImage( iEndAutoBandageButtonImage[ 1 ] );
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
|
|
BOOLEAN AddFacesToAutoBandageBox( void )
|
|
{
|
|
INT32 iCounter = 0;
|
|
INT32 iNumberOfDoctors = 0;
|
|
VOBJECT_DESC VObjectDesc;
|
|
|
|
|
|
// WDS - make number of mercenaries, etc. be configurable
|
|
// reset
|
|
for (std::vector<INT32>::iterator iter = giAutoBandagesSoldierFaces.begin(); iter != giAutoBandagesSoldierFaces.end(); ++iter) {
|
|
*iter = -1;
|
|
}
|
|
// memset( &giAutoBandagesSoldierFaces, -1, sizeof(giAutoBandagesSoldierFaces));
|
|
|
|
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iDoctorList[ iCounter ] != -1 )
|
|
{
|
|
|
|
|
|
if( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 )
|
|
{
|
|
// grab filename of face
|
|
if ((iDoctorList[ iCounter ] != -1) && ( gProfilesIMP[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ))
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else
|
|
{
|
|
// grab filename of face
|
|
if ((iDoctorList[ iCounter ] != -1) && ( gProfilesIMP[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ))
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
|
|
|
|
/*
|
|
if ( ( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 ) && ( gProfilesIMP[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else if ( ( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex > 99 ) && ( gProfilesIMP[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else if(( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 ) && ( gProfilesIMP[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ProfilId == -1 ))
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else if(( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex > 99 ) && ( gProfilesIMP[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ProfilId == -1 ))
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
|
|
|
|
if( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 )
|
|
{
|
|
// grab filename of face
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else
|
|
{
|
|
// grab filename of face
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
*/
|
|
|
|
// load the face
|
|
// AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] );
|
|
|
|
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\speck.sti" );
|
|
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] );
|
|
|
|
}
|
|
|
|
iNumberOfDoctors++;
|
|
|
|
}
|
|
}
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iPatientList[ iCounter ] != -1 )
|
|
{
|
|
|
|
if( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 )
|
|
{
|
|
// grab filename of face
|
|
if ((iPatientList[ iCounter ] != -1) && ( gProfilesIMP[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ))
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else
|
|
{
|
|
// grab filename of face
|
|
if ((iPatientList[ iCounter ] != -1) && ( gProfilesIMP[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ))
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
else
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
|
|
/*
|
|
if ( ( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 ) && ( gProfilesIMP[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else if ( ( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex > 99 ) && ( gProfilesIMP[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ProfilId == ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "IMPFaces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else if(( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 ) && ( gProfilesIMP[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ProfilId == -1 ))
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else if(( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex > 99 ) && ( gProfilesIMP[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ProfilId == -1 ))
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
|
|
|
|
if( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 )
|
|
{
|
|
// grab filename of face
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
else
|
|
{
|
|
// grab filename of face
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
|
|
}
|
|
*/
|
|
// load the face
|
|
// AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
|
|
|
|
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] ) )
|
|
{
|
|
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\speck.sti" );
|
|
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// grab panels
|
|
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
|
|
sprintf( VObjectDesc.ImageFile, "Interface\\panels.sti" );
|
|
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giMercPanelImage ) )
|
|
{
|
|
AssertMsg( 0, "Failed to load Interface\\panels.sti" );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN RemoveFacesForAutoBandage( void )
|
|
{
|
|
INT32 iCounter = 0, iNumberOfDoctors = 0;
|
|
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iDoctorList[ iCounter ] != -1 )
|
|
{
|
|
// load the face
|
|
DeleteVideoObjectFromIndex( giAutoBandagesSoldierFaces[ iCounter ] );
|
|
iNumberOfDoctors++;
|
|
}
|
|
}
|
|
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iPatientList[ iCounter ] != -1 )
|
|
{
|
|
// load the face
|
|
DeleteVideoObjectFromIndex( giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
|
|
}
|
|
}
|
|
|
|
DeleteVideoObjectFromIndex( giMercPanelImage );
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentXPosition, INT16 sCurrentYPosition )
|
|
{
|
|
|
|
INT32 iStartY = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
INT32 iCounter = 0, iIndexCount = 0;
|
|
HVOBJECT hHandle;
|
|
|
|
// grab the video object
|
|
GetVideoObject( &hHandle, giAutoBandagesSoldierFaces[ iIndex ] );
|
|
|
|
// fill the background for the info bars black
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, sCurrentYPosition+2, sCurrentXPosition+44, sCurrentYPosition+30, 0 );
|
|
|
|
// put down the background
|
|
BltVideoObjectFromIndex( FRAME_BUFFER, giMercPanelImage, 0, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// grab the face
|
|
BltVideoObject( FRAME_BUFFER , hHandle , 0, sCurrentXPosition+2, sCurrentYPosition+2, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
|
|
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
// find a free slot
|
|
if( iDoctorList[ iCounter ] != -1 )
|
|
{
|
|
iIndexCount++;
|
|
}
|
|
}
|
|
|
|
// see if we are looking into doctor or patient lists?
|
|
if( iIndexCount > iIndex )
|
|
{
|
|
//HEALTH BAR
|
|
pSoldier = &Menptr[ iDoctorList[ iIndex ] ];
|
|
}
|
|
else
|
|
{
|
|
//HEALTH BAR
|
|
pSoldier = &Menptr[ iPatientList[ iIndex - iIndexCount ] ];
|
|
}
|
|
|
|
// is the merc alive?
|
|
if( !pSoldier->stats.bLife )
|
|
return( FALSE );
|
|
|
|
|
|
//yellow one for bleeding
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->stats.bLifeMax/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 107, 57 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 181, 115 ) ) );
|
|
|
|
// poisoned bleeding in purple
|
|
if ( pSoldier->bPoisonBleeding )
|
|
{
|
|
iStartY = sCurrentYPosition + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding + pSoldier->bPoisonBleeding)/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 57, 107 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 115, 181 ) ) );
|
|
}
|
|
|
|
//pink one for bandaged.
|
|
iStartY = sCurrentYPosition + 29 - 27*(pSoldier->stats.bLifeMax - pSoldier->bBleeding)/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 156, 57, 57 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 132, 132 ) ) );
|
|
|
|
// get amount of poisoned bandage
|
|
INT8 bPoisonBandage = pSoldier->bPoisonSum - pSoldier->bPoisonBleeding - pSoldier->bPoisonLife;
|
|
if ( bPoisonBandage )
|
|
{
|
|
// poisoned bandage in bright green
|
|
iStartY = sCurrentYPosition + 29 - 27*(pSoldier->stats.bLife + bPoisonBandage)/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 57, 156, 57 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 132, 222, 132 ) ) );
|
|
}
|
|
|
|
//red one for actual health
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->stats.bLife/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 8, 8 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 206, 0, 0 ) ) );
|
|
|
|
// poisoned life
|
|
if ( pSoldier->bPoisonLife )
|
|
{
|
|
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bPoisonLife/100;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 0, 206, 0 ) ) );
|
|
}
|
|
|
|
//BREATH BAR
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iStartY = sCurrentYPosition + 29 - 27*pSoldier->bBreathMax/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+39, iStartY, sCurrentXPosition+40, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 132 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+40, iStartY, sCurrentXPosition+41, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 107 ) ) );
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//MORALE BAR
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iStartY = sCurrentYPosition + 29 - 27*pSoldier->aiData.bMorale/100;
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ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+42, iStartY, sCurrentXPosition+43, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 156, 8 ) ) );
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ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+43, iStartY, sCurrentXPosition+44, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
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return( TRUE );
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}
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