mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
8800 lines
274 KiB
C++
8800 lines
274 KiB
C++
#include "Font.h"
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#include "Font Control.h"
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#include "mapscreen.h"
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#include "Map Screen Interface.h"
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#include "Map Screen Interface Map.h"
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#include "Map Screen Interface Border.h"
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#include "Overhead.h"
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#include "Render Dirty.h"
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#include "sysutil.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "Strategic Pathing.h"
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#include "Text.h"
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#include "vsurface.h"
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#include "video.h"
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#include "vobject_blitters.h"
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#include "WCheck.h"
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#include "Assignments.h"
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#include "Squads.h"
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#include "Message.h"
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#include "Soldier Profile.h"
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#include "Player Command.h"
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#include "Strategic Movement.h"
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#include "Queen Command.h"
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#include "Campaign Types.h"
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#include "Strategic Town Loyalty.h"
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#include "Strategic Mines.h"
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#include "Vehicles.h"
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#include "Map Screen Helicopter.h"
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#include "Game Clock.h"
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#include "finances.h"
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#include "line.h"
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#include "english.h"
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#include "PreBattle Interface.h"
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#include "Utilities.h"
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#include "Town Militia.h"
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#include "Militia Control.h"
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#include "GameSettings.h"
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#include "Tactical Save.h"
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#include "Map Information.h"
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#include "Air Raid.h"
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#include "Auto Resolve.h"
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#include "ASD.h" // added by Flugente
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#include "MilitiaIndividual.h" // added by Flugente
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#include "Map Screen Interface Map Inventory.h" // added by Flugente
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#include "LuaInitNPCs.h" // added by Flugente
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#include "Game Event Hook.h" // added by Flugente
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#include "Rebel Command.h"
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#include "Strategic Transport Groups.h"
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#include "Quests.h"
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#include "connect.h"
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#include "Strategic Mines.h"
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// HEADROCK HAM 3.5: included for detectionlevels
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#include "Facilities.h"
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#include "MilitiaSquads.h"
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#include "LaptopSave.h"
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// added by Flugente
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extern CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH];
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extern UINT8 gMilitiaGroupId;
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extern UINT8 gNewMilitiaGroupId;
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extern PathStPtr gpMilitiaPreviousMercPath;
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extern UILayout_Map UI_MAP;
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UINT16 MAP_GRID_X;
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UINT16 MAP_GRID_Y;
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UINT16 MAP_BORDER_X_OFFSET;
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UINT16 MAP_BORDER_Y_OFFSET;
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UINT16 MAP_VIEW_START_X;
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UINT16 MAP_VIEW_START_Y;
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UINT16 MAP_VIEW_WIDTH;
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UINT16 MAP_VIEW_HEIGHT;
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INT32 ETA_FONT;
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INT32 MAP_FONT;
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// x start of hort index
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UINT16 MAP_HORT_INDEX_X;
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// y position of hort index
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UINT16 MAP_HORT_INDEX_Y;
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// height of hort index
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UINT16 MAP_HORT_HEIGHT;
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// The letters on the left side of the map
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// vert index start x
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UINT16 MAP_VERT_INDEX_X;
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// vert index start y
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UINT16 MAP_VERT_INDEX_Y;
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// vert width
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UINT16 MAP_VERT_WIDTH;
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// Helicopter eta popup position
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UINT16 MAP_HELICOPTER_ETA_POPUP_X;
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UINT16 MAP_HELICOPTER_ETA_POPUP_Y;
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UINT16 MAP_HELICOPTER_UPPER_ETA_POPUP_Y;
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UINT16 MAP_HELICOPTER_ETA_POPUP_WIDTH;
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UINT16 MAP_HELICOPTER_ETA_POPUP_HEIGHT;
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UINT16 MAP_HELICOPTER_ETA_POPUP_ALTERNATE_HEIGHT;
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// sublevel text string position
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UINT16 MAP_LEVEL_STRING_X;
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UINT16 MAP_LEVEL_STRING_Y;
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// font
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//#define MAP_FONT BLOCKFONT2
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// ----------------------
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// index color
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#define MAP_INDEX_COLOR 32*4-9
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// max number of sectors viewable
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#define MAX_VIEW_SECTORS 16
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// "Militia" Icons
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#define POPUP_FRAMEBORDER 0
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#define BIG_NORMAL_BUTTON 1
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#define BIG_PRESSED_BUTTON 2
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#define SMALL_NORMAL_BUTTON 3
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#define SMALL_PRESSED_BUTTON 4
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#define SMALL_GREEN_BOX 5
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#define SMALL_CYAN_BOX 6
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#define SMALL_BLUE_BOX 7
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#define POPUP_GREEN_BOX 8
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#define POPUP_CYAN_BOX 9
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#define POPUP_BLUE_BOX 10
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#define BIG_GREEN_BOX 11
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#define BIG_CYAN_BOX 12
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#define BIG_BLUE_BOX 13
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#define SMALL_GREEN_10X_BOX 14
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#define SMALL_CYAN_10X_BOX 15
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#define SMALL_BLUE_10X_BOX 16
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#define POPUP_GREEN_10X_BOX 17
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#define POPUP_CYAN_10X_BOX 18
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#define POPUP_BLUE_10X_BOX 19
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// "Boxes" Icons
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#define SMALL_YELLOW_BOX 0
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#define BIG_YELLOW_BOX 1
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#define SMALL_DULL_YELLOW_BOX 2
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#define BIG_DULL_YELLOW_BOX 3
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#define SMALL_WHITE_BOX 4
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#define BIG_WHITE_BOX 5
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#define SMALL_RED_BOX 6
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#define BIG_RED_BOX 7
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#define SMALL_QUESTION_MARK 8
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#define BIG_QUESTION_MARK 9
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#define VIP_SYMBOL 10
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#define ENEMY_TANK_BIG 11
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#define SMALL_YELLOW_10X_BOX 12
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#define SMALL_DULL_YELLOW_10X_BOX 13
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#define SMALL_WHITE_10X_BOX 14
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#define SMALL_RED_10X_BOX 15
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#define MERC_ICONS_PER_LINE 6
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#define ROWS_PER_SECTOR 5
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// Arrow Offsets
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#define UP_X 13
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#define UP_Y 7
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#define DOWN_X 0
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#define DOWN_Y -2
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#define RIGHT_X -2
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#define RIGHT_Y 11
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#define LEFT_X 2
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#define LEFT_Y 5
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// The Path Lines
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#define NORTH_LINE 1
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#define SOUTH_LINE 0
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#define WEST_LINE 3
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#define EAST_LINE 2
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#define N_TO_E_LINE 4
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#define E_TO_S_LINE 5
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#define W_TO_N_LINE 6
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#define S_TO_W_LINE 7
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#define W_TO_S_LINE 8
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#define N_TO_W_LINE 9
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#define S_TO_E_LINE 10
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#define E_TO_N_LINE 11
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#define W_TO_E_LINE 12
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#define N_TO_S_LINE 13
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#define E_TO_W_LINE 14
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#define S_TO_N_LINE 15
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#define W_TO_E_PART1_LINE 16
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#define W_TO_E_PART2_LINE 17
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#define E_TO_W_PART1_LINE 18
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#define E_TO_W_PART2_LINE 19
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#define N_TO_S_PART1_LINE 20
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#define N_TO_S_PART2_LINE 21
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#define S_TO_N_PART1_LINE 22
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#define S_TO_N_PART2_LINE 23
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#define GREEN_X_WEST 36
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#define GREEN_X_EAST 37
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#define GREEN_X_NORTH 38
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#define GREEN_X_SOUTH 39
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#define RED_X_WEST 40
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#define RED_X_EAST 41
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#define RED_X_NORTH 42
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#define RED_X_SOUTH 43
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// The arrows
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#define Y_NORTH_ARROW 24
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#define Y_SOUTH_ARROW 25
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#define Y_EAST_ARROW 26
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#define Y_WEST_ARROW 27
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#define W_NORTH_ARROW 28
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#define W_SOUTH_ARROW 29
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#define W_EAST_ARROW 30
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#define W_WEST_ARROW 31
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#define NORTH_ARROW 32
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#define SOUTH_ARROW 33
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#define EAST_ARROW 34
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#define WEST_ARROW 35
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//#define ZOOM_Y_NORTH_ARROW 68
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//#define ZOOM_Y_SOUTH_ARROW 69
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//#define ZOOM_Y_EAST_ARROW 70
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//#define ZOOM_Y_WEST_ARROW 71
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//#define ZOOM_W_NORTH_ARROW 72
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//#define ZOOM_W_SOUTH_ARROW 73
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//#define ZOOM_W_EAST_ARROW 74
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//#define ZOOM_W_WEST_ARROW 75
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//#define ZOOM_NORTH_ARROW 76
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//#define ZOOM_SOUTH_ARROW 77
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//#define ZOOM_EAST_ARROW 78
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//#define ZOOM_WEST_ARROW 79
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#define ARROW_DELAY 70 // HEADROCK HAM 5: Slowed down as part of new arrow system
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#define PAUSE_DELAY 1000
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// The zoomed in path lines
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//#define SOUTH_ZOOM_LINE 44
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//#define NORTH_ZOOM_LINE 45
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//#define EAST_ZOOM_LINE 46
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//#define WEST_ZOOM_LINE 47
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//#define N_TO_E_ZOOM_LINE 48
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//#define E_TO_S_ZOOM_LINE 49
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//#define W_TO_N_ZOOM_LINE 50
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//#define S_TO_W_ZOOM_LINE 51
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//#define W_TO_S_ZOOM_LINE 52
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//#define N_TO_W_ZOOM_LINE 53
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//#define S_TO_E_ZOOM_LINE 54
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//#define E_TO_N_ZOOM_LINE 55
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//#define W_TO_E_ZOOM_LINE 56
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//#define N_TO_S_ZOOM_LINE 57
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//#define E_TO_W_ZOOM_LINE 58
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//#define S_TO_N_ZOOM_LINE 59
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//#define ZOOM_GREEN_X_WEST 80
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//#define ZOOM_GREEN_X_EAST 81
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//#define ZOOM_GREEN_X_NORTH 82
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//#define ZOOM_GREEN_X_SOUTH 83
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//#define ZOOM_RED_X_WEST 84
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//#define ZOOM_RED_X_EAST 85
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//#define ZOOM_RED_X_NORTH 86
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//#define ZOOM_RED_X_SOUTH 87
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#define CHAR_FONT_COLOR 32*4-9
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// Arrow Offsets
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#define EAST_OFFSET_X 11
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#define EAST_OFFSET_Y 0
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#define NORTH_OFFSET_X 9
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#define NORTH_OFFSET_Y -9
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#define SOUTH_OFFSET_X -9
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#define SOUTH_OFFSET_Y 9
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#define WEST_OFFSET_X -11
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#define WEST_OFFSET_Y 0
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#define WEST_TO_SOUTH_OFFSET_Y 0
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#define EAST_TO_NORTH_OFFSET_Y 0
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#define RED_NORTH_OFF_Y -21
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#define RED_SOUTH_OFF_Y 21
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// the font use on the mvt icons for mapscreen
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// HEADROCK HAM 5: Externalized for larger map fonts.
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//#define MAP_MVT_ICON_FONT SMALLCOMPFONT
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// the big map .pcx
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UINT32 guiBIGMAP;
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// orta .sti icon
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UINT32 guiORTAICON;
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UINT32 guiTIXAICON;
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// boxes for characters on the map
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UINT32 guiCHARICONS;
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// the merc arrival sector landing zone icon
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UINT32 guiBULLSEYE;
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// Flugente: symbols indicating various things on the intel map
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UINT32 guiINTEL;
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UINT16 MAP_MILITIA_BOX_POS_X;
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UINT16 MAP_MILITIA_BOX_POS_Y;
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// the max allowable towns militia in a sector
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#define MAP_MILITIA_MAP_X 4
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#define MAP_MILITIA_MAP_Y 20
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#define MAP_MILITIA_LOWER_ROW_Y 250
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#define NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW 50
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#define MILITIA_BOX_ROWS 6
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#define MILITIA_BOX_BOX_HEIGHT 36
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#define MILITIA_BOX_BOX_WIDTH 42
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#define POPUP_MILITIA_ICONS_PER_ROW 5 // max 6 rows gives the limit of 30 militia
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#define MEDIUM_MILITIA_ICON_SPACING 5
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#define LARGE_MILITIA_ICON_SPACING 6
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#define MILITIA_BTN_OFFSET_X 26
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#define MILITIA_BTN_HEIGHT 11
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#define MILITIA_BOX_WIDTH 266
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#define MILITIA_BOX_TEXT_OFFSET_Y 4
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#define MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y 240
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#define MILITIA_BOX_TEXT_TITLE_HEIGHT 13
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#define MAP_MILITIA_BOX_AUTO_BOX_X 101
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#define MAP_MILITIA_BOX_AUTO_BOX_Y 275
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#define MAP_MILITIA_BOX_DONE_BOX_X 164
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#define MAP_MILITIA_BOX_REMOVE_BOX_X 38
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#define HELI_ICON 0
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#define HELI_SHADOW_ICON 1
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// HEADROCK HAM 5: Now dynamically read from helicopter icon file.
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//#define HELI_ICON_WIDTH 20
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//#define HELI_ICON_HEIGHT 10
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// HEADROCK HAM 5: No longer drawn.
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#define HELI_SHADOW_ICON_WIDTH 19
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#define HELI_SHADOW_ICON_HEIGHT 11
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// the militia box buttons and images
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INT32 giMapMilitiaButtonImage[ 6 ];
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INT32 giMapMilitiaButton[ 6 ] = { -1, -1, -1, -1, -1, -1 };
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extern SECTOR_EXT_DATA SectorExternalData[256][4];
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INT16 gsMilitiaSectorButtonColors[]={
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FONT_LTGREEN,
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FONT_LTBLUE,
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16,
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};
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// track number of townspeople picked up
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INT16 sGreensOnCursor = 0;
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INT16 sRegularsOnCursor = 0;
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INT16 sElitesOnCursor = 0;
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// the current militia town id
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INT16 sSelectedMilitiaTown = 0;
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//extern MINE_LOCATION_TYPE gMineLocation[];
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//extern MINE_STATUS_TYPE gMineStatus[];
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// sublevel graphics
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UINT32 guiSubLevel1, guiSubLevel2, guiSubLevel3;
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// the between sector icons
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UINT32 guiCHARBETWEENSECTORICONS;
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// HEADROCK HAM 5.1: Enemies between sectors icons
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UINT32 guiENEMYBETWEENSECTORICONS;
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extern BOOLEAN fMapScreenBottomDirty;
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// tixa found
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BOOLEAN fFoundTixa = FALSE;
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// selected sector
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// HEADROCK HAM 3.5: Default selected sector doesn't have to be Omerta does it? :)
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UINT16 sSelMapX = gGameExternalOptions.ubDefaultArrivalSectorX;
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UINT16 sSelMapY = gGameExternalOptions.ubDefaultArrivalSectorY;
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// highlighted sector
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INT16 gsHighlightSectorX=-1;
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INT16 gsHighlightSectorY=-1;
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// the current sector Z value of the map being displayed
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INT32 iCurrentMapSectorZ = 0;
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// the palettes
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// Flugente: unified palette code
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UINT16* pMapPalette[MAP_SHADE_MAX];
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// the map border eta pop up
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UINT32 guiMapBorderEtaPopUp;
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// heli pop up
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UINT32 guiMapBorderHeliSectors;
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// anv: alternate heli pop up for alternative fuel system
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UINT32 guiMapBorderHeliSectorsAlternate;
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// list of map sectors that player isn't allowed to even highlight
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BOOLEAN sBadSectorsList[ WORLD_MAP_X ][ WORLD_MAP_X ];
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MINERALS_VALUES MineralsName[255];
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INT16 sBaseSectorList[ MAX_TOWNS - 1 ];/*={
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// NOTE: These co-ordinates must match the top left corner of the 3x3 town tiles cutouts in Interface/MilitiaMaps.sti!
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SECTOR( 9, 1 ), // Omerta
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SECTOR( 13, 2 ), // Drassen
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SECTOR( 13, 8 ), // Alma
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SECTOR( 1, 7 ), // Grumm
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SECTOR( 8, 9 ), // Tixa
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SECTOR( 8, 6 ), // Cambria
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SECTOR( 4, 2 ), // San Mona
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SECTOR( 5, 8 ), // Estoni
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SECTOR( 3,10 ), // Orta
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SECTOR( 11,11 ), // Balime
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SECTOR( 3,14 ), // Meduna
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SECTOR( 2, 1 ), // Chitzena
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};*/
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// position of town names on the map
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// these are no longer PIXELS, but 10 * the X,Y position in SECTORS (fractions possible) to the X-CENTER of the town
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POINT pTownPoints[ MAX_TOWNS ];/*={
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{ 0 , 0 },
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{ 90, 10}, // Omerta
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{125, 40}, // Drassen
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{130, 90}, // Alma
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{ 15, 80}, // Grumm
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{ 85,100}, // Tixa
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{ 95, 70}, // Cambria
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{ 45, 40}, // San Mona
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{ 55, 90}, // Estoni
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{ 35,110}, // Orta
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{110,120}, // Balime
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{ 45,150}, // Meduna
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{ 15, 20}, // Chitzena
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};
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*/
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extern BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
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// map region
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/*
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SGPRect MapScreenRect={ (MAP_VIEW_START_X+MAP_GRID_X - 2),
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( MAP_VIEW_START_Y+MAP_GRID_Y - 1),
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MAP_VIEW_START_X + MAP_VIEW_WIDTH - 1 + MAP_GRID_X ,
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MAP_VIEW_START_Y+MAP_VIEW_HEIGHT-10+MAP_GRID_Y};
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*/
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SGPRect MapScreenRect;
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extern SGPRect gOldClipRect; // symbol already declared globally in renderworld.cpp (jonathanl)
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// screen region
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SGPRect FullScreenRect;//={ 0, 0, 1024, 768 };
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// temp helicopter path
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PathStPtr pTempHelicopterPath = NULL;
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// character temp path
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PathStPtr pTempCharacterPath = NULL;
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// militia temp path
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PathStPtr pTempMilitiaPath = NULL;
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// draw temp path?
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BOOLEAN fDrawTempMilitiaPath = FALSE;
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// draw temp path?
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BOOLEAN fDrawTempHeliPath = FALSE;
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// the map arrows graphics
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UINT32 guiMAPCURSORS;
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// HEADROCK HAM 5: New pathing arrows may replace the above eventually, but for now a separate variable will do.
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UINT32 guiMapPathingArrows;
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// assignment selection character
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INT8 bSelectedAssignChar=-1;
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// current contract char
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INT8 bSelectedContractChar = -1;
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// has the temp path for character or helicopter been already drawn?
|
|
BOOLEAN fTempPathAlreadyDrawn = FALSE;
|
|
|
|
// the regions for the mapscreen militia box
|
|
#define MILITIA_BOXREGIONS 36
|
|
MOUSE_REGION gMapScreenMilitiaBoxRegions[ MILITIA_BOXREGIONS ];
|
|
MOUSE_REGION gMapScreenMilitiaRegion;
|
|
|
|
// the mine icon
|
|
UINT32 guiMINEICON;
|
|
|
|
// militia graphics
|
|
UINT32 guiMilitia;
|
|
UINT32 guiMilitiaMaps;
|
|
UINT32 guiMilitiaSectorHighLight;
|
|
UINT32 guiMilitiaSectorOutline;
|
|
|
|
// the sector that is highlighted on the militia map
|
|
INT16 sSectorMilitiaMapSector = -1;
|
|
BOOLEAN fMilitiaMapButtonsCreated = FALSE;
|
|
INT16 sSectorMilitiaMapSectorOutline = -1;
|
|
|
|
// have any nodes in the current path list been deleted?
|
|
BOOLEAN fDeletedNode = FALSE;
|
|
|
|
UINT16 gusUndergroundNearBlack;
|
|
|
|
BOOLEAN gfMilitiaPopupCreated = FALSE;
|
|
|
|
INT32 giAnimateRouteBaseTime = 0;
|
|
INT32 giPotHeliPathBaseTime = 0;
|
|
INT32 giPotMilitiaPathBaseTime = 0;
|
|
INT32 giClickHeliIconBaseTime = 0;
|
|
|
|
// display the level string on the strategic map
|
|
void DisplayLevelString( void );
|
|
|
|
void ShowTownText( void );
|
|
void DrawTownLabels(STR16 pString, STR16 pStringA,UINT16 usFirstX, UINT16 usFirstY);
|
|
void ShowTeamAndVehicles(INT32 fShowFlags);
|
|
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor );
|
|
BOOLEAN ShadeMapElements(const INT32(&colorMap)[16][16]);
|
|
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX, INT32 iFont);
|
|
void BlitTownGridMarkers( void );
|
|
void BlitMineGridMarkers( void );
|
|
void BlitSAMGridMarkers( void );
|
|
void BlitMineIcon( INT16 sMapX, INT16 sMapY );
|
|
void BlitMineText( INT16 sMapX, INT16 sMapY );
|
|
extern BOOLEAN GetMouseMapXY( INT16 *psMapWorldX, INT16 *psMapWorldY );
|
|
INT16 GetBaseSectorForCurrentTown( void );
|
|
void RenderIconsPerSectorForSelectedTown( void );
|
|
void MilitiaRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason );
|
|
void MilitiaRegionMoveCallback( MOUSE_REGION *pRegion, INT32 iReason );
|
|
void CreateDestroyMilitiaSectorButtons( void );
|
|
void ShowHighLightedSectorOnMilitiaMap( void );
|
|
void SetMilitiaMapButtonsText( void );
|
|
void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason);
|
|
void DisplayUnallocatedMilitia( void );
|
|
BOOLEAN IsThisMilitiaTownSectorAllowable( INT16 sSectorIndexValue );
|
|
void DrawTownMilitiaName( void );
|
|
void HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( INT16 sTownValue );
|
|
void HandleRemovalOfAllTroopsAmongstSectors( void );
|
|
void HandleEveningOutOfTroopsAmongstSectors( void );
|
|
void CreateMilitiaPanelBottomButton( void );
|
|
void DeleteMilitiaPanelBottomButton( void );
|
|
void MilitiaDoneButtonCallback(GUI_BUTTON *btn,INT32 reason);
|
|
void MilitiaAutoButtonCallback(GUI_BUTTON *btn,INT32 reason);
|
|
void MilitiaRemoveButtonCallback(GUI_BUTTON *btn,INT32 reason);
|
|
void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue ); // HEADROCK HAM 3.6: Disband militia callback
|
|
void RenderShadingForUnControlledSectors( void );
|
|
void DrawTownMilitiaForcesOnMap( void );
|
|
void CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( void );
|
|
void HandleLowerLevelMapBlit( void );
|
|
void ShowSAMSitesOnStrategicMap( void );
|
|
|
|
//UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSectorZ );
|
|
//UINT8 NumFriendlyInSector( INT16 sX, INT16 sY, INT8 bZ );
|
|
|
|
// callbacks
|
|
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
|
|
|
|
// display potential path, yes or no?
|
|
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumEnemyArmedVehicles, UINT8 ubIconPosition );
|
|
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
|
|
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition );
|
|
|
|
BOOLEAN CanMilitiaAutoDistribute( void );
|
|
|
|
void ShowItemsOnMap( void );
|
|
void ShowDiseaseOnMap( );
|
|
void ShowIntelOnMap();
|
|
void DrawMapBoxIcon( HVOBJECT hIconHandle, UINT16 usVOIndex, INT16 sMapX, INT16 sMapY, UINT8 ubIconPosition );
|
|
void DisplayDestinationOfHelicopter( void );
|
|
void DrawOrta();
|
|
void DrawTixa();
|
|
void DrawBullseye();
|
|
void HideExistenceOfUndergroundMapSector( UINT8 ubSectorX, UINT8 ubSectorY );
|
|
|
|
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
|
|
|
|
BOOLEAN TraceCharAnimatedRoute( PathStPtr pPath, BOOLEAN fCheckFlag, BOOLEAN fForceUpDate );
|
|
void AnimateRoute( PathStPtr pPath );
|
|
|
|
extern void EndConfirmMapMoveMode( void );
|
|
extern BOOLEAN CanDrawSectorCursor( void );
|
|
|
|
void DrawIconL( INT32 MAP_GRID_X2, INT32 MAP_GRID_Y2, INT32 i ); //Legion
|
|
UINT32 guiIcon2[256];
|
|
ICON_FILE gHiddenIcon[ 256 ];
|
|
|
|
#ifdef JA2UB
|
|
void SetUpValidCampaignSectors( void );
|
|
#endif
|
|
|
|
BOOLEAN LoadHiddenTownFromLoadGameFile( HWFILE hFile );
|
|
BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile );
|
|
|
|
// Flugente: added getter/setter so that we can easily check when a new char is set
|
|
// we also set a marker determining when we should update the squads data, so that we only check that when required
|
|
// destination plotting character
|
|
INT8 bSelectedDestChar = -1;
|
|
bool gSquadEncumbranceCheckNecessary = true;
|
|
|
|
INT8 GetSelectedDestChar() { return bSelectedDestChar; }
|
|
void SetSelectedDestChar( INT8 aVal )
|
|
{
|
|
bSelectedDestChar = aVal;
|
|
gSquadEncumbranceCheckNecessary = true;
|
|
}
|
|
|
|
//--------------Legion 2----Jazz-----------
|
|
|
|
void DrawIconL(INT32 MAP_GRID_X2, INT32 MAP_GRID_Y2, INT32 i )
|
|
{
|
|
HVOBJECT hHandle;
|
|
|
|
const UINT16 sX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX + (MAP_GRID_X2 * UI_MAP.GridSize.iX) / 10;
|
|
const UINT16 sY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY + ((MAP_GRID_Y2 * UI_MAP.GridSize.iY) / 10) + 1;
|
|
|
|
INT8 ubVidObjIndex = 1;
|
|
|
|
// draw Tixa in its sector
|
|
GetVideoObject( &hHandle, guiIcon2[i]);
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
//-----------------------------------
|
|
|
|
// This method outputs the numbers (1-16) and letters (A - P)
|
|
void DrawMapIndexBigMap( BOOLEAN fSelectedCursorIsYellow )
|
|
{
|
|
// this procedure will draw the coord indexes on the zoomed out map
|
|
INT16 usX, usY;
|
|
INT32 iCount=0;
|
|
BOOLEAN fDrawCursors;
|
|
|
|
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
|
|
SetFont(MAP_FONT);
|
|
SetFontForeground(MAP_INDEX_COLOR);
|
|
// Dk Red is 163
|
|
SetFontBackground(FONT_MCOLOR_BLACK);
|
|
|
|
fDrawCursors = CanDrawSectorCursor( );
|
|
|
|
for(iCount=1; iCount <= MAX_VIEW_SECTORS; ++iCount)
|
|
{
|
|
if ( fDrawCursors && (iCount == sSelMapX) && ( GetSelectedDestChar() == -1) && !fPlotForHelicopter && !fPlotForMilitia )
|
|
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
|
|
else if( fDrawCursors && ( iCount == gsHighlightSectorX ) )
|
|
SetFontForeground(FONT_WHITE);
|
|
else
|
|
SetFontForeground(MAP_INDEX_COLOR);
|
|
|
|
const auto left = UI_MAP.Numbers.x + UI_MAP.Numbers.width * (iCount - 1);
|
|
const auto top = UI_MAP.Numbers.y;
|
|
const auto width = UI_MAP.Numbers.width;
|
|
const auto height = UI_MAP.Numbers.height;
|
|
FindFontCenterCoordinates(left, top, width, height, pMapHortIndex[iCount], MAP_FONT, &usX, &usY);
|
|
mprintf(usX,usY,pMapHortIndex[iCount]);
|
|
|
|
if ( fDrawCursors && (iCount == sSelMapY) && ( GetSelectedDestChar() == -1) && !fPlotForHelicopter && !fPlotForMilitia )
|
|
SetFontForeground( ( UINT8 ) ( fSelectedCursorIsYellow ? FONT_YELLOW : FONT_WHITE ) );
|
|
else if( fDrawCursors && ( iCount == gsHighlightSectorY ) )
|
|
SetFontForeground(FONT_WHITE);
|
|
else
|
|
SetFontForeground(MAP_INDEX_COLOR);
|
|
|
|
const auto vertLeft = UI_MAP.Alphabet.x;
|
|
const auto vertTop = UI_MAP.Alphabet.y + UI_MAP.Alphabet.height * (iCount - 1);
|
|
const auto vertWidth = UI_MAP.Alphabet.width;
|
|
const auto vertHeight = UI_MAP.Alphabet.height;
|
|
FindFontCenterCoordinates(vertLeft, vertTop, vertWidth, vertHeight, pMapVertIndex[iCount], MAP_FONT, &usX, &usY);
|
|
mprintf(usX,usY,pMapVertIndex[iCount]);
|
|
}
|
|
|
|
InvalidateRegion(UI_MAP.Alphabet.x, UI_MAP.Alphabet.y, UI_MAP.Alphabet.x+ UI_MAP.Alphabet.width, UI_MAP.Alphabet.y + UI_MAP.Alphabet.height * ( iCount - 1 ) );
|
|
InvalidateRegion(UI_MAP.Numbers.x, UI_MAP.Numbers.y, UI_MAP.Numbers.x + ( iCount - 1) * UI_MAP.Numbers.width, UI_MAP.Numbers.y + UI_MAP.Numbers.height);
|
|
|
|
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
|
|
}
|
|
|
|
|
|
void HandleShowingOfEnemiesWithMilitiaOn( void )
|
|
{
|
|
INT32 iNumberOfGreens = 0;
|
|
INT32 iNumberOfRegulars = 0;
|
|
INT32 iNumberOfElites = 0;
|
|
INT32 iTotalNumberOfIcons = 0;
|
|
|
|
// if show militia flag is false, leave
|
|
if( !fShowMilitia )
|
|
{
|
|
return;
|
|
}
|
|
|
|
for ( INT16 sX = 1; sX < (MAP_WORLD_X - 1); ++sX )
|
|
{
|
|
for ( INT16 sY = 1; sY < (MAP_WORLD_Y - 1); ++sY )
|
|
{
|
|
// get number of each
|
|
iNumberOfGreens = MilitiaInSectorOfRank( sX, sY, GREEN_MILITIA );
|
|
iNumberOfRegulars = MilitiaInSectorOfRank( sX, sY, REGULAR_MILITIA );
|
|
iNumberOfElites = MilitiaInSectorOfRank( sX, sY, ELITE_MILITIA );
|
|
|
|
// militia icons drawn
|
|
iTotalNumberOfIcons = iNumberOfGreens / 10 + iNumberOfGreens % 10 + iNumberOfRegulars / 10 + iNumberOfRegulars % 10
|
|
+ iNumberOfElites / 10 + iNumberOfElites % 10;
|
|
|
|
HandleShowingOfEnemyForcesInSector( sX, sY, ( INT8 )iCurrentMapSectorZ, iTotalNumberOfIcons );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
INT32 GetMapColourForWeather(const INT16 sX, const INT16 sY)
|
|
{
|
|
const INT32 weatherColors[] = {
|
|
MAP_SHADE_BLACK,
|
|
MAP_SHADE_LT_CYAN,
|
|
MAP_SHADE_LT_BLUE,
|
|
MAP_SHADE_ORANGE,
|
|
MAP_SHADE_LT_GREY
|
|
};
|
|
|
|
const auto sector = SECTOR(sX, sY);
|
|
const SECTORINFO *const pSectorInfo = &(SectorInfo[sector]);
|
|
const auto weather = pSectorInfo->usWeather;
|
|
|
|
return weatherColors[weather];
|
|
}
|
|
|
|
|
|
void FillMapColoursForWeather(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
|
|
{
|
|
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
|
|
{
|
|
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
|
|
{
|
|
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
|
|
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
|
|
|
|
colorMap[sY][sX] = GetMapColourForWeather(xCoord, yCoord);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void FillMapColoursForIntel(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
|
|
{
|
|
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
|
|
{
|
|
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
|
|
{
|
|
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
|
|
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
|
|
const auto sector = SECTOR(xCoord, yCoord);
|
|
|
|
colorMap[sY][sX] = gMapIntelData[sector].mapcolour;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
INT32 GetMapColourForDisease(const INT16 sX, const INT16 sY)
|
|
{
|
|
const UINT8 sector = SECTOR(sX, sY);
|
|
const SECTORINFO *const pSectorInfo = &(SectorInfo[sector]);
|
|
|
|
// display sector information only if we know about infection there
|
|
if (pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS]))
|
|
{
|
|
const FLOAT diseaseratio = pSectorInfo->fDiseasePoints / DISEASE_MAX_SECTOR;
|
|
|
|
if (pSectorInfo->fDiseasePoints < 0.1f)
|
|
return MAP_SHADE_BLACK;
|
|
else if (diseaseratio < 0.05f)
|
|
return MAP_SHADE_DK_GREEN;
|
|
else if (diseaseratio < 0.1f)
|
|
return MAP_SHADE_MD_GREEN;
|
|
else if (diseaseratio < 0.25f)
|
|
return MAP_SHADE_LT_GREEN;
|
|
else if (diseaseratio < 0.4f)
|
|
return MAP_SHADE_MD_YELLOW;
|
|
else if (diseaseratio < 0.65f)
|
|
return MAP_SHADE_ORANGE;
|
|
else if (diseaseratio < 0.8f)
|
|
return MAP_SHADE_DK_RED;
|
|
else if (diseaseratio < 0.9f)
|
|
return MAP_SHADE_MD_RED;
|
|
else
|
|
return MAP_SHADE_LT_RED;
|
|
}
|
|
|
|
return MAP_SHADE_BLACK;
|
|
}
|
|
|
|
|
|
void FillMapColoursForDisease(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
|
|
{
|
|
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
|
|
{
|
|
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
|
|
{
|
|
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
|
|
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
|
|
|
|
colorMap[sY][sX] = GetMapColourForDisease(xCoord, yCoord);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void fillMapColoursForVisitedSectors(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
|
|
{
|
|
auto sectorColor = MAP_SHADE_BLACK;
|
|
if (gGameSettings.fOptions[TOPTION_ALT_MAP_COLOR])
|
|
{
|
|
// HEADROCK HAM 4: An alternate display for the map in normal mode. Unexplored sectors
|
|
// are in grey, similar to a recon map. Others are left in normal vivid color.
|
|
sectorColor = MAP_SHADE_DK_GREY;
|
|
}
|
|
|
|
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
|
|
{
|
|
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
|
|
{
|
|
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
|
|
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
|
|
|
|
// not visited
|
|
if (GetSectorFlagStatus(xCoord, yCoord, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED) == FALSE)
|
|
{
|
|
colorMap[sY][sX] = sectorColor;
|
|
}
|
|
else
|
|
{
|
|
colorMap[sY][sX] = MAP_SHADE_MAX; // Used to mark sectors that will not be shaded
|
|
}
|
|
}
|
|
}
|
|
|
|
FillMapColoursForTransportGroups(colorMap);
|
|
|
|
if (RebelCommand::ShowEnemyMovementTargets())
|
|
{
|
|
const auto targetColor = MAP_SHADE_LT_RED;
|
|
GROUP* pGroup = gpGroupList;
|
|
|
|
while (pGroup)
|
|
{
|
|
if (pGroup->usGroupTeam == ENEMY_TEAM)
|
|
{
|
|
const UINT8 intention = pGroup->pEnemyGroup->ubIntention;
|
|
if (intention == STAGING
|
|
|| intention == REINFORCEMENTS
|
|
|| intention == PURSUIT
|
|
|| intention == ASSAULT)
|
|
{
|
|
WAYPOINT* wp = pGroup->pWaypoints;
|
|
|
|
while (wp)
|
|
{
|
|
if (wp->next == nullptr)
|
|
break;
|
|
|
|
wp = wp->next;
|
|
}
|
|
|
|
if (GetSectorFlagStatus(wp->x-1, wp->y-1, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED))
|
|
{
|
|
colorMap[wp->y-1][wp->x-1] = targetColor;
|
|
}
|
|
}
|
|
}
|
|
|
|
pGroup = pGroup->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void fillMapColoursForAirSpace(INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
|
|
{
|
|
for (UINT8 sY = 0; sY < MAXIMUM_VALID_Y_COORDINATE; ++sY)
|
|
{
|
|
for (UINT8 sX = 0; sX < MAXIMUM_VALID_X_COORDINATE; ++sX)
|
|
{
|
|
const auto xCoord = sX + MINIMUM_VALID_X_COORDINATE;
|
|
const auto yCoord = sY + MINIMUM_VALID_Y_COORDINATE;
|
|
|
|
const BOOLEAN fAlreadyVisited = GetSectorFlagStatus(xCoord, yCoord, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED);
|
|
|
|
if (StrategicMap[xCoord + yCoord * WORLD_MAP_X].usAirType & AIRSPACE_PLAYER_ACTIVE)
|
|
{
|
|
if (StrategicMap[xCoord + yCoord * WORLD_MAP_X].usAirType & AIRSPACE_ENEMY_ACTIVE)
|
|
{
|
|
// sector not visited and not air controlled
|
|
colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_YELLOW : MAP_SHADE_DK_YELLOW;
|
|
}
|
|
else
|
|
{
|
|
// sector not visited but air controlled
|
|
colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_GREEN : MAP_SHADE_DK_GREEN;
|
|
}
|
|
}
|
|
else if (StrategicMap[xCoord + yCoord * WORLD_MAP_X].usAirType & AIRSPACE_ENEMY_ACTIVE)
|
|
{
|
|
// sector not visited and not air controlled
|
|
colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_RED : MAP_SHADE_DK_RED;
|
|
}
|
|
else
|
|
{
|
|
// sector not visited, currently nobody controls the airspace
|
|
//colorMap[sY][sX] = fAlreadyVisited ? MAP_SHADE_LT_BLUE : MAP_SHADE_MD_BLUE;
|
|
colorMap[sY][sX] = MAP_SHADE_MAX; // Used to mark sectors that will not be shaded
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void fillMapColoursForSamSiteAirSpace( INT32( &colorMap )[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ] )
|
|
{
|
|
for (INT16 cnt2 = MINIMUM_VALID_Y_COORDINATE; cnt2 <= MAXIMUM_VALID_Y_COORDINATE; ++cnt2)
|
|
{
|
|
for (INT16 cnt = MINIMUM_VALID_X_COORDINATE; cnt <= MAXIMUM_VALID_X_COORDINATE; ++cnt)
|
|
{
|
|
BOOLEAN a = FALSE;
|
|
BOOLEAN b = FALSE;
|
|
BOOLEAN c = FALSE;
|
|
BOOLEAN d = FALSE;
|
|
|
|
{
|
|
for (int i = 0; i < NUMBER_OF_SAMS; ++i)
|
|
{
|
|
BOOLEAN samworking = FALSE;
|
|
if (DoesSamCoverSector( i, SECTOR( cnt, cnt2 ), &samworking ) && samworking)
|
|
{
|
|
if (i == 0) a = TRUE;
|
|
if (i == 1) b = TRUE;
|
|
if (i == 2) c = TRUE;
|
|
if (i == 3) d = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
const auto x = cnt - MINIMUM_VALID_X_COORDINATE;
|
|
const auto y = cnt2 - MINIMUM_VALID_Y_COORDINATE;
|
|
if (a && !b && !c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED;
|
|
else if (!a && b && !c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN;
|
|
else if (!a && !b && c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_BLUE;
|
|
else if (!a && !b && !c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_YELLOW;
|
|
else if (a && b && !c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN;
|
|
else if (a && !b && c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_BLUE;
|
|
else if (a && !b && !c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_YELLOW;
|
|
else if (!a && b && c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN_BLUE;
|
|
else if (!a && b && !c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN_YELLOW;
|
|
else if (!a && !b && c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_BLUE_YELLOW;
|
|
else if (a && b && c && !d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN_BLUE;
|
|
else if (a && b && !c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN_YELLOW;
|
|
else if (a && !b && c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_BLUE_YELLOW;
|
|
else if (!a && b && c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_GREEN_BLUE_YELLOW;
|
|
else if (a && b && c && d)
|
|
colorMap[ y ][ x ] = MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
UINT32 DrawMap(void)
|
|
{
|
|
MapScreenRect.iLeft = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX - 2;
|
|
MapScreenRect.iTop = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY - 1;
|
|
MapScreenRect.iRight = UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width - 1 + UI_MAP.GridSize.iX;
|
|
MapScreenRect.iBottom = UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height - 10 + UI_MAP.GridSize.iY;
|
|
|
|
if (!iCurrentMapSectorZ)
|
|
{ // Aboveground sectors
|
|
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT16 *pDestBuf = (UINT16*)LockVideoSurface(guiSAVEBUFFER, &uiDestPitchBYTES);
|
|
|
|
HVSURFACE hSrcVSurface;
|
|
CHECKF(GetVideoSurface(&hSrcVSurface, guiBIGMAP));
|
|
|
|
UINT32 uiSrcPitchBYTES;
|
|
UINT8 *pSrcBuf = LockVideoSurface(guiBIGMAP, &uiSrcPitchBYTES);
|
|
|
|
Blt8BPPDataTo16BPPBufferHalf(pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf, uiSrcPitchBYTES, UI_MAP.ViewRegion.x + 1, UI_MAP.ViewRegion.y);
|
|
|
|
UnLockVideoSurface(guiBIGMAP);
|
|
UnLockVideoSurface(guiSAVEBUFFER);
|
|
|
|
|
|
// shade map sectors (must be done before icons!)
|
|
if (!is_networked) //Don't shade anything if we're in multiplayer game
|
|
{
|
|
INT32 colorMap[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ] = {};
|
|
|
|
switch (gusMapDisplayColourMode)
|
|
{
|
|
case MAP_DISPLAY_AIRSPACE:
|
|
{
|
|
fillMapColoursForAirSpace(colorMap);
|
|
ShadeMapElements(colorMap);
|
|
}
|
|
break;
|
|
|
|
case MAP_DISPLAY_AIRSPACE_COLOURED_SAMS:
|
|
{
|
|
fillMapColoursForSamSiteAirSpace(colorMap);
|
|
ShadeMapElements(colorMap);
|
|
}
|
|
break;
|
|
|
|
case MAP_DISPLAY_DISEASE:
|
|
{
|
|
FillMapColoursForDisease(colorMap);
|
|
ShadeMapElements(colorMap);
|
|
ShowDiseaseOnMap();
|
|
}
|
|
break;
|
|
|
|
case MAP_DISPLAY_WEATHER:
|
|
{
|
|
FillMapColoursForWeather(colorMap);
|
|
ShadeMapElements(colorMap);
|
|
}
|
|
break;
|
|
|
|
case MAP_DISPLAY_INTEL:
|
|
{
|
|
// This is the location where we should call lua and refill our intel data
|
|
extern void DetermineMapIntelData(INT32 asSectorZ);
|
|
DetermineMapIntelData(iCurrentMapSectorZ);
|
|
|
|
FillMapColoursForIntel(colorMap);
|
|
ShadeMapElements(colorMap);
|
|
}
|
|
break;
|
|
|
|
case MAP_DISPLAY_NORMAL:
|
|
default:
|
|
{
|
|
fillMapColoursForVisitedSectors(colorMap);
|
|
ShadeMapElements(colorMap);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// UNFORTUNATELY, WE CAN'T SHADE THESE ICONS AS PART OF SHADING THE MAP, BECAUSE FOR AIRSPACE, THE SHADE FUNCTION
|
|
// DOESN'T MERELY SHADE THE EXISTING MAP SURFACE, BUT INSTEAD GRABS THE ORIGINAL GRAPHICS FROM BIGMAP, AND CHANGES
|
|
// THEIR PALETTE. BLITTING ICONS PRIOR TO SHADING WOULD MEAN THEY DON'T SHOW UP IN AIRSPACE VIEW AT ALL.
|
|
|
|
for (INT16 cnt = 1; cnt < NUM_TOWNS; ++cnt)
|
|
{
|
|
if (gfHiddenTown[cnt] && gfIconTown[cnt] && gfDrawHiddenTown[cnt])
|
|
{
|
|
const INT16 sBaseSectorValue = sBaseSectorList[cnt - 1];
|
|
|
|
const INT8 bTownId = GetTownIdForSector(SECTORX(sBaseSectorValue), SECTORY(sBaseSectorValue));
|
|
if (bTownId < NUM_TOWNS)
|
|
{
|
|
DrawIconL(gHiddenIcon[cnt].IconX, gHiddenIcon[cnt].IconY, cnt);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// draw SAM sites
|
|
ShowSAMSitesOnStrategicMap();
|
|
|
|
// draw mine icons
|
|
for (INT32 iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; ++iCounter)
|
|
{
|
|
BlitMineIcon(gMineStatus[iCounter].sSectorX, gMineStatus[iCounter].sSectorY);
|
|
}
|
|
|
|
// if mine details filter is set
|
|
if (fShowMineFlag)
|
|
{
|
|
// show mine name/production text
|
|
for (INT32 iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; ++iCounter)
|
|
{
|
|
BlitMineText(gMineStatus[iCounter].sSectorX, gMineStatus[iCounter].sSectorY);
|
|
}
|
|
}
|
|
|
|
// draw towns names & loyalty ratings, and grey town limit borders
|
|
if (fShowTownFlag)
|
|
{
|
|
BlitTownGridMarkers();
|
|
ShowTownText();
|
|
}
|
|
|
|
// draw militia icons
|
|
if (fShowMilitia)
|
|
{
|
|
DrawTownMilitiaForcesOnMap();
|
|
}
|
|
|
|
if ((gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) && !gfInChangeArrivalSectorMode)
|
|
{
|
|
DrawBullseye();
|
|
}
|
|
else if (is_networked)
|
|
{
|
|
DrawBullseye();//haydent (allow client to see map deployment bullseye)
|
|
}
|
|
}
|
|
else
|
|
{
|
|
HandleLowerLevelMapBlit();
|
|
}
|
|
|
|
// show mine outlines even when viewing underground sublevels - they indicate where the mine entrances are
|
|
if (fShowMineFlag)
|
|
{
|
|
// draw grey mine sector borders
|
|
BlitMineGridMarkers();
|
|
}
|
|
|
|
|
|
if (fShowTeamFlag)
|
|
{
|
|
ShowTeamAndVehicles(SHOW_TEAMMATES | SHOW_VEHICLES);
|
|
}
|
|
else
|
|
{
|
|
HandleShowingOfEnemiesWithMilitiaOn();
|
|
}
|
|
|
|
|
|
if (fShowItemsFlag)
|
|
{
|
|
ShowItemsOnMap();
|
|
}
|
|
|
|
|
|
DisplayLevelString();
|
|
|
|
RestoreClipRegionToFullScreen();
|
|
|
|
return(TRUE);
|
|
}
|
|
|
|
|
|
void GetScreenXYFromMapXY( INT16 sMapX, INT16 sMapY, INT16 *psX, INT16 *psY )
|
|
{
|
|
*psX = ( sMapX * UI_MAP.GridSize.iX ) + UI_MAP.ViewRegion.x;
|
|
*psY = ( sMapY * UI_MAP.GridSize.iY ) + UI_MAP.ViewRegion.y;
|
|
}
|
|
|
|
|
|
void ShowTownText( void )
|
|
{
|
|
CHAR16 sString[ 32 ];
|
|
CHAR16 sStringA[ 32 ];
|
|
INT8 bTown = 0;
|
|
UINT16 usX,usY;
|
|
BOOLEAN fLoyaltyTooLowToTrainMilitia;
|
|
|
|
INT32 iMinLoyaltyToTrain = gGameExternalOptions.iMinLoyaltyToTrain;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen1");
|
|
|
|
// this procedure will display the town names on the screen
|
|
|
|
SetFont(MAP_FONT);
|
|
SetFontBackground(FONT_MCOLOR_BLACK);
|
|
|
|
for( bTown = FIRST_TOWN; bTown < NUM_TOWNS; ++bTown)
|
|
{
|
|
// skip Orta/Tixa until found
|
|
//if( ( ( fFoundOrta != FALSE ) || ( bTown != ORTA ) ) && ( ( bTown != TIXA ) || ( fFoundTixa != FALSE) ) )
|
|
if( gfHiddenTown[ bTown ] == TRUE )
|
|
{
|
|
swprintf( sString, L"%s", pTownNames[ bTown ] );
|
|
|
|
fLoyaltyTooLowToTrainMilitia = FALSE;
|
|
|
|
// don't show loyalty string until loyalty tracking for that town has been started
|
|
if( gTownLoyalty[ bTown ].fStarted && gfTownUsesLoyalty[ bTown ])
|
|
{
|
|
#ifdef CHINESE
|
|
swprintf( sStringA, L"%d%��%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]);
|
|
#else
|
|
swprintf( sStringA, L"%d%%%% %s", gTownLoyalty[ bTown ].ubRating, gsLoyalString[ 0 ]);
|
|
#endif
|
|
|
|
// if loyalty is too low to train militia, and militia training is allowed here
|
|
if ( ( gTownLoyalty[ bTown ].ubRating < iMinLoyaltyToTrain ) && MilitiaTrainingAllowedInTown( bTown ) )
|
|
{
|
|
fLoyaltyTooLowToTrainMilitia = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
wcscpy( sStringA, L"");
|
|
}
|
|
|
|
usX = (UINT16) (UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX + (pTownPoints[ bTown ].x * UI_MAP.GridSize.iX) / 10);
|
|
usY = (UINT16) (UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY + ((pTownPoints[ bTown ].y * UI_MAP.GridSize.iY) / 10) + 1);
|
|
|
|
// red for low loyalty, green otherwise
|
|
SetFontForeground( ( UINT8 ) ( fLoyaltyTooLowToTrainMilitia ? FONT_MCOLOR_RED : FONT_MCOLOR_LTGREEN ) );
|
|
DrawTownLabels(sString, sStringA, usX, usY);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DrawTownLabels(STR16 pString, STR16 pStringA, UINT16 usFirstX, UINT16 usFirstY)
|
|
{
|
|
// this procedure will draw the given strings on the screen centered around the given x and at the given y
|
|
|
|
INT16 sSecondX, sSecondY;
|
|
INT16 sPastEdge;
|
|
|
|
// HEADROCK HAM 5: Now variable...
|
|
INT32 MapTownLabelsFont;
|
|
if (iResolution <= _800x600 )
|
|
{
|
|
MapTownLabelsFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapTownLabelsFont = FONT14ARIAL;
|
|
}
|
|
SetFont( MapTownLabelsFont );
|
|
|
|
// if within view region...render, else don't
|
|
if( ( usFirstX > UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width)||( usFirstX < UI_MAP.ViewRegion.x)|| (usFirstY < UI_MAP.ViewRegion.y) || ( usFirstY > UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
// we're CENTERING the first string AROUND usFirstX, so calculate the starting X
|
|
usFirstX -= StringPixLength( pString, MapTownLabelsFont) / 2;
|
|
|
|
// print first string
|
|
gprintfdirty( usFirstX, usFirstY, pString);
|
|
mprintf(usFirstX, usFirstY, pString);
|
|
|
|
// calculate starting coordinates for the second string
|
|
VarFindFontCenterCoordinates(( INT16 )( usFirstX ), ( INT16 )usFirstY, StringPixLength( pString, MapTownLabelsFont), 0, MapTownLabelsFont, &sSecondX, &sSecondY, pStringA);
|
|
|
|
// make sure we don't go past left edge (Grumm)
|
|
sPastEdge = (UI_MAP.ViewRegion.x + 23) - sSecondX;
|
|
|
|
if (sPastEdge > 0)
|
|
sSecondX += sPastEdge;
|
|
|
|
// print second string beneath first
|
|
sSecondY = ( INT16 )( usFirstY + GetFontHeight( MapTownLabelsFont ) );
|
|
gprintfdirty( sSecondX, sSecondY, pStringA );
|
|
mprintf( sSecondX, sSecondY, pStringA );
|
|
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
|
|
|
|
|
|
// "on duty" includes mercs inside vehicles
|
|
INT32 ShowOnDutyTeam( INT16 sMapX, INT16 sMapY )
|
|
{
|
|
UINT8 ubCounter = 0, ubIconPosition = 0;
|
|
HVOBJECT hIconHandle;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
UINT8 i, ubIcon, ub10xIcon;
|
|
INT16 sNumberOnDuty = 0;
|
|
|
|
GetVideoObject(&hIconHandle, guiCHARICONS);
|
|
|
|
// run through list
|
|
while(gCharactersList[ubCounter].fValid)
|
|
{
|
|
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
|
|
|
|
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
|
|
( pSoldier->sSectorX == sMapX) &&
|
|
( pSoldier->sSectorY == sMapY) &&
|
|
( pSoldier->bSectorZ == iCurrentMapSectorZ ) &&
|
|
( ( pSoldier->bAssignment < ON_DUTY ) || ( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != iHelicopterVehicleId ) ) ) &&
|
|
( pSoldier->stats.bLife > 0) &&
|
|
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
|
|
{
|
|
++sNumberOnDuty;
|
|
}
|
|
|
|
++ubCounter;
|
|
}
|
|
|
|
ub10xIcon = sNumberOnDuty / 10;
|
|
ubIcon = sNumberOnDuty % 10;
|
|
|
|
// draw 10x icon
|
|
for ( i = 0; i < ub10xIcon; ++i )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_YELLOW_10X_BOX, sMapX, sMapY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
// draw 1x icon
|
|
for ( i = 0; i < ubIcon; ++i )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_YELLOW_BOX, sMapX, sMapY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
return ubIconPosition;
|
|
}
|
|
|
|
|
|
INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
|
|
{
|
|
UINT8 ubCounter = 0, ubIconPosition;
|
|
HVOBJECT hIconHandle;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
UINT8 i, ubIcon, ub10xIcon;
|
|
INT16 sNumberOfAssigned = 0;
|
|
|
|
GetVideoObject(&hIconHandle, guiCHARICONS);
|
|
|
|
// run through list
|
|
ubIconPosition = ( UINT8 ) iCount;
|
|
|
|
while(gCharactersList[ubCounter].fValid)
|
|
{
|
|
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ];
|
|
|
|
// given number of on duty members, find number of assigned chars
|
|
// start at beginning of list, look for people who are in sector and assigned
|
|
// Flugente: concealed mercs also show up here, to give the illusion they are present
|
|
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
|
|
( pSoldier->sSectorX == sMapX) &&
|
|
( pSoldier->sSectorY == sMapY) &&
|
|
( ( pSoldier->bSectorZ == iCurrentMapSectorZ ) || ( SPY_LOCATION( pSoldier->bAssignment) && ( pSoldier->bSectorZ - 10 == iCurrentMapSectorZ ) ) ) &&
|
|
( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) &&
|
|
( pSoldier->bAssignment != IN_TRANSIT ) &&
|
|
( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
|
|
( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
|
|
( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
|
|
( pSoldier->stats.bLife > 0 ) &&
|
|
( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
|
|
{
|
|
// skip mercs inside the helicopter if we're showing airspace level - they show up inside chopper icon instead
|
|
if ( (gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) || (pSoldier->bAssignment != VEHICLE) || (pSoldier->iVehicleId != iHelicopterVehicleId) )
|
|
{
|
|
++sNumberOfAssigned;
|
|
}
|
|
}
|
|
|
|
++ubCounter;
|
|
}
|
|
|
|
ub10xIcon = sNumberOfAssigned / 10;
|
|
ubIcon = sNumberOfAssigned % 10;
|
|
|
|
// draw 10x icon
|
|
for( i = 0; i < ub10xIcon; ++i )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_DULL_YELLOW_10X_BOX, sMapX, sMapY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
// draw 1x icon
|
|
for ( i = 0; i < ubIcon; ++i )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_DULL_YELLOW_BOX, sMapX, sMapY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
return ubIconPosition;
|
|
}
|
|
|
|
INT32 ShowVehicles(INT16 sMapX, INT16 sMapY, INT32 iCount)
|
|
{
|
|
UINT8 ubCounter = 0, ubIconPosition;
|
|
HVOBJECT hIconHandle;
|
|
SOLDIERTYPE *pVehicleSoldier;
|
|
UINT8 i, ubIcon, ub10xIcon;
|
|
INT16 sNumberOfVehiclesInSector = 0;
|
|
|
|
GetVideoObject(&hIconHandle, guiCHARICONS);
|
|
|
|
ubIconPosition = (UINT8) iCount;
|
|
|
|
// run through list of vehicles
|
|
while( ubCounter < ubNumberOfVehicles )
|
|
{
|
|
// skip the chopper, it has its own icon and displays in airspace mode
|
|
if ( ubCounter != iHelicopterVehicleId )
|
|
{
|
|
if ( (pVehicleList[ ubCounter ].sSectorX == sMapX) && ( pVehicleList[ ubCounter ].sSectorY == sMapY ) )
|
|
{
|
|
// don't show vehicles between sectors (in motion - they're counted as "people in motion"
|
|
if( ( pVehicleList[ ubCounter ].sSectorZ == iCurrentMapSectorZ ) &&
|
|
!PlayerIDGroupInMotion( pVehicleList[ ubCounter ].ubMovementGroup ) )
|
|
{
|
|
// ATE: Check if this vehicle has a soldier and it's on our team.....
|
|
pVehicleSoldier = GetSoldierStructureForVehicle( ubCounter );
|
|
|
|
// this skips the chopper, which has no soldier
|
|
if ( pVehicleSoldier )
|
|
{
|
|
if ( pVehicleSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
++sNumberOfVehiclesInSector;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
++ubCounter;
|
|
}
|
|
|
|
ub10xIcon = sNumberOfVehiclesInSector / 10;
|
|
ubIcon = sNumberOfVehiclesInSector % 10;
|
|
|
|
// draw 10x icon
|
|
for( i = 0; i < ub10xIcon; ++i )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_WHITE_10X_BOX, sMapX, sMapY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
// draw 1x icon
|
|
for( i = 0; i < ubIcon; ++i )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_WHITE_BOX, sMapX, sMapY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
return ubIconPosition;
|
|
}
|
|
|
|
|
|
void ShowEnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT16 sNumberOfEnemies, UINT16 usNumEnemyArmedVehicles, UINT8 ubIconPosition )
|
|
{
|
|
HVOBJECT hIconHandle;
|
|
INT16 sEnemy, s10xEnemy, sEnemyLessTank;
|
|
|
|
// get the video object
|
|
GetVideoObject(&hIconHandle, guiCHARICONS);
|
|
|
|
sEnemyLessTank = sNumberOfEnemies - usNumEnemyArmedVehicles;
|
|
|
|
// no 10x icon for easy enemy quantity gauge in low resolution
|
|
if (iResolution >= _640x480 && iResolution < _800x600)
|
|
{
|
|
s10xEnemy = 0;
|
|
sEnemy = sNumberOfEnemies;
|
|
}
|
|
else
|
|
{
|
|
s10xEnemy = sNumberOfEnemies / 10;
|
|
sEnemy = sNumberOfEnemies % 10;
|
|
}
|
|
|
|
// Flugente: if we display tanks, we need to know that for several rows
|
|
INT16 secondtankrowstart = -1;
|
|
|
|
for( INT16 i = 0; i < sNumberOfEnemies; ++i )
|
|
{
|
|
// Flugente: the tank icon has is 4 icons wide and 2 rows high, thus this odd code bit
|
|
// if we want to display a tank and have not yet done so, pick the first position that still has enough space to the right
|
|
if ( usNumEnemyArmedVehicles && secondtankrowstart < 0 && (ubIconPosition % MERC_ICONS_PER_LINE) < 3 )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, ENEMY_TANK_BIG, sSectorX, sSectorY, ubIconPosition );
|
|
secondtankrowstart = ubIconPosition + 6;
|
|
ubIconPosition += 4;
|
|
}
|
|
// if this is the second row of a tank, don't draw anything
|
|
else if ( usNumEnemyArmedVehicles && secondtankrowstart > -1 && ubIconPosition == secondtankrowstart )
|
|
{
|
|
// for now display only one tank icon
|
|
usNumEnemyArmedVehicles = 0;
|
|
ubIconPosition += 4;
|
|
sEnemy = max( 0, sEnemy - 1 );
|
|
}
|
|
else if ( s10xEnemy > 0 )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_RED_10X_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
--s10xEnemy;
|
|
++ubIconPosition;
|
|
}
|
|
else if ( sEnemy > 0 )
|
|
{
|
|
DrawMapBoxIcon( hIconHandle, SMALL_RED_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
--sEnemy;
|
|
++ubIconPosition;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
INT16 sXPosition = 0, sYPosition = 0;
|
|
HVOBJECT hIconHandle;
|
|
|
|
UINT8 iconOffsetX = 0;
|
|
UINT8 iconOffsetY = 0;
|
|
|
|
if (isWidescreenUI() || iResolution >= _1024x768)
|
|
{
|
|
iconOffsetX = 12;
|
|
iconOffsetY = 3;
|
|
}
|
|
else if (iResolution >= _800x600 && iResolution < _1024x768)
|
|
{
|
|
iconOffsetX = 8;
|
|
iconOffsetY = 12;
|
|
}
|
|
else
|
|
{
|
|
iconOffsetX = 2;
|
|
iconOffsetY = 9;
|
|
}
|
|
|
|
// grab the x and y postions
|
|
sXPosition = sSectorX;
|
|
sYPosition = sSectorY;
|
|
|
|
// get the video object
|
|
GetVideoObject(&hIconHandle, guiCHARICONS);
|
|
|
|
// check if we are zoomed in...need to offset in case for scrolling purposes
|
|
sXPosition = ( INT16 )( iconOffsetX + (UI_MAP.ViewRegion.x + ( sSectorX * UI_MAP.GridSize.iX + 1 ) ) - 1 );
|
|
sYPosition = ( INT16 )( ( ( iconOffsetY + (UI_MAP.ViewRegion.y + sSectorY * UI_MAP.GridSize.iY ) + 1 ) ) );
|
|
sYPosition -= 2;
|
|
|
|
// small question mark
|
|
BltVideoObject(guiSAVEBUFFER, hIconHandle, SMALL_QUESTION_MARK, sXPosition, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
InvalidateRegion( sXPosition ,sYPosition, sXPosition + UI_MAP.GridSize.iX + 1, sYPosition + UI_MAP.GridSize.iY + 1);
|
|
}
|
|
|
|
void ShowTeamAndVehicles(INT32 fShowFlags)
|
|
{
|
|
// go through each sector, display the on duty, assigned, and vehicles
|
|
INT16 sMapX = 0;
|
|
INT16 sMapY = 0;
|
|
INT32 iIconOffset = 0;
|
|
BOOLEAN fContemplatingRetreating = FALSE;
|
|
|
|
if( gfDisplayPotentialRetreatPaths && gpBattleGroup )
|
|
{
|
|
fContemplatingRetreating = TRUE;
|
|
}
|
|
|
|
for(sMapX=1; sMapX <MAP_WORLD_X-1; sMapX++)
|
|
{
|
|
for(sMapY=1; sMapY <MAP_WORLD_Y-1; sMapY++)
|
|
{
|
|
// don't show mercs/vehicles currently in this sector if player is contemplating retreating from THIS sector
|
|
if ( !fContemplatingRetreating || ( sMapX != gpBattleGroup->ubSectorX ) || ( sMapY != gpBattleGroup->ubSectorY ) )
|
|
{
|
|
if(fShowFlags & SHOW_TEAMMATES)
|
|
{
|
|
iIconOffset = ShowOnDutyTeam( sMapX, sMapY );
|
|
iIconOffset = ShowAssignedTeam( sMapX, sMapY, iIconOffset );
|
|
}
|
|
|
|
if(fShowFlags & SHOW_VEHICLES)
|
|
iIconOffset = ShowVehicles( sMapX, sMapY, iIconOffset );
|
|
}
|
|
|
|
if(fShowFlags & SHOW_TEAMMATES)
|
|
{
|
|
HandleShowingOfEnemyForcesInSector( sMapX, sMapY, ( INT8 )iCurrentMapSectorZ, ( UINT8 ) iIconOffset );
|
|
ShowPeopleInMotion( sMapX, sMapY );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN ShadeMapElem( INT16 sMapX, INT16 sMapY, INT32 iColor )
|
|
{
|
|
INT16 sScreenX, sScreenY;
|
|
HVSURFACE hSrcVSurface;
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT32 uiSrcPitchBYTES;
|
|
UINT16 *pDestBuf;
|
|
UINT8 *pSrcBuf;
|
|
SGPRect clip;
|
|
UINT16 *pOriginalPallette;
|
|
|
|
// get original video surface palette
|
|
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
|
|
|
|
pOriginalPallette = hSrcVSurface->p16BPPPalette;
|
|
|
|
GetScreenXYFromMapXY( sMapX, sMapY, &sScreenX, &sScreenY );
|
|
|
|
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
|
|
sScreenX += 1;
|
|
|
|
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
|
|
clip.iLeft = 2 * ( sScreenX - (UI_MAP.ViewRegion.x + 1 ) );
|
|
clip.iTop = 2 * ( sScreenY - UI_MAP.ViewRegion.y);
|
|
clip.iRight = clip.iLeft + ( 2 * UI_MAP.GridSize.iX );
|
|
clip.iBottom = clip.iTop + ( 2 * UI_MAP.GridSize.iY );
|
|
|
|
if( iColor == MAP_SHADE_BLACK )
|
|
{
|
|
// non-airspace
|
|
sScreenY -= 1;
|
|
|
|
// simply shade darker
|
|
ShadowVideoSurfaceRect( guiSAVEBUFFER, sScreenX, sScreenY, sScreenX + UI_MAP.GridSize.iX - 1, sScreenY + UI_MAP.GridSize.iY - 1 );
|
|
}
|
|
else if ( iColor < MAP_SHADE_MAX )
|
|
{
|
|
// grab video surface and set palette
|
|
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
|
|
hSrcVSurface->p16BPPPalette = pMapPalette[iColor];
|
|
|
|
// lock source and dest buffers
|
|
pDestBuf = (UINT16*)LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
|
|
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP ) );
|
|
pSrcBuf = LockVideoSurface( guiBIGMAP, &uiSrcPitchBYTES );
|
|
|
|
Blt8BPPDataTo16BPPBufferHalfRect( pDestBuf, uiDestPitchBYTES, hSrcVSurface, pSrcBuf, uiSrcPitchBYTES, sScreenX, sScreenY, &clip );
|
|
|
|
// unlock source and dest buffers
|
|
UnLockVideoSurface( guiBIGMAP );
|
|
UnLockVideoSurface( guiSAVEBUFFER );
|
|
}
|
|
|
|
// restore original palette
|
|
CHECKF( GetVideoSurface( &hSrcVSurface, guiBIGMAP) );
|
|
hSrcVSurface->p16BPPPalette = pOriginalPallette;
|
|
|
|
return ( TRUE );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN ShadeMapElements(const INT32(&colorMap)[ MAXIMUM_VALID_Y_COORDINATE ][ MAXIMUM_VALID_X_COORDINATE ])
|
|
{
|
|
// get original video surface palette
|
|
HVSURFACE hSrcVSurface;
|
|
CHECKF(GetVideoSurface(&hSrcVSurface, guiBIGMAP));
|
|
UINT16 * const pOriginalPallette = hSrcVSurface->p16BPPPalette;
|
|
|
|
// Lock source buffer
|
|
UINT32 uiSrcPitchBYTES;
|
|
UINT8 *pSrcBuffer;
|
|
pSrcBuffer = LockVideoSurface(guiBIGMAP, &uiSrcPitchBYTES);
|
|
|
|
// get SAVEBUFFER
|
|
HVSURFACE hVSurface;
|
|
CHECKF(GetVideoSurface(&hVSurface, guiSAVEBUFFER));
|
|
|
|
// Lock destination buffer
|
|
UINT32 uiDestPitch;
|
|
UINT16 *pDestBuffer;
|
|
pDestBuffer = (UINT16*)LockVideoSurface(guiSAVEBUFFER, &uiDestPitch);
|
|
|
|
if (pDestBuffer == NULL)
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
|
|
for (INT16 y = 0; y < MAXIMUM_VALID_Y_COORDINATE; ++y)
|
|
{
|
|
for (INT16 x = 0; x < MAXIMUM_VALID_X_COORDINATE; ++x)
|
|
{
|
|
const INT16 mapX = x + MINIMUM_VALID_X_COORDINATE;
|
|
const INT16 mapY = y + MINIMUM_VALID_Y_COORDINATE;
|
|
|
|
INT16 sScreenX, sScreenY;
|
|
GetScreenXYFromMapXY(mapX, mapY, &sScreenX, &sScreenY);
|
|
|
|
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
|
|
sScreenX += 1;
|
|
|
|
// compensate for original BIG_MAP blit being done at MAP_VIEW_START_X + 1
|
|
SGPRect clip;
|
|
clip.iLeft = 2 * (sScreenX - (UI_MAP.ViewRegion.x + 1));
|
|
clip.iTop = 2 * (sScreenY - UI_MAP.ViewRegion.y);
|
|
clip.iRight = clip.iLeft + (2 * UI_MAP.GridSize.iX);
|
|
clip.iBottom = clip.iTop + (2 * UI_MAP.GridSize.iY);
|
|
|
|
|
|
const auto iColor = colorMap[y][x];
|
|
if (iColor == MAP_SHADE_BLACK)
|
|
{
|
|
// non-airspace
|
|
sScreenY -= 1;
|
|
|
|
auto X1 = sScreenX;
|
|
auto Y1 = sScreenY;
|
|
auto X2 = sScreenX + UI_MAP.GridSize.iX - 1;
|
|
auto Y2 = sScreenY + UI_MAP.GridSize.iY - 1;
|
|
#ifdef _DEBUG
|
|
if (X1 < 0)
|
|
X1 = 0;
|
|
|
|
if (X2 < 0)
|
|
continue;
|
|
//return(FALSE);
|
|
|
|
if (Y2 < 0)
|
|
continue;
|
|
//return(FALSE);
|
|
|
|
if (Y1 < 0)
|
|
Y1 = 0;
|
|
|
|
if (X2 >= hVSurface->usWidth)
|
|
X2 = hVSurface->usWidth - 1;
|
|
|
|
if (Y2 >= hVSurface->usHeight)
|
|
Y2 = hVSurface->usHeight - 1;
|
|
|
|
if (X1 >= hVSurface->usWidth)
|
|
continue;
|
|
//return(FALSE);
|
|
|
|
if (Y1 >= hVSurface->usHeight)
|
|
continue;
|
|
//return(FALSE);
|
|
|
|
if ((X2 - X1) <= 0)
|
|
continue;
|
|
//return(FALSE);
|
|
|
|
if ((Y2 - Y1) <= 0)
|
|
continue;
|
|
//return(FALSE);
|
|
#endif
|
|
|
|
SGPRect area;
|
|
area.iTop = Y1;
|
|
area.iBottom = Y2;
|
|
area.iLeft = X1;
|
|
area.iRight = X2;
|
|
|
|
|
|
// Now we have the video object and surface, call the shadow function
|
|
Blt16BPPBufferShadowRect(pDestBuffer, uiDestPitch, &area);
|
|
}
|
|
else if (iColor < MAP_SHADE_MAX)
|
|
{
|
|
// Set palette for shading
|
|
hSrcVSurface->p16BPPPalette = pMapPalette[iColor];
|
|
Blt8BPPDataTo16BPPBufferHalfRect(pDestBuffer, uiDestPitch, hSrcVSurface, pSrcBuffer, uiSrcPitchBYTES, sScreenX, sScreenY, &clip);
|
|
}
|
|
}
|
|
}
|
|
|
|
// unlock source and dest buffers
|
|
UnLockVideoSurface(guiBIGMAP);
|
|
UnLockVideoSurface(guiSAVEBUFFER);
|
|
|
|
// restore original palette
|
|
CHECKF(GetVideoSurface(&hSrcVSurface, guiBIGMAP));
|
|
hSrcVSurface->p16BPPPalette = pOriginalPallette;
|
|
|
|
return (TRUE);
|
|
}
|
|
|
|
|
|
|
|
void InitializeMilitiaPopup(void)
|
|
{
|
|
const UINT16 xVal = 330 + xResOffset;
|
|
const UINT16 yVal = 25 + yResOffset;
|
|
|
|
if (iResolution >= _1024x768)
|
|
{
|
|
MAP_MILITIA_BOX_POS_X = xVal + 190;
|
|
MAP_MILITIA_BOX_POS_Y = yVal + 285;
|
|
}
|
|
else if (isWidescreenUI())
|
|
{
|
|
MAP_MILITIA_BOX_POS_X = xVal + 190;
|
|
MAP_MILITIA_BOX_POS_Y = yVal + 116;
|
|
}
|
|
else if (iResolution >= _800x600)
|
|
{
|
|
MAP_MILITIA_BOX_POS_X = xVal + 77;
|
|
MAP_MILITIA_BOX_POS_Y = yVal + 116;
|
|
}
|
|
else
|
|
{
|
|
MAP_MILITIA_BOX_POS_X = xVal;
|
|
MAP_MILITIA_BOX_POS_Y = yVal;
|
|
}
|
|
}
|
|
|
|
BOOLEAN InitializePalettesForMap( void )
|
|
{
|
|
// init palettes
|
|
HVSURFACE hSrcVSurface;
|
|
SGPPaletteEntry pPalette[ 256 ];
|
|
VSURFACE_DESC vs_desc;
|
|
UINT32 uiTempMap;
|
|
|
|
// load image
|
|
vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
|
|
|
|
if (iResolution >= _640x480 && iResolution < _800x600)
|
|
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map.pcx");
|
|
else if (isWidescreenUI())
|
|
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_1280x720.pcx");
|
|
else if (iResolution < _1024x768)
|
|
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_800x600.pcx");
|
|
else
|
|
strcpy(vs_desc.ImageFile, "INTERFACE\\b_map_1024x768.pcx");
|
|
|
|
CHECKF(AddVideoSurface(&vs_desc, &uiTempMap));
|
|
|
|
// get video surface
|
|
CHECKF( GetVideoSurface( &hSrcVSurface, uiTempMap) );
|
|
GetVSurfacePaletteEntries( hSrcVSurface, pPalette );
|
|
|
|
// set up various palettes
|
|
pMapPalette[MAP_SHADE_LT_GREEN] = Create16BPPPaletteShaded( pPalette, 100, 300, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MD_GREEN] = Create16BPPPaletteShaded( pPalette, 50, 250, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_DK_GREEN] = Create16BPPPaletteShaded( pPalette, 0, 200, 0, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_LT_RED] = Create16BPPPaletteShaded( pPalette, 400, 0, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MD_RED] = Create16BPPPaletteShaded( pPalette, 300, 0, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_DK_RED] = Create16BPPPaletteShaded( pPalette, 200, 0, 0, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_LT_YELLOW] = Create16BPPPaletteShaded( pPalette, 400, 350, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MD_YELLOW] = Create16BPPPaletteShaded( pPalette, 300, 275, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_DK_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_LT_CYAN] = Create16BPPPaletteShaded( pPalette, 0, 350, 350, TRUE );
|
|
pMapPalette[MAP_SHADE_MD_CYAN] = Create16BPPPaletteShaded( pPalette, 0, 275, 275, TRUE );
|
|
pMapPalette[MAP_SHADE_DK_CYAN] = Create16BPPPaletteShaded( pPalette, 0, 200, 200, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_LT_GREY] = Create16BPPPaletteShaded( pPalette, 400, 400, 400, TRUE );
|
|
pMapPalette[MAP_SHADE_MD_GREY] = Create16BPPPaletteShaded( pPalette, 325, 325, 325, TRUE );
|
|
pMapPalette[MAP_SHADE_DK_GREY] = Create16BPPPaletteShaded( pPalette, 250, 250, 250, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_LT_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 400, TRUE );
|
|
pMapPalette[MAP_SHADE_MD_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 300, TRUE );
|
|
pMapPalette[MAP_SHADE_DK_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 200, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_LT_PINK] = Create16BPPPaletteShaded( pPalette, 200, 40, 175, TRUE );
|
|
pMapPalette[MAP_SHADE_ORANGE] = Create16BPPPaletteShaded( pPalette, 255, 127, 40, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_RED] = Create16BPPPaletteShaded( pPalette, 400, 0, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_GREEN] = Create16BPPPaletteShaded( pPalette, 0, 400, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 0, 400, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_RED_GREEN] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_RED_BLUE] = Create16BPPPaletteShaded( pPalette, 200, 0, 200, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_RED_YELLOW] = Create16BPPPaletteShaded( pPalette, 300, 100, 0, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_GREEN_BLUE] = Create16BPPPaletteShaded( pPalette, 0, 200, 200, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_GREEN_YELLOW] = Create16BPPPaletteShaded( pPalette, 100, 300, 0, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 100, 100, 200, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_RED_GREEN_BLUE] = Create16BPPPaletteShaded( pPalette, 133, 133, 133, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_RED_GREEN_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 200, 0, TRUE );
|
|
pMapPalette[MAP_SHADE_MIX_RED_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 200, 66, 133, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_GREEN_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 66, 200, 133, TRUE );
|
|
|
|
pMapPalette[MAP_SHADE_MIX_RED_GREEN_BLUE_YELLOW] = Create16BPPPaletteShaded( pPalette, 150, 150, 100, TRUE );
|
|
|
|
// delete image
|
|
DeleteVideoSurfaceFromIndex(uiTempMap);
|
|
|
|
return ( TRUE );
|
|
}
|
|
|
|
|
|
void ShutDownPalettesForMap( void )
|
|
{
|
|
for ( UINT8 i = 0; i < MAP_SHADE_MAX; ++i )
|
|
{
|
|
MemFree( pMapPalette[i] );
|
|
pMapPalette[i] = NULL;
|
|
}
|
|
}
|
|
|
|
void PlotPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY, BOOLEAN fTacticalTraversal )
|
|
{
|
|
// will plot a path for this character
|
|
|
|
// is cursor allowed here?..if not..don't build path
|
|
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// is the character in transit?..then leave
|
|
if( pCharacter->bAssignment == IN_TRANSIT )
|
|
{
|
|
// leave
|
|
return;
|
|
}
|
|
|
|
|
|
if( pCharacter->bSectorZ != 0 )
|
|
{
|
|
if( pCharacter->bAssignment >= ON_DUTY )
|
|
{
|
|
// not on the surface, character won't move until they reach surface..info player of this fact
|
|
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", pCharacter->name, gsUndergroundString[0] );
|
|
}
|
|
else // squad
|
|
{
|
|
if ( gGameExternalOptions.fUseXMLSquadNames && pCharacter->bAssignment < gSquadNameVector.size() )
|
|
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", gSquadNameVector[pCharacter->bAssignment].c_str(), gsUndergroundString[0] );
|
|
else
|
|
MapScreenMessage( FONT_MCOLOR_DKRED, MSG_INTERFACE, L"%s %s", pLongAssignmentStrings[ pCharacter->bAssignment ], gsUndergroundString[0] );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if( ( pCharacter->bAssignment == VEHICLE ) || ( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
|
{
|
|
SetUpMvtGroupForVehicle( pCharacter );
|
|
}
|
|
|
|
// make sure we are at the beginning
|
|
pCharacter->pMercPath = MoveToBeginningOfPathList( pCharacter->pMercPath );
|
|
|
|
// will plot a path from current position to sX, sY
|
|
// get last sector in characters list, build new path, remove tail section, move to beginning of list, and append onto old list
|
|
pCharacter->pMercPath = AppendStrategicPath( MoveToBeginningOfPathList ( BuildAStrategicPath( NULL, GetLastSectorIdInCharactersPath( pCharacter ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), GetSoldierGroupId( pCharacter ), fTacticalTraversal /*, FALSE */ ) ), pCharacter->pMercPath );
|
|
|
|
// move to beginning of list
|
|
pCharacter->pMercPath = MoveToBeginningOfPathList( pCharacter->pMercPath );
|
|
|
|
// check if in vehicle, if so, copy path to vehicle
|
|
if( ( pCharacter->bAssignment == VEHICLE ) || ( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
|
{
|
|
MoveCharactersPathToVehicle( pCharacter );
|
|
}
|
|
else
|
|
{
|
|
CopyPathToCharactersSquadIfInOne( pCharacter );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void PlotATemporaryPathForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY )
|
|
{
|
|
// make sure we're at the beginning
|
|
pTempCharacterPath = MoveToBeginningOfPathList( pTempCharacterPath );
|
|
|
|
// clear old temp path
|
|
pTempCharacterPath = ClearStrategicPathList( pTempCharacterPath, -1 );
|
|
|
|
// is cursor allowed here?..if not..don't build temp path
|
|
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Bob: make sure we have a valid movement group
|
|
UINT8 soldierGroupId = GetSoldierGroupId(pCharacter);
|
|
if (soldierGroupId == 0) {
|
|
soldierGroupId = tryToRecoverSquadsAndMovementGroups(pCharacter);
|
|
}
|
|
|
|
// build path
|
|
pTempCharacterPath = BuildAStrategicPath( pTempCharacterPath, GetLastSectorIdInCharactersPath( pCharacter ) , ( INT16 )( sX + sY*( MAP_WORLD_X ) ), soldierGroupId, FALSE /*, TRUE */ );
|
|
|
|
return;
|
|
}
|
|
|
|
// clear out character path list, after and including this sector
|
|
UINT32 ClearPathAfterThisSectorForCharacter( SOLDIERTYPE *pCharacter, INT16 sX, INT16 sY )
|
|
{
|
|
INT32 iOrigLength = 0;
|
|
VEHICLETYPE *pVehicle = NULL;
|
|
|
|
|
|
iOrigLength = GetLengthOfMercPath( pCharacter );
|
|
|
|
if( !iOrigLength )
|
|
{
|
|
// no previous path, nothing to do
|
|
return( ABORT_PLOTTING );
|
|
}
|
|
|
|
|
|
// if we're clearing everything beyond the current sector, that's quite different. Since we're basically cancelling
|
|
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
|
|
if ( ( sX == pCharacter->sSectorX ) && ( sY == pCharacter->sSectorY ) )
|
|
{
|
|
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
|
|
EndConfirmMapMoveMode( );
|
|
|
|
CancelPathsOfAllSelectedCharacters();
|
|
return( PATH_CLEARED );
|
|
}
|
|
else // click not in the current sector
|
|
{
|
|
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
|
|
// be canceled.
|
|
|
|
// if a vehicle
|
|
if( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
|
{
|
|
pVehicle = &( pVehicleList[ pCharacter->bVehicleID ] );
|
|
}
|
|
// or in a vehicle
|
|
else if( pCharacter->bAssignment == VEHICLE )
|
|
{
|
|
pVehicle = &( pVehicleList[ pCharacter->iVehicleId ] );
|
|
}
|
|
else
|
|
{
|
|
// foot soldier
|
|
pCharacter->pMercPath = ClearStrategicPathListAfterThisSector( pCharacter->pMercPath, sX, sY, pCharacter->ubGroupID );
|
|
}
|
|
|
|
// if there's an associated vehicle structure
|
|
if ( pVehicle != NULL )
|
|
{
|
|
// do it for the vehicle, too
|
|
pVehicle->pMercPath = ClearStrategicPathListAfterThisSector( pVehicle->pMercPath, sX, sY, pVehicle->ubMovementGroup );
|
|
}
|
|
|
|
if( GetLengthOfMercPath( pCharacter ) < iOrigLength )
|
|
{
|
|
CopyPathToAllSelectedCharacters( pCharacter->pMercPath );
|
|
// path WAS actually shortened
|
|
return( PATH_SHORTENED );
|
|
}
|
|
else
|
|
{
|
|
// same path as before - it's not any shorter
|
|
return ( ABORT_PLOTTING );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CancelPathForCharacter( SOLDIERTYPE *pCharacter )
|
|
{
|
|
// clear out character's entire path list, he and his squad will stay/return to his current sector.
|
|
pCharacter->pMercPath = ClearStrategicPathList( pCharacter->pMercPath, pCharacter->ubGroupID );
|
|
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
|
|
|
|
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
|
|
// They are going to return to their current X,Y sector.
|
|
RebuildWayPointsForGroupPath( pCharacter->pMercPath, pCharacter->ubGroupID );
|
|
// GroupReversingDirectionsBetweenSectors( GetGroup( pCharacter->ubGroupID ), ( UINT8 )( pCharacter->sSectorX ), ( UINT8 )( pCharacter->sSectorY ), FALSE );
|
|
|
|
|
|
// if he's in a vehicle, clear out the vehicle, too
|
|
if( pCharacter->bAssignment == VEHICLE )
|
|
{
|
|
CancelPathForVehicle( &( pVehicleList[ pCharacter->iVehicleId ] ), TRUE );
|
|
}
|
|
else
|
|
{
|
|
// display "travel route canceled" message
|
|
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[ 3 ] );
|
|
}
|
|
|
|
|
|
CopyPathToCharactersSquadIfInOne( pCharacter );
|
|
|
|
fMapPanelDirty = TRUE;
|
|
fTeamPanelDirty = TRUE;
|
|
fCharacterInfoPanelDirty = TRUE; // to update ETA
|
|
}
|
|
|
|
|
|
void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed )
|
|
{
|
|
// we're clearing everything beyond the *current* sector, that's quite different. Since we're basically cancelling
|
|
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
|
|
pVehicle->pMercPath = ClearStrategicPathList( pVehicle->pMercPath, pVehicle->ubMovementGroup );
|
|
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
|
|
|
|
// if we already reversed one of the passengers, flag will be TRUE,
|
|
// don't do it again or we're headed back where we came from!
|
|
if ( !fAlreadyReversed )
|
|
{
|
|
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
|
|
// They are going to return to their current X,Y sector.
|
|
RebuildWayPointsForGroupPath( pVehicle->pMercPath, pVehicle->ubMovementGroup );
|
|
// GroupReversingDirectionsBetweenSectors( GetGroup( pVehicle->ubMovementGroup ), ( UINT8 ) ( pVehicle->sSectorX ), ( UINT8 ) ( pVehicle->sSectorY ), FALSE );
|
|
}
|
|
|
|
// display "travel route canceled" message
|
|
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[ 3 ] );
|
|
|
|
// turn the helicopter flag off here, this prevents the "route aborted" msg from coming up
|
|
fPlotForHelicopter = FALSE;
|
|
|
|
fTeamPanelDirty = TRUE;
|
|
fMapPanelDirty = TRUE;
|
|
fCharacterInfoPanelDirty = TRUE; // to update ETA
|
|
}
|
|
|
|
|
|
void CancelPathForGroup( GROUP *pGroup )
|
|
{
|
|
INT32 iVehicleId;
|
|
|
|
// if it's the chopper, but player can't redirect it
|
|
if ( pGroup->usGroupTeam == OUR_TEAM && IsGroupTheHelicopterGroup( pGroup ) && (CanHelicopterFly( ) == FALSE) )
|
|
{
|
|
// explain & ignore
|
|
ExplainWhySkyriderCantFly();
|
|
return;
|
|
}
|
|
|
|
// is it a non-vehicle group?
|
|
if ( (pGroup->usGroupTeam == OUR_TEAM) && (pGroup->fVehicle == FALSE) )
|
|
{
|
|
if( pGroup->pPlayerList )
|
|
{
|
|
if( pGroup->pPlayerList->pSoldier )
|
|
{
|
|
// clearing one merc should be enough, it copies changes to his squad on its own
|
|
CancelPathForCharacter( pGroup->pPlayerList->pSoldier );
|
|
}
|
|
}
|
|
}
|
|
// is it a vehicle group?
|
|
else if( pGroup->fVehicle )
|
|
{
|
|
iVehicleId = GivenMvtGroupIdFindVehicleId( pGroup->ubGroupID );
|
|
|
|
// must be valid!
|
|
Assert( iVehicleId != -1 );
|
|
if ( iVehicleId == -1 )
|
|
return;
|
|
|
|
CancelPathForVehicle( &( pVehicleList[ iVehicleId ] ), FALSE );
|
|
}
|
|
else if ( pGroup->usGroupTeam == MILITIA_TEAM )
|
|
{
|
|
CancelPathForMilitiaGroup( pGroup->ubGroupID );
|
|
}
|
|
}
|
|
|
|
void CancelPathForMilitiaGroup( UINT8 uGroupId )
|
|
{
|
|
// we're clearing everything beyond the *current* sector, that's quite different. Since we're basically cancelling
|
|
// his movement completely, we must also make sure his next X,Y are changed and he officially "returns" to his sector
|
|
INT16 militiapathslot = GetMilitiaPathSlot( uGroupId );
|
|
|
|
if ( militiapathslot > -1 )
|
|
{
|
|
gMilitiaPath[militiapathslot].path = ClearStrategicPathList( gMilitiaPath[militiapathslot].path, uGroupId );
|
|
// NOTE: This automatically calls RemoveGroupWaypoints() internally for valid movement groups
|
|
|
|
// if we already reversed one of the passengers, flag will be TRUE,
|
|
// don't do it again or we're headed back where we came from!
|
|
/*if ( !fAlreadyReversed )
|
|
{
|
|
// This causes the group to effectively reverse directions (even if they've never actually left), so handle that.
|
|
// They are going to return to their current X,Y sector.
|
|
RebuildWayPointsForGroupPath( pVehicle->pMercPath, pVehicle->ubMovementGroup );
|
|
// GroupReversingDirectionsBetweenSectors( GetGroup( pVehicle->ubMovementGroup ), ( UINT8 ) ( pVehicle->sSectorX ), ( UINT8 ) ( pVehicle->sSectorY ), FALSE );
|
|
}*/
|
|
|
|
RebuildWayPointsForGroupPath( gMilitiaPath[militiapathslot].path, uGroupId );
|
|
|
|
// remove group's next and prev to make them stay here
|
|
GROUP* pGroup = GetGroup( uGroupId );
|
|
|
|
if ( pGroup )
|
|
{
|
|
pGroup->ubNextX = pGroup->ubSectorX;
|
|
pGroup->ubNextY = pGroup->ubSectorY;
|
|
|
|
pGroup->ubPrevX = 0;
|
|
pGroup->ubPrevY = 0;
|
|
}
|
|
}
|
|
|
|
// display "travel route canceled" message
|
|
MapScreenMessage( FONT_MCOLOR_LTYELLOW, MSG_MAP_UI_POSITION_MIDDLE, pMapPlotStrings[3] );
|
|
|
|
MilitiaplotFinish();
|
|
|
|
fPlotForMilitia = FALSE;
|
|
|
|
fTeamPanelDirty = TRUE;
|
|
fMapPanelDirty = TRUE;
|
|
fCharacterInfoPanelDirty = TRUE; // to update ETA
|
|
}
|
|
|
|
|
|
void CopyPathToCharactersSquadIfInOne( SOLDIERTYPE *pCharacter )
|
|
{
|
|
INT8 bSquad = 0;
|
|
|
|
// check if on a squad, if so, do same thing for all characters
|
|
|
|
// what squad is character in?
|
|
bSquad = SquadCharacterIsIn( pCharacter );
|
|
|
|
// check to see if character is on a squad, if so, copy path to squad
|
|
if( bSquad != -1)
|
|
{
|
|
// copy path over
|
|
CopyPathOfCharacterToSquad( pCharacter, bSquad );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void DisplaySoldierPath( SOLDIERTYPE *pCharacter )
|
|
{
|
|
PathStPtr pPath = NULL;
|
|
|
|
/* ARM: Hopefully no longer required once using GetSoldierMercPathPtr() ???
|
|
// check if in vehicle, if so, copy path to vehicle
|
|
if( ( pCharacter->bAssignment == VEHICLE )||( pCharacter->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
|
{
|
|
// get the real path from vehicle's structure and copy it into this soldier's
|
|
CopyVehiclePathToSoldier( pCharacter );
|
|
}
|
|
*/
|
|
|
|
pPath = GetSoldierMercPathPtr( pCharacter );
|
|
|
|
// trace real route
|
|
TracePathRoute( FALSE, TRUE, pPath );
|
|
AnimateRoute( pPath );
|
|
}
|
|
|
|
|
|
void DisplaySoldierTempPath( SOLDIERTYPE *pCharacter )
|
|
{
|
|
// now render temp route
|
|
TracePathRoute( FALSE, TRUE, pTempCharacterPath );
|
|
}
|
|
|
|
|
|
|
|
void DisplayHelicopterPath( void )
|
|
{
|
|
// move to beginning of path list
|
|
pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
|
|
// clip to map
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
// trace both lists..temp is conditional if cursor has sat in same sector grid long enough
|
|
TracePathRoute( TRUE, TRUE, pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
AnimateRoute( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
|
|
// restore
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
|
|
void DisplayHelicopterTempPath( void )
|
|
{
|
|
//should we draw temp path?
|
|
if( fDrawTempHeliPath )
|
|
{
|
|
TracePathRoute( TRUE, TRUE, pTempHelicopterPath );
|
|
}
|
|
}
|
|
|
|
void DisplayMilitiaPath( void )
|
|
{
|
|
// move to beginning of path list
|
|
gMilitiaPath[gMilitiaGroupId].path = MoveToBeginningOfPathList( gMilitiaPath[gMilitiaGroupId].path );
|
|
|
|
// clip to map
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
// trace both lists..temp is conditional if cursor has sat in same sector grid long enough
|
|
TracePathRoute( TRUE, TRUE, gMilitiaPath[gMilitiaGroupId].path );
|
|
AnimateRoute( gMilitiaPath[gMilitiaGroupId].path );
|
|
|
|
// restore
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
|
|
void DisplayMilitiaTempPath( void )
|
|
{
|
|
//should we draw temp path?
|
|
if ( fDrawTempMilitiaPath )
|
|
{
|
|
TracePathRoute( TRUE, TRUE, pTempMilitiaPath );
|
|
}
|
|
}
|
|
|
|
extern BOOLEAN HeliCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum );
|
|
|
|
void PlotPathForHelicopter( INT16 sX, INT16 sY )
|
|
{
|
|
SOLDIERTYPE *pSkyRider = NULL;
|
|
|
|
// will plot the path for the helicopter
|
|
|
|
// no heli...go back
|
|
if ( (gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) || !fHelicopterAvailable )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// is cursor allowed here?..if not..don't build path
|
|
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// set up mvt group for helicopter
|
|
SetUpHelicopterForMovement( );
|
|
|
|
//CHRISL: If we've plotted a path through enemy controlled airspace, we have a new Skyrider speech we want to hear.
|
|
if( GetNumUnSafeSectorsInPath( ) > 0 && !gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] )
|
|
{
|
|
HeliCharacterDialogue( pSkyRider, HELI_PATH_THROUGH_ENEMEY_AIRSPACE );
|
|
}
|
|
|
|
// move to beginning of list
|
|
//pHelicopterPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
|
|
// will plot a path from current position to sX, sY
|
|
// get last sector in helicopters list, build new path, remove tail section, move to beginning of list, and append onto old list
|
|
pVehicleList[ iHelicopterVehicleId ].pMercPath = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( CALCULATE_STRATEGIC_INDEX(sX, sY) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, FALSE */ ) ), pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
|
|
// move to beginning of list
|
|
pVehicleList[ iHelicopterVehicleId ].pMercPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
|
|
void PlotATemporaryPathForHelicopter( INT16 sX, INT16 sY )
|
|
{
|
|
// clear old temp path
|
|
pTempHelicopterPath = MoveToBeginningOfPathList( pTempHelicopterPath);
|
|
pTempHelicopterPath = ClearStrategicPathList( pTempHelicopterPath, 0 );
|
|
|
|
// is cursor allowed here?..if not..don't build temp path
|
|
if( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// build path
|
|
pTempHelicopterPath = BuildAStrategicPath( NULL, GetLastSectorOfHelicoptersPath( ), ( INT16 )( sX + sY*( MAP_WORLD_X ) ), pVehicleList[ iHelicopterVehicleId ].ubMovementGroup, FALSE /*, TRUE */ );
|
|
}
|
|
|
|
void PlotPathForMilitia( INT16 sX, INT16 sY )
|
|
{
|
|
//SOLDIERTYPE *pSkyRider = NULL;
|
|
|
|
// will plot the path for the helicopter
|
|
|
|
// no heli...go back
|
|
if ( !fShowMilitia )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// is cursor allowed here?..if not..don't build path
|
|
if ( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// preparations for militia path plotting
|
|
SetUpMilitiaForMovement( );
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid < 0 )
|
|
return;
|
|
|
|
//CHRISL: If we've plotted a path through enemy controlled airspace, we have a new Skyrider speech we want to hear.
|
|
/*if ( GetNumUnSafeSectorsInPath( ) > 0 && !gGameSettings.fOptions[TOPTION_SILENT_SKYRIDER] )
|
|
{
|
|
HeliCharacterDialogue( pSkyRider, HELI_PATH_THROUGH_ENEMEY_AIRSPACE );
|
|
}*/
|
|
|
|
// move to beginning of list
|
|
//pHelicopterPath = MoveToBeginningOfPathList( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
MoveToBeginningOfPathList( gMilitiaPath[gMilitiaGroupId].path );
|
|
|
|
// will plot a path from current position to sX, sY
|
|
// get last sector in helicopters list, build new path, remove tail section, move to beginning of list, and append onto old list
|
|
gMilitiaPath[gMilitiaGroupId].path = AppendStrategicPath( MoveToBeginningOfPathList( BuildAStrategicPath( NULL, GetLastSectorOfMilitiaPath( ), (INT16)(sX + sY*(MAP_WORLD_X)), gMilitiaPath[gMilitiaGroupId].sGroupid, TRUE /*, FALSE */ ) ), gMilitiaPath[gMilitiaGroupId].path );
|
|
|
|
// move to beginning of list
|
|
gMilitiaPath[gMilitiaGroupId].path = MoveToBeginningOfPathList( gMilitiaPath[gMilitiaGroupId].path );
|
|
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
|
|
void PlotATemporaryPathForMilitia( INT16 sX, INT16 sY )
|
|
{
|
|
// clear old temp path
|
|
pTempMilitiaPath = MoveToBeginningOfPathList( pTempMilitiaPath );
|
|
pTempMilitiaPath = ClearStrategicPathList( pTempMilitiaPath, 0 );
|
|
|
|
// is cursor allowed here?..if not..don't build temp path
|
|
if ( !IsTheCursorAllowedToHighLightThisSector( sX, sY ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid < 0 )
|
|
return;
|
|
|
|
// build path
|
|
pTempMilitiaPath = BuildAStrategicPath( NULL, GetLastSectorOfMilitiaPath( ), (INT16)( CALCULATE_STRATEGIC_INDEX(sX, sY )), gMilitiaPath[gMilitiaGroupId].sGroupid, TRUE /*, TRUE */ );
|
|
}
|
|
|
|
|
|
// clear out helicopter path list, after and including this sector
|
|
UINT32 ClearPathAfterThisSectorForHelicopter( INT16 sX, INT16 sY )
|
|
{
|
|
VEHICLETYPE *pVehicle = NULL;
|
|
INT32 iOrigLength = 0;
|
|
|
|
// clear out helicopter path list, after and including this sector
|
|
if( iHelicopterVehicleId == -1 || !CanHelicopterFly() )
|
|
{
|
|
// abort plotting, shouldn't even be here
|
|
return( ABORT_PLOTTING );
|
|
}
|
|
|
|
pVehicle = &( pVehicleList[ iHelicopterVehicleId ] );
|
|
|
|
iOrigLength = GetLengthOfPath( pVehicle->pMercPath );
|
|
if( !iOrigLength )
|
|
{
|
|
// no previous path, nothing to do, and we didn't shorten it
|
|
return( ABORT_PLOTTING );
|
|
}
|
|
|
|
// are we clearing everything beyond the helicopter's CURRENT sector?
|
|
if ( ( sX == pVehicle->sSectorX ) && ( sY == pVehicle->sSectorY ) )
|
|
{
|
|
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
|
|
EndConfirmMapMoveMode( );
|
|
|
|
CancelPathForVehicle( pVehicle, FALSE );
|
|
return( PATH_CLEARED );
|
|
}
|
|
else // click not in the current sector
|
|
{
|
|
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
|
|
// be canceled.
|
|
pVehicle->pMercPath = ClearStrategicPathListAfterThisSector( pVehicle->pMercPath, sX, sY, pVehicle->ubMovementGroup );
|
|
|
|
if( GetLengthOfPath( pVehicle->pMercPath ) < iOrigLength )
|
|
{
|
|
// really shortened!
|
|
return( PATH_SHORTENED );
|
|
}
|
|
else
|
|
{
|
|
// same path as before - it's not any shorter
|
|
return ( ABORT_PLOTTING );
|
|
}
|
|
}
|
|
}
|
|
|
|
// clear out militia path list, after and including this sector
|
|
UINT32 ClearPathAfterThisSectorForMilitia( INT16 sX, INT16 sY )
|
|
{
|
|
//VEHICLETYPE *pVehicle = NULL;
|
|
INT32 iOrigLength = 0;
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid < 0 )
|
|
return(ABORT_PLOTTING);
|
|
|
|
// clear out helicopter path list, after and including this sector
|
|
/*if ( iHelicopterVehicleId == -1 || !CanHelicopterFly( ) )
|
|
{
|
|
// abort plotting, shouldn't even be here
|
|
return(ABORT_PLOTTING);
|
|
}
|
|
|
|
pVehicle = &(pVehicleList[iHelicopterVehicleId]);*/
|
|
|
|
iOrigLength = GetLengthOfPath( gMilitiaPath[gMilitiaGroupId].path );
|
|
if ( !iOrigLength )
|
|
{
|
|
// no previous path, nothing to do, and we didn't shorten it
|
|
return(ABORT_PLOTTING);
|
|
}
|
|
|
|
GROUP* pGroup = GetGroup( (UINT8)gMilitiaPath[gMilitiaGroupId].sGroupid );
|
|
|
|
// are we clearing everything beyond the helicopter's CURRENT sector?
|
|
if ( pGroup && (sX == pGroup->ubSectorX) && (sY == pGroup->ubSectorY) )
|
|
{
|
|
// if we're in confirm map move mode, cancel that (before new UI messages are issued)
|
|
EndConfirmMapMoveMode( );
|
|
|
|
CancelPathForGroup( pGroup );
|
|
return(PATH_CLEARED);
|
|
}
|
|
else // click not in the current sector
|
|
{
|
|
// if the clicked sector is along current route, this will repath only as far as it. If not, the entire path will
|
|
// be canceled.
|
|
gMilitiaPath[gMilitiaGroupId].path = ClearStrategicPathListAfterThisSector( gMilitiaPath[gMilitiaGroupId].path, sX, sY, gMilitiaPath[gMilitiaGroupId].sGroupid );
|
|
|
|
if ( GetLengthOfPath( gMilitiaPath[gMilitiaGroupId].path ) < iOrigLength )
|
|
{
|
|
// really shortened!
|
|
return(PATH_SHORTENED);
|
|
}
|
|
else
|
|
{
|
|
// same path as before - it's not any shorter
|
|
return (ABORT_PLOTTING);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
INT16 GetLastSectorOfHelicoptersPath( void )
|
|
{
|
|
// will return the last sector of the helicopter's current path
|
|
INT16 sLastSector = CALCULATE_STRATEGIC_INDEX(pVehicleList[ iHelicopterVehicleId ].sSectorX, pVehicleList[ iHelicopterVehicleId ].sSectorY);
|
|
PathStPtr pNode = pVehicleList[ iHelicopterVehicleId ].pMercPath;
|
|
|
|
while( pNode )
|
|
{
|
|
sLastSector = ( INT16 ) ( pNode->uiSectorId );
|
|
pNode = pNode->pNext;
|
|
}
|
|
|
|
return sLastSector;
|
|
}
|
|
|
|
INT16 GetLastSectorOfMilitiaPath( void )
|
|
{
|
|
// will return the last sector of the helicopter's current path
|
|
INT16 sLastSector = gMilitiaPlotStartSector;
|
|
PathStPtr pNode = gMilitiaPath[gMilitiaGroupId].path;
|
|
|
|
while ( pNode )
|
|
{
|
|
sLastSector = (INT16)(pNode->uiSectorId);
|
|
pNode = pNode->pNext;
|
|
}
|
|
|
|
return sLastSector;
|
|
}
|
|
|
|
|
|
BOOLEAN TracePathRoute(BOOLEAN fCheckFlag, BOOLEAN fForceUpDate, PathStPtr pPath )
|
|
{
|
|
BOOLEAN fSpeedFlag=FALSE;
|
|
INT32 iArrow=-1;
|
|
INT32 iX, iY;
|
|
INT32 iArrowX, iArrowY;
|
|
INT32 iDeltaA, iDeltaB, iDeltaB1;
|
|
INT32 iDirection = 0;
|
|
BOOLEAN fUTurnFlag=FALSE;
|
|
PathStPtr pNode=NULL;
|
|
PathStPtr pPastNode=NULL;
|
|
PathStPtr pNextNode=NULL;
|
|
HVOBJECT hMapHandle;
|
|
|
|
if ( pPath==NULL )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
while( pPath->pPrev )
|
|
{
|
|
pPath = pPath->pPrev;
|
|
}
|
|
|
|
pNode = pPath;
|
|
|
|
iDirection=-1;
|
|
|
|
if (pNode->pNext)
|
|
pNextNode=pNode->pNext;
|
|
else
|
|
pNextNode=NULL;
|
|
|
|
if (pNode->pPrev)
|
|
pPastNode=pNode->pPrev;
|
|
else
|
|
pPastNode=NULL;
|
|
|
|
GetVideoObject(&hMapHandle, guiMAPCURSORS);
|
|
|
|
// go through characters list and display arrows for path
|
|
while(pNode)
|
|
{
|
|
fUTurnFlag=FALSE;
|
|
if ((pPastNode)&&(pNextNode))
|
|
{
|
|
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
|
|
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
|
|
if (iDeltaA ==0)
|
|
return( FALSE );
|
|
|
|
if(pNode->fSpeed)
|
|
fSpeedFlag=FALSE;
|
|
else
|
|
fSpeedFlag=TRUE;
|
|
|
|
iX=(pNode->uiSectorId%MAP_WORLD_X);
|
|
iY=(pNode->uiSectorId/MAP_WORLD_X);
|
|
iX=(iX*UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
|
|
iY=(iY*UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
|
|
|
|
iArrowX=iX;
|
|
iArrowY=iY;
|
|
|
|
if ((pPastNode->pPrev)&&(pNextNode->pNext))
|
|
{
|
|
fUTurnFlag=FALSE;
|
|
// check to see if out-of sector U-turn
|
|
// for placement of arrows
|
|
iDeltaB1=pNextNode->uiSectorId-pNextNode->pNext->uiSectorId;
|
|
if ((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==WORLD_MAP_X)&&(iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==-WORLD_MAP_X)&&(iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==-1)&&(iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else if((iDeltaB1==1)&&(iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
}
|
|
else
|
|
fUTurnFlag=FALSE;
|
|
}
|
|
|
|
if ((pPastNode->uiSectorId==pNextNode->uiSectorId))
|
|
{
|
|
if (pPastNode->uiSectorId+WORLD_MAP_X==pNode->uiSectorId)
|
|
{
|
|
if(!(pNode->fSpeed))
|
|
fSpeedFlag=TRUE;
|
|
else
|
|
fSpeedFlag=FALSE;
|
|
|
|
iDirection=S_TO_N_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_NORTH_ARROW;
|
|
else
|
|
iArrow=NORTH_ARROW;
|
|
iArrowX+=NORTH_OFFSET_X;
|
|
iArrowY+=NORTH_OFFSET_Y;
|
|
}
|
|
else if(pPastNode->uiSectorId-WORLD_MAP_X==pNode->uiSectorId)
|
|
{
|
|
iDirection=N_TO_S_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_SOUTH_ARROW;
|
|
else
|
|
iArrow=SOUTH_ARROW;
|
|
iArrowX+=SOUTH_OFFSET_X;
|
|
iArrowY+=SOUTH_OFFSET_Y;
|
|
}
|
|
else if (pPastNode->uiSectorId+1==pNode->uiSectorId)
|
|
{
|
|
iDirection=E_TO_W_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_WEST_ARROW;
|
|
else
|
|
iArrow=WEST_ARROW;
|
|
iArrowX+=WEST_OFFSET_X;
|
|
iArrowY+=WEST_OFFSET_Y;
|
|
}
|
|
else
|
|
{
|
|
iDirection=W_TO_E_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_EAST_ARROW;
|
|
else
|
|
iArrow=EAST_ARROW;
|
|
iArrowX+=EAST_OFFSET_X;
|
|
iArrowY+=EAST_OFFSET_Y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((iDeltaA==-1)&&(iDeltaB==1))
|
|
{
|
|
/*
|
|
if( pPastNode == NULL )
|
|
{
|
|
fSpeedFlag = !fSpeedFlag;
|
|
}
|
|
|
|
*/
|
|
iDirection=WEST_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_WEST_ARROW;
|
|
else
|
|
iArrow=WEST_ARROW;
|
|
iArrowX+=WEST_OFFSET_X;
|
|
iArrowY+=WEST_OFFSET_Y;
|
|
}
|
|
else if((iDeltaA==1)&&(iDeltaB==-1))
|
|
{
|
|
iDirection=EAST_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_EAST_ARROW;
|
|
else
|
|
iArrow=EAST_ARROW;
|
|
iArrowX+=EAST_OFFSET_X;
|
|
iArrowY+=EAST_OFFSET_Y;
|
|
}
|
|
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==WORLD_MAP_X))
|
|
{
|
|
iDirection=NORTH_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_NORTH_ARROW;
|
|
else
|
|
iArrow=NORTH_ARROW;
|
|
iArrowX+=NORTH_OFFSET_X;
|
|
iArrowY+=NORTH_OFFSET_Y;
|
|
}
|
|
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-WORLD_MAP_X))
|
|
{
|
|
iDirection=SOUTH_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_SOUTH_ARROW;
|
|
else
|
|
iArrow=SOUTH_ARROW;
|
|
iArrowX+=SOUTH_OFFSET_X;
|
|
iArrowY+=SOUTH_OFFSET_Y;
|
|
}
|
|
else if((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==-1))
|
|
{
|
|
iDirection=N_TO_E_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_EAST_ARROW;
|
|
else
|
|
iArrow=EAST_ARROW;
|
|
iArrowX+=EAST_OFFSET_X;
|
|
iArrowY+=EAST_OFFSET_Y;
|
|
}
|
|
else if((iDeltaA==WORLD_MAP_X)&&(iDeltaB==1))
|
|
{
|
|
iDirection=S_TO_W_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_WEST_ARROW;
|
|
else
|
|
iArrow=WEST_ARROW;
|
|
iArrowX+=WEST_OFFSET_X;
|
|
iArrowY+=WEST_OFFSET_Y;
|
|
}
|
|
else if((iDeltaA==1)&&(iDeltaB==-WORLD_MAP_X))
|
|
{
|
|
iDirection=E_TO_S_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_SOUTH_ARROW;
|
|
else
|
|
iArrow=SOUTH_ARROW;
|
|
iArrowX+=SOUTH_OFFSET_X;
|
|
iArrowY+=SOUTH_OFFSET_Y;
|
|
}
|
|
else if ((iDeltaA==-1)&&(iDeltaB==WORLD_MAP_X))
|
|
{
|
|
iDirection=W_TO_N_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_NORTH_ARROW;
|
|
else
|
|
iArrow=NORTH_ARROW;
|
|
iArrowX+=NORTH_OFFSET_X;
|
|
iArrowY+=NORTH_OFFSET_Y;
|
|
}
|
|
else if ((iDeltaA==-1)&&(iDeltaB==-WORLD_MAP_X))
|
|
{
|
|
iDirection=W_TO_S_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_SOUTH_ARROW;
|
|
else
|
|
iArrow=SOUTH_ARROW;
|
|
iArrowX+=SOUTH_OFFSET_X;
|
|
iArrowY+=(SOUTH_OFFSET_Y+WEST_TO_SOUTH_OFFSET_Y);
|
|
}
|
|
else if ((iDeltaA==-WORLD_MAP_X)&&(iDeltaB==1))
|
|
{
|
|
iDirection=N_TO_W_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_WEST_ARROW;
|
|
else
|
|
iArrow=WEST_ARROW;
|
|
iArrowX+=WEST_OFFSET_X;
|
|
iArrowY+=WEST_OFFSET_Y;
|
|
}
|
|
else if ((iDeltaA==WORLD_MAP_X)&&(iDeltaB==-1))
|
|
{
|
|
iDirection=S_TO_E_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_EAST_ARROW;
|
|
else
|
|
iArrow=EAST_ARROW;
|
|
iArrowX+=EAST_OFFSET_X;
|
|
iArrowY+=EAST_OFFSET_Y;
|
|
}
|
|
else if ((iDeltaA==1)&&(iDeltaB==WORLD_MAP_X))
|
|
{
|
|
iDirection=E_TO_N_LINE;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_NORTH_ARROW;
|
|
else
|
|
iArrow=NORTH_ARROW;
|
|
iArrowX+=NORTH_OFFSET_X;
|
|
iArrowY+=NORTH_OFFSET_Y+EAST_TO_NORTH_OFFSET_Y;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iX=(pNode->uiSectorId%MAP_WORLD_X);
|
|
iY=(pNode->uiSectorId/MAP_WORLD_X);
|
|
iX=(iX*UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
|
|
iY=(iY*UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
|
|
|
|
iArrowX=iX;
|
|
iArrowY=iY;
|
|
|
|
if((pNode->fSpeed))
|
|
fSpeedFlag=FALSE;
|
|
else
|
|
fSpeedFlag=TRUE;
|
|
|
|
// display enter and exit 'X's
|
|
if (pPastNode)
|
|
{
|
|
fUTurnFlag=TRUE;
|
|
iDeltaA=(INT16)pNode->uiSectorId-(INT16)pPastNode->uiSectorId;
|
|
if (iDeltaA==-1)
|
|
{
|
|
iDirection=RED_X_WEST;
|
|
//iX+=RED_WEST_OFF_X;
|
|
}
|
|
else if (iDeltaA==1)
|
|
{
|
|
iDirection=RED_X_EAST;
|
|
//iX+=RED_EAST_OFF_X;
|
|
}
|
|
else if(iDeltaA==-WORLD_MAP_X)
|
|
{
|
|
iDirection=RED_X_NORTH;
|
|
//iY+=RED_NORTH_OFF_Y;
|
|
}
|
|
else
|
|
{
|
|
iDirection=RED_X_SOUTH;
|
|
// iY+=RED_SOUTH_OFF_Y;
|
|
}
|
|
}
|
|
if (pNextNode)
|
|
{
|
|
fUTurnFlag=FALSE;
|
|
iDeltaB=(INT16)pNode->uiSectorId-(INT16)pNextNode->uiSectorId;
|
|
if((pNode->fSpeed))
|
|
fSpeedFlag=FALSE;
|
|
else
|
|
fSpeedFlag=TRUE;
|
|
|
|
if (iDeltaB==-1)
|
|
{
|
|
iDirection=GREEN_X_EAST;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_EAST_ARROW;
|
|
else
|
|
iArrow=EAST_ARROW;
|
|
iArrowX+=EAST_OFFSET_X;
|
|
iArrowY+=EAST_OFFSET_Y;
|
|
|
|
//iX+=RED_EAST_OFF_X;
|
|
}
|
|
else if (iDeltaB==1)
|
|
{
|
|
iDirection=GREEN_X_WEST;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_WEST_ARROW;
|
|
else
|
|
iArrow=WEST_ARROW;
|
|
iArrowX+=WEST_OFFSET_X;
|
|
iArrowY+=WEST_OFFSET_Y;
|
|
|
|
//iX+=RED_WEST_OFF_X;
|
|
}
|
|
else if(iDeltaB==WORLD_MAP_X)
|
|
{
|
|
iDirection=GREEN_X_NORTH;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_NORTH_ARROW;
|
|
else
|
|
iArrow=NORTH_ARROW;
|
|
iArrowX+=NORTH_OFFSET_X;
|
|
iArrowY+=NORTH_OFFSET_Y;
|
|
|
|
//iY+=RED_NORTH_OFF_Y;
|
|
}
|
|
else
|
|
{
|
|
iDirection=GREEN_X_SOUTH;
|
|
if(fSpeedFlag)
|
|
iArrow=Y_SOUTH_ARROW;
|
|
else
|
|
iArrow=SOUTH_ARROW;
|
|
iArrowX+=SOUTH_OFFSET_X;
|
|
iArrowY+=SOUTH_OFFSET_Y;
|
|
|
|
//iY+=RED_SOUTH_OFF_Y;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((iDirection !=-1))
|
|
{
|
|
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iDirection, iX,iY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
if(!fUTurnFlag)
|
|
{
|
|
BltVideoObject(FRAME_BUFFER, hMapHandle, (UINT16)iArrow, iArrowX, iArrowY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
InvalidateRegion( iArrowX, iArrowY, iArrowX + 2 * UI_MAP.GridSize.iX, iArrowY + 2 * UI_MAP.GridSize.iY );
|
|
}
|
|
|
|
InvalidateRegion( iX, iY, iX + 2 * UI_MAP.GridSize.iX, iY + 2 * UI_MAP.GridSize.iY );
|
|
|
|
fUTurnFlag=FALSE;
|
|
}
|
|
// check to see if there is a turn
|
|
|
|
|
|
pPastNode=pNode;
|
|
pNode=pNode->pNext;
|
|
|
|
if(!pNode)
|
|
return( FALSE );
|
|
|
|
if (pNode->pNext)
|
|
pNextNode=pNode->pNext;
|
|
else
|
|
pNextNode=NULL;
|
|
}
|
|
|
|
return ( TRUE );
|
|
}
|
|
|
|
|
|
void AnimateRoute( PathStPtr pPath )
|
|
{
|
|
// set buffer
|
|
SetFontDestBuffer( FRAME_BUFFER, 0,0,SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
|
|
|
|
// the animated path
|
|
if( TraceCharAnimatedRoute( pPath, FALSE, FALSE ))
|
|
{
|
|
// ARM? Huh? Why the same thing twice more?
|
|
TraceCharAnimatedRoute( pPath, FALSE, TRUE );
|
|
TraceCharAnimatedRoute( pPath, FALSE, TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN TraceCharAnimatedRoute( PathStPtr pPath, BOOLEAN fCheckFlag, BOOLEAN fForceUpDate )
|
|
{
|
|
static PathStPtr pCurrentNode=NULL;
|
|
static BOOLEAN fPauseFlag=TRUE;
|
|
|
|
HVOBJECT hMapHandle;
|
|
INT32 iDifference=0;
|
|
INT32 iArrow=-1;
|
|
INT32 iX = 0, iY = 0;
|
|
INT32 iArrowX, iArrowY;
|
|
INT32 iDeltaNext, iDeltaPrev;
|
|
INT32 iDirectionArriving, iDirectionExiting;
|
|
UINT32 uiArrowNumToDraw;
|
|
UINT16 usArrowWidth;
|
|
UINT16 usArrowHeight;
|
|
PathStPtr pTempNode=NULL;
|
|
PathStPtr pNode=NULL;
|
|
PathStPtr pPastNode=NULL;
|
|
PathStPtr pNextNode=NULL;
|
|
|
|
// must be plotting movement
|
|
if ( ( GetSelectedDestChar() == -1) && !fPlotForHelicopter && !fPlotForMilitia )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
// if any nodes have been deleted, reset current node to beginning of the list
|
|
if( fDeletedNode )
|
|
{
|
|
fDeletedNode = FALSE;
|
|
pCurrentNode = NULL;
|
|
}
|
|
|
|
// Valid path?
|
|
if ( pPath == NULL )
|
|
{
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
if(pCurrentNode == NULL)
|
|
{
|
|
pCurrentNode = pPath;
|
|
}
|
|
}
|
|
|
|
// Check Timer
|
|
if (giAnimateRouteBaseTime==0)
|
|
{
|
|
giAnimateRouteBaseTime=GetJA2Clock();
|
|
return FALSE;
|
|
}
|
|
|
|
// check difference in time
|
|
iDifference=GetJA2Clock()-giAnimateRouteBaseTime;
|
|
|
|
// if pause flag, check time, if time passed, reset, continue on, else return
|
|
if(fPauseFlag)
|
|
{
|
|
if(iDifference < PAUSE_DELAY)
|
|
{
|
|
return FALSE;
|
|
}
|
|
else
|
|
{
|
|
fPauseFlag=FALSE;
|
|
giAnimateRouteBaseTime=GetJA2Clock();
|
|
}
|
|
}
|
|
|
|
// If we aren't being forced to update the arrows...
|
|
if(!fForceUpDate)
|
|
{
|
|
// If we're ready to draw the next arrow,
|
|
if(iDifference >= ARROW_DELAY)
|
|
{
|
|
// sufficient time has passed, update base time
|
|
giAnimateRouteBaseTime=GetJA2Clock();
|
|
pCurrentNode = pCurrentNode->pNext;
|
|
|
|
if (pCurrentNode == NULL)
|
|
{
|
|
fPauseFlag = TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
// Are we just checking?
|
|
if(fCheckFlag)
|
|
{
|
|
// Then return true to signal that we're ready to draw the next arrow.
|
|
return TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check to see if Current node has not been deleted
|
|
|
|
// Clone the first node in the path
|
|
pTempNode = pPath;
|
|
|
|
// Scan through this cloned path
|
|
while(pTempNode)
|
|
{
|
|
// Have we found our node?
|
|
if(pTempNode==pCurrentNode)
|
|
{
|
|
//Good, it hasn't been deleted
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// Continue scanning
|
|
pTempNode=pTempNode->pNext;
|
|
}
|
|
}
|
|
|
|
// if deleted, restart at beginning
|
|
if(pTempNode==NULL)
|
|
{
|
|
pCurrentNode = pPath; // First node in the path
|
|
|
|
// No path?
|
|
if(!pCurrentNode)
|
|
{
|
|
// FALSE!
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
// Get the X/Y of the top left corner of this sector.
|
|
iX = (pCurrentNode->uiSectorId % MAP_WORLD_X);
|
|
iY = (pCurrentNode->uiSectorId / MAP_WORLD_X);
|
|
|
|
iX = (iX*UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
|
|
iY = (iY*UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
|
|
|
|
if (isWidescreenUI() || iResolution >= _1024x768)
|
|
{
|
|
iArrowX = iX - 6;
|
|
iArrowY = iY - 6;
|
|
}
|
|
else if (iResolution >= _800x600)
|
|
{
|
|
iArrowX = iX - 5;
|
|
iArrowY = iY - 5;
|
|
}
|
|
else
|
|
{
|
|
iArrowX = iX - 4;
|
|
iArrowY = iY - 4;
|
|
}
|
|
|
|
// Find the next node
|
|
if (pCurrentNode->pNext)
|
|
{
|
|
pNextNode=pCurrentNode->pNext;
|
|
iDeltaNext=(INT16)pNextNode->uiSectorId - (INT16)pCurrentNode->uiSectorId;
|
|
}
|
|
else
|
|
{
|
|
pNextNode=NULL;
|
|
iDeltaNext = 0;
|
|
}
|
|
|
|
// Find the previous node.
|
|
if (pCurrentNode->pPrev)
|
|
{
|
|
pPastNode=pCurrentNode->pPrev;
|
|
iDeltaPrev=(INT16)pPastNode->uiSectorId - (INT16)pCurrentNode->uiSectorId;
|
|
}
|
|
else
|
|
{
|
|
pPastNode=NULL;
|
|
iDeltaPrev = 0;
|
|
}
|
|
|
|
// Figure out direction of movement
|
|
switch (iDeltaPrev)
|
|
{
|
|
case -MAP_WORLD_Y:
|
|
iDirectionArriving = 1;
|
|
break;
|
|
case 1:
|
|
iDirectionArriving = 2;
|
|
break;
|
|
case MAP_WORLD_Y:
|
|
iDirectionArriving = 3;
|
|
break;
|
|
case -1:
|
|
iDirectionArriving = 4;
|
|
break;
|
|
default:
|
|
iDirectionArriving = 0;
|
|
break;
|
|
}
|
|
|
|
switch (iDeltaNext)
|
|
{
|
|
case -MAP_WORLD_Y:
|
|
iDirectionExiting = 0;
|
|
break;
|
|
case 1:
|
|
iDirectionExiting = 1;
|
|
break;
|
|
case MAP_WORLD_Y:
|
|
iDirectionExiting = 2;
|
|
break;
|
|
case -1:
|
|
iDirectionExiting = 3;
|
|
break;
|
|
default:
|
|
return (FALSE);
|
|
}
|
|
|
|
if (iDirectionArriving == 0)
|
|
{
|
|
if (pPastNode)
|
|
{
|
|
if (pPastNode->pPrev)
|
|
{
|
|
INT8 A = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
uiArrowNumToDraw = 20 + (iDirectionArriving * 4) + iDirectionExiting;
|
|
|
|
// Get the video object containing all movement arrows.
|
|
GetVideoObject(&hMapHandle, guiMapPathingArrows);
|
|
usArrowWidth = hMapHandle->pETRLEObject[ uiArrowNumToDraw ].usWidth;
|
|
usArrowHeight = hMapHandle->pETRLEObject[ uiArrowNumToDraw ].usHeight;
|
|
|
|
BltVideoObject(FRAME_BUFFER, hMapHandle, uiArrowNumToDraw, iArrowX, iArrowY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
InvalidateRegion( iArrowX + xResOffset, iArrowY + yResOffset, iArrowX + usArrowWidth, iArrowY + usArrowHeight );
|
|
|
|
//ARM who knows what it should return here?
|
|
return FALSE;
|
|
}
|
|
|
|
|
|
void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY )
|
|
{
|
|
// simply check if we want to refresh the screen to display path
|
|
static BOOLEAN fOldShowAirCraft = FALSE;
|
|
static INT16 sOldMapX, sOldMapY;
|
|
INT32 iDifference = 0;
|
|
|
|
if ( fOldShowAirCraft != (gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) )
|
|
{
|
|
fOldShowAirCraft = (gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS);
|
|
giPotHeliPathBaseTime = GetJA2Clock( );
|
|
|
|
sOldMapX = sMapX;
|
|
sOldMapY = sMapY;
|
|
fTempPathAlreadyDrawn = FALSE;
|
|
fDrawTempHeliPath = FALSE;
|
|
}
|
|
|
|
if( ( sMapX != sOldMapX) || ( sMapY != sOldMapY ) )
|
|
{
|
|
giPotHeliPathBaseTime = GetJA2Clock( );
|
|
|
|
sOldMapX = sMapX;
|
|
sOldMapY = sMapY;
|
|
|
|
// path was plotted and we moved, re draw map..to clean up mess
|
|
if( fTempPathAlreadyDrawn )
|
|
{
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
|
|
fTempPathAlreadyDrawn = FALSE;
|
|
fDrawTempHeliPath = FALSE;
|
|
}
|
|
|
|
iDifference = GetJA2Clock( ) - giPotHeliPathBaseTime ;
|
|
|
|
if( fTempPathAlreadyDrawn )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( iDifference > MIN_WAIT_TIME_FOR_TEMP_PATH )
|
|
{
|
|
fDrawTempHeliPath = TRUE;
|
|
giPotHeliPathBaseTime = GetJA2Clock( );
|
|
fTempPathAlreadyDrawn = TRUE;
|
|
}
|
|
}
|
|
|
|
void DisplayThePotentialPathForMilitia( INT16 sMapX, INT16 sMapY )
|
|
{
|
|
// simply check if we want to refresh the screen to display path
|
|
static BOOLEAN fOldShow = FALSE;
|
|
static INT16 sOldMapX, sOldMapY;
|
|
INT32 iDifference = 0;
|
|
|
|
if ( fOldShow != fShowMilitia )
|
|
{
|
|
fOldShow = fShowMilitia;
|
|
giPotMilitiaPathBaseTime = GetJA2Clock( );
|
|
|
|
sOldMapX = sMapX;
|
|
sOldMapY = sMapY;
|
|
fTempPathAlreadyDrawn = FALSE;
|
|
fDrawTempMilitiaPath = FALSE;
|
|
}
|
|
|
|
if ( (sMapX != sOldMapX) || (sMapY != sOldMapY) )
|
|
{
|
|
giPotMilitiaPathBaseTime = GetJA2Clock( );
|
|
|
|
sOldMapX = sMapX;
|
|
sOldMapY = sMapY;
|
|
|
|
// path was plotted and we moved, re draw map..to clean up mess
|
|
if ( fTempPathAlreadyDrawn )
|
|
{
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
|
|
fTempPathAlreadyDrawn = FALSE;
|
|
fDrawTempMilitiaPath = FALSE;
|
|
}
|
|
|
|
iDifference = GetJA2Clock( ) - giPotMilitiaPathBaseTime;
|
|
|
|
if ( fTempPathAlreadyDrawn )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//if ( iDifference > MIN_WAIT_TIME_FOR_TEMP_PATH )
|
|
{
|
|
fDrawTempMilitiaPath = TRUE;
|
|
giPotMilitiaPathBaseTime = GetJA2Clock( );
|
|
fTempPathAlreadyDrawn = TRUE;
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN IsTheCursorAllowedToHighLightThisSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
// check to see if this sector is a blocked out sector?
|
|
if( sBadSectorsList[ sSectorX ][ sSectorY ] )
|
|
return ( FALSE );
|
|
|
|
// return cursor is allowed to highlight this sector
|
|
return (TRUE);
|
|
}
|
|
|
|
|
|
void RestoreBackgroundForMapGrid( INT16 sMapX, INT16 sMapY )
|
|
{
|
|
// screen values
|
|
INT16 sX = (sMapX * UI_MAP.GridSize.iX) + UI_MAP.ViewRegion.x;
|
|
INT16 sY = (sMapY * UI_MAP.GridSize.iY) + UI_MAP.ViewRegion.y;
|
|
|
|
// restore background
|
|
RestoreExternBackgroundRect( sX, sY , UI_MAP.GridSize.iX + 1, UI_MAP.GridSize.iY + 1);
|
|
}
|
|
|
|
|
|
void ClipBlitsToMapViewRegion( void )
|
|
{
|
|
// the standard mapscreen rectangle doesn't work for clipping while zoomed...
|
|
SGPRect ZoomedMapScreenClipRect={ UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX,
|
|
UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY - 1,
|
|
UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width + UI_MAP.GridSize.iX,
|
|
UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height + UI_MAP.GridSize.iY - 10 };
|
|
SGPRect *pRectToUse;
|
|
|
|
pRectToUse = &MapScreenRect;
|
|
|
|
SetClippingRect( pRectToUse );
|
|
memcpy( &gOldClipRect, &gDirtyClipRect, sizeof( gOldClipRect ) );
|
|
memcpy( &gDirtyClipRect, pRectToUse, sizeof( gDirtyClipRect ) );
|
|
}
|
|
|
|
void RestoreClipRegionToFullScreen( void )
|
|
{
|
|
FullScreenRect.iLeft = 0;
|
|
FullScreenRect.iTop = 0;
|
|
FullScreenRect.iRight = SCREEN_WIDTH;
|
|
FullScreenRect.iBottom = SCREEN_HEIGHT;
|
|
|
|
SetClippingRect( &FullScreenRect );
|
|
memcpy( &gDirtyClipRect, &gOldClipRect, sizeof( gDirtyClipRect ) );
|
|
}
|
|
|
|
|
|
void ClipBlitsToMapViewRegionForRectangleAndABit( UINT32 uiDestPitchBYTES )
|
|
{
|
|
// clip blits to map view region
|
|
// because MC's map coordinates system is so screwy, these had to be hand-tuned to work right... ARM
|
|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, MapScreenRect.iLeft - 1, MapScreenRect.iTop - 1, MapScreenRect.iRight - MapScreenRect.iLeft + 3, MapScreenRect.iBottom - MapScreenRect.iTop + 2 );
|
|
}
|
|
|
|
void RestoreClipRegionToFullScreenForRectangle( UINT32 uiDestPitchBYTES )
|
|
{
|
|
// clip blits to map view region
|
|
//SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 );
|
|
|
|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
}
|
|
|
|
|
|
// mvt icon offset defines
|
|
#define SOUTH_Y_MVT_OFFSET +10
|
|
#define SOUTH_X_MVT_OFFSET 0
|
|
#define NORTH_Y_MVT_OFFSET -10
|
|
#define NORTH_X_MVT_OFFSET +10
|
|
#define NORTH_SOUTH_CENTER_OFFSET +5
|
|
|
|
|
|
#define SOUTH_Y_MVT_OFFSET_ZOOM +30
|
|
#define SOUTH_X_MVT_OFFSET_ZOOM +5
|
|
#define NORTH_Y_MVT_OFFSET_ZOOM -8
|
|
#define NORTH_X_MVT_OFFSET_ZOOM +25
|
|
#define NORTH_SOUTH_CENTER_OFFSET_ZOOM +15
|
|
|
|
#define EAST_Y_MVT_OFFSET + 8
|
|
#define EAST_X_MVT_OFFSET 15
|
|
#define WEST_Y_MVT_OFFSET -2
|
|
#define WEST_X_MVT_OFFSET -8
|
|
#define EAST_WEST_CENTER_OFFSET +2
|
|
|
|
#define EAST_Y_MVT_OFFSET_ZOOM +24
|
|
#define EAST_X_MVT_OFFSET_ZOOM +36
|
|
#define WEST_Y_MVT_OFFSET_ZOOM +5
|
|
#define WEST_X_MVT_OFFSET_ZOOM -10
|
|
#define EAST_WEST_CENTER_OFFSET_ZOOM +12
|
|
|
|
#define NORTH_TEXT_X_OFFSET +1
|
|
#define NORTH_TEXT_Y_OFFSET +4
|
|
#define SOUTH_TEXT_X_OFFSET +1
|
|
#define SOUTH_TEXT_Y_OFFSET +2
|
|
|
|
#define EAST_TEXT_X_OFFSET + 2
|
|
#define EAST_TEXT_Y_OFFSET 0
|
|
#define WEST_TEXT_X_OFFSET + 4
|
|
#define WEST_TEXT_Y_OFFSET 0
|
|
|
|
|
|
#define ICON_WIDTH 8
|
|
|
|
|
|
|
|
void ShowPeopleInMotion( INT16 sX, INT16 sY )
|
|
{
|
|
INT32 sExiting = 0;
|
|
INT32 sEntering = 0;
|
|
INT16 sDest = 0;
|
|
INT16 sSource = 0;
|
|
INT16 sOffsetX = 0, sOffsetY = 0;
|
|
INT16 iX = sX, iY = sY;
|
|
INT32 iDirection = 0;
|
|
HVOBJECT hIconHandle;
|
|
BOOLEAN fAboutToEnter = FALSE;
|
|
INT32 iWidth = 0, iHeight = 0;
|
|
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
|
|
UINT16 usArrowWidth;
|
|
UINT16 usArrowHeight;
|
|
|
|
INT32 MAP_MVT_ICON_FONT;
|
|
if (iResolution < _800x600 )
|
|
{
|
|
MAP_MVT_ICON_FONT = TINYFONT1;
|
|
}
|
|
else
|
|
{
|
|
MAP_MVT_ICON_FONT = FONT10ARIAL;
|
|
}
|
|
|
|
if( iCurrentMapSectorZ != 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// show the icons for people in motion from this sector to the next guy over
|
|
for( iDirection = 0; iDirection < 4; iDirection++ )
|
|
{
|
|
// find how many people are coming and going in this sector
|
|
sExiting = 0;
|
|
sEntering = 0;
|
|
sSource = CALCULATE_STRATEGIC_INDEX( sX, sY );
|
|
sOffsetX = 0;
|
|
sOffsetY = 0;
|
|
iX = sX;
|
|
iY = sY;
|
|
|
|
// reset fact about to enter
|
|
fAboutToEnter = FALSE;
|
|
|
|
sDest = sSource;
|
|
|
|
if( ( iDirection == 0 ) && sY > MINIMUM_VALID_Y_COORDINATE )
|
|
{
|
|
sDest += NORTH_MOVE;
|
|
}
|
|
else if( ( iDirection == 1 ) && ( sX < MAXIMUM_VALID_X_COORDINATE ) )
|
|
{
|
|
sDest += EAST_MOVE;
|
|
}
|
|
else if( ( iDirection == 2 ) && ( sY < MAXIMUM_VALID_Y_COORDINATE ) )
|
|
{
|
|
sDest += SOUTH_MOVE;
|
|
}
|
|
else if( ( iDirection == 3 ) && ( sX > MINIMUM_VALID_X_COORDINATE ) )
|
|
{
|
|
sDest += WEST_MOVE;
|
|
}
|
|
|
|
// if not at edge of map
|
|
if ( sDest != sSource )
|
|
{
|
|
int tXS = sSource % MAP_WORLD_X;
|
|
int tYS = sSource / MAP_WORLD_X;
|
|
int tXD = sDest % MAP_WORLD_X;
|
|
int tYD = sDest / MAP_WORLD_X;
|
|
|
|
// Find sector's top-left pixel on the screen.
|
|
INT16 sSectorPosX = UI_MAP.ViewRegion.x + (sX * UI_MAP.GridSize.iX);
|
|
INT16 sSectorPosY = UI_MAP.ViewRegion.y + (sY * UI_MAP.GridSize.iY);
|
|
|
|
// This is the sectorID in plain 0-256. Most of the functions will use this instead of sSource and sDest.
|
|
INT16 sSourceSector = SECTOR( tXS, tYS );
|
|
INT16 sDestSector = SECTOR( tXD, tYD );
|
|
|
|
// HEADROCK HAM 5: We are no longer running a subfunction (PlayersBetweenTheseSectors())
|
|
// to determine whether mercs are moving between these sectors. Instead, we'll go through
|
|
// each group, and if it is moving out of the currently-checked sector, we'll draw an arrow
|
|
// for it.
|
|
//
|
|
// Each arrow denotes one group, and its color and position will reflect how close the group
|
|
// is to entering its target sector.
|
|
//
|
|
// Additionally we also check for groups traveling in the other direction, as we'll want to
|
|
// offset the arrow appropriately.
|
|
|
|
// Current group being checked.
|
|
GROUP *curr;
|
|
// Sector of current battle
|
|
INT16 sBattleSector = -1;
|
|
BOOLEAN fMayRetreatFromBattle = FALSE;
|
|
BOOLEAN fRetreatingFromBattle = FALSE;
|
|
BOOLEAN fHelicopterGroup = FALSE;
|
|
BOOLEAN fEntering = FALSE;
|
|
BOOLEAN fDrawOnlyOne = FALSE;
|
|
|
|
// Find any battle raging at the moment.
|
|
if( gpBattleGroup )
|
|
{
|
|
// Get its sector
|
|
sBattleSector = (INT16)SECTOR( gpBattleGroup->ubSectorX, gpBattleGroup->ubSectorY );
|
|
}
|
|
|
|
// If we are showing escape routes from the battle sector, we'll need to handle the arrows
|
|
// differently.
|
|
BOOLEAN fShowingPossibleRetreatInThisDirection = FALSE;
|
|
if (gfDisplayPotentialRetreatPaths)
|
|
{
|
|
// Is our currently-examined source sector the battle sector?
|
|
if ( sBattleSector == sSourceSector )
|
|
{
|
|
curr = gpGroupList;
|
|
// If so, is any of the groups in the sector able to retreat in the current direction?
|
|
while (curr)
|
|
{
|
|
if ( curr->usGroupTeam == OUR_TEAM && // Player group
|
|
curr->ubSectorX == sX && curr->ubSectorY == sY && // Group is in the battle sector
|
|
curr->ubPrevX == tXD && curr->ubPrevY == tYD) // Group came from the examined destination
|
|
{
|
|
// Not helicopter!
|
|
if ( !IsGroupTheHelicopterGroup( curr ) )
|
|
{
|
|
// Draw only one arrow exiting this sector in the current direction, in orange.
|
|
fShowingPossibleRetreatInThisDirection = TRUE;
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
}
|
|
// Is our currently-examined destination sector the battle sector?
|
|
else if ( sBattleSector == sDestSector )
|
|
{
|
|
// If so, is any of the groups there capable of retreating in the opposite direction?
|
|
curr = gpGroupList;
|
|
while (curr)
|
|
{
|
|
if ( curr->usGroupTeam == OUR_TEAM && // Player group
|
|
curr->ubSectorX == tXD && curr->ubSectorY == tYD && // Group is in the battle sector
|
|
curr->ubPrevX == sX && curr->ubPrevY == sY) // Group came from the examined source
|
|
{
|
|
// Not helicopter!
|
|
if ( !IsGroupTheHelicopterGroup( curr ) )
|
|
{
|
|
// We've got an arrow entering the sector.
|
|
fEntering = TRUE;
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
}
|
|
}
|
|
// If none of the flags have been set yet, check for groups entering the sector at this time.
|
|
if (!fEntering)
|
|
{
|
|
curr = gpGroupList;
|
|
while (curr)
|
|
{
|
|
if ( curr->usGroupTeam == OUR_TEAM && // Player group
|
|
curr->ubNextX == tXS && curr->ubNextY == tYS && // Heading into this sector
|
|
!IsGroupTheHelicopterGroup( curr ) ) // Not a helicopter group!
|
|
{
|
|
// There are people entering from this direction
|
|
fEntering = TRUE;
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
}
|
|
|
|
// Offset the arrows exiting this sector so that they don't overlap with the arrows entering the
|
|
// sector.
|
|
|
|
GetVideoObject(&hIconHandle, guiCHARBETWEENSECTORICONS );
|
|
|
|
usArrowWidth = hIconHandle->pETRLEObject[ iDirection ].usWidth;
|
|
usArrowHeight = hIconHandle->pETRLEObject[ iDirection ].usHeight;
|
|
|
|
if( !( iDirection % 2 ) )
|
|
{
|
|
// guys exiting north or south from this sector. Center the arrow.
|
|
sOffsetX = (UI_MAP.GridSize.iX / 2);
|
|
|
|
if( fEntering > 0 )
|
|
{
|
|
// A team is also entering this sector from the same direction.
|
|
|
|
// Is the team in this sector heading north?
|
|
if (iDirection == 0)
|
|
{
|
|
sOffsetX += 1;
|
|
}
|
|
else
|
|
{
|
|
sOffsetX -= usArrowWidth+1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Center the arrow along the X axis.
|
|
sOffsetX -= (usArrowWidth / 2);
|
|
}
|
|
|
|
if( iDirection == 0 )
|
|
{
|
|
// going north
|
|
sOffsetY = -usArrowHeight;
|
|
}
|
|
else
|
|
{
|
|
// going south
|
|
sOffsetY = UI_MAP.GridSize.iY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// guys exiting east or west from this sector. Center the arrow.
|
|
|
|
sOffsetY = (UI_MAP.GridSize.iY / 2);
|
|
|
|
if( fEntering > 0 )
|
|
{
|
|
// A team is also entering this sector from the same direction.
|
|
|
|
// Is the team in this sector heading east?
|
|
if (iDirection == 1)
|
|
{
|
|
sOffsetY += 1;
|
|
}
|
|
else
|
|
{
|
|
sOffsetY -= usArrowHeight+1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Center the arrow along the Y axis.
|
|
sOffsetY -= (usArrowHeight / 2);
|
|
}
|
|
|
|
if( iDirection == 1 )
|
|
{
|
|
// going east
|
|
sOffsetX = UI_MAP.GridSize.iX;
|
|
}
|
|
else
|
|
{
|
|
// going west
|
|
sOffsetX = -usArrowWidth;
|
|
}
|
|
}
|
|
|
|
// Have we found a group that can retreat in this direction?
|
|
if (fShowingPossibleRetreatInThisDirection)
|
|
{
|
|
// Draw only its arrow, in orange.
|
|
|
|
iX = sSectorPosX + sOffsetX;
|
|
iY = (sSectorPosY + sOffsetY) -1;
|
|
|
|
hIconHandle->p16BPPPalette[2] = Get16BPPColor( (UINT16)FROMRGB( 244, 103, 245 ) ) ;
|
|
hIconHandle->p16BPPPalette[3] = Get16BPPColor( (UINT16)FROMRGB( 239, 182, 143 ) ) ;
|
|
hIconHandle->p16BPPPalette[4] = Get16BPPColor( (UINT16)FROMRGB( 234, 158, 105 ) ) ;
|
|
hIconHandle->p16BPPPalette[5] = Get16BPPColor( (UINT16)FROMRGB( 225, 118, 45 ) ) ;
|
|
|
|
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// We've drawn the only arrow we need to, so continue to check the next direction.
|
|
continue;
|
|
}
|
|
|
|
// At this point we know that this direction should be checked normally, for any groups currently leaving it.
|
|
|
|
// First lets set some basic values depending on direction.
|
|
INT16 sNoProgressOffsetX = 0;
|
|
INT16 sNoProgressOffsetY = 0;
|
|
if (iDirection == 0)
|
|
{
|
|
sNoProgressOffsetY = usArrowHeight;
|
|
}
|
|
else if (iDirection == 1)
|
|
{
|
|
sNoProgressOffsetX = -usArrowWidth;
|
|
}
|
|
else if (iDirection == 2)
|
|
{
|
|
sNoProgressOffsetY = -usArrowHeight;
|
|
}
|
|
else if (iDirection == 3)
|
|
{
|
|
sNoProgressOffsetX = usArrowWidth;
|
|
}
|
|
|
|
// We run through all groups one by one, and find the group with the longest travel time remaining. We draw
|
|
// an arrow for it, and then check for the group with the next longest travel time, and so on until we have
|
|
// no more arrows to draw.
|
|
|
|
// check all groups
|
|
BOOLEAN fMoreGroupsToCheck = TRUE;
|
|
BOOLEAN fFoundFirstGroup = FALSE;
|
|
FLOAT dLastTravelProgress = 10000.0f; // Stores the fractional travel time for the last group drawn.
|
|
FLOAT dFirstTravelProgress = 0;
|
|
INT32 dLastTravelTimeRemaining = 0;
|
|
while (fMoreGroupsToCheck)
|
|
{
|
|
fMoreGroupsToCheck = FALSE; // Assume there are no more groups until we find them.
|
|
|
|
// If we have not yet found the group with the least progress...
|
|
if (!fFoundFirstGroup)
|
|
{
|
|
curr = gpGroupList;
|
|
while( curr )
|
|
{
|
|
if ( curr->usGroupTeam == OUR_TEAM && // Player group
|
|
curr->fBetweenSectors == TRUE && // Currently in motion
|
|
SECTOR(curr->ubSectorX, curr->ubSectorY) == sSourceSector && // Heading out of this sector
|
|
SECTOR(curr->ubNextX, curr->ubNextY) == sDestSector ) // Heading to the destination we're examining
|
|
{
|
|
if (!IsGroupTheHelicopterGroup( curr ) ) // Not a helicopter group!
|
|
{
|
|
// How long does it take to travel from source to dest?
|
|
INT32 iFullTravelTime = curr->uiTraverseTime;
|
|
// How far is this group from the starting point?
|
|
INT32 iCurTravelTime = iFullTravelTime - (curr->uiArrivalTime - GetWorldTotalMin( ));
|
|
|
|
iCurTravelTime = __max(0, iCurTravelTime);
|
|
iCurTravelTime = __min(iFullTravelTime, iCurTravelTime);
|
|
|
|
// If the group is just starting to move, this will be 0.0.
|
|
// If it is almsot at the destination, this will be close to 1.0.
|
|
FLOAT dCurTravelProgress = (FLOAT)iCurTravelTime / (FLOAT)iFullTravelTime;
|
|
|
|
// Is this the group with the most distance to the destination?
|
|
if ( dCurTravelProgress < dLastTravelProgress )
|
|
{
|
|
// If this isn't the first group we've found...
|
|
if (dLastTravelProgress < 10000.0f)
|
|
{
|
|
// We've skipped at least one group. Set the flag so we know to check for
|
|
// more groups later.
|
|
fMoreGroupsToCheck = TRUE;
|
|
}
|
|
|
|
// Ok, this is the group with the most distance to travel thus far.
|
|
// Lets store the data.
|
|
dLastTravelProgress = dCurTravelProgress;
|
|
}
|
|
else
|
|
{
|
|
// Found a group that needs to be checked later. Set the flag.
|
|
fMoreGroupsToCheck = TRUE;
|
|
}
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
if (dLastTravelProgress < 10000.0f)
|
|
{
|
|
// We've found the first group - i.e. the group with the longest travel time remaining.
|
|
fFoundFirstGroup = TRUE;
|
|
|
|
FLOAT dProgressForDrawing = dLastTravelProgress;
|
|
if (dProgressForDrawing < 0.49f)
|
|
{
|
|
dProgressForDrawing = __max(0.0f, dProgressForDrawing - 0.1f); // Bias downwards.
|
|
}
|
|
else if (dProgressForDrawing > 0.51f)
|
|
{
|
|
dProgressForDrawing = __min(1.0f, dProgressForDrawing + 0.1f); // Bias upwards.
|
|
}
|
|
|
|
INT16 sProgressOffsetX = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetX);
|
|
INT16 sProgressOffsetY = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetY);
|
|
|
|
UINT8 ubDark[3];
|
|
UINT8 ubMid[3];
|
|
UINT8 ubLight[3];
|
|
UINT8 ubLighter[3];
|
|
|
|
ubLighter[0] = (UINT8)(173 + ((FLOAT)(247 - 173) * dProgressForDrawing));
|
|
ubLighter[1] = (UINT8)(199 + ((FLOAT)(245 - 199) * dProgressForDrawing));
|
|
ubLighter[2] = (UINT8)(247 + ((FLOAT)(173 - 247) * dProgressForDrawing));
|
|
|
|
ubLight[0] = (UINT8)(148 + ((FLOAT)(239 - 148) * dProgressForDrawing));
|
|
ubLight[1] = (UINT8)(178 + ((FLOAT)(249 - 178) * dProgressForDrawing));
|
|
ubLight[2] = (UINT8)(239 + ((FLOAT)(138 - 239) * dProgressForDrawing));
|
|
|
|
ubMid[0] = (UINT8)(107 + ((FLOAT)(228 - 107) * dProgressForDrawing));
|
|
ubMid[1] = (UINT8)(146 + ((FLOAT)(231 - 146) * dProgressForDrawing));
|
|
ubMid[2] = (UINT8)(231 + ((FLOAT)(107 - 231) * dProgressForDrawing));
|
|
|
|
ubDark[0] = (UINT8)(82 + ((FLOAT)(179 - 82) * dProgressForDrawing));
|
|
ubDark[1] = (UINT8)(113 + ((FLOAT)(181 - 113) * dProgressForDrawing));
|
|
ubDark[2] = (UINT8)(181 + ((FLOAT)(82 - 181) * dProgressForDrawing));
|
|
|
|
hIconHandle->p16BPPPalette[2] = Get16BPPColor( (UINT32)FROMRGB( ubLighter[0], ubLighter[1], ubLighter[2] ) ) ;
|
|
hIconHandle->p16BPPPalette[3] = Get16BPPColor( (UINT32)FROMRGB( ubLight[0], ubLight[1], ubLight[2] ) ) ;
|
|
hIconHandle->p16BPPPalette[4] = Get16BPPColor( (UINT32)FROMRGB( ubMid[0], ubMid[1], ubMid[2] ) ) ;
|
|
hIconHandle->p16BPPPalette[5] = Get16BPPColor( (UINT32)FROMRGB( ubDark[0], ubDark[1], ubDark[2] ) ) ;
|
|
|
|
iX = sSectorPosX + sOffsetX + sProgressOffsetX;
|
|
iY = ((sSectorPosY + sOffsetY) -1) + sProgressOffsetY;
|
|
|
|
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
else
|
|
{
|
|
// No squads moving at all! Because the flag is set, this will end the check.
|
|
fMoreGroupsToCheck = FALSE;
|
|
continue;
|
|
}
|
|
|
|
// Store the progress of the first group we've found.
|
|
dFirstTravelProgress = dLastTravelProgress;
|
|
}
|
|
|
|
// If we've already found the first group, we need to look for the next group that is closer to the
|
|
// destination.
|
|
else
|
|
{
|
|
// Run through the list again.
|
|
curr = gpGroupList;
|
|
dLastTravelProgress = 10000.0f;
|
|
while( curr )
|
|
{
|
|
if ( curr->usGroupTeam == OUR_TEAM && // Player group
|
|
curr->fBetweenSectors == TRUE && // Currently in motion
|
|
SECTOR(curr->ubSectorX, curr->ubSectorY) == sSourceSector && // Heading out of this sector
|
|
SECTOR(curr->ubNextX, curr->ubNextY) == sDestSector ) // Heading to the destination we're examining
|
|
{
|
|
if (!IsGroupTheHelicopterGroup( curr ) ) // Not a helicopter group!
|
|
{
|
|
// How long does it take to travel from source to dest?
|
|
INT32 iFullTravelTime = curr->uiTraverseTime;
|
|
// How far is this group from the starting point?
|
|
INT32 iCurTravelTime = iFullTravelTime - (curr->uiArrivalTime - GetWorldTotalMin( ));
|
|
|
|
iCurTravelTime = __max(0, iCurTravelTime);
|
|
iCurTravelTime = __min(iFullTravelTime, iCurTravelTime);
|
|
|
|
// If the group is just starting to move, this will be 0.0.
|
|
// If it is almsot at the destination, this will be close to 1.0.
|
|
FLOAT dCurTravelProgress = (FLOAT)iCurTravelTime / (FLOAT)iFullTravelTime;
|
|
|
|
// Check this group's travel time against the last group we've drawn an arrow for.
|
|
if ( dCurTravelProgress > dFirstTravelProgress && // This group is closer to the destination than the previous one
|
|
dCurTravelProgress < dLastTravelProgress ) // And is the next furthest one from the destination so far
|
|
{
|
|
// If this isn't the first group we've found...
|
|
if (dLastTravelProgress < 10000.0f)
|
|
{
|
|
// We've skipped at least one group. Set the flag so we know to check for
|
|
// more groups later.
|
|
fMoreGroupsToCheck = TRUE;
|
|
}
|
|
|
|
// Brilliant, lets store the data.
|
|
dLastTravelProgress = dCurTravelProgress;
|
|
}
|
|
// Is this group nonetheless closer to the destination than the last group we drew
|
|
// an arrow for?
|
|
else if (dCurTravelProgress > dFirstTravelProgress)
|
|
{
|
|
// Found a group that needs to be checked later. Set the flag.
|
|
fMoreGroupsToCheck = TRUE;
|
|
}
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
if (dLastTravelProgress < 10000.0f)
|
|
{
|
|
FLOAT dProgressForDrawing = dLastTravelProgress;
|
|
if (dProgressForDrawing < 0.49f)
|
|
{
|
|
dProgressForDrawing = __max(0.0f, dProgressForDrawing - 0.1f); // Bias downwards.
|
|
}
|
|
else if (dProgressForDrawing > 0.51f)
|
|
{
|
|
dProgressForDrawing = __min(1.0f, dProgressForDrawing + 0.1f); // Bias upwards.
|
|
}
|
|
|
|
INT16 sProgressOffsetX = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetX);
|
|
INT16 sProgressOffsetY = (INT16)((1.0f-dProgressForDrawing) * (FLOAT)sNoProgressOffsetY);
|
|
|
|
UINT8 ubDark[3];
|
|
UINT8 ubMid[3];
|
|
UINT8 ubLight[3];
|
|
UINT8 ubLighter[3];
|
|
|
|
ubLighter[0] = (UINT8)(173 + ((FLOAT)(247 - 173) * dProgressForDrawing));
|
|
ubLighter[1] = (UINT8)(199 + ((FLOAT)(245 - 199) * dProgressForDrawing));
|
|
ubLighter[2] = (UINT8)(247 + ((FLOAT)(173 - 247) * dProgressForDrawing));
|
|
|
|
ubLight[0] = (UINT8)(148 + ((FLOAT)(239 - 148) * dProgressForDrawing));
|
|
ubLight[1] = (UINT8)(178 + ((FLOAT)(249 - 178) * dProgressForDrawing));
|
|
ubLight[2] = (UINT8)(239 + ((FLOAT)(138 - 239) * dProgressForDrawing));
|
|
|
|
ubMid[0] = (UINT8)(107 + ((FLOAT)(228 - 107) * dProgressForDrawing));
|
|
ubMid[1] = (UINT8)(146 + ((FLOAT)(231 - 146) * dProgressForDrawing));
|
|
ubMid[2] = (UINT8)(231 + ((FLOAT)(107 - 231) * dProgressForDrawing));
|
|
|
|
ubDark[0] = (UINT8)(82 + ((FLOAT)(179 - 82) * dProgressForDrawing));
|
|
ubDark[1] = (UINT8)(113 + ((FLOAT)(181 - 113) * dProgressForDrawing));
|
|
ubDark[2] = (UINT8)(181 + ((FLOAT)(82 - 181) * dProgressForDrawing));
|
|
|
|
hIconHandle->p16BPPPalette[2] = Get16BPPColor( (UINT32)FROMRGB( ubLighter[0], ubLighter[1], ubLighter[2] ) ) ;
|
|
hIconHandle->p16BPPPalette[3] = Get16BPPColor( (UINT32)FROMRGB( ubLight[0], ubLight[1], ubLight[2] ) ) ;
|
|
hIconHandle->p16BPPPalette[4] = Get16BPPColor( (UINT32)FROMRGB( ubMid[0], ubMid[1], ubMid[2] ) ) ;
|
|
hIconHandle->p16BPPPalette[5] = Get16BPPColor( (UINT32)FROMRGB( ubDark[0], ubDark[1], ubDark[2] ) ) ;
|
|
|
|
iX = sSectorPosX + sOffsetX + sProgressOffsetX;
|
|
iY = ((sSectorPosY + sOffsetY) -1) + sProgressOffsetY;
|
|
|
|
BltVideoObject(guiSAVEBUFFER, hIconHandle, ( UINT16 )iDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
else
|
|
{
|
|
// No squads moving at all! Because the flag is set, this will end the check.
|
|
fMoreGroupsToCheck = FALSE;
|
|
continue;
|
|
}
|
|
dFirstTravelProgress = dLastTravelProgress;
|
|
}
|
|
|
|
|
|
/*
|
|
switch( iDirection % 2 )
|
|
{
|
|
case 0 :
|
|
// north south
|
|
iWidth = 10;
|
|
iHeight = 12;
|
|
break;
|
|
case 1 :
|
|
// east west
|
|
iWidth = 12;
|
|
iHeight = 7;
|
|
break;
|
|
|
|
}
|
|
|
|
// error correction for scrolling with people on the move
|
|
if( iX < 0 )
|
|
{
|
|
iDeltaXForError = 0 - iX;
|
|
iWidth -= iDeltaXForError;
|
|
iX = 0;
|
|
}
|
|
|
|
if( iY < 0 )
|
|
{
|
|
iDeltaYForError = 0 - iY;
|
|
iHeight -= iDeltaYForError;
|
|
iY = 0;
|
|
}
|
|
|
|
if( ( iWidth > 0 )&&( iHeight > 0 ) )
|
|
{
|
|
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
|
|
// restore buffer
|
|
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
|
|
}
|
|
|
|
// HEADROCK HAM 5.1: Show enemy group destinations.
|
|
void ShowNonPlayerGroupsInMotion( INT16 sX, INT16 sY, UINT8 usTeam )
|
|
{
|
|
INT32 sExiting = 0;
|
|
INT32 sEntering = 0;
|
|
INT16 sDest = 0;
|
|
INT16 sSource = 0;
|
|
INT16 sOffsetX = 0, sOffsetY = 0;
|
|
INT16 sXPosition = 0, sYPosition = 0;
|
|
INT32 iCounter = 0;
|
|
HVOBJECT hIconHandle;
|
|
INT16 sTextXOffset = 0;
|
|
INT16 sTextYOffset = 0;
|
|
INT32 iWidth = 0, iHeight = 0;
|
|
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
|
|
|
|
if( iCurrentMapSectorZ != 0 )
|
|
return;
|
|
|
|
// show the icons for people in motion from this sector to the next guy over
|
|
|
|
GROUP *curr;
|
|
curr = gpGroupList;
|
|
while( curr )
|
|
{
|
|
if ( curr->usGroupTeam != OUR_TEAM && curr->usGroupTeam == usTeam && curr->ubSectorX == sX && curr->ubSectorY == sY && curr->ubSectorZ == 0 )
|
|
{
|
|
if (curr->ubNextX != sX || curr->ubNextY != sY)
|
|
{
|
|
if (curr->ubNextX >= MINIMUM_VALID_X_COORDINATE && curr->ubNextX <= MAXIMUM_VALID_X_COORDINATE &&
|
|
curr->ubNextY >= MINIMUM_VALID_Y_COORDINATE && curr->ubNextY <= MAXIMUM_VALID_Y_COORDINATE ) // 3 hours to arrival, tops
|
|
{
|
|
INT16 iX = sX, iY = sY;
|
|
UINT8 ubDirection = 0;
|
|
INT16 sDeltaX = curr->ubNextX - sX;
|
|
INT16 sDeltaY = curr->ubNextY - sY;
|
|
|
|
GetVideoObject(&hIconHandle, guiENEMYBETWEENSECTORICONS );
|
|
|
|
INT16 iconOffsetX = 0;
|
|
INT16 iconOffsetY = 0;
|
|
|
|
if (sDeltaX != 0 && sDeltaY != 0)
|
|
{
|
|
// Group moving diagonally? Abort.
|
|
continue;
|
|
}
|
|
|
|
if (sDeltaY < 0)
|
|
{
|
|
ubDirection = 0;
|
|
sOffsetX = (UI_MAP.GridSize.iX / 2);
|
|
sOffsetY = 0;
|
|
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
|
|
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight);
|
|
}
|
|
else if (sDeltaX > 0)
|
|
{
|
|
ubDirection = 1;
|
|
sOffsetX = UI_MAP.GridSize.iX;
|
|
sOffsetY = (UI_MAP.GridSize.iY / 2);
|
|
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
|
|
}
|
|
else if (sDeltaY > 0)
|
|
{
|
|
ubDirection = 2;
|
|
sOffsetX = (UI_MAP.GridSize.iX / 2);
|
|
sOffsetY = UI_MAP.GridSize.iY;
|
|
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
|
|
}
|
|
else if (sDeltaX < 0)
|
|
{
|
|
ubDirection = 3;
|
|
sOffsetX = 0;
|
|
sOffsetY = (UI_MAP.GridSize.iY / 2);
|
|
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth);
|
|
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
|
|
}
|
|
|
|
if (iResolution >= _1024x768 )
|
|
{
|
|
iconOffsetY -= 1;
|
|
}
|
|
|
|
iX = UI_MAP.ViewRegion.x+( sX * UI_MAP.GridSize.iX ) + sOffsetX + iconOffsetX;
|
|
iY = UI_MAP.ViewRegion.y + ( sY * UI_MAP.GridSize.iY ) + sOffsetY + iconOffsetY;
|
|
|
|
// Flugente: depending on which team's direction we show there is an offset to the images
|
|
// Note that we also need a x or y offset if multiple teamsare moving in the same sector, but currently that won't happen
|
|
if ( curr->usGroupTeam == MILITIA_TEAM )
|
|
ubDirection += 4;
|
|
|
|
BltVideoObject(guiSAVEBUFFER, hIconHandle, ubDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
iWidth = 12;
|
|
iHeight = 7;
|
|
|
|
// error correction for scrolling with people on the move
|
|
if( iX < 0 )
|
|
{
|
|
iDeltaXForError = 0 - iX;
|
|
iWidth -= iDeltaXForError;
|
|
iX = 0;
|
|
}
|
|
|
|
if( iY < 0 )
|
|
{
|
|
iDeltaYForError = 0 - iY;
|
|
iHeight -= iDeltaYForError;
|
|
iY = 0;
|
|
}
|
|
|
|
if( ( iWidth > 0 )&&( iHeight > 0 ) )
|
|
{
|
|
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
}
|
|
|
|
// Flugente: show militia movement
|
|
void ShowMilitiaInMotion( INT16 sX, INT16 sY )
|
|
{
|
|
INT32 sExiting = 0;
|
|
INT32 sEntering = 0;
|
|
INT16 sDest = 0;
|
|
INT16 sSource = 0;
|
|
INT16 sOffsetX = 0, sOffsetY = 0;
|
|
INT16 sXPosition = 0, sYPosition = 0;
|
|
INT32 iCounter = 0;
|
|
HVOBJECT hIconHandle;
|
|
INT16 sTextXOffset = 0;
|
|
INT16 sTextYOffset = 0;
|
|
INT32 iWidth = 0, iHeight = 0;
|
|
INT32 iDeltaXForError = 0, iDeltaYForError = 0;
|
|
|
|
if( iCurrentMapSectorZ )
|
|
return;
|
|
|
|
if ( !NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM ) )
|
|
return;
|
|
|
|
int sector = CALCULATE_STRATEGIC_INDEX( sX, sY );
|
|
|
|
if ( ( StrategicMap[sector].usFlags & MILITIA_MOVE_ALLDIRS ) == 0 )
|
|
return;
|
|
|
|
// show the icons for people in motion from this sector to the next guy over
|
|
|
|
INT16 iX = sX, iY = sY;
|
|
UINT8 ubDirection = 0;
|
|
|
|
GetVideoObject(&hIconHandle, guiENEMYBETWEENSECTORICONS );
|
|
|
|
INT16 iconOffsetX = 0;
|
|
INT16 iconOffsetY = 0;
|
|
|
|
if ( StrategicMap[sector].usFlags & MILITIA_MOVE_NORTH )
|
|
{
|
|
ubDirection = 4;
|
|
sOffsetX = (UI_MAP.GridSize.iX / 2);
|
|
sOffsetY = 0;
|
|
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
|
|
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight);
|
|
}
|
|
else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_EAST )
|
|
{
|
|
ubDirection = 5;
|
|
sOffsetX = UI_MAP.GridSize.iX;
|
|
sOffsetY = (UI_MAP.GridSize.iY / 2);
|
|
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
|
|
}
|
|
else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_SOUTH )
|
|
{
|
|
ubDirection = 6;
|
|
sOffsetX = (UI_MAP.GridSize.iX / 2);
|
|
sOffsetY = UI_MAP.GridSize.iY;
|
|
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth / 2);
|
|
}
|
|
else if ( StrategicMap[sector].usFlags & MILITIA_MOVE_WEST )
|
|
{
|
|
ubDirection = 7;
|
|
sOffsetX = 0;
|
|
sOffsetY = (UI_MAP.GridSize.iY / 2);
|
|
iconOffsetX = -(hIconHandle->pETRLEObject[ubDirection].usWidth);
|
|
iconOffsetY = -(hIconHandle->pETRLEObject[ubDirection].usHeight / 2);
|
|
}
|
|
|
|
if (iResolution >= _1024x768 )
|
|
{
|
|
iconOffsetY -= 1;
|
|
}
|
|
|
|
iX = UI_MAP.ViewRegion.x+( sX * UI_MAP.GridSize.iX ) + sOffsetX + iconOffsetX;
|
|
iY = UI_MAP.ViewRegion.y + ( sY * UI_MAP.GridSize.iY ) + sOffsetY + iconOffsetY;
|
|
|
|
BltVideoObject(guiSAVEBUFFER, hIconHandle, ubDirection , ( INT16 ) iX, ( INT16 ) iY , VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
iWidth = 12;
|
|
iHeight = 7;
|
|
|
|
// error correction for scrolling with people on the move
|
|
if( iX < 0 )
|
|
{
|
|
iDeltaXForError = 0 - iX;
|
|
iWidth -= iDeltaXForError;
|
|
iX = 0;
|
|
}
|
|
|
|
if( iY < 0 )
|
|
{
|
|
iDeltaYForError = 0 - iY;
|
|
iHeight -= iDeltaYForError;
|
|
iY = 0;
|
|
}
|
|
|
|
if( ( iWidth > 0 )&&( iHeight > 0 ) )
|
|
{
|
|
RestoreExternBackgroundRect( iX, iY, ( INT16 )iWidth, ( INT16 )iHeight );
|
|
}
|
|
}
|
|
|
|
void DisplayDistancesForHelicopter( void )
|
|
{
|
|
// calculate the distance travelled, the proposed distance, and total distance one can go
|
|
// display these on screen
|
|
INT16 sDistanceToGo = 0, sDistanceSoFar = 0, sTotalCanTravel = 0;
|
|
INT16 sRemainingFuel = 0, sDistToRefuelSite = 0;
|
|
INT16 sX = 0, sY = 0;
|
|
CHAR16 sString[ 32 ];
|
|
HVOBJECT hHandle;
|
|
INT16 sTotalOfTrip = 0;
|
|
INT32 iTime = 0;
|
|
INT16 sMapX, sMapY;
|
|
INT16 sYPosition = 0;
|
|
static INT16 sOldYPosition = 0;
|
|
INT16 sNumSafeSectors;
|
|
INT16 sNumUnSafeSectors;
|
|
UINT32 uiTripCost;
|
|
|
|
if ( GetMouseMapXY( &sMapX, &sMapY ) && ( sMapY >= 13 ) )
|
|
{
|
|
sYPosition = UI_MAP.HeliETA.Upper_Popup_Y;
|
|
}
|
|
else
|
|
{
|
|
sYPosition = UI_MAP.HeliETA.PopupBox.y;
|
|
}
|
|
|
|
if( ( sOldYPosition != 0 ) && ( sOldYPosition != sYPosition ) )
|
|
{
|
|
if( !gGameExternalOptions.fAlternativeHelicopterFuelSystem )
|
|
RestoreExternBackgroundRect(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA.PopupBox.width + 20, UI_MAP.HeliETA.PopupBox.height);
|
|
else
|
|
RestoreExternBackgroundRect(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA .PopupBox.width + 20, UI_MAP.HeliETA.Alternate_Height);
|
|
}
|
|
|
|
sOldYPosition = sYPosition;
|
|
|
|
// blit in background
|
|
UINT8 imageIndex = 0;
|
|
if( gGameExternalOptions.fAlternativeHelicopterFuelSystem )
|
|
GetVideoObject( &hHandle, guiMapBorderHeliSectorsAlternate );
|
|
else
|
|
GetVideoObject( &hHandle, guiMapBorderHeliSectors );
|
|
|
|
if (isWidescreenUI() || iResolution >= _1024x768)
|
|
{
|
|
imageIndex = 2;
|
|
}
|
|
else if (iResolution >= _800x600)
|
|
imageIndex = 1;
|
|
else
|
|
imageIndex = 0;
|
|
|
|
BltVideoObject( FRAME_BUFFER, hHandle, imageIndex, UI_MAP.HeliETA.PopupBox.x, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
sTotalCanTravel = ( INT16 )GetTotalDistanceHelicopterCanTravel( );
|
|
sDistanceToGo = ( INT16 )DistanceOfIntendedHelicopterPath( );
|
|
sTotalOfTrip = sDistanceToGo; // + ( INT16 ) ( DistanceToNearestRefuelPoint( ( INT16 )( LastSectorInHelicoptersPath() % MAP_WORLD_X ), ( INT16 ) ( LastSectorInHelicoptersPath() / MAP_WORLD_X ) ) );
|
|
sNumSafeSectors = GetNumSafeSectorsInPath( );
|
|
sNumUnSafeSectors = GetNumUnSafeSectorsInPath( );
|
|
|
|
//sDistanceSoFar = ( INT16 )HowFarHelicopterhasTravelledSinceRefueling( );
|
|
//sTotalDistanceOfTrip = ( INT16 )DistanceToNearestRefuelPoint( );
|
|
sRemainingFuel = ( INT16 )(gHelicopterSettings.ubHelicopterDistanceWithoutRefuel - iTotalHeliDistanceSinceRefuel - sDistanceToGo);
|
|
sDistToRefuelSite = ( INT16 )DistanceToNearestRefuelPoint( sMapX, sMapY );
|
|
|
|
if( sDistanceToGo == 9999)
|
|
{
|
|
sDistanceToGo = 0;
|
|
}
|
|
|
|
// set the font stuff
|
|
SetFont( MAP_FONT );
|
|
SetFontForeground( FONT_LTGREEN );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_TOTAL_DISTANCE ] );
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5, sString );
|
|
|
|
/*
|
|
if ( IsSectorOutOfTheWay( sMapX, sMapY ) )
|
|
{
|
|
SetFontForeground( FONT_RED );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
SetFontForeground( FONT_LTGREEN );
|
|
}
|
|
|
|
swprintf( sString, L"%d", sTotalOfTrip );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, UI_MAP.HeliETA.PopupBox.y + 5, UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
mprintf( sX, sYPosition + 5, sString );
|
|
|
|
SetFontForeground( FONT_LTGREEN );
|
|
|
|
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_SAFE ] );
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + GetFontHeight( MAP_FONT ), sString );
|
|
|
|
swprintf( sString, L"%d", sNumSafeSectors );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 2 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + GetFontHeight( MAP_FONT ) ), sString );
|
|
|
|
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_UNSAFE ] );
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 2 * GetFontHeight( MAP_FONT ), sString );
|
|
|
|
swprintf( sString, L"%d", sNumUnSafeSectors );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 2 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 2 * GetFontHeight( MAP_FONT ) ), sString );
|
|
|
|
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_TOTAL_COST ] );
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ), sString );
|
|
|
|
// calculate the cost of the trip based on the number of safe and unsafe sectors it will pass through
|
|
// HEADROCK HAM 3.5: Externalized Base Cost. Also includes hourly-calculated facility modifier.
|
|
UINT32 uiCostGreen = __max(0,gGameExternalOptions.usHelicopterBaseCostPerGreenTile + gsSkyriderCostModifier);
|
|
UINT32 uiCostRed = __max(0,gGameExternalOptions.usHelicopterBaseCostPerRedTile + gsSkyriderCostModifier);
|
|
uiTripCost = ( sNumSafeSectors * uiCostGreen ) + ( sNumUnSafeSectors * uiCostRed );
|
|
|
|
if( (INT32)uiTripCost > LaptopSaveInfo.iCurrentBalance )
|
|
SetFontForeground( FONT_LTRED );
|
|
|
|
swprintf( sString, L"%d", uiTripCost );
|
|
InsertCommasForDollarFigure( sString );
|
|
InsertDollarSignInToString( sString );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 3 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 3 * GetFontHeight( MAP_FONT ) ), sString );
|
|
|
|
SetFontForeground( FONT_LTGREEN );
|
|
|
|
swprintf( sString, L"%s", pHelicopterEtaStrings[ STR_HELI_ETA_ETA ] );
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ), sString );
|
|
|
|
// get travel time for the last path segment
|
|
iTime = GetPathTravelTimeDuringPlotting( pTempHelicopterPath );
|
|
|
|
// add travel time for any prior path segments (stored in the helicopter's mercpath, but waypoints aren't built)
|
|
iTime += GetPathTravelTimeDuringPlotting( pVehicleList[ iHelicopterVehicleId ].pMercPath );
|
|
|
|
swprintf( sString, L"%d%s %d%s", iTime / 60, gsTimeStrings[0], iTime % 60, gsTimeStrings[1] );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) ( sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 4 * GetFontHeight( MAP_FONT ) ), sString );
|
|
|
|
|
|
// show # of passengers aboard the chopper
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 5 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ STR_HELI_ETA_PASSENGERS ] );
|
|
swprintf( sString, L"%d", GetNumberOfPassengersInHelicopter() );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 5 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 5 * GetFontHeight( MAP_FONT ) ), sString );
|
|
|
|
// show remaining fuel
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 6 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ STR_HELI_ETA_REMAINING_FUEL ] );
|
|
swprintf( sString, L"%d", sRemainingFuel );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 6 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
if( sRemainingFuel < sDistToRefuelSite )
|
|
SetFontForeground( FONT_LTRED );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 6 * GetFontHeight( MAP_FONT ) ), sString );
|
|
SetFontForeground( FONT_LTGREEN );
|
|
|
|
// show distance to the nearest refuel site
|
|
mprintf(UI_MAP.HeliETA.PopupBox.x + 5, sYPosition + 5 + 7 * GetFontHeight( MAP_FONT ), pHelicopterEtaStrings[ STR_HELI_ETA_DISTANCE_TO_REFUEL_SITE ] );
|
|
swprintf( sString, L"%d", sDistToRefuelSite );
|
|
FindFontRightCoordinates(UI_MAP.HeliETA.PopupBox.x + 5, ( INT16 ) (UI_MAP.HeliETA.PopupBox.y + 5 + 7 * GetFontHeight( MAP_FONT ) ), UI_MAP.HeliETA.PopupBox.width, 0, sString, MAP_FONT, &sX, &sY );
|
|
if( sRemainingFuel < sDistToRefuelSite )
|
|
SetFontForeground( FONT_LTRED );
|
|
mprintf( sX, ( INT16 ) ( sYPosition + 5 + 7 * GetFontHeight( MAP_FONT ) ), sString );
|
|
SetFontForeground( FONT_LTGREEN );
|
|
|
|
if( !gGameExternalOptions.fAlternativeHelicopterFuelSystem )
|
|
InvalidateRegion(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA.PopupBox.x + UI_MAP.HeliETA.PopupBox.width + 20, sOldYPosition + UI_MAP.HeliETA.PopupBox.height);
|
|
else
|
|
InvalidateRegion(UI_MAP.HeliETA.PopupBox.x, sOldYPosition, UI_MAP.HeliETA.PopupBox.x + UI_MAP.HeliETA.PopupBox.width + 20, sOldYPosition + UI_MAP.HeliETA.Alternate_Height);
|
|
}
|
|
|
|
|
|
// grab position of helicopter and blt to screen
|
|
void DisplayPositionOfHelicopter( void )
|
|
{
|
|
static INT16 sOldMapX = 0, sOldMapY = 0;
|
|
// INT16 sX =0, sY = 0;
|
|
FLOAT flRatio = 0.0;
|
|
UINT32 x,y;
|
|
UINT16 minX, minY, maxX, maxY;
|
|
GROUP *pGroup;
|
|
HVOBJECT hHandle;
|
|
INT32 iNumberOfPeopleInHelicopter = 0;
|
|
CHAR16 sString[ 4 ];
|
|
|
|
INT32 MAP_MVT_ICON_FONT = TINYFONT1;
|
|
|
|
AssertMsg( ( sOldMapX >= 0 ) && ( sOldMapX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
|
|
AssertMsg( ( sOldMapY >= 0 ) && ( sOldMapY < SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
|
|
|
|
// HEADROCK HAM 5: Now has to be done here to get the size of the helicopter icon.
|
|
GetVideoObject( &hHandle, guiHelicopterIcon );
|
|
|
|
UINT16 usIconWidth = hHandle->pETRLEObject[ 0 ].usWidth;
|
|
UINT16 usIconHeight = hHandle->pETRLEObject[ 0 ].usHeight;
|
|
UINT16 usIconOffsetX = hHandle->pETRLEObject[ 0 ].sOffsetX;
|
|
UINT16 usIconOffsetY = hHandle->pETRLEObject[ 0 ].sOffsetY;
|
|
|
|
// restore background on map where it is
|
|
if( sOldMapX != 0 )
|
|
{
|
|
RestoreExternBackgroundRect( sOldMapX + usIconOffsetX, sOldMapY + usIconOffsetY, usIconWidth, usIconHeight );
|
|
sOldMapX = 0;
|
|
}
|
|
|
|
if( iHelicopterVehicleId != -1 )
|
|
{
|
|
// draw the destination icon first, so when they overlap, the real one is on top!
|
|
// HEADROCK HAM 5: No reason to display this anymore: we now do it with a cool new icon displayed
|
|
// while drawing the path.
|
|
|
|
//DisplayDestinationOfHelicopter( );
|
|
|
|
// check if mvt group
|
|
if( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup != 0 ) {
|
|
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
|
|
|
|
if (!pGroup) {
|
|
// Something is really goofed up, there's no group for the helicopter. Re-create it.
|
|
static bool heliMsg1Given = false;
|
|
if (!heliMsg1Given) {
|
|
DoScreenIndependantMessageBox( L"The helicopter data is corrupted. Attempting to repair it...", MSG_BOX_FLAG_OK, NULL );
|
|
heliMsg1Given = true;
|
|
}
|
|
RemoveVehicleFromList (iHelicopterVehicleId);
|
|
InitAVehicle (iHelicopterVehicleId, 13, MAP_ROW_B);
|
|
fSkyRiderSetUp = FALSE;
|
|
SetUpHelicopterForPlayer( 13, MAP_ROW_B, gNewVehicle[ HELICOPTER ].NewPilot, HELICOPTER );
|
|
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
|
|
if (!pGroup) {
|
|
static bool heliMsg2Given = false;
|
|
if (!heliMsg2Given) {
|
|
DoScreenIndependantMessageBox( L"The helicopter data is corrupted beyond repair. Please report this and send a save file and your .ini file. You can continue playing but the helicopter will not work properly.", MSG_BOX_FLAG_OK, NULL );
|
|
heliMsg2Given = true;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
if( ( pGroup->uiTraverseTime > 0 ) && ( pGroup->uiTraverseTime != 0xffffffff ) ) {
|
|
flRatio = ( ( pGroup->uiTraverseTime + GetWorldTotalMin() ) - pGroup->uiArrivalTime ) / ( float ) pGroup->uiTraverseTime;
|
|
}
|
|
|
|
if ( flRatio < 0 ) {
|
|
flRatio = 0;
|
|
} else if ( flRatio > 100 ) {
|
|
flRatio = 100;
|
|
}
|
|
|
|
// grab min and max locations to interpolate sub sector position
|
|
minX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * ( pGroup->ubSectorX );
|
|
maxX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * ( pGroup->ubNextX );
|
|
minY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * ( pGroup->ubSectorY );
|
|
maxY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * ( pGroup->ubNextY );
|
|
|
|
AssertMsg( ( minX >= 0 ) && ( minX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid minX = %d", minX ) );
|
|
AssertMsg( ( maxX >= 0 ) && ( maxX < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid maxX = %d", maxX ) );
|
|
AssertMsg( ( minY >= 0 ) && ( minY < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid minY = %d", minY ) );
|
|
AssertMsg( ( maxY >= 0 ) && ( maxY < SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid maxY = %d", maxY ) );
|
|
|
|
// IMPORTANT: Since min can easily be larger than max, we gotta cast to as signed value
|
|
x = ( UINT32 )( minX + flRatio * ( ( INT16 ) maxX - ( INT16 ) minX ) );
|
|
y = ( UINT32 )( minY + flRatio * ( ( INT16 ) maxY - ( INT16 ) minY ) );
|
|
|
|
// HEADROCK HAM 5: Not necessary?
|
|
//x += 1;
|
|
//y += 3;
|
|
|
|
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayPositionOfHelicopter: Invalid x = %d. At %d,%d. Next %d,%d. Min/Max X = %d/%d",
|
|
x, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minX, maxX ) );
|
|
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayPositionOfHelicopter: Invalid y = %d. At %d,%d. Next %d,%d. Min/Max Y = %d/%d",
|
|
y, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubNextX, pGroup->ubNextY, minY, maxY ) );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
// HEADROCK HAM 5: Not necessary?
|
|
/*
|
|
GetVideoObject( &hHandle, guiHelicopterIcon );
|
|
|
|
if (iResolution >= _800x600)
|
|
{
|
|
x = x + (MAP_GRID_X / 2) - 10;
|
|
y = y + 1 + (MAP_GRID_Y / 2) - 10;
|
|
}
|
|
*/
|
|
|
|
BltVideoObject( FRAME_BUFFER, hHandle, HELI_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// now get number of people and blit that too
|
|
iNumberOfPeopleInHelicopter = GetNumberOfPassengersInHelicopter( );
|
|
swprintf( sString, L"%d", iNumberOfPeopleInHelicopter );
|
|
|
|
SetFont( MAP_MVT_ICON_FONT );
|
|
SetFontForeground( FONT_WHITE );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
mprintf( x + (UI_MAP.GridSize.iX / 2) - 4, y + (UI_MAP.GridSize.iY / 2) - 4, sString );
|
|
|
|
InvalidateRegion( x, y, x + usIconWidth, y + usIconHeight );
|
|
|
|
RestoreClipRegionToFullScreen( );
|
|
|
|
// now store the old stuff
|
|
sOldMapX = ( INT16 ) x;
|
|
sOldMapY = ( INT16 ) y;
|
|
}
|
|
}
|
|
}
|
|
|
|
void DisplayPositionOfEnemyHelicopter()
|
|
{
|
|
static INT16 sOldMapX = 0, sOldMapY = 0;
|
|
// INT16 sX =0, sY = 0;
|
|
FLOAT flRatio = 0.0;
|
|
UINT32 x, y;
|
|
UINT16 minX, minY, maxX, maxY;
|
|
HVOBJECT hHandle;
|
|
INT32 iNumberOfPeopleInHelicopter = 0;
|
|
|
|
INT32 MAP_MVT_ICON_FONT = TINYFONT1;
|
|
|
|
AssertMsg( (sOldMapX >= 0) && (sOldMapX < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
|
|
AssertMsg( (sOldMapY >= 0) && (sOldMapY < SCREEN_HEIGHT), String( "DisplayPositionOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
|
|
|
|
// TODO: different icon
|
|
|
|
// HEADROCK HAM 5: Now has to be done here to get the size of the helicopter icon.
|
|
GetVideoObject( &hHandle, guiEnemyHelicopterIcon );
|
|
|
|
UINT16 usIconWidth = hHandle->pETRLEObject[0].usWidth;
|
|
UINT16 usIconHeight = hHandle->pETRLEObject[0].usHeight;
|
|
UINT16 usIconOffsetX = hHandle->pETRLEObject[0].sOffsetX;
|
|
UINT16 usIconOffsetY = hHandle->pETRLEObject[0].sOffsetY;
|
|
|
|
// restore background on map where it is
|
|
if ( sOldMapX != 0 )
|
|
{
|
|
RestoreExternBackgroundRect( sOldMapX + usIconOffsetX, sOldMapY + usIconOffsetY, usIconWidth, usIconHeight );
|
|
sOldMapX = 0;
|
|
}
|
|
|
|
std::set<UINT8> helisectorset = GetEnemyHeliSectors( TRUE ); // if set to FALSE, display helicopters regardless of player knowledge
|
|
|
|
for ( std::set<UINT8>::iterator it = helisectorset.begin( ); it != helisectorset.end( ); ++it)
|
|
{
|
|
UINT8 sector = (*it);
|
|
UINT8 sector_x = SECTORX( sector );
|
|
UINT8 sector_y = SECTORY( sector );
|
|
|
|
// grab min and max locations to interpolate sub sector position
|
|
minX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * (sector_x);
|
|
maxX = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * (sector_x);
|
|
minY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * (sector_y);
|
|
maxY = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * (sector_y);
|
|
|
|
AssertMsg( (minX >= 0) && (minX < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid minX = %d", minX ) );
|
|
AssertMsg( (maxX >= 0) && (maxX < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid maxX = %d", maxX ) );
|
|
AssertMsg( (minY >= 0) && (minY < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid minY = %d", minY ) );
|
|
AssertMsg( (maxY >= 0) && (maxY < SCREEN_WIDTH), String( "DisplayPositionOfHelicopter: Invalid maxY = %d", maxY ) );
|
|
|
|
// IMPORTANT: Since min can easily be larger than max, we gotta cast to as signed value
|
|
x = (UINT32)(minX + flRatio * ((INT16)maxX - (INT16)minX));
|
|
y = (UINT32)(minY + flRatio * ((INT16)maxY - (INT16)minY));
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
BltVideoObject( FRAME_BUFFER, hHandle, HELI_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
InvalidateRegion( x, y, x + usIconWidth, y + usIconHeight );
|
|
|
|
RestoreClipRegionToFullScreen( );
|
|
|
|
// now store the old stuff
|
|
sOldMapX = (INT16)x;
|
|
sOldMapY = (INT16)y;
|
|
}
|
|
}
|
|
|
|
|
|
void DisplayDestinationOfHelicopter( void )
|
|
{
|
|
static INT16 sOldMapX = 0, sOldMapY = 0;
|
|
INT16 sSector;
|
|
INT16 sMapX, sMapY;
|
|
UINT32 x,y;
|
|
HVOBJECT hHandle;
|
|
|
|
AssertMsg( ( sOldMapX >= 0 ) && ( sOldMapX < SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid sOldMapX = %d", sOldMapX ) );
|
|
AssertMsg( ( sOldMapY >= 0 ) && ( sOldMapY < SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid sOldMapY = %d", sOldMapY ) );
|
|
|
|
// restore background on map where it is
|
|
if( sOldMapX != 0 )
|
|
{
|
|
RestoreExternBackgroundRect( sOldMapX, sOldMapY, HELI_SHADOW_ICON_WIDTH, HELI_SHADOW_ICON_HEIGHT );
|
|
sOldMapX = 0;
|
|
}
|
|
|
|
// if helicopter is going somewhere
|
|
if ( GetLengthOfPath( pVehicleList[ iHelicopterVehicleId ].pMercPath ) > 1 )
|
|
{
|
|
// get destination
|
|
sSector = GetLastSectorIdInVehiclePath( iHelicopterVehicleId );
|
|
sMapX = sSector % MAP_WORLD_X;
|
|
sMapY = sSector / MAP_WORLD_X;
|
|
|
|
x = UI_MAP.ViewRegion.x + ( UI_MAP.GridSize.iX * sMapX ) + 1;
|
|
y = UI_MAP.ViewRegion.y + ( UI_MAP.GridSize.iY * sMapY ) + 3;
|
|
|
|
AssertMsg( ( x >= 0 ) && ( x < (UINT32)SCREEN_WIDTH ), String( "DisplayDestinationOfHelicopter: Invalid x = %d. Dest %d,%d", x, sMapX, sMapY ) );
|
|
AssertMsg( ( y >= 0 ) && ( y < (UINT32)SCREEN_HEIGHT ), String( "DisplayDestinationOfHelicopter: Invalid y = %d. Dest %d,%d", y, sMapX, sMapY ) );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
GetVideoObject( &hHandle, guiHelicopterIcon );
|
|
|
|
BltVideoObject( FRAME_BUFFER, hHandle, HELI_SHADOW_ICON, x, y, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
if (iResolution >= _800x600)
|
|
{
|
|
x = x + (UI_MAP.GridSize.iX / 2) - 10;
|
|
y = y + 1 + (UI_MAP.GridSize.iY / 2) - 10;
|
|
}
|
|
|
|
InvalidateRegion( x, y, x + HELI_SHADOW_ICON_WIDTH, y + HELI_SHADOW_ICON_HEIGHT );
|
|
|
|
RestoreClipRegionToFullScreen( );
|
|
|
|
// now store the old stuff
|
|
sOldMapX = ( INT16 ) x;
|
|
sOldMapY = ( INT16 ) y;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN CheckForClickOverHelicopterIcon( INT16 sClickedSectorX, INT16 sClickedSectorY )
|
|
{
|
|
INT32 iDeltaTime = 0;
|
|
BOOLEAN fIgnoreClick = FALSE;
|
|
GROUP *pGroup = NULL;
|
|
BOOLEAN fHelicopterOverNextSector = FALSE;
|
|
FLOAT flRatio = 0.0;
|
|
INT16 sSectorX;
|
|
INT16 sSectorY;
|
|
|
|
iDeltaTime = GetJA2Clock() - giClickHeliIconBaseTime;
|
|
giClickHeliIconBaseTime = GetJA2Clock();
|
|
|
|
if( iDeltaTime < 400 )
|
|
{
|
|
fIgnoreClick = TRUE;
|
|
}
|
|
|
|
if ( !fHelicopterAvailable || (gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE && gusMapDisplayColourMode != MAP_DISPLAY_AIRSPACE_COLOURED_SAMS) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if ( iHelicopterVehicleId == -1 )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// figure out over which sector the helicopter APPEARS to be to the player (because we slide it smoothly across the
|
|
// map, unlike groups travelling on the ground, it can appear over its next sector while it's not there yet.
|
|
|
|
pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup );
|
|
Assert( pGroup );
|
|
|
|
if ( pGroup->fBetweenSectors )
|
|
{
|
|
// this came up in one bug report!
|
|
Assert( pGroup->uiTraverseTime != -1 );
|
|
|
|
if( ( pGroup->uiTraverseTime > 0 ) && ( pGroup->uiTraverseTime != 0xffffffff ) )
|
|
{
|
|
flRatio = ( pGroup->uiTraverseTime - pGroup->uiArrivalTime + GetWorldTotalMin() ) / ( float ) pGroup->uiTraverseTime;
|
|
}
|
|
|
|
// if more than halfway there, the chopper appears more over the next sector, not over its current one(!)
|
|
if ( flRatio > 0.5 )
|
|
{
|
|
fHelicopterOverNextSector = TRUE;
|
|
}
|
|
}
|
|
|
|
if ( fHelicopterOverNextSector )
|
|
{
|
|
// use the next sector's coordinates
|
|
sSectorX = pGroup->ubNextX;
|
|
sSectorY = pGroup->ubNextY;
|
|
}
|
|
else
|
|
{
|
|
// use current sector's coordinates
|
|
sSectorX = pVehicleList[ iHelicopterVehicleId ].sSectorX;
|
|
sSectorY = pVehicleList[ iHelicopterVehicleId ].sSectorY;
|
|
}
|
|
|
|
// check if helicopter appears where he clicked
|
|
if( ( sSectorX != sClickedSectorX ) || ( sSectorY != sClickedSectorY ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void BlitMineIcon( INT16 sMapX, INT16 sMapY )
|
|
{
|
|
HVOBJECT hHandle;
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT8 *pDestBuf2;
|
|
INT16 sScreenX, sScreenY;
|
|
|
|
GetVideoObject( &hHandle, guiMINEICON );
|
|
|
|
pDestBuf2 = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
|
|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, UI_MAP.ViewRegion.x+UI_MAP.GridSize.iX - 1, UI_MAP.ViewRegion.y+UI_MAP.GridSize.iY - 1, UI_MAP.ViewRegion.width+1,UI_MAP.ViewRegion.height-9 );
|
|
UnLockVideoSurface(guiSAVEBUFFER);
|
|
|
|
GetScreenXYFromMapXY( ( INT16 )( sMapX ), ( INT16 )( sMapY ), &sScreenX, &sScreenY );
|
|
// when not zoomed, the x,y returned is the top left CORNER of the map square in question
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, 1, sScreenX + UI_MAP.GridSize.iX / 4, sScreenY + UI_MAP.GridSize.iY / 4, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
|
|
void BlitMineText( INT16 sMapX, INT16 sMapY )
|
|
{
|
|
INT16 sScreenX, sScreenY;
|
|
CHAR16 wString[ 32 ], wSubString[ 32 ];
|
|
UINT8 ubMineIndex;
|
|
UINT8 ubLineCnt = 0;
|
|
|
|
GetScreenXYFromMapXY( ( INT16 )( sMapX ), ( INT16 )( sMapY ), &sScreenX, &sScreenY );
|
|
|
|
// set coordinates for start of mine text
|
|
sScreenX += UI_MAP.GridSize.iX / 2; // centered around middle of mine square
|
|
sScreenY += UI_MAP.GridSize.iY + 1; // slightly below
|
|
|
|
// show detailed mine info (name, production rate, daily production)
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, UI_MAP.ViewRegion.x, UI_MAP.ViewRegion.y, UI_MAP.ViewRegion.x+UI_MAP.ViewRegion.width+UI_MAP.GridSize.iX, UI_MAP.ViewRegion.y+UI_MAP.ViewRegion.height+7, FALSE );
|
|
|
|
// HEADROCK HAM 5: Variable Font
|
|
INT32 MapMineLabelsFont;
|
|
if (iResolution <= _800x600 )
|
|
{
|
|
MapMineLabelsFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapMineLabelsFont = FONT14ARIAL;
|
|
}
|
|
|
|
SetFont(MapMineLabelsFont);
|
|
SetFontForeground( FONT_LTGREEN );
|
|
SetFontBackground( FONT_BLACK );
|
|
|
|
ubMineIndex = GetMineIndexForSector( sMapX, sMapY );
|
|
|
|
// display associated town name, followed by "mine"
|
|
//swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( GetMineIndexForSector( sMapX, sMapY ) ) ], pwMineStrings[ 0 ] );
|
|
swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( GetMineIndexForSector( sMapX, sMapY ) ) ], MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
|
|
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
|
|
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
|
|
++ubLineCnt;
|
|
|
|
// check if mine is empty (abandoned) or running out
|
|
if (gMineStatus[ ubMineIndex ].fEmpty)
|
|
{
|
|
swprintf( wString, L"%s", pwMineStrings[ 5 ] );
|
|
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
|
|
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
|
|
++ubLineCnt;
|
|
}
|
|
else if (gMineStatus[ ubMineIndex ].fShutDown)
|
|
{
|
|
swprintf( wString, L"%s", pwMineStrings[ 6 ] );
|
|
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
|
|
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
|
|
++ubLineCnt;
|
|
}
|
|
else if (gMineStatus[ ubMineIndex ].fRunningOut)
|
|
{
|
|
swprintf( wString, L"%s", pwMineStrings[ 7 ] );
|
|
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
|
|
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
|
|
++ubLineCnt;
|
|
}
|
|
|
|
|
|
// only show production if player controls it and it's actually producing
|
|
if (PlayerControlsMine(ubMineIndex) && !gMineStatus[ ubMineIndex ].fEmpty)
|
|
{
|
|
// show current production
|
|
swprintf( wSubString, L"%d", PredictDailyIncomeFromAMine(ubMineIndex, TRUE) );
|
|
InsertCommasForDollarFigure( wSubString );
|
|
InsertDollarSignInToString( wSubString );
|
|
wcscpy( wString, wSubString );
|
|
|
|
/*
|
|
// show maximum potential production
|
|
swprintf( wSubString, L"%d", GetMaxDailyRemovalFromMine(ubMineIndex) );
|
|
InsertCommasForDollarFigure( wSubString );
|
|
InsertDollarSignInToString( wSubString );
|
|
wcscat( wString, L" / ");
|
|
wcscat( wString, wSubString );
|
|
*/
|
|
|
|
// if potential is not nil, show percentage of the two
|
|
if (GetMaxPeriodicRemovalFromMine(ubMineIndex) > 0)
|
|
{
|
|
#ifdef CHINESE
|
|
swprintf( wSubString, L" (%d%��%%)", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) );
|
|
#else
|
|
swprintf( wSubString, L" (%d%%%%)", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) );
|
|
#endif
|
|
|
|
wcscat( wString, wSubString );
|
|
}
|
|
|
|
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
|
|
mprintf( ( sScreenX - StringPixLengthArg( MapMineLabelsFont, wcslen(wString), wString ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ), wString );
|
|
++ubLineCnt;
|
|
|
|
// Flugente: workforce
|
|
if ( gGameExternalOptions.fMineRequiresWorkers )
|
|
{
|
|
INT8 bTownId = gMineStatus[ ubMineIndex ].bAssociatedTown;
|
|
UINT16 maxworkforce = 0;
|
|
UINT16 workforce = GetTownWorkers( bTownId, maxworkforce);
|
|
|
|
if ( maxworkforce > 0 )
|
|
{
|
|
swprintf( wString, L"%d/%d workers", workforce, maxworkforce );
|
|
AdjustXForLeftMapEdge(wString, &sScreenX, MapMineLabelsFont);
|
|
mprintf( ( sScreenX - StringPixLength( wString, MapMineLabelsFont ) / 2 ) , sScreenY + ubLineCnt * GetFontHeight( MapMineLabelsFont ) , wString );
|
|
++ubLineCnt;
|
|
}
|
|
}
|
|
}
|
|
|
|
SetFontDestBuffer( FRAME_BUFFER, UI_MAP.ViewRegion.x, UI_MAP.ViewRegion.y, UI_MAP.ViewRegion.x+UI_MAP.ViewRegion.width+UI_MAP.GridSize.iX, UI_MAP.ViewRegion.y+UI_MAP.ViewRegion.height+7, FALSE );
|
|
}
|
|
|
|
|
|
// HEADROCK HAM 5: Now takes argument for font.
|
|
void AdjustXForLeftMapEdge(STR16 wString, INT16 *psX, INT32 iFont)
|
|
{
|
|
INT16 sStartingX, sPastEdge;
|
|
|
|
sStartingX = *psX - (StringPixLengthArg( iFont, wcslen(wString), wString ) / 2);
|
|
sPastEdge = (UI_MAP.ViewRegion.x + 23) - sStartingX;
|
|
|
|
if (sPastEdge > 0)
|
|
*psX += sPastEdge;
|
|
}
|
|
|
|
|
|
void BlitTownGridMarkers( void )
|
|
{
|
|
INT16 sScreenX = 0, sScreenY = 0;
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT8 *pDestBuf;
|
|
UINT16 usColor = 0;
|
|
INT32 iCounter = 0;
|
|
INT16 sWidth = 0, sHeight = 0;
|
|
|
|
// get 16 bpp color
|
|
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
|
|
|
|
// blit in the highlighted sector
|
|
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
|
|
|
|
// clip to view region
|
|
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
|
|
|
|
// go through list of towns and place on screen
|
|
while( pTownNamesList[ iCounter ] != 0 )
|
|
{
|
|
// skip Orta/Tixa until found
|
|
//if( ( ( fFoundOrta != FALSE ) || ( pTownNamesList[ iCounter ] != ORTA ) ) && ( ( pTownNamesList[ iCounter ] != TIXA ) || ( fFoundTixa != FALSE) ) )
|
|
if( gfHiddenTown[ pTownNamesList[ iCounter ] ] == TRUE )
|
|
{
|
|
// get location on screen
|
|
GetScreenXYFromMapXY( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), &sScreenX, &sScreenY );
|
|
sWidth = UI_MAP.GridSize.iX - 1;
|
|
sHeight= UI_MAP.GridSize.iY;
|
|
|
|
sScreenX += 2;
|
|
|
|
if( StrategicMap[ pTownLocationsList[ iCounter ] - MAP_WORLD_X ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId )
|
|
{
|
|
LineDraw( TRUE, sScreenX - 1, sScreenY - 1, sScreenX + sWidth - 1, sScreenY - 1, usColor, pDestBuf );
|
|
}
|
|
|
|
if( ( StrategicMap[ pTownLocationsList[ iCounter ] + MAP_WORLD_X ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId ) /* || ( StrategicMap[ pTownLocationsList[ iCounter ] + MAP_WORLD_X ].bNameId == PALACE ) */ )
|
|
{
|
|
LineDraw( TRUE, sScreenX - 1, sScreenY + sHeight - 1, sScreenX + sWidth - 1, sScreenY + sHeight - 1, usColor, pDestBuf );
|
|
}
|
|
|
|
if( StrategicMap[ pTownLocationsList[ iCounter ] - 1 ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId )
|
|
{
|
|
LineDraw( TRUE, sScreenX - 2, sScreenY - 1, sScreenX - 2, sScreenY + sHeight - 1, usColor, pDestBuf );
|
|
}
|
|
|
|
if( StrategicMap[ pTownLocationsList[ iCounter ] + 1 ].bNameId != StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId )
|
|
{
|
|
LineDraw( TRUE, sScreenX + sWidth - 1, sScreenY - 1, sScreenX + sWidth - 1, sScreenY + sHeight - 1, usColor, pDestBuf );
|
|
}
|
|
}
|
|
|
|
++iCounter;
|
|
}
|
|
|
|
// restore clips
|
|
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
|
|
|
|
// unlock surface
|
|
UnLockVideoSurface( guiSAVEBUFFER );
|
|
}
|
|
|
|
|
|
void BlitMineGridMarkers( void )
|
|
{
|
|
INT16 sScreenX = 0, sScreenY = 0;
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT8 *pDestBuf;
|
|
UINT16 usColor = 0;
|
|
INT32 iCounter = 0;
|
|
INT16 sWidth = 0, sHeight = 0;
|
|
|
|
// get 16 bpp color
|
|
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
|
|
|
|
// blit in the highlighted sector
|
|
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
|
|
|
|
// clip to view region
|
|
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
|
|
|
|
for( iCounter = 0; iCounter < MAX_NUMBER_OF_MINES; ++iCounter )
|
|
{
|
|
// get location on screen
|
|
//GetScreenXYFromMapXY( ( INT16 )( gMineLocation[ iCounter ].sSectorX ), ( INT16 )( gMineLocation[ iCounter ].sSectorY ), &sScreenX, &sScreenY );
|
|
GetScreenXYFromMapXY( ( INT16 )( gMineStatus[ iCounter ].sSectorX ), ( INT16 )( gMineStatus[ iCounter ].sSectorY ), &sScreenX, &sScreenY );
|
|
sWidth = UI_MAP.GridSize.iX;
|
|
sHeight= UI_MAP.GridSize.iY;
|
|
|
|
// draw rectangle
|
|
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
|
|
}
|
|
|
|
// restore clips
|
|
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
|
|
|
|
// unlock surface
|
|
UnLockVideoSurface( guiSAVEBUFFER );
|
|
}
|
|
|
|
|
|
/*
|
|
void CheckIfAnyoneLeftInSector( INT16 sX, INT16 sY, INT16 sNewX, INT16 sNewY, INT8 bZ )
|
|
{
|
|
// if this map sector is currently selected
|
|
if( ( sX == sSelMapX ) && ( sY == sSelMapY ) && ( bZ == iCurrentMapSectorZ ) )
|
|
{
|
|
// check if anyone left in the old sector
|
|
if( NumFriendlyInSector( (INT8)sX, (INT8)sY, bZ ) == 0)
|
|
{
|
|
ChangeSelectedMapSector( sNewX, sNewY, bZ );
|
|
fMapScreenBottomDirty = TRUE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
UINT8 NumFriendlyInSector( INT16 sX, INT16 sY, INT8 bZ )
|
|
{
|
|
SOLDIERTYPE *pTeamSoldier;
|
|
INT32 cnt = 0;
|
|
UINT8 ubNumFriendlies = 0;
|
|
|
|
// Check if the battle is won!
|
|
// Loop through all mercs and make go
|
|
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
|
|
{
|
|
if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife > 0 )
|
|
{
|
|
if ( (pTeamSoldier->bSide == gbPlayerNum ) && ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ ) )
|
|
{
|
|
ubNumFriendlies++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( ubNumFriendlies );
|
|
|
|
}
|
|
*/
|
|
|
|
|
|
void DisplayLevelString( void )
|
|
{
|
|
CHAR16 sString[ 32 ];
|
|
|
|
// given the current level being displayed on the map, show a sub level message
|
|
|
|
// at the surface
|
|
if( !iCurrentMapSectorZ )
|
|
{
|
|
return;
|
|
}
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, UI_MAP.ViewRegion.x, UI_MAP.ViewRegion.y, UI_MAP.ViewRegion.x+UI_MAP.ViewRegion.width+UI_MAP.GridSize.iX, UI_MAP.ViewRegion.y+UI_MAP.ViewRegion.height+7, FALSE );
|
|
|
|
SetFont( MAP_FONT );
|
|
SetFontForeground( MAP_INDEX_COLOR );
|
|
SetFontBackground( FONT_BLACK );
|
|
swprintf( sString, L"%s %d", sMapLevelString[ 0 ], iCurrentMapSectorZ );
|
|
|
|
mprintf(UI_MAP.LevelString.iX, UI_MAP.LevelString.iY, sString );
|
|
|
|
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
|
|
}
|
|
|
|
|
|
// function to manipulate the number of towns people on the cursor
|
|
BOOLEAN PickUpATownPersonFromSector( UINT8 ubType, INT16 sX, INT16 sY )
|
|
{
|
|
// see if there are any militia of this type in this sector
|
|
if( !SectorInfo[ SECTOR( sX, sY ) ].ubNumberOfCivsAtLevel[ ubType ] )
|
|
{
|
|
// failed, no one here
|
|
return( FALSE );
|
|
}
|
|
|
|
// are they in the same town as they were pickedup from
|
|
if( GetTownIdForSector( sX, sY ) != sSelectedMilitiaTown )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( !SectorOursAndPeaceful( sX, sY, 0 ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( sX == gWorldSectorX && sY == gWorldSectorY )
|
|
{
|
|
gfStrategicMilitiaChangesMade = TRUE;
|
|
}
|
|
|
|
// the number of units transferred
|
|
INT16 countMovedCivs = 1;
|
|
// all units in sector
|
|
if (_KeyDown(SHIFT))
|
|
countMovedCivs = SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ];
|
|
// 5 units in sector
|
|
else if (_KeyDown(CTRL))
|
|
countMovedCivs = min(5, SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ]);
|
|
|
|
// otherwise pick this guy up
|
|
switch( ubType )
|
|
{
|
|
case( GREEN_MILITIA ):
|
|
sGreensOnCursor += countMovedCivs;
|
|
break;
|
|
case( REGULAR_MILITIA ):
|
|
sRegularsOnCursor += countMovedCivs;
|
|
break;
|
|
case( ELITE_MILITIA ):
|
|
sElitesOnCursor += countMovedCivs;
|
|
break;
|
|
}
|
|
|
|
// reduce number in this sector
|
|
SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ] -= countMovedCivs;
|
|
|
|
// Flugente: indivdual militia
|
|
PickIndividualMilitia( SECTOR( sX, sY ), ubType, countMovedCivs );
|
|
|
|
fMapPanelDirty = TRUE;
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN DropAPersonInASector( UINT8 ubType, INT16 sX, INT16 sY )
|
|
{
|
|
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen2");
|
|
// are they in the same town as they were pickedup from
|
|
if( GetTownIdForSector( sX, sY ) != sSelectedMilitiaTown )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// to move a group of militia
|
|
// Flugente: we have to account for militia in groups!
|
|
INT32 countFreeCivPlace = iMaxMilitiaPerSector - NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM );
|
|
|
|
if( countFreeCivPlace <= 0 )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( !SectorOursAndPeaceful(sX, sY, 0 ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( sX == gWorldSectorX && sY == gWorldSectorY )
|
|
{
|
|
gfStrategicMilitiaChangesMade = TRUE;
|
|
}
|
|
|
|
// the number of units transferred
|
|
INT16 countMovedCivs = 1;
|
|
|
|
// drop the guy into this sector
|
|
switch( ubType )
|
|
{
|
|
case( GREEN_MILITIA ):
|
|
|
|
if( !sGreensOnCursor )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// drop max allowable units
|
|
if (_KeyDown(SHIFT))
|
|
{
|
|
if (countFreeCivPlace <= sGreensOnCursor)
|
|
countMovedCivs = countFreeCivPlace;
|
|
else
|
|
countMovedCivs = sGreensOnCursor;
|
|
}
|
|
// drop 5 units
|
|
else if (_KeyDown(CTRL))
|
|
{
|
|
if (countFreeCivPlace <= 5)
|
|
countMovedCivs = min(countFreeCivPlace, sGreensOnCursor);
|
|
else
|
|
countMovedCivs = min(5, sGreensOnCursor);
|
|
}
|
|
sGreensOnCursor -= countMovedCivs;
|
|
break;
|
|
case( REGULAR_MILITIA ):
|
|
if( !sRegularsOnCursor )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// drop max allowable units
|
|
if (_KeyDown(SHIFT))
|
|
{
|
|
if (countFreeCivPlace <= sRegularsOnCursor)
|
|
countMovedCivs = countFreeCivPlace;
|
|
else
|
|
countMovedCivs = sRegularsOnCursor;
|
|
}
|
|
// drop 5 units
|
|
else if (_KeyDown(CTRL))
|
|
{
|
|
if (countFreeCivPlace <= 5)
|
|
countMovedCivs = min(countFreeCivPlace, sRegularsOnCursor);
|
|
else
|
|
countMovedCivs = min(5, sRegularsOnCursor);
|
|
}
|
|
|
|
sRegularsOnCursor -= countMovedCivs;
|
|
break;
|
|
case( ELITE_MILITIA ):
|
|
if( !sElitesOnCursor )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// drop max allowable units
|
|
if (_KeyDown(SHIFT))
|
|
{
|
|
if (countFreeCivPlace <= sElitesOnCursor)
|
|
countMovedCivs = countFreeCivPlace;
|
|
else
|
|
countMovedCivs = sElitesOnCursor;
|
|
}
|
|
// drop 5 units
|
|
else if (_KeyDown(CTRL))
|
|
{
|
|
if (countFreeCivPlace <= 5)
|
|
countMovedCivs = min(countFreeCivPlace, sElitesOnCursor);
|
|
else
|
|
countMovedCivs = min(5, sElitesOnCursor);
|
|
}
|
|
|
|
sElitesOnCursor -= countMovedCivs;
|
|
break;
|
|
}
|
|
|
|
// up the number in this sector of this type of militia
|
|
SectorInfo[ SECTOR( sX, sY )].ubNumberOfCivsAtLevel[ ubType ] += countMovedCivs;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( SECTOR( sX, sY ), ubType, countMovedCivs );
|
|
|
|
fMapPanelDirty = TRUE;
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN LoadMilitiaPopUpBox( void )
|
|
{
|
|
VOBJECT_DESC VObjectDesc;
|
|
|
|
// load the militia pop up box
|
|
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
|
|
|
if (iResolution >= _640x480 && iResolution < _800x600)
|
|
FilenameForBPP("INTERFACE\\Militia.sti", VObjectDesc.ImageFile);
|
|
else if (iResolution < _1024x768)
|
|
FilenameForBPP("INTERFACE\\Militia_800x600.sti", VObjectDesc.ImageFile);
|
|
else
|
|
FilenameForBPP("INTERFACE\\Militia_1024x768.sti", VObjectDesc.ImageFile);
|
|
|
|
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitia));
|
|
|
|
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
|
FilenameForBPP("INTERFACE\\Militiamaps.sti", VObjectDesc.ImageFile);
|
|
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaMaps));
|
|
|
|
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
|
FilenameForBPP("INTERFACE\\MilitiamapsectorOutline2.sti", VObjectDesc.ImageFile);
|
|
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaSectorHighLight));
|
|
|
|
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
|
|
FilenameForBPP("INTERFACE\\MilitiamapsectorOutline.sti", VObjectDesc.ImageFile);
|
|
CHECKF(AddVideoObject(&VObjectDesc, &guiMilitiaSectorOutline ));
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void RemoveMilitiaPopUpBox( void )
|
|
{
|
|
// delete the militia pop up box graphic
|
|
DeleteVideoObjectFromIndex( guiMilitia );
|
|
DeleteVideoObjectFromIndex( guiMilitiaMaps );
|
|
DeleteVideoObjectFromIndex( guiMilitiaSectorHighLight );
|
|
DeleteVideoObjectFromIndex( guiMilitiaSectorOutline );
|
|
}
|
|
|
|
BOOLEAN DrawMilitiaPopUpBox( void )
|
|
{
|
|
HVOBJECT hVObject;
|
|
ETRLEObject *pTrav;
|
|
|
|
if( !fShowMilitia )
|
|
{
|
|
sSelectedMilitiaTown = 0;
|
|
}
|
|
|
|
// create buttons
|
|
CreateDestroyMilitiaSectorButtons( );
|
|
|
|
// create mouse regions if we need to
|
|
CreateDestroyMilitiaPopUPRegions( );
|
|
|
|
if( !sSelectedMilitiaTown )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// update states of militia selected sector buttons
|
|
CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( );
|
|
|
|
// get the properties of the militia object
|
|
GetVideoObject( &hVObject, guiMilitia );
|
|
|
|
BltVideoObject( FRAME_BUFFER, hVObject, POPUP_FRAMEBORDER, MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
GetVideoObject( &hVObject, guiMilitiaMaps );
|
|
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( sSelectedMilitiaTown - 1 ), MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// set font color for labels and "total militia" counts
|
|
SetFontForeground(FONT_WHITE);
|
|
|
|
// draw name of town, and the "unassigned" label
|
|
DrawTownMilitiaName( );
|
|
|
|
// render the icons for each sector in the town
|
|
RenderIconsPerSectorForSelectedTown( );
|
|
|
|
// shade any sectors not under our control
|
|
RenderShadingForUnControlledSectors( );
|
|
|
|
// display anyone picked up
|
|
DisplayUnallocatedMilitia( );
|
|
|
|
// draw the highlight last
|
|
ShowHighLightedSectorOnMilitiaMap( );
|
|
|
|
GetVideoObject( &hVObject, guiMilitia );
|
|
pTrav = &(hVObject->pETRLEObject[ 0 ] );
|
|
|
|
InvalidateRegion( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y, MAP_MILITIA_BOX_POS_X + pTrav->usWidth, MAP_MILITIA_BOX_POS_Y + pTrav->usHeight );
|
|
|
|
// set the text for the militia map sector info buttons
|
|
SetMilitiaMapButtonsText( );
|
|
|
|
// render buttons
|
|
MarkButtonsDirty( );
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
|
|
void CreateDestroyMilitiaPopUPRegions( void )
|
|
{
|
|
static INT16 sOldTown = 0;
|
|
INT32 iCounter = 0;
|
|
|
|
// create destroy militia pop up regions for mapscreen militia pop up box
|
|
if( sSelectedMilitiaTown != 0 )
|
|
{
|
|
sOldTown = sSelectedMilitiaTown;
|
|
}
|
|
|
|
if( fShowMilitia && sSelectedMilitiaTown && !gfMilitiaPopupCreated )
|
|
{
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
MSYS_DefineRegion( &gMapScreenMilitiaBoxRegions[ iCounter ], ( INT16 ) ( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ), ( INT16 )( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( ( iCounter ) % MILITIA_BOX_ROWS ) + 1 ) * MILITIA_BOX_BOX_WIDTH ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( ( iCounter ) / MILITIA_BOX_ROWS ) + 1 ) * MILITIA_BOX_BOX_HEIGHT ), MSYS_PRIORITY_HIGHEST - 3,
|
|
MSYS_NO_CURSOR, MilitiaRegionMoveCallback, MilitiaRegionClickCallback );
|
|
|
|
MSYS_SetRegionUserData( &gMapScreenMilitiaBoxRegions[ iCounter ], 0, iCounter );
|
|
}
|
|
|
|
// create militia panel buttons
|
|
CreateMilitiaPanelBottomButton( );
|
|
|
|
gfMilitiaPopupCreated = TRUE;
|
|
}
|
|
else if( gfMilitiaPopupCreated && ( !fShowMilitia || !sSelectedMilitiaTown ) )
|
|
{
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
// remove region
|
|
MSYS_RemoveRegion( &gMapScreenMilitiaBoxRegions[ iCounter ] );
|
|
}
|
|
|
|
// handle the shutdown of the panel...there maybe people on the cursor, distribute them evenly over all the sectors
|
|
HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( sOldTown );
|
|
|
|
DeleteMilitiaPanelBottomButton( );
|
|
|
|
gfMilitiaPopupCreated = FALSE;
|
|
}
|
|
}
|
|
|
|
void RenderIconsPerSectorForSelectedTown( void )
|
|
{
|
|
INT16 sBaseSectorValue = 0;
|
|
INT16 sCurrentSectorValue = 0;
|
|
INT32 iCounter = 0;
|
|
INT32 iNumberOfGreens = 0;
|
|
INT32 iNumberOfRegulars = 0;
|
|
INT32 iNumberOfElites = 0;
|
|
INT32 iTotalNumberOfTroops = 0;
|
|
INT32 iCurrentTroopIcon = 0;
|
|
INT32 iTotalNumberOfIcons = 0;
|
|
HVOBJECT hVObject;
|
|
UINT16 usIconValue = 0;
|
|
INT16 sX, sY;
|
|
CHAR16 sString[ 32 ];
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
UINT8 ubGreen, ubRegular, ubElite, ub10xGreen, ub10xRegular, ub10xElite;
|
|
|
|
// get the sector value for the upper left corner
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
|
|
// get militia video object
|
|
GetVideoObject( &hVObject, guiMilitia );
|
|
|
|
// render icons for map
|
|
for ( iCounter = 0; iCounter < MILITIA_BOX_ROWS * MILITIA_BOX_ROWS; ++iCounter )
|
|
{
|
|
// grab current sector value
|
|
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
// skip sectors that's beyond sector P16
|
|
if( sCurrentSectorValue > SEC_P16 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sSectorX = SECTORX( sCurrentSectorValue );
|
|
sSectorY = SECTORY( sCurrentSectorValue );
|
|
|
|
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
|
|
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get number of each
|
|
iNumberOfGreens = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
|
|
iNumberOfRegulars = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
|
|
iNumberOfElites = SectorInfo[ sCurrentSectorValue ].ubNumberOfCivsAtLevel[ ELITE_MILITIA ];
|
|
|
|
// get total
|
|
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
|
|
|
|
// printf number of troops
|
|
SetFont( FONT10ARIAL );
|
|
swprintf( sString, L"%d", iTotalNumberOfTroops );
|
|
FindFontRightCoordinates( ( INT16 )( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) ), ( INT16 ) ( MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) ), MILITIA_BOX_BOX_WIDTH, 0, sString, FONT10ARIAL, &sX, &sY );
|
|
|
|
if( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR &&
|
|
!StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled )
|
|
{
|
|
if( sSectorMilitiaMapSector != iCounter )
|
|
{
|
|
mprintf( sX, ( INT16 )( sY + MILITIA_BOX_BOX_HEIGHT - 5), sString );
|
|
}
|
|
else
|
|
{
|
|
mprintf( sX - 15, ( INT16 )( sY + MILITIA_BOX_BOX_HEIGHT - 5), sString );
|
|
}
|
|
}
|
|
|
|
// get cumulative icons
|
|
ub10xElite = iNumberOfElites / 10;
|
|
ubElite = iNumberOfElites % 10 + ub10xElite;
|
|
ub10xRegular = iNumberOfRegulars / 10 + ubElite;
|
|
ubRegular = iNumberOfRegulars % 10 + ub10xRegular;
|
|
ub10xGreen = iNumberOfGreens / 10 + ubRegular;
|
|
ubGreen = iNumberOfGreens % 10 + ub10xGreen;
|
|
iTotalNumberOfIcons = ubGreen;
|
|
|
|
// now display
|
|
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
|
|
{
|
|
sX = ( iCurrentTroopIcon % POPUP_MILITIA_ICONS_PER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH ) + 3;
|
|
sY = ( iCurrentTroopIcon / POPUP_MILITIA_ICONS_PER_ROW ) * ( MEDIUM_MILITIA_ICON_SPACING ) + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT ) + 3;
|
|
|
|
if( iCurrentTroopIcon < ub10xElite )
|
|
{
|
|
usIconValue = POPUP_BLUE_10X_BOX;
|
|
}
|
|
else if( iCurrentTroopIcon < ubElite )
|
|
{
|
|
usIconValue = POPUP_BLUE_BOX;
|
|
}
|
|
// then draw regulars
|
|
else if( iCurrentTroopIcon < ub10xRegular )
|
|
{
|
|
usIconValue = POPUP_CYAN_10X_BOX;
|
|
}
|
|
else if( iCurrentTroopIcon < ubRegular )
|
|
{
|
|
usIconValue = POPUP_CYAN_BOX;
|
|
}
|
|
// last draw greens
|
|
else if( iCurrentTroopIcon < ub10xGreen )
|
|
{
|
|
usIconValue = POPUP_GREEN_10X_BOX;
|
|
}
|
|
else
|
|
{
|
|
usIconValue = POPUP_GREEN_BOX;
|
|
}
|
|
|
|
BltVideoObject( FRAME_BUFFER, hVObject, usIconValue, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
INT16 GetBaseSectorForCurrentTown( void )
|
|
{
|
|
INT16 sBaseSector = 0;
|
|
|
|
// is the current town
|
|
if( sSelectedMilitiaTown != 0 )
|
|
{
|
|
sBaseSector = sBaseSectorList[ ( INT16 )( sSelectedMilitiaTown - 1 ) ];
|
|
}
|
|
|
|
// return the current sector value
|
|
return( sBaseSector );
|
|
}
|
|
|
|
void ShowHighLightedSectorOnMilitiaMap( void )
|
|
{
|
|
// show the highlighted sector on the militia map
|
|
HVOBJECT hVObject;
|
|
INT16 sX = 0, sY = 0;
|
|
|
|
if( sSectorMilitiaMapSector != -1 )
|
|
{
|
|
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
|
|
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
|
|
|
|
// get the object
|
|
GetVideoObject( &hVObject, guiMilitiaSectorHighLight );
|
|
|
|
// blt the object
|
|
BltVideoObject( FRAME_BUFFER, hVObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
if( sSectorMilitiaMapSectorOutline != -1 )
|
|
{
|
|
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSectorOutline % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
|
|
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSectorOutline / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
|
|
|
|
// get the object
|
|
GetVideoObject( &hVObject, guiMilitiaSectorOutline );
|
|
|
|
// blt the object
|
|
BltVideoObject( FRAME_BUFFER, hVObject, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
void MilitiaRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
|
|
{
|
|
INT32 iValue = 0;
|
|
|
|
iValue = MSYS_GetRegionUserData( pRegion, 0 );
|
|
|
|
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
|
|
{
|
|
if( IsThisMilitiaTownSectorAllowable( (INT16)iValue ) )
|
|
{
|
|
if( sSectorMilitiaMapSector == (INT16)iValue )
|
|
{
|
|
sSectorMilitiaMapSector = -1;
|
|
}
|
|
else
|
|
{
|
|
sSectorMilitiaMapSector = ( INT16 )iValue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sSectorMilitiaMapSector = -1;
|
|
}
|
|
}
|
|
|
|
if( ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
|
|
{
|
|
sSectorMilitiaMapSector = -1;
|
|
}
|
|
}
|
|
|
|
|
|
void MilitiaRegionMoveCallback( MOUSE_REGION *pRegion, INT32 iReason )
|
|
{
|
|
INT32 iValue = 0;
|
|
|
|
iValue = MSYS_GetRegionUserData( pRegion, 0 );
|
|
|
|
if( ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE ) )
|
|
{
|
|
if( IsThisMilitiaTownSectorAllowable( ( INT16 )iValue ) )
|
|
{
|
|
sSectorMilitiaMapSectorOutline = ( INT16 )iValue;
|
|
}
|
|
else
|
|
{
|
|
sSectorMilitiaMapSectorOutline = -1;
|
|
}
|
|
}
|
|
else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
|
{
|
|
sSectorMilitiaMapSectorOutline = -1;
|
|
}
|
|
}
|
|
|
|
void CreateDestroyMilitiaSectorButtons( void )
|
|
{
|
|
static BOOLEAN fCreated = FALSE;
|
|
static INT16 sOldSectorValue = -1;
|
|
INT16 sX = 0, sY = 0;
|
|
INT32 iCounter = 0;
|
|
HVOBJECT hVObject;
|
|
ETRLEObject *pTrav;
|
|
|
|
if( sOldSectorValue == sSectorMilitiaMapSector && fShowMilitia && sSelectedMilitiaTown && !fCreated && sSectorMilitiaMapSector != -1 )
|
|
{
|
|
fCreated = TRUE;
|
|
|
|
// given sector..place down the 3 buttons
|
|
|
|
for( iCounter = 0; iCounter < 3; ++iCounter )
|
|
{
|
|
// set screen x and y positions
|
|
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
|
|
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
|
|
|
|
// adjust offsets
|
|
sX += MILITIA_BTN_OFFSET_X;
|
|
sY += ( iCounter * ( MILITIA_BTN_HEIGHT ) + 2 );
|
|
|
|
// set the button image
|
|
if (iResolution >= _640x480 && iResolution < _800x600)
|
|
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia.sti", -1,SMALL_NORMAL_BUTTON,-1,SMALL_PRESSED_BUTTON,-1 );
|
|
else if (iResolution < _1024x768)
|
|
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti", -1,SMALL_NORMAL_BUTTON,-1,SMALL_PRESSED_BUTTON,-1 );
|
|
else
|
|
giMapMilitiaButtonImage[ iCounter ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti", -1,SMALL_NORMAL_BUTTON,-1,SMALL_PRESSED_BUTTON,-1 );
|
|
|
|
// set the button value
|
|
giMapMilitiaButton[ iCounter ] = QuickCreateButton( giMapMilitiaButtonImage[ iCounter ], sX, sY,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)MilitiaButtonCallback);
|
|
|
|
// set button user data
|
|
MSYS_SetBtnUserData( giMapMilitiaButton[ iCounter ], 0, iCounter );
|
|
SpecifyButtonFont( giMapMilitiaButton[ iCounter ], FONT10ARIAL );
|
|
SpecifyButtonUpTextColors( giMapMilitiaButton[ iCounter ], gsMilitiaSectorButtonColors[ iCounter ], FONT_BLACK );
|
|
SpecifyButtonDownTextColors( giMapMilitiaButton[ iCounter ], gsMilitiaSectorButtonColors[ iCounter ], FONT_BLACK );
|
|
|
|
GetVideoObject( &hVObject, guiMilitia );
|
|
pTrav = &(hVObject->pETRLEObject[ 0 ] );
|
|
|
|
SetButtonFastHelpText( giMapMilitiaButton[ iCounter ], pMilitiaButtonsHelpText[ iCounter ] );
|
|
}
|
|
|
|
// mark here the militia box left click region
|
|
//MSYS_DefineRegion( &gMapScreenMilitiaRegion, ( INT16 ) ( MAP_MILITIA_BOX_POS_X ), ( INT16 )( MAP_MILITIA_BOX_POS_Y ), ( INT16 )( MAP_MILITIA_BOX_POS_X + pTrav->usWidth ), ( INT16 )( MAP_MILITIA_BOX_POS_Y + pTrav->usHeight ), MSYS_PRIORITY_HIGHEST - 2,
|
|
// MSYS_NO_CURSOR, MilitiaRegionMoveCallback, MilitiaBoxMaskBtnCallback );
|
|
|
|
CreateScreenMaskForMoveBox( );
|
|
|
|
// ste the fact that the buttons were in fact created
|
|
fMilitiaMapButtonsCreated = TRUE;
|
|
}
|
|
else if( fCreated && ( sOldSectorValue != sSectorMilitiaMapSector || !fShowMilitia || !sSelectedMilitiaTown || sSectorMilitiaMapSector == -1 ) )
|
|
{
|
|
sOldSectorValue = sSectorMilitiaMapSector;
|
|
fCreated = FALSE;
|
|
|
|
// the militia box left click region
|
|
// MSYS_RemoveRegion( &gMapScreenMilitiaRegion );
|
|
|
|
// get rid of the buttons
|
|
for( iCounter = 0 ; iCounter < 3; iCounter++ )
|
|
{
|
|
RemoveButton( giMapMilitiaButton[ iCounter ] );
|
|
UnloadButtonImage( giMapMilitiaButtonImage[ iCounter ] );
|
|
}
|
|
|
|
if( !fShowMilitia || !sSelectedMilitiaTown )
|
|
{
|
|
sSectorMilitiaMapSector = -1;
|
|
sSelectedMilitiaTown = 0;
|
|
}
|
|
|
|
RemoveScreenMaskForMoveBox( );
|
|
|
|
// set the fact that the buttons were destroyed
|
|
fMilitiaMapButtonsCreated = FALSE;
|
|
}
|
|
|
|
sOldSectorValue = sSectorMilitiaMapSector;
|
|
}
|
|
|
|
|
|
|
|
void SetMilitiaMapButtonsText( void )
|
|
{
|
|
// now set the militia map button text
|
|
CHAR16 sString[ 64 ];
|
|
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
|
|
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
|
|
|
|
if( !fMilitiaMapButtonsCreated )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// grab the appropriate global sector value in the world
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
// Flugente: we can only redistribute those militia that are not in any group
|
|
iNumberOfGreens = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), GREEN_MILITIA );
|
|
iNumberOfRegulars = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), REGULAR_MILITIA );
|
|
iNumberOfElites = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), ELITE_MILITIA );
|
|
|
|
// the greens in this sector
|
|
swprintf( sString, L"%d", iNumberOfGreens );
|
|
SpecifyButtonText( giMapMilitiaButton[ 0 ], sString );
|
|
|
|
// the regulars in this sector
|
|
swprintf( sString, L"%d", iNumberOfRegulars );
|
|
SpecifyButtonText( giMapMilitiaButton[ 1 ], sString );
|
|
|
|
// the number of elites in this sector
|
|
swprintf( sString, L"%d", iNumberOfElites );
|
|
SpecifyButtonText( giMapMilitiaButton[ 2 ], sString );
|
|
}
|
|
|
|
|
|
void MilitiaButtonCallback(GUI_BUTTON *btn,INT32 reason)
|
|
{
|
|
INT16 sGlobalMapSector = 0;
|
|
INT16 sBaseSectorValue = 0;
|
|
INT32 iValue = 0;
|
|
|
|
// is the button enabled
|
|
if (!(btn->uiFlags & BUTTON_ENABLED))
|
|
return;
|
|
|
|
// get the value
|
|
iValue = MSYS_GetBtnUserData( btn, 0 );
|
|
|
|
// get the sector value for the upper left corner
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
{
|
|
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
|
{
|
|
if(btn->uiFlags & BUTTON_CLICKED_ON)
|
|
{
|
|
btn->uiFlags&=~(BUTTON_CLICKED_ON);
|
|
DropAPersonInASector( (UINT8)(iValue), (INT16)(SECTORX( sGlobalMapSector )), (INT16)(SECTORY( sGlobalMapSector )) );
|
|
}
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
|
|
{
|
|
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
|
|
{
|
|
if(btn->uiFlags & BUTTON_CLICKED_ON)
|
|
{
|
|
btn->uiFlags&=~(BUTTON_CLICKED_ON);
|
|
PickUpATownPersonFromSector( (UINT8)(iValue), (INT16)(SECTORX( sGlobalMapSector )), (INT16)(SECTORY( sGlobalMapSector )) );
|
|
}
|
|
}
|
|
}
|
|
|
|
void DisplayUnallocatedMilitia( void )
|
|
{
|
|
// show the number on the cursor
|
|
INT32 iTotalNumberOfIcons = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0, iCurrentTroopIcon = 0;
|
|
INT32 iCurrentIcon = 0;
|
|
INT16 sX = 0, sY = 0;
|
|
HVOBJECT hVObject;
|
|
UINT8 ubGreen, ubRegular, ubElite, ub10xGreen, ub10xRegular, ub10xElite;
|
|
UINT8 ubRow = 0;
|
|
|
|
// get militia video object
|
|
GetVideoObject( &hVObject, guiMilitia );
|
|
|
|
// get number of each
|
|
iNumberOfGreens = sGreensOnCursor;
|
|
iNumberOfRegulars = sRegularsOnCursor;
|
|
iNumberOfElites = sElitesOnCursor;
|
|
|
|
// get number of green icons
|
|
ub10xGreen = iNumberOfGreens / 10;
|
|
ubGreen = iNumberOfGreens % 10;
|
|
iTotalNumberOfIcons = ub10xGreen + ubGreen;
|
|
|
|
// now display green icons
|
|
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
|
|
{
|
|
// get screen x and y coords
|
|
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
|
|
sY = ( iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
|
|
|
|
if( iCurrentTroopIcon < ub10xGreen )
|
|
{
|
|
iCurrentIcon = POPUP_GREEN_10X_BOX;
|
|
}
|
|
else
|
|
{
|
|
iCurrentIcon = POPUP_GREEN_BOX;
|
|
}
|
|
|
|
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
// offset row for regulars
|
|
ubRow += iTotalNumberOfIcons / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW + 1;
|
|
|
|
// get number of cyan icons
|
|
ub10xRegular = iNumberOfRegulars / 10;
|
|
ubRegular = iNumberOfRegulars % 10;
|
|
iTotalNumberOfIcons = ub10xRegular + ubRegular;
|
|
|
|
// now display cyan icons
|
|
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
|
|
{
|
|
// get screen x and y coords
|
|
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
|
|
sY = ( ubRow + iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
|
|
|
|
if( iCurrentTroopIcon < ub10xRegular )
|
|
{
|
|
iCurrentIcon = POPUP_CYAN_10X_BOX;
|
|
}
|
|
else
|
|
{
|
|
iCurrentIcon = POPUP_CYAN_BOX;
|
|
}
|
|
|
|
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
// offset row for elites
|
|
ubRow += iTotalNumberOfIcons / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW + 1;
|
|
|
|
// get number of blue icons
|
|
ub10xElite = iNumberOfElites / 10;
|
|
ubElite = iNumberOfElites % 10;
|
|
iTotalNumberOfIcons = ub10xElite + ubElite;
|
|
|
|
// now display blue icons
|
|
for( iCurrentTroopIcon = 0; iCurrentTroopIcon < iTotalNumberOfIcons; ++iCurrentTroopIcon )
|
|
{
|
|
// get screen x and y coords
|
|
sX = ( iCurrentTroopIcon % NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + 1;
|
|
sY = ( ubRow + iCurrentTroopIcon / NUMBER_OF_MILITIA_ICONS_PER_LOWER_ROW ) * MEDIUM_MILITIA_ICON_SPACING + MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_LOWER_ROW_Y;
|
|
|
|
if( iCurrentTroopIcon < ub10xElite )
|
|
{
|
|
iCurrentIcon = POPUP_BLUE_10X_BOX;
|
|
}
|
|
else
|
|
{
|
|
iCurrentIcon = POPUP_BLUE_BOX;
|
|
}
|
|
|
|
BltVideoObject( FRAME_BUFFER, hVObject, ( UINT16 )( iCurrentIcon ), sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
}
|
|
|
|
BOOLEAN IsThisMilitiaTownSectorAllowable( INT16 sSectorIndexValue )
|
|
{
|
|
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
|
|
INT16 sSectorX, sSectorY;
|
|
|
|
// is this sector allowed to be clicked on?
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
sGlobalMapSector = sBaseSectorValue + ( ( sSectorIndexValue % MILITIA_BOX_ROWS ) + ( sSectorIndexValue / MILITIA_BOX_ROWS ) * 16 );
|
|
|
|
// skip sectors that's beyond sector P16
|
|
if( sGlobalMapSector > SEC_P16 )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
sSectorX = SECTORX( sGlobalMapSector );
|
|
sSectorY = SECTORY( sGlobalMapSector );
|
|
|
|
// is this in fact part of a town?
|
|
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == BLANK_SECTOR )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( !SectorOursAndPeaceful( sSectorX, sSectorY, 0 ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// valid
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void DrawTownMilitiaName( void )
|
|
{
|
|
CHAR16 sString[ 64 ];
|
|
INT16 sX, sY;
|
|
|
|
// get the name for the current militia town
|
|
swprintf( sString, L"%s %s", pTownNames[ sSelectedMilitiaTown ], pMilitiaString[ 0 ] );
|
|
FindFontCenterCoordinates( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_TEXT_OFFSET_Y, MILITIA_BOX_WIDTH, MILITIA_BOX_TEXT_TITLE_HEIGHT, sString, FONT10ARIAL, &sX, &sY );
|
|
mprintf( sX, sY, sString );
|
|
|
|
// might as well show the unassigned string
|
|
swprintf( sString, L"%s", pMilitiaString[ 1 ] );
|
|
FindFontCenterCoordinates( MAP_MILITIA_BOX_POS_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y, MILITIA_BOX_WIDTH, GetFontHeight( FONT10ARIAL ), sString, FONT10ARIAL, &sX, &sY );
|
|
mprintf( sX, sY, sString );
|
|
|
|
// show the amount of unassigned militia
|
|
swprintf( sString, L"(%d/%d/%d/%d)", sGreensOnCursor, sRegularsOnCursor, sElitesOnCursor, sGreensOnCursor + sRegularsOnCursor + sElitesOnCursor );
|
|
mprintf( MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X, MAP_MILITIA_BOX_POS_Y + MILITIA_BOX_UNASSIGNED_TEXT_OFFSET_Y, sString );
|
|
}
|
|
|
|
|
|
void HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( INT16 sTownValue )
|
|
{
|
|
INT32 iCounter = 0, iCounterB = 0, iNumberUnderControl = 0, iNumberThatCanFitInSector= 0, iCount = 0;
|
|
BOOLEAN fLastOne = FALSE;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen3");
|
|
|
|
// check if anyone still on the cursor
|
|
if( !sGreensOnCursor && !sRegularsOnCursor && !sElitesOnCursor )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// yep someone left
|
|
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sTownValue );
|
|
|
|
// find number of sectors under player's control
|
|
while( pTownNamesList[ iCounter ] != 0 )
|
|
{
|
|
if( pTownNamesList[ iCounter] == sTownValue )
|
|
{
|
|
INT16 sX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[iCounter] );
|
|
INT16 sY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[iCounter] );
|
|
|
|
if ( SectorOursAndPeaceful( sX, sY, 0 ) )
|
|
{
|
|
iCount = 0;
|
|
iNumberThatCanFitInSector = gGameExternalOptions.iMaxMilitiaPerSector - NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM );
|
|
|
|
while( ( iCount < iNumberThatCanFitInSector ) && ( sGreensOnCursor || sRegularsOnCursor || sElitesOnCursor ) )
|
|
{
|
|
// green
|
|
if( ( iCount < iNumberThatCanFitInSector ) && sGreensOnCursor )
|
|
{
|
|
StrategicAddMilitiaToSector( sX, sY, GREEN_MILITIA, 1 );
|
|
++iCount;
|
|
--sGreensOnCursor;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( SECTOR( sX, sY ), GREEN_MILITIA, 1 );
|
|
}
|
|
|
|
// regular
|
|
if( ( iCount < iNumberThatCanFitInSector ) && sRegularsOnCursor )
|
|
{
|
|
StrategicAddMilitiaToSector( sX, sY, REGULAR_MILITIA, 1 );
|
|
++iCount;
|
|
--sRegularsOnCursor;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( SECTOR( sX, sY ), REGULAR_MILITIA, 1 );
|
|
}
|
|
|
|
// elite
|
|
if( ( iCount < iNumberThatCanFitInSector ) && sElitesOnCursor )
|
|
{
|
|
StrategicAddMilitiaToSector( sX, sY, ELITE_MILITIA, 1 );
|
|
++iCount;
|
|
--sElitesOnCursor;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( SECTOR( sX, sY ), ELITE_MILITIA, 1 );
|
|
}
|
|
}
|
|
}
|
|
|
|
fLastOne = TRUE;
|
|
|
|
iCounterB = iCounter + 1;
|
|
|
|
while( pTownNamesList[ iCounterB ] != 0 )
|
|
{
|
|
if( pTownNamesList[ iCounterB ] == sTownValue )
|
|
{
|
|
fLastOne = FALSE;
|
|
}
|
|
|
|
++iCounterB;
|
|
}
|
|
|
|
if( fLastOne )
|
|
{
|
|
StrategicAddMilitiaToSector( sX, sY, GREEN_MILITIA, (UINT8)(sGreensOnCursor % iNumberUnderControl) );
|
|
StrategicAddMilitiaToSector( sX, sY, REGULAR_MILITIA, (UINT8)(sRegularsOnCursor % iNumberUnderControl) );
|
|
StrategicAddMilitiaToSector( sX, sY, ELITE_MILITIA, (UINT8)(sElitesOnCursor % iNumberUnderControl) );
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( SECTOR( sX, sY ), GREEN_MILITIA, (UINT8)(sGreensOnCursor % iNumberUnderControl) );
|
|
DropIndividualMilitia( SECTOR( sX, sY ), REGULAR_MILITIA, (UINT8)(sRegularsOnCursor % iNumberUnderControl) );
|
|
DropIndividualMilitia( SECTOR( sX, sY ), ELITE_MILITIA, (UINT8)(sElitesOnCursor % iNumberUnderControl) );
|
|
}
|
|
}
|
|
|
|
++iCounter;
|
|
}
|
|
|
|
// zero out numbers on the cursor
|
|
sGreensOnCursor = 0;
|
|
sRegularsOnCursor = 0;
|
|
sElitesOnCursor = 0;
|
|
}
|
|
|
|
void HandleRemovalOfAllTroopsAmongstSectors( void )
|
|
{
|
|
// even out troops among the town
|
|
INT32 iCounter = 0, iNumberUnderControl = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
|
|
INT32 iNumberLeftOverGreen = 0, iNumberLeftOverRegular = 0, iNumberLeftOverElite = 0;
|
|
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
|
|
// how many sectors in the selected town do we control?
|
|
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown );
|
|
|
|
// if none, there's nothing to be done!
|
|
if( !iNumberUnderControl )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// get the sector value for the upper left corner
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
|
|
// render icons for map
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
// grab current sector value
|
|
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
sSectorX = SECTORX( sCurrentSectorValue );
|
|
sSectorY = SECTORY( sCurrentSectorValue );
|
|
|
|
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
|
|
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
|
|
{
|
|
// Flugente: we now use these handy functions, as this will make altering militia distribution behaviour much easier
|
|
// get number of each
|
|
UINT8 green = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, GREEN_MILITIA );
|
|
UINT8 regular = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
UINT8 elite = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, ELITE_MILITIA );
|
|
|
|
iNumberOfGreens += green;
|
|
iNumberOfRegulars += regular;
|
|
iNumberOfElites += elite;
|
|
|
|
//zero out all numbers in sectors
|
|
StrategicRemoveAllStaticMilitiaFromSector( sSectorX, sSectorY, GREEN_MILITIA );
|
|
StrategicRemoveAllStaticMilitiaFromSector( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
StrategicRemoveAllStaticMilitiaFromSector( sSectorX, sSectorY, ELITE_MILITIA );
|
|
|
|
// Flugente: indivdual militia
|
|
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), GREEN_MILITIA, green );
|
|
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), REGULAR_MILITIA, regular );
|
|
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), ELITE_MILITIA, elite );
|
|
}
|
|
}
|
|
|
|
// now add to those on the cursor
|
|
sGreensOnCursor += iNumberOfGreens;
|
|
sRegularsOnCursor += iNumberOfRegulars;
|
|
sElitesOnCursor += iNumberOfElites;
|
|
|
|
if( ( sGreensOnCursor > 0 ) || ( sRegularsOnCursor > 0 ) || ( sElitesOnCursor > 0 ) )
|
|
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 2 ] );
|
|
}
|
|
|
|
// Flugente: evening out distributes all militia evenly across town sectors. Note that militia in groups are not affected - they are in a sector, but do not get redistributed
|
|
void HandleEveningOutOfTroopsAmongstSectors( void )
|
|
{
|
|
INT32 iMaxMilitiaPerSector = gGameExternalOptions.iMaxMilitiaPerSector;
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Map Screen4");
|
|
// even out troops among the town
|
|
INT32 iCounter = 0, iNumberUnderControl = 0, iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0, iTotalNumberOfTroops = 0;
|
|
INT32 iNumberLeftOverGreen = 0, iNumberLeftOverRegular = 0, iNumberLeftOverElite = 0;
|
|
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
INT16 sTotalSoFar = 0;
|
|
UINT8 usSector = 0;
|
|
|
|
// how many sectors in the selected town do we control?
|
|
iNumberUnderControl = GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown );
|
|
|
|
// if none, there's nothing to be done!
|
|
if( !iNumberUnderControl )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// get the sector value for the upper left corner
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
|
|
// render icons for map
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
// grab current sector value
|
|
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
// skip sectors that's beyond sector P16
|
|
if( sCurrentSectorValue > SEC_P16 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sSectorX = SECTORX( sCurrentSectorValue );
|
|
sSectorY = SECTORY( sCurrentSectorValue );
|
|
|
|
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
|
|
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
|
|
{
|
|
// get number of each
|
|
UINT8 green = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, GREEN_MILITIA );
|
|
UINT8 regular = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
UINT8 elite = MilitiaInSectorOfRankStationary( sSectorX, sSectorY, ELITE_MILITIA );
|
|
|
|
iNumberOfGreens += green;
|
|
iNumberOfRegulars += regular;
|
|
iNumberOfElites += elite;
|
|
|
|
// Flugente: indivdual militia
|
|
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), GREEN_MILITIA, green );
|
|
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), REGULAR_MILITIA, regular );
|
|
PickIndividualMilitia( SECTOR( sSectorX, sSectorY ), ELITE_MILITIA, elite );
|
|
}
|
|
}
|
|
|
|
// now grab those on the cursor
|
|
iNumberOfGreens += sGreensOnCursor;
|
|
iNumberOfRegulars += sRegularsOnCursor;
|
|
iNumberOfElites += sElitesOnCursor;
|
|
|
|
// now get the left overs
|
|
iNumberLeftOverGreen = iNumberOfGreens % iNumberUnderControl;
|
|
iNumberLeftOverRegular = iNumberOfRegulars % iNumberUnderControl;
|
|
iNumberLeftOverElite = iNumberOfElites % iNumberUnderControl;
|
|
|
|
// get total
|
|
iTotalNumberOfTroops = iNumberOfGreens + iNumberOfRegulars + iNumberOfElites;
|
|
|
|
if( !iTotalNumberOfTroops )
|
|
{
|
|
return;
|
|
}
|
|
|
|
iCounter = 0;
|
|
|
|
while( pTownNamesList[ iCounter ] != 0 )
|
|
{
|
|
if( pTownNamesList[ iCounter] == sSelectedMilitiaTown )
|
|
{
|
|
sSectorX = GET_X_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
|
|
sSectorY = GET_Y_FROM_STRATEGIC_INDEX( pTownLocationsList[ iCounter ] );
|
|
|
|
if( !StrategicMap[ pTownLocationsList[ iCounter ] ].fEnemyControlled && !NumHostilesInSector( sSectorX, sSectorY, 0 ) )
|
|
{
|
|
usSector = SECTOR( sSectorX, sSectorY );
|
|
|
|
// distribute here
|
|
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ] = ( UINT8 )( iNumberOfGreens / iNumberUnderControl );
|
|
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ] = ( UINT8 )( iNumberOfRegulars / iNumberUnderControl );
|
|
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ] = ( UINT8 )( iNumberOfElites / iNumberUnderControl );
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( usSector, GREEN_MILITIA, (UINT8)(iNumberOfGreens / iNumberUnderControl) );
|
|
DropIndividualMilitia( usSector, REGULAR_MILITIA, (UINT8)(iNumberOfRegulars / iNumberUnderControl) );
|
|
DropIndividualMilitia( usSector, ELITE_MILITIA, (UINT8)(iNumberOfElites / iNumberUnderControl) );
|
|
|
|
// Flugente: as we do not move the group militia, we have to make sure we don't accidentally overfill a sector
|
|
sTotalSoFar = NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM );
|
|
|
|
// add leftovers that weren't included in the div operation
|
|
if( ( iNumberLeftOverGreen ) && ( sTotalSoFar < iMaxMilitiaPerSector ) )
|
|
{
|
|
SectorInfo[usSector].ubNumberOfCivsAtLevel[ GREEN_MILITIA ]++;
|
|
++sTotalSoFar;
|
|
--iNumberLeftOverGreen;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( usSector, GREEN_MILITIA, 1 );
|
|
}
|
|
|
|
if( ( iNumberLeftOverRegular )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
|
|
{
|
|
SectorInfo[usSector].ubNumberOfCivsAtLevel[ REGULAR_MILITIA ]++;
|
|
++sTotalSoFar;
|
|
--iNumberLeftOverRegular;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( usSector, REGULAR_MILITIA, 1 );
|
|
}
|
|
|
|
if( ( iNumberLeftOverElite )&&( sTotalSoFar < iMaxMilitiaPerSector ) )
|
|
{
|
|
SectorInfo[usSector].ubNumberOfCivsAtLevel[ ELITE_MILITIA ]++;
|
|
++sTotalSoFar;
|
|
--iNumberLeftOverElite;
|
|
|
|
// Flugente: indivdual militia
|
|
DropIndividualMilitia( usSector, ELITE_MILITIA, 1 );
|
|
}
|
|
|
|
// if this sector is currently loaded
|
|
if( (gWorldSectorX != 0) &&
|
|
(gWorldSectorY != 0) &&
|
|
( usSector == SECTOR( gWorldSectorX, gWorldSectorY )) )
|
|
{
|
|
gfStrategicMilitiaChangesMade = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
++iCounter;
|
|
}
|
|
|
|
|
|
// zero out numbers on the cursor
|
|
sGreensOnCursor = 0;
|
|
sRegularsOnCursor = 0;
|
|
sElitesOnCursor = 0;
|
|
|
|
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
|
|
}
|
|
|
|
void CreateMilitiaPanelBottomButton( void )
|
|
{
|
|
// set the button image
|
|
if (iResolution >= _640x480 && iResolution < _800x600)
|
|
{
|
|
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
giMapMilitiaButtonImage[ 5 ]= LoadButtonImage( "INTERFACE\\militia.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
}
|
|
else if (iResolution < _1024x768)
|
|
{
|
|
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
giMapMilitiaButtonImage[ 5 ]= LoadButtonImage( "INTERFACE\\militia_800x600.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
}
|
|
else
|
|
{
|
|
giMapMilitiaButtonImage[ 3 ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
giMapMilitiaButtonImage[ 4 ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
giMapMilitiaButtonImage[ 5 ]= LoadButtonImage( "INTERFACE\\militia_1024x768.sti" ,-1,BIG_NORMAL_BUTTON,-1,BIG_PRESSED_BUTTON,-1 );
|
|
}
|
|
|
|
giMapMilitiaButton[ 3 ] = QuickCreateButton( giMapMilitiaButtonImage[ 3 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_AUTO_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaAutoButtonCallback );
|
|
|
|
giMapMilitiaButton[ 4 ] = QuickCreateButton( giMapMilitiaButtonImage[ 4 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_DONE_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaDoneButtonCallback );
|
|
|
|
giMapMilitiaButton[ 5 ] = QuickCreateButton( giMapMilitiaButtonImage[ 3 ], MAP_MILITIA_BOX_POS_X + MAP_MILITIA_BOX_REMOVE_BOX_X, MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_BOX_AUTO_BOX_Y,
|
|
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK) MilitiaRemoveButtonCallback );
|
|
|
|
|
|
SpecifyButtonFont( giMapMilitiaButton[ 3 ], FONT10ARIAL );
|
|
SpecifyButtonUpTextColors( giMapMilitiaButton[ 3 ], FONT_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( giMapMilitiaButton[ 3 ], FONT_BLACK, FONT_BLACK );
|
|
|
|
SpecifyButtonFont( giMapMilitiaButton[ 4 ], FONT10ARIAL );
|
|
SpecifyButtonUpTextColors( giMapMilitiaButton[ 4 ], FONT_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( giMapMilitiaButton[ 4 ], FONT_BLACK, FONT_BLACK );
|
|
|
|
SpecifyButtonFont( giMapMilitiaButton[ 5 ], FONT10ARIAL );
|
|
SpecifyButtonUpTextColors( giMapMilitiaButton[ 5 ], FONT_BLACK, FONT_BLACK );
|
|
SpecifyButtonDownTextColors( giMapMilitiaButton[ 5 ], FONT_BLACK, FONT_BLACK );
|
|
|
|
SpecifyButtonText( giMapMilitiaButton[ 3 ], pMilitiaButtonString[ 0 ] );
|
|
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
|
|
SpecifyButtonText( giMapMilitiaButton[ 5 ], pMilitiaButtonString[ 3 ] );
|
|
|
|
// AUTO button help
|
|
SetButtonFastHelpText( giMapMilitiaButton[ 3 ], pMilitiaButtonsHelpText[ 3 ] );
|
|
|
|
|
|
// if auto-distribution is not possible
|
|
if ( !CanMilitiaAutoDistribute( ) )
|
|
{
|
|
// disable the AUTO button
|
|
DisableButton( giMapMilitiaButton[ 3 ] );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void DeleteMilitiaPanelBottomButton( void )
|
|
{
|
|
|
|
// delete militia panel bottom
|
|
RemoveButton( giMapMilitiaButton[ 3 ] );
|
|
RemoveButton( giMapMilitiaButton[ 4 ] );
|
|
RemoveButton( giMapMilitiaButton[ 5 ] );
|
|
|
|
UnloadButtonImage( giMapMilitiaButtonImage[ 3 ] );
|
|
UnloadButtonImage( giMapMilitiaButtonImage[ 4 ] );
|
|
UnloadButtonImage( giMapMilitiaButtonImage[ 5 ] );
|
|
|
|
if( sSelectedMilitiaTown != 0 )
|
|
{
|
|
HandleShutDownOfMilitiaPanelIfPeopleOnTheCursor( sSelectedMilitiaTown );
|
|
}
|
|
|
|
// redraw the map
|
|
fMapPanelDirty = TRUE;
|
|
|
|
}
|
|
|
|
|
|
void MilitiaAutoButtonCallback(GUI_BUTTON *btn,INT32 reason)
|
|
{
|
|
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
{
|
|
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
|
{
|
|
if( btn->uiFlags & BUTTON_CLICKED_ON )
|
|
{
|
|
btn->uiFlags &= ~( BUTTON_CLICKED_ON );
|
|
|
|
// distribute troops over all the sectors under control
|
|
HandleEveningOutOfTroopsAmongstSectors( );
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void MilitiaDoneButtonCallback(GUI_BUTTON *btn,INT32 reason)
|
|
{
|
|
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
{
|
|
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
|
{
|
|
if( btn->uiFlags & BUTTON_CLICKED_ON )
|
|
{
|
|
btn->uiFlags &= ~( BUTTON_CLICKED_ON );
|
|
|
|
// HEADROCK HAM 3.6: Clicking the done button while militia are on the cursor causes a pop-up
|
|
// for authorizing DISBANDING those militia.
|
|
if (sGreensOnCursor || sRegularsOnCursor || sElitesOnCursor)
|
|
{
|
|
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMilitiaString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, MilitiaDisbandYesNoBoxCallback );
|
|
}
|
|
else
|
|
{
|
|
// reset fact we are in the box
|
|
sSelectedMilitiaTown = 0;
|
|
fMapPanelDirty = TRUE;
|
|
// Go ahead and reset the militia in the selected sector (even if we didn't change it here)
|
|
if (gfStrategicMilitiaChangesMade)
|
|
{
|
|
ResetMilitia();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void MilitiaRemoveButtonCallback(GUI_BUTTON *btn,INT32 reason)
|
|
{
|
|
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
{
|
|
btn->uiFlags|=(BUTTON_CLICKED_ON);
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
|
{
|
|
if( btn->uiFlags & BUTTON_CLICKED_ON )
|
|
{
|
|
btn->uiFlags &= ~( BUTTON_CLICKED_ON );
|
|
|
|
// remove all troops to pool
|
|
HandleRemovalOfAllTroopsAmongstSectors( );
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void RenderShadingForUnControlledSectors( void )
|
|
{
|
|
// now render shading over any uncontrolled sectors
|
|
// get the sector value for the upper left corner
|
|
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0, sSectorX = 0, sSectorY = 0, sX = 0, sY = 0;
|
|
INT32 iCounter = 0;
|
|
|
|
// get the base sector value
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
|
|
// render icons for map
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
// grab current sector value
|
|
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
// skip sectors that's beyond sector P16
|
|
if( sCurrentSectorValue > SEC_P16 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sSectorX = SECTORX( sCurrentSectorValue );
|
|
sSectorY = SECTORY( sCurrentSectorValue );
|
|
|
|
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites), already shaded in sti image
|
|
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].bNameId != BLANK_SECTOR ) &&
|
|
( ( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( sCurrentSectorValue ) ].fEnemyControlled ) ||
|
|
( NumHostilesInSector( sSectorX, sSectorY, 0 ) ) ) )
|
|
{
|
|
// shade this sector, not under our control
|
|
sX = MAP_MILITIA_BOX_POS_X + MAP_MILITIA_MAP_X + ( ( iCounter % MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_WIDTH );
|
|
sY = MAP_MILITIA_BOX_POS_Y + MAP_MILITIA_MAP_Y + ( ( iCounter / MILITIA_BOX_ROWS ) * MILITIA_BOX_BOX_HEIGHT );
|
|
|
|
ShadowVideoSurfaceRect( FRAME_BUFFER , sX, sY, sX + MILITIA_BOX_BOX_WIDTH - 1, sY + MILITIA_BOX_BOX_HEIGHT - 1 );
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void DrawTownMilitiaForcesOnMap( void )
|
|
{
|
|
INT32 iCounterB = 0, iTotalNumberOfTroops = 0;
|
|
UINT16 usIconValue = 0;
|
|
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
|
|
HVOBJECT hVObject;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
UINT8 ubGreen, ubRegular, ubElite, ub10xGreen, ub10xRegular, ub10xElite;
|
|
UINT8 i, ubIconPosition;
|
|
|
|
// get militia video object
|
|
GetVideoObject( &hVObject, guiMilitia );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
// now handle militia for all sectors
|
|
for( sSectorX = MINIMUM_VALID_X_COORDINATE; sSectorX <= MAXIMUM_VALID_X_COORDINATE ; ++sSectorX )
|
|
{
|
|
for( sSectorY = MINIMUM_VALID_Y_COORDINATE; sSectorY <= MAXIMUM_VALID_Y_COORDINATE ; ++sSectorY )
|
|
{
|
|
ubIconPosition = 0;
|
|
|
|
// get number of each
|
|
iNumberOfGreens = MilitiaInSectorOfRank( sSectorX, sSectorY, GREEN_MILITIA );
|
|
iNumberOfRegulars = MilitiaInSectorOfRank( sSectorX, sSectorY, REGULAR_MILITIA );
|
|
iNumberOfElites = MilitiaInSectorOfRank( sSectorX, sSectorY, ELITE_MILITIA );
|
|
|
|
// get number of icons of each
|
|
ub10xGreen = iNumberOfGreens / 10;
|
|
ubGreen = iNumberOfGreens % 10;
|
|
ub10xRegular = iNumberOfRegulars / 10;
|
|
ubRegular = iNumberOfRegulars % 10;
|
|
ub10xElite = iNumberOfElites / 10;
|
|
ubElite = iNumberOfElites % 10;
|
|
|
|
// first draw elites as they are more important
|
|
for ( i = 0; i < ub10xElite; ++i )
|
|
{
|
|
DrawMapBoxIcon( hVObject, SMALL_BLUE_10X_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
for ( i = 0; i < ubElite; ++i )
|
|
{
|
|
DrawMapBoxIcon( hVObject, SMALL_BLUE_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
// then draw regulars
|
|
for ( i = 0; i < ub10xRegular; ++i )
|
|
{
|
|
DrawMapBoxIcon( hVObject, SMALL_CYAN_10X_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
for ( i = 0; i < ubRegular; ++i )
|
|
{
|
|
DrawMapBoxIcon( hVObject, SMALL_CYAN_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
// last draw greens
|
|
for ( i = 0; i < ub10xGreen; ++i )
|
|
{
|
|
DrawMapBoxIcon( hVObject, SMALL_GREEN_10X_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
|
|
for ( i = 0; i < ubGreen; ++i )
|
|
{
|
|
DrawMapBoxIcon( hVObject, SMALL_GREEN_BOX, sSectorX, sSectorY, ubIconPosition );
|
|
++ubIconPosition;
|
|
}
|
|
}
|
|
}
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
|
|
|
|
void CheckAndUpdateStatesOfSelectedMilitiaSectorButtons( void )
|
|
{
|
|
// now set the militia map button text
|
|
INT32 iNumberOfGreens = 0, iNumberOfRegulars = 0, iNumberOfElites = 0;
|
|
INT16 sBaseSectorValue = 0, sGlobalMapSector = 0;
|
|
|
|
if( !fMilitiaMapButtonsCreated )
|
|
{
|
|
EnableButton( giMapMilitiaButton[ 4 ] );
|
|
return;
|
|
}
|
|
|
|
// grab the appropriate global sector value in the world
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
sGlobalMapSector = sBaseSectorValue + ( ( sSectorMilitiaMapSector % MILITIA_BOX_ROWS ) + ( sSectorMilitiaMapSector / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
iNumberOfGreens = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), GREEN_MILITIA ) + sGreensOnCursor;
|
|
iNumberOfRegulars = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), REGULAR_MILITIA ) + sRegularsOnCursor;
|
|
iNumberOfElites = MilitiaInSectorOfRankStationary( SECTORX( sGlobalMapSector ), SECTORY( sGlobalMapSector ), ELITE_MILITIA ) + sElitesOnCursor;
|
|
|
|
// HEADROCK HAM 3.6: This button is no longer disabled when there are unassigned militia. In fact,
|
|
// clicking the button when militia are unassigned will prompt the player to authorize disbanding them.
|
|
if( ( sGreensOnCursor > 0 ) || ( sRegularsOnCursor > 0 ) || ( sElitesOnCursor > 0 ) )
|
|
{
|
|
// DisableButton( giMapMilitiaButton[ 4 ] ); // DONE
|
|
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 2 ] );
|
|
}
|
|
else
|
|
{
|
|
// EnableButton( giMapMilitiaButton[ 4 ] ); // DONE
|
|
SpecifyButtonText( giMapMilitiaButton[ 4 ], pMilitiaButtonString[ 1 ] );
|
|
}
|
|
|
|
// greens button
|
|
if( !iNumberOfGreens )
|
|
{
|
|
DisableButton( giMapMilitiaButton[ 0 ] );
|
|
}
|
|
else
|
|
{
|
|
EnableButton( giMapMilitiaButton[ 1 ] );
|
|
}
|
|
|
|
// regulars button
|
|
if( !iNumberOfRegulars )
|
|
{
|
|
DisableButton( giMapMilitiaButton[ 1 ] );
|
|
}
|
|
else
|
|
{
|
|
EnableButton( giMapMilitiaButton[ 1 ] );
|
|
}
|
|
|
|
// elites button
|
|
if( !iNumberOfElites )
|
|
{
|
|
DisableButton( giMapMilitiaButton[ 2 ] );
|
|
}
|
|
else
|
|
{
|
|
EnableButton( giMapMilitiaButton[ 2 ] );
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN ShadeUndergroundMapElem( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
INT16 sScreenX, sScreenY;
|
|
|
|
GetScreenXYFromMapXY( sSectorX, sSectorY, &sScreenX, &sScreenY );
|
|
|
|
sScreenX += 1;
|
|
|
|
ShadowVideoSurfaceRect( guiSAVEBUFFER, sScreenX, sScreenY, sScreenX + UI_MAP.GridSize.iX - 2, sScreenY + UI_MAP.GridSize.iY - 2 );
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
void ShadeSubLevelsNotVisited( void )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pNode = gpUndergroundSectorInfoHead;
|
|
|
|
|
|
// obtain the 16-bit version of the same color used in the mine STIs
|
|
gusUndergroundNearBlack = Get16BPPColor( FROMRGB( 2, 2, 0 ) );
|
|
|
|
// run through all (real & possible) underground sectors
|
|
while( pNode )
|
|
{
|
|
// if the sector is on the currently displayed sublevel, and has never been visited
|
|
if( pNode->ubSectorZ == (UINT8)iCurrentMapSectorZ && !pNode->fVisited )
|
|
{
|
|
// remove that portion of the "mine" graphics from view
|
|
HideExistenceOfUndergroundMapSector( pNode->ubSectorX, pNode->ubSectorY );
|
|
}
|
|
|
|
pNode = pNode->next;
|
|
}
|
|
}
|
|
|
|
|
|
void HandleLowerLevelMapBlit( void )
|
|
{
|
|
UINT8 offsetX = 0;
|
|
UINT8 offsetY = 0;
|
|
|
|
HVOBJECT hHandle;
|
|
|
|
// blits the sub level maps
|
|
switch( iCurrentMapSectorZ )
|
|
{
|
|
case( 1 ):
|
|
GetVideoObject( &hHandle, guiSubLevel1 );
|
|
break;
|
|
case( 2 ):
|
|
GetVideoObject( &hHandle, guiSubLevel2 );
|
|
break;
|
|
case( 3 ):
|
|
GetVideoObject( &hHandle, guiSubLevel3 );
|
|
break;
|
|
default:
|
|
AssertMsg( 0, "Invalid underground sector level");
|
|
return;
|
|
}
|
|
|
|
UINT8 xVal = 21;
|
|
UINT8 yVal = 17;
|
|
UINT8 imageIndex = 0;
|
|
if (iResolution >= _640x480 && iResolution < _800x600)
|
|
{
|
|
offsetX = xVal;
|
|
offsetY = yVal;
|
|
imageIndex = 0;
|
|
}
|
|
else if (isWidescreenUI())
|
|
{
|
|
offsetX = xVal + 21;
|
|
offsetY = yVal + 17;
|
|
imageIndex = 2;
|
|
}
|
|
else if (iResolution < _1024x768)
|
|
{
|
|
offsetX = xVal + 8;
|
|
offsetY = yVal + 7;
|
|
imageIndex = 1;
|
|
}
|
|
else
|
|
{
|
|
offsetX = xVal + 21;
|
|
offsetY = yVal + 17;
|
|
imageIndex = 2;
|
|
}
|
|
|
|
// handle the blt of the sublevel
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, imageIndex, UI_MAP.ViewRegion.x + offsetX, UI_MAP.ViewRegion.y + offsetY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// handle shading of sublevels
|
|
ShadeSubLevelsNotVisited( );
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void MilitiaBoxMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason )
|
|
{
|
|
// btn callback handler for assignment screen mask region
|
|
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
|
|
{
|
|
sSectorMilitiaMapSector = -1;
|
|
}
|
|
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
|
|
{
|
|
sSectorMilitiaMapSector = -1;
|
|
}
|
|
}
|
|
|
|
//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
|
|
//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
|
|
//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
|
|
//flag.
|
|
void ClearAnySectorsFlashingNumberOfEnemies()
|
|
{
|
|
for ( INT32 i = 0; i < 256; ++i )
|
|
{
|
|
SectorInfo[ i ].uiFlags &= ~SF_PLAYER_KNOWS_ENEMIES_ARE_HERE;
|
|
}
|
|
|
|
// redraw map
|
|
fMapPanelDirty = TRUE;
|
|
}
|
|
|
|
|
|
|
|
UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
UINT32 uiSectorFlags = SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags;
|
|
BOOLEAN fDetection = FALSE;
|
|
BOOLEAN fCount = FALSE;
|
|
BOOLEAN fDirection = FALSE;
|
|
|
|
Assert(sSectorX > 0 && sSectorY > 0 && sSectorX < 17 && sSectorY < 17);
|
|
|
|
// HEADROCK HAM 3.5: There are now several ways to control the detection of enemy units. This function has been revamped
|
|
// to consider all options. Depending on externalized settings, different conditions yield different results.
|
|
//
|
|
// Option #1: Vanilla Default.
|
|
// It is possible to detect all enemies in explored territory, including cities.
|
|
// Militia in an adjacent sector can count how many enemies are there, except standing garrisons.
|
|
// Option #2: HAM 3.2. No Detection without Recon.
|
|
// Mobile enemy groups are only detected if there are militia in any adjacent sector. Otherwise, they can
|
|
// travel through explored sectors without being seen.
|
|
//
|
|
// Option #3: This is a new feature for HAM 3.5, which ties together with Facility Externalization.
|
|
// In simple words, facilities can enhance detection abilities. Facilities that do so may be placed around the
|
|
// map in any sector. When a merc with sufficient wisdom is resting here, he increases the detection "level",
|
|
// making it easier to detect or even count enemies in distant sectors.
|
|
// This option can be combined with either of the two above.
|
|
|
|
// Facilities can set a flag that allows detection in some sectors. We can read flags directly from the sector
|
|
// data to know whether we should show the enemies there. This overrides ANYTHING else.
|
|
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubDetectionLevel & 1 )
|
|
{
|
|
fDetection = TRUE;
|
|
fDirection = TRUE;
|
|
}
|
|
|
|
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubDetectionLevel & ( 1 << 2 ) )
|
|
{
|
|
fDetection = TRUE;
|
|
fCount = TRUE;
|
|
fDirection = TRUE;
|
|
}
|
|
|
|
// Flugente: check intel sector flags
|
|
int mapregion = ( (sSectorX - 1) / 4 ) + 4 * ( (sSectorY - 1) / 4 );
|
|
|
|
if ( LaptopSaveInfo.usMapIntelFlags & ( 1 << mapregion ) )
|
|
{
|
|
fDetection = TRUE;
|
|
|
|
if ( LaptopSaveInfo.usMapIntelFlags & ( 1 << (16 + mapregion) ) )
|
|
{
|
|
fCount = TRUE;
|
|
fDirection = TRUE;
|
|
}
|
|
}
|
|
|
|
if ( uiSectorFlags & ( SF_ASSIGN_NOTICED_ENEMIES_HERE | SF_ASSIGN_PERMAINFO_ENEMIES_HERE ) )
|
|
{
|
|
fDetection = TRUE;
|
|
|
|
// we know how many there are
|
|
if ( uiSectorFlags & ( SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER | SF_ASSIGN_PERMAINFO_ENEMIES_KNOW_NUMBER ) )
|
|
{
|
|
fCount = TRUE;
|
|
}
|
|
}
|
|
|
|
// Flugente: turncoats allow vision as well
|
|
if ( gSkillTraitValues.fCOTurncoats
|
|
&& TurncoatsInSector( sSectorX, sSectorY ) )
|
|
{
|
|
fDetection = TRUE;
|
|
fCount = TRUE;
|
|
fDirection = TRUE;
|
|
}
|
|
|
|
// Flugente: we can buy info on enemy groups with intel
|
|
GetInfoFromGroupsInSector( sSectorX, sSectorY, ENEMY_TEAM, fDetection, fCount, fDirection );
|
|
|
|
// Detection through active recon.
|
|
// Mercs provide recon in the same sector they're in.
|
|
// Militia provide recon in any adjacent sector (diagonals included)
|
|
// There's also a special case flag used when players encounter enemies in a sector, then retreat. You can only
|
|
// see the size of their force while the clock is paused. When unpaused, the flag is reset.
|
|
// only do this check if we don't already know what's here
|
|
if ( !(fDetection && fCount) &&
|
|
( ( uiSectorFlags & (SF_PLAYER_KNOWS_ENEMIES_ARE_HERE| SF_ASSIGN_PERMAINFO_ENEMIES_HERE ) ) ||
|
|
CanMercsScoutThisSector( sSectorX, sSectorY, 0 ) ||
|
|
CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, FALSE ) ) )// merged militia check with scouting check - SANDRO
|
|
{
|
|
fDetection = TRUE;
|
|
|
|
// if all enemies are mobile (I.E. not garrison troops)
|
|
if ( NumStationaryEnemiesInSector( sSectorX, sSectorY ) == 0 )
|
|
{
|
|
// They're also counted by default.
|
|
fCount = TRUE;
|
|
}
|
|
}
|
|
|
|
// SADNRO - Scouting trait check for detection of nearby enemies
|
|
if ( !( fDetection && fCount ) && gSkillTraitValues.fSCCanDetectEnemyPresenseAround && CanSomeoneNearbyScoutThisSector( sSectorX, sSectorY, TRUE ) ) // scouting trait check
|
|
{
|
|
// show their presence
|
|
fDetection = TRUE;
|
|
|
|
// show their numbers
|
|
if ( gSkillTraitValues.fSCCanDetermineEnemyNumbersAround )
|
|
fCount = TRUE;
|
|
}
|
|
|
|
// Explored Sector Detection
|
|
// Enemy can be detected in any previously-visited sector.
|
|
// This is also enabled by some facilities, provided a merc is present and available to do it.
|
|
// HEADROCK HAM 3.2: When enabled, this INI setting disallows detection of enemy roamers beyond merc/militia recon range.
|
|
if( !fDetection && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon && GetSectorFlagStatus( sSectorX, sSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
|
|
{
|
|
// then he always knows about any enemy presence for the remainder of the game, but not exact numbers
|
|
fDetection = TRUE;
|
|
}
|
|
|
|
// if Skyrider noticed the enemies in the sector recently
|
|
if ( uiSectorFlags & SF_SKYRIDER_NOTICED_ENEMIES_HERE )
|
|
{
|
|
// and Skyrider is still in this sector, flying
|
|
if( IsSkyriderIsFlyingInSector( sSectorX, sSectorY ) )
|
|
{
|
|
// player remains aware of them as long as Skyrider remains in the sector
|
|
fDetection = TRUE;
|
|
}
|
|
else
|
|
{
|
|
// Skyrider is gone, reset the flag that he noticed enemies here
|
|
SectorInfo[ SECTOR( sSectorX, sSectorY ) ].uiFlags &= ~SF_SKYRIDER_NOTICED_ENEMIES_HERE;
|
|
}
|
|
}
|
|
|
|
// HEADROCK HAM 5: New cases below
|
|
if (!fDetection)
|
|
{
|
|
// no information available
|
|
return KNOWS_NOTHING;
|
|
}
|
|
else if (!fCount && !fDirection)
|
|
{
|
|
// No accurate information
|
|
return KNOWS_THEYRE_THERE;
|
|
}
|
|
else if (!fCount)
|
|
{
|
|
// No accurate information but have direction
|
|
return KNOWS_THEYRE_THERE_AND_WHERE_GOING;
|
|
}
|
|
else if (!fDirection)
|
|
{
|
|
// Accurate information
|
|
return KNOWS_THEYRE_THERE_AND_HOW_MANY;
|
|
}
|
|
|
|
// Accurate information including direction of travel!
|
|
return KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY;
|
|
}
|
|
|
|
|
|
BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
INT32 iFirstId = 0, iLastId = 0;
|
|
INT32 iCounter = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
|
|
|
|
// to speed it up a little?
|
|
iFirstId = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
|
|
iLastId = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
|
|
|
|
for( iCounter = iFirstId; iCounter <= iLastId; iCounter++ )
|
|
{
|
|
// get the soldier
|
|
pSoldier = &Menptr[ iCounter ];
|
|
|
|
// is the soldier active
|
|
if( pSoldier->bActive == FALSE )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// vehicles can't scout!
|
|
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// POWs, dead guys, guys in transit, sleeping, and really hurt guys can't scout!
|
|
if ( ( pSoldier->bAssignment == IN_TRANSIT ) ||
|
|
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
|
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
|
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
|
( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) ||
|
|
( pSoldier->flags.fMercAsleep == TRUE ) ||
|
|
( pSoldier->stats.bLife < OKLIFE ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// don't count mercs aboard Skyrider
|
|
if ( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// mercs on the move can't scout
|
|
if ( pSoldier->flags.fBetweenSectors )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// is he here?
|
|
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
|
|
// none here who can scout
|
|
return( FALSE );
|
|
}
|
|
|
|
|
|
|
|
void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubIconPosition )
|
|
{
|
|
INT16 sNumberOfEnemies = 0;
|
|
UINT16 usNumEnemyArmedVehicles = 0;
|
|
|
|
// ATE: If game has just started, don't do it!
|
|
if ( DidGameJustStart() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// never display enemies underground - sector info doesn't have support for it!
|
|
if( bSectorZ != 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Flugente: show militia in motion
|
|
if ( NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM ) )
|
|
{
|
|
ShowMilitiaInMotion( sSectorX, sSectorY );
|
|
|
|
// replace the above function with this once militia movement is properly GROUP-based
|
|
//ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, MILITIA_TEAM );
|
|
}
|
|
|
|
// Flugente: show moving militia groups
|
|
GROUP* pGroup = gpGroupList;
|
|
while ( pGroup )
|
|
{
|
|
if ( pGroup->usGroupTeam == MILITIA_TEAM && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY )
|
|
{
|
|
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, MILITIA_TEAM );
|
|
|
|
break;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
|
|
// get total number of badguys here
|
|
sNumberOfEnemies = NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, ENEMY_TEAM );
|
|
|
|
if ( sNumberOfEnemies )
|
|
{
|
|
// silversurfer: disabled this for now as it always leads to false positives with scouting trait and
|
|
// gSkillTraitValues.fSCCanDetectEnemyPresenseAround == true and gSkillTraitValues.fSCCanDetermineEnemyNumbersAround == false.
|
|
// If someone comes up with a good and believable way to implement a certain probability for false reports please go ahead and implement that instead of a 100 percent chance.
|
|
// Flugente: snitch reports can be false - we assume an enemy patrol where there is none. Unfortunately, that would always be the case if fNoEnemyDetectionWithoutReconis false - we detect something everywhere,
|
|
// so every sector gets a red question mark. In that case, get out of here
|
|
// anv: probability of false enemy reports!
|
|
// anyone here?
|
|
/*if( !sNumberOfEnemies ) // && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon )
|
|
{
|
|
// nope - display nothing
|
|
return;
|
|
}*/
|
|
|
|
switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) )
|
|
{
|
|
// HEADROCK HAM 5: New cases below for showing enemy group heading.
|
|
case KNOWS_NOTHING:
|
|
// display nothing
|
|
break;
|
|
|
|
case KNOWS_THEYRE_THERE:
|
|
// display a question mark
|
|
ShowUncertainNumberEnemiesInSector( sSectorX, sSectorY );
|
|
break;
|
|
|
|
case KNOWS_THEYRE_THERE_AND_WHERE_GOING:
|
|
// display a question mark
|
|
ShowUncertainNumberEnemiesInSector( sSectorX, sSectorY );
|
|
// display their direction of movement, if valid.
|
|
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
|
|
break;
|
|
|
|
case KNOWS_THEYRE_THERE_AND_HOW_MANY:
|
|
{
|
|
// Flugente: tanks get a special icon, so we need to count them separately
|
|
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
|
|
|
|
// display individual icons for each enemy, starting at the received icon position index
|
|
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumEnemyArmedVehicles, ubIconPosition );
|
|
}
|
|
break;
|
|
|
|
// HEADROCK HAM 5: New case for showing enemy groups AND where the are headed.
|
|
case KNOWS_THEYRE_THERE_AND_WHERE_GOING_AND_HOW_MANY:
|
|
{
|
|
// Flugente: tanks get a special icon, so we need to count them separately
|
|
usNumEnemyArmedVehicles = NumEnemyArmedVehiclesInSector( sSectorX, sSectorY, ENEMY_TEAM );
|
|
|
|
// display individual icons for each enemy, starting at the received icon position index
|
|
ShowEnemiesInSector( sSectorX, sSectorY, sNumberOfEnemies, usNumEnemyArmedVehicles, ubIconPosition );
|
|
|
|
// display their direction of movement, if valid.
|
|
ShowNonPlayerGroupsInMotion( sSectorX, sSectorY, ENEMY_TEAM );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSectorZ )
|
|
{
|
|
INT32 iCounter = 0;
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
UINT8 ubNumberOnTeam = 0;
|
|
|
|
for( iCounter = 0; iCounter < CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
|
|
{
|
|
if( gCharactersList[ iCounter ].fValid )
|
|
{
|
|
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] );
|
|
|
|
if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) &&
|
|
( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
|
|
{
|
|
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) )
|
|
ubNumberOnTeam++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( ubNumberOnTeam );
|
|
}
|
|
*/
|
|
|
|
|
|
void ShowSAMSitesOnStrategicMap( void )
|
|
{
|
|
INT32 iCounter = 0;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
INT16 sX = 0, sY = 0;
|
|
HVOBJECT hHandle;
|
|
INT8 ubVidObjIndex = 0;
|
|
CHAR16 wString[ 40 ];
|
|
|
|
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
|
|
{
|
|
BlitSAMGridMarkers( );
|
|
}
|
|
|
|
// sam site text
|
|
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; ++iCounter )
|
|
{
|
|
// has the sam site here been found?
|
|
if( !fSamSiteFound[ iCounter ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get the sector x and y
|
|
sSectorX = gpSamSectorX[ iCounter ];
|
|
sSectorY = gpSamSectorY[ iCounter ];
|
|
|
|
GetScreenXYFromMapXY( sSectorX, sSectorY, &sX, &sY );
|
|
sX += 5;
|
|
sY += 3;
|
|
ubVidObjIndex = 1;
|
|
|
|
INT16 sIconX = sX + 5;
|
|
INT16 sIconY = sY + 3;
|
|
|
|
// draw SAM site icon
|
|
GetVideoObject( &hHandle, guiSAMICON);
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
|
|
{
|
|
// write "SAM Site" centered underneath
|
|
|
|
// HEADROCK HAM 5: Font size is now dynamic.
|
|
|
|
INT32 MapSAMSiteFont;
|
|
if (iResolution <= _800x600 )
|
|
{
|
|
MapSAMSiteFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapSAMSiteFont = FONT14ARIAL;
|
|
}
|
|
|
|
INT16 sLabelX = sX + (UI_MAP.GridSize.iX / 2);
|
|
INT16 sLabelY = sY + UI_MAP.GridSize.iY + 2;
|
|
|
|
wcscpy( wString, pLandTypeStrings[ SAM_SITE ] );
|
|
|
|
// we're CENTERING the first string AROUND sX, so calculate the starting X value
|
|
sLabelX -= StringPixLength( wString, MapSAMSiteFont) / 2;
|
|
|
|
// if within view region...render, else don't
|
|
if( ( sLabelX > UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width ) || ( sLabelX < UI_MAP.ViewRegion.x ) ||
|
|
( sLabelY > UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height ) || ( sLabelY < UI_MAP.ViewRegion.y ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom, FALSE );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
SetFont(MapSAMSiteFont);
|
|
// Green on green doesn't contrast well, use Yellow
|
|
SetFontForeground(FONT_MCOLOR_LTYELLOW);
|
|
SetFontBackground(FONT_MCOLOR_BLACK);
|
|
|
|
// draw the text
|
|
gprintfdirty( sLabelX, sLabelY, wString );
|
|
mprintf( sLabelX, sLabelY, wString);
|
|
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
}
|
|
|
|
// refuel site text
|
|
for( iCounter = 0; iCounter < NUMBER_OF_REFUEL_SITES; ++iCounter )
|
|
{
|
|
// has the refuel site here been known or found?
|
|
if( !fRefuelingSiteKnown[ iCounter ] && !GetSectorFlagStatus( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ], 0, SF_ALREADY_VISITED ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get the sector x and y
|
|
sSectorX = sRefuelSectorX[ iCounter ];
|
|
sSectorY = sRefuelSectorY[ iCounter ];
|
|
|
|
GetScreenXYFromMapXY( sSectorX, sSectorY, &sX, &sY );
|
|
sX += 5;
|
|
sY += 3;
|
|
|
|
if ( gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE || gusMapDisplayColourMode == MAP_DISPLAY_AIRSPACE_COLOURED_SAMS )
|
|
{
|
|
// write "Refuel Site" centered underneath
|
|
|
|
// HEADROCK HAM 5: Font size is now dynamic.
|
|
|
|
INT32 MapHeliSiteFont;
|
|
if (iResolution <= _800x600 )
|
|
{
|
|
MapHeliSiteFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapHeliSiteFont = FONT14ARIAL;
|
|
}
|
|
|
|
INT16 sLabelX = sX + (UI_MAP.GridSize.iX / 2);
|
|
INT16 sLabelY;
|
|
if ( IsThisSectorASAMSector( sSectorX, sSectorY, 0 ) )
|
|
{
|
|
if (iResolution <= _800x600 )
|
|
sLabelY = sY + UI_MAP.GridSize.iY + 10;
|
|
else
|
|
sLabelY = sY + UI_MAP.GridSize.iY + 16;
|
|
}
|
|
else
|
|
sLabelY = sY + UI_MAP.GridSize.iY + 2;
|
|
|
|
wcscpy( wString, pLandTypeStrings[ REFUEL_SITE ] );
|
|
|
|
// we're CENTERING the first string AROUND sX, so calculate the starting X value
|
|
sLabelX -= StringPixLength( wString, MapHeliSiteFont) / 2;
|
|
|
|
// if within view region...render, else don't
|
|
if( ( sLabelX > UI_MAP.ViewRegion.x + UI_MAP.ViewRegion.width ) || ( sLabelX < UI_MAP.ViewRegion.x ) ||
|
|
( sLabelY > UI_MAP.ViewRegion.y + UI_MAP.ViewRegion.height ) || ( sLabelY < UI_MAP.ViewRegion.y ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom, FALSE );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
SetFont(MapHeliSiteFont);
|
|
// Green on green doesn't contrast well, use Yellow
|
|
if ( fRefuelingSiteAvailable[ iCounter ] )
|
|
SetFontForeground(FONT_MCOLOR_LTYELLOW);
|
|
else
|
|
SetFontForeground(FONT_MCOLOR_LTGRAY);
|
|
SetFontBackground(FONT_MCOLOR_BLACK);
|
|
|
|
// draw the text
|
|
gprintfdirty( sLabelX, sLabelY, wString );
|
|
mprintf( sLabelX, sLabelY, wString);
|
|
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void BlitSAMGridMarkers( void )
|
|
{
|
|
INT16 sScreenX = 0, sScreenY = 0;
|
|
UINT32 uiDestPitchBYTES;
|
|
UINT8 *pDestBuf;
|
|
UINT16 usColor = 0;
|
|
INT32 iCounter = 0;
|
|
INT16 sWidth = 0, sHeight = 0;
|
|
|
|
|
|
// get 16 bpp color
|
|
usColor = Get16BPPColor( FROMRGB( 100, 100, 100) );
|
|
|
|
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
|
|
|
|
// clip to view region
|
|
ClipBlitsToMapViewRegionForRectangleAndABit( uiDestPitchBYTES );
|
|
|
|
// sam site rectangles
|
|
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
|
|
{
|
|
// has the sam site here been found?
|
|
if( !fSamSiteFound[ iCounter ] )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get location on screen
|
|
GetScreenXYFromMapXY( gpSamSectorX[ iCounter ], gpSamSectorY[ iCounter ], &sScreenX, &sScreenY );
|
|
sWidth = UI_MAP.GridSize.iX;
|
|
sHeight= UI_MAP.GridSize.iY;
|
|
|
|
// draw rectangle
|
|
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
|
|
}
|
|
|
|
// refuel site rectangles
|
|
for( iCounter = 0; iCounter < NUMBER_OF_REFUEL_SITES; iCounter++ )
|
|
{
|
|
// has the refuel site here been known or found?
|
|
if( !fRefuelingSiteKnown[ iCounter ] && !GetSectorFlagStatus( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ], 0, SF_ALREADY_VISITED ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// get location on screen
|
|
GetScreenXYFromMapXY( sRefuelSectorX[ iCounter ], sRefuelSectorY[ iCounter ], &sScreenX, &sScreenY );
|
|
sWidth = UI_MAP.GridSize.iX;
|
|
sHeight= UI_MAP.GridSize.iY;
|
|
|
|
// draw rectangle
|
|
RectangleDraw( TRUE, sScreenX, sScreenY - 1, sScreenX + sWidth, sScreenY + sHeight - 1, usColor, pDestBuf );
|
|
}
|
|
|
|
// restore clips
|
|
RestoreClipRegionToFullScreenForRectangle( uiDestPitchBYTES );
|
|
|
|
// unlock surface
|
|
UnLockVideoSurface( guiSAVEBUFFER );
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
BOOLEAN CanMilitiaAutoDistribute( void )
|
|
{
|
|
INT32 iTotalTroopsOnCursor = 0;
|
|
INT32 iCounter = 0;
|
|
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
INT32 iTotalTroopsInTown = 0;
|
|
|
|
// can't auto-distribute if we don't have a town selected (this excludes SAM sites)
|
|
if( sSelectedMilitiaTown == BLANK_SECTOR )
|
|
return( FALSE );
|
|
|
|
// can't auto-distribute if we don't control any sectors in the the town
|
|
if( !GetTownSectorsUnderControl( ( INT8 ) sSelectedMilitiaTown ) )
|
|
return( FALSE );
|
|
|
|
// get the sector value for the upper left corner
|
|
sBaseSectorValue = GetBaseSectorForCurrentTown( );
|
|
|
|
// render icons for map
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
// grab current sector value
|
|
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
// skip sectors that's beyond sector P16
|
|
if( sCurrentSectorValue > SEC_P16 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sSectorX = SECTORX( sCurrentSectorValue );
|
|
sSectorY = SECTORY( sCurrentSectorValue );
|
|
|
|
// skip sectors not in the selected town (nearby other towns or wilderness SAM Sites)
|
|
if( GetTownIdForSector( sSectorX, sSectorY ) != sSelectedMilitiaTown )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if( !StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled )
|
|
{
|
|
// get number of each
|
|
iTotalTroopsInTown += MilitiaInSectorOfRankStationary( sSectorX, sSectorY, GREEN_MILITIA )
|
|
+ MilitiaInSectorOfRankStationary( sSectorX, sSectorY, REGULAR_MILITIA )
|
|
+ MilitiaInSectorOfRankStationary( sSectorX, sSectorY, ELITE_MILITIA );
|
|
}
|
|
}
|
|
|
|
iTotalTroopsOnCursor = sGreensOnCursor + sRegularsOnCursor + sElitesOnCursor;
|
|
|
|
// can't auto-distribute if we don't have any militia in the town
|
|
if( !iTotalTroopsInTown )
|
|
return( FALSE );
|
|
|
|
// can auto-distribute
|
|
return( TRUE );
|
|
}
|
|
|
|
void ShowDiseaseOnMap()
|
|
{
|
|
INT16 sMapX, sMapY;
|
|
INT16 sXCorner, sYCorner;
|
|
INT16 usXPos, usYPos;
|
|
CHAR16 sString[ 10 ];
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
|
|
|
|
// HEADROCK HAM 5: Map Font now dynamic.
|
|
INT32 MapItemsFont;
|
|
if (iResolution <= _800x600 )
|
|
{
|
|
MapItemsFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapItemsFont = FONT14ARIAL;
|
|
}
|
|
|
|
SetFont(MapItemsFont);
|
|
SetFontBackground(FONT_MCOLOR_BLACK);
|
|
|
|
// run through sectors
|
|
for( sMapX = 1; sMapX < ( MAP_WORLD_X - 1 ); ++sMapX )
|
|
{
|
|
for( sMapY = 1; sMapY < ( MAP_WORLD_Y - 1 ); ++sMapY )
|
|
{
|
|
UINT8 sector = SECTOR( sMapX, sMapY );
|
|
|
|
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
|
|
|
|
if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS] ) )
|
|
{
|
|
sXCorner = (INT16)( UI_MAP.ViewRegion.x + ( sMapX * UI_MAP.GridSize.iX ) );
|
|
sYCorner = (INT16)( UI_MAP.ViewRegion.y + ( sMapY * UI_MAP.GridSize.iY ) );
|
|
|
|
if ( pSectorInfo->usNumCorpses > 0 )
|
|
{
|
|
SetFontForeground( FONT_MCOLOR_WHITE );
|
|
|
|
swprintf( sString, L"%d", pSectorInfo->usNumCorpses );
|
|
|
|
FindFontCenterCoordinates( sXCorner, sYCorner, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, sString, MapItemsFont, &usXPos, &usYPos );
|
|
|
|
mprintf( usXPos, usYPos, sString );
|
|
}
|
|
|
|
if ( pSectorInfo->fDiseasePoints > 0 )
|
|
{
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
// as the healing displayed is always divided by 10 (see in face display), we do the same thinh here to not confuse the player
|
|
swprintf( sString, L"%6.1f", pSectorInfo->fDiseasePoints / 10.0f );
|
|
|
|
sYCorner += GetFontHeight( MapItemsFont );
|
|
|
|
FindFontCenterCoordinates( sXCorner, sYCorner, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, sString, MapItemsFont, &usXPos, &usYPos );
|
|
|
|
mprintf( usXPos, usYPos, sString );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
|
|
void ShowItemsOnMap( void )
|
|
{
|
|
INT16 sMapX, sMapY;
|
|
INT16 sXCorner, sYCorner;
|
|
INT16 usXPos, usYPos;
|
|
UINT32 uiItemCnt;
|
|
CHAR16 sString[ 10 ];
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion( );
|
|
|
|
SetFontDestBuffer( guiSAVEBUFFER, MapScreenRect.iLeft + 2, MapScreenRect.iTop, MapScreenRect.iRight, MapScreenRect.iBottom , FALSE );
|
|
|
|
// HEADROCK HAM 5: Map Font now dynamic.
|
|
INT32 MapItemsFont;
|
|
if (iResolution <= _800x600 )
|
|
{
|
|
MapItemsFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapItemsFont = FONT14ARIAL;
|
|
}
|
|
|
|
SetFont(MapItemsFont);
|
|
SetFontForeground(FONT_MCOLOR_LTGREEN);
|
|
SetFontBackground(FONT_MCOLOR_BLACK);
|
|
|
|
// run through sectors
|
|
for( sMapX = 1; sMapX < ( MAP_WORLD_X - 1 ); ++sMapX )
|
|
{
|
|
for( sMapY = 1; sMapY < ( MAP_WORLD_Y - 1 ); ++sMapY )
|
|
{
|
|
// to speed this up, only look at sector that player has visited
|
|
if( GetSectorFlagStatus( sMapX, sMapY, ( UINT8 ) iCurrentMapSectorZ, SF_ALREADY_VISITED ) )
|
|
{
|
|
// uiItemCnt = GetSizeOfStashInSector( sMapX, sMapY, ( INT16 ) iCurrentMapSectorZ, FALSE );
|
|
uiItemCnt = GetNumberOfVisibleWorldItemsFromSectorStructureForSector( sMapX, sMapY, ( UINT8 ) iCurrentMapSectorZ );
|
|
|
|
if ( uiItemCnt > 0 )
|
|
{
|
|
sXCorner = ( INT16 )( UI_MAP.ViewRegion.x + ( sMapX * UI_MAP.GridSize.iX ) );
|
|
sYCorner = ( INT16 )( UI_MAP.ViewRegion.y + ( sMapY * UI_MAP.GridSize.iY ) );
|
|
|
|
swprintf( sString, L"%d", uiItemCnt );
|
|
|
|
FindFontCenterCoordinates( sXCorner, sYCorner, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, sString, MapItemsFont, &usXPos, &usYPos );
|
|
// sXPos -= StringPixLength( sString, MAP_FONT ) / 2;
|
|
|
|
gprintfdirty( usXPos, usYPos, sString );
|
|
mprintf( usXPos, usYPos, sString );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen( );
|
|
}
|
|
|
|
|
|
void DrawMapBoxIcon( HVOBJECT hIconHandle, UINT16 usVOIndex, INT16 sMapX, INT16 sMapY, UINT8 ubIconPosition )
|
|
{
|
|
INT32 iRowNumber, iColumnNumber;
|
|
INT32 iX, iY;
|
|
|
|
UINT8 iconOffsetX = 2;
|
|
UINT8 iconOffsetY = 1;
|
|
UINT8 iconSize = 0;
|
|
|
|
// don't show any more icons than will fit into one sector, to keep them from spilling into sector(s) beneath
|
|
if ( ubIconPosition >= (MERC_ICONS_PER_LINE * ROWS_PER_SECTOR) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (isWidescreenUI() || iResolution >= _1024x768)
|
|
{
|
|
iconSize = 6;
|
|
}
|
|
else if (iResolution >= _800x600)
|
|
{
|
|
iconSize = 4;
|
|
}
|
|
else
|
|
{
|
|
iconSize = 3;
|
|
}
|
|
|
|
iColumnNumber = ubIconPosition % MERC_ICONS_PER_LINE;
|
|
iRowNumber = ubIconPosition / MERC_ICONS_PER_LINE;
|
|
|
|
iX = UI_MAP.ViewRegion.x + ( sMapX * UI_MAP.GridSize.iX ) + iconOffsetX + ( iconSize * iColumnNumber );
|
|
iY = UI_MAP.ViewRegion.y + ( sMapY * UI_MAP.GridSize.iY ) + iconOffsetY + ( iconSize * iRowNumber );
|
|
|
|
BltVideoObject( guiSAVEBUFFER, hIconHandle, usVOIndex , iX, iY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
InvalidateRegion( iX, iY, iX + UI_MAP.GridSize.iX + 1, iY + UI_MAP.GridSize.iY + 1);
|
|
}
|
|
|
|
|
|
|
|
void DrawOrta()
|
|
{
|
|
INT16 sX, sY;
|
|
UINT8 ubVidObjIndex;
|
|
HVOBJECT hHandle;
|
|
|
|
GetScreenXYFromMapXY( ORTA_SECTOR_X, ORTA_SECTOR_Y, &sX, &sY );
|
|
sX += +2;
|
|
sY += -3;
|
|
ubVidObjIndex = 1;
|
|
|
|
// draw Orta in its sector
|
|
GetVideoObject( &hHandle, guiORTAICON);
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
|
|
void DrawTixa()
|
|
{
|
|
INT16 sX, sY;
|
|
UINT8 ubVidObjIndex;
|
|
HVOBJECT hHandle;
|
|
|
|
GetScreenXYFromMapXY( TIXA_SECTOR_X, TIXA_SECTOR_Y, &sX, &sY );
|
|
sY += +2;
|
|
ubVidObjIndex = 1;
|
|
|
|
// draw Tixa in its sector
|
|
GetVideoObject( &hHandle, guiTIXAICON);
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, ubVidObjIndex, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
|
|
|
|
void DrawBullseye()
|
|
{
|
|
INT16 sX, sY;
|
|
HVOBJECT hHandle;
|
|
|
|
GetScreenXYFromMapXY( gsMercArriveSectorX, gsMercArriveSectorY, &sX, &sY );
|
|
sY -= 2;
|
|
|
|
// draw the bullseye in that sector
|
|
GetVideoObject( &hHandle, guiBULLSEYE);
|
|
|
|
if (iResolution >= _800x600)
|
|
{
|
|
sX = sX + UI_MAP.GridSize.iX / 2 - 10;
|
|
sY = sY + 1 + UI_MAP.GridSize.iY / 2 - 10;
|
|
}
|
|
|
|
BltVideoObject( guiSAVEBUFFER, hHandle, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
}
|
|
|
|
|
|
|
|
void HideExistenceOfUndergroundMapSector( UINT8 ubSectorX, UINT8 ubSectorY )
|
|
{
|
|
INT16 sScreenX;
|
|
INT16 sScreenY;
|
|
|
|
GetScreenXYFromMapXY( ubSectorX, ubSectorY, &sScreenX, &sScreenY );
|
|
|
|
// fill it with near black
|
|
ColorFillVideoSurfaceArea( guiSAVEBUFFER, sScreenX + 1, sScreenY, sScreenX + UI_MAP.GridSize.iX, sScreenY + UI_MAP.GridSize.iY - 1, gusUndergroundNearBlack );
|
|
}
|
|
|
|
|
|
void InitMapSecrets( void )
|
|
{
|
|
//UINT8 ubSamIndex;
|
|
INT32 iCounter2 = 0;
|
|
|
|
fFoundTixa = FALSE;
|
|
fFoundOrta = FALSE;
|
|
|
|
for( iCounter2 = 1; iCounter2 < NUM_TOWNS; iCounter2++ )
|
|
{
|
|
gfHiddenTown [ iCounter2 ] = gfHiddenTownTemp [ iCounter2 ];
|
|
gfDrawHiddenTown[ iCounter2 ] = FALSE;
|
|
gfIconTown [ iCounter2 ] = gfIconTownTemp [ iCounter2 ];
|
|
}
|
|
|
|
//for( ubSamIndex = 0; ubSamIndex < NUMBER_OF_SAMS; ubSamIndex++ )
|
|
//{
|
|
// fSamSiteFound[ ubSamIndex ] = fSamSiteFoundOrig[ ubSamIndex ];
|
|
//}
|
|
memcpy(fSamSiteFound, fSamSiteFoundOrig, sizeof(fSamSiteFound));
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN CanRedistributeMilitiaInSector( INT16 sClickedSectorX, INT16 sClickedSectorY, INT8 bClickedTownId )
|
|
{
|
|
// if no world is loaded, we can't be in combat (PBI/Auto-resolve locks out normal mapscreen interface for this)
|
|
if( !gfWorldLoaded )
|
|
{
|
|
// ok to redistribute
|
|
return( TRUE );
|
|
}
|
|
|
|
// if tactically not in combat, hostile sector, or air-raid
|
|
if( !( gTacticalStatus.uiFlags & INCOMBAT ) && !( gTacticalStatus.fEnemyInSector ) && !InAirRaid( ) )
|
|
{
|
|
// ok to redistribute
|
|
return( TRUE );
|
|
}
|
|
|
|
// if the fight is underground
|
|
if ( gbWorldSectorZ != 0 )
|
|
{
|
|
// ok to redistribute
|
|
return( TRUE );
|
|
}
|
|
|
|
INT32 iCounter = 0;
|
|
INT16 sBaseSectorValue = 0, sCurrentSectorValue = 0;
|
|
INT16 sSectorX = 0, sSectorY = 0;
|
|
// currently loaded surface sector IS hostile - so we must check if it's also one of the sectors in this "militia map"
|
|
|
|
// get the sector value for the upper left corner
|
|
sBaseSectorValue = sBaseSectorList[ bClickedTownId - 1 ];
|
|
|
|
// render icons for map
|
|
for( iCounter = 0; iCounter < MILITIA_BOXREGIONS; ++iCounter )
|
|
{
|
|
// grab current sector value
|
|
sCurrentSectorValue = sBaseSectorValue + ( ( iCounter % MILITIA_BOX_ROWS ) + ( iCounter / MILITIA_BOX_ROWS ) * ( 16 ) );
|
|
|
|
// skip sectors that's beyond sector P16
|
|
if( sCurrentSectorValue > SEC_P16 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
sSectorX = SECTORX( sCurrentSectorValue );
|
|
sSectorY = SECTORY( sCurrentSectorValue );
|
|
|
|
// not in the same town?
|
|
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId != bClickedTownId )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// if this is the loaded sector that is currently hostile
|
|
if ( ( sSectorX == gWorldSectorX ) && ( sSectorY == gWorldSectorY ) )
|
|
{
|
|
// the fight is within this town! Can't redistribute.
|
|
return( FALSE );
|
|
}
|
|
// to prevent radio operator exploits for hostile sectors adjacent to towns
|
|
else if ( ( sSectorX == gWorldSectorX && sSectorY == gWorldSectorY + 1 ) || ( sSectorX == gWorldSectorX + 1 && sSectorY == gWorldSectorY ) ||
|
|
( sSectorX == gWorldSectorX - 1 && sSectorY == gWorldSectorY ) || ( sSectorX == gWorldSectorX && sSectorY == gWorldSectorY - 1 ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
|
|
// the fight is elsewhere - ok to redistribute
|
|
return( TRUE );
|
|
}
|
|
|
|
// Callback for disbanding militia in the Militia Box
|
|
void MilitiaDisbandYesNoBoxCallback( UINT8 bExitValue )
|
|
{
|
|
// yes
|
|
if( bExitValue == MSG_BOX_RETURN_YES )
|
|
{
|
|
if( sSelectedMilitiaTown != BLANK_SECTOR )
|
|
{
|
|
// HEADROCK HAM 3.6: Adjust loyalty based on how many militia were disbanded, compared to
|
|
// how many can be trained in a single session (max).
|
|
UINT32 uiMilitiaToDisband = sGreensOnCursor + (2*sRegularsOnCursor) + (3*sElitesOnCursor);
|
|
UINT32 uiTownLoyaltyBonus = (LOYALTY_BONUS_FOR_TOWN_TRAINING * uiMilitiaToDisband) / gGameExternalOptions.iTrainingSquadSize;
|
|
// loyalty in this town increases a bit because we obviously care about them...
|
|
DecrementTownLoyalty( (UINT8)sSelectedMilitiaTown, uiTownLoyaltyBonus );
|
|
}
|
|
|
|
// Flugente: individual militia
|
|
INT16 sGlobalMapSector = GetBaseSectorForCurrentTown() + ((sSectorMilitiaMapSector % MILITIA_BOX_ROWS) + (sSectorMilitiaMapSector / MILITIA_BOX_ROWS) * (16));
|
|
|
|
DisbandIndividualMilitia( sGlobalMapSector, sGreensOnCursor, sRegularsOnCursor, sElitesOnCursor );
|
|
|
|
// zero out numbers on the cursor
|
|
sGreensOnCursor = 0;
|
|
sRegularsOnCursor = 0;
|
|
sElitesOnCursor = 0;
|
|
|
|
// reset fact we are in the box
|
|
sSelectedMilitiaTown = 0;
|
|
fMapPanelDirty = TRUE;
|
|
// Go ahead and reset the militia in the selected sector
|
|
ResetMilitia();
|
|
}
|
|
else if( bExitValue == MSG_BOX_RETURN_NO )
|
|
{
|
|
|
|
}
|
|
}
|
|
|
|
#ifdef JA2UB
|
|
void SetUpValidCampaignSectors( void )
|
|
{
|
|
/*
|
|
INT32 iRow, iCol;
|
|
|
|
for( iRow=1; iRow<=16; iRow++ )
|
|
{
|
|
for( iCol=1; iCol<=16; iCol++ )
|
|
{
|
|
SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fValidSector = FALSE;
|
|
sBadSectorsList[iCol][iRow] = 1;
|
|
// SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fCampaignSector = FALSE;
|
|
}
|
|
}
|
|
*/
|
|
|
|
#ifdef JA2UB_PRESS_PREVIEW
|
|
|
|
INT32 iRow, iCol;
|
|
|
|
for( iRow=1; iRow<=16; iRow++ )
|
|
{
|
|
for( iCol=1; iCol<=16; iCol++ )
|
|
{
|
|
SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fValidSector = FALSE;
|
|
SectorInfo[ ( SECTOR( iCol , iRow ) ) ].fCampaignSector = FALSE;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
SectorInfo[ ( SECTOR( 7 , 8 ) ) ].fValidSector = TRUE; //H7
|
|
SectorInfo[ ( SECTOR( 7 , 8 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 8 , 8 ) ) ].fValidSector = TRUE; //H8
|
|
SectorInfo[ ( SECTOR( 8 , 8 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 9 , 8 ) ) ].fValidSector = TRUE; //H9
|
|
SectorInfo[ ( SECTOR( 9 , 8 ) ) ].fCampaignSector = TRUE; //H9
|
|
|
|
SectorInfo[ ( SECTOR( 10 , 8 ) ) ].fValidSector = TRUE; //H10
|
|
SectorInfo[ ( SECTOR( 10 , 8 ) ) ].fCampaignSector = TRUE;
|
|
|
|
#ifndef JA2UB_PRESS_PREVIEW
|
|
|
|
SectorInfo[ ( SECTOR( 11, 8 ) ) ].fValidSector = TRUE; //H11
|
|
SectorInfo[ ( SECTOR( 11, 8 ) ) ].fCampaignSector = TRUE;
|
|
|
|
#endif
|
|
|
|
SectorInfo[ ( SECTOR( 9 , 9 ) ) ].fValidSector = TRUE; //I9
|
|
SectorInfo[ ( SECTOR( 9 , 9 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 10 , 9 ) ) ].fValidSector = TRUE; //I10
|
|
SectorInfo[ ( SECTOR( 10 , 9 ) ) ].fCampaignSector = TRUE;
|
|
|
|
#ifndef JA2UB_PRESS_PREVIEW
|
|
|
|
SectorInfo[ ( SECTOR( 11 , 9 ) ) ].fValidSector = TRUE; //I11
|
|
SectorInfo[ ( SECTOR( 11 , 9 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 12 , 9 ) ) ].fValidSector = TRUE; //I12
|
|
SectorInfo[ ( SECTOR( 12 , 9 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 13 , 9 ) ) ].fValidSector = TRUE; //I13
|
|
SectorInfo[ ( SECTOR( 13 , 9 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 11 , 10 ) ) ].fValidSector = TRUE; //J11
|
|
SectorInfo[ ( SECTOR( 11 , 10 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 12 , 10 ) ) ].fValidSector = TRUE; //J12
|
|
SectorInfo[ ( SECTOR( 12 , 10 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 13 , 10 ) ) ].fValidSector = TRUE; //J13
|
|
SectorInfo[ ( SECTOR( 13 , 10 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 14 , 10 ) ) ].fValidSector = TRUE; //J14
|
|
SectorInfo[ ( SECTOR( 14 , 10 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 14 , 11 ) ) ].fValidSector = TRUE; //K14
|
|
SectorInfo[ ( SECTOR( 14 , 11 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 15 , 11 ) ) ].fValidSector = TRUE; //K15
|
|
SectorInfo[ ( SECTOR( 15 , 11 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 16 , 11 ) ) ].fValidSector = TRUE; //K16
|
|
SectorInfo[ ( SECTOR( 16 , 11 ) ) ].fCampaignSector = TRUE;
|
|
|
|
SectorInfo[ ( SECTOR( 15 , 12 ) ) ].fValidSector = TRUE; //L15
|
|
SectorInfo[ ( SECTOR( 15 , 12 ) ) ].fCampaignSector = TRUE;
|
|
|
|
#endif
|
|
|
|
|
|
}
|
|
#endif
|
|
|
|
BOOLEAN SaveHiddenTownToSaveGameFile( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesWritten;
|
|
|
|
FileWrite( hFile, &gfHiddenTown, sizeof( gfHiddenTown), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( gfHiddenTown ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
FileWrite( hFile, &gfDrawHiddenTown, sizeof( gfDrawHiddenTown), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( gfDrawHiddenTown ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
FileWrite( hFile, &gfIconTown, sizeof( gfIconTown), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( gfIconTown ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN LoadHiddenTownFromLoadGameFile( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesRead;
|
|
|
|
FileRead( hFile, &gfHiddenTown, sizeof( gfHiddenTown), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( gfHiddenTown ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
FileRead( hFile, &gfDrawHiddenTown, sizeof( gfDrawHiddenTown), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( gfDrawHiddenTown ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
FileRead( hFile, &gfIconTown, sizeof( gfIconTown), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( gfIconTown ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
// Flugente: militia pathing
|
|
BOOLEAN gMilitiaGroupBoxCreated = FALSE;
|
|
UINT16 gMilitiaGroupBoxX = 0;
|
|
UINT16 gMilitiaGroupBoxY = 0;
|
|
|
|
#define MILITIAGROUPBOX_REGION_MAX 10
|
|
|
|
BOOLEAN gMilitiaGroupBoxRegionDefined[MILITIAGROUPBOX_REGION_MAX];
|
|
MOUSE_REGION gMilitiaGroupBoxRegion[MILITIAGROUPBOX_REGION_MAX];
|
|
|
|
BOOLEAN gMilitiaGroupBoxDummyRegionDefined;
|
|
MOUSE_REGION gMilitiaGroupBoxDummyRegion;
|
|
|
|
// +/- buttons to add/remove militia from a group
|
|
INT32 gMilitiaGroupBoxButtonImage[2] = {-1};
|
|
INT32 gMilitiaGroupBoxButton[2 * MAX_MILITIA_LEVELS] = {-1};
|
|
BOOLEAN gMilitiaGroupBoxButtonCreated[2 * MAX_MILITIA_LEVELS] = {FALSE};
|
|
|
|
UINT32 guiMilitiaGroupBoxTypeSymbols;
|
|
|
|
void CreateMilitiaGroupBoxVideoObjects()
|
|
{
|
|
gMilitiaGroupBoxButtonImage[0] = LoadButtonImage( "INTERFACE\\plusminusbuttons.sti", -1, 2, -1, 2, -1 );
|
|
gMilitiaGroupBoxButtonImage[1] = LoadButtonImage( "INTERFACE\\plusminusbuttons.sti", -1, 3, -1, 3, -1 );
|
|
}
|
|
|
|
void CreateMilitiaGroupBox()
|
|
{
|
|
INT16 sMapX, sMapY;
|
|
|
|
if ( GetMouseMapXY( &sMapX, &sMapY ) )
|
|
{
|
|
// if we are plotting in the upper left corner, get another position for the box
|
|
if ( sMapX < 8 && sMapY < 8 )
|
|
{
|
|
gMilitiaGroupBoxX = MapScreenRect.iRight - 210;
|
|
gMilitiaGroupBoxY = MapScreenRect.iBottom - 200;
|
|
}
|
|
else
|
|
{
|
|
gMilitiaGroupBoxX = MapScreenRect.iLeft;
|
|
gMilitiaGroupBoxY = MapScreenRect.iTop;
|
|
}
|
|
|
|
gMilitiaGroupBoxCreated = TRUE;
|
|
}
|
|
}
|
|
|
|
void DestroyMilitiaGroupBox()
|
|
{
|
|
for ( int i = 0; i < MILITIAGROUPBOX_REGION_MAX; ++i )
|
|
{
|
|
if ( gMilitiaGroupBoxRegionDefined[i] )
|
|
{
|
|
MSYS_RemoveRegion( &gMilitiaGroupBoxRegion[i] );
|
|
gMilitiaGroupBoxRegionDefined[i] = FALSE;
|
|
}
|
|
}
|
|
|
|
if ( gMilitiaGroupBoxDummyRegionDefined )
|
|
{
|
|
MSYS_RemoveRegion( &gMilitiaGroupBoxDummyRegion );
|
|
gMilitiaGroupBoxDummyRegionDefined = FALSE;
|
|
}
|
|
|
|
if ( gMilitiaGroupBoxButtonImage[0] > -1 )
|
|
{
|
|
UnloadButtonImage( gMilitiaGroupBoxButtonImage[0] );
|
|
gMilitiaGroupBoxButtonImage[0] = -1;
|
|
}
|
|
|
|
if ( gMilitiaGroupBoxButtonImage[1] > -1 )
|
|
{
|
|
UnloadButtonImage( gMilitiaGroupBoxButtonImage[1] );
|
|
gMilitiaGroupBoxButtonImage[1] = -1;
|
|
}
|
|
|
|
for ( int i = 0; i < 2 * MAX_MILITIA_LEVELS; ++i )
|
|
{
|
|
if ( gMilitiaGroupBoxButtonCreated[i] )
|
|
{
|
|
// delete militia panel bottom
|
|
RemoveButton( gMilitiaGroupBoxButton[i] );
|
|
|
|
gMilitiaGroupBoxButtonCreated[i] = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void MilitiaGroupBoxRegionClickCallback( MOUSE_REGION *pRegion, INT32 iReason )
|
|
{
|
|
if ( (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) )
|
|
{
|
|
UINT8 usValue = (UINT8)MSYS_GetRegionUserData( pRegion, 0 );
|
|
|
|
INT16 slot = GetMilitiaPathSlot( usValue );
|
|
|
|
if ( slot > -1 )
|
|
{
|
|
gMilitiaGroupId = (UINT8)slot;
|
|
}
|
|
}
|
|
|
|
if ( (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) )
|
|
{
|
|
|
|
}
|
|
}
|
|
|
|
void MilitiaGroupBoxButtonCallback( GUI_BUTTON *btn, INT32 reason )
|
|
{
|
|
if ( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
/*{
|
|
btn->uiFlags |= (BUTTON_CLICKED_ON);
|
|
}
|
|
else if ( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )*/
|
|
{
|
|
if ( btn->uiFlags & BUTTON_CLICKED_ON )
|
|
{
|
|
btn->uiFlags &= ~(BUTTON_CLICKED_ON);
|
|
|
|
GROUP* pGroup = GetGroup( gMilitiaPath[gMilitiaGroupId].sGroupid );
|
|
|
|
if ( pGroup && pGroup->usGroupTeam == MILITIA_TEAM )
|
|
{
|
|
UINT8 id = (UINT8)btn->UserData[0];
|
|
|
|
UINT8 militiatype = id / 2;
|
|
|
|
// for now, always alter by 1
|
|
UINT8 howmany = 1;
|
|
|
|
// either add or remove a militia from currently selected group
|
|
if ( id % 2 )
|
|
{
|
|
// remove militia from group
|
|
// first, check whether we can reduce the number of militia in the group
|
|
switch ( militiatype )
|
|
{
|
|
case GREEN_MILITIA: if ( pGroup->pEnemyGroup->ubNumAdmins < howmany ) return; break;
|
|
case REGULAR_MILITIA: if ( pGroup->pEnemyGroup->ubNumTroops < howmany ) return; break;
|
|
case ELITE_MILITIA: if ( pGroup->pEnemyGroup->ubNumElites < howmany ) return; break;
|
|
// this shouldn't happen...
|
|
default: return; break;
|
|
}
|
|
|
|
// add one militia to the sector garrison
|
|
StrategicAddMilitiaToSector( pGroup->ubSectorX, pGroup->ubSectorY, militiatype, howmany );
|
|
|
|
// remove one militia from the group
|
|
switch ( militiatype )
|
|
{
|
|
case GREEN_MILITIA: pGroup->pEnemyGroup->ubNumAdmins -= howmany; break;
|
|
case REGULAR_MILITIA: pGroup->pEnemyGroup->ubNumTroops -= howmany; break;
|
|
case ELITE_MILITIA: pGroup->pEnemyGroup->ubNumElites -= howmany; break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// add militia to group
|
|
// first, check whether we can reduce the number of militia in the sector
|
|
INT16 sMapX = GET_X_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
|
|
INT16 sMapY = GET_Y_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
|
|
if ( MilitiaInSectorOfRankStationary( sMapX, sMapY, militiatype ) < howmany )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// remove one militia from the sector garrison
|
|
StrategicRemoveMilitiaFromSector( pGroup->ubSectorX, pGroup->ubSectorY, militiatype, howmany );
|
|
|
|
switch ( militiatype )
|
|
{
|
|
case GREEN_MILITIA: pGroup->pEnemyGroup->ubNumAdmins += howmany; break;
|
|
case REGULAR_MILITIA: pGroup->pEnemyGroup->ubNumTroops += howmany; break;
|
|
case ELITE_MILITIA: pGroup->pEnemyGroup->ubNumElites += howmany; break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DisplayMilitiaGroupBox()
|
|
{
|
|
if ( (fShowMilitia || (_KeyDown( ALT ) && fShowMapInventoryPool)) && (gGameExternalOptions.fMilitiaVolunteerPool || (gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory)) )
|
|
{
|
|
SetFont( FONT12ARIAL );
|
|
|
|
INT32 x = MapScreenRect.iLeft + 20;
|
|
INT32 y = MapScreenRect.iBottom + 10;
|
|
|
|
// if we play with a limited militia pool, show us how many we have
|
|
if ( gGameExternalOptions.fMilitiaVolunteerPool )
|
|
{
|
|
CHAR16 sString[200];
|
|
|
|
INT32 volunteers = GetVolunteerPool();
|
|
|
|
if ( volunteers >= 2 * gGameExternalOptions.iTrainingSquadSize )
|
|
SetFontForeground( FONT_FCOLOR_GREEN );
|
|
else if ( volunteers >= gGameExternalOptions.iTrainingSquadSize )
|
|
SetFontForeground( FONT_FCOLOR_YELLOW );
|
|
else
|
|
SetFontForeground( FONT_FCOLOR_RED );
|
|
|
|
swprintf( sString, szMilitiaStrategicMovementText[8], volunteers, CalcHourlyVolunteerGain( ) );
|
|
mprintf( x, y, sString );
|
|
}
|
|
|
|
y -= GetFontHeight( FONT12ARIAL ) + 2;
|
|
|
|
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
|
|
{
|
|
x = MapScreenRect.iLeft + 20;
|
|
|
|
CHAR16 sString[200];
|
|
|
|
FLOAT val_gun, val_armour, val_misc;
|
|
GetResources( val_gun, val_armour, val_misc );
|
|
|
|
SetFontForeground( FONT_LTBLUE );
|
|
swprintf( sString, szSMilitiaResourceText[3] );
|
|
mprintf( x, y, sString );
|
|
x += 5 + StringPixLength( sString, FONT12ARIAL );
|
|
|
|
if ( val_misc > 20.0 )
|
|
SetFontForeground( FONT_FCOLOR_GREEN );
|
|
else if ( val_misc > 10.0 )
|
|
SetFontForeground( FONT_FCOLOR_YELLOW );
|
|
else
|
|
SetFontForeground( FONT_FCOLOR_RED );
|
|
|
|
swprintf( sString, L"%5.2f", val_misc );
|
|
mprintf( x, y, sString );
|
|
|
|
x = MapScreenRect.iLeft + 20;
|
|
y -= GetFontHeight( FONT12ARIAL ) + 2;
|
|
|
|
SetFontForeground( FONT_ORANGE );
|
|
swprintf( sString, szSMilitiaResourceText[1] );
|
|
mprintf( x, y, sString );
|
|
x += 5 + StringPixLength( sString, FONT12ARIAL );
|
|
|
|
if ( val_gun > 20.0 )
|
|
SetFontForeground( FONT_FCOLOR_GREEN );
|
|
else if ( val_gun > 10.0 )
|
|
SetFontForeground( FONT_FCOLOR_YELLOW );
|
|
else
|
|
SetFontForeground( FONT_FCOLOR_RED );
|
|
|
|
swprintf( sString, L"%5.2f", val_gun );
|
|
mprintf( x, y, sString );
|
|
x += 5 + StringPixLength( sString, FONT12ARIAL );
|
|
|
|
SetFontForeground( FONT_LTKHAKI );
|
|
swprintf( sString, szSMilitiaResourceText[2] );
|
|
mprintf( x, y, sString );
|
|
x += 5 + StringPixLength( sString, FONT12ARIAL );
|
|
|
|
if ( val_armour > 20.0 )
|
|
SetFontForeground( FONT_FCOLOR_GREEN );
|
|
else if ( val_armour > 10.0 )
|
|
SetFontForeground( FONT_FCOLOR_YELLOW );
|
|
else
|
|
SetFontForeground( FONT_FCOLOR_RED );
|
|
|
|
swprintf( sString, L"%5.2f", val_armour );
|
|
mprintf( x, y, sString );
|
|
}
|
|
|
|
y -= GetFontHeight( FONT12ARIAL ) + 2;
|
|
|
|
if ( gGameExternalOptions.fIntelResource )
|
|
{
|
|
x = MapScreenRect.iLeft + 20;
|
|
|
|
CHAR16 sString[200];
|
|
|
|
FLOAT intel = GetIntel();
|
|
|
|
SetFontForeground( FONT_FCOLOR_GREEN );
|
|
swprintf( sString, L"Intel: %5.2f", intel );
|
|
mprintf( x, y, sString );
|
|
}
|
|
}
|
|
|
|
if ( !gMilitiaGroupBoxCreated )
|
|
return;
|
|
|
|
// destroy the old stuff anyway...
|
|
DestroyMilitiaGroupBox();
|
|
|
|
if ( !fPlotForMilitia )
|
|
{
|
|
gMilitiaGroupBoxCreated = FALSE;
|
|
return;
|
|
}
|
|
|
|
SetFontForeground( FONT_FCOLOR_WHITE );
|
|
|
|
CreateMilitiaGroupBoxVideoObjects();
|
|
|
|
// move to defines later
|
|
UINT16 MILITIAGROUPBOX_WIDTH_NAME = 80;
|
|
UINT16 MILITIAGROUPBOX_WIDTH_TYPEBOX = 20;
|
|
UINT16 MILITIAGROUPBOX_WIDTH_SECTOR = 30;
|
|
UINT16 MILITIAGROUPBOX_WIDTH_ETA = 30;
|
|
|
|
UINT16 MILITIAGROUPBOX_HEIGHT_LINE = 14;
|
|
|
|
UINT16 MILITIAGROUPBOX_WIDTH = MILITIAGROUPBOX_WIDTH_NAME + 3 * MILITIAGROUPBOX_WIDTH_TYPEBOX + 2 * MILITIAGROUPBOX_WIDTH_SECTOR + MILITIAGROUPBOX_WIDTH_ETA;
|
|
|
|
// we need a header line, one for the sector, and one for each group present
|
|
UINT8 usMapX = GET_X_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
|
|
UINT8 usMapY = GET_Y_FROM_STRATEGIC_INDEX( gMilitiaPlotStartSector );
|
|
|
|
int linecnt = 2;
|
|
{
|
|
GROUP *pGroup = gpGroupList;
|
|
while ( pGroup )
|
|
{
|
|
if ( pGroup->usGroupTeam == MILITIA_TEAM && pGroup->ubSectorX == usMapX && pGroup->ubSectorY == usMapY )
|
|
++linecnt;
|
|
|
|
pGroup = pGroup->next;
|
|
}
|
|
}
|
|
|
|
// not more groups than allowed though
|
|
linecnt = min( linecnt, 2 + MILITIAGROUPBOX_REGION_MAX );
|
|
|
|
UINT16 MILITIAGROUPBOX_HEIGHT = linecnt * MILITIAGROUPBOX_HEIGHT_LINE;
|
|
|
|
SetFontForeground( FONT_FCOLOR_WHITE );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
|
|
//Display the background
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, gMilitiaGroupBoxX, gMilitiaGroupBoxY, gMilitiaGroupBoxX + MILITIAGROUPBOX_WIDTH, gMilitiaGroupBoxY + MILITIAGROUPBOX_HEIGHT, Get16BPPColor( FROMRGB( 50, 50, 50 ) ) );
|
|
|
|
// mouse region - clicking on a group name selects that group
|
|
if ( !gMilitiaGroupBoxDummyRegionDefined )
|
|
{
|
|
MSYS_DefineRegion( &gMilitiaGroupBoxDummyRegion, gMilitiaGroupBoxX, gMilitiaGroupBoxY, gMilitiaGroupBoxX + MILITIAGROUPBOX_WIDTH, gMilitiaGroupBoxY + MILITIAGROUPBOX_HEIGHT, MSYS_PRIORITY_HIGH,
|
|
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
|
|
MSYS_AddRegion( &gMilitiaGroupBoxDummyRegion );
|
|
gMilitiaGroupBoxDummyRegionDefined = TRUE;
|
|
}
|
|
|
|
UINT16 dispX = gMilitiaGroupBoxX;
|
|
UINT16 dispY = gMilitiaGroupBoxY + 2;
|
|
|
|
CHAR16 sString[200];
|
|
|
|
// header
|
|
swprintf( sString, szMilitiaStrategicMovementText[2] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_NAME;
|
|
|
|
// display coloured boxes to represent different militia types
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY, dispX + 6, dispY + 6, Get16BPPColor( FROMRGB( 0, 231, 0 ) ) );
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY, dispX + 6, dispY + 6, Get16BPPColor( FROMRGB( 0, 162, 247 ) ) );
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY, dispX + 6, dispY + 6, Get16BPPColor( FROMRGB( 0, 113, 247 ) ) );
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, szMilitiaStrategicMovementText[3] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
|
|
|
|
swprintf( sString, szMilitiaStrategicMovementText[4] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_ETA;
|
|
|
|
swprintf( sString, szMilitiaStrategicMovementText[7] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
|
|
|
|
dispX = gMilitiaGroupBoxX;
|
|
dispY += MILITIAGROUPBOX_HEIGHT_LINE;
|
|
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, dispX, dispY - 2, dispX + MILITIAGROUPBOX_WIDTH, dispY - 1, Get16BPPColor( FROMRGB( 255, 255, 255 ) ) );
|
|
|
|
// stationary in sector
|
|
UINT8 militiastat[MAX_MILITIA_LEVELS];
|
|
for ( int i = 0; i < MAX_MILITIA_LEVELS; ++i )
|
|
militiastat[i] = MilitiaInSectorOfRankStationary( usMapX, usMapY, i );
|
|
|
|
swprintf( sString, szMilitiaStrategicMovementText[1] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_NAME;
|
|
|
|
swprintf( sString, L"%d", militiastat[GREEN_MILITIA] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, L"%d", militiastat[REGULAR_MILITIA] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, L"%d", militiastat[ELITE_MILITIA] );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, L"--" );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
|
|
|
|
swprintf( sString, L"--:--" );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_ETA;
|
|
|
|
swprintf( sString, L"--" );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
|
|
|
|
dispY += MILITIAGROUPBOX_HEIGHT_LINE;
|
|
|
|
int groupcnt = 0;
|
|
int buttoncnt = 0;
|
|
|
|
GROUP *pGroup = gpGroupList;
|
|
while ( pGroup && groupcnt < MILITIAGROUPBOX_REGION_MAX )
|
|
{
|
|
if ( pGroup->usGroupTeam == MILITIA_TEAM && pGroup->ubSectorX == usMapX && pGroup->ubSectorY == usMapY )
|
|
{
|
|
dispX = gMilitiaGroupBoxX;
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
|
|
{
|
|
SetFontForeground( FONT_FCOLOR_YELLOW );
|
|
}
|
|
else
|
|
{
|
|
SetFontForeground( FONT_FCOLOR_WHITE );
|
|
}
|
|
|
|
CHAR16 wSectorName[64];
|
|
GetShortSectorString( pGroup->ubNextX, pGroup->ubNextY, wSectorName );
|
|
|
|
CHAR16 wFinalSectorName[64];
|
|
swprintf( sString, L"--" );
|
|
|
|
// determine the final destination of this group
|
|
{
|
|
INT16 finalsector = GetLastSectorIdInMilitiaGroupPath( pGroup->ubGroupID );
|
|
if ( finalsector > -1 )
|
|
{
|
|
GetShortSectorString( finalsector % MAP_WORLD_X, finalsector / MAP_WORLD_X, wFinalSectorName );
|
|
}
|
|
else
|
|
{
|
|
GetShortSectorString( pGroup->ubNextX, pGroup->ubNextY, wFinalSectorName );
|
|
}
|
|
}
|
|
|
|
// show ETA
|
|
CHAR16 timestring[64];
|
|
UINT32 uiArrivalTime = GetWorldTotalMin( ) + CalculateTravelTimeOfGroup( pGroup );
|
|
ConvertMinTimeToDayHourMinString( uiArrivalTime, timestring );
|
|
|
|
// mouse region - clicking on a group name selects that group
|
|
if ( !gMilitiaGroupBoxRegionDefined[groupcnt] )
|
|
{
|
|
MSYS_DefineRegion( &gMilitiaGroupBoxRegion[groupcnt], dispX, dispY, dispX + MILITIAGROUPBOX_WIDTH_NAME, dispY + MILITIAGROUPBOX_HEIGHT_LINE, MSYS_PRIORITY_HIGH,
|
|
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MilitiaGroupBoxRegionClickCallback );
|
|
MSYS_AddRegion( &gMilitiaGroupBoxRegion[groupcnt] );
|
|
MSYS_SetRegionUserData( &gMilitiaGroupBoxRegion[groupcnt], 0, pGroup->ubGroupID );
|
|
gMilitiaGroupBoxRegionDefined[groupcnt] = TRUE;
|
|
}
|
|
|
|
if ( pGroup->ubGroupID == gNewMilitiaGroupId )
|
|
swprintf( sString, szMilitiaStrategicMovementText[5], pGroup->ubGroupID );
|
|
else
|
|
swprintf( sString, szMilitiaStrategicMovementText[6], pGroup->ubGroupID );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_NAME;
|
|
|
|
swprintf( sString, L"%d", pGroup->pEnemyGroup->ubNumAdmins );
|
|
mprintf( dispX, dispY, sString );
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
|
|
{
|
|
// '+' button
|
|
if ( militiastat[GREEN_MILITIA] && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
|
|
{
|
|
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[0], dispX + 14, dispY, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
|
|
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
|
|
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
|
|
}
|
|
++buttoncnt;
|
|
|
|
// '-' button
|
|
if ( pGroup->pEnemyGroup->ubNumAdmins && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
|
|
{
|
|
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[1], dispX + 14, dispY + 6, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
|
|
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
|
|
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
|
|
}
|
|
++buttoncnt;
|
|
}
|
|
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, L"%d", pGroup->pEnemyGroup->ubNumTroops );
|
|
mprintf( dispX, dispY, sString );
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
|
|
{
|
|
// '+' button
|
|
if ( militiastat[REGULAR_MILITIA] && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
|
|
{
|
|
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[0], dispX + 14, dispY, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
|
|
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
|
|
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
|
|
}
|
|
++buttoncnt;
|
|
|
|
// '-' button
|
|
if ( pGroup->pEnemyGroup->ubNumTroops && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
|
|
{
|
|
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[1], dispX + 14, dispY + 6, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
|
|
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
|
|
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
|
|
}
|
|
++buttoncnt;
|
|
}
|
|
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, L"%d", pGroup->pEnemyGroup->ubNumElites );
|
|
mprintf( dispX, dispY, sString );
|
|
|
|
if ( gMilitiaPath[gMilitiaGroupId].sGroupid == pGroup->ubGroupID )
|
|
{
|
|
// '+' button
|
|
if ( militiastat[ELITE_MILITIA] && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
|
|
{
|
|
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[0], dispX + 14, dispY, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
|
|
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
|
|
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
|
|
}
|
|
++buttoncnt;
|
|
|
|
// '-' button
|
|
if ( pGroup->pEnemyGroup->ubNumElites && !gMilitiaGroupBoxButtonCreated[buttoncnt] )
|
|
{
|
|
gMilitiaGroupBoxButton[buttoncnt] = QuickCreateButton( gMilitiaGroupBoxButtonImage[1], dispX + 14, dispY + 6, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)MilitiaGroupBoxButtonCallback );
|
|
ButtonList[gMilitiaGroupBoxButton[buttoncnt]]->UserData[0] = buttoncnt;
|
|
gMilitiaGroupBoxButtonCreated[buttoncnt] = TRUE;
|
|
}
|
|
++buttoncnt;
|
|
}
|
|
|
|
dispX += MILITIAGROUPBOX_WIDTH_TYPEBOX;
|
|
|
|
swprintf( sString, L"%s", wSectorName );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
|
|
|
|
swprintf( sString, L"%s", timestring );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_ETA;
|
|
|
|
swprintf( sString, L"%s", wFinalSectorName );
|
|
mprintf( dispX, dispY, sString );
|
|
dispX += MILITIAGROUPBOX_WIDTH_SECTOR;
|
|
|
|
dispY += MILITIAGROUPBOX_HEIGHT_LINE;
|
|
|
|
++groupcnt;
|
|
}
|
|
pGroup = pGroup->next;
|
|
}
|
|
}
|
|
|
|
// Flugente: intel display
|
|
|
|
InqMapInfo gMapIntelData[256];
|
|
|
|
void AddIntelAndQuestMapDataForSector( INT16 sSectorX, INT16 sSectorY, UINT8 ausMapColour, int asSymbol, STR16 aText, STR16 aText_Short )
|
|
{
|
|
if ( sSectorX > 0 && sSectorX < 17 && sSectorY > 0 && sSectorY < 17 )
|
|
{
|
|
int sector = SECTOR( sSectorX, sSectorY );
|
|
|
|
if ( ausMapColour < MAP_SHADE_MAX )
|
|
gMapIntelData[sector].mapcolour = ausMapColour;
|
|
|
|
if ( asSymbol >= 0 )
|
|
gMapIntelData[sector].symbols.push_back( asSymbol );
|
|
|
|
if ( wcsnlen( aText, 1024 ) > 0 )
|
|
swprintf( gMapIntelData[sector].text, L"%s%s\n", gMapIntelData[sector].text, aText );
|
|
|
|
if ( wcsnlen( aText_Short, 128 ) > 0 )
|
|
swprintf( gMapIntelData[sector].shorttext, L"%s", aText_Short );
|
|
}
|
|
}
|
|
|
|
extern BOOLEAN GetFacilityProductionState( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT16 usFacilityType, UINT16 usProductionNumber );
|
|
|
|
void DetermineMapIntelData( INT32 asSectorZ )
|
|
{
|
|
// clear data
|
|
for ( int i = 0; i < 256; ++i )
|
|
{
|
|
gMapIntelData[i].mapcolour = MAP_SHADE_BLACK;
|
|
gMapIntelData[i].text[0] = '\0';
|
|
gMapIntelData[i].shorttext[0] = '\0';
|
|
gMapIntelData[i].symbols.clear();
|
|
}
|
|
|
|
// add data
|
|
if ( !asSectorZ )
|
|
{
|
|
// enemy VIPS we know of
|
|
for ( int sector = 0; sector < 256; ++sector )
|
|
{
|
|
if ( PlayerKnowsAboutVIP( SECTORX( sector ), SECTORY( sector ) ) )
|
|
{
|
|
AddIntelAndQuestMapDataForSector( SECTORX( sector ), SECTORY( sector ), MAP_SHADE_LT_RED, 5, szIntelText[3], L"" );
|
|
}
|
|
}
|
|
|
|
// transport groups
|
|
std::map<UINT8, TransportGroupSectorInfo> map = GetTransportGroupSectorInfo();
|
|
for (const auto iter : map)
|
|
{
|
|
CHAR16 str[128];
|
|
|
|
switch (iter.second)
|
|
{
|
|
case TransportGroupSectorInfo::TransportGroupSectorInfo_LocatedGroup:
|
|
swprintf( str, gpStrategicString[STR_PB_TRANSPORT_GROUP]);
|
|
break;
|
|
|
|
case TransportGroupSectorInfo::TransportGroupSectorInfo_LocatedDestination:
|
|
swprintf( str, gpStrategicString[STR_PB_TRANSPORT_GROUP_EN_ROUTE]);
|
|
break;
|
|
}
|
|
AddIntelAndQuestMapDataForSector( SECTORX(iter.first), SECTORY(iter.first), MAP_SHADE_LT_YELLOW, -1, str, L"" );
|
|
}
|
|
|
|
// uncovered terrorists we know of
|
|
for ( int cnt = 0; cnt < 6; ++cnt )
|
|
{
|
|
int profile = SLAY;
|
|
if ( cnt == 1 ) profile = ANNIE;
|
|
else if ( cnt == 2 ) profile = CHRIS;
|
|
else if ( cnt == 3 ) profile = TIFFANY;
|
|
else if ( cnt == 4 ) profile = T_REX;
|
|
else if ( cnt == 5 ) profile = DRUGGIST;
|
|
|
|
if ( !(gMercProfiles[profile].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED) &&
|
|
gMercProfiles[profile].bMercStatus != MERC_IS_DEAD &&
|
|
gMercProfiles[profile].sSectorX > 0 &&
|
|
gMercProfiles[profile].sSectorY > 0 &&
|
|
CheckFact( FACT_TERRORIST_LOCATION_KNOWN_SLAY + cnt, 0 ) )
|
|
{
|
|
SECTOR( gMercProfiles[profile].sSectorX, gMercProfiles[profile].sSectorY );
|
|
|
|
AddIntelAndQuestMapDataForSector( gMercProfiles[profile].sSectorX, gMercProfiles[profile].sSectorY, -1, 3, szIntelText[4], L"" );
|
|
}
|
|
}
|
|
|
|
// raids we know of
|
|
for ( int raidtype = 0; raidtype < 3; ++raidtype )
|
|
{
|
|
if ( CheckFact( FACT_RAID_KNOWN_BLOODCATS + raidtype, 0 ) )
|
|
{
|
|
std::vector< std::pair<UINT32, UINT32> > vec = GetAllStrategicEventsOfType( EVENT_BLOODCAT_ATTACK + raidtype );
|
|
|
|
for ( std::vector< std::pair<UINT32, UINT32> >::iterator it = vec.begin(); it != vec.end(); ++it )
|
|
{
|
|
if ( ( *it ).second < 256 )
|
|
{
|
|
UINT32 seconds = ( *it ).first;
|
|
UINT32 minutes = seconds / 60;
|
|
UINT32 hours = minutes / 60;
|
|
|
|
CHAR16 str[128];
|
|
swprintf( str, szIntelText[5], gpStrategicString[STR_PB_BLOODCATRAID_HEADER + raidtype], hours % 24, minutes % 60 );
|
|
|
|
AddIntelAndQuestMapDataForSector( SECTORX( ( *it ).second ), SECTORY( ( *it ).second ), MAP_SHADE_LT_PINK, raidtype, str, L"" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Flugente: factories
|
|
if ( gGameExternalOptions.fFactories )
|
|
{
|
|
for ( UINT16 sector = 0; sector < 256; ++sector )
|
|
{
|
|
BOOLEAN productionfound = FALSE;
|
|
BOOLEAN activeproductionfound = FALSE;
|
|
BOOLEAN inactiveproductionfound = FALSE;
|
|
BOOLEAN productionunderenemycontrol = FALSE;
|
|
|
|
for ( UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt )
|
|
{
|
|
// Is this facility here?
|
|
if ( gFacilityLocations[sector][cnt].fFacilityHere )
|
|
{
|
|
if ( gFacilityLocations[sector][cnt].ubHidden == 0 ||
|
|
( gFacilityLocations[sector][cnt].ubHidden == 1 && SectorInfo[sector].fSurfaceWasEverPlayerControlled ) )
|
|
{
|
|
if ( StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( sector )].fEnemyControlled )
|
|
{
|
|
// if it's an enemy controlled sector, just check whether there are production lines at all
|
|
if ( !gFacilityTypes[cnt].ProductionData.empty() )
|
|
{
|
|
productionfound = TRUE;
|
|
productionunderenemycontrol = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UINT16 productioncnt = 0;
|
|
for ( std::vector<PRODUCTION_LINE>::iterator prodit = gFacilityTypes[cnt].ProductionData.begin(), proditend = gFacilityTypes[cnt].ProductionData.end(); prodit != proditend;
|
|
++prodit, ++productioncnt )
|
|
{
|
|
if ( GetFacilityProductionState( SECTORX( sector ), SECTORY( sector ), 0, cnt, productioncnt ) )
|
|
activeproductionfound = TRUE;
|
|
else
|
|
inactiveproductionfound = TRUE;
|
|
|
|
productionfound = TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( productionfound )
|
|
{
|
|
AddIntelAndQuestMapDataForSector( SECTORX( sector ), SECTORY( sector ), -1, productionunderenemycontrol ? 22 : activeproductionfound ? inactiveproductionfound ? 19 : 20 : 21, L"", L"" );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Flugente: turncoats
|
|
if ( gSkillTraitValues.fCOTurncoats )
|
|
{
|
|
for ( UINT16 sector = 0; sector < 256; ++sector )
|
|
{
|
|
CorrectTurncoatCount( SECTORX( sector ), SECTORY( sector ) );
|
|
|
|
UINT16 numturncoats = NumTurncoatsOfClassInSector( SECTORX( sector ), SECTORY( sector ), SOLDIER_CLASS_ADMINISTRATOR )
|
|
+ NumTurncoatsOfClassInSector( SECTORX( sector ), SECTORY( sector ), SOLDIER_CLASS_ARMY )
|
|
+ NumTurncoatsOfClassInSector( SECTORX( sector ), SECTORY( sector ), SOLDIER_CLASS_ELITE );
|
|
|
|
if ( numturncoats )
|
|
{
|
|
CHAR16 str[128];
|
|
swprintf( str, szTurncoatText[9], numturncoats );
|
|
|
|
AddIntelAndQuestMapDataForSector( SECTORX( sector ), SECTORY( sector ), -1, 23, str, L"" );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// add lua data
|
|
LuaGetIntelAndQuestMapData( asSectorZ );
|
|
}
|
|
|
|
void ShowIntelOnMap()
|
|
{
|
|
INT16 usXPos, usYPos;
|
|
|
|
INT32 MapItemsFont;
|
|
if ( iResolution <= _800x600 )
|
|
{
|
|
MapItemsFont = MAP_FONT;
|
|
}
|
|
else
|
|
{
|
|
MapItemsFont = FONT12ARIAL;
|
|
}
|
|
|
|
SetFont( MapItemsFont );
|
|
SetFontForeground( FONT_MCOLOR_WHITE );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
|
|
UINT32 x, y, x0, y0;
|
|
HVOBJECT hHandle;
|
|
|
|
GetVideoObject( &hHandle, guiINTEL );
|
|
|
|
for (int sector = 0; sector < 256; ++sector )
|
|
{
|
|
UINT8 sector_x = SECTORX( sector );
|
|
UINT8 sector_y = SECTORY( sector );
|
|
|
|
// grab min and max locations to interpolate sub sector position
|
|
x0 = UI_MAP.ViewRegion.x + UI_MAP.GridSize.iX * ( sector_x );
|
|
y0 = UI_MAP.ViewRegion.y + UI_MAP.GridSize.iY * ( sector_y );
|
|
|
|
AssertMsg( ( x0 >= 0 ) && ( x0 < SCREEN_WIDTH ), String( "ShowIntelOnMap: Invalid minX = %d", x0 ) );
|
|
AssertMsg( ( y0 >= 0 ) && ( y0 < SCREEN_HEIGHT ), String( "ShowIntelOnMap: Invalid minY = %d", y0 ) );
|
|
|
|
// clip blits to mapscreen region
|
|
ClipBlitsToMapViewRegion();
|
|
|
|
x = x0;
|
|
y = y0;
|
|
|
|
for ( std::vector<int>::iterator symbolit = gMapIntelData[sector].symbols.begin(); symbolit != gMapIntelData[sector].symbols.end(); ++symbolit )
|
|
{
|
|
BltVideoObject( FRAME_BUFFER, hHandle, (*symbolit), x, y, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
|
|
// Flugente: retrieve width and height of video object
|
|
UINT16 width, height;
|
|
GetVideoObjectDimensions( hHandle, ( *symbolit ), width, height );
|
|
|
|
// symbols overlap a bit, so that there is a bit of space
|
|
x += width * 0.6;
|
|
y += height * 0.6;
|
|
}
|
|
|
|
// restore clip blits
|
|
RestoreClipRegionToFullScreen();
|
|
|
|
FindFontCenterCoordinates( x0, y0, UI_MAP.GridSize.iX, UI_MAP.GridSize.iY, gMapIntelData[sector].shorttext, MapItemsFont, &usXPos, &usYPos );
|
|
|
|
mprintf( usXPos, usYPos, gMapIntelData[sector].shorttext );
|
|
}
|
|
}
|