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Prevent merc in slot 0 from disappearing due to errant schedule. Still need to find and fix schedule though Prevent attempts to turn or climb roof when soldier collapsed Fix problems when mortar or RPG randomly assigned to a soldier but cannot be added for whatever reason Pathing favors beginning path on orthogonal and using as few turns as possible (mostly old behavior). Prevent interruptions when soldier climbs up, which can cause fall into building just below the target roof position Fix pauses due to soldiers hurt in previous turn Fix soldier path not reaching destination when thrown by explosion damage or heavy gunfire Restore pathing to cave and underground exits Fix too many AI ending up on the roofs git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1588 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1135 lines
27 KiB
C++
1135 lines
27 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "JA2 All.h"
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#include "HelpScreen.h"
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#include "PreBattle Interface.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include <time.h>
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#include "sgp.h"
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#include "gameloop.h"
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#include "vobject.h"
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#include "wcheck.h"
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#include "worlddef.h"
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#include "renderworld.h"
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#include "font.h"
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#include "screenids.h"
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#include "screens.h"
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#include "overhead.h"
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#include "Isometric Utils.h"
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#include "sysutil.h"
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#include "input.h"
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#include "Event Pump.h"
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#include "Font Control.h"
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#include "Timer Control.h"
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#include "Radar Screen.h"
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#include "Render Dirty.h"
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#include "Interface.h"
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#include "Handle UI.h"
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#include <wchar.h>
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#include <tchar.h>
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#include "cursors.h"
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#include "vobject_blitters.h"
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#include "Button System.h"
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#include "lighting.h"
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#include "renderworld.h"
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#include "sys globals.h"
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#include "environment.h"
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#include "Music Control.h"
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#include "bullets.h"
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#include "Assignments.h"
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#include "message.h"
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#include <string.h>
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#include "overhead map.h"
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#include "Strategic Exit GUI.h"
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#include "strategic movement.h"
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#include "Tactical Placement GUI.h"
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#include "Air raid.h"
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#include "Game Clock.h"
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#include "game init.h"
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//DEF: Test Code
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#ifdef NETWORKED
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#include "Networking.h"
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#endif
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#include "interface control.h"
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#include "game clock.h"
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#include "physics.h"
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#include "fade screen.h"
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#include "dialogue control.h"
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#include "soldier macros.h"
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#include "faces.h"
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#include "strategicmap.h"
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#include "gamescreen.h"
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#include "interface.h"
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#include "cursor control.h"
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#include "strategic turns.h"
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#include "merc entering.h"
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#include "soldier create.h"
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#include "Soldier Init List.h"
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#include "interface panels.h"
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#include "Map Information.h"
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#include "environment.h"
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#include "Squads.h"
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#include "interface dialogue.h"
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#include "auto bandage.h"
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#include "meanwhile.h"
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#include "strategic ai.h"
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#include "HelpScreen.h"
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#include "PreBattle Interface.h"
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#include "Sound Control.h"
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#include "MessageBoxScreen.h"
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#include "Text.h"
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#include "GameSettings.h"
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#include "Random.h"
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#include "editscreen.h"
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#include "Scheduling.h"
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#endif
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#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
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BOOLEAN fDirtyRectangleMode = FALSE;
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UINT16 *gpFPSBuffer=NULL;
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// MarkNote
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// extern ScrollStringStPtr pStringS=NULL;
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UINT32 counter=0;
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UINT32 count=0;
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BOOLEAN gfTacticalDoHeliRun = FALSE;
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BOOLEAN gfPlayAttnAfterMapLoad = FALSE;
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// VIDEO OVERLAYS
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INT32 giFPSOverlay = 0;
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INT32 giCounterPeriodOverlay = 0;
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BOOLEAN gfExitToNewSector = FALSE;
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//UINT8 gubNewSectorExitDirection;
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BOOLEAN gfGameScreenLocateToSoldier = FALSE;
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BOOLEAN gfEnteringMapScreen = FALSE;
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UINT32 uiOldMouseCursor;
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UINT8 gubPreferredInitialSelectedGuy = NOBODY;
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BOOLEAN gfTacticalIsModal = FALSE;
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MOUSE_REGION gTacticalDisableRegion;
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BOOLEAN gfTacticalDisableRegionActive = FALSE;
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INT8 gbTacticalDisableMode = FALSE;
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MODAL_HOOK gModalDoneCallback;
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BOOLEAN gfBeginEndTurn = FALSE;
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extern BOOLEAN gfTopMessageDirty;
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extern BOOLEAN gfFailedToSaveGameWhenInsideAMessageBox;
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extern BOOLEAN gfFirstHeliRun;
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extern BOOLEAN gfRenderFullThisFrame;
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// The InitializeGame function is responsible for setting up all data and Gaming Engine
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// tasks which will run the game
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RENDER_HOOK gRenderOverride = NULL;
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#define NOINPUT_DELAY 60000
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#define DEMOPLAY_DELAY 40000
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#define RESTART_DELAY 6000
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void TacticalScreenLocateToSoldier( );
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UINT32 guiTacticalLeaveScreenID;
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BOOLEAN guiTacticalLeaveScreen = FALSE;
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void HandleModalTactical( );
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extern void CheckForDisabledRegionRemove( );
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extern void InternalLocateGridNo( UINT16 sGridNo, BOOLEAN fForce );
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UINT32 MainGameScreenInit(void)
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{
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VIDEO_OVERLAY_DESC VideoOverlayDesc;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf=NULL;
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/* If any 1 have time please calculate how big this buffer should be
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* any questions? joker
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*/
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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gpZBuffer=InitZBuffer( uiDestPitchBYTES, SCREEN_HEIGHT);
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UnLockVideoSurface( FRAME_BUFFER);
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InitializeBackgroundRects();
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//EnvSetTimeInHours(ENV_TIME_12);
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SetRenderFlags(RENDER_FLAG_FULL);
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// WDS - bug fix: VideoOverlayDesc must be initialized! - 07/16/2007
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memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) );
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// Init Video Overlays
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// FIRST, FRAMERATE
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VideoOverlayDesc.sLeft = 0;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.uiFontID = SMALLFONT1;
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VideoOverlayDesc.ubFontBack = FONT_MCOLOR_BLACK ;
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VideoOverlayDesc.ubFontFore = FONT_MCOLOR_DKGRAY ;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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swprintf( VideoOverlayDesc.pzText, L"90" );
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VideoOverlayDesc.BltCallback = BlitMFont;
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giFPSOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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// SECOND, PERIOD COUNTER
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VideoOverlayDesc.sLeft = 30;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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swprintf( VideoOverlayDesc.pzText, L"Levelnodes: 100000" );
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VideoOverlayDesc.BltCallback = BlitMFont;
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giCounterPeriodOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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// register debug topics
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RegisterJA2DebugTopic( TOPIC_JA2, "Reg JA2 Debug" );
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// MarkNote
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return TRUE;
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}
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// The ShutdownGame function will free up/undo all things that were started in InitializeGame()
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// It will also be responsible to making sure that all Gaming Engine tasks exit properly
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UINT32 MainGameScreenShutdown(void)
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{
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ShutdownZBuffer(gpZBuffer);
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ShutdownBackgroundRects();
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// Remove video Overlays
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RemoveVideoOverlay( giFPSOverlay );
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return TRUE;
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}
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void FadeInGameScreen( )
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{
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fFirstTimeInGameScreen = TRUE;
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FadeInNextFrame( );
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}
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void FadeOutGameScreen( )
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{
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FadeOutNextFrame( );
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}
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void EnterTacticalScreen( )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen"));
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guiTacticalLeaveScreen = FALSE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpositionsndsactive"));
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SetPositionSndsActive( );
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// Set pending screen
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpendingnewscreen"));
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SetPendingNewScreen( GAME_SCREEN );
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// Set as active...
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gTacticalStatus.uiFlags |= ACTIVE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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//Disable all faces
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setallautofacesinactive"));
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SetAllAutoFacesInactive( );
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// CHECK IF OURGUY IS NOW OFF DUTY
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if ( gusSelectedSoldier != NOBODY )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
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if ( !OK_CONTROLLABLE_MERC( MercPtrs[ gusSelectedSoldier ] ) )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
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// ATE: If the current guy is sleeping, change....
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->fMercAsleep )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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}
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}
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else
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{
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// otherwise, make sure interface is team panel...
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SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:enable viewport region"));
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if( !gfTacticalPlacementGUIActive )
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{
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MSYS_EnableRegion(&gRadarRegion);
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}
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MSYS_EnableRegion( &gViewportRegion );
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// set default squad on sector entry
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// ATE: moved these 2 call after initalizing the interface!
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//SetDefaultSquadOnSectorEntry( FALSE );
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//ExamineCurrentSquadLights( );
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//UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: Init Interface"));
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// Init interface ( ALWAYS TO TEAM PANEL. DEF changed it to go back to the previous panel )
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if( !gfTacticalPlacementGUIActive )
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{
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//make sure the gsCurInterfacePanel is valid
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if( gsCurInterfacePanel < 0 || gsCurInterfacePanel >= NUM_UI_PANELS )
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gsCurInterfacePanel = TEAM_PANEL;
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SetCurrentInterfacePanel( (UINT8)gsCurInterfacePanel );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: settacticalinterfaceflags"));
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SetTacticalInterfaceFlags( 0 );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: set default squad on sector entry"));
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// set default squad on sector entry
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SetDefaultSquadOnSectorEntry( FALSE );
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ExamineCurrentSquadLights( );
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fFirstTimeInGameScreen = FALSE;
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// Make sure it gets re-created....
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DirtyTopMessage( );
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// Set compression to normal!
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//SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
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// Select current guy...
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//gfGameScreenLocateToSoldier = TRUE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
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// Locate if in meanwhile...
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if ( AreInMeanwhile( ) )
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{
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LocateToMeanwhileCharacter( );
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}
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if ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME )
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{
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InternalLocateGridNo( 4561, TRUE );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: clear messages"));
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// Clear tactical message q
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ClearTacticalMessageQueue( );
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// ATE: Enable messages again...
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EnableScrollMessages( );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: done"));
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}
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void LeaveTacticalScreen( UINT32 uiNewScreen )
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{
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guiTacticalLeaveScreenID = uiNewScreen;
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guiTacticalLeaveScreen = TRUE;
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}
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void InternalLeaveTacticalScreen( UINT32 uiNewScreen )
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{
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gpCustomizableTimerCallback = NULL;
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// unload the sector they teleported out of
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if ( !gfAutomaticallyStartAutoResolve )
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{
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CheckAndHandleUnloadingOfCurrentWorld();
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}
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SetPositionSndsInActive( );
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// Turn off active flag
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gTacticalStatus.uiFlags &= ( ~ACTIVE );
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fFirstTimeInGameScreen = TRUE;
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SetPendingNewScreen( uiNewScreen );
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//Disable all faces
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SetAllAutoFacesInactive( );
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ResetInterfaceAndUI( );
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// Remove cursor and reset height....
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gsGlobalCursorYOffset = 0;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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// Shutdown panel
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ShutdownCurrentPanel( );
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//disable the radar map
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MSYS_DisableRegion(&gRadarRegion);
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//MSYS_DisableRegion( &gViewportRegion );
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// We are leaving... turn off pedning autobadage...
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SetAutoBandagePending( FALSE );
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// ATE: Disable messages....
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DisableScrollMessages( );
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if ( uiNewScreen == MAINMENU_SCREEN )
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{
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//We want to reinitialize the game
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ReStartingGame();
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}
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if ( uiNewScreen != MAP_SCREEN )
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{
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StopAnyCurrentlyTalkingSpeech( );
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}
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// If we have some disabled screens up.....remove...
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CheckForDisabledRegionRemove( );
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// ATE: Record last time we were in tactical....
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gTacticalStatus.uiTimeSinceLastInTactical = GetWorldTotalMin( );
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FinishAnySkullPanelAnimations( );
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}
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extern INT32 iInterfaceDialogueBox;
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#ifdef JA2BETAVERSION
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extern BOOLEAN ValidateSoldierInitLinks( UINT8 ubCode );
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extern BOOLEAN gfDoDialogOnceGameScreenFadesIn;
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#endif
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UINT32 MainGameScreenHandle(void)
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{
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UINT32 uiNewScreen = GAME_SCREEN;
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BOOLEAN fEnterDemoMode = FALSE;
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//DO NOT MOVE THIS FUNCTION CALL!!!
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//This determines if the help screen should be active
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// if( ( !gfTacticalDoHeliRun && !gfFirstHeliRun ) && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
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if( !gfPreBattleInterfaceActive && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
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{
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// handle the help screen
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HelpScreenHandler();
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return( GAME_SCREEN );
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}
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#ifdef JA2BETAVERSION
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DebugValidateSoldierData( );
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#endif
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if ( HandleAutoBandage( ) )
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{
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#ifndef VISIBLE_AUTO_BANDAGE
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return( GAME_SCREEN );
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#endif
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}
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#if 0
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{
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PTR pData, pDestBuf;
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UINT32 uiPitch, uiDestPitchBYTES;
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pData = LockMouseBuffer( &uiPitch );
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pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pData, uiPitch,
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0 , 0,
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0 , 0,
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64, 64 );
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UnlockMouseBuffer( );
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UnLockVideoSurface(guiRENDERBUFFER);
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InvalidateRegion( 0, 0, 64, 64 );
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//mprintf( 0, 55, L"W: %dH: %d", gsCurMouseWidth, gsCurMouseHeight );
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}
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#endif
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if ( gfBeginEndTurn )
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{
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UIHandleEndTurn( NULL );
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gfBeginEndTurn = FALSE;
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}
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/*
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if ( gfExitToNewSector )
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{
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// Shade screen one frame
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if ( gfExitToNewSector == 1 )
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{
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// Disable any saved regions!
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EmptyBackgroundRects( );
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// Remove cursor
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uiOldMouseCursor = gViewportRegion.Cursor;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Shadow area
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ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, 640, 480 );
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InvalidateScreen( );
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// Next frame please
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gfExitToNewSector++;
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return( GAME_SCREEN );
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}
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else
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{
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// Go into sector
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JumpIntoAdjacentSector( gubNewSectorExitDirection );
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gfExitToNewSector = FALSE;
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// Restore mouse
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SetCurrentCursorFromDatabase( uiOldMouseCursor );
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}
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}
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*/
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// The gfFailedToSaveGameWhenInsideAMessageBox flag will only be set at this point if the game fails to save during
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// a quick save and when the game was already in a message box.
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//If the game failed to save when in a message box, pop up a message box stating an error occured
|
|
if( gfFailedToSaveGameWhenInsideAMessageBox )
|
|
{
|
|
gfFailedToSaveGameWhenInsideAMessageBox = FALSE;
|
|
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, zSaveLoadText[SLG_SAVE_GAME_ERROR], GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, NULL );
|
|
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
|
|
// Check if we are in bar animation...
|
|
if ( InTopMessageBarAnimation( ) )
|
|
{
|
|
ExecuteBaseDirtyRectQueue( );
|
|
|
|
EndFrameBufferRender( );
|
|
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
if ( gfTacticalIsModal )
|
|
{
|
|
if ( gfTacticalIsModal == 1 )
|
|
{
|
|
gfTacticalIsModal++;
|
|
}
|
|
else
|
|
{
|
|
HandleModalTactical( );
|
|
|
|
return( GAME_SCREEN );
|
|
}
|
|
}
|
|
|
|
// OK, this is the pause system for when we see a guy...
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
if ( gTacticalStatus.fEnemySightingOnTheirTurn )
|
|
{
|
|
if ( ( GetJA2Clock( ) - gTacticalStatus.uiTimeSinceDemoOn ) > 3000 )
|
|
{
|
|
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
|
|
{
|
|
AdjustNoAPToFinishMove( MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ], FALSE );
|
|
}
|
|
MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->fPauseAllAnimation = FALSE;
|
|
|
|
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// see if the helicopter is coming in this time for the initial entrance by the mercs
|
|
InitHelicopterEntranceByMercs( );
|
|
|
|
// Handle Environment controller here
|
|
EnvironmentController( TRUE );
|
|
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
HandleWaitTimerForNPCTrigger( );
|
|
|
|
// Check timer that could have been set to do anything
|
|
CheckCustomizableTimer();
|
|
|
|
// Handle physics engine
|
|
SimulateWorld( );
|
|
|
|
// Handle strategic engine
|
|
HandleStrategicTurn( );
|
|
}
|
|
|
|
if ( gfTacticalDoHeliRun )
|
|
{
|
|
gfGameScreenLocateToSoldier = FALSE;
|
|
InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
|
|
|
|
// Start heli Run...
|
|
StartHelicopterRun( gMapInformation.sNorthGridNo );
|
|
|
|
// Update clock by one so that our DidGameJustStatrt() returns now false for things like LAPTOP, etc...
|
|
SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
|
|
//UpdateClock( 1 );
|
|
|
|
gfTacticalDoHeliRun = FALSE;
|
|
//SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
|
}
|
|
|
|
|
|
if ( InOverheadMap( ) )
|
|
{
|
|
HandleOverheadMap( );
|
|
return( GAME_SCREEN );
|
|
}
|
|
/*
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
HandleAirRaid( );
|
|
}
|
|
*/
|
|
if ( gfGameScreenLocateToSoldier )
|
|
{
|
|
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: tacticalscreenlocatetosoldier"));
|
|
TacticalScreenLocateToSoldier( );
|
|
gfGameScreenLocateToSoldier = FALSE;
|
|
}
|
|
|
|
if ( fFirstTimeInGameScreen )
|
|
{
|
|
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: entertacticalscreen"));
|
|
EnterTacticalScreen( );
|
|
|
|
// Select a guy if he hasn;'
|
|
if( !gfTacticalPlacementGUIActive )
|
|
{
|
|
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( MercPtrs[ gusSelectedSoldier ] ) )
|
|
{
|
|
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
|
|
SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// ATE: check that this flag is not set.... display message if so
|
|
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
|
|
{
|
|
// Unset
|
|
guiTacticalInterfaceFlags &= (~INTERFACE_MAPSCREEN );
|
|
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"MAPSCREEN_INTERFACE flag set: Please remember how you entered Tactical." );
|
|
#endif
|
|
}
|
|
|
|
if ( HandleFadeOutCallback( ) )
|
|
{
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
if ( guiCurrentScreen != MSG_BOX_SCREEN )
|
|
{
|
|
if ( HandleBeginFadeOut( GAME_SCREEN ) )
|
|
{
|
|
return( GAME_SCREEN );
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef JA2BETAVERSION
|
|
if( gfDoDialogOnceGameScreenFadesIn )
|
|
{
|
|
ValidateSoldierInitLinks( 4 );
|
|
}
|
|
#endif
|
|
|
|
HandleHeliDrop( );
|
|
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
HandleAutoBandagePending( );
|
|
}
|
|
|
|
|
|
// ATE: CHRIS_C LOOK HERE FOR GETTING AI CONSTANTLY GOING
|
|
//if ( gTacticalStatus.uiFlags & TURNBASED )
|
|
//{
|
|
// if ( !(gTacticalStatus.uiFlags & ENEMYS_TURN) )
|
|
// {
|
|
// EndTurn( );
|
|
// }
|
|
//}
|
|
|
|
|
|
// if ( gfScrollInertia == FALSE )
|
|
{
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
UpdateBullets( );
|
|
|
|
// Execute Tactical Overhead
|
|
ExecuteOverhead( );
|
|
}
|
|
|
|
// Handle animated cursors
|
|
if( gfWorldLoaded )
|
|
{
|
|
HandleAnimatedCursors( );
|
|
|
|
// Handle Interface
|
|
uiNewScreen = HandleTacticalUI( );
|
|
|
|
|
|
// called to handle things like face panels changeing due to team panel, squad changes, etc
|
|
// To be done AFTER HandleUI and before ExecuteOverlays( )
|
|
HandleDialogueUIAdjustments( );
|
|
|
|
HandleTalkingAutoFaces( );
|
|
}
|
|
#ifdef JA2EDITOR
|
|
else if( gfIntendOnEnteringEditor )
|
|
{
|
|
OutputDebugString( "Aborting normal game mode and entering editor mode...\n" );
|
|
SetPendingNewScreen( 0xffff ); //NO_SCREEN
|
|
return EDIT_SCREEN;
|
|
}
|
|
#endif
|
|
else if( !gfEnteringMapScreen )
|
|
{
|
|
gfEnteringMapScreen = TRUE;
|
|
}
|
|
|
|
if ( uiNewScreen != GAME_SCREEN )
|
|
{
|
|
return( uiNewScreen );
|
|
}
|
|
|
|
// Deque all game events
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
DequeAllGameEvents( TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////
|
|
StartFrameBufferRender( );
|
|
|
|
HandleTopMessages( );
|
|
|
|
if ( gfScrollPending || gfScrollInertia )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
// Handle Interface Stuff
|
|
SetUpInterface( );
|
|
HandleTacticalPanelSwitch( );
|
|
}
|
|
|
|
// Handle Scroll Of World
|
|
ScrollWorld( );
|
|
|
|
//SetRenderFlags( RENDER_FLAG_FULL );
|
|
|
|
RenderWorld( );
|
|
|
|
if ( gRenderOverride != NULL )
|
|
{
|
|
gRenderOverride( );
|
|
}
|
|
|
|
if ( gfScrollPending || gfScrollInertia )
|
|
{
|
|
RenderTacticalInterfaceWhileScrolling( );
|
|
}
|
|
else
|
|
{
|
|
// Handle Interface Stuff
|
|
//RenderTacticalInterface( );
|
|
}
|
|
|
|
#ifdef NETWORKED
|
|
// DEF: Test Code
|
|
PrintNetworkInfo();
|
|
#endif
|
|
|
|
// Render Interface
|
|
RenderTopmostTacticalInterface( );
|
|
|
|
#ifdef JA2TESTVERSION
|
|
if ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV )
|
|
{
|
|
SetFont( MILITARYFONT1 );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
mprintf( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
|
|
gprintfdirty( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
|
|
}
|
|
|
|
#ifdef JA2BETAVERSION
|
|
|
|
if ( GamePaused() == TRUE )
|
|
{
|
|
SetFont( MILITARYFONT1 );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
mprintf( 0, 10, L"Game Clock Paused" );
|
|
gprintfdirty( 0, 10, L"Game Clock Paused" );
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS )
|
|
{
|
|
INT32 iSchedules;
|
|
SCHEDULENODE *curr;
|
|
|
|
SetFont( MILITARYFONT1 );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
mprintf( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
|
|
gprintfdirty( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
|
|
|
|
curr = gpScheduleList;
|
|
iSchedules = 0;
|
|
while( curr )
|
|
{
|
|
iSchedules++;
|
|
curr = curr->next;
|
|
}
|
|
|
|
mprintf( 0, 25, L"Schedules: %d", iSchedules );
|
|
gprintfdirty( 0, 25, L"Schedules: %d", iSchedules );
|
|
}
|
|
#endif
|
|
|
|
|
|
// Render view window
|
|
RenderRadarScreen( );
|
|
|
|
ResetInterface( );
|
|
|
|
if ( gfScrollPending )
|
|
{
|
|
DeleteVideoOverlaysArea( );
|
|
AllocateVideoOverlaysArea( );
|
|
SaveVideoOverlaysArea( FRAME_BUFFER );
|
|
ExecuteVideoOverlays( );
|
|
}
|
|
else
|
|
{
|
|
ExecuteVideoOverlays( );
|
|
}
|
|
|
|
// Adding/deleting of video overlays needs to be done below
|
|
// ExecuteVideoOverlays( )....
|
|
|
|
// Handle dialogue queue system
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
if ( gfPlayAttnAfterMapLoad )
|
|
{
|
|
gfPlayAttnAfterMapLoad = FALSE;
|
|
|
|
if ( gusSelectedSoldier != NOBODY )
|
|
{
|
|
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
|
|
DoMercBattleSound( MercPtrs[ gusSelectedSoldier ], BATTLE_SOUND_ATTN1 );
|
|
}
|
|
}
|
|
|
|
HandleDialogue( );
|
|
}
|
|
|
|
//Don't render if we have a scroll pending!
|
|
if ( !gfScrollPending && !gfScrollInertia && !gfRenderFullThisFrame )
|
|
{
|
|
RenderButtonsFastHelp( );
|
|
}
|
|
|
|
// Display Framerate
|
|
DisplayFrameRate( );
|
|
|
|
CheckForMeanwhileOKStart( );
|
|
|
|
ScrollString( );
|
|
|
|
ExecuteBaseDirtyRectQueue( );
|
|
|
|
//KillBackgroundRects( );
|
|
|
|
/////////////////////////////////////////////////////
|
|
EndFrameBufferRender( );
|
|
|
|
|
|
if ( HandleFadeInCallback( ) )
|
|
{
|
|
// Re-render the scene!
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
fInterfacePanelDirty = DIRTYLEVEL2;
|
|
}
|
|
|
|
if ( HandleBeginFadeIn( GAME_SCREEN ) )
|
|
{
|
|
guiTacticalLeaveScreenID = FADE_SCREEN;
|
|
}
|
|
|
|
if ( guiTacticalLeaveScreen )
|
|
{
|
|
guiTacticalLeaveScreen = FALSE;
|
|
|
|
InternalLeaveTacticalScreen( guiTacticalLeaveScreenID );
|
|
}
|
|
|
|
// Check if we are to enter map screen
|
|
if ( gfEnteringMapScreen == 2 )
|
|
{
|
|
gfEnteringMapScreen = FALSE;
|
|
EnterMapScreen( );
|
|
}
|
|
|
|
|
|
// Are we entering map screen? if so, wait a frame!
|
|
if ( gfEnteringMapScreen > 0 )
|
|
{
|
|
gfEnteringMapScreen++;
|
|
}
|
|
|
|
return( GAME_SCREEN );
|
|
|
|
}
|
|
|
|
|
|
void SetRenderHook( RENDER_HOOK pRenderOverride )
|
|
{
|
|
gRenderOverride = pRenderOverride;
|
|
}
|
|
|
|
|
|
void DisableFPSOverlay( BOOLEAN fEnable )
|
|
{
|
|
|
|
VIDEO_OVERLAY_DESC VideoOverlayDesc;
|
|
|
|
memset( &VideoOverlayDesc, 0, sizeof( VideoOverlayDesc ) );
|
|
|
|
|
|
VideoOverlayDesc.fDisabled = fEnable;
|
|
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_DISABLED;
|
|
|
|
UpdateVideoOverlay( &VideoOverlayDesc, giFPSOverlay, FALSE );
|
|
UpdateVideoOverlay( &VideoOverlayDesc, giCounterPeriodOverlay, FALSE );
|
|
|
|
}
|
|
|
|
|
|
void TacticalScreenLocateToSoldier( )
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
INT16 bLastTeamID;
|
|
BOOLEAN fPreferedGuyUsed = FALSE;
|
|
|
|
if ( gubPreferredInitialSelectedGuy != NOBODY )
|
|
{
|
|
// ATE: Put condition here...
|
|
if ( OK_CONTROLLABLE_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) && OK_INTERRUPT_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) )
|
|
{
|
|
LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
|
|
SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
|
|
fPreferedGuyUsed = TRUE;
|
|
}
|
|
gubPreferredInitialSelectedGuy = NOBODY;
|
|
}
|
|
|
|
if ( !fPreferedGuyUsed )
|
|
{
|
|
// Set locator to first merc
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
|
{
|
|
if ( OK_CONTROLLABLE_MERC( pSoldier ) && OK_INTERRUPT_MERC( pSoldier ) )
|
|
{
|
|
LocateSoldier( pSoldier->ubID, 10 );
|
|
SelectSoldier( pSoldier->ubID, FALSE, TRUE );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnterMapScreen( )
|
|
{
|
|
// ATE: These flags well get set later on in mapscreen....
|
|
//SetTacticalInterfaceFlags( INTERFACE_MAPSCREEN );
|
|
//fInterfacePanelDirty = DIRTYLEVEL2;
|
|
LeaveTacticalScreen( MAP_SCREEN );
|
|
}
|
|
|
|
|
|
void UpdateTeamPanelAssignments( )
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
INT16 bLastTeamID;
|
|
|
|
// Remove all players
|
|
RemoveAllPlayersFromSlot( );
|
|
|
|
// Set locator to first merc
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
|
{
|
|
// Setup team interface
|
|
CheckForAndAddMercToTeamPanel( pSoldier );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void EnterModalTactical( INT8 bMode )
|
|
{
|
|
gbTacticalDisableMode = bMode;
|
|
gfTacticalIsModal = TRUE;
|
|
|
|
if ( gbTacticalDisableMode == TACTICAL_MODAL_NOMOUSE )
|
|
{
|
|
if ( !gfTacticalDisableRegionActive )
|
|
{
|
|
gfTacticalDisableRegionActive = TRUE;
|
|
|
|
MSYS_DefineRegion( &gTacticalDisableRegion, 0, 0 ,SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
|
|
VIDEO_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
|
|
// Add region
|
|
MSYS_AddRegion( &gTacticalDisableRegion );
|
|
}
|
|
}
|
|
|
|
UpdateSaveBuffer();
|
|
|
|
}
|
|
|
|
void EndModalTactical( )
|
|
{
|
|
if ( gfTacticalDisableRegionActive )
|
|
{
|
|
MSYS_RemoveRegion( &gTacticalDisableRegion );
|
|
|
|
gfTacticalDisableRegionActive = FALSE;
|
|
}
|
|
|
|
|
|
if ( gModalDoneCallback != NULL )
|
|
{
|
|
gModalDoneCallback( );
|
|
|
|
gModalDoneCallback = NULL;
|
|
}
|
|
|
|
gfTacticalIsModal = FALSE;
|
|
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
}
|
|
|
|
|
|
void HandleModalTactical( )
|
|
{
|
|
StartFrameBufferRender( );
|
|
|
|
RestoreBackgroundRects();
|
|
|
|
|
|
RenderWorld( );
|
|
RenderRadarScreen( );
|
|
ExecuteVideoOverlays( );
|
|
|
|
// Handle dialogue queue system
|
|
HandleDialogue( );
|
|
|
|
HandleTalkingAutoFaces( );
|
|
|
|
// Handle faces
|
|
HandleAutoFaces( );
|
|
|
|
if ( gfInSectorExitMenu )
|
|
{
|
|
RenderSectorExitMenu( );
|
|
}
|
|
RenderButtons();
|
|
|
|
SaveBackgroundRects( );
|
|
RenderButtonsFastHelp( );
|
|
RenderPausedGameBox( );
|
|
|
|
ExecuteBaseDirtyRectQueue( );
|
|
EndFrameBufferRender( );
|
|
|
|
}
|
|
|
|
|
|
void InitHelicopterEntranceByMercs( void )
|
|
{
|
|
if( DidGameJustStart() )
|
|
{
|
|
AIR_RAID_DEFINITION AirRaidDef;
|
|
|
|
// Update clock ahead from STARTING_TIME to make mercs arrive!
|
|
WarpGameTime( gGameExternalOptions.iFirstArrivalDelay, WARPTIME_PROCESS_EVENTS_NORMALLY );
|
|
|
|
AirRaidDef.sSectorX = 9;
|
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AirRaidDef.sSectorY = 1;
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AirRaidDef.sSectorZ = 0;
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AirRaidDef.bIntensity = 2;
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|
AirRaidDef.uiFlags = AIR_RAID_BEGINNING_GAME;
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AirRaidDef.ubNumMinsFromCurrentTime = Random(5) + 1;
|
|
|
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// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
|
|
//if ( gGameOptions.fAirStrikes )
|
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// ScheduleAirRaid( &AirRaidDef );
|
|
|
|
gfTacticalDoHeliRun = TRUE;
|
|
gfFirstHeliRun = TRUE;
|
|
|
|
gTacticalStatus.fDidGameJustStart = FALSE;
|
|
}
|
|
}
|