Files
source/Tactical/Strategic Exit GUI.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

980 lines
31 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "PreBattle Interface.h"
#include "creature spreading.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include "Button System.h"
#include "mousesystem.h"
#include "jascreens.h"
#include "gamescreen.h"
#include "strategicmap.h"
#include "Game Clock.h"
#include "Music Control.h"
#include "sysutil.h"
#include "Font Control.h"
#include "text.h"
#include "PopUpBox.h"
#include "Cursors.h"
#include "Strategic Exit GUI.h"
#include "MercTextBox.h"
#include "renderworld.h"
#include "overhead.h"
#include "cursor control.h"
#include "input.h"
#include "english.h"
#include "text.h"
#include "Strategic Movement.h"
#include "Squads.h"
#include "Assignments.h"
#include "Soldier macros.h"
#include "Map Screen Interface Map.h"
#include "PreBattle Interface.h"
#include "strategic.h"
#include "MessageBoxScreen.h"
#include "Quests.h"
#include "Creature Spreading.h"
#endif
BOOLEAN gfInSectorExitMenu = FALSE;
void CheckLoadMapCallback( GUI_BUTTON *btn, INT32 reason );
void SingleMoveCallback(GUI_BUTTON *btn, INT32 reason );
void AllMoveCallback(GUI_BUTTON *btn, INT32 reason );
void OKCallback(GUI_BUTTON *btn, INT32 reason );
void CancelCallback(GUI_BUTTON *btn, INT32 reason );
void SectorExitBackgroundCallback( MOUSE_REGION * pRegion, INT32 iReason );
void SingleRegionCallback( MOUSE_REGION * pRegion, INT32 iReason );
void AllRegionCallback( MOUSE_REGION * pRegion, INT32 iReason );
void LoadRegionCallback( MOUSE_REGION * pRegion, INT32 iReason );
void SingleRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason );
void AllRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason );
void LoadRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason );
typedef struct
{
MOUSE_REGION BackRegion;
MOUSE_REGION SingleRegion;
MOUSE_REGION LoadRegion;
MOUSE_REGION AllRegion;
UINT32 uiLoadCheckButton;
UINT32 uiSingleMoveButton;
UINT32 uiAllMoveButton;
UINT32 uiOKButton;
UINT32 uiCancelButton;
INT32 iBoxId;
INT32 iButtonImages;
UINT16 usWidth;
UINT16 usHeight;
INT16 sX;
INT16 sY;
INT16 sAdditionalData;
UINT8 ubFlags;
UINT8 ubLeaveSectorType;
UINT8 ubLeaveSectorCode;
UINT8 ubDirection;
UINT8 ubNumPeopleOnSquad;
INT8 bSingleMoveWillIsolateEPC; //if not -1, then that means the slot number is an EPC
INT8 bHandled;
BOOLEAN fRender;
BOOLEAN fGotoSector;
BOOLEAN fGotoSectorText;
BOOLEAN fSingleMove;
BOOLEAN fAllMove;
BOOLEAN fSingleMoveDisabled;
BOOLEAN fGotoSectorDisabled;
BOOLEAN fAllMoveDisabled;
BOOLEAN fGotoSectorHilighted;
BOOLEAN fSingleMoveHilighted;
BOOLEAN fAllMoveHilighted;
BOOLEAN fMultipleSquadsInSector;
BOOLEAN fSingleMoveOn;
BOOLEAN fAllMoveOn;
BOOLEAN fSelectedMercIsEPC;
BOOLEAN fSquadHasMultipleEPCs;
BOOLEAN fUncontrolledRobotInSquad;
} EXIT_DIALOG_STRUCT;
EXIT_DIALOG_STRUCT gExitDialog;
UINT8 gubExitGUIDirection;
INT16 gsExitGUIAdditionalData;
INT16 gsWarpWorldX;
INT16 gsWarpWorldY;
INT8 gbWarpWorldZ;
INT16 gsWarpGridNo;
//KM: New method is coded for more sophistocated rules. All the information is stored within the gExitDialog struct
// and calculated upon entry to this function instead of passing in multiple arguments and calculating it prior.
BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT16 sAdditionalData )
{
UINT32 uiTraverseTimeInMinutes;
SOLDIERTYPE *pSoldier;
INT32 i;
SGPRect aRect;
UINT16 usTextBoxWidth, usTextBoxHeight;
UINT16 usMapPos = 0;
INT8 bExitCode = -1;
BOOLEAN OkExitCode;
//STEP 1: Calculate the information for the exit gui
memset( &gExitDialog, 0, sizeof( EXIT_DIALOG_STRUCT ) );
gExitDialog.bSingleMoveWillIsolateEPC = -1;
// OK, bring up dialogue... first determine some logic here...
switch( ubDirection )
{
case EAST:
bExitCode = EAST_STRATEGIC_MOVE;
break;
case WEST:
bExitCode = WEST_STRATEGIC_MOVE;
break;
case NORTH:
bExitCode = NORTH_STRATEGIC_MOVE;
break;
case SOUTH:
bExitCode = SOUTH_STRATEGIC_MOVE;
break;
case DIRECTION_EXITGRID:
bExitCode = -1;
usMapPos = sAdditionalData;
break;
}
OkExitCode = OKForSectorExit( bExitCode, usMapPos, &uiTraverseTimeInMinutes );
if( uiTraverseTimeInMinutes <= 5 )
{ //if the traverse time is short, then traversal is percieved to be instantaneous.
gExitDialog.fGotoSectorText = TRUE;
}
if( OkExitCode == 1 )
{
gExitDialog.fAllMoveDisabled = TRUE;
gExitDialog.fSingleMoveOn = TRUE;
gExitDialog.fSingleMove = TRUE;
if( gfRobotWithoutControllerAttemptingTraversal )
{
gfRobotWithoutControllerAttemptingTraversal = FALSE;
gExitDialog.fUncontrolledRobotInSquad = TRUE;
}
}
else if( OkExitCode == 2 )
{
gExitDialog.fAllMoveOn = TRUE;
gExitDialog.fAllMove = TRUE;
}
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
INT32 i, cnt = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( OK_INSECTOR_MERC( MercPtrs[ i ] ) )
cnt++;
}
if( cnt != 1 )
{
gExitDialog.fGotoSectorDisabled = TRUE;
}
}
//STEP 2: Setup the exit gui
EnterModalTactical( TACTICAL_MODAL_WITHMOUSE );
gfIgnoreScrolling = TRUE;
aRect.iTop = 0;
aRect.iLeft = 0;
aRect.iBottom = INV_INTERFACE_START_Y;
aRect.iRight = SCREEN_WIDTH;
if( gExitDialog.fAllMoveOn )
{ //either an all-move in non-combat, or the last concious guy in combat.
gExitDialog.fGotoSector = TRUE;
}
gExitDialog.ubNumPeopleOnSquad = NumberOfPlayerControllableMercsInSquad( MercPtrs[ gusSelectedSoldier ]->bAssignment );
//Determine
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
pSoldier = MercPtrs[ i ];
if( i == gusSelectedSoldier )
{
continue;
}
if( !pSoldier->fBetweenSectors &&
pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ &&
pSoldier->bLife >= OKLIFE &&
pSoldier->bAssignment != MercPtrs[ gusSelectedSoldier ]->bAssignment &&
pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD )
{ //KM: We need to determine if there are more than one squad (meaning other concious mercs in a different squad or assignment)
// These conditions were done to the best of my knowledge, so if there are other situations that require modification,
// then feel free to do so.
gExitDialog.fMultipleSquadsInSector = TRUE;
break;
}
}
// Double check that ...
// if we are a EPC and are the selected guy, make single move off and disable it....
if ( AM_AN_EPC( MercPtrs[ gusSelectedSoldier ] ) )
{
// Check if there are more than one in this squad
if ( gExitDialog.ubNumPeopleOnSquad > 1 )
{
gExitDialog.fSingleMoveOn = FALSE;
gExitDialog.fAllMoveOn = TRUE;
gExitDialog.fSelectedMercIsEPC = TRUE;
}
gExitDialog.fSingleMoveDisabled = TRUE;
}
else
{ //check to see if we have one selected merc and one or more EPCs.
//If so, don't allow the selected merc to leave by himself.
//Assuming that the matching squad assignment is in the same sector.
UINT8 ubNumMercs = 1; //selected soldier is a merc
UINT8 ubNumEPCs = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( i == gusSelectedSoldier )
{
continue;
}
if( MercPtrs[ i ]->bAssignment == MercPtrs[ gusSelectedSoldier ]->bAssignment )
{
if( AM_AN_EPC( MercPtrs[ i ] ) )
{
ubNumEPCs++;
//record the slot of the epc. If there are more than one EPCs, then
//it doesn't matter. This is used in building the text message explaining
//why the selected merc can't leave. This is how we extract the EPC's name.
gExitDialog.bSingleMoveWillIsolateEPC = (INT8)i;
}
else
{ //We have more than one merc, so we will allow the selected merc to leave alone if
//the user so desired.
ubNumMercs++;
break;
}
}
}
if( ubNumMercs == 1 && ubNumEPCs >= 1 )
{
gExitDialog.fSingleMoveOn = FALSE;
gExitDialog.fAllMoveOn = TRUE;
gExitDialog.fSingleMoveDisabled = TRUE;
if( ubNumEPCs > 1 )
{
gExitDialog.fSquadHasMultipleEPCs = TRUE;;
}
}
}
if( gTacticalStatus.fEnemyInSector )
{
if( gExitDialog.fMultipleSquadsInSector )
{ //We have multiple squads in a hostile sector. That means that we can't load the adjacent sector.
gExitDialog.fGotoSectorDisabled = TRUE;
gExitDialog.fGotoSector = FALSE;
}
else if( GetNumberOfMilitiaInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
{ //Leaving this sector will result in militia being forced to fight the battle, can't load adjacent sector.
gExitDialog.fGotoSectorDisabled = TRUE;
gExitDialog.fGotoSector = FALSE;
}
if( !gExitDialog.fMultipleSquadsInSector && !gExitDialog.fAllMoveOn )
{
gExitDialog.fGotoSectorDisabled = TRUE;
gExitDialog.fGotoSector = FALSE;
}
}
if( !gExitDialog.fMultipleSquadsInSector && gExitDialog.fAllMoveOn )
{
gExitDialog.fGotoSectorDisabled = TRUE;
}
gExitDialog.ubDirection = ubDirection;
gExitDialog.sAdditionalData = sAdditionalData;
gExitDialog.iBoxId = PrepareMercPopupBox( -1, DIALOG_MERC_POPUP_BACKGROUND, DIALOG_MERC_POPUP_BORDER, TacticalStr[ EXIT_GUI_TITLE_STR ], 100, 85, 2, 75, &usTextBoxWidth, &usTextBoxHeight );
gExitDialog.sX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - usTextBoxWidth ) / 2 ) + aRect.iLeft );
gExitDialog.sY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - usTextBoxHeight ) / 2 ) + aRect.iTop );
gExitDialog.usWidth = usTextBoxWidth;
gExitDialog.usHeight = usTextBoxHeight;
guiPendingOverrideEvent = EX_EXITSECTORMENU;
HandleTacticalUI( );
gfInSectorExitMenu = TRUE;
MSYS_DefineRegion( &(gExitDialog.BackRegion), 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST-1,
CURSOR_NORMAL, MSYS_NO_CALLBACK, SectorExitBackgroundCallback );
gExitDialog.iButtonImages = LoadButtonImage( "INTERFACE\\popupbuttons.sti", -1,0,-1,1,-1 );
MSYS_DefineRegion( &gExitDialog.SingleRegion, (INT16)(gExitDialog.sX + 20), (INT16)(gExitDialog.sY + 37), (INT16)(gExitDialog.sX + 45 + 120), (INT16)(gExitDialog.sY + 37 + 12), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, SingleRegionMoveCallback, SingleRegionCallback );
MSYS_AllowDisabledRegionFastHelp( &gExitDialog.SingleRegion, TRUE );
MSYS_DefineRegion( &(gExitDialog.AllRegion), (INT16)(gExitDialog.sX + 20), (INT16)(gExitDialog.sY + 57), (INT16)(gExitDialog.sX + 45 + 120), (INT16)(gExitDialog.sY + 57 + 12), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, AllRegionMoveCallback, AllRegionCallback );
MSYS_AllowDisabledRegionFastHelp( &gExitDialog.AllRegion, TRUE );
MSYS_DefineRegion( &(gExitDialog.LoadRegion), (INT16)(gExitDialog.sX + 155), (INT16)(gExitDialog.sY + 45), (INT16)(gExitDialog.sX + 180 + 85), (INT16)(gExitDialog.sY + 45 + 15), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, LoadRegionMoveCallback, LoadRegionCallback );
MSYS_AllowDisabledRegionFastHelp( &gExitDialog.LoadRegion, TRUE );
gExitDialog.uiLoadCheckButton = CreateCheckBoxButton( (INT16)(gExitDialog.sX + 155 ), (INT16)(gExitDialog.sY + 43 ), "INTERFACE\\popupcheck.sti", MSYS_PRIORITY_HIGHEST, CheckLoadMapCallback );
gExitDialog.uiSingleMoveButton = CreateCheckBoxButton( (INT16)(gExitDialog.sX + 20 ), (INT16)(gExitDialog.sY + 35 ), "INTERFACE\\popupradiobuttons.sti", MSYS_PRIORITY_HIGHEST, SingleMoveCallback );
gExitDialog.uiAllMoveButton = CreateCheckBoxButton( (INT16)(gExitDialog.sX + 20 ), (INT16)(gExitDialog.sY + 55 ), "INTERFACE\\popupradiobuttons.sti", MSYS_PRIORITY_HIGHEST, AllMoveCallback );
gExitDialog.uiOKButton = CreateIconAndTextButton( gExitDialog.iButtonImages, TacticalStr[ OK_BUTTON_TEXT_STR ], FONT12ARIAL,
FONT_MCOLOR_WHITE, DEFAULT_SHADOW,
FONT_MCOLOR_WHITE, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
(INT16)(gExitDialog.sX + 65 ), (INT16)(gExitDialog.sY + 78 ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)OKCallback );
gExitDialog.uiCancelButton = CreateIconAndTextButton( gExitDialog.iButtonImages, TacticalStr[ CANCEL_BUTTON_TEXT_STR ], FONT12ARIAL,
FONT_MCOLOR_WHITE, DEFAULT_SHADOW,
FONT_MCOLOR_WHITE, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
(INT16)(gExitDialog.sX + 135 ), (INT16)(gExitDialog.sY + 78 ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)CancelCallback );
gfIgnoreScrolling = TRUE;
InterruptTime();
PauseGame();
LockPauseState( 21 );
return( TRUE );
}
void DoneFadeInWarp( void )
{
}
void DoneFadeOutWarpCallback( void )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// Warp!
// Set insertion data...
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE && pSoldier->bInSector )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( gsWarpWorldX, gsWarpWorldY, gbWarpWorldZ, pSoldier->ubGroupID );
// Set next sectore
pSoldier->sSectorX = gsWarpWorldX;
pSoldier->sSectorY = gsWarpWorldY;
pSoldier->bSectorZ = gbWarpWorldZ;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gsWarpGridNo;
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
}
// OK, insertion data found, enter sector!
SetCurrentWorldSector( gsWarpWorldX, gsWarpWorldY, gbWarpWorldZ );
// OK, once down here, adjust the above map with crate info....
gfTacticalTraversal = FALSE;
gpTacticalTraversalGroup = NULL;
gpTacticalTraversalChosenSoldier = NULL;
gFadeInDoneCallback = DoneFadeInWarp;
FadeInGameScreen( );
}
void WarpToSurfaceCallback( UINT8 bExitValue )
{
if( bExitValue == MSG_BOX_RETURN_YES )
{
gFadeOutDoneCallback = DoneFadeOutWarpCallback;
FadeOutGameScreen( );
}
else
{
InternalInitSectorExitMenu( gubExitGUIDirection, gsExitGUIAdditionalData );
}
}
BOOLEAN InitSectorExitMenu( UINT8 ubDirection, INT16 sAdditionalData )
{
gubExitGUIDirection = ubDirection;
gsExitGUIAdditionalData = sAdditionalData;
if ( gbWorldSectorZ >= 2 && gubQuest[ QUEST_CREATURES ] == QUESTDONE )
{
if ( GetWarpOutOfMineCodes( &gsWarpWorldX, &gsWarpWorldY, &gbWarpWorldZ, &gsWarpGridNo ) )
{
// ATE: Check if we are in a creature lair and bring up box if so....
DoMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[ 33 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, WarpToSurfaceCallback, NULL );
return( TRUE );
}
}
return( InternalInitSectorExitMenu( ubDirection, sAdditionalData ) );
}
void UpdateSectorExitMenu( )
{
if ( gExitDialog.fGotoSector )
{
ButtonList[ gExitDialog.uiLoadCheckButton ]->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
ButtonList[ gExitDialog.uiLoadCheckButton ]->uiFlags &= (~BUTTON_CLICKED_ON );
}
if ( gExitDialog.fSingleMove )
{
ButtonList[ gExitDialog.uiSingleMoveButton ]->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
ButtonList[ gExitDialog.uiSingleMoveButton ]->uiFlags &=(~BUTTON_CLICKED_ON );
}
if ( gExitDialog.fAllMove )
{
ButtonList[ gExitDialog.uiAllMoveButton ]->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
ButtonList[ gExitDialog.uiAllMoveButton ]->uiFlags &=(~BUTTON_CLICKED_ON );
}
if ( gExitDialog.fGotoSectorDisabled )
{
DisableButton( gExitDialog.uiLoadCheckButton );
MSYS_DisableRegion(&(gExitDialog.LoadRegion ) );
if( gExitDialog.fMultipleSquadsInSector && gExitDialog.fGotoSectorText && gTacticalStatus.fEnemyInSector )
{ //We have multiple squads in a hostile sector. That means that we can't load the adjacent sector.
SetButtonFastHelpText( gExitDialog.uiLoadCheckButton, pExitingSectorHelpText[ EXIT_GUI_CANT_LEAVE_HOSTILE_SECTOR_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.LoadRegion, pExitingSectorHelpText[ EXIT_GUI_CANT_LEAVE_HOSTILE_SECTOR_HELPTEXT ] );
}
else if( gExitDialog.fGotoSectorText )
{ //travesal is quick enough to allow the player to "warp" to the next sector and we MUST load it.
SetButtonFastHelpText( gExitDialog.uiLoadCheckButton, pExitingSectorHelpText[ EXIT_GUI_MUST_LOAD_ADJACENT_SECTOR_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.LoadRegion, pExitingSectorHelpText[ EXIT_GUI_MUST_LOAD_ADJACENT_SECTOR_HELPTEXT ] );
}
else
{ //traversal takes too long to warrant instant travel (we MUST go to mapscreen)
SetButtonFastHelpText( gExitDialog.uiLoadCheckButton, pExitingSectorHelpText[ EXIT_GUI_MUST_GOTO_MAPSCREEN_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.LoadRegion, pExitingSectorHelpText[ EXIT_GUI_MUST_GOTO_MAPSCREEN_HELPTEXT ] );
}
}
else
{
EnableButton( gExitDialog.uiLoadCheckButton );
MSYS_EnableRegion(&(gExitDialog.LoadRegion ) );
if( gExitDialog.fGotoSectorText )
{ //travesal is quick enough to allow the player to "warp" to the next sector and we load it.
SetButtonFastHelpText( gExitDialog.uiLoadCheckButton, pExitingSectorHelpText[ EXIT_GUI_LOAD_ADJACENT_SECTOR_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.LoadRegion, pExitingSectorHelpText[ EXIT_GUI_LOAD_ADJACENT_SECTOR_HELPTEXT ] );
}
else
{ //traversal takes too long to warrant instant travel (we go to mapscreen)
SetButtonFastHelpText( gExitDialog.uiLoadCheckButton, pExitingSectorHelpText[ EXIT_GUI_GOTO_MAPSCREEN_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.LoadRegion, pExitingSectorHelpText[ EXIT_GUI_GOTO_MAPSCREEN_HELPTEXT ] );
}
}
if ( gExitDialog.fSingleMoveDisabled )
{
DisableButton( gExitDialog.uiSingleMoveButton );
MSYS_DisableRegion(&(gExitDialog.SingleRegion) );
if( gExitDialog.fSelectedMercIsEPC )
{ //EPCs cannot leave the sector alone and must be escorted
CHAR16 str[ 256 ];
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_MUST_BE_ESCORTED_HELPTEXT ], MercPtrs[ gusSelectedSoldier ]->name );
SetButtonFastHelpText( gExitDialog.uiSingleMoveButton, str );
SetRegionFastHelpText( &gExitDialog.SingleRegion, str );
}
else if( gExitDialog.bSingleMoveWillIsolateEPC != -1 )
{ //It has been previously determined that there are only two mercs in the squad, the selected merc
//isn't an EPC, but the other merc is. That means that this merc cannot leave the sector alone
//as he would isolate the EPC.
CHAR16 str[ 256 ];
if( !gExitDialog.fSquadHasMultipleEPCs )
{
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
{ //male singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
MercPtrs[ gExitDialog.bSingleMoveWillIsolateEPC ]->name );
}
else
{ //female singular
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->name,
MercPtrs[ gExitDialog.bSingleMoveWillIsolateEPC ]->name );
}
}
else
{
if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
{ //male plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
}
else
{ //female plural
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->name );
}
}
SetButtonFastHelpText( gExitDialog.uiSingleMoveButton, str );
SetRegionFastHelpText( &gExitDialog.SingleRegion, str );
}
}
else
{
CHAR16 str[ 256 ];
EnableButton( gExitDialog.uiSingleMoveButton );
MSYS_EnableRegion(&(gExitDialog.SingleRegion) );
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_SINGLE_TRAVERSAL_WILL_SEPARATE_SQUADS_HELPTEXT ], MercPtrs[ gusSelectedSoldier ]->name );
SetButtonFastHelpText( gExitDialog.uiSingleMoveButton, str );
SetRegionFastHelpText( &gExitDialog.SingleRegion, str );
}
if ( gExitDialog.fAllMoveDisabled )
{
DisableButton( gExitDialog.uiAllMoveButton );
MSYS_DisableRegion(&(gExitDialog.AllRegion) );
if( gExitDialog.fUncontrolledRobotInSquad )
{
SetButtonFastHelpText( gExitDialog.uiAllMoveButton, gzLateLocalizedString[ 1 ] );
SetRegionFastHelpText( &gExitDialog.AllRegion, gzLateLocalizedString[ 1 ] );
}
else
{
SetButtonFastHelpText( gExitDialog.uiAllMoveButton, pExitingSectorHelpText[ EXIT_GUI_ALL_MERCS_MUST_BE_TOGETHER_TO_ALLOW_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.AllRegion, pExitingSectorHelpText[ EXIT_GUI_ALL_MERCS_MUST_BE_TOGETHER_TO_ALLOW_HELPTEXT ] );
}
}
else
{
EnableButton( gExitDialog.uiAllMoveButton );
MSYS_EnableRegion(&(gExitDialog.AllRegion) );
SetButtonFastHelpText( gExitDialog.uiAllMoveButton, pExitingSectorHelpText[ EXIT_GUI_ALL_TRAVERSAL_WILL_MOVE_CURRENT_SQUAD_HELPTEXT ] );
SetRegionFastHelpText( &gExitDialog.AllRegion, pExitingSectorHelpText[ EXIT_GUI_ALL_TRAVERSAL_WILL_MOVE_CURRENT_SQUAD_HELPTEXT ] );
}
}
void RenderSectorExitMenu( )
{
InputAtom Event;
RestoreBackgroundRects();
// ATE: Reset mouse Y
gsGlobalCursorYOffset = 0;
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
while( DequeueEvent( &Event ) )
{
if( Event.usEvent == KEY_DOWN )
{
switch( Event.usParam )
{
case ESC:
RemoveSectorExitMenu( FALSE );
return;
case ENTER:
RemoveSectorExitMenu( TRUE );
return;
}
}
}
UpdateSectorExitMenu( );
RenderMercPopUpBoxFromIndex( gExitDialog.iBoxId, gExitDialog.sX, gExitDialog.sY, FRAME_BUFFER );
InvalidateRegion( gExitDialog.sX, gExitDialog.sY, gExitDialog.usWidth, gExitDialog.usHeight );
SetFont( FONT12ARIAL );
SetFontBackground( FONT_MCOLOR_BLACK );
if ( gExitDialog.fSingleMoveDisabled )
{
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
else if ( gExitDialog.fSingleMoveHilighted )
{
SetFontForeground( FONT_MCOLOR_LTYELLOW );
}
else
{
SetFontForeground( FONT_MCOLOR_WHITE );
}
mprintf( gExitDialog.sX + 45, gExitDialog.sY + 37, TacticalStr[ EXIT_GUI_SELECTED_MERC_STR ] );
if ( gExitDialog.fAllMoveDisabled )
{
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
else if ( gExitDialog.fAllMoveHilighted )
{
SetFontForeground( FONT_MCOLOR_LTYELLOW );
}
else
{
SetFontForeground( FONT_MCOLOR_WHITE );
}
mprintf( gExitDialog.sX + 45, gExitDialog.sY + 57, TacticalStr[ EXIT_GUI_ALL_MERCS_IN_SQUAD_STR ] );
if ( gExitDialog.fGotoSectorDisabled )
{
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
else if ( gExitDialog.fGotoSectorHilighted )
{
SetFontForeground( FONT_MCOLOR_LTYELLOW );
}
else
{
SetFontForeground( FONT_MCOLOR_WHITE );
}
if( gExitDialog.fGotoSectorText )
{ //only if tactical traversal is from one town sector to another town sector (5 minute convenience warp)
mprintf( gExitDialog.sX + 180, gExitDialog.sY + 45, TacticalStr[ EXIT_GUI_GOTO_SECTOR_STR ] );
}
else
{ //most sectors don't allow tactical traversal. Exiting results in entering the mapscreen.
mprintf( gExitDialog.sX + 180, gExitDialog.sY + 45, TacticalStr[ EXIT_GUI_GOTO_MAP_STR ] );
}
SaveBackgroundRects();
RenderFastHelp();
MarkAButtonDirty( gExitDialog.uiLoadCheckButton );
MarkAButtonDirty( gExitDialog.uiSingleMoveButton );
MarkAButtonDirty( gExitDialog.uiAllMoveButton );
MarkAButtonDirty( gExitDialog.uiOKButton );
MarkAButtonDirty( gExitDialog.uiCancelButton );
}
BOOLEAN HandleSectorExitMenu( )
{
return( FALSE ); //Why???
}
void RemoveSectorExitMenu( BOOLEAN fOk )
{
CHAR16 Str[ 50 ];
if ( gfInSectorExitMenu )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
RemoveButton( gExitDialog.uiLoadCheckButton );
RemoveButton( gExitDialog.uiSingleMoveButton );
RemoveButton( gExitDialog.uiAllMoveButton );
RemoveButton( gExitDialog.uiOKButton );
RemoveButton( gExitDialog.uiCancelButton );
UnloadButtonImage( gExitDialog.iButtonImages );
MSYS_RemoveRegion(&(gExitDialog.BackRegion) );
MSYS_RemoveRegion(&(gExitDialog.SingleRegion) );
MSYS_RemoveRegion(&(gExitDialog.AllRegion) );
MSYS_RemoveRegion(&(gExitDialog.LoadRegion) );
//Remove the popup box
RemoveMercPopupBoxFromIndex( gExitDialog.iBoxId );
gExitDialog.iBoxId = -1;
gfIgnoreScrolling = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
gfInSectorExitMenu = FALSE;
UnLockPauseState();
UnPauseGame();
EndModalTactical();
gfIgnoreScrolling = FALSE;
// if we are an EPC, don't allow this if nobody else on squad
if ( fOk && AM_AN_EPC( MercPtrs[ gusSelectedSoldier ] ) )
{
// Check if there are more than one in this squad
if ( gExitDialog.ubNumPeopleOnSquad == 0 )
{
swprintf( Str, pMessageStrings[ MSG_EPC_CANT_TRAVERSE ], MercPtrs[ gusSelectedSoldier ]->name );
DoMessageBox( MSG_BOX_BASIC_STYLE, Str, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;
}
}
if ( fOk )
{
// Handle the effects here!
if ( gExitDialog.fAllMove && gExitDialog.fGotoSector && gExitDialog.fGotoSectorText )
{
JumpIntoAdjacentSector( gExitDialog.ubDirection, JUMP_ALL_LOAD_NEW, gExitDialog.sAdditionalData );
return;
}
//KM : August 6, 1999 Patch fix
// Added the !gExitDialog.fGotoSectorText to the conditions to prevent the player from LOADING an
// adjacent sector (this only happens when instant traversal is overriden because of a battle in progress
// in the previous sector
if ( gExitDialog.fAllMove && ( !gExitDialog.fGotoSector || !gExitDialog.fGotoSectorText ) )
{
// Here, move all men out of sector but don't load new one...
JumpIntoAdjacentSector( gExitDialog.ubDirection, JUMP_ALL_NO_LOAD, gExitDialog.sAdditionalData );
}
if ( gExitDialog.fSingleMove && gExitDialog.fGotoSector && gExitDialog.fGotoSectorText )
{
JumpIntoAdjacentSector( gExitDialog.ubDirection, JUMP_SINGLE_LOAD_NEW, gExitDialog.sAdditionalData );
return;
}
//KM : August 6, 1999 Patch fix
// Added the !gExitDialog.fGotoSectorText to the conditions to prevent the player from LOADING an
// adjacent sector (this only happens when instant traversal is overriden because of a battle in progress
// in the previous sector
if ( gExitDialog.fSingleMove && ( !gExitDialog.fGotoSector || !gExitDialog.fGotoSectorText ) )
{
// Here, move all men out of sector but don't load new one...
JumpIntoAdjacentSector( gExitDialog.ubDirection, JUMP_SINGLE_NO_LOAD, gExitDialog.sAdditionalData );
}
}
}
}
void CheckLoadMapCallback( GUI_BUTTON *btn, INT32 reason )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
gExitDialog.fGotoSector =!gExitDialog.fGotoSector;
}
}
void SingleMoveAction()
{
//KM: New logic Mar2 '99
if( !gExitDialog.fMultipleSquadsInSector )
{
if( gTacticalStatus.fEnemyInSector )
{ //if enemy in sector, and mercs will be left behind, prevent user from selecting load
gExitDialog.fGotoSectorDisabled = TRUE;
gExitDialog.fGotoSector = FALSE;
}
else
{ //freedom to load or not load
gExitDialog.fGotoSectorDisabled = FALSE;
}
}
else
{
gExitDialog.fGotoSector = FALSE;
}
gExitDialog.fSingleMove = TRUE;
gExitDialog.fAllMove = FALSE;
//end
//previous logic
/*
gExitDialog.fGotoSector = FALSE;
gExitDialog.fSingleMove = TRUE;
gExitDialog.fAllMove = FALSE;
*/
}
void AllMoveAction()
{
//KM: New logic Mar2 '99
if( !gExitDialog.fMultipleSquadsInSector )
{
gExitDialog.fGotoSectorDisabled = TRUE;
gExitDialog.fGotoSector = TRUE;
}
gExitDialog.fSingleMove = FALSE;
gExitDialog.fAllMove = TRUE;
//end
//previous logic
/*
gExitDialog.fSingleMove = FALSE;
gExitDialog.fAllMove = TRUE;
*/
}
void SingleMoveCallback(GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
SingleMoveAction();
}
}
void AllMoveCallback(GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
AllMoveAction();
}
}
void OKCallback(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 )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
// OK, exit
RemoveSectorExitMenu( TRUE );
}
}
void CancelCallback(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 )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
// OK, exit
RemoveSectorExitMenu( FALSE );
}
}
void SectorExitBackgroundCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
//gMsgBox.bHandled = MSG_BOX_RETURN_NO;
}
}
void SingleRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
SingleMoveAction();
}
}
void AllRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
AllMoveAction();
}
}
void LoadRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
gExitDialog.fGotoSector =!gExitDialog.fGotoSector;
}
}
void SingleRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_MOVE )
{
gExitDialog.fSingleMoveHilighted = TRUE;
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
gExitDialog.fSingleMoveHilighted = FALSE;
}
}
void AllRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_MOVE )
{
gExitDialog.fAllMoveHilighted = TRUE;
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
gExitDialog.fAllMoveHilighted = FALSE;
}
}
void LoadRegionMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_MOVE )
{
gExitDialog.fGotoSectorHilighted = TRUE;
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
gExitDialog.fGotoSectorHilighted = FALSE;
}
}