Files
source/Strategic/PreBattle Interface.cpp
T
Wanne 7ca53fadc7 *** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***
Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: There will be no further development in the development source trunk, so is obsolete from now on!

This commit contains the following features (bugfixes are not listed):

- New Feature: Show merc ranks in Strategy Screen before merc name
o Toggle on/off in the ingame options screen
o For each experience level (0-10) there are defined rank names in the language specific text files
o Additional language text that is not translated yet is marked with // TODO.Translate

- New Feature: Faster Bobby Ray Shipments
o This feature is selectable in the ja2_options.ini
o When activated Bobby Ray shipments will be really fast
-> Overnight Express: 5 - 7 hours
-> Air Service: 10, 12 or 14 hours
-> Standard Service: 15, 18 or 21 hours
o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector)

- New Feature: AP cost for manipulating the merc inventory
o This feature is selectable in the start new game screen
o For example, putting a weapon from hand in the backpack costs APs
o The AP costs are defined in the APBPConstants.ini
o In a multiplayer game, this feature is disabled

- New Feature: Added possibility to set individual Gear Kit names
o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml)

- New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100)
o Nice scrolling bars to scroll through all the purchases

- New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles 
o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0)

- New Feature: Externalized AIM Veterans laptop site
o Add maximum of 4 pages
o Add  new AIM to veterans page, and remove AIM from veterans page.
o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml)

- New Feature: Added possibility to choose from 254 IMP faces
o Modified IMPPortraits.xml
o Added new GameDir folder "IMPFaces" which contains the IMP face portraits
o Moved IMP faces in the new "IMPFaces" folder

- New Feature: ARSP - All Resolution Support Project
o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1
o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics
o See ja2.ini for defining the screen resolution

- New Feature: AI Turn Speed Up (FF-MOD)
o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699
o When this feature is activated it allows fast enemy turns
o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE
o Turn on/off auto fast turns in ingame options
o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block

- New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode
o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :)
o Whenever you toggle on/off a screen message appears on the tactical log to notify the player

- New Feature: Weapon overheating
o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently
o On/off toggle in the ingame options
o Graphical thermometer indication on the weapon picture
o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings]
o XML changes (New Tags)
--> AmmoTypes.xml: <temperatureModificator>
--> Items.xml: <barrel>, <usOverheatingCooldownFactor>
--> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature>
o Added a few barells to Items.xml (end of the file)
o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1

- New Feature: Resting weapons on a surfaces
o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position.
o A little 'A' on your gun indicates if you are resting it or not.
o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings'

- New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode
o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED
o This ini setting does not affect leaving sectors on map edges

- Rework/Update: Ammo boxes and Ammo crates
o Ammo crate items added for remaining calibers.  Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less).
o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well.  Only possible outside of combat.
o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press.
o Shift-A now creates ammo boxes in the same loop.  They mostly behave like crates, but fit in mercs inventories.
o Ammo boxes are available to purchase at BR and tony, sam, etc.  Individual magazines/drums/etc are no longer available.
o Removed ammo crate xml tag.  Added ubMagType tag to Magazines array.  This allows us to differentiate between magazines, bullets, boxes and crates.
o Changed ammo filtering in BR's to display boxes appropriately.  Added back the "Mag:" display (changed text to "Size:")
o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file).
o Added P4-P9Items image files (up to 5k images each) and tileslots.  1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future.  P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items.  TODO: Need to discuss a strategy for this in the forums.
o Added in Ambient/0.bad and 32.bad to avoid an exception in the code.
o Updated the XML Editor
o Standardized the text on all the ammo items.

- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
o You will also see enemies, that your teammate sees

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-03-23 18:46:54 +00:00

2205 lines
72 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include "PreBattle Interface.h"
#include "Button System.h"
#include "mousesystem.h"
#include "Map Screen Interface.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 "Queen Command.h"
#include "Strategic Movement.h"
#include "Strategic Pathing.h"
#include "text.h"
#include "PopUpBox.h"
#include "Player Command.h"
#include "Cursors.h"
#include "Auto Resolve.h"
#include "Sound Control.h"
#include "english.h"
#include "Map Screen Interface Bottom.h"
#include "overhead.h"
#include "Tactical Placement GUI.h"
#include "Town Militia.h"
#include "campaign.h"
#include "GameSettings.h"
#include "Random.h"
#include "Creature Spreading.h"
#include "Multi Language Graphic Utils.h"
#include "Map Screen Helicopter.h"
#include "Quests.h"
#include "Map Screen Interface Border.h"
#include "Strategic Status.h"
#include "interface control.h"
#include "Strategic Town Loyalty.h"
#include "Squads.h"
#include "Assignments.h"
#include "Soldier macros.h"
#include "history.h"
#include "Cheats.h"
// added by SANDRO
#include "Tactical Save.h"
#include "message.h"
#endif
#ifdef JA2UB
#include "ub_config.h"
#endif
extern void InitializeTacticalStatusAtBattleStart();
extern BOOLEAN gfDelayAutoResolveStart;
extern BOOLEAN gfTransitionMapscreenToAutoResolve;
#ifdef JA2BETAVERSION
extern BOOLEAN gfExitViewer;
#endif
// zoom flag
extern BOOLEAN fZoomFlag;
extern BOOLEAN fMapScreenBottomDirty;
#include "connect.h"
BOOLEAN gfTacticalTraversal = FALSE;
GROUP *gpTacticalTraversalGroup = NULL;
SOLDIERTYPE *gpTacticalTraversalChosenSoldier = NULL;
BOOLEAN gfAutomaticallyStartAutoResolve = FALSE;
BOOLEAN gfAutoAmbush = FALSE;
BOOLEAN gfHighPotentialForAmbush = FALSE;
BOOLEAN gfGotoSectorTransition = FALSE;
BOOLEAN gfEnterAutoResolveMode = FALSE;
BOOLEAN gfEnteringMapScreenToEnterPreBattleInterface = FALSE;
BOOLEAN gfIgnoreAllInput = TRUE;
BOOLEAN gfZoomDone = FALSE;
enum //GraphicIDs for the panel
{
MAINPANEL,
TITLE_BAR_PIECE,
TOP_COLUMN,
BOTTOM_COLUMN,
UNINVOLVED_HEADER
};
// WDS - make number of mercenaries, etc. be configurable
//The height of each row
#define ROW_HEIGHT 10
//The start of the black space
#define TOP_Y 113
//The end of the black space
#define BOTTOM_Y (349+(gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs-18)*ROW_HEIGHT)
//#define BOTTOM_Y 349
//The internal height of the uninvolved panel
#define INTERNAL_HEIGHT 27
//The actual height of the uninvolved panel
#define ACTUAL_HEIGHT 34
BOOLEAN gfDisplayPotentialRetreatPaths = FALSE;
UINT16 gusRetreatButtonLeft, gusRetreatButtonTop, gusRetreatButtonRight, gusRetreatButtonBottom;
GROUP *gpBattleGroup = NULL;
void AutoResolveBattleCallback( GUI_BUTTON *btn, INT32 reason );
void GoToSectorCallback( GUI_BUTTON *btn, INT32 reason );
void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason );
void GetSoldierConditionInfo( SOLDIERTYPE *pSoldier, STR16 szCondition, UINT8 *pubHPPercent, UINT8 *pubBPPercent );
void CheckForRobotAndIfItsControlled( void );
void PutNonSquadMercsInBattleSectorOnSquads( BOOLEAN fExitVehicles );
void PutNonSquadMercsInPlayerGroupOnSquads( GROUP *pGroup, BOOLEAN fExitVehicles );
/*
void InvolvedMoveCallback( MOUSE_REGION *reg, INT32 reason );
void InvolvedClickCallback( MOUSE_REGION *reg, INT32 reason );
void UninvolvedMoveCallback( MOUSE_REGION *reg, INT32 reason );
void UninvolvedClickCallback( MOUSE_REGION *reg, INT32 reason );
SOLDIERTYPE* InvolvedSoldier( INT32 index );
SOLDIERTYPE* UninvolvedSoldier( INT32 index );
*/
MOUSE_REGION PBInterfaceBlanket;
BOOLEAN gfPreBattleInterfaceActive = FALSE;
UINT32 iPBButton[3] = {0,0,0};
UINT32 iPBButtonImage[3] = {0,0,0};
// WDS Graphics bug die to uninitialized variable
UINT32 uiInterfaceImages = 0;
BOOLEAN gfRenderPBInterface = FALSE;
BOOLEAN gfPBButtonsHidden = FALSE;
BOOLEAN fDisableMapInterfaceDueToBattle = FALSE;
void DoTransitionFromMapscreenToPreBattleInterface();
BOOLEAN gfBlinkHeader = FALSE;
// mouse regions in mapscreen proper than must have thier help text disabled then re-enabled
extern MOUSE_REGION gMapStatusBarsRegion;
extern MOUSE_REGION gCharInfoHandRegion;
extern INT32 giMapContractButton;
extern INT32 giCharInfoButton[ 2 ];
extern void CreateDestroyMapCharacterScrollButtons( void );
extern void UpdateTheStateOfTheNextPrevMapScreenCharacterButtons( void );
// were we showing the mapscreen inventory when the prebattle interface came up
extern BOOLEAN fShowInventoryFlag;
UINT32 guiNumInvolved = 0;
UINT32 guiNumUninvolved = 0;
//SAVE START
//Using the ESC key in the PBI will get rid of the PBI and go back to mapscreen, but
//only if the PBI isn't persistant (!gfPersistantPBI).
BOOLEAN gfPersistantPBI = FALSE;
//Contains general information about the type of encounter the player is faced with. This
//determines whether or not you can autoresolve the battle or even retreat. This code
//dictates the header that is used at the top of the PBI.
UINT8 gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
//The autoresolve during tactical battle option needs more detailed information than the
//gubEnemyEncounterCode can provide. The explicit version contains possibly unique codes
//for reasons not normally used in the PBI. For example, if we were fighting the enemy
//in a normal situation, then shot at a civilian, the civilians associated with the victim
//would turn hostile, which would disable the ability to autoresolve the battle.
BOOLEAN gubExplicitEnemyEncounterCode = NO_ENCOUNTER_CODE;
//Location of the current battle (determines where the animated icon is blitted) and if the
//icon is to be blitted.
BOOLEAN gfBlitBattleSectorLocator = FALSE;
extern UINT8 gubPBSectorX = 0;
extern UINT8 gubPBSectorY = 0;
extern UINT8 gubPBSectorZ = 0;
BOOLEAN gfCantRetreatInPBI = FALSE;
//SAVE END
BOOLEAN gfUsePersistantPBI = FALSE;
INT32 giHilitedInvolved = 0;
INT32 giHilitedUninvolved = 0;
extern void CalculateGroupRetreatSector( GROUP *pGroup );
extern void GetMapscreenMercAssignmentString( SOLDIERTYPE *pSoldier, CHAR16 sString[] );
extern void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] );
extern void GetMapscreenMercDestinationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] );
extern void GetMapscreenMercDepartureString( SOLDIERTYPE *pSoldier, CHAR16 sString[], UINT8 *pubFontColor );
#ifdef JA2BETAVERSION
//The group is passed so we can extract the sector location
void ValidateAndCorrectInBattleCounters( GROUP *pLocGroup )
{
SECTORINFO *pSector;
GROUP *pGroup;
UINT8 ubSectorID;
UINT8 ubInvalidGroups = 0;
if( !pLocGroup->ubSectorZ )
{
pGroup = gpGroupList;
while( pGroup )
{
if( !pGroup->fPlayer )
{
if( pGroup->ubSectorX == pLocGroup->ubSectorX && pGroup->ubSectorY == pLocGroup->ubSectorY )
{
if( pGroup->pEnemyGroup->ubAdminsInBattle || pGroup->pEnemyGroup->ubTroopsInBattle || pGroup->pEnemyGroup->ubElitesInBattle )
{
ubInvalidGroups++;
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
pGroup->pEnemyGroup->ubTroopsInBattle = 0;
pGroup->pEnemyGroup->ubElitesInBattle = 0;
}
}
}
pGroup = pGroup->next;
}
}
ubSectorID = (UINT8)SECTOR( pLocGroup->ubSectorX, pLocGroup->ubSectorY );
pSector = &SectorInfo[ ubSectorID ];
if( ubInvalidGroups || pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle || pSector->ubCreaturesInBattle )
{
CHAR16 str[ 512 ];
swprintf( str, L"Strategic info warning: Sector 'in battle' counters are not clear when they should be. "
L"If you can provide information on how a previous battle was resolved here or nearby patrol "
L"(auto resolve, tactical battle, cheat keys, or retreat),"
L"please forward that info (no data files necessary) as well as the following code (very important): "
L"G(%02d:%c%d_b%d) A(%02d:%02d) T(%02d:%02d) E(%02d:%02d) C(%02d:%02d)",
ubInvalidGroups, pLocGroup->ubSectorY + 'A' - 1, pLocGroup->ubSectorX, pLocGroup->ubSectorZ,
pSector->ubNumAdmins, pSector->ubAdminsInBattle,
pSector->ubNumTroops, pSector->ubTroopsInBattle,
pSector->ubNumElites, pSector->ubElitesInBattle,
pSector->ubNumCreatures, pSector->ubCreaturesInBattle );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
}
}
#endif
void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
{
VOBJECT_DESC VObjectDesc;
INT32 i;
UINT8 ubGroupID = 0;
UINT8 ubNumStationaryEnemies = 0;
UINT8 ubNumMobileEnemies = 0;
UINT8 ubNumMercs;
BOOLEAN fUsePluralVersion = FALSE;
INT8 bBestExpLevel = 0;
BOOLEAN fRetreatAnOption = TRUE;
SECTORINFO *pSector;
BOOLEAN fScoutPresent = FALSE; // Added by SANDRO
// ARM: Feb01/98 - Cancel out of mapscreen movement plotting if PBI subscreen is coming up
if( ( bSelectedDestChar != -1 ) || ( fPlotForHelicopter == TRUE ) )
{
AbortMovementPlottingMode( );
}
if( gfPreBattleInterfaceActive )
return;
//CHRISL: If for some reason we're not looking at a valid sector, leave the preBattleInterface.
if( pBattleGroup != NULL && (pBattleGroup->ubSectorX < MINIMUM_VALID_X_COORDINATE ||
pBattleGroup->ubSectorX > MAXIMUM_VALID_X_COORDINATE ||
pBattleGroup->ubSectorY < MINIMUM_VALID_Y_COORDINATE ||
pBattleGroup->ubSectorY > MAXIMUM_VALID_Y_COORDINATE ||
pBattleGroup->ubSectorZ < MINIMUM_VALID_Z_COORDINATE ||
pBattleGroup->ubSectorZ > MAXIMUM_VALID_Z_COORDINATE) )
{
return;
}
gfPersistantPBI = fPersistantPBI;
if( gfPersistantPBI )
{
gfBlitBattleSectorLocator = TRUE;
gfBlinkHeader = FALSE;
#ifdef JA2BETAVERSION
if( pBattleGroup )
{
ValidateAndCorrectInBattleCounters( pBattleGroup );
}
#endif
// InitializeTacticalStatusAtBattleStart();
// CJC, Oct 5 98: this is all we should need from InitializeTacticalStatusAtBattleStart()
if( gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE && gubEnemyEncounterCode != ENTERING_BLOODCAT_LAIR_CODE )
{
if ( CheckFact( FACT_FIRST_BATTLE_FOUGHT, 0 ) == FALSE )
{
SetFactTrue( FACT_FIRST_BATTLE_BEING_FOUGHT );
}
}
//If we are currently in the AI Viewer development utility, then remove it first. It automatically
//returns to the mapscreen upon removal, which is where we want to go.
#ifdef JA2BETAVERSION
if( guiCurrentScreen == AIVIEWER_SCREEN )
{
gfExitViewer = TRUE;
gpBattleGroup = pBattleGroup;
gfEnteringMapScreen = TRUE;
gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
gfUsePersistantPBI = TRUE;
return;
}
#endif
// ATE: Added check for fPersistantPBI = TRUE if pBattleGroup == NULL
// Searched code and saw that this condition only happens for creatures
// fixing a bug
//if( guiCurrentScreen == GAME_SCREEN && pBattleGroup )
if( guiCurrentScreen == GAME_SCREEN && ( pBattleGroup || fPersistantPBI ) )
{
gpBattleGroup = pBattleGroup;
gfEnteringMapScreen = TRUE;
gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
gfUsePersistantPBI = TRUE;
return;
}
if( gfTacticalTraversal && (pBattleGroup == gpTacticalTraversalGroup || gbWorldSectorZ > 0) )
{
return;
}
// reset the help text for mouse regions
SetRegionFastHelpText( &gCharInfoHandRegion, L"" );
SetRegionFastHelpText( &gMapStatusBarsRegion, L"" );
gfDisplayPotentialRetreatPaths = FALSE;
}
gpBattleGroup = pBattleGroup;
//calc sector values
if( gpBattleGroup )
{
gubPBSectorX = gpBattleGroup->ubSectorX;
gubPBSectorY = gpBattleGroup->ubSectorY;
gubPBSectorZ = gpBattleGroup->ubSectorZ;
// get number of enemies thought to be here
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = NumEnemiesInSector( gubPBSectorX, gubPBSectorY );
fMapPanelDirty = TRUE;
}
else if( gfPersistantPBI )
{
gubPBSectorX = (UINT8)SECTORX( gubSectorIDOfCreatureAttack );
gubPBSectorY = (UINT8)SECTORY( gubSectorIDOfCreatureAttack );
gubPBSectorZ = 0;
}
if( !gfPersistantPBI )
{ //calculate the non-persistant situation
gfBlinkHeader = TRUE;
if( HostileCiviliansPresent() )
{ //There are hostile civilians, so no autoresolve allowed.
gubExplicitEnemyEncounterCode = HOSTILE_CIVILIANS_CODE;
}
else if( HostileBloodcatsPresent() )
{ //There are bloodcats in the sector, so no autoresolve allowed
gubExplicitEnemyEncounterCode = HOSTILE_BLOODCATS_CODE;
}
else if( gbWorldSectorZ > 0 )
{ //We are underground, so no autoresolve allowed
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
}
}
else if (pBattleGroup && !pBattleGroup->fPlayer && CountAllMilitiaInSector( pBattleGroup->ubSectorX, pBattleGroup->ubSectorY ) > 0)
{
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
}
else if( gubEnemyEncounterCode == ENTERING_ENEMY_SECTOR_CODE ||
gubEnemyEncounterCode == ENEMY_ENCOUNTER_CODE ||
gubEnemyEncounterCode == ENEMY_AMBUSH_CODE ||
gubEnemyEncounterCode == ENEMY_INVASION_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
gubEnemyEncounterCode == CREATURE_ATTACK_CODE )
{ //use same code
gubExplicitEnemyEncounterCode = gubEnemyEncounterCode;
}
else
{
#ifdef JA2BETAVERSION
DoScreenIndependantMessageBox( L"Can't determine valid reason for battle indicator. Please try to provide information as to when and why this indicator first appeared and send whatever files that may help.", MSG_BOX_FLAG_OK, NULL );
#endif
gfBlitBattleSectorLocator = FALSE;
return;
}
}
fMapScreenBottomDirty = TRUE;
ChangeSelectedMapSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
// Headrock: Added FALSE argument, We might need TRUE but not sure. Will need to initiate battle :)
RenderMapScreenInterfaceBottom( FALSE );
//If we are currently in tactical, then set the flag to automatically bring up the mapscreen.
if( guiCurrentScreen == GAME_SCREEN )
{
gfEnteringMapScreen = TRUE;
}
if( !fShowTeamFlag )
{
ToggleShowTeamsMode();
}
//Define the blanket region to cover all of the other regions used underneath the panel.
MSYS_DefineRegion( &PBInterfaceBlanket, 0 + xResOffset, 0, 261 + xResOffset, 359, MSYS_PRIORITY_HIGHEST - 5, 0, 0, 0 );
//Create the panel
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_PREBATTLEPANEL );
if( !AddVideoObject( &VObjectDesc, &uiInterfaceImages ) )
AssertMsg( 0, "Failed to load interface\\PreBattlePanel.sti" );
//Create the 3 buttons
iPBButtonImage[0] = LoadButtonImage( "INTERFACE\\PreBattleButton.sti", -1, 0, -1, 1, -1 );
if( iPBButtonImage[ 0 ] == -1 )
AssertMsg( 0, "Failed to load interface\\PreBattleButton.sti" );
iPBButtonImage[1] = UseLoadedButtonImage( iPBButtonImage[ 0 ], -1, 0, -1, 1, -1 );
iPBButtonImage[2] = UseLoadedButtonImage( iPBButtonImage[ 0 ], -1, 0, -1, 1, -1 );
iPBButton[0] = QuickCreateButton( iPBButtonImage[0], 27 + xResOffset, 54, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, AutoResolveBattleCallback );
iPBButton[1] = QuickCreateButton( iPBButtonImage[1], 98 + xResOffset, 54, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, GoToSectorCallback );
iPBButton[2] = QuickCreateButton( iPBButtonImage[2], 169 + xResOffset, 54, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, RetreatMercsCallback );
SpecifyGeneralButtonTextAttributes( iPBButton[0], gpStrategicString[ STR_PB_AUTORESOLVE_BTN ], BLOCKFONT, FONT_BEIGE, 141 );
SpecifyGeneralButtonTextAttributes( iPBButton[1], gpStrategicString[ STR_PB_GOTOSECTOR_BTN ], BLOCKFONT, FONT_BEIGE, 141 );
SpecifyGeneralButtonTextAttributes( iPBButton[2], gpStrategicString[ STR_PB_RETREATMERCS_BTN ], BLOCKFONT, FONT_BEIGE, 141 );
SpecifyButtonHilitedTextColors( iPBButton[0], FONT_WHITE, FONT_NEARBLACK );
SpecifyButtonHilitedTextColors( iPBButton[1], FONT_WHITE, FONT_NEARBLACK );
SpecifyButtonHilitedTextColors( iPBButton[2], FONT_WHITE, FONT_NEARBLACK );
SpecifyButtonTextOffsets( iPBButton[0], 8, 7, TRUE );
SpecifyButtonTextOffsets( iPBButton[1], 8, 7, TRUE );
SpecifyButtonTextOffsets( iPBButton[2], 8, 7, TRUE );
SpecifyButtonTextWrappedWidth( iPBButton[0], 51 );
SpecifyButtonTextWrappedWidth( iPBButton[1], 51 );
SpecifyButtonTextWrappedWidth( iPBButton[2], 51 );
SpecifyButtonTextJustification( iPBButton[0], BUTTON_TEXT_CENTER );
SpecifyButtonTextJustification( iPBButton[1], BUTTON_TEXT_CENTER );
SpecifyButtonTextJustification( iPBButton[2], BUTTON_TEXT_CENTER );
AllowDisabledButtonFastHelp( iPBButton[0], TRUE );
AllowDisabledButtonFastHelp( iPBButton[1], TRUE );
AllowDisabledButtonFastHelp( iPBButton[2], TRUE );
gusRetreatButtonLeft = ButtonList[ iPBButton[2] ]->Area.RegionTopLeftX;
gusRetreatButtonTop = ButtonList[ iPBButton[2] ]->Area.RegionTopLeftY;
gusRetreatButtonRight = ButtonList[ iPBButton[2] ]->Area.RegionBottomRightX;
gusRetreatButtonBottom = ButtonList[ iPBButton[2] ]->Area.RegionBottomRightY;
SetButtonCursor(iPBButtonImage[ 0 ], MSYS_NO_CURSOR );
SetButtonCursor(iPBButtonImage[ 1 ], MSYS_NO_CURSOR );
SetButtonCursor(iPBButtonImage[ 2 ], MSYS_NO_CURSOR );
HideButton( iPBButton[0] );
HideButton( iPBButton[1] );
HideButton( iPBButton[2] );
gfPBButtonsHidden = TRUE;
// ARM: this must now be set before any calls utilizing the GetCurrentBattleSectorXYZ() function
gfPreBattleInterfaceActive = TRUE;
CheckForRobotAndIfItsControlled();
// wake everyone up
WakeUpAllMercsInSectorUnderAttack( );
//Count the number of players involved or not involved in this battle
guiNumUninvolved = 0;
guiNumInvolved = 0;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{
// involved
if( !ubGroupID )
{ //Record the first groupID. If there are more than one group in this battle, we
//can detect it by comparing the first value with future values. If we do, then
//we set a flag which determines whether to use the singular help text or plural version
//for the retreat button.
ubGroupID = MercPtrs[ i ]->ubGroupID;
if( !gpBattleGroup )
gpBattleGroup = GetGroup( ubGroupID );
//if( bBestExpLevel > MercPtrs[ i ]->stats.bExpLevel ) // SANDRO - WTF!! This is a bug!
if( bBestExpLevel < MercPtrs[ i ]->stats.bExpLevel ) // SANDRO - WTF!! This is a bug!
bBestExpLevel = MercPtrs[ i ]->stats.bExpLevel;
if( MercPtrs[ i ]->ubPrevSectorID == 255 )
{ //Not able to retreat (calculate it for group)
GROUP *pTempGroup;
pTempGroup = GetGroup( ubGroupID );
Assert( pTempGroup );
CalculateGroupRetreatSector( pTempGroup );
}
}
else if( ubGroupID != MercPtrs[ i ]->ubGroupID )
{
fUsePluralVersion = TRUE;
}
guiNumInvolved ++;
// SANDRO - added check if we have a scout in group, needed later
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && gSkillTraitValues.fSCPreventsTheEnemyToAmbushMercs )
{
fScoutPresent = TRUE;
}
}
else {
guiNumUninvolved++;
}
}
}
ubNumStationaryEnemies = NumStationaryEnemiesInSector( gubPBSectorX, gubPBSectorY );
ubNumMobileEnemies = NumMobileEnemiesInSector( gubPBSectorX, gubPBSectorY );
ubNumMercs = PlayerMercsInSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
BOOLEAN fAmbushPrevented = FALSE;
if( gfPersistantPBI )
{
if( !pBattleGroup )
{ //creature's attacking!
gubEnemyEncounterCode = CREATURE_ATTACK_CODE;
}
else if( gpBattleGroup->fPlayer )
{
if( gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE && gubEnemyEncounterCode != ENTERING_BLOODCAT_LAIR_CODE )
{
if( ubNumStationaryEnemies )
{
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
}
else
{
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
//Don't consider ambushes until the player has reached 25% (normal) progress
if( gfHighPotentialForAmbush )
{
if( Chance( 90 ) )
{
// SANDRO - Scout prevents ambushes no matter what
if ( !fScoutPresent )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_CODE;
}
else
{
fAmbushPrevented = TRUE;
if ( gSkillTraitValues.fSCThrowMessageIfAmbushPrevented )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_AMBUSH_PREVENTED] );
}
}
}
else if( gfAutoAmbush && ubNumMobileEnemies > ubNumMercs )
{
// SANDRO - Scout prevents ambushes no matter what
if ( !fScoutPresent )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_CODE;
}
else
{
fAmbushPrevented = TRUE;
if ( gSkillTraitValues.fSCThrowMessageIfAmbushPrevented )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_AMBUSH_PREVENTED] );
}
}
// Madd:
// WANNE: Added an ja2_options.ini Property "ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT"
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - changed this a lot, now on any difficulty, the enemy can ambush your squad
// based on difficulty level, number of mercs/enemies and other aspects
else if( gGameExternalOptions.fEnableChanceOfEnemyAmbushes )
{
INT32 iChance;
// Basic chance - progress level/2 minus highest merc exp level*2, and 10% on top
iChance = (UINT8)( ((CurrentPlayerProgressPercentage() / 2 ) - bBestExpLevel*2 ) + 15 );
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
if( pSector->uiFlags & SF_ENEMY_AMBUSH_LOCATION )
iChance += 20;
if( gfCantRetreatInPBI )
iChance += 20;
// adjust the chance for size of our squad
if( ubNumMercs == 1 ) // one person is almost invisible to an army group, so reduce the chance a lot
iChance -= 40;
else if ( ubNumMercs == 2 ) // 2 persons are still hardly detectable
iChance -= 25;
else if ( ubNumMercs <= 10 ) // 3 to 10 mercs
iChance -= (5 * (5 - ubNumMercs)); // -5% adjustment per merc (-10% to +25%)
else // more than 10 mercs
iChance += 30; // maximum of +30% per squad size
// the more enemies are there the lesser the chance to be ambushed
// (large groups of enemies can be seen from afar, so the chance is lesser)
if ((ubNumMobileEnemies + ubNumStationaryEnemies) <= 2 )
iChance += 20; // can make hunting retreated enemies easier
else if ((ubNumMobileEnemies + ubNumStationaryEnemies) <= 6 ) // smaller groups actually increase the chance
iChance += (3 * (6 - (ubNumMobileEnemies + ubNumStationaryEnemies))); // +3% adjustment per enemy
else
iChance -= (2 * ((ubNumMobileEnemies + ubNumStationaryEnemies) - 6)); // -2% adjustment per enemy beyond 6
// adjust the chance for difficulty setting
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
iChance -= 15;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
iChance += 5;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
iChance += 12;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
iChance += 25;
// adjust the chance for what we know about the sector
if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING )
iChance += 20;
else if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_THEYRE_THERE )
iChance += 5;
//if( GetSectorFlagStatus( gubPBSectorX, gubPBSectorY, 0, SF_ALREADY_VISITED ) == TRUE )
// iChance -= 10; // if we already visited this sector
// there is always a little chance
if( iChance <= 0 )
iChance = 1;
// externalized modifier
if( gGameExternalOptions.bChanceModifierEnemyAmbushes != 0 )
iChance = ((iChance * (100 + gGameExternalOptions.bChanceModifierEnemyAmbushes)) / 100);
if( (INT32)PreRandom( 100 ) < iChance )
{
if ( !fScoutPresent )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_CODE;
}
else
{
fAmbushPrevented = TRUE;
if ( gSkillTraitValues.fSCThrowMessageIfAmbushPrevented )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_AMBUSH_PREVENTED] );
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
}
}
else
{ //Are enemies invading a town, or just encountered the player.
if( GetTownIdForSector( gubPBSectorX, gubPBSectorY ) )
{
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
}
else
{
switch( SECTOR( gubPBSectorX, gubPBSectorY ) )
{
case SEC_D2:
case SEC_D15:
case SEC_G8:
//SAM sites not in towns will also be considered to be important
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
break;
default:
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
break;
}
}
}
}
gfHighPotentialForAmbush = FALSE;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - ambush experienced
if( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || fAmbushPrevented )
{
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
{
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE )
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
else if ( fAmbushPrevented && HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) ) // Scouts actually get this as number of prevented ambushes
gMercProfiles[ MercPtrs[ i ]->ubProfile ].records.usAmbushesExperienced++;
}
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if( gfAutomaticallyStartAutoResolve )
{
DisableButton( iPBButton[1] );
DisableButton( iPBButton[2] );
}
gfRenderPBInterface = TRUE;
giHilitedInvolved = giHilitedUninvolved = -1;
MSYS_SetCurrentCursor( CURSOR_NORMAL );
StopTimeCompression();
// hide all visible boxes
HideAllBoxes( );
fShowAssignmentMenu = FALSE;
fShowContractMenu = FALSE;
DisableTeamInfoPanels();
if( ButtonList[ giMapContractButton ] )
{
HideButton( giMapContractButton );
}
if( ButtonList[ giCharInfoButton[ 0 ] ] )
{
HideButton( giCharInfoButton[ 0 ] );
}
if( ButtonList[ giCharInfoButton[ 1 ] ] )
{
HideButton( giCharInfoButton[ 1 ] );
}
HideButton( giMapContractButton );
if( gubEnemyEncounterCode == ENEMY_ENCOUNTER_CODE )
{ //we know how many enemies are here, so until we leave the sector, we will continue to display the value.
//the flag will get cleared when time advances after the fEnemyInSector flag is clear.
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
// ALWAYS use these 2 statements together, without setting the boolean, the flag will never be cleaned up!
pSector->uiFlags |= SF_PLAYER_KNOWS_ENEMIES_ARE_HERE;
gfResetAllPlayerKnowsEnemiesFlags = TRUE;
}
//Set up fast help for buttons depending on the state of the button, and disable buttons
//when necessary.
if( gfPersistantPBI )
{
if( gubEnemyEncounterCode == ENTERING_ENEMY_SECTOR_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
{ //Don't allow autoresolve for player initiated invasion battle types
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gpStrategicString[ STR_PB_DISABLED_AUTORESOLVE_FASTHELP ] );
}
else if( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE )
{ //Don't allow autoresolve for ambushes
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 3 ] );
}
else
{
SetButtonFastHelpText( iPBButton[ 0 ], gpStrategicString[ STR_PB_AUTORESOLVE_FASTHELP ] );
}
SetButtonFastHelpText( iPBButton[ 1 ], gpStrategicString[ STR_PB_GOTOSECTOR_FASTHELP ] );
if( gfAutomaticallyStartAutoResolve )
{
DisableButton( iPBButton[ 1 ] );
}
if( gfCantRetreatInPBI )
{
gfCantRetreatInPBI = FALSE;
fRetreatAnOption = FALSE;
}
if( gfAutomaticallyStartAutoResolve || !fRetreatAnOption ||
gubEnemyEncounterCode == ENEMY_AMBUSH_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == CREATURE_ATTACK_CODE || is_client)
{
DisableButton( iPBButton[ 2 ] );
SetButtonFastHelpText( iPBButton[ 2 ], gzNonPersistantPBIText[ 9 ] );
}
else
{
if( !fUsePluralVersion )
{
SetButtonFastHelpText( iPBButton[ 2 ], gpStrategicString[ STR_BP_RETREATSINGLE_FASTHELP ] );
}
else
{
SetButtonFastHelpText( iPBButton[ 2 ], gpStrategicString[ STR_BP_RETREATPLURAL_FASTHELP ] );
}
}
}
else
{ //use the explicit encounter code to determine what get's disable and the associated help text that is used.
//First of all, the retreat button is always disabled seeing a battle is in progress.
DisableButton( iPBButton[ 2 ] );
SetButtonFastHelpText( iPBButton[ 2 ], gzNonPersistantPBIText[ 0 ] );
SetButtonFastHelpText( iPBButton[ 1 ], gzNonPersistantPBIText[ 1 ] );
switch( gubExplicitEnemyEncounterCode )
{
case CREATURE_ATTACK_CODE:
case ENEMY_ENCOUNTER_CODE:
case ENEMY_INVASION_CODE:
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 2 ] );
break;
case ENTERING_ENEMY_SECTOR_CODE:
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 3 ] );
break;
case ENEMY_AMBUSH_CODE:
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 4 ] );
break;
case FIGHTING_CREATURES_CODE:
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 5 ] );
break;
case HOSTILE_CIVILIANS_CODE:
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 6 ] );
break;
case HOSTILE_BLOODCATS_CODE:
case BLOODCAT_AMBUSH_CODE:
case ENTERING_BLOODCAT_LAIR_CODE:
DisableButton( iPBButton[ 0 ] );
SetButtonFastHelpText( iPBButton[ 0 ], gzNonPersistantPBIText[ 7 ] );
break;
}
}
//Disable the options button when the auto resolve screen comes up
EnableDisAbleMapScreenOptionsButton( FALSE );
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
#ifdef JA2UB
if ( gGameUBOptions.AutoResolve == FALSE )
DisableButton( iPBButton[0] );
#endif
DoTransitionFromMapscreenToPreBattleInterface();
}
void DoTransitionFromMapscreenToPreBattleInterface()
{
gfZoomDone = FALSE;
SGPRect DstRect, PBIRect;
UINT32 uiStartTime, uiCurrTime;
INT32 iPercentage, iFactor;
UINT32 uiTimeRange;
INT16 sStartLeft, sEndLeft, sStartTop, sEndTop;
INT32 iLeft, iTop, iWidth, iHeight;
BOOLEAN fEnterAutoResolveMode = FALSE;
if( !gfExtraBuffer )
return;
PauseTime( FALSE );
PBIRect.iLeft = 0 + xResOffset;
PBIRect.iTop = 0;
PBIRect.iRight = 261 + xResOffset;
PBIRect.iBottom = 359;
iWidth = 261;
iHeight = 359;
uiTimeRange = 1000;
iPercentage = 0;
uiStartTime = GetJA2Clock();
GetScreenXYFromMapXY( gubPBSectorX, gubPBSectorY, &sStartLeft, &sStartTop );
sStartLeft += MAP_GRID_X / 2;
sStartTop += MAP_GRID_Y / 2;
sEndLeft = 131 + xResOffset;
sEndTop = 180;
//save the mapscreen buffer
BlitBufferToBuffer( FRAME_BUFFER, guiEXTRABUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
if( gfEnterAutoResolveMode )
{ //If we are intending on immediately entering autoresolve, change the global flag so that it will actually
//render the interface once. If gfEnterAutoResolveMode is clear, then RenderPreBattleInterface() won't do
//anything.
fEnterAutoResolveMode = TRUE;
gfEnterAutoResolveMode = FALSE;
}
//render the prebattle interface
RenderPreBattleInterface();
gfIgnoreAllInput = TRUE;
if( fEnterAutoResolveMode )
{ //Change it back
gfEnterAutoResolveMode = TRUE;
}
BlitBufferToBuffer( guiSAVEBUFFER, FRAME_BUFFER, 27 + xResOffset, 54, 209, 32 );
RenderButtons();
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 27 + xResOffset, 54, 209, 32 );
gfRenderPBInterface = TRUE;
//hide the prebattle interface
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, 0 + xResOffset, 0, 261 + xResOffset, 359 );
PlayJA2SampleFromFile( "SOUNDS\\Laptop power up (8-11).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
InvalidateScreen();
RefreshScreen( NULL );
while( iPercentage < 100 )
{
uiCurrTime = GetJA2Clock();
iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
iPercentage = min( iPercentage, 100 );
//Factor the percentage so that it is modified by a gravity falling acceleration effect.
iFactor = (iPercentage - 50) * 2;
if( iPercentage < 50 )
iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
else
iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.05);
//Calculate the center point.
iLeft = sStartLeft - (sStartLeft-sEndLeft+1) * iPercentage / 100;
if( sStartTop > sEndTop )
iTop = sStartTop - (sStartTop-sEndTop+1) * iPercentage / 100;
else
iTop = sStartTop + (sEndTop-sStartTop+1) * iPercentage / 100;
DstRect.iLeft = iLeft - iWidth * iPercentage / 200;
DstRect.iRight = DstRect.iLeft + max( iWidth * iPercentage / 100, 1 );
DstRect.iTop = iTop - iHeight * iPercentage / 200;
DstRect.iBottom = DstRect.iTop + max( iHeight * iPercentage / 100, 1 );
BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &PBIRect, &DstRect );
InvalidateScreen();
RefreshScreen( NULL );
//Restore the previous rect.
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, (UINT16)DstRect.iLeft, (UINT16)DstRect.iTop,
(UINT16)(DstRect.iRight-DstRect.iLeft+1), (UINT16)(DstRect.iBottom-DstRect.iTop+1) );
}
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
gfZoomDone = TRUE;
}
void KillPreBattleInterface()
{
if( !gfPreBattleInterfaceActive )
return;
fDisableMapInterfaceDueToBattle = FALSE;
MSYS_RemoveRegion( &PBInterfaceBlanket );
//The panel
DeleteVideoObjectFromIndex( uiInterfaceImages );
//The 3 buttons
RemoveButton( iPBButton[0] );
RemoveButton( iPBButton[1] );
RemoveButton( iPBButton[2] );
UnloadButtonImage( iPBButtonImage[0] );
UnloadButtonImage( iPBButtonImage[1] );
UnloadButtonImage( iPBButtonImage[2] );
/*
MSYS_RemoveRegion( &InvolvedRegion );
if( guiNumUninvolved )
MSYS_RemoveRegion( &UninvolvedRegion );
*/
gfPreBattleInterfaceActive = FALSE;
//UpdateCharRegionHelpText( );
// re draw affected regions
fMapPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfDisplayPotentialRetreatPaths = FALSE;
//Enable the options button when the auto resolve screen comes up
EnableDisAbleMapScreenOptionsButton( TRUE );
ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, 0, 261 + xResOffset, 359, 0 );
EnableTeamInfoPanels();
if( ButtonList[ giMapContractButton ] )
{
ShowButton( giMapContractButton );
}
if( ButtonList[ giCharInfoButton[ 0 ] ] )
{
ShowButton( giCharInfoButton[ 0 ] );
}
if( ButtonList[ giCharInfoButton[ 1 ] ] )
{
ShowButton( giCharInfoButton[ 1 ] );
}
gfPersistantPBI = FALSE; // If killing the PBI, it must not be persistant anymore!
}
void RenderPBHeader( INT32 *piX, INT32 *piWidth)
{
CHAR16 str[100];
INT32 x, width;
SetFont( FONT10ARIALBOLD );
if( gfBlinkHeader )
{
if( GetJA2Clock() % 1000 < 667 )
{
SetFontForeground( FONT_WHITE );
}
else
{
SetFontForeground( FONT_LTRED );
}
}
else
{
SetFontForeground( FONT_BEIGE );
}
SetFontShadow( FONT_NEARBLACK );
if( !gfPersistantPBI )
{
swprintf( str, gzNonPersistantPBIText[8] );
}
else switch( gubEnemyEncounterCode )
{
case ENEMY_INVASION_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENEMYINVASION_HEADER ] );
break;
case ENEMY_ENCOUNTER_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENEMYENCOUNTER_HEADER ] );
break;
case ENEMY_AMBUSH_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENEMYAMBUSH_HEADER ] );
gfBlinkHeader = TRUE;
break;
case ENTERING_ENEMY_SECTOR_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENTERINGENEMYSECTOR_HEADER ] );
break;
case CREATURE_ATTACK_CODE:
swprintf( str, gpStrategicString[ STR_PB_CREATUREATTACK_HEADER ] );
gfBlinkHeader = TRUE;
break;
case BLOODCAT_AMBUSH_CODE:
swprintf( str, gpStrategicString[ STR_PB_BLOODCATAMBUSH_HEADER ] );
gfBlinkHeader = TRUE;
break;
case ENTERING_BLOODCAT_LAIR_CODE:
swprintf( str, gpStrategicString[ STR_PB_ENTERINGBLOODCATLAIR_HEADER ] );
break;
}
width = StringPixLength( str, FONT10ARIALBOLD );
x = 130 - width / 2;
mprintf( x + xResOffset, 4, str );
InvalidateRegion( 0, 0, 231 + xResOffset, 12 );
*piX = x;
*piWidth = width;
}
void RenderPreBattleInterface()
{
GROUP *pGroup;
HVOBJECT hVObject;
INT32 i, x, y, line, width;
CHAR16 str[100];
CHAR16 pSectorName[ 128 ];
UINT8 ubHPPercent, ubBPPercent;
BOOLEAN fMouseInRetreatButtonArea;
UINT8 ubJunk;
//PLAYERGROUP *pPlayer;
// Make the background black!
//ColorFillVideoSurfaceArea( guiSAVEBUFFER, 0, 0, 261 + xResOffset, SCREEN_HEIGHT - 120, 0 );
//This code determines if the cursor is inside the rectangle consisting of the
//retreat button. If it is inside, then we set up the variables so that the retreat
//arrows get drawn in the mapscreen.
if( ButtonList[ iPBButton[ 2 ] ]->uiFlags & BUTTON_ENABLED )
{
if( gusMouseXPos < gusRetreatButtonLeft || gusMouseXPos > gusRetreatButtonRight ||
gusMouseYPos < gusRetreatButtonTop || gusMouseYPos > gusRetreatButtonBottom )
fMouseInRetreatButtonArea = FALSE;
else
fMouseInRetreatButtonArea = TRUE;
if( fMouseInRetreatButtonArea != gfDisplayPotentialRetreatPaths )
{
gfDisplayPotentialRetreatPaths = fMouseInRetreatButtonArea;
fMapPanelDirty = TRUE;
}
}
if( gfRenderPBInterface )
{
// set font destinanation buffer to the save buffer
SetFontDestBuffer( guiSAVEBUFFER , 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
if( gfPBButtonsHidden )
{
ShowButton( iPBButton[0] );
ShowButton( iPBButton[1] );
ShowButton( iPBButton[2] );
gfPBButtonsHidden = FALSE;
}
else
{
MarkAButtonDirty( iPBButton[ 0 ] );
MarkAButtonDirty( iPBButton[ 1 ] );
MarkAButtonDirty( iPBButton[ 2 ] );
}
gfRenderPBInterface = FALSE;
GetVideoObject( &hVObject, uiInterfaceImages );
//main panel
BltVideoObject( guiSAVEBUFFER, hVObject, MAINPANEL, xResOffset, 0, VO_BLT_SRCTRANSPARENCY, NULL );
//main title
RenderPBHeader( &x, &width );
//now draw the title bars up to the text.
for( i = x - 12; i > 20; i -= 10 )
{
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xResOffset, 6, VO_BLT_SRCTRANSPARENCY, NULL );
}
for( i = x + width + 2; i < 231; i += 10 )
{
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xResOffset, 6, VO_BLT_SRCTRANSPARENCY, NULL );
}
y = BOTTOM_Y - ACTUAL_HEIGHT - ROW_HEIGHT * max( guiNumUninvolved, 1 );
BltVideoObject( guiSAVEBUFFER, hVObject, UNINVOLVED_HEADER, 8 + xResOffset, y, VO_BLT_SRCTRANSPARENCY, NULL );
SetFont( BLOCKFONT );
SetFontForeground( FONT_BEIGE );
swprintf( str, gpStrategicString[ STR_PB_LOCATION ] );
width = StringPixLength( str, BLOCKFONT );
if( width > 64 )
{
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 65 - width + xResOffset , 17, str );
SetFont( BLOCKFONT );
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
{
swprintf( str, gpStrategicString[ STR_PB_ENEMIES ] );
}
else if( gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE )
{
swprintf( str, gpStrategicString[ STR_PB_BLOODCATS ] );
}
else
{
swprintf( str, gpStrategicString[ STR_PB_CREATURES ] );
}
width = StringPixLength( str, BLOCKFONT );
if( width > 52 )
{
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 54 + xResOffset - width , 38, str );
SetFont( BLOCKFONT );
swprintf( str, gpStrategicString[ STR_PB_MERCS ] );
width = StringPixLength( str, BLOCKFONT );
if( width > 52 )
{
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 139 + xResOffset - width , 38, str );
SetFont( BLOCKFONT );
swprintf( str, gpStrategicString[ STR_PB_MILITIA ] );
width = StringPixLength( str, BLOCKFONT );
if( width > 52 )
{
SetFont( BLOCKFONTNARROW );
width = StringPixLength( str, BLOCKFONTNARROW );
}
mprintf( 224 + xResOffset - width , 38, str );
//Draw the bottom columns
for( i = 0; i < (INT32)max( guiNumUninvolved, 1 ); i++ )
{
y = BOTTOM_Y - ROW_HEIGHT * (i+1) + 1;
BltVideoObject( guiSAVEBUFFER, hVObject, BOTTOM_COLUMN, 161 + xResOffset, y, VO_BLT_SRCTRANSPARENCY, NULL );
}
// WDS - make number of mercenaries, etc. be configurable
for( i = 0; i < (INT32)(/*21*/3+gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs - max( guiNumUninvolved, 1 )); i++ )
{
y = TOP_Y + ROW_HEIGHT * i;
BltVideoObject( guiSAVEBUFFER, hVObject, TOP_COLUMN, 186 + xResOffset, y, VO_BLT_SRCTRANSPARENCY, NULL );
}
//location
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontShadow( FONT_NEARBLACK );
GetSectorIDString( gubPBSectorX, gubPBSectorY, gubPBSectorZ, pSectorName, TRUE );
mprintf( 70 + xResOffset, 17, L"%s %s", gpStrategicString[ STR_PB_SECTOR ], pSectorName );
//enemy
SetFont( FONT14ARIAL );
if( gubEnemyEncounterCode == CREATURE_ATTACK_CODE ||
gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ||
gubEnemyEncounterCode == ENTERING_BLOODCAT_LAIR_CODE ||
WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) != KNOWS_HOW_MANY )
{
// don't know how many
swprintf( str, L"?" );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = -2;
}
else
{
// know exactly how many
i = NumEnemiesInSector( gubPBSectorX, gubPBSectorY );
swprintf( str, L"%d", i );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = (INT8)i;
}
x = 57 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
y = 36;
mprintf( x + xResOffset, y, str );
//player
swprintf( str, L"%d", guiNumInvolved );
x = 142 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
mprintf( x + xResOffset, y, str );
//militia
swprintf( str, L"%d", CountAllMilitiaInSector( gubPBSectorX, gubPBSectorY ) );
x = 227 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
mprintf( x + xResOffset, y, str );
SetFontShadow( FONT_NEARBLACK );
SetFont( BLOCKFONT2 );
SetFontForeground( FONT_YELLOW );
//print out the participants of the battle.
// | NAME | ASSIGN | COND | HP | BP |
line = 0;
y = TOP_Y + 1;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{ //involved
if( line == giHilitedInvolved )
SetFontForeground( FONT_WHITE );
else
SetFontForeground( FONT_YELLOW );
//NAME
wcscpy( str, MercPtrs[ i ]->name );
x = 17 + (52-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset , y, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
//COND
GetSoldierConditionInfo( MercPtrs[ i ], str, &ubHPPercent, &ubBPPercent );
x = 129 + (58-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
//HP
swprintf( str, L"%d%%", ubHPPercent );
x = 189 + (25-StringPixLength( str, BLOCKFONT2)) / 2;
wcscat( str, L"%" );
mprintf( x + xResOffset, y, str );
//BP
swprintf( str, L"%d%%", ubBPPercent );
x = 217 + (25-StringPixLength( str, BLOCKFONT2)) / 2;
wcscat( str, L"%" );
mprintf( x + xResOffset, y, str );
line++;
y += ROW_HEIGHT;
}
}
}
//print out the uninvolved members of the battle
// | NAME | ASSIGN | LOC | DEST | DEP |
if( !guiNumUninvolved )
{
SetFontForeground( FONT_YELLOW );
wcscpy( str, gpStrategicString[ STR_PB_NONE ] );
x = 17 + (52-StringPixLength( str, BLOCKFONT2)) / 2;
y = BOTTOM_Y - ROW_HEIGHT + 2;
mprintf( x + xResOffset, y, str );
}
else
{
pGroup = gpGroupList;
y = BOTTOM_Y - ROW_HEIGHT * guiNumUninvolved + 2;
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( !PlayerMercInvolvedInThisCombat( MercPtrs[ i ] ) )
{
// uninvolved
if( line == giHilitedUninvolved )
SetFontForeground( FONT_WHITE );
else
SetFontForeground( FONT_YELLOW );
//NAME
wcscpy( str, MercPtrs[ i ]->name );
x = 17 + (52-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
//LOC
GetMapscreenMercLocationString( MercPtrs[ i ], str );
x = 128 + (33-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
//DEST
GetMapscreenMercDestinationString( MercPtrs[ i ], str );
if( wcslen( str ) > 0 )
{
x = 164 + (41-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
}
//DEP
GetMapscreenMercDepartureString( MercPtrs[ i ], str, &ubJunk );
x = 208 + (34-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y, str );
line++;
y += ROW_HEIGHT;
}
}
}
}
// mark any and ALL pop up boxes as altered
MarkAllBoxesAsAltered( );
if( !guiNumUninvolved || gfZoomDone == FALSE )
RestoreExternBackgroundRect( 0 + xResOffset, 0, 261 + xResOffset, 359 );
else
RestoreExternBackgroundRect( 0 + xResOffset, 0, 261 + xResOffset, y );
// restore font destinanation buffer to the frame buffer
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
else if( gfBlinkHeader )
{
RenderPBHeader( &x, &width ); //the text is important enough to blink.
}
//InvalidateRegion( 0, 0, 261, 359 );
if( gfEnterAutoResolveMode )
{
gfEnterAutoResolveMode = FALSE;
EnterAutoResolveMode( gubPBSectorX, gubPBSectorY );
//return;
}
gfIgnoreAllInput = FALSE;
}
void AutoResolveBattleCallback( GUI_BUTTON *btn, INT32 reason )
{
if( !gfIgnoreAllInput )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
#ifdef JA2TESTVERSION
if( _KeyDown( ALT ) )
#else
if( _KeyDown( ALT ) && CHEATER_CHEAT_LEVEL() )
#endif
{
if( !gfPersistantPBI )
{
return;
}
PlayJA2Sample( EXPLOSION_1, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
gStrategicStatus.usPlayerKills += NumEnemiesInSector( gubPBSectorX, gubPBSectorY );
EliminateAllEnemies( gubPBSectorX, gubPBSectorY );
SetMusicMode( MUSIC_TACTICAL_VICTORY );
btn->uiFlags &= ~BUTTON_CLICKED_ON;
DrawButton( btn->IDNum );
InvalidateRegion( btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY );
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender( );
RefreshScreen( NULL );
KillPreBattleInterface();
StopTimeCompression();
SetMusicMode( MUSIC_TACTICAL_NOTHING );
return;
}
gfEnterAutoResolveMode = TRUE;
}
}
}
void GoToSectorCallback( GUI_BUTTON *btn, INT32 reason )
{
if( !gfIgnoreAllInput )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
#ifdef JA2TESTVERSION
if( _KeyDown( ALT ) )
#else
if( _KeyDown( ALT ) && CHEATER_CHEAT_LEVEL() )
#endif
{
if( !gfPersistantPBI )
{
return;
}
PlayJA2Sample( EXPLOSION_1, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
gStrategicStatus.usPlayerKills += NumEnemiesInSector( gubPBSectorX, gubPBSectorY );
EliminateAllEnemies( gubPBSectorX, gubPBSectorY );
SetMusicMode( MUSIC_TACTICAL_VICTORY );
btn->uiFlags &= ~BUTTON_CLICKED_ON;
DrawButton( btn->IDNum );
InvalidateRegion( btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY );
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender( );
RefreshScreen( NULL );
KillPreBattleInterface();
StopTimeCompression();
SetMusicMode( MUSIC_TACTICAL_NOTHING );
return;
}
if( gfPersistantPBI && gpBattleGroup && gpBattleGroup->fPlayer &&
gubEnemyEncounterCode != ENEMY_AMBUSH_CODE &&
gubEnemyEncounterCode != CREATURE_ATTACK_CODE &&
gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE )
{
gfEnterTacticalPlacementGUI = TRUE;
}
btn->uiFlags &= ~BUTTON_CLICKED_ON;
DrawButton( btn->IDNum );
InvalidateRegion( btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY );
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender( );
RefreshScreen( NULL );
if( gubPBSectorX == gWorldSectorX && gubPBSectorY == gWorldSectorY && !gbWorldSectorZ )
{
gfGotoSectorTransition = TRUE;
}
// first time going to the sector?
if( gfPersistantPBI )
{
// put everyone on duty, and remove mercs from vehicles, too
PutNonSquadMercsInBattleSectorOnSquads( TRUE );
// we nuke the groups existing route & destination in advance
ClearMovementForAllInvolvedPlayerGroups( );
}
else
{ //Clear the battlegroup pointer.
gpBattleGroup = NULL;
}
// must come AFTER anything that needs gpBattleGroup, as it wipes it out
SetCurrentWorldSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
KillPreBattleInterface();
SetTacticalInterfaceFlags( 0 );
}
}
}
void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason )
{
if( !gfIgnoreAllInput )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
for( UINT8 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife >= OKLIFE )
{
if ( PlayerMercInvolvedInThisCombat( MercPtrs[i] ) && MercPtrs[i]->ubProfile != NO_PROFILE )
gMercProfiles[ MercPtrs[i]->ubProfile ].records.usBattlesRetreated++;
}
}
/////////////////////////////////////////////////////////////////////////////////
// get them outta here!
RetreatAllInvolvedPlayerGroups();
// NOTE: this code assumes you can never retreat while underground
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_PBI, gubPBSectorX, gubPBSectorY, 0 );
if( CountAllMilitiaInSector( gubPBSectorX, gubPBSectorY ) )
{ //Mercs retreat, but enemies still need to fight the militia
gfEnterAutoResolveMode = TRUE;
return;
}
//Warp time by 5 minutes so that player can't just go back into the sector he left.
//WarpGameTime( 300, WARPTIME_NO_PROCESSING_OF_EVENTS );
ResetMovementForEnemyGroupsInLocation( gubPBSectorX, gubPBSectorY );
btn->uiFlags &= ~BUTTON_CLICKED_ON;
DrawButton( btn->IDNum );
InvalidateRegion( btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY );
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender( );
RefreshScreen( NULL );
KillPreBattleInterface();
StopTimeCompression();
gpBattleGroup = NULL;
gfBlitBattleSectorLocator = FALSE;
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
}
}
enum
{
COND_EXCELLENT,
COND_GOOD,
COND_FAIR,
COND_WOUNDED,
COND_FATIGUED,
COND_BLEEDING,
COND_UNCONCIOUS,
COND_DYING,
COND_DEAD
};
void GetSoldierConditionInfo( SOLDIERTYPE *pSoldier, STR16 szCondition, UINT8 *pubHPPercent, UINT8 *pubBPPercent )
{
Assert( pSoldier );
*pubHPPercent = (UINT8)(pSoldier->stats.bLife * 100 / pSoldier->stats.bLifeMax);
*pubBPPercent = pSoldier->bBreath;
//Go from the worst condition to the best.
if( !pSoldier->stats.bLife )
{ //0 life
swprintf( szCondition, pConditionStrings[ COND_DEAD ] );
}
else if( pSoldier->stats.bLife < OKLIFE && pSoldier->bBleeding )
{ //life less than OKLIFE and bleeding
swprintf( szCondition, pConditionStrings[ COND_DYING ] );
}
else if( pSoldier->bBreath < OKBREATH && pSoldier->bCollapsed )
{ //breath less than OKBREATH
swprintf( szCondition, pConditionStrings[ COND_UNCONCIOUS ] );
}
else if( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD)
{ //bleeding
swprintf( szCondition, pConditionStrings[ COND_BLEEDING ] );
}
else if( pSoldier->stats.bLife*100 < pSoldier->stats.bLifeMax*50 )
{ //less than 50% life
swprintf( szCondition, pConditionStrings[ COND_WOUNDED ] );
}
else if( pSoldier->bBreath < 50 )
{ //breath less than half
swprintf( szCondition, pConditionStrings[ COND_FATIGUED ] );
}
else if( pSoldier->stats.bLife*100 < pSoldier->stats.bLifeMax*67 )
{ //less than 67% life
swprintf( szCondition, pConditionStrings[ COND_FAIR ] );
}
else if( pSoldier->stats.bLife*100 < pSoldier->stats.bLifeMax*86 )
{ //less than 86% life
swprintf( szCondition, pConditionStrings[ COND_GOOD ] );
}
else
{ //86%+ life
swprintf( szCondition, pConditionStrings[ COND_EXCELLENT ] );
}
}
/*
void InvolvedMoveCallback( MOUSE_REGION *reg, INT32 reason )
{
gfRenderPBInterface = TRUE;
if( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
giHilitedInvolved = giHilitedUninvolved = -1;
return;
}
giHilitedInvolved = reg->RelativeYPos / 10;
giHilitedUninvolved = -1;
}
void InvolvedClickCallback( MOUSE_REGION *reg, INT32 reason )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
SOLDIERTYPE *pSoldier;
INT16 y;
pSoldier = InvolvedSoldier( giHilitedInvolved );
if( !pSoldier )
return;
y = (INT16)(reg->RegionTopLeftY + giHilitedUninvolved * ROW_HEIGHT + 5);
if( y + 102 >= 360 )
y -= 102;
if( gusMouseXPos >= 76 && gusMouseXPos <= 129 )
ActivateSoldierPopup( pSoldier, ASSIGNMENT_POPUP, 102, y );
gfRenderPBInterface = TRUE;
}
}
void UninvolvedMoveCallback( MOUSE_REGION *reg, INT32 reason )
{
gfRenderPBInterface = TRUE;
if( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
giHilitedInvolved = giHilitedUninvolved = -1;
return;
}
giHilitedUninvolved = reg->RelativeYPos / 10;
giHilitedInvolved = -1;
}
void UninvolvedClickCallback( MOUSE_REGION *reg, INT32 reason )
{
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
SOLDIERTYPE *pSoldier;
INT16 y;
pSoldier = UninvolvedSoldier( giHilitedUninvolved );
if( !pSoldier )
return;
y = (INT16)(reg->RegionTopLeftY + giHilitedUninvolved * ROW_HEIGHT + 5);
if( y + 102 >= 360 )
y -= 102;
if( gusMouseXPos >= 76 && gusMouseXPos <= 129 )
{
ActivateSoldierPopup( pSoldier, ASSIGNMENT_POPUP, 102, y );
}
else if( gusMouseXPos >= 169 && gusMouseXPos <= 204 )
{
ActivateSoldierPopup( pSoldier, DESTINATION_POPUP, 186, y );
}
else if( gusMouseXPos >= 208 && gusMouseXPos <= 236 )
{
ActivateSoldierPopup( pSoldier, CONTRACT_POPUP, 172, y );
}
gfRenderPBInterface = TRUE;
}
}
SOLDIERTYPE* InvolvedSoldier( INT32 index )
{
GROUP *pGroup;
PLAYERGROUP *pPlayer=NULL;
BOOLEAN fFound = FALSE;
if( index < 0 || index > 19 )
return NULL;
pGroup = gpGroupList;
while( pGroup && !fFound )
{
if ( PlayerGroupInvolvedInThisCombat( pGroup ) )
{
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
index--;
if( index <= 0 )
{
fFound = TRUE;
break;
}
pPlayer = pPlayer->next;
}
}
pGroup = pGroup->next;
}
if( !fFound )
return NULL;
return pPlayer->pSoldier;
}
SOLDIERTYPE* UninvolvedSoldier( INT32 index )
{
GROUP *pGroup;
PLAYERGROUP *pPlayer=NULL;
BOOLEAN fFound = FALSE;
if( index < 0 || index > 19 )
return NULL;
pGroup = gpGroupList;
while( pGroup && !fFound )
{
if ( pGroup->fPlayer && !PlayerGroupInvolvedInThisCombat( pGroup ) )
{
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
index--;
if( index <= 0 )
{
fFound = TRUE;
break;
}
pPlayer = pPlayer->next;
}
}
pGroup = pGroup->next;
}
if( !fFound )
return NULL;
return pPlayer->pSoldier;
}
*/
void ActivatePreBattleAutoresolveAction()
{
if( ButtonList[ iPBButton[ 0 ] ]->uiFlags & BUTTON_ENABLED )
{ //Feign call the autoresolve button using the callback
AutoResolveBattleCallback( ButtonList[ iPBButton[0] ], MSYS_CALLBACK_REASON_LBUTTON_UP );
}
}
void ActivatePreBattleEnterSectorAction()
{
if( ButtonList[ iPBButton[ 1 ] ]->uiFlags & BUTTON_ENABLED )
{ //Feign call the enter sector button using the callback
GoToSectorCallback( ButtonList[ iPBButton[1] ], MSYS_CALLBACK_REASON_LBUTTON_UP );
}
}
void ActivatePreBattleRetreatAction()
{
if( ButtonList[ iPBButton[ 2 ] ]->uiFlags & BUTTON_ENABLED )
{ //Feign call the retreat button using the callback
RetreatMercsCallback( ButtonList[ iPBButton[2] ], MSYS_CALLBACK_REASON_LBUTTON_UP );
}
}
void ActivateAutomaticAutoResolveStart()
{
ButtonList[ iPBButton[0] ]->uiFlags |= BUTTON_CLICKED_ON;
gfIgnoreAllInput = FALSE;
AutoResolveBattleCallback( ButtonList[ iPBButton[0] ], MSYS_CALLBACK_REASON_LBUTTON_UP );
}
void CalculateNonPersistantPBIInfo()
{
//We need to set up the non-persistant PBI
if( !gfBlitBattleSectorLocator ||
gubPBSectorX != gWorldSectorX || gubPBSectorY != gWorldSectorY || gubPBSectorZ != gbWorldSectorZ )
{ //Either the locator isn't on or the locator info is in a different sector
//Calculated the encounter type
gubEnemyEncounterCode = NO_ENCOUNTER_CODE;
gubExplicitEnemyEncounterCode = NO_ENCOUNTER_CODE;
if( HostileCiviliansPresent() )
{ //There are hostile civilians, so no autoresolve allowed.
gubExplicitEnemyEncounterCode = HOSTILE_CIVILIANS_CODE;
}
else if( HostileBloodcatsPresent() )
{ //There are bloodcats in the sector, so no autoresolve allowed
gubExplicitEnemyEncounterCode = HOSTILE_BLOODCATS_CODE;
}
else if( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
Assert( pSector );
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
}
}
else
{
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
Assert( pSector );
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
}
}
if( gubExplicitEnemyEncounterCode != NO_ENCOUNTER_CODE )
{ //Set up the location as well as turning on the blit flag.
gubPBSectorX = (UINT8)gWorldSectorX;
gubPBSectorY = (UINT8)gWorldSectorY;
gubPBSectorZ = (UINT8)gbWorldSectorZ;
gfBlitBattleSectorLocator = TRUE;
}
}
}
void ClearNonPersistantPBIInfo()
{
gfBlitBattleSectorLocator = FALSE;
}
void PutNonSquadMercsInBattleSectorOnSquads( BOOLEAN fExitVehicles )
{
GROUP *pGroup, *pNextGroup;
// IMPORTANT: Have to do this by group, so everyone inside vehicles gets assigned to the same squad. Needed for
// the tactical placement interface to work in case of simultaneous multi-vehicle arrivals!
pGroup = gpGroupList;
while( pGroup )
{
// store ptr to next group in list, temporary groups will get deallocated as soon as the merc in it is put on a squad!
pNextGroup = pGroup->next;
if ( PlayerGroupInvolvedInThisCombat( pGroup ) )
{
// the helicopter group CAN be involved, if it's on the ground, in which case everybody must get out of it
if ( IsGroupTheHelicopterGroup( pGroup ) )
{
// only happens if chopper is on the ground...
Assert( !fHelicopterIsAirBorne );
// put anyone in it into movement group
MoveAllInHelicopterToFootMovementGroup( );
}
else
{
PutNonSquadMercsInPlayerGroupOnSquads( pGroup, fExitVehicles );
}
}
pGroup = pNextGroup;
}
}
void PutNonSquadMercsInPlayerGroupOnSquads( GROUP *pGroup, BOOLEAN fExitVehicles )
{
PLAYERGROUP *pPlayer, *pNextPlayer;
SOLDIERTYPE *pSoldier;
INT8 bUniqueVehicleSquad = -1;
BOOLEAN fSuccess = FALSE;
if ( pGroup->fVehicle )
{
// put these guys on their own squad (we need to return their group ID, and can only return one, so they need a unique one
bUniqueVehicleSquad = GetFirstEmptySquad();
if ( bUniqueVehicleSquad == -1 )
{
return;
}
}
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
pSoldier = pPlayer->pSoldier;
Assert( pSoldier );
// store ptr to next soldier in group, once removed from group, his info will get memfree'd!
pNextPlayer = pPlayer->next;
if ( pSoldier->bActive && pSoldier->stats.bLife && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// if involved, but off-duty (includes mercs inside vehicles!)
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && ( pSoldier->bAssignment >= ON_DUTY ) )
{
// if in a vehicle, pull him out
if( pSoldier->bAssignment == VEHICLE )
{
if ( fExitVehicles )
{
TakeSoldierOutOfVehicle( pSoldier );
// put them on the unique squad assigned to people leaving this vehicle. Can't add them to existing squads,
// because if this is a simultaneous group attack, the mercs could be coming from different sides, and the
// placement screen can't handle mercs on the same squad arriving from difference edges!
fSuccess = AddCharacterToSquad( pSoldier, bUniqueVehicleSquad );
}
//CHRISL: So what's supposed to happen in the merc is assigned to a vehicle but fExitVehicles is FALSE?
else
fSuccess = TRUE;
}
else
{
// add him to ANY on duty foot squad
fSuccess = AddCharacterToAnySquad( pSoldier );
}
// it better work...
Assert( fSuccess );
// clear any desired squad assignments
pSoldier->ubNumTraversalsAllowedToMerge = 0;
pSoldier->ubDesiredSquadAssignment = NO_ASSIGNMENT;
// stand him up
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
}
}
pPlayer = pNextPlayer;
}
}
void WakeUpAllMercsInSectorUnderAttack( void )
{
INT32 iCounter = 0, iNumberOfMercsOnTeam = 0;
SOLDIERTYPE *pSoldier = NULL;
// get number of possible grunts on team
iNumberOfMercsOnTeam = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// any mercs not on duty should be added to the first avail squad
for( iCounter = 0; iCounter < iNumberOfMercsOnTeam; iCounter++ )
{
pSoldier = &( Menptr[ iCounter ] );
if ( pSoldier->bActive && pSoldier->stats.bLife && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
// if involved, but asleep
if ( PlayerMercInvolvedInThisCombat( pSoldier ) && ( pSoldier->flags.fMercAsleep == TRUE ) )
{
// FORCE him wake him up
SetMercAwake( pSoldier, FALSE, TRUE );
}
}
}
}
// we are entering the sector, clear out all mvt orders for grunts
void ClearMovementForAllInvolvedPlayerGroups( void )
{
GROUP *pGroup;
pGroup = gpGroupList;
while( pGroup )
{
if ( PlayerGroupInvolvedInThisCombat( pGroup ) )
{
// clear their strategic movement (mercpaths and waypoints)
ClearMercPathsAndWaypointsForAllInGroup( pGroup );
}
pGroup = pGroup->next;
}
}
void RetreatAllInvolvedPlayerGroups( void )
{
GROUP *pGroup;
// make sure guys stop their off duty assignments, like militia training!
// but don't exit vehicles - drive off in them!
PutNonSquadMercsInBattleSectorOnSquads( FALSE );
pGroup = gpGroupList;
while( pGroup )
{
if ( PlayerGroupInvolvedInThisCombat( pGroup ) )
{
// don't retreat empty vehicle groups!
if( !pGroup->fVehicle || ( pGroup->fVehicle && DoesVehicleGroupHaveAnyPassengers( pGroup ) ) )
{
ClearMercPathsAndWaypointsForAllInGroup( pGroup );
RetreatGroupToPreviousSector( pGroup );
}
}
pGroup = pGroup->next;
}
}
BOOLEAN PlayerMercInvolvedInThisCombat( SOLDIERTYPE *pSoldier )
{
Assert( pSoldier );
Assert( pSoldier->bActive );
if( !pSoldier->flags.fBetweenSectors &&
pSoldier->bAssignment != IN_TRANSIT &&
pSoldier->bAssignment != ASSIGNMENT_POW &&
pSoldier->bAssignment != ASSIGNMENT_DEAD &&
!(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
// Robot is involved if it has a valid controller with it, uninvolved otherwise
( !AM_A_ROBOT( pSoldier ) || ( pSoldier->ubRobotRemoteHolderID != NOBODY ) ) &&
!SoldierAboardAirborneHeli( pSoldier ) )
{
if ( CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// involved
return( TRUE );
}
}
// not involved
return( FALSE );
}
BOOLEAN PlayerGroupInvolvedInThisCombat( GROUP *pGroup )
{
Assert( pGroup );
// player group, non-empty, not between sectors, in the right sector, isn't a group of in transit, dead, or POW mercs,
// and either not the helicopter group, or the heli is on the ground
if( pGroup->fPlayer && pGroup->ubGroupSize &&
!pGroup->fBetweenSectors &&
!GroupHasInTransitDeadOrPOWMercs( pGroup ) &&
( !IsGroupTheHelicopterGroup( pGroup ) || !fHelicopterIsAirBorne ) )
{
if ( CurrentBattleSectorIs( pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubSectorZ ) )
{
// involved
return( TRUE );
}
}
// not involved
return( FALSE );
}
BOOLEAN CurrentBattleSectorIs( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
INT16 sBattleSectorX, sBattleSectorY, sBattleSectorZ;
BOOLEAN fSuccess;
fSuccess = GetCurrentBattleSectorXYZ( &sBattleSectorX, &sBattleSectorY, &sBattleSectorZ );
Assert( fSuccess );
if ( ( sSectorX == sBattleSectorX ) && ( sSectorY == sBattleSectorY ) && ( sSectorZ == sBattleSectorZ ) )
{
// yup!
return( TRUE );
}
else
{
// wrong sector, no battle here
return( FALSE );
}
}
void CheckForRobotAndIfItsControlled( void )
{
INT32 i;
// search for the robot on player's team
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && AM_A_ROBOT( MercPtrs[ i ] ))
{
// check whether it has a valid controller with it. This sets its ubRobotRemoteHolderID field.
MercPtrs[ i ]->UpdateRobotControllerGivenRobot( );
// if he has a controller, set controllers
if ( MercPtrs[ i ]->ubRobotRemoteHolderID != NOBODY )
{
MercPtrs[ MercPtrs[ i ]->ubRobotRemoteHolderID ]->UpdateRobotControllerGivenController( );
}
break;
}
}
}
void LogBattleResults( UINT8 ubVictoryCode)
{
INT16 sSectorX, sSectorY, sSectorZ;
GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
if( ubVictoryCode == LOG_VICTORY )
{
switch( gubEnemyEncounterCode )
{
case ENEMY_INVASION_CODE:
AddHistoryToPlayersLog( HISTORY_DEFENDEDTOWNSECTOR, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENEMY_ENCOUNTER_CODE:
AddHistoryToPlayersLog( HISTORY_WONBATTLE, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENEMY_AMBUSH_CODE:
AddHistoryToPlayersLog( HISTORY_WIPEDOUTENEMYAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENTERING_ENEMY_SECTOR_CODE:
AddHistoryToPlayersLog( HISTORY_SUCCESSFULATTACK, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case CREATURE_ATTACK_CODE:
AddHistoryToPlayersLog( HISTORY_CREATURESATTACKED, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case BLOODCAT_AMBUSH_CODE:
case ENTERING_BLOODCAT_LAIR_CODE:
AddHistoryToPlayersLog( HISTORY_SLAUGHTEREDBLOODCATS, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
}
}
else
{
switch( gubEnemyEncounterCode )
{
case ENEMY_INVASION_CODE:
AddHistoryToPlayersLog( HISTORY_LOSTTOWNSECTOR, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENEMY_ENCOUNTER_CODE:
AddHistoryToPlayersLog( HISTORY_LOSTBATTLE, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENEMY_AMBUSH_CODE:
AddHistoryToPlayersLog( HISTORY_FATALAMBUSH, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case ENTERING_ENEMY_SECTOR_CODE:
AddHistoryToPlayersLog( HISTORY_UNSUCCESSFULATTACK, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case CREATURE_ATTACK_CODE:
AddHistoryToPlayersLog( HISTORY_CREATURESATTACKED, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
case BLOODCAT_AMBUSH_CODE:
case ENTERING_BLOODCAT_LAIR_CODE:
AddHistoryToPlayersLog( HISTORY_KILLEDBYBLOODCATS, 0, GetWorldTotalMin(), sSectorX, sSectorY );
break;
}
}
}
void HandlePreBattleInterfaceStates()
{
if( gfEnteringMapScreenToEnterPreBattleInterface && !gfEnteringMapScreen )
{
gfEnteringMapScreenToEnterPreBattleInterface = FALSE;
if( !gfUsePersistantPBI )
{
InitPreBattleInterface( NULL, FALSE );
gfUsePersistantPBI = TRUE;
}
else
{
InitPreBattleInterface( gpBattleGroup, TRUE );
}
}
else if( gfDelayAutoResolveStart && gfPreBattleInterfaceActive )
{
gfDelayAutoResolveStart = FALSE;
gfAutomaticallyStartAutoResolve = TRUE;
}
else if( gfAutomaticallyStartAutoResolve )
{
gfAutomaticallyStartAutoResolve = FALSE;
ActivateAutomaticAutoResolveStart();
}
else if( gfTransitionMapscreenToAutoResolve )
{
gfTransitionMapscreenToAutoResolve = FALSE;
}
}