Files
source/Tactical/Auto Bandage.cpp
T
Wanne b1596f0c63 - Removed the "USE_HIGHSPEED_GAMELOOP_TIMER" define. Now highspeed timer and new way of dequeuing events are always enabled when building an executable
o This makes the code more easy to maintain
o Highspeed timer seems to run fine (after months of tests)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5643 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-10-25 19:00:12 +00:00

1356 lines
44 KiB
C++

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