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https://github.com/1dot13/source.git
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- Fix: uninitialised variable git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6690 3b4a5df2-a311-0410-b5c6-a8a6f20db521
642 lines
26 KiB
C++
642 lines
26 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "Types.h"
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#include "Windows.h"
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//#include "Soldier Control.h"
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#include "Input.h"
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#include "english.h"
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#include "Isometric Utils.h"
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#include "GameSettings.h"
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#include "Overhead.h"
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#include "Game Clock.h"
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#include "Text.h"
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#include "lighting.h"
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#include "Interface.h"
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#include "weapons.h"
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#include "renderworld.h"
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#include "Font Control.h"
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#include "font.h"
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#include "local.h"
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#include "vsurface.h"
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#include "line.h"
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#include "los.h"
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// added by SANDRO
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#include "SkillCheck.h"
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#include "soldier profile type.h"
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#include "Soldier macros.h"
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#include "Encyclopedia_new.h" ///< Encyclopedia item visibility
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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struct MOUSETT
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{
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CHAR16 FastHelpText[ 1024 ];
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INT32 iX;
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INT32 iY;
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INT32 iW;
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};
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extern struct MOUSETT mouseTT;
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extern BOOL mouseTTrender,mouseTTdone;
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const int DL_Limited = 1;
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const int DL_Basic = 2;
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const int DL_Full = 3;
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const int DL_Debug = 4;
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void DisplayWeaponInfo( SOLDIERTYPE*, CHAR16*, UINT8, UINT8 );
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void DrawMouseTooltip(void);
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#define MAX(a, b) (a > b ? a : b)
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void SoldierTooltip( SOLDIERTYPE* pSoldier )
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{
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// WANNE: No tooltips on bloodcats, bugs, tanks, roboter
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if ( CREATURE_OR_BLOODCAT( pSoldier ) || TANK ( pSoldier ) ||
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AM_A_ROBOT( pSoldier))
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{
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return;
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}
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SGPRect aRect;
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extern void GetSoldierScreenRect(SOLDIERTYPE*,SGPRect*);
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GetSoldierScreenRect( pSoldier, &aRect );
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INT16 a1,a2;
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BOOLEAN fDrawTooltip = FALSE;
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if ( gfKeyState[ALT] && pSoldier &&
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IsPointInScreenRectWithRelative( gusMouseXPos, gusMouseYPos, &aRect, &a1, &a2 ) )
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{
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MOUSETT *pRegion = &mouseTT;
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CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ];
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int iNVG = 0;
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INT32 usSoldierGridNo;
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BOOLEAN fDisplayBigSlotItem = FALSE;
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BOOLEAN fMercIsUsingScope = FALSE;
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UINT16 iCarriedRL = 0;
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INT32 iRangeToTarget = 0;
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UINT8 ubTooltipDetailLevel = gGameExternalOptions.ubSoldierTooltipDetailLevel;
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UINT32 uiMaxTooltipDistance = gGameExternalOptions.ubStraightSightRange;
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fDrawTooltip = TRUE;
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// get the gridno the cursor is at
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GetMouseMapPos( &usSoldierGridNo );
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// get the distance to enemy's tile from the selected merc
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if ( gusSelectedSoldier != NOBODY && gusUIFullTargetID != NOBODY )
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{
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//CHRISL: Changed the second parameter to use the same information as the 'F' hotkey uses.
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//iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, sSoldierGridNo ) / 10;
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iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, MercPtrs[ gusUIFullTargetID ]->sGridNo ) / 10;
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}
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// WANNE: If we want to show the tooltip of milita and no merc is present in the sector
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else
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{
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return;
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}
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//SCORE: If UDT range, we work it out as half actual LOS
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// SANDRO - don't use this if detail set to debug!
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if ( gGameExternalOptions.gfAllowUDTRange && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
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{
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uiMaxTooltipDistance = (UINT32)( MercPtrs[ gusSelectedSoldier ]->GetMaxDistanceVisible(MercPtrs[ gusUIFullTargetID ]->sGridNo, 0, CALC_FROM_WANTED_DIR) * (gGameExternalOptions.ubUDTModifier));
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uiMaxTooltipDistance /= 100;
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}
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//SCORE: Otherwise if we're using dynamics then do this
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// SANDRO - don't use this if detail set to debug!
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else if ( gGameExternalOptions.fEnableDynamicSoldierTooltips && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
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{
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OBJECTTYPE* pObject = &(MercPtrs[gusSelectedSoldier]->inv[HANDPOS]);
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for (attachmentList::iterator iter = (*pObject)[0]->attachments.begin(); iter != (*pObject)[0]->attachments.end(); ++iter) {
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if ( Item[iter->usItem].visionrangebonus > 0 && iter->exists())
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{
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fMercIsUsingScope = TRUE;
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break;
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}
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}
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if ( fMercIsUsingScope )
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{
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// set detail level to (at least) Full
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ubTooltipDetailLevel = MAX(DL_Full,ubTooltipDetailLevel);
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}
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}
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//SCORE: removed to enable scopes to affect range of tooltips.
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//else
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//{
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//If we're using original settings and no scope, we do this
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if (gGameExternalOptions.fEnableDynamicSoldierTooltips && fMercIsUsingScope == 0 && !gGameExternalOptions.gfAllowUDTRange)
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{
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// add 10% to max tooltip viewing distance per level of the merc
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uiMaxTooltipDistance *= 1 + (EffectiveExpLevel(MercPtrs[ gusSelectedSoldier ])/ 10); // SANDRO - changed to effective level calc
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if ( gGameExternalOptions.gfAllowLimitedVision )
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uiMaxTooltipDistance *= 1 - (gGameExternalOptions.ubVisDistDecreasePerRainIntensity / 100);
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if ( !(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD1POS].usItem].nightvisionrangebonus > 0) &&
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!(Item[MercPtrs[gusSelectedSoldier]->inv[HEAD2POS].usItem].nightvisionrangebonus > 0) &&
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!DayTime() )
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{
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// if night reduce max tooltip viewing distance by a factor of 4 if merc is not wearing NVG
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uiMaxTooltipDistance >>= 2;
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}
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}
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//SCORE: Dynamic detail, otherwise do what we usually do
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// SANDRO - don't use this if detail set to debug!
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if ( gGameExternalOptions.gfAllowUDTDetail && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
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{
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//Check range. Less than a third? Full. Less than 2 thirds? Basic. Otherwise Limited.
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if ( iRangeToTarget <= (INT32)(uiMaxTooltipDistance / 3) )
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{
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ubTooltipDetailLevel = DL_Full;
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}
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else if ( iRangeToTarget <= (INT32)((uiMaxTooltipDistance / 3)*2) )
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{
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ubTooltipDetailLevel = DL_Basic;
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}
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else if ( iRangeToTarget <= (INT32)uiMaxTooltipDistance )
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{
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ubTooltipDetailLevel = DL_Limited;
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}
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else
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{
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return;
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}
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}
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else
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{
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if ( iRangeToTarget <= (INT32)(uiMaxTooltipDistance / 2) )
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{
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// at under half the maximum view distance set tooltip detail to (at least) Basic
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ubTooltipDetailLevel = MAX(DL_Basic,ubTooltipDetailLevel);
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}
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else if ( iRangeToTarget <= (INT32)uiMaxTooltipDistance )
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{
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// at under the maximum view distance set tooltip detail to (at least) Limited
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ubTooltipDetailLevel = MAX(DL_Limited,ubTooltipDetailLevel);
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}
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else
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{
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// beyond visual range, do not display tooltip if player has not chosen full or debug details
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if ( ubTooltipDetailLevel < DL_Full )
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return;
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}
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}
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//} // fMercIsUsingScope is false
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// gGameExternalOptions.fEnableDynamicSoldierTooltips
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// WANNE: Check if enemy soldier is in line of sight but only if player has not choosen debug details
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if ( ubTooltipDetailLevel < DL_Full)
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{
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// Get the current selected merc
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SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
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if ( pMerc->aiData.bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
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{
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// We do not see the enemy. Return and do not display the tooltip.
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return;
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}
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}
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swprintf( pStrInfo, L"" );
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if ( ubTooltipDetailLevel == DL_Debug )
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{
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// display "debug" info
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if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, usSoldierGridNo );
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if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( usSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
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if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
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if ( gGameExternalOptions.fEnableSoldierTooltipID )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
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if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->aiData.bOrders );
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if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->aiData.bAttitude );
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if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
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if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->stats.bLife );
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if ( gGameExternalOptions.fEnableSoldierTooltipEnergy )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_ENERGY], pStrInfo, pSoldier->bBreath );
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if ( gGameExternalOptions.fEnableSoldierTooltipMorale )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_MORALE], pStrInfo, pSoldier->aiData.bMorale );
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//Moa: show shock and suppression values in debug tooltip
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if ( gGameExternalOptions.fEnableSoldierTooltipShock )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_SHOCK], pStrInfo, pSoldier->aiData.bShock );
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// sevenfm: ubSuppressionPoints always show 0 because this value is cleared after each attack
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// changed this to ubLastSuppression - it stores suppression points from last attack
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if ( gGameExternalOptions.fEnableSoldierTooltipSuppressionPoints )
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_SUPPRESION], pStrInfo, pSoldier->ubLastSuppression );
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Added by SANDRO - show enemy skills
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if ( gGameExternalOptions.fEnableSoldierTooltipTraits )
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{
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if ( gGameOptions.fNewTraitSystem )
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{
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if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[1] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
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{
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CHAR16 pStrAux[50];
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swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
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//swprintf( pStrInfo, L"%s\n", pStrInfo );
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}
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else if (( pSoldier->stats.ubSkillTraits[1] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[1] != 0 )
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{
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CHAR16 pStrAux[50];
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swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ]);
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
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}
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else if (( pSoldier->stats.ubSkillTraits[0] == pSoldier->stats.ubSkillTraits[2] ) && pSoldier->stats.ubSkillTraits[0] != 0 )
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{
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CHAR16 pStrAux[50];
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swprintf( pStrAux, L"(%s)", gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ]);
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, pStrAux );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] + NEWTRAIT_MERCSKILL_EXPERTOFFSET ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
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}
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else
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[0] ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[1] ] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_3], pStrInfo, gzMercSkillTextNew[ pSoldier->stats.ubSkillTraits[2] ] );
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}
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}
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else
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_1], pStrInfo, gzMercSkillText[pSoldier->stats.ubSkillTraits[0]] );
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_SKILL_TRAIT_2], pStrInfo, gzMercSkillText[pSoldier->stats.ubSkillTraits[1]] );
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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}
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// armor info code block start
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HELMET], pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : gzTooltipStrings[STR_TT_NO_HELMET] );
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//Moa: encyclopedia item visibility
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if ( pSoldier->inv[HELMETPOS].usItem )
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EncyclopediaSetItemAsVisible( pSoldier->inv[HELMETPOS].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
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}
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if ( gGameExternalOptions.fEnableSoldierTooltipVest )
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_VEST], pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : gzTooltipStrings[STR_TT_NO_VEST] );
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//Moa: encyclopedia item visibility
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if ( pSoldier->inv[VESTPOS].usItem )
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EncyclopediaSetItemAsVisible( pSoldier->inv[VESTPOS].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
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}
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if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LEGGINGS], pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : gzTooltipStrings[STR_TT_NO_LEGGING] );
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//Moa: encyclopedia item visibility
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if ( pSoldier->inv[LEGPOS].usItem )
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EncyclopediaSetItemAsVisible( pSoldier->inv[LEGPOS].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
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}
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}
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else
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{
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if ( !( !gGameExternalOptions.fEnableSoldierTooltipHelmet &&
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!gGameExternalOptions.fEnableSoldierTooltipVest &&
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!gGameExternalOptions.fEnableSoldierTooltipLeggings) )
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// do not display the armor line if all the armor toggles are set to false
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{
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if ( ArmourPercent( pSoldier ) )
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
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if ( ubTooltipDetailLevel == DL_Basic )
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{
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if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? gzTooltipStrings[STR_TT_HELMET] : L"" );
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if ( gGameExternalOptions.fEnableSoldierTooltipVest )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? gzTooltipStrings[STR_TT_VEST] : L"" );
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if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
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swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? gzTooltipStrings[STR_TT_LEGGINGS] : L"" );
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wcscat( pStrInfo, L"\n" );
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}
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else // ubTooltipDetailLevel == DL_Limited
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_WORN] );
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}
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}
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else
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_NO_ARMOR] );
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}
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}
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}
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// armor info code block end
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// head slots info code block start
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if ( ubTooltipDetailLevel != DL_Debug )
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{
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if( Item[pSoldier->inv[HEAD1POS].usItem].nightvisionrangebonus > 0 )
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iNVG = HEAD1POS;
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else if( Item[pSoldier->inv[HEAD2POS].usItem].nightvisionrangebonus > 0 )
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iNVG = HEAD2POS;
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if ( !( !gGameExternalOptions.fEnableSoldierTooltipHeadItem1 &&
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!gGameExternalOptions.fEnableSoldierTooltipHeadItem2) )
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// do not display the NVG/mask lines if both head slot toggles are set to false
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{
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if ( ubTooltipDetailLevel >= DL_Full )
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
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iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
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//Moa: encyclopedia item visibility
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if ( iNVG )
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EncyclopediaSetItemAsVisible( pSoldier->inv[ iNVG ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
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}
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else
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{
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swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo, iNVG ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_NVG] );
|
|
}
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
|
|
( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
|
|
}
|
|
}
|
|
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
|
|
{
|
|
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
|
|
{
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_1], pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
|
|
//Moa: encyclopedia item visibility
|
|
if ( pSoldier->inv[HEAD1POS].usItem )
|
|
EncyclopediaSetItemAsVisible( pSoldier->inv[ HEAD1POS ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
|
|
}
|
|
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
|
|
{
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_2], pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
|
|
//Moa: encyclopedia item visibility
|
|
if ( pSoldier->inv[HEAD2POS].usItem )
|
|
EncyclopediaSetItemAsVisible( pSoldier->inv[ HEAD2POS ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
|
|
}
|
|
}
|
|
// head slots info code block end
|
|
|
|
// weapon in primary hand info code block start
|
|
if ( gGameExternalOptions.fEnableSoldierTooltipWeapon )
|
|
{
|
|
DisplayWeaponInfo( pSoldier, pStrInfo, HANDPOS, ubTooltipDetailLevel );
|
|
} // gGameExternalOptions.fEnableSoldierTooltipWeapon
|
|
// weapon in primary hand info code block end
|
|
|
|
// weapon in off hand info code block start
|
|
if ( gGameExternalOptions.fEnableSoldierTooltipSecondHand )
|
|
{
|
|
if ( pSoldier->inv[SECONDHANDPOS].usItem )
|
|
{
|
|
// if there's something in the slot display it
|
|
wcscat( pStrInfo, L"\n" );
|
|
DisplayWeaponInfo( pSoldier, pStrInfo, SECONDHANDPOS, ubTooltipDetailLevel );
|
|
}
|
|
}
|
|
// weapon in off hand info code block end
|
|
|
|
// large objects in big inventory slots info code block start
|
|
for ( UINT8 BigSlot = BIGPOCKSTART; BigSlot < BIGPOCKFINAL; BigSlot++ )
|
|
{
|
|
if ( pSoldier->inv[ BigSlot ].exists() == false )
|
|
continue; // slot is empty, move on to the next slot
|
|
|
|
switch( BigSlot )
|
|
{
|
|
// if display of this big slot is toggled off then move on to the next slot
|
|
case BIGPOCK1POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot1 )
|
|
continue;
|
|
break;
|
|
case BIGPOCK2POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot2 )
|
|
continue;
|
|
break;
|
|
case BIGPOCK3POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot3 )
|
|
continue;
|
|
break;
|
|
case BIGPOCK4POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot4 )
|
|
continue;
|
|
break;
|
|
// CHRISL: Added new large pockets introduced by new inventory system
|
|
case BIGPOCK5POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot5 )
|
|
continue;
|
|
break;
|
|
case BIGPOCK6POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot6 )
|
|
continue;
|
|
break;
|
|
case BIGPOCK7POS:
|
|
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot7 )
|
|
continue;
|
|
break;
|
|
}
|
|
|
|
if ( Item[ pSoldier->inv[ BigSlot ].usItem ].rocketlauncher )
|
|
iCarriedRL = pSoldier->inv[ BigSlot ].usItem; // remember that enemy is carrying a rocket launcher when check for rocket ammo is made later on
|
|
|
|
if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
|
|
( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
|
|
{
|
|
// it's a firearm
|
|
if ( ( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != HANDGUNCLASS ) &&
|
|
( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
|
|
{
|
|
// it's a long gun or heavy weapon
|
|
fDisplayBigSlotItem = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// check for rocket ammo
|
|
if ( ( iCarriedRL != 0 ) && // soldier is carrying a RL ...
|
|
ValidLaunchable( pSoldier->inv[ BigSlot ].usItem, iCarriedRL ) ) // this item is launchable by the RL
|
|
{
|
|
fDisplayBigSlotItem = TRUE;
|
|
}
|
|
}
|
|
if ( fDisplayBigSlotItem )
|
|
{
|
|
wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
|
|
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
|
|
fDisplayBigSlotItem = FALSE;
|
|
}
|
|
}
|
|
// large objects in big inventory slots info code block end
|
|
|
|
pRegion->iX = gusMouseXPos;
|
|
pRegion->iY = gusMouseYPos;
|
|
|
|
// if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
|
|
// swprintf( pRegion->FastHelpText, L"%s\n|String |Length|: %d", pStrInfo, wcslen(pStrInfo) );
|
|
// else
|
|
wcscpy( pRegion->FastHelpText, pStrInfo );
|
|
}
|
|
|
|
if ( gfKeyState[ ALT ] && fDrawTooltip )
|
|
{
|
|
DrawMouseTooltip();
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
}
|
|
} // SoldierTooltip(SOLDIERTYPE* pSoldier)
|
|
|
|
|
|
void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, UINT8 ubTooltipDetailLevel )
|
|
{
|
|
INT32 iNumAttachments = 0;
|
|
BOOLEAN fDisplayAttachment = FALSE;
|
|
|
|
if ( ubTooltipDetailLevel >= DL_Full )
|
|
{
|
|
// display exact weapon model
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
|
|
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
|
|
//Moa: encyclopedia item visibility
|
|
if ( pSoldier->inv[ubSlot].usItem )
|
|
EncyclopediaSetItemAsVisible( pSoldier->inv[ ubSlot ].usItem, ENC_ITEM_DISCOVERED_NOT_REACHABLE );
|
|
}
|
|
else
|
|
{
|
|
if ( ubTooltipDetailLevel == DL_Limited )
|
|
{
|
|
// display general weapon class
|
|
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
|
|
{
|
|
case HANDGUNCLASS:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
|
|
break;
|
|
case SMGCLASS:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
|
|
break;
|
|
case RIFLECLASS:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
|
|
break;
|
|
case MGCLASS:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
|
|
break;
|
|
case SHOTGUNCLASS:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
|
|
break;
|
|
case KNIFECLASS:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
|
|
break;
|
|
default:
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HEAVY_WEAPON] );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// display general weapon type
|
|
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
|
|
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : gzTooltipStrings[STR_TT_NO_WEAPON] );
|
|
}
|
|
}
|
|
|
|
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic )
|
|
{
|
|
// display weapon attachments
|
|
for (attachmentList::iterator iter = pSoldier->inv[ubSlot][0]->attachments.begin(); iter != pSoldier->inv[ubSlot][0]->attachments.end(); ++iter) {
|
|
if(iter->exists()){
|
|
fDisplayAttachment = FALSE; //Madd: changed this, it was incorrectly showing attachments when it shouldn't be
|
|
|
|
if ( ubTooltipDetailLevel == DL_Basic || ubTooltipDetailLevel == DL_Full ) // Madd: also hidden attachments should be hidden at the full level as well... unless the mercs have x-ray vision to see that rod&spring inside the gun!! :p
|
|
{
|
|
// display only externally-visible weapon attachments
|
|
if ( Item[iter->usItem].hiddenattachment )
|
|
fDisplayAttachment = FALSE;
|
|
else
|
|
fDisplayAttachment = TRUE;
|
|
}
|
|
|
|
if ( fDisplayAttachment )
|
|
{
|
|
iNumAttachments++;
|
|
if ( iNumAttachments == 1 )
|
|
wcscat( pStrInfo, L"\n[" );
|
|
else
|
|
wcscat( pStrInfo, L", " );
|
|
wcscat( pStrInfo, ItemNames[ iter->usItem ] );
|
|
}
|
|
}
|
|
} // for
|
|
if ( iNumAttachments > 0 )
|
|
wcscat( pStrInfo, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); // append ' attached]' to end of string
|
|
} // gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic
|
|
}
|
|
|
|
MOUSETT mouseTT;
|
|
BOOL mouseTTrender, mouseTTdone;
|
|
|
|
void DrawMouseTooltip()
|
|
{
|
|
UINT8 *pDestBuf;
|
|
UINT32 uiDestPitchBYTES;
|
|
static INT32 iX, iY, iW, iH;
|
|
|
|
extern INT16 GetWidthOfString(const STR16);
|
|
extern INT16 GetNumberOfLinesInHeight(const STR16);
|
|
extern void DisplayHelpTokenizedString(const STR16,INT16,INT16);
|
|
extern BOOLEAN initTooltipBuffer();
|
|
extern PTR LockTooltipBuffer(UINT32*);
|
|
extern void UnlockTooltipBuffer();
|
|
extern void DisplayTooltipString( const STR16 pStringA, INT16 sX, INT16 sY );
|
|
extern void j_log(PTR,...);
|
|
|
|
iX = mouseTT.iX;iY = mouseTT.iY;
|
|
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
|
|
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
|
|
|
|
if(1)//draw at cursor
|
|
{
|
|
iY -= (iH / 2);
|
|
if (gusMouseXPos > (SCREEN_WIDTH / 2))
|
|
iX = gusMouseXPos - iW - 24;
|
|
else
|
|
iX = gusMouseXPos + 24;
|
|
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
|
|
// iY -= 32;
|
|
|
|
if (iY <= 0) iY += 32;
|
|
}
|
|
else
|
|
{ //draw in panel
|
|
//502,485 658,596 160*110 580,540
|
|
iX = 580 - (iW / 2);
|
|
iY = 540 - (iH/2);
|
|
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
|
|
}
|
|
|
|
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
|
|
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
RectangleDraw( TRUE, iX + 1, iY + 1, iX + iW - 1, iY + iH - 1, Get16BPPColor( FROMRGB( 65, 57, 15 ) ), pDestBuf );
|
|
RectangleDraw( TRUE, iX, iY, iX + iW - 2, iY + iH - 2, Get16BPPColor( FROMRGB( 227, 198, 88 ) ), pDestBuf );
|
|
UnLockVideoSurface( FRAME_BUFFER );
|
|
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
|
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
|
|
|
|
SetFont( FONT10ARIAL );
|
|
SetFontShadow( FONT_NEARBLACK );
|
|
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
|
|
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
|
|
|
|
//InvalidateScreen();
|
|
} |