Files
source/Strategic/PreBattle Interface.cpp
T

2447 lines
81 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"
#include "CampaignStats.h" // added by Flugente
#include "militiasquads.h" // added by Flugente
#include "SkillCheck.h" // added by Flugente
#endif
#ifdef JA2UB
#include "ub_config.h"
#endif
#include "GameInitOptionsScreen.h"
extern void InitializeTacticalStatusAtBattleStart();
extern BOOLEAN gfDelayAutoResolveStart;
extern BOOLEAN gfTransitionMapscreenToAutoResolve;
#ifdef JA2BETAVERSION
extern BOOLEAN gfExitViewer;
#endif
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+(OUR_TEAM_SIZE_NO_VEHICLE-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 gCharInfoFaceRegion;
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;
BOOLEAN gubSpecialEncounterCodeForEnemyHeli = FALSE;
//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->usGroupTeam != OUR_TEAM )
{
if( pGroup->ubSectorX == pLocGroup->ubSectorX && pGroup->ubSectorY == pLocGroup->ubSectorY )
{
if ( pGroup->pEnemyGroup->ubAdminsInBattle || pGroup->pEnemyGroup->ubTroopsInBattle || pGroup->pEnemyGroup->ubElitesInBattle || pGroup->pEnemyGroup->ubTanksInBattle || pGroup->pEnemyGroup->ubJeepsInBattle )
{
++ubInvalidGroups;
pGroup->pEnemyGroup->ubAdminsInBattle = 0;
pGroup->pEnemyGroup->ubTroopsInBattle = 0;
pGroup->pEnemyGroup->ubElitesInBattle = 0;
pGroup->pEnemyGroup->ubTanksInBattle = 0;
pGroup->pEnemyGroup->ubJeepsInBattle = 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) Ta(%02d:%02d) J(%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,
pSector->ubNumTanks, pSector->ubTanksInBattle,
pSector->ubNumJeeps, pSector->ubJeepsInBattle );
DoScreenIndependantMessageBox( str, MSG_BOX_FLAG_OK, NULL );
pSector->ubAdminsInBattle = 0;
pSector->ubTroopsInBattle = 0;
pSector->ubElitesInBattle = 0;
pSector->ubCreaturesInBattle = 0;
pSector->ubTanksInBattle = 0;
pSector->ubJeepsInBattle = 0;
}
}
#endif
FLOAT gAmbushRadiusModifier = 1.0f;
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
BOOLEAN fAirDrop = FALSE; // Added by Flugente
UINT16 usDeploymentLeadership = 0;
gAmbushRadiusModifier = 0.0f;
// ARM: Feb01/98 - Cancel out of mapscreen movement plotting if PBI subscreen is coming up
if ( (bSelectedDestChar != -1) || fPlotForHelicopter || fPlotForMilitia )
{
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 ) )
{
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( &gCharInfoFaceRegion, 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 = NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
fMapPanelDirty = TRUE;
}
else if( gfPersistantPBI )
{
gubPBSectorX = (UINT8)SECTORX( gubSectorIDOfCreatureAttack );
gubPBSectorY = (UINT8)SECTORY( gubSectorIDOfCreatureAttack );
gubPBSectorZ = 0;
}
pSector = &SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ];
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
if( pSector->ubCreaturesInBattle )
{
gubExplicitEnemyEncounterCode = FIGHTING_CREATURES_CODE;
}
else if( pSector->ubAdminsInBattle || pSector->ubTroopsInBattle || pSector->ubElitesInBattle )
{
gubExplicitEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
}
}
else if ( pBattleGroup && pBattleGroup->usGroupTeam != OUR_TEAM && NumNonPlayerTeamMembersInSector( pBattleGroup->ubSectorX, pBattleGroup->ubSectorY, MILITIA_TEAM ) > 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 ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_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;
}
}
// silversurfer: moved this up here because this check needs to be done before we draw anything on the map screen - otherwise CTD.
// Also the necessary variables have to be set.
//If we are currently in tactical, then set the flag to automatically bring up the mapscreen.
if( guiCurrentScreen == GAME_SCREEN )
{
gfEnteringMapScreen = TRUE;
gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
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( !fShowTeamFlag )
{
ToggleShowTeamsMode();
}
//Define the blanket region to cover all of the other regions used underneath the panel.
MSYS_DefineRegion( &PBInterfaceBlanket, 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 359 + yResOffset, 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 + yResOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, AutoResolveBattleCallback );
iPBButton[1] = QuickCreateButton( iPBButtonImage[1], 98 + xResOffset, 54 + yResOffset, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGHEST - 2, DEFAULT_MOVE_CALLBACK, GoToSectorCallback );
iPBButton[2] = QuickCreateButton( iPBButtonImage[2], 169 + xResOffset, 54 + yResOffset, 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;
}
if ( MercPtrs[i]->usSoldierFlagMask & SOLDIER_AIRDROP )
{
fAirDrop = TRUE;
}
UINT16 deploymentleadership = EffectiveLeadership( MercPtrs[i] );
FLOAT ambushradiusmodifier = 10 * EffectiveExpLevel( MercPtrs[i] ) + MercPtrs[i]->GetBackgroundValue( BG_AMBUSH_RADIUS );
if ( gGameOptions.fNewTraitSystem )
{
deploymentleadership += 50 * NUM_SKILL_TRAITS( MercPtrs[i], SQUADLEADER_NT );
ambushradiusmodifier += 50 * NUM_SKILL_TRAITS( MercPtrs[i], SCOUTING_NT );
}
// bonus with old traits, so that the check can be won
else
{
deploymentleadership += 30;
}
usDeploymentLeadership = max( usDeploymentLeadership, deploymentleadership );
gAmbushRadiusModifier = max( gAmbushRadiusModifier, ambushradiusmodifier / 100 );
}
else
{
++guiNumUninvolved;
}
}
}
ubNumStationaryEnemies = NumStationaryEnemiesInSector( gubPBSectorX, gubPBSectorY );
ubNumMobileEnemies = NumMobileEnemiesInSector( gubPBSectorX, gubPBSectorY );
ubNumMercs = PlayerMercsInSector( gubPBSectorX, gubPBSectorY, gubPBSectorZ );
BOOLEAN fAmbushPrevented = FALSE;
if( gfPersistantPBI )
{
if( !pBattleGroup )
{
if ( gubSpecialEncounterCodeForEnemyHeli )
{
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
}
else
{
//creature's attacking!
gubEnemyEncounterCode = CREATURE_ATTACK_CODE;
}
}
else if ( gpBattleGroup->usGroupTeam == OUR_TEAM )
{
if( gubEnemyEncounterCode != BLOODCAT_AMBUSH_CODE && gubEnemyEncounterCode != ENTERING_BLOODCAT_LAIR_CODE )
{
if( ubNumStationaryEnemies )
{
gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE;
}
else
{
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
// Flugente: no ambushes on an airdrop
if ( !fAirDrop )
{
//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 );
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
iChance = iChance + (zDiffSetting[gGameOptions.ubDifficultyLevel].iChanceOfEnemyAmbushes);
// adjust the chance for what we know about the sector
if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_NOTHING )
iChance += 20;
// HEADROCK HAM 5: Added new possible value...
else if( WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_THEYRE_THERE ||
WhatPlayerKnowsAboutEnemiesInSector( gubPBSectorX, gubPBSectorY ) == KNOWS_THEYRE_THERE_AND_WHERE_GOING )
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] );
}
}
}
}
// Flugente: improved ambush: if a real squadleader is present, we may deploy our mercs instead of having them being dropped into combat randomly
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE && usDeploymentLeadership > 120 )
{
gubEnemyEncounterCode = ENEMY_AMBUSH_DEPLOYMENT_CODE;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
}
}
else
{ //Are enemies invading a town, or just encountered the player.
if( GetTownIdForSector( gubPBSectorX, gubPBSectorY ) )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
//SAM sites not in towns will also be considered to be important
else if( pSector->uiFlags & SF_SAM_SITE )
gubEnemyEncounterCode = ENEMY_INVASION_CODE;
else
gubEnemyEncounterCode = ENEMY_ENCOUNTER_CODE;
}
}
gfHighPotentialForAmbush = FALSE;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - ambush experienced
if ( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_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 || gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_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.
// 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 ||
gubEnemyEncounterCode == ENEMY_AMBUSH_DEPLOYMENT_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 == ENEMY_AMBUSH_DEPLOYMENT_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:
case ENEMY_AMBUSH_DEPLOYMENT_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 );
UseCreatureMusic(HostileZombiesPresent());
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ];
if ( MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gubPBSectorX, gubPBSectorY ) ].SoundTacticalTensor[gubPBSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
#ifdef JA2UB
if ( gGameUBOptions.AutoResolve == FALSE )
DisableButton( iPBButton[0] );
#endif
DoTransitionFromMapscreenToPreBattleInterface();
// clean up
gubSpecialEncounterCodeForEnemyHeli = FALSE;
}
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 + yResOffset;
PBIRect.iRight = 261 + xResOffset;
PBIRect.iBottom = 359 + yResOffset;
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 + yResOffset;
//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 + yResOffset, 209, 32 );
RenderButtons();
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 27 + xResOffset, 54 + yResOffset, 209, 32 );
gfRenderPBInterface = TRUE;
//hide the prebattle interface
BlitBufferToBuffer( guiEXTRABUFFER, FRAME_BUFFER, 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 359 + yResOffset );
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 + yResOffset, 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:
case ENEMY_AMBUSH_DEPLOYMENT_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 + yResOffset, str );
InvalidateRegion( 0, 0, 231 + xResOffset, 12 + yResOffset );
*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, yResOffset, 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 + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
for( i = x + width + 2; i < 231; i += 10 )
{
BltVideoObject( guiSAVEBUFFER, hVObject, TITLE_BAR_PIECE, i + xResOffset, 6 + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
y = BOTTOM_Y - ACTUAL_HEIGHT - ROW_HEIGHT * max( guiNumUninvolved, 1 );
BltVideoObject( guiSAVEBUFFER, hVObject, UNINVOLVED_HEADER, 8 + xResOffset, y + yResOffset, 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 + yResOffset, 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 + yResOffset, 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 + yResOffset, 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 + yResOffset, 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 + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
// WDS - make number of mercenaries, etc. be configurable
for( i = 0; i < (INT32)(/*21*/3+ OUR_TEAM_SIZE_NO_VEHICLE - max( guiNumUninvolved, 1 )); i++ )
{
y = TOP_Y + ROW_HEIGHT * i;
BltVideoObject( guiSAVEBUFFER, hVObject, TOP_COLUMN, 186 + xResOffset, y + yResOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
//location
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontShadow( FONT_NEARBLACK );
GetSectorIDString( gubPBSectorX, gubPBSectorY, gubPBSectorZ, pSectorName, TRUE );
mprintf( 70 + xResOffset, 17 + yResOffset, 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 ) // HEADROCK HAM 5: New case above this one...
{
// don't know how many
swprintf( str, L"?" );
SectorInfo[ SECTOR( gubPBSectorX, gubPBSectorY ) ].bLastKnownEnemies = -2;
}
else
{
// know exactly how many
i = NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
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 + yResOffset, str );
//player
swprintf( str, L"%d", guiNumInvolved );
x = 142 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
//militia
swprintf( str, L"%d", NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, MILITIA_TEAM ) );
x = 227 + (27 - StringPixLength( str, FONT14ARIAL )) / 2;
mprintf( x + xResOffset, y + yResOffset, 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 + yResOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
//COND
GetSoldierConditionInfo( MercPtrs[ i ], str, &ubHPPercent, &ubBPPercent );
x = 129 + (58-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
//HP
swprintf( str, L"%d%%", ubHPPercent );
x = 189 + (25-StringPixLength( str, BLOCKFONT2)) / 2;
wcscat( str, sSpecialCharacters[0] );
mprintf( x + xResOffset, y + yResOffset, str );
//BP
swprintf( str, L"%d%%", ubBPPercent );
x = 217 + (25-StringPixLength( str, BLOCKFONT2)) / 2;
wcscat( str, sSpecialCharacters[0] );
mprintf( x + xResOffset, y + yResOffset, 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 + yResOffset, 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 + yResOffset, str );
//ASSIGN
GetMapscreenMercAssignmentString( MercPtrs[ i ], str );
x = 72 + (54-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
//LOC
GetMapscreenMercLocationString( MercPtrs[ i ], str );
x = 128 + (33-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
//DEST
GetMapscreenMercDestinationString( MercPtrs[ i ], str );
if( wcslen( str ) > 0 )
{
x = 164 + (41-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
}
//DEP
GetMapscreenMercDepartureString( MercPtrs[ i ], str, &ubJunk );
x = 208 + (34-StringPixLength( str, BLOCKFONT2)) / 2;
mprintf( x + xResOffset, y + yResOffset, str );
line++;
y += ROW_HEIGHT;
}
}
}
}
// mark any and ALL pop up boxes as altered
MarkAllBoxesAsAltered( );
if( !guiNumUninvolved || gfZoomDone == FALSE )
RestoreExternBackgroundRect( 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, 359 + yResOffset );
else
RestoreExternBackgroundRect( 0 + xResOffset, 0 + yResOffset, 261 + xResOffset, y + yResOffset );
// 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 += NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
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 += NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM );
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->usGroupTeam == OUR_TEAM &&
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 ( NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, MILITIA_TEAM ) )
{
//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 );
ResetMovementForNonPlayerGroupsInLocation( 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->usGroupTeam == OUR_TEAM && !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;
}
}
void RetreatAllInvolvedMilitiaGroups()
{
// first, determine in which sector we are
// pick the non-hostile-occupied, reachable adjacent sector with the shortest travel time
INT16 sBattleSectorX, sBattleSectorY, sBattleSectorZ;
if ( !GetCurrentBattleSectorXYZ( &sBattleSectorX, &sBattleSectorY, &sBattleSectorZ ) )
{
// well... this sucks. We are in retreat code, but no battle is on... abort this
return;
}
// as we move the militia to another sector, anything that modifies them has to be done now - RemoveAutoResolveInterface is too late
// as we don't want to make the location of that dependend on some state, we use a trick:
// we drop their gear here, and promote them right now. They can then be properly deleted later on.
AutoResolveMilitiaDropAndPromote();
// dissolve all militia groups here
INT16 newX = 0;
INT16 newY = 0;
BOOLEAN found = FALSE;
GROUP* pGroup = gpGroupList;
while ( pGroup )
{
if ( MilitiaGroupInvolvedInThisCombat( pGroup ) )
{
// if a group's previous sector was different, pick it
if ( pGroup->ubPrevX != 0 && pGroup->ubPrevY != 0 && ( pGroup->ubPrevX != pGroup->ubSectorX || pGroup->ubPrevY != pGroup->ubSectorY ) )
{
newX = pGroup->ubPrevX;
newY = pGroup->ubPrevY;
found = TRUE;
}
GROUP* pDeleteGroup = pGroup;
pGroup = pGroup->next;
DissolveMilitiaGroup( pDeleteGroup->ubGroupID );
}
else
pGroup = pGroup->next;
}
// create new group and instantly place it in new sector
SECTORINFO *pSector = &SectorInfo[SECTOR( sBattleSectorX, sBattleSectorY )];
if ( !pSector )
return;
pGroup = CreateNewMilitiaGroupDepartingFromSector( SECTOR( sBattleSectorX, sBattleSectorY ), pSector->ubNumberOfCivsAtLevel[0], pSector->ubNumberOfCivsAtLevel[1], pSector->ubNumberOfCivsAtLevel[2] );
pSector->ubNumberOfCivsAtLevel[0] = 0;
pSector->ubNumberOfCivsAtLevel[1] = 0;
pSector->ubNumberOfCivsAtLevel[2] = 0;
// if we haven't found a good direction yet, we have to pick the best adjacent sector we can find
if ( !found )
{
INT32 besttime = 1000000;
UINT8 usDirection = NORTH_STRATEGIC_MOVE;
for ( UINT8 i = 0; i < 4; ++i )
{
INT16 loopX = sBattleSectorX;
INT16 loopY = sBattleSectorY;
if ( i == 0 )
{
++loopY;
usDirection = SOUTH_STRATEGIC_MOVE;
}
else if ( i == 1 )
{
++loopX;
usDirection = EAST_STRATEGIC_MOVE;
}
else if ( i == 2 )
{
--loopY;
usDirection = NORTH_STRATEGIC_MOVE;
}
else if ( i == 3 )
{
--loopX;
usDirection = WEST_STRATEGIC_MOVE;
}
if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 )
continue;
// don't retreat into an occupied sector!
if ( NumNonPlayerTeamMembersInSector( loopX, loopY, ENEMY_TEAM ) > 0 )
continue;
INT32 uiTraverseTime = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), usDirection, pGroup );
if ( uiTraverseTime < besttime )
{
besttime = uiTraverseTime;
newX = loopX;
newY = loopY;
found = TRUE;
}
}
}
// if we found a good direction, move the group
if ( found )
{
// while militia groups travel, they are not between sectors. As a result, when we retreat a militia group, we have to move them to the next sector immediately
// do NOT check for a new battle - when calling this function, we are likely still in autoresolve, so this would cause hiccups
PlaceGroupInSector( pGroup->ubGroupID, pGroup->ubSectorX, pGroup->ubSectorY, newX, newY, 0, FALSE );
}
// delete group afterwards, if it hasn't been deleted already - the militia will become static
if ( pGroup )
DissolveMilitiaGroup( pGroup->ubGroupID );
}
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->usGroupTeam == OUR_TEAM && 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 MilitiaGroupInvolvedInThisCombat( 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->usGroupTeam == MILITIA_TEAM && pGroup->ubGroupSize &&
!pGroup->fBetweenSectors )
{
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:
case ENEMY_AMBUSH_DEPLOYMENT_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;
}
// Flugente: campaign stats
gCurrentIncident.usIncidentFlags |= INCIDENT_WIN;
}
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:
case ENEMY_AMBUSH_DEPLOYMENT_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;
}
}
switch( gubEnemyEncounterCode )
{
case ENEMY_INVASION_CODE:
gCurrentIncident.usIncidentFlags |= INCIDENT_ATTACK_ENEMY;
break;
case ENEMY_ENCOUNTER_CODE:
case ENTERING_ENEMY_SECTOR_CODE:
case CREATURE_ATTACK_CODE:
case ENTERING_BLOODCAT_LAIR_CODE:
case FIGHTING_CREATURES_CODE:
case HOSTILE_CIVILIANS_CODE:
case HOSTILE_BLOODCATS_CODE:
gCurrentIncident.usIncidentFlags |= INCIDENT_ATTACK_PLAYERSIDE;
break;
case ENEMY_AMBUSH_CODE:
case BLOODCAT_AMBUSH_CODE:
case ENEMY_AMBUSH_DEPLOYMENT_CODE:
gCurrentIncident.usIncidentFlags |= (INCIDENT_ATTACK_ENEMY|INCIDENT_AMBUSH);
break;
}
// Flugente: if battle has ended, close this incident, add it to the global incidents, and clear it
FinishIncident(sSectorX, sSectorY, (INT8)sSectorZ);
}
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;
}
}