Files
source/Strategic/Assignments.cpp
T

23752 lines
727 KiB
C++

#include "Assignments.h"
#include "Strategic.h"
#include "Items.h"
#include "Overhead.h"
#include "Game Clock.h"
#include "stdlib.h"
#include "Message.h"
#include "Font Control.h"
#include "Map Screen Interface.h"
#include "Soldier Profile Type.h"
#include "Soldier Profile.h"
#include "Campaign.h"
#include "Queen Command.h"
#include "strategicmap.h"
#include "Text.h"
#include "dialogue control.h"
#include "NPC.h"
#include "Strategic Town Loyalty.h"
#include "animation control.h"
#include "mapscreen.h"
#include "Squads.h"
#include "Map Screen Helicopter.h"
#include "PopUpBox.h"
#include "Vehicles.h"
#include "Merc Contract.h"
#include "Map Screen Interface Map.h"
#include "Strategic Movement.h"
#include "laptop.h"
#include "Finances.h"
#include "LaptopSave.h"
#include "renderworld.h"
#include "Interface Control.h"
#include "Interface.h"
#include "Soldier Find.h"
#include "ai.h"
#include "utilities.h"
#include "random.h"
#include "line.h"
#include "Soldier Add.h"
#include "GameSettings.h"
#include "Isometric Utils.h"
#include "Soldier Macros.h"
#include "Explosion Control.h"
#include "SkillCheck.h"
#include "Quests.h"
#include "Town Militia.h"
#include "Map Screen Interface Border.h"
#include "math.h"
#include "SkillCheck.h"
#include "Strategic Pathing.h"
#include "Game Event Hook.h"
#include "Strategic Event Handler.h"
#include "Map Information.h"
#include "Strategic Status.h"
#include "history.h"
#include "Map Screen Interface Map Inventory.h"
#include "interface dialogue.h"
// added by SANDRO
#include "AIInternals.h"
#include "Morale.h"
#include "Food.h"
#include "Tactical Save.h" // added by Flugente
#include "Campaign Types.h" // added by Flugente
#include "Strategic Town Loyalty.h"
#include "DynamicDialogue.h" // added by Flugente
#include "Disease.h" // added by Flugente
#include "Queen Command.h" // added by Flugente
#include "PMC.h" // added by Flugente
#include "Drugs And Alcohol.h" // added by Flugente for DoesMercHaveDisability( ... )
#include "MilitiaIndividual.h" // added by Flugente
#include "Militia Control.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Strategic AI.h"
#include "MiniEvents.h"
#include "Rebel Command.h"
#include <vector>
#include <queue>
#include "Vehicles.h"
#include "GameInitOptionsScreen.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
extern int POP_UP_BOX_X;
extern WorldItems gAllWorldItems;
#include "MilitiaSquads.h"
// HEADROCK HAM 3.5: Include Facility data
#include "Facilities.h"
#include "Vehicles.h"
#ifdef JA2UB
#include "Explosion Control.h"
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#include "MapScreen Quotes.h"
#include "email.h"
#include "interface Dialogue.h"
#include "mercs.h"
#include "ub_config.h"
#endif
// Flugente: external sector data
extern SECTOR_EXT_DATA SectorExternalData[256][4];
// various reason an assignment can be aborted before completion
enum{
NO_MORE_MED_KITS = 40,
INSUF_DOCTOR_SKILL,
NO_MORE_TOOL_KITS,
INSUF_REPAIR_SKILL,
NUM_ASSIGN_ABORT_REASONS
};
enum{
REPAIR_MENU_VEHICLE1 = 0,
REPAIR_MENU_VEHICLE2,
REPAIR_MENU_VEHICLE3,
REPAIR_MENU_SAM_SITE,
REPAIR_MENU_ROBOT,
REPAIR_MENU_ITEMS,
REPAIR_MENU_CANCEL,
};
enum{
VEHICLE_MENU_VEHICLE1 = 0,
VEHICLE_MENU_VEHICLE2,
VEHICLE_MENU_VEHICLE3,
VEHICLE_MENU_VEHICLE4, // WANNE: Allow up to 6 vehicles
VEHICLE_MENU_VEHICLE5,
VEHICLE_MENU_VEHICLE6,
VEHICLE_MENU_CANCEL,
};
enum{
MOVEITEM_MAX_SECTORS = 20,
MOVEITEM_MAX_SECTORS_WITH_MODIFIER = 2 * MOVEITEM_MAX_SECTORS,
MOVEITEM_MENU_CANCEL,
};
enum {
DISEASE_MENU_DIAGNOSE,
DISEASE_MENU_SECTOR_TREATMENT,
DISEASE_MENU_BURIAL,
DISEASE_MENU_CANCEL,
};
enum {
INTEL_MENU_CONCEAL,
INTEL_MENU_GETINTEL,
INTEL_MENU_CANCEL,
};
enum {
MILITIA_MENU_TRAIN,
MILITIA_MENU_DRILL,
MILITIA_MENU_DOCTOR,
MILITIA_MENU_CANCEL,
MILITIA_MENU_MAX,
};
/* CHRISL: Adjusted enumerations to allow for seperation of the three different pocket types in the new
inventory system. */
enum {
REPAIR_HANDS_AND_ARMOR = 0,
REPAIR_HEADGEAR,
REPAIR_BIG_POCKETS,
REPAIR_MED_POCKETS,
REPAIR_SML_POCKETS,
REPAIR_LBE_GEAR, // HEADROCK HAM B2.8: New pass type for fixing LBEs only
NUM_REPAIR_PASS_TYPES,
};
// HEADROCK HAM B2.8: Changed LBEs to be the final pass
#define FINAL_REPAIR_PASS REPAIR_LBE_GEAR
/* CHRISL: bSlot[xx] array declaration needs to reflect largest number of inventory locations. New inventory
system increses possible locations from 12 to 30. Also added a new field so we can set number of choices based
on game options. */
typedef struct REPAIR_PASS_SLOTS_TYPE
{
UINT8 ubChoices[2]; // how many valid choices there are in this pass
INT8 bSlot[ 30 ]; // list of slots to be repaired in this pass
} REPAIR_PASS_SLOTS_TYPE;
/* CHRISL: Added new definitions introduced by the new inventory system.*/
REPAIR_PASS_SLOTS_TYPE gRepairPassSlotList[ NUM_REPAIR_PASS_TYPES ] =
{ // pass # choices # new choices slots repaired in this pass
{ /* hands and armor */ 5, 12, HANDPOS, SECONDHANDPOS, VESTPOS, HELMETPOS, LEGPOS, VESTPOCKPOS, LTHIGHPOCKPOS, RTHIGHPOCKPOS, CPACKPOCKPOS, BPACKPOCKPOS, GUNSLINGPOCKPOS, KNIFEPOCKPOS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
{ /* headgear */ 2, 2, HEAD1POS, HEAD2POS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
{ /* big pockets */ 4, 7, BIGPOCK1POS, BIGPOCK2POS, BIGPOCK3POS, BIGPOCK4POS, BIGPOCK5POS, BIGPOCK6POS, BIGPOCK7POS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
{ /* med pockets */ 0, 4, MEDPOCK1POS, MEDPOCK2POS, MEDPOCK3POS, MEDPOCK4POS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
{ /* sml pockets */ 8, 30, SMALLPOCK1POS, SMALLPOCK2POS, SMALLPOCK3POS, SMALLPOCK4POS, SMALLPOCK5POS, SMALLPOCK6POS, SMALLPOCK7POS, SMALLPOCK8POS, SMALLPOCK9POS, SMALLPOCK10POS, SMALLPOCK11POS, SMALLPOCK12POS, SMALLPOCK13POS, SMALLPOCK14POS, SMALLPOCK15POS, SMALLPOCK16POS, SMALLPOCK17POS, SMALLPOCK18POS, SMALLPOCK19POS, SMALLPOCK20POS, SMALLPOCK21POS, SMALLPOCK22POS, SMALLPOCK23POS, SMALLPOCK24POS, SMALLPOCK25POS, SMALLPOCK26POS, SMALLPOCK27POS, SMALLPOCK28POS, SMALLPOCK29POS, SMALLPOCK30POS },
{ /* HEADROCK HAM B2.8: LBE Slot pass */ 0, 5, VESTPOCKPOS, LTHIGHPOCKPOS, RTHIGHPOCKPOS, CPACKPOCKPOS, BPACKPOCKPOS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
};
extern STR16 sRepairsDoneString[];
// PopUp Box Handles
INT32 ghAssignmentBox = -1;
INT32 ghEpcBox = -1;
INT32 ghSquadBox = -1;
INT32 ghVehicleBox = -1;
INT32 ghRepairBox = -1;
INT32 ghMoveItemBox = -1;
INT32 ghMilitiaBox = -1;
INT32 ghDiseaseBox = -1;
INT32 ghSpyBox = -1;
INT32 ghTrainingBox = -1;
INT32 ghAttributeBox = -1;
INT32 ghRemoveMercAssignBox = -1;
INT32 ghContractBox = -1;
INT32 ghMoveBox = -1;
// HEADROCK HAM 3.6: Facility Menu, Submenu
INT32 ghFacilityBox = -1;
INT32 ghFacilityAssignmentBox = -1;
//INT32 ghUpdateBox = -1;
// anv: snitch menus
INT32 ghSnitchBox = -1;
INT32 ghSnitchToggleBox = -1;
INT32 ghSnitchSectorBox = -1;
// Flugente: prisoner menu
INT32 ghPrisonerBox = -1;
// the x,y position of assignment pop up in tactical
INT16 gsAssignmentBoxesX, gsAssignmentBoxesY;
// assignment menu mouse regions
MOUSE_REGION gAssignmentMenuRegion[ MAX_ASSIGN_STRING_COUNT ];
MOUSE_REGION gTrainingMenuRegion[ MAX_TRAIN_STRING_COUNT ];
MOUSE_REGION gAttributeMenuRegion[ MAX_ATTRIBUTE_STRING_COUNT ];
MOUSE_REGION gSquadMenuRegion[ MAX_SQUAD_MENU_STRING_COUNT ];
MOUSE_REGION gContractMenuRegion[ MAX_CONTRACT_MENU_STRING_COUNT ];
MOUSE_REGION gRemoveMercAssignRegion[ MAX_REMOVE_MERC_COUNT ];
MOUSE_REGION gEpcMenuRegion[ MAX_EPC_MENU_STRING_COUNT ];
MOUSE_REGION gRepairMenuRegion[ 20 ];
MOUSE_REGION gMoveItem[MOVEITEM_MAX_SECTORS_WITH_MODIFIER + 1];
MOUSE_REGION gDisease[DISEASE_MENU_CANCEL + 1];
MOUSE_REGION gSpy[INTEL_MENU_CANCEL + 1];
MOUSE_REGION gMilitia[MILITIA_MENU_MAX];
UINT16 usMoveItemSectors[MOVEITEM_MAX_SECTORS_WITH_MODIFIER];
// when we add a sector to usMoveItemSectors, we add an offset, otherise we can't see the difference between 'no sector added' and 'sector 0'
#define MOVEITEM_SECTOR_OFFSET 10
// mouse region for vehicle menu
MOUSE_REGION gVehicleMenuRegion[ 20 ];
// HEADROCK HAM 3.6: Facility Menu
MOUSE_REGION gFacilityMenuRegion[ MAX_NUM_FACILITY_TYPES ];
MOUSE_REGION gFacilityAssignmentMenuRegion[ NUM_FACILITY_ASSIGNMENTS ];
// anv: snitch menus
MOUSE_REGION gSnitchMenuRegion[ MAX_SNITCH_MENU_STRING_COUNT ];
MOUSE_REGION gSnitchToggleMenuRegion[ MAX_SNITCH_TOGGLE_MENU_STRING_COUNT ];
MOUSE_REGION gSnitchSectorMenuRegion[ MAX_SNITCH_SECTOR_MENU_STRING_COUNT ];
MOUSE_REGION gPrisonerMenuRegion[ MAX_PRISONER_MENU_STRING_COUNT ];
MOUSE_REGION gAssignmentScreenMaskRegion;
int gAssignMenuState = ASMENU_NONE;
BOOLEAN fShownAssignmentMenu = FALSE;
BOOLEAN fShownContractMenu = FALSE;
// anv: snitch menus
BOOLEAN fShowSnitchToggleMenu = FALSE;
BOOLEAN fShowSnitchSectorMenu = FALSE;
// Flugente: prisoner menu
BOOLEAN fShowPrisonerMenu = FALSE;
BOOLEAN fFirstClickInAssignmentScreenMask = FALSE;
// render pre battle interface?
extern BOOLEAN gfRenderPBInterface;
extern BOOLEAN fMapScreenBottomDirty;
extern SOLDIERTYPE *pMilitiaTrainerSoldier;
extern BOOLEAN gfCantRetreatInPBI;
// in the mapscreen?
extern BOOLEAN fInMapMode;
// we are in fact training?..then who temmates, or self?
INT8 gbTrainingMode = -1;
// who is the highlighted guy
extern SoldierID gusUIFullTargetID;
// showing town info?
extern BOOLEAN fShowTownInfo;
extern INT32 giMapBorderButtons[];
extern BOOLEAN fProcessingAMerc;
extern SOLDIERTYPE *pProcessingSoldier ;
BOOLEAN gfAddDisplayBoxToWaitingQueue = FALSE;
// redraw character list
extern BOOLEAN fDrawCharacterList;
extern BOOLEAN fSelectedListOfMercsForMapScreen[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
SOLDIERTYPE *gpDismissSoldier = NULL;
/////////////////////////////////////////////////////////////////////
// these added by SANDRO
SOLDIERTYPE *pAutomaticSurgeryDoctor;
SOLDIERTYPE *pAutomaticSurgeryPatient;
void SurgeryBeforeDoctoringRequesterCallback( UINT8 bExitValue );
void SurgeryBeforePatientingRequesterCallback( UINT8 bExitValue );
INT16 MakeAutomaticSurgeryOnAllPatients( SOLDIERTYPE * pDoctor );
BOOLEAN MakeAutomaticSurgery( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pDoctor );
/////////////////////////////////////////////////////////////////////
BOOLEAN gfReEvaluateEveryonesNothingToDo = FALSE;
// HEADROCK HAM 3.6: Stored Facility worker (for callback purposes)
SOLDIERTYPE *gpFacilityStaffer;
// HEADROCK HAM 3.6: Current FacilityType whose Assignments are shown in the Sub-Menu
INT8 gubFacilityInSubmenu;
UINT8 gubFacilityLineForSubmenu; // Which line to highlight in the facility menu...
/*
// the amount time must be on assignment before it can have any effect
#define MINUTES_FOR_ASSIGNMENT_TO_COUNT 45
// number we divide the total pts accumlated per day by for each assignment period
#define ASSIGNMENT_UNITS_PER_DAY 24
// base skill to deal with an emergency
#define BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY 20
// multiplier for skill needed for each point below OKLIFE
#define MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY 4
// number of pts needed for each point below OKLIFE
#define POINT_COST_PER_HEALTH_BELOW_OKLIFE 2
// how many points of healing each hospital patients gains per hour in the hospital
#define HOSPITAL_HEALING_RATE 5 // a top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
// increase to reduce repair pts, or vice versa
#define REPAIR_RATE_DIVISOR 2500
// increase to reduce doctoring pts, or vice versa
#define DOCTORING_RATE_DIVISOR 2400 // at 2400, the theoretical maximum is 150 full healing pts/day
// cost to unjam a weapon in repair pts
#define REPAIR_COST_PER_JAM 2
// divisor for rate of self-training
#define SELF_TRAINING_DIVISOR 1000
// the divisor for rate of training bonus due to instructors influence
#define INSTRUCTED_TRAINING_DIVISOR 3000
// this controls how fast town militia gets trained
#define TOWN_TRAINING_RATE 4
#define MAX_MILITIA_TRAINERS_PER_SECTOR 2
// militia training bonus for EACH level of teaching skill (percentage points)
#define TEACH_BONUS_TO_TRAIN 30
// militia training bonus for RPC (percentage points)
#define RPC_BONUS_TO_TRAIN 10
// the bonus to training in marksmanship in the Alma gun range sector
#define GUN_RANGE_TRAINING_BONUS 25
// breath bonus divider
#define BREATH_BONUS_DIVIDER 10
// the min rating that is need to teach a fellow teammate
#define MIN_RATING_TO_TEACH 25
// activity levels for natural healing ( the higher the number, the slower the natural recover rate
#define LOW_ACTIVITY_LEVEL 1
#define MEDIUM_ACTIVITY_LEVEL 4
#define HIGH_ACTIVITY_LEVEL 12
*/
/*
// the min breath to stay awake
#define MIN_BREATH_TO_STAY_AWAKE 15
// average number of hours a merc needs to sleep per day
#define AVG_NUMBER_OF_HOURS_OF_SLEEP_NEEDED 7
*/
/* Assignment distance limits removed. Sep/11/98. ARM
#define MAX_DISTANCE_FOR_DOCTORING 5
#define MAX_DISTANCE_FOR_REPAIR 5
#define MAX_DISTANCE_FOR_TRAINING 5
*/
void MakeSoldierKnownAsMercInPrison(SOLDIERTYPE *pSoldier, INT16 sMapX, INT16 sMapY);
BOOLEAN IsSoldierKnownAsMercInSector(SOLDIERTYPE *pSoldier, INT16 sMapX, INT16 sMapY);
// how many points worth of tool kits does the character have?
UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier);
// how many points worth of cleaning kits does the character have?
UINT16 CleaningKitPoints(SOLDIERTYPE *pSoldier);
// how many points worth of doctoring does the character have in his medical kits ?
UINT16 TotalMedicalKitPoints(SOLDIERTYPE *pSoldier);
// handle doctor in this sector
void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ );
// handle doctoring militia
void HandleDoctorMilitia();
// handle any repair man in sector
void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ );
// heal characters in this sector with this doctor
void HealCharacters( SOLDIERTYPE *pDoctor, INT16 sX, INT16 sY, INT8 bZ );
// update characters who might done healing but are still patients
void UpdatePatientsWhoAreDoneHealing( void );
// returns minimum medical skill necessary to treat this patient
UINT8 GetMinHealingSkillNeeded( SOLDIERTYPE *pPatient );
// heal patient, given doctor and total healing pts available to doctor at this time
UINT16 HealPatient( SOLDIERTYPE *pPatient, SOLDIERTYPE * pDoctor, UINT16 usHealAmount );
// can item be repaired?
BOOLEAN IsItemRepairable( SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold );
// can item be cleaned?
BOOLEAN IsItemCleanable( SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold );
// does another merc have a repairable item on them?
OBJECTTYPE* FindRepairableItemOnOtherSoldier( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOtherSoldier, UINT8 ubPassType );
//CHRISL: This function will handle the actual searching for repairable items
OBJECTTYPE* FindRepairableItemInSpecificPocket( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, UINT8 subObject);
//CHRISL: This function will search through LBENODE items for repairable items
OBJECTTYPE* FindRepairableItemInLBENODE(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, UINT8 subObject);
// repair stuff
void HandleRepairBySoldier( SOLDIERTYPE *pSoldier );
// rest the character
void RestCharacter( SOLDIERTYPE *pSoldier );
// fatigue the character
void FatigueCharacter( SOLDIERTYPE *pSoldier );
// a list of which sectors have characters
BOOLEAN fSectorsWithSoldiers[ MAP_WORLD_X * MAP_WORLD_Y ][ 4 ];
// can soldier repair robot
BOOLEAN CanCharacterRepairRobot( SOLDIERTYPE *pSoldier );
// can the character repair this vehicle?
BOOLEAN CanCharacterRepairVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId );
// handle training of character in sector
void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
// QSort compare function for town training
int TownTrainerQsortCompare(const void *pArg1, const void *pArg2);
// this function will actually pass on the pts to the mercs stat
void TrainSoldierWithPts( SOLDIERTYPE *pSoldier, INT16 sTrainPts );
// train militia in this sector with this soldier
BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT16 sTrainingPts );
// Flugente: handle processing of prisoners
void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
// Flugente: prisons can riot if there aren't enough guards around
void HandlePrison( INT16 sMapX, INT16 sMapY, INT8 bZ );
// Flugente: assigned mercs can move equipment in city sectors
void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ );
void HandleTrainWorkers( );
// Flugente: handle radio scanning assignments
void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
// Flugente: disease
void HandleDiseaseDiagnosis();
void HandleStrategicDiseaseAndBurial( );
// Flugente: fortification
void HandleFortification();
// reset scan flags in all sectors
void ClearSectorScanResults();
void HandleSpreadingPropagandaInSector( INT16 sMapX, INT16 sMapY, INT8 bZ );
// Flugente: handle militia command
void HandleMilitiaCommand();
// Flugente: handle spy assignments
void HandleSpyAssignments();
// Flugente: handle administration assignment
void HandleAdministrationAssignments();
// Flugente: handle exploration assignements
void HandleExplorationAssignments();
void HandleMiniEventAssignments();
// is the character between sectors in mvt
BOOLEAN CharacterIsBetweenSectors( SOLDIERTYPE *pSoldier );
// update soldier life
void UpDateSoldierLife( SOLDIERTYPE *pSoldier );
// handle natural healing for all mercs on players team
void HandleNaturalHealing( void );
// handle natural healing for any individual grunt
void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier );
/*
// auto sleep mercs
BOOLEAN AutoSleepMerc( SOLDIERTYPE *pSoldier );
*/
// assignment screen mask
void AssignmentScreenMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason );
// glow area for contract region?
BOOLEAN fGlowContractRegion = FALSE;
void HandleShadingOfLinesForSquadMenu( void );
void HandleShadingOfLinesForVehicleMenu( void );
void HandleShadingOfLinesForRepairMenu( void );
void HandleShadingOfLinesForDiseaseMenu();
void HandleShadingOfLinesForSpyMenu();
void HandleShadingOfLinesForMilitiaMenu();
void HandleShadingOfLinesForTrainingMenu( void );
void HandleShadingOfLinesForAttributeMenus( void );
// HEADROCK HAM 3.6: Shade Facility Box Lines
void HandleShadingOfLinesForFacilityMenu( void );
void HandleShadingOfLinesForFacilityAssignmentMenu( void );
// anv: snitch menus shading
void HandleShadingOfLinesForSnitchMenu( void );
void HandleShadingOfLinesForSnitchToggleMenu( void );
void HandleShadingOfLinesForSnitchSectorMenu( void );
// Flugente: prisoner menu
void HandleShadingOfLinesForPrisonerMenu( void );
BOOLEAN DisplayVehicleMenu( SOLDIERTYPE *pSoldier );
BOOLEAN DisplayRepairMenu( SOLDIERTYPE *pSoldier );
// HEADROCK HAM 3.6: Display Facility Menu.
BOOLEAN DisplayFacilityMenu( SOLDIERTYPE *pSoldier );
BOOLEAN DisplayFacilityAssignmentMenu( SOLDIERTYPE *pSoldier, UINT8 ubFacilityType );
// Flugente: menus
BOOLEAN DisplayMoveItemsMenu( SOLDIERTYPE *pSoldier );
BOOLEAN DisplayDiseaseMenu( SOLDIERTYPE *pSoldier );
BOOLEAN DisplaySpyMenu( SOLDIERTYPE *pSoldier );
BOOLEAN DisplayMilitiaMenu( SOLDIERTYPE *pSoldier );
// create menus
void CreateEPCBox( void );
void CreateSquadBox( void );
void CreateVehicleBox();
void CreateRepairBox( void );
void CreateMoveItemBox( void );
void CreateDiseaseBox();
void CreateSpyBox();
void CreateMilitiaBox();
// HEADROCK HAM 3.6: Facility Box.
void CreateFacilityBox( void );
void CreateFacilityAssignmentBox( void );
// anv: snitch menus boxes
void CreateSnitchBox( void );
void CreateSnitchToggleBox( void );
void CreateSnitchSectorBox( void );
// Flugente: prisoner menu
void CreatePrisonerBox();
/*
// get how fast the person regains sleep
INT8 GetRegainDueToSleepNeeded( SOLDIERTYPE *pSoldier, INT32 iRateOfReGain );
*/
void PositionCursorForTacticalAssignmentBox( void );
// can this soldier be healed by this doctor?
// SANDRO - attention - a variable added to these 2 functions
BOOLEAN CanSoldierBeHealedByDoctor( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pDoctor, BOOLEAN fIgnoreAssignment, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery );
UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery );
void CheckForAndHandleHospitalPatients( void );
BOOLEAN MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier );
void RepositionMouseRegions( void );
void CheckAndUpdateTacticalAssignmentPopUpPositions( void );
void HandleRestFatigueAndSleepStatus( void );
BOOLEAN CharacterIsTakingItEasy( SOLDIERTYPE *pSoldier );
void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason );
BOOLEAN CanCharacterDoctorButDoesntHaveMedKit( SOLDIERTYPE *pSoldier );
BOOLEAN CanCharacterRepairButDoesntHaveARepairkit( SOLDIERTYPE *pSoldier );
// robot replated stuff
BOOLEAN IsRobotInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
SOLDIERTYPE * GetRobotSoldier( void );
UINT8 RepairRobot( SOLDIERTYPE *pRobot, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair );
UINT8 HandleRepairOfRobotBySoldier( SOLDIERTYPE *pSoldier, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair );
BOOLEAN HandleAssignmentExpansionAndHighLightForAssignMenu( SOLDIERTYPE *pSoldier );
BOOLEAN HandleAssignmentExpansionAndHighLightForTrainingMenu( void );
BOOLEAN HandleAssignmentExpansionAndHighLightForFacilityMenu ( void ); // Facility menu and submenu expansion
BOOLEAN HandleAssignmentExpansionAndHighLightForSnitchMenu ( void );
BOOLEAN HandleShowingOfMovementBox( void );
//BOOLEAN HandleShowingOfUpBox( void );
void ReportTrainersTraineesWithoutPartners( void );
BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pSoldier, INT8 bTargetAssignment, INT8 bTargetStat );
extern void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier );
extern BOOLEAN CanChangeSleepStatusForCharSlot( INT16 bCharNumber );
// only 2 trainers are allowed per sector, so this function counts the # in a guy's sector
// HEADROCK HAM 3.6: Now takes an extra argument for Militia Type
INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilitiaType );
// HEADROCK HAM 3.6: Check number of mercs currently staffing a specific facility.
INT8 CountFreeFacilitySlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType );
// HEADROCK HAM 3.6: Check number of mercs currently staffing a specific facility AND performing the same assignment
INT8 CountFreeFacilityAssignmentSlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType, UINT8 ubAssignmentType );
// notify player of assignment attempt failure
void NotifyPlayerOfAssignmentAttemptFailure( INT8 bAssignment );
BOOLEAN PlayerSoldierTooTiredToTravel( SOLDIERTYPE *pSoldier );
void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason );
UINT32 GetLastSquadListedInSquadMenu( void );
BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier );
BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier );
BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier );
BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE * pSoldier, INT8 bHighestPass );
BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOtherSoldier );
// can this character EVER train militia?
BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pCharacter );
BOOLEAN BasicCanCharacterDrillMilitia( SOLDIERTYPE *pSoldier );
// Can this character EVER work in any facility?
BOOLEAN BasicCanCharacterFacility( SOLDIERTYPE *pSoldier );
SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK, BOOLEAN fReturnVehicleDriver = TRUE );
BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubRepairPtsLeft );
BOOLEAN CleanObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubCleaningPtsLeft );
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft );
BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSoldier, UINT8 *pubRepairPtsLeft );
#ifdef JA2UB
void HaveMercSayWhyHeWontLeave( SOLDIERTYPE *pSoldier ); //Ja25 UB
BOOLEAN CanMercBeAllowedToLeaveTeam( SOLDIERTYPE *pSoldier ); //JA25 UB
#endif
BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier );
/* Assignment distance limits removed. Sep/11/98. ARM
BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient );
*/
#ifdef JA2BETAVERSION
void VerifyTownTrainingIsPaidFor( void );
#endif
/// Forward declarations for dynamic repair system.
/// They are only used in this file.
/// Comparator function for priority_queue to determine the repair priority of an item.
struct RepairPriority;
/// Struct to store items to repair in
struct RepairItem;
// The data structure used for collecting repairable items
typedef std::priority_queue<RepairItem, std::vector<RepairItem>, RepairPriority> RepairQueue;
/// Gets the minimum durability of all items in an object stack
static INT16 GetMinimumStackDurability(const OBJECTTYPE* pObj);
/// Check if a gun is jammed
static BOOLEAN IsGunJammed(const OBJECTTYPE* pObj);
/// Collect items that need repairing and add them to the repair queue
static void CollectRepairableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToFix);
/// Collect items that need cleaning and add them to the cleaning queue
static void CollectCleanableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToClean);
extern BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse );
extern BOOLEAN CheckConditionsForBattle( GROUP *pGroup );
void InitSectorsWithSoldiersList( void )
{
// init list of sectors
memset( &fSectorsWithSoldiers, 0, sizeof( fSectorsWithSoldiers ) );
return;
}
void BuildSectorsWithSoldiersList( void )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
pSoldier = MercPtrs[ 0 ];
// fills array with pressence of player controlled characters
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if(pTeamSoldier->bActive && pTeamSoldier->bSectorZ < 4)
{
fSectorsWithSoldiers[ CALCULATE_STRATEGIC_INDEX(pTeamSoldier->sSectorX, pTeamSoldier->sSectorY ) ][ pTeamSoldier->bSectorZ ] = TRUE;
}
}
}
void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
{
// This is the most basic assignment-setting function. It must be called before setting any subsidiary
// values like fFixingRobot. It will clear all subsidiary values so we don't leave the merc in a messed
// up state!
AssertNotNIL(pSoldier);
// Flugente: SPY_LOCATION-assignments use a different Z-sector value (to avoid numerous conflicts with strategic AI etc.)
// This is exclusive, so make sure this is set correctly whenever we change assignments
if ( SPY_LOCATION(bAssignment) )
{
if ( pSoldier->bSectorZ < 10 )
pSoldier->bSectorZ += 10;
}
else if ( pSoldier->bSectorZ >= 10 )
{
pSoldier->bSectorZ -= 10;
}
// if we are no longer a POW, erase possible knowledge flag
if ( pSoldier->bAssignment == ASSIGNMENT_POW )
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_MERC_POW_LOCATIONKNOWN;
pSoldier->bAssignment = bAssignment;
/// don't kill iVehicleId, though, 'cause militia training tries to put guys back in their vehicles when it's done(!)
pSoldier->flags.fFixingSAMSite = FALSE;
pSoldier->flags.fFixingRobot = FALSE;
pSoldier->bVehicleUnderRepairID = -1;
// HEADROCK HAM 3.6: Clean out new Facility Operation variable.
pSoldier->sFacilityTypeOperated = -1;
if ( IS_PATIENT(bAssignment) || ( bAssignment == ASSIGNMENT_HOSPITAL ) )
{
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
}
// update character info, and the team panel
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
// merc may have come on/off duty, make sure map icons are updated
fMapPanelDirty = TRUE;
}
BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInCombat )
{
AssertNotNIL(pSoldier);
// global conditions restricting all assignment changes
if ( SectorIsImpassable( (INT16) SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ) )
{
return( FALSE );
}
if ( fNotInCombat && pSoldier->bActive && pSoldier->bInSector && gTacticalStatus.fEnemyInSector )
{
return( FALSE );
}
//shadooow: disable changing assignment on POW mercs to prevent to break them free improperly
// Asdow: Prevent changing assignment for mercs in transit
if (pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == IN_TRANSIT)
return(FALSE);
if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0 )
{
return( FALSE );
}
if (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
{
return( FALSE );
}
return( TRUE );
}
/*
BOOLEAN CanSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
{
AssertNotNIL(pSoldier);
switch( bAssignment )
{
case( DOCTOR ):
return( CanCharacterDoctor( pSoldier ) );
break;
case( PATIENT ):
return( CanCharacterPatient( pSoldier ) );
break;
case( REPAIR ):
return( CanCharacterRepair( pSoldier ) );
break;
case( TRAIN_TOWN ):
return( CanCharacterTrainMilitia( pSoldier ) );
break;
case( TRAIN_SELF ):
return( CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE ) );
break;
case( TRAIN_TEAMMATE ):
return( CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, FALSE, TRUE ) );
break;
case TRAIN_BY_OTHER:
return( CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE ) );
break;
case( VEHICLE ):
return( CanCharacterVehicle( pSoldier ) );
break;
default:
return( (CanCharacterSquad( pSoldier, bAssignment ) == CHARACTER_CAN_JOIN_SQUAD ) );
break;
}
}
*/
BOOLEAN CanCharacterDoctorButDoesntHaveMedKit( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// make sure character is alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// has medical skill?
if( pSoldier->stats.bMedical <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
return( TRUE );
}
// is character capable of 'playing' doctor?
// check that character is alive, conscious, has medical skill and equipment
BOOLEAN CanCharacterDoctor( SOLDIERTYPE *pSoldier )
{
BOOLEAN fFoundMedKit = FALSE;
INT8 bPocket = 0;
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
if( CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) == FALSE )
{
return( FALSE );
}
// find med kit
// CHRISL: Changed to dynamically determine max inventory locations.
for (bPocket = HANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
// doctoring is allowed using either type of med kit (but first aid kit halves doctoring effectiveness)
if( IsMedicalKitItem( &( pSoldier -> inv[ bPocket ] ) ) )
{
fFoundMedKit = TRUE;
break;
}
}
if( fFoundMedKit == FALSE )
{
return( FALSE );
}
// all criteria fit, can doctor
return ( TRUE );
}
// can this character doctor militia (assignmentwise)?
BOOLEAN CanCharacterDoctorMilitia( SOLDIERTYPE *pSoldier )
{
if ( !gGameExternalOptions.fIndividualMilitia || !gGameExternalOptions.fIndividualMilitia_ManageHealth )
return FALSE;
if ( !CanCharacterDoctor( pSoldier ) )
return FALSE;
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end();
for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin(); it != itend; ++it )
{
if ( !( ( *it ).flagmask & ( MILITIAFLAG_DEAD | MILITIAFLAG_FIRED | MILITIAFLAG_DESERTION ) ) && ( *it ).sector == sector )
{
if ( ( *it ).healthratio < 100.0f )
return TRUE;
}
}
return FALSE;
}
// can this character diagnose diseases?
BOOLEAN CanCharacterDiagnoseDisease( SOLDIERTYPE *pSoldier )
{
if ( !gGameExternalOptions.fDisease )
return FALSE;
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
return(FALSE);
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// in transit?
if ( IsCharacterInTransit( pSoldier ) )
{
return FALSE;
}
// character on the move?
if ( CharacterIsBetweenSectors( pSoldier ) )
{
return FALSE;
}
// all criteria fit, can doctor
return TRUE;
}
// can this character treat diseases of the population (NOT mercs)?
BOOLEAN CanCharacterTreatSectorDisease( SOLDIERTYPE *pSoldier )
{
BOOLEAN fFoundMedKit = FALSE;
INT8 bPocket = 0;
if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic )
return FALSE;
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
return(FALSE);
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
if ( !CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) )
return(FALSE);
// there has to officially be an outbreak in this sector - if we don't know of a disease, we cannot treat it!
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
// we can only treat disease if we have data on it - either our team diagnosed it, or the WHO did and we have access to their data
if ( pSectorInfo && ((pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) || gubFact[FACT_DISEASE_WHODATA_ACCESS] ) )
return TRUE;
// all criteria fit, can doctor
return FALSE;
}
BOOLEAN CanCharacterFortify( SOLDIERTYPE *pSoldier )
{
if (pSoldier->bAssignment == ASSIGNMENT_POW)
return(FALSE);
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
if ( pSoldier->bSectorZ )
{
UNDERGROUND_SECTORINFO *pSectorInfo;
pSectorInfo = FindUnderGroundSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
if ( pSectorInfo && pSectorInfo->dFortification_MaxPossible > pSectorInfo->dFortification_UnappliedProgress )
return TRUE;
}
else
{
SECTORINFO *pSectorInfo;
pSectorInfo = &SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )];
if ( pSectorInfo && pSectorInfo->dFortification_MaxPossible > pSectorInfo->dFortification_UnappliedProgress )
return TRUE;
}
return FALSE;
}
BOOLEAN CanCharacterSpyAssignment( SOLDIERTYPE *pSoldier )
{
if ( !gGameExternalOptions.fIntelResource )
return FALSE;
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
return( FALSE );
// we can only give this assignment if we already are concealed (which means that we initially need to assign this from tactical)
if ( !SPY_LOCATION( pSoldier->bAssignment ) )
return FALSE;
if ( !pSoldier->CanUseSkill( SKILLS_INTEL_CONCEAL, FALSE ) )
return( FALSE );
return TRUE;
}
BOOLEAN CanCharacterBurial( SOLDIERTYPE *pSoldier )
{
if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic )
return FALSE;
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
return( FALSE );
if ( pSoldier->bSectorZ )
return FALSE;
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
if ( !pSectorInfo || (!( pSectorInfo->uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS ) && !pSectorInfo->usNumCorpses ) )
return FALSE;
return TRUE;
}
BOOLEAN CanCharacterAdministration( SOLDIERTYPE *pSoldier )
{
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
return( FALSE );
if ( pSoldier->bSectorZ )
return FALSE;
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
return TRUE;
}
BOOLEAN CanCharacterExplore( SOLDIERTYPE *pSoldier )
{
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
return FALSE;
if ( pSoldier->bSectorZ )
{
UNDERGROUND_SECTORINFO* pSector = FindUnderGroundSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
if ( !pSector || pSector->usExplorationProgress >= 250 )
return FALSE;
}
else
{
SECTORINFO* pSector = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
if ( !pSector || pSector->usExplorationProgress >= 250 )
return FALSE;
}
return TRUE;
}
BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
{
AssertNotNIL(pSoldier);
// items?
if ( DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
return( TRUE );
}
// robot?
if ( CanCharacterRepairRobot( pSoldier ) )
{
return( TRUE );
}
// SAM site?
if ( CanSoldierRepairSAM( pSoldier ) )
{
return(TRUE);
}
// vehicles?
if ( pSoldier->bSectorZ == 0 )
{
for (INT32 iCounter = 0; iCounter < ubNumberOfVehicles; ++iCounter )
{
if ( pVehicleList[ iCounter ].fValid == TRUE )
{
// the helicopter, is NEVER repairable...
if ( iCounter != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
{
if( CanCharacterRepairVehicle( pSoldier, iCounter ) == TRUE )
{
// there is a repairable vehicle here
return( TRUE );
}
}
}
}
}
}
return( FALSE );
}
BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
{
// first check own inventory
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HANDPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex)
{
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(pSoldier)->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs cleaning
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex)
{
// Check the stack item itself
if ( IsItemCleanable(pSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold) )
{
// found something dirty
return ( TRUE );
}
}
}
// now the other merc's stuff
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
{
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HANDPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex)
{
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(MercPtrs[teamIndex])->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs cleaning
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex)
{
// Check the stack item itself
if ( IsItemCleanable(pSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold) )
{
return ( TRUE );
}
}
}
}
}
return ( FALSE );
}
BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier )
{
BOOLEAN fCanStillRepair;
AssertNotNIL(pSoldier);
// NOTE: This must detect situations where the vehicle/robot has left the sector, in which case we want the
// guy to say "assignment done", so we return that he can no longer repair
// check if we are repairing a vehicle
if ( pSoldier->bVehicleUnderRepairID != -1 )
{
fCanStillRepair = CanCharacterRepairVehicle( pSoldier, pSoldier->bVehicleUnderRepairID );
}
// check if we are repairing a robot
else if( pSoldier->flags.fFixingRobot )
{
fCanStillRepair = CanCharacterRepairRobot( pSoldier );
}
else if ( pSoldier->flags.fFixingSAMSite )
{
fCanStillRepair = CanSoldierRepairSAM( pSoldier );
}
else // repairing items
{
fCanStillRepair = DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS );
}
// if it's no longer damaged, we're finished!
return( !fCanStillRepair );
}
BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestPass )
{
INT8 bPocket;
UINT8 ubItemsInPocket, ubObjectInPocketCounter;
OBJECTTYPE * pObj;
UINT8 ubPassType;
AssertNotNIL(pSoldier);
// check for jams
// CHRISL: Changed to dynamically determine max inventory locations.
for (bPocket = HELMETPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
ubItemsInPocket = pSoldier->inv[ bPocket ].ubNumberOfObjects;
// unjam any jammed weapons
// run through pocket and repair
for( ubObjectInPocketCounter = 0; ubObjectInPocketCounter < ubItemsInPocket; ++ubObjectInPocketCounter )
{
// jammed gun?
if ( ( Item[ pSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pSoldier->inv[ bPocket ][0]->data.gun.bGunAmmoStatus < 0 ) )
{
return( TRUE );
}
}
}
// now check for items to repair
// CHRISL: Changed to dynamically determine max inventory locations.
for( bPocket = HELMETPOS; bPocket < NUM_INV_SLOTS; ++bPocket )
{
// run through pocket
for( ubObjectInPocketCounter = 0; ubObjectInPocketCounter < pSoldier->inv[ bPocket ].ubNumberOfObjects; ++ubObjectInPocketCounter )
{
pObj = FindRepairableItemInSpecificPocket(pSoldier, &(pSoldier->inv[ bPocket ]), ubObjectInPocketCounter);
// if it's repairable and NEEDS repairing
if(pObj != 0)
{
return( TRUE );
}
if(UsingNewInventorySystem() == true && Item[pSoldier->inv[ bPocket ].usItem].usItemClass == IC_LBEGEAR)
{
pObj = FindRepairableItemInLBENODE(pSoldier, &pSoldier->inv[ bPocket ], ubObjectInPocketCounter);
if(pObj != 0)
{
return( TRUE );
}
}
}
}
// if we wanna check for the items belonging to others in the sector
if ( bHighestPass != - 1 )
{
// now look for items to repair on other mercs
for( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
{
// okay, seems like a candidate! Check if he has anything that needs unjamming or repairs
// CHRISL: Changed to dynamically determine max inventory locations.
for ( bPocket = HANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket )
{
// the object a weapon? and jammed?
if ( ( Item[ pOtherSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOtherSoldier->inv[ bPocket ][0]->data.gun.bGunAmmoStatus < 0 ) )
{
return( TRUE );
}
}
// repair everyone's hands and armor slots first, then headgear, and pockets last
for ( ubPassType = REPAIR_HANDS_AND_ARMOR; ubPassType <= ( UINT8 ) bHighestPass; ubPassType++ )
{
if (FindRepairableItemOnOtherSoldier( pSoldier, pOtherSoldier, ubPassType )) {
return( TRUE );
}
}
}
}
}
return( FALSE );
}
BOOLEAN BasicCanCharacterRepair( SOLDIERTYPE * pSoldier )
{
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// make sure character is alive and oklife
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// has repair skill?
if( pSoldier->stats.bMechanical <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
return( TRUE );
}
BOOLEAN CanCharacterRepairButDoesntHaveARepairkit( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( BasicCanCharacterRepair( pSoldier ) == FALSE )
{
return( FALSE );
}
// make sure he actually doesn't have a toolkit
if ( FindToolkit( pSoldier ) != NO_SLOT )
{
return( FALSE );
}
// only return TRUE if there is something to repair!
if ( IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
return( TRUE );
}
return( FALSE );
}
// can character be assigned as repairman?
// check that character is alive, oklife, has repair skill, and equipment, etc.
BOOLEAN CanCharacterRepair( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
if ( BasicCanCharacterRepair( pSoldier ) == FALSE )
{
return( FALSE );
}
// make sure he has a toolkit or cleaning kit to clean guns
if ( FindToolkit( pSoldier ) == NO_SLOT && pSoldier->GetObjectWithFlag( CLEANING_KIT ) == NULL )
{
return( FALSE );
}
// anything around to clean?
if ( pSoldier->GetObjectWithFlag( CLEANING_KIT ) != NULL && IsAnythingAroundForSoldierToClean( pSoldier ) )//todo shadooow: not if dirty system is disabled
{
return( TRUE );
}
// anything around to fix?
if ( FindToolkit( pSoldier ) != NO_SLOT && IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
return( TRUE );
}
// NOTE: This will not detect situations where character lacks the SKILL to repair the stuff that needs repairing...
// So, in that situation, his assignment will NOT flash, but a message to that effect will be reported every hour.
// no criteria fits, can't repair
return ( FALSE );
}
// can character be set to patient?
BOOLEAN CanCharacterPatient( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// Robot must be REPAIRED to be "healed", not doctored
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return ( FALSE );
}
if( pSoldier->bAssignment == ASSIGNMENT_POW )
{
return ( FALSE );
}
// SANDRO - changed a bit
// is character alive?
if( pSoldier->stats.bLife <= 0 )
{
// dead
return ( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
// SANDRO - added check if having damaged stat
for ( UINT8 i = 0; i < NUM_DAMAGABLE_STATS; ++i)
{
if ( pSoldier->ubCriticalStatDamage[i] > 0 )
return ( TRUE );
// Flugente: stats can also be damaged
if ( !UsingFoodSystem() || ( pSoldier->bFoodLevel >= FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel >= FoodMoraleMods[FOOD_NORMAL].bThreshold ) )
{
if ( pSoldier->usStarveDamageHealth > 0 || pSoldier->usStarveDamageStrength > 0 )
return ( TRUE );
}
}
if ( pSoldier->HasDisease( TRUE, TRUE ) )
return TRUE;
// if we don't have damaged stat, look if we need healing
if ( pSoldier->stats.bLife == pSoldier->stats.bLifeMax )
return( FALSE );
// alive and can be healed
return ( TRUE );
}
BOOLEAN BasicCanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
/////////////////////////////////////////////////////
// Tests whether character can do assignments at all!
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// make sure character is alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// Is character on the way into/out of Arulco?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// Is character travelling between sectors?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// Is character an Escortee?
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// Is character a Vehicle or Robot?
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
////////////////////////////////////////////////////////////////////////
// Tests to see whether this sector allows training militia for ANYBODY.
// is there a SAM Site in the character's current sector?
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY ) ].bNameId == BLANK_SECTOR )
{
BOOLEAN fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// check if sam site
if( fSamSitePresent == FALSE )
{
if (RebelCommand::CanTrainMilitiaAnywhere())
return( TRUE );
// nope
return ( FALSE );
}
}
else
{
// There's a city here. Does it allow training militia?
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
if (!MilitiaTrainingAllowedInTown( bTownId ))
{
// City does not allow militia training at all.
return ( FALSE );
}
}
// HEADROCK HAM 3.5: Only facilities allow militia training, and determine how many trainers can work here.
// Does sector have at least one facility that allows training?
BOOLEAN fMilitiaTrainingAllowed = FALSE;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][cnt].fFacilityHere)
{
// Does it allow training militia?
if (gFacilityTypes[cnt].ubMilitiaTrainersAllowed)
{
// Cool.
fMilitiaTrainingAllowed = TRUE;
}
}
}
if (!fMilitiaTrainingAllowed)
{
// Militia training NOT allowed here!
return ( FALSE );
}
return ( TRUE );
}
BOOLEAN BasicCanCharacterDrillMilitia( SOLDIERTYPE *pSoldier )
{
/////////////////////////////////////////////////////
// Tests whether character can do assignments at all!
AssertNotNIL( pSoldier );
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// make sure character is alive and conscious
if ( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if ( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// Is character on the way into/out of Arulco?
if ( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// Is character travelling between sectors?
if ( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// Is character an Escortee?
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// Is character a Vehicle or Robot?
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return( FALSE );
}
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
return ( TRUE );
}
BOOLEAN CanCharacterDrillMilitia( SOLDIERTYPE *pSoldier, BOOLEAN aErrorReport )
{
if ( !gGameExternalOptions.fIndividualMilitia )
return FALSE;
AssertNotNIL( pSoldier );
// Temp string.
CHAR16 sString[128];
if ( LaptopSaveInfo.iCurrentBalance <= 0 )
{
if ( aErrorReport )
DoScreenIndependantMessageBox( sATMText[4], MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if ( !BasicCanCharacterDrillMilitia( pSoldier ) )
{
if ( aErrorReport )
DoScreenIndependantMessageBox( Message[STR_ASSIGNMENT_NOTPOSSIBLE], MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
if ( aErrorReport )
DoScreenIndependantMessageBox( Message[STR_SECTOR_NOT_CLEARED], MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
// Has leadership skill?
if ( pSoldier->stats.bLeadership <= 0 )
{
if ( aErrorReport )
{
swprintf( sString, New113HAMMessage[6], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return ( FALSE );
}
// HEADROCK HAM 3: When "Minimum Leadership for Militia Training" is enforced, this value holds the
// merc's effective leadership, after the "TEACHER" trait is taken into account.
UINT16 usEffectiveLeadership;
// HEADROCK HAM 3: Determine whether the merc has enough leadership to train militia. The teacher trait may
// increase or decrease the effective skill.
if ( gGameExternalOptions.ubMinimumLeadershipToTrainMilitia > 0 )
{
// Read BASE leadership
usEffectiveLeadership = pSoldier->stats.bLeadership;
if ( gGameOptions.fNewTraitSystem ) // SANDRO - old/new traits
{
if ( HAS_SKILL_TRAIT( pSoldier, TEACHING_NT ) )
{
// bonus from Teaching trait
usEffectiveLeadership = ( usEffectiveLeadership * ( 100 + gSkillTraitValues.ubTGEffectiveLDRToTrainMilitia ) / 100 );
}
}
// Apply modifier for TEACHER trait, if that feature is activated
else if ( gGameExternalOptions.usTeacherTraitEffectOnLeadership > 0 && gGameExternalOptions.usTeacherTraitEffectOnLeadership != 100 )
{
// Modifier applied once for each TEACHING level.
for ( UINT8 i = 0; i < NUM_SKILL_TRAITS( pSoldier, TEACHING_OT ); i++ )
{
// This is a percentage modifier.
usEffectiveLeadership = ( usEffectiveLeadership * gGameExternalOptions.usTeacherTraitEffectOnLeadership ) / 100;
}
}
usEffectiveLeadership = __min( 100, usEffectiveLeadership );
// Is leadership too low to proceed?
if ( usEffectiveLeadership < gGameExternalOptions.ubMinimumLeadershipToTrainMilitia )
{
if ( aErrorReport )
{
swprintf( sString, New113HAMMessage[6], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return ( FALSE );
}
}
// are any militia that could be promoted present?
UINT32 militiaid = 0;
MILITIA militia;
if ( GetIdOfIndividualMilitiaWithClassSector( SOLDIER_CLASS_GREEN_MILITIA, SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ), militiaid ) ||
( gGameExternalOptions.gfTrainVeteranMilitia && GetIdOfIndividualMilitiaWithClassSector( SOLDIER_CLASS_REG_MILITIA, SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ), militiaid ) ) )
{
if ( GetMilitia( militiaid, &militia ) )
return TRUE;
}
if ( aErrorReport )
DoScreenIndependantMessageBox( Message[STR_ASSIGNMENT_NOMILITIAPRESENT], MSG_BOX_FLAG_OK, NULL );
return FALSE;
}
// Determines whether the character has the required condition to train Militia at this time.
// The conditions tested in this function might change WHILE THE CHARACTER IS ALREADY TRAINING MILITIA, which is
// how this function is normally different from "BasicCan...".
BOOLEAN CanCharacterTrainMilitia( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
// Flugente: militia volunteer pool
if ( !GetVolunteerPool() )
return FALSE;
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
{
FLOAT val_gun, val_armour, val_misc;
GetResources( val_gun, val_armour, val_misc );
if ( val_gun <= 1.0f )
return FALSE;
}
// Make sure the basic sector/merc variables are still applicable. This is simply a fail-safe.
if( !BasicCanCharacterTrainMilitia( pSoldier ) )
{
// Soldier/Sector have somehow failed the basic test. Character automatically fails this test as well.
return( FALSE );
}
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
// Has leadership skill?
if( pSoldier->stats.bLeadership <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// Sector Loyalty above minimum?
if( !DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) )
{
// Not enough Loyalty...
return ( FALSE );
}
// HEADROCK HAM 3: When "Minimum Leadership for Militia Training" is enforced, this value holds the
// merc's effective leadership, after the "TEACHER" trait is taken into account.
UINT16 usEffectiveLeadership;
// HEADROCK HAM 3: Determine whether the merc has enough leadership to train militia. The teacher trait may
// increase or decrease the effective skill.
if( gGameExternalOptions.ubMinimumLeadershipToTrainMilitia > 0 )
{
// Read BASE leadership
usEffectiveLeadership = pSoldier->stats.bLeadership;
if ( gGameOptions.fNewTraitSystem ) // SANDRO - old/new traits
{
if (HAS_SKILL_TRAIT( pSoldier, TEACHING_NT ))
{
// bonus from Teaching trait
usEffectiveLeadership = (usEffectiveLeadership * (100 + gSkillTraitValues.ubTGEffectiveLDRToTrainMilitia) / 100 );
}
}
// Apply modifier for TEACHER trait, if that feature is activated
else if ( gGameExternalOptions.usTeacherTraitEffectOnLeadership > 0 && gGameExternalOptions.usTeacherTraitEffectOnLeadership != 100 )
{
// Modifier applied once for each TEACHING level.
for (UINT8 i = 0; i < NUM_SKILL_TRAITS( pSoldier, TEACHING_OT ); i++ )
{
// This is a percentage modifier.
usEffectiveLeadership = (usEffectiveLeadership * gGameExternalOptions.usTeacherTraitEffectOnLeadership)/100;
}
}
usEffectiveLeadership = __min(100,usEffectiveLeadership);
// Is leadership too low to proceed?
if (usEffectiveLeadership < gGameExternalOptions.ubMinimumLeadershipToTrainMilitia)
{
return ( FALSE );
}
}
//////////////////////////////////////////////
// HEADROCK HAM 3.5: Militia Training Facility
//
// Militia training is enabled in the sector only if there is a facility that allows this here.
// If one or more facilities are found, positive values are summed up and presented as the number
// of trainers allowed in the sector. Values are read from XML, and can be set to mimic JA2
// defaults. This renders the INI setting "MAX_MILITIA_TRAINERS.." obsolete.
// HEADROCK HAM 3.5: Only facilities allow militia training, and determine how many trainers can work here.
// Does sector have at least one facility that allows training?
UINT8 ubFacilityTrainersAllowed = 0;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; cnt++)
{
// Is this facility here?
if (gFacilityLocations[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][cnt].fFacilityHere)
{
// Increase tally
ubFacilityTrainersAllowed += gFacilityTypes[cnt].ubMilitiaTrainersAllowed;
}
}
if (RebelCommand::CanTrainMilitiaAnywhere() && GetTownIdForSector(pSoldier->sSectorX, pSoldier->sSectorY) == BLANK_SECTOR)
ubFacilityTrainersAllowed = RebelCommand::GetMaxTrainersForTrainMilitiaAnywhere();
// Count number of trainers already operating here
if ( CountMilitiaTrainersInSoldiersSector( pSoldier, TOWN_MILITIA ) >= ubFacilityTrainersAllowed )
{
// Too many trainers in sector.
return (FALSE);
}
// Is town full of Elites?
if (IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA ))
{
// Town is full of Elites. No further training required.
// Also note that this takes care of Regulars as well, if Elite training is disabled.
return( FALSE );
}
// If we've reached this, then all is well.
return( TRUE );
}
BOOLEAN DoesTownHaveRatingToTrainMilitia( INT8 bTownId )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Assignments1");
// Ignores check if FALSE, thereby allowing militia training for town sectors with deactivated loyalty tag
if (gfTownUsesLoyalty[ bTownId ])
{
// min loyalty rating?
if( ( gTownLoyalty[ bTownId ].ubRating < gGameExternalOptions.iMinLoyaltyToTrain ) )
{
// nope
return( FALSE );
}
}
return( TRUE );
}
BOOLEAN DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( SOLDIERTYPE *pSoldier )
{
INT8 bTownId = 0;
BOOLEAN fSamSitePresent = FALSE;
AssertNotNIL(pSoldier);
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// is there a town really here
if( bTownId == BLANK_SECTOR )
{
fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// if there is a sam site here
if( fSamSitePresent )
{
return( TRUE );
}
if (RebelCommand::CanTrainMilitiaAnywhere())
return(TRUE);
return( FALSE );
}
// does this town have sufficient loyalty to train militia
if( DoesTownHaveRatingToTrainMilitia( bTownId ) == FALSE )
{
return( FALSE );
}
return( TRUE );
}
INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilitiaType )
{
INT8 bCount = 0;
AssertNotNIL(pSoldier);
for ( UINT16 bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->stats.bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
{
// Count depends on Militia Type requested
if (ubMilitiaType == TOWN_MILITIA && pOtherSoldier->bAssignment == TRAIN_TOWN )
{
++bCount;
}
}
}
return( bCount );
}
BOOLEAN IsMilitiaTrainableFromSoldiersSectorMaxed( SOLDIERTYPE *pSoldier, INT8 iMilitiaType )
{
INT8 bTownId = 0;
BOOLEAN fSamSitePresent = FALSE;
AssertNotNIL(pSoldier);
if( pSoldier->bSectorZ != 0 )
{
return( TRUE );
}
bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// is there a town really here
if( bTownId == BLANK_SECTOR )
{
fSamSitePresent = IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) || RebelCommand::CanTrainMilitiaAnywhere();
// if there is a sam site here
if( fSamSitePresent )
{
if( IsSAMSiteFullOfMilitia( pSoldier->sSectorX, pSoldier->sSectorY,iMilitiaType ) )
{
return( TRUE );
}
return( FALSE );
}
return( FALSE );
}
// this considers *ALL* safe sectors of the town, not just the one soldier is in
if( IsTownFullMilitia( bTownId, iMilitiaType ) )
{
// town is full of militia
return( TRUE );
}
return( FALSE );
}
BOOLEAN CanCharacterTrainStat( SOLDIERTYPE *pSoldier, INT8 bStat, BOOLEAN fTrainSelf, BOOLEAN fTrainTeammate )
{
// is the character capable of training this stat? either self or as trainer
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// check stat values, 0 means no chance in hell
switch( bStat )
{
case ( STRENGTH ):
// strength
if ( pSoldier->stats.bStrength < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bStrength < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bStrength >= gGameExternalOptions.ubTrainingSkillMax ) && ( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( DEXTERITY ):
// dexterity
if ( pSoldier->stats.bDexterity < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bDexterity < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bDexterity >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( AGILITY ):
// agility
if ( pSoldier->stats.bAgility < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bAgility < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bAgility >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( HEALTH ):
// health
if ( pSoldier->stats.bLifeMax < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bLifeMax < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bLifeMax >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( MARKSMANSHIP ):
// marksmanship
if ( pSoldier->stats.bMarksmanship < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bMarksmanship < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bMarksmanship >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( MEDICAL ):
// medical
if ( pSoldier->stats.bMedical < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bMedical < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bMedical >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( MECHANICAL ):
// mechanical
if ( pSoldier->stats.bMechanical < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bMechanical < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bMechanical >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( LEADERSHIP ):
// leadership
if ( pSoldier->stats.bLeadership < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bLeadership < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bLeadership >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
case( EXPLOSIVE_ASSIGN ):
// explosives
if ( pSoldier->stats.bExplosive < gGameExternalOptions.ubTrainingSkillMin )
return FALSE;
else if( ( ( pSoldier->stats.bExplosive < gGameExternalOptions.ubMinSkillToTeach ) && ( fTrainTeammate ) ) )
{
return ( FALSE );
}
else if( ( pSoldier->stats.bExplosive >= gGameExternalOptions.ubTrainingSkillMax )&&( fTrainSelf ) )
{
return ( FALSE );
}
break;
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// stat is ok and character alive and conscious
return( TRUE );
}
BOOLEAN CanCharacterOnDuty( SOLDIERTYPE *pSoldier )
{
// can character commit themselves to on duty?
AssertNotNIL(pSoldier);
// only need to be alive and well to do so right now
// alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
if ( !BasicCanCharacterAssignment( pSoldier, FALSE ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
if( gGameExternalOptions.ubSkyriderHotLZ == 0 )
return( FALSE );
else
return( TRUE );
}
}
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// ARM: New rule: can't change squads or exit vehicles between sectors!
if( pSoldier->flags.fBetweenSectors )
{
return ( FALSE );
}
/*
if( pSoldier->flags.fBetweenSectors )
{
if( pSoldier->bAssignment == VEHICLE )
{
if( GetNumberInVehicle( pSoldier->iVehicleId ) == 1 )
{
// can't change, go away
return( FALSE );
}
}
}
*/
return( TRUE );
}
BOOLEAN CanCharacterPractise( SOLDIERTYPE *pSoldier )
{
// can character practise right now?
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// only need to be alive and well to do so right now
// alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// can practise
return( TRUE );
}
BOOLEAN CanCharacterTrainTeammates( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
// can character train at all
if( CanCharacterPractise( pSoldier ) == FALSE )
{
// nope
return( FALSE );
}
// if alone in sector, can't enter the attributes submenu at all
if ( PlayerMercsInSector( ( UINT8 ) pSoldier->sSectorX, ( UINT8 ) pSoldier->sSectorY, pSoldier->bSectorZ ) == 0 )
{
return( FALSE );
}
// ARM: we allow this even if there are no students assigned yet. Flashing is warning enough.
return( TRUE );
}
BOOLEAN CanCharacterBeTrainedByOther( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
// can character train at all
if( CanCharacterPractise( pSoldier ) == FALSE )
{
return( FALSE );
}
// if alone in sector, can't enter the attributes submenu at all
if ( PlayerMercsInSector( ( UINT8 ) pSoldier->sSectorX, ( UINT8 ) pSoldier->sSectorY, pSoldier->bSectorZ ) == 0 )
{
return( FALSE );
}
// ARM: we now allow this even if there are no trainers assigned yet. Flashing is warning enough.
return( TRUE );
}
// can character sleep right now?
BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
{
CHAR16 sString[ 128 ];
AssertNotNIL(pSoldier);
// dead or dying?
if( pSoldier->stats.bLife < OKLIFE )
{
return( FALSE );
}
// vehicle or robot?
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return( FALSE );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return( FALSE );
}
// POW?
if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
{
return( FALSE );
}
// traveling?
if ( pSoldier->flags.fBetweenSectors )
{
// if walking
if ( pSoldier->bAssignment != VEHICLE )
{
// can't sleep while walking or driving a vehicle
if( fExplainWhyNot )
{
// on the move, can't sleep
swprintf( sString, zMarksMapScreenText[ 5 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
else // in a vehicle
{
// if this guy has to drive ('cause nobody else can)
if ( SoldierMustDriveVehicle( pSoldier, pSoldier->iVehicleId, FALSE ) )
{
// can't sleep while walking or driving a vehicle
if( fExplainWhyNot )
{
// is driving, can't sleep
swprintf( sString, zMarksMapScreenText[ 7 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
}
}
else // in a sector
{
// if not above it all...
if ( !SoldierAboardAirborneHeli( pSoldier ) )
{
// if he's in the loaded sector, and it's hostile or in combat
if( pSoldier->bInSector && ( ( gTacticalStatus.uiFlags & INCOMBAT ) || gTacticalStatus.fEnemyInSector ) )
{
if( fExplainWhyNot )
{
DoScreenIndependantMessageBox( Message[ STR_SECTOR_NOT_CLEARED ], MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
// on surface, and enemies are in the sector
if ( (pSoldier->bSectorZ == 0) && (NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0) )
{
if( fExplainWhyNot )
{
DoScreenIndependantMessageBox( Message[ STR_SECTOR_NOT_CLEARED ], MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
}
}
// not tired?
// HEADROCK HAM 3.5: Facilities can now reduce the maximum fatigue.
if( pSoldier->bBreathMax >= __min(BREATHMAX_FULLY_RESTED, GetSectorModifier( pSoldier, FACILITY_MAX_BREATH ) ) )
{
if( fExplainWhyNot )
{
swprintf( sString, zMarksMapScreenText[ 4 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
// can sleep
return( TRUE );
}
BOOLEAN CanCharacterBeAwakened( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
{
CHAR16 sString[ 128 ];
AssertNotNIL(pSoldier);
// if dead tired
if( ( pSoldier->bBreathMax <= BREATHMAX_ABSOLUTE_MINIMUM ) && !pSoldier->flags.fMercCollapsedFlag )
{
// should be collapsed, then!
pSoldier->flags.fMercCollapsedFlag = TRUE;
}
// merc collapsed due to being dead tired, you can't wake him up until he recovers substantially
if ( pSoldier->flags.fMercCollapsedFlag == TRUE )
{
if ( fExplainWhyNot )
{
swprintf( sString, zMarksMapScreenText[ 6 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
return( FALSE );
}
// can be awakened
return( TRUE );
}
BOOLEAN CanCharacterVehicle( SOLDIERTYPE *pSoldier )
{
// can character enter/leave vehicle?
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// only need to be alive and well to do so right now
// alive and conscious
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// have to be in mapscreen (strictly for visual reasons - we don't want them just vanishing if in tactical)
if ( !fInMapMode )
{
return( FALSE );
}
// if we're in BATTLE in the current sector, disallow
if ( gTacticalStatus.fEnemyInSector )
{
if ( ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ ) )
{
return( FALSE );
}
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// character on the move?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// underground?
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// check in helicopter in hostile sector
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
// any accessible vehicles in soldier's sector (excludes those between sectors, etc.)
if( AnyAccessibleVehiclesInSoldiersSector( pSoldier ) == FALSE )
{
return( FALSE );
}
return( TRUE );
}
INT8 CanCharacterSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue )
{
// can character join this squad?
INT16 sX, sY, sZ;
AssertLT( bSquadValue, ON_DUTY );
AssertNotNIL(pSoldier);
if ( pSoldier->bAssignment == bSquadValue )
{
return( CHARACTER_CANT_JOIN_SQUAD_ALREADY_IN_IT );
}
// is the character alive and well?
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( CHARACTER_CANT_JOIN_SQUAD );
}
// in transit?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( CHARACTER_CANT_JOIN_SQUAD );
}
if ( pSoldier->bAssignment == ASSIGNMENT_POW || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0) || (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) )
{
// not allowed to be put on a squad
return( CHARACTER_CANT_JOIN_SQUAD );
}
/* Driver can't abandon vehicle between sectors - OBSOLETE - nobody is allowed to change squads between sectors now!
if( pSoldier->flags.fBetweenSectors )
{
if( pSoldier->bAssignment == VEHICLE )
{
if( GetNumberInVehicle( pSoldier->iVehicleId ) == 1 )
{
// can't change, go away
return( CHARACTER_CANT_JOIN_SQUAD );
}
}
}
*/
// see if the squad us at the same x,y,z
SectorSquadIsIn( bSquadValue, &sX, &sY, &sZ );
// check sector x y and z, if not same, cannot join squad
if( ( sX != pSoldier->sSectorX ) || ( sY != pSoldier->sSectorY ) || ( sZ != pSoldier->bSectorZ ) )
{
// is there anyone on this squad?
if( NumberOfPeopleInSquad( bSquadValue ) > 0 )
{
return ( CHARACTER_CANT_JOIN_SQUAD_TOO_FAR );
}
}
if( IsThisSquadOnTheMove( bSquadValue ) == TRUE )
{
// can't join while squad is moving
return( CHARACTER_CANT_JOIN_SQUAD_SQUAD_MOVING );
}
if ( DoesVehicleExistInSquad( bSquadValue ) )
{
// sorry can't change to this squad that way!
return( CHARACTER_CANT_JOIN_SQUAD_VEHICLE );
}
//SQUAD10 FIX
if ( NumberOfPeopleInSquad( bSquadValue ) >= gGameOptions.ubSquadSize )
{
return( CHARACTER_CANT_JOIN_SQUAD_FULL );
}
return ( CHARACTER_CAN_JOIN_SQUAD );
}
BOOLEAN CanCharacterSnitch( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
// sevenfm: added basic requirements
if (!BasicCanCharacterAssignment(pSoldier, TRUE))
{
return(FALSE);
}
// only need to be alive and well to do so right now
// alive and conscious
if (pSoldier->stats.bLife < OKLIFE)
{
// dead or unconscious...
return (FALSE);
}
if (pSoldier->bSectorZ != 0)
{
return(FALSE);
}
// in transit?
if (IsCharacterInTransit(pSoldier) == TRUE)
{
return (FALSE);
}
// character on the move?
if (CharacterIsBetweenSectors(pSoldier))
{
return(FALSE);
}
// check in helicopter in hostile sector
if (pSoldier->bAssignment == VEHICLE)
{
if ((iHelicopterVehicleId != -1) && (pSoldier->iVehicleId == iHelicopterVehicleId))
{
// enemies in sector
if (NumNonPlayerTeamMembersInSector(pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM) > 0)
{
return(FALSE);
}
}
}
if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC)
{
// epcs can't do this
return(FALSE);
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
// has character a snitch trait
if( ProfileHasSkillTrait( pSoldier->ubProfile, SNITCH_NT ) )
{
return( TRUE );
}
return( FALSE );
}
BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !CanCharacterSnitch( pSoldier ) )
{
return( FALSE );
}
// underground propaganda is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// is there a town really here
if( GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY ) == BLANK_SECTOR )
{
return( FALSE );
}
// it's not a major city (Tixa, Estoni, Orta)
if( !gfTownUsesLoyalty[GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY )] )
{
return( FALSE );
}
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !CanCharacterSnitch( pSoldier ) )
{
return( FALSE );
}
// underground propaganda is not allowed (code doesn't support and it's a reasonable enough limitation)
if( pSoldier->bSectorZ != 0 )
{
return( FALSE );
}
// is there a town really here
if( GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY ) == BLANK_SECTOR )
{
return( FALSE );
}
// it's not a major city (Tixa, Estoni, Orta)
if( !gfTownUsesLoyalty[GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY )] )
{
return( FALSE );
}
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN CanCharacterSnitchInPrison( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !CanCharacterSnitch( pSoldier ) )
{
return( FALSE );
}
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
if( IsSoldierKnownAsMercInSector(pSoldier, pSoldier->sSectorX, pSoldier->sSectorY ) )
{
return( FALSE );
}
// check if there's prison in sector
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )][cnt].fFacilityHere)
{
// we determine wether this is a prison by checking for usPrisonBaseLimit
if (gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0)
{
// Are there any prisoners in this prison? note that there are no underground prisons
if ( !pSoldier->bSectorZ )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
INT16 aPrisoners[PRISONER_MAX] = {0};
if ( GetNumberOfPrisoners( pSectorInfo, aPrisoners ) > 0 )
return TRUE;
}
}
}
}
return( FALSE );
}
BOOLEAN IsCharacterInTransit( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
// valid character?
if( pSoldier == NULL )
{
return ( FALSE );
}
// check if character is currently in transit
if( pSoldier->bAssignment == IN_TRANSIT )
{
// yep
return ( TRUE );
}
// no
return ( FALSE );
}
void UpdateAssignments()
{
INT8 sX,sY, bZ;
// init sectors with soldiers list
InitSectorsWithSoldiersList( );
// build list
BuildSectorsWithSoldiersList( );
// handle natural healing
HandleNaturalHealing( );
// handle any patients in the hospital
CheckForAndHandleHospitalPatients( );
// see if any grunt or trainer just lost student/teacher
ReportTrainersTraineesWithoutPartners( );
// clear out the update list
ClearSectorListForCompletedTrainingOfMilitia( );
// rest resting mercs, fatigue active mercs,
// check for mercs tired enough go to sleep, and wake up well-rested mercs
HandleRestFatigueAndSleepStatus( );
#ifdef JA2BETAVERSION
// put this BEFORE training gets handled to avoid detecting an error everytime a sector completes training
VerifyTownTrainingIsPaidFor();
#endif
// HEADROCK HAM 3.6: See what effect, if any, our Facility Staffers have on global variables.
UpdateGlobalVariablesFromFacilities();
// reset scan flags in all sectors
ClearSectorScanResults();
// update militia volunteer count
UpdateVolunteers();
// run through sectors and handle each type in sector
for(sX = 0 ; sX < MAP_WORLD_X; ++sX )
{
for( sY =0; sY < MAP_WORLD_Y; ++sY )
{
for( bZ = 0; bZ < 4; ++bZ )
{
// is there anyone in this sector?
if( fSectorsWithSoldiers[CALCULATE_STRATEGIC_INDEX(sX, sY) ][ bZ ] == TRUE )
{
// handle any doctors
HandleDoctorsInSector( sX, sY, bZ );
// handle any repairmen
HandleRepairmenInSector( sX, sY, bZ );
// handle any training
HandleTrainingInSector( sX, sY, bZ );
// handle training of character in sector
HandleRadioScanInSector( sX, sY, bZ );
HandleSpreadingPropagandaInSector( sX, sY, bZ );
// handle processing of prisoners
HandlePrisonerProcessingInSector( sX, sY, bZ );
// handle moving of equipment
HandleEquipmentMove( sX, sY, bZ );
}
// Flugente: prisons can riot if there aren't enough guards around
if ( !bZ )
HandlePrison( sX, sY, bZ );
}
}
}
// Flugente: individual militia
HandleHourlyMilitiaHealing();
// Flugente: handle doctoring militia
HandleDoctorMilitia();
// Flugente: handle militia command
HandleMilitiaCommand();
// Flugente: disease
HandleDisease();
HandleDiseaseDiagnosis(); // this must come after HandleDisease() so we discover fresh infections
HandleStrategicDiseaseAndBurial();
// Flugente: PMC recruits new personnel
HourlyUpdatePMC();
// Flugente: handle spy assignments
HandleSpyAssignments();
// handle fortification
HandleFortification();
HandleTrainWorkers();
// handle administration assignment
HandleAdministrationAssignments();
// handle exploration
HandleExplorationAssignments();
HandleMiniEventAssignments();
// check to see if anyone is done healing?
UpdatePatientsWhoAreDoneHealing( );
// check if we have anyone who just finished their assignment
if( gfAddDisplayBoxToWaitingQueue )
{
AddDisplayBoxToWaitingQueue( );
gfAddDisplayBoxToWaitingQueue = FALSE;
}
HandleContinueOfTownTraining( );
// check if anyone is on an assignment where they have nothing to do
ReEvaluateEveryonesNothingToDo(TRUE);
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
#ifdef JA2BETAVERSION
void VerifyTownTrainingIsPaidFor( void )
{
SOLDIERTYPE *pSoldier = NULL;
for( INT32 iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; ++iCounter )
{
// valid character?
if( gCharactersList[ iCounter ].fValid == FALSE )
{
// nope
continue;
}
pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) )
{
// make sure that sector is paid up!
if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMilitiaTrainingPaid == FALSE )
{
// NOPE! We've got a bug somewhere
StopTimeCompression();
// report the error
DoScreenIndependantMessageBox( L"ERROR: Unpaid militia training. Describe *how* you're re-assigning mercs, how many/where/when! Send *prior* save!", MSG_BOX_FLAG_OK, NULL );
// avoid repeating this
break;
}
}
}
}
#endif
UINT8 FindNumberInSectorWithAssignment( INT16 sX, INT16 sY, INT8 bAssignment )
{
// run thought list of characters find number with this assignment
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
INT8 bNumberOfPeople = 0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt,pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) &&( pTeamSoldier->bAssignment == bAssignment ) )
{
// increment number of people who are on this assignment
if(pTeamSoldier->bActive)
++bNumberOfPeople;
}
}
}
return( bNumberOfPeople );
}
UINT8 GetNumberThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
UINT8 ubNumberOfPeople = 0;
AssertNotNIL(pDoctor);
// go through list of characters, find all who are patients/doctors healable by this doctor
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, ++pTeamSoldier)
{
if( pTeamSoldier->bActive )
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, fThisHour, fSkipKitCheck, fSkipSkillCheck, fCheckForSurgery ) )
{
// increment number of doctorable patients/doctors
++ubNumberOfPeople;
}
}
}
return( ubNumberOfPeople );
}
SOLDIERTYPE* GetPatientThatCanBeDoctored( SOLDIERTYPE *pDoctor, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
AssertNotNIL( pDoctor );
// go through list of characters, find all who are patients/doctors healable by this doctor
for ( cnt = 0, pTeamSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; ++cnt, ++pTeamSoldier )
{
if ( pTeamSoldier->bActive )
{
if ( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, fThisHour, fSkipKitCheck, fSkipSkillCheck, fCheckForSurgery ) )
{
return pTeamSoldier;
}
}
}
return NULL;
}
SOLDIERTYPE *AnyDoctorWhoCanHealThisPatient( SOLDIERTYPE *pPatient, BOOLEAN fThisHour )
{
int cnt;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL;
AssertNotNIL(pPatient);
AssertNotNIL(pSoldier);
// go through list of characters, find all who are patients/doctors healable by this doctor
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt,pTeamSoldier++)
{
// doctor?
if( pTeamSoldier->bActive && IS_DOCTOR(pTeamSoldier->bAssignment) )
{
if( CanSoldierBeHealedByDoctor( pPatient, pTeamSoldier, FALSE, fThisHour, FALSE, FALSE, FALSE ) == TRUE )
{
// found one
return( pTeamSoldier );
}
}
}
// there aren't any doctors, or the ones there can't do the job
return( NULL );
}
UINT16 CalculateHealingPointsForDoctor(SOLDIERTYPE *pDoctor, UINT16 *pusMaxPts, BOOLEAN fMakeSureKitIsInHand )
{
UINT32 usHealPts = 0;
UINT32 usKitPts = 0;
INT8 bMedFactor;
INT16 sSectorModifier = 100;
AssertNotNIL(pDoctor);
AssertNotNIL(pusMaxPts);
// make sure he has a medkit in his hand, and preferably make it a medical bag, not a first aid kit
if( fMakeSureKitIsInHand )
{
if ( !MakeSureMedKitIsInHand( pDoctor ) )
{
return(0);
}
}
// HEADROCK HAM 3.5: Read bonus directly from Sector Facility info
if (pDoctor->bSectorZ == 0 &&
GetSoldierFacilityAssignmentIndex(pDoctor) == FAC_DOCTOR )
{
// Read percentage modifier from the facility in question, including ambient effects.
sSectorModifier = GetSectorModifier( pDoctor, FACILITY_PERFORMANCE_MOD );
}
// calculate effective doctoring rate (adjusted for drugs, alcohol, etc.)
usHealPts = (UINT32) (( EffectiveMedical( pDoctor ) * (( EffectiveDexterity( pDoctor, FALSE ) + EffectiveWisdom( pDoctor ) ) / 2) * (100 + ( 5 * EffectiveExpLevel( pDoctor, FALSE) ) ) ) / gGameExternalOptions.ubDoctoringRateDivisor);
usHealPts = __max(0, (usHealPts * sSectorModifier)/100);
// calculate normal doctoring rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
INT16 dexterity = (pDoctor->stats.bDexterity * (100 + pDoctor->GetBackgroundValue( BG_DEXTERITY ))) / 100;
INT16 medical = (pDoctor->stats.bMedical * (100 + pDoctor->GetBackgroundValue( BG_MEDICAL ))) / 100;
INT16 wisdom = (pDoctor->stats.bWisdom * (100 + pDoctor->GetBackgroundValue( BG_WISDOM ))) / 100;
*pusMaxPts = (medical * ((dexterity + wisdom) / 2) * (100 + (5 * pDoctor->stats.bExpLevel))) / gGameExternalOptions.ubDoctoringRateDivisor;
*pusMaxPts = __max(0,*pusMaxPts);
// SANDRO - New Doctor Trait
if ( gGameOptions.fNewTraitSystem )
{
// make normal doctoring rate slower
usHealPts = usHealPts * (100 + gSkillTraitValues.bSpeedModifierDoctoring) / 100;
*pusMaxPts = *pusMaxPts * (100 + gSkillTraitValues.bSpeedModifierDoctoring) / 100;
// But with doctor make it faster.
if (HAS_SKILL_TRAIT( pDoctor, DOCTOR_NT ))
{
usHealPts += usHealPts * gSkillTraitValues.usDODoctorAssignmentBonus * NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT ) / 100;
*pusMaxPts += *pusMaxPts * gSkillTraitValues.usDODoctorAssignmentBonus * NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT ) / 100;
}
// penalty for aggressive people
if ( DoesMercHavePersonality( pDoctor, CHAR_TRAIT_AGGRESSIVE ) )
{
usHealPts -= usHealPts / 10;
*pusMaxPts -= *pusMaxPts / 10;
}
// bonus for phlegmatic people
else if ( DoesMercHavePersonality( pDoctor, CHAR_TRAIT_PHLEGMATIC ) )
{
usHealPts += usHealPts / 20;
*pusMaxPts += *pusMaxPts / 20;
}
}
// adjust for fatigue
ReducePointsForFatigue( pDoctor, &usHealPts );
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pDoctor, &usHealPts );
FLOAT administrationmodifier = pDoctor->GetAdministrationModifier();
usHealPts *= administrationmodifier;
// count how much medical supplies we have
usKitPts = 100 * TotalMedicalKitPoints( pDoctor );
// if we don't have enough medical KIT points, reduce what we can heal
if (usKitPts < usHealPts)
{
usHealPts = usKitPts;
}
// get the type of medkit being used
bMedFactor = IsMedicalKitItem( &( pDoctor->inv[ HANDPOS ] ) );
if( bMedFactor != 0 )
{
// no med kit left?
// if he's working with only a first aid kit, the doctoring rate is halved!
// for simplicity, we're ignoring the situation where a nearly empty medical bag in is hand and the rest are just first aid kits
usHealPts /= bMedFactor;
}
else
{
usHealPts = 0;
}
// return healing pts value
return( usHealPts );
}
UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts, BOOLEAN fMakeSureKitIsInHand )
{
UINT32 usRepairPts;
UINT16 usKitPts;
UINT8 ubKitEffectiveness;
// HEADROCK HAM 3.5: Modifier from local facilities
INT16 sSectorModifier = 100;
// make sure toolkit in hand?
if( fMakeSureKitIsInHand )
{
MakeSureToolKitIsInHand( pSoldier );
}
// can't repair at all without a toolkit
if (!ItemIsToolkit(pSoldier->inv[HANDPOS].usItem))
{
*pusMaxPts = 0;
return(0);
}
//JMich_SkillsModifiers: We should have the best repair kit in hands, so the effectiveness is 100 + kit's effectiveness.
ubKitEffectiveness = 100 + Item[pSoldier->inv[HANDPOS].usItem].RepairModifier;
// calculate effective repair rate (adjusted for drugs, alcohol, etc.)
usRepairPts = (UINT16) ((EffectiveMechanical( pSoldier ) * EffectiveDexterity( pSoldier, FALSE ) * (100 + ( 5 * EffectiveExpLevel( pSoldier, FALSE) ) ) ) / ( gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay ));
// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
INT16 mechanical = (pSoldier->stats.bMechanical * (100 + pSoldier->GetBackgroundValue( BG_MECHANICAL ))) / 100;
INT16 dexterity = (pSoldier->stats.bDexterity * (100 + pSoldier->GetBackgroundValue( BG_DEXTERITY ))) / 100;
*pusMaxPts = (mechanical * dexterity * (100 + (5 * pSoldier->stats.bExpLevel))) / (gGameExternalOptions.ubRepairRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay);
// SANDRO - Technician trait gives a good bonus to repair items
if ( gGameOptions.fNewTraitSystem )
{
usRepairPts = usRepairPts * (100 + gSkillTraitValues.bSpeedModifierRepairing) / 100;
*pusMaxPts = *pusMaxPts * (100 + gSkillTraitValues.bSpeedModifierRepairing) / 100;
if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
{
usRepairPts += usRepairPts * gSkillTraitValues.usTERepairSpeedBonus * (NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )) / 100;
*pusMaxPts += *pusMaxPts * gSkillTraitValues.usTERepairSpeedBonus * (NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )) / 100;
}
// Penalty for aggressive people
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{
usRepairPts -= usRepairPts / 10; // -10%
*pusMaxPts -= *pusMaxPts / 10;
}
// Bonus for phlegmatic people
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
{
usRepairPts += usRepairPts / 20; // +5%
*pusMaxPts += *pusMaxPts / 20;
}
}
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usRepairPts );
FLOAT administrationmodifier = pSoldier->GetAdministrationModifier();
usRepairPts *= administrationmodifier;
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pSoldier, &usRepairPts );
// figure out what shape his "equipment" is in ("coming" in JA3: Viagra - improves the "shape" your "equipment" is in)
usKitPts = ToolKitPoints( pSoldier );
// if kit(s) in extremely bad shape
//JMich_SkillsModifiers: Changed this to a divisor
if ( usKitPts < 25 )
{
//ubKitEffectiveness = 50;
ubKitEffectiveness /= 2;
}
// if kit(s) in pretty bad shape
else if ( usKitPts < 50 )
{
//ubKitEffectiveness = 75
ubKitEffectiveness = (ubKitEffectiveness * 3) / 4;
}
else
{
//ubKitEffectiveness = 100;
}
if (pSoldier->bSectorZ == 0)
{
if (GetSoldierFacilityAssignmentIndex( pSoldier ) == FAC_REPAIR_ITEMS ||
GetSoldierFacilityAssignmentIndex( pSoldier ) == FAC_REPAIR_VEHICLE ||
GetSoldierFacilityAssignmentIndex( pSoldier ) == FAC_REPAIR_ROBOT)
{
// HEADROCK HAM 3.5: Read bonus directly from Sector Facility info
sSectorModifier = GetSectorModifier(pSoldier, FACILITY_PERFORMANCE_MOD);
}
}
usRepairPts = __max(0, (usRepairPts * sSectorModifier)/100);
// adjust for equipment
usRepairPts = (usRepairPts * ubKitEffectiveness) / 100;
// return current repair pts
return(( UINT8 )usRepairPts);
}
UINT8 CalculateCleaningPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
{
UINT32 usCleaningPts;
// oops, we have no cleaning kit
if ( pSoldier->GetObjectWithFlag( CLEANING_KIT ) == NULL )
{
*pusMaxPts = 0;
return 0;
}
// calculate effective repair rate (adjusted for drugs, alcohol, etc.)
usCleaningPts = (UINT32)( (( EffectiveMechanical( pSoldier ) + 3 * EffectiveDexterity( pSoldier, FALSE ) + 50 * EffectiveExpLevel( pSoldier, FALSE) ) * 1000 ) / ( gGameExternalOptions.ubCleaningRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay ) );
// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
INT16 mechanical = (pSoldier->stats.bMechanical * (100 + pSoldier->GetBackgroundValue( BG_MECHANICAL ))) / 100;
INT16 dexterity = (pSoldier->stats.bDexterity * (100 + pSoldier->GetBackgroundValue( BG_DEXTERITY ))) / 100;
*pusMaxPts = ( ( mechanical + 3 * dexterity + 50 * pSoldier->stats.bExpLevel ) * 1000 ) / (gGameExternalOptions.ubCleaningRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay);
// SANDRO - Technician trait gives a good bonus to repair items
// we also use that for cleaning guns
if ( gGameOptions.fNewTraitSystem )
{
// Penalty for aggressive people
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{
usCleaningPts -= usCleaningPts / 10; // -10%
*pusMaxPts -= *pusMaxPts / 10;
}
// Bonus for phlegmatic people
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
{
usCleaningPts += usCleaningPts / 20; // +5%
*pusMaxPts += *pusMaxPts / 20;
}
}
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usCleaningPts );
FLOAT administrationmodifier = pSoldier->GetAdministrationModifier();
usCleaningPts *= administrationmodifier;
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pSoldier, &usCleaningPts );
// return current cleaning pts
return(( UINT8 )usCleaningPts);
}
extern INT32 CalcThreateningEffectiveness( UINT8 ubMerc );
// Flugente: calculate interrogation value
UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
{
UINT32 usInterrogationPoints = 0;
// for max points we display the maximum amount of prisoners instead
*pusMaxPts = 0;
// no soldier (how does that happen?) or underground -> no interrogation points, as there are no underground prisons
if ( !pSoldier || pSoldier->bSectorZ )
return 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
INT16 aPrisoners[PRISONER_MAX] = {0};
*pusMaxPts = GetNumberOfPrisoners( pSectorInfo, aPrisoners );
// no prisoners -> no interrogation (this should not happen)
if ( !*pusMaxPts )
return 0;
usInterrogationPoints = 20 + 3 * EffectiveExpLevel( pSoldier, FALSE ) + EffectiveLeadership( pSoldier ) / 2;
// adjust for threatening value
INT32 threatenvalue = CalcThreateningEffectiveness( pSoldier->ubProfile ) * gMercProfiles[pSoldier->ubProfile].usApproachFactor[2] ;
threatenvalue = (threatenvalue * (100 + pSoldier->GetBackgroundValue(BG_PERC_APPROACH_THREATEN))) / 100;
usInterrogationPoints *= threatenvalue;
usInterrogationPoints = (usInterrogationPoints * (100 + pSoldier->GetBackgroundValue(BG_PERC_INTERROGATION))) / 100;
UINT16 performancemodifier = 100;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )][cnt].fFacilityHere)
{
// we determine wether this is a prison by checking for usPrisonBaseLimit
if (gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0)
{
performancemodifier = gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPerformance;
// an overcrowded prison can lower our performance. This is to offer an incentive to use huge prisons
if ( *pusMaxPts > gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit )
{
FLOAT penalty = (FLOAT)((*pusMaxPts - gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit)) / (FLOAT)(gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit);
performancemodifier *= max( 0.67f, 1.0f - penalty );
}
break;
}
}
}
performancemodifier = min(1000, max(10, performancemodifier) );
FLOAT administrationmodifier = pSoldier->GetAdministrationModifier();
usInterrogationPoints = (usInterrogationPoints * performancemodifier * administrationmodifier ) / (700000);
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usInterrogationPoints );
// return current repair pts
return( usInterrogationPoints );
}
// Flugente: calculate prison guard value
UINT32 CalculatePrisonGuardValue(SOLDIERTYPE *pSoldier )
{
// this is not an assignment. Simply being in the sector will allow us to be counted as guards
UINT32 usValue = 0;
// for simplicity, ignore sleep status (forcing the player to finetune sleeping is annoying)
/*if ( psoldier->flags.fMercAsleep )
return 0;*/
// anv: undercover snitches don't count as guards as they don't guard in traditional sense
if ( pSoldier->bAssignment == FACILITY_PRISON_SNITCH )
return 0;
usValue = 15 * EffectiveExpLevel( pSoldier, FALSE ) + EffectiveLeadership( pSoldier ) / 2 + 2 * EffectiveStrength( pSoldier, FALSE);
if (gGameOptions.fNewTraitSystem)
{
usValue += 25 * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) + 10 * HAS_SKILL_TRAIT( pSoldier, MELEE_NT );
}
else
{
usValue += 25 * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) + 25 * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) + 10 * HAS_SKILL_TRAIT( pSoldier, KNIFING_OT );
}
usValue = (usValue * (100 + max(0, pSoldier->GetBackgroundValue(BG_PERC_GUARD)))) / 100;
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usValue );
// return current repair pts
return( usValue );
}
UINT32 CalculateSnitchGuardValue(SOLDIERTYPE *pSoldier )
{
// this is an assignment
UINT32 usValue = 0;
if ( pSoldier->flags.fMercAsleep )
return 0;
// only undercover snitches count
if ( pSoldier->bAssignment != FACILITY_PRISON_SNITCH )
return 0;
usValue = 15 * EffectiveExpLevel( pSoldier, FALSE ) + EffectiveLeadership( pSoldier ) / 2 + 2 * EffectiveWisdom( pSoldier );
// snitch trait doesn't give bonus, as it's required to take assignment anyway
if (gGameOptions.fNewTraitSystem)
{
usValue += 25 * NUM_SKILL_TRAITS( pSoldier, COVERT_NT ) + 10 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT );
}
else
{
usValue += 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT );
}
if ( DoesMercHaveDisability( pSoldier, DEAF ) )
{
usValue = usValue/2;
}
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usValue );
// return current snitch pts
return( usValue );
}
UINT32 CalculateAllGuardsValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT32 prisonguardvalue = 0;
// count any mercs found here, and sum up their guard values
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) )
{
prisonguardvalue += CalculatePrisonGuardValue(pSoldier );
}
}
// add militia strength
prisonguardvalue += 100 * MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA ) + 150 * MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA ) + 200 * MilitiaInSectorOfRank( sMapX, sMapY, ELITE_MILITIA );
return( prisonguardvalue );
}
UINT32 CalculateAllSnitchesGuardValueInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT32 prisonguardvalue = 0;
// count any mercs found here, and sum up their guard values
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && pSoldier->flags.fMercAsleep == FALSE )
{
prisonguardvalue += CalculateSnitchGuardValue(pSoldier );
}
}
// add militia strength
prisonguardvalue += 100 * MilitiaInSectorOfRank( sMapX, sMapY, GREEN_MILITIA ) + 150 * MilitiaInSectorOfRank( sMapX, sMapY, REGULAR_MILITIA ) + 200 * MilitiaInSectorOfRank( sMapX, sMapY, ELITE_MILITIA );
return( prisonguardvalue );
}
UINT32 CalculateAllGuardsNumberInPrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
UINT8 numprisonguards = 0;
// count any mercs found here
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && pSoldier->flags.fMercAsleep == FALSE )
{
// anv: undercover snitches don't count as guards as they don't guard in traditional sense
if ( !(pSoldier->bAssignment == FACILITY_PRISON_SNITCH) )
++numprisonguards;
}
}
// add militia strength
numprisonguards += NumNonPlayerTeamMembersInSector( sMapX, sMapY, MILITIA_TEAM );
return( numprisonguards );
}
// anv: totally not a copy of CalculateInterrogationValue
UINT32 CalculateSnitchInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
{
UINT32 usInterrogationPoints = 0;
// for max points we display the maximum amount of prisoners instead
*pusMaxPts = 0;
// no soldier (how does that happen?) or underground -> no interrogation points, as there are no underground prisons
if ( !pSoldier || pSoldier->bSectorZ )
return 0;
if ( !CanCharacterSnitchInPrison(pSoldier) )
return 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
INT16 aPrisoners[PRISONER_MAX] = {0};
*pusMaxPts = GetNumberOfPrisoners( pSectorInfo, aPrisoners );
// no prisoners -> no interrogation (this should not happen)
if ( !*pusMaxPts )
return 0;
usInterrogationPoints = 20 + 3 * EffectiveExpLevel( pSoldier, FALSE) + EffectiveLeadership( pSoldier )/2 + EffectiveWisdom( pSoldier )/2;
// no bonuses for snitch trait, as merc has to have it to take this assignment anyway
if (gGameOptions.fNewTraitSystem)
{
usInterrogationPoints += 10 * NUM_SKILL_TRAITS( pSoldier, COVERT_NT );
}
// adjust for friendly value
INT32 friendlyvalue = ( ( EffectiveLeadership( pSoldier ) + EffectiveWisdom( pSoldier ) ) /2 ) * gMercProfiles[pSoldier->ubProfile].usApproachFactor[0];
if ( gGameOptions.fNewTraitSystem )
{
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_ASSERTIVE ) )
friendlyvalue += 30;
}
friendlyvalue = (friendlyvalue * (100 + pSoldier->GetBackgroundValue(BG_PERC_APPROACH_FRIENDLY))) / 100;
usInterrogationPoints *= friendlyvalue;
UINT16 performancemodifier = 100;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )][cnt].fFacilityHere)
{
// we determine wether this is a snitchable prison by checking for ubStaffLimit
if (gFacilityTypes[cnt].AssignmentData[FAC_PRISON_SNITCH].ubStaffLimit > 0)
{
performancemodifier = gFacilityTypes[cnt].AssignmentData[FAC_PRISON_SNITCH].usPerformance;
break;
}
}
}
performancemodifier = min(1000, max(10, (UINT32)(gSkillTraitValues.fSNTPrisonSnitchInterrogationMultiplier * performancemodifier) ) );
usInterrogationPoints = (usInterrogationPoints * performancemodifier) / (650000);
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usInterrogationPoints );
// return current repair pts
return( usInterrogationPoints );
}
// Flugente: Determine the best cth with SAMs in a sector, and which merc has that cth if present
FLOAT GetBestSAMOperatorCTH_Player( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, UINT16 *pubID )
{
// if nobody is here, nobody can fire
FLOAT bestsamcth = 0.0f;
*pubID = NOBODY;
// militia can at least operate the thing, but don't count on them hitting anything...
if ( NumNonPlayerTeamMembersInSector( sSectorX, sSectorY, MILITIA_TEAM ) )
bestsamcth = 40.0f;
// loop over all mercs present. Best cth wins
UINT16 uiCnt = 0;
SOLDIERTYPE* pSoldier = NULL;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && (pSoldier->sSectorX == sSectorX) && (pSoldier->sSectorY == sSectorY) && (pSoldier->bSectorZ == sSectorZ) )
{
INT16 personal_bestsamcth = 70.0f +
15 * NUM_SKILL_TRAITS( pSoldier, HEAVY_WEAPONS_NT ) +
10 * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT ) +
2 * NUM_SKILL_TRAITS( pSoldier, DEMOLITIONS_NT ) +
5 * NUM_SKILL_TRAITS( pSoldier, RADIO_OPERATOR_NT );
personal_bestsamcth = (personal_bestsamcth * (100.0f + pSoldier->GetBackgroundValue( BG_PERC_SAM_CTH ))) / 100.0f;
if ( personal_bestsamcth > bestsamcth )
{
bestsamcth = personal_bestsamcth;
*pubID = uiCnt;
}
}
}
return bestsamcth;
}
INT16 GetTrainWorkerPts(SOLDIERTYPE *pSoldier)
{
if ( pSoldier->flags.fMercAsleep )
return 0;
INT16 val = 3 * EffectiveExpLevel( pSoldier, FALSE) + EffectiveLeadership( pSoldier );
if (gGameOptions.fNewTraitSystem)
{
val += 25 * NUM_SKILL_TRAITS( pSoldier, TEACHING_NT );
val += 10 * NUM_SKILL_TRAITS( pSoldier, DEMOLITIONS_NT );
}
else
{
val += 25 * NUM_SKILL_TRAITS( pSoldier, TEACHING_OT );
}
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
val -= 5;
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
val += 5;
if ( DoesMercHaveDisability( pSoldier, CLAUSTROPHOBIC ) )
val -= 5;
// adjust for fatigue
if ( val > 0 )
{
UINT32 tmp = val;
ReducePointsForFatigue( pSoldier, &tmp );
val = tmp;
val *= pSoldier->GetAdministrationModifier();
return val;
}
return 0;
}
// anv: handle prisoners exposing snitch as a snitch
BOOL HandleSnitchExposition(SOLDIERTYPE *pSoldier)
{
UINT32 uiSuspicion = 0;
UINT32 uiCoverQuality = 0;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
INT16 aPrisoners[PRISONER_MAX] = {0};
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, aPrisoners );
uiCoverQuality = ( 10 * EffectiveExpLevel( pSoldier, FALSE) + 2 * EffectiveLeadership( pSoldier ) + EffectiveWisdom( pSoldier ) ) / 4;
uiSuspicion = 10 + aPrisoners[PRISONER_ELITE] + aPrisoners[PRISONER_OFFICER];
// no bonuses for snitch trait, as merc has to have it to take this assignment anyway
if (gGameOptions.fNewTraitSystem)
{
uiCoverQuality += 25 * NUM_SKILL_TRAITS( pSoldier, COVERT_NT ) + 10 * HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT );
}
else
{
uiCoverQuality += 10 * HAS_SKILL_TRAIT( pSoldier, STEALTHY_OT );
}
if( Random( (UINT32)uiSuspicion ) > Random( (UINT32)uiCoverQuality ) )
{
// yes, he was exposed!
// remember that he was exposed in this prison/sector, and by how many people (so when they all are processed he can be a snitch again)
MakeSoldierKnownAsMercInPrison( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY );
// handle aftermath
// check if he managed to get out
if( EffectiveWisdom( pSoldier )/10 > PreRandom(100) ) // he noticed being exposed
{
ScreenMsg( FONT_GRAY2, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_FINE_WISDOM ], pSoldier->GetName() );
}
else if( EffectiveLeadership( pSoldier )/10 > PreRandom(100) ) // he talked his way out
{
ScreenMsg( FONT_GRAY2, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_FINE_LEADERSHIP ], pSoldier->GetName() );
}
else if( EffectiveExpLevel( pSoldier, FALSE ) > PreRandom(100) ) // he avoided ambush
{
ScreenMsg( FONT_GRAY2, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_FINE_EXPLEVEL ], pSoldier->GetName() );
}
else if( CalculateAllGuardsValueInPrison( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) > PreRandom(100) ) // guards prevented assassination
{
ScreenMsg( FONT_GRAY2, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_FINE_GUARDS], pSoldier->GetName() );
}
else // no, he didn't
{
// calculate how long it will take guards to react
UINT8 ubReactionTime = numprisoners / max(1, CalculateAllGuardsValueInPrison( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) );
UINT16 usDamageTaken = 0;
// decide prisoners' action
switch( PreRandom(4) )
{
case 0:
// drowning
while( ubReactionTime > 0 && usDamageTaken < pSoldier->bBreathMax )
{
ubReactionTime--;
if ( gGameOptions.fNewTraitSystem )
{
if( ( pSoldier->stats.bStrength + NUM_SKILL_TRAITS( pSoldier, ATHLETICS_NT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
else
{
if( ( pSoldier->stats.bStrength + NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
}
// instead of normal damage take breath damage
//pSoldier->SoldierTakeDamage( 0, 0, usDamageTaken, TAKE_DAMAGE_HANDTOHAND, NOBODY, NOWHERE, 0, TRUE );
pSoldier->bBreath = max( 0, pSoldier->bBreath - usDamageTaken );
// he drowned?
if( pSoldier->bBreath == 0 )
{
// dead
pSoldier->SoldierTakeDamage( 0, 100, 100, TAKE_DAMAGE_HANDTOHAND, NOBODY, NOWHERE, 0, TRUE );
ScreenMsg( FONT_DKRED, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_DEAD_DROWN], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_WOUNDED_DROWN], pSoldier->GetName() );
}
break;
case 1:
// beating
while( ubReactionTime > 0 && usDamageTaken < pSoldier->bBreathMax )
{
ubReactionTime--;
if ( gGameOptions.fNewTraitSystem )
{
if( ( ( pSoldier->stats.bAgility + pSoldier->stats.bStrength )/2 + NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
else
{
if( ( ( pSoldier->stats.bAgility + pSoldier->stats.bStrength )/2 + NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
}
// he's dead?
pSoldier->SoldierTakeDamage( 0, usDamageTaken, usDamageTaken, TAKE_DAMAGE_HANDTOHAND, NOBODY, NOWHERE, 0, TRUE );
if( pSoldier->stats.bLife == 0 )
{
ScreenMsg( FONT_DKRED, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_DEAD_BEATEN], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_WOUNDED_BEATEN], pSoldier->GetName() );
}
break;
case 2:
// knifing
while( ubReactionTime > 0 && usDamageTaken < pSoldier->stats.bLife )
{
ubReactionTime--;
if ( gGameOptions.fNewTraitSystem )
{
if( ( pSoldier->stats.bAgility + NUM_SKILL_TRAITS( pSoldier, MELEE_NT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
else
{
if( ( pSoldier->stats.bAgility + NUM_SKILL_TRAITS( pSoldier, KNIFING_OT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
}
pSoldier->SoldierTakeDamage( 0, usDamageTaken, usDamageTaken, TAKE_DAMAGE_BLADE, NOBODY, NOWHERE, 0, TRUE );
// he's dead?
if( pSoldier->stats.bLife == 0 )
{
ScreenMsg( FONT_DKRED, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_DEAD_KNIFED], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_WOUNDED_KNIFED], pSoldier->GetName() );
}
break;
case 3:
// strangulation
while( ubReactionTime > 0 && usDamageTaken < pSoldier->bBreathMax )
{
ubReactionTime--;
if ( gGameOptions.fNewTraitSystem )
{
if( ( pSoldier->stats.bStrength + NUM_SKILL_TRAITS( pSoldier, BODYBUILDING_NT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
else
{
if( ( pSoldier->stats.bStrength + NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT )* 20 ) /2 < Random( 100 ) )
usDamageTaken += Random(10);
}
}
// instead of normal damage take breath damage
//pSoldier->SoldierTakeDamage( 0, 0, usDamageTaken, TAKE_DAMAGE_HANDTOHAND, NOBODY, NOWHERE, 0, TRUE );
pSoldier->bBreath = max( 0, pSoldier->bBreath - usDamageTaken );
// he's strangled?
if( pSoldier->bBreath == 0 )
{
// dead
pSoldier->SoldierTakeDamage( 0, 100, 100, TAKE_DAMAGE_HANDTOHAND, NOBODY, NOWHERE, 0, TRUE );
ScreenMsg( FONT_DKRED, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_DEAD_STRANGLED], pSoldier->GetName() );
}
else
{
ScreenMsg( FONT_DKYELLOW, MSG_INTERFACE, pSnitchPrisonExposedStrings[ SNITCH_PRISON_EXPOSED_WOUNDED_STRANGLED], pSoldier->GetName() );
}
break;
}
}
return TRUE;
}
// he's fine, carry on
return( FALSE );
}
void MakeSoldierKnownAsMercInPrison(SOLDIERTYPE *pSoldier, INT16 sMapX, INT16 sMapY)
{
gMercProfiles[pSoldier->ubProfile].ubSnitchExposedCooldown += 24;
}
BOOLEAN IsSoldierKnownAsMercInSector(SOLDIERTYPE *pSoldier, INT16 sMapX, INT16 sMapY)
{
if( gMercProfiles[pSoldier->ubProfile].ubSnitchExposedCooldown > 0 )
return( TRUE );
return( FALSE );
}
UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier)
{
UINT16 usKitpts=0;
// add up kit points
// CHRISL: Changed to dynamically determine max inventory locations.
for (int ubPocket=HANDPOS; ubPocket < NUM_INV_SLOTS; ++ubPocket)
{
if(ItemIsToolkit(pSoldier->inv[ ubPocket ].usItem))
{
usKitpts += TotalPoints( &( pSoldier->inv[ ubPocket ] ) );
}
}
return( usKitpts );
}
UINT16 CleaningKitPoints(SOLDIERTYPE *pSoldier)
{
UINT16 usKitpts=0;
// add up kit points
// CHRISL: Changed to dynamically determine max inventory locations.
for (int ubPocket=HANDPOS; ubPocket < NUM_INV_SLOTS; ++ubPocket)
{
if( HasItemFlag( pSoldier->inv[ubPocket].usItem, CLEANING_KIT ) )
{
usKitpts += TotalPoints( &( pSoldier->inv[ ubPocket ] ) );
}
}
return( usKitpts );
}
UINT16 TotalMedicalKitPoints(SOLDIERTYPE *pSoldier)
{
UINT16 usKitpts=0;
// add up kit points of all medkits
// CHRISL: Changed to dynamically determine max inventory locations.
for (int ubPocket = HANDPOS; ubPocket < NUM_INV_SLOTS; ++ubPocket)
{
// NOTE: Here, we don't care whether these are MEDICAL BAGS or FIRST AID KITS!
if ( IsMedicalKitItem( &( pSoldier->inv[ ubPocket ] ) ) )
{
usKitpts += TotalPoints( &( pSoldier->inv[ ubPocket ] ) );
}
}
return( usKitpts );
}
void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// will handle doctor/patient relationship in sector
// go through list of characters, find all doctors in sector
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if(pTeamSoldier->bActive)
{
if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ ) )
{
if ( IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
MakeSureMedKitIsInHand( pTeamSoldier );
// character is in sector, check if can doctor, if so...heal people
if ( CanCharacterDoctor( pTeamSoldier ) && EnoughTimeOnAssignment( pTeamSoldier ) )
{
HealCharacters( pTeamSoldier, sX, sY, bZ );
}
}
/*
if( IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
MakeSureMedKitIsInHand( pTeamSoldier );
}
// character is in sector, check if can doctor, if so...heal people
if( CanCharacterDoctor( pTeamSoldier ) && IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) && EnoughTimeOnAssignment( pTeamSoldier ) )
{
HealCharacters( pTeamSoldier, sX, sY, bZ );
}
*/
}
}
}
// total healing pts for this sector, now heal people
}
// handle doctoring militia
void HandleDoctorMilitia()
{
INT32 cnt = 0;
// set psoldier as first in merc ptrs
SOLDIERTYPE* pSoldier = MercPtrs[0];
// will handle doctor/patient relationship in sector
// go through list of characters, find all doctors in sector
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bActive && !pSoldier->bSectorZ && pSoldier->bAssignment == DOCTOR_MILITIA && !( pSoldier->flags.fMercAsleep ) )
{
// character is in sector, check if can doctor, if so...heal people
if ( EnoughTimeOnAssignment( pSoldier ) && CanCharacterDoctorMilitia( pSoldier ) )
{
UINT16 max = 0;
UINT16 healpoints = CalculateHealingPointsForDoctor( pSoldier, &max, TRUE );
// how good is the doctor?
INT8 sDoctortraits = gGameOptions.fNewTraitSystem ? NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) : 0;
INT8 bMedFactor = 1; // basic medical factor
// Added a penalty for not experienced mercs, they consume the bag faster
// if healing an repairing stat at the same time, this is increased again, but we wont recalculate for now
if ( gGameOptions.fNewTraitSystem && !sDoctortraits && ( pSoldier->stats.bMedical < 50 ) )
bMedFactor += 1;
// we are limited by our supplies
// calculate how much total points we have in all medical bags - this ultimately limits how much we can heal
UINT16 usTotalMedPoints = TotalMedicalKitPoints( pSoldier );
healpoints = min( healpoints, ( usTotalMedPoints * 100 ) / bMedFactor );
// militia less effort for healing (how would we reasistically treat 30 wounded militia otherwise?), so simply alter the points
// each healing point normally represents 1 hundreth of a HP
healpoints *= gGameExternalOptions.dIndividualMilitiaDoctorHealModifier;
UINT32 healpointsused = MilitiaIndividual_Heal( healpoints, SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) );
// Finally use all kit points (we are sure, we have that much)
if ( !UseTotalMedicalKitPoints( pSoldier, max( 1, ( (healpointsused / gGameExternalOptions.dIndividualMilitiaDoctorHealModifier ) * bMedFactor ) / 100 ) ) )
{
// throw message if this went wrong for feedback on debugging
ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"Warning! UseTotalMedicalKitPoints returned false, not all points were probably used." );
}
if ( healpointsused < healpoints )
AssignmentDone( pSoldier, TRUE, TRUE );
}
}
}
}
void UpdatePatientsWhoAreDoneHealing( void )
{
INT32 cnt = 0;
SOLDIERTYPE *pTeamSoldier = NULL;
BOOLEAN fHasDamagedStat = FALSE; // added by SANDRO
// set as first in list
pTeamSoldier = MercPtrs[0];
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt, pTeamSoldier++)
{
// active soldier?
if( pTeamSoldier->bActive )
{
// patient who doesn't need healing or curing
if ( IS_PATIENT(pTeamSoldier->bAssignment) && !IS_DOCTOR(pTeamSoldier->bAssignment) && (pTeamSoldier->stats.bLife == pTeamSoldier->stats.bLifeMax) && pTeamSoldier->HasDisease(TRUE, TRUE) )
{
// Flugente: stats can also be damaged
if ( !UsingFoodSystem() || ( pTeamSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pTeamSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
{
if ( pTeamSoldier->usStarveDamageHealth > 0 || pTeamSoldier->usStarveDamageStrength > 0 )
fHasDamagedStat = TRUE;
}
// SANDRO - added check if we can help to heal lost stats to this one
for ( UINT8 cnt2 = 0; cnt2 < NUM_DAMAGABLE_STATS; ++cnt2 )
{
if ( pTeamSoldier->ubCriticalStatDamage[cnt2] > 0 )
fHasDamagedStat = TRUE;
}
if (!fHasDamagedStat )// || !DoctorIsPresent( pTeamSoldier, TRUE ))
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
}
void HealCharacters( SOLDIERTYPE *pDoctor, INT16 sX, INT16 sY, INT8 bZ )
{
// heal all patients in this sector
UINT16 usAvailableHealingPts = 0;
UINT16 usRemainingHealingPts = 0;
UINT16 usUsedHealingPts = 0;
UINT16 usEvenHealingAmount = 0;
UINT16 usMax =0;
UINT8 ubTotalNumberOfPatients = 0;
SOLDIERTYPE *pSoldier = MercPtrs[0], *pTeamSoldier = NULL, *pWorstHurtSoldier = NULL;
INT32 cnt = 0;
UINT16 usOldLeftOvers = 0;
// now find number of healable mercs in sector that are wounded
ubTotalNumberOfPatients = GetNumberThatCanBeDoctored( pDoctor, HEALABLE_THIS_HOUR, FALSE, FALSE, FALSE );
// if there is anybody who can be healed right now
if( ubTotalNumberOfPatients > 0 )
{
// get available healing pts
usAvailableHealingPts = CalculateHealingPointsForDoctor( pDoctor, &usMax, TRUE );
usRemainingHealingPts = usAvailableHealingPts;
// find how many healing points can be evenly distributed to each wounded, healable merc
usEvenHealingAmount = usRemainingHealingPts / ubTotalNumberOfPatients;
// heal each of the healable mercs by this equal amount
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, HEALABLE_THIS_HOUR, FALSE, FALSE, FALSE ) == TRUE )
{
// can heal and is patient, heal them
UINT16 healingdone = HealPatient( pTeamSoldier, pDoctor, usEvenHealingAmount );
usRemainingHealingPts = max( 0, usRemainingHealingPts - healingdone );
}
}
}
// if we have any remaining pts
if ( usRemainingHealingPts > 0)
{
// split those up based on need - lowest life patients get them first
do
{
// find the worst hurt patient
pWorstHurtSoldier = NULL;
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, HEALABLE_THIS_HOUR, FALSE, FALSE, FALSE ) == TRUE )
{
if( pWorstHurtSoldier == NULL )
{
pWorstHurtSoldier = pTeamSoldier;
}
else
{
// check to see if this guy is hurt worse than anyone previous?
if( pTeamSoldier->stats.bLife < pWorstHurtSoldier->stats.bLife )
{
// he is now the worse hurt guy
pWorstHurtSoldier = pTeamSoldier;
}
}
}
}
}
if( pWorstHurtSoldier != NULL )
{
// heal the worst hurt guy
usOldLeftOvers = usRemainingHealingPts;
UINT16 healingdone = HealPatient( pWorstHurtSoldier, pDoctor, usRemainingHealingPts );
usRemainingHealingPts = max( 0, usRemainingHealingPts - healingdone );
// couldn't expend any pts, leave
if( usRemainingHealingPts == usOldLeftOvers )
{
usRemainingHealingPts = 0;
}
}
} while( ( usRemainingHealingPts > 0 ) && ( pWorstHurtSoldier != NULL ) );
}
usUsedHealingPts = usAvailableHealingPts - usRemainingHealingPts;
// increment skills based on healing pts used
StatChange(pDoctor, MEDICALAMT, (UINT16) (usUsedHealingPts / 100), FALSE);
StatChange(pDoctor, DEXTAMT, (UINT16) (usUsedHealingPts / 100), FALSE);
StatChange(pDoctor, WISDOMAMT, (UINT16) (usUsedHealingPts / 100), FALSE);
}
// if there's nobody else here who can EVER be helped by this doctor (regardless of whether they got healing this hour)
if( GetNumberThatCanBeDoctored( pDoctor, HEALABLE_EVER, FALSE, FALSE, FALSE ) == 0 )
{
// then this doctor has done all that he can do, but let's find out why and tell player the reason
// try again, but skip the med kit check!
if( GetNumberThatCanBeDoctored( pDoctor, HEALABLE_EVER, TRUE, FALSE, FALSE ) > 0 )
{
// he could doctor somebody, but can't because he doesn't have a med kit!
AssignmentAborted( pDoctor, NO_MORE_MED_KITS );
}
// try again, but skip the skill check!
else if( GetNumberThatCanBeDoctored( pDoctor, HEALABLE_EVER, FALSE, TRUE, FALSE ) > 0 )
{
// he could doctor somebody, but can't because he doesn't have enough skill!
AssignmentAborted( pDoctor, INSUF_DOCTOR_SKILL );
}
else
{
// all patients should now be healed - truly DONE!
AssignmentDone( pDoctor, TRUE, TRUE );
}
}
}
/* Assignment distance limits removed. Sep/11/98. ARM
BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient )
{
// run through all doctors in sector, if it is loaded
// if no - one is close enough and there is a doctor assigned in sector, inform player
BOOLEAN fDoctorInSector = FALSE;
BOOLEAN fDoctorCloseEnough = FALSE;
SOLDIERTYPE *pSoldier = NULL;
INT32 iCounter = 0;
CHAR16 sString[ 128 ];
if( ( pPatient->sSectorX != gWorldSectorX ) || ( pPatient->sSectorY != gWorldSectorY ) || ( pPatient->bSectorZ != gbWorldSectorZ ) )
{
// not currently loaded
return( TRUE );
}
for( iCounter = 0; iCounter < CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier->bActive )
{
// are they two of these guys in the same sector?
if( ( pSoldier->sSectorX == pPatient->sSectorX ) && ( pSoldier->sSectorY == pPatient->sSectorY ) && ( pSoldier->bSectorZ == pPatient->bSectorZ ) )
{
// is a doctor
if( IS_DOCTOR(pSoldier->bAssignment) )
{
// the doctor is in the house
fDoctorInSector = TRUE;
// can this patient be healed by the doctor?
if( CanSoldierBeHealedByDoctor( pPatient, pSoldier, TRUE, HEALABLE_EVER, FALSE, FALSE ) == TRUE )
{
// yep
fDoctorCloseEnough = TRUE;
}
}
}
}
}
// there are doctors here but noone can heal this guy
if( ( fDoctorInSector ) && ( fDoctorCloseEnough == FALSE ) )
{
swprintf( sString, pDoctorWarningString[ 0 ] , pPatient->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
return( FALSE );
}
return( TRUE );
}
*/
BOOLEAN CanSoldierBeHealedByDoctor( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pDoctor, BOOLEAN fIgnoreAssignment, BOOLEAN fThisHour, BOOLEAN fSkipKitCheck, BOOLEAN fSkipSkillCheck, BOOLEAN fCheckForSurgery )
{
// SANDRO - added check here, if we have damaged stat
BOOLEAN fHealDamagedStat = FALSE;
// must be an active guy
if (pSoldier->bActive == FALSE)
{
return(FALSE);
}
// must be a patient or a doctor
if ( !IS_PATIENT(pSoldier->bAssignment) && ( fIgnoreAssignment == FALSE ) )
{
return(FALSE);
}
// if dead
if ( pSoldier->stats.bLife == 0)
{
return(FALSE);
}
// if we care about how long it's been, and he hasn't been on a healable assignment long enough
if( fThisHour && ( EnoughTimeOnAssignment( pSoldier ) == FALSE ) && ( fIgnoreAssignment == FALSE ) )
{
return( FALSE );
}
// must be in the same sector
if( ( pSoldier->sSectorX != pDoctor->sSectorX ) || ( pSoldier->sSectorY != pDoctor->sSectorY ) || ( pSoldier->bSectorZ != pDoctor->bSectorZ ) )
{
return(FALSE);
}
// can't be between sectors (possible to get here if ignoring assignment)
if ( pSoldier->flags.fBetweenSectors )
{
return(FALSE);
}
// if doctor's skill is unsufficient to save this guy
if ( !fSkipSkillCheck && ( pDoctor->stats.bMedical < GetMinHealingSkillNeeded( pSoldier ) ) )
{
return(FALSE);
}
if ( !fSkipKitCheck && ( FindMedKit( pDoctor ) == NO_SLOT ) )
{
// no medical kit to use!
return( FALSE );
}
// check if having damaged stat
if ( gGameOptions.fNewTraitSystem && NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT) > 0 && (NumberOfDamagedStats( pSoldier ) > 0))
{
fHealDamagedStat = TRUE;
}
// added check for surgery
if ( !fHealDamagedStat && fCheckForSurgery && pSoldier->iHealableInjury < 100 ) // at least one life can be healed
{
// cannot be healed
return( FALSE );
}
// Flugente: are we infected with a curable disease that we know of?
BOOLEAN fDisease = pSoldier->HasDisease( TRUE, TRUE );
// if we have no damaged stat and don't need healing
if ( !fHealDamagedStat && !fDisease && (pSoldier->stats.bLife == pSoldier->stats.bLifeMax) )
{
// cannot be healed
return( FALSE );
}
return( TRUE );
}
// get the minimum skill to handle a character under OKLIFE
UINT8 GetMinHealingSkillNeeded( SOLDIERTYPE *pPatient )
{
if( pPatient->stats.bLife < OKLIFE )
{
// less than ok life, return skill needed
return( gGameExternalOptions.ubBaseMedicalSkillToDealWithEmergency + ( gGameExternalOptions.ubMultiplierForDifferenceInLifeValueForEmergency * ( OKLIFE - pPatient->stats.bLife ) ) );
}
// only need some skill
return 1;
}
UINT16 HealPatient( SOLDIERTYPE *pPatient, SOLDIERTYPE * pDoctor, UINT16 usHealAmount )
{
//////////////////////////////////////////////////////////////////////////////
// SANDRO - this whole procedure was heavily changed
// Flugente: what he said
////////////////////////////////////////////////////
// if pPatient does not exist, get out of here
// this does not apply for pDoctor. We also use this routine for hospital healing, where the pointer is NULL
if ( !pPatient )
return 0;
INT16 bPointsHealed = 0;
UINT16 ubReturnDamagedStatRate = 0;
// for determining what medical actions will be taken
BOOLEAN fWillHealLife = FALSE;
BOOLEAN fWillRepairStats = FALSE;
BOOLEAN fWillCureDisease = FALSE;
// how much has to be used to completely heal?
INT32 sHundredsToHeal = 0;
INT32 sHundredsToRepair = 0;
INT32 sHundredsToDiseaseCure = 0;
// how much do we actually use?
INT32 sHundredsToHeal_Used = 0;
INT32 sHundredsToRepair_Used = 0;
INT32 sHundredsToDiseaseCure_Used = 0;
// how good is the doctor?
INT8 sDoctortraits = 2; // we just assume doctors in hospitals are capable
if ( pDoctor )
{
if ( gGameOptions.fNewTraitSystem )
sDoctortraits = NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT );
else
sDoctortraits = 0;
}
INT8 bMedFactor = 1; // basic medical factor
// Added a penalty for not experienced mercs, they consume the bag faster
// if healing an repairing stat at the same time, this is increased again, but we wont recalculate for now
if ( gGameOptions.fNewTraitSystem && pDoctor && !sDoctortraits && (pDoctor->stats.bMedical < 50) )
bMedFactor += 1;
// we are limited by our supplies
UINT16 ptsleft = usHealAmount;
if ( pDoctor )
{
// calculate how much total points we have in all medical bags - this ultimately limits how much we can heal
UINT16 usTotalMedPoints = TotalMedicalKitPoints( pDoctor );
ptsleft = min( usHealAmount, (usTotalMedPoints * 100) / bMedFactor );
}
//////// DETERMINE LIFE HEAL ////////////////////
// Look how much life do we need to heal
sHundredsToHeal = (pPatient->stats.bLifeMax - pPatient->stats.bLife) * 100;
// negative life hundreds also need to be healed
if ( pPatient->sFractLife < 0 )
sHundredsToHeal += -pPatient->sFractLife;
if ( pPatient->stats.bLife < OKLIFE )
sHundredsToHeal += 100 * ((OKLIFE - pPatient->stats.bLife) * gGameExternalOptions.ubPointCostPerHealthBelowOkLife);
if ( sHundredsToHeal > 0 )
fWillHealLife = TRUE;
//////// DETERMINE STAT REPAIR ////////////////////
if ( sDoctortraits > 0 && (NumberOfDamagedStats( pPatient ) > 0) )
{
fWillRepairStats = TRUE;
sHundredsToRepair = 100 * NumberOfDamagedStats( pPatient );
ubReturnDamagedStatRate = ((gSkillTraitValues.usDORepairStatsRateBasic + gSkillTraitValues.usDORepairStatsRateOnTop * sDoctortraits));
// reduce rate if we are going to heal at the same time
if ( fWillHealLife )
ubReturnDamagedStatRate -= ((ubReturnDamagedStatRate * gSkillTraitValues.ubDORepStPenaltyIfAlsoHealing) / 100);
}
//////// DETERMINE DISEASE CURE ////////////////////
if ( pPatient->HasDisease( TRUE, TRUE ) )
{
fWillCureDisease = TRUE;
// loop over all diseases and determine how much we can heal
for ( int i = 0; i < NUM_DISEASES; ++i )
{
if ( (pPatient->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) && (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_CANBECURED) )
{
sHundredsToDiseaseCure += pPatient->sDiseasePoints[i];
}
}
}
// if we will heal life and stats at the same time, increases the medical cost
if ( fWillHealLife && fWillRepairStats )
bMedFactor += 1;
/////////////////////////// LIFE HEAL ////////////////////////////////////
// heal life points
if ( fWillHealLife && ptsleft > 0 )
{
// determine how many points we use on life healing
if ( ptsleft < sHundredsToHeal )
sHundredsToHeal_Used = ptsleft;
else
sHundredsToHeal_Used = sHundredsToHeal;
// use up points
ptsleft -= sHundredsToHeal_Used;
INT32 sHundredsToHeal_Used_withmodifier = sHundredsToHeal_Used;
// if we also repair stats AND will spend points on that, we get a healing speed penalty (but the points will still all be consumed)
if ( fWillRepairStats && ptsleft - sHundredsToHeal_Used_withmodifier > 0 )
sHundredsToHeal_Used_withmodifier -= ((sHundredsToHeal_Used_withmodifier * gSkillTraitValues.ubDOHealingPenaltyIfAlsoStatRepair) / 100);
// add life points to sFractLife. Add a lifepoint for every 100 hundreds
pPatient->sFractLife += sHundredsToHeal_Used_withmodifier;
if ( pPatient->stats.bLife >= OKLIFE && pPatient->sFractLife >= 100 )
{
// convert fractions into full points
bPointsHealed = (pPatient->sFractLife / 100);
pPatient->sFractLife %= 100;
pPatient->stats.bLife = min( pPatient->stats.bLifeMax, (pPatient->stats.bLife + bPointsHealed) );
}
else if ( pPatient->stats.bLife < OKLIFE && ((pPatient->sFractLife / gGameExternalOptions.ubPointCostPerHealthBelowOkLife) >= 100) )
{
bPointsHealed = ((pPatient->sFractLife / gGameExternalOptions.ubPointCostPerHealthBelowOkLife) / 100);
pPatient->sFractLife %= 100;
pPatient->stats.bLife = min( pPatient->stats.bLifeMax, (pPatient->stats.bLife + bPointsHealed) );
}
// when being healed normally, reduce insta-healable HPs value
if ( pPatient->iHealableInjury > 0 && bPointsHealed > 0 )
{
pPatient->iHealableInjury -= (bPointsHealed * 100);
if ( pPatient->iHealableInjury < 0 )
pPatient->iHealableInjury = 0;
}
}
/////////////////////////// STAT REPAIR ////////////////////////////////////
if ( fWillRepairStats && ptsleft > 0 && ubReturnDamagedStatRate > 0 )
{
// determine how many points we use on stat repair
if ( ptsleft < sHundredsToRepair )
sHundredsToRepair_Used = ptsleft;
else
sHundredsToRepair_Used = sHundredsToRepair;
// use up points
ptsleft -= sHundredsToRepair_Used;
RegainDamagedStats( pPatient, (sHundredsToRepair_Used * ubReturnDamagedStatRate / 100) );
}
/////////////////////////// DISEASE CURE ////////////////////////////////////
if ( fWillCureDisease && ptsleft > 0 )
{
// determine how many points we use on stat repair
if ( ptsleft < sHundredsToDiseaseCure )
sHundredsToDiseaseCure_Used = ptsleft;
else
sHundredsToDiseaseCure_Used = sHundredsToDiseaseCure;
// use up points
ptsleft -= sHundredsToDiseaseCure_Used;
INT32 curablepoints = sHundredsToDiseaseCure_Used;
if ( curablepoints > 0 )
{
// now apply healing: reduce disease points for each disease by the determined factor
UINT16 healingdone = 0;
for ( int i = 0; i < NUM_DISEASES; ++i )
{
if ( (pPatient->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) && (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_CANBECURED) )
{
// amount cured is fraction of disease to total disease times fraction of healing done
INT32 cured = (sHundredsToDiseaseCure_Used * pPatient->sDiseasePoints[i]) / (FLOAT)(sHundredsToDiseaseCure);
if ( cured > 0 )
{
pPatient->AddDiseasePoints( i, -cured );
}
}
}
// patient expresses his gratitude
if ( pDoctor )
AddOpinionEvent( pPatient->ubProfile, pDoctor->ubProfile, OPINIONEVENT_DISEASE_TREATMENT, TRUE );
}
}
// Finally use all kit points (we are sure, we have that much)
if ( pDoctor && UseTotalMedicalKitPoints( pDoctor, max( 1, ((sHundredsToHeal_Used + sHundredsToRepair_Used + sHundredsToDiseaseCure_Used) * bMedFactor) / 100 ) ) == FALSE )
{
// throw message if this went wrong for feedback on debugging
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"Warning! UseTotalMedicalKitPoints returned false, not all points were probably used." );
#endif
}
// if ouput > input, then something's awry...
if ( (sHundredsToHeal_Used + sHundredsToRepair_Used + sHundredsToDiseaseCure_Used) > usHealAmount )
ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"Warning! HealPatient uses more points than it should!" );
// if this patient is fully healed and cured
if ( !pDoctor && pPatient->stats.bLife == pPatient->stats.bLifeMax && !NumberOfDamagedStats( pPatient ) && !pPatient->HasDisease( TRUE, TRUE ) )
{
AssignmentDone( pPatient, TRUE, TRUE );
}
// add to our records
if ( pDoctor && pDoctor->ubProfile != NO_PROFILE )
gMercProfiles[pDoctor->ubProfile].records.usPointsHealed += (sHundredsToHeal_Used + sHundredsToRepair_Used + sHundredsToDiseaseCure_Used);
return (sHundredsToHeal_Used + sHundredsToRepair_Used + sHundredsToDiseaseCure_Used);
}
void CheckForAndHandleHospitalPatients( void )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
if ( fSectorsWithSoldiers[CALCULATE_STRATEGIC_INDEX(gModSettings.ubHospitalSectorX, gModSettings.ubHospitalSectorY )][0] == FALSE )
{
// nobody in the hospital sector... leave
return;
}
// set pSoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if ( pTeamSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
if ( (pTeamSoldier->sSectorX == gModSettings.ubHospitalSectorX) && (pTeamSoldier->sSectorY == gModSettings.ubHospitalSectorY) && (pTeamSoldier->bSectorZ == gModSettings.ubHospitalSectorZ) )
{
// heal this character
HealPatient( pTeamSoldier, NULL, gGameExternalOptions.ubHospitalHealingRate * 100 );
}
}
}
}
}
void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// will handle repairman/client relationship in sector
// go through list of characters, find all repairmen in sector
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ) )
{
if ( IS_REPAIR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
if ( MakeSureToolKitIsInHand( pTeamSoldier ) || pTeamSoldier->GetObjectWithFlag( CLEANING_KIT ) != NULL )
{
// character is in sector, check if can repair
if ( CanCharacterRepair( pTeamSoldier ) && ( EnoughTimeOnAssignment( pTeamSoldier ) ) )
{
HandleRepairBySoldier( pTeamSoldier );
}
}
else
// if we have no toolkit, then we cannot repair anything
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
}
}
/* No point in allowing SAM site repair any more. Jan/13/99. ARM
INT8 HandleRepairOfSAMSite( SOLDIERTYPE *pSoldier, INT8 bPointsAvailable, BOOLEAN * pfNothingLeftToRepair )
{
INT8 bPtsUsed = 0;
INT16 sStrategicSector = 0;
if( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == FALSE )
{
return( bPtsUsed );
}
else if( ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->bSectorZ == gbWorldSectorZ )&&( pSoldier->sSectorY == gWorldSectorY ) )
{
if( CanSoldierRepairSAM( pSoldier, bPointsAvailable ) == FALSE )
{
return( bPtsUsed );
}
}
// repair the SAM
sStrategicSector = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
// do we have more than enough?
if( 100 - StrategicMap[ sStrategicSector ].bSAMCondition >= bPointsAvailable / SAM_SITE_REPAIR_DIVISOR )
{
// no, use up all we have
StrategicMap[ sStrategicSector ].bSAMCondition += bPointsAvailable / SAM_SITE_REPAIR_DIVISOR;
bPtsUsed = bPointsAvailable - ( bPointsAvailable % SAM_SITE_REPAIR_DIVISOR );
// SAM site may have been put back into working order...
UpdateAirspaceControl( );
}
else
{
// yep
bPtsUsed = SAM_SITE_REPAIR_DIVISOR * ( 100 - StrategicMap[ sStrategicSector ].bSAMCondition );
StrategicMap[ sStrategicSector ].bSAMCondition = 100;
//ARM: NOTE THAT IF THIS CODE IS EVER RE-ACTIVATED, THE SAM GRAPHICS SHOULD CHANGE NOT WHEN THE SAM SITE RETURNS TO
// FULL STRENGTH (condition 100), but as soon as it reaches MIN_CONDITION_TO_FIX_SAM!!!
// Bring Hit points back up to full, adjust graphic to full graphic.....
UpdateSAMDoneRepair( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
if ( StrategicMap[ sStrategicSector ].bSAMCondition == 100 )
{
*pfNothingLeftToRepair = TRUE;
}
else
{
*pfNothingLeftToRepair = FALSE;
}
return( bPtsUsed );
}
*/
struct RepairItem {
const OBJECTTYPE* item;
const SOLDIERTYPE* owner;
INVENTORY_SLOT inventorySlot;
RepairItem (const OBJECTTYPE* object, const SOLDIERTYPE* soldier, INVENTORY_SLOT slot) :
item(object), owner(soldier), inventorySlot(slot) {}
};
struct RepairPriority {
/// Comperator function
bool operator() (const RepairItem& firstItem, const RepairItem& secondItem) const {
UINT8 priFirst = CalculateItemPriority(firstItem),
priSecond = CalculateItemPriority(secondItem);
// Both items have the same priority, prefer the item with less durability
if (priFirst == priSecond) {
INT16 durabilityFirst = GetMinimumStackDurability(firstItem.item),
durabilitySecond = GetMinimumStackDurability(secondItem.item);
// Sort by durability in ascending order
return durabilityFirst > durabilitySecond;
}
else
// Sort by priority in descending order
return priFirst < priSecond;
}
/// Calculate an item's priority
///
/// LBE: 0
/// Items: 1
/// Armor: 2
/// Face items: 3
/// Weapons: 4
/// Equipped armor: 5
/// Equipped weapons: 6
private: UINT8 CalculateItemPriority(const RepairItem& object) const {
UINT32 itemClass = Item[object.item->usItem].usItemClass;
// Default priority
UINT8 priority = 1;
// Set base priority
if ( itemClass == IC_LBEGEAR )
priority = 0;
else if ( itemClass == IC_ARMOUR )
priority = 2;
else if ( itemClass == IC_FACE )
priority = 3;
else if ( IsWeapon(object.item->usItem) )
priority = 4;
// Set priority based on equip slot
if ((itemClass == IC_ARMOUR) && (object.inventorySlot == HELMETPOS || object.inventorySlot == VESTPOS || object.inventorySlot == LEGPOS))
priority = 5;
if ((IsWeapon(object.item->usItem)) && (object.inventorySlot == HANDPOS || object.inventorySlot == SECONDHANDPOS))
priority = 6;
// Set priority for jammed weapons; those weapons should always be highest priority
if (IsGunJammed(object.item))
priority = 100;
return priority;
}
};
static INT16 GetMinimumStackDurability(const OBJECTTYPE* pObj) {
INT16 minDur = 100;
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex) {
INT16 durability = (*pObj)[stackIndex]->data.objectStatus;
if (durability < minDur)
minDur = durability;
}
return minDur;
}
//CHRISL: During the repair process, we already attempt to repair the attachments on an item. So rather then adding the attachment to the stack, we want to
// add the main item, even if it's just the attachment that actually needs to be repaired. Also, if multiple items in a stack are damaged, we only want to
// include the stack once since the repair system already looks through the entire stack.
static void CollectRepairableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToFix) {
bool foundItem = false;
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HELMETPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex) {
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(pSoldier)->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs repairing
foundItem = false;
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex) {
// Check the stack item itself
if (IsItemRepairable(pRepairSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold)) {
RepairItem item(pObj, pSoldier, (INVENTORY_SLOT) pocketIndex);
itemsToFix.push(item);
break;
}
// Check for attachments (are there stackable items that can take attachments though?)
UINT8 attachmentIndex = 0;
for (attachmentList::const_iterator iter = (*pObj)[stackIndex]->attachments.begin(); iter != (*pObj)[stackIndex]->attachments.end(); ++iter, ++attachmentIndex) {
if (IsItemRepairable(pRepairSoldier, iter->usItem, (*iter)[attachmentIndex]->data.objectStatus, (*iter)[attachmentIndex]->data.sRepairThreshold )) {
// Send the main item, not the attachment
RepairItem item(pObj, pSoldier, (INVENTORY_SLOT) pocketIndex);
itemsToFix.push(item);
foundItem = true;
break;
}
}
if(foundItem)
break;
}
}
}
static void CollectCleanableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToClean)
{
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HANDPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex)
{
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(pSoldier)->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs cleaning
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex)
{
// Check the stack item itself
if ( IsItemCleanable(pRepairSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold) )
{
RepairItem item(pObj, pSoldier, (INVENTORY_SLOT) pocketIndex);
itemsToClean.push(item);
break;
}
}
}
}
static BOOLEAN IsGunJammed(const OBJECTTYPE* pObj) {
return (Item[pObj->usItem].usItemClass == IC_GUN) && ((*pObj)[0]->data.gun.bGunAmmoStatus < 0);
}
OBJECTTYPE* FindRepairableItemOnOtherSoldier( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOtherSoldier, UINT8 ubPassType )
{
INT8 bLoop, bLoop2;
REPAIR_PASS_SLOTS_TYPE *pPassList;
INT8 bSlotToCheck;
OBJECTTYPE * pObj;
AssertLT( ubPassType, NUM_REPAIR_PASS_TYPES );
AssertNotNIL(pOtherSoldier);
pPassList = &( gRepairPassSlotList[ ubPassType ] );
// CHRISL:
for ( bLoop = 0; bLoop < pPassList->ubChoices[UsingNewInventorySystem()]; ++bLoop )
{
bSlotToCheck = pPassList->bSlot[ bLoop ];
AssertNE( bSlotToCheck, -1 );
for ( bLoop2 = 0; bLoop2 < pOtherSoldier->inv[ bSlotToCheck ].ubNumberOfObjects; ++bLoop2 )
{
pObj = FindRepairableItemInSpecificPocket(pSoldier, &( pOtherSoldier->inv[ bSlotToCheck ] ), bLoop2);
if(pObj != 0)
{
return( pObj );
}
//CHRISL: In NewInv, we should also repair items stored in LBENODE items
if(UsingNewInventorySystem() == true && Item[pOtherSoldier->inv[ bSlotToCheck ].usItem].usItemClass == IC_LBEGEAR)
{
pObj = FindRepairableItemInLBENODE(pSoldier, &pOtherSoldier->inv[ bSlotToCheck ], bLoop2);
if(pObj != 0)
{
return( pObj );
}
}
}
}
return( 0 );
}
OBJECTTYPE* FindRepairableItemInLBENODE(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, UINT8 subObject)
{
OBJECTTYPE * pObject;
AssertNotNIL(pObj);
if(UsingNewInventorySystem() == false)
return( 0 );
if(pObj->IsActiveLBE(subObject) == true)
{
LBENODE* pLBE = pObj->GetLBEPointer(subObject);
if (!pLBE) return(NULL);
UINT8 invsize = pLBE->inv.size();
for(UINT8 lbePocket = 0; lbePocket < invsize; ++lbePocket)
{
for(UINT8 ubItemsInPocket = 0; ubItemsInPocket < pLBE->inv[lbePocket].ubNumberOfObjects; ubItemsInPocket++)
{
pObject = FindRepairableItemInSpecificPocket(pSoldier, &pLBE->inv[lbePocket], ubItemsInPocket);
if(pObject != 0)
{
return( pObject );
}
if(Item[pLBE->inv[lbePocket].usItem].usItemClass == IC_LBEGEAR)
{
pObject = FindRepairableItemInLBENODE(pSoldier, &pLBE->inv[lbePocket], ubItemsInPocket);
if(pObject != 0)
{
return( pObject );
}
}
}
}
}
return(NULL);
}
OBJECTTYPE* FindRepairableItemInSpecificPocket(SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj, UINT8 subObject)
{
AssertNotNIL(pObj);
if ( IsItemRepairable( pSoldier, pObj->usItem, (*pObj)[subObject]->data.objectStatus, (*pObj)[subObject]->data.sRepairThreshold ) )
{
return( pObj );
}
// have to check for attachments after...
for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) {
// if it's repairable and NEEDS repairing
if ( IsItemRepairable( pSoldier, iter->usItem, (*iter)[subObject]->data.objectStatus, (*iter)[subObject]->data.sRepairThreshold ) && iter->exists() ) {
return( &(*iter) );
}
}
return( 0 );
}
// Flugente: changed this function so that it repairs items up to a variable threshold instead of always 100%. This will only happen if the option gGameExternalOptions.fAdvRepairSystem is used
void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, INT16 sThreshold, UINT8 * pubRepairPtsLeft )
{
INT16 sRepairCostAdj;
UINT16 usDamagePts, usPtsFixed;
AssertNotNIL (pSoldier);
AssertNotNIL (pbStatus);
AssertNotNIL (pubRepairPtsLeft);
// get item's repair ease, for each + point is 10% easier, each - point is 10% harder to repair
sRepairCostAdj = sThreshold - ( 10 * Item[ usItem ].bRepairEase );
// make sure it ain't somehow gone too low!
if (sRepairCostAdj < 10)
{
sRepairCostAdj = 10;
}
// repairs on electronic items take twice as long if the guy doesn't have the skill
// Technician/Electronic traits - repairing electronic items - SANDRO
if (ItemIsElectronic(usItem))
{
if (gGameOptions.fNewTraitSystem)
{
if (HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
sRepairCostAdj += (150 * max( 0, ((100 - gSkillTraitValues.ubTERepairElectronicsPenaltyReduction * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT ))/100)));
else
sRepairCostAdj += 150;
}
else if ( !HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT ) )
sRepairCostAdj *= 2; // +100% cost
}
// how many points of damage is the item down by?
usDamagePts = sThreshold - *pbStatus;
// adjust that by the repair cost adjustment percentage
usDamagePts = (usDamagePts * sRepairCostAdj) / 100;
// do we have enough pts to fully repair the item?
if ( *pubRepairPtsLeft >= usDamagePts )
{
// fix it up to the threshold (max 100%)
*pbStatus = sThreshold;
*pubRepairPtsLeft -= usDamagePts;
}
else // not enough, partial fix only, if any at all
{
// fix what we can - add pts left adjusted by the repair cost
usPtsFixed = ( *pubRepairPtsLeft * 100 ) / sRepairCostAdj;
// if we have enough to actually fix anything
// NOTE: a really crappy repairman with only 1 pt/hr CAN'T repair electronics or difficult items!
if (usPtsFixed > 0)
{
*pbStatus += usPtsFixed;
// make sure we don't somehow end up over the threshold
if ( *pbStatus > sThreshold )
{
*pbStatus = sThreshold;
}
}
*pubRepairPtsLeft = 0;
}
}
BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubRepairPtsLeft )
{
UINT8 ubLoop, ubItemsInPocket, lbeLoop, ubBeforeRepair; // added by SANDRO
BOOLEAN fSomethingWasRepaired = FALSE;
ubItemsInPocket = pObj->ubNumberOfObjects;
for ( ubLoop = 0; ubLoop < ubItemsInPocket; ++ubLoop )
{
// Flugente: if using the new advanced repair system, we can only repair up to the repair threshold
INT16 threshold = 100;
if ( gGameExternalOptions.fAdvRepairSystem && (Item[pObj->usItem].usItemClass & (IC_WEAPON|IC_ARMOUR)) )
{
if ( !gSkillTraitValues.fTETraitsCanRestoreItemThreshold || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
{
threshold = (*pObj)[ubLoop]->data.sRepairThreshold;
}
}
// if it's repairable and NEEDS repairing
if ( IsItemRepairable( pSoldier, pObj->usItem, (*pObj)[ubLoop]->data.objectStatus, threshold ) )
{
///////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records, num items repaired
// Actually we check if we repaired at least 5% of status, otherwise the item is not considered broken
ubBeforeRepair = (UINT8)((*pObj)[ubLoop]->data.objectStatus);
// repairable, try to repair it
DoActualRepair( pSoldier, pObj->usItem, &((*pObj)[ubLoop]->data.objectStatus), threshold, pubRepairPtsLeft );
if ( gGameExternalOptions.fAdvRepairSystem && gSkillTraitValues.fTETraitsCanRestoreItemThreshold && (HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT )) && ((Item[pObj->usItem].usItemClass & (IC_WEAPON | IC_ARMOUR))) )
(*pObj)[ubLoop]->data.sRepairThreshold = max((*pObj)[ubLoop]->data.sRepairThreshold, (*pObj)[ubLoop]->data.objectStatus);
// if the item was repaired to full status and the repair wa at least 5%, add a point
if ( (*pObj)[ubLoop]->data.objectStatus == threshold && (((*pObj)[ubLoop]->data.objectStatus - ubBeforeRepair) > 4 ))
{
gMercProfiles[ pSoldier->ubProfile ].records.usItemsRepaired++;
}
// if the item was now repaired to a status of 96-99 and the repair was at least 2%, add a point, consider the item repaired (no points will be awarded for it anyway)
else if ( (*pObj)[ubLoop]->data.objectStatus > threshold - 5 && (*pObj)[ubLoop]->data.objectStatus < threshold && ((*pObj)[ubLoop]->data.objectStatus - ubBeforeRepair) > 1)
{
gMercProfiles[ pSoldier->ubProfile ].records.usItemsRepaired++;
}
// note: this system is bad if we can repair only 1% per hour (which is rather we are total losers)
///////////////////////////////////////////////////////////////////////////////////////////////////////
fSomethingWasRepaired = true;
if ( (*pObj)[ubLoop]->data.objectStatus == 100 )
{
// report it as fixed
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED ], pSoldier->GetName(), ItemNames[ pObj->usItem ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 35 ], pSoldier->GetName(), pOwner->GetName(), ItemNames[ pObj->usItem ] );
}
}
// Flugente: if we repaired as much as possible, but the threshold is below 100, display a slightly different message
else if ( (*pObj)[ubLoop]->data.objectStatus == threshold )
{
// report it as fixed
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED_PARTIAL ], pSoldier->GetName(), ItemNames[ pObj->usItem ] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_REPAIRED_PARTIAL_FOR_OWNER ], pSoldier->GetName(), pOwner->GetName(), ItemNames[ pObj->usItem ] );
}
}
if ( *pubRepairPtsLeft == 0 )
{
// we're out of points!
return true;
}
}
// now check for attachments after
for (attachmentList::iterator iter = (*pObj)[ubLoop]->attachments.begin(); iter != (*pObj)[ubLoop]->attachments.end(); ++iter)
{
if (iter->exists() && RepairObject(pSoldier, pOwner, &(*iter), pubRepairPtsLeft))
{
fSomethingWasRepaired = true;
if ( *pubRepairPtsLeft == 0 )
{
// we're out of points!
return true;
}
}
}
//CHRISL: Now check and see if this is an LBENODE with items that need repairing
if (UsingNewInventorySystem() == true && Item[pObj->usItem].usItemClass == IC_LBEGEAR && pObj->IsActiveLBE(ubLoop) == true)
{
LBENODE* pLBE = pObj->GetLBEPointer(ubLoop);
if (pLBE) {
UINT8 invsize = pLBE->inv.size();
for (lbeLoop = 0; lbeLoop < invsize; ++lbeLoop)
{
if (RepairObject(pSoldier, pOwner, &pLBE->inv[lbeLoop], pubRepairPtsLeft))
{
fSomethingWasRepaired = true;
if (*pubRepairPtsLeft == 0)
{
// we're out of points!
return true;
}
}
}
}
}
}
return( fSomethingWasRepaired );
}
BOOLEAN CleanObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubCleaningPtsLeft )
{
UINT8 ubDirtPts, ubPtsCleaned, ubLoop, ubItemsInPocket;
BOOLEAN bFullyCleaned = FALSE;
// no gun? We shouldn't be here...
if ( !(Item[pObj->usItem].usItemClass & IC_GUN) )
Assert(0);
ubItemsInPocket = pObj->ubNumberOfObjects;
for ( ubLoop = 0; ubLoop < ubItemsInPocket; ++ubLoop )
{
// Flugente: if using the new advanced repair system, we can only clean up to the repair threshold
INT16 sThreshold = 100;
if ( gGameExternalOptions.fAdvRepairSystem )
{
sThreshold = (*pObj)[ubLoop]->data.sRepairThreshold;
}
// how many points of dirt has the gun accumulated?
ubDirtPts = sThreshold - (*pObj)[ubLoop]->data.objectStatus;
// do we have enough pts to fully clean the item?
if ( *pubCleaningPtsLeft >= ubDirtPts )
{
// fix it up to the threshold (max 100%)
(*pObj)[ubLoop]->data.objectStatus = sThreshold;
*pubCleaningPtsLeft -= ubDirtPts;
bFullyCleaned = TRUE;
}
else // not enough, partial clean only, if any at all
{
// clean what we can
ubPtsCleaned = *pubCleaningPtsLeft;
// if we have enough to actually clean anything
if (ubPtsCleaned > 0)
{
(*pObj)[ubLoop]->data.objectStatus += ubPtsCleaned;
}
*pubCleaningPtsLeft = 0;
bFullyCleaned = FALSE;
}
// we have fully cleaned the gun
if ( (*pObj)[ubLoop]->data.objectStatus == sThreshold )
{
// report it as cleaned
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_CLEANED ], pSoldier->GetName(), ItemNames[ pObj->usItem ] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_CLEANED_FOR_OWNER ], pSoldier->GetName(), pOwner->GetName(), ItemNames[ pObj->usItem ] );
}
}
if ( *pubCleaningPtsLeft == 0 )
{
// we're out of points!
return ( bFullyCleaned );
}
}
return ( bFullyCleaned );
}
void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
{
UINT16 usRepairMax = 0, usCleaningMax = 0;
UINT8 ubRepairPtsLeft = 0, ubCleaningPtsLeft = 0;
UINT8 ubInitialRepairPts = 0, ubInitialCleaningPts = 0;
UINT8 ubRepairPtsUsed = 0, ubCleaningPtsUsed = 0;
BOOLEAN fNothingLeftToRepair = FALSE, bNothingLeftToClean = FALSE;
UINT16 usKitDegrade = 100;
// grab max number of repair pts open to this soldier
ubRepairPtsLeft = CalculateRepairPointsForRepairman( pSoldier, &usRepairMax, TRUE );
ubCleaningPtsLeft = CalculateCleaningPointsForRepairman ( pSoldier, &usCleaningMax );
// no points
if ( ubRepairPtsLeft == 0 && ubCleaningPtsLeft == 0 )
{
AssignmentDone( pSoldier, TRUE, TRUE );
return;
}
// remember what we've started off with
ubInitialRepairPts = ubRepairPtsLeft;
ubInitialCleaningPts = ubCleaningPtsLeft;
// check if we are repairing a vehicle
if ( pSoldier->bVehicleUnderRepairID != -1 )
{
if ( CanCharacterRepairVehicle( pSoldier, pSoldier->bVehicleUnderRepairID ) && ubRepairPtsLeft > 0 )
{
// attempt to fix vehicle
ubRepairPtsLeft -= RepairVehicle( pSoldier->bVehicleUnderRepairID, ubRepairPtsLeft, &fNothingLeftToRepair );
}
}
// check if we are repairing a robot
else if( pSoldier->flags.fFixingRobot )
{
if ( CanCharacterRepairRobot( pSoldier ) && ubRepairPtsLeft > 0 )
{
// repairing the robot is very slow & difficult
// Check for new robot-repair system for Technicians - SANDRO
if (gGameOptions.fNewTraitSystem)
{
if (HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))
{
ubRepairPtsLeft = (ubRepairPtsLeft * (100 - (80 * ( 100 - gSkillTraitValues.ubTERepairRobotPenaltyReduction * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT ))/100))/100);
ubInitialRepairPts = (ubInitialRepairPts * (100 - (80 * ( 100 - gSkillTraitValues.ubTERepairRobotPenaltyReduction * NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT ))/100))/100);
}
else
{
ubRepairPtsLeft = ((ubRepairPtsLeft * 20 )/100);
ubInitialRepairPts = ((ubInitialRepairPts * 20 )/100);
}
}
else if ( HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT ) )
{
ubRepairPtsLeft /= 2;
ubInitialRepairPts /= 2;
}
else
{
// original value (just moved here)
ubRepairPtsLeft /= 4;
ubInitialRepairPts /= 4;
}
// robot
ubRepairPtsLeft -= HandleRepairOfRobotBySoldier( pSoldier, ubRepairPtsLeft, &fNothingLeftToRepair );
}
}
else if ( pSoldier->flags.fFixingSAMSite )
{
if ( CanSoldierRepairSAM( pSoldier ) && ubRepairPtsLeft > 0 )
{
// repair the SAM
INT16 sStrategicSector = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
INT8 samrepairptsused = min( ubRepairPtsLeft / SAM_SITE_REPAIR_DIVISOR, 100 - StrategicMap[sStrategicSector].bSAMCondition );
StrategicMap[sStrategicSector].bSAMCondition += samrepairptsused;
if ( StrategicMap[sStrategicSector].bSAMCondition > MIN_CONDITION_SHOW_SAM_CONTROLLER )
{
// Bring Hit points back up to full, adjust graphic to full graphic.....
UpdateSAMDoneRepair( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
else
{
// SAM site may have been put back into working order...
UpdateAirspaceControl( );
}
ubRepairPtsLeft -= samrepairptsused * SAM_SITE_REPAIR_DIVISOR;
}
}
else
{
// first priority for item repair is cleaning guns
if ( ubCleaningPtsLeft > 0 )
{
RepairQueue itemsToClean;
// first build list of guns to be cleaned
// silversurfer: Looks strange? It's not. This function now needs the guy that does the cleaning and the one that owns the stuff.
// first our own stuff
CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
// then other mercs' stuff
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
// silversurfer: This function now needs the guy that does the repairs and the one that owns the stuff.
CollectCleanableItems(pSoldier, MercPtrs[teamIndex], itemsToClean);
}
while (!itemsToClean.empty() && ubCleaningPtsLeft > 0)
{
const RepairItem object = itemsToClean.top();
itemsToClean.pop();
// Jammed gun; call unjam function first
if ( IsGunJammed(object.item) )
UnjamGunsOnSoldier(const_cast<SOLDIERTYPE*> (object.owner), pSoldier, &ubCleaningPtsLeft);
// Clean gun
BOOLEAN bFullyCleaned = CleanObject( pSoldier, const_cast<SOLDIERTYPE*> (object.owner), const_cast<OBJECTTYPE*> (object.item), &ubCleaningPtsLeft);
if ( itemsToClean.empty() && bFullyCleaned )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 7 ], pSoldier->GetName() );
bNothingLeftToClean = TRUE;
}
}
// we spent some time cleaning so adjust repair points accordingly
if ( ubRepairPtsLeft > 0 && ubInitialCleaningPts > ubCleaningPtsLeft )
{
ubRepairPtsLeft = (UINT8)(ubRepairPtsLeft * ubCleaningPtsLeft / ubInitialCleaningPts);
}
}
// now check if we can repair items
if ( ubRepairPtsLeft > 0 )
{
if (gGameExternalOptions.fAdditionalRepairMode)
{
// 2Points: Use new repair algorithm
// Collect all items in need of repair and assign them priorities
RepairQueue itemsToFix;
// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
for(UINT16 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
// silversurfer: This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, MercPtrs[teamIndex], itemsToFix);
}
// Step through items, starting with the highest priority item
while (!itemsToFix.empty() && ubRepairPtsLeft > 0)
{
const RepairItem object = itemsToFix.top();
itemsToFix.pop();
// Jammed gun; call unjam function first
if ( IsGunJammed(object.item) )
UnjamGunsOnSoldier(const_cast<SOLDIERTYPE*> (object.owner), pSoldier, &ubRepairPtsLeft);
// Regular repair function
BOOLEAN itemRepaired = RepairObject( pSoldier, const_cast<SOLDIERTYPE*> (object.owner), const_cast<OBJECTTYPE*> (object.item), &ubRepairPtsLeft );
#ifdef _DEBUG
if (itemRepaired)
ScreenMsg(FONT_ORANGE, MSG_BETAVERSION, L"Repaired: %s's %s in item slot %d [Dur: %d]. %d points left.",
object.owner->name, Item[object.item->usItem].szItemName, object.inventorySlot, GetMinimumStackDurability(object.item), ubRepairPtsLeft);
#endif
// The following assumes that weapon/armor has higher priority than regular items! If the priorities are changed, this notification
// probably won't work reliably anymore.
// The item has been repaired completely
if (GetMinimumStackDurability(object.item) == 100)
{
// No items left in queue: All items have been repaired
if (itemsToFix.empty())
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->GetName() );
else {
// The current item was a weapon/armor
if ( (IsWeapon(object.item->usItem) || Item[object.item->usItem].usItemClass == IC_ARMOUR) &&
// ...and the next item isn't:
(!IsWeapon(itemsToFix.top().item->usItem) && Item[itemsToFix.top().item->usItem].usItemClass != IC_ARMOUR) )
{
// All weapons & armor have been repaired
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->GetName() );
StopTimeCompression();
}
}
}
}
}
else
{
// Old repair algorithm
INT8 bPocket =0;
BOOLEAN fNothingLeftToRepair = FALSE;
INT8 bLoop, bLoopStart, bLoopEnd;
OBJECTTYPE * pObj;
BOOLEAN fAnyOfSoldiersOwnItemsWereFixed = UnjamGunsOnSoldier( pSoldier, pSoldier, &ubRepairPtsLeft );
// repair items on self
// HEADROCK HAM B2.8: Experimental feature: Fixes LBEs last, as they don't actually require repairs.
for( bLoop = 0; bLoop < 4; ++bLoop )
{
if ( bLoop == 0 )
{
bLoopStart = SECONDHANDPOS;
// HEADROCK: New loop stage only checks second hand, to avoid LBEs.
bLoopEnd = SECONDHANDPOS;
}
else if ( bLoop == 1 )
{
// HEADROCK: Second check is for armor and headgear only.
bLoopStart = HELMETPOS;
bLoopEnd = HEAD2POS;
}
else if ( bLoop == 2 )
{
// HEADROCK: Loop stage altered to run through inventory only
bLoopStart = UsingNewInventorySystem() == false ? BIGPOCKSTART : GUNSLINGPOCKPOS;
// CHRISL: Changed to dynamically determine max inventory locations.
bLoopEnd = (NUM_INV_SLOTS - 1);
}
else if ( bLoop == 3 )
{
if (UsingNewInventorySystem() == true)
{
// HEADROCK: Last loop fixes LBEs
bLoopStart = VESTPOCKPOS;
bLoopEnd = BPACKPOCKPOS;
}
else
{
// HEADROCK: In OIV, simply check everything again.
bLoopStart = SECONDHANDPOS;
bLoopEnd = (NUM_INV_SLOTS - 1);
}
}
// now repair objects running from left hand to small pocket
for( bPocket = bLoopStart; bPocket <= bLoopEnd; ++bPocket )
{
//CHRISL: These two conditions allow us to repair LBE pocket items at the same time as worn armor, while
// still letting us repair the item in our offhand first.
// HEADROCK HAM B2.8: No longer necessary, as I've artificially added new stages for this. LBE
// pockets are now repaired LAST.
//if(UsingNewInventorySystem() == true && bLoop == 0 && bPocket>SECONDHANDPOS && bPocket<GUNSLINGPOCKPOS)
// continue;
//if(UsingNewInventorySystem() == true && bLoop == 1 && bPocket==SECONDHANDPOS)
// continue;
pObj = &(pSoldier->inv[ bPocket ]);
if ( RepairObject( pSoldier, pSoldier, pObj, &ubRepairPtsLeft ) )
{
fAnyOfSoldiersOwnItemsWereFixed = TRUE;
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
}
}
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
}
// if he fixed something of his, and now has no more of his own items to fix
if ( fAnyOfSoldiersOwnItemsWereFixed && !DoesCharacterHaveAnyItemsToRepair( pSoldier, -1 ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->GetName() );
// let player react
StopTimeCompression();
}
// repair items on others
if ( ubRepairPtsLeft )
RepairItemsOnOthers( pSoldier, &ubRepairPtsLeft );
}
}
}
// what is the total amount of pts used by character?
ubCleaningPtsUsed = ubInitialCleaningPts - ubCleaningPtsLeft;
if( ubCleaningPtsUsed > 0 )
{
// improve stats
StatChange( pSoldier, MECHANAMT, ( UINT16 ) (ubCleaningPtsUsed / 5), FALSE );
StatChange( pSoldier, DEXTAMT, ( UINT16 ) (ubCleaningPtsUsed / 5), FALSE );
// check if kit damaged/depleted
if( ( Random( 50 ) ) < (UINT32)(ubCleaningPtsUsed) )
{
// kit item damaged/depleted, burn up points of cleaning kit
UseKitPoints( pSoldier->GetObjectWithFlag( CLEANING_KIT ), (UINT16)(ubCleaningPtsUsed / 10 + 1), pSoldier );
}
}
// what is the total amount of pts used by character?
ubRepairPtsUsed = ubInitialRepairPts - ubRepairPtsLeft;
if( ubRepairPtsUsed > 0 )
{
// improve stats
StatChange( pSoldier, MECHANAMT, ( UINT16 ) (ubRepairPtsUsed / 2), FALSE );
StatChange( pSoldier, DEXTAMT, ( UINT16 ) (ubRepairPtsUsed / 2), FALSE );
// HEADROCK HAM 3.6: Facilities can change the speed of kit degrade.
if (pSoldier->bSectorZ == 0)
{
usKitDegrade = GetSectorModifier( pSoldier, FACILITY_KIT_DEGRADE_MOD );
}
// check if kit damaged/depleted
if( ( Random( 100 ) ) < (UINT32) __max(1,((ubRepairPtsUsed * 5 * usKitDegrade) / 100)) ) // CJC: added a x5 as this wasn't going down anywhere fast enough
{
// kit item damaged/depleted, burn up points of toolkit..which is in right hand
UseKitPoints( &( pSoldier->inv[ HANDPOS ] ), 1, pSoldier );
}
}
BOOLEAN bCleaning = FALSE, bRepairing = FALSE;
// anything around to clean?
if ( pSoldier->GetObjectWithFlag( CLEANING_KIT ) != NULL && !bNothingLeftToClean )
{
bCleaning = TRUE;
}
// anything around to fix?
if ( FindToolkit( pSoldier ) != NO_SLOT && IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
bRepairing = TRUE;
}
// nothing more to do?
if ( !bCleaning && !bRepairing )
{
AssignmentDone( pSoldier, TRUE, TRUE );
StopTimeCompression();
}
// if nothing got repaired or cleaned, there's a problem
else if (ubRepairPtsUsed == 0 && ubCleaningPtsUsed == 0)
{
// he can't repair anything because he doesn't have enough skill!
AssignmentAborted(pSoldier, INSUF_REPAIR_SKILL);
StopTimeCompression();
}
}
BOOLEAN IsItemRepairable(SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold )
{
// check to see if item can/needs to be repaired
if ( ( bStatus < 100) && ItemIsRepairable(usItem) )
{
if ( gGameExternalOptions.fAdvRepairSystem )
{
if ( gGameExternalOptions.fOnlyRepairGunsArmour )
{
if ( ((Item[usItem].usItemClass & IC_WEAPON|IC_ARMOUR) != 0) && ( bStatus < bThreshold
|| (gSkillTraitValues.fTETraitsCanRestoreItemThreshold && HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ))) )
return ( TRUE );
else
return ( FALSE );
}
if ( ((Item[usItem].usItemClass & IC_WEAPON|IC_ARMOUR) != 0) && bStatus >= bThreshold
&& (!gSkillTraitValues.fTETraitsCanRestoreItemThreshold || !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT )) )
// nay
return ( FALSE );
}
// yep
return ( TRUE );
}
// nope
return ( FALSE );
}
BOOLEAN IsItemCleanable( SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold )
{
// only guns can be cleaned
if ( bStatus < 100 && Item[usItem].usItemClass & IC_GUN )
{
// can't clean beyond repair threshold when Advanced Repair System is active
if ( gGameExternalOptions.fAdvRepairSystem && bStatus >= bThreshold )
return ( FALSE );
else
return ( TRUE );
}
return ( FALSE );
}
void RestCharacter( SOLDIERTYPE *pSoldier )
{
// handle the sleep of this character, update bBreathMax based on sleep they have
pSoldier->bBreathMax += pSoldier->GetSleepBreathRegeneration( );
// Flugente: diseases can affect stat effectivity
UINT16 diseasemaxbreathreduction = 0;
for ( int i = 0; i < NUM_DISEASES; ++i )
diseasemaxbreathreduction += Disease[i].usMaxBreath * pSoldier->GetDiseaseMagnitude( i );
pSoldier->bBreathMax = min( pSoldier->bBreathMax, 100 - diseasemaxbreathreduction );
if( pSoldier->bBreathMax > 100 )
{
pSoldier->bBreathMax = 100;
}
else if( pSoldier->bBreathMax < BREATHMAX_ABSOLUTE_MINIMUM )
{
pSoldier->bBreathMax = BREATHMAX_ABSOLUTE_MINIMUM;
}
pSoldier->bBreath = pSoldier->bBreathMax;
if ( pSoldier->bBreathMax >= BREATHMAX_CANCEL_TIRED )
{
pSoldier->flags.fComplainedThatTired = FALSE;
}
}
void FatigueCharacter( SOLDIERTYPE *pSoldier )
{
// fatigue character
INT32 iPercentEncumbrance;
INT32 iBreathLoss;
INT8 bDivisor = 1;
INT16 sSectorModifier = 100;
float bMaxBreathLoss = 0; // SANDRO - changed to float
INT8 bMaxBreathTaken = 0;
// vehicle or robot?
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return;
}
// check if in transit, do not wear out
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return;
}
// POW?
if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
{
return;
}
// Determine how many hours a day this merc can operate. Normally this would range between 12 and 18 hours.
// Injuries and/or martial arts trait can change the limits to between 6 and 20 hours a day.
bDivisor = 24 - CalcSoldierNeedForSleep( pSoldier );
// HEADROCK HAM 3.6:
// Night ops specialists tire faster during the day. Others tire faster during the night.
if (NightTime())
{
if ( gGameOptions.fNewTraitSystem ) // SANDRO - Old/New traits
{
if ( !HAS_SKILL_TRAIT( pSoldier, NIGHT_OPS_NT ) )
bDivisor -= 3;
}
else
bDivisor -= 4-(2*NUM_SKILL_TRAITS( pSoldier, NIGHTOPS_OT ));
}
else
{
if ( gGameOptions.fNewTraitSystem ) // SANDRO - Old/New traits
{
if ( HAS_SKILL_TRAIT( pSoldier, NIGHT_OPS_NT ) )
bDivisor -= 3;
}
else
bDivisor -= (2*NUM_SKILL_TRAITS( pSoldier, NIGHTOPS_OT ));
}
// Re-enforce limits
bDivisor = __min(20, __max(6, bDivisor));
bMaxBreathLoss = (float)(50 / bDivisor);
// HEADROCK HAM 3.6: And make sure we allow no more than 18 hours of straight
// work. (Actually, 16, but who's counting)
if( bMaxBreathLoss < 3 )
{
bMaxBreathLoss = 3;
}
//KM: Added encumbrance calculation to soldiers moving on foot. Anything above 100% will increase
// rate of fatigue. 200% encumbrance will cause soldiers to tire twice as quickly.
if( pSoldier->flags.fBetweenSectors && pSoldier->bAssignment != VEHICLE )
{ //Soldier is on foot and travelling. Factor encumbrance into fatigue rate.
iPercentEncumbrance = CalculateCarriedWeight( pSoldier );
if( iPercentEncumbrance > 100 )
{
iBreathLoss = (INT32)(bMaxBreathLoss * iPercentEncumbrance / 100);
bMaxBreathLoss = (float)min( 127, iBreathLoss );
// Flugente: dynamic opinions: other mercs might get annoyed, because we are slowing down the team
if (gGameExternalOptions.fDynamicOpinions)
{
HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_SLOWSUSDOWN, TRUE, TRUE);
}
}
}
// if breath max is below the "really tired" threshold
if( pSoldier->bBreathMax < BREATHMAX_PRETTY_TIRED )
{
// real tired, fatigue rate is 50% higher
bMaxBreathLoss = ( bMaxBreathLoss * 3 / 2 );
}
// SANDRO - STOMP traits
if( gGameOptions.fNewTraitSystem )
{
// bonus for ranger travelling between sectors
if ( pSoldier->flags.fBetweenSectors && HAS_SKILL_TRAIT( pSoldier, SURVIVAL_NT ) )
{
bMaxBreathLoss = (bMaxBreathLoss * (100 - gSkillTraitValues.ubSVBreathForTravellingReduction * NUM_SKILL_TRAITS( pSoldier, SURVIVAL_NT )) / 100);
}
// primitive people get exhausted slower
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PRIMITIVE ) )
{
switch ( pSoldier->bAssignment )
{
CASE_DOCTOR:
CASE_REPAIR:
case TRAIN_TEAMMATE:
case TRAIN_TOWN:
case DRILL_MILITIA:
break;
case TRAIN_BY_OTHER:
case TRAIN_SELF:
switch (pSoldier->bTrainStat)
{
case LEADERSHIP:
case MECHANICAL:
case MEDICAL:
case EXPLOSIVE_ASSIGN:
break;
default:
bMaxBreathLoss = (bMaxBreathLoss * 9 / 10);
break;
}
break;
default:
bMaxBreathLoss = (bMaxBreathLoss * 9 / 10);
break;
}
}
// Pacifists actually gain morale, when on peaceful assignments
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PACIFIST ) )
{
switch ( pSoldier->bAssignment )
{
CASE_DOCTOR:
CASE_REPAIR:
case TRAIN_TEAMMATE:
if ( Chance( 60 ) )
HandleMoraleEvent( pSoldier, MORALE_PACIFIST_GAIN_NONCOMBAT, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
break;
case TRAIN_BY_OTHER:
case TRAIN_SELF:
case SNITCH_SPREAD_PROPAGANDA:
case SNITCH_GATHER_RUMOURS:
if ( Chance( 20 ) )
HandleMoraleEvent( pSoldier, MORALE_PACIFIST_GAIN_NONCOMBAT, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
break;
}
}
}
// HEADROCK HAM 3.5: Read adjustment from local sector facilities
if (pSoldier->bSectorZ == 0)
{
sSectorModifier = GetSectorModifier( pSoldier, FACILITY_FATIGUE_MOD );
bMaxBreathLoss = (bMaxBreathLoss * sSectorModifier) / 100;
}
/////////////////////////////////////
// SANDRO
if (bMaxBreathLoss <= 0 )
{
bMaxBreathLoss = 0;
}
// if breath loss is lower than one, handle it as a chance
else //if( bMaxBreathLoss < 1 )
{
bMaxBreathTaken = (INT8)(bMaxBreathLoss);
bMaxBreathLoss = bMaxBreathLoss * 100;
bMaxBreathLoss = (float)(((INT32)(bMaxBreathLoss)) % 100);
if (Chance( (UINT32)(bMaxBreathLoss) ) )
bMaxBreathTaken += 1;
}
pSoldier->bBreathMax -= bMaxBreathTaken;
/////////////////////////////////////
if( pSoldier->bBreathMax > 100 )
{
pSoldier->bBreathMax = 100;
}
else if( pSoldier->bBreathMax < BREATHMAX_ABSOLUTE_MINIMUM )
{
pSoldier->bBreathMax = BREATHMAX_ABSOLUTE_MINIMUM;
}
// current breath can't exceed maximum
if( pSoldier->bBreath > pSoldier->bBreathMax )
{
pSoldier->bBreath = pSoldier->bBreathMax;
}
}
// ONCE PER HOUR, will handle ALL kinds of training (self, teaching, and town) in this sector
void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
SOLDIERTYPE *pTrainer;
SOLDIERTYPE *pStudent;
UINT8 ubStat;
UINT32 uiCnt=0;
INT16 sTotalTrainingPts = 0;
INT16 sTrainingPtsDueToInstructor = 0;
SOLDIERTYPE *pStatTrainerList[ NUM_TRAINABLE_STATS ]; // can't have more "best" trainers than trainable stats
INT16 sBestTrainingPts;
INT16 sTownTrainingPts;
// WDS - make number of mercenaries, etc. be configurable
TOWN_TRAINER_TYPE TownTrainer[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
// std::vector<TOWN_TRAINER_TYPE> TownTrainer (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS);
UINT8 ubTownTrainers;
UINT16 usMaxPts;
BOOLEAN fTrainingCompleted = FALSE;
// find out if a sam site here
BOOLEAN fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
// Training in underground sectors is disallowed by the interface code, so there should never be any
if (bZ != 0)
{
return;
}
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( sMapX, sMapY, bZ ))
{
// then training is canceled for this hour.
// This is partly logical, but largely to prevent newly trained militia from appearing in mid-battle
return;
}
// init trainer list
memset( pStatTrainerList, 0, sizeof( pStatTrainerList ) );
// build list of teammate trainers in this sector.
// Only the trainer with the HIGHEST training ability in each stat is effective. This is mainly to avoid having to
// sort them from highest to lowest if some form of trainer degradation formula was to be used for multiple trainers.
// for each trainable stat
for (ubStat = 0; ubStat < NUM_TRAINABLE_STATS; ++ubStat)
{
sBestTrainingPts = -1;
// search team for active instructors in this sector
for ( uiCnt = 0, pTrainer = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pTrainer++)
{
if( pTrainer->bActive && ( pTrainer->sSectorX == sMapX ) && ( pTrainer->sSectorY == sMapY ) && ( pTrainer->bSectorZ == bZ) )
{
// if he's training teammates in this stat
if( ( pTrainer->bAssignment == TRAIN_TEAMMATE ) && ( pTrainer->bTrainStat == ubStat) && ( EnoughTimeOnAssignment( pTrainer ) ) && ( pTrainer->flags.fMercAsleep == FALSE ) )
{
sTrainingPtsDueToInstructor = GetBonusTrainingPtsDueToInstructor( pTrainer, NULL, ubStat, &usMaxPts );
// if he's the best trainer so far for this stat
if (sTrainingPtsDueToInstructor > sBestTrainingPts)
{
// then remember him as that, and the points he scored
pStatTrainerList[ ubStat ] = pTrainer;
sBestTrainingPts = sTrainingPtsDueToInstructor;
}
}
}
}
}
// now search team for active self-trainers in this sector
for ( uiCnt = 0, pStudent = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pStudent++)
{
// see if this merc is active and in the same sector
if( ( pStudent->bActive) && ( pStudent->sSectorX == sMapX ) && ( pStudent->sSectorY == sMapY ) && ( pStudent->bSectorZ == bZ ) )
{
// if he's training himself (alone, or by others), then he's a student
if ( ( pStudent->bAssignment == TRAIN_SELF ) || ( pStudent->bAssignment == TRAIN_BY_OTHER ) )
{
if ( EnoughTimeOnAssignment( pStudent ) && ( pStudent->flags.fMercAsleep == FALSE ) )
{
// figure out how much the grunt can learn in one training period
sTotalTrainingPts = GetSoldierTrainingPts( pStudent, pStudent->bTrainStat, &usMaxPts );
// if he's getting help
if ( pStudent->bAssignment == TRAIN_BY_OTHER )
{
// grab the pointer to the (potential) trainer for this stat
pTrainer = pStatTrainerList[ pStudent->bTrainStat ];
// if this stat HAS a trainer in sector at all
if (pTrainer != NULL)
{
/* Assignment distance limits removed. Sep/11/98. ARM
// if this sector either ISN'T currently loaded, or it is but the trainer is close enough to the student
if ( ( sMapX != gWorldSectorX ) || ( sMapY != gWorldSectorY ) || ( pStudent->bSectorZ != gbWorldSectorZ ) ||
( PythSpacesAway( pStudent->sGridNo, pTrainer->sGridNo ) < MAX_DISTANCE_FOR_TRAINING ) && ( EnoughTimeOnAssignment( pTrainer ) ) )
*/
// NB this EnoughTimeOnAssignment() call is redundent since it is called up above
//if ( EnoughTimeOnAssignment( pTrainer ) )
{
// valid trainer is available, this gives the student a large training bonus!
sTrainingPtsDueToInstructor = GetBonusTrainingPtsDueToInstructor( pTrainer, pStudent, pStudent->bTrainStat, &usMaxPts );
StatChange(pTrainer,LDRAMT,sTrainingPtsDueToInstructor,FALSE);
StatChange(pTrainer,WISDOMAMT,sTrainingPtsDueToInstructor,FALSE);
// add the bonus to what merc can learn on his own
sTotalTrainingPts += sTrainingPtsDueToInstructor;
}
}
}
// now finally train the grunt
// HEADROCK HAM B2.8: A new trainer/student synch system allows students to rest while
// their trainer is asleep. If this happens, the student should not train on their own!
if (gGameExternalOptions.ubSmartTrainingRest == 0 || gGameExternalOptions.ubSmartTrainingRest == 2)
{
TrainSoldierWithPts( pStudent, sTotalTrainingPts );
}
else if ( pTrainer != NULL )
{
if ( pTrainer->flags.fMercAsleep == FALSE )
{
// This only occurs if at least one trainer is awake.
TrainSoldierWithPts( pStudent, sTotalTrainingPts );
}
}
}
}
}
}
// check if we're doing a sector where militia can be trained
const BOOL canTrainMilitiaAnywhere = RebelCommand::CanTrainMilitiaAnywhere();
if( (canTrainMilitiaAnywhere || (StrategicMap[CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].bNameId != BLANK_SECTOR ) || ( fSamSiteInSector == TRUE ) ) && (bZ == 0) )
{
// init town trainer list
memset( TownTrainer, 0, sizeof( TownTrainer ) );
ubTownTrainers = 0;
// build list of all the town trainers in this sector and their training pts
for ( uiCnt = 0, pTrainer = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt,pTrainer++)
{
if( pTrainer->bActive && ( pTrainer->sSectorX == sMapX ) && ( pTrainer->sSectorY == sMapY ) && ( pTrainer->bSectorZ == bZ ) )
{
if( ( pTrainer->bAssignment == TRAIN_TOWN ) && ( EnoughTimeOnAssignment( pTrainer ) ) && ( pTrainer->flags.fMercAsleep == FALSE ) )
{
sTownTrainingPts = GetTownTrainPtsForCharacter( pTrainer, &usMaxPts );
// if he's actually worth anything
if( sTownTrainingPts > 0 )
{
// remember this guy as a town trainer
TownTrainer[ubTownTrainers].sTrainingPts = sTownTrainingPts;
TownTrainer[ubTownTrainers].pSoldier = pTrainer;
++ubTownTrainers;
}
}
}
}
// if we have more than one
if (ubTownTrainers > 1)
{
// sort the town trainer list from best trainer to worst
qsort( TownTrainer, ubTownTrainers, sizeof(TOWN_TRAINER_TYPE), TownTrainerQsortCompare);
}
// for each trainer, in sorted order from the best to the worst
for (uiCnt = 0; uiCnt < ubTownTrainers; ++uiCnt)
{
// top trainer has full effect (divide by 1), then divide by 2, 4, 8, etc.
//sTownTrainingPts = TownTrainer[ uiCnt ].sTrainingPts / (UINT16) pow(2, uiCnt);
// CJC: took this out and replaced with limit of 2 guys per sector
sTownTrainingPts = TownTrainer[ uiCnt ].sTrainingPts;
if (sTownTrainingPts > 0)
{
fTrainingCompleted = TrainTownInSector( TownTrainer[ uiCnt ].pSoldier, sMapX, sMapY, sTownTrainingPts );
if ( fTrainingCompleted && !gGameExternalOptions.gfMilitiaTrainingCarryOver )
{
// there's no carryover into next session for extra training (cause player might cancel), so break out of loop
break;
}
}
}
}
// Flugente: drill militia - promote existing militia without creating new ones
if ( gGameExternalOptions.fIndividualMilitia )
{
FLOAT drillpoints = 0;
for ( uiCnt = 0, pTrainer = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pTrainer )
{
if ( pTrainer->bActive && ( pTrainer->sSectorX == sMapX ) && ( pTrainer->sSectorY == sMapY ) && ( pTrainer->bSectorZ == bZ ) )
{
if ( pTrainer->bAssignment == DRILL_MILITIA && ( EnoughTimeOnAssignment( pTrainer ) ) && ( pTrainer->flags.fMercAsleep == FALSE ) )
{
drillpoints += GetTownTrainPtsForCharacter( pTrainer, &usMaxPts );
}
}
}
if ( drillpoints > 0 )
{
// a normal militia training session requires 10000 points.
// such a session would allow promoting gGameExternalOptions.iTrainingSquadSize
// a green militia requires gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular to promote
// it thus follows that one point of militia experience is worth (10000 / gGameExternalOptions.iTrainingSquadSize) / gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular training points
drillpoints *= ( gGameExternalOptions.iTrainingSquadSize * gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular / 10000.0 );
// we also need to pay for training we applied (otherwise promoting via normal training would
// a normal training session costs gGameExternalOptions.iMilitiaTrainingCost * gGameExternalOptions.iRegularCostModifier
// it promotes gGameExternalOptions.iTrainingSquadSize militia with gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular points each
// thus a point costs gGameExternalOptions.iMilitiaTrainingCost * gGameExternalOptions.iRegularCostModifier / ( gGameExternalOptions.iTrainingSquadSize * gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular) points
FLOAT costperpoint = (FLOAT)( RebelCommand::GetMilitiaTrainingCostModifier() * gGameExternalOptions.iMilitiaTrainingCost * gGameExternalOptions.iRegularCostModifier / ( gGameExternalOptions.iTrainingSquadSize * gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular ) );
FLOAT totalcost = drillpoints * costperpoint;
if ( totalcost > 0 && LaptopSaveInfo.iCurrentBalance < totalcost )
{
drillpoints *= LaptopSaveInfo.iCurrentBalance / totalcost;
}
FLOAT drillpoints_used = PromoteIndividualMilitiaInSector( SECTOR( sMapX, sMapY ), drillpoints );
if ( drillpoints_used > 0 )
{
for ( uiCnt = 0, pTrainer = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pTrainer )
{
if ( pTrainer->bActive && ( pTrainer->sSectorX == sMapX ) && ( pTrainer->sSectorY == sMapY ) && ( pTrainer->bSectorZ == bZ ) )
{
if ( pTrainer->bAssignment == DRILL_MILITIA && ( EnoughTimeOnAssignment( pTrainer ) ) && ( pTrainer->flags.fMercAsleep == FALSE ) )
{
INT16 personaldrillpoints = GetTownTrainPtsForCharacter( pTrainer, &usMaxPts );
// trainer gains leadership - training argument is FALSE, because the trainer is not the one training!
StatChange( pTrainer, LDRAMT, (UINT16)( 1 + ( ( personaldrillpoints * drillpoints_used / drillpoints ) / 200 ) ), FALSE );
StatChange( pTrainer, WISDOMAMT, (UINT16)( 1 + ( ( personaldrillpoints * drillpoints_used / drillpoints ) / 400 ) ), FALSE );
}
}
}
AddTransactionToPlayersBook( PROMOTE_MILITIA, SECTOR( sMapX, sMapY ), GetWorldTotalMin(), -( drillpoints_used * costperpoint ) );
}
}
}
}
// handle radio scanning assignments
void HandleRadioScanInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt=0;
UINT8 numberofradiooperators = 0;
// no underground scanning
if (bZ != 0)
return;
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( sMapX, sMapY, bZ ))
return;
// we will count the number of radio operators in this sector that have scanned successfully this hour. The higher this number, the higher the chance to detect enemy patrols!
// search team for radio operators in this sector that performed this assignemnt successfully
for ( uiCnt = 0, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pSoldier++)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) )
{
if( ( pSoldier->bAssignment == RADIO_SCAN ) && ( EnoughTimeOnAssignment( pSoldier ) ) && ( pSoldier->flags.fMercAsleep == FALSE ) )
{
++numberofradiooperators;
}
}
}
if ( !numberofradiooperators )
return;
INT8 range = gSkillTraitValues.sVOScanAssignmentBaseRange;
UINT8 ubSectorId = SECTOR(sMapX, sMapY);
if ( ubSectorId >= 0 && ubSectorId < 256 )
range += SectorExternalData[ubSectorId][0].sRadioScanModifier;
if ( range < 1 )
return;
UINT16 normalgroupsize = 2 * zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT detect_basechance = 1.0f - pow(0.5f, numberofradiooperators);
FLOAT detect_rangefactor = .0f;
FLOAT detect_sizefactor = .0f;
FLOAT detect_chance = .0f;
FLOAT scanexactnumbermalus = .3f;
UINT8 patrolsize = 0;
// run through sectors and handle each type in sector
for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
// is this sector within range?
FLOAT euklid_dist = (sX - sMapX)*(sX - sMapX) + (sY - sMapY)*(sY - sMapY);
detect_rangefactor = euklid_dist / (range*range);
//detect_rangefactor *= detect_rangefactor;
if ( detect_rangefactor > 1.0f )
continue;
detect_rangefactor = 1.01f - detect_rangefactor;
patrolsize = NumNonPlayerTeamMembersInSector( sX, sY, ENEMY_TEAM );
// no or single enemies -> skip this
if ( patrolsize < 2 )
continue;
detect_sizefactor = sqrt((FLOAT)(patrolsize) / (FLOAT)(normalgroupsize));
detect_chance = detect_basechance * detect_rangefactor * detect_sizefactor;
UINT32 scanresult = Random(100);
if ( scanresult < 100 * detect_chance )
{
// enemy patrol detected
SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_HERE;
if ( scanresult < 100 * (detect_chance - scanexactnumbermalus) )
{
// our scan was very good, we even got the exact enemy numbers
SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER;
}
}
}
}
// award experience to all radio operators
for ( uiCnt = 0, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pSoldier++)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) )
{
if ( !pSoldier->flags.fMercAsleep && (pSoldier->bAssignment == RADIO_SCAN) && EnoughTimeOnAssignment( pSoldier ) )
{
StatChange( pSoldier, WISDOMAMT, 5, TRUE );
StatChange( pSoldier, EXPERAMT, 3, TRUE );
}
}
}
}
// reset scan flags in all sectors
void ClearSectorScanResults()
{
for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
SectorInfo[ SECTOR( sX, sY ) ].uiFlags &= ~(SF_ASSIGN_NOTICED_ENEMIES_HERE|SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER);
}
}
}
// Flugente: handle disease diagnosis
void HandleDiseaseDiagnosis()
{
// requires dieases, duh
if ( !gGameExternalOptions.fDisease )
return;
// every merc on diagnosis examines every other merc in this sector for diseases that are currently now known
// depending on his skills how far an infection has gotten, the infection will be made public, giving us more time to cure it
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[MercPtrs[0]->bTeam].bLastID; ++uiCnt, pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bAssignment == DISEASE_DIAGNOSE && CanCharacterDiagnoseDisease( pSoldier ) && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
// determine our skill at detecting disease
UINT16 skill = pSoldier->GetDiseaseDiagnosePoints();
// loop over all other soldiers and determine the chance that they will infect us
SOLDIERTYPE *pTeamSoldier = NULL;
UINT32 uiCnt2 = 0;
for ( uiCnt2 = 0, pTeamSoldier = MercPtrs[uiCnt2]; uiCnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt2, ++pTeamSoldier )
{
if ( pTeamSoldier->bActive
&& pTeamSoldier->sSectorX == pSoldier->sSectorX && pTeamSoldier->sSectorY == pSoldier->sSectorY && pTeamSoldier->bSectorZ == pSoldier->bSectorZ )
{
for ( int i = 0; i < NUM_DISEASES; ++i )
{
// if teammember has disease, but this is not yet known
if ( pTeamSoldier->sDiseasePoints[i] > 0 && !(pTeamSoldier->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) && Disease[i].sInfectionPtsOutbreak > 0 )
{
// whether an infection is diagnosed also depends on how high it is compared to an outbreak
FLOAT infectedfraction = ((FLOAT)pTeamSoldier->sDiseasePoints[i] / (FLOAT)Disease[i].sInfectionPtsOutbreak);
if ( infectedfraction > 0.0f && Chance((UINT32)(100 * infectedfraction)) && Chance( skill ) )
{
// doctor discovered a disease - make it known
pTeamSoldier->AnnounceDisease( i );
// if we detect a disease, we get a bit of experience
StatChange( pSoldier, WISDOMAMT, 2, FALSE );
}
}
}
// loop over the inventory and check for contaminated items
BOOLEAN contaminationfound = FALSE;
INT8 invsize = (INT8)pTeamSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
{
if ( pTeamSoldier->inv[bLoop].exists() )
{
OBJECTTYPE * pObj = &( pTeamSoldier->inv[bLoop] ); // ... get pointer for this item ...
if ( pObj != NULL ) // ... if pointer is not obviously useless ...
{
for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ...
{
if ( ( *pObj )[i]->data.sObjectFlag & INFECTED && !( ( *pObj )[i]->data.sObjectFlag & INFECTION_DIAGNOSED ) && Chance( skill ) )
{
( *pObj )[i]->data.sObjectFlag |= INFECTION_DIAGNOSED;
contaminationfound = TRUE;
}
}
}
}
}
if ( contaminationfound )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, szDiseaseText[TEXT_DISEASE_CONTAMINATION_FOUND], pTeamSoldier->GetName() );
}
}
// we can also diagnose disease in a sector
if ( gGameExternalOptions.fDiseaseStrategic )
{
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( pSectorInfo && pSectorInfo->fDiseasePoints &&
!(pSectorInfo->usInfectionFlag & SECTORDISEASE_DIAGNOSED_PLAYER) &&
Chance( skill ) )
{
pSectorInfo->usInfectionFlag |= SECTORDISEASE_DIAGNOSED_PLAYER;
// if we detect a disease, we get a bit of experience
StatChange( pSoldier, WISDOMAMT, 2, FALSE );
}
}
}
}
}
extern BOOLEAN SaveRottingCorpsesToTempCorpseFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, std::vector<ROTTING_CORPSE_DEFINITION> aCorpseDefVector );
// handle treating the population (NOT our mercs) against diseases
// our mercs are healed via the regular doctoring procedure
void HandleStrategicDiseaseAndBurial()
{
// requires dieases, duh
if ( !gGameExternalOptions.fDisease || !gGameExternalOptions.fDiseaseStrategic )
return;
UINT32 currenttime = GetWorldTotalMin();
// turn corpses into disease once they are old enough
for ( INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for ( INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( sX, sY )] );
if ( pSectorInfo )
{
if ( ( pSectorInfo->uiFlags & SF_ROTTING_CORPSE_TEMP_FILE_EXISTS ) || pSectorInfo->usNumCorpses )
{
// determine corpse removal points of all mercs on assignment here
FLOAT corpseremovalpoints = pSectorInfo->dBurial_UnappliedProgress;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
{
if ( pSoldier->bActive && pSoldier->bAssignment == BURIAL && !pSoldier->flags.fMercAsleep &&
pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && !pSoldier->bSectorZ && EnoughTimeOnAssignment( pSoldier ) )
{
corpseremovalpoints += pSoldier->GetBurialPoints( NULL );
}
}
INT32 corpsesremoved_burial = 0;
INT32 corpsesremoved_rot = 0;
// open corpse table, check them for age, remove those ones old enough and add disease and a loyalty penalty
if ( sX == gWorldSectorX && sY == gWorldSectorY )
{
INT32 corpsesleft = 0;
for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount )
{
if ( ( gRottingCorpse[iCount].fActivated ) )
{
if ( corpseremovalpoints >= CORPSEREMOVALPOINTSPERCORPSE )
{
corpseremovalpoints -= CORPSEREMOVALPOINTSPERCORPSE;
RemoveCorpse( iCount );
++corpsesremoved_burial;
}
else if ( ( ( currenttime - gRottingCorpse[iCount].def.uiTimeOfDeath ) > gGameExternalOptions.usCorpseDelayUntilDoneRotting ) )
{
// add disease
pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE );
RemoveCorpse( iCount );
++corpsesremoved_rot;
}
else
{
++corpsesleft;
}
}
}
pSectorInfo->usNumCorpses = corpsesleft;
}
else
{
HWFILE hFile;
UINT32 uiNumBytesRead = 0;
CHAR8 zMapName[128];
UINT32 uiNumberOfCorpses = 0;
ROTTING_CORPSE_DEFINITION def;
std::vector<ROTTING_CORPSE_DEFINITION> corpsedefvector;
GetMapTempFileName( SF_ROTTING_CORPSE_TEMP_FILE_EXISTS, zMapName, sX, sY, 0 );
//Check to see if the file exists
if ( FileExists( zMapName ) )
{
//Open the file for reading
hFile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
if ( hFile != 0 )
{
// Load the number of Rotting corpses
FileRead( hFile, &uiNumberOfCorpses, sizeof( UINT32 ), &uiNumBytesRead );
if ( uiNumBytesRead != sizeof( UINT32 ) )
{
// Error Writing size of array to disk
FileClose( hFile );
}
else
{
// we loop over all corpses and remove some of them, either by rotting or assignment
// if we chang anything, we save the now reduced array
for ( UINT32 cnt = 0; cnt < uiNumberOfCorpses; ++cnt )
{
// Load the Rotting corpses info
FileRead( hFile, &def, sizeof( ROTTING_CORPSE_DEFINITION ), &uiNumBytesRead );
if ( uiNumBytesRead != sizeof( ROTTING_CORPSE_DEFINITION ) )
{
//Error Writing size of array to disk
continue;
}
if ( corpseremovalpoints >= CORPSEREMOVALPOINTSPERCORPSE )
{
corpseremovalpoints -= CORPSEREMOVALPOINTSPERCORPSE;
++corpsesremoved_burial;
}
else if ( ( ( currenttime - def.uiTimeOfDeath ) > gGameExternalOptions.usCorpseDelayUntilDoneRotting ) )
{
// add disease
pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE);
++corpsesremoved_rot;
}
else
{
corpsedefvector.push_back( def );
}
}
FileClose( hFile );
pSectorInfo->usNumCorpses = corpsedefvector.size();
// now save the corpses under the same filename
if ( corpsesremoved_burial + corpsesremoved_rot )
SaveRottingCorpsesToTempCorpseFile( sX, sY, 0, corpsedefvector );
}
}
}
}
// the population doesn't like it when their neighbourhood suffers from disease
if ( corpsesremoved_rot )
{
INT8 bTownId = GetTownIdForSector( sX, sY );
// if NOT in a town
if ( bTownId != BLANK_SECTOR )
{
UINT32 uiLoyaltyChange = corpsesremoved_rot * LOYALTY_PENALTY_ROTTED_CORPSE;
DecrementTownLoyalty( bTownId, uiLoyaltyChange );
}
}
// if we removed corpses, award experience to the undertakers
if ( corpsesremoved_burial )
{
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
{
if ( pSoldier->bActive && pSoldier->bAssignment == BURIAL && !pSoldier->flags.fMercAsleep &&
pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && !pSoldier->bSectorZ && EnoughTimeOnAssignment( pSoldier ) )
{
StatChange( pSoldier, STRAMT, 8, FALSE );
}
}
}
// store unapplied assignment progress
pSectorInfo->dBurial_UnappliedProgress = max( 0.0f, corpseremovalpoints );
}
// disease from corpses decays over time
// if this the hospital sector, the amount of doctoring is increased to marvellous levels
if ( sX == gModSettings.ubHospitalSectorX && sY == gModSettings.ubHospitalSectorY )
pSectorInfo->fDiseasePoints = max( 0.0f, min( pSectorInfo->fDiseasePoints * 0.9f, pSectorInfo->fDiseasePoints - 10.0f ) );
else
pSectorInfo->fDiseasePoints = max( 0.0f, min( pSectorInfo->fDiseasePoints * 0.98f, pSectorInfo->fDiseasePoints - 2.0f ) );
}
}
}
// mercs remove strategic disease
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
{
if ( pSoldier->bActive && pSoldier->bAssignment == DISEASE_DOCTOR_SECTOR && !pSoldier->bSectorZ &&
!pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) && CanCharacterTreatSectorDisease( pSoldier ) )
{
// if we are doctoring in a sector, then we know for sure that there is disease here
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
if ( pSectorInfo && pSectorInfo->fDiseasePoints )
{
pSectorInfo->usInfectionFlag |= SECTORDISEASE_DIAGNOSED_PLAYER;
MakeSureMedKitIsInHand( pSoldier );
// get available healing pts
UINT16 max = 0;
UINT16 ptsavailable = CalculateHealingPointsForDoctor( pSoldier, &max, TRUE );
ptsavailable = ( ptsavailable * ( 100 + pSoldier->GetBackgroundValue( BG_PERC_DISEASE_TREAT ) ) ) / 100;
// calculate how much total points we have in all medical bags
UINT16 usTotalMedPoints = TotalMedicalKitPoints( pSoldier );
// doctoring points are limited by medical supplies
ptsavailable = min( ptsavailable, usTotalMedPoints * 100 );
UINT32 ptsused = HealSectorPopulation( pSoldier->sSectorX, pSoldier->sSectorY, ptsavailable );
// Finaly use all kit points (we are sure, we have that much)
if ( !UseTotalMedicalKitPoints( pSoldier, ptsused / 100 ) )
{
// throw message if this went wrong for feedback on debugging
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_RED, MSG_TESTVERSION, L"Warning! UseTotalMedicalKitPoints returned false, not all points were probably used." );
#endif
}
// increment skills based on healing pts used
StatChange( pSoldier, MEDICALAMT, 3, FALSE );
StatChange( pSoldier, DEXTAMT, 1, FALSE );
StatChange( pSoldier, WISDOMAMT, 1, FALSE );
}
}
}
}
// Flugente: handle militia command
void HandleMilitiaCommand()
{
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier && pSoldier->bAssignment == FACILITY_STRATEGIC_MILITIA_MOVEMENT && pSoldier->flags.fMercAsleep == FALSE )
{
// every commander gets a bit of leadership and wisdom
StatChange( pSoldier, LDRAMT, 2, TRUE );
StatChange( pSoldier, WISDOMAMT, 1, TRUE );
}
}
}
// Flugente: handle spy assignments
void HandleSpyAssignments()
{
if ( !gGameExternalOptions.fIntelResource )
return;
// we recalculate what info is available on the intel website every 8 hours
if ( ( GetWorldHour() % 8 ) == 0 )
{
BuildIntelInfoArray();
CalcIntelInfoOfferings();
LaptopSaveInfo.usMapIntelFlags = 0;
}
std::vector<UINT16> vector_uncoveredmercs;
FLOAT intelgained = 0.0f;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier )
{
if ( SPY_LOCATION( pSoldier->bAssignment ) )
{
INT8 sectorz = max( 0, pSoldier->bSectorZ - 10 );
// if this sector no longer has an enemy presence, we cannot conceal anymore
if ( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, sectorz ) == 0 )
{
// drop us into the sector on duty
INT8 bNewSquad = GetFirstEmptySquad();
if ( bNewSquad >= 0 )
{
pSoldier->usSoldierFlagMask2 |= SOLDIER_CONCEALINSERTION;
AddCharacterToSquad( pSoldier, bNewSquad );
UpdateMercsInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
GroupArrivedAtSector( pSoldier->ubGroupID, TRUE, TRUE );
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szIntelText[0], pSoldier->GetName() );
}
}
else
{
// first, check whether we will be uncovered
UINT8 uncoverrisk = pSoldier->GetUncoverRisk();
// TODO: prerandom numbers to stop players from savescumming?
if ( Chance( uncoverrisk ) )
{
// if we are already in hiding, we will be uncovered
if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] > 10 )
vector_uncoveredmercs.push_back( uiCnt );
// we get a penalty, and a chance to be uncovered
pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 20 + Random( 30 );
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szIntelText[1], pSoldier->GetName(), (pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] - 10) / 10 );
continue;
}
if ( EnoughTimeOnAssignment( pSoldier ) )
intelgained += pSoldier->GetIntelGain();
}
}
// penalty runs out for every soldier, regardless of whether they are on an intel assignment
if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] > 10)
pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] -= 10;
else
pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] = 0;
}
}
// give us intel and tell us about it
if ( intelgained > 0 )
AddIntel( intelgained, TRUE );
// We don't want to start a battle when there is already one going on...
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) && !vector_uncoveredmercs.empty() )
{
UINT16 usIdOfUncoveredMerc = vector_uncoveredmercs[ Random( vector_uncoveredmercs.size() ) ];
// drop us into combat
INT8 bNewSquad = GetFirstEmptySquad();
if ( bNewSquad >= 0 )
{
SOLDIERTYPE* pSoldier = MercPtrs[usIdOfUncoveredMerc];
pSoldier->usSoldierFlagMask2 |= (SOLDIER_CONCEALINSERTION|SOLDIER_CONCEALINSERTION_DISCOVERED);
AddCharacterToSquad( pSoldier, bNewSquad );
UpdateMercsInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
GroupArrivedAtSector( pSoldier->ubGroupID, TRUE, TRUE );
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szIntelText[2], pSoldier->GetName() );
}
}
}
// Flugente: administration assignment
struct admintmpstruct
{
UINT8 sector;
INT8 townid;
UINT32 val;
UINT16 mercs;
FLOAT percentage;
};
UINT16 GetNumberofAdministratableMercs( INT16 sX, INT16 sY )
{
UINT16 num = 0;
UINT8 townid_origin = GetTownIdForSector( sX, sY );
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier
&& !pSoldier->flags.fMercAsleep
&& !pSoldier->bSectorZ
&& EnoughTimeOnAssignment( pSoldier )
)
{
UINT8 townid = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
if ( ( pSoldier->sSectorX == sX && pSoldier->sSectorY == sY )
|| ( townid == townid_origin ) )
{
if ( ADMINISTRATION_BONUS( pSoldier->bAssignment ) )
++num;
}
}
}
return num;
}
FLOAT GetAdministrationPercentage( INT16 sX, INT16 sY )
{
admintmpstruct data;
data.val = 0;
data.mercs = GetNumberofAdministratableMercs( sX, sY );
data.percentage = 0;
if ( data.mercs > 0 )
{
data.sector = SECTOR( sX, sY );
data.townid = GetTownIdForSector( sX, sY );
// loop over all soldiers with this assignment, determine percentage applied, determine how much of total that is, award exp points
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bAssignment == ADMINISTRATION && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
// sum up the points for towns, if not a town, for sectors
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
INT8 townid = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
if ( (data.sector == sector) || (data.townid != BLANK_SECTOR && data.townid == townid) )
{
data.val += pSoldier->GetAdministrationPoints();
}
}
}
data.percentage = min( gGameExternalOptions.fAdministrationMaxPercent, ( (FLOAT)data.val / (FLOAT)data.mercs ) );
}
return data.percentage;
}
// this function only handles the awarding of exp, the assignment merely boosts others
void HandleAdministrationAssignments()
{
std::vector<admintmpstruct> helpervec;
// loop over all soldiers with this assignment, determine percentage applied, determine how much of total that is, award exp points
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bAssignment == ADMINISTRATION && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
// sum up the points for towns, if not a town, for sectors
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
INT8 townid = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
UINT32 val = pSoldier->GetAdministrationPoints();
UINT16 mercs = GetNumberofAdministratableMercs( pSoldier->sSectorX, pSoldier->sSectorY );
BOOLEAN found = FALSE;
for ( std::vector<admintmpstruct>::iterator it = helpervec.begin(), itend = helpervec.end(); it != itend; ++it )
{
if ( ( ( *it ).sector == sector ) || (( *it ).townid != BLANK_SECTOR && ( *it ).townid == townid) )
{
( *it ).val += val;
found = TRUE;
break;
}
}
if ( !found )
{
admintmpstruct data;
data.sector = sector;
data.townid = townid;
data.val = val;
data.mercs = mercs;
data.percentage = 0;
helpervec.push_back( data );
}
}
}
// loop over interesting towns/sectors, determine how many mercs that could be supported are present and set the percentage
for ( std::vector<admintmpstruct>::iterator it = helpervec.begin(), itend = helpervec.end(); it != itend; ++it )
{
if ( ( *it ).mercs > 0 )
{
( *it ).percentage = min( gGameExternalOptions.fAdministrationMaxPercent, ( (FLOAT)( *it ).val / (FLOAT)( *it ).mercs) );
}
}
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bAssignment == ADMINISTRATION && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
INT8 townid = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
UINT32 val = pSoldier->GetAdministrationPoints();
FLOAT percentage = 0;
BOOLEAN found = FALSE;
for ( std::vector<admintmpstruct>::iterator it = helpervec.begin(), itend = helpervec.end(); it != itend; ++it )
{
if ( ( ( *it ).sector == sector ) || (( *it ).townid != BLANK_SECTOR && ( *it ).townid == townid) )
{
if ( ( *it ).val > 0 )
{
// if not all points could be applied because the max threshold was reached, determine what percentage was used
if ( ( *it ).percentage >= gGameExternalOptions.fAdministrationMaxPercent )
{
percentage = gGameExternalOptions.fAdministrationMaxPercent * ( *it ).mercs / ( *it ).val;
}
else
{
percentage = 1.0f;
}
}
found = TRUE;
break;
}
}
StatChange( pSoldier, LDRAMT, val * percentage * 0.03f, FROM_TRAINING );
StatChange( pSoldier, WISDOMAMT, val * percentage * 0.02f, FROM_TRAINING );
StatChange( pSoldier, EXPERAMT, val * percentage * 0.01f, FROM_TRAINING );
}
}
}
// Flugente: handle exploration assignments
void HandleExplorationAssignments()
{
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bAssignment == EXPLORATION && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
UINT32 pts = pSoldier->GetExplorationPoints();
bool awardpts = false;
if ( pSoldier->bSectorZ )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
if ( pSector && pSector->usExplorationProgress < 250 )
{
awardpts = true;
UINT32 oldprogress = pSector->usExplorationProgress;
UINT32 newprogress = min( 255, oldprogress + pts );
if ( newprogress > 250 )
{
pSector->usExplorationProgress = 255;
CHAR16 wSectorName[64];
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, wSectorName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_ASSIGNMENT_EXPLORATION_DONE], pSoldier->GetName(), wSectorName );
AssignmentDone( pSoldier, TRUE, TRUE );
}
else
{
pSector->usExplorationProgress = (UINT8)newprogress;
}
}
else
{
AssignmentDone( pSoldier, TRUE, TRUE );
}
}
else
{
SECTORINFO* pSector = &( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )] );
if ( pSector && pSector->usExplorationProgress < 250 )
{
awardpts = true;
UINT32 oldprogress = pSector->usExplorationProgress;
UINT32 newprogress = min( 255, oldprogress + pts );
if ( newprogress > 250 )
{
pSector->usExplorationProgress = 255;
CHAR16 wSectorName[64];
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, wSectorName );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_ASSIGNMENT_EXPLORATION_DONE], pSoldier->GetName(), wSectorName );
AssignmentDone( pSoldier, TRUE, TRUE );
}
else
{
pSector->usExplorationProgress = (UINT8)newprogress;
}
}
else
{
AssignmentDone( pSoldier, TRUE, TRUE );
}
}
if ( awardpts )
{
StatChange( pSoldier, AGILAMT, 1, FROM_TRAINING );
StatChange( pSoldier, WISDOMAMT, 1, FROM_TRAINING );
StatChange( pSoldier, EXPERAMT, 1, FROM_TRAINING );
}
}
}
}
void HandleMiniEventAssignments()
{
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
const UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
const UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && EnoughTimeOnAssignment( pSoldier ) )
{
if (--pSoldier->ubHoursRemainingOnMiniEvent == 0)
{
pSoldier->bSectorZ -= MINI_EVENT_Z_OFFSET;
pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
AssignmentDone(pSoldier, TRUE, FALSE);
AddCharacterToAnySquad(pSoldier);
}
}
}
}
// handle snitch spreading propaganda assignment
// totally not a copy of HandleRadioScanInSector
void HandleSpreadingPropagandaInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
SOLDIERTYPE *pSnitch = NULL;
UINT32 uiCnt=0;
UINT8 ubTownSnitches = 0;
UINT32 uiPropagandaEffect = 0;
UINT8 ubTownId = GetTownIdForSector( sMapX, sMapY );
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( sMapX, sMapY, bZ ))
return;
// if not a town, stop
if ( !ubTownId )
return;
// we will count the number of snitches in this sector that have spread propaganda successfully this hour. The higher this number, the higher loyalty increase!
// search team for snitches in this sector that performed this assignemnt successfully
for ( uiCnt = 0, pSnitch = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; uiCnt++, pSnitch++)
{
if( ( pSnitch->bActive && pSnitch->flags.fMercAsleep == FALSE && EnoughTimeOnAssignment( pSnitch ) ) &&
( pSnitch->bAssignment == SNITCH_SPREAD_PROPAGANDA || pSnitch->bAssignment == FACILITY_SPREAD_PROPAGANDA || pSnitch->bAssignment == FACILITY_SPREAD_PROPAGANDA_GLOBAL ) &&
( ( pSnitch->sSectorX == sMapX && pSnitch->sSectorY == sMapY && pSnitch->bSectorZ == bZ ) || pSnitch->bAssignment == FACILITY_SPREAD_PROPAGANDA_GLOBAL ) )
{
uiPropagandaEffect += GAIN_PTS_PER_LOYALTY_PT *
( ( 50 + EffectiveLeadership(pSnitch) / 2 ) / 100.0 ) *
( ( 75 + EffectiveWisdom(pSnitch) / 4 ) / 100.0 ) *
( ( 75 + ( gMercProfiles[ pSnitch->ubProfile ].usApproachFactor[3] + pSnitch->GetBackgroundValue(BG_PERC_APPROACH_RECRUIT) ) / 4 ) / 100.0 ) ;
if( pSnitch->sFacilityTypeOperated && // Soldier is operating facility
GetSoldierFacilityAssignmentIndex( pSnitch ) != -1)
{
UINT8 ubFacilityType = (UINT8)pSnitch->sFacilityTypeOperated;
UINT8 ubAssignmentType = (UINT8)GetSoldierFacilityAssignmentIndex( pSnitch );
uiPropagandaEffect *= ( GetFacilityModifier(FACILITY_PERFORMANCE_MOD, ubFacilityType, ubAssignmentType ) / 100.0 );
FLOAT administrationmodifier = pSnitch->GetAdministrationModifier();
uiPropagandaEffect *= administrationmodifier;
}
}
}
if ( !uiPropagandaEffect )
return;
IncrementTownLoyalty( ubTownId, uiPropagandaEffect );
// award experience to all snitches
for ( uiCnt = 0, pSnitch = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pSnitch++)
{
if( pSnitch->bActive && ( pSnitch->sSectorX == sMapX ) && ( pSnitch->sSectorY == sMapY ) && ( pSnitch->bSectorZ == bZ) )
{
if( ( pSnitch->bAssignment == SNITCH_SPREAD_PROPAGANDA ) && ( EnoughTimeOnAssignment( pSnitch ) ) && ( pSnitch->flags.fMercAsleep == FALSE ) )
{
StatChange( pSnitch, WISDOMAMT, 1, TRUE );
StatChange( pSnitch, LDRAMT, 2, TRUE );
StatChange( pSnitch, EXPERAMT, 1, TRUE );
}
}
}
}
UINT32 HandlePropagandaBlockingBadNewsInTown( INT8 bTownId, UINT32 uiLoyaltyDecrease )
{
SOLDIERTYPE *pSnitch = NULL;
UINT32 uiCnt=0;
FLOAT fPropagandaEffect;
UINT32 uiNewLoyaltyDecrease = uiLoyaltyDecrease;
// search team for snitches in this sector that performed this assignment successfully
for ( uiCnt = 0, pSnitch = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pSnitch++)
{
if( ( pSnitch->bActive && pSnitch->flags.fMercAsleep == FALSE && EnoughTimeOnAssignment( pSnitch ) ) &&
( pSnitch->bAssignment == SNITCH_SPREAD_PROPAGANDA || pSnitch->bAssignment == FACILITY_SPREAD_PROPAGANDA || pSnitch->bAssignment == FACILITY_SPREAD_PROPAGANDA_GLOBAL ) &&
( GetTownIdForSector( pSnitch->sSectorX, pSnitch->sSectorY ) == bTownId || pSnitch->bAssignment == FACILITY_SPREAD_PROPAGANDA_GLOBAL ) )
{
fPropagandaEffect = 0.5 *
( ( 50 + EffectiveLeadership(pSnitch) / 2 ) / 100.0 ) *
( ( 75 + EffectiveWisdom(pSnitch) / 4 ) / 100.0 ) *
( ( 75 + ( gMercProfiles[ pSnitch->ubProfile ].usApproachFactor[3] + pSnitch->GetBackgroundValue(BG_PERC_APPROACH_RECRUIT) ) / 4 ) / 100.0 );
if( pSnitch->sFacilityTypeOperated && // Soldier is operating facility
GetSoldierFacilityAssignmentIndex( pSnitch ) != -1)
{
UINT8 ubFacilityType = (UINT8)pSnitch->sFacilityTypeOperated;
UINT8 ubAssignmentType = (UINT8)GetSoldierFacilityAssignmentIndex( pSnitch );
fPropagandaEffect *= ( GetFacilityModifier(FACILITY_PERFORMANCE_MOD, ubFacilityType, ubAssignmentType ) / 100.0 );
}
uiNewLoyaltyDecrease *= ( 1.0 - fPropagandaEffect );
}
}
return uiNewLoyaltyDecrease;
}
// anv: handle snitch gathering information assignment
// totally not a copy of HandleRadioScanInSector
void HandleGatheringInformationBySoldier( SOLDIERTYPE* pSoldier )
{
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ))
return;
if( !(pSoldier->bActive) || !EnoughTimeOnAssignment( pSoldier ) || pSoldier->flags.fMercAsleep == TRUE || pSoldier->flags.fBetweenSectors == TRUE )
{
if( pSoldier->bAssignment != SNITCH_GATHER_RUMOURS && pSoldier->bAssignment != FACILITY_GATHER_RUMOURS )
{
return;
}
}
UINT16 usNormalGroupSize = 2 * zDiffSetting[gGameOptions.ubDifficultyLevel].iMinEnemyGroupSize;
FLOAT fBaseChance = ( EffectiveLeadership(pSoldier) + EffectiveWisdom(pSoldier) + EffectiveExpLevel(pSoldier, FALSE) * 10 ) / 3000.0f;
if ( DoesMercHaveDisability( pSoldier, DEAF ) )
{
fBaseChance /= 2.0;
}
if( pSoldier->sFacilityTypeOperated && // Soldier is operating facility
GetSoldierFacilityAssignmentIndex( pSoldier ) != -1)
{
UINT8 ubFacilityType = (UINT8)pSoldier->sFacilityTypeOperated;
UINT8 ubAssignmentType = (UINT8)GetSoldierFacilityAssignmentIndex( pSoldier );
fBaseChance *= ( GetFacilityModifier(FACILITY_PERFORMANCE_MOD, ubFacilityType, ubAssignmentType ) / 100.0 );
}
FLOAT fDetectSizeFactor = .0;
FLOAT fChance = .0;
FLOAT fBlooperChance = ( ( 100 - EffectiveWisdom( pSoldier ) ) / 100.0 ) * .01 + .01;
UINT16 usPatrolSize = 0;
UINT16 usDetectedLocations = 0;
// run through sectors and handle each type in sector
for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
if( SectorInfo[ SECTOR( sX, sY ) ].uiFlags & ( SF_ASSIGN_NOTICED_ENEMIES_HERE | SF_ASSIGN_NOTICED_ENEMIES_KNOW_NUMBER ) )
{
// no point if we already know about enemies there
continue;
}
if( SectorIsImpassable( SECTOR( sX, sY ) ) )
{
// only passable sectors matter
continue;
}
usPatrolSize = NumNonPlayerTeamMembersInSector( sX, sY, ENEMY_TEAM );
// no enemies
if ( usPatrolSize < 1 )
{
if( fBlooperChance * 100 > Random(100) )
{
// enemy patrol detected - except it's not really there!
SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_HERE;
++usDetectedLocations;
}
}
else
{
fDetectSizeFactor = sqrt((FLOAT)(usPatrolSize) / (FLOAT)(usNormalGroupSize));
fChance = fBaseChance * fDetectSizeFactor;
if ( fChance * 100 > Random(100) )
{
// enemy patrol detected
SectorInfo[ SECTOR( sX, sY ) ].uiFlags |= SF_ASSIGN_NOTICED_ENEMIES_HERE;
++usDetectedLocations;
}
}
}
}
if ( usDetectedLocations )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pSnitchGatheringRumoursResultStrings[SNITCH_GATHERING_RUMOURS_RESULT], pSoldier->GetName(), usDetectedLocations );
// award experience
StatChange( pSoldier, WISDOMAMT, 1, TRUE );
StatChange( pSoldier, LDRAMT, 2, TRUE );
StatChange( pSoldier, EXPERAMT, 3, TRUE );
}
}
int TownTrainerQsortCompare(const void *pArg1, const void *pArg2)
{
if (((TOWN_TRAINER_TYPE *)pArg1)->sTrainingPts > ((TOWN_TRAINER_TYPE *)pArg2)->sTrainingPts)
{
return(-1);
}
else
if (((TOWN_TRAINER_TYPE *)pArg1)->sTrainingPts < ((TOWN_TRAINER_TYPE *)pArg2)->sTrainingPts)
{
return(1);
}
return(0);
}
INT16 GetBonusTrainingPtsDueToInstructor( SOLDIERTYPE *pInstructor, SOLDIERTYPE *pStudent, INT8 bTrainStat, UINT16 *pusMaxPts )
{
// return the bonus training pts of this instructor with this student,...if student null, simply assignment student skill of 0 and student wisdom of 100
INT16 sTrainingPts = 0;
INT16 bTraineeEffWisdom = 0;
INT16 bTraineeNatWisdom = 0;
INT16 bTraineeSkill = 0;
INT16 bTrainerEffSkill = 0;
INT16 bTrainerNatSkill = 0;
INT16 bTrainingBonus = 0;
INT8 bOpinionFactor = 0;
// assume training impossible for max pts
*pusMaxPts = 0;
if( pInstructor == NULL )
{
// no instructor, leave
return ( 0 );
}
switch( bTrainStat )
{
case( STRENGTH ):
bTrainerEffSkill = EffectiveStrength ( pInstructor, TRUE );
bTrainerNatSkill = pInstructor->stats.bStrength;
break;
case( DEXTERITY ):
bTrainerEffSkill = EffectiveDexterity ( pInstructor, TRUE );
bTrainerNatSkill = pInstructor->stats.bDexterity;
break;
case( AGILITY ):
bTrainerEffSkill = EffectiveAgility( pInstructor, TRUE );
bTrainerNatSkill = pInstructor->stats.bAgility;
break;
case( HEALTH ):
bTrainerEffSkill = pInstructor->stats.bLifeMax;
bTrainerNatSkill = pInstructor->stats.bLifeMax;
break;
case( LEADERSHIP ):
bTrainerEffSkill = EffectiveLeadership( pInstructor );
bTrainerNatSkill = pInstructor->stats.bLeadership;
break;
case( MARKSMANSHIP ):
bTrainerEffSkill = EffectiveMarksmanship( pInstructor );
bTrainerNatSkill = pInstructor->stats.bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bTrainerEffSkill = EffectiveExplosive( pInstructor );
bTrainerNatSkill = pInstructor->stats.bExplosive;
break;
case( MEDICAL ):
bTrainerEffSkill = EffectiveMedical( pInstructor );
bTrainerNatSkill = pInstructor->stats.bMedical;
break;
case( MECHANICAL ):
bTrainerEffSkill = EffectiveMechanical( pInstructor );
bTrainerNatSkill = pInstructor->stats.bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetBonusTrainingPtsDueToInstructor: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if there's no student
if( pStudent == NULL )
{
// assume these default values
bTraineeEffWisdom = 100;
bTraineeNatWisdom = 100;
bTraineeSkill = 0;
bOpinionFactor = 0;
}
else
{
// set student's variables
bTraineeEffWisdom = EffectiveWisdom ( pStudent );
bTraineeNatWisdom = pStudent->stats.bWisdom;
// for trainee's stat skill, must use the natural value, not the effective one, to avoid drunks training beyond cap
switch( bTrainStat )
{
case( STRENGTH ):
bTraineeSkill = pStudent->stats.bStrength;
break;
case( DEXTERITY ):
bTraineeSkill = pStudent->stats.bDexterity;
break;
case( AGILITY ):
bTraineeSkill = pStudent->stats.bAgility;
break;
case( HEALTH ):
bTraineeSkill = pStudent->stats.bLifeMax;
break;
case( LEADERSHIP ):
bTraineeSkill = pStudent->stats.bLeadership;
break;
case( MARKSMANSHIP ):
bTraineeSkill = pStudent->stats.bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bTraineeSkill = pStudent->stats.bExplosive;
break;
case( MEDICAL ):
bTraineeSkill = pStudent->stats.bMedical;
break;
case( MECHANICAL ):
bTraineeSkill = pStudent->stats.bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetBonusTrainingPtsDueToInstructor: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if trainee skill 0 or at/beyond the training cap, can't train
//Orig: if ( ( bTraineeSkill == 0 ) || ( bTraineeSkill >= TRAINING_RATING_CAP ) )
// Madd
if ( bTraineeSkill < gGameExternalOptions.ubTrainingSkillMin || bTraineeSkill >= gGameExternalOptions.ubTrainingSkillMax )
{
return 0;
}
// factor in their mutual relationship
if (OKToCheckOpinion(pInstructor->ubProfile))
bOpinionFactor = gMercProfiles[ pStudent->ubProfile ].bMercOpinion[ pInstructor->ubProfile ];
if (OKToCheckOpinion(pStudent->ubProfile))
bOpinionFactor += gMercProfiles[ pInstructor->ubProfile ].bMercOpinion[ pStudent->ubProfile ] / 2;
}
// check to see if student better than/equal to instructor's effective skill, if so, return 0
// don't use natural skill - if the guy's too doped up to tell what he know, student learns nothing until sobriety returns!
/////////////////////////////////////////////////////////////////////////
// SANDRO - Teaching Skill now increases the effective skill to determine if we can instruct other mercs
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pInstructor, TEACHING_NT ))
{
if( bTraineeSkill >= (bTrainerEffSkill + (INT16)(gSkillTraitValues.ubTGEffectiveSkillValueForTeaching)) )
return ( 0 );
}
else if( bTraineeSkill >= bTrainerEffSkill )
{
return ( 0 );
}
// old/new teaching trait behaviour - SANDRO
if( gGameOptions.fNewTraitSystem )
{
// SANDRO - make difference between stats min 10, so if teaching trait is in place and instructor has lesser stat than trainee, the value doesn't go negative
// calculate effective training pts
sTrainingPts = max( 10, ( bTrainerEffSkill - bTraineeSkill )) * ( bTraineeEffWisdom + ( EffectiveWisdom( pInstructor ) + EffectiveLeadership( pInstructor ) ) / 2 ) / gGameExternalOptions.ubInstructedTrainingDivisor;
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = max( 10, ( bTrainerNatSkill - bTraineeSkill )) * ( bTraineeNatWisdom + ( pInstructor->stats.bWisdom + pInstructor->stats.bLeadership ) / 2 ) / gGameExternalOptions.ubInstructedTrainingDivisor;
// penalty for non-specialized mercs
bTrainingBonus = bTrainingBonus * (100 + gSkillTraitValues.bSpeedModifierTeachingOthers) / 100;
// check for teaching skill bonuses
if ( HAS_SKILL_TRAIT( pInstructor, TEACHING_NT) )
{
bTrainingBonus += gSkillTraitValues.ubTGBonusToTeachOtherMercs;
}
}
else
{
// calculate effective training pts
sTrainingPts = ( bTrainerEffSkill - bTraineeSkill ) * ( bTraineeEffWisdom + ( EffectiveWisdom( pInstructor ) + EffectiveLeadership( pInstructor ) ) / 2 ) / gGameExternalOptions.ubInstructedTrainingDivisor;
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = ( bTrainerNatSkill - bTraineeSkill ) * ( bTraineeNatWisdom + ( pInstructor->stats.bWisdom + pInstructor->stats.bLeadership ) / 2 ) / gGameExternalOptions.ubInstructedTrainingDivisor;
// put in a minimum (that can be reduced due to instructor being tired?)
if (*pusMaxPts <= 0) // stay safe
{
// we know trainer is better than trainee, make sure they are at least 10 pts better
if ( bTrainerEffSkill > bTraineeSkill + 10 )
{
sTrainingPts = 1;
*pusMaxPts = 1;
}
}
// check for teaching skill bonuses
if ( HAS_SKILL_TRAIT( pInstructor, TEACHING_OT) )
{
bTrainingBonus += (gGameExternalOptions.ubTeachBonusToTrain * NUM_SKILL_TRAITS( pInstructor, TEACHING_OT));
}
}
/////////////////////////////////////////////////////////////////////////
// teaching bonus is counted as normal, but gun range bonus is not
*pusMaxPts += ( ( ( bTrainingBonus + bOpinionFactor ) * *pusMaxPts ) / 100 );
// get special bonus if we're training marksmanship and we're in the gun range sector in Alma
// HEADROCK HAM 3.5: Now reads from XML facilities, and works for all stats.
UINT8 bFacilityModifier = 100;
if ( pInstructor->bSectorZ == 0 )
{
bFacilityModifier = (UINT8)GetSectorModifier( pInstructor, FACILITY_PERFORMANCE_MOD );
}
// adjust for any training bonuses and for the relationship
sTrainingPts += ( ( ( bTrainingBonus + (bFacilityModifier-100) + bOpinionFactor ) * sTrainingPts ) / 100 );
// adjust for instructor fatigue
UINT32 uiTrainingPts = (UINT32) sTrainingPts;
ReducePointsForFatigue( pInstructor, &uiTrainingPts );
FLOAT administrationmodifier = pInstructor->GetAdministrationModifier();
uiTrainingPts *= administrationmodifier;
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pInstructor, &uiTrainingPts );
sTrainingPts = (INT16)uiTrainingPts;
return( sTrainingPts );
}
INT16 GetSoldierTrainingPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, UINT16 *pusMaxPts )
{
INT16 sTrainingPts = 0;
INT16 bTrainingBonus = 0;
INT8 bSkill = 0;
// assume training impossible for max pts
*pusMaxPts = 0;
// use NATURAL not EFFECTIVE values here
switch( bTrainStat )
{
case( STRENGTH ):
bSkill = pSoldier->stats.bStrength;
break;
case( DEXTERITY ):
bSkill = pSoldier->stats.bDexterity;
break;
case( AGILITY ):
bSkill = pSoldier->stats.bAgility;
break;
case( HEALTH ):
bSkill = pSoldier->stats.bLifeMax;
break;
case( LEADERSHIP ):
bSkill = pSoldier->stats.bLeadership;
break;
case( MARKSMANSHIP ):
bSkill = pSoldier->stats.bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bSkill = pSoldier->stats.bExplosive;
break;
case( MEDICAL ):
bSkill = pSoldier->stats.bMedical;
break;
case( MECHANICAL ):
bSkill = pSoldier->stats.bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetSoldierTrainingPts: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if skill 0 or at/beyond the training cap, can't train
if ( ( bSkill < gGameExternalOptions.ubTrainingSkillMin) || ( bSkill >= gGameExternalOptions.ubTrainingSkillMax ) )
{
return 0;
}
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = __max( ( ( pSoldier->stats.bWisdom * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// calculate effective training pts
sTrainingPts = __max( ( ( EffectiveWisdom( pSoldier ) * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// SANDRO - STOMP traits
if ( gGameOptions.fNewTraitSystem )
{
// Teaching trait helps to practise self a little
if ( HAS_SKILL_TRAIT( pSoldier, TEACHING_NT ) && pSoldier->bAssignment == TRAIN_SELF )
{
// +25%
*pusMaxPts += (*pusMaxPts * gSkillTraitValues.ubTGBonusOnPractising / 100);
bTrainingBonus += gSkillTraitValues.ubTGBonusOnPractising;
//sTrainingPts += (sTrainingPts * gSkillTraitValues.ubTGBonusOnPractising / 100);
}
// bonus for practising for intellectuals
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
{
// +10%
*pusMaxPts += (*pusMaxPts / 10);
bTrainingBonus += 10;
//sTrainingPts += (sTrainingPts / 10);
}
// bonus for practising for intellectuals
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{
switch (bTrainStat)
{
case MECHANICAL:
case MEDICAL:
case EXPLOSIVE_ASSIGN:
*pusMaxPts -= (*pusMaxPts / 20);
bTrainingBonus -= 5;
break;
}
}
}
// get special bonus if we're training marksmanship and we're in the gun range sector in Alma
// HEADROCK HAM 3.5: Now reads from XML facilities, and works for all stats.
if ( pSoldier->bSectorZ == 0 )
{
bTrainingBonus += (GetSectorModifier( pSoldier, FACILITY_PERFORMANCE_MOD ) - 100 );
}
// adjust for any training bonuses
sTrainingPts += ( ( bTrainingBonus * sTrainingPts ) / 100 );
// adjust for fatigue
UINT32 uiTrainingPts = (UINT32) sTrainingPts;
ReducePointsForFatigue( pSoldier, &uiTrainingPts );
FLOAT administrationmodifier = pSoldier->GetAdministrationModifier();
uiTrainingPts *= administrationmodifier;
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pSoldier, &uiTrainingPts );
sTrainingPts = (INT16)uiTrainingPts;
return( sTrainingPts );
}
INT16 GetSoldierStudentPts( SOLDIERTYPE *pSoldier, INT8 bTrainStat, UINT16 *pusMaxPts )
{
INT16 sTrainingPts = 0;
INT16 bTrainingBonus = 0;
INT8 bSkill = 0;
INT16 sBestTrainingPts, sTrainingPtsDueToInstructor;
UINT16 usMaxTrainerPts, usBestMaxTrainerPts = 0;
UINT32 uiCnt;
SOLDIERTYPE * pTrainer;
// assume training impossible for max pts
*pusMaxPts = 0;
// use NATURAL not EFFECTIVE values here
switch( bTrainStat )
{
case( STRENGTH ):
bSkill = pSoldier->stats.bStrength;
break;
case( DEXTERITY ):
bSkill = pSoldier->stats.bDexterity;
break;
case( AGILITY ):
bSkill = pSoldier->stats.bAgility;
break;
case( HEALTH ):
bSkill = pSoldier->stats.bLifeMax;
break;
case( LEADERSHIP ):
bSkill = pSoldier->stats.bLeadership;
break;
case( MARKSMANSHIP ):
bSkill = pSoldier->stats.bMarksmanship;
break;
case( EXPLOSIVE_ASSIGN ):
bSkill = pSoldier->stats.bExplosive;
break;
case( MEDICAL ):
bSkill = pSoldier->stats.bMedical;
break;
case( MECHANICAL ):
bSkill = pSoldier->stats.bMechanical;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"GetSoldierTrainingPts: ERROR - Unknown bTrainStat %d", bTrainStat);
#endif
return(0);
}
// if skill 0 or at/beyond the training cap, can't train
if ( bSkill < gGameExternalOptions.ubTrainingSkillMin || bSkill >= gGameExternalOptions.ubTrainingSkillMax )
{
return 0;
}
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
*pusMaxPts = __max( ( ( pSoldier->stats.bWisdom * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// calculate effective training pts
sTrainingPts = __max( ( ( EffectiveWisdom( pSoldier ) * ( gGameExternalOptions.ubTrainingSkillMax - bSkill ) ) / gGameExternalOptions.ubSelfTrainingDivisor ), 1 );
// SANDRO - STOMP traits
if ( gGameOptions.fNewTraitSystem )
{
// Teaching trait helps to practise self a little
if ( HAS_SKILL_TRAIT( pSoldier, TEACHING_NT ) && pSoldier->bAssignment == TRAIN_SELF )
{
// +25%
*pusMaxPts += (*pusMaxPts * gSkillTraitValues.ubTGBonusOnPractising / 100);
bTrainingBonus += gSkillTraitValues.ubTGBonusOnPractising;
//sTrainingPts += (sTrainingPts * gSkillTraitValues.ubTGBonusOnPractising / 100);
}
// bonus for practising for intellectuals
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
{
// +10%
*pusMaxPts += (*pusMaxPts / 10);
bTrainingBonus += 10;
//sTrainingPts += (sTrainingPts / 10);
}
// bonus for practising for intellectuals
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{
switch (bTrainStat)
{
case MECHANICAL:
case MEDICAL:
case EXPLOSIVE_ASSIGN:
*pusMaxPts -= (*pusMaxPts / 20);
bTrainingBonus -= 5;
break;
}
}
}
// get special bonus if we're training marksmanship and we're in the gun range sector in Alma
// HEADROCK HAM 3.5: Now reads from XML facilities, and works for all stats.
if ( pSoldier->bSectorZ == 0 )
{
bTrainingBonus += ( GetSectorModifier( pSoldier, FACILITY_PERFORMANCE_MOD ) - 100 );
}
// adjust for any training bonuses
sTrainingPts += ( ( bTrainingBonus * sTrainingPts ) / 100 );
// adjust for fatigue
UINT32 uiTrainingPts = (UINT32) sTrainingPts;
ReducePointsForFatigue( pSoldier, &uiTrainingPts );
FLOAT administrationmodifier = pSoldier->GetAdministrationModifier();
uiTrainingPts *= administrationmodifier;
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pSoldier, &uiTrainingPts );
sTrainingPts = (INT16)uiTrainingPts;
// now add in stuff for trainer
// for each trainable stat
sBestTrainingPts = -1;
// search team for active instructors in this sector
for ( uiCnt = 0, pTrainer = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ MercPtrs[0]->bTeam ].bLastID; ++uiCnt, pTrainer++)
{
if( pTrainer->bActive && ( pTrainer->sSectorX == pSoldier->sSectorX ) && ( pTrainer->sSectorY == pSoldier->sSectorY ) && ( pTrainer->bSectorZ == pSoldier->bSectorZ) )
{
// if he's training teammates in this stat
// NB skip the EnoughTime requirement to display what the value should be even if haven't been training long yet...
if ( ( pTrainer->bAssignment == TRAIN_TEAMMATE ) && ( pTrainer->bTrainStat == bTrainStat) && ( pTrainer->flags.fMercAsleep == FALSE ) )
{
sTrainingPtsDueToInstructor = GetBonusTrainingPtsDueToInstructor( pTrainer, pSoldier, bTrainStat, &usMaxTrainerPts );
// if he's the best trainer so far for this stat
if (sTrainingPtsDueToInstructor > sBestTrainingPts)
{
// then remember him as that, and the points he scored
sBestTrainingPts = sTrainingPtsDueToInstructor;
usBestMaxTrainerPts = usMaxTrainerPts;
}
}
}
}
if ( sBestTrainingPts != -1 )
{
// add the bonus to what merc can learn on his own
sTrainingPts += sBestTrainingPts;
*pusMaxPts += usBestMaxTrainerPts;
}
return( sTrainingPts );
}
void TrainSoldierWithPts( SOLDIERTYPE *pSoldier, INT16 sTrainPts )
{
UINT8 ubChangeStat = 0;
if( sTrainPts <= 0 )
{
return;
}
BOOLEAN addWis = FALSE;
// which stat to modify?
switch( pSoldier->bTrainStat )
{
case( STRENGTH ):
ubChangeStat = STRAMT;
break;
case( DEXTERITY ):
ubChangeStat = DEXTAMT;
break;
case( AGILITY ):
ubChangeStat = AGILAMT;
break;
case( HEALTH ):
ubChangeStat = HEALTHAMT;
break;
case( LEADERSHIP ):
ubChangeStat = LDRAMT;
addWis = TRUE;
break;
case( MARKSMANSHIP ):
ubChangeStat = MARKAMT;
addWis = TRUE;
break;
case( EXPLOSIVE_ASSIGN ):
ubChangeStat = EXPLODEAMT;
addWis = TRUE;
break;
case( MEDICAL ):
ubChangeStat = MEDICALAMT;
addWis = TRUE;
break;
case( MECHANICAL ):
ubChangeStat = MECHANAMT;
addWis = TRUE;
break;
// NOTE: Wisdom can't be trained!
default:
// BETA message
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"TrainSoldierWithPts: ERROR - Unknown bTrainStat %d", pSoldier->bTrainStat);
#endif
return;
}
// give this merc a few chances to increase a stat (TRUE means it's training, reverse evolution doesn't apply)
StatChange( pSoldier, ubChangeStat, sTrainPts, FROM_TRAINING );
if (addWis)
StatChange( pSoldier, WISDOMAMT, sTrainPts/2, FROM_TRAINING );
}
// will train a town in sector by character
BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT16 sTrainingPts )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
UINT8 ubTownId = 0;
// find out if a sam site here
BOOLEAN fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
// get town index
ubTownId = StrategicMap[CALCULATE_STRATEGIC_INDEX(pTrainer->sSectorX, pTrainer->sSectorY ) ].bNameId;
if( fSamSiteInSector == FALSE && !RebelCommand::CanTrainMilitiaAnywhere())
{
AssertNE(ubTownId, BLANK_SECTOR);
}
// trainer gains leadership - training argument is FALSE, because the trainer is not the one training!
StatChange( pTrainer, LDRAMT, (UINT16) ( 1 + ( sTrainingPts / 200 ) ), FALSE );
StatChange( pTrainer, WISDOMAMT, (UINT16) ( 1 + ( sTrainingPts / 400 ) ), FALSE );
// increase town's training completed percentage
if (pTrainer->bAssignment == TRAIN_TOWN)
{
pSectorInfo->ubMilitiaTrainingPercentDone += (sTrainingPts / 100);
pSectorInfo->ubMilitiaTrainingHundredths += (sTrainingPts % 100);
if (pSectorInfo->ubMilitiaTrainingHundredths >= 100)
{
pSectorInfo->ubMilitiaTrainingPercentDone++;
pSectorInfo->ubMilitiaTrainingHundredths -= 100;
}
// NOTE: Leave this at 100, change TOWN_TRAINING_RATE if necessary. This value gets reported to player as a %age!
if( pSectorInfo->ubMilitiaTrainingPercentDone >= 100 )
{
// Flugente: carry over training progress instead of losing it
if ( gGameExternalOptions.gfMilitiaTrainingCarryOver )
{
pSectorInfo->ubMilitiaTrainingPercentDone -= 100;
}
else
{
// zero out training completion - there's no carryover to the next training session
pSectorInfo->ubMilitiaTrainingPercentDone = 0;
pSectorInfo->ubMilitiaTrainingHundredths = 0;
}
// Flugente: this check is now necessary, as we might complete multiple militia session in one hour (theoretically)
if ( pSectorInfo->fMilitiaTrainingPaid )
{
// make the player pay again next time he wants to train here
pSectorInfo->fMilitiaTrainingPaid = FALSE;
TownMilitiaTrainingCompleted( pTrainer, sMapX, sMapY );
}
// training done
return( TRUE );
}
}
return ( FALSE );
}
void Interrogateprisoner(UINT8 aPrisonerType, FLOAT aChanceModifier, INT8& arMilitiaType, UINT32& arRansom, FLOAT& arIntel )
{
arMilitiaType = -1;
// determine chances
// get base chance
UINT8 chances[PRISONER_INTERROGATION_MAX] = { 0 };
for ( int j = PRISONER_INTERROGATION_DEFECT; j < PRISONER_INTERROGATION_MAX; ++j )
chances[j] = aChanceModifier * gGameExternalOptions.ubPrisonerProcessChance[j];
// depending on prisoner type, the chances for different results may differ
// for example, generals cannot be recruited
if ( aPrisonerType == PRISONER_GENERAL )
chances[PRISONER_INTERROGATION_DEFECT] = 0;
if ( !gGameExternalOptions.fIntelResource )
chances[PRISONER_INTERROGATION_INTEL] = 0;
// for normalisation, get sum of chances
UINT16 sumchance = 0;
for ( int j = PRISONER_INTERROGATION_DEFECT; j < PRISONER_INTERROGATION_MAX; ++j )
sumchance += chances[j];
// ic sum chances > 100, fix that
if ( sumchance > 100 )
{
for ( int j = PRISONER_INTERROGATION_DEFECT; j < PRISONER_INTERROGATION_MAX; ++j )
chances[j] = (chances[j] * 100) / sumchance;
}
// we determine what happens to the prisoners
UINT8 result = Random( 100 );
// chance that prisoner will work on our side as militia
if ( result < chances[PRISONER_INTERROGATION_DEFECT] )
{
// troops are converted to militia, but there is a chance that they will be demoted in the process
if ( aPrisonerType >= PRISONER_OFFICER && Chance( 80 ) )
arMilitiaType = ELITE_MILITIA;
else if ( aPrisonerType >= PRISONER_ELITE && Chance( 80 ) )
arMilitiaType = ELITE_MILITIA;
else if ( aPrisonerType >= PRISONER_REGULAR && Chance( 80 ) )
arMilitiaType = REGULAR_MILITIA;
else if ( aPrisonerType >= PRISONER_ADMIN && Chance( 80 ) )
arMilitiaType = GREEN_MILITIA;
else
// some might even fail to qualify as admins, these are volunteers - we have to 'retrain' them
arMilitiaType = MAX_MILITIA_LEVELS;
}
// chance that prisoner will give us random info about enemy positions
else if ( result < chances[PRISONER_INTERROGATION_DEFECT] + chances[PRISONER_INTERROGATION_INTEL] )
{
switch ( aPrisonerType )
{
case PRISONER_ADMIN: arIntel += (FLOAT)( 100.0f + Random( 200 ) ) / 100.0f; break;
case PRISONER_REGULAR: arIntel += (FLOAT)( 150.0f + Random( 250 ) ) / 100.0f; break;
case PRISONER_ELITE: arIntel += (FLOAT)( 225.0f + Random( 250 ) ) / 100.0f; break;
case PRISONER_OFFICER: arIntel += (FLOAT)( 400.0f + Random( 400 ) ) / 100.0f; break;
case PRISONER_GENERAL: arIntel += (FLOAT)( 2500.0f + Random( 1500 ) ) / 100.0f; break;
case PRISONER_CIVILIAN: arIntel += (FLOAT)( 100.0f + Random( 100 ) ) / 100.0f; break;
default: arIntel += (FLOAT)( 100.0f + Random( 100 ) ) / 100.0f; break;
}
}
// chance prisoner will grant us ransom money
else if ( result < chances[PRISONER_INTERROGATION_DEFECT] + chances[PRISONER_INTERROGATION_INTEL] + chances[PRISONER_INTERROGATION_RANSOM] )
{
UINT32 ransom = ( 1 + Random( 5 ) ) * 100;
// different prisoners give a different amount of ransom
if ( aPrisonerType == PRISONER_ADMIN || aPrisonerType == PRISONER_CIVILIAN )
ransom *= 0.5f;
else if ( aPrisonerType == PRISONER_OFFICER )
ransom *= 3;
else if ( aPrisonerType == PRISONER_GENERAL )
ransom *= 10;
else if ( aPrisonerType == PRISONER_ELITE )
ransom *= 1.5f;
arRansom += ransom;
}
// we have to let him go without any benefits
else
{
}
// there is a chance that freed prisoners may return to the queen...
if ( arMilitiaType < 0 && aPrisonerType != PRISONER_CIVILIAN && Chance( gGameExternalOptions.ubPrisonerReturntoQueenChance ) )
{
// sevenfm: don't change reinforcement pool when unlimited reinforcements enabled
if (!gfUnlimitedTroops)
++giReinforcementPool;
}
}
void DoInterrogation( INT16 sMapX, INT16 sMapY, FLOAT aChanceModifier, INT16 aPrisoners[] )
{
CHAR16 sText[256];
swprintf( sText, L"Interrogated" );
int numprisonersinterrogated = 0;
for ( int i = 0; i < PRISONER_MAX; ++i )
{
if ( aPrisoners[i] )
{
numprisonersinterrogated += aPrisoners[i];
CHAR16 wString[64];
swprintf( wString, L"" );
//AddMonoString( &hStringHandle, wString );
swprintf( wString, pwTownInfoStrings[14 + i], aPrisoners[i] );
//strcat( sText, wString );
swprintf( sText, L"%s %s", sText, wString );
}
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sText );
UINT16 turnedmilitia[PRISONER_MAX] = { 0 };
UINT16 volunteers = 0;
FLOAT intelgained = 0.0f;
UINT32 ransommoney = 0;
for ( UINT32 i = 0; i < numprisonersinterrogated; ++i )
{
// what kind of a prisoner is this?
UINT8 prisonertype = PRISONER_CIVILIAN;
if ( i < aPrisoners[PRISONER_ADMIN] )
prisonertype = PRISONER_ADMIN;
else if ( i < aPrisoners[PRISONER_ADMIN] + aPrisoners[PRISONER_REGULAR] )
prisonertype = PRISONER_REGULAR;
else if ( i < aPrisoners[PRISONER_ADMIN] + aPrisoners[PRISONER_REGULAR] + aPrisoners[PRISONER_ELITE] )
prisonertype = PRISONER_ELITE;
else if ( i < aPrisoners[PRISONER_ADMIN] + aPrisoners[PRISONER_REGULAR] + aPrisoners[PRISONER_ELITE] + aPrisoners[PRISONER_OFFICER] )
prisonertype = PRISONER_OFFICER;
else if ( i < aPrisoners[PRISONER_ADMIN] + aPrisoners[PRISONER_REGULAR] + aPrisoners[PRISONER_ELITE] + aPrisoners[PRISONER_OFFICER] + aPrisoners[PRISONER_GENERAL] )
prisonertype = PRISONER_GENERAL;
INT8 militiatype;
Interrogateprisoner( prisonertype, aChanceModifier, militiatype, ransommoney, intelgained );
if ( militiatype == MAX_MILITIA_LEVELS )
++volunteers;
else if ( militiatype > -1 )
{
turnedmilitia[militiatype]++;
}
}
if ( turnedmilitia[PRISONER_ADMIN] + turnedmilitia[PRISONER_REGULAR] + turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER] )
{
// we need to remove resources for these guys
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
{
AddResources( -turnedmilitia[PRISONER_ADMIN] - turnedmilitia[PRISONER_REGULAR] - ( turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER] ),
-turnedmilitia[PRISONER_REGULAR] - ( turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER] ),
-( turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER] ) );
}
// add these guys to the local garrison as green militias
StrategicAddMilitiaToSector( sMapX, sMapY, GREEN_MILITIA, turnedmilitia[PRISONER_ADMIN] );
StrategicAddMilitiaToSector( sMapX, sMapY, REGULAR_MILITIA, turnedmilitia[PRISONER_REGULAR] );
StrategicAddMilitiaToSector( sMapX, sMapY, ELITE_MILITIA, turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_TURN_MILITIA], turnedmilitia[PRISONER_OFFICER], turnedmilitia[PRISONER_ELITE], turnedmilitia[PRISONER_REGULAR], turnedmilitia[PRISONER_ADMIN] );
// Flugente: create individual militia
for ( int i = 0; i < turnedmilitia[PRISONER_ADMIN]; ++i )
CreateNewIndividualMilitia( GREEN_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
for ( int i = 0; i < turnedmilitia[PRISONER_REGULAR]; ++i )
CreateNewIndividualMilitia( REGULAR_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
for ( int i = 0; i < turnedmilitia[PRISONER_ELITE] + turnedmilitia[PRISONER_OFFICER]; ++i )
CreateNewIndividualMilitia( ELITE_MILITIA, MO_DEFECTOR, SECTOR( sMapX, sMapY ) );
if ( !IsBookMarkSet( MILITIAROSTER_BOOKMARK ) )
AddStrategicEvent( EVENT_MILITIAROSTER_EMAIL, GetWorldTotalMin() + 60 * ( 1 + Random( 4 ) ), 0 );
HandleMilitiaPromotions();
}
if ( volunteers )
{
AddVolunteers( volunteers );
// we add the volunteers anyway, but only show the message if this feature is on
if ( gGameExternalOptions.fMilitiaVolunteerPool )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_TURN_VOLUNTEER], volunteers );
}
if ( intelgained )
AddIntel( intelgained, TRUE );
if ( ransommoney )
{
AddTransactionToPlayersBook( PRISONER_RANSOM, 0, GetWorldTotalMin(), ransommoney );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RANSOM], ransommoney );
}
}
// handle processing of prisoners
void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
if ( !gGameExternalOptions.fAllowPrisonerSystem )
return;
// no underground prisons!
if ( bZ )
return;
// if sector not under our control, has enemies in it, or is currently in combat mode
if ( !SectorOursAndPeaceful( sMapX, sMapY, bZ ) )
return;
// Is there a prison in this sector?
UINT16 prisonerbaselimit = 0;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR(sMapX, sMapY)][cnt].fFacilityHere)
{
// we determine wether this is a prison by checking for usPrisonBaseLimit
if (gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0)
{
prisonerbaselimit = gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit;
break;
}
}
}
if ( !prisonerbaselimit )
return;
// Are there any prisoners in this prison?
SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sMapX, sMapY )]);
INT16 aPrisoners[PRISONER_MAX] = {0};
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, aPrisoners );
if ( !numprisoners )
return;
// add interrogation progress from last hour
UINT32 interrogationpoints[PRISONER_MAX] = {0};
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
{
interrogationpoints[i] = pSectorInfo->uiInterrogationHundredsLeft[i];
}
// loop over all mercs in this sector that are interrogating or are snitching on prisoners and determine their interrogation progress
UINT8 numinterrogators[PRISONER_MAX] = {0};
// count any interrogators found here, and sum up their interrogation values
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
for ( uiCnt = 0, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) )
{
if ( !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
if( pSoldier->bAssignment == FACILITY_INTERROGATE_PRISONERS )
{
UINT16 tmp;
UINT32 points = CalculateInterrogationValue( pSoldier, &tmp );
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_TROOP )
{
++numinterrogators[PRISONER_REGULAR];
interrogationpoints[PRISONER_REGULAR] += points;
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_ELITE )
{
++numinterrogators[PRISONER_ELITE];
interrogationpoints[PRISONER_ELITE] += points;
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_OFFICER )
{
++numinterrogators[PRISONER_OFFICER];
interrogationpoints[PRISONER_OFFICER] += points;
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_GENERAL )
{
++numinterrogators[PRISONER_GENERAL];
interrogationpoints[PRISONER_GENERAL] += points;
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_CIVILIAN )
{
++numinterrogators[PRISONER_CIVILIAN];
interrogationpoints[PRISONER_CIVILIAN] += points;
}
// admin is default
else
{
++numinterrogators[PRISONER_ADMIN];
interrogationpoints[PRISONER_ADMIN] += points;
}
}
else if( pSoldier->bAssignment == FACILITY_PRISON_SNITCH && CanCharacterSnitchInPrison(pSoldier) )
{
// first check if he wasn't exposed
//exposition fallout handled in HandleSnitchExposition
if( !HandleSnitchExposition(pSoldier) )
{
// as long as we cannot order snitches to target a specific prisoner class, add progress to default
++numinterrogators[PRISONER_ADMIN];
UINT16 tmp;
interrogationpoints[PRISONER_ADMIN] += CalculateSnitchInterrogationValue( pSoldier, &tmp );
}
}
}
}
}
UINT16 sum_interrogators = 0;
UINT32 sum_points = 0;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX ; ++i)
{
sum_interrogators += numinterrogators[i];
sum_points += interrogationpoints[i];
}
if ( !sum_interrogators || !sum_points )
return;
// we first interrogate admins, then troops, then elites, then specials (once we figure out who those are :-) )
// higher quality prisoners require more effort, but yield better rewards
INT16 interrogatedprisoners[PRISONER_MAX] = {0};
// use up interrogation points
for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
{
while ( aPrisoners[i] > 0 && interrogationpoints[i] >= gGameExternalOptions.ubPrisonerInterrogationPoints[i] )
{
interrogationpoints[i] -= gGameExternalOptions.ubPrisonerInterrogationPoints[i];
--aPrisoners[i];
++interrogatedprisoners[i];
}
// if no prisoners are left, move points to next type, or lose them
if ( aPrisoners[i] <= 0 )
{
if ( i == PRISONER_MAX -1 )
interrogationpoints[0] += interrogationpoints[i];
else
interrogationpoints[i + 1] += interrogationpoints[i];
interrogationpoints[i] = 0;
}
}
// do first type again, as it might have gotten enough points again
while ( aPrisoners[PRISONER_ADMIN] > 0 && interrogationpoints[PRISONER_ADMIN] >= gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ADMIN] )
{
interrogationpoints[PRISONER_ADMIN] -= gGameExternalOptions.ubPrisonerInterrogationPoints[PRISONER_ADMIN];
--aPrisoners[PRISONER_ADMIN];
++interrogatedprisoners[PRISONER_ADMIN];
}
UINT16 prisonersinterrogated = 0;
// save what points are left
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
{
prisonersinterrogated += interrogatedprisoners[i];
pSectorInfo->uiInterrogationHundredsLeft[i] = min(255, interrogationpoints[i]);
}
if ( !prisonersinterrogated )
return;
DoInterrogation( sMapX, sMapY, 1.0f, interrogatedprisoners );
// give experience rewards to the interrogators
// exp gained depends on prisoner type
FLOAT totalexp = (FLOAT)(4 * interrogatedprisoners[PRISONER_ADMIN]
+ 5 * interrogatedprisoners[PRISONER_REGULAR]
+ 7 * interrogatedprisoners[PRISONER_ELITE]
+ 10 * interrogatedprisoners[PRISONER_OFFICER]
+ 30 * interrogatedprisoners[PRISONER_GENERAL]
+ 3 * interrogatedprisoners[PRISONER_CIVILIAN]);
FLOAT expratio = totalexp / sum_points;
// award experience
for ( uiCnt = 0, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) )
{
if ( !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
if ( (pSoldier->bAssignment == FACILITY_INTERROGATE_PRISONERS) )
{
UINT16 tmp;
UINT16 exppoints = (UINT16)(expratio * CalculateInterrogationValue(pSoldier, &tmp ) );
StatChange( pSoldier, LDRAMT, exppoints, TRUE );
StatChange( pSoldier, WISDOMAMT, max(0, exppoints - 1), TRUE );
StatChange( pSoldier, EXPERAMT, max(0, exppoints - 2), TRUE );
}
else if( pSoldier->bAssignment == FACILITY_PRISON_SNITCH && CanCharacterSnitchInPrison(pSoldier) )
{
UINT16 tmp;
UINT16 exppoints = (UINT16)(expratio * CalculateSnitchInterrogationValue( pSoldier, &tmp ));
// no leaership gain, but higher wisdom and experience gain
StatChange( pSoldier, WISDOMAMT, max( 0, exppoints ), TRUE );
StatChange( pSoldier, EXPERAMT, max( 0, exppoints - 1 ), TRUE );
}
// add to our records. Screw exact values, just add them all and call it a day
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[pSoldier->ubProfile].records.usInterrogations += prisonersinterrogated;
}
}
}
// remove interrogated prisoners...
// careful: we have to change the sign here!
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
interrogatedprisoners[i] = -interrogatedprisoners[i];
ChangeNumberOfPrisoners( pSectorInfo, interrogatedprisoners );
}
// In the intel market, the player can spend intel to buy information
// possible informations are:
// - position of enemy VIPs
// - position of enemy helis
// - position of POWs
// - position of terrorists
// - position and time of raids (bloodcats/zombies/bandits)
// - position of possible RPCs (Manuel, Maddog...)
//
// There are always up to INTELINFO_MAXNUMBER different informations available at a time. Every x hours these change.
// It thus follows that we first need a huge array for numbering the info.
// We then select up to INTELINFO_MAXNUMBER out of that array, depending on the hour and some number-crunching.
// As a result, the player can only change what is offered by progressing time.
#define INTEL_MAXINFO 128
int intelarray[INTEL_MAXINFO];
void BuildIntelInfoArray()
{
int lastsectorofunknowngeneral = -1;
for ( int i = 0; i < INTEL_MAXINFO; ++i )
{
intelarray[i] = -1;
// next gStrategicStatus.usVIPsTotal: generals
if ( i < 0 + gStrategicStatus.usVIPsTotal )
{
int general = i - 0;
if ( general < gStrategicStatus.usVIPsLeft )
{
for ( int sector = lastsectorofunknowngeneral + 1; sector < MAP_WORLD_X*MAP_WORLD_Y; ++sector )
{
if ( ( StrategicMap[sector].usFlags & ENEMY_VIP_PRESENT ) && !( StrategicMap[sector].usFlags & ENEMY_VIP_PRESENT_KNOWN ) )
{
intelarray[i] = sector;
// we need to remember the last sector, otherwise we'd get the same guy again
lastsectorofunknowngeneral = sector;
break;
}
}
}
}
// next gEnemyHeliVector.size(): enemy helis
else if ( i < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() )
{
int cnt = i - ( 0 + gStrategicStatus.usVIPsTotal );
std::vector<INT16> helivector = GetEnemyHeliIDKnowledgeStatus();
if ( cnt < helivector.size() )
intelarray[i] = helivector[cnt];
}
// next size of our team: POWs
else if ( i < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID )
{
int ubID = i - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() );
SOLDIERTYPE *pSoldier = MercPtrs[ubID];
// if this is a POW, and we don't know their location, we can use that
if ( pSoldier && pSoldier->bAssignment == ASSIGNMENT_POW && !( pSoldier->usSoldierFlagMask2 & SOLDIER_MERC_POW_LOCATIONKNOWN ) )
intelarray[i] = ubID;
}
// next 6: terrorist locations
else if ( i < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 )
{
int cnt = i - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID );
int profile = SLAY;
if ( cnt == 1 ) profile = ANNIE;
else if ( cnt == 2 ) profile = CHRIS;
else if ( cnt == 3 ) profile = TIFFANY;
else if ( cnt == 4 ) profile = T_REX;
else if ( cnt == 5 ) profile = DRUGGIST;
if ( !( gMercProfiles[profile].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) &&
gMercProfiles[profile].bMercStatus != MERC_IS_DEAD &&
gMercProfiles[profile].sSectorX > 0 &&
gMercProfiles[profile].sSectorY > 0 &&
!CheckFact( FACT_TERRORIST_LOCATION_KNOWN_SLAY + cnt, 0 ) &&
CheckFact( FACT_CARMEN_EXPLAINED_DEAL, 0) &&
gubQuest[QUEST_KILL_TERRORISTS] == QUESTINPROGRESS )
{
intelarray[i] = cnt;
}
}
// next 3: raids
else if ( i < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 + 3 )
{
int raidtype = i - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 );
if ( raidtype == 0 )
{
if ( !gGameExternalOptions.gRaid_Bloodcats )
continue;
}
else if ( raidtype == 1 )
{
if ( !gGameExternalOptions.gRaid_Zombies || !gGameSettings.fOptions[TOPTION_ZOMBIES] )
continue;
}
else if ( raidtype == 2 )
{
if ( !gGameExternalOptions.gRaid_Bandits )
continue;
}
if ( !CheckFact( FACT_RAID_KNOWN_BLOODCATS + raidtype, 0 ) )
intelarray[i] = raidtype;
}
// and so on...
}
}
void CalcIntelInfoOfferings()
{
int hour = 24 * GetWorldDay() + 3 * (GetWorldHour() / 8);
int prime = 163;
int iteratornumber = 0;
int safetycounter = 0;
int maxchecks = min( 45, INTEL_MAXINFO ); // we only do this until a certain point - so it is possible to not get a result
int checkcounter = 0;
for ( int i = 0; i < INTELINFO_MAXNUMBER; ++i )
{
LaptopSaveInfo.sIntelInfoForThisHour[i] = -2;
checkcounter = 0;
while ( LaptopSaveInfo.sIntelInfoForThisHour[i] < 0 && checkcounter < maxchecks )
{
iteratornumber = ( hour + safetycounter * prime ) % INTEL_MAXINFO;
if ( intelarray[iteratornumber] > -1 )
{
BOOLEAN alreadyselected = FALSE;
for ( int j = 0; j < i; ++j )
{
if ( iteratornumber == LaptopSaveInfo.sIntelInfoForThisHour[j] )
{
alreadyselected = TRUE;
break;
}
}
if ( !alreadyselected )
LaptopSaveInfo.sIntelInfoForThisHour[i] = iteratornumber;
}
++safetycounter;
++checkcounter;
}
}
}
void GetIntelInfoOfferings( int aInfo[] )
{
for ( int i = 0; i < INTELINFO_MAXNUMBER; ++i )
{
if ( LaptopSaveInfo.sIntelInfoForThisHour[i] >= 0 && intelarray[LaptopSaveInfo.sIntelInfoForThisHour[i]] > -1 )
aInfo[i] = LaptopSaveInfo.sIntelInfoForThisHour[i];
else if ( LaptopSaveInfo.sIntelInfoForThisHour[i] == -2 )
aInfo[i] = LaptopSaveInfo.sIntelInfoForThisHour[i];
else
aInfo[i] = -1;
}
}
void GetIntelInfoTextAndPrice(int aInfoNumber, STR16 aString, int& arIntelCost )
{
wcscpy( aString, szIntelText[6] );
arIntelCost = 0;
if ( aInfoNumber < 0 )
{
wcscpy( aString, szIntelText[7] );
arIntelCost = 0;
}
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal )
{
wcscpy( aString, szIntelText[8] );
arIntelCost = 50;
}
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() )
{
wcscpy( aString, szIntelText[9] );
arIntelCost = 30;
}
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID )
{
wcscpy( aString, szIntelText[10] );
arIntelCost = 30;
}
// next 6: terrorist locations
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 )
{
wcscpy( aString, szIntelText[11] );
arIntelCost = 20;
}
// next 3: raids
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 + 3 )
{
int raidtype = aInfoNumber - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 );
if ( raidtype == 0 )
{
wcscpy( aString, szIntelText[12] );
arIntelCost = 15;
}
else if ( raidtype == 1 )
{
wcscpy( aString, szIntelText[13] );
arIntelCost = 15;
}
else if ( raidtype == 2 )
{
wcscpy( aString, szIntelText[14] );
arIntelCost = 15;
}
}
}
void BuyIntelInfo( int aInfoNumber )
{
// next gStrategicStatus.usVIPsTotal: generals
if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal )
{
int sector = intelarray[aInfoNumber];
if ( ( StrategicMap[sector].usFlags & ENEMY_VIP_PRESENT ) )
StrategicMap[sector].usFlags |= ENEMY_VIP_PRESENT_KNOWN;
}
// next gEnemyHeliVector.size(): enemy helis
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() )
{
BuyHeliInfoWithIntel( aInfoNumber - ( 0 + gStrategicStatus.usVIPsTotal ) );
}
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID )
{
int ubID = aInfoNumber - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() );
SOLDIERTYPE *pSoldier = MercPtrs[ubID];
if ( pSoldier && pSoldier->bAssignment == ASSIGNMENT_POW )
pSoldier->usSoldierFlagMask2 |= SOLDIER_MERC_POW_LOCATIONKNOWN;
}
// next 6: terrorist locations
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 )
{
int cnt = aInfoNumber - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID );
SetFactTrue( FACT_TERRORIST_LOCATION_KNOWN_SLAY + cnt );
}
// next 3: raids
else if ( aInfoNumber < 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 + 3 )
{
int raidtype = aInfoNumber - ( 0 + gStrategicStatus.usVIPsTotal + gEnemyHeliVector.size() + gTacticalStatus.Team[gbPlayerNum].bLastID - gTacticalStatus.Team[gbPlayerNum].bFirstID + 6 );
SetFactTrue( FACT_RAID_KNOWN_BLOODCATS + raidtype );
}
// and so on...
intelarray[aInfoNumber] = -1;
}
// Flugente: prisons can riot if there aren't enough guards around
void HandlePrison( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
if ( !gGameExternalOptions.fAllowPrisonerSystem )
return;
// no underground prisons!
if ( bZ )
return;
BOOLEAN fBeginRiot = FALSE;
// Is there a prison in this sector?
UINT16 prisonerbaselimit = 0;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR(sMapX, sMapY)][cnt].fFacilityHere)
{
// we determine wether this is a prison by checking for usPrisonBaseLimit
if (gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0)
{
prisonerbaselimit = gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit;
break;
}
}
}
if ( !prisonerbaselimit )
return;
// Are there any prisoners in this prison?
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
INT16 aPrisoners[PRISONER_MAX] = {0};
UINT16 numprisoners = GetNumberOfPrisoners( pSectorInfo, aPrisoners );
if ( !numprisoners )
return;
CHAR16 wSectorName[ 64 ];
GetShortSectorString( sMapX, sMapY, wSectorName );
// if sector is not under our control, the prisoners are added to the local garrison
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX(sMapX, sMapY) ].fEnemyControlled == TRUE )
{
// add enemies
pSectorInfo->ubNumTroops = min( 255, pSectorInfo->ubNumTroops + aPrisoners[PRISONER_REGULAR] );
pSectorInfo->ubNumElites = min( 255, pSectorInfo->ubNumElites + aPrisoners[PRISONER_ELITE] + aPrisoners[PRISONER_OFFICER] );
pSectorInfo->ubNumAdmins = min( 255, pSectorInfo->ubNumAdmins + aPrisoners[PRISONER_ADMIN] );
// all prisoners are free, reduce count!
DeleteAllPrisoners(pSectorInfo);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_ARMY_FREED_PRISON], wSectorName );
return;
}
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( sMapX, sMapY, bZ ))
return;
// loop over all mercs in this sector that are on the FACILITY_INTERROGATE_PRISONERS assignment and add up their interrogation values
UINT8 numprisonguards = 0;
UINT32 prisonguardvalue = 0;
// count any interrogators found here, and sum up their interrogation values
numprisonguards = CalculateAllGuardsNumberInPrison( sMapX, sMapY, bZ );
prisonguardvalue = CalculateAllGuardsValueInPrison( sMapX, sMapY, bZ );
// anv: snitches can only prevent mutiny if there are normal guards to cooperate with
if( numprisonguards )
prisonguardvalue += CalculateAllSnitchesGuardValueInPrison( sMapX, sMapY, bZ );
if ( !numprisonguards )
fBeginRiot = TRUE;
// we now have to determine the combined strength of the prisoners
UINT32 prisonerriotvalue = 60 * aPrisoners[PRISONER_CIVILIAN]
+ 200 * aPrisoners[PRISONER_GENERAL]
+ 200 * aPrisoners[PRISONER_OFFICER]
+ 125 * aPrisoners[PRISONER_ELITE]
+ 100 * aPrisoners[PRISONER_REGULAR]
+ 75 * aPrisoners[PRISONER_ADMIN];
if ( prisonerriotvalue > prisonguardvalue )
{
if ( numprisoners > prisonerbaselimit && Random( prisonerriotvalue ) > Random( prisonguardvalue ) )
fBeginRiot = TRUE;
}
if ( fBeginRiot )
{
FLOAT prisonertoguardratio = 1.0f;
if ( prisonguardvalue )
prisonertoguardratio = (FLOAT)prisonerriotvalue / (FLOAT)prisonguardvalue;
// in a riot, prisoners escape and are added to the sector as enemies. Not all might escape - the worse the prisoner/guard ratio, the more escape
INT16 escapedprisoners[PRISONER_MAX] = {0};
INT16 sTotalEscapedPrisoners = 0;
for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
{
escapedprisoners[i] = min(Random(1 + aPrisoners[i] * prisonertoguardratio), aPrisoners[i]);
sTotalEscapedPrisoners += escapedprisoners[i];
}
if (sTotalEscapedPrisoners > 0)
{
// add enemies (PRISONER_CIVILIAN just flee)
pSectorInfo->ubNumTroops = min(255, pSectorInfo->ubNumTroops + escapedprisoners[PRISONER_REGULAR]);
pSectorInfo->ubNumElites = min(255, pSectorInfo->ubNumElites + escapedprisoners[PRISONER_ELITE] + escapedprisoners[PRISONER_OFFICER] + escapedprisoners[PRISONER_GENERAL]);
pSectorInfo->ubNumAdmins = min(255, pSectorInfo->ubNumAdmins + escapedprisoners[PRISONER_ADMIN]);
// reduce prisoner count!
// we have to change the sign
for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
escapedprisoners[i] = -escapedprisoners[i];
ChangeNumberOfPrisoners(pSectorInfo, escapedprisoners);
}
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RIOT], wSectorName );
}
}
// Flugente: assigned mercs can move equipment in city sectors
void HandleEquipmentMove( INT16 sMapX, INT16 sMapY, INT8 bZ )
{
// no underground
if ( bZ )
return;
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( sMapX, sMapY, bZ ))
return;
// we loop over all mercs with this assignment in this sector, and then do a separate loop over each target sector
std::map<UINT8, std::pair<UINT8, UINT8> > sectormercmap; // this map uses the sectors we take stuff from as keys and the number of mercs as elements
// we need a gridno to which we drop stuff
INT32 sDropOffGridNo = NOWHERE;
if ( (gWorldSectorX == sMapX) && (gWorldSectorY == sMapY) && (gbWorldSectorZ == bZ) )
sDropOffGridNo = gMapInformation.sCenterGridNo;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && pSoldier->flags.fMercAsleep == FALSE )
{
if( ( pSoldier->bAssignment == MOVE_EQUIPMENT ) && ( EnoughTimeOnAssignment( pSoldier ) ) )
{
// which sector do we want to move stuff to?
UINT8 targetsector = pSoldier->usItemMoveSectorID;
if ( sectormercmap.find( targetsector ) != sectormercmap.end() )
{
sectormercmap[targetsector].first++;
// it is possible that this guy only moves stuff that is not reserved for the militia
if ( pSoldier->usSoldierFlagMask & SOLDIER_MOVEITEM_RESTRICTED )
sectormercmap[targetsector].second++;
}
else
{
std::pair<UINT8, UINT8> pair;
pair.first = 1;
// it is possible that this guy only moves stuff that is not reserved for the militia
if ( pSoldier->usSoldierFlagMask & SOLDIER_MOVEITEM_RESTRICTED )
pair.second = 1;
sectormercmap[targetsector] = pair;
}
if ( TileIsOutOfBounds(sDropOffGridNo) && !TileIsOutOfBounds( pSoldier->sGridNo ) )
sDropOffGridNo = pSoldier->sGridNo;
}
}
}
// no mercs that move stuff here, exit
if ( sectormercmap.empty() )
return;
CHAR16 wSectorName[ 64 ];
GetShortSectorString( sMapX, sMapY, wSectorName );
std::vector<WORLDITEM> pWorldItem_Target;//dnl ch75 271013
// now loop over all sectors from which we take stuff, and move the equipment
std::map<UINT8, std::pair<UINT8, UINT8> >::iterator itend = sectormercmap.end( );
for ( std::map<UINT8, std::pair<UINT8, UINT8> >::iterator it = sectormercmap.begin( ); it != itend; ++it )
{
UINT8 sector = (*it).first;
std::pair<UINT8, UINT8> pair = (*it).second;
INT16 targetX = SECTORX(sector);
INT16 targetY = SECTORY(sector);
// if sector not under our control, has enemies in it, or is currently in combat mode
if (!SectorOursAndPeaceful( targetX, targetY, bZ ))
continue;
// the longer the distance, the less we can move
UINT8 distance = abs(sMapX - targetX) + abs(sMapY - targetY);
// if this sector is not a town sector, travel time will be much higher - we simulate that by increasing the distance.
// Nope, not going to simulate exact travel time here, as that requires way too many new functions (as we don't have a group here)
if ( GetTownIdForSector( targetX, targetY ) == BLANK_SECTOR )
{
// in towns every move costs 5 minutes
// we assume it takes ~2 hours to travel to this sector
// so we add (12 + 11)
distance += 23;
}
// if distance is 0, somethings awry
if ( distance == 0 )
continue;
FLOAT administrationmodifier = 1.0f + GetAdministrationPercentage( sMapX, sMapY ) / 100.0f;
// each soldier can carry 40 items or 40 kg, and needs 10 minutes (two way walk) per sector distance, thereby 6 / distance runs possible per hour
UINT16 maxitems = administrationmodifier * 40 * pair.first * 6 / distance;
UINT16 maxweight = administrationmodifier * 400 * pair.first * 6 / distance;
// we have to differentiate between items that the militia might use and all other items, as there is an option to only move non-militia gear
UINT16 maxitems_militiagear = administrationmodifier * 40 * (pair.first - pair.second) * 6 / distance;
UINT16 maxweight_militiagear = administrationmodifier * 400 * (pair.first - pair.second) * 6 / distance;
// open the inventory of the sector we are taking stuff from
SECTORINFO *pSectorInfo_Target = &( SectorInfo[ SECTOR(targetX, targetY) ] );
UINT32 uiTotalNumberOfRealItems_Target = 0;
// use the new map
pWorldItem_Target.clear();//dnl ch75 021113
if( ( gWorldSectorX == targetX )&&( gWorldSectorY == targetY ) && (gbWorldSectorZ == bZ ) )
{
uiTotalNumberOfRealItems_Target = guiNumWorldItems;
pWorldItem_Target = gWorldItems;
}
else
{
// not loaded, load
{
const auto i = FindWorldItemSector(targetX, targetY, bZ);
if (i != -1)
{
uiTotalNumberOfRealItems_Target = gAllWorldItems.NumItems[i];
pWorldItem_Target = gAllWorldItems.Items[i];
}
else
{
uiTotalNumberOfRealItems_Target = 0;
}
}
}
// move items from Target to Here
UINT16 moveditems = 0;
UINT32 movedweight = 0;
UINT16 moveditems_militiagear = 0;
UINT32 movedweight_militiagear = 0;
OBJECTTYPE* pObjectToMove = new OBJECTTYPE[uiTotalNumberOfRealItems_Target];
UINT8 moveobjectcounter = 0;
for( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems_Target; ++uiCount ) // ... for all items in the world ...
{
if( pWorldItem_Target[ uiCount ].fExists ) // ... if item exists ...
{
// test wether item is reachable and allowed to be moved by this assignment
if ( (pWorldItem_Target[ uiCount ].usFlags & WORLD_ITEM_REACHABLE) && !(pWorldItem_Target[ uiCount ].usFlags & WORLD_ITEM_MOVE_ASSIGNMENT_IGNORE) && pWorldItem_Target[ uiCount ].bVisible > 0)
{
OBJECTTYPE* pObj = &(pWorldItem_Target[ uiCount ].object); // ... get pointer for this item ...
if ( pObj != NULL && pObj->exists() ) // ... if pointer is not obviously useless ...
{
// can this object can be used by militia?
if ( ObjectIsMilitiaRelevant( pObj ) )
{
// if we can still move militia gear, do so. Otherwise ignore this object.
if ( moveditems_militiagear < maxitems_militiagear && movedweight_militiagear < maxweight_militiagear )
{
moveditems_militiagear += pObj->ubNumberOfObjects;
movedweight_militiagear += CalculateObjectWeight( pObj );
}
else
continue;
}
moveditems += pObj->ubNumberOfObjects;
movedweight += CalculateObjectWeight(pObj);
pObjectToMove[moveobjectcounter++] = *pObj;
pWorldItem_Target[ uiCount ].fExists = FALSE;
// if the sector is currently loaded, we need to also remove items from item pools
if( ( gWorldSectorX == targetX )&&( gWorldSectorY == targetY ) && (gbWorldSectorZ == bZ ) )
{
RemoveItemFromPool(pWorldItem_Target[ uiCount ].sGridNo, uiCount, pWorldItem_Target[ uiCount ].ubLevel);
}
if ( moveditems > maxitems )
break;
if ( movedweight > maxweight )
break;
}
}
}
}
// move
if( ( gWorldSectorX == sMapX )&&( gWorldSectorY == sMapY ) && (gbWorldSectorZ == bZ ) )
{
UINT16 flags = (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE);
if ( TileIsOutOfBounds( sDropOffGridNo ) )
flags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
for (UINT16 i = 0; i < moveobjectcounter; ++i )
{
AddItemToPool( sDropOffGridNo, &(pObjectToMove[i]), 1, 0, flags, -1 );
}
}
else
{
UINT16 flags = WORLD_ITEM_REACHABLE;
if ( TileIsOutOfBounds( sDropOffGridNo ) )
flags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
AddItemsToUnLoadedSector( sMapX, sMapY, bZ, sDropOffGridNo, moveobjectcounter, pObjectToMove, 0, flags, 0, 1, FALSE );
}
if ( pObjectToMove )
{
delete[] pObjectToMove;
pObjectToMove = NULL;
}
CHAR16 wSectorName_Target[ 64 ];
GetShortSectorString( targetX, targetY, wSectorName_Target );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapErrorString[51], moveditems, wSectorName_Target, wSectorName );
// if we didn't move any item, no need to save a changed inventory etc.
if ( !moveditems )
continue;
// if the sector we took stuff from isn't loaded, do a resort, otherwise the item list will have holes (linked lists have to be rebuilt)
WORLDITEM* pWorldItem_tmp = NULL;
if( ( gWorldSectorX != targetX ) || ( gWorldSectorY != targetY ) || (gbWorldSectorZ != bZ ) )
{
std::vector<WORLDITEM> pWorldItem_tmp(uiTotalNumberOfRealItems_Target);//dnl ch75 271013
// copy over old inventory
UINT32 newcount = 0;
for( UINT32 uiCount = 0; uiCount < uiTotalNumberOfRealItems_Target; ++uiCount )
{
if ( pWorldItem_Target[ uiCount ].fExists )
{
pWorldItem_tmp[newcount] = pWorldItem_Target[uiCount];
++newcount;
}
}
// use the new map
pWorldItem_Target.clear();//dnl ch75 021113
pWorldItem_Target = pWorldItem_tmp;
}
// save the changed inventory
if( ( targetX == gWorldSectorX )&&( gWorldSectorY == targetY ) && (gbWorldSectorZ == bZ ) )
{
guiNumWorldItems = uiTotalNumberOfRealItems_Target;
gWorldItems = pWorldItem_Target;
}
else
{
UpdateWorldItems(targetX, targetY, bZ, uiTotalNumberOfRealItems_Target, pWorldItem_Target);
}
// award a bit of experience to the movers
UINT16 itemsperperson = moveditems / pair.first;
UINT16 weightperperson = movedweight / pair.first;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == sMapX ) && ( pSoldier->sSectorY == sMapY ) && ( pSoldier->bSectorZ == bZ) && pSoldier->flags.fMercAsleep == FALSE )
{
if( ( pSoldier->bAssignment == MOVE_EQUIPMENT ) && ( EnoughTimeOnAssignment( pSoldier ) ) )
{
// which sector do we want to move stuff to?
UINT8 targetsector = pSoldier->usItemMoveSectorID;
if ( sector == targetsector )
{
UINT16 exppoints = weightperperson / 400;
StatChange( pSoldier, HEALTHAMT, exppoints, TRUE );
StatChange( pSoldier, STRAMT, exppoints, TRUE );
}
}
}
}
}
}
void HandleTrainWorkers()
{
INT32 totalworkersadded = 0;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && !pSoldier->bSectorZ && !pSoldier->flags.fMercAsleep )
{
if( ( pSoldier->bAssignment == TRAIN_WORKERS ) && ( EnoughTimeOnAssignment( pSoldier ) ) )
{
if ( !SectorOursAndPeaceful( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
continue;
UINT8 ubTownId = StrategicMap[ CALCULATE_STRATEGIC_INDEX(pSoldier->sSectorX, pSoldier->sSectorY) ].bNameId;
// Flugente: adjust for workforce
UINT16 maxworkforce = 0;
UINT16 workforce = GetTownWorkers( ubTownId, maxworkforce);
if ( workforce < maxworkforce && gGameExternalOptions.usWorkerTrainingPoints > 0 )
{
UINT8 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( !pSectorInfo )
continue;
INT16 trainpts = pSectorInfo->ubWorkerTrainingHundredths;
trainpts += GetTrainWorkerPts(pSoldier);
INT8 workersadded = trainpts / gGameExternalOptions.usWorkerTrainingPoints;
totalworkersadded += workersadded;
AddTownWorkers( ubTownId, workersadded );
pSectorInfo->ubWorkerTrainingHundredths = trainpts - gGameExternalOptions.usWorkerTrainingPoints * workersadded;
StatChange( pSoldier, LDRAMT, 2 * workersadded, TRUE );
StatChange( pSoldier, EXPERAMT, workersadded, TRUE );
}
}
}
}
INT32 totalcost = totalworkersadded * gGameExternalOptions.usWorkerTrainingCost;
if ( totalcost > 0 )
AddTransactionToPlayersBook( WORKERS_TRAINED, 0, GetWorldTotalMin( ), -totalcost );
}
// Flugente: fortification
void HandleFortification()
{
SOLDIERTYPE* pSoldier = NULL;
UINT16 uiCnt = 0;
for ( uiCnt = 0, pSoldier = MercPtrs[uiCnt]; uiCnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++uiCnt, ++pSoldier )
{
if ( pSoldier->bActive && !pSoldier->flags.fMercAsleep && EnoughTimeOnAssignment( pSoldier ) )
{
if ( (pSoldier->bAssignment == FORTIFICATION) && CanCharacterFortify( pSoldier ) )
{
if ( pSoldier->bSectorZ )
{
UNDERGROUND_SECTORINFO *pSectorInfo;
pSectorInfo = FindUnderGroundSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
if ( pSectorInfo )
{
pSectorInfo->dFortification_UnappliedProgress = min( pSectorInfo->dFortification_UnappliedProgress + pSoldier->GetConstructionPoints( ), pSectorInfo->dFortification_MaxPossible );
}
}
else
{
SECTORINFO *pSectorInfo;
pSectorInfo = &SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )];
if ( pSectorInfo )
{
pSectorInfo->dFortification_UnappliedProgress = min( pSectorInfo->dFortification_UnappliedProgress + pSoldier->GetConstructionPoints( ), pSectorInfo->dFortification_MaxPossible );
}
}
StatChange( pSoldier, STRAMT, 6, TRUE );
// if we cannot fortify any longer, this means we're finished - tell us so
if ( !CanCharacterFortify( pSoldier ) )
AssignmentDone( pSoldier, TRUE, TRUE );
}
}
}
HandleFortificationUpdate( );
}
INT16 GetTownTrainPtsForCharacter( SOLDIERTYPE *pTrainer, UINT16 *pusMaxPts )
{
INT16 sTotalTrainingPts = 0;
INT16 sTrainingBonus = 0;
// UINT8 ubTownId = 0;
// calculate normal training pts - what it would be if his stats were "normal" (ignoring drugs, fatigue)
INT16 wisdom = (pTrainer->stats.bWisdom * (100 + pTrainer->GetBackgroundValue( BG_WISDOM ))) / 100;
INT16 leadership = (pTrainer->stats.bLeadership * (100 + pTrainer->GetBackgroundValue( BG_LEADERSHIP ))) / 100;
*pusMaxPts = (wisdom + leadership + (10 * pTrainer->stats.bExpLevel)) * gGameExternalOptions.ubTownMilitiaTrainingRate;
// calculate effective training points (this is hundredths of pts / hour)
// typical: 300/hr, maximum: 600/hr
sTotalTrainingPts = ( EffectiveWisdom( pTrainer ) + EffectiveLeadership ( pTrainer ) + ( 10 * EffectiveExpLevel ( pTrainer, FALSE) ) ) * gGameExternalOptions.ubTownMilitiaTrainingRate;
// check for teaching bonuses
if( gGameOptions.fNewTraitSystem ) // old/new traits - SANDRO
{
sTrainingBonus += gSkillTraitValues.bSpeedModifierTrainingMilitia; // penalty for untrained mercs
// bonus for teching trait
if ( HAS_SKILL_TRAIT( pTrainer, TEACHING_NT) )
{
sTrainingBonus += gSkillTraitValues.ubTGBonusToTrainMilitia;
}
// +10% for Assertive people
if ( DoesMercHavePersonality( pTrainer, CHAR_TRAIT_ASSERTIVE ) )
{
sTrainingBonus += 10;
}
// -5% for Aggressive people
else if ( DoesMercHavePersonality( pTrainer, CHAR_TRAIT_AGGRESSIVE ) )
{
sTrainingBonus -= 5;
}
// +5% for Phlegmatic people
else if ( DoesMercHavePersonality( pTrainer, CHAR_TRAIT_PHLEGMATIC ) )
{
sTrainingBonus += 5;
}
}
else
{
if ( HAS_SKILL_TRAIT( pTrainer, TEACHING_OT) )
{
sTrainingBonus += (gGameExternalOptions.ubTeachBonusToTrain * NUM_SKILL_TRAITS( pTrainer, TEACHING_OT));
}
}
// RPCs get a small training bonus for being more familiar with the locals and their customs/needs than outsiders
if ( gMercProfiles[pTrainer->ubProfile].Type == PROFILETYPE_RPC ||
gMercProfiles[pTrainer->ubProfile].Type == PROFILETYPE_NPC )
{
sTrainingBonus += gGameExternalOptions.ubRpcBonusToTrainMilitia;
}
// apply training bonus from rebel command
sTrainingBonus += RebelCommand::GetMilitiaTrainingSpeedBonus();
// HEADROCK HAM 3.5: Training bonus given by local facilities
if (pTrainer->bSectorZ == 0)
{
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
if (gFacilityLocations[SECTOR(pTrainer->sSectorX, pTrainer->sSectorY)][cnt].fFacilityHere)
{
if (pTrainer->bAssignment == TRAIN_TOWN || pTrainer->bAssignment == DRILL_MILITIA )
{
sTrainingBonus += (100 - gFacilityTypes[cnt].usMilitiaTraining);
}
}
}
}
// adjust for teaching bonus (a percentage)
sTotalTrainingPts += ( ( sTrainingBonus * sTotalTrainingPts ) / 100 );
// teach bonus is considered "normal" - it's always there
*pusMaxPts += ( ( sTrainingBonus * *pusMaxPts ) / 100 );
// adjust for fatigue of trainer
UINT32 uiTrainingPts = (UINT32) sTotalTrainingPts;
ReducePointsForFatigue( pTrainer, &uiTrainingPts );
FLOAT administrationmodifier = pTrainer->GetAdministrationModifier();
uiTrainingPts *= administrationmodifier;
// Flugente: our food situation influences our effectiveness
if ( UsingFoodSystem() )
ReducePointsForHunger( pTrainer, &uiTrainingPts );
sTotalTrainingPts = (INT16)uiTrainingPts;
/* ARM: Decided this didn't make much sense - the guys I'm training damn well BETTER be loyal - and screw the rest!
// get town index
ubTownId = StrategicMap[ pTrainer->sSectorX + pTrainer->sSectorY * MAP_WORLD_X ].bNameId;
AssertNE(ubTownId, BLANK_SECTOR);
// adjust for town loyalty
sTotalTrainingPts = (sTotalTrainingPts * gTownLoyalty[ ubTownId ].ubRating) / 100;
*/
return( sTotalTrainingPts );
}
void MakeSoldiersTacticalAnimationReflectAssignment( SOLDIERTYPE *pSoldier )
{
// soldier is in tactical, world loaded, he's OKLIFE
if( ( pSoldier->bInSector ) && gfWorldLoaded && ( pSoldier->stats.bLife >= OKLIFE ) )
{
// Set animation based on his assignment
if ( IS_DOCTOR(pSoldier->bAssignment) )
{
SoldierInSectorDoctor( pSoldier, pSoldier->usStrategicInsertionData );
}
else if ( IS_PATIENT(pSoldier->bAssignment) )
{
SoldierInSectorPatient( pSoldier, pSoldier->usStrategicInsertionData );
}
else if ( IS_REPAIR(pSoldier->bAssignment) )
{
SoldierInSectorRepair( pSoldier, pSoldier->usStrategicInsertionData );
}
else
{
if ( pSoldier->usAnimState != WKAEUP_FROM_SLEEP && !(pSoldier->bOldAssignment < ON_DUTY ) )
{
// default: standing
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
}
}
void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason )
{
AssertLT( ubReason, NUM_ASSIGN_ABORT_REASONS );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ ubReason ], pSoldier->GetName() );
StopTimeCompression();
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
{
if ( ( pSoldier->bInSector ) && ( gfWorldLoaded ) )
{
if ( IS_DOCTOR(pSoldier->bAssignment) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
pSoldier->ChangeSoldierState( END_DOCTOR, 1, TRUE );
}
else
{
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
else if ( IS_REPAIR(pSoldier->bAssignment) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
pSoldier->ChangeSoldierState( END_REPAIRMAN, 1, TRUE );
}
else
{
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
else if ( IS_PATIENT(pSoldier->bAssignment) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
pSoldier->ChangeSoldierStance( ANIM_CROUCH );
}
else
{
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
}
if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
// hack - reset AbsoluteFinalDestination in case it was left non-nowhere
pSoldier->sAbsoluteFinalDestination = NOWHERE;
}
if ( fSayQuote )
{
// HEADROCK HAM 3.6: Separated Militia Training
if ( ( fMeToo == FALSE ) && (pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == DRILL_MILITIA ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( pSoldier );
}
}
// don't bother telling us again about guys we already know about
if ( !( pSoldier->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT ) )
{
pSoldier->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT;
if ( fSayQuote )
{
if (IS_DOCTOR( pSoldier->bAssignment ) || IS_REPAIR( pSoldier->bAssignment ) ||
IS_PATIENT( pSoldier->bAssignment ) || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL || pSoldier->bAssignment == FORTIFICATION || pSoldier->bAssignment == EXPLORATION )
{
TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
}
}
AddReasonToWaitingListQueue( ASSIGNMENT_FINISHED_FOR_UPDATE );
AddSoldierToWaitingListQueue( pSoldier );
// trigger a single call AddDisplayBoxToWaitingQueue for assignments done
gfAddDisplayBoxToWaitingQueue = TRUE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
BOOLEAN CharacterIsBetweenSectors( SOLDIERTYPE *pSoldier )
{
// is the character on the move
if( !pSoldier )
return ( FALSE );
return( pSoldier->flags.fBetweenSectors );
}
void HandleNaturalHealing( void )
{
SOLDIERTYPE *pSoldier, *pTeamSoldier;
INT32 cnt=0;
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt,pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
// mechanical members don't regenerate!
if( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pTeamSoldier ) ) )
{
HandleHealingByNaturalCauses( pTeamSoldier );
}
}
}
}
// handle healing of this soldier by natural causes.
void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
{
UINT32 uiPercentHealth = 0;
INT8 bActivityLevelDivisor = 0;
UINT16 usFacilityModifier = 100;
UINT8 ubAssignmentType = 0;
// check if soldier valid
if( pSoldier == NULL )
{
return;
}
// dead
if( pSoldier->stats.bLife == 0 )
{
return;
}
// lost any pts?
if ( pSoldier->stats.bLife == pSoldier->stats.bLifeMax && !pSoldier->HasDisease( FALSE, FALSE ) )
{
return;
}
// any bleeding pts - can't recover if still bleeding!
if( pSoldier->bBleeding != 0 )
{
return;
}
// not bleeding and injured...
if ((pSoldier->flags.fMercAsleep == TRUE) || (IS_PATIENT(pSoldier->bAssignment) && !IS_DOCTOR(pSoldier->bAssignment)) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
{
bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
}
else if( pSoldier->bAssignment == ASSIGNMENT_POW )
{
// use high activity level to simulate stress, torture, poor conditions for healing
bActivityLevelDivisor = gGameExternalOptions.ubHighActivityLevel;
}
else if ( pSoldier->bAssignment < ON_DUTY )
{
// if time is being compressed, and the soldier is not moving strategically
if ( IsTimeBeingCompressed() && !PlayerIDGroupInMotion( pSoldier->ubGroupID ) )
{
// basically resting
bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
}
else
{
// either they're on the move, or they're being tactically active
bActivityLevelDivisor = gGameExternalOptions.ubHighActivityLevel;
}
}
else // this includes being in a vehicle - that's neither very strenous, nor very restful
{
bActivityLevelDivisor = gGameExternalOptions.ubMediumActivityLevel;
}
// HEADROCK HAM 3.6: Add better healing rate from facility
ubAssignmentType = GetSoldierFacilityAssignmentIndex( pSoldier );
if (ubAssignmentType == FAC_PATIENT )
{
usFacilityModifier = GetSectorModifier( pSoldier, FACILITY_PERFORMANCE_MOD );
}
// what percentage of health is he down to
uiPercentHealth = ( pSoldier->stats.bLife * 100 ) / pSoldier->stats.bLifeMax;
// SANDRO - experimental - increase health regeneration of soldiers when doctors are around
if ( gGameOptions.fNewTraitSystem )
{
SOLDIERTYPE * pMedic = NULL;
UINT16 cnt;
UINT16 bRegenerationBonus = 0;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pMedic = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt, pMedic++)
{
if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
{
continue; // NEXT!!!
}
if (pMedic->stats.bLife >= OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0
&& pMedic->ubID != pSoldier->ubID && HAS_SKILL_TRAIT( pMedic, DOCTOR_NT ))
{
bRegenerationBonus += NUM_SKILL_TRAITS( pMedic, DOCTOR_NT );
if (bRegenerationBonus >= gSkillTraitValues.ubDOMaxRegenBonuses) // how many doctor traits can help
{
bRegenerationBonus = gSkillTraitValues.ubDOMaxRegenBonuses;
break;
}
}
}
if (bRegenerationBonus > 0)
{
pSoldier->sFractLife += ( INT16 ) (((( uiPercentHealth / bActivityLevelDivisor ) * (100 + gSkillTraitValues.ubDONaturalRegenBonus * bRegenerationBonus) / 100 ) * usFacilityModifier ) / 100 );
}
else
{
// gain that many hundredths of life points back, divided by the activity level modifier
pSoldier->sFractLife += ( INT16 ) ((( uiPercentHealth / bActivityLevelDivisor ) * usFacilityModifier) / 100 );
}
}
else // original
{
// gain that many hundredths of life points back, divided by the activity level modifier
pSoldier->sFractLife += ( INT16 ) ((( uiPercentHealth / bActivityLevelDivisor ) * usFacilityModifier) / 100 );
}
// Flugente: diseases can lower health regen
for ( int i = 0; i < NUM_DISEASES; ++i )
{
pSoldier->sFractLife += Disease[i].sLifeRegenHundreds * pSoldier->GetDiseaseMagnitude( i );
}
// now update the real life values
UpDateSoldierLife( pSoldier );
}
void UpDateSoldierLife( SOLDIERTYPE *pSoldier )
{
// update soldier life, make sure we don't go out of bounds
INT8 sAddedLife = pSoldier->sFractLife/100;
INT8 oldlife = pSoldier->stats.bLife;
pSoldier->stats.bLife += sAddedLife;
// if we fall below OKLIFE, we start bleeding again...
if ( pSoldier->stats.bLife < OKLIFE && oldlife >= OKLIFE && sAddedLife < 0 )
{
/*pSoldier->stats.bLife = 0;
BOOLEAN fMadeCorpse;
HandleSoldierDeath( pSoldier, &fMadeCorpse );*/
pSoldier->bBleeding = pSoldier->stats.bLifeMax - pSoldier->stats.bLife;
}
// Autobandage assigned patients - they might still show bleeding for the first minute, but I haven't seen them lose life from it yet.
if (pSoldier->bBleeding > 0)
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
// SANDRO - when being healed normally, reduce insta-healable HPs value
if ( gGameOptions.fNewTraitSystem && pSoldier->iHealableInjury > 0 )
{
pSoldier->iHealableInjury -= sAddedLife * 100;
if (pSoldier->iHealableInjury < 0)
pSoldier->iHealableInjury = 0;
}
// keep remaining fract of life
pSoldier->sFractLife %= 100;
// check if we have gone too far
if( pSoldier->stats.bLife >= pSoldier->stats.bLifeMax )
{
// reduce
pSoldier->stats.bLife = pSoldier->stats.bLifeMax;
// only set sFractLife to be 0 if > 0
if ( pSoldier->sFractLife > 0 )
pSoldier->sFractLife = 0;
pSoldier->iHealableInjury = 0; // check added by SANDRO
}
}
void CheckIfSoldierUnassigned( SOLDIERTYPE *pSoldier )
{
if( pSoldier->bAssignment == NO_ASSIGNMENT )
{
// unassigned
AddCharacterToAnySquad( pSoldier );
if( ( gfWorldLoaded ) && ( pSoldier->bInSector ) )
{
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
}
void CreateDestroyMouseRegionsForAssignmentMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SOLDIERTYPE *pSoldier = NULL;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
static BOOLEAN fShowRemoveMenu = FALSE;
// will create/destroy mouse regions for the map screen assignment main menu
// check if we can only remove character from team..not assign
if( ( bSelectedAssignChar != -1 )|| ( fShowRemoveMenu == TRUE ) )
{
if( fShowRemoveMenu == TRUE )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
if( ( gCharactersList[bSelectedAssignChar].usSolID->stats.bLife == 0 ) || ( gCharactersList[bSelectedAssignChar].usSolID->bAssignment == ASSIGNMENT_POW ) )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
}
if ( ( fShowAssignmentMenu == TRUE ) && !fCreated )
{
gfIgnoreScrolling = FALSE;
if( ( fShowAssignmentMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
{
SetBoxPosition( ghAssignmentBox, AssignmentPosition );
}
pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// grab height of font
iFontHeight = GetLineSpace( ghEpcBox ) + GetFontHeight( GetBoxFont( ghEpcBox ) );
// get x.y position of box
GetBoxPosition( ghEpcBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghEpcBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghEpcBox );
}
else
{
// grab height of font
iFontHeight = GetLineSpace( ghAssignmentBox ) + GetFontHeight( GetBoxFont( ghAssignmentBox ) );
// get x.y position of box
GetBoxPosition( ghAssignmentBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghAssignmentBox );
}
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gAssignmentMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, AssignmentMenuMvtCallBack, AssignmentMenuBtnCallback );
MSYS_SetRegionUserData( &gAssignmentMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghAssignmentBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
PositionCursorForTacticalAssignmentBox( );
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); ++iCounter )
{
MSYS_RemoveRegion( &gAssignmentMenuRegion[ iCounter ] );
}
fShownAssignmentMenu = FALSE;
// not created
fCreated = FALSE;
SetRenderFlags( RENDER_FLAG_FULL );
}
}
void CreateDestroyMouseRegionForVehicleMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiMenuLine = 0;
INT32 iVehicleId = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition, pPoint;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if ( gAssignMenuState == ASMENU_VEHICLE )
{
GetBoxPosition( ghAssignmentBox, &pPoint);
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
// vehicle position
VehiclePosition.iX = pPoint.iX + pDimensions.iRight;
SetBoxPosition( ghVehicleBox , VehiclePosition );
}
if ( gAssignMenuState == ASMENU_VEHICLE && !fCreated )
{
// grab height of font
iFontHeight = GetLineSpace( ghVehicleBox ) + GetFontHeight( GetBoxFont( ghVehicleBox ) );
// get x.y position of box
GetBoxPosition( ghVehicleBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghVehicleBox, &pDimensions );
SetBoxSecondaryShade( ghVehicleBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghVehicleBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// run through list of vehicles in sector
for ( iVehicleId = 0; iVehicleId < ubNumberOfVehicles; iVehicleId++ )
{
if ( pVehicleList[ iVehicleId ].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleId ) )
{
// add mouse region for each accessible vehicle
MSYS_DefineRegion( &gVehicleMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, VehicleMenuMvtCallback, VehicleMenuBtnCallback );
MSYS_SetRegionUserData( &gVehicleMenuRegion[ uiMenuLine ], 0, uiMenuLine );
// store vehicle ID in the SECOND user data
MSYS_SetRegionUserData( &gVehicleMenuRegion[ uiMenuLine ], 1, iVehicleId );
++uiMenuLine;
}
}
}
// cancel line
MSYS_DefineRegion( &gVehicleMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, VehicleMenuMvtCallback, VehicleMenuBtnCallback );
MSYS_SetRegionUserData( &gVehicleMenuRegion[ uiMenuLine ], 0, VEHICLE_MENU_CANCEL );
// created
fCreated = TRUE;
// pause game
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghVehicleBox );
fCreated = TRUE;
HandleShadingOfLinesForVehicleMenu( );
}
else if( ( gAssignMenuState != ASMENU_VEHICLE || ( fShowAssignmentMenu == FALSE ) ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for( uiMenuLine = 0; uiMenuLine < GetNumberOfLinesOfTextInBox( ghVehicleBox ); ++uiMenuLine )
{
MSYS_RemoveRegion( &gVehicleMenuRegion[ uiMenuLine ] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghVehicleBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void HandleShadingOfLinesForVehicleMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleId;
UINT32 uiMenuLine = 0;
if ( gAssignMenuState != ASMENU_VEHICLE || ( ghVehicleBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
// run through list of vehicles
for ( iVehicleId = 0; iVehicleId < ubNumberOfVehicles; ++iVehicleId )
{
if ( pVehicleList[ iVehicleId ].fValid == TRUE )
{
// inaccessible vehicles aren't listed at all!
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleId ) )
{
if ( IsEnoughSpaceInVehicle( iVehicleId ) )
{
// legal vehicle, leave it green
UnShadeStringInBox( ghVehicleBox, uiMenuLine );
UnSecondaryShadeStringInBox( ghVehicleBox, uiMenuLine );
}
else
{
// unjoinable vehicle - yellow
SecondaryShadeStringInBox( ghVehicleBox, uiMenuLine );
}
++uiMenuLine;
}
}
}
}
void VehicleMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
INT32 iVehicleID;
SOLDIERTYPE * pSoldier;
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == VEHICLE_MENU_CANCEL )
{
gAssignMenuState = ASMENU_NONE;
UnHighLightBox( ghAssignmentBox );
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
iVehicleID = MSYS_GetRegionUserData( pRegion, 1 );
// inaccessible vehicles shouldn't be listed in the menu!
// AssertT( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleID ) );
if ( IsEnoughSpaceInVehicle( iVehicleID ) )
{
PutSoldierInVehicle( pSoldier, ( INT8 ) iVehicleID );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, gzLateLocalizedString[ 18 ], gNewVehicle[ pVehicleList[ iVehicleID ].ubVehicleType ].NewVehicleStrings );
}
fShowAssignmentMenu = FALSE;
// update mapscreen
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
SetAssignmentForList( VEHICLE, ( INT8 ) iVehicleID );
}
}
void VehicleMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if( iValue != VEHICLE_MENU_CANCEL )
{
// no shaded(disabled) lines actually appear in vehicle menus
if( GetBoxShadeFlag( ghVehicleBox, iValue ) == FALSE )
{
// highlight vehicle line
HighLightBoxLine( ghVehicleBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghVehicleBox, GetNumberOfLinesOfTextInBox( ghVehicleBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghVehicleBox );
HandleShadingOfLinesForVehicleMenu( );
}
}
BOOLEAN DisplayRepairMenu( SOLDIERTYPE *pSoldier )
{
INT32 iVehicleIndex=0;
INT32 hStringHandle=0;
// run through list of vehicles in sector and add them to pop up box
// first, clear pop up box
RemoveBox(ghRepairBox);
ghRepairBox = -1;
CreateRepairBox();
SetCurrentBox(ghRepairBox);
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
if( pSoldier->bSectorZ == 0 )
{
// run through list of vehicles and see if any in sector
for ( iVehicleIndex = 0; iVehicleIndex < ubNumberOfVehicles; ++iVehicleIndex )
{
if ( pVehicleList[ iVehicleIndex ].fValid == TRUE )
{
// don't even list the helicopter, because it's NEVER repairable...
if ( iVehicleIndex != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
//AddMonoString( (UINT32 *)&hStringHandle,pVehicleStrings[ pVehicleList[ iVehicleIndex ].ubVehicleType ] );
AddMonoString( (UINT32 *)&hStringHandle,gNewVehicle[ pVehicleList[ iVehicleIndex ].ubVehicleType ].NewVehicleStrings );
}
}
}
}
}
// is there a SAM SITE Here?
if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// SAM site
AddMonoString( (UINT32 *)&hStringHandle, pRepairStrings[1] );
}
// is the ROBOT here?
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// robot
AddMonoString((UINT32 *)&hStringHandle, pRepairStrings[ 3 ] );
}
// items
AddMonoString((UINT32 *)&hStringHandle, pRepairStrings[ 0 ] );
// cancel
AddMonoString((UINT32 *)&hStringHandle, pRepairStrings[ 2 ] );
SetBoxFont(ghRepairBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghRepairBox, FONT_WHITE);
SetBoxShade(ghRepairBox, FONT_GRAY7);
SetBoxForeground(ghRepairBox, FONT_LTGREEN);
SetBoxBackground(ghRepairBox, FONT_BLACK);
// resize box to text
ResizeBoxToText( ghRepairBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
return TRUE;
}
void HandleShadingOfLinesForRepairMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleIndex = 0;
INT32 iCount = 0;
if( ( gAssignMenuState != ASMENU_REPAIR ) || ( ghRepairBox == -1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
BOOL bHasToolkit = (FindToolkit( pSoldier ) != NO_SLOT);
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
if ( pSoldier->bSectorZ == 0 )
{
for ( iVehicleIndex = 0; iVehicleIndex < ubNumberOfVehicles; ++iVehicleIndex )
{
if ( pVehicleList[ iVehicleIndex ].fValid == TRUE )
{
// don't even list the helicopter, because it's NEVER repairable...
if ( iVehicleIndex != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
if( CanCharacterRepairVehicle( pSoldier, iVehicleIndex ) == TRUE && bHasToolkit )
{
// unshade vehicle line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade vehicle line
ShadeStringInBox( ghRepairBox, iCount );
}
++iCount;
}
}
}
}
}
if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// handle enable disable of repair sam option
if( CanSoldierRepairSAM( pSoldier ) && bHasToolkit )
{
// unshade SAM line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade SAM line
ShadeStringInBox( ghRepairBox, iCount );
}
++iCount;
}
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// handle shading of repair robot option
if( CanCharacterRepairRobot( pSoldier ) && bHasToolkit )
{
// unshade robot line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade robot line
ShadeStringInBox( ghRepairBox, iCount );
}
++iCount;
}
if ( DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
// unshade items line
UnShadeStringInBox( ghRepairBox, iCount );
}
else
{
// shade items line
ShadeStringInBox( ghRepairBox, iCount );
}
++iCount;
}
void CreateDestroyMouseRegionForRepairMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiCounter = 0;
INT32 iCount = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleIndex = 0;
if ( gAssignMenuState == ASMENU_REPAIR && !fCreated )
{
// Moa: removed below: repositioning now the same way as for training in AssignmentMenuBtnCB as it caused missplaced box for higher resolutions then 3.
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
//if( ( fShowRepairMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
// //SetBoxPosition( ghRepairBox ,RepairPosition);
//}
// grab height of font
iFontHeight = GetLineSpace( ghRepairBox ) + GetFontHeight( GetBoxFont( ghRepairBox ) );
// get x.y position of box
GetBoxPosition( ghRepairBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghRepairBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghRepairBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
if ( pSoldier->bSectorZ == 0 )
{
// vehicles
for ( iVehicleIndex = 0; iVehicleIndex < ubNumberOfVehicles; ++iVehicleIndex )
{
if ( pVehicleList[ iVehicleIndex ].fValid == TRUE )
{
// don't even list the helicopter, because it's NEVER repairable...
if ( iVehicleIndex != iHelicopterVehicleId )
{
// other vehicles *in the sector* are listed, but later shaded dark if they're not repairable
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
// 2nd user data is the vehicle index, which can easily be different from the region index!
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, iVehicleIndex );
++iCount;
}
}
}
}
}
// Now there is. Flugente 2016-10-13
// No point in allowing SAM site repair any more. Jan/13/99. ARM
// SAM site
if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_SAM_SITE );
++iCount;
}
// robot
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_ROBOT );
++iCount;
}
// items
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_ITEMS );
++iCount;
// cancel
MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_CANCEL );
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghRepairBox );
fCreated = TRUE;
}
else if( ( ( gAssignMenuState != ASMENU_REPAIR ) || ( fShowAssignmentMenu == FALSE ) ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for( uiCounter = 0; uiCounter < GetNumberOfLinesOfTextInBox( ghRepairBox ); ++uiCounter )
{
MSYS_RemoveRegion( &gRepairMenuRegion[ uiCounter ] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghRepairBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
SOLDIERTYPE *pSoldier = NULL;
INT32 iRepairWhat;
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
// ignore clicks on disabled lines
if( GetBoxShadeFlag( ghRepairBox, iValue ) == TRUE )
{
return;
}
// WHAT is being repaired is stored in the second user data argument
iRepairWhat = MSYS_GetRegionUserData( pRegion, 1 );
pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive && ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
if( ( iRepairWhat >= REPAIR_MENU_VEHICLE1 ) && ( iRepairWhat <= REPAIR_MENU_VEHICLE3 ) )
{
// repair VEHICLE
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != REPAIR )|| ( pSoldier->flags.fFixingRobot ) || ( pSoldier->flags.fFixingSAMSite ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, REPAIR );
pSoldier->bVehicleUnderRepairID = ( INT8 ) iRepairWhat;
// MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
}
// Now there is. Flugente 2016-10-13
// No point in allowing SAM site repair any more. Jan/13/99. ARM
else if( iRepairWhat == REPAIR_MENU_SAM_SITE )
{
// repair SAM site
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
MakeSureToolKitIsInHand( pSoldier );
if( ( pSoldier->bAssignment != REPAIR )|| ( pSoldier->flags.fFixingSAMSite == FALSE ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, REPAIR );
pSoldier->flags.fFixingSAMSite = TRUE;
// the second argument is irrelevant here, function looks at pSoldier itself to know what's being repaired
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
}
else if( iRepairWhat == REPAIR_MENU_ROBOT )
{
// repair ROBOT
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
MakeSureToolKitIsInHand( pSoldier );
if( ( pSoldier->bAssignment != REPAIR )|| ( pSoldier->flags.fFixingRobot == FALSE ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, REPAIR );
pSoldier->flags.fFixingRobot = TRUE;
// the second argument is irrelevant here, function looks at pSoldier itself to know what's being repaired
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
}
else if( iRepairWhat == REPAIR_MENU_ITEMS )
{
// items
SetSoldierAssignment( pSoldier, REPAIR, FALSE, FALSE, -1 );
// the second argument is irrelevant here, function looks at pSoldier itself to know what's being repaired
SetAssignmentForList( ( INT8 ) REPAIR, 0 );
fShowAssignmentMenu = FALSE;
}
else
{
// CANCEL
gAssignMenuState = ASMENU_NONE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
}
}
void RepairMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if( iValue < REPAIR_MENU_CANCEL )
{
if( GetBoxShadeFlag( ghRepairBox, iValue ) == FALSE )
{
// highlight choice
HighLightBoxLine( ghRepairBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghRepairBox, GetNumberOfLinesOfTextInBox( ghRepairBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghRepairBox );
}
}
BOOLEAN MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier )
{
//JMich_SkillModifiers: added bonus to see which is the maximum, and an extra pocket to store the highest bonus found so far.
INT8 bPocket = 0, bonus = -101, bToolkitPocket = NO_SLOT;
// if there isn't a toolkit in his hand
if(ItemIsToolkit(pSoldier->inv[ HANDPOS].usItem))
{
bonus = Item[pSoldier->inv[ HANDPOS].usItem].RepairModifier;
bToolkitPocket = HANDPOS;
}
// run through rest of inventory looking for toolkits, swap the first one into hand if found
// CHRISL: Changed to dynamically determine max inventory locations.
for (bPocket = SECONDHANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
if(ItemIsToolkit(pSoldier->inv[ bPocket ].usItem) && Item[pSoldier->inv[ bPocket ].usItem].RepairModifier > bonus)
{
bonus = Item[pSoldier->inv[ bPocket ].usItem].RepairModifier;
bToolkitPocket = bPocket;
}
}
// Flugente: ehem... shouldn't we actually CHECK wether there IS a toolkit? We should check that beforehand...
if ( bToolkitPocket == NO_SLOT )
return FALSE;
// HEADROCK HAM B2.8: These new conditions will create a bias for swapping an item out of our hand.
//If the second hand is free, the item will go to the SECONDHANDPOS while the toolkit goes into the HANDPOS
if( Item[pSoldier->inv[HANDPOS].usItem].usItemClass & (IC_WEAPON | IC_PUNCH) && !pSoldier->inv[SECONDHANDPOS].exists())
SwapObjs(pSoldier, HANDPOS, SECONDHANDPOS, TRUE);
// Else, if the gun sling slot is free, and the item can go there, it will.
else if( UsingNewInventorySystem() && !pSoldier->inv[GUNSLINGPOCKPOS].exists() && CanItemFitInPosition(pSoldier, &pSoldier->inv[HANDPOS], GUNSLINGPOCKPOS, FALSE) )
SwapObjs(pSoldier, HANDPOS, GUNSLINGPOCKPOS, TRUE);
else if(!CanItemFitInPosition(pSoldier, &pSoldier->inv[HANDPOS], bToolkitPocket, FALSE))
SwapObjs(pSoldier, HANDPOS, SECONDHANDPOS, TRUE);
SwapObjs( pSoldier, HANDPOS, bToolkitPocket, TRUE );
return TRUE;
}
BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier , bool bAllow1stAidKit)
{
INT8 bPocket = 0;
bool can_swap = true, medkit_found = false;
fTeamPanelDirty = TRUE;
// if there is a MEDICAL BAG in his hand, we're set
if (ItemIsMedicalKit(pSoldier->inv[ HANDPOS ].usItem))
{
return(TRUE);
}
// run through rest of inventory looking 1st for MEDICAL BAGS, swap the first one into hand if found
for (bPocket = SECONDHANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
if (ItemIsMedicalKit(pSoldier->inv[ bPocket ].usItem))
{
medkit_found = true;
can_swap = true;
fCharacterInfoPanelDirty = TRUE;
//shadooow: rules for item swapping rewritten to honor pocket restrictions
// sevenfm: for AI, just swap objects
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
SwapObjs(pSoldier, HANDPOS, bPocket, TRUE);
return(TRUE);
}
//nothing in main hand
else if (!pSoldier->inv[HANDPOS].exists())
{
SwapObjs(pSoldier, HANDPOS, bPocket, TRUE);//todo: this should probably be more robust and handle potentional custom medical kit that uses both hands
return(TRUE);
}
//nothing in offhand
else if (!pSoldier->inv[SECONDHANDPOS].exists())
{
SwapObjs(pSoldier, HANDPOS, SECONDHANDPOS, TRUE);
SwapObjs(pSoldier, HANDPOS, bPocket, TRUE);
return(TRUE);
}
else if (UsingNewInventorySystem())
{
// Else, if the gun sling slot is free, and the item can go there, it will.
if (!pSoldier->inv[GUNSLINGPOCKPOS].exists() && CanItemFitInPosition(pSoldier, &pSoldier->inv[HANDPOS], GUNSLINGPOCKPOS, FALSE))
SwapObjs(pSoldier, HANDPOS, GUNSLINGPOCKPOS, TRUE);
else if (!pSoldier->inv[GUNSLINGPOCKPOS].exists() && CanItemFitInPosition(pSoldier, &pSoldier->inv[SECONDHANDPOS], GUNSLINGPOCKPOS, FALSE))
SwapObjs(pSoldier, SECONDHANDPOS, GUNSLINGPOCKPOS, TRUE);
else if (CanItemFitInPosition(pSoldier, &pSoldier->inv[HANDPOS], bPocket, FALSE))
SwapObjs(pSoldier, HANDPOS, bPocket, TRUE);
else if (CanItemFitInPosition(pSoldier, &pSoldier->inv[SECONDHANDPOS], bPocket, FALSE))
SwapObjs(pSoldier, SECONDHANDPOS, bPocket, TRUE);
else if (!AutoPlaceObject(pSoldier, &pSoldier->inv[HANDPOS], FALSE, GUNSLINGPOCKPOS, FALSE) && !AutoPlaceObject(pSoldier, &pSoldier->inv[SECONDHANDPOS], FALSE, GUNSLINGPOCKPOS, FALSE))
can_swap = false;
}
else
{
if (CanItemFitInPosition(pSoldier, &pSoldier->inv[HANDPOS], bPocket, FALSE))
SwapObjs(pSoldier, HANDPOS, bPocket, TRUE);
else if (CanItemFitInPosition(pSoldier, &pSoldier->inv[SECONDHANDPOS], bPocket, FALSE))
SwapObjs(pSoldier, SECONDHANDPOS, bPocket, TRUE);
else if (!AutoPlaceObject(pSoldier, &pSoldier->inv[HANDPOS], FALSE, GUNSLINGPOCKPOS, FALSE) && !AutoPlaceObject(pSoldier, &pSoldier->inv[SECONDHANDPOS], FALSE, GUNSLINGPOCKPOS, FALSE))
can_swap = false;
}
if (can_swap && (!pSoldier->inv[HANDPOS].exists() || !pSoldier->inv[SECONDHANDPOS].exists()))
{
if (pSoldier->inv[HANDPOS].exists())
{
SwapObjs(pSoldier, HANDPOS, SECONDHANDPOS, TRUE);
}
SwapObjs(pSoldier, HANDPOS, bPocket, TRUE);
return(TRUE);
}
}
}
//if we came here it means we don't have medical kit or we cannot place it into hand due to no suitable pockets for whatever merc carries in them
if (medkit_found && (pSoldier->flags.uiStatusFlags & SOLDIER_PC))
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[QUICK_ITEMS_NOWHERE_TO_PLACE]);
if(!bAllow1stAidKit)
return FALSE;
// we didn't find a medical bag, so settle for a FIRST AID KIT
if (ItemIsFirstAidKit(pSoldier->inv[ HANDPOS ].usItem))
{
return(TRUE);
}
// run through rest of inventory looking for 1st aid kits, swap the first one into hand if found
// CHRISL: Changed to dynamically determine max inventory locations.
for (bPocket = SECONDHANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
if (ItemIsFirstAidKit(pSoldier->inv[ bPocket ].usItem))
{
// CHRISL: This needs to start with the first "non-big" pocket.
if( (ItemIsTwoHanded(pSoldier->inv[HANDPOS].usItem) && (bPocket >= SMALLPOCKSTART)))
{
// first move from hand to second hand
SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
// dirty mapscreen and squad panels
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
SwapObjs( pSoldier, HANDPOS, bPocket, TRUE );
return(TRUE);
}
}
// no medkit items in possession!
return(FALSE);
}
void HandleShadingOfLinesForAssignmentMenus( void )
{
SOLDIERTYPE *pSoldier = NULL;
// updates which menus are selectable based on character status
if( ( fShowAssignmentMenu == FALSE ) || ( ghAssignmentBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive )
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// patient
if( CanCharacterPatient( pSoldier ) )
{
// unshade patient line
UnShadeStringInBox( ghEpcBox, EPC_MENU_PATIENT );
}
else
{
// shade patient line
ShadeStringInBox( ghEpcBox, EPC_MENU_PATIENT );
}
if( CanCharacterOnDuty( pSoldier ) )
{
// unshade on duty line
UnShadeStringInBox( ghEpcBox, EPC_MENU_ON_DUTY );
}
else
{
// shade on duty line
ShadeStringInBox( ghEpcBox, EPC_MENU_ON_DUTY );
}
if( CanCharacterVehicle( pSoldier ) )
{
// unshade vehicle line
UnShadeStringInBox( ghEpcBox, EPC_MENU_VEHICLE );
}
else
{
// shade vehicle line
ShadeStringInBox( ghEpcBox, EPC_MENU_VEHICLE );
}
}
else
{
// doctor
if( CanCharacterDoctor( pSoldier ) )
{
// unshade doctor line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
UnSecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
}
else
{
// only missing a med kit
if( CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) )
{
SecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
}
else
{
// shade doctor line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR );
}
}
// diagnosis
if ( CanCharacterDiagnoseDisease( pSoldier ) )
{
// unshade line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR_DIAGNOSIS );
}
else
{
// shade line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_DOCTOR_DIAGNOSIS );
}
// repair
if( CanCharacterRepair( pSoldier ) )
{
// unshade repair line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
UnSecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
}
else
{
// only missing a tool kit
if( CanCharacterRepairButDoesntHaveARepairkit( pSoldier ) )
{
SecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
}
else
{
// shade repair line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_REPAIR );
}
}
// radio scan
if( BasicCanCharacterAssignment( pSoldier, TRUE ) && pSoldier->CanUseRadio() )
{
// unshade line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_RADIO_SCAN );
}
else
{
// shade line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_RADIO_SCAN );
}
// patient
if( CanCharacterPatient( pSoldier ) )
{
// unshade patient line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_PATIENT );
}
else
{
// shade patient line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_PATIENT );
}
if( CanCharacterOnDuty( pSoldier ) )
{
// unshade on duty line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ON_DUTY );
}
else
{
// shade on duty line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ON_DUTY );
}
if( CanCharacterPractise( pSoldier ) )
{
// unshade train line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_TRAIN );
}
else
{
// shade train line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_TRAIN );
}
if( CanCharacterPractise( pSoldier ) )
{
// unshade train line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_MOVE_ITEMS );
}
else
{
// shade train line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_MOVE_ITEMS );
}
if( CanCharacterVehicle( pSoldier ) )
{
// unshade vehicle line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
}
else
{
// shade vehicle line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
}
if (BasicCanCharacterFacility( pSoldier ))
{
// unshade facility line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_FACILITY );
}
else
{
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_FACILITY );
}
// snitch
if( CanCharacterSnitch( pSoldier ) )
{
// unshade line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_SNITCH );
}
else
{
// shade line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_SNITCH );
}
// fortify
if ( CanCharacterFortify( pSoldier ) )
{
// unshade patient line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_FORTIFY );
}
else
{
// shade patient line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_FORTIFY );
}
// spy
if ( CanCharacterSpyAssignment( pSoldier ) )
{
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_SPY );
}
else
{
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_SPY );
}
// administration
if ( CanCharacterAdministration( pSoldier ) )
{
if ( GetNumberofAdministratableMercs( pSoldier->sSectorX, pSoldier->sSectorY ) )
{
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ADMINISTRATION );
UnSecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ADMINISTRATION );
}
else
{
SecondaryShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ADMINISTRATION );
}
}
else
{
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_ADMINISTRATION );
}
// exploration
if ( CanCharacterExplore( pSoldier ) )
{
// unshade line
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_EXPLORATION );
}
else
{
// shade line
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_EXPLORATION );
}
// militia
if ( CanCharacterOnDuty( pSoldier ) )
{
UnShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_MILITIA );
}
else
{
ShadeStringInBox( ghAssignmentBox, ASSIGN_MENU_MILITIA );
}
}
}
// squad submenu
HandleShadingOfLinesForSquadMenu( );
// vehicle submenu
HandleShadingOfLinesForVehicleMenu( );
// repair submenu
HandleShadingOfLinesForRepairMenu( );
// disease menu
HandleShadingOfLinesForDiseaseMenu();
HandleShadingOfLinesForSpyMenu();
HandleShadingOfLinesForMilitiaMenu();
// training submenu
HandleShadingOfLinesForTrainingMenu( );
// training attributes submenu
HandleShadingOfLinesForAttributeMenus( );
// HEADROCK HAM 3.6: Facility Menu
HandleShadingOfLinesForFacilityMenu( );
// HEADROCK HAM 3.6: Facility Submenu
HandleShadingOfLinesForFacilityAssignmentMenu( );
// anv: snitch menus shading
HandleShadingOfLinesForSnitchMenu( );
HandleShadingOfLinesForSnitchToggleMenu( );
HandleShadingOfLinesForSnitchSectorMenu( );
// Flugente: prisoner menu
HandleShadingOfLinesForPrisonerMenu();
}
void DetermineWhichAssignmentMenusCanBeShown( void )
{
BOOLEAN fCharacterNoLongerValid = FALSE;
SOLDIERTYPE *pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
if( fShowMapScreenMovementList == TRUE )
{
if( GetSelectedDestChar() == -1 )
{
fCharacterNoLongerValid = TRUE;
HandleShowingOfMovementBox( );
}
else
{
fShowMapScreenMovementList = FALSE;
fCharacterNoLongerValid = TRUE;
}
}
/*
else if( fShowUpdateBox )
{
//handle showing of the merc update box
HandleShowingOfUpBox( );
}
*/
else if( bSelectedAssignChar == -1 )
{
fCharacterNoLongerValid = TRUE;
}
// update the assignment positions
UpdateMapScreenAssignmentPositions( );
}
// determine which assign menu needs to be shown
if( !fShowAssignmentMenu || fCharacterNoLongerValid )
{
// reset show assignment menus
gAssignMenuState = ASMENU_NONE;
fShowAssignmentMenu = FALSE;
// destroy mask, if needed
CreateDestroyScreenMaskForAssignmentAndContractMenus( );
// destroy menu if needed
CreateDestroyMouseRegionForVehicleMenu( );
CreateDestroyMouseRegionsForAssignmentMenu( );
CreateDestroyMouseRegionsForTrainingMenu( );
CreateDestroyMouseRegionsForAttributeMenu( );
CreateDestroyMouseRegionsForSquadMenu( TRUE );
CreateDestroyMouseRegionForRepairMenu( );
CreateDestroyMouseRegionForMoveItemMenu();
CreateDestroyMouseRegionForDiseaseMenu();
CreateDestroyMouseRegionForSpyMenu();
CreateDestroyMouseRegionForMilitiaMenu();
// HEADROCK HAM 3.6: Facility Menu, Submenu
CreateDestroyMouseRegionForFacilityMenu( );
CreateDestroyMouseRegionsForFacilityAssignmentMenu( );
// anv: snitch menus
CreateDestroyMouseRegionsForSnitchMenu( );
CreateDestroyMouseRegionsForSnitchToggleMenu( );
CreateDestroyMouseRegionsForSnitchSectorMenu( );
// Flugente: prisoner menu
CreateDestroyMouseRegionsForPrisonerMenu();
// hide all boxes being shown
if ( IsBoxShown( ghEpcBox ) )
{
HideBox( ghEpcBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghAssignmentBox ) )
{
HideBox( ghAssignmentBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghTrainingBox ) )
{
HideBox( ghTrainingBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghRepairBox ) )
{
HideBox( ghRepairBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghMoveItemBox ) )
{
HideBox( ghMoveItemBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghDiseaseBox ) )
{
HideBox( ghDiseaseBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghSpyBox ) )
{
HideBox( ghSpyBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghMilitiaBox ) )
{
HideBox( ghMilitiaBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghAttributeBox ) )
{
HideBox( ghAttributeBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghVehicleBox ) )
{
HideBox( ghVehicleBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
// HEADROCK HAM 3.6: Facility Menu
if ( IsBoxShown( ghFacilityBox ) )
{
HideBox( ghFacilityBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
// HEADROCK HAM 3.6: Facility Submenu
if ( IsBoxShown( ghFacilityAssignmentBox ) )
{
HideBox( ghFacilityAssignmentBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
// anv: snitch menus
if ( IsBoxShown( ghSnitchBox ) )
{
HideBox( ghSnitchBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghSnitchToggleBox ) )
{
HideBox( ghSnitchToggleBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghSnitchSectorBox ) )
{
HideBox( ghSnitchSectorBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
if ( IsBoxShown( ghPrisonerBox ) )
{
HideBox( ghPrisonerBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
// do we really want ot hide this box?
if( fShowContractMenu == FALSE )
{
if ( IsBoxShown( ghRemoveMercAssignBox ) )
{
HideBox( ghRemoveMercAssignBox );
fTeamPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
}
//HideBox( ghSquadBox );
//SetRenderFlags(RENDER_FLAG_FULL);
// no menus, leave
return;
}
// update the assignment positions
UpdateMapScreenAssignmentPositions( );
// create mask, if needed
CreateDestroyScreenMaskForAssignmentAndContractMenus( );
// created assignment menu if needed
CreateDestroyMouseRegionsForAssignmentMenu( );
CreateDestroyMouseRegionsForTrainingMenu( );
CreateDestroyMouseRegionsForAttributeMenu( );
CreateDestroyMouseRegionsForSquadMenu( TRUE );
CreateDestroyMouseRegionForRepairMenu( );
CreateDestroyMouseRegionForMoveItemMenu();
CreateDestroyMouseRegionForDiseaseMenu( );
CreateDestroyMouseRegionForSpyMenu();
CreateDestroyMouseRegionForMilitiaMenu();
CreateDestroyMouseRegionsForSnitchMenu( );
CreateDestroyMouseRegionsForSnitchToggleMenu( );
CreateDestroyMouseRegionsForSnitchSectorMenu( );
CreateDestroyMouseRegionsForPrisonerMenu( );
CreateDestroyMouseRegionForVehicleMenu();
CreateDestroyMouseRegionForFacilityMenu();
CreateDestroyMouseRegionsForFacilityAssignmentMenu();
if( ( ( gCharactersList[ bSelectedInfoChar ].usSolID->stats.bLife == 0 )||( gCharactersList[bSelectedInfoChar].usSolID->bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
{
// show basic assignment menu
ShowBox( ghRemoveMercAssignBox );
}
else
{
pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
ShowBox( ghEpcBox );
}
else
{
// show basic assignment menu
ShowBox( ghAssignmentBox );
}
}
// TRAINING menu
if ( gAssignMenuState == ASMENU_TRAIN )
{
HandleShadingOfLinesForTrainingMenu( );
ShowBox( ghTrainingBox );
}
else
{
if( IsBoxShown( ghTrainingBox ) )
{
HideBox( ghTrainingBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// REPAIR menu
if ( gAssignMenuState == ASMENU_REPAIR )
{
HandleShadingOfLinesForRepairMenu( );
ShowBox( ghRepairBox );
}
else
{
// hide box
if( IsBoxShown( ghRepairBox ) )
{
HideBox( ghRepairBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// Move Item menu
if ( gAssignMenuState == ASMENU_MOVEITEM )
{
ShowBox( ghMoveItemBox );
}
else
{
// hide box
if( IsBoxShown( ghMoveItemBox ) )
{
HideBox( ghMoveItemBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
}
// Disease menu
if ( gAssignMenuState == ASMENU_DISEASE )
{
HandleShadingOfLinesForDiseaseMenu( );
ShowBox( ghDiseaseBox );
}
else
{
// hide box
if ( IsBoxShown( ghDiseaseBox ) )
{
HideBox( ghDiseaseBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
}
// spy menu
if ( gAssignMenuState == ASMENU_SPY )
{
HandleShadingOfLinesForSpyMenu();
ShowBox( ghSpyBox );
}
else
{
// hide box
if ( IsBoxShown( ghSpyBox ) )
{
HideBox( ghSpyBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
}
// militia menu
if ( gAssignMenuState == ASMENU_MILITIA )
{
HandleShadingOfLinesForMilitiaMenu();
ShowBox( ghMilitiaBox );
}
else
{
// hide box
if ( IsBoxShown( ghMilitiaBox ) )
{
HideBox( ghMilitiaBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
}
// ATTRIBUTE menu
if( fShowAttributeMenu == TRUE )
{
HandleShadingOfLinesForAttributeMenus( );
ShowBox( ghAttributeBox );
}
else
{
if( IsBoxShown( ghAttributeBox ) )
{
HideBox( ghAttributeBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// VEHICLE menu
if ( gAssignMenuState == ASMENU_VEHICLE )
{
ShowBox( ghVehicleBox );
}
else
{
if( IsBoxShown( ghVehicleBox ) )
{
HideBox( ghVehicleBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// HEADROCK HAM 3.6: FACILITY menu
if ( gAssignMenuState == ASMENU_FACILITY )
{
HandleShadingOfLinesForFacilityMenu( );
ShowBox( ghFacilityBox );
}
else
{
if( IsBoxShown( ghFacilityBox ) )
{
HideBox( ghFacilityBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// Facility Sub-menu
if( fShowFacilityAssignmentMenu == TRUE )
{
HandleShadingOfLinesForFacilityAssignmentMenu( );
ShowBox( ghFacilityAssignmentBox );
}
else
{
if( IsBoxShown( ghFacilityAssignmentBox ) )
{
HideBox( ghFacilityAssignmentBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// SNITCH menu
if ( gAssignMenuState == ASMENU_SNITCH )
{
HandleShadingOfLinesForSnitchMenu( );
ShowBox( ghSnitchBox );
}
else
{
if( IsBoxShown( ghSnitchBox ) )
{
HideBox( ghSnitchBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// SNITCH sub-menu 1
if( fShowSnitchToggleMenu == TRUE )
{
HandleShadingOfLinesForSnitchToggleMenu( );
ShowBox( ghSnitchToggleBox );
}
else
{
if( IsBoxShown( ghSnitchToggleBox ) )
{
HideBox( ghSnitchToggleBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// SNITCH sub-menu 2
if( fShowSnitchSectorMenu == TRUE )
{
HandleShadingOfLinesForSnitchSectorMenu( );
ShowBox( ghSnitchSectorBox );
}
else
{
if( IsBoxShown( ghSnitchSectorBox ) )
{
HideBox( ghSnitchSectorBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
// Flugente: prisoner menu
if ( fShowPrisonerMenu )
{
HandleShadingOfLinesForPrisonerMenu( );
ShowBox( ghPrisonerBox );
}
else
{
if ( IsBoxShown( ghPrisonerBox ) )
{
HideBox( ghPrisonerBox );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
// SetRenderFlags(RENDER_FLAG_FULL);
}
}
}
void CreateDestroyScreenMaskForAssignmentAndContractMenus( void )
{
static BOOLEAN fCreated = FALSE;
// will create a screen mask to catch mouse input to disable assignment menus
// not created, create
if( ( fCreated == FALSE ) && ( ( fShowAssignmentMenu == TRUE )||( fShowContractMenu == TRUE ) || ( fShowTownInfo == TRUE) ) )
{
MSYS_DefineRegion( &gAssignmentScreenMaskRegion, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, AssignmentScreenMaskBtnCallback );
// created
fCreated = TRUE;
if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
MSYS_ChangeRegionCursor( &gAssignmentScreenMaskRegion, 0 );
}
}
else if( ( fCreated == TRUE ) && ( fShowAssignmentMenu == FALSE )&&( fShowContractMenu == FALSE ) && ( fShowTownInfo == FALSE ) )
{
// created, get rid of it
MSYS_RemoveRegion( &gAssignmentScreenMaskRegion );
// not created
fCreated = FALSE;
}
}
void AssignmentScreenMaskBtnCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment screen mask region
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
{
if( fFirstClickInAssignmentScreenMask == TRUE )
{
fFirstClickInAssignmentScreenMask = FALSE;
return;
}
// button event, stop showing menus
gAssignMenuState = ASMENU_NONE;
fShowAssignmentMenu = FALSE;
fShowContractMenu = FALSE;
// stop showing town mine info
fShowTownInfo = FALSE;
// reset contract character and contract highlight line
giContractHighLine =-1;
bSelectedContractChar = -1;
fGlowContractRegion = FALSE;
// update mapscreen
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
SetRenderFlags( RENDER_FLAG_FULL );
}
}
void ClearScreenMaskForMapScreenExit( void )
{
// reset show assignment menu
fShowAssignmentMenu = FALSE;
// update the assignment positions
UpdateMapScreenAssignmentPositions( );
// stop showing town mine info too
fShowTownInfo = FALSE;
// destroy mask, if needed
CreateDestroyScreenMaskForAssignmentAndContractMenus( );
// destroy assignment menu if needed
CreateDestroyMouseRegionsForAssignmentMenu( );
CreateDestroyMouseRegionsForTrainingMenu( );
CreateDestroyMouseRegionsForAttributeMenu( );
CreateDestroyMouseRegionsForSquadMenu( TRUE );
CreateDestroyMouseRegionForRepairMenu( );
CreateDestroyMouseRegionForMoveItemMenu();
CreateDestroyMouseRegionForDiseaseMenu( );
CreateDestroyMouseRegionForSpyMenu();
CreateDestroyMouseRegionForMilitiaMenu();
// HEADROCK HAM 3.6: Facility Menu
CreateDestroyMouseRegionForFacilityMenu( );
CreateDestroyMouseRegionsForSnitchMenu( );
CreateDestroyMouseRegionsForSnitchToggleMenu( );
CreateDestroyMouseRegionsForSnitchSectorMenu( );
CreateDestroyMouseRegionsForPrisonerMenu( );
}
void CreateDestroyMouseRegions( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
// do we show the remove menu
if( fShowRemoveMenu )
{
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
if( ( fShowAssignmentMenu == TRUE ) && ( fCreated == FALSE ) )
{
// grab height of font
iFontHeight = GetLineSpace( ghAssignmentBox ) + GetFontHeight( GetBoxFont( ghAssignmentBox ) );
// get x.y position of box
GetBoxPosition( ghAssignmentBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghAssignmentBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); ++iCounter )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gAssignmentMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, AssignmentMenuMvtCallBack, AssignmentMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gAssignmentMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// pause game
PauseGame( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghAssignmentBox );
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
MSYS_RemoveRegion( &gAssignmentMenuRegion[ iCounter ] );
}
RestorePopUpBoxes();
// not created
fCreated = FALSE;
}
}
void CreateDestroyMouseRegionsForContractMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
static BOOLEAN fShowRemoveMenu = FALSE;
// will create/destroy mouse regions for the map screen Contract main menu
// will create/destroy mouse regions for the map screen assignment main menu
// check if we can only remove character from team..not assign
if( ( bSelectedContractChar != -1 )|| ( fShowRemoveMenu == TRUE ) )
{
if( fShowRemoveMenu == TRUE )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowContractMenu;
// ATE: Added this setting of global variable 'cause
// it will cause an assert failure in GetSelectedAssignSoldier()
bSelectedAssignChar = bSelectedContractChar;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
if( gCharactersList[bSelectedContractChar].usSolID->stats.bLife == 0 )
{
// dead guy handle menu stuff
fShowRemoveMenu = fShowContractMenu;
// ATE: Added this setting of global variable 'cause
// it will cause an assert failure in GetSelectedAssignSoldier()
bSelectedAssignChar = bSelectedContractChar;
CreateDestroyMouseRegionsForRemoveMenu( );
return;
}
}
if( ( fShowContractMenu == TRUE ) && ( fCreated == FALSE ) )
{
if( bSelectedContractChar == -1 )
{
return;
}
if( fShowContractMenu )
{
SetBoxPosition( ghContractBox , ContractPosition );
}
// grab height of font
iFontHeight = GetLineSpace( ghContractBox ) + GetFontHeight( GetBoxFont( ghContractBox ) );
// get x.y position of box
GetBoxPosition( ghContractBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghContractBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghContractBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghContractBox ); ++iCounter )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gContractMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghContractBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghContractBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, ContractMenuMvtCallback, ContractMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gContractMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// pause game
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghContractBox );
}
else if( ( fShowContractMenu == FALSE ) && ( fCreated == TRUE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghContractBox ); iCounter++ )
{
MSYS_RemoveRegion( &gContractMenuRegion[ iCounter ] );
}
fShownContractMenu = FALSE;
//if( ( fProcessingAMerc ) && ( pProcessingSoldier ) )
//{
// if( (UINT32)(pProcessingSoldier->iEndofContractTime) == GetWorldTotalMin() )
// {
// StrategicRemoveMerc( pProcessingSoldier, MERC_FIRED );
// pProcessingSoldier = NULL;
// fProcessingAMerc = FALSE;
// }
//}
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
RestorePopUpBoxes( );
// not created
fCreated = FALSE;
}
}
// will create/destroy mouse regions for the map screen assignment main menu
void CreateDestroyMouseRegionsForTrainingMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
if ( gAssignMenuState == ASMENU_TRAIN && !fCreated )
{
// grab height of font
iFontHeight = GetLineSpace( ghTrainingBox ) + GetFontHeight( GetBoxFont( ghTrainingBox ) );
// get x.y position of box
GetBoxPosition( ghTrainingBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghTrainingBox, &pDimensions );
SetBoxSecondaryShade( ghTrainingBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghTrainingBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghTrainingBox ); ++iCounter )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gTrainingMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghTrainingBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghTrainingBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 3 ,
MSYS_NO_CURSOR, TrainingMenuMvtCallBack, TrainingMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gTrainingMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghTrainingBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || ( gAssignMenuState != ASMENU_TRAIN ) ) && fCreated )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghTrainingBox ); ++iCounter )
{
MSYS_RemoveRegion( &gTrainingMenuRegion[ iCounter ] );
}
// stop showing training menu
if( fShowAssignmentMenu == FALSE )
{
gAssignMenuState = ASMENU_NONE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghTrainingBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
// will create/destroy mouse regions for the map screen attribute menu
void CreateDestroyMouseRegionsForAttributeMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
if( ( fShowAttributeMenu == TRUE ) && ( fCreated == FALSE ) )
{
// Moa: removed, this missplaces popups when screensize>3.
//if( ( fShowAssignmentMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
//SetBoxPosition( ghAssignmentBox, AssignmentPosition );
//}
//HandleShadingOfLinesForAttributeMenus( );
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghAttributeBox ) + GetFontHeight( GetBoxFont( ghAttributeBox ) );
// get x.y position of box
GetBoxPosition( ghAttributeBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghAttributeBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghAttributeBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAttributeBox ); ++iCounter )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gAttributeMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, AttributeMenuMvtCallBack, AttributesMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gAttributeMenuRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghAttributeBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || ( gAssignMenuState != ASMENU_TRAIN ) ||( fShowAttributeMenu == FALSE) ) && fCreated )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghAttributeBox ); ++iCounter )
{
MSYS_RemoveRegion( &gAttributeMenuRegion[ iCounter ] );
}
// stop showing training menu
if( ( fShowAssignmentMenu == FALSE )||( gAssignMenuState != ASMENU_TRAIN ) || ( fShowAttributeMenu == FALSE))
{
fShowAttributeMenu = FALSE;
gfRenderPBInterface = TRUE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghAttributeBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( gAssignMenuState == ASMENU_TRAIN )
{
// remove highlight on the parent menu
UnHighLightBox( ghTrainingBox );
}
}
}
void CreateDestroyMouseRegionsForRemoveMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen attribute menu
if( ( ( fShowAssignmentMenu == TRUE ) || ( fShowContractMenu == TRUE ) ) && ( fCreated == FALSE ) )
{
if( fShowContractMenu )
{
SetBoxPosition( ghContractBox , ContractPosition );
}
else
{
SetBoxPosition( ghAssignmentBox , AssignmentPosition );
}
if( fShowContractMenu )
{
// set box position to contract box position
SetBoxPosition( ghRemoveMercAssignBox , ContractPosition );
}
else
{
// set box position to contract box position
SetBoxPosition( ghRemoveMercAssignBox , AssignmentPosition );
}
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghRemoveMercAssignBox ) + GetFontHeight( GetBoxFont( ghRemoveMercAssignBox ) );
// get x.y position of box
GetBoxPosition( ghRemoveMercAssignBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghRemoveMercAssignBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghRemoveMercAssignBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghRemoveMercAssignBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gRemoveMercAssignRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAttributeBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, RemoveMercMenuMvtCallBack, RemoveMercMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gRemoveMercAssignRegion[ iCounter ], 0, iCounter );
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghRemoveMercAssignBox );
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) && ( fShowContractMenu == FALSE ) )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghRemoveMercAssignBox ); iCounter++ )
{
MSYS_RemoveRegion( &gRemoveMercAssignRegion[ iCounter ] );
}
fShownContractMenu = FALSE;
// stop showing menu
if( fShowRemoveMenu == FALSE )
{
fShowAttributeMenu = FALSE;
// HEADROCK HAM 3.6: Stop showing Facility submenu
fShowFacilityAssignmentMenu = FALSE;
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// turn off the GLOBAL fShowRemoveMenu flag!!!
fShowRemoveMenu = FALSE;
// and the assignment menu itself!!!
fShowAssignmentMenu = FALSE;
// not created
fCreated = FALSE;
}
}
void CreateDestroyMouseRegionsForSquadMenu( BOOLEAN fPositionBox )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen attribute menu
if ( gAssignMenuState == ASMENU_SQUAD && !fCreated )
{
// create squad box
CreateSquadBox( );
GetBoxSize( ghAssignmentBox, &pDimensions );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghSquadBox ) + GetFontHeight( GetBoxFont( ghSquadBox ) );
// get x.y position of box
GetBoxPosition( ghSquadBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghSquadBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghSquadBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSquadBox ) - 1; ++iCounter )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gSquadMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, SquadMenuMvtCallBack, SquadMenuBtnCallback );
MSYS_SetRegionUserData( &gSquadMenuRegion[ iCounter ], 0, iCounter );
}
// now create cancel region
MSYS_DefineRegion( &gSquadMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSquadBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, SquadMenuMvtCallBack, SquadMenuBtnCallback );
MSYS_SetRegionUserData( &gSquadMenuRegion[ iCounter ], 0, SQUAD_MENU_CANCEL );
// created
fCreated = TRUE;
// show the box
ShowBox( ghSquadBox );
// unhighlight all strings in box
UnHighLightBox( ghSquadBox );
// update based on current squad
HandleShadingOfLinesForSquadMenu( );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || ( gAssignMenuState != ASMENU_SQUAD ) ) && fCreated )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSquadBox ); ++iCounter )
{
MSYS_RemoveRegion( &gSquadMenuRegion[ iCounter ] );
}
gAssignMenuState = ASMENU_NONE;
// remove squad box
RemoveBox(ghSquadBox);
ghSquadBox = -1;
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
fMapPanelDirty = TRUE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void CreateDestroyMouseRegionsForSnitchMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
if ( gAssignMenuState == ASMENU_SNITCH && !fCreated )
{
// Moa: removed, this missplaces popups when screensize>3.
//if( ( fShowTrainingMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
//SetBoxPosition( ghTrainingBox, TrainPosition );
//}
//
//HandleShadingOfLinesForTrainingMenu( );
//
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghSnitchBox ) + GetFontHeight( GetBoxFont( ghSnitchBox ) );
// get x.y position of box
GetBoxPosition( ghSnitchBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghSnitchBox, &pDimensions );
SetBoxSecondaryShade( ghSnitchBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghSnitchBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSnitchBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gSnitchMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSnitchBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSnitchBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 3 ,
MSYS_NO_CURSOR, SnitchMenuMvtCallBack, SnitchMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gSnitchMenuRegion[ iCounter ], 0, iCounter );
// Add tooltip for region
if (wcscmp(pSnitchToggleMenuDescStrings[ iCounter ], L"") != 0)
{
SetRegionFastHelpText( &gSnitchMenuRegion[ iCounter ], pSnitchMenuDescStrings[ iCounter ] );
}
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghSnitchBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || gAssignMenuState != ASMENU_SNITCH ) && fCreated )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSnitchBox ); ++iCounter )
{
MSYS_RemoveRegion( &gSnitchMenuRegion[ iCounter ] );
}
// stop showing training menu
if( fShowAssignmentMenu == FALSE )
{
gAssignMenuState = ASMENU_NONE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghSnitchBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void CreateDestroyMouseRegionsForSnitchToggleMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
if( ( fShowSnitchToggleMenu == TRUE ) && ( fCreated == FALSE ) )
{
// Moa: removed, this missplaces popups when screensize>3.
//if( ( fShowTrainingMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
//SetBoxPosition( ghTrainingBox, TrainPosition );
//}
//
//HandleShadingOfLinesForTrainingMenu( );
//
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghSnitchToggleBox ) + GetFontHeight( GetBoxFont( ghSnitchToggleBox ) );
// get x.y position of box
GetBoxPosition( ghSnitchToggleBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghSnitchToggleBox, &pDimensions );
SetBoxSecondaryShade( ghSnitchToggleBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghSnitchToggleBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSnitchToggleBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gSnitchToggleMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSnitchToggleBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSnitchToggleBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 3 ,
MSYS_NO_CURSOR, SnitchToggleMenuMvtCallBack, SnitchToggleMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gSnitchToggleMenuRegion[ iCounter ], 0, iCounter );
// Add tooltip for region
if (wcscmp(pSnitchToggleMenuDescStrings[ iCounter ], L"") != 0)
{
SetRegionFastHelpText( &gSnitchToggleMenuRegion[ iCounter ], pSnitchToggleMenuDescStrings[ iCounter ] );
}
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghSnitchToggleBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || gAssignMenuState != ASMENU_SNITCH || ( fShowSnitchToggleMenu == FALSE ) ) && fCreated )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSnitchToggleBox ); ++iCounter )
{
MSYS_RemoveRegion( &gSnitchToggleMenuRegion[ iCounter ] );
}
// stop showing training menu
if( fShowAssignmentMenu == FALSE )
{
gAssignMenuState = ASMENU_NONE;
}
if( gAssignMenuState != ASMENU_SNITCH )
{
fShowSnitchToggleMenu = FALSE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghSnitchToggleBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( gAssignMenuState == ASMENU_SNITCH )
{
// remove highlight on the parent menu
UnHighLightBox( ghSnitchBox );
}
}
}
void CreateDestroyMouseRegionsForSnitchSectorMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
if( ( fShowSnitchSectorMenu == TRUE ) && ( fCreated == FALSE ) )
{
// Moa: removed, this missplaces popups when screensize>3.
//if( ( fShowTrainingMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
//SetBoxPosition( ghTrainingBox, TrainPosition );
//}
//
//HandleShadingOfLinesForTrainingMenu( );
//
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghSnitchSectorBox ) + GetFontHeight( GetBoxFont( ghSnitchSectorBox ) );
// get x.y position of box
GetBoxPosition( ghSnitchSectorBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghSnitchSectorBox, &pDimensions );
SetBoxSecondaryShade( ghSnitchSectorBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghSnitchSectorBox );
// define regions
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSnitchSectorBox ); iCounter++ )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gSnitchSectorMenuRegion[ iCounter ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSnitchSectorBox ) + ( iFontHeight ) * iCounter ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghSnitchSectorBox ) + ( iFontHeight ) * ( iCounter + 1 ) ), MSYS_PRIORITY_HIGHEST - 3 ,
MSYS_NO_CURSOR, SnitchSectorMenuMvtCallBack, SnitchSectorMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gSnitchSectorMenuRegion[ iCounter ], 0, iCounter );
// Add tooltip for region
if (wcscmp(pSnitchSectorMenuDescStrings[ iCounter ], L"") != 0)
{
SetRegionFastHelpText( &gSnitchSectorMenuRegion[ iCounter ], pSnitchSectorMenuDescStrings[ iCounter ] );
}
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghSnitchSectorBox );
}
else if( ( ( fShowAssignmentMenu == FALSE ) || gAssignMenuState != ASMENU_SNITCH || ( fShowSnitchSectorMenu == FALSE ) ) && fCreated )
{
// destroy
for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghSnitchSectorBox ); ++iCounter )
{
MSYS_RemoveRegion( &gSnitchSectorMenuRegion[ iCounter ] );
}
// stop showing training menu
if( fShowAssignmentMenu == FALSE )
{
gAssignMenuState = ASMENU_NONE;
}
if( gAssignMenuState != ASMENU_SNITCH )
{
fShowSnitchSectorMenu = FALSE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghSnitchSectorBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( gAssignMenuState == ASMENU_SNITCH )
{
// remove highlight on the parent menu
UnHighLightBox( ghSnitchBox );
}
}
}
void CreateDestroyMouseRegionsForPrisonerMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 iCounter = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
// will create/destroy mouse regions for the map screen assignment main menu
if ( (fShowPrisonerMenu == TRUE) && !fCreated )
{
// grab height of font
iFontHeight = GetLineSpace( ghPrisonerBox ) + GetFontHeight( GetBoxFont( ghPrisonerBox ) );
// get x.y position of box
GetBoxPosition( ghPrisonerBox, &pPosition );
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghPrisonerBox, &pDimensions );
SetBoxSecondaryShade( ghPrisonerBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghPrisonerBox );
// define regions
for ( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghPrisonerBox ); ++iCounter )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gPrisonerMenuRegion[iCounter], (INT16)(iBoxXPosition), (INT16)(iBoxYPosition + GetTopMarginSize( ghPrisonerBox ) + (iFontHeight)* iCounter), (INT16)(iBoxXPosition + iBoxWidth), (INT16)(iBoxYPosition + GetTopMarginSize( ghPrisonerBox ) + (iFontHeight)* (iCounter + 1)), MSYS_PRIORITY_HIGHEST - 3,
MSYS_NO_CURSOR, PrisonerMenuMvtCallBack, PrisonerMenuBtnCallback );
// set user defines
MSYS_SetRegionUserData( &gPrisonerMenuRegion[iCounter], 0, iCounter );
// Add tooltip for region
if ( wcscmp( pPrisonerMenuDescStrings[iCounter], L"" ) != 0 )
{
SetRegionFastHelpText( &gPrisonerMenuRegion[iCounter], pPrisonerMenuDescStrings[iCounter] );
}
}
// created
fCreated = TRUE;
// unhighlight all strings in box
UnHighLightBox( ghPrisonerBox );
}
else if ( (!fShowAssignmentMenu || gAssignMenuState != ASMENU_FACILITY || !fShowFacilityAssignmentMenu || !fShowPrisonerMenu) && fCreated )
{
// destroy
for ( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghPrisonerBox ); ++iCounter )
{
MSYS_RemoveRegion( &gPrisonerMenuRegion[iCounter] );
}
// stop showing training menu
if ( !fShowAssignmentMenu || gAssignMenuState != ASMENU_FACILITY || !fShowFacilityAssignmentMenu )
{
fShowPrisonerMenu = FALSE;
}
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghPrisonerBox );
SetRenderFlags( RENDER_FLAG_FULL );
// not created
fCreated = FALSE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void AssignmentMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
SOLDIERTYPE *pSoldier;
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
pSoldier = GetSelectedAssignSoldier( FALSE );
if( HandleAssignmentExpansionAndHighLightForAssignMenu( pSoldier ) == TRUE )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// is the line shaded?..if so, don't highlight
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
if( GetBoxShadeFlag( ghEpcBox, iValue ) == FALSE )
{
HighLightBoxLine( ghEpcBox, iValue );
}
}
else
{
if( GetBoxShadeFlag( ghAssignmentBox, iValue ) == FALSE )
{
HighLightBoxLine( ghAssignmentBox, iValue );
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// unhighlight all strings in box
UnHighLightBox( ghEpcBox );
}
else
{
// unhighlight all strings in box
UnHighLightBox( ghAssignmentBox );
}
}
}
void RemoveMercMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// get the string line handle
// is the line shaded?..if so, don't highlight
if( GetBoxShadeFlag( ghRemoveMercAssignBox, iValue ) == FALSE )
{
HighLightBoxLine( ghRemoveMercAssignBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghRemoveMercAssignBox );
}
}
void ContractMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for Contract region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( iValue != CONTRACT_MENU_CURRENT_FUNDS )
{
if( GetBoxShadeFlag( ghContractBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghContractBox, iValue );
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghContractBox );
}
}
void SquadMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( iValue != SQUAD_MENU_CANCEL )
{
if( GetBoxShadeFlag( ghSquadBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghSquadBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghSquadBox, GetNumberOfLinesOfTextInBox( ghSquadBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghSquadBox );
// update based on current squad
HandleShadingOfLinesForSquadMenu( );
}
}
void RemoveMercMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for contract region
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE, FALSE );
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
switch( iValue )
{
case( REMOVE_MERC_CANCEL ):
// stop showing menus
fShowAssignmentMenu = FALSE;
fShowContractMenu = FALSE;
// reset characters
bSelectedAssignChar = -1;
bSelectedContractChar = -1;
giAssignHighLine = -1;
// dirty regions
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
// stop contratc glow if we are
fGlowContractRegion = FALSE;
giContractHighLine = -1;
break;
case( REMOVE_MERC ):
StrategicRemoveMerc( pSoldier );
// dirty region
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
// stop contratc glow if we are
fGlowContractRegion = FALSE;
giContractHighLine = -1;
// reset selected characters
bSelectedAssignChar = -1;
bSelectedContractChar = -1;
giAssignHighLine = -1;
// stop showing menus
fShowAssignmentMenu = FALSE;
fShowContractMenu = FALSE;
//Def: 10/13/99: When a merc is either dead or a POW, the Remove Merc popup comes up instead of the
// Assign menu popup. When the the user removes the merc, we need to make sure the assignment menu
//doesnt come up ( because the both assign menu and remove menu flags are needed for the remove pop up to appear
//dont ask why?!! )
fShownContractMenu = FALSE;
fShownAssignmentMenu = FALSE;
fShowRemoveMenu = FALSE;
break;
}
}
}
void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
{
// This function will setup the quote, then start dialogue beginning the actual leave sequence
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
{
#ifdef JA2UB
//Ja25 UB
//if the merc cant leave
if( !CanMercBeAllowedToLeaveTeam( pSoldier ) )
{
HaveMercSayWhyHeWontLeave( pSoldier );
return;
}
#endif
//shadooow: it makes no sense, but if someone wants to dismiss vehicle then do not popup the department box and drop its items in current sector without asking
if (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)
{
StrategicRemoveMerc(pSoldier);
HandleLeavingOfEquipmentInCurrentSector(pSoldier->ubID);
return;
}
// WANNE: Nothing to do here, when we want to dismiss the robot
BOOLEAN fAmIaRobot = AM_A_ROBOT( pSoldier );
// Flugente: If merc is unconscious, just fire him anyway (if talking stuff is called, this leads to a geme lock)
if (!fAmIaRobot && pSoldier->stats.bLife > CONSCIOUSNESS )
{
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC ) || ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO );
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING, 1,0 );
}
else
{
// quote is different if he's fired in less than 48 hours
if( ( GetWorldTotalMin() - pSoldier->uiTimeOfLastContractUpdate ) < 60 * 48 )
{
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) )
{
// Only do this if they want to renew.....
if ( WillMercRenew( pSoldier, FALSE ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_DEPART_COMMET_CONTRACT_NOT_RENEWED_OR_TERMINATED_UNDER_48 );
}
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING, 1,0 );
}
else
{
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,1 ,MAP_SCREEN ,0 ,0 ,0 );
if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) )
{
// Only do this if they want to renew.....
if ( WillMercRenew( pSoldier, FALSE ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_DEPARTING_COMMENT_CONTRACT_NOT_RENEWED_OR_48_OR_MORE );
}
}
else if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC ) || ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC ) )
{
HandleImportantMercQuote( pSoldier, QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_LOCK_INTERFACE,0 ,MAP_SCREEN ,0 ,0 ,0 );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING, 1,0 );
}
}
if( ( GetWorldTotalMin() - pSoldier->uiTimeOfLastContractUpdate ) < 60 * 3 )
{
// this will cause him give us lame excuses for a while until he gets over it
// 3-6 days (but the first 1-2 days of that are spent "returning" home)
gMercProfiles[ pSoldier->ubProfile ].ubDaysOfMoraleHangover = (UINT8) (3 + Random(4));
// if it's an AIM merc, word of this gets back to AIM... Bad rep.
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
ModifyPlayerReputation(REPUTATION_EARLY_FIRING);
// piss off his buddies too
HandleBuddiesReactionToFiringMerc(pSoldier, MORALE_BUDDY_FIRED_EARLY);
}
}
}
// WANNE: When we want to dismiss the robot, simply dismiss, without any special stuff
else
{
StrategicRemoveMerc(pSoldier);
}
}
}
void MercDismissConfirmCallBack( UINT8 bExitValue )
{
if ( bExitValue == MSG_BOX_RETURN_YES )
{
// Setup history code
gpDismissSoldier->ubLeaveHistoryCode = HISTORY_MERC_FIRED;
BeginRemoveMercFromContract( gpDismissSoldier );
}
}
void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for contract region
INT32 iValue = -1;
BOOLEAN fOkToClose = FALSE;
SOLDIERTYPE * pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
}
else
{
// can't renew contracts from tactical!
}
AssertNotNIL( pSoldier );
AssertT( pSoldier->bActive );
iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
fOkToClose = TRUE;
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( GetBoxShadeFlag( ghContractBox, iValue ) == TRUE )
{
// not valid
return;
}
if( iValue == CONTRACT_MENU_CANCEL )
{
// reset contract character and contract highlight line
giContractHighLine =-1;
bSelectedContractChar = -1;
fGlowContractRegion = FALSE;
fShowContractMenu = FALSE;
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
if ( gfInContractMenuFromRenewSequence )
{
BeginRemoveMercFromContract( pSoldier );
}
return;
}
// else handle based on contract
switch( iValue )
{
case( CONTRACT_MENU_DAY ):
if (gSelectedSoldiers.size() > 0)
{
for (size_t i=0; i < gSelectedSoldiers.size(); ++i)
{
pSoldier = gSelectedSoldiers[i];
MercContractHandling(pSoldier, CONTRACT_EXTEND_1_DAY);
}
}
else
{
MercContractHandling( pSoldier, CONTRACT_EXTEND_1_DAY );
}
fOkToClose = TRUE;
break;
case( CONTRACT_MENU_WEEK ):
if (gSelectedSoldiers.size() > 0)
{
for (size_t i = 0; i < gSelectedSoldiers.size(); ++i)
{
pSoldier = gSelectedSoldiers[i];
MercContractHandling(pSoldier, CONTRACT_EXTEND_1_WEEK);
}
}
else
{
MercContractHandling(pSoldier, CONTRACT_EXTEND_1_WEEK);
}
fOkToClose = TRUE;
break;
case( CONTRACT_MENU_TWO_WEEKS ):
if (gSelectedSoldiers.size() > 0)
{
for (size_t i = 0; i < gSelectedSoldiers.size(); ++i)
{
pSoldier = gSelectedSoldiers[i];
MercContractHandling(pSoldier, CONTRACT_EXTEND_2_WEEK);
}
}
else
{
MercContractHandling(pSoldier, CONTRACT_EXTEND_2_WEEK);
}
fOkToClose = TRUE;
break;
case( CONTRACT_MENU_TERMINATE ):
gpDismissSoldier = pSoldier;
// If in the renewal sequence.. do right away...
// else put up requester.
if ( gfInContractMenuFromRenewSequence )
{
MercDismissConfirmCallBack( MSG_BOX_RETURN_YES );
}
else
{
// The game should be unpaused when this message box disappears
UnPauseGame();
DoMapMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[ 48 ], MAP_SCREEN, MSG_BOX_FLAG_YESNO, MercDismissConfirmCallBack );
}
fOkToClose = TRUE;
break;
}
pProcessingSoldier = NULL;
fProcessingAMerc = FALSE;
}
if( fOkToClose == TRUE )
{
// reset contract character and contract highlight line
giContractHighLine =-1;
bSelectedContractChar = -1;
fGlowContractRegion = FALSE;
fShowContractMenu = FALSE;
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
return;
}
void TrainingMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( HandleAssignmentExpansionAndHighLightForTrainingMenu( ) == TRUE )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// do not highlight current balance
if( GetBoxShadeFlag( ghTrainingBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghTrainingBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghTrainingBox );
}
}
void AttributeMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( GetBoxShadeFlag( ghAttributeBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghAttributeBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghAttributeBox );
}
}
void SquadMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
CHAR16 sString[ 128 ];
INT8 bCanJoinSquad;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == SQUAD_MENU_CANCEL )
{
// stop displaying, leave
gAssignMenuState = ASMENU_NONE;
// unhighlight the assignment box
UnHighLightBox( ghAssignmentBox );
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
return;
}
bCanJoinSquad = CanCharacterSquad( pSoldier, ( INT8 )iValue );
// can the character join this squad? (If already in it, accept that as a legal choice and exit menu)
if ( ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD ) ||
( bCanJoinSquad == CHARACTER_CANT_JOIN_SQUAD_ALREADY_IN_IT ) )
{
if ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD )
{
// able to add, do it
/* ARM: Squad menu is now disabled for anyone between sectors
// old squad character was in
iOldSquadValue = SquadCharacterIsIn( pSoldier );
// grab if char was between sectors
fCharacterWasBetweenSectors = pSoldier->flags.fBetweenSectors;
if( fCharacterWasBetweenSectors )
{
if( pSoldier->bAssignment == VEHICLE )
{
if( GetNumberInVehicle( pSoldier->iVehicleId ) == 1 )
{
// can't change, go away
return;
}
}
}
if( pSoldier->ubGroupID )
{
GetGroupPosition(&ubNextX, &ubNextY, &ubPrevX, &ubPrevY, &uiTraverseTime, &uiArriveTime, pSoldier->ubGroupID );
}
*/
pSoldier->bOldAssignment = pSoldier->bAssignment;
// silversurfer: This guy was in the heli and gets out in a hostile sector. Everyone else get out of the heli and start combat!
if ( pSoldier->bOldAssignment == VEHICLE && pSoldier->iVehicleId == iHelicopterVehicleId && NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
UINT8 ubGroupID = MoveAllInHelicopterToFootMovementGroup( iValue );
if(gGameExternalOptions.ubSkyriderHotLZ == 1) gfCantRetreatInPBI = TRUE;//shadooow: disable retreat if hotdrops can only be done in center of the map
CheckConditionsForBattle( GetGroup( ubGroupID ) );
}
// old normal handling
else
{
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
AddCharacterToSquad( pSoldier, ( INT8 )iValue );
// Flugente: if we manually set a concealed merc to no longer be concealed, we have to check on whether they enter combat
if ( SPY_LOCATION( pSoldier->bOldAssignment ) )
{
UpdateMercsInSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
GroupArrivedAtSector( pSoldier->ubGroupID, TRUE, TRUE );
}
if( pSoldier->bOldAssignment == VEHICLE )
{
SetSoldierExitVehicleInsertionData( pSoldier, pSoldier->iVehicleId, pSoldier->ubGroupID );
}
//Clear any desired squad assignments -- seeing the player has physically changed it!
pSoldier->ubNumTraversalsAllowedToMerge = 0;
pSoldier->ubDesiredSquadAssignment = NO_ASSIGNMENT;
/* ARM: Squad menu is now disabled for anyone between sectors
if( fCharacterWasBetweenSectors )
{
// grab location of old squad and set this value for new squad
if( iOldSquadValue != -1 )
{
GetSquadPosition( &ubNextX, &ubNextY, &ubPrevX, &ubPrevY, &uiTraverseTime, &uiArriveTime, ( UINT8 )iOldSquadValue );
}
SetGroupPosition( ubNextX, ubNextY, ubPrevX, ubPrevY, uiTraverseTime, uiArriveTime, pSoldier->ubGroupID );
}
*/
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
}
}
// stop displaying, leave
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// dirty region
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
}
else
{
BOOLEAN fDisplayError = TRUE;
switch( bCanJoinSquad )
{
case CHARACTER_CANT_JOIN_SQUAD_SQUAD_MOVING:
if ( gGameExternalOptions.fUseXMLSquadNames && iValue < gSquadNameVector.size() )
swprintf( sString, pMapErrorString[ 36 ], pSoldier->GetName(), gSquadNameVector[iValue].c_str() );
else
swprintf( sString, pMapErrorString[ 36 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
case CHARACTER_CANT_JOIN_SQUAD_VEHICLE:
swprintf( sString, pMapErrorString[ 37 ], pSoldier->GetName() );
break;
case CHARACTER_CANT_JOIN_SQUAD_TOO_FAR:
if ( gGameExternalOptions.fUseXMLSquadNames && iValue < gSquadNameVector.size() )
swprintf( sString, pMapErrorString[ 20 ], pSoldier->GetName(), gSquadNameVector[iValue].c_str() );
else
swprintf( sString, pMapErrorString[ 20 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
case CHARACTER_CANT_JOIN_SQUAD_FULL:
if ( gGameExternalOptions.fUseXMLSquadNames && iValue < gSquadNameVector.size() )
swprintf( sString, pMapErrorString[ 19 ], pSoldier->GetName(), gSquadNameVector[iValue].c_str() );
else
swprintf( sString, pMapErrorString[ 19 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
default:
// generic "you can't join this squad" msg
swprintf( sString, pMapErrorString[ 38 ], pSoldier->GetName(), pLongAssignmentStrings[ iValue ] );
break;
}
if ( fDisplayError )
{
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
}
}
// set this assignment for the list too
SetAssignmentForList( ( INT8 ) iValue, 0 );
}
return;
}
void SnitchMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( HandleAssignmentExpansionAndHighLightForSnitchMenu( ) == TRUE )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// do not highlight current balance
if( GetBoxShadeFlag( ghSnitchBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghSnitchBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghSnitchBox );
}
}
void SnitchToggleMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// do not highlight current balance
if( GetBoxShadeFlag( ghSnitchToggleBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghSnitchToggleBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghSnitchToggleBox );
}
}
void SnitchSectorMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// do not highlight current balance
if( GetBoxShadeFlag( ghSnitchSectorBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghSnitchSectorBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghSnitchSectorBox );
}
}
void PrisonerMenuMvtCallBack( MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
// do not highlight current balance
if ( !GetBoxShadeFlag( ghPrisonerBox, iValue ) )
{
// get the string line handle
HighLightBoxLine( ghPrisonerBox, iValue );
}
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghPrisonerBox );
}
}
void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
BOOLEAN fCanTrainMilitia = TRUE;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) )
{
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && !fShowMapInventoryPool )
{
UnMarkButtonDirty( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ] );
}
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( fShowAttributeMenu )
{
// cancel attribute submenu
fShowAttributeMenu = FALSE;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
return;
}
switch( iValue )
{
case( TRAIN_MENU_SELF):
// practise in stat
gbTrainingMode = TRAIN_SELF;
// show menu
fShowAttributeMenu = TRUE;
DetermineBoxPositions( );
break;
case TRAIN_MENU_WORKERS:
// Check for specific errors why this merc should not be able to train,
// and display a specific error message if one is encountered.
if( !CanCharacterTrainWorkers(pSoldier) )
{
// Error found. Breaking. Note that the above function DOES display feedback if an error is
// encountered at all.
break;
}
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != TRAIN_WORKERS ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, TRAIN_WORKERS );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
SetAssignmentForList( TRAIN_WORKERS, 0 );
gfRenderPBInterface = TRUE;
break;
case( TRAIN_MENU_TEAMMATES):
if( CanCharacterTrainTeammates( pSoldier ) == TRUE )
{
// train teammates
gbTrainingMode = TRAIN_TEAMMATE;
// show menu
fShowAttributeMenu = TRUE;
DetermineBoxPositions( );
}
break;
case( TRAIN_MENU_TRAIN_BY_OTHER ):
if( CanCharacterBeTrainedByOther( pSoldier ) == TRUE )
{
// train teammates
gbTrainingMode = TRAIN_BY_OTHER;
// show menu
fShowAttributeMenu = TRUE;
DetermineBoxPositions( );
}
break;
case( TRAIN_MENU_CANCEL ):
// stop showing menu
gAssignMenuState = ASMENU_NONE;
// unhighlight the assignment box
UnHighLightBox( ghAssignmentBox );
// reset list
ResetSelectedListForMapScreen( );
gfRenderPBInterface = TRUE;
break;
}
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if( fShowAttributeMenu )
{
// cancel attribute submenu
fShowAttributeMenu = FALSE;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
return;
}
}
}
void AttributesMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == ATTRIB_MENU_CANCEL )
{
// cancel, leave
// stop showing menu
fShowAttributeMenu = FALSE;
// unhighlight the training box
UnHighLightBox( ghTrainingBox );
}
else if( CanCharacterTrainStat( pSoldier, ( INT8 )( iValue ), ( BOOLEAN )( ( gbTrainingMode == TRAIN_SELF ) || ( gbTrainingMode == TRAIN_BY_OTHER ) ), ( BOOLEAN )( gbTrainingMode == TRAIN_TEAMMATE ) ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != gbTrainingMode ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// set stat to train
pSoldier->bTrainStat = ( INT8 )iValue;
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing ALL menus
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// remove from squad/vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
// train stat
ChangeSoldiersAssignment( pSoldier, gbTrainingMode );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( gbTrainingMode, ( INT8 )iValue );
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
};
void SnitchMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if( ( fShowSnitchToggleMenu )||( fShowSnitchSectorMenu ) )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == SNITCH_MENU_CANCEL )
{
// cancel, leave
// stop showing menu
gAssignMenuState = ASMENU_NONE;
// unhighlight the training box
UnHighLightBox( ghSnitchBox );
}
else if( iValue == SNITCH_MENU_TOGGLE )
{
if ( CanCharacterSnitch( pSoldier ) )
{
fShowSnitchToggleMenu = TRUE;
DetermineBoxPositions( );
}
}
else if( iValue == SNITCH_MENU_SECTOR)
{
if ( CanCharacterSnitch( pSoldier ) )
{
fShowSnitchSectorMenu = TRUE;
DetermineBoxPositions( );
}
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
void SnitchToggleMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == SNITCH_MENU_TOGGLE_CANCEL )
{
// cancel, leave
// stop showing menu
fShowSnitchToggleMenu = FALSE;
// unhighlight the training box
UnHighLightBox( ghSnitchToggleBox );
}
else if( iValue == SNITCH_MENU_TOGGLE_ON )
{
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_SNITCHING_OFF )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_SNITCHING_OFF;
fShowSnitchToggleMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
}
else if( iValue == SNITCH_MENU_TOGGLE_OFF )
{
if ( !(pSoldier->usSoldierFlagMask2 & SOLDIER_SNITCHING_OFF) )
{
pSoldier->usSoldierFlagMask2 |= SOLDIER_SNITCHING_OFF;
fShowSnitchToggleMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
}
else if( iValue == SNITCH_MENU_MISBEHAVIOUR_ON )
{
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_PREVENT_MISBEHAVIOUR_OFF;
fShowSnitchToggleMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
}
else if( iValue == SNITCH_MENU_MISBEHAVIOUR_OFF)
{
if ( !(pSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF) )
{
pSoldier->usSoldierFlagMask2 |= SOLDIER_PREVENT_MISBEHAVIOUR_OFF;
fShowSnitchToggleMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
void SnitchSectorMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( iValue == SNITCH_MENU_SECTOR_CANCEL )
{
// cancel, leave
// stop showing menu
fShowSnitchSectorMenu = FALSE;
// unhighlight the training box
UnHighLightBox( ghSnitchSectorBox );
}
else if( iValue == SNITCH_MENU_SECTOR_PROPAGANDA )
{
if ( CanCharacterSpreadPropaganda( pSoldier ) )
{
// VR r2698 fix: snitch assignments were not properly taking mercs out of vehicles
pSoldier->bOldAssignment = pSoldier->bAssignment;
fShowSnitchSectorMenu = FALSE;
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, SNITCH_SPREAD_PROPAGANDA );
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) SNITCH_SPREAD_PROPAGANDA, 0 );
}
}
else if( iValue == SNITCH_MENU_SECTOR_GATHER_RUMOURS )
{
if ( CanCharacterGatherInformation( pSoldier ) )
{
// VR r2698 fix: snitch assignments were not properly taking mercs out of vehicles
pSoldier->bOldAssignment = pSoldier->bAssignment;
fShowSnitchSectorMenu = FALSE;
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, SNITCH_GATHER_RUMOURS );
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) SNITCH_GATHER_RUMOURS, 0 );
}
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
void PrisonerMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if ( iValue == PRISONER_MENU_CANCEL )
{
// cancel, leave
// stop showing menu
fShowPrisonerMenu = FALSE;
// unhighlight the training box
UnHighLightBox( ghPrisonerBox );
}
else if ( iValue == PRISONER_MENU_ADMIN )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_INTERROGATE_ALL;
pSoldier->usSoldierFlagMask2 |= SOLDIER_INTERROGATE_ADMIN;
fShowPrisonerMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
else if ( iValue == PRISONER_MENU_TROOP )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_INTERROGATE_ALL;
pSoldier->usSoldierFlagMask2 |= SOLDIER_INTERROGATE_TROOP;
fShowPrisonerMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
else if ( iValue == PRISONER_MENU_ELITE )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_INTERROGATE_ALL;
pSoldier->usSoldierFlagMask2 |= SOLDIER_INTERROGATE_ELITE;
fShowPrisonerMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
else if ( iValue == PRISONER_MENU_OFFICER )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_INTERROGATE_ALL;
pSoldier->usSoldierFlagMask2 |= SOLDIER_INTERROGATE_OFFICER;
fShowPrisonerMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
else if ( iValue == PRISONER_MENU_GENERAL )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_INTERROGATE_ALL;
pSoldier->usSoldierFlagMask2 |= SOLDIER_INTERROGATE_GENERAL;
fShowPrisonerMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
else if ( iValue == PRISONER_MENU_CIVILIAN )
{
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_INTERROGATE_ALL;
pSoldier->usSoldierFlagMask2 |= SOLDIER_INTERROGATE_CIVILIAN;
fShowPrisonerMenu = FALSE;
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
CHAR16 sString[ 128 ];
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
// HEADROCK HAM 3.6: Added facility menu.
if ( fShowAttributeMenu || gAssignMenuState > ASMENU_NONE || fShowFacilityAssignmentMenu )
{
return;
}
UnHighLightBox( ghAssignmentBox );
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
switch( iValue )
{
case( EPC_MENU_ON_DUTY ):
if( CanCharacterOnDuty( pSoldier ) )
{
// put character on a team
gAssignMenuState = ASMENU_SQUAD;
fShowPrisonerMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
break;
case( EPC_MENU_PATIENT ):
// can character doctor?
if( CanCharacterPatient( pSoldier ) )
{
/* Assignment distance limits removed. Sep/11/98. ARM
if( IsSoldierCloseEnoughToADoctor( pSoldier ) == FALSE )
{
return;
}
*/
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != PATIENT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, PATIENT );
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) PATIENT, 0 );
/////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - added check for surgery
if( pSoldier->iHealableInjury >= 100 && gGameOptions.fNewTraitSystem ) // if we can heal at least one life point
{
SOLDIERTYPE * pMedic = NULL;
SOLDIERTYPE * pBestMedic = NULL;
UINT16 cnt;
INT8 bSlot;
// Find the best doctor
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pMedic = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pMedic++)
{
if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
continue; // is nowhere around!
if ( (pSoldier->ubID == pMedic->ubID) || !IS_DOCTOR(pMedic->bAssignment) )
continue; // cannot make surgery on self or not on the right assignment!
bSlot = FindMedKit( pMedic );
if (bSlot == NO_SLOT)
continue;// no medical kit!
if (pMedic->stats.bLife >= OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && ( NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ))
{
if (pBestMedic != NULL)
{
if (NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) > NUM_SKILL_TRAITS( pBestMedic, DOCTOR_NT ))
pBestMedic = pMedic;
}
else
{
pBestMedic = pMedic;
}
}
}
if (pBestMedic != NULL)
{
CHAR16 zStr[200];
pAutomaticSurgeryDoctor = pBestMedic;
pAutomaticSurgeryPatient = pSoldier;
INT32 healwithout_bloodbag = pAutomaticSurgeryPatient->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pAutomaticSurgeryDoctor, DOCTOR_NT ) ) / 10000;
// Flugente: check whether we have a bloodbag we can use
INT32 healwith_bloodbag = -1;
if ( gSkillTraitValues.ubDOSurgeryHealPercentBloodbag > 0 && pAutomaticSurgeryDoctor->GetObjectWithItemFlag( BLOOD_BAG ) != NULL )
healwith_bloodbag = pAutomaticSurgeryPatient->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pAutomaticSurgeryDoctor, DOCTOR_NT ) ) / 10000;
if ( healwith_bloodbag > healwithout_bloodbag )
{
swprintf( zStr, New113Message[MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT_BLOODBAG], pAutomaticSurgeryPatient->GetName(), healwithout_bloodbag, healwith_bloodbag );
wcscpy( gzUserDefinedButton[0], New113Message[MSG113_BLOODBAGOPTIONS_YESSTAR] );
wcscpy( gzUserDefinedButton[1], New113Message[MSG113_BLOODBAGOPTIONS_YES] );
wcscpy( gzUserDefinedButton[2], New113Message[MSG113_BLOODBAGOPTIONS_NO] );
wcscpy( gzUserDefinedButton[3], New113Message[MSG113_BLOODBAGOPTIONS_NO] );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, zStr, MAP_SCREEN, ( MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS | MSG_BOX_BUTTONS_HORIZONTAL_ORIENTATION ), SurgeryBeforePatientingRequesterCallback );
}
else
{
swprintf( zStr, New113Message[MSG113_SURGERY_BEFORE_PATIENT_ASSIGNMENT] );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, zStr, MAP_SCREEN, MSG_BOX_FLAG_YESNO, SurgeryBeforePatientingRequesterCallback );
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////
}
break;
case( EPC_MENU_VEHICLE ):
if ( CanCharacterVehicle( pSoldier ) )
{
if( DisplayVehicleMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_VEHICLE;
ShowBox( ghVehicleBox );
}
else
{
gAssignMenuState = ASMENU_NONE;
}
}
break;
case( EPC_MENU_REMOVE ):
fShowAssignmentMenu = FALSE;
UnEscortEPC( pSoldier );
break;
case( EPC_MENU_CANCEL ):
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// reset list of characters
ResetSelectedListForMapScreen( );
break;
}
}
else
{
switch( iValue )
{
case( ASSIGN_MENU_ON_DUTY ):
if( CanCharacterOnDuty( pSoldier ) )
{
// put character on a team
gAssignMenuState = ASMENU_SQUAD;
fShowPrisonerMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
break;
case( ASSIGN_MENU_DOCTOR ):
// can character doctor?
if( CanCharacterDoctor( pSoldier ) )
{
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != DOCTOR ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, DOCTOR );
MakeSureMedKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// set assignment for group
SetAssignmentForList( ( INT8 ) DOCTOR, 0 );
///////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - added check for surgery
if( gGameOptions.fNewTraitSystem &&
( NUM_SKILL_TRAITS( pSoldier, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ) )
{
CHAR16 zStr[200];
pAutomaticSurgeryDoctor = pSoldier;
UINT8 numsurgerytargets = GetNumberThatCanBeDoctored( pSoldier, HEALABLE_EVER, FALSE, FALSE, TRUE );
if ( numsurgerytargets )
{
BOOLEAN offerbloodbagoption = FALSE;
if ( numsurgerytargets == 1 && gSkillTraitValues.ubDOSurgeryHealPercentBloodbag > 0 && pSoldier->GetObjectWithItemFlag( BLOOD_BAG ) != NULL )
{
SOLDIERTYPE* pPatient = GetPatientThatCanBeDoctored( pSoldier, HEALABLE_EVER, FALSE, FALSE, TRUE );
if ( pPatient )
{
pAutomaticSurgeryPatient = pPatient;
INT32 healwithout_bloodbag = pAutomaticSurgeryPatient->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pAutomaticSurgeryDoctor, DOCTOR_NT ) ) / 10000;
INT32 healwith_bloodbag = pAutomaticSurgeryPatient->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pAutomaticSurgeryDoctor, DOCTOR_NT ) ) / 10000;
if ( healwith_bloodbag > healwithout_bloodbag )
{
swprintf( zStr, New113Message[MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT_BLOODBAG], pAutomaticSurgeryPatient->GetName(), healwithout_bloodbag, healwith_bloodbag );
offerbloodbagoption = TRUE;
}
}
}
if ( offerbloodbagoption )
{
wcscpy( gzUserDefinedButton[0], New113Message[MSG113_BLOODBAGOPTIONS_YESSTAR] );
wcscpy( gzUserDefinedButton[1], New113Message[MSG113_BLOODBAGOPTIONS_YES] );
wcscpy( gzUserDefinedButton[2], New113Message[MSG113_BLOODBAGOPTIONS_NO] );
wcscpy( gzUserDefinedButton[3], New113Message[MSG113_BLOODBAGOPTIONS_NO] );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, zStr, MAP_SCREEN, ( MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS | MSG_BOX_BUTTONS_HORIZONTAL_ORIENTATION ), SurgeryBeforeDoctoringRequesterCallback );
}
else
{
swprintf( zStr, New113Message[MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT], numsurgerytargets );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, zStr, MAP_SCREEN, MSG_BOX_FLAG_YESNO, SurgeryBeforeDoctoringRequesterCallback );
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////
}
else if( CanCharacterDoctorButDoesntHaveMedKit( pSoldier ) )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 19 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}
break;
case ASSIGN_MENU_DOCTOR_DIAGNOSIS:
if ( CanCharacterDiagnoseDisease( pSoldier ) )
{
gAssignMenuState = ASMENU_NONE;
fShowPrisonerMenu = FALSE;
fShownContractMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( DisplayDiseaseMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_DISEASE;
DetermineBoxPositions( );
}
}
break;
case( ASSIGN_MENU_PATIENT ):
// can character patient?
if( CanCharacterPatient( pSoldier ) )
{
/* Assignment distance limits removed. Sep/11/98. ARM
if( IsSoldierCloseEnoughToADoctor( pSoldier ) == FALSE )
{
return;
}
*/
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != PATIENT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, PATIENT );
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) PATIENT, 0 );
/////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - added check for surgery
if( pSoldier->iHealableInjury >= 100 && gGameOptions.fNewTraitSystem ) // if we can heal at least one life point
{
SOLDIERTYPE * pMedic = NULL;
SOLDIERTYPE * pBestMedic = NULL;
UINT16 cnt;
INT8 bSlot;
// Find the best doctor
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pMedic = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pMedic++)
{
if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
continue; // is nowhere around!
if ( (pSoldier->ubID == pMedic->ubID) || !IS_DOCTOR(pMedic->bAssignment) )
continue; // cannot make surgery on self or not on the right assignment!
bSlot = FindMedKit( pMedic );
if (bSlot == NO_SLOT)
continue;// no medical kit!
if (pMedic->stats.bLife >= OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && ( NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ))
{
if (pBestMedic != NULL)
{
if (NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) > NUM_SKILL_TRAITS( pBestMedic, DOCTOR_NT ))
pBestMedic = pMedic;
}
else
{
pBestMedic = pMedic;
}
}
}
if (pBestMedic != NULL)
{
CHAR16 zStr[200];
pAutomaticSurgeryDoctor = pBestMedic;
pAutomaticSurgeryPatient = pSoldier;
INT32 healwithout_bloodbag = pAutomaticSurgeryPatient->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pAutomaticSurgeryDoctor, DOCTOR_NT ) ) / 10000;
// Flugente: check whether we have a bloodbag we can use
INT32 healwith_bloodbag = -1;
if ( gSkillTraitValues.ubDOSurgeryHealPercentBloodbag > 0 && pAutomaticSurgeryDoctor->GetObjectWithItemFlag( BLOOD_BAG ) != NULL )
healwith_bloodbag = pAutomaticSurgeryPatient->iHealableInjury * ( gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentBloodbag + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( pAutomaticSurgeryDoctor, DOCTOR_NT ) ) / 10000;
if ( healwith_bloodbag > healwithout_bloodbag )
{
swprintf( zStr, New113Message[MSG113_SURGERY_BEFORE_DOCTOR_ASSIGNMENT_BLOODBAG], pAutomaticSurgeryPatient->GetName(), healwithout_bloodbag, healwith_bloodbag );
wcscpy( gzUserDefinedButton[0], New113Message[MSG113_BLOODBAGOPTIONS_YESSTAR] );
wcscpy( gzUserDefinedButton[1], New113Message[MSG113_BLOODBAGOPTIONS_YES] );
wcscpy( gzUserDefinedButton[2], New113Message[MSG113_BLOODBAGOPTIONS_NO] );
wcscpy( gzUserDefinedButton[3], New113Message[MSG113_BLOODBAGOPTIONS_NO] );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, zStr, MAP_SCREEN, ( MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS | MSG_BOX_BUTTONS_HORIZONTAL_ORIENTATION ), SurgeryBeforePatientingRequesterCallback );
}
else
{
swprintf( zStr, New113Message[MSG113_SURGERY_BEFORE_PATIENT_ASSIGNMENT] );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, zStr, MAP_SCREEN, MSG_BOX_FLAG_YESNO, SurgeryBeforePatientingRequesterCallback );
}
}
}
/////////////////////////////////////////////////////////////////////////////////////////
}
break;
case( ASSIGN_MENU_VEHICLE ):
if ( CanCharacterVehicle( pSoldier ) )
{
if( DisplayVehicleMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_VEHICLE;
ShowBox( ghVehicleBox );
}
else
{
gAssignMenuState = ASMENU_NONE;
}
}
break;
case( ASSIGN_MENU_REPAIR ):
if( CanCharacterRepair( pSoldier ) )
{
gAssignMenuState = ASMENU_NONE;
fShowPrisonerMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( pSoldier->bSectorZ == 0 && DisplayRepairMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_REPAIR;
DetermineBoxPositions();
}
}
else if( CanCharacterRepairButDoesntHaveARepairkit( pSoldier ) )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}
break;
case( ASSIGN_MENU_RADIO_SCAN ):
if( pSoldier->CanUseRadio() )
{
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( ( pSoldier->bAssignment != RADIO_SCAN ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// remove from squad
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, RADIO_SCAN );
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// set assignment for group
SetAssignmentForList( ( INT8 ) RADIO_SCAN, 0 );
}
break;
case( ASSIGN_MENU_SNITCH ):
if ( CanCharacterSnitch( pSoldier ) )
{
gAssignMenuState = ASMENU_SNITCH;
DetermineBoxPositions( );
fShowPrisonerMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
break;
case( ASSIGN_MENU_TRAIN ):
if( CanCharacterPractise( pSoldier ) )
{
gAssignMenuState = ASMENU_TRAIN;
DetermineBoxPositions( );
fShowPrisonerMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
break;
case( ASSIGN_MENU_MOVE_ITEMS ):
if (CanCharacterPractise(pSoldier))
//if( 1 )
{
gAssignMenuState = ASMENU_NONE;
fShowPrisonerMenu = FALSE;
//fShownAssignmentMenu = FALSE;
fShownContractMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( pSoldier->bSectorZ == 0 && DisplayMoveItemsMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_MOVEITEM;
DetermineBoxPositions();
}
}
/*else if( 0 )
{
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
swprintf( sString, zMarksMapScreenText[ 18 ], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString , MSG_BOX_FLAG_OK, NULL );
}*/
break;
case ASSIGN_MENU_FORTIFY:
if ( CanCharacterFortify(pSoldier) )
{
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( (pSoldier->bAssignment != FORTIFICATION) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, FORTIFICATION );
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// set assignment for group
SetAssignmentForList( (INT8)FORTIFICATION, 0 );
}
break;
case ASSIGN_MENU_SPY:
if ( CanCharacterSpyAssignment( pSoldier ) )
{
gAssignMenuState = ASMENU_NONE;
fShowPrisonerMenu = FALSE;
fShownContractMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( DisplaySpyMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_SPY;
DetermineBoxPositions();
}
}
break;
case ASSIGN_MENU_MILITIA:
// just a very basic check
if ( CanCharacterOnDuty( pSoldier ) )
{
gAssignMenuState = ASMENU_NONE;
fShowPrisonerMenu = FALSE;
fShownContractMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( DisplayMilitiaMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_MILITIA;
DetermineBoxPositions();
}
}
break;
// HEADROCK HAM 3.6: New assignments for Facility operation.
case( ASSIGN_MENU_FACILITY ):
if ( BasicCanCharacterFacility( pSoldier ) )
{
// put character on a team
gAssignMenuState = ASMENU_NONE;
fShowPrisonerMenu = FALSE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
if( DisplayFacilityMenu( pSoldier ) )
{
gAssignMenuState = ASMENU_FACILITY;
ShowBox( ghFacilityBox );
}
}
break;
case ASSIGN_MENU_ADMINISTRATION:
if ( CanCharacterAdministration( pSoldier ) )
{
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( ( pSoldier->bAssignment != ADMINISTRATION ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, ADMINISTRATION );
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// set assignment for group
SetAssignmentForList( (INT8)ADMINISTRATION, 0 );
}
break;
case ASSIGN_MENU_EXPLORATION:
if ( CanCharacterExplore( pSoldier ) )
{
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( ( pSoldier->bAssignment != EXPLORATION ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, EXPLORATION );
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// set assignment for group
SetAssignmentForList( (INT8)EXPLORATION, 0 );
}
break;
case( ASSIGN_MENU_CANCEL ):
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// reset list of characters
ResetSelectedListForMapScreen( );
break;
}
}
gfRenderPBInterface = TRUE;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
// HEADROCK HAM 3.6: Added facility menu
if ( fShowAttributeMenu || gAssignMenuState > ASMENU_NONE || fShowFacilityAssignmentMenu )
{
gAssignMenuState = ASMENU_NONE;
fShowAttributeMenu = FALSE;
fShowFacilityAssignmentMenu = FALSE; // Sub-menu for facilities
// rerender tactical stuff
gfRenderPBInterface = TRUE;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
}
void RestorePopUpBoxes( void )
{
ContractPosition.iX = OrigContractPosition.iX;
AttributePosition.iX = OrigAttributePosition.iX;
SquadPosition.iX = OrigSquadPosition.iX ;
AssignmentPosition.iX = OrigAssignmentPosition.iX ;
TrainPosition.iX = OrigTrainPosition.iX;
VehiclePosition.iX = OrigVehiclePosition.iX;
FacilityPosition.iX = OrigFacilityPosition.iX;
FacilityAssignmentPosition.iX = OrigFacilityAssignmentPosition.iX;
return;
}
void CreateSquadBox( void )
{
// will create a pop up box for squad selection
SGPPoint pPoint;
SGPRect pDimensions;
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[ 64 ];
UINT32 uiMaxSquad;
// create basic box
CreatePopUpBox(&ghSquadBox, SquadDimensions, SquadPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghSquadBox, FRAME_BUFFER);
// border type?
SetBorderType(ghSquadBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghSquadBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghSquadBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghSquadBox, 2);
// set current box to this one
SetCurrentBox( ghSquadBox );
uiMaxSquad = GetLastSquadListedInSquadMenu();
// add strings for box
for(uiCounter=0; uiCounter <= uiMaxSquad; uiCounter++)
{
// get info about current squad and put in string
//SQUAD10 FIX
if ( gGameExternalOptions.fUseXMLSquadNames && uiCounter < gSquadNameVector.size() )
swprintf( sString, L"%s ( %d/%d )", gSquadNameVector[uiCounter].c_str(), NumberOfPeopleInSquad( ( INT8 )uiCounter ), gGameOptions.ubSquadSize );
else
swprintf( sString, L"%s ( %d/%d )", pSquadMenuStrings[uiCounter], NumberOfPeopleInSquad( ( INT8 )uiCounter ), gGameOptions.ubSquadSize );
AddMonoString(&hStringHandle, sString );
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// add cancel line
AddMonoString(&hStringHandle, pSquadMenuStrings[ NUMBER_OF_SQUADS ]);
// set font type
SetBoxFont(ghSquadBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghSquadBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghSquadBox, FONT_LTGREEN);
// the secondary shade color
SetBoxSecondaryShade( ghSquadBox, FONT_YELLOW );
// background color
SetBoxBackground(ghSquadBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghSquadBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghSquadBox );
DetermineBoxPositions( );
GetBoxPosition( ghSquadBox, &pPoint);
GetBoxSize( ghSquadBox, &pDimensions );
// silversurfer: This doesn't make sense. Even at 800x600 the squad box can be displayed without this adjustment.
// The adjustment causes issues when USE_XML_SQUADNAMES is TRUE, because it will move the squad box up over the column header, which looks bad and causes clipping issues. Disabled.
/*if( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = SquadPosition.iY = 479 - pDimensions.iBottom;
}*/
SetBoxPosition( ghSquadBox, pPoint );
}
void CreateEPCBox( void )
{
// will create a pop up box for squad selection
SGPPoint pPoint;
SGPRect pDimensions;
UINT32 hStringHandle;
INT32 iCount;
// create basic box
CreatePopUpBox(&ghEpcBox, SquadDimensions, AssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE|POPUP_BOX_FLAG_CENTER_TEXT ));
// which buffer will box render to
SetBoxBuffer(ghEpcBox, FRAME_BUFFER);
// border type?
SetBorderType(ghEpcBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghEpcBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghEpcBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghEpcBox, 2);
// set current box to this one
SetCurrentBox( ghEpcBox );
for(iCount=0; iCount < MAX_EPC_MENU_STRING_COUNT; iCount++)
{
AddMonoString(&hStringHandle, pEpcMenuStrings[ iCount]);
}
// set font type
SetBoxFont(ghEpcBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghEpcBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghEpcBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghEpcBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghEpcBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghEpcBox );
GetBoxPosition( ghEpcBox, &pPoint);
GetBoxSize( ghEpcBox, &pDimensions );
if( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = AssignmentPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghEpcBox, pPoint );
}
void HandleShadingOfLinesForSquadMenu( void )
{
// find current squad and set that line the squad box a lighter green
UINT32 uiCounter;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiMaxSquad;
INT8 bResult = 0;
if ( gAssignMenuState != ASMENU_SQUAD || ( ghSquadBox == -1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
uiMaxSquad = GetLastSquadListedInSquadMenu();
for( uiCounter = 0; uiCounter <= uiMaxSquad; ++uiCounter )
{
if ( pSoldier != NULL )
{
bResult = CanCharacterSquad( pSoldier, (INT8) uiCounter );
}
// if no soldier, or a reason which doesn't have a good explanatory message
if ( ( pSoldier == NULL ) || ( bResult == CHARACTER_CANT_JOIN_SQUAD ) )
{
// darken /disable line
ShadeStringInBox( ghSquadBox, uiCounter );
}
else
{
if ( bResult == CHARACTER_CAN_JOIN_SQUAD )
{
// legal squad, leave it green
UnShadeStringInBox( ghSquadBox, uiCounter );
UnSecondaryShadeStringInBox( ghSquadBox, uiCounter );
}
else
{
// unjoinable squad - yellow
SecondaryShadeStringInBox( ghSquadBox, uiCounter );
}
}
}
}
BOOLEAN DisplayVehicleMenu( SOLDIERTYPE *pSoldier )
{
BOOLEAN fVehiclePresent=FALSE;
INT32 iCounter=0;
INT32 hStringHandle=0;
// first, clear pop up box
RemoveBox(ghVehicleBox);
ghVehicleBox = -1;
CreateVehicleBox();
SetCurrentBox(ghVehicleBox);
// run through list of vehicles in sector and add them to pop up box
for ( iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
{
if ( pVehicleList[iCounter].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
{
//AddMonoString((UINT32 *)&hStringHandle, pVehicleStrings[ pVehicleList[ iCounter ].ubVehicleType ]);
AddMonoString((UINT32 *)&hStringHandle, gNewVehicle[ pVehicleList[ iCounter ].ubVehicleType ].NewVehicleStrings);
fVehiclePresent = TRUE;
}
}
}
// cancel string (borrow the one in the squad menu)
AddMonoString((UINT32 *)&hStringHandle, pSquadMenuStrings[ SQUAD_MENU_CANCEL ]);
SetBoxFont(ghVehicleBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghVehicleBox, FONT_WHITE);
SetBoxForeground(ghVehicleBox, FONT_LTGREEN);
SetBoxBackground(ghVehicleBox, FONT_BLACK);
return fVehiclePresent;
}
void CreateVehicleBox()
{
CreatePopUpBox(&ghVehicleBox, VehicleDimensions, VehiclePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghVehicleBox, FRAME_BUFFER);
SetBorderType(ghVehicleBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghVehicleBox, guiPOPUPTEX);
SetMargins( ghVehicleBox, 6, 6, 4, 4 );
SetLineSpace(ghVehicleBox, 2);
}
void CreateRepairBox()
{
CreatePopUpBox(&ghRepairBox, RepairDimensions, RepairPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghRepairBox, FRAME_BUFFER);
SetBorderType(ghRepairBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghRepairBox, guiPOPUPTEX);
SetMargins( ghRepairBox, 6, 6, 4, 4 );
SetLineSpace(ghRepairBox, 2);
}
void CreateMoveItemBox()
{
SGPPoint pPoint;
SGPRect pDimensions;
CreatePopUpBox(&ghMoveItemBox, FacilityAssignmentDimensions, FacilityAssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghMoveItemBox, FRAME_BUFFER);
SetBorderType(ghMoveItemBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghMoveItemBox, guiPOPUPTEX);
SetMargins( ghMoveItemBox, 6, 6, 4, 4 );
SetLineSpace(ghMoveItemBox, 2);
// set current box to this one
SetCurrentBox( ghMoveItemBox );
// resize box to text
ResizeBoxToText( ghMoveItemBox );
DetermineBoxPositions( );
GetBoxPosition( ghMoveItemBox, &pPoint);
GetBoxSize( ghMoveItemBox, &pDimensions );
if( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = FacilityAssignmentPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghMoveItemBox, pPoint );
}
void CreateDiseaseBox()
{
SGPPoint pPoint;
SGPRect pDimensions;
CreatePopUpBox( &ghDiseaseBox, FacilityAssignmentDimensions, FacilityAssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT | POPUP_BOX_FLAG_CENTER_TEXT | POPUP_BOX_FLAG_RESIZE) );
SetBoxBuffer( ghDiseaseBox, FRAME_BUFFER );
SetBorderType( ghDiseaseBox, guiPOPUPBORDERS );
SetBackGroundSurface( ghDiseaseBox, guiPOPUPTEX );
SetMargins( ghDiseaseBox, 6, 6, 4, 4 );
SetLineSpace( ghDiseaseBox, 2 );
// set current box to this one
SetCurrentBox( ghDiseaseBox );
// resize box to text
ResizeBoxToText( ghDiseaseBox );
DetermineBoxPositions( );
GetBoxPosition( ghDiseaseBox, &pPoint );
GetBoxSize( ghDiseaseBox, &pDimensions );
if ( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = FacilityAssignmentPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghDiseaseBox, pPoint );
}
void CreateSpyBox()
{
SGPPoint pPoint;
SGPRect pDimensions;
CreatePopUpBox( &ghSpyBox, FacilityAssignmentDimensions, FacilityAssignmentPosition, ( POPUP_BOX_FLAG_CLIP_TEXT | POPUP_BOX_FLAG_CENTER_TEXT | POPUP_BOX_FLAG_RESIZE ) );
SetBoxBuffer( ghSpyBox, FRAME_BUFFER );
SetBorderType( ghSpyBox, guiPOPUPBORDERS );
SetBackGroundSurface( ghSpyBox, guiPOPUPTEX );
SetMargins( ghSpyBox, 6, 6, 4, 4 );
SetLineSpace( ghSpyBox, 2 );
// set current box to this one
SetCurrentBox( ghSpyBox );
// resize box to text
ResizeBoxToText( ghSpyBox );
DetermineBoxPositions();
GetBoxPosition( ghSpyBox, &pPoint );
GetBoxSize( ghSpyBox, &pDimensions );
if ( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = FacilityAssignmentPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghSpyBox, pPoint );
}
void CreateMilitiaBox()
{
SGPPoint pPoint;
SGPRect pDimensions;
CreatePopUpBox( &ghMilitiaBox, FacilityAssignmentDimensions, FacilityAssignmentPosition, ( POPUP_BOX_FLAG_CLIP_TEXT | POPUP_BOX_FLAG_CENTER_TEXT | POPUP_BOX_FLAG_RESIZE ) );
SetBoxBuffer( ghMilitiaBox, FRAME_BUFFER );
SetBorderType( ghMilitiaBox, guiPOPUPBORDERS );
SetBackGroundSurface( ghMilitiaBox, guiPOPUPTEX );
SetMargins( ghMilitiaBox, 6, 6, 4, 4 );
SetLineSpace( ghMilitiaBox, 2 );
// set current box to this one
SetCurrentBox( ghMilitiaBox );
// resize box to text
ResizeBoxToText( ghMilitiaBox );
DetermineBoxPositions();
GetBoxPosition( ghMilitiaBox, &pPoint );
GetBoxSize( ghMilitiaBox, &pDimensions );
if ( giBoxY + pDimensions.iBottom > 479 )
{
pPoint.iY = FacilityAssignmentPosition.iY = 479 - pDimensions.iBottom;
}
SetBoxPosition( ghMilitiaBox, pPoint );
}
void CreateSnitchBox()
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
SnitchPosition.iX = OrigSnitchPosition.iX;
if( giBoxY != 0 )
{
SnitchPosition.iY = giBoxY + ( ASSIGN_MENU_SNITCH * GetFontHeight( MAP_SCREEN_FONT ) );
}
// create basic box
CreatePopUpBox(&ghSnitchBox, SnitchDimensions, SnitchPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghSnitchBox, FRAME_BUFFER);
// border type?
SetBorderType(ghSnitchBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghSnitchBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghSnitchBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghSnitchBox, 2);
// set current box to this one
SetCurrentBox( ghSnitchBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_SNITCH_MENU_STRING_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pSnitchMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghSnitchBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghSnitchBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghSnitchBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghSnitchBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghSnitchBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghSnitchBox );
DetermineBoxPositions( );
}
void CreateSnitchToggleBox()
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
SnitchTogglePosition.iX = OrigSnitchTogglePosition.iX;
if( giBoxY != 0 )
{
SnitchTogglePosition.iY = giBoxY + ( SNITCH_MENU_TOGGLE * GetFontHeight( MAP_SCREEN_FONT ) );
}
// create basic box
CreatePopUpBox(&ghSnitchToggleBox, SnitchToggleDimensions, SnitchTogglePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghSnitchToggleBox, FRAME_BUFFER);
// border type?
SetBorderType(ghSnitchToggleBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghSnitchToggleBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghSnitchToggleBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghSnitchToggleBox, 2);
// set current box to this one
SetCurrentBox( ghSnitchToggleBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_SNITCH_TOGGLE_MENU_STRING_COUNT; ++uiCounter)
{
AddMonoString(&hStringHandle, pSnitchToggleMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghSnitchToggleBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghSnitchToggleBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghSnitchToggleBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghSnitchToggleBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghSnitchToggleBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghSnitchToggleBox );
DetermineBoxPositions( );
}
void CreateSnitchSectorBox()
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
SnitchSectorPosition.iX = OrigSnitchSectorPosition.iX;
if( giBoxY != 0 )
{
SnitchSectorPosition.iY = giBoxY + ( SNITCH_MENU_SECTOR * GetFontHeight( MAP_SCREEN_FONT ) );
}
// create basic box
CreatePopUpBox(&ghSnitchSectorBox, SnitchSectorDimensions, SnitchSectorPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghSnitchSectorBox, FRAME_BUFFER);
// border type?
SetBorderType(ghSnitchSectorBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghSnitchSectorBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghSnitchSectorBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghSnitchSectorBox, 2);
// set current box to this one
SetCurrentBox( ghSnitchSectorBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_SNITCH_SECTOR_MENU_STRING_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pSnitchSectorMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghSnitchSectorBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghSnitchSectorBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghSnitchSectorBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghSnitchSectorBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghSnitchSectorBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghSnitchSectorBox );
DetermineBoxPositions( );
}
void CreatePrisonerBox( )
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
PrisonerPosition.iX = OrigPrisonerPosition.iX;
PrisonerPosition.iX = FacilityAssignmentPosition.iX + 80;
if ( giBoxY != 0 )
{
PrisonerPosition.iY = giBoxY + (ASSIGN_MENU_FACILITY * GetFontHeight( MAP_SCREEN_FONT ));
}
// create basic box
CreatePopUpBox( &ghPrisonerBox, PrisonerDimensions, PrisonerPosition, (POPUP_BOX_FLAG_CLIP_TEXT | POPUP_BOX_FLAG_CENTER_TEXT | POPUP_BOX_FLAG_RESIZE) );
// which buffer will box render to
SetBoxBuffer( ghPrisonerBox, FRAME_BUFFER );
// border type?
SetBorderType( ghPrisonerBox, guiPOPUPBORDERS );
// background texture
SetBackGroundSurface( ghPrisonerBox, guiPOPUPTEX );
// margin sizes
SetMargins( ghPrisonerBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace( ghPrisonerBox, 2 );
// set current box to this one
SetCurrentBox( ghPrisonerBox );
// add strings for box
for ( uiCounter = 0; uiCounter < MAX_PRISONER_MENU_STRING_COUNT; ++uiCounter )
{
AddMonoString( &hStringHandle, pPrisonerMenuStrings[uiCounter] );
// make sure it is unhighlighted
UnHighLightLine( hStringHandle );
}
// set font type
SetBoxFont( ghPrisonerBox, MAP_SCREEN_FONT );
// set highlight color
SetBoxHighLight( ghPrisonerBox, FONT_WHITE );
// unhighlighted color
SetBoxForeground( ghPrisonerBox, FONT_LTGREEN );
// background color
SetBoxBackground( ghPrisonerBox, FONT_BLACK );
// shaded color..for darkened text
SetBoxShade( ghPrisonerBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghPrisonerBox );
DetermineBoxPositions( );
}
void CreateContractBox( SOLDIERTYPE *pCharacter )
{
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[ 50 ];
CHAR16 sDollarString[ 50 ];
ContractPosition.iX = (SCREEN_WIDTH - INTERFACE_WIDTH)/2 + OrigContractPosition.iX;
ContractPosition.iY = yResOffset + OrigContractPosition.iY;
if( giBoxY != 0 )
{
ContractPosition.iX = giBoxY;
}
CreatePopUpBox(&ghContractBox, ContractDimensions, ContractPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghContractBox, FRAME_BUFFER);
SetBorderType(ghContractBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghContractBox, guiPOPUPTEX);
SetMargins( ghContractBox, 6, 6, 4, 4 );
SetLineSpace(ghContractBox, 2);
// set current box to this one
SetCurrentBox( ghContractBox );
// not null character?
if( pCharacter != NULL )
{
for(uiCounter=0; uiCounter < MAX_CONTRACT_MENU_STRING_COUNT; uiCounter++)
{
switch( uiCounter )
{
case( CONTRACT_MENU_CURRENT_FUNDS ):
/*
// add current balance after title string
swprintf( sDollarString, L"%d", LaptopSaveInfo.iCurrentBalance);
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s %s", pContractStrings[uiCounter], sDollarString );
AddMonoString(&hStringHandle, sString);
*/
AddMonoString(&hStringHandle, pContractStrings[uiCounter]);
break;
case( CONTRACT_MENU_DAY ):
if( pCharacter->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
{
swprintf( sDollarString, L"%d", 0 );
}
else
{
swprintf( sDollarString, L"%d", gMercProfiles[ pCharacter->ubProfile ].sSalary );
}
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
case( CONTRACT_MENU_WEEK ):
if( pCharacter->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
{
swprintf( sDollarString, L"%d", 0 );
}
else
{
swprintf( sDollarString, L"%d", gMercProfiles[ pCharacter->ubProfile ].uiWeeklySalary );
}
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString );
AddMonoString(&hStringHandle, sString);
break;
case( CONTRACT_MENU_TWO_WEEKS ):
if( pCharacter->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
{
swprintf( sDollarString, L"%d", 0 );
}
else
{
swprintf( sDollarString, L"%d", gMercProfiles[ pCharacter->ubProfile ].uiBiWeeklySalary );
}
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
default:
AddMonoString(&hStringHandle, pContractStrings[uiCounter] );
break;
}
UnHighLightLine(hStringHandle);
}
}
SetBoxFont(ghContractBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghContractBox, FONT_WHITE);
SetBoxForeground(ghContractBox, FONT_LTGREEN);
SetBoxBackground(ghContractBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghContractBox, FONT_GRAY7 );
if( pCharacter != NULL )
{
// now set the color for the current balance value
SetBoxLineForeground( ghContractBox, 0, FONT_YELLOW );
}
// resize box to text
ResizeBoxToText( ghContractBox );
}
void CreateContractBoxMultiSelect(INT32 DailySalaries, INT32 WeeklySalaries, INT32 BiweeklySalaries)
{
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[50];
CHAR16 sDollarString[50];
// rebuild contractbox for this merc
RemoveBox(ghContractBox);
ghContractBox = -1;
fShowContractMenu = TRUE;
ContractPosition.iX = (SCREEN_WIDTH - INTERFACE_WIDTH) / 2 + OrigContractPosition.iX;
ContractPosition.iY = yResOffset + OrigContractPosition.iY;
if (giBoxY != 0)
{
ContractPosition.iX = giBoxY;
}
CreatePopUpBox(&ghContractBox, ContractDimensions, ContractPosition, (POPUP_BOX_FLAG_CLIP_TEXT | POPUP_BOX_FLAG_RESIZE));
SetBoxBuffer(ghContractBox, FRAME_BUFFER);
SetBorderType(ghContractBox, guiPOPUPBORDERS);
SetBackGroundSurface(ghContractBox, guiPOPUPTEX);
SetMargins(ghContractBox, 6, 6, 4, 4);
SetLineSpace(ghContractBox, 2);
// set current box to this one
SetCurrentBox(ghContractBox);
// not null character?
//if (pCharacter != NULL)
{
for (uiCounter = 0; uiCounter < MAX_CONTRACT_MENU_STRING_COUNT; uiCounter++)
{
switch (uiCounter)
{
case(CONTRACT_MENU_CURRENT_FUNDS):
/*
// add current balance after title string
swprintf( sDollarString, L"%d", LaptopSaveInfo.iCurrentBalance);
InsertCommasForDollarFigure( sDollarString );
InsertDollarSignInToString( sDollarString );
swprintf( sString, L"%s %s", pContractStrings[uiCounter], sDollarString );
AddMonoString(&hStringHandle, sString);
*/
AddMonoString(&hStringHandle, pContractStrings[uiCounter]);
break;
case(CONTRACT_MENU_DAY):
//if (pCharacter->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC)
//{
// swprintf(sDollarString, L"%d", 0);
//}
//else
{
swprintf(sDollarString, L"%d", DailySalaries);
}
InsertCommasForDollarFigure(sDollarString);
InsertDollarSignInToString(sDollarString);
swprintf(sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
case(CONTRACT_MENU_WEEK):
//if (pCharacter->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC)
//{
// swprintf(sDollarString, L"%d", 0);
//}
//else
{
swprintf(sDollarString, L"%d", WeeklySalaries);
}
InsertCommasForDollarFigure(sDollarString);
InsertDollarSignInToString(sDollarString);
swprintf(sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
case(CONTRACT_MENU_TWO_WEEKS):
//if (pCharacter->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC)
//{
// swprintf(sDollarString, L"%d", 0);
//}
//else
{
swprintf(sDollarString, L"%d", BiweeklySalaries);
}
InsertCommasForDollarFigure(sDollarString);
InsertDollarSignInToString(sDollarString);
swprintf(sString, L"%s ( %s )", pContractStrings[uiCounter], sDollarString);
AddMonoString(&hStringHandle, sString);
break;
default:
AddMonoString(&hStringHandle, pContractStrings[uiCounter]);
break;
}
UnHighLightLine(hStringHandle);
}
}
SetBoxFont(ghContractBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghContractBox, FONT_WHITE);
SetBoxForeground(ghContractBox, FONT_LTGREEN);
SetBoxBackground(ghContractBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade(ghContractBox, FONT_GRAY7);
//if (pCharacter != NULL)
{
// now set the color for the current balance value
SetBoxLineForeground(ghContractBox, 0, FONT_YELLOW);
}
// resize box to text
ResizeBoxToText(ghContractBox);
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
void CreateAttributeBox( void )
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
AttributePosition.iX = OrigAttributePosition.iX;
if( giBoxY != 0 )
{
AttributePosition.iY = giBoxY;
}
// update screen assignment positions
UpdateMapScreenAssignmentPositions( );
// create basic box
CreatePopUpBox(&ghAttributeBox, AttributeDimensions, AttributePosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghAttributeBox, FRAME_BUFFER);
// border type?
SetBorderType(ghAttributeBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghAttributeBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghAttributeBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghAttributeBox, 2);
// set current box to this one
SetCurrentBox( ghAttributeBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_ATTRIBUTE_STRING_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pAttributeMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghAttributeBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghAttributeBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghAttributeBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghAttributeBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghAttributeBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghAttributeBox );
}
void CreateTrainingBox( void )
{
UINT32 hStringHandle;
UINT32 uiCounter;
// will create attribute pop up menu for mapscreen assignments
TrainPosition.iX = OrigTrainPosition.iX;
if( giBoxY != 0 )
{
TrainPosition.iY = giBoxY + ( ASSIGN_MENU_TRAIN * GetFontHeight( MAP_SCREEN_FONT ) );
}
// create basic box
CreatePopUpBox(&ghTrainingBox, TrainDimensions, TrainPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghTrainingBox, FRAME_BUFFER);
// border type?
SetBorderType(ghTrainingBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghTrainingBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghTrainingBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghTrainingBox, 2);
// set current box to this one
SetCurrentBox( ghTrainingBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_TRAIN_STRING_COUNT; ++uiCounter)
{
AddMonoString(&hStringHandle, pTrainingMenuStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghTrainingBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghTrainingBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghTrainingBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghTrainingBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghTrainingBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghTrainingBox );
DetermineBoxPositions( );
}
void CreateAssignmentsBox( void )
{
UINT32 hStringHandle;
UINT32 uiCounter;
CHAR16 sString[ 128 ];
SOLDIERTYPE *pSoldier = NULL;
// will create attribute pop up menu for mapscreen assignments
AssignmentPosition.iX = POP_UP_BOX_X;
if( giBoxY != 0 )
{
AssignmentPosition.iY = giBoxY;
}
pSoldier = GetSelectedAssignSoldier( TRUE );
// pSoldier NULL is legal here! Gets called during every mapscreen initialization even when nobody is assign char
// create basic box
CreatePopUpBox(&ghAssignmentBox, AssignmentDimensions, AssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghAssignmentBox, FRAME_BUFFER);
// border type?
SetBorderType(ghAssignmentBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghAssignmentBox, guiPOPUPTEX);
// margin sizes
SetMargins(ghAssignmentBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghAssignmentBox, 2);
// set current box to this one
SetCurrentBox( ghAssignmentBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_ASSIGN_STRING_COUNT; uiCounter++)
{
// if we have a soldier, and this is the squad line
if( ( uiCounter == ASSIGN_MENU_ON_DUTY ) && ( pSoldier != NULL ) && ( pSoldier->bAssignment < ON_DUTY ) )
{
// show his squad # in brackets
if ( gGameExternalOptions.fUseXMLSquadNames && pSoldier->bAssignment < gSquadNameVector.size() )
swprintf( sString, L"%s(%s)", pAssignMenuStrings[uiCounter], gSquadNameVector[uiCounter].c_str() );
else
swprintf( sString, L"%s(%d)", pAssignMenuStrings[uiCounter], pSoldier->bAssignment + 1 );
}
else
{
swprintf( sString, pAssignMenuStrings[uiCounter] );
}
AddMonoString(&hStringHandle, sString );
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghAssignmentBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghAssignmentBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghAssignmentBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghAssignmentBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghAssignmentBox, FONT_GRAY7 );
SetBoxSecondaryShade( ghAssignmentBox, FONT_YELLOW );
// resize box to text
ResizeBoxToText( ghAssignmentBox );
DetermineBoxPositions( );
}
void CreateMercRemoveAssignBox( void )
{
// will create remove mercbox to be placed in assignment area
UINT32 hStringHandle;
UINT32 uiCounter;
// create basic box
CreatePopUpBox(&ghRemoveMercAssignBox, AssignmentDimensions, AssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
// which buffer will box render to
SetBoxBuffer(ghRemoveMercAssignBox, FRAME_BUFFER);
// border type?
SetBorderType(ghRemoveMercAssignBox,guiPOPUPBORDERS);
// background texture
SetBackGroundSurface(ghRemoveMercAssignBox, guiPOPUPTEX);
// margin sizes
SetMargins( ghRemoveMercAssignBox, 6, 6, 4, 4 );
// space between lines
SetLineSpace(ghRemoveMercAssignBox, 2);
// set current box to this one
SetCurrentBox( ghRemoveMercAssignBox );
// add strings for box
for(uiCounter=0; uiCounter < MAX_REMOVE_MERC_COUNT; uiCounter++)
{
AddMonoString(&hStringHandle, pRemoveMercStrings[uiCounter]);
// make sure it is unhighlighted
UnHighLightLine(hStringHandle);
}
// set font type
SetBoxFont(ghRemoveMercAssignBox, MAP_SCREEN_FONT);
// set highlight color
SetBoxHighLight(ghRemoveMercAssignBox, FONT_WHITE);
// unhighlighted color
SetBoxForeground(ghRemoveMercAssignBox, FONT_LTGREEN);
// background color
SetBoxBackground(ghRemoveMercAssignBox, FONT_BLACK);
// shaded color..for darkened text
SetBoxShade( ghRemoveMercAssignBox, FONT_GRAY7 );
// resize box to text
ResizeBoxToText( ghRemoveMercAssignBox );
}
BOOLEAN CreateDestroyAssignmentPopUpBoxes( void )
{
static BOOLEAN fCreated= FALSE;
VSURFACE_DESC vs_desc;
VOBJECT_DESC VObjectDesc;
if( ( fShowAssignmentMenu == TRUE ) && ( fCreated == FALSE ) )
{
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\popup.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiPOPUPBORDERS));
vs_desc.fCreateFlags = VSURFACE_CREATE_FROMFILE | VSURFACE_SYSTEM_MEM_USAGE;
strcpy(vs_desc.ImageFile, "INTERFACE\\popupbackground.pcx");
CHECKF(AddVideoSurface(&vs_desc, &guiPOPUPTEX));
// these boxes are always created while in mapscreen...
CreateEPCBox( );
CreateAssignmentsBox( );
CreateTrainingBox( );
CreateAttributeBox();
CreateVehicleBox();
CreateRepairBox();
CreateMoveItemBox();
CreateDiseaseBox();
// HEADROCK HAM 3.6: Facility Menu
CreateFacilityBox( );
CreateFacilityAssignmentBox( );
// anv: snitch menus
CreateSnitchBox( );
CreateSnitchToggleBox( );
CreateSnitchSectorBox( );
// Flugente: prisoner menu
CreatePrisonerBox( );
UpdateMapScreenAssignmentPositions( );
fCreated = TRUE;
}
else if( ( fShowAssignmentMenu == FALSE ) && ( fCreated == TRUE ) )
{
DeleteVideoObjectFromIndex(guiPOPUPBORDERS);
DeleteVideoSurfaceFromIndex(guiPOPUPTEX);
RemoveBox(ghAttributeBox);
ghAttributeBox = -1;
// HEADROCK HAM 3.6: Remove Facility Assignment Menu
RemoveBox(ghFacilityAssignmentBox);
ghFacilityAssignmentBox = -1;
RemoveBox(ghVehicleBox);
ghVehicleBox = -1;
RemoveBox(ghAssignmentBox);
ghAssignmentBox = -1;
RemoveBox(ghEpcBox);
ghEpcBox = -1;
RemoveBox(ghRepairBox);
ghRepairBox = -1;
RemoveBox(ghMoveItemBox);
ghMoveItemBox = -1;
RemoveBox( ghDiseaseBox);
ghDiseaseBox = -1;
RemoveBox( ghSpyBox );
ghSpyBox = -1;
RemoveBox( ghMilitiaBox );
ghMilitiaBox = -1;
RemoveBox(ghTrainingBox);
ghTrainingBox = -1;
// HEADROCK HAM 3.6: Remove Facility Menu
RemoveBox(ghFacilityBox);
ghFacilityBox = -1;
RemoveBox(ghFacilityAssignmentBox);
ghFacilityAssignmentBox = -1;
// anv: remove snitch menus
RemoveBox(ghSnitchBox);
ghSnitchBox = -1;
RemoveBox(ghSnitchToggleBox);
ghSnitchToggleBox = -1;
RemoveBox(ghSnitchSectorBox);
ghSnitchSectorBox = -1;
RemoveBox( ghPrisonerBox );
ghPrisonerBox = -1;
fCreated = FALSE;
gfIgnoreScrolling = FALSE;
RebuildCurrentSquad( );
}
return( TRUE );
}
void DetermineBoxPositions( void )
{
// depending on how many boxes there are, reposition as needed
SGPPoint pPoint;
SGPPoint pNewPoint;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if( ( fShowAssignmentMenu == FALSE ) || ( ghAssignmentBox == -1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( TRUE );
// pSoldier NULL is legal here! Gets called during every mapscreen initialization even when nobody is assign char
if ( pSoldier == NULL )
{
return;
}
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
GetBoxPosition( ghAssignmentBox, &pPoint );
gsAssignmentBoxesX = ( INT16 )pPoint.iX;
gsAssignmentBoxesY = ( INT16 )pPoint.iY;
}
pPoint.iX = gsAssignmentBoxesX;
pPoint.iY = gsAssignmentBoxesY;
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
SetBoxPosition( ghEpcBox, pPoint );
GetBoxSize( ghEpcBox, &pDimensions );
}
else
{
SetBoxPosition( ghAssignmentBox, pPoint );
GetBoxSize( ghAssignmentBox, &pDimensions );
}
// hang it right beside the assignment/EPC box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
if ( gAssignMenuState == ASMENU_SQUAD && ( ghSquadBox != -1 ) )
{
SetBoxPosition( ghSquadBox, pNewPoint );
}
else if ( gAssignMenuState == ASMENU_REPAIR && ( ghRepairBox != -1 ) )
{
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
SetBoxPosition( ghRepairBox, pNewPoint );
CreateDestroyMouseRegionForRepairMenu( );
}
else if ( gAssignMenuState == ASMENU_MOVEITEM && ( ghMoveItemBox != -1 ) )
{
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MOVE_ITEMS );
SetBoxPosition( ghMoveItemBox, pNewPoint );
CreateDestroyMouseRegionForMoveItemMenu( );
}
else if ( gAssignMenuState == ASMENU_DISEASE && (ghDiseaseBox != -1) )
{
pNewPoint.iY += ((GetFontHeight( MAP_SCREEN_FONT ) + 2) * ASSIGN_MENU_DOCTOR_DIAGNOSIS);
SetBoxPosition( ghDiseaseBox, pNewPoint );
CreateDestroyMouseRegionForDiseaseMenu( );
}
else if ( gAssignMenuState == ASMENU_SPY && ( ghSpyBox != -1) )
{
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SPY );
SetBoxPosition( ghSpyBox, pNewPoint );
CreateDestroyMouseRegionForSpyMenu();
}
else if ( gAssignMenuState == ASMENU_TRAIN && ( ghTrainingBox != -1 ) )
{
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghTrainingBox, pNewPoint );
TrainPosition.iX = pNewPoint.iX;
TrainPosition.iY = pNewPoint.iY;
OrigTrainPosition.iY = pNewPoint.iY;
OrigTrainPosition.iX = pNewPoint.iX;
GetBoxSize( ghTrainingBox, &pDimensions );
GetBoxPosition( ghTrainingBox, &pPoint );
if( ( fShowAttributeMenu == TRUE ) && ( ghAttributeBox != -1 ) )
{
// hang it right beside the training box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
SetBoxPosition( ghAttributeBox, pNewPoint );
}
}
// HEADROCK HAM 3.6: Facility Sub-menu
else if ( gAssignMenuState == ASMENU_FACILITY && ( ghFacilityBox != -1 ) )
{
//CreateDestroyMouseRegionForFacilityMenu( );
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
SetBoxPosition( ghFacilityBox, pNewPoint );
FacilityPosition.iX = pNewPoint.iX;
FacilityPosition.iY = pNewPoint.iY;
OrigFacilityPosition.iY = pNewPoint.iY;
OrigFacilityPosition.iX = pNewPoint.iX;
ResizeBoxToText( ghFacilityBox );
GetBoxSize( ghFacilityBox, &pDimensions );
GetBoxPosition( ghFacilityBox, &pPoint );
if( ( fShowFacilityAssignmentMenu == TRUE ) && ( ghFacilityAssignmentBox != -1 ) )
{
// hang it right beside the training box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
SetBoxPosition( ghFacilityAssignmentBox, pNewPoint );
}
}
else if ( gAssignMenuState == ASMENU_SNITCH && ( ghSnitchBox != -1 ) )
{
//CreateDestroyMouseRegionForSnitchMenu( );
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SNITCH );
SetBoxPosition( ghSnitchBox, pNewPoint );
SnitchPosition.iX = pNewPoint.iX;
SnitchPosition.iY = pNewPoint.iY;
OrigSnitchPosition.iY = pNewPoint.iY;
OrigSnitchPosition.iX = pNewPoint.iX;
ResizeBoxToText( ghSnitchBox );
GetBoxSize( ghSnitchBox, &pDimensions );
GetBoxPosition( ghSnitchBox, &pPoint );
if( ( fShowSnitchToggleMenu == TRUE ) && ( ghSnitchToggleBox != -1 ) )
{
// hang it right beside the training box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
SetBoxPosition( ghSnitchToggleBox, pNewPoint );
}
else if( ( fShowSnitchSectorMenu == TRUE ) && ( ghSnitchSectorBox != -1 ) )
{
// hang it right beside the training box menu
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
pNewPoint.iY = pPoint.iY;
SetBoxPosition( ghSnitchSectorBox, pNewPoint );
}
}
else if ( gAssignMenuState == ASMENU_MILITIA && ( ghMilitiaBox != -1 ) )
{
pNewPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MILITIA );
SetBoxPosition( ghMilitiaBox, pNewPoint );
CreateDestroyMouseRegionForMilitiaMenu();
}
if ( fShowPrisonerMenu && (ghPrisonerBox != -1) )
{
// this should be next to the facility assignemtn menu, so get the coordinates for that
if ( (fShowFacilityAssignmentMenu == TRUE) && (ghFacilityAssignmentBox != -1) )
{
GetBoxPosition( ghFacilityAssignmentBox, &pPoint );
GetBoxSize( ghFacilityAssignmentBox, &pDimensions );
pNewPoint.iX = pPoint.iX + pDimensions.iRight;
}
pNewPoint.iY += ((GetFontHeight( MAP_SCREEN_FONT ) + 2) * ASSIGN_MENU_FACILITY);
SetBoxPosition( ghPrisonerBox, pNewPoint );
PrisonerPosition.iX = pNewPoint.iX;
PrisonerPosition.iY = pNewPoint.iY;
OrigPrisonerPosition.iY = pNewPoint.iY;
OrigPrisonerPosition.iX = pNewPoint.iX;
ResizeBoxToText( ghPrisonerBox );
GetBoxSize( ghPrisonerBox, &pDimensions );
GetBoxPosition( ghPrisonerBox, &pPoint );
}
}
void SetTacticalPopUpAssignmentBoxXY( void )
{
INT16 sX, sY;
SOLDIERTYPE *pSoldier;
//get the soldier
pSoldier = GetSelectedAssignSoldier( FALSE );
// grab soldier's x,y screen position
GetSoldierScreenPos( pSoldier, &sX, &sY );
if( sX < 0 )
{
sX = 0;
}
gsAssignmentBoxesX = sX + 30;
if( sY < 0 )
{
sY = 0;
}
gsAssignmentBoxesY = sY;
// ATE: Check if we are past tactical viewport....
// Use estimate width's/heights
if ( ( gsAssignmentBoxesX + 100 ) > SCREEN_WIDTH )
{
//gsAssignmentBoxesX = 540;
gsAssignmentBoxesX = SCREEN_WIDTH - 100;
}
if ( ( gsAssignmentBoxesY + 130 ) > (SCREEN_HEIGHT - 160) )
{
gsAssignmentBoxesY = SCREEN_HEIGHT - 290;
}
return;
}
void RepositionMouseRegions( void )
{
INT16 sDeltaX, sDeltaY;
INT32 iCounter = 0;
if( fShowAssignmentMenu == TRUE )
{
sDeltaX = gsAssignmentBoxesX - gAssignmentMenuRegion[ 0 ].RegionTopLeftX;
sDeltaY = ( INT16 ) ( gsAssignmentBoxesY - gAssignmentMenuRegion[ 0 ].RegionTopLeftY + GetTopMarginSize( ghAssignmentBox ) );
// find the delta from the old to the new, and alter values accordingly
for( iCounter = 0; iCounter < ( INT32 )GetNumberOfLinesOfTextInBox( ghAssignmentBox ); iCounter++ )
{
gAssignmentMenuRegion[ iCounter ].RegionTopLeftX += sDeltaX;
gAssignmentMenuRegion[ iCounter ].RegionTopLeftY += sDeltaY;
gAssignmentMenuRegion[ iCounter ].RegionBottomRightX += sDeltaX;
gAssignmentMenuRegion[ iCounter ].RegionBottomRightY += sDeltaY;
}
gfPausedTacticalRenderFlags = RENDER_FLAG_FULL;
}
}
void CheckAndUpdateTacticalAssignmentPopUpPositions( void )
{
SGPRect pDimensions, pDimensions2, pDimensions3;
SGPPoint pPoint;
INT16 sLongest;
SOLDIERTYPE *pSoldier = NULL;
if( fShowAssignmentMenu == FALSE )
{
return;
}
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
return;
}
//get the soldier
pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
GetBoxSize( ghEpcBox, &pDimensions2 );
}
else
{
GetBoxSize( ghAssignmentBox, &pDimensions2 );
}
if ( gAssignMenuState == ASMENU_REPAIR )
{
GetBoxSize( ghRepairBox, &pDimensions );
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( pDimensions2.iBottom > pDimensions.iBottom )
{
sLongest = ( INT16 )pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
}
else
{
sLongest = ( INT16 )pDimensions.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
}
if( gsAssignmentBoxesY + sLongest >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( sLongest ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_REPAIR );
SetBoxPosition( ghRepairBox, pPoint );
}
else if ( gAssignMenuState == ASMENU_MOVEITEM )
{
GetBoxSize( ghMoveItemBox, &pDimensions );
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( pDimensions2.iBottom > pDimensions.iBottom )
{
sLongest = ( INT16 )pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MOVE_ITEMS );
}
else
{
sLongest = ( INT16 )pDimensions.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MOVE_ITEMS );
}
if( gsAssignmentBoxesY + sLongest >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( sLongest ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MOVE_ITEMS );
SetBoxPosition( ghMoveItemBox, pPoint );
}
else if ( gAssignMenuState == ASMENU_SQUAD )
{
GetBoxSize( ghSquadBox, &pDimensions );
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( pDimensions2.iBottom > pDimensions.iBottom )
{
sLongest = ( INT16 )pDimensions2.iBottom;
}
else
{
sLongest = ( INT16 )pDimensions.iBottom;
}
if( gsAssignmentBoxesY + sLongest >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( sLongest ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
SetBoxPosition( ghSquadBox, pPoint );
}
else if ( gAssignMenuState == ASMENU_TRAIN )
{
GetBoxSize( ghTrainingBox, &pDimensions );
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( gsAssignmentBoxesY + pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN ) >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( pDimensions2.iBottom ) - ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghTrainingBox, pPoint );
}
else if ( gAssignMenuState == ASMENU_DISEASE )
{
GetBoxSize( ghDiseaseBox, &pDimensions );
if ( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = (INT16)((SCREEN_WIDTH - 1) - (pDimensions2.iRight + pDimensions.iRight));
SetRenderFlags( RENDER_FLAG_FULL );
}
if ( gsAssignmentBoxesY + pDimensions2.iBottom + ((GetFontHeight( MAP_SCREEN_FONT ) + 2) * ASSIGN_MENU_DOCTOR_DIAGNOSIS) >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = (INT16)((SCREEN_HEIGHT - 121) - (pDimensions2.iBottom) - ((GetFontHeight( MAP_SCREEN_FONT ) + 2) * ASSIGN_MENU_DOCTOR_DIAGNOSIS));
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ((GetFontHeight( MAP_SCREEN_FONT ) + 2) * ASSIGN_MENU_DOCTOR_DIAGNOSIS);
SetBoxPosition( ghDiseaseBox, pPoint );
}
else if ( gAssignMenuState == ASMENU_SPY )
{
GetBoxSize( ghSpyBox, &pDimensions );
if ( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = (INT16)( ( SCREEN_WIDTH - 1 ) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if ( gsAssignmentBoxesY + pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SPY ) >= ( SCREEN_HEIGHT - 120 ) )
{
gsAssignmentBoxesY = (INT16)( ( SCREEN_HEIGHT - 121 ) - ( pDimensions2.iBottom ) - ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SPY ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_SPY );
SetBoxPosition( ghSpyBox, pPoint );
}
// HEADROCK HAM 3.6: Facility Menu
else if( gAssignMenuState == ASMENU_FACILITY )
{
GetBoxSize( ghFacilityBox, &pDimensions );
if( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( pDimensions2.iBottom > pDimensions.iBottom )
{
sLongest = ( INT16 )pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
}
else
{
sLongest = ( INT16 )pDimensions.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
}
if( gsAssignmentBoxesY + sLongest >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( sLongest ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
SetBoxPosition( ghFacilityBox, pPoint );
}
else if ( gAssignMenuState == ASMENU_MILITIA )
{
GetBoxSize( ghMilitiaBox, &pDimensions );
if ( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = (INT16)( ( SCREEN_WIDTH - 1 ) - ( pDimensions2.iRight + pDimensions.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if ( gsAssignmentBoxesY + pDimensions2.iBottom + ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MILITIA ) >= ( SCREEN_HEIGHT - 120 ) )
{
gsAssignmentBoxesY = (INT16)( ( SCREEN_HEIGHT - 121 ) - ( pDimensions2.iBottom ) - ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MILITIA ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_MILITIA );
SetBoxPosition( ghMilitiaBox, pPoint );
}
// HEADROCK HAM 3.6: Facility Sub-menu
if ( fShowFacilityAssignmentMenu == TRUE )
{
GetBoxSize( ghFacilityBox, &pDimensions );
GetBoxSize( ghFacilityAssignmentBox, &pDimensions3 );
if ( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight + pDimensions3.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = (INT16)( ( SCREEN_WIDTH - 1 ) - ( pDimensions2.iRight + pDimensions.iRight + pDimensions3.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if ( gsAssignmentBoxesY + pDimensions3.iBottom + ( GetFontHeight( MAP_SCREEN_FONT ) * ASSIGN_MENU_FACILITY ) >= ( SCREEN_HEIGHT - 120 ) )
{
gsAssignmentBoxesY = (INT16)( ( SCREEN_HEIGHT - 121 ) - ( pDimensions3.iBottom ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
SetBoxPosition( ghFacilityAssignmentBox, pPoint );
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_FACILITY );
SetBoxPosition( ghFacilityBox, pPoint );
}
else if ( fShowAttributeMenu == TRUE )
{
GetBoxSize( ghTrainingBox, &pDimensions );
GetBoxSize( ghAttributeBox, &pDimensions3 );
if ( gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight + pDimensions3.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = (INT16)( ( SCREEN_WIDTH - 1 ) - ( pDimensions2.iRight + pDimensions.iRight + pDimensions3.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if ( gsAssignmentBoxesY + pDimensions3.iBottom + ( GetFontHeight( MAP_SCREEN_FONT ) * ASSIGN_MENU_TRAIN ) >= ( SCREEN_HEIGHT - 120 ) )
{
gsAssignmentBoxesY = (INT16)( ( SCREEN_HEIGHT - 121 ) - ( pDimensions3.iBottom ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight + pDimensions.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghAttributeBox, pPoint );
pPoint.iX = gsAssignmentBoxesX + pDimensions2.iRight;
pPoint.iY = gsAssignmentBoxesY;
pPoint.iY += ( ( GetFontHeight( MAP_SCREEN_FONT ) + 2 ) * ASSIGN_MENU_TRAIN );
SetBoxPosition( ghTrainingBox, pPoint );
}
else
{
// just the assignment box
if( gsAssignmentBoxesX + pDimensions2.iRight >= SCREEN_WIDTH )
{
gsAssignmentBoxesX = ( INT16 ) ( (SCREEN_WIDTH - 1) - ( pDimensions2.iRight ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
if( gsAssignmentBoxesY + pDimensions2.iBottom >= (SCREEN_HEIGHT - 120) )
{
gsAssignmentBoxesY = ( INT16 )( (SCREEN_HEIGHT - 121) - ( pDimensions2.iBottom ) );
SetRenderFlags( RENDER_FLAG_FULL );
}
pPoint.iX = gsAssignmentBoxesX;
pPoint.iY = gsAssignmentBoxesY;
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC)
{
SetBoxPosition( ghEpcBox, pPoint );
}
else
{
SetBoxPosition( ghAssignmentBox, pPoint );
}
}
RepositionMouseRegions( );
}
void PositionCursorForTacticalAssignmentBox( void )
{
// position cursor over y of on duty in tactical assignments
SGPPoint pPosition;
SGPRect pDimensions;
INT32 iFontHeight;
// get x.y position of box
GetBoxPosition( ghAssignmentBox, &pPosition);
// get dimensions..mostly for width
GetBoxSize( ghAssignmentBox, &pDimensions );
iFontHeight = GetLineSpace( ghAssignmentBox ) + GetFontHeight( GetBoxFont( ghAssignmentBox ) );
if( gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] == FALSE )
{
//SimulateMouseMovement( pPosition.iX + pDimensions.iRight - 6, pPosition.iY + ( iFontHeight / 2 ) + 2 );
}
}
void HandleRestFatigueAndSleepStatus( void )
{
INT32 iCounter = 0, iNumberOnTeam = 0;
SOLDIERTYPE * pSoldier;
BOOLEAN fReasonAdded = FALSE;
BOOLEAN fBoxSetUp = FALSE;
BOOLEAN fMeToo = FALSE;
iNumberOnTeam =gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// run through all player characters and handle their rest, fatigue, and going to sleep
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier->bActive )
{
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
continue;
}
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) || ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
continue;
}
// if character CAN sleep, he doesn't actually have to be put asleep to get some rest,
// many other assignments and conditions allow for automatic recovering from fatigue.
if( CharacterIsTakingItEasy( pSoldier ) )
{
// let them rest some
RestCharacter( pSoldier );
}
else
{
// wear them down
FatigueCharacter( pSoldier );
}
// HEADROCK HAM 3.5: Enforce breath limits from sector facilities
if (pSoldier->bSectorZ == 0)
{
// Find maximum breath allowed by facilities (lowest limit found will be used)
UINT8 ubMaxFatigue = (UINT8)GetSectorModifier( pSoldier, FACILITY_MAX_BREATH );
if ( ubMaxFatigue > 0 && pSoldier->bBreathMax > ubMaxFatigue )
{
// Normalize to the maximum allowed here.
pSoldier->bBreathMax = (pSoldier->bBreathMax + ubMaxFatigue) / 2;
if (pSoldier->bBreath > pSoldier->bBreathMax)
{
// Adjust breath to max.
pSoldier->bBreath = pSoldier->bBreathMax;
}
}
}
// CHECK FOR MERCS GOING TO SLEEP
// if awake
if ( !pSoldier->flags.fMercAsleep )
{
// if dead tired
if( pSoldier->bBreathMax <= BREATHMAX_ABSOLUTE_MINIMUM )
{
// if between sectors, don't put tired mercs to sleep... will be handled when they arrive at the next sector
if ( pSoldier->flags.fBetweenSectors )
{
continue;
}
// he goes to sleep, provided it's at all possible (it still won't happen in a hostile sector, etc.)
if( SetMercAsleep( pSoldier, FALSE ) )
{
if( ( pSoldier->bAssignment < ON_DUTY ) || ( pSoldier->bAssignment == VEHICLE ) )
{
// on a squad/vehicle, complain, then drop
TacticalCharacterDialogue( pSoldier, QUOTE_NEED_SLEEP );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, QUOTE_NEED_SLEEP, DIALOGUE_SPECIAL_EVENT_SLEEP, 1,0 );
fMeToo = TRUE;
}
// HEADROCK HAM 2.8/HAM 3.6: Run sleep synchronization between Trainers and Trainees
else
{
HandleTrainingSleepSynchronize( pSoldier );
}
// guy collapses
pSoldier->flags.fMercCollapsedFlag = TRUE;
}
}
// if pretty tired, and not forced to stay awake
else if( ( pSoldier->bBreathMax < BREATHMAX_PRETTY_TIRED ) && ( pSoldier->flags.fForcedToStayAwake == FALSE ) )
{
// if not on squad/ in vehicle
if( ( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) )
{
// try to go to sleep on your own
if( SetMercAsleep( pSoldier, FALSE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
// if the first one
if( fReasonAdded == FALSE )
{
// tell player about it
AddReasonToWaitingListQueue( ASLEEP_GOING_AUTO_FOR_UPDATE );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_SHOW_UPDATE_MENU, 0,0 );
fReasonAdded = TRUE;
}
AddSoldierToWaitingListQueue( pSoldier );
fBoxSetUp = TRUE;
}
// seems unnecessary now? ARM
pSoldier->bOldAssignment = pSoldier->bAssignment;
// HEADROCK HAM 2.8/HAM 3.6: If a trainer goes to sleep, we may need to put all his trainees to sleep as well.
// If all trainees are asleep, put the trainer to sleep as well.
HandleTrainingSleepSynchronize( pSoldier );
}
}
else // tired, in a squad / vehicle
{
// if he hasn't complained yet
if ( !pSoldier->flags.fComplainedThatTired )
{
// say quote
if( fMeToo == FALSE )
{
TacticalCharacterDialogue( pSoldier, QUOTE_NEED_SLEEP );
fMeToo = TRUE;
}
else
{
TacticalCharacterDialogue( pSoldier, QUOTE_ME_TOO );
}
pSoldier->flags.fComplainedThatTired = TRUE;
}
}
}
}
}
}
if( fBoxSetUp )
{
UnPauseGameDuringNextQuote( );
AddDisplayBoxToWaitingQueue( );
fBoxSetUp = FALSE;
}
fReasonAdded = FALSE;
// now handle waking (needs seperate list queue, that's why it has its own loop)
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier->bActive )
{
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
continue;
}
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) || ( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
continue;
}
// guys between sectors CAN wake up while between sectors (sleeping in vehicle)...
// CHECK FOR MERCS WAKING UP
if ( pSoldier->bBreathMax >= BREATHMAX_CANCEL_COLLAPSE )
{
// reset the collapsed flag well before reaching the wakeup state
pSoldier->flags.fMercCollapsedFlag = FALSE;
}
// if asleep
if ( pSoldier->flags.fMercAsleep )
{
// but has had enough rest?
// HEADROCK HAM 3.5: Facilities can reduce maximum fatigue below 95...
if( pSoldier->bBreathMax >= __min(BREATHMAX_FULLY_RESTED, GetSectorModifier( pSoldier, FACILITY_MAX_BREATH ) ) )
{
// try to wake merc up
if( SetMercAwake( pSoldier, FALSE, FALSE ) )
{
// if not on squad/ in vehicle, tell player about it
if( ( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
if( fReasonAdded == FALSE )
{
AddReasonToWaitingListQueue( ASSIGNMENT_RETURNING_FOR_UPDATE );
fReasonAdded = TRUE;
}
AddSoldierToWaitingListQueue( pSoldier );
fBoxSetUp = TRUE;
}
// HEADROCK HAM 2.8/HAM 3.6: If a trainer wakes up, we may need to wake up all his trainees as well.
// If all trainees are awake, wake up the trainer as well.
HandleTrainingWakeSynchronize( pSoldier );
}
}
}
}
}
}
if( fBoxSetUp )
{
UnPauseGameDuringNextQuote( );
AddDisplayBoxToWaitingQueue( );
fBoxSetUp = FALSE;
}
return;
}
BOOLEAN CanCharacterRepairVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId )
{
// is the vehicle valid?
if( VehicleIdIsValid( iVehicleId ) == FALSE )
{
return( FALSE );
}
// is vehicle destroyed?
if( pVehicleList[ iVehicleId ].fDestroyed )
{
return(FALSE);
}
// is it damaged at all?
if ( !DoesVehicleNeedAnyRepairs( iVehicleId ) )
{
return(FALSE);
}
// it's not Skyrider's helicopter (which isn't damagable/repairable)
if ( iVehicleId == iHelicopterVehicleId )
{
return( FALSE );
}
// same sector, neither is between sectors, and OK To Use (player owns it) ?
if ( !IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleId ) )
{
return( FALSE );
}
/* Assignment distance limits removed. Sep/11/98. ARM
// if currently loaded sector, are we close enough?
if( ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ ) )
{
if( PythSpacesAway( pSoldier->sGridNo, pVehicleList[ iVehicleId ].sGridNo ) > MAX_DISTANCE_FOR_REPAIR )
{
return( FALSE );
}
}
*/
return( TRUE );
}
BOOLEAN IsRobotInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
SOLDIERTYPE *pSoldier;
pSoldier = GetRobotSoldier( );
if ( pSoldier != NULL )
{
if( ( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == bSectorZ ) && ( pSoldier->flags.fBetweenSectors == FALSE ) )
{
return( TRUE );
}
}
return( FALSE );
}
SOLDIERTYPE * GetRobotSoldier( void )
{
SOLDIERTYPE *pSoldier = NULL, *pTeamSoldier = NULL;
INT32 cnt=0;
// set pSoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// go through list of characters, find all who are on this assignment
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if( AM_A_ROBOT( pTeamSoldier ) )
{
return (pTeamSoldier);
}
}
}
return( NULL );
}
BOOLEAN CanCharacterRepairRobot( SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pRobot = NULL;
// do we in fact have the robot on the team?
pRobot = GetRobotSoldier( );
if( pRobot == NULL )
{
return( FALSE );
}
// if robot isn't damaged at all
if( pRobot->stats.bLife == pRobot->stats.bLifeMax )
{
return( FALSE );
}
// is the robot in the same sector
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == FALSE )
{
return( FALSE );
}
// Only Technicians can repair the robot! Hehehe.. - SANDRO (well, externalized now)
if( gSkillTraitValues.ubTETraitsNumToRepairRobot > NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT ) )
{
return( FALSE );
}
/* Assignment distance limits removed. Sep/11/98. ARM
// if that sector is currently loaded, check distance to robot
if( ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ ) )
{
if( PythSpacesAway( pSoldier->sGridNo, pRobot->sGridNo ) > MAX_DISTANCE_FOR_REPAIR )
{
return( FALSE );
}
}
*/
return( TRUE );
}
UINT8 HandleRepairOfRobotBySoldier( SOLDIERTYPE *pSoldier, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair )
{
SOLDIERTYPE *pRobot = NULL;
pRobot = GetRobotSoldier( );
// do the actual repairs
return( RepairRobot( pRobot, ubRepairPts, pfNothingLeftToRepair ) );
}
UINT8 RepairRobot( SOLDIERTYPE *pRobot, UINT8 ubRepairPts, BOOLEAN *pfNothingLeftToRepair )
{
UINT8 ubPointsUsed = 0;
// is it "dead" ?
if( pRobot->stats.bLife == 0 )
{
*pfNothingLeftToRepair = TRUE;
return( ubPointsUsed );
}
// is it "unhurt" ?
if( pRobot->stats.bLife == pRobot->stats.bLifeMax )
{
*pfNothingLeftToRepair = TRUE;
return( ubPointsUsed );
}
// if we have enough or more than we need
if( pRobot->stats.bLife + ubRepairPts >= pRobot->stats.bLifeMax )
{
ubPointsUsed = ( pRobot->stats.bLifeMax - pRobot->stats.bLife );
pRobot->stats.bLife = pRobot->stats.bLifeMax;
}
else
{
// not enough, do what we can
ubPointsUsed = ubRepairPts;
pRobot->stats.bLife += ubRepairPts;
}
if ( pRobot->stats.bLife == pRobot->stats.bLifeMax )
{
*pfNothingLeftToRepair = TRUE;
}
else
{
*pfNothingLeftToRepair = FALSE;
}
return( ubPointsUsed );
}
void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam1, INT32 iParam2, INT32 iParam3 )
{
switch( bAssignment )
{
case( ASSIGNMENT_HOSPITAL ):
if( CanCharacterPatient( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
pSoldier->bBleeding = 0;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( (pSoldier->bAssignment != bAssignment) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
RebuildCurrentSquad( );
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
CASE_PATIENT:
if( CanCharacterPatient( pSoldier ) )
{
// set as doctor
/* Assignment distance limits removed. Sep/11/98. ARM
if( IsSoldierCloseEnoughToADoctor( pSoldier ) == FALSE )
{
return;
}
*/
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ((pSoldier->bAssignment != bAssignment))
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
CASE_DOCTOR:
if( CanCharacterDoctor( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ((pSoldier->bAssignment != bAssignment))
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
MakeSureMedKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( TRAIN_TOWN ):
if( CanCharacterTrainMilitia( pSoldier ) )
{
// train militia
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_TOWN ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_TOWN );
if( pMilitiaTrainerSoldier == NULL )
{
if( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ].fMilitiaTrainingPaid == FALSE )
{
// show a message to confirm player wants to charge cost
HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
}
}
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case TRAIN_WORKERS:
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_WORKERS ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_WORKERS );
if( pMilitiaTrainerSoldier == NULL )
{
// show a message to confirm player wants to charge cost
HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
}
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_SELF ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, TRUE, FALSE ) )
{
// train stat
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_SELF ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
AssignMercToAMovementGroup( pSoldier );
// set stat to train
pSoldier->bTrainStat = ( INT8 )iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_TEAMMATE ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, FALSE, TRUE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_TEAMMATE ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
AssignMercToAMovementGroup( pSoldier );
// set stat to train
pSoldier->bTrainStat = ( INT8 )iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( TRAIN_BY_OTHER ):
if( CanCharacterTrainStat( pSoldier, ( INT8 )iParam1, TRUE, FALSE ) )
{
// train stat
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != TRAIN_BY_OTHER ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
AssignMercToAMovementGroup( pSoldier );
// set stat to train
pSoldier->bTrainStat = ( INT8 )iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case MOVE_EQUIPMENT:
{
// train stat
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != MOVE_EQUIPMENT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, MOVE_EQUIPMENT );
AssignMercToAMovementGroup( pSoldier );
// set sector to take stuff from
pSoldier->usItemMoveSectorID = iParam1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
CASE_REPAIR:
if( CanCharacterRepair( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ((pSoldier->bAssignment != bAssignment) || (pSoldier->flags.fFixingSAMSite != (UINT8)iParam1) || (pSoldier->flags.fFixingRobot != (UINT8)iParam2) || (pSoldier->bVehicleUnderRepairID != (UINT8)iParam3))
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
MakeSureToolKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
pSoldier->flags.fFixingSAMSite = ( UINT8 )iParam1;
pSoldier->flags.fFixingRobot = ( UINT8 )iParam2;
pSoldier->bVehicleUnderRepairID = ( INT8 )iParam3;
}
break;
case( RADIO_SCAN ):
if( pSoldier->CanUseRadio() )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( FACILITY_INTERROGATE_PRISONERS ):
if( pSoldier->CanProcessPrisoners() )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != FACILITY_INTERROGATE_PRISONERS )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldierKnownAsMercInPrison( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY );
ChangeSoldiersAssignment( pSoldier, FACILITY_INTERROGATE_PRISONERS );
AssignMercToAMovementGroup( pSoldier );
fShowPrisonerMenu = TRUE;
DetermineBoxPositions( );
}
break;
case( FACILITY_PRISON_SNITCH ):
if( CanCharacterSnitchInPrison(pSoldier) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( SNITCH_SPREAD_PROPAGANDA ):
case( FACILITY_SPREAD_PROPAGANDA ):
case( FACILITY_SPREAD_PROPAGANDA_GLOBAL ):
if( CanCharacterSpreadPropaganda(pSoldier) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( SNITCH_GATHER_RUMOURS ):
case( FACILITY_GATHER_RUMOURS ):
if( CanCharacterGatherInformation(pSoldier) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case FACILITY_STRATEGIC_MILITIA_MOVEMENT:
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case DISEASE_DIAGNOSE:
if ( CanCharacterDiagnoseDisease( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case DISEASE_DOCTOR_SECTOR:
if ( CanCharacterTreatSectorDisease( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case FORTIFICATION:
if ( CanCharacterFortify( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case( VEHICLE ):
if( CanCharacterVehicle( pSoldier ) && IsThisVehicleAccessibleToSoldier( pSoldier, iParam1 ) )
{
if ( IsEnoughSpaceInVehicle( (INT8) iParam1 ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
if( PutSoldierInVehicle( pSoldier, ( INT8 )( iParam1 ) ) == FALSE )
{
AddCharacterToAnySquad( pSoldier );
}
else
{
if( ( pSoldier->bAssignment != VEHICLE ) || ( pSoldier->iVehicleId != ( UINT8 )iParam1 ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
pSoldier->iVehicleId = iParam1;
ChangeSoldiersAssignment( pSoldier, VEHICLE );
AssignMercToAMovementGroup( pSoldier );
}
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 18 ], zVehicleName[ pVehicleList[ iParam1 ].ubVehicleType ] );
}
}
break;
case DOCTOR_MILITIA:
if ( CanCharacterDoctorMilitia( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case DRILL_MILITIA:
if ( CanCharacterDrillMilitia( pSoldier ) )
{
// train militia
pSoldier->bOldAssignment = pSoldier->bAssignment;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( ( pSoldier->bAssignment != bAssignment ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
gfRenderPBInterface = TRUE;
}
break;
case ADMINISTRATION:
if ( CanCharacterAdministration( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case EXPLORATION:
if ( CanCharacterExplore( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// remove from squad
RemoveCharacterFromSquads( pSoldier );
// remove from any vehicle
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
if ( pSoldier->bAssignment != bAssignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
}
}
// Now there is. Flugente 2016-10-13
// No point in allowing SAM site repair any more. Jan/13/99. ARM
BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier )
{
// Flugente: certain traits are required for this
if ( gGameOptions.fNewTraitSystem )
{
if ( !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
return(FALSE);
}
else if ( !HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT ) )
return(FALSE);
//can it be fixed?
if( !IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
// is the guy above ground, if not, it can't be fixed, now can it?
if( sSectorZ != 0 )
{
return( FALSE );
}
for ( INT32 iCounter = 0; iCounter < NUMBER_OF_SAMS; ++iCounter )
{
if( pSamList[ iCounter ] == SECTOR( sSectorX, sSectorY ) )
{
INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition;
return (bSAMCondition < 100);
}
}
// none found
return( FALSE );
}
BOOLEAN HandleAssignmentExpansionAndHighLightForAssignMenu( SOLDIERTYPE *pSoldier )
{
switch ( gAssignMenuState )
{
case ASMENU_REPAIR:
{
// highlight repair line the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_REPAIR );
return( TRUE );
}
break;
case ASMENU_VEHICLE:
{
// highlight vehicle line the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_VEHICLE );
return( TRUE );
}
break;
case ASMENU_DISEASE:
{
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_DOCTOR_DIAGNOSIS );
return( TRUE );
}
break;
case ASMENU_SPY:
{
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_SPY );
return( TRUE );
}
break;
case ASMENU_MOVEITEM:
{
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_MOVE_ITEMS );
return( TRUE );
}
break;
case ASMENU_FACILITY:
{
// highlight the facility line in the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_FACILITY );
return( TRUE );
}
break;
case ASMENU_TRAIN:
{
// highlight train line the previous menu
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_TRAIN );
return( TRUE );
}
break;
case ASMENU_SQUAD:
{
// squad menu up?..if so, highlight squad line the previous menu
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
HighLightBoxLine( ghEpcBox, EPC_MENU_ON_DUTY );
}
else
{
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_ON_DUTY );
}
return( TRUE );
}
break;
case ASMENU_SNITCH:
{
// highlight the snitch line in the previous menu
HighLightBoxLine( ghSnitchBox, ASSIGN_MENU_SNITCH );
return( TRUE );
}
break;
case ASMENU_MILITIA:
{
HighLightBoxLine( ghAssignmentBox, ASSIGN_MENU_MILITIA );
return( TRUE );
}
break;
}
return( FALSE );
}
BOOLEAN HandleAssignmentExpansionAndHighLightForTrainingMenu( void )
{
if( fShowAttributeMenu )
{
switch ( gbTrainingMode )
{
case TRAIN_SELF:
HighLightBoxLine( ghTrainingBox, TRAIN_MENU_SELF );
return( TRUE );
case TRAIN_TEAMMATE:
HighLightBoxLine( ghTrainingBox, TRAIN_MENU_TEAMMATES );
return( TRUE );
case TRAIN_BY_OTHER:
HighLightBoxLine( ghTrainingBox, TRAIN_MENU_TRAIN_BY_OTHER );
return( TRUE );
default:
Assert( FALSE );
break;
}
}
return( FALSE );
}
BOOLEAN HandleAssignmentExpansionAndHighLightForSnitchMenu( void )
{
if( fShowSnitchToggleMenu )
{
// highlight the snitch line in the previous menu
HighLightBoxLine( ghSnitchBox, SNITCH_MENU_TOGGLE );
return( TRUE );
}
else if( fShowSnitchSectorMenu )
{
// highlight the snitch line in the previous menu
HighLightBoxLine( ghSnitchBox, SNITCH_MENU_SECTOR );
return( TRUE );
}
return( FALSE );
}
/*
BOOLEAN HandleShowingOfUpBox( void )
{
// if the list is being shown, then show it
if( fShowUpdateBox == TRUE )
{
MarkAllBoxesAsAltered( );
ShowBox( ghUpdateBox );
return( TRUE );
}
else
{
if( IsBoxShown( ghUpdateBox ) )
{
HideBox( ghUpdateBox );
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
}
return( FALSE );
}
*/
BOOLEAN HandleShowingOfMovementBox( void )
{
// if the list is being shown, then show it
if( fShowMapScreenMovementList == TRUE )
{
MarkAllBoxesAsAltered( );
ShowBox( ghMoveBox );
return( TRUE );
}
else
{
if( IsBoxShown( ghMoveBox ) )
{
HideBox( ghMoveBox );
fMapPanelDirty = TRUE;
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
}
return( FALSE );
}
void HandleShadingOfLinesForTrainingMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
// check if valid
if ( gAssignMenuState != ASMENU_TRAIN || ( ghTrainingBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
// can character practise?
if( CanCharacterPractise( pSoldier ) == FALSE )
{
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_SELF );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_SELF );
}
if( CanCharacterTrainWorkers( pSoldier ) )
{
// unshade train militia line
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
UnSecondaryShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
SecondaryShadeStringInBox( ghTrainingBox, TRAIN_MENU_WORKERS );
}
// can character train teammates?
if( CanCharacterTrainTeammates( pSoldier ) == FALSE )
{
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_TEAMMATES );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_TEAMMATES );
}
// can character be trained by others?
if( CanCharacterBeTrainedByOther( pSoldier ) == FALSE )
{
ShadeStringInBox( ghTrainingBox, TRAIN_MENU_TRAIN_BY_OTHER );
}
else
{
UnShadeStringInBox( ghTrainingBox, TRAIN_MENU_TRAIN_BY_OTHER );
}
return;
}
void HandleShadingOfLinesForAttributeMenus( void )
{
// will do the same as updateassignments...but with training pop up box strings
SOLDIERTYPE *pSoldier;
BOOLEAN fStatTrainable;
if ( gAssignMenuState != ASMENU_TRAIN || ( ghTrainingBox == - 1 ) )
{
return;
}
if ( !fShowAttributeMenu || ( ghAttributeBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
for( INT8 bAttrib = 0; bAttrib < ATTRIB_MENU_CANCEL; ++bAttrib )
{
switch ( gbTrainingMode )
{
case TRAIN_SELF:
fStatTrainable = CanCharacterTrainStat( pSoldier, bAttrib, TRUE, FALSE );
break;
case TRAIN_TEAMMATE:
// DO allow trainers to be assigned without any partners (students)
fStatTrainable = CanCharacterTrainStat( pSoldier, bAttrib, FALSE, TRUE );
break;
case TRAIN_BY_OTHER:
// DO allow students to be assigned without any partners (trainers)
fStatTrainable = CanCharacterTrainStat( pSoldier, bAttrib, TRUE, FALSE );
break;
default:
Assert( FALSE );
fStatTrainable = FALSE;
break;
}
if ( fStatTrainable )
{
// also unshade stat
UnShadeStringInBox( ghAttributeBox, bAttrib );
}
else
{
// shade stat
ShadeStringInBox( ghAttributeBox, bAttrib );
}
}
}
void HandleShadingOfLinesForSnitchMenu( void )
{
SOLDIERTYPE *pSoldier = NULL;
// check if valid
if ( gAssignMenuState != ASMENU_SNITCH || ( ghSnitchBox == - 1 ) )
{
return;
}
pSoldier = GetSelectedAssignSoldier( FALSE );
// can character snitch?
if( CanCharacterSnitch( pSoldier ) == TRUE )
{
UnShadeStringInBox( ghSnitchBox, SNITCH_MENU_TOGGLE);
if( CanCharacterSpreadPropaganda( pSoldier ) || CanCharacterGatherInformation( pSoldier ) )
{
UnShadeStringInBox( ghSnitchBox, SNITCH_MENU_SECTOR );
UnSecondaryShadeStringInBox( ghSnitchBox, SNITCH_MENU_SECTOR );
}
else
{
ShadeStringInBox( ghSnitchBox, SNITCH_MENU_SECTOR );
UnSecondaryShadeStringInBox( ghSnitchBox, SNITCH_MENU_SECTOR );
}
}
else
{
// shouldn't even get that far
ShadeStringInBox( ghSnitchBox, SNITCH_MENU_TOGGLE );
ShadeStringInBox( ghSnitchBox, SNITCH_MENU_SECTOR );
}
}
void HandleShadingOfLinesForSnitchToggleMenu( void )
{
// check if valid
if( ( fShowSnitchToggleMenu == FALSE ) || ( ghSnitchToggleBox == - 1 ) )
{
return;
}
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if( pSoldier->usSoldierFlagMask2 & SOLDIER_SNITCHING_OFF )
{
UnShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_TOGGLE_ON );
ShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_TOGGLE_OFF );
}
else
{
ShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_TOGGLE_ON );
UnShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_TOGGLE_OFF );
}
if( pSoldier->usSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF )
{
UnShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_MISBEHAVIOUR_ON );
ShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_MISBEHAVIOUR_OFF );
}
else
{
ShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_MISBEHAVIOUR_ON );
UnShadeStringInBox( ghSnitchToggleBox, SNITCH_MENU_MISBEHAVIOUR_OFF );
}
}
void HandleShadingOfLinesForPrisonerMenu( void )
{
// check if valid
if ( !fShowPrisonerMenu || (ghPrisonerBox == -1) )
return;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
UnShadeStringInBox( ghPrisonerBox, PRISONER_MENU_ADMIN );
UnShadeStringInBox( ghPrisonerBox, PRISONER_MENU_TROOP );
UnShadeStringInBox( ghPrisonerBox, PRISONER_MENU_ELITE );
UnShadeStringInBox( ghPrisonerBox, PRISONER_MENU_OFFICER );
UnShadeStringInBox( ghPrisonerBox, PRISONER_MENU_GENERAL );
UnShadeStringInBox( ghPrisonerBox, PRISONER_MENU_CIVILIAN );
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_ADMIN )
{
ShadeStringInBox( ghPrisonerBox, PRISONER_MENU_ADMIN );
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_TROOP )
{
ShadeStringInBox( ghPrisonerBox, PRISONER_MENU_TROOP );
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_ELITE )
{
ShadeStringInBox( ghPrisonerBox, PRISONER_MENU_ELITE );
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_OFFICER )
{
ShadeStringInBox( ghPrisonerBox, PRISONER_MENU_OFFICER );
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_GENERAL )
{
ShadeStringInBox( ghPrisonerBox, PRISONER_MENU_GENERAL );
}
else if ( pSoldier->usSoldierFlagMask2 & SOLDIER_INTERROGATE_CIVILIAN )
{
ShadeStringInBox( ghPrisonerBox, PRISONER_MENU_CIVILIAN );
}
}
void HandleShadingOfLinesForSnitchSectorMenu( void )
{
// check if valid
if( ( fShowSnitchSectorMenu == FALSE ) || ( ghSnitchSectorBox == - 1 ) )
{
return;
}
SOLDIERTYPE *pSoldier = GetSelectedAssignSoldier( FALSE );
if( !CanCharacterSpreadPropaganda(pSoldier) )
{
ShadeStringInBox( ghSnitchSectorBox, SNITCH_MENU_SECTOR_PROPAGANDA );
}
if( !CanCharacterGatherInformation(pSoldier) )
{
ShadeStringInBox( ghSnitchSectorBox, SNITCH_MENU_SECTOR_GATHER_RUMOURS );
}
}
void ReportTrainersTraineesWithoutPartners( void )
{
SOLDIERTYPE *pTeamSoldier = NULL;
INT32 iCounter = 0;
INT32 iNumberOnTeam = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// check for each instructor
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pTeamSoldier = &Menptr[ iCounter ];
if( ( pTeamSoldier->bAssignment == TRAIN_TEAMMATE ) && ( pTeamSoldier->stats.bLife > 0 ) )
{
if ( !ValidTrainingPartnerInSameSectorOnAssignmentFound( pTeamSoldier, TRAIN_BY_OTHER, pTeamSoldier->bTrainStat ) )
{
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
// check each trainee
for( iCounter = 0; iCounter < iNumberOnTeam; iCounter++ )
{
pTeamSoldier = &Menptr[ iCounter ];
if( ( pTeamSoldier->bAssignment == TRAIN_BY_OTHER ) && ( pTeamSoldier->stats.bLife > 0 ) )
{
if ( !ValidTrainingPartnerInSameSectorOnAssignmentFound( pTeamSoldier, TRAIN_TEAMMATE, pTeamSoldier->bTrainStat ) )
{
AssignmentDone( pTeamSoldier, TRUE, TRUE );
}
}
}
}
BOOLEAN SetMercAsleep( SOLDIERTYPE *pSoldier, BOOLEAN fGiveWarning )
{
if( CanCharacterSleep( pSoldier, fGiveWarning ) )
{
// put him to sleep
PutMercInAsleepState( pSoldier );
// successful
return( TRUE );
}
else
{
// can't sleep for some other reason
return( FALSE );
}
}
BOOLEAN PutMercInAsleepState( SOLDIERTYPE *pSoldier )
{
if( pSoldier->flags.fMercAsleep == FALSE )
{
if( ( gfWorldLoaded ) && ( pSoldier->bInSector ) )
{
if( guiCurrentScreen == GAME_SCREEN )
{
pSoldier->ChangeSoldierState( GOTO_SLEEP, 1, TRUE );
}
else
{
pSoldier->ChangeSoldierState( SLEEPING, 1, TRUE );
}
}
// set merc asleep
pSoldier->flags.fMercAsleep = TRUE;
// refresh panels
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
}
return( TRUE );
}
BOOLEAN SetMercAwake( SOLDIERTYPE *pSoldier, BOOLEAN fGiveWarning, BOOLEAN fForceHim )
{
// forcing him skips all normal checks!
if ( !fForceHim )
{
if ( !CanCharacterBeAwakened( pSoldier, fGiveWarning ) )
{
return( FALSE );
}
}
PutMercInAwakeState( pSoldier );
return( TRUE );
}
BOOLEAN PutMercInAwakeState( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->flags.fMercAsleep )
{
if ( ( gfWorldLoaded ) && ( pSoldier->bInSector ) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
pSoldier->ChangeSoldierState( WKAEUP_FROM_SLEEP, 1, TRUE );
}
else
{
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
// set merc awake
pSoldier->flags.fMercAsleep = FALSE;
// HEADROCK HAM 3.6: Merc hasn't been working all this time, so let's reset his assignment start time. This
// will squash an exploit, and is a bit more realistic anyway.
pSoldier->uiLastAssignmentChangeMin = GetWorldTotalMin();
// refresh panels
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
// determine if merc is being forced to stay awake
if ( pSoldier->bBreathMax < BREATHMAX_PRETTY_TIRED )
{
pSoldier->flags.fForcedToStayAwake = TRUE;
}
else
{
pSoldier->flags.fForcedToStayAwake = FALSE;
}
}
return( TRUE );
}
BOOLEAN IsThereASoldierInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
if( fSectorsWithSoldiers[CALCULATE_STRATEGIC_INDEX(sSectorX, sSectorY)][ bSectorZ ] == TRUE )
{
return( TRUE );
}
return( FALSE );
}
// set the time this soldier's assignment changed
void SetTimeOfAssignmentChangeForMerc( SOLDIERTYPE *pSoldier )
{
// if someone is being taken off of HOSPITAL then track how much
// of payment wasn't used up
if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
{
giHospitalRefund += CalcPatientMedicalCost( pSoldier );
pSoldier->bHospitalPriceModifier = 0;
}
// set time of last assignment change
pSoldier->uiLastAssignmentChangeMin = GetWorldTotalMin( );
// assigning new PATIENTs gives a DOCTOR something to do, etc., so set flag to recheck them all.
// CAN'T DO IT RIGHT AWAY IN HERE 'CAUSE WE TYPICALLY GET CALLED *BEFORE* bAssignment GETS SET TO NEW VALUE!!
gfReEvaluateEveryonesNothingToDo = TRUE;
}
// have we spent enough time on assignment for it to count?
BOOLEAN EnoughTimeOnAssignment( SOLDIERTYPE *pSoldier )
{
if( GetWorldTotalMin() - pSoldier->uiLastAssignmentChangeMin >= (UINT32)gGameExternalOptions.ubMinutesForAssignmentToCount )
{
return( TRUE );
}
return( FALSE );
}
BOOLEAN AnyMercInGroupCantContinueMoving( GROUP *pGroup )
{
PLAYERGROUP *pPlayer;
SOLDIERTYPE *pSoldier;
BOOLEAN fMeToo = FALSE;
BOOLEAN fGroupMustStop = FALSE;
AssertNotNIL( pGroup );
AssertT( pGroup->usGroupTeam == OUR_TEAM );
pPlayer = pGroup->pPlayerList;
while( pPlayer )
{
// if group has player list... and a valid first soldier
if( pPlayer->pSoldier )
{
pSoldier = pPlayer->pSoldier;
if ( PlayerSoldierTooTiredToTravel( pSoldier ) )
{
// NOTE: we only complain about it if it's gonna force the group to stop moving!
fGroupMustStop = TRUE;
// say quote
if( fMeToo == FALSE )
{
HandleImportantMercQuote( pSoldier, QUOTE_NEED_SLEEP );
fMeToo = TRUE;
}
else
{
HandleImportantMercQuote( pSoldier, QUOTE_ME_TOO );
}
// put him to bed
PutMercInAsleepState( pSoldier );
// player can't wake him up right away
pSoldier->flags.fMercCollapsedFlag = TRUE;
}
}
pPlayer = pPlayer->next;
}
return( fGroupMustStop );
}
BOOLEAN PlayerSoldierTooTiredToTravel( SOLDIERTYPE *pSoldier )
{
Assert( pSoldier );
// if this guy ever needs sleep at all
if ( CanChangeSleepStatusForSoldier( pSoldier ) )
{
// if walking, or only remaining possible driver for a vehicle group
if ( ( pSoldier->bAssignment != VEHICLE ) || SoldierMustDriveVehicle( pSoldier, pSoldier->iVehicleId, TRUE ) )
{
// if awake, but so tired they can't move/drive anymore
if ( ( !pSoldier->flags.fMercAsleep ) && ( pSoldier->bBreathMax < BREATHMAX_GOTTA_STOP_MOVING ) )
{
return( TRUE );
}
// asleep, and can't be awakened?
if ( ( pSoldier->flags.fMercAsleep ) && !CanCharacterBeAwakened( pSoldier, FALSE ) )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN AssignMercToAMovementGroup( SOLDIERTYPE *pSoldier )
{
// if merc doesn't have a group or is in a vehicle or on a squad assign to group
INT8 bGroupId = 0;
// on a squad?
if( pSoldier->bAssignment < ON_DUTY )
{
return( FALSE );
}
// in a vehicle?
if( pSoldier->bAssignment == VEHICLE )
{
return( FALSE );
}
// in transit
if( pSoldier->bAssignment == IN_TRANSIT )
{
return( FALSE );
}
// in a movement group?
if( pSoldier->ubGroupID != 0 )
{
return( FALSE );
}
// create group
bGroupId = CreateNewPlayerGroupDepartingFromSector( ( UINT8 )( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ) );
if( bGroupId )
{
// add merc
AddPlayerToGroup( bGroupId, pSoldier );
// success
return( TRUE );
}
return( TRUE );
}
void NotifyPlayerOfAssignmentAttemptFailure( INT8 bAssignment )
{
// notify player
if ( guiCurrentScreen != MSG_BOX_SCREEN )
{
DoScreenIndependantMessageBox( pMapErrorString[ 18 ], MSG_BOX_FLAG_OK, NULL);
}
else
{
// use screen msg instead!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapErrorString[ 18 ] );
}
if ( bAssignment == TRAIN_TOWN )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapErrorString[ 48 ] );
}
}
BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarning )
{
BOOLEAN fSuccess = TRUE;
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubNumberOfSelectedSoldiers = 0;
CHAR16 sString[ 128 ];
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; ++iCounter )
{
pSoldier = NULL;
// if the current character in the list is valid...then grab soldier pointer for the character
if( gCharactersList[ iCounter ].fValid )
{
// get the soldier pointer
pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive == FALSE )
{
continue;
}
if( iCounter == bSelectedInfoChar )
{
continue;
}
if( IsEntryInSelectedListSet( iCounter ) == FALSE )
{
continue;
}
// don't try to put vehicles, robots, to sleep if they're also selected
if ( CanChangeSleepStatusForCharSlot( (INT8) iCounter ) == FALSE )
{
continue;
}
// up the total number of soldiers
ubNumberOfSelectedSoldiers++;
if( fWakeUp )
{
// try to wake merc up
if( SetMercAwake( pSoldier, FALSE, FALSE ) == FALSE )
{
fSuccess = FALSE;
}
}
else
{
// set this soldier asleep
if( SetMercAsleep( pSoldier, FALSE ) == FALSE )
{
fSuccess = FALSE;
}
}
}
}
// if there was anyone processed, check for success and inform player of failure
if( ubNumberOfSelectedSoldiers )
{
if( fSuccess == FALSE )
{
if( fWakeUp )
{
// inform player not everyone could be woke up
swprintf( sString, pMapErrorString[ 27 ] );
}
else
{
// inform player not everyone could be put to sleep
swprintf( sString, pMapErrorString[ 26 ]);
}
if( fDisplayWarning )
{
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL);
}
}
}
return( fSuccess );
}
BOOLEAN IsAnyOneOnPlayersTeamOnThisAssignment( INT8 bAssignment )
{
SOLDIERTYPE *pSoldier = NULL;
for( INT32 iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++iCounter )
{
// get the current soldier
pSoldier = &Menptr[ iCounter ];
// active?
if( pSoldier->bActive == FALSE )
{
continue;
}
if( pSoldier->bAssignment == bAssignment )
{
return( TRUE );
}
}
return( FALSE );
}
void RebuildAssignmentsBox( void )
{
// destroy and recreate assignments box
if ( ghAssignmentBox != -1 )
{
RemoveBox( ghAssignmentBox );
ghAssignmentBox = -1;
}
CreateAssignmentsBox( );
}
void BandageBleedingDyingPatientsBeingTreated( )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
SOLDIERTYPE *pDoctor = NULL;
INT32 iKitSlot;
OBJECTTYPE *pKit = NULL;
UINT16 usKitPts;
UINT32 uiKitPtsUsed;
BOOLEAN fSomeoneStillBleedingDying = FALSE;
for( iCounter = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; iCounter++ )
{
// get the soldier
pSoldier = &Menptr[ iCounter ];
// check if the soldier is currently active?
if( pSoldier->bActive == FALSE )
{
continue;
}
// and he is bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->stats.bLife < OKLIFE ) )
{
// if in the hospital
if ((pSoldier->bAssignment == FACILITY_PATIENT) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
{
// this is instantaneous, and doesn't use up any bandages!
// stop bleeding automatically
pSoldier->bBleeding = 0;
if ( pSoldier->stats.bLife < OKLIFE )
{
// SANDRO - added to alter the value of insta-healable injuries for doctors
if (pSoldier->iHealableInjury > 0)
{
pSoldier->iHealableInjury -= ((OKLIFE - pSoldier->stats.bLife) * 100);
}
pSoldier->stats.bLife = OKLIFE;
}
}
// if treated by fellow merc
else if ((pSoldier->bAssignment == DOCTOR) || (pSoldier->bAssignment == PATIENT))
{
// see if there's a doctor around who can help him
pDoctor = AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER );
if ( pDoctor != NULL )
{
iKitSlot = FindObjClass( pDoctor, IC_MEDKIT );
if( iKitSlot != NO_SLOT )
{
pKit = &( pDoctor->inv[ iKitSlot ] );
usKitPts = TotalPoints( pKit );
if( usKitPts )
{
uiKitPtsUsed = VirtualSoldierDressWound( pDoctor, pSoldier, pKit, usKitPts, usKitPts, FALSE ); // SANDRO - added variable
UseKitPoints( pKit, (UINT16)uiKitPtsUsed, pDoctor );
// if he is STILL bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->stats.bLife < OKLIFE ) )
{
fSomeoneStillBleedingDying = TRUE;
}
}
}
}
}
else
{
// soldier is not receiving care
}
}
}
// this event may be posted many times because of multiple assignment changes. Handle it only once per minute!
DeleteAllStrategicEventsOfType( EVENT_BANDAGE_BLEEDING_MERCS );
if ( fSomeoneStillBleedingDying )
{
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
}
}
void ReEvaluateEveryonesNothingToDo( BOOLEAN aDoExtensiveCheck )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
BOOLEAN fNothingToDo = FALSE;
UINT32 numberOfMovableItemsCache[MAXIMUM_VALID_X_COORDINATE][MAXIMUM_VALID_Y_COORDINATE];
for (int i = 0; i < MAXIMUM_VALID_X_COORDINATE; ++i)
{
for (int j = 0; j < MAXIMUM_VALID_Y_COORDINATE; ++j )
{
numberOfMovableItemsCache[i][j] = INT_MAX;
}
}
for( iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++iCounter )
{
pSoldier = &Menptr[ iCounter ];
if( pSoldier->bActive )
{
switch( pSoldier->bAssignment )
{
CASE_DOCTOR:
fNothingToDo = !CanCharacterDoctor( pSoldier ) || ( GetNumberThatCanBeDoctored( pSoldier, HEALABLE_EVER, FALSE, FALSE, FALSE ) == 0 ); // SANDRO - added variable
break;
CASE_PATIENT:
// HEADROCK HAM 3.6: Characters can be facility patients, in which case they are resting with a
// bonus or penalty to their healing rate. No doctor is actually required, even though the
// character is still eligible for a doctor's treatment.
fNothingToDo = !CanCharacterPatient( pSoldier ) ||
( AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER ) == NULL &&
GetSoldierFacilityAssignmentIndex( pSoldier ) != FAC_PATIENT );
break;
case ASSIGNMENT_HOSPITAL:
fNothingToDo = !CanCharacterPatient( pSoldier );
break;
CASE_REPAIR:
fNothingToDo = !CanCharacterRepair( pSoldier ) || HasCharacterFinishedRepairing( pSoldier );
break;
case RADIO_SCAN:
fNothingToDo = !(pSoldier->CanUseRadio());
break;
case FACILITY_INTERROGATE_PRISONERS:
fNothingToDo = !(pSoldier->CanProcessPrisoners());
break;
case FACILITY_PRISON_SNITCH:
fNothingToDo = !CanCharacterSnitchInPrison(pSoldier);
break;
case FACILITY_SPREAD_PROPAGANDA:
case FACILITY_SPREAD_PROPAGANDA_GLOBAL:
case SNITCH_SPREAD_PROPAGANDA:
fNothingToDo = !CanCharacterSpreadPropaganda(pSoldier);
break;
case FACILITY_GATHER_RUMOURS:
case SNITCH_GATHER_RUMOURS:
fNothingToDo = !CanCharacterGatherInformation(pSoldier);
break;
case TRAIN_TOWN:
fNothingToDo = !CanCharacterTrainMilitia( pSoldier );
break;
case TRAIN_WORKERS:
fNothingToDo = !CanCharacterTrainWorkers( pSoldier );
break;
case TRAIN_SELF:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE );
break;
case TRAIN_TEAMMATE:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, FALSE, TRUE ) ||
!ValidTrainingPartnerInSameSectorOnAssignmentFound( pSoldier, TRAIN_BY_OTHER, pSoldier->bTrainStat );
break;
case TRAIN_BY_OTHER:
fNothingToDo = !CanCharacterTrainStat( pSoldier, pSoldier->bTrainStat, TRUE, FALSE ) ||
!ValidTrainingPartnerInSameSectorOnAssignmentFound( pSoldier, TRAIN_TEAMMATE, pSoldier->bTrainStat );
break;
case MOVE_EQUIPMENT:
{
// unfortunately, this check can be quite expensive, so don't always perform it
if ( aDoExtensiveCheck )
{
// which sector do we want to move stuff to?
INT16 targetX = SECTORX( pSoldier->usItemMoveSectorID )-1;
INT16 targetY = SECTORY( pSoldier->usItemMoveSectorID )-1;
if (numberOfMovableItemsCache[targetX][targetY] == INT_MAX)
{
numberOfMovableItemsCache[targetX][targetY] = GetNumberOfMovableItems(targetX+1, targetY+1, 0);
}
fNothingToDo = (numberOfMovableItemsCache[targetX][targetY] == 0);
}
}
break;
case FACILITY_STRATEGIC_MILITIA_MOVEMENT:
fNothingToDo = FALSE;
break;
case DISEASE_DIAGNOSE:
fNothingToDo = !CanCharacterDiagnoseDisease( pSoldier );
break;
case DISEASE_DOCTOR_SECTOR:
fNothingToDo = !CanCharacterTreatSectorDisease( pSoldier );
break;
case FORTIFICATION:
fNothingToDo = !CanCharacterFortify( pSoldier );
break;
case CONCEALED:
case GATHERINTEL:
fNothingToDo = !CanCharacterSpyAssignment( pSoldier );
break;
case DOCTOR_MILITIA:
fNothingToDo = !CanCharacterDoctorMilitia( pSoldier );
break;
case DRILL_MILITIA:
fNothingToDo = !CanCharacterDrillMilitia( pSoldier );
break;
case BURIAL:
fNothingToDo = !CanCharacterBurial( pSoldier );
break;
case ADMINISTRATION:
fNothingToDo = !CanCharacterAdministration( pSoldier ) || !GetNumberofAdministratableMercs( pSoldier->sSectorX, pSoldier->sSectorY );
break;
case EXPLORATION:
fNothingToDo = !CanCharacterExplore( pSoldier );
break;
case VEHICLE:
default: // squads
fNothingToDo = FALSE;
break;
}
// HEADROCK HAM 3.6: Separate "can do" checks when the character is using a facility.
if (fNothingToDo == FALSE && GetSoldierFacilityAssignmentIndex(pSoldier) >= 0)
{
// Can this soldier continue working at the same facility doing the same job?
fNothingToDo = !CanCharacterFacility( pSoldier, (UINT8)pSoldier->sFacilityTypeOperated, (UINT8)GetSoldierFacilityAssignmentIndex(pSoldier) );
}
// if his flag is wrong
if ( fNothingToDo != pSoldier->flags.fDoneAssignmentAndNothingToDoFlag )
{
// update it!
pSoldier->flags.fDoneAssignmentAndNothingToDoFlag = fNothingToDo;
// update mapscreen's character list display
fDrawCharacterList = TRUE;
}
// if he now has something to do, reset the quote flag
if ( !fNothingToDo )
{
pSoldier->usQuoteSaidExtFlags &= ~SOLDIER_QUOTE_SAID_DONE_ASSIGNMENT;
}
}
}
// re-evaluation completed
gfReEvaluateEveryonesNothingToDo = FALSE;
// redraw the map, in case we're showing teams, and someone just came on duty or off duty, their icon needs updating
fMapPanelDirty = TRUE;
}
void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSelectedSoldier = NULL;
SOLDIERTYPE *pSoldier = NULL;
BOOLEAN fItWorked;
BOOLEAN fRemoveFromSquad = TRUE;
BOOLEAN fNotifiedOfFailure = FALSE;
INT8 bCanJoinSquad;
// if not in mapscreen, there is no functionality available to change multiple assignments simultaneously!
if ( !( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
return;
}
// pSelectedSoldier is currently used only for REPAIR, and this block of code is copied from RepairMenuBtnCallback()
if( bSelectedAssignChar != -1 )
{
if( gCharactersList[ bSelectedAssignChar ].fValid == TRUE )
{
pSelectedSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
}
}
Assert( pSelectedSoldier && pSelectedSoldier->bActive );
// sets assignment for the list
for( iCounter = 0; iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; ++iCounter )
{
if( ( gCharactersList[ iCounter ].fValid ) &&
( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) &&
( iCounter != bSelectedAssignChar ) &&
!(gCharactersList[ iCounter ].usSolID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
pSoldier = gCharactersList[ iCounter ].usSolID;
// assume it's NOT gonna work
fItWorked = FALSE;
switch( bAssignment )
{
CASE_DOCTOR:
// can character doctor?
if (CanCharacterDoctor( pSoldier ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_DOCTOR)))
{
// set as doctor
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, 0, 0, 0 );
fItWorked = TRUE;
}
break;
CASE_PATIENT:
// can character patient?
if (CanCharacterPatient( pSoldier ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_PATIENT )))
{
// set as patient
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, 0, 0, 0 );
fItWorked = TRUE;
}
break;
case( VEHICLE ):
if( CanCharacterVehicle( pSoldier ) && IsThisVehicleAccessibleToSoldier( pSoldier, bParam ) )
{
// if ( IsEnoughSpaceInVehicle( bParam ) )
{
// if the vehicle is FULL, then this will return FALSE!
fItWorked = PutSoldierInVehicle( pSoldier, bParam );
// failure produces its own error popup
fNotifiedOfFailure = TRUE;
}
}
break;
CASE_REPAIR:
if (CanCharacterRepair( pSoldier ))
{
BOOLEAN fCanFixSpecificTarget = TRUE;
// make sure he can repair the SPECIFIC thing being repaired too (must be in its sector, for example)
if ( pSelectedSoldier->flags.fFixingSAMSite )
{
fCanFixSpecificTarget = CanSoldierRepairSAM( pSoldier );
}
else if (pSelectedSoldier->bVehicleUnderRepairID != -1)
{
fCanFixSpecificTarget = CanCharacterRepairVehicle( pSoldier, pSelectedSoldier->bVehicleUnderRepairID ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_VEHICLE ));
}
else if (pSoldier->flags.fFixingRobot)
{
fCanFixSpecificTarget = CanCharacterRepairRobot( pSoldier ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_ROBOT ));
}
else
{
fCanFixSpecificTarget = (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_ITEMS ));
}
if ( fCanFixSpecificTarget )
{
// set as repair
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, pSelectedSoldier->flags.fFixingSAMSite, pSelectedSoldier->flags.fFixingRobot, pSelectedSoldier->bVehicleUnderRepairID );
fItWorked = TRUE;
}
}
break;
case ( RADIO_SCAN ):
if ( pSoldier->CanUseRadio() )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case( TRAIN_SELF ):
if( CanCharacterTrainStat( pSoldier, bParam , TRUE, FALSE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case( TRAIN_TOWN ):
if( CanCharacterTrainMilitia( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, 0, 0, 0 );
fItWorked = TRUE;
}
break;
case TRAIN_WORKERS:
if( CanCharacterTrainWorkers( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, 0, 0, 0 );
fItWorked = TRUE;
}
break;
case( TRAIN_TEAMMATE ):
if( CanCharacterTrainStat( pSoldier, bParam, FALSE, TRUE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case TRAIN_BY_OTHER:
if( CanCharacterTrainStat( pSoldier, bParam, TRUE, FALSE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case MOVE_EQUIPMENT:
//if( CanCharacterTrainStat( pSoldier, bParam, TRUE, FALSE ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case SNITCH_SPREAD_PROPAGANDA:
if( CanCharacterSpreadPropaganda( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case SNITCH_GATHER_RUMOURS:
if( CanCharacterGatherInformation( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
// HEADROCK HAM 3.6: Facility Staffing
case FACILITY_STAFF:
if ( CanCharacterFacility( pSoldier, bParam, FAC_STAFF ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
ChangeSoldiersAssignment( pSoldier, FACILITY_STAFF );
pSoldier->sFacilityTypeOperated = bParam;
fItWorked = TRUE;
}
break;
case FACILITY_INTERROGATE_PRISONERS:
if ( CanCharacterFacility( pSoldier, bParam, FAC_INTERROGATE_PRISONERS ) && pSoldier->CanProcessPrisoners() )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
MakeSoldierKnownAsMercInPrison( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY );
ChangeSoldiersAssignment( pSoldier, bAssignment );
pSoldier->sFacilityTypeOperated = bParam;
fItWorked = TRUE;
}
break;
case FACILITY_PRISON_SNITCH:
if( CanCharacterFacility( pSoldier, bParam, FAC_PRISON_SNITCH ) && CanCharacterSnitchInPrison( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case FACILITY_SPREAD_PROPAGANDA:
if( CanCharacterFacility( pSoldier, bParam, FAC_SPREAD_PROPAGANDA ) && CanCharacterSpreadPropaganda( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case FACILITY_SPREAD_PROPAGANDA_GLOBAL:
if( CanCharacterFacility( pSoldier, bParam, FAC_SPREAD_PROPAGANDA_GLOBAL ) && CanCharacterSpreadPropaganda( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case FACILITY_GATHER_RUMOURS:
if( CanCharacterFacility( pSoldier, bParam, FAC_GATHER_RUMOURS ) && CanCharacterGatherInformation( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case FACILITY_STRATEGIC_MILITIA_MOVEMENT:
if( CanCharacterFacility( pSoldier, bParam, FAC_STRATEGIC_MILITIA_MOVEMENT ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0,0 );
fItWorked = TRUE;
}
break;
case DISEASE_DIAGNOSE:
if ( CanCharacterDiagnoseDisease( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case DISEASE_DOCTOR_SECTOR:
if ( CanCharacterTreatSectorDisease( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case FORTIFICATION:
if ( CanCharacterFortify( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case CONCEALED:
case GATHERINTEL:
if ( CanCharacterSpyAssignment( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case DOCTOR_MILITIA:
if ( CanCharacterDoctorMilitia( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case DRILL_MILITIA:
if ( CanCharacterDrillMilitia( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case BURIAL:
if ( CanCharacterBurial( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case ADMINISTRATION:
if ( CanCharacterAdministration( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case EXPLORATION:
if ( CanCharacterExplore( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, bAssignment, bParam, 0, 0 );
fItWorked = TRUE;
}
break;
case( SQUAD_1 ):
case( SQUAD_2 ):
case( SQUAD_3 ):
case( SQUAD_4 ):
case( SQUAD_5 ):
case( SQUAD_6 ):
case( SQUAD_7 ):
case( SQUAD_8 ):
case( SQUAD_9 ):
case( SQUAD_10 ):
case( SQUAD_11 ):
case( SQUAD_12 ):
case( SQUAD_13 ):
case( SQUAD_14 ):
case( SQUAD_15 ):
case( SQUAD_16 ):
case( SQUAD_17 ):
case( SQUAD_18 ):
case( SQUAD_19 ):
case( SQUAD_20 ):
bCanJoinSquad = CanCharacterSquad( pSoldier, ( INT8 )bAssignment );
// if already in it, don't repor that as an error...
if ( ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD ) ||
( bCanJoinSquad == CHARACTER_CANT_JOIN_SQUAD_ALREADY_IN_IT ) )
{
if ( bCanJoinSquad == CHARACTER_CAN_JOIN_SQUAD )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
// is the squad between sectors
if( Squad[ bAssignment ][ 0 ] )
{
if( Squad[ bAssignment ][ 0 ]->flags.fBetweenSectors )
{
// between sectors, remove from old mvt group
if ( pSoldier->bOldAssignment >= ON_DUTY )
{
// remove from group
// the guy wasn't in a sqaud, but moving through a sector?
if ( pSoldier->ubGroupID != 0 )
{
// now remove from mvt group
RemovePlayerFromGroup( pSoldier->ubGroupID, pSoldier );
}
}
}
}
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from current squad, if any
RemoveCharacterFromSquads( pSoldier );
// able to add, do it
AddCharacterToSquad( pSoldier, bAssignment );
}
fItWorked = TRUE;
fRemoveFromSquad = FALSE; // already done, would screw it up!
}
break;
default:
// remove from current vehicle/squad, if any
if( pSoldier->bAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
AddCharacterToAnySquad( pSoldier );
fItWorked = TRUE;
fRemoveFromSquad = FALSE; // already done, would screw it up!
break;
}
if ( fItWorked )
{
if ( fRemoveFromSquad )
{
// remove him from his old squad if he was on one
RemoveCharacterFromSquads( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
}
else
{
// didn't work - report it once
if( !fNotifiedOfFailure )
{
fNotifiedOfFailure = TRUE;
NotifyPlayerOfAssignmentAttemptFailure( bAssignment );
}
}
}
}
// reset list
// ResetSelectedListForMapScreen( );
//CHRISL: When setting mercs to a squad, resort the Squad list so we're in ubID order so team panel appears the same
// when switching between squads
// silversurfer: Shouldn't be necessary anymore because SortSquadByID() is now called whenever a merc is added to a squad by function AddCharacterToSquad().
// This is necessary because mercs can be added to squads by other functions as well and we always want to sort.
/* switch( bAssignment )
{
case( SQUAD_1 ):
case( SQUAD_2 ):
case( SQUAD_3 ):
case( SQUAD_4 ):
case( SQUAD_5 ):
case( SQUAD_6 ):
case( SQUAD_7 ):
case( SQUAD_8 ):
case( SQUAD_9 ):
case( SQUAD_10 ):
case( SQUAD_11 ):
case( SQUAD_12 ):
case( SQUAD_13 ):
case( SQUAD_14 ):
case( SQUAD_15 ):
case( SQUAD_16 ):
case( SQUAD_17 ):
case( SQUAD_18 ):
case( SQUAD_19 ):
case( SQUAD_20 ):
SortSquadByID(bAssignment);
break;
}*/
// check if we should start/stop flashing any mercs' assignment strings after these changes
gfReEvaluateEveryonesNothingToDo = TRUE;
}
BOOLEAN IsCharacterAliveAndConscious( SOLDIERTYPE *pCharacter )
{
// is the character alive and conscious?
if( pCharacter->stats.bLife < CONSCIOUSNESS )
{
return( FALSE );
}
return ( TRUE );
}
BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pTargetSoldier, INT8 bTargetAssignment, INT8 bTargetStat )
{
INT32 iCounter = 0;
SOLDIERTYPE *pSoldier = NULL;
INT16 sTrainingPts = 0;
UINT16 usMaxPts;
// this function only makes sense for training teammates or by others, not for self training which doesn't require partners
Assert( ( bTargetAssignment == TRAIN_TEAMMATE ) || ( bTargetAssignment == TRAIN_BY_OTHER ) );
for( iCounter = 0; iCounter <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++iCounter )
{
pSoldier = &Menptr[ iCounter ];
if ( pSoldier->bActive )
{
// if the guy is not the target, has the assignment we want, is training the same stat, and is in our sector, alive
// and is training the stat we want
if( ( pSoldier != pTargetSoldier ) &&
( pSoldier->bAssignment == bTargetAssignment ) &&
// CJC: this seems incorrect in light of the check for bTargetStat and in any case would
// cause a problem if the trainer was assigned and we weren't!
//( pSoldier->bTrainStat == pTargetSoldier->bTrainStat ) &&
( pSoldier->sSectorX == pTargetSoldier->sSectorX ) &&
( pSoldier->sSectorY == pTargetSoldier->sSectorY ) &&
( pSoldier->bSectorZ == pTargetSoldier->bSectorZ ) &&
( pSoldier->bTrainStat == bTargetStat ) &&
( pSoldier->stats.bLife > 0 ) )
{
// so far so good, now let's see if the trainer can really teach the student anything new
if ( pSoldier->bAssignment == TRAIN_TEAMMATE )
{
// pSoldier is the instructor, target is the student
sTrainingPts = GetBonusTrainingPtsDueToInstructor( pSoldier, pTargetSoldier, bTargetStat, &usMaxPts );
}
else
{
// target is the instructor, pSoldier is the student
sTrainingPts = GetBonusTrainingPtsDueToInstructor( pTargetSoldier, pSoldier, bTargetStat, &usMaxPts );
}
if ( sTrainingPts > 0 )
{
// yes, then he makes a valid training partner for us!
return( TRUE );
}
}
}
}
// no one found
return( FALSE );
}
void UnEscortEPC( SOLDIERTYPE *pSoldier )
{
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
BOOLEAN fGotInfo;
UINT16 usQuoteNum;
UINT16 usFactToSetToTrue;
SetupProfileInsertionDataForSoldier( pSoldier );
fGotInfo = GetInfoForAbandoningEPC( pSoldier->ubProfile, &usQuoteNum, &usFactToSetToTrue );
if ( fGotInfo )
{
// say quote usQuoteNum
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_FORCENPCQUOTE;
TacticalCharacterDialogue( pSoldier, usQuoteNum );
// the flag will be turned off in the remove-epc event
//gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags &= ~PROFILE_MISC_FLAG_FORCENPCQUOTE;
SetFactTrue( usFactToSetToTrue );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_REMOVE_EPC, pSoldier->ubProfile, 0, 0, 0, 0 );
HandleFactForNPCUnescorted( pSoldier->ubProfile );
if ( pSoldier->ubProfile == JOHN )
{
SOLDIERTYPE * pSoldier2;
// unrecruit Mary as well
pSoldier2 = FindSoldierByProfileID( MARY, TRUE );
if ( pSoldier2 )
{
SetupProfileInsertionDataForSoldier( pSoldier2 );
fGotInfo = GetInfoForAbandoningEPC( MARY, &usQuoteNum, &usFactToSetToTrue );
if ( fGotInfo )
{
// say quote usQuoteNum
gMercProfiles[ MARY ].ubMiscFlags |= PROFILE_MISC_FLAG_FORCENPCQUOTE;
TacticalCharacterDialogue( pSoldier2, usQuoteNum );
// the flag will be turned off in the remove-epc event
//gMercProfiles[ MARY ].ubMiscFlags &= ~PROFILE_MISC_FLAG_FORCENPCQUOTE;
SetFactTrue( usFactToSetToTrue );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_REMOVE_EPC, MARY, 0, 0, 0, 0 );
}
}
else if ( pSoldier->ubProfile == MARY )
{
SOLDIERTYPE * pSoldier2;
// unrecruit John as well
pSoldier2 = FindSoldierByProfileID( JOHN, TRUE );
if ( pSoldier2 )
{
SetupProfileInsertionDataForSoldier( pSoldier2 );
fGotInfo = GetInfoForAbandoningEPC( JOHN, &usQuoteNum, &usFactToSetToTrue );
if ( fGotInfo )
{
// say quote usQuoteNum
gMercProfiles[ JOHN ].ubMiscFlags |= PROFILE_MISC_FLAG_FORCENPCQUOTE;
TacticalCharacterDialogue( pSoldier2, usQuoteNum );
// the flag will be turned off in the remove-epc event
//gMercProfiles[ JOHN ].ubMiscFlags &= ~PROFILE_MISC_FLAG_FORCENPCQUOTE;
SetFactTrue( usFactToSetToTrue );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_REMOVE_EPC, JOHN, 0, 0, 0, 0 );
}
}
// stop showing menu
giAssignHighLine = -1;
// set dirty flag
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
}
else
{
// how do we handle this if it's the right sector?
TriggerNPCWithGivenApproach( pSoldier->ubProfile, APPROACH_EPC_IN_WRONG_SECTOR, TRUE );
}
}
BOOLEAN CharacterIsTakingItEasy( SOLDIERTYPE *pSoldier )
{
// actually asleep?
if ( pSoldier->flags.fMercAsleep == TRUE )
{
return( TRUE );
}
// if able to sleep
if ( CanCharacterSleep( pSoldier, FALSE ) )
{
// on duty, but able to catch naps (either not traveling, or not the driver of the vehicle)
// The actual checks for this are in the "can he sleep" check above
if ( ( pSoldier->bAssignment < ON_DUTY ) || ( pSoldier->bAssignment == VEHICLE ) )
{
return( TRUE );
}
// and healing up?
if ( (IS_PATIENT(pSoldier->bAssignment) && !IS_DOCTOR(pSoldier->bAssignment)) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL) )
{
return( TRUE );
}
// HEADROCK HAM 2.8/HAM 3.6: Trainers whose trainees are all asleep will not become fatigued.
if ( pSoldier->bAssignment == TRAIN_TEAMMATE && (gGameExternalOptions.ubSmartTrainingRest == 1 || gGameExternalOptions.ubSmartTrainingRest == 2))
{
if (FindAnyAwakeTrainees( pSoldier ) == FALSE)
{
return( TRUE );
}
}
// HEADROCK HAM 2.8/HAM 3.6: Characters in training whose trainer is asleep will not be fatigued.
if ( pSoldier->bAssignment == TRAIN_BY_OTHER && (gGameExternalOptions.ubSmartTrainingRest == 1 || gGameExternalOptions.ubSmartTrainingRest == 3))
{
if (FindAnyAwakeTrainers( pSoldier ) == FALSE)
{
return( TRUE );
}
// silversurfer: Fix for JaggZilla bug #591. This guy is set as student and there is a trainer available that is awake.
// Even if the trainer is not good enough this guy will still practice and therefore letting him fall through to
// pSoldier->flags.fDoneAssignmentAndNothingToDoFlag will allow him to practice without breath loss. Lame exploit...
else
return( FALSE );
}
// HEADROCK HAM 3.6: Added new resting assignment for facilities only.
if ( pSoldier->bAssignment == FACILITY_REST )
{
return( TRUE );
}
// on a real assignment, but done with it?
if ( pSoldier->flags.fDoneAssignmentAndNothingToDoFlag )
{
return( TRUE );
}
}
// on assignment, or walking/driving & unable to sleep
return( FALSE );
}
UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier )
{
UINT8 ubPercentHealth;
// base comes from profile
UINT8 ubNeedForSleep = gMercProfiles[ pSoldier->ubProfile ].ubNeedForSleep;
// Enforce a maximum of 12 hours before injury penalties.
if ( ubNeedForSleep > 12 )
{
ubNeedForSleep = 12;
}
// Enforce a minimum of 3 hours, before night/day considerations.
if ( ubNeedForSleep < 3 )
{
ubNeedForSleep = 3;
}
// HEADROCK HAM 3.5: WTF! This calculation is NOT correct!
//ubPercentHealth = pSoldier->stats.bLife / pSoldier->stats.bLifeMax;
ubPercentHealth = (pSoldier->stats.bLife*100) / pSoldier->stats.bLifeMax;
// Increase need for sleep based on injuries.
if ( ubPercentHealth < 75 )
{
++ubNeedForSleep;
if ( ubPercentHealth < 50 )
{
ubNeedForSleep += 2; // 3 extra hours a day
if ( ubPercentHealth < 25 )
{
ubNeedForSleep += 4; // 7 extra hours a day
}
}
}
ubNeedForSleep += pSoldier->GetBackgroundValue(BG_PERC_SLEEP);
// Flugente: diseases can affect stat effectivity
INT16 diseaseeffect = 0;
for ( int i = 0; i < NUM_DISEASES; ++i )
diseaseeffect += Disease[i].sNeedToSleep * pSoldier->GetDiseaseMagnitude( i );
ubNeedForSleep += diseaseeffect;
// Re-Enforce a maximum of 18 hours after injury penalties.
if ( ubNeedForSleep > 18 )
{
ubNeedForSleep = 18;
}
// reduce for Night Ops trait
// SANDRO - new traits
if (gGameOptions.fNewTraitSystem)
{
if (HAS_SKILL_TRAIT( pSoldier, NIGHT_OPS_NT ))
ubNeedForSleep -= gSkillTraitValues.ubNONeedForSleepReduction;
if ( ubNeedForSleep < 3 )
ubNeedForSleep = 3;
}
else
{
// HEADROCK HAM 3.6: This is now split and applied depending on whether the merc is resting or working.
//ubNeedForSleep -= NUM_SKILL_TRAITS( pSoldier, NIGHTOPS );
ubNeedForSleep -= NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT );
if ( ubNeedForSleep < 3 )
ubNeedForSleep = 3;
}
// Flugente: ubNeedForSleep can now be influenced by our food situation
if ( UsingFoodSystem() )
FoodNeedForSleepModifiy(pSoldier, &ubNeedForSleep);
return( ubNeedForSleep );
}
UINT32 GetLastSquadListedInSquadMenu( void )
{
UINT32 uiMaxSquad;
// Flugente: if using xml squad names, always show all squads - people will propably want to use them
if ( gGameExternalOptions.fUseXMLSquadNames )
uiMaxSquad = NUMBER_OF_SQUADS - 1;
else
{
uiMaxSquad = GetLastSquadActive() + 1;
if ( uiMaxSquad >= NUMBER_OF_SQUADS )
uiMaxSquad = NUMBER_OF_SQUADS - 1;
}
return( uiMaxSquad );
}
BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOtherSoldier )
{
if ( pOtherSoldier == pSoldier )
{
return( FALSE );
}
if ( !pOtherSoldier->bActive )
{
return( FALSE );
}
if ( pOtherSoldier->stats.bLife == 0 )
{
return( FALSE );
}
if ( pOtherSoldier->sSectorX != pSoldier->sSectorX ||
pOtherSoldier->sSectorY != pSoldier->sSectorY ||
pOtherSoldier->bSectorZ != pSoldier->bSectorZ )
{
return( FALSE );
}
if ( pOtherSoldier->flags.fBetweenSectors )
{
return( FALSE );
}
if ( ( pOtherSoldier->bAssignment == IN_TRANSIT ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_POW ) ||
( SPY_LOCATION( pOtherSoldier->bAssignment ) ) ||
( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
( AM_A_ROBOT( pSoldier ) ) ||
( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND ) )
{
return( FALSE );
}
return( TRUE );
}
SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK, BOOLEAN fReturnVehicleDriver )
{
SOLDIERTYPE *pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
// mapscreen version
if( ( bSelectedAssignChar >= 0 ) && ( bSelectedAssignChar < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) &&
( gCharactersList[ bSelectedAssignChar ].fValid ) )
{
pSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
}
}
else
{
// tactical version
pSoldier = gusUIFullTargetID;
}
if ( !fNullOK )
{
Assert( pSoldier );
}
if ( pSoldier != NULL )
{
// better be an active person, not a vehicle
Assert( pSoldier->bActive );
// anv: don't assert, handle...
//Assert( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) );
if(fReturnVehicleDriver && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
pSoldier = GetDriver( pSoldier->iVehicleId );
}
}
return( pSoldier );
}
void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
{
AddCharacterToAnySquad( pSoldier );
// make sure the player has time to OK this before proceeding
StopTimeCompression();
// assignment has changed, redraw left side as well as the map (to update on/off duty icons)
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fMapPanelDirty = TRUE;
}
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft )
{
UINT8 ubPassType;
UINT16 bLoop;
SOLDIERTYPE * pOtherSoldier;
SOLDIERTYPE * pBestOtherSoldier;
INT8 bPriority, bBestPriority = -1;
BOOLEAN fSomethingWasRepairedThisPass;
// repair everyone's hands and armor slots first, then headgear, and pockets last
for ( ubPassType = REPAIR_HANDS_AND_ARMOR; ubPassType <= FINAL_REPAIR_PASS; ++ubPassType )
{
fSomethingWasRepairedThisPass = FALSE;
// look for jammed guns on other soldiers in sector and unjam them
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
pOtherSoldier = MercPtrs[ bLoop ];
// check character is valid, alive, same sector, not between, has inventory, etc.
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
{
if ( UnjamGunsOnSoldier( pOtherSoldier, pSoldier, pubRepairPtsLeft ) )
{
fSomethingWasRepairedThisPass = TRUE;
}
}
}
while ( *pubRepairPtsLeft > 0 )
{
bBestPriority = -1;
pBestOtherSoldier = NULL;
// now look for items to repair on other mercs
for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++bLoop )
{
pOtherSoldier = MercPtrs[ bLoop ];
// check character is valid, alive, same sector, not between, has inventory, etc.
if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
{
// okay, seems like a candidate!
if ( FindRepairableItemOnOtherSoldier( pSoldier, pOtherSoldier, ubPassType ) != 0 )
{
bPriority = pOtherSoldier->stats.bExpLevel;
if ( bPriority > bBestPriority )
{
bBestPriority = bPriority;
pBestOtherSoldier = pOtherSoldier;
}
}
}
}
// did we find anyone to repair on this pass?
if ( pBestOtherSoldier != NULL )
{
// yes, repair all items (for this pass type!) on this soldier that need repair
OBJECTTYPE * pObjectToRepair;
do
{
pObjectToRepair = FindRepairableItemOnOtherSoldier( pSoldier, pBestOtherSoldier, ubPassType );
if ( pObjectToRepair )
{
if ( RepairObject( pSoldier, pBestOtherSoldier, pObjectToRepair, pubRepairPtsLeft ) )
{
fSomethingWasRepairedThisPass = TRUE;
}
}
}
while ( pObjectToRepair && *pubRepairPtsLeft > 0 );
}
else
{
break;
}
}
if ( fSomethingWasRepairedThisPass && !DoesCharacterHaveAnyItemsToRepair( pSoldier, ubPassType ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 + ubPassType ], pSoldier->GetName() );
// let player react
StopTimeCompression();
}
}
}
BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSoldier, UINT8 *pubRepairPtsLeft )
{
BOOLEAN fAnyGunsWereUnjammed = FALSE;
// try to unjam everything before beginning any actual repairs.. successful unjamming costs 2 points per weapon
// CHRISL: Changed to dynamically determine max inventory locations.
for ( INT8 bPocket = HANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
{
// the object a weapon? and jammed?
if ( ( Item[ pOwnerSoldier->inv[ bPocket ].usItem ].usItemClass == IC_GUN ) && ( pOwnerSoldier->inv[ bPocket ][0]->data.gun.bGunAmmoStatus < 0 ) )
{
if ( *pubRepairPtsLeft >= gGameExternalOptions.ubRepairCostPerJam )
{
*pubRepairPtsLeft -= gGameExternalOptions.ubRepairCostPerJam;
pOwnerSoldier->inv [ bPocket ][0]->data.gun.bGunAmmoStatus *= -1;
// MECHANICAL/DEXTERITY GAIN: Unjammed a gun
StatChange( pRepairSoldier, MECHANAMT, 5, FALSE );
StatChange( pRepairSoldier, DEXTAMT, 5, FALSE );
// report it as unjammed
if ( pRepairSoldier == pOwnerSoldier )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 53 ], pRepairSoldier->GetName(), ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
}
else
{
// NOTE: may need to be changed for localized versions
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 54 ], pRepairSoldier->GetName(), pOwnerSoldier->GetName(), ItemNames[ pOwnerSoldier->inv[ bPocket ].usItem ] );
}
fAnyGunsWereUnjammed = TRUE;
}
else
{
// out of points, we're done for now
break;
}
}
}
return ( fAnyGunsWereUnjammed );
}
// HEADROCK HAM B2.8: A set of functions to synchronize sleeping periods of trainers and trainees
BOOLEAN SetTrainerSleepWhenTraineesSleep( SOLDIERTYPE *pThisTrainee)
{
UINT16 sMapX = pThisTrainee->sSectorX;
UINT16 sMapY = pThisTrainee->sSectorY;
UINT16 sMapZ = pThisTrainee->bSectorZ;
UINT8 bStat = pThisTrainee->bTrainStat;
INT32 iCounter, iNumberOnTeam;
SOLDIERTYPE * pOtherTrainee;
SOLDIERTYPE * pTrainer;
BOOLEAN fAllTraineesAsleep = TRUE;
BOOLEAN fTrainersSentToSleep = FALSE;
if (pThisTrainee->bAssignment != TRAIN_BY_OTHER)
{
// Shouldn't happen...
return (FALSE);
}
iNumberOnTeam =gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// Check to see if all other trainees of the same stat are also asleep
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pOtherTrainee = &Menptr[ iCounter ];
if (pOtherTrainee->bAssignment == TRAIN_BY_OTHER && pOtherTrainee->bTrainStat == pThisTrainee->bTrainStat &&
pOtherTrainee->sSectorX == sMapX && pOtherTrainee->sSectorY == sMapY && pOtherTrainee->bSectorZ == sMapZ &&
pOtherTrainee->bActive && !pOtherTrainee->flags.fMercAsleep )
{
// Trainee is present and awake. Flag is reset to false.
fAllTraineesAsleep = FALSE;
}
}
// If they are all asleep
if (fAllTraineesAsleep)
{
// Look for trainers of that stat, in the same sector
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pTrainer = &Menptr[ iCounter ];
if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pThisTrainee->bTrainStat &&
pTrainer->sSectorX == sMapX && pTrainer->sSectorY == sMapY && pTrainer->bSectorZ == sMapZ &&
pTrainer->bActive && !pTrainer->flags.fMercAsleep )
{
// Trainer will go to sleep
if( SetMercAsleep( pTrainer, FALSE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
// tell player about it
AddSoldierToWaitingListQueue( pTrainer );
}
// seems unnecessary now? ARM
pTrainer->bOldAssignment = pTrainer->bAssignment;
fTrainersSentToSleep = TRUE;
}
}
}
if (fTrainersSentToSleep)
{
return(TRUE);
}
else
{
return(FALSE);
}
}
else
{
return(FALSE);
}
}
BOOLEAN SetTraineesSleepWhenTrainerSleeps( SOLDIERTYPE *pTrainer)
{
UINT16 sMapX = pTrainer->sSectorX;
UINT16 sMapY = pTrainer->sSectorY;
UINT16 sMapZ = pTrainer->bSectorZ;
UINT8 bStat = pTrainer->bTrainStat;
INT32 iCounter, iNumberOnTeam;
BOOLEAN fTraineesSentToSleep = FALSE;
SOLDIERTYPE * pTrainee;
if (pTrainer->bAssignment != TRAIN_TEAMMATE)
{
// Shouldn't happen...
return(FALSE);
}
iNumberOnTeam =gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pTrainee = &Menptr[ iCounter ];
if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat &&
pTrainee->sSectorX == sMapX && pTrainee->sSectorY == sMapY && pTrainee->bSectorZ == sMapZ &&
pTrainee->bActive && !pTrainee->flags.fMercAsleep )
{
// Trainee will go to sleep
if( SetMercAsleep( pTrainee, FALSE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
// tell player about it
AddSoldierToWaitingListQueue( pTrainee );
}
// seems unnecessary now? ARM
pTrainee->bOldAssignment = pTrainee->bAssignment;
fTraineesSentToSleep = TRUE;
}
}
}
return fTraineesSentToSleep;
}
BOOLEAN SetTrainerWakeWhenTraineesWake( SOLDIERTYPE *pThisTrainee)
{
UINT16 sMapX = pThisTrainee->sSectorX;
UINT16 sMapY = pThisTrainee->sSectorY;
UINT16 sMapZ = pThisTrainee->bSectorZ;
UINT8 bStat = pThisTrainee->bTrainStat;
INT32 iCounter, iNumberOnTeam;
SOLDIERTYPE * pOtherTrainee;
SOLDIERTYPE * pTrainer;
BOOLEAN fAllTraineesAwake = TRUE;
BOOLEAN fTrainersWokenUp = FALSE;
if (pThisTrainee->bAssignment != TRAIN_BY_OTHER)
{
// Shouldn't happen...
return (FALSE);
}
iNumberOnTeam =gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// Check to see if all other trainees of the same stat are also asleep
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pOtherTrainee = &Menptr[ iCounter ];
if (pOtherTrainee->bAssignment == TRAIN_BY_OTHER && pOtherTrainee->bTrainStat == pThisTrainee->bTrainStat &&
pOtherTrainee->sSectorX == sMapX && pOtherTrainee->sSectorY == sMapY && pOtherTrainee->bSectorZ == sMapZ &&
pOtherTrainee->bActive && pOtherTrainee->flags.fMercAsleep )
{
// Trainee is present and asleep. Flag is reset to FALSE.
fAllTraineesAwake = FALSE;
}
}
// If they are all awake
if (fAllTraineesAwake)
{
// Look for trainers of that stat, in the same sector
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pTrainer = &Menptr[ iCounter ];
if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pThisTrainee->bTrainStat &&
pTrainer->sSectorX == sMapX && pTrainer->sSectorY == sMapY && pTrainer->bSectorZ == sMapZ &&
pTrainer->bActive && pTrainer->flags.fMercAsleep )
{
// Trainer will wake up
if( SetMercAwake( pTrainer, FALSE, FALSE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
// tell player about it
AddSoldierToWaitingListQueue( pTrainer );
}
// seems unnecessary now? ARM
pTrainer->bOldAssignment = pTrainer->bAssignment;
fTrainersWokenUp = TRUE;
}
}
}
return fTrainersWokenUp;
}
return FALSE;
}
BOOLEAN SetTraineesWakeWhenTrainerWakes( SOLDIERTYPE *pTrainer)
{
UINT16 sMapX = pTrainer->sSectorX;
UINT16 sMapY = pTrainer->sSectorY;
UINT16 sMapZ = pTrainer->bSectorZ;
UINT8 bStat = pTrainer->bTrainStat;
INT32 iCounter, iNumberOnTeam;
BOOLEAN fTraineesWokenUp = FALSE;
SOLDIERTYPE * pTrainee;
if (pTrainer->bAssignment != TRAIN_TEAMMATE)
{
// Shouldn't happen...
return(FALSE);
}
iNumberOnTeam =gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for( iCounter = 0; iCounter < iNumberOnTeam; ++iCounter )
{
pTrainee = &Menptr[ iCounter ];
if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat &&
pTrainee->sSectorX == sMapX && pTrainee->sSectorY == sMapY && pTrainee->bSectorZ == sMapZ &&
pTrainee->bActive && pTrainee->flags.fMercAsleep )
{
// Trainee will wake up
if( SetMercAwake( pTrainee, FALSE, FALSE ) )
{
if( gGameSettings.fOptions[ TOPTION_SLEEPWAKE_NOTIFICATION ] )
{
// tell player about it
AddSoldierToWaitingListQueue( pTrainee );
}
// seems unnecessary now? ARM
pTrainee->bOldAssignment = pTrainee->bAssignment;
fTraineesWokenUp = TRUE;
}
}
}
return fTraineesWokenUp;
}
void HandleTrainingSleepSynchronize( SOLDIERTYPE *pSoldier )
{
// HEADROCK HAM B2.8: Trainees will now go to sleep if the trainer goes to sleep.
if ((gGameExternalOptions.ubSmartTrainingSleep == 1 || gGameExternalOptions.ubSmartTrainingSleep == 2) && pSoldier->bAssignment == TRAIN_TEAMMATE)
{
SetTraineesSleepWhenTrainerSleeps( pSoldier );
}
// HEADROCK HAM B2.8: If this is a trainee, and all other trainees are already asleep, put all trainers to sleep as well.
if ( (gGameExternalOptions.ubSmartTrainingSleep == 1 || gGameExternalOptions.ubSmartTrainingSleep == 3 ) && pSoldier->bAssignment == TRAIN_BY_OTHER)
{
SetTrainerSleepWhenTraineesSleep( pSoldier );
}
}
void HandleTrainingWakeSynchronize( SOLDIERTYPE *pSoldier )
{
// HEADROCK HAM B2.8: Trainees will now go to sleep if the trainer goes to sleep.
if ((gGameExternalOptions.ubSmartTrainingWake == 1 || gGameExternalOptions.ubSmartTrainingWake == 2) && pSoldier->bAssignment == TRAIN_TEAMMATE)
{
SetTraineesWakeWhenTrainerWakes( pSoldier );
}
// HEADROCK HAM B2.8: If this is a trainee, and all other trainees are already asleep, put all trainers to sleep as well.
if ( (gGameExternalOptions.ubSmartTrainingWake == 1 || gGameExternalOptions.ubSmartTrainingWake == 3 ) && pSoldier->bAssignment == TRAIN_BY_OTHER)
{
SetTrainerWakeWhenTraineesWake( pSoldier );
}
}
BOOLEAN FindAnyAwakeTrainers( SOLDIERTYPE *pTrainee )
{
UINT16 sMapX = pTrainee->sSectorX;
UINT16 sMapY = pTrainee->sSectorY;
UINT16 sMapZ = pTrainee->bSectorZ;
UINT8 bStat = pTrainee->bTrainStat;
INT32 ubCounter = 0;
BOOLEAN fAllTrainersAsleep = TRUE;
SOLDIERTYPE * pTrainer;
if (pTrainee->bAssignment != TRAIN_BY_OTHER)
{
// Shouldn't happen...
return(FALSE);
}
while(gCharactersList[ubCounter].fValid)
{
pTrainer = gCharactersList[ ubCounter ].usSolID;
// Is trainer awake?
if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pTrainee->bTrainStat &&
pTrainer->sSectorX == sMapX && pTrainer->sSectorY == sMapY && pTrainer->bSectorZ == sMapZ &&
pTrainer->bActive && !pTrainer->flags.fMercAsleep )
{
// Reset flag
fAllTrainersAsleep = FALSE;
}
++ubCounter;
}
return(!fAllTrainersAsleep);
}
BOOLEAN FindAnyAwakeTrainees( SOLDIERTYPE *pTrainer )
{
UINT16 sMapX = pTrainer->sSectorX;
UINT16 sMapY = pTrainer->sSectorY;
UINT16 sMapZ = pTrainer->bSectorZ;
UINT8 bStat = pTrainer->bTrainStat;
INT32 ubCounter = 0;
BOOLEAN fAllTraineesAsleep = TRUE;
SOLDIERTYPE * pTrainee;
if (pTrainer->bAssignment != TRAIN_TEAMMATE)
{
// Shouldn't happen...
return(FALSE);
}
while(gCharactersList[ubCounter].fValid)
{
pTrainee = gCharactersList[ ubCounter ].usSolID;
// Is trainee awake?
if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat &&
pTrainee->sSectorX == sMapX && pTrainee->sSectorY == sMapY && pTrainee->bSectorZ == sMapZ &&
pTrainee->bActive && !pTrainee->flags.fMercAsleep )
{
// Reset flag.
fAllTraineesAsleep = FALSE;
}
++ubCounter;
}
return(!fAllTraineesAsleep);
}
BOOLEAN CanCharacterTrainWorkers( SOLDIERTYPE *pSoldier )
{
AssertNotNIL(pSoldier);
if ( !gGameExternalOptions.fMineRequiresWorkers )
return FALSE;
if (pSoldier->bAssignment == ASSIGNMENT_POW)
return(FALSE);
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
// Has leadership skill?
if( pSoldier->stats.bLeadership <= 0 )
{
// no skill whatsoever
return ( FALSE );
}
// Sector Loyalty above minimum?
if( !DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) )
{
// Not enough Loyalty...
return ( FALSE );
}
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
UINT16 maxworkforce = 0;
UINT16 workforce = GetTownWorkers( bTownId, maxworkforce);
if ( maxworkforce > 0 && workforce < maxworkforce )
return TRUE;
return FALSE;
}
BOOLEAN CanCharacterTrainMilitiaWithErrorReport( SOLDIERTYPE *pSoldier )
{
// Temp string.
CHAR16 sString[ 128 ];
CHAR16 sStringA[ 128 ];
// Enemies present?
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// Report "Enemies present!"
DoScreenIndependantMessageBox( New113HAMMessage[5], MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if ( !GetVolunteerPool() )
{
swprintf( sString, szSMilitiaResourceText[4] );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
if ( gGameExternalOptions.fMilitiaResources && !gGameExternalOptions.fMilitiaUseSectorInventory )
{
FLOAT val_gun, val_armour, val_misc;
GetResources( val_gun, val_armour, val_misc );
if ( val_gun <= 1.0f )
{
swprintf( sString, szSMilitiaResourceText[5] );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
}
///////////////////////////////
// Test for required Leadership
UINT16 usEffectiveLeadership = pSoldier->stats.bLeadership; // Basic leadership score
BOOLEAN fSufficientLeadership = TRUE; // Result of check
// Apply modifier for TEACHER trait, if that feature is activated
if ( gGameExternalOptions.usTeacherTraitEffectOnLeadership > 0 && gGameExternalOptions.usTeacherTraitEffectOnLeadership != 100 )
{
if ( gGameOptions.fNewTraitSystem ) // SANDRO - old/new traits
{
if (HAS_SKILL_TRAIT( pSoldier, TEACHING_NT ))
{
// bonus from Teaching trait
usEffectiveLeadership = (usEffectiveLeadership * (100 + gSkillTraitValues.ubTGEffectiveLDRToTrainMilitia) / 100 );
}
}
else
{
// Modifier applied once for each TEACHING level.
for (UINT8 i = 0; i < NUM_SKILL_TRAITS( pSoldier, TEACHING_OT ); ++i )
{
// This is a percentage modifier.
usEffectiveLeadership = (usEffectiveLeadership * gGameExternalOptions.usTeacherTraitEffectOnLeadership)/100;
}
}
usEffectiveLeadership = __min(100,usEffectiveLeadership);
}
// Is there an INI-set requirement?
if (gGameExternalOptions.ubMinimumLeadershipToTrainMilitia)
{
// Does he fail the requirement?
if (usEffectiveLeadership < gGameExternalOptions.ubMinimumLeadershipToTrainMilitia)
{
fSufficientLeadership = FALSE;
}
}
// If there is no requirement, does the soldier have ANY leadership skill?
else if (usEffectiveLeadership <= 0)
{
fSufficientLeadership = FALSE;
}
// Failed above leadership tests?
if( !fSufficientLeadership )
{
// Report "Insufficient Leadership Skill"
swprintf(sString, New113HAMMessage[6], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return ( FALSE );
}
////////////////////////
// Test for town loyalty
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// Is this a town sector?
if( bTownId != BLANK_SECTOR )
{
// is the current loyalty high enough to train militia at all?
if( DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( pSoldier ) == FALSE )
{
// Report "Not enough loyalty!"
DoScreenIndependantMessageBox( zMarksMapScreenText[ 20 ], MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
}
////////////////////////////////
// Test for Militia Capacity
if(IsMilitiaTrainableFromSoldiersSectorMaxed( pSoldier, ELITE_MILITIA ))
{
if( bTownId == BLANK_SECTOR )
{
// SAM site
GetShortSectorString( pSoldier->sSectorX, pSoldier->sSectorY, sStringA );
swprintf( sString, zMarksMapScreenText[ 21 ], sStringA );
}
else
{
// town
swprintf( sString, zMarksMapScreenText[ 21 ], pTownNames[ bTownId ] );
}
// Report "Not enough room for Militia!"
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
//////////////////////////////////////////////
// HEADROCK HAM 3.5: Militia Training Facility
//
// Militia training is enabled in the sector only if there is a facility that allows this here.
// If one or more facilities are found, positive values are summed up and presented as the number
// of trainers allowed in the sector. Values are read from XML, and can be set to mimic JA2
// defaults. This renders the INI setting "MAX_MILITIA_TRAINERS.." obsolete.
UINT8 ubFacilityTrainersAllowed = 0;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][cnt].fFacilityHere)
{
// Increase tally
ubFacilityTrainersAllowed += gFacilityTypes[cnt].ubMilitiaTrainersAllowed;
}
}
if (RebelCommand::CanTrainMilitiaAnywhere() && GetTownIdForSector(pSoldier->sSectorX, pSoldier->sSectorY) == BLANK_SECTOR)
ubFacilityTrainersAllowed = RebelCommand::GetMaxTrainersForTrainMilitiaAnywhere();
// If we are here, then TrainersAllowed > 0.
// Otherwise we'd have failed the BasicCanTrain check
if ( CountMilitiaTrainersInSoldiersSector( pSoldier, TOWN_MILITIA ) >= ubFacilityTrainersAllowed )
{
swprintf( sString, gzLateLocalizedString[ 47 ], ubFacilityTrainersAllowed );
// Report "Too many Militia Trainers!"
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
// No errors to report. Character can perform this assignment.
return (TRUE);
}
// HEADROCK HAM 3.6: This function determines whether a character can use facilities at all, or whether the sector has
// any "useable" facilities at all.
BOOLEAN BasicCanCharacterFacility( SOLDIERTYPE *pSoldier )
{
/////////////////////////////////////////////////////
// Tests whether character can do assignments at all!
AssertNotNIL(pSoldier);
if ( !BasicCanCharacterAssignment( pSoldier, TRUE ) )
{
return( FALSE );
}
// Is character dead or unconscious?
if( pSoldier->stats.bLife < OKLIFE )
{
// dead or unconscious...
return ( FALSE );
}
// Is character underground?
if( pSoldier->bSectorZ != 0 )
{
// underground training is not allowed (code doesn't support and it's a reasonable enough limitation)
return( FALSE );
}
// Is character on the way into/out of Arulco?
if( IsCharacterInTransit( pSoldier ) == TRUE )
{
return ( FALSE );
}
// Is character travelling between sectors?
if( CharacterIsBetweenSectors( pSoldier ) )
{
return( FALSE );
}
// Is character an Escortee?
if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC )
{
// epcs can't do this
return( FALSE );
}
// Is character a Vehicle or Robot?
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) )
{
return( FALSE );
}
// IS character inside a helicopter over a hostile sector?
if( pSoldier->bAssignment == VEHICLE )
{
if( ( iHelicopterVehicleId != -1 ) && ( pSoldier->iVehicleId == iHelicopterVehicleId ) )
{
// enemies in sector
if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0 )
{
return( FALSE );
}
}
}
////////////////////////////////////////////////////////////////////////
// Tests to see whether this sector contains any facilities that could be used at all.
UINT8 ubSector = SECTOR(pSoldier->sSectorX, pSoldier->sSectorY);
BOOLEAN fFoundUseableFacility = FALSE;
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
if (gFacilityLocations[ubSector][cnt].fFacilityHere)
{
if (gFacilityTypes[cnt].ubTotalStaffLimit)
{
fFoundUseableFacility = TRUE;
}
}
}
return fFoundUseableFacility;
}
BOOLEAN DisplayFacilityMenu( SOLDIERTYPE *pSoldier )
{
BOOLEAN fFacilityPresent=FALSE;
INT32 iCounter=0;
INT32 hStringHandle=0;
// first, clear pop up box
RemoveBox(ghFacilityBox);
ghFacilityBox = -1;
CreateFacilityBox();
SetCurrentBox(ghFacilityBox);
// run through list of staff/use facilities in sector and add them to pop up box
for ( iCounter = 0; iCounter < MAX_NUM_FACILITY_TYPES; ++iCounter )
{
if ( gFacilityLocations[ SECTOR(pSoldier->sSectorX,pSoldier->sSectorY) ][iCounter].fFacilityHere )
{
if ( gFacilityTypes[ iCounter ].ubTotalStaffLimit )
{
AddMonoString((UINT32 *)&hStringHandle, gFacilityTypes[ iCounter ].szFacilityName);
fFacilityPresent = TRUE;
}
}
}
if (!fFacilityPresent)
{
return FALSE;
}
// cancel string (borrow the one in the squad menu)
AddMonoString((UINT32 *)&hStringHandle, pSquadMenuStrings[ SQUAD_MENU_CANCEL ]);
SetBoxFont(ghFacilityBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghFacilityBox, FONT_WHITE);
SetBoxShade(ghFacilityBox, FONT_GRAY7);
SetBoxForeground(ghFacilityBox, FONT_LTGREEN);
SetBoxBackground(ghFacilityBox, FONT_BLACK);
ResizeBoxToText( ghFacilityBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
return TRUE;
}
BOOLEAN DisplayFacilityAssignmentMenu( SOLDIERTYPE *pSoldier, UINT8 ubFacilityType )
{
if (!gFacilityLocations[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][ubFacilityType].fFacilityHere)
{
// Facility isn't here? Odd.
return (FALSE);
}
INT32 iCounter=0;
INT32 iCounterB = 0;
INT32 hStringHandle=0;
CHAR16 sTempString[128];
BOOLEAN fFoundVehicle;
// first, clear pop up box
RemoveBox(ghFacilityAssignmentBox);
ghFacilityAssignmentBox = -1;
CreateFacilityAssignmentBox();
SetCurrentBox(ghFacilityAssignmentBox);
BOOLEAN fAssignmentsFound = FALSE;
// Create a list of possible assignments at this facility
for ( iCounter = 0; iCounter < NUM_FACILITY_ASSIGNMENTS; ++iCounter )
{
if ( gFacilityTypes[ ubFacilityType ].AssignmentData[iCounter].ubStaffLimit )
{
if ( iCounter == FAC_REPAIR_VEHICLE )
{
// Test to see whether there are any.
for ( iCounterB = 0; iCounterB < ubNumberOfVehicles; ++iCounterB )
{
if ( pVehicleList[iCounterB].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounterB ) )
{
// Create line that says "Repair X" where X is the vehicle.
// swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], pVehicleStrings[ pVehicleList[ iCounterB ].ubVehicleType ]);
swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], gNewVehicle[ pVehicleList[ iCounterB ].ubVehicleType ].NewVehicleStrings);
AddMonoString((UINT32 *)&hStringHandle, sTempString );
fFoundVehicle = TRUE;
}
}
}
if (fFoundVehicle == FALSE)
{
// Create line that says "Repair Vehicle", and will be shaded.
swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], L"Vehicle" );
AddMonoString((UINT32 *)&hStringHandle, sTempString );
}
}
else if ( iCounter == FAC_REPAIR_ROBOT )
{
// is the ROBOT here?
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// robot
AddMonoString((UINT32 *)&hStringHandle, gzFacilityAssignmentStrings[ FAC_REPAIR_ROBOT ] );
}
}
else if ( iCounter == FAC_PRISON_SNITCH || iCounter == FAC_SPREAD_PROPAGANDA || iCounter == FAC_SPREAD_PROPAGANDA_GLOBAL || iCounter == FAC_GATHER_RUMOURS )
{
// anv: is character a snitch?
if( CanCharacterSnitch( pSoldier ) )
{
// yeah, show snitch line then
AddMonoString((UINT32 *)&hStringHandle, gzFacilityAssignmentStrings[ iCounter ] );
}
}
else
{
AddMonoString((UINT32 *)&hStringHandle, gzFacilityAssignmentStrings[ iCounter ]);
}
fAssignmentsFound = TRUE;
}
}
if (!fAssignmentsFound)
{
return FALSE;
}
// cancel string (borrow the one in the squad menu)
AddMonoString((UINT32 *)&hStringHandle, pSquadMenuStrings[ SQUAD_MENU_CANCEL ]);
SetBoxFont(ghFacilityAssignmentBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghFacilityAssignmentBox, FONT_WHITE);
SetBoxShade(ghFacilityAssignmentBox, FONT_GRAY7);
SetBoxForeground(ghFacilityAssignmentBox, FONT_LTGREEN);
SetBoxBackground(ghFacilityAssignmentBox, FONT_BLACK);
ResizeBoxToText( ghFacilityAssignmentBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// Set the current facility whose assignments are being shown
gubFacilityInSubmenu = ubFacilityType;
return TRUE;
}
// HEADROCK HAM 3.6: Create the facility menu box.
void CreateFacilityBox()
{
FacilityPosition.iX = OrigFacilityPosition.iX;
if( giBoxY != 0 )
{
FacilityPosition.iY = giBoxY + ( ASSIGN_MENU_FACILITY * GetFontHeight( MAP_SCREEN_FONT ) );
}
CreatePopUpBox(&ghFacilityBox, FacilityDimensions, FacilityPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghFacilityBox, FRAME_BUFFER);
SetBorderType(ghFacilityBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghFacilityBox, guiPOPUPTEX);
SetMargins( ghFacilityBox, 6, 6, 4, 4 );
SetLineSpace(ghFacilityBox, 2);
// resize box to text
ResizeBoxToText( ghFacilityBox );
DetermineBoxPositions( );
}
void CreateDestroyMouseRegionForFacilityMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiMenuLine = 0;
INT32 iFacilityType = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if ( gAssignMenuState == ASMENU_FACILITY && !fCreated )
{
CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghFacilityBox ) + GetFontHeight( GetBoxFont( ghFacilityBox ) );
// get x.y position of box
GetBoxPosition( ghFacilityBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghFacilityBox, &pDimensions );
SetBoxSecondaryShade( ghFacilityBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghFacilityBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// define regions
//for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghFacilityBox ); iCounter++ )
// run through list of staff/use facilities in sector and add them to pop up box
for ( UINT32 iCounter = 0; iCounter < MAX_NUM_FACILITY_TYPES; ++iCounter )
{
if ( gFacilityLocations[ SECTOR(pSoldier->sSectorX,pSoldier->sSectorY) ][iCounter].fFacilityHere )
{
if ( gFacilityTypes[ iCounter ].ubTotalStaffLimit )
{
// add mouse region for each facility
MSYS_DefineRegion( &gFacilityMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, FacilityMenuMvtCallback, FacilityMenuBtnCallback );
MSYS_SetRegionUserData( &gFacilityMenuRegion[ uiMenuLine ], 0, uiMenuLine );
// store facility ID in the SECOND user data
MSYS_SetRegionUserData( &gFacilityMenuRegion[ uiMenuLine ], 1, iCounter );
uiMenuLine++;
}
}
}
// cancel line
MSYS_DefineRegion( &gFacilityMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
MSYS_NO_CURSOR, FacilityMenuMvtCallback, FacilityMenuBtnCallback );
MSYS_SetRegionUserData( &gFacilityMenuRegion[ uiMenuLine ], 0, uiMenuLine );
MSYS_SetRegionUserData( &gFacilityMenuRegion[ uiMenuLine ], 1, MAX_NUM_FACILITY_TYPES );
// created
fCreated = TRUE;
// pause game
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghFacilityBox );
fCreated = TRUE;
//HandleShadingOfLinesForFacilityMenu( );
}
else if( ( gAssignMenuState != ASMENU_FACILITY || ( fShowAssignmentMenu == FALSE ) ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for( uiMenuLine = 0; uiMenuLine < GetNumberOfLinesOfTextInBox( ghFacilityBox ); ++uiMenuLine )
{
MSYS_RemoveRegion( &gFacilityMenuRegion[ uiMenuLine ] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghFacilityBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void FacilityMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if( HandleAssignmentExpansionAndHighLightForFacilityMenu( ) == TRUE )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if( iValue < MAX_NUM_FACILITY_TYPES )
{
// no shaded(disabled) lines actually appear in vehicle menus
if( GetBoxShadeFlag( ghFacilityBox, iValue ) == FALSE )
{
// highlight vehicle line
HighLightBoxLine( ghFacilityBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghFacilityBox, GetNumberOfLinesOfTextInBox( ghFacilityBox ) - 1 );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghFacilityBox );
}
}
void FacilityMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
BOOLEAN fCanOperateFacility = TRUE;
INT32 iValue = MSYS_GetRegionUserData( pRegion, 1 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) )
{
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && !fShowMapInventoryPool )
{
UnMarkButtonDirty( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ] );
}
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if( fShowFacilityAssignmentMenu )
{
// cancel Facility submenu
fShowFacilityAssignmentMenu = FALSE;
// Reset facility number
gubFacilityInSubmenu = 0;
gubFacilityLineForSubmenu = 0;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
return;
}
if (iValue > 0 && iValue < MAX_NUM_FACILITY_TYPES)
{
// The line we clicked will open a new menu adjacent to this one. This menu lists all possible assignments
// that can be performed at this facility.
gubFacilityInSubmenu = (INT8)iValue;
gubFacilityLineForSubmenu = (UINT8) MSYS_GetRegionUserData( pRegion, 0 );
fShowFacilityAssignmentMenu = TRUE;
DetermineBoxPositions();
DisplayFacilityAssignmentMenu( pSoldier, iValue );
// For now, only tests whether the character can use facilities at all, or whether there ARE facilities
// to be used at the moment.
if( !BasicCanCharacterFacility(pSoldier) )
{
// No feedback. The menu options should be greyed out, anyway.
return;
}
}
else
{
// stop showing menu
gAssignMenuState = ASMENU_NONE;
// unhighlight the assignment box
UnHighLightBox( ghAssignmentBox );
// reset list
ResetSelectedListForMapScreen( );
gfRenderPBInterface = TRUE;
}
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
else if( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if( fShowFacilityAssignmentMenu )
{
// cancel attribute submenu
fShowFacilityAssignmentMenu = FALSE;
// rerender tactical stuff
gfRenderPBInterface = TRUE;
}
}
}
// Check whether a character can staff a specific type of facility in this sector.
BOOLEAN CanCharacterFacility( SOLDIERTYPE *pSoldier, UINT8 ubFacilityType, UINT8 ubAssignmentType )
{
AssertNotNIL(pSoldier);
UINT8 ubSectorID = SECTOR(pSoldier->sSectorX, pSoldier->sSectorY);
BOOLEAN fFoundVehicleToRepair = FALSE;
// Make sure the basic sector/merc variables are still applicable. This is simply a fail-safe.
if( !BasicCanCharacterFacility( pSoldier ) )
{
// Soldier/Sector have somehow failed the basic test. Character automatically fails this test as well.
return( FALSE );
}
// Flugente: we can't perform most assignments while concealed
if ( SPY_LOCATION( pSoldier->bAssignment ) )
return( FALSE );
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
return( FALSE );
}
// Facility exists in this sector at all? (Failsafe)
if (!gFacilityLocations[ubSectorID][ubFacilityType].fFacilityHere)
{
// No such facility here! Odd.
return( FALSE );
}
//////////////////////////////////////////
// Does character have sufficient skill?
if (pSoldier->stats.bStrength < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumStrength ||
pSoldier->stats.bLife < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumHealth ||
pSoldier->stats.bWisdom < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumWisdom ||
pSoldier->stats.bAgility < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumAgility ||
pSoldier->stats.bDexterity < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumDexterity ||
pSoldier->stats.bMarksmanship < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMarksmanship ||
pSoldier->stats.bMechanical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMechanical ||
pSoldier->stats.bMedical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMedical ||
pSoldier->stats.bLeadership < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLeadership ||
pSoldier->stats.bExplosive < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumExplosives ||
pSoldier->stats.bExpLevel < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLevel ||
pSoldier->aiData.bMorale < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMorale ||
pSoldier->bBreathMax < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumBreath
)
{
// Character is lacking a stat required for this specific assignment.
return ( FALSE );
}
////////////////////////////////////////
// Check town loyalty
UINT8 ubTownID = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
if (ubTownID != BLANK_SECTOR)
{
if (gTownLoyalty[ ubTownID ].ubRating < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLoyaltyHere )
{
// Insufficient loyalty.
return (FALSE);
}
}
//////////////////////////////////////////////
// Check capacity for mercs working at this particular facility.
// Count the number of open slots left for people trying to perform this assignment in the same facility, in the
// soldier's sector.
// Note that we can reach this when the soldier is ALREADY one of the people working at this facility, so in that
// case count him out.
INT8 bX = 0;
INT8 bY = 0;
if ( ubFacilityType == (UINT8)pSoldier->sFacilityTypeOperated )
bX = -1;
if ( ubAssignmentType == GetSoldierFacilityAssignmentIndex( pSoldier ) )
bY = -1;
if ( CountFreeFacilitySlots( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, ubFacilityType) <= bX || // Too many people in the facility, or
CountFreeFacilityAssignmentSlots( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, ubFacilityType, ubAssignmentType ) <= bY ) // Too many people doing this assignment
{
// No free slots.
return (FALSE);
}
////////////////////////////////////////////////////
// Check for extra requirements for specific assignments.
// DOCTOR
if (ubAssignmentType == FAC_DOCTOR)
{
BOOLEAN fFoundMedKit = FALSE;
INT8 bPocket = 0;
// find med kit
// CHRISL: Changed to dynamically determine max inventory locations.
for (bPocket = HANDPOS; bPocket < NUM_INV_SLOTS; bPocket++)
{
// doctoring is allowed using either type of med kit (but first aid kit halves doctoring effectiveness)
if( IsMedicalKitItem( &( pSoldier -> inv[ bPocket ] ) ) )
{
fFoundMedKit = TRUE;
break;
}
}
if( fFoundMedKit == FALSE )
{
return( FALSE );
}
}
// REPAIR ITEMS
if ( ubAssignmentType == FAC_REPAIR_ITEMS ||
ubAssignmentType == FAC_REPAIR_VEHICLE ||
ubAssignmentType == FAC_REPAIR_ROBOT )
{
// make sure he has a toolkit
if ( FindToolkit( pSoldier ) == NO_SLOT )
{
return( FALSE );
}
switch (ubAssignmentType)
{
case FAC_REPAIR_ITEMS:
// items?
if ( !DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
return( FALSE );
}
break;
case FAC_REPAIR_VEHICLE:
for ( INT32 iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
{
if ( pVehicleList[ iCounter ].fValid == TRUE )
{
// the helicopter, is NEVER repairable...
if ( iCounter != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
{
if( CanCharacterRepairVehicle( pSoldier, iCounter ) == TRUE )
{
// there is a repairable vehicle here
fFoundVehicleToRepair = TRUE;
}
}
}
}
}
if (!fFoundVehicleToRepair)
{
return (FALSE);
}
break;
case FAC_REPAIR_ROBOT:
SOLDIERTYPE *pRobot = NULL;
// do we in fact have the robot on the team?
pRobot = GetRobotSoldier( );
if( pRobot == NULL )
{
return( FALSE );
}
// if robot isn't damaged at all
if( pRobot->stats.bLife == pRobot->stats.bLifeMax )
{
return( FALSE );
}
// is the robot in the same sector
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == FALSE )
{
return( FALSE );
}
break;
}
}
if ( ubAssignmentType == FAC_PRISON_SNITCH )
{
if( !CanCharacterSnitchInPrison(pSoldier) )
{
return( FALSE );
}
}
if ( ubAssignmentType == FAC_SPREAD_PROPAGANDA || ubAssignmentType == FAC_SPREAD_PROPAGANDA_GLOBAL )
{
if( !CanCharacterSpreadPropaganda(pSoldier) )
{
return( FALSE );
}
}
if ( ubAssignmentType == FAC_GATHER_RUMOURS )
{
if( !CanCharacterGatherInformation(pSoldier) )
{
return( FALSE );
}
}
/*if ( ubAssignmentType == FAC_STRATEGIC_MILITIA_MOVEMENT )
{
if( !CanCharacterGatherInformation(pSoldier) )
{
return( FALSE );
}
}*/
// If we've reached this, then all is well.
return( TRUE );
}
INT8 CountFreeFacilitySlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType )
{
INT16 sFreeSlotsFound = 0;
UINT8 ubStaffLimit = gFacilityTypes[ubFacilityType].ubTotalStaffLimit;
UINT8 ubStaffFoundHere = 0;
if (!gFacilityLocations[SECTOR(sMapX,sMapY)][ubFacilityType].fFacilityHere)
{
// The facility is not present!
return (0);
}
if (!ubStaffLimit)
{
// No people are allowed to work at this facility at all!
return (0);
}
else
{
UINT8 ubCounter = 0;
SOLDIERTYPE *pSoldier;
// Count number of people doing anything at this facility.
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character operating this facility?
if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
pSoldier->sSectorX == sMapX && // Is he in the same sector?
pSoldier->sSectorY == sMapY )
{
// Increase tally.
ubStaffFoundHere++;
}
ubCounter++;
}
sFreeSlotsFound = ubStaffLimit - ubStaffFoundHere;
return ((INT8)sFreeSlotsFound);
}
}
INT8 CountFreeFacilityAssignmentSlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType, UINT8 ubAssignmentIndex )
{
INT16 sFreeSlotsFound = 0;
UINT8 ubStaffLimit = gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentIndex].ubStaffLimit;
UINT8 ubStaffFoundHere = 0;
if (!gFacilityLocations[SECTOR(sMapX,sMapY)][ubFacilityType].fFacilityHere)
{
// The facility is not present!
return (0);
}
if (!ubStaffLimit)
{
// No people are allowed to perform this assignment at this facility at all!
return (0);
}
else
{
UINT16 ubCounter = 0;
SOLDIERTYPE *pSoldier;
// Count number of people doing this assignment at this facility.
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character operating this facility?
if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
pSoldier->sSectorX == sMapX && // Is he in the same sector?
pSoldier->sSectorY == sMapY )
{
// Is he performing the same exact assignment we're looking to do?
if (GetSoldierFacilityAssignmentIndex( pSoldier ) == ubAssignmentIndex)
{
// Increase tally.
++ubStaffFoundHere;
}
}
++ubCounter;
}
sFreeSlotsFound = ubStaffLimit - ubStaffFoundHere;
return ((INT8)sFreeSlotsFound);
}
}
// Check whether a character can staff a specific type of facility in this sector. Display a message informing player
// of specific obstacles.
BOOLEAN CanCharacterFacilityWithErrorReport( SOLDIERTYPE *pSoldier, UINT8 ubFacilityType, UINT8 ubAssignmentType )
{
CHAR16 sString[ 256 ];
AssertNotNIL(pSoldier);
UINT8 ubSectorID = SECTOR(pSoldier->sSectorX, pSoldier->sSectorY);
BOOLEAN fFoundVehicleToRepair = FALSE;
// Make sure the basic sector/merc variables are still applicable. This is simply a fail-safe.
if( !BasicCanCharacterFacility( pSoldier ) )
{
// Soldier/Sector have somehow failed the basic test. Character automatically fails this test as well.
return( FALSE );
}
if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
DoScreenIndependantMessageBox( New113HAMMessage[10], MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
// Facility exists in this sector at all? (Failsafe)
if (!gFacilityLocations[ubSectorID][ubFacilityType].fFacilityHere)
{
// No such facility here! Odd.
return( FALSE );
}
//////////////////////////////////////////
// Skill/Condition check
if (pSoldier->stats.bStrength < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumStrength)
{
swprintf(sString, gzFacilityErrorMessage[0], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bDexterity < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumDexterity)
{
swprintf(sString, gzFacilityErrorMessage[1], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bAgility < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumAgility)
{
swprintf(sString, gzFacilityErrorMessage[2], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bLife < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumHealth)
{
swprintf(sString, gzFacilityErrorMessage[3], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bWisdom < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumWisdom)
{
swprintf(sString, gzFacilityErrorMessage[4], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bMarksmanship < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMarksmanship)
{
swprintf(sString, gzFacilityErrorMessage[5], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bMedical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMedical)
{
swprintf(sString, gzFacilityErrorMessage[6], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bMechanical < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMechanical)
{
swprintf(sString, gzFacilityErrorMessage[7], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bLeadership < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLeadership)
{
swprintf(sString, gzFacilityErrorMessage[8], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bExplosive < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumExplosives)
{
swprintf(sString, gzFacilityErrorMessage[9], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->stats.bExpLevel < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLevel)
{
swprintf(sString, gzFacilityErrorMessage[10], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->aiData.bMorale < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumMorale)
{
swprintf(sString, gzFacilityErrorMessage[11], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
if (pSoldier->bBreathMax < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumBreath)
{
swprintf(sString, gzFacilityErrorMessage[12], pSoldier->GetName());
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
////////////////////////////////////////
// Check town loyalty
UINT8 ubTownID = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
if (ubTownID != BLANK_SECTOR)
{
if (gTownLoyalty[ ubTownID ].ubRating < gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].ubMinimumLoyaltyHere )
{
swprintf(sString, gzFacilityErrorMessage[13], pTownNames[ ubTownID ]);
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
// Insufficient loyalty.
return (FALSE);
}
}
//////////////////////////////////////////////
// Check capacity for mercs working at this particular facility.
// Count the number of open slots left for people trying to perform this assignment in the same facility, in the
// soldier's sector.
// Note that we can reach this when the soldier is ALREADY one of the people working at this facility, so in that
// case count him out.
INT8 bX = 0;
INT8 bY = 0;
if ( ubFacilityType == (UINT8)pSoldier->sFacilityTypeOperated )
bX = -1;
if ( ubAssignmentType == GetSoldierFacilityAssignmentIndex( pSoldier ) )
bY = -1;
if ( CountFreeFacilitySlots( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, ubFacilityType) <= bX )
{
// Too many people working at this facility (overall)
swprintf(sString, gzFacilityErrorMessage[14], gFacilityTypes[ubFacilityType].szFacilityName);
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
else if (CountFreeFacilityAssignmentSlots( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, ubFacilityType, ubAssignmentType ) <= bY )
{
// Too many people performing this specific assignment at this facility.
swprintf(sString, gzFacilityErrorMessage[15], gFacilityTypes[ubFacilityType].szFacilityName);
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return (FALSE);
}
////////////////////////////////////////////////////
// Check for extra requirements for specific assignments.
// DOCTOR
if (ubAssignmentType == FAC_DOCTOR)
{
BOOLEAN fFoundMedKit = FALSE;
INT8 bPocket = 0;
// find med kit
// CHRISL: Changed to dynamically determine max inventory locations.
for (bPocket = HANDPOS; bPocket < NUM_INV_SLOTS; bPocket++)
{
// doctoring is allowed using either type of med kit (but first aid kit halves doctoring effectiveness)
if( IsMedicalKitItem( &( pSoldier -> inv[ bPocket ] ) ) )
{
fFoundMedKit = TRUE;
break;
}
}
if( fFoundMedKit == FALSE )
{
swprintf( sString, zMarksMapScreenText[19], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
}
if ( ubAssignmentType == FAC_REPAIR_ITEMS ||
ubAssignmentType == FAC_REPAIR_VEHICLE ||
ubAssignmentType == FAC_REPAIR_ROBOT )
{
// make sure he has a toolkit
if ( FindToolkit( pSoldier ) == NO_SLOT )
{
swprintf( sString, zMarksMapScreenText[18], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
switch (ubAssignmentType)
{
case FAC_REPAIR_ITEMS:
// items?
if ( !DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
{
swprintf( sString, gzFacilityErrorMessage[16], pSoldier->GetName() );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
break;
case FAC_REPAIR_VEHICLE:
for ( INT32 iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
{
if ( pVehicleList[ iCounter ].fValid == TRUE )
{
// the helicopter, is NEVER repairable...
if ( iCounter != iHelicopterVehicleId )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
{
if( CanCharacterRepairVehicle( pSoldier, iCounter ) == TRUE )
{
// there is a repairable vehicle here
fFoundVehicleToRepair = TRUE;
}
}
}
}
}
if (!fFoundVehicleToRepair)
{
// No message. Will be greyed out anyway.
return (FALSE);
}
break;
case FAC_REPAIR_ROBOT:
SOLDIERTYPE *pRobot = NULL;
// do we in fact have the robot on the team?
pRobot = GetRobotSoldier( );
if( pRobot == NULL )
{
return( FALSE );
}
// if robot isn't damaged at all
if( pRobot->stats.bLife == pRobot->stats.bLifeMax )
{
return( FALSE );
}
// is the robot in the same sector
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == FALSE )
{
return( FALSE );
}
break;
}
}
if( ubAssignmentType == FAC_PRISON_SNITCH )
{
if( IsSoldierKnownAsMercInSector( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY ) )
{
//swprintf( sString, gzFacilityErrorMessage[32], pSoldier->GetName() );
swprintf( sString, gzFacilityErrorMessage[33], pSoldier->GetName(), gMercProfiles[pSoldier->ubProfile].ubSnitchExposedCooldown );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return( FALSE );
}
else if( !CanCharacterSnitchInPrison(pSoldier) )
{
return( FALSE );
}
}
// If we've reached this, then all is well.
return( TRUE );
}
void HandleShadingOfLinesForFacilityMenu( void )
{
if ( gAssignMenuState != ASMENU_FACILITY || ( ghFacilityBox == -1 ) )
{
return;
}
INT32 iNumLine = 0;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForMoveItemMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForMoveItemMenu().
// run through list of staff/use facilities in sector and add them to pop up box
for ( INT32 iCounter = 0; iCounter < MAX_NUM_FACILITY_TYPES; ++iCounter )
{
if ( gFacilityLocations[ SECTOR(pSoldier->sSectorX,pSoldier->sSectorY) ][iCounter].fFacilityHere )
{
if ( gFacilityTypes[ iCounter ].ubTotalStaffLimit )
{
if (BasicCanCharacterFacility( pSoldier ))
{
UnShadeStringInBox( ghFacilityBox, iNumLine );
UnSecondaryShadeStringInBox( ghFacilityBox, iNumLine );
// No secondary shade. Facilities are either shaded or unshaded. Specific
// assignments for this facility might be secondary-shaded though.
}
else
{
UnSecondaryShadeStringInBox( ghFacilityBox, iNumLine );
ShadeStringInBox( ghFacilityBox, iNumLine );
}
++iNumLine;
}
}
}
}
void HandleInterfaceMessageForCostOfOperatingFacility( SOLDIERTYPE *pSoldier, UINT8 ubAssignmentType )
{
// If you hit this assertion, then the soldier was not told to operate any facility before this function
// was called. Generally, it should happen RIGHT BEFORE calling this function!
Assert (pSoldier->sFacilityTypeOperated != -1);
UINT8 ubFacilityType = (UINT8)pSoldier->sFacilityTypeOperated;
INT32 iFacilityOperatingCost = gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentType].sCostPerHour;
gpFacilityStaffer = pSoldier;
CHAR16 sString[ 128 ];
SGPRect pCenteringRect= {0, 0, 640, INV_INTERFACE_START_Y };
swprintf( sString, New113HAMMessage[13], iFacilityOperatingCost );
// if we are in mapscreen, make a pop up
if( guiCurrentScreen == MAP_SCREEN )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayFacilityCostsYesNoBoxCallback );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, MSG_BOX_FLAG_YESNO, PayFacilityCostsYesNoBoxCallback, &pCenteringRect );
}
}
// HEADROCK HAM 3.6: Callback on agreeing to continue facility staffing.
void PayFacilityCostsYesNoBoxCallback( UINT8 bExitValue )
{
// yes
if( bExitValue == MSG_BOX_RETURN_YES )
{
// reset staffer variable. We've already set his assignment so everything's good.
gpFacilityStaffer = NULL;
}
else if( bExitValue == MSG_BOX_RETURN_NO )
{
StopTimeCompression();
FacilityStaffingRejected();
}
}
// HEADROCK HAM 3.6: Callback on agreeing to pay off facility debts before you can assign another character to facility work.
void PayFacilityDebtManuallyYesNoBoxCallback( UINT8 bExitValue )
{
// This callback should only be called if the player can pay off the ENTIRE debt!!
Assert( LaptopSaveInfo.iCurrentBalance >= giTotalOwedForFacilityOperationsToday );
// yes
if( bExitValue == MSG_BOX_RETURN_YES )
{
// Pay total debt.
INT32 iToPay = giTotalOwedForFacilityOperationsToday;
AddTransactionToPlayersBook( FACILITY_OPERATIONS, 0, GetWorldTotalMin(), -( iToPay ) );
giTotalOwedForFacilityOperationsToday = 0;
gfOutstandingFacilityDebt = FALSE;
// reset staffer variable. We've already set his assignment so everything's good.
gpFacilityStaffer = NULL;
}
else if( bExitValue == MSG_BOX_RETURN_NO )
{
StopTimeCompression();
}
}
// IMPORTANT: Rejected player prompt to pay hourly for using a facility.
void FacilityStaffingRejected( )
{
// take the selected merc off Facility work.
gpFacilityStaffer->sFacilityTypeOperated = -1;
AddCharacterToAnySquad( gpFacilityStaffer );
// this completes the facility costs prompt sequence
gpFacilityStaffer = NULL;
}
// Resets all assignments for characters working at facilities that cost money to operate. This is run whenever the
// player incurs an unpayable debt for facility operation.
void ResetAllExpensiveFacilityAssignments()
{
SOLDIERTYPE *pSoldier;
UINT8 ubCounter = 0;
while(gCharactersList[ubCounter].fValid)
{
pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character doing facility work?
INT8 ubAssignmentIndex = GetSoldierFacilityAssignmentIndex( pSoldier );
if( ubAssignmentIndex != -1 )
{
UINT8 ubFacilityType = (UINT8)pSoldier->sFacilityTypeOperated;
// Does facility cost money to operate?
if (gFacilityTypes[ubFacilityType].AssignmentData[ubAssignmentIndex].sCostPerHour)
{
// Reset assignment.
ResumeOldAssignment( pSoldier );
}
}
++ubCounter;
}
}
BOOLEAN IsOutstandingFacilityDebtWithErrorReport()
{
CHAR16 sString[256];
SGPRect pCenteringRect= {0 + xResOffset, 0, SCREEN_WIDTH - xResOffset, INV_INTERFACE_START_Y };
if (giTotalOwedForFacilityOperationsToday && // Owe money
gfOutstandingFacilityDebt ) // Owed money tonight as well
{
if (LaptopSaveInfo.iCurrentBalance)
{
if (LaptopSaveInfo.iCurrentBalance >= giTotalOwedForFacilityOperationsToday)
{
// Do message "want to pay entire sum?"
swprintf( sString, New113HAMMessage[18], giTotalOwedForFacilityOperationsToday );
if( guiCurrentScreen == MAP_SCREEN )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayFacilityDebtManuallyYesNoBoxCallback );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, MSG_BOX_FLAG_YESNO, PayFacilityDebtManuallyYesNoBoxCallback, &pCenteringRect );
}
return FALSE;
}
else
{
// Do message "not enough money to pay entire debt"
swprintf( sString, New113HAMMessage[17], giTotalOwedForFacilityOperationsToday );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return FALSE;
}
}
else
{
// No money!
swprintf( sString, New113HAMMessage[16], giTotalOwedForFacilityOperationsToday );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
return FALSE;
}
}
return TRUE;
}
// HEADROCK HAM 3.6: Create the facility menu box.
void CreateFacilityAssignmentBox()
{
FacilityAssignmentPosition.iX = OrigFacilityAssignmentPosition.iX;
if( giBoxY != 0 )
{
FacilityAssignmentPosition.iY = giBoxY + ( ASSIGN_MENU_FACILITY * GetFontHeight( MAP_SCREEN_FONT ) );
}
CreatePopUpBox(&ghFacilityAssignmentBox, FacilityAssignmentDimensions, FacilityAssignmentPosition, (POPUP_BOX_FLAG_CLIP_TEXT|POPUP_BOX_FLAG_CENTER_TEXT|POPUP_BOX_FLAG_RESIZE ));
SetBoxBuffer(ghFacilityAssignmentBox, FRAME_BUFFER);
SetBorderType(ghFacilityAssignmentBox,guiPOPUPBORDERS);
SetBackGroundSurface(ghFacilityAssignmentBox, guiPOPUPTEX);
SetMargins( ghFacilityAssignmentBox, 6, 6, 4, 4 );
SetLineSpace(ghFacilityAssignmentBox, 2);
// resize box to text
ResizeBoxToText( ghFacilityAssignmentBox );
DetermineBoxPositions( );
}
void CreateDestroyMouseRegionsForFacilityAssignmentMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiMenuLine = 0;
UINT8 ubFacilityType = gubFacilityInSubmenu;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
INT8 bCurrentVehicleID = -1;
INT32 iCounter = 0;
INT32 iCounterB = 0;
BOOLEAN fFoundVehicle = FALSE;
if( ( fShowFacilityAssignmentMenu == TRUE ) && ( fCreated == FALSE ) )
{
// Moa: removed, this missplaces popups when screensize>3.
//if( ( fShowAssignmentMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
// SetBoxPosition( ghAssignmentBox, AssignmentPosition );
//}
//HandleShadingOfLinesForFacilityAssignmentMenus( );
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
// grab height of font
iFontHeight = GetLineSpace( ghFacilityAssignmentBox ) + GetFontHeight( GetBoxFont( ghFacilityAssignmentBox ) );
// get x.y position of box
GetBoxPosition( ghFacilityAssignmentBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghFacilityAssignmentBox, &pDimensions );
SetBoxSecondaryShade( ghFacilityAssignmentBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghFacilityAssignmentBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// define regions
//for( iCounter = 0; iCounter < GetNumberOfLinesOfTextInBox( ghFacilityBox ); iCounter++ )
// run through list of staff/use facilities in sector and add them to pop up box
for ( iCounter = 0; iCounter < NUM_FACILITY_ASSIGNMENTS; ++iCounter )
{
if ( gFacilityTypes[ ubFacilityType ].AssignmentData[iCounter].ubStaffLimit )
{
if ( iCounter == FAC_REPAIR_VEHICLE )
{
for ( iCounterB = 0; iCounterB < ubNumberOfVehicles; ++iCounterB )
{
if ( pVehicleList[iCounterB].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounterB ) )
{
MSYS_DefineRegion( &gFacilityAssignmentMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, FacilityAssignmentMenuMvtCallBack, FacilityAssignmentMenuBtnCallback );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 0, uiMenuLine );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 1, iCounter );
// Store Vehicle ID in THIRD location
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 2, iCounterB );
++uiMenuLine;
fFoundVehicle = TRUE;
}
}
}
/*if (!fFoundVehicle)
{
// WANNE: This is a fix by Headrock
//uiMenuLine++; // Skip this line, it'll always be shaded anyway.
}*/
}
else if ( iCounter == FAC_REPAIR_ROBOT )
{
// is the ROBOT here?
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// robot line only appears when it is around.
MSYS_DefineRegion( &gFacilityAssignmentMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, FacilityAssignmentMenuMvtCallBack, FacilityAssignmentMenuBtnCallback );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 0, uiMenuLine );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 1, iCounter );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 2, -1 );
++uiMenuLine;
}
}
else if( ( iCounter == FAC_PRISON_SNITCH || iCounter == FAC_SPREAD_PROPAGANDA || iCounter == FAC_SPREAD_PROPAGANDA_GLOBAL || iCounter == FAC_GATHER_RUMOURS ) &&
!CanCharacterSnitch( pSoldier ))
{
// anv: don't show line then
}
else
{
// add mouse region for each remaining assignment type
MSYS_DefineRegion( &gFacilityAssignmentMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, FacilityAssignmentMenuMvtCallBack, FacilityAssignmentMenuBtnCallback );
// Add tooltip for region
if (wcscmp(gFacilityTypes[ ubFacilityType ].AssignmentData[iCounter].szTooltipText, L"") != 0)
{
CHAR16 szTextLeft[300];
CHAR16 szNewTextLeft[300];
CHAR16 szTooltipText[500];
wcscpy( szTextLeft, gFacilityTypes[ ubFacilityType ].AssignmentData[iCounter].szTooltipText );
swprintf( szTooltipText, L"" );
// Del First Part
BOOLEAN fLineSplit = TRUE;
while (fLineSplit)
{
fLineSplit = WrapString( szTextLeft, szNewTextLeft, 250, FONT10ARIAL );
wcscat( szTooltipText, szTextLeft );
wcscat( szTooltipText, L"\n"); // Add line break.
wcscpy( szTextLeft, szNewTextLeft );
}
SetRegionFastHelpText( &gFacilityAssignmentMenuRegion[ uiMenuLine ], szTooltipText );
}
//SetRegionHelpEndCallback( &gFacilityAssignmentMenuRegion[ uiMenuLine ], HelpTextDoneCallback );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 0, uiMenuLine );
// store assignment type ID in the SECOND user data
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 1, iCounter );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 2, -1 );
++uiMenuLine;
}
}
}
// cancel line
MSYS_DefineRegion( &gFacilityAssignmentMenuRegion[ uiMenuLine ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * uiMenuLine ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( uiMenuLine + 1 ) ), MSYS_PRIORITY_HIGHEST - 2 ,
MSYS_NO_CURSOR, FacilityAssignmentMenuMvtCallBack, FacilityAssignmentMenuBtnCallback );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 0, uiMenuLine );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 1, NUM_FACILITY_ASSIGNMENTS );
MSYS_SetRegionUserData( &gFacilityAssignmentMenuRegion[ uiMenuLine ], 2, -1 );
// created
fCreated = TRUE;
// pause game
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghFacilityAssignmentBox );
fCreated = TRUE;
//HandleShadingOfLinesForFacilityMenu( );
}
else if( ( ( fShowFacilityAssignmentMenu == FALSE ) || ( gAssignMenuState != ASMENU_FACILITY ) || ( fShowAssignmentMenu == FALSE ) ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for( uiMenuLine = 0; uiMenuLine < GetNumberOfLinesOfTextInBox( ghFacilityAssignmentBox ); ++uiMenuLine )
{
MSYS_RemoveRegion( &gFacilityAssignmentMenuRegion[ uiMenuLine ] );
}
fShowFacilityAssignmentMenu = FALSE;
gfRenderPBInterface = TRUE;
RestorePopUpBoxes( );
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty= TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
HideBox( ghFacilityAssignmentBox );
SetRenderFlags( RENDER_FLAG_FULL );
if ( gAssignMenuState == ASMENU_FACILITY )
{
// remove highlight on the parent menu
UnHighLightBox( ghFacilityAssignmentBox );
}
}
}
void FacilityAssignmentMenuMvtCallBack ( MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
// highlight string
if( GetBoxShadeFlag( ghFacilityAssignmentBox, iValue ) == FALSE )
{
// get the string line handle
HighLightBoxLine( ghFacilityAssignmentBox, iValue );
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghFacilityAssignmentBox );
}
}
void FacilityAssignmentMenuBtnCallback ( MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment region
BOOLEAN fCanOperateFacility = TRUE;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
INT16 ubFacilityType = gubFacilityInSubmenu;
INT16 ubAssignmentType = (INT16)MSYS_GetRegionUserData( pRegion, 1 );
INT16 ubVehicleID = (INT16)MSYS_GetRegionUserData( pRegion, 2 );
if (ubFacilityType <= 0 || ubFacilityType >= NUM_FACILITY_TYPES || ubAssignmentType <= 0)
{
return;
}
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) )
{
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && !fShowMapInventoryPool )
{
UnMarkButtonDirty( giMapBorderButtons[ MAP_BORDER_TOWN_BTN ] );
}
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if (ubAssignmentType > 0 && ubAssignmentType < NUM_FACILITY_ASSIGNMENTS )
{
if (!BasicCanCharacterFacility( pSoldier ))
{
return;
}
if (!CanCharacterFacilityWithErrorReport( pSoldier, (UINT8)ubFacilityType, (UINT8)ubAssignmentType ) )
{
return;
}
// Check for standing debt for Facility Operation. May trigger an on-screen prompt or error message.
if ( gFacilityTypes[ ubFacilityType ].AssignmentData[ ubAssignmentType ].sCostPerHour > 0 && // Facility costs money to operate
!IsOutstandingFacilityDebtWithErrorReport() ) // There's an outstanding debt for facilities
{
// Facility debt needs to be paid first.
return;
}
// PASSED ALL TESTS - ALLOW SOLDIER TO WORK AT THIS FACILITY.
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
pSoldier->bOldAssignment = pSoldier->bAssignment; // Set Old Assignment
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
// Change assignment to new type
switch (ubAssignmentType)
{
case FAC_STAFF:
ChangeSoldiersAssignment( pSoldier, FACILITY_STAFF );
break;
case FAC_FOOD:
ChangeSoldiersAssignment( pSoldier, FACILITY_EAT );
break;
case FAC_REST:
ChangeSoldiersAssignment( pSoldier, FACILITY_REST );
break;
case FAC_REPAIR_ITEMS:
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
pSoldier->flags.fFixingRobot = FALSE;
pSoldier->flags.fFixingSAMSite = FALSE;
pSoldier->bVehicleUnderRepairID = -1;
break;
case FAC_REPAIR_VEHICLE:
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
pSoldier->flags.fFixingRobot = FALSE;
pSoldier->flags.fFixingSAMSite = FALSE;
pSoldier->bVehicleUnderRepairID = (INT8)ubVehicleID;
break;
case FAC_REPAIR_ROBOT:
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
pSoldier->flags.fFixingRobot = TRUE;
pSoldier->flags.fFixingSAMSite = FALSE;
pSoldier->bVehicleUnderRepairID = -1;
break;
case FAC_DOCTOR:
MakeSureMedKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, FACILITY_DOCTOR );
break;
case FAC_PATIENT:
ChangeSoldiersAssignment( pSoldier, FACILITY_PATIENT );
break;
case FAC_PRACTICE_STRENGTH:
pSoldier->bTrainStat = STRENGTH;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_DEXTERITY:
pSoldier->bTrainStat = DEXTERITY;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_AGILITY:
pSoldier->bTrainStat = AGILITY;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_HEALTH:
pSoldier->bTrainStat = HEALTH;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_MARKSMANSHIP:
pSoldier->bTrainStat = MARKSMANSHIP;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_LEADERSHIP:
pSoldier->bTrainStat = LEADERSHIP;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_MEDICAL:
pSoldier->bTrainStat = MEDICAL;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_MECHANICAL:
pSoldier->bTrainStat = MECHANICAL;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_PRACTICE_EXPLOSIVES:
pSoldier->bTrainStat = EXPLOSIVE_ASSIGN;
ChangeSoldiersAssignment( pSoldier, TRAIN_SELF );
break;
case FAC_STUDENT_STRENGTH:
pSoldier->bTrainStat = STRENGTH;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_DEXTERITY:
pSoldier->bTrainStat = DEXTERITY;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_AGILITY:
pSoldier->bTrainStat = AGILITY;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_HEALTH:
pSoldier->bTrainStat = HEALTH;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_MARKSMANSHIP:
pSoldier->bTrainStat = MARKSMANSHIP;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_LEADERSHIP:
pSoldier->bTrainStat = LEADERSHIP;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_MEDICAL:
pSoldier->bTrainStat = MEDICAL;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_MECHANICAL:
pSoldier->bTrainStat = MECHANICAL;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_STUDENT_EXPLOSIVES:
pSoldier->bTrainStat = EXPLOSIVE_ASSIGN;
ChangeSoldiersAssignment( pSoldier, TRAIN_BY_OTHER );
break;
case FAC_TRAINER_STRENGTH:
pSoldier->bTrainStat = STRENGTH;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_DEXTERITY:
pSoldier->bTrainStat = DEXTERITY;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_AGILITY:
pSoldier->bTrainStat = AGILITY;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_HEALTH:
pSoldier->bTrainStat = HEALTH;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_MARKSMANSHIP:
pSoldier->bTrainStat = MARKSMANSHIP;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_LEADERSHIP:
pSoldier->bTrainStat = LEADERSHIP;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_MEDICAL:
pSoldier->bTrainStat = MEDICAL;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_MECHANICAL:
pSoldier->bTrainStat = MECHANICAL;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_TRAINER_EXPLOSIVES:
pSoldier->bTrainStat = EXPLOSIVE_ASSIGN;
ChangeSoldiersAssignment( pSoldier, TRAIN_TEAMMATE );
break;
case FAC_INTERROGATE_PRISONERS:
MakeSoldierKnownAsMercInPrison( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY );
ChangeSoldiersAssignment( pSoldier, FACILITY_INTERROGATE_PRISONERS );
fShowAssignmentMenu = TRUE;
fShowPrisonerMenu = TRUE;
DetermineBoxPositions( );
break;
case FAC_PRISON_SNITCH:
ChangeSoldiersAssignment( pSoldier, FACILITY_PRISON_SNITCH );
break;
case FAC_SPREAD_PROPAGANDA:
ChangeSoldiersAssignment( pSoldier, FACILITY_SPREAD_PROPAGANDA );
break;
case FAC_SPREAD_PROPAGANDA_GLOBAL:
ChangeSoldiersAssignment( pSoldier, FACILITY_SPREAD_PROPAGANDA_GLOBAL );
break;
case FAC_GATHER_RUMOURS:
ChangeSoldiersAssignment( pSoldier, FACILITY_GATHER_RUMOURS );
break;
case FAC_STRATEGIC_MILITIA_MOVEMENT:
ChangeSoldiersAssignment( pSoldier, FACILITY_STRATEGIC_MILITIA_MOVEMENT );
break;
}
// Flugente: I guess this piece of code is here to get a group Id for the soldier, which must not be there for movement specifically. Just my understanding, in case anybody else coming here wonders
// why we get movement related stuff when we were just ordered to stay in a facility
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
pSoldier->sFacilityTypeOperated = ubFacilityType; // Set soldier as working at this facility.
if( gFacilityTypes[ ubFacilityType ].AssignmentData[ ubAssignmentType ].sCostPerHour > 0 )
{
// Ask player if he wishes to expend money on operating the facility.
HandleInterfaceMessageForCostOfOperatingFacility( pSoldier, (UINT8)ubAssignmentType );
}
gfRenderPBInterface = TRUE;
}
else
{
// stop showing menu
fShowFacilityAssignmentMenu = FALSE;
// unhighlight the assignment box
UnHighLightBox( ghFacilityBox );
// reset list
ResetSelectedListForMapScreen( );
gfRenderPBInterface = TRUE;
}
// rerender tactical stuff
gfRenderPBInterface = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
}
BOOLEAN HandleAssignmentExpansionAndHighLightForFacilityMenu( void )
{
if( fShowFacilityAssignmentMenu )
{
HighLightBoxLine( ghFacilityBox, gubFacilityLineForSubmenu );
return( TRUE );
}
return( FALSE );
}
void HandleShadingOfLinesForFacilityAssignmentMenu( void )
{
if ( !fShowFacilityAssignmentMenu || ( ghFacilityAssignmentBox == -1 ) )
{
return;
}
INT32 iNumLine = 0;
UINT8 ubFacilityType = gubFacilityInSubmenu;
BOOLEAN fFoundVehicle = FALSE;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForMoveItemMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForMoveItemMenu().
// run through all possible assignments. Shade as necessary
for ( INT32 iCounter = 0; iCounter < NUM_FACILITY_ASSIGNMENTS; ++iCounter )
{
if ( gFacilityTypes[ubFacilityType].AssignmentData[iCounter].ubStaffLimit )
{
if ( iCounter == FAC_REPAIR_VEHICLE )
{
// Test to see whether there are any.
for ( INT32 iCounterB = 0; iCounterB < ubNumberOfVehicles; ++iCounterB )
{
if ( pVehicleList[iCounterB].fValid == TRUE )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounterB ) &&
CanCharacterFacility( pSoldier, ubFacilityType, iCounter ) )
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
else
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
SecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
++iNumLine;
fFoundVehicle = TRUE;
}
}
if (fFoundVehicle == FALSE)
{
// The line here says "Repair Vehicle", and is shaded because there's no vehicle present.
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
ShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
++iNumLine;
}
}
else if ( iCounter == FAC_REPAIR_ROBOT )
{
// is the ROBOT here?
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
if ( CanCharacterFacility( pSoldier, ubFacilityType, iCounter ) )
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
else
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
SecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
++iNumLine;
}
else
{
// Line won't appear in the menu, so don't bother shading it.
}
}
else if ( iCounter == FAC_PATIENT )
{
// is injured?
if ( CanCharacterPatient ( pSoldier ) )
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
else
{
// A fully shaded line appears.
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
ShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
++iNumLine;
}
else if ( iCounter == FAC_PRISON_SNITCH || iCounter == FAC_SPREAD_PROPAGANDA || iCounter == FAC_SPREAD_PROPAGANDA_GLOBAL || iCounter == FAC_GATHER_RUMOURS )
{
// is character a snitch
if ( CanCharacterSnitch( pSoldier ) )
{
if ( CanCharacterFacility( pSoldier, ubFacilityType, iCounter ) )
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
else
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
SecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
}
++iNumLine;
}
else
{
// Line won't appear in the menu, so don't bother shading it.
}
}
else if ( !BasicCanCharacterFacility( pSoldier ) )
{
// Character cannot perform facility work at all. This shouldn't happen, actually.
// Every line in this menu is, in theory, either valid or "not valid right now"...
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
ShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
++iNumLine;
}
else if ( !CanCharacterFacility( pSoldier, ubFacilityType, iCounter ) )
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
SecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
++iNumLine;
}
else
{
UnShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
UnSecondaryShadeStringInBox( ghFacilityAssignmentBox, iNumLine );
++iNumLine;
}
}
}
}
// SANDRO - function for automatic surgery button callback
void SurgeryBeforeDoctoringRequesterCallback( UINT8 bExitValue )
{
if ( bExitValue == 1 || bExitValue == MSG_BOX_RETURN_YES )
{
// Flugente: use up a blood bag if we've requested that and boost surgery
if ( bExitValue == 1 )
{
OBJECTTYPE* pObj = pAutomaticSurgeryDoctor->GetObjectWithItemFlag( BLOOD_BAG );
if ( pObj )
{
// if object is infected, infect the victim
if ( ( *pObj )[0]->data.sObjectFlag & INFECTED && gGameExternalOptions.fDiseaseContaminatesItems )
pAutomaticSurgeryPatient->Infect( 0 );
pObj->RemoveObjectsFromStack( 1 );
if ( pObj->ubNumberOfObjects <= 0 )
{
DeleteObj( pObj );
}
pAutomaticSurgeryDoctor->usSoldierFlagMask2 |= SOLDIER_SURGERY_BOOSTED;
}
}
if (MakeAutomaticSurgeryOnAllPatients( pAutomaticSurgeryDoctor ) > 0)
{
DoScreenIndependantMessageBox( L"Healed!" , MSG_BOX_FLAG_OK, NULL );
}
else
{
DoScreenIndependantMessageBox( L"NOT Healed!" , MSG_BOX_FLAG_OK, NULL );
}
// Flugente: after surgery is done, remove the optional blood bag boosting
pAutomaticSurgeryDoctor->usSoldierFlagMask2 &= ~SOLDIER_SURGERY_BOOSTED;
pAutomaticSurgeryDoctor = NULL;
}
}
// SANDRO - function for automatic surgery button callback
void SurgeryBeforePatientingRequesterCallback( UINT8 bExitValue )
{
if ( bExitValue == 1 || bExitValue == MSG_BOX_RETURN_YES )
{
// Flugente: use up a blood bag if we've requested that and boost surgery
if ( bExitValue == 1 )
{
OBJECTTYPE* pObj = pAutomaticSurgeryDoctor->GetObjectWithItemFlag( BLOOD_BAG );
if ( pObj )
{
// if object is infected, infect the victim
if ( ( *pObj )[0]->data.sObjectFlag & INFECTED && gGameExternalOptions.fDiseaseContaminatesItems )
pAutomaticSurgeryPatient->Infect( 0 );
pObj->RemoveObjectsFromStack( 1 );
if ( pObj->ubNumberOfObjects <= 0 )
{
DeleteObj( pObj );
}
pAutomaticSurgeryDoctor->usSoldierFlagMask2 |= SOLDIER_SURGERY_BOOSTED;
}
}
if( (CanSoldierBeHealedByDoctor( pAutomaticSurgeryPatient, pAutomaticSurgeryDoctor, FALSE, HEALABLE_EVER, FALSE, FALSE, TRUE ) == TRUE ) &&
(MakeAutomaticSurgery( pAutomaticSurgeryPatient, pAutomaticSurgeryDoctor ) == TRUE) )
{
DoScreenIndependantMessageBox( L"Healed!" , MSG_BOX_FLAG_OK, NULL );
}
else
{
DoScreenIndependantMessageBox( L"NOT Healed!" , MSG_BOX_FLAG_OK, NULL );
}
// Flugente: after surgery is done, remove the optional blood bag boosting
pAutomaticSurgeryDoctor->usSoldierFlagMask2 &= ~SOLDIER_SURGERY_BOOSTED;
pAutomaticSurgeryDoctor = NULL;
}
}
// SANDRO - function for automatic surgery on all patients
INT16 MakeAutomaticSurgeryOnAllPatients( SOLDIERTYPE * pDoctor )
{
int cnt;
SOLDIERTYPE *pTeamSoldier = NULL;
UINT8 ubNumberOfPeopleHealed = 0;
AssertNotNIL(pDoctor);
// go through list of characters, find all who are patients/doctors healable by this doctor
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pDoctor->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if( CanSoldierBeHealedByDoctor( pTeamSoldier, pDoctor, FALSE, HEALABLE_EVER, FALSE, FALSE, TRUE ) == TRUE )
{
if( MakeAutomaticSurgery( pTeamSoldier, pDoctor ) == TRUE )
{
// increment number of doctorable patients/doctors
++ubNumberOfPeopleHealed;
}
}
}
return( ubNumberOfPeopleHealed );
}
// SANDRO - automatic surgery
BOOLEAN MakeAutomaticSurgery( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pDoctor )
{
UINT16 usKitPts;
UINT32 uiPointsUsed;
OBJECTTYPE *pKit = NULL;
INT8 bSlot, cnt;
INT32 bLifeToReturn = 0;
if ( gSkillTraitValues.ubDONumberTraitsNeededForSurgery > NUM_SKILL_TRAITS( pDoctor, DOCTOR_NT ) )
{
return( FALSE );
}
cnt = 0;
while( pSoldier->iHealableInjury >= 100 )
{
bSlot = FindMedKit( pDoctor );
if ( bSlot != NO_SLOT )
{
pKit = &pDoctor->inv[ bSlot ];
}
else
{
break;
}
usKitPts = TotalPoints( pKit );
uiPointsUsed = VirtualSoldierDressWound( pDoctor, pSoldier, pKit, usKitPts, usKitPts, TRUE );
UseKitPoints( pKit, (UINT16)uiPointsUsed, pDoctor );
++cnt;
if( cnt > 30 )
break;
}
if ( pSoldier->iHealableInjury < 100 )
{
pSoldier->iHealableInjury = 0;
return( TRUE );
}
else
{
return( FALSE );
}
}
// SANDRO - added a function to write down to our records, how many militia we trained
void RecordNumMilitiaTrainedForMercs( INT16 sX, INT16 sY, INT8 bZ, UINT8 ubMilitiaTrained )
{
UINT16 cnt = 0;
SOLDIERTYPE * pTrainer;
UINT16 usTotalLeadershipValue = 0;
UINT8 usTrainerEffectiveLeadership = 0;
// First, get total leadership value of all trainers
for ( pTrainer = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pTrainer++)
{
if (pTrainer->bActive && pTrainer->stats.bLife >= OKLIFE && pTrainer->sSectorX == sX && pTrainer->sSectorY == sY && pTrainer->bSectorZ == bZ && pTrainer->bAssignment == TRAIN_TOWN )
{
usTrainerEffectiveLeadership = EffectiveLeadership( pTrainer );
if ( gGameOptions.fNewTraitSystem ) //old/new traits
{
// -10% penalty for untrained mercs
usTrainerEffectiveLeadership = (usTrainerEffectiveLeadership * (100 + gSkillTraitValues.bSpeedModifierTrainingMilitia) / 100);
if (HAS_SKILL_TRAIT( pTrainer, TEACHING_NT ))
{
// bonus from Teaching trait
usTrainerEffectiveLeadership = __min(100,(usTrainerEffectiveLeadership * (100 + gSkillTraitValues.ubTGEffectiveLDRToTrainMilitia) / 100 ));
}
}
// Effective leadership is modified by an INI-based percentage, once for every TEACHING trait level.
else if ( gGameExternalOptions.usTeacherTraitEffectOnLeadership > 0 && gGameExternalOptions.usTeacherTraitEffectOnLeadership != 100 )
{
for (UINT8 i = 0; i < NUM_SKILL_TRAITS( pTrainer, TEACHING_OT ); ++i )
{
// percentage-based.
usTrainerEffectiveLeadership = __min(100,((usTrainerEffectiveLeadership * gGameExternalOptions.usTeacherTraitEffectOnLeadership)/100));
}
}
if (gGameExternalOptions.fLeadershipAffectsMilitiaQuantity)
{
usTrainerEffectiveLeadership = __max(usTrainerEffectiveLeadership, gGameExternalOptions.ubMinimumLeadershipToTrainMilitia);
if (usTrainerEffectiveLeadership > gGameExternalOptions.ubReqLeadershipForFullTraining)
usTrainerEffectiveLeadership = __min( 100, (gGameExternalOptions.ubReqLeadershipForFullTraining + ((usTrainerEffectiveLeadership - gGameExternalOptions.ubReqLeadershipForFullTraining)/2)));
usTrainerEffectiveLeadership = __max( 0, (usTrainerEffectiveLeadership - gGameExternalOptions.ubMinimumLeadershipToTrainMilitia));
}
// Add to the total amount
usTotalLeadershipValue += __min(100,usTrainerEffectiveLeadership);
}
}
// Now we have to run again and percentually award points towards militia trained
cnt = 0;
for ( pTrainer = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pTrainer++)
{
if (pTrainer->bActive && pTrainer->stats.bLife >= OKLIFE && pTrainer->sSectorX == sX && pTrainer->sSectorY == sY && pTrainer->bSectorZ == bZ && pTrainer->bAssignment == TRAIN_TOWN )
{
usTrainerEffectiveLeadership = EffectiveLeadership( pTrainer );
if ( gGameOptions.fNewTraitSystem ) //old/new traits
{
// -10% penalty for untrained mercs
usTrainerEffectiveLeadership = (usTrainerEffectiveLeadership * (100 + gSkillTraitValues.bSpeedModifierTrainingMilitia) / 100);
if (HAS_SKILL_TRAIT( pTrainer, TEACHING_NT ))
{
// bonus from Teaching trait
usTrainerEffectiveLeadership = __min(100,(usTrainerEffectiveLeadership * (100 + gSkillTraitValues.ubTGEffectiveLDRToTrainMilitia) / 100 ));
}
}
// Effective leadership is modified by an INI-based percentage, once for every TEACHING trait level.
else if ( gGameExternalOptions.usTeacherTraitEffectOnLeadership > 0 && gGameExternalOptions.usTeacherTraitEffectOnLeadership != 100 )
{
for (UINT8 i = 0; i < NUM_SKILL_TRAITS( pTrainer, TEACHING_OT ); ++i )
{
// percentage-based.
usTrainerEffectiveLeadership = __min(100,((usTrainerEffectiveLeadership * gGameExternalOptions.usTeacherTraitEffectOnLeadership)/100));
}
}
if (gGameExternalOptions.fLeadershipAffectsMilitiaQuantity)
{
usTrainerEffectiveLeadership = __max(usTrainerEffectiveLeadership, gGameExternalOptions.ubMinimumLeadershipToTrainMilitia);
if (usTrainerEffectiveLeadership > gGameExternalOptions.ubReqLeadershipForFullTraining)
usTrainerEffectiveLeadership = __min( 100, (gGameExternalOptions.ubReqLeadershipForFullTraining + ((usTrainerEffectiveLeadership - gGameExternalOptions.ubReqLeadershipForFullTraining)/2)));
usTrainerEffectiveLeadership = __max( 0, (usTrainerEffectiveLeadership - gGameExternalOptions.ubMinimumLeadershipToTrainMilitia));
}
if( usTrainerEffectiveLeadership > 0 )
{
gMercProfiles[ pTrainer->ubProfile ].records.usMilitiaTrained += (UINT16)((double)((double)(ubMilitiaTrained * usTrainerEffectiveLeadership) / usTotalLeadershipValue) + 0.5);
}
}
}
}
#ifdef JA2UB
//Ja25 UB
BOOLEAN CanMercBeAllowedToLeaveTeam( SOLDIERTYPE *pSoldier )
{
//if we are in, or passed the tunnels
if( pSoldier->sSectorX >= 14 )
{
//dont allow anyone to leave
return( FALSE );
}
return( TRUE );
}
void HaveMercSayWhyHeWontLeave( SOLDIERTYPE *pSoldier )
{
//if the merc is qualified
if( IsSoldierQualifiedMerc( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_ANSWERING_MACHINE_MSG );
}
else
{
TacticalCharacterDialogue( pSoldier, QUOTE_REFUSING_ORDER );
}
}
#endif
// Flugente: move items menu
BOOLEAN DisplayMoveItemsMenu( SOLDIERTYPE *pSoldier )
{
INT32 iVehicleIndex=0;
INT32 hStringHandle=0;
INT32 iCount = 0;
// run through list of vehicles in sector and add them to pop up box
// first, clear pop up box
RemoveBox(ghMoveItemBox);
ghMoveItemBox = -1;
CreateMoveItemBox();
SetCurrentBox(ghMoveItemBox);
// delete old sectors
for ( UINT8 i = 0; i < MOVEITEM_MAX_SECTORS_WITH_MODIFIER; ++i )
{
usMoveItemSectors[i] = 0;
}
// we now have to show every sector of the town we are in
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
if ( bTownId != BLANK_SECTOR )
{
for ( UINT16 X = 0; X < 256; ++X )
{
INT16 sectorX = SECTORX( X );
INT16 sectorY = SECTORY( X );
// if sector not under our control, has enemies in it, or is currently in combat mode
if ( !SectorOursAndPeaceful( sectorX, sectorY, 0 ) )
continue;
// not if we are already here
if ( sectorX == pSoldier->sSectorX && sectorY == pSoldier->sSectorY )
continue;
// determine town sector we are running this assignemnt in
UINT8 townid = GetTownIdForSector( sectorX, sectorY );
BOOLEAN goodsector = FALSE;
// same town?
if ( townid == bTownId )
{
goodsector = TRUE;
}
// we also allow this for sectors adjacent to a town
else if ( townid == BLANK_SECTOR )
{
// check whether adjacent sectors belong to the town we search for
if ( GetTownIdForSector( min( sectorX + 1, MAP_WORLD_X - 2 ), sectorY ) == bTownId ) goodsector = TRUE;
if ( GetTownIdForSector( max( sectorX - 1, 1 ), sectorY ) == bTownId ) goodsector = TRUE;
if ( GetTownIdForSector( sectorX, min( sectorY + 1, MAP_WORLD_Y - 2 ) ) == bTownId ) goodsector = TRUE;
if ( GetTownIdForSector( sectorX, max( sectorY - 1, 1 ) ) == bTownId ) goodsector = TRUE;
}
if ( goodsector )
{
CHAR16 wSectorName[64];
GetShortSectorString( sectorX, sectorY, wSectorName );
AddMonoString( (UINT32 *)&hStringHandle, wSectorName );
usMoveItemSectors[iCount] = X + MOVEITEM_SECTOR_OFFSET;
++iCount;
if ( iCount >= MOVEITEM_MENU_CANCEL )
break;
}
}
// a second run, this time the same sectors with the option to not take militia gear
iCount = 0;
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
{
for ( UINT16 X = 0; X < 256; ++X )
{
INT16 sectorX = SECTORX( X );
INT16 sectorY = SECTORY( X );
// if sector not under our control, has enemies in it, or is currently in combat mode
if ( !SectorOursAndPeaceful( sectorX, sectorY, 0 ) )
continue;
if ( sectorX == pSoldier->sSectorX && sectorY == pSoldier->sSectorY )
continue;
// determine town sector we are running this assignemnt in
UINT8 townid = GetTownIdForSector( sectorX, sectorY );
BOOLEAN goodsector = FALSE;
// same town?
if ( townid == bTownId )
{
goodsector = TRUE;
}
// we also allow this for sectors adjacent to a town
else if ( townid == BLANK_SECTOR )
{
// check whether adjacent sectors belong to the town we search for
if ( GetTownIdForSector( min( sectorX + 1, MAP_WORLD_X - 2 ), sectorY ) == bTownId ) goodsector = TRUE;
if ( GetTownIdForSector( max( sectorX - 1, 1 ), sectorY ) == bTownId ) goodsector = TRUE;
if ( GetTownIdForSector( sectorX, min( sectorY + 1, MAP_WORLD_Y - 2 ) ) == bTownId ) goodsector = TRUE;
if ( GetTownIdForSector( sectorX, max( sectorY - 1, 1 ) ) == bTownId ) goodsector = TRUE;
}
if ( goodsector )
{
CHAR16 wSectorName[64];
GetShortSectorString( sectorX, sectorY, wSectorName );
// Set string for generic button
CHAR16 bla[64];
swprintf( bla, L"%s - No militia gear", wSectorName );
AddMonoString( (UINT32 *)&hStringHandle, bla );
usMoveItemSectors[iCount + MOVEITEM_MAX_SECTORS] = X + MOVEITEM_SECTOR_OFFSET;
++iCount;
if ( iCount >= MOVEITEM_MENU_CANCEL )
break;
}
}
}
}
// cancel
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_CANCEL] );
SetBoxFont(ghMoveItemBox, MAP_SCREEN_FONT);
SetBoxHighLight(ghMoveItemBox, FONT_WHITE);
SetBoxShade(ghMoveItemBox, FONT_GRAY7);
SetBoxForeground(ghMoveItemBox, FONT_LTGREEN);
SetBoxBackground(ghMoveItemBox, FONT_BLACK);
// resize box to text
ResizeBoxToText( ghMoveItemBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
return TRUE;
}
void CreateDestroyMouseRegionForMoveItemMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiCounter = 0;
INT32 iCount = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleIndex = 0;
if ( gAssignMenuState == ASMENU_MOVEITEM && !fCreated )
{
// Moa: removed below: repositioning now the same way as for training in AssignmentMenuBtnCB as it caused missplaced box for higher resolutions then 3.
//CheckAndUpdateTacticalAssignmentPopUpPositions( );
//if( ( fShowMoveItemMenu ) && ( guiCurrentScreen == MAP_SCREEN ) )
//{
// //SetBoxPosition( ghMoveItemBox ,RepairPosition);
//}
// grab height of font
iFontHeight = GetLineSpace( ghMoveItemBox ) + GetFontHeight( GetBoxFont( ghMoveItemBox ) );
// get x.y position of box
GetBoxPosition( ghMoveItemBox, &pPosition);
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghMoveItemBox, &pDimensions );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghMoveItemBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForMoveItemMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForMoveItemMenu().
// we now have to show every sector of the town we are in
INT8 bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
// only in towns
if ( bTownId != BLANK_SECTOR && pSoldier->bSectorZ == 0 )
{
for ( UINT8 i = 0; i < MOVEITEM_MAX_SECTORS_WITH_MODIFIER; ++i )
{
// this includes MOVEITEM_SECTOR_OFFSET !
UINT16 val = usMoveItemSectors[i];
if ( val > 0 )
{
// add mouse region for each line of text..and set user data
MSYS_DefineRegion( &gMoveItem[ iCount ],
( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghMoveBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ),
MSYS_PRIORITY_HIGHEST - 4 , MSYS_NO_CURSOR, MoveItemMenuMvtCallback, MoveItemMenuBtnCallback );
// first data is for entry in usMoveItemSectors, second is for regiondate number
MSYS_SetRegionUserData( &gMoveItem[iCount], 0, i );
MSYS_SetRegionUserData( &gMoveItem[iCount], 1, iCount );
++iCount;
if ( iCount >= MOVEITEM_MENU_CANCEL )
break;
}
}
}
// cancel
MSYS_DefineRegion( &gMoveItem[iCount], (INT16)(iBoxXPosition), (INT16)(iBoxYPosition + GetTopMarginSize( ghMoveBox ) + (iFontHeight)* iCount), (INT16)(iBoxXPosition + iBoxWidth), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* (iCount + 1)), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, MoveItemMenuMvtCallback, MoveItemMenuBtnCallback );
MSYS_SetRegionUserData( &gMoveItem[iCount], 0, MOVEITEM_MENU_CANCEL );
MSYS_SetRegionUserData( &gMoveItem[iCount], 1, iCount );
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghMoveItemBox );
fCreated = TRUE;
}
else if( ( ( gAssignMenuState != ASMENU_MOVEITEM ) || ( fShowAssignmentMenu == FALSE ) ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for( uiCounter = 0; uiCounter < GetNumberOfLinesOfTextInBox( ghMoveItemBox ); ++uiCounter )
{
MSYS_RemoveRegion( &gMoveItem[ uiCounter ] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghRepairBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void MoveItemMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
// ignore clicks on disabled lines
if( GetBoxShadeFlag( ghMoveItemBox, iValue ) == TRUE )
{
return;
}
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive && ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
if ( iValue < MOVEITEM_MENU_CANCEL )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
if( pSoldier->bAssignment != MOVE_EQUIPMENT )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, MOVE_EQUIPMENT );
// depending on exact setting, add or remove the flag that controls wether we ignore stuff the militia might use
if ( iValue < MOVEITEM_MAX_SECTORS )
{
pSoldier->usItemMoveSectorID = (UINT8)(usMoveItemSectors[iValue] - MOVEITEM_SECTOR_OFFSET);
pSoldier->usSoldierFlagMask &= ~SOLDIER_MOVEITEM_RESTRICTED;
}
else if ( iValue < MOVEITEM_MAX_SECTORS_WITH_MODIFIER )
{
pSoldier->usItemMoveSectorID = (UINT8)(usMoveItemSectors[iValue] - MOVEITEM_SECTOR_OFFSET);
pSoldier->usSoldierFlagMask |= SOLDIER_MOVEITEM_RESTRICTED;
}
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( ( INT8 ) MOVE_EQUIPMENT, pSoldier->usItemMoveSectorID );
fShowAssignmentMenu = FALSE;
}
else
{
// CANCEL
gAssignMenuState = ASMENU_NONE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
}
}
void MoveItemMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 1 );
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if( iValue < MOVEITEM_MENU_CANCEL )
{
if( !GetBoxShadeFlag( ghMoveItemBox, iValue ) )
{
// highlight choice
HighLightBoxLine( ghMoveItemBox, iValue );
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghMoveItemBox );
}
}
BOOLEAN MercStaffsMilitaryHQ()
{
// if we don't need a HQ, this is easy
if ( !gGameExternalOptions.fMilitiaStrategicCommand_MercRequired )
return TRUE;
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier && pSoldier->bAssignment == FACILITY_STRATEGIC_MILITIA_MOVEMENT && pSoldier->flags.fMercAsleep == FALSE )
{
return TRUE;
}
}
return FALSE;
}
// Flugente: disease menu
BOOLEAN DisplayDiseaseMenu( SOLDIERTYPE *pSoldier )
{
INT32 hStringHandle = 0;
INT32 iCount = 0;
// first, clear pop up box
RemoveBox( ghDiseaseBox );
ghDiseaseBox = -1;
CreateDiseaseBox( );
SetCurrentBox( ghDiseaseBox );
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_DIAGNOSIS] );
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_TREATMENT] );
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_BURIAL] );
// cancel
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_CANCEL] );
SetBoxFont( ghDiseaseBox, MAP_SCREEN_FONT );
SetBoxHighLight( ghDiseaseBox, FONT_WHITE );
SetBoxShade( ghDiseaseBox, FONT_GRAY7 );
SetBoxForeground( ghDiseaseBox, FONT_LTGREEN );
SetBoxBackground( ghDiseaseBox, FONT_BLACK );
// resize box to text
ResizeBoxToText( ghDiseaseBox );
CheckAndUpdateTacticalAssignmentPopUpPositions( );
return TRUE;
}
void HandleShadingOfLinesForDiseaseMenu( void )
{
INT32 iCount = 0;
if ( gAssignMenuState != ASMENU_DISEASE || (ghDiseaseBox == -1) )
{
return;
}
UnShadeStringInBox( ghDiseaseBox, iCount++ );
UnShadeStringInBox( ghDiseaseBox, iCount++ );
UnShadeStringInBox( ghDiseaseBox, iCount++ );
if ( 1 )
{
// unshade items line
UnShadeStringInBox( ghDiseaseBox, iCount++ );
}
else
{
// shade items line
ShadeStringInBox( ghDiseaseBox, iCount++ );
}
}
void CreateDestroyMouseRegionForDiseaseMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiCounter = 0;
INT32 iCount = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
INT32 iVehicleIndex = 0;
if ( gAssignMenuState == ASMENU_DISEASE && !fCreated )
{
// grab height of font
iFontHeight = GetLineSpace( ghDiseaseBox ) + GetFontHeight( GetBoxFont( ghDiseaseBox ) );
// get x.y position of box
GetBoxPosition( ghDiseaseBox, &pPosition );
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghDiseaseBox, &pDimensions );
SetBoxSecondaryShade( ghDiseaseBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghDiseaseBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// diagnose assignment
MSYS_DefineRegion( &gDisease[iCount], (INT16)(iBoxXPosition), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount), (INT16)(iBoxXPosition + iBoxWidth), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* (iCount + 1)), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, DiseaseMenuMvtCallback, DiseaseMenuBtnCallback );
MSYS_SetRegionUserData( &gDisease[iCount], 0, iCount );
MSYS_SetRegionUserData( &gDisease[iCount], 1, iCount );
++iCount;
// treatment assignment
MSYS_DefineRegion( &gDisease[iCount], (INT16)(iBoxXPosition), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount), (INT16)(iBoxXPosition + iBoxWidth), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* (iCount + 1)), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, DiseaseMenuMvtCallback, DiseaseMenuBtnCallback );
MSYS_SetRegionUserData( &gDisease[iCount], 0, iCount );
MSYS_SetRegionUserData( &gDisease[iCount], 1, iCount );
++iCount;
// burial assignment
MSYS_DefineRegion( &gDisease[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, DiseaseMenuMvtCallback, DiseaseMenuBtnCallback );
MSYS_SetRegionUserData( &gDisease[iCount], 0, iCount );
MSYS_SetRegionUserData( &gDisease[iCount], 1, iCount );
++iCount;
// cancel
MSYS_DefineRegion( &gDisease[iCount], (INT16)(iBoxXPosition), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount), (INT16)(iBoxXPosition + iBoxWidth), (INT16)(iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* (iCount + 1)), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, DiseaseMenuMvtCallback, DiseaseMenuBtnCallback );
MSYS_SetRegionUserData( &gDisease[iCount], 0, iCount );
MSYS_SetRegionUserData( &gDisease[iCount], 1, DISEASE_MENU_CANCEL );
PauseGame( );
// unhighlight all strings in box
UnHighLightBox( ghDiseaseBox );
fCreated = TRUE;
}
else if ( ( gAssignMenuState != ASMENU_DISEASE || !fShowAssignmentMenu ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for ( uiCounter = 0; uiCounter < GetNumberOfLinesOfTextInBox( ghDiseaseBox ); ++uiCounter )
{
MSYS_RemoveRegion( &gDisease[uiCounter] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghDiseaseBox );
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void DiseaseMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
// ignore clicks on disabled lines
if ( GetBoxShadeFlag( ghDiseaseBox, iValue ) )
return;
// WHAT is being repaired is stored in the second user data argument
INT32 iWhat = MSYS_GetRegionUserData( pRegion, 1 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive && (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) )
{
if ( iWhat < DISEASE_MENU_CANCEL )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
INT8 newassignment = DISEASE_DIAGNOSE;
if ( iWhat == DISEASE_MENU_SECTOR_TREATMENT )
newassignment = DISEASE_DOCTOR_SECTOR;
else if ( iWhat == DISEASE_MENU_BURIAL )
newassignment = BURIAL;
if ( pSoldier->bAssignment != newassignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
// remove from squad
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, newassignment );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
// set assignment for group
SetAssignmentForList( (INT8)newassignment, 0 );
fShowAssignmentMenu = FALSE;
}
else
{
// CANCEL
gAssignMenuState = ASMENU_NONE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
}
}
void DiseaseMenuMvtCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if ( iValue < DISEASE_MENU_CANCEL )
{
if ( GetBoxShadeFlag( ghDiseaseBox, iValue ) == FALSE )
{
// highlight choice
HighLightBoxLine( ghDiseaseBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghDiseaseBox, GetNumberOfLinesOfTextInBox( ghDiseaseBox ) - 1 );
}
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghDiseaseBox );
}
}
// Flugente: spy menu
BOOLEAN DisplaySpyMenu( SOLDIERTYPE *pSoldier )
{
INT32 hStringHandle = 0;
INT32 iCount = 0;
// first, clear pop up box
RemoveBox( ghSpyBox );
ghSpyBox = -1;
CreateSpyBox();
SetCurrentBox( ghSpyBox );
AddMonoString( (UINT32 *)&hStringHandle, szSpyText[TEXT_SPY_CONCEAL] );
AddMonoString( (UINT32 *)&hStringHandle, szSpyText[TEXT_SPY_GETINTEL] );
// cancel
AddMonoString( (UINT32 *)&hStringHandle, szDiseaseText[TEXT_DISEASE_CANCEL] );
SetBoxFont( ghSpyBox, MAP_SCREEN_FONT );
SetBoxHighLight( ghSpyBox, FONT_WHITE );
SetBoxShade( ghSpyBox, FONT_GRAY7 );
SetBoxForeground( ghSpyBox, FONT_LTGREEN );
SetBoxBackground( ghSpyBox, FONT_BLACK );
// resize box to text
ResizeBoxToText( ghSpyBox );
CheckAndUpdateTacticalAssignmentPopUpPositions();
return TRUE;
}
void HandleShadingOfLinesForSpyMenu( void )
{
if ( gAssignMenuState != ASMENU_SPY || ( ghSpyBox == -1 ) )
return;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( !pSoldier )
return;
if ( pSoldier->CanUseSkill( SKILLS_INTEL_CONCEAL, FALSE) )
UnShadeStringInBox( ghSpyBox, INTEL_MENU_CONCEAL );
else
ShadeStringInBox( ghSpyBox, INTEL_MENU_CONCEAL );
if ( pSoldier->CanUseSkill( SKILLS_INTEL_GATHERINTEL, FALSE ) )
UnShadeStringInBox( ghSpyBox, INTEL_MENU_GETINTEL );
else
ShadeStringInBox( ghSpyBox, INTEL_MENU_GETINTEL );
}
void CreateDestroyMouseRegionForSpyMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiCounter = 0;
INT32 iCount = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if ( gAssignMenuState == ASMENU_SPY && !fCreated )
{
// grab height of font
iFontHeight = GetLineSpace( ghSpyBox ) + GetFontHeight( GetBoxFont( ghSpyBox ) );
// get x.y position of box
GetBoxPosition( ghSpyBox, &pPosition );
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghSpyBox, &pDimensions );
SetBoxSecondaryShade( ghSpyBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghSpyBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// conceal assignment
MSYS_DefineRegion( &gSpy[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, SpyMenuMvtCallback, SpyMenuBtnCallback );
MSYS_SetRegionUserData( &gSpy[iCount], 0, iCount );
MSYS_SetRegionUserData( &gSpy[iCount], 1, INTEL_MENU_CONCEAL );
++iCount;
// get intel assignment
MSYS_DefineRegion( &gSpy[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, SpyMenuMvtCallback, SpyMenuBtnCallback );
MSYS_SetRegionUserData( &gSpy[iCount], 0, iCount );
MSYS_SetRegionUserData( &gSpy[iCount], 1, INTEL_MENU_GETINTEL );
++iCount;
// cancel
MSYS_DefineRegion( &gSpy[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, SpyMenuMvtCallback, SpyMenuBtnCallback );
MSYS_SetRegionUserData( &gSpy[iCount], 0, iCount );
MSYS_SetRegionUserData( &gSpy[iCount], 1, INTEL_MENU_CANCEL );
PauseGame();
// unhighlight all strings in box
UnHighLightBox( ghSpyBox );
fCreated = TRUE;
}
else if ( ( gAssignMenuState != ASMENU_SPY || !fShowAssignmentMenu ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for ( uiCounter = 0; uiCounter < GetNumberOfLinesOfTextInBox( ghSpyBox ); ++uiCounter )
{
MSYS_RemoveRegion( &gSpy[uiCounter] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghSpyBox );
fMapPanelDirty = TRUE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void SpyMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
// ignore clicks on disabled lines
if ( GetBoxShadeFlag( ghSpyBox, iValue ) )
return;
// WHAT is being repaired is stored in the second user data argument
INT32 iWhat = MSYS_GetRegionUserData( pRegion, 1 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive && ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
if ( iWhat < INTEL_MENU_CANCEL )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
INT8 newassignment = CONCEALED + iWhat;
if ( pSoldier->bAssignment != newassignment )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, newassignment );
// set assignment for group
SetAssignmentForList( (INT8)newassignment, 0 );
fShowAssignmentMenu = FALSE;
}
else
{
// CANCEL
gAssignMenuState = ASMENU_NONE;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
}
}
void SpyMenuMvtCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
if ( iValue < INTEL_MENU_CANCEL )
{
if ( GetBoxShadeFlag( ghSpyBox, iValue ) == FALSE )
{
// highlight choice
HighLightBoxLine( ghSpyBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghSpyBox, GetNumberOfLinesOfTextInBox( ghSpyBox ) - 1 );
}
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghSpyBox );
}
}
// Flugente: militia menu
BOOLEAN DisplayMilitiaMenu( SOLDIERTYPE *pSoldier )
{
INT32 hStringHandle = 0;
INT32 iCount = 0;
// first, clear pop up box
RemoveBox( ghMilitiaBox );
ghMilitiaBox = -1;
CreateMilitiaBox();
SetCurrentBox( ghMilitiaBox );
AddMonoString( (UINT32 *)&hStringHandle, szMilitiaText[MILITIA_MENU_TRAIN] );
if ( gGameExternalOptions.fIndividualMilitia )
{
AddMonoString( (UINT32 *)&hStringHandle, szMilitiaText[MILITIA_MENU_DRILL] );
if ( gGameExternalOptions.fIndividualMilitia_ManageHealth )
{
AddMonoString( (UINT32 *)&hStringHandle, szMilitiaText[MILITIA_MENU_DOCTOR] );
}
}
AddMonoString( (UINT32 *)&hStringHandle, szMilitiaText[MILITIA_MENU_CANCEL] );
SetBoxFont( ghMilitiaBox, MAP_SCREEN_FONT );
SetBoxHighLight( ghMilitiaBox, FONT_WHITE );
SetBoxShade( ghMilitiaBox, FONT_GRAY7 );
SetBoxForeground( ghMilitiaBox, FONT_LTGREEN );
SetBoxBackground( ghMilitiaBox, FONT_BLACK );
// resize box to text
ResizeBoxToText( ghMilitiaBox );
CheckAndUpdateTacticalAssignmentPopUpPositions();
return TRUE;
}
void HandleShadingOfLinesForMilitiaMenu( void )
{
if ( gAssignMenuState != ASMENU_MILITIA || ( ghMilitiaBox == -1 ) )
return;
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( !pSoldier )
return;
// can character EVER train militia?
if ( BasicCanCharacterTrainMilitia( pSoldier ) )
{
// can he train here, now?
if ( CanCharacterTrainMilitia( pSoldier ) )
{
// unshade train militia line
UnShadeStringInBox( ghMilitiaBox, MILITIA_MENU_TRAIN );
}
else
{
SecondaryShadeStringInBox( ghMilitiaBox, MILITIA_MENU_TRAIN );
}
}
else
{
// shade train militia line
ShadeStringInBox( ghMilitiaBox, MILITIA_MENU_TRAIN );
}
if ( gGameExternalOptions.fIndividualMilitia )
{
if ( BasicCanCharacterDrillMilitia( pSoldier ) )
{
// can he train here, now?
if ( CanCharacterDrillMilitia( pSoldier ) )
{
UnShadeStringInBox( ghMilitiaBox, MILITIA_MENU_DRILL );
}
else
{
SecondaryShadeStringInBox( ghMilitiaBox, MILITIA_MENU_DRILL );
}
}
else
{
ShadeStringInBox( ghMilitiaBox, MILITIA_MENU_DRILL );
}
if ( gGameExternalOptions.fIndividualMilitia_ManageHealth )
{
if ( CanCharacterDoctorMilitia( pSoldier ) )
UnShadeStringInBox( ghMilitiaBox, MILITIA_MENU_DOCTOR );
else
ShadeStringInBox( ghMilitiaBox, MILITIA_MENU_DOCTOR );
}
}
}
void CreateDestroyMouseRegionForMilitiaMenu( void )
{
static BOOLEAN fCreated = FALSE;
UINT32 uiCounter = 0;
INT32 iCount = 0;
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
SOLDIERTYPE *pSoldier = NULL;
if ( gAssignMenuState == ASMENU_MILITIA && !fCreated )
{
// grab height of font
iFontHeight = GetLineSpace( ghMilitiaBox ) + GetFontHeight( GetBoxFont( ghMilitiaBox ) );
// get x.y position of box
GetBoxPosition( ghMilitiaBox, &pPosition );
// grab box x and y position
iBoxXPosition = pPosition.iX;
iBoxYPosition = pPosition.iY;
// get dimensions..mostly for width
GetBoxSize( ghMilitiaBox, &pDimensions );
SetBoxSecondaryShade( ghMilitiaBox, FONT_YELLOW );
// get width
iBoxWidth = pDimensions.iRight;
SetCurrentBox( ghMilitiaBox );
pSoldier = GetSelectedAssignSoldier( FALSE );
// train assignment
MSYS_DefineRegion( &gMilitia[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, MilitiaMenuMvtCallback, MilitiaMenuBtnCallback );
MSYS_SetRegionUserData( &gMilitia[iCount], 0, iCount );
MSYS_SetRegionUserData( &gMilitia[iCount], 1, MILITIA_MENU_TRAIN );
++iCount;
if ( gGameExternalOptions.fIndividualMilitia )
{
// drill assignment
MSYS_DefineRegion( &gMilitia[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, MilitiaMenuMvtCallback, MilitiaMenuBtnCallback );
MSYS_SetRegionUserData( &gMilitia[iCount], 0, iCount );
MSYS_SetRegionUserData( &gMilitia[iCount], 1, MILITIA_MENU_DRILL );
++iCount;
if ( gGameExternalOptions.fIndividualMilitia_ManageHealth )
{
// doctor militia assignment
MSYS_DefineRegion( &gMilitia[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, MilitiaMenuMvtCallback, MilitiaMenuBtnCallback );
MSYS_SetRegionUserData( &gMilitia[iCount], 0, iCount );
MSYS_SetRegionUserData( &gMilitia[iCount], 1, MILITIA_MENU_DOCTOR );
++iCount;
}
}
// cancel
MSYS_DefineRegion( &gMilitia[iCount], (INT16)( iBoxXPosition ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + (iFontHeight)* iCount ), (INT16)( iBoxXPosition + iBoxWidth ), (INT16)( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight )* ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4,
MSYS_NO_CURSOR, MilitiaMenuMvtCallback, MilitiaMenuBtnCallback );
MSYS_SetRegionUserData( &gMilitia[iCount], 0, iCount );
MSYS_SetRegionUserData( &gMilitia[iCount], 1, MILITIA_MENU_CANCEL );
PauseGame();
// unhighlight all strings in box
UnHighLightBox( ghMilitiaBox );
fCreated = TRUE;
}
else if ( ( gAssignMenuState != ASMENU_MILITIA || !fShowAssignmentMenu ) && fCreated )
{
fCreated = FALSE;
// remove these regions
for ( uiCounter = 0; uiCounter < GetNumberOfLinesOfTextInBox( ghMilitiaBox ); ++uiCounter )
{
MSYS_RemoveRegion( &gMilitia[uiCounter] );
}
gAssignMenuState = ASMENU_NONE;
SetRenderFlags( RENDER_FLAG_FULL );
HideBox( ghMilitiaBox );
fMapPanelDirty = TRUE;
if ( fShowAssignmentMenu )
{
// remove highlight on the parent menu
UnHighLightBox( ghAssignmentBox );
}
}
}
void MilitiaMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
// ignore clicks on disabled lines
if ( GetBoxShadeFlag( ghMilitiaBox, iValue ) )
return;
// WHAT is being repaired is stored in the second user data argument
INT32 iWhat = MSYS_GetRegionUserData( pRegion, 1 );
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
if ( pSoldier && pSoldier->bActive && ( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP ) )
{
switch ( iWhat )
{
case MILITIA_MENU_TRAIN:
// Full test of Character and Sector to see if this training is possible at the moment.
if ( !BasicCanCharacterTrainMilitia( pSoldier ) )
{
// No feedback. The menu options should be greyed out, anyway.
break;
}
// Check for specific errors why this merc should not be able to train,
// and display a specific error message if one is encountered.
if ( !CanCharacterTrainMilitiaWithErrorReport( pSoldier ) )
{
// Error found. Breaking. Note that the above function DOES display feedback if an error is
// encountered at all.
break;
}
// PASSED ALL THE TESTS - ALLOW SOLDIER TO TRAIN MILITIA HERE
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( ( pSoldier->bAssignment != TRAIN_TOWN ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
// stop showing menu
fShowAssignmentMenu = FALSE;
giAssignHighLine = -1;
// remove from squad
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
RemoveCharacterFromSquads( pSoldier );
ChangeSoldiersAssignment( pSoldier, TRAIN_TOWN );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );
if ( SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )].fMilitiaTrainingPaid == FALSE )
{
// show a message to confirm player wants to charge cost
HandleInterfaceMessageForCostOfTrainingMilitia( pSoldier );
}
else
{
SetAssignmentForList( TRAIN_TOWN, 0 );
}
gfRenderPBInterface = TRUE;
break;
case MILITIA_MENU_DRILL:
if ( !CanCharacterDrillMilitia( pSoldier, TRUE ) )
{
break;
}
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( pSoldier->bAssignment != DRILL_MILITIA )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, DRILL_MILITIA );
// set assignment for group
SetAssignmentForList( (INT8)DRILL_MILITIA, 0 );
fShowAssignmentMenu = FALSE;
break;
case MILITIA_MENU_DOCTOR:
pSoldier->bOldAssignment = pSoldier->bAssignment;
if ( pSoldier->bAssignment != DOCTOR_MILITIA )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
if ( pSoldier->bOldAssignment == VEHICLE )
{
TakeSoldierOutOfVehicle( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, DOCTOR_MILITIA );
// set assignment for group
SetAssignmentForList( (INT8)DOCTOR_MILITIA, 0 );
fShowAssignmentMenu = FALSE;
break;
case MILITIA_MENU_CANCEL:
default:
// CANCEL
gAssignMenuState = ASMENU_NONE;
break;
}
// update mapscreen
fCharacterInfoPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
giAssignHighLine = -1;
}
}
void MilitiaMenuMvtCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
// mvt callback handler for assignment region
//INT32 iValue = MSYS_GetRegionUserData( pRegion, 1 );
if ( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
/*if ( iValue < MILITIA_MENU_CANCEL )
{
if ( GetBoxShadeFlag( ghMilitiaBox, iValue ) == FALSE )
{
// highlight choice
HighLightBoxLine( ghMilitiaBox, iValue );
}
}
else
{
// highlight cancel line
HighLightBoxLine( ghMilitiaBox, GetNumberOfLinesOfTextInBox( ghMilitiaBox ) - 1 );
}*/
// mvt callback handler for assignment region
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
if ( GetBoxShadeFlag( ghMilitiaBox, iValue ) == FALSE )
{
// highlight choice
HighLightBoxLine( ghMilitiaBox, iValue );
}
}
else if ( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
// unhighlight all strings in box
UnHighLightBox( ghMilitiaBox );
}
}