Files
source/Tactical/Auto Bandage.cpp
T
Overhaul dd0d6ea66d Fixed appearance of save game corruption when a game with different inventory set is loaded. Note that such games can still cause odd behavior and CTD's
Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks)
Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
Prevent splitting money while an item is in the hand, which would result in losing the original item
Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
Prevent militia from simply waiting on the border when enemies are known to be in the sector
Fix stack overflow for soldier inventory debug display
Optimized A* pathing and cleaned up VS2K5 specific code
AI can now use all climb points for climbable buildings, not just a random few
Fix to not allow flat roof butted against slanted roof to be identified as a climb point
Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
Prevent soldiers who enter or leave deep water from moving a space too far and turning back
Prevent soldiers from trying to crouch while in shallow water
Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone
Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn
Fix civilians that should show up in a sector, missing because of others that aren't
Fix a memset on a C++ class
Place Skyrider in a sector near his helecopter once available and the helicopter is present
Fix soldier corruption if too many shots burst-spread into too few tiles
Include both first and last tile in spread when some locations must be skipped
Fix to shoot at last location in burst
Fix to remove other previous spread locations when calculating a new spread
Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-10-20 08:09:03 +00:00

1216 lines
36 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "overhead.h"
#include "messageboxscreen.h"
#include "screenids.h"
#include "Handle UI.h"
#include "message.h"
#include "game clock.h"
#include "items.h"
#include "Text.h"
#include "MercTextBox.h"
#include "interface.h"
#include "auto bandage.h"
#include "renderworld.h"
#include "strategic turns.h"
#include "Event Pump.h"
#include "music control.h"
#include "dialogue control.h"
#include "ai.h"
#include "interface control.h"
#include "strategicmap.h"
#include "animation control.h"
#include "Map Screen Interface.h"
#include "Soldier Profile.h"
#include "Assignments.h"
#include "WordWrap.h"
#include "cursors.h"
#include "English.h"
#endif
// max number of merc faces per row in autobandage box
#define NUMBER_MERC_FACES_AUTOBANDAGE_BOX 4
STR16 sAutoBandageString = NULL;
INT32 giBoxId = -1;
UINT16 gusTextBoxWidth = 0;
UINT16 gusTextBoxHeight = 0;
BOOLEAN gfBeginningAutoBandage = FALSE;
INT16 gsX = 0;
INT16 gsY = 0;
UINT32 guiAutoBandageSeconds = 0;
BOOLEAN fAutoBandageComplete = FALSE;
BOOLEAN fEndAutoBandage = FALSE;
BOOLEAN gfAutoBandageFailed;
// the button and associated image for ending autobandage
INT32 iEndAutoBandageButton[ 2 ];
INT32 iEndAutoBandageButtonImage[ 2 ];
extern FACETYPE *gpCurrentTalkingFace;
extern INT32 giMercPanelImage;
MOUSE_REGION gAutoBandageRegion;
// the lists of the doctor and patient
INT32 iDoctorList[ MAX_CHARACTER_COUNT ];
INT32 iPatientList[ MAX_CHARACTER_COUNT ];
// faces for update panel
INT32 giAutoBandagesSoldierFaces[ 2 * MAX_CHARACTER_COUNT ];
// has the button for autobandage end been setup yet
BOOLEAN fAutoEndBandageButtonCreated = FALSE;
void BeginAutoBandageCallBack( UINT8 bExitValue );
void CancelAutoBandageCallBack( UINT8 bExitValue );
// the update box for autobandaging mercs
void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY );
void DestroyTerminateAutoBandageButton( void );
void DisplayAutoBandageUpdatePanel( void );
void EndAutobandageButtonCallback(GUI_BUTTON *btn,INT32 reason);
void SetUpAutoBandageUpdatePanel( void );
BOOLEAN AddFacesToAutoBandageBox( void );
BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentXPosition, INT16 sCurrentYPosition );
void StopAutoBandageButtonCallback(GUI_BUTTON *btn,INT32 reason);
BOOLEAN RemoveFacesForAutoBandage( void );
extern BOOLEAN CanCharacterAutoBandageTeammate( SOLDIERTYPE *pSoldier );
extern BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier );
extern UINT8 NumEnemyInSector( );
void BeginAutoBandage( )
{
INT32 cnt;
BOOLEAN fFoundAGuy = FALSE;
SOLDIERTYPE * pSoldier;
BOOLEAN fFoundAMedKit = FALSE;
// If we are in combat, we con't...
if ( (gTacticalStatus.uiFlags & INCOMBAT) || (NumEnemyInSector() != 0) )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, Message[ STR_SECTOR_NOT_CLEARED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;
}
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// check for anyone needing bandages
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++ )
{
// if the soldier isn't active or in sector, we have problems..leave
if ( !(pSoldier->bActive) || !(pSoldier->bInSector) || ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) || (pSoldier->bAssignment == VEHICLE ) )
{
continue;
}
// can this character be helped out by a teammate?
if ( CanCharacterBeAutoBandagedByTeammate( pSoldier ) == TRUE )
{
fFoundAGuy = TRUE;
if ( fFoundAGuy && fFoundAMedKit )
{
break;
}
}
if ( FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT )
{
fFoundAMedKit = TRUE;
if ( fFoundAGuy && fFoundAMedKit )
{
break;
}
}
}
if ( !fFoundAGuy )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ AUTOBANDAGE_NOT_NEEDED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
else if ( !fFoundAMedKit )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[ 9 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
else
{
if ( ! CanAutoBandage( FALSE ) )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ CANT_AUTOBANDAGE_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
else
{
// Confirm if we want to start or not....
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ BEGIN_AUTOBANDAGE_PROMPT_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BeginAutoBandageCallBack, NULL );
}
}
}
void HandleAutoBandagePending( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier = NULL;
// OK, if we have a pending autobandage....
// check some conditions
if ( gTacticalStatus.fAutoBandagePending )
{
// All dailogue done, music, etc...
//if ( gubMusicMode != MUSIC_TACTICAL_VICTORY && DialogueQueueIsEmpty( ) )
if ( !DialogueQueueIsEmpty( ) )
{
return;
}
// If there is no actively talking guy...
if ( gpCurrentTalkingFace != NULL )
{
return;
}
// Do any guys have pending actions...?
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
// Are we in sector?
if ( pSoldier->bActive )
{
if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && !pSoldier->fBetweenSectors )
{
if ( pSoldier->ubPendingAction != NO_PENDING_ACTION )
{
return;
}
}
}
}
// Do was have any menus up?
if ( AreWeInAUIMenu( ) )
{
return;
}
// If here, all's a go!
gTacticalStatus.fAutoBandagePending = FALSE;
BeginAutoBandage( );
}
}
void SetAutoBandagePending( BOOLEAN fSet )
{
gTacticalStatus.fAutoBandagePending = fSet;
}
// Should we ask buddy ti auto bandage...?
void ShouldBeginAutoBandage( )
{
// If we are in combat, we con't...
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
return;
}
// ATE: If not in endgame
if ( ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME ) )
{
return;
}
if ( CanAutoBandage( FALSE ) )
{
// OK, now setup as a pending event...
SetAutoBandagePending( TRUE );
}
}
BOOLEAN HandleAutoBandage( )
{
InputAtom InputEvent;
if ( gTacticalStatus.fAutoBandageMode )
{
if ( gfBeginningAutoBandage )
{
//Shadow area
ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
InvalidateScreen( );
RefreshScreen( NULL );
}
DisplayAutoBandageUpdatePanel( );
//RenderMercPopUpBoxFromIndex( giBoxId, gsX, gsY, FRAME_BUFFER );
//InvalidateRegion( gsX, gsY, gsX + gusTextBoxWidth, gsY + gusTextBoxHeight );
EndFrameBufferRender( );
// Handle strategic engine
HandleStrategicTurn( );
HandleTeamServices( OUR_TEAM );
if ( guiAutoBandageSeconds <= 120 )
{
guiAutoBandageSeconds += 5;
}
// Execute Tactical Overhead
ExecuteOverhead( );
// Deque all game events
DequeAllGameEvents( TRUE );
while (DequeueEvent(&InputEvent) == TRUE)
{
if ( InputEvent.usEvent == KEY_UP )
{
if( ( ( InputEvent.usParam == ESC ) && ( fAutoBandageComplete == FALSE ) )|| ( ( ( InputEvent.usParam == ENTER ) || ( InputEvent.usParam == SPACE ) ) && ( fAutoBandageComplete == TRUE ) ) )
{
AutoBandage( FALSE );
}
}
}
gfBeginningAutoBandage = FALSE;
if( fEndAutoBandage )
{
AutoBandage( FALSE );
fEndAutoBandage = FALSE;
}
return( TRUE );
}
return( FALSE );
}
BOOLEAN CreateAutoBandageString( void )
{
INT32 cnt;
UINT8 ubDoctor[20], ubDoctors = 0;
UINT32 uiDoctorNameStringLength = 1; // for end-of-string character
STR16 sTemp;
SOLDIERTYPE * pSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife >= OKLIFE && !(pSoldier->bCollapsed) && pSoldier->bMedical > 0 && FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT)
{
ubDoctor[ubDoctors] = pSoldier->ubID;
ubDoctors++;
// increase the length of the string by the size of the name
// plus 2, one for the comma and one for the space after that
uiDoctorNameStringLength += wcslen( pSoldier->name ) + 2;
}
}
if (ubDoctors == 0)
{
return( FALSE );
}
if (ubDoctors == 1)
{
uiDoctorNameStringLength += wcslen( Message[STR_IS_APPLYING_FIRST_AID] );
}
else
{
uiDoctorNameStringLength += wcslen( Message[STR_ARE_APPLYING_FIRST_AID] );
}
sAutoBandageString = (STR16) MemRealloc( sAutoBandageString, uiDoctorNameStringLength * sizeof( CHAR16 ) );
if (!sAutoBandageString)
{
return( FALSE );
}
if (ubDoctors == 1)
{
swprintf( sAutoBandageString, Message[STR_IS_APPLYING_FIRST_AID], MercPtrs[ubDoctor[0]]->name );
}
else
{
// make a temporary string to hold most of the doctors names joined by commas
sTemp = (STR16) MemAlloc( uiDoctorNameStringLength * sizeof( CHAR16 ) );
// sTemp = MemAlloc( 1000 );
if (!sTemp)
{
return( FALSE );
}
wcscpy( sTemp, L"" );
for (cnt = 0; cnt < ubDoctors - 1; cnt++)
{
wcscat( sTemp, MercPtrs[ubDoctor[cnt]]->name );
if (ubDoctors > 2)
{
if (cnt == ubDoctors - 2)
{
wcscat( sTemp, L"," );
}
else
{
wcscat( sTemp, L", " );
}
}
}
swprintf( sAutoBandageString, Message[STR_ARE_APPLYING_FIRST_AID], sTemp, MercPtrs[ubDoctor[ubDoctors - 1]]->name );
MemFree( sTemp );
}
return( TRUE );
}
void SetAutoBandageComplete( void )
{
// this will set the fact autobandage is complete
fAutoBandageComplete = TRUE;
return;
}
void AutoBandage( BOOLEAN fStart )
{
SGPRect aRect;
UINT8 ubLoop;
INT32 cnt;
SOLDIERTYPE * pSoldier;
if ( fStart )
{
gTacticalStatus.fAutoBandageMode = TRUE;
gTacticalStatus.uiFlags |= OUR_MERCS_AUTO_MOVE;
gfAutoBandageFailed = FALSE;
// ste up the autobandage panel
SetUpAutoBandageUpdatePanel( );
// Lock UI!
//guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
PauseGame();
// Compress time...
//SetGameTimeCompressionLevel( TIME_COMPRESS_5MINS );
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive )
{
pSoldier->bSlotItemTakenFrom = NO_SLOT;
pSoldier->ubAutoBandagingMedic = NOBODY;
}
}
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Begin auto bandage." );
if (CreateAutoBandageString())
{
giBoxId = PrepareMercPopupBox( -1, DIALOG_MERC_POPUP_BACKGROUND, DIALOG_MERC_POPUP_BORDER, sAutoBandageString, 200, 40, 10, 30, &gusTextBoxWidth, &gusTextBoxHeight );
}
aRect.iTop = 0;
aRect.iLeft = 0;
aRect.iBottom = INV_INTERFACE_START_Y;
aRect.iRight = SCREEN_WIDTH;
// Determine position ( centered in rect )
gsX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - gusTextBoxWidth ) / 2 ) + aRect.iLeft );
gsY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - gusTextBoxHeight ) / 2 ) + aRect.iTop );
// build a mask
MSYS_DefineRegion( &gAutoBandageRegion, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST - 1,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
gfBeginningAutoBandage = TRUE;
}
else
{
gTacticalStatus.fAutoBandageMode = FALSE;
gTacticalStatus.uiFlags &= ( ~OUR_MERCS_AUTO_MOVE );
// make sure anyone under AI control has their action cancelled
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
// 0verhaul: Make sure the merc is also in the sector before making him stand up!
if ( pSoldier->bActive && pSoldier->bInSector )
{
ActionDone( pSoldier );
if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
{
// swap our old hand item back to the main hand
SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom );
}
// ATE: Make everyone stand up!
if ( pSoldier->bLife >= OKLIFE && !pSoldier->bCollapsed )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_STAND )
{
ChangeSoldierStance( pSoldier, ANIM_STAND );
}
}
}
}
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++)
{
ActionDone( MercPtrs[ ubLoop ] );
// If anyone is still doing aid animation, stop!
if ( MercPtrs[ ubLoop ]->usAnimState == GIVING_AID )
{
SoldierGotoStationaryStance( MercPtrs[ ubLoop ] );
}
}
// UnLock UI!
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
UnPauseGame();
// Bring time back...
//SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
//Warp game time by the amount of time it took to autobandage.
WarpGameTime( guiAutoBandageSeconds, WARPTIME_NO_PROCESSING_OF_EVENTS );
DestroyTerminateAutoBandageButton( );
// Delete popup!
RemoveMercPopupBoxFromIndex( giBoxId );
giBoxId = -1;
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"End auto bandage." );
// build a mask
MSYS_RemoveRegion( &gAutoBandageRegion );
// clear faces for auto bandage
RemoveFacesForAutoBandage( );
SetRenderFlags( RENDER_FLAG_FULL );
fInterfacePanelDirty = DIRTYLEVEL2;
if( gfAutoBandageFailed )
{
// inform player some mercs could not be bandaged
DoScreenIndependantMessageBox(pDoctorWarningString[ 1 ], MSG_BOX_FLAG_OK, NULL );
gfAutoBandageFailed = FALSE;
}
// Memory cleanup!
MemFree( sAutoBandageString);
sAutoBandageString = NULL;
}
guiAutoBandageSeconds = 0;
ResetAllMercSpeeds( );
}
void BeginAutoBandageCallBack( UINT8 bExitValue )
{
if( bExitValue == MSG_BOX_RETURN_YES )
{
fRestoreBackgroundForMessageBox = TRUE;
AutoBandage( TRUE );
}
}
void SetUpAutoBandageUpdatePanel( void )
{
INT32 iNumberDoctoring = 0;
INT32 iNumberPatienting = 0;
INT32 iNumberOnTeam = 0;
INT32 iCounterA = 0;
// reset the tables of merc ids
memset( iDoctorList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iPatientList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
// grab number of potential grunts on players team
iNumberOnTeam = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// run through mercs on squad...if they can doctor, add to list
for( iCounterA = 0; iCounterA < iNumberOnTeam; iCounterA++ )
{
if( CanCharacterAutoBandageTeammate( &Menptr[ iCounterA ] ) )
{
// add to list, up the count
iDoctorList[ iNumberDoctoring ] = iCounterA;
iNumberDoctoring++;
}
}
// run through mercs on squad, if they can patient, add to list
for( iCounterA = 0; iCounterA < iNumberOnTeam; iCounterA++ )
{
if( CanCharacterBeAutoBandagedByTeammate( &Menptr[ iCounterA ] ) )
{
// add to list, up the count
iPatientList[ iNumberPatienting ] = iCounterA;
iNumberPatienting++;
}
}
// makes sure there is someone to doctor and patient...
if( ( iNumberDoctoring == 0 ) || ( iNumberPatienting == 0 ) )
{
// reset the tables of merc ids
memset( iDoctorList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
memset( iPatientList, -1, sizeof( INT32 ) * MAX_CHARACTER_COUNT );
}
// now add the faces
AddFacesToAutoBandageBox( );
fAutoBandageComplete = FALSE;
return;
}
void DisplayAutoBandageUpdatePanel( void )
{
INT32 iNumberDoctors = 0, iNumberPatients = 0;
INT32 iNumberDoctorsHigh = 0, iNumberPatientsHigh = 0;
INT32 iNumberDoctorsWide = 0, iNumberPatientsWide = 0;
INT32 iTotalPixelsHigh = 0, iTotalPixelsWide = 0;
INT32 iCurPixelY = 0;
INT16 sXPosition = 0, sYPosition = 0;
HVOBJECT hBackGroundHandle;
INT32 iCounterA = 0, iCounterB = 0;
INT32 iIndex = 0;
INT16 sCurrentXPosition = 0, sCurrentYPosition = 0;
CHAR16 sString[ 64 ];
INT16 sX = 0, sY = 0;
// are even in autobandage mode?
if( gTacticalStatus.fAutoBandageMode == FALSE )
{
// nope,
return;
}
// make sure there is someone to doctor and patient
if( ( iDoctorList[ 0 ] == -1 ) || ( iPatientList[ 0 ] == -1 ) )
{
// nope, nobody here
return;
}
// grab number of doctors
for( iCounterA = 0; iDoctorList[ iCounterA ] != -1; iCounterA++ )
{
iNumberDoctors++;
}
// grab number of patients
for( iCounterA = 0; iPatientList[ iCounterA ] != -1; iCounterA++ )
{
iNumberPatients++;
}
// build dimensions of box
if( iNumberDoctors < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// nope, get the base amount
iNumberDoctorsWide = ( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX );
}
else
{
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
}
// set the min number of mercs
if( iNumberDoctorsWide < 3 )
{
iNumberDoctorsWide = 2;
}
else
{
// a full row
iNumberDoctorsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
}
// the doctors
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
if( iNumberDoctors % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// now the patients
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
}
else
{
// now the patients
iNumberDoctorsHigh = ( iNumberDoctors / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
}
if( iNumberPatients < NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// nope, get the base amount
iNumberPatientsWide = ( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX );
}
else
{
iNumberPatientsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
}
// set the min number of mercs
if( iNumberPatientsWide < 3 )
{
iNumberPatientsWide = 2;
}
else
{
// a full row
iNumberPatientsWide = NUMBER_MERC_FACES_AUTOBANDAGE_BOX;
}
if( iNumberPatients % NUMBER_MERC_FACES_AUTOBANDAGE_BOX )
{
// now the patients
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) + 1 );
}
else
{
// now the patients
iNumberPatientsHigh = ( iNumberPatients / ( NUMBER_MERC_FACES_AUTOBANDAGE_BOX ) );
}
// now the actual pixel dimensions
iTotalPixelsHigh = ( iNumberPatientsHigh + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT;
// see which is wider, and set to this
if( iNumberDoctorsWide > iNumberPatientsWide )
{
iNumberPatientsWide = iNumberDoctorsWide;
}
else
{
iNumberDoctorsWide = iNumberPatientsWide;
}
iTotalPixelsWide = TACT_UPDATE_MERC_FACE_X_WIDTH * iNumberDoctorsWide;
// now get the x and y position for the box
sXPosition = ( SCREEN_WIDTH - iTotalPixelsWide ) / 2;
sYPosition = ( INV_INTERFACE_START_Y - iTotalPixelsHigh ) / 2;
// now blit down the background
GetVideoObject( &hBackGroundHandle, guiUpdatePanelTactical );
// first the doctors on top
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
{
for( iCounterB = 0; iCounterB < iNumberDoctorsWide; iCounterB ++ )
{
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
sCurrentYPosition = sYPosition + ( iCounterA * TACT_UPDATE_MERC_FACE_X_HEIGHT );
// slap down background piece
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
iIndex = iCounterA * iNumberDoctorsWide + iCounterB;
if( iDoctorList[ iIndex ] != -1 )
{
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
// there is a face
RenderSoldierSmallFaceForAutoBandagePanel( iIndex, sCurrentXPosition, sCurrentYPosition );
// display the mercs name
swprintf( sString, L"%s", ( Menptr[ iDoctorList[ iCounterA * iNumberDoctorsWide + iCounterB ] ] ).name );
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
SetFont( TINYFONT1 );
SetFontForeground( FONT_LTRED );
SetFontBackground( FONT_BLACK );
sY+= 35;
sCurrentXPosition -= TACT_UPDATE_MERC_FACE_X_OFFSET;
sCurrentYPosition -= TACT_UPDATE_MERC_FACE_Y_OFFSET;
// print name
mprintf( sX, sY , sString );
//sCurrentYPosition-= TACT_UPDATE_MERC_FACE_Y_OFFSET;
}
}
}
for( iCounterB = 0; iCounterB < iNumberPatientsWide; iCounterB ++ )
{
// slap down background piece
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sCurrentYPosition + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY, NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 16, sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH ), sYPosition - 9 , VO_BLT_SRCTRANSPARENCY, NULL );
}
// bordering patient title
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 11, sXPosition - 4, sYPosition + ( ( iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 13, sXPosition + iTotalPixelsWide , sYPosition + ( ( iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
SetFont( TINYFONT1 );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
// iCurPixelY = sYPosition;
iCurPixelY = sYPosition + ( ( iCounterA - 1 ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
swprintf( sString, L"%s", zMarksMapScreenText[ 13 ] );
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
// print medic
mprintf( sX, sYPosition - 7 , sString );
//DisplayWrappedString( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition - 40 ), ( INT16 )( iTotalPixelsWide ), 0, TINYFONT1, FONT_WHITE, pUpdateMercStrings[ 0 ], FONT_BLACK, 0, 0 );
sYPosition += 9;
// now the patients
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
{
for( iCounterB = 0; iCounterB < iNumberPatientsWide; iCounterB ++ )
{
sCurrentXPosition = sXPosition + ( iCounterB * TACT_UPDATE_MERC_FACE_X_WIDTH );
sCurrentYPosition = sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT );
// slap down background piece
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 15, sCurrentXPosition, sCurrentYPosition , VO_BLT_SRCTRANSPARENCY, NULL );
iIndex = iCounterA * iNumberPatientsWide + iCounterB;
if( iPatientList[ iIndex ] != -1 )
{
sCurrentXPosition += TACT_UPDATE_MERC_FACE_X_OFFSET;
sCurrentYPosition += TACT_UPDATE_MERC_FACE_Y_OFFSET;
// there is a face
RenderSoldierSmallFaceForAutoBandagePanel( iIndex + iNumberDoctors, sCurrentXPosition, sCurrentYPosition );
// display the mercs name
swprintf( sString, L"%s", ( Menptr[ iPatientList[ iIndex ] ] ).name );
FindFontCenterCoordinates( ( INT16 )( sCurrentXPosition ), ( INT16 )( sCurrentYPosition ), ( TACT_UPDATE_MERC_FACE_X_WIDTH - 25 ), 0, sString, TINYFONT1, &sX, &sY );
SetFont( TINYFONT1 );
SetFontForeground( FONT_LTRED );
SetFontBackground( FONT_BLACK );
sY+= 35;
// print name
mprintf( sX, sY , sString );
}
}
}
// BORDER PIECES!!!!
// bordering patients squares
for( iCounterA = 0; iCounterA < iNumberPatientsHigh; iCounterA++ )
{
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA + iNumberDoctorsHigh ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
}
// back up 11 pixels
sYPosition-=9;
// pieces bordering doctor squares
for( iCounterA = 0; iCounterA < iNumberDoctorsHigh; iCounterA++ )
{
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 3, sXPosition - 4, sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ) , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 5, sXPosition + iTotalPixelsWide , sYPosition + ( ( iCounterA ) * TACT_UPDATE_MERC_FACE_X_HEIGHT ), VO_BLT_SRCTRANSPARENCY,NULL );
}
// bordering doctor title
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 11, sXPosition - 4, sYPosition - 9, VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 13, sXPosition + iTotalPixelsWide , sYPosition - 9, VO_BLT_SRCTRANSPARENCY,NULL );
// now the top pieces
for( iCounterA = 0; iCounterA < iNumberPatientsWide; iCounterA++ )
{
// the top bottom
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 1, sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH * (iCounterA ) , sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
}
// the top corners
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 0, sXPosition -4, sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 2, sXPosition + iTotalPixelsWide , sYPosition - 13 , VO_BLT_SRCTRANSPARENCY,NULL );
iTotalPixelsHigh+= 9;
// the bottom
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 17, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 18, sXPosition + iTotalPixelsWide - TACT_UPDATE_MERC_FACE_X_WIDTH, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
if( iNumberPatientsWide == 2 )
{
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 6, sXPosition - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
CreateTerminateAutoBandageButton( ( INT16)( sXPosition ), ( INT16 )( sYPosition + iTotalPixelsHigh + 3) );
}
else
{
BltVideoObject( FRAME_BUFFER , hBackGroundHandle, 6, sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH - 4, sYPosition + iTotalPixelsHigh, VO_BLT_SRCTRANSPARENCY,NULL );
CreateTerminateAutoBandageButton( ( INT16 )( sXPosition + TACT_UPDATE_MERC_FACE_X_WIDTH), ( INT16 )( sYPosition + iTotalPixelsHigh + 3) );
}
SetFont( TINYFONT1 );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
swprintf( sString, L"%s", zMarksMapScreenText[ 14 ]);
FindFontCenterCoordinates( ( INT16 )( sXPosition ), ( INT16 )( sCurrentYPosition ), ( INT16 )( iTotalPixelsWide ), 0, sString, TINYFONT1, &sX, &sY );
// print patient
mprintf( sX, iCurPixelY + ( TACT_UPDATE_MERC_FACE_X_HEIGHT ) + 2, sString );
MarkAButtonDirty( iEndAutoBandageButton[ 0 ] );
MarkAButtonDirty( iEndAutoBandageButton[ 1 ] );
DrawButton( iEndAutoBandageButton[ 0 ] );
DrawButton( iEndAutoBandageButton[ 1 ] );
iTotalPixelsHigh+= 35;
// if autobandage is complete, set the fact by enabling the done button
if( fAutoBandageComplete == FALSE )
{
DisableButton( iEndAutoBandageButton[ 0 ]);
EnableButton( iEndAutoBandageButton[ 1 ] );
}
else
{
DisableButton( iEndAutoBandageButton[ 1 ]);
EnableButton( iEndAutoBandageButton[ 0 ] );
}
// now make sure it goes to the screen
InvalidateRegion( sXPosition - 4, sYPosition - 18, ( INT16 )( sXPosition + iTotalPixelsWide + 4), ( INT16 )( sYPosition + iTotalPixelsHigh ) );
return;
}
void CreateTerminateAutoBandageButton( INT16 sX, INT16 sY )
{
// create the kill autobandage button
if( fAutoEndBandageButtonCreated )
{
// button created, leave
return;
}
fAutoEndBandageButtonCreated = TRUE;
// the continue button
// grab the image
iEndAutoBandageButtonImage[ 0 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
// grab the button
iEndAutoBandageButton[ 0 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 0 ], sX, sY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
//the cancel button
// grab the image
iEndAutoBandageButtonImage[ 1 ] = LoadButtonImage( "INTERFACE\\group_confirm_tactical.sti" ,-1,7,-1,8,-1 );
// grab the button
iEndAutoBandageButton[ 1 ] = QuickCreateButton( iEndAutoBandageButtonImage[ 1 ], ( INT16 )( sX + 70 ) , sY,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST - 1,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)StopAutoBandageButtonCallback );
SpecifyButtonText( iEndAutoBandageButton[ 0 ], zMarksMapScreenText[ 15 ] );
SpecifyButtonFont( iEndAutoBandageButton[ 0 ], MAP_SCREEN_FONT );
SpecifyButtonUpTextColors( iEndAutoBandageButton[ 0 ], FONT_MCOLOR_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( iEndAutoBandageButton[ 0 ], FONT_MCOLOR_BLACK, FONT_BLACK );
SpecifyButtonText( iEndAutoBandageButton[ 1 ], zMarksMapScreenText[ 16 ] );
SpecifyButtonFont( iEndAutoBandageButton[ 1 ], MAP_SCREEN_FONT );
SpecifyButtonUpTextColors( iEndAutoBandageButton[ 1 ], FONT_MCOLOR_BLACK, FONT_BLACK );
SpecifyButtonDownTextColors( iEndAutoBandageButton[ 1 ], FONT_MCOLOR_BLACK, FONT_BLACK );
return;
}
void StopAutoBandageButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
fEndAutoBandage = TRUE;
}
}
return;
}
void DestroyTerminateAutoBandageButton( void )
{
// destroy the kill autobandage button
if( fAutoEndBandageButtonCreated == FALSE )
{
// not around, don't destroy what ain't there
return;
}
fAutoEndBandageButtonCreated = FALSE;
// remove button
RemoveButton( iEndAutoBandageButton[ 0 ] );
RemoveButton( iEndAutoBandageButton[ 1 ] );
// unload image
UnloadButtonImage( iEndAutoBandageButtonImage[ 0 ] );
UnloadButtonImage( iEndAutoBandageButtonImage[ 1 ] );
return;
}
BOOLEAN AddFacesToAutoBandageBox( void )
{
INT32 iCounter = 0;
INT32 iNumberOfDoctors = 0;
VOBJECT_DESC VObjectDesc;
// reset
memset( &giAutoBandagesSoldierFaces, -1, 2 * MAX_CHARACTER_COUNT );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
// find a free slot
if( iDoctorList[ iCounter ] != -1 )
{
if( gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 )
{
// grab filename of face
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
}
else
{
// grab filename of face
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iDoctorList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
}
// load the face
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter ] );
iNumberOfDoctors++;
}
}
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
// find a free slot
if( iPatientList[ iCounter ] != -1 )
{
if( gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex < 100 )
{
// grab filename of face
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%02d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
}
else
{
// grab filename of face
sprintf( VObjectDesc.ImageFile, "Faces\\65Face\\%03d.sti", gMercProfiles[ ( Menptr[ iPatientList[ iCounter ] ] ).ubProfile ].ubFaceIndex );
}
// load the face
AddVideoObject( &VObjectDesc, (UINT32 *)&giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
}
}
// grab panels
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
sprintf( VObjectDesc.ImageFile, "Interface\\panels.sti" );
if( !AddVideoObject( &VObjectDesc, (UINT32 *)&giMercPanelImage ) )
{
AssertMsg( 0, "Failed to load Interface\\panels.sti" );
}
return( TRUE );
}
BOOLEAN RemoveFacesForAutoBandage( void )
{
INT32 iCounter = 0, iNumberOfDoctors = 0;
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
// find a free slot
if( iDoctorList[ iCounter ] != -1 )
{
// load the face
DeleteVideoObjectFromIndex( giAutoBandagesSoldierFaces[ iCounter ] );
iNumberOfDoctors++;
}
}
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
// find a free slot
if( iPatientList[ iCounter ] != -1 )
{
// load the face
DeleteVideoObjectFromIndex( giAutoBandagesSoldierFaces[ iCounter + iNumberOfDoctors ] );
}
}
DeleteVideoObjectFromIndex( giMercPanelImage );
return( TRUE );
}
BOOLEAN RenderSoldierSmallFaceForAutoBandagePanel( INT32 iIndex, INT16 sCurrentXPosition, INT16 sCurrentYPosition )
{
INT32 iStartY = 0;
SOLDIERTYPE *pSoldier = NULL;
INT32 iCounter = 0, iIndexCount = 0;
HVOBJECT hHandle;
// grab the video object
GetVideoObject( &hHandle, giAutoBandagesSoldierFaces[ iIndex ] );
// fill the background for the info bars black
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, sCurrentYPosition+2, sCurrentXPosition+44, sCurrentYPosition+30, 0 );
// put down the background
BltVideoObjectFromIndex( FRAME_BUFFER, giMercPanelImage, 0, sCurrentXPosition, sCurrentYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
// grab the face
BltVideoObject( FRAME_BUFFER , hHandle , 0, sCurrentXPosition+2, sCurrentYPosition+2, VO_BLT_SRCTRANSPARENCY, NULL );
for( iCounter = 0; iCounter < MAX_CHARACTER_COUNT; iCounter++ )
{
// find a free slot
if( iDoctorList[ iCounter ] != -1 )
{
iIndexCount++;
}
}
// see if we are looking into doctor or patient lists?
if( iIndexCount > iIndex )
{
//HEALTH BAR
pSoldier = &Menptr[ iDoctorList[ iIndex ] ];
}
else
{
//HEALTH BAR
pSoldier = &Menptr[ iPatientList[ iIndex - iIndexCount ] ];
}
// is the merc alive?
if( !pSoldier->bLife )
return( FALSE );
//yellow one for bleeding
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bLifeMax/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 107, 57 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 181, 115 ) ) );
//pink one for bandaged.
iStartY += 27*pSoldier->bBleeding/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 156, 57, 57 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 222, 132, 132 ) ) );
//red one for actual health
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bLife/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+36, iStartY, sCurrentXPosition+37, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 107, 8, 8 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+37, iStartY, sCurrentXPosition+38, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 206, 0, 0 ) ) );
//BREATH BAR
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bBreathMax/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+39, iStartY, sCurrentXPosition+40, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 132 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+40, iStartY, sCurrentXPosition+41, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 8, 107 ) ) );
//MORALE BAR
iStartY = sCurrentYPosition + 29 - 27*pSoldier->bMorale/100;
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+42, iStartY, sCurrentXPosition+43, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 156, 8 ) ) );
ColorFillVideoSurfaceArea( FRAME_BUFFER, sCurrentXPosition+43, iStartY, sCurrentXPosition+44, sCurrentYPosition+29, Get16BPPColor( FROMRGB( 8, 107, 8 ) ) );
return( TRUE );
}