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NETWORKED, BOUNDS_CHECKER and UBMODSHADYJOB are not defined in any source file, in CMakeLists.txt, or on any command line, so all 26 guarded sites were dead. NETWORKED is the most thoroughly dead of the three: its blocks include Networking.h, NetworkEvent.h, Communication.h and Application Msg.h, none of which exist in this repository, so that code could not have compiled since long before the CMake build. Multiplayer went through Multiplayer/ and RakNet instead. UBMODSHADYJOB was referenced by a stale comment pointing at builddefines.h, which is how it turned up. Removed with unifdef, so the surviving branch of each conditional is kept: the #ifndef BOUNDS_CHECKER bodies stay, and so does the #else of UBMODSHADYJOB. The compiler never saw any of this, so nothing shrinks: no object file's section sizes change, and the only difference in the executables is 24 to 64 assert line numbers shifting by the number of lines removed above them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1197 lines
29 KiB
C++
1197 lines
29 KiB
C++
#include <stdio.h>
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#include "sgp.h"
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#include "gameloop.h"
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#include <Overhead Types.h>
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#include <Soldier Control.h>
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#include "renderworld.h"
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#include "Font.h"
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#include "screenids.h"
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#include "Screens.h"
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#include <Meanwhile.h>
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#include "HelpScreen.h"
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#include "Overhead.h"
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#include "Event Pump.h"
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#include "Font Control.h"
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#include "Timer Control.h"
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#include "Radar Screen.h"
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#include "Render Dirty.h"
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#include "Interface.h"
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#include "Handle UI.h"
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#include "Cursors.h"
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#include "vobject_blitters.h"
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#include "Button System.h"
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#include "lighting.h"
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#include "Sys Globals.h"
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#include "environment.h"
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#include "Bullets.h"
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#include <mousesystem.h>
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#include "message.h"
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#include "overhead map.h"
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#include "Strategic Exit GUI.h"
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#include "Tactical Placement GUI.h"
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#include "Air Raid.h"
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#include "Game Clock.h"
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#include "Game Init.h"
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//DEF: Test Code
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#include "Interface Control.h"
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#include "physics.h"
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#include "Fade Screen.h"
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#include "Dialogue Control.h"
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#include "Soldier macros.h"
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#include "faces.h"
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#include "strategicmap.h"
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#include "gamescreen.h"
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#include "Cursor Control.h"
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#include "Strategic Turns.h"
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#include "merc entering.h"
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#include "Interface Panels.h"
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#include "Map Information.h"
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#include "Squads.h"
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#include "interface Dialogue.h"
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#include "Auto Bandage.h"
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#include "PreBattle Interface.h"
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#include "Sound Control.h"
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#include "MessageBoxScreen.h"
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#include "Text.h"
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#include "GameSettings.h"
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#include "random.h"
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#include "editscreen.h"
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#include "Scheduling.h"
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#include "Animated ProgressBar.h"
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#include "connect.h"
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "ub_config.h"
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#endif
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#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
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BOOLEAN fDirtyRectangleMode = FALSE;
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UINT16 *gpFPSBuffer=NULL;
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// MarkNote
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// extern ScrollStringStPtr pStringS=NULL;
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UINT32 counter=0;
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UINT32 count=0;
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BOOLEAN gfTacticalDoHeliRun = FALSE;
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BOOLEAN gfPlayAttnAfterMapLoad = FALSE;
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// VIDEO OVERLAYS
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INT32 giFPSOverlay = 0;
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INT32 giCounterPeriodOverlay = 0;
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BOOLEAN gfExitToNewSector = FALSE;
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//UINT8 gubNewSectorExitDirection;
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BOOLEAN gfGameScreenLocateToSoldier = FALSE;
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BOOLEAN gfEnteringMapScreen = FALSE;
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UINT32 uiOldMouseCursor;
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SoldierID gubPreferredInitialSelectedGuy = NOBODY;
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BOOLEAN gfTacticalIsModal = FALSE;
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MOUSE_REGION gTacticalDisableRegion;
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BOOLEAN gfTacticalDisableRegionActive = FALSE;
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INT8 gbTacticalDisableMode = FALSE;
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MODAL_HOOK gModalDoneCallback;
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BOOLEAN gfBeginEndTurn = FALSE;
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extern BOOLEAN gfTopMessageDirty;
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extern BOOLEAN gfFailedToSaveGameWhenInsideAMessageBox;
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extern BOOLEAN gfFirstHeliRun;
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extern BOOLEAN gfRenderFullThisFrame;
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#ifdef JA2UB
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extern void HandleCannotAffordNpcMsgBox();
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extern BOOLEAN gfDisplayMsgBoxSayingCantAffordNPC;
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#endif
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// The InitializeGame function is responsible for setting up all data and Gaming Engine
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// tasks which will run the game
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RENDER_HOOK gRenderOverride = NULL;
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#define NOINPUT_DELAY 60000
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#define DEMOPLAY_DELAY 40000
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#define RESTART_DELAY 6000
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void TacticalScreenLocateToSoldier( );
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UINT32 guiTacticalLeaveScreenID;
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BOOLEAN guiTacticalLeaveScreen = FALSE;
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void HandleModalTactical( );
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extern void CheckForDisabledRegionRemove( );
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extern void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce );
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UINT32 MainGameScreenInit(void)
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{
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VIDEO_OVERLAY_DESC VideoOverlayDesc;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf=NULL;
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/* If any 1 have time please calculate how big this buffer should be
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* any questions? joker
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*/
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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gpZBuffer=InitZBuffer( uiDestPitchBYTES, SCREEN_HEIGHT);
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UnLockVideoSurface( FRAME_BUFFER);
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InitializeBackgroundRects();
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InitializeBaseDirtyRectQueue();
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//EnvSetTimeInHours(ENV_TIME_12);
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SetRenderFlags(RENDER_FLAG_FULL);
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// WDS - bug fix: VideoOverlayDesc must be initialized! - 07/16/2007
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memset( &VideoOverlayDesc, 0, sizeof( VIDEO_OVERLAY_DESC ) );
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// Init Video Overlays
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// FIRST, FRAMERATE
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VideoOverlayDesc.sLeft = 0;
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VideoOverlayDesc.sTop = 0;
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VideoOverlayDesc.uiFontID = SMALLFONT1;
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VideoOverlayDesc.ubFontBack = FONT_MCOLOR_BLACK ;
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VideoOverlayDesc.ubFontFore = FONT_MCOLOR_DKGRAY ;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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swprintf( VideoOverlayDesc.pzText, L"90" );
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VideoOverlayDesc.BltCallback = BlitMFont;
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giFPSOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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// SECOND, PERIOD COUNTER
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VideoOverlayDesc.sLeft = 0;
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VideoOverlayDesc.sTop = 12;
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VideoOverlayDesc.sX = VideoOverlayDesc.sLeft;
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VideoOverlayDesc.sY = VideoOverlayDesc.sTop;
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swprintf( VideoOverlayDesc.pzText, L"Levelnodes: 100000" );
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VideoOverlayDesc.BltCallback = BlitMFont;
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giCounterPeriodOverlay = RegisterVideoOverlay( ( VOVERLAY_STARTDISABLED | VOVERLAY_DIRTYBYTEXT ), &VideoOverlayDesc );
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// register debug topics
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// RegisterJA2DebugTopic( TOPIC_JA2, "Reg JA2 Debug" );
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return TRUE;
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}
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// The ShutdownGame function will free up/undo all things that were started in InitializeGame()
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// It will also be responsible to making sure that all Gaming Engine tasks exit properly
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UINT32 MainGameScreenShutdown(void)
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{
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ShutdownZBuffer(gpZBuffer);
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ShutdownBackgroundRects();
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// Remove video Overlays
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RemoveVideoOverlay( giFPSOverlay );
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// WANNE: Plug a vanilla one-time memory leak.
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// Fixed by Tron (Stracciatella): Revision: 6933
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RemoveVideoOverlay( giCounterPeriodOverlay );
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return TRUE;
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}
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void FadeInGameScreen( )
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{
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fFirstTimeInGameScreen = TRUE;
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FadeInNextFrame( );
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}
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void FadeOutGameScreen( )
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{
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FadeOutNextFrame( );
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}
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void EnterTacticalScreen( )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen"));
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guiTacticalLeaveScreen = FALSE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpositionsndsactive"));
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SetPositionSndsActive( );
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// Set pending screen
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setpendingnewscreen"));
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SetPendingNewScreen( GAME_SCREEN );
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// Set as active...
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gTacticalStatus.uiFlags |= ACTIVE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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//Disable all faces
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: setallautofacesinactive"));
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SetAllAutoFacesInactive( );
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// CHECK IF OURGUY IS NOW OFF DUTY
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if ( gusSelectedSoldier != NOBODY )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check our guy"));
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if ( !OK_CONTROLLABLE_MERC( gusSelectedSoldier ) )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc not controllable"));
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SelectNextAvailSoldier( gusSelectedSoldier );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: who is selected? %d", gusSelectedSoldier));
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// ATE: If the current guy is sleeping, change....
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if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->flags.fMercAsleep )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: SelectNextAvailSoldier, merc asleep"));
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SelectNextAvailSoldier( gusSelectedSoldier );
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}
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}
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else
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{
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// otherwise, make sure interface is team panel...
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SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen:enable viewport region"));
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if( !gfTacticalPlacementGUIActive )
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{
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MSYS_EnableRegion(&gRadarRegion);
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}
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MSYS_EnableRegion( &gViewportRegion );
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// set default squad on sector entry
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// ATE: moved these 2 call after initalizing the interface!
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//SetDefaultSquadOnSectorEntry( FALSE );
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//ExamineCurrentSquadLights( );
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//UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: Init Interface"));
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// Init interface ( ALWAYS TO TEAM PANEL. DEF changed it to go back to the previous panel )
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if( !gfTacticalPlacementGUIActive )
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{
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//make sure the gsCurInterfacePanel is valid
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if( gsCurInterfacePanel < 0 || gsCurInterfacePanel >= NUM_UI_PANELS )
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gsCurInterfacePanel = TEAM_PANEL;
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SetCurrentInterfacePanel( (UINT8)gsCurInterfacePanel );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: settacticalinterfaceflags"));
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SetTacticalInterfaceFlags( 0 );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: fix oversized squads"));
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//SQUAD10: Check for squads that are oversized at current resolution and move them to another squad
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FixOversizedSquadsInSector( );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: set default squad on sector entry"));
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// set default squad on sector entry
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SetDefaultSquadOnSectorEntry( FALSE );
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ExamineCurrentSquadLights( );
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fFirstTimeInGameScreen = FALSE;
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// Make sure it gets re-created....
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DirtyTopMessage( );
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// Set compression to normal!
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//SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
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// Select current guy...
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//gfGameScreenLocateToSoldier = TRUE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: check meanwhile"));
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#ifdef JA2UB
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/* Ja25 No meanwhiles */
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#else
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// Locate if in meanwhile...
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if ( AreInMeanwhile( ) )
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{
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LocateToMeanwhileCharacter( );
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}
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#endif
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if ( gTacticalStatus.uiFlags & IN_DEIDRANNA_ENDGAME )
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{
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InternalLocateGridNo( 4561, TRUE );
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: clear messages"));
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// Clear tactical message q
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ClearTacticalMessageQueue( );
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// ATE: Enable messages again...
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EnableScrollMessages( );
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EnterTacticalScreen: done"));
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}
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void LeaveTacticalScreen( UINT32 uiNewScreen )
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{
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guiTacticalLeaveScreenID = uiNewScreen;
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guiTacticalLeaveScreen = TRUE;
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}
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void InternalLeaveTacticalScreen( UINT32 uiNewScreen )
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{
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gpCustomizableTimerCallback = NULL;
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// unload the sector they teleported out of
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if ( !AutomaticallyStartAutoResolve() )
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{
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CheckAndHandleUnloadingOfCurrentWorld();
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}
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SetPositionSndsInActive( );
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// Turn off active flag
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gTacticalStatus.uiFlags &= ( ~ACTIVE );
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fFirstTimeInGameScreen = TRUE;
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SetPendingNewScreen( uiNewScreen );
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//Disable all faces
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SetAllAutoFacesInactive( );
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ResetInterfaceAndUI( );
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// Remove cursor and reset height....
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gsGlobalCursorYOffset = 0;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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// Shutdown panel
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ShutdownCurrentPanel( );
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//disable the radar map
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MSYS_DisableRegion(&gRadarRegion);
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//MSYS_DisableRegion( &gViewportRegion );
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// We are leaving... turn off pedning autobadage...
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SetAutoBandagePending( FALSE );
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// ATE: Disable messages....
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DisableScrollMessages( );
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if ( uiNewScreen == MAINMENU_SCREEN )
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{
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//We want to reinitialize the game
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ReStartingGame();
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}
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if ( uiNewScreen != MAP_SCREEN )
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{
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StopAnyCurrentlyTalkingSpeech( );
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}
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// If we have some disabled screens up.....remove...
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CheckForDisabledRegionRemove( );
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// ATE: Record last time we were in tactical....
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gTacticalStatus.uiTimeSinceLastInTactical = GetWorldTotalMin( );
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FinishAnySkullPanelAnimations( );
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}
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extern INT32 iInterfaceDialogueBox;
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#ifdef JA2BETAVERSION
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extern BOOLEAN ValidateSoldierInitLinks( UINT8 ubCode );
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extern BOOLEAN gfDoDialogOnceGameScreenFadesIn;
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#endif
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UINT32 MainGameScreenHandle(void)
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{
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UINT32 uiNewScreen = GAME_SCREEN;
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//DO NOT MOVE THIS FUNCTION CALL!!!
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//This determines if the help screen should be active
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// if( ( !gfTacticalDoHeliRun && !gfFirstHeliRun ) && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
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// WANNE: Never show the helpscreen when leaving editor and going to the tactical game
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#ifndef JA2EDITOR
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if( !IsPreBattleInterfaceActive() && ShouldTheHelpScreenComeUp( HELP_SCREEN_TACTICAL, FALSE ) )
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{
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// handle the help screen
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HelpScreenHandler();
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return( GAME_SCREEN );
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}
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#endif
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#ifdef JA2BETAVERSION
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DebugValidateSoldierData( );
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#endif
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if ( HandleAutoBandage( ) )
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{
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#ifndef VISIBLE_AUTO_BANDAGE
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return( GAME_SCREEN );
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#endif
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}
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#ifdef JA2UB
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//jA25 UB
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//Handle the strategic AI
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JA25_HandleUpdateOfStrategicAi();
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#endif
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#if 0
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{
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PTR pData, pDestBuf;
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UINT32 uiPitch, uiDestPitchBYTES;
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pData = LockMouseBuffer( &uiPitch );
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pDestBuf = LockVideoSurface(guiRENDERBUFFER, &uiDestPitchBYTES);
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pData, uiPitch,
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0 , 0,
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0 , 0,
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64, 64 );
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UnlockMouseBuffer( );
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UnLockVideoSurface(guiRENDERBUFFER);
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InvalidateRegion( 0, 0, 64, 64 );
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//mprintf( 0, 55, L"W: %dH: %d", gsCurMouseWidth, gsCurMouseHeight );
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}
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#endif
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if ( gfBeginEndTurn )
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{
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UIHandleEndTurn( NULL );
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gfBeginEndTurn = FALSE;
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}
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/*
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if ( gfExitToNewSector )
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{
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// Shade screen one frame
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if ( gfExitToNewSector == 1 )
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{
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// Disable any saved regions!
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EmptyBackgroundRects( );
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// Remove cursor
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uiOldMouseCursor = gViewportRegion.Cursor;
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SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
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//Shadow area
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ShadowVideoSurfaceRect( FRAME_BUFFER, 0, 0, 640, 480 );
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InvalidateScreen( );
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// Next frame please
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gfExitToNewSector++;
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return( GAME_SCREEN );
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}
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else
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{
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// Go into sector
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JumpIntoAdjacentSector( gubNewSectorExitDirection );
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gfExitToNewSector = FALSE;
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// Restore mouse
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SetCurrentCursorFromDatabase( uiOldMouseCursor );
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}
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}
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*/
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|
|
// The gfFailedToSaveGameWhenInsideAMessageBox flag will only be set at this point if the game fails to save during
|
|
// a quick save and when the game was already in a message box.
|
|
//If the game failed to save when in a message box, pop up a message box stating an error occured
|
|
if( gfFailedToSaveGameWhenInsideAMessageBox )
|
|
{
|
|
gfFailedToSaveGameWhenInsideAMessageBox = FALSE;
|
|
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, zSaveLoadText[SLG_SAVE_GAME_ERROR], GAME_SCREEN, MSG_BOX_FLAG_OK, NULL, NULL );
|
|
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
|
|
// Check if we are in bar animation...
|
|
if ( InTopMessageBarAnimation( ) )
|
|
{
|
|
ExecuteBaseDirtyRectQueue( );
|
|
|
|
EndFrameBufferRender( );
|
|
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
if ( gfTacticalIsModal )
|
|
{
|
|
if ( gfTacticalIsModal == 1 )
|
|
{
|
|
gfTacticalIsModal++;
|
|
}
|
|
else
|
|
{
|
|
HandleModalTactical( );
|
|
|
|
return( GAME_SCREEN );
|
|
}
|
|
}
|
|
|
|
// OK, this is the pause system for when we see a guy...
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
if ( gTacticalStatus.fEnemySightingOnTheirTurn )
|
|
{
|
|
if ( (( GetJA2Clock( ) - gTacticalStatus.uiTimeSinceDemoOn ) > 3000) || is_client)//unpause straight away if in MP
|
|
{
|
|
if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
|
|
{
|
|
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->AdjustNoAPToFinishMove( FALSE );
|
|
}
|
|
gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
|
|
|
|
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// see if the helicopter is coming in this time for the initial entrance by the mercs
|
|
InitHelicopterEntranceByMercs( );
|
|
|
|
// Handle Environment controller here
|
|
EnvironmentController( TRUE );
|
|
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
HandleWaitTimerForNPCTrigger( );
|
|
|
|
// Check timer that could have been set to do anything
|
|
CheckCustomizableTimer();
|
|
|
|
// Handle physics engine
|
|
SimulateWorld( );
|
|
|
|
// Handle strategic engine
|
|
HandleStrategicTurn( );
|
|
}
|
|
|
|
if ( gfTacticalDoHeliRun )
|
|
{
|
|
gfGameScreenLocateToSoldier = FALSE;
|
|
|
|
#ifdef JA2UB
|
|
//if it is the first time in the game, and we are doing the heli crash code, locate to a different spot
|
|
if( gfFirstTimeInGameHeliCrash && gGameUBOptions.InGameHeli == FALSE )
|
|
{
|
|
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE ); // 15427
|
|
}
|
|
else
|
|
{
|
|
if ( gGameUBOptions.InGameHeliCrash == TRUE )
|
|
//InternalLocateGridNo( gMapInformation.sNorthGridNo, TRUE );
|
|
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
|
|
else
|
|
InternalLocateGridNo( gGameUBOptions.LOCATEGRIDNO, TRUE );
|
|
}
|
|
#else
|
|
if (gfFirstHeliRun)
|
|
{
|
|
InternalLocateGridNo( gGameExternalOptions.iInitialMercArrivalLocation, TRUE );
|
|
}
|
|
else
|
|
{
|
|
InternalLocateGridNo(gMapInformation.sCenterGridNo, TRUE);
|
|
}
|
|
#endif
|
|
// Flugente: we might have reloaded the game, so we are currently not dropping mercs out of a helicopter
|
|
gfIngagedInDrop = FALSE;
|
|
|
|
// Start heli Run...
|
|
StartHelicopterRun();
|
|
|
|
|
|
// Update clock by one so that our DidGameJustStatrt() returns now false for things like LAPTOP, etc...
|
|
SetGameTimeCompressionLevel( TIME_COMPRESS_X1 );
|
|
//UpdateClock( 1 );
|
|
|
|
gfTacticalDoHeliRun = FALSE;
|
|
//SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
|
}
|
|
|
|
|
|
if ( InOverheadMap( ) )
|
|
{
|
|
HandleOverheadMap( );
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
#ifdef JA2UB
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
// HandleAirRaid( );
|
|
|
|
HandlePowerGenAlarm();
|
|
}
|
|
#endif
|
|
|
|
if ( gfGameScreenLocateToSoldier )
|
|
{
|
|
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: tacticalscreenlocatetosoldier"));
|
|
TacticalScreenLocateToSoldier( );
|
|
gfGameScreenLocateToSoldier = FALSE;
|
|
}
|
|
|
|
if ( fFirstTimeInGameScreen )
|
|
{
|
|
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: entertacticalscreen"));
|
|
EnterTacticalScreen( );
|
|
ShowLoadScreenHintInTacticalLog();
|
|
|
|
// Select a guy if he hasn;'
|
|
if( !gfTacticalPlacementGUIActive )
|
|
{
|
|
if ( gusSelectedSoldier != NOBODY && OK_INTERRUPT_MERC( gusSelectedSoldier ) )
|
|
{
|
|
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("maingamescreenhandle: selectsoldier"));
|
|
SelectSoldier( gusSelectedSoldier, FALSE, TRUE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// ATE: check that this flag is not set.... display message if so
|
|
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
|
|
{
|
|
// Unset
|
|
guiTacticalInterfaceFlags &= (~INTERFACE_MAPSCREEN );
|
|
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_ORANGE, MSG_BETAVERSION, L"MAPSCREEN_INTERFACE flag set: Please remember how you entered Tactical." );
|
|
#endif
|
|
}
|
|
|
|
if ( HandleFadeOutCallback( ) )
|
|
{
|
|
return( GAME_SCREEN );
|
|
}
|
|
|
|
if ( guiCurrentScreen != MSG_BOX_SCREEN && guiCurrentScreen != MP_CHAT_SCREEN )
|
|
{
|
|
if ( HandleBeginFadeOut( GAME_SCREEN ) )
|
|
{
|
|
return( GAME_SCREEN );
|
|
}
|
|
}
|
|
|
|
#ifdef JA2UB
|
|
//if we are to display a mesg box about cant afford biggens
|
|
if( gfDisplayMsgBoxSayingCantAffordNPC )
|
|
{
|
|
HandleCannotAffordNpcMsgBox();
|
|
}
|
|
#endif
|
|
|
|
#ifdef JA2BETAVERSION
|
|
if( gfDoDialogOnceGameScreenFadesIn )
|
|
{
|
|
ValidateSoldierInitLinks( 4 );
|
|
}
|
|
#endif
|
|
|
|
HandleHeliDrop( );
|
|
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
HandleAutoBandagePending( );
|
|
|
|
#ifdef JA2UB
|
|
HandleThePlayerBeNotifiedOfSomeoneElseInSector();
|
|
#endif
|
|
}
|
|
|
|
|
|
// ATE: CHRIS_C LOOK HERE FOR GETTING AI CONSTANTLY GOING
|
|
//if ( gTacticalStatus.uiFlags & TURNBASED )
|
|
//{
|
|
// if ( !(gTacticalStatus.uiFlags & ENEMYS_TURN) )
|
|
// {
|
|
// EndTurn( );
|
|
// }
|
|
//}
|
|
|
|
|
|
// if ( gfScrollInertia == FALSE )
|
|
{
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
UpdateBullets( );
|
|
|
|
// Execute Tactical Overhead
|
|
ExecuteOverhead( );
|
|
}
|
|
|
|
// Handle animated cursors
|
|
if( gfWorldLoaded )
|
|
{
|
|
HandleAnimatedCursors( );
|
|
|
|
// Handle Interface
|
|
uiNewScreen = HandleTacticalUI( );
|
|
|
|
|
|
// called to handle things like face panels changeing due to team panel, squad changes, etc
|
|
// To be done AFTER HandleUI and before ExecuteOverlays( )
|
|
HandleDialogueUIAdjustments( );
|
|
|
|
HandleTalkingAutoFaces( );
|
|
}
|
|
#ifdef JA2EDITOR
|
|
else if( gfIntendOnEnteringEditor )
|
|
{
|
|
OutputDebugString( "Aborting normal game mode and entering editor mode...\n" );
|
|
SetPendingNewScreen( 0xffff ); //NO_SCREEN
|
|
return EDIT_SCREEN;
|
|
}
|
|
#endif
|
|
else if( !gfEnteringMapScreen )
|
|
{
|
|
gfEnteringMapScreen = TRUE;
|
|
}
|
|
|
|
if ( uiNewScreen != GAME_SCREEN )
|
|
{
|
|
return( uiNewScreen );
|
|
}
|
|
|
|
// Deque all game events
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
DequeAllGameEvents( TRUE );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/////////////////////////////////////////////////////
|
|
StartFrameBufferRender( );
|
|
|
|
HandleTopMessages( );
|
|
|
|
if ( gfScrollPending || gfScrollInertia )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
// Handle Interface Stuff
|
|
SetUpInterface( );
|
|
HandleTacticalPanelSwitch( );
|
|
}
|
|
|
|
// Handle Scroll Of World
|
|
ScrollWorld( );
|
|
|
|
//SetRenderFlags( RENDER_FLAG_FULL );
|
|
|
|
RenderWorld( );
|
|
|
|
if ( gRenderOverride != NULL )
|
|
{
|
|
gRenderOverride( );
|
|
}
|
|
|
|
if ( gfScrollPending || gfScrollInertia )
|
|
{
|
|
RenderTacticalInterfaceWhileScrolling( );
|
|
}
|
|
else
|
|
{
|
|
// Handle Interface Stuff
|
|
//RenderTacticalInterface( );
|
|
}
|
|
|
|
|
|
// Render Interface
|
|
RenderTopmostTacticalInterface( );
|
|
|
|
#ifdef JA2TESTVERSION
|
|
if ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV )
|
|
{
|
|
SetFont( MILITARYFONT1 );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
mprintf( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
|
|
gprintfdirty( 0, 0, L"IN CONVERSATION %d", giNPCReferenceCount );
|
|
}
|
|
|
|
#ifdef JA2BETAVERSION
|
|
|
|
if ( GamePaused() == TRUE )
|
|
{
|
|
SetFont( MILITARYFONT1 );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
mprintf( 0, 10, L"Game Clock Paused" );
|
|
gprintfdirty( 0, 10, L"Game Clock Paused" );
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS )
|
|
{
|
|
INT32 iSchedules;
|
|
SCHEDULENODE *curr;
|
|
|
|
SetFont( MILITARYFONT1 );
|
|
SetFontBackground( FONT_MCOLOR_BLACK );
|
|
SetFontForeground( FONT_MCOLOR_LTGREEN );
|
|
|
|
mprintf( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
|
|
gprintfdirty( 0, 15, L"Attacker Busy Count: %d", gTacticalStatus.ubAttackBusyCount );
|
|
|
|
curr = gpScheduleList;
|
|
iSchedules = 0;
|
|
while( curr )
|
|
{
|
|
iSchedules++;
|
|
curr = curr->next;
|
|
}
|
|
|
|
mprintf( 0, 25, L"Schedules: %d", iSchedules );
|
|
gprintfdirty( 0, 25, L"Schedules: %d", iSchedules );
|
|
}
|
|
#endif
|
|
|
|
|
|
// Render view window
|
|
RenderRadarScreen( );
|
|
|
|
ResetInterface( );
|
|
|
|
if ( gfScrollPending )
|
|
{
|
|
DeleteVideoOverlaysArea( );
|
|
AllocateVideoOverlaysArea( );
|
|
SaveVideoOverlaysArea( FRAME_BUFFER );
|
|
ExecuteVideoOverlays( );
|
|
}
|
|
else
|
|
{
|
|
ExecuteVideoOverlays( );
|
|
}
|
|
|
|
// Adding/deleting of video overlays needs to be done below
|
|
// ExecuteVideoOverlays( )....
|
|
|
|
// Handle dialogue queue system
|
|
if ( !ARE_IN_FADE_IN( ) )
|
|
{
|
|
if ( gfPlayAttnAfterMapLoad )
|
|
{
|
|
gfPlayAttnAfterMapLoad = FALSE;
|
|
|
|
if ( gusSelectedSoldier != NOBODY )
|
|
{
|
|
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
|
|
gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
|
|
}
|
|
}
|
|
|
|
HandleDialogue( );
|
|
}
|
|
|
|
//Don't render if we have a scroll pending!
|
|
if ( !gfScrollPending && !gfScrollInertia && !gfRenderFullThisFrame )
|
|
{
|
|
RenderButtonsFastHelp( );
|
|
}
|
|
|
|
// Display Framerate
|
|
DisplayFrameRate( );
|
|
|
|
|
|
//UB
|
|
#ifdef JA2UB
|
|
/* JA2UB */
|
|
#else
|
|
CheckForMeanwhileOKStart( );
|
|
#endif
|
|
|
|
ScrollString( );
|
|
|
|
ExecuteBaseDirtyRectQueue( );
|
|
|
|
//KillBackgroundRects( );
|
|
|
|
/////////////////////////////////////////////////////
|
|
EndFrameBufferRender( );
|
|
|
|
|
|
if ( HandleFadeInCallback( ) )
|
|
{
|
|
// Re-render the scene!
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
fInterfacePanelDirty = DIRTYLEVEL2;
|
|
}
|
|
|
|
if ( HandleBeginFadeIn( GAME_SCREEN ) )
|
|
{
|
|
guiTacticalLeaveScreenID = FADE_SCREEN;
|
|
}
|
|
|
|
if ( guiTacticalLeaveScreen )
|
|
{
|
|
guiTacticalLeaveScreen = FALSE;
|
|
|
|
InternalLeaveTacticalScreen( guiTacticalLeaveScreenID );
|
|
}
|
|
|
|
// Check if we are to enter map screen
|
|
if ( gfEnteringMapScreen == 2 )
|
|
{
|
|
gfEnteringMapScreen = FALSE;
|
|
EnterMapScreen( );
|
|
}
|
|
|
|
|
|
// Are we entering map screen? if so, wait a frame!
|
|
if ( gfEnteringMapScreen > 0 )
|
|
{
|
|
gfEnteringMapScreen++;
|
|
}
|
|
|
|
return( GAME_SCREEN );
|
|
|
|
}
|
|
|
|
|
|
void SetRenderHook( RENDER_HOOK pRenderOverride )
|
|
{
|
|
gRenderOverride = pRenderOverride;
|
|
}
|
|
|
|
|
|
void DisableFPSOverlay( BOOLEAN fEnable )
|
|
{
|
|
|
|
VIDEO_OVERLAY_DESC VideoOverlayDesc;
|
|
|
|
memset( &VideoOverlayDesc, 0, sizeof( VideoOverlayDesc ) );
|
|
|
|
|
|
VideoOverlayDesc.fDisabled = fEnable;
|
|
VideoOverlayDesc.uiFlags = VOVERLAY_DESC_DISABLED;
|
|
|
|
UpdateVideoOverlay( &VideoOverlayDesc, giFPSOverlay, FALSE );
|
|
UpdateVideoOverlay( &VideoOverlayDesc, giCounterPeriodOverlay, FALSE );
|
|
|
|
}
|
|
|
|
|
|
void TacticalScreenLocateToSoldier( )
|
|
{
|
|
BOOLEAN fPreferedGuyUsed = FALSE;
|
|
|
|
if ( gubPreferredInitialSelectedGuy != NOBODY )
|
|
{
|
|
// ATE: Put condition here...
|
|
if ( OK_CONTROLLABLE_MERC( gubPreferredInitialSelectedGuy ) && OK_INTERRUPT_MERC( gubPreferredInitialSelectedGuy ) )
|
|
{
|
|
LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
|
|
SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
|
|
fPreferedGuyUsed = TRUE;
|
|
}
|
|
gubPreferredInitialSelectedGuy = NOBODY;
|
|
}
|
|
|
|
if ( !fPreferedGuyUsed )
|
|
{
|
|
// Set locator to first merc
|
|
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
for ( ; Soldier <= bLastTeamID; ++Soldier)
|
|
{
|
|
if ( OK_CONTROLLABLE_MERC( Soldier ) && OK_INTERRUPT_MERC( Soldier ) )
|
|
{
|
|
LocateSoldier( Soldier, 10 );
|
|
SelectSoldier( Soldier, FALSE, TRUE );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void EnterMapScreen( )
|
|
{
|
|
// ATE: These flags well get set later on in mapscreen....
|
|
//SetTacticalInterfaceFlags( INTERFACE_MAPSCREEN );
|
|
//fInterfacePanelDirty = DIRTYLEVEL2;
|
|
LeaveTacticalScreen( MAP_SCREEN );
|
|
}
|
|
|
|
|
|
void UpdateTeamPanelAssignments( )
|
|
{
|
|
// Remove all players
|
|
RemoveAllPlayersFromSlot( );
|
|
|
|
// Set locator to first merc
|
|
SoldierID Soldier = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
SoldierID bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
for ( ; Soldier <= bLastTeamID; ++Soldier)
|
|
{
|
|
// Setup team interface
|
|
CheckForAndAddMercToTeamPanel( Soldier );
|
|
}
|
|
}
|
|
|
|
|
|
void EnterModalTactical( INT8 bMode )
|
|
{
|
|
gbTacticalDisableMode = bMode;
|
|
gfTacticalIsModal = TRUE;
|
|
|
|
if ( gbTacticalDisableMode == TACTICAL_MODAL_NOMOUSE )
|
|
{
|
|
if ( !gfTacticalDisableRegionActive )
|
|
{
|
|
gfTacticalDisableRegionActive = TRUE;
|
|
|
|
MSYS_DefineRegion( &gTacticalDisableRegion, 0, 0 ,SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGH,
|
|
VIDEO_NO_CURSOR, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
|
|
// Add region
|
|
MSYS_AddRegion( &gTacticalDisableRegion );
|
|
}
|
|
}
|
|
|
|
UpdateSaveBuffer();
|
|
|
|
}
|
|
|
|
void EndModalTactical( )
|
|
{
|
|
if ( gfTacticalDisableRegionActive )
|
|
{
|
|
MSYS_RemoveRegion( &gTacticalDisableRegion );
|
|
|
|
gfTacticalDisableRegionActive = FALSE;
|
|
}
|
|
|
|
|
|
if ( gModalDoneCallback != NULL )
|
|
{
|
|
gModalDoneCallback( );
|
|
|
|
gModalDoneCallback = NULL;
|
|
}
|
|
|
|
gfTacticalIsModal = FALSE;
|
|
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
}
|
|
|
|
|
|
void HandleModalTactical( )
|
|
{
|
|
StartFrameBufferRender( );
|
|
|
|
RestoreBackgroundRects();
|
|
|
|
|
|
RenderWorld( );
|
|
RenderRadarScreen( );
|
|
ExecuteVideoOverlays( );
|
|
|
|
// Handle dialogue queue system
|
|
HandleDialogue( );
|
|
|
|
HandleTalkingAutoFaces( );
|
|
|
|
// Handle faces
|
|
HandleAutoFaces( );
|
|
|
|
if ( gfInSectorExitMenu )
|
|
{
|
|
RenderSectorExitMenu( );
|
|
}
|
|
RenderButtons();
|
|
|
|
SaveBackgroundRects( );
|
|
RenderButtonsFastHelp( );
|
|
RenderPausedGameBox( );
|
|
|
|
ExecuteBaseDirtyRectQueue( );
|
|
EndFrameBufferRender( );
|
|
|
|
}
|
|
|
|
|
|
void InitHelicopterEntranceByMercs( void )
|
|
{
|
|
if( DidGameJustStart() )
|
|
{
|
|
AIR_RAID_DEFINITION AirRaidDef;
|
|
|
|
// Update clock ahead from STARTING_TIME to make mercs arrive!
|
|
WarpGameTime( gGameExternalOptions.iFirstArrivalDelay, WARPTIME_PROCESS_EVENTS_NORMALLY );
|
|
|
|
// WANNE: fix HOT DAY in night at arrival by night.
|
|
// Explanation: If game starting time + first arrival delay < 07:00 (111600) -> we arrive before the sun rises or
|
|
// if game starting time + first arrival delay >= 21:00 (162000) -> we arrive after the sun goes down
|
|
if( (gGameExternalOptions.iGameStartingTime + gGameExternalOptions. iFirstArrivalDelay) < 111600 ||
|
|
(gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay >= 162000))
|
|
{
|
|
gubEnvLightValue = 12;
|
|
}
|
|
else
|
|
{
|
|
// Default: Day
|
|
gubEnvLightValue = 3;
|
|
}
|
|
|
|
LightSetBaseLevel(gubEnvLightValue);
|
|
|
|
AirRaidDef.sSectorX = 9;
|
|
AirRaidDef.sSectorY = 1;
|
|
AirRaidDef.sSectorZ = 0;
|
|
AirRaidDef.bIntensity = 2;
|
|
AirRaidDef.uiFlags = AIR_RAID_BEGINNING_GAME;
|
|
AirRaidDef.ubNumMinsFromCurrentTime = Random(5) + 1;
|
|
|
|
// Madd - nevermind initial air strike. It just seems silly, since Deidranna doesn't know the mercs are there.
|
|
//if ( gGameOptions.fAirStrikes )
|
|
// ScheduleAirRaid( &AirRaidDef );
|
|
#ifdef JA2UB
|
|
if ( gGameUBOptions.InGameHeli == FALSE )
|
|
HandleInitialEventsInHeliCrash(); //JA25 UB
|
|
#endif
|
|
gfTacticalDoHeliRun = TRUE;
|
|
gfFirstHeliRun = TRUE;
|
|
|
|
#ifdef JA2UB
|
|
SetHelicopterDroppoint( gGameUBOptions.LOCATEGRIDNO );
|
|
#else
|
|
SetHelicopterDroppoint( gGameExternalOptions.iInitialMercArrivalLocation );
|
|
#endif
|
|
|
|
SetHelicopterDropDirection(NORTH);
|
|
|
|
gTacticalStatus.fDidGameJustStart = FALSE;
|
|
}
|
|
}
|