mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1216 lines
36 KiB
C++
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->inv[ HANDPOS ] ), &( pSoldier->inv[ pSoldier->bSlotItemTakenFrom ] ) );
|
|
}
|
|
|
|
// ATE: Mkae 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 );
|
|
}
|