void AddSectorToBox(void)
{
	CHAR16 wString[ 64 ];
	CHAR16 wString2[ 10 ];
	UINT32 hStringHandle = 0;

	// sector
	swprintf( wString, L"%s:", pwMiscSectorStrings[ 1 ]);
	AddMonoString( &hStringHandle, wString );

	GetShortSectorString( bCurrentTownMineSectorX, bCurrentTownMineSectorY, wString );
	if (bCurrentTownMineSectorZ != 0 )
	{
		swprintf( wString2, L"-%d", bCurrentTownMineSectorZ );
		wcscat( wString, wString2 );
	}

	AddSecondColumnMonoString( &hStringHandle, wString );
}
Ejemplo n.º 2
0
void NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( SOLDIERTYPE *pSoldier, BOOLEAN fAddRehireButton )
{
	// will tell player this character is leaving and ask where they want the equipment left
	CHAR16 sString[ 1024 ];
	BOOLEAN fInSector = FALSE;
//	INT16					zTownIDString[50];
	CHAR16				zShortTownIDString[ 50 ], zShortDropOffString[ 50 ], zDropOffString[ 50 ];

	// use YES/NO Pop up box, settup for particular screen
	SGPRect pCenteringRect= {0 + xResOffset, 0, SCREEN_WIDTH - xResOffset, SCREEN_HEIGHT};

	//GetSectorIDString( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, zTownIDString, TRUE );

	GetShortSectorString( pSoldier->sSectorX ,pSoldier->sSectorY, zShortTownIDString );

	// Set string for generic button
	swprintf( gzUserDefinedButton1, L"%s", zShortTownIDString );


	pLeaveSoldier = pSoldier;

	if( pSoldier->flags.fSignedAnotherContract == TRUE )
	{
		fAddRehireButton = FALSE;
	}

	if( pSoldier->flags.fSignedAnotherContract == TRUE )
	{
		fAddRehireButton = FALSE;
	}

	if( pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__AIM_MERC )
	{
		fAddRehireButton = FALSE;
	}

	//if the character is an RPC
	//if( pSoldier->ubProfile >= FIRST_RPC && pSoldier->ubProfile < FIRST_NPC )
	//new profiles by Jazz
	if ( gProfilesRPC[pSoldier->ubProfile].ProfilId == pSoldier->ubProfile )
	{
		if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
		{
			swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->GetName(), zShortTownIDString );
		}
		else
		{
			swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->GetName(), zShortTownIDString );
		}
		fInSector = TRUE;
	}

	// check if drassen controlled
	else if( StrategicMap[	( AIRPORT_X + ( MAP_WORLD_X * AIRPORT_Y ) ) ].fEnemyControlled == FALSE )
	{
		GetSectorIDString( AIRPORT_X, AIRPORT_Y, 0, zDropOffString, FALSE );

		if( ( pSoldier->sSectorX == AIRPORT_X ) && ( pSoldier->sSectorY == AIRPORT_Y ) && ( pSoldier->bSectorZ == 0 ) )
		{
			if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
			{
				swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->GetName(), zDropOffString );
			}
			else
			{
				swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->GetName(), zDropOffString );
			}
			fInSector = TRUE;
		}
		else
		{
			// Set string for generic button
			GetShortSectorString( AIRPORT_X, AIRPORT_Y, zShortDropOffString );
			swprintf( gzUserDefinedButton2, L"%s", zShortDropOffString ); //B13

			if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
			{
				swprintf( sString, pMercHeLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString, zDropOffString );
			}
			else
			{
				swprintf( sString, pMercSheLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString, zDropOffString );
			}

		}
	}
	else
	{
		GetSectorIDString( OMERTA_LEAVE_EQUIP_SECTOR_X, OMERTA_LEAVE_EQUIP_SECTOR_Y, 0, zDropOffString, FALSE );

		if( ( pSoldier->sSectorX == OMERTA_LEAVE_EQUIP_SECTOR_X ) && ( pSoldier->sSectorY == OMERTA_LEAVE_EQUIP_SECTOR_Y ) && ( pSoldier->bSectorZ == 0 ) )
		{
			if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
			{
				swprintf( sString, pMercHeLeaveString[ 1 ], pSoldier->GetName(), zDropOffString );
			}
			else
			{
				swprintf( sString, pMercSheLeaveString[ 1 ], pSoldier->GetName() , zDropOffString );
			}
			fInSector = TRUE;
		}
		else
		{
			// Set string for generic button
			GetShortSectorString( OMERTA_LEAVE_EQUIP_SECTOR_X, OMERTA_LEAVE_EQUIP_SECTOR_Y, zShortDropOffString );
			swprintf( gzUserDefinedButton2, L"%s", zShortDropOffString ); //A9

			if( gMercProfiles[ pSoldier->ubProfile ].bSex == MALE )
			{
				swprintf( sString, pMercHeLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString, zDropOffString );
			}
			else
			{
				swprintf( sString, pMercSheLeaveString[ 0 ], pSoldier->GetName(), zShortTownIDString, zDropOffString );
			}
		}
	}

	/// which screen are we in?
	if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
	{
		if( fInSector == FALSE )
		{
			// set up for mapscreen
			DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, ( UINT16 )( ( fAddRehireButton ? MSG_BOX_FLAG_GENERICCONTRACT : MSG_BOX_FLAG_GENERIC_TWO_BUTTONS ) ), MercDepartEquipmentBoxCallBack );
		}
		else
		{
			DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, ( UINT16 )( ( fAddRehireButton ? MSG_BOX_FLAG_OKCONTRACT : MSG_BOX_FLAG_OK	) ), MercDepartEquipmentBoxCallBack );
		}

	}
	else
	{
		if( fInSector == FALSE )
		{
			// set up for all otherscreens
			DoMessageBox(	MSG_BOX_BASIC_STYLE, sString,	guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_USE_CENTERING_RECT | ( fAddRehireButton ? MSG_BOX_FLAG_GENERICCONTRACT : MSG_BOX_FLAG_GENERIC_TWO_BUTTONS ) ),	MercDepartEquipmentBoxCallBack,	&pCenteringRect );
		}
		else
		{
			DoMessageBox(	MSG_BOX_BASIC_STYLE, sString,	guiCurrentScreen, ( UINT16 ) ( MSG_BOX_FLAG_USE_CENTERING_RECT | ( fAddRehireButton ? MSG_BOX_FLAG_OKCONTRACT : MSG_BOX_FLAG_OK	) ) ,	MercDepartEquipmentBoxCallBack,	&pCenteringRect );
		}
	}

	if( pSoldier->flags.fSignedAnotherContract == TRUE )
	{
		//fCurrentMercFired = FALSE;
	}

}
// adds text to town info box
void AddTextToTownBox( void )
{
	UINT32 hStringHandle = 0;
	CHAR16 wString[ 64 ];
	UINT8 ubTownId = 0;
	UINT16 usTownSectorIndex;
	INT16 sMineSector = 0;


	// remember town id
	ubTownId = GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY );
	Assert((ubTownId >= FIRST_TOWN) && (ubTownId < NUM_TOWNS));

	usTownSectorIndex = SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY );

	AssertGE(usTownSectorIndex, 0);
	AssertLT(usTownSectorIndex,256);

	////////////////////////////////////
	// HEADROCK HAM 5:
	// Read and verify XML sector names
	BOOLEAN fSectorHasXMLNames = TRUE;
	CHAR16 zUnexplored[MAX_SECTOR_NAME_LENGTH];
	CHAR16 zExplored[MAX_SECTOR_NAME_LENGTH];
	
	wcscpy( zUnexplored, gzSectorNames[ usTownSectorIndex ][0] );
	wcscpy( zExplored, gzSectorNames[ usTownSectorIndex ][2] );

	if (zUnexplored[0] == 0 || zExplored[0] == 0)
	{
		fSectorHasXMLNames = FALSE;
	}

	if (fSectorHasXMLNames) // ABOVE GROUND XML
	{
		// HEADROCK HAM 3.6: The program can now read custom names from XML for all above-ground sectors.
		// In the event that a specific name or set of names is missing, the program generates a default
		// name as it always has.
		// I've also updated the SAM Site sectors to rely on SamSite.XML data.
		
		BOOLEAN fVisited = (SectorInfo[ usTownSectorIndex ].uiFlags & SF_ALREADY_VISITED);
		BOOLEAN fSAMSiteKnown = FALSE;

		// Test for known SAM Site at this location
		for (UINT16 x=0; x < MAX_NUMBER_OF_SAMS; x++)
		{
			if ( pSamList[x] == usTownSectorIndex )
			{
				if ( fSamSiteFound[ x ] )
				{
					fSAMSiteKnown = TRUE;
				}
			}
		}

		if (fVisited || fSAMSiteKnown)
		{
			AddMonoString( &hStringHandle, zExplored );
		}
		else
		{
			AddMonoString( &hStringHandle, zUnexplored );
		}
	}
	else // ABOVE GROUND HARDCODED
	{
		switch( usTownSectorIndex )
		{
			case SEC_B13:
				AddMonoString( &hStringHandle, pLandTypeStrings[ DRASSEN_AIRPORT_SITE ] );
				break;
			case SEC_F8:
				AddMonoString( &hStringHandle, pLandTypeStrings[ CAMBRIA_HOSPITAL_SITE ] );
				break;
			case SEC_J9: //Tixa
				//if( !fFoundTixa )
				if( gfHiddenTown[ TIXA ] == FALSE )
					AddMonoString( &hStringHandle, pLandTypeStrings[ SAND ] );
				else
					AddMonoString( &hStringHandle, pTownNames[ TIXA ] );
				break;
			case SEC_K4: //Orta
				//if( !fFoundOrta )
				if( gfHiddenTown[ ORTA ] == FALSE )
					AddMonoString( &hStringHandle, pLandTypeStrings[ SWAMP ] );
				else
					AddMonoString( &hStringHandle, pTownNames[ ORTA ] );
				break;
			case SEC_N3:
				AddMonoString( &hStringHandle, pLandTypeStrings[ MEDUNA_AIRPORT_SITE ] );
				break;
			default:
				if( usTownSectorIndex == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] )
				{	//Meduna's SAM site
					AddMonoString( &hStringHandle, pLandTypeStrings[ MEDUNA_SAM_SITE ] );
				}
				else
				{ // town name
					swprintf( wString, L"%s", pTownNames[ ubTownId ] );
					AddMonoString( &hStringHandle, wString );
				}
				break;
		}
	}

	// blank line
	AddMonoString( &hStringHandle, L"" );

	// sector
	AddSectorToBox();

	// town size
	if( gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
	{
	swprintf( wString, L"%s:", pwTownInfoStrings[ 0 ] );
	AddMonoString( &hStringHandle, wString );
	swprintf( wString, L"%d",	GetTownSectorSize( ubTownId ) );
	AddSecondColumnMonoString( &hStringHandle, wString );
	}

	// main facilities
	// HEADROCK HAM 3.6: This function now does all the work of assembling a facility entry.
	AddFacilitiesToBox( bCurrentTownMineSectorX, bCurrentTownMineSectorY, &hStringHandle, TRUE );

	// the concept of control is only meaningful in sectors where militia can be trained
	if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) &&
		gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
	{
		// town control
		swprintf( wString, L"%s:", pwTownInfoStrings[ 2 ] );
		AddMonoString( &hStringHandle, wString );
		swprintf( wString, L"%d%%%%",	(GetTownSectorsUnderControl( ubTownId ) * 100) / GetTownSectorSize( ubTownId ));
		AddSecondColumnMonoString( &hStringHandle, wString );
	}

	// the concept of town loyalty is only meaningful in towns where loyalty is tracked
	if( gTownLoyalty[ ubTownId ].fStarted && gfTownUsesLoyalty[ ubTownId ] &&
		gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
	{
		// town loyalty
		swprintf( wString, L"%s:", pwTownInfoStrings[ 5 ] );
		AddMonoString( &hStringHandle, wString );
		swprintf( wString, L"%d%%%%", gTownLoyalty[ ubTownId ].ubRating );
		AddSecondColumnMonoString( &hStringHandle, wString );
	}

	// if the town has a mine
	sMineSector = GetMineSectorForTown( ubTownId );
	if( sMineSector != -1 && gfHiddenTown[ GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ] )
	{
		// Associated Mine: Sector
	swprintf( wString, L"%s:",	pwTownInfoStrings[ 4 ] );
		AddMonoString( &hStringHandle, wString );
	GetShortSectorString( ( INT16 )( sMineSector % MAP_WORLD_X ), ( INT16 )( sMineSector / MAP_WORLD_X ), wString );
		AddSecondColumnMonoString( &hStringHandle, wString );
	}
}
// adds text to town info box
void AddTextToTownBox( void )
{
	UINT32 hStringHandle = 0;
	CHAR16 wString[ 64 ];
	UINT8 ubTownId = 0;
	UINT16 usTownSectorIndex;
	INT16 sMineSector = 0;


	// remember town id
	ubTownId = GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY );
	Assert((ubTownId >= FIRST_TOWN) && (ubTownId < NUM_TOWNS));

	usTownSectorIndex = SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY );

	switch( usTownSectorIndex )
	{
		case SEC_B13:
			AddMonoString( &hStringHandle, pLandTypeStrings[ DRASSEN_AIRPORT_SITE ] );
			break;
		case SEC_F8:
			AddMonoString( &hStringHandle, pLandTypeStrings[ CAMBRIA_HOSPITAL_SITE ] );
			break;
		case SEC_J9: //Tixa
			if( !fFoundTixa )
				AddMonoString( &hStringHandle, pLandTypeStrings[ SAND ] );
			else
				AddMonoString( &hStringHandle, pTownNames[ TIXA ] );
			break;
		case SEC_K4: //Orta
			if( !fFoundOrta )
				AddMonoString( &hStringHandle, pLandTypeStrings[ SWAMP ] );
			else
				AddMonoString( &hStringHandle, pTownNames[ ORTA ] );
			break;
		case SEC_N3:
			AddMonoString( &hStringHandle, pLandTypeStrings[ MEDUNA_AIRPORT_SITE ] );
			break;
		default:
			if( usTownSectorIndex == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] )
			{	//Meduna's SAM site
				AddMonoString( &hStringHandle, pLandTypeStrings[ MEDUNA_SAM_SITE ] );
			}
			else
			{ // town name
				swprintf( wString, L"%s", pTownNames[ ubTownId ] );
				AddMonoString( &hStringHandle, wString );
			}
			break;
	}
	// blank line
	AddMonoString( &hStringHandle, L"" );

	// sector
	AddSectorToBox();

	// town size
	swprintf( wString, L"%s:", pwTownInfoStrings[ 0 ] );
	AddMonoString( &hStringHandle, wString );
	swprintf( wString, L"%d",  GetTownSectorSize( ubTownId ) );
	AddSecondColumnMonoString( &hStringHandle, wString );

	// main facilities
	swprintf( wString, L"%s:", pwTownInfoStrings[ 8 ] );
	AddMonoString( &hStringHandle, wString );
	wcscpy(wString, L"");
	GetSectorFacilitiesFlags( bCurrentTownMineSectorX, bCurrentTownMineSectorY, wString );
	AddSecondColumnMonoString( &hStringHandle, wString );

	// the concept of control is only meaningful in sectors where militia can be trained
	if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) )
	{
		// town control
		swprintf( wString, L"%s:", pwTownInfoStrings[ 2 ] );
		AddMonoString( &hStringHandle, wString );
		swprintf( wString, L"%d%%%%",  (GetTownSectorsUnderControl( ubTownId ) * 100) / GetTownSectorSize( ubTownId ));
		AddSecondColumnMonoString( &hStringHandle, wString );
	}

	// the concept of town loyalty is only meaningful in towns where loyalty is tracked
	if( gTownLoyalty[ ubTownId ].fStarted && gfTownUsesLoyalty[ ubTownId ])
	{
		// town loyalty
		swprintf( wString, L"%s:", pwTownInfoStrings[ 5 ] );
		AddMonoString( &hStringHandle, wString );
		swprintf( wString, L"%d%%%%", gTownLoyalty[ ubTownId ].ubRating );
		AddSecondColumnMonoString( &hStringHandle, wString );
	}

	// if the town has a mine
	sMineSector = GetMineSectorForTown( ubTownId );
	if( sMineSector != -1 )
	{
		// Associated Mine: Sector
	  swprintf( wString, L"%s:",  pwTownInfoStrings[ 4 ] );
		AddMonoString( &hStringHandle, wString );
	  GetShortSectorString( ( INT16 )( sMineSector % MAP_WORLD_X ), ( INT16 )( sMineSector / MAP_WORLD_X ), wString );
		AddSecondColumnMonoString( &hStringHandle, wString );
	}
}