コード例 #1
0
void EndUIPlan(  )
{
	int				cnt;
	SOLDIERTYPE *pSoldier;

	// Zero out any planned soldiers
	for( cnt = MAX_NUM_SOLDIERS; cnt < TOTAL_SOLDIERS; cnt++ )
	{
		pSoldier = MercPtrs[ cnt ];

		if ( pSoldier->bActive )
		{
			if ( pSoldier->sPlannedTargetX != -1 )
			{
				SetRenderFlags(RENDER_FLAG_FULL );
			}
			TacticalRemoveSoldier( pSoldier->ubID );
		}


	}
	gfInUIPlanMode			 = FALSE;
	gusSelectedSoldier   = gpUIStartPlannedSoldier->ubID;

	gfPlotNewMovement    = TRUE;

	ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Leaving Planning Mode" );

}
コード例 #2
0
ファイル: Merc Contract.cpp プロジェクト: jikuja/JA2-1.13
BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
{
	UINT8	ubHistoryCode=0;


	if ( gfInContractMenuFromRenewSequence )
	{
		EndCurrentContractRenewal( );
	}

	// ATE: Determine which HISTORY ENTRY to use...
	if ( pSoldier->ubLeaveHistoryCode == 0 )
	{
		// Default use contract expired reason...
		pSoldier->ubLeaveHistoryCode = HISTORY_MERC_CONTRACT_EXPIRED;
	}

	ubHistoryCode = pSoldier->ubLeaveHistoryCode;

	//if the soldier is DEAD
	if( pSoldier->stats.bLife <= 0 )
	{
		AddCharacterToDeadList( pSoldier );
	}

	//else if the merc was fired
	else if( ubHistoryCode == HISTORY_MERC_FIRED || pSoldier->bAssignment == ASSIGNMENT_POW )
	{
		AddCharacterToFiredList( pSoldier );
	}

	//The merc is leaving for some other reason
	else
	{
		AddCharacterToOtherList( pSoldier );
	}


	if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC )
	{
		SetupProfileInsertionDataForSoldier( pSoldier );
	}

	if (IsVehicle(pSoldier))
	{
		// for some reason, vehicles have their own idea of handling group ids
		RemovePlayerFromGroup(pVehicleList[ pSoldier->bVehicleID ].ubMovementGroup, pSoldier);
	}
	//remove him from the soldier structure
	if( pSoldier->bAssignment >= ON_DUTY )
	{
		// is he/she in a mvt group, if so, remove and destroy the group
		if( pSoldier->ubGroupID )
		{
			if ( pSoldier->bAssignment != VEHICLE )
			{ //Can only remove groups if they aren't persistant (not in a squad or vehicle)
				RemoveGroup( pSoldier->ubGroupID );
			}
			else
			{
				// remove him from any existing merc slot he could be in
				RemoveMercSlot( pSoldier );
		TakeSoldierOutOfVehicle( pSoldier );
			}
		}

	}
	else
	{
		RemoveCharacterFromSquads( pSoldier );
	}

	// if the merc is not dead
	if( gMercProfiles[ pSoldier->ubProfile ].bMercStatus != MERC_IS_DEAD )
	{
		//Set the status to returning home ( delay the merc for rehire )
		gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_RETURNING_HOME;

		// specify how long the merc will continue to be unavailable
		gMercProfiles[ pSoldier->ubProfile ].uiDayBecomesAvailable = 1 + Random(2);		// 1-2 days

		HandleSoldierLeavingWithLowMorale( pSoldier );
		HandleSoldierLeavingForAnotherContract( pSoldier );
	}


	//add an entry in the history page for the firing/quiting of the merc
	// ATE: Don't do this if they are already dead!
	if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
	{
		AddHistoryToPlayersLog( ubHistoryCode, pSoldier->ubProfile, GetWorldTotalMin(), pSoldier->sSectorX, pSoldier->sSectorY );
	}

	//if the merc was a POW, remember it becuase the merc cant show up in AIM or MERC anymore
	if( pSoldier->bAssignment	== ASSIGNMENT_POW )
	{
		gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_FIRED_AS_A_POW;
	}

	//else the merc CAN get his medical deposit back
	else
	{
		//Determine how much of a Medical deposit is going to be refunded to the player
		CalculateMedicalDepositRefund( pSoldier );
	}

	//remove the merc from the tactical
	TacticalRemoveSoldier( pSoldier->ubID );

	// Check if we should remove loaded world...
	CheckAndHandleUnloadingOfCurrentWorld();

	if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
	{
		ReBuildCharactersList( );
	}

	fMapPanelDirty = TRUE;
	fTeamPanelDirty = TRUE;
	fCharacterInfoPanelDirty = TRUE;

	// stop time compression so player can react to the departure
	StopTimeCompression();

	// WDS: This allows for replacing dead IMP mercs.	See "BtnIMPBeginScreenDoneCallback" in "IMP Begin Screen.cpp"
	if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER ) &&
		( gMercProfiles[ pSoldier->ubProfile ].bMercStatus == MERC_IS_DEAD ) ) {
		// Replace the name with an empty string
		wcsncpy( gMercProfiles[ pSoldier->ubProfile ].zName, L"", 1 );
	}

	// ATE: update team panels....
	UpdateTeamPanelAssignments( );
 
	// And unpause the @#$@#$ interface
	UnLockPauseState();
	UnPauseGame();


	if (is_client)
		send_dismiss(pSoldier->ubID);

	return( TRUE );
}
コード例 #3
0
ファイル: Game Init.c プロジェクト: lchsk/jaggedalliance2
//This function is called when the game is REstarted.  Things that need to be reinited are placed in here
void ReStartingGame()
{
	UINT16	cnt;

	//Pause the game
	gfGamePaused = TRUE;

	//Reset the sectors
	gWorldSectorX = gWorldSectorY = 0;
	gbWorldSectorZ = -1;

	SoundStopAll( );

	//we are going to restart a game so initialize the variable so we can initialize a new game
	InitNewGame( TRUE );

	//Deletes all the Temp files in the Maps\Temp directory
	InitTacticalSave( TRUE );

	//Loop through all the soldier and delete them all
	for( cnt=0; cnt< TOTAL_SOLDIERS; cnt++)
	{	
		TacticalRemoveSoldier( cnt );
	}

	// Re-init overhead...
	InitOverhead( );

	//Reset the email list
	ShutDownEmailList();

	//Reinit the laptopn screen variables
	InitLaptopAndLaptopScreens();
	LaptopScreenInit();

	//Reload the Merc profiles
	LoadMercProfiles( );

	// Reload quote files
	ReloadAllQuoteFiles();

	//Initialize the ShopKeeper Interface ( arms dealer inventory, etc. )
	ShopKeeperScreenInit();

	//Delete the world info
	TrashWorld();

	//Init the help screen system
	InitHelpScreenSystem();

	EmptyDialogueQueue( );

	if ( InAirRaid( ) )
	{
		EndAirRaid( );
	}	

#ifdef JA2TESTVERSION
	//Reset so we can use the 'cheat key' to start with mercs
	TempHiringOfMercs( 0, TRUE );
#endif

	//Make sure the game starts in the TEAM panel ( it wasnt being reset )
	gsCurInterfacePanel = TEAM_PANEL;

	//Delete all the strategic events
	DeleteAllStrategicEvents();

	//This function gets called when ur in a game a click the quit to main menu button, therefore no game is in progress
	gTacticalStatus.fHasAGameBeenStarted = FALSE;

	// Reset timer callbacks
	gpCustomizableTimerCallback = NULL;

	gubCheatLevel = STARTING_CHEAT_LEVEL;
}