void HandleNotifyPlayerCanAffordInsurance( SOLDIERTYPE *pSoldier, UINT8 ubLength, INT32 iCost ) { CHAR16 sString[ 128 ]; CHAR16 sStringA[ 32 ]; //parse the cost swprintf( sStringA, L"%d",iCost ); // insert the commans and dollar sign InsertCommasForDollarFigure( sStringA ); InsertDollarSignInToString( sStringA ); swprintf( sString, zMarksMapScreenText[ 10 ], pSoldier->GetName(), sStringA, ubLength ); //Set the length to the global variable ( so we know how long the contract is in the callback ) gubContractLength = ubLength; gpInsuranceSoldier = pSoldier; //Remember the soldier aswell pContractReHireSoldier = pSoldier; // now pop up the message box DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_YESNO, ExtendMercInsuranceContractCallBack ); return; }
void ReportMapscreenErrorLock() { switch( gubReportMapscreenLock ) { case 1: DoScreenIndependantMessageBox( L"You have just loaded the game which is in a state that you shouldn't be able to. You can still play, but there should be a sector with enemies co-existing with mercs. Please don't report that.", MSG_BOX_FLAG_OK, NULL ); fDisableDueToBattleRoster = FALSE; fDisableMapInterfaceDueToBattle = FALSE; gubReportMapscreenLock = 0; break; case 2: DoScreenIndependantMessageBox( L"You have just saved the game which is in a state that you shouldn't be able to. Please report circumstances (ex: merc in other sector pipes up about enemies), etc. Autocorrected, but if you reload the save, don't report the error appearing in load.", MSG_BOX_FLAG_OK, NULL ); fDisableDueToBattleRoster = FALSE; fDisableMapInterfaceDueToBattle = FALSE; gubReportMapscreenLock = 0; break; } }
void DoContinueMilitiaTrainingMessageBox( INT16 sSectorX, INT16 sSectorY, UINT16 *str, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback ) { if( sSectorX <= 10 && sSectorY >= 6 && sSectorY <= 11 ) { DoLowerScreenIndependantMessageBox( str, usFlags, ReturnCallback ); } else { DoScreenIndependantMessageBox( str, usFlags, ReturnCallback ); } }
void HandleInterfaceMessageForCostOfTrainingMilitia( SOLDIERTYPE *pSoldier ) { CHAR16 sString[ 128 ]; SGPRect pCenteringRect= {0, 0, 640, INV_INTERFACE_START_Y }; INT32 iNumberOfSectors = 0; pMilitiaTrainerSoldier = pSoldier; // grab total number of sectors iNumberOfSectors = GetNumberOfUnpaidTrainableSectors( ); Assert( iNumberOfSectors > 0 ); // get total cost giTotalCostOfTraining = MILITIA_TRAINING_COST * iNumberOfSectors; Assert( giTotalCostOfTraining > 0 ); gfYesNoPromptIsForContinue = FALSE; if( LaptopSaveInfo.iCurrentBalance < giTotalCostOfTraining ) { swprintf( sString, pMilitiaConfirmStrings[ 8 ], giTotalCostOfTraining ); DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, CantTrainMilitiaOkBoxCallback ); return; } // ok to start training, ask player if( iNumberOfSectors > 1 ) { swprintf( sString, pMilitiaConfirmStrings[ 7 ], iNumberOfSectors, giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] ); } else { swprintf( sString, L"%s%d. %s", pMilitiaConfirmStrings[ 0 ], giTotalCostOfTraining, pMilitiaConfirmStrings[ 1 ] ); } // if we are in mapscreen, make a pop up if( guiCurrentScreen == MAP_SCREEN ) { DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback ); } else { DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, MSG_BOX_FLAG_YESNO, PayMilitiaTrainingYesNoBoxCallback, &pCenteringRect ); } return; }
void StartPlayingIntroFlic( INT32 iIndexOfFlicToPlay ) { if( iIndexOfFlicToPlay != -1 ) { //start playing a flic gpSmackFlic = SmkPlayFlic( gpzSmackerFileNames[ iIndexOfFlicToPlay ], 0, 0, TRUE ); if( gpSmackFlic != NULL ) { giCurrentIntroBeingPlayed = iIndexOfFlicToPlay; } else { //do a check #ifdef JA2BETAVERSION PrepareToExitIntroScreen(); #else DoScreenIndependantMessageBox( gzIntroScreen[INTRO_TXT__CANT_FIND_INTRO], MSG_BOX_FLAG_OK, CDromEjectionErrorMessageBoxCallBack ); #endif } } }
void HandleNotifyPlayerCantAffordInsurance( void ) { DoScreenIndependantMessageBox( zMarksMapScreenText[ 9 ], MSG_BOX_FLAG_OK, NULL ); }