void AddItemsInSectorToBox(void) { CHAR16 wString[ 64 ]; UINT32 hStringHandle = 0; // items in sector (this works even for underground) swprintf( wString, L"%s:", pwMiscSectorStrings[ 2 ] ); AddMonoString( &hStringHandle, wString ); // swprintf( wString, L"%d", GetSizeOfStashInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, bCurrentTownMineSectorZ, FALSE )); swprintf( wString, L"%d", GetNumberOfVisibleWorldItemsFromSectorStructureForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, bCurrentTownMineSectorZ )); AddSecondColumnMonoString( &hStringHandle, wString ); }
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 ); }
void AddCommonInfoToBox(void) { CHAR16 wString[ 64 ]; UINT32 hStringHandle = 0; BOOLEAN fKnownSite = FALSE; UINT8 ubMilitiaTotal = 0; UINT8 ubNumEnemies; UINT16 usSectorValue = 0; // get the sector value usSectorValue = SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY ); BOOLEAN fVisited = (SectorInfo[ usSectorValue ].uiFlags & SF_ALREADY_VISITED); UINT8 ubTownId = GetTownIdForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ); // visited sector check if ( fVisited ) fKnownSite = TRUE; // known town check, to exclude non-town sectors else if( gfHiddenTown[ ubTownId ] && ubTownId != BLANK_SECTOR ) fKnownSite = TRUE; // known SAM Site check else { for (UINT16 x=0; x < MAX_NUMBER_OF_SAMS; x++) { if ( pSamList[x] == usSectorValue ) { if ( fSamSiteFound[ x ] ) fKnownSite = TRUE; } } } /*// ABOVE GROUND HARDCODED fKnownSite = TRUE; switch( usSectorValue ) { case SEC_D2: //Chitzena SAM if( !fSamSiteFound[ SAM_SITE_ONE ] ) fKnownSite = FALSE; break; case SEC_D15: //Drassen SAM if( !fSamSiteFound[ SAM_SITE_TWO ] ) fKnownSite = FALSE; break; case SEC_I8: //Cambria SAM if( !fSamSiteFound[ SAM_SITE_THREE ] ) fKnownSite = FALSE; break; // SAM Site 4 in Meduna is within town limits, so it's always controllable default: break; } */ // in sector where militia can be trained, // control of the sector matters, display who controls this sector. Map brightness no longer gives this! if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) && fKnownSite ) { // controlled: swprintf( wString, L"%s:", pwMiscSectorStrings[ 4 ] ); AddMonoString( &hStringHandle, wString ); // No/Yes swprintf( wString, L"%s", pwMiscSectorStrings[ ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ].fEnemyControlled ) ? 6 : 5 ] ); AddSecondColumnMonoString( &hStringHandle, wString ); // militia - is there any? swprintf( wString, L"%s:", pwTownInfoStrings[ 11 ] ); AddMonoString( &hStringHandle, wString ); ubMilitiaTotal = CountAllMilitiaInSector(bCurrentTownMineSectorX, bCurrentTownMineSectorY); if (ubMilitiaTotal > 0) { // some militia, show total & their breakdown by level swprintf( wString, L"%d (%d/%d/%d)", ubMilitiaTotal, MilitiaInSectorOfRank(bCurrentTownMineSectorX, bCurrentTownMineSectorY, GREEN_MILITIA), MilitiaInSectorOfRank(bCurrentTownMineSectorX, bCurrentTownMineSectorY, REGULAR_MILITIA), MilitiaInSectorOfRank(bCurrentTownMineSectorX, bCurrentTownMineSectorY, ELITE_MILITIA)); AddSecondColumnMonoString( &hStringHandle, wString ); } else { // no militia: don't bother displaying level breakdown wcscpy( wString, L"0"); AddSecondColumnMonoString( &hStringHandle, wString ); } // HEADROCK HAM 3.6: Only show these for sectors that have a training facility BOOLEAN fMilitiaTrainingAllowed = FALSE; BOOLEAN fMobileTrainingAllowed = FALSE; // percentage of current militia squad training completed swprintf( wString, L"%s:", pwTownInfoStrings[ 10 ] ); AddMonoString( &hStringHandle, wString ); // Sector contains Militia training facility? for (UINT8 ubCounter = 0; ubCounter < MAX_NUM_FACILITY_TYPES; ubCounter++) { if (gFacilityLocations[usSectorValue][ubCounter].fFacilityHere) { if (gFacilityTypes[ubCounter].ubMilitiaTrainersAllowed) { fMilitiaTrainingAllowed = TRUE; } } } if (fMilitiaTrainingAllowed) { // Show percent completed swprintf( wString, L"%d%%%%", SectorInfo[ usSectorValue ].ubMilitiaTrainingPercentDone ); AddSecondColumnMonoString( &hStringHandle, wString ); } else { // Show N/A AddSecondColumnMonoString( &hStringHandle, New113HAMMessage[19] ); } // HEADROCK HAM 3.6: percentage of current Mobile Militia squad training completed swprintf( wString, L"%s:", pwTownInfoStrings[ 12 ] ); AddMonoString( &hStringHandle, wString ); // Sector contains Mobile training facility? for (UINT8 ubCounter = 0; ubCounter < MAX_NUM_FACILITY_TYPES; ubCounter++) { if (gFacilityLocations[usSectorValue][ubCounter].fFacilityHere) { if (gFacilityTypes[ubCounter].ubMobileMilitiaTrainersAllowed) { fMobileTrainingAllowed = TRUE; } } } if (fMobileTrainingAllowed) { // Show percentage completed swprintf( wString, L"%d%%%%", SectorInfo[ usSectorValue ].ubMobileMilitiaTrainingPercentDone ); AddSecondColumnMonoString( &hStringHandle, wString ); } else { // Show N/A AddSecondColumnMonoString( &hStringHandle, New113HAMMessage[19] ); } } // enemy forces swprintf( wString, L"%s:", pwMiscSectorStrings[ 0 ] ); AddMonoString( &hStringHandle, wString ); // how many are there, really? ubNumEnemies = NumEnemiesInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ); AssertGE(gGameExternalOptions.ubGameMaximumNumberOfEnemies, NumFreeEnemySlots()); unsigned numEnemiesOnMap = gGameExternalOptions.ubGameMaximumNumberOfEnemies - NumFreeEnemySlots(); switch ( WhatPlayerKnowsAboutEnemiesInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ) { case KNOWS_NOTHING: // show "Unknown" wcscpy(wString, pwMiscSectorStrings[ 3 ] ); break; // HEADROCK HAM 5: New Case case KNOWS_THEYRE_THERE: case KNOWS_THEYRE_THERE_AND_WHERE_GOING: // if there are any there if ( ubNumEnemies > 0 ) { // show "?", but not exactly how many wcscpy(wString, L"?" ); } else { // we know there aren't any (or we'd be seing them on map, too) wcscpy(wString, L"0" ); } break; // HEADROCK HAM 5: New case case KNOWS_HOW_MANY: case KNOWS_HOW_MANY_AND_WHERE_GOING: // show exactly how many if (numEnemiesOnMap != ubNumEnemies) swprintf( wString, L"%d (%d)", numEnemiesOnMap, ubNumEnemies ); else swprintf( wString, L"%d", ubNumEnemies ); break; } AddSecondColumnMonoString( &hStringHandle, wString ); }
// adds text to mine info box void AddTextToMineBox( void ) { UINT8 ubMineIndex; UINT8 ubTown; UINT32 hStringHandle; CHAR16 wString[ 64 ]; ubMineIndex = GetMineIndexForSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ); // name of town followed by "mine" //swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], pwMineStrings[ 0 ] ); swprintf( wString, L"%s %s", pTownNames[ GetTownAssociatedWithMine( ubMineIndex ) ], MineralsName[gMineStatus[ubMineIndex].ubMineType].sType ); AddMonoString( &hStringHandle, wString ); // blank line AddMonoString( &hStringHandle, L"" ); // sector AddSectorToBox(); // mine status swprintf( wString, L"%s:", pwMineStrings[ 9 ]); AddMonoString( &hStringHandle, wString ); // check if mine is empty (abandoned) or running out if (gMineStatus[ ubMineIndex ].fEmpty) { // abandonded wcscpy( wString, pwMineStrings[ 5 ] ); } else if (gMineStatus[ ubMineIndex ].fShutDown) { // shut down wcscpy( wString, pwMineStrings[ 6 ] ); } else if (gMineStatus[ ubMineIndex ].fRunningOut) { // running out wcscpy( wString, pwMineStrings[ 7 ] ); } else { // producing wcscpy( wString, pwMineStrings[ 8 ] ); } AddSecondColumnMonoString( &hStringHandle, wString ); // if still producing if (!gMineStatus[ ubMineIndex ].fEmpty) { // current production swprintf( wString, L"%s:", pwMineStrings[ 3 ]); AddMonoString( &hStringHandle, wString ); swprintf( wString, L"%d", PredictDailyIncomeFromAMine( ubMineIndex, TRUE ) ); InsertCommasForDollarFigure( wString ); InsertDollarSignInToString( wString ); AddSecondColumnMonoString( &hStringHandle, wString ); // potential production swprintf( wString, L"%s:", pwMineStrings[ 4 ]); AddMonoString( &hStringHandle, wString ); swprintf( wString, L"%d", GetMaxDailyRemovalFromMine( ubMineIndex ) ); InsertCommasForDollarFigure( wString ); InsertDollarSignInToString( wString ); AddSecondColumnMonoString( &hStringHandle, wString ); // if potential is not nil if (GetMaxPeriodicRemovalFromMine(ubMineIndex) > 0) { // production rate (current production as a percentage of potential production) swprintf( wString, L"%s:", pwMineStrings[ 10 ]); AddMonoString( &hStringHandle, wString ); swprintf( wString, L"%d%%%%", (PredictDailyIncomeFromAMine(ubMineIndex, TRUE) * 100 ) / GetMaxDailyRemovalFromMine(ubMineIndex) ); AddSecondColumnMonoString( &hStringHandle, wString ); } // town control percentage swprintf( wString, L"%s:", pwMineStrings[ 12 ]); AddMonoString( &hStringHandle, wString ); //swprintf( wString, L"%d%%%%", (GetTownSectorsUnderControl( gMineLocation[ ubMineIndex ].bAssociatedTown ) * 100) / GetTownSectorSize( gMineLocation[ ubMineIndex ].bAssociatedTown )); swprintf( wString, L"%d%%%%", (GetTownSectorsUnderControl( gMineStatus[ ubMineIndex ].bAssociatedTown ) * 100) / GetTownSectorSize( gMineStatus[ ubMineIndex ].bAssociatedTown )); AddSecondColumnMonoString( &hStringHandle, wString ); //ubTown = gMineLocation[ ubMineIndex ].bAssociatedTown; ubTown = gMineStatus[ ubMineIndex ].bAssociatedTown; if( gTownLoyalty[ ubTown ].fStarted && gfTownUsesLoyalty[ ubTown ]) { // town loyalty percentage swprintf( wString, L"%s:", pwMineStrings[ 13 ]); AddMonoString( &hStringHandle, wString ); //swprintf( wString, L"%d%%%%", gTownLoyalty[ gMineLocation[ ubMineIndex ].bAssociatedTown ].ubRating); swprintf( wString, L"%d%%%%", gTownLoyalty[ gMineStatus[ ubMineIndex ].bAssociatedTown ].ubRating); AddSecondColumnMonoString( &hStringHandle, wString ); } /* gradual monster infestation concept was ditched, now simply IN PRODUCTION or SHUT DOWN // percentage of miners working swprintf( wString, L"%s:", pwMineStrings[ 14 ]); AddMonoString( &hStringHandle, wString ); swprintf( wString, L"%d%%%%", gubMonsterMineInfestation[ gMineStatus[ ubMineIndex ].bMonsters ]); AddSecondColumnMonoString( &hStringHandle, wString ); */ // ore type (silver/gold swprintf( wString, L"%s:", pwMineStrings[ 11 ]); AddMonoString( &hStringHandle, wString ); AddSecondColumnMonoString( &hStringHandle, MineralsName[gMineStatus[ubMineIndex].ubMineType].sMinerals ); //AddSecondColumnMonoString( &hStringHandle, (gMineStatus[ubMineIndex].ubMineType == SILVER_MINE) ? pwMineStrings[ 1 ] : pwMineStrings[ 2 ] ); } #ifdef _DEBUG // dollar amount remaining in mine wcscpy( wString, L"Remaining (DEBUG):"); AddMonoString( &hStringHandle, wString ); swprintf( wString, L"%d", GetTotalLeftInMine( ubMineIndex ) ); InsertCommasForDollarFigure( wString ); InsertDollarSignInToString( wString ); AddSecondColumnMonoString( &hStringHandle, wString ); #endif }
// 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 ); } }
void AddCommonInfoToBox(void) { CHAR16 wString[ 64 ]; UINT32 hStringHandle = 0; BOOLEAN fUnknownSAMSite = FALSE; UINT8 ubMilitiaTotal = 0; UINT8 ubNumEnemies; switch( SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ) { case SEC_D2: //Chitzena SAM if( !fSamSiteFound[ SAM_SITE_ONE ] ) fUnknownSAMSite = TRUE; break; case SEC_D15: //Drassen SAM if( !fSamSiteFound[ SAM_SITE_TWO ] ) fUnknownSAMSite = TRUE; break; case SEC_I8: //Cambria SAM if( !fSamSiteFound[ SAM_SITE_THREE ] ) fUnknownSAMSite = TRUE; break; // SAM Site 4 in Meduna is within town limits, so it's always controllable default: break; } // in sector where militia can be trained, // control of the sector matters, display who controls this sector. Map brightness no longer gives this! if ( MilitiaTrainingAllowedInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY, 0 ) && !fUnknownSAMSite ) { // controlled: swprintf( wString, L"%s:", pwMiscSectorStrings[ 4 ] ); AddMonoString( &hStringHandle, wString ); // No/Yes swprintf( wString, L"%s", pwMiscSectorStrings[ ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ].fEnemyControlled ) ? 6 : 5 ] ); AddSecondColumnMonoString( &hStringHandle, wString ); // militia - is there any? swprintf( wString, L"%s:", pwTownInfoStrings[ 11 ] ); AddMonoString( &hStringHandle, wString ); ubMilitiaTotal = CountAllMilitiaInSector(bCurrentTownMineSectorX, bCurrentTownMineSectorY); if (ubMilitiaTotal > 0) { // some militia, show total & their breakdown by level swprintf( wString, L"%d (%d/%d/%d)", ubMilitiaTotal, MilitiaInSectorOfRank(bCurrentTownMineSectorX, bCurrentTownMineSectorY, GREEN_MILITIA), MilitiaInSectorOfRank(bCurrentTownMineSectorX, bCurrentTownMineSectorY, REGULAR_MILITIA), MilitiaInSectorOfRank(bCurrentTownMineSectorX, bCurrentTownMineSectorY, ELITE_MILITIA)); AddSecondColumnMonoString( &hStringHandle, wString ); } else { // no militia: don't bother displaying level breakdown wcscpy( wString, L"0"); AddSecondColumnMonoString( &hStringHandle, wString ); } // percentage of current militia squad training completed swprintf( wString, L"%s:", pwTownInfoStrings[ 10 ] ); AddMonoString( &hStringHandle, wString ); swprintf( wString, L"%d%%%%", SectorInfo[ SECTOR( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ].ubMilitiaTrainingPercentDone ); AddSecondColumnMonoString( &hStringHandle, wString ); } // enemy forces swprintf( wString, L"%s:", pwMiscSectorStrings[ 0 ] ); AddMonoString( &hStringHandle, wString ); // how many are there, really? ubNumEnemies = NumEnemiesInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ); switch ( WhatPlayerKnowsAboutEnemiesInSector( bCurrentTownMineSectorX, bCurrentTownMineSectorY ) ) { case KNOWS_NOTHING: // show "Unknown" wcscpy(wString, pwMiscSectorStrings[ 3 ] ); break; case KNOWS_THEYRE_THERE: // if there are any there if ( ubNumEnemies > 0 ) { // show "?", but not exactly how many wcscpy(wString, L"?" ); } else { // we know there aren't any (or we'd be seing them on map, too) wcscpy(wString, L"0" ); } break; case KNOWS_HOW_MANY: // show exactly how many swprintf( wString, L"%d", ubNumEnemies ); break; } 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 ); } }