/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/ |
H A D | Strategic_Town_Loyalty.cc | 739 INT8 bTownId; in ReduceLoyaltyForRebelsBetrayed() local 742 for( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in ReduceLoyaltyForRebelsBetrayed() 771 for ( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in GetNumberOfWholeTownsUnderControl() 789 for( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in GetNumberOfWholeTownsUnderControlButExcludeCity() 841 INT8 bTownId; in IncrementTownLoyaltyEverywhere() local 843 for( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in IncrementTownLoyaltyEverywhere() 851 INT8 bTownId; in DecrementTownLoyaltyEverywhere() local 853 for( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in DecrementTownLoyaltyEverywhere() 946 for( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in AffectAllTownsLoyaltyByDistanceFrom() 977 for( bTownId = FIRST_TOWN; bTownId < NUM_TOWNS; bTownId++ ) in AffectAllTownsLoyaltyByDistanceFrom() [all …]
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H A D | Player_Command.cc | 62 INT8 bTownId = 0; in SetThisSectorAsPlayerControlled() local 105 bTownId = StrategicMap[ usMapSector ].bNameId; in SetThisSectorAsPlayerControlled() 108 if ((bTownId >= FIRST_TOWN) && (bTownId < NUM_TOWNS)) in SetThisSectorAsPlayerControlled() 111 StartTownLoyaltyIfFirstTime( bTownId ); in SetThisSectorAsPlayerControlled() 119 if ((bTownId >= FIRST_TOWN) && (bTownId < NUM_TOWNS)) in SetThisSectorAsPlayerControlled() 122 if ((bTownId != OMERTA) || (GetWorldDay() != 1)) in SetThisSectorAsPlayerControlled() 130 CheckIfEntireTownHasBeenLiberated( bTownId, sMapX, sMapY ); in SetThisSectorAsPlayerControlled() 226 INT8 bTownId = 0; in SetThisSectorAsEnemyControlled() local 255 bTownId = StrategicMap[ usMapSector ].bNameId; in SetThisSectorAsEnemyControlled() 258 if ((bTownId >= FIRST_TOWN) && (bTownId < NUM_TOWNS)) in SetThisSectorAsEnemyControlled() [all …]
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H A D | Strategic_Town_Loyalty.h | 99 void StartTownLoyaltyIfFirstTime( INT8 bTownId ); 102 void SetTownLoyalty( INT8 bTownId, UINT8 ubLoyaltyValue ); 105 void IncrementTownLoyalty( INT8 bTownId, UINT32 uiLoyaltyIncrease ); 108 void DecrementTownLoyalty( INT8 bTownId, UINT32 uiLoyaltyDecrease ); 135 INT32 IsTownUnderCompleteControlByPlayer( INT8 bTownId ); 146 void CheckIfEntireTownHasBeenLiberated( INT8 bTownId, INT16 sSectorX, INT16 sSectorY ); 147 void CheckIfEntireTownHasBeenLost( INT8 bTownId, INT16 sSectorX, INT16 sSectorY );
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H A D | Strategic_Mines.cc | 369 INT8 bTownId = 0; in GetAvailableWorkForceForMineForPlayer() local 389 bTownId = mine->associatedTownId; in GetAvailableWorkForceForMineForPlayer() 391 UINT8 numSectors = GetTownSectorSize( bTownId ); in GetAvailableWorkForceForMineForPlayer() 393 UINT8 numSectorsUnderControl = GetTownSectorsUnderControl( bTownId ); in GetAvailableWorkForceForMineForPlayer() 397 iWorkForceSize = gTownLoyalty[ bTownId ].ubRating; in GetAvailableWorkForceForMineForPlayer() 411 INT8 bTownId = 0; in GetAvailableWorkForceForMineForEnemy() local 424 bTownId = mine->associatedTownId; in GetAvailableWorkForceForMineForEnemy() 426 UINT8 numSectors = GetTownSectorSize( bTownId ); in GetAvailableWorkForceForMineForEnemy() 432 iWorkForceSize = 100 - gTownLoyalty[ bTownId ].ubRating; in GetAvailableWorkForceForMineForEnemy() 955 INT8 bTownId; in PlayerAttackedHeadMiner() local [all …]
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H A D | Town_Militia.cc | 506 UINT8 const bTownId = GetTownIdForSector(sector); in HandleInterfaceMessageForContinuingTrainingMilitia() local 507 if ( bTownId == BLANK_SECTOR ) in HandleInterfaceMessageForContinuingTrainingMilitia() 516 …sString = st_format_printf(pMilitiaConfirmStrings[9], GCM->getTownName(bTownId), MIN_RATING_TO_TRA… in HandleInterfaceMessageForContinuingTrainingMilitia() 932 UINT8 const bTownId = GetTownIdForSector(SECTOR(sSectorX, sSectorY)); in MilitiaTrainingAllowedInSector() local 933 return( MilitiaTrainingAllowedInTown( bTownId ) ); in MilitiaTrainingAllowedInSector() 938 BOOLEAN MilitiaTrainingAllowedInTown( INT8 bTownId ) in MilitiaTrainingAllowedInTown() argument 940 auto town = GCM->getTown(bTownId); in MilitiaTrainingAllowedInTown()
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H A D | Meanwhile.cc | 683 void HandleMeanWhileEventPostingForTownLiberation( UINT8 bTownId ) in HandleMeanWhileEventPostingForTownLiberation() argument 688 switch (bTownId) // which town liberated? in HandleMeanWhileEventPostingForTownLiberation() 799 INT8 bTownId = 0; in HandleFirstBattleEndingWhileInTown() local 815 bTownId = StrategicMap[ sSector ].bNameId; in HandleFirstBattleEndingWhileInTown() 817 if ( bTownId == BLANK_SECTOR ) in HandleFirstBattleEndingWhileInTown()
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H A D | Town_Militia.h | 64 BOOLEAN MilitiaTrainingAllowedInTown( INT8 bTownId );
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H A D | Meanwhile.h | 57 void HandleMeanWhileEventPostingForTownLiberation( UINT8 bTownId );
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H A D | Map_Screen_Interface_TownMine_Info.cc | 117 INT8 const bTownId = GetTownIdForSector(sector); in CreateDestroyTownInfoBox() 118 if (bTownId != BLANK_SECTOR) in CreateDestroyTownInfoBox()
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H A D | Assignments.cc | 605 INT8 const bTownId = GetTownIdForSector(SECTOR(s->sSectorX, s->sSectorY)); in DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia() local 606 if (bTownId != BLANK_SECTOR) in DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia() 609 return gTownLoyalty[bTownId].ubRating >= MIN_RATING_TO_TRAIN_TOWN; in DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia() 4595 INT8 const bTownId = GetTownIdForSector(SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)); in TrainingMenuBtnCallback() local 4598 if( bTownId != BLANK_SECTOR ) in TrainingMenuBtnCallback() 4603 sString = st_format_printf(pMapErrorString[ 31 ], GCM->getTownName(bTownId)); in TrainingMenuBtnCallback() 4618 if( bTownId == BLANK_SECTOR ) in TrainingMenuBtnCallback() 4627 sString = st_format_printf(zMarksMapScreenText[20], GCM->getTownName(bTownId)); in TrainingMenuBtnCallback()
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H A D | MapScreen.cc | 7691 INT8 const bTownId = GetTownIdForSector(SECTOR(sSelMapX, sSelMapY)); in HandleMilitiaRedistributionClick() local 7692 BOOLEAN fTownStillHidden = !IsTownFound(bTownId); in HandleMilitiaRedistributionClick() 7694 if( ( bTownId != BLANK_SECTOR ) && !fTownStillHidden ) in HandleMilitiaRedistributionClick() 7702 if ( CanRedistributeMilitiaInSector( sSelMapX, sSelMapY, bTownId ) ) in HandleMilitiaRedistributionClick() 7705 sSelectedMilitiaTown = bTownId; in HandleMilitiaRedistributionClick() 7716 sString = st_format_printf(pMapErrorString[ 31 ], GCM->getTownName(bTownId)); in HandleMilitiaRedistributionClick()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/ |
H A D | Civ_Quotes.cc | 434 UINT8 const bTownId = GetTownIdForSector(SECTOR(gWorldSectorX, gWorldSectorY)); in DetermineCivQuoteEntry() local 504 if( bTownId != BLANK_SECTOR && gbWorldSectorZ == 0 ) in DetermineCivQuoteEntry() 506 if ( bTownId == SAN_MONA && ubCivType == CIV_TYPE_ADULT ) in DetermineCivQuoteEntry() 556 if ( bTownId == MEDUNA && CheckFact( FACT_QUEEN_DEAD, 0 ) ) in DetermineCivQuoteEntry() 562 if( ( bTownId != BLANK_SECTOR ) && ( gbWorldSectorZ == 0 ) && gfTownUsesLoyalty[ bTownId ] ) in DetermineCivQuoteEntry() 566 if ( gTownLoyalty[ bTownId ].ubRating < EXTREAMLY_LOW_TOWN_LOYALTY ) in DetermineCivQuoteEntry() 572 if ( gTownLoyalty[ bTownId ].ubRating >= HIGH_TOWN_LOYALTY ) in DetermineCivQuoteEntry()
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Laptop/ |
H A D | Personnel.cc | 656 INT8 const bTownId = GetTownIdForSector(SECTOR(s.sSectorX, s.sSectorY)); in DisplayCharName() local 657 if (bTownId != BLANK_SECTOR) sTownName = GCM->getTownName(bTownId); in DisplayCharName()
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