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Searched refs:bTownId (Results 1 – 13 of 13) sorted by relevance

/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Strategic/
H A DStrategic_Town_Loyalty.cc739 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 …]
H A DPlayer_Command.cc62 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 …]
H A DStrategic_Town_Loyalty.h99 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 );
H A DStrategic_Mines.cc369 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 …]
H A DTown_Militia.cc506 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()
H A DMeanwhile.cc683 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()
H A DTown_Militia.h64 BOOLEAN MilitiaTrainingAllowedInTown( INT8 bTownId );
H A DMeanwhile.h57 void HandleMeanWhileEventPostingForTownLiberation( UINT8 bTownId );
H A DMap_Screen_Interface_TownMine_Info.cc117 INT8 const bTownId = GetTownIdForSector(sector); in CreateDestroyTownInfoBox()
118 if (bTownId != BLANK_SECTOR) in CreateDestroyTownInfoBox()
H A DAssignments.cc605 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()
H A DMapScreen.cc7691 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Tactical/
H A DCiv_Quotes.cc434 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()
/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/Laptop/
H A DPersonnel.cc656 INT8 const bTownId = GetTownIdForSector(SECTOR(s.sSectorX, s.sSectorY)); in DisplayCharName() local
657 if (bTownId != BLANK_SECTOR) sTownName = GCM->getTownName(bTownId); in DisplayCharName()