mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
New feature: spawn extra civilians via Lua, see also http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=22998&goto=344843&#msg_344843
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8132 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+135
-23
@@ -1343,7 +1343,7 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
|
||||
{
|
||||
pSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_SOLDIER|SOLDIER_COVERT_NPC_SPECIAL|SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS);
|
||||
|
||||
SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
|
||||
SetClothes( pSoldier, Random( NUMSHIRTS ), Random( NUMPANTS ) );
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
@@ -1445,41 +1445,67 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin )
|
||||
}
|
||||
|
||||
// Flugente: set palettes for vest/shirt
|
||||
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants )
|
||||
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin )
|
||||
{
|
||||
if ( !pSoldier )
|
||||
return;
|
||||
|
||||
|
||||
// Vest
|
||||
if ( aVest >= 0 && aVest < 11 )
|
||||
if ( aVest >= 0 && aVest < NUMSHIRTS )
|
||||
{
|
||||
switch ( aVest )
|
||||
{
|
||||
case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
|
||||
case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" ); break;
|
||||
case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
|
||||
case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
|
||||
case 4: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
|
||||
case 5: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
|
||||
case 6: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
|
||||
case 7: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
|
||||
case 8: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
|
||||
case 9: SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" ); break;
|
||||
default: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
|
||||
case WHITEVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
|
||||
case GYELLOWSHIRT: SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" ); break;
|
||||
case YELLOWVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
|
||||
case GREYVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" ); break;
|
||||
case BROWNVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
|
||||
case PURPLESHIRT: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
|
||||
case BLUEVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
|
||||
case JEANVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
|
||||
case GREENVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
|
||||
case REDVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
|
||||
case BLACKSHIRT: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Pants
|
||||
if ( aPants >= 0 && aPants < 6 )
|
||||
if ( aPants >= 0 && aPants < NUMPANTS )
|
||||
{
|
||||
switch ( aPants )
|
||||
{
|
||||
case 0: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
|
||||
case 1: SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" ); break;
|
||||
case 2: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
|
||||
case 3: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" ); break;
|
||||
case 4: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" ); break;
|
||||
default: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
|
||||
case BLUEPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" ); break;
|
||||
case BLACKPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" ); break;
|
||||
case JEANPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" ); break;
|
||||
case TANPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
|
||||
case BEIGEPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
|
||||
case GREENPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
|
||||
}
|
||||
}
|
||||
|
||||
// Hair
|
||||
if ( aHair >= 0 && aHair < NUMHEADS )
|
||||
{
|
||||
switch ( aHair )
|
||||
{
|
||||
case BROWNHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "BROWNHEAD" ); break;
|
||||
case BLACKHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "BLACKHEAD" ); break;
|
||||
case WHITEHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "WHITEHEAD" ); break;
|
||||
case BLONDEHEAD:SET_PALETTEREP_ID( pSoldier->HeadPal, "BLONDHEAD" ); break;
|
||||
case REDHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "REDHEAD" ); break;
|
||||
}
|
||||
}
|
||||
|
||||
// Skin
|
||||
if ( aSkin >= 0 && aSkin < NUMSKINS )
|
||||
{
|
||||
switch ( aSkin )
|
||||
{
|
||||
case PINKSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "PINKSKIN" ); break;
|
||||
case TANSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "TANSKIN" ); break;
|
||||
case DARKSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "DARKSKIN" ); break;
|
||||
case BLACKSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "BLACKSKIN" ); break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3335,7 +3361,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
|
||||
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
|
||||
|
||||
// random clothes
|
||||
SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
|
||||
SetClothes( pSoldier, Random( NUMSHIRTS ), Random( NUMPANTS ) );
|
||||
|
||||
pSoldier->CreateSoldierPalettes( );
|
||||
}
|
||||
@@ -3343,6 +3369,92 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
|
||||
return(pSoldier);
|
||||
}
|
||||
|
||||
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin, INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 )
|
||||
{
|
||||
// not in autoresolve!
|
||||
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
||||
return NULL;
|
||||
|
||||
UINT8 ubID = NOBODY;
|
||||
SOLDIERTYPE* pSoldier = NULL;
|
||||
SOLDIERCREATE_STRUCT MercCreateStruct;
|
||||
|
||||
MercCreateStruct.initialize( );
|
||||
MercCreateStruct.bTeam = CIV_TEAM;
|
||||
MercCreateStruct.ubProfile = NO_PROFILE;
|
||||
MercCreateStruct.sSectorX = gWorldSectorX;
|
||||
MercCreateStruct.sSectorY = gWorldSectorY;
|
||||
MercCreateStruct.bSectorZ = gbWorldSectorZ;
|
||||
MercCreateStruct.sInsertionGridNo = sGridNo;
|
||||
MercCreateStruct.ubDirection = Random( NUM_WORLD_DIRECTIONS );
|
||||
|
||||
while ( sBodyType < 0 || sBodyType >= CRIPPLECIV || (sBodyType >= ADULTFEMALEMONSTER && sBodyType <= QUEENMONSTER) )
|
||||
{
|
||||
sBodyType = Random( CRIPPLECIV + 1 );
|
||||
}
|
||||
|
||||
MercCreateStruct.ubBodyType = sBodyType;
|
||||
|
||||
RandomizeNewSoldierStats( &MercCreateStruct );
|
||||
|
||||
if ( sItem1 >= NOTHING )
|
||||
{
|
||||
CreateItems( (UINT16)(sItem1), (INT8)(80 + Random( 21 )), 1, &gTempObject );
|
||||
PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
|
||||
}
|
||||
|
||||
if ( sItem2 >= NOTHING )
|
||||
{
|
||||
CreateItems( (UINT16)(sItem2), (INT8)(80 + Random( 21 )), 1, &gTempObject );
|
||||
PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
|
||||
}
|
||||
|
||||
if ( sItem3 >= NOTHING )
|
||||
{
|
||||
CreateItems( (UINT16)(sItem3), (INT8)(80 + Random( 21 )), 1, &gTempObject );
|
||||
PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
|
||||
}
|
||||
|
||||
if ( sItem4 >= NOTHING )
|
||||
{
|
||||
CreateItems( (UINT16)(sItem4), (INT8)(80 + Random( 21 )), 1, &gTempObject );
|
||||
PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
|
||||
}
|
||||
|
||||
pSoldier = TacticalCreateSoldier( &MercCreateStruct, &ubID );
|
||||
|
||||
if ( pSoldier )
|
||||
{
|
||||
AddSoldierToSector( pSoldier->ubID );
|
||||
|
||||
// set correct civ group
|
||||
pSoldier->ubCivilianGroup = usCivilianGroup;
|
||||
|
||||
// make him wear administrator uniform
|
||||
UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
|
||||
|
||||
if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE )
|
||||
{
|
||||
SetClothes( pSoldier, aVest, aPants, aHair, aSkin );
|
||||
|
||||
// Use palette from HVOBJECT, then use substitution for pants, etc
|
||||
memcpy( pSoldier->p8BPPPalette, gAnimSurfaceDatabase[usPaletteAnimSurface].hVideoObject->pPaletteEntry, sizeof(pSoldier->p8BPPPalette) * 256 );
|
||||
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->HeadPal );
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->VestPal );
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->PantsPal );
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->SkinPal );
|
||||
|
||||
pSoldier->CreateSoldierPalettes( );
|
||||
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
}
|
||||
|
||||
return(pSoldier);
|
||||
}
|
||||
|
||||
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
|
||||
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user