repair and dirt system change:

Dirt is now part of gun status. The original dirt system has been removed. For details see:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20198&goto=347370&#msg_347370


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8325 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2016-10-19 15:58:02 +00:00
parent e9a1f4b352
commit 372adc37b8
30 changed files with 716 additions and 806 deletions
+481 -162
View File
@@ -387,6 +387,9 @@ BOOLEAN IsSoldierKnownAsMercInSector(SOLDIERTYPE *pSoldier, INT16 sMapX, INT16 s
// how many points worth of tool kits does the character have?
UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier);
// how many points worth of cleaning kits does the character have?
UINT16 CleaningKitPoints(SOLDIERTYPE *pSoldier);
// how many points worth of doctoring does the character have in his medical kits ?
UINT16 TotalMedicalKitPoints(SOLDIERTYPE *pSoldier);
@@ -411,6 +414,9 @@ UINT16 HealPatient( SOLDIERTYPE *pPatient, SOLDIERTYPE * pDoctor, UINT16 usHealA
// can item be repaired?
BOOLEAN IsItemRepairable( SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold );
// can item be cleaned?
BOOLEAN IsItemCleanable( SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold );
// does another merc have a repairable item on them?
OBJECTTYPE* FindRepairableItemOnOtherSoldier( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOtherSoldier, UINT8 ubPassType );
@@ -619,6 +625,7 @@ void AssignmentAborted( SOLDIERTYPE *pSoldier, UINT8 ubReason );
UINT32 GetLastSquadListedInSquadMenu( void );
BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier );
BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier );
BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier );
BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE * pSoldier, INT8 bHighestPass );
@@ -633,6 +640,7 @@ BOOLEAN BasicCanCharacterFacility( SOLDIERTYPE *pSoldier );
SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK );
BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubRepairPtsLeft );
BOOLEAN CleanObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubCleaningPtsLeft );
void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft );
BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSoldier, UINT8 *pubRepairPtsLeft );
@@ -667,6 +675,8 @@ static INT16 GetMinimumStackDurability(const OBJECTTYPE* pObj);
static BOOLEAN IsGunJammed(const OBJECTTYPE* pObj);
/// Collect items that need repairing and add them to the repair queue
static void CollectRepairableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToFix);
/// Collect items that need cleaning and add them to the cleaning queue
static void CollectCleanableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToClean);
extern BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse );
@@ -999,7 +1009,57 @@ BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
return( FALSE );
}
BOOLEAN IsAnythingAroundForSoldierToClean( SOLDIERTYPE * pSoldier )
{
// first check own inventory
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HANDPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex)
{
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(pSoldier)->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs cleaning
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex)
{
// Check the stack item itself
if ( IsItemCleanable(pSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold) )
{
// found something dirty
return ( TRUE );
}
}
}
// now the other merc's stuff
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
{
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HANDPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex)
{
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(MercPtrs[teamIndex])->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs cleaning
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex)
{
// Check the stack item itself
if ( IsItemCleanable(pSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold) )
{
return ( TRUE );
}
}
}
}
}
return ( FALSE );
}
BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier )
{
@@ -1194,7 +1254,13 @@ BOOLEAN CanCharacterRepairButDoesntHaveARepairkit( SOLDIERTYPE *pSoldier )
return( FALSE );
}
return( TRUE );
// only return TRUE if there is something to repair!
if ( IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
return( TRUE );
}
return( FALSE );
}
// can character be assigned as repairman?
@@ -1213,23 +1279,29 @@ BOOLEAN CanCharacterRepair( SOLDIERTYPE *pSoldier )
return( FALSE );
}
// make sure he has a toolkit
if ( FindToolkit( pSoldier ) == NO_SLOT )
// make sure he has a toolkit or cleaning kit to clean guns
if ( FindToolkit( pSoldier ) == NO_SLOT && pSoldier->GetObjectWithFlag( CLEANING_KIT ) == NULL )
{
return( FALSE );
}
// anything around to fix?
if ( !IsAnythingAroundForSoldierToRepair( pSoldier ) )
// anything around to clean?
if ( pSoldier->GetObjectWithFlag( CLEANING_KIT ) != NULL && IsAnythingAroundForSoldierToClean( pSoldier ) )
{
return( FALSE );
return( TRUE );
}
// anything around to fix?
if ( FindToolkit( pSoldier ) != NO_SLOT && IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
return( TRUE );
}
// NOTE: This will not detect situations where character lacks the SKILL to repair the stuff that needs repairing...
// So, in that situation, his assignment will NOT flash, but a message to that effect will be reported every hour.
// all criteria fit, can repair
return ( TRUE );
// no criteria fits, can't repair
return ( FALSE );
}
@@ -2944,6 +3016,67 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
return(( UINT8 )usRepairPts);
}
UINT8 CalculateCleaningPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
{
UINT32 usCleaningPts;
UINT16 usKitPts;
// oops, we have no cleaning kit
if ( pSoldier->GetObjectWithFlag( CLEANING_KIT ) == NULL )
{
*pusMaxPts = 0;
return 0;
}
// calculate effective repair rate (adjusted for drugs, alcohol, etc.)
usCleaningPts = (UINT16) ((EffectiveMechanical( pSoldier ) * EffectiveDexterity( pSoldier, FALSE ) * (100 + ( 5 * EffectiveExpLevel( pSoldier) ) )) / ( gGameExternalOptions.ubCleaningRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay ));
// calculate normal repair rate - what it would be if his stats were "normal" (ignoring drugs, fatigue, equipment condition)
// and equipment was not a hindrance
INT16 mechanical = (pSoldier->stats.bMechanical * (100 + pSoldier->GetBackgroundValue( BG_MECHANICAL ))) / 100;
INT16 dexterity = (pSoldier->stats.bDexterity * (100 + pSoldier->GetBackgroundValue( BG_DEXTERITY ))) / 100;
*pusMaxPts = (mechanical * dexterity * (100 + (5 * pSoldier->stats.bExpLevel))) / (gGameExternalOptions.ubCleaningRateDivisor * gGameExternalOptions.ubAssignmentUnitsPerDay);
// SANDRO - Technician trait gives a good bonus to repair items
// we also use that for cleaning guns
if ( gGameOptions.fNewTraitSystem )
{
usCleaningPts = usCleaningPts * (100 + gSkillTraitValues.bSpeedModifierRepairing) / 100;
*pusMaxPts = *pusMaxPts * (100 + gSkillTraitValues.bSpeedModifierRepairing) / 100;
if ( HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
{
usCleaningPts += usCleaningPts * gSkillTraitValues.usTERepairSpeedBonus * (NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )) / 100;
*pusMaxPts += *pusMaxPts * gSkillTraitValues.usTERepairSpeedBonus * (NUM_SKILL_TRAITS( pSoldier, TECHNICIAN_NT )) / 100;
}
// Penalty for aggressive people
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_AGGRESSIVE ) )
{
usCleaningPts -= usCleaningPts / 10; // -10%
*pusMaxPts -= *pusMaxPts / 10;
}
// Bonus for phlegmatic people
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) )
{
usCleaningPts += usCleaningPts / 20; // +5%
*pusMaxPts += *pusMaxPts / 20;
}
}
// adjust for fatigue
ReducePointsForFatigue( pSoldier, &usCleaningPts );
// Flugente: our food situation influences our effectiveness
if ( gGameOptions.fFoodSystem )
ReducePointsForHunger( pSoldier, &usCleaningPts );
usKitPts = CleaningKitPoints( pSoldier );
// return current cleaning pts
return(( UINT8 )usCleaningPts);
}
extern INT32 CalcThreateningEffectiveness( UINT8 ubMerc );
// Flugente: calculate interrogation value
@@ -3517,6 +3650,23 @@ UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier)
return( usKitpts );
}
UINT16 CleaningKitPoints(SOLDIERTYPE *pSoldier)
{
UINT16 usKitpts=0;
UINT8 ubPocket;
// add up kit points
// CHRISL: Changed to dynamically determine max inventory locations.
for (ubPocket=HANDPOS; ubPocket < NUM_INV_SLOTS; ubPocket++)
{
if( HasItemFlag( pSoldier->inv[ubPocket].usItem, CLEANING_KIT ) )
{
usKitpts += TotalPoints( &( pSoldier->inv[ ubPocket ] ) );
}
}
return( usKitpts );
}
UINT16 TotalMedicalKitPoints(SOLDIERTYPE *pSoldier)
{
@@ -4227,7 +4377,7 @@ void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ )
{
if ( IS_REPAIR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
if ( MakeSureToolKitIsInHand( pTeamSoldier ) )
if ( MakeSureToolKitIsInHand( pTeamSoldier ) || pTeamSoldier->GetObjectWithFlag( CLEANING_KIT ) != NULL )
{
// character is in sector, check if can repair
if ( CanCharacterRepair( pTeamSoldier ) && ( EnoughTimeOnAssignment( pTeamSoldier ) ) )
@@ -4419,6 +4569,29 @@ static void CollectRepairableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSo
}
}
static void CollectCleanableItems(SOLDIERTYPE* pRepairSoldier, SOLDIERTYPE* pSoldier, RepairQueue& itemsToClean)
{
// Iterate over all pocket slots and add items in need of repair
for (UINT8 pocketIndex = HANDPOS; pocketIndex < NUM_INV_SLOTS; ++pocketIndex)
{
const OBJECTTYPE* pObj = &(const_cast<SOLDIERTYPE *>(pSoldier)->inv[pocketIndex]);
if(pObj == NULL || pObj->ubNumberOfObjects == NOTHING || pObj->usItem == NOTHING)
continue;
// Check if item needs cleaning
for (UINT8 stackIndex = 0; stackIndex < pObj->ubNumberOfObjects; ++stackIndex)
{
// Check the stack item itself
if ( IsItemCleanable(pRepairSoldier, pObj->usItem, (*pObj)[stackIndex]->data.objectStatus, (*pObj)[stackIndex]->data.sRepairThreshold) )
{
RepairItem item(pObj, pSoldier, (INVENTORY_SLOT) pocketIndex);
itemsToClean.push(item);
break;
}
}
}
}
static BOOLEAN IsGunJammed(const OBJECTTYPE* pObj) {
return (Item[pObj->usItem].usItemClass == IC_GUN) && ((*pObj)[0]->data.gun.bGunAmmoStatus < 0);
}
@@ -4633,12 +4806,6 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
gMercProfiles[ pSoldier->ubProfile ].records.usItemsRepaired++;
}
if ( (*pObj)[ubLoop]->data.objectStatus == threshold )
{
// if item was fully repaired, consider it cleaned
if ( gGameExternalOptions.fDirtSystem && gGameExternalOptions.fFullRepairCleansGun )
(*pObj)[ubLoop]->data.bDirtLevel = 0.0f;
}
// note: this system is bad if we can repair only 1% per hour (which is rather we are total losers)
///////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -4715,21 +4882,90 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
return( fSomethingWasRepaired );
}
BOOLEAN CleanObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE * pObj, UINT8 * pubCleaningPtsLeft )
{
UINT8 ubDirtPts, ubPtsCleaned, ubLoop, ubItemsInPocket;
BOOLEAN bFullyCleaned = FALSE;
// no gun? We shouldn't be here...
if ( !Item[pObj->usItem].usItemClass & IC_GUN )
Assert(0);
ubItemsInPocket = pObj->ubNumberOfObjects;
for ( ubLoop = 0; ubLoop < ubItemsInPocket; ++ubLoop )
{
// Flugente: if using the new advanced repair system, we can only clean up to the repair threshold
INT16 sThreshold = 100;
if ( gGameExternalOptions.fAdvRepairSystem )
{
sThreshold = (*pObj)[ubLoop]->data.sRepairThreshold;
}
// how many points of dirt has the gun accumulated?
ubDirtPts = sThreshold - (*pObj)[ubLoop]->data.objectStatus;
// do we have enough pts to fully clean the item?
if ( *pubCleaningPtsLeft >= ubDirtPts )
{
// fix it up to the threshold (max 100%)
(*pObj)[ubLoop]->data.objectStatus = sThreshold;
*pubCleaningPtsLeft -= ubDirtPts;
bFullyCleaned = TRUE;
}
else // not enough, partial clean only, if any at all
{
// clean what we can
ubPtsCleaned = *pubCleaningPtsLeft;
// if we have enough to actually clean anything
if (ubPtsCleaned > 0)
{
(*pObj)[ubLoop]->data.objectStatus += ubPtsCleaned;
}
*pubCleaningPtsLeft = 0;
bFullyCleaned = FALSE;
}
// we have fully cleaned the gun
if ( (*pObj)[ubLoop]->data.objectStatus == sThreshold )
{
// report it as cleaned
if ( pSoldier == pOwner )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_CLEANED ], pSoldier->GetName(), ItemNames[ pObj->usItem ] );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[ STR_CLEANED_FOR_OWNER ], pSoldier->GetName(), pOwner->GetName(), ItemNames[ pObj->usItem ] );
}
}
if ( *pubCleaningPtsLeft == 0 )
{
// we're out of points!
return ( bFullyCleaned );
}
}
return ( bFullyCleaned );
}
void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
{
UINT16 usMax=0;
UINT8 ubRepairPtsLeft =0;
UINT8 ubInitialRepairPts = 0;
UINT8 ubRepairPtsUsed = 0;
BOOLEAN fNothingLeftToRepair = FALSE;
UINT16 usRepairMax = 0, usCleaningMax = 0;
UINT8 ubRepairPtsLeft = 0, ubCleaningPtsLeft = 0;
UINT8 ubInitialRepairPts = 0, ubInitialCleaningPts = 0;
UINT8 ubRepairPtsUsed = 0, ubCleaningPtsUsed = 0;
BOOLEAN fNothingLeftToRepair = FALSE, bNothingLeftToClean = FALSE;
UINT16 usKitDegrade = 100;
// grab max number of repair pts open to this soldier
ubRepairPtsLeft = CalculateRepairPointsForRepairman( pSoldier, &usMax, TRUE );
ubRepairPtsLeft = CalculateRepairPointsForRepairman( pSoldier, &usRepairMax, TRUE );
ubCleaningPtsLeft = CalculateCleaningPointsForRepairman ( pSoldier, &usCleaningMax );
// no points
if ( ubRepairPtsLeft == 0 )
if ( ubRepairPtsLeft == 0 && ubCleaningPtsLeft == 0 )
{
AssignmentDone( pSoldier, TRUE, TRUE );
return;
@@ -4737,11 +4973,12 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// remember what we've started off with
ubInitialRepairPts = ubRepairPtsLeft;
ubInitialCleaningPts = ubCleaningPtsLeft;
// check if we are repairing a vehicle
if ( pSoldier->bVehicleUnderRepairID != -1 )
{
if ( CanCharacterRepairVehicle( pSoldier, pSoldier->bVehicleUnderRepairID ) )
if ( CanCharacterRepairVehicle( pSoldier, pSoldier->bVehicleUnderRepairID ) && ubRepairPtsLeft > 0 )
{
// attempt to fix vehicle
ubRepairPtsLeft -= RepairVehicle( pSoldier->bVehicleUnderRepairID, ubRepairPtsLeft, &fNothingLeftToRepair );
@@ -4750,7 +4987,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
// check if we are repairing a robot
else if( pSoldier->flags.fFixingRobot )
{
if ( CanCharacterRepairRobot( pSoldier ) )
if ( CanCharacterRepairRobot( pSoldier ) && ubRepairPtsLeft > 0 )
{
// repairing the robot is very slow & difficult
@@ -4786,7 +5023,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
}
else if ( pSoldier->flags.fFixingSAMSite )
{
if ( CanSoldierRepairSAM( pSoldier ) )
if ( CanSoldierRepairSAM( pSoldier ) && ubRepairPtsLeft > 0 )
{
// repair the SAM
INT16 sStrategicSector = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
@@ -4811,159 +5048,223 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
}
else
{
if (gGameExternalOptions.fAdditionalRepairMode)
// first priority for item repair is cleaning guns
if ( ubCleaningPtsLeft > 0 )
{
// 2Points: Use new repair algorithm
// Collect all items in need of repair and assign them priorities
RepairQueue itemsToFix;
RepairQueue itemsToClean;
// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
// first build list of guns to be cleaned
// silversurfer: Looks strange? It's not. This function now needs the guy that does the cleaning and the one that owns the stuff.
// first our own stuff
CollectCleanableItems(pSoldier, pSoldier, itemsToClean);
// then other mercs' stuff
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
// silversurfer: This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, MercPtrs[teamIndex], itemsToFix);
CollectCleanableItems(pSoldier, MercPtrs[teamIndex], itemsToClean);
}
// Step through items, starting with the highest priority item
while (!itemsToFix.empty() && ubRepairPtsLeft > 0)
while (!itemsToClean.empty() && ubCleaningPtsLeft > 0)
{
const RepairItem object = itemsToFix.top();
itemsToFix.pop();
const RepairItem object = itemsToClean.top();
itemsToClean.pop();
// Jammed gun; call unjam function first
if ( IsGunJammed(object.item) )
UnjamGunsOnSoldier(const_cast<SOLDIERTYPE*> (object.owner), pSoldier, &ubRepairPtsLeft);
UnjamGunsOnSoldier(const_cast<SOLDIERTYPE*> (object.owner), pSoldier, &ubCleaningPtsLeft);
// Regular repair function
BOOLEAN itemRepaired = RepairObject( pSoldier, const_cast<SOLDIERTYPE*> (object.owner), const_cast<OBJECTTYPE*> (object.item), &ubRepairPtsLeft );
// Clean gun
BOOLEAN bFullyCleaned = CleanObject( pSoldier, const_cast<SOLDIERTYPE*> (object.owner), const_cast<OBJECTTYPE*> (object.item), &ubCleaningPtsLeft);
if ( itemsToClean.empty() && bFullyCleaned )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 7 ], pSoldier->GetName() );
bNothingLeftToClean = TRUE;
}
}
// we spent some time cleaning so adjust repair points accordingly
if ( ubRepairPtsLeft > 0 && ubInitialCleaningPts > ubCleaningPtsLeft )
{
ubRepairPtsLeft = UINT8()(ubRepairPtsLeft * ubCleaningPtsLeft / ubInitialCleaningPts);
}
}
// now check if we can repair items
if ( ubRepairPtsLeft > 0 )
{
if (gGameExternalOptions.fAdditionalRepairMode)
{
// 2Points: Use new repair algorithm
// Collect all items in need of repair and assign them priorities
RepairQueue itemsToFix;
// silversurfer: Looks strange? It's not. This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, pSoldier, itemsToFix);
for(UINT8 teamIndex = gTacticalStatus.Team[gbPlayerNum].bFirstID; teamIndex < gTacticalStatus.Team[gbPlayerNum].bLastID; ++teamIndex)
{
// Ignore self, mercs in other sectors, etc.
if (CanCharacterRepairAnotherSoldiersStuff(pSoldier, MercPtrs[teamIndex]))
// silversurfer: This function now needs the guy that does the repairs and the one that owns the stuff.
CollectRepairableItems(pSoldier, MercPtrs[teamIndex], itemsToFix);
}
// Step through items, starting with the highest priority item
while (!itemsToFix.empty() && ubRepairPtsLeft > 0)
{
const RepairItem object = itemsToFix.top();
itemsToFix.pop();
// Jammed gun; call unjam function first
if ( IsGunJammed(object.item) )
UnjamGunsOnSoldier(const_cast<SOLDIERTYPE*> (object.owner), pSoldier, &ubRepairPtsLeft);
// Regular repair function
BOOLEAN itemRepaired = RepairObject( pSoldier, const_cast<SOLDIERTYPE*> (object.owner), const_cast<OBJECTTYPE*> (object.item), &ubRepairPtsLeft );
#ifdef _DEBUG
if (itemRepaired)
ScreenMsg(FONT_ORANGE, MSG_BETAVERSION, L"Repaired: %s's %s in item slot %d [Dur: %d]. %d points left.",
object.owner->name, Item[object.item->usItem].szItemName, object.inventorySlot, GetMinimumStackDurability(object.item), ubRepairPtsLeft);
if (itemRepaired)
ScreenMsg(FONT_ORANGE, MSG_BETAVERSION, L"Repaired: %s's %s in item slot %d [Dur: %d]. %d points left.",
object.owner->name, Item[object.item->usItem].szItemName, object.inventorySlot, GetMinimumStackDurability(object.item), ubRepairPtsLeft);
#endif
// The following assumes that weapon/armor has higher priority than regular items! If the priorities are changed, this notification
// probably won't work reliably anymore.
// The following assumes that weapon/armor has higher priority than regular items! If the priorities are changed, this notification
// probably won't work reliably anymore.
// The item has been repaired completely
if (GetMinimumStackDurability(object.item) == 100)
{
// No items left in queue: All items have been repaired
if (itemsToFix.empty())
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->GetName() );
else {
// The current item was a weapon/armor
if ( (IsWeapon(object.item->usItem) || Item[object.item->usItem].usItemClass == IC_ARMOUR) &&
// ...and the next item isn't:
(!IsWeapon(itemsToFix.top().item->usItem) && Item[itemsToFix.top().item->usItem].usItemClass != IC_ARMOUR) )
{
// The item has been repaired completely
if (GetMinimumStackDurability(object.item) == 100)
{
// No items left in queue: All items have been repaired
if (itemsToFix.empty())
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 3 ], pSoldier->GetName() );
else {
// The current item was a weapon/armor
if ( (IsWeapon(object.item->usItem) || Item[object.item->usItem].usItemClass == IC_ARMOUR) &&
// ...and the next item isn't:
(!IsWeapon(itemsToFix.top().item->usItem) && Item[itemsToFix.top().item->usItem].usItemClass != IC_ARMOUR) )
{
// All weapons & armor have been repaired
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->GetName() );
StopTimeCompression();
// All weapons & armor have been repaired
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 1 ], pSoldier->GetName() );
StopTimeCompression();
}
}
}
}
}
}
else
{
// Old repair algorithm
INT8 bPocket =0;
BOOLEAN fNothingLeftToRepair = FALSE;
INT8 bLoop, bLoopStart, bLoopEnd;
OBJECTTYPE * pObj;
BOOLEAN fAnyOfSoldiersOwnItemsWereFixed = UnjamGunsOnSoldier( pSoldier, pSoldier, &ubRepairPtsLeft );
// repair items on self
// HEADROCK HAM B2.8: Experimental feature: Fixes LBEs last, as they don't actually require repairs.
for( bLoop = 0; bLoop < 4; ++bLoop )
else
{
if ( bLoop == 0 )
// Old repair algorithm
INT8 bPocket =0;
BOOLEAN fNothingLeftToRepair = FALSE;
INT8 bLoop, bLoopStart, bLoopEnd;
OBJECTTYPE * pObj;
BOOLEAN fAnyOfSoldiersOwnItemsWereFixed = UnjamGunsOnSoldier( pSoldier, pSoldier, &ubRepairPtsLeft );
// repair items on self
// HEADROCK HAM B2.8: Experimental feature: Fixes LBEs last, as they don't actually require repairs.
for( bLoop = 0; bLoop < 4; ++bLoop )
{
bLoopStart = SECONDHANDPOS;
// HEADROCK: New loop stage only checks second hand, to avoid LBEs.
bLoopEnd = SECONDHANDPOS;
}
else if ( bLoop == 1 )
{
// HEADROCK: Second check is for armor and headgear only.
bLoopStart = HELMETPOS;
bLoopEnd = HEAD2POS;
}
else if ( bLoop == 2 )
{
// HEADROCK: Loop stage altered to run through inventory only
bLoopStart = UsingNewInventorySystem() == false ? BIGPOCKSTART : GUNSLINGPOCKPOS;
// CHRISL: Changed to dynamically determine max inventory locations.
bLoopEnd = (NUM_INV_SLOTS - 1);
}
else if ( bLoop == 3 )
{
if (UsingNewInventorySystem() == true)
if ( bLoop == 0 )
{
// HEADROCK: Last loop fixes LBEs
bLoopStart = VESTPOCKPOS;
bLoopEnd = BPACKPOCKPOS;
}
else
{
// HEADROCK: In OIV, simply check everything again.
bLoopStart = SECONDHANDPOS;
// HEADROCK: New loop stage only checks second hand, to avoid LBEs.
bLoopEnd = SECONDHANDPOS;
}
else if ( bLoop == 1 )
{
// HEADROCK: Second check is for armor and headgear only.
bLoopStart = HELMETPOS;
bLoopEnd = HEAD2POS;
}
else if ( bLoop == 2 )
{
// HEADROCK: Loop stage altered to run through inventory only
bLoopStart = UsingNewInventorySystem() == false ? BIGPOCKSTART : GUNSLINGPOCKPOS;
// CHRISL: Changed to dynamically determine max inventory locations.
bLoopEnd = (NUM_INV_SLOTS - 1);
}
}
// now repair objects running from left hand to small pocket
for( bPocket = bLoopStart; bPocket <= bLoopEnd; ++bPocket )
{
//CHRISL: These two conditions allow us to repair LBE pocket items at the same time as worn armor, while
// still letting us repair the item in our offhand first.
// HEADROCK HAM B2.8: No longer necessary, as I've artificially added new stages for this. LBE
// pockets are now repaired LAST.
//if(UsingNewInventorySystem() == true && bLoop == 0 && bPocket>SECONDHANDPOS && bPocket<GUNSLINGPOCKPOS)
// continue;
//if(UsingNewInventorySystem() == true && bLoop == 1 && bPocket==SECONDHANDPOS)
// continue;
pObj = &(pSoldier->inv[ bPocket ]);
if ( RepairObject( pSoldier, pSoldier, pObj, &ubRepairPtsLeft ) )
else if ( bLoop == 3 )
{
fAnyOfSoldiersOwnItemsWereFixed = TRUE;
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
if (UsingNewInventorySystem() == true)
{
// HEADROCK: Last loop fixes LBEs
bLoopStart = VESTPOCKPOS;
bLoopEnd = BPACKPOCKPOS;
}
else
{
// HEADROCK: In OIV, simply check everything again.
bLoopStart = SECONDHANDPOS;
bLoopEnd = (NUM_INV_SLOTS - 1);
}
}
// now repair objects running from left hand to small pocket
for( bPocket = bLoopStart; bPocket <= bLoopEnd; ++bPocket )
{
//CHRISL: These two conditions allow us to repair LBE pocket items at the same time as worn armor, while
// still letting us repair the item in our offhand first.
// HEADROCK HAM B2.8: No longer necessary, as I've artificially added new stages for this. LBE
// pockets are now repaired LAST.
//if(UsingNewInventorySystem() == true && bLoop == 0 && bPocket>SECONDHANDPOS && bPocket<GUNSLINGPOCKPOS)
// continue;
//if(UsingNewInventorySystem() == true && bLoop == 1 && bPocket==SECONDHANDPOS)
// continue;
pObj = &(pSoldier->inv[ bPocket ]);
if ( RepairObject( pSoldier, pSoldier, pObj, &ubRepairPtsLeft ) )
{
fAnyOfSoldiersOwnItemsWereFixed = TRUE;
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
}
}
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
}
// quit looking if we're already out
if ( ubRepairPtsLeft == 0 )
break;
// if he fixed something of his, and now has no more of his own items to fix
if ( fAnyOfSoldiersOwnItemsWereFixed && !DoesCharacterHaveAnyItemsToRepair( pSoldier, -1 ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->GetName() );
// let player react
StopTimeCompression();
}
// repair items on others
if ( ubRepairPtsLeft )
RepairItemsOnOthers( pSoldier, &ubRepairPtsLeft );
}
// if he fixed something of his, and now has no more of his own items to fix
if ( fAnyOfSoldiersOwnItemsWereFixed && !DoesCharacterHaveAnyItemsToRepair( pSoldier, -1 ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sRepairsDoneString[ 0 ], pSoldier->GetName() );
// let player react
StopTimeCompression();
}
// repair items on others
if ( ubRepairPtsLeft )
RepairItemsOnOthers( pSoldier, &ubRepairPtsLeft );
}
}
// what are the total amount of pts used by character?
// what is the total amount of pts used by character?
ubCleaningPtsUsed = ubInitialCleaningPts - ubCleaningPtsLeft;
if( ubCleaningPtsUsed > 0 )
{
// improve stats
StatChange( pSoldier, MECHANAMT, ( UINT16 ) (ubCleaningPtsUsed / 5), FALSE );
StatChange( pSoldier, DEXTAMT, ( UINT16 ) (ubCleaningPtsUsed / 5), FALSE );
// check if kit damaged/depleted
if( ( Random( 50 ) ) < (UINT32)(ubCleaningPtsUsed) )
{
// kit item damaged/depleted, burn up points of cleaning kit
UseKitPoints( pSoldier->GetObjectWithFlag( CLEANING_KIT ), (UINT16)(ubCleaningPtsUsed / 10 + 1), pSoldier );
}
}
// what is the total amount of pts used by character?
ubRepairPtsUsed = ubInitialRepairPts - ubRepairPtsLeft;
if( ubRepairPtsUsed > 0 )
{
@@ -4985,27 +5286,30 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
}
}
// if he really done
if ( HasCharacterFinishedRepairing( pSoldier ) )
BOOLEAN bCleaning = FALSE, bRepairing = FALSE;
// anything around to clean?
if ( pSoldier->GetObjectWithFlag( CLEANING_KIT ) != NULL && !bNothingLeftToClean )
{
// yup, that's all folks
AssignmentDone( pSoldier, TRUE, TRUE );
bCleaning = TRUE;
}
else // still has stuff to repair
{
// Flugente: observed an instance where toolkit ran out, but assignment was not quitted, resulting in a crash on the next hour - better check here
if ( FindToolkit( pSoldier ) == NO_SLOT )
{
// he could (maybe) repair something, but can't because he doesn't have a tool kit!
AssignmentAborted( pSoldier, NO_MORE_TOOL_KITS );
}
// if nothing got repaired, there's a problem
if ( ubRepairPtsUsed == 0 )
{
// he can't repair anything because he doesn't have enough skill!
AssignmentAborted( pSoldier, INSUF_REPAIR_SKILL );
}
// anything around to fix?
if ( FindToolkit( pSoldier ) != NO_SLOT && IsAnythingAroundForSoldierToRepair( pSoldier ) )
{
bRepairing = TRUE;
}
// if nothing got repaired or cleaned, there's a problem
if ( ubRepairPtsUsed == 0 && ubCleaningPtsUsed == 0 )
{
// he can't repair anything because he doesn't have enough skill!
AssignmentAborted( pSoldier, INSUF_REPAIR_SKILL );
}
// nothing more to do?
else if ( !bCleaning && !bRepairing )
{
AssignmentDone( pSoldier, TRUE, TRUE );
StopTimeCompression();
}
}
@@ -5042,6 +5346,20 @@ BOOLEAN IsItemRepairable(SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, IN
return ( FALSE );
}
BOOLEAN IsItemCleanable( SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold )
{
// only guns can be cleaned
if ( bStatus < 100 && Item[usItem].usItemClass & IC_GUN )
{
// can't clean beyond repair threshold when Advanced Repair System is active
if ( gGameExternalOptions.fAdvRepairSystem && bStatus >= bThreshold )
return ( FALSE );
else
return ( TRUE );
}
return ( FALSE );
}
// Not used anywhere?!
/*void HandleRestAndFatigueInSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
@@ -8607,6 +8925,7 @@ void HandleShadingOfLinesForRepairMenu( void )
}
pSoldier = GetSelectedAssignSoldier( FALSE );
BOOL bHasToolkit = (FindToolkit( pSoldier ) != NO_SLOT);
// PLEASE NOTE: make sure any changes you do here are reflected in all 3 routines which must remain in synch:
// CreateDestroyMouseRegionForRepairMenu(), DisplayRepairMenu(), and HandleShadingOfLinesForRepairMenu().
@@ -8622,7 +8941,7 @@ void HandleShadingOfLinesForRepairMenu( void )
{
if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
{
if( CanCharacterRepairVehicle( pSoldier, iVehicleIndex ) == TRUE )
if( CanCharacterRepairVehicle( pSoldier, iVehicleIndex ) == TRUE && bHasToolkit )
{
// unshade vehicle line
UnShadeStringInBox( ghRepairBox, iCount );
@@ -8643,7 +8962,7 @@ void HandleShadingOfLinesForRepairMenu( void )
if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// handle enable disable of repair sam option
if( CanSoldierRepairSAM( pSoldier ) )
if( CanSoldierRepairSAM( pSoldier ) && bHasToolkit )
{
// unshade SAM line
UnShadeStringInBox( ghRepairBox, iCount );
@@ -8660,7 +8979,7 @@ void HandleShadingOfLinesForRepairMenu( void )
if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
{
// handle shading of repair robot option
if( CanCharacterRepairRobot( pSoldier ) )
if( CanCharacterRepairRobot( pSoldier ) && bHasToolkit )
{
// unshade robot line
UnShadeStringInBox( ghRepairBox, iCount );
@@ -8879,7 +9198,7 @@ void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
pSoldier->bVehicleUnderRepairID = ( INT8 ) iRepairWhat;
MakeSureToolKitIsInHand( pSoldier );
// MakeSureToolKitIsInHand( pSoldier );
// assign to a movement group
AssignMercToAMovementGroup( pSoldier );