Merged New Inventory Project into main branch

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+65 -61
View File
@@ -3,7 +3,7 @@
#include "PreBattle Interface.h"
#include "Intro.h"
#else
#include "Soldier Control.h"
#include "Overhead.h"
#include "Boxing.h"
#include "Render Fun.h"
@@ -44,11 +44,16 @@
#include "screenids.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
INT16 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
SOLDIERTYPE *gpKillerSoldier = NULL;
INT16 gsGridNo;
INT8 gbLevel;
INT16 gsGridNo;
INT8 gbLevel;
// This function checks if our statue exists in the current sector at given gridno
@@ -88,21 +93,21 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
ApplyMapChangesToMapTempFile( TRUE );
// Remove it!
// Get index for it...
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 5 ), &usTileIndex );
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 5 ), &usTileIndex );
RemoveStruct( 13830, usTileIndex );
// Add new one...
if ( fFromExplosion )
{
// Use damaged peice
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 7 ), &usTileIndex );
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 7 ), &usTileIndex );
}
else
{
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 8 ), &usTileIndex );
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 8 ), &usTileIndex );
// Play sound...
PlayJA2Sample( OPEN_STATUE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
PlayJA2Sample( OPEN_STATUE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
}
AddStructToHead( 13830, usTileIndex );
@@ -111,7 +116,7 @@ void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
ExitGrid.ubGotoSectorX = 3;
ExitGrid.ubGotoSectorY = MAP_ROW_O;
ExitGrid.ubGotoSectorZ = 1;
ExitGrid.usGridNo = 13037;
ExitGrid.sGridNo = 13037;
AddExitGridToWorld( 13669, &ExitGrid );
gpWorldLevelData[ 13669 ].uiFlags |= MAPELEMENT_REVEALED;
@@ -142,7 +147,7 @@ void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8
{
gpKillerSoldier = pKillerSoldier;
gsGridNo = sGridNo;
gbLevel = bLevel;
gbLevel = bLevel;
// Lock the UI.....
gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
@@ -159,7 +164,6 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLev
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
INT16 sDistVisible = FALSE;
UINT8 ubKillerSoldierID = NOBODY;
// Start victory music here...
@@ -168,26 +172,26 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLev
if ( pKillerSoldier )
{
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA );
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA );
ubKillerSoldierID = pKillerSoldier->ubID;
}
// STEP 1 ) START ALL QUOTES GOING!
// OK - loop through all witnesses and see if they want to say something abou this...
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
if ( cnt != ubKillerSoldierID )
{
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
{
if ( QuoteExp_WitnessDeidrannaDeath[ pTeamSoldier->ubProfile ] )
{
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_DEIDRANNA );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_DEIDRANNA );
}
}
}
@@ -231,11 +235,11 @@ void DoneFadeOutKilledQueen( void )
// For one, loop through our current squad and move them over
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
{
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( 3, MAP_ROW_P, 0, pSoldier->ubGroupID );
@@ -249,23 +253,23 @@ void DoneFadeOutKilledQueen( void )
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = 5687;
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
}
// Kill all enemies in world.....
cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
// look for all mercs on the same team,
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
{
// Are we active and in sector.....
if ( pTeamSoldier->bActive )
if ( pTeamSoldier->bActive )
{
// For sure for flag thet they are dead is not set
// Check for any more badguys
// ON THE STRAGETY LAYER KILL BAD GUYS!
if ( !pTeamSoldier->bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
{
ProcessQueenCmdImplicationsOfDeath( pTeamSoldier );
}
@@ -284,9 +288,9 @@ void DoneFadeOutKilledQueen( void )
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
SetMusicMode( MUSIC_TACTICAL_VICTORY );
SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
// ATE: Force change of level set z to 1
gbWorldSectorZ = 1;
@@ -298,8 +302,8 @@ void DoneFadeOutKilledQueen( void )
SectorInfo[ SEC_P3 ].ubTroopsInBattle = 0;
SectorInfo[ SEC_P3 ].ubElitesInBattle = 0;
// ATE: GEt rid of elliot in P3...
gMercProfiles[ ELLIOT ].sSectorX = 1;
// ATE: GEt rid of elliot in P3...
gMercProfiles[ ELLIOT ].sSectorX = 1;
ChangeNpcToDifferentSector( DEREK, 3, MAP_ROW_P, 0 );
ChangeNpcToDifferentSector( OLIVER, 3, MAP_ROW_P, 0 );
@@ -323,7 +327,7 @@ void HandleDoneLastKilledQueenQuote( )
{
gFadeOutDoneCallback = DoneFadeOutKilledQueen;
FadeOutGameScreen( );
FadeOutGameScreen( );
}
@@ -333,18 +337,18 @@ void EndQueenDeathEndgameBeginEndCimenatic( )
SOLDIERTYPE *pSoldier;
// Start end cimimatic....
gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
// first thing is to loop through team and say end quote...
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
{
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
}
}
@@ -368,7 +372,7 @@ void DoneFadeOutEndCinematic( void )
{
// DAVE PUT SMAKER STUFF HERE!!!!!!!!!!!!
// :)
gTacticalStatus.uiFlags &= (~IN_ENDGAME_SEQUENCE);
gTacticalStatus.uiFlags &= (~IN_ENDGAME_SEQUENCE);
// For now, just quit the freaken game...
@@ -388,7 +392,7 @@ void HandleDoneLastEndGameQuote( )
gFadeOutDoneCallback = DoneFadeOutEndCinematic;
FadeOutGameScreen( );
FadeOutGameScreen( );
}
@@ -407,12 +411,12 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT
gpKillerSoldier = pKillerSoldier;
gsGridNo = sGridNo;
gbLevel = bLevel;
gbLevel = bLevel;
// Lock the UI.....
gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
// Increment refrence count...
giNPCReferenceCount = 1;
giNPCReferenceCount = 1;
// gTacticalStatus.uiFlags |= IN_DEIDRANNA_ENDGAME;
@@ -422,22 +426,22 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT
// Kill all enemies in creature team.....
cnt = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
// look for all mercs on the same team,
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
{
// Are we active and ALIVE and in sector.....
if ( pTeamSoldier->bActive && pTeamSoldier->bLife > 0 )
if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife > 0 )
{
// For sure for flag thet they are dead is not set
// Check for any more badguys
// ON THE STRAGETY LAYER KILL BAD GUYS!
// HELLO! THESE ARE CREATURES! THEY CAN'T BE NEUTRAL!
//if ( !pTeamSoldier->bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
// HELLO! THESE ARE CREATURES! THEY CAN'T BE NEUTRAL!
//if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
{
// gTacticalStatus.ubAttackBusyCount++;
// gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( "Killing off a queen ally.\n");
EVENT_SoldierGotHit( pTeamSoldier, 0, 10000, 0, pTeamSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pTeamSoldier->bAimShotLocation, 0, NOWHERE );
pTeamSoldier->EVENT_SoldierGotHit( 0, 10000, 0, pTeamSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pTeamSoldier->bAimShotLocation, 0, NOWHERE );
}
}
}
@@ -449,7 +453,6 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLe
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
INT16 sDistVisible = FALSE;
UINT8 ubKillerSoldierID = NOBODY;
// Start victory music here...
@@ -457,26 +460,26 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLe
if ( pKillerSoldier )
{
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_QUEEN );
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_QUEEN );
ubKillerSoldierID = pKillerSoldier->ubID;
}
// STEP 1 ) START ALL QUOTES GOING!
// OK - loop through all witnesses and see if they want to say something abou this...
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
if ( cnt != ubKillerSoldierID )
{
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
{
if ( QuoteExp_WitnessQueenBugDeath[ pTeamSoldier->ubProfile ] )
{
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_QUEEN );
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_QUEEN );
}
}
}
@@ -485,16 +488,17 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLe
// Set fact that she is dead!
if ( CheckFact( FACT_QUEEN_DEAD, 0 ) )
{
EndQueenDeathEndgameBeginEndCimenatic( );
}
else
{
// Unset flags...
gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV );
// Increment refrence count...
giNPCReferenceCount = 0;
}
if ( CheckFact( FACT_QUEEN_DEAD, 0 ) )
{
EndQueenDeathEndgameBeginEndCimenatic( );
}
else
{
// Unset flags...
gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV );
// Increment refrence count...
giNPCReferenceCount = 0;
}
}