mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
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:
+62
-58
@@ -13,13 +13,13 @@
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#include "worldman.h"
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#include "renderworld.h"
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#include "Assignments.h"
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#include "Soldier Control.h"
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#include "Animation Control.h"
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#include "Animation Data.h"
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#include "Isometric Utils.h"
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#include "Event Pump.h"
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#include "Timer Control.h"
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#include "Render Fun.h"
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#include "Render Fun.h"
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#include "Render Dirty.h"
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#include "mousesystem.h"
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#include "interface.h"
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@@ -60,6 +60,11 @@
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#include "GameSettings.h"
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#define MIN_FLIGHT_PREP_TIME 6
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#ifdef JA2TESTVERSION
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@@ -83,7 +88,6 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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{
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SOLDIERTYPE *pSoldier;
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UINT8 iNewIndex;
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UINT8 ubCount=0;
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UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
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MERCPROFILESTRUCT *pMerc;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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@@ -111,8 +115,7 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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}
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// BUILD STRUCTURES
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// MercCreateStruct has been C++'d
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//memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
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MercCreateStruct.initialize();
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MercCreateStruct.ubProfile = ubCurrentSoldier;
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MercCreateStruct.fPlayerMerc = TRUE;
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MercCreateStruct.sSectorX = pHireMerc->sSectorX;
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@@ -123,7 +126,7 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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if ( !TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "TacticalCreateSoldier in HireMerc(): Failed to Add Merc");
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "TacticalCreateSoldier in HireMerc(): Failed to Add Merc");
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return( MERC_HIRE_FAILED );
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}
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@@ -133,15 +136,16 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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if ( iNewIndex == 0 )
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{
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// OK, give this item to our merc!
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OBJECTTYPE Object;
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// make an objecttype
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memset( &Object, 0, sizeof( OBJECTTYPE ) );
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Object.usItem = LETTER;
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Object.ubNumberOfObjects = 1;
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Object.ItemData.Generic.bStatus[0] = 100;
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// Give it
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fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &Object, FALSE );
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CreateItem(LETTER, 100, &gTempObject);
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// Give it
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fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &gTempObject, FALSE );
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// CHRISL: This condition should resolve the issue of the letter not being issued to the first merc
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if(!fReturn && (UsingNewInventorySystem() == true))
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{
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(MercPtrs[iNewIndex]->inv[NUM_INV_SLOTS-1]) = gTempObject;
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fReturn=TRUE;
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}
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Assert( fReturn );
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}
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@@ -161,7 +165,7 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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pSoldier->ubStrategicInsertionCode = pHireMerc->ubInsertionCode;
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pSoldier->usStrategicInsertionData = pHireMerc->usInsertionData;
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// ATE: Copy over value for using alnding zone to soldier type
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pSoldier->fUseLandingZoneForArrival = pHireMerc->fUseLandingZoneForArrival;
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pSoldier->flags.fUseLandingZoneForArrival = pHireMerc->fUseLandingZoneForArrival;
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// Set assignment
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@@ -211,9 +215,9 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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//if we are trying to hire a merc that should arrive later, put the merc in the queue
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if( pHireMerc->uiTimeTillMercArrives != 0 )
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if( pHireMerc->uiTimeTillMercArrives != 0 )
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{
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AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pHireMerc->uiTimeTillMercArrives, pSoldier->ubID );
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AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pHireMerc->uiTimeTillMercArrives, pSoldier->ubID );
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//specify that the merc is hired but hasnt arrived yet
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pMerc->bMercStatus = MERC_HIRED_BUT_NOT_ARRIVED_YET;
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@@ -231,27 +235,27 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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{
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//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].sSalary;
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pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_DAY;
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pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
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pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
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}
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else if( pHireMerc->iTotalContractLength == 7 )
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{
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//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiWeeklySalary;
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pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
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pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
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pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
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}
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else if( pHireMerc->iTotalContractLength == 14 )
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{
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//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiBiWeeklySalary;
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pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_2_WEEK;
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// These luck fellows need to stay the whole duration!
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pSoldier->iTimeCanSignElsewhere = pSoldier->iEndofContractTime;
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// These luck fellows need to stay the whole duration!
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pSoldier->iTimeCanSignElsewhere = pSoldier->iEndofContractTime;
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}
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// remember the medical deposit we PAID. The one in his profile can increase when he levels!
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// remember the medical deposit we PAID. The one in his profile can increase when he levels!
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pSoldier->usMedicalDeposit = gMercProfiles[ pSoldier->ubProfile ].sMedicalDepositAmount;
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}
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//if the merc is from M.E.R.C.
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else if( ( ubCurrentSoldier >= BIFF && ubCurrentSoldier <= BUBBA ) || ubCurrentSoldier >= GASTON )
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else if( ( ubCurrentSoldier >= BIFF && ubCurrentSoldier <= BUBBA ) || ubCurrentSoldier >= GASTON )
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__MERC;
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//pSoldier->iTotalContractCharge = -1;
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@@ -264,7 +268,7 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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AddHistoryToPlayersLog(HISTORY_HIRED_MERC_FROM_MERC, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
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}
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//If the merc is from IMP, (ie a player character)
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else if( ( ubCurrentSoldier >= 51 ) && ( ubCurrentSoldier < 57 ) )
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else if( ( ubCurrentSoldier >= 51 ) && ( ubCurrentSoldier < 57 ) )
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__PLAYER_CHARACTER;
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//pSoldier->iTotalContractCharge = -1;
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@@ -291,7 +295,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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UINT32 uiTimeOfPost;
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if( !DidGameJustStart() && gsMercArriveSectorX == 9 && gsMercArriveSectorY == 1 )
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{ //Mercs arriving in A9. This sector has been deemed as the always safe sector.
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{ //Mercs arriving in A9. This sector has been deemed as the always safe sector.
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//Seeing we don't support entry into a hostile sector (except for the beginning),
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//we will nuke any enemies in this sector first.
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if( gWorldSectorX != 9 || gWorldSectorY != 1 || gbWorldSectorZ )
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@@ -314,7 +318,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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AddCharacterToAnySquad( pSoldier );
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// ATE: Make sure we use global.....
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if ( pSoldier->fUseLandingZoneForArrival )
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if ( pSoldier->flags.fUseLandingZoneForArrival )
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{
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pSoldier->sSectorX = gsMercArriveSectorX;
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pSoldier->sSectorY = gsMercArriveSectorY;
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@@ -325,7 +329,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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if ( gWorldSectorX == pSoldier->sSectorX && gWorldSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == gbWorldSectorZ )
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{
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// OK, If this sector is currently loaded, and guy does not have CHOPPER insertion code....
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// ( which means we are at beginning of game if so )
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// ( which means we are at beginning of game if so )
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// Setup chopper....
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if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == 9 && pSoldier->sSectorY == 1 )
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{
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@@ -334,7 +338,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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// OK, If we are in mapscreen, get out...
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if ( guiCurrentScreen == MAP_SCREEN )
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{
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// ATE: Make sure the current one is selected!
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// ATE: Make sure the current one is selected!
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ChangeSelectedMapSector( gWorldSectorX, gWorldSectorY, 0 );
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RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
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@@ -377,7 +381,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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// remember when excatly he ARRIVED in Arulco, in case he gets fired early
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pSoldier->uiTimeOfLastContractUpdate = GetWorldTotalMin();
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//set when the merc's contract is finished
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//set when the merc's contract is finished
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pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
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// Do initial check for bad items
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@@ -387,7 +391,7 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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if ( SoldierHasWorseEquipmentThanUsedTo( pSoldier ) )
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{
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// Randomly anytime between 9:00, and 10:00
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uiTimeOfPost = 540 + Random( 660 );
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uiTimeOfPost = 540 + Random( 660 );
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if ( GetWorldMinutesInDay() < uiTimeOfPost )
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{
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@@ -413,9 +417,9 @@ void MercArrivesCallback( UINT8 ubSoldierID )
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BOOLEAN IsMercHireable( UINT8 ubMercID )
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{
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//If the merc has an .EDT file, is not away on assignment, and isnt already hired (but not arrived yet), he is not DEAD and he isnt returning home
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if( ( gMercProfiles[ ubMercID ].bMercStatus == MERC_HAS_NO_TEXT_FILE ) ||
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( gMercProfiles[ ubMercID ].bMercStatus > 0 ) ||
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( gMercProfiles[ ubMercID ].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET ) ||
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if( ( gMercProfiles[ ubMercID ].bMercStatus == MERC_HAS_NO_TEXT_FILE ) ||
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( gMercProfiles[ ubMercID ].bMercStatus > 0 ) ||
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( gMercProfiles[ ubMercID ].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET ) ||
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( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD ) ||
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( gMercProfiles[ ubMercID ].uiDayBecomesAvailable > 0 ) ||
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( gMercProfiles[ ubMercID ].bMercStatus == MERC_WORKING_ELSEWHERE ) ||
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@@ -436,7 +440,7 @@ BOOLEAN IsMercDead( UINT8 ubMercID )
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BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
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{
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if( pSoldier->bLife >= CONSCIOUSNESS )
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if( pSoldier->stats.bLife >= CONSCIOUSNESS )
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return(TRUE);
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else
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return(FALSE);
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@@ -453,10 +457,10 @@ UINT8 NumberOfMercsOnPlayerTeam()
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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{
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
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{
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//if the is active, and is not a vehicle
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if( pSoldier->bActive && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
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if( pSoldier->bActive && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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ubCount++;
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}
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@@ -470,7 +474,7 @@ void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
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{
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INT8 cnt, bHated, bLastTeamID;
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SOLDIERTYPE *pTeamSoldier;
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// If we are approaching with helicopter, don't say any ( yet )
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if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
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{
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@@ -527,7 +531,7 @@ void SetFlagToForceHireMerc( BOOLEAN fForceHire )
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UINT32 GetMercArrivalTimeOfDay( )
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{
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UINT32 uiCurrHour;
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UINT32 uiMinHour;
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UINT32 uiMinHour;
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// Pick a time...
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@@ -539,7 +543,7 @@ UINT32 GetMercArrivalTimeOfDay( )
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// OK, first check if we need to advance a whole day's time...
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// See if we have missed the last flight for the day...
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if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
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if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
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{
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// 7:30 flight....
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return( GetMidnightOfFutureDayInMinutes( 1 ) + MERC_ARRIVE_TIME_SLOT_1 );
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@@ -569,19 +573,19 @@ void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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if ( pSoldier->bActive )
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{
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if ( pSoldier->bAssignment == IN_TRANSIT )
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{
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if ( pSoldier->bAssignment == IN_TRANSIT )
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{
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if ( pSoldier->fUseLandingZoneForArrival )
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if ( pSoldier->flags.fUseLandingZoneForArrival )
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{
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pSoldier->sSectorX = gsMercArriveSectorX;
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pSoldier->sSectorY = gsMercArriveSectorY;
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pSoldier->bSectorZ = 0;
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}
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}
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}
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}
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}
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@@ -594,7 +598,7 @@ INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
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sRows = abs((sOrigin / MAP_WORLD_X) - (sDest / MAP_WORLD_X));
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sCols = abs((sOrigin % MAP_WORLD_X) - (sDest % MAP_WORLD_X));
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// apply Pythagoras's theorem for right-handed triangle:
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// dist^2 = rows^2 + cols^2, so use the square root to get the distance
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sResult = (INT16)sqrt((double)(sRows * sRows) + (sCols * sCols));
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@@ -609,13 +613,13 @@ INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
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// if so, search around for nearest non-occupied sector.
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void CheckForValidArrivalSector( )
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{
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INT16 sTop, sBottom;
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INT16 sLeft, sRight;
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INT16 cnt1, cnt2, sGoodX, sGoodY;
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UINT8 ubRadius = 4;
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INT32 leftmost;
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INT16 sSectorGridNo, sSectorGridNo2;
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INT32 uiRange, uiLowestRange = 999999;
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INT16 sTop, sBottom;
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INT16 sLeft, sRight;
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INT16 cnt1, cnt2, sGoodX, sGoodY;
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UINT8 ubRadius = 4;
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INT32 leftmost;
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INT16 sSectorGridNo, sSectorGridNo2;
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INT32 uiRange, uiLowestRange = 999999;
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BOOLEAN fFound = FALSE;
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CHAR16 sString[ 1024 ];
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CHAR16 zShortTownIDString1[ 50 ];
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@@ -635,8 +639,8 @@ void CheckForValidArrivalSector( )
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// If here - we need to do a search!
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sTop = ubRadius;
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sBottom = -ubRadius;
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sLeft = - ubRadius;
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sRight = ubRadius;
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sLeft = - ubRadius;
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sRight = ubRadius;
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for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
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{
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@@ -676,7 +680,7 @@ void CheckForValidArrivalSector( )
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// swprintf( sString, L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", zShortTownIDString2, zShortTownIDString1 );
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swprintf( sString, New113Message[MSG113_ARRIVINGREROUTED], zShortTownIDString2, zShortTownIDString1 );
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DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
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DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
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}
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}
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