- Fix: dynamic opinion events on finishing battle did not occur due to faulty sector coordinates
- Fix: dynamic dialogue boxes were displayed with bad screen coordinates
- Change: dynamic dialogue is also written into tactical log
- Change: in events that require a leader, any merc can be considered leader, not just IMPs

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7807 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2015-04-03 15:35:52 +00:00
parent afd192cde2
commit 98ff352eb0
17 changed files with 1072 additions and 74 deletions
+170 -24
View File
@@ -28,6 +28,7 @@
#include "strategicmap.h"
#include "connect.h"
#include "Campaign.h"
#include "Points.h"
extern INT32 ReadFieldByField( HWFILE hFile, PTR pDest, UINT32 uiFieldSize, UINT32 uiElementSize, UINT32 uiCurByteCount );
@@ -1021,6 +1022,9 @@ BOOLEAN DynamicOpinionTacticalCharacterDialogue( DynamicOpinionSpeechEvent& aEve
pDDBox->Create( sX, sY );
pDDBox->SetStartTime( aEvent.usStarttime );
// print out the dialogue to the log, too
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", pSoldier->GetName(), gzQuoteStr );
// delay destruction of all current boxes - as long as new dialogue comes in, they will be kept
DelayBoxDestruction( aEvent.usStarttime + gGameExternalOptions.sDynamicDialogueTimeOffset * 3.5f );
@@ -1191,7 +1195,12 @@ void AddOpinionEvent( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent, BOOLEAN
case OPINIONEVENT_BRUTAL_BAD: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BRUTAL_BAD; break;
case OPINIONEVENT_TEACHER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_TEACHER; break;
case OPINIONEVENT_BESTCOMMANDEREVER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BESTCOMMANDEREVER; break;
case OPINIONEVENT_BATTLE_SAVIOUR: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_SAVIOUR; break;
case OPINIONEVENT_FRAGTHIEF: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_FRAGTHIEF; break;
case OPINIONEVENT_BATTLE_ASSIST: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_ASSIST; break;
case OPINIONEVENT_BATTLE_TOOK_PRISONER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER; break;
default: break;
}
@@ -1521,6 +1530,41 @@ INT8 GetDynamicOpinion( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent )
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_TEACHER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_TEACHER ) ++numflags;
break;
case OPINIONEVENT_BESTCOMMANDEREVER:
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BESTCOMMANDEREVER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BESTCOMMANDEREVER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BESTCOMMANDEREVER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BESTCOMMANDEREVER ) ++numflags;
break;
case OPINIONEVENT_BATTLE_SAVIOUR:
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_SAVIOUR ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_SAVIOUR ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_SAVIOUR ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_SAVIOUR ) ++numflags;
break;
case OPINIONEVENT_FRAGTHIEF:
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_FRAGTHIEF ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_FRAGTHIEF ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_FRAGTHIEF ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_FRAGTHIEF ) ++numflags;
break;
case OPINIONEVENT_BATTLE_ASSIST:
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_ASSIST ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_ASSIST ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_ASSIST ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_ASSIST ) ++numflags;
break;
case OPINIONEVENT_BATTLE_TOOK_PRISONER:
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_TOOK_PRISONER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_TOOK_PRISONER ) ++numflags;
if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_TOOK_PRISONER ) ++numflags;
break;
default:
break;
@@ -1699,27 +1743,51 @@ void HandleDynamicOpinionOnContractExtension( UINT8 ubCode, UINT8 usProfile )
}
}
void HandleDynamicOpinionBattleLosses( )
// depending on what happened in the battle, our mercs might complain or celebrate
void HandleDynamicOpinionBattleFinished( BOOLEAN fBattleWon )
{
UINT32 badstuff = 0;
UINT32 ourlosses = 0;
UINT32 enemylosses = 0;
UINT32 oursidesize = 0;
UINT32 enemysidesize = 0;
// pick the 'leader' who gets all the praise (or blame, depending on how this went)
UINT8 leaderid = GetBestMercLeaderInSector( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel );
for ( UINT16 i = 0; i < CAMPAIGNHISTORY_SD_CIV; ++i )
if ( leaderid != NOBODY )
{
badstuff += 5 * gCurrentIncident.usKills[i];
badstuff += gCurrentIncident.usWounds[i];
badstuff += 4 * gCurrentIncident.usPrisoners[i];
}
if ( badstuff > 100 )
{
// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
std::vector<UINT8> aTaboo;
UINT8 impid = GetRandomMercInSectorNotInList( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel, aTaboo, TRUE );
// we've found someone competent. Let's all blame him for this disaster!
if ( impid != NOBODY )
// while it would be logical to also take civilian losses into account, this would lead to mercs always disapproving engaging hostile civilain factions like Kingpin and the Hicks
for ( UINT16 i = 0; i < CAMPAIGNHISTORY_SD_CIV; ++i )
{
HandleDynamicOpinionChange( MercPtrs[impid], OPINIONEVENT_WORSTCOMMANDEREVER, TRUE, TRUE );
ourlosses += 10 * gCurrentIncident.usKills[i];
ourlosses += gCurrentIncident.usWounds[i];
ourlosses += 8 * gCurrentIncident.usPrisoners[i]; // having our side being captured is not quite as bad as having them killed
oursidesize += gCurrentIncident.usParticipants[i];
}
for ( UINT16 i = CAMPAIGNHISTORY_SD_ENEMY_ADMIN; i < CAMPAIGNHISTORY_SD_MAX; ++i )
{
enemylosses += 10 * gCurrentIncident.usKills[i];
enemylosses += gCurrentIncident.usWounds[i];
enemylosses += 12 * gCurrentIncident.usPrisoners[i]; // capturing the enemy is even better than killing them
enemysidesize += gCurrentIncident.usParticipants[i];
}
// complains only happen if there was a significant battle
if ( ourlosses > 100 || enemylosses > 100 )
{
// if we've taken more losses than the enemy, our mercs will complain - even if we won. Our mercs don't seem to like phyrric victories...
if ( ourlosses > enemylosses )
{
HandleDynamicOpinionChange( MercPtrs[leaderid], OPINIONEVENT_WORSTCOMMANDEREVER, TRUE, TRUE );
}
// if we won with our losses significantly lower than the enemies', while the enemy vastly outnumbered us, our mercs will be quite happy
else if ( fBattleWon && oursidesize < 2 * enemysidesize && 4 * ourlosses < enemylosses )
{
HandleDynamicOpinionChange( MercPtrs[leaderid], OPINIONEVENT_BESTCOMMANDEREVER, TRUE, TRUE );
}
}
}
}
@@ -1728,7 +1796,7 @@ void HandleDynamicOpinionRetreat( )
{
// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
std::vector<UINT8> aTaboo;
UINT8 impid = GetRandomMercInSectorNotInList( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, aTaboo, TRUE );
UINT8 impid = GetBestMercLeaderInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// we've found someone competent. Let's all blame him for this disaster!
if ( impid != NOBODY )
@@ -1814,14 +1882,59 @@ void HandleDynamicOpinionTeaching( SOLDIERTYPE* pSoldier, UINT8 ubStat )
}
}
// some events require a 'leader' - merc the team will regard as the one being in charge, and subsequently being praised or damned for the way things develop
UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier )
{
if ( !pSoldier )
return 0;
// rating is based on leadership, experience and the squad leader trait. IMPs get a higher rating, as they represent the player closest
UINT32 rating = 0;
rating += pSoldier->stats.bLeadership;
rating += 10 * pSoldier->stats.bExpLevel;
rating += 30 * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT );
rating += 50 * (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER);
return rating;
}
UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
{
UINT32 highestrating = 0;
UINT8 bestid = NOBODY;
SOLDIERTYPE* pSoldier = NULL;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier )
{
// everybody other merc in the same sector gets annoyed
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == sZ &&
!(pSoldier->bAssignment == IN_TRANSIT || pSoldier->bAssignment == ASSIGNMENT_DEAD) )
{
UINT32 rating = GetSoldierLeaderRating( pSoldier );
if ( rating > highestrating )
{
highestrating = rating;
bestid = bMercID;
}
}
}
return bestid;
}
UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly )
{
std::vector<UINT8> resultvector;
std::vector<UINT8> resultvector;
SOLDIERTYPE* pTeamSoldier = NULL;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pTeamSoldier )
{
// everybody other merc in the same sector gets annoyed
if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE &&
@@ -1832,7 +1945,7 @@ UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<U
{
// only add if not already in list
if ( std::find( aTaboo.begin( ), aTaboo.end( ), pTeamSoldier->ubProfile ) == aTaboo.end( ) )
resultvector.push_back( pTeamSoldier->ubProfile );
resultvector.push_back( bMercID );
}
}
@@ -1841,7 +1954,7 @@ UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<U
return resultvector[Random( resultvector.size( ) )];
}
return NO_PROFILE;
return NOBODY;
}
UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8 usProfileCause )
@@ -1957,6 +2070,11 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
case OPINIONEVENT_BRUTAL_GOOD:
case OPINIONEVENT_BRUTAL_BAD:
case OPINIONEVENT_TEACHER:
case OPINIONEVENT_BESTCOMMANDEREVER:
case OPINIONEVENT_BATTLE_SAVIOUR:
case OPINIONEVENT_BATTLE_TOOK_PRISONER:
case OPINIONEVENT_FRAGTHIEF:
case OPINIONEVENT_BATTLE_ASSIST:
break;
case OPINIONEVENT_SLOWSUSDOWN:
@@ -2135,8 +2253,36 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
break;
case OPINIONEVENT_TEACHER:
// other guy needs to be a trainer
case OPINIONEVENT_BESTCOMMANDEREVER:
break;
case OPINIONEVENT_FRAGTHIEF:
// we care if we were going for the same target at the same location
if ( pTeamSoldier->ubTargetID == pSoldier->ubTargetID && pTeamSoldier->sTargetGridNo == pSoldier->sTargetGridNo )
{
// are we ambitious enough to care about kill counts?
if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_ASSERTIVE || gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
{
// did we have enough AP to claim we were about to finish them?
if ( !EnoughPoints( pTeamSoldier, 60, 0, FALSE ) )
continue;
}
else
{
// we are grateful for the assistance instead
usEventUsed = OPINIONEVENT_BATTLE_ASSIST;
}
}
else
continue;
break;
case OPINIONEVENT_BATTLE_TOOK_PRISONER:
// we only care if we prefer the enemy to be taken alive
if ( !(gMercProfiles[pTeamSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY ||
gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_INTELLECTUAL ||
gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_PACIFIST) )
continue;
break;
default: