mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- added new dynamic opinion events, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21961&goto=333259&#msg_333259
- 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:
+170
-24
@@ -28,6 +28,7 @@
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#include "strategicmap.h"
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#include "connect.h"
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#include "Campaign.h"
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#include "Points.h"
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extern INT32 ReadFieldByField( HWFILE hFile, PTR pDest, UINT32 uiFieldSize, UINT32 uiElementSize, UINT32 uiCurByteCount );
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@@ -1021,6 +1022,9 @@ BOOLEAN DynamicOpinionTacticalCharacterDialogue( DynamicOpinionSpeechEvent& aEve
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pDDBox->Create( sX, sY );
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pDDBox->SetStartTime( aEvent.usStarttime );
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// print out the dialogue to the log, too
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s: %s", pSoldier->GetName(), gzQuoteStr );
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// delay destruction of all current boxes - as long as new dialogue comes in, they will be kept
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DelayBoxDestruction( aEvent.usStarttime + gGameExternalOptions.sDynamicDialogueTimeOffset * 3.5f );
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@@ -1191,7 +1195,12 @@ void AddOpinionEvent( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent, BOOLEAN
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case OPINIONEVENT_BRUTAL_BAD: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BRUTAL_BAD; break;
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case OPINIONEVENT_TEACHER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_TEACHER; break;
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case OPINIONEVENT_BESTCOMMANDEREVER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BESTCOMMANDEREVER; break;
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case OPINIONEVENT_BATTLE_SAVIOUR: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_SAVIOUR; break;
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case OPINIONEVENT_FRAGTHIEF: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_FRAGTHIEF; break;
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case OPINIONEVENT_BATTLE_ASSIST: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_ASSIST; break;
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case OPINIONEVENT_BATTLE_TOOK_PRISONER: gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] |= OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER; break;
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default: break;
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}
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@@ -1521,6 +1530,41 @@ INT8 GetDynamicOpinion( UINT8 usProfileA, UINT8 usProfileB, UINT8 usEvent )
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_TEACHER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_TEACHER ) ++numflags;
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break;
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case OPINIONEVENT_BESTCOMMANDEREVER:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BESTCOMMANDEREVER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BESTCOMMANDEREVER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BESTCOMMANDEREVER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BESTCOMMANDEREVER ) ++numflags;
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break;
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case OPINIONEVENT_BATTLE_SAVIOUR:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_SAVIOUR ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_SAVIOUR ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_SAVIOUR ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_SAVIOUR ) ++numflags;
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break;
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case OPINIONEVENT_FRAGTHIEF:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_FRAGTHIEF ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_FRAGTHIEF ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_FRAGTHIEF ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_FRAGTHIEF ) ++numflags;
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break;
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case OPINIONEVENT_BATTLE_ASSIST:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_ASSIST ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_ASSIST ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_ASSIST ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_ASSIST ) ++numflags;
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break;
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case OPINIONEVENT_BATTLE_TOOK_PRISONER:
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE1_BATTLE_TOOK_PRISONER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE2_BATTLE_TOOK_PRISONER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE3_BATTLE_TOOK_PRISONER ) ++numflags;
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if ( gMercProfiles[usProfileA].usDynamicOpinionFlagmask[usProfileB][4] & OPINIONFLAG_STAGE4_BATTLE_TOOK_PRISONER ) ++numflags;
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break;
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default:
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break;
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@@ -1699,27 +1743,51 @@ void HandleDynamicOpinionOnContractExtension( UINT8 ubCode, UINT8 usProfile )
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}
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}
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void HandleDynamicOpinionBattleLosses( )
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// depending on what happened in the battle, our mercs might complain or celebrate
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void HandleDynamicOpinionBattleFinished( BOOLEAN fBattleWon )
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{
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UINT32 badstuff = 0;
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UINT32 ourlosses = 0;
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UINT32 enemylosses = 0;
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UINT32 oursidesize = 0;
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UINT32 enemysidesize = 0;
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// pick the 'leader' who gets all the praise (or blame, depending on how this went)
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UINT8 leaderid = GetBestMercLeaderInSector( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel );
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for ( UINT16 i = 0; i < CAMPAIGNHISTORY_SD_CIV; ++i )
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if ( leaderid != NOBODY )
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{
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badstuff += 5 * gCurrentIncident.usKills[i];
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badstuff += gCurrentIncident.usWounds[i];
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badstuff += 4 * gCurrentIncident.usPrisoners[i];
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}
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if ( badstuff > 100 )
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{
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// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
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std::vector<UINT8> aTaboo;
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UINT8 impid = GetRandomMercInSectorNotInList( SECTORX( gCurrentIncident.usSector ), SECTORY( gCurrentIncident.usSector ), (INT8)gCurrentIncident.usLevel, aTaboo, TRUE );
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// we've found someone competent. Let's all blame him for this disaster!
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if ( impid != NOBODY )
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// 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
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for ( UINT16 i = 0; i < CAMPAIGNHISTORY_SD_CIV; ++i )
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{
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HandleDynamicOpinionChange( MercPtrs[impid], OPINIONEVENT_WORSTCOMMANDEREVER, TRUE, TRUE );
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ourlosses += 10 * gCurrentIncident.usKills[i];
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ourlosses += gCurrentIncident.usWounds[i];
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ourlosses += 8 * gCurrentIncident.usPrisoners[i]; // having our side being captured is not quite as bad as having them killed
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oursidesize += gCurrentIncident.usParticipants[i];
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}
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for ( UINT16 i = CAMPAIGNHISTORY_SD_ENEMY_ADMIN; i < CAMPAIGNHISTORY_SD_MAX; ++i )
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{
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enemylosses += 10 * gCurrentIncident.usKills[i];
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enemylosses += gCurrentIncident.usWounds[i];
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enemylosses += 12 * gCurrentIncident.usPrisoners[i]; // capturing the enemy is even better than killing them
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enemysidesize += gCurrentIncident.usParticipants[i];
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}
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// complains only happen if there was a significant battle
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if ( ourlosses > 100 || enemylosses > 100 )
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{
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// 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...
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if ( ourlosses > enemylosses )
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{
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HandleDynamicOpinionChange( MercPtrs[leaderid], OPINIONEVENT_WORSTCOMMANDEREVER, TRUE, TRUE );
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}
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// if we won with our losses significantly lower than the enemies', while the enemy vastly outnumbered us, our mercs will be quite happy
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else if ( fBattleWon && oursidesize < 2 * enemysidesize && 4 * ourlosses < enemylosses )
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{
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HandleDynamicOpinionChange( MercPtrs[leaderid], OPINIONEVENT_BESTCOMMANDEREVER, TRUE, TRUE );
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}
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}
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}
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}
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@@ -1728,7 +1796,7 @@ void HandleDynamicOpinionRetreat( )
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{
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// This was a disaster (Ignoring of how high the enemies losses were to create drama :-) )! Let's blame the player -> blame an IMP!
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std::vector<UINT8> aTaboo;
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UINT8 impid = GetRandomMercInSectorNotInList( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, aTaboo, TRUE );
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UINT8 impid = GetBestMercLeaderInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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// we've found someone competent. Let's all blame him for this disaster!
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if ( impid != NOBODY )
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@@ -1814,14 +1882,59 @@ void HandleDynamicOpinionTeaching( SOLDIERTYPE* pSoldier, UINT8 ubStat )
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}
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}
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// 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
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UINT32 GetSoldierLeaderRating( SOLDIERTYPE* pSoldier )
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{
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if ( !pSoldier )
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return 0;
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// rating is based on leadership, experience and the squad leader trait. IMPs get a higher rating, as they represent the player closest
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UINT32 rating = 0;
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rating += pSoldier->stats.bLeadership;
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rating += 10 * pSoldier->stats.bExpLevel;
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rating += 30 * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT );
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rating += 50 * (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER);
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return rating;
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}
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UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
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{
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UINT32 highestrating = 0;
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UINT8 bestid = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier )
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{
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// everybody other merc in the same sector gets annoyed
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if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
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pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == sZ &&
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!(pSoldier->bAssignment == IN_TRANSIT || pSoldier->bAssignment == ASSIGNMENT_DEAD) )
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{
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UINT32 rating = GetSoldierLeaderRating( pSoldier );
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if ( rating > highestrating )
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{
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highestrating = rating;
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bestid = bMercID;
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}
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}
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}
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return bestid;
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}
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UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly )
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{
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std::vector<UINT8> resultvector;
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std::vector<UINT8> resultvector;
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SOLDIERTYPE* pTeamSoldier = NULL;
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UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pTeamSoldier )
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{
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// everybody other merc in the same sector gets annoyed
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if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE &&
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@@ -1832,7 +1945,7 @@ UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<U
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{
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// only add if not already in list
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if ( std::find( aTaboo.begin( ), aTaboo.end( ), pTeamSoldier->ubProfile ) == aTaboo.end( ) )
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resultvector.push_back( pTeamSoldier->ubProfile );
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resultvector.push_back( bMercID );
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}
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}
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@@ -1841,7 +1954,7 @@ UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<U
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return resultvector[Random( resultvector.size( ) )];
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}
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return NO_PROFILE;
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return NOBODY;
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}
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UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8 usProfileCause )
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@@ -1957,6 +2070,11 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
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case OPINIONEVENT_BRUTAL_GOOD:
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case OPINIONEVENT_BRUTAL_BAD:
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case OPINIONEVENT_TEACHER:
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case OPINIONEVENT_BESTCOMMANDEREVER:
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case OPINIONEVENT_BATTLE_SAVIOUR:
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case OPINIONEVENT_BATTLE_TOOK_PRISONER:
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case OPINIONEVENT_FRAGTHIEF:
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case OPINIONEVENT_BATTLE_ASSIST:
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break;
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case OPINIONEVENT_SLOWSUSDOWN:
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@@ -2135,8 +2253,36 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
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break;
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case OPINIONEVENT_TEACHER:
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// other guy needs to be a trainer
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case OPINIONEVENT_BESTCOMMANDEREVER:
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break;
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case OPINIONEVENT_FRAGTHIEF:
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// we care if we were going for the same target at the same location
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if ( pTeamSoldier->ubTargetID == pSoldier->ubTargetID && pTeamSoldier->sTargetGridNo == pSoldier->sTargetGridNo )
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{
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// are we ambitious enough to care about kill counts?
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if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_ASSERTIVE || gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_SHOWOFF )
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{
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// did we have enough AP to claim we were about to finish them?
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if ( !EnoughPoints( pTeamSoldier, 60, 0, FALSE ) )
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continue;
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}
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else
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{
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// we are grateful for the assistance instead
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usEventUsed = OPINIONEVENT_BATTLE_ASSIST;
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}
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}
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else
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continue;
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break;
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case OPINIONEVENT_BATTLE_TOOK_PRISONER:
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// we only care if we prefer the enemy to be taken alive
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if ( !(gMercProfiles[pTeamSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY ||
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gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_INTELLECTUAL ||
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gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_PACIFIST) )
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continue;
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break;
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default:
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