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Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -0,0 +1,674 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "strategic.h"
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#else
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "math.h"
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#include "worlddef.h"
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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 Dirty.h"
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#include "mousesystem.h"
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#include "interface.h"
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#include "sysutil.h"
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#include "FileMan.h"
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#include "points.h"
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#include "Random.h"
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#include "ai.h"
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#include "Interactive Tiles.h"
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#include "soldier ani.h"
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#include "english.h"
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#include "overhead.h"
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#include "Soldier Profile.h"
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#include "Game Clock.h"
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#include "soldier create.h"
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#include "Merc Hiring.h"
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#include "Game Event Hook.h"
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#include "message.h"
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#include "strategicmap.h"
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#include "strategic.h"
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#include "items.h"
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#include "Soldier Add.h"
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#include "History.h"
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#include "Squads.h"
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#include "Strategic Merc Handler.h"
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#include "Dialogue Control.h"
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#include "Map Screen Interface.h"
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#include "Map Screen Interface Map.h"
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#include "screenids.h"
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#include "jascreens.h"
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#include "text.h"
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#include "Merc Contract.h"
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#endif
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#define MIN_FLIGHT_PREP_TIME 6
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#ifdef JA2TESTVERSION
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BOOLEAN gForceHireMerc=FALSE;
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void SetFlagToForceHireMerc( BOOLEAN fForceHire );
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#endif
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extern BOOLEAN gfTacticalDoHeliRun;
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extern BOOLEAN gfFirstHeliRun;
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// ATE: Globals that dictate where the mercs will land once being hired
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// Default to Omerta
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// Saved in general saved game structure
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INT16 gsMercArriveSectorX = 9;
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INT16 gsMercArriveSectorY = 1;
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void CheckForValidArrivalSector( );
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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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BOOLEAN fReturn = FALSE;
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pMerc = &gMercProfiles[ ubCurrentSoldier ];
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//If we are to disregard the ststus of the merc
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#ifdef JA2TESTVERSION
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if( !gForceHireMerc )
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#endif
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//If the merc is away, Dont hire him, or if the merc is only slightly annoyed at the player
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if( ( pMerc->bMercStatus != 0 ) && (pMerc->bMercStatus != MERC_ANNOYED_BUT_CAN_STILL_CONTACT ) && ( pMerc->bMercStatus != MERC_HIRED_BUT_NOT_ARRIVED_YET ) )
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return( MERC_HIRE_FAILED );
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if( NumberOfMercsOnPlayerTeam() >= 18 )
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return( MERC_HIRE_OVER_20_MERCS_HIRED );
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// ATE: if we are to use landing zone, update to latest value
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// they will be updated again just before arrival...
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if ( pHireMerc->fUseLandingZoneForArrival )
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{
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pHireMerc->sSectorX = gsMercArriveSectorX;
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pHireMerc->sSectorY = gsMercArriveSectorY;
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pHireMerc->bSectorZ = 0;
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}
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// BUILD STRUCTURES
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memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
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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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MercCreateStruct.sSectorY = pHireMerc->sSectorY;
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MercCreateStruct.bSectorZ = pHireMerc->bSectorZ;
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.fCopyProfileItemsOver= pHireMerc->fCopyProfileItemsOver;
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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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return( MERC_HIRE_FAILED );
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}
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if( DidGameJustStart() )
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{
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// OK, CHECK FOR FIRST GUY, GIVE HIM SPECIAL ITEM!
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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.bStatus[0] = 100;
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// Give it
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fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &Object, FALSE );
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Assert( fReturn );
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}
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// Set insertion for first time in chopper
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// ATE: Insert for demo , not using the heli sequence....
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pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
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}
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//record how long the merc will be gone for
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pMerc->bMercStatus = (UINT8)pHireMerc->iTotalContractLength;
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pSoldier = &Menptr[iNewIndex];
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//Copy over insertion data....
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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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// Set assignment
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//ATE: If first time, make ON_DUTY, otherwise GUARD
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if( ( pSoldier->bAssignment != IN_TRANSIT ) )
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, IN_TRANSIT );
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//set the contract length
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pSoldier->iTotalContractLength = pHireMerc->iTotalContractLength;
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//reset the insurance values
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pSoldier->iStartOfInsuranceContract = 0;
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pSoldier->iTotalLengthOfInsuranceContract = 0;
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//Init the contract charge
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// pSoldier->iTotalContractCharge = 0;
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// store arrival time in soldier structure so map screen can display it
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pSoldier->uiTimeSoldierWillArrive = pHireMerc->uiTimeTillMercArrives;
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//Set the type of merc
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if( DidGameJustStart() )
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{
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// Set time of initial merc arrival in minutes
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pHireMerc->uiTimeTillMercArrives = ( STARTING_TIME + FIRST_ARRIVAL_DELAY ) / NUM_SEC_IN_MIN;
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// Set insertion for first time in chopper
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pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
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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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}
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else
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{
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//set when the merc's contract is finished ( + 1 cause it takes a day for the merc to arrive )
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pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( 1 + pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
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}
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//Set the time and ID of the last hired merc will arrive
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LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = pHireMerc->ubProfileID;
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LaptopSaveInfo.sLastHiredMerc.uiArrivalTime = pHireMerc->uiTimeTillMercArrives;
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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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{
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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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}
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//if the merc is an AIM merc
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if( ubCurrentSoldier < 40 )
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__AIM_MERC;
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//determine how much the contract is, and remember what type of contract he got
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if( pHireMerc->iTotalContractLength == 1 )
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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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}
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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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}
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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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}
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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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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__MERC;
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//pSoldier->iTotalContractCharge = -1;
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gMercProfiles[ pSoldier->ubProfile ].iMercMercContractLength = 1;
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//Set starting conditions for the merc
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pSoldier->iStartContractTime = GetWorldDay( );
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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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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__PLAYER_CHARACTER;
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//pSoldier->iTotalContractCharge = -1;
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}
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//else its a NPC merc
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else
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__NPC;
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//pSoldier->iTotalContractCharge = -1;
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}
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//remove the merc from the Personnel screens departed list ( if they have never been hired before, its ok to call it )
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RemoveNewlyHiredMercFromPersonnelDepartedList( pSoldier->ubProfile );
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gfAtLeastOneMercWasHired = TRUE;
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return( MERC_HIRE_OK );
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}
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void MercArrivesCallback( UINT8 ubSoldierID )
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{
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MERCPROFILESTRUCT *pMerc;
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SOLDIERTYPE *pSoldier;
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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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//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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{
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EliminateAllEnemies( (UINT8)gsMercArriveSectorX, (UINT8)gsMercArriveSectorY );
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}
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}
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// This will update ANY soldiers currently schedules to arrive too
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CheckForValidArrivalSector( );
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// stop time compression until player restarts it
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StopTimeCompression();
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pSoldier = &Menptr[ ubSoldierID ];
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pMerc = &gMercProfiles[ pSoldier->ubProfile ];
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// add the guy to a squad
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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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{
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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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// Add merc to sector ( if it's the current one )
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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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// 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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gfTacticalDoHeliRun = TRUE;
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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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ChangeSelectedMapSector( gWorldSectorX, gWorldSectorY, 0 );
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RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
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}
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
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}
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UpdateMercInSector( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
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}
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else
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{
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// OK, otherwise, set them in north area, so once we load again, they are here.
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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}
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if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
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{
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ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->name );
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// ATE: He's going to say something, now that they've arrived...
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if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun )
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{
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gTacticalStatus.bMercArrivingQuoteBeingUsed = TRUE;
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//Setup the highlight sector value (note this isn't for mines but using same system)
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gsSectorLocatorX = pSoldier->sSectorX;
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gsSectorLocatorY = pSoldier->sSectorY;
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TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 2, 0 );
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_REACHED_DESTINATION );
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TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 3, 0 );
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TacticalCharacterDialogueWithSpecialEventEx( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG, 0, 0, 0 );
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}
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}
|
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//record how long the merc will be gone for
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pMerc->bMercStatus = (UINT8)pSoldier->iTotalContractLength;
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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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pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
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// Do initial check for bad items
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if ( pSoldier->bTeam == gbPlayerNum )
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{
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//ATE: Try to see if our equipment sucks!
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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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if ( GetWorldMinutesInDay() < uiTimeOfPost )
|
||||
{
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AddSameDayStrategicEvent( EVENT_MERC_COMPLAIN_EQUIPMENT, uiTimeOfPost , pSoldier->ubProfile );
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||||
}
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||||
}
|
||||
}
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HandleMercArrivesQuotes( pSoldier );
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||||
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fTeamPanelDirty = TRUE;
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// if the currently selected sector has no one in it, select this one instead
|
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if ( !CanGoToTacticalInSector( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ ) )
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||||
{
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ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, 0 );
|
||||
}
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||||
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return;
|
||||
}
|
||||
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||||
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BOOLEAN IsMercHireable( UINT8 ubMercID )
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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
|
||||
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 ) ||
|
||||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_WORKING_ELSEWHERE ) ||
|
||||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_FIRED_AS_A_POW ) ||
|
||||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_RETURNING_HOME ) )
|
||||
return(FALSE);
|
||||
else
|
||||
return(TRUE);
|
||||
}
|
||||
|
||||
BOOLEAN IsMercDead( UINT8 ubMercID )
|
||||
{
|
||||
if( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD )
|
||||
return(TRUE);
|
||||
else
|
||||
return(FALSE);
|
||||
}
|
||||
|
||||
BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
if( pSoldier->bLife >= CONSCIOUSNESS )
|
||||
return(TRUE);
|
||||
else
|
||||
return(FALSE);
|
||||
}
|
||||
|
||||
UINT8 NumberOfMercsOnPlayerTeam()
|
||||
{
|
||||
INT8 cnt;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
INT16 bLastTeamID;
|
||||
UINT8 ubCount=0;
|
||||
|
||||
// Set locator to first merc
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
||||
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
||||
{
|
||||
//if the is active, and is not a vehicle
|
||||
if( pSoldier->bActive && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
|
||||
{
|
||||
ubCount++;
|
||||
}
|
||||
}
|
||||
|
||||
return( ubCount );
|
||||
}
|
||||
|
||||
|
||||
void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
|
||||
{
|
||||
INT8 cnt, bHated, bLastTeamID;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
|
||||
// If we are approaching with helicopter, don't say any ( yet )
|
||||
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
|
||||
{
|
||||
// Player-generated characters issue a comment about arriving in Omerta.
|
||||
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
|
||||
{
|
||||
if ( gubQuest[ QUEST_DELIVER_LETTER ] == QUESTINPROGRESS )
|
||||
{
|
||||
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
|
||||
}
|
||||
}
|
||||
|
||||
// Check to see if anyone hates this merc and will now complain
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
||||
//loop though all the mercs
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
|
||||
{
|
||||
if ( pTeamSoldier->bActive )
|
||||
{
|
||||
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
|
||||
{
|
||||
bHated = WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile );
|
||||
if ( bHated != -1 )
|
||||
{
|
||||
// hates the merc who has arrived and is going to gripe about it!
|
||||
switch( bHated )
|
||||
{
|
||||
case 0:
|
||||
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_1_ARRIVES );
|
||||
break;
|
||||
case 1:
|
||||
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_2_ARRIVES );
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#ifdef JA2TESTVERSION
|
||||
void SetFlagToForceHireMerc( BOOLEAN fForceHire )
|
||||
{
|
||||
gForceHireMerc = fForceHire;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
UINT32 GetMercArrivalTimeOfDay( )
|
||||
{
|
||||
UINT32 uiCurrHour;
|
||||
UINT32 uiMinHour;
|
||||
|
||||
// Pick a time...
|
||||
|
||||
// First get the current time of day.....
|
||||
uiCurrHour = GetWorldHour( );
|
||||
|
||||
// Subtract the min time for any arrival....
|
||||
uiMinHour = uiCurrHour + MIN_FLIGHT_PREP_TIME;
|
||||
|
||||
// OK, first check if we need to advance a whole day's time...
|
||||
// See if we have missed the last flight for the day...
|
||||
if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
|
||||
{
|
||||
// 7:30 flight....
|
||||
return( GetMidnightOfFutureDayInMinutes( 1 ) + MERC_ARRIVE_TIME_SLOT_1 );
|
||||
}
|
||||
|
||||
// Well, now we can handle flights all in one day....
|
||||
// Find next possible flight
|
||||
if ( uiMinHour <= 7 )
|
||||
{
|
||||
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_1 ); // 7:30 am
|
||||
}
|
||||
else if ( uiMinHour <= 13 )
|
||||
{
|
||||
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_2 ); // 1:30 pm
|
||||
}
|
||||
else
|
||||
{
|
||||
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_3 ); // 7:30 pm
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
|
||||
{
|
||||
INT32 cnt;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
||||
|
||||
// look for all mercs on the same team,
|
||||
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
||||
{
|
||||
if ( pSoldier->bActive )
|
||||
{
|
||||
if ( pSoldier->bAssignment == IN_TRANSIT )
|
||||
{
|
||||
if ( pSoldier->fUseLandingZoneForArrival )
|
||||
{
|
||||
pSoldier->sSectorX = gsMercArriveSectorX;
|
||||
pSoldier->sSectorY = gsMercArriveSectorY;
|
||||
pSoldier->bSectorZ = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
|
||||
{
|
||||
INT16 sRows,sCols,sResult;
|
||||
|
||||
sRows = abs((sOrigin / MAP_WORLD_X) - (sDest / MAP_WORLD_X));
|
||||
sCols = abs((sOrigin % MAP_WORLD_X) - (sDest % MAP_WORLD_X));
|
||||
|
||||
|
||||
// apply Pythagoras's theorem for right-handed triangle:
|
||||
// dist^2 = rows^2 + cols^2, so use the square root to get the distance
|
||||
sResult = (INT16)sqrt((double)(sRows * sRows) + (sCols * sCols));
|
||||
|
||||
return(sResult);
|
||||
}
|
||||
|
||||
|
||||
// ATE: This function will check if the current arrival sector
|
||||
// is valid
|
||||
// if there are enemies present, it's invalid
|
||||
// if so, search around for nearest non-occupied sector.
|
||||
void CheckForValidArrivalSector( )
|
||||
{
|
||||
INT16 sTop, sBottom;
|
||||
INT16 sLeft, sRight;
|
||||
INT16 cnt1, cnt2, sGoodX, sGoodY;
|
||||
UINT8 ubRadius = 4;
|
||||
INT32 leftmost;
|
||||
INT16 sSectorGridNo, sSectorGridNo2;
|
||||
INT32 uiRange, uiLowestRange = 999999;
|
||||
BOOLEAN fFound = FALSE;
|
||||
CHAR16 sString[ 1024 ];
|
||||
CHAR16 zShortTownIDString1[ 50 ];
|
||||
CHAR16 zShortTownIDString2[ 50 ];
|
||||
|
||||
sSectorGridNo = gsMercArriveSectorX + ( MAP_WORLD_X * gsMercArriveSectorY );
|
||||
|
||||
// Check if valid...
|
||||
if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString1 );
|
||||
|
||||
|
||||
// If here - we need to do a search!
|
||||
sTop = ubRadius;
|
||||
sBottom = -ubRadius;
|
||||
sLeft = - ubRadius;
|
||||
sRight = ubRadius;
|
||||
|
||||
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
|
||||
{
|
||||
leftmost = ( ( sSectorGridNo + ( MAP_WORLD_X * cnt1 ) )/ MAP_WORLD_X ) * MAP_WORLD_X;
|
||||
|
||||
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
|
||||
{
|
||||
sSectorGridNo2 = sSectorGridNo + ( MAP_WORLD_X * cnt1 ) + cnt2;
|
||||
|
||||
if( sSectorGridNo2 >=1 && sSectorGridNo2 < ( ( MAP_WORLD_X - 1 ) * ( MAP_WORLD_X - 1 ) ) && sSectorGridNo2 >= leftmost && sSectorGridNo2 < ( leftmost + MAP_WORLD_X ) )
|
||||
{
|
||||
if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && !StrategicMap[ sSectorGridNo2 ].fEnemyAirControlled )
|
||||
{
|
||||
uiRange = StrategicPythSpacesAway( sSectorGridNo2, sSectorGridNo );
|
||||
|
||||
if ( uiRange < uiLowestRange )
|
||||
{
|
||||
sGoodY = cnt1;
|
||||
sGoodX = cnt2;
|
||||
uiLowestRange = uiRange;
|
||||
fFound = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( fFound )
|
||||
{
|
||||
gsMercArriveSectorX = gsMercArriveSectorX + sGoodX;
|
||||
gsMercArriveSectorY = gsMercArriveSectorY + sGoodY;
|
||||
|
||||
UpdateAnyInTransitMercsWithGlobalArrivalSector( );
|
||||
|
||||
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString2 );
|
||||
|
||||
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 );
|
||||
|
||||
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user