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- New Quest: if Kingpin is unaware Maria escaped with the player's help, he enlists the player to kill the DaSilvas
- Moved civ factions for mod compatibility (UC) Does not break savegame compatibility. Requires GameDir >= r2252. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+89
-68
@@ -1339,70 +1339,7 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
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{
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pSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_SOLDIER|SOLDIER_COVERT_NPC_SPECIAL|SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS);
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UINT8 rnd = Random(11);
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// Vest
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switch ( rnd )
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{
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case 0:
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SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" );
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break;
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case 1:
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SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" );
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break;
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case 2:
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SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" );
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break;
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case 3:
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SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" );
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break;
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case 4:
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SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" );
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break;
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case 5:
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SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" );
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break;
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case 6:
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SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" );
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break;
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case 7:
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SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" );
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break;
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case 8:
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SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" );
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break;
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case 9:
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SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" );
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break;
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default:
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SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" );
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break;
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}
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rnd = Random(6);
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// Pants
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switch ( rnd )
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{
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case 0:
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SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" );
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break;
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case 1:
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SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" );
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break;
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case 2:
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SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" );
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break;
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case 3:
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SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" );
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break;
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case 4:
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SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" );
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break;
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default:
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SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" );
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break;
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}
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SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
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}
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return( TRUE );
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@@ -1503,6 +1440,46 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin )
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return hair;
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}
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// Flugente: set palettes for vest/shirt
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void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants )
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{
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if ( !pSoldier )
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return;
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// Vest
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if ( aVest >= 0 && aVest < 11 )
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{
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switch ( aVest )
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{
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case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
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case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" ); break;
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case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
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case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
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case 4: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
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case 5: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
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case 6: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
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case 7: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
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case 8: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
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case 9: SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" ); break;
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default: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
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}
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}
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// Pants
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if ( aPants >= 0 && aPants < 6 )
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{
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switch ( aPants )
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{
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case 0: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
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case 1: SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" ); break;
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case 2: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
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case 3: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" ); break;
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case 4: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" ); break;
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default: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
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}
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}
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}
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void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass, UINT8 ubTeam )
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{
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INT32 skin, hair;
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@@ -3336,7 +3313,50 @@ SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
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return TacticalCreateSoldier( &pp, &ubID );
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}
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// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwsie they just blend in
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// Flugente: create an armed civilian
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SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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SOLDIERCREATE_STRUCT pp;
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UINT8 ubID;
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SOLDIERTYPE * pSoldier = NULL;
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// this needs the covert ops trait, and thus the new trait system
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if ( !gGameOptions.fNewTraitSystem )
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return NULL;
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// not in autoresolve!
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
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return NULL;
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memset( &bp, 0, sizeof(BASIC_SOLDIERCREATE_STRUCT) );
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RandomizeRelativeLevel( &(bp.bRelativeAttributeLevel), usSoldierClass );
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RandomizeRelativeLevel( &(bp.bRelativeEquipmentLevel), usSoldierClass );
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bp.bTeam = CIV_TEAM;
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bp.bOrders = FARPATROL;
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bp.bAttitude = (INT8)Random( MAXATTITUDES );
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bp.bBodyType = Random( 4 );
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bp.ubSoldierClass = usSoldierClass;
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CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
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pSoldier = TacticalCreateSoldier( &pp, &ubID );
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if ( pSoldier )
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{
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// send soldier to centre of map, roughly
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pSoldier->aiData.sNoiseGridno = (CENTRAL_GRIDNO + (Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS) + (Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS) * WORLD_COLS);
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pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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// random clothes
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SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
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pSoldier->CreateSoldierPalettes( );
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}
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return(pSoldier);
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}
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// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
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SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
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{
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BASIC_SOLDIERCREATE_STRUCT bp;
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@@ -3978,10 +3998,11 @@ UINT8 GetLocationModifier( UINT8 ubSoldierClass )
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#endif
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BOOLEAN fSuccess;
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// Flugente: why do we always crash the game if something does not work?
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// where is all this taking place?
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fSuccess = GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
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Assert( fSuccess );
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if ( !GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ ) )
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return 0;
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#ifdef JA2UB
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//Ja25 UB
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//switch on the sector, to determine modifer
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