#include #include #include "stdlib.h" #include "debug.h" #include "math.h" #include "worlddef.h" #include "renderworld.h" #include "Animation Control.h" #include "Animation Data.h" #include "Isometric Utils.h" #include "Event Pump.h" #include "Render Fun.h" #include "interface.h" #include "sysutil.h" #include "FileMan.h" #include "Random.h" #include "ai.h" #include "Interactive Tiles.h" #include "soldier ani.h" #include "english.h" #include "overhead.h" #include "Soldier Profile.h" #include "Game Clock.h" #include "assignments.h" #include "Dialogue Control.h" #include "soldier create.h" #include "soldier add.h" #include "opplist.h" #include "weapons.h" #include "Strategic Town Loyalty.h" #include "squads.h" #include "Tactical Save.h" #include "Quests.h" #include "aim.h" #include "Interface Dialogue.h" #include "GameSettings.h" #include "strategic town reputation.h" #include "interface utils.h" #include "Game Event Hook.h" #include "Map Information.h" #include "history.h" #include "personnel.h" #include "environment.h" #include "Player Command.h" #include "strategic.h" #include "strategicmap.h" // added by SANDRO #include "drugs and alcohol.h" // added by Flugente #include "Campaign.h" #include "LuaInitNPCs.h" // added by Flugente #include "aim.h" #include "AimFacialIndex.h" #include "mercs.h" #ifdef JA2UB #include "Ja25_Tactical.h" #endif #include "ub_config.h" #include "XML.h" #ifdef JA2UB #else // anv: for playable Speck #include "Speck Quotes.h" #include "LaptopSave.h" #endif #include "connect.h" #ifdef JA2EDITOR extern BOOLEAN gfProfileDataLoaded; #endif extern INT32 GetTheStateOfDepartedMerc(INT32 iId); //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; // Flugente: why do we require 6 different structures and arrays if all we keep track of is the profile type? A simple array is enough UINT8 gProfileType[NUM_PROFILES]; BOOLEAN gfPotentialTeamChangeDuringDeath = FALSE; #define MIN_BLINK_FREQ 3000 #define MIN_EXPRESSION_FREQ 2000 #define SET_PROFILE_GAINS2 500, 500, 500, 500, 500, 500, 500, 500, 500 MERCPROFILESTRUCT gMercProfiles[ NUM_PROFILES ]; MERCPROFILEGEAR gMercProfileGear[ NUM_PROFILES ][ NUM_MERCSTARTINGGEAR_KITS ]; extern UINT8 gubItemDroppableFlag[NUM_INV_SLOTS]; //Random Stats RANDOM_STATS_VALUES gRandomStatsValue[NUM_PROFILES]; void RandomStats(); void RandomGrowthModifiers(); void RandomStartSalary(); //Jenilee extern void RandomizeMerc(UINT8 profile_id, MERCPROFILESTRUCT* merc, BOOL random_gear_kits); extern void InitRandomMercs(); extern void ExitRandomMercs(); INT32 RandomAbsoluteRange( INT32 iValue, INT32 iMin, INT32 iMax, INT32 iRange, BOOLEAN fBellCurve ); INT8 RandomPercentRange( UINT8 iPRange, BOOLEAN fBellCurve ); INT8 gbSkillTraitBonus[NUM_SKILLTRAITS_OT] = { 0, //NO_SKILLTRAIT 25, //LOCKPICKING 15, //HANDTOHAND 15, //ELECTRONICS 15, //NIGHTOPS 12, //THROWING 15, //TEACHING 15, //HEAVY_WEAPS 0, //AUTO_WEAPS 15, //STEALTHY 0, //AMBIDEXT 0, //THIEF // UNUSED! 30, //MARTIALARTS 30, //KNIFING 5, //PROF_SNIPER 0, //CAMOUFLAGED //0, //CAMOUFLAGED_URBAN //0, //CAMOUFLAGED_DESERT //0, //CAMOUFLAGED_SNOW }; UINT8 gubBasicInventoryPositions[] = { HELMETPOS, VESTPOS, LEGPOS, HANDPOS, BIGPOCK1POS, BIGPOCK2POS, BIGPOCK3POS, BIGPOCK4POS }; #define NUM_TERRORISTS 6 UINT8 gubTerrorists[NUM_TERRORISTS + 1] = { DRUGGIST, SLAY, ANNIE, CHRIS, TIFFANY, T_REX, 0 }; UINT8 gubNumTerrorists = 0; #define NUM_TERRORIST_POSSIBLE_LOCATIONS 5 INT16 gsTerroristSector[NUM_TERRORISTS][NUM_TERRORIST_POSSIBLE_LOCATIONS][2] = { // Elgin... preplaced { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } }, // Slay { { 9, MAP_ROW_F }, { 14, MAP_ROW_I }, { 1, MAP_ROW_G }, { 2, MAP_ROW_G }, { 8, MAP_ROW_G } }, // Matron { { 14, MAP_ROW_I }, { 6, MAP_ROW_C }, { 2, MAP_ROW_B }, { 11, MAP_ROW_L }, { 8, MAP_ROW_G } }, // Imposter { { 1, MAP_ROW_G }, { 9, MAP_ROW_F }, { 11, MAP_ROW_L }, { 8, MAP_ROW_G }, { 2, MAP_ROW_G } }, // Tiffany { { 14, MAP_ROW_I }, { 2, MAP_ROW_G }, { 14, MAP_ROW_H }, { 6, MAP_ROW_C }, { 2, MAP_ROW_B } }, // Rexall { { 9, MAP_ROW_F }, { 14, MAP_ROW_H }, { 2, MAP_ROW_H }, { 1, MAP_ROW_G }, { 2, MAP_ROW_B } } }; INT32 gsRobotGridNo; #define NUM_ASSASSINS 6 UINT8 gubAssassins[NUM_ASSASSINS] = { JIM, JACK, OLAF, RAY, OLGA, TYRONE }; #define NUM_ASSASSIN_POSSIBLE_TOWNS 5 INT8 gbAssassinTown[NUM_ASSASSINS][NUM_ASSASSIN_POSSIBLE_TOWNS] = { // Jim { CAMBRIA, DRASSEN, ALMA, BALIME, GRUMM }, // Jack { CHITZENA, ESTONI, ALMA, BALIME, GRUMM }, // Olaf { DRASSEN, ESTONI, ALMA, CAMBRIA, BALIME }, // Ray { CAMBRIA, OMERTA, BALIME, GRUMM, DRASSEN }, // Olga { CHITZENA, OMERTA, CAMBRIA, ALMA, GRUMM }, // Tyrone { CAMBRIA, BALIME, ALMA, GRUMM, DRASSEN }, }; UINT16 CalcCompetence( MERCPROFILESTRUCT * pProfile ); INT16 CalcMedicalDeposit( MERCPROFILESTRUCT * pProfile ); extern void HandleEndDemoInCreatureLevel( ); void DecideActiveTerrorists( void ); extern SOLDIERTYPE *gpSMCurrentMerc; extern BOOLEAN gfRerenderInterfaceFromHelpText; BOOLEAN LoadNewSystemMercsToSaveGameFile( HWFILE hFile ) { // read the old data from the save file and store it in the new array while you're at it UINT32 uiNumBytesRead; for ( int i = 0; i < NUM_PROFILES; ++i ) gProfileType[i] = PROFILETYPE_NONE; typedef struct { UINT8 ProfilId; } TMP_PROFIL; TMP_PROFIL tmpprofilewedontreallyneed[NUM_PROFILES]; for ( int profiletype = PROFILETYPE_AIM; profiletype < PROFILETYPE_MAX; ++profiletype ) { FileRead( hFile, &tmpprofilewedontreallyneed, sizeof( tmpprofilewedontreallyneed ), &uiNumBytesRead ); if ( uiNumBytesRead != sizeof( tmpprofilewedontreallyneed ) ) { return( FALSE ); } for ( int i = 0; i < NUM_PROFILES; ++i ) { if ( tmpprofilewedontreallyneed[i].ProfilId == i ) gProfileType[i] = profiletype; } } // for whatever bizarre reason, this function is called way after the profiles themselves are loaded - so we now have to overwrite the types in there for ( int i = 0; i < NUM_PROFILES; ++i ) { gMercProfiles[i].Type = gProfileType[i]; } return( TRUE ); } //Random stats void RandomStats() { UINT32 cnt; INT8 bBaseAttribute = 0; MERCPROFILESTRUCT * pProfile; UINT8 Exp = gGameExternalOptions.ubMercRandomExpRange; UINT8 Stats = gGameExternalOptions.ubMercRandomStatsRange; BOOLEAN Type = gGameExternalOptions.fMercRandomBellDistribution; // not randomizing if ( gGameExternalOptions.ubMercRandomStats == 0 ) return; // full stats random for all soldierIDs else if ( gGameExternalOptions.ubMercRandomStats == 1 ) { for ( cnt = 0; cnt < NUM_PROFILES; cnt++ ) { pProfile = &(gMercProfiles[cnt]); // Buggler: +/- random range will be limited due to min/max allowed value pProfile->bExpLevel = RandomAbsoluteRange( pProfile->bExpLevel, 1, 10, Exp, Type ); pProfile->bLifeMax = RandomAbsoluteRange( pProfile->bLifeMax, 1, 100, Stats, Type ); pProfile->bLife = pProfile->bLifeMax; pProfile->bAgility = RandomAbsoluteRange( pProfile->bAgility, 1, 100, Stats, Type ); pProfile->bDexterity = RandomAbsoluteRange( pProfile->bDexterity, 1, 100, Stats, Type ); pProfile->bStrength = RandomAbsoluteRange( pProfile->bStrength, 1, 100, Stats, Type ); pProfile->bLeadership = RandomAbsoluteRange( pProfile->bLeadership, 1, 100, Stats, Type ); pProfile->bWisdom = RandomAbsoluteRange( pProfile->bWisdom, 1, 100, Stats, Type ); pProfile->bMarksmanship = RandomAbsoluteRange( pProfile->bMarksmanship, 1, 100, Stats, Type ); pProfile->bMechanical = RandomAbsoluteRange( pProfile->bMechanical, 1, 100, Stats, Type ); pProfile->bExplosive = RandomAbsoluteRange( pProfile->bExplosive, 1, 100, Stats, Type ); pProfile->bMedical = RandomAbsoluteRange( pProfile->bMedical, 1, 100, Stats, Type ); } } // partial stats random based on XML stat tag else if ( gGameExternalOptions.ubMercRandomStats == 2 ) { for ( cnt = 0; cnt < NUM_PROFILES; cnt++ ) { if ( gRandomStatsValue[cnt].Enabled ) { pProfile = &(gMercProfiles[cnt]); if ( gRandomStatsValue[cnt].RandomExpLevel == TRUE ) pProfile->bExpLevel = RandomAbsoluteRange( pProfile->bExpLevel, 1, 10, Exp, Type ); if ( gRandomStatsValue[cnt].RandomLife == TRUE ) { pProfile->bLifeMax = RandomAbsoluteRange( pProfile->bLifeMax, 1, 100, Stats, Type ); pProfile->bLife = pProfile->bLifeMax; } if ( gRandomStatsValue[cnt].RandomAgility == TRUE ) pProfile->bAgility = RandomAbsoluteRange( pProfile->bAgility, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomDexterity == TRUE ) pProfile->bDexterity = RandomAbsoluteRange( pProfile->bDexterity, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomStrength == TRUE ) pProfile->bStrength = RandomAbsoluteRange( pProfile->bStrength, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomLeadership == TRUE ) pProfile->bLeadership = RandomAbsoluteRange( pProfile->bLeadership, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomWisdom == TRUE ) pProfile->bWisdom = RandomAbsoluteRange( pProfile->bWisdom, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomMarksmanship == TRUE ) pProfile->bMarksmanship = RandomAbsoluteRange( pProfile->bMarksmanship, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomMechanical == TRUE ) pProfile->bMechanical = RandomAbsoluteRange( pProfile->bMechanical, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomExplosive == TRUE ) pProfile->bExplosive = RandomAbsoluteRange( pProfile->bExplosive, 1, 100, Stats, Type ); if ( gRandomStatsValue[cnt].RandomMedical == TRUE ) pProfile->bMedical = RandomAbsoluteRange( pProfile->bMedical, 1, 100, Stats, Type ); } } } // Buggler: tweaked Jazz's random code else if ( gGameExternalOptions.ubMercRandomStats == 3 ) { for ( cnt = 0; cnt < NUM_PROFILES; cnt++ ) { if ( gRandomStatsValue[cnt].Enabled ) { pProfile = &(gMercProfiles[cnt]); if ( gRandomStatsValue[cnt].RandomExpLevel == TRUE ) pProfile->bExpLevel = RandomAbsoluteRange( pProfile->bExpLevel, 1, 10, Exp, Type ); bBaseAttribute = gRandomStatsValue[cnt].BaseAttribute + ( 4 * pProfile->bExpLevel ); if ( gRandomStatsValue[cnt].RandomLife == TRUE ) { pProfile->bLifeMax = (bBaseAttribute + Random( 9 ) + Random( 8 )); pProfile->bLife = pProfile->bLifeMax; } if ( gRandomStatsValue[cnt].RandomAgility == TRUE ) { pProfile->bAgility = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomDexterity == TRUE ) { pProfile->bDexterity = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomStrength == TRUE ) { pProfile->bStrength = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomLeadership == TRUE ) { pProfile->bLeadership = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomWisdom == TRUE ) { pProfile->bWisdom = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomMarksmanship == TRUE ) { pProfile->bMarksmanship = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomMechanical == TRUE ) { pProfile->bMechanical = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomExplosive == TRUE ) { pProfile->bExplosive = (bBaseAttribute + Random( 9 ) + Random( 8 )); } if ( gRandomStatsValue[cnt].RandomMedical == TRUE ) { pProfile->bMedical = (bBaseAttribute + Random( 9 ) + Random( 8 )); } } } } // Jenilee: 4th method (see also RandomMerc.cpp) else if (gGameExternalOptions.ubMercRandomStats == 4) { InitRandomMercs(); for ( cnt = 0; cnt < NUM_PROFILES; cnt++ ) { if (IsProfileIdAnAimOrMERCMerc(cnt)) //affect only AIM and MERC mercs { pProfile = &(gMercProfiles[cnt]); RandomizeMerc(cnt, pProfile, gGameExternalOptions.fMercRandomGearKits); } } ExitRandomMercs(); } } void RandomGrowthModifiers() { UINT32 cnt; MERCPROFILESTRUCT * pProfile; BOOLEAN useBellCurve = TRUE; if (gGameExternalOptions.fMercRandomGrowthModifiers == TRUE) { for (cnt = 0; cnt < NUM_PROFILES; cnt++) { pProfile = &(gMercProfiles[cnt]); // cap minimum growth modifier to negative half subpoints. this is effectively double speed using default values (subpoints = 50) // cap maximum growth modifier to 30000. this would make a merc take 600x as long to level up a stat using default values pProfile->bGrowthModifierExpLevel = RandomAbsoluteRange( pProfile->bGrowthModifierExpLevel, -gGameExternalOptions.usLevelSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierLife = RandomAbsoluteRange( pProfile->bGrowthModifierLife, -gGameExternalOptions.usHealthSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierAgility = RandomAbsoluteRange( pProfile->bGrowthModifierAgility, -gGameExternalOptions.usAgilitySubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierDexterity = RandomAbsoluteRange( pProfile->bGrowthModifierDexterity, -gGameExternalOptions.usDexteritySubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierStrength = RandomAbsoluteRange( pProfile->bGrowthModifierStrength, -gGameExternalOptions.usStrengthSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierLeadership = RandomAbsoluteRange( pProfile->bGrowthModifierLeadership, -gGameExternalOptions.usLeadershipSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierWisdom = RandomAbsoluteRange( pProfile->bGrowthModifierWisdom, -gGameExternalOptions.usWisdomSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierMarksmanship = RandomAbsoluteRange( pProfile->bGrowthModifierMarksmanship, -gGameExternalOptions.usMarksmanshipSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierMechanical = RandomAbsoluteRange( pProfile->bGrowthModifierMechanical, -gGameExternalOptions.usMechanicalSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierExplosive = RandomAbsoluteRange( pProfile->bGrowthModifierExplosive, -gGameExternalOptions.usExplosivesSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); pProfile->bGrowthModifierMedical = RandomAbsoluteRange( pProfile->bGrowthModifierMedical, -gGameExternalOptions.usMedicalSubpointsToImprove/2, 30000, gGameExternalOptions.iMercRandomGrowthModifiersRange, useBellCurve ); } } } void RandomStartSalary() { UINT32 cnt; MERCPROFILESTRUCT * pProfile; // Buggler: random starting salary if ( gGameExternalOptions.fMercRandomStartSalary == TRUE ) { UINT8 SalaryPercentMod = gGameExternalOptions.ubMercRandomStartSalaryPercentMod; BOOLEAN Type = gGameExternalOptions.fMercRandomBellDistribution; FLOAT SalaryMod; for ( cnt = 0; cnt < NUM_PROFILES; cnt++ ) { pProfile = &(gMercProfiles[cnt]); SalaryMod = 1 + (FLOAT) RandomPercentRange( SalaryPercentMod, Type ) / 100; // random non-zero salary if ( pProfile->sSalary |= 0 ) pProfile->sSalary = RoundOffSalary( (UINT32)( pProfile->sSalary * SalaryMod ) ); if ( pProfile->uiWeeklySalary |= 0 ) pProfile->uiWeeklySalary = RoundOffSalary( (UINT32)( pProfile->uiWeeklySalary * SalaryMod ) ); if ( pProfile->uiBiWeeklySalary |= 0 ) pProfile->uiBiWeeklySalary = RoundOffSalary( (UINT32)( pProfile->uiBiWeeklySalary * SalaryMod ) ); if ( pProfile->sTrueSalary |= 0 ) pProfile->sTrueSalary = RoundOffSalary( (UINT32)( pProfile->sTrueSalary * SalaryMod ) ); } } } INT32 RandomAbsoluteRange( INT32 iValue, INT32 iMin, INT32 iMax, INT32 iRange, BOOLEAN fBellCurve ) { INT32 iRValue; if (iMin > iMax) Assert(0); //no random if value at or out of random limits if ( iValue <= iMin || iValue >= iMax ) return( iValue ); //reduce random range due to the min limits if ( iRange > iValue - iMin ) iRange = iValue - iMin; //reduce random range due to the max limits if ( iRange > iMax - iValue ) iRange = iMax - iValue; //bell curve random distribution if ( fBellCurve ) iRValue = iValue - iRange + Random( iRange + 1 ) + Random( iRange + 1 ); //uniform random distribution else iRValue = iValue - iRange + Random( 2 * iRange + 1 ); //calculated random value return( iRValue ); } INT8 RandomPercentRange( UINT8 iPRange, BOOLEAN fBellCurve ) { INT8 bRPValue; if (iPRange < 0 || iPRange > 100 ) Assert(0); //bell curve random distribution if ( fBellCurve ) bRPValue = Random ( iPRange + 1 ) + Random ( iPRange + 1 ) - iPRange; //uniform random distribution else bRPValue = Random ( 2 * iPRange + 1 ) - iPRange; //percent range -100 to 100 return( bRPValue ); } // WANNE - BMP: DONE! BOOLEAN LoadMercProfiles(void) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"LoadMercProfiles"); // FILE *fptr; HWFILE fptr; STR8 pFileName = "BINARYDATA\\Prof.dat"; #ifdef JA2UB STR8 pFileName_UB = "BINARYDATA\\JA25PROF.DAT"; #endif STR8 pFileName1_Normal = "BINARYDATA\\Prof_Novice_NormalGuns.dat"; STR8 pFileName2_Normal = "BINARYDATA\\Prof_Experienced_NormalGuns.dat"; STR8 pFileName3_Normal = "BINARYDATA\\Prof_Expert_NormalGuns.dat"; STR8 pFileName4_Normal = "BINARYDATA\\Prof_Insane_NormalGuns.dat"; STR8 pFileName1_Tons = "BINARYDATA\\Prof_Novice_TonsOfGuns.dat"; STR8 pFileName2_Tons = "BINARYDATA\\Prof_Experienced_TonsOfGuns.dat"; STR8 pFileName3_Tons = "BINARYDATA\\Prof_Expert_TonsOfGuns.dat"; STR8 pFileName4_Tons = "BINARYDATA\\Prof_Insane_TonsOfGuns.dat"; UINT32 uiLoop, uiLoop2;//, uiLoop3; UINT16 usItem;//, usNewGun, usAmmo, usNewAmmo; if (gGameExternalOptions.fUseDifficultyBasedProfDat == TRUE) { switch ( gGameOptions.ubDifficultyLevel) { case DIF_LEVEL_EASY: if ( gGameOptions.fGunNut ) fptr = FileOpen(pFileName1_Tons, FILE_ACCESS_READ, FALSE ); else fptr = FileOpen(pFileName1_Normal, FILE_ACCESS_READ, FALSE ); break; case DIF_LEVEL_MEDIUM: if ( gGameOptions.fGunNut ) fptr = FileOpen(pFileName2_Tons, FILE_ACCESS_READ, FALSE ); else fptr = FileOpen(pFileName2_Normal, FILE_ACCESS_READ, FALSE ); break; case DIF_LEVEL_HARD: if ( gGameOptions.fGunNut ) fptr = FileOpen(pFileName3_Tons, FILE_ACCESS_READ, FALSE ); else fptr = FileOpen(pFileName3_Normal, FILE_ACCESS_READ, FALSE ); break; case DIF_LEVEL_INSANE: if ( gGameOptions.fGunNut ) fptr = FileOpen(pFileName4_Tons, FILE_ACCESS_READ, FALSE ); else fptr = FileOpen(pFileName4_Normal, FILE_ACCESS_READ, FALSE ); break; default: fptr = FileOpen(pFileName, FILE_ACCESS_READ, FALSE ); break; } } else { #ifdef JA2UB fptr = FileOpen(pFileName_UB, FILE_ACCESS_READ, FALSE ); //ub if( !fptr ) { fptr = FileOpen(pFileName, FILE_ACCESS_READ, FALSE ); //ja } #else fptr = FileOpen(pFileName, FILE_ACCESS_READ, FALSE ); #endif } if( !fptr ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FAILED to LoadMercProfiles from file %s", pFileName) ); return(FALSE); } // Reset for( int uiProfileId = 0; uiProfileId < NUM_PROFILES; ++uiProfileId ) { gProfileType[uiProfileId] = PROFILETYPE_NONE; } int profileIndex = -1; for(uiLoop=0; uiLoop< NUM_PROFILES; ++uiLoop) { ++profileIndex; // Changed by ADB, rev 1513 //if( !gMercProfiles[uiLoop].Load(fptr, true)) //if( !gMercProfiles[uiLoop].Load(fptr, true, true, true)) if( uiLoop < 170 && !gMercProfiles[uiLoop].Load(fptr, true, true, true)) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FAILED to Read Merc Profiles from File %d %s",uiLoop, pFileName) ); FileClose( fptr ); return(FALSE); } /// Flugente: until the introduction of a separate varriable for the voiceset, the voice was identical with the slot // as we are loading from a .dat file, we always have to account for that { gMercProfiles[uiLoop].usVoiceIndex = uiLoop; } // WANNE: For the new WF merc, there is no entry in prof.dat, so we have to reset some flags manually! if (uiLoop >= 170) { gMercProfiles[uiLoop].initialize(); // Flugente: as this data is not in the xml, we set dummy values if ( gMercProfiles[uiLoop].ubApproachVal[0] == 0 && gMercProfiles[uiLoop].ubApproachVal[1] == 0 && gMercProfiles[uiLoop].ubApproachVal[2] == 0 && gMercProfiles[uiLoop].ubApproachVal[3] == 0 ) { for ( int i = 0; i < 4; ++i ) { // with ubApproachVal of 50 and ubApproachMod of 100, approach value towards an NPC will be the merc's effective leadership, which seems like a reasonable default gMercProfiles[uiLoop].ubApproachVal[i] = 50; for ( int j = 0; j < 3; ++j ) { gMercProfiles[uiLoop].ubApproachMod[j][i] = 100; } } } } // WANNE - BMP: DONE! // convert old MERCPROFILESTRUCT to new MERCPROFILESTRUCT gMercProfiles[uiLoop].sGridNo = gMercProfiles[uiLoop]._old_sGridNo; gMercProfiles[uiLoop].sPreCombatGridNo = gMercProfiles[uiLoop]._old_sGridNo; // /* silversurfer: READ_PROFILE_DATA_FROM_XML from JA2.Options.ini should always take precedence. CHRISL: For now, we should only overwrite prof.dat in the new inventory system. Old system should still use prof.dat until we're sure we want to replace it with the xml file. Because the new WF mercs don't have entries in the prof*.dat files, we need to always load their equipment from MercStaringGear.xml, regardless of the inventory system we're going to use.*/ if( gGameExternalOptions.fReadProfileDataFromXML || UsingNewInventorySystem() == true || uiLoop >= 170 ) { // Start by resetting all profile inventory values to 0 gMercProfiles[uiLoop].clearInventory(); gMercProfiles[uiLoop].ubInvUndroppable = 0; // Next, go through and assign everything but lbe gear for(uiLoop2=INV_START_POS; uiLoop2 5) gMercProfiles[uiLoop].bInvNumber[uiLoop2] = gMercProfileGear[uiLoop][0].iNumber[uiLoop2]; else gMercProfiles[uiLoop].bInvNumber[uiLoop2] = 1; } //CHRISL: Moved outside first condition we we set ubInvUndroppable regardless of having an item if(gMercProfileGear[uiLoop][0].iDrop[uiLoop2] == 0 && uiLoop > 56){ gMercProfiles[uiLoop].ubInvUndroppable |= gubItemDroppableFlag[uiLoop2]; } } // Last, go through and assign LBE items. Only needed for new inventory system if((UsingNewInventorySystem() == true)) { for(uiLoop2=0; uiLoop2<5; uiLoop2++) { UINT32 uiLoop3 = uiLoop2 + VESTPOCKPOS; if(gMercProfileGear[uiLoop][0].lbe[uiLoop2] != NONE){ gMercProfiles[uiLoop].inv[uiLoop3] = gMercProfileGear[uiLoop][0].lbe[uiLoop2]; gMercProfiles[uiLoop].bInvStatus[uiLoop3] = gMercProfileGear[uiLoop][0].lStatus[uiLoop2]; gMercProfiles[uiLoop].bInvNumber[uiLoop3] = 1; } } } } //if the Dialogue exists for the merc, allow the merc to be hired if ( DialogueDataFileExistsForProfile( gMercProfiles[uiLoop].usVoiceIndex, 0, FALSE, NULL ) ) { gMercProfiles[uiLoop].bMercStatus = 0; } else gMercProfiles[uiLoop].bMercStatus = MERC_HAS_NO_TEXT_FILE; // if the merc has a medical deposit if( gMercProfiles[ uiLoop ].bMedicalDeposit ) { gMercProfiles[uiLoop].sMedicalDepositAmount = CalcMedicalDeposit( &gMercProfiles[uiLoop]); } else gMercProfiles[uiLoop].sMedicalDepositAmount = 0; // ATE: New, face display indipendent of ID num now // Setup face index value // Default is the ubCharNum gMercProfiles[uiLoop].ubFaceIndex = (UINT8)uiLoop; //ATE: Calculate some inital attractiveness values for buddy's inital equipment... // Look for gun and armour gMercProfiles[uiLoop].bMainGunAttractiveness = -1; gMercProfiles[uiLoop].bArmourAttractiveness = -1; UINT32 invsize = gMercProfiles[ uiLoop ].inv.size(); for ( uiLoop2 = 0; uiLoop2 < invsize; ++uiLoop2 ) { usItem = gMercProfiles[uiLoop].inv[ uiLoop2 ]; if ( usItem != NOTHING ) { // Check if it's a gun if ( Item[ usItem ].usItemClass & IC_GUN ) { gMercProfiles[uiLoop].bMainGunAttractiveness = Weapon[ usItem ].ubDeadliness; } // If it's armour if ( Item[ usItem ].usItemClass & IC_ARMOUR ) { gMercProfiles[uiLoop].bArmourAttractiveness = min(128,Armour[ Item[ usItem ].ubClassIndex ].ubProtection); } } } //These variables to get loaded in gMercProfiles[ uiLoop ].fUseProfileInsertionInfo = FALSE; gMercProfiles[ uiLoop ].sGridNo = 0; // ARM: this is also being done inside the profile editor, but put it here too, so this project's code makes sense gMercProfiles[ uiLoop ].bHatedCount[0] = gMercProfiles[ uiLoop ].bHatedTime[0]; gMercProfiles[ uiLoop ].bHatedCount[1] = gMercProfiles[ uiLoop ].bHatedTime[1]; gMercProfiles[ uiLoop ].bHatedCount[2] = gMercProfiles[ uiLoop ].bHatedTime[2]; gMercProfiles[ uiLoop ].bHatedCount[3] = gMercProfiles[ uiLoop ].bHatedTime[3]; gMercProfiles[ uiLoop ].bHatedCount[4] = gMercProfiles[ uiLoop ].bHatedTime[4]; gMercProfiles[ uiLoop ].bLearnToHateCount = gMercProfiles[ uiLoop ].bLearnToHateTime; gMercProfiles[ uiLoop ].bLearnToLikeCount = gMercProfiles[ uiLoop ].bLearnToLikeTime; if (gGameExternalOptions.fReadProfileDataFromXML) { // HEADROCK PROFEX: Overwrite data read from PROF.DAT with data read from XML OverwriteMercProfileWithXMLData( uiLoop ); OverwriteMercOpinionsWithXMLData( uiLoop ); } //tais: new tag in gearkit that sets an absolute price for gearkit that will override item value and price modifier if it's a sensible value between 0 and 32000 if(gMercProfileGear[uiLoop][0].AbsolutePrice >= 0 && gMercProfileGear[uiLoop][0].AbsolutePrice <= 32000) { gMercProfiles[ uiLoop ].usOptionalGearCost = gMercProfileGear[uiLoop][0].AbsolutePrice; } else { //tais: moved initial price calculation down to this spot because PROFEX overwrites my gearkit prices //with old binary file optional gear prices which got ported into MercProfiles.xml gMercProfiles[ uiLoop ].usOptionalGearCost = 0; UINT16 tempGearCost = 0; for ( uiLoop2 = 0; uiLoop2< invsize; ++uiLoop2 ) { if ( gMercProfiles[ uiLoop ].inv[ uiLoop2 ] != NOTHING ) { //get the item usItem = gMercProfiles[ uiLoop ].inv[ uiLoop2 ]; // for an item stack, we obviously need to account fot the number of items // for single items, the number is not always set, so just to be sure... // initialise to first gearkit int number = 1; if ( gMercProfileGear[uiLoop][0].iNumber.size( ) >= uiLoop2 ) number = max( 1, gMercProfileGear[uiLoop][0].iNumber[uiLoop2] ); //add the cost tempGearCost += (Item[ usItem ].usPrice * number); } } //tais: added optional price modifier for gearkits, reads the xml tag mPriceMod from MercStartingGear.xml if(gMercProfileGear[uiLoop][0].PriceModifier != 0 && gMercProfileGear[uiLoop][0].PriceModifier <= 200 && gMercProfileGear[uiLoop][0].PriceModifier >= -100) { FLOAT mod; mod = (FLOAT) (gMercProfileGear[uiLoop][0].PriceModifier + 100) / 100.0f; gMercProfiles[ uiLoop ].usOptionalGearCost = (UINT16)(tempGearCost * mod); } else { gMercProfiles[ uiLoop ].usOptionalGearCost = tempGearCost; } } // ----- WANNE.PROFILE: New Profile Loading - BEGIN if ( gGameExternalOptions.fReadProfileDataFromXML == FALSE ) { // WANNE: If all 4 (Friendly, Direct, Threaten, Recruit) are not set, set them to 100. // These 4 values cannot be edit in Proedit if Merc Index >= 75. // If we set these to 100 (which means it is equal the leadership of the merc), we fix the bug that the 4 UB Merc (Stogie, Tex, Gaston, Biggins) cannot recruit NPCs or do special quests). if (uiLoop >= FIRST_NPC) { if (gMercProfiles[ uiLoop ].usApproachFactor[0] == 0 && gMercProfiles[ uiLoop ].usApproachFactor[1] == 0 && gMercProfiles[ uiLoop ].usApproachFactor[2] == 0 && gMercProfiles[ uiLoop ].usApproachFactor[3] == 0) { gMercProfiles[ uiLoop ].usApproachFactor[0] = 100; gMercProfiles[ uiLoop ].usApproachFactor[1] = 100; gMercProfiles[ uiLoop ].usApproachFactor[2] = 100; gMercProfiles[ uiLoop ].usApproachFactor[3] = 100; } } // AIM und MERC ( 0 - 51 ) if (uiLoop < 51) { // AIM if (uiLoop < 40) { gProfileType[uiLoop] = PROFILETYPE_AIM; } // MERC else { gProfileType[uiLoop] = PROFILETYPE_MERC; } } // IMP (51 - 56) else if (uiLoop >= 51 && uiLoop < FIRST_RPC) { gProfileType[uiLoop] = PROFILETYPE_IMP; } else { // Vehicle, MERC (default 1.13) or RPC? if (uiLoop >= 165 && uiLoop <= 168) { switch (gMercProfiles[ uiLoop ].ubBodyType) { // MERC case REGMALE: case BIGMALE: case REGFEMALE: gProfileType[uiLoop] = PROFILETYPE_MERC; break; // Vehicle case HUMVEE: case TANK_NW: case TANK_NE: case ELDORADO: case ICECREAMTRUCK: case JEEP: case COMBAT_JEEP: gProfileType[uiLoop] = PROFILETYPE_VEHICLE; break; // Make it an RPC default: gProfileType[uiLoop] = PROFILETYPE_RPC; break; } } else { // Last Index -> NPC if (uiLoop == 169) { gProfileType[uiLoop] = PROFILETYPE_NPC; } // NPC, RPC or Vehicle else { switch (gMercProfiles[ uiLoop ].ubBodyType) { // Vehicle case HUMVEE: case TANK_NW: case TANK_NE: case ELDORADO: case ICECREAMTRUCK: case JEEP: case COMBAT_JEEP: gProfileType[uiLoop] = PROFILETYPE_VEHICLE; break; // RPC or NPC default: // RPC if (uiLoop >= FIRST_RPC && uiLoop < FIRST_NPC) { gProfileType[uiLoop] = PROFILETYPE_RPC; } // NPC else { gProfileType[uiLoop] = PROFILETYPE_NPC; } break; } } } } } } // ----- WANNE.PROFILE: New Profile Loading - END // SET SOME DEFAULT LOCATIONS FOR STARTING NPCS // Reset for (int i = 0; i < NUM_PROFILES; i++) { AimMercArray[i] = -1; } FileClose( fptr ); //WriteMercStartingGearStats(); //-------------- /* CHAR8 fileName[255]; //JA25 UB for( int i = 0; i < NUM_PROFILES; i++ ) { strcpy(fileName, "TABLEDATA\\Profile\\prof03.xml"); //sprintf( fileName, "TABLEDATA\\Profile\\prof%03d.xml", i ); if ( FileExists(fileName) ) { ReadInMercProfiles(fileName,FALSE,i,TRUE); } } */ //-------------- // --------------- UINT16 maxAIMProfiles = 0; if (!gGameExternalOptions.fReadProfileDataFromXML) maxAIMProfiles = 40; else maxAIMProfiles = NUM_PROFILES; UINT32 x = 0; UINT32 i = 0; MAX_NUMBER_MERCS = 0; START_MERC = 0; // Find all AIM merc and add them in the AimMercArray which is used for the AIM webpage for (i = 0; i < maxAIMProfiles; i++) { if (gAimAvailability[i].ProfilId != 255) { AimMercArray[ x ] = gAimAvailability[i].ProfilId; x++; MAX_NUMBER_MERCS++; } } // --------------- RandomStats (); //random stats by Jazz RandomGrowthModifiers(); // Buggler: random starting salary RandomStartSalary (); // decide which terrorists are active DecideActiveTerrorists(); // initialize mercs' status if(!is_networked)StartSomeMercsOnAssignment( ); // initial recruitable mercs' reputation in each town InitializeProfilesForTownReputation( ); #ifdef JA2EDITOR gfProfileDataLoaded = TRUE; #endif // no better place..heh?.. will load faces for profiles that are 'extern'.....won't have soldiertype instances InitalizeStaticExternalNPCFaces( ); // car portrait values LoadCarPortraitValues( ); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"LoadMercProfiles done"); return(TRUE); } #define MAX_ADDITIONAL_TERRORISTS 5 // instead of 4 void DecideActiveTerrorists( void ) { UINT8 ubLoop, ubLoop2; UINT8 ubTerrorist; UINT8 ubNumAdditionalTerrorists, ubNumTerroristsAdded = 0; UINT32 uiChance, uiLocationChoice; BOOLEAN fFoundSpot; INT16 sTerroristPlacement[MAX_ADDITIONAL_TERRORISTS][2] = { {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0} }; // added one here #ifdef CRIPPLED_VERSION return; #endif // one terrorist will always be Elgin // determine how many more terrorists - 2 to 4 more // using this stochastic process(!), the chances for terrorists are: // EASY: 3, 9% 4, 42% 5, 49% // MEDIUM: 3, 25% 4, 50% 5, 25% // HARD: 3, 49% 4, 42% 5, 9% switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: uiChance = 70; break; case DIF_LEVEL_INSANE: uiChance = 30; break; default: uiChance = 50; break; } // add at least 2 more ubNumAdditionalTerrorists = 2; for (ubLoop = 0; ubLoop < (MAX_ADDITIONAL_TERRORISTS - 3); ubLoop++) // -3 instead of -2 because we increased MAX_ADDITIONAL_TERRORISTS above by 1 { if (Random( 100 ) < uiChance) { ubNumAdditionalTerrorists++; } } ///////////////////////////////////////////////////// // Added, so with ENABLE_ALL_TERRORISTS you really get all of them (5 + Charlie) if ( gGameExternalOptions.fEnableAllTerrorists ) ubNumAdditionalTerrorists = 5; ///////////////////////////////////////////////////// // ifdefs added by CJC #ifdef JA2TESTVERSION ubNumAdditionalTerrorists = 5; #endif // silversurfer: this was causing an infinite loop at game start when someone manually placed terrorists using ProEdit and thus // causing them to become invalid for random location choosing // while ( ubNumTerroristsAdded < ubNumAdditionalTerrorists ) // { ubLoop = 1; // start at beginning of array (well, after Elgin) // NB terrorist ID of 0 indicates end of array while ( ubNumTerroristsAdded < ubNumAdditionalTerrorists && gubTerrorists[ ubLoop ] != 0 ) { ubTerrorist = gubTerrorists[ ubLoop ]; // place randomly if not yet placed if ( gMercProfiles[ ubTerrorist ].sSectorX == 0 ) { // random 40% chance of adding this terrorist if not yet placed or place all if ( ( Random( 100 ) < 40 ) || gGameExternalOptions.fEnableAllTerrorists ) { //fFoundSpot = FALSE; // Since there are 5 spots per terrorist and a maximum of 5 terrorists, we // are guaranteed to be able to find a spot for each terrorist since there // aren't enough other terrorists to use up all the spots for any one // terrorist do { fFoundSpot = TRUE; // pick a random spot, see if it's already been used by another terrorist uiLocationChoice = Random( NUM_TERRORIST_POSSIBLE_LOCATIONS ); for (ubLoop2 = 0; ubLoop2 < ubNumTerroristsAdded; ubLoop2++) { if (sTerroristPlacement[ubLoop2][0] == gsTerroristSector[ubLoop][uiLocationChoice][0] ) { if (sTerroristPlacement[ubLoop2][1] == gsTerroristSector[ubLoop][uiLocationChoice][1] ) { // WANNE: Fix a vanilla bug: Due to a logic bug multiple terrorists could end up in the same sector. // Fixed by Tron (Straciatella): Revision: 6932 fFoundSpot = FALSE; break; //continue; } } } //fFoundSpot = TRUE; } while( !fFoundSpot ); // place terrorist! gMercProfiles[ ubTerrorist ].sSectorX = gsTerroristSector[ ubLoop ][ uiLocationChoice ][ 0 ]; gMercProfiles[ ubTerrorist ].sSectorY = gsTerroristSector[ ubLoop ][ uiLocationChoice ][ 1 ]; gMercProfiles[ ubTerrorist ].bSectorZ = 0; sTerroristPlacement[ ubNumTerroristsAdded ][ 0 ] = gMercProfiles[ ubTerrorist ].sSectorX; sTerroristPlacement[ ubNumTerroristsAdded ][ 1 ] = gMercProfiles[ ubTerrorist ].sSectorY; ubNumTerroristsAdded++; } } else { // this terrorist has a fixed location in MercProfiles.xml sTerroristPlacement[ ubNumTerroristsAdded ][ 0 ] = gMercProfiles[ ubTerrorist ].sSectorX; sTerroristPlacement[ ubNumTerroristsAdded ][ 1 ] = gMercProfiles[ ubTerrorist ].sSectorY; ubNumTerroristsAdded++; } ubLoop++; } // start over if necessary // } // set total terrorists outstanding in Carmen's info byte gMercProfiles[ 78 ].bNPCData = 1 + ubNumTerroristsAdded; //ubNumAdditionalTerrorists; // silversurfer: only use the number of terrorist assigned through this function // If someone manually placed a terrorist in an invalid sector it is his problem that he will not be able to solve the quest. // store total terrorists gubNumTerrorists = 1 + ubNumTerroristsAdded; //ubNumAdditionalTerrorists; } void MakeRemainingTerroristsTougher( void ) { UINT8 ubRemainingTerrorists = 0, ubLoop; UINT16 usNewItem, usOldItem; UINT8 ubRemainingDifficulty; for ( ubLoop = 0; ubLoop < NUM_TERRORISTS; ubLoop++ ) { if ( gMercProfiles[ gubTerrorists[ ubLoop ] ].bMercStatus != MERC_IS_DEAD && gMercProfiles[ gubTerrorists[ ubLoop ] ].sSectorX != 0 && gMercProfiles[ gubTerrorists[ ubLoop ] ].sSectorY != 0 ) { #ifdef JA2UB //no Ub #else if ( gubTerrorists[ ubLoop ] == SLAY ) { if ( FindSoldierByProfileID( SLAY, TRUE ) != NULL ) { // Slay on player's team, doesn't count towards remaining terrorists continue; } } #endif ubRemainingTerrorists++; } } ubRemainingDifficulty = (60 / gubNumTerrorists) * (gubNumTerrorists - ubRemainingTerrorists); switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_MEDIUM: ubRemainingDifficulty = (ubRemainingDifficulty * 13) / 10; break; case DIF_LEVEL_HARD: ubRemainingDifficulty = (ubRemainingDifficulty * 16) / 10; break; case DIF_LEVEL_INSANE: ubRemainingDifficulty = (ubRemainingDifficulty * 19) / 10; break; default: break; } if ( ubRemainingDifficulty < 14 ) { // nothing return; } else if ( ubRemainingDifficulty < 28 ) { // mini grenade usOldItem = NOTHING; usNewItem = MINI_GRENADE; } else if ( ubRemainingDifficulty < 42) { // hand grenade usOldItem = MINI_GRENADE; usNewItem = HAND_GRENADE; } else if ( ubRemainingDifficulty < 56) { // mustard usOldItem = HAND_GRENADE; usNewItem = MUSTARD_GRENADE; } else if ( ubRemainingDifficulty < 70) { // LAW usOldItem = MUSTARD_GRENADE; usNewItem = ROCKET_LAUNCHER; } else { // LAW and hand grenade usOldItem = NOTHING; usNewItem = HAND_GRENADE; } CreateItem(usNewItem, 100, &gTempObject); for ( ubLoop = 0; ubLoop < NUM_TERRORISTS; ubLoop++ ) { if ( gMercProfiles[ gubTerrorists[ ubLoop ] ].bMercStatus != MERC_IS_DEAD && gMercProfiles[ gubTerrorists[ ubLoop ] ].sSectorX != 0 && gMercProfiles[ gubTerrorists[ ubLoop ] ].sSectorY != 0 ) { #ifdef JA2UB // no UB #else if ( gubTerrorists[ ubLoop ] == SLAY ) { if ( FindSoldierByProfileID( SLAY, TRUE ) != NULL ) { // Slay on player's team, doesn't count towards remaining terrorists continue; } } #endif if ( usOldItem != NOTHING ) { RemoveObjectFromSoldierProfile( gubTerrorists[ ubLoop ], usOldItem ); } PlaceObjectInSoldierProfile( gubTerrorists[ ubLoop ], &gTempObject ); } } } void DecideOnAssassin( void ) { UINT8 ubAssassinPossibility[NUM_ASSASSINS] = { NO_PROFILE, NO_PROFILE, NO_PROFILE, NO_PROFILE, NO_PROFILE, NO_PROFILE }; UINT8 ubAssassinsPossible = 0; UINT8 ubLoop, ubLoop2; UINT8 ubTown; #ifdef CRIPPLED_VERSION return; #endif ubTown = GetTownIdForSector( gWorldSectorX, gWorldSectorY ); for ( ubLoop = 0; ubLoop < NUM_ASSASSINS; ubLoop++ ) { // make sure alive and not placed already if ( gMercProfiles[ gubAssassins[ ubLoop ] ].bMercStatus != MERC_IS_DEAD && gMercProfiles[ gubAssassins[ ubLoop ] ].sSectorX == 0 && gMercProfiles[ gubAssassins[ ubLoop ] ].sSectorY == 0 ) { // check this merc to see if the town is a possibility for ( ubLoop2 = 0; ubLoop2 < NUM_ASSASSIN_POSSIBLE_TOWNS; ubLoop2++ ) { if ( gbAssassinTown[ ubLoop ][ ubLoop2 ] == ubTown ) { ubAssassinPossibility[ ubAssassinsPossible ] = gubAssassins[ ubLoop ]; ubAssassinsPossible++; } } } } if ( ubAssassinsPossible != 0 ) { ubLoop = ubAssassinPossibility[ Random( ubAssassinsPossible ) ]; gMercProfiles[ ubLoop ].sSectorX = gWorldSectorX; gMercProfiles[ ubLoop ].sSectorY = gWorldSectorY; AddStrategicEvent( EVENT_REMOVE_ASSASSIN, GetWorldTotalMin() + 60 * ( 3 + Random( 3 ) ), ubLoop ); } } void MakeRemainingAssassinsTougher( void ) { UINT8 ubRemainingAssassins = 0, ubLoop; UINT16 usNewItem, usOldItem; UINT8 ubRemainingDifficulty; for ( ubLoop = 0; ubLoop < NUM_ASSASSINS; ubLoop++ ) { if ( gMercProfiles[ gubAssassins[ ubLoop ] ].bMercStatus != MERC_IS_DEAD ) { ubRemainingAssassins++; } } ubRemainingDifficulty = (60 / NUM_ASSASSINS) * (NUM_ASSASSINS - ubRemainingAssassins); switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_MEDIUM: ubRemainingDifficulty = (ubRemainingDifficulty * 13) / 10; break; case DIF_LEVEL_HARD: ubRemainingDifficulty = (ubRemainingDifficulty * 16) / 10; break; case DIF_LEVEL_INSANE: ubRemainingDifficulty = (ubRemainingDifficulty * 19) / 10; break; default: break; } if ( ubRemainingDifficulty < 14 ) { // nothing return; } else if ( ubRemainingDifficulty < 28 ) { // mini grenade usOldItem = NOTHING; usNewItem = MINI_GRENADE; } else if ( ubRemainingDifficulty < 42) { // hand grenade usOldItem = MINI_GRENADE; usNewItem = HAND_GRENADE; } else if ( ubRemainingDifficulty < 56) { // mustard usOldItem = HAND_GRENADE; usNewItem = MUSTARD_GRENADE; } else if ( ubRemainingDifficulty < 70) { // LAW usOldItem = MUSTARD_GRENADE; usNewItem = ROCKET_LAUNCHER; } else { // LAW and hand grenade usOldItem = NOTHING; usNewItem = HAND_GRENADE; } CreateItem(usNewItem, 100, &gTempObject); for ( ubLoop = 0; ubLoop < NUM_ASSASSINS; ubLoop++ ) { if ( gMercProfiles[ gubAssassins[ ubLoop ] ].bMercStatus != MERC_IS_DEAD ) { if ( usOldItem != NOTHING ) { RemoveObjectFromSoldierProfile( gubAssassins[ ubLoop ], usOldItem ); } PlaceObjectInSoldierProfile( gubAssassins[ ubLoop ], &gTempObject ); } } } void StartSomeMercsOnAssignment(void) { MERCPROFILESTRUCT *pProfile; UINT32 uiChance; // some randomly picked A.I.M. mercs will start off "on assignment" at the beginning of each new game for( UINT32 uiCnt = 0; uiCnt < NUM_PROFILES; ++uiCnt) // AIM_AND_MERC_MERCS { if ( IsProfileIdAnAimOrMERCMerc( (UINT8)uiCnt ) ) { pProfile = &(gMercProfiles[ uiCnt ]); #ifdef JA2UB //Make sure stigie and Gaston are available at the start of the game /* if( uiCnt == 59 || uiCnt == 58 ) { pProfile->bMercStatus = MERC_OK; pProfile->uiDayBecomesAvailable = 0; pProfile->uiPrecedentQuoteSaid = 0; pProfile->ubDaysOfMoraleHangover = 0; continue; } */ //if the merc is dead, dont modify anything if( pProfile->bMercStatus == MERC_IS_DEAD ) { continue; } // calc chance to start on assignment uiChance = 3 * pProfile->bExpLevel; //5 Ja25 UB #else uiChance = 5 * pProfile->bExpLevel; #endif // tais: disable mercs being on assignment (this check is just for at the start of the campaign) if (Random(100) < uiChance && gGameExternalOptions.fMercsOnAssignment < 1) { pProfile->bMercStatus = MERC_WORKING_ELSEWHERE; pProfile->uiDayBecomesAvailable = 1 + Random(6 + (pProfile->bExpLevel / 2) ); // 1-(6 to 11) days } else { pProfile->bMercStatus = MERC_OK; pProfile->uiDayBecomesAvailable = 0; } pProfile->uiPrecedentQuoteSaid = 0; pProfile->ubDaysOfMoraleHangover = 0; } } } void SetProfileFaceData( UINT8 ubCharNum, UINT8 ubFaceIndex, UINT16 usEyesX, UINT16 usEyesY, UINT16 usMouthX, UINT16 usMouthY ) { gMercProfiles[ ubCharNum ].ubFaceIndex = ubFaceIndex; gMercProfiles[ ubCharNum ].usEyesX = usEyesX; gMercProfiles[ ubCharNum ].usEyesY = usEyesY; gMercProfiles[ ubCharNum ].usMouthX = usMouthX; gMercProfiles[ ubCharNum ].usMouthY = usMouthY; } UINT16 CalcCompetence( MERCPROFILESTRUCT * pProfile ) { UINT32 uiStats, uiSkills, uiActionPoints, uiSpecialSkills; UINT16 usCompetence; // count life twice 'cause it's also hit points // mental skills are halved 'cause they're actually not that important within the game uiStats = ((2 * pProfile->bLifeMax) + pProfile->bStrength + pProfile->bAgility + pProfile->bDexterity + ((pProfile->bLeadership + pProfile->bWisdom) / 2)) / 3; // marksmanship is very important, count it double uiSkills = (UINT32) ((2 * (pow((double)pProfile->bMarksmanship, 3) / 10000)) + 1.5 * (pow((double)pProfile->bMedical, 3) / 10000) + (pow((double)pProfile->bMechanical, 3) / 10000) + (pow((double)pProfile->bExplosive, 3) / 10000)); // action points uiActionPoints = 5 + (((10 * pProfile->bExpLevel + 3 * pProfile->bAgility + 2 * pProfile->bLifeMax + 2 * pProfile->bDexterity) + 20) / 40); // count how many he has, don't care what they are uiSpecialSkills = 0; for ( INT8 bCnt = 0; bCnt < 30; bCnt++ ) { if ( pProfile->bSkillTraits[bCnt] != 0 ) uiSpecialSkills++; } usCompetence = (UINT16) ((pow((double)pProfile->bExpLevel, 0.2) * uiStats * uiSkills * (uiActionPoints - 6) * (1 + (0.05 * (FLOAT)uiSpecialSkills))) / 1000); // this currently varies from about 10 (Flo) to 1200 (Gus) return(usCompetence); } INT16 CalcMedicalDeposit( MERCPROFILESTRUCT * pProfile ) { UINT16 usDeposit; // this rounds off to the nearest hundred usDeposit = (((5 * CalcCompetence(pProfile)) + 50) / 100) * 100; return(usDeposit); } SOLDIERTYPE * FindSoldierByProfileID( UINT8 ubProfileID, BOOLEAN fPlayerMercsOnly ) { UINT8 ubLoop, ubLoopLimit; SOLDIERTYPE * pSoldier; // sevenfm: fix for last soldier in player team if (fPlayerMercsOnly) { ubLoopLimit = gTacticalStatus.Team[0].bLastID + 1; } else { ubLoopLimit = MAX_NUM_SOLDIERS; } for (ubLoop = 0; ubLoop < ubLoopLimit; ubLoop++) { pSoldier = MercPtrs[ubLoop]; if (pSoldier->bActive && pSoldier->ubProfile == ubProfileID) { return( pSoldier ); } } return( NULL ); } SOLDIERTYPE *ChangeSoldierTeam( SOLDIERTYPE *pSoldier, UINT8 ubTeam ) { UINT8 ubID; SOLDIERTYPE *pNewSoldier = NULL; SOLDIERCREATE_STRUCT MercCreateStruct; UINT32 cnt; INT32 sOldGridNo; UINT8 ubOldID; UINT32 uiOldUniqueId; UINT32 uiSlot; SOLDIERTYPE *pGroupMember; BOOLEAN success; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("ChangeSoldierTeam")); if (gfInTalkPanel) { DeleteTalkingMenu(); } // Save merc id for this guy... ubID = pSoldier->ubID; ubOldID = ubID; uiOldUniqueId = pSoldier->uiUniqueSoldierIdValue; sOldGridNo = pSoldier->sGridNo; // Remove him from the game! InternalTacticalRemoveSoldier( ubID, FALSE ); // Create a new one! MercCreateStruct.bTeam = ubTeam; MercCreateStruct.ubProfile = pSoldier->ubProfile; MercCreateStruct.ubBodyType = pSoldier->ubBodyType; MercCreateStruct.sSectorX = pSoldier->sSectorX; MercCreateStruct.sSectorY = pSoldier->sSectorY; MercCreateStruct.bSectorZ = pSoldier->bSectorZ; MercCreateStruct.sInsertionGridNo = pSoldier->sGridNo; MercCreateStruct.ubDirection = pSoldier->ubDirection; if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) { MercCreateStruct.ubProfile = NO_PROFILE; MercCreateStruct.fUseGivenVehicle = TRUE; MercCreateStruct.bUseGivenVehicleID = pSoldier->bVehicleID; } if ( ubTeam == gbPlayerNum ) { MercCreateStruct.fPlayerMerc = TRUE; } if ( ubTeam == MILITIA_TEAM ) { MercCreateStruct.ubSoldierClass = pSoldier->ubSoldierClass; } if ( TacticalCreateSoldier( &MercCreateStruct, &ubID ) ) { pNewSoldier = MercPtrs[ ubID ]; // Copy vital stats back! pNewSoldier->stats.bLife = pSoldier->stats.bLife; pNewSoldier->stats.bLifeMax = pSoldier->stats.bLifeMax; pNewSoldier->stats.bAgility = pSoldier->stats.bAgility; pNewSoldier->stats.bLeadership = pSoldier->stats.bLeadership; pNewSoldier->stats.bDexterity = pSoldier->stats.bDexterity; pNewSoldier->stats.bStrength = pSoldier->stats.bStrength; pNewSoldier->stats.bWisdom = pSoldier->stats.bWisdom; pNewSoldier->stats.bExpLevel = pSoldier->stats.bExpLevel; pNewSoldier->stats.bMarksmanship = pSoldier->stats.bMarksmanship; pNewSoldier->stats.bMedical = pSoldier->stats.bMedical; pNewSoldier->stats.bMechanical = pSoldier->stats.bMechanical; pNewSoldier->stats.bExplosive = pSoldier->stats.bExplosive; pNewSoldier->stats.bScientific = pSoldier->stats.bScientific; pNewSoldier->bLastRenderVisibleValue = pSoldier->bLastRenderVisibleValue; pNewSoldier->bVisible = pSoldier->bVisible; // added by SANDRO - insta-healable injury zero on soldier creation pNewSoldier->iHealableInjury = pSoldier->iHealableInjury; // WANNE: Fix a vanilla bug: When a soldier changed team (e.g. getting hostile), he lost his camouflage. // Fixed by Tron (Stracciatella): Revision: 7055 pNewSoldier->bCamo = pSoldier->bCamo; if (pNewSoldier->bCamo != 0) { pNewSoldier->CreateSoldierPalettes(); } // 0verhaul: Need to pass certain flags over. COWERING is one of them. Others to be determined. // copy uiStatusFlags, etc. - hayden :) if (is_networked) { pNewSoldier->flags.uiStatusFlags = pSoldier->flags.uiStatusFlags; pNewSoldier->ubProfile = pSoldier->ubProfile; } else { pNewSoldier->flags.uiStatusFlags |= pSoldier->flags.uiStatusFlags & (SOLDIER_COWERING | SOLDIER_MUTE | SOLDIER_GASSED); } if ( ubTeam == gbPlayerNum ) { pNewSoldier->bVisible= 1; } //CHRISL: Rather then resorting the profile, which recreates all the items, what if we simply try and sort the // objects that are already attached to the RPC we're hiring? //if(UsingNewInventorySystem() == true) { // Start by direct copy of all BODYPOS items (armor, hands, head and LBE) for(cnt = 0; cnt < (UINT32)BODYPOSFINAL; ++cnt) { pNewSoldier->inv[cnt] = pSoldier->inv[cnt]; } // Next, direct copy of the gunsling and knife pockets pNewSoldier->inv[GUNSLINGPOCKPOS] = pSoldier->inv[GUNSLINGPOCKPOS]; pNewSoldier->inv[KNIFEPOCKPOS] = pSoldier->inv[KNIFEPOCKPOS]; // Then, try to autoplace everything else UINT32 invsize = pNewSoldier->inv.size(); for(cnt = BIGPOCKSTART; cnt < invsize; ++cnt ) { if(pSoldier->inv[cnt].exists() == true) { success = PlaceInAnyPocket(pNewSoldier, &pSoldier->inv[cnt], FALSE); if(!success) { PlaceObject( pNewSoldier, cnt, &pSoldier->inv[cnt] ); } } } } // OK, loop through all active merc slots, change // Change ANY attacker's target if they were once on this guy..... for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ ) { pGroupMember = MercSlots[ uiSlot ]; if ( pGroupMember != NULL ) { if ( pGroupMember->ubTargetID == pSoldier->ubID ) { pGroupMember->ubTargetID = pNewSoldier->ubID; } } } // Set insertion gridNo pNewSoldier->sInsertionGridNo = sOldGridNo; if ( gfPotentialTeamChangeDuringDeath ) { HandleCheckForDeathCommonCode( pSoldier ); } if ( gfWorldLoaded && pSoldier->bInSector //pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ ) { AddSoldierToSectorNoCalculateDirectionUseAnimation( ubID, pSoldier->usAnimState, pSoldier->usAniCode ); HandleSight(pNewSoldier, SIGHT_LOOK | SIGHT_RADIO); } // fix up the event queue... // ChangeSoldierIDInQueuedEvents( ubOldID, uiOldUniqueId, pNewSoldier->ubID, pNewSoldier->uiUniqueSoldierIdValue ); if ( pNewSoldier->ubProfile != NO_PROFILE ) { if ( ubTeam == gbPlayerNum ) { gMercProfiles[ pNewSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED; } else { gMercProfiles[ pNewSoldier->ubProfile ].ubMiscFlags &= (~PROFILE_MISC_FLAG_RECRUITED); } } } // AT the low level check if this poor guy is in inv panel, else // remove.... if ( gsCurInterfacePanel == SM_PANEL && gpSMCurrentMerc == pSoldier ) { // Switch.... SetCurrentInterfacePanel( TEAM_PANEL ); } return( pNewSoldier ); } BOOLEAN RecruitRPC( UINT8 ubCharNum ) { SOLDIERTYPE *pSoldier, *pNewSoldier; // Get soldier pointer pSoldier = FindSoldierByProfileID( ubCharNum, FALSE ); if (!pSoldier) { return( FALSE ); } bool first_time_recruited = GetTheStateOfDepartedMerc(ubCharNum) == -1; // OK, set recruit flag.. gMercProfiles[ ubCharNum ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED; // Add this guy to our team! pNewSoldier = ChangeSoldierTeam( pSoldier, gbPlayerNum ); if (!pNewSoldier) { return( FALSE ); } if ( ubCharNum == SLAY ) { if(gGameExternalOptions.fEnableSlayForever == TRUE) { if(gMercProfiles[ ubCharNum ].sSalary == 0) gMercProfiles[ ubCharNum ].sSalary = gMercProfiles[ 7 ].sSalary; if(gMercProfiles[ ubCharNum ].uiWeeklySalary == 0) gMercProfiles[ ubCharNum ].uiWeeklySalary = gMercProfiles[ 7 ].uiWeeklySalary; if(gMercProfiles[ ubCharNum ].uiBiWeeklySalary == 0) gMercProfiles[ ubCharNum ].uiBiWeeklySalary = gMercProfiles[ 7 ].uiBiWeeklySalary; pNewSoldier->iTotalContractLength = 7; } // slay will leave in a week pNewSoldier->iEndofContractTime = GetWorldTotalMin() + ( 7 * 24 * 60 ); KickOutWheelchair( pNewSoldier ); } else if ( ubCharNum == DYNAMO && gubQuest[ QUEST_FREE_DYNAMO ] == QUESTINPROGRESS && first_time_recruited) { EndQuest( QUEST_FREE_DYNAMO, pSoldier->sSectorX, pSoldier->sSectorY ); } // SANDRO - give exp and records quest point, if finally recruiting Miguel else if ( ubCharNum == MIGUEL && first_time_recruited) { GiveQuestRewardPoint( pSoldier->sSectorX, pSoldier->sSectorY, 6, MIGUEL ); } if ( gGameOptions.fNewTraitSystem ) { // Flugente: people recruited in Arulco are known to the enemy as civilians or even soldiers. So they will be covert when recruited. Of course, this is not for the rebels... if ( ubCharNum == DEVIN || ubCharNum == HAMOUS || ubCharNum == SLAY || ubCharNum == VINCE || ubCharNum == MADDOG || ubCharNum == MICKY ) { pNewSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_CIV|SOLDIER_COVERT_NPC_SPECIAL); } else if ( ubCharNum == IGGY || ubCharNum == CONRAD ) { pNewSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_SOLDIER|SOLDIER_COVERT_NPC_SPECIAL); } } // handle town loyalty adjustment if(first_time_recruited) HandleTownLoyaltyForNPCRecruitment( pNewSoldier ); // Try putting them into the current squad if ( AddCharacterToSquad( pNewSoldier, (INT8)CurrentSquad( ) ) == FALSE ) { AddCharacterToAnySquad( pNewSoldier ); } ResetDeadSquadMemberList( pNewSoldier->bAssignment ); DirtyMercPanelInterface( pNewSoldier, DIRTYLEVEL2 ); if ( pNewSoldier->inv[ HANDPOS ].exists() == false ) { // empty handed - swap in first available weapon INT8 bSlot; bSlot = FindObjClass( pNewSoldier, IC_WEAPON ); if ( bSlot != NO_SLOT ) { // if ( Item[ pNewSoldier->inv[ bSlot ].usItem ].fFlags & ITEM_TWO_HANDED ) if ( Item[ pNewSoldier->inv[ bSlot ].usItem ].twohanded ) { if ( bSlot != SECONDHANDPOS && pNewSoldier->inv[ SECONDHANDPOS ].exists() == true ) { // need to move second hand item out first AutoPlaceObject( pNewSoldier, &(pNewSoldier->inv[ SECONDHANDPOS ]), FALSE ); } } // swap item to hand SwapObjs( pNewSoldier, bSlot, HANDPOS, TRUE ); } } #ifdef JA2UB // no Ja25 UB #else if ( ubCharNum == IRA && first_time_recruited) { // trigger 0th PCscript line TriggerNPCRecord( IRA, 0 ); } #endif // Set whatkind of merc am i pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__NPC; if ( ubCharNum == SLAY && gGameExternalOptions.fEnableSlayForever == TRUE ) { pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__AIM_MERC; } // //add a history log that tells the user that a npc has joined the team // // ( pass in pNewSoldier->sSectorX cause if its invalid, -1, n/a will appear as the sector in the history log ) AddHistoryToPlayersLog( HISTORY_RPC_JOINED_TEAM, pNewSoldier->ubProfile, GetWorldTotalMin(), pNewSoldier->sSectorX, pNewSoldier->sSectorY ); //remove the merc from the Personnel screens departed list ( if they have never been hired before, its ok to call it ) RemoveNewlyHiredMercFromPersonnelDepartedList( pSoldier->ubProfile ); #ifdef JA2UB //If this is a special NPC, play a quote from the team mates HandlePlayingQuoteWhenHiringNpc( pNewSoldier->ubProfile ); #endif // Flugente: additional dialogue AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( ubCharNum, ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, ubCharNum ); // Flugente: external scripts might have extra functionality on recruiting someone if (first_time_recruited) LuaRecruitRPCAdditionalHandling( ubCharNum ); return( TRUE ); } BOOLEAN RecruitEPC( UINT8 ubCharNum ) { SOLDIERTYPE *pSoldier, *pNewSoldier; // Get soldier pointer pSoldier = FindSoldierByProfileID( ubCharNum, FALSE ); if (!pSoldier) { return( FALSE ); } // OK, set recruit flag.. gMercProfiles[ ubCharNum ].ubMiscFlags |= PROFILE_MISC_FLAG_EPCACTIVE; gMercProfiles[ ubCharNum ].ubMiscFlags3 &= ~PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE; // Add this guy to our team! pNewSoldier = ChangeSoldierTeam( pSoldier, gbPlayerNum ); pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__EPC; // Try putting them into the current squad if ( AddCharacterToSquad( pNewSoldier, (INT8)CurrentSquad( ) ) == FALSE ) { AddCharacterToAnySquad( pNewSoldier ); } ResetDeadSquadMemberList( pNewSoldier->bAssignment ); DirtyMercPanelInterface( pNewSoldier, DIRTYLEVEL2 ); // Make the interface panel dirty.. // This will dirty the panel next frame... gfRerenderInterfaceFromHelpText = TRUE; // If we are a robot, look to update controller.... if ( pNewSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) { pNewSoldier->UpdateRobotControllerGivenRobot( ); } // Set whatkind of merc am i pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__EPC; // Flugente: people recruited in Arulco are known to the enemy as civilians or even soldiers. So they will be covert when recruited. Of course, this is not for the rebels/vehicles/robots if ( gGameOptions.fNewTraitSystem && !(pNewSoldier->flags.uiStatusFlags & (SOLDIER_ROBOT | SOLDIER_VEHICLE)) ) { pNewSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_CIV | SOLDIER_COVERT_NPC_SPECIAL); } UpdateTeamPanelAssignments( ); return( TRUE ); } BOOLEAN UnRecruitEPC( UINT8 ubCharNum ) { SOLDIERTYPE *pSoldier, *pNewSoldier; // Get soldier pointer pSoldier = FindSoldierByProfileID( ubCharNum, FALSE ); if (!pSoldier) { return( FALSE ); } if (pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__EPC) { return( FALSE ); } if ( pSoldier->bAssignment < ON_DUTY ) { ResetDeadSquadMemberList( pSoldier->bAssignment ); } // Rmeove from squad.... RemoveCharacterFromSquads( pSoldier ); // Add to our 'departed' list AddCharacterToOtherList( pSoldier ); // O< check if this is the only guy in the sector.... if ( gusSelectedSoldier == pSoldier->ubID ) { gusSelectedSoldier = NOBODY; } // OK, UN set recruit flag.. gMercProfiles[ ubCharNum ].ubMiscFlags &= (~PROFILE_MISC_FLAG_EPCACTIVE); // update sector values to current //Buggler: code only works on map reload so consolidate to HandleEarlyMorningEvents // check to see if this person should disappear from the map after this /*if ( (ubCharNum == JOHN || ubCharNum == MARY) && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 ) { gMercProfiles[ ubCharNum ].sSectorX = 0; gMercProfiles[ ubCharNum ].sSectorY = 0; gMercProfiles[ ubCharNum ].bSectorZ = 0; } else { gMercProfiles[ ubCharNum ].sSectorX = pSoldier->sSectorX; gMercProfiles[ ubCharNum ].sSectorY = pSoldier->sSectorY; gMercProfiles[ ubCharNum ].bSectorZ = pSoldier->bSectorZ; }*/ gMercProfiles[ ubCharNum ].sSectorX = pSoldier->sSectorX; gMercProfiles[ ubCharNum ].sSectorY = pSoldier->sSectorY; gMercProfiles[ ubCharNum ].bSectorZ = pSoldier->bSectorZ; // how do we decide whether or not to set this? gMercProfiles[ ubCharNum ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE; gMercProfiles[ ubCharNum ].usStrategicInsertionData = pSoldier->sGridNo; gMercProfiles[ ubCharNum ].fUseProfileInsertionInfo = TRUE; gMercProfiles[ ubCharNum ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; // Add this guy to CIV team! pNewSoldier = ChangeSoldierTeam( pSoldier, CIV_TEAM ); UpdateTeamPanelAssignments( ); return( TRUE ); } INT8 WhichBuddy( UINT8 ubCharNum, UINT8 ubBuddy ) { MERCPROFILESTRUCT * pProfile; INT8 bLoop; pProfile = &( gMercProfiles[ ubCharNum ] ); for (bLoop = 0; bLoop < 5; bLoop++) { if ( pProfile->bBuddy[bLoop] == ubBuddy ) { return( bLoop ); } } if( pProfile->bLearnToLike == ubBuddy && pProfile->bLearnToLikeCount == 0 ) { return( 5 ); } return( -1 ); } INT8 WhichHated( UINT8 ubCharNum, UINT8 ubHated ) { MERCPROFILESTRUCT * pProfile; INT8 bLoop; pProfile = &( gMercProfiles[ ubCharNum ] ); for (bLoop = 0; bLoop < 5; bLoop++) { if ( pProfile->bHated[bLoop] == ubHated ) { return( bLoop ); } } if( pProfile->bLearnToHate == ubHated && pProfile->bLearnToHateCount == 0 ) { return( 5 ); } return( -1 ); } BOOLEAN IsProfileATerrorist( UINT8 ubProfile ) { if ( ubProfile == 83 || ubProfile == 111 || ubProfile == 64 || ubProfile == 112 || ubProfile == 82 || ubProfile == 110 ) { return( TRUE ); } else { return( FALSE ); } } BOOLEAN IsProfileAHeadMiner( UINT8 ubProfile ) { if ( ubProfile == 106 || ubProfile == 148 || ubProfile == 156 || ubProfile == 157 || ubProfile == 158 ) { return( TRUE ); } else { return( FALSE ); } } void UpdateSoldierPointerDataIntoProfile( BOOLEAN fPlayerMercs ) { SOLDIERTYPE *pSoldier = NULL; MERCPROFILESTRUCT * pProfile; BOOLEAN fDoCopy = FALSE; for( UINT32 uiCount=0; uiCount < guiNumMercSlots; ++uiCount) { pSoldier = MercSlots[ uiCount ]; if ( pSoldier != NULL ) { if ( pSoldier->ubProfile != NO_PROFILE ) { fDoCopy = FALSE; // If we are above player mercs if ( fPlayerMercs ) { if ( gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_AIM || gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_MERC || gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_IMP ) { fDoCopy = TRUE; } } else { if ( gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_RPC || gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_NPC || gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_VEHICLE ) { fDoCopy = TRUE; } } if ( fDoCopy ) { // get profile... pProfile = &( gMercProfiles[ pSoldier->ubProfile ] ); // Copy.... pProfile->bLife = pSoldier->stats.bLife; pProfile->bLifeMax = pSoldier->stats.bLifeMax; pProfile->bAgility = pSoldier->stats.bAgility; pProfile->bLeadership = pSoldier->stats.bLeadership; pProfile->bDexterity = pSoldier->stats.bDexterity; pProfile->bStrength = pSoldier->stats.bStrength; pProfile->bWisdom = pSoldier->stats.bWisdom; pProfile->bExpLevel = pSoldier->stats.bExpLevel; pProfile->bMarksmanship = pSoldier->stats.bMarksmanship; pProfile->bMedical = pSoldier->stats.bMedical; pProfile->bMechanical = pSoldier->stats.bMechanical; pProfile->bExplosive = pSoldier->stats.bExplosive; pProfile->bScientific = pSoldier->stats.bScientific; } } } } } BOOLEAN DoesMercHaveABuddyOnTheTeam( UINT8 ubMercID ) { UINT8 ubCnt; UINT8 bBuddyID; // loop through the list of people the merc is buddies with for(ubCnt=0; ubCnt< 6; ubCnt++) { //see if the merc has a buddy on the team if( ubCnt<5 ) { bBuddyID = gMercProfiles[ ubMercID ].bBuddy[ubCnt]; } else { bBuddyID = gMercProfiles[ ubMercID ].bLearnToLike; // ignore learn to like, if he's not a buddy yet if( gMercProfiles[ ubMercID ].bLearnToLikeCount > 0 ) continue; } //If its not a valid 'buddy' if( bBuddyID == NUM_PROFILES ) continue; if( IsMercOnTeam( bBuddyID, FALSE, FALSE ) ) { if( !IsMercDead( bBuddyID ) ) { return( TRUE ); } } } return( FALSE ); } BOOLEAN MercIsHot( SOLDIERTYPE * pSoldier ) { // SANDRO - added argument // Flugente: drugs can temporarily cause a merc to be heat intolerant if ( !pSoldier->MercInWater( ) && DoesMercHaveDisability( pSoldier, HEAT_INTOLERANT ) ) { if ( (pSoldier->bSectorZ > 0) || (SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )].usWeather == WEATHER_FORECAST_RAIN || SectorInfo[SECTOR( pSoldier->sSectorX, pSoldier->sSectorY )].usWeather == WEATHER_FORECAST_THUNDERSHOWERS) ) { // cool underground or raining return( FALSE ); } else if ( IsSectorDesert( pSoldier->sSectorX, pSoldier->sSectorY ) ) // is desert //if ( SectorTemperature( GetWorldMinutesInDay(), pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) > 1 ) { return( TRUE ); } else if ( IsSectorTropical( pSoldier->sSectorX, pSoldier->sSectorY ) ) // is tropical { return( TRUE ); } } return( FALSE ); } // SANDRO - added function here BOOLEAN MercIsInTropicalSector( SOLDIERTYPE * pSoldier ) { if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bSectorZ <= 0 && IsSectorTropical(pSoldier->sSectorX, pSoldier->sSectorY) ) { return( TRUE ); } else return( FALSE ); } SOLDIERTYPE* SwapToProfile( SOLDIERTYPE * pSoldier, UINT8 ubDestProfile ) { MERCPROFILESTRUCT* pNewProfile; UINT8 ubSrcProfile = pSoldier->ubProfile; // need a stop criteria... if ( FALSE ) { // I don't think so! return( pSoldier ); } pNewProfile = &gMercProfiles[ ubDestProfile ]; pNewProfile->ubMiscFlags2 = gMercProfiles[ ubSrcProfile ].ubMiscFlags2; pNewProfile->ubMiscFlags = gMercProfiles[ ubSrcProfile ].ubMiscFlags; pNewProfile->sSectorX = gMercProfiles[ ubSrcProfile ].sSectorX; pNewProfile->sSectorY = gMercProfiles[ ubSrcProfile ].sSectorY; pNewProfile->uiDayBecomesAvailable = gMercProfiles[ ubSrcProfile ].uiDayBecomesAvailable; ///////////////////////////////////////////////////////////////////////////////////// // SANDRO - experimental - more specific statistics of mercs pNewProfile->records.usKillsElites = gMercProfiles[ ubSrcProfile ].records.usKillsElites; pNewProfile->records.usKillsRegulars = gMercProfiles[ ubSrcProfile ].records.usKillsRegulars; pNewProfile->records.usKillsAdmins = gMercProfiles[ ubSrcProfile ].records.usKillsAdmins; pNewProfile->records.usKillsCreatures = gMercProfiles[ ubSrcProfile ].records.usKillsCreatures; pNewProfile->records.usKillsZombies = gMercProfiles[ ubSrcProfile ].records.usKillsZombies; pNewProfile->records.usKillsTanks = gMercProfiles[ ubSrcProfile ].records.usKillsTanks; pNewProfile->records.usKillsOthers = gMercProfiles[ ubSrcProfile ].records.usKillsOthers; pNewProfile->records.usAssistsMercs = gMercProfiles[ ubSrcProfile ].records.usAssistsMercs; pNewProfile->records.usAssistsMilitia = gMercProfiles[ ubSrcProfile ].records.usAssistsMilitia; pNewProfile->records.usAssistsOthers = gMercProfiles[ ubSrcProfile ].records.usAssistsOthers; pNewProfile->records.usShotsFired = gMercProfiles[ ubSrcProfile ].records.usShotsFired; pNewProfile->records.usMissilesLaunched = gMercProfiles[ ubSrcProfile ].records.usMissilesLaunched; pNewProfile->records.usGrenadesThrown = gMercProfiles[ ubSrcProfile ].records.usGrenadesThrown; pNewProfile->records.usKnivesThrown = gMercProfiles[ ubSrcProfile ].records.usKnivesThrown; pNewProfile->records.usBladeAttacks = gMercProfiles[ ubSrcProfile ].records.usBladeAttacks; pNewProfile->records.usHtHAttacks = gMercProfiles[ ubSrcProfile ].records.usHtHAttacks; pNewProfile->records.usShotsHit = gMercProfiles[ ubSrcProfile ].records.usShotsHit; pNewProfile->records.usBattlesTactical = gMercProfiles[ ubSrcProfile ].records.usBattlesTactical; pNewProfile->records.usBattlesAutoresolve = gMercProfiles[ ubSrcProfile ].records.usBattlesAutoresolve; pNewProfile->records.usBattlesRetreated = gMercProfiles[ ubSrcProfile ].records.usBattlesRetreated; pNewProfile->records.usAmbushesExperienced = gMercProfiles[ ubSrcProfile ].records.usAmbushesExperienced; pNewProfile->records.usLargestBattleFought = gMercProfiles[ ubSrcProfile ].records.usLargestBattleFought; pNewProfile->records.usTimesWoundedShot = gMercProfiles[ ubSrcProfile ].records.usTimesWoundedShot; pNewProfile->records.usTimesWoundedStabbed = gMercProfiles[ ubSrcProfile ].records.usTimesWoundedStabbed; pNewProfile->records.usTimesWoundedPunched = gMercProfiles[ ubSrcProfile ].records.usTimesWoundedPunched; pNewProfile->records.usTimesWoundedBlasted = gMercProfiles[ ubSrcProfile ].records.usTimesWoundedBlasted; pNewProfile->records.usTimesStatDamaged = gMercProfiles[ ubSrcProfile ].records.usTimesStatDamaged; pNewProfile->records.usFacilityAccidents = gMercProfiles[ ubSrcProfile ].records.usFacilityAccidents; pNewProfile->records.usLocksPicked = gMercProfiles[ ubSrcProfile ].records.usLocksPicked; pNewProfile->records.usLocksBreached = gMercProfiles[ ubSrcProfile ].records.usLocksBreached; pNewProfile->records.usTrapsRemoved = gMercProfiles[ ubSrcProfile ].records.usTrapsRemoved; pNewProfile->records.usExpDetonated = gMercProfiles[ ubSrcProfile ].records.usExpDetonated; pNewProfile->records.usItemsRepaired = gMercProfiles[ ubSrcProfile ].records.usItemsRepaired; pNewProfile->records.usItemsCombined = gMercProfiles[ ubSrcProfile ].records.usItemsCombined; pNewProfile->records.usItemsStolen = gMercProfiles[ ubSrcProfile ].records.usItemsStolen; pNewProfile->records.usMercsBandaged = gMercProfiles[ ubSrcProfile ].records.usMercsBandaged; pNewProfile->records.usSurgeriesMade = gMercProfiles[ ubSrcProfile ].records.usSurgeriesMade; pNewProfile->records.usNPCsDiscovered = gMercProfiles[ ubSrcProfile ].records.usNPCsDiscovered; pNewProfile->records.usSectorsDiscovered = gMercProfiles[ ubSrcProfile ].records.usSectorsDiscovered; pNewProfile->records.usMilitiaTrained = gMercProfiles[ ubSrcProfile ].records.usMilitiaTrained; pNewProfile->records.ubQuestsHandled = gMercProfiles[ ubSrcProfile ].records.ubQuestsHandled; pNewProfile->records.usInterrogations = gMercProfiles[ubSrcProfile].records.usInterrogations; pNewProfile->records.usDamageTaken = gMercProfiles[ubSrcProfile].records.usDamageTaken; pNewProfile->records.usDamageDealt = gMercProfiles[ubSrcProfile].records.usDamageDealt; pNewProfile->records.usTimesInfected = gMercProfiles[ubSrcProfile].records.usTimesInfected; pNewProfile->records.usPointsHealed = gMercProfiles[ubSrcProfile].records.usPointsHealed; ///////////////////////////////////////////////////////////////////////////////////// pNewProfile->usTotalDaysServed = gMercProfiles[ ubSrcProfile ].usTotalDaysServed; pNewProfile->bResigned = gMercProfiles[ ubSrcProfile ].bResigned; pNewProfile->bActive = gMercProfiles[ ubSrcProfile ].bActive; pNewProfile->fUseProfileInsertionInfo = gMercProfiles[ ubSrcProfile ].fUseProfileInsertionInfo; pNewProfile->sGridNo = gMercProfiles[ ubSrcProfile ].sGridNo; pNewProfile->ubQuoteActionID = gMercProfiles[ ubSrcProfile ].ubQuoteActionID; pNewProfile->ubLastQuoteSaid = gMercProfiles[ ubSrcProfile ].ubLastQuoteSaid; pNewProfile->ubStrategicInsertionCode = gMercProfiles[ ubSrcProfile ].ubStrategicInsertionCode; pNewProfile->bMercStatus = gMercProfiles[ ubSrcProfile ].bMercStatus; pNewProfile->bSectorZ = gMercProfiles[ ubSrcProfile ].bSectorZ; pNewProfile->usStrategicInsertionData = gMercProfiles[ ubSrcProfile ].usStrategicInsertionData; pNewProfile->sTrueSalary = gMercProfiles[ ubSrcProfile ].sTrueSalary; // the goodguy property is permanent and shouldn't carry over, so check for that BOOLEAN goodguy = ( (gMercProfiles[ubDestProfile].ubMiscFlags3) & PROFILE_MISC_FLAG3_GOODGUY ) ? TRUE : FALSE; pNewProfile->ubMiscFlags3 = gMercProfiles[ ubSrcProfile ].ubMiscFlags3; pNewProfile->ubMiscFlags3 &= ~PROFILE_MISC_FLAG3_GOODGUY; if ( goodguy ) pNewProfile->ubMiscFlags3 |= PROFILE_MISC_FLAG3_GOODGUY; pNewProfile->ubDaysOfMoraleHangover = gMercProfiles[ ubSrcProfile ].ubDaysOfMoraleHangover; pNewProfile->ubNumTimesDrugUseInLifetime = gMercProfiles[ ubSrcProfile ].ubNumTimesDrugUseInLifetime; pNewProfile->uiPrecedentQuoteSaid = gMercProfiles[ ubSrcProfile ].uiPrecedentQuoteSaid; pNewProfile->sPreCombatGridNo = gMercProfiles[ ubSrcProfile ].sPreCombatGridNo; pNewProfile->ubSnitchExposedCooldown = gMercProfiles[ubSrcProfile].ubSnitchExposedCooldown; // CJC: this is causing problems so just skip the transfer of exp... /* pNewProfile->sLifeGain = gMercProfiles[ ubSrcProfile ].sLifeGain; pNewProfile->sAgilityGain = gMercProfiles[ ubSrcProfile ].sAgilityGain; pNewProfile->sDexterityGain = gMercProfiles[ ubSrcProfile ].sDexterityGain; pNewProfile->sStrengthGain = gMercProfiles[ ubSrcProfile ].sStrengthGain; pNewProfile->sLeadershipGain = gMercProfiles[ ubSrcProfile ].sLeadershipGain; pNewProfile->sWisdomGain = gMercProfiles[ ubSrcProfile ].sWisdomGain; pNewProfile->sExpLevelGain = gMercProfiles[ ubSrcProfile ].sExpLevelGain; pNewProfile->sMarksmanshipGain = gMercProfiles[ ubSrcProfile ].sMarksmanshipGain; pNewProfile->sMedicalGain = gMercProfiles[ ubSrcProfile ].sMedicalGain; pNewProfile->sMechanicGain = gMercProfiles[ ubSrcProfile ].sMechanicGain; pNewProfile->sExplosivesGain = gMercProfiles[ ubSrcProfile ].sExplosivesGain; pNewProfile->bLifeDelta = gMercProfiles[ ubSrcProfile ].bLifeDelta; pNewProfile->bAgilityDelta = gMercProfiles[ ubSrcProfile ].bAgilityDelta; pNewProfile->bDexterityDelta = gMercProfiles[ ubSrcProfile ].bDexterityDelta; pNewProfile->bStrengthDelta = gMercProfiles[ ubSrcProfile ].bStrengthDelta; pNewProfile->bLeadershipDelta = gMercProfiles[ ubSrcProfile ].bLeadershipDelta; pNewProfile->bWisdomDelta = gMercProfiles[ ubSrcProfile ].bWisdomDelta; pNewProfile->bExpLevelDelta = gMercProfiles[ ubSrcProfile ].bExpLevelDelta; pNewProfile->bMarksmanshipDelta = gMercProfiles[ ubSrcProfile ].bMarksmanshipDelta; pNewProfile->bMedicalDelta = gMercProfiles[ ubSrcProfile ].bMedicalDelta; pNewProfile->bMechanicDelta = gMercProfiles[ ubSrcProfile ].bMechanicDelta; pNewProfile->bExplosivesDelta = gMercProfiles[ ubSrcProfile ].bExplosivesDelta; */ pNewProfile->sLifeGain = gMercProfiles[ubSrcProfile].sLifeGain; pNewProfile->sAgilityGain = gMercProfiles[ubSrcProfile].sAgilityGain; pNewProfile->sDexterityGain = gMercProfiles[ubSrcProfile].sDexterityGain; pNewProfile->sStrengthGain = gMercProfiles[ubSrcProfile].sStrengthGain; pNewProfile->sWisdomGain = gMercProfiles[ubSrcProfile].sWisdomGain; pNewProfile->sExpLevelGain = gMercProfiles[ubSrcProfile].sExpLevelGain; pNewProfile->bLifeDelta = gMercProfiles[ubSrcProfile].bLifeDelta; pNewProfile->bAgilityDelta = gMercProfiles[ubSrcProfile].bAgilityDelta; pNewProfile->bDexterityDelta = gMercProfiles[ubSrcProfile].bDexterityDelta; pNewProfile->bStrengthDelta = gMercProfiles[ubSrcProfile].bStrengthDelta; pNewProfile->bWisdomDelta = gMercProfiles[ubSrcProfile].bWisdomDelta; pNewProfile->bExpLevelDelta = gMercProfiles[ubSrcProfile].bExpLevelDelta; pNewProfile->bLife = gMercProfiles[ubSrcProfile].bLife; pNewProfile->bAgility = gMercProfiles[ubSrcProfile].bAgility; pNewProfile->bDexterity = gMercProfiles[ubSrcProfile].bDexterity; pNewProfile->bStrength = gMercProfiles[ubSrcProfile].bStrength; pNewProfile->bWisdom = gMercProfiles[ubSrcProfile].bWisdom; pNewProfile->bExpLevel = gMercProfiles[ubSrcProfile].bExpLevel; pNewProfile->bInvStatus = gMercProfiles[ ubSrcProfile ].bInvStatus; pNewProfile->bInvNumber = gMercProfiles[ ubSrcProfile ].bInvNumber; pNewProfile->inv = gMercProfiles[ ubSrcProfile ].inv; memcpy( pNewProfile->bMercTownReputation , gMercProfiles[ ubSrcProfile ].bMercTownReputation , sizeof( UINT8 ) * 20 ); // remove face DeleteSoldierFace( pSoldier ); pSoldier->ubProfile = ubDestProfile; // create new face pSoldier->iFaceIndex = InitSoldierFace( pSoldier ); // replace profile in group ReplaceSoldierProfileInPlayerGroup( pSoldier->ubGroupID, ubSrcProfile, ubDestProfile ); pSoldier->stats.bStrength = pNewProfile->bStrength + pNewProfile->bStrengthDelta; pSoldier->stats.bDexterity = pNewProfile->bDexterity + pNewProfile->bDexterityDelta; pSoldier->stats.bAgility = pNewProfile->bAgility + pNewProfile->bAgilityDelta; pSoldier->stats.bWisdom = pNewProfile->bWisdom + pNewProfile->bWisdomDelta; pSoldier->stats.bExpLevel = pNewProfile->bExpLevel + pNewProfile->bExpLevelDelta; pSoldier->stats.bLeadership = pNewProfile->bLeadership + pNewProfile->bLeadershipDelta; pSoldier->stats.bMarksmanship = pNewProfile->bMarksmanship + pNewProfile->bMarksmanshipDelta; pSoldier->stats.bMechanical = pNewProfile->bMechanical + pNewProfile->bMechanicDelta; pSoldier->stats.bMedical = pNewProfile->bMedical + pNewProfile->bMedicalDelta; pSoldier->stats.bExplosive = pNewProfile->bExplosive + pNewProfile->bExplosivesDelta; if ( pSoldier->ubProfile == LARRY_DRUNK ) { SetFactTrue( FACT_LARRY_CHANGED ); #ifdef JA2UB #else // anv: make speck whine about it immediately if on team if( !IsSpeckComAvailable() ) { TacticalCharacterDialogue( FindSoldierByProfileID( SPECK_PLAYABLE , TRUE ), SPECK_PLAYABLE_QUOTE_LARRY_RELAPSED ); // don't bring this up again LaptopSaveInfo.uiSpeckQuoteFlags |= SPECK_QUOTE__ALREADY_TOLD_PLAYER_THAT_LARRY_RELAPSED; } #endif } else if ( pSoldier->ubProfile == LARRY_NORMAL ) { SetFactFalse( FACT_LARRY_CHANGED ); } DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); return( pSoldier ); } BOOLEAN DoesNPCOwnBuilding( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { //DBrot: More Rooms //UINT8 ubRoomInfo; UINT16 usRoomInfo; // Get room info usRoomInfo = gusWorldRoomInfo[ sGridNo ]; if ( usRoomInfo == NO_ROOM ) { return( FALSE ); } // Are we an NPC? if ( pSoldier->bTeam != CIV_TEAM ) { return( FALSE ); } // OK, check both ranges if ( usRoomInfo >= gMercProfiles[ pSoldier->ubProfile ].usRoomRangeStart[ 0 ] && usRoomInfo <= gMercProfiles[ pSoldier->ubProfile ].usRoomRangeEnd[ 0 ] ) { return( TRUE ); } if ( usRoomInfo >= gMercProfiles[ pSoldier->ubProfile ].usRoomRangeStart[ 1 ] && usRoomInfo <= gMercProfiles[ pSoldier->ubProfile ].usRoomRangeEnd[ 1 ] ) { return( TRUE ); } return( FALSE ); } BOOLEAN IsProfileIdAnAimOrMERCMerc( UINT8 ubProfileID ) { if ( gMercProfiles[ ubProfileID ].Type == PROFILETYPE_AIM || gMercProfiles[ubProfileID].Type == PROFILETYPE_MERC ) { return( TRUE ); } return( FALSE ); } void OverwriteMercProfileWithXMLData( UINT32 uiLoop ) { ////////////////////////////////////////////////////////////////////////////////// // // HEADROCK PROFEX: Profile Externalization // // This is a complete hack which is meant for temporary use until a better system // can be implemented. This bit OVERWRITES data accumulated so far, by drawing // new data from XML. This allows making PROEDIT obsolete. // ////////////////////////////////////////////////////////////////////////////////// wcscpy(gMercProfiles[ uiLoop ].zName, tempProfiles[ uiLoop ].zName) ; wcscpy(gMercProfiles[ uiLoop ].zNickname, tempProfiles[ uiLoop ].zNickname) ; gMercProfiles[ uiLoop ].ubFaceIndex = tempProfiles[ uiLoop ].ubFaceIndex ; gMercProfiles[ uiLoop ].usEyesX = tempProfiles[ uiLoop ].usEyesX ; gMercProfiles[ uiLoop ].usEyesY = tempProfiles[ uiLoop ].usEyesY ; gMercProfiles[ uiLoop ].usMouthX = tempProfiles[ uiLoop ].usMouthX ; gMercProfiles[ uiLoop ].usMouthY = tempProfiles[ uiLoop ].usMouthY ; gMercProfiles[ uiLoop ].uiEyeDelay = tempProfiles[ uiLoop ].uiEyeDelay ; gMercProfiles[ uiLoop ].uiMouthDelay = tempProfiles[ uiLoop ].uiMouthDelay ; gMercProfiles[ uiLoop ].uiBlinkFrequency = tempProfiles[ uiLoop ].uiBlinkFrequency ; gMercProfiles[ uiLoop ].uiExpressionFrequency = tempProfiles[ uiLoop ].uiExpressionFrequency ; strcpy(gMercProfiles[ uiLoop ].PANTS, tempProfiles[ uiLoop ].PANTS) ; strcpy(gMercProfiles[ uiLoop ].VEST, tempProfiles[ uiLoop ].VEST) ; strcpy(gMercProfiles[ uiLoop ].SKIN, tempProfiles[ uiLoop ].SKIN) ; strcpy(gMercProfiles[ uiLoop ].HAIR, tempProfiles[ uiLoop ].HAIR) ; gMercProfiles[ uiLoop ].bSex = tempProfiles[ uiLoop ].bSex ; gMercProfiles[ uiLoop ].ubBodyType = tempProfiles[ uiLoop ].ubBodyType ; gMercProfiles[ uiLoop ].uiBodyTypeSubFlags = tempProfiles[ uiLoop ].uiBodyTypeSubFlags ; /////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - old/new traits if (gGameOptions.fNewTraitSystem) { if (tempProfiles[ uiLoop ].bCharacterTrait >= NUM_CHAR_TRAITS || tempProfiles[ uiLoop ].bCharacterTrait < CHAR_TRAIT_NORMAL ) gMercProfiles[ uiLoop ].bCharacterTrait = CHAR_TRAIT_NORMAL; else gMercProfiles[ uiLoop ].bCharacterTrait = tempProfiles[ uiLoop ].bCharacterTrait ; } else { if (tempProfiles[ uiLoop ].bAttitude >= NUM_ATTITUDES || tempProfiles[ uiLoop ].bAttitude < ATT_NORMAL ) gMercProfiles[ uiLoop ].bAttitude = ATT_NORMAL; else gMercProfiles[ uiLoop ].bAttitude = tempProfiles[ uiLoop ].bAttitude ; } if (tempProfiles[ uiLoop ].bDisability >= NUM_DISABILITIES || tempProfiles[ uiLoop ].bDisability < NO_DISABILITY ) gMercProfiles[ uiLoop ].bDisability = NO_DISABILITY; else gMercProfiles[ uiLoop ].bDisability = tempProfiles[ uiLoop ].bDisability ; /////////////////////////////////////////////////////////////////////////////////////////// gMercProfiles[ uiLoop ].ubNeedForSleep = tempProfiles[ uiLoop ].ubNeedForSleep ; gMercProfiles[ uiLoop ].bReputationTolerance = tempProfiles[ uiLoop ].bReputationTolerance ; gMercProfiles[ uiLoop ].bDeathRate = tempProfiles[ uiLoop ].bDeathRate ; gMercProfiles[ uiLoop ].bLifeMax = tempProfiles[ uiLoop ].bLifeMax ; gMercProfiles[ uiLoop ].bLife = tempProfiles[ uiLoop ].bLife ; gMercProfiles[ uiLoop ].bStrength = tempProfiles[ uiLoop ].bStrength ; gMercProfiles[ uiLoop ].bAgility = tempProfiles[ uiLoop ].bAgility ; gMercProfiles[ uiLoop ].bDexterity = tempProfiles[ uiLoop ].bDexterity ; gMercProfiles[ uiLoop ].bWisdom = tempProfiles[ uiLoop ].bWisdom ; gMercProfiles[ uiLoop ].bMarksmanship = tempProfiles[ uiLoop ].bMarksmanship ; gMercProfiles[ uiLoop ].bExplosive = tempProfiles[ uiLoop ].bExplosive ; gMercProfiles[ uiLoop ].bLeadership = tempProfiles[ uiLoop ].bLeadership ; gMercProfiles[ uiLoop ].bMedical = tempProfiles[ uiLoop ].bMedical ; gMercProfiles[ uiLoop ].bMechanical = tempProfiles[ uiLoop ].bMechanical ; gMercProfiles[ uiLoop ].bExpLevel = tempProfiles[ uiLoop ].bExpLevel ; gMercProfiles[uiLoop].fRegresses = tempProfiles[ uiLoop ].fRegresses; ////////////////////////////////////////////////////////////////////////////////////// // SANDRO - Check old/new traits and repair possible errors if (gGameOptions.fNewTraitSystem) { gMercProfiles[ uiLoop ].bSkillTraits[0] = tempProfiles[ uiLoop ].bNewSkillTrait1; gMercProfiles[ uiLoop ].bSkillTraits[1] = tempProfiles[ uiLoop ].bNewSkillTrait2; gMercProfiles[ uiLoop ].bSkillTraits[2] = tempProfiles[ uiLoop ].bNewSkillTrait3; gMercProfiles[ uiLoop ].bSkillTraits[3] = tempProfiles[ uiLoop ].bNewSkillTrait4; gMercProfiles[ uiLoop ].bSkillTraits[4] = tempProfiles[ uiLoop ].bNewSkillTrait5; gMercProfiles[ uiLoop ].bSkillTraits[5] = tempProfiles[ uiLoop ].bNewSkillTrait6; gMercProfiles[ uiLoop ].bSkillTraits[6] = tempProfiles[ uiLoop ].bNewSkillTrait7; gMercProfiles[ uiLoop ].bSkillTraits[7] = tempProfiles[ uiLoop ].bNewSkillTrait8; gMercProfiles[ uiLoop ].bSkillTraits[8] = tempProfiles[ uiLoop ].bNewSkillTrait9; gMercProfiles[ uiLoop ].bSkillTraits[9] = tempProfiles[ uiLoop ].bNewSkillTrait10; gMercProfiles[ uiLoop ].bSkillTraits[10] = tempProfiles[ uiLoop ].bNewSkillTrait11; gMercProfiles[ uiLoop ].bSkillTraits[11] = tempProfiles[ uiLoop ].bNewSkillTrait12; gMercProfiles[ uiLoop ].bSkillTraits[12] = tempProfiles[ uiLoop ].bNewSkillTrait13; gMercProfiles[ uiLoop ].bSkillTraits[13] = tempProfiles[ uiLoop ].bNewSkillTrait14; gMercProfiles[ uiLoop ].bSkillTraits[14] = tempProfiles[ uiLoop ].bNewSkillTrait15; gMercProfiles[ uiLoop ].bSkillTraits[15] = tempProfiles[ uiLoop ].bNewSkillTrait16; gMercProfiles[ uiLoop ].bSkillTraits[16] = tempProfiles[ uiLoop ].bNewSkillTrait17; gMercProfiles[ uiLoop ].bSkillTraits[17] = tempProfiles[ uiLoop ].bNewSkillTrait18; gMercProfiles[ uiLoop ].bSkillTraits[18] = tempProfiles[ uiLoop ].bNewSkillTrait19; gMercProfiles[ uiLoop ].bSkillTraits[19] = tempProfiles[ uiLoop ].bNewSkillTrait20; gMercProfiles[ uiLoop ].bSkillTraits[20] = tempProfiles[ uiLoop ].bNewSkillTrait21; gMercProfiles[ uiLoop ].bSkillTraits[21] = tempProfiles[ uiLoop ].bNewSkillTrait22; gMercProfiles[ uiLoop ].bSkillTraits[22] = tempProfiles[ uiLoop ].bNewSkillTrait23; gMercProfiles[ uiLoop ].bSkillTraits[23] = tempProfiles[ uiLoop ].bNewSkillTrait24; gMercProfiles[ uiLoop ].bSkillTraits[24] = tempProfiles[ uiLoop ].bNewSkillTrait25; gMercProfiles[ uiLoop ].bSkillTraits[25] = tempProfiles[ uiLoop ].bNewSkillTrait26; gMercProfiles[ uiLoop ].bSkillTraits[26] = tempProfiles[ uiLoop ].bNewSkillTrait27; gMercProfiles[ uiLoop ].bSkillTraits[27] = tempProfiles[ uiLoop ].bNewSkillTrait28; gMercProfiles[ uiLoop ].bSkillTraits[28] = tempProfiles[ uiLoop ].bNewSkillTrait29; gMercProfiles[ uiLoop ].bSkillTraits[29] = tempProfiles[ uiLoop ].bNewSkillTrait30; // if we are out of skill number, make it no trait, otherwise set our trait right for ( INT8 bCnt = 0; bCnt < 30; bCnt++ ) { if ( gMercProfiles[ uiLoop ].bSkillTraits[ bCnt ] >= NUM_SKILLTRAITS_NT || gMercProfiles[ uiLoop ].bSkillTraits[ bCnt ] < NO_SKILLTRAIT_NT ) { gMercProfiles[ uiLoop ].bSkillTraits[ bCnt ] = 0 ; } } } else { gMercProfiles[ uiLoop ].bSkillTraits[0] = tempProfiles[ uiLoop ].bOldSkillTrait; gMercProfiles[ uiLoop ].bSkillTraits[1] = tempProfiles[ uiLoop ].bOldSkillTrait2; // if we have two same traits and cannot aquire expert level, ignore the second one if( ( gMercProfiles[ uiLoop ].bSkillTraits[0] == ELECTRONICS_OT && gMercProfiles[ uiLoop ].bSkillTraits[1] == ELECTRONICS_OT ) || ( gMercProfiles[ uiLoop ].bSkillTraits[0] == AMBIDEXT_OT && gMercProfiles[ uiLoop ].bSkillTraits[1] == AMBIDEXT_OT ) || ( gMercProfiles[ uiLoop ].bSkillTraits[0] == CAMOUFLAGED_OT && gMercProfiles[ uiLoop ].bSkillTraits[1] == CAMOUFLAGED_OT ) ) { gMercProfiles[ uiLoop ].bSkillTraits[1] = 0 ; } // if we are out of skill number, make it no trait, otherwise set our trait right for ( INT8 bCnt = 0; bCnt < 30; bCnt++ ) { if ( gMercProfiles[ uiLoop ].bSkillTraits[ bCnt ] >= NUM_SKILLTRAITS_OT || gMercProfiles[ uiLoop ].bSkillTraits[ bCnt ] < NO_SKILLTRAIT_OT ) { gMercProfiles[ uiLoop ].bSkillTraits[ bCnt ] = 0 ; } } } ////////////////////////////////////////////////////////////////////////////////////// memcpy( &(gMercProfiles[ uiLoop ].bBuddy), &(tempProfiles[ uiLoop ].bBuddy), 5 * sizeof (UINT8)); gMercProfiles[ uiLoop ].bLearnToLike = tempProfiles[ uiLoop ].bLearnToLike ; gMercProfiles[ uiLoop ].bLearnToLikeTime = tempProfiles[ uiLoop ].bLearnToLikeTime ; memcpy( &(gMercProfiles[ uiLoop ].bHated), &(tempProfiles[ uiLoop ].bHated), 5 * sizeof (UINT8)); memcpy( &(gMercProfiles[ uiLoop ].bHatedTime), &(tempProfiles[ uiLoop ].bHatedTime), 5 * sizeof (INT8)); gMercProfiles[ uiLoop ].bLearnToHate = tempProfiles[ uiLoop ].bLearnToHate ; gMercProfiles[ uiLoop ].bLearnToHateTime = tempProfiles[ uiLoop ].bLearnToHateTime ; gMercProfiles[ uiLoop ].bRace = tempProfiles[ uiLoop ].bRace; gMercProfiles[ uiLoop ].bNationality = tempProfiles[ uiLoop ].bNationality; gMercProfiles[ uiLoop ].bAppearance = tempProfiles[ uiLoop ].bAppearance; gMercProfiles[ uiLoop ].bAppearanceCareLevel = tempProfiles[ uiLoop ].bAppearanceCareLevel; gMercProfiles[ uiLoop ].bRefinement = tempProfiles[ uiLoop ].bRefinement; gMercProfiles[ uiLoop ].bRefinementCareLevel = tempProfiles[ uiLoop ].bRefinementCareLevel; gMercProfiles[ uiLoop ].bHatedNationality = tempProfiles[ uiLoop ].bHatedNationality; gMercProfiles[ uiLoop ].bHatedNationalityCareLevel = tempProfiles[ uiLoop ].bHatedNationalityCareLevel; gMercProfiles[ uiLoop ].bRacist = tempProfiles[ uiLoop ].bRacist; gMercProfiles[ uiLoop ].bSexist = tempProfiles[ uiLoop ].bSexist; gMercProfiles[ uiLoop ].sSalary = tempProfiles[ uiLoop ].sSalary ; gMercProfiles[ uiLoop ].uiWeeklySalary = tempProfiles[ uiLoop ].uiWeeklySalary ; gMercProfiles[ uiLoop ].uiBiWeeklySalary = tempProfiles[ uiLoop ].uiBiWeeklySalary ; gMercProfiles[ uiLoop ].bMedicalDeposit = tempProfiles[ uiLoop ].bMedicalDeposit ; gMercProfiles[ uiLoop ].sMedicalDepositAmount = tempProfiles[ uiLoop ].sMedicalDepositAmount ; gMercProfiles[ uiLoop ].usOptionalGearCost = tempProfiles[ uiLoop ].usOptionalGearCost ; gMercProfiles[ uiLoop ].bArmourAttractiveness = tempProfiles[ uiLoop ].bArmourAttractiveness ; gMercProfiles[ uiLoop ].bMainGunAttractiveness = tempProfiles[ uiLoop ].bMainGunAttractiveness ; memcpy( &(gMercProfiles[ uiLoop ].usApproachFactor), &(tempProfiles[ uiLoop ].usApproachFactor), 4 * sizeof (UINT16)); if (tempProfiles[ uiLoop ].fGoodGuy) { gMercProfiles[ uiLoop ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_GOODGUY; } gMercProfiles[ uiLoop ].sSectorX = tempProfiles[uiLoop].sSectorX; gMercProfiles[ uiLoop ].sSectorY = tempProfiles[uiLoop].sSectorY; gMercProfiles[ uiLoop ].bSectorZ = tempProfiles[uiLoop].bSectorZ; gMercProfiles[ uiLoop ].ubCivilianGroup = tempProfiles[uiLoop].ubCivilianGroup; gMercProfiles[ uiLoop ].bTown = tempProfiles[uiLoop].bTown; gMercProfiles[ uiLoop ].bTownAttachment = tempProfiles[uiLoop].bTownAttachment; gMercProfiles[ uiLoop ].usBackground = tempProfiles[uiLoop].usBackground; gMercProfiles[ uiLoop ].usVoiceIndex = tempProfiles[uiLoop].usVoiceIndex; gMercProfiles[ uiLoop ].Type = tempProfiles[uiLoop].Type; gMercProfiles[uiLoop].fRegresses = tempProfiles[uiLoop].fRegresses; gMercProfiles[uiLoop].bGrowthModifierLife = tempProfiles[uiLoop].bGrowthModifierLife; gMercProfiles[uiLoop].bGrowthModifierStrength = tempProfiles[uiLoop].bGrowthModifierStrength; gMercProfiles[uiLoop].bGrowthModifierAgility = tempProfiles[uiLoop].bGrowthModifierAgility; gMercProfiles[uiLoop].bGrowthModifierDexterity = tempProfiles[uiLoop].bGrowthModifierDexterity; gMercProfiles[uiLoop].bGrowthModifierWisdom = tempProfiles[uiLoop].bGrowthModifierWisdom; gMercProfiles[uiLoop].bGrowthModifierMarksmanship = tempProfiles[uiLoop].bGrowthModifierMarksmanship; gMercProfiles[uiLoop].bGrowthModifierExplosive = tempProfiles[uiLoop].bGrowthModifierExplosive; gMercProfiles[uiLoop].bGrowthModifierLeadership = tempProfiles[uiLoop].bGrowthModifierLeadership; gMercProfiles[uiLoop].bGrowthModifierMedical = tempProfiles[uiLoop].bGrowthModifierMedical; gMercProfiles[uiLoop].bGrowthModifierMechanical = tempProfiles[uiLoop].bGrowthModifierMechanical; gMercProfiles[uiLoop].bGrowthModifierExpLevel = tempProfiles[uiLoop].bGrowthModifierExpLevel; gProfileType[uiLoop] = gMercProfiles[uiLoop].Type; switch ( tempProfiles[uiLoop].Type ) { case PROFILETYPE_RPC: case PROFILETYPE_NPC: case PROFILETYPE_VEHICLE: break; case PROFILETYPE_NONE: case PROFILETYPE_AIM: case PROFILETYPE_MERC: case PROFILETYPE_IMP: default: //Reset gMercProfiles[uiLoop].sSectorX = 0; gMercProfiles[uiLoop].sSectorY = 0; gMercProfiles[uiLoop].bSectorZ = 0; gMercProfiles[uiLoop].bTown = 0; gMercProfiles[uiLoop].bTownAttachment = 0; break; } } void OverwriteMercOpinionsWithXMLData( UINT32 uiLoop ) { for ( UINT8 cnt=0; cnt< NUMBER_OF_OPINIONS; ++cnt ) { gMercProfiles[ uiLoop ].bMercOpinion[cnt] = tempProfiles[ uiLoop ].bMercOpinion[cnt] ; } } // SANDRO - added function INT8 CheckMercsNearForCharTraits( UINT8 ubProfileID, INT8 bCharTraitID ) { INT8 bNumber = 0; UINT32 uiLoop; SOLDIERTYPE * pSoldier; SOLDIERTYPE * pTeammate; BOOLEAN fOnlyOneException = FALSE; pSoldier = FindSoldierByProfileID( ubProfileID, FALSE ); if (!pSoldier || !( pSoldier->bActive ) || !( pSoldier->bInSector ) ) { return( -1 ); } for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++) { pTeammate = MercPtrs[ uiLoop ]; if ( pTeammate == NULL ) { continue; } // Are we actually here? if ( !(pTeammate->bActive) || !(pTeammate->bInSector) || ( pTeammate->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pTeammate->bAssignment == VEHICLE ) ) { // is nowhere around! continue; } if ( pTeammate == pSoldier ) { continue; } // Are we from our team an dalive? if ( pTeammate->bTeam == pSoldier->bTeam && pTeammate->stats.bLife >= OKLIFE ) { // Are we close enough? if (PythSpacesAway( pSoldier->sGridNo, pTeammate->sGridNo ) <= 20) { switch ( bCharTraitID ) { // Sociable - we are OK with everyone except those wicked malicious guys case CHAR_TRAIT_SOCIABLE: if ( !DoesMercHavePersonality( pTeammate, CHAR_TRAIT_MALICIOUS ) ) ++bNumber; break; // Loner can tolerate one other loner around case CHAR_TRAIT_LONER: if ( !fOnlyOneException && DoesMercHavePersonality( pTeammate, CHAR_TRAIT_LONER ) ) { fOnlyOneException = TRUE; } else { ++bNumber; } break; // Show-off, depends on gender and appearance of others case CHAR_TRAIT_SHOWOFF: // If we are male if ( gMercProfiles[ pSoldier->ubProfile ].ubBodyType <= STOCKYMALE ) { if ( gMercProfiles[ pTeammate->ubProfile ].ubBodyType == REGFEMALE ) { // Count as two if babe around! if ( gMercProfiles[ pTeammate->ubProfile ].bAppearance == APPEARANCE_BABE ) bNumber += 2; // However remove one if ugly one else if ( gMercProfiles[ pTeammate->ubProfile ].bAppearance == APPEARANCE_UGLY ) --bNumber; else ++bNumber; } } // If we are female else if ( gMercProfiles[ pSoldier->ubProfile ].ubBodyType == REGFEMALE ) { if ( gMercProfiles[ pTeammate->ubProfile ].ubBodyType <= STOCKYMALE ) { // Count as two if babe around! if ( gMercProfiles[ pTeammate->ubProfile ].bAppearance == APPEARANCE_BABE ) bNumber += 2; // However remove one if ugly one else if ( gMercProfiles[ pTeammate->ubProfile ].bAppearance == APPEARANCE_UGLY ) --bNumber; else ++bNumber; } } break; default: ++bNumber; break; } } } } return( bNumber ); } INT8 ProfileHasSkillTrait( INT32 ubProfileID, INT8 bSkillTrait ) { INT8 bNumTraits = 0; INT8 bNumMajorTraitsCounted = 0; INT8 bMaxTraits = gSkillTraitValues.ubMaxNumberOfTraits; INT8 bMaxMajorTraits = gSkillTraitValues.ubNumberOfMajorTraitsAllowed; // check old/new traits if (gGameOptions.fNewTraitSystem) { // exception for special merc //if ( gSkillTraitValues.fAllowSpecialMercTraitsException && ubProfileID == gSkillTraitValues.ubSpecialMercID) //{ // bMaxTraits++; // bMaxMajorTraits++; //} for ( INT8 bCnt = 0; bCnt < bMaxTraits; ++bCnt ) { if ( gMercProfiles[ubProfileID].bSkillTraits[bCnt] == bSkillTrait ) ++bNumTraits; if ( MajorTrait( gMercProfiles[ubProfileID].bSkillTraits[bCnt] ) ) ++bNumMajorTraitsCounted; // if we exceeded the allowed number of major traits, ignore the rest of them if ( bNumMajorTraitsCounted > bMaxMajorTraits ) break; } if ( TwoStagedTrait( bSkillTrait ) ) return (min( 2, bNumTraits )); return (min( 1, bNumTraits )); } else { if (gMercProfiles[ubProfileID].bSkillTraits[ 0 ] == bSkillTrait) ++bNumTraits; if (gMercProfiles[ubProfileID].bSkillTraits[ 1 ] == bSkillTrait) ++bNumTraits; // Electronics, Ambidextrous and Camouflaged can only be of one grade if( bSkillTrait == ELECTRONICS_OT || bSkillTrait == AMBIDEXT_OT || bSkillTrait == CAMOUFLAGED_OT ) return ( min(1, bNumTraits) ); return ( bNumTraits ); } }