#include "builddefines.h" #ifdef PRECOMPILEDHEADERS #include "Strategic All.h" #include "Loading Screen.h" #include "Enemy Soldier Save.h" #include "points.h" #else #include "strategicmap.h" #include "strategic.h" #include "Strategic Mines.h" #include "types.h" #include "memory.h" #include #include #include #include #include "jascreens.h" #include "worlddef.h" #include "Soldier Control.h" #include "overhead.h" #include "interface panels.h" #include "isometric utils.h" #include "Ambient Control.h" #include "worlddef.h" #include "worlddat.h" #include "text.h" #include "Soldier add.h" #include "soldier macros.h" #include "Strategic Pathing.h" #include "soldier create.h" #include "handle UI.h" #include "faces.h" #include "renderworld.h" #include "gamescreen.h" #include "game clock.h" #include "Soldier Init List.h" #include "strategic turns.h" #include "merc entering.h" #include "Map Information.h" #include "Assignments.h" #include "message.h" #include "Font Control.h" #include "environment.h" #include "Game Events.h" #include "quests.h" #include "FileMan.h" #include "animated progressbar.h" #include "music control.h" #include "fade screen.h" #include "Strategic Movement.h" #include "Campaign Types.h" #include "sys globals.h" #include "Exit Grids.h" #include "Tactical Save.h" #include "pathai.h" #include "animation control.h" #include "squads.h" #include "worldman.h" #include "Overhead.h" #include "Strategic Town Loyalty.h" #include "Queen Command.h" #include "cursor control.h" #include "PreBattle Interface.h" #include "Shade Table Util.h" #include "Scheduling.h" #include "gameloop.h" #include "Random.h" #include "ai.h" #include "opplist.h" #include "keys.h" #include "Tactical Placement GUI.h" #include "Map Screen Helicopter.h" #include "map edgepoints.h" #include "Player Command.h" #include "Event Pump.h" #include "meanwhile.h" #include "air raid.h" #include "Strategic Mines.h" #include "Creature Spreading.h" #include "SaveLoadMap.h" #include "Militia Control.h" #include "gamesettings.h" #include "dialogue control.h" #include "Town Militia.h" #include "sysutil.h" #include "Sound Control.h" #include "points.h" #include "render dirty.h" #include "Debug Control.h" #include "expat.h" #include "Loading Screen.h" #include "Queen Command.h" #include "Enemy Soldier Save.h" #include "NPC.h" #include "Strategic Event Handler.h" #include "MessageBoxScreen.h" #include "interface dialogue.h" #include "Map Screen Interface.h" #include "history.h" #include "Bullets.h" #include "physics.h" #include "Explosion Control.h" #include "Auto Resolve.h" #include "cursors.h" #include "GameVersion.h" #endif #include "LuaInitNPCs.h" #include "Luaglobal.h" #ifdef JA2UB #include "SaveLoadGame.h" #include "email.h" #include "Ja25 Strategic Ai.h" #include "Merc Hiring.h" #include "Ja25_Tactical.h" #include "Timer Control.h" #include "Soldier Control.h" #include "Ja25Update.h" #include "Map Screen Interface Bottom.h" #include "Strategic AI.h" #include "ub_config.h" #include "Luaglobal.h" #endif #include "connect.h" //hayden added alot ""'s to get around client spawing random/different placed AI #include "SaveLoadGame.h" #include "Strategic Mines.h" #include "Strategic Mines LUA.h" #include "UndergroundInit.h" #include "LuaInitNPCs.h" #include "Luaglobal.h" #include "sgp_logger.h" #include "Map Screen Interface Map Inventory.h" // added by Flugente //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; //Used by PickGridNoToWalkIn #define MAX_ATTEMPTS 200 #define QUEST_CHECK_EVENT_TIME ( 8 * 60 ) #define BOBBYRAY_UPDATE_TIME ( 9 * 60 ) #define INSURANCE_UPDATE_TIME 0 #define EARLY_MORNING_TIME ( 4 * 60 ) #define ENRICO_MAIL_TIME ( 7 * 60 ) enum { ABOUT_TO_LOAD_NEW_MAP, ABOUT_TO_TRASH_WORLD, }; BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode ); extern INT32 gsRobotGridNo; extern BOOLEAN gfUndergroundTacticalTraversal; //extern MINE_LOCATION_TYPE gMineLocation[MAX_NUMBER_OF_MINES]; //extern MINE_STATUS_TYPE gMineStatus[MAX_NUMBER_OF_MINES]; extern void CalculateNonPersistantPBIInfo(); extern void MapScreenDefaultOkBoxCallback( UINT8 bExitValue ); extern BOOLEAN gfGettingNameFromSaveLoadScreen; // symbol already declared globally in SaveLoadScreen.cpp (jonathanl) INT16 gWorldSectorX = 0; INT16 gWorldSectorY = 0; INT8 gbWorldSectorZ = -1; INT16 gsAdjacentSectorX, gsAdjacentSectorY; INT8 gbAdjacentSectorZ; GROUP *gpAdjacentGroup = NULL; UINT8 gubAdjacentJumpCode; UINT32 guiAdjacentTraverseTime; UINT8 gubTacticalDirection; INT32 gsAdditionalData;//dnl ch56 151009 INT32 gusDestExitGridNo; BOOLEAN fUsingEdgePointsForStrategicEntry = FALSE; BOOLEAN gfInvalidTraversal = FALSE; BOOLEAN gfLoneEPCAttemptingTraversal = FALSE; BOOLEAN gfRobotWithoutControllerAttemptingTraversal = FALSE; BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0; INT8 gbPotentiallyAbandonedEPCSlotID = -1; INT8 gbGreenToElitePromotions = 0; INT8 gbGreenToRegPromotions = 0; INT8 gbRegToElitePromotions = 0; INT8 gbMilitiaPromotions = 0; extern BOOLEAN gfUsePersistantPBI; BOOLEAN gfUseAlternateMap = FALSE; // whether or not we have found Orta yet BOOLEAN fFoundOrta = FALSE; UINT8 NUMBER_OF_SAMS; // have any of the sam sites been found (actual values, saved to savegames) BOOLEAN fSamSiteFound[ MAX_NUMBER_OF_SAMS ]; // original of previous for proper initialization of a new game BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ]; // sectors with sam sites INT16 pSamList[ MAX_NUMBER_OF_SAMS ]; // girdno's of control terminal of sam site INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ]; INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ]; // coordinates X,Y of sam sites on strategic map INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ]; INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ]; // ATE: Update this w/ graphic used // Use 3 if / orientation, 4 if \ orientation INT8 gbSAMGraphicList[ MAX_NUMBER_OF_SAMS ]; INT8 gbMercIsNewInThisSector[ MAX_NUM_SOLDIERS ]; // the amount of time that a soldier will wait to return to desired/old squad #define DESIRE_SQUAD_RESET_DELAY 12 * 60 BOOLEAN localizedMapTextOnly; UINT8 ubSAMControlledSectors[ MAP_WORLD_Y ][ MAP_WORLD_X ];// = { // 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 // 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // // 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 2, 2, 2, 2, 2, 2, 0, // A // 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 0, // B // 0, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 0, // C // 0, 1,01, 1, 1, 1, 1, 1, 3, 3, 2, 2, 2, 2, 2,02, 2, 0, // D // 0, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 0, // E // 0, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 0, // F // 0, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 0, // G // 0, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // H // 0, 1, 1, 3, 3, 3, 3, 3,03, 3, 3, 3, 3, 3, 2, 2, 2, 0, // I // 0, 1, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // J // 0, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // K // 0, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // L // 0, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // M // 0, 4, 4, 4,04, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, // N // 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 0, // O // 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 0, // P // // 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //}; INT16 DirXIncrementer[8] = { 0, //N 1, //NE 1, //E 1, //SE 0, //S -1, //SW -1, //W -1 //NW }; INT16 DirYIncrementer[8] = { -1, //N -1, //NE 0, //E 1, //SE 1, //S 1, //SW 0, //W -1 //NW }; STR8 pVertStrings[]={ "X", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", }; STR8 pHortStrings[]={ "X", "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", }; // HEADROCK HAM 3.6: Array to hold user-defined sector names CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH]; // moved to lua //CHAR16 gzSectorUndergroundNames1[256][4][MAX_SECTOR_NAME_LENGTH]; //CHAR16 gzSectorUndergroundNames2[256][4][MAX_SECTOR_NAME_LENGTH]; //CHAR16 gzSectorUndergroundNames3[256][4][MAX_SECTOR_NAME_LENGTH]; BOOLEAN ReadInStrategicMapSectorTownNames(STR fileName, BOOLEAN localizedVersion); void DoneFadeOutAdjacentSector( void ); void DoneFadeOutExitGridSector( void ); INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection ); INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts ); //JA25UB #ifdef JA2UB void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ ); void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup ); void HandlePlayerTeamQuotesWhenEnteringSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ ); void ShouldNpcBeAddedToSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ ); void HandlePlayerQuotesWhenEnteringFirstTunnelSector(); void AddExitGridForFanToPowerGenSector(); void HandleSectorSpecificUnLoadingOfMap( INT16 sMapX, INT16 sMapY, INT8 bMapZ ); //void MakeAllTeamMembersCrouchedThenStand(); void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap(); void HandleFortifiedDoor(); void CreateAndAddMoneyObjectToGround( UINT32 sGridNo, INT32 iEasyAmount, INT32 iNormalAmount, INT32 iHardAmount ); void HandleGoingUpOrDownStairsForLoadScreensPurposes( INT16 sCurrentlyInSectorZ, INT16 sGoingToSectorZ ); void HandleMovingEnemiesCloseToEntranceInFirstTunnelMap(); void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap(); void HandleFirstPartOfTunnelFanSound(); void HandlePowerGenFanSoundModification(); BOOLEAN MoveEnemyFromGridNoToRoofGridNo( UINT32 sSourceGridNo, UINT32 sDestGridNo ); void HandleMovingEnemiesOntoRoofs(); #endif void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ ); void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup ); extern void InitializeTacticalStatusAtBattleStart(); extern HVSURFACE ghFrameBuffer; extern BOOLEAN gfOverrideSector; extern BOOLEAN sBadSectorsList[ WORLD_MAP_X ][ WORLD_MAP_X ]; extern STR16 pBullseyeStrings[]; extern void HandleRPCDescription( ); #ifdef CRIPPLED_VERSION void CrippledVersionFailureToLoadMapCallBack( UINT8 bExitValue ); void CrippledVersionFailureToLoadMapCheck(); #endif //temp timer stuff -- to measure the time it takes to load a map. #ifdef JA2TESTVERSION extern INT16 gsAINumAdmins; extern INT16 gsAINumTroops; extern INT16 gsAINumElites; extern INT16 gsAINumTanks; extern INT16 gsAINumCreatures; //The wrapper time for EnterSector BOOLEAN fStartNewFile = TRUE; UINT32 uiEnterSectorStartTime; UINT32 uiEnterSectorEndTime; //The grand total time for loading a map UINT32 uiLoadWorldStartTime; UINT32 uiLoadWorldEndTime; //The time spent in FileRead UINT32 uiTotalFileReadTime; UINT32 uiTotalFileReadCalls; //LoadWorld and parts UINT32 uiLoadWorldTime; UINT32 uiTrashWorldTime; UINT32 uiLoadMapTilesetTime; UINT32 uiLoadMapLightsTime; UINT32 uiBuildShadeTableTime; UINT32 uiNumTablesSaved; UINT32 uiNumTablesLoaded; UINT32 uiNumImagesReloaded; #include "render dirty.h" #include "tiledat.h" #endif // SAM externalization stuff #define MAX_CHAR_DATA_LENGTH 500 #define INVALID_SAMSITE_INDEX -1 typedef enum { SAMSITE_ELEMENT_NONE = 0, SAMSITE_ELEMENT_SAMINFO, SAMSITE_ELEMENT_SAMLIST, SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS, SAMSITE_ELEMENT_MAP_ROW, SAMSITE_ELEMENT_SAM, SAMSITE_ELEMENT_INDEX, SAMSITE_ELEMENT_SAMSECTOR, SAMSITE_ELEMENT_SAMSECTOR_X, SAMSITE_ELEMENT_SAMSECTOR_Y, SAMSITE_ELEMENT_SAM_HIDDEN, SAMSITE_ELEMENT_SAM_ORIENTATION, SAMSITE_ELEMENT_SAM_GRIDNO_A, SAMSITE_ELEMENT_SAM_GRIDNO_B } SAMSITE_PARSE_STAGE; typedef struct { UINT32 uiIndex; INT16 samSectorX; INT16 samSectorY; BOOLEAN samHidden; INT8 samOrientation; INT32 samGridNoA; INT32 samGridNoB; } samInfo; typedef struct { SAMSITE_PARSE_STAGE curElement; CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1]; samInfo curSamInfo; UINT32 uiRowNumber; UINT32 uiHighestIndex; UINT32 currentDepth; UINT32 maxReadDepth; } samsiteParseData; static void XMLCALL samsiteStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts) { samsiteParseData * pData = (samsiteParseData *) userData; if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element? { if(strcmp(name, "SAM_INFO") == 0 && pData->curElement == SAMSITE_ELEMENT_NONE) { pData->curElement = SAMSITE_ELEMENT_SAMINFO; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "SAM_CONTROLLED_SECTORS") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO) { pData->curElement = SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "MAP_ROW") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS) { UINT32 uiAttrIndex; pData->curElement = SAMSITE_ELEMENT_MAP_ROW; for(uiAttrIndex = 0;atts[uiAttrIndex] != NULL;uiAttrIndex += 2) if(strcmp(atts[uiAttrIndex], "row") == 0) { pData->uiRowNumber = atol(atts[uiAttrIndex+1]); break; } if(atts[uiAttrIndex] != NULL && pData->uiRowNumber < MAP_WORLD_Y) pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "SAMLIST") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO) { pData->curElement = SAMSITE_ELEMENT_SAMLIST; memset( fSamSiteFoundOrig, 0, sizeof(fSamSiteFoundOrig) ); memset( pSamList, 0, sizeof(pSamList) ); memset( pSamGridNoAList, 0, sizeof(pSamGridNoAList) ); memset( pSamGridNoBList, 0, sizeof(pSamGridNoBList) ); memset( gbSAMGraphicList, 0, sizeof(gbSAMGraphicList) ); memset( gpSamSectorX, 0, sizeof(gpSamSectorX) ); memset( gpSamSectorY, 0, sizeof(gpSamSectorY) ); pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "SAM") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMLIST) { pData->curElement = SAMSITE_ELEMENT_SAM; memset( &pData->curSamInfo, 0, sizeof(samInfo) ); pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "samIndex") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_INDEX; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "samSector") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_SAMSECTOR; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "x") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR) { pData->curElement = SAMSITE_ELEMENT_SAMSECTOR_X; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "y") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR) { pData->curElement = SAMSITE_ELEMENT_SAMSECTOR_Y; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "samHidden") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_SAM_HIDDEN; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "samOrientation") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_SAM_ORIENTATION; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "samGridNoA") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_SAM_GRIDNO_A; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "samGridNoB") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_SAM_GRIDNO_B; pData->maxReadDepth++; //we are not skipping this element } pData->szCharData[0] = '\0'; } pData->currentDepth++; } static void XMLCALL samsiteCharacterDataHandle(void *userData, const XML_Char *str, int len) { samsiteParseData * pData = (samsiteParseData *) userData; if(pData->currentDepth <= pData->maxReadDepth && strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH) strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData))); } static void XMLCALL samsiteEndElementHandle(void *userData, const XML_Char *name) { samsiteParseData * pData = (samsiteParseData *) userData; if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading { if(strcmp(name, "SAM_INFO") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO) { pData->curElement = SAMSITE_ELEMENT_NONE; } else if(strcmp(name, "SAM_CONTROLLED_SECTORS") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS) { pData->curElement = SAMSITE_ELEMENT_SAMINFO; } else if(strcmp(name, "MAP_ROW") == 0 && pData->curElement == SAMSITE_ELEMENT_MAP_ROW) { STR8 curBuffer = pData->szCharData + strspn(pData->szCharData," \t\n\r"); UINT32 curCellIndex = 0; UINT32 curNumber; pData->curElement = SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS; while(curBuffer[0] != '\0') { sscanf( curBuffer,"%d",&curNumber); ubSAMControlledSectors[pData->uiRowNumber][curCellIndex] = curNumber; curCellIndex++; curBuffer += strcspn(curBuffer," \t\n\r\0"); curBuffer += strspn(curBuffer," \t\n\r"); } } else if(strcmp(name, "SAMLIST") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMLIST) { pData->curElement = SAMSITE_ELEMENT_SAMINFO; NUMBER_OF_SAMS = pData->uiHighestIndex; } else if(strcmp(name, "SAM") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM) { pData->curElement = SAMSITE_ELEMENT_SAMLIST; if ( pData->curSamInfo.uiIndex != INVALID_SAMSITE_INDEX ) { pData->curSamInfo.uiIndex--; fSamSiteFoundOrig[ pData->curSamInfo.uiIndex ] = !pData->curSamInfo.samHidden; gpSamSectorX [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samSectorX; gpSamSectorY [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samSectorY; pSamList [ pData->curSamInfo.uiIndex ] = SECTOR(pData->curSamInfo.samSectorX,pData->curSamInfo.samSectorY); gbSAMGraphicList [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samOrientation; pSamGridNoAList [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samGridNoA; pSamGridNoBList [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samGridNoB; } } else if(strcmp(name, "samIndex") == 0 && pData->curElement == SAMSITE_ELEMENT_INDEX) { pData->curElement = SAMSITE_ELEMENT_SAM; pData->curSamInfo.uiIndex = atol(pData->szCharData); if ( !pData->curSamInfo.uiIndex || pData->curSamInfo.uiIndex > MAX_NUMBER_OF_SAMS ) { pData->curSamInfo.uiIndex = INVALID_SAMSITE_INDEX; } else if ( pData->curSamInfo.uiIndex > pData->uiHighestIndex ) { pData->uiHighestIndex = pData->curSamInfo.uiIndex; } } else if(strcmp(name, "samSector") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR) { pData->curElement = SAMSITE_ELEMENT_SAM; } else if(strcmp(name, "x") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR_X) { pData->curElement = SAMSITE_ELEMENT_SAMSECTOR; pData->curSamInfo.samSectorX = (INT16) atol(pData->szCharData); } else if(strcmp(name, "y") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR_Y) { pData->curElement = SAMSITE_ELEMENT_SAMSECTOR; pData->curSamInfo.samSectorY = (INT16) atol(pData->szCharData); } else if(strcmp(name, "samHidden") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_HIDDEN ) { pData->curElement = SAMSITE_ELEMENT_SAM; pData->curSamInfo.samHidden = (BOOLEAN)atol(pData->szCharData); } else if(strcmp(name, "samOrientation") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_ORIENTATION ) { pData->curElement = SAMSITE_ELEMENT_SAM; pData->curSamInfo.samOrientation = (INT8)atol(pData->szCharData); if ( pData->curSamInfo.samOrientation != 3 || pData->curSamInfo.samOrientation != 4 ) { pData->curSamInfo.samOrientation = 3; } } else if(strcmp(name, "samGridNoA") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_GRIDNO_A ) { pData->curElement = SAMSITE_ELEMENT_SAM; pData->curSamInfo.samGridNoA = atol(pData->szCharData); if ( pData->curSamInfo.samGridNoA >= MAX_ALLOWED_WORLD_MAX ) { pData->curSamInfo.samGridNoA = 0; } } else if(strcmp(name, "samGridNoB") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_GRIDNO_B ) { pData->curElement = SAMSITE_ELEMENT_SAM; pData->curSamInfo.samGridNoB = atol(pData->szCharData); if ( pData->curSamInfo.samGridNoB >= MAX_ALLOWED_WORLD_MAX ) { pData->curSamInfo.samGridNoB = 1; } } pData->maxReadDepth--; } pData->currentDepth--; } BOOLEAN ReadInSAMInfo(STR fileName) { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8 * lpcBuffer; XML_Parser parser = XML_ParserCreate(NULL); samsiteParseData pData; // Open weapons file hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE ); if ( !hFile ) return( FALSE ); uiFSize = FileGetSize(hFile); lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1); //Read in block if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) ) { MemFree(lpcBuffer); return( FALSE ); } lpcBuffer[uiFSize] = 0; //add a null terminator FileClose( hFile ); XML_SetElementHandler(parser, samsiteStartElementHandle, samsiteEndElementHandle); XML_SetCharacterDataHandler(parser, samsiteCharacterDataHandle); memset(&pData,0,sizeof(pData)); NUMBER_OF_SAMS = 0; XML_SetUserData(parser, &pData); if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE)) { CHAR8 errorBuf[511]; sprintf(errorBuf, "XML Parser Error in SamSites.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser)); LiveMessage(errorBuf); MemFree(lpcBuffer); return FALSE; } MemFree(lpcBuffer); XML_ParserFree(parser); return TRUE; } BOOLEAN WriteInSAMInfo(STR fileName) { HWFILE hFile; hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE ); if ( !hFile ) return( FALSE ); { UINT32 x, y; INT8 cnt; FilePrintf(hFile,"\r\n"); FilePrintf(hFile,"\t\r\n"); for(cnt = 0; cnt < NUMBER_OF_SAMS; cnt++) { FilePrintf(hFile,"\t\t\r\n"); FilePrintf(hFile,"\t\t\t%d\r\n",cnt+1); FilePrintf(hFile,"\t\t\t\r\n"); FilePrintf(hFile,"\t\t\t\t%d\r\n",(pSamList[cnt]%16)+1); FilePrintf(hFile,"\t\t\t\t%d\r\n",(pSamList[cnt]/16)+1); FilePrintf(hFile,"\t\t\t\r\n"); FilePrintf(hFile,"\t\t\t%d\r\n", !fSamSiteFound[cnt] ); FilePrintf(hFile,"\t\t\t%d\r\n", gbSAMGraphicList[cnt] ); FilePrintf(hFile,"\t\t\t%d\r\n", pSamGridNoAList[cnt] ); FilePrintf(hFile,"\t\t\t%d\r\n", pSamGridNoBList[cnt] ); FilePrintf(hFile,"\t\t\r\n"); } FilePrintf(hFile,"\t\r\n"); FilePrintf(hFile,"\t\r\n"); for(y = 0;y < MAP_WORLD_Y;y++) { FilePrintf(hFile,"\t\t",y); for(x = 0;x < MAP_WORLD_X;x++) { if(x < MAP_WORLD_X-1) { FilePrintf(hFile,"%2d ",ubSAMControlledSectors[y][x]); } else FilePrintf(hFile,"%2d \r\n",ubSAMControlledSectors[y][x]); } } FilePrintf(hFile,"\t\r\n"); FilePrintf(hFile,"\r\n"); } FileClose( hFile ); return TRUE; } // town externalization stuff INT8 NUM_TOWNS; extern UINT8 gubTownRebelSentiment [ MAX_TOWNS ]; extern BOOLEAN gfTownUsesLoyalty [ MAX_TOWNS ]; extern BOOLEAN gfMilitiaAllowedInTown [ MAX_TOWNS ]; BOOLEAN gfHiddenTown [ MAX_TOWNS ]; // Info: Visible town are TRUE, hidden towns are FALSE BOOLEAN gfDrawHiddenTown [ MAX_TOWNS ]; BOOLEAN gfDrawHiddenTownTemp [ MAX_TOWNS ]; BOOLEAN gfHiddenTownTemp [ MAX_TOWNS ]; BOOLEAN gfIconTown [ MAX_TOWNS ]; BOOLEAN gfIconTownTemp [ MAX_TOWNS ]; #define INVALID_TOWN_INDEX -1 typedef enum { CITYTABLE_ELEMENT_NONE = 0, CITYTABLE_ELEMENT_CITYINFO, CITYTABLE_ELEMENT_CITYTABLE, CITYTABLE_ELEMENT_CITYTABLEROW, CITYTABLE_ELEMENT_CITYLIST, CITYTABLE_ELEMENT_CITY, CITYTABLE_ELEMENT_INDEX, CITYTABLE_ELEMENT_NAME, CITYTABLE_ELEMENT_BASESECTOR, CITYTABLE_ELEMENT_BASESECTOR_X, CITYTABLE_ELEMENT_BASESECTOR_Y, CITYTABLE_ELEMENT_TOWNPOINT, CITYTABLE_ELEMENT_TOWNPOINT_X, CITYTABLE_ELEMENT_TOWNPOINT_Y, CITYTABLE_ELEMENT_USES_LOYALTY, CITYTABLE_ELEMENT_REBEL_SENTIMENT, CITYTABLE_ELEMENT_MILITIA, CITYTABLE_ELEMENT_HIDDENTOWN, CITYTABLE_ELEMENT_ICONTOWN, CITYTABLE_ELEMENT_ICONFILE, CITYTABLE_ELEMENT_ICON_POSITION, CITYTABLE_ELEMENT_ICON_POSITION_X, CITYTABLE_ELEMENT_ICON_POSITION_Y, CITYTABLE_ELEMENT_COUNTRYINFO, CITYTABLE_ELEMENT_COUNTRYNAME, CITYTABLE_ELEMENT_COUNTRYNOUN } CITYTABLE_PARSE_STAGE; typedef struct { UINT32 uiIndex; UINT8 ubBaseX; UINT8 ubBaseY; POINT townPoint; BOOLEAN townUsesLoyalty; UINT8 townRebelSentiment; BOOLEAN townMilitiaAllowed; CHAR8 cityName[MAX_TOWN_NAME_LENGHT]; BOOLEAN HiddenTown; BOOLEAN TownIcon; CHAR8 IconSTI[MAX_ICON_CHARS]; UINT8 ubPosIconX; UINT8 ubPosIconY; } cityInfo; typedef struct { CITYTABLE_PARSE_STAGE curElement; CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1]; CHAR8 countryName[MAX_TOWN_NAME_LENGHT]; CHAR8 countryNoun[MAX_TOWN_NAME_LENGHT]; cityInfo curCityInfo; //cityInfo * curArray; // ROMAN: added //UINT32 maxArraySize; // ROMAN: added UINT32 uiRowNumber; UINT32 uiHighestIndex; UINT32 currentDepth; UINT32 maxReadDepth; } citytableParseData; static void XMLCALL citytableStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts) { citytableParseData * pData = (citytableParseData *) userData; memset( pData->szCharData, 0, sizeof( pData->szCharData) ); if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element? { if(strcmp(name, "CITY_INFO") == 0 && pData->curElement == CITYTABLE_ELEMENT_NONE) { pData->curElement = CITYTABLE_ELEMENT_CITYINFO; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "CITY_TABLE") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO) { pData->curElement = CITYTABLE_ELEMENT_CITYTABLE; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "CITY_TABLE_ROW") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLE) { UINT32 uiAttrIndex; pData->curElement = CITYTABLE_ELEMENT_CITYTABLEROW; for(uiAttrIndex = 0;atts[uiAttrIndex] != NULL;uiAttrIndex += 2) if(strcmp(atts[uiAttrIndex], "row") == 0) { pData->uiRowNumber = atol(atts[uiAttrIndex+1]); break; } if(atts[uiAttrIndex] != NULL && pData->uiRowNumber < MAP_WORLD_Y) pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "CITYLIST") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO) { pData->curElement = CITYTABLE_ELEMENT_CITYLIST; if ( !localizedMapTextOnly ) { memset(sBaseSectorList,0,sizeof(sBaseSectorList)); memset(pTownPoints,0,sizeof(pTownPoints)); memset(gfTownUsesLoyalty,0,sizeof(gfTownUsesLoyalty)); memset(gubTownRebelSentiment,0,sizeof(gubTownRebelSentiment)); memset(gfMilitiaAllowedInTown,0,sizeof(gfMilitiaAllowedInTown)); memset(gfHiddenTown,0,sizeof(gfHiddenTown)); memset(gfHiddenTownTemp,0,sizeof(gfHiddenTownTemp)); memset(gfIconTown,0,sizeof(gfIconTown)); memset(gfIconTownTemp,0,sizeof(gfIconTownTemp)); memset(gfDrawHiddenTown,0,sizeof(gfDrawHiddenTown)); memset(gfDrawHiddenTownTemp,0,sizeof(gfDrawHiddenTownTemp)); strncpy(gHiddenIcon[pData->curCityInfo.uiIndex].IconSti, pData->curCityInfo.IconSTI,MAX_ICON_CHARS); //if ( pData->curCityInfo.ubPosIconX < 0 ) // gHiddenIcon[pData->curCityInfo.uiIndex].IconX = 0; //else gHiddenIcon[pData->curCityInfo.uiIndex].IconX = pData->curCityInfo.ubPosIconX; //if ( pData->curCityInfo.ubPosIconY < 0 ) // gHiddenIcon[pData->curCityInfo.uiIndex].IconY = 0; //else gHiddenIcon[pData->curCityInfo.uiIndex].IconY = pData->curCityInfo.ubPosIconY; } pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "CITY") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYLIST) { pData->curElement = CITYTABLE_ELEMENT_CITY; if ( !localizedMapTextOnly ) memset(&pData->curCityInfo,0,sizeof(cityInfo)); pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "townName") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_NAME; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "uiIndex") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_INDEX; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "townUsesLoyalty") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_USES_LOYALTY; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "townRebelSentiment") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_REBEL_SENTIMENT; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "townMilitiaAllowed") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_MILITIA; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "hiddenTown") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_HIDDENTOWN; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "townIcon") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_ICONTOWN; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "szIconFile") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_ICONFILE; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "iconPosition") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION) { pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION_X; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION) { pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION_Y; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "baseSector") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_BASESECTOR; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR) { pData->curElement = CITYTABLE_ELEMENT_BASESECTOR_X; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR) { pData->curElement = CITYTABLE_ELEMENT_BASESECTOR_Y; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "townPoint") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT) { pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT_X; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT) { pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT_Y; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "COUNTRY") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO) { pData->curElement = CITYTABLE_ELEMENT_COUNTRYINFO; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "countryName") == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYINFO) { pData->curElement = CITYTABLE_ELEMENT_COUNTRYNAME; pData->maxReadDepth++; //we are not skipping this element } else if(strcmp(name, "countryNoun") == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYINFO) { pData->curElement = CITYTABLE_ELEMENT_COUNTRYNOUN; pData->maxReadDepth++; //we are not skipping this element } //pData->szCharData[0] = '\0'; } pData->currentDepth++; } static void XMLCALL citytableCharacterDataHandle(void *userData, const XML_Char *str, int len) { citytableParseData * pData = (citytableParseData *) userData; if(pData->currentDepth <= pData->maxReadDepth && strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH) strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData))); } static void XMLCALL citytableEndElementHandle(void *userData, const XML_Char *name) { char temp; citytableParseData * pData = (citytableParseData *) userData; if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading { if(strcmp(name, "CITY_INFO") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO) { pData->curElement = CITYTABLE_ELEMENT_NONE; } else if(strcmp(name, "CITY_TABLE") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLE) { pData->curElement = CITYTABLE_ELEMENT_CITYINFO; } else if(strcmp(name, "CITY_TABLE_ROW") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLEROW) { STR8 curBuffer = pData->szCharData + strspn(pData->szCharData," \t\n\r"); UINT32 curCellIndex = 0; UINT32 curNumber; pData->curElement = CITYTABLE_ELEMENT_CITYTABLE; while(curBuffer[0] != '\0') { sscanf( curBuffer,"%d",&curNumber); StrategicMap[curCellIndex+MAP_WORLD_X*pData->uiRowNumber].bNameId = curNumber; curCellIndex++; curBuffer += strcspn(curBuffer," \t\n\r\0"); curBuffer += strspn(curBuffer," \t\n\r"); } } else if(strcmp(name, "CITYLIST") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYLIST) { pData->curElement = CITYTABLE_ELEMENT_CITYINFO; NUM_TOWNS = pData->uiHighestIndex + 1; } else if(strcmp(name, "CITY") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY) { pData->curElement = CITYTABLE_ELEMENT_CITYLIST; if ( pData->curCityInfo.uiIndex != INVALID_TOWN_INDEX && !localizedMapTextOnly) { sBaseSectorList [pData->curCityInfo.uiIndex-1] = SECTOR(pData->curCityInfo.ubBaseX,pData->curCityInfo.ubBaseY); pTownPoints [pData->curCityInfo.uiIndex ] = pData->curCityInfo.townPoint; gfTownUsesLoyalty [pData->curCityInfo.uiIndex ] = pData->curCityInfo.townUsesLoyalty; gubTownRebelSentiment [pData->curCityInfo.uiIndex ] = pData->curCityInfo.townRebelSentiment; gfMilitiaAllowedInTown[pData->curCityInfo.uiIndex ] = pData->curCityInfo.townMilitiaAllowed; //mbstowcs( pTownNames[pData->curCityInfo.uiIndex], pData->curCityInfo.cityName, MAX_TOWN_NAME_LENGHT); MultiByteToWideChar( CP_UTF8, 0, pData->curCityInfo.cityName, -1, pTownNames[pData->curCityInfo.uiIndex], MAX_TOWN_NAME_LENGHT); strncpy(gHiddenIcon[pData->curCityInfo.uiIndex].IconSti, pData->curCityInfo.IconSTI,MAX_ICON_CHARS); //if ( pData->curCityInfo.ubPosIconX < 0 ) // gHiddenIcon[pData->curCityInfo.uiIndex].IconX = 0; //else gHiddenIcon[pData->curCityInfo.uiIndex].IconX = pData->curCityInfo.ubPosIconX; //if ( pData->curCityInfo.ubPosIconY < 0 ) // gHiddenIcon[pData->curCityInfo.uiIndex].IconY = 0; //else gHiddenIcon[pData->curCityInfo.uiIndex].IconY = pData->curCityInfo.ubPosIconY; if ( pData->curCityInfo.HiddenTown == FALSE ) { gfHiddenTown[pData->curCityInfo.uiIndex] = TRUE; gfHiddenTownTemp[pData->curCityInfo.uiIndex] = gfHiddenTown[pData->curCityInfo.uiIndex]; gfDrawHiddenTown[pData->curCityInfo.uiIndex] = FALSE; } else { gfHiddenTown[pData->curCityInfo.uiIndex] = FALSE; gfHiddenTownTemp[pData->curCityInfo.uiIndex] = gfHiddenTown[pData->curCityInfo.uiIndex]; gfDrawHiddenTown[pData->curCityInfo.uiIndex] = FALSE; } gfIconTown[pData->curCityInfo.uiIndex] = pData->curCityInfo.TownIcon; gfIconTownTemp[pData->curCityInfo.uiIndex] = gfIconTown[pData->curCityInfo.uiIndex]; } else if ( pData->curCityInfo.uiIndex != INVALID_TOWN_INDEX && localizedMapTextOnly) { MultiByteToWideChar( CP_UTF8, 0, pData->curCityInfo.cityName, -1, pTownNames[pData->curCityInfo.uiIndex], MAX_TOWN_NAME_LENGHT); } } else if(strcmp(name, "uiIndex") == 0 && pData->curElement == CITYTABLE_ELEMENT_INDEX) { pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curCityInfo.uiIndex = atol(pData->szCharData); if ( !pData->curCityInfo.uiIndex || pData->curCityInfo.uiIndex >= MAX_TOWNS ) { pData->curCityInfo.uiIndex = INVALID_TOWN_INDEX; } else if ( pData->curCityInfo.uiIndex > pData->uiHighestIndex ) { pData->uiHighestIndex = pData->curCityInfo.uiIndex; } } else if(strcmp(name, "townName") == 0 && pData->curElement == CITYTABLE_ELEMENT_NAME) { strncpy(pData->curCityInfo.cityName, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1); pData->curCityInfo.cityName[MAX_TOWN_NAME_LENGHT - 1] = 0; pData->curElement = CITYTABLE_ELEMENT_CITY; } else if(strcmp(name, "townUsesLoyalty") == 0 && pData->curElement == CITYTABLE_ELEMENT_USES_LOYALTY ) { pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curCityInfo.townUsesLoyalty = (BOOLEAN)atol(pData->szCharData); } else if(strcmp(name, "townRebelSentiment") == 0 && pData->curElement == CITYTABLE_ELEMENT_REBEL_SENTIMENT ) { pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curCityInfo.townRebelSentiment = (UINT8)atol(pData->szCharData); if ( pData->curCityInfo.townRebelSentiment > 100 ) { pData->curCityInfo.townRebelSentiment = 100; } else if ( !pData->curCityInfo.townRebelSentiment ) pData->curCityInfo.townRebelSentiment = 1; } else if(strcmp(name, "townMilitiaAllowed") == 0 && pData->curElement == CITYTABLE_ELEMENT_MILITIA ) { pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curCityInfo.townMilitiaAllowed = (BOOLEAN)atol(pData->szCharData); } else if(strcmp(name, "hiddenTown") == 0 && pData->curElement == CITYTABLE_ELEMENT_HIDDENTOWN) { pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curCityInfo.HiddenTown = (BOOLEAN)atol(pData->szCharData); } else if(strcmp(name, "townIcon") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICONTOWN) { pData->curElement = CITYTABLE_ELEMENT_CITY; pData->curCityInfo.TownIcon = (INT32)atol(pData->szCharData); } else if(strcmp(name, "szIconFile") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICONFILE) { pData->curElement = CITYTABLE_ELEMENT_CITY; if(MAX_ICON_CHARS >= strlen(pData->szCharData)) strcpy(pData->curCityInfo.IconSTI,pData->szCharData); else { strncpy(pData->curCityInfo.IconSTI,pData->szCharData,MAX_ICON_CHARS); pData->curCityInfo.IconSTI[MAX_ICON_CHARS-1] = '\0'; } for(int i=0;iszCharData),MAX_ICON_CHARS);i++) { temp = pData->szCharData[i]; pData->curCityInfo.IconSTI[i] = temp; } } else if(strcmp(name, "iconPosition") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION) { pData->curElement = CITYTABLE_ELEMENT_CITY; } else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION_X) { pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION; pData->curCityInfo.ubPosIconX = (INT32) atol(pData->szCharData); } else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION_Y) { pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION; pData->curCityInfo.ubPosIconY = (INT32) atol(pData->szCharData); } else if(strcmp(name, "baseSector") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR) { pData->curElement = CITYTABLE_ELEMENT_CITY; } else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR_X) { pData->curElement = CITYTABLE_ELEMENT_BASESECTOR; pData->curCityInfo.ubBaseX = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR_Y) { pData->curElement = CITYTABLE_ELEMENT_BASESECTOR; pData->curCityInfo.ubBaseY = (UINT8) atol(pData->szCharData); } else if(strcmp(name, "townPoint") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT) { pData->curElement = CITYTABLE_ELEMENT_CITY; } else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT_X) { pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT; pData->curCityInfo.townPoint.x = atol(pData->szCharData); } else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT_Y) { pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT; pData->curCityInfo.townPoint.y = atol(pData->szCharData); } else if(strcmp(name, "COUNTRY") == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYINFO) { pData->curElement = CITYTABLE_ELEMENT_CITYINFO; if ( !localizedMapTextOnly ) { MultiByteToWideChar( CP_UTF8, 0, pData->countryName, -1, pCountryNames[COUNTRY_NAME], MAX_TOWN_NAME_LENGHT); MultiByteToWideChar( CP_UTF8, 0, pData->countryNoun, -1, pCountryNames[COUNTRY_NOUN], MAX_TOWN_NAME_LENGHT); } else if ( localizedMapTextOnly ) { MultiByteToWideChar( CP_UTF8, 0, pData->countryName, -1, pCountryNames[COUNTRY_NAME], MAX_TOWN_NAME_LENGHT); MultiByteToWideChar( CP_UTF8, 0, pData->countryNoun, -1, pCountryNames[COUNTRY_NOUN], MAX_TOWN_NAME_LENGHT); } } else if(strcmp(name, "countryName") == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYNAME) { strncpy(pData->countryName, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1); pData->countryName[MAX_TOWN_NAME_LENGHT - 1] = 0; pData->curElement = CITYTABLE_ELEMENT_COUNTRYINFO; } else if(strcmp(name, "countryNoun") == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYNOUN) { strncpy(pData->countryNoun, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1); pData->countryNoun[MAX_TOWN_NAME_LENGHT - 1] = 0; pData->curElement = CITYTABLE_ELEMENT_COUNTRYINFO; } pData->maxReadDepth--; } pData->currentDepth--; } BOOLEAN WriteInStrategicMapSectorTownNames(STR fileName) { HWFILE hFile; hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE ); if ( !hFile ) return( FALSE ); { UINT32 x, y; INT8 cnt; FilePrintf(hFile,"\r\n"); FilePrintf(hFile,"\t\r\n"); for(cnt = 1; cnt < NUM_TOWNS; cnt++) { FilePrintf(hFile,"\t\t\r\n"); FilePrintf(hFile,"\t\t\t%d\r\n",cnt); FilePrintf(hFile,"\t\t\t%S\r\n", pTownNames[cnt] ); FilePrintf(hFile,"\t\t\t%d\r\n", gfTownUsesLoyalty[cnt] ); FilePrintf(hFile,"\t\t\t%d\r\n", gubTownRebelSentiment[cnt] ); FilePrintf(hFile,"\t\t\t%d\r\n", gfMilitiaAllowedInTown[cnt] ); if ( gfHiddenTown[cnt] == TRUE) FilePrintf(hFile,"\t\t\t%d\r\n", 0 ); else FilePrintf(hFile,"\t\t\t%d\r\n", 1 ); FilePrintf(hFile,"\t\t\t%d\r\n", gfIconTown[cnt] ); FilePrintf(hFile,"\t\t\t\r\n"); FilePrintf(hFile,"\t\t\t\t%d\r\n",(sBaseSectorList[cnt-1]%16)+1); FilePrintf(hFile,"\t\t\t\t%d\r\n",(sBaseSectorList[cnt-1]/16)+1); FilePrintf(hFile,"\t\t\t\r\n"); FilePrintf(hFile,"\t\t\t\r\n"); FilePrintf(hFile,"\t\t\t\t%d\r\n",pTownPoints[cnt].x); FilePrintf(hFile,"\t\t\t\t%d\r\n",pTownPoints[cnt].y); FilePrintf(hFile,"\t\t\t\r\n"); FilePrintf(hFile,"\t\t\r\n"); } FilePrintf(hFile,"\t\r\n"); FilePrintf(hFile,"\t\r\n"); for(y = 0;y < MAP_WORLD_Y;y++) { FilePrintf(hFile,"\t\t",y); for(x = 0;x < MAP_WORLD_X;x++) { if(x < MAP_WORLD_X-1) { FilePrintf(hFile,"%3d",StrategicMap[x+y*MAP_WORLD_X].bNameId); } else FilePrintf(hFile,"%3d \r\n",StrategicMap[x+y*MAP_WORLD_X].bNameId); } } FilePrintf(hFile,"\t\r\n"); FilePrintf(hFile,"\r\n"); } FileClose( hFile ); return TRUE; } BOOLEAN ReadInStrategicMapSectorTownNames(STR fileName, BOOLEAN localizedVersion) { HWFILE hFile; UINT32 uiBytesRead; UINT32 uiFSize; CHAR8 * lpcBuffer; XML_Parser parser = XML_ParserCreate(NULL); citytableParseData pData; localizedMapTextOnly = localizedVersion; // Open weapons file hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE ); if ( !hFile ) return( FALSE ); uiFSize = FileGetSize(hFile); lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1); //Read in block if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) ) { MemFree(lpcBuffer); return( FALSE ); } lpcBuffer[uiFSize] = 0; //add a null terminator FileClose( hFile ); XML_SetElementHandler(parser, citytableStartElementHandle, citytableEndElementHandle); XML_SetCharacterDataHandler(parser, citytableCharacterDataHandle); // TODO: ROMAN //pData.curCityInfo memset(&pData,0,sizeof(pData)); NUM_TOWNS = 0; XML_SetUserData(parser, &pData); if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE)) { CHAR8 errorBuf[511]; sprintf(errorBuf, "XML Parser Error in Cities.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser)); LiveMessage(errorBuf); MemFree(lpcBuffer); return FALSE; } MemFree(lpcBuffer); XML_ParserFree(parser); return TRUE; } BOOLEAN ReadInMapStructure(STR fileName, BOOLEAN localizedVersion) { memset(StrategicMap, 0, sizeof(StrategicMap)); return ReadInStrategicMapSectorTownNames(fileName,localizedVersion); } UINT32 UndergroundTacticalTraversalTime( INT8 bExitDirection ) { //We are attempting to traverse in an underground environment. We need to use a complete different //method. When underground, all sectors are instantly adjacent. switch( bExitDirection ) { case NORTH_STRATEGIC_MOVE: if( gMapInformation.sNorthGridNo != -1 ) return 0; break; case EAST_STRATEGIC_MOVE: if( gMapInformation.sEastGridNo != -1 ) return 0; break; case SOUTH_STRATEGIC_MOVE: if( gMapInformation.sSouthGridNo != -1 ) return 0; break; case WEST_STRATEGIC_MOVE: if( gMapInformation.sWestGridNo != -1 ) return 0; break; } return 0xffffffff; } // WANNE: Zooming Animation of the laptop in strategic screen void BeginLoadScreen( void ) { SGPRect SrcRect, DstRect; UINT32 uiStartTime, uiCurrTime; INT32 iPercentage, iFactor; UINT32 uiTimeRange; INT32 iLastShadePercentage; UINT8 ubLoadScreenID; SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR ); #ifdef JA2UB if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) ) #else //Ja25: No meanwhiles if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && !AreInMeanwhile() ) #endif { if (!gGameExternalOptions.fDisableStrategicTransition) { DstRect.iLeft = 0; DstRect.iTop = 0; DstRect.iRight = SCREEN_WIDTH; DstRect.iBottom = SCREEN_HEIGHT; uiTimeRange = 2000; iPercentage = 0; iLastShadePercentage = 0; uiStartTime = GetJA2Clock(); BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ); PlayJA2SampleFromFile( "SOUNDS\\Final Psionic Blast 01 (16-44).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); while( iPercentage < 100 ) { uiCurrTime = GetJA2Clock(); iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange; iPercentage = min( iPercentage, 100 ); //Factor the percentage so that it is modified by a gravity falling acceleration effect. iFactor = (iPercentage - 50) * 2; if( iPercentage < 50 ) iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5); else iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.05); if( iPercentage > 50 ) { ShadowVideoSurfaceRectUsingLowPercentTable( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ); } SrcRect.iLeft = 536 * iPercentage / 100; SrcRect.iRight = SCREEN_WIDTH - iPercentage / 20; SrcRect.iTop = 367 * iPercentage / 100; SrcRect.iBottom = SCREEN_HEIGHT - 39 * iPercentage / 100; BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &SrcRect, &DstRect ); InvalidateScreen(); RefreshScreen( NULL ); } } } ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) ); InvalidateScreen( ); RefreshScreen( NULL ); #ifdef JA2UB //if we are going to the intro screen, return before putting up a loadscreen if( gbExitingMapScreenToWhere == MAP_EXIT_TO_INTRO_SCREEN ) { SetPendingNewScreen( INTRO_SCREEN ); return; } #endif //If we are loading a saved game, use the Loading screen we saved into the SavedGameHeader file // ( which gets reloaded into gubLastLoadingScreenID ) if( !gfGotoSectorTransition ) { if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) { DisplayLoadScreenWithID( gubLastLoadingScreenID ); } else { ubLoadScreenID = GetLoadScreenID( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); DisplayLoadScreenWithID( ubLoadScreenID ); } } #ifdef JA2TESTVERSION uiEnterSectorStartTime = 0; uiEnterSectorEndTime = 0; //The grand total time for loading a map uiLoadWorldStartTime = 0; uiLoadWorldEndTime = 0; //The time spent in FileRead uiTotalFileReadTime = 0; uiTotalFileReadCalls = 0; //Sections of LoadWorld uiLoadWorldTime = 0; uiTrashWorldTime = 0; uiLoadMapTilesetTime = 0; uiLoadMapLightsTime = 0; uiBuildShadeTableTime = 0; uiEnterSectorStartTime = GetJA2Clock(); #endif } void EndLoadScreen( ) { #ifdef JA2TESTVERSION //Report the time it took to load the map. This is temporary until we are satisfied with the time //it takes to load the map. CHAR16 str[60]; UINT32 uiSeconds; UINT32 uiHundreths; UINT32 uiUnaccounted; UINT32 uiPercentage; uiEnterSectorEndTime = GetJA2Clock(); uiSeconds = (uiEnterSectorEndTime - uiEnterSectorStartTime) / 1000; uiHundreths = ((uiEnterSectorEndTime - uiEnterSectorStartTime) / 10) % 100; SetFont( FONT10ARIAL ); SetFontForeground( FONT_YELLOW ); SetFontBackground( FONT_NEARBLACK ); if( !gbWorldSectorZ ) { swprintf( str, L"%c%d ENTER SECTOR TIME: %d.%02d seconds.", 'A' + gWorldSectorY - 1, gWorldSectorX, uiSeconds, uiHundreths ); } else { swprintf( str, L"%c%d_b%d ENTER SECTOR TIME: %d.%02d seconds.", 'A' + gWorldSectorY - 1, gWorldSectorX, gbWorldSectorZ, uiSeconds, uiHundreths ); } ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, str ); #ifndef USE_VFS FILE *fp; if( fStartNewFile ) { //start new file fp = fopen( "TimeResults.txt", "w" ); ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, L"See JA2\\Data\\TimeResults.txt for more detailed timings." ); fStartNewFile = FALSE; } else { //append to end of file fp = fopen( "TimeResults.txt", "a" ); if ( fp ) { fprintf( fp, "\n\n--------------------------------------------------------------------\n\n" ); } } if( fp ) { //Record all of the timings. fprintf( fp, "%S\n", str ); fprintf( fp, "EnterSector() supersets LoadWorld(). This includes other external sections.\n"); //FileRead() fprintf( fp, "\n\nVARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)\n" ); uiSeconds = uiTotalFileReadTime / 1000; uiHundreths = (uiTotalFileReadTime / 10) % 100; fprintf( fp, "FileRead: %d.%02d (called %d times)\n", uiSeconds, uiHundreths, uiTotalFileReadCalls ); fprintf( fp, "\n\nSECTIONS OF LOADWORLD (all parts should add up to 100%)\n" ); //TrashWorld() uiSeconds = uiTrashWorldTime / 1000; uiHundreths = (uiTrashWorldTime / 10) % 100; fprintf( fp, "TrashWorld: %d.%02d\n", uiSeconds, uiHundreths ); //LoadMapTilesets() uiSeconds = uiLoadMapTilesetTime / 1000; uiHundreths = (uiLoadMapTilesetTime / 10) % 100; fprintf( fp, "LoadMapTileset: %d.%02d\n", uiSeconds, uiHundreths ); //LoadMapLights() uiSeconds = uiLoadMapLightsTime / 1000; uiHundreths = (uiLoadMapLightsTime / 10) % 100; fprintf( fp, "LoadMapLights: %d.%02d\n", uiSeconds, uiHundreths ); uiSeconds = uiBuildShadeTableTime / 1000; uiHundreths = (uiBuildShadeTableTime / 10) % 100; fprintf( fp, " 1) BuildShadeTables: %d.%02d\n", uiSeconds, uiHundreths ); uiPercentage = uiNumImagesReloaded * 100 / giNumberOfTileTypes; fprintf( fp, " 2) %d%% of the tileset images were actually reloaded.\n", uiPercentage ); if ( ( uiNumTablesSaved+uiNumTablesLoaded ) != 0 ) { uiPercentage = uiNumTablesSaved * 100 / (uiNumTablesSaved+uiNumTablesLoaded); } else { uiPercentage = 0; } fprintf( fp, " 3) Of that, %d%% of the shade tables were generated (not loaded).\n", uiPercentage ); if( gfForceBuildShadeTables ) fprintf( fp, " NOTE: Force building of shadetables enabled on this local computer.\n" ); //Unaccounted uiUnaccounted = uiLoadWorldTime - uiTrashWorldTime - uiLoadMapTilesetTime - uiLoadMapLightsTime; uiSeconds = uiUnaccounted / 1000; uiHundreths = (uiUnaccounted / 10) % 100; fprintf( fp, "Unaccounted: %d.%02d\n", uiSeconds, uiHundreths ); //LoadWorld() uiSeconds = uiLoadWorldTime / 1000; uiHundreths = (uiLoadWorldTime / 10) % 100; fprintf( fp, "\nTotal: %d.%02d\n", uiSeconds, uiHundreths ); fclose( fp ); } #else sgp::Logger_ID time_log_id = sgp::Logger::instance().createLogger(); sgp::Logger::instance().connectFile(time_log_id, L"TimeResults.txt", true, sgp::Logger::FLUSH_ON_ENDL); sgp::Logger::LogInstance timeResults = SGP_LOG(time_log_id); ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, L"See JA2\\Data\\TimeResults.txt for more detailed timings." ); //Record all of the timings. timeResults << str << sgp::endl; timeResults << "EnterSector() supersets LoadWorld(). This includes other external sections." << vfs::Log::endl; //FileRead() timeResults << sgp::endl << vfs::Log::endl << "VARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)" << sgp::endl; uiSeconds = uiTotalFileReadTime / 1000; uiHundreths = (uiTotalFileReadTime / 10) % 100; //fprintf( fp, "FileRead: %d.%02d (called %d times)\n", uiSeconds, uiHundreths, uiTotalFileReadCalls ); timeResults << "FileRead: " <= 5 && sMapY != 16 ) { CrippledVersionFailureToLoadMapCheck(); return FALSE; } #endif // ATE: Zero out accounting functions memset( gbMercIsNewInThisSector, 0, sizeof( gbMercIsNewInThisSector ) ); SyncStrategicTurnTimes(); #ifdef JA2BETAVERSION if( gfOverrideSector ) { //skip the cancel, and force load the sector. This is used by the AIViewer to "reset" a level with //different numbers of various types of enemies. } else #endif // reset goggle warning gogglewarning = FALSE; // is the sector already loaded? if( ( gWorldSectorX == sMapX ) && ( sMapY == gWorldSectorY) && ( bMapZ == gbWorldSectorZ) ) { //Inserts the enemies into the already loaded map based on the strategic information. //Note, the flag will return TRUE only if enemies were added. The game may wish to //do something else in a case where no enemies are present. PrepareMilitiaForTactical( FALSE); SetPendingNewScreen(GAME_SCREEN); if( !NumEnemyInSector( ) ) { if (is_networked) { if(is_server && gEnemyEnabled == 1) PrepareEnemyForSectorBattle(); } else { PrepareEnemyForSectorBattle(); } } for (int i=0; iflags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE) { //Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId ); Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId ); } } if( gubNumCreaturesAttackingTown && !gbWorldSectorZ && gubSectorIDOfCreatureAttack == SECTOR( gWorldSectorX, gWorldSectorY ) ) { if (is_networked) { if(is_server && gCreatureEnabled == 1) PrepareCreaturesForBattle(); } else { PrepareCreaturesForBattle(); } } if( gfGotoSectorTransition ) { BeginLoadScreen( ); gfGotoSectorTransition = FALSE; } // Check for helicopter being on the ground in this sector... HandleHelicopterOnGroundGraphic( ); // 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry // between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector // is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful // to lose a battle with one group of mercs, then bring in another group without changing to another sector to see // if enemy integrity holds. But this would require the enemies to come up with reinforcements inbetween the battles // to really test out. // // Anyway, for now I will remove this call from here. The objective is to add militia any time we could add enemies // except for the case of training new militia. But that case can be handled each time militia training finishes. // ResetMilitia(); AllTeamsLookForAll( TRUE ); for (int i=0; iflags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE) { //Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId ); Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId ); } } return( TRUE ); } if( gWorldSectorX && gWorldSectorY && gbWorldSectorZ != -1 ) { HandleDefiniteUnloadingOfWorld( ABOUT_TO_LOAD_NEW_MAP ); } // make this the currently loaded sector gWorldSectorX = sMapX; gWorldSectorY = sMapY; gbWorldSectorZ = bMapZ; // update currently selected map sector to match ChangeSelectedMapSector( sMapX, sMapY, bMapZ ); //Check to see if the sector we are loading is the cave sector under Tixa. If so //then we will set up the meanwhile scene to start the creature quest. if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { StopAnyCurrentlyTalkingSpeech( ); #ifdef JA2UB /* Ja25 no creatures */ #else if( gWorldSectorX == gCreaturesSettings.ubCrepitusFeedingSectorX && gWorldSectorY == gCreaturesSettings.ubCrepitusFeedingSectorY && gbWorldSectorZ == gCreaturesSettings.ubCrepitusFeedingSectorZ ) // (9, 10, 2) { InitCreatureQuest(); //Ignored if already active. } #endif } //Stop playing any music -- will fade out. // SetMusicMode( MUSIC_NONE ); // ATE: Determine if we should set the default music... // Are we already in 'tense' music... // ATE: Change music only if not loading.... /*- if ( gubMusicMode == MUSIC_TACTICAL_ENEMYPRESENT ) { fChangeMusic = FALSE; } // Did we 'tactically traverse' over.... if ( gfTacticalTraversal ) { fChangeMusic = FALSE; } // If we have no music playing at all.... if ( gubMusicMode == MUSIC_NONE ) { fChangeMusic = TRUE; } -*/ if( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { fChangeMusic = TRUE; } else { fChangeMusic = FALSE; } if ( fChangeMusic ) { SetMusicMode( MUSIC_MAIN_MENU ); } // ATE: Do this stuff earlier! if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Update the last time we were in tactical... gTacticalStatus.uiTimeSinceLastInTactical = GetWorldTotalMin( ); // init some AI stuff InitializeTacticalStatusAtBattleStart(); // CJC: delay this until after entering the sector! //InitAI(); // Check for helicopter being on the ground in this sector... HandleHelicopterOnGroundSkyriderProfile( ); #ifdef JA2UB //Check to see if we should add Manuel to this sector, if so add him ShouldNpcBeAddedToSector( gWorldSectorX, gWorldSectorY, bMapZ ); #endif } //Load and enter the new sector if( EnterSector( gWorldSectorX, gWorldSectorY, bMapZ ) ) { // CJC: moved this here Feb 17 if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { InitAI(); } //If there are any people with schedules, now is the time to process them. //CJC: doesn't work here if we're going through the tactical placement GUI; moving // this call to PrepareLoadedSector() //PostSchedules(); // ATE: OK, add code here to update the states of doors if they should // be closed...... if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { ExamineDoorsOnEnteringSector( ); } // Update all the doors in the sector according to the temp file previously // loaded, and any changes made by the schedules UpdateDoorGraphicsFromStatus( TRUE, FALSE ); //Set the fact we have visited the sector SetSectorFlag( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, SF_ALREADY_LOADED ); // Check for helicopter being on the ground in this sector... HandleHelicopterOnGroundGraphic( ); } else return( FALSE ); if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { if( (GetMusicMode() != MUSIC_TACTICAL_ENEMYPRESENT && GetMusicMode() != MUSIC_TACTICAL_BATTLE) || (!NumHostilesInSector( sMapX, sMapY, bMapZ ) && GetMusicMode() == MUSIC_TACTICAL_ENEMYPRESENT) ) { // ATE; Fade FA.T.... SetMusicFadeSpeed( 5 ); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_NOTHING ); } #ifdef JA2UB // Say a quote from a merc who has new lines for the sector ( if any ) HandlePlayerTeamQuotesWhenEnteringSector( sMapX, sMapY, bMapZ ); #else // ATE: Check what sector we are in, to show description if we have an RPC..... HandleRPCDescriptionOfSector( sMapX, sMapY, bMapZ ); #endif // ATE: Set Flag for being visited... SetSectorFlag( sMapX, sMapY, bMapZ, SF_HAS_ENTERED_TACTICAL ); #ifdef JA2UB //ja2ub // If any emails should be sent from this sector HandleEmailBeingSentWhenEnteringSector( sMapX, sMapY, bMapZ, FALSE ); #endif // ATE; Reset some flags for creature sayings.... gTacticalStatus.fSaidCreatureFlavourQuote = FALSE; gTacticalStatus.fHaveSeenCreature = FALSE; gTacticalStatus.fBeenInCombatOnce = FALSE; gTacticalStatus.fSaidCreatureSmellQuote = FALSE; ResetMultiSelection( ); // ATE: Decide if we can have crows here.... gTacticalStatus.fGoodToAllowCrows = FALSE; gTacticalStatus.fHasEnteredCombatModeSinceEntering = FALSE; gTacticalStatus.fDontAddNewCrows = FALSE; #ifdef JA2UB //Call this function, if Jerry doesnt need to be added, it will return UpdateJerryMiloInInitialSector(); #endif // Adjust delay for tense quote gTacticalStatus.sCreatureTenseQuoteDelay = (INT16)( 10 + Random( 20 ) ); { INT16 sWarpWorldX; INT16 sWarpWorldY; INT8 bWarpWorldZ; INT32 sWarpGridNo; if ( GetWarpOutOfMineCodes( &sWarpWorldX, &sWarpWorldY, &bWarpWorldZ, &sWarpGridNo ) && gbWorldSectorZ >= 2 ) { gTacticalStatus.uiFlags |= IN_CREATURE_LAIR; } else { gTacticalStatus.uiFlags &= ( ~IN_CREATURE_LAIR ); } } // Every third turn //if ( Random( 3 ) == 0 ) { if(gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] == TRUE) { gTacticalStatus.fGoodToAllowCrows = TRUE; gTacticalStatus.ubNumCrowsPossible = (UINT8)( 5 + Random( 5 ) ); } } } return( TRUE ); } BOOLEAN MapExists( UINT8 * szFilename ) { CHAR8 str[50]; HWFILE fp; sprintf( str, "MAPS\\%s", szFilename ); fp = FileOpen( str, FILE_ACCESS_READ, FALSE ); if( !fp ) return FALSE; FileClose( fp ); return TRUE; } void RemoveMercsInSector( ) { INT32 cnt; SOLDIERTYPE *pSoldier; // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // ATE: only for OUR guys.. the rest is taken care of in TrashWorld() when a new sector is added... for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++) { if ( pSoldier->bActive ) { pSoldier->RemoveSoldierFromGridNo( ); } } } void PrepareLoadedSector() { BOOLEAN fEnemyPresenceInThisSector = FALSE; BOOLEAN fAddCivs = TRUE; INT8 bMineIndex = -1; #ifdef JA2UB //Ja25 No meanwhiles #else if( AreInMeanwhile( ) == FALSE ) #endif { if( gbWorldSectorZ == 0 ) { // MakePlayerPerceptionOfSectorControlCorrect( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } else { // we always think we control underground sectors once we've visited them SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ].fPlayer[ gbWorldSectorZ ] = TRUE; } } if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } // Reset ambients! HandleNewSectorAmbience( gTilesets[ giCurrentTilesetID ].ubAmbientID ); //if we are loading a 'pristine' map ( ie, not loading a saved game ) if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME )) { #ifdef JA2UB //Ja25 No meanwhiles #else if ( !AreReloadingFromMeanwhile( ) ) #endif { SetPendingNewScreen(GAME_SCREEN); // Make interface the team panel always... SetCurrentInterfacePanel( (UINT8)TEAM_PANEL ); } //Check to see if civilians should be added. Always add civs to maps unless they are //in a mine that is shutdown. if( gbWorldSectorZ ) { bMineIndex = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); if( bMineIndex != -1 ) { if( !AreThereMinersInsideThisMine( (UINT8)bMineIndex ) ) { fAddCivs = FALSE; } } } if (is_networked) { if( is_server && fAddCivs && gCivEnabled == 1)//hayden its around here we apply .ini choices for Ai { AddSoldierInitListTeamToWorld( CIV_TEAM, 255 ); } } else if (fAddCivs) { AddSoldierInitListTeamToWorld( CIV_TEAM, 255 ); } if (is_networked) { if(is_server && gMilitiaEnabled == 1) AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 ); } else { AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 ); } if (is_networked) { if(is_server && gCreatureEnabled == 1) AddSoldierInitListBloodcats(); } else { AddSoldierInitListBloodcats(); } //Creatures are only added if there are actually some of them. It has to go through some //additional checking. #ifdef JA2TESTVERSION //Override the sector with the populations specified in the AIViewer if( gfOverrideSector ) { if( gbWorldSectorZ > 0 ) { UNDERGROUND_SECTORINFO *pSector; pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); pSector->ubNumAdmins = (UINT8)( gsAINumAdmins > 0 ? gsAINumAdmins : 0 ); pSector->ubNumTroops = (UINT8)( gsAINumTroops > 0 ? gsAINumTroops : 0 ); pSector->ubNumElites = (UINT8)( gsAINumElites > 0 ? gsAINumElites : 0 ); pSector->ubNumTanks = (UINT8)( gsAINumTanks > 0 ? gsAINumTanks : 0 ); pSector->ubNumCreatures = (UINT8)( gsAINumCreatures > 0 ? gsAINumCreatures : 0 ); } else if( !gbWorldSectorZ ) { SECTORINFO *pSector; pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ]; pSector->ubNumAdmins = (UINT8)( gsAINumAdmins > 0 ? gsAINumAdmins : 0 ); pSector->ubNumTroops = (UINT8)( gsAINumTroops > 0 ? gsAINumTroops : 0 ); pSector->ubNumElites = (UINT8)( gsAINumElites > 0 ? gsAINumElites : 0 ); pSector->ubNumTanks = (UINT8)( gsAINumTanks > 0 ? gsAINumTanks : 0 ); pSector->ubNumCreatures = (UINT8)( gsAINumCreatures > 0 ? gsAINumCreatures : 0 ); } } #endif // Haydent if (is_networked) { if(is_server && gCreatureEnabled == 1) PrepareCreaturesForBattle(); // Haydent if(is_server && gMilitiaEnabled == 1) PrepareMilitiaForTactical(FALSE); } else { PrepareCreaturesForBattle(); PrepareMilitiaForTactical(TRUE); } // OK, set varibles for entring this new sector... gTacticalStatus.fVirginSector = TRUE; //Inserts the enemies into the newly loaded map based on the strategic information. //Note, the flag will return TRUE only if enemies were added. The game may wish to //do something else in a case where no enemies are present. if( !gfRestoringEnemySoldiersFromTempFile ) { //AddSoldierInitListTeamToWorld( CIV_TEAM, 255 ); // fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle(); } if (is_networked) { if(is_server && gCivEnabled == 1) AddProfilesNotUsingProfileInsertionData(); //hayden: is just for civ's } else { AddProfilesNotUsingProfileInsertionData(); } #ifdef JA2UB //Ja25 No meanwhiles #else if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION ) #endif { if (is_networked) { if(is_server && gEnemyEnabled == 1) fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle(); } else { fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle(); } } //Regardless whether or not this was set, clear it now. gfRestoringEnemySoldiersFromTempFile = FALSE; //KM: FEB 8, 99 -- This call is no longer required! Done already when group arrives in sector. //if( ( gbWorldSectorZ == 0 ) && ( fEnemyPresenceInThisSector == FALSE ) ) //{ // SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, 0 ); //} if( gbWorldSectorZ > 0 ) { // we always think we control underground sectors once we've visited them SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ].fPlayer[ gbWorldSectorZ ] = TRUE; } //@@@Evaluate //Add profiles to world using strategic info, not editor placements. AddProfilesUsingProfileInsertionData(); PostSchedules(); } if( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE ) { if( gMapInformation.sCenterGridNo != -1 ) { CallAvailableEnemiesTo( gMapInformation.sCenterGridNo ); } else { #ifdef JA2BETAVERSION ScreenMsg( FONT_RED, MSG_ERROR, L"Ambush aborted in sector %c%d -- no center point in map. LC:1", gWorldSectorY + 'A' - 1, gWorldSectorX ); #endif } } EndLoadScreen( ); if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // unpause game UnPauseGame( ); } gpBattleGroup = NULL; if( gfTacticalTraversal ) { CalculateNonPersistantPBIInfo(); } ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"Current Time is: %d", GetWorldTotalMin() ); #ifdef JA2UB HandleSectorSpecificModificatioToMap( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); //If there needs to be modifications done to the enemy exp levels... HandleJa25EnemyExpLevelModifier( ); #endif AllTeamsLookForAll( TRUE ); } #define RANDOM_HEAD_MINERS 4 void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bNewSectorZ ) { //UINT8 ubRandomMiner[RANDOM_HEAD_MINERS] = { 106, 156, 157, 158 }; //UINT8 ubMiner, ubMinersPlaced, ubMine; UINT8 ubThisMine; UINT8 cnt; SOLDIERTYPE * pSoldier; // are we in a mine sector, on the surface? if ( IsThereAMineInThisSector( sNewSectorX, sNewSectorY ) && ( bNewSectorZ == 0 )) { if ( CheckFact( FACT_MINERS_PLACED, 0 ) == FALSE ) { // SET HEAD MINER LOCATIONS ubThisMine = GetMineIndexForSector( sNewSectorX, sNewSectorY ); // hardcoded logic has been moved to Lua script if (g_luaMines.InitializeHeadMiners(ubThisMine)) SetFactTrue( FACT_MINERS_PLACED ); #if 0 //if (ubThisMine != MINE_SAN_MONA) // San Mona is abandoned if (!gMineStatus[ubThisMine].fEmpty) { ubMinersPlaced = 0; if (ubThisMine != MINE_ALMA) { // Fred Morris is always in the first mine sector we enter, unless that's Alma (then he's randomized, too) gMercProfiles[ 106 ].sSectorX = sNewSectorX; gMercProfiles[ 106 ].sSectorY = sNewSectorY; gMercProfiles[ 106 ].bSectorZ = 0; //gMercProfiles[ 106 ].bTown = gMineLocation[ ubThisMine ].bAssociatedTown; gMercProfiles[ 106 ].bTown = gMineStatus[ ubThisMine ].bAssociatedTown; // mark miner as placed ubRandomMiner[ 0 ] = 0; ubMinersPlaced++; } // assign the remaining (3) miners randomly for ( ubMine = 0; ubMine < MAX_NUMBER_OF_MINES; ubMine++ ) { if ( ubMine == ubThisMine || ubMine == MINE_ALMA || ubMine == MINE_SAN_MONA ) { // Alma always has Matt as a miner, and we have assigned Fred to the current mine // and San Mona is abandoned continue; } do { ubMiner = (UINT8) Random( RANDOM_HEAD_MINERS ); } while( ubRandomMiner[ ubMiner ] == 0 ); GetMineSector( ubMine, (INT16 *)&(gMercProfiles[ ubRandomMiner[ ubMiner ] ].sSectorX), (INT16 *)&(gMercProfiles[ ubRandomMiner[ ubMiner ] ].sSectorY) ); gMercProfiles[ ubRandomMiner[ ubMiner ] ].bSectorZ = 0; //gMercProfiles[ ubRandomMiner[ ubMiner ] ].bTown = gMineLocation[ ubMine ].bAssociatedTown; gMercProfiles[ ubRandomMiner[ ubMiner ] ].bTown = gMineStatus[ ubMine ].bAssociatedTown; // mark miner as placed ubRandomMiner[ ubMiner ] = 0; ubMinersPlaced++; if (ubMinersPlaced == RANDOM_HEAD_MINERS) { break; } } SetFactTrue( FACT_MINERS_PLACED ); } #endif } } if ( CheckFact( FACT_ALL_TERRORISTS_KILLED, 0 ) ) { // end terrorist quest // SANDRO - removed ending quest from here, placed to Interface Dialogue //EndQuest( QUEST_KILL_TERRORISTS, gMercProfiles[ CARMEN ].sSectorX, gMercProfiles[ CARMEN ].sSectorY ); // remove Carmen gMercProfiles[ CARMEN ].sSectorX = 0; gMercProfiles[ CARMEN ].sSectorY = 0; gMercProfiles[ CARMEN ].bSectorZ = 0; } // Check to see if any player merc has the Chalice; if so, // note it as stolen cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++) { if ( pSoldier->bActive ) { if ( FindObj( pSoldier, CHALICE ) != ITEM_NOT_FOUND ) { SetFactTrue( FACT_CHALICE_STOLEN ); } } } if ( (gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS) && CheckFact( FACT_KINGPIN_CAN_SEND_ASSASSINS, 0 ) && (GetTownIdForSector( sNewSectorX, sNewSectorY ) != BLANK_SECTOR) && Random( 10 + GetNumberOfMilitiaInSector( sNewSectorX, sNewSectorY, bNewSectorZ ) ) < 3 ) { DecideOnAssassin(); } if ( CheckFact( FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == FALSE ) { SOLDIERTYPE * pRobot; pRobot = FindSoldierByProfileID( ROBOT, TRUE ); if (pRobot) { // robot is on our team and we have changed sectors, so we can // replace the robot-under-construction in Madlab's sector RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, gMercProfiles[MADLAB].sSectorX, gMercProfiles[MADLAB].sSectorY, gMercProfiles[MADLAB].bSectorZ ); SetFactTrue( FACT_ROBOT_RECRUITED_AND_MOVED ); } } #ifdef LUA_HANDLE_QUEST_CODE_ON_SECTOR LuaHandleQuestCodeOnSector( sNewSectorX, sNewSectorY, bNewSectorZ, 1); #else /* if ( sNewSectorX == 5 && sNewSectorY == MAP_ROW_C ) { // reset Madame Layla counters gMercProfiles[ MADAME ].bNPCData = 0; gMercProfiles[ MADAME ].bNPCData2 = 0; } */ if ( sNewSectorX == 6 && sNewSectorY == MAP_ROW_C && gubQuest[ QUEST_RESCUE_MARIA ] == QUESTDONE ) { // make sure Maria and Angel are gone gMercProfiles[ MARIA ].sSectorX = 0; gMercProfiles[ ANGEL ].sSectorY = 0; gMercProfiles[ MARIA ].sSectorX = 0; gMercProfiles[ ANGEL ].sSectorY = 0; } if ( sNewSectorX == 5 && sNewSectorY == MAP_ROW_D ) { gubBoxerID[ 0 ] = NOBODY; gubBoxerID[ 1 ] = NOBODY; gubBoxerID[ 2 ] = NOBODY; } if ( sNewSectorX == 3 && sNewSectorY == MAP_ROW_P ) { // heal up Elliot if he's been hurt if ( gMercProfiles[ ELLIOT ].bLife < gMercProfiles[ ELLIOT ].bLifeMax ) { gMercProfiles[ ELLIOT ].bLife = gMercProfiles[ ELLIOT ].bLifeMax; } } #endif ResetOncePerConvoRecordsForAllNPCsInLoadedSector(); } void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ ) { #ifdef JA2UB SOLDIERTYPE *pSoldier=NULL; #endif #ifdef LUA_HANDLE_QUEST_CODE_ON_SECTOR LuaHandleQuestCodeOnSector( sOldSectorX, sOldSectorY, bOldSectorZ, 0); #else if ( sOldSectorX == KINGPIN_MONEY_SECTOR_X && sOldSectorY == KINGPIN_MONEY_SECTOR_Y && bOldSectorZ == KINGPIN_MONEY_SECTOR_Z ) { CheckForKingpinsMoneyMissing( TRUE ); } if ( sOldSectorX == 13 && sOldSectorY == MAP_ROW_H && bOldSectorZ == 0 && CheckFact( FACT_CONRAD_SHOULD_GO, 0 ) ) { // remove Conrad from the map gMercProfiles[ CONRAD ].sSectorX = 0; gMercProfiles[ CONRAD ].sSectorY = 0; } #ifdef JA2UB //JA25 UB if( sOldSectorX == 7 && sOldSectorY == MAP_ROW_H && bOldSectorZ == 0 ) { // remove Jerry from the map gMercProfiles[ JERRY_MILO_UB ].sSectorX = 0; gMercProfiles[ JERRY_MILO_UB ].sSectorY = 0; } //if the player is leaving a sector with Tex in it if( sOldSectorX == gMercProfiles[ TEX_UB ].sSectorX && sOldSectorY == gMercProfiles[ TEX_UB ].sSectorY && bOldSectorZ == 0 && gMercProfiles[ TEX_UB ].ubLastDateSpokenTo != 0 ) { pSoldier = FindSoldierByProfileID( TEX_UB, TRUE ); //if the npc isnt on the players team AND the player has never spoken to them if( pSoldier == NULL && gMercProfiles[ TEX_UB ].ubLastDateSpokenTo != 0 ) { // remove Tex from the map gMercProfiles[ TEX_UB ].sSectorX = 0; gMercProfiles[ TEX_UB ].sSectorY = 0; } } //if the player is leaving a sector with John kulba in it if( sOldSectorX == gMercProfiles[ JOHN_K_UB ].sSectorX && sOldSectorY == gMercProfiles[ JOHN_K_UB ].sSectorY && bOldSectorZ == 0 && gMercProfiles[ JOHN_K_UB ].ubLastDateSpokenTo != 0 ) { pSoldier = FindSoldierByProfileID( JOHN_K_UB, TRUE ); //if the npc isnt on the players team AND the player has never spoken to them if( pSoldier == NULL && gMercProfiles[ JOHN_K_UB ].ubLastDateSpokenTo != 0 ) { // remove Tex from the map gMercProfiles[ JOHN_K_UB ].sSectorX = 0; gMercProfiles[ JOHN_K_UB ].sSectorY = 0; } } //if the player is leaving a sector with Manuel in it if( sOldSectorX == gMercProfiles[ MANUEL_UB ].sSectorX && sOldSectorY == gMercProfiles[ MANUEL_UB ].sSectorY && bOldSectorZ == 0 ) { pSoldier = FindSoldierByProfileID( MANUEL_UB, TRUE ); //if the npc isnt on the players team AND the player has never spoken to them if( pSoldier == NULL && gMercProfiles[ MANUEL_UB ].ubLastDateSpokenTo != 0 ) { // remove Manuel from the map gMercProfiles[ MANUEL_UB ].sSectorX = 0; gMercProfiles[ MANUEL_UB ].sSectorY = 0; } } #endif if ( sOldSectorX == HOSPITAL_SECTOR_X && sOldSectorY == HOSPITAL_SECTOR_Y && bOldSectorZ == HOSPITAL_SECTOR_Z ) { CheckForMissingHospitalSupplies(); } // reset the state of the museum alarm for Eldin's quotes SetFactFalse( FACT_MUSEUM_ALARM_WENT_OFF ); #endif } extern void SetLastTimePlayerWasInSector(); //Moa: 09/14/2013 this function modifies uiTimeCurrentSectorWasLastLoaded and the various decay of items in that sector as well // @calls HandleSectorCooldownFunctions // @calls SetLastTimePlayerWasInSector BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ ) { INT32 i; UNDERGROUND_SECTORINFO *pNode = NULL; CHAR8 bFilename[ 50 ]; // Reset //ResetLoadScreenHint(); // pause game PauseGame( ); // stop time for this frame InterruptTime( ); //Setup the tactical existance of RPCs and CIVs in the last sector before moving on to a new sector. //@@@Evaluate if( gfWorldLoaded ) { for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ ) { if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector ) { SetupProfileInsertionDataForSoldier( MercPtrs[ i ] ); } } } if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Handle NPC stuff related to changing sectors HandleQuestCodeOnSectorEntry( sSectorX, sSectorY, bSectorZ ); } // Begin Load BeginLoadScreen( ); // This has tobe done before loadworld, as it will remmove old gridnos if present RemoveMercsInSector( ); // SANDRO - reset number of enemies here if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); } #ifdef JA2UB //Ja25 No meanwhiles #else if( AreInMeanwhile() == FALSE ) #endif { SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ALREADY_VISITED ); } GetMapFileName( sSectorX, sSectorY, bSectorZ, bFilename, TRUE, TRUE ); //Load the placeholder map if the real map doesn't exist. if( !MapExists((UINT8 *) bFilename ) ) { if( !MapExists( (UINT8 *)"Placeholder1.dat" ) ) AssertMsg( 0, "Failed to find Placeholder1.dat (placeholder map)." ); } CreateLoadingScreenProgressBar(TRUE); #ifdef JA2BETAVERSION //set the font SetProgressBarMsgAttributes( 0, FONT12ARIAL, FONT_MCOLOR_WHITE, 0 ); //Set the tile so we don see the text come up SetProgressBarTextDisplayFlag( 0, TRUE, TRUE, TRUE ); #endif //CreateProgressBar( 0, 160, 380, 480, 400 ); //#ifdef JA2TESTVERSION // //add more detailed progress bar // DefineProgressBarPanel( 0, 65, 79, 94, 130, 350, 510, 430 ); // swprintf( str, L"Loading map: %S", bFilename ); // SetProgressBarTitle( 0, str, FONT12POINT1, FONT_BLACK, FONT_BLACK ); //#endif if( !LoadWorld(bFilename) ) { return( FALSE ); } // underground? if( bSectorZ ) { pNode = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ ); // is there a sector?..if so set flag if( pNode ) { pNode->fVisited = TRUE; } } // if we arent loading a saved game // ATE: Moved this form above, so that we can have the benefit of // changing the world BEFORE adding guys to it... if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Load the current sectors Information From the temporary files if( !LoadCurrentSectorsInformationFromTempItemsFile() ) { //The integrity of the temp files have been compromised. Boot out of the game after warning message. InitExitGameDialogBecauseFileHackDetected(); return TRUE; } } RemoveLoadingScreenProgressBar(); //RemoveProgressBar( 0 ); if( gfEnterTacticalPlacementGUI ) { SetPendingNewScreen(GAME_SCREEN); InitTacticalPlacementGUI(); } else { PrepareLoadedSector(); } // UnPauseGame( ); // This function will either hide or display the tree tops, depending on the game setting SetTreeTopStateForMap(); // Flugente: certain features need to alter an item's temperature value depending on the time passed // if we do these functions here and adjust for the time passed since this sector was loaded last, it will seem to the player // as if these checks are always performed in any sector //Moa: removed this function and replaced by the handling function. //SectorInventoryCooldownFunctions(sSectorX, sSectorY, bSectorZ); //moved from SectorInventoryCooldownFunctions. Invisible items are handled as well. //Since we have allready loaded the items previously we can use the globals here. HandleSectorCooldownFunctions( sSectorX, sSectorY, (INT8)bSectorZ, gWorldItems, guiNumWorldItems, TRUE ); //Update LastTimePlayerWasInSector SetLastTimePlayerWasInSector(); //Save to tempfile SaveWorldItemsToTempItemFile( sSectorX, sSectorY, (INT8)bSectorZ, guiNumWorldItems, gWorldItems ); return TRUE; //because the map was loaded. } void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ) { INT32 cnt; SOLDIERTYPE *pSoldier; BOOLEAN fPOWSquadSet = FALSE; UINT8 ubPOWSquad=0; CHAR16 zTemp[256]; // Remove from interface slot RemoveAllPlayersFromSlot( ); // Remove tactical interface stuff guiPendingOverrideEvent = I_CHANGE_TO_IDLE; //If we are in this function during the loading of a sector if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { //DONT set these values gusSelectedSoldier = NOBODY; gfGameScreenLocateToSoldier = TRUE; } // Set all faces intactive SetAllAutoFacesInactive( ); if ( fUsingEdgePointsForStrategicEntry ) { BeginMapEdgepointSearch(); } //if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt < MAX_NUM_SOLDIERS; cnt++, pSoldier++) { if ( gfRestoringEnemySoldiersFromTempFile && cnt >= gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID && cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID ) { //Don't update enemies/creatures (consec. teams) if they were //just restored via the temp map files... continue; } // Remove old merc, if exists RemoveMercSlot( pSoldier ); pSoldier->bInSector = FALSE; if ( pSoldier->bActive ) { if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { if( gMapInformation.sCenterGridNo != -1 && gfBlitBattleSectorLocator && (gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE) && pSoldier->bTeam != CIV_TEAM ) { pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->usStrategicInsertionData = gMapInformation.sCenterGridNo; } else if( gfOverrideInsertionWithExitGrid ) { pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->usStrategicInsertionData = gExitGrid.usGridNo; } } if ( pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ && !pSoldier->flags.fBetweenSectors ) { gbMercIsNewInThisSector[ pSoldier->ubID ] = 1; UpdateMercInSector( pSoldier, sSectorX, sSectorY, bSectorZ ); if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { if ( pSoldier->bAssignment == ASSIGNMENT_POW ) { if ( !fPOWSquadSet ) { fPOWSquadSet = TRUE; // ATE: If we are in i13 - pop up message! if ( sSectorX == gModSettings.ubInitialPOWSectorX && sSectorY == gModSettings.ubInitialPOWSectorY ) //(13, 9) { swprintf( zTemp, TacticalStr[ POW_MERCS_ARE_HERE ], gMercProfiles[ QUEEN ].zNickname ); DoMessageBox( MSG_BOX_BASIC_STYLE, zTemp, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); } else { AddCharacterToUniqueSquad( pSoldier ); ubPOWSquad = pSoldier->bAssignment; pSoldier->aiData.bNeutral = FALSE; } } else { if ( sSectorX != gModSettings.ubInitialPOWSectorX && sSectorY != gModSettings.ubInitialPOWSectorY ) //(13, 9) { AddCharacterToSquad( pSoldier, ubPOWSquad ); } } // ATE: Call actions based on what POW we are on... if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTINPROGRESS ) { // Complete quest EndQuest( QUEST_HELD_IN_ALMA, sSectorX, sSectorY ); // Do action HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_3, 0 ); } } } } else { pSoldier->bInSector = FALSE; } } } } if ( fUsingEdgePointsForStrategicEntry ) { EndMapEdgepointSearch(); // Set to false fUsingEdgePointsForStrategicEntry = FALSE; } } void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ) { BOOLEAN fError = FALSE; if( pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID) { pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; } // OK, determine entrence direction and get sweetspot // Only if we are an OK guy to control.... // SOME CHECKS HERE MUST BE FLESHED OUT...... if ( pSoldier->bActive ) // This was in the if, removed by DEF: pSoldier->stats.bLife >= OKLIFE && { // If we are not in transit... if ( pSoldier->bAssignment != IN_TRANSIT ) { // CHECK UBINSERTION CODE.. if( pSoldier->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX || pSoldier->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX ) { if ( !fUsingEdgePointsForStrategicEntry ) { // If we are not supposed to use this now, pick something better... pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData; } } MAPEDGEPOINT_SEARCH_FAILED: if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE ) { // override orders pSoldier->aiData.bOrders = STATIONARY; } // Use insertion direction from loaded map! switch( pSoldier->ubStrategicInsertionCode ) { case INSERTION_CODE_NORTH: pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo; if ( !gfEditMode && gMapInformation.sNorthGridNo == -1 ) fError = TRUE; break; case INSERTION_CODE_SOUTH: pSoldier->sInsertionGridNo = gMapInformation.sSouthGridNo; if ( !gfEditMode && gMapInformation.sSouthGridNo == -1) fError = TRUE; break; case INSERTION_CODE_EAST: pSoldier->sInsertionGridNo = gMapInformation.sEastGridNo; if ( !gfEditMode && gMapInformation.sEastGridNo == -1) fError = TRUE; break; case INSERTION_CODE_WEST: pSoldier->sInsertionGridNo = gMapInformation.sWestGridNo; if ( !gfEditMode && gMapInformation.sWestGridNo == -1) fError = TRUE; break; case INSERTION_CODE_CENTER: pSoldier->sInsertionGridNo = gMapInformation.sCenterGridNo; if ( !gfEditMode && gMapInformation.sCenterGridNo == -1) fError = TRUE; break; case INSERTION_CODE_GRIDNO: pSoldier->sInsertionGridNo = pSoldier->usStrategicInsertionData; break; case INSERTION_CODE_PRIMARY_EDGEINDEX: //dnl ch48 041009 Risky translation, must never occur again on same element gMapTrn.ResizeTrnCnt(pSoldier->aiData.sPendingActionData2); if(fUsingEdgePointsForStrategicEntry) { INT32 sWorldX, sWorldY; INT16 sScreenX, sScreenY, sX, sY; // Determine 'mirror' gridno... ConvertGridNoToXY(pSoldier->aiData.sPendingActionData2, &sX, &sY); // Convert to absolute xy GetWorldXYAbsoluteScreenXY(sX, sY, &sScreenX, &sScreenY); // Get 'mirror', depending on what direction... switch(gubTacticalDirection) { case NORTH: sScreenY = MAPHEIGHT; break; case SOUTH: sScreenY = 0; break; case EAST: sScreenX = 0; break; case WEST: sScreenX = MAPWIDTH; break; } // Convert into a gridno again..... GetFromAbsoluteScreenXYWorldXY(&sWorldX, &sWorldY, sScreenX, sScreenY); // Save this gridNo.... pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS(sWorldY, sWorldX); } pSoldier->sInsertionGridNo = SearchForClosestPrimaryMapEdgepoint(pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData); #ifdef JA2BETAVERSION { CHAR8 str[256]; sprintf( str, "%S's primary insertion gridno is %d using %d as initial search gridno and %d insertion code.", pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str ); } #endif if( TileIsOutOfBounds(pSoldier->sInsertionGridNo)) { ScreenMsg( FONT_RED, MSG_ERROR, L"Main edgepoint search failed for %s -- substituting entrypoint.", pSoldier->name ); pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData; goto MAPEDGEPOINT_SEARCH_FAILED; } break; case INSERTION_CODE_SECONDARY_EDGEINDEX: pSoldier->sInsertionGridNo = SearchForClosestSecondaryMapEdgepoint( pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData ); #ifdef JA2BETAVERSION { CHAR8 str[256]; sprintf( str, "%S's isolated insertion gridno is %d using %d as initial search gridno and %d insertion code.", pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str ); } #endif if(TileIsOutOfBounds(pSoldier->sInsertionGridNo)) { ScreenMsg( FONT_RED, MSG_ERROR, L"Isolated edgepont search failed for %s -- substituting entrypoint.", pSoldier->name ); pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData; goto MAPEDGEPOINT_SEARCH_FAILED; } break; case INSERTION_CODE_ARRIVING_GAME: // Are we in Omerta! if ( sSectorX == gWorldSectorX && gWorldSectorX == 9 && sSectorY == gWorldSectorY && gWorldSectorY == 1 && bSectorZ == gbWorldSectorZ && gbWorldSectorZ == 0 ) { // TODO.WANNE: Hardcoded grid number // Try another location and walk into map pSoldier->sInsertionGridNo = 4379;//dnl!!! } else { #ifdef JA2UB //pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH; //pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->sInsertionGridNo = gGameUBOptions.LOCATEGRIDNO; #else //pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH; //pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->sInsertionGridNo = gGameExternalOptions.iInitialMercArrivalLocation; #endif } break; case INSERTION_CODE_CHOPPER: // Try another location and walk into map // Add merc to chopper.... //pSoldier->sInsertionGridNo = 4058; AddMercToHeli( pSoldier->ubID ); return; break; default: //Moa: Hardcoded grid number set to CenterGrid pSoldier->sInsertionGridNo = ( WORLD_ROWS * WORLD_COLS + WORLD_COLS ) / 2;//12880 DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion code %d given to UpdateMercsInSector", pSoldier->ubStrategicInsertionCode ) ); break; } if( fError ) { //strategic insertion failed because it expected to find an entry point. This is likely //a missing part of the map or possible fault in strategic movement costs, traversal logic, etc. CHAR16 szEntry[10]; CHAR16 szSector[10]; INT32 sGridNo; GetLoadedSectorString( szSector ); if( gMapInformation.sNorthGridNo != -1 ) { swprintf( szEntry, L"north" ); sGridNo = gMapInformation.sNorthGridNo; } else if( gMapInformation.sEastGridNo != -1 ) { swprintf( szEntry, L"east" ); sGridNo = gMapInformation.sEastGridNo; } else if( gMapInformation.sSouthGridNo != -1 ) { swprintf( szEntry, L"south" ); sGridNo = gMapInformation.sSouthGridNo; } else if( gMapInformation.sWestGridNo != -1 ) { swprintf( szEntry, L"west" ); sGridNo = gMapInformation.sWestGridNo; } else if( gMapInformation.sCenterGridNo != -1 ) { swprintf( szEntry, L"center" ); sGridNo = gMapInformation.sCenterGridNo; } else { ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s has NO entrypoints -- using precise center of map for %s.", szSector, pSoldier->name ); pSoldier->sInsertionGridNo = ( WORLD_ROWS * WORLD_COLS + WORLD_COLS ) / 2;//12880 AddSoldierToSector( pSoldier->ubID ); return; } pSoldier->sInsertionGridNo = sGridNo; switch( pSoldier->ubStrategicInsertionCode ) { case INSERTION_CODE_NORTH: ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a north entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name ); break; case INSERTION_CODE_EAST: ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a east entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name ); break; case INSERTION_CODE_SOUTH: ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a south entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name ); break; case INSERTION_CODE_WEST: ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a west entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name ); break; case INSERTION_CODE_CENTER: ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a center entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name ); break; } } // If no insertion direction exists, this is bad! if ( pSoldier->sInsertionGridNo == -1 ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Insertion gridno for direction %d not added to map sector %d %d", pSoldier->ubStrategicInsertionCode, sSectorX, sSectorY ) ); pSoldier->sInsertionGridNo = ( WORLD_ROWS * WORLD_COLS + WORLD_COLS ) / 2;//12880 } AddSoldierToSector( pSoldier->ubID ); } } } // Get sector ID string makes a string like 'A9 - OMERTA', or just J11 if no town.... void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zString, BOOLEAN fDetailed ) { SECTORINFO *pSector = NULL; UNDERGROUND_SECTORINFO *pUnderground; INT8 bTownNameID; UINT8 ubSectorID = 0; UINT8 ubLandType = 0; if( sSectorX <= 0 || sSectorY <= 0 || bSectorZ < 0 ) { //swprintf( zString, L"%s", pErrorStrings[0] ); } else if( bSectorZ != 0 ) // UNDERGROUND SECTORS { pUnderground = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ ); #if 0 // reading sector names from lua now //////////////////////////////////// // Read and verify XML sector names INT8 bMineIndex; ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY ); AssertGE(ubSectorID, 0); AssertLT(ubSectorID,256); pSector = &SectorInfo[ ubSectorID ]; ubLandType = pSector->ubTraversability[ 4 ]; swprintf( zString, L"%c%d: ", 'A' + sSectorY - 1, sSectorX ); BOOLEAN fSectorHasXMLNames = TRUE; CHAR16 zUnexploredUnderground[MAX_SECTOR_NAME_LENGTH]; CHAR16 zDetailedUnexploredUnderground[MAX_SECTOR_NAME_LENGTH]; CHAR16 zExploredUnderground[MAX_SECTOR_NAME_LENGTH]; CHAR16 zDetailedExploredUnderground[MAX_SECTOR_NAME_LENGTH]; if ( bSectorZ == 1 ) { wcscpy( zUnexploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][0] ); wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][1] ); wcscpy( zExploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][2] ); wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][3] ); } else if ( bSectorZ == 2 ) { wcscpy( zUnexploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][0] ); wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][1] ); wcscpy( zExploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][2] ); wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][3] ); } else if ( bSectorZ == 3 ) { wcscpy( zUnexploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][0] ); wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][1] ); wcscpy( zExploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][2] ); wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][3] ); } if (zUnexploredUnderground[0] == 0 || zDetailedUnexploredUnderground[0] == 0 || zExploredUnderground[0] == 0 || zDetailedExploredUnderground[0] == 0) { fSectorHasXMLNames = FALSE; } if (fSectorHasXMLNames) // UNDERGROUND XML { if ( pUnderground ) { bMineIndex = GetIdOfMineForSector( sSectorX, sSectorY, bSectorZ ); if( bMineIndex != -1 ) { swprintf( zString, L"%c%d: %s %s", 'A' + sSectorY - 1, sSectorX, pTownNames[ GetTownAssociatedWithMine( bMineIndex ) ], pwMineStrings[ 0 ] ); } else if ( pUnderground->fVisited ) { if (fDetailed) { wcscat( zString, zDetailedExploredUnderground ); } else { wcscat( zString, zExploredUnderground ); } } else { if (fDetailed) { wcscat( zString, zDetailedUnexploredUnderground ); } else { wcscat( zString, zUnexploredUnderground ); } } if (pUnderground->ubNumCreatures) swprintf( zString, L"%c%d: %s", 'A' + sSectorY - 1, sSectorX, pLandTypeStrings[ CREATURE_LAIR ] ); //else // swprintf( zString, L"%c%d-%d", 'A' + sSectorY - 1, sSectorX, bSectorZ ); } } else // UNDERGROUND HARDCODED { pUnderground = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ ); if( pUnderground && ( pUnderground->fVisited || gfGettingNameFromSaveLoadScreen ) ) { bMineIndex = GetIdOfMineForSector( sSectorX, sSectorY, bSectorZ ); if( bMineIndex != -1 ) { swprintf( zString, L"%c%d: %s %s", 'A' + sSectorY - 1, sSectorX, pTownNames[ GetTownAssociatedWithMine( bMineIndex ) ], pwMineStrings[ 0 ] ); } else switch( SECTOR( sSectorX, sSectorY ) ) { case SEC_A10: swprintf( zString, L"A10: %s", pLandTypeStrings[ REBEL_HIDEOUT ] ); break; case SEC_J9: swprintf( zString, L"J9: %s", pLandTypeStrings[ TIXA_DUNGEON ] ); break; case SEC_K4: swprintf( zString, L"K4: %s", pLandTypeStrings[ ORTA_BASEMENT ] ); break; case SEC_O3: swprintf( zString, L"O3: %s", pLandTypeStrings[ TUNNEL ] ); break; case SEC_P3: swprintf( zString, L"P3: %s", pLandTypeStrings[ SHELTER ] ); break; default: if (pUnderground->ubNumCreatures) swprintf( zString, L"%c%d: %s", 'A' + sSectorY - 1, sSectorX, pLandTypeStrings[ CREATURE_LAIR ] ); else swprintf( zString, L"%c%d-%d", 'A' + sSectorY - 1, sSectorX, bSectorZ ); break; } } else { //Display nothing wcscpy( zString, L"" ); } } #else // TODO: the code is riddled with (potential) buffer overruns // this totally needs to be fixed sometime // anyway, only trying to not create another one here // found calls to this function with buffers as small as 50 elements g_luaUnderground.GetSectorName(sSectorX, sSectorY, bSectorZ, pUnderground, zString, 50, fDetailed); #endif } else // SECTORS ABOVE GROUND { bTownNameID = StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId; ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY ); AssertGE(ubSectorID, 0); AssertLT(ubSectorID,256); pSector = &SectorInfo[ ubSectorID ]; ubLandType = pSector->ubTraversability[ 4 ]; swprintf( zString, L"%c%d: ", 'A' + sSectorY - 1, sSectorX ); //////////////////////////////////// // Read and verify XML sector names BOOLEAN fSectorHasXMLNames = TRUE; CHAR16 zUnexplored[MAX_SECTOR_NAME_LENGTH]; CHAR16 zDetailedUnexplored[MAX_SECTOR_NAME_LENGTH]; CHAR16 zExplored[MAX_SECTOR_NAME_LENGTH]; CHAR16 zDetailedExplored[MAX_SECTOR_NAME_LENGTH]; wcscpy( zUnexplored, gzSectorNames[ ubSectorID ][0] ); wcscpy( zDetailedUnexplored, gzSectorNames[ ubSectorID ][1] ); wcscpy( zExplored, gzSectorNames[ ubSectorID ][2] ); wcscpy( zDetailedExplored, gzSectorNames[ ubSectorID ][3] ); if (zUnexplored[0] == 0 || zDetailedUnexplored[0] == 0 || zExplored[0] == 0 || zDetailedExplored[0] == 0) { fSectorHasXMLNames = FALSE; } if (fSectorHasXMLNames) // ABOVE GROUND XML { // HEADROCK HAM 3.6: The program can now read custom names from XML for all above-ground sectors. // In the event that a specific name or set of names is missing, the program generates a default // name as it always has. // I've also updated the SAM Site sectors to rely on SamSite.XML data. BOOLEAN fVisited = (SectorInfo[ ubSectorID ].uiFlags & SF_ALREADY_VISITED); BOOLEAN fSAMSiteKnown = FALSE; // Test for known SAM Site at this location for (UINT16 x=0; x < MAX_NUMBER_OF_SAMS; x++) { if ( pSamList[x] == ubSectorID ) { if ( fSamSiteFound[ x ] ) { fSAMSiteKnown = TRUE; } } } if (fVisited || fSAMSiteKnown) { if (fDetailed) { wcscat( zString, zDetailedExplored ); } else { wcscat( zString, zExplored); } } else { if (fDetailed) { wcscat( zString, zDetailedUnexplored); } else { wcscat( zString, zUnexplored ); } } } else // ABOVE GROUND HARDCODED { // Default JA2 Name selection if ( bTownNameID == BLANK_SECTOR ) { // OK, build string id like J11 // are we dealing with the unfound towns? switch( ubSectorID ) { case SEC_D2: //Chitzena SAM if( !fSamSiteFound[ SAM_SITE_ONE ] ) wcscat( zString, pLandTypeStrings[ TROPICS ] ); else if( fDetailed ) wcscat( zString, pLandTypeStrings[ TROPICS_SAM_SITE ] ); else wcscat( zString, pLandTypeStrings[ SAM_SITE ] ); break; case SEC_D15: //Drassen SAM if( !fSamSiteFound[ SAM_SITE_TWO ] ) wcscat( zString, pLandTypeStrings[ SPARSE ] ); else if( fDetailed ) wcscat( zString, pLandTypeStrings[ SPARSE_SAM_SITE ] ); else wcscat( zString, pLandTypeStrings[ SAM_SITE ] ); break; case SEC_I8: //Cambria SAM if( !fSamSiteFound[ SAM_SITE_THREE ] ) wcscat( zString, pLandTypeStrings[ SAND ] ); else if( fDetailed ) wcscat( zString, pLandTypeStrings[ SAND_SAM_SITE ] ); else wcscat( zString, pLandTypeStrings[ SAM_SITE ] ); break; default: wcscat( zString, pLandTypeStrings[ ubLandType ] ); break; } } else { switch( ubSectorID ) { case SEC_B13: if( fDetailed ) wcscat( zString, pLandTypeStrings[ DRASSEN_AIRPORT_SITE ] ); else wcscat( zString, pTownNames[ DRASSEN ] ); break; case SEC_F8: if( fDetailed ) wcscat( zString, pLandTypeStrings[ CAMBRIA_HOSPITAL_SITE ] ); else wcscat( zString, pTownNames[ CAMBRIA ] ); break; case SEC_J9: //Tixa //if( !fFoundTixa ) if( gfHiddenTown[ TIXA ] == FALSE ) wcscat( zString, pLandTypeStrings[ SAND ] ); else wcscat( zString, pTownNames[ TIXA ] ); break; case SEC_K4: //Orta //if( !fFoundOrta ) if( gfHiddenTown[ ORTA ] == FALSE ) wcscat( zString, pLandTypeStrings[ SWAMP ] ); else wcscat( zString, pTownNames[ ORTA ] ); break; case SEC_N3: if( fDetailed ) wcscat( zString, pLandTypeStrings[ MEDUNA_AIRPORT_SITE ] ); else wcscat( zString, pTownNames[ MEDUNA ] ); break; default: if( ubSectorID == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] ) { //Meduna's SAM site if( fDetailed ) wcscat( zString, pLandTypeStrings[ MEDUNA_SAM_SITE ] ); else wcscat( zString, pLandTypeStrings[ SAM_SITE ] ); } else { //All other towns that are known since beginning of the game. wcscat( zString, pTownNames[ bTownNameID ] ); if( fDetailed ) { /* UINT8 ubMineIndex = GetMineIndexForSector( sSectorX, sSectorY ); if ( gMineStatus[ubMineIndex].sSectorX == sSectorX && gMineStatus[ubMineIndex].sSectorY == sSectorY ) { swprintf( zString, L" %s", MineralsName[gMineStatus[ubMineIndex].ubMineType].sType ); } */ switch( ubSectorID ) { //Append the word, "mine" for town sectors containing a mine. case SEC_B2: case SEC_D4: case SEC_D13: case SEC_H3: case SEC_H8: case SEC_I14: wcscat( zString, L" " ); //space wcscat( zString, pwMineStrings[ 0 ] ); //then "Mine" break; } } } break; } } } } } UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009 { UINT8 ubDirection; EXITGRID ExitGrid; // Set insertion code switch( ubTacticalDirection ) { // OK, we are using an exit grid - set insertion values... case 255: if ( !GetExitGrid( sAdditionalData, &ExitGrid ) ) { AssertMsg( 0, String( "No valid Exit grid can be found when one was expected: SetInsertionDataFromAdjacentMoveDirection." ) ); } ubDirection = 255; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->usStrategicInsertionData = ExitGrid.usGridNo; pSoldier->bUseExitGridForReentryDirection = TRUE; break; case NORTH: ubDirection = NORTH_STRATEGIC_MOVE; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_SOUTH; break; case SOUTH: ubDirection = SOUTH_STRATEGIC_MOVE; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH; break; case EAST: ubDirection = EAST_STRATEGIC_MOVE; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_WEST; break; case WEST: ubDirection = WEST_STRATEGIC_MOVE; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_EAST; break; default: // Wrong direction given! #ifdef JA2BETAVERSION DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) ); ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ); #endif ubDirection = EAST_STRATEGIC_MOVE; pSoldier->ubStrategicInsertionCode = INSERTION_CODE_WEST; } return( ubDirection ); } UINT8 GetInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009 { UINT8 ubDirection; // Set insertion code switch( ubTacticalDirection ) { // OK, we are using an exit grid - set insertion values... case 255: ubDirection = 255; break; case NORTH: ubDirection = NORTH_STRATEGIC_MOVE; break; case SOUTH: ubDirection = SOUTH_STRATEGIC_MOVE; break; case EAST: ubDirection = EAST_STRATEGIC_MOVE; break; case WEST: ubDirection = WEST_STRATEGIC_MOVE; break; default: // Wrong direction given! #ifdef JA2BETAVERSION DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to GetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) ); ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to GetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ); #endif ubDirection = EAST_STRATEGIC_MOVE; } return( ubDirection ); } UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009 { UINT8 ubDirection; // Set insertion code switch( ubTacticalDirection ) { // OK, we are using an exit grid - set insertion values... case 255: ubDirection = 255; break; case NORTH: ubDirection = INSERTION_CODE_SOUTH; break; case SOUTH: ubDirection = INSERTION_CODE_NORTH; break; case EAST: ubDirection = INSERTION_CODE_WEST; break; case WEST: ubDirection = INSERTION_CODE_EAST; break; default: // Wrong direction given! #ifdef JA2BETAVERSION DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) ); ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to GetStrategicInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ); #endif ubDirection = EAST_STRATEGIC_MOVE; } return( ubDirection ); } void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32 sAdditionalData )//dnl ch56 151009 { INT32 cnt; SOLDIERTYPE *pSoldier; SOLDIERTYPE *pValidSoldier = NULL; GROUP *pGroup; UINT32 uiTraverseTime=0; UINT8 ubDirection = 0xff; EXITGRID ExitGrid; INT8 bPrevAssignment; UINT8 ubPrevGroupID; // Set initial selected // ATE: moved this towards top... gubPreferredInitialSelectedGuy = (UINT8)gusSelectedSoldier; if ( ubJumpCode == JUMP_ALL_LOAD_NEW || ubJumpCode == JUMP_ALL_NO_LOAD ) { // TODO: Check flags to see if we can jump! // Move controllable mercs! cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++) { // If we are controllable if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) ) { pValidSoldier = pSoldier; //This now gets handled by strategic movement. It is possible that the //group won't move instantaneously. //pSoldier->sSectorX = sNewX; //pSoldier->sSectorY = sNewY; ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData ); break; } } } else if ( ( ubJumpCode == JUMP_SINGLE_LOAD_NEW || ubJumpCode == JUMP_SINGLE_NO_LOAD ) ) { // Use selected soldier... // This guy should always be 1 ) selected and 2 ) close enough to exit sector to leave if ( gusSelectedSoldier != NOBODY ) { pValidSoldier = MercPtrs[ gusSelectedSoldier ]; ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData ); } // save info for desired squad and and time for all single mercs leaving their squad. Assert(pValidSoldier); bPrevAssignment = pValidSoldier->bAssignment; ubPrevGroupID = pValidSoldier->ubGroupID; if( ubJumpCode == JUMP_SINGLE_NO_LOAD ) { // handle soldier moving by themselves HandleSoldierLeavingSectorByThemSelf( pValidSoldier ); } else { // now add char to a squad all their own AddCharacterToUniqueSquad( pValidSoldier ); } if( !pValidSoldier->ubNumTraversalsAllowedToMerge && bPrevAssignment < ON_DUTY ) { PLAYERGROUP *pPlayer; pValidSoldier->ubDesiredSquadAssignment = bPrevAssignment; pValidSoldier->ubNumTraversalsAllowedToMerge = 2; pGroup = GetGroup( ubPrevGroupID ); Assert( pGroup ); Assert( pGroup->fPlayer ); Assert( pGroup->ubGroupSize ); pPlayer = pGroup->pPlayerList; while( pPlayer ) { if( pPlayer->pSoldier != pValidSoldier ) { pPlayer->pSoldier->ubNumTraversalsAllowedToMerge = 100; pPlayer->pSoldier->ubDesiredSquadAssignment = NO_ASSIGNMENT; } pPlayer = pPlayer->next; } } } else { // OK, no jump code here given... DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper jump code %d given to JumpIntoAdjacentSector", ubJumpCode ) ); } Assert( pValidSoldier ); //Now, determine the traversal time. pGroup = GetGroup( pValidSoldier->ubGroupID ); AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)",pValidSoldier->name, pValidSoldier->ubGroupID) ); // If we are going through an exit grid, don't get traversal direction! if ( ubTacticalDirection != 255 ) { if( !gbWorldSectorZ ) { uiTraverseTime = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), ubDirection, pGroup ); } else if( gbWorldSectorZ > 0 ) { //We are attempting to traverse in an underground environment. We need to use a complete different //method. When underground, all sectors are instantly adjacent. uiTraverseTime = UndergroundTacticalTraversalTime( ubDirection ); } if( uiTraverseTime == 0xffffffff ) AssertMsg( 0, "Attempting to tactically traverse to adjacent sector, despite being unable to do so."); } // Alrighty, we want to do whatever our omnipotent player asked us to do // this is what the ubJumpCode is for. // Regardless of that we were asked to do, we MUST walk OFF ( Ian loves this... ) // So..... let's setup our people to walk off... // We deal with a pGroup here... if an all move or a group... // Setup some globals so our callback that deals when guys go off screen is handled.... // Look in the handler function AllMercsHaveWalkedOffSector() below... gpAdjacentGroup = pGroup; gubAdjacentJumpCode = ubJumpCode; guiAdjacentTraverseTime = uiTraverseTime; gubTacticalDirection = ubTacticalDirection; gsAdditionalData = sAdditionalData; // If normal direction, use it! if ( ubTacticalDirection != 255 ) { gsAdjacentSectorX = (INT16)(gWorldSectorX + DirXIncrementer[ ubTacticalDirection ]); gsAdjacentSectorY = (INT16)(gWorldSectorY + DirYIncrementer[ ubTacticalDirection ]); gbAdjacentSectorZ = pValidSoldier->bSectorZ; } else { // Take directions from exit grid info! if ( !GetExitGrid( sAdditionalData, &ExitGrid ) ) { AssertMsg( 0, String( "Told to use exit grid at %d but one does not exist", sAdditionalData ) ); } gsAdjacentSectorX = ExitGrid.ubGotoSectorX; gsAdjacentSectorY = ExitGrid.ubGotoSectorY; gbAdjacentSectorZ = ExitGrid.ubGotoSectorZ; gusDestExitGridNo = ExitGrid.usGridNo; } // Give guy(s) orders to walk off sector... if( pGroup->fPlayer ) { //For player groups, update the soldier information PLAYERGROUP *curr; INT32 sGridNo; UINT8 ubNum = 0; curr = pGroup->pPlayerList; while( curr ) { // anv: passengers can't move anyway if( curr->pSoldier->bAssignment == VEHICLE ) { curr->pSoldier->ubWaitActionToDo = 0; } else if ( OK_CONTROLLABLE_MERC( curr->pSoldier ) ) { if ( ubTacticalDirection != 255 ) { sGridNo = PickGridNoNearestEdge( curr->pSoldier, ubTacticalDirection ); curr->pSoldier->sPreTraversalGridNo = curr->pSoldier->sGridNo; if (!TileIsOutOfBounds(sGridNo)) { // Save wait code - this will make buddy walk off screen into oblivion curr->pSoldier->ubWaitActionToDo = 2; // This will set the direction so we know now to move into oblivion curr->pSoldier->aiData.uiPendingActionData1 = ubTacticalDirection; } else { AssertMsg( 0, String( "Failed to get good exit location for adjacentmove" ) ); } curr->pSoldier->EVENT_GetNewSoldierPath( sGridNo, WALKING ); } else { // Here, get closest location for exit grid.... sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( curr->pSoldier, sAdditionalData, 10, &ubDirection ); if (!TileIsOutOfBounds(sGridNo)) { // Save wait code - this will make buddy walk off screen into oblivion // curr->pSoldier->ubWaitActionToDo = 2; } else { AssertMsg( 0, String( "Failed to get good exit location for adjacentmove" ) ); } // Don't worry about walk off screen, just stay at gridno... curr->pSoldier->ubWaitActionToDo = 1; // Set buddy go! gfPlotPathToExitGrid = TRUE; curr->pSoldier->EVENT_GetNewSoldierPath( sGridNo, WALKING ); gfPlotPathToExitGrid = FALSE; } ubNum++; } else { // We will remove them later.... } curr = curr->next; } // ATE: Do another round, removing guys from group that can't go on... BEGINNING_LOOP: curr = pGroup->pPlayerList; while( curr ) { if ( !OK_CONTROLLABLE_MERC( curr->pSoldier ) ) { if(OK_CONTROL_MERC(curr->pSoldier) && curr->pSoldier->bAssignment == VEHICLE && pGroup->fVehicle) { //CHRISL: passengers in a vehicle movement group will not pass the OK_CONTROLLABLE_MERC check because their assignment is not "ON_DUTY". // The above conditions should allow passengers in a vehicle movement group to remain in the group. } else { RemoveCharacterFromSquads( curr->pSoldier ); goto BEGINNING_LOOP; } } curr = curr->next; } // OK, setup TacticalOverhead polling system that will notify us once everybody // has made it to our destination. if ( ubTacticalDirection != 255 ) { SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALKOFF_SCREEN, ubNum, ubJumpCode, 0, 0 ); } else { // Add new wait action here... SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO, ubNum, ubJumpCode, 0, 0 ); } // Lock UI! guiPendingOverrideEvent = LU_BEGINUILOCK; HandleTacticalUI( ); } } void HandleSoldierLeavingSectorByThemSelf( SOLDIERTYPE *pSoldier ) { // soldier leaving thier squad behind, will rejoin later // if soldier in a squad, set the fact they want to return here UINT8 ubGroupId; if( pSoldier->bAssignment < ON_DUTY ) { RemoveCharacterFromSquads( pSoldier ); // are they in a group?..remove from group if( pSoldier->ubGroupID != 0 ) { // remove from group RemovePlayerFromGroup( pSoldier->ubGroupID, pSoldier ); pSoldier->ubGroupID = 0; } } else { // otherwise, they are on thier own, not in a squad, simply remove mvt group if( pSoldier->ubGroupID && pSoldier->bAssignment != VEHICLE ) { //Can only remove groups if they aren't persistant (not in a squad or vehicle) // delete group RemoveGroup( pSoldier->ubGroupID ); pSoldier->ubGroupID = 0; } } // set to guard AddCharacterToUniqueSquad( pSoldier ); if( pSoldier->ubGroupID == 0 ) { // create independant group ubGroupId = CreateNewPlayerGroupDepartingFromSector( ( UINT8 )pSoldier->sSectorX, ( UINT8 )pSoldier->sSectorY ); AddPlayerToGroup( ubGroupId , pSoldier ); } return; } void AllMercsWalkedToExitGrid() { PLAYERGROUP *pPlayer; BOOLEAN fDone; // SANDRO was here.. made some tweaks, fixed some stuff BOOLEAN fEnemiesInLoadedSector = FALSE; if( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) ) { fEnemiesInLoadedSector = TRUE; //////////////////////////////////////////////////////////////////////////////////////// // SANDRO - if enemies are in sector, handle morale hit for fleeing // Minor bug fix - check certain circumstances and don't reduce the morale if the fight is not over yet // if all mercs leaving, morale gets hit // if one merc only leaves, but there are others fighting on, don't reduce the morale // if sector is about to be loaded and there are enemies in the current, then all mercs are leaving, so the morale gets hit if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD && gpAdjacentGroup->ubGroupSize >= PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ )) || ( gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ ) <= 1 ) || ( gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW ) ) { HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); // End inetrrogation quest if we left the sector, but haven't killed all enemies if ( gWorldSectorX == 7 && gWorldSectorY == 14 && gbWorldSectorZ == 0 && gubQuest[ QUEST_INTERROGATION ] == QUESTINPROGRESS ) { // Finish quest, although not give points here... InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE ); // ... give them manually, but halved GiveQuestRewardPoint( gWorldSectorX, gWorldSectorY, 4, NO_PROFILE ); // Also get us know, we finished the quest ResetHistoryFact( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY ); } } //////////////////////////////////////////////////////////////////////////////////////// HandlePotentialMoraleHitForSkimmingSectors( gpAdjacentGroup ); } if( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD ) { Assert( gpAdjacentGroup ); //pPlayer = gpAdjacentGroup->pPlayerList; // SANDRO - why was this here twice? pPlayer = gpAdjacentGroup->pPlayerList; while( pPlayer ) { ///////////////////////////////////////////////////////////////////////////////// // SANDRO - merc records - times retreated counter if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE ) gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++; ///////////////////////////////////////////////////////////////////////////////// SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData ); RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE ); pPlayer = pPlayer->next; } SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16) gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID ); AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE ); SetDefaultSquadOnSectorEntry( TRUE ); /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - reset num enemies here if the sector was unloaded if( gWorldSectorX == 0 && gWorldSectorY == 0 && gbWorldSectorZ == -1 ) { memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////// } else { // SANDRO - reset number of enemies here, we are about to load a new sector memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); //Because we are actually loading the new map, and we are physically traversing, we don't want //to bring up the prebattle interface when we arrive if there are enemies there. This flag //ignores the initialization of the prebattle interface and clears the flag. gfTacticalTraversal = TRUE; gpTacticalTraversalGroup = gpAdjacentGroup; //Check for any unconcious and/or dead merc and remove them from the current squad, so that they //don't get moved to the new sector. fDone = FALSE; while( !fDone ) { fDone = FALSE; pPlayer = gpAdjacentGroup->pPlayerList; while( pPlayer ) { if( pPlayer->pSoldier->stats.bLife < OKLIFE ) { AddCharacterToUniqueSquad( pPlayer->pSoldier ); break; } InitSoldierOppList( pPlayer->pSoldier ); pPlayer = pPlayer->next; } if( !pPlayer ) { fDone = TRUE; } } // OK, Set insertion direction for all these guys.... Assert( gpAdjacentGroup ); pPlayer = gpAdjacentGroup->pPlayerList; while( pPlayer ) { ///////////////////////////////////////////////////////////////////////////////// // SANDRO - merc records - times retreated counter if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE ) gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++; ///////////////////////////////////////////////////////////////////////////////// SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData ); pPlayer = pPlayer->next; } SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16) gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID ); AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE ); gFadeOutDoneCallback = DoneFadeOutExitGridSector; FadeOutGameScreen( ); } // SANDRO - This actually never happeneds, moved up //if( !PlayerMercsInSector( (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY, (UINT8)gbAdjacentSectorZ ) ) //{ // HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ ); //} if( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD ) { gfTacticalTraversal = FALSE; gpTacticalTraversalGroup = NULL; gpTacticalTraversalChosenSoldier = NULL; } } void SetupTacticalTraversalInformation() { SOLDIERTYPE *pSoldier; PLAYERGROUP *pPlayer; Assert( gpAdjacentGroup ); pPlayer = gpAdjacentGroup->pPlayerList; while( pPlayer ) { pSoldier = pPlayer->pSoldier; SetInsertionDataFromAdjacentMoveDirection( pSoldier, gubTacticalDirection, gsAdditionalData ); // pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer! PlotPathForCharacter( pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE ); //dnl ch48 041009 if(guiAdjacentTraverseTime <= 5) { // Save this gridNo.... pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->sY, pSoldier->sX); // Copy CODe computed earlier into data pSoldier->usStrategicInsertionData = pSoldier->ubStrategicInsertionCode; // Now use NEW code.... pSoldier->ubStrategicInsertionCode = CalcMapEdgepointClassInsertionCode(pSoldier->sPreTraversalGridNo); if(gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW || gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW) fUsingEdgePointsForStrategicEntry = TRUE; } pPlayer = pPlayer->next; } if( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD ) { gfTacticalTraversal = FALSE; gpTacticalTraversalGroup = NULL; gpTacticalTraversalChosenSoldier = NULL; } } void AllMercsHaveWalkedOffSector( ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"AllMercsHaveWalkedOffSector"); PLAYERGROUP *pPlayer; BOOLEAN fEnemiesInLoadedSector = FALSE; if( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) ) { fEnemiesInLoadedSector = TRUE; //////////////////////////////////////////////////////////////////////////////////////// // SANDRO - if enemies are in sector, handle morale hit for fleeing // Minor bug fix - check certain circumstances and don't reduce the morale if the fight is not over yet // if all mercs leaving, morale gets hit // if one merc only leaves, but there are others fighting on, don't reduce the morale // if sector is about to be loaded and there are enemies in the current, then all mercs are leaving alway if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD && gpAdjacentGroup->ubGroupSize >= PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ )) || ( gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ ) <= 1 ) || ( gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW ) ) { HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); // End inetrrogation quest if we left the sector, but haven't killed all enemies if ( gWorldSectorX == 7 && gWorldSectorY == 14 && gbWorldSectorZ == 0 && gubQuest[ QUEST_INTERROGATION ] == QUESTINPROGRESS ) { // Finish quest, although not give points here... InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE ); // ... give them manually, but halved GiveQuestRewardPoint( gWorldSectorX, gWorldSectorY, 4, NO_PROFILE ); // Also get us know, we finished the quest ResetHistoryFact( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY ); } } //////////////////////////////////////////////////////////////////////////////////////// } //Setup strategic traversal information if( guiAdjacentTraverseTime <= 5 ) { gfTacticalTraversal = TRUE; gpTacticalTraversalGroup = gpAdjacentGroup; if( gbAdjacentSectorZ > 0 && guiAdjacentTraverseTime <= 5 ) { //Nasty strategic movement logic doesn't like underground sectors! gfUndergroundTacticalTraversal = TRUE; } } ClearMercPathsAndWaypointsForAllInGroup( gpAdjacentGroup ); AddWaypointToPGroup( gpAdjacentGroup, (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY ); if( gbAdjacentSectorZ > 0 && guiAdjacentTraverseTime <= 5 ) { //Nasty strategic movement logic doesn't like underground sectors! gfUndergroundTacticalTraversal = TRUE; } SetupTacticalTraversalInformation(); // ATE: Added here: donot load another screen if we were told not to.... if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD ) ) { //Case 1: Group is leaving sector, but there are other mercs in sector and player wants to stay, or // there are other mercs in sector while a battle is in progress. pPlayer = gpAdjacentGroup->pPlayerList; while( pPlayer ) { ///////////////////////////////////////////////////////////////////////////////// // SANDRO - merc records - times retreated counter if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE ) gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++; ///////////////////////////////////////////////////////////////////////////////// RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE ); pPlayer = pPlayer->next; } SetDefaultSquadOnSectorEntry( TRUE ); /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - reset num enemies here if the sector was unloaded if( !fEnemiesInLoadedSector || (gWorldSectorX == 0 && gWorldSectorY == 0 && gbWorldSectorZ == -1 ) ) { memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////// } else { // SANDRO - reset number of enemies here, we are about to load a new sector memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); if( fEnemiesInLoadedSector ) { ///////////////////////////////////////////////////////////////////////////////// // SANDRO - merc records - times retreated counter pPlayer = gpAdjacentGroup->pPlayerList; while( pPlayer ) { if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE ) gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++; pPlayer = pPlayer->next; } ///////////////////////////////////////////////////////////////////////////////// //We are retreating from a sector with enemies in it and there are no mercs left so //warp the game time by 5 minutes to simulate the actual retreat. This restricts the //player from immediately coming back to the same sector they left to perhaps take advantage //of the tactical placement gui to get into better position. Additionally, if there are any //enemies in this sector that are part of a movement group, reset that movement group so that they //are "in" the sector rather than 75% of the way to the next sector if that is the case. ResetMovementForEnemyGroupsInLocation( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY ); if( guiAdjacentTraverseTime > 5 ) { //Because this final group is retreating, simulate extra time to retreat, so they can't immediately come back. WarpGameTime( 300, WARPTIME_NO_PROCESSING_OF_EVENTS ); } } if( guiAdjacentTraverseTime <= 5 ) { //Case 2: Immediatly loading the next sector if( !gbAdjacentSectorZ ) { UINT32 uiWarpTime; uiWarpTime = (GetWorldTotalMin() + 5) * 60 - GetWorldTotalSeconds(); WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST ); } else if( gbAdjacentSectorZ > 0 ) { UINT32 uiWarpTime; uiWarpTime = (GetWorldTotalMin() + 1) * 60 - GetWorldTotalSeconds(); WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST ); } //Because we are actually loading the new map, and we are physically traversing, we don't want //to bring up the prebattle interface when we arrive if there are enemies there. This flag //ignores the initialization of the prebattle interface and clears the flag. gFadeOutDoneCallback = DoneFadeOutAdjacentSector; FadeOutGameScreen( ); } else { //Case 3: Going directly to mapscreen //Lock game into mapscreen mode, but after the fade is done. gfEnteringMapScreen = TRUE; // ATE; Fade FAST.... SetMusicFadeSpeed( 5 ); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_NOTHING ); } } DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"AllMercsHaveWalkedOffSector done"); } void DoneFadeOutExitGridSector( ) { SetCurrentWorldSector( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ ); if( gfTacticalTraversal && gpTacticalTraversalGroup && gpTacticalTraversalChosenSoldier ) { if( gTacticalStatus.fEnemyInSector ) { TacticalCharacterDialogueWithSpecialEvent( gpTacticalTraversalChosenSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 ); } } gfTacticalTraversal = FALSE; gpTacticalTraversalGroup = NULL; gpTacticalTraversalChosenSoldier = NULL; FadeInGameScreen( ); } void DoneFadeOutAdjacentSector( ) { UINT8 ubDirection; SetCurrentWorldSector( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ ); ubDirection = GetStrategicInsertionDataFromAdjacentMoveDirection( gubTacticalDirection, gsAdditionalData ); if( gfTacticalTraversal && gpTacticalTraversalGroup && gpTacticalTraversalChosenSoldier ) { if( gTacticalStatus.fEnemyInSector ) { TacticalCharacterDialogueWithSpecialEvent( gpTacticalTraversalChosenSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 ); } } gfTacticalTraversal = FALSE; gpTacticalTraversalGroup = NULL; gpTacticalTraversalChosenSoldier = NULL; if ( gfCaves ) { // ATE; Set tactical status flag... gTacticalStatus.uiFlags |= IGNORE_ALL_OBSTACLES; // Set pathing flag to path through anything.... gfPathAroundObstacles = FALSE; } // OK, give our guys new orders... if( gpAdjacentGroup->fPlayer ) { //For player groups, update the soldier information PLAYERGROUP *curr; UINT32 uiAttempts; INT32 sGridNo, sOldGridNo; UINT8 ubNum = 0; INT16 sWorldX, sWorldY; curr = gpAdjacentGroup->pPlayerList; while( curr ) { if( !(curr->pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID) ) { if(!TileIsOutOfBounds(curr->pSoldier->sGridNo)) { sGridNo = PickGridNoToWalkIn( curr->pSoldier, ubDirection, &uiAttempts ); //If the search algorithm failed due to too many attempts, simply reset the //the gridno as the destination is a reserved gridno and we will place the //merc there without walking into the sector. if (TileIsOutOfBounds(sGridNo) && uiAttempts == MAX_ATTEMPTS ) { sGridNo = curr->pSoldier->sGridNo; } if(!TileIsOutOfBounds(sGridNo)) { curr->pSoldier->ubWaitActionToDo = 1; // OK, here we have been given a position, a gridno has been given to use as well.... sOldGridNo = curr->pSoldier->sGridNo; sWorldX = CenterX( sGridNo ); sWorldY = CenterY( sGridNo ); curr->pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY ); if( sGridNo != sOldGridNo ) { curr->pSoldier->EVENT_GetNewSoldierPath( sOldGridNo, WALKING ); } ubNum++; } } else { #ifdef JA2BETAVERSION CHAR8 str[256]; sprintf( str, "%S's gridno is NOWHERE, and is attempting to walk into sector.", curr->pSoldier->name ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str ); #endif } } curr = curr->next; } SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALKON_SCREEN, ubNum, 0, 0, 0 ); guiPendingOverrideEvent = LU_BEGINUILOCK; HandleTacticalUI( ); // Unset flag here..... gfPathAroundObstacles = TRUE; } FadeInGameScreen( ); } BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, INT32 usAdditionalData )//dnl ch56 151009 { INT16 sXMapPos; INT16 sYMapPos; INT16 sWorldX; INT16 sWorldY; UINT8 ubDirection; INT32 sGridNo; INT16 sAPs; // if the soldiers gridno is not NOWHERE if(TileIsOutOfBounds(pSoldier->sGridNo)) return( FALSE ); // OK, anyone on roofs cannot! if ( pSoldier->pathing.bLevel > 0 ) return( FALSE ); // get world absolute XY ConvertGridNoToXY( pSoldier->sGridNo, &sXMapPos, &sYMapPos ); // Get screen coordinates for current position of soldier GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY); // Check direction switch( bExitDirection ) { case EAST_STRATEGIC_MOVE: if ( sWorldX < ( ( gsTRX - gsTLX ) - CHECK_DIR_X_DELTA ) ) { // NOT OK, return FALSE return( FALSE ); } break; case WEST_STRATEGIC_MOVE: if ( sWorldX > CHECK_DIR_X_DELTA ) { // NOT OK, return FALSE return( FALSE ); } break; case SOUTH_STRATEGIC_MOVE: if ( sWorldY < ( ( gsBLY - gsTRY ) - CHECK_DIR_Y_DELTA ) ) { // NOT OK, return FALSE return( FALSE ); } break; case NORTH_STRATEGIC_MOVE: if ( sWorldY > CHECK_DIR_Y_DELTA ) { // NOT OK, return FALSE return( FALSE ); } break; // This case is for an exit grid.... // check if we are close enough..... case -1: // FOR REALTIME - DO MOVEMENT BASED ON STANCE! if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) { pSoldier->usUIMovementMode = pSoldier->GetMoveStateBasedOnStance( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ); } sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( pSoldier, usAdditionalData, 10, &ubDirection ); if (TileIsOutOfBounds(sGridNo)) { return( FALSE ); } // ATE: if we are in combat, get cost to move here.... if ( gTacticalStatus.uiFlags & INCOMBAT ) { // Turn off at end of function... sAPs = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); if ( !EnoughPoints( pSoldier, sAPs, 0, FALSE ) ) { return( FALSE ); } } break; } return( TRUE ); } //ATE: Returns FALSE if NOBODY is close enough, 1 if ONLY selected guy is and 2 if all on squad are... BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *puiTraverseTimeInMinutes )//dnl ch56 151009 { INT32 cnt; SOLDIERTYPE *pSoldier; BOOLEAN fAtLeastOneMercControllable = FALSE; BOOLEAN fOnlySelectedGuy = FALSE; SOLDIERTYPE *pValidSoldier = NULL; UINT8 ubReturnVal = FALSE; UINT8 ubNumControllableMercs = 0; UINT8 ubNumMercs = 0, ubNumEPCs = 0; UINT8 ubPlayerControllableMercsInSquad = 0; if( gusSelectedSoldier == NOBODY ) { //must have a selected soldier to be allowed to tactically traverse. return FALSE; } // anv: vehicles can't use inner exit grids if( bExitDirection == (-1) && MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE ) { return FALSE; } /* //Exception code for the two sectors in San Mona that are separated by a cliff. We want to allow strategic //traversal, but NOT tactical traversal. The only way to tactically go from D4 to D5 (or viceversa) is to enter //the cave entrance. if( gWorldSectorX == 4 && gWorldSectorY == 4 && !gbWorldSectorZ && bExitDirection == EAST_STRATEGIC_MOVE ) { gfInvalidTraversal = TRUE; return FALSE; } if( gWorldSectorX == 5 && gWorldSectorY == 4 && !gbWorldSectorZ && bExitDirection == WEST_STRATEGIC_MOVE ) { gfInvalidTraversal = TRUE; return FALSE; } */ gfInvalidTraversal = FALSE; gfLoneEPCAttemptingTraversal = FALSE; gubLoneMercAttemptingToAbandonEPCs = 0; gbPotentiallyAbandonedEPCSlotID = -1; // Look through all mercs and check if they are within range of east end.... cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++) { // If we are controllable //if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) ) if ( OK_CONTROLLABLE_MERC( pSoldier) && ( pSoldier->bAssignment == CurrentSquad( ) || ( pSoldier->bAssignment == VEHICLE && GetSoldierStructureForVehicle(pSoldier->iVehicleId)->bAssignment == CurrentSquad( ) ) ) ) { //Need to keep a copy of a good soldier, so we can access it later, and //not more than once. pValidSoldier = pSoldier; ubNumControllableMercs++; //We need to keep track of the number of EPCs and mercs in this squad. If we have //only one merc and one or more EPCs, then we can't allow the merc to tactically traverse, //if he is the only merc near enough to traverse. if( AM_AN_EPC( pSoldier ) ) { ubNumEPCs++; //Also record the EPC's slot ID incase we later build a string using the EPC's name. gbPotentiallyAbandonedEPCSlotID = (INT8)cnt; if( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) ) { gfRobotWithoutControllerAttemptingTraversal = TRUE; ubNumControllableMercs--; continue; } } else { ubNumMercs++; } if ( SoldierOKForSectorExit( pSoldier, bExitDirection, usAdditionalData ) ) { fAtLeastOneMercControllable++; if ( cnt == gusSelectedSoldier ) { fOnlySelectedGuy = TRUE; } } else { GROUP *pGroup; // ATE: Dont's assume exit grids here... if ( bExitDirection != -1 ) { //Now, determine if this is a valid path. pGroup = GetGroup( pValidSoldier->ubGroupID ); AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)",pValidSoldier->name, pValidSoldier->ubGroupID) ); if( !gbWorldSectorZ ) { *puiTraverseTimeInMinutes = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), bExitDirection, pGroup ); } else if( gbWorldSectorZ > 1 ) { //We are attempting to traverse in an underground environment. We need to use a complete different //method. When underground, all sectors are instantly adjacent. *puiTraverseTimeInMinutes = UndergroundTacticalTraversalTime( bExitDirection ); } if( *puiTraverseTimeInMinutes == 0xffffffff ) { gfInvalidTraversal = TRUE; return FALSE; } } else { *puiTraverseTimeInMinutes = 0; //exit grid travel is instantaneous } } } } // If we are here, at least one guy is controllable in this sector, at least he can go! if( fAtLeastOneMercControllable ) { ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( MercPtrs[ gusSelectedSoldier ]->bAssignment ); if( fAtLeastOneMercControllable <= ubPlayerControllableMercsInSquad ) { //if the selected merc is an EPC and we can only leave with that merc, then prevent it //as EPCs aren't allowed to leave by themselves. Instead of restricting this in the //exiting sector gui, we restrict it by explaining it with a message box. if ( AM_AN_EPC( MercPtrs[ gusSelectedSoldier ] ) ) { if( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) ) { //gfRobotWithoutControllerAttemptingTraversal = TRUE; return FALSE; } else if( fAtLeastOneMercControllable < ubPlayerControllableMercsInSquad || fAtLeastOneMercControllable == 1 ) { gfLoneEPCAttemptingTraversal = TRUE; return FALSE; } } else { //We previously counted the number of EPCs and mercs, and if the selected merc is not an EPC and there are no //other mercs in the squad able to escort the EPCs, we will prohibit this merc from tactically traversing. if( ubNumEPCs && ubNumMercs == 1 && fAtLeastOneMercControllable < ubPlayerControllableMercsInSquad ) { gubLoneMercAttemptingToAbandonEPCs = ubNumEPCs; return FALSE; } } } if ( bExitDirection != -1 ) { GROUP *pGroup; //Now, determine if this is a valid path. pGroup = GetGroup( pValidSoldier->ubGroupID ); AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)",pValidSoldier->name, pValidSoldier->ubGroupID) ); if( !gbWorldSectorZ ) { *puiTraverseTimeInMinutes = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), bExitDirection, pGroup ); } else if( gbWorldSectorZ > 0 ) { //We are attempting to traverse in an underground environment. We need to use a complete different //method. When underground, all sectors are instantly adjacent. *puiTraverseTimeInMinutes = UndergroundTacticalTraversalTime( bExitDirection ); } if( *puiTraverseTimeInMinutes == 0xffffffff ) { gfInvalidTraversal = TRUE; ubReturnVal = FALSE; } else { ubReturnVal = TRUE; } } else { ubReturnVal = TRUE; *puiTraverseTimeInMinutes = 0; //exit grid travel is instantaneous } } if ( ubReturnVal ) { // Default to FALSE again, until we see that we have ubReturnVal = FALSE; if ( fAtLeastOneMercControllable ) { // Do we contain the selected guy? if ( fOnlySelectedGuy ) { ubReturnVal = 1; } // Is the whole squad able to go here? if ( fAtLeastOneMercControllable == ubPlayerControllableMercsInSquad ) { ubReturnVal = 2; } } } return( ubReturnVal ); } void SetupNewStrategicGame( ) { INT16 sSectorX, sSectorY; // Set all sectors as enemy controlled for ( sSectorX = 0; sSectorX < MAP_WORLD_X; sSectorX++ ) { for ( sSectorY = 0; sSectorY < MAP_WORLD_Y; sSectorY++ ) { StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled = TRUE; } } #ifdef JA2UB //Ja25 // Make the initial sector free of enemies StrategicMap[ CALCULATE_STRATEGIC_INDEX( JA2_5_START_SECTOR_X, JA2_5_START_SECTOR_Y ) ].fEnemyControlled = FALSE; #endif //Initialize the game time InitNewGameClock(); //Remove all events DeleteAllStrategicEvents(); //Set up all events that get processed daily... //............................................. BuildDayLightLevels(); // Check for quests each morning AddEveryDayStrategicEvent( EVENT_CHECKFORQUESTS, QUEST_CHECK_EVENT_TIME, 0 ); // Some things get updated in the very early morning AddEveryDayStrategicEvent( EVENT_DAILY_EARLY_MORNING_EVENTS, EARLY_MORNING_TIME, 0 ); //Daily Update BobbyRay Inventory AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY, BOBBYRAY_UPDATE_TIME, 0 ); //Daily Update of the M.E.R.C. site. AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_OF_MERC_SITE, 0, 0 ); #ifdef JA2UB //Ja25: No insurance for mercs //JA25: There is no mines //Ja25 no town opinions #else //Daily update of insured mercs AddEveryDayStrategicEvent( EVENT_HANDLE_INSURED_MERCS, INSURANCE_UPDATE_TIME, 0 ); //Daily update of mercs AddEveryDayStrategicEvent( EVENT_MERC_DAILY_UPDATE, 0, 0 ); // Daily mine production processing events AddEveryDayStrategicEvent( EVENT_SETUP_MINE_INCOME, 0, 0 ); // Daily merc reputation processing events AddEveryDayStrategicEvent( EVENT_SETUP_TOWN_OPINION, 0, 0 ); // Daily checks for E-mail from Enrico AddEveryDayStrategicEvent( EVENT_ENRICO_MAIL, ENRICO_MAIL_TIME , 0 ); #endif // if ( gGameOptions.fAirStrikes ) // { // //Daily check for an air raid // AddEveryDayStrategicEvent( EVENT_CHECK_FOR_AIR_RAID, 360, 0 ); // } // // Hourly update of all sorts of things AddPeriodStrategicEvent( EVENT_HOURLY_UPDATE, 60, 0 ); AddPeriodStrategicEvent( EVENT_QUARTER_HOUR_UPDATE, 15, 0 ); //Clear any possible battle locator gfBlitBattleSectorLocator = FALSE; StrategicTurnsNewGame( ); } // a -1 will be returned upon failure INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ) { INT8 bCounter = 0; INT16 sSectorValue = 0; // check if valid sector if( bSectorZ != 0 ) { return( -1 ); } // get the sector value sSectorValue = SECTOR( sSectorX, sSectorY ); // run through list of sam sites for( bCounter = 0; bCounter < NUMBER_OF_SAMS; bCounter++ ) { if( pSamList[ bCounter ] == sSectorValue ) { return( bCounter ); } } return( -1 ); } BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ ) { //INT32 cnt; //SOLDIERTYPE *pSoldier; // if not a valid sector if( ( sX < 1 ) || ( sX > 16 ) || ( sY < 1 ) || ( sY > 16 ) || ( ubZ > 3 ) ) { return( FALSE ); } //cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all living, fighting mercs on player's team. Robot and EPCs qualify! //for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++) { // ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive //if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && // ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && // ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier ) // ) //if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) ) if( GetSectorFlagStatus( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE ) { //if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ ) { return( TRUE ); } } } return( FALSE ); } INT32 GetNumberOfSAMSitesUnderPlayerControl( void ) { INT32 iNumber = 0, iCounter = 0; // if the sam site is under player control, up the number for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ ) { if( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[ iCounter ] ) ].fEnemyControlled == FALSE ) { iNumber++; } } return( iNumber ); } INT32 SAMSitesUnderPlayerControl( INT16 sX, INT16 sY ) { BOOLEAN fSamSiteUnderControl = FALSE; // is this sector a SAM sector? if( IsThisSectorASAMSector( sX, sY, 0 ) == TRUE ) { // is it under control by the player if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sX , sY ) ].fEnemyControlled == FALSE ) { // yes fSamSiteUnderControl = TRUE; } } return( fSamSiteUnderControl ); } void UpdateAirspaceControl( void ) { INT32 iCounterA = 0, iCounterB = 0; UINT8 ubControllingSAM; StrategicMapElement *pSAMStrategicMap = NULL; BOOLEAN fEnemyControlsAir; for( iCounterA = 1; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); iCounterA++ ) { for( iCounterB = 1; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); iCounterB++ ) { // IMPORTANT: B and A are reverse here, since the table is stored transposed ubControllingSAM = ubSAMControlledSectors[ iCounterB ][ iCounterA ]; if ( ( ubControllingSAM >= 1 ) && ( ubControllingSAM <= NUMBER_OF_SAMS ) ) { pSAMStrategicMap = &( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[ ubControllingSAM - 1 ] ) ] ); // if the enemies own the controlling SAM site, and it's in working condition if( ( pSAMStrategicMap->fEnemyControlled ) && ( pSAMStrategicMap->bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK ) ) { if (is_networked) { fEnemyControlsAir = FALSE; // disable SAM airspace restrictions... } else { fEnemyControlsAir = TRUE; } } else { fEnemyControlsAir = FALSE; } } else { // no controlling SAM site fEnemyControlsAir = FALSE; } StrategicMap[ CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB ) ].fEnemyAirControlled = fEnemyControlsAir; } } // check if currently selected arrival sector still has secure airspace // if it's not enemy air controlled if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY ) ].fEnemyAirControlled == TRUE ) { // NOPE! CHAR16 sMsgString[ 256 ], sMsgSubString1[ 64 ], sMsgSubString2[ 64 ]; // get the name of the old sector GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, sMsgSubString1, FALSE ); // move the landing zone over to Omerta // HEADROCK HAM 3.5: Externalized coordinates if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyAirControlled == FALSE ) { gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX; gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY; } else { for (UINT8 ubSectorX = 1; ubSectorX <= 16; ubSectorX++) { for (UINT8 ubSectorY = 1; ubSectorY <=16; ubSectorY++) { if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( ubSectorX, ubSectorY ) ].fEnemyAirControlled == FALSE && !sBadSectorsList[ ubSectorX ][ ubSectorY ] ) { gsMercArriveSectorX = ubSectorX; gsMercArriveSectorY = ubSectorY; } } } } // get the name of the new sector GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, sMsgSubString2, FALSE ); // now build the string swprintf( sMsgString, pBullseyeStrings[ 4 ], sMsgSubString1, sMsgSubString2 ); // confirm the change with overlay message // HEADROCK HAM 3.5: If we do this during SaveLoad, the message box prevents loading the game at all! if (guiCurrentScreen != SAVE_LOAD_SCREEN) { DoScreenIndependantMessageBox( sMsgString, MSG_BOX_FLAG_OK, NULL ); } // update position of bullseye fMapPanelDirty = TRUE; // update destination column for any mercs in transit fTeamPanelDirty = TRUE; } // ARM: airspace control now affects refueling site availability, so update that too with every change! UpdateRefuelSiteAvailability( ); } BOOLEAN IsThereAFunctionalSAMSiteInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ) { if( IsThisSectorASAMSector( sSectorX, sSectorY, bSectorZ ) == FALSE ) { return( FALSE ); } if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bSAMCondition < MIN_CONDITION_FOR_SAM_SITE_TO_WORK ) { return( FALSE ); } return( TRUE ); } BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ ) { INT32 cnt; // is the sector above ground? if( bSectorZ != 0 ) { return( FALSE ); } for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ ) { if( ( sSectorX == gpSamSectorX[cnt] ) && ( sSectorY == gpSamSectorY[cnt] ) ) return( TRUE ); } return ( FALSE ); } // is this sector part of the town? BOOLEAN SectorIsPartOfTown( INT8 bTownId, INT16 sSectorX, INT16 sSectorY ) { if( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == bTownId ) { // is in the town return ( TRUE ); } // not in the town return ( FALSE ); } BOOLEAN SaveStrategicInfoToSavedFile( HWFILE hFile ) { UINT32 uiNumBytesWritten=0; UINT32 uiSize = sizeof( StrategicMapElement ) * ( MAP_WORLD_X * MAP_WORLD_Y ); // Save the strategic map information FileWrite( hFile, StrategicMap, uiSize, &uiNumBytesWritten ); if( uiNumBytesWritten != uiSize) { return(FALSE); } // Save the Sector Info for (int sectorID = 0; sectorID <= 255; ++ sectorID) { FileWrite( hFile, &SectorInfo[sectorID], sizeof( SECTORINFO ), &uiNumBytesWritten ); if( uiNumBytesWritten != sizeof( SECTORINFO )) { return(FALSE); } } // uiSize = sizeof( SECTORINFO ) * 256; // FileWrite( hFile, SectorInfo, uiSize, &uiNumBytesWritten ); // if( uiNumBytesWritten != uiSize) // { // return(FALSE); // } // Save the SAM Controlled Sector Information uiSize = MAP_WORLD_X * MAP_WORLD_Y; /* FileWrite( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesWritten ); if( uiNumBytesWritten != uiSize) { return(FALSE); } */ FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT ); // Save the fFoundOrta FileWrite( hFile, &fFoundOrta, sizeof( BOOLEAN ), &uiNumBytesWritten ); if( uiNumBytesWritten != sizeof( BOOLEAN ) ) { return(FALSE); } return( TRUE ); } BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile ) { UINT32 uiNumBytesRead=0; UINT32 uiSize = sizeof( StrategicMapElement ); if ( guiCurrentSaveGameVersion >= MILITIA_MOVEMENT ) { for(UINT16 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; ++i) { // Load the strategic map information FileRead( hFile, &StrategicMap[i], uiSize, &uiNumBytesRead ); if( uiNumBytesRead != uiSize) { return(FALSE); } } } else { uiSize = 41; for(UINT16 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; ++i) { // Load the strategic map information FileRead( hFile, &StrategicMap[i], uiSize, &uiNumBytesRead ); if( uiNumBytesRead != uiSize) { return(FALSE); } StrategicMap[i].usFlags = 0; } } // Load the Sector Info for (int sectorID = 0; sectorID <= 255; ++sectorID) { FileRead( hFile, &SectorInfo[sectorID], sizeof( SECTORINFO ), &uiNumBytesRead ); if( uiNumBytesRead != sizeof( SECTORINFO )) { return(FALSE); } // Flugente: changes in SECTORINFO require a weird-looking remapping if ( guiCurrentSaveGameVersion < PRISONER_EXPANSION ) { SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_GENERAL] = 0; SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_THUG] = 0; SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_SECRET1] = 0; SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_SECRET2] = 0; SectorInfo[sectorID].ubNumTanks = SectorInfo[sectorID].uiInterrogationHundredsLeft[PRISONER_GENERAL]; SectorInfo[sectorID].ubTanksInBattle = SectorInfo[sectorID].uiInterrogationHundredsLeft[PRISONER_THUG]; } } // uiSize = sizeof( SECTORINFO ) * 256; // FileRead( hFile, SectorInfo, uiSize, &uiNumBytesRead ); // if( uiNumBytesRead != uiSize) // { // return(FALSE); // } // Load the SAM Controlled Sector Information uiSize = MAP_WORLD_X * MAP_WORLD_Y; /* FileRead( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesRead ); if( uiNumBytesRead != uiSize) { return(FALSE); } */ FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT ); // Load the fFoundOrta FileRead( hFile, &fFoundOrta, sizeof( BOOLEAN ), &uiNumBytesRead ); if( uiNumBytesRead != sizeof( BOOLEAN ) ) { return(FALSE); } return( TRUE ); } INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection ) { INT32 sGridNo, sStartGridNo, sOldGridNo; INT8 bOdd = 1, bOdd2 = 1; UINT8 bAdjustedDist = 0; UINT32 cnt; switch( ubTacticalDirection ) { case EAST: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the right! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo -= WORLD_COLS; } else { sGridNo++; } bOdd = (INT8)!bOdd; } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; do { // OK, here we go back one, check for OK destination... if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) { return( sGridNo ); } // If here, try another place! // ( alternate up/down ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS - 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS + 1); } } bOdd2 = (INT8)(!bOdd2); } while( TRUE ); break; case WEST: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the left! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo += WORLD_COLS; } else { sGridNo--; } bOdd = (INT8)!bOdd; } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; do { // OK, here we go back one, check for OK destination... if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) { return( sGridNo ); } // If here, try another place! // ( alternate up/down ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS - 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS + 1); } } bOdd2 = (INT8)(!bOdd2); } while( TRUE ); break; case NORTH: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the left! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo -= WORLD_COLS; } else { sGridNo--; } bOdd = (INT8)(!bOdd); } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; do { // OK, here we go back one, check for OK destination... if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) { return( sGridNo ); } // If here, try another place! // ( alternate left/right ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS - 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS + 1); } } bOdd2 = (INT8)(!bOdd2); } while( TRUE ); break; case SOUTH: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the left! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo += WORLD_COLS; } else { sGridNo++; } bOdd = (INT8)(!bOdd); } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; do { // OK, here we go back one, check for OK destination... if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) { return( sGridNo ); } // If here, try another place! // ( alternate left/right ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS - 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS + 1); } } bOdd2 = (INT8)(!bOdd2); } while( TRUE ); break; } return( NOWHERE ); } void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT32 sEndGridNo, UINT8 ubTacticalDirection ) { INT32 sNewGridNo, sTempGridNo; INT32 iLoop; // will this path segment actually take us to our desired destination in the first place? if (pSoldier->pathing.usPathDataSize + 2 > MAX_PATH_LIST_SIZE) { sTempGridNo = pSoldier->sGridNo; for (iLoop = 0; iLoop < pSoldier->pathing.usPathDataSize; iLoop++) { sTempGridNo += DirectionInc( (UINT8) pSoldier->pathing.usPathingData[ iLoop ] ); } if (sTempGridNo == sEndGridNo) { // we can make it, but there isn't enough path room for the two steps required. // truncate our path so there's guaranteed the merc will have to generate another // path later on... pSoldier->pathing.usPathDataSize -= 4; return; } else { // can't even make it there with these 30 tiles of path, abort... return; } } switch( ubTacticalDirection ) { case EAST: sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) ); if ( OutOfBounds( sEndGridNo, sNewGridNo ) ) { return; } pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHEAST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) ); if ( OutOfBounds( sNewGridNo, sTempGridNo ) ) { return; } sNewGridNo = sTempGridNo; pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHEAST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; break; case WEST: sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) ); if ( OutOfBounds( sEndGridNo, sNewGridNo ) ) { return; } pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHWEST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) ); if ( OutOfBounds( sNewGridNo, sTempGridNo ) ) { return; } sNewGridNo = sTempGridNo; pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHWEST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; break; case NORTH: sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) ); if ( OutOfBounds( sEndGridNo, sNewGridNo ) ) { return; } pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHWEST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) ); if ( OutOfBounds( sNewGridNo, sTempGridNo ) ) { return; } sNewGridNo = sTempGridNo; pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHWEST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; break; case SOUTH: sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) ); if ( OutOfBounds( sEndGridNo, sNewGridNo ) ) { return; } pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHEAST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) ); if ( OutOfBounds( sNewGridNo, sTempGridNo ) ) { return; } sNewGridNo = sTempGridNo; pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHEAST; pSoldier->pathing.usPathDataSize++; pSoldier->pathing.sFinalDestination = sNewGridNo; pSoldier->aiData.usActionData = sNewGridNo; break; } } INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts ) { INT32 sGridNo, sStartGridNo, sOldGridNo; INT8 bOdd = 1, bOdd2 = 1; UINT8 bAdjustedDist = 0; UINT32 cnt; *puiNumAttempts = 0; switch( ubInsertionDirection ) { // OK, we're given a direction on visible map, let's look for the first oone // we find that is just on the start of visible map... case INSERTION_CODE_WEST: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the left! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo += WORLD_COLS; } else { sGridNo--; } bOdd = (INT8)(!bOdd); } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; while( *puiNumAttempts < MAX_ATTEMPTS ) { (*puiNumAttempts)++; // OK, here we go back one, check for OK destination... if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) ) { return( sGridNo ); } // If here, try another place! // ( alternate up/down ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS - 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS + 1); } } bOdd2 = (INT8)(!bOdd2); } return NOWHERE; case INSERTION_CODE_EAST: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the right! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo -= WORLD_COLS; } else { sGridNo++; } bOdd = (INT8)(!bOdd); } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; while( *puiNumAttempts < MAX_ATTEMPTS ) { (*puiNumAttempts)++; // OK, here we go back one, check for OK destination... if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) ) { return( sGridNo ); } // If here, try another place! // ( alternate up/down ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS - 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS + 1); } } bOdd2 = (INT8)(!bOdd2); } return NOWHERE; case INSERTION_CODE_NORTH: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the up! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo -= WORLD_COLS; } else { sGridNo--; } bOdd = (INT8)(!bOdd); } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; while( *puiNumAttempts < MAX_ATTEMPTS ) { (*puiNumAttempts)++; // OK, here we go back one, check for OK destination... if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) ) { return( sGridNo ); } // If here, try another place! // ( alternate left/right ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS + 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS - 1); } } bOdd2 = (INT8)(!bOdd2); } return NOWHERE; case INSERTION_CODE_SOUTH: sGridNo = pSoldier->sGridNo; sStartGridNo = pSoldier->sGridNo; sOldGridNo = pSoldier->sGridNo; // Move directly to the down! while( GridNoOnVisibleWorldTile( sGridNo ) ) { sOldGridNo = sGridNo; if ( bOdd ) { sGridNo += WORLD_COLS; } else { sGridNo++; } bOdd = (INT8)(!bOdd); } sGridNo = sOldGridNo; sStartGridNo = sOldGridNo; while( *puiNumAttempts < MAX_ATTEMPTS ) { (*puiNumAttempts)++; // OK, here we go back one, check for OK destination... if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) ) { return( sGridNo ); } // If here, try another place! // ( alternate left/right ) if ( bOdd2 ) { bAdjustedDist++; sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo - WORLD_COLS + 1); } } else { sGridNo = sStartGridNo; for ( cnt = 0; cnt < bAdjustedDist; cnt++ ) { sGridNo = (sGridNo + WORLD_COLS - 1); } } bOdd2 = (INT8)(!bOdd2); } return NOWHERE; } //Unhandled exit *puiNumAttempts = 0; return( NOWHERE ); } void GetLoadedSectorString( STR16 pString ) { if( !gfWorldLoaded ) { swprintf( pString, L"" ); return; } if( gbWorldSectorZ ) { swprintf( pString, L"%c%d_b%d", gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ ); } else if( !gbWorldSectorZ ) { swprintf( pString, L"%c%d", gWorldSectorY + 'A' - 1, gWorldSectorX ); } } #ifdef JA2UB // no UB #else void HandleSlayDailyEvent( void ) { SOLDIERTYPE *pSoldier = NULL; // grab slay pSoldier = FindSoldierByProfileID( 64, TRUE ); if( pSoldier == NULL ) { return; } // valid soldier? if( ( pSoldier->bActive == FALSE ) || ( pSoldier->stats.bLife == 0 ) || ( pSoldier->bAssignment == IN_TRANSIT ) ||( pSoldier->bAssignment == ASSIGNMENT_POW ) ) { // no return; } // ATE: This function is used to check for the ultimate last day SLAY can stay for // he may decide to leave randomly while asleep... //if the user hasnt renewed yet, and is still leaving today if( ( pSoldier->iEndofContractTime /1440 ) <= (INT32)GetWorldDay( ) ) { pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT; TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 ); } } #endif BOOLEAN IsSectorDesert( INT16 sSectorX, INT16 sSectorY ) { // HEADROCK HAM 3.5: Fix for assertion errors associated with rain checks. if (sSectorX <= 0 || sSectorY <=0 || sSectorX > 16 || sSectorY > 16) { return( FALSE ); } // SANDRO - added more terrain types for heat intolerant feature if ( SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == SAND || SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == SAND_ROAD || SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == SAND_SAM_SITE ) { // desert return( TRUE ); } else { return( FALSE ); } } // SANDRO - added function BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY ) { if (SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == TROPICS || SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == TROPICS_ROAD || SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == TROPICS_SAM_SITE ) { return ( TRUE ); } else { return ( FALSE ); } } BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode ) { INT32 i; // clear tactical queue ClearEventQueue(); // ATE: End all bullets.... DeleteAllBullets(); // End all physics objects... RemoveAllPhysicsObjects(); RemoveAllActiveTimedBombs(); // handle any quest stuff here so world items can be affected HandleQuestCodeOnSectorExit( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); //if we arent loading a saved game if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { //Clear any potential battle flags. They will be set if necessary. gTacticalStatus.fEnemyInSector = FALSE; gTacticalStatus.uiFlags &= ~INCOMBAT; } if ( ubUnloadCode == ABOUT_TO_LOAD_NEW_MAP ) { //if we arent loading a saved game if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Flugente: cause all militia whose equipment is from this sector to drop it TeamDropAll( MILITIA_TEAM ); // Save the current sectors Item list to a temporary file, if its not the first time in SaveCurrentSectorsInformationToTempItemFile(); // Update any mercs currently in sector, their profile info... UpdateSoldierPointerDataIntoProfile( FALSE ); } } else if( ubUnloadCode == ABOUT_TO_TRASH_WORLD ) { //if we arent loading a saved game if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Flugente: cause all militia whose equipment is from this sector to drop it TeamDropAll( MILITIA_TEAM ); } //Save the current sectors open temp files to the disk if( !SaveCurrentSectorsInformationToTempItemFile() ) { ScreenMsg( FONT_MCOLOR_WHITE, MSG_TESTVERSION, L"ERROR in SaveCurrentSectorsInformationToTempItemFile()"); return FALSE; } //Setup the tactical existance of the current soldier. //@@@Evaluate for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ ) { if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector ) { SetupProfileInsertionDataForSoldier( MercPtrs[ i ] ); } } gfBlitBattleSectorLocator = FALSE; } //Handle cases for both types of unloading HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap(); return TRUE; } BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle(int pSectorX, int pSectorY, int pSectorZ) { //We don't have mercs in the sector. Now, we check to see if there are BOTH enemies and militia. If both //co-exist in the sector, then make them fight for control of the sector via autoresolve. for( int i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ ) { if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife ) { if( MercPtrs[ i ]->sSectorX == pSectorX && MercPtrs[ i ]->sSectorY == pSectorY && MercPtrs[ i ]->bSectorZ == pSectorZ ) { //We have enemies, now look for militia! for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ ) { if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && MercPtrs[ i ]->bSide == OUR_TEAM ) { if( MercPtrs[ i ]->sSectorX == pSectorX && MercPtrs[ i ]->sSectorY == pSectorY && MercPtrs[ i ]->bSectorZ == pSectorZ ) { //We have militia and enemies and no mercs! Let's finish this battle in autoresolve. gfEnteringMapScreen = TRUE; gfEnteringMapScreenToEnterPreBattleInterface = TRUE; gfAutomaticallyStartAutoResolve = TRUE; gfUsePersistantPBI = FALSE; gubPBSectorX = (UINT8)pSectorX; gubPBSectorY = (UINT8)pSectorY; gubPBSectorZ = (UINT8)pSectorZ; gfBlitBattleSectorLocator = TRUE; gfTransferTacticalOppositionToAutoResolve = TRUE; if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE ) { gubEnemyEncounterCode = ENEMY_INVASION_CODE; //has to be, if militia are here. } else { //DoScreenIndependantMessageBox( gzLateLocalizedString[ 39 ], MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback ); } return( TRUE ); } } } } } } return( FALSE ); } BOOLEAN CheckAndHandleUnloadingOfCurrentWorld() { INT32 i; INT16 sBattleSectorX, sBattleSectorY, sBattleSectorZ; //Don't bother checking this if we don't have a world loaded. if( !gfWorldLoaded ) { return FALSE; } if(is_client)//hayden - if multiplayer dont kick from level, allow spectate. { return FALSE; } if( gTacticalStatus.fDidGameJustStart && gWorldSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && gWorldSectorY == gGameExternalOptions.ubDefaultArrivalSectorY && !gbWorldSectorZ ) { return FALSE; } GetCurrentBattleSectorXYZ( &sBattleSectorX, &sBattleSectorY, &sBattleSectorZ ); if( guiCurrentScreen == AUTORESOLVE_SCREEN ) { //The user has decided to let the game autoresolve the current battle. if( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ ) { for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ ) { //If we have a live and valid soldier if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( MercPtrs[ i ] ) && !AM_AN_EPC( MercPtrs[ i ] ) ) { if( MercPtrs[ i ]->sSectorX == gWorldSectorX && MercPtrs[ i ]->sSectorY == gWorldSectorY && MercPtrs[ i ]->bSectorZ == gbWorldSectorZ ) { MercPtrs[ i ]->RemoveSoldierFromGridNo( ); InitSoldierOppList( MercPtrs[ i ] ); } } } } } else { //Check and see if we have any live mercs in the sector. for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ ) { //If we have a live and valid soldier if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( MercPtrs[ i ] ) && !AM_AN_EPC( MercPtrs[ i ] )) { if( MercPtrs[ i ]->sSectorX == gWorldSectorX && MercPtrs[ i ]->sSectorY == gWorldSectorY && MercPtrs[ i ]->bSectorZ == gbWorldSectorZ ) { return FALSE; } } } //KM : August 6, 1999 Patch fix // Added logic to prevent a crash when player mercs would retreat from a battle involving militia and enemies. // Without the return here, it would proceed to trash the world, and then when autoresolve would come up to // finish the tactical battle, it would fail to find the existing soldier information (because it was trashed). if( HandlePotentialBringUpAutoresolveToFinishBattle( sBattleSectorX, sBattleSectorY, sBattleSectorZ ) ) { // Flugente: cause all militia whose equipment is from this sector to drop it - otherwise it can get lost TeamDropAll( MILITIA_TEAM, TRUE ); // Save the current sectors Item list to a temporary file, if its not the first time in SaveCurrentSectorsInformationToTempItemFile(); return FALSE; } //end //HandlePotentialBringUpAutoresolveToFinishBattle( ); //prior patch logic } CheckForEndOfCombatMode( FALSE ); EndTacticalBattleForEnemy(); // ATE: Change cursor to wait cursor for duration of frame..... // save old cursor ID.... SetCurrentCursorFromDatabase( CURSOR_WAIT_NODELAY ); RefreshScreen( NULL ); // JA2Gold: Leaving sector, so get rid of ambients! DeleteAllAmbients(); if( guiCurrentScreen == GAME_SCREEN ) { if( !gfTacticalTraversal ) { //if we are in tactical and don't intend on going to another sector immediately, then gfEnteringMapScreen = TRUE; } else { //The trashing of the world will be handled automatically. return FALSE; } } //We have passed all the checks and can Trash the world. if( !HandleDefiniteUnloadingOfWorld( ABOUT_TO_TRASH_WORLD ) ) { return FALSE; } if( guiCurrentScreen == AUTORESOLVE_SCREEN ) { if( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ ) { //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside //TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because //we are in the autoresolve screen, soldiers are internally created different (from pointers instead of //the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the //screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is //complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions //don't change throughout this whole process which makes it necessary to do it this way. guiCurrentScreen = MAP_SCREEN; TrashWorld(); guiCurrentScreen = AUTORESOLVE_SCREEN; } } else { TrashWorld(); } //Clear all combat related flags. gTacticalStatus.fEnemyInSector = FALSE; gTacticalStatus.uiFlags &= ~INCOMBAT; EndTopMessage( ); //Clear the world sector values. gWorldSectorX = gWorldSectorY = 0; gbWorldSectorZ = -1; //Clear the flags regarding. gfCaves = FALSE; gfBasement = FALSE; //CHRISL: If we're unloading the world, shouldn't be reset the gfWorldLoaded flag? gfWorldLoaded = FALSE; return TRUE; } //This is called just before the world is unloaded to preserve location information for RPCs and NPCs either in //the sector or strategically in the sector (such as firing an NPC in a sector that isn't yet loaded.) When loading that //sector, the RPC would be added. //@@@Evaluate void SetupProfileInsertionDataForSoldier( SOLDIERTYPE *pSoldier ) { if( !pSoldier || pSoldier->ubProfile == NO_PROFILE ) { //Doesn't have profile information. return; } if ( gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE ) //if ( gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode == INSERTION_CODE_PERMANENT_GRIDNO ) { // can't be changed! return; } if ( gfWorldLoaded && pSoldier->bActive && pSoldier->bInSector ) { //This soldier is currently in the sector //@@@Evaluate -- insert code here //SAMPLE CODE: There are multiple situations that I didn't code. The gridno should be the final destination //or reset??? if ( pSoldier->ubQuoteRecord && pSoldier->ubQuoteActionID ) { // if moving to traverse if ( pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH ) { // Handle traversal. This NPC's sector will NOT already be set correctly, so we have to call for that too HandleNPCChangesForTacticalTraversal( pSoldier ); gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = FALSE; if ( pSoldier->ubProfile != NO_PROFILE && NPCHasUnusedRecordWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_TRAVERSAL ) ) { gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL; } } else { if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo ) { gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->sGridNo; } else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->sAbsoluteFinalDestination; } else { gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->pathing.sFinalDestination; } gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = TRUE; gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; gMercProfiles[ pSoldier->ubProfile ].ubQuoteActionID = pSoldier->ubQuoteActionID; gMercProfiles[ pSoldier->ubProfile ].ubQuoteRecord = pSoldier->ubQuoteActionID; } } else { gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = FALSE; } } else { //use strategic information //It appears to set the soldier's strategic insertion code everytime a group arrives in a new sector. The insertion data //isn't needed for these cases as the code is a direction only. gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode = pSoldier->ubStrategicInsertionCode; gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = 0; //Strategic system should now work. gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = TRUE; } } void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup ) { //PLAYERGROUP *pPlayer; if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering && gTacticalStatus.fEnemyInSector ) { //Flag is set so if "wilderness" enemies are in the adjacent sector of this group, the group has //a 90% chance of ambush. Because this typically doesn't happen very often, the chance is high. //This reflects the enemies radioing ahead to other enemies of the group's arrival, so they have //time to setup a good ambush! pGroup->uiFlags |= GROUPFLAG_HIGH_POTENTIAL_FOR_AMBUSH; //SANDRO - WTF?!? //pPlayer = pGroup->pPlayerList; //while( pPlayer ) //{ // // Do morale hit... // // CC look here! // // pPlayer->pSoldier // pPlayer = pPlayer->next; //} } } #ifdef CRIPPLED_VERSION void CrippledVersionFailureToLoadMapCheck() { CHAR16 zString[512]; swprintf( zString, L"Error! Sorry, you must stay between sectors A and E in this limited press version." ); DoScreenIndependantMessageBox( zString, MSG_BOX_FLAG_OK, CrippledVersionFailureToLoadMapCallBack ); } void CrippledVersionFailureToLoadMapCallBack( UINT8 bExitValue ) { //clean up the code ReStartingGame(); //go to the main menu if( guiCurrentScreen == MAP_SCREEN ) { SetPendingNewScreen(MAINMENU_SCREEN); } else { InternalLeaveTacticalScreen( MAINMENU_SCREEN ); } } #endif BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection ) { switch( *pbDirection ) { case NORTHEAST: if( gWorldSectorX + 1 > MAXIMUM_VALID_X_COORDINATE ) *pbDirection = -1; break; // east case SOUTHEAST: if( gWorldSectorY + 1 > MAXIMUM_VALID_Y_COORDINATE ) *pbDirection = -1; break; // south case SOUTHWEST: if( gWorldSectorX - 1 < MINIMUM_VALID_X_COORDINATE ) *pbDirection = -1; break; // west case NORTHWEST: if( gWorldSectorY - 1 < MINIMUM_VALID_Y_COORDINATE ) *pbDirection = -1; break; // north default: *pbDirection = -1; } return( *pbDirection != -1 ); } #ifdef JA2UB //------------ub typedef struct { INT16 sSectorID; INT8 bSectorZ; UINT8 ubQuoteNum; } ENTER_SECTOR_PLAYER_QUOTE; void HandlePlayerTeamQuotesWhenEnteringSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ ) { UINT32 uiCnt; INT8 bNumValidMercs=-1; INT32 iSectorID = SECTOR( sSectorX, sSectorY ); UINT8 ubValidMercProfileIDArray[ NUM_MERCS_WITH_NEW_QUOTES ]; SOLDIERTYPE *pSoldier=NULL; #define NUM_VALID_SECTORS 6 #define DELAY_FOR_PLAYER_DESC_OF_SECTOR 2 ENTER_SECTOR_PLAYER_QUOTE PlayerSectorDescQuote[ NUM_VALID_SECTORS ] = { { SEC_H9, 0, QUOTE_HATE_MERC_1_ON_TEAM }, { SEC_I9, 0, QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM }, { SEC_H10, 0, QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM }, { SEC_I10, 0, QUOTE_HATE_MERC_2_ON_TEAM }, { SEC_J13, 0, QUOTE_ENTER_SECTOR_WITH_FAN_1 }, { SEC_J14, 1, 0 }, }; //loop through all the sectors that have the quotes for( uiCnt=0; uiCntbActive && pSoldier->bInSector ) { pSoldier->EVENT_InitNewSoldierAnim( CRAWLING, 1, TRUE ); pSoldier->ChangeSoldierStance( PRONE ); } } } */ void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap() { SOLDIERTYPE *pSoldier=NULL; UINT8 ubNumEnemiesMoved=0; //if we are loading a saved game, or we have already moved the enemies, get out. if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME || gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__ALREADY_MOVED_ENEMIES_IN_COMPLEX ) { return; } //if the player made a 'noise' going through the gate at the end of the tunnel sector if( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__DID_PLAYER_MAKE_SOUND_GOING_THROUGH_TUNNEL_GATE ) { UINT8 cnt; // //Move some of the enemies to be 'near' them player when the enter the room // // Loop through the list and move some of the enemies cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++, pSoldier++) { //if the soldier is active, if ( pSoldier->bActive ) { // // move the soldier to the modified location // if( pSoldier->sGridNo == 13959 ) { pSoldier->SetSoldierGridNo( 15705, TRUE ); ubNumEnemiesMoved++; } if( pSoldier->sGridNo == 13983 ) { pSoldier->SetSoldierGridNo( 15712, TRUE ); ubNumEnemiesMoved++; } if( pSoldier->sGridNo == 12543 ) { pSoldier->SetSoldierGridNo( 15233, TRUE ); ubNumEnemiesMoved++; } } } while( ubNumEnemiesMoved < 3 ) { cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++, pSoldier++) { //if the soldier is active, if ( pSoldier->bActive && pSoldier->sGridNo != 15705 && pSoldier->sGridNo != 15712 && pSoldier->sGridNo != 15233 ) { // // move the soldier to the modified location // if( ubNumEnemiesMoved == 0 ) { pSoldier->SetSoldierGridNo( 15706, TRUE ); ubNumEnemiesMoved++; } if( ubNumEnemiesMoved == 1 ) { pSoldier->SetSoldierGridNo( 15713, TRUE ); ubNumEnemiesMoved++; } if( ubNumEnemiesMoved == 2 ) { pSoldier->SetSoldierGridNo( 15234, TRUE ); ubNumEnemiesMoved++; } } } } //Remeber we have moved the enemies gJa25SaveStruct.uiJa25GeneralFlags |= JA_GF__ALREADY_MOVED_ENEMIES_IN_COMPLEX; } } void HandleFortifiedDoor() { //if the fortified door should be open if( gJa25SaveStruct.ubStatusOfFortifiedDoor == FD__OPEN ) { ModifyDoorStatus( 11419, TRUE, DONTSETDOORSTATUS ); } } void CreateAndAddMoneyObjectToGround( UINT32 sGridNo, INT32 iEasyAmount, INT32 iNormalAmount, INT32 iHardAmount ) { OBJECTTYPE Object; INT32 iCash=0; // INT8 bAmountToAdd=0; switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: iCash = iEasyAmount; break; case DIF_LEVEL_MEDIUM: iCash = iNormalAmount; break; case DIF_LEVEL_HARD: iCash = iHardAmount; break; default: Assert(0); } CreateMoney( iCash, &Object ); //add the item to the world AddItemToPool( sGridNo, &Object, FALSE, 0, 0, 0 ); } void HandleGoingUpOrDownStairsForLoadScreensPurposes( INT16 sCurrentlyInSectorZ, INT16 sGoingToSectorZ ) { if( sCurrentlyInSectorZ == sGoingToSectorZ ) { gJa25SaveStruct.ubLoadScreenStairTraversal = LS__NOT_GOING_UP_STAIRS; } else if( sCurrentlyInSectorZ < sGoingToSectorZ ) { gJa25SaveStruct.ubLoadScreenStairTraversal = LS__GOING_DOWN_STAIRS; } else { gJa25SaveStruct.ubLoadScreenStairTraversal = LS__GOING_UP_STAIRS; } } void HandleMovingEnemiesCloseToEntranceInFirstTunnelMap() { SOLDIERTYPE *pSoldier=NULL; UINT8 ubIndex=0; UINT32 cnt; BOOLEAN fDone=FALSE; INT16 sXPos, sYPos; UINT32 sGridNos[27]={ 18200, 18360, 18520, 18199, 18359, 18519, 18198, 18358, 18518, 18197, 18357, 18517, 18196, 18356, 18516, 18195, 18355, 18515, 18194, 18354, 18514, 18193, 18353, 18513, 18035, 18034, 18033, }; // //Move some of the enemies to be 'near' them player when the enter the room // // Loop through the list and move some of the enemies cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++, pSoldier++) { //if the soldier is active, if ( pSoldier->bActive ) { fDone = FALSE; while( !fDone ) { //if there is no one in the gridno if( WhoIsThere2( sGridNos[ ubIndex ], 0 ) == NOBODY ) { // move the soldier to the modified location ConvertGridNoToCenterCellXY( sGridNos[ ubIndex ], &sXPos, &sYPos ); pSoldier->EVENT_SetSoldierPosition( sXPos, sYPos ); // SetSoldierGridNo( pSoldier, sGridNos[ ubIndex ], TRUE ); ubIndex++; fDone=TRUE; } else { ubIndex++; } if( ubIndex >= 27 ) { Assert( 0 ); return; } } } } } void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap() { SOLDIERTYPE *pSoldier=NULL; UINT8 ubIndex=0; BOOLEAN fDone=FALSE; UINT32 cnt; INT16 sXPos, sYPos; UINT32 sGridNos[30]={ 4900, 4901, 4902, 4903, 4904, 5060, 5061, 5062, 5063, 5064, 5220, 5221, 5222, 5223, 5224, 5380, 5381, 5382, 5383, 5384, 5540, 5541, 5542, 5543, 5544, 5700, 5701, 5702, 5703, 5704 }; // //Move some of the enemies to be 'near' them player when the enter the room // // Loop through the list and move some of the enemies cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++, pSoldier++) { //if the soldier is active, if ( pSoldier->bActive ) { fDone = FALSE; while( !fDone ) { //if there is no one in the gridno if( WhoIsThere2( sGridNos[ ubIndex ], 0 ) == NOBODY ) { // move the soldier to the modified location ConvertGridNoToCenterCellXY( sGridNos[ ubIndex ], &sXPos, &sYPos ); pSoldier->EVENT_SetSoldierPosition( sXPos, sYPos ); // SetSoldierGridNo( pSoldier, sGridNos[ ubIndex ], TRUE ); ubIndex++; fDone=TRUE; } else { ubIndex++; } if( ubIndex >= 26 ) { Assert( 0 ); return; } } } } } void HandlePowerGenFanSoundModification() { SetTileAnimCounter( TILE_ANIM__FAST_SPEED ); switch( gJa25SaveStruct.ubStateOfFanInPowerGenSector ) { case PGF__RUNNING_NORMALLY: HandleAddingPowerGenFanSound(); //MAKE SURE the fan does not have an exit grid RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO ); break; case PGF__STOPPED: //Add an exit grid to the map AddExitGridForFanToPowerGenSector(); break; case PGF__BLOWN_UP: break; default: Assert( 0 ); } } void HandleFirstPartOfTunnelFanSound() { switch( gJa25SaveStruct.ubStateOfFanInPowerGenSector ) { case PGF__RUNNING_NORMALLY: case PGF__STOPPED: //add the sound to the world HandleAddingPowerGenFanSound(); break; } } void HandleMovingEnemiesOntoRoofs() { if( gWorldSectorX <= 0 || gWorldSectorY <= 0 || gbWorldSectorZ < 0 ) { return; } //if this is the sector south of the town if( gWorldSectorX == 11 && gWorldSectorY == MAP_ROW_J && gbWorldSectorZ == 0 ) { switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: case DIF_LEVEL_MEDIUM: break; case DIF_LEVEL_HARD: MoveEnemyFromGridNoToRoofGridNo( 15446, 13993 ); MoveEnemyFromGridNoToRoofGridNo( 15436, 14006 ); break; } } //else if this is the sector south of the town else if( gWorldSectorX == 11 && gWorldSectorY == MAP_ROW_H && gbWorldSectorZ == 0 ) { switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: case DIF_LEVEL_MEDIUM: break; case DIF_LEVEL_HARD: MoveEnemyFromGridNoToRoofGridNo( 8711, 5521 ); break; } } } BOOLEAN MoveEnemyFromGridNoToRoofGridNo( UINT32 sSourceGridNo, UINT32 sDestGridNo ) { SOLDIERTYPE *pSoldier=NULL; INT32 cnt; INT16 sXPos, sYPos; cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++, pSoldier++) { if( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector && pSoldier->sGridNo == sSourceGridNo ) { pSoldier->SetSoldierHeight( 50.0 ); // move soldier ConvertGridNoToCenterCellXY( sDestGridNo, &sXPos, &sYPos ); pSoldier->EVENT_SetSoldierPosition( sXPos, sYPos ); return( TRUE ); // pSoldier->bOrders = SEEKENEMY; } } return( FALSE ); } #endif