#include #include #include "stdlib.h" #include "DEBUG.H" #include "math.h" #include "worlddef.h" #include "renderworld.h" #include "random.h" #include "Campaign.h" #include "XML.h" //Jenilee: full randomization of mercs, including traits, gear kits and all statistics. //to use, set MERCS_RANDOM_STATS to 4 in JA2_Options.ini. //the randomizer uses a set of 1-3 roles per merc that define their general character. enum rolesets_t { ROLE_GENERIC = 0, ROLE_MEDIC = 1, ROLE_MECHANIC, ROLE_EXPLOSIVES_EXPERT, ROLE_LEADER, ROLE_COMBAT_SNIPER, ROLE_COMBAT_HUNTER, ROLE_COMBAT_RIFLEMAN, ROLE_COMBAT_MARTIAL_ARTIST, ROLE_COMBAT_GUNSLINGER, ROLE_COMBAT_HEAVY_WEAPONS, ROLE_COMBAT_GRENADIER }; //types of camo for armor generation enum camotypes_t { CAMO_ARMOR = 1, CAMO_URBAN, CAMO_WOODLAND, CAMO_DESERT, CAMO_STEALTH }; //types of face items enum random_faceitems_t { FACEITEM_GAS_MASK = 1, FACEITEM_NVG, FACEITEM_SPECTACLES, FACEITEM_HEADSET }; UINT8* roles[15]; //roles are saved in this array //these vectors store suitable items for randomization std::vector gear_helmets; std::vector gear_vests; std::vector gear_leggings; std::vector gear_plates; std::vector gear_faceitems; std::vector gear_lbe; std::vector gear_weapons; std::vector gear_magazines; std::vector gear_attachments; std::vector gear_misc; //prototypes bool GenerateRoleSet(UINT8 role_name, UINT8 hlt, UINT8 dex, UINT8 agi, UINT8 str, UINT8 wis, UINT8 mrk, UINT8 ldr, UINT8 mec, UINT8 exp, UINT8 med); //generate the stat distributions per role, to be used in the roll tables, and read in pointers to items void InitRandomMercs() { // HLT DEX AGI STR WIS MRK LDR MEC EXP MED GenerateRoleSet(ROLE_GENERIC, 14, 13, 13, 14, 13, 13, 5, 5, 5, 5); GenerateRoleSet(ROLE_MEDIC, 8, 18, 16, 5, 14, 15, 3, 2, 2, 17); GenerateRoleSet(ROLE_MECHANIC, 9, 17, 15, 5, 15, 17, 1, 18, 1, 2); GenerateRoleSet(ROLE_EXPLOSIVES_EXPERT, 8, 19, 14, 6, 13, 16, 2, 2, 19, 1); GenerateRoleSet(ROLE_LEADER, 10, 6, 15, 10, 18, 18, 18, 1, 1, 3); GenerateRoleSet(ROLE_COMBAT_GRENADIER, 12, 8, 21, 19, 11, 21, 1, 1, 5, 1); GenerateRoleSet(ROLE_COMBAT_SNIPER, 12, 11, 20, 11, 12, 28, 1, 2, 1, 2); GenerateRoleSet(ROLE_COMBAT_HUNTER, 11, 11, 23, 10, 13, 25, 1, 1, 1, 4); GenerateRoleSet(ROLE_COMBAT_RIFLEMAN, 15, 10, 22, 14, 9, 23, 2, 1, 1, 3); GenerateRoleSet(ROLE_COMBAT_MARTIAL_ARTIST, 12, 23, 22, 12, 13, 14, 1, 1, 1, 1); GenerateRoleSet(ROLE_COMBAT_GUNSLINGER, 14, 12, 24, 11, 12, 22, 1, 1, 1, 2); GenerateRoleSet(ROLE_COMBAT_HEAVY_WEAPONS, 14, 8, 20, 18, 10, 22, 1, 1, 5, 1); // HLT DEX AGI STR WIS MRK LDR MEC EXP MED //populate random gear list for ( int i = 0; i < gMAXITEMS_READ; ++i ) { INVTYPE* item = &Item[i]; if (item->usItemClass == IC_AMMO) //ammo is not affected by all the other filters { gear_magazines.push_back(item); } if (item->usPrice < 1 || item->ubCoolness < 1) //if it has no price or coolness we don't want it continue; if (StoreInventory[i][0] < 1) //if BobbyRay doesn't sell it then we won't use it either continue; if (item->usItemClass == IC_ARMOUR) { ARMOURTYPE* armor = &Armour[item->ubClassIndex]; if (armor->ubArmourClass == ARMOURCLASS_HELMET) gear_helmets.push_back(item); else if (armor->ubArmourClass == ARMOURCLASS_VEST) gear_vests.push_back(item); else if (armor->ubArmourClass == ARMOURCLASS_LEGGINGS) gear_leggings.push_back(item); else if (armor->ubArmourClass == ARMOURCLASS_PLATE) gear_plates.push_back(item); } else if (item->usItemClass == IC_FACE) { gear_faceitems.push_back(item); } else if (item->usItemClass == IC_LBEGEAR) { gear_lbe.push_back(item); } else if (item->usItemClass == IC_GUN || item->usItemClass == IC_BLADE || item->usItemClass == IC_THROWING_KNIFE || item->usItemClass == IC_LAUNCHER) { gear_weapons.push_back(item); } else if (item->usItemClass == IC_MISC) { gear_attachments.push_back(item); } else if (item->usItemClass == IC_BLADE || item->usItemClass == IC_THROWING_KNIFE || item->usItemClass == IC_THROWN || item->usItemClass == IC_PUNCH || item->usItemClass == IC_APPLIABLE || item->usItemClass == IC_MONEY || item->usItemClass == IC_GRENADE || item->usItemClass == IC_BOMB || item->usItemClass == IC_MEDKIT || item->usItemClass == IC_KIT) { gear_misc.push_back(item); } } } //clean up void ExitRandomMercs() { for (UINT8 i = 0;i < 15; i++) { if (roles[i]) delete[] roles[i]; } } //generate roll tables for roles bool GenerateRoleSet(UINT8 role_name, UINT8 hlt, UINT8 dex, UINT8 agi, UINT8 str, UINT8 wis, UINT8 mrk, UINT8 ldr, UINT8 mec, UINT8 exp, UINT8 med) { if ((hlt + dex + agi + str + wis + mrk + ldr+ mec + exp + med) > 100) return false; //total roll table sum must be 100 UINT8* set = new UINT8[100]; UINT8 counter = 0; for (; med > 0; med--) { set[counter++] = MEDICALAMT; } for (; dex > 0; dex--) { set[counter++] = DEXTAMT; } for (; agi > 0; agi--) { set[counter++] = AGILAMT; } for (; str > 0; str--) { set[counter++] = STRAMT; } for (; wis > 0; wis--) { set[counter++] = WISDOMAMT; } for (; mrk > 0; mrk--) { set[counter++] = MARKAMT; } for (; ldr > 0; ldr--) { set[counter++] = LDRAMT; } for (; mec > 0; mec--) { set[counter++] = MECHANAMT; } for (; exp > 0; exp--) { set[counter++] = EXPLODEAMT; } while (counter < 100) { set[counter++] = HEALTHAMT; } //health is filler stat roles[role_name] = set; return true; } //this function will increase the specified stat and checks for boundaries UINT8 IncreaseStat(MERCPROFILESTRUCT* merc, UINT8 stat) { if (stat == HEALTHAMT) { if (merc->bLifeMax < 100) { merc->bLifeMax++; merc->bLife = merc->bLifeMax; } } else if (stat == DEXTAMT) { if (merc->bDexterity < 100) { merc->bDexterity++; } } else if (stat == AGILAMT) { if (merc->bAgility < 100) { merc->bAgility++; } } else if (stat == STRAMT) { if (merc->bStrength < 100) { merc->bStrength++; } } else if (stat == WISDOMAMT) { if (merc->bWisdom < 100) { merc->bWisdom++; } } else if (stat == MARKAMT) { if (merc->bMarksmanship < 100) { merc->bMarksmanship++; } } else if (stat == LDRAMT) { if (merc->bLeadership < 100) { merc->bLeadership++; } } else if (stat == MECHANAMT) { if (merc->bMechanical < 100) { merc->bMechanical++; } } else if (stat == EXPLODEAMT) { if (merc->bExplosive < 100) { merc->bExplosive++; } } else if (stat == MEDICALAMT) { if (merc->bMedical < 100) { merc->bMedical++; } } return 1; } //get a random number from the specified roll table UINT8 GetRandomNumberForRole(UINT8 role_name) { UINT8 rnd = Random(100); return roles[role_name][rnd]; } //returns the amount of combat traits we have FLOAT CountCombatTraits(std::vector* traits) { FLOAT amount = 0; for (std::vector::iterator it = traits->begin(); it != traits->end(); it++) { if (*it == AUTO_WEAPONS_NT || *it == HEAVY_WEAPONS_NT || *it == SNIPER_NT || *it == RANGER_NT || *it == GUNSLINGER_NT || *it == DEMOLITIONS_NT) { amount += 1.0f; } if (*it == MARTIAL_ARTS_NT || *it == MELEE_NT || *it == THROWING_NT) { amount += 0.5f; } } return amount; } //returns the amount of times we have trait x (since some have 2 tiers) UINT8 HasTrait(std::vector* traits, UINT8 trait_to_check) { UINT8 amount = 0; for (std::vector::iterator it = traits->begin(); it != traits->end(); it++) { if (*it == trait_to_check) amount++; } return amount; } //returns whether we have role x BOOLEAN HasRole(std::vector* roles, UINT8 role_to_check) { bool exists = false; for (std::vector::iterator it = roles->begin(); it != roles->end(); it++) { if (*it == role_to_check) exists = true; } return exists; } //decide which roles this merc will have std::vector GrantRoles(UINT8 num_roles_to_add) { std::vector roles; while (num_roles_to_add > 0) { UINT8 combat_role = Random(2); UINT8 new_role = 0; if (combat_role == 1) new_role = Random(7) + 5; else new_role = Random(4) + 1; if (!HasRole(&roles, new_role)) { num_roles_to_add--; roles.push_back(new_role); } } return roles; } //check which roles we qualify for. you are far more likely to obtain traits for which you have the associated role. skill checks are higher for the second level of a trait UINT8 TestForTrait(UINT8 trait_to_attempt, MERCPROFILESTRUCT* merc, std::vector* roles, std::vector* traits) { UINT16 success_rate = 0; // 1/1000th! NOT percentage! if (trait_to_attempt < 1 || trait_to_attempt > 19) // don't bother return 0; if (trait_to_attempt > 9 && HasTrait(traits, trait_to_attempt) > 0) //can only have a minor trait once! return 0; if (trait_to_attempt < 10 && HasTrait(traits, trait_to_attempt) > 1) //can only have a major trait twice! return 0; switch (trait_to_attempt) { case AUTO_WEAPONS_NT: if (HasTrait(traits, AUTO_WEAPONS_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_COMBAT_RIFLEMAN) * 200) + ((merc->bMarksmanship > 50) ? 100 : 0) + ((merc->bMarksmanship > 70) ? 100 : 0); else success_rate = 0 + (HasRole(roles, ROLE_COMBAT_RIFLEMAN) * 800) + ((merc->bMarksmanship > 30) ? 100 : 0) + ((merc->bMarksmanship > 40) ? 100 : 0); break; case HEAVY_WEAPONS_NT: if (HasTrait(traits, HEAVY_WEAPONS_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_COMBAT_HEAVY_WEAPONS) * 200) + ((merc->bStrength > 70) ? 100 : 0) + ((merc->bStrength > 80) ? 100 : 0); else success_rate = 0 + (HasRole(roles, ROLE_COMBAT_HEAVY_WEAPONS) * 800) + ((merc->bStrength > 40) ? 100 : 0) + ((merc->bStrength > 60) ? 100 : 0); break; case SNIPER_NT: if (HasTrait(traits, SNIPER_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_COMBAT_SNIPER) * 200) + ((merc->bMarksmanship > 85) ? 100 : 0) + ((merc->bMarksmanship > 90) ? 100 : 0) + ((merc->bMarksmanship > 95) ? 200 : 0); else success_rate = 0 + (HasRole(roles, ROLE_COMBAT_SNIPER) * 800) + ((merc->bMarksmanship > 70) ? 100 : 0) + ((merc->bMarksmanship > 80) ? 100 : 0); break; case RANGER_NT: if (HasTrait(traits, RANGER_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_COMBAT_HUNTER) * 200) + ((merc->bMarksmanship > 70) ? 100 : 0) + ((merc->bAgility > 70) ? 100 : 0); else success_rate = 0 + (HasRole(roles, ROLE_COMBAT_HUNTER) * 800) + ((merc->bMarksmanship > 40) ? 100 : 0) + ((merc->bAgility > 40) ? 100 : 0); break; case GUNSLINGER_NT: if (HasTrait(traits, GUNSLINGER_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_COMBAT_GUNSLINGER) * 200) + ((merc->bMarksmanship > 70) ? 100 : 0) + ((merc->bMarksmanship > 80) ? 100 : 0) + ((merc->bMarksmanship > 90) ? 100 : 0); else success_rate = 0 + (HasRole(roles, ROLE_COMBAT_GUNSLINGER) * 800) + ((merc->bMarksmanship > 40) ? 100 : 0) + ((merc->bMarksmanship > 60) ? 100 : 0); break; case MARTIAL_ARTS_NT: if (HasTrait(traits, MARTIAL_ARTS_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_COMBAT_MARTIAL_ARTIST) * 200) + ((merc->bDexterity > 70) ? 150 : 0) + ((merc->bDexterity > 80) ? 150 : 0); else success_rate = 0 + (HasRole(roles, ROLE_COMBAT_MARTIAL_ARTIST) * 800) + ((merc->bDexterity > 40) ? 150 : 0) + ((merc->bDexterity > 60) ? 100 : 0); break; case SQUADLEADER_NT: if (HasTrait(traits, SQUADLEADER_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_LEADER) * 200) + ((merc->bLeadership > 70) ? 150 : 0) + ((merc->bLeadership > 80) ? 150 : 0) + ((merc->bLeadership > 90) ? 150 : 0); else success_rate = 0 + (HasRole(roles, ROLE_LEADER) * 800) + ((merc->bLeadership > 40) ? 200 : 0) + ((merc->bLeadership > 50) ? 150 : 0); break; case TECHNICIAN_NT: if (HasTrait(traits, TECHNICIAN_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_MECHANIC) * 200) + ((merc->bMechanical > 70) ? 100 : 0) + ((merc->bDexterity > 60) ? 100 : 0) + ((merc->bDexterity > 75) ? 150 : 0) + ((merc->bMechanical > 85) ? 150 : 0); else success_rate = 0 + (HasRole(roles, ROLE_MECHANIC) * 800) + ((merc->bMechanical > 35) ? 100 : 0); break; case DOCTOR_NT: if (HasTrait(traits, DOCTOR_NT) > 0) success_rate = 0 + (HasRole(roles, ROLE_MEDIC) * 200) + ((merc->bMedical > 70) ? 150 : 0) + ((merc->bDexterity > 60) ? 150 : 0) + ((merc->bMedical > 85) ? 150 : 0) + ((merc->bDexterity > 75) ? 150 : 0); else success_rate = 0 + (HasRole(roles, ROLE_MEDIC) * 800) + ((merc->bMedical > 35) ? 100 : 0); break; case AMBIDEXTROUS_NT: success_rate = 50 + (HasRole(roles, ROLE_COMBAT_GUNSLINGER) * 100) + ((merc->bDexterity > 60) ? 100 : 0) + ((merc->bDexterity > 80) ? 100 : 0) + ((merc->bDexterity > 90) ? 100 : 0); break; case MELEE_NT: success_rate = 50 + ((merc->bDexterity > 30) ? 50 : 0) + ((merc->bDexterity > 60) ? 200 : 0); break; case THROWING_NT: success_rate = 50 + ((merc->bDexterity > 30) ? 100 : 0) + ((merc->bDexterity > 60) ? 200 : 0); break; case NIGHT_OPS_NT: success_rate = 200; break; case STEALTHY_NT: success_rate = 200; break; case ATHLETICS_NT: success_rate = 70 + ((merc->bAgility > 50) ? 100 : 0) + ((merc->bAgility > 70) ? 200 : 0) + ((merc->bAgility > 90) ? 200 : 0); break; case BODYBUILDING_NT: success_rate = 70 + ((merc->bStrength > 30) ? 100 : 0) + ((merc->bStrength > 60) ? 200 : 0) + ((merc->bStrength > 90) ? 200 : 0); break; case DEMOLITIONS_NT: success_rate = 0 + (HasRole(roles, ROLE_EXPLOSIVES_EXPERT) * 800) + (HasRole(roles, ROLE_COMBAT_GRENADIER) * 800) + ((merc->bExplosive > 30) ? 200 : 0) + ((merc->bStrength > 35) ? 200 : 0); break; case TEACHING_NT: success_rate = 10 + (HasRole(roles, ROLE_LEADER) * 300) + ((merc->bLeadership > 40) ? 200 : 0) + ((merc->bLeadership > 70) ? 200 : 0); break; case SCOUTING_NT: success_rate = 70 + (HasRole(roles, ROLE_COMBAT_HUNTER) * 150) + (HasRole(roles, ROLE_COMBAT_SNIPER) * 80); break; } if (success_rate > Random(1000)) return trait_to_attempt; else return 0; } //clear this merc's kit void GearKitClear(UINT8 profid, UINT8 kit_number) { gMercProfileGear[profid][kit_number].clearInventory(); } //set price for this kit void GearKitSetPrice(UINT8 profid, UINT8 kit_number, INT16 price) { gMercProfileGear[profid][kit_number].AbsolutePrice = price; } //get the specified slot INVTYPE* GearGetSlot(UINT8 profid, UINT8 kit_number, UINT8 slot) { return &Item[ gMercProfileGear[profid][kit_number].inv[slot] ]; } //set the specified slot UINT16 GearSetSlot(UINT8 profid, UINT8 kit_number, UINT8 slot, INVTYPE* item, UINT8 quantity = 1, UINT8 status = 100) { if (item == NULL) return 0; gMercProfileGear[profid][kit_number].inv[slot] = item->uiIndex; gMercProfileGear[profid][kit_number].iStatus[slot] = status; gMercProfileGear[profid][kit_number].iNumber[slot] = quantity; gMercProfileGear[profid][kit_number].iDrop[slot] = 0; return item->usPrice; } //generate a random LBE item (this is mostly used as a parachute function) INVTYPE* GearGetRandomLBE(INT8 min_coolness = -1, INT8 max_coolness = -1, UINT8 lbe_type = -1) { std::vector candidates; for (std::vector::iterator it = gear_lbe.begin(); it != gear_lbe.end(); it++) { LBETYPE* lbe = &LoadBearingEquipment[(*it)->ubClassIndex]; if (lbe == NULL) return NULL; if (HasItemFlag((*it)->uiIndex, SCUBA_BOTTLE)) continue; if (min_coolness > -1 && (*it)->ubCoolness < min_coolness) continue; if (max_coolness > -1 && (*it)->ubCoolness > max_coolness) continue; if (lbe_type != -1 && lbe->lbeClass != lbe_type) continue; candidates.push_back(*it); } if (candidates.size() < 1) return NULL; return candidates[Random(candidates.size())]; } //generate a random face item for our merc INVTYPE* GearGetRandomFaceItem(INT8 min_coolness = -1, INT8 max_coolness = -1, UINT8 item_type = -1) { std::vector candidates; for (std::vector::iterator it = gear_faceitems.begin(); it != gear_faceitems.end(); it++) { if (min_coolness > -1 && (*it)->ubCoolness < min_coolness) continue; if (max_coolness > -1 && (*it)->ubCoolness > max_coolness) continue; if (HasItemFlag((*it)->uiIndex, SCUBA_MASK)) continue; if (item_type == FACEITEM_GAS_MASK && !ItemIsGasmask((*it)->uiIndex)) continue; if (item_type == FACEITEM_SPECTACLES && (*it)->brightlightvisionrangebonus < 1) continue; if (item_type == FACEITEM_NVG && (*it)->nightvisionrangebonus < 1) continue; if (item_type == FACEITEM_HEADSET && (*it)->hearingrangebonus < 1) continue; candidates.push_back(*it); } if (candidates.size() < 1) return NULL; return candidates[Random(candidates.size())]; } //generate a random armor item based on slot and camo type selected (the idea is all 3 pieces of armor should have similar camo) INVTYPE* GearGetRandomArmor(std::vector* pointer, INT8 min_coolness = -1, INT8 max_coolness = -1, INT8 preferred_camo = -1, INT8 min_camo = -1) { if (pointer == NULL) return NULL; //safety net for low LBE counts (including 1.13 vanilla!) if (pointer->size() < 20) return pointer->at(Random(pointer->size())); std::vector candidates; for (std::vector::iterator it = pointer->begin(); it != pointer->end(); it++) { if (min_coolness > -1 && (*it)->ubCoolness < min_coolness) continue; if (max_coolness > -1 && (*it)->ubCoolness > max_coolness) continue; if (HasItemFlag((*it)->uiIndex, SCUBA_BOTTLE)) continue; if (HasItemFlag((*it)->uiIndex, SCUBA_MASK)) continue; if (HasItemFlag((*it)->uiIndex, SCUBA_FINS)) continue; ARMOURTYPE* armor = &Armour[(*it)->ubClassIndex]; if (armor == NULL) break; if (preferred_camo == CAMO_ARMOR && armor->ubProtection < min_camo) continue; if (preferred_camo == CAMO_URBAN && (*it)->urbanCamobonus < min_camo) continue; if (preferred_camo == CAMO_WOODLAND && (*it)->camobonus < min_camo) continue; if (preferred_camo == CAMO_DESERT && (*it)->desertCamobonus < min_camo) continue; if (preferred_camo == CAMO_STEALTH && (*it)->stealthbonus < min_camo) continue; candidates.push_back(*it); } if (candidates.size() < 1) return NULL; return candidates[ Random( candidates.size() ) ]; } //generate a random weapon of requested type, class and BR coolness INVTYPE* GearGetRandomWeapon(INT8 min_coolness = -1, INT8 max_coolness = -1, INT8 weapon_type = -1, INT8 weapon_class = -1) { std::vector candidates; for (std::vector::iterator it = gear_weapons.begin(); it != gear_weapons.end(); it++) { WEAPONTYPE* weapon = &Weapon[(*it)->ubClassIndex]; if (weapon == NULL) return NULL; if (min_coolness > -1 && (*it)->ubCoolness < min_coolness) continue; if (max_coolness > -1 && (*it)->ubCoolness > max_coolness) continue; if (weapon_type != -1 && weapon->ubWeaponType != weapon_type) continue; if (weapon_class != -1 && weapon->ubWeaponClass != weapon_class) continue; candidates.push_back(*it); } if (candidates.size() < 1) return NULL; return candidates[Random(candidates.size())]; } //generate random weapon, but take the merc's role into account. snipers get sniper rifles, etc. INVTYPE* GearGetRandomWeaponForRole(std::vector* roles, std::vector* traits, INT8 min_coolness = -1, INT8 max_coolness = -1) { if (!traits || traits->size() < 1) //guy has NO traits. just give him a pistol or something return GearGetRandomWeapon(min_coolness, max_coolness, GUN_PISTOL, -1); UINT8 tries_left = 5; while (tries_left-- > 0) { UINT8 random_trait = traits->at( Random(traits->size()) ); switch (random_trait) { case AUTO_WEAPONS_NT: if (HasTrait(traits, AUTO_WEAPONS_NT) > 1 && Random(10) < 4) return GearGetRandomWeapon(min_coolness, max_coolness, GUN_LMG, -1); else return GearGetRandomWeapon(min_coolness, max_coolness, GUN_AS_RIFLE, -1); break; case SNIPER_NT: return GearGetRandomWeapon(min_coolness, max_coolness, GUN_SN_RIFLE, -1); break; case RANGER_NT: if (Random(2) < 1) return GearGetRandomWeapon(min_coolness, max_coolness, GUN_SHOTGUN, -1); else return GearGetRandomWeapon(min_coolness, max_coolness, GUN_RIFLE, -1); break; case GUNSLINGER_NT: return GearGetRandomWeapon(min_coolness + 1, max_coolness + 1, GUN_PISTOL, -1); break; } } //fall through to random selection UINT random_weapon = Random(10); if (random_weapon < 4) return GearGetRandomWeapon(min_coolness, max_coolness, GUN_AS_RIFLE, -1); else if (random_weapon < 7) return GearGetRandomWeapon(min_coolness, max_coolness, GUN_SMG, -1); else return GearGetRandomWeapon(min_coolness, max_coolness, GUN_SHOTGUN, -1); } //find magazine type that suits our weapon INVTYPE* GearFindAmmoForWeapon(WEAPONTYPE* weapon) { if (!weapon) return NULL; std::vector candidates; for (std::vector::iterator it = gear_magazines.begin(); it != gear_magazines.end(); it++) { MAGTYPE* mag = &Magazine[(*it)->ubClassIndex]; if (mag->ubMagType != AMMO_MAGAZINE) continue; AMMOTYPE* at = &AmmoTypes[mag->ubAmmoType]; if (at) { if (at->standardIssue < 1 || at->highExplosive > 0) continue; } if (mag->ubCalibre == weapon->ubCalibre) { if (mag->ubMagSize == weapon->ubMagSize) { candidates.push_back(*it); } } } if (candidates.size() < 1) return NULL; return candidates[Random(candidates.size())]; } //find attachments that match our weapon, that we are allowed to select std::vector GearFindAttachmentsForWeapon(INVTYPE* weapon, BOOL attach_grip, BOOL attach_muzzle, BOOL attach_laser, BOOL attach_sight, BOOL attach_underbarrel) { std::vector result; std::vector candidates[5]; if (!weapon) return result; for (std::vector::iterator it = gear_attachments.begin(); it != gear_attachments.end(); it++) { INVTYPE* item = *it; //if (item->attachment < 1) if (!ItemIsAttachment(item->uiIndex)) continue; if (!ValidAttachment(item->uiIndex, weapon->uiIndex)) continue; if (attach_grip && item->attachmentclass == AC_BIPOD) candidates[0].push_back(item); if (attach_grip && item->attachmentclass == AC_FOREGRIP) candidates[0].push_back(item); if (attach_muzzle && item->attachmentclass == AC_MUZZLE) candidates[1].push_back(item); if (attach_laser && item->attachmentclass == AC_LASER) candidates[2].push_back(item); if (attach_sight && item->attachmentclass == AC_SIGHT) candidates[3].push_back(item); if (attach_sight && item->attachmentclass == AC_SCOPE) candidates[3].push_back(item); if (attach_underbarrel && item->attachmentclass == AC_UNDERBARREL) candidates[4].push_back(item); } for (int i = 0; i < 5; i++) { if (candidates[i].size() > 0) { result.push_back(candidates[i][ Random(candidates[i].size()) ]); } } return result; } //find items that this role could use (medkits for doctors, etc) std::vector GearFindItemsForRole(std::vector* roles, std::vector* traits) { std::vector result; INT8 tracker[9] = {0}; for (std::vector::iterator it = gear_misc.begin(); it != gear_misc.end(); it++) { INVTYPE* item = *it; INT8 chance = 0; if (ItemIsGLgrenade(item->uiIndex)) continue; if (item->attachmentclass == AC_GRENADE || item->attachmentclass == AC_ROCKET) continue; chance = Random(100) - (HasTrait(traits, MARTIAL_ARTS_NT) * 25) - 2; if (item->usItemClass == IC_PUNCH && chance < 0 && tracker[0] < 1) { result.push_back(item); tracker[0]++; } chance = Random(100) - (HasTrait(traits, MELEE_NT) * 25) - 2; if (item->usItemClass == IC_BLADE && chance < 0 && tracker[1] < 1) { result.push_back(item); tracker[1]++; } chance = Random(100) - (HasTrait(traits, THROWING_NT) * 25) - 2; if (item->usItemClass == IC_THROWING_KNIFE && chance < 0 && tracker[2] < 2) { result.push_back(item); tracker[2]++; } chance = Random(100) - (HasTrait(traits, DEMOLITIONS_NT) * 45) - 1; if (item->usItemClass == IC_BOMB && chance < 0 && tracker[3] < 1) { result.push_back(item); tracker[3]++; } chance = Random(100) - (HasTrait(traits, DOCTOR_NT) * 40) - 1; if (item->usItemClass == IC_MEDKIT && chance < 0 && tracker[4] < 2) { result.push_back(item); tracker[4]++; } chance = Random(100) - (HasTrait(traits, TECHNICIAN_NT) * 40) - 1; if (item->usItemClass == IC_KIT && chance < 0 && tracker[5] < 2) { result.push_back(item); tracker[5]++; } chance = Random(100) - 3; if (item->usItemClass == IC_APPLIABLE && chance < 0 && tracker[6] < 2) { result.push_back(item); tracker[6]++; } chance = Random(100) - 3; if (item->usItemClass == IC_MONEY && chance < 0 && tracker[7] < 1) { result.push_back(item); tracker[7]++; } chance = Random(100) - (HasTrait(traits, DEMOLITIONS_NT) * 30) - 5; if (item->usItemClass == IC_GRENADE && chance < 0 && tracker[8] < 3) { result.push_back(item); tracker[8]++; } } return result; } //LBE helper stuff UINT16 LBECountPocketsOfSize(LBETYPE* lbe, UINT16 size) { UINT16 count = 0; for (std::vector::iterator it = lbe->lbePocketIndex.begin(); it != lbe->lbePocketIndex.end(); it++) { count += LBEPocketType[*it].ItemCapacityPerSize[size]; } return count; } //LBE helper stuff UINT16 LBEGetItemSize(INVTYPE* item) { if (!item) return 0; return item->ItemSize; } //attempt to find an LBE item that can fit all the specified items at once INVTYPE* LBEFindSuitableLBE(std::map storage, UINT16 lbe_type) { std::vector candidates; for (std::vector::iterator it = gear_lbe.begin(); it != gear_lbe.end(); it++) { LBETYPE* lbe = &LoadBearingEquipment[(*it)->ubClassIndex]; if (lbe->lbeClass != lbe_type) continue; if (lbe) { bool valid = true; for (std::map::iterator sub_it = storage.begin(); sub_it != storage.end(); sub_it++) { if (LBECountPocketsOfSize(lbe, sub_it->first) < sub_it->second) valid = false; } if (valid) { candidates.push_back(*it); } } } if (candidates.size() < 1) return NULL; return candidates[Random(candidates.size())]; } //this is the main randomization function that calls almost all the other functions. void RandomizeMerc(UINT8 profile_id, MERCPROFILESTRUCT* merc, BOOL random_gear_kits) { //reset merc's stats to basic values so we can increase them merc->bExpLevel = 1; merc->bAgility = 1; merc->bLifeMax = 1; merc->bLife = merc->bLifeMax; merc->bDexterity = 1; merc->bStrength = 1; merc->bWisdom = 1; merc->bMarksmanship = 1; merc->bLeadership = 0; merc->bMechanical = 0; merc->bExplosive = 0; merc->bMedical = 0; memset(merc->bSkillTraits, 0, sizeof(merc->bSkillTraits)); //determine character level and points (absolute maximum = 666 points) merc->bExpLevel = Random(10) + 1; INT16 points = 300 + (merc->bExpLevel * 10) + Random(20); //determine roles and traits UINT8 roles_to_grant = 1 + Random((UINT16)((float)merc->bExpLevel / 2.0f)); if (roles_to_grant > 3) roles_to_grant = 3; UINT8 max_major_traits = 2 + Random((UINT16)((float)merc->bExpLevel / 2.0f)) + Random(2); if (max_major_traits > 5) max_major_traits = 5; UINT8 max_minor_traits = 2 + Random((UINT16)((float)merc->bExpLevel / 2.0f)) + Random(2); if (max_minor_traits > 3) max_minor_traits = 3; FLOAT max_combat_traits = 4.5f; std::vector roles = GrantRoles(roles_to_grant); std::vector traits; //spend our points budget while (points > 0) { UINT8 decider = Random(100); if (decider < 30) //30% chance to assign a totally random stat { UINT8 result = IncreaseStat(merc, GetRandomNumberForRole(roles[ROLE_GENERIC])); if (result > 0) points -= result; } else //business as usual, find a random role we have and assign a point to one of its attributes { UINT8 role_to_increase = Random(roles.size()); UINT8 result = IncreaseStat(merc, GetRandomNumberForRole(roles[role_to_increase])); if (result > 0) points -= result; } } //test for major traits for (int i = 1; i < 10; i++) { UINT8 trait = TestForTrait(i, merc, &roles, &traits); if (trait > 0 && traits.size() < max_major_traits && CountCombatTraits(&traits) < max_combat_traits) { traits.push_back(trait); trait = TestForTrait(i, merc, &roles, &traits); //test for second level if (trait > 0 && traits.size() < max_major_traits && CountCombatTraits(&traits) < max_combat_traits) { traits.push_back(trait); } } } //test for minor traits for (int i = 10; i < 20; i++) { UINT8 trait = TestForTrait(i, merc, &roles, &traits); if (trait > 0 && traits.size() < max_minor_traits && CountCombatTraits(&traits) < max_combat_traits) { traits.push_back(trait); } } //assign us the traits we earned UINT8 num_traits = 0; for (std::vector::iterator it = traits.begin(); it != traits.end(); it++) { merc->bSkillTraits[num_traits++] = *it; } //make sure some stats are at a BARE minimum if (merc->bLifeMax < 60) { merc->bLifeMax = 60 + Random(20); merc->bLife = merc->bLifeMax; } if (merc->bAgility < 60) merc->bAgility = 60 + Random(20); if (merc->bStrength < 40) merc->bStrength = 40 + Random(30); if (merc->bMarksmanship < 60) merc->bMarksmanship = 60 + Random(20); if (merc->bDexterity < 40) merc->bDexterity = 40 + Random(20); if (merc->bWisdom < 50) merc->bWisdom = 50 + Random(20); //calculate how much this soldier will make FLOAT salary = -100; salary += (merc->bExpLevel - 1) * 150; salary += merc->bAgility * 1.2f; salary += merc->bLifeMax * 1.0f; salary += merc->bDexterity * 1.0f; salary += merc->bStrength * 1.0f; salary += merc->bWisdom * 1.0f; salary += merc->bMarksmanship * 1.3f; salary += merc->bLeadership * 1.0f; salary += merc->bMechanical * 1.0f; salary += merc->bExplosive * 1.0f; salary += merc->bMedical * 1.0f; salary += traits.size() * 40.0f; salary += CountCombatTraits(&traits) * 50.0f; //combat traits count double. merc->sSalary = (INT16)salary; merc->sTrueSalary = merc->sSalary; merc->uiWeeklySalary = (UINT32)(salary * 6.0f); merc->uiBiWeeklySalary = (UINT32)(salary * 11.0f); merc->sMedicalDepositAmount = 0; //disabled now. merc->bMedicalDeposit = false; if (random_gear_kits) { //generate gear kits for the merc for (UINT8 kit_id = 0;kit_id < 5; kit_id++) { std::map storage[3]; //this will hold all the items we need to store in LBE. GearKitClear(profile_id, kit_id); UINT16 kit_cost = 0; INT8 min_kit_level = (kit_id / 2) + (merc->bExpLevel / 4); if (min_kit_level < 1) min_kit_level = 1; INT8 max_kit_level = 1 + (kit_id) + (merc->bExpLevel / 4); if (max_kit_level > 7) max_kit_level = 7; //assign armor UINT8 preferred_camo = Random(5) + 1; kit_cost += GearSetSlot(profile_id, kit_id, HELMETPOS, GearGetRandomArmor(&gear_helmets, min_kit_level, max_kit_level, preferred_camo, (preferred_camo == CAMO_ARMOR) ? 10 : 5)); kit_cost += GearSetSlot(profile_id, kit_id, VESTPOS, GearGetRandomArmor(&gear_vests, min_kit_level, max_kit_level, preferred_camo, (preferred_camo == CAMO_ARMOR) ? 25 : 5)); kit_cost += GearSetSlot(profile_id, kit_id, LEGPOS, GearGetRandomArmor(&gear_leggings, min_kit_level, max_kit_level, preferred_camo, (preferred_camo == CAMO_ARMOR) ? 10 : 5)); UINT8 head1 = Random(24) - (merc->bExpLevel / 3) - max_kit_level; if (head1 < 1) kit_cost += GearSetSlot(profile_id, kit_id, HEAD1POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_GAS_MASK)); else if (head1 < 4) kit_cost += GearSetSlot(profile_id, kit_id, HEAD1POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_HEADSET)); else if (HasRole(&roles, ROLE_LEADER) && head1 < 15) //leaders get an extra chance to get a headset kit_cost += GearSetSlot(profile_id, kit_id, HEAD1POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_HEADSET)); //assign face gear UINT8 head2 = Random(24) - (merc->bExpLevel / 3) - max_kit_level; if (head2 < 1) kit_cost += GearSetSlot(profile_id, kit_id, HEAD2POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_NVG)); else if (HasTrait(&traits, STEALTHY_NT) && head2 < 3) kit_cost += GearSetSlot(profile_id, kit_id, HEAD2POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_NVG)); else if (HasTrait(&traits, NIGHT_OPS_NT) && head2 < 5) kit_cost += GearSetSlot(profile_id, kit_id, HEAD2POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_NVG)); else if (head2 < 5) kit_cost += GearSetSlot(profile_id, kit_id, HEAD2POS, GearGetRandomFaceItem(min_kit_level, max_kit_level, FACEITEM_SPECTACLES)); if (kit_id == 0) //kit 1 is always a pistol { kit_cost += GearSetSlot(profile_id, kit_id, HANDPOS, GearGetRandomWeapon(min_kit_level, max_kit_level, GUN_PISTOL, -1)); } else if (kit_id == 1 || kit_id == 2) //kit 2 and 3 are randomly a shotgun, machinepistol or smg { UINT8 rnd = Random(2); if (rnd == 1) kit_cost += GearSetSlot(profile_id, kit_id, HANDPOS, GearGetRandomWeapon(min_kit_level, max_kit_level - 1, GUN_SHOTGUN, -1)); else if (rnd == 2) kit_cost += GearSetSlot(profile_id, kit_id, HANDPOS, GearGetRandomWeapon(min_kit_level, max_kit_level - 1, GUN_M_PISTOL, -1)); else kit_cost += GearSetSlot(profile_id, kit_id, HANDPOS, GearGetRandomWeapon(min_kit_level, max_kit_level - 1, GUN_SMG, -1)); } else //last 2 kits hold role specific weapons if applicable. { kit_cost += GearSetSlot(profile_id, kit_id, HANDPOS, GearGetRandomWeaponForRole(&roles, &traits, min_kit_level, max_kit_level)); } //deal out potential sidearm, ammo and attachments to the main weapon INVTYPE* hand_item = GearGetSlot(profile_id, kit_id, HANDPOS); if (hand_item) { WEAPONTYPE* weapon = &Weapon[hand_item->ubClassIndex]; BOOL got_second_pistol = false; //ambidexterity has a chance of giving them a second pistol, if they have one. if (weapon->ubWeaponType == GUN_PISTOL && Random(5) < 3 && HasTrait(&traits, AMBIDEXTROUS_NT)) { kit_cost += GearSetSlot(profile_id, kit_id, SECONDHANDPOS, hand_item); got_second_pistol = true; } //ammo INVTYPE* ammo = GearFindAmmoForWeapon(weapon); if (ammo) { MAGTYPE* mag = &Magazine[ammo->ubClassIndex]; UINT8 bullets = (UINT8)(Random(50) + 50) + ((got_second_pistol) ? 30 : 0); UINT8 mags = (UINT8)(bullets / mag->ubMagSize); if (mags < 1) mags = 1; if (mags > 8) mags = 8; UINT8 mags_per_slot = (UINT8)(60 / mag->ubMagSize); if (mags_per_slot < 1) mags_per_slot = 1; if (mags_per_slot > 4) mags_per_slot = 4; UINT8 pos = 0; UINT8 runs = 0; while (mags > 0) { if (mags < mags_per_slot) mags_per_slot = mags; kit_cost += GearSetSlot(profile_id, kit_id, SMALLPOCK17POS + pos, ammo, mags_per_slot); for (int i = 0; i < mags_per_slot; i++) { storage[0][ LBEGetItemSize(ammo) ]++; } mags -= mags_per_slot; pos++; runs++; if (runs > 2) break; } } //sidearm for snipers/rifle users (50% chance), and sometimes to just someone randomly (10% chance). if ((( weapon->ubWeaponType == GUN_SN_RIFLE || weapon->ubWeaponType == GUN_RIFLE) && Random(2) < 1) || (Random(10) < 1 && weapon->ubWeaponType != GUN_PISTOL)) { INVTYPE* pistol = GearGetRandomWeapon(min_kit_level, max_kit_level - 1, GUN_PISTOL, -1); if (pistol) { kit_cost += GearSetSlot(profile_id, kit_id, SECONDHANDPOS, pistol); storage[1][ LBEGetItemSize(pistol) ]++; weapon = &Weapon[pistol->ubClassIndex]; ammo = GearFindAmmoForWeapon(weapon); if (ammo) { kit_cost += GearSetSlot(profile_id, kit_id, MEDPOCK2POS, ammo, 2); for (int i = 0; i < 2; i++) { storage[0][ LBEGetItemSize(ammo) ]++; } } } } //attachments INT8 attach_grip = (BOOL)(Random(8) - Random((merc->bExpLevel / 2)) - Random(kit_id) - 1); INT8 attach_muzzle = (BOOL)(Random(20) - Random((merc->bExpLevel / 2)) - Random(kit_id) - 0); INT8 attach_laser = (BOOL)(Random(15) - Random((merc->bExpLevel / 2)) - Random(kit_id) - 1); INT8 attach_sight = (BOOL)(Random(10) - Random((merc->bExpLevel / 2)) - Random(kit_id) - 1); INT8 attach_underbarrel = (BOOL)(Random(15) - Random((merc->bExpLevel / 2)) - Random(kit_id) - 0); std::vector attachments = GearFindAttachmentsForWeapon(hand_item, (BOOL)(attach_grip < 0), (BOOL)(attach_muzzle < 0), (BOOL)(attach_laser < 0), (BOOL)(attach_sight < 0), (BOOL)(attach_underbarrel < 0)); UINT8 count = 0; for (std::vector::iterator it = attachments.begin(); it != attachments.end(); it++) { kit_cost += GearSetSlot(profile_id, kit_id, SMALLPOCK23POS + count++, (*it)); storage[2][ LBEGetItemSize(*it) ]++; } } //assign random stuff based on role etc std::vector misc_items = GearFindItemsForRole(&roles, &traits); UINT8 count = 0; for (std::vector::iterator it = misc_items.begin(); it != misc_items.end(); it++) { kit_cost += GearSetSlot(profile_id, kit_id, SMALLPOCK1POS + count++, (*it)); storage[1][ LBEGetItemSize(*it) ] += 1; } //LBE: //storage[0] holds the sizes and counts for ammo. => vest //storage[1] holds the sizes and counts for potential sidearm and "kits" => combat pack //storage[2] holds the sizes and counts for attachments => thigh packs INVTYPE* lbe_vest = LBEFindSuitableLBE(storage[0], VEST_PACK); INVTYPE* lbe_cpack = LBEFindSuitableLBE(storage[1], COMBAT_PACK); INVTYPE* lbe_thigh = LBEFindSuitableLBE(storage[2], THIGH_PACK); if (lbe_vest) kit_cost += GearSetSlot(profile_id, kit_id, VESTPOCKPOS, lbe_vest); if (lbe_cpack) kit_cost += GearSetSlot(profile_id, kit_id, CPACKPOCKPOS, lbe_cpack); if (lbe_thigh) kit_cost += GearSetSlot(profile_id, kit_id, LTHIGHPOCKPOS, lbe_thigh); //sometimes we get the second thigh slot if ((Random(10) - max_kit_level) < 5) kit_cost += GearSetSlot(profile_id, kit_id, RTHIGHPOCKPOS, GearGetRandomLBE(min_kit_level, max_kit_level, THIGH_PACK)); //tally up costs of kit kit_cost = kit_cost * (1 + (max_kit_level / 10)); GearKitSetPrice(profile_id, kit_id, kit_cost); //make sure this is set to the price of the FIRST gear set and you'll be fine. if (kit_id == 0) merc->usOptionalGearCost = kit_cost; } } }