#include "connect.h" #include "Items.h" #include "Action Items.h" #include "handle Items.h" #include "Overhead.h" #include "Weapons.h" #include "Points.h" #include "tiledef.h" #include "worlddef.h" #include "worldman.h" #include "Interface.h" #include "renderworld.h" #include "Animation Control.h" #include "Font Control.h" #include "Render Dirty.h" #include "World items.h" #include "Text.h" #include "Timer Control.h" #include "WCheck.h" #include "Interface Items.h" #include "physics.h" #include "Soldier Profile.h" #include "interface Dialogue.h" #include "Quests.h" #include "message.h" #include "Isometric Utils.h" #include "LOS.h" #include "Dialogue Control.h" #include "ai.h" #include "Soldier macros.h" #include "Interface Panels.h" #include "Strategic Town Loyalty.h" #include "Soldier Functions.h" #include "Map Screen Helicopter.h" #include "PATHAI.H" #include "fov.h" #include "MessageBoxScreen.h" #include "Explosion Control.h" #include "SkillCheck.h" #include "Campaign.h" #include "random.h" #include "Structure Wrap.h" #include "Interactive Tiles.h" #include "SaveLoadMap.h" #include "ShopKeeper Interface.h" #include "Arms Dealer Init.h" #include "Soldier Add.h" #include "Sound Control.h" #include "Squads.h" #include "Rotting Corpses.h" #include "Soldier Ani.h" #include "opplist.h" #include "qarray.h" #include "Render Fun.h" #include "Map Information.h" #include "GameSettings.h" #include "End Game.h" #include "Interface Control.h" #include "Map Screen Interface Map Inventory.h" // added by SANDRO #include "Morale.h" // added by Flugente #include "Drugs And Alcohol.h" #include "Food.h" // added by sevenfm - this is needed for _keydown(SHIFT) to work #include "english.h" #include // added by Flugente #include // added by Flugente #include "DisplayCover.h" // added by Flugente #include "Queen Command.h" // added by Flugente for FindUnderGroundSector(...) #include "LuaInitNPCs.h" // added by Flugente #include "finances.h" // added by Flugente #include "LaptopSave.h" // added by Flugente #include "Game Clock.h" // added by Flugente #include // added by Flugente for vfs-stuff #include "DynamicDialogue.h" // added by Flugente for SoldierRelation() #include "MessageBoxScreen.h" // added by Flugente #include "Map Screen Interface.h" // added by Flugente #include "Map Screen Interface Map.h" // added by Flugente #ifdef JA2UB #include "Ja25_Tactical.h" #include "Ja25 Strategic Ai.h" #endif #define NUM_ITEMS_LISTED 8 #define NUM_ITEM_FLASH_SLOTS 50 #define MIN_LOB_RANGE 6 // directory for fortification plans (located in Profiles sub-folder) #define FORTIFICATIONPLAN_DIRECTORY "FortificationPlan\\" #define EQUIPMENTTEMPLATE_DIRECTORY "GearTemplate\\" extern BOOL GetBetterObject_InventoryPool( UINT16 usItem, INT16 status, UINT32& arLoop, UINT8& arIndex ); extern BOOL GetFittingAmmo_InventoryPool( UINT8 usCalibre, UINT8 usAmmoType, UINT32& arLoop ); extern BOOLEAN HandleNailsVestFetish( SOLDIERTYPE *pSoldier, UINT32 uiHandPos, UINT16 usReplaceItem ); extern void PlaySplashSound(INT32 sGridNo); extern std::vector pInventoryPoolList; extern INT32 GetAttachmentInfoIndex( UINT16 usItem ); extern INT32 giItemDescAmmoButton; ITEM_POOL_LOCATOR FlashItemSlots[ NUM_ITEM_FLASH_SLOTS ]; UINT32 guiNumFlashItemSlots = 0; // sevenfm: remember network settings for last planted tripwire UINT8 gubLastTripwire = 0; // set to TRUE if shift+click was pressed for planting bomb - will use for Improved Bomb Planting feature BOOLEAN gfShiftBombPlant = FALSE; // Flugente: (de-)construct structures STRUCTURE_DECONSTRUCT gStructureDeconstruct[STRUCTURE_DECONSTRUCT_MAX]; STRUCTURE_CONSTRUCT gStructureConstruct[STRUCTURE_CONSTRUCT_MAX]; LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel ); INT8 GetListMouseHotSpot( INT16 sLargestLineWidth, INT8 bNumItemsListed, INT16 sFontX, INT16 sFontY, INT8 bCurStart ); void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode ); ITEM_POOL * GetItemPoolForIndex( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel ); INT32 GetFreeFlashItemSlot(void); void RecountFlashItemSlots(void); INT32 AddFlashItemSlot( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback, UINT8 ubFlags ); BOOLEAN RemoveFlashItemSlot( ITEM_POOL *pItemPool ); // Disgusting hacks: have to keep track of these values for accesses in callbacks static SOLDIERTYPE * gpTempSoldier; static INT32 gsTempGridNo; static INT8 bTempFrequency; void BombMessageBoxCallBack( UINT8 ubExitValue ); void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue ); // Flugente: callback after deciding what tactical function to use void CorpseMessageBoxCallBack( UINT8 ubExitValue ); // Flugente: callback after deciding what to do with a corpse void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue ); void SwitchMessageBoxCallBack( UINT8 ubExitValue ); void BoobyTrapDialogueCallBack( void ); void MineSpottedDialogueCallBack( void ); void MineSpottedLocatorCallback( void ); void RemoveBlueFlagDialogueCallBack( UINT8 ubExitValue ); INT32 CheckBombDisarmChance(void); void ExtendedDisarmMessageBox(void); void ExtendedBoobyTrapMessageBoxCallBack( UINT8 ubExitValue ); void HandleTakeNewBombFromInventory(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj); void MineSpottedMessageBoxCallBack( UINT8 ubExitValue ); void CheckForPickedOwnership( void ); void BoobyTrapInMapScreenMessageBoxCallBack( UINT8 ubExitValue ); BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote ); extern BOOLEAN ItemIsCool( OBJECTTYPE * pObj ); extern INT8 gbItemPointerSrcSlot; extern void MAPEndItemPointer( ); extern BOOLEAN gfResetUIMovementOptimization; BOOLEAN ItemPoolOKForPickup( SOLDIERTYPE * pSoldier, ITEM_POOL *pItemPool, INT8 bZLevel ); SOLDIERTYPE * gpBoobyTrapSoldier; ITEM_POOL * gpBoobyTrapItemPool; INT32 gsBoobyTrapGridNo; INT8 gbBoobyTrapLevel; BOOLEAN gfDisarmingBuriedBomb; extern BOOLEAN gfDontChargeAPsToPickup; INT8 gbTrapDifficulty; BOOLEAN gfJustFoundBoobyTrap = FALSE; void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo ); // added by Flugente void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel ); void UpdateGear(); void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel ); BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT32 sTargetGridNo , INT8 bLevel ) { BOOLEAN fBadChangeToGetThrough = FALSE; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleCheckForBadChangeToGetThrough")); if ( pTargetSoldier != NULL ) { if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pTargetSoldier, pSoldier->bAimShotLocation ) < OK_CHANCE_TO_GET_THROUGH ) { fBadChangeToGetThrough = TRUE; } } else { if ( SoldierToLocationChanceToGetThrough( pSoldier, sTargetGridNo, (INT8) bLevel, 0, NOBODY ) < OK_CHANCE_TO_GET_THROUGH ) { fBadChangeToGetThrough = TRUE; } } if ( fBadChangeToGetThrough ) { if ( gTacticalStatus.sCantGetThroughSoldierGridNo != pSoldier->sGridNo || gTacticalStatus.sCantGetThroughGridNo != sTargetGridNo || gTacticalStatus.ubCantGetThroughID != pSoldier->ubID ) { gTacticalStatus.fCantGetThrough = FALSE; } // Have we done this once already? if ( !gTacticalStatus.fCantGetThrough ) { gTacticalStatus.fCantGetThrough = TRUE; gTacticalStatus.sCantGetThroughGridNo = sTargetGridNo; gTacticalStatus.ubCantGetThroughID = pSoldier->ubID; gTacticalStatus.sCantGetThroughSoldierGridNo = pSoldier->sGridNo; // PLay quote TacticalCharacterDialogue( pSoldier, QUOTE_NO_LINE_OF_FIRE ); return( FALSE ); } else { // Is this a different case? if ( gTacticalStatus.sCantGetThroughGridNo != sTargetGridNo || gTacticalStatus.ubCantGetThroughID != pSoldier->ubID || gTacticalStatus.sCantGetThroughSoldierGridNo != pSoldier->sGridNo ) { // PLay quote gTacticalStatus.sCantGetThroughGridNo = sTargetGridNo; gTacticalStatus.ubCantGetThroughID = pSoldier->ubID; TacticalCharacterDialogue( pSoldier, QUOTE_NO_LINE_OF_FIRE ); return( FALSE ); } } } else { gTacticalStatus.fCantGetThrough = FALSE; } return( TRUE ); } INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI ) { SOLDIERTYPE *pTargetSoldier = NULL; UINT16 usSoldierIndex; INT32 sTargetGridNo; INT16 sAPCost; INT32 sActionGridNo; UINT8 ubDirection = 0; INT32 sAdjustedGridNo; BOOLEAN fDropBomb = FALSE; BOOLEAN fAddingTurningCost = FALSE; BOOLEAN fAddingRaiseGunCost = FALSE; LEVELNODE *pIntNode; STRUCTURE *pStructure; UINT16 usRaiseGunCost = 0; UINT16 usTurningCost = 0; //shadooow: automatically close EDB when opened and trying to use any weapon or action if (gfInItemDescBox) { DeleteItemDescriptionBox(); } // Remove any previous actions pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; // here is where we would set a different value if the weapon mode is on // "attached weapon" pSoldier->usAttackingWeapon = usHandItem; // sevenfm: set shift flag for auto-taking of next item from inventory if( fFromUI && _KeyDown(SHIFT) ) gfShiftBombPlant = TRUE; else gfShiftBombPlant = FALSE; // Find soldier flags depend on if it's our own merc firing or a NPC //if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY ) { pTargetSoldier = MercPtrs[ usSoldierIndex ]; // anv: don't try to heal interactive spots if (fFromUI && Item[usHandItem].usItemClass != IC_MEDKIT) { INT32 sInteractiveGridNo; // ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly... pIntNode = GetCurInteractiveTileGridNoAndStructure( &sInteractiveGridNo, &pStructure ); if ( pIntNode != NULL && pTargetSoldier == pSoldier ) { // Truncate target soldier and update grid pTargetSoldier = NULL; sGridNo = sInteractiveGridNo; } } } // ATE: If in realtime, set attacker count to 0... if ( !(gTacticalStatus.uiFlags & INCOMBAT) ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Setting attack busy count to 0 due to no combat" ) ); gTacticalStatus.ubAttackBusyCount = 0; } // Check our soldier's life for unconscious! if ( pSoldier->stats.bLife < OKLIFE ) { return( ITEM_HANDLE_UNCONSCIOUS ); } if (HandItemWorks( pSoldier, HANDPOS ) == FALSE ) { return( ITEM_HANDLE_BROKEN ); } if (fFromUI && pSoldier->bTeam == gbPlayerNum && pSoldier->ubProfile != NO_PROFILE && pTargetSoldier && Item[usHandItem].usItemClass != IC_MEDKIT && !ItemIsGascan(usHandItem) && !ItemCanBeAppliedToOthers(usHandItem) && !HasItemFlag(usHandItem, EMPTY_BLOOD_BAG) && !HasItemFlag( usHandItem, MEDICAL_SPLINT ) ) { if (pTargetSoldier->bTeam == gbPlayerNum || pTargetSoldier->aiData.bNeutral) { // anv: don't try to attack yourself, it will only cause deadlock if (pSoldier == pTargetSoldier) { TacticalCharacterDialogue(pSoldier, QUOTE_REFUSING_ORDER); return(ITEM_HANDLE_REFUSAL); } // nice mercs won't shoot other nice guys or neutral civilians if ((gMercProfiles[pSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY) && ((pTargetSoldier->ubProfile == NO_PROFILE && pTargetSoldier->aiData.bNeutral && pTargetSoldier->ubBodyType != CROW) || pTargetSoldier->ubProfile != NO_PROFILE && gMercProfiles[pTargetSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY)) { TacticalCharacterDialogue(pSoldier, QUOTE_REFUSING_ORDER); return(ITEM_HANDLE_REFUSAL); } if (pTargetSoldier->ubProfile != NO_PROFILE) { // Flugente: as relations are now dynamic, check that instead // buddies won't shoot each other INT8 bOpinion = SoldierRelation(pSoldier, pTargetSoldier); if (bOpinion > BUDDY_OPINION - 5 || ((gMercProfiles[pSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY) && bOpinion > HATED_OPINION + 5)) { TacticalCharacterDialogue(pSoldier, QUOTE_REFUSING_ORDER); return(ITEM_HANDLE_REFUSAL); } } // any recruited rebel will refuse to fire on another rebel or neutral nameless civ if (pSoldier->ubCivilianGroup == REBEL_CIV_GROUP && (pTargetSoldier->ubCivilianGroup == REBEL_CIV_GROUP || (pTargetSoldier->aiData.bNeutral && pTargetSoldier->ubProfile == NO_PROFILE && pTargetSoldier->ubCivilianGroup == NON_CIV_GROUP && pTargetSoldier->ubBodyType != CROW))) { TacticalCharacterDialogue(pSoldier, QUOTE_REFUSING_ORDER); return(ITEM_HANDLE_REFUSAL); } // civgroup loyal will attack members of the same group if (pSoldier->ubCivilianGroup != NON_CIV_GROUP && pSoldier->HasBackgroundFlag(BACKGROUND_CIVGROUPLOYAL) && pTargetSoldier->ubCivilianGroup == pSoldier->ubCivilianGroup) { TacticalCharacterDialogue(pSoldier, QUOTE_REFUSING_ORDER); return(ITEM_HANDLE_REFUSAL); } } // animal friend will refuse to attack animals if (pSoldier->HasBackgroundFlag(BACKGROUND_ANIMALFRIEND) && (pTargetSoldier->ubBodyType == CROW || pTargetSoldier->ubBodyType == COW || pTargetSoldier->ubBodyType == BLOODCAT) && pSoldier->ubPreviousAttackerID != pTargetSoldier->ubID && pSoldier->ubNextToPreviousAttackerID != pTargetSoldier->ubID) { TacticalCharacterDialogue(pSoldier, QUOTE_REFUSING_ORDER); return(ITEM_HANDLE_REFUSAL); } } INT32 usMapPos; GetMouseMapPos( &usMapPos ); // Flugente: interactive actions if ( Item[usHandItem].ubCursor == INVALIDCURS || usHandItem == NONE ) { UINT16 structindex; UINT16 possibleaction = InteractiveActionPossibleAtGridNo( usMapPos, pSoldier->pathing.bLevel, structindex ); if ( possibleaction )//&& pSoldier->GetInteractiveActionSkill( usMapPos, pSoldier->pathing.bLevel, possibleaction ) ) { // ATE: AI CANNOT GO THROUGH HERE! BOOLEAN fHadToUseCursorPos = FALSE; // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == NOWHERE ) { // Try another location... sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == NOWHERE ) { return(ITEM_HANDLE_CANNOT_GETTO_LOCATION); } } // Calculate AP costs... sAPCost = 0;//GetAPsToHandcuff( pSoldier, sActionGridNo ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_INTERACTIVEACTION; if ( fHadToUseCursorPos ) { pSoldier->aiData.sPendingActionData2 = usMapPos; } else { if ( pTargetSoldier != NULL ) { pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; } else { pSoldier->aiData.sPendingActionData2 = sGridNo; } } pSoldier->aiData.bPendingActionData3 = (INT8)(possibleaction); pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierInteractiveAction( sAdjustedGridNo, possibleaction ); UnSetUIBusy( pSoldier->ubID ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return(ITEM_HANDLE_OK); } else { return(ITEM_HANDLE_NOAPS); } } } // Check HAND ITEM if ( Item[ usHandItem ].usItemClass == IC_GUN || Item[ usHandItem ].usItemClass == IC_THROWING_KNIFE ) { // WEAPONS DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleItem: checking for fingerprintID, item id = %d,id required = %d, imprint id = %d, soldier id = %d",usHandItem, ItemHasFingerPrintID(usHandItem), pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID,pSoldier->ubProfile)); if (ItemHasFingerPrintID(usHandItem)) { // check imprint ID // NB not-imprinted value is NO_PROFILE // imprinted value is profile for mercs & NPCs and NO_PROFILE + 1 for generic dudes if (pSoldier->ubProfile != NO_PROFILE) { if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != pSoldier->ubProfile ) { if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID == NO_PROFILE ) { // first shot using "virgin" gun... set imprint ID pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID = pSoldier->ubProfile; // this could be an NPC (Krott) if (pSoldier->bTeam == gbPlayerNum) { PlayJA2Sample( RG_ID_IMPRINTED, RATE_11025, HIGHVOLUME, 1, MIDDLE ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"\"%s\"", TacticalStr[ GUN_GOT_FINGERPRINT ] ); return( ITEM_HANDLE_BROKEN ); } } else { // access denied! if (pSoldier->bTeam == gbPlayerNum) { PlayJA2Sample( RG_ID_INVALID, RATE_11025, HIGHVOLUME, 1, MIDDLE ); //if (Random( 100 ) < (UINT32) pSoldier->stats.bWisdom) //{ // pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); //} //else //{ // TacticalCharacterDialogue( pSoldier, QUOTE_USELESS_ITEM ); //} } return( ITEM_HANDLE_BROKEN ); } } } else { // guaranteed not to be controlled by the player, so no feedback required if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != (NO_PROFILE + 1) ) { if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID == NO_PROFILE ) { pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID = (NO_PROFILE + 1); } else { return( ITEM_HANDLE_BROKEN ); } } } } // IF we are not a throwing knife, check for ammo, reloading... if ( Item[ usHandItem ].usItemClass != IC_THROWING_KNIFE ) { // CHECK FOR AMMO! if ( !EnoughAmmo( pSoldier, fFromUI, HANDPOS ) ) { //ATE: Reflect that we need to reset for bursting pSoldier->flags.fDoSpread = FALSE; return( ITEM_HANDLE_NOAMMO ); } // Check if we are reloading if ( (gTacticalStatus.uiFlags & REALTIME) || !(gTacticalStatus.uiFlags & INCOMBAT) ) { if ( pSoldier->flags.fReloading ) { return( ITEM_HANDLE_RELOADING ); } } } // Get gridno - either soldier's position or the gridno // ??? Why isn't the target's gridno the same as the gridno of the soldier on that grid? // Real example: Soldier fires at 16701. It finds a soldier there. That soldier's sGridNo is 16547. So why // isn't this soldier at grid 16547? if ( pTargetSoldier != NULL ) { sTargetGridNo = pTargetSoldier->sGridNo; } else { sTargetGridNo = sGridNo; } // If it's a player guy, check ChanceToGetThrough to play quote if ( fFromUI && (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) ) { // Don't do if no spread! if ( !pSoldier->flags.fDoSpread ) { if ( !HandleCheckForBadChangeToGetThrough( pSoldier, pTargetSoldier, sTargetGridNo , bLevel ) ) { return( ITEM_HANDLE_OK ); } } } // Get AP COSTS // ATE: OK something funny going on here - AI seems to NEED FALSE here, // Our guys NEED TRUE. We shoulkd at some time make sure the AI and // our guys are deducting/checking in the same manner to avoid // these differences. sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime ); GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime ); usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost); usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTargetGridNo, pSoldier->aiData.bAimTime); // If we are standing and are asked to turn AND raise gun, ignore raise gun... //CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE ) { if ( fAddingTurningCost && fAddingRaiseGunCost ) { if(usRaiseGunCost > usTurningCost) pSoldier->flags.fDontChargeTurningAPs = TRUE; else pSoldier->flags.fDontChargeReadyAPs = TRUE; } } /*else { // If raising gun, don't charge turning! if ( fAddingTurningCost ) { pSoldier->flags.fDontChargeReadyAPs = TRUE; } }*/ // If this is a player guy, show message about no APS if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // Flugente: drugs can temporarily cause a merc to go psycho if ( DoesMercHaveDisability( pSoldier, PSYCHO ) ) { // psychos might possibly switch to burst if they can // Changed by ADB, rev 1513 //if ( !pSoldier->bDoBurst && IsGunBurstCapable( pSoldier, HANDPOS, FALSE ) ) // SANDRO - messed this a little.. decrease morale a bit when we would like to go psycho, // but have not a gun capable for it if ( PreRandom( 3 + pSoldier->aiData.bAimTime ) == 0 && !pSoldier->bDoBurst ) { if ( IsGunBurstCapable( &pSoldier->inv[HANDPOS], FALSE, pSoldier ) ) { // chance of firing burst if we have points... chance decreasing when ordered to do aimed shot // temporarily set burst to true to calculate action points pSoldier->bDoBurst = TRUE; sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime ); // reset burst mode to false (which is what it was at originally) pSoldier->bDoBurst = FALSE; if ( EnoughPoints( pSoldier, sAPCost, 0, FALSE ) ) { // we have enough points to do this burst, roll the dice and see if we want to change pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 ); pSoldier->bDoBurst = TRUE; pSoldier->bWeaponMode = WM_BURST; pSoldier->bDoAutofire = 0; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() ); } } else if ( !IsGunAutofireCapable( &pSoldier->inv[HANDPOS] ) ) { // reduce morale for we are using a gun without burst or autofire and cannot go psycho //HandleMoraleEventForSoldier( pSoldier, MORALE_PSYCHO_UNABLE_TO_PSYCHO ); HandleMoraleEvent( pSoldier, MORALE_PSYCHO_UNABLE_TO_PSYCHO, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ); } } } if(pSoldier->bDoAutofire && ((gTacticalStatus.uiFlags & INCOMBAT) && (gTacticalStatus.uiFlags & TURNBASED))) //this is the code that introduces uncertainty into full-auto bursts { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleItem: auto fire - setting dice sides, marksmanship = %d",pSoldier->stats.bMarksmanship)); //UINT32 diceSides = RAND_MAX; //Madd: tried to make this more marksmanship dependent than agility, a level 10 auto-weapons specialist with 100 in all stats was wasting wayyy too many APs on this fucker //UINT32 diceSides = RAND_MAX / ( max(1,pSoldier->stats.bMarksmanship) / 10) ; //Kaiden: Had to change the minimum value to 10 instead of 1, //Rounding down resulted in division by zero and caused a crash. UINT32 diceSides = RAND_MAX / ( max(10,pSoldier->stats.bMarksmanship) / 10) ; DOUBLE avgAPadded; // SANDRO - Slightly changed this formula to make the auto weapons trait little more needed if new traits activated - if( gGameOptions.fNewTraitSystem ) { // also include possible squadleader bonus UINT8 uiEffExpLev = min( 10, (pSoldier->stats.bExpLevel + (gSkillTraitValues.ubSLEffectiveLevelInRadius * GetSquadleadersCountInVicinity( pSoldier, TRUE, FALSE )))); avgAPadded = max(((400.0f-2.0f*pSoldier->stats.bDexterity))*(90.0f-5.0f*(uiEffExpLev+gSkillTraitValues.ubAWUnwantedBulletsReduction*NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/2700.0f,1); //Important! don't make this zero, the formulae don't like it. } else { avgAPadded = max(((400.0f-2.0f*pSoldier->stats.bAgility))*(63.0f-5.0f*(pSoldier->stats.bExpLevel+2.0f*NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT )))/2700.0f,1); //Important! don't make this zero, the formulae don't like it. } UINT32 chanceToMisfire = (UINT32)(((DOUBLE)diceSides*(2.0f*avgAPadded+1.0f-sqrt(4.0f*avgAPadded+1.0f)))/(2.0f*avgAPadded)); //derive the chace to misfire from the desired average AP overspent, derived suing UINT32 chanceToMisfireDry = (UINT32)(((DOUBLE)diceSides*(avgAPadded+1.0f-sqrt(2.0f*avgAPadded+1.0f)))/(avgAPadded)); //chance to misfire if weapon is dry. Designed to waste avgAPadded/2 APs //soldiers get better at controlling bursts with levels, and reflex time (agility) UINT32 misfirePenaltyConst = (GetAutofireShotsPerFiveAPs(&pSoldier->inv[HANDPOS]))/5; UINT32 misfirePenaltyRand = ((GetAutofireShotsPerFiveAPs(&pSoldier->inv[HANDPOS]))%5)*20; //this is the remainder translated to a probability UINT32 misfirePenalty; UINT32 startAuto = pSoldier->bDoAutofire; //UINT32 startAPcost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, 0 ); UINT32 roll; // SANDRO - changed Random to PreRandom to avoid save-load mania // Flugente: drugs can temporarily cause a merc to go psycho if ( DoesMercHaveDisability( pSoldier, PSYCHO ) && PreRandom( 100 ) < 20 ) { chanceToMisfire = diceSides; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() ); pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 ); // Added the laugh sound when going Psycho on autofire - SANDRO } chanceToMisfire = __min(diceSides-1, chanceToMisfire); //cap the misfire chance, no-one has reflexes this bad chanceToMisfire = __max(1, chanceToMisfire); //cap the misfire chance, no-one has reflexes this good chanceToMisfireDry = __min(diceSides-1, chanceToMisfireDry); //cap the misfire chance, no-one has reflexes this bad chanceToMisfireDry = __max(1, chanceToMisfireDry); //cap the misfire chance, no-one has reflexes this good //CHRISL: Since LMGs can only use autofire, give them slightly better control over misfire if(Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponClass == MGCLASS && Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponType == GUN_LMG){ chanceToMisfire = (INT32)(chanceToMisfire * .75f); chanceToMisfireDry = (INT32)(chanceToMisfireDry * .75f); } //roll dice for each AP to see if we failed to stop firing do { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"HandleItem: auto fire - Rolling dice"); roll = PreRandom(diceSides); // changed Random to PreRandom - SANDRO //roll = rand();//Random(diceSides); //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Rolled %d vs %d", roll, ((pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire)?chanceToMisfire:chanceToMisfireDry)); misfirePenalty = misfirePenaltyConst + (Chance(misfirePenaltyRand)?1:0); //apply the base integral cost and the fractional cost (in the form of probablilite) pSoldier->bDoAutofire += misfirePenalty; sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime ); } while(EnoughPoints( pSoldier, sAPCost, 0, FALSE ) && roll < ((pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire)?chanceToMisfire:chanceToMisfireDry)); //note that we could misfire more bullets than we have rounds //this represents the soldier running out of ammo and not noticing //the max that can be lost this way is 1AP pSoldier->bDoAutofire -= misfirePenalty; sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime ); if((__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto) > 0 && pSoldier->bTeam == OUR_TEAM) { if (gGameExternalOptions.usBulletHideIntensity > 0) { // HEADROCK HAM 3.5: Non-accurate assessment. ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[ 2 ], pSoldier->GetName() ); } else {// More than 1 round if (__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto > 1) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->GetName(), __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto ); } // 1 round else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->GetName() ); // SANDRO - no need for attaching the number if only one round is shot } } } //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Chance:%d.%d, AvgAps=%f, APs=%d", chanceToMisfire/(diceSides/100),chanceToMisfire%(diceSides/100), avgAPadded,sAPCost-startAPcost); } // Deduct points if our target is different! // if attacking a new target (or if the specific target is uncertain) // DEF: Made into an event // pSoldier->EVENT_FireSoldierWeapon( sTargetGridNo ); if (fFromUI) { // set the target level; if the AI calls this it will have set the level already... pSoldier->bTargetLevel = (INT8) gsInterfaceLevel; } if ( Item[ usHandItem ].usItemClass != IC_THROWING_KNIFE ) { pSoldier->ubAttackingHand = HANDPOS; pSoldier->usAttackingWeapon = usHandItem; // If doing spread, set down the first gridno..... if ( pSoldier->flags.fDoSpread ) { if ( pSoldier->sSpreadLocations[ 0 ] != 0 ) { SendBeginFireWeaponEvent( pSoldier, pSoldier->sSpreadLocations[ 0 ] ); if(is_server || (is_client && pSoldier->ubID <20) ) send_fire( pSoldier, pSoldier->sSpreadLocations[ 0 ] ); //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Handle Items.cpp: SendBeginFireWeaponEvent" ); } else { SendBeginFireWeaponEvent( pSoldier, sTargetGridNo ); if(is_server || (is_client && pSoldier->ubID <20) ) send_fire( pSoldier, sTargetGridNo ); //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Handle Items.cpp: SendBeginFireWeaponEvent" ); } } else { SendBeginFireWeaponEvent( pSoldier, sTargetGridNo ); if(is_server || (is_client && pSoldier->ubID <20) ) send_fire( pSoldier, sTargetGridNo ); } // ATE: Here to make cursor go back to move after LAW shot... if ( fFromUI && ItemIsSingleShotRocketLauncher(usHandItem) ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } } else { UINT8 ubDirection; // Start knife throw attack // Get direction ubDirection = (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier ); pSoldier->EVENT_SoldierBeginKnifeThrowAttack( sTargetGridNo, ubDirection ); } if (fFromUI) { // Descrease aim by two if in real time if ( (gTacticalStatus.uiFlags & REALTIME ) || !(gTacticalStatus.uiFlags & INCOMBAT) ) { //pSoldier->aiData.bShownAimTime -= 2; //if ( pSoldier->aiData.bShownAimTime < REFINE_AIM_1 ) //{ // pSoldier->aiData.bShownAimTime = REFINE_AIM_1; //} //pSoldier->flags.fPauseAim = TRUE; } // If in turn based - refresh aim to first level if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) ) { pSoldier->aiData.bShownAimTime = REFINE_AIM_1; // Locate to soldier if he's about to shoot! if ( pSoldier->bTeam != gbPlayerNum ) { ShowRadioLocator( pSoldier->ubID, SHOW_LOCATOR_NORMAL ); } } } // OK, set UI SetUIBusy( pSoldier->ubID ); } else { //CHRISL: Need to reset this as it doesn't automatically get reset when we don't have enough APs to shot pSoldier->flags.fDoSpread = FALSE; return( ITEM_HANDLE_NOAPS ); } return( ITEM_HANDLE_OK ); } //TRY PUNCHING if ( Item[ usHandItem ].usItemClass == IC_PUNCH ) { // See if we can get there to stab sActionGridNo = FindAdjacentGridEx(pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE); if (sActionGridNo != NOWHERE) { pSoldier->sTargetGridNo = sGridNo; pSoldier->aiData.usActionData = sGridNo; // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_PUNCH; pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath(sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB; pSoldier->EVENT_SoldierBeginPunchAttack( sAdjustedGridNo, ubDirection ); } // OK, set UI SetUIBusy( pSoldier->ubID ); gfResetUIMovementOptimization = TRUE; return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } //USING THE MEDKIT if ( Item[ usHandItem ].usItemClass == IC_MEDKIT ) { // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == -1 ) { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } // Calculate AP costs... sAPCost = GetAPsToBeginFirstAid( pSoldier ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_GIVEAID; if ( pTargetSoldier != NULL ) { pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; } else { pSoldier->aiData.sPendingActionData2 = sGridNo; } pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginFirstAid( sAdjustedGridNo, ubDirection ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, pSoldier->pathing.bLevel ); BOOLEAN fCorpse = FALSE; if(pCorpse != NULL) fCorpse = IsValidDecapitationCorpse( pCorpse ); if (ItemIsWirecutters(usHandItem) && pTargetSoldier == NULL && !pCorpse ) // Madd: quick fix to allow wirecutter/knives { // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 && IsCuttableWireFenceAtGridNo( sGridNo ) ) { // Calculate AP costs... sAPCost = GetAPsToCutFence( pSoldier ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI // ATE: Set UI here, not below so that if UI is unset, we don't set again! SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_CUTFFENCE; pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode , FALSE, TRUE ); } else { // Flugente: if we are trying to defuse a tripwire, call EVENT_SoldierDefuseTripwire() instead INT32 tripwirefound = FindWorldItemForTripwireInGridNo( sGridNo, pSoldier->pathing.bLevel, TRUE ); if ( tripwirefound != -1 ) pSoldier->EVENT_SoldierDefuseTripwire( sGridNo, tripwirefound ); else pSoldier->EVENT_SoldierBeginCutFence( sAdjustedGridNo, ubDirection ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } else if( sActionGridNo == -1 ) { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } if (ItemIsToolkit(usHandItem)) { UINT8 ubMercID; BOOLEAN fVehicle = FALSE; INT32 sVehicleGridNo=-1; // For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle! if ( IsRepairableStructAtGridNo( sGridNo, &ubMercID ) == 2 ) { INT32 sNewGridNo; UINT8 ubDirection; sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] ); if (!TileIsOutOfBounds(sNewGridNo)) { sGridNo = sNewGridNo; sVehicleGridNo = MercPtrs[ ubMercID ]->sGridNo; fVehicle = TRUE; } } // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 ) { // Calculate AP costs... sAPCost = GetAPsToBeginRepair( pSoldier ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy(pSoldier->ubID); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_REPAIR; pSoldier->aiData.sPendingActionData2 = fVehicle ? sVehicleGridNo : sAdjustedGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginRepair(fVehicle ? sVehicleGridNo : sAdjustedGridNo, ubDirection ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } if (ItemIsGascan(usHandItem)) { UINT8 ubMercID; INT32 sVehicleGridNo=-1; // For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle! if ( IsRefuelableStructAtGridNo( sGridNo, &ubMercID ) ) { INT32 sNewGridNo; UINT8 ubDirection; sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] ); if (!TileIsOutOfBounds(sNewGridNo)) { sGridNo = sNewGridNo; sVehicleGridNo = MercPtrs[ ubMercID ]->sGridNo; } } // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 ) { // Calculate AP costs... sAPCost = GetAPsToRefuelVehicle( pSoldier ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_FUEL_VEHICLE; pSoldier->aiData.sPendingActionData2 = sVehicleGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginRefuel(sVehicleGridNo, ubDirection ); } // OK, set UI SetUIBusy( pSoldier->ubID ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } if (ItemIsJar(usHandItem)) { sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 ) { // Calculate AP costs... sAPCost = GetAPsToUseJar( pSoldier, sActionGridNo ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_TAKEBLOOD; pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginTakeBlood( sAdjustedGridNo, ubDirection ); } // OK, set UI SetUIBusy( pSoldier->ubID ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } // Flugente: (de-)construct structures if ( IsStructureDeconstructItem( usHandItem, sGridNo, pSoldier ) || IsStructureConstructItem( usHandItem, sGridNo, pSoldier ) ) { // if there is a structure, see if we can deconstruct it, if not, see if we can construct something STRUCTURE* pStruct = FindStructure( sGridNo, (STRUCTURE_GENERIC | STRUCTURE_WIREFENCE) ); if ( pStruct ) { if ( !IsStructureDeconstructItem( usHandItem, sGridNo, pSoldier ) ) return(ITEM_HANDLE_REFUSAL); sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_REMOVE_FORTIFY ); } else { if ( !IsStructureConstructItem( usHandItem, sGridNo, pSoldier ) ) return(ITEM_HANDLE_REFUSAL); sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FORTIFY ); } // we are at pSoldier->sGridNo and the action takes place at sGridNo // we need to find out in which direction we need to look // sActionGridNo is the gridno we are supposed to sit ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sGridNo, pSoldier->sGridNo ); sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE ); if ( !TileIsOutOfBounds( sActionGridNo ) ) { // Calculate AP costs... sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); if ( pSoldier->bActionPoints > 0 ) { // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_BUILD_FORTIFICATION; pSoldier->aiData.sPendingActionData2 = sGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBuildStructure( sGridNo, ubDirection ); } // OK, set UI SetUIBusy( pSoldier->ubID ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } // Flugente: handcuffing people if (gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag(usHandItem, HANDCUFFS) && pTargetSoldier && pTargetSoldier->bVisible >= 0) { if (!pTargetSoldier->CanBeCaptured()) return ITEM_HANDLE_REFUSAL; // ATE: AI CANNOT GO THROUGH HERE! BOOLEAN fHadToUseCursorPos = FALSE; // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == -1 ) { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); /*if ( !gTacticalStatus.fAutoBandageMode ) { fHadToUseCursorPos = TRUE; }*/ } // Calculate AP costs... sAPCost = GetAPsToHandcuff( pSoldier, sActionGridNo ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_HANDCUFF_PERSON; if ( fHadToUseCursorPos ) { pSoldier->aiData.sPendingActionData2 = usMapPos; } else { if ( pTargetSoldier != NULL ) { pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; } else { pSoldier->aiData.sPendingActionData2 = sGridNo; } } pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierHandcuffPerson( sAdjustedGridNo, ubDirection ); UnSetUIBusy( pSoldier->ubID ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } // Flugente: camera if ( HasItemFlag( usHandItem, CAMERA ) ) { sAPCost = APBPConstants[AP_CAMERA]; if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, gsInterfaceLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) ) { TakePhoto( pSoldier, usMapPos, gsInterfaceLevel ); return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } else { return( ITEM_HANDLE_NOAPS ); } } UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel); // Flugente: apply misc items to other soldiers // sevenfm: check that target soldier is visible if (ItemCanBeAppliedToOthers(usHandItem) && ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible != 0) { // ATE: AI CANNOT GO THROUGH HERE! BOOLEAN fHadToUseCursorPos = FALSE; // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == -1 ) { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } // Calculate AP costs... sAPCost = GetAPsToApplyItem( pSoldier, sActionGridNo ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_APPLYITEM; if ( fHadToUseCursorPos ) { pSoldier->aiData.sPendingActionData2 = usMapPos; } else { if ( pTargetSoldier != NULL ) { pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; } else { pSoldier->aiData.sPendingActionData2 = sGridNo; } } pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierApplyItemToPerson( sAdjustedGridNo, ubDirection ); UnSetUIBusy( pSoldier->ubID ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } // Flugente: take blood from a donor if ( HasItemFlag( usHandItem, EMPTY_BLOOD_BAG ) ) { // ATE: AI CANNOT GO THROUGH HERE! BOOLEAN fHadToUseCursorPos = FALSE; // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == -1 ) { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } // Calculate AP costs... sAPCost = GetAPsToFillBloodbag( pSoldier, sActionGridNo ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); // if we are at the action gridno, the item is a bomb, but nobody is at the gridno, do not apply and do not return - we will plant the bomb instead (handlded later in this function) if ( Item[usHandItem].usItemClass == IC_BOMB && pSoldier->sGridNo == sActionGridNo && WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) == NOBODY ) { ; } else if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_FILLBLOODBAG; if ( fHadToUseCursorPos ) { pSoldier->aiData.sPendingActionData2 = usMapPos; } else { if ( pTargetSoldier != NULL ) { pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; } else { pSoldier->aiData.sPendingActionData2 = sGridNo; } } pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierTakeBloodFromPerson( sAdjustedGridNo, ubDirection ); UnSetUIBusy( pSoldier->ubID ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } // Flugente: apply medical splint if ( HasItemFlag( usHandItem, MEDICAL_SPLINT ) ) { // ATE: AI CANNOT GO THROUGH HERE! BOOLEAN fHadToUseCursorPos = FALSE; // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo == -1 ) { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } // Calculate AP costs... sAPCost = GetAPsToApplyItem( pSoldier, sActionGridNo ); sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); // if we are at the action gridno, the item is a bomb, but nobody is at the gridno, do not apply and do not return - we will plant the bomb instead (handlded later in this function) if ( Item[usHandItem].usItemClass == IC_BOMB && pSoldier->sGridNo == sActionGridNo && WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) == NOBODY ) { ; } else if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // OK, set UI SetUIBusy( pSoldier->ubID ); // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_MEDICALSPLINT; if ( fHadToUseCursorPos ) { pSoldier->aiData.sPendingActionData2 = usMapPos; } else { if ( pTargetSoldier != NULL ) { pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; } else { pSoldier->aiData.sPendingActionData2 = sGridNo; } } pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierApplySplintToPerson( sAdjustedGridNo, ubDirection ); UnSetUIBusy( pSoldier->ubID ); } if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } if (ItemIsCanAndString(usHandItem)) { STRUCTURE *pStructure; LEVELNODE *pIntTile; // Get structure info for in tile! pIntTile = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure ); // We should not have null here if we are given this flag... if ( pIntTile != NULL ) { sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, TRUE ); if ( sActionGridNo != -1 ) { // Calculate AP costs... sAPCost = APBPConstants[AP_ATTACH_CAN]; sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints); if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_ATTACH_CAN; pSoldier->aiData.sPendingActionData2 = sGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginAttachCan( sGridNo, ubDirection ); } // OK, set UI SetUIBusy( pSoldier->ubID ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } // Check for remote detonator cursor.... if ( Item[ usHandItem ].ubCursor == REMOTECURS ) { sAPCost = APBPConstants[AP_USE_REMOTE]; if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { DeductPoints( pSoldier, sAPCost, 0 ); if (ItemHasXRay(usHandItem)) { PlayJA2Sample( USE_X_RAY_MACHINE, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) ); ActivateXRayDevice( pSoldier ); return( ITEM_HANDLE_OK ); } else // detonator { // Save gridno.... pSoldier->aiData.sPendingActionData2 = sGridNo; pSoldier->EVENT_SoldierBeginUseDetonator( ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } // Now start anim.... return( ITEM_HANDLE_OK ); } } else { return( ITEM_HANDLE_NOAPS ); } } // Check for mine.. anything without a detonator..... if ( Item[ usHandItem ].ubCursor == BOMBCURS ) { fDropBomb = TRUE; } // Check for a bomb like a mine, that uses a pressure detonator if ( Item[ usHandItem ].ubCursor == INVALIDCURS ) { // Found detonator... if ( HasAttachmentOfClass( &(pSoldier->inv[ pSoldier->ubAttackingHand ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) ) { fDropBomb = TRUE; } } if ( fDropBomb ) { // Save gridno.... pSoldier->aiData.sPendingActionData2 = sGridNo; if ( pSoldier->sGridNo != sGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_DROPBOMB; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginDropBomb( ); } // OK, set UI SetUIBusy( pSoldier->ubID ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } //USING THE BLADE if ( Item[ usHandItem ].usItemClass == IC_BLADE ) { // See if we can get there to stab if ( pSoldier->ubBodyType == BLOODCAT ) { sActionGridNo = FindNextToAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); } else if ( CREATURE_OR_BLOODCAT( pSoldier ) && PythSpacesAway( pSoldier->sGridNo, sGridNo ) > 1 ) { sActionGridNo = FindNextToAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if (sActionGridNo == -1) { sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); } } else { // See if we can get there to stab sActionGridNo = FindAdjacentGridEx(pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE, true); } if ( sActionGridNo != NOWHERE ) { pSoldier->aiData.usActionData = sActionGridNo; // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_KNIFEATTACK; pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { // for the benefit of the AI pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB; pSoldier->EVENT_SoldierBeginBladeAttack( sAdjustedGridNo, ubDirection ); } // OK, set UI SetUIBusy( pSoldier->ubID ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; gfResetUIMovementOptimization = TRUE; } return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_CANNOT_GETTO_LOCATION ); } } if ( Item[ usHandItem ].usItemClass == IC_TENTACLES ) { // See if we can get there to stab //pSoldier->sTargetGridNo = sTargetGridNo; //pSoldier->sLastTarget = sTargetGridNo; //pSoldier->ubTargetID = WhoIsThere2( sTargetGridNo, pSoldier->bTargetLevel ); // gTacticalStatus.ubAttackBusyCount++; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting swipe attack, incrementing a.b.c in HandleItems to %d", gTacticalStatus.ubAttackBusyCount) ); DebugAttackBusy( "Swipe attack\n"); sAPCost = CalcTotalAPsToAttack( pSoldier, sGridNo, FALSE, pSoldier->aiData.bAimTime ); DeductPoints( pSoldier, sAPCost, 0 ); pSoldier->EVENT_InitNewSoldierAnim( QUEEN_SWIPE, 0 , FALSE ); //FireWeapon( pSoldier, sTargetGridNo ); pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB; return( ITEM_HANDLE_OK ); } // THIS IS IF WE WERE FROM THE UI if ( Item[ usHandItem ].usItemClass == IC_GRENADE || Item[ usHandItem ].usItemClass == IC_LAUNCHER || Item[ usHandItem ].usItemClass == IC_THROWN ) { INT32 sCheckGridNo; // Get gridno - either soldier's position or the gridno if ( pTargetSoldier != NULL ) { sTargetGridNo = pTargetSoldier->sGridNo; } else { sTargetGridNo = sGridNo; } sAPCost = MinAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime, 0 ); // Check if these is room to place mortar! if (ItemIsMortar(usHandItem)) { ubDirection = (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier ); // Get new gridno! sCheckGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc( ubDirection ) ); if ( !OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, ubDirection , pSoldier->usAnimState ) ) { return( ITEM_HANDLE_NOROOM ); } //pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;//dnl ch72 270913 no reason why not charge for stance change } else if (ItemIsGrenadeLauncher(usHandItem))//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER ) { GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime ); usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost); usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTargetGridNo, pSoldier->aiData.bAimTime ); // If we are standing and are asked to turn AND raise gun, ignore raise gun... //CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE ) { if ( fAddingTurningCost && fAddingRaiseGunCost ) { if(usRaiseGunCost > usTurningCost) pSoldier->flags.fDontChargeTurningAPs = TRUE; else pSoldier->flags.fDontChargeReadyAPs = TRUE; } } /*else { // If raising gun, don't charge turning! if ( fAddingTurningCost ) { pSoldier->flags.fDontChargeReadyAPs = TRUE; } }*/ } // If this is a player guy, show message about no APS if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) ) { pSoldier->ubAttackingHand = HANDPOS; pSoldier->usAttackingWeapon = usHandItem; pSoldier->bTargetLevel = bLevel; // Look at the cursor, if toss cursor... if ( Item[ usHandItem ].ubCursor == TOSSCURS ) { pSoldier->sTargetGridNo = sTargetGridNo; // pSoldier->sLastTarget = sTargetGridNo; pSoldier->ubTargetID = WhoIsThere2( sTargetGridNo, pSoldier->bTargetLevel ); // Increment attack counter... // gTacticalStatus.ubAttackBusyCount++; DebugAttackBusy( "Weapon fire\n"); //dnl ch72 180913 decision is to charge for turning which was disabled in v1.12 also will turn off both options because is bad to charge APs before stance or turning really occurs // ATE: Don't charge turning... //pSoldier->flags.fDontChargeTurningAPs = TRUE; //pSoldier->flags.fDontChargeAPsForStanceChange = TRUE; FireWeapon( pSoldier, sTargetGridNo ); } else { SendBeginFireWeaponEvent( pSoldier, sTargetGridNo ); if(is_server || (is_client && pSoldier->ubID <20) ) send_fire( pSoldier, sTargetGridNo ); } // OK, set UI SetUIBusy( pSoldier->ubID ); return( ITEM_HANDLE_OK ); } else { return( ITEM_HANDLE_NOAPS ); } return( ITEM_HANDLE_OK ); } // CHECK FOR BOMB.... if ( Item[ usHandItem ].ubCursor == INVALIDCURS ) { // Found detonator... if ( HasAttachmentOfClass( &(pSoldier->inv[pSoldier->ubAttackingHand]), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || ItemIsTripwire(usHandItem)) { StartBombMessageBox( pSoldier, sGridNo ); if ( fFromUI ) { guiPendingOverrideEvent = A_CHANGE_TO_MOVE; } return( ITEM_HANDLE_OK ); } } return( ITEM_HANDLE_OK ); } void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { // Does this have detonator that needs info? if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || ItemIsTripwire((&(pSoldier->inv[ HANDPOS ] ))->usItem) ) { StartBombMessageBox( pSoldier, sGridNo ); } else { // We have something... all we do is place... if ( ArmBomb( &(pSoldier->inv[ HANDPOS ]), 0 ) ) { INT32 iResult = 0; if ( HasItemFlag( (pSoldier->inv[HANDPOS]).usItem, BEARTRAP ) ) { iResult = SkillCheck( pSoldier, PLANTING_MECHANICAL_BOMB_CHECK, 0 ); } else { iResult = SkillCheck( pSoldier, PLANTING_BOMB_CHECK, 0 ); } if ( iResult >= 0 ) { // Less explosives gain for placing tripwire if (ItemIsTripwire(pSoldier->inv[ HANDPOS ].usItem)) StatChange( pSoldier, EXPLODEAMT, 1, FALSE ); else if ( HasItemFlag( (pSoldier->inv[HANDPOS]).usItem, BEARTRAP ) ) StatChange( pSoldier, MECHANAMT, 10, FALSE ); else // EXPLOSIVES GAIN (25): Place a bomb, or buried and armed a mine StatChange( pSoldier, EXPLODEAMT, 25, FALSE ); // SANDRO - STOMP traits - Demolitions bonus to trap level if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT )) { // +5 trap level for Demolitions trait pSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( pSoldier ) / 20) + (EffectiveExpLevel( pSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) ); } else { pSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( 10, ( EffectiveExplosive( pSoldier ) / 20) + (EffectiveExpLevel( pSoldier ) / 3) ); } // Flugente: backgrounds if ( pSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) ) pSoldier->inv[ HANDPOS ][0]->data.bTrap++; // anv: additional tile properties - modify trap level depending on its placement if(gGameExternalOptions.fAdditionalTileProperties && !ItemIsTripwire(pSoldier->inv[ HANDPOS ].usItem)) { ADDITIONAL_TILE_PROPERTIES_VALUES zAllTileValues = GetAllAdditonalTilePropertiesForGrid( sGridNo, pSoldier->pathing.bLevel ); pSoldier->inv[ HANDPOS ][0]->data.bTrap += zAllTileValues.bTrapBonus; } pSoldier->inv[ HANDPOS ][0]->data.bTrap = __max( 0, pSoldier->inv[ HANDPOS ][0]->data.bTrap ); pSoldier->inv[ HANDPOS ][0]->data.misc.ubBombOwner = pSoldier->ubID + 2; // Flugente: determine the direction we are looking at and apply that direction to our explosive pSoldier->inv[ HANDPOS ][0]->data.ubDirection = pSoldier->ubDirection; // no frequency known... give a default value, so we don't defuse it by accident gTempObject[0]->data.ubWireNetworkFlag = (TRIPWIRE_NETWORK_OWNER_ENEMY|TRIPWIRE_NETWORK_NET_1|TRIPWIRE_NETWORK_LVL_1); gTempObject[0]->data.bDefuseFrequency = 0; // we now know there is something nasty here gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT; if (pSoldier->inv[ HANDPOS ].MoveThisObjectTo(gTempObject, 1) == 0) { AddItemToPool( sGridNo, &gTempObject, BURIED, pSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 ); // sevenfm: take another item with same id from inventory, only REALTIME HandleTakeNewBombFromInventory(pSoldier, &gTempObject); // sevenfm: change cursor back to action if successfully taken new bomb if ( gfShiftBombPlant && pSoldier->inv[ pSoldier->ubAttackingHand ].exists() ) guiPendingOverrideEvent = M_CHANGE_TO_ACTION; } // Flugente: additional dialogue AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_BOMB_HAS_BEEN_PLANTED, pSoldier->inv[HANDPOS].usItem, 1 ); } else { // Flugente: additional dialogue AdditionalTacticalCharacterDialogue_CallsLua( pSoldier, ADE_BOMB_HAS_BEEN_PLANTED, pSoldier->inv[HANDPOS].usItem, 0 ); // beartraps don't explode... if ( HasItemFlag( (pSoldier->inv[HANDPOS]).usItem, BEARTRAP ) ) return; // EXPLOSIVES GAIN (10): Failed to place a bomb, or bury and arm a mine StatChange( pSoldier, EXPLODEAMT, 10, FROM_FAILURE ); // oops! How badly did we screw up? if ( iResult < -20 && !ItemIsTripwire(pSoldier->inv[ HANDPOS ].usItem) ) { // OOPS! ... BOOM! IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ HANDPOS ] ); pSoldier->inv[ HANDPOS ].MoveThisObjectTo(gTempObject, 1); } } } } } void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { StartBombMessageBox( pSoldier, sGridNo ); } void HandleTacticalFunctionSelection( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { if ( guiCurrentScreen == GAME_SCREEN ) StartTacticalFunctionSelectionMessageBox( pSoldier, sGridNo, pSoldier->pathing.bLevel ); } void HandleSoldierUseCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { StartCorpseMessageBox( pSoldier, sGridNo, bLevel ); } void HandleSoldierDefuseTripwire( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT32 sItem ) { gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, sItem, pSoldier->pathing.bLevel ); gpBoobyTrapSoldier = pSoldier; gsBoobyTrapGridNo = sGridNo; gbBoobyTrapLevel = pSoldier->pathing.bLevel; gfDisarmingBuriedBomb = FALSE; gbTrapDifficulty = (gWorldItems[ sItem ].object)[0]->data.bTrap; DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL ); } void SoldierHandleDropItem( SOLDIERTYPE *pSoldier ) { // LOOK IN PANDING DATA FOR ITEM TO DROP, AND LOCATION if ( pSoldier->pTempObject != NULL ) { if ( pSoldier->bVisible != -1 ) { if (Water(pSoldier->sGridNo, pSoldier->pathing.bLevel)) { UINT16 usItem = pSoldier->pTempObject->usItem; INT32 sGridNo = pSoldier->sGridNo; if (HasItemFlag(usItem, CORPSE)) PlayJA2Sample(ENTER_DEEP_WATER_1, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo)); else if (Item[usItem].ubWeight > 10) PlayJA2Sample(ENTER_WATER_1, RATE_11025, SoundVolume(MIDVOLUME, sGridNo), 1, SoundDir(sGridNo)); else PlaySplashSound(sGridNo); } else { PlayJA2Sample(THROW_IMPACT_2, RATE_11025, SoundVolume(MIDVOLUME, pSoldier->sGridNo), 1, SoundDir(pSoldier->sGridNo)); } } AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 ); NotifySoldiersToLookforItems( ); OBJECTTYPE::DeleteMe( &pSoldier->pTempObject ); } } void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { // Determine what to do UINT8 ubDirection; // Set attacker to NOBODY, since it's not a combat attack pSoldier->ubTargetID = NOBODY; INT16 sXTest, sYTest; ConvertGridNoToCenterCellXY(pSoldier->sGridNo, &sXTest, &sYTest); //shadooow: if the grenade isn't thrown from soldier gridno, it should mean it is thrown using my grenade rolling feature BOOLEAN gbGrenadeRolling = pSoldier->pThrowParams->dX != sXTest || pSoldier->pThrowParams->dY != sYTest; // Alrighty, switch based on stance! switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) { case ANIM_STAND: // CHECK IF WE ARE NOT ON THE SAME GRIDNO if ( sGridNo == pSoldier->sGridNo ) { pSoldier->PickDropItemAnimation( ); } else { // CHANGE DIRECTION AT LEAST ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier ); pSoldier->SoldierGotoStationaryStance( ); pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection ); pSoldier->flags.fTurningUntilDone = TRUE; if (gbGrenadeRolling) { if ((pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) && ((pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE))) pSoldier->usPendingAnimation = LOB_GRENADE_STANCE; else pSoldier->usPendingAnimation = LOB_ITEM; } // Draw item depending on distance from buddy else if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE ) { //ddd maybe need to add check for throwing item class - grenade if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) && ( (pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE) ) ) pSoldier->usPendingAnimation = LOB_GRENADE_STANCE; else pSoldier->usPendingAnimation = LOB_ITEM; } else { if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) && ( (pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE) ) ) pSoldier->usPendingAnimation = THROW_GRENADE_STANCE; else pSoldier->usPendingAnimation = THROW_ITEM; } } break; // crouch throwing case ANIM_PRONE: if ( sGridNo == pSoldier->sGridNo ) { // OK, JUST DROP ITEM! if ( pSoldier->pTempObject != NULL ) { AddItemToPool( sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 ); NotifySoldiersToLookforItems( ); OBJECTTYPE::DeleteMe( &pSoldier->pTempObject ); } break; } pSoldier->ChangeSoldierStance( ANIM_CROUCH ); case ANIM_CROUCH: // CHECK IF WE ARE NOT ON THE SAME GRIDNO if ( sGridNo == pSoldier->sGridNo ) { // OK, JUST DROP ITEM! if ( pSoldier->pTempObject != NULL ) { AddItemToPool( sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 ); NotifySoldiersToLookforItems( ); OBJECTTYPE::DeleteMe( &pSoldier->pTempObject ); } } else { // CHANGE DIRECTION AT LEAST ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier ); pSoldier->SoldierGotoStationaryStance( ); pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection ); pSoldier->flags.fTurningUntilDone = TRUE; if (gbGrenadeRolling) { pSoldier->usPendingAnimation = THROW_ITEM_CROUCHED; } else { pSoldier->usPendingAnimation = THROW_ITEM_CROUCHED; } } break; // } } void SoldierGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, OBJECTTYPE *pObject, INT8 bInvPos ) { INT32 sActionGridNo, sAdjustedGridNo; UINT8 ubDirection; // Remove any previous actions pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( pSoldier, pTargetSoldier->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_GIVEITEM; pSoldier->bPendingActionData5 = bInvPos; // Copy temp object OBJECTTYPE::CopyToOrCreateAt(&pSoldier->pTempObject, pObject); pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.uiPendingActionData4 = pTargetSoldier->ubID; pSoldier->aiData.ubPendingActionAnimCount = 0; // Set soldier as engaged! pSoldier->flags.uiStatusFlags |= SOLDIER_ENGAGEDINACTION; // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // WALK UP TO DEST FIRST pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } else { pSoldier->EVENT_SoldierBeginGiveItem( ); // CHANGE DIRECTION OF TARGET TO OPPOSIDE DIRECTION! pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection ); } // Set target as engaged! pTargetSoldier->flags.uiStatusFlags |= SOLDIER_ENGAGEDINACTION; return; } else { return; } } BOOLEAN SoldierDropItem( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj ) { OBJECTTYPE::CopyToOrCreateAt(&pSoldier->pTempObject, pObj); pSoldier->PickDropItemAnimation( ); return( TRUE ); } void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel ) { INT32 sActionGridNo; // Remove any previous actions pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; sActionGridNo = AdjustGridNoForItemPlacement( pSoldier, sGridNo ); // SET PENDING ACTIONS! pSoldier->aiData.ubPendingAction = MERC_PICKUPITEM; pSoldier->aiData.uiPendingActionData1 = iItemIndex; pSoldier->aiData.sPendingActionData2 = sActionGridNo; pSoldier->aiData.uiPendingActionData4 = sGridNo; pSoldier->aiData.bPendingActionData3 = bZLevel; pSoldier->aiData.ubPendingActionAnimCount = 0; // Deduct points! //sAPCost = GetAPsToPickupItem( pSoldier, sGridNo ); //DeductPoints( pSoldier, sAPCost, 0 ); SetUIBusy( pSoldier->ubID ); // CHECK IF NOT AT SAME GRIDNO if ( pSoldier->sGridNo != sActionGridNo ) { if ( pSoldier->bTeam == gbPlayerNum ) { pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, TRUE, TRUE ); // Say it only if we don;t have to go too far! if ( pSoldier->pathing.usPathDataSize > 5 ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_OK1 ); } } else { pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } } else { // DO ANIMATION OF PICKUP NOW! PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); } } void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo ) { if (pSoldier->bTeam == gbPlayerNum) { // Place it in buddy's hand! if ( gpItemPointer == NULL ) { InternalBeginItemPointer( pSoldier, &(gWorldItems[ iItemIndex ].object ), NO_SLOT ); } else { // Add back to world... AddItemToPool( sGridNo, &(gWorldItems[ iItemIndex ].object ), 1 , pSoldier->pathing.bLevel, 0, -1 ); // If we are a merc, say DAMN quote.... if ( pSoldier->bTeam == gbPlayerNum ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); } } } } void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList ) { ITEM_POOL * pItemPool; ITEM_POOL * pItemPoolToDelete = NULL; INT32 cnt = 0; BOOLEAN fPickup; BOOLEAN fFailedAutoPlace = FALSE; INT32 iItemIndexToDelete; BOOLEAN fShouldSayCoolQuote = FALSE; BOOLEAN fDidSayCoolQuote = FALSE; BOOLEAN fSaidBoobyTrapQuote = FALSE; UINT16 sAPCost;//Moa: added for deduct points BOOLEAN fItemTaken = FALSE;//Moa: added for deduct points #ifdef JA2UB UINT16 usItem=0; #endif sAPCost = GetAPsToPickupItem( pSoldier, sGridNo ); // OK. CHECK IF WE ARE DOING ALL IN THIS POOL.... if ( iItemIndex == ITEM_PICKUP_ACTION_ALL || iItemIndex == ITEM_PICKUP_SELECTION ) { // DO all pickup! // LOOP THROUGH LIST TO FIND NODE WE WANT GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel ); while( pItemPool ) { if ( ItemPoolOKForPickup( pSoldier, pItemPool, bZLevel ) ) { fPickup = TRUE; if ( iItemIndex == ITEM_PICKUP_SELECTION ) { //CHRISL: This can pose a problem. If the next value in pfSelectionList didn't exist (which can happen if // we've added an item to the world during this process), it'll pull whatever is in memory which is most // likely a value larger then 0. //if ( !pfSelectionList[ cnt ] ) if(pfSelectionList[cnt] != 1) { fPickup = FALSE; } } // Increment counter... //:ATE: Only incremrnt counter for items we can see.. cnt++; if ( fPickup ) { if ( ContinuePastBoobyTrap( pSoldier, sGridNo, bZLevel, pItemPool->iItemIndex, FALSE, &fSaidBoobyTrapQuote ) ) { if ( ItemIsCool( &gWorldItems[ pItemPool->iItemIndex ].object ) ) { fShouldSayCoolQuote = TRUE; } if (gWorldItems[ pItemPool->iItemIndex ].object.usItem == SWITCH) { // ask about activating the switch! bTempFrequency = gWorldItems[ pItemPool->iItemIndex ].object[0]->data.misc.bFrequency; gpTempSoldier = pSoldier; DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ACTIVATE_SWITCH_PROMPT ] , GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SwitchMessageBoxCallBack, NULL ); pItemPool = pItemPool->pNext; } else { //CHRISL: Make sure non-ammo item status is a valid 0-100 number if(Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass != IC_AMMO){ gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus = __max(0,gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus); gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus = __min(100,gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus); } // Make copy of item gTempObject = gWorldItems[ pItemPool->iItemIndex ].object; // Flugente: if we allow militia to use sector equipment, then mark gear they pick up, so that they drop it too. if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fMilitiaUseSectorInventory ) { if ( Item[gTempObject.usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour ) { gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gTempObject.usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face ) { gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gTempObject.usItem].usItemClass & (IC_BLADE|IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee ) { gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gTempObject.usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade ) { gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gTempObject.usItem].usItemClass & (IC_GUN|IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun ) { gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gTempObject.usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher ) { gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN ) gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN; if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE ) gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE; } if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) ) { // check to see if the object has been swapped with one in inventory if ( gTempObject.usItem != gWorldItems[ pItemPool->iItemIndex ].object.usItem || gTempObject.ubNumberOfObjects != gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects ) { // copy back because item changed, and we must make sure the item pool reflects this. gWorldItems[ pItemPool->iItemIndex ].object = gTempObject; } pItemPoolToDelete = pItemPool; pItemPool = pItemPool->pNext; fFailedAutoPlace = TRUE; // continue, to try and place ay others... continue; } else { fItemTaken = TRUE; } /* // handle theft.. will return true if theft has failed ( if soldier was caught ) if( pSoldier->bTeam == OUR_TEAM ) { // check to see if object was owned by another if( gTempObject.fFlags & OBJECT_OWNED_BY_CIVILIAN ) { // owned by a civilian if( HandleLoyaltyAdjustmentForRobbery( pSoldier ) == TRUE ) { // implememnt actual tactical reaction for theft..shoot robber, yell out, etc } // reset who owns object gTempObject.fFlags &= ~( OBJECT_OWNED_BY_CIVILIAN ); } } */ //pItemPoolToDelete = pItemPool; iItemIndexToDelete = pItemPool->iItemIndex; pItemPool = pItemPool->pNext; RemoveItemFromPool( sGridNo, iItemIndexToDelete, pSoldier->pathing.bLevel ); } } else { // boobytrap found... stop picking up things! break; } } else { pItemPool = pItemPool->pNext; } } else { pItemPool = pItemPool->pNext; } } // ATE; If here, and we failed to add any more stuff, put failed one in our cursor... if ( pItemPoolToDelete != NULL && fFailedAutoPlace ) { gfDontChargeAPsToPickup = TRUE; HandleAutoPlaceFail( pSoldier, pItemPoolToDelete->iItemIndex, sGridNo ); RemoveItemFromPool( sGridNo, pItemPoolToDelete->iItemIndex, pSoldier->pathing.bLevel ); pItemPoolToDelete = NULL; } } else { // REMOVE ITEM FROM POOL if ( ItemExistsAtLocation( sGridNo, iItemIndex, pSoldier->pathing.bLevel ) ) { // Flugente: if item is tripwireactivated and is a planted bomb, call the defuse dialogue. We obviously know about the items' existence already... if ( gWorldItems[ iItemIndex ].object.exists() && gWorldItems[ iItemIndex ].object.fFlags & OBJECT_ARMED_BOMB && ItemHasTripwireActivation(gWorldItems[ iItemIndex ].object.usItem) ) { gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel ); gpBoobyTrapSoldier = pSoldier; gsBoobyTrapGridNo = sGridNo; gbBoobyTrapLevel = pSoldier->pathing.bLevel; gfDisarmingBuriedBomb = FALSE; gbTrapDifficulty = (gWorldItems[ iItemIndex ].object)[0]->data.bTrap; DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL ); } else if ( ContinuePastBoobyTrap( pSoldier, sGridNo, bZLevel, iItemIndex, FALSE, &fSaidBoobyTrapQuote ) ) { if ( ItemIsCool( &gWorldItems[ iItemIndex ].object ) ) { fShouldSayCoolQuote = TRUE; } if (gWorldItems[ iItemIndex ].object.usItem == SWITCH) { // handle switch bTempFrequency = gWorldItems[ iItemIndex ].object[0]->data.misc.bFrequency; gpTempSoldier = pSoldier; DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ACTIVATE_SWITCH_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SwitchMessageBoxCallBack, NULL ); } else { //CHRISL: Make sure non-ammo item status is a valid 0-100 number if(Item[gWorldItems[iItemIndex].object.usItem].usItemClass != IC_AMMO){ gWorldItems[iItemIndex].object[0]->data.objectStatus = __max(0,gWorldItems[iItemIndex].object[0]->data.objectStatus); gWorldItems[iItemIndex].object[0]->data.objectStatus = __min(100,gWorldItems[iItemIndex].object[0]->data.objectStatus); } /* // handle theft.. will return true if theft has failed ( if soldier was caught ) if( pSoldier->bTeam == OUR_TEAM ) { // check to see if object was owned by another if( gTempObject.fFlags & OBJECT_OWNED_BY_CIVILIAN ) { // owned by a civilian if( HandleLoyaltyAdjustmentForRobbery( pSoldier ) == TRUE ) { // implememnt actual tactical reaction for theft..shoot robber, yell out, etc } // reset who owns object gTempObject.fFlags &= ~( OBJECT_OWNED_BY_CIVILIAN ); } } */ // Flugente: if we allow militia to use sector equipment, then mark gear they pick up, so that they drop it too. if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fMilitiaUseSectorInventory ) { if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour ) { gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face ) { gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= IC_FACE; } else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & (IC_BLADE|IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee ) { gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade ) { gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & (IC_GUN|IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun ) { gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher ) { gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA; } if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN ) gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN; if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE ) gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE; } if ( !AutoPlaceObject( pSoldier, &(gWorldItems[ iItemIndex ].object ), TRUE ) ) { //ADB well we made an animation, should we still use up points? gfDontChargeAPsToPickup = TRUE; HandleAutoPlaceFail( pSoldier, iItemIndex, sGridNo ); } else { fItemTaken = TRUE; } // Flugente: if we remove an object, we basically give it free to overwriting. Thus it is very, VERY bad to theninteract with it, as the code might jsut do that - // the object data may be overwritten at any moment! Better remove it after manipulation is finished. RemoveItemFromPool( sGridNo, iItemIndex, pSoldier->pathing.bLevel ); } } } } if (fItemTaken) { //deduct Points DeductPoints( pSoldier, sAPCost, 0 ); } // OK, check if potentially a good candidate for cool quote if ( fShouldSayCoolQuote && pSoldier->bTeam == gbPlayerNum ) { // Do we have this quote..? if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpGotGunOrUsedGun == QUOTE_FOUND_SOMETHING_SPECIAL ) { // Have we not said it today? if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE ) ) { // set flag pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE; // Say it.... // We've found something! TacticalCharacterDialogue( pSoldier, QUOTE_FOUND_SOMETHING_SPECIAL ); fDidSayCoolQuote = TRUE; } } } #ifdef JA2UB //JA25 ub //if the item is valid if( iItemIndex != 0 ) { //handle the picking up of a new ja25 gun HandleNewGunComment( pSoldier, iItemIndex, TRUE ); } #endif // Aknowledge.... if( pSoldier->bTeam == OUR_TEAM && !fDidSayCoolQuote && !fSaidBoobyTrapQuote ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_GOTIT ); } // OK partner......look for any hidden items! if ( pSoldier->bTeam == gbPlayerNum && LookForHiddenItems( sGridNo, pSoldier->pathing.bLevel, TRUE, 0 ) ) { // WISDOM GAIN (5): Found a hidden object StatChange( pSoldier, WISDOMAMT, 5, FALSE ); // We've found something! TacticalCharacterDialogue( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ) ); } gpTempSoldier = pSoldier; gsTempGridNo = sGridNo; SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE ); } void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel ) { ITEM_POOL *pItemPool; UINT16 usNum; // Draw menu if more than one item! if ( GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel ) ) { // OK, if an enemy, go directly ( skip menu ) if ( pSoldier->bTeam != gbPlayerNum ) { // HEADROCK HAM 3.5: On-screen message when militia pick up items. if ( pSoldier->bTeam == MILITIA_TEAM ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[4], Item[gWorldItems[ iItemIndex ].object.usItem].szItemName ); } SoldierGetItemFromWorld( pSoldier, iItemIndex, sGridNo, bZLevel, NULL ); } else { if (gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT || (is_networked && is_client && FindWorldItemForBombInGridNo( sGridNo, pSoldier->pathing.bLevel ) != -1)) // 20091029 - OJW - Disarm player planted bombs! { // have the computer ask us if we want to proceed // override the item index passed in with the one for the bomb in this // tile iItemIndex = FindWorldItemForBombInGridNo( sGridNo, pSoldier->pathing.bLevel ); #ifdef JA2TESTVERSION if (iItemIndex == -1) { // WTF???? ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"Cannot find bomb item in gridno %d", sGridNo ); return; } #endif gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel ); gpBoobyTrapSoldier = pSoldier; gsBoobyTrapGridNo = sGridNo; gbBoobyTrapLevel = pSoldier->pathing.bLevel; gfDisarmingBuriedBomb = TRUE; gbTrapDifficulty = gWorldItems[ iItemIndex ].object[0]->data.bTrap; // WDS - Use local buffer for storing modified string instead of original copy CHAR16 buffer[99]; wchar_t * ptr; wcscpy(buffer,TacticalStr[ DISARM_TRAP_PROMPT ]); if((gTacticalStatus.uiFlags & INCOMBAT) || (gTacticalStatus.fEnemyInSector)) { wchar_t * string = L" ("; wchar_t string2[20]; ptr = wcscat(buffer, string); _ltow(GetAPsToDisarmMine( pSoldier ), string2, 10); // SANDRO ptr = wcscat(buffer, string2); string = L"AP)"; ptr = wcscat(buffer, string); } else { ptr = wcscat(buffer, L""); } // DoMessageBox( MSG_BOX_BASIC_STYLE, ptr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL ); // sevenfm: extended disarm messagebox (inspect, remove blueflag, blow up). works in realtime and turnbased ExtendedDisarmMessageBox(); } else { // OK, only hidden items exist... if ( pSoldier->bTeam == gbPlayerNum && DoesItemPoolContainAllHiddenItems( pItemPool ) ) { // He's touched them.... if ( LookForHiddenItems( sGridNo, pSoldier->pathing.bLevel, TRUE, 0 ) ) { // WISDOM GAIN (5): Found a hidden object StatChange( pSoldier, WISDOMAMT, 5, FALSE ); // We've found something! TacticalCharacterDialogue( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ) ); } else { // Say NOTHING quote... pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } } else { // If only one good item exists.... if ( ( usNum = GetNumOkForDisplayItemsInPool( pItemPool, bZLevel ) ) == 1 ) { // Find first OK item.... while( !ItemPoolOKForDisplay( pItemPool, bZLevel ) ) { pItemPool = pItemPool->pNext; } SoldierGetItemFromWorld( pSoldier, pItemPool->iItemIndex, sGridNo, bZLevel, NULL ); } else { if ( usNum != 0 ) { // Freeze guy! pSoldier->flags.fPauseAllAnimation = TRUE; InitializeItemPickupMenu( pSoldier, sGridNo, pItemPool, 0, 0, bZLevel ); guiPendingOverrideEvent = G_GETTINGITEM; } else { pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } } } } } } else { // Say NOTHING quote... pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } } LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel ) { UINT16 usTileIndex; LEVELNODE *pNode; usTileIndex = GetTileGraphicForItem( pItem ); // OK, Do stuff differently base on level! if ( ubLevel == 0 ) { pNode = AddStructToTail( sGridNo, usTileIndex ); //SET FLAG FOR AN ITEM pNode->uiFlags |= LEVELNODE_ITEM; } else { AddOnRoofToHead( sGridNo, usTileIndex ); //SET FLAG FOR AN ITEM pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead; pNode->uiFlags |= LEVELNODE_ITEM; } // DIRTY INTERFACE fInterfacePanelDirty = DIRTYLEVEL2; // DIRTY TILE gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REDRAW; SetRenderFlags(RENDER_FLAG_MARKED); return( pNode ); } void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode ) { LEVELNODE *pNode; // OK, Do stuff differently base on level! // Loop through and find pointer.... if ( ubLevel == 0 ) { pNode = gpWorldLevelData[ sGridNo ].pStructHead; } else { pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead; } while( pNode != NULL ) { if ( pNode == pLevelNode ) { // Found one! if ( ubLevel == 0 ) { RemoveStructFromLevelNode( sGridNo, pNode ); } else { RemoveOnRoofFromLevelNode( sGridNo, pNode ); } break; } pNode = pNode->pNext; } // DIRTY INTERFACE fInterfacePanelDirty = DIRTYLEVEL2; // DIRTY TILE gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REDRAW; SetRenderFlags(RENDER_FLAG_MARKED); //TEMP RENDER FULL!!! SetRenderFlags(RENDER_FLAG_FULL); } // INVENTORY POOL STUFF OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID ) { return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL ); } OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex ) { return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) ); } OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; INT32 iWorldItem = 0; STRUCTURE *pStructure, *pBase; INT16 sDesiredLevel; INT32 sNewGridNo = *psGridNo; LEVELNODE *pNode; BOOLEAN fForceOnGround = FALSE; BOOLEAN fObjectInOpenable = FALSE; INT8 bTerrainID; // ATE: Check if the gridno is OK if (TileIsOutOfBounds((*psGridNo))) { // Display warning..... ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Item %d was given invalid grid location %d for item pool. Please Report.", pObject->usItem, (*psGridNo) ); (*psGridNo) = sNewGridNo = gMapInformation.sCenterGridNo; // If no center grid number exists, shrug it off if (sNewGridNo == -1) { return( NULL ); } } // CHECK IF THIS ITEM IS IN DEEP WATER.... // IF SO, CHECK IF IT SINKS... // IF SO, DONT'T ADD! bTerrainID = GetTerrainType( *psGridNo ); // WANNE.WATER: If our soldier is not on the ground level and the tile is a "water" tile, then simply set the tile to "FLAT_GROUND" // This should fix "problems" for special modified maps if ( TERRAIN_IS_WATER( bTerrainID) && ubLevel > 0 ) bTerrainID = FLAT_GROUND; if ( TERRAIN_IS_WATER( bTerrainID) ) { if (ItemSinks(pObject->usItem)) { return( NULL ); } } // First things first - look at where we are to place the items, and // set some flags appropriately // On a structure? //Locations on roofs without a roof is not possible, so //we convert the onroof intention to ground. if( ubLevel && !FlatRoofAboveGridNo( *psGridNo ) ) { ubLevel = 0; } if ( bRenderZHeightAboveLevel == -1 ) { fForceOnGround = TRUE; bRenderZHeightAboveLevel = 0; } // Flugente: if this item is a corpse, don't add it to the world. Instead spawn a corpse in its position if ( HasItemFlag(pObject->usItem, CORPSE) && AddCorpseFromObject(pObject, *psGridNo, ubLevel ) ) { return( NULL ); } //CHRISL: We need to make sure that item stacks follow the OldInv stacking limits // Copy the object we're working with the gTempObject so that we can use pObject later in this function OBJECTTYPE poolObject = OBJECTTYPE(*pObject); UINT8 ubSlotLimit = ItemSlotLimit(&poolObject, STACK_SIZE_LIMIT); while(poolObject.ubNumberOfObjects>0) { poolObject.MoveThisObjectTo(*pObject,ubSlotLimit); // Check structure database if ( gpWorldLevelData[ *psGridNo ].pStructureHead && (pObject->usItem != OWNERSHIP) && (pObject->usItem != ACTION_ITEM) ) { // Something is here, check obstruction in future sDesiredLevel = ubLevel ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND; pStructure = FindStructure( *psGridNo , STRUCTURE_BLOCKSMOVES ); while( pStructure ) { if( !(pStructure->fFlags &( STRUCTURE_PERSON | STRUCTURE_CORPSE ) ) && pStructure->sCubeOffset == sDesiredLevel ) { // If we are going into a raised struct AND we have above level set to -1 if ( StructureBottomLevel( pStructure ) != 1 && fForceOnGround ) { break; } // Adjust the item's gridno to the base of struct..... pBase = FindBaseStructure( pStructure ); // Get LEVELNODE for struct and remove! sNewGridNo = pBase->sGridNo; // Check for openable flag.... if ( pStructure->fFlags & STRUCTURE_OPENABLE ) { // ATE: Set a flag here - we need to know later that we're in an openable... fObjectInOpenable = TRUE; // Something of note is here.... // SOME sort of structure is here.... set render flag to off usFlags |= WORLD_ITEM_DONTRENDER; // Openable.. check if it's closed, if so, set visiblity... if ( !( pStructure->fFlags & STRUCTURE_OPEN ) ) { // -2 means - don't reveal! bVisible = -2; } bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( StructureHeight( pStructure ) ); break; } // Else can we place an item on top? else if ( pStructure->fFlags & ( STRUCTURE_GENERIC ) ) { UINT8 ubLevel0, ubLevel1, ubLevel2, ubLevel3; // If we are going into a raised struct AND we have above level set to -1 if ( StructureBottomLevel( pStructure ) != 1 && fForceOnGround ) { break; } // Find most dence area... if ( StructureDensity( pStructure, &ubLevel0, &ubLevel1, &ubLevel2, &ubLevel3 ) ) { if ( ubLevel3 == 0 && ubLevel2 == 0 && ubLevel1 == 0 && ubLevel0 == 0 ) { bRenderZHeightAboveLevel = 0; } else if ( ubLevel3 >= ubLevel0 && ubLevel3 >= ubLevel2 && ubLevel3 >= ubLevel1 ) { bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 4 ); } else if ( ubLevel2 >= ubLevel0 && ubLevel2 >= ubLevel1 && ubLevel2 >= ubLevel3 ) { bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 3 ); } else if ( ubLevel1 >= ubLevel0 && ubLevel1 >= ubLevel2 && ubLevel1 >= ubLevel3 ) { bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 2 ); } else if ( ubLevel0 >= ubLevel1 && ubLevel0 >= ubLevel2 && ubLevel0 >= ubLevel3 ) { bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 1 ); } } // Set flag indicating it has an item on top! pStructure->fFlags |= STRUCTURE_HASITEMONTOP; break; } } pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES ); } } if (pObject->usItem == SWITCH && !fObjectInOpenable ) { if (bVisible != -2) { // switch items which are not hidden inside objects should be considered buried bVisible = BURIED; // and they are pressure-triggered unless there is a switch structure there if (FindStructure( *psGridNo, STRUCTURE_SWITCH ) != NULL) { (*pObject)[0]->data.misc.bDetonatorType = BOMB_SWITCH; } else { (*pObject)[0]->data.misc.bDetonatorType = BOMB_PRESSURE; } } else { // else they are manually controlled (*pObject)[0]->data.misc.bDetonatorType = BOMB_SWITCH; } } else if ( pObject->usItem == ACTION_ITEM ) { switch( (*pObject)[0]->data.misc.bActionValue ) { case ACTION_ITEM_SMALL_PIT: case ACTION_ITEM_LARGE_PIT: // mark as known about by civs and creatures gpWorldLevelData[ sNewGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT; break; default: break; } } if ( *psGridNo != sNewGridNo ) { *psGridNo = sNewGridNo; } //First add the item to the global list. This is so the game can keep track //of where the items are, for file i/o, etc. iWorldItem = AddItemToWorld( *psGridNo, pObject, ubLevel, usFlags, bRenderZHeightAboveLevel, bVisible, soldierID ); // Check for and existing pool on the object layer if ( GetItemPool( *psGridNo, &pItemPool, ubLevel ) ) { // Add to exitsing pool // Add graphic pNode = AddItemGraphicToWorld( &(Item[ pObject->usItem ] ), *psGridNo, ubLevel ); // Set pool head value in levelnode pNode->pItemPool = pItemPool; // Add New Node pItemPoolTemp = pItemPool; // Create new pool pItemPool = (ITEM_POOL *)MemAlloc( sizeof( ITEM_POOL ) ); // Set Next to NULL pItemPool->pNext = NULL; // Set Item index pItemPool->iItemIndex = iWorldItem; // Get a link back! pItemPool->pLevelNode = pNode; if( pItemPoolTemp ) { // Get last item in list while( pItemPoolTemp->pNext != NULL ) pItemPoolTemp = pItemPoolTemp->pNext; // Set Next of previous pItemPoolTemp->pNext = pItemPool; } // Set Previous of new one pItemPool->pPrev = pItemPoolTemp; } else { pNode = AddItemGraphicToWorld( &(Item[ pObject->usItem ] ), *psGridNo, ubLevel ); // Create new pool pItemPool = (ITEM_POOL *)MemAlloc( sizeof( ITEM_POOL ) ); pNode->pItemPool = pItemPool; // Set prev to NULL pItemPool->pPrev = NULL; // Set next to NULL pItemPool->pNext = NULL; // Set Item index pItemPool->iItemIndex = iWorldItem; // Get a link back! pItemPool->pLevelNode = pNode; // Set flag to indicate item pool presence gpWorldLevelData[*psGridNo].uiFlags |= MAPELEMENT_ITEMPOOL_PRESENT; } // Set visible! pItemPool->bVisible = bVisible; // If bbisible is true, render makered world if ( bVisible == 1 && GridNoOnScreen( (*psGridNo ) ) ) { //gpWorldLevelData[*psGridNo].uiFlags|=MAPELEMENT_REDRAW; //SetRenderFlags(RENDER_FLAG_MARKED); SetRenderFlags(RENDER_FLAG_FULL); } // Set flahs timer pItemPool->bFlashColor = FALSE; pItemPool->sGridNo = *psGridNo; pItemPool->ubLevel = ubLevel; pItemPool->usFlags = usFlags; pItemPool->bVisible = bVisible; pItemPool->bRenderZHeightAboveLevel = bRenderZHeightAboveLevel; // ATE: Get head of pool again.... if ( GetItemPool( *psGridNo, &pItemPool, ubLevel ) ) { AdjustItemPoolVisibility( pItemPool ); } if (piItemIndex) { *piItemIndex = iWorldItem; } } if ( (*pObject)[0]->data.sObjectFlag & TAKEN_BY_MILITIA_TABOO_GREEN ) { (*pObject)[0]->data.sObjectFlag &= ~ TAKEN_BY_MILITIA_TABOO_GREEN; gWorldItems[ iWorldItem ].usFlags |= WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN; } if ( (*pObject)[0]->data.sObjectFlag & TAKEN_BY_MILITIA_TABOO_BLUE ) { (*pObject)[0]->data.sObjectFlag &= ~ TAKEN_BY_MILITIA_TABOO_BLUE; gWorldItems[ iWorldItem ].usFlags |= WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE; } return( &(gWorldItems[ iWorldItem ].object ) ); } BOOLEAN ItemExistsAtLocation( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; // Check for an existing pool on the object layer if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { // LOOP THROUGH LIST TO FIND NODE WE WANT pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { if ( pItemPoolTemp->iItemIndex == iItemIndex ) { return( TRUE ); } pItemPoolTemp = pItemPoolTemp->pNext; } } return( FALSE ); } BOOLEAN ItemTypeExistsAtLocation( INT32 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; // Check for an existing pool on the object layer if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { // LOOP THROUGH LIST TO FIND ITEM WE WANT pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { if ( gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem == usItem ) { if ( piItemIndex ) { *piItemIndex = pItemPoolTemp->iItemIndex; } return( TRUE ); } pItemPoolTemp = pItemPoolTemp->pNext; } } return( FALSE ); } BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemIndex ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; // Check for an existing pool on the object layer if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { // LOOP THROUGH LIST TO FIND ITEM WE WANT pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { if (ItemIsMarbles(gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem)) { if ( piItemIndex ) { *piItemIndex = pItemPoolTemp->iItemIndex; } return( TRUE ); } pItemPoolTemp = pItemPoolTemp->pNext; } } return( FALSE ); } INT32 GetItemOfClassTypeInPool( INT32 sGridNo, UINT32 uiItemClass, UINT8 ubLevel ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; // Check for an existing pool on the object layer if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { // LOOP THROUGH LIST TO FIND NODE WE WANT pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { if ( Item[ gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem ].usItemClass & uiItemClass ) { return( pItemPoolTemp->iItemIndex ); } pItemPoolTemp = pItemPoolTemp->pNext; } } return( -1 ); } ITEM_POOL * GetItemPoolForIndex( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; // Check for an existing pool on the object layer if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { // LOOP THROUGH LIST TO FIND NODE WE WANT pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { if (pItemPoolTemp->iItemIndex == iItemIndex ) { return( pItemPoolTemp ); } pItemPoolTemp = pItemPoolTemp->pNext; } } return( NULL ); } BOOLEAN DoesItemPoolContainAnyHiddenItems( ITEM_POOL *pItemPool ) { // LOOP THROUGH LIST TO FIND NODE WE WANT while( pItemPool != NULL ) { if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == HIDDEN_ITEM ) { return( TRUE ); } pItemPool = pItemPool->pNext; } return( FALSE ); } BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool ) { // LOOP THROUGH LIST TO FIND NODE WE WANT while( pItemPool != NULL ) { if ( gWorldItems[ pItemPool->iItemIndex ].bVisible != HIDDEN_ITEM ) { return( FALSE ); } pItemPool = pItemPool->pNext; } return( TRUE ); } BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel ) { ITEM_POOL *pItemPool = NULL; ITEM_POOL *pHeadItemPool = NULL; BOOLEAN fFound = FALSE; if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { pHeadItemPool = pItemPool; // LOOP THROUGH LIST TO FIND NODE WE WANT while( pItemPool != NULL ) { if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == HIDDEN_ITEM && gWorldItems[ pItemPool->iItemIndex ].object.usItem != OWNERSHIP ) { fFound = TRUE; gWorldItems[ pItemPool->iItemIndex ].bVisible = INVISIBLE; } pItemPool = pItemPool->pNext; } } // If found, set item pool visibility... if ( fFound ) { SetItemPoolVisibilityOn( pHeadItemPool, INVISIBLE, fSetLocator ); } return( fFound ); } // Flugente 2016-04-09: this function seems dubious. The only difference from GetLargestZLevelOfItemPool is that this guarantees 0 if there is a structure. // That doesn't make any sense, so I'm replacing all calls of this INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure ) { ITEM_POOL *pItemPool; if ( pStructure == NULL ) { return( 0 ); } // OK, check if this struct contains items.... if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) == TRUE ) { return( GetLargestZLevelOfItemPool( pItemPool ) ); } return( 0 ); } INT8 GetLargestZLevelOfItemPool( ITEM_POOL *pItemPool ) { // OK, loop through pools and get any height != 0........ while( pItemPool != NULL ) { if ( pItemPool->bRenderZHeightAboveLevel > 0 ) { return( pItemPool->bRenderZHeightAboveLevel ); } pItemPool = pItemPool->pNext; } return( 0 ); } void RemoveItemPool( INT32 sGridNo, UINT8 ubLevel ) { ITEM_POOL *pItemPool; // Check for and existing pool on the object layer while ( GetItemPool( sGridNo, &pItemPool, ubLevel ) == TRUE ) { RemoveItemFromPool( sGridNo, pItemPool->iItemIndex, ubLevel ); } } void RemoveAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel ) { ITEM_POOL *pItemPool; // Check for and existing pool on the object layer GetItemPool( sGridNo, &pItemPool, ubLevel ); while( pItemPool ) { if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == BURIED) { pItemPool = pItemPool->pNext; } else { RemoveItemFromPool( sGridNo, pItemPool->iItemIndex, ubLevel ); // get new start pointer GetItemPool( sGridNo, &pItemPool, ubLevel ); } } } void RevealAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel ) { ITEM_POOL *pItemPool; // Check for and existing pool on the object layer GetItemPool( sGridNo, &pItemPool, ubLevel ); while ( pItemPool ) { if ( gWorldItems[pItemPool->iItemIndex].bVisible != BURIED ) { gWorldItems[pItemPool->iItemIndex].bVisible = VISIBLE; gWorldItems[pItemPool->iItemIndex].bRenderZHeightAboveLevel = 0; gWorldItems[pItemPool->iItemIndex].ubNonExistChance = 0; gWorldItems[pItemPool->iItemIndex].usFlags &= ( ~WORLD_ITEM_DONTRENDER ); } pItemPool = pItemPool->pNext; } NotifySoldiersToLookforItems(); } void LoopLevelNodeForShowThroughFlag( LEVELNODE *pNode, INT32 sGridNo, UINT8 ubLevel ) { while ( pNode != NULL ) { if ( pNode->uiFlags & LEVELNODE_ITEM ) { if ( ubLevel == 0 ) { // If we are in a room.... // if ( IsRoofPresentAtGridno( sGridNo ) || gfCaves || gfBasement ) { pNode->uiFlags |= LEVELNODE_SHOW_THROUGH; } } else { pNode->uiFlags |= LEVELNODE_SHOW_THROUGH; } if( gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] ) { pNode->uiFlags |= LEVELNODE_DYNAMIC; } } pNode = pNode->pNext; } } void HandleItemObscuredFlag( INT32 sGridNo, UINT8 ubLevel ) { LEVELNODE *pNode; if ( ubLevel == 0 ) { pNode = gpWorldLevelData[ sGridNo ].pStructHead; LoopLevelNodeForShowThroughFlag( pNode, sGridNo, ubLevel ); } else { pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead; LoopLevelNodeForShowThroughFlag( pNode, sGridNo, ubLevel ); } } BOOLEAN SetItemPoolVisibilityOn( ITEM_POOL *pItemPool, INT8 bAllGreaterThan, BOOLEAN fSetLocator ) { ITEM_POOL *pItemPoolTemp; BOOLEAN fAtLeastModified = FALSE, fDeleted = FALSE; INT8 bVisibleValue; //OBJECTTYPE *pObj; pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { bVisibleValue = gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible; // Update each item... if ( bVisibleValue != VISIBLE ) { if ( gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem == ACTION_ITEM ) { // NEVER MAKE VISIBLE! pItemPoolTemp = pItemPoolTemp->pNext; continue; } // If we have reached a visible value we should not modify, ignore... if ( bVisibleValue >= bAllGreaterThan && gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem != OWNERSHIP ) { // Update the world value gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible = VISIBLE; fAtLeastModified = TRUE; } #ifdef obsoleteCode /* if ( gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem == ACTION_ITEM ) { pObj = &(gWorldItems[ pItemPoolTemp->iItemIndex ].object); switch( (*pObj)[0]->data.misc.bActionValue ) { case ACTION_ITEM_SMALL_PIT: case ACTION_ITEM_LARGE_PIT: if ((*pObj)[0]->data.misc.bDetonatorType == 0) { // randomly set to active or destroy the item! if (Random( 100 ) < 65) { ArmBomb( pObj, 0 ); // will be set to pressure type so freq is irrelevant gWorldItems[ pItemPoolTemp->iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB; AddBombToWorld( pItemPoolTemp->iItemIndex ); } else { // get pointer to the next element NOW pItemPoolTemp = pItemPoolTemp->pNext; // set flag so we don't traverse an additional time fDeleted = TRUE; // remove item from pool RemoveItemFromPool( pItemPool->sGridNo, pItemPool->iItemIndex, pItemPool->ubLevel ); } } break; default: break; } } */ #endif //obsoleteCode if (fDeleted) { // don't get the 'next' pointer because we did so above // reset fDeleted to false so we don't skip moving through the list more than once fDeleted = FALSE; } else { pItemPoolTemp = pItemPoolTemp->pNext; } } else { pItemPoolTemp = pItemPoolTemp->pNext; } } // If we didn;t find any that should be modified.. if ( !fAtLeastModified ) { return( FALSE ); } // Update global pool bVisible to true ( if at least one is visible... ) pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { pItemPoolTemp->bVisible = VISIBLE; pItemPoolTemp = pItemPoolTemp->pNext; } // Handle obscured flag... HandleItemObscuredFlag( pItemPool->sGridNo, pItemPool->ubLevel ); if ( fSetLocator ) { SetItemPoolLocator( pItemPool ); } return( TRUE ); } void SetItemPoolVisibilityHidden( ITEM_POOL *pItemPool ) { ITEM_POOL *pItemPoolTemp; pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { // Update the world value gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible = HIDDEN_IN_OBJECT; pItemPoolTemp->bVisible = HIDDEN_IN_OBJECT; pItemPoolTemp = pItemPoolTemp->pNext; } } // This determines the overall initial visibility of the pool... // IF ANY are set to VISIBLE, MODIFY void AdjustItemPoolVisibility( ITEM_POOL *pItemPool ) { ITEM_POOL *pItemPoolTemp; BOOLEAN fAtLeastModified = FALSE; pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { // DEFAULT ITEM POOL TO INVISIBLE.... pItemPoolTemp->bVisible = INVISIBLE; // Update each item... // If we have reached a visible value we should not modify, ignore... if ( gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible == VISIBLE ) { fAtLeastModified = TRUE; } pItemPoolTemp = pItemPoolTemp->pNext; } // Handle obscured flag... HandleItemObscuredFlag( pItemPool->sGridNo, pItemPool->ubLevel ); // If we didn;t find any that should be modified.. if ( !fAtLeastModified ) { return; } // Update global pool bVisible to true ( if at least one is visible... ) pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { pItemPoolTemp->bVisible = VISIBLE; pItemPoolTemp = pItemPoolTemp->pNext; } // Handle obscured flag... HandleItemObscuredFlag( pItemPool->sGridNo, pItemPool->ubLevel ); } BOOLEAN RemoveItemFromPool( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel ) { ITEM_POOL *pItemPool; ITEM_POOL *pItemPoolTemp; BOOLEAN fItemFound = FALSE; LEVELNODE *pObject; // Check for and existing pool on the object layer if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) ) { // REMOVE FROM LIST // LOOP THROUGH LIST TO FIND NODE WE WANT pItemPoolTemp = pItemPool; while( pItemPoolTemp != NULL ) { if ( pItemPoolTemp->iItemIndex == iItemIndex ) { fItemFound = TRUE; break; } pItemPoolTemp = pItemPoolTemp->pNext; } if ( !fItemFound ) { // COULDNOT FIND ITEM? MAYBE SOMEBODY GOT IT BEFORE WE GOT THERE! return( FALSE ); } // REMOVE GRAPHIC RemoveItemGraphicFromWorld( &(Item[ gWorldItems[ iItemIndex ].object.usItem ] ), sGridNo, ubLevel, pItemPoolTemp->pLevelNode ); // IF WE ARE LOCATIONG STILL, KILL LOCATOR! if ( pItemPoolTemp->bFlashColor != 0 ) { // REMOVE TIMER! RemoveFlashItemSlot( pItemPoolTemp ); } // REMOVE PREV if ( pItemPoolTemp->pPrev != NULL ) { pItemPoolTemp->pPrev->pNext = pItemPoolTemp->pNext; } // REMOVE NEXT if ( pItemPoolTemp->pNext != NULL ) { pItemPoolTemp->pNext->pPrev = pItemPoolTemp->pPrev; } // IF THIS NODE WAS THE HEAD, SET ANOTHER AS HEAD AT THIS GRIDNO if ( pItemPoolTemp->pPrev == NULL ) { // WE'RE HEAD if ( ubLevel == 0 ) { pObject = gpWorldLevelData[ sGridNo ].pStructHead; } else { pObject = gpWorldLevelData[ sGridNo ].pOnRoofHead; } fItemFound = FALSE; // LOOP THORUGH OBJECT LAYER while( pObject != NULL ) { if ( pObject->uiFlags & LEVELNODE_ITEM ) { // ADJUST TO NEXT GUY FOR HEAD pObject->pItemPool = pItemPoolTemp->pNext; fItemFound = TRUE; } pObject = pObject->pNext; } if (!fItemFound) { // THIS WAS THE LAST ITEM IN THE POOL! gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_ITEMPOOL_PRESENT); } } // Find any structure with flag set as having items on top.. if this one did... if ( pItemPoolTemp->bRenderZHeightAboveLevel > 0 ) { STRUCTURE *pStructure; ITEM_POOL *pTempPool; // Check if an item pool exists here.... if ( !GetItemPool( pItemPoolTemp->sGridNo, &pTempPool, pItemPoolTemp->ubLevel ) ) { pStructure = FindStructure( pItemPoolTemp->sGridNo , STRUCTURE_HASITEMONTOP ); if ( pStructure != NULL ) { // Remove... pStructure->fFlags &= (~STRUCTURE_HASITEMONTOP ); // Re-adjust interactive tile... BeginCurInteractiveTileCheck( INTILE_CHECK_SELECTIVE ); } } } AdjustItemPoolVisibility( pItemPoolTemp ); // DELETE MemFree( pItemPoolTemp ); RemoveItemFromWorld( iItemIndex ); return( TRUE ); } return( FALSE ); } BOOLEAN MoveItemPools( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel ) { // note, only works between locations on the ground ITEM_POOL *pItemPool; WORLDITEM TempWorldItem; // While there is an existing pool while( GetItemPool( sStartPos, &pItemPool, bStartLevel ) ) { TempWorldItem = gWorldItems[ pItemPool->iItemIndex ]; RemoveItemFromPool( sStartPos, pItemPool->iItemIndex, bStartLevel ); //AddItemToPool( sEndPos, &(TempWorldItem.object), -1, TempWorldItem.ubLevel, TempWorldItem.usFlags, TempWorldItem.bRenderZHeightAboveLevel ); AddItemToPool( sEndPos, &(TempWorldItem.object), -1, bEndLevel, TempWorldItem.usFlags, TempWorldItem.bRenderZHeightAboveLevel ); } return( TRUE ); } BOOLEAN MoveItemPools_ForDragging( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel ) { // note, only works between locations on the ground ITEM_POOL* pItemPool; WORLDITEM TempWorldItem; // loop over all items and note the ones we have to move. Move them afterwards, if we do it during the operation we risk pointer issues std::vector itemindexestomove_vector; if ( bStartLevel ) GetItemPoolFromRoof( sStartPos, &pItemPool ); else GetItemPoolFromGround( sStartPos, &pItemPool ); while ( pItemPool ) { TempWorldItem = gWorldItems[pItemPool->iItemIndex]; // don't move an item if it's an armed bomb, an action item or if it isn't a fresh drop if ( TempWorldItem.object.usItem != ACTION_ITEM && !( TempWorldItem.usFlags & WORLD_ITEM_ARMED_BOMB ) ) { itemindexestomove_vector.push_back( pItemPool->iItemIndex ); } pItemPool = pItemPool->pNext; } // now move the stuff for ( std::vector::iterator it = itemindexestomove_vector.begin(), itend = itemindexestomove_vector.end(); it != itend; ++it ) { TempWorldItem = gWorldItems[(*it)]; RemoveItemFromPool( sStartPos, ( *it ), bStartLevel ); AddItemToPool( sEndPos, &( TempWorldItem.object ), 1, bEndLevel, TempWorldItem.usFlags, TempWorldItem.bRenderZHeightAboveLevel ); } return( TRUE ); } BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel ) { LEVELNODE *pObject; if ( ubLevel == 0 ) { pObject = gpWorldLevelData[ usMapPos ].pStructHead; } else { pObject = gpWorldLevelData[ usMapPos ].pOnRoofHead; } (*ppItemPool) = NULL; // LOOP THORUGH OBJECT LAYER while( pObject != NULL ) { if ( pObject->uiFlags & LEVELNODE_ITEM ) { (*ppItemPool) = pObject->pItemPool; //DEF added the check because pObject->pItemPool was NULL which was causing problems if( *ppItemPool ) return( TRUE ); else return( FALSE ); } pObject = pObject->pNext; } return( FALSE ); } BOOLEAN GetItemPoolFromGround( INT32 sMapPos, ITEM_POOL **ppItemPool ) { //if we know the level, we can avoid an if, and this function is called alot LEVELNODE *pObject = gpWorldLevelData[ sMapPos ].pStructHead; //ADB: let's not make 51200 calls to FileWrite ok? //#ifdef JA2BETAVERSION // if ( pObject ) // { // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("gpWorldLevelData, %d %d %d", pObject, sMapPos, (&gpWorldLevelData[25600-1]) + sizeof(MAP_ELEMENT) ) ); // } //#endif (*ppItemPool) = NULL; // LOOP THORUGH OBJECT LAYER while( pObject != NULL ) { if ( pObject->uiFlags & LEVELNODE_ITEM ) { (*ppItemPool) = pObject->pItemPool; //DEF added the check because pObject->pItemPool was NULL which was causing problems if( *ppItemPool ) return( TRUE ); else return( FALSE ); } pObject = pObject->pNext; } return( FALSE ); } BOOLEAN GetItemPoolFromRoof( INT32 sMapPos, ITEM_POOL **ppItemPool ) { // Flugente: apparently the ...Ground version is called a lot, otherwise it would be smarter to just add an extra argument for level LEVELNODE *pObject = gpWorldLevelData[sMapPos].pOnRoofHead; ( *ppItemPool ) = NULL; // LOOP THORUGH OBJECT LAYER while ( pObject != NULL ) { if ( pObject->uiFlags & LEVELNODE_ITEM ) { ( *ppItemPool ) = pObject->pItemPool; //DEF added the check because pObject->pItemPool was NULL which was causing problems if ( *ppItemPool ) return( TRUE ); else return( FALSE ); } pObject = pObject->pNext; } return( FALSE ); } void NotifySoldiersToLookforItems( ) { UINT32 cnt; SOLDIERTYPE *pSoldier; for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { pSoldier = MercSlots[ cnt ]; if ( pSoldier != NULL ) { pSoldier->flags.uiStatusFlags |= SOLDIER_LOOKFOR_ITEMS; } } } void AllSoldiersLookforItems( BOOLEAN fShowLocators ) { UINT32 cnt; SOLDIERTYPE *pSoldier; for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { pSoldier = MercSlots[ cnt ]; if ( pSoldier != NULL ) { RevealRoofsAndItems(pSoldier, TRUE, fShowLocators, pSoldier->pathing.bLevel, FALSE ); } } } INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel ) { INT32 cnt; //Determine total # cnt = 0; while( pItemPool != NULL ) { if ( ItemPoolOKForDisplay( pItemPool, bZLevel ) ) { cnt++; } pItemPool = pItemPool->pNext; } return( (UINT16) cnt ); } BOOLEAN AnyItemsVisibleOnLevel( ITEM_POOL *pItemPool, INT8 bZLevel ) { if ( ( gTacticalStatus.uiFlags & SHOW_ALL_ITEMS ) ) { return( TRUE ); } //Determine total # while( pItemPool != NULL ) { if ( pItemPool->bRenderZHeightAboveLevel == bZLevel ) { if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == VISIBLE ) { return( TRUE ); } } pItemPool = pItemPool->pNext; } return( FALSE ); } BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel ) { if (gTacticalStatus.uiFlags&SHOW_ALL_ITEMS) { return( TRUE ); } // Setup some conditions! if ( gWorldItems[ pItemPool->iItemIndex ].bVisible != VISIBLE ) { return( FALSE ); } // If -1, it means find all if ( pItemPool->bRenderZHeightAboveLevel != bZLevel && bZLevel != -1 ) { return( FALSE ); } return( TRUE ); } BOOLEAN ItemPoolOKForPickup( SOLDIERTYPE * pSoldier, ITEM_POOL *pItemPool, INT8 bZLevel ) { if (gTacticalStatus.uiFlags&SHOW_ALL_ITEMS) { return( TRUE ); } if ( pSoldier->bTeam == gbPlayerNum ) { // Setup some conditions! if ( gWorldItems[ pItemPool->iItemIndex ].bVisible != VISIBLE ) { return( FALSE ); } } // If -1, it means find all if ( pItemPool->bRenderZHeightAboveLevel != bZLevel && bZLevel != -1 ) { return( FALSE ); } return( TRUE ); } extern void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject, BOOLEAN fReset ); BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos ) { INT16 sY; INVTYPE *pItem; ITEM_POOL *pTempItemPool; CHAR16 pStr[ 100 ]; INT16 cnt = 0, sHeight = 0; INT16 sLargeLineWidth = 0, sLineWidth; BOOLEAN fSelectionDone = FALSE; INT8 gbCurrentItemSel = 0; INT8 bNumItemsListed = 0; INT16 sFontX, sFontY; INT16 sLargestLineWidth = 30; INT8 bCurStart = 0; BOOLEAN fDoBack; // Take a look at each guy in current sqaud and check for compatible ammo... // Determine how many there are // MOVE HEAD TO CURRENT START cnt = 0; pTempItemPool = pItemPool; while( pTempItemPool != NULL ) { if ( cnt == bCurStart ) { break; } // ATE: Put some conditions on this.... if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) ) { cnt++; } pTempItemPool = pTempItemPool->pNext; } cnt = bCurStart; fDoBack = FALSE; while( pTempItemPool != NULL ) { // IF WE HAVE MORE THAN THE SET AMOUNT, QUIT NOW! if ( cnt == ( bCurStart + NUM_ITEMS_LISTED ) ) { cnt++; fDoBack = TRUE; break; } // ATE: Put some conditions on this.... if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) ) { cnt++; } sHeight += GetFontHeight( SMALLFONT1 ) - 2; pTempItemPool = pTempItemPool->pNext; } pTempItemPool = pItemPool; while( pTempItemPool != NULL ) { // ATE: Put some conditions on this.... if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) ) { HandleAnyMercInSquadHasCompatibleStuff( (INT8)CurrentSquad( ), &(gWorldItems[ pTempItemPool->iItemIndex ].object ), FALSE ); } pTempItemPool = pTempItemPool->pNext; } // IF COUNT IS ALREADY > MAX, ADD A PREV... if ( bCurStart >= NUM_ITEMS_LISTED ) { cnt++; } bNumItemsListed = (INT8)cnt; //RENDER LIST! // Determine max length pTempItemPool = pItemPool; while( pTempItemPool != NULL ) { if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) ) { // GET ITEM pItem = &Item[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ]; // Set string if ( gWorldItems[ pTempItemPool->iItemIndex ].object.ubNumberOfObjects > 1 ) { if (gGameExternalOptions.gfShowBackpackOwner && Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR && LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK && gWorldItems[pItemPool->iItemIndex].soldierID != -1 && MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]) swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pTempItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName()); else swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ], gWorldItems[ pTempItemPool->iItemIndex ].object.ubNumberOfObjects ); } else { if (gGameExternalOptions.gfShowBackpackOwner && Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR && LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK && gWorldItems[pItemPool->iItemIndex].soldierID != -1 && MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]) swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName()); else swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ] ); } // Get Width sLineWidth = StringPixLength( pStr,SMALLFONT1 ); if ( sLineWidth > sLargeLineWidth ) { sLargeLineWidth = sLineWidth; } sLargestLineWidth = sLargeLineWidth; } pTempItemPool = pTempItemPool->pNext; } // Determine where our mouse is! if ( sXPos > ( SCREEN_WIDTH - sLargestLineWidth ) ) { sFontX = sXPos - sLargestLineWidth; } else { sFontX = sXPos + 15; } sFontY = sYPos; // Move up if over interface.... if ( ( sFontY + sHeight ) > ( INV_INTERFACE_START_Y ) ) { sFontY = ( INV_INTERFACE_START_Y ) - sHeight; } // Detertime vertiacal center sFontY -= ( sHeight / 2 ); SetFont( SMALLFONT1 ); SetFontBackground( FONT_MCOLOR_BLACK ); SetFontForeground( FONT_MCOLOR_DKGRAY ); // MOVE HEAD TO CURRENT START cnt = 0; while( pItemPool != NULL ) { if ( cnt == bCurStart ) { break; } if ( ItemPoolOKForDisplay( pItemPool, bZLevel ) ) { cnt++; } pItemPool = pItemPool->pNext; } // START DISPLAY LOOP cnt = bCurStart; sY = sFontY; // ADD PREV TO THIS LIST! if ( bCurStart >= NUM_ITEMS_LISTED ) { // Set string if ( cnt == gbCurrentItemSel ) { SetFontForeground( FONT_MCOLOR_LTGRAY ); } else { SetFontForeground( FONT_MCOLOR_DKGRAY ); } swprintf( pStr, TacticalStr[ ITEMPOOL_POPUP_PREV_STR ] ); gprintfdirty( sFontX, sY, pStr ); mprintf( sFontX, sY, pStr ); sY += GetFontHeight( SMALLFONT1 ) - 2; cnt++; } while( pItemPool != NULL ) { if ( bCommand == ITEMLIST_HANDLE ) { if ( cnt == gbCurrentItemSel ) { SetFontForeground( FONT_MCOLOR_LTGRAY ); } else { SetFontForeground( FONT_MCOLOR_DKGRAY ); } } if ( ItemPoolOKForDisplay( pItemPool, bZLevel ) ) { // GET ITEM pItem = &Item[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ]; // Set string if ( gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects > 1 ) { if (gGameExternalOptions.gfShowBackpackOwner && Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR && LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK && gWorldItems[pItemPool->iItemIndex].soldierID != -1 && MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]) swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName()); else swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ], gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects ); } else { if (gGameExternalOptions.gfShowBackpackOwner && Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR && LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK && gWorldItems[pItemPool->iItemIndex].soldierID != -1 && MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]) swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName()); else swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ] ); } gprintfdirty( sFontX, sY, pStr ); mprintf( sFontX, sY, pStr ); sY += GetFontHeight( SMALLFONT1 ) - 2; cnt++; } pItemPool = pItemPool->pNext; if ( fDoBack ) { if ( cnt == ( bNumItemsListed - 1) ) { break; } } } if ( fDoBack ) { if ( cnt == ( bNumItemsListed - 1) ) { // Set string if ( cnt == gbCurrentItemSel ) { SetFontForeground( FONT_MCOLOR_LTGRAY ); } else { SetFontForeground( FONT_MCOLOR_DKGRAY ); } swprintf( pStr, TacticalStr[ ITEMPOOL_POPUP_MORE_STR ] ); gprintfdirty( sFontX, sY, pStr ); mprintf( sFontX, sY, pStr ); } } return( fSelectionDone ); } INT8 GetListMouseHotSpot( INT16 sLargestLineWidth, INT8 bNumItemsListed, INT16 sFontX, INT16 sFontY, INT8 bCurStart ) { INT16 cnt = 0; INT16 sTestX1, sTestX2, sTestY1, sTestY2; INT16 sLineHeight; INT8 gbCurrentItemSel = -1; INT8 bListedItems; sLineHeight = GetFontHeight( SMALLFONT1 ) - 2; sTestX1 = sFontX; sTestX2 = sFontX + sLargestLineWidth; bListedItems = ( bNumItemsListed - bCurStart ); if ( gusMouseXPos < sTestX1 || gusMouseXPos > sTestX2 ) { gbCurrentItemSel = -1; } else { // Determine where mouse is! for ( cnt = 0; cnt < bListedItems; cnt++ ) { sTestY1 = sFontY + ( sLineHeight * cnt ); sTestY2 = sFontY + ( sLineHeight * ( cnt + 1 ) ); if ( gusMouseYPos > sTestY1 && gusMouseYPos < sTestY2 ) { gbCurrentItemSel = (INT8)cnt; break; } } } // OFFSET START gbCurrentItemSel += bCurStart; return( gbCurrentItemSel ); } void SetItemPoolLocator( ITEM_POOL *pItemPool ) { pItemPool->bFlashColor = 59; pItemPool->uiTimerID = AddFlashItemSlot( pItemPool, NULL, 0 ); } void SetItemPoolLocatorWithCallback( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback ) { pItemPool->bFlashColor = 59; pItemPool->uiTimerID = AddFlashItemSlot( pItemPool, Callback, 0 ); } /// ITEM POOL INDICATOR FUNCTIONS INT32 GetFreeFlashItemSlot(void) { UINT32 uiCount; for(uiCount=0; uiCount < guiNumFlashItemSlots; uiCount++) { if(( FlashItemSlots[uiCount].fAllocated == FALSE ) ) return((INT32)uiCount); } if(guiNumFlashItemSlots < NUM_ITEM_FLASH_SLOTS ) return((INT32)guiNumFlashItemSlots++); return(-1); } void RecountFlashItemSlots(void) { INT32 uiCount; for(uiCount=guiNumFlashItemSlots-1; (uiCount >=0) ; uiCount--) { if( ( FlashItemSlots[uiCount].fAllocated ) ) { guiNumFlashItemSlots=(UINT32)(uiCount+1); break; } } } INT32 AddFlashItemSlot( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback, UINT8 ubFlags ) { INT32 iFlashItemIndex; if( ( iFlashItemIndex = GetFreeFlashItemSlot() )==(-1) ) return(-1); ubFlags |= ITEM_LOCATOR_LOCKED; FlashItemSlots[ iFlashItemIndex ].pItemPool = pItemPool; FlashItemSlots[ iFlashItemIndex ].bRadioFrame = 0; FlashItemSlots[ iFlashItemIndex ].uiLastFrameUpdate = GetJA2Clock( ); FlashItemSlots[ iFlashItemIndex ].Callback = Callback; FlashItemSlots[ iFlashItemIndex ].fAllocated = TRUE; FlashItemSlots[ iFlashItemIndex ].ubFlags = ubFlags; return( iFlashItemIndex ); } BOOLEAN RemoveFlashItemSlot( ITEM_POOL *pItemPool ) { UINT32 uiCount; CHECKF( pItemPool != NULL ); for( uiCount=0; uiCount < guiNumFlashItemSlots; ++uiCount) { if ( FlashItemSlots[ uiCount ].fAllocated ) { if ( FlashItemSlots[ uiCount ].pItemPool == pItemPool ) { FlashItemSlots[ uiCount ].fAllocated = FALSE; // Check if we have a callback and call it if so! if ( FlashItemSlots[ uiCount ].Callback != NULL ) { FlashItemSlots[ uiCount ].Callback( ); } return( TRUE ); } } } return( TRUE ); } void HandleFlashingItems( ) { UINT32 cnt; ITEM_POOL *pItemPool; //LEVELNODE *pObject; ITEM_POOL_LOCATOR *pLocator; BOOLEAN fDoLocator = FALSE; if ( COUNTERDONE( CYCLERENDERITEMCOLOR ) ) { RESETCOUNTER( CYCLERENDERITEMCOLOR ); for ( cnt = 0; cnt < guiNumFlashItemSlots; ++cnt ) { pLocator = &( FlashItemSlots[ cnt ] ); if ( pLocator->fAllocated ) { fDoLocator = TRUE; if ( ( pLocator->ubFlags & ITEM_LOCATOR_LOCKED ) ) { if ( gTacticalStatus.fLockItemLocators == FALSE ) { // Turn off! pLocator->ubFlags &= (~ITEM_LOCATOR_LOCKED); } else { fDoLocator = FALSE; } } if ( fDoLocator ) { pItemPool = pLocator->pItemPool; // Update radio locator { UINT32 uiClock = GetJA2Clock( ); // Update frame values! if ( ( uiClock - pLocator->uiLastFrameUpdate ) > 80 ) { pLocator->uiLastFrameUpdate = uiClock; // Update frame pLocator->bRadioFrame++; if ( pLocator->bRadioFrame == 5 ) { pLocator->bRadioFrame = 0; } } } // UPDATE FLASH COLOR VALUE pItemPool->bFlashColor--; // Flugente: as someone commented out the changes to uiFlags, this part serves no purpose, so I'm commenting it out /*if ( pItemPool->ubLevel == 0 ) { pObject = gpWorldLevelData[ pItemPool->sGridNo ].pStructHead; } else { pObject = gpWorldLevelData[ pItemPool->sGridNo ].pOnRoofHead; } // LOOP THORUGH OBJECT LAYER while( pObject != NULL ) { if ( pObject->uiFlags & LEVELNODE_ITEM ) { if ( pItemPool->bFlashColor == 1 ) { //pObject->uiFlags &= (~LEVELNODE_DYNAMIC); //pObject->uiFlags |= ( LEVELNODE_LASTDYNAMIC ); } else { //pObject->uiFlags |= LEVELNODE_DYNAMIC; } } pObject = pObject->pNext; }*/ if ( pItemPool->bFlashColor == 1 ) { pItemPool->bFlashColor = 0; // REMOVE TIMER! RemoveFlashItemSlot( pItemPool ); SetRenderFlags( RENDER_FLAG_FULL ); } } } } RecountFlashItemSlots( ); } } void RenderTopmostFlashingItems( ) { UINT32 cnt; ITEM_POOL *pItemPool; ITEM_POOL_LOCATOR *pLocator; for ( cnt = 0; cnt < guiNumFlashItemSlots; ++cnt ) { pLocator = &( FlashItemSlots[ cnt ] ); if ( pLocator->fAllocated ) { if ( !( pLocator->ubFlags & ( ITEM_LOCATOR_LOCKED ) ) ) { pItemPool = pLocator->pItemPool; // Update radio locator { FLOAT dOffsetX, dOffsetY; FLOAT dTempX_S, dTempY_S; INT16 sX, sY, sXPos, sYPos; INT32 iBack; ConvertGridNoToCenterCellXY( pItemPool->sGridNo, &sX, &sY ); dOffsetX = (FLOAT)( sX - gsRenderCenterX ); dOffsetY = (FLOAT)( sY - gsRenderCenterY ); // Calculate guy's position FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S ); sXPos = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S; sYPos = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S - gpWorldLevelData[ pItemPool->sGridNo ].sHeight; // Adjust for offset position on screen sXPos -= gsRenderWorldOffsetX; sYPos -= gsRenderWorldOffsetY; sYPos -= pItemPool->bRenderZHeightAboveLevel; // Adjust for render height sYPos += gsRenderHeight; // Adjust for level height if ( pItemPool->ubLevel ) { sYPos -= ROOF_LEVEL_HEIGHT; } // Center circle! sXPos -= 20; sYPos -= 20; iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos +40 ), (INT16)(sYPos + 40 ) ); if ( iBack != -1 ) { SetBackgroundRectFilled( iBack ); } BltVideoObjectFromIndex( FRAME_BUFFER, guiRADIO, pLocator->bRadioFrame, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL ); DrawItemPoolList( pItemPool, pItemPool->sGridNo , ITEMLIST_DISPLAY, pItemPool->bRenderZHeightAboveLevel, sXPos, sYPos ); } } } } } BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier ) { SOLDIERTYPE *pTSoldier; UINT16 usSoldierIndex; OBJECTTYPE *pObject; INT32 sGridNo; UINT8 ubDirection; UINT8 ubTargetMercID; // DO SOME CHECKS IF WE CAN DO ANIMATION..... // Get items from pending data pObject = pSoldier->pTempObject; sGridNo = pSoldier->aiData.sPendingActionData2; ubDirection = pSoldier->aiData.bPendingActionData3; ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4; usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel ); // See if our target is still available if ( usSoldierIndex != NOBODY ) { // Check if it's the same merc! if ( usSoldierIndex != ubTargetMercID ) { return( FALSE ); } // Get soldier GetSoldier( &pTSoldier, usSoldierIndex ); // Look for item in hand.... (*ppTargetSoldier) = pTSoldier; return( TRUE ); } else { if ( pSoldier->pTempObject != NULL ) { AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 ); // Place it on the ground! ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_PLACED_ON_GROUND_STR ], ShortItemNames[ pSoldier->pTempObject->usItem ] ); // OK, disengage buddy pSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION ); if ( ubTargetMercID != NOBODY ) { MercPtrs[ ubTargetMercID ]->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION ); } OBJECTTYPE::DeleteMe( &pSoldier->pTempObject ); } } return( FALSE ); } void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier ) { SOLDIERTYPE *pTSoldier; INT8 bInvPos; UINT8 ubProfile; INT32 sGridNo; UINT8 ubDirection; UINT8 ubTargetMercID; UINT16 usItemNum; BOOLEAN fToTargetPlayer = FALSE; // Get items from pending data // Get objectype and delete pSoldier->pTempObject->MoveThisObjectTo(gTempObject); OBJECTTYPE::DeleteMe( &pSoldier->pTempObject ); bInvPos = pSoldier->bPendingActionData5; usItemNum = gTempObject.usItem; // ATE: OK, check if we have an item in the cursor from // this soldier and from this inv slot, if so, delete!!!!!!! if ( gpItemPointer != NULL ) { if ( pSoldier->ubID == gpItemPointerSoldier->ubID ) { if ( bInvPos == gbItemPointerSrcSlot && usItemNum == gpItemPointer->usItem ) { // Remove!!! EndItemPointer( ); } } } sGridNo = pSoldier->aiData.sPendingActionData2; ubDirection = pSoldier->aiData.bPendingActionData3; ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4; // ATE: Deduct APs! DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0 ); // SANDRO if ( VerifyGiveItem( pSoldier, &pTSoldier ) ) { // DAVE! - put stuff here to bring up shopkeeper....... //if the user just clicked on an arms dealer if( IsMercADealer( pTSoldier->ubProfile ) ) { UnSetEngagedInConvFromPCAction( pSoldier ); //if the dealer is Micky, /* if( pTSoldier->ubProfile == MICKY ) { //and the items are alcohol, dont enter the shopkeeper if( GetArmsDealerItemTypeFromItemNumber( gTempObject.usItem ) == ARMS_DEALER_ALCOHOL ) return; } */ if ( NPCHasUnusedRecordWithGivenApproach( pTSoldier->ubProfile, APPROACH_BUYSELL ) ) { TriggerNPCWithGivenApproach( pTSoldier->ubProfile, APPROACH_BUYSELL, TRUE ); return; } // now also check for buy/sell lines (Oct 13) /* else if ( NPCWillingToAcceptItem( pTSoldier->ubProfile, pSoldier->ubProfile, &gTempObject ) ) { TriggerNPCWithGivenApproach( pTSoldier->ubProfile, APPROACH_GIVINGITEM, TRUE ); return; }*/ else if ( !NPCWillingToAcceptItem( pTSoldier->ubProfile, pSoldier->ubProfile, &gTempObject ) ) { //Enter the shopkeeper interface EnterShopKeeperInterfaceScreen( pTSoldier->ubProfile ); // removed the if, because if the player picked up an item straight from the ground or money strait from the money // interface, the item would NOT have a bInvPos, therefore it would not get added to the dealer, and would get deleted // if ( bInvPos != NO_SLOT ) { // MUST send in NO_SLOT, as the SKI wille expect it to exist in inv if not.... AddItemToPlayersOfferAreaAfterShopKeeperOpen( &gTempObject ); if ( bInvPos != NO_SLOT ) { pSoldier->inv[ bInvPos ].initialize(); } DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); } return; } } // OK< FOR NOW HANDLE NPC's DIFFERENT! ubProfile = pTSoldier->ubProfile; // 1 ) PLayer to NPC = NPC // 2 ) Player to player = player; // 3 ) NPC to player = player; // 4 ) NPC TO NPC = NPC // Switch on target... // Are we a player dude.. ( target? ) if ( gMercProfiles[ubProfile].Type == PROFILETYPE_AIM || gMercProfiles[ubProfile].Type == PROFILETYPE_MERC || gMercProfiles[ubProfile].Type == PROFILETYPE_IMP || RPC_RECRUITED( pTSoldier ) ) { fToTargetPlayer = TRUE; } if ( fToTargetPlayer ) { // begin giving DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); // We are a merc, add! if ( !AutoPlaceObject( pTSoldier, &gTempObject, TRUE ) ) { // Erase! if ( bInvPos != NO_SLOT ) { DeleteObj( &( pSoldier->inv[ bInvPos ] ) ); DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); } AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 ); // We could not place it! // Drop it on the ground? ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_PLACED_ON_GROUND_STR ], ShortItemNames[ usItemNum ] ); // OK, disengage buddy pSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION ); pTSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION ); } else { // Erase! if ( bInvPos != NO_SLOT ) { DeleteObj( &( pSoldier->inv[ bInvPos ] ) ); DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); } // OK, it's given, display message! ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_GIVEN_TO_STR ], ShortItemNames[ usItemNum ], pTSoldier->GetName() ); if (usItemNum == MONEY) { // are we giving money to an NPC, to whom we owe money? if (pTSoldier->ubProfile != NO_PROFILE && gMercProfiles[pTSoldier->ubProfile].iBalance < 0) { gMercProfiles[pTSoldier->ubProfile].iBalance += gTempObject[0]->data.money.uiMoneyAmount; if (gMercProfiles[pTSoldier->ubProfile].iBalance >= 0) { // don't let the player accumulate credit (?) gMercProfiles[pTSoldier->ubProfile].iBalance = 0; // report the payment and set facts to indicate people not being owed money ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_BEEN_PAID_IN_FULL_STR ], pTSoldier->GetName() ); } else { // report the payment ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_STILL_OWED_STR ], pTSoldier->GetName(), -gMercProfiles[pTSoldier->ubProfile].iBalance ); } } } } } else { //CHRISL: The item we're handing over potentially came from an inventory slot but was placed into the cursor. So why are we deleting any remaining // items left in the inventory slot we started from. When we moved the item from a stack into the cursor, we created a seperate stack and it's this // new stack we should be exclusively working with. Not the stack we took items from. // Erase! // if ( bInvPos != NO_SLOT ) // { // DeleteObj(&pSoldier->inv[ bInvPos ]); // DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); // } // Now intiate conv InitiateConversation( pTSoldier, pSoldier, APPROACH_GIVINGITEM, (INT32)&gTempObject ); } } // OK, disengage buddy pSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION ); pTSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION ); } INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo ) { STRUCTURE *pStructure; INT16 sDesiredLevel; INT32 sActionGridNo; BOOLEAN fStructFound = FALSE; UINT8 ubDirection; INT32 sAdjustedGridNo; UINT8 ubTargetID; sActionGridNo = sGridNo; // Check structure database if( gpWorldLevelData[ sGridNo ].pStructureHead ) { // Something is here, check obstruction in future sDesiredLevel = pSoldier->pathing.bLevel ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND; pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ); while( pStructure ) { if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel ) { // Check for openable flag.... //if ( pStructure->fFlags & ( STRUCTURE_OPENABLE | STRUCTURE_HASITEMONTOP ) ) { fStructFound = TRUE; break; } } pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES ); } } // ATE: IF a person is found, use adjacent gridno for it! ubTargetID = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel ); if ( fStructFound || ( ubTargetID != NOBODY && ubTargetID != pSoldier->ubID ) ) { // GET ADJACENT GRIDNO sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE ); if ( sActionGridNo == -1 ) { sActionGridNo = sAdjustedGridNo; } } return( sActionGridNo ); } // Flugente void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel ) { gpTempSoldier = pSoldier; wcscpy( gzUserDefinedButton[0], TacticalStr[ DECAPITATE_STR ] ); wcscpy( gzUserDefinedButton[1], TacticalStr[ GUT_STR ] ); wcscpy( gzUserDefinedButton[2], TacticalStr[ TAKE_CLOTHES_STR ] ); wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_BODY_STR ] ); DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ CORPSE_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS, CorpseMessageBoxCallBack, NULL ); } void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo ) { //DBrot: More Rooms UINT16 usRoom; // sevenfm: cannot arm already armed bomb (for example, in inventory) if( pSoldier->inv[HANDPOS].fFlags & OBJECT_ARMED_BOMB ) { DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ARM_MESSAGE_ALREADY_ARMED ] , GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); return; } gpTempSoldier = pSoldier; gsTempGridNo = sGridNo; if (ItemIsRemoteTrigger(pSoldier->inv[HANDPOS].usItem)) { wcscpy( gzUserDefinedButton[0], L"1" ); wcscpy( gzUserDefinedButton[1], L"2" ); wcscpy( gzUserDefinedButton[2], L"3" ); wcscpy( gzUserDefinedButton[3], L"4" ); wcscpy( gzUserDefinedButton[4], L"A" ); wcscpy( gzUserDefinedButton[5], L"B" ); wcscpy( gzUserDefinedButton[6], L"C" ); wcscpy( gzUserDefinedButton[7], L"D" ); DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_BOMB_OR_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, BombMessageBoxCallBack, NULL ); } else if (pSoldier->inv[HANDPOS].usItem == REMOTETRIGGER) { // ATE ignore the commented-out code and add stuff to open the secret passage here /* switch( pSoldier->inv[HANDPOS].ubLocationID ) { // check to make sure the appropriate sector is loaded } SetOffBombsByFrequency( pSoldier->ubID, pSoldier->inv[HANDPOS][0]->data.misc.bFrequency ); */ // PLay sound.... PlayJA2Sample( USE_STATUE_REMOTE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); // Check what sector we are in.... if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 ) { if ( InARoom( pSoldier->sGridNo, &usRoom ) && usRoom == 4 ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_OK1 ); // Open statue ChangeO3SectorStatue( FALSE ); } else { pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); } } else { pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); } } else if ( HasAttachmentOfClass( &(pSoldier->inv[HANDPOS]), AC_DEFUSE ) ) { wcscpy( gzUserDefinedButton[0], L"1-A" ); wcscpy( gzUserDefinedButton[1], L"1-B" ); wcscpy( gzUserDefinedButton[2], L"1-C" ); wcscpy( gzUserDefinedButton[3], L"1-D" ); wcscpy( gzUserDefinedButton[4], L"2-A" ); wcscpy( gzUserDefinedButton[5], L"2-B" ); wcscpy( gzUserDefinedButton[6], L"2-C" ); wcscpy( gzUserDefinedButton[7], L"2-D" ); wcscpy( gzUserDefinedButton[8], L"3-A" ); wcscpy( gzUserDefinedButton[9], L"3-B" ); wcscpy( gzUserDefinedButton[10], L"3-C" ); wcscpy( gzUserDefinedButton[11], L"3-D" ); wcscpy( gzUserDefinedButton[12], L"4-A" ); wcscpy( gzUserDefinedButton[13], L"4-B" ); wcscpy( gzUserDefinedButton[14], L"4-C" ); wcscpy( gzUserDefinedButton[15], L"4-D" ); // sevenfm: zero out color values for( INT32 cnt = 0; cnt< NUM_CUSTOM_BUTTONS; cnt++) gzUserDefinedButtonColor[cnt] = 0; if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR ) ) ) { DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_SIXTEEN_BUTTONS, BombMessageBoxCallBack, NULL ); } else if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_REMOTEDET) ) ) { DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_SIXTEEN_BUTTONS, BombMessageBoxCallBack, NULL ); } else { // sevenfm: do not allow arming bombs with only REMOTE_DET attached // DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL ); DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ARM_MESSAGE_NO_DETONATOR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); } } else if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR ) ) ) { DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_TIMER_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL ); } else if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_REMOTEDET) ) ) { DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL ); } else if (ItemIsTripwire((&(pSoldier->inv[HANDPOS]))->usItem)) { wcscpy( gzUserDefinedButton[0], L"1-A" ); wcscpy( gzUserDefinedButton[1], L"1-B" ); wcscpy( gzUserDefinedButton[2], L"1-C" ); wcscpy( gzUserDefinedButton[3], L"1-D" ); wcscpy( gzUserDefinedButton[4], L"2-A" ); wcscpy( gzUserDefinedButton[5], L"2-B" ); wcscpy( gzUserDefinedButton[6], L"2-C" ); wcscpy( gzUserDefinedButton[7], L"2-D" ); wcscpy( gzUserDefinedButton[8], L"3-A" ); wcscpy( gzUserDefinedButton[9], L"3-B" ); wcscpy( gzUserDefinedButton[10], L"3-C" ); wcscpy( gzUserDefinedButton[11], L"3-D" ); wcscpy( gzUserDefinedButton[12], L"4-A" ); wcscpy( gzUserDefinedButton[13], L"4-B" ); wcscpy( gzUserDefinedButton[14], L"4-C" ); wcscpy( gzUserDefinedButton[15], L"4-D" ); // sevenfm: zero out color values for( INT32 cnt = 0; cnt< NUM_CUSTOM_BUTTONS; cnt++) gzUserDefinedButtonColor[cnt] = 0; // sevenfm: if SHIFT is pressed - plant tripwire with last network settings if( gfShiftBombPlant && gubLastTripwire > 0 ) BombMessageBoxCallBack(gubLastTripwire); else DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_TRIPWIRE_NETWORK ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_SIXTEEN_BUTTONS, BombMessageBoxCallBack, NULL ); } } // Flugente void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel ) { if ( !pSoldier ) return; gpTempSoldier = pSoldier; gsTempGridNo = sGridNo; // sevenfm: reorganized buttons order for new dialog // fill canteens wcscpy( gzUserDefinedButton[0], TacticalStr[FILL_CANTEEN_STR] ); // remove covert property/clothes if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) ) wcscpy( gzUserDefinedButton[1], TacticalStr[TAKE_OFF_DISGUISE_STR] ); else wcscpy( gzUserDefinedButton[1], TacticalStr[TAKE_OFF_CLOTHES_STR] ); // clean weapons - in realtime of the entire team, in turnbased only for the selected merc // wcscpy( gzUserDefinedButton[2], (gTacticalStatus.uiFlags & INCOMBAT) ? TacticalStr[CLEAN_ONE_GUN_STR] : TacticalStr[CLEAN_ALL_GUNS_STR] ); // silversurfer: instant cleaning is not used anymore. Guns are cleaned via repair items assignment. wcscpy( gzUserDefinedButton[2], TacticalStr[UNUSED_STR] ); // improve gear wcscpy( gzUserDefinedButton[3], TacticalStr[IMPROVEGEARBUTTON_STR] ); // order militia to drop/pick up gear if ( gGameExternalOptions.fMilitiaUseSectorInventory ) { wcscpy( gzUserDefinedButton[4], TacticalStr[MILITIA_DROP_EQ_STR] ); wcscpy( gzUserDefinedButton[5], TacticalStr[MILITIA_PICK_UP_EQ_STR] ); } else { wcscpy( gzUserDefinedButton[4], TacticalStr[UNUSED_STR] ); wcscpy( gzUserDefinedButton[5], TacticalStr[UNUSED_STR] ); } // if disguised, allow testing our disguise if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) ) wcscpy( gzUserDefinedButton[6], TacticalStr[SPY_SELFTEST_STR] ); else wcscpy( gzUserDefinedButton[6], TacticalStr[UNUSED_STR] ); wcscpy( gzUserDefinedButton[7], TacticalStr[ UNUSED_STR ] ); DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL, MSG_BOX_DEFAULT_BUTTON_1 ); } // Flugente: on a key press, we loop over each team members' inventory and exchange it with world items that have a higher status // however, we ignore items that have inseparable attachments // the goal is to simulate the player manually changing items, as that is rather tedious OBJECTTYPE* GetBetterSectorObject( UINT16 usItem, INT16 status, UINT8& arIndex ) { OBJECTTYPE* pBestObj = NULL; INT16 beststatus = status; UINT32 slot = 0; BOOLEAN found = FALSE; for ( UINT32 uiCount = 0; uiCount < guiNumWorldItems; ++uiCount ) // ... for all items in the world ... { if ( gWorldItems[uiCount].fExists && gWorldItems[uiCount].usFlags & WORLD_ITEM_REACHABLE && !(gWorldItems[uiCount].usFlags & WORLD_ITEM_ARMED_BOMB) && gWorldItems[uiCount].bVisible == VISIBLE && gWorldItems[uiCount].object.usItem == usItem ) { OBJECTTYPE* pObj = &(gWorldItems[uiCount].object); if ( pObj != NULL && pObj->exists() ) { for ( UINT8 i = 0; i < pObj->ubNumberOfObjects; ++i ) { if ( (*pObj)[i]->data.objectStatus > beststatus ) { // ignore if there are inseparable attachments - we wouldn't be able to change those by hand attachmentList::iterator iterend = (*pObj)[i]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter ) { if ( iter->exists() && Item[iter->usItem].inseparable ) { continue; } } beststatus = (*pObj)[i]->data.objectStatus; slot = uiCount; arIndex = i; found = TRUE; } } } } } if ( found ) { OBJECTTYPE* pObj = &(gWorldItems[slot].object); return pObj; } return NULL; } void UpdateGear() { if ( gTacticalStatus.uiFlags & INCOMBAT ) return; // no functionality if not in tactical or in combat, or nobody is here if ( (guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != MSG_BOX_SCREEN) ) return; UINT16 bMercID, bLastTeamID; SOLDIERTYPE* pSoldier = NULL; bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID; bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID; // loop through all mercs for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier ) { //if the merc is in this sector if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) ) { // loop over inventory INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( pSoldier->inv[bLoop].exists( ) ) { OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ... if ( pObj != NULL ) // ... if pointer is not obviously useless ... { // before replacing it, merge ammo in stacks, the not-full mag being the visible one // by doing this we won't have so many used magazines lying around if ( (Item[pObj->usItem].usItemClass & IC_AMMO) && pObj->ubNumberOfObjects > 1 ) { UINT32 ammocount = 0; for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) ammocount += (*pObj)[i]->data.ubShotsLeft; UINT16 usMagIndex = Item[pObj->usItem].ubClassIndex; UINT16 magsize = Magazine[usMagIndex].ubMagSize; if ( magsize ) { UINT8 fullmags = ammocount / magsize; UINT16 leftover = ammocount - fullmags * magsize; UINT8 totalmags = fullmags + (leftover > 0 ? 1 : 0); if ( totalmags < pObj->ubNumberOfObjects ) pObj->RemoveObjectsFromStack( pObj->ubNumberOfObjects - totalmags ); for ( INT16 i = 0; i < totalmags; ++i ) (*pObj)[i]->data.ubShotsLeft = magsize; if ( leftover > 0 ) (*pObj)[0]->data.ubShotsLeft = leftover; } } for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ... { // we could improve our gear by changing this object with another one if ( (*pObj)[i]->data.objectStatus < 100 ) { // ignore if there are inseparable attachments - we wouldn't be able to change those by hand attachmentList::iterator iterend = (*pObj)[i]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter ) { if ( iter->exists( ) && Item[iter->usItem].inseparable ) { continue; } } // see if we can find a better object in this sector UINT8 index = 0; OBJECTTYPE* pObj_Better = GetBetterSectorObject( pObj->usItem, (*pObj)[i]->data.objectStatus, index ); if ( pObj_Better ) { // WARNING! The correct way of doing this would be to exchange both objects // we are not doing this here on purpose, as we want to save time // instead, we switch status and a few other properties // Only do this if you know what you are doing - in the wrong location, we could do odd things to global pointers. Consider yourself warned! // tmp data INT16 objectStatus = (*pObj)[i]->data.objectStatus; INT8 bTrap = (*pObj)[i]->data.bTrap; UINT8 fUsed = (*pObj)[i]->data.fUsed; UINT8 ubImprintID = (*pObj)[i]->data.ubImprintID; FLOAT bTemperature = (*pObj)[i]->data.bTemperature; UINT8 ubDirection = (*pObj)[i]->data.ubDirection; UINT32 ubWireNetworkFlag = (*pObj)[i]->data.ubWireNetworkFlag; INT8 bDefuseFrequency = (*pObj)[i]->data.bDefuseFrequency; INT16 sRepairThreshold = (*pObj)[i]->data.sRepairThreshold; UINT64 sObjectFlag = (*pObj)[i]->data.sObjectFlag; // set data on our object (*pObj)[i]->data.objectStatus = (*pObj_Better)[index]->data.objectStatus; (*pObj)[i]->data.bTrap = (*pObj_Better)[index]->data.bTrap; (*pObj)[i]->data.fUsed = (*pObj_Better)[index]->data.fUsed; (*pObj)[i]->data.ubImprintID = (*pObj_Better)[index]->data.ubImprintID; (*pObj)[i]->data.bTemperature = (*pObj_Better)[index]->data.bTemperature; (*pObj)[i]->data.ubDirection = (*pObj_Better)[index]->data.ubDirection; (*pObj)[i]->data.ubWireNetworkFlag = (*pObj_Better)[index]->data.ubWireNetworkFlag; (*pObj)[i]->data.bDefuseFrequency = (*pObj_Better)[index]->data.bDefuseFrequency; (*pObj)[i]->data.sRepairThreshold = (*pObj_Better)[index]->data.sRepairThreshold; (*pObj)[i]->data.sObjectFlag = (*pObj_Better)[index]->data.sObjectFlag; // set data on world object (*pObj_Better)[index]->data.objectStatus = objectStatus; (*pObj_Better)[index]->data.bTrap = bTrap; (*pObj_Better)[index]->data.fUsed = fUsed; (*pObj_Better)[index]->data.ubImprintID = ubImprintID; (*pObj_Better)[index]->data.bTemperature = bTemperature; (*pObj_Better)[index]->data.ubDirection = ubDirection; (*pObj_Better)[index]->data.ubWireNetworkFlag = ubWireNetworkFlag; (*pObj_Better)[index]->data.bDefuseFrequency = bDefuseFrequency; (*pObj_Better)[index]->data.sRepairThreshold = sRepairThreshold; (*pObj_Better)[index]->data.sObjectFlag = sObjectFlag; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[IMPROVEGEARDESCRIBE_STR], pSoldier->GetName( ), Item[pObj->usItem].szItemName ); } } } // if this is an ammo stack that could use more mags, try to fill it up if ( (Item[pObj->usItem].usItemClass & IC_AMMO) ) { UINT8 ubSlotLimit = ItemSlotLimit( pObj, bLoop, pSoldier, FALSE ); UINT16 usMagIndex = Item[pObj->usItem].ubClassIndex; UINT16 magsize = Magazine[usMagIndex].ubMagSize; if ( magsize ) { while ( pObj->ubNumberOfObjects < ubSlotLimit ) { int add = ubSlotLimit - pObj->ubNumberOfObjects; UINT8 index = 0; OBJECTTYPE* pObj_Better = GetBetterSectorObject( pObj->usItem, 0, index ); if ( pObj_Better ) { pObj->AddObjectsToStack( *pObj_Better, add ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[IMPROVEGEARPICKUPMAG_STR], pSoldier->GetName( ), Item[pObj->usItem].szItemName ); // re-merge the magazines again, in case we picked up not full magazines UINT32 ammocount = 0; for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) ammocount += (*pObj)[i]->data.ubShotsLeft; UINT8 fullmags = ammocount / magsize; UINT16 leftover = ammocount - fullmags * magsize; UINT8 totalmags = fullmags + (leftover > 0 ? 1 : 0); if ( totalmags < pObj->ubNumberOfObjects ) pObj->RemoveObjectsFromStack( pObj->ubNumberOfObjects - totalmags ); for ( INT16 i = 0; i < totalmags; ++i ) (*pObj)[i]->data.ubShotsLeft = magsize; if ( leftover > 0 ) (*pObj)[0]->data.ubShotsLeft = leftover; } else break; } } } } } } } } } void BombMessageBoxCallBack( UINT8 ubExitValue ) { if (gpTempSoldier) { // sevenfm: remember last tripwire network settings if(ItemIsTripwire(gpTempSoldier->inv[HANDPOS].usItem)) gubLastTripwire = ubExitValue; if (ItemIsRemoteTrigger(gpTempSoldier->inv[HANDPOS].usItem)) { // Flugente: jamming can prevent bomb activation if ( !gSkillTraitValues.fVOJammingBlocksRemoteBombs || !SectorJammed() ) SetOffBombsByFrequency( gpTempSoldier->ubID, ubExitValue ); } else { INT32 iResult; if ( HasAttachmentOfClass( &(gpTempSoldier->inv[HANDPOS]), AC_REMOTEDET ) ) { iResult = SkillCheck( gpTempSoldier, PLANTING_REMOTE_BOMB_CHECK, 0 ); } else if ( HasItemFlag( (gpTempSoldier->inv[HANDPOS]).usItem, BEARTRAP ) ) { iResult = SkillCheck( gpTempSoldier, PLANTING_MECHANICAL_BOMB_CHECK, 0 ); } else { iResult = SkillCheck( gpTempSoldier, PLANTING_BOMB_CHECK, 0 ); } if ( iResult >= 0 ) { // Less explosives gain for placing tripwire if (ItemIsTripwire(gpTempSoldier->inv[ HANDPOS ].usItem)) StatChange( gpTempSoldier, EXPLODEAMT, 5, FALSE ); else if ( HasItemFlag( (gpTempSoldier->inv[HANDPOS]).usItem, BEARTRAP ) ) StatChange( gpTempSoldier, MECHANAMT, 10, FALSE ); else // EXPLOSIVES GAIN (25): Place a bomb, or buried and armed a mine StatChange( gpTempSoldier, EXPLODEAMT, 25, FALSE ); // Flugente: additional dialogue AdditionalTacticalCharacterDialogue_CallsLua( gpTempSoldier, ADE_BOMB_HAS_BEEN_PLANTED, gpTempSoldier->inv[HANDPOS].usItem, 1 ); } else { // Flugente: additional dialogue AdditionalTacticalCharacterDialogue_CallsLua( gpTempSoldier, ADE_BOMB_HAS_BEEN_PLANTED, gpTempSoldier->inv[HANDPOS].usItem, 0 ); // beartraps don't explode... if ( HasItemFlag( (gpTempSoldier->inv[HANDPOS]).usItem, BEARTRAP ) ) return; // EXPLOSIVES GAIN (10): Failed to place a bomb, or bury and arm a mine StatChange( gpTempSoldier, EXPLODEAMT, 10, FROM_FAILURE ); // oops! How badly did we screw up? if ( iResult >= -20 ) { // messed up the setting if ( ubExitValue == 0 ) { ubExitValue = 1; } else { // change up/down by 1 ubExitValue = (UINT8) (ubExitValue + Random( 3 ) - 1); } // and continue } else { // we can't blow up tripwire, no matter how bad we fail if ( !ItemIsTripwire(gpTempSoldier->inv[ HANDPOS ].usItem)) { // OOPS! ... BOOM! IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection, &gpTempSoldier->inv[ HANDPOS ] ); } return; } } // Flugente: tripwire rolls are not planted - instead we spawn tripwire and plant that OBJECTTYPE* pObj = &(gpTempSoldier->inv[HANDPOS]); if ( HasItemFlag( gpTempSoldier->inv[HANDPOS].usItem, TRIPWIREROLL ) && Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem != NOTHING ) { (*pObj)[0]->data.objectStatus--; if ( !(*pObj)[0]->data.objectStatus ) { // Delete object DeleteObj( pObj ); // dirty interface panel DirtyMercPanelInterface( gpTempSoldier, DIRTYLEVEL2 ); } CreateItem( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem, 100, &gTempObject ); pObj = &gTempObject; } if ( ArmBomb( pObj, ubExitValue ) ) { // SANDRO - STOMP traits - Demolitions bonus to trap level if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( gpTempSoldier, DEMOLITIONS_NT )) { // increase trap level for Demolitions trait (*pObj)[0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) ); } else { (*pObj)[0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) ); } // Flugente: backgrounds if ( gpTempSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) ) (*pObj)[0]->data.bTrap++; // HACK IMMINENT! // value of 1 is stored in maps for SIDE of bomb owner... when we want to use IDs! // so we add 2 to all owner IDs passed through here and subtract 2 later if ( pObj != &(gpTempSoldier->inv[HANDPOS]) || gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0) { gTempObject[0]->data.misc.ubBombOwner = gpTempSoldier->ubID + 2; gTempObject[0]->data.ubDirection = gpTempSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier // Flugente: tripwire was called through a messagebox, but has to be buried nevertheless if (ItemIsTripwire((&gTempObject)->usItem)) { AddItemToPool( gsTempGridNo, &gTempObject, BURIED, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 ); // sevenfm: set flag only if planting tripwire gpWorldLevelData[ gsTempGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT; HandleTakeNewBombFromInventory(gpTempSoldier, &gTempObject); // sevenfm: change cursor back to action if successfully taken new bomb (also change mode back to action if using tripwire roll) if ( gfShiftBombPlant && gpTempSoldier->inv[ gpTempSoldier->ubAttackingHand ].exists() ) guiPendingOverrideEvent = M_CHANGE_TO_ACTION; } else AddItemToPool( gsTempGridNo, &gTempObject, VISIBLE, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 ); } } } } } // Flugente: callback after deciding what tactical function to use void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue ) { if (gpTempSoldier) { INT32 nextGridNoinSight = NewGridNo( gpTempSoldier->sGridNo, DirectionInc( gpTempSoldier->ubDirection ) ); INT8 level = gpTempSoldier->bTargetLevel; switch (ubExitValue) { case 1: SectorFillCanteens(); break; case 2: // undisguise or take off custom clothes gpTempSoldier->Strip(); break; case 3: // clean weapons - in realtime of the entire team, in turnbased only for the selected merc //CleanWeapons( !(gTacticalStatus.uiFlags & INCOMBAT) ); break; case 4: UpdateGear(); break; case 5: // militia drops all gear taken from sector inventory if ( gGameExternalOptions.fMilitiaUseSectorInventory ) TeamDropAll( MILITIA_TEAM ); break; case 6: // militia takes gear from sector inventory if ( gGameExternalOptions.fMilitiaUseSectorInventory ) TeamRestock( MILITIA_TEAM ); break; case 7: // test our disguise if (gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER)) gpTempSoldier->SpySelfTest(); break; case 8: default: break; } } } // Flugente: callback after deciding what to do with a corpse void CorpseMessageBoxCallBack( UINT8 ubExitValue ) { if (gpTempSoldier) { INT32 nextGridNoinSight = gpTempSoldier->sGridNo; nextGridNoinSight = NewGridNo( nextGridNoinSight, DirectionInc( gpTempSoldier->ubDirection ) ); INT8 level = gpTempSoldier->bTargetLevel; INT16 sAPCost = CalcTotalAPsToAttack( gpTempSoldier, nextGridNoinSight, FALSE, gpTempSoldier->aiData.bAimTime ); BOOLEAN fDamageKnife = FALSE; switch (ubExitValue) { case 1: if ( DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level ) ) fDamageKnife = TRUE; DeductPoints( gpTempSoldier, sAPCost, 0 ); break; case 2: if ( GutCorpse( gpTempSoldier, nextGridNoinSight, level ) ) fDamageKnife = TRUE; DeductPoints( gpTempSoldier, sAPCost, 0 ); break; case 3: StripCorpse( gpTempSoldier, nextGridNoinSight, level ); DeductPoints( gpTempSoldier, sAPCost, 0 ); break; case 4: TakeCorpse( gpTempSoldier, nextGridNoinSight, level ); DeductPoints( gpTempSoldier, sAPCost, 0 ); break; default: break; } // 35% chance to damage our knife a bit if ( fDamageKnife && Chance(35) ) { if ( Item[ gpTempSoldier->inv[HANDPOS].usItem ].usItemClass & IC_BLADE ) { gpTempSoldier->inv[HANDPOS][0]->data.objectStatus--; if ( Random(100) < Item[ gpTempSoldier->inv[HANDPOS].usItem ].usDamageChance ) { gpTempSoldier->inv[HANDPOS][0]->data.sRepairThreshold--; } } } // we might get a disease from this... // if the corpse is already rotting, chance of infection is greatly increased ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( nextGridNoinSight, level ); FLOAT modifier = GetCorpseRotFactor( pCorpse ); HandlePossibleInfection( gpTempSoldier, NULL, INFECTION_TYPE_CONTACT_CORPSE, modifier ); } } BOOLEAN HandItemWorks( SOLDIERTYPE *pSoldier, INT8 bSlot ) { BOOLEAN fItemJustBroke = FALSE, fItemWorks = TRUE; OBJECTTYPE * pObj; pObj = &( pSoldier->inv[ bSlot ] ); // if the item can be damaged, than we must check that it's in good enough // shape to be usable, and doesn't break during use. // Exception: land mines. You can bury them broken, they just won't blow! // if ( (Item[ pObj->usItem ].fFlags & ITEM_DAMAGEABLE) && (pObj->usItem != MINE) && (Item[ pObj->usItem ].usItemClass != IC_MEDKIT) && pObj->usItem != GAS_CAN ) if (ItemIsDamageable(pObj->usItem) && !ItemIsMine(pObj->usItem) && (Item[pObj->usItem].usItemClass != IC_MEDKIT) && !ItemIsGascan(pObj->usItem) && !IsStructureConstructItem( pObj->usItem, pSoldier->sGridNo, NULL ) ) { // if it's still usable, check whether it breaks if ( (*pObj)[0]->data.objectStatus >= USABLE) { // if a dice roll is greater than the item's status if ( (Random(80) + 20) >= (UINT32) ((*pObj)[0]->data.objectStatus + 50) ) { fItemJustBroke = TRUE; fItemWorks = FALSE; // item breaks, and becomes unusable... so its status is reduced // to somewhere between 1 and the 1 less than USABLE (*pObj)[0]->data.objectStatus = (INT8) ( 1 + Random( USABLE - 1 ) ); (*pObj)[0]->data.sRepairThreshold = min( (*pObj)[0]->data.objectStatus, (*pObj)[0]->data.sRepairThreshold - 2*Random(10) ); } } else // it's already unusable { fItemWorks = FALSE; } if (!fItemWorks && pSoldier->bTeam == gbPlayerNum) { // merc says "This thing doesn't work!" TacticalCharacterDialogue( pSoldier, QUOTE_USELESS_ITEM ); if (fItemJustBroke) { DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 ); } } } if ( fItemWorks && bSlot == HANDPOS && Item[ pObj->usItem ].usItemClass == IC_GUN ) { // are we using two guns at once? if ( Item[ pSoldier->inv[SECONDHANDPOS].usItem ].usItemClass == IC_GUN && pSoldier->inv[SECONDHANDPOS][0]->data.gun.bGunStatus >= USABLE && pSoldier->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft > 0) { // check the second gun for breakage, and if IT breaks, return false return( HandItemWorks( pSoldier, SECONDHANDPOS ) ); } } return( fItemWorks ); } void SetOffBoobyTrapInMapScreen( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject ) { UINT8 ubPtsDmg = 0; // check if trapped item is an explosive, if so then up the amount of dmg if( ( pObject->usItem == TNT )|| ( pObject->usItem == RDX ) ) { // for explosive ubPtsDmg = 0; } else { // normal mini grenade dmg ubPtsDmg = 0; } // injure the inventory character pSoldier->SoldierTakeDamage( 0, ubPtsDmg, ubPtsDmg, TAKE_DAMAGE_EXPLOSION, NOBODY, NOWHERE, 0, TRUE ); // play the sound PlayJA2Sample( EXPLOSION_1, RATE_11025, BTNVOLUME, 1, MIDDLEPAN ); } void SetOffBoobyTrap( ITEM_POOL * pItemPool ) { if ( pItemPool ) { INT16 sX, sY; ConvertGridNoToCenterCellXY(pItemPool->sGridNo, &sX, &sY); IgniteExplosion( NOBODY, sX, sY, (INT16) (gpWorldLevelData[pItemPool->sGridNo].sHeight + pItemPool->bRenderZHeightAboveLevel), pItemPool->sGridNo, MINI_GRENADE, 0 ); RemoveItemFromPool( pItemPool->sGridNo, pItemPool->iItemIndex, pItemPool->ubLevel ); } } BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote ) { BOOLEAN fBoobyTrapKnowledge; INT8 bTrapDifficulty; INT16 bTrapDetectLevel; OBJECTTYPE * pObj; pObj = &(gWorldItems[ iItemIndex ].object); (*pfSaidQuote) = FALSE; if ((*pObj)[0]->data.bTrap > 0) { if (pSoldier->bTeam == gbPlayerNum) { // does the player know about this item? fBoobyTrapKnowledge = (((*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) > 0); // blue flag stuff? if (!fBoobyTrapKnowledge) { bTrapDifficulty = (*pObj)[0]->data.bTrap; bTrapDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE ); if (bTrapDetectLevel >= bTrapDifficulty) { // spotted the trap! (*pObj).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED; fBoobyTrapKnowledge = TRUE; // Make him warn us: // Set things up.. gpBoobyTrapSoldier = pSoldier; gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel ); gsBoobyTrapGridNo = sGridNo; gbBoobyTrapLevel = pSoldier->pathing.bLevel; gfDisarmingBuriedBomb = FALSE; gbTrapDifficulty = bTrapDifficulty; // And make the call for the dialogue SetStopTimeQuoteCallback( BoobyTrapDialogueCallBack ); TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM ); (*pfSaidQuote) = TRUE; return( FALSE ); } } gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel ); if (fBoobyTrapKnowledge) { // have the computer ask us if we want to proceed gpBoobyTrapSoldier = pSoldier; gsBoobyTrapGridNo = sGridNo; gbBoobyTrapLevel = pSoldier->pathing.bLevel; gfDisarmingBuriedBomb = FALSE; gbTrapDifficulty = (*pObj)[0]->data.bTrap; if( fInStrategic ) { DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MAP_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack, NULL ); } else { DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL ); } } else { // oops! SetOffBoobyTrap( gpBoobyTrapItemPool ); } return( FALSE ); } // else, enemies etc always know about boobytraps and are not affected by them } return( TRUE ); } void BoobyTrapDialogueCallBack( void ) { gfJustFoundBoobyTrap = TRUE; // now prompt the user... if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) { DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack ); } else { DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack ); } } void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue ) { if ( gfJustFoundBoobyTrap ) { // NOW award for finding boobytrap // WISDOM GAIN: Detected a booby-trap StatChange( gpBoobyTrapSoldier, WISDOMAMT, (UINT16) (3 * gbTrapDifficulty), FALSE ); // EXPLOSIVES GAIN: Detected a booby-trap StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (3 * gbTrapDifficulty), FALSE ); gfJustFoundBoobyTrap = FALSE; } if (ubExitValue == MSG_BOX_RETURN_YES) { // get the item gTempObject = gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object; // Snap: make it easier to disarm our own traps. // If we succede - we get exp, but if we fail - we pay fair and square! //CHRISL: first things first. If we're in combat, we need to spend some APs to disarm the device if((gTacticalStatus.uiFlags & INCOMBAT) || (gTacticalStatus.fEnemyInSector)) { // SANDRO was here, AP_DISARM_MINE changed to GetAPsToDisarmMine if(EnoughPoints(gpBoobyTrapSoldier, GetAPsToDisarmMine( gpBoobyTrapSoldier ), APBPConstants[BP_DISARM_MINE], TRUE)) DeductPoints(gpBoobyTrapSoldier, GetAPsToDisarmMine( gpBoobyTrapSoldier ), APBPConstants[BP_DISARM_MINE], AFTERACTION_INTERRUPT); else return; } if ( CheckBombDisarmChance() >= 0) { if ( gTempObject[0]->data.misc.ubBombOwner > 1 && ( (INT32)gTempObject[0]->data.misc.ubBombOwner - 2 >= gTacticalStatus.Team[ OUR_TEAM ].bFirstID && gTempObject[0]->data.misc.ubBombOwner - 2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ) ) { if ( gTempObject[0]->data.misc.ubBombOwner - 2 == gpBoobyTrapSoldier->ubID ) { // disarmed my own boobytrap! StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (2 * gbTrapDifficulty), FALSE ); } else { // disarmed our team's boobytrap! StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (4 * gbTrapDifficulty), FALSE ); // SANDRO - merc records - trap removal count (don't count our own traps) gMercProfiles[ gpBoobyTrapSoldier->ubProfile ].records.usTrapsRemoved++; } } else { // disarmed a boobytrap! StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (6 * gbTrapDifficulty), FALSE ); // SANDRO - merc records - trap removal count gMercProfiles[ gpBoobyTrapSoldier->ubProfile ].records.usTrapsRemoved++; } // have merc say this is good gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); if (gfDisarmingBuriedBomb) { if (gTempObject.usItem == SWITCH) { // give the player a remote trigger instead CreateItem( REMOTEBOMBTRIGGER, (INT8) (1 + Random( 9 )), &gTempObject ); } else if (gTempObject.usItem == ACTION_ITEM && gTempObject[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP ) { // give the player a detonator instead CreateItem( DETONATOR, (INT8) (1 + Random( 9 )), &gTempObject ); } else { OBJECTTYPE TempObject; CreateItem(gTempObject[0]->data.misc.usBombItem, gTempObject[0]->data.misc.bBombStatus, &TempObject); // also spawn attached guns/explosives if (gTempObject.usItem != ACTION_ITEM && (ItemIsTripwire(gTempObject.usItem) || Item[gTempObject.usItem].usItemClass & IC_EXPLOSV)) { // search for attached items OBJECTTYPE* pAttItem = NULL; // check all attachments attachmentList::iterator iterend = gTempObject[0]->attachments.end(); for (attachmentList::iterator iter = gTempObject[0]->attachments.begin(); iter != iterend; ++iter) { //if ( iter->exists( ) && Item[iter->usItem].usItemClass == IC_GUN ) if (iter->exists()) { pAttItem = &(*iter); if (Item[iter->usItem].usItemClass == IC_GUN) AddItemToPool(gsBoobyTrapGridNo, pAttItem, 1, gbBoobyTrapLevel, 0, -1); else TempObject.AttachObject(NULL, pAttItem, FALSE); } } } gTempObject = TempObject; if (is_networked && is_client) { OBJECTTYPE TempAttachment; // attach whatever trigger the bomb originally had if (gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object[0]->data.misc.bDetonatorType == BOMB_REMOTE) { // attack a remote detonator, but they will need a trigger to use it :) CreateItem( REMDETONATOR, gTempObject[0]->data.misc.bBombStatus, &TempAttachment ); } else { // always just give a timed detonator so they can use it CreateItem( DETONATOR, gTempObject[0]->data.misc.bBombStatus, &TempAttachment ); } if (ValidAttachment( TempAttachment.usItem , &gTempObject )) { gTempObject.AttachObject(NULL, &TempAttachment, FALSE); } } } // remove any blue flag graphic RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel ); } else { gTempObject[0]->data.bTrap = 0; gTempObject.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED ); // Flugente: set back all bomb parameters, otherwsie the bomb will still be armed in the inventory // set back ubWireNetworkFlag and bDefuseFrequency, but not the direction... bomb is still aimed, it is just turned off gTempObject.fFlags &= ~( OBJECT_ARMED_BOMB ); gTempObject[0]->data.ubWireNetworkFlag = 0; gTempObject[0]->data.bDefuseFrequency = 0; gTempObject[0]->data.misc.bDetonatorType = 0; gTempObject[0]->data.misc.bDelay = 0; gTempObject[0]->data.misc.bFrequency = 0; } // place it in the guy's inventory/cursor if ( AutoPlaceObject( gpBoobyTrapSoldier, &gTempObject, TRUE ) ) { // OJW - 20091029 - disarm explosives if (is_networked && is_client) send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID ); // remove it from the ground RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel ); } else { //CHRISL: because the above AutoPlaceObject may fail due to an item swap, we need a few more checks // before we assume it's an actual failure. First, compare our tempObject with the pool item and // see if they're the same object. If the above AutoPlaceObject is a complete fail, they should be // the same. if(gWorldItems[gpBoobyTrapItemPool->iItemIndex].object.operator == (gTempObject)) { // make sure the item in the world is untrapped gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object[0]->data.bTrap = 0; gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED ); // ATE; If we failed to add to inventory, put failed one in our cursor... gfDontChargeAPsToPickup = TRUE; HandleAutoPlaceFail( gpBoobyTrapSoldier, gpBoobyTrapItemPool->iItemIndex, gsBoobyTrapGridNo ); // OJW - 20091029 - disarm explosives if (is_networked && is_client) send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID ); RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel ); } else { //We've done an item swap which caused the above AutoPlaceObject failure. Try to place autoplace // the object again. If we fail, move the temp object to the cursor. if(!(AutoPlaceObject(gpBoobyTrapSoldier, &gTempObject, TRUE))) { gpItemPointer = new OBJECTTYPE; gTempObject.MoveThisObjectTo(*gpItemPointer,-1,gpBoobyTrapSoldier,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT); //CHRISL: Also make sure we list the ItemPointerSoldier as our BoobyTrapSoldier gpItemPointerSoldier = gpBoobyTrapSoldier; } // OJW - 20091029 - disarm explosives if (is_networked && is_client) send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID ); // remove it from the ground RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel ); } } } else { // oops! trap goes off gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); if ( HasItemFlag( gTempObject.usItem, BEARTRAP ) ) return; StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (INT8)(3 * gbTrapDifficulty), FROM_FAILURE ); if (gfDisarmingBuriedBomb) { SetOffBombsInGridNo( gpBoobyTrapSoldier->ubID, gsBoobyTrapGridNo, TRUE, gbBoobyTrapLevel ); } else { SetOffBoobyTrap( gpBoobyTrapItemPool ); } } } else { if (gfDisarmingBuriedBomb) { DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ REMOVE_BLUE_FLAG_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, RemoveBlueFlagDialogueCallBack, NULL ); } // otherwise do nothing } } void BoobyTrapInMapScreenMessageBoxCallBack( UINT8 ubExitValue ) { if ( gfJustFoundBoobyTrap ) { // NOW award for finding boobytrap // WISDOM GAIN: Detected a booby-trap StatChange( gpBoobyTrapSoldier, WISDOMAMT, (UINT16) (3 * gbTrapDifficulty), FALSE ); // EXPLOSIVES GAIN: Detected a booby-trap StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (3 * gbTrapDifficulty), FALSE ); gfJustFoundBoobyTrap = FALSE; } if (ubExitValue == MSG_BOX_RETURN_YES) { INT32 iCheckResult; if ( HasItemFlag( gpItemPointer->usItem, BEARTRAP ) ) { iCheckResult = SkillCheck( gpBoobyTrapSoldier, DISARM_MECHANICAL_TRAP_CHECK, 0 ); } else { iCheckResult = SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 0 ); } if (iCheckResult >= 0) { // disarmed a boobytrap! if ( HasItemFlag( gpItemPointer->usItem, BEARTRAP ) ) StatChange( gpBoobyTrapSoldier, MECHANAMT, (3 * gbTrapDifficulty), FALSE ); else StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (6 * gbTrapDifficulty), FALSE ); // SANDRO - merc records - trap removal count if ( gpBoobyTrapSoldier->ubProfile != NO_PROFILE ) gMercProfiles[ gpBoobyTrapSoldier->ubProfile ].records.usTrapsRemoved++; // have merc say this is good gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); // get the item gTempObject = *gpItemPointer; if (gfDisarmingBuriedBomb) { if (gTempObject.usItem == SWITCH) { // give the player a remote trigger instead CreateItem( REMOTEBOMBTRIGGER, (INT8) (1 + Random( 9 )), &gTempObject ); } else if (gTempObject.usItem == ACTION_ITEM && gTempObject[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP ) { // give the player a detonator instead CreateItem( DETONATOR, (INT8) (1 + Random( 9 )), &gTempObject ); } else { // switch action item to the real item type CreateItem( gTempObject[0]->data.misc.usBombItem, gTempObject[0]->data.misc.bBombStatus, &gTempObject ); } } else { gTempObject[0]->data.bTrap = 0; gTempObject.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED ); } MAPEndItemPointer( ); // place it in the guy's inventory/cursor if ( !AutoPlaceObject( gpBoobyTrapSoldier, &gTempObject, TRUE ) ) { AutoPlaceObjectInInventoryStash( &gTempObject ); } HandleButtonStatesWhileMapInventoryActive( ); } else { // oops! trap goes off gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); // beartraps don't explode... if ( HasItemFlag( gpItemPointer->usItem, BEARTRAP ) ) return; StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (INT8) (3 * gbTrapDifficulty ), FROM_FAILURE ); if (gfDisarmingBuriedBomb) { SetOffBombsInGridNo( gpBoobyTrapSoldier->ubID, gsBoobyTrapGridNo, TRUE, gbBoobyTrapLevel ); } else { SetOffBoobyTrap( gpBoobyTrapItemPool ); } } } else { if (gfDisarmingBuriedBomb) { DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ REMOVE_BLUE_FLAG_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, RemoveBlueFlagDialogueCallBack, NULL ); } // otherwise do nothing } } void SwitchMessageBoxCallBack( UINT8 ubExitValue ) { if ( ubExitValue == MSG_BOX_RETURN_YES ) { // Message that switch is activated... ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 60 ] ); SetOffBombsByFrequency( gpTempSoldier->ubID, bTempFrequency ); } } BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN fCheckAroundGridNo, INT32 * psProblemGridNo ) { INT32 sNextGridNo; // BOOLEAN fWorthChecking = FALSE, fProblemExists = FALSE, fDetectedProblem = FALSE; UINT16 ubDetectLevel; UINT8 ubDirection; MAP_ELEMENT * pMapElement; UINT32 fCheckFlag; UINT32 uiWorldBombIndex; OBJECTTYPE * pObj; BOOLEAN fMining, fFoundMetal = FALSE; // ITEM_POOL * pItemPool; UINT8 ubMovementCost; INT8 bTrapBonus = 0; ubDetectLevel = 0; // Flugente: changed the way the metal detector works: now it detects mines only when it is used in hands, not if it is anywhere in the inventory. // Reason: with the new tripwire functionality and th new ability of a detector to spot mines several tiles away the detector s more useful. // However, the most likely persons to use it (explosive experts) are also those that plant those networks. They will often have a detector in their inventory. // If the detector just works if its in inventory, they autoflag the mines they are laying, which is bad. // With this change, a detector must be in order to work. if ( FindMetalDetectorInHand( pSoldier ) != NO_SLOT ) { fMining = TRUE; } else { fMining = FALSE; ubDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE ); /* if (pSoldier->bStealthMode) { ubDetectLevel++; } switch (pSoldier->usAnimState) { case CRAWLING: ubDetectLevel += 2; break; case SWATTING: ubDetectLevel++; break; default: break; } */ } // sevenfm // pSoldier->aiData.bNeutral is needed to prevent neutral civs stepping on player's mines if (pSoldier->bSide == 0 || (pSoldier->aiData.bNeutral && gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines)) { fCheckFlag = MAPELEMENT_PLAYER_MINE_PRESENT; } else { fCheckFlag = MAPELEMENT_ENEMY_MINE_PRESENT; } // anv: vehicles and passengers can't detect mines if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_DRIVER | SOLDIER_PASSENGER )) { return (FALSE); } // check every tile around gridno for the presence of "nasty stuff" for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ++ubDirection) { if ( fCheckAroundGridNo ) { // get the gridno of the next spot adjacent to lastGridno in that direction sNextGridNo = NewGridNo( sGridNo, (INT16) DirectionInc( (UINT8) ubDirection ) ); // don't check directions that are impassable! ubMovementCost = gubWorldMovementCosts[ sNextGridNo ][ ubDirection ][ pSoldier->pathing.bLevel ]; if ( IS_TRAVELCOST_DOOR( ubMovementCost ) ) { ubMovementCost = DoorTravelCost( NULL, sNextGridNo, ubMovementCost, FALSE, NULL ); } if ( ubMovementCost >= TRAVELCOST_BLOCKED) { continue; } } else { // we should just be checking the gridno sNextGridNo = sGridNo; ubDirection = NUM_WORLD_DIRECTIONS; // don't loop } // if this sNextGridNo isn't out of bounds... but it never can be pMapElement = &(gpWorldLevelData[sNextGridNo]); if (pMapElement->uiFlags & fCheckFlag) { // already know there's a mine there // sevenfm // if we try to step on known (planted by player) mine we should consider it wrong if(!fCheckAroundGridNo) { *psProblemGridNo = sNextGridNo; return( TRUE ); }else{ continue; } } // check for boobytraps for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++) { if (gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sNextGridNo) { pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].object ); // sevenfm: removed OBJECT_KNOWN_TO_BE_TRAPPED check as we don't want to step on bomb even if it's known bomb // if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_PRESSURE && !((*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) && (!((*pObj).fFlags & OBJECT_DISABLED_BOMB)) ) if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_PRESSURE && (!((*pObj).fFlags & OBJECT_DISABLED_BOMB)) ) { // Flugente: some bombs cannot be found via metal detector if ( fMining && (*pObj)[0]->data.bTrap <= 20 && !( HasItemFlag(pObj->usItem, NO_METAL_DETECTION) || HasItemFlag((*pObj)[0]->data.misc.usBombItem, NO_METAL_DETECTION) ) ) { // add blue flag AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel ); fFoundMetal = TRUE; break; } else if (ubDetectLevel >= (*pObj)[0]->data.bTrap) { if (pSoldier->flags.uiStatusFlags & SOLDIER_PC ) { // detected exposives buried nearby... StatChange( pSoldier, EXPLODEAMT, (UINT16) ((*pObj)[0]->data.bTrap), FALSE ); StatChange( pSoldier, WISDOMAMT, (UINT16) ((*pObj)[0]->data.bTrap), FALSE ); // sevenfm: we should stop only if trying to step on bomb or if we found new bomb if(fCheckAroundGridNo && ( (*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED ) ) continue; // set item as known (*pObj).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED; } *psProblemGridNo = sNextGridNo; return( TRUE ); } } } } /* // also check for metal items if using a metal detector if (fMining) { // add blue flags where we find metallic objects hidden GetItemPool( sNextGridNo, &pItemPool, pSoldier->pathing.bLevel ); while( pItemPool ) { if ( pItemPool->bVisible == BURIED || (pItemPool->bVisible != TRUE && gWorldItems[ pItemPool->iItemIndex ].object.bTrap > 0 ) ) { pObj = &( gWorldItems[ pItemPool->iItemIndex ].object ); if ( pObj->usItem == ACTION_ITEM && pObj->) { switch( (*pObj)[0]->data.misc.bActionValue ) { case ACTION_ITEM_BLOW_UP: case ACTION_ITEM_LOCAL_ALARM: case ACTION_ITEM_GLOBAL_ALARM: // add blue flag AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel ); fFoundMetal = TRUE; break; default: break; } } else if (Item[ pObj->usItem ].fFlags & ITEM_METAL) { // add blue flag AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel ); fFoundMetal = TRUE; break; } } pItemPool = pItemPool->pNext; } } */ } *psProblemGridNo = NOWHERE; if (fFoundMetal) { return( TRUE ); } else { return( FALSE ); } } void MineSpottedDialogueCallBack( void ) { ITEM_POOL * pItemPool; BOOLEAN playerMine = FALSE; // ATE: REALLY IMPORTANT - ALL CALLBACK ITEMS SHOULD UNLOCK gTacticalStatus.fLockItemLocators = FALSE; // sevenfm: added check - if there is MAPELEMENT_PLAYER_MINE_PRESENT flag but there is no mine at tile // this should prevent crash in rare situations if( !GetItemPool( gsBoobyTrapGridNo, &pItemPool, gbBoobyTrapLevel ) || pItemPool == NULL || FindWorldItemForBuriedBombInGridNo( gsBoobyTrapGridNo, gbBoobyTrapLevel ) == -1 ) { // remove blue flag and MINE_PRESENT flags RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel ); return; } if(gpWorldLevelData[ pItemPool->sGridNo ].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT) playerMine = TRUE; // WDS - Automatically flag mines if (gGameExternalOptions.automaticallyFlagMines) { // play a locator at the location of the mine // sevenfm: only if it's not our mine if ( !playerMine ) SetItemPoolLocator( pItemPool ); AddBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel ); } else { guiPendingOverrideEvent = LU_BEGINUILOCK; // play a locator at the location of the mine // sevenfm: only if it's not our mine or we found new mine if( playerMine || pItemPool->usFlags & OBJECT_KNOWN_TO_BE_TRAPPED ) MineSpottedLocatorCallback(); else SetItemPoolLocatorWithCallback( pItemPool, MineSpottedLocatorCallback ); } } void MineSpottedLocatorCallback( void ) { guiPendingOverrideEvent = LU_ENDUILOCK; // now ask the player if he wants to place a blue flag. DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ PLACE_BLUE_FLAG_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, MineSpottedMessageBoxCallBack, NULL ); } void MineSpottedMessageBoxCallBack( UINT8 ubExitValue ) { if (ubExitValue == MSG_BOX_RETURN_YES) { // place a blue flag where the mine was found AddBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel ); } } void RemoveBlueFlagDialogueCallBack( UINT8 ubExitValue ) { if (ubExitValue == MSG_BOX_RETURN_YES) { RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel ); } } void AddBlueFlag( INT32 sGridNo ,INT8 bLevel ) { LEVELNODE *pNode; ApplyMapChangesToMapTempFile( TRUE ); gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT; pNode = AddStructToTail( sGridNo, BLUEFLAG_GRAPHIC ); if ( pNode ) { pNode->uiFlags |= LEVELNODE_SHOW_THROUGH; } ApplyMapChangesToMapTempFile( FALSE ); RecompileLocalMovementCostsFromRadius( sGridNo, bLevel ); SetRenderFlags(RENDER_FLAG_FULL); } void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel ) { ApplyMapChangesToMapTempFile( TRUE ); // player mine present if( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT ) RemoveMineFlagFromMapTempFile( sGridNo ); gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_PLAYER_MINE_PRESENT); if ( bLevel == 0 ) { RemoveStruct( sGridNo, BLUEFLAG_GRAPHIC ); } else { RemoveOnRoof( sGridNo, BLUEFLAG_GRAPHIC ); } ApplyMapChangesToMapTempFile( FALSE ); RecompileLocalMovementCostsFromRadius( sGridNo, bLevel ); SetRenderFlags(RENDER_FLAG_FULL); } void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier ) { DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: MakeNPCGrumpyForMinorOffense")); CancelAIAction( pSoldier, TRUE ); switch( pSoldier->ubProfile ) { case FREDO: case FRANZ: case HERVE: case PETER: case ALBERTO: case CARLO: case MANNY: case GABBY: case ARNIE: case HOWARD: case SAM: case FATHER: case TINA: case ARMAND: case WALTER: gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_NPC_PISSED_OFF; TriggerNPCWithIHateYouQuote( pSoldier->ubProfile ); break; default: // trigger NPCs with quote if available AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID ); break; } if ( pOffendingSoldier ) { pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING; pSoldier->aiData.usNextActionData = atan8( pSoldier->sX, pSoldier->sY, pOffendingSoldier->sX, pOffendingSoldier->sY ); } } void TestPotentialOwner( SOLDIERTYPE * pSoldier ) { if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE ) { if ( SoldierToSoldierLineOfSightTest( pSoldier, gpTempSoldier, TRUE, CALC_FROM_ALL_DIRS ) ) { MakeNPCGrumpyForMinorOffense( pSoldier, gpTempSoldier ); } } } void CheckForPickedOwnership( void ) { ITEM_POOL * pItemPool; UINT8 ubProfile; UINT8 ubCivGroup; SOLDIERTYPE * pSoldier; UINT8 ubLoop; // LOOP THROUGH LIST TO FIND NODE WE WANT GetItemPool( gsTempGridNo, &pItemPool, gpTempSoldier->pathing.bLevel ); while( pItemPool ) { if ( gWorldItems[ pItemPool->iItemIndex ].object.usItem == OWNERSHIP ) { if ( gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerProfile != NO_PROFILE ) { ubProfile = (UINT8) gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerProfile; pSoldier = FindSoldierByProfileID( ubProfile, FALSE ); if ( pSoldier ) { TestPotentialOwner( pSoldier ); } } if ( gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerCivGroup != NON_CIV_GROUP ) { ubCivGroup = gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerCivGroup; if ( ubCivGroup == HICKS_CIV_GROUP && CheckFact( FACT_HICKS_MARRIED_PLAYER_MERC, 0 ) ) { // skip because hicks appeased pItemPool = pItemPool->pNext; continue; } for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ ) { pSoldier = MercPtrs[ ubLoop ]; if ( pSoldier && pSoldier->ubCivilianGroup == ubCivGroup ) { TestPotentialOwner( pSoldier ); } } } } pItemPool = pItemPool->pNext; } } void LoopLevelNodeForItemGlowFlag( LEVELNODE *pNode, INT32 sGridNo, UINT8 ubLevel, BOOLEAN fOn ) { while ( pNode != NULL ) { if ( pNode->uiFlags & LEVELNODE_ITEM ) { if ( fOn ) { pNode->uiFlags |= LEVELNODE_DYNAMIC; } else { pNode->uiFlags &= (~LEVELNODE_DYNAMIC); } } pNode = pNode->pNext; } } void HandleItemGlowFlag( INT32 sGridNo, UINT8 ubLevel, BOOLEAN fOn ) { LEVELNODE *pNode; if ( ubLevel == 0 ) { pNode = gpWorldLevelData[ sGridNo ].pStructHead; LoopLevelNodeForItemGlowFlag( pNode, sGridNo, ubLevel, fOn ); } else { pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead; LoopLevelNodeForItemGlowFlag( pNode, sGridNo, ubLevel, fOn ); } } void ToggleItemGlow( BOOLEAN fOn ) { INT32 cnt; for ( cnt = 0; cnt < WORLD_MAX; cnt++ ) { HandleItemGlowFlag( cnt, 0, fOn ); HandleItemGlowFlag( cnt, 1, fOn ); } if ( !fOn ) { gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = FALSE; } else { gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE; } SetRenderFlags(RENDER_FLAG_FULL); } BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier ) { BOOLEAN fBoobyTrapKnowledge; INT8 bTrapDifficulty; INT16 bTrapDetectLevel; if ((*pObject)[0]->data.bTrap > 0) { if (pSoldier->bTeam == gbPlayerNum) { // does the player know about this item? fBoobyTrapKnowledge = (((*pObject).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) > 0); // blue flag stuff? if (!fBoobyTrapKnowledge) { bTrapDifficulty = (*pObject)[0]->data.bTrap; bTrapDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE ); if (bTrapDetectLevel >= bTrapDifficulty) { // spotted the trap! (*pObject).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED; fBoobyTrapKnowledge = TRUE; // Make him warn us: gpBoobyTrapSoldier = pSoldier; // And make the call for the dialogue SetStopTimeQuoteCallback( BoobyTrapDialogueCallBack ); TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM ); return( FALSE ); } } if (fBoobyTrapKnowledge) { // have the computer ask us if we want to proceed gpBoobyTrapSoldier = pSoldier; gbTrapDifficulty = (*pObject)[0]->data.bTrap; DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MAP_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack, NULL ); } else { // oops! SetOffBoobyTrapInMapScreen( pSoldier, pObject ); } return( FALSE ); } // else, enemies etc always know about boobytraps and are not affected by them } return( TRUE ); } INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius ) { INT32 sTop, sBottom; INT32 sLeft, sRight; INT32 cnt1, cnt2, cnt3; INT32 sGridNo; INT32 uiRange, uiLowestRange = 999999; INT32 sLowestGridNo=0; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; INT16 ubSaveNPCAPBudget; UINT8 ubSaveNPCDistLimit; cnt3 = 0; //Save AI pathing vars. changing the distlimit restricts how //far away the pathing will consider. ubSaveNPCAPBudget = gubNPCAPBudget; ubSaveNPCDistLimit = gubNPCDistLimit; gubNPCAPBudget = 0; gubNPCDistLimit = ubRadius; //create dummy soldier, and use the pathing to determine which nearby slots are //reachable. soldier.bTeam = 1; soldier.sGridNo = sSweetGridNo; sTop = ubRadius; sBottom = -ubRadius; sLeft = - ubRadius; sRight = ubRadius; //clear the mapelements of potential residue MAPELEMENT_REACHABLE flags //in the square region. for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) { for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ ) { sGridNo = sSweetGridNo + (WORLD_COLS * cnt1) + cnt2; if ( sGridNo >=0 && sGridNo < WORLD_MAX ) { gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE); } } } //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, 0 );//dnl ch50 071009 uiLowestRange = 999999; for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) { leftmost = ( ( sSweetGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS; for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ ) { sGridNo = sSweetGridNo + ( WORLD_COLS * cnt1 ) + cnt2; if ( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) && gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE ) { // Go on sweet stop if ( NewOKDestination( &soldier, sGridNo, TRUE, soldier.pathing.bLevel ) ) { uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo ); if ( uiRange < uiLowestRange ) { sLowestGridNo = sGridNo; uiLowestRange = uiRange; fFound = TRUE; } } } } } gubNPCAPBudget = ubSaveNPCAPBudget; gubNPCDistLimit = ubSaveNPCDistLimit; if ( fFound ) { return sLowestGridNo; } return NOWHERE; } BOOLEAN CanPlayerUseRocketRifle( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay ) { if (ItemHasFingerPrintID(pSoldier->inv[ pSoldier->ubAttackingHand ].usItem)) { // check imprint ID // NB not-imprinted value is NO_PROFILE // imprinted value is profile for mercs & NPCs and NO_PROFILE + 1 for generic dudes if (pSoldier->ubProfile != NO_PROFILE) { if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != pSoldier->ubProfile ) { // NOT a virgin gun... if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != NO_PROFILE ) { // access denied! if (pSoldier->bTeam == gbPlayerNum) { PlayJA2Sample( RG_ID_INVALID, RATE_11025, HIGHVOLUME, 1, MIDDLE ); if ( fDisplay ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, L"\"%s\"", TacticalStr[ GUN_NOGOOD_FINGERPRINT ] ); } } return( FALSE ); } } } } return( TRUE ); } /** * jackaians: pretty bad function. Create an artificial ItemPool, where * iItemIndex is not the index in the world, but is used to store the index * of the opponent's slots. * if only one item, return in ubIndexRet the item's index */ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet) { UINT8 ubCount=0; ITEM_POOL *pItemPool,*pTempItemPool,*pTempLastItemPool = 0; OBJECTTYPE *pObject; UINT8 i; BOOLEAN fStealItem = FALSE; //Create a temporary item pool, with index in Opponent's inventory as index pItemPool=NULL; UINT8 invsize = pOpponent->inv.size(); for(i=0 ; iinv[i]; if ((pObject->exists() == true) && !ItemIsUndroppableByDefault(pObject->usItem)) // CHECK! Undroppable items cannot be stolen - SANDRO { // Is the enemy collapsed if ( pOpponent->stats.bLife < OKLIFE || pOpponent->bCollapsed ) { // We can steal any of his items in the inventory fStealItem = TRUE; } else { // Flugente: if we are on the same team, allow guaranteed full access if ( AllowedToStealFromTeamMate(pSoldier->ubID, pOpponent->ubID) ) { fStealItem = TRUE; // yuk, this is ugly... stealing items is counted as an attack. So what happens that if we steal from a teammember, the merc that we have stored in our targetD // (which will be the first merc hired when we land in Arulco) will react to our 'attack' and 'shoot back'. // so we now have 2 ways to resolve this issue: // - remove the 'steal from teammember' stuff from the usual stealing stuff, and add it as a new action (like handcuffing), complete with building the steal-sub-menu and everything // - or introduce a flag that prohibits teammembers from 'reaction-firing' on us. Set it upon stealing (here) and remove it after the steal menu is closed // or simplicity reasons, I will do #2 here. Until it breaks, then I'll be forced to do #1. pSoldier->usSoldierFlagMask |= SOLDIER_ACCESSTEAMMEMBER; // if we are Nails, don't allow taking our vest if ( pOpponent->ubProfile == 34 && i == VESTPOS ) fStealItem = FALSE; } else { // Check, if we can steal the item // CHRISL: Added new case definitions for new inventory pockets switch (i) { case HANDPOS: case GUNSLINGPOCKPOS: { // Flugente: if item has a weapon sling attached, it can't be stolen if ( HasAttachmentOfClass(pObject, AC_SLING) ) fStealItem = FALSE; else fStealItem = TRUE; break; } case SECONDHANDPOS: case KNIFEPOCKPOS: case BIGPOCK1POS: case BIGPOCK2POS: case BIGPOCK3POS: case BIGPOCK4POS: case BIGPOCK5POS: case BIGPOCK6POS: case BIGPOCK7POS: case MEDPOCK1POS: case MEDPOCK2POS: case MEDPOCK3POS: case MEDPOCK4POS: case SMALLPOCK1POS: case SMALLPOCK2POS: case SMALLPOCK3POS: case SMALLPOCK4POS: case SMALLPOCK5POS: case SMALLPOCK6POS: case SMALLPOCK7POS: case SMALLPOCK8POS: case SMALLPOCK9POS: case SMALLPOCK10POS: case SMALLPOCK11POS: case SMALLPOCK12POS: case SMALLPOCK13POS: case SMALLPOCK14POS: case SMALLPOCK15POS: case SMALLPOCK16POS: case SMALLPOCK17POS: case SMALLPOCK18POS: case SMALLPOCK19POS: case SMALLPOCK20POS: case SMALLPOCK21POS: case SMALLPOCK22POS: case SMALLPOCK23POS: case SMALLPOCK24POS: case SMALLPOCK25POS: case SMALLPOCK26POS: case SMALLPOCK27POS: case SMALLPOCK28POS: case SMALLPOCK29POS: case SMALLPOCK30POS: fStealItem = TRUE; break; default: fStealItem = FALSE; break; } } } if (fStealItem == TRUE) { pTempItemPool = (ITEM_POOL*)MemAlloc(sizeof(ITEM_POOL)); ++ubCount; if (pItemPool == NULL) { pItemPool = pTempItemPool; pItemPool->pPrev = NULL; } else { pTempItemPool->pPrev = pTempLastItemPool; pTempLastItemPool->pNext = pTempItemPool; } pTempItemPool->pNext = NULL; pTempItemPool->iItemIndex = i; //very bad, jack, to test if we are stealing? pTempItemPool->pLevelNode=NULL;//finally not used pTempLastItemPool=pTempItemPool; } } } if (ubCount == 0) { pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING ); return( 0); } //if only one item if (ubCount == 1) { *ubIndexRet=pItemPool->iItemIndex; MemFree( pItemPool); return( 1); } // Freeze guy! pSoldier->flags.fPauseAllAnimation = TRUE; InitializeStealItemPickupMenu( pSoldier, pOpponent, pItemPool, ubCount); guiPendingOverrideEvent = G_GETTINGITEM; HandleTacticalUI(); // 0verhaul: Added to keep this event from going out of style before it is acted on return( ubCount ); } /** * jackaians: function copied from SoldierGetItemFromWorld * check user's choices and try to place them in his slots */ void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList ) { ITEM_POOL *pTempItemPool; INT32 cnt = 0; BOOLEAN fPickup; BOOLEAN fShouldSayCoolQuote = FALSE; BOOLEAN fDidSayCoolQuote = FALSE; BOOLEAN fNotEnoughAPs = FALSE; // added by SANDRO // OK. CHECK IF WE ARE DOING ALL IN THIS POOL.... if ( iItemIndex == ITEM_PICKUP_ACTION_ALL || iItemIndex == ITEM_PICKUP_SELECTION ) { pTempItemPool = pItemPool; while( pTempItemPool ) { fPickup = TRUE; if ( iItemIndex == ITEM_PICKUP_SELECTION ) { if ( !pfSelectionList[ cnt ] ) { fPickup = FALSE; } } // Increment counter... cnt++; if ( fPickup ) { //////////////////////////////////////////////////////////////////// // SANDRO - added mechanism for APs needed to steal all items.. if ( gGameExternalOptions.fEnhancedCloseCombatSystem ) { if (pSoldier->bActionPoints >= GetBasicAPsToPickupItem( pSoldier ) ) { // Make copy of item gTempObject = pOpponent->inv[pTempItemPool->iItemIndex]; if ( ItemIsCool( &gTempObject ) ) { fShouldSayCoolQuote = TRUE; } if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) ) { AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 ); } DeleteObj(&pOpponent->inv[pTempItemPool->iItemIndex]); // add to merc records if ( pSoldier->ubProfile != NO_PROFILE ) gMercProfiles[ pSoldier->ubProfile ].records.usItemsStolen++; DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT ); } else { fNotEnoughAPs = TRUE; } } else // original code { // Make copy of item gTempObject = pOpponent->inv[pTempItemPool->iItemIndex]; if ( ItemIsCool( &gTempObject ) ) { fShouldSayCoolQuote = TRUE; } if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) ) { AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 ); } DeleteObj(&pOpponent->inv[pTempItemPool->iItemIndex]); } //////////////////////////////////////////////////////////////////// } pTempItemPool = pTempItemPool->pNext; } } // OK, check if potentially a good candidate for cool quote if ( fShouldSayCoolQuote && pSoldier->bTeam == gbPlayerNum ) { // Do we have this quote..? if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpGotGunOrUsedGun == QUOTE_FOUND_SOMETHING_SPECIAL ) { // Have we not said it today? if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE ) ) { // set flag pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE; // Say it.... // We've found something! TacticalCharacterDialogue( pSoldier, QUOTE_FOUND_SOMETHING_SPECIAL ); fDidSayCoolQuote = TRUE; } } } // Aknowledge.... if( pSoldier->bTeam == OUR_TEAM && !fDidSayCoolQuote ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_GOTIT ); } // SANDRO - show a message, that we had insufficient APs to take all items if ( fNotEnoughAPs && pSoldier->bTeam == gbPlayerNum && gGameExternalOptions.fEnhancedCloseCombatSystem) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL], pSoldier->GetName() ); } gpTempSoldier = pSoldier; gsTempGridNo = sGridNo; SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE ); } INT16 GetTileSetTindexToTileSetName( INT32 asTileSetId, std::string aTileSetName ) { // search wether structure exists in the current tilesets. If not, well, too bad for ( INT16 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[asTileSetId].TileSurfaceFilenames[iType][0] ) { if ( !strcmp( aTileSetName.c_str( ), gTilesets[asTileSetId].TileSurfaceFilenames[iType] ) ) { return iType; } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[iType][0] ) { if ( !strcmp( aTileSetName.c_str( ), gTilesets[0].TileSurfaceFilenames[iType] ) ) { return iType; } } } return -1; } // can we construct a structure with this item? BOOLEAN IsStructureConstructItem(UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* pSoldier) { if ( !usItem || TileIsOutOfBounds( sGridNo ) ) return FALSE; for ( UINT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i ) { if ( usItem == gStructureConstruct[i].usCreationItem ) return TRUE; } return FALSE; } // can we remove a structure with this item? BOOLEAN IsStructureDeconstructItem( UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* pSoldier ) { if ( !usItem || TileIsOutOfBounds( sGridNo ) ) return FALSE; for ( UINT16 i = 0; i < STRUCTURE_DECONSTRUCT_MAX; ++i ) { if ( usItem == gStructureDeconstruct[i].usDeconstructItem ) return TRUE; } return FALSE; } BOOLEAN BuildFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ) { UINT32 fHeadType; UINT16 usUseIndex; INT16 sUseObjIndex = -1; INT32 iRandSelIndex = 1; BOOLEAN fOkayToAdd; UINT8 ubDirection; // we need a valid soldier and a valid object if ( !pSoldier || !pObj ) return FALSE; // no building on roofs if( gsInterfaceLevel > 0 ) return FALSE; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; // don't build in water if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) ) return FALSE; ubDirection = pSoldier->ubDirection; // we'll check wether this item is in our index of known creation items BOOLEAN indexfound = FALSE; INT16 structureconstructindex = -1; for (UINT16 i = 0; i < STRUCTURE_DECONSTRUCT_MAX; ++i) { if ( indexfound ) break; if ( pObj->usItem == gStructureConstruct[i].usCreationItem ) { switch ( ubDirection ) { case NORTH: if ( !gStructureConstruct[i].northtilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].northtilevector[Random( gStructureConstruct[i].northtilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } break; case SOUTH: if ( !gStructureConstruct[i].southtilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].southtilevector[Random( gStructureConstruct[i].southtilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } break; case WEST: if ( !gStructureConstruct[i].westtilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].westtilevector[Random( gStructureConstruct[i].westtilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } break; case EAST: if ( !gStructureConstruct[i].easttilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].easttilevector[Random( gStructureConstruct[i].easttilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } break; default: // for all other directions, just pick one tile, it doesn not matter from which direction if ( !gStructureConstruct[i].northtilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].northtilevector[Random( gStructureConstruct[i].northtilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } if ( !indexfound && !gStructureConstruct[i].southtilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].southtilevector[Random( gStructureConstruct[i].southtilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } if ( !indexfound && !gStructureConstruct[i].westtilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].westtilevector[Random( gStructureConstruct[i].westtilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } if ( !indexfound && !gStructureConstruct[i].easttilevector.empty( ) ) { usUseIndex = gStructureConstruct[i].easttilevector[Random( gStructureConstruct[i].easttilevector.size( ) )]; structureconstructindex = i; indexfound = TRUE; } break; } } } if ( structureconstructindex < 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] ); return FALSE; } // search wether structure exists in the current tilesets. If not, well, too bad for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[structureconstructindex].szTileSetName, 10 ) ) { sUseObjIndex = iType; break; } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[structureconstructindex].szTileSetName, 10 ) ) { sUseObjIndex = iType; break; } } } if ( sUseObjIndex < 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[ STR_MTA_CANNOT_BUILD ] ); return FALSE; } // consumables are removed on creation if ( structureconstructindex >= 0 && gStructureConstruct[structureconstructindex].usItemStatusLoss ) { if ( (*pObj)[0]->data.objectStatus <= gStructureConstruct[structureconstructindex].usItemStatusLoss ) { UINT16 usItem = pObj->usItem; // Erase 'material' item from our hand - we 'use' it to build the structure DeleteObj( &(pSoldier->inv[HANDPOS]) ); // sevenfm: auto-taking of items if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) && gfShiftBombPlant ) { pSoldier->TakeNewItemFromInventory( pObj->usItem ); } } else { (*pObj)[0]->data.objectStatus -= gStructureConstruct[structureconstructindex].usItemStatusLoss; } } // TODO: if we create an earth pile, create a decal (signifiying the 'hole' we created at our position) // Check with Structure Database (aka ODB) if we can put the object here! fOkayToAdd = OkayToAddStructureToWorld( sGridNo, 0, gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef, INVALID_STRUCTURE_ID ); if ( fOkayToAdd || (gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef == NULL) ) { // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); //dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay RemoveStruct( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usUseIndex) );//dnl // Actual structure info is added by the functions below AddStructToHead( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usUseIndex) ); // For now, adjust to shadows by a hard-coded amount, // Add mask if in long grass GetLandHeadType( sGridNo, &fHeadType ); RecompileLocalMovementCosts(sGridNo); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); return TRUE; } return FALSE; } BOOLEAN RemoveFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ) { // we need a valid soldier and a valid object if ( !pSoldier || !pObj ) return FALSE; // not on roofs if ( gsInterfaceLevel > 0 ) return FALSE; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; STRUCTURE* pStruct = FindStructure( sGridNo, (STRUCTURE_GENERIC | STRUCTURE_WIREFENCE) ); if ( pStruct != NULL ) { // Get LEVELNODE for struct and remove! LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct ); if ( pNode ) { UINT16 usIndex = pNode->usIndex; UINT32 uiTileType = 0; if ( GetTileType( usIndex, &uiTileType ) ) { for (UINT16 i = 0; i < STRUCTURE_DECONSTRUCT_MAX; ++i) { // item we have in our hand must be one with which we can deconstruct this if ( pObj->usItem == gStructureDeconstruct[i].usDeconstructItem ) { // if tileset is from the current tileset, check that BOOLEAN found = FALSE; if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[i].szTileSetName, 11 ) ) found = TRUE; } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[uiTileType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[i].szTileSetName, 11 ) ) found = TRUE; } if ( found ) { // we have to check wether this specific structure can be removed. Just checking the tileset name won't be enough. // For example, we could have a set consisting of crates and piles of earth, which we want to remove via applying a shovel on it. // We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-) UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber); for ( size_t j = 0, size = gStructureDeconstruct[i].tilevector.size(); j < size; ++j) { if ( gStructureDeconstruct[i].tilevector[j] == numbertofind ) { // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); // if this is a wall, check wether the roof will collapse. // Yes, the player can damage himself by collapsing the roof of the house he is currently in. Such stupidity has to be punished. if ( pStruct->fFlags & STRUCTURE_WALL ) { // this isn't an explosion, so the structural damage is moderate HandleRoofDestruction( sGridNo, 50 ); HandleRoofDestruction( pSoldier->sGridNo, 50 ); } RemoveStruct( sGridNo, pNode->usIndex ); if ( !GridNoIndoors( sGridNo ) && gTileDatabase[ usIndex ].uiFlags & HAS_SHADOW_BUDDY && gTileDatabase[ usIndex ].sBuddyNum != -1 ) { RemoveShadow( sGridNo, gTileDatabase[ usIndex ].sBuddyNum ); } RecompileLocalMovementCosts(sGridNo); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); // eventually create item if ( gStructureDeconstruct[i].usItemToCreate && gStructureDeconstruct[i].usCreatedItemStatus ) { // when creating the object, make it have at least 1% status CreateItem( gStructureDeconstruct[i].usItemToCreate, max(1, gStructureDeconstruct[i].usCreatedItemStatus), &gTempObject ); AddItemToPool( sGridNo, &gTempObject, 1, 0, 0, -1 ); } return TRUE; } } } } } } } } return FALSE; } UINT8 CheckBuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex ) { UINT16 usUseIndex; INT16 sUseObjIndex = -1; INT32 iRandSelIndex = 1; BOOLEAN fOkayToAdd; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return 1; // if we want to build on a roof, a roof is required if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) ) return 1; // don't build in water if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) ) return 1; // we'll check wether this item is in our index of known creation items BOOLEAN indexfound = FALSE; INT16 structureconstructindex = 0; usUseIndex = usIndex; // search wether structure exists in the current tilesets. If not, well, too bad for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) ) { sUseObjIndex = iType; break; } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) ) { sUseObjIndex = iType; break; } } } if ( sUseObjIndex < 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] ); return 1; } // do not build into people if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) ) return 2; // Check with Structure Database (aka ODB) if we can put the object here! fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef, INVALID_STRUCTURE_ID ); if ( fOkayToAdd || (gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef == NULL) ) { return 0; } return 1; } BOOLEAN BuildStructFromName( INT32 sGridNo, INT8 sLevel, const char* aStr, UINT8 usIndex ) { INT16 sUseObjIndex = -1; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; // if we want to build on a roof, a roof is required if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) ) return FALSE; // don't build in water if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) ) return FALSE; // do not build into people if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) ) return FALSE; // search wether structure exists in the current tilesets. If not, well, too bad for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], aStr, 10 ) ) { sUseObjIndex = iType; break; } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], aStr, 10 ) ) { sUseObjIndex = iType; break; } } } if ( sUseObjIndex < 0 ) return FALSE; // Check with Structure Database (aka ODB) if we can put the object here! BOOLEAN fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[( gTileTypeStartIndex[sUseObjIndex] + usIndex )].pDBStructureRef, INVALID_STRUCTURE_ID ); if ( fOkayToAdd || ( gTileDatabase[( gTileTypeStartIndex[sUseObjIndex] + usIndex )].pDBStructureRef == NULL ) ) { // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); //dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay // Actual structure info is added by the functions below if ( sLevel ) { RemoveOnRoofStruct( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) ); AddOnRoofToTail( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) ); } else { RemoveStruct( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) ); AddStructToHead( sGridNo, (UINT16)( gTileTypeStartIndex[sUseObjIndex] + usIndex ) ); } RecompileLocalMovementCosts( sGridNo ); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); return TRUE; } return FALSE; } UINT16 gusTempDragBuildSoldierID = NOBODY; BOOLEAN BuildStructDrag( INT32 sGridNo, INT8 sLevel, UINT32 uiTileType, UINT8 usIndex, UINT16 usSoldierID ) { // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; // if we want to build on a roof, a roof is required if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) ) return FALSE; // don't build in water if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) ) return FALSE; // do not build into people if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) ) return FALSE; if ( uiTileType < 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] ); return FALSE; } gusTempDragBuildSoldierID = usSoldierID; // Check with Structure Database (aka ODB) if we can put the object here! BOOLEAN fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[( gTileTypeStartIndex[uiTileType] + usIndex )].pDBStructureRef, INVALID_STRUCTURE_ID ); if ( fOkayToAdd || ( gTileDatabase[( gTileTypeStartIndex[uiTileType] + usIndex )].pDBStructureRef == NULL ) ) { // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); //dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay // Actual structure info is added by the functions below if ( sLevel ) { RemoveOnRoofStruct( sGridNo, (UINT16)( gTileTypeStartIndex[uiTileType] + usIndex ) ); AddOnRoofToTail( sGridNo, (UINT16)( gTileTypeStartIndex[uiTileType] + usIndex ) ); } else { RemoveStruct( sGridNo, (UINT16)( gTileTypeStartIndex[uiTileType] + usIndex ) ); AddStructToHead( sGridNo, (UINT16)( gTileTypeStartIndex[uiTileType] + usIndex ) ); } RecompileLocalMovementCosts( sGridNo ); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); gusTempDragBuildSoldierID = NOBODY; return TRUE; } gusTempDragBuildSoldierID = NOBODY; return FALSE; } BOOLEAN BuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex ) { INT16 sUseObjIndex = -1; BOOLEAN fOkayToAdd; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; // if we want to build on a roof, a roof is required if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) ) return FALSE; // don't build in water if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) ) return FALSE; // do not build into people if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) ) return FALSE; // search wether structure exists in the current tilesets. If not, well, too bad for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) ) { sUseObjIndex = iType; break; } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) ) { sUseObjIndex = iType; break; } } } if ( sUseObjIndex < 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] ); return FALSE; } // Check with Structure Database (aka ODB) if we can put the object here! fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usIndex)].pDBStructureRef, INVALID_STRUCTURE_ID ); if ( fOkayToAdd || (gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usIndex)].pDBStructureRef == NULL) ) { // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); //dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay // Actual structure info is added by the functions below if ( sLevel ) { RemoveOnRoofStruct( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) ); AddOnRoofToTail( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) ); } else { RemoveStruct( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) ); AddStructToHead( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) ); } RecompileLocalMovementCosts( sGridNo ); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); return TRUE; } return FALSE; } BOOLEAN CanRemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex ) { // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; STRUCTURE* pStruct = GetTallestStructureOnGridno( sGridNo, sLevel ); if ( pStruct != NULL ) { // Get LEVELNODE for struct and remove! LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct ); if ( pNode ) { UINT16 usIndex = pNode->usIndex; UINT32 uiTileType = 0; if ( GetTileType( usIndex, &uiTileType ) ) { // if tileset is from the current tileset, check that BOOLEAN found = FALSE; if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) ) found = TRUE; } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[uiTileType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) ) found = TRUE; } if ( found ) { // we have to check wether this specific structure can be removed. Just checking the tileset name won't be enough. // For example, we could have a set consisting of crates and piles of earth, which we want to remove via applying a shovel on it. // We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-) UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber); for ( size_t j = 0, size = gStructureDeconstruct[usStructureconstructindex].tilevector.size(); j < size; ++j ) { if ( gStructureDeconstruct[usStructureconstructindex].tilevector[j] == numbertofind ) { return TRUE; } } } } } } return FALSE; } BOOLEAN IsDragStructurePresent( INT32 sGridNo, INT8 sLevel, UINT32& arusTileType, UINT16& arusStructureNumber, UINT8& arusHitpoints, UINT8& arusDecalFlags ) { // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; STRUCTURE* pStruct = GetTallestStructureOnGridnoDrag( sGridNo, sLevel ); if ( pStruct != NULL ) { // Get LEVELNODE for struct and remove! LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct ); if ( pNode ) { if ( GetTileType( pNode->usIndex, &arusTileType ) ) { arusStructureNumber = pStruct->pDBStructureRef->pDBStructure->usStructureNumber; arusHitpoints = pStruct->ubHitPoints; arusDecalFlags = pStruct->ubDecalFlag; // if tileset is from the current tileset, check that for ( int i = 0; i < STRUCTURE_MOVEPOSSIBLE_MAX; ++i ) { // if tileset is from the current tileset, check that bool found = FALSE; if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[arusTileType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[arusTileType], gStructureMovePossible[i].szTileSetName, 11 ) ) found = true; } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[arusTileType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[arusTileType], gStructureMovePossible[i].szTileSetName, 11 ) ) found = true; } if ( found ) { for ( size_t j = 0, size = gStructureMovePossible[i].tilevector.size(); j < size; ++j ) { if ( gStructureMovePossible[i].tilevector[j] == arusStructureNumber ) { return TRUE; } } } } } } } return FALSE; } void GetDragStructureXmlEntry( UINT32 ausTileType, UINT16 ausStructureNumber, int& arXmlVectorEntry ) { arXmlVectorEntry = -1; // if tileset is from the current tileset, check that for ( int i = 0; i < STRUCTURE_MOVEPOSSIBLE_MAX; ++i ) { // if tileset is from the current tileset, check that bool found = FALSE; if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[ausTileType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[ausTileType], gStructureMovePossible[i].szTileSetName, 11 ) ) found = true; } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[ausTileType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[ausTileType], gStructureMovePossible[i].szTileSetName, 11 ) ) found = true; } if ( found ) { for ( size_t j = 0, size = gStructureMovePossible[i].tilevector.size(); j < size; ++j ) { if ( gStructureMovePossible[i].tilevector[j] == ausStructureNumber ) { arXmlVectorEntry = i; return; } } } } } BOOLEAN RemoveStructDrag( INT32 sGridNo, INT8 sLevel, UINT32 uiTileType ) { // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; STRUCTURE* pStruct = GetTallestStructureOnGridnoDrag( sGridNo, sLevel ); if ( pStruct != NULL ) { // Get LEVELNODE for struct and remove! LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct ); if ( pNode ) { UINT16 usIndex = pNode->usIndex; // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); if ( sLevel ) { RemoveOnRoofStruct( sGridNo, usIndex ); } // if this is a wall, check wether the roof will collapse. // Yes, the player can damage himself by collapsing the roof of the house he is currently in. Such stupidity has to be punished. if ( pStruct->fFlags & STRUCTURE_WALL ) { // this isn't an explosion, so the structural damage is moderate HandleRoofDestruction( sGridNo, 50 ); } RemoveStruct( sGridNo, pNode->usIndex ); if ( !GridNoIndoors( sGridNo ) && gTileDatabase[usIndex].uiFlags & HAS_SHADOW_BUDDY && gTileDatabase[usIndex].sBuddyNum != -1 ) { RemoveShadow( sGridNo, gTileDatabase[usIndex].sBuddyNum ); } RecompileLocalMovementCosts( sGridNo ); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); return TRUE; } } return FALSE; } void CorrectDragStructData( INT32 sGridNo, INT8 sLevel, UINT8 ausHitpoints, UINT8 ausDecalFlags ) { // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return; STRUCTURE* pStruct = GetTallestStructureOnGridnoDrag( sGridNo, sLevel ); if ( pStruct != NULL ) { pStruct->ubHitPoints = ausHitpoints; pStruct->ubDecalFlag = ausDecalFlags; if ( pStruct->ubHitPoints < pStruct->pDBStructureRef->pDBStructure->ubHitPoints || pStruct->ubDecalFlag & STRUCTURE_DECALFLAG_BLOOD ) { gpWorldLevelData[sGridNo].uiFlags |= MAPELEMENT_STRUCTURE_DAMAGED; //SetRenderFlags( RENDER_FLAG_FULL ); } } } BOOLEAN RemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex ) { // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return FALSE; STRUCTURE* pStruct = GetTallestStructureOnGridno( sGridNo, sLevel ); if ( pStruct != NULL ) { // Get LEVELNODE for struct and remove! LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct ); if ( pNode ) { UINT16 usIndex = pNode->usIndex; UINT32 uiTileType = 0; if ( GetTileType( usIndex, &uiTileType ) ) { // if tileset is from the current tileset, check that BOOLEAN found = FALSE; if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) ) found = TRUE; } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[uiTileType][0] ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) ) found = TRUE; } if ( found ) { // we have to check wether this specific structure can be removed. Just checking the tileset name won't be enough. // For example, we could have a set consisting of crates and piles of earth, which we want to remove via applying a shovel on it. // We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-) UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber); for ( size_t j = 0, size = gStructureDeconstruct[usStructureconstructindex].tilevector.size(); j < size; ++j ) { if ( gStructureDeconstruct[usStructureconstructindex].tilevector[j] == numbertofind ) { // Remove old graphic ApplyMapChangesToMapTempFile( TRUE ); if ( sLevel ) { RemoveOnRoofStruct( sGridNo, pNode->usIndex ); } // if this is a wall, check wether the roof will collapse. // Yes, the player can damage himself by collapsing the roof of the house he is currently in. Such stupidity has to be punished. if ( pStruct->fFlags & STRUCTURE_WALL ) { // this isn't an explosion, so the structural damage is moderate HandleRoofDestruction( sGridNo, 50 ); } RemoveStruct( sGridNo, pNode->usIndex ); if ( !GridNoIndoors( sGridNo ) && gTileDatabase[usIndex].uiFlags & HAS_SHADOW_BUDDY && gTileDatabase[usIndex].sBuddyNum != -1 ) { RemoveShadow( sGridNo, gTileDatabase[usIndex].sBuddyNum ); } RecompileLocalMovementCosts( sGridNo ); // Turn off permanent changes.... ApplyMapChangesToMapTempFile( FALSE ); SetRenderFlags( RENDER_FLAG_FULL ); return TRUE; } } } } } } return FALSE; } class FORTIFICATION_NODE { public: FORTIFICATION_NODE( INT32 a, INT8 b, BOOLEAN c, UINT32 d, UINT8 e ) : sGridNo( a ), sLevel( b ), fBuild( c ), structurexmlindex( d ), usIndex( e ) {} FORTIFICATION_NODE() : sGridNo( NOWHERE ), sLevel( 0 ), fBuild( TRUE ), structurexmlindex(0), usIndex( 0 ) {} void swap( FORTIFICATION_NODE& other ) { std::swap( sGridNo, other.sGridNo ); std::swap( sLevel, other.sLevel ); std::swap( fBuild, other.fBuild ); std::swap( structurexmlindex, other.structurexmlindex ); std::swap( usIndex, other.usIndex ); } INT32 sGridNo; INT8 sLevel; BOOLEAN fBuild; UINT32 structurexmlindex; UINT8 usIndex; }; std::ostream& operator<<(std::ostream& stream, FORTIFICATION_NODE const& data) { stream << data.sGridNo << " " << (INT32)(data.sLevel) << " " << (INT32)(data.fBuild) << " " << (INT32)(data.structurexmlindex) << " " << (INT32)(data.usIndex) << std::endl; return stream; } std::istream& operator>>(std::istream& stream, FORTIFICATION_NODE& data) { FORTIFICATION_NODE tmp; if ( stream >> tmp.sGridNo ) { INT32 a, b, c, d; if ( stream >> a >> b >> c >> d ) { tmp.sLevel = a; tmp.fBuild = (BOOLEAN)b; tmp.structurexmlindex = (UINT32)c; tmp.usIndex = (UINT8)d; data.swap( tmp ); } } return stream; } typedef std::vector SectorFortificationVector; std::map gSectorFortificationMap; CHAR16 gCurrentSectorTileNamesChar16[STRUCTURE_CONSTRUCT_MAX][20]; CHAR16 gCurrentSectorTileIndexNamesChar16[STRUCTURE_CONSTRUCT_MAX][20]; std::vector > GetCurrentSectorTileSetVector() { std::vector > vec; // search wether structure exists in the current tilesets. If not, well, too bad for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { swprintf( gCurrentSectorTileNamesChar16[iType], L"" ); // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] ) { int nChars = MultiByteToWideChar( CP_ACP, 0, gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], -1, NULL, 0 ); MultiByteToWideChar( CP_UTF8, 0, gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], -1, gCurrentSectorTileNamesChar16[iType], nChars ); vec.push_back( std::make_pair( iType, gCurrentSectorTileNamesChar16[iType] ) ); } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[iType][0] ) { int nChars = MultiByteToWideChar( CP_ACP, 0, gTilesets[0].TileSurfaceFilenames[iType], -1, NULL, 0 ); MultiByteToWideChar( CP_UTF8, 0, gTilesets[0].TileSurfaceFilenames[iType], -1, gCurrentSectorTileNamesChar16[iType], nChars ); vec.push_back( std::make_pair( iType, gCurrentSectorTileNamesChar16[iType] ) ); } } return vec; } // get a vector of all tilesets that are allowed to be built in this sector (the above filtered by structure construct/deconstruct basically) std::vector > GetCurrentSectorAllowedFortificationTileSetVector( INT32 asTileSetId ) { std::vector > vec; std::set< std::pair > pairset; // search wether structure exists in the current tilesets. If not, well, too bad for ( UINT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i ) { swprintf( gCurrentSectorTileNamesChar16[i], L"" ); for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[asTileSetId].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[asTileSetId].TileSurfaceFilenames[iType], gStructureConstruct[i].szTileSetName, 11 ) ) { int nChars = MultiByteToWideChar( CP_ACP, 0, gStructureConstruct[i].szTileSetDisplayName, -1, NULL, 0 ); MultiByteToWideChar( CP_UTF8, 0, gStructureConstruct[i].szTileSetDisplayName, -1, gCurrentSectorTileNamesChar16[i], nChars ); pairset.insert( std::make_pair( i, gCurrentSectorTileNamesChar16[i] ) ); break; } } else { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[i].szTileSetName, 11 ) ) { int nChars = MultiByteToWideChar( CP_ACP, 0, gStructureConstruct[i].szTileSetDisplayName, -1, NULL, 0 ); MultiByteToWideChar( CP_UTF8, 0, gStructureConstruct[i].szTileSetDisplayName, -1, gCurrentSectorTileNamesChar16[i], nChars ); pairset.insert( std::make_pair( i, gCurrentSectorTileNamesChar16[i] ) ); break; } } } } for ( std::set< std::pair >::iterator it = pairset.begin( ); it != pairset.end( ); ++it ) { vec.push_back( (*it) ); } return vec; } // get all allowed indizes for a specific tileset. 'Allowed' as in: used in our structure construct entries std::vector > GetTileSetIndexVector( INT16 aKey ) { std::vector > vec; if ( 0 <= aKey && aKey < STRUCTURE_CONSTRUCT_MAX ) { std::set indexset; for ( INT16 j = 0; j < gStructureConstruct[aKey].northtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].northtilevector[j] ); for ( INT16 j = 0; j < gStructureConstruct[aKey].southtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].southtilevector[j] ); for ( INT16 j = 0; j < gStructureConstruct[aKey].easttilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].easttilevector[j] ); for ( INT16 j = 0; j < gStructureConstruct[aKey].westtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].westtilevector[j] ); for ( std::set::iterator it = indexset.begin( ); it != indexset.end( ); ++it ) { swprintf( gCurrentSectorTileIndexNamesChar16[(*it)], L"%d", (*it) ); vec.push_back( std::make_pair( (*it), gCurrentSectorTileIndexNamesChar16[(*it)] ) ); } } return vec; } std::string GetNameToTileSet( UINT8 aIndex ) { // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex][0] ) { std::string str( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex], std::find( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex], gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex] + 32, '\0' ) ); return str; } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[aIndex][0] ) { std::string str( gTilesets[0].TileSurfaceFilenames[aIndex], std::find( gTilesets[0].TileSurfaceFilenames[aIndex], gTilesets[0].TileSurfaceFilenames[aIndex] + 32, '\0' ) ); return str; } return ""; } INT16 GetStructureConstructIndexToTileset( INT16 aTileset ) { // find the structure construct entry that fits to this if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset][0] ) { for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset], gStructureConstruct[i].szTileSetName, 11 ) ) { return i; } } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[aTileset][0] ) { for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[aTileset], gStructureConstruct[i].szTileSetName, 11 ) ) { return i; } } } return -1; } INT16 GetStructureDeConstructIndexToTileset( INT16 aTileset ) { // find the structure construct entry that fits to this if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset][0] ) { for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset], gStructureDeconstruct[i].szTileSetName, 11 ) ) { return i; } } } // otherwise, check first tileset (GENERIC 1) else if ( gTilesets[0].TileSurfaceFilenames[aTileset][0] ) { for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i ) { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[aTileset], gStructureDeconstruct[i].szTileSetName, 11 ) ) { return i; } } } return -1; } std::set GetStructureConstructDirectionIndizes( INT16 aEntry, BOOLEAN afNorth, BOOLEAN afEast, BOOLEAN afSouth, BOOLEAN afWest ) { std::set indexset; if ( aEntry >= 0 ) { if ( afNorth ) for ( int j = 0; j < gStructureConstruct[aEntry].northtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].northtilevector[j] ); if ( afSouth ) for ( int j = 0; j < gStructureConstruct[aEntry].southtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].southtilevector[j] ); if ( afEast ) for ( int j = 0; j < gStructureConstruct[aEntry].easttilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].easttilevector[j] ); if ( afWest ) for ( int j = 0; j < gStructureConstruct[aEntry].westtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].westtilevector[j] ); } return indexset; } void AddFortificationPlanNode( INT32 sGridNo, INT8 sLevel, INT16 sFortificationStructure, UINT8 usFortificationTileLibraryIndex, BOOLEAN fAdd ) { if ( !gWorldSectorX || !gWorldSectorY ) return; // no nonsense if ( sLevel < 0 || sLevel > 1 ) return; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return; // if we want to build on a roof, a roof is required if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) ) return; // don't build in water if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) ) return; // we have to check whether what we are ordered to build can bere built here (this is necessary, as the selection menu can be avoided) BOOLEAN found = FALSE; if ( fAdd ) { if ( sFortificationStructure >= 0 && sFortificationStructure < STRUCTURE_CONSTRUCT_MAX ) { for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType ) { // if tileset is from the current tileset, check that if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] ) { if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[sFortificationStructure].szTileSetName, 11 ) ) { found = TRUE; break; } } else { if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[sFortificationStructure].szTileSetName, 11 ) ) { found = TRUE; break; } } } } // check index as well if ( found ) { std::vector > dropdownvector_2 = GetTileSetIndexVector( sFortificationStructure ); for ( std::vector >::iterator it = dropdownvector_2.begin( ); it != dropdownvector_2.end(); ++it ) { if ( (*it).first == usFortificationTileLibraryIndex ) { found = TRUE; break; } } } } // if we try to add a 'remove structure' node, we determine the correct Deconstruct index (it would be annoying if the player has to always set that by themself) else { STRUCTURE* pStruct = GetTallestStructureOnGridno( sGridNo, sLevel ); if ( pStruct != NULL ) { // Get LEVELNODE for struct and remove! LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct ); if ( pNode ) { UINT16 usIndex = pNode->usIndex; UINT32 uiTileType = 0; if ( GetTileType( usIndex, &uiTileType ) ) { // as sFortificationStructure and usFortificationTileLibraryIndex are no references, we can reset them without any repercussions outside of this function sFortificationStructure = GetStructureDeConstructIndexToTileset( (INT16)uiTileType ); if ( sFortificationStructure > -1 ) { usFortificationTileLibraryIndex = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber); UINT8 size = gStructureDeconstruct[sFortificationStructure].tilevector.size( ); for ( UINT8 j = 0; j < size; ++j ) { if ( gStructureDeconstruct[sFortificationStructure].tilevector[j] == usFortificationTileLibraryIndex ) { found = TRUE; break; } } } } } } } if ( !found ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFortificationText[0] ); return; } FORTIFICATION_NODE node( sGridNo, sLevel, fAdd, sFortificationStructure, usFortificationTileLibraryIndex ); UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY ); if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) ) { // if a node already exists at this gridno, erase the old one. This allows to easily remove nodes SectorFortificationVector& vec = gSectorFortificationMap[sector]; BOOLEAN alreadyexists = FALSE; SectorFortificationVector::iterator nodeitend = vec.end( ); for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit ) { if ( node.sGridNo == (*nodeit).sGridNo && node.sLevel == (*nodeit).sLevel ) { vec.erase( nodeit ); alreadyexists = TRUE; break; } } if ( !alreadyexists ) { // if specified, try to get adjacent nodes to match each other if ( fAdd && gStructureConstruct[node.structurexmlindex].fFortifyAdjacentAdjustment ) { // check the adjacent nodes and alter the index fittingly (northern-southern vs eastern-western kind) INT32 nextGridNoinSight = node.sGridNo; for ( int i = NORTH; i < NUM_WORLD_DIRECTIONS; i += 2 ) { nextGridNoinSight = NewGridNo( node.sGridNo, DirectionInc( i ) ); for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit ) { if ( nextGridNoinSight == (*nodeit).sGridNo && node.sLevel == (*nodeit).sLevel && node.structurexmlindex == (*nodeit).structurexmlindex ) { // 2 adjacent nodes of the same type -> make them 'compatible' std::set indexset = GetStructureConstructDirectionIndizes( node.structurexmlindex, (i == EAST || i == WEST), (i == NORTH || i == SOUTH), (i == EAST || i == WEST), (i == NORTH || i == SOUTH) ); if ( !indexset.empty() ) { std::set::iterator it = indexset.begin(); int k = Random( indexset.size( ) ); for (; k > 0; --k) ++it; (*nodeit).usIndex = (*it); it = indexset.begin( ); k = Random( indexset.size( ) ); for ( ; k > 0; --k ) ++it; node.usIndex = (*it); break; } } } } } vec.push_back( node ); } } // otherwise, create a new node vector else { SectorFortificationVector vec; vec.push_back( node ); gSectorFortificationMap[ sector ] = vec; } // save the new plan SaveSectorFortificationPlan( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); UpdateFortificationPossibleAmount(); } GetAllForticationGridNoResult GetAllForticationGridNo() { GetAllForticationGridNoResult gridnovector; if ( !gWorldSectorX || !gWorldSectorY ) return gridnovector; UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY ); SECTORINFO *pSectorInfo = &(SectorInfo[sector]); if ( pSectorInfo && gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) ) { SectorFortificationVector vec = gSectorFortificationMap[sector]; SectorFortificationVector::iterator nodeitend = vec.end( ); for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit ) { UINT16 type = FORTIFICATIONNODE_REMOVE; if ( (*nodeit).fBuild ) { if ( gStructureConstruct[(*nodeit).structurexmlindex].fFortifyAdjacentAdjustment ) type = FORTIFICATIONNODE_ADJACENTADJUSTMENT; else type = FORTIFICATIONNODE_NORMAL; } gridnovector.push_back( std::make_pair( (*nodeit).sGridNo, std::make_pair( type, (*nodeit).sLevel ) ) ); } } return gridnovector; } void LoadSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ ) { if ( !sSectorX || !sSectorY ) return; CHAR8 filename[MAX_PATH]; UINT8 sector = SECTOR( sSectorX, sSectorY ); // get sector name for filename CHAR16 wSectorName[64]; GetShortSectorString( sSectorX, sSectorY, wSectorName ); if ( sSectorZ ) sprintf( filename, "%s%S_%d.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName, sSectorZ ); else sprintf( filename, "%s%S.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName ); // get full path to save file vfs::Path vfsPath; vfs::COpenWriteFile rfile( filename, true ); rfile->_getRealPath( vfsPath ); std::string str = vfsPath.to_string( ); const char* filenamewithpath = str.c_str( ); // Read data std::ifstream file; file.open( filenamewithpath, std::ios::in ); std::vector vec; std::copy( std::istream_iterator( file ), std::istream_iterator( ), std::back_inserter( vec ) ); file.close( ); gSectorFortificationMap[sector] = vec; } void SaveSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ ) { if ( !sSectorX || !sSectorY ) return; UINT8 sector = SECTOR( sSectorX, sSectorY ); if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) ) { SectorFortificationVector vec = gSectorFortificationMap[sector]; if ( !vec.empty() ) { CHAR8 filename[MAX_PATH]; // get sector name for filename CHAR16 wSectorName[64]; GetShortSectorString( sSectorX, sSectorY, wSectorName ); if ( sSectorZ ) sprintf( filename, "%s%S_%d.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName, sSectorZ ); else sprintf( filename, "%s%S.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName ); // get full path to save file // what we are doing here might seem rather odd. If the file does not exist, we are creating a new file via vfs... and then create a fresh binary file afterwards. // I found this to be the easiest solution for using both vfs pathing and being able to use a std::fstream // If you don't like it, fix it yourself, or make vfs not such a pain to use vfs::Path vfsPath; vfs::COpenWriteFile rfile( filename, true ); rfile->_getRealPath( vfsPath ); std::string str = vfsPath.to_string( ); const char* filenamewithpath = str.c_str( ); // write std::fstream binary_file( filenamewithpath, std::ios::out ); SectorFortificationVector::iterator nodeitend = vec.end( ); for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit ) { FORTIFICATION_NODE node = (*nodeit); binary_file << node; } binary_file.close( ); } } } void UpdateFortificationPossibleAmount() { if ( !gWorldSectorX || !gWorldSectorY ) return; // update the sector value of how much can still be built by looping through the plan. Only works in the currently loaded sector UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY ); if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) ) { SectorFortificationVector vec = gSectorFortificationMap[sector]; FLOAT maxpossible = 0.0f; SectorFortificationVector::iterator nodeitend = vec.end( ); for ( SectorFortificationVector::iterator nodeit = vec.begin(); nodeit != nodeitend; ++nodeit ) { FORTIFICATION_NODE node = (*nodeit); if ( node.fBuild ) { UINT8 buildpossiblestate = CheckBuildFortification( node.sGridNo, node.sLevel, node.usIndex, node.structurexmlindex ); if ( buildpossiblestate == 0 ) { maxpossible += gStructureConstruct[node.structurexmlindex].dCreationCost; } else if ( buildpossiblestate == 2 ) { // for now, also add this as a possible thing to build if the obstacle is merely a person maxpossible += gStructureConstruct[node.structurexmlindex].dCreationCost; } } else if ( CanRemoveFortification( node.sGridNo, node.sLevel, node.structurexmlindex ) ) { maxpossible += gStructureDeconstruct[node.structurexmlindex].dCreationCost; } } if ( gbWorldSectorZ ) { UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); if ( pSector ) { pSector->dFortification_MaxPossible = maxpossible; // make sure the current progress isn't too high pSector->dFortification_UnappliedProgress = min( pSector->dFortification_UnappliedProgress, pSector->dFortification_MaxPossible ); } } else { SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )]; if ( pSector ) { pSector->dFortification_MaxPossible = maxpossible; // make sure the current progress isn't too high pSector->dFortification_UnappliedProgress = min( pSector->dFortification_UnappliedProgress, pSector->dFortification_MaxPossible ); } } } } void HandleFortificationUpdate() { if ( !gWorldSectorX || !gWorldSectorY ) return; UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY ); if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end() ) { SectorFortificationVector vec = gSectorFortificationMap[sector]; SectorFortificationVector::iterator nodeit = vec.begin(); BOOLEAN peopleblockingnodes = FALSE; BOOLEAN insufficientresources = FALSE; FLOAT dFortification_UnappliedProgress = 0.0; FLOAT dFortification_MaxPossible = 0.0; if ( gbWorldSectorZ ) { UNDERGROUND_SECTORINFO *pSector; pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); if ( pSector ) { dFortification_UnappliedProgress = pSector->dFortification_UnappliedProgress; dFortification_MaxPossible = pSector->dFortification_MaxPossible; } } else { SECTORINFO *pSector; pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )]; if ( pSector ) { dFortification_UnappliedProgress = pSector->dFortification_UnappliedProgress; dFortification_MaxPossible = pSector->dFortification_MaxPossible; } } // as we consume resources, we use a map to keep track of them (and lower the amount of looping over the inventory required) std::map< UINT16, INT32 > builditemobjectmap; // removing structures can gain us items. We use a map to store what we need and create items afterwards, which might save unnecessary creations (1 item at 80% is better than 80 with 1%) std::map< UINT16, UINT32 > itemcreatemap; INT32 itemdropoffgridno = NOWHERE; // in order to help the player know what items are missing, make a list of all required build items not present std::set< UINT16 > missingitemsmap; OBJECTTYPE* pBuildItemObject = NULL; INT32 slot = -1; while ( dFortification_UnappliedProgress > 0.0 ) { if ( nodeit == vec.end( ) ) break; FORTIFICATION_NODE node = (*nodeit); FLOAT cost = node.fBuild ? gStructureConstruct[node.structurexmlindex].dCreationCost : gStructureDeconstruct[node.structurexmlindex].dCreationCost; if ( cost <= dFortification_UnappliedProgress ) { if ( node.fBuild ) { UINT8 buildpossiblestate = CheckBuildFortification( node.sGridNo, node.sLevel, node.usIndex, node.structurexmlindex ); if ( buildpossiblestate == 0 ) { // check for build items and possibly consume them BOOLEAN itemconsumptionpassed = TRUE; if ( gStructureConstruct[node.structurexmlindex].usCreationItem ) { itemconsumptionpassed = FALSE; UINT8 itemreduction = gStructureConstruct[node.structurexmlindex].usItemStatusLoss; std::map< UINT16, INT32 >::iterator objectit = builditemobjectmap.find( gStructureConstruct[node.structurexmlindex].usCreationItem ); if ( objectit != builditemobjectmap.end( ) && objectit->second > -1 ) { slot = objectit->second; } else { slot = GetFirstObjectInSectorPosition( gStructureConstruct[node.structurexmlindex].usCreationItem ); if ( slot > -1 ) { builditemobjectmap[gStructureConstruct[node.structurexmlindex].usCreationItem] = slot; } } if ( slot > -1 ) { for ( INT16 i = 0; i < gWorldItems[slot].object.ubNumberOfObjects; ++i ) { UINT8 reduce = min( (gWorldItems[slot].object)[i]->data.objectStatus, itemreduction ); (gWorldItems[slot].object)[i]->data.objectStatus -= reduce; itemreduction -= reduce; if ( !(gWorldItems[slot].object)[i]->data.objectStatus ) { gWorldItems[slot].object.RemoveObjectAtIndex( i ); } } if ( gWorldItems[slot].object.ubNumberOfObjects < 1 ) { if ( gWorldItems[slot].sGridNo != NOWHERE ) RemoveItemFromPool( gWorldItems[slot].sGridNo, slot, gWorldItems[slot].ubLevel ); gWorldItems[slot].fExists = FALSE; } } if ( !itemreduction ) { itemconsumptionpassed = TRUE; } } // only if we successfully used resources a strucuture can be built if ( itemconsumptionpassed ) { BuildFortification( node.sGridNo, node.sLevel, node.usIndex, node.structurexmlindex ); dFortification_UnappliedProgress -= cost; dFortification_MaxPossible -= cost; } else { insufficientresources = TRUE; if ( gStructureConstruct[node.structurexmlindex].usCreationItem ) missingitemsmap.insert( gStructureConstruct[node.structurexmlindex].usCreationItem ); } } else if ( buildpossiblestate == 2 ) { // note if some structures could not be built due to people being in the way peopleblockingnodes = TRUE; } } else if ( CanRemoveFortification( node.sGridNo, node.sLevel, node.structurexmlindex ) ) { // check for build items and possibly consume them BOOLEAN itemconsumptionpassed = TRUE; if ( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem ) { itemconsumptionpassed = FALSE; std::map< UINT16, INT32 >::iterator objectit = builditemobjectmap.find( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem ); if ( objectit != builditemobjectmap.end( ) && objectit->second > -1 ) { slot = objectit->second; } else { slot = GetFirstObjectInSectorPosition( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem ); if ( slot > -1 ) { builditemobjectmap[gStructureDeconstruct[node.structurexmlindex].usDeconstructItem] = slot; } } if ( slot > -1 ) { itemconsumptionpassed = TRUE; } } // only if we successfully used resources a strucuture can be built if ( itemconsumptionpassed ) { if ( RemoveFortification( node.sGridNo, node.sLevel, node.structurexmlindex ) ) { // eventually create item if ( gStructureDeconstruct[node.structurexmlindex].usItemToCreate && gStructureDeconstruct[node.structurexmlindex].usCreatedItemStatus ) { std::map< UINT16, UINT32 >::iterator objectit = itemcreatemap.find( gStructureDeconstruct[node.structurexmlindex].usItemToCreate ); if ( objectit != itemcreatemap.end( ) ) { objectit->second += gStructureDeconstruct[node.structurexmlindex].usCreatedItemStatus; } else { itemcreatemap[gStructureDeconstruct[node.structurexmlindex].usItemToCreate] = gStructureDeconstruct[node.structurexmlindex].usCreatedItemStatus; } } // if the node's gridno is valid, we might use it if ( TileIsOutOfBounds( itemdropoffgridno ) && !TileIsOutOfBounds( node.sGridNo ) ) { itemdropoffgridno = node.sGridNo; } dFortification_UnappliedProgress -= cost; dFortification_MaxPossible -= cost; } } else { insufficientresources = TRUE; if ( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem ) missingitemsmap.insert( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem ); } } } ++nodeit; } // update progress if ( gbWorldSectorZ ) { UNDERGROUND_SECTORINFO *pSector; pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); if ( pSector ) { pSector->dFortification_UnappliedProgress = dFortification_UnappliedProgress; pSector->dFortification_MaxPossible = dFortification_MaxPossible; } } else { SECTORINFO *pSector; pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )]; if ( pSector ) { pSector->dFortification_UnappliedProgress = dFortification_UnappliedProgress; pSector->dFortification_MaxPossible = dFortification_MaxPossible; } } CHAR16 wSectorName[64]; GetShortSectorString( gWorldSectorX, gWorldSectorY, wSectorName ); // create items, or warn us if that isn't possible if ( !itemcreatemap.empty() ) { if ( !TileIsOutOfBounds( itemdropoffgridno ) ) { for ( std::map< UINT16, UINT32 >::iterator it = itemcreatemap.begin( ); it != itemcreatemap.end(); ++it ) { while ( it->second > 0 ) { UINT8 tmpstat = min( 100, it->second ); it->second -= tmpstat; OBJECTTYPE tmpobject; CreateItem( it->first, tmpstat, &tmpobject ); AddItemToPool( itemdropoffgridno, &tmpobject, 1, 0, 0, -1 ); } } } else { ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szFortificationText[1], wSectorName ); } } // warn us if we lack resources or if nodes are blocked if ( peopleblockingnodes || insufficientresources ) { if ( peopleblockingnodes ) ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szFortificationText[2], wSectorName ); if ( insufficientresources ) { ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szFortificationText[3], wSectorName ); for ( std::set::iterator it = missingitemsmap.begin( ); it != missingitemsmap.end(); ++it ) { ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, L" - %s", Item[(*it)].szLongItemName ); } } } UpdateFortificationPossibleAmount(); } } INT32 GetFirstObjectInSectorPosition( UINT16 ausItem ) { for ( UINT32 uiCount = 0; uiCount < guiNumWorldItems; ++uiCount ) { if ( gWorldItems[uiCount].fExists && gWorldItems[uiCount].object.usItem == ausItem ) { return uiCount; } } return -1; } INT32 CheckBombDisarmChance(void) { INT8 diff = 0; // NB owner grossness... bombs 'owned' by the enemy are stored with side value 1 in // the map. So if we want to detect a bomb placed by the player, owner is > 1, and // owner - 2 gives the ID of the character who planted it if ( gTempObject[0]->data.misc.ubBombOwner > 1 && ( (INT32)gTempObject[0]->data.misc.ubBombOwner - 2 >= gTacticalStatus.Team[ OUR_TEAM ].bFirstID && gTempObject[0]->data.misc.ubBombOwner - 2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ) ) { // my own boobytrap! if ( gTempObject[0]->data.misc.ubBombOwner - 2 == gpBoobyTrapSoldier->ubID ) diff = 40; // our team's boobytrap! else diff = 20; } if ( HasItemFlag( gTempObject.usItem, BEARTRAP ) ) { return SkillCheck( gpBoobyTrapSoldier, DISARM_MECHANICAL_TRAP_CHECK, diff ); } return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, diff ); } void ExtendedDisarmMessageBox(void) { CHAR16 buf[256]; INT16 disarmAP; disarmAP = GetAPsToDisarmMine( gpBoobyTrapSoldier ); if( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) ) { swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_DISARM ], disarmAP ); wcscpy( gzUserDefinedButton[0], buf ); swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_INSPECT ], disarmAP / 2 ); wcscpy( gzUserDefinedButton[1], buf ); swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_REMOVE_BLUEFLAG ], disarmAP /2 ); wcscpy( gzUserDefinedButton[2], buf ); swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_BLOWUP ], disarmAP /4 ); wcscpy( gzUserDefinedButton[3], buf ); } else { wcscpy( gzUserDefinedButton[0], TacticalStr[ DISARM_DIALOG_DISARM ] ); wcscpy( gzUserDefinedButton[1], TacticalStr[ DISARM_DIALOG_INSPECT ] ); wcscpy( gzUserDefinedButton[2], TacticalStr[ DISARM_DIALOG_REMOVE_BLUEFLAG ] ); wcscpy( gzUserDefinedButton[3], TacticalStr[ DISARM_DIALOG_BLOWUP ] ); } DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], guiCurrentScreen, MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS, ExtendedBoobyTrapMessageBoxCallBack, NULL, MSG_BOX_DEFAULT_BUTTON_1 ); } void ExtendedBoobyTrapMessageBoxCallBack( UINT8 ubExitValue ) { INT32 iCheckResult; BOOLEAN playerMine = FALSE; INT16 disarmAP; INT16 disarmBP; BOOLEAN turnbased = FALSE; disarmAP = GetAPsToDisarmMine( gpBoobyTrapSoldier ); disarmBP = APBPConstants[BP_DISARM_MINE]; if( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) ) turnbased = TRUE; if(gpWorldLevelData[gsBoobyTrapGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT) playerMine=TRUE; if (ubExitValue == 1) { // this already checks AP in turnbased BoobyTrapMessageBoxCallBack(MSG_BOX_RETURN_YES); } else if (ubExitValue == 2) { if( turnbased ) { if(EnoughPoints(gpBoobyTrapSoldier, disarmAP / 2, disarmBP / 2 , TRUE)) DeductPoints(gpBoobyTrapSoldier, disarmAP /2, disarmBP /2, AFTERACTION_INTERRUPT); else return; } iCheckResult=CheckBombDisarmChance(); if(iCheckResult>60) ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_SAFE ] ); else if(iCheckResult>20) ScreenMsg( FONT_MCOLOR_LTGRAY, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_MOSTLY_SAFE ] ); else if(iCheckResult>-20) ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_RISKY ] ); else if(iCheckResult>-40) ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_DANGEROUS ] ); else ScreenMsg( FONT_MCOLOR_DKRED, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_HIGH_DANGER ] ); } else if (ubExitValue == 3) { if( turnbased ) { if(EnoughPoints(gpBoobyTrapSoldier, disarmAP / 2 , disarmBP / 2 , TRUE)) DeductPoints(gpBoobyTrapSoldier, disarmAP / 2, disarmBP / 2, AFTERACTION_INTERRUPT); else return; } RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel ); if( playerMine ) gpWorldLevelData[gsBoobyTrapGridNo].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT; } else if (ubExitValue == 4) { if( turnbased ) { if(EnoughPoints(gpBoobyTrapSoldier, disarmAP / 4 , disarmBP / 4 , TRUE)) DeductPoints(gpBoobyTrapSoldier, disarmAP / 4, disarmBP / 4, AFTERACTION_INTERRUPT); else return; } if (gfDisarmingBuriedBomb) { SetOffBombsInGridNo( gpBoobyTrapSoldier->ubID, gsBoobyTrapGridNo, TRUE, gbBoobyTrapLevel ); } else { SetOffBoobyTrap( gpBoobyTrapItemPool ); } } } void HandleTakeNewBombFromInventory(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj) { if( !( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) ) && !pSoldier->inv[HANDPOS].exists() && gfShiftBombPlant ) { pSoldier->TakeNewBombFromInventory(pObj->usItem); } } // Flugente: interactive actions void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier ) { // we need a valid soldier and a valid object if ( !pSoldier ) return; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return; UINT16 structindex; UINT16 possibleaction = InteractiveActionPossibleAtGridNo( sGridNo, pSoldier->pathing.bLevel, structindex ); UINT16 skill = pSoldier->GetInteractiveActionSkill( sGridNo, pSoldier->pathing.bLevel, possibleaction ); INT32 difficulty = gInteractiveStructure[structindex].difficulty; INT32 luaactionid = gInteractiveStructure[structindex].luaactionid; // play sounds switch ( possibleaction ) { case INTERACTIVE_STRUCTURE_HACKABLE: PlayJA2SampleFromFile( "Sounds\\keyboard_typing.wav", RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) ); break; case INTERACTIVE_STRUCTURE_READFILE: PlayJA2SampleFromFile( "Sounds\\book_pageturn1.wav", RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) ); break; default: break; } if ( possibleaction == INTERACTIVE_STRUCTURE_HACKABLE ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[0], pSoldier->GetName( ) ); // hacking is a multiturn-action - we only start the action here, the result is handled elsewhere pSoldier->StartMultiTurnAction( MTA_HACK, sGridNo ); } // call lua with the action id - perhaps we might do something special here else if ( luaactionid >= 0 ) { LuaHandleInteractiveActionResult( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, sGridNo, pSoldier->pathing.bLevel, pSoldier->ubID, possibleaction, luaactionid, difficulty, skill ); } else { DoInteractiveActionDefaultResult( sGridNo, pSoldier->ubID, (skill >= difficulty) ); } } // handle the default result of an interactive action // This is called either if no lua action id is set, or by lua if this should happen as a supplement to whatever lua does void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSuccess ) { SOLDIERTYPE* pSoldier = NULL; if ( ubID != NOBODY ) pSoldier = MercPtrs[ubID]; // we need a valid soldier and a valid object if ( !pSoldier ) return; // needs to be a valid location if ( TileIsOutOfBounds( sGridNo ) ) return; UINT16 structindex; UINT16 possibleaction = InteractiveActionPossibleAtGridNo( sGridNo, pSoldier->pathing.bLevel, structindex ); switch ( possibleaction ) { case INTERACTIVE_STRUCTURE_HACKABLE: { if ( aSuccess ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[1], pSoldier->GetName( ) ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[2], pSoldier->GetName( ) ); } } break; case INTERACTIVE_STRUCTURE_READFILE: { if ( aSuccess ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[3], pSoldier->GetName( ) ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[4], pSoldier->GetName( ) ); } } break; case INTERACTIVE_STRUCTURE_WATERTAP: { if ( aSuccess ) { DrinkFromWaterTap( pSoldier ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[5], pSoldier->GetName( ) ); } } break; case INTERACTIVE_STRUCTURE_SODAMACHINE: { static UINT16 usSodaIndex = 1740; // we still have to determine whether a soda item exists, and whether we can pay for it if ( aSuccess ) { aSuccess = FALSE; // determine soda item, only if this exists can we proceed to sell one if ( HasItemFlag( usSodaIndex, SODA ) || GetFirstItemWithFlag( &usSodaIndex, SODA ) ) { if ( SpendMoney( pSoldier, Item[usSodaIndex].usPrice ) ) { if ( CreateItem( usSodaIndex, 100, &gTempObject ) && AutoPlaceObjectAnywhere( pSoldier, &gTempObject, TRUE ) ) { PlayJA2SampleFromFile( "Sounds\\soda_machine.wav", RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[6], pSoldier->GetName( ), Item[usSodaIndex].szItemName ); aSuccess = TRUE; } } else { aSuccess = FALSE; // not enough money for a soda, hu? Too bad for you Flugente played the old Crusader Games, which teach you how to handle that particular issue! ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, L"The World Economic Consortium does not condone moochers!" ); INT16 direction = GetDirectionToGridNoFromGridNo( sGridNo, pSoldier->sGridNo ); INT32 startgridno = NewGridNo( sGridNo, DirectionInc(direction) ); INT32 targetgridno = NewGridNo( startgridno, DirectionInc( direction ) ); FLOAT x, y, z; GetTargetWorldPositions( NULL, targetgridno, &x, &y, &z ); // fire at torso height z += 100.0f; // fire a AP rocket with damage 40. The ammotype currently gets rerolled to Ball, but it's not like anyone will complain FireBulletGivenTarget_NoObjectNoSoldier( 55, 2, 40, startgridno, z, x, y, z, 0 ); } } } } break; case INTERACTIVE_STRUCTURE_MINIGAME: { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[9] ); } break; case INTERACTIVE_STRUCTURE_VARIOUS: break; default: break; } } // character spends money - either from inventory or the account BOOLEAN SpendMoney( SOLDIERTYPE *pSoldier, UINT32 aAmount ) { if ( !pSoldier ) return FALSE; INT8 invsize = (INT8)pSoldier->inv.size( ); for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( pSoldier->inv[bLoop].exists( ) == true && pSoldier->inv[bLoop].usItem == MONEY ) { OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]); UINT32 remove = min( aAmount, (*pObj)[0]->data.money.uiMoneyAmount ); (*pObj)[0]->data.money.uiMoneyAmount -= remove; aAmount -= remove; if ( (*pObj)[0]->data.money.uiMoneyAmount <= 0 ) DeleteObj( &(pSoldier->inv[bLoop]) ); if ( aAmount <= 0 ) break; } } // if we didn't have enough money on us, transfer if ( aAmount > 0 && LaptopSaveInfo.iCurrentBalance >= aAmount ) { AddTransactionToPlayersBook( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin( ), -aAmount ); aAmount = 0; } // warning if we don't have enough money if ( aAmount > 0 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[7], pSoldier->GetName( ) ); return (aAmount == 0); } // Flugente: gear templates extern std::vector gTemplateVector; // this class is used to store our gear templates class GEAR_NODE { public: GEAR_NODE(INT8 a, UINT16 b, UINT16 c) : slot( a ), item( b ), ammoitem(c){} GEAR_NODE() : slot( NOWHERE ), item( 0 ), ammoitem(0) {} void swap(GEAR_NODE& other) { std::swap( slot, other.slot ); std::swap( item, other.item ); std::swap( ammoitem, other.ammoitem ); std::vector tmp = other.attachments; other.attachments = attachments; attachments = tmp; } INT8 slot; UINT16 item; UINT16 ammoitem; std::vector attachments; }; std::ostream& operator<<(std::ostream& stream, GEAR_NODE const& data) { stream << (int)(data.slot) << " " << (UINT16)(data.item) << " " << (UINT16)(data.ammoitem); std::vector tmp = data.attachments; for ( std::vector::iterator it = tmp.begin( ); it != tmp.end( ); ++it ) stream << " " << (*it); stream << std::endl; return stream; } std::vector LoadEquipmentTemplate( std::string aName ) { CHAR8 filename[MAX_PATH]; sprintf(filename, "%s%s", EQUIPMENTTEMPLATE_DIRECTORY, aName.c_str()); // get full path to save file vfs::Path vfsPath; vfs::COpenWriteFile rfile( filename, true ); rfile->_getRealPath(vfsPath); std::string str = vfsPath.to_string(); const char* filenamewithpath = str.c_str(); // Read data std::ifstream file; file.open(filenamewithpath, std::ios::in); std::vector vec; std::string line; while ( std::getline( file >> std::ws, line ) ) { if ( line[0] != '#' && line[0] != '/' ) { std::istringstream iss( line ); GEAR_NODE node; int num; if ( iss >> num && iss >> (UINT16)node.item ) { node.slot = num; // additional data is optional if ( iss >> (UINT16)node.ammoitem ) { while ( iss >> num ) { node.attachments.push_back( num ); } } vec.push_back(node); } } } file.close(); return vec; } void SaveEquipmentTemplate(std::vector aVec, STR16 aName) { CHAR8 filename[MAX_PATH]; sprintf(filename, "%s%S.txt", EQUIPMENTTEMPLATE_DIRECTORY, aName); // get full path to save file // what we are doing here might seem rather odd. If the file does not exist, we are creating a new file via vfs... and then create a fresh binary file afterwards. // I found this to be the easiest solution for using both vfs pathing and being able to use a std::fstream // If you don't like it, fix it yourself, or make vfs not such a pain to use vfs::Path vfsPath; vfs::COpenWriteFile rfile(filename, true); rfile->_getRealPath(vfsPath); std::string str = vfsPath.to_string(); const char* filenamewithpath = str.c_str(); // write std::fstream binary_file(filenamewithpath, std::ios::out); for (std::vector::iterator it = aVec.begin(); it != aVec.end(); ++it) { GEAR_NODE node = (*it); binary_file << node; } binary_file.close(); } void WriteEquipmentTemplate(SOLDIERTYPE* pSoldier, STR16 name) { if (pSoldier) { std::vector vec; INT8 invsize = (INT8)pSoldier->inv.size(); // remember inventorysize, so we don't call size() repeatedly for (INT8 bLoop = 0; bLoop < invsize; ++bLoop) // ... for all items in our inventory ... { if (pSoldier->inv[bLoop].exists()) { // if this item is a gun, note what magazine is currently loaded UINT16 ammoitem = 0; if ( Item[(pSoldier->inv[bLoop]).usItem].usItemClass & IC_GUN ) ammoitem = (pSoldier->inv[bLoop])[0]->data.gun.usGunAmmoItem; GEAR_NODE node( bLoop, (pSoldier->inv[bLoop]).usItem, ammoitem ); // add all attachments attachmentList::iterator iterend = (pSoldier->inv[bLoop])[0]->attachments.end( ); for ( attachmentList::iterator iter = (pSoldier->inv[bLoop])[0]->attachments.begin( ); iter != iterend; ++iter ) { if ( iter->exists( ) ) node.attachments.push_back( iter->usItem ); } vec.push_back(node); } } SaveEquipmentTemplate(vec, name); } } std::vector get_all_files_names_within_folder(std::string folder) { std::vector names; std::string search_path = folder + "/*.*"; WIN32_FIND_DATA fd; HANDLE hFind = ::FindFirstFile(search_path.c_str(), &fd); if (hFind != INVALID_HANDLE_VALUE) { do { // read all (real) files in current folder // , delete '!' read other 2 default folder . and .. if (!(fd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) { names.push_back(fd.cFileName); } } while (::FindNextFile(hFind, &fd)); ::FindClose(hFind); } return names; } // get a vector of all tilesets that are allowed to be built in this sector (the above filtered by structure construct/deconstruct basically) void GetEquipmentTemplates() { CHAR8 filename[MAX_PATH]; sprintf(filename, "%sUpdate Gear.txt", EQUIPMENTTEMPLATE_DIRECTORY); // get full path to save file // what we are doing here might seem rather odd. If the file does not exist, we are creating a new empty file via vfs // in this case, this is rather useful, as the above file simply updates our gear, which is already neat // I found this to be the easiest solution for using both vfs pathing and being able to use a std::fstream // If you don't like it, fix it yourself, or make vfs not such a pain to use vfs::Path vfsPath; vfs::COpenWriteFile rfile( filename, true ); rfile->_getRealPath(vfsPath); vfs::Path dir, file; vfsPath.splitLast(dir, file); std::string str = dir.to_string(); const char* filenamewithpath = str.c_str(); gTemplateVector = get_all_files_names_within_folder( filenamewithpath ); } void ReadEquipmentTable( SOLDIERTYPE* pSoldier, std::string name ) { // make sure the merc is actually in this sector if ( pSoldier ) { UINT16 color = FONT_MCOLOR_WHITE; // for safety, test again if ( pSoldier->sSectorX != sSelMapX || pSoldier->sSectorY != sSelMapY || pSoldier->bSectorZ != iCurrentMapSectorZ ) { ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[3], pSoldier->GetName( ) ); return; } if ( (gTacticalStatus.uiFlags & INCOMBAT || gTacticalStatus.fEnemyInSector) ) { ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[1] ); return; } std::vector vec = LoadEquipmentTemplate(name); UINT16 usReloadSound = 0; BOOLEAN attachmentsound = FALSE; // refill canteens (for convenience only with drinkable, non-poisonous water) UINT8 waterquality = GetWaterQuality( sSelMapX, sSelMapY, iCurrentMapSectorZ ); BOOLEAN refillwaterfromsector = (waterquality == WATER_DRINKABLE); // the temperature of the water in this sector (temperature reflects the quality) FLOAT wateraddtemperature = OVERHEATING_MAX_TEMPERATURE; // if we try to add an attachment that cannot be added by this function (we don't perform skill checks here), warn the player of the offending item UINT16 attachmenttowarnabout = NOTHING; // 1. loop over the gear we should pick up and remove mismatching items if we can find a fitting one in the sector for (std::vector::iterator it = vec.begin(); it != vec.end(); ++it) { GEAR_NODE node = (*it); if ( node.slot >= 0 && node.slot < NUM_INV_SLOTS && node.item != NOTHING ) { // is there already an item here? if (pSoldier->inv[node.slot].exists()) { if ( (pSoldier->inv[node.slot]).usItem != node.item ) { // can we get the requested item in the first place? UINT32 poolslot = 0; UINT8 index = 0; if ( GetBetterObject_InventoryPool( node.item, 0, poolslot, index ) ) { // We have to check whether we have any LBE equipped that isn't in the template // in that case we have to dump it and it's contents, otherwise it can block slots that are used in the template if ( node.slot >= VESTPOCKPOS && node.slot <= BPACKPOCKPOS ) { std::vector pocketKey; GetLBESlots( node.slot, pocketKey ); // remove everything inside LBE for ( std::vector::iterator lbeslotit = pocketKey.begin( ); lbeslotit != pocketKey.end( ); ++lbeslotit ) { if ( pSoldier->inv[(*lbeslotit)].exists( ) ) { AutoPlaceObjectInInventoryStash( &pSoldier->inv[(*lbeslotit)], pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &pSoldier->inv[(*lbeslotit)] ); } } } // if we want to equip a two-handed item in our first hand, also drop whatever we have in the second hand else if ( node.slot == HANDPOS && ItemIsTwoHanded(node.item) && pSoldier->inv[SECONDHANDPOS].exists( ) ) { AutoPlaceObjectInInventoryStash( &pSoldier->inv[SECONDHANDPOS], pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &pSoldier->inv[SECONDHANDPOS] ); } // if we are Nails and are ordered to drop our vest, refuse and complain! else if ( node.slot == VESTPOS && HandleNailsVestFetish( pSoldier, node.slot, NOTHING ) ) continue; // drop item AutoPlaceObjectInInventoryStash( &pSoldier->inv[node.slot], pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &pSoldier->inv[node.slot] ); } } } } } // 2. loop over the gear again and pick up what fits for ( std::vector::iterator it = vec.begin( ); it != vec.end( ); ++it ) { GEAR_NODE node = (*it); if ( node.slot >= 0 && node.slot < NUM_INV_SLOTS ) { // only if slot is still empty... if ( !pSoldier->inv[node.slot].exists( ) && node.item != NOTHING ) { // see if we can find a better object in this sector and put it into our slot UINT32 poolslot = 0; UINT8 index = 0; if ( GetBetterObject_InventoryPool( node.item, 0, poolslot, index ) ) { (pInventoryPoolList[poolslot].object).RemoveObjectAtIndex( index, &gItemPointer ); if ( !PlaceObject( pSoldier, node.slot, &gItemPointer ) ) { ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[4], pSoldier->GetName( ), Item[node.item].szItemName ); AutoPlaceObjectInInventoryStash( &gItemPointer, pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &gItemPointer ); } } else { // if this is ammo, we might still be able to create a mag from different-sized mags if ( Item[node.item].usItemClass & IC_AMMO ) { UINT16 usMagIndex = Item[node.item].ubClassIndex; UINT16 neededammo = Magazine[usMagIndex].ubMagSize; if ( neededammo > 0 ) { UINT32 poolslot = 0; if ( GetFittingAmmo_InventoryPool( Magazine[usMagIndex].ubCalibre, Magazine[usMagIndex].ubAmmoType, poolslot ) ) { UINT32 takeammo = min( neededammo, pInventoryPoolList[poolslot].object[pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1]->data.ubShotsLeft ); pInventoryPoolList[poolslot].object[pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1]->data.ubShotsLeft -= takeammo; if ( !pInventoryPoolList[poolslot].object[pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1]->data.ubShotsLeft ) { pInventoryPoolList[poolslot].object.RemoveObjectAtIndex( pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1 ); } CreateAmmo( node.item, &gItemPointer, takeammo ); if ( !PlaceObject( pSoldier, node.slot, &gItemPointer ) ) { ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[4], pSoldier->GetName( ), Item[node.item].szItemName ); AutoPlaceObjectInInventoryStash( &gItemPointer, pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &gItemPointer ); } } } } //if ( !pSoldier->inv[node.slot].exists( ) ) //ScreenMsg( color, MSG_INTERFACE, L"%s found no %s to equip.", pSoldier->GetName( ), Item[node.item].szItemName ); } } // if this slot is a LBE slot, we need to add attachments here. Otherwise we add the attachments after we fail to pick up other items as their LBE slots won't exist if ( pSoldier->inv[node.slot].exists() && node.slot >= VESTPOCKPOS && node.slot <= BPACKPOCKPOS ) { // try to add attachments if nod entry fits the item, or if the node item is NOTHING (essentially a wildcard for this) if ( !node.attachments.empty( ) && (pSoldier->inv[node.slot]).usItem == node.item || NOTHING == node.item ) { OBJECTTYPE* pObj = &(pSoldier->inv[node.slot]); for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) { for ( std::vector::iterator attit = node.attachments.begin( ); attit != node.attachments.end( ); ++attit ) { UINT16 item_attachment = (*attit); // only apply attachments if they don't require any checks! INT32 bAttachInfoIndex = GetAttachmentInfoIndex( item_attachment ); if ( bAttachInfoIndex < 0 || AttachmentInfo[bAttachInfoIndex].bAttachmentSkillCheck == NO_CHECK ) { UINT32 poolslot = 0; UINT8 index = 0; if ( GetBetterObject_InventoryPool( item_attachment, 0, poolslot, index ) ) { ( pInventoryPoolList[poolslot].object ).RemoveObjectAtIndex( index, &gItemPointer ); BOOLEAN isAttachedNow = pObj->AttachObject( pSoldier, &gItemPointer, FALSE, i ); //do the actual attaching if ( !isAttachedNow ) { attachmentsound = TRUE; //ScreenMsg( color, MSG_INTERFACE, L"%s could not attach %s to %s", pSoldier->GetName( ), Item[item_attachment].szItemName, Item[pObj->usItem].szItemName ); AutoPlaceObjectInInventoryStash( &gItemPointer, pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &gItemPointer ); } } } else { attachmenttowarnabout = item_attachment; } } } } } } } // 3. loop over all slots (not just those of the gear vector), improve, merge and fill stacks for ( int slot = HELMETPOS; slot < NUM_INV_SLOTS; ++slot ) { if (pSoldier->inv[slot].exists()) { OBJECTTYPE* pObj = &(pSoldier->inv[slot]); if ( Item[pObj->usItem].usItemClass & (IC_KIT | IC_MEDKIT) && pObj->ubNumberOfObjects > 1 ) { CleanUpStack( pObj, pObj ); } // if this is ammo, try merging mags first before replacing them, the not-full mag being the visible one // by doing this we won't have so many used magazines lying around if ( (Item[pObj->usItem].usItemClass & IC_AMMO) && pObj->ubNumberOfObjects > 1 ) { UINT16 usMagIndex = Item[pObj->usItem].ubClassIndex; UINT16 magsize = Magazine[usMagIndex].ubMagSize; if ( magsize ) { UINT32 ammocount = 0; for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) ammocount += (*pObj)[i]->data.ubShotsLeft; UINT8 fullmags = ammocount / magsize; UINT16 leftover = ammocount - fullmags * magsize; UINT8 totalmags = fullmags + (leftover > 0 ? 1 : 0); if ( totalmags < pObj->ubNumberOfObjects ) pObj->RemoveObjectsFromStack( pObj->ubNumberOfObjects - totalmags ); for ( INT16 i = 0; i < totalmags; ++i ) (*pObj)[i]->data.ubShotsLeft = magsize; if ( leftover > 0 ) (*pObj)[0]->data.ubShotsLeft = leftover; } } // for every object in the stack, try to find a better improvement for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) { // see if we can find a better object in this sector and put it into our slot UINT32 poolslot = 0; UINT8 index = 0; if ( (*pObj)[i]->data.objectStatus < 100 && GetBetterObject_InventoryPool( pObj->usItem, (*pObj)[i]->data.objectStatus, poolslot, index ) ) { // WARNING! The correct way of doing this would be to exchange both objects // we are not doing this here on purpose, as we want to save time // instead, we switch status and a few other properties // Only do this if you know what you are doing - in the wrong location, we could do odd things to global pointers. Consider yourself warned! // tmp data INT16 objectStatus = (*pObj)[i]->data.objectStatus; INT8 bTrap = (*pObj)[i]->data.bTrap; UINT8 fUsed = (*pObj)[i]->data.fUsed; UINT8 ubImprintID = (*pObj)[i]->data.ubImprintID; FLOAT bTemperature = (*pObj)[i]->data.bTemperature; UINT8 ubDirection = (*pObj)[i]->data.ubDirection; UINT32 ubWireNetworkFlag = (*pObj)[i]->data.ubWireNetworkFlag; INT8 bDefuseFrequency = (*pObj)[i]->data.bDefuseFrequency; INT16 sRepairThreshold = (*pObj)[i]->data.sRepairThreshold; UINT64 sObjectFlag = (*pObj)[i]->data.sObjectFlag; // set data on our object (*pObj)[i]->data.objectStatus = (pInventoryPoolList[poolslot].object)[index]->data.objectStatus; (*pObj)[i]->data.bTrap = (pInventoryPoolList[poolslot].object)[index]->data.bTrap; (*pObj)[i]->data.fUsed = (pInventoryPoolList[poolslot].object)[index]->data.fUsed; (*pObj)[i]->data.ubImprintID = (pInventoryPoolList[poolslot].object)[index]->data.ubImprintID; (*pObj)[i]->data.bTemperature = (pInventoryPoolList[poolslot].object)[index]->data.bTemperature; (*pObj)[i]->data.ubDirection = (pInventoryPoolList[poolslot].object)[index]->data.ubDirection; (*pObj)[i]->data.ubWireNetworkFlag = (pInventoryPoolList[poolslot].object)[index]->data.ubWireNetworkFlag; (*pObj)[i]->data.bDefuseFrequency = (pInventoryPoolList[poolslot].object)[index]->data.bDefuseFrequency; (*pObj)[i]->data.sRepairThreshold = (pInventoryPoolList[poolslot].object)[index]->data.sRepairThreshold; (*pObj)[i]->data.sObjectFlag = (pInventoryPoolList[poolslot].object)[index]->data.sObjectFlag; // set data on world object (pInventoryPoolList[poolslot].object)[index]->data.objectStatus = objectStatus; (pInventoryPoolList[poolslot].object)[index]->data.bTrap = bTrap; (pInventoryPoolList[poolslot].object)[index]->data.fUsed = fUsed; (pInventoryPoolList[poolslot].object)[index]->data.ubImprintID = ubImprintID; (pInventoryPoolList[poolslot].object)[index]->data.bTemperature = bTemperature; (pInventoryPoolList[poolslot].object)[index]->data.ubDirection = ubDirection; (pInventoryPoolList[poolslot].object)[index]->data.ubWireNetworkFlag = ubWireNetworkFlag; (pInventoryPoolList[poolslot].object)[index]->data.bDefuseFrequency = bDefuseFrequency; (pInventoryPoolList[poolslot].object)[index]->data.sRepairThreshold = sRepairThreshold; (pInventoryPoolList[poolslot].object)[index]->data.sObjectFlag = sObjectFlag; } } // pick up new items from the sector and put them on the stack UINT8 ubSlotLimit = ItemSlotLimit(pObj, slot, pSoldier, FALSE); while (pObj->ubNumberOfObjects < ubSlotLimit) { UINT32 poolslot = 0; UINT8 index = 0; // if this is ammo, we might still be able to create a mag from different-sized mags if ( Item[pObj->usItem].usItemClass & IC_AMMO ) { UINT16 usMagIndex = Item[pObj->usItem].ubClassIndex; UINT16 neededammo = Magazine[usMagIndex].ubMagSize; if ( neededammo > 0 ) { if ( GetFittingAmmo_InventoryPool( Magazine[usMagIndex].ubCalibre, Magazine[usMagIndex].ubAmmoType, poolslot ) ) { UINT32 takeammo = min( neededammo, pInventoryPoolList[poolslot].object[pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1]->data.ubShotsLeft ); pInventoryPoolList[poolslot].object[pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1]->data.ubShotsLeft -= takeammo; if ( !pInventoryPoolList[poolslot].object[pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1]->data.ubShotsLeft ) { pInventoryPoolList[poolslot].object.RemoveObjectAtIndex( pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1 ); } CreateAmmo( pObj->usItem, &gItemPointer, takeammo ); if ( !PlaceObject( pSoldier, slot, &gItemPointer ) ) { ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[4], pSoldier->GetName(), Item[pObj->usItem].szItemName ); AutoPlaceObjectInInventoryStash( &gItemPointer, pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &gItemPointer ); } else { // if we are succesful, we will get here, otherwise we break continue; } } } break; } else if ( GetBetterObject_InventoryPool( pObj->usItem, 0, poolslot, index ) ) { ( pInventoryPoolList[poolslot].object ).RemoveObjectAtIndex( index, &gItemPointer ); if ( !TryToStackInSlot( pSoldier, &gItemPointer, slot ) ) break; } else { break; } } // try to improve attachments, too for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) { for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin(); iter != (*pObj)[i]->attachments.end(); ++iter ) { if ( iter->exists() ) { // see if we can find a better object in this sector and put it into our slot UINT32 poolslot = 0; UINT8 index = 0; if ( (*iter)[0]->data.objectStatus < 100 && GetBetterObject_InventoryPool( iter->usItem, (*iter)[0]->data.objectStatus, poolslot, index ) ) { // WARNING! The correct way of doing this would be to exchange both objects // we are not doing this here on purpose, as we want to save time // instead, we switch status and a few other properties // Only do this if you know what you are doing - in the wrong location, we could do odd things to global pointers. Consider yourself warned! // tmp data INT16 objectStatus = (*iter)[0]->data.objectStatus; INT8 bTrap = (*iter)[0]->data.bTrap; UINT8 fUsed = (*iter)[0]->data.fUsed; UINT8 ubImprintID = (*iter)[0]->data.ubImprintID; FLOAT bTemperature = (*iter)[0]->data.bTemperature; UINT8 ubDirection = (*iter)[0]->data.ubDirection; UINT32 ubWireNetworkFlag = (*iter)[0]->data.ubWireNetworkFlag; INT8 bDefuseFrequency = (*iter)[0]->data.bDefuseFrequency; INT16 sRepairThreshold = (*iter)[0]->data.sRepairThreshold; UINT64 sObjectFlag = (*iter)[0]->data.sObjectFlag; // set data on our object (*iter)[0]->data.objectStatus = (pInventoryPoolList[poolslot].object)[index]->data.objectStatus; (*iter)[0]->data.bTrap = (pInventoryPoolList[poolslot].object)[index]->data.bTrap; (*iter)[0]->data.fUsed = (pInventoryPoolList[poolslot].object)[index]->data.fUsed; (*iter)[0]->data.ubImprintID = (pInventoryPoolList[poolslot].object)[index]->data.ubImprintID; (*iter)[0]->data.bTemperature = (pInventoryPoolList[poolslot].object)[index]->data.bTemperature; (*iter)[0]->data.ubDirection = (pInventoryPoolList[poolslot].object)[index]->data.ubDirection; (*iter)[0]->data.ubWireNetworkFlag = (pInventoryPoolList[poolslot].object)[index]->data.ubWireNetworkFlag; (*iter)[0]->data.bDefuseFrequency = (pInventoryPoolList[poolslot].object)[index]->data.bDefuseFrequency; (*iter)[0]->data.sRepairThreshold = (pInventoryPoolList[poolslot].object)[index]->data.sRepairThreshold; (*iter)[0]->data.sObjectFlag = (pInventoryPoolList[poolslot].object)[index]->data.sObjectFlag; // set data on world object (pInventoryPoolList[poolslot].object)[index]->data.objectStatus = objectStatus; (pInventoryPoolList[poolslot].object)[index]->data.bTrap = bTrap; (pInventoryPoolList[poolslot].object)[index]->data.fUsed = fUsed; (pInventoryPoolList[poolslot].object)[index]->data.ubImprintID = ubImprintID; (pInventoryPoolList[poolslot].object)[index]->data.bTemperature = bTemperature; (pInventoryPoolList[poolslot].object)[index]->data.ubDirection = ubDirection; (pInventoryPoolList[poolslot].object)[index]->data.ubWireNetworkFlag = ubWireNetworkFlag; (pInventoryPoolList[poolslot].object)[index]->data.bDefuseFrequency = bDefuseFrequency; (pInventoryPoolList[poolslot].object)[index]->data.sRepairThreshold = sRepairThreshold; (pInventoryPoolList[poolslot].object)[index]->data.sObjectFlag = sObjectFlag; } } } } } } // 4. add attachments. If an attachment cannot be attached - for example because a different one is blocking it - tell us so for ( std::vector::iterator it = vec.begin( ); it != vec.end( ); ++it ) { GEAR_NODE node = (*it); // try to add attachments if nod entry fits the item, or if the node item is NOTHING (essentially a wildcard for this) if ( node.slot >= 0 && node.slot < NUM_INV_SLOTS && (node.slot < VESTPOCKPOS || node.slot > BPACKPOCKPOS) && // we already did that for LBE slots though, no need to repeat !node.attachments.empty( ) && pSoldier->inv[node.slot].exists( ) && ((pSoldier->inv[node.slot]).usItem == node.item || NOTHING == node.item) ) { OBJECTTYPE* pObj = &(pSoldier->inv[node.slot]); for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) { for ( std::vector::iterator attit = node.attachments.begin( ); attit != node.attachments.end( ); ++attit ) { UINT16 item_attachment = (*attit); // only apply attachments if they don't require any checks! INT32 bAttachInfoIndex = GetAttachmentInfoIndex( item_attachment ); if ( bAttachInfoIndex < 0 || AttachmentInfo[bAttachInfoIndex].bAttachmentSkillCheck == NO_CHECK ) { UINT32 poolslot = 0; UINT8 index = 0; if ( GetBetterObject_InventoryPool( item_attachment, 0, poolslot, index ) ) { (pInventoryPoolList[poolslot].object).RemoveObjectAtIndex( index, &gItemPointer ); BOOLEAN isAttachedNow = pObj->AttachObject( pSoldier, &gItemPointer, FALSE, i ); //do the actual attaching if ( !isAttachedNow ) { attachmentsound = TRUE; //ScreenMsg( color, MSG_INTERFACE, L"%s could not attach %s to %s", pSoldier->GetName( ), Item[item_attachment].szItemName, Item[pObj->usItem].szItemName ); AutoPlaceObjectInInventoryStash( &gItemPointer, pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &gItemPointer ); } } } else { attachmenttowarnabout = item_attachment; } } } } } // 5. reload guns, fill mags for ( int slot = HELMETPOS; slot < NUM_INV_SLOTS; ++slot ) { if ( pSoldier->inv[slot].exists( ) ) { if ( Item[(pSoldier->inv[slot]).usItem].usItemClass & (IC_KIT | IC_MEDKIT) ) { UINT32 poolslot = 0; UINT8 index = 0; if ( GetBetterObject_InventoryPool( (pSoldier->inv[slot]).usItem, 0, poolslot, index ) ) { DistributeStatus( &(pInventoryPoolList[poolslot].object), &(pSoldier->inv[slot]), 100); } } // if there is water in this sector, refill canteens if ( refillwaterfromsector && ItemIsCanteen(pSoldier->inv[slot].usItem) && Food[Item[(pSoldier->inv[slot]).usItem].foodtype].bDrinkPoints > 0 ) { OBJECTTYPE* pObj = &(pSoldier->inv[slot]); for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) { UINT16 status = (*pObj)[i]->data.objectStatus; UINT16 statusmmissing = max( 0, 100 - status ); FLOAT temperature = (*pObj)[i]->data.bTemperature; (*pObj)[i]->data.objectStatus = 100; (*pObj)[i]->data.bTemperature = (status * temperature + statusmmissing * wateraddtemperature) / 100; } } if ( (Item[(pSoldier->inv[slot]).usItem].usItemClass & (IC_GUN | IC_AMMO))) { OBJECTTYPE* pObj = &(pSoldier->inv[slot]); for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) { UINT16 ammoitem = (pSoldier->inv[slot]).usItem; if ( (Item[(pSoldier->inv[slot]).usItem].usItemClass & IC_GUN) ) { UINT8 calibre = Weapon[pObj->usItem].ubCalibre; UINT16 magsize = GetMagSize( pObj, i ); ammoitem = (*pObj)[i]->data.gun.usGunAmmoItem; for ( std::vector::iterator it = vec.begin( ); it != vec.end( ); ++it ) { // use the ammotype of the node, provided it exists and fits the gun or a wildcard if ( (*it).slot == slot && (*it).ammoitem != NOTHING && ( (*it).item == pObj->usItem || (*it).item == NOTHING ) ) { ammoitem = (*it).ammoitem; if ( (*it).item == pObj->usItem ) break; } } // if we somehow don't have a valid ammoitem (for example, if the gun was empty), find one if ( !ammoitem ) ammoitem = DefaultMagazine( pObj->usItem ); UINT16 usMagIndex = Item[ammoitem].ubClassIndex; // safety check: if the calibre or mag size doesn't fit, get a better mag if ( calibre != Magazine[usMagIndex].ubCalibre || magsize != Magazine[usMagIndex].ubMagSize ) { ammoitem = FindReplacementMagazine( calibre, magsize, Magazine[usMagIndex].ubAmmoType ); usMagIndex = Item[ammoitem].ubClassIndex; } // if the requested ammo isn't the only currently loaded, take that one out if ( (*pObj)[i]->data.gun.usGunAmmoItem != ammoitem && (*pObj)[i]->data.gun.usGunAmmoItem != NOTHING && ammoitem != NOTHING ) { CreateAmmo( (*pObj)[i]->data.gun.usGunAmmoItem, &gItemPointer, (*pObj)[i]->data.gun.ubGunShotsLeft ); AutoPlaceObjectInInventoryStash( &gItemPointer, pSoldier->sGridNo, pSoldier->pathing.bLevel ); DeleteObj( &gItemPointer ); (*pObj)[i]->data.gun.usGunAmmoItem = NOTHING; (*pObj)[i]->data.gun.ubGunShotsLeft = 0; (*pObj)[i]->data.gun.ubGunAmmoType = 0; } } UINT16 usMagIndex = Item[ammoitem].ubClassIndex; UINT16 neededammo = Magazine[usMagIndex].ubMagSize - (*pObj)[i]->data.ubShotsLeft; if ( (Item[(pSoldier->inv[slot]).usItem].usItemClass & IC_GUN) ) neededammo = Magazine[usMagIndex].ubMagSize - (*pObj)[i]->data.gun.ubGunShotsLeft; while ( neededammo > 0 ) { UINT32 poolslot = 0; if ( GetFittingAmmo_InventoryPool( Magazine[usMagIndex].ubCalibre, Magazine[usMagIndex].ubAmmoType, poolslot ) ) { for ( INT16 j = pInventoryPoolList[poolslot].object.ubNumberOfObjects - 1; j >= 0; --j ) { UINT32 takeammo = min( neededammo, pInventoryPoolList[poolslot].object[j]->data.ubShotsLeft ); neededammo -= takeammo; pInventoryPoolList[poolslot].object[j]->data.ubShotsLeft -= takeammo; if ( (Item[(pSoldier->inv[slot]).usItem].usItemClass & IC_GUN) ) { (*pObj)[i]->data.gun.usGunAmmoItem = ammoitem; (*pObj)[i]->data.gun.ubGunAmmoType = Magazine[usMagIndex].ubAmmoType; (*pObj)[i]->data.gun.ubGunShotsLeft += takeammo; usReloadSound = Weapon[pObj->usItem].sReloadSound; } else { (*pObj)[i]->data.ubShotsLeft += takeammo; } if ( !pInventoryPoolList[poolslot].object[j]->data.ubShotsLeft ) { pInventoryPoolList[poolslot].object.RemoveObjectAtIndex( j ); } if ( !neededammo ) break; } } else { break; } if ( (Item[(pSoldier->inv[slot]).usItem].usItemClass & IC_GUN) ) neededammo = Magazine[usMagIndex].ubMagSize - (*pObj)[i]->data.gun.ubGunShotsLeft; else neededammo = Magazine[usMagIndex].ubMagSize - (*pObj)[i]->data.ubShotsLeft; } } } } } // Immersion, let's play a reload sound if ( usReloadSound != 0 ) PlayJA2Sample( usReloadSound, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); else if ( attachmentsound ) PlayJA2Sample( ATTACH_TO_GUN, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); // warn us if we tried to attach something we can't attach if ( attachmenttowarnabout != NOTHING ) { ScreenMsg( color, MSG_INTERFACE, szGearTemplateText[5], Item[attachmenttowarnabout].szItemName, attachmenttowarnabout ); } // 6. redraw inventory fTeamPanelDirty = TRUE; fMapPanelDirty = TRUE; fInterfacePanelDirty = DIRTYLEVEL2; fCharacterInfoPanelDirty = TRUE; // refresh ammo button in description box if it exists if ( giItemDescAmmoButton > -1 ) MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen } } // Flugente: intel void TakePhoto(SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel ) { if ( !pSoldier || TileIsOutOfBounds( sGridNo ) ) return; // if we take a photo, take note of all rooms & NPC we see. We then send that to LUA, where we store anything worthwhile // later on, we can then sell worthwhile information 'gathered' this way for intel // to make this simple, check only tiles in a radius around the gridno we targetted INT16 sBaseX, sBaseY; ConvertGridNoToXY( sGridNo, &sBaseX, &sBaseY ); UINT8 ubDirection = GetDirectionFromGridNo(sGridNo, pSoldier); // CHANGE DIRECTION AND GOTO ANIMATION NOW if (pSoldier->ubDirection != ubDirection) { pSoldier->flags.uiStatusFlags |= SOLDIER_LOOK_NEXT_TURNSOLDIER;//shadooow: fix for vision not updating pSoldier->EVENT_SetSoldierDesiredDirection(ubDirection); pSoldier->EVENT_SetSoldierDirection(ubDirection); } int radius = 3; for ( int x = -radius; x < radius; ++x ) { int diff = sqrt( (FLOAT)(radius*radius - x*x) ); for ( int y = -diff; y < diff; ++y ) { INT32 newgridno = MAPROWCOLTOPOS( (sBaseY + y), ( sBaseX + x )); // can we see this gridno? if ( SoldierTo3DLocationLineOfSightTest( pSoldier, newgridno, bLevel, 0, TRUE, CALC_FROM_WANTED_DIR, TRUE ) ) { // check if this is a room UINT16 room = NO_ROOM; if ( !bLevel ) InARoom( newgridno, &room ); // check if there is someone here UINT16 ubid = WhoIsThere2( newgridno, bLevel ); LuaAddPhotoData( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, newgridno, bLevel, pSoldier->ubProfile, room, ( ubid == NOBODY ) ? NO_PROFILE : MercPtrs[ubid]->ubProfile ); } } } DeductPoints( pSoldier, APBPConstants[AP_CAMERA], 0, 0 ); // Play sound PlayJA2SampleFromFile( "Sounds\\camera1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); }