#ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else #include "builddefines.h" #include #include #include #include "wcheck.h" #include "Render Fun.h" #include "stdlib.h" #include "debug.h" #include "MemMan.h" #include "Overhead Types.h" //#include "Soldier Control.h" #include "Animation Cache.h" #include "Animation Data.h" #include "Animation Control.h" #include "container.h" #include #include "pathai.h" #include "Random.h" #include "worldman.h" #include "Isometric Utils.h" #include "Render Dirty.h" #include "renderworld.h" #include "sys globals.h" #include "video.h" #include "points.h" #include "Win util.h" #include "Sound Control.h" #include "weapons.h" #include "vobject_blitters.h" #include "Handle UI.h" #include "soldier ani.h" #include "Event pump.h" #include "opplist.h" #include "ai.h" #include "interface.h" #include "lighting.h" #include "faces.h" #include "Soldier Profile.h" #include "gap.h" #include "interface panels.h" #include "campaign.h" #include "soldier macros.h" #include "english.h" #include "Squads.h" #ifdef NETWORKED #include "Networking.h" #include "NetworkEvent.h" #endif #include "structure wrap.h" #include "items.h" #include "Soundman.h" #include "utilities.h" #include "Strategic.h" #include "soldier tile.h" #include "Smell.h" #include "Keys.h" #include "dialogue control.h" #include "soldier functions.h" #include "rt time defines.h" #include "Exit Grids.h" #include "gamescreen.h" #include "Quests.h" #include "message.h" #include "NPC.h" #include "SkillCheck.h" #include "handle doors.h" #include "interface dialogue.h" #include "smokeeffects.h" #include "GameSettings.h" #include "tile animation.h" #include "ShopKeeper Interface.h" #include "Arms Dealer Init.h" #include "vehicles.h" #include "rotting corpses.h" #include "Interface Control.h" #include "strategicmap.h" #include "morale.h" #include "meanwhile.h" #include "drugs and alcohol.h" #include "SkillCheck.h" #include "boxing.h" #include "overhead map.h" #include "Map Information.h" #include "environment.h" #include "Game Clock.h" #include "Explosion Control.h" #include "Buildings.h" #include "Text.h" #include "Strategic Merc Handler.h" #include "Campaign Types.h" #include "Strategic Status.h" #include "civ quotes.h" #include "Strategic Pathing.h" #include "Debug Control.h" #include "LOS.h" // added by SANDRO #endif #include "ub_config.h" #ifdef JA2UB #include "Ja25_Tactical.h" #include "Ja25 Strategic Ai.h" #endif #include "fresh_header.h" #include "Dialogue Control.h" //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; //turnspeed //UINT8 gubPlayerTurnSpeedUpFactor = 1; //UINT8 gubEnemyTurnSpeedUpFactor = 1; //UINT8 gubCreatureTurnSpeedUpFactor = 1; //UINT8 gubMilitiaTurnSpeedUpFactor = 1; //UINT8 gubCivilianTurnSpeedUpFactor = 1; //turnspeed //extern BOOLEAN fAllowTacticalMilitiaCommand; //lal extern INT16 DirIncrementer[8]; #define PALETTEFILENAME "BINARYDATA\\ja2pal.dat" #define LOW_MORALE_BATTLE_SND_THREASHOLD 35 #define MIN_SUBSEQUENT_SNDS_DELAY 2000 #include "connect.h" // Enumerate extended directions enum { EX_NORTH = 0, EX_NORTHEAST = 4, EX_EAST = 8, EX_SOUTHEAST = 12, EX_SOUTH = 16, EX_SOUTHWEST = 20, EX_WEST = 24, EX_NORTHWEST = 28, EX_NUM_WORLD_DIRECTIONS = 32, EX_DIRECTION_IRRELEVANT } ExtendedWorldDirections; // LUT for conversion from 8-direction to extended direction UINT8 ubExtDirection[] = { EX_NORTH, EX_NORTHEAST, EX_EAST, EX_SOUTHEAST, EX_SOUTH, EX_SOUTHWEST, EX_WEST, EX_NORTHWEST }; UINT8 gExtOneCDirection[ EX_NUM_WORLD_DIRECTIONS ] = { 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 0, 1, 2, 3, }; typedef struct { CHAR8 zName[20]; UINT8 ubRandomVal; BOOLEAN fPreload; BOOLEAN fBadGuy; BOOLEAN fDontAllowTwoInRow; BOOLEAN fStopDialogue; } BATTLESNDS_STRUCT; BATTLESNDS_STRUCT gBattleSndsData[] = { "ok1", 2, 1, 1, 1, 2, "ok2", 0, 1, 1, 1, 2, "cool", 0, 1, 0, 1, 0, "curse", 0, 1, 1, 1, 0, "hit1", 2, 1, 1, 1, 1, "hit2", 0, 1, 1, 1, 1, "laugh", 0, 1, 1, 1, 0, "attn", 0, 1, 0, 1, 0, "dying", 0, 1, 1, 1, 1, "humm", 0, 0, 0, 1, 1, "noth", 0, 0, 0, 1, 1, "gotit", 0, 0, 0, 1, 1, "lmok1", 2, 1, 0, 1, 2, "lmok2", 0, 1, 0, 1, 2, "lmattn", 0, 1, 0, 1, 0, "locked", 0, 0, 0, 1, 0, "enem", 0, 1, 1, 1, 0, }; extern void ReduceAttachmentsOnGunForNonPlayerChars(SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj); // CHRISL: MERCPROFILEGEAR::MERCPROFILEGEAR() { clearInventory(); initialize(); } // Assignment operator MERCPROFILEGEAR& MERCPROFILEGEAR::operator=(const MERCPROFILEGEAR& src) { if (this != &src) { memcpy(this, &src, SIZEOF_MERCPROFILEGEAR_POD); inv = src.inv; iStatus = src.iStatus; iDrop = src.iDrop; iNumber = src.iNumber; lbe = src.lbe; lStatus = src.lStatus; invCnt = src.invCnt; lbeCnt = src.lbeCnt; PriceModifier = src.PriceModifier; AbsolutePrice = src.AbsolutePrice; } return *this; } // Destructor MERCPROFILEGEAR::~MERCPROFILEGEAR() { } // Initialize the soldier. // Use this instead of the old method of calling memset! // Note that the constructor does this automatically. void MERCPROFILEGEAR::initialize() { memset( this, 0, SIZEOF_MERCPROFILEGEAR_POD); clearInventory(); } void MERCPROFILEGEAR::clearInventory() { //ADB these really should be defines invCnt = 55; lbeCnt = 5; PriceModifier = 0; inv.clear(); iStatus.clear(); iDrop.clear(); iNumber.clear(); inv.resize(invCnt); iStatus.resize(invCnt); iDrop.resize(invCnt); iNumber.resize(invCnt); lbe.clear(); lStatus.clear(); lbe.resize(lbeCnt); lStatus.resize(lbeCnt); } // ---------------------------------------- // New inventory handling code. // ---------------------------------------- Inventory::Inventory(int slotCount) { inv.resize(slotCount);//calls the OBJECTTYPE constructor, will work with non POD data bNewItemCount.resize(slotCount); bNewItemCycleCount.resize(slotCount); }; Inventory::Inventory(const Inventory& src) { inv = src.inv; bNewItemCount = src.bNewItemCount; bNewItemCycleCount = src.bNewItemCycleCount; } unsigned int Inventory::size() const { return inv.size(); } // Assignment operator Inventory& Inventory::operator=(const Inventory& src) { if (this != &src) { inv = src.inv; bNewItemCount = src.bNewItemCount; bNewItemCycleCount = src.bNewItemCycleCount; } return *this; } Inventory::~Inventory() { inv.clear(); bNewItemCount.clear(); bNewItemCycleCount.clear(); }; OBJECTTYPE& Inventory::operator [] (unsigned int idx) { if (idx >= inv.size()) { inv.resize(idx+1); bNewItemCount.resize(idx+1); bNewItemCycleCount.resize(idx+1); DebugBreakpoint(); } return inv[idx]; }; void Inventory::clear() { int size = inv.size(); inv.clear(); bNewItemCount.clear(); bNewItemCycleCount.clear(); inv.resize(size); bNewItemCount.resize(size); bNewItemCycleCount.resize(size); }; // ---------------------------------------- void STRUCT_TimeCounters::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { this->UpdateCounter = src.UpdateCounter; this->DamageCounter = src.DamageCounter; this->ReloadCounter = src.ReloadCounter; this->FlashSelCounter = src.FlashSelCounter; this->AICounter = src.AICounter; this->FadeCounter = src.FadeCounter; this->BlinkSelCounter = src.BlinkSelCounter; this->PortraitFlashCounter = src.PortraitFlashCounter; this->NextTileCounter = src.NextTileCounter; this->PanelAnimateCounter = src.PanelAnimateCounter; } void STRUCT_Drugs::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { for (int x = 0; x < 2; ++x) { this->bFutureDrugEffect[x] = src.bFutureDrugEffect[x]; // value to represent effect of a needle this->bDrugEffectRate[x] = src.bDrugEffectRate[x]; // represents rate of increase and decrease of effect this->bDrugEffect[x] = src.bDrugEffect[x]; // value that affects AP & morale calc ( -ve is poorly ) this->bDrugSideEffectRate[x] = src.bDrugSideEffectRate[x]; // duration of negative AP and morale effect this->bDrugSideEffect[x] = src.bDrugSideEffect[x]; // duration of negative AP and morale effect this->bTimesDrugUsedSinceSleep[x] = src.bTimesDrugUsedSinceSleep[x]; } } void STRUCT_TimeChanges::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { this->uiChangeLevelTime = src.uiChangeLevelTime; this->uiChangeHealthTime = src.uiChangeHealthTime; this->uiChangeStrengthTime = src.uiChangeStrengthTime; this->uiChangeDexterityTime = src.uiChangeDexterityTime; this->uiChangeAgilityTime = src.uiChangeAgilityTime; this->uiChangeWisdomTime = src.uiChangeWisdomTime; this->uiChangeLeadershipTime = src.uiChangeLeadershipTime; this->uiChangeMarksmanshipTime = src.uiChangeMarksmanshipTime; this->uiChangeExplosivesTime = src.uiChangeExplosivesTime; this->uiChangeMedicalTime = src.uiChangeMedicalTime; this->uiChangeMechanicalTime = src.uiChangeMechanicalTime; } void STRUCT_Flags::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { this->ZipperFlag = FALSE; this->DropPackFlag = FALSE; this->bHasKeys = src.bHasKeys; // allows AI controlled dudes to open locked doors this->fHitByGasFlags = src.fHitByGasFlags; // flags this->fIsSoldierMoving = src.fIsSoldierMoving; // ie. Record time is on this->fIsSoldierDelayed = src.fIsSoldierDelayed; //Is the soldier delayed Soldier this->fSoldierUpdatedFromNetwork = src.fSoldierUpdatedFromNetwork; this->fChangingStanceDueToSuppression = src.fChangingStanceDueToSuppression; this->fCheckForNewlyAddedItems = src.fCheckForNewlyAddedItems; //this->fCheckForNewlyAddedItems = src.bEndDoorOpenCode;//dnl ch33 130909 this->fMuzzleFlash = src.fMuzzleFlash; this->fSoldierWasMoving = src.fSoldierWasMoving; this->fSayAmmoQuotePending = src.fSayAmmoQuotePending; this->fDontUnsetLastTargetFromTurn = src.fDontUnsetLastTargetFromTurn; this->fUseMoverrideMoveSpeed = src.fUseMoverrideMoveSpeed; this->fDieSoundUsed = src.fDieSoundUsed; this->fUseLandingZoneForArrival = src.fUseLandingZoneForArrival; this->fFallClockwise = src.fFallClockwise; this->fComplainedThatTired = src.fComplainedThatTired; this->fRTInNonintAnim = src.fRTInNonintAnim; this->fDoingExternalDeath = src.fDoingExternalDeath; this->fPastXDest = src.fPastXDest; this->fPastYDest = src.fPastYDest; this->fBlockedByAnotherMerc = src.fBlockedByAnotherMerc; this->fReactingFromBeingShot = src.fReactingFromBeingShot; this->fContractPriceHasIncreased = src.fContractPriceHasIncreased; this->fFixingSAMSite = src.fFixingSAMSite; this->fFixingRobot = src.fFixingRobot; this->fSignedAnotherContract = src.fSignedAnotherContract; this->fDontChargeTurningAPs = src.fDontChargeTurningAPs; this->fMercCollapsedFlag = src.fMercCollapsedFlag; this->fDoneAssignmentAndNothingToDoFlag = src.fDoneAssignmentAndNothingToDoFlag; this->fMercAsleep = src.fMercAsleep; this->fDontChargeAPsForStanceChange = src.fDontChargeAPsForStanceChange; this->fStopPendingNextTile = src.fStopPendingNextTile; this->fForceShade = src.fForceShade; this->fForceRenderColor = src.fForceRenderColor; this->fForceNoRenderPaletteCycle = src.fForceNoRenderPaletteCycle; this->bTurningFromPronePosition = src.bTurningFromPronePosition; this->fFlashPortrait = src.fFlashPortrait; this->fBeginFade = src.fBeginFade; this->fDontChargeReadyAPs = src.fDontChargeReadyAPs; this->fPrevInWater = src.fPrevInWater; this->fGoBackToAimAfterHit = src.fGoBackToAimAfterHit; this->fDisplayDamage = src.fDisplayDamage; this->fUIMovementFast = src.fUIMovementFast; this->fDeadSoundPlayed = src.fDeadSoundPlayed; this->fClosePanel = src.fClosePanel; this->fClosePanelToDie = src.fClosePanelToDie; this->fDeadPanel = src.fDeadPanel; this->fOpenPanel = src.fOpenPanel; this->fTryingToFall = src.fTryingToFall; this->fCloseCall = src.fCloseCall; this->fDoSpread = src.fDoSpread; this->fForcedToStayAwake = src.fForcedToStayAwake; // forced by player to stay awake, reset to false, the moment they are set to rest or sleep this->fDelayedMovement = src.fDelayedMovement; this->fReloading = src.fReloading; this->fPauseAim = src.fPauseAim; this->fInMissionExitNode = src.fInMissionExitNode; this->fTurnInProgress = src.fTurnInProgress; this->fIntendedTarget = src.fIntendedTarget; // intentionally shot? this->fContinueMoveAfterStanceChange = src.fContinueMoveAfterStanceChange; this->fHoldAttackerUntilDone = src.fHoldAttackerUntilDone; this->fWarnedAboutBleeding = src.fWarnedAboutBleeding; this->fDyingComment = src.fDyingComment; this->fNoAPToFinishMove = src.fNoAPToFinishMove; this->fPausedMove = src.fPausedMove; this->fUIdeadMerc = src.fUIdeadMerc; // UI Flags for removing a newly dead merc this->fUInewMerc = src.fUInewMerc; // UI Flags for adding newly created merc ( panels, etc ) this->fUICloseMerc = src.fUICloseMerc; // UI Flags for closing panels this->fUIFirstTimeNOAP = src.fUIFirstTimeNOAP; // UI Flag for diming guys when no APs ( dirty flags ) this->fUIFirstTimeUNCON = src.fUIFirstTimeUNCON; // UI FLAG For unconscious dirty this->fBetweenSectors = src.fBetweenSectors; //set when the group isn't actually in a sector. this->fPauseAllAnimation = src.fPauseAllAnimation; this->fTurningToShoot = src.fTurningToShoot; this->fTurningToFall = src.fTurningToFall; this->fTurningUntilDone = src.fTurningUntilDone; this->fGettingHit = src.fGettingHit; this->fInNonintAnim = src.fInNonintAnim; this->fFlashLocator = src.fFlashLocator; this->fShowLocator = src.fShowLocator; this->autofireLastStep = src.autofireLastStep; this->lastFlankLeft = src.lastFlankLeft; this->uiStatusFlags = src.uiStatusFlags; } void STRUCT_Statistics::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { this->ubSkillTraits[0] = src.ubSkillTrait1; this->ubSkillTraits[1] = src.ubSkillTrait2; this->bDexterity = src.bDexterity; // dexterity (hand coord) value this->bWisdom = src.bWisdom; this->bExpLevel = src.bExpLevel; // general experience level this->bLife = src.bLife; // current life (hit points or health) this->bAgility = src.bAgility; // agility (speed) value this->bStrength = src.bStrength; this->bMechanical = src.bMechanical; this->bLifeMax = src.bLifeMax; // maximum life for this merc this->bMedical = src.bMedical; this->bMarksmanship = src.bMarksmanship; this->bScientific = src.bScientific; this->bLeadership = src.bLeadership; this->bExplosive = src.bExplosive; } void STRUCT_AIData::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { memcpy( &(this->bOppList), &(src.bOppList), sizeof(INT8) * MAX_NUM_SOLDIERS ); // AI knowledge database TranslateArrayFields(this->sPatrolGrid, src.usPatrolGrid, OLD_MAXPATROLGRIDS, INT16_INT32);//dnl ch27 200909 AI list for ptr->orders==PATROL this->bLastAction = src.bLastAction; this->bAction = src.bAction; this->usActionData = src.usActionData; this->bNextAction = src.bNextAction; this->usNextActionData = src.usNextActionData; this->bActionInProgress = src.bActionInProgress; this->bAlertStatus = src.bAlertStatus; this->bOppCnt = src.bOppCnt; this->bNeutral = src.bNeutral; this->bNewSituation = src.bNewSituation; this->bNextTargetLevel = src.bNextTargetLevel; this->bOrders = src.bOrders; this->bAttitude = src.bAttitude; this->bUnderFire = src.bUnderFire; this->bShock = src.bShock; this->bUnderEscort = src.bUnderEscort; this->bBypassToGreen = src.bBypassToGreen; this->ubLastMercToRadio = src.ubLastMercToRadio; this->bDominantDir = src.bDominantDir; // AI main direction to face... this->bPatrolCnt = src.bPatrolCnt; // number of patrol gridnos this->bNextPatrolPnt = src.bNextPatrolPnt; // index to next patrol gridno this->sNoiseGridno = src.sNoiseGridNo; this->ubNoiseVolume = src.ubNoiseVolume; this->bLastAttackHit = src.bLastAttackHit; this->ubXRayedBy = src.ubXRayedBy; this->dHeightAdjustment = src.dHeightAdjustment; this->bMorale = src.bMorale; this->bTeamMoraleMod = src.bTeamMoraleMod; this->bTacticalMoraleMod = src.bTacticalMoraleMod; this->bStrategicMoraleMod = src.bStrategicMoraleMod; this->bAIMorale = src.bAIMorale; this->ubPendingAction = src.ubPendingAction; this->ubPendingActionAnimCount = src.ubPendingActionAnimCount; this->uiPendingActionData1 = src.uiPendingActionData1; this->sPendingActionData2 = src.sPendingActionData2; this->bPendingActionData3 = src.bPendingActionData3; this->ubDoorHandleCode = src.ubDoorHandleCode; this->uiPendingActionData4 = src.uiPendingActionData4; this->bInterruptDuelPts = src.bInterruptDuelPts; this->bPassedLastInterrupt = src.bPassedLastInterrupt; this->bIntStartAPs = src.bIntStartAPs; this->bMoved = src.bMoved; this->bHunting = src.bHunting; this->ubLastCall = src.ubLastCall; this->ubCaller = src.ubCaller; this->sCallerGridNo = src.sCallerGridNo; this->bCallPriority = src.bCallPriority; this->bCallActedUpon = src.bCallActedUpon; this->bFrenzied = src.bFrenzied; this->bNormalSmell = src.bNormalSmell; this->bMonsterSmell = src.bMonsterSmell; this->bMobility = src.bMobility; this->bRTPCombat = src.bRTPCombat; this->fAIFlags = src.fAIFlags; this->bAimTime = src.bAimTime; this->bShownAimTime = src.bShownAimTime; } void STRUCT_Pathing::ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src) { memcpy( &(this->usPathingData), &(src.usPathingData), sizeof(UINT16) * MAX_PATH_LIST_SIZE ); this->bDesiredDirection = src.bDesiredDirection; this->sDestXPos = src.sDestXPos; this->sDestYPos = src.sDestYPos; //this->sDesiredDest = src.sDesiredDest;//apparently not used this->sDestination = src.sDestination; this->sFinalDestination = src.sFinalDestination; this->bLevel = src.bLevel; this->bStopped = src.bStopped; this->bNeedToLook = src.bNeedToLook; this->usPathDataSize = src.usPathDataSize; this->usPathIndex = src.usPathIndex; this->sBlackList = src.sBlackList; this->bPathStored = src.bPathStored; // good for AI to reduct redundancy } // Conversion operator SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src) { if ((void*)this != (void*)&src) { //member classes aiData.ConvertFrom_101_To_102(src); flags.ConvertFrom_101_To_102(src); timeChanges.ConvertFrom_101_To_102(src); timeCounters.ConvertFrom_101_To_102(src); drugs.ConvertFrom_101_To_102(src); stats.ConvertFrom_101_To_102(src); pathing.ConvertFrom_101_To_102(src); inv = src.inv; //arrays memcpy( &(this->name), &(src.name), sizeof(CHAR16) * 10 ); memcpy( &(this->pShades), &(src.pShades), sizeof(UINT16) * NUM_SOLDIER_SHADES ); // Shading tables memcpy( &(this->pGlowShades), &(src.pGlowShades), sizeof(UINT16) * 20 ); // memcpy( &(this->pEffectShades), &(src.pEffectShades), sizeof(UINT16) * NUM_SOLDIER_EFFECTSHADES ); // Shading tables for effects memcpy( &(this->sSpreadLocations), &(src.sSpreadLocations), sizeof(INT16) * MAX_BURST_SPREAD_TARGETS ); memcpy( &(this->usFrontArcFullTileList), &(src.usFrontArcFullTileList), sizeof(UINT16) * MAX_FULLTILE_DIRECTIONS ); memcpy( &(this->usFrontArcFullTileGridNos), &(src.usFrontArcFullTileGridNos), sizeof(INT16) * MAX_FULLTILE_DIRECTIONS ); memcpy( &(this->HeadPal), &(src.HeadPal), sizeof(PaletteRepID) ); // 30 memcpy( &(this->PantsPal), &(src.PantsPal), sizeof(PaletteRepID) ); // 30 memcpy( &(this->VestPal), &(src.VestPal), sizeof(PaletteRepID) ); // 30 memcpy( &(this->SkinPal), &(src.SkinPal), sizeof(PaletteRepID) ); // 30 memcpy( &(this->MiscPal), &(src.MiscPal), sizeof(PaletteRepID) ); // 30 this->sLastTwoLocations[0] = src.sLastTwoLocations[0]; this->sLastTwoLocations[1] = src.sLastTwoLocations[1]; this->ubID = src.ubID; this->bReserved1 = src.bReserved1; this->ubBodyType = src.ubBodyType; this->bActionPoints = src.bActionPoints; this->bInitialActionPoints = src.bInitialActionPoints; this->pKeyRing = src.pKeyRing; this->bOldLife = src.bOldLife; // life at end of last turn, recorded for monster AI this->bInSector = src.bInSector; this->bFlashPortraitFrame = src.bFlashPortraitFrame; this->sFractLife = src.sFractLife; // fraction of life pts (in hundreths) this->bBleeding = src.bBleeding; // blood loss control variable this->bBreath = src.bBreath; // current breath value this->bBreathMax = src.bBreathMax; // max breath, affected by fatigue/sleep this->bStealthMode = src.bStealthMode; this->sBreathRed = src.sBreathRed; // current breath value this->ubWaitActionToDo = src.ubWaitActionToDo; this->ubInsertionDirection = src.ubInsertionDirection; this->bGunType = src.bGunType; this->ubOppNum = src.ubOppNum; this->bLastRenderVisibleValue = src.bLastRenderVisibleValue; this->ubAttackingHand = src.ubAttackingHand; this->sWeightCarriedAtTurnStart = src.sWeightCarriedAtTurnStart; this->bVisible = src.bVisible; // to render or not to render... this->bActive = src.bActive; this->bTeam = src.bTeam; // Team identifier this->ubGroupID = src.ubGroupID; //the movement group the merc is currently part of. this->ubMovementNoiseHeard = src.ubMovementNoiseHeard;// 8 flags by direction this->dXPos = src.dXPos; this->dYPos = src.dYPos; // HEADROCK HAM 4: Changed from FLOAT to INT32 to record position at beginning of turn. this->sOldXPos = src.sOldXPos; this->sOldYPos = src.sOldYPos; this->sInitialGridNo = src.sInitialGridNo; this->sGridNo = src.sGridNo; this->ubDirection = src.ubDirection; this->sHeightAdjustment = src.sHeightAdjustment; this->sDesiredHeight = src.sDesiredHeight; this->sTempNewGridNo = src.sTempNewGridNo; // New grid no for advanced animations this->sRoomNo = src.sRoomNo; this->bOverTerrainType = src.bOverTerrainType; this->bOldOverTerrainType = src.bOldOverTerrainType; this->bCollapsed = src.bCollapsed; // collapsed due to being out of APs this->bBreathCollapsed = src.bBreathCollapsed; // collapsed due to being out of APs this->ubDesiredHeight = src.ubDesiredHeight; this->usPendingAnimation = src.usPendingAnimation; this->ubPendingStanceChange = src.ubPendingStanceChange; this->usAnimState = src.usAnimState; this->uiAIDelay = src.uiAIDelay; this->sReloadDelay = src.sReloadDelay; this->ubAttackerID = src.ubAttackerID; this->ubPreviousAttackerID = src.ubPreviousAttackerID; this->sInsertionGridNo = src.sInsertionGridNo; this->AnimCache = src.AnimCache; // will be 9 bytes once changed to pointers this->bSide = src.bSide; this->bViewRange = src.bViewRange; this->bNewOppCnt = src.bNewOppCnt; this->bService = src.bService; // first aid, or other time consuming process this->usAniCode = src.usAniCode; this->usAniFrame = src.usAniFrame; this->sAniDelay = src.sAniDelay; this->ubDelayedMovementCauseMerc = src.ubDelayedMovementCauseMerc; this->sDelayedMovementCauseGridNo = src.sDelayedMovementCauseGridNo; this->sReservedMovementGridNo = src.sReservedMovementGridNo; this->sTargetGridNo = src.sTargetGridNo; this->bTargetLevel = src.bTargetLevel; this->bTargetCubeLevel = src.bTargetCubeLevel; this->sLastTarget = src.sLastTarget; // HEADROCK HAM 4: TODO: Added four new variables to soldiertype. MAke sure they don't screw it all up! this->dPrevMuzzleOffsetX = 0.0; this->dPrevMuzzleOffsetY = 0.0; this->dPrevCounterForceX = 0.0; this->dPrevCounterForceY = 0.0; this->bTilesMoved = src.bTilesMoved; this->dNextBleed = src.dNextBleed; this->ubTilesMovedPerRTBreathUpdate = src.ubTilesMovedPerRTBreathUpdate; this->usLastMovementAnimPerRTBreathUpdate = src.usLastMovementAnimPerRTBreathUpdate; this->sLocatorFrame = src.sLocatorFrame; this->iFaceIndex = src.iFaceIndex; this->p8BPPPalette = src.p8BPPPalette; // 4 this->p16BPPPalette = src.p16BPPPalette; this->pCurrentShade = src.pCurrentShade; this->ubFadeLevel = src.ubFadeLevel; this->ubServiceCount = src.ubServiceCount; this->ubServicePartner = src.ubServicePartner; this->pThrowParams = src.pThrowParams; this->bReverse = src.bReverse; this->pLevelNode = src.pLevelNode; this->pExternShadowLevelNode = src.pExternShadowLevelNode; this->pRoofUILevelNode = src.pRoofUILevelNode; this->pBackGround = src.pBackGround; this->pZBackground = src.pZBackground; this->usUnblitX = src.usUnblitX; this->usUnblitY = src.usUnblitY; this->usUnblitWidth = src.usUnblitWidth; this->usUnblitHeight = src.usUnblitHeight; this->ubStrategicInsertionCode = src.ubStrategicInsertionCode; this->usStrategicInsertionData = src.usStrategicInsertionData; this->iLight = src.iLight; this->iMuzFlash = src.iMuzFlash; this->bMuzFlashCount = src.bMuzFlashCount; this->sX = src.sX; this->sY = src.sY; this->usOldAniState = src.usOldAniState; this->sOldAniCode = src.sOldAniCode; this->bBulletsLeft = src.bBulletsLeft; this->ubSuppressionPoints = src.ubSuppressionPoints; this->uiTimeOfLastRandomAction = src.uiTimeOfLastRandomAction; this->usLastRandomAnim = src.usLastRandomAnim; this->usAnimSurface = src.usAnimSurface; this->sZLevel = src.sZLevel; this->sWalkToAttackGridNo = src.sWalkToAttackGridNo; this->sWalkToAttackWalkToCost = src.sWalkToAttackWalkToCost; this->sLocatorOffX = src.sLocatorOffX; this->sLocatorOffY = src.sLocatorOffY; this->pForcedShade = src.pForcedShade; this->bDisplayDamageCount = src.bDisplayDamageCount; this->sDamage = src.sDamage; this->sDamageX = src.sDamageX; this->sDamageY = src.sDamageY; this->bDamageDir = src.bDamageDir; this->bDoBurst = src.bDoBurst; this->usUIMovementMode = src.usUIMovementMode; this->bUIInterfaceLevel = src.bUIInterfaceLevel; this->ubProfile = src.ubProfile; this->ubQuoteRecord = src.ubQuoteRecord; this->ubQuoteActionID = src.ubQuoteActionID; this->ubBattleSoundID = src.ubBattleSoundID; this->ubClosePanelFrame = src.ubClosePanelFrame; this->ubDeadPanelFrame = src.ubDeadPanelFrame; this->bOpenPanelFrame = src.bOpenPanelFrame; this->sPanelFaceX = src.sPanelFaceX; this->sPanelFaceY = src.sPanelFaceY; this->bNumHitsThisTurn = src.bNumHitsThisTurn; this->usQuoteSaidFlags = src.usQuoteSaidFlags; this->bLastSkillCheck = src.bLastSkillCheck; this->ubSkillCheckAttempts = src.ubSkillCheckAttempts; this->bVocalVolume = src.bVocalVolume; // verbal sounds need to differ in volume this->bStartFallDir = src.bStartFallDir; this->ubPendingDirection = src.ubPendingDirection; this->uiAnimSubFlags = src.uiAnimSubFlags; this->bAimShotLocation = src.bAimShotLocation; this->ubHitLocation = src.ubHitLocation; this->ubPlannedUIAPCost = src.ubPlannedUIAPCost; this->sPlannedTargetX = src.sPlannedTargetX; this->sPlannedTargetY = src.sPlannedTargetY; this->sStartGridNo = src.sStartGridNo; this->sEndGridNo = src.sEndGridNo; this->sForcastGridno = src.sForcastGridNo; this->sZLevelOverride = src.sZLevelOverride; this->bMovedPriorToInterrupt = src.bMovedPriorToInterrupt; this->iEndofContractTime = src.iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated this->iStartContractTime = src.iStartContractTime; this->iTotalContractLength = src.iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc this->iNextActionSpecialData = src.iNextActionSpecialData; // AI special action data record for the next action this->ubWhatKindOfMercAmI = src.ubWhatKindOfMercAmI; //Set to the type of character it is this->bAssignment = src.bAssignment; // soldiers current assignment this->bOldAssignment = src.bOldAssignment; // old assignment, for autosleep purposes this->bTrainStat = src.bTrainStat; // current stat soldier is training this->sSectorX = src.sSectorX; // X position on the Stategic Map this->sSectorY = src. sSectorY; // Y position on the Stategic Map this->bSectorZ = src.bSectorZ; // Z sector location this->iVehicleId = src.iVehicleId; // the id of the vehicle the char is in this->pMercPath = src.pMercPath; //Path Structure this->usMedicalDeposit = src.usMedicalDeposit; // is there a medical deposit on merc this->usLifeInsurance = src.usLifeInsurance; // is there life insurance taken out on merc this->uiStartMovementTime = src.uiStartMovementTime; // the time since the merc first started moving this->uiOptimumMovementTime = src.uiOptimumMovementTime; // everytime in ececute overhead the time for the current ani will be added to this total this->usLastUpdateTime = src.usLastUpdateTime ; // The last time the soldier was in ExecuteOverhead this->uiSoldierUpdateNumber = src.uiSoldierUpdateNumber; this->ubSoldierUpdateType = src.ubSoldierUpdateType; this->iStartOfInsuranceContract = src.iStartOfInsuranceContract; this->uiLastAssignmentChangeMin = src.uiLastAssignmentChangeMin; // timestamp of last assignment change in minutes this->iTotalLengthOfInsuranceContract = src.iTotalLengthOfInsuranceContract; this->ubSoldierClass = src.ubSoldierClass; //admin, elite, troop (creature types?) this->ubAPsLostToSuppression = src.ubAPsLostToSuppression; this->ubSuppressorID = src.ubSuppressorID; this->ubDesiredSquadAssignment = src.ubDesiredSquadAssignment; this->ubNumTraversalsAllowedToMerge = src.ubNumTraversalsAllowedToMerge; this->usPendingAnimation2 = src.usPendingAnimation2; this->ubCivilianGroup = src.ubCivilianGroup; this->uiUniqueSoldierIdValue = src.uiUniqueSoldierIdValue; // the unique value every instance of a soldier gets - 1 is the first valid value this->ubScheduleID = src.ubScheduleID; this->sEndDoorOpenCodeData = src.sEndDoorOpenCodeData; this->bBlockedByAnotherMercDirection = src.bBlockedByAnotherMercDirection; this->usAttackingWeapon = src.usAttackingWeapon; this->bWeaponMode = src.bWeaponMode; this->ubTargetID = src.ubTargetID; this->bAIScheduleProgress = src.bAIScheduleProgress; this->sOffWorldGridNo = src.sOffWorldGridNo; this->pAniTile = src.pAniTile; this->bCamo = src.bCamo; this->sAbsoluteFinalDestination = src.sAbsoluteFinalDestination; this->ubHiResDirection = src.ubHiResDirection; this->ubHiResDesiredDirection = src.ubHiResDesiredDirection; this->ubLastFootPrintSound = src.ubLastFootPrintSound; this->bVehicleID = src.bVehicleID; this->bMovementDirection = src.bMovementDirection; this->sOldGridNo = src.sOldGridNo; this->usDontUpdateNewGridNoOnMoveAnimChange = src.usDontUpdateNewGridNoOnMoveAnimChange; this->sBoundingBoxWidth = src.sBoundingBoxWidth; this->sBoundingBoxHeight = src.sBoundingBoxHeight; this->sBoundingBoxOffsetX = src.sBoundingBoxOffsetX; this->sBoundingBoxOffsetY = src.sBoundingBoxOffsetY; this->uiTimeSameBattleSndDone = src.uiTimeSameBattleSndDone; this->bOldBattleSnd = src.bOldBattleSnd; this->iBurstSoundID = src.iBurstSoundID; this->bSlotItemTakenFrom = src.bSlotItemTakenFrom; this->ubAutoBandagingMedic = src.ubAutoBandagingMedic; this->ubRobotRemoteHolderID = src.ubRobotRemoteHolderID; this->uiTimeOfLastContractUpdate = src.uiTimeOfLastContractUpdate; this->bTypeOfLastContract = src.bTypeOfLastContract; this->bTurnsCollapsed = src.bTurnsCollapsed; this->bSleepDrugCounter = src.bSleepDrugCounter; this->ubMilitiaKills = src.ubMilitiaKills; this->bBlindedCounter = src.bBlindedCounter; this->ubHoursOnAssignment = src.ubHoursOnAssignment; // used for assignments handled only every X hours this->ubMercJustFired = src.ubMercJustFired; // the merc was just fired..there may be dialogue events occuring, this flag will prevent any interaction with contracts // until after the merc leaves this->ubTurnsUntilCanSayHeardNoise = src.ubTurnsUntilCanSayHeardNoise; this->usQuoteSaidExtFlags = src.usQuoteSaidExtFlags; this->sContPathLocation = src.sContPathLocation; this->bGoodContPath = src.bGoodContPath; this->ubPendingActionInterrupted = src.ubPendingActionInterrupted; this->bNoiseLevel = src.bNoiseLevel; this->bRegenerationCounter = src.bRegenerationCounter; this->bRegenBoostersUsedToday = src.bRegenBoostersUsedToday; this->bNumPelletsHitBy = src.bNumPelletsHitBy; this->sSkillCheckGridNo = src.sSkillCheckGridNo; this->ubLastEnemyCycledID = src.ubLastEnemyCycledID; this->ubPrevSectorID = src.ubPrevSectorID; this->ubNumTilesMovesSinceLastForget = src.ubNumTilesMovesSinceLastForget; this->bTurningIncrement = src.bTurningIncrement; this->uiBattleSoundID = src.uiBattleSoundID; this->usValueGoneUp = src.usValueGoneUp; this->ubNumLocateCycles = src.ubNumLocateCycles; this->ubDelayedMovementFlags = src.ubDelayedMovementFlags; this->ubCTGTTargetID = src.ubCTGTTargetID; this->uiMercChecksum = src.uiMercChecksum; this->bCurrentCivQuote = src.bCurrentCivQuote; this->bCurrentCivQuoteDelta = src.bCurrentCivQuoteDelta; this->ubMiscSoldierFlags = src.ubMiscSoldierFlags; this->ubReasonCantFinishMove = src.ubReasonCantFinishMove; this->sLocationOfFadeStart = src.sLocationOfFadeStart; this->bUseExitGridForReentryDirection = src.bUseExitGridForReentryDirection; this->uiTimeSinceLastSpoke = src.uiTimeSinceLastSpoke; this->ubContractRenewalQuoteCode = src.ubContractRenewalQuoteCode; this->sPreTraversalGridNo = src.sPreTraversalGridNo; this->uiXRayActivatedTime = src.uiXRayActivatedTime; this->bTurningFromUI = src.bTurningFromUI; this->bPendingActionData5 = src.bPendingActionData5; this->bDelayedStrategicMoraleMod = src.bDelayedStrategicMoraleMod; this->ubDoorOpeningNoise = src.ubDoorOpeningNoise; this->pGroup = src.pGroup; this->ubLeaveHistoryCode = src.ubLeaveHistoryCode; this->bOverrideMoveSpeed = src.bOverrideMoveSpeed; this->uiTimeSoldierWillArrive = src.uiTimeSoldierWillArrive; this->bVehicleUnderRepairID = src.bVehicleUnderRepairID; this->iTimeCanSignElsewhere = src.iTimeCanSignElsewhere; this->bHospitalPriceModifier = src.bHospitalPriceModifier; this->uiStartTimeOfInsuranceContract = src.uiStartTimeOfInsuranceContract; this->bCorpseQuoteTolerance = src.bCorpseQuoteTolerance; this->bDeafenedCounter = src.bDeafenedCounter; this->iPositionSndID = src.iPositionSndID; this->iTuringSoundID = src.iTuringSoundID; this->ubLastDamageReason = src.ubLastDamageReason; this->uiTimeSinceLastBleedGrunt = src.uiTimeSinceLastBleedGrunt; this->ubNextToPreviousAttackerID = src.ubNextToPreviousAttackerID; this->bDoAutofire = src.bDoAutofire; this->numFlanks = src.numFlanks; this->lastFlankSpot = src.lastFlankSpot; this->sniper = src.sniper; this->origDir = src.origDir; this->wornCamo = src.wornCamo; this->urbanCamo = src.urbanCamo; // Madd: new camo types this->wornUrbanCamo = src.wornUrbanCamo; this->desertCamo = src.desertCamo; this->wornDesertCamo = src.wornDesertCamo; this->snowCamo = src.snowCamo; this->wornSnowCamo = src.wornSnowCamo; this->bScopeMode = USE_BEST_SCOPE; } return *this; } SOLDIERTYPE::~SOLDIERTYPE() {} SOLDIERTYPE::SOLDIERTYPE() { initialize(); } UINT32 SOLDIERTYPE::GetChecksum( ) { UINT32 uiChecksum = 1; UINT32 uiLoop; uiChecksum += (this->stats.bLife + 1); uiChecksum *= (this->stats.bLifeMax + 1); uiChecksum += (this->stats.bAgility + 1); uiChecksum *= (this->stats.bDexterity + 1); uiChecksum += (this->stats.bStrength + 1); uiChecksum *= (this->stats.bMarksmanship + 1); uiChecksum += (this->stats.bMedical + 1); uiChecksum *= (this->stats.bMechanical + 1); uiChecksum += (this->stats.bExplosive + 1); // put in some multipliers too! uiChecksum *= (this->stats.bExpLevel + 1); uiChecksum += (this->ubProfile + 1); for ( uiLoop = 0; uiLoop < this->inv.size(); uiLoop++ ) { uiChecksum += this->inv[ uiLoop ].usItem; uiChecksum += this->inv[ uiLoop ].ubNumberOfObjects; } return( uiChecksum ); } // Copy Constructor SOLDIERTYPE::SOLDIERTYPE(const SOLDIERTYPE& src) { memcpy(this, &src, SIZEOF_SOLDIERTYPE_POD); inv = src.inv; aiData = src.aiData; flags = src.flags; timeChanges = src.timeChanges; timeCounters = src.timeCounters; drugs = src.drugs; stats = src.stats; pathing = src.pathing; } // Assignment operator SOLDIERTYPE& SOLDIERTYPE::operator=(const SOLDIERTYPE& src) { if (this != &src) { memcpy(this, &src, SIZEOF_SOLDIERTYPE_POD); aiData = src.aiData; flags = src.flags; timeChanges = src.timeChanges; timeCounters = src.timeCounters; drugs = src.drugs; stats = src.stats; pathing = src.pathing; inv = src.inv; } return *this; } // Initialize the soldier. // Use this instead of the old method of calling memset! // Note that the constructor does this automatically. void SOLDIERTYPE::initialize() { memset( this, 0, SIZEOF_SOLDIERTYPE_POD); inv.clear(); memset( &aiData, 0, sizeof(STRUCT_AIData) ); memset( &flags, 0, sizeof(STRUCT_Flags) ); memset( &timeChanges, 0, sizeof(STRUCT_TimeChanges) ); memset( &timeCounters, 0, sizeof(STRUCT_TimeCounters) ); memset( &drugs, 0, sizeof(STRUCT_Drugs) ); memset( &stats, 0, sizeof(STRUCT_Statistics) ); memset( &pathing, 0, sizeof(STRUCT_Pathing) ); } bool SOLDIERTYPE::exists() { if(this == NULL) return(FALSE); return (TRUE); } // Ugly temporary solution // // These two functions map the "old" style inventory (fixed array of ) to the new (a flexibly sized vector). // If you change names or eliminate some positions or such you need to change these. // Eventually the need for these functions will disappear. UINT32 OLDSOLDIERTYPE_101::GetChecksum() { UINT32 uiChecksum = 1; UINT32 uiLoop; uiChecksum += (this->bLife + 1); uiChecksum *= (this->bLifeMax + 1); uiChecksum += (this->bAgility + 1); uiChecksum *= (this->bDexterity + 1); uiChecksum += (this->bStrength + 1); uiChecksum *= (this->bMarksmanship + 1); uiChecksum += (this->bMedical + 1); uiChecksum *= (this->bMechanical + 1); uiChecksum += (this->bExplosive + 1); // put in some multipliers too! uiChecksum *= (this->bExpLevel + 1); uiChecksum += (this->ubProfile + 1); for ( uiLoop = 0; uiLoop < NUM_ORIGINAL_INV_SLOTS; uiLoop++ ) { uiChecksum += this->inv[ uiLoop ].usItem; uiChecksum += this->inv[ uiLoop ].ubNumberOfObjects; } return( uiChecksum ); } void OLDSOLDIERTYPE_101::CopyOldInventoryToNew() { // Do not use a loop in case the new inventory slots are arranged differently than the old inv[HELMETPOS] = DO_NOT_USE_Inv[OldInventory::HELMETPOS]; inv[VESTPOS] = DO_NOT_USE_Inv[OldInventory::VESTPOS]; inv[LEGPOS] = DO_NOT_USE_Inv[OldInventory::LEGPOS]; inv[HEAD1POS] = DO_NOT_USE_Inv[OldInventory::HEAD1POS]; inv[HEAD2POS] = DO_NOT_USE_Inv[OldInventory::HEAD2POS]; inv[HANDPOS] = DO_NOT_USE_Inv[OldInventory::HANDPOS]; inv[SECONDHANDPOS] = DO_NOT_USE_Inv[OldInventory::SECONDHANDPOS]; inv[BIGPOCK1POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK1POS]; inv[BIGPOCK2POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK2POS]; inv[BIGPOCK3POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK3POS]; inv[BIGPOCK4POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK4POS]; inv[SMALLPOCK1POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK1POS]; inv[SMALLPOCK2POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK2POS]; inv[SMALLPOCK3POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK3POS]; inv[SMALLPOCK4POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK4POS]; inv[SMALLPOCK5POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK5POS]; inv[SMALLPOCK6POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK6POS]; inv[SMALLPOCK7POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK7POS]; inv[SMALLPOCK8POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK8POS]; bNewItemCount[HELMETPOS] = DO_NOT_USE_bNewItemCount[OldInventory::HELMETPOS]; bNewItemCount[VESTPOS] = DO_NOT_USE_bNewItemCount[OldInventory::VESTPOS]; bNewItemCount[LEGPOS] = DO_NOT_USE_bNewItemCount[OldInventory::LEGPOS]; bNewItemCount[HEAD1POS] = DO_NOT_USE_bNewItemCount[OldInventory::HEAD1POS]; bNewItemCount[HEAD2POS] = DO_NOT_USE_bNewItemCount[OldInventory::HEAD2POS]; bNewItemCount[HANDPOS] = DO_NOT_USE_bNewItemCount[OldInventory::HANDPOS]; bNewItemCount[SECONDHANDPOS] = DO_NOT_USE_bNewItemCount[OldInventory::SECONDHANDPOS]; bNewItemCount[BIGPOCK1POS] = DO_NOT_USE_bNewItemCount[OldInventory::BIGPOCK1POS]; bNewItemCount[BIGPOCK2POS] = DO_NOT_USE_bNewItemCount[OldInventory::BIGPOCK2POS]; bNewItemCount[BIGPOCK3POS] = DO_NOT_USE_bNewItemCount[OldInventory::BIGPOCK3POS]; bNewItemCount[BIGPOCK4POS] = DO_NOT_USE_bNewItemCount[OldInventory::BIGPOCK4POS]; bNewItemCount[SMALLPOCK1POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK1POS]; bNewItemCount[SMALLPOCK2POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK2POS]; bNewItemCount[SMALLPOCK3POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK3POS]; bNewItemCount[SMALLPOCK4POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK4POS]; bNewItemCount[SMALLPOCK5POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK5POS]; bNewItemCount[SMALLPOCK6POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK6POS]; bNewItemCount[SMALLPOCK7POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK7POS]; bNewItemCount[SMALLPOCK8POS] = DO_NOT_USE_bNewItemCount[OldInventory::SMALLPOCK8POS]; bNewItemCycleCount[HELMETPOS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::HELMETPOS]; bNewItemCycleCount[VESTPOS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::VESTPOS]; bNewItemCycleCount[LEGPOS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::LEGPOS]; bNewItemCycleCount[HEAD1POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::HEAD1POS]; bNewItemCycleCount[HEAD2POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::HEAD2POS]; bNewItemCycleCount[HANDPOS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::HANDPOS]; bNewItemCycleCount[SECONDHANDPOS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SECONDHANDPOS]; bNewItemCycleCount[BIGPOCK1POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::BIGPOCK1POS]; bNewItemCycleCount[BIGPOCK2POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::BIGPOCK2POS]; bNewItemCycleCount[BIGPOCK3POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::BIGPOCK3POS]; bNewItemCycleCount[BIGPOCK4POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::BIGPOCK4POS]; bNewItemCycleCount[SMALLPOCK1POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK1POS]; bNewItemCycleCount[SMALLPOCK2POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK2POS]; bNewItemCycleCount[SMALLPOCK3POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK3POS]; bNewItemCycleCount[SMALLPOCK4POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK4POS]; bNewItemCycleCount[SMALLPOCK5POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK5POS]; bNewItemCycleCount[SMALLPOCK6POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK6POS]; bNewItemCycleCount[SMALLPOCK7POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK7POS]; bNewItemCycleCount[SMALLPOCK8POS] = DO_NOT_USE_bNewItemCycleCount[OldInventory::SMALLPOCK8POS]; } UINT32 MERCPROFILESTRUCT::GetChecksum( ) { UINT32 uiChecksum = 1; UINT32 uiLoop; uiChecksum += (this->bLife + 1); uiChecksum *= (this->bLifeMax + 1); uiChecksum += (this->bAgility + 1); uiChecksum *= (this->bDexterity + 1); uiChecksum += (this->bStrength + 1); uiChecksum *= (this->bMarksmanship + 1); uiChecksum += (this->bMedical + 1); uiChecksum *= (this->bMechanical + 1); uiChecksum += (this->bExplosive + 1); // put in some multipliers too! uiChecksum *= (this->bExpLevel + 1); for ( uiLoop = 0; uiLoop < this->inv.size(); uiLoop++ ) { uiChecksum += this->inv[ uiLoop ]; uiChecksum += this->bInvNumber[ uiLoop ]; } return( uiChecksum ); } OLD_MERCPROFILESTRUCT_101::OLD_MERCPROFILESTRUCT_101() { memset(this, 0, SIZEOF_OLD_MERCPROFILESTRUCT_101_POD); } MERCPROFILESTRUCT::MERCPROFILESTRUCT() { initialize(); } // Copy Constructor MERCPROFILESTRUCT::MERCPROFILESTRUCT(const MERCPROFILESTRUCT& src) { memcpy(this, &src, SIZEOF_MERCPROFILESTRUCT_POD); inv = src.inv; bInvStatus = src.bInvStatus; bInvNumber = src.bInvNumber; } // Conversion Constructor MERCPROFILESTRUCT& MERCPROFILESTRUCT::operator=(const OLD_MERCPROFILESTRUCT_101& src) { //Why do we need this if the inv is an array of ints? Because some data will be lost otherwise! if ((void*)this != (void*)&src) { CopyOldInventoryToNew(src); //arrays memcpy( &(this->zName), &(src.zName), sizeof(CHAR16) * NAME_LENGTH ); memcpy( &(this->zNickname), &(src.zNickname), sizeof(CHAR16) * NICKNAME_LENGTH ); memcpy( &(this->PANTS), &(src.PANTS), sizeof(PaletteRepID) ); // 30 memcpy( &(this->VEST), &(src.VEST), sizeof(PaletteRepID) ); // 30 memcpy( &(this->SKIN), &(src.SKIN), sizeof(PaletteRepID) ); // 30 memcpy( &(this->HAIR), &(src.HAIR), sizeof(PaletteRepID) ); // 30 memcpy( &(this->bBuddy), &(src.bBuddy), 5 * sizeof (UINT8)); memcpy( &(this->bHated), &(src.bHated), 5 * sizeof (UINT8)); memcpy( &(this->ubRoomRangeStart), &(src.ubRoomRangeStart), 2 * sizeof (UINT8)); memcpy( &(this->bMercTownReputation), &(src.bMercTownReputation), 20 * sizeof (INT8)); memcpy( &(this->usApproachFactor), &(src.usApproachFactor), 4 * sizeof (UINT16)); memcpy( &(this->ubApproachVal), &(src.ubApproachVal), 4 * sizeof (UINT8)); memcpy( &(this->ubApproachMod), &(src.ubApproachMod), 3 * 4 * sizeof (UINT8)); memcpy( &(this->bMercOpinion), &(src.bMercOpinion), DontUseMeDirectly::MaxIDToCheckForMorale * sizeof (INT8)); memcpy( &(this->usStatChangeChances), &(src.usStatChangeChances), 12 * sizeof (UINT16));// used strictly for balancing, never shown! memcpy( &(this->usStatChangeSuccesses), &(src.usStatChangeSuccesses), 12 * sizeof (UINT16));// used strictly for balancing, never shown! memcpy( &(this->ubRoomRangeEnd), &(src.ubRoomRangeEnd), 2 * sizeof (UINT8)); memcpy( &(this->bHatedTime), &(src.bHatedTime), 5 * sizeof (INT8)); memcpy( &(this->bHatedCount), &(src.bHatedCount), 5 * sizeof (INT8)); this->bLearnToLike = src.bLearnToLike; this->uiAttnSound = src.uiAttnSound; this->uiCurseSound = src.uiCurseSound; this->uiDieSound = src.uiDieSound; this->uiGoodSound = src.uiGoodSound; this->uiGruntSound = src.uiGruntSound; this->uiGrunt2Sound = src.uiGrunt2Sound; this->uiOkSound = src.uiOkSound; this->ubFaceIndex = src.ubFaceIndex; this->bSex = src.bSex; this->bArmourAttractiveness = src.bArmourAttractiveness; this->ubMiscFlags2 = src.ubMiscFlags2; this->bEvolution = src.bEvolution; this->ubMiscFlags = src.ubMiscFlags; this->bSexist = src.bSexist; this->bLearnToHate = src.bLearnToHate; // skills this->bStealRate = src.bStealRate; this->bVocalVolume = src.bVocalVolume; this->ubQuoteRecord = src.ubQuoteRecord; this->bDeathRate = src.bDeathRate; this->bScientific = src.bScientific; this->sExpLevelGain = src.sExpLevelGain; this->sLifeGain = src.sLifeGain; this->sAgilityGain = src.sAgilityGain; this->sDexterityGain = src.sDexterityGain; this->sWisdomGain = src.sWisdomGain; this->sMarksmanshipGain = src.sMarksmanshipGain; this->sMedicalGain = src.sMedicalGain; this->sMechanicGain = src.sMechanicGain; this->sExplosivesGain = src.sExplosivesGain; this->ubBodyType = src.ubBodyType; this->bMedical = src.bMedical; this->usEyesX = src.usEyesX; this->usEyesY = src.usEyesY; this->usMouthX = src.usMouthX; this->usMouthY = src.usMouthY; this->uiEyeDelay = src.uiEyeDelay; this->uiMouthDelay = src.uiMouthDelay; this->uiBlinkFrequency = src.uiBlinkFrequency; this->uiExpressionFrequency = src.uiExpressionFrequency; this->sSectorX = src.sSectorX; this->sSectorY = src.sSectorY; this->uiDayBecomesAvailable = src.uiDayBecomesAvailable;//day the merc will be available.used with the bMercStatus this->bStrength = src.bStrength; this->bLifeMax = src.bLifeMax; this->bExpLevelDelta = src.bExpLevelDelta; this->bLifeDelta = src.bLifeDelta; this->bAgilityDelta = src.bAgilityDelta; this->bDexterityDelta = src.bDexterityDelta; this->bWisdomDelta = src.bWisdomDelta; this->bMarksmanshipDelta = src.bMarksmanshipDelta; this->bMedicalDelta = src.bMedicalDelta; this->bMechanicDelta = src.bMechanicDelta; this->bExplosivesDelta = src.bExplosivesDelta; this->bStrengthDelta = src.bStrengthDelta; this->bLeadershipDelta = src.bLeadershipDelta; ///////////////////////////////////////////////////////////////////////////////////// // SANDRO - new records this->records.usKillsElites = (src.usKills/4); this->records.usKillsRegulars = (src.usKills/2); this->records.usKillsAdmins = (src.usKills/4); this->records.usKillsHostiles = 0; this->records.usKillsCreatures = 0; this->records.usKillsTanks = 0; this->records.usKillsOthers = 0; this->records.usAssistsMercs = (src.usAssists*3/4); this->records.usAssistsMilitia = (src.usAssists/4); this->records.usAssistsOthers = 0; this->records.usShotsFired = src.usShotsFired; this->records.usMissilesLaunched = 0; this->records.usGrenadesThrown = 0; this->records.usKnivesThrown = 0; this->records.usBladeAttacks = 0; this->records.usHtHAttacks = 0; this->records.usShotsHit = src.usShotsHit; this->records.usBattlesTactical = (src.usBattlesFought*3/4); this->records.usBattlesAutoresolve = src.usBattlesFought/4; this->records.usBattlesRetreated = 0; this->records.usAmbushesExperienced = 0; this->records.usLargestBattleFought = 0; this->records.usTimesWoundedShot = src.usTimesWounded; this->records.usTimesWoundedStabbed = 0; this->records.usTimesWoundedPunched = 0; this->records.usTimesWoundedBlasted = 0; this->records.usTimesStatDamaged = 0; this->records.usTimesSurgeryUndergoed = 0; this->records.usFacilityAccidents = 0; this->records.usLocksPicked = 0; this->records.usLocksBreached = 0; this->records.usTrapsRemoved = 0; this->records.usExpDetonated = 0; this->records.usItemsRepaired = 0; this->records.usItemsCombined = 0; this->records.usItemsStolen = 0; this->records.usMercsBandaged = 0; this->records.usSurgeriesMade = 0; this->records.usNPCsDiscovered = 0; this->records.usSectorsDiscovered = 0; this->records.usMilitiaTrained = 0; //this->records.usFacilityEvents = 0; this->records.ubQuestsHandled = 0; ///////////////////////////////////////////////////////////////////////////////////// this->usTotalDaysServed = src.usTotalDaysServed; this->sLeadershipGain = src.sLeadershipGain; this->sStrengthGain = src.sStrengthGain; // BODY TYPE SUBSITUTIONS this->uiBodyTypeSubFlags = src.uiBodyTypeSubFlags; this->sSalary = src.sSalary; this->bLife = src.bLife; this->bDexterity = src.bDexterity;// dexterity (hand coord) value this->bDisability = src.bDisability; this->bSkillTraits[0] = src.bSkillTrait; this->bSkillTraits[1] = src.bSkillTrait2; this->bReputationTolerance = src.bReputationTolerance; this->bExplosive = src.bExplosive; this->bLeadership = src.bLeadership; this->bExpLevel = src.bExpLevel;// general experience level this->bMarksmanship = src.bMarksmanship; this->bMinService = src.bMinService; this->bWisdom = src.bWisdom; this->bResigned = src.bResigned; this->bActive = src.bActive; this->bMainGunAttractiveness = src.bMainGunAttractiveness; this->bAgility = src.bAgility;// agility (speed) value this->fUseProfileInsertionInfo = src.fUseProfileInsertionInfo;// Set to various flags, ( contained in TacticalSave.h ) this->sGridNo = src.sGridNo;// The Gridno the NPC was in before leaving the sector this->ubQuoteActionID = src.ubQuoteActionID; this->bMechanical = src.bMechanical; this->ubInvUndroppable = src.ubInvUndroppable; this->ubStrategicInsertionCode = src.ubStrategicInsertionCode; this->ubLastQuoteSaid = src.ubLastQuoteSaid; this->bRace = src.bRace; this->bNationality = src.bNationality; this->bAppearance = src.bAppearance; this->bAppearanceCareLevel = src.bAppearanceCareLevel; this->bRefinement = src.bRefinement; this->bRefinementCareLevel = src.bRefinementCareLevel; this->bHatedNationality = src.bHatedNationality; this->bHatedNationalityCareLevel = src.bHatedNationalityCareLevel; this->bRacist = src.bRacist; this->uiWeeklySalary = src.uiWeeklySalary; this->uiBiWeeklySalary = src.uiBiWeeklySalary; this->bMedicalDeposit = src.bMedicalDeposit; this->bAttitude = src.bAttitude; this->bBaseMorale = src.bBaseMorale; this->sMedicalDepositAmount = src.sMedicalDepositAmount; this->bTown = src.bTown; this->bTownAttachment = src.bTownAttachment; this->usOptionalGearCost = src.usOptionalGearCost; this->bApproached = src.bApproached; this->bMercStatus = src.bMercStatus;//The status of the merc.If negative, see flags at the top of this file.Positive:The number of days the merc is away for.0:Not hired but ready to be. this->bLearnToLikeTime = src.bLearnToLikeTime; this->bLearnToHateTime = src.bLearnToHateTime; this->bLearnToLikeCount = src.bLearnToLikeCount; this->bLearnToHateCount = src.bLearnToHateCount; this->ubLastDateSpokenTo = src.ubLastDateSpokenTo; this->bLastQuoteSaidWasSpecial = src.bLastQuoteSaidWasSpecial; this->bSectorZ = src.bSectorZ; this->usStrategicInsertionData = src.usStrategicInsertionData; this->bFriendlyOrDirectDefaultResponseUsedRecently = src.bFriendlyOrDirectDefaultResponseUsedRecently; this->bRecruitDefaultResponseUsedRecently = src.bRecruitDefaultResponseUsedRecently; this->bThreatenDefaultResponseUsedRecently = src.bThreatenDefaultResponseUsedRecently; this->bNPCData = src.bNPCData;// NPC specific this->iBalance = src.iBalance; this->sTrueSalary = src.sTrueSalary; // for use when the person is working for us for free but has a positive salary value this->ubCivilianGroup = src.ubCivilianGroup; this->ubNeedForSleep = src.ubNeedForSleep; this->uiMoney = src.uiMoney; this->bNPCData2 = src.bNPCData2;// NPC specific this->ubMiscFlags3 = src.ubMiscFlags3; this->ubDaysOfMoraleHangover = src.ubDaysOfMoraleHangover;// used only when merc leaves team while having poor morale this->ubNumTimesDrugUseInLifetime = src.ubNumTimesDrugUseInLifetime;// The # times a drug has been used in the player's lifetime... // Flags used for the precedent to repeating oneself in Contract negotiations.Used for quote 80 -~107.Gets reset every day this->uiPrecedentQuoteSaid = src.uiPrecedentQuoteSaid; this->uiProfileChecksum = src.uiProfileChecksum; this->sPreCombatGridNo = src.sPreCombatGridNo; this->ubTimeTillNextHatedComplaint = src.ubTimeTillNextHatedComplaint; this->ubSuspiciousDeath = src.ubSuspiciousDeath; this->iMercMercContractLength = src.iMercMercContractLength;//Used for MERC mercs, specifies how many days the merc has gone since last page this->uiTotalCostToDate = src.uiTotalCostToDate;// The total amount of money that has been paid to the merc for their salary } return *this; } // Assignment operator MERCPROFILESTRUCT& MERCPROFILESTRUCT::operator=(const MERCPROFILESTRUCT& src) { if (this != &src) { memcpy(this, &src, SIZEOF_MERCPROFILESTRUCT_POD); inv = src.inv; bInvStatus = src.bInvStatus; bInvNumber = src.bInvNumber; } return *this; } // Destructor MERCPROFILESTRUCT::~MERCPROFILESTRUCT() { } // Initialize the soldier. // Use this instead of the old method of calling memset! // Note that the constructor does this automatically. void MERCPROFILESTRUCT::initialize() { memset( this, 0, SIZEOF_MERCPROFILESTRUCT_POD); clearInventory(); // SANDRO - added this memset( &records, 0, sizeof(STRUCT_Records) ); } // Initialize the soldier. // Use this instead of the old method of calling memset! // Note that the constructor does this automatically. void MERCPROFILESTRUCT::clearInventory() { inv.clear(); bInvStatus.clear(); bInvNumber.clear(); inv.resize(NUM_INV_SLOTS); bInvStatus.resize(NUM_INV_SLOTS); bInvNumber.resize(NUM_INV_SLOTS); } void MERCPROFILESTRUCT::CopyOldInventoryToNew(const OLD_MERCPROFILESTRUCT_101& src) { // Do not use a loop in case the new inventory slots are arranged differently than the old inv[HELMETPOS] = src.DO_NOT_USE_inv[OldInventory::HELMETPOS]; inv[VESTPOS] = src.DO_NOT_USE_inv[OldInventory::VESTPOS]; inv[LEGPOS] = src.DO_NOT_USE_inv[OldInventory::LEGPOS]; inv[HEAD1POS] = src.DO_NOT_USE_inv[OldInventory::HEAD1POS]; inv[HEAD2POS] = src.DO_NOT_USE_inv[OldInventory::HEAD2POS]; inv[HANDPOS] = src.DO_NOT_USE_inv[OldInventory::HANDPOS]; inv[SECONDHANDPOS] = src.DO_NOT_USE_inv[OldInventory::SECONDHANDPOS]; inv[BIGPOCK1POS] = src.DO_NOT_USE_inv[OldInventory::BIGPOCK1POS]; inv[BIGPOCK2POS] = src.DO_NOT_USE_inv[OldInventory::BIGPOCK2POS]; inv[BIGPOCK3POS] = src.DO_NOT_USE_inv[OldInventory::BIGPOCK3POS]; inv[BIGPOCK4POS] = src.DO_NOT_USE_inv[OldInventory::BIGPOCK4POS]; inv[SMALLPOCK1POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK1POS]; inv[SMALLPOCK2POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK2POS]; inv[SMALLPOCK3POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK3POS]; inv[SMALLPOCK4POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK4POS]; inv[SMALLPOCK5POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK5POS]; inv[SMALLPOCK6POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK6POS]; inv[SMALLPOCK7POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK7POS]; inv[SMALLPOCK8POS] = src.DO_NOT_USE_inv[OldInventory::SMALLPOCK8POS]; bInvStatus[HELMETPOS] = src.DO_NOT_USE_bInvStatus[OldInventory::HELMETPOS]; bInvStatus[VESTPOS] = src.DO_NOT_USE_bInvStatus[OldInventory::VESTPOS]; bInvStatus[LEGPOS] = src.DO_NOT_USE_bInvStatus[OldInventory::LEGPOS]; bInvStatus[HEAD1POS] = src.DO_NOT_USE_bInvStatus[OldInventory::HEAD1POS]; bInvStatus[HEAD2POS] = src.DO_NOT_USE_bInvStatus[OldInventory::HEAD2POS]; bInvStatus[HANDPOS] = src.DO_NOT_USE_bInvStatus[OldInventory::HANDPOS]; bInvStatus[SECONDHANDPOS] = src.DO_NOT_USE_bInvStatus[OldInventory::SECONDHANDPOS]; bInvStatus[BIGPOCK1POS] = src.DO_NOT_USE_bInvStatus[OldInventory::BIGPOCK1POS]; bInvStatus[BIGPOCK2POS] = src.DO_NOT_USE_bInvStatus[OldInventory::BIGPOCK2POS]; bInvStatus[BIGPOCK3POS] = src.DO_NOT_USE_bInvStatus[OldInventory::BIGPOCK3POS]; bInvStatus[BIGPOCK4POS] = src.DO_NOT_USE_bInvStatus[OldInventory::BIGPOCK4POS]; bInvStatus[SMALLPOCK1POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK1POS]; bInvStatus[SMALLPOCK2POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK2POS]; bInvStatus[SMALLPOCK3POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK3POS]; bInvStatus[SMALLPOCK4POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK4POS]; bInvStatus[SMALLPOCK5POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK5POS]; bInvStatus[SMALLPOCK6POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK6POS]; bInvStatus[SMALLPOCK7POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK7POS]; bInvStatus[SMALLPOCK8POS] = src.DO_NOT_USE_bInvStatus[OldInventory::SMALLPOCK8POS]; bInvNumber[HELMETPOS] = src.DO_NOT_USE_bInvNumber[OldInventory::HELMETPOS]; bInvNumber[VESTPOS] = src.DO_NOT_USE_bInvNumber[OldInventory::VESTPOS]; bInvNumber[LEGPOS] = src.DO_NOT_USE_bInvNumber[OldInventory::LEGPOS]; bInvNumber[HEAD1POS] = src.DO_NOT_USE_bInvNumber[OldInventory::HEAD1POS]; bInvNumber[HEAD2POS] = src.DO_NOT_USE_bInvNumber[OldInventory::HEAD2POS]; bInvNumber[HANDPOS] = src.DO_NOT_USE_bInvNumber[OldInventory::HANDPOS]; bInvNumber[SECONDHANDPOS] = src.DO_NOT_USE_bInvNumber[OldInventory::SECONDHANDPOS]; bInvNumber[BIGPOCK1POS] = src.DO_NOT_USE_bInvNumber[OldInventory::BIGPOCK1POS]; bInvNumber[BIGPOCK2POS] = src.DO_NOT_USE_bInvNumber[OldInventory::BIGPOCK2POS]; bInvNumber[BIGPOCK3POS] = src.DO_NOT_USE_bInvNumber[OldInventory::BIGPOCK3POS]; bInvNumber[BIGPOCK4POS] = src.DO_NOT_USE_bInvNumber[OldInventory::BIGPOCK4POS]; bInvNumber[SMALLPOCK1POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK1POS]; bInvNumber[SMALLPOCK2POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK2POS]; bInvNumber[SMALLPOCK3POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK3POS]; bInvNumber[SMALLPOCK4POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK4POS]; bInvNumber[SMALLPOCK5POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK5POS]; bInvNumber[SMALLPOCK6POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK6POS]; bInvNumber[SMALLPOCK7POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK7POS]; bInvNumber[SMALLPOCK8POS] = src.DO_NOT_USE_bInvNumber[OldInventory::SMALLPOCK8POS]; } BOOLEAN IsValidSecondHandShot( SOLDIERTYPE *pSoldier ); UINT8 *gubpNumReplacementsPerRange; PaletteSubRangeType *gpPaletteSubRanges; UINT8 bHealthStrRanges[] = { 15, 30, 45, 60, 75, 90, 101 }; INT16 gsTerrainTypeSpeedModifiers[] = { 5, // Flat ground 5, // Floor 5, // Paved road 5, // Dirt road 10, // LOW GRASS 15, // HIGH GRASS 20, // TRAIN TRACKS 20, // LOW WATER 25, // MID WATER 30 // DEEP WATER }; //Kris: //Temporary for testing the speed of the translucency. Pressing Ctrl+L in turn based //input will toggle this flag. When clear, the translucency checking is turned off to //increase the speed of the game. BOOLEAN gfCalcTranslucency = FALSE; INT16 gsFullTileDirections[ MAX_FULLTILE_DIRECTIONS ] = { -1, -WORLD_COLS - 1, -WORLD_COLS }; PaletteReplacementType *gpPalRep; // Palette ranges UINT32 guiNumPaletteSubRanges; PaletteSubRangeType *guipPaletteSubRanges = NULL; // Palette replacements UINT32 guiNumReplacements; PaletteReplacementType *guipPaletteReplacements = NULL; extern BOOLEAN fReDrawFace; extern UINT8 gubWaitingForAllMercsToExitCode; BOOLEAN gfGetNewPathThroughPeople = FALSE; // LOCAL FUNCTIONS // DO NOT CALL UNLESS THROUGH EVENT_SetSoldierPosition UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady ); BOOLEAN CheckForFullStruct( INT32 sGridNo, UINT16 *pusIndex ); void SetSoldierLocatorOffsets( SOLDIERTYPE *pSoldier ); void CheckForFullStructures( SOLDIERTYPE *pSoldier ); BOOLEAN InitNewSoldierState( SOLDIERTYPE *pSoldier, UINT8 ubNewState, UINT16 usStartingAniCode ); UINT16 GetNewSoldierStateFromNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance ); void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier ); void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier ); UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight ); void SelectFallAnimation( SOLDIERTYPE *pSoldier ); BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius ); void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial , UINT8 ubHitLocation); void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ); UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss ); void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier ); void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC ); UINT16 *CreateEnemyGlow16BPPPalette( SGPPaletteEntry *pPalette, UINT32 rscale, UINT32 gscale, BOOLEAN fAdjustGreen ); UINT16 *CreateEnemyGreyGlow16BPPPalette( SGPPaletteEntry *pPalette, UINT32 rscale, UINT32 gscale, BOOLEAN fAdjustGreen ); void SoldierBleed( SOLDIERTYPE *pSoldier, BOOLEAN fBandagedBleed ); INT32 CheckBleeding( SOLDIERTYPE *pSoldier ); void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT8 ubNewDirection, BOOLEAN fInitalMove, UINT16 usAnimState ); #ifdef JA2BETAVERSION extern void ValidatePlayersAreInOneGroupOnly(); extern void MapScreenDefaultOkBoxCallback( UINT8 bExitValue ); void SAIReportError( STR16 wErrorString ); #endif UINT32 SleepDartSuccumbChance( SOLDIERTYPE * pSoldier ); void EnableDisableSoldierLightEffects( BOOLEAN fEnableLights ); void SetSoldierPersonalLightLevel( SOLDIERTYPE *pSoldier ); void HandleVehicleMovementSound( SOLDIERTYPE *pSoldier, BOOLEAN fOn ) { VEHICLETYPE *pVehicle = &( pVehicleList[ pSoldier->bVehicleID ] ); if ( fOn ) { if ( pVehicle->iMovementSoundID == NO_SAMPLE ) { pVehicle->iMovementSoundID = PlayJA2Sample( pVehicle->iMoveSound, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) ); } } else { if ( pVehicle->iMovementSoundID != NO_SAMPLE ) { SoundStop( pVehicle->iMovementSoundID ); pVehicle->iMovementSoundID = NO_SAMPLE; } } } void SOLDIERTYPE::AdjustNoAPToFinishMove( BOOLEAN fSet ) { if ( this->ubBodyType == CROW ) { return; } // Check if we are a vehicle first.... if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { // Turn off sound effects.... if ( fSet ) { HandleVehicleMovementSound( this, FALSE ); } } // Turn off sound effects.... if ( fSet ) { // Position light.... // this->SetCheckSoldierLightFlag( ); } else { // this->DeleteSoldierLight( ); } //send it on if (is_networked && this->ubID < 120) { //if(this->ubID>=120) // return;//hayden EV_S_STOP_MERC SStopMerc; SStopMerc.sGridNo = this->sGridNo; SStopMerc.ubDirection = this->ubDirection; SStopMerc.usSoldierID = this->ubID; SStopMerc.fset=fSet; SStopMerc.sXPos=this->sX; SStopMerc.sYPos=this->sY; //AddGameEvent( S_STOP_MERC, 0, &SStopMerc ); //hayden. if (!is_server && this->ubID >=20)return; if(is_client) send_stop(&SStopMerc); } this->flags.fNoAPToFinishMove = fSet; if ( !fSet ) { // return reason to default value this->ubReasonCantFinishMove = REASON_STOPPED_NO_APS; } } void HandleCrowShadowVisibility( SOLDIERTYPE *pSoldier ) { if ( pSoldier->ubBodyType == CROW ) { if ( pSoldier->usAnimState == CROW_FLY ) { if ( pSoldier->pAniTile != NULL ) { if ( pSoldier->bLastRenderVisibleValue != -1 ) { HideAniTile( pSoldier->pAniTile, FALSE ); } else { HideAniTile( pSoldier->pAniTile, TRUE ); } } } } } void HandleCrowShadowNewGridNo( SOLDIERTYPE *pSoldier ) { ANITILE_PARAMS AniParams; memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) ); if ( pSoldier->ubBodyType == CROW ) { if ( pSoldier->pAniTile != NULL ) { DeleteAniTile( pSoldier->pAniTile ); pSoldier->pAniTile = NULL; } if (!TileIsOutOfBounds(pSoldier->sGridNo)) { if ( pSoldier->usAnimState == CROW_FLY ) { AniParams.sGridNo = pSoldier->sGridNo; AniParams.ubLevelID = ANI_SHADOW_LEVEL; AniParams.sDelay = pSoldier->sAniDelay; AniParams.sStartFrame = 0; AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_LOOPING | ANITILE_USE_DIRECTION_FOR_START_FRAME; AniParams.sX = pSoldier->sX; AniParams.sY = pSoldier->sY; AniParams.sZ = 0; strcpy( AniParams.zCachedFile, "TILECACHE\\FLY_SHDW.STI" ); AniParams.uiUserData3 = pSoldier->ubDirection; pSoldier->pAniTile = CreateAnimationTile( &AniParams ); HandleCrowShadowVisibility( pSoldier ); } } } } void HandleCrowShadowRemoveGridNo( SOLDIERTYPE *pSoldier ) { if ( pSoldier->ubBodyType == CROW ) { if ( pSoldier->usAnimState == CROW_FLY ) { if ( pSoldier->pAniTile != NULL ) { DeleteAniTile( pSoldier->pAniTile ); pSoldier->pAniTile = NULL; } } } } void HandleCrowShadowNewDirection( SOLDIERTYPE *pSoldier ) { if ( pSoldier->ubBodyType == CROW ) { if ( pSoldier->usAnimState == CROW_FLY ) { if ( pSoldier->pAniTile != NULL ) { pSoldier->pAniTile->uiUserData3 = pSoldier->ubDirection; } } } } void HandleCrowShadowNewPosition( SOLDIERTYPE *pSoldier ) { if ( pSoldier->ubBodyType == CROW ) { if ( pSoldier->usAnimState == CROW_FLY ) { if ( pSoldier->pAniTile != NULL ) { pSoldier->pAniTile->sRelativeX = pSoldier->sX; pSoldier->pAniTile->sRelativeY = pSoldier->sY; } } } } extern INT16 DynamicAdjustAPConstants(INT16 iniReadValue, INT16 iniDefaultValue, BOOLEAN reverse); INT16 SOLDIERTYPE::CalcActionPoints( void ) { INT16 ubPoints,ubMaxAPs; INT8 bBandage; // dead guys don't get any APs (they shouldn't be here asking for them!) if (!this->stats.bLife) return(0); // people with sleep dart drug who have collapsed get no APs if ( (this->bSleepDrugCounter > 0) && this->bCollapsed ) return( 0 ); //CHRISL: Update this calucalation to give a default range of 40-100 // Calculate merc's action points at 100% capability (range is 10 - 25) // round fractions of .5 up (that's why the +20 before the division! //ubPoints = 5 + (((10 * EffectiveExpLevel( this ) + // 3 * EffectiveAgility( this ) + // 2 * this->stats.bLifeMax + // 2 * EffectiveDexterity( this ) ) + 20) / 40); ubPoints = 20 + (((10 * EffectiveExpLevel( this ) + 3 * EffectiveAgility( this ) + 2 * this->stats.bLifeMax + 2 * EffectiveDexterity( this ) ) + 5) / 10); //if (GameOption[INCREASEDAP] % 2 == 1) //points += APBPConstants[AP_INCREASE]; //Madd: Add in AP Bonuses (Penalties) from worn gear ubPoints += GetGearAPBonus ( this ); // Calculate bandage bBandage = this->stats.bLifeMax - this->stats.bLife - this->bBleeding; // If injured, reduce action points accordingly (by up to 2/3rds) if (this->stats.bLife < this->stats.bLifeMax) { ubPoints -= (2 * ubPoints * (this->stats.bLifeMax - this->stats.bLife + (bBandage / 2))) / (3 * this->stats.bLifeMax); } // If tired, reduce action points accordingly (by up to 1/2) if (this->bBreath < 100) ubPoints -= (ubPoints * (100 - this->bBreath)) / 200; if (this->sWeightCarriedAtTurnStart > 100) { ubPoints = (UINT8) ( ((UINT32)ubPoints) * 100 / this->sWeightCarriedAtTurnStart ); } //CHRISL: Moved this down here so that all ubPoints adjustments can be made to the default 100AP system // Adjust ubPoints based on actual AP_MAXIMUM setting ubPoints = DynamicAdjustAPConstants(ubPoints, ubPoints); // If resulting APs are below our permitted minimum, raise them to it! // HEADROCK: Enforce new minimums due to suppression. I should've done this neater though. // HEADROCK HAM 3.6: This was the wrong place to put AP_MIN_LIMIT. The value here should be AP_MINIMUM, which is // the minimum amount of APs a character can GAIN each turn on top of what he had last turn. AP_MIN_LIMIT has been // moved to CalcNewActionPoints() where it belongs. if (ubPoints < APBPConstants[AP_MINIMUM]) ubPoints = APBPConstants[AP_MINIMUM]; // make sure action points doesn't exceed the permitted maximum ubMaxAPs = gubMaxActionPoints[ this->ubBodyType ]; //if (GameOption[INCREASEDAP] % 2 == 1) // maxAPs += APBPConstants[AP_INCREASE]; // If resulting APs are below our permitted minimum, raise them to it! if (ubPoints > ubMaxAPs) ubPoints = ubMaxAPs; if ( this->ubBodyType == BLOODCAT ) { // use same as young monsters ubPoints = (ubPoints * APBPConstants[AP_YOUNG_MONST_FACTOR]) / 10; } else if (this->flags.uiStatusFlags & SOLDIER_MONSTER) { // young monsters get extra APs if ( this->ubBodyType == YAF_MONSTER || this->ubBodyType == YAM_MONSTER || this->ubBodyType == INFANT_MONSTER ) { ubPoints = (ubPoints * APBPConstants[AP_YOUNG_MONST_FACTOR]) / 10; } // if frenzied, female monsters get more APs! (for young females, cumulative!) if (this->aiData.bFrenzied) { ubPoints = (ubPoints * APBPConstants[AP_MONST_FRENZY_FACTOR]) / 10; } } // SANDRO - moved this here // If we are a vehicle, adjust APS... else if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { AdjustVehicleAPs( this, &ubPoints ); } // SANDRO - squadleader's bonus to APs else if ( gGameOptions.fNewTraitSystem && IS_MERC_BODY_TYPE( this ) && (this->bTeam == ENEMY_TEAM || this->bTeam == MILITIA_TEAM || this->bTeam == gbPlayerNum) ) { // +5% APs per trait (+15% is max) (as a default) ubPoints += (ubPoints * gSkillTraitValues.ubSLBonusAPsPercent * GetSquadleadersCountInVicinity( this, FALSE, FALSE ) / 100); } // adjust APs for phobia situations if ( this->ubProfile != NO_PROFILE ) { if ( (gMercProfiles[ this->ubProfile ].bDisability == CLAUSTROPHOBIC) && (gbWorldSectorZ > 0) ) { ubPoints = (ubPoints * APBPConstants[AP_CLAUSTROPHOBE]) / 10; } else if ( (gMercProfiles[ this->ubProfile ].bDisability == FEAR_OF_INSECTS) && (MercSeesCreature( this ) ) ) { ubPoints = (ubPoints * APBPConstants[AP_AFRAID_OF_INSECTS]) / 10; } else if ( (gMercProfiles[ this->ubProfile ].bDisability == FEAR_OF_INSECTS) && (MercIsInTropicalSector( this ) ) ) { ubPoints = (ubPoints * 9) / 10; } } // Adjusat APs due to drugs... HandleAPEffectDueToDrugs( this, &ubPoints ); //Madd // if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum && gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE ) // ubPoints += 5; // everything and everyone moves a little faster against you on insane... //Kaiden: Took your idea a step further adding the bonus for each difficulty level // and then externalized it. AND added it to the Dont max out points section below. /////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - following code messed a bit //if ( this->bTeam != CIV_TEAM && this->bTeam != gbPlayerNum) if ( this->bTeam == ENEMY_TEAM ) { switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: ubPoints += gGameExternalOptions.iEasyAPBonus; break; case DIF_LEVEL_MEDIUM: ubPoints += gGameExternalOptions.iExperiencedAPBonus; break; case DIF_LEVEL_HARD: ubPoints += gGameExternalOptions.iExpertAPBonus; break; case DIF_LEVEL_INSANE: ubPoints += gGameExternalOptions.iInsaneAPBonus; break; default: ubPoints +=0; } } // Bonus to Militia APs else if ( this->bTeam == MILITIA_TEAM ) { // This is only affected from 2/5 if (this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.bGreenMilitiaAPsBonus != 0) ubPoints += gGameExternalOptions.bGreenMilitiaAPsBonus; else if (this->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.bRegularMilitiaAPsBonus != 0) ubPoints += gGameExternalOptions.bRegularMilitiaAPsBonus; else if (this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.bVeteranMilitiaAPsBonus != 0) ubPoints += gGameExternalOptions.bVeteranMilitiaAPsBonus; } //Kaiden: Players just max out normally unless drugged else if ( this->bTeam == gbPlayerNum ) { ubPoints += gGameExternalOptions.iPlayerAPBonus; } // nothing here else { //ubPoints += 0; } // option to make special NPCs stronger - AP bonus if ( this->ubProfile != NO_PROFILE && gGameExternalOptions.usSpecialNPCStronger > 0 ) { switch( this->ubProfile ) { case CARMEN: case QUEEN: case JOE: case ANNIE: case CHRIS: case KINGPIN: case TIFFANY: case T_REX: case DRUGGIST: case GENERAL: case JACK: case OLAF: case RAY: case OLGA: case TYRONE: case MIKE: // Only 1/4 of the bonus ubPoints += ( ubPoints * gGameExternalOptions.usSpecialNPCStronger/400 ); break; } } /////////////////////////////////////////////////////////////////////////////////////////// // if we are in boxing mode, adjust APs... THIS MUST BE LAST! if ( gTacticalStatus.bBoxingState == BOXING || gTacticalStatus.bBoxingState == PRE_BOXING ) { ubPoints /= 2; } return (ubPoints); } void SOLDIERTYPE::CalcNewActionPoints( void ) { if ( gTacticalStatus.bBoxingState == BOXING || gTacticalStatus.bBoxingState == PRE_BOXING ) { // if we are in boxing mode, carry 1/2 as many points if (this->bActionPoints > APBPConstants[MAX_AP_CARRIED] / 2) { this->bActionPoints = APBPConstants[MAX_AP_CARRIED] / 2; } } else { //POSSIBLE STRUCTURE CHANGE PROBLEM, NOT CURRENTLY CHANGED. GOTTHARD 7/14/08 if (this->bActionPoints > APBPConstants[MAX_AP_CARRIED]) { this->bActionPoints = APBPConstants[MAX_AP_CARRIED]; } } this->bActionPoints += this->CalcActionPoints( ); // HEADROCK HAM 3.6: This should've been here all along. This enforces an absolute minimum limit on APs, which // can be negative. if (this->bActionPoints < APBPConstants[AP_MIN_LIMIT]) this->bActionPoints = APBPConstants[AP_MIN_LIMIT]; // Don't max out if we are drugged.... if ( !GetDrugEffect( this, DRUG_TYPE_ADRENALINE ) ) { /////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - following code messed a bit // First get max APs we can have UINT16 usMaxActionPnts = gubMaxActionPoints[ this->ubBodyType ]; //Kaiden: If Enemy, they can max out, but their Max is NOW = MAX + diffAPBonus // No sense in giving them a bonus if some of the points are wasted because we // Didn't raise their cap by the same amount. // squadleader's bonus to APs if ( gGameOptions.fNewTraitSystem && IS_MERC_BODY_TYPE( this ) && (this->bTeam == ENEMY_TEAM || this->bTeam == MILITIA_TEAM || this->bTeam == gbPlayerNum) ) { // +5% APs per trait (+15% is max) usMaxActionPnts += (usMaxActionPnts * gSkillTraitValues.ubSLBonusAPsPercent * GetSquadleadersCountInVicinity( this, FALSE, FALSE ) / 100); } if ( this->bTeam == ENEMY_TEAM ) { switch( gGameOptions.ubDifficultyLevel ) { case DIF_LEVEL_EASY: usMaxActionPnts += gGameExternalOptions.iEasyAPBonus; break; case DIF_LEVEL_MEDIUM: usMaxActionPnts += gGameExternalOptions.iExperiencedAPBonus; break; case DIF_LEVEL_HARD: usMaxActionPnts += gGameExternalOptions.iExpertAPBonus; break; case DIF_LEVEL_INSANE: usMaxActionPnts += gGameExternalOptions.iInsaneAPBonus; break; } } // Bonus to Militia APs else if ( this->bTeam == MILITIA_TEAM ) { if (this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.bGreenMilitiaAPsBonus != 0) usMaxActionPnts += gGameExternalOptions.bGreenMilitiaAPsBonus; else if (this->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.bRegularMilitiaAPsBonus != 0) usMaxActionPnts += gGameExternalOptions.bRegularMilitiaAPsBonus; else if (this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.bVeteranMilitiaAPsBonus != 0) usMaxActionPnts += gGameExternalOptions.bVeteranMilitiaAPsBonus; } //Kaiden: Players just max out normally unless drugged else if ( this->bTeam == gbPlayerNum ) { usMaxActionPnts += gGameExternalOptions.iPlayerAPBonus; } else { // Nothing here //MaxActionPnts += 0; } // option to make special NPCs stronger - AP bonus if ( this->ubProfile != NO_PROFILE && gGameExternalOptions.usSpecialNPCStronger > 0 ) { switch( this->ubProfile ) { case CARMEN: case QUEEN: case JOE: case ANNIE: case CHRIS: case KINGPIN: case TIFFANY: case T_REX: case DRUGGIST: case GENERAL: case JACK: case OLAF: case RAY: case OLGA: case TYRONE: case MIKE: // Only 1/4 of the bonus usMaxActionPnts += (usMaxActionPnts * gGameExternalOptions.usSpecialNPCStronger/400); break; } } // Now repair if ( this->bActionPoints > usMaxActionPnts ) { this->bActionPoints = usMaxActionPnts; } /////////////////////////////////////////////////////////////////////////////////////////// } this->bInitialActionPoints = this->bActionPoints; } void SOLDIERTYPE::DoNinjaAttack( void ) { //UINT32 uiMercFlags; UINT16 usSoldierIndex; SOLDIERTYPE *pTSoldier; UINT8 ubTDirection; UINT8 ubTargetStance; usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel ); if ( usSoldierIndex != NOBODY ) { GetSoldier( &pTSoldier, usSoldierIndex ); // Look at stance of target ubTargetStance = gAnimControl[ pTSoldier->usAnimState ].ubEndHeight; // Get his life...if < certain value, do finish! // SANDRO - Enhanced Close Combat System - Spinning kick is performed on focuse attack if (gGameExternalOptions.fEnhancedCloseCombatSystem && ( ( this->aiData.bAimTime > 0 ) && ubTargetStance != ANIM_PRONE )) { this->ChangeSoldierState( NINJA_SPINKICK, 0 , FALSE ); } else if ( !gGameExternalOptions.fEnhancedCloseCombatSystem && (pTSoldier->stats.bLife <= 30 || pTSoldier->bBreath <= 30) && ubTargetStance != ANIM_PRONE ) { // Do finish! this->ChangeSoldierState( NINJA_SPINKICK, 0 , FALSE ); } else { if ( ubTargetStance != ANIM_PRONE ) { if ( Random( 2 ) == 0 ) { this->ChangeSoldierState( NINJA_LOWKICK, 0 , FALSE ); } else { this->ChangeSoldierState( NINJA_PUNCH, 0 , FALSE ); } // CHECK IF HE CAN SEE US, IF SO CHANGE DIRECTION if ( pTSoldier->aiData.bOppList[ this->ubID ] == 0 && pTSoldier->bTeam != this->bTeam ) { if ( !( pTSoldier->flags.uiStatusFlags & ( SOLDIER_MONSTER | SOLDIER_ANIMAL | SOLDIER_VEHICLE ) ) ) { ubTDirection = (UINT8)GetDirectionFromGridNo( this->sGridNo, pTSoldier ); SendSoldierSetDesiredDirectionEvent( pTSoldier, ubTDirection ); } } } else { // CHECK OUR STANCE if ( gAnimControl[ this->usAnimState ].ubEndHeight != ANIM_CROUCH ) { // SET DESIRED STANCE AND SET PENDING ANIMATION SendChangeSoldierStanceEvent( this, ANIM_CROUCH ); this->usPendingAnimation = PUNCH_LOW; } else { // USE crouched one // NEED TO CHANGE STANCE IF NOT CROUCHD! this->EVENT_InitNewSoldierAnim( PUNCH_LOW, 0 , FALSE ); } } } } if ( this->ubProfile == 33 ) { UINT32 uiSoundID; SOUNDPARMS spParms; INT32 iFaceIndex; // Play sound! memset(&spParms, 0xff, sizeof(SOUNDPARMS)); spParms.uiSpeed = RATE_11025; spParms.uiVolume = (INT8)CalculateSpeechVolume( HIGHVOLUME ); // If we are an enemy.....reduce due to volume if ( this->bTeam != gbPlayerNum ) { spParms.uiVolume = SoundVolume( (UINT8)spParms.uiVolume, this->sGridNo ); } spParms.uiLoop = 1; spParms.uiPan = SoundDir( this->sGridNo ); spParms.uiPriority=GROUP_PLAYER; if ( this->usAnimState == NINJA_SPINKICK ) { uiSoundID = SoundPlay( "BATTLESNDS\\033_CHOP2.WAV", &spParms ); } else { if ( Random( 2 ) == 0 ) { uiSoundID = SoundPlay( "BATTLESNDS\\033_CHOP3.WAV", &spParms ); } else { uiSoundID = SoundPlay( "BATTLESNDS\\033_CHOP1.WAV", &spParms ); } } if ( uiSoundID != SOUND_ERROR ) { this->uiBattleSoundID = uiSoundID; if ( this->ubProfile != NO_PROFILE ) { // Get soldier's face ID iFaceIndex = this->iFaceIndex; // Check face index if ( iFaceIndex != -1 ) { ExternSetFaceTalking( iFaceIndex, uiSoundID ); } } } } } BOOLEAN SOLDIERTYPE::CreateSoldierCommon( UINT8 ubBodyType, UINT16 usSoldierID, UINT16 usState ) { BOOLEAN fSuccess = FALSE; INT32 iCounter = 0; //if we are loading a saved game, we DO NOT want to reset the opplist, look for enemies, or say a dying commnet if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Set initial values for opplist! InitSoldierOppList( this ); HandleSight( this, SIGHT_LOOK ); // Set some quote flags if ( this->stats.bLife >= OKLIFE ) { this->flags.fDyingComment = FALSE; } else { this->flags.fDyingComment = TRUE; } } // ATE: Reset some timer flags... this->uiTimeSameBattleSndDone = 0; // ATE: Reset every time..... this->flags.fSoldierWasMoving = TRUE; this->iTuringSoundID = NO_SAMPLE; this->uiTimeSinceLastBleedGrunt = 0; if ( this->ubBodyType == QUEENMONSTER ) { this->iPositionSndID = NewPositionSnd( NOWHERE, POSITION_SOUND_FROM_SOLDIER, (UINT32)this, QUEEN_AMBIENT_NOISE ); } // ANYTHING AFTER HERE CAN FAIL do { if (usSoldierID <= gTacticalStatus.Team[ OUR_TEAM ].bLastID) { this->pKeyRing = (KEY_ON_RING *) MemAlloc( NUM_KEYS * sizeof( KEY_ON_RING ) ); memset( this->pKeyRing , 0, NUM_KEYS * sizeof( KEY_ON_RING ) ); for( iCounter = 0; iCounter < NUM_KEYS; iCounter++ ) { this->pKeyRing[ iCounter ].ubKeyID = INVALID_KEY_NUMBER; } } else { this->pKeyRing = NULL; } // Create frame cache if( InitAnimationCache( usSoldierID, &( this->AnimCache) ) == FALSE ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed animation cache creation" ) ); break; } if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Init new soldier state // OFFSET FIRST ANIMATION FRAME FOR NEW MERCS if ( usState != STANDING ) { this->EVENT_InitNewSoldierAnim( usState, (UINT8)0, TRUE ); } else { this->EVENT_InitNewSoldierAnim( usState, (UINT8)Random( 10 ), TRUE ); } } else { /// if we don't have a world loaded, and are in a bad anim, goto standing. // bad anims are: HOPFENCE, // CLIMBDOWNROOF, FALLFORWARD_ROOF,FALLOFF, CLIMBUPROOF if( !gfWorldLoaded && ( usState == HOPFENCE || usState == JUMPWINDOWS || usState == CLIMBDOWNROOF || usState == JUMPDOWNWALL || usState == JUMPUPWALL || usState == FALLFORWARD_ROOF || usState == FALLOFF || usState == CLIMBUPROOF ) ) { this->EVENT_InitNewSoldierAnim( STANDING, 0, TRUE ); } else { this->EVENT_InitNewSoldierAnim( usState, this->usAniCode, TRUE ); } } //if ( this->pBackGround != NULL ) // MemFree( this->pBackGround ); // INIT ANIMATION DATA //if((this->pBackGround=MemAlloc(SOLDIER_UNBLIT_SIZE))==NULL) //{ // DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed unblit memory allocation" ) ); // break; //} //memset(this->pBackGround, 0, SOLDIER_UNBLIT_SIZE); //if((this->pZBackground=MemAlloc(SOLDIER_UNBLIT_SIZE))==NULL) //{ // DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed unblit memory allocation" ) ); // break; //} //memset(this->pZBackground, 0, SOLDIER_UNBLIT_SIZE); // Init palettes if( this->CreateSoldierPalettes( ) == FALSE ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed in creating soldier palettes" ) ); break; } fSuccess = TRUE; } while( FALSE ); if ( !fSuccess ) { this->DeleteSoldier( ); } return( fSuccess ); } BOOLEAN SOLDIERTYPE::DeleteSoldier( void ) { UINT32 cnt; INT32 iGridNo; INT8 bDir; BOOLEAN fRet; if ( this != NULL ) { //if(this->pBackGround!=NULL) //MemFree(this->pBackGround); //if(this->pZBackground!=NULL) //MemFree(this->pZBackground); if(!TileIsOutOfBounds(this->sGridNo)) { // Remove adjacency records for (bDir = 0; bDir < NUM_WORLD_DIRECTIONS; bDir++) { iGridNo = this->sGridNo + DirIncrementer[ bDir ]; if( iGridNo >= 0 && iGridNo < WORLD_MAX ) { gpWorldLevelData[ iGridNo ].ubAdjacentSoldierCnt--; } } } // Delete key ring if (this->pKeyRing) { MemFree( this->pKeyRing ); this->pKeyRing = NULL; } // Delete faces DeleteSoldierFace( this ); // FREE PALETTES if ( this->p8BPPPalette != NULL ) { MemFree( this->p8BPPPalette ); this->p8BPPPalette = NULL; } if ( this->p16BPPPalette != NULL ) { MemFree( this->p16BPPPalette ); this->p16BPPPalette = NULL; } for ( cnt = 0; cnt < NUM_SOLDIER_SHADES; cnt++ ) { if ( this->pShades[ cnt ] != NULL ) { MemFree( this->pShades[ cnt ] ); this->pShades[ cnt ] = NULL; } } for ( cnt = 0; cnt < NUM_SOLDIER_EFFECTSHADES; cnt++ ) { if ( this->pEffectShades[ cnt ] != NULL ) { MemFree( this->pEffectShades[ cnt ] ); this->pEffectShades[ cnt ] = NULL; } } // Delete glows for ( cnt = 0; cnt < 20; cnt++ ) { if ( this->pGlowShades[ cnt ] != NULL ) { MemFree( this->pGlowShades[ cnt ] ); this->pGlowShades[ cnt ] = NULL; } } if ( this->ubBodyType == QUEENMONSTER ) { DeletePositionSnd( this->iPositionSndID ); } // Free any animations we may have locked... UnLoadCachedAnimationSurfaces( this->ubID, &( this->AnimCache) ); // Free Animation cache DeleteAnimationCache( this->ubID, &( this->AnimCache) ); // Soldier is not active this->bActive = FALSE; // Remove light this->DeleteSoldierLight( ); // Remove reseved movement value UnMarkMovementReserved( this ); } // REMOVE SOLDIER FROM SLOT! fRet = RemoveMercSlot( this ); if (!fRet) { RemoveAwaySlot( this ); } return( TRUE ); } BOOLEAN SOLDIERTYPE::CreateSoldierLight( void ) { if ( this->bTeam != gbPlayerNum ) { return( FALSE ); } // DO ONLY IF WE'RE AT A GOOD LEVEL if ( this->iLight == -1 ) { // ATE: Check for goggles in headpos.... if ( GetTotalVisionRangeBonus( this, NORMAL_LIGHTLEVEL_NIGHT ) >= UVGOGGLES_BONUS ) { if( ( this->iLight=LightSpriteCreate("Light4", 0 ) )==(-1)) { DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed loading light" ) ); return( FALSE ); } else { LightSprites[ this->iLight ].uiFlags |= MERC_LIGHT; } } else if ( GetTotalVisionRangeBonus( this, NORMAL_LIGHTLEVEL_NIGHT ) >= NIGHTSIGHTGOGGLES_BONUS ) { if( ( this->iLight=LightSpriteCreate("Light3", 0 ) )==(-1)) { DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed loading light" ) ); return( FALSE ); } else { LightSprites[ this->iLight ].uiFlags |= MERC_LIGHT; } } else { if( ( this->iLight=LightSpriteCreate("Light2", 0 ) )==(-1)) { DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier: Failed loading light" ) ); return( FALSE ); } else { LightSprites[ this->iLight ].uiFlags |= MERC_LIGHT; } } if ( this->pathing.bLevel != 0 ) { LightSpriteRoofStatus(this->iLight, TRUE ); } } return( TRUE ); } BOOLEAN SOLDIERTYPE::ReCreateSoldierLight( void ) { if ( this->bTeam != gbPlayerNum ) { return( FALSE ); } if ( !this->bActive ) { return( FALSE ); } if ( !this->bInSector ) { return( FALSE ); } // Delete Light! this->DeleteSoldierLight( ); if ( this->iLight == -1 ) { this->CreateSoldierLight( ); } return( TRUE ); } BOOLEAN ReCreateSelectedSoldierLight( ) { SOLDIERTYPE *pSoldier; if ( gusSelectedSoldier == NOBODY ) { return( FALSE ); } pSoldier = MercPtrs[ gusSelectedSoldier ]; return( pSoldier->ReCreateSoldierLight( ) ); } BOOLEAN SOLDIERTYPE::DeleteSoldierLight( void ) { if( this->iLight!=(-1) ) { LightSpriteDestroy( this->iLight ); this->iLight = -1; } return( TRUE ); } // FUNCTIONS CALLED BY EVENT PUMP ///////////////////////////////// BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce ) { EV_S_CHANGESTATE SChangeState; // Send message that we have changed states SChangeState.usNewState = usNewState; SChangeState.usSoldierID = this->ubID; SChangeState.uiUniqueId = this->uiUniqueSoldierIdValue; SChangeState.usStartingAniCode = usStartingAniCode; SChangeState.sXPos = this->sX; SChangeState.sYPos = this->sY; SChangeState.fForce = fForce; SChangeState.usNewDirection = this->ubDirection; SChangeState.usTargetGridNo = this->sTargetGridNo; //AddGameEvent( S_CHANGESTATE, 0, &SChangeState ); if((is_server && this->ubID < 120)||(is_client && this->ubID < 20)) { send_changestate(&SChangeState); } //else if((is_client && !is_server) && (this->ubID < 20 || (this->ubID < 120 && gTacticalStatus.ubCurrentTeam == OUR_TEAM))) //{ // this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce ); // send_changestate(&SChangeState); //} //else if (!is_client) //{ this->EVENT_InitNewSoldierAnim( SChangeState.usNewState, SChangeState.usStartingAniCode, SChangeState.fForce ); //} return( TRUE ); } // This function reevaluates the stance if the guy sees us! BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) { INT32 cnt, iClosestEnemy = NOBODY; INT16 sTargetXPos, sTargetYPos; BOOLEAN fReturnVal = FALSE; INT16 sDist, sClosestDist = 10000; // make the chosen one not turn to face us if ( OK_ENEMY_MERC( pSoldier ) && pSoldier->ubID != gTacticalStatus.ubTheChosenOne && gAnimControl[ usAnimState ].ubEndHeight == ANIM_STAND && !( pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) ) { if ( pSoldier->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_OFF ) { // If we are a queen and see enemies, goto ready if ( pSoldier->ubBodyType == QUEENMONSTER ) { if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_BREATH ) ) { if ( pSoldier->aiData.bOppCnt > 0 ) { pSoldier->EVENT_InitNewSoldierAnim( QUEEN_INTO_READY, 0 , TRUE ); return( TRUE ); } } } // ATE: Don't do this if we're not a merc..... if ( !IS_MERC_BODY_TYPE( pSoldier ) ) { return( FALSE ); } if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_MERCIDLE | ANIM_BREATH ) ) { if ( pSoldier->aiData.bOppCnt > 0 ) { // Pick a guy this buddy sees and turn towards them! for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ ) { if ( pSoldier->aiData.bOppList[ cnt ] == SEEN_CURRENTLY ) { sDist = PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ); if (sDist < sClosestDist) { sClosestDist = sDist; iClosestEnemy = cnt; } } } if (iClosestEnemy != NOBODY) { // Change to fire ready animation ConvertGridNoToXY( MercPtrs[ iClosestEnemy ]->sGridNo, &sTargetXPos, &sTargetYPos ); pSoldier->flags.fDontChargeReadyAPs = TRUE; // Ready weapon fReturnVal = pSoldier->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE ); return( fReturnVal ); } } } } } return( FALSE ); } void CheckForFreeupFromHit( SOLDIERTYPE *pSoldier, UINT32 uiOldAnimFlags, UINT32 uiNewAnimFlags, UINT16 usOldAniState, UINT16 usNewState ) { // THIS COULD POTENTIALLY CALL EVENT_INITNEWAnim() if the GUY was SUPPRESSED // CHECK IF THE OLD ANIMATION WAS A HIT START THAT WAS NOT FOLLOWED BY A HIT FINISH // IF SO, RELEASE ATTACKER FROM ATTACKING // If old and new animations are the same, do nothing! if ( usOldAniState == QUEEN_HIT && usNewState == QUEEN_HIT ) { return; } if ( usOldAniState != usNewState && ( uiOldAnimFlags & ANIM_HITSTART ) && !( uiNewAnimFlags & ANIM_HITFINISH ) && !( uiNewAnimFlags & ANIM_IGNOREHITFINISH ) && !(pSoldier->flags.uiStatusFlags & SOLDIER_TURNINGFROMHIT ) ) { // 0verhaul: Yet again, this is handled by the state transition code. // Release attacker // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Releasesoldierattacker, normal hit animation ended NEW: %s ( %d ) OLD: %s ( %d )", gAnimControl[ usNewState ].zAnimStr, usNewState, gAnimControl[ usOldAniState ].zAnimStr, pSoldier->usOldAniState ) ); // ReleaseSoldiersAttacker( pSoldier ); //FREEUP GETTING HIT FLAG // pSoldier->flags.fGettingHit = FALSE; // ATE: if our guy, have 10% change of say damn, if still conscious... if ( pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife >= OKLIFE ) { if ( Random( 10 ) == 0 ) { pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) ); } } } // CHECK IF WE HAVE FINSIHED A HIT WHILE DOWN // OBLY DO THIS IF 1 ) We are dead already or 2 ) We are alive still if ( ( uiOldAnimFlags & ANIM_HITWHENDOWN ) && ( ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) || pSoldier->stats.bLife != 0 ) ) { // 0verhaul: Ditto // Release attacker // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Releasesoldierattacker, animation of kill on the ground ended") ); // ReleaseSoldiersAttacker( pSoldier ); //FREEUP GETTING HIT FLAG // pSoldier->flags.fGettingHit = FALSE; if ( pSoldier->stats.bLife == 0 && pSoldier->ubPreviousAttackerID != NOBODY) // SANDRO added check { //ATE: Set previous attacker's value! // This is so that the killer can say their killed quote.... pSoldier->ubAttackerID = pSoldier->ubPreviousAttackerID; } } } // THIS IS CALLED FROM AN EVENT ( S_CHANGESTATE )! BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_InitNewSoldierAnim"); INT32 usNewGridNo = 0; INT16 sAPCost = 0; INT16 sBPCost = 0; UINT32 uiOldAnimFlags; UINT32 uiNewAnimFlags; UINT16 usSubState; UINT16 usItem; BOOLEAN fTryingToRestart = FALSE; CHECKF( usNewState < NUMANIMATIONSTATES ); /////////////////////////////////////////////////////////////////////// // DO SOME CHECKS ON OUR NEW ANIMATION! ///////////////////////////////////////////////////////////////////// // If we are NOT loading a game, continue normally if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { usItem = this->inv[ HANDPOS ].usItem; // CHECK IF WE ARE TRYING TO INTURRUPT A SCRIPT WHICH WE DO NOT WANT INTERRUPTED! if ( this->flags.fInNonintAnim ) { return( FALSE ); } if ( this->flags.fRTInNonintAnim ) { if ( !(gTacticalStatus.uiFlags & INCOMBAT) ) { return( FALSE ); } else { this->flags.fRTInNonintAnim = FALSE; } } // Check if we can restart this animation if it's the same as our current! if ( usNewState == this->usAnimState ) { if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_NORESTART ) && !fForce ) { fTryingToRestart = TRUE; } } // Check state, if we are not at the same height, set this ani as the pending one and // change stance accordingly // ATE: ONLY IF WE ARE STARTING AT START OF ANIMATION! if ( usStartingAniCode == 0 ) { if ( gAnimControl[ usNewState ].ubHeight != gAnimControl[ this->usAnimState ].ubEndHeight && !( gAnimControl[ usNewState ].uiFlags & ( ANIM_STANCECHANGEANIM | ANIM_IGNORE_AUTOSTANCE ) ) ) { // Check if we are going from crouched height to prone height, and adjust fast turning accordingly // Make guy turn while crouched THEN go into prone if ( ( gAnimControl[ usNewState ].ubEndHeight == ANIM_PRONE && gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_CROUCH ) && !( gTacticalStatus.uiFlags & INCOMBAT ) ) { this->flags.fTurningUntilDone = TRUE; this->ubPendingStanceChange = gAnimControl[ usNewState ].ubEndHeight; this->usPendingAnimation = usNewState; return( TRUE ); } // Check if we are in realtime and we are going from stand to crouch else if ( gAnimControl[ usNewState ].ubEndHeight == ANIM_CROUCH && gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND && ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_MOVING ) && ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) ) { this->ubDesiredHeight = gAnimControl[ usNewState ].ubEndHeight; // Continue with this course of action IE: Do animation and skip from stand to crouch } // Check if we are in realtime and we are going from crouch to stand else if ( gAnimControl[ usNewState ].ubEndHeight == ANIM_STAND && gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_CROUCH && ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_MOVING ) && ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) && this->usAnimState != HELIDROP ) { this->ubDesiredHeight = gAnimControl[ usNewState ].ubEndHeight; // Continue with this course of action IE: Do animation and skip from stand to crouch } else { // ONLY DO FOR EVERYONE BUT PLANNING GUYS if ( this->ubID < MAX_NUM_SOLDIERS ) { // Set our next moving animation to be pending, after this->usPendingAnimation = usNewState; // Set new state to be animation to move to new stance SendChangeSoldierStanceEvent( this, gAnimControl[ usNewState ].ubHeight ); return( TRUE ); } } } } if ( usNewState == ADJACENT_GET_ITEM ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { EVENT_InternalSetSoldierDesiredDirection( this, this->ubPendingDirection, FALSE, this->usAnimState ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = ADJACENT_GET_ITEM; this->flags.fTurningUntilDone = TRUE; this->SoldierGotoStationaryStance( ); return( TRUE ); } } if ( usNewState == CLIMBUPROOF ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { this->EVENT_SetSoldierDesiredDirection( this->ubPendingDirection ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = CLIMBUPROOF; this->flags.fTurningUntilDone = TRUE; this->SoldierGotoStationaryStance( ); return( TRUE ); } } if ( usNewState == CLIMBDOWNROOF ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { this->EVENT_SetSoldierDesiredDirection( this->ubPendingDirection ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = CLIMBDOWNROOF; this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; this->flags.fTurningUntilDone = TRUE; this->SoldierGotoStationaryStance( ); return( TRUE ); } } if ( usNewState == JUMPUPWALL ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { this->EVENT_SetSoldierDesiredDirection( this->ubPendingDirection ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = JUMPUPWALL; this->flags.fTurningUntilDone = TRUE; this->SoldierGotoStationaryStance( ); return( TRUE ); } } if ( usNewState == JUMPDOWNWALL ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { this->EVENT_SetSoldierDesiredDirection( this->ubPendingDirection ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = JUMPDOWNWALL; this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; this->flags.fTurningUntilDone = TRUE; this->SoldierGotoStationaryStance( ); return( TRUE ); } } // ATE: Don't raise/lower automatically if we are low on health, // as our gun looks lowered anyway.... //if ( this->stats.bLife > INJURED_CHANGE_THREASHOLD ) { // Don't do some of this if we are a monster! // ATE: LOWER AIMATION IS GOOD, RAISE ONE HOWEVER MAY CAUSE PROBLEMS FOR AI.... if ( !(this->flags.uiStatusFlags & SOLDIER_MONSTER ) && this->ubBodyType != ROBOTNOWEAPON && this->bTeam == gbPlayerNum ) { // If this animation is a raise_weapon animation if ( ( gAnimControl[ usNewState ].uiFlags & ANIM_RAISE_WEAPON ) && !( gAnimControl[ this->usAnimState ].uiFlags & ( ANIM_RAISE_WEAPON | ANIM_NOCHANGE_WEAPON ) ) ) { // We are told that we need to rasie weapon // Do so only if // 1) We have a rifle in hand... //usItem = this->inv[ HANDPOS ].usItem; if ( this->inv[ HANDPOS ].exists() == true && (Item[ usItem ].twohanded ) && !Item[usItem].rocketlauncher ) { // Switch on height! switch( gAnimControl[ this->usAnimState ].ubEndHeight ) { case ANIM_STAND: // 2) OK, all's fine... lower weapon first.... this->usPendingAnimation = usNewState; // Set new state to be animation to move to new stance usNewState = RAISE_RIFLE; } } } // If this animation is a lower_weapon animation if ( ( gAnimControl[ usNewState ].uiFlags & ANIM_LOWER_WEAPON ) && !( gAnimControl[ this->usAnimState ].uiFlags & ( ANIM_LOWER_WEAPON | ANIM_NOCHANGE_WEAPON ) ) ) { // We are told that we need to rasie weapon // Do so only if // 1) We have a rifle in hand... //usItem = this->inv[ HANDPOS ].usItem; if ( this->inv[ HANDPOS ].exists() == true && (Item[ usItem ].twohanded ) && !Item[usItem].rocketlauncher ) { // Switch on height! switch( gAnimControl[ this->usAnimState ].ubEndHeight ) { case ANIM_STAND: // 2) OK, all's fine... lower weapon first.... this->usPendingAnimation = usNewState; // Set new state to be animation to move to new stance usNewState = LOWER_RIFLE; } } } } } // Are we cowering and are tyring to move, getup first... if ( gAnimControl[ usNewState ].uiFlags & ANIM_MOVING && this->usAnimState == COWERING && gAnimControl[ usNewState ].ubEndHeight == ANIM_STAND ) { this->usPendingAnimation = usNewState; // Set new state to be animation to move to new stance usNewState = END_COWER; } // If we want to start swatting, put a pending animation if( this->usAnimState != START_SWAT && usNewState == SWATTING ) { // Set new state to be animation to move to new stance usNewState = START_SWAT; } if( this->usAnimState == SWATTING && usNewState == CROUCHING ) { // Set new state to be animation to move to new stance usNewState = END_SWAT; } ///***ddd{ if( (this->usAnimState == SWATTING_WK || this->usAnimState == SWAT_BACKWARDS || this->usAnimState == SWAT_BACKWARDS_NOTHING || this->usAnimState == SWAT_BACKWARDS_WK) && usNewState == CROUCHING ) { // Set new state to be animation to move to new stance usNewState = END_SWAT; } ///***ddd} if( this->usAnimState == WALKING && usNewState == STANDING && this->stats.bLife < INJURED_CHANGE_THREASHOLD && this->ubBodyType <= REGFEMALE && !this->MercInWater( ) ) { // Set new state to be animation to move to new stance usNewState = END_HURT_WALKING; } // Check if we are an enemy, and we are in an animation what should be overriden // by if he sees us or not. if ( ReevaluateEnemyStance( this, usNewState ) ) { return( TRUE ); } // OK....... // SANDRO - removing unused code /*if ( this->ubBodyType > REGFEMALE ) { if ( this->stats.bLife < INJURED_CHANGE_THREASHOLD ) { if ( usNewState == READY_RIFLE_STAND ) { // this->usPendingAnimation2 = usNewState; // usNewState = FROM_INJURED_TRANSITION; } } }*/ // Alrighty, check if we should free buddy up! if ( usNewState == GIVING_AID ) { UnSetUIBusy( this->ubID ); } // SUBSTITUDE VARIOUS REG ANIMATIONS WITH ODD BODY TYPES if ( SubstituteBodyTypeAnimation( this, usNewState, &usSubState ) ) { usNewState = usSubState; } // CHECK IF WE CAN DO THIS ANIMATION! if ( IsAnimationValidForBodyType( this, usNewState ) == FALSE ) { return( FALSE ); } // OK, make guy transition if a big merc... if ( this->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) { if ( usNewState == KNEEL_DOWN && this->usAnimState != BIGMERC_CROUCH_TRANS_INTO ) { //UINT16 usItem; // Do we have a rifle? //usItem = this->inv[ HANDPOS ].usItem; if ( this->inv[ HANDPOS ].exists() == true ) { if ( Item[ usItem ].usItemClass == IC_GUN && !Item[usItem].rocketlauncher ) { // if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) ) if ( (Item[ usItem ].twohanded ) ) { usNewState = BIGMERC_CROUCH_TRANS_INTO; } } } } if ( usNewState == KNEEL_UP && this->usAnimState != BIGMERC_CROUCH_TRANS_OUTOF ) { //UINT16 usItem; // Do we have a rifle? //usItem = this->inv[ HANDPOS ].usItem; if ( this->inv[ HANDPOS ].exists() == true ) { if ( Item[ usItem ].usItemClass == IC_GUN && !Item[usItem].rocketlauncher ) { // if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) ) if ( (Item[ usItem ].twohanded ) ) { usNewState = BIGMERC_CROUCH_TRANS_OUTOF; } } } } } // OK, if we have reverse set, do the side step! if ( this->bReverse ) { if ( usNewState == WALKING || usNewState == RUNNING || usNewState == SWATTING //*** ddd || usNewState == SWATTING_WK) { // CHECK FOR SIDEWAYS! if ( this->ubDirection == gPurpendicularDirection[ this->ubDirection ][ this->pathing.usPathingData[ this->pathing.usPathIndex ] ] ) { // We are perpendicular! // SANDRO - wait wait wait!!! We need to determine if gonna sidestep with weapon raised if (( (gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIRE ) ) && gGameExternalOptions.fAllowWalkingWithWeaponRaised ) //if ( WeaponReady( this ) ) { if ( this->inv[ HANDPOS ].exists() == true && Item[ usItem ].usItemClass == IC_GUN && !Item[usItem].rocketlauncher) { if ( !(Item[ usItem ].twohanded ) ) { if ( this->IsValidSecondHandShot() ) { usNewState = SIDE_STEP_DUAL_RDY; } else { usNewState = SIDE_STEP_PISTOL_RDY; } } else { usNewState = SIDE_STEP_RIFLE_RDY; } } } else { usNewState = SIDE_STEP; } } else { if ( gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_CROUCH ) { if( this->inv[ HANDPOS ].exists() == true && Item[ usItem ].usItemClass == IC_GUN && Item[ usItem ].twohanded && !Item[usItem].rocketlauncher) usNewState = SWAT_BACKWARDS; else usNewState = SWAT_BACKWARDS_NOTHING; // äâèæåíèå íàçàä âïðèñÿäêó ñ íîæîì ;) if( this->inv[ HANDPOS ].exists() == true && //(this->ubBodyType == BIGMALE || this->ubBodyType == REGFEMALE )&& (Item[ usItem ].usItemClass == IC_BLADE || Item[ usItem ].usItemClass == IC_THROWING_KNIFE) ) usNewState = SWAT_BACKWARDS_WK; } else { // Here, change to opposite direction usNewState = WALK_BACKWARDS; } } } //***08.12.2008*** äîáàâëåíà àíèìàöèÿ ïåðåêàòà -ñòûðåíî ;) ddd else if( usNewState == CRAWLING && this->ubDirection == gPurpendicularDirection[ this->ubDirection ][ this->pathing.usPathingData [ this->pathing.usPathIndex ] ]) { if( QuickestDirection( this->ubDirection, this->pathing.usPathingData[ this->pathing.usPathIndex] ) > 0 ) usNewState = ROLL_PRONE_R; else if( QuickestDirection( this->ubDirection, this->pathing.usPathingData[ this->pathing.usPathIndex ] ) < 0 ) usNewState = ROLL_PRONE_L; if( usNewState != CRAWLING ) { if( this->ubDirection % 2 == 0 ) gAnimControl[usNewState].dMovementChange = (FLOAT)0.8; else gAnimControl[usNewState].dMovementChange = (FLOAT)1.1; } }/// } // ATE: Patch hole for breath collapse for roofs, fences if ( usNewState == JUMPUPWALL || usNewState == JUMPDOWNWALL || usNewState == CLIMBUPROOF || usNewState == CLIMBDOWNROOF || usNewState == HOPFENCE || usNewState == JUMPWINDOWS) { // Check for breath collapse if a given animation like if ( this->CheckForBreathCollapse( ) || this->bCollapsed ) { // UNset UI UnSetUIBusy( this->ubID ); SoldierCollapse( this ); this->bBreathCollapsed = FALSE; return( FALSE ); } } // If we are in water.....and trying to run, change to run if ( this->MercInWater() ) { // Check animation // Change to walking if ( usNewState == RUNNING ) { usNewState = WALKING; } } // SANDRO - check if we are gonna move with weapon raised else if (( (gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIRE ) ) && ( usNewState == WALKING ) && gGameExternalOptions.fAllowWalkingWithWeaponRaised ) { if ( this->inv[ HANDPOS ].exists() == true && Item[ usItem ].usItemClass == IC_GUN && !Item[usItem].rocketlauncher) { if ( !(Item[ usItem ].twohanded ) ) { if ( this->IsValidSecondHandShot() ) { usNewState = WALKING_DUAL_RDY; } else { usNewState = WALKING_PISTOL_RDY; } } else { usNewState = WALKING_RIFLE_RDY; } } } // Turn off anipause flag for any anim! this->flags.uiStatusFlags &= (~SOLDIER_PAUSEANIMOVE); // Unset paused for no APs..... this->AdjustNoAPToFinishMove( FALSE ); #if 0 // 0verhaul: This is a test. The only time I have been able to make this code hit is when // the player goes prone while moving. And that is not what this part is intended for. I // have seen the soldier in the middle of crawling, get up, turn, and then go prone again to // continue along his path. But this code was not hit for that part. And this code seems // to be made for that part. So apparently they found another way to deal with it. So // I disabled the "locked" code for usDontUpdateNewGridNoOnMoveAnimChange since it can cause // problems of its own. Now we see if we can do without this part too. if ( usNewState == CRAWLING && this->usDontUpdateNewGridNoOnMoveAnimChange == 1 ) { if ( this->flags.bTurningFromPronePosition != TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE ) { this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_START_UP_FROM_MOVE; } // ATE: IF we are starting to crawl, but have to getup to turn first...... if ( this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_START_UP_FROM_MOVE ) { usNewState = PRONE_UP; this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE; } } #endif // We are about to start moving // Handle buddy beginning to move... // check new gridno, etc // ATE: Added: Make check that old anim is not a moving one as well if ( gAnimControl[ usNewState ].uiFlags & ANIM_MOVING && !( gAnimControl[ this->usAnimState ].uiFlags & ANIM_MOVING ) || ( gAnimControl[ usNewState ].uiFlags & ANIM_MOVING && fForce ) ) { BOOLEAN fKeepMoving; if ( usNewState == CRAWLING && this->usDontUpdateNewGridNoOnMoveAnimChange == LOCKED_NO_NEWGRIDNO ) { // Turn off lock once we are crawling once... this->usDontUpdateNewGridNoOnMoveAnimChange = 1; } // ATE: Additional check here if we have just been told to update animation ONLY, not goto gridno stuff... if ( !this->usDontUpdateNewGridNoOnMoveAnimChange ) { if ( usNewState != SWATTING ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling New gridNo for %d: Old %s, New %s", this->ubID, gAnimControl[ this->usAnimState ].zAnimStr , gAnimControl[ usNewState ].zAnimStr) ); if ( !( gAnimControl[ usNewState ].uiFlags & ANIM_SPECIALMOVE ) ) { // Handle goto new tile... if ( HandleGotoNewGridNo( this, &fKeepMoving, TRUE, usNewState ) ) { if ( !fKeepMoving ) { return( FALSE ); } // Make sure desy = zeroed out... // this->flags.fPastXDest = this->flags.fPastYDest = FALSE; } else { if ( this->bBreathCollapsed ) { // UNset UI UnSetUIBusy( this->ubID ); SoldierCollapse( this ); this->bBreathCollapsed = FALSE; } return( FALSE ); } } else { // Change desired direction // Just change direction this->EVENT_InternalSetSoldierDestination( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ], FALSE, this->usAnimState ); } //check for services this->ReceivingSoldierCancelServices( ); this->GivingSoldierCancelServices( ); // Check if we are a vehicle, and start playing noise sound.... if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { HandleVehicleMovementSound( this, TRUE ); } } } } else { // Check for stopping movement noise... if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { HandleVehicleMovementSound( this, FALSE ); // If a vehicle, set hewight to 0 this->SetSoldierHeight( (FLOAT)( 0 ) ); } } // Reset to false always..... // ( Unless locked ) if ( gAnimControl[ usNewState ].uiFlags & ANIM_MOVING ) { // 0verhaul: **** Special hack!!!! // If a merc begins to go prone while moving, the LOCKED_NO_NEWGRIDNO is set. If the merc never finishes // going prone, either due to interrupting the stance change with a different stance change, or other possible // factors such as maybe getting shot (this is realtime so an enemy could see him), it stays on locked. Once // it stays on locked, the soldier will be unable to navigate around obstacles but will simply stay put // twitching. Since the LOCKED is only set when going prone, this unsets it. if ( this->usDontUpdateNewGridNoOnMoveAnimChange != LOCKED_NO_NEWGRIDNO || (this->usDontUpdateNewGridNoOnMoveAnimChange == LOCKED_NO_NEWGRIDNO && this->usAnimState != PRONE_DOWN)) { this->usDontUpdateNewGridNoOnMoveAnimChange = FALSE; } } if ( fTryingToRestart ) { return( FALSE ); } } // ATE: If this is an AI guy.. unlock him! if ( gTacticalStatus.fEnemySightingOnTheirTurn ) { if ( gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID == this->ubID ) { this->flags.fPauseAllAnimation = FALSE; gTacticalStatus.fEnemySightingOnTheirTurn = FALSE; } } /////////////////////////////////////////////////////////////////////// // HERE DOWN - WE HAVE MADE A DESCISION! ///////////////////////////////////////////////////////////////////// uiOldAnimFlags = gAnimControl[ this->usAnimState ].uiFlags; uiNewAnimFlags = gAnimControl[ usNewState ].uiFlags; usNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ] ) ); // CHECKING IF WE HAVE A HIT FINISH BUT NO DEATH IS DONE WITH A SPECIAL ANI CODE // IN THE HIT FINSIH ANI SCRIPTS // CHECKING IF WE HAVE FINISHED A DEATH ANIMATION IS DONE WITH A SPECIAL ANI CODE // IN THE DEATH SCRIPTS // CHECK IF THIS NEW STATE IS NON-INTERRUPTABLE // IF SO - SET NON-INT FLAG // 0verhaul: Okay, here is a question: Is the "non-interrupt" supposed to be transferrable to other anims? // That is, if one anim is not interruptable but it chains to another anim, should the "not interruptable" flag // remain? I'm going to try out the theory that new animations should reset the "don't interrupt" flag. #if 0 if ( uiNewAnimFlags & ANIM_NONINTERRUPT ) { this->flags.fInNonintAnim = TRUE; } if ( uiNewAnimFlags & ANIM_RT_NONINTERRUPT ) { this->flags.fRTInNonintAnim = TRUE; } #else this->flags.fInNonintAnim = (uiNewAnimFlags & ANIM_NONINTERRUPT) != 0; this->flags.fRTInNonintAnim = (uiNewAnimFlags & ANIM_RT_NONINTERRUPT) != 0; #endif // CHECK IF WE ARE NOT AIMING, IF NOT, RESET LAST TAGRET! if ( !(gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY ) && !(gAnimControl[ usNewState ].uiFlags & ANIM_FIREREADY ) ) { // ATE: Also check for the transition anims to not reset this // this should have used a flag but we're out of them.... if ( usNewState != READY_RIFLE_STAND && usNewState != READY_RIFLE_PRONE && usNewState != READY_RIFLE_CROUCH && usNewState != ROBOT_SHOOT ) { this->sLastTarget = NOWHERE; } } // If a special move state, release np aps if ( ( gAnimControl[ usNewState ].uiFlags & ANIM_SPECIALMOVE ) ) { this->AdjustNoAPToFinishMove( FALSE ); } if ( gAnimControl[ usNewState ].uiFlags & ANIM_UPDATEMOVEMENTMODE ) { if ( this->bTeam == gbPlayerNum ) { // this->usUIMovementMode = GetMoveStateBasedOnStance( this, gAnimControl[ usNewState ].ubEndHeight ); } } // ATE: If not a moving animation - turn off reverse.... if ( !( gAnimControl[ usNewState ].uiFlags & ANIM_MOVING ) ) { this->bReverse = FALSE; } // ONLY DO FOR EVERYONE BUT PLANNING GUYS if ( this->ubID < MAX_NUM_SOLDIERS ) { // Do special things based on new state // CHRISL: Make changes so that we charge extra APs while wearing a backpack while using new inventory system switch( usNewState ) { case STANDING: // Update desired height this->ubDesiredHeight = ANIM_STAND; break; case CROUCHING: // Update desired height this->ubDesiredHeight = ANIM_CROUCH; break; case PRONE: // Update desired height this->ubDesiredHeight = ANIM_PRONE; break; case READY_RIFLE_STAND: case READY_RIFLE_PRONE: case READY_RIFLE_CROUCH: case READY_DUAL_STAND: case READY_DUAL_CROUCH: case READY_DUAL_PRONE: // OK, get points to ready weapon.... if ( !this->flags.fDontChargeReadyAPs ) { sAPCost = GetAPsToReadyWeapon( this, usNewState ); DeductPoints( this, sAPCost, sBPCost, BEFORESHOT_INTERRUPT ); } else { this->flags.fDontChargeReadyAPs = FALSE; } break; case WALKING: case WALKING_PISTOL_RDY: case WALKING_RIFLE_RDY: case WALKING_DUAL_RDY: this->usPendingAnimation = NO_PENDING_ANIMATION; this->aiData.ubPendingActionAnimCount = 0; break; case SWATTING: this->usPendingAnimation = NO_PENDING_ANIMATION; this->aiData.ubPendingActionAnimCount = 0; break; case CRAWLING: // Turn off flag... this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; this->aiData.ubPendingActionAnimCount = 0; this->usPendingAnimation = NO_PENDING_ANIMATION; break; case RUNNING: // Only if our previous is not running if ( this->usAnimState != RUNNING ) { // CHRISL if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( this ) != ITEM_NOT_FOUND) { sAPCost = GetAPsStartRun( this ) + 2; // changed by SANDRO sBPCost += 2; } else sAPCost = GetAPsStartRun( this ); // changed by SANDRO DeductPoints( this, sAPCost, sBPCost, MOVEMENT_INTERRUPT ); } // Set pending action count to 0 this->aiData.ubPendingActionAnimCount = 0; this->usPendingAnimation = NO_PENDING_ANIMATION; break; case ADULTMONSTER_WALKING: this->aiData.ubPendingActionAnimCount = 0; break; case ROBOT_WALK: this->aiData.ubPendingActionAnimCount = 0; break; case KNEEL_UP: case KNEEL_DOWN: case BIGMERC_CROUCH_TRANS_INTO: case BIGMERC_CROUCH_TRANS_OUTOF: if ( !this->flags.fDontChargeAPsForStanceChange ) { // CHRISL // SANDRO - APBPConstants[AP_CROUCH] changed to GetAPsCrouch() if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( this ) != ITEM_NOT_FOUND && !this->flags.ZipperFlag) { if(usNewState == KNEEL_UP || usNewState == BIGMERC_CROUCH_TRANS_OUTOF) { sAPCost=GetAPsCrouch(this, FALSE)+2; sBPCost=APBPConstants[BP_CROUCH]+2; } else if(usNewState == KNEEL_DOWN || usNewState == BIGMERC_CROUCH_TRANS_INTO) { sAPCost=GetAPsCrouch(this, FALSE)+1; sBPCost=APBPConstants[BP_CROUCH]+1; } else { sAPCost=GetAPsCrouch(this, FALSE); sBPCost=APBPConstants[BP_CROUCH]; } } else { sAPCost=GetAPsCrouch(this, FALSE); sBPCost=APBPConstants[BP_CROUCH]; } DeductPoints( this, sAPCost, sBPCost ); } this->flags.fDontChargeAPsForStanceChange = FALSE; break; case PRONE_UP: case PRONE_DOWN: // ATE: If we are NOT waiting for prone down... if ( this->flags.bTurningFromPronePosition < TURNING_FROM_PRONE_START_UP_FROM_MOVE && !this->flags.fDontChargeAPsForStanceChange ) { // ATE: Don't do this if we are still 'moving'.... // SANDRO - APBPConstants[AP_PRONE] changed to GetAPsProne() if ( this->sGridNo == this->pathing.sFinalDestination || this->pathing.usPathIndex == 0 ) { // CHRISL if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( this ) != ITEM_NOT_FOUND && !this->flags.ZipperFlag) { if(usNewState == PRONE_UP) { sAPCost=GetAPsProne(this, FALSE)+2; sBPCost=APBPConstants[BP_PRONE]+2; } else { sAPCost=GetAPsProne(this, FALSE)+1; sBPCost=APBPConstants[BP_PRONE]+1; } } else { sAPCost=GetAPsProne(this, FALSE); sBPCost=APBPConstants[BP_PRONE]; } DeductPoints( this, sAPCost, sBPCost ); } } this->flags.fDontChargeAPsForStanceChange = FALSE; break; //Deduct points for stance change //sAPCost = GetAPsToChangeStance( this, gAnimControl[ usNewState ].ubEndHeight ); //DeductPoints( this, sAPCost, 0 ); //break; case START_AID: DeductPoints( this, APBPConstants[AP_START_FIRST_AID], APBPConstants[BP_START_FIRST_AID] ); break; case CUTTING_FENCE: DeductPoints( this, APBPConstants[AP_USEWIRECUTTERS], APBPConstants[BP_USEWIRECUTTERS], AFTERACTION_INTERRUPT ); break; case PLANT_BOMB: if(Item[this->inv[HANDPOS].usItem].mine == 1) // bury a mine DeductPoints( this, GetAPsToPlantMine( this ), APBPConstants[BP_BURY_MINE] ); // changed by SANDRO else DeductPoints( this, GetAPsToDropBomb( this ), APBPConstants[BP_DROP_BOMB] ); // changed by SANDRO break; case STEAL_ITEM: // we will deduct APs for this elsewhere (see weapons.cpp) - SANDRO //DeductPoints( this, APBPConstants[AP_STEAL_ITEM], 0 ); break; case CROW_DIE: // Delete shadow of crow.... if ( this->pAniTile != NULL ) { DeleteAniTile( this->pAniTile ); this->pAniTile = NULL; } break; case CROW_FLY: // Ate: startup a shadow ( if gridno is set ) HandleCrowShadowNewGridNo( this ); break; case CROW_EAT: // ATE: Make sure height level is 0.... this->SetSoldierHeight( (FLOAT)(0) ); HandleCrowShadowRemoveGridNo( this ); break; case USE_REMOTE: DeductPoints( this, APBPConstants[AP_USE_REMOTE], 0, AFTERACTION_INTERRUPT ); break; //case PUNCH: //Deduct points for punching //sAPCost = MinAPsToAttack( this, this->sGridNo, FALSE ); //DeductPoints( this, sAPCost, 0 ); //break; case HOPFENCE: // CHRISL // SANDRO - changed this a bit if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( this ) != ITEM_NOT_FOUND ) DeductPoints( this, GetAPsToJumpFence( this, TRUE ), GetBPsToJumpFence( this, TRUE ), SP_MOVEMENT_INTERRUPT ); else DeductPoints( this, GetAPsToJumpFence( this, FALSE ), GetBPsToJumpFence( this, FALSE ), SP_MOVEMENT_INTERRUPT ); break; case JUMPWINDOWS: if((UsingNewInventorySystem() == true) && FindBackpackOnSoldier( this ) != ITEM_NOT_FOUND ) DeductPoints( this, GetAPsToJumpThroughWindows( this, TRUE ), GetBPsToJumpThroughWindows( this, TRUE ), SP_MOVEMENT_INTERRUPT ); else DeductPoints( this, GetAPsToJumpThroughWindows( this, FALSE ), GetBPsToJumpThroughWindows( this, FALSE ), SP_MOVEMENT_INTERRUPT ); break; // Deduct aps for falling down.... case FALLBACK_HIT_STAND: case FALLFORWARD_FROMHIT_STAND: DeductPoints( this, APBPConstants[AP_FALL_DOWN], APBPConstants[BP_FALL_DOWN], DISABLED_INTERRUPT ); break; case FALLFORWARD_FROMHIT_CROUCH: DeductPoints( this, (APBPConstants[AP_FALL_DOWN]/2), (APBPConstants[BP_FALL_DOWN]/2), DISABLED_INTERRUPT ); break; case QUEEN_SWIPE: // ATE: set damage counter... this->aiData.uiPendingActionData1 = 0; break; case CLIMBDOWNROOF: // disable sight gTacticalStatus.uiFlags |= DISALLOW_SIGHT; DeductPoints( this, GetAPsToClimbRoof( this, TRUE), GetBPsToClimbRoof( this, TRUE), SP_MOVEMENT_INTERRUPT ); // changed by SANDRO break; case CLIMBUPROOF: // disable sight gTacticalStatus.uiFlags |= DISALLOW_SIGHT; DeductPoints( this, GetAPsToClimbRoof( this, FALSE), GetBPsToClimbRoof( this, FALSE), SP_MOVEMENT_INTERRUPT ); // changed by SANDRO break; case JUMPDOWNWALL: // disable sight gTacticalStatus.uiFlags |= DISALLOW_SIGHT; DeductPoints( this, GetAPsToJumpWall( this, TRUE), GetBPsToJumpWall( this, TRUE), SP_MOVEMENT_INTERRUPT ); break; case JUMPUPWALL: // disable sight gTacticalStatus.uiFlags |= DISALLOW_SIGHT; DeductPoints( this, GetAPsToJumpWall( this, FALSE), GetBPsToJumpWall( this, FALSE), SP_MOVEMENT_INTERRUPT ); break; case JUMP_OVER_BLOCKING_PERSON: // Set path.... { INT32 usNewGridNo; DeductPoints( this, GetAPsToJumpOver( this ), APBPConstants[BP_JUMP_OVER], SP_MOVEMENT_INTERRUPT ); // changed by SANDRO usNewGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); usNewGridNo = NewGridNo( usNewGridNo, DirectionInc( this->ubDirection ) ); this->sPlotSrcGrid = this->sGridNo; this->flags.fPastXDest = FALSE; this->flags.fPastYDest = FALSE; this->pathing.usPathDataSize = 0; this->pathing.usPathIndex = 0; this->pathing.usPathingData[ this->pathing.usPathDataSize ] = this->ubDirection; this->pathing.usPathDataSize++; this->pathing.usPathingData[ this->pathing.usPathDataSize ] = this->ubDirection; this->pathing.usPathDataSize++; this->pathing.sFinalDestination = usNewGridNo; // Set direction this->EVENT_InternalSetSoldierDestination( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ], FALSE, JUMP_OVER_BLOCKING_PERSON ); } break; case GENERIC_HIT_STAND: case GENERIC_HIT_CROUCH: case STANDING_BURST_HIT: case ADULTMONSTER_HIT: case ADULTMONSTER_DYING: case COW_HIT: case COW_DYING: case BLOODCAT_HIT: case BLOODCAT_DYING: case WATER_HIT: case WATER_DIE: case DEEP_WATER_HIT: case DEEP_WATER_DIE: case RIFLE_STAND_HIT: case LARVAE_HIT: case LARVAE_DIE: case QUEEN_HIT: case QUEEN_DIE: case INFANT_HIT: case INFANT_DIE: case CRIPPLE_HIT: case CRIPPLE_DIE: case CRIPPLE_DIE_FLYBACK: case ROBOTNW_HIT: case ROBOTNW_DIE: // Set getting hit flag to TRUE this->flags.fGettingHit = TRUE; break; case CHARIOTS_OF_FIRE: case BODYEXPLODING: // Merc on fire! this->aiData.uiPendingActionData1 = PlaySoldierJA2Sample( this->ubID, ( FIRE_ON_MERC ), RATE_11025, SoundVolume( HIGHVOLUME, this->sGridNo ), 5, SoundDir( this->sGridNo ), TRUE ); break; } } // Remove old animation profile this->HandleAnimationProfile( this->usAnimState, TRUE ); // From animation control, set surface if ( SetSoldierAnimationSurface( this, usNewState ) == FALSE ) { return( FALSE ); } // Set state this->usOldAniState = this->usAnimState; this->sOldAniCode = this->usAniCode; // Change state value! this->usAnimState = usNewState; // Set current frame this->usAniCode = usStartingAniCode; // Handle cleanup stuff for getting hit. Shouldn't this be part of the animation script? CheckForFreeupFromHit( this, uiOldAnimFlags, uiNewAnimFlags, this->usOldAniState, usNewState ); // Perform attack busy stuff if (this->usOldAniState != this->usAnimState) { if ( uiNewAnimFlags & ANIM_ATTACK ) { gTacticalStatus.ubAttackBusyCount++; DebugAttackBusy( String( "**** Attack animation transfer to %s for %d.\nABC now %d\n", gAnimControl[ usNewState ].zAnimStr, this->ubID, gTacticalStatus.ubAttackBusyCount ) ); } else if (uiOldAnimFlags & ANIM_ATTACK || this->flags.fChangingStanceDueToSuppression ) { DebugAttackBusy( String( "**** Transfer to %s for %d.\n", gAnimControl[ usNewState ].zAnimStr, this->ubID ) ); } if (uiOldAnimFlags & ANIM_ATTACK ) { DebugAttackBusy( String( "**** Attack animation transfer from %s for %d. Reducing ABC.\n", gAnimControl[ this->usOldAniState ].zAnimStr, this->ubID ) ); ReduceAttackBusyCount( ); } else if (uiNewAnimFlags & ANIM_ATTACK || this->flags.fChangingStanceDueToSuppression ) { DebugAttackBusy( String( "**** Transfer from %s for %d\n", gAnimControl[ this->usOldAniState ].zAnimStr, this->ubID ) ); } } if (this->flags.fChangingStanceDueToSuppression) { this->flags.fChangingStanceDueToSuppression = FALSE; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - end of suppression stance change") ); DebugAttackBusy( String( "@@@@@@@ Freeing up attacker - end of suppression stance change for %d\n", this->ubID ) ); ReduceAttackBusyCount( ); } this->sZLevelOverride = -1; if ( !( this->flags.uiStatusFlags & SOLDIER_LOCKPENDINGACTIONCOUNTER ) ) { //ATE Cancel ANY pending action... if ( this->aiData.ubPendingActionAnimCount > 0 && ( gAnimControl[ this->usOldAniState ].uiFlags & ANIM_MOVING ) ) { // Do some special things for some actions switch( this->aiData.ubPendingAction ) { case MERC_GIVEITEM: // Unset target as enaged MercPtrs[ this->aiData.uiPendingActionData4 ]->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION); break; } this->aiData.ubPendingAction = NO_PENDING_ACTION; } else { // Increment this for almost all animations except some movement ones... // That's because this represents ANY animation other than the one we began when the pending action was started // ATE: Added to ignore this count if we are waiting for someone to move out of our way... if ( usNewState != START_SWAT && usNewState != END_SWAT && !( gAnimControl[ usNewState ].uiFlags & ANIM_NOCHANGE_PENDINGCOUNT ) && !this->flags.fDelayedMovement && !( this->flags.uiStatusFlags & SOLDIER_ENGAGEDINACTION ) ) { this->aiData.ubPendingActionAnimCount++; } } } // Set new animation profile this->HandleAnimationProfile( usNewState, FALSE ); // Reset some animation values this->flags.fForceShade = FALSE; // CHECK IF WE ARE AT AN IDLE ACTION #if 0 if ( gAnimControl[ usNewState ].uiFlags & ANIM_IDLE ) { this->aiData.bAction = ACTION_DONE; } else { this->aiData.bAction = ACTION_BUSY; } #endif // ATE; For some animations that could use some variations, do so.... if (usNewState == CHARIOTS_OF_FIRE || usNewState == BODYEXPLODING ) { this->usAniCode = (UINT16)( Random( 10 ) ); } // ATE: Default to first frame.... // Will get changed ( probably ) by AdjustToNextAnimationFrame() this->ConvertAniCodeToAniFrame( (INT16)( 0 ) ); // Set delay speed SetSoldierAniSpeed( this ); // Reset counters RESETTIMECOUNTER( this->timeCounters.UpdateCounter, this->sAniDelay ); // Adjust to new animation frame ( the first one ) AdjustToNextAnimationFrame( this ); // Setup offset information for UI above guy SetSoldierLocatorOffsets( this ); // Lesh: test fix visibility after raising gun if ( ( gAnimControl[ this->usOldAniState ].uiFlags & ANIM_RAISE_WEAPON) && (gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY) ) //equivalent if ( (this->usAnimState == AIM_RIFLE_PRONE) || (this->usAnimState == AIM_RIFLE_CROUCH) || (this->usAnimState == AIM_RIFLE_STAND) ) { if ( (this->usOldAniState == READY_RIFLE_STAND) || (this->usOldAniState == READY_RIFLE_CROUCH) || (this->usOldAniState == READY_RIFLE_PRONE) ) { HandleSight(this,SIGHT_LOOK); } } // If our own guy... if ( this->bTeam == gbPlayerNum ) { // Are we stationary? if ( gAnimControl[ usNewState ].uiFlags & ANIM_STATIONARY ) { // Position light.... // this->SetCheckSoldierLightFlag( ); } else { // Hide light..... // this->DeleteSoldierLight( ); } } // If we are certain animations, reload palette if ( usNewState == VEHICLE_DIE || usNewState == CHARIOTS_OF_FIRE || usNewState == BODYEXPLODING ) { this->CreateSoldierPalettes( ); } // ATE: if the old animation was a movement, and new is not, play sound... // OK, play final footstep sound... if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY ) && ( gAnimControl[ this->usOldAniState ].uiFlags & ANIM_MOVING ) ) { PlaySoldierFootstepSound( this ); } } // Free up from stance change FreeUpNPCFromStanceChange( this ); return( TRUE ); } void SOLDIERTYPE::InternalRemoveSoldierFromGridNo( BOOLEAN fForce ) { INT8 bDir; INT32 iGridNo; if(!TileIsOutOfBounds(this->sGridNo)) { if ( this->bInSector || fForce ) { // Remove from world ( old pos ) RemoveMerc( this->sGridNo, this, FALSE ); this->HandleAnimationProfile( this->usAnimState, TRUE ); // Remove records of this guy being adjacent for (bDir = 0; bDir < NUM_WORLD_DIRECTIONS; bDir++) { iGridNo = this->sGridNo + DirIncrementer[ bDir ]; if( iGridNo >= 0 && iGridNo < WORLD_MAX ) { gpWorldLevelData[ iGridNo ].ubAdjacentSoldierCnt--; } } HandlePlacingRoofMarker( this, this->sGridNo, FALSE , FALSE ); // Remove reseved movement value UnMarkMovementReserved( this ); HandleCrowShadowRemoveGridNo( this ); // Reset gridno... this->sGridNo = NOWHERE; } } } void SOLDIERTYPE::RemoveSoldierFromGridNo( void ) { this->InternalRemoveSoldierFromGridNo( FALSE ); } void SOLDIERTYPE::EVENT_InternalSetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ,BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest, BOOLEAN fForceRemove ) { INT32 sNewGridNo; // Not if we're dead! if ( ( this->flags.uiStatusFlags & SOLDIER_DEAD ) ) { return; } // Set new map index sNewGridNo = GETWORLDINDEXFROMWORLDCOORDS(dNewYPos, dNewXPos ); if ( fUpdateDest ) { this->pathing.sDestination = sNewGridNo; } if ( fUpdateFinalDest ) { this->pathing.sFinalDestination = sNewGridNo; } // HEADROCK HAM 4: TODO: Figure out whether this has any influence in-game? // Copy old values //this->sOldXPos = this->dXPos; //this->sOldYPos = this->dYPos; // Set New pos this->dXPos = dNewXPos; this->dYPos = dNewYPos; this->sX = (INT16)dNewXPos; this->sY = (INT16)dNewYPos; HandleCrowShadowNewPosition( this ); this->SetSoldierGridNo( sNewGridNo, fForceRemove ); if ( !( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { if ( gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] ) { this->SetCheckSoldierLightFlag( ); } } // ATE: Mirror calls if we are a vehicle ( for all our passengers ) UpdateAllVehiclePassengersGridNo( this ); } void SOLDIERTYPE::EVENT_SetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ) { this->EVENT_InternalSetSoldierPosition( dNewXPos, dNewYPos ,TRUE, TRUE, FALSE ); } void SOLDIERTYPE::EVENT_SetSoldierPositionForceDelete( FLOAT dNewXPos, FLOAT dNewYPos ) { this->EVENT_InternalSetSoldierPosition( dNewXPos, dNewYPos ,TRUE, TRUE, TRUE ); } void SOLDIERTYPE::EVENT_SetSoldierPositionAndMaybeFinalDest( FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateFinalDest ) { this->EVENT_InternalSetSoldierPosition( dNewXPos, dNewYPos ,TRUE, fUpdateFinalDest, FALSE ); } void EVENT_SetSoldierPositionAndMaybeFinalDestAndMaybeNotDestination( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest ) { pSoldier->EVENT_InternalSetSoldierPosition( dNewXPos, dNewYPos ,fUpdateDest, fUpdateFinalDest, FALSE ); } void SOLDIERTYPE::InternalSetSoldierHeight( FLOAT dNewHeight, BOOLEAN fUpdateLevel ) { INT8 bOldLevel = this->pathing.bLevel; this->aiData.dHeightAdjustment = dNewHeight; this->sHeightAdjustment = (INT16)this->aiData.dHeightAdjustment; if ( !fUpdateLevel ) { return; } // 0verhaul: Changed this to half the wall height. During a climb up, a soldier's height increases to about 8, then falls // to near 0 before being set to 50 at the end. The animation offsets should probably be changed to make this unnecessary // but this is good enough to keep him from bouncing between level 1 and level 0 (and also triggering weird sight bugs). if ( this->sHeightAdjustment > 25 ) { this->pathing.bLevel = SECOND_LEVEL; ApplyTranslucencyToWalls((INT16)(this->dXPos/CELL_X_SIZE), (INT16)(this->dYPos/CELL_Y_SIZE)); //LightHideTrees((INT16)(this->dXPos/CELL_X_SIZE), (INT16)(this->dYPos/CELL_Y_SIZE)); //ConcealAllWalls(); //this->pLevelNode->ubShadeLevel=gpWorldLevelData[this->sGridNo].pRoofHead->ubShadeLevel; //this->pLevelNode->ubSumLights=gpWorldLevelData[this->sGridNo].pRoofHead->ubSumLights; //this->pLevelNode->ubMaxLights=gpWorldLevelData[this->sGridNo].pRoofHead->ubMaxLights; //this->pLevelNode->ubNaturalShadeLevel=gpWorldLevelData[this->sGridNo].pRoofHead->ubNaturalShadeLevel; } else { this->pathing.bLevel = FIRST_LEVEL; //this->pLevelNode->ubShadeLevel=gpWorldLevelData[this->sGridNo].pLandHead->ubShadeLevel; //this->pLevelNode->ubSumLights=gpWorldLevelData[this->sGridNo].pLandHead->ubSumLights; //this->pLevelNode->ubMaxLights=gpWorldLevelData[this->sGridNo].pLandHead->ubMaxLights; //this->pLevelNode->ubNaturalShadeLevel=gpWorldLevelData[this->sGridNo].pLandHead->ubNaturalShadeLevel; } if ( bOldLevel == 0 && this->pathing.bLevel == 0 ) { } else { // Show room at new level //HideRoom( this->sGridNo, this ); } } void SOLDIERTYPE::SetSoldierHeight( FLOAT dNewHeight ) { this->InternalSetSoldierHeight( dNewHeight, TRUE ); } void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove ) { BOOLEAN fInWaterValue; INT8 bDir; INT32 cnt; SOLDIERTYPE * pEnemy; //INT16 sX, sY, sWorldX, sZLevel; // Not if we're dead! if ( ( this->flags.uiStatusFlags & SOLDIER_DEAD ) ) { return; } if ( sNewGridNo != this->sGridNo || this->pLevelNode == NULL ) { // Check if we are moving AND this is our next dest gridno.... if ( gAnimControl[ this->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) { if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { if ( sNewGridNo != this->pathing.sDestination ) { // THIS MUST be our new one......MAKE IT SO sNewGridNo = this->pathing.sDestination; } // Now check this baby.... if ( sNewGridNo == this->sGridNo ) { return; } } } this->sOldGridNo = this->sGridNo; if ( this->ubBodyType == QUEENMONSTER ) { SetPositionSndGridNo( this->iPositionSndID, sNewGridNo ); } if ( !( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { this->InternalRemoveSoldierFromGridNo( fForceRemove ); } // CHECK IF OUR NEW GIRDNO IS VALID,IF NOT DONOT SET! if ( !GridNoOnVisibleWorldTile( sNewGridNo ) ) { this->sGridNo = sNewGridNo; return; } // Alrighty, update UI for this guy, if he's the selected guy... if ( gusSelectedSoldier == this->ubID ) { if ( guiCurrentEvent == C_WAIT_FOR_CONFIRM ) { // Update path! gfPlotNewMovement = TRUE; } } // Reset some flags for optimizations.. this->sWalkToAttackGridNo = NOWHERE; // ATE: Make sure! // RemoveMerc( this->sGridNo, this, FALSE ); this->sGridNo = sNewGridNo; // OK, check for special code to close door... if ( this->bEndDoorOpenCode == 2 ) { this->bEndDoorOpenCode = 0; HandleDoorChangeFromGridNo( this, this->sEndDoorOpenCodeData, FALSE ); } // OK, Update buddy's strategic insertion code.... this->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; this->usStrategicInsertionData = sNewGridNo; // Remove this gridno as a reserved place! if ( !( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { UnMarkMovementReserved( this ); } if ( this->sInitialGridNo == 0 ) { this->sInitialGridNo = sNewGridNo; this->aiData.sPatrolGrid[0] = sNewGridNo; } // Add records of this guy being adjacent for (bDir = 0; bDir < NUM_WORLD_DIRECTIONS; bDir++) { gpWorldLevelData[ this->sGridNo + DirIncrementer[ bDir ] ].ubAdjacentSoldierCnt++; } if ( !( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { DropSmell( this ); } // HANDLE ANY SPECIAL RENDERING SITUATIONS this->sZLevelOverride = -1; // If we are over a fence ( hopping ), make us higher! if ( IsJumpableFencePresentAtGridNo( sNewGridNo ) ) { //sX = MapX( sNewGridNo ); //sY = MapY( sNewGridNo ); //GetWorldXYAbsoluteScreenXY( sX, sY, &sWorldX, &sZLevel); //this->sZLevelOverride = (sZLevel*Z_SUBLAYERS)+ROOF_Z_LEVEL; this->sZLevelOverride = TOPMOST_Z_LEVEL; } /* if ( IsJumpableWindowPresentAtGridNo( sNewGridNo ) ) { //sX = MapX( sNewGridNo ); //sY = MapY( sNewGridNo ); //GetWorldXYAbsoluteScreenXY( sX, sY, &sWorldX, &sZLevel); //this->sZLevelOverride = (sZLevel*Z_SUBLAYERS)+ROOF_Z_LEVEL; this->sZLevelOverride = TOPMOST_Z_LEVEL; } */ //dddokno{ ??????? //if ( IsOknoFencePresentAtGridno( sNewGridNo ) ) //{ // this->sZLevelOverride = TOPMOST_Z_LEVEL; //} //dddokno} // Add/ remove tree if we are near it // CheckForFullStructures( this ); // Add merc at new pos if ( !( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { AddMercToHead( this->sGridNo, this, TRUE ); // If we are in the middle of climbing the roof! if ( this->usAnimState == CLIMBUPROOF ) { if(this->iLight!=(-1)) LightSpriteRoofStatus(this->iLight, TRUE ); } else if ( this->usAnimState == CLIMBDOWNROOF ) { if(this->iLight!=(-1)) LightSpriteRoofStatus(this->iLight, FALSE ); } if ( this->usAnimState == JUMPUPWALL ) { if(this->iLight!=(-1)) LightSpriteRoofStatus(this->iLight, TRUE ); } else if ( this->usAnimState == JUMPDOWNWALL ) { if(this->iLight!=(-1)) LightSpriteRoofStatus(this->iLight, FALSE ); } //JA2Gold: //if the player wants the merc to cast the fake light AND it is night if( this->bTeam != OUR_TEAM || gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] && NightTime() ) { if ( this->pathing.bLevel > 0 && gpWorldLevelData[this->sGridNo].pRoofHead != NULL ) { gpWorldLevelData[this->sGridNo].pMercHead->ubShadeLevel=gpWorldLevelData[this->sGridNo].pRoofHead->ubShadeLevel; gpWorldLevelData[this->sGridNo].pMercHead->ubSumLights=gpWorldLevelData[this->sGridNo].pRoofHead->ubSumLights; gpWorldLevelData[this->sGridNo].pMercHead->ubMaxLights=gpWorldLevelData[this->sGridNo].pRoofHead->ubMaxLights; gpWorldLevelData[this->sGridNo].pMercHead->ubNaturalShadeLevel=gpWorldLevelData[this->sGridNo].pRoofHead->ubNaturalShadeLevel; } else { gpWorldLevelData[this->sGridNo].pMercHead->ubShadeLevel=gpWorldLevelData[this->sGridNo].pLandHead->ubShadeLevel; gpWorldLevelData[this->sGridNo].pMercHead->ubSumLights=gpWorldLevelData[this->sGridNo].pLandHead->ubSumLights; gpWorldLevelData[this->sGridNo].pMercHead->ubMaxLights=gpWorldLevelData[this->sGridNo].pLandHead->ubMaxLights; gpWorldLevelData[this->sGridNo].pMercHead->ubNaturalShadeLevel=gpWorldLevelData[this->sGridNo].pLandHead->ubNaturalShadeLevel; } } ///HandlePlacingRoofMarker( this, this->sGridNo, TRUE, FALSE ); this->HandleAnimationProfile( this->usAnimState, FALSE ); HandleCrowShadowNewGridNo( this ); } this->bOldOverTerrainType = this->bOverTerrainType; this->bOverTerrainType = GetTerrainType( this->sGridNo ); // OK, check that our animation is up to date! // Check our water value if ( !( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { fInWaterValue = this->MercInWater( ); // ATE: If ever in water MAKE SURE WE WALK AFTERWOODS! if ( fInWaterValue ) { this->usUIMovementMode = WALKING; } if ( fInWaterValue != this->flags.fPrevInWater ) { //Update Animation data SetSoldierAnimationSurface( this, this->usAnimState ); // Update flag this->flags.fPrevInWater = fInWaterValue; // Update sound... if ( fInWaterValue ) { PlaySoldierJA2Sample( this->ubID, ENTER_WATER_1, RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ), TRUE ); } else { // ATE: Check if we are going from water to land - if so, resume // with regular movement mode... this->EVENT_InitNewSoldierAnim( this->usUIMovementMode, 0 , FALSE ); } } // 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( this->bOverTerrainType) || TERRAIN_IS_WATER( this->bOldOverTerrainType)) && this->pathing.bLevel > 0 ) { this->bOverTerrainType = FLAT_GROUND; this->bOldOverTerrainType = FLAT_GROUND; } // OK, If we were not in deep water but we are now, handle deep animations! if ( TERRAIN_IS_DEEP_WATER( this->bOverTerrainType) && !TERRAIN_IS_DEEP_WATER( this->bOldOverTerrainType) ) { // Based on our current animation, change! switch( this->usAnimState ) { case WALKING: case WALKING_PISTOL_RDY: case WALKING_RIFLE_RDY: case WALKING_DUAL_RDY: case RUNNING: // IN deep water, swim! // Make transition from low to deep this->EVENT_InitNewSoldierAnim( LOW_TO_DEEP_WATER, 0 , FALSE ); this->usPendingAnimation = DEEP_WATER_SWIM; this->usDontUpdateNewGridNoOnMoveAnimChange = 1; PlayJA2Sample( ENTER_DEEP_WATER_1, RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } } // Damage water if in deep water.... if ( this->MercInHighWater( ) ) { WaterDamage( this ); } // OK, If we were in deep water but we are NOT now, handle mid animations! if ( !TERRAIN_IS_DEEP_WATER( this->bOverTerrainType) && TERRAIN_IS_DEEP_WATER( this->bOldOverTerrainType) ) { // Make transition from low to deep this->EVENT_InitNewSoldierAnim( DEEP_TO_LOW_WATER, 0 , FALSE ); this->usDontUpdateNewGridNoOnMoveAnimChange = 1; this->usPendingAnimation = this->usUIMovementMode; } } // are we now standing in tear gas without a decently working gas mask? if ( GetSmokeEffectOnTile( sNewGridNo, this->pathing.bLevel ) > 1 ) //lal: removed normal smoke { BOOLEAN fSetGassed = TRUE; // If we have a functioning gas mask... if(DoesSoldierWearGasMask(this) && this->inv[FindGasMask(this)][0]->data.objectStatus >= GASMASK_MIN_STATUS)//dnl ch40 200909 fSetGassed = FALSE; if ( fSetGassed ) { this->flags.uiStatusFlags |= SOLDIER_GASSED; } } if ( this->bTeam == gbPlayerNum && this->bStealthMode ) { // Merc got to a new tile by "sneaking". Did we theoretically sneak // past an enemy? if ( this->aiData.bOppCnt > 0 ) // opponents in sight { // check each possible enemy for ( cnt = 0; cnt < MAX_NUM_SOLDIERS; cnt++ ) { pEnemy = MercPtrs[ cnt ]; // if this guy is here and alive enough to be looking for us if ( pEnemy->bActive && pEnemy->bInSector && ( pEnemy->stats.bLife >= OKLIFE ) ) { // no points for sneaking by the neutrals & friendlies!!! if ( !pEnemy->aiData.bNeutral && ( this->bSide != pEnemy->bSide ) && (pEnemy->ubBodyType != COW && pEnemy->ubBodyType != CROW) ) { // if we SEE this particular oppponent, and he DOESN'T see us... and he COULD see us... if ( (this->aiData.bOppList[ cnt ] == SEEN_CURRENTLY) && pEnemy->aiData.bOppList[ this->ubID ] != SEEN_CURRENTLY && PythSpacesAway( this->sGridNo, pEnemy->sGridNo ) < pEnemy->GetMaxDistanceVisible(this->sGridNo, this->pathing.bLevel ) ) { // AGILITY (5): Soldier snuck 1 square past unaware enemy StatChange( this, AGILAMT, 5, FALSE ); // Keep looping, we'll give'em 1 point for EACH such enemy! } } } } } } // Adjust speed based on terrain, etc SetSoldierAniSpeed( this ); } else { //int breakpoint = 0; } } void SOLDIERTYPE::EVENT_FireSoldierWeapon( INT32 sTargetGridNo ) { INT16 sTargetXPos, sTargetYPos; BOOLEAN fDoFireRightAway = FALSE; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EVENT_FireSoldierWeapon")); // CANNOT BE SAME GRIDNO! if ( this->sGridNo == sTargetGridNo ) { return; } //switch ( this->inv[ this->ubAttackingHand ][0]->data.gun.ubGunAmmoType ) //{ // case AMMO_SLEEP_DART: // this->flags.fMuzzleFlash = FALSE; // break; // default: // this->flags.fMuzzleFlash = TRUE; // break; //} #if 0 // 0verhaul: This does not go here! In spite of this function's name, it is not the actual "fire" function. // In fact this sets the muzzle flash even while the soldier may be turning to shoot, which can cause // problems for real-time shooting. // The correct place for this is UseGun, which already has code to set or reset the flash. if ( IsFlashSuppressor (&this->inv[ this->ubAttackingHand ], this ) ) this->flags.fMuzzleFlash = FALSE; else this->flags.fMuzzleFlash = TRUE; #endif DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("EVENT_FireSoldierWeapon: Muzzle flash = %d",this->flags.fMuzzleFlash)); // Increment the number of people busy doing stuff because of an attack //if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) //{ // Nah, just let the animations speak for themselves // gTacticalStatus.ubAttackBusyCount++; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting attack, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); DebugAttackBusy( String("!!!!!!! Starting fire weapon attack, attack count now %d\n", gTacticalStatus.ubAttackBusyCount) ); //} // Set soldier's target gridno // This assignment was redundent because it's already set in // the actual event call this->sTargetGridNo = sTargetGridNo; //this->sLastTarget = sTargetGridNo; this->ubTargetID = WhoIsThere2( sTargetGridNo, this->bTargetLevel ); #if 0 // if (Item[this->inv[HANDPOS].usItem].usItemClass & IC_GUN) { if (this->bDoBurst) { // This is NOT the bullets to fire. That is done as a check of bDoBurst against the weapon burst count or // bDoAutofire, or single-fire. So let the bullet count be managed by the firing code. // Set the TOTAL number of bullets to be fired // Can't shoot more bullets than we have in our magazine! if(this->bDoAutofire) this->bBulletsLeft = __min( this->bDoAutofire, this->inv[ this->ubAttackingHand ][0]->data.gun.ubGunShotsLeft ); else { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"EVENT_FireSoldierWeapon: do burst"); if ( this->bWeaponMode == WM_ATTACHED_GL_BURST ) this->bBulletsLeft = __min( Weapon[GetAttachedGrenadeLauncher(&this->inv[this->ubAttackingHand])].ubShotsPerBurst, this->inv[ this->ubAttackingHand ][0]->data.gun.ubGunShotsLeft ); else this->bBulletsLeft = __min( GetShotsPerBurst(&this->inv[ this->ubAttackingHand ]), this->inv[ this->ubAttackingHand ][0]->data.gun.ubGunShotsLeft ); } } else if ( IsValidSecondHandShot( this ) ) { // two-pistol attack - two bullets! this->bBulletsLeft = 2; } else { this->bBulletsLeft = 1; } if ( AmmoTypes[this->inv[ this->ubAttackingHand ][0]->data.gun.ubGunAmmoType].numberOfBullets > 1 ) { this->bBulletsLeft *= AmmoTypes[this->inv[ this->ubAttackingHand ][0]->data.gun.ubGunAmmoType].numberOfBullets; } } #endif DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting attack, bullets left %d", this->bBulletsLeft) ); // Convert our grid-not into an XY ConvertGridNoToXY( sTargetGridNo, &sTargetXPos, &sTargetYPos ); // Change to fire animation // Ready weapon this->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE ); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - hack! - an interrupt pending before shot if ( gGameOptions.fImprovedInterruptSystem ) { if ( ResolvePendingInterrupt( this, BEFORESHOT_INTERRUPT ) ) { this->usPendingAnimation = NO_PENDING_ANIMATION; this->ubPendingDirection = NO_PENDING_DIRECTION; // "artificially" set lock ui flag if (this->bTeam == gbPlayerNum) { AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] ); guiPendingOverrideEvent = LU_BEGINUILOCK; HandleTacticalUI( ); } // return as we are not gonna shoot if interrupted return; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // IF WE ARE AN NPC, SLIDE VIEW TO SHOW WHO IS SHOOTING { //if ( this->flags.fDoSpread ) //{ // If we are spreading burst, goto right away! //this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, gAnimControl[ this->usAnimState ].ubEndHeight ), 0, FALSE ); //} // else { if (this->flags.uiStatusFlags & SOLDIER_MONSTER ) { // Force our direction! this->EVENT_SetSoldierDirection( this->pathing.bDesiredDirection ); this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, gAnimControl[ this->usAnimState ].ubEndHeight ), 0, FALSE ); } else { // IF WE ARE IN REAl-TIME, FIRE IMMEDIATELY! if ( ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) ) { //fDoFireRightAway = TRUE; } // Check if our weapon has no intermediate anim... if (Item[this->inv[ HANDPOS ].usItem].rocketlauncher || Item[this->inv[ HANDPOS ].usItem].grenadelauncher || Item[this->inv[ HANDPOS ].usItem].mortar ) ///* switch( this->inv[ HANDPOS ].usItem ) // { //case RPG7: //case ROCKET_LAUNCHER: //case MORTAR: //case GLAUNCHER:*/ fDoFireRightAway = TRUE; // break; //} if ( fDoFireRightAway ) { // Set to true so we don't get toasted twice for APs.. this->flags.fDontUnsetLastTargetFromTurn = TRUE; // Make sure we don't try and do fancy prone turning..... this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; // Force our direction! this->EVENT_SetSoldierDirection( this->pathing.bDesiredDirection ); this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, gAnimControl[ this->usAnimState ].ubEndHeight ), 0, FALSE ); } else { // Set flag indicating we are about to shoot once destination direction is hit this->flags.fTurningToShoot = TRUE; if ( this->bTeam != gbPlayerNum && this->bVisible != -1) { LocateSoldier( this->ubID, DONTSETLOCATOR ); } } } } } } //gAnimControl[ pSoldier->usAnimState ].ubEndHeight // pSoldier->ChangeSoldierState( SHOOT_RIFLE_STAND, 0 , FALSE ); UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight ) { INT16 sDist; UINT16 usItem; FLOAT dTargetX; FLOAT dTargetY; FLOAT dTargetZ; BOOLEAN fDoLowShot = FALSE; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectFireAnimation")); //Do different things if we are a monster if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) { switch( pSoldier->ubBodyType ) { case ADULTFEMALEMONSTER: case AM_MONSTER: case YAF_MONSTER: case YAM_MONSTER: return( MONSTER_SPIT_ATTACK ); break; case LARVAE_MONSTER: break; case INFANT_MONSTER: return( INFANT_ATTACK ); break; case QUEENMONSTER: return( QUEEN_SPIT ); break; } return( TRUE ); } if ( pSoldier->ubBodyType == ROBOTNOWEAPON ) { if ( pSoldier->bDoBurst > 0 ) { return( ROBOT_BURST_SHOOT ); } else { return( ROBOT_SHOOT ); } } // Check for rocket laucncher.... if ( Item[pSoldier->inv[ HANDPOS ].usItem].rocketlauncher ) { //***ddd if shoot crouched if(ubHeight == ANIM_STAND) return( SHOOT_ROCKET ); if(ubHeight == ANIM_CROUCH) return( SHOOT_ROCKET_CROUCHED ); } // Check for mortar.... if ( Item[pSoldier->inv[ HANDPOS ].usItem].mortar ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"SelectFireAnimation: shoot_mortar"); return( SHOOT_MORTAR ); } // Check for tank cannon if ( Item[pSoldier->inv[ HANDPOS ].usItem].cannon ) { return( TANK_SHOOT ); } if ( pSoldier->ubBodyType == TANK_NW || pSoldier->ubBodyType == TANK_NE ) { return( TANK_BURST ); } // Determine which animation to do...depending on stance and gun in hand... switch ( ubHeight ) { case ANIM_STAND: usItem = pSoldier->inv[ HANDPOS ].usItem; // CHECK 2ND HAND! if ( pSoldier->IsValidSecondHandShot( ) ) { // Increment the number of people busy doing stuff because of an attack //gTacticalStatus.ubAttackBusyCount++; //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting attack with 2 guns, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); return( SHOOT_DUAL_STAND ); } else { // OK, while standing check distance away from target, and shoot low if we should! sDist = PythSpacesAway( pSoldier->sGridNo, pSoldier->sTargetGridNo ); //ATE: OK, SEE WERE WE ARE TARGETING.... GetTargetWorldPositions( pSoldier, pSoldier->sTargetGridNo, &dTargetX, &dTargetY, &dTargetZ ); //CalculateSoldierZPos( pSoldier, FIRING_POS, &dFirerZ ); if ( sDist <= 2 && dTargetZ <= 100 ) { fDoLowShot = TRUE; } // ATE: Made distence away long for psitols such that they never use this.... //if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) ) //{ // fDoLowShot = FALSE; //} // Don't do any low shots if in water if ( pSoldier->MercInWater( ) ) { fDoLowShot = FALSE; } if ( pSoldier->bDoBurst > 0 ) { if ( fDoLowShot ) { return( FIRE_BURST_LOW_STAND ); } else { return( STANDING_BURST ); } } else { if ( fDoLowShot ) { return( FIRE_LOW_STAND ); } else { return( SHOOT_RIFLE_STAND ); } } } break; case ANIM_PRONE: if ( pSoldier->bDoBurst > 0 ) { // pSoldier->flags.fBurstCompleted = FALSE; return( PRONE_BURST ); } else { if ( pSoldier->IsValidSecondHandShot( ) ) { return( SHOOT_DUAL_PRONE ); } else { return( SHOOT_RIFLE_PRONE ); } } break; case ANIM_CROUCH: if ( pSoldier->IsValidSecondHandShot( ) ) { // Increment the number of people busy doing stuff because of an attack //gTacticalStatus.ubAttackBusyCount++; //DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting attack with 2 guns, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); return( SHOOT_DUAL_CROUCH ); } else { if ( pSoldier->bDoBurst > 0 ) { // pSoldier->flags.fBurstCompleted = FALSE; return( CROUCHED_BURST ); } else { return( SHOOT_RIFLE_CROUCH ); } } break; default: AssertMsg( FALSE, String( "SelectFireAnimation: ERROR - Invalid height %d", ubHeight ) ); break; } // If here, an internal error has occured! Assert( FALSE ); return ( 0 ); } UINT16 SOLDIERTYPE::GetMoveStateBasedOnStance( UINT8 ubStanceHeight ) { // Determine which animation to do...depending on stance and gun in hand... switch ( ubStanceHeight ) { case ANIM_STAND: if ( this->flags.fUIMovementFast && !( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { return( RUNNING ); } else { return( WALKING ); } break; case ANIM_PRONE: if ( this->flags.fUIMovementFast ) { return( CRAWLING ); } else { return( CRAWLING ); } break; case ANIM_CROUCH: if ( this->flags.fUIMovementFast ) { return( SWATTING ); } else { //***ddd // ò.ê. ïîêà îòðèñîâàí 1 áîäèòàéï, îñòàëüíûå äîáàâèòü UINT16 usItem = this->inv[ HANDPOS ].usItem; if( this->inv[ HANDPOS ].exists() == true && //(this->ubBodyType == BIGMALE || this->ubBodyType == REGFEMALE )&& (Item[ usItem ].usItemClass == IC_BLADE || Item[ usItem ].usItemClass == IC_THROWING_KNIFE) ) return( SWATTING_WK ); else return( SWATTING ); } break; default: AssertMsg( FALSE, String( "GetMoveStateBasedOnStance: ERROR - Invalid height %d", ubStanceHeight ) ); break; } // If here, an internal error has occured! Assert( FALSE ); return ( 0 ); } void SelectFallAnimation( SOLDIERTYPE *pSoldier ) { // Determine which animation to do...depending on stance and gun in hand... switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: pSoldier->EVENT_InitNewSoldierAnim( FLYBACK_HIT, 0 , FALSE ); break; case ANIM_PRONE: pSoldier->EVENT_InitNewSoldierAnim( FLYBACK_HIT, 0 , FALSE ); break; } } BOOLEAN SOLDIERTYPE::SoldierReadyWeapon( void ) { return( this->InternalSoldierReadyWeapon( (INT8)this->ubDirection, FALSE ) ); } BOOLEAN SOLDIERTYPE::SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady ) { INT16 sFacingDir; sFacingDir = GetDirectionFromXY( sTargetXPos , sTargetYPos, this ); return( this->InternalSoldierReadyWeapon( (INT8)sFacingDir, fEndReady ) ); } BOOLEAN SOLDIERTYPE::InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady ) { UINT16 usAnimState; BOOLEAN fReturnVal = FALSE; // Handle monsters differently if (this->flags.uiStatusFlags & SOLDIER_MONSTER) { if ( !fEndReady ) { this->EVENT_SetSoldierDesiredDirection( sFacingDir ); } return( FALSE ); } DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InternalSoldierReadyWeapon: PickingAnimation")); usAnimState = PickSoldierReadyAnimation( this, fEndReady ); if ( usAnimState != INVALID_ANIMATION ) { if(is_networked) { ChangeSoldierState( usAnimState, 0 , FALSE );//this passes it to an area where it gets sent over the network. } else { this->EVENT_InitNewSoldierAnim( usAnimState, 0 , FALSE ); } fReturnVal = TRUE; } if ( !fEndReady ) { // Ready direction for new facing direction if ( usAnimState == INVALID_ANIMATION ) { usAnimState = this->usAnimState; } EVENT_InternalSetSoldierDesiredDirection( this, sFacingDir, FALSE, usAnimState ); // Check if facing dir is different from ours and change direction if so! //if ( sFacingDir != this->ubDirection ) //{ // DeductPoints( this, APBPConstants[AP_CHANGE_FACING], 0 ); //}// } return( fReturnVal ); } UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("PickSoldierReadyAnimation")); // Invalid animation if nothing in our hands if ( pSoldier->inv[ HANDPOS ].exists() == false ) { return( INVALID_ANIMATION ); } if ( pSoldier->MercInDeepWater( ) ) { return( INVALID_ANIMATION ); } if ( pSoldier->ubBodyType == ROBOTNOWEAPON ) { return( INVALID_ANIMATION ); } // Check if we have a gun..... if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].usItemClass != IC_GUN && !Item[pSoldier->inv[ HANDPOS ].usItem].grenadelauncher ) { return( INVALID_ANIMATION ); } if ( Item[pSoldier->inv[ HANDPOS ].usItem].rocketlauncher ) { return( INVALID_ANIMATION ); } if ( pSoldier->ubBodyType == TANK_NW || pSoldier->ubBodyType == TANK_NE ) { return( INVALID_ANIMATION ); } if ( fEndReady ) { // IF our gun is already drawn, do not change animation, just direction if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )) { switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: // CHECK 2ND HAND! if ( pSoldier->IsValidSecondHandShot( ) ) { return( END_DUAL_STAND ); } else { return( END_RIFLE_STAND ); } break; case ANIM_PRONE: if ( pSoldier->IsValidSecondHandShot( ) ) { return( END_DUAL_PRONE ); } else { return( END_RIFLE_PRONE ); } break; case ANIM_CROUCH: // CHECK 2ND HAND! if ( pSoldier->IsValidSecondHandShot( ) ) { return( END_DUAL_CROUCH ); } else { return( END_RIFLE_CROUCH ); } break; } } } else { // IF our gun is already drawn, do not change animation, just direction if ( !(gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE ) ) ) { { switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: // CHECK 2ND HAND! if ( pSoldier->IsValidSecondHandShot( ) ) { return( READY_DUAL_STAND ); } else { return( READY_RIFLE_STAND ); } break; case ANIM_PRONE: // Go into crouch, turn, then go into prone again //pSoldier->ChangeSoldierStance( ANIM_CROUCH ); //pSoldier->ubDesiredHeight = ANIM_PRONE; //pSoldier->ChangeSoldierState( PRONE_UP ); if ( pSoldier->IsValidSecondHandShot( ) ) { return( READY_DUAL_PRONE ); } else { return( READY_RIFLE_PRONE ); } break; case ANIM_CROUCH: // CHECK 2ND HAND! if ( pSoldier->IsValidSecondHandShot( ) ) { return( READY_DUAL_CROUCH ); } else { return( READY_RIFLE_CROUCH ); } break; } } } } return( INVALID_ANIMATION ); } // 0verhaul: These routines are obsolete. Just call ReduceAttackBusyCount to reduce the ABC or // FreeUpAttacker to abort the current action. // extern SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID ); // extern SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID ); // ATE: THIS FUNCTION IS USED FOR ALL SOLDIER TAKE DAMAGE FUNCTIONS! void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGrid ) { UINT8 ubCombinedLoss, ubVolume, ubReason; // SOLDIERTYPE * pNewSoldier; ubReason = 0; DebugMsg(TOPIC_JA2,DBG_LEVEL_3 , "EVENT_SoldierGotHit"); #if 0 // 0verhaul: Under the new ABC system this is no longer necessary. // ATE: If we have gotten hit, but are still in our attack animation, reduce count! switch ( this->usAnimState ) { case SHOOT_ROCKET: case SHOOT_MORTAR: case THROW_ITEM: // crouch throwing case THROW_ITEM_CROUCHED: // crouch throwing case LOB_ITEM: DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - ATTACK ANIMATION %s ENDED BY HIT ANIMATION, Now %d", gAnimControl[ this->usAnimState ].zAnimStr, gTacticalStatus.ubAttackBusyCount ) ); ReduceAttackBusyCount( this->ubID, FALSE ); break; } #endif // DO STUFF COMMON FOR ALL TYPES if ( ubAttackerID != NOBODY) { MercPtrs[ubAttackerID]->aiData.bLastAttackHit = TRUE; } // Set attacker's ID this->ubAttackerID = ubAttackerID; #if 0 // 0verhaul: Slashing out more unnecessary and reworked code if ( !( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { // Increment being attacked count this->bBeingAttackedCount++; } // if defender is a vehicle, there will be no hit animation played! if ( !( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { // Increment the number of people busy doing stuff because of an attack (busy doing hit anim!) gTacticalStatus.ubAttackBusyCount++; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Person got hit, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); } #endif // ATE; Save hit location info...( for later anim determination stuff ) this->ubHitLocation = ubHitLocation; // handle morale for heavy damage attacks if ( sDamage > 25 ) { if ( this->ubAttackerID != NOBODY && MercPtrs[ this->ubAttackerID ]->bTeam == gbPlayerNum ) { HandleMoraleEvent( MercPtrs[ this->ubAttackerID ], MORALE_DID_LOTS_OF_DAMAGE, MercPtrs[ this->ubAttackerID ]->sSectorX, MercPtrs[ this->ubAttackerID ]->sSectorY, MercPtrs[ this->ubAttackerID ]->bSectorZ ); } if (this->bTeam == gbPlayerNum) { HandleMoraleEvent( this, MORALE_TOOK_LOTS_OF_DAMAGE, this->sSectorX, this->sSectorY, this->bSectorZ ); } } // SWITCH IN TYPE OF WEAPON if ( ubSpecial == FIRE_WEAPON_TOSSED_OBJECT_SPECIAL ) { ubReason = TAKE_DAMAGE_OBJECT; } else if ( Item[ usWeaponIndex ].usItemClass & IC_TENTACLES ) { ubReason = TAKE_DAMAGE_TENTACLES; } // marke take out gunfire if ammotype is explosive // callahan update start // setting new func to intercept testhit else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && ubAttackerID == NOBODY) { sBreathLoss += APBPConstants[BP_GET_HIT]; ubReason = TAKE_DAMAGE_GUNFIRE; } // callahan update end else if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) && AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ][0]->data.gun.ubGunAmmoType].explosionSize <= 1) { if ( ubSpecial == FIRE_WEAPON_SLEEP_DART_SPECIAL ) { UINT32 uiChance; // put the drug in! this->bSleepDrugCounter = 10; uiChance = SleepDartSuccumbChance( this ); if ( PreRandom( 100 ) < uiChance ) { // succumb to the drug! sBreathLoss = (INT16)( this->bBreathMax * 100 ); } } else if ( ubSpecial == FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL ) { // blinded!! if ( (this->bBlindedCounter == 0) ) { // say quote if (this->flags.uiStatusFlags & SOLDIER_PC) { TacticalCharacterDialogue( this, QUOTE_BLINDED ); } DecayIndividualOpplist( this ); } // will always increase counter by at least 1 this->bBlindedCounter += (sDamage / 8) + 1; // Dirty panel fInterfacePanelDirty = DIRTYLEVEL2; } sBreathLoss += APBPConstants[BP_GET_HIT]; ubReason = TAKE_DAMAGE_GUNFIRE; } else if ( Item[ usWeaponIndex ].usItemClass & IC_BLADE ) { // SANDRO - slightly reduce breath damage of melee weapons, it is an issue for martial arts if (gGameOptions.fNewTraitSystem) sBreathLoss = (APBPConstants[BP_GET_HIT] * (100 + gSkillTraitValues.bPercentModifierBladesBreathLoss) / 100); else sBreathLoss = APBPConstants[BP_GET_HIT]; ubReason = TAKE_DAMAGE_BLADE; } else if ( Item[ usWeaponIndex ].usItemClass & IC_PUNCH ) { //////////////////////////////////////////////////////////////////////////// // SANDRO - STOMP traits UINT16 sBreathRegainPenaltyMultiplier = 0; if (gGameOptions.fNewTraitSystem) { if ( ubAttackerID != NOBODY ) { if (!(MercPtrs[ubAttackerID]->inv[HANDPOS].exists()) || Item[MercPtrs[ubAttackerID]->inv[HANDPOS].usItem].brassknuckles) { // with enhanced CCS, make the lost breath harder to regenerate, which makes CQC more usable if ( gGameExternalOptions.fEnhancedCloseCombatSystem ) sBreathRegainPenaltyMultiplier = 10; sBreathLoss = sDamage * ( 100 + gSkillTraitValues.bPercentModifierHtHBreathLoss); // 80% only for untrained mercs // martial arts bonus for breath damage if ( HAS_SKILL_TRAIT( MercPtrs[ubAttackerID], MARTIAL_ARTS_NT )) { sBreathLoss += sDamage * gSkillTraitValues.ubMABonusBreathDamageHandToHand * NUM_SKILL_TRAITS( MercPtrs[ubAttackerID], MARTIAL_ARTS_NT ); sBreathRegainPenaltyMultiplier += ( gSkillTraitValues.usMALostBreathRegainPenalty * NUM_SKILL_TRAITS( MercPtrs[ubAttackerID], MARTIAL_ARTS_NT )); } } else { // with enhanced CCS, make the lost breath harder to regenerate, which makes CQC more usable if ( gGameExternalOptions.fEnhancedCloseCombatSystem ) sBreathRegainPenaltyMultiplier = 15; sBreathLoss = sDamage * (100 + gSkillTraitValues.bPercentModifierBluntBreathLoss); // 50% only for melee weapons } } else { sBreathLoss = sDamage * ( 100 + gSkillTraitValues.bPercentModifierHtHBreathLoss); } // bodybuilding reduces this to half if ( HAS_SKILL_TRAIT( this, BODYBUILDING_NT )) { sBreathLoss = max( 10, (sBreathLoss * (100 - gSkillTraitValues.ubBBBreathLossForHtHImpactReduction) / 100)); } } else { // with enhanced CCS, make the lost breath harder to regenerate, which makes CQC more usable if ( gGameExternalOptions.fEnhancedCloseCombatSystem ) sBreathRegainPenaltyMultiplier = 10; // damage from hand-to-hand is 1/4 normal, 3/4 breath.. the sDamage value // is actually how much breath we'll take away sBreathLoss = sDamage * 100; } if ( sBreathRegainPenaltyMultiplier > 0 ) { // unregainable breath damage this->lUnregainableBreath += ((sBreathLoss * sBreathRegainPenaltyMultiplier )/100); } //////////////////////////////////////////////////////////////////////////// sDamage = sDamage / PUNCH_REAL_DAMAGE_PORTION; #ifdef JA2UB //Ja25: No meanwhiles #else if ( AreInMeanwhile() && gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION ) { sBreathLoss = 0; sDamage /= 2; } #endif ubReason = TAKE_DAMAGE_HANDTOHAND; } // marke added one 'or' for explosive ammo. variation of: AmmoTypes[this->inv[this->ubAttackingHand ][0]->data.gun.ubGunAmmoType].explosionSize > 1 // extracting attacker´s ammo type else if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || AmmoTypes[MercPtrs[ubAttackerID]->inv[MercPtrs[ubAttackerID]->ubAttackingHand ][0]->data.gun.ubGunAmmoType].explosionSize > 1) { INT8 bDeafValue; bDeafValue = Explosive[ Item[ usWeaponIndex ].ubClassIndex ].ubVolume / 10; if ( bDeafValue == 0 ) bDeafValue = 1; // Lesh: flashbang does damage switch ( ubSpecial ) { case FIRE_WEAPON_BLINDED_AND_DEAFENED: this->bDeafenedCounter = bDeafValue; //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Soldier is blinded and deafened" ); // if soldier in building OR underground if ( InBuilding(sLocationGrid) || (gbWorldSectorZ) ) { // deal max special damage this->bBlindedCounter = (INT8)Explosive[ Item[ usWeaponIndex ].ubClassIndex ].ubDuration; // say quote if (this->flags.uiStatusFlags & SOLDIER_PC) { TacticalCharacterDialogue( this, QUOTE_BLINDED ); } } else if ( NightTime() ) // if soldier outside at night { // halve effect this->bBlindedCounter = (INT8)Explosive[ Item[ usWeaponIndex ].ubClassIndex ].ubDuration / 2; if ( this->bBlindedCounter == 0 ) this->bBlindedCounter = 1; this->bDeafenedCounter /= 2; // say quote if (this->flags.uiStatusFlags & SOLDIER_PC) { TacticalCharacterDialogue( this, QUOTE_BLINDED ); } } DecayIndividualOpplist( this ); break; case FIRE_WEAPON_BLINDED: break; case FIRE_WEAPON_DEAFENED: //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Soldier is deafened" ); this->bDeafenedCounter = bDeafValue; break; }; if ( usWeaponIndex == STRUCTURE_EXPLOSION ) { ubReason = TAKE_DAMAGE_STRUCTURE_EXPLOSION; } else { ubReason = TAKE_DAMAGE_EXPLOSION; } } else { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Soldier Control: Weapon class not handled in SoldierGotHit( ) %d", usWeaponIndex ) ); } #if 0 // 0verhaul: None of this hairyness is necessary anymore! Hazaa! // CJC: moved to after SoldierTakeDamage so that any quotes from the defender // will not be said if they are knocked out or killed if ( ubReason != TAKE_DAMAGE_TENTACLES && ubReason != TAKE_DAMAGE_OBJECT ) { // OK, OK: THis is hairy, however, it's ness. because the normal freeup call uses the // attckers intended target, and here we want to use thier actual target.... // ATE: If it's from GUNFIRE damage, keep in mind bullets... if ( Item[ usWeaponIndex ].usItemClass & IC_GUN ) { pNewSoldier = FreeUpAttackerGivenTarget( this->ubAttackerID, this->ubID ); } else { pNewSoldier = ReduceAttackBusyGivenTarget( this->ubAttackerID, this->ubID ); } if (pNewSoldier != NULL) { //warning, if this code is ever uncommented, rename all this //to this in this function, then init this to this this = pNewSoldier; } DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Tried to free up attacker, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); } #endif //////////////////////////////////////////////////////////////////////////////////// // SANDRO - Increased breath damage resistance of Militia (bonus counted twice) if (this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.bGreenMilitiaDamageResistance != 0) sBreathLoss -= ((sBreathLoss * gGameExternalOptions.bGreenMilitiaDamageResistance) /75); else if (this->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.bRegularMilitiaDamageResistance != 0) sBreathLoss -= ((sBreathLoss * gGameExternalOptions.bRegularMilitiaDamageResistance) /75); else if (this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.bVeteranMilitiaDamageResistance != 0) sBreathLoss -= ((sBreathLoss * gGameExternalOptions.bVeteranMilitiaDamageResistance) /75); // bonus for enemy too else if (this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminDamageResistance != 0) sBreathLoss -= ((sBreathLoss * gGameExternalOptions.sEnemyAdminDamageResistance) /100); else if (this->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularDamageResistance != 0) sBreathLoss -= ((sBreathLoss * gGameExternalOptions.sEnemyRegularDamageResistance) /100); else if (this->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteDamageResistance != 0) sBreathLoss -= ((sBreathLoss * gGameExternalOptions.sEnemyEliteDamageResistance) /100); ////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// // SANDRO - option to make special NPCs stronger - breath damage resistance if (gGameExternalOptions.usSpecialNPCStronger > 0) { switch( this->ubProfile ) { case CARMEN: case QUEEN: case JOE: case ANNIE: case CHRIS: case KINGPIN: case TIFFANY: case T_REX: case DRUGGIST: case GENERAL: case JACK: case OLAF: case RAY: case OLGA: case TYRONE: case MIKE: sBreathLoss -= (sBreathLoss * gGameExternalOptions.usSpecialNPCStronger / 100); break; } } if ( sBreathLoss < 0 ) sBreathLoss = 0; //////////////////////////////////////////////////////////////////////////////////// // OK, If we are a vehicle.... damage vehicle...( people inside... ) if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { this->SoldierTakeDamage( ANIM_CROUCH, sDamage, sBreathLoss, ubReason, this->ubAttackerID, NOWHERE, FALSE, TRUE ); return; } // DEDUCT LIFE ubCombinedLoss = this->SoldierTakeDamage( ANIM_CROUCH, sDamage, sBreathLoss, ubReason, this->ubAttackerID, NOWHERE, FALSE, TRUE ); // ATE: OK, Let's check our ASSIGNMENT state, // If anything other than on a squad or guard, make them guard.... if ( this->bTeam == gbPlayerNum ) { if ( this->bAssignment >= ON_DUTY && this->bAssignment != ASSIGNMENT_POW ) { if( this->flags.fMercAsleep ) { this->flags.fMercAsleep = FALSE; this->flags.fForcedToStayAwake = FALSE; // refresh map screen fCharacterInfoPanelDirty = TRUE; fTeamPanelDirty = TRUE; } AddCharacterToAnySquad( this ); } } // SCREAM!!!! ubVolume = CalcScreamVolume( this, ubCombinedLoss ); // IF WE ARE AT A HIT_STOP ANIMATION // DO APPROPRIATE HITWHILE DOWN ANIMATION if ( !( gAnimControl[ this->usAnimState ].uiFlags & ANIM_HITSTOP ) || this->usAnimState != JFK_HITDEATH_STOP ) { MakeNoise( this->ubID, this->sGridNo, this->pathing.bLevel, this->bOverTerrainType, ubVolume, NOISE_SCREAM); } // IAN ADDED THIS SAT JUNE 14th : HAVE TO SHOW VICTIM! if (gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) && this->bVisible != -1 && this->bTeam == gbPlayerNum ) LocateSoldier(this->ubID,DONTSETLOCATOR); if ( Item[ usWeaponIndex ].usItemClass & IC_BLADE ) { PlayJA2Sample( (UINT32)( KNIFE_IMPACT ), RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } else { PlayJA2Sample( (UINT32)( BULLET_IMPACT_1 + Random(3) ), RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } // PLAY RANDOM GETTING HIT SOUND // ONLY IF WE ARE CONSCIOUS! if ( this->stats.bLife >= CONSCIOUSNESS ) { if ( this->ubBodyType == CROW ) { // Exploding crow... PlayJA2Sample( CROW_EXPLODE_1, RATE_11025, SoundVolume( HIGHVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } else { // ATE: This is to disallow large amounts of smaples being played which is load! if ( this->flags.fGettingHit && this->usAniCode != STANDING_BURST_HIT ) { } else { this->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) ); } } } // CHECK FOR DOING HIT WHILE DOWN if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_HITSTOP ) ) { switch( this->usAnimState ) { case FLYBACKHIT_STOP: this->ChangeSoldierState( FALLBACK_DEATHTWICH, 0, FALSE ); break; case STAND_FALLFORWARD_STOP: this->ChangeSoldierState( GENERIC_HIT_DEATHTWITCHNB, 0, FALSE ); break; case JFK_HITDEATH_STOP: this->ChangeSoldierState( JFK_HITDEATH_TWITCHB, 0, FALSE ); break; case FALLBACKHIT_STOP: this->ChangeSoldierState( FALLBACK_HIT_DEATHTWITCHNB, 0, FALSE ); break; case PRONE_LAYFROMHIT_STOP: this->ChangeSoldierState( PRONE_HIT_DEATHTWITCHNB, 0, FALSE ); break; case PRONE_HITDEATH_STOP: this->ChangeSoldierState( PRONE_HIT_DEATHTWITCHB, 0 , FALSE ); break; case FALLFORWARD_HITDEATH_STOP: this->ChangeSoldierState( GENERIC_HIT_DEATHTWITCHB, 0 , FALSE ); break; case FALLBACK_HITDEATH_STOP: this->ChangeSoldierState( FALLBACK_HIT_DEATHTWITCHB, 0 , FALSE ); break; case FALLOFF_DEATH_STOP: this->ChangeSoldierState( FALLOFF_TWITCHB, 0 , FALSE ); break; case FALLOFF_STOP: this->ChangeSoldierState( FALLOFF_TWITCHNB, 0 , FALSE ); break; case FALLOFF_FORWARD_DEATH_STOP: this->ChangeSoldierState( FALLOFF_FORWARD_TWITCHB, 0 , FALSE ); break; case FALLOFF_FORWARD_STOP: this->ChangeSoldierState( FALLOFF_FORWARD_TWITCHNB, 0 , FALSE ); break; default: DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Soldier Control: Death state %d has no death hit", this->usAnimState ) ); } return; } // Set goback to aim after hit flag! // Only if we were aiming! if ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY ) { this->flags.fGoBackToAimAfterHit = TRUE; } // IF COWERING, PLAY SPECIFIC GENERIC HIT STAND... if ( this->flags.uiStatusFlags & SOLDIER_COWERING ) { if ( this->stats.bLife == 0 || IS_MERC_BODY_TYPE( this ) ) { this->EVENT_InitNewSoldierAnim( GENERIC_HIT_STAND, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( CIV_COWER_HIT, 0 , FALSE ); } return; } // Change based on body type switch( this->ubBodyType ) { case COW: this->EVENT_InitNewSoldierAnim( COW_HIT, 0 , FALSE ); return; break; case BLOODCAT: this->EVENT_InitNewSoldierAnim( BLOODCAT_HIT, 0 , FALSE ); return; break; case ADULTFEMALEMONSTER: case AM_MONSTER: case YAF_MONSTER: case YAM_MONSTER: this->EVENT_InitNewSoldierAnim( ADULTMONSTER_HIT, 0 , FALSE ); return; break; case LARVAE_MONSTER: this->EVENT_InitNewSoldierAnim( LARVAE_HIT, 0 , FALSE ); return; break; case QUEENMONSTER: this->EVENT_InitNewSoldierAnim( QUEEN_HIT, 0 , FALSE ); return; break; case CRIPPLECIV: { // OK, do some code here to allow the fact that poor buddy can be thrown back if it's a big enough hit... this->EVENT_InitNewSoldierAnim( CRIPPLE_HIT, 0 , FALSE ); //this->stats.bLife = 0; //this->EVENT_InitNewSoldierAnim( CRIPPLE_DIE_FLYBACK, 0 , FALSE ); } return; break; case ROBOTNOWEAPON: this->EVENT_InitNewSoldierAnim( ROBOTNW_HIT, 0 , FALSE ); return; break; case INFANT_MONSTER: this->EVENT_InitNewSoldierAnim( INFANT_HIT, 0 , FALSE ); return; case CROW: this->EVENT_InitNewSoldierAnim( CROW_DIE, 0 , FALSE ); return; //case FATCIV: case MANCIV: case MINICIV: case DRESSCIV: case HATKIDCIV: case KIDCIV: // OK, if life is 0 and not set as dead ( this is a death hit... ) if ( !( this->flags.uiStatusFlags & SOLDIER_DEAD ) && this->stats.bLife == 0 ) { // Randomize death! if ( Random( 2 ) ) { this->EVENT_InitNewSoldierAnim( CIV_DIE2, 0 , FALSE ); return; } } // IF here, go generic hit ALWAYS..... this->EVENT_InitNewSoldierAnim( GENERIC_HIT_STAND, 0 , FALSE ); return; break; } // If here, we are a merc, check if we are in water if ( this->MercInShallowWater( ) ) { this->EVENT_InitNewSoldierAnim( WATER_HIT, 0 , FALSE ); return; } if ( this->MercInDeepWater( ) ) { this->EVENT_InitNewSoldierAnim( DEEP_WATER_HIT, 0 , FALSE ); return; } // SWITCH IN TYPE OF WEAPON if ( Item[ usWeaponIndex ].usItemClass & ( IC_GUN | IC_THROWING_KNIFE ) ) { SoldierGotHitGunFire( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); } if ( Item[ usWeaponIndex ].usItemClass & IC_BLADE ) { SoldierGotHitBlade( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); } // marke setting ammo explosions included here with 3rd 'or' including ubReason if ( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || Item[ usWeaponIndex ].usItemClass & IC_TENTACLES || ubReason == TAKE_DAMAGE_EXPLOSION ) { SoldierGotHitExplosion( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); } if ( Item[ usWeaponIndex ].usItemClass & IC_PUNCH ) { SoldierGotHitPunch( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); } } UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss ) { // NB explosions are so loud they should drown out screams UINT8 ubVolume; if (ubCombinedLoss < 1) { ubVolume = 1; } else { ubVolume = ubCombinedLoss; } // Victim yells out in pain, making noise. Yelps are louder from greater // wounds, but softer for more experienced soldiers. if (ubVolume > (10 - EffectiveExpLevel( pSoldier ) )) { ubVolume = 10 - EffectiveExpLevel( pSoldier ); } /* // the "Speck factor"... He's a whiner, and extra-sensitive to pain! if (ptr->trait == NERVOUS) ubVolume += 2; */ if (ubVolume < 0) { ubVolume = 0; } return( ubVolume ); } void DoGenericHit( SOLDIERTYPE *pSoldier, UINT8 ubSpecial, INT16 bDirection ) { // Based on stance, select generic hit animation switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: // For now, check if we are affected by a burst // For now, if the weapon was a gun, special 1 == burst // ATE: Only do this for mercs! if ( ubSpecial == FIRE_WEAPON_BURST_SPECIAL && pSoldier->ubBodyType <= REGFEMALE ) { //SetSoldierDesiredDirection( pSoldier, bDirection ); pSoldier->EVENT_SetSoldierDirection( (INT8)bDirection ); pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); pSoldier->EVENT_InitNewSoldierAnim( STANDING_BURST_HIT, 0 , FALSE ); } else { // Check in hand for rifle if ( pSoldier->SoldierCarriesTwoHandedWeapon( ) ) { pSoldier->EVENT_InitNewSoldierAnim( RIFLE_STAND_HIT, 0 , FALSE ); } else { pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_STAND, 0 , FALSE ); } } break; case ANIM_PRONE: pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_PRONE, 0 , FALSE ); break; case ANIM_CROUCH: pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_CROUCH, 0 , FALSE ); break; } } void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { INT32 usNewGridNo; BOOLEAN fBlownAway = FALSE; BOOLEAN fHeadHit = FALSE; BOOLEAN fFallenOver = FALSE; // MAYBE CHANGE TO SPECIAL ANIMATION BASED ON VALUE SET BY DAMAGE CALCULATION CODE // ALL THESE ONLY WORK ON STANDING PEOPLE if (!(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND) { if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND ) { if (ubSpecial == FIRE_WEAPON_HEAD_EXPLODE_SPECIAL) { if ( gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] ) { // HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG. //if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT )) if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath) { usNewGridNo = NewGridNo( pSoldier->sGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) ); // CHECK OK DESTINATION! if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, JFK_HITDEATH ) ) { usNewGridNo = NewGridNo( usNewGridNo, (INT8)( DirectionInc( pSoldier->ubDirection ) ) ); if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) { fHeadHit = TRUE; } } } } } else if (ubSpecial == FIRE_WEAPON_CHEST_EXPLODE_SPECIAL) { if ( gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] ) { // HEADROCK HAM 3.6: Reattached "Max Distance For Messy Death" tag from the XML! God knows why it wasn't attached when they MADE THAT TAG. //if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath || (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH && usWeaponIndex == BARRETT )) if (SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= Weapon[usWeaponIndex].maxdistformessydeath) { // possibly play torso explosion anim! if (pSoldier->ubDirection == bDirection) { usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ pSoldier->ubDirection ] ) ); if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) { usNewGridNo = NewGridNo( usNewGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); if ( OKFallDirection( pSoldier, usNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], pSoldier->usAnimState ) ) { fBlownAway = TRUE; } } } } } } else if (ubSpecial == FIRE_WEAPON_LEG_FALLDOWN_SPECIAL) { // possibly play fall over anim! // this one is NOT restricted by distance if (IsValidStance( pSoldier, ANIM_PRONE ) ) { // Can't be in water, or not standing if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND && !pSoldier->MercInWater( ) ) { fFallenOver = TRUE; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 20 ], pSoldier->name ); } } } } } // IF HERE AND GUY IS DEAD, RETURN! if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) { // 0verhaul: Handled in the soldier state change code // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Releasesoldierattacker,Dead soldier hit" ) ); // ReleaseSoldiersAttacker( pSoldier ); return; } if ( fFallenOver ) { // HEADROCK HAM 3.2: Critical legshots cost an extra number of APs, based on shot damage. if (gGameExternalOptions.fCriticalLegshotCausesAPLoss) { DeductPoints( pSoldier, APBPConstants[AP_LOSS_PER_LEGSHOT_DAMAGE]*sDamage, 0, DISABLED_INTERRUPT); } SoldierCollapse( pSoldier ); return; } if ( fBlownAway ) { // Only for mercs... if ( pSoldier->ubBodyType < 4 ) { pSoldier->ChangeToFlybackAnimation( (UINT8)bDirection ); return; } } if ( fHeadHit ) { // Only for mercs ( or KIDS! ) if ( pSoldier->ubBodyType < 4 || pSoldier->ubBodyType == HATKIDCIV || pSoldier->ubBodyType == KIDCIV ) { pSoldier->EVENT_InitNewSoldierAnim( JFK_HITDEATH, 0 , FALSE ); return; } } DoGenericHit( pSoldier, ubSpecial, bDirection ); } void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { INT32 sNewGridNo; // IF HERE AND GUY IS DEAD, RETURN! if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) { return; } //check for services pSoldier->ReceivingSoldierCancelServices( ); pSoldier->GivingSoldierCancelServices( ); if ( gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] ) { if ( Explosive[ Item[ usWeaponIndex ].ubClassIndex ].ubRadius >= 3 && pSoldier->stats.bLife == 0 && gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) { if ( sRange >= 2 && sRange <= 4 ) { pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) ); pSoldier->EVENT_InitNewSoldierAnim( CHARIOTS_OF_FIRE, 0 , FALSE ); return; } else if ( sRange <= 1 ) { pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) ); pSoldier->EVENT_InitNewSoldierAnim( BODYEXPLODING, 0 , FALSE ); return; } } } // If we can't fal back or such, so generic hit... if ( pSoldier->ubBodyType >= 4 ) { DoGenericHit( pSoldier, 0, bDirection ); return; } // Lesh: possible soldier behavior when affected by flashbang // Soldier can: // 1. stand as if there was no explosion at all // 2. crouch. represent that soldier didn't expect such blow and instinctively // made defensive movement to protect his body // 3. fall forward. again, he didn't expect that something will explode behind // him and deafens him // 4. fall backward. unexpected blast, fear, clumsy moves and soldier flies backward. // Based on stance, select generic hit animation switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: if ( ubSpecial == FIRE_WEAPON_DEAFENED ) { switch( Random(10) ) { case 0: case 1: case 2: case 3: case 4: case 5: // 6 of 10 - crouch pSoldier->ChangeSoldierStance( ANIM_CROUCH ); break; case 6: case 7: case 8: // 3 of 10 - fall forward pSoldier->BeginTyingToFall( ); pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); break; case 9: // 1 of 10 - still standing DoGenericHit( pSoldier, 0, bDirection ); break; }; break; } else if ( ubSpecial == FIRE_WEAPON_BLINDED_AND_DEAFENED ) { switch( Random(10) ) { case 0: case 1: case 2: case 3: case 4: // 5 of 10 - crouch pSoldier->ChangeSoldierStance( ANIM_CROUCH ); break; case 5: case 6: case 7: case 8: // 4 of 10 - fall backward (if possible) either forward // Check behind us! sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) { pSoldier->EVENT_SetSoldierDirection( (INT8)bDirection ); pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); pSoldier->ChangeToFallbackAnimation( (UINT8)bDirection ); } else { pSoldier->BeginTyingToFall( ); pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); } break; case 9: // 1 of 10 - still standing DoGenericHit( pSoldier, 0, bDirection ); break; }; break; } else if ( ubSpecial == FIRE_WEAPON_BLINDED ) { } case ANIM_CROUCH: if ( ubSpecial == FIRE_WEAPON_BLINDED || ubSpecial == FIRE_WEAPON_BLINDED_AND_DEAFENED || ubSpecial == FIRE_WEAPON_DEAFENED ) { DoGenericHit( pSoldier, 0, bDirection ); break; } pSoldier->EVENT_SetSoldierDirection( (INT8)bDirection ); pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); // Check behind us! sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ bDirection ] ) ); if ( OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ bDirection ], FLYBACK_HIT ) ) { pSoldier->ChangeToFallbackAnimation( (UINT8)bDirection ); } else { if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND ) { pSoldier->BeginTyingToFall( ); pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); } else { SoldierCollapse( pSoldier ); } } break; case ANIM_PRONE: SoldierCollapse( pSoldier ); break; } } void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { // IF HERE AND GUY IS DEAD, RETURN! if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) { return; } // Based on stance, select generic hit animation switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: // Check in hand for rifle if ( pSoldier->SoldierCarriesTwoHandedWeapon( ) ) { pSoldier->EVENT_InitNewSoldierAnim( RIFLE_STAND_HIT, 0 , FALSE ); } else { pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_STAND, 0 , FALSE ); } break; case ANIM_CROUCH: pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_CROUCH, 0 , FALSE ); break; case ANIM_PRONE: pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_PRONE, 0 , FALSE ); break; } } void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { // IF HERE AND GUY IS DEAD, RETURN! if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) { return; } // Based on stance, select generic hit animation switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: // Check in hand for rifle if ( pSoldier->SoldierCarriesTwoHandedWeapon( ) ) { pSoldier->EVENT_InitNewSoldierAnim( RIFLE_STAND_HIT, 0 , FALSE ); } else { pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_STAND, 0 , FALSE ); } break; case ANIM_CROUCH: pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_CROUCH, 0 , FALSE ); break; case ANIM_PRONE: pSoldier->EVENT_InitNewSoldierAnim( GENERIC_HIT_PRONE, 0 , FALSE ); break; } } BOOLEAN SOLDIERTYPE::EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim ) { INT32 iDest; INT32 sNewGridNo; BOOLEAN fContinue; UINT32 uiDist; UINT16 usAnimState; UINT16 usMoveAnimState = usMovementAnim; INT32 sMercGridNo; UINT16 usPathingData[ MAX_PATH_LIST_SIZE ]; UINT8 ubPathingMaxDirection; BOOLEAN fAdvancePath = TRUE; UINT8 fFlags = 0; // Ifd this code, make true if a player if ( fFromUI == 3 ) { if ( this->bTeam == gbPlayerNum ) { fFromUI = 1; } else { fFromUI = 0; } } // ATE: if a civ, and from UI, and were cowering, remove from cowering if ( AM_AN_EPC( this ) && fFromUI ) { if ( this->flags.uiStatusFlags & SOLDIER_COWERING ) { this->SetSoldierCowerState( FALSE ); usMoveAnimState = WALKING; } } this->bGoodContPath = FALSE; if ( this->flags.fDelayedMovement ) { if ( this->ubDelayedMovementFlags & DELAYED_MOVEMENT_FLAG_PATH_THROUGH_PEOPLE ) { fFlags = PATH_THROUGH_PEOPLE; } else { fFlags = PATH_IGNORE_PERSON_AT_DEST; } this->flags.fDelayedMovement = FALSE; } if ( gfGetNewPathThroughPeople ) { fFlags = PATH_THROUGH_PEOPLE; } // ATE: Some stuff here for realtime, going through interface.... if ( ( !( gTacticalStatus.uiFlags & INCOMBAT ) && ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_MOVING ) && fFromUI == 1 ) || fFromUI == 2 ) { if ( this->bCollapsed ) { return( FALSE ); } sMercGridNo = this->sGridNo; this->sGridNo = this->pathing.sDestination; // Check if path is good before copying it into guy's path... if ( !(uiDist = FindBestPath( this, sDestGridNo, this->pathing.bLevel, this->usUIMovementMode, COPYROUTE, fFlags ) ) ) { // Set to old.... this->sGridNo = sMercGridNo; return( FALSE ); } //uiDist = FindBestPath( this, sDestGridNo, this->pathing.bLevel, this->usUIMovementMode, COPYROUTE, fFlags ); this->sGridNo = sMercGridNo; this->pathing.sFinalDestination = sDestGridNo; if ( uiDist > 0 ) { // Add one to path data size.... if ( fAdvancePath ) { memcpy( usPathingData, this->pathing.usPathingData, sizeof( usPathingData ) ); ubPathingMaxDirection = (UINT8)usPathingData[ MAX_PATH_LIST_SIZE -1 ]; memcpy( &(this->pathing.usPathingData[1]), usPathingData, sizeof( usPathingData ) - sizeof( UINT16 ) ); // If we have reach the max, go back one sFinalDest.... if ( this->pathing.usPathDataSize == MAX_PATH_LIST_SIZE ) { //this->pathing.sFinalDestination = NewGridNo( (INT16)this->pathing.sFinalDestination, DirectionInc( gOppositeDirection[ ubPathingMaxDirection ] ) ); } else { this->pathing.usPathDataSize++; } } usMoveAnimState = this->usUIMovementMode; if ( this->MercInDeepWater( ) ) { usMoveAnimState = DEEP_WATER_SWIM; } // Change animation only.... set value to NOT call any goto new gridno stuff..... if ( usMoveAnimState != this->usAnimState ) { // this->usDontUpdateNewGridNoOnMoveAnimChange = TRUE; this->EVENT_InitNewSoldierAnim( usMoveAnimState, 0, FALSE ); if(is_server || (is_client && this->ubID <20) ) send_path( this, sDestGridNo, usMoveAnimState , 0 , FALSE ); return( TRUE ); } if(is_server || (is_client && this->ubID <20) ) send_path( this, sDestGridNo, this->usAnimState , 255 , FALSE ); return( TRUE ); } return( FALSE ); } // we can use the soldier's level here because we don't have pathing across levels right now... #if 0 // Uhhmmmm, the name of this function has "NEWPath" in it. if (this->pathing.bPathStored) { fContinue = TRUE; } else { #endif iDest = FindBestPath( this, sDestGridNo, this->pathing.bLevel, usMovementAnim, COPYROUTE, fFlags ); fContinue = (iDest != 0); // } // Only if we can get a path here if ( fContinue ) { // Debug messages DebugMsg( TOPIC_JA2, DBG_LEVEL_0, String( "Soldier %d: Get new path", this->ubID ) ); // Set final destination this->pathing.sFinalDestination = sDestGridNo; this->flags.fPastXDest = 0; this->flags.fPastYDest = 0; // CHECK IF FIRST TILE IS FREE sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8)this->pathing.usPathingData[ this->pathing.usPathIndex ] ) ); // If true, we're OK, if not, WAIT for a guy to pass! // If we are in deep water, we can only swim! if ( this->MercInDeepWater( ) ) { usMoveAnimState = DEEP_WATER_SWIM; } // Can't forget shallow water! AI will sometimes attempt to swat through it, which is not legal either else if ( this->MercInWater( ) ) { usMoveAnimState = WALKING; } // If we were aiming, end aim! // SANDRO - we may try to move with raised weapon, so don't end aim after if ( (gAnimControl[ this->usAnimState ].uiFlags & ( ANIM_FIREREADY | ANIM_FIRE )) && (usMoveAnimState == WALKING || usMoveAnimState == SIDE_STEP ) && !( this->MercInWater( )) ) { usAnimState = INVALID_ANIMATION; } else { usAnimState = PickSoldierReadyAnimation( this, TRUE ); } // Add a pending animation first! // Only if we were standing! if ( usAnimState != INVALID_ANIMATION && gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND ) { this->EVENT_InitNewSoldierAnim( usAnimState, 0, FALSE ); this->usPendingAnimation = usMoveAnimState; if(is_server || (is_client && this->ubID <20) ) send_path( this, sDestGridNo, usAnimState , 0 , FALSE ); } else { // Call local copy for change soldier state! this->EVENT_InitNewSoldierAnim( usMoveAnimState, 0, fForceRestartAnim ); if(is_server || (is_client && this->ubID <20) ) send_path( this, sDestGridNo, usMovementAnim , 0 , fForceRestartAnim ); } // Change desired direction // ATE: Here we have a situation where in RT, we may have // gotten a new path, but we are alreayd moving.. so // at leasty change new dest. This will be redundent if the ANI is a totaly new one return( TRUE ); } return( FALSE ); } void SOLDIERTYPE::EVENT_GetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim ) { // ATE: Default restart of animation to TRUE this->EVENT_InternalGetNewSoldierPath( sDestGridNo, usMovementAnim, FALSE, TRUE ); } // Change our state based on stance, to stop! void SOLDIERTYPE::StopSoldier( void ) { this->ReceivingSoldierCancelServices( ); this->GivingSoldierCancelServices( ); if ( !( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY ) ) { //this->SoldierGotoStationaryStance( ); this->EVENT_StopMerc( this->sGridNo, this->ubDirection ); } // Set desination this->pathing.sFinalDestination = this->sGridNo; } void SOLDIERTYPE::SoldierGotoStationaryStance( void ) { // ATE: This is to turn off fast movement, that us used to change movement mode // for ui display on stance changes.... if ( this->bTeam == gbPlayerNum ) { //this->flags.fUIMovementFast = FALSE; } // The queen, if she sees anybody, goes to ready, not normal breath.... if ( this->ubBodyType == QUEENMONSTER ) { if ( this->aiData.bOppCnt > 0 || this->bTeam == gbPlayerNum ) { this->EVENT_InitNewSoldierAnim( QUEEN_READY, 0 , TRUE ); return; } } // Check if we are in deep water! if ( this->MercInDeepWater( ) ) { // IN deep water, tred! this->EVENT_InitNewSoldierAnim( DEEP_WATER_TRED, 0 , FALSE ); } else if ( this->ubServicePartner != NOBODY && this->stats.bLife >= OKLIFE && this->bBreath > 0 ) { if(!is_networked)this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE ); else this->ChangeSoldierState( GIVING_AID, 0, 0 ); } else { // Change state back to stationary state for given height switch( gAnimControl[ this->usAnimState ].ubEndHeight ) { case ANIM_STAND: // If we are cowering....goto cower state if ( this->flags.uiStatusFlags & SOLDIER_COWERING ) { this->EVENT_InitNewSoldierAnim( START_COWER, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( STANDING, 0 , FALSE ); } break; case ANIM_CROUCH: // If we are cowering....goto cower state if ( this->flags.uiStatusFlags & SOLDIER_COWERING ) { this->EVENT_InitNewSoldierAnim( COWERING, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( CROUCHING, 0 , FALSE ); } break; case ANIM_PRONE: this->EVENT_InitNewSoldierAnim( PRONE, 0 , FALSE ); break; } } } void SOLDIERTYPE::ChangeSoldierStance( UINT8 ubDesiredStance ) { UINT16 usNewState; // Check if they are the same! if ( ubDesiredStance == gAnimControl[ this->usAnimState ].ubEndHeight ) { // Free up from stance change FreeUpNPCFromStanceChange( this ); return; } if (!IsValidStance( this, ubDesiredStance)) { //ADB this was recently put in as an assert, but that would make the game crash in certain circumstances, including the example below //you can comment out the breakpoint if it annoys you, but the return should remain for the indefinate future //if it's removed you'll have stuff happen like when out of breath and lying collapsed on the ground //and trying to climb onto a roof you'll crouch, stand, reach for the roof, and then collapse again, which looks really weird. DebugBreakpoint(); return; } // Set UI Busy SetUIBusy( this->ubID ); // ATE: If we are an NPC, cower.... if ( this->ubBodyType >= FATCIV && this->ubBodyType <= KIDCIV ) { if ( ubDesiredStance == ANIM_STAND ) { this->SetSoldierCowerState( FALSE ); } else { this->SetSoldierCowerState( TRUE ); } } else { usNewState = this->GetNewSoldierStateFromNewStance( ubDesiredStance ); // Set desired stance this->ubDesiredHeight = ubDesiredStance; // Now change to appropriate animation this->EVENT_InitNewSoldierAnim( usNewState, 0 , FALSE ); } } void SOLDIERTYPE::EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState ) { INT32 sNewGridNo; INT16 sXPos, sYPos; // Get dest gridno, convert to center coords sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( (UINT8)usNewDirection ) ); ConvertMapPosToWorldTileCenter( sNewGridNo, &sXPos, &sYPos ); // Save new dest gridno, x, y this->pathing.sDestination = sNewGridNo; this->pathing.sDestXPos = sXPos; this->pathing.sDestYPos = sYPos; this->bMovementDirection = (INT8)usNewDirection; // OK, ATE: If we are side_stepping, calculate a NEW desired direction.... if ( this->bReverse && (usAnimState == SIDE_STEP || usAnimState == ROLL_PRONE_R || usAnimState == ROLL_PRONE_L || usAnimState == SIDE_STEP_PISTOL_RDY || usAnimState == SIDE_STEP_RIFLE_RDY || usAnimState == SIDE_STEP_DUAL_RDY ) ) { UINT8 ubPerpDirection; // Get a new desired direction, ubPerpDirection = gPurpendicularDirection[ this->ubDirection ][ usNewDirection ]; // CHange actual and desired direction.... this->EVENT_SetSoldierDirection( ubPerpDirection ); this->pathing.bDesiredDirection = this->ubDirection; } else { if ( !( gAnimControl[ usAnimState ].uiFlags & ANIM_SPECIALMOVE ) ) { EVENT_InternalSetSoldierDesiredDirection( this, (UINT8)usNewDirection, fFromMove, usAnimState ); } } } void SOLDIERTYPE::EVENT_SetSoldierDestination( UINT8 ubNewDirection ) { this->EVENT_InternalSetSoldierDestination( ubNewDirection, FALSE, this->usAnimState ); } // function to determine which direction a creature can turn in INT8 MultiTiledTurnDirection( SOLDIERTYPE * pSoldier, INT8 bStartDirection, INT8 bDesiredDirection ) { INT8 bTurningIncrement; INT8 bCurrentDirection; INT8 bLoop; UINT16 usStructureID, usAnimSurface; STRUCTURE_FILE_REF * pStructureFileRef; BOOLEAN fOk = FALSE; // start by trying to turn in quickest direction bTurningIncrement = (INT8) QuickestDirection( bStartDirection, bDesiredDirection ); usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, pSoldier->usUIMovementMode ); pStructureFileRef = GetAnimationStructureRef( pSoldier->ubID, usAnimSurface, pSoldier->usUIMovementMode ); if ( !pStructureFileRef ) { // without structure data, well, assume quickest direction return( bTurningIncrement ); } // ATE: Only if we have a levelnode... if ( pSoldier->pLevelNode != NULL && pSoldier->pLevelNode->pStructureData != NULL ) { usStructureID = pSoldier->pLevelNode->pStructureData->usStructureID; } else { usStructureID = INVALID_STRUCTURE_ID; } bLoop = 0; bCurrentDirection = bStartDirection; while( bLoop < 2 ) { while( bCurrentDirection != bDesiredDirection ) { bCurrentDirection += bTurningIncrement; // did we wrap directions? if ( bCurrentDirection < 0 ) { bCurrentDirection = (MAXDIR - 1); } else if ( bCurrentDirection >= MAXDIR ) { bCurrentDirection = 0; } // check to see if we can add creature in that direction fOk = OkayToAddStructureToWorld( pSoldier->sGridNo, pSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[ gOneCDirection[ bCurrentDirection ] ]), usStructureID ); if (!fOk) { break; } } if ( (bCurrentDirection == bDesiredDirection) && fOk ) { // success!! return( bTurningIncrement ); } bLoop++; //if ( bLoop < 2 ) { // change direction of loop etc bCurrentDirection = bStartDirection; bTurningIncrement *= -1; } } // nothing found... doesn't matter much what we return return( bTurningIncrement ); } void EVENT_InternalSetSoldierDesiredDirection( SOLDIERTYPE *pSoldier, UINT8 ubNewDirection, BOOLEAN fInitalMove, UINT16 usAnimState ) { //if ( usAnimState == WALK_BACKWARDS ) if ( pSoldier->bReverse && (usAnimState != SIDE_STEP && usAnimState != ROLL_PRONE_R && usAnimState != ROLL_PRONE_L && usAnimState != SIDE_STEP_PISTOL_RDY && usAnimState != SIDE_STEP_RIFLE_RDY && usAnimState != SIDE_STEP_DUAL_RDY ) ) { // OK, check if we are going to go in the exact opposite than our facing.... ubNewDirection = gOppositeDirection[ ubNewDirection ]; } pSoldier->pathing.bDesiredDirection = (INT8)ubNewDirection; // If we are prone, goto crouched first! // ONly if we are stationary, and only if directions are differnet! // ATE: If we are fNoAPsToFinnishMove, stop what we were doing and // reset flag..... if ( pSoldier->flags.fNoAPToFinishMove && ( gAnimControl[ usAnimState ].uiFlags & ANIM_MOVING ) ) { // ATE; Commented this out: NEVER, EVER, start a new anim from this function, as an eternal loop will result.... //pSoldier->SoldierGotoStationaryStance( ); // Reset flag! pSoldier->AdjustNoAPToFinishMove( FALSE ); } if ( pSoldier->pathing.bDesiredDirection != pSoldier->ubDirection ) { if ( gAnimControl[ usAnimState ].uiFlags & ( ANIM_BREATH | ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_FIREREADY ) && !fInitalMove && !pSoldier->flags.fDontChargeTurningAPs ) { // SANDRO - hey, we have a function for this around, why not to use it, hm? // silversurfer: we better don't do that. GetAPsToLook( ... ) will charge APs for getting to crouched/prone position // which is already done by SOLDIERTYPE::EVENT_InitNewSoldierAnim( ... ), we would charge twice... // DeductPoints( pSoldier, GetAPsToLook( pSoldier ), 0 ); // Deduct points for initial turn! switch( gAnimControl[ usAnimState ].ubEndHeight ) { // Now change to appropriate animation case ANIM_STAND: // martial artists can turn faster if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem ) DeductPoints( pSoldier, ( max( 1, (INT16)((APBPConstants[AP_LOOK_STANDING] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))), 0 ); else DeductPoints( pSoldier, APBPConstants[AP_LOOK_STANDING], 0 ); break; case ANIM_CROUCH: if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem ) DeductPoints( pSoldier, ( max( 1, (INT16)((APBPConstants[AP_LOOK_CROUCHED] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5 ))), 0 ); else DeductPoints( pSoldier, APBPConstants[AP_LOOK_CROUCHED], 0 ); break; case ANIM_PRONE: if (HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem ) DeductPoints( pSoldier, (max( 1, (INT16)((APBPConstants[AP_LOOK_PRONE] * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5))), 0 ); else DeductPoints( pSoldier, APBPConstants[AP_LOOK_PRONE], 0 ); break; } } pSoldier->flags.fDontChargeTurningAPs = FALSE; if ( fInitalMove ) { if ( gAnimControl[ usAnimState ].ubHeight == ANIM_PRONE ) { if ( pSoldier->flags.bTurningFromPronePosition != TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE ) { pSoldier->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_START_UP_FROM_MOVE; } } } if ( gAnimControl[ usAnimState ].uiFlags & ANIM_STATIONARY || pSoldier->flags.fNoAPToFinishMove || fInitalMove ) { if ( gAnimControl[ usAnimState ].ubHeight == ANIM_PRONE ) { // Set this beasty of a flag to allow us to go back down to prone if we choose! // ATE: Alrighty, set flag to go back down only if we are not moving anywhere //if ( pSoldier->pathing.sDestination == pSoldier->sGridNo ) if ( !fInitalMove ) { pSoldier->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_ON; // Set a pending animation to change stance first... SendChangeSoldierStanceEvent( pSoldier, ANIM_CROUCH ); } } } } // Set desired direction for the extended directions... pSoldier->ubHiResDesiredDirection = ubExtDirection[ pSoldier->pathing.bDesiredDirection ]; if ( pSoldier->pathing.bDesiredDirection != pSoldier->ubDirection ) { if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) || CREATURE_OR_BLOODCAT( pSoldier ) ) { pSoldier->flags.uiStatusFlags |= SOLDIER_PAUSEANIMOVE; } } if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) { pSoldier->bTurningIncrement = (INT8) ExtQuickestDirection( pSoldier->ubHiResDirection, pSoldier->ubHiResDesiredDirection ); } else { if ( pSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) { pSoldier->bTurningIncrement = (INT8) MultiTiledTurnDirection( pSoldier, pSoldier->ubDirection, pSoldier->pathing.bDesiredDirection ); } else { pSoldier->bTurningIncrement = (INT8) QuickestDirection( pSoldier->ubDirection, pSoldier->pathing.bDesiredDirection ); } } } void SOLDIERTYPE::EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection ) { EVENT_InternalSetSoldierDesiredDirection( this, (UINT8)usNewDirection, FALSE, this->usAnimState ); } void SOLDIERTYPE::EVENT_SetSoldierDirection( UINT16 usNewDirection ) { // Remove old location data this->HandleAnimationProfile( this->usAnimState, TRUE ); this->ubDirection = (INT8)usNewDirection; // Updated extended direction..... this->ubHiResDirection = ubExtDirection[ this->ubDirection ]; // Add new stuff this->HandleAnimationProfile( this->usAnimState, FALSE ); // If we are turning, we have chaanged our aim! if ( !this->flags.fDontUnsetLastTargetFromTurn ) { this->sLastTarget = NOWHERE; } AdjustForFastTurnAnimation( this ); // Update structure info! // if ( this->flags.uiStatusFlags & SOLDIER_MULTITILE ) { UpdateMercStructureInfo( this ); } // Handle Profile data for hit locations this->HandleAnimationProfile( this->usAnimState, TRUE ); HandleCrowShadowNewDirection( this ); // Change values! SetSoldierLocatorOffsets( this ); } void SOLDIERTYPE::EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCounter ) { // NB realtimecounter is not used, always passed in as 0 now! INT32 iBlood; if (this->aiData.bUnderFire) { // UnderFire now starts at 2 for "under fire this turn", // down to 1 for "under fire last turn", to 0. this->aiData.bUnderFire--; } // ATE: Add decay effect sfor drugs... if ( fFromRealTime ) //&& iRealTimeCounter % 300 ) { HandleEndTurnDrugAdjustments( this ); } else { HandleEndTurnDrugAdjustments( this ); } // ATE: Don't bleed if in AUTO BANDAGE! if ( !gTacticalStatus.fAutoBandageMode ) { // Blood is not for the weak of heart, or mechanical if ( !( this->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT ) ) ) { if ( this->bBleeding || this->stats.bLife < OKLIFE ) // is he bleeding or dying? { iBlood = CheckBleeding( this ); // check if he might lose another life point // ATE: Only if in sector! if ( this->bInSector ) { if ( iBlood != NOBLOOD ) { DropBlood( this, (INT8)iBlood, this->bVisible ); } } } } } // survived bleeding, but is he out of breath? if ( this->stats.bLife && !this->bBreath && this->MercInWater( ) ) { // Drowning... } // if he is still alive (didn't bleed to death) if ( this->stats.bLife ) { // reduce the effects of any residual shock from past injuries by half this->aiData.bShock /= 2; // if this person has heard a noise that hasn't been investigated if (this->aiData.sNoiseGridno != NOWHERE) { if (this->aiData.ubNoiseVolume) // and the noise volume is still positive { this->aiData.ubNoiseVolume--; // the volume of the noise "decays" by 1 point if (!this->aiData.ubNoiseVolume) // if the volume has reached zero { this->aiData.sNoiseGridno = NOWHERE; // forget about the noise! } } } // save unused action points up to a maximum /* if ((savedPts = this->aiData.bActionPts) > APBPConstants[MAX_AP_CARRIED]) savedPts = APBPConstants[MAX_AP_CARRIED]; */ if ( this->flags.uiStatusFlags & SOLDIER_GASSED ) { // then must get a gas mask or leave the gassed area to get over it if(DoesSoldierWearGasMask(this) && this->inv[FindGasMask(this)][0]->data.objectStatus >= GASMASK_MIN_STATUS || !(GetSmokeEffectOnTile(this->sGridNo, this->pathing.bLevel)))//dnl ch40 200909 this->flags.uiStatusFlags &= (~SOLDIER_GASSED); } if ( this->bBlindedCounter > 0 ) { this->bBlindedCounter--; if (this->bBlindedCounter == 0) { // we can SEE!!!!! HandleSight( this, SIGHT_LOOK ); // Dirty panel fInterfacePanelDirty = DIRTYLEVEL2; } } if ( this->bDeafenedCounter > 0 ) { this->bDeafenedCounter--; } // ATE: To get around a problem... // If an AI guy, and we have 0 life, and are still at higher hieght, // Kill them..... this->sWeightCarriedAtTurnStart = (INT16) CalculateCarriedWeight( this ); UnusedAPsToBreath( this ); // Set flag back to normal, after reaching a certain statge if ( this->bBreath > 80 ) { this->usQuoteSaidFlags &= ( ~SOLDIER_QUOTE_SAID_LOW_BREATH ); } if ( this->bBreath > 50 ) { this->usQuoteSaidFlags &= ( ~SOLDIER_QUOTE_SAID_DROWNING ); } if ( this->ubTurnsUntilCanSayHeardNoise > 0) { this->ubTurnsUntilCanSayHeardNoise--; } if ( this->bInSector ) { this->CheckForBreathCollapse( ); } this->CalcNewActionPoints( ); // SANDRO - Improved Interrupt System - reset interrupt counter memset(this->aiData.ubInterruptCounter,0,sizeof(this->aiData.ubInterruptCounter)); // HEADROCK HAM 3.6: If this soldier is in a "moving" animation, but has not moved any tiles // in the previous turn, then the player has apparently forgotten that he was moving. // In this case, abort the character's action. // If hasn't moved since the start of last round // AND this function is being executed in Turn Based mode // AND character is a player-controlled merc if (!fFromRealTime && !this->bTilesMoved && this->bTeam == OUR_TEAM ) { // but are doing a movement animation if ( !( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY ) ) { // Stop the merc this->EVENT_StopMerc( this->sGridNo, this->ubDirection ); this->pathing.sFinalDestination = NOWHERE; } // Reset destination //this->pathing.sFinalDestination = this->sGridNo; } this->bTilesMoved = 0; if ( this->bInSector ) { this->BeginSoldierGetup( ); // CJC Nov 30: handle RT opplist decaying in another function which operates less often if ( gTacticalStatus.uiFlags & INCOMBAT ) { VerifyAndDecayOpplist( this ); // turn off xray if ( this->uiXRayActivatedTime ) { TurnOffXRayEffects( this ); } } if ( (this->bTeam == gbPlayerNum) && (this->ubProfile != NO_PROFILE) ) { switch( gMercProfiles[ this->ubProfile ].bDisability ) { // SANDRO - added heat intolerant case HEAT_INTOLERANT: if ( MercIsHot( this ) ) { HandleMoraleEvent( this, MORALE_HEAT_INTOLERANT_IN_DESERT, this->sSectorX, this->sSectorY, this->bSectorZ ); if ( !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) && this->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER ) { TacticalCharacterDialogue( this, QUOTE_PERSONALITY_TRAIT ); this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY; } } break; case FEAR_OF_INSECTS: if ( MercSeesCreature( this ) ) { HandleMoraleEvent( this, MORALE_INSECT_PHOBIC_SEES_CREATURE, this->sSectorX, this->sSectorY, this->bSectorZ ); if ( !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) ) { TacticalCharacterDialogue( this, QUOTE_PERSONALITY_TRAIT ); this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY; } } break; case CLAUSTROPHOBIC: if ( gbWorldSectorZ > 0 && Random( 6 - gbWorldSectorZ ) == 0 ) { // underground! HandleMoraleEvent( this, MORALE_CLAUSTROPHOBE_UNDERGROUND, this->sSectorX, this->sSectorY, this->bSectorZ ); if ( !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) ) { TacticalCharacterDialogue( this, QUOTE_PERSONALITY_TRAIT ); this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY; } } break; case NERVOUS: if ( DistanceToClosestFriend( this ) > NERVOUS_RADIUS ) { // augh!! if ( this->aiData.bMorale < 50 ) { HandleMoraleEvent( this, MORALE_NERVOUS_ALONE, this->sSectorX, this->sSectorY, this->bSectorZ ); if ( !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) ) { TacticalCharacterDialogue( this, QUOTE_PERSONALITY_TRAIT ); this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY; } } } else { if ( this->aiData.bMorale > 45 ) { // turn flag off, so that we say it every two turns this->usQuoteSaidFlags &= ~SOLDIER_QUOTE_SAID_PERSONALITY; } } break; } } } // Reset quote flags for under heavy fire and close call! this->usQuoteSaidFlags &= ( ~SOLDIER_QUOTE_SAID_BEING_PUMMELED ); this->usQuoteSaidExtFlags &= ( ~SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL ); this->bNumHitsThisTurn = 0; this->ubSuppressionPoints = 0; // HEADROCK HAM 3.5: After considerable testing, suppression is now cleared after every attack. Total APs lost // is cleared every turn (here) and only acts as reference now (no effect on AP loss). this->ubAPsLostToSuppression = 0; this->flags.fCloseCall = FALSE; this->ubMovementNoiseHeard = 0; // If soldier has new APs, reset flags! if ( this->bActionPoints > 0 ) { this->flags.fUIFirstTimeNOAP = FALSE; this->aiData.bMoved = FALSE; this->aiData.bPassedLastInterrupt = FALSE; } } // HEADROCK HAM 4: Store this soldier's X/Y cell coordinates into his SOLDIERTYPE data. INT16 sStartPosX = 0; INT16 sStartPosY = 0; ConvertGridNoToCenterCellXY( this->sGridNo, &sStartPosX, &sStartPosY ); this->sOldXPos = sStartPosX; this->sOldYPos = sStartPosY; // Flugente FTW 1: Cool down all weapons in inventory if ( gGameOptions.fWeaponOverheating ) { this->SoldierInventoryCoolDown(); } } // UTILITY FUNCTIONS CALLED BY OVERHEAD.H UINT8 gDirectionFrom8to2[ ] = { 0, 0, 1, 1, 0, 1, 1, 0 }; BOOLEAN SOLDIERTYPE::ConvertAniCodeToAniFrame( UINT16 usAniFrame ) { UINT16 usAnimSurface; UINT8 ubTempDir; // Given ani code, adjust for facing direction // get anim surface and determine # of frames usAnimSurface = GetSoldierAnimationSurface( this, this->usAnimState ); CHECKF( usAnimSurface != INVALID_ANIMATION_SURFACE ); // COnvert world direction into sprite direction ubTempDir = gOneCDirection[ this->ubDirection ]; //If we are only one frame, ignore what the script is telling us! if ( gAnimSurfaceDatabase[ usAnimSurface ].ubFlags & ANIM_DATA_FLAG_NOFRAMES ) { usAniFrame = 0; } if ( gAnimSurfaceDatabase[ usAnimSurface ].uiNumDirections == 32 ) { ubTempDir = gExtOneCDirection[ this->ubHiResDirection ]; } // Check # of directions /surface, adjust if ness. else if ( gAnimSurfaceDatabase[ usAnimSurface ].uiNumDirections == 4 ) { ubTempDir = ubTempDir / 2; } // Check # of directions /surface, adjust if ness. else if ( gAnimSurfaceDatabase[ usAnimSurface ].uiNumDirections == 1 ) { ubTempDir = 0; } // Check # of directions /surface, adjust if ness. else if ( gAnimSurfaceDatabase[ usAnimSurface ].uiNumDirections == 3 ) { if ( this->ubDirection == NORTHWEST ) { ubTempDir = 1; } if ( this->ubDirection == WEST ) { ubTempDir = 0; } if ( this->ubDirection == EAST ) { ubTempDir = 2; } } else if ( gAnimSurfaceDatabase[ usAnimSurface ].uiNumDirections == 2 ) { ubTempDir = gDirectionFrom8to2[ this->ubDirection ]; } this->usAniFrame = usAniFrame + (UINT16) ( ( gAnimSurfaceDatabase[ usAnimSurface ].uiNumFramesPerDir * ubTempDir ) ); if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL ) { this->usAniFrame = 0; return( TRUE ); } if ( this->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects ) { // Debug msg here.... // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Soldier Animation: Wrong Number of frames per number of objects: %d vs %d, %S", gAnimSurfaceDatabase[ usAnimSurface ].uiNumFramesPerDir, gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects, gAnimControl[ this->usAnimState ].zAnimStr ); this->usAniFrame = 0; } return( TRUE ); } void SOLDIERTYPE::TurnSoldier( void ) { INT16 sDirection; BOOLEAN fDoDirectionChange = TRUE; INT32 cnt; // If we are a vehicle... DON'T TURN! if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { if ( this->ubBodyType != TANK_NW && this->ubBodyType != TANK_NE ) { return; } } else // Lesh: patch for "Bug: Enemy turns around in turn based mode!" { // in case of errors in turning tasks if ( this->pathing.bDesiredDirection > 7 || this->pathing.bDesiredDirection < 0) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("TurnSoldier() Warinig: Invalid desired direction for non-vehicle unit") ); this->pathing.bDesiredDirection = this->ubDirection; } } // Lesh: patch ended // We handle sight now.... if ( this->flags.uiStatusFlags & SOLDIER_LOOK_NEXT_TURNSOLDIER ) { if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY && this->usAnimState != CLIMBUPROOF && this->usAnimState != CLIMBDOWNROOF ) ) { // HANDLE SIGHT! HandleSight( this,SIGHT_LOOK | SIGHT_RADIO ); } // Turn off! this->flags.uiStatusFlags &= (~SOLDIER_LOOK_NEXT_TURNSOLDIER ); HandleSystemNewAISituation( this, FALSE ); } if ( this->flags.uiStatusFlags & SOLDIER_LOOK_NEXT_TURNSOLDIER ) { if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY && this->usAnimState != JUMPUPWALL && this->usAnimState != JUMPDOWNWALL ) ) { // HANDLE SIGHT! HandleSight( this,SIGHT_LOOK | SIGHT_RADIO ); } // Turn off! this->flags.uiStatusFlags &= (~SOLDIER_LOOK_NEXT_TURNSOLDIER ); HandleSystemNewAISituation( this, FALSE ); } if ( this->flags.fTurningToShoot ) { if ( this->ubDirection == this->pathing.bDesiredDirection ) { if ( ( (gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY ) && this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_OFF) || this->ubBodyType == ROBOTNOWEAPON || this->ubBodyType == TANK_NW || this->ubBodyType == TANK_NE ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("TurnSoldier: EVENT_InitNewSoldierAnim") ); this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, gAnimControl[ this->usAnimState ].ubEndHeight ), 0, FALSE ); this->flags.fTurningToShoot = FALSE; // Save last target gridno! //this->sLastTarget = this->sTargetGridNo; } // Else check if we are trying to shoot and once was prone, but am now crouched because we needed to turn... else if ( this->flags.bTurningFromPronePosition ) { if ( IsValidStance( this, ANIM_PRONE ) ) { SendChangeSoldierStanceEvent( this, ANIM_PRONE ); this->usPendingAnimation = SelectFireAnimation( this, ANIM_PRONE ); } else { this->EVENT_InitNewSoldierAnim( SelectFireAnimation( this, ANIM_CROUCH ), 0, FALSE ); } this->flags.fTurningToShoot = FALSE; this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; } } } if ( this->flags.fTurningToFall ) { if ( this->ubDirection == this->pathing.bDesiredDirection ) { SelectFallAnimation( this ); this->flags.fTurningToFall = FALSE; } } if ( this->flags.fTurningUntilDone && ( this->ubPendingStanceChange != NO_PENDING_STANCE ) ) { if ( this->ubDirection == this->pathing.bDesiredDirection ) { SendChangeSoldierStanceEvent( this, this->ubPendingStanceChange ); this->ubPendingStanceChange = NO_PENDING_STANCE; this->flags.fTurningUntilDone = FALSE; } } if ( this->flags.fTurningUntilDone && ( this->usPendingAnimation != NO_PENDING_ANIMATION ) ) { if ( this->ubDirection == this->pathing.bDesiredDirection ) { UINT16 usPendingAnimation; usPendingAnimation = this->usPendingAnimation; this->usPendingAnimation = NO_PENDING_ANIMATION; this->EVENT_InitNewSoldierAnim( usPendingAnimation, 0 , FALSE ); this->flags.fTurningUntilDone = FALSE; } } // Don't do anything if we are at dest direction! if ( this->ubDirection == this->pathing.bDesiredDirection ) { if ( this->ubBodyType == TANK_NW || this->ubBodyType == TANK_NE ) { if ( this->iTuringSoundID != NO_SAMPLE ) { SoundStop( this->iTuringSoundID ); this->iTuringSoundID = NO_SAMPLE; PlaySoldierJA2Sample( this->ubID, TURRET_STOP, RATE_11025, SoundVolume( HIGHVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ), TRUE ); } } // Turn off! this->flags.uiStatusFlags &= (~SOLDIER_LOOK_NEXT_TURNSOLDIER ); this->flags.fDontUnsetLastTargetFromTurn = FALSE; // Unset ui busy if from ui if ( this->bTurningFromUI && ( this->flags.bTurningFromPronePosition != TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE ) && ( this->flags.bTurningFromPronePosition != TURNING_FROM_PRONE_ON ) ) { UnSetUIBusy( this->ubID ); this->bTurningFromUI = FALSE; } if ( this->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) || CREATURE_OR_BLOODCAT( this ) ) { this->flags.uiStatusFlags &= (~SOLDIER_PAUSEANIMOVE); } FreeUpNPCFromTurning( this, LOOK); // Undo our flag for prone turning... // Else check if we are trying to shoot and once was prone, but am now crouched because we needed to turn... if ( this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_ON ) { // ATE: Don't do this if we have something in our hands we are going to throw! if ( IsValidStance( this, ANIM_PRONE ) && this->pTempObject == NULL ) { SendChangeSoldierStanceEvent( this, ANIM_PRONE ); } this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; } // If a special code, make guy crawl after stance change! if ( this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE && this->usAnimState != PRONE_UP && this->usAnimState != PRONE_DOWN ) { if ( IsValidStance( this, ANIM_PRONE ) ) { this->EVENT_InitNewSoldierAnim( CRAWLING, 0, FALSE ); } // Else swat for a tile so that there's room to resume prone else { this->EVENT_InitNewSoldierAnim( this->usUIMovementMode, 0 , FALSE ); } } if ( this->flags.uiStatusFlags & SOLDIER_TURNINGFROMHIT ) { // This section seems problem-prone. It relies on all animations happening without interruption. There must be a more // foolproof method. if ( this->flags.fGettingHit == 1 ) { if ( this->usPendingAnimation != FALLFORWARD_ROOF && this->usPendingAnimation != FALLOFF && this->usAnimState != FALLFORWARD_ROOF && this->usAnimState != FALLOFF ) { // Go back to original direction this->EVENT_SetSoldierDesiredDirection( (INT8)this->aiData.uiPendingActionData1 ); //SETUP GETTING HIT FLAG TO 2 this->flags.fGettingHit = 2; } else { this->flags.uiStatusFlags &= (~SOLDIER_TURNINGFROMHIT ); this->flags.fGettingHit = FALSE; } } else if ( this->flags.fGettingHit == 2 ) { // Turn off this->flags.uiStatusFlags &= (~SOLDIER_TURNINGFROMHIT ); // Release attacker // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Releasesoldierattacker, turning from hit animation ended") ); // ReleaseSoldiersAttacker( this ); // 0verhaul: Since I disabled the turn from hit ABC increase, I need to disable the turn from hit decrease too. DebugAttackBusy( "Finished turning from hit. Not Reducing attack busy.\n"); //ReduceAttackBusyCount( ); //FREEUP GETTING HIT FLAG this->flags.fGettingHit = FALSE; } } return; } // IF WE ARE HERE, WE ARE IN THE PROCESS OF TURNING // DOUBLE CHECK TO UNSET fNOAPs... if ( this->flags.fNoAPToFinishMove ) { this->AdjustNoAPToFinishMove( FALSE ); } // Do something different for vehicles.... if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { fDoDirectionChange = FALSE; // Get new direction /* sDirection = this->ubHiResDirection + ExtQuickestDirection( this->ubHiResDirection, this->ubHiResDesiredDirection ); */ sDirection = this->ubHiResDirection + this->bTurningIncrement; if (sDirection > 31) { sDirection = 0; } else { if ( sDirection < 0 ) { sDirection = 31; } } this->ubHiResDirection = (UINT8)sDirection; // Are we at a multiple of a 'cardnal' direction? for ( cnt = 0; cnt < 8; cnt++ ) { if ( sDirection == ubExtDirection[ cnt ] ) { fDoDirectionChange = TRUE; sDirection = (INT16)cnt; break; } } if ( this->ubBodyType == TANK_NW || this->ubBodyType == TANK_NE ) { if ( this->iTuringSoundID == NO_SAMPLE ) { this->iTuringSoundID = PlaySoldierJA2Sample( this->ubID, TURRET_MOVE, RATE_11025, SoundVolume( HIGHVOLUME, this->sGridNo ), 100, SoundDir( this->sGridNo ), TRUE ); } } } else { // Get new direction //sDirection = this->ubDirection + QuickestDirection( this->ubDirection, this->pathing.bDesiredDirection ); sDirection = this->ubDirection + this->bTurningIncrement; if (sDirection > 7) { sDirection = 0; } else { if ( sDirection < 0 ) { sDirection = 7; } } } // CHECK FOR A VALID TURN DIRECTION // This is needed for prone animations as well as any multi-tiled structs if ( fDoDirectionChange ) { // If the soldier is not crawling or multi-tiled, he should be allowed to turn in place. Even if there is some // obstacle he shouldn't be standing on. if ( OKToAddMercToWorld( this, (INT8)sDirection ) ) { if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO ) { // Don't do this if we are walking off screen... } else { // ATE: We should only do this if we are STATIONARY! if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_STATIONARY ) ) { this->flags.uiStatusFlags |= SOLDIER_LOOK_NEXT_TURNSOLDIER; } // otherwise, it's handled next tile... } this->EVENT_SetSoldierDirection( sDirection ); if ( this->ubBodyType != LARVAE_MONSTER && !this->MercInWater( ) && this->bOverTerrainType != DIRT_ROAD && this->bOverTerrainType != PAVED_ROAD ) { PlaySoldierFootstepSound( this ); } } // Are we prone crawling? else if ( this->usAnimState == CRAWLING ) { // OK, we want to getup, turn and go prone again.... SendChangeSoldierStanceEvent( this, ANIM_CROUCH ); this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_ENDING_UP_FROM_MOVE; } // If we are a creature, or multi-tiled, cancel AI action.....? else if ( this->flags.uiStatusFlags & SOLDIER_MULTITILE ) { this->pathing.bDesiredDirection = this->ubDirection; } } } UINT8 gRedGlowR[]= { 0, // Normal shades 25, 50, 75, 100, 125, 150, 175, 200, 225, 0, // For gray palettes 25, 50, 75, 100, 125, 150, 175, 200, 225, }; #if 0 UINT8 gOrangeGlowR[]= { 0, // Normal shades 20, 40, 60, 80, 100, 120, 140, 160, 180, 0, // For gray palettes 20, 40, 60, 80, 100, 120, 140, 160, 180, }; #endif UINT8 gOrangeGlowR[]= { 0, // Normal shades 25, 50, 75, 100, 125, 150, 175, 200, 225, 0, // For gray palettes 25, 50, 75, 100, 125, 150, 175, 200, 225, }; #if 0 UINT8 gOrangeGlowG[]= { 0, // Normal shades 5, 10, 25, 30, 35, 40, 45, 50, 55, 0, // For gray palettes 5, 10, 25, 30, 35, 40, 45, 50, 55, }; #endif UINT8 gOrangeGlowG[]= { 0, // Normal shades 20, 40, 60, 80, 100, 120, 140, 160, 180, 0, // For gray palettes 20, 40, 60, 80, 100, 120, 140, 160, 180, }; BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void ) { UINT16 usAnimSurface, usPaletteAnimSurface; CHAR8 zColFilename[ 100 ]; INT32 iWhich; INT32 cnt; INT8 bBodyTypePalette; SGPPaletteEntry Temp8BPPPalette[ 256 ]; //NT32 uiCount; //PPaletteEntry Pal[256]; if ( this->p8BPPPalette != NULL ) { MemFree( this->p8BPPPalette ); this->p8BPPPalette = NULL; } // Allocate mem for new palette this->p8BPPPalette = (SGPPaletteEntry *) MemAlloc( sizeof( SGPPaletteEntry ) * 256 ); memset( this->p8BPPPalette, 0, sizeof( SGPPaletteEntry ) * 256 ); CHECKF( this->p8BPPPalette != NULL ); // --- TAKE FROM CURRENT ANIMATION HVOBJECT! usAnimSurface = GetSoldierAnimationSurface( this, this->usAnimState ); // CHECKF( usAnimSurface != INVALID_ANIMATION_SURFACE ); if ( ( bBodyTypePalette = GetBodyTypePaletteSubstitutionCode( this, this->ubBodyType, zColFilename ) ) == -1 ) { // ATE: here we want to use the breath cycle for the palette..... usPaletteAnimSurface = LoadSoldierAnimationSurface( this, STANDING ); if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE ) { // Use palette from HVOBJECT, then use substitution for pants, etc memcpy( this->p8BPPPalette, gAnimSurfaceDatabase[ usPaletteAnimSurface ].hVideoObject->pPaletteEntry, sizeof( this->p8BPPPalette ) * 256 ); // Substitute based on head, etc SetPaletteReplacement( this->p8BPPPalette, this->HeadPal ); SetPaletteReplacement( this->p8BPPPalette, this->VestPal ); SetPaletteReplacement( this->p8BPPPalette, this->PantsPal ); SetPaletteReplacement( this->p8BPPPalette, this->SkinPal ); } } else if ( bBodyTypePalette == 0 ) { // Use palette from hvobject memcpy( this->p8BPPPalette, gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pPaletteEntry, sizeof( this->p8BPPPalette ) * 256 ); } else { // Use col file if ( CreateSGPPaletteFromCOLFile( Temp8BPPPalette, zColFilename ) ) { // Copy into palette memcpy( this->p8BPPPalette, Temp8BPPPalette, sizeof( this->p8BPPPalette ) * 256 ); } else { // Use palette from hvobject memcpy( this->p8BPPPalette, gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pPaletteEntry, sizeof( this->p8BPPPalette ) * 256 ); } } if ( this->p16BPPPalette != NULL ) { MemFree( this->p16BPPPalette ); this->p16BPPPalette = NULL; } // -- BUILD 16BPP Palette from this this->p16BPPPalette = Create16BPPPalette( this->p8BPPPalette ); for ( iWhich = 0; iWhich < NUM_SOLDIER_SHADES; iWhich++ ) { if ( this->pShades[ iWhich ] != NULL ) { MemFree( this->pShades[ iWhich ] ); this->pShades[ iWhich ] = NULL; } } for ( iWhich = 0; iWhich < NUM_SOLDIER_EFFECTSHADES; iWhich++ ) { if ( this->pEffectShades[ iWhich ] != NULL ) { MemFree( this->pEffectShades[ iWhich ] ); this->pEffectShades[ iWhich ] = NULL; } } for ( iWhich = 0; iWhich < 20; iWhich++ ) { if ( this->pGlowShades[ iWhich ] != NULL ) { MemFree( this->pGlowShades[ iWhich ] ); this->pGlowShades[ iWhich ] = NULL; } } CreateSoldierPaletteTables( this, HVOBJECT_GLOW_GREEN ); // Build a grayscale palette for testing grayout of mercs //for(uiCount=0; uiCount < 256; uiCount++) //{ // Pal[uiCount].peRed=(UINT8)(uiCount%128)+128; // Pal[uiCount].peGreen=(UINT8)(uiCount%128)+128; // Pal[uiCount].peBlue=(UINT8)(uiCount%128)+128; //} this->pEffectShades[ 0 ] = Create16BPPPaletteShaded( this->p8BPPPalette, 100, 100, 100, TRUE ); this->pEffectShades[ 1 ] = Create16BPPPaletteShaded( this->p8BPPPalette, 100, 150, 100, TRUE ); // Build shades for glowing visible bad guy // First do visible guy this->pGlowShades[ 0 ] = Create16BPPPaletteShaded( this->p8BPPPalette, 255, 255, 255, FALSE ); for ( cnt = 1; cnt < 10; cnt++ ) { this->pGlowShades[ cnt ] = CreateEnemyGlow16BPPPalette( this->p8BPPPalette, gRedGlowR[cnt], 255, FALSE ); } // Now for gray guy... this->pGlowShades[ 10 ] = Create16BPPPaletteShaded( this->p8BPPPalette, 100, 100, 100, TRUE ); for ( cnt = 11; cnt < 19; cnt++ ) { this->pGlowShades[ cnt ] = CreateEnemyGreyGlow16BPPPalette( this->p8BPPPalette, gRedGlowR[cnt], 0, FALSE ); } this->pGlowShades[ 19 ] = CreateEnemyGreyGlow16BPPPalette( this->p8BPPPalette, gRedGlowR[18], 0, FALSE ); // ATE: OK, piggyback on the shades we are not using for 2 colored lighting.... // ORANGE, VISIBLE GUY this->pShades[ 20 ] = Create16BPPPaletteShaded( this->p8BPPPalette, 255, 255, 255, FALSE ); for ( cnt = 21; cnt < 30; cnt++ ) { this->pShades[ cnt ] = CreateEnemyGlow16BPPPalette( this->p8BPPPalette, gOrangeGlowR[ ( cnt - 20 )], gOrangeGlowG[ ( cnt - 20 ) ], TRUE ); } // ORANGE, GREY GUY this->pShades[ 30 ] = Create16BPPPaletteShaded( this->p8BPPPalette, 100, 100, 100, TRUE ); for ( cnt = 31; cnt < 39; cnt++ ) { this->pShades[ cnt ] = CreateEnemyGreyGlow16BPPPalette( this->p8BPPPalette, gOrangeGlowR[ ( cnt - 20 ) ], gOrangeGlowG[ ( cnt - 20 ) ], TRUE ); } this->pShades[ 39 ] = CreateEnemyGreyGlow16BPPPalette( this->p8BPPPalette, gOrangeGlowR[18], gOrangeGlowG[18], TRUE ); return( TRUE ); } void AdjustAniSpeed( SOLDIERTYPE *pSoldier ) { if ( ( gTacticalStatus.uiFlags & SLOW_ANIMATION ) ) { if ( gTacticalStatus.bRealtimeSpeed == -1 ) { pSoldier->sAniDelay = 10000; } else { pSoldier->sAniDelay = pSoldier->sAniDelay * ( 1 * gTacticalStatus.bRealtimeSpeed / 2 ); } } //pSoldier->sAniDelay =1;//for max speed uncomment //ddd RESETTIMECOUNTER( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ); } void CalculateSoldierAniSpeed( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pStatsSoldier ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"CalculateSoldierAniSpeed"); UINT32 uiTerrainDelay; UINT32 uiSpeed = 0; INT8 bBreathDef, bLifeDef, bAgilDef; INT8 bAdditional = 0; // for those animations which have a speed of zero, we have to calculate it // here. Some animation, such as water-movement, have an ADDITIONAL speed switch( pSoldier->usAnimState ) { // Lesh: bursting animation delay control begins // Add your animation ID to control it case STANDING_BURST: case FIRE_STAND_BURST_SPREAD: case FIRE_BURST_LOW_STAND: case TANK_BURST: case CROUCHED_BURST: case PRONE_BURST: pSoldier->sAniDelay = Weapon[Item[pSoldier->inv[HANDPOS].usItem].ubClassIndex].sAniDelay; AdjustAniSpeed( pSoldier ); return; // Lesh: end case PRONE: case STANDING: pSoldier->sAniDelay = ( pStatsSoldier->bBreath * 2 ) + (100 - pStatsSoldier->stats.bLife ); // Limit it! if ( pSoldier->sAniDelay < 40 ) { pSoldier->sAniDelay = 40; } AdjustAniSpeed( pSoldier ); return; case CROUCHING: pSoldier->sAniDelay = ( pStatsSoldier->bBreath * 2 ) + ( (100 - pStatsSoldier->stats.bLife ) ); // Limit it! if ( pSoldier->sAniDelay < 40 ) { pSoldier->sAniDelay = 40; } AdjustAniSpeed( pSoldier ); return; case WALKING: case WALKING_PISTOL_RDY: case WALKING_RIFLE_RDY: case WALKING_DUAL_RDY: // Adjust based on body type bAdditional = (UINT8)( gubAnimWalkSpeeds[ pStatsSoldier->ubBodyType ].sSpeed ); if ( bAdditional < 0 ) bAdditional = 0; break; case RUNNING: // Adjust based on body type bAdditional = (UINT8)gubAnimRunSpeeds[ pStatsSoldier->ubBodyType ].sSpeed; if ( bAdditional < 0 ) bAdditional = 0; break; case SWATTING: //***ddd case SWATTING_WK: case SWAT_BACKWARDS_WK: // Adjust based on body type if ( pStatsSoldier->ubBodyType <= REGFEMALE ) { bAdditional = (UINT8)gubAnimSwatSpeeds[ pStatsSoldier->ubBodyType ].sSpeed; if ( bAdditional < 0 ) bAdditional = 0; } break; case CRAWLING: // Adjust based on body type if ( pStatsSoldier->ubBodyType <= REGFEMALE ) { bAdditional = (UINT8)gubAnimCrawlSpeeds[ pStatsSoldier->ubBodyType ].sSpeed; if ( bAdditional < 0 ) bAdditional = 0; } break; case READY_RIFLE_STAND: // Raise rifle based on aim vs non-aim. if ( pSoldier->aiData.bAimTime == 0 ) { // Quick shot pSoldier->sAniDelay = 70; } else { pSoldier->sAniDelay = 150; } AdjustAniSpeed( pSoldier ); return; } // figure out movement speed (terrspeed) if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING ) { uiSpeed = gsTerrainTypeSpeedModifiers[ pStatsSoldier->bOverTerrainType ]; uiTerrainDelay = uiSpeed; } else { uiTerrainDelay = 40; // standing still } bBreathDef = 50 - ( pStatsSoldier->bBreath / 2 ); if ( bBreathDef > 30 ) bBreathDef = 30; bAgilDef = 50 - ( EffectiveAgility( pStatsSoldier ) / 4 ); bLifeDef = 50 - ( pStatsSoldier->stats.bLife / 2 ); uiTerrainDelay += ( bLifeDef + bBreathDef + bAgilDef + bAdditional ); pSoldier->sAniDelay = (INT16)uiTerrainDelay; // If a moving animation and w/re on drugs, increase speed.... if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING ) { if ( GetDrugEffect( pSoldier, DRUG_TYPE_ADRENALINE ) ) { pSoldier->sAniDelay = pSoldier->sAniDelay / 2; } } // MODIFTY NOW BASED ON REAL-TIME, ETC // Adjust speed, make twice as fast if in turn-based! if ( gTacticalStatus.uiFlags & TURNBASED && ( gTacticalStatus.uiFlags & INCOMBAT ) ) { pSoldier->sAniDelay = pSoldier->sAniDelay / 2; } // MODIFY IF REALTIME COMBAT if ( !( gTacticalStatus.uiFlags & INCOMBAT ) ) { // ATE: If realtime, and stealth mode... if ( pStatsSoldier->bStealthMode ) { if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, STEALTHY_NT )) { // Stealthy skill decreases movement speed penalty while on stealthy mode - SANDRO pSoldier->sAniDelay = (INT16)( (pSoldier->sAniDelay * (200 - gSkillTraitValues.ubSTStealthModeSpeedBonus)) / 100 ); } else // original { pSoldier->sAniDelay = (INT16)( pSoldier->sAniDelay * 2 ); } } // SANDRO - STOMP traits - bonus to movement speed for Athletics if ( gGameOptions.fNewTraitSystem && (gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_MOVING ) ) { if ( HAS_SKILL_TRAIT( pSoldier, ATHLETICS_NT ) ) { pSoldier->sAniDelay = (INT16)( pSoldier->sAniDelay * (100 - min(75, gSkillTraitValues.ubATAPsMovementReduction) ) / 100 ); } } //pSoldier->sAniDelay = pSoldier->sAniDelay * ( 1 * gTacticalStatus.bRealtimeSpeed / 2 ); } } FLOAT GetSpeedUpFactor( ) { switch( gTacticalStatus.ubCurrentTeam ) { case OUR_TEAM: return gGameExternalOptions.giPlayerTurnSpeedUpFactor; case ENEMY_TEAM: return gGameExternalOptions.giEnemyTurnSpeedUpFactor; case CREATURE_TEAM: return gGameExternalOptions.giCreatureTurnSpeedUpFactor; case MILITIA_TEAM: return gGameExternalOptions.giMilitiaTurnSpeedUpFactor; case CIV_TEAM: return gGameExternalOptions.giCivilianTurnSpeedUpFactor; } return 1.0; } void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier ) { SOLDIERTYPE *pStatsSoldier; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"SetSoldierAniSpeed"); // ATE: If we are an enemy and are not visible...... // Set speed to 0 if(!is_client) { if ( ( gTacticalStatus.uiFlags & TURNBASED && ( gTacticalStatus.uiFlags & INCOMBAT ) ) || gTacticalStatus.fAutoBandageMode ) { if ( ( ( pSoldier->bVisible == -1 && pSoldier->bVisible == pSoldier->bLastRenderVisibleValue ) || gTacticalStatus.fAutoBandageMode ) && pSoldier->usAnimState != MONSTER_UP ) { if ( pSoldier->bDoBurst && !PTR_OURTEAM ) { pSoldier->sAniDelay = 50; } else { pSoldier->sAniDelay = 0; } RESETTIMECOUNTER( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ); return; } } } // Default stats soldier to same as normal soldier..... pStatsSoldier = pSoldier; if ( pSoldier->flags.fUseMoverrideMoveSpeed ) { pStatsSoldier = MercPtrs[ pSoldier->bOverrideMoveSpeed ]; } // Only calculate if set to zero if ( ( pSoldier->sAniDelay = gAnimControl[ pSoldier->usAnimState ].sSpeed ) == 0 ) { CalculateSoldierAniSpeed( pSoldier, pStatsSoldier ); } AdjustAniSpeed( pSoldier ); // SANDRO - make the spin kick animation a bit faster if ( pSoldier->usAnimState == NINJA_SPINKICK ) { pSoldier->sAniDelay = (pSoldier->sAniDelay *3/4); } if ( _KeyDown( SPACE ) ) { //pSoldier->sAniDelay = 1000; } if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) if( GetSpeedUpFactor() ) pSoldier->sAniDelay = (INT16)((FLOAT)pSoldier->sAniDelay * GetSpeedUpFactor()); else pSoldier->sAniDelay = 0; } /////////////////////////////////////////////////////// //PALETTE REPLACEMENT FUNCTIONS /////////////////////////////////////////////////////// BOOLEAN LoadPaletteData( ) { HWFILE hFile; UINT32 cnt, cnt2; hFile = FileOpen( PALETTEFILENAME, FILE_ACCESS_READ, FALSE ); // Read # of types if ( !FileRead( hFile, &guiNumPaletteSubRanges, sizeof( guiNumPaletteSubRanges ), (UINT32 *)NULL ) ) { return( FALSE ); } // Malloc! gpPaletteSubRanges = (PaletteSubRangeType *) MemAlloc( sizeof( PaletteSubRangeType ) * guiNumPaletteSubRanges ); gubpNumReplacementsPerRange = (UINT8 *) MemAlloc( sizeof( UINT8 ) * guiNumPaletteSubRanges ); // Read # of types for each! for ( cnt = 0; cnt < guiNumPaletteSubRanges; cnt++ ) { if ( !FileRead( hFile, &gubpNumReplacementsPerRange[ cnt ], sizeof( UINT8 ), (UINT32 *)NULL ) ) { return( FALSE ); } } // Loop for each one, read in data for ( cnt = 0; cnt < guiNumPaletteSubRanges; cnt++ ) { if ( !FileRead( hFile, &gpPaletteSubRanges[ cnt ].ubStart, sizeof( UINT8 ), (UINT32 *)NULL ) ) { return( FALSE ); } if ( !FileRead( hFile, &gpPaletteSubRanges[ cnt ].ubEnd, sizeof( UINT8 ), (UINT32 *)NULL ) ) { return( FALSE ); } } // Read # of palettes if ( !FileRead( hFile, &guiNumReplacements, sizeof( guiNumReplacements ), (UINT32 *)NULL ) ) { return( FALSE ); } // Malloc! gpPalRep = (PaletteReplacementType *) MemAlloc( sizeof( PaletteReplacementType ) * guiNumReplacements ); // Read! for ( cnt = 0; cnt < guiNumReplacements; cnt++ ) { // type if ( !FileRead( hFile, &gpPalRep[ cnt ].ubType, sizeof( gpPalRep[ cnt ].ubType ), (UINT32 *)NULL ) ) { return( FALSE ); } if ( !FileRead( hFile, &gpPalRep[ cnt ].ID, sizeof( gpPalRep[ cnt ].ID ), (UINT32 *)NULL ) ) { return( FALSE ); } // # entries if ( !FileRead( hFile, &gpPalRep[ cnt ].ubPaletteSize, sizeof( gpPalRep[ cnt ].ubPaletteSize ), (UINT32 *)NULL ) ) { return( FALSE ); } // Malloc gpPalRep[ cnt ].r = (UINT8 *) MemAlloc( gpPalRep[ cnt ].ubPaletteSize ); CHECKF( gpPalRep[ cnt ].r != NULL ); gpPalRep[ cnt ].g = (UINT8 *) MemAlloc( gpPalRep[ cnt ].ubPaletteSize ); CHECKF( gpPalRep[ cnt ].g != NULL ); gpPalRep[ cnt ].b = (UINT8 *) MemAlloc( gpPalRep[ cnt ].ubPaletteSize ); CHECKF( gpPalRep[ cnt ].b != NULL ); for( cnt2 = 0; cnt2 < gpPalRep[ cnt ].ubPaletteSize; cnt2++ ) { if ( !FileRead( hFile, &gpPalRep[ cnt ].r[ cnt2 ], sizeof( UINT8 ), (UINT32 *)NULL ) ) { return( FALSE ); } if ( !FileRead( hFile, &gpPalRep[ cnt ].g[ cnt2 ], sizeof( UINT8 ), (UINT32 *)NULL ) ) { return( FALSE ); } if ( !FileRead( hFile, &gpPalRep[ cnt ].b[ cnt2 ], sizeof( UINT8 ), (UINT32 *)NULL ) ) { return( FALSE ); } } } FileClose( hFile ); return( TRUE ); } BOOLEAN SetPaletteReplacement( SGPPaletteEntry *p8BPPPalette, PaletteRepID aPalRep ) { UINT32 cnt2; UINT8 ubType; UINT8 ubPalIndex; CHECKF( GetPaletteRepIndexFromID( aPalRep, &ubPalIndex ) ); // Get range type ubType = gpPalRep[ ubPalIndex ].ubType; for ( cnt2 = gpPaletteSubRanges[ ubType ].ubStart; cnt2 <= gpPaletteSubRanges[ ubType ].ubEnd; cnt2++ ) { p8BPPPalette[ cnt2 ].peRed = gpPalRep[ ubPalIndex ].r[ cnt2 - gpPaletteSubRanges[ ubType ].ubStart ]; p8BPPPalette[ cnt2 ].peGreen = gpPalRep[ ubPalIndex ].g[ cnt2 - gpPaletteSubRanges[ ubType ].ubStart ]; p8BPPPalette[ cnt2 ].peBlue = gpPalRep[ ubPalIndex ].b[ cnt2 - gpPaletteSubRanges[ ubType ].ubStart ]; } return( TRUE ); } BOOLEAN DeletePaletteData( ) { UINT32 cnt; // Free! if ( gpPaletteSubRanges != NULL ) { MemFree( gpPaletteSubRanges ); gpPaletteSubRanges = NULL; } if ( gubpNumReplacementsPerRange != NULL ) { MemFree( gubpNumReplacementsPerRange ); gubpNumReplacementsPerRange = NULL; } for ( cnt = 0; cnt < guiNumReplacements; cnt++ ) { // Free if ( gpPalRep[ cnt ].r != NULL ) { MemFree( gpPalRep[ cnt ].r ); gpPalRep[ cnt ].r = NULL; } if ( gpPalRep[ cnt ].g != NULL ) { MemFree( gpPalRep[ cnt ].g ); gpPalRep[ cnt ].g = NULL; } if ( gpPalRep[ cnt ].b != NULL ) { MemFree( gpPalRep[ cnt ].b ); gpPalRep[ cnt ].b = NULL; } } // Free if ( gpPalRep != NULL ) { MemFree( gpPalRep ); gpPalRep = NULL; } return( TRUE ); } BOOLEAN GetPaletteRepIndexFromID( PaletteRepID aPalRep, UINT8 *pubPalIndex ) { UINT32 cnt; // Check if type exists for ( cnt = 0; cnt < guiNumReplacements; cnt++ ) { if ( COMPARE_PALETTEREP_ID( aPalRep, gpPalRep[ cnt ].ID ) ) { *pubPalIndex = ( UINT8 )cnt; return( TRUE ); } } DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Invalid Palette Replacement ID given"); return( FALSE ); } UINT16 SOLDIERTYPE::GetNewSoldierStateFromNewStance( UINT8 ubDesiredStance ) { UINT16 usNewState; INT8 bCurrentHeight; bCurrentHeight = ( ubDesiredStance - gAnimControl[ this->usAnimState ].ubEndHeight ); // Now change to appropriate animation switch( bCurrentHeight ) { case ANIM_STAND - ANIM_CROUCH: usNewState = KNEEL_UP; break; case ANIM_CROUCH - ANIM_STAND: usNewState = KNEEL_DOWN; break; case ANIM_STAND - ANIM_PRONE: usNewState = PRONE_UP; break; case ANIM_PRONE - ANIM_STAND: usNewState = KNEEL_DOWN; break; case ANIM_CROUCH - ANIM_PRONE: usNewState = PRONE_UP; break; case ANIM_PRONE - ANIM_CROUCH: usNewState = PRONE_DOWN; break; default: // Cannot get here unless ub desired stance is bogus DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "GetNewSoldierStateFromNewStance bogus ubDesiredStance value %d", ubDesiredStance ) ); usNewState = this->usAnimState; } return( usNewState ); } void MoveMercFacingDirection( SOLDIERTYPE *pSoldier, BOOLEAN fReverse, FLOAT dMovementDist ) { FLOAT dAngle = (FLOAT)0; // Determine which direction we are in switch( pSoldier->ubDirection ) { case NORTH: dAngle = (FLOAT)( -1 * PI ); break; case NORTHEAST: dAngle = (FLOAT)( PI * .75 ); break; case EAST: dAngle = (FLOAT)( PI / 2 ); break; case SOUTHEAST: dAngle = (FLOAT)( PI / 4 ); break; case SOUTH: dAngle = (FLOAT)0; break; case SOUTHWEST: //dAngle = (FLOAT)( PI * -.25 ); dAngle = (FLOAT)-0.786; break; case WEST: dAngle = (FLOAT) ( PI *-.5 ); break; case NORTHWEST: dAngle = (FLOAT) ( PI * -.75 ); break; } if ( fReverse ) { dMovementDist = dMovementDist * -1; } pSoldier->MoveMerc( dMovementDist, dAngle, FALSE ); } void SOLDIERTYPE::BeginSoldierClimbUpRoof( void ) { //CHRISL: Disable climbing up to a roof while wearing a backpack if((UsingNewInventorySystem() == true) && this->inv[BPACKPOCKPOS].exists() == true) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] ); return; } INT8 bNewDirection; UINT8 ubWhoIsThere; if(is_client) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[43] ); return;//hayden disable climbing roof } if ( FindHeigherLevel( this, this->sGridNo, this->ubDirection, &bNewDirection ) && ( this->pathing.bLevel == 0 ) ) { if ( EnoughPoints( this, GetAPsToClimbRoof( this, FALSE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone ubWhoIsThere = WhoIsThere2( NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 1 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != this->ubID ) { return; } else { if (this->bTeam == gbPlayerNum) { // OK, SET INTERFACE FIRST SetUIBusy( this->ubID ); } this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); this->ubPendingDirection = bNewDirection; //this->usPendingAnimation = CLIMBUPROOF; this->EVENT_InitNewSoldierAnim( CLIMBUPROOF, 0 , FALSE ); this->InternalReceivingSoldierCancelServices( FALSE ); this->InternalGivingSoldierCancelServices( FALSE ); } } } else { DebugAttackBusy( String( "Soldier %d tried to climb where no roof is.\n", this->ubID ) ); this->aiData.bAction = AI_ACTION_NONE; } } void SOLDIERTYPE::BeginSoldierClimbFence( void ) { INT8 bDirection; // Make sure we hop the correct fence to follow our path! if (this->pathing.usPathIndex < this->pathing.usPathDataSize) { bDirection = (INT8) this->pathing.usPathingData[ this->pathing.usPathIndex]; } else { bDirection = this->ubDirection; } if ( FindFenceJumpDirection( this, this->sGridNo, bDirection, &bDirection ) ) { this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bDirection ) ); this->flags.fDontChargeTurningAPs = TRUE; EVENT_InternalSetSoldierDesiredDirection( this, bDirection, FALSE, this->usAnimState ); this->flags.fTurningUntilDone = TRUE; // ATE: Reset flag to go back to prone... this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; this->usPendingAnimation = HOPFENCE; } } //---legion by JAzz--------------------------------------- void SOLDIERTYPE::BeginSoldierClimbWindow( void ) { INT8 bDirection; // Make sure we hop the correct fence to follow our path! if (this->pathing.usPathIndex < this->pathing.usPathDataSize) { bDirection = (INT8) this->pathing.usPathingData[ this->pathing.usPathIndex]; } else { bDirection = this->ubDirection; } if ( FindWindowJumpDirection( this, this->sGridNo, bDirection, &bDirection ) && this->pathing.bLevel == 0 && ( this->ubDirection == NORTH || this->ubDirection == EAST || this->ubDirection == SOUTH || this->ubDirection == WEST ) ) { this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bDirection ) ); this->flags.fDontChargeTurningAPs = TRUE; EVENT_InternalSetSoldierDesiredDirection( this, bDirection, FALSE, this->usAnimState ); this->flags.fTurningUntilDone = TRUE; // ATE: Reset flag to go back to prone... this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; this->usPendingAnimation = JUMPWINDOWS; //HOPFENCE; } } void SOLDIERTYPE::BeginSoldierClimbWall( void ) { INT8 bNewDirection; UINT8 ubWhoIsThere; if ( FindWallJumpDirection( this, this->sGridNo, this->ubDirection, &bNewDirection ) && ( this->pathing.bLevel == 0 ) ) { if ( EnoughPoints( this, GetAPsToClimbRoof( this, FALSE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone ubWhoIsThere = WhoIsThere2( NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 1 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != this->ubID ) { return; } else { if (this->bTeam == gbPlayerNum) { SetUIBusy( this->ubID ); } this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); this->ubPendingDirection = bNewDirection; this->EVENT_InitNewSoldierAnim( JUMPUPWALL, 0 , FALSE ); this->InternalReceivingSoldierCancelServices( FALSE ); this->InternalGivingSoldierCancelServices( FALSE ); // this->BeginSoldierClimbWallUp( ); } } } } void SOLDIERTYPE::BeginSoldierClimbWallUp( void ) { INT8 bNewDirection; UINT8 ubWhoIsThere; if ( FindLowerLevelWall( this, this->sGridNo, this->ubDirection, &bNewDirection ) && ( this->pathing.bLevel > 0 ) ) { if ( EnoughPoints( this, GetAPsToJumpWall( this, TRUE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone ubWhoIsThere = WhoIsThere2( NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 0 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != this->ubID ) { return; } else { if (this->bTeam == gbPlayerNum) { SetUIBusy( this->ubID ); } this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); bNewDirection = gTwoCDirection[ bNewDirection ]; this->ubPendingDirection = bNewDirection; this->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0 , FALSE ); this->InternalReceivingSoldierCancelServices( FALSE ); this->InternalGivingSoldierCancelServices( FALSE ); this->BeginSoldierClimbWall( ); } } } } //------------------------------------------------------------------------------------------ UINT32 SleepDartSuccumbChance( SOLDIERTYPE * pSoldier ) { UINT32 uiChance; INT8 bEffectiveStrength; // figure out base chance of succumbing, bEffectiveStrength = EffectiveStrength( pSoldier ); if (bEffectiveStrength > 90) { uiChance = 110 - bEffectiveStrength; } else if (bEffectiveStrength > 80) { uiChance = 120 - bEffectiveStrength; } else if (bEffectiveStrength > 70) { uiChance = 130 - bEffectiveStrength; } else { uiChance = 140 - bEffectiveStrength; } // add in a bonus based on how long it's been since shot... highest chance at the beginning uiChance += (10 - pSoldier->bSleepDrugCounter); return( uiChance ); } void SOLDIERTYPE::BeginSoldierGetup( void ) { // RETURN IF WE ARE BEING SERVICED if ( this->ubServiceCount > 0 ) { return; } #ifdef JA2UB //Ja25: No meanwhiles #else // ATE: Don't getup if we are in a meanwhile if ( AreInMeanwhile( ) ) { return; } #endif if ( this->bCollapsed ) { if ( this->stats.bLife >= OKLIFE && this->bBreath >= OKBREATH && (this->bSleepDrugCounter == 0) ) { // get up you hoser! this->bCollapsed = FALSE; this->bTurnsCollapsed = 0; if ( IS_MERC_BODY_TYPE( this ) ) { switch( this->usAnimState ) { case FALLOFF_FORWARD_STOP: case PRONE_LAYFROMHIT_STOP: case STAND_FALLFORWARD_STOP: this->ChangeSoldierStance( ANIM_CROUCH ); break; case FALLBACKHIT_STOP: case FALLOFF_STOP: case FLYBACKHIT_STOP: case FALLBACK_HIT_STAND: case FALLOFF: case FLYBACK_HIT: // ROLL OVER this->EVENT_InitNewSoldierAnim( ROLLOVER, 0 , FALSE ); break; default: this->ChangeSoldierStance( ANIM_CROUCH ); break; } } else { this->EVENT_InitNewSoldierAnim( END_COWER, 0 , FALSE ); } } else { this->bTurnsCollapsed++; if ( (gTacticalStatus.bBoxingState == BOXING) && (this->flags.uiStatusFlags & SOLDIER_BOXER) ) { if (this->bTurnsCollapsed > 1) { // We have a winnah! But it isn't this boxer! EndBoxingMatch( this ); } } } } else if ( this->bSleepDrugCounter > 0 ) { UINT32 uiChance; uiChance = SleepDartSuccumbChance( this ); if ( PreRandom( 100 ) < uiChance ) { // succumb to the drug! DeductPoints( this, 0, (INT16)( this->bBreathMax * 100 ) ); SoldierCollapse( this ); } } if ( this->bSleepDrugCounter > 0 ) { this->bSleepDrugCounter--; } } void HandleTakeDamageDeath( SOLDIERTYPE *pSoldier, UINT8 bOldLife, UINT8 ubReason ) { switch( ubReason ) { case TAKE_DAMAGE_BLOODLOSS: case TAKE_DAMAGE_ELECTRICITY: case TAKE_DAMAGE_GAS: if ( pSoldier->bInSector ) { if ( pSoldier->bVisible != -1 ) { if ( ubReason != TAKE_DAMAGE_BLOODLOSS ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_DIE1 ); pSoldier->flags.fDeadSoundPlayed = TRUE; } } if ( ( ubReason == TAKE_DAMAGE_ELECTRICITY ) && pSoldier->stats.bLife < OKLIFE ) { pSoldier->flags.fInNonintAnim = FALSE; } // Check for < OKLIFE if ( pSoldier->stats.bLife < OKLIFE && pSoldier->stats.bLife != 0 && !pSoldier->bCollapsed) { SoldierCollapse( pSoldier ); } // THis is for the die animation that will be happening.... if ( pSoldier->stats.bLife == 0 ) { pSoldier->flags.fDoingExternalDeath = TRUE; } // Check if he is dead.... CheckForAndHandleSoldierDyingNotFromHit( pSoldier ); } //if( !( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) { pSoldier->HandleSoldierTakeDamageFeedback( ); } if(( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) || !pSoldier->bInSector ) { if ( pSoldier->stats.bLife == 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) ) { StrategicHandlePlayerTeamMercDeath( pSoldier ); // ATE: Here, force always to use die sound... pSoldier->flags.fDieSoundUsed = FALSE; pSoldier->DoMercBattleSound( BATTLE_SOUND_DIE1 ); pSoldier->flags.fDeadSoundPlayed = TRUE; // ATE: DO death sound PlayJA2Sample( (UINT8)DOORCR_1, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); PlayJA2Sample( (UINT8)HEADCR_1, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); } } break; } // 0verhaul: This is also already handled by the animation transitions // if ( ubReason == TAKE_DAMAGE_ELECTRICITY ) // { // if ( pSoldier->stats.bLife >= OKLIFE ) // { // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Freeing up attacker from electricity damage") ); // ReleaseSoldiersAttacker( pSoldier ); // } // } } UINT8 SOLDIERTYPE::SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathLoss, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage ) { #ifdef JA2BETAVERSION if (is_networked) { CHAR tmpMPDbgString[512]; sprintf(tmpMPDbgString,"SoldierTakeDamage ( bHeight : %i , sLifeDeduct : %i , sBreathLoss : %i , ubReason : %i , ubAttacker : %i , sSourceGrid : %i , sSubsequent : %i , fShowDamage : %i )\n", bHeight , sLifeDeduct , sBreathLoss , ubReason , ubAttacker , sSourceGrid , sSubsequent , fShowDamage ); MPDebugMsg(tmpMPDbgString); } #endif INT8 bOldLife; UINT8 ubCombinedLoss; INT8 bBandage; INT16 sAPCost; UINT8 ubBlood; UINT16 usItemFlags=0; // Kaiden: Needed for the reveal all items after combat code from UB. this->ubLastDamageReason = ubReason; // CJC Jan 21 99: add check to see if we are hurting an enemy in an enemy-controlled // sector; if so, this is a sign of player activity switch ( this->bTeam ) { case ENEMY_TEAM: // if we're in the wilderness this always counts if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gWorldSectorX, gWorldSectorY ) ].fEnemyControlled || SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] != TOWN ) { // update current day of activity! UpdateLastDayOfPlayerActivity( (UINT16) GetWorldDay() ); } break; case CREATURE_TEAM: // always a sign of activity? UpdateLastDayOfPlayerActivity( (UINT16) GetWorldDay() ); break; case CIV_TEAM: if ( this->ubCivilianGroup == KINGPIN_CIV_GROUP && gubQuest[ QUEST_RESCUE_MARIA ] == QUESTINPROGRESS && gTacticalStatus.bBoxingState == NOT_BOXING ) { SOLDIERTYPE * pMaria = FindSoldierByProfileID( MARIA, FALSE ); if ( pMaria && pMaria->bActive && pMaria->bInSector ) { SetFactTrue( FACT_MARIA_ESCAPE_NOTICED ); } } break; default: break; } // Deduct life!, Show damage if we want! bOldLife = this->stats.bLife; // OK, If we are a vehicle.... damage vehicle...( people inside... ) if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { if ( TANK( this ) ) { //sLifeDeduct = (sLifeDeduct * 2) / 3; } else { if ( ubReason == TAKE_DAMAGE_GUNFIRE ) { sLifeDeduct /= 3; } else if ( ubReason == TAKE_DAMAGE_EXPLOSION && sLifeDeduct > 50 ) { // boom! sLifeDeduct *= 2; } } VehicleTakeDamage( this->bVehicleID, ubReason, sLifeDeduct, this->sGridNo, ubAttacker ); HandleTakeDamageDeath( this, bOldLife, ubReason ); return( 0 ); } // ATE: If we are elloit being attacked in a meanwhile... if ( this->flags.uiStatusFlags & SOLDIER_NPC_SHOOTING ) { // Almost kill but not quite..... sLifeDeduct = ( this->stats.bLife - 1 ); // Turn off this->flags.uiStatusFlags &= ( ~SOLDIER_NPC_SHOOTING ); } #ifdef JA2UB //Ja25: No meanwhiles #else // CJC: make sure Elliot doesn't bleed to death! if ( ubReason == TAKE_DAMAGE_BLOODLOSS && AreInMeanwhile() ) { return( 0 ); } #endif // Calculate bandage bBandage = this->stats.bLifeMax - this->stats.bLife - this->bBleeding; if( guiCurrentScreen == MAP_SCREEN ) { fReDrawFace = TRUE; } if ( CREATURE_OR_BLOODCAT( this ) ) { INT16 sReductionFactor = 0; if ( this->ubBodyType == BLOODCAT ) { sReductionFactor = 2; } else if (this->flags.uiStatusFlags & SOLDIER_MONSTER) { switch( this->ubBodyType ) { case LARVAE_MONSTER: case INFANT_MONSTER: sReductionFactor = 1; break; case YAF_MONSTER: case YAM_MONSTER: sReductionFactor = 4; break; case ADULTFEMALEMONSTER: case AM_MONSTER: sReductionFactor = 6; break; case QUEENMONSTER: // increase with range! if ( ubAttacker == NOBODY ) { sReductionFactor = 8; } else { sReductionFactor = 4 + PythSpacesAway( MercPtrs[ ubAttacker ]->sGridNo, this->sGridNo ) / 2; } break; } } if ( ubReason == TAKE_DAMAGE_EXPLOSION ) { sReductionFactor /= 4; } if ( sReductionFactor > 1 ) { sLifeDeduct = (sLifeDeduct + (sReductionFactor / 2 ) ) / sReductionFactor; } else if ( ubReason == TAKE_DAMAGE_EXPLOSION ) { // take at most 2/3rds sLifeDeduct = (sLifeDeduct * 2) / 3; } // reduce breath loss to a smaller degree, except for the queen... if ( this->ubBodyType == QUEENMONSTER ) { // in fact, reduce breath loss by MORE! sReductionFactor = __min( sReductionFactor, 8 ); sReductionFactor *= 2; } else { sReductionFactor /= 2; } if ( sReductionFactor > 1 ) { sBreathLoss = (sBreathLoss + (sReductionFactor / 2 ) ) / sReductionFactor; } } if (sLifeDeduct > this->stats.bLife) { this->stats.bLife = 0; } else { // Decrease Health this->stats.bLife -= sLifeDeduct; } ///////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - Doctor trait - need a variable holding the number of insta-healable hit points if ((IS_MERC_BODY_TYPE( this ) || IS_CIV_BODY_TYPE( this )) && ( gGameOptions.fNewTraitSystem )) { if ( this->stats.bLife <= 0 ) { // noone can help him now, he's gone this->iHealableInjury = 0; } else { // Otherwise add healable injury value - it's in hundredths for better precision this->iHealableInjury += (sLifeDeduct * 100); // check if we are not mysteriously beyond a limit - we cannot have more than life we actually lost if (this->iHealableInjury > ((this->stats.bLifeMax - this->stats.bLife) * 100) ) this->iHealableInjury = ((this->stats.bLifeMax - this->stats.bLife) * 100); } } ///////////////////////////////////////////////////////////////////////////////////////////////// // ATE: Put some logic in here to allow enemies to die quicker..... // Are we an enemy? if ( this->bSide != gbPlayerNum && !this->aiData.bNeutral && this->ubProfile == NO_PROFILE ) { // ATE: Give them a chance to fall down... if ( this->stats.bLife > 0 && this->stats.bLife < ( OKLIFE - 1 ) ) { // Are we taking damage from bleeding? if ( ubReason == TAKE_DAMAGE_BLOODLOSS ) { // Fifty-fifty chance to die now! if ( Random( 3 ) == 0 || gTacticalStatus.Team[ this->bTeam ].bMenInSector == 1 ) { // Kill! this->stats.bLife = 0; } } else { // OK, see how far we are.. if ( this->stats.bLife < ( OKLIFE - 3 ) ) { // Kill! this->stats.bLife = 0; } } } } if ( fShowDamage ) { this->sDamage += sLifeDeduct; } // Truncate life if ( this->stats.bLife < 0 ) { this->stats.bLife = 0; } // Calculate damage to our items if from an explosion! if ( ubReason == TAKE_DAMAGE_EXPLOSION || ubReason == TAKE_DAMAGE_STRUCTURE_EXPLOSION) { CheckEquipmentForDamage( this, sLifeDeduct ); } // Calculate bleeding if ( ubReason != TAKE_DAMAGE_GAS && !AM_A_ROBOT( this ) ) { if ( ubReason == TAKE_DAMAGE_HANDTOHAND ) { if ( sLifeDeduct > 0 ) { // HTH does 1 pt bleeding per hit this->bBleeding = this->bBleeding + 1; } } else { this->bBleeding = this->stats.bLifeMax - ( this->stats.bLife + bBandage ); } } //CHRISL: We need this to dynamically adjust based on maxAP. Otherwise sLifeDeduct=16 results in a greater effective penalty // the lower our AP_MAXIMUM value is set to. // Deduct breath AND APs! //sAPCost = (sLifeDeduct / APBPConstants[AP_GET_WOUNDED_DIVISOR]); // + fallCost; sAPCost = (sLifeDeduct / APBPConstants[AP_GET_WOUNDED_DIVISOR]) * APBPConstants[AP_MAXIMUM] / 100; // ATE: if the robot, do not deduct if ( !AM_A_ROBOT( this ) ) { DeductPoints( this, sAPCost, sBreathLoss, DISABLED_INTERRUPT ); } ubCombinedLoss = (UINT8) sLifeDeduct / 10 + sBreathLoss / 2000; // Add shock if ( !AM_A_ROBOT( this ) ) { this->aiData.bShock += ubCombinedLoss; } // start the stopwatch - the blood is gushing! this->dNextBleed = CalcSoldierNextBleed( this ); if ( this->bInSector && this->bVisible != -1 ) { // If we are already dead, don't show damage! if ( bOldLife != 0 && fShowDamage && sLifeDeduct != 0 && sLifeDeduct < 1000 ) { // Display damage INT16 sOffsetX, sOffsetY; // Set Damage display counter this->flags.fDisplayDamage = TRUE; this->bDisplayDamageCount = 0; if ( this->ubBodyType == QUEENMONSTER ) { this->sDamageX = 0; this->sDamageY = 0; } else { GetSoldierAnimOffsets( this, &sOffsetX, &sOffsetY ); this->sDamageX = sOffsetX; this->sDamageY = sOffsetY; } } } // OK, if here, let's see if we should drop our weapon.... if ( ubReason != TAKE_DAMAGE_BLOODLOSS && !(AM_A_ROBOT( this )) ) { INT16 sTestOne, sTestTwo, sChanceToDrop; INT8 bVisible = -1; sTestOne = EffectiveStrength( this ); sTestTwo = ( 2 * ( __max( sLifeDeduct, ( sBreathLoss / 100 ) ) ) ); if (this->ubAttackerID != NOBODY && MercPtrs[ this->ubAttackerID ]->ubBodyType == BLOODCAT ) { // bloodcat boost, let them make people drop items more sTestTwo += 20; } // If damage > effective strength.... sChanceToDrop = ( __max( 0, ( sTestTwo - sTestOne ) ) ); // ATE: Increase odds of NOT dropping an UNDROPPABLE OBJECT if ( ( this->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ) ) { sChanceToDrop -= 30; } #ifdef JA2TESTVERSION //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Chance To Drop Weapon: str: %d Dam: %d Chance: %d", sTestOne, sTestTwo, sChanceToDrop ); #endif if ( Random( 100 ) < (UINT16) sChanceToDrop ) { // OK, drop item in main hand... if ( this->inv[ HANDPOS ].exists() == true ) { if ( !( this->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ) ) { // ATE: if our guy, make visible.... if ( this->bTeam == gbPlayerNum ) { bVisible = 1; } //if this soldier was an enemy // Kaiden Added for UB reveal All items after combat feature! else if( this->bTeam == ENEMY_TEAM ) { //add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY; } if(UsingNewAttachmentSystem()==true){ ReduceAttachmentsOnGunForNonPlayerChars(this, &(this->inv[ HANDPOS ])); } AddItemToPool( this->sGridNo, &(this->inv[ HANDPOS ]), bVisible, this->pathing.bLevel, usItemFlags, -1 ); //Madd: added usItemFlags to function arguments DeleteObj( &(this->inv[HANDPOS]) ); } } } } // Drop some blood! // decide blood amt, if any ubBlood = ( sLifeDeduct / BLOODDIVISOR); if ( ubBlood > MAXBLOODQUANTITY ) { ubBlood = MAXBLOODQUANTITY; } if ( !( this->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT ) ) ) { if ( ubBlood != 0 ) { if ( this->bInSector ) { DropBlood( this, ubBlood, this->bVisible ); } } } //Set UI Flag for unconscious, if it's our own guy! if ( this->bTeam == gbPlayerNum ) { if ( this->stats.bLife < OKLIFE && this->stats.bLife > 0 && bOldLife >= OKLIFE ) { this->flags.fUIFirstTimeUNCON = TRUE; fInterfacePanelDirty = DIRTYLEVEL2; } } if ( this->bInSector ) { this->CheckForBreathCollapse( ); } // EXPERIENCE CLASS GAIN (combLoss): Getting wounded in battle DirtyMercPanelInterface( this, DIRTYLEVEL1 ); if ( ubAttacker != NOBODY ) { // don't give exp for hitting friends! if ( (MercPtrs[ ubAttacker ]->bTeam == gbPlayerNum) && (this->bTeam != gbPlayerNum) ) { if ( ubReason == TAKE_DAMAGE_EXPLOSION ) { // EXPLOSIVES GAIN (combLoss): Causing wounds in battle StatChange( MercPtrs[ ubAttacker ], EXPLODEAMT, (UINT16)( 10 * ubCombinedLoss ), FROM_FAILURE ); } /* else if ( ubReason == TAKE_DAMAGE_GUNFIRE ) { // MARKSMANSHIP GAIN (combLoss): Causing wounds in battle StatChange( MercPtrs[ ubAttacker ], MARKAMT, (UINT16)( 5 * ubCombinedLoss ), FALSE ); } */ } } // Why this? No need for new declaration.. //SOLDIERTYPE *pSoldier = this; //if (PTR_OURTEAM) if (this->bTeam == gbPlayerNum) { // EXPERIENCE GAIN: Took some damage if ( ubReason != TAKE_DAMAGE_BLOODLOSS ) StatChange( this, EXPERAMT, ( UINT16 )( 5 * ubCombinedLoss ), FROM_FAILURE ); // SANDRO - gain some exp towards max health if bleeding if ( this->stats.bLifeMax < 100 && ubReason == TAKE_DAMAGE_BLOODLOSS && !(AM_A_ROBOT( this )) ) { StatChange( this, HEALTHAMT, ( UINT16 )( 3 * ubCombinedLoss ), FROM_FAILURE ); } // Check for quote if ( !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_BEING_PUMMELED ) ) { // Check attacker! if ( ubAttacker != NOBODY && ubAttacker != this->ubID ) { this->bNumHitsThisTurn++; if ( (this->bNumHitsThisTurn >= 3) && ( this->stats.bLife - this->bOldLife > 20 ) ) { if ( Random(100) < (UINT16)((40 * ( this->bNumHitsThisTurn - 2)))) { DelayedTacticalCharacterDialogue( this, QUOTE_TAKEN_A_BREATING ); this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_BEING_PUMMELED; this->bNumHitsThisTurn = 0; } } } } } // if ((ubAttacker != NOBODY) && (Menptr[ubAttacker].bTeam == OUR_TEAM) && (this->ubProfile != NO_PROFILE) && (this->ubProfile >= FIRST_RPC && this->ubProfile < GASTON )) //new profiles by Jazz if ( (ubAttacker != NOBODY) && (Menptr[ubAttacker].bTeam == OUR_TEAM) && (this->ubProfile != NO_PROFILE) && gProfilesRPC[this->ubProfile].ProfilId == this->ubProfile || gProfilesNPC[this->ubProfile].ProfilId == this->ubProfile ) { gMercProfiles[this->ubProfile].ubMiscFlags |= PROFILE_MISC_FLAG_WOUNDEDBYPLAYER; if (this->ubProfile == 114) { SetFactTrue( FACT_PACOS_KILLED ); } } HandleTakeDamageDeath( this, bOldLife, ubReason ); // Check if we are < unconscious, and shutup if so! also wipe sight if ( this->stats.bLife < CONSCIOUSNESS ) { ShutupaYoFace( this->iFaceIndex ); } if ( this->stats.bLife < OKLIFE ) { DecayIndividualOpplist( this ); } #ifdef JA2UB //if the attacker is MORRIS, AND he didnt kill the person if( Menptr[ ubAttacker ].ubProfile == 75 ) //MORRIS { //if the soldier is hurt, but not dead if( this->stats.bLife < bOldLife && this->stats.bLife > 0 ) { //if he hasnt said his quote #1 before if( !( Menptr[ ubAttacker ].usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_THOUGHT_KILLED_YOU ) ) { //said a flag so morris can say this quote next turn gJa25SaveStruct.fMorrisToSayHurtPlayerQuoteNextTurn = TRUE; //Remeber who Morris is saying the quote too gJa25SaveStruct.ubPlayerMorrisHurt = this->ubProfile; } } // else if morris is to say the quote, he hasnt said it yet and he just killed the person he WAS going to say it to else if( gJa25SaveStruct.fMorrisToSayHurtPlayerQuoteNextTurn && gJa25SaveStruct.ubPlayerMorrisHurt == this->ubProfile && this->stats.bLife <= 0 && !( Menptr[ ubAttacker ].usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_THOUGHT_KILLED_YOU ) ) { //said a flag so morris can say this quote next turn gJa25SaveStruct.fMorrisToSayHurtPlayerQuoteNextTurn = FALSE; //Remeber who Morris is saying the quote too gJa25SaveStruct.ubPlayerMorrisHurt = NO_PROFILE; } } #endif return( ubCombinedLoss ); } extern BOOLEAN IsMercSayingDialogue( UINT8 ubProfileID ); BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpecialCode ) { //in this function, pSoldier stands in for the this pointer, since //this soldier could be a vehicle, then the merc that makes the sound is inside SGPFILENAME zFilename; SOUNDPARMS spParms; UINT8 ubSoundID; UINT32 uiSoundID; UINT32 iFaceIndex; BOOLEAN fDoSub = FALSE; INT32 uiSubSoundID = 0; BOOLEAN fSpeechSound = FALSE; SOLDIERTYPE* pSoldier = this; // DOUBLECHECK RANGE CHECKF ( ubBattleSoundID < NUM_MERC_BATTLE_SOUNDS ); if ( ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { // Pick a passenger from vehicle.... pSoldier = PickRandomPassengerFromVehicle( this ); if ( pSoldier == NULL ) { return( FALSE ); } } // If a death sound, and we have already done ours... if ( ubBattleSoundID == BATTLE_SOUND_DIE1 ) { if ( pSoldier->flags.fDieSoundUsed ) { return( TRUE ); } } // Are we mute? if ( pSoldier->flags.uiStatusFlags & SOLDIER_MUTE ) { return( FALSE ); } // uiTimeSameBattleSndDone // If we are a creature, etc, pick a better sound... if ( ubBattleSoundID == BATTLE_SOUND_HIT1 || ubBattleSoundID == BATTLE_SOUND_HIT2 ) { switch ( pSoldier->ubBodyType ) { case COW: fDoSub = TRUE; uiSubSoundID = COW_HIT_SND; break; case YAF_MONSTER: case YAM_MONSTER: case ADULTFEMALEMONSTER: case AM_MONSTER: fDoSub = TRUE; if ( Random( 2 ) == 0 ) { uiSubSoundID = ACR_DIE_PART1; } else { uiSubSoundID = ACR_LUNGE; } break; case INFANT_MONSTER: fDoSub = TRUE; uiSubSoundID = BCR_SHRIEK; break; case QUEENMONSTER: fDoSub = TRUE; uiSubSoundID = LQ_SHRIEK; break; case LARVAE_MONSTER: fDoSub = TRUE; uiSubSoundID = BCR_SHRIEK; break; case BLOODCAT: fDoSub = TRUE; uiSubSoundID = BLOODCAT_HIT_1; break; case ROBOTNOWEAPON: fDoSub = TRUE; uiSubSoundID = (UINT32)( S_METAL_IMPACT1 + Random( 2 ) ); break; } } if ( ubBattleSoundID == BATTLE_SOUND_DIE1 ) { switch ( pSoldier->ubBodyType ) { case COW: fDoSub = TRUE; uiSubSoundID = COW_DIE_SND; break; case YAF_MONSTER: case YAM_MONSTER: case ADULTFEMALEMONSTER: case AM_MONSTER: fDoSub = TRUE; uiSubSoundID = CREATURE_FALL_PART_2; break; case INFANT_MONSTER: fDoSub = TRUE; uiSubSoundID = BCR_DYING; break; case LARVAE_MONSTER: fDoSub = TRUE; uiSubSoundID = LCR_RUPTURE; break; case QUEENMONSTER: fDoSub = TRUE; uiSubSoundID = LQ_DYING; break; case BLOODCAT: fDoSub = TRUE; uiSubSoundID = BLOODCAT_DIE_1; break; case ROBOTNOWEAPON: fDoSub = TRUE; uiSubSoundID = (UINT32)( EXPLOSION_1 ); PlayJA2Sample( ROBOT_DEATH, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); break; } } // OK. any other sound, not hits, robot makes a beep if ( pSoldier->ubBodyType == ROBOTNOWEAPON && !fDoSub ) { fDoSub = TRUE; if ( ubBattleSoundID == BATTLE_SOUND_ATTN1 ) { uiSubSoundID = ROBOT_GREETING; } else { uiSubSoundID = ROBOT_BEEP; } } if ( fDoSub ) { if( guiCurrentScreen != GAME_SCREEN ) { PlayJA2Sample( uiSubSoundID, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); } else { PlayJA2Sample( uiSubSoundID, RATE_11025, SoundVolume( (UINT8)CalculateSpeechVolume( HIGHVOLUME ), pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) ); } return( TRUE ); } // Check if this is the same one we just played... if ( pSoldier->bOldBattleSnd == ubBattleSoundID && gBattleSndsData[ ubBattleSoundID ].fDontAllowTwoInRow ) { // Are we below the min delay? if ( ( GetJA2Clock( ) - pSoldier->uiTimeSameBattleSndDone ) < MIN_SUBSEQUENT_SNDS_DELAY ) { return( TRUE ); } } // If a battle snd is STILL playing.... if ( SoundIsPlaying( pSoldier->uiBattleSoundID ) ) { // We can do a few things here.... // Is this a crutial one...? if ( gBattleSndsData[ ubBattleSoundID ].fStopDialogue == 1 ) { // Stop playing origonal SoundStop( pSoldier->uiBattleSoundID ); } else { // Skip this one... return( TRUE ); } } // If we are talking now.... if ( IsMercSayingDialogue( pSoldier->ubProfile ) ) { // We can do a couple of things now... if ( gBattleSndsData[ ubBattleSoundID ].fStopDialogue == 1 ) { // Stop dialigue... DialogueAdvanceSpeech( ); } else if ( gBattleSndsData[ ubBattleSoundID ].fStopDialogue == 2 ) { // Skip battle snd... return( TRUE ); } } // Save this one we're doing... pSoldier->bOldBattleSnd = ubBattleSoundID; pSoldier->uiTimeSameBattleSndDone = GetJA2Clock( ); // Adjust based on morale... if ( ubBattleSoundID == BATTLE_SOUND_OK1 && pSoldier->aiData.bMorale < LOW_MORALE_BATTLE_SND_THREASHOLD ) { //ddd { if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) ) ubBattleSoundID = BATTLE_SOUND_LOWMARALE_OK1; ///ddd } //ubBattleSoundID = BATTLE_SOUND_LOWMARALE_OK1; } if ( ubBattleSoundID == BATTLE_SOUND_ATTN1 && pSoldier->aiData.bMorale < LOW_MORALE_BATTLE_SND_THREASHOLD ) { //ddd { if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) ) ubBattleSoundID = BATTLE_SOUND_LOWMARALE_ATTN1; //ubBattleSoundID = BATTLE_SOUND_LOWMARALE_ATTN1; } ubSoundID = ubBattleSoundID; //if the sound to be played is a confirmation, check to see if we are to play it if( ubSoundID == BATTLE_SOUND_OK1 ) { if( gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] ) return( TRUE ); //ddd { if(!Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) ) return( TRUE ); ///ddd } //else a speech sound is to be played else fSpeechSound = TRUE; } // Randomize between sounds, if appropriate if ( gBattleSndsData[ ubSoundID ].ubRandomVal != 0 ) { ubSoundID = ubSoundID + (UINT8)Random( gBattleSndsData[ ubSoundID ].ubRandomVal ); } // OK, build file and play! if ( pSoldier->ubProfile != NO_PROFILE ) { sprintf( zFilename, "BATTLESNDS\\%03d_%s.ogg", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\%03d_%s.wav", pSoldier->ubProfile, gBattleSndsData[ ubSoundID ].zName ); } if ( !FileExists( zFilename ) ) { // OK, temp build file... if ( pSoldier->ubBodyType == REGFEMALE ) { sprintf( zFilename, "BATTLESNDS\\f_%s.ogg", gBattleSndsData[ ubSoundID ].zName ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\f_%s.wav", gBattleSndsData[ ubSoundID ].zName ); } } else { sprintf( zFilename, "BATTLESNDS\\m_%s.ogg", gBattleSndsData[ ubSoundID ].zName ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\m_%s.wav", gBattleSndsData[ ubSoundID ].zName ); } } } } else { // Check if we can play this! if ( !gBattleSndsData[ ubSoundID ].fBadGuy ) { return( FALSE ); } if ( pSoldier->ubBodyType == HATKIDCIV || pSoldier->ubBodyType == KIDCIV ) { if ( ubSoundID == BATTLE_SOUND_DIE1 ) { sprintf( zFilename, "BATTLESNDS\\kid%d_dying.ogg", pSoldier->ubBattleSoundID ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\kid%d_dying.wav", pSoldier->ubBattleSoundID ); } } else { sprintf( zFilename, "BATTLESNDS\\kid%d_%s.ogg", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\kid%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName ); } } } else { if ( ubSoundID == BATTLE_SOUND_DIE1 ) { sprintf( zFilename, "BATTLESNDS\\bad%d_die.ogg", pSoldier->ubBattleSoundID ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\bad%d_die.wav", pSoldier->ubBattleSoundID ); } } else { sprintf( zFilename, "BATTLESNDS\\bad%d_%s.ogg", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\bad%d_%s.wav", pSoldier->ubBattleSoundID, gBattleSndsData[ ubSoundID ].zName ); } } } } // Play sound! memset(&spParms, 0xff, sizeof(SOUNDPARMS)); spParms.uiSpeed = RATE_11025; //spParms.uiVolume = CalculateSpeechVolume( pSoldier->bVocalVolume ); spParms.uiVolume = (INT8)CalculateSpeechVolume( HIGHVOLUME ); // ATE: Reduce volume for OK sounds... // ( Only for all-moves or multi-selection cases... ) if ( bSpecialCode == BATTLE_SND_LOWER_VOLUME ) { spParms.uiVolume = (INT8)CalculateSpeechVolume( MIDVOLUME ); } // If we are an enemy.....reduce due to volume if ( pSoldier->bTeam != gbPlayerNum ) { spParms.uiVolume = SoundVolume( (UINT8)spParms.uiVolume, pSoldier->sGridNo ); } spParms.uiLoop = 1; spParms.uiPan = SoundDir( pSoldier->sGridNo ); spParms.uiPriority=GROUP_PLAYER; if ( gSoundProfileValue[pSoldier->ubProfile].EnabledSound == TRUE || pSoldier->ubProfile == NO_PROFILE ) { if ( ( uiSoundID = SoundPlay( zFilename, &spParms ) ) == SOUND_ERROR ) { return( FALSE ); } else { pSoldier->uiBattleSoundID = uiSoundID; if ( pSoldier->ubProfile != NO_PROFILE ) { // Get soldier's face ID iFaceIndex = pSoldier->iFaceIndex; // Check face index if ( iFaceIndex != -1 ) { ExternSetFaceTalking( iFaceIndex, uiSoundID ); } } return( TRUE ); } } else { return( TRUE ); } } BOOLEAN SOLDIERTYPE::DoMercBattleSound( UINT8 ubBattleSoundID ) { // We WANT to play some RIGHT AWAY..... if ( gBattleSndsData[ ubBattleSoundID ].fStopDialogue == 1 || ( this->ubProfile == NO_PROFILE ) || InOverheadMap( ) ) { return( this->InternalDoMercBattleSound( ubBattleSoundID, 0 ) ); } // So here, only if we were currently saying dialogue..... if ( !IsMercSayingDialogue( this->ubProfile ) ) { return( this->InternalDoMercBattleSound( ubBattleSoundID, 0 ) ); } // OK, queue it up otherwise! TacticalCharacterDialogueWithSpecialEvent( this, 0, DIALOGUE_SPECIAL_EVENT_DO_BATTLE_SND, ubBattleSoundID,0 ); return( TRUE ); } BOOLEAN PreloadSoldierBattleSounds( SOLDIERTYPE *pSoldier, BOOLEAN fRemove ) { UINT32 cnt; CHECKF( pSoldier->bActive != FALSE ); for ( cnt = 0; cnt < NUM_MERC_BATTLE_SOUNDS; cnt++ ) { // OK, build file and play! if ( pSoldier->ubProfile != NO_PROFILE ) { if ( gBattleSndsData[ cnt ].fPreload ) { if ( fRemove ) { SoundUnlockSample( gBattleSndsData[ cnt ].zName ); } else { SoundLockSample( gBattleSndsData[ cnt ].zName ); } } } else { if ( gBattleSndsData[ cnt ].fPreload && gBattleSndsData[ cnt ].fBadGuy ) { if ( fRemove ) { SoundUnlockSample( gBattleSndsData[ cnt ].zName ); } else { SoundLockSample( gBattleSndsData[ cnt ].zName ); } } } } return( TRUE ); } BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void ) { // Check if we are near a lower level INT8 bNewDirection; BOOLEAN fReturnVal = FALSE; INT32 sNewGridNo; // Default to true BOOLEAN fDoForwards = TRUE; if ( this->stats.bLife >= OKLIFE ) { return( FALSE ); } if ( FindLowerLevel( this, this->sGridNo, this->ubDirection, &bNewDirection ) && ( this->pathing.bLevel > 0 ) ) { // ONly if standing! if ( gAnimControl[ this->usAnimState ].ubHeight == ANIM_STAND ) { // We are near a lower level. // Use opposite direction bNewDirection = gOppositeDirection[ bNewDirection ]; // Alrighty, let's not blindly change here, look at whether the dest gridno is good! sNewGridNo = NewGridNo( this->sGridNo, DirectionInc( gOppositeDirection[ bNewDirection ] ) ); if ( !NewOKDestination( this, sNewGridNo, TRUE, 0 ) ) { return( FALSE ); } sNewGridNo = NewGridNo( sNewGridNo, DirectionInc( gOppositeDirection[ bNewDirection ] ) ); if ( !NewOKDestination( this, sNewGridNo, TRUE, 0 ) ) { return( FALSE ); } // Are wee near enough to fall forwards.... if ( this->ubDirection == gOneCDirection[ bNewDirection ] || this->ubDirection == gTwoCDirection[ bNewDirection ] || this->ubDirection == bNewDirection || this->ubDirection == gOneCCDirection[ bNewDirection ] || this->ubDirection == gTwoCCDirection[ bNewDirection ] ) { // Do backwards... fDoForwards = FALSE; } // If we are facing the opposite direction, fall backwards // ATE: Make this more usefull... if ( fDoForwards ) { this->sTempNewGridNo = NewGridNo( this->sGridNo, (INT16)( -1 * DirectionInc(bNewDirection ) ) ); this->sTempNewGridNo = NewGridNo( this->sTempNewGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); this->EVENT_SetSoldierDesiredDirection( gOppositeDirection[ bNewDirection ] ); this->flags.fTurningUntilDone = TRUE; this->usPendingAnimation = FALLFORWARD_ROOF; //this->EVENT_InitNewSoldierAnim( FALLFORWARD_ROOF, 0 , FALSE ); // Deduct hitpoints/breath for falling! this->SoldierTakeDamage( ANIM_CROUCH, 100, 5000, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE ); fReturnVal = TRUE; } else { this->sTempNewGridNo = NewGridNo( this->sGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); this->sTempNewGridNo = NewGridNo( this->sTempNewGridNo, (INT16)( -1 * DirectionInc( bNewDirection ) ) ); this->EVENT_SetSoldierDesiredDirection( bNewDirection ); this->flags.fTurningUntilDone = TRUE; this->usPendingAnimation = FALLOFF; // Deduct hitpoints/breath for falling! this->SoldierTakeDamage( ANIM_CROUCH, 100, 5000, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE ); fReturnVal = TRUE; } } } return( fReturnVal ); } void SOLDIERTYPE::BeginSoldierClimbDownRoof( void ) { INT8 bNewDirection; UINT8 ubWhoIsThere; if ( FindLowerLevel( this, this->sGridNo, this->ubDirection, &bNewDirection ) && ( this->pathing.bLevel > 0 ) ) { if ( EnoughPoints( this, GetAPsToClimbRoof( this, TRUE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone ubWhoIsThere = WhoIsThere2( NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 0 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != this->ubID ) { return; } else { if (this->bTeam == gbPlayerNum) { // OK, SET INTERFACE FIRST SetUIBusy( this->ubID ); } this->sTempNewGridNo = NewGridNo( this->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); bNewDirection = gTwoCDirection[ bNewDirection ]; this->ubPendingDirection = bNewDirection; this->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0 , FALSE ); this->InternalReceivingSoldierCancelServices( FALSE ); this->InternalGivingSoldierCancelServices( FALSE ); } } } } /* void BeginSoldierClimbDownRoof( SOLDIERTYPE *pSoldier ) { INT8 bNewDirection; UINT8 ubWhoIsThere; if ( FindLowerLevel( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &bNewDirection ) && ( pSoldier->pathing.bLevel > 0 ) ) { if ( EnoughPoints( pSoldier, GetAPsToClimbRoof( pSoldier, TRUE ), 0, TRUE ) ) { if (pSoldier->bTeam == gbPlayerNum) { // OK, SET INTERFACE FIRST SetUIBusy( pSoldier->ubID ); } pSoldier->sTempNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); bNewDirection = gTwoCDirection[ bNewDirection ]; pSoldier->ubPendingDirection = bNewDirection; pSoldier->EVENT_InitNewSoldierAnim( CLIMBDOWNROOF, 0 , FALSE ); InternalpSoldier->ReceivingSoldierCancelServices(, FALSE ); InternalpSoldier->GivingSoldierCancelServices(, FALSE ); } } } */ void SOLDIERTYPE::MoveMerc( FLOAT dMovementChange, FLOAT dAngle, BOOLEAN fCheckRange ) { //INT16 dDegAngle; FLOAT dDeltaPos; FLOAT dXPos , dYPos; BOOLEAN fStop = FALSE; //dDegAngle = (INT16)( dAngle * 180 / PI ); //sprintf( gDebugStr, "Move Angle: %d", (int)dDegAngle ); // Find delta Movement for X pos dDeltaPos = (FLOAT) (dMovementChange * sin( dAngle )); // Find new position dXPos = this->dXPos + dDeltaPos; if ( fCheckRange ) { fStop = FALSE; switch( this->bMovementDirection ) { case NORTHEAST: case EAST: case SOUTHEAST: if ( dXPos >= this->pathing.sDestXPos ) { fStop = TRUE; } break; case NORTHWEST: case WEST: case SOUTHWEST: if ( dXPos <= this->pathing.sDestXPos ) { fStop = TRUE; } break; case NORTH: case SOUTH: fStop = TRUE; break; } if ( fStop ) { //dXPos = this->pathing.sDestXPos; this->flags.fPastXDest = TRUE; if ( this->sGridNo == this->pathing.sFinalDestination ) { dXPos = this->pathing.sDestXPos; } } } // Find delta Movement for Y pos dDeltaPos = (FLOAT) (dMovementChange * cos( dAngle )); // Find new pos dYPos = this->dYPos + dDeltaPos; if ( fCheckRange ) { fStop = FALSE; switch( this->bMovementDirection ) { case NORTH: case NORTHEAST: case NORTHWEST: if ( dYPos <= this->pathing.sDestYPos ) { fStop = TRUE; } break; case SOUTH: case SOUTHWEST: case SOUTHEAST: if ( dYPos >= this->pathing.sDestYPos ) { fStop = TRUE; } break; case EAST: case WEST: fStop = TRUE; break; } if ( fStop ) { //dYPos = this->pathing.sDestYPos; this->flags.fPastYDest = TRUE; if ( this->sGridNo == this->pathing.sFinalDestination ) { dYPos = this->pathing.sDestYPos; } } } // OK, set new position this->EVENT_InternalSetSoldierPosition( dXPos, dYPos, FALSE, FALSE, FALSE ); // DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("X: %f Y: %f", dXPos, dYPos ) ); } BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount) { //CHRISL: This function should return TRUE if the difference between our current facing and the facing needed to put // the indicated sGrinNo into our facing is greater then uiTurnAmount UINT8 ubDirection = GetDirectionFromGridNo( sGridNo, pSoldier ); UINT8 subDirection = pSoldier->ubDirection + 3; UINT8 uiDirArray[16] = {5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4}; //Failsafe; just check to make sure we actually have to turn. if(ubDirection == pSoldier->ubDirection) return FALSE; // We'll never turn more then 180 degrees (4) so reset uiTurnAmount if needed uiTurnAmount = min(uiTurnAmount, 4); // Loop up the array for(UINT8 i = 1; i <= 4; i++) { if(uiDirArray[subDirection+i] == ubDirection) { return !(i<=uiTurnAmount); } } // Loop down the array for(UINT8 i = 1; i <= 4; i++) { if(uiDirArray[subDirection-i] == ubDirection) { return !(i<=uiTurnAmount); } } return TRUE; } UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier ) { INT16 sXPos, sYPos; ConvertGridNoToXY( sGridNo, &sXPos, &sYPos ); return( GetDirectionFromXY( sXPos, sYPos, pSoldier ) ); } INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc ) { INT16 sXPos2, sYPos2; INT16 sXPos, sYPos; ConvertGridNoToXY( sGridNoSrc, &sXPos, &sYPos ); ConvertGridNoToXY( sGridNoDest, &sXPos2, &sYPos2 ); return( atan8( sXPos2, sYPos2, sXPos, sYPos ) ); } UINT8 GetDirectionFromXY( INT16 sXPos, INT16 sYPos, SOLDIERTYPE *pSoldier ) { INT16 sXPos2, sYPos2; ConvertGridNoToXY( pSoldier->sGridNo, &sXPos2, &sYPos2 ); return( atan8( sXPos2, sYPos2, sXPos, sYPos ) ); } #if 0 UINT8 atan8( INT16 x1, INT16 y1, INT16 x2, INT16 y2 ) { static int trig[8] = { 2, 3, 4, 5, 6, 7, 8, 1 }; // returned values are N=1, NE=2, E=3, SE=4, S=5, SW=6, W=7, NW=8 double dx=(x2-x1); double dy=(y2-y1); double a; int i,k; if (dx==0) dx=0.00390625; // 1/256th #define PISLICES (8) a=(atan2(dy,dx) + PI/PISLICES)/(PI/(PISLICES/2)); i=(int)a; if (a>0) k=i; else if (a<0) k=i+(PISLICES-1); else k=0; return(trig[k]); } #endif //#if 0 UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 ) { DOUBLE test_x = sXPos2 - sXPos; DOUBLE test_y = sYPos2 - sYPos; UINT8 mFacing = WEST; //INT16 dDegAngle; DOUBLE angle; if ( test_x == 0 ) { test_x = 0.04; } angle = atan2( test_x, test_y ); //dDegAngle = (INT16)( angle * 180 / PI ); //sprintf( gDebugStr, "Move Angle: %d", (int)dDegAngle ); do { if ( angle >=-PI*.375 && angle <= -PI*.125 ) { mFacing = SOUTHWEST; break; } if ( angle <= PI*.375 && angle >= PI*.125 ) { mFacing = SOUTHEAST; break; } if ( angle >=PI*.623 && angle <= PI*.875 ) { mFacing = NORTHEAST; break; } if ( angle <=-PI*.623 && angle >= -PI*.875 ) { mFacing = NORTHWEST; break; } if ( angle >-PI*0.125 && angle < PI*0.125 ) { mFacing = SOUTH; } if ( angle > PI*0.375 && angle < PI*0.623 ) { mFacing = EAST; } if ( ( angle > PI*0.875 && angle <= PI ) || ( angle > -PI && angle < -PI*0.875 ) ) { mFacing = NORTH; } if ( angle > -PI*0.623 && angle < -PI*0.375 ) { mFacing = WEST; } } while( FALSE ); return( mFacing ); } UINT8 atan8FromAngle( DOUBLE angle ) { UINT8 mFacing = WEST; if ( angle > PI ) { angle = ( angle - PI ) - PI; } if ( angle < -PI ) { angle = ( PI - ( fabs( angle ) - PI ) ); } do { if ( angle >=-PI*.375 && angle <= -PI*.125 ) { mFacing = SOUTHWEST; break; } if ( angle <= PI*.375 && angle >= PI*.125 ) { mFacing = SOUTHEAST; break; } if ( angle >=PI*.623 && angle <= PI*.875 ) { mFacing = NORTHEAST; break; } if ( angle <=-PI*.623 && angle >= -PI*.875 ) { mFacing = NORTHWEST; break; } if ( angle >-PI*0.125 && angle < PI*0.125 ) { mFacing = SOUTH; } if ( angle > PI*0.375 && angle < PI*0.623 ) { mFacing = EAST; } if ( ( angle > PI*0.875 && angle <= PI ) || ( angle > -PI && angle < -PI*0.875 ) ) { mFacing = NORTH; } if ( angle > -PI*0.623 && angle < -PI*0.375 ) { mFacing = WEST; } } while( FALSE ); return( mFacing ); } void CheckForFullStructures( SOLDIERTYPE *pSoldier ) { // This function checks to see if we are near a specific structure type which requires us to blit a // small obscuring peice INT32 sGridNo; UINT16 usFullTileIndex; INT32 cnt; // Check in all 'Above' directions for ( cnt = 0; cnt < MAX_FULLTILE_DIRECTIONS; cnt++ ) { sGridNo = pSoldier->sGridNo + gsFullTileDirections[ cnt ]; if ( CheckForFullStruct( sGridNo, &usFullTileIndex ) ) { // Add one for the item's obsuring part pSoldier->usFrontArcFullTileList[ cnt ] = usFullTileIndex + 1; pSoldier->usFrontArcFullTileGridNos[ cnt ] = sGridNo; AddTopmostToHead( sGridNo, pSoldier->usFrontArcFullTileList[ cnt ] ); } else { if ( pSoldier->usFrontArcFullTileList[ cnt ] != 0 ) { RemoveTopmost( pSoldier->usFrontArcFullTileGridNos[ cnt ], pSoldier->usFrontArcFullTileList[ cnt ] ); } pSoldier->usFrontArcFullTileList[ cnt ] = 0; pSoldier->usFrontArcFullTileGridNos[ cnt ] = 0; } } } BOOLEAN CheckForFullStruct( INT32 sGridNo, UINT16 *pusIndex ) { LEVELNODE *pStruct = NULL; LEVELNODE *pOldStruct = NULL; UINT32 fTileFlags; pStruct = gpWorldLevelData[ sGridNo ].pStructHead; // Look through all structs and Search for type while( pStruct != NULL ) { if ( pStruct->usIndex != NO_TILE && pStruct->usIndex < NUMBEROFTILES ) { GetTileFlags( pStruct->usIndex, &fTileFlags ); // Advance to next pOldStruct = pStruct; pStruct = pStruct->pNext; //if( (pOldStruct->pStructureData!=NULL) && ( pOldStruct->pStructureData->fFlags&STRUCTURE_TREE ) ) if ( fTileFlags & FULL3D_TILE ) { // CHECK IF THIS TREE IS FAIRLY ALONE! if ( FullStructAlone( sGridNo, 2 ) ) { // Return true and return index *pusIndex = pOldStruct->usIndex; return( TRUE ); } else { return( FALSE ); } } } else { // Advance to next pOldStruct = pStruct; pStruct = pStruct->pNext; } } // Could not find it, return FALSE return( FALSE ); } BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius ) { INT32 sTop, sBottom; INT32 sLeft, sRight; INT32 cnt1, cnt2; INT32 iNewIndex; INT32 leftmost; // Determine start end end indicies and num rows sTop = ubRadius; sBottom = -ubRadius; sLeft = - ubRadius; sRight = ubRadius; for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) { leftmost = ( ( sGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS; for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ ) { iNewIndex = sGridNo + ( WORLD_COLS * cnt1 ) + cnt2; if ( iNewIndex >=0 && iNewIndex < WORLD_MAX && iNewIndex >= leftmost && iNewIndex < ( leftmost + WORLD_COLS ) ) { if ( iNewIndex != sGridNo ) { if ( FindStructure( iNewIndex, STRUCTURE_TREE ) != NULL ) { return( FALSE ); } } } } } return( TRUE ); } void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier ) { // CHECK FOR FASTTURN ANIMATIONS // ATE: Mod: Only fastturn for OUR guys! if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_FASTTURN && pSoldier->bTeam == gbPlayerNum && !( pSoldier->flags.uiStatusFlags & SOLDIER_TURNINGFROMHIT ) ) { if ( pSoldier->ubDirection != pSoldier->pathing.bDesiredDirection ) { pSoldier->sAniDelay = FAST_TURN_ANIM_SPEED; } else { SetSoldierAniSpeed( pSoldier ); // FreeUpNPCFromTurning( pSoldier, LOOK); } } } BOOLEAN SOLDIERTYPE::IsActionInterruptable( void ) { if ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_NONINTERRUPT ) { return( FALSE ); } return( TRUE ); } // WRAPPER FUNCTIONS FOR SOLDIER EVENTS void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos ) { // Sent event for position update EV_S_SETPOSITION SSetPosition; SSetPosition.usSoldierID = pSoldier->ubID; SSetPosition.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; SSetPosition.dNewXPos = dNewXPos; SSetPosition.dNewYPos = dNewYPos; AddGameEvent( S_SETPOSITION, 0, &SSetPosition ); } void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT32 usNewDestination ) { // Sent event for position update EV_S_CHANGEDEST SChangeDest; SChangeDest.usSoldierID = pSoldier->ubID; SChangeDest.usNewDestination = usNewDestination; SChangeDest.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; AddGameEvent( S_CHANGEDEST, 0, &SChangeDest ); } void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection ) { // Sent event for position update EV_S_SETDIRECTION SSetDirection; SSetDirection.usSoldierID = pSoldier->ubID; SSetDirection.usNewDirection = usNewDirection; SSetDirection.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; AddGameEvent( S_SETDIRECTION, 0, &SSetDirection ); } void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection ) { // Sent event for position update EV_S_SETDESIREDDIRECTION SSetDesiredDirection; SSetDesiredDirection.usSoldierID = pSoldier->ubID; SSetDesiredDirection.usDesiredDirection = usDesiredDirection; SSetDesiredDirection.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; AddGameEvent( S_SETDESIREDDIRECTION, 0, &SSetDesiredDirection ); if(is_server || (is_client && pSoldier->ubID <20) ) send_dir( pSoldier, usDesiredDirection ); } void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim ) { EV_S_GETNEWPATH SGetNewPath; SGetNewPath.usSoldierID = pSoldier->ubID; SGetNewPath.sDestGridNo = sDestGridNo; SGetNewPath.usMovementAnim = usMovementAnim; SGetNewPath.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; AddGameEvent( S_GETNEWPATH, 0, &SGetNewPath ); } void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance ) { #if 0 EV_S_CHANGESTANCE SChangeStance; #ifdef NETWORKED if( !IsTheSolderUnderMyControl( pSoldier->ubID) ) return; #endif SChangeStance.ubNewStance = ubNewStance; SChangeStance.usSoldierID = pSoldier->ubID; SChangeStance.sXPos = pSoldier->sX; SChangeStance.sYPos = pSoldier->sY; SChangeStance.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; AddGameEvent( S_CHANGESTANCE, 0, &SChangeStance ); #endif if(((pSoldier->ubID > 19 && !is_server) || (pSoldier->ubID > 119 && is_server) )&& is_networked)return; pSoldier->ChangeSoldierStance( ubNewStance ); if(is_server || (is_client && pSoldier->ubID <20) ) send_stance( pSoldier, ubNewStance ); } void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SendBeginFireWeaponEvent")); EV_S_BEGINFIREWEAPON SBeginFireWeapon; SBeginFireWeapon.usSoldierID = pSoldier->ubID; SBeginFireWeapon.sTargetGridNo = sTargetGridNo; SBeginFireWeapon.bTargetLevel = pSoldier->bTargetLevel; SBeginFireWeapon.bTargetCubeLevel = pSoldier->bTargetCubeLevel; SBeginFireWeapon.uiUniqueId = pSoldier->uiUniqueSoldierIdValue; AddGameEvent( S_BEGINFIREWEAPON, 0, &SBeginFireWeapon ); } #if 0 // This function is now obsolete. Just call ReduceAttackBusyCount. // This function just encapolates the check for turnbased and having an attacker in the first place void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier ) { INT32 cnt; UINT8 ubNumToFree; //if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) ) { // ATE: Removed... //if ( pSoldier->ubAttackerID != NOBODY ) { // JA2 Gold // set next-to-previous attacker, so long as this isn't a repeat attack if (pSoldier->ubPreviousAttackerID != pSoldier->ubAttackerID) { pSoldier->ubNextToPreviousAttackerID = pSoldier->ubPreviousAttackerID; } // get previous attacker id pSoldier->ubPreviousAttackerID = pSoldier->ubAttackerID; // Copy BeingAttackedCount here.... ubNumToFree = pSoldier->bBeingAttackedCount; // Zero it out BEFORE, as supression may increase it again... pSoldier->bBeingAttackedCount = 0; for ( cnt = 0; cnt < ubNumToFree; cnt++ ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker of %d (attacker is %d) - releasesoldierattacker num to free is %d", pSoldier->ubID, pSoldier->ubAttackerID, ubNumToFree ) ); ReduceAttackBusyCount( pSoldier->ubAttackerID, FALSE ); } // ATE: Set to NOBODY if this person is NOT dead // otherise, we keep it so the kill can be awarded! if ( pSoldier->stats.bLife != 0 && pSoldier->ubBodyType != QUEENMONSTER ) { pSoldier->ubAttackerID = NOBODY; } } } } #endif BOOLEAN SOLDIERTYPE::MercInWater( void ) { // 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 // Our water texture , for now is of a given type if ( TERRAIN_IS_WATER( this->bOverTerrainType) && this->pathing.bLevel <= 0 ) { return( TRUE ); } else { return( FALSE ); } } BOOLEAN SOLDIERTYPE::MercInShallowWater( void ) { // 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 // Our water texture , for now is of a given type if ( TERRAIN_IS_SHALLOW_WATER( this->bOverTerrainType) && this->pathing.bLevel <= 0 ) { return( TRUE ); } else { return( FALSE ); } } BOOLEAN SOLDIERTYPE::MercInDeepWater( void ) { // 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 // Our water texture , for now is of a given type if ( TERRAIN_IS_DEEP_WATER( this->bOverTerrainType) && this->pathing.bLevel <= 0 ) { return( TRUE ); } else { return( FALSE ); } } BOOLEAN SOLDIERTYPE::MercInHighWater( void ) { // 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 // Our water texture , for now is of a given type if ( TERRAIN_IS_HIGH_WATER( this->bOverTerrainType) && this->pathing.bLevel <= 0 ) { return( TRUE ); } else { return( FALSE ); } } void RevivePlayerTeam( ) { INT32 cnt; SOLDIERTYPE *pSoldier; // End the turn of player charactors cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++) { pSoldier->ReviveSoldier( ); } } // What? A zombie function? void SOLDIERTYPE::ReviveSoldier( void ) { INT16 sX, sY; if ( this->stats.bLife < OKLIFE && this->bActive ) { // If dead or unconscious, revive! this->flags.uiStatusFlags &= ( ~SOLDIER_DEAD ); this->stats.bLife = this->stats.bLifeMax; this->bBleeding = 0; this->iHealableInjury = 0; // added by SANDRO this->ubDesiredHeight = ANIM_STAND; AddManToTeam( this->bTeam ); // Set to standing this->flags.fInNonintAnim = FALSE; this->flags.fRTInNonintAnim = FALSE; // Change to standing,unless we can getup with an animation this->EVENT_InitNewSoldierAnim( STANDING, 0, TRUE ); this->BeginSoldierGetup( ); // Makesure center of tile sX = CenterX( this->sGridNo ); sY = CenterY( this->sGridNo ); this->EVENT_SetSoldierPosition( (FLOAT) sX, (FLOAT) sY ); // Dirty INterface fInterfacePanelDirty = DIRTYLEVEL2; } } void SOLDIERTYPE::HandleAnimationProfile( UINT16 usAnimState, BOOLEAN fRemove ) { //#if 0 ANIM_PROF *pProfile; ANIM_PROF_DIR *pProfileDir; ANIM_PROF_TILE *pProfileTile; INT8 bProfileID; UINT32 iTileCount; INT32 sGridNo; UINT16 usAnimSurface; // ATE // Get Surface Index usAnimSurface = DetermineSoldierAnimationSurface( this, usAnimState ); CHECKV( usAnimSurface != INVALID_ANIMATION_SURFACE ); bProfileID = gAnimSurfaceDatabase[ usAnimSurface ].bProfile; // Determine if this animation has a profile if ( bProfileID != -1 ) { // Getprofile pProfile = &(gpAnimProfiles[ bProfileID ] ); // Get direction pProfileDir = &( pProfile->Dirs[ this->ubDirection ] ); // Loop tiles and set accordingly into world for( iTileCount = 0; iTileCount < pProfileDir->ubNumTiles; iTileCount++ ) { pProfileTile = &( pProfileDir->pTiles[ iTileCount ] ); sGridNo = this->sGridNo + ( ( WORLD_COLS * pProfileTile->bTileY ) + pProfileTile->bTileX ); // Check if in bounds if ( !OutOfBounds( this->sGridNo, sGridNo ) ) { if ( fRemove ) { // Remove from world RemoveMerc( sGridNo, this, TRUE ); } else { // PLace into world AddMercToHead( sGridNo, this, FALSE ); //if ( pProfileTile->bTileY != 0 || pProfileTile->bTileX != 0 ) { gpWorldLevelData[sGridNo].pMercHead->uiFlags |= LEVELNODE_MERCPLACEHOLDER; gpWorldLevelData[sGridNo].pMercHead->uiAnimHitLocationFlags = pProfileTile->usTileFlags; } } } } } //#endif } LEVELNODE *GetAnimProfileFlags( INT32 sGridNo, UINT16 *usFlags, SOLDIERTYPE **ppTargSoldier, LEVELNODE *pGivenNode ) { LEVELNODE *pNode; (*ppTargSoldier) = NULL; (*usFlags ) = 0; if ( pGivenNode == NULL ) { pNode = gpWorldLevelData[sGridNo].pMercHead; } else { pNode = pGivenNode->pNext; } //#if 0 if ( pNode != NULL ) { if ( pNode->uiFlags & LEVELNODE_MERCPLACEHOLDER ) { (*usFlags) = (UINT16)pNode->uiAnimHitLocationFlags; (*ppTargSoldier) = pNode->pSoldier; } } //#endif return( pNode ); } BOOLEAN SOLDIERTYPE::GetProfileFlagsFromGridno( UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags ) { ANIM_PROF *pProfile; ANIM_PROF_DIR *pProfileDir; ANIM_PROF_TILE *pProfileTile; INT8 bProfileID; UINT32 iTileCount; INT32 sGridNo; UINT16 usAnimSurface; // Get Surface Index usAnimSurface = DetermineSoldierAnimationSurface( this, usAnimState ); CHECKF( usAnimSurface != INVALID_ANIMATION_SURFACE ); bProfileID = gAnimSurfaceDatabase[ usAnimSurface ].bProfile; *usFlags = 0; // Determine if this animation has a profile if ( bProfileID != -1 ) { // Getprofile pProfile = &(gpAnimProfiles[ bProfileID ] ); // Get direction pProfileDir = &( pProfile->Dirs[ this->ubDirection ] ); // Loop tiles and set accordingly into world for( iTileCount = 0; iTileCount < pProfileDir->ubNumTiles; iTileCount++ ) { pProfileTile = &( pProfileDir->pTiles[ iTileCount ] ); sGridNo = this->sGridNo + ( ( WORLD_COLS * pProfileTile->bTileY ) + pProfileTile->bTileX ); // Check if in bounds if ( !OutOfBounds( this->sGridNo, sGridNo ) ) { if ( sGridNo == sTestGridNo ) { *usFlags = pProfileTile->usTileFlags; return( TRUE ); } } } } return( FALSE ); } void SOLDIERTYPE::EVENT_SoldierBeginGiveItem( void ) { SOLDIERTYPE *pTSoldier; if ( VerifyGiveItem( this, &pTSoldier ) ) { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->pathing.bDesiredDirection = this->aiData.bPendingActionData3; this->ubDirection = this->aiData.bPendingActionData3; // begin animation this->EVENT_InitNewSoldierAnim( GIVE_ITEM, 0 , FALSE ); } else { UnSetEngagedInConvFromPCAction( this ); OBJECTTYPE::DeleteMe( &this->pTempObject ); } } void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection ) { SOLDIERTYPE *pTSoldier; //UINT32 uiMercFlags; UINT16 usSoldierIndex; UINT8 ubTDirection; ROTTING_CORPSE *pCorpse; // Increment the number of people busy doing stuff because of an attack //if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) //{ // gTacticalStatus.ubAttackBusyCount++; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Begin blade attack: ATB %d", gTacticalStatus.ubAttackBusyCount) ); DebugAttackBusy( String( "Begin blade attack: ATB %d\n", gTacticalStatus.ubAttackBusyCount) ); //} // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); // CHANGE TO ANIMATION // DETERMINE ANIMATION TO PLAY // LATER BASED ON IF TAREGT KNOWS OF US, STANCE, ETC // GET POINTER TO TAREGT if (this->flags.uiStatusFlags & SOLDIER_MONSTER) { UINT8 ubTargetID; // Is there an unconscious guy at gridno...... ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel ); if ( ubTargetID != NOBODY && ( ( MercPtrs[ ubTargetID ]->stats.bLife < OKLIFE && MercPtrs[ ubTargetID ]->stats.bLife > 0 ) || ( MercPtrs[ ubTargetID ]->bBreath < OKBREATH && MercPtrs[ ubTargetID ]->bCollapsed ) ) ) { this->aiData.uiPendingActionData4 = ubTargetID; // add regen bonus this->bRegenerationCounter++; this->EVENT_InitNewSoldierAnim( MONSTER_BEGIN_EATTING_FLESH, 0, FALSE ); } else { if ( PythSpacesAway( this->sGridNo, sGridNo ) <= 1 ) { this->EVENT_InitNewSoldierAnim( MONSTER_CLOSE_ATTACK, 0, FALSE ); } else { this->EVENT_InitNewSoldierAnim( ADULTMONSTER_ATTACKING, 0, FALSE ); } } } else if (this->ubBodyType == BLOODCAT) { // Check if it's a claws or teeth... if ( this->inv[ HANDPOS ].usItem == BLOODCAT_CLAW_ATTACK ) { this->EVENT_InitNewSoldierAnim( BLOODCAT_SWIPE, 0, FALSE ); } else { this->EVENT_InitNewSoldierAnim( BLOODCAT_BITE_ANIM, 0, FALSE ); } } else { usSoldierIndex = WhoIsThere2( sGridNo, this->bTargetLevel ); if ( usSoldierIndex != NOBODY ) { GetSoldier( &pTSoldier, usSoldierIndex ); // Look at stance of target switch( gAnimControl[ pTSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: case ANIM_CROUCH: // CHECK IF HE CAN SEE US, IF SO RANDOMIZE if ( pTSoldier->aiData.bOppList[ this->ubID ] == 0 && pTSoldier->bTeam != this->bTeam ) { // WE ARE NOT SEEN this->EVENT_InitNewSoldierAnim( STAB, 0 , FALSE ); } else { // WE ARE SEEN if ( Random( 50 ) > 25 ) { this->EVENT_InitNewSoldierAnim( STAB, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( SLICE, 0 , FALSE ); } // IF WE ARE SEEN, MAKE SURE GUY TURNS! // Get direction to target // IF WE ARE AN ANIMAL, CAR, MONSTER, DONT'T TURN if ( !( pTSoldier->flags.uiStatusFlags & ( SOLDIER_MONSTER | SOLDIER_ANIMAL | SOLDIER_VEHICLE ) ) ) { // OK, stop merc.... pTSoldier->EVENT_StopMerc( pTSoldier->sGridNo, pTSoldier->ubDirection ); if ( pTSoldier->bTeam != gbPlayerNum ) { CancelAIAction( pTSoldier, TRUE ); } ubTDirection = (UINT8)GetDirectionFromGridNo( this->sGridNo, pTSoldier ); SendSoldierSetDesiredDirectionEvent( pTSoldier, ubTDirection ); } } break; case ANIM_PRONE: // CHECK OUR STANCE if ( gAnimControl[ this->usAnimState ].ubEndHeight != ANIM_CROUCH ) { // SET DESIRED STANCE AND SET PENDING ANIMATION SendChangeSoldierStanceEvent( this, ANIM_CROUCH ); this->usPendingAnimation = CROUCH_STAB; } else { // USE crouched one // NEED TO CHANGE STANCE IF NOT CROUCHD! this->EVENT_InitNewSoldierAnim( CROUCH_STAB, 0 , FALSE ); } break; } } else { // OK, SEE IF THERE IS AN OBSTACLE HERE... if ( !NewOKDestination( this, sGridNo, FALSE, this->pathing.bLevel ) ) { this->EVENT_InitNewSoldierAnim( STAB, 0 , FALSE ); } else { // Check for corpse! pCorpse = GetCorpseAtGridNo( sGridNo, this->pathing.bLevel ); if ( pCorpse == NULL ) { this->EVENT_InitNewSoldierAnim( CROUCH_STAB, 0 , FALSE ); } else { if ( IsValidDecapitationCorpse( pCorpse ) ) { this->EVENT_InitNewSoldierAnim( DECAPITATE, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( CROUCH_STAB, 0 , FALSE ); } } } } } // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; this->bTargetLevel = this->pathing.bLevel; this->ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel ); } void SOLDIERTYPE::EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection ) { BOOLEAN fMartialArtist = FALSE; SOLDIERTYPE *pTSoldier; //UINT32 uiMercFlags; UINT16 usSoldierIndex; UINT8 ubTDirection; BOOLEAN fChangeDirection = FALSE; UINT16 usItem; // Get item in hand... usItem = this->inv[ HANDPOS ].usItem; // Increment the number of people busy doing stuff because of an attack //if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) //{ // gTacticalStatus.ubAttackBusyCount++; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Begin HTH attack: ATB %d", gTacticalStatus.ubAttackBusyCount) ); DebugAttackBusy( String( "Begin HTH attack: ATB %d\n", gTacticalStatus.ubAttackBusyCount) ); //} // get target..... usSoldierIndex = WhoIsThere2( this->sTargetGridNo, this->pathing.bLevel ); if ( usSoldierIndex != NOBODY ) { GetSoldier( &pTSoldier, usSoldierIndex ); fChangeDirection = TRUE; } else { return; } if ( fChangeDirection ) { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); } // Are we a martial artist? - SANDRO - added new/old traits check if ( ((NUM_SKILL_TRAITS( this, MARTIAL_ARTS_NT ) >= ((gSkillTraitValues.fPermitExtraAnimationsOnlyToMA) ? 2 : 1 ) ) && gGameOptions.fNewTraitSystem ) || (HAS_SKILL_TRAIT( this, MARTIALARTS_OT ) && !gGameOptions.fNewTraitSystem ) ) { fMartialArtist = TRUE; } //Ja25 No meanwhiles #ifdef JA2UB if ( fMartialArtist && !Item[usItem].crowbar && this->ubBodyType == REGMALE) #else if ( fMartialArtist && !AreInMeanwhile( ) && !Item[usItem].crowbar && this->ubBodyType == REGMALE ) // SANDRO - added check for body type #endif { // Are we in attack mode yet? if ( this->usAnimState != NINJA_BREATH && gAnimControl[ this->usAnimState ].ubHeight == ANIM_STAND && gAnimControl[ pTSoldier->usAnimState ].ubHeight != ANIM_PRONE ) { this->EVENT_InitNewSoldierAnim( NINJA_GOTOBREATH, 0 , FALSE ); } else { this->DoNinjaAttack( ); } } else { // Look at stance of target switch( gAnimControl[ pTSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: case ANIM_CROUCH: if ( !Item[usItem].crowbar ) { this->EVENT_InitNewSoldierAnim( PUNCH, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( CROWBAR_ATTACK, 0 , FALSE ); } // CHECK IF HE CAN SEE US, IF SO CHANGE DIR if ( pTSoldier->aiData.bOppList[ this->ubID ] == 0 && pTSoldier->bTeam != this->bTeam ) { // Get direction to target // IF WE ARE AN ANIMAL, CAR, MONSTER, DONT'T TURN if ( !( pTSoldier->flags.uiStatusFlags & ( SOLDIER_MONSTER | SOLDIER_ANIMAL | SOLDIER_VEHICLE ) ) ) { // OK, stop merc.... pTSoldier->EVENT_StopMerc( pTSoldier->sGridNo, pTSoldier->ubDirection ); if ( pTSoldier->bTeam != gbPlayerNum ) { CancelAIAction( pTSoldier, TRUE ); } ubTDirection = (UINT8)GetDirectionFromGridNo( this->sGridNo, pTSoldier ); SendSoldierSetDesiredDirectionEvent( pTSoldier, ubTDirection ); } } break; case ANIM_PRONE: // CHECK OUR STANCE // ATE: Added this for CIV body types 'cause of elliot if ( !IS_MERC_BODY_TYPE( this ) ) { this->EVENT_InitNewSoldierAnim( PUNCH, 0 , FALSE ); } else { if ( gAnimControl[ this->usAnimState ].ubEndHeight != ANIM_CROUCH ) { // SET DESIRED STANCE AND SET PENDING ANIMATION SendChangeSoldierStanceEvent( this, ANIM_CROUCH ); this->usPendingAnimation = PUNCH_LOW; } else { // USE crouched one // NEED TO CHANGE STANCE IF NOT CROUCHD! this->EVENT_InitNewSoldierAnim( PUNCH_LOW, 0 , FALSE ); } } break; } } // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; this->bTargetLevel = this->pathing.bLevel; this->sLastTarget = sGridNo; this->ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel ); } void SOLDIERTYPE::EVENT_SoldierBeginKnifeThrowAttack( INT32 sGridNo, UINT8 ubDirection ) { // Increment the number of people busy doing stuff because of an attack //if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) //{ // gTacticalStatus.ubAttackBusyCount++; //} // this->bBulletsLeft = 1; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting knifethrow attack, bullets left %d", this->bBulletsLeft) ); DebugAttackBusy( String( "Begin knife throwing attack: ATB %d\n", gTacticalStatus.ubAttackBusyCount) ); // SANDRO - new animation for throwing for big mercs by PasHancock if ( this->ubBodyType == BIGMALE && ((this->ubProfile != NO_PROFILE && gMercProfiles[ this->ubProfile ].bCharacterTrait == CHAR_TRAIT_SHOWOFF) || (HAS_SKILL_TRAIT( this, THROWING_NT ) && gGameOptions.fNewTraitSystem) || (HAS_SKILL_TRAIT( this, THROWING_OT ) && !gGameOptions.fNewTraitSystem) ) ) { this->EVENT_InitNewSoldierAnim( THROW_KNIFE_SP_BM, 0 , FALSE ); } else { this->EVENT_InitNewSoldierAnim( THROW_KNIFE, 0 , FALSE ); } // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; // WANNE: Fix a vanilla bug: Throwing a knife costed one point less than it should. // Fixed by Tron (Stracciatella): Revision: 5787 //this->sLastTarget = sGridNo; this->flags.bTurningFromPronePosition = 0; // NB target level must be set by functions outside of here... but I think it // is already set in HandleItem or in the AI code - CJC this->ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel ); } void SOLDIERTYPE::EVENT_SoldierBeginDropBomb( void ) { // Increment the number of people busy doing stuff because of an attack switch( gAnimControl[ this->usAnimState ].ubHeight ) { case ANIM_STAND: this->EVENT_InitNewSoldierAnim( PLANT_BOMB, 0 , FALSE ); break; default: // Call hander for planting bomb... HandleSoldierDropBomb( this, this->aiData.sPendingActionData2 ); this->SoldierGotoStationaryStance( ); break; } } void SOLDIERTYPE::EVENT_SoldierBeginUseDetonator( void ) { // Increment the number of people busy doing stuff because of an attack switch( gAnimControl[ this->usAnimState ].ubHeight ) { case ANIM_STAND: this->EVENT_InitNewSoldierAnim( USE_REMOTE, 0 , FALSE ); break; default: // Call hander for planting bomb... HandleSoldierUseRemote( this, this->aiData.sPendingActionData2 ); break; } } void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection ) { SOLDIERTYPE *pTSoldier; //UINT32 uiMercFlags; UINT16 usSoldierIndex; BOOLEAN fRefused = FALSE; usSoldierIndex = WhoIsThere2( sGridNo, this->pathing.bLevel ); if ( usSoldierIndex != NOBODY ) { pTSoldier = MercPtrs[ usSoldierIndex ]; //SANDRO - hack! Find out if we are a doctor with medical bag trying to make a surgery this->fDoingSurgery = FALSE; if ((NUM_SKILL_TRAITS( this, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery) && Item[ this->inv[HANDPOS].usItem].medicalkit && gGameOptions.fNewTraitSystem ) { if (((pTSoldier->bTeam == OUR_TEAM) || (pTSoldier->bTeam == MILITIA_TEAM)) && (IS_MERC_BODY_TYPE( pTSoldier ) || IS_CIV_BODY_TYPE( pTSoldier )) && (pTSoldier->iHealableInjury >= 100) && pTSoldier->ubID != this->ubID && (gTacticalStatus.ubLastRequesterSurgeryTargetID == pTSoldier->ubID )) { this->fDoingSurgery = TRUE; } } // OK, check if we should play quote... if ( pTSoldier->bTeam != gbPlayerNum ) { // if ( pTSoldier->ubProfile != NO_PROFILE && pTSoldier->ubProfile >= FIRST_RPC && pTSoldier->ubProfile < GASTON && !RPC_RECRUITED( pTSoldier ) ) //new profiles by Jazz if ( pTSoldier->ubProfile != NO_PROFILE && ( gProfilesRPC[pTSoldier->ubProfile].ProfilId == pTSoldier->ubProfile || gProfilesNPC[pTSoldier->ubProfile].ProfilId == pTSoldier->ubProfile ) && !RPC_RECRUITED( pTSoldier ) ) { fRefused = PCDoesFirstAidOnNPC( pTSoldier->ubProfile ); } if ( !fRefused ) { /* if ( CREATURE_OR_BLOODCAT( pTSoldier ) ) { // nope!! fRefused = TRUE; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_REFUSE_FIRSTAID_FOR_CREATURE ] ); } else if ( !pTSoldier->aiData.bNeutral && pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bSide != this->bSide ) */ if ( !pTSoldier->aiData.bNeutral && pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bSide != this->bSide ) { fRefused = TRUE; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_REFUSE_FIRSTAID ] ); } } } if ( fRefused ) { this->fDoingSurgery = FALSE; // SANDRO UnSetUIBusy( this->ubID ); return; } // ATE: We can only give firsty aid to one perosn at a time... cancel // any now... this->InternalGivingSoldierCancelServices( FALSE ); // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); // CHECK OUR STANCE AND GOTO CROUCH IF NEEDED //if ( gAnimControl[ this->usAnimState ].ubEndHeight != ANIM_CROUCH ) //{ // SET DESIRED STANCE AND SET PENDING ANIMATION // SendChangeSoldierStanceEvent( this, ANIM_CROUCH ); // this->usPendingAnimation = START_AID; //} //else { // CHANGE TO ANIMATION if(!is_networked) this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE ); else this->ChangeSoldierState( START_AID, 0, 0 ); } // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; // SET PARTNER ID this->ubServicePartner = (UINT8)usSoldierIndex; // SET PARTNER'S COUNT REFERENCE pTSoldier->ubServiceCount++; // If target and doer are no the same guy... if ( pTSoldier->ubID != this->ubID && !pTSoldier->bCollapsed ) { pTSoldier->SoldierGotoStationaryStance( ); } } } void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection ) { SOLDIERTYPE *pTSoldier; UINT32 uiMercFlags; UINT16 usSoldierIndex; if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) { pTSoldier = MercPtrs[ usSoldierIndex ]; // Enter vehicle... EnterVehicle( pTSoldier, this ); } UnSetUIBusy( this->ubID ); } ////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - This whole procedure was merged with the surgery ability of the doctor trait UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT16 sStatus ) { UINT32 uiDressSkill, uiPossible, uiActual, uiMedcost, uiDeficiency, uiAvailAPs, uiUsedAPs; UINT8 ubBelowOKlife, ubPtsLeft = 0; BOOLEAN fRanOut = FALSE; BOOLEAN fOnSurgery = FALSE; INT8 bInitialBleeding; if ((pVictim->bBleeding < 1 && pVictim->stats.bLife >= OKLIFE) && !(pVictim->iHealableInjury > 0 && this->fDoingSurgery)) { return(0); // nothing to do, shouldn't have even been called! } if ( pVictim->stats.bLife == 0 ) { return(0); } bInitialBleeding = pVictim->bBleeding; // in case he has multiple kits in hand, limit influence of kit status to 100%! if (sStatus >= 100) { sStatus = 100; } // if we are going to do the surgery if (pVictim->iHealableInjury > 0 && this->fDoingSurgery && this->ubID != pVictim->ubID && gGameOptions.fNewTraitSystem && (NUM_SKILL_TRAITS( this, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery) && Item[this->inv[ HANDPOS ].usItem].medicalkit) { fOnSurgery = TRUE; } // calculate wound-dressing skill (3x medical, 2x equip, 1x level, 1x dex) if ( gGameOptions.fNewTraitSystem ) { uiDressSkill = ( ( 7 * EffectiveMedical( this ) ) + // medical knowledge ( sStatus) + // state of medical kit (10 * EffectiveExpLevel( this ) ) + // battle injury experience EffectiveDexterity( this ) ) / 10; // general "handiness" } else { uiDressSkill = ( ( 3 * EffectiveMedical( this ) ) + // medical knowledge ( 2 * sStatus) + // state of medical kit (10 * EffectiveExpLevel( this ) ) + // battle injury experience EffectiveDexterity( this ) ) / 7; // general "handiness" } // try to use every AP that the merc has left uiAvailAPs = this->bActionPoints; // OK, If we are in real-time, use another value... if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) ) { // Set to a value which looks good based on our tactical turns duration uiAvailAPs = RT_FIRST_AID_GAIN_MODIFIER; } // calculate how much bandaging CAN be done this turn uiPossible = ( uiAvailAPs * uiDressSkill ) / 50; // max rate is 2 * fullAPs // if no healing is possible (insufficient APs or insufficient dressSkill) if (!uiPossible) return(0); // using the GOOD medic stuff if (Item[this->inv[ HANDPOS ].usItem].medicalkit && !(fOnSurgery)) // added check { uiPossible += ( uiPossible / 2); // add extra 50 % } // Doctor trait improves basic bandaging ability if (!(fOnSurgery) && gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( this, DOCTOR_NT )) { uiPossible = uiPossible * (100 - gSkillTraitValues.bSpeedModifierBandaging) / 100; uiPossible += ( uiPossible * gSkillTraitValues.ubDOBandagingSpeedPercent * NUM_SKILL_TRAITS( this, DOCTOR_NT ) / 100); } uiActual = uiPossible; // start by assuming maximum possible // figure out how far below OKLIFE the victim is // SANDRO - only if we are actually here to bandage the target if (pVictim->bBleeding) { if (pVictim->stats.bLife >= OKLIFE) { ubBelowOKlife = 0; } else { ubBelowOKlife = OKLIFE - pVictim->stats.bLife; } // figure out how many healing pts we need to stop dying (2x cost) uiDeficiency = (2 * ubBelowOKlife ); // if, after that, the patient will still be bleeding if ( (pVictim->bBleeding - ubBelowOKlife ) > 0) { // then add how many healing pts we need to stop bleeding (1x cost) uiDeficiency += ( pVictim->bBleeding - ubBelowOKlife ); } // On surgery, alter this by amount of life we can heal if ( fOnSurgery ) { uiDeficiency += (pVictim->iHealableInjury / 100); } // now, make sure we weren't going to give too much if ( uiActual > uiDeficiency) // if we were about to apply too much uiActual = uiDeficiency; // reduce actual not to waste anything } // now make sure we HAVE that much if (Item[this->inv[ HANDPOS ].usItem].medicalkit ) { if (fOnSurgery) uiMedcost = (uiActual * gSkillTraitValues.usDOSurgeryMedBagConsumption ) /100; // surgery drains the kit a lot else uiMedcost = (uiActual + 1) / 2; // cost is only half, rounded up if ( uiMedcost > (UINT32)sKitPts ) // if we can't afford this { fRanOut = TRUE; uiMedcost = sKitPts; // what CAN we afford? if (fOnSurgery) // surgery check uiActual = (uiMedcost * 100 )/ gSkillTraitValues.usDOSurgeryMedBagConsumption; else uiActual = uiMedcost * 2; // give double this as aid } } else { uiMedcost = uiActual; if ( uiMedcost > (UINT32)sKitPts) // can't afford it { fRanOut = TRUE; uiMedcost = uiActual = sKitPts; // recalc cost AND aid } } ubPtsLeft = (UINT8)uiActual; // heal real life points first (if below OKLIFE) because we don't want the // patient still DYING if bandages run out, or medic is disabled/distracted! // NOTE: Dressing wounds for life below OKLIFE now costs 2 pts/life point! if ( ubPtsLeft && pVictim->stats.bLife < OKLIFE) { // if we have enough points to bring him all the way to OKLIFE this turn if ( ubPtsLeft >= (2 * ubBelowOKlife ) ) { // insta-healable injury check if (pVictim->iHealableInjury > 0) { pVictim->iHealableInjury -= ((OKLIFE - pVictim->stats.bLife) * 100); if (pVictim->iHealableInjury < 0) pVictim->iHealableInjury = 0; } // raise life to OKLIFE pVictim->stats.bLife = OKLIFE; // reduce bleeding by the same number of life points healed up pVictim->bBleeding -= ubBelowOKlife; // use up appropriate # of actual healing points ubPtsLeft -= (2 * ubBelowOKlife); } else { // SANDRO - insta-healable injury check if (pVictim->iHealableInjury > 0) { pVictim->iHealableInjury -= (( ubPtsLeft / 2) * 100); if (pVictim->iHealableInjury < 0) pVictim->iHealableInjury = 0; } pVictim->stats.bLife += ( ubPtsLeft / 2); pVictim->bBleeding -= ( ubPtsLeft / 2); ubPtsLeft = ubPtsLeft % 2; // if ptsLeft was odd, ptsLeft = 1 } // this should never happen any more, but make sure bleeding not negative if (pVictim->bBleeding < 0) { pVictim->bBleeding = 0; } // if this healing brought the patient out of the worst of it, cancel dying if (pVictim->stats.bLife >= OKLIFE ) { //pVictim->dying = pVictim->dyingComment = FALSE; //pVictim->shootOn = TRUE; // turn off merc QUOTE flags pVictim->flags.fDyingComment = FALSE; } // update patient's entire panel (could have regained consciousness, etc.) } // SURGERY // first return the real life back, then bandage the rest if possible if (fOnSurgery && gGameOptions.fNewTraitSystem ) // double check for new traits { UINT16 usLifeReturned = 0; UINT16 usReturnDamagedStatRate = 0; // find out if we will repair any stats... if ( NumberOfDamagedStats( pVictim ) > 0 ) { usReturnDamagedStatRate = ((gSkillTraitValues.usDORepairStatsRateBasic + gSkillTraitValues.usDORepairStatsRateOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT ))); usReturnDamagedStatRate -= max( 0, ((usReturnDamagedStatRate * gSkillTraitValues.ubDORepStPenaltyIfAlsoHealing ) / 100)); // ... in which case, reduce the points ubPtsLeft = max(0,((ubPtsLeft * (100 - gSkillTraitValues.ubDOHealingPenaltyIfAlsoStatRepair )) / 100)); } // Important note! : HealableInjury is always stores the total HPs the victim is missing, not the amount which we will heal, // so we always take a portion of patient's damage here, reduce the HealableInjury by this portion, while only healing a portion of this portion in actual HPs; // this means the rest of HPs will remain as "unhealable", the patient will miss X HPs but has no HealableInjury on self.. if (ubPtsLeft >= (pVictim->iHealableInjury/100)) { usLifeReturned = pVictim->iHealableInjury * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT ))/100; pVictim->iHealableInjury = 0; //CHRISL: Why would we arbitrarily use all ubPtsLeft when a victim isn't bleeding? And why would the medical bag, which we have to use in order to // do surgery, have any extra benefit? Plus, the medical back bonus can actually result in ubPtsLeft being HIGHER then it was before we healed the // victim, which makes no sense. // keep the rest of the points to bandaging if neccessary //if (pVictim->bBleeding > 0) //{ ubPtsLeft = max(0, (ubPtsLeft - (usLifeReturned / 100))); // ubPtsLeft += (ubPtsLeft/2); // we use medical bag so add the bonus for that. //} //else //{ // ubPtsLeft = 0; //} // We are finished !!! this->fDoingSurgery = FALSE; gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY; // reset last target // throw message ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_SURGERY_FINISHED ], pVictim->name ); // add to record - another surgery undergoed if ( pVictim->ubProfile != NO_PROFILE && usLifeReturned >= 100 ) gMercProfiles[ pVictim->ubProfile ].records.usTimesSurgeryUndergoed++; // add to record - another surgery made if ( this->ubProfile != NO_PROFILE && usLifeReturned >= 100 ) gMercProfiles[ this->ubProfile ].records.usSurgeriesMade++; } else { usLifeReturned = ubPtsLeft * (gSkillTraitValues.ubDOSurgeryHealPercentBase + gSkillTraitValues.ubDOSurgeryHealPercentOnTop * NUM_SKILL_TRAITS( this, DOCTOR_NT )); pVictim->iHealableInjury -= (ubPtsLeft * 100); ubPtsLeft = 0; } // repair the stats here! if ( usReturnDamagedStatRate > 0 ) { RegainDamagedStats( pVictim, (usLifeReturned * usReturnDamagedStatRate / 100) ); } // some paranoya checks for sure if ((pVictim->stats.bLife + (usLifeReturned / 100)) <= pVictim->stats.bLifeMax) { pVictim->stats.bLife += (usLifeReturned/100); if (pVictim->bBleeding >= (usLifeReturned/100)) { pVictim->bBleeding -= (usLifeReturned/100); uiMedcost += (usLifeReturned / 200); // add medkit points cost for unbandaged part } else { pVictim->bBleeding = 0; uiMedcost += max( 0, (((usLifeReturned/100) - pVictim->bBleeding) / 2)); // add medkit points cost for unbandaged part } } else // this shouldn't even happen, but we still want to have it here for sure { pVictim->stats.bLife = pVictim->stats.bLifeMax; pVictim->iHealableInjury = 0; pVictim->bBleeding = 0; } // Reduce max breath based on life returned if ( (pVictim->bBreathMax - (((usLifeReturned/100) * gSkillTraitValues.usDOSurgeryMaxBreathLoss )/ 100)) <= BREATHMAX_ABSOLUTE_MINIMUM ) { pVictim->bBreathMax = BREATHMAX_ABSOLUTE_MINIMUM; } else { pVictim->bBreathMax -= (((usLifeReturned/100) * gSkillTraitValues.usDOSurgeryMaxBreathLoss )/ 100); } if (pVictim->iHealableInjury > ((pVictim->stats.bLifeMax - pVictim->stats.bLife)*100)) pVictim->iHealableInjury = ((pVictim->stats.bLifeMax - pVictim->stats.bLife)*100); else if (pVictim->iHealableInjury < 0) pVictim->iHealableInjury = 0; } // if any healing points remain, apply that to any remaining bleeding (1/1) // DON'T spend any APs/kit pts to cure bleeding until merc is no longer dying //if ( ubPtsLeft && pVictim->bBleeding && !pVictim->dying) if ( ubPtsLeft && pVictim->bBleeding ) { // if we have enough points to bandage all remaining bleeding this turn if (ubPtsLeft >= pVictim->bBleeding ) { ubPtsLeft -= pVictim->bBleeding; pVictim->bBleeding = 0; } else // bandage what we can { pVictim->bBleeding -= ubPtsLeft; ubPtsLeft = 0; } // update patient's life bar only } // if wound has been dressed enough so that bleeding won't occur, turn off // the "warned about bleeding" flag so merc tells us about the next bleeding if ( pVictim->bBleeding <= MIN_BLEEDING_THRESHOLD ) { pVictim->flags.fWarnedAboutBleeding = FALSE; } //CHRISL: If by some chance ubPtsLeft ends up being higher then uiActual, we'll end up with a huge value since uiActual is an unsigned variable. // if there are any ptsLeft now, then we didn't actually get to use them uiActual = max(0, (INT32)(uiActual - ubPtsLeft)); // usedAPs equals (actionPts) * (%of possible points actually used) uiUsedAPs = ( uiActual * uiAvailAPs ) / uiPossible; if (Item[this->inv[ HANDPOS ].usItem].medicalkit && !(fOnSurgery)) // using the GOOD medic stuff { uiUsedAPs = ( uiUsedAPs * 2) / 3; // reverse 50% bonus by taking 2/3rds } // SANDRO - surgery is harder so cost more BPs if (fOnSurgery) { DeductPoints( this, (INT16)uiUsedAPs, (INT16)( uiUsedAPs * 15 ) ); } else { DeductPoints( this, (INT16)uiUsedAPs, (INT16)( ( uiUsedAPs * APBPConstants[BP_PER_AP_LT_EFFORT]) ) ); } if ( this->bTeam == gbPlayerNum ) { // surgery is harder so gives more exp if (fOnSurgery) { // MEDICAL GAIN (actual / 2): Helped someone by giving first aid StatChange(this, MEDICALAMT, (UINT16)(uiActual + 2), FALSE); // DEXTERITY GAIN (actual / 6): Helped someone by giving first aid StatChange(this, DEXTAMT, (UINT16)((uiActual / 3) + 2), FALSE); } else { // MEDICAL GAIN (actual / 2): Helped someone by giving first aid StatChange(this, MEDICALAMT, (UINT16)(uiActual / 2), FALSE); // DEXTERITY GAIN (actual / 6): Helped someone by giving first aid StatChange(this, DEXTAMT, (UINT16)(uiActual / 6), FALSE); } } // merc records - bandaging if( bInitialBleeding > 1 && pVictim->bBleeding == 0 && this->ubProfile != NO_PROFILE ) gMercProfiles[ this->ubProfile ].records.usMercsBandaged++; if(is_networked && pVictim->ubID > 19)send_heal(pVictim); return( uiMedcost ); } ////////////////////////////////////////////////////////////////////////////////////////////////////// void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim ) { SOLDIERTYPE *pTSoldier; INT32 cnt; if ( this->ubServiceCount > 0 ) { // Loop through guys who have us as servicing for ( pTSoldier = Menptr, cnt = 0; cnt < MAX_NUM_SOLDIERS; pTSoldier++, cnt++ ) { if ( pTSoldier->bActive ) { if ( pTSoldier->ubServicePartner == this->ubID ) { // END SERVICE! this->ubServiceCount--; // SANDRO - added end of surgery attempt if (pTSoldier->fDoingSurgery) pTSoldier->fDoingSurgery = FALSE; // Surgery finished pTSoldier->ubServicePartner = NOBODY; if ( gTacticalStatus.fAutoBandageMode ) { this->ubAutoBandagingMedic = NOBODY; ActionDone( pTSoldier ); } else { // don't use end aid animation in autobandage if ( pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim ) { if(!is_networked)pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE ); else pTSoldier->ChangeSoldierState( END_AID, 0, 0 ); } } } } } } } void SOLDIERTYPE::ReceivingSoldierCancelServices( void ) { this->InternalReceivingSoldierCancelServices( TRUE ); } void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim ) { SOLDIERTYPE *pTSoldier; // GET TARGET SOLDIER if ( this->ubServicePartner != NOBODY ) { pTSoldier = MercPtrs[ this->ubServicePartner ]; // END SERVICE! pTSoldier->ubServiceCount--; this->ubServicePartner = NOBODY; // SANDRO - added end of surgery attempt if (this->fDoingSurgery) this->fDoingSurgery = FALSE; // Surgery finished if ( gTacticalStatus.fAutoBandageMode ) { pTSoldier->ubAutoBandagingMedic = NOBODY; ActionDone( this ); } else { if ( this->stats.bLife >= OKLIFE && this->bBreath > 0 && fPlayEndAnim ) { // don't use end aid animation in autobandage if(!is_networked)this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE ); else this->ChangeSoldierState( END_AID, 0, 0 ); } } } } void SOLDIERTYPE::GivingSoldierCancelServices( void ) { this->InternalGivingSoldierCancelServices( TRUE ); } void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HaultSoldierFromSighting") ); // SEND HUALT EVENT! EV_S_STOP_MERC SStopMerc; SStopMerc.sGridNo = this->sGridNo; SStopMerc.ubDirection = this->ubDirection; SStopMerc.usSoldierID = this->ubID; SStopMerc.fset=TRUE; SStopMerc.sXPos=this->sX; SStopMerc.sYPos=this->sY; //AddGameEvent( S_STOP_MERC, 0, &SStopMerc ); //hayden. if((is_networked) && (this->ubID>=120 || (!is_server && this->ubID >=20))) return;//hayden if(is_client)send_stop(&SStopMerc); // If we are a 'specialmove... ignore... if ( ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) ) { return; } // OK, check if we were going to throw something, and give it back if so! if ( this->pTempObject != NULL && fFromSightingEnemy ) { // Place it back into inv.... AutoPlaceObject( this, this->pTempObject, FALSE ); //AXP 25.03.2007: Not needed anymore, grenade costs are only deducted on throwing the object //AXP 24.03.2007: Give APs back if we wanted to throw grenade, but interrupt/spotting occured //if ( this->pThrowParams->ubActionCode == THROW_ARM_ITEM ) //{ // DeductPoints( this, -MinAPsToAttack( this, this->sTargetGridNo, FALSE ), 0 ); //} OBJECTTYPE::DeleteMe( &this->pTempObject ); this->usPendingAnimation = NO_PENDING_ANIMATION; this->usPendingAnimation2 = NO_PENDING_ANIMATION; // Decrement attack counter... DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., ending throw because saw something") ); DebugAttackBusy("@@@@@@@ Reducing attacker busy count..., ending throw because saw something\n"); FreeUpAttacker( ); // ATE: Goto stationary stance...... this->SoldierGotoStationaryStance( ); DirtyMercPanelInterface( this, DIRTYLEVEL2 ); } // Kaiden: Added fix from UB for seeing new enemies when throwing Knives. // ATE: Dave, don't kill me // Here, we need to handle the situation when we're throweing a knife and we see somebody // cause for some reason throwing a knie does not use the pTempObject stuff that all other stuff does... if ( this->usPendingAnimation == THROW_KNIFE || this->usPendingAnimation == THROW_KNIFE_SP_BM ) { // Decrement attack counter... DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., ending throw knife because saw something") ); DebugAttackBusy("@@@@@@@ Reducing attacker busy count..., ending throw knife because saw something"); FreeUpAttacker( ); // ATE: Goto stationary stance...... this->SoldierGotoStationaryStance( ); DirtyMercPanelInterface( this, DIRTYLEVEL2 ); } if ( !( gTacticalStatus.uiFlags & INCOMBAT ) ) { this->EVENT_StopMerc( this->sGridNo, this->ubDirection ); } else { // Pause this guy from no APS this->AdjustNoAPToFinishMove( TRUE ); this->ubReasonCantFinishMove = REASON_STOPPED_SIGHT; // ATE; IF turning to shoot, stop! // ATE: We want to do this only for enemies, not items.... if ( this->flags.fTurningToShoot && fFromSightingEnemy ) { this->flags.fTurningToShoot = FALSE; // Release attacker // OK - this is hightly annoying , but due to the huge combinations of // things that can happen - 1 of them is that sLastTarget will get unset // after turn is done - so set flag here to tell it not to... this->flags.fDontUnsetLastTargetFromTurn = TRUE; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., ending fire because saw something") ); DebugAttackBusy("@@@@@@@ Reducing attacker busy count..., ending fire because saw something\n"); FreeUpAttacker( ); } // OK, if we are stopped at our destination, cancel pending action... if ( fFromSightingEnemy ) { if ( this->aiData.ubPendingAction != NO_PENDING_ACTION && this->sGridNo == this->pathing.sFinalDestination ) { this->aiData.ubPendingAction = NO_PENDING_ACTION; } // Stop pending animation.... this->usPendingAnimation = NO_PENDING_ANIMATION; this->usPendingAnimation2 = NO_PENDING_ANIMATION; // Kaiden: Another UB Bug Fix. // ATE: Nasty bug - clear out any fence jumping that may be in progress this->flags.fContinueMoveAfterStanceChange = FALSE; } if ( !this->flags.fTurningToShoot ) { this->flags.bTurningFromPronePosition = FALSE; } } // Unset UI! if ( fFromSightingEnemy || ( this->pTempObject == NULL && !this->flags.fTurningToShoot ) ) { UnSetUIBusy( this->ubID ); } this->bTurningFromUI = FALSE; UnSetEngagedInConvFromPCAction( this ); } // HUALT EVENT IS USED TO STOP A MERC - NETWORKING SHOULD CHECK / ADJUST TO GRIDNO? void SOLDIERTYPE::EVENT_StopMerc( INT32 sGridNo, INT8 bDirection ) { INT16 sX, sY; // MOVE GUY TO GRIDNO--- SHOULD BE THE SAME UNLESS IN MULTIPLAYER // Makesure center of tile sX = CenterX( sGridNo ); sY = CenterY( sGridNo ); //Cancel pending events if ( !this->flags.fDelayedMovement ) { this->usPendingAnimation = NO_PENDING_ANIMATION; this->usPendingAnimation2 = NO_PENDING_ANIMATION; this->ubPendingDirection = NO_PENDING_DIRECTION; this->aiData.ubPendingAction = NO_PENDING_ACTION; } this->bEndDoorOpenCode = 0; this->flags.bTurningFromPronePosition = 0; // Cancel path data! this->pathing.usPathIndex = this->pathing.usPathDataSize = 0; // Set ext tile waiting flag off! this->flags.fDelayedMovement = FALSE; // Turn off reverse... this->bReverse = FALSE; this->EVENT_SetSoldierPosition( (FLOAT) sX, (FLOAT) sY ); this->pathing.sDestXPos = (INT16)this->dXPos; this->pathing.sDestYPos = (INT16)this->dYPos; this->EVENT_SetSoldierDirection( bDirection); if ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_MOVING ) { this->SoldierGotoStationaryStance( ); } // ATE; IF turning to shoot, stop! if ( this->flags.fTurningToShoot ) { this->flags.fTurningToShoot = FALSE; // Release attacker DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., ending fire because saw something") ); DebugAttackBusy("@@@@@@@ Reducing attacker busy count..., ending fire because saw something\n"); FreeUpAttacker( ); } // Turn off multi-move speed override.... if ( this->sGridNo == this->pathing.sFinalDestination ) { this->flags.fUseMoverrideMoveSpeed = FALSE; } // Unset UI! UnSetUIBusy( this->ubID ); UnMarkMovementReserved( this ); } void SOLDIERTYPE::ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, UINT16 usNewItem ) { // DON'T continue aiming! // GOTO STANCE // CHECK FOR AIMING ANIMATIONS BOOLEAN fOldRifle = FALSE; BOOLEAN fNewRifle = FALSE; // Shutoff burst.... // ( we could be on, then change gun that does not have burst ) if ( Weapon[ usNewItem ].ubShotsPerBurst == 0 && !Weapon[this->inv[HANDPOS].usItem ].NoSemiAuto ) { this->bDoBurst = FALSE; this->bWeaponMode = WM_NORMAL; this->bDoAutofire = 0; } else if ( Weapon[usNewItem].NoSemiAuto ) { this->bDoBurst = TRUE; this->bWeaponMode = WM_AUTOFIRE; this->bDoAutofire = 1; } this->bScopeMode = USE_BEST_SCOPE; if ( gAnimControl[ this->usAnimState ].uiFlags & ANIM_FIREREADY ) { // Stop aiming! this->SoldierGotoStationaryStance( ); } // Cancel services... this->GivingSoldierCancelServices( ); // Did we have a rifle and do we now not have one? if ( usOldItem != NOTHING ) { if ( Item[ usOldItem ].usItemClass == IC_GUN ) { // if ( (Item[ usOldItem ].fFlags & ITEM_TWO_HANDED) && usOldItem != ROCKET_LAUNCHER ) if ( (Item[ usOldItem ].twohanded ) && !Item[usOldItem].rocketlauncher ) { fOldRifle = TRUE; } } } if ( usNewItem != NOTHING ) { if ( Item[ usNewItem ].usItemClass == IC_GUN ) { // if ( (Item[ usNewItem ].fFlags & ITEM_TWO_HANDED) && usNewItem != ROCKET_LAUNCHER ) if ( (Item[ usNewItem ].twohanded ) && !Item[usNewItem].rocketlauncher ) { fNewRifle = TRUE; } } } // Switch on stance! switch( gAnimControl[ this->usAnimState ].ubEndHeight ) { case ANIM_STAND: if ( fOldRifle && !fNewRifle ) { // Put it away! this->EVENT_InitNewSoldierAnim( LOWER_RIFLE, 0 , FALSE ); } else if ( !fOldRifle && fNewRifle ) { // Bring it up! this->EVENT_InitNewSoldierAnim( RAISE_RIFLE, 0 , FALSE ); } else { SetSoldierAnimationSurface( this, this->usAnimState ); } break; case ANIM_CROUCH: case ANIM_PRONE: SetSoldierAnimationSurface( this, this->usAnimState ); break; } } UINT16 *CreateEnemyGlow16BPPPalette( SGPPaletteEntry *pPalette, UINT32 rscale, UINT32 gscale, BOOLEAN fAdjustGreen ) { UINT16 *p16BPPPalette, r16, g16, b16, usColor; UINT32 cnt; UINT32 rmod, gmod, bmod; UINT8 r,g,b; Assert( pPalette != NULL ); p16BPPPalette = (UINT16 *) MemAlloc( sizeof( UINT16 ) * 256 ); for ( cnt = 0; cnt < 256; cnt++ ) { gmod = (pPalette[ cnt ].peGreen); bmod = (pPalette[ cnt ].peBlue); rmod = __max( rscale, (pPalette[ cnt ].peRed) ); if ( fAdjustGreen ) { gmod = __max( gscale, (pPalette[ cnt ].peGreen) ); } r = (UINT8)__min(rmod, 255); g = (UINT8)__min(gmod, 255); b = (UINT8)__min(bmod, 255); if(gusRedShift < 0) r16=((UINT16)r>>(-gusRedShift)); else r16=((UINT16)r<>(-gusGreenShift)); else g16=((UINT16)g<>(-gusBlueShift)); else b16=((UINT16)b<>(-gusRedShift)); else r16=((UINT16)r<>(-gusGreenShift)); else g16=((UINT16)g<>(-gusBlueShift)); else b16=((UINT16)b<pathing.sFinalDestination; // Can we afford this? if ( pSoldier->bGoodContPath ) { sGridNo = pSoldier->sContPathLocation; } else { // ATE: OK, don't cancel count, so pending actions are still valid... pSoldier->aiData.ubPendingActionAnimCount = 0; } // get a path to dest... if ( FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 ) ) { sAPCost = PtsToMoveDirection( pSoldier, (UINT8)guiPathingData[ 0 ] ); if ( EnoughPoints( pSoldier, sAPCost, 0 , (BOOLEAN)( pSoldier->bTeam == gbPlayerNum ) ) ) { // Acknowledge if ( pSoldier->bTeam == gbPlayerNum ) { pSoldier->DoMercBattleSound( BATTLE_SOUND_OK1 ); // If we have a face, tell text in it to go away! if ( pSoldier->iFaceIndex != -1 ) { gFacesData[ pSoldier->iFaceIndex ].fDisplayTextOver = FACE_ERASE_TEXT_OVER; } } pSoldier->AdjustNoAPToFinishMove( FALSE ); SetUIBusy( pSoldier->ubID ); // OK, try and get a path to out dest! pSoldier->EVENT_InternalGetNewSoldierPath( sGridNo, pSoldier->usUIMovementMode, FALSE, TRUE ); } } } BOOLEAN SOLDIERTYPE::CheckForBreathCollapse( void ) { // Check if we are out of breath! // Only check if > 70 if ( this->bBreathMax > 70 ) { if ( this->bBreath < 20 && !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_LOW_BREATH ) && gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND && !(this->ubServiceCount) ) // SANDRO - added check to not play this if on healing { // SANDRO - say our personality quote for being out of breath caused by heat if ( MercIsHot( this ) && this->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER ) { TacticalCharacterDialogue( this, QUOTE_PERSONALITY_TRAIT ); } else { // WARN! TacticalCharacterDialogue( this, QUOTE_OUT_OF_BREATH ); } // Set flag indicating we were warned! this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_LOW_BREATH; } } // Check for drowing..... //if ( this->bBreath < 10 && !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_DROWNING ) && this->bOverTerrainType == DEEP_WATER ) //{ // WARN! // TacticalCharacterDialogue( this, QUOTE_DROWNING ); // Set flag indicating we were warned! // this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_DROWNING; // WISDOM GAIN (25): Starting to drown // StatChange( this, WISDOMAMT, 25, FALSE ); //} if ( this->bBreath == 0 && !this->bCollapsed && !( this->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ANIMAL | SOLDIER_MONSTER ) ) ) { if (!(this->ubServiceCount)) // added by SANDRO (we don't want to collapse when on surgery) { // Collapse! // OK, Set a flag, because we may still be in the middle of an animation what is not interruptable... this->bBreathCollapsed = TRUE; return( TRUE ); } } return( FALSE ); } BOOLEAN SOLDIERTYPE::InternalIsValidStance( INT8 bDirection, INT8 bNewStance ) { UINT16 usOKToAddStructID=0; STRUCTURE_FILE_REF *pStructureFileRef; UINT16 usAnimSurface=0; UINT16 usAnimState; // Check, if dest is prone, we can actually do this! // If we are a vehicle, we can only 'stand' if ( ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) && bNewStance != ANIM_STAND ) { return( FALSE ); } // Check if we are in water? if ( this->MercInWater( ) ) { if ( bNewStance == ANIM_PRONE || bNewStance == ANIM_CROUCH ) { return( FALSE ); } } if ( this->ubBodyType == ROBOTNOWEAPON && bNewStance != ANIM_STAND ) { return( FALSE ); } // Check if we are in water? if ( AM_AN_EPC( this ) ) { if ( bNewStance == ANIM_PRONE ) { return( FALSE ); } else { return( TRUE ); } } if ( this->bCollapsed ) { //CHRISL: Changes from ADB rev 1475. if ( bNewStance == ANIM_CROUCH ) { return( FALSE ); } //when civilians are collapsed and die they may change to stand in order to fall forward if ( bNewStance == ANIM_STAND && this->ubBodyType <= REGFEMALE ) { //if we are trying to stand and we are a MERC return( FALSE ); } } // Check if we can do this.... if ( this->pLevelNode && this->pLevelNode->pStructureData != NULL ) { usOKToAddStructID = this->pLevelNode->pStructureData->usStructureID; } else { usOKToAddStructID = INVALID_STRUCTURE_ID; } switch( bNewStance ) { case ANIM_STAND: usAnimState = STANDING; break; case ANIM_CROUCH: usAnimState = CROUCHING; break; case ANIM_PRONE: usAnimState = PRONE; break; default: // Something gone funny here.... usAnimState = this->usAnimState; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Wrong desired stance given: %d, %d.", bNewStance, this->usAnimState ); } usAnimSurface = DetermineSoldierAnimationSurface( this, usAnimState ); // Get structure ref........ pStructureFileRef = GetAnimationStructureRef( this->ubID, usAnimSurface, usAnimState ); if ( pStructureFileRef != NULL ) { // Can we add structure data for this stance...? if ( !OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ bDirection ]]), usOKToAddStructID ) ) { return( FALSE ); } } return( TRUE ); } BOOLEAN IsValidStance( SOLDIERTYPE *pSoldier, INT8 bNewStance ) { return( pSoldier->InternalIsValidStance( pSoldier->ubDirection, bNewStance ) ); } BOOLEAN IsValidMovementMode( SOLDIERTYPE *pSoldier, INT16 usMovementMode ) { // Check, if dest is prone, we can actually do this! // Check if we are in water? if ( pSoldier->MercInWater( ) ) { if ( usMovementMode == RUNNING || usMovementMode == SWATTING || usMovementMode == CRAWLING ) { return( FALSE ); } } return( TRUE ); } void SelectMoveAnimationFromStance( SOLDIERTYPE *pSoldier ) { // Determine which animation to do...depending on stance and gun in hand... switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: pSoldier->EVENT_InitNewSoldierAnim( WALKING, 0 , FALSE ); break; case ANIM_PRONE: pSoldier->EVENT_InitNewSoldierAnim( CRAWLING, 0 , FALSE ); break; case ANIM_CROUCH: pSoldier->EVENT_InitNewSoldierAnim( SWATTING, 0 , FALSE ); break; } } void GetActualSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth ) { UINT16 usAnimSurface; ETRLEObject *pTrav; usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState ); if ( usAnimSurface == INVALID_ANIMATION_SURFACE ) { *psHeight = (INT16)5; *psWidth = (INT16)5; return; } if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL ) { *psHeight = (INT16)5; *psWidth = (INT16)5; return; } // OK, noodle here on what we should do... If we take each frame, it will be different slightly // depending on the frame and the value returned here will vary thusly. However, for the // uses of this function, we should be able to use just the first frame... if ( pSoldier->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects ) { //int i = 0; return; } pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] ); *psHeight = (INT16)pTrav->usHeight; *psWidth = (INT16)pTrav->usWidth; } void GetActualSoldierAnimOffsets( SOLDIERTYPE *pSoldier, INT16 *sOffsetX, INT16 *sOffsetY ) { UINT16 usAnimSurface; ETRLEObject *pTrav; usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState ); if ( usAnimSurface == INVALID_ANIMATION_SURFACE ) { *sOffsetX = (INT16)0; *sOffsetY = (INT16)0; return; } if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL ) { *sOffsetX = (INT16)0; *sOffsetY = (INT16)0; return; } pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] ); *sOffsetX = (INT16)pTrav->sOffsetX; *sOffsetY = (INT16)pTrav->sOffsetY; } void SetSoldierLocatorOffsets( SOLDIERTYPE *pSoldier ) { INT16 sHeight, sWidth; INT16 sOffsetX, sOffsetY; // OK, from our animation, get height, width GetActualSoldierAnimDims( pSoldier, &sHeight, &sWidth ); GetActualSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY ); // OK, here, use the difference between center of animation ( sWidth/2 ) and our offset! //pSoldier->sLocatorOffX = ( abs( sOffsetX ) ) - ( sWidth / 2 ); pSoldier->sBoundingBoxWidth = sWidth; pSoldier->sBoundingBoxHeight = sHeight; pSoldier->sBoundingBoxOffsetX = sOffsetX; pSoldier->sBoundingBoxOffsetY = sOffsetY; } BOOLEAN SOLDIERTYPE::SoldierCarriesTwoHandedWeapon( void ) { UINT16 usItem; usItem = this->inv[ HANDPOS ].usItem; if ( this->inv[ HANDPOS ].exists() == true && (Item[ usItem ].twohanded ) ) { return( TRUE ); } return( FALSE ); } // Flugente FTW 1: Cool down all items in inventory void SOLDIERTYPE::SoldierInventoryCoolDown(void) { INT8 invsize = (INT8)this->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 Item exists and is a gun, a launcher or a barrel ... if (this->inv[bLoop].exists() == true && ( Item[this->inv[bLoop].usItem].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[this->inv[bLoop].usItem].barrel == TRUE ) ) { OBJECTTYPE * pObj = &(this->inv[bLoop]); // ... get pointer for this item ... if ( pObj != NULL ) // ... if pointer is not obviously useless ... { for(INT16 i = 0; i < pObj->ubNumberOfObjects; ++i) // ... there might be multiple items here (item stack), so for each one ... { FLOAT temperature = (*pObj)[i]->data.bTemperature; // ... get temperature of item ... FLOAT cooldownfactor = GetItemCooldownFactor(pObj); // ... get cooldown factor ... FLOAT newtemperature = max(0.0, temperature - cooldownfactor); // ... calculate new temperature ... (*pObj)[i]->data.bTemperature = newtemperature; // ... set new temperature #if 0//def JA2TESTVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Item temperature lowered from %4.2f to %4.2f", temperature, newtemperature ); #endif // for every objects, we also have to check wether there are weapon attachments (eg. underbarrel grenade launchers), and cool them down too attachmentList::iterator iterend = (*pObj)[i]->attachments.end(); for (attachmentList::iterator iter = (*pObj)[i]->attachments.begin(); iter != iterend; ++iter) { if ( iter->exists() && Item[ iter->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER) ) { FLOAT temperature = (*iter)[i]->data.bTemperature; // ... get temperature of item ... FLOAT cooldownfactor = GetItemCooldownFactor( &(*iter) ); // ... get cooldown factor ... FLOAT newtemperature = max(0.0, temperature - cooldownfactor); // ... calculate new temperature ... (*iter)[i]->data.bTemperature = newtemperature; // ... set new temperature #if 0//def JA2TESTVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Item temperature lowered from %4.2f to %4.2f", temperature, newtemperature ); #endif // we assume that there can exist only 1 UGL per weapon break; } } } } } } } // Flugente: determine if we can rest our weapon on something. This can only happen when STANDING/CROUCHED. As a result, we get superior handling modifiers (we apply the PRONE modfiers) BOOLEAN SOLDIERTYPE::IsWeaponMounted( void ) { BOOLEAN applybipod = FALSE; // we must be active if ( !bActive) return( FALSE ); // we must be in a sector (not travelling) if ( !bInSector ) return( FALSE ); // not possible if already prone if ( gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_PRONE ) return( FALSE ); BOOLEAN onroof = FALSE; // not possible to get this bonus on a roof, as there are no objects on the roof on which we could rest our gun if ( this->pathing.bLevel == 1 ) onroof = TRUE; // we determine the height of the next tile in our direction. Because of the way structures are handled, we sometimes have to take the very tile we're occupying right now INT32 nextGridNoinSight = this->sGridNo; if ( this->ubDirection == NORTH || this->ubDirection == SOUTHWEST || this->ubDirection == WEST || this->ubDirection == NORTHWEST ) nextGridNoinSight = NewGridNo( nextGridNoinSight, DirectionInc( this->ubDirection ) ); INT8 adjacenttileheight = GetTallestStructureHeight( nextGridNoinSight, FALSE ); // if the tile actually has a bit of height, we can rest our gun on it if ( gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_CROUCH && (adjacenttileheight == 1 || adjacenttileheight == 2 ) ) { // now we really want to check the next tile nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); // for some nefarious reason, trees also have height 2, so we have to check for that too... STRUCTURE * pStructure = FindStructure( nextGridNoinSight, STRUCTURE_TREE ); if (!pStructure) { // for some reason I find EXTREMELY FRUSTRATING, we might get a heigth of 2 on a totally empty tile... so we check if we could occupy the tile if ( !IsLocationSittable( nextGridNoinSight, onroof ) ) // resting our gun on people would be rude - only allow if nobody is there if( WhoIsThere2( nextGridNoinSight, onroof ) == NOBODY ) applybipod = TRUE; } } else if ( gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_CROUCH && adjacenttileheight == 4) { // tile is as high as a building, but there might be a window, we could look through that // note that we also check for STRUCTURE_OPEN - the window has to be open (smashed) STRUCTURE * pStructure = FindStructure( nextGridNoinSight, STRUCTURE_WALLNWINDOW ); if ( pStructure ) { if ( ( this->ubDirection == SOUTH || this->ubDirection == NORTH ) && (pStructure->ubWallOrientation == OUTSIDE_TOP_LEFT || pStructure->ubWallOrientation == INSIDE_TOP_LEFT ) && pStructure->fFlags & STRUCTURE_WALLNWINDOW && pStructure->fFlags & STRUCTURE_OPEN ) { applybipod = TRUE; } else if ( ( this->ubDirection == EAST || this->ubDirection == WEST ) && ( pStructure->ubWallOrientation == OUTSIDE_TOP_RIGHT || pStructure->ubWallOrientation == INSIDE_TOP_RIGHT ) && pStructure->fFlags & STRUCTURE_WALLNWINDOW && pStructure->fFlags & STRUCTURE_OPEN ) { applybipod = TRUE; } else if ( ( this->ubDirection == SOUTHWEST || this->ubDirection == NORTHWEST || this->ubDirection == SOUTHEAST || this->ubDirection == NORTHEAST) && (pStructure->ubWallOrientation == OUTSIDE_TOP_LEFT || pStructure->ubWallOrientation == INSIDE_TOP_LEFT || pStructure->ubWallOrientation == OUTSIDE_TOP_RIGHT || pStructure->ubWallOrientation == INSIDE_TOP_RIGHT) && pStructure->fFlags & STRUCTURE_WALLNWINDOW && pStructure->fFlags & STRUCTURE_OPEN ) { applybipod = TRUE; } } } else if ( gAnimControl[ this->usAnimState ].ubEndHeight == ANIM_STAND && adjacenttileheight == 3 ) { // now we really want to check the next tile nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); // for some nefarious reason, trees also have height 2, so we have to check for that too... STRUCTURE * pStructure = FindStructure( nextGridNoinSight, STRUCTURE_TREE ); if (!pStructure) { // for some reason I find EXTREMELY FRUSTRATING, we might get a heigth of 2 on a totally empty tile... so we check if we could occupy the tile if ( !IsLocationSittable( nextGridNoinSight, onroof ) ) // resting our gun on people would be rude - only allow if nobody is there if( WhoIsThere2( nextGridNoinSight, onroof ) == NOBODY ) applybipod = TRUE; } } return( applybipod ); } // Flugente: return weapon currently used OBJECTTYPE* SOLDIERTYPE::GetUsedWeapon( OBJECTTYPE * pObj ) { if ( bWeaponMode == WM_ATTACHED_UB || bWeaponMode == WM_ATTACHED_UB_BURST || bWeaponMode == WM_ATTACHED_UB_AUTO ) { OBJECTTYPE* pObjUnderBarrel = FindAttachment_UnderBarrel(pObj); if ( pObjUnderBarrel ) return( pObjUnderBarrel ); } return( pObj ); } UINT16 SOLDIERTYPE::GetUsedWeaponNumber( OBJECTTYPE * pObj ) { if ( bWeaponMode == WM_ATTACHED_UB || bWeaponMode == WM_ATTACHED_UB_BURST || bWeaponMode == WM_ATTACHED_UB_AUTO ) { UINT16 weaponnr = GetAttachedUnderBarrel(pObj); if ( weaponnr != NONE ) return( weaponnr ); } return( pObj->usItem ); } INT32 CheckBleeding( SOLDIERTYPE *pSoldier ) { INT8 bBandaged; //,savedOurTurn; INT32 iBlood = NOBLOOD; if ( pSoldier->stats.bLife != 0 ) { // if merc is hurt beyond the minimum required to bleed, or he's dying if ( ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD) || pSoldier->stats.bLife < OKLIFE ) { // if he's NOT in the process of being bandaged or DOCTORed if ( ( pSoldier->ubServiceCount == 0 ) && ( AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER ) == NULL ) ) { // may drop blood whether or not any bleeding takes place this turn if ( pSoldier->bTilesMoved < 1 ) { iBlood = ( ( pSoldier->bBleeding - MIN_BLEEDING_THRESHOLD ) / BLOODDIVISOR ); // + pSoldier->dying; if ( iBlood > MAXBLOODQUANTITY ) { iBlood = MAXBLOODQUANTITY; } } else { iBlood = NOBLOOD; } // Are we in a different mode? if ( !(gTacticalStatus.uiFlags & TURNBASED ) || !(gTacticalStatus.uiFlags & INCOMBAT ) ) { pSoldier->dNextBleed -= (FLOAT)RT_NEXT_BLEED_MODIFIER; } else { // Do a single step descrease pSoldier->dNextBleed--; } // if it's time to lose some blood if ( pSoldier->dNextBleed <= 0) { // first, calculate if soldier is bandaged bBandaged = pSoldier->stats.bLifeMax - pSoldier->bBleeding - pSoldier->stats.bLife; // as long as he's bandaged and not "dying" if ( bBandaged && pSoldier->stats.bLife >= OKLIFE ) { // just bleeding through existing bandages pSoldier->bBleeding++; SoldierBleed( pSoldier, TRUE ); } else // soldier is either not bandaged at all or is dying { if ( pSoldier->stats.bLife < OKLIFE ) // if he's dying { // if he's conscious, and he hasn't already, say his "dying quote" if ( ( pSoldier->stats.bLife >= CONSCIOUSNESS ) && !pSoldier->flags.fDyingComment ) { TacticalCharacterDialogue( pSoldier, QUOTE_SERIOUSLY_WOUNDED ); pSoldier->flags.fDyingComment = TRUE; } // can't permit lifemax to ever bleed beneath OKLIFE, or that // soldier might as well be dead! if (pSoldier->stats.bLifeMax >= OKLIFE) { // bleeding while "dying" costs a PERMANENT point of life each time! pSoldier->stats.bLifeMax--; pSoldier->bBleeding--; if ( pSoldier->iHealableInjury >= 100) // added check for insta-healable injury - SANDRO pSoldier->iHealableInjury -= 100; } } } // either way, a point of life (health) is lost because of bleeding // This will also update the life bar SoldierBleed( pSoldier, FALSE ); // if he's not dying (which includes him saying the dying quote just // now), and he hasn't warned us that he's bleeding yet, he does so // Also, not if they are being bandaged.... if ( ( pSoldier->stats.bLife >= OKLIFE ) && !pSoldier->flags.fDyingComment && !pSoldier->flags.fWarnedAboutBleeding && !gTacticalStatus.fAutoBandageMode && pSoldier->ubServiceCount == 0 ) { TacticalCharacterDialogue( pSoldier, QUOTE_STARTING_TO_BLEED ); // "starting to bleed" quote pSoldier->flags.fWarnedAboutBleeding = TRUE; } pSoldier->dNextBleed = CalcSoldierNextBleed( pSoldier ); } } } } return( iBlood ); } void SoldierBleed( SOLDIERTYPE *pSoldier, BOOLEAN fBandagedBleed ) { INT8 bOldLife; // OK, here make some stuff happen for bleeding // A banaged bleed does not show damage taken , just through existing bandages // ATE: Do this ONLY if buddy is in sector..... if ( ( pSoldier->bInSector && guiCurrentScreen == GAME_SCREEN ) || guiCurrentScreen != GAME_SCREEN ) { pSoldier->flags.fFlashPortrait = TRUE; pSoldier->bFlashPortraitFrame = FLASH_PORTRAIT_STARTSHADE; RESETTIMECOUNTER( pSoldier->timeCounters.PortraitFlashCounter, FLASH_PORTRAIT_DELAY ); // If we are in mapscreen, set this person as selected if ( guiCurrentScreen == MAP_SCREEN ) { SetInfoChar( pSoldier->ubID ); } } bOldLife = pSoldier->stats.bLife; // If we are already dead, don't show damage! if ( !fBandagedBleed ) { // SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker if ( pSoldier->ubAttackerID != NOBODY ) pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, 100, TAKE_DAMAGE_BLOODLOSS, pSoldier->ubAttackerID, NOWHERE, 0, TRUE ); else if ( pSoldier->ubPreviousAttackerID != NOBODY ) pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, 100, TAKE_DAMAGE_BLOODLOSS, pSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE ); else if ( pSoldier->ubNextToPreviousAttackerID != NOBODY ) pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, 100, TAKE_DAMAGE_BLOODLOSS, pSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE ); else pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE ); } } void SoldierCollapse( SOLDIERTYPE *pSoldier ) { BOOLEAN fMerc = FALSE; if ( pSoldier->ubBodyType <= REGFEMALE ) { fMerc = TRUE; } // If we are an animal, etc, don't do anything.... switch( pSoldier->ubBodyType ) { case ADULTFEMALEMONSTER: case AM_MONSTER: case YAF_MONSTER: case YAM_MONSTER: case LARVAE_MONSTER: case INFANT_MONSTER: case QUEENMONSTER: // Give breath back.... DeductPoints( pSoldier,0, (INT16)-5000 ); return; break; } pSoldier->bCollapsed = TRUE; pSoldier->ReceivingSoldierCancelServices( ); // CC has requested - handle sight here... HandleSight( pSoldier, SIGHT_LOOK ); // Check height switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: if ( pSoldier->MercInDeepWater( ) ) { pSoldier->EVENT_InitNewSoldierAnim( DEEP_WATER_DIE, 0, FALSE ); } else if ( pSoldier->MercInShallowWater( ) ) { pSoldier->EVENT_InitNewSoldierAnim( WATER_DIE, 0, FALSE ); } else { pSoldier->BeginTyingToFall( ); if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); else pSoldier->ChangeSoldierState( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); } break; case ANIM_CROUCH: // Crouched or prone, only for mercs! pSoldier->BeginTyingToFall( ); // 0verhaul: No special case here! First the FALLFORWARD_FROMHIT_CROUCH can be filled in to use the FALLFORWARD_FROMHIT_STAND anim // then when real anims come, use them instead. //if ( fMerc ) //{ if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_CROUCH, 0 , FALSE); else pSoldier->ChangeSoldierState( FALLFORWARD_FROMHIT_CROUCH, 0, FALSE ); //} //else //{ // // For civs... use fall from stand... // pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0 , FALSE); //} break; case ANIM_PRONE: switch( pSoldier->usAnimState ) { case FALLFORWARD_FROMHIT_STAND: case ENDFALLFORWARD_FROMHIT_CROUCH: pSoldier->ChangeSoldierState( STAND_FALLFORWARD_STOP, 0, FALSE ); break; case FALLBACK_HIT_STAND: pSoldier->ChangeSoldierState( FALLBACKHIT_STOP, 0, FALSE ); break; default: if(!is_networked)pSoldier->EVENT_InitNewSoldierAnim( PRONE_LAY_FROMHIT, 0 , FALSE ); else pSoldier->ChangeSoldierState( PRONE_LAY_FROMHIT, 0, FALSE ); break; } break; } if (pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY) { if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) ) { // replace this guy as the chosen one! gTacticalStatus.ubTheChosenOne = NOBODY; MakeClosestEnemyChosenOne(); } if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL)) { #ifdef TESTAICONTROL DebugAI( String("Ending turn for %d because of error from HandleItem", pSoldier->ubID ) ); #endif EndAIGuysTurn( pSoldier ); } } // DON'T DE-SELECT GUY..... //else //{ // Check if this is our selected guy... // if ( pSoldier->ubID == gusSelectedSoldier ) // { // SelectNextAvailSoldier( pSoldier ); // } //} } FLOAT CalcSoldierNextBleed( SOLDIERTYPE *pSoldier ) { INT8 bBandaged; // calculate how many turns before he bleeds again // bleeding faster the lower life gets, and if merc is running around //pSoldier->nextbleed = 2 + (pSoldier->life / (10 + pSoldier->tilesMoved)); // min = 2 // if bandaged, give 1/2 of the bandaged life points back into equation bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding; return( (FLOAT)1 + (FLOAT)( (pSoldier->stats.bLife + bBandaged / 2) / (10 + pSoldier->bTilesMoved) ) ); // min = 1 } FLOAT CalcSoldierNextUnmovingBleed( SOLDIERTYPE *pSoldier ) { INT8 bBandaged; // calculate bleeding rate without the penalty for tiles moved // if bandaged, give 1/2 of the bandaged life points back into equation bBandaged = pSoldier->stats.bLifeMax - pSoldier->stats.bLife - pSoldier->bBleeding; return( (FLOAT)1 + (FLOAT)( (pSoldier->stats.bLife + bBandaged / 2) / 10 ) ); // min = 1 } void HandlePlacingRoofMarker( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fSet, BOOLEAN fForce ) { LEVELNODE *pRoofNode; LEVELNODE *pNode; if ( pSoldier->bVisible == -1 && fSet ) { return; } //CHRISL: If sGridNo is -1, which can be the case if there is a dead merc still listed as part of a unit, crashes will occur if ( sGridNo == -1 ) return; if ( pSoldier->bTeam != gbPlayerNum ) { //return; } // If we are on the roof, add roof UI peice! if ( pSoldier->pathing.bLevel == SECOND_LEVEL ) { // Get roof node pRoofNode = gpWorldLevelData[ sGridNo ].pRoofHead; // Return if we are still climbing roof.... if ( pSoldier->usAnimState == CLIMBUPROOF && !fForce ) { return; } if ( pSoldier->usAnimState == JUMPUPWALL && !fForce ) { return; } if ( pRoofNode != NULL ) { if ( fSet ) { if ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) { // Set some flags on this poor thing //pRoofNode->uiFlags |= ( LEVELNODE_USEBESTTRANSTYPE | LEVELNODE_REVEAL | LEVELNODE_DYNAMIC ); //pRoofNode->uiFlags |= ( LEVELNODE_DYNAMIC ); //pRoofNode->uiFlags &= ( ~LEVELNODE_HIDDEN ); //ResetSpecificLayerOptimizing( TILES_DYNAMIC_ROOF ); } } else { if ( gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REVEALED ) { // Remove some flags on this poor thing //pRoofNode->uiFlags &= ~( LEVELNODE_USEBESTTRANSTYPE | LEVELNODE_REVEAL | LEVELNODE_DYNAMIC ); //pRoofNode->uiFlags |= LEVELNODE_HIDDEN; } } if ( fSet ) { // If it does not exist already.... if ( !IndexExistsInRoofLayer( sGridNo, FIRSTPOINTERS11 ) ) { pNode = AddRoofToTail( sGridNo, FIRSTPOINTERS11 ); pNode->ubShadeLevel =DEFAULT_SHADE_LEVEL; pNode->ubNaturalShadeLevel=DEFAULT_SHADE_LEVEL; } } else { RemoveRoof( sGridNo, FIRSTPOINTERS11 ); } } } } void SOLDIERTYPE::PositionSoldierLight( void ) { // DO ONLY IF WE'RE AT A GOOD LEVEL if ( ubAmbientLightLevel < MIN_AMB_LEVEL_FOR_MERC_LIGHTS ) { return; } if ( !this->bInSector ) { return; } if ( this->bTeam != gbPlayerNum ) { return; } if ( this->stats.bLife < OKLIFE ) { return; } //if the player DOESNT want the merc to cast light if( !gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] ) { return; } if ( this->iLight == -1 ) { this->CreateSoldierLight( ); } //if ( this->ubID == gusSelectedSoldier ) { LightSpritePower(this->iLight, TRUE); LightSpriteFake(this->iLight); LightSpritePosition( this->iLight, (INT16)(this->sX/CELL_X_SIZE), (INT16)(this->sY/CELL_Y_SIZE)); } } void SOLDIERTYPE::SetCheckSoldierLightFlag( ) { this->PositionSoldierLight( ); //this->flags.uiStatusFlags |= SOLDIER_RECHECKLIGHT; } void PickPickupAnimation( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel ) { INT8 bDirection; STRUCTURE *pStructure; BOOLEAN fDoNormalPickup = TRUE; // OK, Given the gridno, determine if it's the same one or different.... if ( sGridNo != pSoldier->sGridNo ) { // Get direction to face.... bDirection = (INT8)GetDirectionFromGridNo( sGridNo, pSoldier ); pSoldier->ubPendingDirection = bDirection; // Change to pickup animation pSoldier->EVENT_InitNewSoldierAnim( ADJACENT_GET_ITEM, 0 , FALSE ); if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) { // set "pending action" value for AI so it will wait pSoldier->aiData.bAction = AI_ACTION_PENDING_ACTION; } } else { // If in water.... if ( pSoldier->MercInWater( ) ) { UnSetUIBusy( pSoldier->ubID ); HandleSoldierPickupItem( pSoldier, iItemIndex, sGridNo, bZLevel ); pSoldier->SoldierGotoStationaryStance( ); if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) { // reset action value for AI because we're done! ActionDone( pSoldier ); } } else { // Don't show animation of getting item, if we are not standing switch ( gAnimControl[ pSoldier->usAnimState ].ubHeight ) { case ANIM_STAND: // OK, if we are looking at z-level >0, AND // we have a strucxture with items in it // look for orientation and use angle accordingly.... if ( bZLevel > 0 ) { //#if 0 // Get direction to face.... if ( ( pStructure = FindStructure( sGridNo, ( STRUCTURE_HASITEMONTOP | STRUCTURE_OPENABLE ) ) ) != NULL ) { fDoNormalPickup = FALSE; // OK, look at orientation switch( pStructure->ubWallOrientation ) { case OUTSIDE_TOP_LEFT: case INSIDE_TOP_LEFT: bDirection = (INT8)NORTH; break; case OUTSIDE_TOP_RIGHT: case INSIDE_TOP_RIGHT: bDirection = (INT8)WEST; break; default: bDirection = pSoldier->ubDirection; break; } //pSoldier->ubPendingDirection = bDirection; pSoldier->EVENT_SetSoldierDesiredDirection( bDirection ); pSoldier->EVENT_SetSoldierDirection( bDirection ); // Change to pickup animation pSoldier->EVENT_InitNewSoldierAnim( ADJACENT_GET_ITEM, 0 , FALSE ); } //#endif } if ( fDoNormalPickup ) { pSoldier->EVENT_InitNewSoldierAnim( PICKUP_ITEM, 0 , FALSE ); } if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) { // set "pending action" value for AI so it will wait pSoldier->aiData.bAction = AI_ACTION_PENDING_ACTION; } break; case ANIM_CROUCH: case ANIM_PRONE: UnSetUIBusy( pSoldier->ubID ); HandleSoldierPickupItem( pSoldier, iItemIndex, sGridNo, bZLevel ); pSoldier->SoldierGotoStationaryStance( ); if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) { // reset action value for AI because we're done! ActionDone( pSoldier ); } break; } } } } void SOLDIERTYPE::PickDropItemAnimation( void ) { // Don't show animation of getting item, if we are not standing switch ( gAnimControl[ this->usAnimState ].ubHeight ) { case ANIM_STAND: this->aiData.bAction = AI_ACTION_PENDING_ACTION; this->EVENT_InitNewSoldierAnim( DROP_ITEM, 0 , FALSE ); break; case ANIM_CROUCH: case ANIM_PRONE: SoldierHandleDropItem( this ); this->SoldierGotoStationaryStance( ); ActionDone(this); break; } } void SOLDIERTYPE::EVENT_SoldierBeginCutFence( INT32 sGridNo, UINT8 ubDirection ) { // Make sure we have a structure here.... if ( IsCuttableWireFenceAtGridNo( sGridNo ) ) { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); //BOOLEAN CutWireFence( INT16 sGridNo ) // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; // CHANGE TO ANIMATION if (!is_networked) this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE ); else this->ChangeSoldierState( CUTTING_FENCE, 0, 0 ); } } void SOLDIERTYPE::EVENT_SoldierBeginRepair( INT32 sGridNo, UINT8 ubDirection ) { INT8 bRepairItem; UINT8 ubID; // Make sure we have a structure here.... bRepairItem = IsRepairableStructAtGridNo( sGridNo, &ubID ); if ( bRepairItem ) { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); //BOOLEAN CutWireFence( INT16 sGridNo ) // SET TARGET GRIDNO //this->sTargetGridNo = sGridNo; // CHANGE TO ANIMATION this->EVENT_InitNewSoldierAnim( GOTO_REPAIRMAN, 0 , FALSE ); // SET BUDDY'S ASSIGNMENT TO REPAIR... // Are we a SAM site? ( 3 == SAM ) if ( bRepairItem == 3 ) { SetSoldierAssignment( this, REPAIR, TRUE, FALSE, -1 ); } else if ( bRepairItem == 2 ) // ( 2 == VEHICLE ) { SetSoldierAssignment( this, REPAIR, FALSE, FALSE, ubID ); } } } void SOLDIERTYPE::EVENT_SoldierBeginRefuel( INT32 sGridNo, UINT8 ubDirection ) { INT8 bRefuelItem; UINT8 ubID; // Make sure we have a structure here.... bRefuelItem = IsRefuelableStructAtGridNo( sGridNo, &ubID ); if ( bRefuelItem ) { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); //BOOLEAN CutWireFence( INT16 sGridNo ) // SET TARGET GRIDNO //this->sTargetGridNo = sGridNo; // CHANGE TO ANIMATION this->EVENT_InitNewSoldierAnim( REFUEL_VEHICLE, 0 , FALSE ); // SET BUDDY'S ASSIGNMENT TO REPAIR... } } void SOLDIERTYPE::EVENT_SoldierBeginTakeBlood( INT32 sGridNo, UINT8 ubDirection ) { ROTTING_CORPSE *pCorpse; // See if these is a corpse here.... pCorpse = GetCorpseAtGridNo( sGridNo , this->pathing.bLevel ); if ( pCorpse != NULL ) { this->aiData.uiPendingActionData4 = pCorpse->iID; // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); this->EVENT_InitNewSoldierAnim( TAKE_BLOOD_FROM_CORPSE, 0 , FALSE ); } else { // Say NOTHING quote... this->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } } void SOLDIERTYPE::EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection ) { STRUCTURE * pStructure; DOOR_STATUS * pDoorStatus; // OK, find door, attach to door, do animation...., remove item.... // First make sure we still have item in hand.... if ( !Item[this->inv[ HANDPOS ].usItem].canandstring ) { return; } pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR ); if ( pStructure == NULL ) { return; } // Modify door status to make sure one is created for this door // Use the current door state for this if ( !(pStructure->fFlags & STRUCTURE_OPEN) ) { ModifyDoorStatus( sGridNo, FALSE, FALSE ); } else { ModifyDoorStatus( sGridNo, TRUE, TRUE ); } // Now get door status... pDoorStatus = GetDoorStatus( sGridNo ); if ( pDoorStatus == NULL ) { // SOmething wrong here... return; } // OK set flag! pDoorStatus->ubFlags |= DOOR_HAS_TIN_CAN; // Do animation this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); this->EVENT_InitNewSoldierAnim( ATTACH_CAN_TO_STRING, 0 , FALSE ); // Remove item... this->inv[ HANDPOS ].RemoveObjectsFromStack(1); fInterfacePanelDirty = DIRTYLEVEL2; } void SOLDIERTYPE::EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot ) { UINT8 ubPerson; // Make sure we have a robot here.... ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel ); if ( ubPerson != NOBODY && MercPtrs[ ubPerson ]->flags.uiStatusFlags & SOLDIER_ROBOT ) { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); // CHANGE TO ANIMATION this->EVENT_InitNewSoldierAnim( RELOAD_ROBOT, 0 , FALSE ); } } void SOLDIERTYPE::ResetSoldierChangeStatTimer( void ) { this->timeChanges.uiChangeLevelTime = 0; this->timeChanges.uiChangeHealthTime = 0; this->timeChanges.uiChangeStrengthTime= 0; this->timeChanges.uiChangeDexterityTime= 0; this->timeChanges.uiChangeAgilityTime= 0; this->timeChanges.uiChangeWisdomTime= 0; this->timeChanges.uiChangeLeadershipTime= 0; this->timeChanges.uiChangeMarksmanshipTime= 0; this->timeChanges.uiChangeExplosivesTime= 0; this->timeChanges.uiChangeMedicalTime= 0; this->timeChanges.uiChangeMechanicalTime= 0; return; } void SOLDIERTYPE::ChangeToFlybackAnimation( UINT8 flyBackDirection ) { INT32 sNewGridNo; UINT8 ubOppositeDir; INT16 sDirectionInc; ubOppositeDir = gOppositeDirection[ flyBackDirection ]; sDirectionInc = DirectionInc( ubOppositeDir); // Get dest gridno, convert to center coords sNewGridNo = NewGridNo( this->sGridNo, sDirectionInc ); if ( gubWorldMovementCosts[ sNewGridNo ][ ubOppositeDir ][ this->pathing.bLevel ] >= TRAVELCOST_BLOCKED ) { // No room to fly back. Pretend we hit the wall and fall forward instead this->BeginTyingToFall(); this->ChangeSoldierState( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); return; } sNewGridNo = NewGridNo( sNewGridNo, sDirectionInc ); if ( gubWorldMovementCosts[ sNewGridNo ][ ubOppositeDir ][ this->pathing.bLevel ] >= TRAVELCOST_BLOCKED ) { // No room to fly back. Fall back instead this->BeginTyingToFall(); this->ChangeSoldierState( FALLBACK_HIT_STAND, 0, FALSE ); } // Remove any previous actions this->aiData.ubPendingAction = NO_PENDING_ACTION; this->sPlotSrcGrid = this->sGridNo; // Since we're manually setting our path, we have to reset these @#$@# flags too. Otherwise we don't reach the // destination a lot of the time this->flags.fPastXDest = 0; this->flags.fPastYDest = 0; // Set path.... this->pathing.usPathDataSize = 0; this->pathing.usPathIndex = 0; this->pathing.usPathingData[ this->pathing.usPathDataSize ] = gOppositeDirection[ this->ubDirection ]; this->pathing.usPathDataSize++; this->pathing.usPathingData[ this->pathing.usPathDataSize ] = gOppositeDirection[ this->ubDirection ]; this->pathing.usPathDataSize++; this->pathing.sFinalDestination = sNewGridNo; this->EVENT_InternalSetSoldierDestination( (UINT8) this->pathing.usPathingData[ this->pathing.usPathIndex ], FALSE, FLYBACK_HIT ); // Get a new direction based on direction this->EVENT_InitNewSoldierAnim( FLYBACK_HIT, 0 , FALSE ); } void SOLDIERTYPE::ChangeToFallbackAnimation( UINT8 fallBackDirection ) { INT32 sNewGridNo; UINT8 ubOppositeDir; INT16 sDirection; ubOppositeDir = gOppositeDirection[ fallBackDirection ]; sDirection = DirectionInc( ubOppositeDir); // Get dest gridno, convert to center coords sNewGridNo = NewGridNo( this->sGridNo, sDirection ); if ( gubWorldMovementCosts[ sNewGridNo ][ ubOppositeDir ][ this->pathing.bLevel ] >= TRAVELCOST_BLOCKED ) { // No room to fly back. Pretend we hit the wall and fall forward instead this->BeginTyingToFall(); this->ChangeSoldierState( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); return; } // Get dest gridno, convert to center coords //sNewGridNo = NewGridNo( sNewGridNo, sDirection ); //usNewGridNo = NewGridNo( (UINT16)usNewGridNo, (UINT16)(-1 * DirectionInc( bDirection ) ) ); // Remove any previous actions this->aiData.ubPendingAction = NO_PENDING_ACTION; this->sPlotSrcGrid = this->sGridNo; // Since we're manually setting our path, we have to reset these @#$@# flags too. Otherwise we don't reach the // destination a lot of the time this->flags.fPastXDest = 0; this->flags.fPastYDest = 0; // Set path.... this->pathing.usPathDataSize = 0; this->pathing.usPathIndex = 0; this->pathing.usPathingData[ this->pathing.usPathDataSize ] = gOppositeDirection[ this->ubDirection ]; this->pathing.usPathDataSize++; this->pathing.sFinalDestination = sNewGridNo; this->EVENT_InternalSetSoldierDestination( this->pathing.usPathingData[ this->pathing.usPathIndex ], FALSE, FALLBACK_HIT_STAND ); // Get a new direction based on direction this->EVENT_InitNewSoldierAnim( FALLBACK_HIT_STAND, 0 , FALSE ); } void SOLDIERTYPE::SetSoldierCowerState( BOOLEAN fOn ) { // Robot's don't cower! if ( this->ubBodyType == ROBOTNOWEAPON ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ERROR: Robot was told to cower!" ) ); return; } // OK< set flag and do anim... if ( fOn ) { if ( !( this->flags.uiStatusFlags & SOLDIER_COWERING ) ) { this->EVENT_InitNewSoldierAnim( START_COWER, 0, FALSE ); this->flags.uiStatusFlags |= SOLDIER_COWERING; this->ubDesiredHeight = ANIM_CROUCH; } } else { if ( (this->flags.uiStatusFlags & SOLDIER_COWERING) || (gAnimControl[ this->usAnimState ].ubEndHeight != ANIM_STAND) ) { this->EVENT_InitNewSoldierAnim( END_COWER, 0, FALSE ); this->flags.uiStatusFlags &= (~SOLDIER_COWERING ); this->ubDesiredHeight = ANIM_STAND; } } } void MercStealFromMerc( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTarget ) { INT32 sActionGridNo, sGridNo, sAdjustedGridNo; UINT8 ubDirection; // OK, find an adjacent gridno.... sGridNo = pTarget->sGridNo; // See if we can get there to punch sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 ) { // SEND PENDING ACTION pSoldier->aiData.ubPendingAction = MERC_STEAL; pSoldier->bTargetLevel = pTarget->pathing.bLevel; // Overhaul: Update the level too! pSoldier->aiData.sPendingActionData2 = pTarget->sGridNo; pSoldier->aiData.bPendingActionData3 = ubDirection; pSoldier->aiData.ubPendingActionAnimCount = 0; // CHECK IF WE ARE AT THIS GRIDNO NOW if ( pSoldier->sGridNo != sActionGridNo ) { // WALK UP TO DEST FIRST SendGetNewSoldierPathEvent( pSoldier, sActionGridNo, pSoldier->usUIMovementMode ); } else { pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection ); pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM, 0 , FALSE ); } // OK, set UI // gTacticalStatus.ubAttackBusyCount++; // reset attacking item (hand) pSoldier->usAttackingWeapon = 0; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting STEAL attack, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); DebugAttackBusy( String( "!!!!!!! Starting STEAL attack, attack count now %d\n", gTacticalStatus.ubAttackBusyCount ) ); SetUIBusy( pSoldier->ubID ); } } SOLDIERTYPE *pTMilitiaSoldier;//global pointer BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate ) { INT16 sFacingDir, sXPos, sYPos, sAPCost; SOLDIERTYPE *pTSoldier; UINT32 uiRange; if ( ubTargetID == NOBODY ) { return( FALSE ); } pTSoldier = MercPtrs[ ubTargetID ]; // Check distance again, to be sure if ( fValidate ) { // OK, since we locked this guy from moving // we should be close enough, so talk ( unless he is now dead ) if ( !IsValidTalkableNPC( (UINT8)ubTargetID, FALSE, FALSE, FALSE ) ) { return( FALSE ); } uiRange = GetRangeFromGridNoDiff( this->sGridNo, pTSoldier->sGridNo ); if ( uiRange > ( NPC_TALK_RADIUS * 2 ) ) { // Todo here - should we follow dude? return( FALSE ); } } // Get APs... sAPCost = APBPConstants[AP_TALK]; if ( !(gTacticalStatus.uiFlags & INCOMBAT) || (gTacticalStatus.uiFlags & REALTIME) ) //lal { ConvertGridNoToXY( pTSoldier->sGridNo, &sXPos, &sYPos ); // Get direction from mouse pos sFacingDir = GetDirectionFromXY( sXPos, sYPos, this ); // Set our guy facing SendSoldierSetDesiredDirectionEvent( this, sFacingDir ); // Set NPC facing SendSoldierSetDesiredDirectionEvent( pTSoldier, gOppositeDirection[ sFacingDir ] ); // Stop our guys... this->EVENT_StopMerc( this->sGridNo, this->ubDirection ); } pTMilitiaSoldier = pTSoldier; //lal //lal // ATE; Check for normal civs... BOOLEAN apsDeducted = FALSE; if ( GetCivType( pTSoldier ) != CIV_TYPE_NA ) { //lal if ( ( pTSoldier->bTeam == MILITIA_TEAM ) && ( gGameExternalOptions.fAllowTacticalMilitiaCommand == TRUE ) && (this->bSide == pTSoldier->bSide) ) { PopupMilitiaControlMenu( pTSoldier ); return( FALSE ); } else { // Deduct points from our guy.... DeductPoints( this, sAPCost, 0, UNTRIGGERED_INTERRUPT ); apsDeducted = TRUE; StartCivQuote( pTSoldier ); return( FALSE ); } } // WANNE: This fixes the bug, that APs for talking are not always deducted. if (!apsDeducted) { DeductPoints( this, sAPCost, 0, UNTRIGGERED_INTERRUPT ); apsDeducted = TRUE; } // Are we an EPC that is being escorted? if ( pTSoldier->ubProfile != NO_PROFILE && pTSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) { return( InitiateConversation( pTSoldier, this, APPROACH_EPC_WHO_IS_RECRUITED, 0 ) ); //Converse( pTSoldier->ubProfile, this->ubProfile, APPROACH_EPC_WHO_IS_RECRUITED, 0 ); } else if (pTSoldier->aiData.bNeutral) { switch( pTSoldier->ubProfile ) { case JIM: case JACK: case OLAF: case RAY: case OLGA: case TYRONE: // Start combat etc DeleteTalkingMenu(); CancelAIAction( pTSoldier, TRUE ); AddToShouldBecomeHostileOrSayQuoteList( pTSoldier->ubID ); break; default: // Start talking! return( InitiateConversation( pTSoldier, this, NPC_INITIAL_QUOTE, 0 ) ); break; } } else { // Start talking with hostile NPC return( InitiateConversation( pTSoldier, this, APPROACH_ENEMY_NPC_QUOTE, 0 ) ); } return( TRUE ); } BOOLEAN SOLDIERTYPE::IsValidSecondHandShot( void ) { if ( Item[ this->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN && !(Item[ this->inv[SECONDHANDPOS ].usItem ].twohanded ) && !this->bDoBurst && !Item[this->inv[ HANDPOS ].usItem].grenadelauncher && Item[ this->inv[HANDPOS].usItem ].usItemClass == IC_GUN && this->inv[SECONDHANDPOS][0]->data.gun.bGunStatus >= USABLE && this->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft > 0 ) { return( TRUE ); } return( FALSE ); } BOOLEAN SOLDIERTYPE::IsValidSecondHandShotForReloadingPurposes( void ) { // should be maintained as same as function above with line // about ammo taken out! if ( Item[ this->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN && !this->bDoBurst && !Item[this->inv[ HANDPOS ].usItem].grenadelauncher && Item[ this->inv[HANDPOS].usItem ].usItemClass == IC_GUN && this->inv[SECONDHANDPOS][0]->data.gun.bGunStatus >= USABLE //&& // this->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft > 0 && // gAnimControl[ this->usAnimState ].ubEndHeight != ANIM_PRONE ) ) { return( TRUE ); } return( FALSE ); } BOOLEAN SOLDIERTYPE::CanRobotBeControlled( void ) { SOLDIERTYPE *pController; if ( !( this->flags.uiStatusFlags & SOLDIER_ROBOT ) ) { return( FALSE ); } if ( this->ubRobotRemoteHolderID == NOBODY ) { return( FALSE ); } pController = MercPtrs[ this->ubRobotRemoteHolderID ]; if ( pController->bActive ) { if ( pController->ControllingRobot( ) ) { // ALL'S OK! return( TRUE ); } } return( FALSE ); } BOOLEAN SOLDIERTYPE::ControllingRobot( void ) { SOLDIERTYPE *pRobot; INT8 bPos; if ( !this->bActive ) { return( FALSE ); } // EPCs can't control the robot (no inventory to hold remote, for one) if ( AM_AN_EPC( this ) ) { return( FALSE ); } // Don't require this->bInSector here, it must work from mapscreen! // are we in ok shape? if ( this->stats.bLife < OKLIFE || ( this->bTeam != gbPlayerNum ) ) { return( FALSE ); } // allow control from within vehicles - allows strategic travel in a vehicle with robot! if ( ( this->bAssignment >= ON_DUTY ) && ( this->bAssignment != VEHICLE ) ) { return( FALSE ); } // is the soldier wearing a robot remote control? bPos = FindRemoteControl( this ); if ( bPos == NO_SLOT ) { return( FALSE ); } // Find the robot pRobot = FindSoldierByProfileID( ROBOT, TRUE ); if ( !pRobot ) { return( FALSE ); } if ( pRobot->bActive ) { // Are we in the same sector....? // ARM: CHANGED TO WORK IN MAPSCREEN, DON'T USE WorldSector HERE if ( pRobot->sSectorX == this->sSectorX && pRobot->sSectorY == this->sSectorY && pRobot->bSectorZ == this->bSectorZ ) { // they have to be either both in sector, or both on the road if ( pRobot->flags.fBetweenSectors == this->flags.fBetweenSectors ) { // if they're on the road... if ( pRobot->flags.fBetweenSectors ) { // they have to be in the same squad or vehicle if ( pRobot->bAssignment != this->bAssignment ) { return( FALSE ); } // if in a vehicle, must be the same vehicle if ( pRobot->bAssignment == VEHICLE && ( pRobot->iVehicleId != this->iVehicleId ) ) { return( FALSE ); } } // all OK! return( TRUE ); } } } return( FALSE ); } SOLDIERTYPE *SOLDIERTYPE::GetRobotController( void ) { if ( this->ubRobotRemoteHolderID == NOBODY ) { return( NULL ); } else { return( MercPtrs[ this->ubRobotRemoteHolderID ] ); } } void SOLDIERTYPE::UpdateRobotControllerGivenRobot( void ) { //the original function passed in pRobot, not pSoldier SOLDIERTYPE *pRobot = this; SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; // Loop through guys and look for a controller! // set up soldier ptr as first element in mercptrs list cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // run through list for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pTeamSoldier++) { if ( pTeamSoldier->bActive ) { if ( pTeamSoldier->ControllingRobot( ) ) { pRobot->ubRobotRemoteHolderID = pTeamSoldier->ubID; return; } } } pRobot->ubRobotRemoteHolderID = NOBODY; } void SOLDIERTYPE::UpdateRobotControllerGivenController( void ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; // First see if are still controlling the robot if ( !this->ControllingRobot( ) ) { return; } // set up soldier ptr as first element in mercptrs list cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // Loop through guys to find the robot.... for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pTeamSoldier++) { if ( pTeamSoldier->bActive && ( pTeamSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) ) { pTeamSoldier->ubRobotRemoteHolderID = this->ubID; } } } void SOLDIERTYPE::HandleSoldierTakeDamageFeedback( void ) { // Do sound..... // if ( this->stats.bLife >= CONSCIOUSNESS ) { // ATE: Limit how often we grunt... if ( ( GetJA2Clock( ) - this->uiTimeSinceLastBleedGrunt ) > 1000 ) { this->uiTimeSinceLastBleedGrunt = GetJA2Clock( ); this->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) ); } } // Flash portrait.... this->flags.fFlashPortrait = TRUE; this->bFlashPortraitFrame = FLASH_PORTRAIT_STARTSHADE; RESETTIMECOUNTER( this->timeCounters.PortraitFlashCounter, FLASH_PORTRAIT_DELAY ); } void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC ) { // Are we an AI guy? // 0verhaul: // This code will only stop a soldier if it is not the player's turn. The problem here is that the soldier's // actions may have triggered an interrupt. This code is called in order to cancel the soldier's movement // after the interrupt is triggered, so if the AI causes an interrupt and it's the player's turn, he will // continue doing what he was going to do. We need this function to work even when it's the player's turn, // at least in this case. //if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum && pSoldier->bTeam != gbPlayerNum ) { if ( pSoldier->aiData.bNewSituation == IS_NEW_SITUATION ) { // Cancel what they were doing.... pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION; pSoldier->flags.bTurningFromPronePosition = FALSE; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; pSoldier->bEndDoorOpenCode = 0; // if this guy isn't under direct AI control, WHO GIVES A FLYING FLICK? if ( pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL ) { if ( pSoldier->flags.fTurningToShoot ) { pSoldier->flags.fTurningToShoot = FALSE; // Release attacker // OK - this is hightly annoying , but due to the huge combinations of // things that can happen - 1 of them is that sLastTarget will get unset // after turn is done - so set flag here to tell it not to... pSoldier->flags.fDontUnsetLastTargetFromTurn = TRUE; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., ending fire because saw something: DONE IN SYSTEM NEW SITUATION") ); DebugAttackBusy( "@@@@@@@ Reducing attacker busy count..., ending fire because saw something: DONE IN SYSTEM NEW SITUATION\n" ); FreeUpAttacker( ); } if ( pSoldier->pTempObject != NULL ) { // Place it back into inv.... AutoPlaceObject( pSoldier, pSoldier->pTempObject, FALSE ); OBJECTTYPE::DeleteMe( &pSoldier->pTempObject ); pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION; // Decrement attack counter... DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Reducing attacker busy count..., ending throw because saw something: DONE IN SYSTEM NEW SITUATION") ); DebugAttackBusy("@@@@@@@ Reducing attacker busy count..., ending throw because saw something: DONE IN SYSTEM NEW SITUATION\n"); FreeUpAttacker( ); } } } } } void InternalPlaySoldierFootstepSound( SOLDIERTYPE * pSoldier ) { UINT8 ubRandomSnd; INT8 bVolume = MIDVOLUME; // Assume outside UINT32 ubSoundBase = WALK_LEFT_OUT; UINT8 ubRandomMax = 4; // Determine if we are on the floor if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { if ( pSoldier->usAnimState == HOPFENCE || pSoldier->usAnimState == JUMPWINDOWS) { bVolume = HIGHVOLUME; } if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) { PlaySoldierJA2Sample( pSoldier->ubID, ROBOT_BEEP, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE ); return; } //if ( SoldierOnScreen( pSoldier->ubID ) ) { if ( pSoldier->usAnimState == CRAWLING ) { ubSoundBase = CRAWL_1; } else { // Pick base based on terrain over.... if ( pSoldier->bOverTerrainType == FLAT_FLOOR ) { ubSoundBase = WALK_LEFT_IN; } else if ( pSoldier->bOverTerrainType == DIRT_ROAD || pSoldier->bOverTerrainType == PAVED_ROAD ) { ubSoundBase = WALK_LEFT_ROAD; } else if ( pSoldier->MercInShallowWater( ) ) { ubSoundBase = WATER_WALK1_IN; ubRandomMax = 2; } else if ( pSoldier->MercInDeepWater( ) ) { ubSoundBase = SWIM_1; ubRandomMax = 2; } } // Pick a random sound... do { ubRandomSnd = (UINT8)Random( ubRandomMax ); } while ( ubRandomSnd == pSoldier->ubLastFootPrintSound ); pSoldier->ubLastFootPrintSound = ubRandomSnd; // OK, if in realtime, don't play at full volume, because too many people walking around // sounds don't sound good - ( unless we are the selected guy, then always play at reg volume ) if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) && ( pSoldier->ubID != gusSelectedSoldier ) ) { bVolume = LOWVOLUME; } PlaySoldierJA2Sample( pSoldier->ubID, ubSoundBase + pSoldier->ubLastFootPrintSound, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE ); } } } void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier ) { // normally, not in stealth mode if ( !pSoldier->bStealthMode ) { InternalPlaySoldierFootstepSound( pSoldier ); } } void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier ) { // even if in stealth mode InternalPlaySoldierFootstepSound( pSoldier ); } void CrowsFlyAway( UINT8 ubTeam ) { UINT32 cnt; SOLDIERTYPE *pTeamSoldier; for ( cnt = gTacticalStatus.Team[ ubTeam ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; cnt++, pTeamSoldier++ ) { if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { if ( pTeamSoldier->ubBodyType == CROW && pTeamSoldier->usAnimState != CROW_FLY ) { // fly away even if not seen! HandleCrowFlyAway( pTeamSoldier ); } } } } #ifdef JA2BETAVERSION void DebugValidateSoldierData( ) { UINT32 cnt; SOLDIERTYPE *pSoldier; CHAR16 sString[ 1024 ]; BOOLEAN fProblemDetected = FALSE; static UINT32 uiFrameCount = 0; // this function is too slow to run every frame, so do the check only every 50 frames if ( uiFrameCount++ < 50 ) { return; } // reset frame counter uiFrameCount = 0; // Loop through our team... cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++) { if ( pSoldier->bActive ) { // OK, first check for alive people // Don't do this check if we are a vehicle... if ( pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { // Alive -- now check for proper group IDs if ( pSoldier->ubGroupID == 0 && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_POW && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) ) { // This is bad! swprintf( sString, L"Soldier Data Error: Soldier %d is alive but has a zero group ID.", cnt ); fProblemDetected = TRUE; } else if ( ( pSoldier->ubGroupID != 0 ) && ( GetGroup( pSoldier->ubGroupID ) == NULL ) ) { // This is bad! swprintf( sString, L"Soldier Data Error: Soldier %d has an invalid group ID of %d.", cnt, pSoldier->ubGroupID ); fProblemDetected = TRUE; } } else { if ( pSoldier->ubGroupID != 0 && ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) ) { // Dead guys should have 0 group IDs //swprintf( sString, L"GroupID Error: Soldier %d is dead but has a non-zero group ID.", cnt ); //fProblemDetected = TRUE; } } // check for invalid sector data if ( ( pSoldier->bAssignment != IN_TRANSIT ) && ( ( pSoldier->sSectorX <= 0 ) || ( pSoldier->sSectorX >= 17 ) || ( pSoldier->sSectorY <= 0 ) || ( pSoldier->sSectorY >= 17 ) || ( pSoldier->bSectorZ < 0 ) || ( pSoldier->bSectorZ > 3 ) ) ) { swprintf( sString, L"Soldier Data Error: Soldier %d is located at %d/%d/%d.", cnt, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ); fProblemDetected = TRUE; } } if ( fProblemDetected ) { SAIReportError( sString ); /* if ( guiCurrentScreen == MAP_SCREEN ) DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback ); else DoMessageBox( MSG_BOX_BASIC_STYLE, sString, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); */ break; } } // also do this ValidatePlayersAreInOneGroupOnly(); } #endif void SOLDIERTYPE::BeginTyingToFall( void ) { this->bStartFallDir = this->ubDirection; this->flags.fTryingToFall = TRUE; // Randomize direction if ( Random( 50 ) < 25 ) { this->flags.fFallClockwise = TRUE; } else { this->flags.fFallClockwise = FALSE; } } void SOLDIERTYPE::SetSoldierAsUnderAiControl( void ) { SOLDIERTYPE *pSoldier=NULL; INT32 cnt; //this is silly, but left over from when pSoldierToSet was passed in as a parameter if ( this == NULL ) { return; } // Loop through ALL teams... cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ LAST_TEAM ].bLastID; cnt++,pSoldier++) { if( pSoldier->bActive ) { pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL; } } this->flags.uiStatusFlags |= SOLDIER_UNDERAICONTROL; } void HandlePlayerTogglingLightEffects( BOOLEAN fToggleValue ) { if( fToggleValue ) { //Toggle light status if ( gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] ) gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] = FALSE; else gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] = TRUE; } //Update all the mercs in the sector EnableDisableSoldierLightEffects( gGameSettings.fOptions[ TOPTION_MERC_CASTS_LIGHT ] ); SetRenderFlags(RENDER_FLAG_FULL); } void EnableDisableSoldierLightEffects( BOOLEAN fEnableLights ) { SOLDIERTYPE *pSoldier=NULL; INT32 cnt; // Loop through player teams... cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++) { //if the soldier is in the sector if( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE ) { //if we are to enable the lights if( fEnableLights ) { //Add the light around the merc pSoldier->PositionSoldierLight( ); } else { //Delete the fake light the merc casts pSoldier->DeleteSoldierLight( ); //Light up the merc though SetSoldierPersonalLightLevel( pSoldier ); } } } } void SetSoldierPersonalLightLevel( SOLDIERTYPE *pSoldier ) { if( pSoldier == NULL ) { return; } if(TileIsOutOfBounds(pSoldier->sGridNo)) { return; } if(gpWorldLevelData[pSoldier->sGridNo].pMercHead == NULL) { return; } //THe light level for the soldier gpWorldLevelData[pSoldier->sGridNo].pMercHead->ubShadeLevel = 3; gpWorldLevelData[pSoldier->sGridNo].pMercHead->ubSumLights = 5; gpWorldLevelData[pSoldier->sGridNo].pMercHead->ubMaxLights = 5; gpWorldLevelData[pSoldier->sGridNo].pMercHead->ubNaturalShadeLevel = 5; } void BeginSoldierClimbWallUp( SOLDIERTYPE *pSoldier ) { INT8 bNewDirection; UINT8 ubWhoIsThere; if ( FindLowerLevelWall( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection, &bNewDirection ) && ( pSoldier->pathing.bLevel > 0 ) ) { if ( EnoughPoints( pSoldier, GetAPsToJumpWall( pSoldier, TRUE ), 0, TRUE ) ) { //Kaiden: Helps if we look where we are going before we try to climb on top of someone ubWhoIsThere = WhoIsThere2( NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc(bNewDirection ) ), 0 ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID ) { return; } else { if (pSoldier->bTeam == gbPlayerNum) { SetUIBusy( pSoldier->ubID ); } pSoldier->sTempNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc(bNewDirection ) ); bNewDirection = gTwoCDirection[ bNewDirection ]; pSoldier->ubPendingDirection = bNewDirection; pSoldier->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0 , FALSE ); pSoldier->InternalReceivingSoldierCancelServices( FALSE ); pSoldier->InternalGivingSoldierCancelServices( FALSE ); } } } } //------------------------------------------------------------------------------------------ BOOLEAN DoesSoldierWearGasMask(SOLDIERTYPE *pSoldier)//dnl ch40 200909 { INT8 bPosOfMask = FindGasMask(pSoldier); if((bPosOfMask == HEAD1POS || bPosOfMask == HEAD2POS) && pSoldier->inv[bPosOfMask][0]->data.objectStatus >= USABLE) return(TRUE); return(FALSE); } ////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - added following functions ////////////////////////////////////////////////////////////////////////////////////////////////////////////// BOOLEAN HAS_SKILL_TRAIT( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber ) { if ( pSoldier == NULL ) return( FALSE ); INT8 bNumMajorTraitsCounted = 0; INT8 bMaxTraits = gSkillTraitValues.ubMaxNumberOfTraits; INT8 bMaxMajorTraits = gSkillTraitValues.ubNumberOfMajorTraitsAllowed; // special case for Dr.Q - he's allowed to have 3 major traits and one minor for total by default if ( pSoldier->ubProfile == 33 && gSkillTraitValues.fAllowDrQTraitsException ) { bMaxTraits++; bMaxMajorTraits++; } // check old/new traits if (gGameOptions.fNewTraitSystem) { for ( INT8 bCnt = 0; bCnt < min(30,bMaxTraits); bCnt++ ) { if ( uiSkillTraitNumber > 0 && uiSkillTraitNumber <= NUM_MAJOR_TRAITS ) { if (pSoldier->stats.ubSkillTraits[ bCnt ] == uiSkillTraitNumber) { return( TRUE ); } else if ( pSoldier->stats.ubSkillTraits[ bCnt ] > 0 && pSoldier->stats.ubSkillTraits[ bCnt ] <= NUM_MAJOR_TRAITS ) { bNumMajorTraitsCounted++; } // if we exceeded the allowed number of major traits, ignore the rest of them if ( bNumMajorTraitsCounted >= min(20,bMaxMajorTraits) ) { break; } } else { if (pSoldier->stats.ubSkillTraits[ bCnt ] == uiSkillTraitNumber) { return( TRUE ); } } } } else { if (pSoldier->stats.ubSkillTraits[ 0 ] == uiSkillTraitNumber) return( TRUE ); if (pSoldier->stats.ubSkillTraits[ 1 ] == uiSkillTraitNumber) return( TRUE ); } return( FALSE ); } INT8 NUM_SKILL_TRAITS( SOLDIERTYPE * pSoldier, UINT8 uiSkillTraitNumber ) { if ( pSoldier == NULL ) return( 0 ); INT8 bNumberOfTraits = 0; INT8 bNumMajorTraitsCounted = 0; INT8 bMaxTraits = gSkillTraitValues.ubMaxNumberOfTraits; INT8 bMaxMajorTraits = gSkillTraitValues.ubNumberOfMajorTraitsAllowed; // special case for Dr.Q - he's allowed to have 3 major traits and one minor for total by default if ( pSoldier->ubProfile == 33 && gSkillTraitValues.fAllowDrQTraitsException ) { bMaxTraits++; bMaxMajorTraits++; } // check old/new traits if (gGameOptions.fNewTraitSystem) { for ( INT8 bCnt = 0; bCnt < min(30,bMaxTraits); bCnt++ ) { if ( uiSkillTraitNumber > 0 && uiSkillTraitNumber <= NUM_MAJOR_TRAITS ) { if ( pSoldier->stats.ubSkillTraits[ bCnt ] == uiSkillTraitNumber ) { bNumberOfTraits++; bNumMajorTraitsCounted++; } else if ( pSoldier->stats.ubSkillTraits[ bCnt ] > 0 && pSoldier->stats.ubSkillTraits[ bCnt ] <= NUM_MAJOR_TRAITS ) { bNumMajorTraitsCounted++; } // if we exceeded the allowed number of major traits, ignore the rest of them if ( bNumMajorTraitsCounted >= min(20,bMaxMajorTraits) ) { break; } } else { if ( pSoldier->stats.ubSkillTraits[ bCnt ] == uiSkillTraitNumber ) { bNumberOfTraits++; } } } // cannot have more than one same minor trait if( uiSkillTraitNumber > NUM_MAJOR_TRAITS ) return ( min(1, bNumberOfTraits) ); else return ( min(2, bNumberOfTraits) ); } else { if (pSoldier->stats.ubSkillTraits[ 0 ] == uiSkillTraitNumber) bNumberOfTraits++; if (pSoldier->stats.ubSkillTraits[ 1 ] == uiSkillTraitNumber) bNumberOfTraits++; // Electronics, Ambidextrous and Camouflaged can only be of one grade if( uiSkillTraitNumber == ELECTRONICS_OT || uiSkillTraitNumber == AMBIDEXT_OT || uiSkillTraitNumber == CAMOUFLAGED_OT ) return ( min(1, bNumberOfTraits) ); else return ( bNumberOfTraits ); } } UINT8 GetSquadleadersCountInVicinity( SOLDIERTYPE * pSoldier, BOOLEAN fWithHigherLevel, BOOLEAN fDontCheckDistance ) { UINT8 cnt = 0; UINT8 ubNumberSL = 0; // loop through all soldiers around for ( cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; cnt++ ) { // Get active conscious soldier if (MercPtrs[ cnt ] != pSoldier && MercPtrs[ cnt ]->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 && MercPtrs[ cnt ]->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( MercPtrs[ cnt ], SQUADLEADER_NT )) { // check if within distance // if both have extended ear, the distance is bigger and they don't need to sea each other // note that enemy always get the bonus if within distance, regardless of extended ears if (((( HasExtendedEarOn( pSoldier ) && HasExtendedEarOn( MercPtrs[ cnt ] )) || ( pSoldier->bTeam == ENEMY_TEAM ) ) && (PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) ) || //((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) || //SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) && (PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || fDontCheckDistance ) { // If checking for higher level SL // also count in already aquired level increses from other SLs if (fWithHigherLevel) { if ( MercPtrs[ cnt ]->stats.bExpLevel > (pSoldier->stats.bExpLevel+(ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius)) ) ubNumberSL += min( (max(0,(MercPtrs[ cnt ]->stats.bExpLevel - (pSoldier->stats.bExpLevel+(ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius))))), (NUM_SKILL_TRAITS( MercPtrs[ cnt ], SQUADLEADER_NT ))); } else { ubNumberSL += NUM_SKILL_TRAITS( MercPtrs[ cnt ], SQUADLEADER_NT ); } if (ubNumberSL >= gSkillTraitValues.ubSLMaxBonuses) break; } } } // special loop for militia - they can get a bonus from our mercs if ( pSoldier->bTeam == MILITIA_TEAM && ubNumberSL < gSkillTraitValues.ubSLMaxBonuses ) { for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ; cnt++ ) { // Get active conscious soldier if (MercPtrs[ cnt ] != pSoldier && MercPtrs[ cnt ]->bActive && //MercPtrs[ cnt ]->aiData.bShock < 20 && MercPtrs[ cnt ]->stats.bLife >= OKLIFE && HAS_SKILL_TRAIT( MercPtrs[ cnt ], SQUADLEADER_NT )) { // check if within distance if (((HasExtendedEarOn( MercPtrs[ cnt ] ) && (PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) ) || //((SoldierToVirtualSoldierLineOfSightTest( MercPtrs[ cnt ], pSoldier->sGridNo, pSoldier->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) || //SoldierToVirtualSoldierLineOfSightTest( pSoldier, MercPtrs[ cnt ]->sGridNo, MercPtrs[ cnt ]->pathing.bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS ) ) && (PythSpacesAway( pSoldier->sGridNo, MercPtrs[ cnt ]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal)) || fDontCheckDistance ) { // If checking for higher level SL // also count in already aquired level increses from other SLs if (fWithHigherLevel) { if ( MercPtrs[ cnt ]->stats.bExpLevel > (pSoldier->stats.bExpLevel+(ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius)) ) ubNumberSL += min( (max(0,(MercPtrs[ cnt ]->stats.bExpLevel - (pSoldier->stats.bExpLevel+(ubNumberSL*gSkillTraitValues.ubSLEffectiveLevelInRadius))))), (NUM_SKILL_TRAITS( MercPtrs[ cnt ], SQUADLEADER_NT ))); } else { ubNumberSL += NUM_SKILL_TRAITS( MercPtrs[ cnt ], SQUADLEADER_NT ); } if (ubNumberSL >= gSkillTraitValues.ubSLMaxBonuses) break; } } } } // 3 bonuses are a max by default return( min( gSkillTraitValues.ubSLMaxBonuses, ubNumberSL)); } UINT16 NumberOfDamagedStats( SOLDIERTYPE * pSoldier ) { UINT16 ubTotalStatsDamaged = 0; for (UINT8 cnt = 0; cnt < NUM_DAMAGABLE_STATS; cnt++) { if (pSoldier->ubCriticalStatDamage[cnt] > 0 ) ubTotalStatsDamaged += pSoldier->ubCriticalStatDamage[cnt]; } return( ubTotalStatsDamaged ); } UINT8 RegainDamagedStats( SOLDIERTYPE * pSoldier, UINT16 usAmountRegainedHundredths ) { UINT16 usStatIncreasement; //BOOLEAN fAnyStatToBeRepaired = FALSE; UINT8 cnt, ubAmountRegained; STR16 sStat = L""; UINT8 bStatsReturned = 0; // First determine how much we can return ubAmountRegained = (usAmountRegainedHundredths / 100); //transfer to whole numbers usAmountRegainedHundredths %= 100; // keep rest if( usAmountRegainedHundredths > 0 ) // if some reamins, solve it as a chance { if (Chance(usAmountRegainedHundredths)) // if rolled true, add one point { ubAmountRegained += 1; usAmountRegainedHundredths = 0; } else // otherwise ignore the rest { usAmountRegainedHundredths = 0; } } // return zero if we are not able to heal anything if (ubAmountRegained <= 0) return( 0 ); // Second, run through all damagable stats for (cnt = 0; cnt < NUM_DAMAGABLE_STATS; cnt++) { // if we have a damaged stat here if (pSoldier->ubCriticalStatDamage[cnt] > 0 ) { if (ubAmountRegained >= pSoldier->ubCriticalStatDamage[cnt]) { // if the amount we can return is bigger than what we need, keep the rest, for other stats usStatIncreasement = pSoldier->ubCriticalStatDamage[cnt]; ubAmountRegained = max(0,(ubAmountRegained - usStatIncreasement)); pSoldier->ubCriticalStatDamage[cnt] = 0; } else { // if not having full amount, heal what we can usStatIncreasement = ubAmountRegained; ubAmountRegained = 0; pSoldier->ubCriticalStatDamage[cnt] = max( 0, (pSoldier->ubCriticalStatDamage[cnt] - usStatIncreasement)); } // so we can start regaining the stats if ( usStatIncreasement > 0 ) { bStatsReturned += usStatIncreasement; // keep value for feedback switch(cnt) // look on the stat { // actually we only test Health, Dexterity, Agility, Strength and Wisdom now, // as there are no ways to lost other stats in the current code case DAMAGED_STAT_HEALTH: sStat = sStatGainStrings[0]; // set string pSoldier->stats.bLifeMax += usStatIncreasement; pSoldier->stats.bLife += usStatIncreasement; pSoldier->iHealableInjury -= (usStatIncreasement * 100); // don't forget the healable injury if (pSoldier->iHealableInjury < 0) pSoldier->iHealableInjury = 0; if (pSoldier->stats.bLifeMax >= 100 || pSoldier->stats.bLife >= 100 ) // repair if going too far { pSoldier->stats.bLifeMax = 100; pSoldier->stats.bLife = 100; pSoldier->iHealableInjury = 0; pSoldier->ubCriticalStatDamage[cnt] = 0; } gMercProfiles[ pSoldier->ubProfile ].bLifeMax = pSoldier->stats.bLifeMax; // update profile break; case DAMAGED_STAT_DEXTERITY: sStat = sStatGainStrings[2]; // set string pSoldier->stats.bDexterity += usStatIncreasement; if (pSoldier->stats.bDexterity >= 100 ) // repair if going too far { pSoldier->stats.bDexterity = 100; pSoldier->ubCriticalStatDamage[cnt] = 0; } gMercProfiles[ pSoldier->ubProfile ].bDexterity = pSoldier->stats.bDexterity; // update profile break; case DAMAGED_STAT_AGILITY: sStat = sStatGainStrings[1]; // set string pSoldier->stats.bAgility += usStatIncreasement; if (pSoldier->stats.bAgility >= 100 ) // repair if going too far { pSoldier->stats.bAgility = 100; pSoldier->ubCriticalStatDamage[cnt] = 0; } gMercProfiles[ pSoldier->ubProfile ].bAgility = pSoldier->stats.bAgility; // update profile break; case DAMAGED_STAT_STRENGTH: sStat = sStatGainStrings[9]; // set string pSoldier->stats.bStrength += usStatIncreasement; if (pSoldier->stats.bStrength >= 100 ) // repair if going too far { pSoldier->stats.bStrength = 100; pSoldier->ubCriticalStatDamage[cnt] = 0; } gMercProfiles[ pSoldier->ubProfile ].bStrength = pSoldier->stats.bStrength; // update profile break; case DAMAGED_STAT_WISDOM: sStat = sStatGainStrings[3]; // set string pSoldier->stats.bWisdom += usStatIncreasement; if (pSoldier->stats.bWisdom >= 100 ) // repair if going too far { pSoldier->stats.bWisdom = 100; pSoldier->ubCriticalStatDamage[cnt] = 0; } gMercProfiles[ pSoldier->ubProfile ].bWisdom = pSoldier->stats.bWisdom; // update profile break; } // Throw a message if healed anything if ( gSkillTraitValues.fDORepStShouldThrowMessage ) { if ( usStatIncreasement == 1 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->name, sStat ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->name, usStatIncreasement, sStat ); } } //if( pSoldier->ubCriticalStatDamage[cnt] > 0 ) // fAnyStatToBeRepaired = TRUE; } } // Done, return what we healed return( bStatsReturned ); } //////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - Improved Interrupt System ///////////////////////////////////////// BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType ) { // real time or not in combat? disable and clear if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT) ) { gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT; ClearIntList(); return( FALSE ); } // invalid guy if ( pSoldier == NULL ) { //ClearIntList(); return( FALSE ); } // can't be interrupted if it's not our turn at all if ( gTacticalStatus.ubCurrentTeam != pSoldier->bTeam ) { return( FALSE ); } // no interrupt called or not gonna trigger it now if ( gTacticalStatus.ubInterruptPending == DISABLED_INTERRUPT || gTacticalStatus.ubInterruptPending == UNTRIGGERED_INTERRUPT ) { return( FALSE ); } // if the interrupt called match the type we are trying to resolve.. if ( gTacticalStatus.ubInterruptPending == ubInterruptType || ubInterruptType == INSTANT_INTERRUPT ) { ///////////////////////////// // Gather all interrupters // ///////////////////////////// SOLDIERTYPE *pInterrupter; UINT8 ubInterruptersFound = 0; UINT8 ubaInterruptersList[64]; UINT16 uCnt = 0, uiReactionTime; INT16 iInjuryPenalty; for ( uCnt = 0; uCnt <= MAX_NUM_SOLDIERS; uCnt++ ) { // first find all guys who can see us pInterrupter = MercPtrs[ uCnt ]; if ( pInterrupter == NULL ) continue; // not valid if ( pInterrupter->stats.bLife < OKLIFE || pInterrupter->bCollapsed || !pInterrupter->bActive || !pInterrupter->bInSector || pInterrupter->bActionPoints < 4 ) continue; // not active if ( pSoldier->bTeam == pInterrupter->bTeam ) continue; // same team if ( pSoldier->bSide == pInterrupter->bSide ) continue; // not enemy if ( CONSIDERED_NEUTRAL( pSoldier, pInterrupter ) ) continue; // neutral if ( CONSIDERED_NEUTRAL( pInterrupter, pSoldier ) ) continue; // neutral ///////////////////////////////////////////////////////////// // Calculate Reaction Time (i.e. interrupt counter length) // ///////////////////////////////////////////////////////////// // set base value ( interrupt per every X APs an enemy uses ) if ( pInterrupter->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY ) // if we see him { uiReactionTime = gGameExternalOptions.ubBasicReactionTimeLengthIIS; } else // if not seen the length is higher (we don't want to interrupt in most cases here) { uiReactionTime = (gGameExternalOptions.ubBasicReactionTimeLengthIIS * 2); } uiReactionTime = uiReactionTime * 10; // x10 ... we will divide by 10 after all adjustments done // adjust based on Agility if ( pInterrupter->stats.bAgility >= 80 ) { uiReactionTime = (uiReactionTime * (100 - (2 * (pInterrupter->stats.bAgility - 80)))/100); } else if ( pInterrupter->stats.bAgility < 80 && pInterrupter->stats.bAgility > 50 ) { uiReactionTime = (uiReactionTime * (100 + (2 * (80 - pInterrupter->stats.bAgility)))/100); } else { uiReactionTime = (uiReactionTime * 8/5); } // adjust based on APs left // at full possible APs no adjustement (100% applies), +1% length per every 2% of APs down from full uiReactionTime = (uiReactionTime * (100 + (50 - (50 * pInterrupter->bActionPoints / pInterrupter->CalcActionPoints())) ) /100); // adjust based on injuries if (pInterrupter->stats.bLife < pInterrupter->stats.bLifeMax) { // OK, this looks a bit complicated.. // our HP lost minus half of the bandaged part gives us 2% longer reaction time per 1% of our health down from full health // this penalty is however slightly reduced by our experience level iInjuryPenalty = ( 200 * (pInterrupter->stats.bLifeMax - pInterrupter->stats.bLife + ((pInterrupter->stats.bLifeMax - pInterrupter->stats.bLife - pInterrupter->bBleeding) / 2))) / (pInterrupter->stats.bLifeMax); uiReactionTime = (uiReactionTime * (100 + iInjuryPenalty * (100 - (3 * EffectiveExpLevel( pInterrupter ))) / 100) / 100); } // adjust by breath down if (pSoldier->bBreath < 100) { // +1% per 2 points of breath down uiReactionTime = (uiReactionTime * (100 + ((100 - pSoldier->bBreath)/2)) /100); } // adjust for getting aid, being in gas or being in shock if ( pInterrupter->flags.uiStatusFlags & SOLDIER_GASSED ) uiReactionTime = (uiReactionTime * (100 + AIM_PENALTY_GASSED) /100); if (pInterrupter->ubServiceCount > 0) uiReactionTime = (uiReactionTime * (100 + AIM_PENALTY_GETTINGAID) /100); if (pInterrupter->aiData.bShock) uiReactionTime = (uiReactionTime * (100 + (pInterrupter->aiData.bShock * 20)) /100); // this is severe, 20% per point // Phlegmatic characters has slightly longer reaction time if ( pSoldier->ubProfile != NO_PROFILE ) { if ( gMercProfiles[ pSoldier->ubProfile ].bCharacterTrait == CHAR_TRAIT_PHLEGMATIC ) { uiReactionTime = ((uiReactionTime * 110) / 100); } } // finally divide back by 10 to get the needed result (round properly) uiReactionTime = ((uiReactionTime + 5) / 10); ///////////////////////////////////////////// // Check if we reached reaction time value // ///////////////////////////////////////////// // if we have hit the needed amount, the actual interrupt occurs for the observer if ( pInterrupter->aiData.ubInterruptCounter[pSoldier->ubID] >= uiReactionTime ) { /////////////////////////// // Success! Add to list! // /////////////////////////// // the soldier to be interrupted is added to the list (once only) if ( ubInterruptersFound == 0) { AddToIntList( pSoldier->ubID, FALSE, TRUE); } ubaInterruptersList[ubInterruptersFound] = pInterrupter->ubID; ubInterruptersFound++; // add the observer who got the interrupt AddToIntList( pInterrupter->ubID, TRUE, TRUE); // reset the counter pInterrupter->aiData.ubInterruptCounter[pSoldier->ubID] = 0; } } if ( ubInterruptersFound > 0 ) { //////////////////////////////////////////////// // Check for possible "Collective Interrupts" // //////////////////////////////////////////////// if ( gGameExternalOptions.fAllowCollectiveInterrupts ) { SOLDIERTYPE *pTeammate; UINT16 uCnt2 = 0, usColIntChance = 0; UINT8 ubOriginalInterruptersCount = ubInterruptersFound, uCnt3 = 0; BOOLEAN fAlreadyIn; for ( uCnt = 0; uCnt < ubOriginalInterruptersCount; uCnt++ ) { pInterrupter = MercPtrs[ ubaInterruptersList[uCnt] ]; uCnt2 = gTacticalStatus.Team[ pInterrupter->bTeam ].bFirstID; for ( pTeammate = MercPtrs[ uCnt2 ]; uCnt2 <= gTacticalStatus.Team[ pInterrupter->bTeam ].bLastID; uCnt2++,pTeammate++) { if ( pTeammate == NULL ) continue; // not valid if ( pTeammate->bTeam != pInterrupter->bTeam ) continue; // little paranoya check here if ( pTeammate->stats.bLife < OKLIFE || pTeammate->bCollapsed || !pTeammate->bActive || !pTeammate->bInSector || pTeammate->bActionPoints < 4 ) continue; // not active // check if we haven't been added to the list already fAlreadyIn = FALSE; for ( uCnt3 = 0; uCnt3 < ubInterruptersFound; uCnt3++ ) { if ( pTeammate->ubID == ubaInterruptersList[uCnt3] ) { fAlreadyIn = TRUE; break; } } // if we are close enough if ( !fAlreadyIn && PythSpacesAway( pInterrupter->sGridNo, pTeammate->sGridNo ) <= 5 ) { // calculate the chance // we would have base chance 100% (if both have maxed stats) // 0-30% is determined by Leadership of the original interrupted - i.e. how well and if he can "inform" us // 0-20% is determined by his Experience Level // 0-20% is determined by our Experience Level - i.e how well can we realize that we must act // 0-20% is determined by our Agility - can our body react so swiftly at all // 0-10% is determined by our Wisdom - do we have enough mental agility as well? usColIntChance = 10*( ( (pInterrupter->stats.bLeadership * 3) + (EffectiveExpLevel( pInterrupter ) * 20) + (EffectiveExpLevel( pTeammate ) * 20) + (pTeammate->stats.bAgility * 2) + (pTeammate->stats.bWisdom) ) / 100 ); // add bonus per Squadleader trait of the original interrupter if ( HAS_SKILL_TRAIT( pInterrupter, SQUADLEADER_NT ) && gGameOptions.fNewTraitSystem ) { usColIntChance += gSkillTraitValues.ubSLCollectiveInterruptsBonus * NUM_SKILL_TRAITS( pInterrupter, SQUADLEADER_NT ); } if ( PreChance(usColIntChance)) { ubaInterruptersList[ubInterruptersFound] = pTeammate->ubID; ubInterruptersFound++; // if he can react on collective interrupt, give it to him AddToIntList( pTeammate->ubID, TRUE, TRUE); // reset the counter for him pTeammate->aiData.ubInterruptCounter[pSoldier->ubID] = 0; } } } } } ///////////////////////////////////////////// // OK, done, all interrupters added, SEND! // ///////////////////////////////////////////// // remove AI control from the interrupted guy just in case may not be neccessary, but it's harmless anyway if ( (gTacticalStatus.ubCurrentTeam != pSoldier->bTeam) && !(gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bHuman) ) { if ( pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL ) { pSoldier->flags.uiStatusFlags &= (~SOLDIER_UNDERAICONTROL); } } // reset gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT; // start interrupt DoneAddingToIntList( pSoldier, TRUE, 1 ); return( TRUE ); } else // no interrupters found, reset until next occasion { // reset gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT; } } return( FALSE ); }