#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 "renderworld.h" #include "video.h" #include "points.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 "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 "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 "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 #include "CampaignStats.h" // added by Flugente #include "Interface Panels.h" #endif #include "ub_config.h" #include "../ModularizedTacticalAI/include/Plan.h" // for plan destructor call #ifdef JA2UB #include "Ja25_Tactical.h" #include "Ja25 Strategic Ai.h" #endif #include "GameInitOptionsScreen.h" #include "fresh_header.h" #include "Dialogue Control.h" #include "IMP Skill Trait.h" // added by Flugente #include "Food.h" // added by Flugente #include "Tactical Save.h" // added by Flugente for AddItemsToUnLoadedSector() #include "LightEffects.h" // added by Flugente for CreatePersonalLight() #include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions() //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; UINT16 usForceAnimState = INVALID_ANIMATION;//dnl ch70 170913 //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]; // sevenfm: used in auto taking concertina/sandbag items from inventory extern BOOLEAN gfShiftBombPlant; #define PALETTEFILENAME "BINARYDATA\\ja2pal.dat" #define LOW_MORALE_BATTLE_SND_THREASHOLD 35 #define MIN_SUBSEQUENT_SNDS_DELAY 2000 #include "connect.h" #ifdef ENABLE_ZOMBIES extern void TeleportSelectedSoldier( void ); extern BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 usAnimState, UINT16 usAnimCode ); #endif // Flugente: external sector data extern SECTOR_EXT_DATA SectorExternalData[256][4]; // 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 ) { int x = 0; for ( ; 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]; } for ( ; x < DRUG_TYPE_MAX; ++x ) { this->bFutureDrugEffect[x] = 0; // value to represent effect of a needle this->bDrugEffectRate[x] = 0; // represents rate of increase and decrease of effect this->bDrugEffect[x] = 0; // value that affects AP & morale calc ( -ve is poorly ) this->bDrugSideEffectRate[x] = 0; // duration of negative AP and morale effect this->bDrugSideEffect[x] = 0; // duration of negative AP and morale effect this->bTimesDrugUsedSinceSleep[x] = 0; } } 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->bGoBackToAimAfterHit = 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] = 0.0; this->dPrevMuzzleOffsetX[1] = 0.0; this->dPrevMuzzleOffsetY[0] = 0.0; this->dPrevMuzzleOffsetY[1] = 0.0; this->dPrevCounterForceX[0] = 0.0; this->dPrevCounterForceX[1] = 0.0; this->dPrevCounterForceY[0] = 0.0; this->dPrevCounterForceY[1] = 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->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->bCamo = __min( gGameExternalOptions.bCamoKitArea, src.bCamo ); this->wornCamo = __min( (100 - gGameExternalOptions.bCamoKitArea), src.wornCamo ); this->urbanCamo = __min( gGameExternalOptions.bCamoKitArea, src.urbanCamo ); // Madd: new camo types this->wornUrbanCamo = __min( (100 - gGameExternalOptions.bCamoKitArea), src.wornUrbanCamo ); this->desertCamo = __min( gGameExternalOptions.bCamoKitArea, src.desertCamo ); this->wornDesertCamo = __min( (100 - gGameExternalOptions.bCamoKitArea), src.wornDesertCamo ); this->snowCamo = __min( gGameExternalOptions.bCamoKitArea, src.snowCamo ); this->wornSnowCamo = __min( (100 - gGameExternalOptions.bCamoKitArea), src.wornSnowCamo ); this->bScopeMode = USE_BEST_SCOPE; this->bPoisonBleeding = 0; this->bPoisonLife = 0; this->bPoisonSum = 0; this->bPoisonResistance = 0; this->bPoisonAbsorption = 0; this->bFoodLevel = 0; this->bDrinkLevel = 0; this->usStarveDamageHealth = 0; this->usStarveDamageStrength = 0; this->bAIIndex = 0; this->usSoldierProfile = 0; this->usAISkillUse = 0; for ( UINT8 i = 0; i < SOLDIER_COUNTER_MAX; ++i ) this->usSkillCounter[i] = 0; for ( UINT8 i = 0; i < SOLDIER_COOLDOWN_MAX; ++i ) this->usSkillCooldown[i] = 0; this->ubLastShock = 0; this->ubLastSuppression = 0; this->ubLastAP = 0; this->ubLastMorale = 0; this->ubLastShockFromHit = 0; this->ubLastMoraleFromHit = 0; this->ubLastAPFromHit = 0; this->iLastBulletImpact = 0; this->iLastArmourProtection = 0; this->usQuickItemId = 0; this->ubQuickItemSlot = 0; } return *this; } SOLDIERTYPE::~SOLDIERTYPE( ) { if ( ai_masterplan_ ) delete ai_masterplan_; } 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); UINT32 invsize = this->inv.size( ); for ( uiLoop = 0; uiLoop < invsize; ++uiLoop ) { uiChecksum += this->inv[uiLoop].usItem; uiChecksum += this->inv[uiLoop].ubNumberOfObjects; } return(uiChecksum); } // 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( ); ai_masterplan_ = 0; this->iVehicleId = (-1); 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); UINT32 invsize = this->inv.size( ); for ( uiLoop = 0; uiLoop < invsize; ++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->usRoomRangeStart), &(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) ); // Flugente: opinion has 255 entries now, old had 75 - only copy over the old memcpy( &(this->bMercOpinion), &(src.bMercOpinion), NUMBER_OF_OPINIONS_OLD * 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->usRoomRangeEnd), &(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; #ifdef ENABLE_ZOMBIES this->records.usKillsZombies = 0; #endif 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) ); memset( &usBackground, 0, sizeof(UINT16) ); memset( &usDynamicOpinionFlagmask, 0, sizeof(usDynamicOpinionFlagmask) ); memset( &sDynamicOpinionLongTerm, 0, sizeof(sDynamicOpinionLongTerm) ); } // 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, // NO_TERRAIN // anv: that one was missing 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 fAltWeaponHolding ); 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 ); void SoldierGotHitVehicle( 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, BOOLEAN fAllowPoisoning ); 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 ) { // anv: will be played in InternalPlaySoldierFootstepSound //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, FALSE ) + 2 * this->stats.bLifeMax + 2 * EffectiveDexterity( this, FALSE )) + 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 && !(this->flags.uiStatusFlags & SOLDIER_VEHICLE) ) 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 ) { // Flugente: drugs can temporarily cause a merc to be claustrophobic if ( ((gMercProfiles[this->ubProfile].bDisability == CLAUSTROPHOBIC) || MercUnderTheInfluence( this, DRUG_TYPE_CLAUSTROPHOBIC )) && (gbWorldSectorZ > 0) ) { ubPoints = (ubPoints * APBPConstants[AP_CLAUSTROPHOBE]) / 10; } else if ( ((gMercProfiles[this->ubProfile].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence( this, DRUG_TYPE_FEAROFINSECTS )) && (MercSeesCreature( this )) ) { ubPoints = (ubPoints * APBPConstants[AP_AFRAID_OF_INSECTS]) / 10; } else if ( ((gMercProfiles[this->ubProfile].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence( this, DRUG_TYPE_FEAROFINSECTS )) && (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 ) { ubPoints += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus; } // 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; } // Flugente: personal AP adjustments ubPoints = (INT16)((ubPoints * (100 + this->GetAPBonus( ))) / 100); // 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 JIM: 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 ( !MercUnderTheInfluence( this, DRUG_TYPE_ADRENALINE ) && !MercUnderTheInfluence( this, DRUG_TYPE_AGILITY ) ) { /////////////////////////////////////////////////////////////////////////////////////////// // 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 ) { usMaxActionPnts += zDeffSetting[gGameOptions.ubDifficultyLevel].iEnemyAPBonus; } // 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; } // Flugente: personal AP adjustments usMaxActionPnts = (INT16)((usMaxActionPnts * (100 + this->GetAPBonus( ))) / 100); // 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 JIM: 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; // Flugente: due to changes and bugs with enemy reinforcements, we now set a flag if a soldier should start with no APs, and act here accordingly if ( this->usSoldierFlagMask & SOLDIER_NO_AP ) { this->usSoldierFlagMask &= ~SOLDIER_NO_AP; this->bInitialActionPoints = 0; this->bActionPoints = 0; } } 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 focused 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 ) { INT16 visionrangebonus = GetTotalVisionRangeBonus( this, NORMAL_LIGHTLEVEL_NIGHT ); // ATE: Check for goggles in headpos.... if ( visionrangebonus >= 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 ( visionrangebonus >= 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 ) { // SANDRO - do we want this to be happening at all? It is somehow unwelcomed in IIS and for alternative weapon holding, // besides it is rather illogical... well, I've made an ini setting for it if ( gGameExternalOptions.fNoEnemyAutoReadyWeapon == 0 ) { // Change to fire ready animation ConvertGridNoToXY( MercPtrs[iClosestEnemy]->sGridNo, &sTargetXPos, &sTargetYPos ); pSoldier->flags.fDontChargeReadyAPs = TRUE; // Ready weapon fReturnVal = pSoldier->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, AIDecideHipOrShoulderStance( pSoldier, MercPtrs[iClosestEnemy]->sGridNo ) ); return(fReturnVal); } // this makes the soldier to only turn towards our direction, instead of raising his weapon else if ( gGameExternalOptions.fNoEnemyAutoReadyWeapon == 2 ) { //ConvertGridNoToXY( MercPtrs[ iClosestEnemy ]->sGridNo, &sTargetXPos, &sTargetYPos ); //sFacingDir = GetDirectionFromXY( sXPos, sYPos, pSoldier ); INT16 sFacingDir = GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, MercPtrs[iClosestEnemy]->sGridNo ); if ( sFacingDir != pSoldier->ubDirection ) { INT16 sAPCost = GetAPsToLook( pSoldier ); // Check AP cost... if ( !EnoughPoints( pSoldier, sAPCost, 0, TRUE ) ) { return(FALSE); } SendSoldierSetDesiredDirectionEvent( pSoldier, sFacingDir ); //fReturnVal = MakeSoldierTurn( pSoldier, sXPos, sYPos ); return(TRUE); } } } } } } } 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 ) ) if ( usOldAniState != usNewState && (uiOldAnimFlags & ANIM_HITSTART) && !(uiNewAnimFlags & ANIM_HITFINISH) && !(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; INT32 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); } } } // Going from hip stance to shoulder stance, skip first 2 frames for smoother graphic look if ( usNewState == READY_RIFLE_STAND && (gAnimControl[this->usAnimState].uiFlags & (ANIM_ALT_WEAPON_HOLDING)) ) { if ( this->ubBodyType == BIGMALE ) usStartingAniCode = 1; // this looks better for big mercs else usStartingAniCode = 2; } // Going from shoulder stance to hip stance else if ( usNewState == READY_ALTERNATIVE_STAND && (gAnimControl[this->usAnimState].uiFlags & (ANIM_FIREREADY | ANIM_FIRE)) ) { if ( Item[this->inv[HANDPOS].usItem].twohanded ) usStartingAniCode = 1; else usStartingAniCode = 2; } } 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 == ADJACENT_GET_ITEM_CROUCHED ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { EVENT_InternalSetSoldierDesiredDirection( this, this->ubPendingDirection, FALSE, this->usAnimState ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = ADJACENT_GET_ITEM_CROUCHED; 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); } } if ( usNewState == START_AID_PRN ) { if ( this->ubPendingDirection != NO_PENDING_DIRECTION ) { this->EVENT_SetSoldierDesiredDirection( this->ubPendingDirection ); this->ubPendingDirection = NO_PENDING_DIRECTION; this->usPendingAnimation = START_AID_PRN; this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_ON; this->flags.fTurningUntilDone = TRUE; this->ubPendingStanceChange = ANIM_PRONE; 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 ) if ( !this->MercInWater( ) ) { // 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 ) if ( this->usAnimState == COWERING ) { if ( gAnimControl[usNewState].ubEndHeight == ANIM_STAND ) { this->usPendingAnimation = usNewState; this->ubDesiredHeight = ANIM_STAND; usNewState = END_COWER; } else if ( gAnimControl[usNewState].ubEndHeight == ANIM_CROUCH ) { this->usPendingAnimation = usNewState; this->ubDesiredHeight = ANIM_CROUCH; usNewState = END_COWER_CROUCHED; } } else if ( this->usAnimState == COWERING_PRONE ) { if ( gAnimControl[usNewState].ubEndHeight == ANIM_PRONE ) { this->usPendingAnimation = usNewState; this->ubDesiredHeight = ANIM_PRONE; usNewState = END_COWER_PRONE; } } // 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 || usNewState == GIVING_AID_PRN ) { 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 ) && !( this->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ) ) if ( this->ubBodyType == BIGMALE ) { // SANDRO - we are changing crouching animation here to the old vanilla one, don't do that if alt animations are used if ( !DecideAltAnimForBigMerc( this ) ) { 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->flags.uiStatusFlags & SOLDIER_VEHICLE) && 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 ( this->inv[HANDPOS].exists( ) == true && Item[usItem].usItemClass == IC_GUN && !Item[usItem].rocketlauncher ) { if ( this->IsValidSecondHandShot( ) ) { usNewState = SIDE_STEP_DUAL_RDY; } else if ( gAnimControl[this->usAnimState].uiFlags & ANIM_ALT_WEAPON_HOLDING ) { usNewState = SIDE_STEP_ALTERNATIVE_RDY; } else { usNewState = SIDE_STEP_WEAPON_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; // move backward crouching, with a knife 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*** added roll animation ;) 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 ( this->IsValidSecondHandShot( ) ) { usNewState = WALKING_DUAL_RDY; } else if ( gAnimControl[this->usAnimState].uiFlags & ANIM_ALT_WEAPON_HOLDING ) { usNewState = WALKING_ALTERNATIVE_RDY; } else { usNewState = WALKING_WEAPON_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_ALTERNATIVE_STAND && usNewState != READY_RIFLE_STAND && usNewState != READY_RIFLE_PRONE && usNewState != READY_RIFLE_CROUCH && usNewState != ROBOT_SHOOT && usNewState != TANK_SHOOT && usNewState != TANK_BURST && usNewState != THROW_KNIFE && usNewState != THROW_KNIFE_SP_BM && this->usAnimState != THROW_KNIFE && this->usAnimState != THROW_KNIFE_SP_BM )//dnl ch64 300813 //dnl ch70 170913 { 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: case READY_ALTERNATIVE_STAND: // OK, get points to ready weapon.... if ( !this->flags.fDontChargeReadyAPs ) { sAPCost = GetAPsToReadyWeapon( this, usNewState ); // SANDRO - get BP cost for weapon manipulating if ( gGameExternalOptions.ubEnergyCostForWeaponWeight ) sBPCost = sAPCost * GetBPCostPer10APsForGunHolding( this ) / 10; else sBPCost = 0; DeductPoints( this, sAPCost, sBPCost, BEFORESHOT_INTERRUPT ); } else { this->flags.fDontChargeReadyAPs = FALSE; } break; case WALKING: case WALKING_WEAPON_RDY: case WALKING_DUAL_RDY: case WALKING_ALTERNATIVE_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 0//dnl ch70 160913 this is wrong we cannot just add constants to sAPCost this must be done in GetAPsCrouch and GetAPsProne because all preactions calculation will show incorrect values under cursor 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]; } #else if ( UsingNewInventorySystem( ) ) { if ( usNewState == KNEEL_UP || usNewState == BIGMERC_CROUCH_TRANS_OUTOF ) { sAPCost = GetAPsCrouch( this, TRUE * 2 ); sBPCost = APBPConstants[BP_CROUCH] + 2; } else { sAPCost = GetAPsCrouch( this, TRUE ); sBPCost = APBPConstants[BP_CROUCH] + 1; } } else { sAPCost = GetAPsCrouch( this, FALSE ); sBPCost = APBPConstants[BP_CROUCH]; } #endif 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 0//dnl ch70 160913 this is wrong we cannot just add constants to sAPCost this must be done in GetAPsCrouch and GetAPsProne because all preactions calculation will show incorrect values under cursor 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]; } #else if ( UsingNewInventorySystem( ) ) { if ( usNewState == PRONE_UP ) { sAPCost = GetAPsProne( this, TRUE * 2 ); sBPCost = APBPConstants[BP_PRONE] + 2; } else { sAPCost = GetAPsProne( this, TRUE ); sBPCost = APBPConstants[BP_PRONE] + 1; } } else { sAPCost = GetAPsProne( this, FALSE ); sBPCost = APBPConstants[BP_PRONE]; } #endif 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: case START_AID_PRN: 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 ); 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 LONG_JUMP: // Set path.... { INT32 usNewGridNo; DeductPoints( this, GetAPsToJumpOver( this ), APBPConstants[BP_JUMP_OVER], SP_MOVEMENT_INTERRUPT ); usNewGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); usNewGridNo = NewGridNo( usNewGridNo, 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.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, LONG_JUMP ); } 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) || (this->usOldAniState == READY_DUAL_STAND) || (this->usOldAniState == READY_DUAL_CROUCH) || (this->usOldAniState == READY_DUAL_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; } */ //ddd window{ ??????? //if ( IsOknoFencePresentAtGridno( sNewGridNo ) ) //{ // this->sZLevelOverride = TOPMOST_Z_LEVEL; //} //ddd window} // 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; } } this->HandleFlashLights( ); ///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_WEAPON_RDY: case WALKING_DUAL_RDY: case WALKING_ALTERNATIVE_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 ); //dnl ch72 2509134 UINT16 usItem; if ( this->bWeaponMode == WM_ATTACHED_GL || this->bWeaponMode == WM_ATTACHED_GL_BURST || this->bWeaponMode == WM_ATTACHED_GL_AUTO ) usItem = GetAttachedGrenadeLauncher( &this->inv[HANDPOS] ); else usItem = this->inv[HANDPOS].usItem; if ( Item[usItem].rocketlauncher || Item[usItem].grenadelauncher || Item[usItem].mortar ) { if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE || Item[usItem].mortar && gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND ) SendChangeSoldierStanceEvent( this, ANIM_CROUCH ); fDoFireRightAway = TRUE; } // Change to fire animation // Ready weapon //if (this->bTeam == gbPlayerNum) //{ this->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, IsValidAlternativeFireMode( this->aiData.bAimTime, sTargetGridNo ) ); //} //else //{ // this->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, AIDecideHipOrShoulderStance( this, sTargetGridNo ) ); //} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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 0//dnl ch72 250913 move this above as need to be done before calling SoldierReadyWeapon // 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; //} #endif 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->IsValidSecondHandBurst( ) ) { return(BURST_DUAL_STAND); } else if ( pSoldier->IsValidSecondHandShot( ) && !pSoldier->bDoBurst ) { 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; } // Don't do any low shots if in water if ( pSoldier->MercInWater( ) ) { fDoLowShot = FALSE; } if ( pSoldier->bDoBurst > 0 ) { if ( fDoLowShot ) { if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, pSoldier->sTargetGridNo ) ) { return(LOW_BURST_ALTERNATIVE_STAND); } else { return(FIRE_BURST_LOW_STAND); } } else { if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, pSoldier->sTargetGridNo ) ) { return(BURST_ALTERNATIVE_STAND); } else { return(STANDING_BURST); } } } else { if ( fDoLowShot ) { if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, pSoldier->sTargetGridNo ) ) { return(LOW_SHOT_ALTERNATIVE_STAND); } else { return(FIRE_LOW_STAND); } } else { if ( pSoldier->IsValidAlternativeFireMode( pSoldier->aiData.bAimTime, pSoldier->sTargetGridNo ) ) { return(SHOOT_ALTERNATIVE_STAND); } else { return(SHOOT_RIFLE_STAND); } } } } break; case ANIM_CROUCH: if ( pSoldier->IsValidSecondHandShot( ) && pSoldier->bDoBurst > 0 && pSoldier->IsValidSecondHandBurst( ) ) { return(BURST_DUAL_CROUCH); } else if ( pSoldier->IsValidSecondHandShot( ) && !pSoldier->bDoBurst ) { return(SHOOT_DUAL_CROUCH); } else { if ( pSoldier->bDoBurst > 0 ) { return(CROUCHED_BURST); } else { return(SHOOT_RIFLE_CROUCH); } } break; case ANIM_PRONE: if ( pSoldier->IsValidSecondHandShot( ) && pSoldier->bDoBurst > 0 && pSoldier->IsValidSecondHandBurst( ) ) { return(BURST_DUAL_PRONE); } else if ( pSoldier->IsValidSecondHandShot( ) && !pSoldier->bDoBurst ) { return(SHOOT_DUAL_PRONE); } else { if ( pSoldier->bDoBurst > 0 ) { return(PRONE_BURST); } else { return(SHOOT_RIFLE_PRONE); } } 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 ) ) if ( this->flags.fUIMovementFast ) { 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 // only 1 bodytime is ready (drawn) currently, the rest need to be added 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, FALSE )); } BOOLEAN SOLDIERTYPE::SoldierReadyWeapon( INT16 sTargetXPos, INT16 sTargetYPos, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly ) { INT16 sFacingDir; sFacingDir = GetDirectionFromXY( sTargetXPos, sTargetYPos, this ); return(this->InternalSoldierReadyWeapon( (INT8)sFacingDir, fEndReady, fRaiseToHipOnly )); } BOOLEAN SOLDIERTYPE::InternalSoldierReadyWeapon( UINT8 sFacingDir, BOOLEAN fEndReady, BOOLEAN fRaiseToHipOnly ) { 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, fRaiseToHipOnly ); if ( !fEndReady && this->ubDirection != sFacingDir )//dnl ch71 170913 { UINT16 usTrueAnimState = this->usAnimState; switch ( gAnimControl[this->usAnimState].ubEndHeight ) { case ANIM_STAND: this->usAnimState = STANDING; if ( this->flags.fDontChargeTurningAPs && !this->flags.fDontChargeReadyAPs && usAnimState == INVALID_ANIMATION ) usAnimState = PickSoldierReadyAnimation( this, FALSE, fRaiseToHipOnly );// someone introduced new cost system for turning and this means we must force gun raise break; case ANIM_CROUCH: this->usAnimState = CROUCHING; if ( this->flags.fDontChargeTurningAPs && !this->flags.fDontChargeReadyAPs && usAnimState == INVALID_ANIMATION ) usAnimState = PickSoldierReadyAnimation( this, FALSE, FALSE );// force gun raise for proper APs deduction break; case ANIM_PRONE: usAnimState = INVALID_ANIMATION;// we are turning in prone so raise gun will be done after turning break; } this->usAnimState = usTrueAnimState; } 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; } //dnl ch72 270913 ugly but fast fix for not charging turning APs as there is no fire ready animation for mortars and rocket launchers UINT16 usItem = this->inv[HANDPOS].usItem; if ( Item[usItem].rocketlauncher || Item[usItem].mortar ) usForceAnimState = this->usAnimState; EVENT_InternalSetSoldierDesiredDirection( this, sFacingDir, FALSE, usAnimState ); usForceAnimState = INVALID_ANIMATION; // 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, BOOLEAN fAltWeaponHolding ) { 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 { if ( gAnimControl[pSoldier->usAnimState].uiFlags & (ANIM_ALT_WEAPON_HOLDING) )//&& Item[ pSoldier->inv[HANDPOS].usItem ].twohanded) { return(UNREADY_ALTERNATIVE_STAND); } //else if (gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_ALT_WEAPON_HOLDING ) && !Item[ pSoldier->inv[HANDPOS].usItem ].twohanded) //{ // return( PISTOL_FASTSHOT_UNREADY ); //} 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 in alternative holding (hip rifle/one-hand pistol) and we are going to shoulder if ( (gAnimControl[pSoldier->usAnimState].uiFlags & (ANIM_ALT_WEAPON_HOLDING)) && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND && !fAltWeaponHolding && !Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].HeavyGun ) { return(READY_RIFLE_STAND); } // this is a specific situation when we have a gun in standard holding (shouldered rifle/two-hand pistol) and was told to go to alternative holding else if ( (gAnimControl[pSoldier->usAnimState].uiFlags & (ANIM_FIREREADY | ANIM_FIRE)) && !(gAnimControl[pSoldier->usAnimState].uiFlags & (ANIM_ALT_WEAPON_HOLDING)) && fAltWeaponHolding && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 && pSoldier->bScopeMode == -1 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND && ((!Item[pSoldier->inv[HANDPOS].usItem].twohanded && !pSoldier->IsValidSecondHandShot( ) && !pSoldier->MercInWater( )) || Item[pSoldier->inv[HANDPOS].usItem].twohanded) ) { return(READY_ALTERNATIVE_STAND); } // IF our gun is already drawn, do not change animation, just direction else 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 { if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding ) { if ( fAltWeaponHolding || (Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].HeavyGun && Item[pSoldier->inv[HANDPOS].usItem].twohanded) ) { return(READY_ALTERNATIVE_STAND); } else { return(READY_RIFLE_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 ); this->ubLastMoraleFromHit++; } if ( this->bTeam == gbPlayerNum ) { HandleMoraleEvent( this, MORALE_TOOK_LOTS_OF_DAMAGE, this->sSectorX, this->sSectorY, this->bSectorZ ); this->ubLastMoraleFromHit++; } } // 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; } else if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA ) { ubReason = TAKE_DAMAGE_VEHICLE_TRAUMA; } // 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; } // Flugente: like FIRE_WEAPON_BLINDED_BY_SPIT_SPECIAL but without the damage dependency else if ( ubSpecial == FIRE_WEAPON_BLINDED_SPECIAL ) { // blinded!! if ( (this->bBlindedCounter == 0) ) { // say quote if ( this->flags.uiStatusFlags & SOLDIER_PC ) { TacticalCharacterDialogue( this, QUOTE_BLINDED ); } DecayIndividualOpplist( this ); } this->bBlindedCounter += 2 * Random( 3 ) + 2; // 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; // Flugente: check wether we can make this blade bloody if ( ubAttackerID != NOBODY && MercPtrs[ubAttackerID]->inv[HANDPOS].exists( ) ) { if ( Item[MercPtrs[ubAttackerID]->inv[HANDPOS].usItem].bloodieditem > 0 ) { // magic happens MercPtrs[ubAttackerID]->inv[HANDPOS].usItem = Item[MercPtrs[ubAttackerID]->inv[HANDPOS].usItem].bloodieditem; } // Flugente: if the blade is infected, infect the victim if ( *&(MercPtrs[ubAttackerID]->inv[HANDPOS])[0]->data.sObjectFlag & INFECTED ) { // infect us with the first disease this->Infect( 0 ); } // if this guy has the disease, infect the blade if ( this->sDiseasePoints[0] > 0 ) *&(MercPtrs[ubAttackerID]->inv[HANDPOS])[0]->data.sObjectFlag |= INFECTED; } } 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; // Flugente: if the weapon is a taser and has enough batteries, the damage will be 0, but the breathdamage will knock out anyone if ( HasItemFlag( usWeaponIndex, TASER ) ) { // tasers need batteries, because I say so if ( Item[usWeaponIndex].needsbatteries ) { // check for batteries OBJECTTYPE* pBatteries = FindAttachedBatteries( &(MercPtrs[ubAttackerID]->inv[HANDPOS]) ); if ( pBatteries ) { sDamage = 0; sBreathLoss = 30000; ubReason = TAKE_DAMAGE_ELECTRICITY; // use up 8-12 percent of batteries if ( Item[pBatteries->usItem].percentstatusdrainreduction > 0 ) (*pBatteries)[0]->data.objectStatus -= (INT8)((8 + Random( 5 )) * (100 - Item[(*pBatteries)[0]->data.objectStatus].percentstatusdrainreduction) / 100); else (*pBatteries)[0]->data.objectStatus -= (INT8)((8 + Random( 5 ))); if ( (*pBatteries)[0]->data.objectStatus <= 0 ) { // destroy batteries pBatteries->RemoveObjectsFromStack( 1 ); if ( pBatteries->exists( ) == false ) { MercPtrs[ubAttackerID]->inv[HANDPOS].RemoveAttachment( pBatteries ); } } // insert electrical sound effect here PlayJA2Sample( DOOR_ELECTRICITY, RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } } } } // 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 ); PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, ubAttackerID ); PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, ubAttackerID ); break; case FIRE_WEAPON_BLINDED: PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, ubAttackerID ); break; case FIRE_WEAPON_DEAFENED: //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Soldier is deafened" ); this->bDeafenedCounter = bDeafValue; PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, ubAttackerID ); break; }; if ( usWeaponIndex == STRUCTURE_EXPLOSION ) { ubReason = TAKE_DAMAGE_STRUCTURE_EXPLOSION; PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_STRUCTURE_EXPLOSION, ubAttackerID ); } else { ubReason = TAKE_DAMAGE_EXPLOSION; PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, ubAttackerID ); } } 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 // Flugente: moved the damage calculation into a separate function sBreathLoss = max( 1, (INT16)(sBreathLoss * (100 - this->GetDamageResistance( FALSE, TRUE )) / 100) ); // OK, If we are a vehicle.... damage vehicle...( people inside... ) if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { this->SoldierTakeDamage( ANIM_CROUCH, sDamage, 0, sBreathLoss, ubReason, this->ubAttackerID, NOWHERE, FALSE, TRUE ); return; } INT16 poisondamage = 0; if ( ubAttackerID != NOBODY ) poisondamage = (INT16)((sDamage * MercPtrs[ubAttackerID]->GetPoisonDamagePercentage( )) / 100); // DEDUCT LIFE ubCombinedLoss = this->SoldierTakeDamage( ANIM_CROUCH, sDamage, poisondamage, 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 )) ); } } } // anv: soldier got rammed by vehicle if ( ubSpecial == FIRE_WEAPON_VEHICLE_TRAUMA ) { SoldierGotHitVehicle( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); return; } // 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! // SANDRO - added more cases, alternative weapon holding, go back to cowering, and go back to hth/blade stance // If we were in hth or blade stance, and we were hit by HtH or blade attack, go back to the fighting stance (if we can still keep up) if ( (Item[usWeaponIndex].usItemClass & (IC_BLADE | IC_PUNCH)) && Item[this->inv[HANDPOS].usItem].usItemClass & (IC_NONE | IC_BLADE | IC_PUNCH) && (this->usAnimState == PUNCH_BREATH || this->usAnimState == KNIFE_BREATH || this->usAnimState == NINJA_BREATH) && (gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND) ) { if ( this->stats.bLife > 30 && this->bBreath > 25 ) { this->flags.bGoBackToAimAfterHit = GO_TO_HTH_BREATH_AFTER_HIT; } } // If we were aiming else if ( gAnimControl[this->usAnimState].uiFlags & ANIM_FIREREADY ) { if ( gAnimControl[this->usAnimState].uiFlags & ANIM_ALT_WEAPON_HOLDING ) // alternative weapon holding stance this->flags.bGoBackToAimAfterHit = GO_TO_ALTERNATIVE_AIM_AFTER_HIT; else // standard this->flags.bGoBackToAimAfterHit = GO_TO_AIM_AFTER_HIT; } // if we were cowering (this is different from the bellow, we don't use that status flag for this animation) else if ( this->usAnimState == COWERING ) { this->flags.bGoBackToAimAfterHit = GO_TO_COWERING_AFTER_HIT; } else { this->flags.bGoBackToAimAfterHit = NO_SPEC_STANCE_AFTER_HIT; } // 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_GUN ) { PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_GUNFIRE, ubAttackerID ); PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_GUNFIRE, this->ubID ); } else { PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_THROWING_KNIFE, ubAttackerID ); PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_THROWING_KNIFE, this->ubID ); } } if ( Item[usWeaponIndex].usItemClass & IC_BLADE ) { SoldierGotHitBlade( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); // anv: taunts are called from UseBlade() } // 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_EXPLOSV || ubReason == TAKE_DAMAGE_EXPLOSION ) { PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, ubAttackerID ); //PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_EXPLOSION, this ); } else if ( Item[usWeaponIndex].usItemClass & IC_TENTACLES ) { PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_TENTACLES, ubAttackerID ); //PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_TENTACLES, this ); } } if ( Item[usWeaponIndex].usItemClass & IC_PUNCH ) { SoldierGotHitPunch( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation ); // anv: taunts are called from UseHandToHand() } } 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 )) UINT8 ubDistMessy = Weapon[usWeaponIndex].maxdistformessydeath; // modify by ini values if ( Item[usWeaponIndex].usItemClass == IC_GUN ) ubDistMessy *= gItemSettings.fDistMessyModifierGun[Weapon[usWeaponIndex].ubWeaponType]; if ( SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy ) { 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 )) UINT8 ubDistMessy = Weapon[usWeaponIndex].maxdistformessydeath; // modify by ini values if ( Item[usWeaponIndex].usItemClass == IC_GUN ) ubDistMessy *= gItemSettings.fDistMessyModifierGun[Weapon[usWeaponIndex].ubWeaponType]; if ( SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy ) { // 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->GetName( ) ); } } } } } // Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore if ( ubHitLocation == AIM_SHOT_TORSO ) pSoldier->usSoldierFlagMask |= SOLDIER_DAMAGED_VEST; else if ( ubHitLocation == AIM_SHOT_LEGS ) pSoldier->usSoldierFlagMask |= SOLDIER_DAMAGED_PANTS; // 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 ) { // Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore if ( ubHitLocation == AIM_SHOT_TORSO ) pSoldier->usSoldierFlagMask |= SOLDIER_DAMAGED_VEST; else if ( ubHitLocation == AIM_SHOT_LEGS ) pSoldier->usSoldierFlagMask |= SOLDIER_DAMAGED_PANTS; 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 ) { // Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore if ( ubHitLocation == AIM_SHOT_TORSO ) pSoldier->usSoldierFlagMask |= SOLDIER_DAMAGED_VEST; else if ( ubHitLocation == AIM_SHOT_LEGS ) pSoldier->usSoldierFlagMask |= SOLDIER_DAMAGED_PANTS; // 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; } } void SoldierGotHitVehicle( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation ) { INT32 sNewGridNo = 0; // IF HERE AND GUY IS DEAD, RETURN! if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) { return; } if( pSoldier->flags.fTryingToFall ) { return; } switch ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) { case ANIM_STAND: sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( bDirection ) );//DirectionInc( gOppositeDirection[ bDirection ] ) ); if( IS_MERC_BODY_TYPE( pSoldier ) && OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, bDirection, FLYBACK_HIT ) ) { pSoldier->EVENT_SetSoldierDirection( (INT8)gOppositeDirection[ bDirection ] ); pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); pSoldier->ChangeToFallbackAnimation( (UINT8)gOppositeDirection[ bDirection ] ); } else if( IS_MERC_BODY_TYPE( pSoldier ) ) { pSoldier->EVENT_SetSoldierDirection( bDirection ); pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); pSoldier->BeginTyingToFall( ); pSoldier->EVENT_InitNewSoldierAnim( FALLFORWARD_FROMHIT_STAND, 0, FALSE ); } else { SoldierCollapse( pSoldier ); } break; case ANIM_CROUCH: pSoldier->EVENT_SetSoldierDirection( (INT8)gOppositeDirection[ bDirection ] ); pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubDirection ); // Check behind us! sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( bDirection ) ); if( IS_MERC_BODY_TYPE( pSoldier ) && OKFallDirection( pSoldier, sNewGridNo, pSoldier->pathing.bLevel, gOppositeDirection[ pSoldier->ubDirection ], FLYBACK_HIT ) ) { pSoldier->ChangeToFallbackAnimation( (UINT8)gOppositeDirection[ bDirection ] ); } else { SoldierCollapse( pSoldier ); } break; case ANIM_PRONE: SoldierCollapse( pSoldier ); 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, FALSE ); } // 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 ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) { if ( !is_networked ) this->EVENT_InitNewSoldierAnim( GIVING_AID_PRN, 0, FALSE ); else this->ChangeSoldierState( GIVING_AID_PRN, 0, 0 ); } else { 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 ); } this->usSoldierFlagMask |= SOLDIER_REDOFLASHLIGHT; } 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_ALTERNATIVE_RDY || usAnimState == SIDE_STEP_WEAPON_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 ) { INT16 sAPCost = 0; INT32 iBPCost = 0; //if ( usAnimState == WALK_BACKWARDS ) if ( pSoldier->bReverse && (usAnimState != SIDE_STEP && usAnimState != ROLL_PRONE_R && usAnimState != ROLL_PRONE_L && usAnimState != SIDE_STEP_WEAPON_RDY && usAnimState != SIDE_STEP_DUAL_RDY && usAnimState != SIDE_STEP_ALTERNATIVE_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/* | ANIM_TURNING*/) || usForceAnimState != INVALID_ANIMATION) && !fInitalMove && !pSoldier->flags.fDontChargeTurningAPs )//dnl ch70 160913 //dnl ch73 290913 in some bright future when UIPlotPath will calculate turning cost then ANIM_TURNING should be turn on as this solve many problems when APs was not deducted during turnoff { // 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... // SANDRO: I see. Thanks. // DeductPoints( pSoldier, GetAPsToLook( pSoldier ), 0 ); // Deduct points for initial turn! switch ( gAnimControl[(usForceAnimState != INVALID_ANIMATION ? usForceAnimState : usAnimState)].ubEndHeight )//dnl ch70 160913 { // Now change to appropriate animation case ANIM_STAND: sAPCost = APBPConstants[AP_LOOK_STANDING]; break; case ANIM_CROUCH: sAPCost = APBPConstants[AP_LOOK_CROUCHED]; break; case ANIM_PRONE: sAPCost = APBPConstants[AP_LOOK_PRONE]; break; } // martial artists can turn faster if ( HAS_SKILL_TRAIT( pSoldier, MARTIAL_ARTS_NT ) && gGameOptions.fNewTraitSystem ) sAPCost = max( 1, (INT16)((sAPCost * (100 - gSkillTraitValues.ubMAApsTurnAroundReduction * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT )) / 100) + 0.5) ); // SANDRO: get BP cost for weapon manipulating if ( gGameExternalOptions.ubEnergyCostForWeaponWeight ) iBPCost = sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10; else iBPCost = 0; DeductPoints( pSoldier, sAPCost, iBPCost ); if ( usForceAnimState != INVALID_ANIMATION )//dnl ch70 170913 pSoldier->flags.fDontUnsetLastTargetFromTurn = FALSE; } 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 ); // Flugente BOOLEAN fNew = (this->ubDirection != (INT8)usNewDirection); 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 ); // Flugente: only update flashlights if we changed our direction if ( fNew ) this->HandleFlashLights( ); } 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--; } // Flugente: reset extra stats. Currently they only depend on drug effects, and those are reset every turn this->ResetExtraStats( ); // ATE: Add decay effect sfor drugs... //if ( fFromRealTime ) //&& iRealTimeCounter % 300 ) { 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..... // Flugente: update for various personal properties // this has to happen before CalculateCarriedWeight(), otherwise strength modfiers will not be detected correctly this->SoldierPropertyUpkeep( ); 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) ) { // Flugente: drugs can temporarily cause a merc get a new disability // therefore we change this routine BOOLEAN isHeatIntolerant = gMercProfiles[this->ubProfile].bDisability == HEAT_INTOLERANT ? TRUE : FALSE; BOOLEAN isFearOfInsects = gMercProfiles[this->ubProfile].bDisability == FEAR_OF_INSECTS ? TRUE : FALSE; BOOLEAN isClaustrophobic = gMercProfiles[this->ubProfile].bDisability == CLAUSTROPHOBIC ? TRUE : FALSE; BOOLEAN isNervous = gMercProfiles[this->ubProfile].bDisability == NERVOUS ? TRUE : FALSE; if ( MercUnderTheInfluence( this, DRUG_TYPE_HEATINTOLERANT ) ) isHeatIntolerant = TRUE; if ( MercUnderTheInfluence( this, DRUG_TYPE_FEAROFINSECTS ) ) isFearOfInsects = TRUE; if ( MercUnderTheInfluence( this, DRUG_TYPE_CLAUSTROPHOBIC ) ) isClaustrophobic = TRUE; if ( MercUnderTheInfluence( this, DRUG_TYPE_NERVOUS ) ) isNervous = TRUE; if ( isHeatIntolerant ) { 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; // Flugente: dynamic opinions HandleDynamicOpinionChange( this, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE ); } } } if ( isFearOfInsects ) { 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; // Flugente: dynamic opinions HandleDynamicOpinionChange( this, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE ); } } } if ( isClaustrophobic ) { 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; // Flugente: dynamic opinions HandleDynamicOpinionChange( this, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE ); } } } if ( isNervous ) { 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; // Flugente: dynamic opinions HandleDynamicOpinionChange( this, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE ); } } } else { if ( this->aiData.bMorale > 45 ) { // turn flag off, so that we say it every two turns this->usQuoteSaidFlags &= ~SOLDIER_QUOTE_SAID_PERSONALITY; } } } } } // 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->ubLastShock = 0; this->ubLastSuppression = 0; this->ubLastAP = 0; this->ubLastMorale = 0; this->ubLastAPFromHit = 0; this->ubLastShockFromHit = 0; this->ubLastMoraleFromHit = 0; this->iLastBulletImpact = 0; this->iLastArmourProtection = 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: Cool down all weapons and decay food in inventory 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! // anv: YES PLIZ DO //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 ) { //dnl ch71 170913 if ( IsValidStance( this, ANIM_PRONE ) ) { UINT16 usTrueAnimState = this->usAnimState; this->usAnimState = PRONE; this->usPendingAnimation = PickSoldierReadyAnimation( this, FALSE, FALSE ); this->usAnimState = usTrueAnimState; SendChangeSoldierStanceEvent( this, ANIM_PRONE ); } else this->EVENT_InitNewSoldierAnim( PickSoldierReadyAnimation( this, FALSE, FALSE ), 0, FALSE ); this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; return; /* 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; } } if ( this->flags.bTurningFromPronePosition == TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB )//dnl ch73 290913 { this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; } 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 ( this->flags.uiStatusFlags & SOLDIER_VEHICLE ) { // need to turn around passengers inside INT32 iId = this->bVehicleID; // check which side vehicle turned INT16 bDirectionChange = QuickestDirection( this->ubDirection, this->pathing.bDesiredDirection ); // Loop through passengers and update each guy's rotation for ( INT32 iCounter = 0; iCounter < gNewVehicle[pVehicleList[iId].ubVehicleType].iNewSeatingCapacities; iCounter++ ) { if ( pVehicleList[iId].pPassengers[iCounter] != NULL ) { pVehicleList[iId].pPassengers[iCounter]->flags.fDontChargeTurningAPs = TRUE; pVehicleList[iId].pPassengers[iCounter]->EVENT_SetSoldierDesiredDirection( (pVehicleList[iId].pPassengers[iCounter]->pathing.bDesiredDirection + bDirectionChange + NUM_WORLD_DIRECTIONS) % NUM_WORLD_DIRECTIONS ); } } UpdateAllVehiclePassengersGridNo( this ); } // 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 && !(this->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) ) { 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 = 0, bLifeDef = 0; INT16 bAgilDef = 0; 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: case BURST_ALTERNATIVE_STAND: case LOW_BURST_ALTERNATIVE_STAND: pSoldier->sAniDelay = Weapon[Item[pSoldier->inv[HANDPOS].usItem].ubClassIndex].sAniDelay; AdjustAniSpeed( pSoldier ); return; case BURST_DUAL_STAND: case BURST_DUAL_CROUCH: case BURST_DUAL_PRONE: pSoldier->sAniDelay = (Weapon[Item[pSoldier->inv[HANDPOS].usItem].ubClassIndex].sAniDelay) / 2; AdjustAniSpeed( pSoldier ); return; 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_WEAPON_RDY: case WALKING_DUAL_RDY: case WALKING_ALTERNATIVE_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 = 100; } else { pSoldier->sAniDelay = 200; } 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 } if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) ) { bBreathDef = 50 - (pStatsSoldier->bBreath / 2); if ( bBreathDef > 30 ) bBreathDef = 30; bAgilDef = 50 - (EffectiveAgility( pStatsSoldier, FALSE ) / 4); bLifeDef = 50 - (pStatsSoldier->stats.bLife / 2); } else { // anv: vehicles have no agility and making them slower with less fuel would make no sense // instead take gear into consideration here if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSoldier->usAnimState == RUNNING ) { bAgilDef = 10; } else { bAgilDef = 30; } } uiTerrainDelay += (bLifeDef + bBreathDef + bAgilDef + bAdditional); // Flugente: backgrounds switch ( pSoldier->usAnimState ) { case WALKING: case WALKING_WEAPON_RDY: case WALKING_DUAL_RDY: case WALKING_ALTERNATIVE_RDY: case RUNNING: case SWATTING: case SWATTING_WK: case SWAT_BACKWARDS_WK: // Flugente: background running speed reduces time needed: + is good, - is bad uiTerrainDelay = (uiTerrainDelay * (100 - pSoldier->GetBackgroundValue( BG_PERC_SPEED_RUNNING ))) / 100; break; default: break; } pSoldier->sAniDelay = (INT16)uiTerrainDelay; // If a moving animation and w/re on drugs, increase speed.... if ( gAnimControl[pSoldier->usAnimState].uiFlags & ANIM_MOVING ) { if ( MercUnderTheInfluence( 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 //JMich.BackpackClimb && ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)this->inv[BPACKPOCKPOS].GetWeightOfObjectInStack( ) + Item[this->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb) && ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[this->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)) ) { 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; #ifdef ENABLE_ZOMBIES // Flugente: In case an animation is missing (zombies with bodytype of civilians), we TELEPORT instead if ( IsAnimationValidForBodyType( this, CLIMBUPROOF ) == FALSE ) { SetSoldierHeight( 50.0 ); TeleportSoldier( this, this->sTempNewGridNo, TRUE ); EndAIGuysTurn( this ); } else this->EVENT_InitNewSoldierAnim( CLIMBUPROOF, 0, FALSE ); #else this->EVENT_InitNewSoldierAnim( CLIMBUPROOF, 0, FALSE ); #endif 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... // Flugente: In case an animation is missing (civilian bodytypes), we TELEPORT instead if ( IsAnimationValidForBodyType( this, JUMPWINDOWS ) == FALSE ) { TeleportSoldier( this, this->sTempNewGridNo, TRUE ); } else { this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_OFF; this->usPendingAnimation = JUMPWINDOWS; } // Flugente: should be fixed now, re-enable if not // Flugente: if an AI guy, end turn (weird endless clock syndrome) //if ( this->bTeam != OUR_TEAM ) //EndAIGuysTurn( this); // Flugente: if we are jumping through an intact window, smash it during our animation if ( gGameExternalOptions.fCanJumpThroughClosedWindows ) { INT32 sNewGridNo = sGridNo; if ( this->ubDirection == NORTH || this->ubDirection == WEST ) sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)this->ubDirection ) ); // is there really an intact window that we jump through? if ( IsJumpableWindowPresentAtGridNo( sNewGridNo, this->ubDirection, TRUE ) && !IsJumpableWindowPresentAtGridNo( sNewGridNo, this->ubDirection, FALSE ) ) { STRUCTURE * pStructure = FindStructure( sNewGridNo, STRUCTURE_WALLNWINDOW ); if ( pStructure && !(pStructure->fFlags & STRUCTURE_OPEN) ) { // intact window found. Smash it! WindowHit( sNewGridNo, pStructure->usStructureID, (this->ubDirection == SOUTH || this->ubDirection == EAST), TRUE ); // we get a bit of damage for jumping through a window this->SoldierTakeDamage( 0, 2 + Random( 4 ), 0, 1000, TAKE_DAMAGE_ELECTRICITY, NOBODY, sNewGridNo, 0, TRUE ); } } } } } 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; INT16 bEffectiveStrength; // figure out base chance of succumbing, bEffectiveStrength = EffectiveStrength( pSoldier, TRUE ); 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 ) { // anv: only get up if we're not blocked by anything (like vehicle) BOOLEAN fEnoughPlace = TRUE; STRUCTURE_FILE_REF *pStructureFileRef; if ( IS_MERC_BODY_TYPE( this ) ) { switch( this->usAnimState ) { case FALLOFF_FORWARD_STOP: case PRONE_LAYFROMHIT_STOP: case STAND_FALLFORWARD_STOP: pStructureFileRef = GetAnimationStructureRef( this->ubID, DetermineSoldierAnimationSurface( this, ANIM_CROUCH ), ANIM_CROUCH ); break; case FALLBACKHIT_STOP: case FALLOFF_STOP: case FLYBACKHIT_STOP: case FALLBACK_HIT_STAND: case FALLOFF: case FLYBACK_HIT: pStructureFileRef = GetAnimationStructureRef( this->ubID, DetermineSoldierAnimationSurface( this, ROLLOVER ), ROLLOVER ); break; default: pStructureFileRef = GetAnimationStructureRef( this->ubID, DetermineSoldierAnimationSurface( this, ANIM_CROUCH ), ANIM_CROUCH ); break; } fEnoughPlace = OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &( pStructureFileRef->pDBStructureRef[ gOneCDirection[ this->ubDirection ] ] ), this->ubID, FALSE, NOBODY ); } else { pStructureFileRef = GetAnimationStructureRef( this->ubID, DetermineSoldierAnimationSurface( this, END_COWER ), END_COWER ); fEnoughPlace = OkayToAddStructureToWorld( this->sGridNo, this->pathing.bLevel, &( pStructureFileRef->pDBStructureRef[ gOneCDirection[ this->ubDirection ] ] ), this->ubID, FALSE, NOBODY ); } if ( this->stats.bLife >= OKLIFE && this->bBreath >= OKBREATH && (this->bSleepDrugCounter == 0) && fEnoughPlace ) { // 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; } // silversurfer: fix for the deadlock that could happen when the victim was running through a gas cloud that lead to his death. // If he is near death the next check will make him collapse. If he is really dead then he won't move anywhere anyway // so it should be safe to stop him here. if ( pSoldier->stats.bLife < OKLIFE && !pSoldier->bCollapsed ) { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); } // 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 sPoisonAdd, 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 , sPoisonAdd : %i , sBreathLoss : %i , ubReason : %i , ubAttacker : %i , sSourceGrid : %i , sSubsequent : %i , fShowDamage : %i )\n", bHeight, sLifeDeduct, sPoisonAdd, 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; // check: poison damage cannot be higher than damage sPoisonAdd = min( sPoisonAdd, sLifeDeduct ); // reduce poison damage by poison resistance sPoisonAdd = (INT16)(sPoisonAdd * (100 - this->GetPoisonResistance( )) / 100); // Flugente: dynamic opinions if ( ubAttacker != NOBODY && MercPtrs[ubAttacker] ) { AddOpinionEvent( this->ubProfile, MercPtrs[ubAttacker]->ubProfile, OPINIONEVENT_FRIENDLYFIRE ); } // 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; // we need this to relation to decide how to redistribute poison points FLOAT dpoisonliferelation = 1.0; if ( bOldLife > 0 ) dpoisonliferelation = (FLOAT)(this->bPoisonLife / bOldLife); // 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; this->bPoisonSum = 0; this->bPoisonLife = 0; this->bPoisonBleeding = 0; } else { // we might have poison absorption INT16 sLifeGainAbsorption = (INT16)((sPoisonAdd * this->GetPoisonAbsorption( )) / 100); // life reduction gets reduced itself by life gained through absorption sLifeDeduct -= sLifeGainAbsorption; // poison points however get increased by absorped life points (poison was absorbed, not resisted) INT16 poisongained = sPoisonAdd + sLifeGainAbsorption; // Decrease Health this->stats.bLife -= sLifeDeduct; // life may increase by poison absorption, so make sure it doesn't rise too much this->stats.bLife = min( this->stats.bLife, this->stats.bLifeMax ); // increase poisoning this->bPoisonSum = min( this->stats.bLifeMax, this->bPoisonSum + poisongained ); // increase poison life if we gained life through absorption if ( sLifeGainAbsorption > 0 ) this->bPoisonLife = min( this->bPoisonSum, this->bPoisonLife + sLifeGainAbsorption ); // if no life was lost, also add sPoisonAdd to bPoisonLife if ( sLifeDeduct <= 0 ) this->bPoisonLife = min( this->bPoisonSum, this->bPoisonLife + sPoisonAdd ); else // we reduce bPoisonLife according to old percentage of poison life to life this->bPoisonLife -= (INT8)(dpoisonliferelation * 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? // zombies don't die suddenly, as they regenerate health by bloodloss and poison. You have to make sure they die! if ( this->bSide != gbPlayerNum && !this->aiData.bNeutral && this->ubProfile == NO_PROFILE && !this->IsZombie( ) ) { // 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; this->bPoisonSum = 0; this->bPoisonLife = 0; this->bPoisonBleeding = 0; } } else { // OK, see how far we are.. if ( this->stats.bLife < (OKLIFE - 3) ) { // Kill! this->stats.bLife = 0; this->bPoisonSum = 0; this->bPoisonLife = 0; this->bPoisonBleeding = 0; } } } } #ifdef ENABLE_ZOMBIES else if ( this->IsZombie( ) && this->stats.bLife > 0 && this->stats.bLife < OKLIFE ) { // a zombie doesn't automatically die, so he would normally stand up again after being hit. // We don't want that, because he is dying, so we manually skip that animation this->usPendingAnimation = NO_PENDING_ANIMATION; } #endif if ( fShowDamage ) { this->sDamage += sLifeDeduct; } // Truncate life if ( this->stats.bLife < 0 ) { this->stats.bLife = 0; this->bPoisonSum = 0; this->bPoisonLife = 0; this->bPoisonBleeding = 0; } // Flugente: note we received a fresh wound if ( sLifeDeduct > 0 ) this->usSoldierFlagMask |= SOLDIER_FRESHWOUND; // Flugente we might get a disease from this... if ( gGameExternalOptions.fDisease ) { if ( ubAttacker != NOBODY && MercPtrs[ubAttacker] && CREATURE_OR_BLOODCAT( MercPtrs[ubAttacker] ) ) HandlePossibleInfection( this, MercPtrs[ubAttacker], INFECTION_TYPE_WOUND_ANIMAL ); if ( sLifeDeduct > 0 && ubReason == TAKE_DAMAGE_GUNFIRE ) HandlePossibleInfection( this, NULL, INFECTION_TYPE_WOUND_GUNSHOT ); else if ( sLifeDeduct > 0 && ( ubReason == TAKE_DAMAGE_BLADE || ubReason == TAKE_DAMAGE_HANDTOHAND || ubReason == TAKE_DAMAGE_EXPLOSION || ubReason == TAKE_DAMAGE_STRUCTURE_EXPLOSION || ubReason == TAKE_DAMAGE_TENTACLES ) ) { FLOAT modifier = 0.5f + sLifeDeduct/100; HandlePossibleInfection( this, NULL, INFECTION_TYPE_WOUND_OPEN, modifier ); } // possibly get traumatized if we're hit really bad if ( this->stats.bLife < OKLIFE ) HandlePossibleInfection( this, NULL, INFECTION_TYPE_TRAUMATIC ); } // 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; // add poison point according to poison/life relation this->bPoisonBleeding += (INT8)(dpoisonliferelation); } } else { // if we would actually bleed _less_ after applying the damage received (poison absorption), we reduce bleeding only if the new bBandage would be zero // by this, we can continue bleeding, and eventually bleeding // the normal behaviour is unchanged, as this case can't happen without poison absorption if ( sLifeDeduct < 0 ) { INT8 oldBleeding = this->bBleeding; this->bBleeding = min( this->bBleeding, this->stats.bLifeMax - this->stats.bLife ); this->bPoisonBleeding = max( 0, this->bPoisonBleeding - (oldBleeding - this->bBleeding) ); } else { this->bBleeding = this->stats.bLifeMax - (this->stats.bLife + bBandage); // we increase bPoisonLife according to old percentage of poison life to life this->bPoisonBleeding += (INT8)(dpoisonliferelation * sLifeDeduct); } } } //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 ); this->ubLastAPFromHit += sAPCost; } ubCombinedLoss = (UINT8)sLifeDeduct / 10 + sBreathLoss / 2000; // Add shock if ( !AM_A_ROBOT( this ) ) { this->aiData.bShock += ubCombinedLoss; this->ubLastShockFromHit += 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; } */ // sevenfm: moved code to function SetDamageDisplayCounter( this ); // zero suppression values stored from last attack this->ubLastShock = 0; this->ubLastSuppression = 0; this->ubLastMorale = 0; this->ubLastAP = 0; //this->iLastBulletImpact = 0; //this->iLastArmourProtection = 0; } } // 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, FALSE ); 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 ) { // Flugente: If item has an attached rifle sling, place it the sling position instead int bSlot = GUNSLINGPOCKPOS; if ( HasAttachmentOfClass( &(this->inv[HANDPOS]), AC_SLING ) && TryToPlaceInSlot( this, &(this->inv[HANDPOS]), FALSE, bSlot, GUNSLINGPOCKPOS ) ) { ; } else 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 == MORRIS_UB ) //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 switch ( ubReason ) { case TAKE_DAMAGE_FALLROOF: PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_FALLROOF ); break; case TAKE_DAMAGE_BLOODLOSS: PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_BLOODLOSS ); break; case TAKE_DAMAGE_GAS: PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_GAS ); break; default: break; } 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 ); // anv: as vehicles can be controlled, get a driver pSoldier = GetDriver( this->bVehicleID ); 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 ); } } } #ifdef ENABLE_ZOMBIES else if ( pSoldier->IsZombie( ) ) // Madd: add zombie sounds { if ( ubSoundID == BATTLE_SOUND_DIE1 ) { sprintf( zFilename, "BATTLESNDS\\zombie_die.ogg" ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\zombie_die.wav" ); } } else { sprintf( zFilename, "BATTLESNDS\\zombie_%s.ogg", gBattleSndsData[ubSoundID].zName ); if ( !FileExists( zFilename ) ) { sprintf( zFilename, "BATTLESNDS\\zombie_%s.wav", gBattleSndsData[ubSoundID].zName ); } } } #endif 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, 0, 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, 0, 5000, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE ); fReturnVal = TRUE; } // Flugente: some bodytypes can't do these animations, so skip this if ( IsAnimationValidForBodyType( this, this->usPendingAnimation ) == FALSE ) fReturnVal = FALSE; } } 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; #ifdef ENABLE_ZOMBIES // Flugente: In case an animation is missing (zombies with bodytype of civilians), we TELEPORT instead if ( IsAnimationValidForBodyType( this, JUMPDOWNWALL ) == FALSE ) { SetSoldierHeight( 0.0 ); TeleportSoldier( this, this->sTempNewGridNo, TRUE ); EndAIGuysTurn( this ); } else this->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0, FALSE ); #else this->EVENT_InitNewSoldierAnim( JUMPDOWNWALL, 0, FALSE ); #endif 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 < giNumberOfTiles ) { 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->bPoisonBleeding = 0; this->bPoisonLife = 0; this->bPoisonSum = 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 //dnl ch73 290913 if ( this->usAnimState != CRAWLING && gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) usForceAnimState = CROUCHING; this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); if ( this->flags.bTurningFromPronePosition ) this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB; usForceAnimState = INVALID_ANIMATION; // 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 ); // Flugente: if we attack with a bayonet, we don't need to change stance if even if we are stadning and the target is prone... // so we simulate here that the target is still standing UINT8 targetheight = gAnimControl[pTSoldier->usAnimState].ubEndHeight; #if 0//dnl ch73 031013 several reasons why disabling this; 1. no animation for bayonet, 2. if target is prone it look ridicules to swing through air instead stub target, 3. incorrect APs calculation if ( this->bWeaponMode == WM_ATTACHED_BAYONET ) targetheight = ANIM_STAND; #endif // Look at stance of target switch ( targetheight ) { 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 // SANDRO - use focused stab animation on aimed blade attacks if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) ) { this->EVENT_InitNewSoldierAnim( FOCUSED_STAB, 0, FALSE ); } else { this->EVENT_InitNewSoldierAnim( STAB, 0, FALSE ); } } else { // WE ARE SEEN // SANDRO - use focused stab animation on aimed blade attacks if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) ) { this->EVENT_InitNewSoldierAnim( FOCUSED_STAB, 0, FALSE ); } else { 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 { // Flugente: decapitation action now also performs gutting, stripping and taking corpses if ( IsValidDecapitationCorpse( pCorpse ) || IsValidGutCorpse( pCorpse ) || IsValidStripCorpse( pCorpse ) || IsValidTakeCorpse( 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 //dnl ch73 290913 if ( this->usAnimState != CRAWLING && gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) usForceAnimState = CROUCHING; this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); if ( this->flags.bTurningFromPronePosition ) this->flags.bTurningFromPronePosition = TURNING_FROM_PRONE_FOR_PUNCH_OR_STAB; usForceAnimState = INVALID_ANIMATION; } // 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 && !IsZombie( ) ) // 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 { #ifdef ENABLE_ZOMBIES // Flugente: civilians can be zombies too, but they do not have a 'punch' animation. Simple fix: They 'attack' without animation... // CHECK IF WE CAN DO THIS ANIMATION! if ( this->IsZombie( ) && IsAnimationValidForBodyType( this, PUNCH ) == FALSE ) { if ( gGameExternalOptions.fZombieExplodingCivs ) { // Solution 1: zombie explodes, killing himself and eventually also killing his target // Lower hitpoints, to ensure we will die in explosion (otherwise there might be multiple explosions or zombies not dying correctly...) if ( stats.bLife > 2 ) stats.bLife = 2; // Explosion of a Jar of RDX Crystals IgniteExplosion( this->ubID, this->sX, this->sY, (INT16)(gpWorldLevelData[this->sGridNo].sHeight), this->sGridNo, 136, this->pathing.bLevel ); } else { // Solution 2: Crude simulation of a 'melee' attack (this is a rig-up, a better solution needs to be found). // do we 'hit'? if ( Random( 100 ) > 30 ) { // Play sound PlayJA2SampleFromFile( "Sounds\\zombie_swish1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); INT8 oldlife = pTSoldier->stats.bLife; INT16 damage = (INT16)(5 + Random( 20 )); if ( pTSoldier->stats.bLife - damage < 0 ) damage = oldlife; // We've got a problem if we kill someone outright without him collapsing properly... // FIX: We'll adjust our damage, so if we'd kill someone without collapsing first, we lower our damage, to let him collapse // After all, this whole thing's a rig up, so there shouldn't be a problem with that if ( oldlife >= OKLIFE && oldlife <= damage ) damage -= (INT16)((5 + Random( 5 ))); INT16 breathdamage = (INT16)(500 + Random( 1500 )); if ( pTSoldier->bBreath - breathdamage < 0 ) breathdamage = pTSoldier->bBreath; INT16 poisondamage = (INT16)((damage * this->GetPoisonDamagePercentage( )) / 100); // zombies do ~50% poison damage pTSoldier->SoldierTakeDamage( 0, damage, poisondamage, breathdamage, TAKE_DAMAGE_HANDTOHAND, this->ubID, pTSoldier->sGridNo, 0, TRUE ); if ( pTSoldier->stats.bLife == 0 ) { // FINISH HIM! HandleTakeDamageDeath( pTSoldier, oldlife, TAKE_DAMAGE_BLOODLOSS ); } else if ( pTSoldier->stats.bLife < OKLIFE && !pTSoldier->bCollapsed ) { // let the target collapse... SoldierCollapse( pTSoldier ); } } else { // Play sound PlayJA2SampleFromFile( "Sounds\\zombie_swish2.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); } // zombie is done doing harm... EndAIGuysTurn( this ); } // ensure that we are running on our way to the next enemy this->EVENT_InitNewSoldierAnim( RUNNING, 0, FALSE ); } else { #endif // Flugente: zombies do not kick BOOLEAN nokick = FALSE; #ifdef ENABLE_ZOMBIES if ( this->IsZombie( ) ) nokick = TRUE; #endif // Look at stance of target switch ( gAnimControl[pTSoldier->usAnimState].ubEndHeight ) { case ANIM_STAND: case ANIM_CROUCH: if ( !Item[usItem].crowbar ) { BOOLEAN fCannotKick = (ubDirection & 1); // SANDRO - we will determine here what type of punch we are gonna use if ( gGameExternalOptions.fEnhancedCloseCombatSystem && (this->aiData.bAimTime > 0) ) { if ( gAnimControl[pTSoldier->usAnimState].ubEndHeight == ANIM_STAND ) { // if we aim for legs, always use kick if ( this->bAimShotLocation == AIM_SHOT_LEGS && !(ubDirection & 1) && !nokick ) { this->EVENT_InitNewSoldierAnim( FOCUSED_HTH_KICK, 0, FALSE ); } // if we aim for head, always use punch animation else if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) ) { this->EVENT_InitNewSoldierAnim( FOCUSED_PUNCH, 0, FALSE ); } // otherwise make it random, but favor the punch a bit else { if ( nokick || Random( 20 ) > 8 ) this->EVENT_InitNewSoldierAnim( FOCUSED_PUNCH, 0, FALSE ); else this->EVENT_InitNewSoldierAnim( FOCUSED_HTH_KICK, 0, FALSE ); } } else // if crouching enemy { // random if aiming on head, favor kick though if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) || nokick ) { if ( nokick || Random( 20 ) > 12 || (ubDirection & 1) ) this->EVENT_InitNewSoldierAnim( FOCUSED_PUNCH, 0, FALSE ); else this->EVENT_InitNewSoldierAnim( FOCUSED_HTH_KICK, 0, FALSE ); } // otherwise always use kick else { this->EVENT_InitNewSoldierAnim( FOCUSED_HTH_KICK, 0, FALSE ); } } } else { if ( gAnimControl[pTSoldier->usAnimState].ubEndHeight == ANIM_STAND ) { // if we aim for legs, always use kick if ( this->bAimShotLocation == AIM_SHOT_LEGS && !(ubDirection & 1) && !nokick ) { this->EVENT_InitNewSoldierAnim( HTH_KICK, 0, FALSE ); } // if we aim for head, always use punch animation else if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) ) { this->EVENT_InitNewSoldierAnim( PUNCH, 0, FALSE ); } // otherwise make it random, but favor the punch a bit else { if ( nokick || Random( 20 ) > 8 ) this->EVENT_InitNewSoldierAnim( PUNCH, 0, FALSE ); else this->EVENT_InitNewSoldierAnim( HTH_KICK, 0, FALSE ); } } else // if crouching enemy { // random if aiming on head, favor kick though if ( this->bAimShotLocation == AIM_SHOT_HEAD || (ubDirection & 1) || nokick ) { if ( nokick || Random( 20 ) > 12 || (ubDirection & 1) ) this->EVENT_InitNewSoldierAnim( PUNCH, 0, FALSE ); else this->EVENT_InitNewSoldierAnim( HTH_KICK, 0, FALSE ); } // otherwise always use kick else { this->EVENT_InitNewSoldierAnim( HTH_KICK, 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; #ifdef ENABLE_ZOMBIES } #endif } } // SET TARGET GRIDNO this->sTargetGridNo = sGridNo; this->bTargetLevel = this->pathing.bLevel; //this->sLastTarget = sGridNo;//dnl ch73 021013 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 ); } //dnl ch70 160913 ugly but fast fix for not charging turning APs as there is no fire ready animation for throwing knives and I don't want to break SOLDIERTYPE just for that if ( this->usAnimState == THROW_KNIFE || this->usAnimState == THROW_KNIFE_SP_BM ) usForceAnimState = this->usAnimState; else if ( this->usPendingAnimation == THROW_KNIFE || this->usPendingAnimation == THROW_KNIFE_SP_BM ) usForceAnimState = this->usPendingAnimation; else usForceAnimState = INVALID_ANIMATION; this->flags.fDontUnsetLastTargetFromTurn = TRUE; // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); usForceAnimState = INVALID_ANIMATION; // 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( ) { // 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_SoldierDefuseTripwire( INT32 sGridNo, INT32 sItem ) { // Flugente: if item is tripwireactivated and is a planted bomb, call the defuse dialogue. We obviously know about the item's existence already... if ( gWorldItems[sItem].object.exists( ) && gWorldItems[sItem].object.fFlags & OBJECT_ARMED_BOMB && Item[gWorldItems[sItem].object.usItem].tripwire == 1 ) { // Increment the number of people busy doing stuff because of an attack switch ( gAnimControl[this->usAnimState].ubHeight ) { case ANIM_STAND: this->EVENT_InitNewSoldierAnim( CROUCHING, 0, FALSE ); break; default: // Call handler for planting bomb... HandleSoldierDefuseTripwire( this, sGridNo, sItem ); 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 ) */ // Flugente: people we captured don't refuse to be bandaged if ( !pTSoldier->aiData.bNeutral && pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bSide != this->bSide && !(pTSoldier->usSoldierFlagMask & SOLDIER_POW) ) { 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 ); BOOLEAN fInProne = FALSE; if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE && gAnimControl[pTSoldier->usAnimState].ubEndHeight == ANIM_PRONE && this->fDoingSurgery == FALSE ) { fInProne = TRUE; } // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); // CHANGE TO ANIMATION if ( fInProne ) { // HACK! If we are not prone after the above stance change and we should be, send us down before start if ( gAnimControl[this->usAnimState].ubEndHeight != ANIM_PRONE ) { this->usPendingAnimation = START_AID_PRN; SendChangeSoldierStanceEvent( this, ANIM_PRONE ); } else { if ( !is_networked ) this->EVENT_InitNewSoldierAnim( START_AID_PRN, 0, FALSE ); else this->ChangeSoldierState( START_AID_PRN, 0, 0 ); } } else { 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, UINT8 ubSeatIndex ) { SOLDIERTYPE *pTSoldier; UINT32 uiMercFlags; UINT16 usSoldierIndex; if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) { pTSoldier = MercPtrs[usSoldierIndex]; // Enter vehicle... EnterVehicle( pTSoldier, this, ubSeatIndex ); } 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 = 0, 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); } // Flugente: dynamic opinions AddOpinionEvent( pVictim->ubProfile, this->ubProfile, OPINIONEVENT_BANDAGED ); 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 // Flugente: AI medics are allowed to perform surgery without first aid kits, and can do this on themselves if ( pVictim->iHealableInjury > 0 && this->fDoingSurgery && (this->ubID != pVictim->ubID || (gGameExternalOptions.fEnemyMedicsHealSelf && this->bTeam == ENEMY_TEAM)) && gGameOptions.fNewTraitSystem && (NUM_SKILL_TRAITS( this, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery) && (Item[this->inv[HANDPOS].usItem].medicalkit || this->bTeam == ENEMY_TEAM) ) { 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, FALSE )) / 10; // general "handiness" } else { uiDressSkill = ((3 * EffectiveMedical( this )) + // medical knowledge (2 * sStatus) + // state of medical kit (10 * EffectiveExpLevel( this )) + // battle injury experience EffectiveDexterity( this, FALSE )) / 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 % } // when prone, bandaging is harder if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) { // if we bandage ourselves, make it rather had when prone if ( this->ubID == pVictim->ubID ) uiPossible = uiPossible / 2; // -50% speed else uiPossible = uiPossible * 4 / 5; // -20% speed } // 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 ) + this->GetBackgroundValue( BG_PERC_BANDAGING )) / 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); // raise bPoisonLife, reduce bPoisonBleeding pVictim->bPoisonLife = min( pVictim->bPoisonLife + ubBelowOKlife, pVictim->bPoisonSum ); pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - 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 // raise bPoisonLife, reduce bPoisonBleeding pVictim->bPoisonLife = min( pVictim->bPoisonLife + (ubPtsLeft / 2), pVictim->bPoisonSum ); pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - (ubPtsLeft / 2) ); } // this should never happen any more, but make sure bleeding not negative if ( pVictim->bBleeding < 0 ) { pVictim->bBleeding = 0; pVictim->bPoisonBleeding = 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 if ( this->bTeam != ENEMY_TEAM ) { // throw message ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SURGERY_FINISHED], pVictim->GetName( ) ); } // 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); pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - (usLifeReturned / 100) ); uiMedcost += (usLifeReturned / 200); // add medkit points cost for unbandaged part } else { pVictim->bBleeding = 0; pVictim->bPoisonBleeding = 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; pVictim->bPoisonBleeding = 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; // Flugente: campaign stats gCurrentIncident.usIncidentFlags |= INCIDENT_SURGERY; } // 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; pVictim->bPoisonBleeding = 0; } else // bandage what we can { pVictim->bBleeding -= ubPtsLeft; pVictim->bPoisonBleeding = max( 0, pVictim->bPoisonBleeding - 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 ( gAnimControl[pTSoldier->usAnimState].ubEndHeight == ANIM_PRONE ) { if ( !is_networked ) pTSoldier->EVENT_InitNewSoldierAnim( END_AID_PRN, 0, FALSE ); else pTSoldier->ChangeSoldierState( END_AID_PRN, 0, 0 ); } else { 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 ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE ) { if ( !is_networked ) this->EVENT_InitNewSoldierAnim( END_AID_PRN, 0, FALSE ); else this->ChangeSoldierState( END_AID_PRN, 0, 0 ); } else { 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; } // Flugente: if using a rifle grenade device, and a grenade i equipped, only grenade launching is allowed if ( HasAttachmentOfClass( &(this->inv[HANDPOS]), AC_RIFLEGRENADE ) ) { OBJECTTYPE* pRifleGrenadeDeviceObj = FindAttachment_GrenadeLauncher( &(this->inv[HANDPOS]) ); if ( pRifleGrenadeDeviceObj && FindLaunchableAttachment( &(this->inv[HANDPOS]), pRifleGrenadeDeviceObj->usItem ) ) this->bWeaponMode = WM_ATTACHED_GL; } if ( Item[usNewItem].twohanded && Weapon[usNewItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 ) this->bScopeMode = USE_ALT_WEAPON_HOLD; else 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; } // Flugente: if we are using dual weapons, only allow iron sights (we can't look through two scopes simultaneously, can we?) if ( (Item[inv[HANDPOS].usItem].usItemClass & IC_WEAPON) && (Item[inv[SECONDHANDPOS].usItem].usItemClass & IC_WEAPON) ) { std::map ObjList; GetScopeLists( &inv[HANDPOS], ObjList ); std::map::iterator itend = ObjList.end( ); for ( std::map::iterator it = ObjList.begin( ); it != itend; ++it ) { if ( (*it).second != NULL ) { bScopeMode = (*it).first; } else break; } } } } // 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 << gusRedShift); if ( gusGreenShift < 0 ) g16 = ((UINT16)g >> (-gusGreenShift)); else g16 = ((UINT16)g << gusGreenShift); if ( gusBlueShift < 0 ) b16 = ((UINT16)b >> (-gusBlueShift)); else b16 = ((UINT16)b << gusBlueShift); // Prevent creation of pure black color usColor = (r16&gusRedMask) | (g16&gusGreenMask) | (b16&gusBlueMask); if ( (usColor == 0) && ((r + g + b) != 0) ) usColor = 0x0001; p16BPPPalette[cnt] = usColor; } return(p16BPPPalette); } UINT16 *CreateEnemyGreyGlow16BPPPalette( SGPPaletteEntry *pPalette, UINT32 rscale, UINT32 gscale, BOOLEAN fAdjustGreen ) { UINT16 *p16BPPPalette, r16, g16, b16, usColor; UINT32 cnt, lumin; UINT32 rmod, gmod, bmod; UINT8 r, g, b; Assert( pPalette != NULL ); p16BPPPalette = (UINT16 *)MemAlloc( sizeof(UINT16)* 256 ); for ( cnt = 0; cnt < 256; cnt++ ) { lumin = (pPalette[cnt].peRed * 299 / 1000) + (pPalette[cnt].peGreen * 587 / 1000) + (pPalette[cnt].peBlue * 114 / 1000); rmod = (100 * lumin) / 256; gmod = (100 * lumin) / 256; bmod = (100 * lumin) / 256; rmod = __max( rscale, rmod ); if ( fAdjustGreen ) { gmod = __max( gscale, gmod ); } 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 << gusRedShift); if ( gusGreenShift < 0 ) g16 = ((UINT16)g >> (-gusGreenShift)); else g16 = ((UINT16)g << gusGreenShift); if ( gusBlueShift < 0 ) b16 = ((UINT16)b >> (-gusBlueShift)); else b16 = ((UINT16)b << gusBlueShift); // Prevent creation of pure black color usColor = (r16&gusRedMask) | (g16&gusGreenMask) | (b16&gusBlueMask); if ( (usColor == 0) && ((r + g + b) != 0) ) usColor = 0x0001; p16BPPPalette[cnt] = usColor; } return(p16BPPPalette); } void ContinueMercMovement( SOLDIERTYPE *pSoldier ) { INT16 sAPCost; INT32 sGridNo; sGridNo = pSoldier->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 ); // Flugente: dynamic opinions HandleDynamicOpinionChange( this, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE ); } 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); } extern void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, UINT16 naturalDirt = 100, BOOLEAN isUnderground = TRUE ); // Flugente: Cool down/decay all items in inventory void SOLDIERTYPE::SoldierInventoryCoolDown( void ) { // if we have any active flashlights (in our hands for simplicity), drain their batteries // do this check for both hands // we do not lower a battery's status all the time - as an INT8, it would reach 0 way to fast. Instead we only have 5% chance of doing so, thereby increasing a battery's life if ( Chance( 5 ) ) { UINT16 firstslot = HANDPOS; UINT16 lastslot = VESTPOCKPOS; for ( UINT16 invpos = firstslot; invpos < lastslot; ++invpos ) { OBJECTTYPE* pObj = &(this->inv[invpos]); if ( !pObj || !(pObj->exists( )) ) // can't use this, end continue; OBJECTTYPE* pBattery = FindAttachedBatteries( pObj ); if ( !pBattery ) continue; BOOLEAN flashlightfound = FALSE; if ( Item[pObj->usItem].usFlashLightRange ) flashlightfound = TRUE; if ( !flashlightfound ) { attachmentList::iterator iterend = (*pObj)[0]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter ) { if ( Item[iter->usItem].usFlashLightRange ) flashlightfound = TRUE; } } if ( flashlightfound ) { // lose 1 point (*pBattery)[0]->data.objectStatus -= 1; if ( (*pBattery)[0]->data.objectStatus <= 0 ) { // destroy batteries pBattery->RemoveObjectsFromStack( 1 ); if ( pBattery->exists( ) == false ) this->inv[HANDPOS].RemoveAttachment( pBattery ); } } } } // handle flashlight. This is necessary in this location, as we need to do this at least once per turn this->HandleFlashLights( ); if ( !gGameExternalOptions.fWeaponOverheating && !gGameExternalOptions.fDirtSystem && !gGameOptions.fFoodSystem ) return; #if TRUE //start reusing existing code from HandleItemCooldownFunctions, set to FALSE if original code should be used INT8 numStacks = (INT8)this->inv.size( ); // remember inventorysize, so we don't call size() repeatedly extern UINT32 guiLastTacticalRealTime, guiLastStrategicTime; UINT32 secondsPassed = 5;//GetJA2Clock() > guiLastTacticalRealTime? (GetJA2Clock() - guiLastTacticalRealTime)/1000 : 0; for ( INT8 bLoop = 0; bLoop < numStacks; ++bLoop ) // ... for all items in our inventory ... { HandleItemCooldownFunctions( &(this->inv[bLoop]), secondsPassed ); } #else //start using original redundant code // one hour has 60 minutes, with 12 5-second-intervals (cooldown values are based on 5-second values) FLOAT fooddecaymod = gGameExternalOptions.sFoodDecayModificator; // food decays slower if underground if ( gbWorldSectorZ > 0 ) fooddecaymod *= 0.8f; // get sector-specific dirt threshold UINT16 sectormod = 0; UINT8 ubSectorId = SECTOR( gWorldSectorX, gWorldSectorY ); if ( gbWorldSectorZ > 0 ) sectormod = 100; else if ( ubSectorId >= 0 && ubSectorId < 256 ) { sectormod = SectorExternalData[ubSectorId][gbWorldSectorZ].usNaturalDirt; } 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 ( this->inv[bLoop].exists( ) ) { OBJECTTYPE * pObj = &(this->inv[bLoop]); // ... get pointer for this item ... if ( pObj != NULL ) // ... if pointer is not obviously useless ... { // ... if Item exists and is a gun, a launcher or a barrel ... if ( gGameExternalOptions.fWeaponOverheating && (Item[pObj->usItem].usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObj->usItem].barrel == TRUE) ) { 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( 0.0f, 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( 0.0f, 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; } } } } if ( gGameExternalOptions.fDirtSystem && ((Item[pObj->usItem].usItemClass & IC_WEAPON) || (Item[pObj->usItem].usItemClass & IC_ARMOUR)) ) { FLOAT dirtincreasefactor = GetItemDirtIncreaseFactor( pObj, FALSE ); // ... get dirt increase factor ... // the current sector determines how much dirt increases dirtincreasefactor *= (sectormod) / 100; dirtincreasefactor /= gGameExternalOptions.usSectorDirtDivider; // items in pockets are a bit protected from dirt if ( bLoop > KNIFEPOCKPOS ) dirtincreasefactor /= 3.0f; if ( dirtincreasefactor > 0.0f ) // ... item can get dirtier ... { for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ... { (*pObj)[i]->data.bDirtLevel = max( 0.0f, min( OVERHEATING_MAX_TEMPERATURE, (*pObj)[i]->data.bDirtLevel + dirtincreasefactor ) ); // set new temperature } } } if ( gGameOptions.fFoodSystem && Item[pObj->usItem].foodtype > 0 ) { if ( Food[Item[pObj->usItem].foodtype].usDecayRate > 0.0f ) // ... if the food can decay... { for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ... { (*pObj)[i]->data.bTemperature = max( 0.0f, (*pObj)[i]->data.bTemperature - fooddecaymod * Food[Item[pObj->usItem].foodtype].usDecayRate ); // set new temperature } } } } } } #endif //end using original code } // 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); // 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 ) return(FALSE); // this is odd - invalid GridNo... well, not mounted then if ( TileIsOutOfBounds( this->sGridNo ) ) return(FALSE); // anv: passengers who can shoot can rest their guns if ( this->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) { if( !gNewVehicle[pVehicleList[this->iVehicleId].ubVehicleType].VehicleSeats[GetSeatIndexFromSoldier(this)].fBlockedShots ) return( TRUE ); else return( FALSE ); } // 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)) || (adjacenttileheight == 2 && (gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND && (gAnimControl[this->usAnimState].uiFlags &(ANIM_ALT_WEAPON_HOLDING)))) ) { // 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, 0 ) ) { // resting our gun on people is allowed sometimes UINT usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel ); if ( usPersonID == NOBODY ) applybipod = TRUE; else { SOLDIERTYPE* pSoldier = MercPtrs[usPersonID]; // anv: vehicles don't mind if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) { applybipod = TRUE; } // if the other person is an ally and prone else if ( this->bSide == pSoldier->bSide && gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE ) { // if we are facing the other guy in a 90 degree angle, we can mount our gun on his back // Once merc's relationship allows angering mercs through actions of others, add a penalty here if ( this->ubDirection == gTwoCCDirection[pSoldier->ubDirection] || this->ubDirection == gTwoCDirection[pSoldier->ubDirection] ) { applybipod = TRUE; // Flugente: dynamic opinions AddOpinionEvent( MercPtrs[usPersonID]->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS ); } } } } } } else if ( adjacenttileheight == 4 && (gAnimControl[this->usAnimState].ubEndHeight == ANIM_CROUCH || (gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND && (gAnimControl[this->usAnimState].uiFlags &(ANIM_ALT_WEAPON_HOLDING)))) ) { // 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 && !(gAnimControl[this->usAnimState].uiFlags &(ANIM_ALT_WEAPON_HOLDING)) ) { // 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, 0 ) ) { // resting our gun on people is allowed sometimes UINT usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel ); if ( usPersonID == NOBODY ) applybipod = TRUE; else { SOLDIERTYPE* pSoldier = MercPtrs[usPersonID]; // anv: vehicles don't mind if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) { applybipod = TRUE; } // if the other person is an ally and prone else if ( this->bSide == pSoldier->bSide && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH ) { applybipod = TRUE; // Flugente: dynamic opinions AddOpinionEvent( MercPtrs[usPersonID]->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS ); } } } } } 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 = FindAttachedWeapon( pObj, IC_GUN ); if ( pObjUnderBarrel ) return(pObjUnderBarrel); } else if ( bWeaponMode == WM_ATTACHED_BAYONET ) { OBJECTTYPE* pObjUnderBarrel = FindAttachedWeapon( pObj, IC_BLADE ); 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 = GetAttachedWeapon( pObj, IC_GUN ); if ( weaponnr != NONE ) return(weaponnr); } else if ( bWeaponMode == WM_ATTACHED_BAYONET ) { UINT16 weaponnr = GetAttachedWeapon( pObj, IC_BLADE ); if ( weaponnr != NONE ) return(weaponnr); } return(pObj->usItem); } INT32 SOLDIERTYPE::GetDamageResistance( BOOLEAN fAutoResolve, BOOLEAN fCalcBreathLoss ) { INT32 resistance = 0; FLOAT breathmodifiermilitia = 1.0; FLOAT breathmodifierspecialNPC = 2.0; if ( fCalcBreathLoss ) { breathmodifiermilitia = 0.75; breathmodifierspecialNPC = 1.0; } // SANDRO - Damage resistance for Militia if ( !fAutoResolve ) { if ( this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA && gGameExternalOptions.bGreenMilitiaDamageResistance != 0 ) resistance += (INT32)(gGameExternalOptions.bGreenMilitiaDamageResistance / breathmodifiermilitia); else if ( this->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA && gGameExternalOptions.bRegularMilitiaDamageResistance != 0 ) resistance += (INT32)(gGameExternalOptions.bRegularMilitiaDamageResistance / breathmodifiermilitia); else if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA && gGameExternalOptions.bVeteranMilitiaDamageResistance != 0 ) resistance += (INT32)(gGameExternalOptions.bVeteranMilitiaDamageResistance / breathmodifiermilitia); // bonus for enemy too else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR && gGameExternalOptions.sEnemyAdminDamageResistance != 0 ) resistance += gGameExternalOptions.sEnemyAdminDamageResistance; else if ( this->ubSoldierClass == SOLDIER_CLASS_ARMY && gGameExternalOptions.sEnemyRegularDamageResistance != 0 ) resistance += gGameExternalOptions.sEnemyRegularDamageResistance; else if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE && gGameExternalOptions.sEnemyEliteDamageResistance != 0 ) resistance += gGameExternalOptions.sEnemyEliteDamageResistance; #ifdef ENABLE_ZOMBIES else if ( IsZombie( ) ) { if ( fCalcBreathLoss ) resistance += gGameExternalOptions.sEnemyZombieBreathDamageResistance; else resistance += gGameExternalOptions.sEnemyZombieDamageResistance; } #endif } ////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// // SANDRO - option to make special NPCs stronger - 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 JIM: case JACK: case OLAF: case RAY: case OLGA: case TYRONE: case MIKE: resistance += (INT32)(gGameExternalOptions.usSpecialNPCStronger / breathmodifierspecialNPC); break; } } //////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////// // STOMP traits - Bodybuilding damage resistance if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( this, BODYBUILDING_NT ) ) resistance += gSkillTraitValues.ubBBDamageResistance; //////////////////////////////////////////////////////////////////////////////////// // Flugente: drugs can now have an effect on damage resistance HandleDamageResistanceEffectDueToDrugs( this, &resistance ); resistance += this->GetBackgroundValue( BG_RESI_PHYSICAL ); // resistance is between -100% and 95% resistance = max( -100, resistance ); resistance = min( 95, resistance ); return(resistance); } INT8 SOLDIERTYPE::GetHearingBonus( ) { INT8 bonus = 0; INT8 bSlot = FindHearingAid( this ); if ( bSlot != -1 ) { // at 81-100% adds +5, at 61-80% adds +4, at 41-60% adds +3, etc. bonus += GetHearingRangeBonus( this ); // pSoldier->inv[bSlot][0]->data.objectStatus / 20 + 1; } if ( gMercProfiles[this->ubProfile].bDisability == DEAF ) bonus -= 5; if ( NightTime( ) ) bonus += this->GetBackgroundValue( BG_PERC_HEARING_NIGHT ); else bonus += this->GetBackgroundValue( BG_PERC_HEARING_DAY ); if ( this->IsRadioListening( ) ) bonus += gSkillTraitValues.sVOListeningHearingBonus; return bonus; } INT16 SOLDIERTYPE::GetSightRangeBonus( ) { INT16 bonus = 0; if ( gMercProfiles[this->ubProfile].bDisability == SHORTSIGHTED ) bonus -= 10; return bonus; } INT16 SOLDIERTYPE::GetSoldierCriticalDamageBonus( void ) { INT16 val = 0; return val; } BOOLEAN SOLDIERTYPE::IsZombie( void ) { #ifdef ENABLE_ZOMBIES return(ubSoldierClass == SOLDIER_CLASS_ZOMBIE); #else return FALSE; #endif } INT16 SOLDIERTYPE::GetPoisonResistance( void ) { // Flugente: resistance can per definition only be between -100 and 100 (at least that's my definition) INT16 val = bPoisonResistance; val += this->GetBackgroundValue( BG_RESI_POISON ); val = max( -100, val ); val = min( 100, val ); return(val); } INT16 SOLDIERTYPE::GetPoisonAbsorption( void ) { // Flugente: absorption can per definition only be >= 0 (at least that's my definition) INT16 val = bPoisonAbsorption; #ifdef ENABLE_ZOMBIES if ( IsZombie( ) ) val += 200; #endif val = max( 0, val ); return(val); } INT16 SOLDIERTYPE::GetPoisonDamagePercentage( void ) { // Flugente: this percentage has to be between 0% and 100% INT16 val = 0; // zombies poison damage percentage is externalised if ( IsZombie( ) ) val += gGameExternalOptions.sZombiePoisonDamagePercentage; if ( this->usAttackingWeapon ) { val += Item[this->usAttackingWeapon].bPoisonPercentage; if ( Item[this->usAttackingWeapon].usItemClass == IC_GUN ) { // check for modificators (attachments, poisoned ammunition) // check for poisoned ammunition UINT8 ammotype = this->inv[this->ubAttackingHand][0]->data.gun.ubGunAmmoType; val += AmmoTypes[ammotype].poisonPercentage; // check for attachments with a bonus to poison (currently, none exist) } } val = max( 0, val ); val = min( 100, val ); return(val); } // add poison void SOLDIERTYPE::AddPoison( INT8 sPoisonAmount ) { if ( sPoisonAmount < 1 ) return; INT8 oldpoisonsum = this->bPoisonSum; this->bPoisonSum = min( this->bPoisonSum + sPoisonAmount, this->stats.bLifeMax ); // recalc really added poison sPoisonAmount = max( 0, this->bPoisonSum - oldpoisonsum ); INT8 oldpoisonlife = this->bPoisonLife; this->bPoisonLife = min( this->bPoisonLife + sPoisonAmount, this->bPoisonSum ); INT8 poisontolife = max( 0, this->bPoisonLife - oldpoisonlife ); INT8 oldpoisonbleed = this->bPoisonBleeding; this->bPoisonBleeding = min( this->bPoisonBleeding + (sPoisonAmount - poisontolife), this->bPoisonSum ); } // reset the extra stat variables void SOLDIERTYPE::ResetExtraStats( ) { bExtraStrength = 0; bExtraDexterity = 0; bExtraAgility = 0; bExtraWisdom = 0; bExtraExpLevel = 0; } // Flugente: inventory bombs can ignite while in mapscreen. Workaround: Damage items and health void SOLDIERTYPE::InventoryExplosion( 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 ( this->inv[bLoop].exists( ) == 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 ... { INT16 status = (*pObj)[0]->data.objectStatus; (*pObj)[0]->data.objectStatus = max( 1, (INT16)(status / 2) ); // also damage every attachment attachmentList::iterator iterend = (*pObj)[i]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter ) { if ( iter->exists( ) ) { INT16 status = (*iter)[0]->data.objectStatus; (*iter)[0]->data.objectStatus = max( 1, (INT16)(status / 2) ); INT16 rtstatus = (*iter)[0]->data.sRepairThreshold; (*iter)[0]->data.sRepairThreshold = max( 1, (INT16)(rtstatus / 2) ); } } } } } } // now damage our health INT8 oldlife = stats.bLife; INT16 damage = (INT16)(30 + Random( 20 )); if ( stats.bLife - damage < 0 ) damage = oldlife; // We've got a problem if we kill someone outright without him collapsing properly... // FIX: We'll adjust our damage, so if we'd kill someone without collapsing first, we lower our damage, to let him collapse // After all, this whole thing's a rig up, so there shouldn't be a problem with that if ( oldlife >= OKLIFE && oldlife <= damage ) damage -= (INT16)((5 + Random( 5 ))); INT16 breathdamage = (INT16)(500 + Random( 1500 )); if ( bBreath - breathdamage < 0 ) breathdamage = bBreath; // Play sound PlayJA2SampleFromFile( "Sounds\\Explode1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN ); SoldierTakeDamage( 0, damage, 0, breathdamage, TAKE_DAMAGE_EXPLOSION, this->ubID, sGridNo, 0, TRUE ); if ( stats.bLife <= 0 ) { // FINISH HIM! HandleTakeDamageDeath( this, oldlife, TAKE_DAMAGE_BLOODLOSS ); } else if ( stats.bLife < OKLIFE && !bCollapsed ) { // let the target collapse... SoldierCollapse( this ); } } // Flugente: do we currently provide ammo (pAmmoSlot) for someone else's (pubId) gun (pGunSlot)? BOOLEAN SOLDIERTYPE::IsFeedingExternal( UINT8* pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT8* pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2 ) { // make sure we have to check this... if ( gGameExternalOptions.ubExternalFeeding == 0 ) return(FALSE); // basic check if we are up to this task if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE ) return(FALSE); // this is odd - invalid GridNo... well, no feeding then if ( TileIsOutOfBounds( this->sGridNo ) ) return(FALSE); BOOLEAN isFeeding = FALSE; UINT16 usGunItem = 0; UINT8 usGunCalibre = 0; UINT8 usGunAmmoType = 0; UINT16 usAmmoItem = 0; UINT8 usAmmoCalibre = 0; UINT8 usAmmoAmmoType = 0; UINT16 usMagIndex = 0; BOOLEAN firstgunfound = FALSE; // do this check for both hands UINT16 firstslot = HANDPOS; UINT16 lastslot = VESTPOCKPOS; for ( UINT16 invpos = firstslot; invpos < lastslot; ++invpos ) { // do we have ammo in our hands? OBJECTTYPE* pAmmoObj = &(this->inv[invpos]); if ( !pAmmoObj || !(pAmmoObj->exists( )) || Item[pAmmoObj->usItem].usItemClass != IC_AMMO || (*pAmmoObj)[0]->data.ubShotsLeft <= 0 ) // can't use this, end continue; usAmmoItem = pAmmoObj->usItem; if ( !HasItemFlag( usAmmoItem, AMMO_BELT ) ) continue; usMagIndex = Item[usAmmoItem].ubClassIndex; usAmmoCalibre = Magazine[usMagIndex].ubCalibre; usAmmoAmmoType = Magazine[usMagIndex].ubAmmoType; // our current stance is important UINT8 usOurStance = gAnimControl[this->usAnimState].ubEndHeight; // we will check wether one of our teammates is on the gridno we face INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); SOLDIERTYPE* pTeamSoldier = NULL; INT32 cnt = gTacticalStatus.Team[this->bTeam].bFirstID; INT32 lastid = gTacticalStatus.Team[this->bTeam].bLastID; for ( pTeamSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pTeamSoldier ) { // check if teamsoldier exists in this sector if ( !pTeamSoldier || !pTeamSoldier->bActive || !pTeamSoldier->bInSector || pTeamSoldier->sSectorX != this->sSectorX || pTeamSoldier->sSectorY != this->sSectorY || pTeamSoldier->bSectorZ != this->bSectorZ ) continue; // check if both soldiers are on the same level if ( this->pathing.bLevel != pTeamSoldier->pathing.bLevel ) continue; // determine wether we can physically provide ammo to our teammate. // check the stance, prone on standing (both ways) doesn't work if ( usOurStance == ANIM_STAND ) { if ( gAnimControl[pTeamSoldier->usAnimState].ubEndHeight != ANIM_STAND && gAnimControl[pTeamSoldier->usAnimState].ubEndHeight != ANIM_CROUCH ) continue; } else if ( usOurStance == ANIM_PRONE ) { if ( gAnimControl[pTeamSoldier->usAnimState].ubEndHeight != ANIM_PRONE && gAnimControl[pTeamSoldier->usAnimState].ubEndHeight != ANIM_CROUCH ) continue; } // check if we look at our teammate, or look the same way he does, or in the direction between BOOLEAN fPositioningOkay = FALSE; // the other person must be near if ( SpacesAway( this->sGridNo, pTeamSoldier->sGridNo ) == 0 ) { // same tile -> its ourself -> ok fPositioningOkay = TRUE; } else if ( SpacesAway( this->sGridNo, pTeamSoldier->sGridNo ) == 1 ) { // we look at him -> ok if ( nextGridNoinSight == pTeamSoldier->sGridNo ) fPositioningOkay = TRUE; else { // if we look at the same tile, then that's okay too INT32 teamsoldiernextGridNoinSight = NewGridNo( pTeamSoldier->sGridNo, DirectionInc( pTeamSoldier->ubDirection ) ); if ( nextGridNoinSight == teamsoldiernextGridNoinSight ) fPositioningOkay = TRUE; else { // if we both look in the same direction... INT8 teammatedirection = pTeamSoldier->ubDirection; INT8 ourdirection = this->ubDirection; if ( teammatedirection == ourdirection ) { // if the angle between our teammates sightline and the direct line from us to him is 90 degrees, then we are also able to supply INT8 ourrightdirection = (ourdirection + 2) % NUM_WORLD_DIRECTIONS; INT8 ourleftdirection = (ourdirection - 2) % NUM_WORLD_DIRECTIONS; if ( NewGridNo( this->sGridNo, DirectionInc( ourrightdirection ) ) == pTeamSoldier->sGridNo || NewGridNo( this->sGridNo, DirectionInc( ourleftdirection ) ) == pTeamSoldier->sGridNo ) fPositioningOkay = TRUE; } } } } if ( !fPositioningOkay ) continue; // ok, we are facing a teammate. Check if he has a gun in any hand that still has ammo left UINT16 pTeamSoldierfirstslot = HANDPOS; UINT16 pTeamSoldierlastslot = VESTPOCKPOS; for ( UINT16 teamsoldierinvpos = pTeamSoldierfirstslot; teamsoldierinvpos < pTeamSoldierlastslot; ++teamsoldierinvpos ) { OBJECTTYPE* pObjInHands = &(pTeamSoldier->inv[teamsoldierinvpos]); if ( pObjInHands && pObjInHands->exists( ) && Item[pObjInHands->usItem].usItemClass == IC_GUN && (HasItemFlag( pObjInHands->usItem, BELT_FED ) || HasAttachmentOfClass( pObjInHands, AC_FEEDER )) && (*pObjInHands)[0]->data.gun.ubGunShotsLeft > 0 ) { // remember the caliber and type of ammo. They all have to fit usGunItem = pObjInHands->usItem; usGunCalibre = Weapon[usGunItem].ubCalibre; usGunAmmoType = (*pObjInHands)[0]->data.gun.ubGunAmmoType; if ( usGunCalibre == usAmmoCalibre && /*usGunMagSize == usAmmoMagSize &&*/ usGunAmmoType == usAmmoAmmoType ) { // same calibre, same magsize, same ammotype. We can serve this guy if ( !firstgunfound ) { firstgunfound = TRUE; (*pubId1) = cnt; (*pGunSlot1) = teamsoldierinvpos; (*pAmmoSlot1) = invpos; isFeeding = TRUE; break; } else { (*pubId2) = cnt; (*pGunSlot2) = teamsoldierinvpos; (*pAmmoSlot2) = invpos; isFeeding = TRUE; // we really found a second gun. we can only serve 2 guns maximum. lets end this return(isFeeding); } } } } } } // if set to 1, we do not wether we feed ourself from our inventory if ( gGameExternalOptions.ubExternalFeeding < 2 ) return(isFeeding); // if we reach this point, we have checked all our teammates, and we do not provide external feeding for any of them // it is possible that we provide external feeding for OURSELF (think of ammo belts in a dedicated LBE slot, or of a gun that requires a separate energy source) // first, determine wether we need external feeding for our gun. We do this for both hands, as it is thinkable that someone has 2 one-handed guns with external feeding // this determines which slots we'll search for ammo UINT16 firstslotforammo = MEDPOCK1POS; UINT16 lastslotforammo = MEDPOCK3POS; // for robots and AI-controlled soldiers (who don't have any LBE gear), we put a change in here so that ALL their slots are checked for ammo if ( this->bTeam != gbPlayerNum || MercPtrs[this->ubID]->flags.uiStatusFlags & SOLDIER_ROBOT ) { firstslotforammo = HANDPOS; lastslotforammo = NUM_INV_SLOTS; } else { // as a merc, the only slots that are valid for external feeding are the 2 medium-sized slots on a vest (because I say so). And that only if the vest is allowed to do that, which we will now check: if ( !(this->inv[VESTPOCKPOS].exists( )) || !HasItemFlag( this->inv[VESTPOCKPOS].usItem, AMMO_BELT_VEST ) ) return(isFeeding); } UINT16 searchgunfirstslot = HANDPOS; UINT16 searchgunlastslot = VESTPOCKPOS; for ( UINT16 invpos = searchgunfirstslot; invpos < searchgunlastslot; ++invpos ) { // check our hands for guns OBJECTTYPE* pObj = &(this->inv[invpos]); UINT16 usGunItem = pObj->usItem; if ( !pObj || !(pObj->exists( )) || Item[usGunItem].usItemClass != IC_GUN || !(HasItemFlag( usGunItem, BELT_FED ) || HasAttachmentOfClass( pObj, AC_FEEDER )) || (*pObj)[0]->data.gun.ubGunShotsLeft <= 0 ) // can't use this, end continue; // remember the caliber and type of ammo. They all have to fit usGunCalibre = Weapon[usGunItem].ubCalibre; usGunAmmoType = (*pObj)[0]->data.gun.ubGunAmmoType; // now check the inventory for an ammo belt. If we are not from the player team or a robot, we will search the entire inventory for ( UINT16 bLoop = firstslotforammo; bLoop < lastslotforammo; ++bLoop ) { if ( this->inv[bLoop].exists( ) == true ) { OBJECTTYPE * pAmmoObj = &(this->inv[bLoop]); // ... get pointer for this item ... if ( pAmmoObj != NULL ) // ... if pointer is not obviously useless ... { //if ( pAmmoObj->ubNumberOfObjects == 1 ) { usAmmoItem = pAmmoObj->usItem; if ( Item[usAmmoItem].usItemClass == IC_AMMO && HasItemFlag( usAmmoItem, AMMO_BELT ) ) { // remember the caliber and type of ammo. They all have to fit usMagIndex = Item[usAmmoItem].ubClassIndex; usAmmoCalibre = Magazine[usMagIndex].ubCalibre; usAmmoAmmoType = Magazine[usMagIndex].ubAmmoType; if ( usGunCalibre == usAmmoCalibre && usGunAmmoType == usAmmoAmmoType ) { // same calibre, same ammotype. We can serve this guy if ( !firstgunfound ) { firstgunfound = TRUE; (*pubId1) = this->ubID; (*pGunSlot1) = invpos; (*pAmmoSlot1) = bLoop; isFeeding = TRUE; break; } else { (*pubId2) = this->ubID; (*pGunSlot2) = invpos; (*pAmmoSlot2) = bLoop; isFeeding = TRUE; // we really found a second gun. we can only serve 2 guns maximum. lets end this return(isFeeding); } } } } } } } } return(isFeeding); } // Flugente: return a cleaning kit from our inventory OBJECTTYPE* SOLDIERTYPE::GetCleaningKit( ) { OBJECTTYPE* pObj = NULL; INT8 invsize = (INT8)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 canteen (that can have drink points) ... if ( inv[bLoop].exists( ) == true && HasItemFlag( inv[bLoop].usItem, CLEANING_KIT ) ) { pObj = &(inv[bLoop]); // ... get pointer for this item ... return(pObj); } } return(pObj); } // use cleaning kits to clean weapons in inventory. fCleanAll = TRUE: clean all weapons found, otherwise just the first one void SOLDIERTYPE::CleanWeapon( BOOLEAN fCleanAll ) { // in turnbased, this action costs APs. remove them if possible, otherwise, return INT16 apcost = APBPConstants[AP_CLEANINGKIT]; if ( gTacticalStatus.uiFlags & TURNBASED ) { if ( !EnoughPoints( this, apcost, 0, TRUE ) ) return; } OBJECTTYPE* pCleaningKit = GetCleaningKit( ); if ( pCleaningKit ) { INT8 invsize = (INT8)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 ( inv[bLoop].exists( ) && (Item[inv[bLoop].usItem].usItemClass & IC_WEAPON) ) { OBJECTTYPE* pObj = &(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 ... { if ( (*pObj)[i]->data.bDirtLevel > DIRT_MIN_TO_CLEAN ) // ... if weapon is at least a bit dirty ... { // have to recheck for a cleaning kit, as we might have used it up if cleaning a stack of weapons pCleaningKit = GetCleaningKit( ); if ( pCleaningKit ) { if ( (*pObj)[i]->data.bDirtLevel > 0 ) { (*pObj)[i]->data.bDirtLevel = 0.0f; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[WEAPON_CLEANING_STR], this->GetName( ), Item[pObj->usItem].szItemName ); // always use up 1% of the cleaning kit (they last too long otherwise) UseKitPoints( pCleaningKit, 1, this ); if ( gTacticalStatus.uiFlags & TURNBASED ) { // use up APs DeductPoints( this, apcost, 0, AFTERACTION_INTERRUPT ); // if fCleanAll is false, only clean first weapon if ( !fCleanAll ) return; // get out of here if we dont have enough APs for another cleaning operation if ( !EnoughPoints( this, apcost, 0, TRUE ) ) return; } } } else return; } } } } } } } extern INT16 uiNIVSlotType[NUM_INV_SLOTS]; // do we look like a civilian? BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) { // if we have any camo: not covert if ( GetWornCamo( this ) > 0 || GetWornUrbanCamo( this ) > 0 || GetWornDesertCamo( this ) > 0 || GetWornSnowCamo( this ) > 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CAMOFOUND], this->GetName( ) ); return FALSE; } if ( UsingNewInventorySystem( ) ) { INT8 invsize = (INT8)this->inv.size( ); for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( this->inv[bLoop].exists( ) ) { // if we have a back pack: not covert if ( bLoop == BPACKPOCKPOS ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName( ) ); return FALSE; } // do not check the LBE itself (we already checked for camo above) if ( bLoop >= VESTPOCKPOS && bLoop <= CPACKPOCKPOS ) continue; // seriously? a corpse? of course this is suspicious! if ( HasItemFlag( this->inv[bLoop].usItem, CORPSE ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName( ) ); return FALSE; } BOOLEAN checkfurther = FALSE; // guns/launchers in our hands will always be noticed, even if covert if ( (Item[this->inv[bLoop].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) && (bLoop == HANDPOS || bLoop == SECONDHANDPOS) ) checkfurther = TRUE; // visible slots are always checked if not covert else if ( !HasItemFlag( this->inv[bLoop].usItem, COVERT ) && (bLoop == HANDPOS || bLoop == SECONDHANDPOS || bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS) ) checkfurther = TRUE; // knife slot is checked if the knife is not covert else if ( bLoop == KNIFEPOCKPOS && !HasItemFlag( this->inv[bLoop].usItem, COVERT ) ) checkfurther = TRUE; // further checks it item is not covert. This means that a gun that has that tag will not be detected if its inside a pocket! else if ( !HasItemFlag( this->inv[bLoop].usItem, COVERT ) ) { checkfurther = TRUE; // item will be detected if someone looks - check for the LBE item that gave us this slot. If that one is covert, this item is also covert UINT8 checkslot = 0; switch ( uiNIVSlotType[bLoop] ) { case 2: // this is worn LBE gear itself break; case 3: checkslot = VESTPOCKPOS; break; case 4: if ( bLoop == MEDPOCK3POS || bLoop == SMALLPOCK11POS || bLoop == SMALLPOCK12POS || bLoop == SMALLPOCK13POS || bLoop == SMALLPOCK14POS ) checkslot = LTHIGHPOCKPOS; else checkslot = RTHIGHPOCKPOS; break; case 5: checkslot = CPACKPOCKPOS; break; default: { //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName ); //return FALSE; } break; } // found a slot to check for LBE if ( checkslot > 0 ) { // if LBE is covert if ( this->inv[checkslot].exists( ) && HasItemFlag( this->inv[checkslot].usItem, COVERT ) ) // pass for this item checkfurther = FALSE; } } if ( checkfurther ) { // if that item is a gun, explosives, military armour or facewear, we're screwed if ( (Item[this->inv[bLoop].usItem].usItemClass & (IC_WEAPON | IC_GRENADE | IC_BOMB)) || ((Item[this->inv[bLoop].usItem].usItemClass & (IC_ARMOUR)) && !Item[this->inv[bLoop].usItem].leatherjacket && Armour[Item[this->inv[bLoop].usItem].ubClassIndex].ubProtection > 10) || (Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName( ), Item[this->inv[bLoop].usItem].szItemName ); return FALSE; } } } } } else // old inventory system. No LBE here, nothing fancy { INT8 invsize = (INT8)this->inv.size( ); for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( this->inv[bLoop].exists( ) ) { if ( !HasItemFlag( this->inv[bLoop].usItem, COVERT ) ) { // if that item is a gun, explosives, military armour or facewear, we're screwed if ( (Item[this->inv[bLoop].usItem].usItemClass & (IC_WEAPON | IC_GRENADE | IC_BOMB)) || ((Item[this->inv[bLoop].usItem].usItemClass & (IC_ARMOUR)) && !Item[this->inv[bLoop].usItem].leatherjacket && Armour[Item[this->inv[bLoop].usItem].ubClassIndex].ubProtection > 10) || (Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName( ), Item[this->inv[bLoop].usItem].szItemName ); return FALSE; } } } } } return TRUE; } // do we look like a soldier? BOOLEAN SOLDIERTYPE::LooksLikeASoldier( void ) { INT8 invsize = (INT8)this->inv.size( ); for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( this->inv[bLoop].exists( ) ) { // seriously? a corpse? of course this is suspicious! if ( HasItemFlag( this->inv[bLoop].usItem, CORPSE ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CARRYCORPSEFOUND], this->GetName( ) ); return FALSE; } } } return TRUE; } INT8 SOLDIERTYPE::GetUniformType( ) { // we determine wether we are currently wearing civilian or military clothes for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= NUM_UNIFORMS; ++i ) { // both parts have to fit. We cant mix different uniforms and get soldier disguise if ( COMPARE_PALETTEREP_ID( this->VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( this->PantsPal, gUniformColors[i].pants ) ) { return i; } } return -1; } // is our equipment too good for a soldier? BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) { // if militia is equipped from sector inventory(and thu by the player itself), then its item selection is no longer bound to any progress calculation // we thus canno check for equipment - the only way to find out is to look at this guy sharply, and to eventually realise that this gear did not come from the player if ( gGameExternalOptions.fMilitiaUseSectorInventory && this->IsAssassin( ) ) return FALSE; // check the guns in our hands and rifle sling // alert if we have more than 2, any of them has too much attachments or they are way too cool UINT8 numberofguns = 0; UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage( ); UINT8 maxcoolnessallowed = 1 + ubCurrentProgress / 10; INT8 uniformtype = GetUniformType( ); // adjust max coolness depending on uniform // enemy spies get a small bonus here switch ( uniformtype ) { case UNIFORM_ENEMY_ADMIN: maxcoolnessallowed += 1; break; case UNIFORM_ENEMY_TROOP: case UNIFORM_MILITIA_ROOKIE: maxcoolnessallowed += 2; break; case UNIFORM_ENEMY_ELITE: case UNIFORM_MILITIA_REGULAR: maxcoolnessallowed += 3; break; case UNIFORM_MILITIA_ELITE: maxcoolnessallowed += 4; break; default: // we do not wear a proper army uniform, uncover us. Note: This should never happen - if this message shows, somewhere, something is wrong ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNIFORM_NOORDER], this->GetName( ) ); return TRUE; break; } if ( UsingNewInventorySystem( ) ) { INT8 invsize = (INT8)this->inv.size( ); for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( this->inv[bLoop].exists( ) ) { // if we have a back pack: not covert if ( bLoop == BPACKPOCKPOS ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BACKPACKFOUND], this->GetName( ) ); return TRUE; } // guns/launchers in our hands will always be noticed, even if covert, so we need to check them later if ( bLoop == HANDPOS || bLoop == SECONDHANDPOS ) ; // other covert items are simply ignored else if ( HasItemFlag( this->inv[bLoop].usItem, COVERT ) ) continue; // further checks it item is not covert. This means that an item that has that tag will not be detected if it is inside a pocket! else if ( (bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS || bLoop == KNIFEPOCKPOS) ) ; else { // item will be detected if someone looks - check for the LBE item that gave us this slot. If that one is covert, this item is also covert UINT8 checkslot = 0; switch ( uiNIVSlotType[bLoop] ) { case 2: // this is worn LBE gear itself break; case 3: checkslot = VESTPOCKPOS; break; case 4: if ( bLoop == MEDPOCK3POS || bLoop == SMALLPOCK11POS || bLoop == SMALLPOCK12POS || bLoop == SMALLPOCK13POS || bLoop == SMALLPOCK14POS ) checkslot = LTHIGHPOCKPOS; else checkslot = RTHIGHPOCKPOS; break; case 5: checkslot = CPACKPOCKPOS; break; default: { //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName ); //return FALSE; } break; } // found a slot to check for LBE if ( checkslot > 0 ) { // if LBE is covert if ( this->inv[checkslot].exists( ) && HasItemFlag( this->inv[checkslot].usItem, COVERT ) ) // pass for this item continue; } } // if that item is a gun, explosives, military armour or facewear, investigate further if ( (Item[this->inv[bLoop].usItem].usItemClass & (IC_GUN | IC_LAUNCHER | IC_ARMOUR | IC_FACE)) ) { if ( Item[this->inv[bLoop].usItem].usItemClass & (IC_GUN | IC_LAUNCHER) && !HasItemFlag( this->inv[bLoop].usItem, COVERT ) ) { ++numberofguns; if ( numberofguns > 2 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName( ) ); return TRUE; } } OBJECTTYPE * pObj = &(this->inv[bLoop]); // ... get pointer for this item ... if ( pObj != NULL ) { for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ... { // loop over every item and its attachments if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName( ), Item[pObj->usItem].szItemName, pCountryNames[COUNTRY_NOUN] ); return TRUE; } UINT8 numberofattachments = 0; // 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( ) ) { // loop over every item and its attachments if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName( ), Item[iter->usItem].szItemName, pCountryNames[COUNTRY_NOUN] ); return TRUE; } ++numberofattachments; // no ordinary soldier is allowed that many attachments -> not covert if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName( ), Item[pObj->usItem].szItemName ); return TRUE; } } } } } } } } } else // old inventory system. No LBE here, nothing fancy { INT8 invsize = (INT8)this->inv.size( ); for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ... { if ( this->inv[bLoop].exists( ) ) { // if that item is a gun, explosives, military armour or facewear, investigate further if ( !HasItemFlag( this->inv[bLoop].usItem, COVERT ) && (Item[this->inv[bLoop].usItem].usItemClass & (IC_GUN | IC_LAUNCHER | IC_ARMOUR | IC_FACE)) ) { if ( (Item[this->inv[bLoop].usItem].usItemClass & (IC_GUN | IC_LAUNCHER)) ) { ++numberofguns; if ( numberofguns > 2 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYGUNS], this->GetName( ) ); return TRUE; } OBJECTTYPE * pObj = &(this->inv[bLoop]); // ... get pointer for this item ... if ( pObj != NULL ) { for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ... { // loop over every item and its attachments if ( Item[pObj->usItem].ubCoolness > maxcoolnessallowed ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName( ), Item[pObj->usItem].szItemName, pCountryNames[COUNTRY_NOUN] ); return TRUE; } UINT8 numberofattachments = 0; // 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( ) ) { // loop over every item and its attachments if ( Item[iter->usItem].ubCoolness > maxcoolnessallowed ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEMSTOOGOOD], this->GetName( ), Item[iter->usItem].szItemName, pCountryNames[COUNTRY_NOUN] ); return TRUE; } ++numberofattachments; } } // no ordinary soldier is allowed that many attachments > not covert if ( numberofattachments > gGameExternalOptions.iMaxEnemyAttachments ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOOMANYATTACHMENTS], this->GetName( ), Item[pObj->usItem].szItemName ); return TRUE; } } } } } } } } return FALSE; } // are we in covert mode? we need to have the correct flag set, and not wear anything suspicious, or behave in a suspicious way BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID ) { SOLDIERTYPE* pSoldier = MercPtrs[ubObserverID]; if ( !pSoldier ) return TRUE; // if we don't have the Flag: not covert // important: no messages up to this point. the function will get called a lot, up to this point there is nothing unusual if ( !(this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER)) ) return FALSE; // if we are in a suspicious activity: not covert if ( this->usAnimState == NINJA_SPINKICK || this->usAnimState == NINJA_PUNCH || this->usAnimState == NINJA_LOWKICK || this->usAnimState == PUNCH_LOW || this->usAnimState == DECAPITATE || this->usAnimState == CROWBAR_ATTACK || this->usAnimState == THROW_GRENADE_STANCE || this->usAnimState == SHOOT_ROCKET_CROUCHED || this->usAnimState == LOB_GRENADE_STANCE || this->usAnimState == THROW_KNIFE || this->usAnimState == CUTTING_FENCE || this->usAnimState == HELIDROP || this->usAnimState == THROW_KNIFE_SP_BM || this->usAnimState == DODGE_ONE || this->usAnimState == SLICE || this->usAnimState == STAB || this->usAnimState == CROUCH_STAB || this->usAnimState == PUNCH || this->usAnimState == PUNCH_BREATH || this->usAnimState == KICK_DOOR || this->usAnimState == CUTTING_FENCE || this->usAnimState == PLANT_BOMB || this->usAnimState == USE_REMOTE || this->usAnimState == STEAL_ITEM || this->usAnimState == SHOOT_ROCKET || this->usAnimState == TAKE_BLOOD_FROM_CORPSE || this->usAnimState == PICK_LOCK || this->usAnimState == LOCKPICK_CROUCHED || this->usAnimState == STEAL_ITEM_CROUCHED || this->usAnimState == JUMPWINDOWS || this->usAnimState == FOCUSED_PUNCH || this->usAnimState == FOCUSED_STAB || this->usAnimState == HTH_KICK || this->usAnimState == FOCUSED_HTH_KICK || this->usAnimState == LONG_JUMP || this->usAnimState == THROW_GRENADE_STANCE || this->usAnimState == LOB_GRENADE_STANCE || this->usAnimState == THROW_ITEM || this->usAnimState == LOB_ITEM || this->usAnimState == THROW_ITEM_CROUCHED || this->usAnimState == SHOOT_ROCKET_CROUCHED ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName( ) ); return FALSE; } // if we are trying to dress like a civilian, but aren't sucessful: not covert if ( this->usSoldierFlagMask & SOLDIER_COVERT_CIV && !(this->LooksLikeACivilian( )) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CIV], this->GetName( ) ); return FALSE; } // if we are trying to dress like a soldier, but aren't sucessful: not covert if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER && !(this->LooksLikeASoldier( )) ) { return FALSE; } UINT8 covertlevel = NUM_SKILL_TRAITS( this, COVERT_NT ); // our level in covert operations INT32 distance = GetRangeFromGridNoDiff( this->sGridNo, pSoldier->sGridNo ); // if we are closer than this, our cover will always break if we do not have the skill // if we have the skill, our cover will blow if we dress up as a soldier, but not if we are dressed like a civilian INT32 discoverrange = gSkillTraitValues.sCOCloseDetectionRange; if ( distance < discoverrange ) { switch ( covertlevel ) { case 2: // a covert ops expert can get as close as he wants, even dressed up as a soldier, without arousing suspicion // exceptions: we are discovered if we are close and bleeding, or if we are drunk while dressed as a soldier { // if we are openly bleeding: not covert if ( gSkillTraitValues.fCODetectIfBleeding && this->bBleeding > 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName( ) ); return FALSE; } if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER && GetDrunkLevel( this ) != SOBER ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_DRUNKEN_SOLDIER], this->GetName( ) ); return FALSE; } } break; case 1: // at lvl covert ops, we can be discovered if we are too close to the enemy and bleed or dressed up as a soldier // however, if we are dressed up as a civilian, we can get as close as we like, we won't be discovered { // if we are openly bleeding: not covert if ( gSkillTraitValues.fCODetectIfBleeding && this->bBleeding > 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName( ) ); return FALSE; } if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName( ) ); return FALSE; } } break; case 0: default: // without the covert ops skill, we can only dress up as civilians. We will be discovered if we get too close to the enemy // exception: special NPCs and EPCs can still get close (the Kulbas, for example, ARE civilians, so they apply) if ( (this->usSoldierFlagMask & SOLDIER_COVERT_NPC_SPECIAL) == 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE], this->GetName( ) ); return FALSE; } break; } // if we are a soldier, elites can uncover us if we are VERY close, and more experienced if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER && gSkillTraitValues.fCOElitesDetectNextTile && distance < 2 && EffectiveExpLevel( pSoldier ) > EffectiveExpLevel( this ) + covertlevel ) { if ( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TOO_CLOSE_TO_ELITE], this->GetName( ) ); return FALSE; } } } if ( this->usSoldierFlagMask & SOLDIER_COVERT_CIV ) { // civilians are suspicious if they are found in certain sectors. Especially at night // sector specific value: // 0 - civilians are always ok // 1 - civilians are suspicious at night // 2 - civilians are always suspicious UINT8 sectordata = 0; UINT8 ubSectorId = SECTOR( gWorldSectorX, gWorldSectorY ); if ( gbWorldSectorZ > 0 ) // underground we are always suspicious sectordata = 2; else if ( ubSectorId >= 0 && ubSectorId < 256 ) sectordata = SectorExternalData[ubSectorId][gbWorldSectorZ].usCurfewValue; if ( sectordata > 1 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN], this->GetName( ) ); return FALSE; } // is it night? else if ( sectordata == 1 && GetTimeOfDayAmbientLightLevel( ) < NORMAL_LIGHTLEVEL_DAY + 2 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_CURFEW_BROKEN_NIGHT], this->GetName( ) ); return FALSE; } // check wether we are around a fresh corpse - this will make us much more suspicious INT32 cnt; ROTTING_CORPSE * pCorpse; for ( cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[cnt]); if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 ) { // check: is this corpse that of an ally of the observing soldier? BOOLEAN fCorpseOFAlly = FALSE; if ( pSoldier->bTeam == ENEMY_TEAM ) { // check wether corpse was one of soldier's allies for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i ) { if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) ) { fCorpseOFAlly = TRUE; break; } } } else if ( pSoldier->bTeam == OUR_TEAM || pSoldier->bTeam == MILITIA_TEAM ) { // check wether corpse was one of soldier's allies for ( UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i ) { if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) ) { fCorpseOFAlly = TRUE; break; } } } // a corpse was found near our position. If the soldier observing us can see it, he will be alarmed if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName( ) ); return FALSE; } } } } if ( this->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) { // if our equipment is too good, that is suspicious... not covert! if ( this->EquipmentTooGood( (distance < discoverrange) ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SUSPICIOUS_EQUIPMENT], this->GetName( ) ); return FALSE; } // are we targeting a buddy of our observer? if ( this->ubTargetID && MercPtrs[this->ubTargetID] && MercPtrs[this->ubTargetID]->bTeam == pSoldier->bTeam ) { // if we are aiming at a soldier, others will notice our intent... not covert! if ( WeaponReady( this ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TARGETTING_SOLDIER], this->GetName( ), MercPtrs[this->ubTargetID]->GetName( ) ); return FALSE; } } // even as a soldier, we will be caught around fresh corpses // assassins will not be uncovered around corpses, as the AI cannot willingly evade them... one could 'ward' against assassins by surrounding yourself with fresh corpses if ( distance < gSkillTraitValues.sCOCloseDetectionRangeSoldierCorpse && !(this->usSoldierFlagMask & SOLDIER_ASSASSIN) ) { // check wether we are around a fresh corpse - this will make us much more suspicious // I deem this necessary, to avoid cheap exploits by nefarious players :-) INT32 cnt; ROTTING_CORPSE * pCorpse; for ( cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[cnt]); if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 && PythSpacesAway( this->sGridNo, pCorpse->def.sGridNo ) <= 5 ) { // check: is this corpse that of an ally of the observing soldier? BOOLEAN fCorpseOFAlly = FALSE; if ( pSoldier->bTeam == ENEMY_TEAM ) { // check wether corpse was one of soldier's allies for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i ) { if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) ) { fCorpseOFAlly = TRUE; break; } } } else if ( pSoldier->bTeam == OUR_TEAM || pSoldier->bTeam == MILITIA_TEAM ) { // check wether corpse was one of soldier's allies for ( UINT8 i = UNIFORM_MILITIA_ROOKIE; i <= UNIFORM_MILITIA_ELITE; ++i ) { if ( COMPARE_PALETTEREP_ID( pCorpse->def.VestPal, gUniformColors[i].vest ) && COMPARE_PALETTEREP_ID( pCorpse->def.PantsPal, gUniformColors[i].pants ) ) { fCorpseOFAlly = TRUE; break; } } } // a corpse was found near our position. If the soldier observing us can see it, he will be alarmed if ( fCorpseOFAlly && SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NEAR_CORPSE], this->GetName( ) ); return FALSE; } } } } } return TRUE; } // do we recognize someone else as a combatant? BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( UINT8 ubTargetID ) { // this will only work with the new trait system if ( !gGameOptions.fNewTraitSystem ) return TRUE; if ( ubTargetID == NOBODY ) return TRUE; SOLDIERTYPE* pSoldier = MercPtrs[ubTargetID]; if ( !pSoldier ) return TRUE; // zombies don't care about disguises if ( IsZombie( ) ) return TRUE; // not in covert mode: we recognize him if ( (pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER)) == 0 ) return TRUE; // neutral characters just dont care if ( this->aiData.bNeutral ) return TRUE; // check for for vehicles and creatures... weird things happen if ( IsVehicle( pSoldier ) || pSoldier->bTeam == CREATURE_TEAM || this->bTeam == CREATURE_TEAM ) return TRUE; // if from same team, do not uncover if ( this->bTeam == pSoldier->bTeam || this->bSide == pSoldier->bSide ) return TRUE; // hack: if this is attacking us at this very moment by punching, do not recognize him... // this resolves the problem that we attack someone from behind and kill him instantly, but the game mechanic forces him to turn before // only allow this if we are not yet alerted (we are suprised, so we don't recognize him in the moment of the attack) // also: only allow if he's next to us if ( this->aiData.bAlertStatus < STATUS_RED && pSoldier->ubTargetID == this->ubID ) { INT32 nextGridNoinSight = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->ubDirection ) ); if ( nextGridNoinSight == this->sGridNo && this->pathing.bLevel == pSoldier->pathing.bLevel ) { if ( pSoldier->usAnimState == PUNCH ) return FALSE; else if ( pSoldier->usAnimState == PUNCH_BREATH ) return TRUE; } } // campaign stats if ( pSoldier->bTeam == ENEMY_TEAM ) gCurrentIncident.usIncidentFlags |= INCIDENT_SPYACTION_ENEMY; else gCurrentIncident.usIncidentFlags |= INCIDENT_SPYACTION_PLAYERSIDE; // do we recognize this guy as an enemy? if ( !pSoldier->SeemsLegit( this->ubID ) ) { // aha, he/she's a spy! Blow cover if ( pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) ) { pSoldier->LooseDisguise( ); pSoldier->Strip( ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], this->GetName( ), pSoldier->GetName( ) ); // we have uncovered a spy! Get alerted, if we aren't already if ( this->aiData.bAlertStatus < STATUS_BLACK ) this->aiData.bAlertStatus = STATUS_BLACK; // reset our sight of this guy this->aiData.bOppList[pSoldier->ubID] = NOT_HEARD_OR_SEEN; ManSeesMan( this, pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, 0, 0 ); // campaign stats gCurrentIncident.usIncidentFlags |= INCIDENT_SPYACTION_UNCOVERED; } return TRUE; } return FALSE; } // loose covert property void SOLDIERTYPE::LooseDisguise( void ) { // loose any covert flags this->usSoldierFlagMask &= ~(SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER); // rehandle sight for everybody SOLDIERTYPE* pSoldier; UINT8 iLoop = gTacticalStatus.Team[OUR_TEAM].bFirstID; for ( pSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[LAST_TEAM].bLastID; ++iLoop, ++pSoldier ) { if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { RecalculateOppCntsDueToNoLongerNeutral( pSoldier ); } } } // undisguise or take off any clothes item and switch back to original clothes // no - this function does not do what you think it does. Leave Fox alone, you perv. void SOLDIERTYPE::Strip( ) { // if covert, loose that ability if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) ) { LooseDisguise( ); } // if already not covert, take off clothes else if ( this->usSoldierFlagMask & (SOLDIER_NEW_VEST | SOLDIER_NEW_PANTS) ) { // if we have undamaged clothes, spawn them, the graphci will be removed anyway if ( (this->usSoldierFlagMask & SOLDIER_NEW_VEST) && !(this->usSoldierFlagMask & SOLDIER_DAMAGED_VEST) ) { UINT16 vestitem = 0; if ( GetFirstClothesItemWithSpecificData( &vestitem, this->VestPal, "blank" ) ) { CreateItem( vestitem, 100, &gTempObject ); if ( !AutoPlaceObject( this, &gTempObject, FALSE ) ) AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] ); } if ( (this->usSoldierFlagMask & SOLDIER_NEW_PANTS) && !(this->usSoldierFlagMask & SOLDIER_DAMAGED_PANTS) ) { UINT16 pantsitem = 0; if ( GetFirstClothesItemWithSpecificData( &pantsitem, "blank", this->PantsPal ) ) { CreateItem( pantsitem, 100, &gTempObject ); if ( !AutoPlaceObject( this, &gTempObject, FALSE ) ) AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] ); } // loose any clothes flags this->usSoldierFlagMask &= ~(SOLDIER_NEW_VEST | SOLDIER_NEW_PANTS); // show our true colours UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( this, this->usAnimState ); if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE ) { if ( this->bTeam == OUR_TEAM ) { UINT8 ubProfileIndex; MERCPROFILESTRUCT * pProfile; ubProfileIndex = this->ubProfile; pProfile = &(gMercProfiles[ubProfileIndex]); SET_PALETTEREP_ID( this->VestPal, pProfile->VEST ); SET_PALETTEREP_ID( this->PantsPal, pProfile->PANTS ); } else if ( this->usSoldierFlagMask & SOLDIER_ASSASSIN ) { SET_PALETTEREP_ID( this->VestPal, gUniformColors[UNIFORM_ENEMY_ELITE].vest ); SET_PALETTEREP_ID( this->PantsPal, gUniformColors[UNIFORM_ENEMY_ELITE].pants ); } // Use palette from HVOBJECT, then use substitution for pants, etc memcpy( this->p8BPPPalette, gAnimSurfaceDatabase[usPaletteAnimSurface].hVideoObject->pPaletteEntry, sizeof(this->p8BPPPalette) * 256 ); SetPaletteReplacement( this->p8BPPPalette, this->HeadPal ); SetPaletteReplacement( this->p8BPPPalette, this->VestPal ); SetPaletteReplacement( this->p8BPPPalette, this->PantsPal ); SetPaletteReplacement( this->p8BPPPalette, this->SkinPal ); this->CreateSoldierPalettes( ); } } else { // if the player is an annoying little perv, tell them so, girls! if ( this->ubBodyType == REGFEMALE ) { // sigh. We were hired by an idiot. TacticalCharacterDialogue( this, QUOTE_IMPATIENT_QUOTE ); this->aiData.bMorale = max( 0, this->aiData.bMorale - 1 ); } } } // check wether our disguise is any good void SOLDIERTYPE::SpySelfTest( ) { if ( SeemsLegit( this->ubID ) ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_OK], this->GetName( ) ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_TEST_FAIL], this->GetName( ) ); } // can we process prisoners in this sector? BOOLEAN SOLDIERTYPE::CanProcessPrisoners( ) { if ( stats.bLife < OKLIFE ) return FALSE; // Is there a prison in this sector? BOOLEAN prisonhere = FALSE; for ( UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt ) { // Is this facility here? if ( gFacilityLocations[SECTOR( this->sSectorX, this->sSectorY )][cnt].fFacilityHere ) { // we determine wether this is a prison by checking for usPrisonBaseLimit if ( gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0 ) { prisonhere = TRUE; break; } } } if ( !prisonhere ) return FALSE; // Are there any prisoners in this prison? note that there are no underground prisons if ( !this->bSectorZ ) { SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( this->sSectorX, this->sSectorY )]); INT16 aPrisoners[PRISONER_MAX] = {0}; if ( GetNumberOfPrisoners( pSectorInfo, aPrisoners ) > 0 ) return TRUE; } return FALSE; } UINT32 SOLDIERTYPE::GetSurrenderStrength( ) { if ( this->stats.bLife < OKLIFE || this->flags.fMercAsleep || this->bCollapsed || (this->usSoldierFlagMask & SOLDIER_POW) ) return 0; UINT32 value = 100 + 10 * EffectiveExpLevel( this ) + EffectiveStrength( this, FALSE ) + 3 * EffectiveMarksmanship( this ) + EffectiveLeadership( this ) / 4; ReducePointsForFatigue( this, &value ); value = (value * this->stats.bLife / this->stats.bLifeMax); value = value * (5 + sqrt( (double)max( 1, this->aiData.bMorale ) )) / 15; // adjust for type of soldier if ( this->ubSoldierClass == SOLDIER_CLASS_ELITE || this->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA ) value *= 1.5f; else if ( this->ubSoldierClass == SOLDIER_CLASS_ADMINISTRATOR || this->ubSoldierClass == SOLDIER_CLASS_GREEN_MILITIA ) value *= 0.75f; // tanks won't surrender that easy if ( TANK( this ) ) value *= 10; return value; } // used for an enemy liberating fellow prisoners BOOLEAN SOLDIERTYPE::FreePrisoner( ) { // we can only free people we are facing INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); UINT8 target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel ); // is there somebody? if ( target != NOBODY ) { SOLDIERTYPE* pSoldier = MercPtrs[target]; // if he is captured, free him! // note that this would also work for prisoner civs that we spawn in our prisons. All needed would be commanding the AI to get there if ( pSoldier->usSoldierFlagMask & (SOLDIER_POW | SOLDIER_POW_PRISON) ) { pSoldier->usSoldierFlagMask &= ~(SOLDIER_POW | SOLDIER_POW_PRISON); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_X_FREES_Y], this->GetName( ), pSoldier->GetName( ) ); // alert both soldiers this->aiData.bAlertStatus = min( this->aiData.bAlertStatus, STATUS_RED ); pSoldier->aiData.bAlertStatus = min( pSoldier->aiData.bAlertStatus, STATUS_RED ); return TRUE; } } return FALSE; } // Flugente: scuba gear BOOLEAN SOLDIERTYPE::UsesScubaGear( ) { if ( !this->MercInHighWater( ) ) return FALSE; // do we wear a scuba mask? if ( !(this->inv[HEAD1POS].exists( ) && HasItemFlag( this->inv[HEAD1POS].usItem, SCUBA_MASK )) && !(this->inv[HEAD2POS].exists( ) && HasItemFlag( this->inv[HEAD2POS].usItem, SCUBA_MASK )) ) return FALSE; if ( !this->inv[CPACKPOCKPOS].exists( ) || !HasItemFlag( this->inv[CPACKPOCKPOS].usItem, SCUBA_BOTTLE ) ) return FALSE; return TRUE; } // Flugente: are we an assassin? BOOLEAN SOLDIERTYPE::IsAssassin( ) { // kingpin's hitmen are assassins if ( this->ubProfile >= JIM && this->ubProfile <= TYRONE ) return TRUE; // there can be non-NPC assassins too if ( this->usSoldierFlagMask & SOLDIER_ASSASSIN ) return TRUE; return FALSE; } UINT8 SOLDIERTYPE::GetMultiTurnAction( ) { return usMultiTurnAction; } void SOLDIERTYPE::StartMultiTurnAction( UINT8 usActionType ) { // check wether we can perform any action at all if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds( this->sGridNo ) || this->bCollapsed ) return; // wether an action is possible or not depends on action itself (there are actions without a gridno) switch ( usMultiTurnAction ) { case MTA_FORTIFY: case MTA_REMOVE_FORTIFY: case MTA_FILL_SANDBAG: if ( this->pathing.bLevel != 0 || gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE || gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND ) return; break; } // if we already perform a multi-turn action, overwrite it if ( GetMultiTurnAction( ) > MTA_NONE ) CancelMultiTurnAction( FALSE ); // set up the action and costs usMultiTurnAction = usActionType; // the action shall be performed on the gridno directly in front of us sMTActionGridNo = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); // for now, adding and removing a structure has the same AP cost - that might change in the future bOverTurnAPS = GetAPsForMultiTurnAction( this, usMultiTurnAction ); // immediately starting the action would leave us without APs, thus removing the benefit of multi-turn actions (ability to do something else while performing a longer action) // for this reason, we only do this when we are not in combat if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ) UpdateMultiTurnAction( ); } void SOLDIERTYPE::CancelMultiTurnAction( BOOLEAN fFinished ) { // stop action if ( !fFinished && this->usMultiTurnAction ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANCEL], this->GetName( ), szMTATextStr[this->usMultiTurnAction] ); bOverTurnAPS = 0; sMTActionGridNo = NOWHERE; usMultiTurnAction = MTA_NONE; } // if we are doing any multiturn-action, remove our current APs from it, and if possible, perform the action and finish the process BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction( ) { // nothing to do here if ( this->usMultiTurnAction == MTA_NONE ) return FALSE; // check wether we can perform any action at all if ( !this->bActive || !this->bInSector || this->stats.bLife < OKLIFE || TileIsOutOfBounds( this->sGridNo ) || this->bCollapsed ) { CancelMultiTurnAction( FALSE ); return FALSE; } // wether an action is possible or not depends on action itself (there are actions without a gridno) switch ( usMultiTurnAction ) { case MTA_FORTIFY: case MTA_REMOVE_FORTIFY: case MTA_FILL_SANDBAG: if ( this->pathing.bLevel != 0 || gAnimControl[this->usAnimState].ubEndHeight == ANIM_PRONE || gAnimControl[this->usAnimState].ubEndHeight == ANIM_STAND ) { CancelMultiTurnAction( FALSE ); return FALSE; } break; default: // default: exit { CancelMultiTurnAction( FALSE ); return FALSE; } break; } // check wether our selected action can still be performed BOOLEAN fActionStillValid = TRUE; // determine the gridno before us and the item we have in our main hand, this is enough for the current actions OBJECTTYPE* pObj = &(this->inv[HANDPOS]); // error if the gridno we started working on is not the gridno we are currently looking at if ( usMultiTurnAction == MTA_FORTIFY || usMultiTurnAction == MTA_REMOVE_FORTIFY || usMultiTurnAction == MTA_FILL_SANDBAG ) { if ( !pObj || !(pObj->exists( )) ) fActionStillValid = FALSE; else if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) ) fActionStillValid = FALSE; } if ( !fActionStillValid ) { CancelMultiTurnAction( FALSE ); return FALSE; } // a static variable that is the item number of sandbags. Hardcoding item numbers is bad, that's why we will search for it. static UINT16 fullsandbagnr = 1541; INT16 entireapcost = 0; INT16 entirebpcost = 0; switch ( usMultiTurnAction ) { case MTA_FORTIFY: { entireapcost = GetAPsForMultiTurnAction( this, MTA_FORTIFY ); entirebpcost = APBPConstants[BP_FORTIFICATION]; if ( !IsFortificationPossibleAtGridNo( this->sMTActionGridNo ) ) fActionStillValid = FALSE; else if ( !HasItemFlag( this->inv[HANDPOS].usItem, (FULL_SANDBAG | CONCERTINA) ) ) fActionStillValid = FALSE; } break; case MTA_REMOVE_FORTIFY: { entireapcost = GetAPsForMultiTurnAction( this, MTA_REMOVE_FORTIFY ); entirebpcost = APBPConstants[BP_REMOVE_FORTIFICATION]; if ( !HasItemFlag( this->inv[HANDPOS].usItem, (SHOVEL) ) ) fActionStillValid = FALSE; } break; case MTA_FILL_SANDBAG: { entireapcost = GetAPsForMultiTurnAction( this, MTA_FILL_SANDBAG ); entirebpcost = APBPConstants[BP_FILL_SANDBAG]; if ( !HasItemFlag( this->inv[HANDPOS].usItem, EMPTY_SANDBAG ) ) fActionStillValid = FALSE; else { INT8 bOverTerrainType = GetTerrainType( sGridNo ); if ( bOverTerrainType != FLAT_GROUND && bOverTerrainType != DIRT_ROAD && bOverTerrainType != LOW_GRASS ) fActionStillValid = FALSE; else { // check if we have a shovel in our second hand OBJECTTYPE* pShovelObj = &(this->inv[SECONDHANDPOS]); if ( !pShovelObj || !(pShovelObj->exists( )) || !HasItemFlag( this->inv[SECONDHANDPOS].usItem, SHOVEL ) ) fActionStillValid = FALSE; } } } break; } if ( !fActionStillValid ) { CancelMultiTurnAction( FALSE ); return FALSE; } // refresh animations switch ( usMultiTurnAction ) { case MTA_FORTIFY: case MTA_REMOVE_FORTIFY: case MTA_FILL_SANDBAG: { // if we are not in turnbased and no enemies are around, we reduce the number of necessary action points to 0. No need to keep waiting if there's nobody around anyway if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ) bOverTurnAPS = 0; // otherwise this might take longer, so we refresh our animation else { if ( !is_networked ) this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0, FALSE ); else this->ChangeSoldierState( CUTTING_FENCE, 0, 0 ); // as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS]; } } break; } // if we can afford it, do it now if ( bOverTurnAPS <= this->bActionPoints ) { switch ( usMultiTurnAction ) { case MTA_FORTIFY: { // Build the thing if ( BuildFortification( this->sMTActionGridNo, Item[pObj->usItem].usItemFlag ) ) { UINT16 usItem = pObj->usItem; // Erase 'material' item from our hand - we 'use' it to build the structure DeleteObj( &(this->inv[HANDPOS]) ); // sevenfm: auto-taking of items if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) && gfShiftBombPlant ) { TakeNewItemFromInventory( usItem ); } // we gain a bit of experience... StatChange( this, STRAMT, 4, TRUE ); StatChange( this, HEALTHAMT, 2, TRUE ); } } break; case MTA_REMOVE_FORTIFY: { if ( RemoveFortification( this->sMTActionGridNo ) ) { // eventually search for the number of a sandbag item if ( HasItemFlag( fullsandbagnr, FULL_SANDBAG ) || GetFirstItemWithFlag( &fullsandbagnr, FULL_SANDBAG ) ) { CreateItem( fullsandbagnr, 100, &gTempObject ); AddItemToPool( this->sMTActionGridNo, &gTempObject, 1, 0, 0, -1 ); // we gain a bit of experience... StatChange( this, STRAMT, 3, TRUE ); StatChange( this, HEALTHAMT, 2, TRUE ); } } } break; case MTA_FILL_SANDBAG: { // eventually search for the number of a sandbag item if ( HasItemFlag( fullsandbagnr, FULL_SANDBAG ) || GetFirstItemWithFlag( &fullsandbagnr, FULL_SANDBAG ) ) { INT8 bObjSlot = HANDPOS; UINT16 usItem = pObj->usItem; CreateItem( fullsandbagnr, 100, &gTempObject ); if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) && gfShiftBombPlant ) { // sevenfm: drop filled sandbag to the ground and take new empty from inventory AddItemToPool( this->sGridNo, &gTempObject, 1, 0, 0, -1 ); DeleteObj( &(this->inv[HANDPOS]) ); TakeNewItemFromInventory( usItem ); } else { SwapObjs( this, bObjSlot, &gTempObject, TRUE ); } // sevenfm: added this to correctly update interface DirtyMercPanelInterface( this, DIRTYLEVEL2 ); // we gain a bit of experience... StatChange( this, STRAMT, 1, TRUE ); StatChange( this, HEALTHAMT, 1, TRUE ); } } break; } if ( entireapcost > 0 ) DeductPoints( this, bOverTurnAPS, (INT32)(entirebpcost * this->bOverTurnAPS / entireapcost), 0 ); // we're done here! CancelMultiTurnAction( TRUE ); } // remove the costs as much as we can else if ( this->bActionPoints > 0 ) { INT16 oldAPs = this->bActionPoints; if ( bOverTurnAPS > 0 ) DeductPoints( this, this->bActionPoints, (INT32)(entirebpcost * this->bActionPoints / entireapcost), 0 ); bOverTurnAPS -= oldAPs; } return TRUE; } void SOLDIERTYPE::DropSectorEquipment( ) { // not if we already dropped the gear if ( this->usSoldierFlagMask & SOLDIER_EQUIPMENT_DROPPED ) return; // set marker: we are about to drop our gear this->usSoldierFlagMask |= SOLDIER_EQUIPMENT_DROPPED; OBJECTTYPE* pObj = NULL; UINT8 size = this->inv.size( ); INT32 sPutGridNo = this->sGridNo; if ( sPutGridNo == NOWHERE ) sPutGridNo = RandomGridNo( ); if ( Water( sPutGridNo ) ) sPutGridNo = gMapInformation.sCenterGridNo; if ( (this->sSectorX == gWorldSectorX) && (this->sSectorY == gWorldSectorY) && (this->bSectorZ == gbWorldSectorZ) ) { for ( UINT8 cnt = 0; cnt < size; ++cnt ) { pObj = &(this->inv[cnt]); if ( pObj->exists( ) ) { // Check if it's supposed to be dropped if ( !((*pObj).fFlags & OBJECT_UNDROPPABLE) && !(Item[pObj->usItem].defaultundroppable) && (*pObj)[0]->data.sObjectFlag & TAKEN_BY_MILITIA ) { (*pObj)[0]->data.sObjectFlag &= ~TAKEN_BY_MILITIA; // if we are not replacing ammo, unload gun prior to dropping it if ( !gGameExternalOptions.fMilitiaUseSectorInventory_Ammo && Item[pObj->usItem].usItemClass & IC_GUN ) (*pObj)[0]->data.gun.ubGunShotsLeft = 0; AddItemToPool( sPutGridNo, pObj, 1, this->pathing.bLevel, (WOLRD_ITEM_FIND_SWEETSPOT_FROM_GRIDNO | WORLD_ITEM_REACHABLE), -1 ); DeleteObj( &(this->inv[cnt]) ); } } } } else { OBJECTTYPE pObject[NUM_INV_SLOTS]; UINT8 counter = 0; for ( UINT8 cnt = 0; cnt < size; ++cnt ) { pObj = &(this->inv[cnt]); if ( pObj->exists( ) ) { // Check if it's supposed to be dropped if ( !((*pObj).fFlags & OBJECT_UNDROPPABLE) && !(Item[pObj->usItem].defaultundroppable) && (*pObj)[0]->data.sObjectFlag & TAKEN_BY_MILITIA ) { (*pObj)[0]->data.sObjectFlag &= ~TAKEN_BY_MILITIA; // if we are not replacing ammo, unload gun prior to dropping it if ( !gGameExternalOptions.fMilitiaUseSectorInventory_Ammo && Item[pObj->usItem].usItemClass & IC_GUN ) (*pObj)[0]->data.gun.ubGunShotsLeft = 0; pObject[counter++] = *pObj; DeleteObj( &(this->inv[cnt]) ); } } } AddItemsToUnLoadedSector( this->sSectorX, this->sSectorY, this->bSectorZ, RandomGridNo( ), counter, pObject, 0, WORLD_ITEM_REACHABLE, 0, 1, FALSE ); } } // sevenfm: take item from inventory to HANDPOS void SOLDIERTYPE::TakeNewItemFromInventory( UINT16 usItem ) { if ( !UsingNewInventorySystem( ) ) return; // this feature works now only in realtime if ( (gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ) return; if ( this->inv[HANDPOS].exists( ) ) return; // search for item with same id INT8 invsize = (INT8)this->inv.size( ); for ( INT8 i = 0; i < invsize; ++i ) { if ( (this->inv[i].exists( ) == true) && (this->inv[i].usItem == usItem) ) { this->inv[i].MoveThisObjectTo( this->inv[HANDPOS], 1, this ); return; } } } // sevenfm: take item from inventory to HANDPOS void SOLDIERTYPE::TakeNewBombFromInventory( UINT16 usItem ) { INT8 i; if ( !UsingNewInventorySystem( ) ) return; if ( this->inv[HANDPOS].exists( ) ) return; // search for item with same id INT8 invsize = (INT8)this->inv.size( ); for ( i = 0; i < invsize; ++i ) { if ( (this->inv[i].exists( ) == true) && (this->inv[i].usItem == usItem) ) { this->inv[i].MoveThisObjectTo( this->inv[HANDPOS], 1, this ); return; } } // search for any item with class IC_BOMB // take tripwire-activated item only if used item is tripwire activated for ( i = 0; i < invsize; i++ ) { if ( this->inv[i].exists( ) == true && Item[this->inv[i].usItem].usItemClass == IC_BOMB && Item[this->inv[i].usItem].ubCursor == BOMBCURS && !Item[this->inv[i].usItem].tripwire && ((Item[this->inv[i].usItem].tripwireactivation && Item[usItem].tripwireactivation) || (!Item[this->inv[i].usItem].tripwireactivation && !Item[usItem].tripwireactivation)) ) { this->inv[i].MoveThisObjectTo( this->inv[HANDPOS], 1, this ); return; } } } // Flugente: switch hand item for gunsling weapon, or pistol, or knife void SOLDIERTYPE::SwitchWeapons( BOOLEAN fKnife, BOOLEAN fSideArm ) { UINT8 pocketsearch, retrieveslot, handobjstorageslot; BOOLEAN handCanMove, searchitemCanMove; // The slot we move our hand object from and the new object to is obviously always HANDPOS // first pocket to search in OIV & NIV if ( UsingNewInventorySystem( ) ) pocketsearch = GUNSLINGPOCKPOS; else pocketsearch = BIGPOCK1POS; // The second slot is the one from where we retrieve the object we search if ( UsingNewInventorySystem( ) ) retrieveslot = GUNSLINGPOCKPOS; else // search for gun in OIV { for ( UINT8 i = pocketsearch; i < NUM_INV_SLOTS; ++i ) { // we use the first gun we can find if ( this->inv[i].exists( ) && Item[this->inv[i].usItem].usItemClass & IC_GUN && this->inv[i].ubNumberOfObjects == 1 ) { retrieveslot = i; break; } } } // The third slot is where we put our hand item into handobjstorageslot = HANDPOS; // if we swap knifes or sidearms, we search for any such item if we do not already have it in our hands. If we do, we instead search for a gun to switch if ( fKnife ) { // if we already have a knife in hand, search for a gun instead if ( this->inv[HANDPOS].exists( ) && Item[this->inv[HANDPOS].usItem].usItemClass & IC_BLADE ) { for ( UINT8 i = pocketsearch; i < NUM_INV_SLOTS; ++i ) { // we use the first gun we can find if ( this->inv[i].exists( ) && Item[this->inv[i].usItem].usItemClass & IC_GUN && this->inv[i].ubNumberOfObjects == 1 ) { retrieveslot = i; break; } } } // search for a knife else { for ( UINT8 i = pocketsearch; i < NUM_INV_SLOTS; ++i ) { // take first blade if ( this->inv[i].exists( ) && Item[this->inv[i].usItem].usItemClass & IC_BLADE && this->inv[i].ubNumberOfObjects == 1 ) { retrieveslot = i; break; } } } } else if ( fSideArm ) { // if we already have a sidearm in hand, search for a gun that isn't a sidearm instead if ( this->inv[HANDPOS].exists( ) && Item[this->inv[HANDPOS].usItem].usItemClass & IC_GUN && Weapon[Item[this->inv[HANDPOS].usItem].ubClassIndex].ubWeaponClass == HANDGUNCLASS ) { for ( UINT8 i = pocketsearch; i < NUM_INV_SLOTS; ++i ) { // we use the first gun we can find if ( this->inv[i].exists( ) && Item[this->inv[i].usItem].usItemClass & IC_GUN && Weapon[Item[this->inv[i].usItem].ubClassIndex].ubWeaponClass != HANDGUNCLASS && this->inv[i].ubNumberOfObjects == 1 ) { retrieveslot = i; break; } } } // search for a sidearm else { for ( UINT8 i = pocketsearch; i < NUM_INV_SLOTS; ++i ) { // take first handgun if ( this->inv[i].exists( ) && Item[this->inv[i].usItem].usItemClass & IC_GUN && Weapon[Item[this->inv[i].usItem].ubClassIndex].ubWeaponClass == HANDGUNCLASS && this->inv[i].ubNumberOfObjects == 1 ) { retrieveslot = i; break; } } } } // search a slot to put our hand object into for ( UINT8 i = pocketsearch; i < NUM_INV_SLOTS; ++i ) { // take first slot that hand item would fit if ( CanItemFitInPosition( this, &this->inv[HANDPOS], i, FALSE ) ) { if ( i == retrieveslot || !this->inv[i].exists( ) ) { handobjstorageslot = i; break; } } } // check both items can be moved // check HANDPOS item that cannot be moved to inventory if ( handobjstorageslot == HANDPOS && this->inv[HANDPOS].exists( ) == true ) handCanMove = FALSE; else handCanMove = (CanItemFitInPosition( this, &this->inv[HANDPOS], handobjstorageslot, FALSE ) || (this->inv[HANDPOS].exists( ) == false && this->inv[SECONDHANDPOS].exists( ) == false)); if ( Item[this->inv[retrieveslot].usItem].twohanded && this->inv[SECONDHANDPOS].exists( ) == true ) searchitemCanMove = FALSE; else searchitemCanMove = (CanItemFitInPosition( this, &this->inv[retrieveslot], HANDPOS, FALSE ) || this->inv[retrieveslot].exists( ) == false); // execute swap if ( handCanMove == TRUE && searchitemCanMove == TRUE ) { if ( gGameOptions.fInventoryCostsAP ) { UINT16 APTotalCost = 0; if ( this->inv[retrieveslot].exists( ) ) APTotalCost += GetInvMovementCost( &this->inv[retrieveslot], retrieveslot, HANDPOS ); if ( this->inv[HANDPOS].exists( ) ) APTotalCost += GetInvMovementCost( &this->inv[HANDPOS], HANDPOS, handobjstorageslot ); if ( this->bActionPoints >= APTotalCost ) { // SANDRO - I dared to change this to use the appropriate function, as that function is actually important for IIS //pSoldier->bActionPoints -= APTotalCost; DeductPoints( this, APTotalCost, 0 ); SwapObjs( &this->inv[HANDPOS], &this->inv[retrieveslot] ); // if we store our hand item in a different position than the item we retrieve originally was, swap again if ( handobjstorageslot != retrieveslot && handobjstorageslot != HANDPOS ) SwapObjs( &this->inv[retrieveslot], &this->inv[handobjstorageslot] ); HandleTacticalEffectsOfEquipmentChange( this, HANDPOS, this->inv[retrieveslot].usItem, this->inv[HANDPOS].usItem ); } else { CHAR16 zOutputString[512]; swprintf( zOutputString, New113Message[MSG113_INVENTORY_APS_INSUFFICIENT], APTotalCost, this->bActionPoints ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString ); } } else { SwapObjs( &this->inv[HANDPOS], &this->inv[retrieveslot] ); // if we store our hand item in a different position than the item we retrieve originally was, swap again if ( handobjstorageslot != retrieveslot && handobjstorageslot != HANDPOS ) SwapObjs( &this->inv[retrieveslot], &this->inv[handobjstorageslot] ); HandleTacticalEffectsOfEquipmentChange( this, HANDPOS, this->inv[retrieveslot].usItem, this->inv[HANDPOS].usItem ); } } fCharacterInfoPanelDirty = TRUE; fInterfacePanelDirty = DIRTYLEVEL2; // Flugente: we have to recheck our flashlights this->HandleFlashLights( ); } UINT8 tmpuser = 0; static CHAR16 tmpname[2][MAX_ENEMY_NAMES_CHARS]; // we need 2 arrays, in case we need 2 name pointers in one string STR16 SOLDIERTYPE::GetName( ) { ++tmpuser; if ( tmpuser > 1 ) tmpuser = 0; tmpname[tmpuser][0] = '\0'; wcscat( tmpname[tmpuser], this->name ); if ( this->usSoldierProfile ) { INT8 type = this->GetSoldierProfileType( this->bTeam ); if ( type > -1 ) { wcscpy( tmpname[tmpuser], zSoldierProfile[type][this->usSoldierProfile].szName ); tmpname[tmpuser][MAX_ENEMY_NAMES_CHARS - 1] = '\0'; } } return tmpname[tmpuser]; } INT8 SOLDIERTYPE::GetTraitCTHModifier( UINT16 usItem, INT16 ubAimTime, UINT8 ubTargetProfile ) { INT8 modifier = 0; // Modify for traits if ( gGameOptions.fNewTraitSystem ) { // Bonus for heavy weapons moved here from above to get instant CtH bonus and not marksmanship bonus, // which is supressed by weapon condition if ( Item[usItem].rocketlauncher || Item[usItem].singleshotrocketlauncher ) { modifier += gSkillTraitValues.bCtHModifierRocketLaunchers; // -25% for untrained mercs !!! if ( HAS_SKILL_TRAIT( this, HEAVY_WEAPONS_NT ) ) modifier += gSkillTraitValues.ubHWBonusCtHRocketLaunchers * NUM_SKILL_TRAITS( this, HEAVY_WEAPONS_NT ); // +25% per trait } // Added CtH bonus for Gunslinger trait on pistols and machine-pistols else if ( Weapon[usItem].ubWeaponType == GUN_PISTOL ) { modifier += gSkillTraitValues.bCtHModifierPistols; // -5% for untrained mercs. // this bonus is applied only on single shots! if ( HAS_SKILL_TRAIT( this, GUNSLINGER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 ) modifier += gSkillTraitValues.ubGSBonusCtHPistols * NUM_SKILL_TRAITS( this, GUNSLINGER_NT ); // +10% per trait } else if ( Weapon[usItem].ubWeaponType == GUN_M_PISTOL ) { modifier += gSkillTraitValues.bCtHModifierMachinePistols; // -5% for untrained mercs. // this bonus is applied only on single shots! if ( HAS_SKILL_TRAIT( this, GUNSLINGER_NT ) && ((this->bDoBurst == 0 && this->bDoAutofire == 0) || !gSkillTraitValues.ubGSCtHMPExcludeAuto) ) modifier += gSkillTraitValues.ubGSBonusCtHMachinePistols * NUM_SKILL_TRAITS( this, GUNSLINGER_NT ); // +5% per trait } // Added CtH bonus for Machinegunner skill on assault rifles, SMGs and LMGs else if ( Weapon[usItem].ubWeaponType == GUN_AS_RIFLE ) { modifier += gSkillTraitValues.bCtHModifierAssaultRifles; // -5% for untrained mercs. if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) ) modifier += gSkillTraitValues.ubAWBonusCtHAssaultRifles * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait } else if ( Weapon[usItem].ubWeaponType == GUN_SMG ) { modifier += gSkillTraitValues.bCtHModifierSMGs; // -5% for untrained mercs. if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) ) modifier += gSkillTraitValues.ubAWBonusCtHSMGs * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait } else if ( Weapon[usItem].ubWeaponType == GUN_LMG ) { modifier += gSkillTraitValues.bCtHModifierLMGs; // -10% for untrained mercs. if ( HAS_SKILL_TRAIT( this, AUTO_WEAPONS_NT ) ) modifier += gSkillTraitValues.ubAWBonusCtHLMGs * NUM_SKILL_TRAITS( this, AUTO_WEAPONS_NT ); // +5% per trait } // Added CtH bonus for Gunslinger trait on pistols and machine-pistols else if ( Weapon[usItem].ubWeaponType == GUN_SN_RIFLE ) { modifier += gSkillTraitValues.bCtHModifierSniperRifles; // -5% for untrained mercs. // this bonus is applied only on single shots! if ( HAS_SKILL_TRAIT( this, SNIPER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 ) modifier += gSkillTraitValues.ubSNBonusCtHSniperRifles * NUM_SKILL_TRAITS( this, SNIPER_NT ); // +5% per trait } // Added CtH bonus for Ranger skill on rifles and shotguns else if ( Weapon[usItem].ubWeaponType == GUN_RIFLE ) { modifier += gSkillTraitValues.bCtHModifierRifles; // -5% for untrained mercs. // this bonus is applied only on single shots! if ( HAS_SKILL_TRAIT( this, RANGER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 ) modifier += gSkillTraitValues.ubRABonusCtHRifles * NUM_SKILL_TRAITS( this, RANGER_NT ); // +5% per trait //CHRISL: Why wouldn't sniper training include standard rifles which are often used as "poor-man sniper rifles" // this bonus is applied only on single shots! if ( HAS_SKILL_TRAIT( this, SNIPER_NT ) && this->bDoBurst == 0 && this->bDoAutofire == 0 ) modifier += gSkillTraitValues.ubSNBonusCtHRifles * NUM_SKILL_TRAITS( this, SNIPER_NT ); // +5% per trait } else if ( Weapon[usItem].ubWeaponType == GUN_SHOTGUN ) { modifier += gSkillTraitValues.bCtHModifierShotguns; // -5% for untrained mercs. if ( HAS_SKILL_TRAIT( this, RANGER_NT ) ) modifier += gSkillTraitValues.ubRABonusCtHShotguns * NUM_SKILL_TRAITS( this, RANGER_NT ); // +10% per trait } // Added small CtH penalty for robot if controller hasn't the Technician trait if ( AM_A_ROBOT( this ) ) { modifier += gSkillTraitValues.bCtHModifierRobot; // -10% if ( HAS_SKILL_TRAIT( this->GetRobotController( ), TECHNICIAN_NT ) ) modifier += gSkillTraitValues.ubTECtHControlledRobotBonus * NUM_SKILL_TRAITS( this->GetRobotController( ), TECHNICIAN_NT ); // +10% per trait } // Added character traits influence if ( this->ubProfile != NO_PROFILE ) { // Sociable - better performance in groups if ( gMercProfiles[this->ubProfile].bCharacterTrait == CHAR_TRAIT_SOCIABLE ) { INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_SOCIABLE ); if ( bNumMercs > 2 ) modifier += 5; else if ( bNumMercs > 0 ) modifier += 2; } // Loner - better performance when alone else if ( gMercProfiles[this->ubProfile].bCharacterTrait == CHAR_TRAIT_LONER ) { INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_LONER ); if ( bNumMercs == 0 ) modifier += 5; else if ( bNumMercs <= 1 ) modifier += 2; } // Aggressive - bonus on bursts/autofire else if ( gMercProfiles[this->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE ) { if ( (this->bDoBurst || this->bDoAutofire) && !ubAimTime ) modifier += 10; } // Show-off - better performance if some babes around to impress else if ( gMercProfiles[this->ubProfile].bCharacterTrait == CHAR_TRAIT_SHOWOFF ) { INT8 bNumMercs = CheckMercsNearForCharTraits( this->ubProfile, CHAR_TRAIT_SHOWOFF ); if ( bNumMercs > 1 ) modifier += 5; else if ( bNumMercs > 0 ) modifier += 2; } // Added disabilities if ( this->ubProfile != NO_PROFILE ) { // Heat intolerant penalty if ( MercIsHot( this ) ) { modifier -= 15; } // Small penalty for fear of insects in tropical sectors // Flugente: drugs can temporarily cause a merc get a new disability else if ( ((gMercProfiles[this->ubProfile].bDisability == FEAR_OF_INSECTS) || MercUnderTheInfluence( this, DRUG_TYPE_FEAROFINSECTS )) && MercIsInTropicalSector( this ) ) { // fear of insects, and we are in tropical sector modifier -= 5; } } } // Dauntless - penalty for not taking proper cover if ( ubTargetProfile != NOBODY ) { if ( gMercProfiles[ubTargetProfile].bCharacterTrait == CHAR_TRAIT_DAUNTLESS ) modifier += 5; } } else { // this rather unlogical bonus for psychotic characters applies only with old traits if ( this->ubProfile != NO_PROFILE && gMercProfiles[this->ubProfile].bDisability == PSYCHO || MercUnderTheInfluence( this, DRUG_TYPE_PSYCHO ) ) { modifier += AIM_BONUS_PSYCHO; } } return modifier; } void SOLDIERTYPE::AddDrugValues( UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect ) { // in case of wrong inout, stay safe if ( uDrugType >= DRUG_TYPE_MAX ) return; // Flugente: backgrounds if ( this->ubProfile != NOBODY && uDrugType == DRUG_TYPE_ALCOHOL ) { usEffect = usEffect * ((100 - this->GetBackgroundValue( BG_RESI_ALCOHOL )) / 100); usSideEffect = usSideEffect * ((100 - this->GetBackgroundValue( BG_RESI_ALCOHOL )) / 100); } // Add effects if ( (this->drugs.bFutureDrugEffect[uDrugType] + usEffect) < 127 ) { this->drugs.bFutureDrugEffect[uDrugType] += usEffect; } this->drugs.bDrugEffectRate[uDrugType] = usTravelRate; // Reset once we sleep... this->drugs.bTimesDrugUsedSinceSleep[uDrugType]++; // Increment side effects.. if ( (this->drugs.bDrugSideEffect[uDrugType] + usSideEffect) < 127 ) { this->drugs.bDrugSideEffect[uDrugType] += usSideEffect; } // Stop side effects until were done.... this->drugs.bDrugSideEffectRate[uDrugType] = 0; // set flag: we are on drugs this->usSoldierFlagMask |= SOLDIER_DRUGGED; } void SOLDIERTYPE::HandleFlashLights( ) { // no more need to redo this check this->usSoldierFlagMask &= ~SOLDIER_REDOFLASHLIGHT; // we must be active and in a sector (not travelling) in a valid position if ( !bActive || !bInSector || TileIsOutOfBounds( this->sGridNo ) ) return; // no flashlight stuff if it isn't night, and we aren't underground if ( !NightTime( ) && !gbWorldSectorZ ) return; // take note of wether we changed light BOOLEAN fLightChanged = FALSE; // remove existing lights we 'own' if ( this->usSoldierFlagMask & SOLDIER_LIGHT_OWNER ) { RemovePersonalLights( this->ubID ); this->usSoldierFlagMask &= ~SOLDIER_LIGHT_OWNER; fLightChanged = TRUE; } // not possible to get this bonus on a roof, due to our lighting system if ( !this->pathing.bLevel ) { UINT8 flashlightrange = this->GetBestEquippedFlashLightRange( ); // if no flashlight is found, this will be 0 if ( flashlightrange ) { // the range at which we create additional light sources to the side UINT8 firstexpand = 8; UINT8 secondexpand = 12; // depending on our direction, alter range if ( this->ubDirection == NORTHEAST || this->ubDirection == NORTHWEST || this->ubDirection == SOUTHEAST || this->ubDirection == SOUTHWEST ) { flashlightrange = sqrt( (FLOAT)flashlightrange*(FLOAT)flashlightrange / 2.0f ); firstexpand = sqrt( (FLOAT)firstexpand*(FLOAT)firstexpand / 2.0f ); secondexpand = sqrt( (FLOAT)secondexpand*(FLOAT)secondexpand / 2.0f ); } // 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; for ( UINT8 i = 0; i < flashlightrange; ++i ) { nextGridNoinSight = NewGridNo( nextGridNoinSight, DirectionInc( this->ubDirection ) ); if ( SoldierToVirtualSoldierLineOfSightTest( this, nextGridNoinSight, this->pathing.bLevel, gAnimControl[this->usAnimState].ubEndHeight, FALSE ) ) CreatePersonalLight( nextGridNoinSight, this->ubID ); // after a certain range, add new lights to the side to simulate a light cone if ( i > firstexpand ) { INT8 sidedir1 = (this->ubDirection + 2) % NUM_WORLD_DIRECTIONS; INT8 sidedir2 = (this->ubDirection - 2) % NUM_WORLD_DIRECTIONS; INT32 sideGridNo1 = NewGridNo( nextGridNoinSight, DirectionInc( sidedir1 ) ); sideGridNo1 = NewGridNo( sideGridNo1, DirectionInc( sidedir1 ) ); if ( SoldierToVirtualSoldierLineOfSightTest( this, sideGridNo1, this->pathing.bLevel, gAnimControl[this->usAnimState].ubEndHeight, FALSE, NO_DISTANCE_LIMIT ) ) CreatePersonalLight( sideGridNo1, this->ubID ); if ( i > secondexpand ) { sideGridNo1 = NewGridNo( sideGridNo1, DirectionInc( sidedir1 ) ); if ( SoldierToVirtualSoldierLineOfSightTest( this, sideGridNo1, this->pathing.bLevel, gAnimControl[this->usAnimState].ubEndHeight, FALSE, NO_DISTANCE_LIMIT ) ) CreatePersonalLight( sideGridNo1, this->ubID ); } INT32 sideGridNo2 = NewGridNo( nextGridNoinSight, DirectionInc( sidedir2 ) ); sideGridNo2 = NewGridNo( sideGridNo2, DirectionInc( sidedir2 ) ); if ( SoldierToVirtualSoldierLineOfSightTest( this, sideGridNo2, this->pathing.bLevel, gAnimControl[this->usAnimState].ubEndHeight, FALSE, NO_DISTANCE_LIMIT ) ) CreatePersonalLight( sideGridNo2, this->ubID ); if ( i > secondexpand ) { sideGridNo2 = NewGridNo( sideGridNo2, DirectionInc( sidedir2 ) ); if ( SoldierToVirtualSoldierLineOfSightTest( this, sideGridNo2, this->pathing.bLevel, gAnimControl[this->usAnimState].ubEndHeight, FALSE, NO_DISTANCE_LIMIT ) ) CreatePersonalLight( sideGridNo2, this->ubID ); } } } // take note: we own a light source this->usSoldierFlagMask |= SOLDIER_LIGHT_OWNER; fLightChanged = TRUE; } } if ( fLightChanged ) { // refresh sight for everybody AllTeamsLookForAll( TRUE ); SetRenderFlags( RENDER_FLAG_FULL ); } } UINT8 SOLDIERTYPE::GetBestEquippedFlashLightRange( ) { UINT8 bestrange = 0; // do this check for both hands UINT16 firstslot = HANDPOS; UINT16 lastslot = VESTPOCKPOS; for ( UINT16 invpos = firstslot; invpos < lastslot; ++invpos ) { OBJECTTYPE* pObj = &(this->inv[invpos]); if ( !pObj || !(pObj->exists( )) ) // can't use this, end continue; // due to our attachment system, flashlights on guns do not require the batteries to be attached to the flashlight itself - anywhere will do if ( !FindAttachedBatteries( pObj ) ) continue; if ( Item[pObj->usItem].usFlashLightRange ) { bestrange = max( bestrange, Item[pObj->usItem].usFlashLightRange ); } attachmentList::iterator iterend = (*pObj)[0]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter ) { if ( iter->exists( ) && Item[iter->usItem].usFlashLightRange ) bestrange = max( bestrange, Item[iter->usItem].usFlashLightRange ); } } return(bestrange); } // Flugente: soldier profiles // retrieves the correct sub-array INT8 SOLDIERTYPE::GetSoldierProfileType( UINT8 usTeam ) { INT8 type = -1; if ( usTeam == ENEMY_TEAM && gGameExternalOptions.fSoldierProfiles_Enemy ) { switch ( this->ubSoldierClass ) { case SOLDIER_CLASS_ELITE: type = 2; break; case SOLDIER_CLASS_ARMY: type = 1; break; case SOLDIER_CLASS_ADMINISTRATOR: type = 0; break; } } else if ( usTeam == MILITIA_TEAM && gGameExternalOptions.fSoldierProfiles_Militia ) { switch ( this->ubSoldierClass ) { case SOLDIER_CLASS_ELITE_MILITIA: type = 5; break; case SOLDIER_CLASS_REG_MILITIA: type = 4; break; case SOLDIER_CLASS_GREEN_MILITIA: type = 3; break; } } return type; } // Flugente: do we have a specific background flag? BOOLEAN SOLDIERTYPE::HasBackgroundFlag( UINT64 aFlag ) { if ( gGameOptions.fBackGround && this->ubProfile != NO_PROFILE ) { if ( zBackground[gMercProfiles[this->ubProfile].usBackground].uiFlags & aFlag ) return TRUE; } return FALSE; } INT16 SOLDIERTYPE::GetBackgroundValue( UINT16 aNr ) { if ( gGameOptions.fBackGround && this->ubProfile != NO_PROFILE ) { return zBackground[gMercProfiles[this->ubProfile].usBackground].value[aNr]; } return 0; } INT8 SOLDIERTYPE::GetSuppressionResistanceBonus( ) { INT8 bonus = 0; bonus += this->GetBackgroundValue( BG_RESI_SUPPRESSION ); // Flugente: enemy roles if ( this->bTeam == ENEMY_TEAM ) { // bonus if we have an officer around BOOL officertype = OFFICER_NONE; if ( HighestEnemyOfficersInSector( officertype ) ) { bonus += gGameExternalOptions.sEnemyOfficerSuppressionResistanceBonus * officertype; } } return min( 100, max( -100, bonus ) ); } INT16 SOLDIERTYPE::GetMeleeDamageBonus( ) { INT8 bonus = 0; bonus += this->GetBackgroundValue( BG_PERC_DAMAGE_MELEE ); return bonus; } INT16 SOLDIERTYPE::GetAPBonus( ) { INT16 bonus = 0; if ( this->usSoldierFlagMask & SOLDIER_AIRDROP_TURN ) bonus += this->GetBackgroundValue( BG_AIRDROP ); if ( this->usSoldierFlagMask & SOLDIER_ASSAULT_BONUS ) bonus += this->GetBackgroundValue( BG_ASSAULT ); UINT8 ubSector = (UINT8)SECTOR( this->sSectorX, this->sSectorY ); UINT8 ubTraverseType = SectorInfo[ubSector].ubTraversability[ubDirection]; switch ( ubTraverseType ) { case NS_RIVER: case EW_RIVER: bonus += this->GetBackgroundValue( BG_RIVER ); break; case COASTAL: case COASTAL_ROAD: bonus += this->GetBackgroundValue( BG_COASTAL ); break; case TROPICS_SAM_SITE: bonus += this->GetBackgroundValue( BG_COASTAL ); bonus += this->GetBackgroundValue( BG_TROPICAL ); break; case TROPICS: case TROPICS_ROAD: bonus += this->GetBackgroundValue( BG_TROPICAL ); break; case HILLS: case HILLS_ROAD: bonus += this->GetBackgroundValue( BG_MOUNTAIN ); break; case SWAMP: case SWAMP_ROAD: bonus += this->GetBackgroundValue( BG_SWAMP ); break; case SAND: case SAND_ROAD: case SAND_SAM_SITE: bonus += this->GetBackgroundValue( BG_DESERT ); break; case TOWN: case CAMBRIA_HOSPITAL_SITE: case DRASSEN_AIRPORT_SITE: case MEDUNA_AIRPORT_SITE: bonus += this->GetBackgroundValue( BG_URBAN ); break; default: break; } if ( this->pathing.bLevel ) bonus += this->GetBackgroundValue( BG_HEIGHT ); // diseases can affect stat effectivity INT16 diseaseeffect = 0; for ( int i = 0; i < NUM_DISEASES; ++i ) diseaseeffect += Disease[i].sEffAP * this->GetDiseaseMagnitude( i ); bonus += diseaseeffect; return bonus; } INT8 SOLDIERTYPE::GetFearResistanceBonus( ) { INT8 bonus = 0; bonus += this->GetBackgroundValue( BG_RESI_FEAR ); return min( 100, max( -100, bonus ) ); } UINT8 SOLDIERTYPE::GetMoraleThreshold( ) { UINT8 threshold = 100; UINT8 moraledamage = 0; moraledamage = (moraledamage * (100 - GetFearResistanceBonus( ))) / 100; return min( threshold, max( 0, threshold - moraledamage ) ); } FLOAT SOLDIERTYPE::GetMoraleModifier( ) { FLOAT mod = 1.0f; BOOL officertype = OFFICER_NONE; if ( HighestEnemyOfficersInSector( officertype ) ) { mod += gGameExternalOptions.dEnemyOfficerMoraleModifier * officertype; } return mod; } INT16 SOLDIERTYPE::GetInterruptModifier( UINT8 usDistance ) { INT16 bonus = 0; // drugs can alter our perception if ( this->drugs.bDrugEffect[DRUG_TYPE_PERCEPTION] ) bonus += 2; else if ( this->drugs.bDrugSideEffect[DRUG_TYPE_PERCEPTION] ) bonus -= 2; // if we are listening on our radio, our mind will be somewhere else... we will be less focused if ( this->IsRadioListening( ) ) bonus -= 3; // if we are airdropping and do not have the 'airdrop' background, we receive a substantial malus to our interrupt level. Roping down takes a lot of attention if ( this->usSoldierFlagMask & SOLDIER_AIRDROP_TURN && (this->GetBackgroundValue( BG_AIRDROP ) <= 0) ) bonus -= 8; return bonus; } void SOLDIERTYPE::SoldierPropertyUpkeep( ) { // these effects last only one turn this->usSoldierFlagMask &= ~(SOLDIER_AIRDROP_TURN | SOLDIER_ASSAULT_BONUS | SOLDIER_RAISED_REDALERT); if ( HasBackgroundFlag( BACKGROUND_EXP_UNDERGROUND ) && this->bSectorZ ) ++bExtraExpLevel; // Flugente: as pows received faulty poison values, we apply a very simple fix: // remove in a few revisions - the code has already been fixed, so this won't be necessary anymore soon^^ this->bPoisonLife = min( this->bPoisonLife, this->bPoisonSum ); this->bPoisonBleeding = min( this->bPoisonBleeding, this->bBleeding ); // if we are dead or dying, we cannot continue radio work if ( this->stats.bLife < OKLIFE ) this->SwitchOffRadio( ); // if we are an enemy radio operator, and we are jamming frequencies, there is a slight chance that we set off remote-controlled bombs/defuses! if ( !gSkillTraitValues.fVOJammingBlocksRemoteBombs && gSkillTraitValues.fVOEnemyVOSetsOffRemoteBombs && this->bTeam == ENEMY_TEAM && IsJamming( ) && Chance( 5 ) ) SetOffBombsByFrequency( this->ubID, 1 + Random( 8 ) ); // effects eventually run out for ( UINT8 counter = 0; counter < SOLDIER_COUNTER_MAX; ++counter ) { if ( counter == SOLDIER_COUNTER_ROLE_OBSERVED ) continue; else if ( counter == SOLDIER_COUNTER_SPOTTER && usSkillCounter[counter] > 0 ) usSkillCounter[counter] = min( 255, usSkillCounter[counter] + 1 ); else usSkillCounter[counter] = max( 0, usSkillCounter[counter] - 1 ); } // if soldier was seen this turn, increase his observed counter if ( this->usSoldierFlagMask & SOLDIER_ENEMY_OBSERVEDTHISTURN ) { this->usSoldierFlagMask &= ~SOLDIER_ENEMY_OBSERVEDTHISTURN; ++usSkillCounter[SOLDIER_COUNTER_ROLE_OBSERVED]; } // if there is a combat going and we are in sector, note that in the battle report if ( this->bInSector && (gTacticalStatus.uiFlags & INCOMBAT || gTacticalStatus.fEnemyInSector) ) { if ( !(this->usSoldierFlagMask & SOLDIER_BATTLE_PARTICIPATION) ) { this->usSoldierFlagMask |= SOLDIER_BATTLE_PARTICIPATION; // Flugente: campaign stats gCurrentIncident.AddStat( this, CAMPAIGNHISTORY_TYPE_PARTICIPANT ); } } else { this->usSoldierFlagMask &= ~SOLDIER_BATTLE_PARTICIPATION; } } // check if Soldier can use the spell skillwise, with fAPCheck = TRUE also check current APs BOOLEAN SOLDIERTYPE::CanUseSkill( INT8 iSkill, BOOLEAN fAPCheck ) { if ( fAPCheck ) { if ( this->bCollapsed ) return FALSE; } BOOLEAN canuse = FALSE; switch ( iSkill ) { // radio operator case SKILLS_RADIO_ARTILLERY: case SKILLS_RADIO_JAM: case SKILLS_RADIO_SCAN_FOR_JAM: case SKILLS_RADIO_LISTEN: case SKILLS_RADIO_CALLREINFORCEMENTS: if ( (!fAPCheck || EnoughPoints( this, APBPConstants[AP_RADIO], APBPConstants[BP_RADIO], FALSE )) && CanUseRadio( ) ) canuse = TRUE; break; case SKILLS_RADIO_TURNOFF: if ( (!fAPCheck || EnoughPoints( this, APBPConstants[AP_RADIO], APBPConstants[BP_RADIO], FALSE )) && (IsJamming( ) || IsScanning( ) || IsRadioListening( )) ) canuse = TRUE; break; case SKILLS_SPOTTER: if ( (!fAPCheck || EnoughPoints( this, APBPConstants[AP_SPOTTER], 0, FALSE )) && CanSpot( ) ) canuse = TRUE; break; default: break; } return(canuse); } // use a skill. For safety reasons, this calls CanUseSkill again BOOLEAN SOLDIERTYPE::UseSkill( UINT8 iSkill, INT32 usMapPos, UINT8 ID ) { if ( !CanUseSkill( iSkill, TRUE ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CANNOT_USE_SKILL] ); return FALSE; } switch ( iSkill ) { // radio operator // the call for SKILLS_RADIO_ARTILLERY is only used by the AI case SKILLS_RADIO_ARTILLERY: { UINT32 sector = 0; if ( this->CanAnyArtilleryStrikeBeOrdered( §or ) ) { return OrderArtilleryStrike( sector, usMapPos, this->bTeam ); } } break; case SKILLS_RADIO_JAM: return JamCommunications( ); break; case SKILLS_RADIO_SCAN_FOR_JAM: return ScanForJam( ); break; case SKILLS_RADIO_LISTEN: return RadioListen( ); break; case SKILLS_RADIO_CALLREINFORCEMENTS: // called separately //return RadioCallReinforcements(); break; case SKILLS_RADIO_TURNOFF: return SwitchOffRadio( ); break; case SKILLS_SPOTTER: return BecomeSpotter( usMapPos ); break; default: break; } return FALSE; } // is the AI allowed to use a skill? we have to check how much breath and life using this skill would cost, as otherwise the AI might commit suicide by casting BOOLEAN SOLDIERTYPE::IsAIAllowedtoUseSkill( INT8 iSkill ) { if ( CanUseSkill( iSkill, TRUE ) ) { return TRUE; } return FALSE; } static CHAR16 skilldescarray[500]; // print a small description of the skill if we can use it, or its requirements if we cannot STR16 SOLDIERTYPE::PrintSkillDesc( INT8 iSkill ) { CHAR16 atStr[200]; swprintf( skilldescarray, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_REQ] ); if ( CanUseSkill( iSkill, TRUE ) ) { return pTraitSkillsMenuDescStrings[iSkill]; } else { if ( iSkill >= SKILLS_RADIO_FIRST && iSkill <= SKILLS_RADIO_LAST ) { swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_AP], APBPConstants[AP_RADIO] ); wcscat( skilldescarray, atStr ); } switch ( iSkill ) { // radio operator case SKILLS_RADIO_ARTILLERY: case SKILLS_RADIO_JAM: case SKILLS_RADIO_SCAN_FOR_JAM: case SKILLS_RADIO_LISTEN: case SKILLS_RADIO_CALLREINFORCEMENTS: case SKILLS_RADIO_TURNOFF: swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], gzMercSkillTextNew[RADIO_OPERATOR_NT] ); wcscat( skilldescarray, atStr ); swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], New113Message[MSG113_WORKING_RADIO_SET] ); wcscat( skilldescarray, atStr ); break; case SKILLS_SPOTTER: swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_AP], APBPConstants[AP_SPOTTER] ); wcscat( skilldescarray, atStr ); swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], New113Message[MSG113_BINOCULAR] ); wcscat( skilldescarray, atStr ); swprintf( atStr, pTraitSkillsDenialStrings[TEXT_SKILL_DENIAL_X_TXT], New113Message[MSG113_PATIENCE] ); wcscat( skilldescarray, atStr ); break; default: break; } } return skilldescarray; } BOOLEAN SOLDIERTYPE::CanUseRadio( BOOLEAN fCheckForAP ) { // new inventory system required, as the radio set has to be in a specific slot if ( !UsingNewInventorySystem( ) ) return FALSE; // only radio operators can use this equipment if ( !NUM_SKILL_TRAITS( this, RADIO_OPERATOR_NT ) ) return FALSE; // if we check wether we have enough AP, exit if we don't if ( fCheckForAP && !EnoughPoints( this, APBPConstants[AP_RADIO], 0, FALSE ) ) return FALSE; // only player mercs use new inventory system if ( this->bTeam == OUR_TEAM ) { OBJECTTYPE* pObj = &(inv[CPACKPOCKPOS]); if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) ) { //search power pack attachmentList::iterator iterend = (*pObj)[0]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter ) { // do we have a power pack on our armor? if ( iter->exists( ) && HasItemFlag( iter->usItem, POWER_PACK ) ) { // Hack (or clever use of unused memory, depending on your view): // data.bTemperature has to exist on all items, as it is used on weapons and certain attachments (barrels) // It isn't used on armor... that's why we can use it now. The idea is that the temperature of the power pack represents its available energy. // The cooling down represents its energy depleting. if ( (*iter)[0]->data.bTemperature > 0.0f ) return(TRUE); } } } } else { INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) ) { OBJECTTYPE* pObj = &(inv[bLoop]); if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) ) { //search power pack attachmentList::iterator iterend = (*pObj)[0]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter ) { // do we have a power pack on our armor? if ( iter->exists( ) && HasItemFlag( iter->usItem, POWER_PACK ) ) { // Hack (or clever use of unused memory, depending on your view): // data.bTemperature has to exist on all items, as it is used on weapons and certain attachments (barrels) // It isn't used on armor... that's why we can use it now. The idea is that the temperature of the power pack represents its available energy. // The cooling down represents its energy depleting. if ( (*iter)[0]->data.bTemperature > 0.0f ) return(TRUE); } } } } } } return FALSE; } BOOLEAN SOLDIERTYPE::UseRadio( ) { BOOLEAN success = FALSE; // new inventory system required, as the radio set has to be in a specific slot if ( UsingNewInventorySystem( ) ) { // only player mercs use new inventory system if ( this->bTeam == OUR_TEAM ) { // check for fail depending on status of radio set OBJECTTYPE* pObj = &(inv[CPACKPOCKPOS]); if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) ) { // status % chance of success if ( Chance( (*pObj)[0]->data.objectStatus ) ) success = TRUE; } } else { INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) ) { OBJECTTYPE* pObj = &(inv[bLoop]); if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) ) { // status % chance of success if ( Chance( (*pObj)[0]->data.objectStatus ) ) success = TRUE; break; } } } } } // even if we fail, we still use up AP, use animation an use up batteries DepleteActiveRadioSetEnergy( TRUE ); if ( this->bInSector && (this->ubBodyType == REGMALE || this->ubBodyType == BIGMALE) ) { switch ( gAnimControl[this->usAnimState].ubEndHeight ) { case ANIM_STAND: this->EVENT_InitNewSoldierAnim( AI_RADIO, 0, FALSE ); break; case ANIM_CROUCH: this->EVENT_InitNewSoldierAnim( AI_CR_RADIO, 0, FALSE ); break; } } DeductPoints( this, APBPConstants[AP_RADIO], APBPConstants[BP_RADIO], 0 ); // we gain a bit of experience... - even more if we are the one who began the communication StatChange( this, EXPERAMT, this->bInSector ? 8 : 4, TRUE ); StatChange( this, MECHANAMT, 1, TRUE ); if ( !success ) { RadioFail( ); return FALSE; } return TRUE; } BOOLEAN SOLDIERTYPE::HasMortar( ) { INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) == true && Item[inv[bLoop].usItem].mortar ) { return TRUE; } } return FALSE; } BOOLEAN SOLDIERTYPE::GetSlotOfSignalShellIfMortar( UINT8* pbLoop ) { UINT16 mortaritem = 0; INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) == true && Item[inv[bLoop].usItem].mortar ) { mortaritem = inv[bLoop].usItem; break; } } if ( mortaritem ) { for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) == true ) { if ( Item[inv[bLoop].usItem].usItemClass == IC_BOMB && HasItemFlag( inv[bLoop].usItem, SIGNAL_SHELL ) && ValidLaunchable( inv[bLoop].usItem, mortaritem ) ) { (*pbLoop) = bLoop; return TRUE; } if ( Item[inv[bLoop].usItem].mortar ) { OBJECTTYPE* pAttObj = FindAttachmentByClass( &(inv[bLoop]), IC_BOMB ); if ( pAttObj ) { if ( HasItemFlag( inv[bLoop].usItem, SIGNAL_SHELL ) ) { (*pbLoop) = bLoop; return TRUE; } } } } } } return FALSE; } BOOLEAN SOLDIERTYPE::CanAnyArtilleryStrikeBeOrdered( UINT32* pSectorID ) // can any artillery strikes be ordered by this guy's team from the neighbouring sectors? { if ( !gSkillTraitValues.fROAllowArtillery ) return FALSE; if ( this->bSectorZ ) return FALSE; // if we are AI-controlled, we have to wait for our timer to run out if ( this->bTeam != gbPlayerNum && this->usSkillCounter[SOLDIER_COUNTER_RADIO_ARTILLERY] ) return FALSE; // check wether we can call artillery from the 4 adjacent sectors for ( UINT8 i = 0; i < 4; ++i ) { INT16 loopX = this->sSectorX; INT16 loopY = this->sSectorY; if ( i == 0 ) ++loopY; else if ( i == 1 ) ++loopX; else if ( i == 2 ) --loopY; else if ( i == 3 ) --loopX; if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 ) continue; if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) ) { *pSectorID = (UINT32)SECTOR( loopX, loopY ); return TRUE; } } return FALSE; } BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridNo, UINT8 bTeam ) { if ( !CanUseSkill( SKILLS_RADIO_ARTILLERY, TRUE ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CANNOT_USE_SKILL] ); return FALSE; } // check wether radio frequencies are jammed. Not possible to do this in CanUseSkill(), as CanUseRadio() only checks if we theoretically if ( SectorJammed( ) ) { // only display message and play sound on our team - no need to signify to player that AI is trying to call in artillery if ( bTeam == OUR_TEAM || bTeam == MILITIA_TEAM ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RADIO_JAMMED_NO_COMMUNICATION] ); PlayJA2SampleFromFile( "Sounds\\radioerror.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } return FALSE; } // sector number is in UINT32, even though INT16 would be normal INT16 sSectorX = SECTORX( (UINT8)usSectorNr ); INT16 sSectorY = SECTORY( (UINT8)usSectorNr ); // just to make sure... if ( !IsValidArtilleryOrderSector( sSectorX, sSectorY, this->bSectorZ, bTeam ) ) return FALSE; // use the radio, this handles animation, batteries etc. if ( !UseRadio( ) ) return FALSE; // determine from where the shells will come INT32 sStartingGridNo = gMapInformation.sNorthGridNo; if ( sSectorX < this->sSectorX ) sStartingGridNo = gMapInformation.sWestGridNo; else if ( sSectorX > this->sSectorX ) sStartingGridNo = gMapInformation.sEastGridNo; else if ( sSectorY > this->sSectorY ) sStartingGridNo = gMapInformation.sSouthGridNo; if ( sStartingGridNo == -1 ) sStartingGridNo = gMapInformation.sCenterGridNo; if ( TileIsOutOfBounds( sStartingGridNo ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_INCORRECT_GRIDNO_ARTILLERY] ); return FALSE; } // if a strike is ordered from the ENEMY_TEAM or MILITIA_TEAM, the number of mortars depends on the number of enemies/militia in that sector // number of waves depends on the number and quality of enemies/soldiers // only HE shells will be fired this way if ( bTeam == ENEMY_TEAM || bTeam == MILITIA_TEAM ) { INT16 nummortars = 0; // number of mortars determines size of wave (1 - 4) INT16 numwaves = 0; // number of waves INT16 numshells = 0; // number of shells SECTORINFO *pSector = &SectorInfo[SECTOR( sSectorX, sSectorY )]; if ( bTeam == ENEMY_TEAM ) { // we also have to account for mobile groups GROUP *pGroup = gpGroupList; while ( pGroup ) { if ( !pGroup->fPlayer && !pGroup->fVehicle && pGroup->ubSectorX == sSectorX && pGroup->ubSectorY == sSectorY ) { nummortars += pGroup->ubGroupSize; numshells += gSkillTraitValues.usVOMortarPointsTroop * pGroup->ubGroupSize; } pGroup = pGroup->next; } nummortars += pSector->ubNumAdmins + pSector->ubNumTroops + pSector->ubNumElites; nummortars /= gSkillTraitValues.usVOMortarCountDivisor; numshells += gSkillTraitValues.usVOMortarPointsAdmin * pSector->ubNumAdmins + gSkillTraitValues.usVOMortarPointsTroop * pSector->ubNumTroops + gSkillTraitValues.usVOMortarPointsElite * pSector->ubNumElites; } else if ( bTeam == MILITIA_TEAM ) { nummortars = (SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[GREEN_MILITIA] + SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[REGULAR_MILITIA] + SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[ELITE_MILITIA]) / gSkillTraitValues.usVOMortarCountDivisor; numshells = gSkillTraitValues.usVOMortarPointsAdmin * SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[GREEN_MILITIA] + gSkillTraitValues.usVOMortarPointsTroop * SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[REGULAR_MILITIA] + gSkillTraitValues.usVOMortarPointsElite * SectorInfo[usSectorNr].ubNumberOfCivsAtLevel[ELITE_MILITIA]; } if ( gSkillTraitValues.usVOMortarShellDivisor * nummortars < 1 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] ); return FALSE; } numwaves = numshells / (gSkillTraitValues.usVOMortarShellDivisor * nummortars); if ( !numwaves ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_MORTAR_SHELLS] ); return FALSE; } // send a signal shell at first. This marks the area that the shells will come in static UINT16 usSignalShellIndex = 1700; if ( HasItemFlag( usSignalShellIndex, SIGNAL_SHELL ) || GetFirstItemWithFlag( &usSignalShellIndex, SIGNAL_SHELL ) ) ArtilleryStrike( usSignalShellIndex, sStartingGridNo, sTargetGridNo ); else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_SIGNAL_SHELL] ); return FALSE; } // we just 'plant' the mortar shells as bombs. We time them so that they will be fired at the beginning of the next turn // for every 'wave' of shells, we just plant one and then clone them when firing // create mortar shell item OBJECTTYPE shellobj; CreateItem( 140, 100, &shellobj ); // 140 is mortar HE shell shellobj.fFlags |= OBJECT_ARMED_BOMB; shellobj[0]->data.misc.bDetonatorType = BOMB_TIMED; shellobj[0]->data.misc.usBombItem = shellobj.usItem; shellobj[0]->data.misc.ubBombOwner = this->ubID + 2; // delay in RT is one turn. In TB we have to make that 2 turns, as otherwise the attack can happen instantly. // Also use 2 if we are AI, otherwise the shells will fly immediately at the player's turn, giving him no chance to react (blame the way turns are handled) shellobj[0]->data.misc.bDelay = 1; if ( bTeam == ENEMY_TEAM || !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ) shellobj[0]->data.misc.bDelay += 1; // now set special flags - we simply abuse the ubWireNetworkFlag switch ( nummortars ) { case 1: shellobj[0]->data.ubWireNetworkFlag = ARTILLERY_STRIKE_COUNT_1; break; case 2: shellobj[0]->data.ubWireNetworkFlag = ARTILLERY_STRIKE_COUNT_2; break; case 3: shellobj[0]->data.ubWireNetworkFlag = (ARTILLERY_STRIKE_COUNT_1 | ARTILLERY_STRIKE_COUNT_2); break; case 4: default: shellobj[0]->data.ubWireNetworkFlag = ARTILLERY_STRIKE_COUNT_4; break; } for ( INT16 i = 0; i < numwaves; ++i ) { AddItemToPool( sStartingGridNo, &shellobj, HIDDEN_ITEM, 1, WORLD_ITEM_ARMED_BOMB, 0 ); // if option is set, delay each wave by one turn if ( gSkillTraitValues.fROArtilleryDistributedOverTurns ) shellobj[0]->data.misc.bDelay += 1; } // update the sector Artillery time pSector->uiTimeAIArtillerywasOrdered = GetWorldTotalMin( ); // extra xp for succesfully ordering an artillery strike StatChange( this, EXPERAMT, 10, TRUE ); // we add a bit to the counter, thus the AI has to wait a bit between ordering strikes (otherwise they'll instantly order all available strikes) this->usSkillCounter[SOLDIER_COUNTER_RADIO_ARTILLERY] = 2; } else if ( bTeam == OUR_TEAM ) { // if we call a strike from our mercs, everything gets more complicated. We don't calculate the number of mortars or shells as an estimate, we have to search the inventory // of every merc fit for shelling in that sector for mortars and shells. But thanks to this, we can also other shell-types, like mustard or phosphor // we already know from IsValidArtilleryOrderSector(..) that someone in there must have a radio set and a mortar, no need to check that again // sadly, we have to run over this 2 times. On the first run, we have to search for all mortar items and remember them (there can be different mortar systems, can't fire a 40mm shell with a 60mm mortar) // as of 2013-09-25, I say it is no longer necessary to fire a signal shell first. The player can fire a signal shell (by mortar or hand) manually to mark one or more targets if he wants // if he does not do so, active vox operators will be targetted. Who knows, the vox operator might be doing a heroic last stand for all we know... UINT8 radiooperatorID = 0; //BOOLEAN signalshellfired = FALSE; UINT8 mortaritemcnt = 0; UINT16 mortararray[5]; for ( UINT8 i = 0; i < 5; ++i ) mortararray[i] = 0; SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID; INT32 lastid = gTacticalStatus.Team[bTeam].bLastID; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { // check if soldier exists in this sector if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY ) continue; if ( pSoldier->CanUseRadio( ) ) radiooperatorID = cnt; /*if ( !signalshellfired ) { UINT8 bSlot = 0; if ( pSoldier->GetSlotOfSignalShellIfMortar(&bSlot) ) { OBJECTTYPE* pSlotObj = &(pSoldier->inv[bSlot]); if ( Item[pSlotObj->usItem].mortar ) { pSlotObj = FindAttachmentByClass( &(pSoldier->inv[bSlot]), IC_BOMB ); if ( pSlotObj ) { ArtilleryStrike(pSlotObj->usItem, sStartingGridNo, sTargetGridNo); DeductAmmo( pSoldier, bSlot ); signalshellfired = TRUE; } } else if ( HasItemFlag(pSoldier->inv[bSlot].usItem, SIGNAL_SHELL) ) { ArtilleryStrike(pSlotObj->usItem, sStartingGridNo, sTargetGridNo); pSlotObj->ubNumberOfObjects--; if ( !pSlotObj->exists() ) { // Delete object DeleteObj( pSlotObj ); } signalshellfired = TRUE; } else { // somethings wrong... we were promised either a signal shell or a mortar with one loaded, but there is none... betrayal! ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell found even though there should be one, cannot commence barrage!"); return FALSE; } } }*/ INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( pSoldier->inv[bLoop].exists( ) == true && Item[pSoldier->inv[bLoop].usItem].mortar ) { // if not already in list, remember this mortar if ( mortararray[0] != pSoldier->inv[bLoop].usItem && mortararray[1] != pSoldier->inv[bLoop].usItem && mortararray[2] != pSoldier->inv[bLoop].usItem && mortararray[3] != pSoldier->inv[bLoop].usItem && mortararray[4] != pSoldier->inv[bLoop].usItem ) mortararray[mortaritemcnt++] = pSoldier->inv[bLoop].usItem; } if ( mortaritemcnt >= 5 ) break; } if ( mortaritemcnt >= 5 ) break; } // safety check, this shouldn't be happening if ( !mortaritemcnt ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NO_MORTARS] ); return FALSE; } // no signal shell -> no barrage /*if ( !signalshellfired ) { if ( radiooperatorID ) DelayedTacticalCharacterDialogue( MercPtrs[ radiooperatorID ], QUOTE_OUT_OF_AMMO ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No signal shell object found, cannot commence barrage!"); return FALSE; }*/ // depending on wether the mortars have ammunition, a radio operator will give a different dialogue BOOLEAN shellsfired = FALSE; // second loop: check for all mortar shells and 'fire' them cnt = gTacticalStatus.Team[bTeam].bFirstID; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { // check if soldier exists in this sector if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY ) continue; INT8 shelldelay = 1; // In realtime the player could choose to put down a bomb right before a turn expires, so add 1 to the setting in RT if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ) ++shelldelay; INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( pSoldier->inv[bLoop].exists( ) == true ) { if ( Item[pSoldier->inv[bLoop].usItem].mortar ) { OBJECTTYPE* pAttObj = FindAttachmentByClass( &(pSoldier->inv[bLoop]), IC_BOMB ); // as of 2013-09-25, also fire these, as they are no longer necessary for a barrage // only fire if not signal shell, we already fired one, no need to do so again if ( pAttObj )//&& !HasItemFlag(pAttObj->usItem, SIGNAL_SHELL) ) { // if option is set, delay each wave by one turn if ( gSkillTraitValues.fROArtilleryDistributedOverTurns ) ++shelldelay; // create mortar shell item OBJECTTYPE shellobj; CreateItem( pAttObj->usItem, 100, &shellobj ); // plant bomb data shellobj.fFlags |= OBJECT_ARMED_BOMB; shellobj[0]->data.misc.bDetonatorType = BOMB_TIMED; shellobj[0]->data.misc.usBombItem = shellobj.usItem; shellobj[0]->data.misc.ubBombOwner = this->ubID + 2; shellobj[0]->data.misc.bDelay = shelldelay; shellobj[0]->data.ubWireNetworkFlag = ARTILLERY_STRIKE_COUNT_1; AddItemToPool( sStartingGridNo, &shellobj, HIDDEN_ITEM, 1, WORLD_ITEM_ARMED_BOMB, 0 ); shellsfired = TRUE; DeductAmmo( pSoldier, bLoop ); } } if ( Item[pSoldier->inv[bLoop].usItem].usItemClass == IC_BOMB ) { // found a bomb - if this fits any found mortar, fire it for ( UINT8 i = 0; i < mortaritemcnt; ++i ) { if ( ValidLaunchable( pSoldier->inv[bLoop].usItem, mortararray[i] ) ) { OBJECTTYPE* pShellObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ... // only fire if not signal shell, we already fired one, no need to do so again if ( pShellObj && !HasItemFlag( pShellObj->usItem, SIGNAL_SHELL ) ) { // if option is set, delay each wave by one turn if ( gSkillTraitValues.fROArtilleryDistributedOverTurns ) ++shelldelay; // create mortar shell item OBJECTTYPE shellobj; CreateItem( pShellObj->usItem, 100, &shellobj ); // plant bomb data shellobj.fFlags |= OBJECT_ARMED_BOMB; shellobj[0]->data.misc.bDetonatorType = BOMB_TIMED; shellobj[0]->data.misc.usBombItem = shellobj.usItem; shellobj[0]->data.misc.ubBombOwner = this->ubID + 2; shellobj[0]->data.misc.bDelay = shelldelay; shellobj[0]->data.ubWireNetworkFlag = ARTILLERY_STRIKE_COUNT_1; for ( INT16 j = 0; j < pShellObj->ubNumberOfObjects; ++j ) { AddItemToPool( sStartingGridNo, &shellobj, HIDDEN_ITEM, 1, WORLD_ITEM_ARMED_BOMB, 0 ); shellsfired = TRUE; } // remove the shells: Delete object DeleteObj( pShellObj ); } } } } } } } if ( radiooperatorID ) { pSoldier = MercPtrs[radiooperatorID]; // also drain the other guy's radio batteries pSoldier->UseRadio( ); if ( shellsfired ) TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_DO_BATTLE_SND, BATTLE_SOUND_OK2, 500 ); else DelayedTacticalCharacterDialogue( pSoldier, QUOTE_OUT_OF_AMMO ); } if ( shellsfired ) { // extra xp for succesfully ordering an artillery strike StatChange( this, EXPERAMT, 10, TRUE ); // we add a bit to the counter, thus the AI has to wait a bit between ordering strikes (otherwise they'll instantly order all available strikes) this->usSkillCounter[SOLDIER_COUNTER_RADIO_ARTILLERY] = 2; } } else // how did this even happen? return FALSE; if ( bTeam == ENEMY_TEAM ) gCurrentIncident.usIncidentFlags |= INCIDENT_ARTILLERY_ENEMY; else gCurrentIncident.usIncidentFlags |= INCIDENT_ARTILLERY_PLAYERSIDE; return TRUE; } BOOLEAN SOLDIERTYPE::IsJamming( ) { if ( usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING ) { if ( CanUseRadio( FALSE ) ) return TRUE; // if we cannot use the radio, remove that flag hile we're at it else usSoldierFlagMask &= ~SOLDIER_RADIO_OPERATOR_JAMMING; } return FALSE; } BOOLEAN SOLDIERTYPE::JamCommunications( ) { // not possible if already jamming if ( usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ALREADY_JAMMING] ); return FALSE; } // use the radio, this handles animation, batteries etc. if ( !UseRadio( ) ) return FALSE; // stop other radio activities SwitchOffRadio( ); // add flag usSoldierFlagMask |= SOLDIER_RADIO_OPERATOR_JAMMING; // play sound PlayJA2SampleFromFile( "Sounds\\radioerror2.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); return TRUE; } BOOLEAN SOLDIERTYPE::IsScanning( ) { if ( usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_SCANNING ) { if ( CanUseRadio( FALSE ) ) return TRUE; // if we cannot use the radio, remove that flag hile we're at it else usSoldierFlagMask &= ~SOLDIER_RADIO_OPERATOR_SCANNING; } return FALSE; } BOOLEAN SOLDIERTYPE::ScanForJam( ) { // not possible if already scanning if ( usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_SCANNING ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ALREADY_SCANNING] ); return FALSE; } // use the radio, this handles animation, batteries etc. if ( !UseRadio( ) ) return FALSE; // stop other radio activities SwitchOffRadio( ); // add flag usSoldierFlagMask |= SOLDIER_RADIO_OPERATOR_SCANNING; // play sound PlayJA2SampleFromFile( "Sounds\\scan1.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); return TRUE; } BOOLEAN SOLDIERTYPE::IsRadioListening( ) { return ((usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_LISTENING) && CanUseRadio( FALSE )); } BOOLEAN SOLDIERTYPE::RadioListen( ) { // not possible if already scanning if ( usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_LISTENING ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ALREADY_LISTENING] ); return FALSE; } // use the radio, this handles animation, batteries etc. if ( !UseRadio( ) ) return FALSE; // stop other radio activities SwitchOffRadio( ); // add flag usSoldierFlagMask |= SOLDIER_RADIO_OPERATOR_LISTENING; // play sound PlayJA2SampleFromFile( "Sounds\\scan1.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); return TRUE; } // Flugente: order reinforcements from src sector to target sector extern BOOLEAN CallMilitiaReinforcements( INT16 sTargetMapX, INT16 sTargetMapY, INT16 sSrcMapX, INT16 sSrcMapY, UINT16 sNumber ); BOOLEAN SOLDIERTYPE::RadioCallReinforcements( UINT32 usSector, UINT16 sNumber ) { if ( !gGameExternalOptions.gfAllowReinforcements ) return FALSE; // use the radio, this handles animation, batteries etc. if ( !UseRadio( ) ) return FALSE; // check wether radio frequencies are jammed. Not possible to do this in CanUseSkill(), as CanUseRadio() only checks if we can theoretically order if ( SectorJammed( ) ) { // error message and sound is handled in UseRadio() return FALSE; } // Flugente: order reinforcements from src sector to target sector if ( CallMilitiaReinforcements( this->sSectorX, this->sSectorY, SECTORX( usSector ), SECTORY( usSector ), sNumber ) ) { CHAR16 pStr2[128]; GetSectorIDString( SECTORX( usSector ), SECTORY( usSector ), 0, pStr2, FALSE ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ORDERS_REINFORCEMENTS], this->name, pStr2 ); // play sound PlayJA2SampleFromFile( "Sounds\\scan1.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); return TRUE; } return FALSE; } BOOLEAN SOLDIERTYPE::SwitchOffRadio( ) { // erasing the flags is enough usSoldierFlagMask &= ~(SOLDIER_RADIO_OPERATOR_JAMMING | SOLDIER_RADIO_OPERATOR_SCANNING | SOLDIER_RADIO_OPERATOR_LISTENING); return TRUE; } // display and error sound used either when the radio set fails or the sector is jammed - the player knows of the error, but cannot be sure of the cause void SOLDIERTYPE::RadioFail( ) { // only display message and play sound if on player team if ( this->bTeam == gbPlayerNum && this->bInSector ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RADIO_ACTION_FAILED] ); PlayJA2SampleFromFile( "Sounds\\radioerror.wav", RATE_11025, SoundVolume( MIDVOLUME, this->sGridNo ), 1, SoundDir( this->sGridNo ) ); } } void SOLDIERTYPE::DepleteActiveRadioSetEnergy( BOOLEAN fActivation, BOOLEAN fAssignment ) { if ( !CanUseRadio( FALSE ) ) return; FLOAT cost = 0; if ( fActivation ) cost = gItemSettings.energy_cost_radioset_activate; else if ( fAssignment ) cost = gItemSettings.energy_cost_radioset_scan_assignment; else if ( usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING ) cost = gItemSettings.energy_cost_radioset_jam; else if ( usSoldierFlagMask & (SOLDIER_RADIO_OPERATOR_SCANNING | SOLDIER_RADIO_OPERATOR_LISTENING) ) cost = gItemSettings.energy_cost_radioset_scan; else // nothing to do here.. return; OBJECTTYPE* pObj = &(inv[CPACKPOCKPOS]); if ( pObj && HasItemFlag( pObj->usItem, RADIO_SET ) ) { //search power pack attachmentList::iterator iterend = (*pObj)[0]->attachments.end( ); for ( attachmentList::iterator iter = (*pObj)[0]->attachments.begin( ); iter != iterend; ++iter ) { // do we have a power pack on our armor? if ( iter->exists( ) && HasItemFlag( iter->usItem, POWER_PACK ) ) { (*iter)[0]->data.bTemperature = max( 0.0f, (*iter)[0]->data.bTemperature - cost ); if ( (*iter)[0]->data.bTemperature <= 0.0f ) { // destroy batteries iter->RemoveObjectsFromStack( 1 ); if ( iter->exists( ) == false ) pObj->RemoveAttachment( &(*iter) ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_RADIO_NO_ENERGY], this->GetName( ) ); } // there can only be one battery on a radio set return; } } } } // Flugente: spotter BOOLEAN SOLDIERTYPE::IsSpotting( ) { if ( this->usSkillCounter[SOLDIER_COUNTER_SPOTTER] > 0 ) { // do we still fulfil the requirements? if ( CanSpot( ) ) { // we are only a spotter if we did this long enough if ( this->usSkillCounter[SOLDIER_COUNTER_SPOTTER] >= gGameExternalOptions.usSpotterPreparationTurns ) return TRUE; else return FALSE; } // no item -> lose status this->usSkillCounter[SOLDIER_COUNTER_SPOTTER] = 0; } return FALSE; } BOOLEAN SOLDIERTYPE::CanSpot( INT32 sTargetGridNo ) { if ( this->stats.bLife < OKLIFE || this->flags.fMercAsleep || this->bCollapsed || (this->usSoldierFlagMask & SOLDIER_POW) ) return FALSE; // additional checks if we want to know wether we can target a specific location if ( sTargetGridNo != NOWHERE && PythSpacesAway( this->sGridNo, sTargetGridNo ) >= 2 * gGameExternalOptions.usSpotterRange ) { UINT16 usSightLimit = this->GetMaxDistanceVisible( sTargetGridNo, this->pathing.bLevel, CALC_FROM_WANTED_DIR ); INT32 val = SoldierToVirtualSoldierLineOfSightTest( this, sTargetGridNo, this->pathing.bLevel, gAnimControl[this->usAnimState].ubEndHeight, FALSE, usSightLimit ); // error if we cannot see the target if ( !val ) return FALSE; } // no item -> no spotting if ( !(this->inv[HANDPOS].exists( ) && GetObjectModifier( this, &(this->inv[HANDPOS]), gAnimControl[this->usAnimState].ubEndHeight, ITEMMODIFIER_SPOTTER )) && !(this->inv[SECONDHANDPOS].exists( ) && GetObjectModifier( this, &(this->inv[SECONDHANDPOS]), gAnimControl[this->usAnimState].ubEndHeight, ITEMMODIFIER_SPOTTER )) ) return FALSE; return TRUE; } BOOLEAN SOLDIERTYPE::BecomeSpotter( INT32 sTargetGridNo ) { // not possible if already scanning if ( this->usSkillCounter[SOLDIER_COUNTER_SPOTTER] ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_ALREADY_SPOTTING] ); return FALSE; } if ( !CanSpot( sTargetGridNo ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CANNOT_SPOT_LOCATION] ); return FALSE; } // deduct APs DeductPoints( this, APBPConstants[AP_SPOTTER], 0, 0 ); // add to counter this->usSkillCounter[SOLDIER_COUNTER_SPOTTER] = 1; // stop any multi-turn action CancelMultiTurnAction( FALSE ); return TRUE; } // Flugente: enemy roles BOOLEAN SOLDIERTYPE::HasSniper( ) { INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) && Item[inv[bLoop].usItem].usItemClass == IC_GUN && Weapon[Item[inv[bLoop].usItem].ubClassIndex].ubWeaponType == GUN_SN_RIFLE ) { return TRUE; } } return FALSE; } // AI-only: can we heal a wounded ally? Do NOT, repeat, NOT use this with mercs! BOOLEAN SOLDIERTYPE::CanMedicAI( ) { if ( !gGameExternalOptions.fEnemyRoles || !gGameExternalOptions.fEnemyMedics || this->bTeam != ENEMY_TEAM ) return FALSE; // this is not for tanks if ( TANK( this ) ) return FALSE; if ( HAS_SKILL_TRAIT( this, DOCTOR_NT ) ) { if ( FindFirstAidKit( this ) != NO_SLOT || FindMedKit( this ) != NO_SLOT ) return TRUE; } return FALSE; } // AI-only: heal a nearby friend. Do NOT, repeat, NOT use this with mercs! BOOLEAN SOLDIERTYPE::AIDoctorFriend( ) { if ( this->bTeam != ENEMY_TEAM ) return FALSE; // we can only free people we are facing INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ); UINT8 target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel ); // is there somebody? if ( target != NOBODY ) { SOLDIERTYPE* pSoldier = MercPtrs[target]; if ( pSoldier->bTeam != ENEMY_TEAM ) return FALSE; // this is not for tanks if ( TANK( pSoldier ) ) return FALSE; // if this guy is wounded, heal him (should always be the case, otherwise this function was called needlessly) if ( pSoldier->iHealableInjury > 0 ) { // move medkit into hand - if we don't have a medkit in our hands, abort if ( !MakeSureMedKitIsInHand( this ) ) return FALSE; if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_CROUCH ) { this->EVENT_InitNewSoldierAnim( START_AID, 0, FALSE ); } // AI medics always perform surgery this->fDoingSurgery = TRUE; UINT16 usKitPts = TotalPoints( &(this->inv[HANDPOS]) ); // note the current hp INT8 oldlife = pSoldier->stats.bLife; UINT16 uiPointsUsed = this->SoldierDressWound( pSoldier, usKitPts, usKitPts ); UseKitPoints( &(this->inv[HANDPOS]), (UINT16)(uiPointsUsed * gGameExternalOptions.dEnemyMedicMedKitDrainFactor), this ); // healing done will be displayed the next time the player sees this soldier pSoldier->flags.fDisplayDamage = TRUE; pSoldier->sDamage -= pSoldier->stats.bLife - oldlife; // alert both soldiers this->aiData.bAlertStatus = min( this->aiData.bAlertStatus, STATUS_RED ); pSoldier->aiData.bAlertStatus = min( pSoldier->aiData.bAlertStatus, STATUS_RED ); return TRUE; } } return FALSE; } // AI-only: heal self. Do NOT, repeat, NOT use this with mercs! BOOLEAN SOLDIERTYPE::AIDoctorSelf( ) { if ( this->bTeam != ENEMY_TEAM ) return FALSE; // if this guy is wounded, heal him (should always be the case, otherwise this function was called needlessly) if ( this->iHealableInjury > 0 ) { // move medkit into hand - if we don't have a medkit in our hands, abort if ( !MakeSureMedKitIsInHand( this ) ) return FALSE; if ( gAnimControl[this->usAnimState].ubEndHeight == ANIM_CROUCH ) { this->EVENT_InitNewSoldierAnim( START_AID, 0, FALSE ); } // AI medics always perform surgery this->fDoingSurgery = TRUE; UINT16 usKitPts = TotalPoints( &(this->inv[HANDPOS]) ); // note the current hp INT8 oldlife = this->stats.bLife; UINT16 uiPointsUsed = this->SoldierDressWound( this, usKitPts, usKitPts ); UseKitPoints( &(this->inv[HANDPOS]), (UINT16)(uiPointsUsed * gGameExternalOptions.dEnemyMedicMedKitDrainFactor), this ); // healing done will be displayed the next time the player sees this soldier this->flags.fDisplayDamage = TRUE; this->sDamage -= this->stats.bLife - oldlife; // alert ourself this->aiData.bAlertStatus = min( this->aiData.bAlertStatus, STATUS_RED ); return TRUE; } return FALSE; } // Flugente: boxing fix: this shall be the only location where the boxing flag gets removed (easier debugging) void SOLDIERTYPE::DeleteBoxingFlag( ) { if ( flags.uiStatusFlags & SOLDIER_BOXER ) flags.uiStatusFlags &= (~SOLDIER_BOXER); } // Flugente: disease void SOLDIERTYPE::Infect( UINT8 aDisease ) { // we are getting infected. Raise our disease points, but not over the level of an infection if ( aDisease < NUM_DISEASES && this->sDiseasePoints[aDisease] < Disease[aDisease].sInfectionPtsInitial ) { // if this guy is not of our team, note that a new infected person is in the sector if ( this->bTeam != gbPlayerNum && aDisease == 0 && this->sDiseasePoints[0] <= 0 ) { UINT8 sector = SECTOR( this->sSectorX, this->sSectorY ); SECTORINFO *pSectorInfo = &(SectorInfo[sector]); if ( pSectorInfo ) ++pSectorInfo->usInfected; } this->sDiseasePoints[aDisease] = min( this->sDiseasePoints[aDisease] + Disease[aDisease].sInfectionPtsInitial, Disease[aDisease].sInfectionPtsInitial ); if ( this->sDiseasePoints[aDisease] > Disease[aDisease].sInfectionPtsOutbreak ) { this->sDiseaseFlag[aDisease] |= SOLDIERDISEASE_OUTBREAK; this->AnnounceDisease( aDisease ); } // remove later on, for testing only if ( 1 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s was infected with %s", gMercProfiles[this->ubProfile].zNickname, Disease[aDisease].szName ); } } void SOLDIERTYPE::AddDiseasePoints( UINT8 aDisease, INT32 aVal ) { if ( aDisease < NUM_DISEASES ) { this->sDiseasePoints[aDisease] = min( Disease[aDisease].sInfectionPtsFull, max( this->sDiseasePoints[aDisease] + aVal, -Disease[aDisease].sInfectionPtsOutbreak ) ); // if the disease 'breaks out', make it known if ( this->sDiseasePoints[aDisease] > Disease[aDisease].sInfectionPtsOutbreak ) { this->sDiseaseFlag[aDisease] |= SOLDIERDISEASE_OUTBREAK; if ( !(this->sDiseaseFlag[aDisease] & SOLDIERDISEASE_DIAGNOSED) ) this->AnnounceDisease( aDisease ); } // once disease is fullblown, some diseases reverse themself if ( (Disease[aDisease].usDiseaseProperties & DISEASE_PROPERTY_REVERSEONFULL) && this->sDiseasePoints[aDisease] >= Disease[aDisease].sInfectionPtsFull ) { this->sDiseaseFlag[aDisease] |= SOLDIERDISEASE_REVERSEAL; } // if disease is cured, remove traces of it if ( this->sDiseasePoints[aDisease] <= 0 ) { this->sDiseaseFlag[aDisease] &= ~(SOLDIERDISEASE_DIAGNOSED | SOLDIERDISEASE_OUTBREAK); if ( this->bTeam == gbPlayerNum ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szDiseaseText[TEXT_DISEASE_CURED], this->GetName( ), Disease[aDisease].szName ); } } } void SOLDIERTYPE::AnnounceDisease( UINT8 aDisease ) { this->sDiseaseFlag[aDisease] |= SOLDIERDISEASE_DIAGNOSED; if ( this->bTeam == gbPlayerNum ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szDiseaseText[TEXT_DISEASE_DIAGNOSE_GENERAL], this->GetName( ), Disease[aDisease].szName ); } // do we have any disease? fDiagnosedOnly: check for wether we know of this infection fHealableOnly: check wether it can be healed BOOLEAN SOLDIERTYPE::HasDisease( BOOLEAN fDiagnosedOnly, BOOLEAN fHealableOnly, BOOLEAN fSymbolOnly ) { for ( int i = 0; i < NUM_DISEASES; ++i ) { // disease is relevant if we are infected and are not looking for symbols only while the disease has no symbol if ( this->sDiseasePoints[i] > 0 && !(fSymbolOnly && (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_HIDESYMBOL)) ) { // only if we don't check for diagnosis, or we already know of this if ( !fDiagnosedOnly || (this->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED) ) { // only if we don't check for cure, or this can be cured if ( !fHealableOnly || (Disease[i].usDiseaseProperties & DISEASE_PROPERTY_CANBECURED) ) { return TRUE; } } } } return FALSE; } // get the magnitude os a disease we might have, used to determine wether there are any effects FLOAT SOLDIERTYPE::GetDiseaseMagnitude( UINT8 aDisease ) { // diseases only have effects once they have broken out (otherwise stuff happens without the player having any clue as to why) if ( aDisease < NUM_DISEASES && this->sDiseasePoints[aDisease] > 0 && (this->sDiseaseFlag[aDisease] & SOLDIERDISEASE_OUTBREAK) ) { return ((FLOAT)this->sDiseasePoints[aDisease] / (FLOAT)Disease[aDisease].sInfectionPtsFull); } return 0.0f; } void SOLDIERTYPE::PrintDiseaseDesc( CHAR16* apStr, BOOLEAN fFullDesc ) { // only for living mercs with a profile with a valid infection method if ( this->flags.uiStatusFlags & SOLDIER_VEHICLE || this->ubProfile == NO_PROFILE ) return; CHAR16 atStr[500]; swprintf( atStr, L"" ); for ( int i = 0; i < NUM_DISEASES; ++i ) { if ( this->sDiseaseFlag[i] & SOLDIERDISEASE_DIAGNOSED ) { swprintf( atStr, L"\n\n%s\n", Disease[i].szFatName ); wcscat( apStr, atStr ); // if we give a full description, also print out the effects at the moment if ( fFullDesc ) { swprintf( atStr, L"%s\n", Disease[i].szDescription ); wcscat( apStr, atStr ); FLOAT magnitude = GetDiseaseMagnitude(i); for ( int j = 0; j < INFST_MAX; ++j ) { INT8 val = Disease[i].sEffStat[j] * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[j], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } { INT8 val = Disease[i].sEffAP * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_AP], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } { UINT8 val = Disease[i].usMaxBreath * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_MAXBREATH], L"-", val ); wcscat( apStr, atStr ); } } { INT8 val = Disease[i].sEffCarryStrength * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_CARRYSTRENGTH], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } { FLOAT val = (FLOAT)(Disease[i].sLifeRegenHundreds) * magnitude / 100; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_LIFEREGENHUNDREDS], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } { INT8 val = Disease[i].sNeedToSleep * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_NEEDTOSLEEP], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } { INT16 val = Disease[i].sDrinkModifier * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_DRINK], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } { INT16 val = Disease[i].sFoodModifier * magnitude; if ( val ) { swprintf( atStr, szDiseaseText[TEXT_DISEASE_FOOD], val > 0 ? L"+" : L"", val ); wcscat( apStr, atStr ); } } } } } } // get percentage protection from infections via contact FLOAT SOLDIERTYPE::GetDiseaseContactProtection( ) { FLOAT val = 0.0f; // if we wear special equipment, lower our chances of being infected FLOAT bestfacegear = 0.0f; FLOAT bestprotectivegear = 0.0f; INT8 invsize = (INT8)inv.size( ); // remember inventorysize, so we don't call size() repeatedly for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) { if ( inv[bLoop].exists( ) ) { OBJECTTYPE* pObj = &(inv[bLoop]); if ( pObj && (*pObj)[0]->data.objectStatus >= USABLE ) { if ( (bLoop == HEAD1POS || bLoop == HEAD2POS) ) { if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_FACE ) ) { bestfacegear = max( bestfacegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) ); } } else if ( HasItemFlag( pObj->usItem, DISEASEPROTECTION_HAND ) ) { bestprotectivegear = max( bestprotectivegear, (FLOAT)((*pObj)[0]->data.objectStatus / 100) ); } } } } // up to 100% protection if face and hand protection is worn val += (bestfacegear + bestprotectivegear) / 2; // not higher than 100% return min( val, 1.0f ); } INT16 SOLDIERTYPE::GetDiseaseResistance() { // Flugente: resistance can per definition only be between -100 and 100 (at least that's my definition) INT16 val = 0; val += this->GetBackgroundValue( BG_RESI_DISEASE ); val = max( -100, val ); val = min( 100, val ); return(val); } 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 // Flugente: also allow bleeding if we would regenerate health through it, which happens when we have enough absorption and are poisoned enough (only guaranteed if fully poisoned) if ( ((pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD) || pSoldier->stats.bLife < OKLIFE) || (pSoldier->bPoisonSum == pSoldier->stats.bLifeMax && pSoldier->GetPoisonAbsorption( ) >= 200) ) { // 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, 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 ) { // Flugente: reduce PERMANENT points of life only if through 'normal' bleeding, not by poisoning // problem is that this function applies every bleeding cycle, while loosing points through natural restoration (too much poison in body) only happens every hour. // so one might lose 1pt of life through poisoning at 8:00, and then lose 30 points of life PERMANTENLY in the following hour without dying // We bypass this by only allowing PERMANTENT lifeloss if really bleeding if ( pSoldier->bBleeding ) { // bleeding while "dying" costs a PERMANENT point of life each time! pSoldier->stats.bLifeMax--; pSoldier->bBleeding = max( 0, pSoldier->bBleeding - 1 ); // the lost point might be poisoned pSoldier->bPoisonSum = max( 0, pSoldier->bPoisonSum - 1 ); // also adjust poisoned bleeding pSoldier->bPoisonBleeding = max( 0, pSoldier->bPoisonBleeding - 1 ); 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 // Flugente: not true anymore! We might be fully bandaged, not bleeding, but still receive poison damage that will lower our life. So check if we're bleeding! if ( pSoldier->bBleeding ) { // This will also update the life bar SoldierBleed( pSoldier, FALSE, TRUE ); } else { // just to update everything, like going unconscious or dying pSoldier->SoldierTakeDamage( ANIM_CROUCH, 0, 0, 0, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE ); } // 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, BOOLEAN fAllowPoisoning ) { // 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 ); } } // if poisoning is allowed, if we are poisoned and we can be sure that we are really bleeding (safety reasons), there is a chance that the poisoning spreads // this simply means that the new Bleeding point will also be a poisoned bleeding point INT16 poisondamage = 0; if ( fAllowPoisoning && pSoldier->bPoisonSum > 0 && pSoldier->bBleeding ) { INT8 bleedingpercentagepoison = (INT8)(100 * pSoldier->bPoisonSum / pSoldier->stats.bLifeMax); if ( (INT8)Random( 100 ) < bleedingpercentagepoison ) poisondamage = 1; } // 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, poisondamage, 100, TAKE_DAMAGE_BLOODLOSS, pSoldier->ubAttackerID, NOWHERE, 0, TRUE ); else if ( pSoldier->ubPreviousAttackerID != NOBODY ) pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, poisondamage, 100, TAKE_DAMAGE_BLOODLOSS, pSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE ); else if ( pSoldier->ubNextToPreviousAttackerID != NOBODY ) pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, poisondamage, 100, TAKE_DAMAGE_BLOODLOSS, pSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE ); else pSoldier->SoldierTakeDamage( ANIM_CROUCH, 1, poisondamage, 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; //SOLDIERTYPE *pTarget; //UINT16 usSoldierIndex; // 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 // SANDRO - determine which animation to choose, if we pickup item from struct, we can either stand or be crouched // when picking items from lying soldier (collapsed maybe), we need to be crouched always //usSoldierIndex = WhoIsThere2( sGridNo, this->pathing.bLevel ); //if ( usSoldierIndex != NOBODY ) /*{ pTarget = MercPtrs[ usSoldierIndex ]; if ( gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH || gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE ) pSoldier->EVENT_InitNewSoldierAnim( ADJACENT_GET_ITEM_CROUCHED, 0 , FALSE ); else pSoldier->EVENT_InitNewSoldierAnim( ADJACENT_GET_ITEM, 0 , FALSE ); }*/ //else { if ( gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH || gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE ) pSoldier->EVENT_InitNewSoldierAnim( ADJACENT_GET_ITEM_CROUCHED, 0, FALSE ); else 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; } extern UINT8 NumEnemiesInAnySector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ ); void SOLDIERTYPE::EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection ) { BOOLEAN fSuccess = FALSE; // if specified by the ini, building/disassembling stuff is disabled while enemies are around if ( !gGameExternalOptions.fFortificationAllowInHostileSector ) { if ( gWorldSectorX != -1 && gWorldSectorY != -1 && gWorldSectorX != 0 && gWorldSectorY != 0 && NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) > 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CANNOT_BUILD] ); return; } } // do checks here... OBJECTTYPE* pObj = &(this->inv[HANDPOS]); if ( pObj && pObj->exists( ) && HasItemFlag( this->inv[HANDPOS].usItem, (EMPTY_SANDBAG | FULL_SANDBAG | SHOVEL | CONCERTINA) ) ) { if ( HasItemFlag( this->inv[HANDPOS].usItem, (FULL_SANDBAG | CONCERTINA) ) ) { // Build the thing this->StartMultiTurnAction( MTA_FORTIFY ); fSuccess = TRUE; } else if ( HasItemFlag( this->inv[HANDPOS].usItem, (EMPTY_SANDBAG) ) ) { INT8 bOverTerrainType = GetTerrainType( sGridNo ); if ( bOverTerrainType == FLAT_GROUND || bOverTerrainType == DIRT_ROAD || bOverTerrainType == LOW_GRASS ) { // check if we have a shovel in our second hand OBJECTTYPE* pShovelObj = &(this->inv[SECONDHANDPOS]); if ( pShovelObj && pShovelObj->exists( ) && HasItemFlag( this->inv[SECONDHANDPOS].usItem, (SHOVEL) ) ) { this->StartMultiTurnAction( MTA_FILL_SANDBAG ); fSuccess = TRUE; } } } else if ( HasItemFlag( this->inv[HANDPOS].usItem, (SHOVEL) ) ) { this->StartMultiTurnAction( MTA_REMOVE_FORTIFY ); fSuccess = TRUE; } } if ( !fSuccess ) { // Say NOTHING quote... this->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } else { // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); if ( !is_networked ) this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0, FALSE ); else this->ChangeSoldierState( CUTTING_FENCE, 0, 0 ); } } void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection ) { if ( !gGameExternalOptions.fAllowPrisonerSystem ) return; UINT8 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel ); if ( ubPerson != NOBODY && MercPtrs[ubPerson]->bTeam == ENEMY_TEAM && !(MercPtrs[ubPerson]->usSoldierFlagMask & SOLDIER_POW) ) { // we found someone we can handcuff SOLDIERTYPE* pSoldier = MercPtrs[ubPerson]; // check wether we will be successful BOOLEAN success = FALSE; if ( pSoldier->flags.fMercAsleep || pSoldier->bCollapsed ) success = TRUE; else { // check wether we can forcefully handcuff the other soldier, but this will be hard UINT32 attackrating = 10 * EffectiveExpLevel( this ) + EffectiveStrength( this, FALSE ) + 2 * EffectiveDexterity( this, FALSE ) + EffectiveAgility( this, FALSE ); UINT32 defenserating = 10 * EffectiveExpLevel( pSoldier ) + 2 * EffectiveStrength( pSoldier, FALSE ) + 2 * EffectiveDexterity( pSoldier, FALSE ) + 2 * EffectiveAgility( pSoldier, FALSE ); if ( gGameOptions.fNewTraitSystem ) { attackrating += 25 * NUM_SKILL_TRAITS( this, MARTIAL_ARTS_NT ) + 10 * HAS_SKILL_TRAIT( this, MELEE_NT ); defenserating += 25 * NUM_SKILL_TRAITS( pSoldier, MARTIAL_ARTS_NT ) + 10 * HAS_SKILL_TRAIT( pSoldier, MELEE_NT ); } else { attackrating += 25 * NUM_SKILL_TRAITS( this, MARTIALARTS_OT ) + 25 * NUM_SKILL_TRAITS( this, HANDTOHAND_OT ) + 10 * HAS_SKILL_TRAIT( this, KNIFING_OT ); defenserating += 25 * NUM_SKILL_TRAITS( pSoldier, MARTIALARTS_OT ) + 25 * NUM_SKILL_TRAITS( pSoldier, HANDTOHAND_OT ) + 10 * HAS_SKILL_TRAIT( pSoldier, KNIFING_OT ); } ReducePointsForFatigue( this, &attackrating ); ReducePointsForFatigue( pSoldier, &defenserating ); if ( Random( attackrating ) > Random( defenserating ) + 100 ) success = TRUE; } if ( success ) { // arrest this guy pSoldier->usSoldierFlagMask |= SOLDIER_POW; // Remove as target RemoveManAsTarget( pSoldier ); // move the items in his hands to the floor and move our handcuff into his hands if ( pSoldier->inv[HANDPOS].exists( ) == true && !(pSoldier->inv[HANDPOS].fFlags & OBJECT_UNDROPPABLE) ) { // ATE: if our guy, make visible.... INT8 bVisible = (pSoldier->bTeam == gbPlayerNum) ? 1 : 0; UINT16 itemflags = (pSoldier->bTeam == ENEMY_TEAM) ? 0 : WORLD_ITEM_DROPPED_FROM_ENEMY; if ( UsingNewAttachmentSystem( ) == true ) ReduceAttachmentsOnGunForNonPlayerChars( pSoldier, &(pSoldier->inv[HANDPOS]) ); AddItemToPool( pSoldier->sGridNo, &(pSoldier->inv[HANDPOS]), bVisible, pSoldier->pathing.bLevel, itemflags, -1 ); //Madd: added usItemFlags to function arguments DeleteObj( &(pSoldier->inv[HANDPOS]) ); } if ( pSoldier->inv[SECONDHANDPOS].exists( ) == true && !(pSoldier->inv[SECONDHANDPOS].fFlags & OBJECT_UNDROPPABLE) ) { // ATE: if our guy, make visible.... INT8 bVisible = (pSoldier->bTeam == gbPlayerNum) ? 1 : 0; UINT16 itemflags = (pSoldier->bTeam == ENEMY_TEAM) ? 0 : WORLD_ITEM_DROPPED_FROM_ENEMY; if ( UsingNewAttachmentSystem( ) == true ) ReduceAttachmentsOnGunForNonPlayerChars( pSoldier, &(pSoldier->inv[SECONDHANDPOS]) ); AddItemToPool( pSoldier->sGridNo, &(pSoldier->inv[SECONDHANDPOS]), bVisible, pSoldier->pathing.bLevel, itemflags, -1 ); //Madd: added usItemFlags to function arguments DeleteObj( &(pSoldier->inv[SECONDHANDPOS]) ); } // move handcuffs to his hands if ( HasItemFlag( (&(this->inv[HANDPOS]))->usItem, HANDCUFFS ) ) { // stack handcuffs (like a stack of binders) simply gets used up a bit if ( Item[(&(this->inv[HANDPOS]))->usItem].usItemClass == IC_KIT ) { UseKitPoints( &(this->inv[HANDPOS]), 10, pSoldier ); } else { AutoPlaceObject( pSoldier, &(this->inv[HANDPOS]), FALSE ); DeleteObj( &(this->inv[HANDPOS]) ); } } // CHANGE DIRECTION AND GOTO ANIMATION NOW this->EVENT_SetSoldierDesiredDirection( ubDirection ); this->EVENT_SetSoldierDirection( ubDirection ); // CHANGE TO ANIMATION this->EVENT_InitNewSoldierAnim( RELOAD_ROBOT, 0, FALSE ); // we gain a bit of experience... StatChange( this, STRAMT, 2, TRUE ); StatChange( this, DEXTAMT, 3, TRUE ); StatChange( this, EXPERAMT, 2, TRUE ); DeductPoints( this, GetAPsToHandcuff( this, sGridNo ), APBPConstants[BP_HANDCUFF], AFTERACTION_INTERRUPT ); // this might have been the last guy... CheckForEndOfBattle( FALSE ); } else { // we gain a bit of experience... StatChange( this, DEXTAMT, 2, TRUE ); DeductPoints( this, GetAPsToHandcuff( this, sGridNo ), APBPConstants[BP_HANDCUFF], AFTERACTION_INTERRUPT ); // curses! this->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); // if we are disguised, there is a chance that he'll uncover us if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) ) { this->LooseDisguise( ); this->Strip( ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ACTIVITIES], this->GetName( ) ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName( ), this->GetName( ) ); // alert the soldier pSoldier->aiData.bAlertStatus = min( pSoldier->aiData.bAlertStatus, STATUS_RED ); ProcessImplicationsOfPCAttack( this, &pSoldier, REASON_NORMAL_ATTACK ); } } } else { // Say NOTHING quote... this->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } } void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirection ) { UINT8 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel ); if ( ubPerson != NOBODY ) { // we found someone SOLDIERTYPE* pSoldier = MercPtrs[ubPerson]; OBJECTTYPE* pObj = &(this->inv[HANDPOS]); if ( pSoldier && pObj->exists( ) ) { UINT16 usItem = pObj->usItem; if ( ItemCanBeAppliedToOthers( usItem ) ) { BOOLEAN success = TRUE; // if the other guy is not on our side, and he is concious, he resists if ( this->bSide != pSoldier->bSide && !pSoldier->bCollapsed ) { // wether we are sucessful depends on dexterity, and his alert status (he gets a malus on green state) UINT32 attackervalue = 30 + 4 * EffectiveExpLevel( this ) + EffectiveDexterity( this, FALSE ) + 20 * HAS_SKILL_TRAIT( this, STEALTHY_NT ); UINT32 defendervalue = 100 + 3 * EffectiveExpLevel( pSoldier ) + 100 * (pSoldier->aiData.bAlertStatus - 1); // we are penalized for the weight of the item UINT16 weight = pObj->GetWeightOfObjectInStack( 0 ); attackervalue = attackervalue / weight; if ( Random( attackervalue ) > Random( defendervalue ) ) success = TRUE; else { success = FALSE; // if we are disguised, there is a chance that he'll uncover us if ( this->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) ) { this->LooseDisguise( ); this->Strip( ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_APPLYITEM_STEAL_FAIL], this->GetName( ), pSoldier->GetName( ) ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVERED], pSoldier->GetName( ), this->GetName( ) ); } // alert the soldier pSoldier->aiData.bAlertStatus = min( pSoldier->aiData.bAlertStatus, STATUS_RED ); ProcessImplicationsOfPCAttack( this, &pSoldier, REASON_NORMAL_ATTACK ); } } if ( success ) { if ( Item[usItem].canteen ) { if ( !gGameOptions.fFoodSystem ) { BOOLEAN tmp = FALSE; success = ApplyCanteen( pSoldier, pObj, &tmp, FALSE ); } else { success = ApplyFood( pSoldier, pObj, TRUE, TRUE ); } } else if ( Item[usItem].drugtype ) { // applying drugs also handles food items success = ApplyDrugs( pSoldier, pObj ); } else if ( Item[usItem].camouflagekit ) { BOOLEAN tmp = FALSE; success = ApplyCammo( pSoldier, pObj, &tmp, FALSE ); if ( success ) { // WANNE: We should only delete the face, if there was a camo we applied. // This should fix the bug and crashes with missing faces if ( gGameExternalOptions.fShowCamouflageFaces == TRUE ) { // Flugente: refresh face regardless of result of SetCamoFace(), otherwise applying a rag will not clean the picture SetCamoFace( pSoldier ); DeleteSoldierFace( pSoldier );// remove face pSoldier->iFaceIndex = InitSoldierFace( pSoldier );// create new face } // Dirty fInterfacePanelDirty = DIRTYLEVEL2; } } else if ( Item[usItem].gasmask ) { // put this item into a (at best empty) faceslot if no gasmask is been worn INT8 bSlot = FindGasMask( pSoldier ); if ( bSlot == NO_SLOT || (bSlot != HEAD1POS && bSlot != HEAD2POS) ) { if ( !(pSoldier->inv[HEAD1POS]).exists( ) ) { success = PlaceObject( pSoldier, HEAD1POS, pObj ); } else if ( !(pSoldier->inv[HEAD2POS]).exists( ) ) { success = PlaceObject( pSoldier, HEAD2POS, pObj ); } else { // no gasmask is worn, and both faceslots are occupied - remove the item in slot 2 and put the gasmask there AddItemToPool( pSoldier->sGridNo, &(pSoldier->inv[HEAD2POS]), 1, pSoldier->pathing.bLevel, 0, -1 ); success = PlaceObject( pSoldier, HEAD2POS, pObj ); } } } else if ( Item[usItem].clothestype ) { ApplyClothes( pSoldier, pObj, FALSE ); // Dirty fInterfacePanelDirty = DIRTYLEVEL2; } else if ( Item[usItem].usItemClass == IC_BOMB ) { success = AutoPlaceObjectAnywhere( pSoldier, pObj, FALSE ); } this->DoMercBattleSound( BATTLE_SOUND_COOL1 ); } DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT ); if ( !success ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_COULD_NOT_APPLY], this->GetName( ), Item[usItem].szLongItemName, pSoldier->GetName( ) ); } else { DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT ); // curses! this->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); } return; } // Say NOTHING quote... this->DoMercBattleSound( BATTLE_SOUND_NOTHING ); } else { // if this is bomb, but nobody is there, plant the bomb instead OBJECTTYPE* pObj = &(this->inv[HANDPOS]); if ( pObj->exists( ) ) { UINT16 usItem = pObj->usItem; if ( Item[usItem].usItemClass == IC_BOMB ) { this->EVENT_SoldierBeginDropBomb( ); } } } } 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 ); if ( gAnimControl[pTarget->usAnimState].ubEndHeight == ANIM_PRONE || gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE || gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH ) pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM_CROUCHED, 0, FALSE ); else 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; // Flugente: if we are talking to an enemy, we have the option to offer them surrendering... but not on y levels >= 16 (no surrendering in the palace, as we have to kill, not capture, the queen) if ( pTSoldier->bTeam == ENEMY_TEAM && (gGameExternalOptions.fEnemyCanSurrender || gGameExternalOptions.fPlayerCanAsktoSurrender) && gWorldSectorY < WORLD_MAP_X - 2 ) { HandleSurrenderOffer( pTSoldier ); return(FALSE); } else { 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 ) { if ( pTSoldier->IsAssassin( ) ) { // Start combat etc DeleteTalkingMenu( ); CancelAIAction( pTSoldier, TRUE ); AddToShouldBecomeHostileOrSayQuoteList( pTSoldier->ubID ); } else { // Start talking! return(InitiateConversation( pTSoldier, this, NPC_INITIAL_QUOTE, 0 )); } } 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 || this->IsValidSecondHandBurst( )) && !Item[this->inv[HANDPOS].usItem].grenadelauncher && Item[this->inv[HANDPOS].usItem].usItemClass == IC_GUN && !(Item[this->inv[HANDPOS].usItem].twohanded) && this->inv[SECONDHANDPOS][0]->data.gun.bGunStatus >= USABLE && this->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft > 0 ) { return(TRUE); } return(FALSE); } BOOLEAN SOLDIERTYPE::IsValidSecondHandBurst( void ) { // SANDRO - a function to determine if we can autofire with both weapons if ( Item[this->inv[SECONDHANDPOS].usItem].usItemClass == IC_GUN && !(Item[this->inv[SECONDHANDPOS].usItem].twohanded) && !Item[this->inv[HANDPOS].usItem].grenadelauncher && this->bDoBurst && Item[this->inv[HANDPOS].usItem].usItemClass == IC_GUN && !(Item[this->inv[HANDPOS].usItem].twohanded) && this->inv[SECONDHANDPOS][0]->data.gun.bGunStatus >= USABLE && this->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft > 0 ) { if ( this->bDoAutofire ) { // if second gun cannot use atuofire mode if ( !IsGunAutofireCapable( &this->inv[SECONDHANDPOS] ) ) { return(FALSE); } } else { // if second gun cannot use burst mode or the burst size is different if ( !(IsGunBurstCapable( &this->inv[SECONDHANDPOS], FALSE, NULL )) || (GetShotsPerBurst( &this->inv[HANDPOS] ) != GetShotsPerBurst( &this->inv[SECONDHANDPOS] )) ) { return(FALSE); } } 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::IsValidAlternativeFireMode( INT16 bAimTime, INT32 iTrgGridNo ) { if ( this->IsValidShotFromHip( bAimTime, iTrgGridNo ) || this->IsValidPistolFastShot( bAimTime, iTrgGridNo ) ) { return(TRUE); } return(FALSE); } BOOLEAN SOLDIERTYPE::IsValidShotFromHip( INT16 bAimTime, INT32 iTrgGridNo ) { // not allowed, or not gun in hand, or not standing if ( !gGameExternalOptions.ubAllowAlternativeWeaponHolding || Item[this->inv[HANDPOS].usItem].usItemClass != IC_GUN || gAnimControl[this->usAnimState].ubEndHeight != ANIM_STAND ) { return(FALSE); } // robots and tanks cannot do this if ( AM_A_ROBOT( this ) || TANK( this ) )//dnl ch64 300813 { return(FALSE); } // must be two handed for this if ( !Item[this->inv[HANDPOS].usItem].twohanded ) { return(FALSE); } // with hybrid aiming behaviour, our stance is important, we don't go from shoulder to hip if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding == 2 ) { // shouldered already? if ( (gAnimControl[this->usAnimState].uiFlags & (ANIM_FIREREADY | ANIM_FIRE)) && !(gAnimControl[this->usAnimState].uiFlags & (ANIM_ALT_WEAPON_HOLDING)) ) { return(FALSE); } // aiming over hip (yellow) indicated levels (and not heavy gun - those are always fired from hip, if aiming from hip allowed) if ( bAimTime > GetNumberAltFireAimLevels( this, iTrgGridNo ) && !Weapon[this->inv[HANDPOS].usItem].HeavyGun ) { return(FALSE); } } // "scope mode" behaviour lets us select firing from hip manually else if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 ) { // we don't care about the stance here, as the player should know what he's doing, we just care about his fire mode selected if ( this->bScopeMode != USE_ALT_WEAPON_HOLD ) { return(FALSE); } // we go through, only if scope mode is set on "alternative fire mode" } else if ( bAimTime > 0 ) { // no aiming allowed with this return(FALSE); } // if we are here, assume we are going to fire from hip return(TRUE); } BOOLEAN SOLDIERTYPE::IsValidPistolFastShot( INT16 bAimTime, INT32 iTrgGridNo ) { // not allowed, or not gun in hand, or not standing if ( !gGameExternalOptions.ubAllowAlternativeWeaponHolding || Item[this->inv[HANDPOS].usItem].usItemClass != IC_GUN || gAnimControl[this->usAnimState].ubEndHeight != ANIM_STAND ) { return(FALSE); } // robots and tanks cannot do this if ( AM_A_ROBOT( this ) || TANK( this ) )//dnl ch64 300813 { return(FALSE); } // don't do this in water (yet), and not if firing from 2 guns if ( this->MercInWater( ) || this->IsValidSecondHandShot( ) ) { return(FALSE); } // must be one handed for this if ( Item[this->inv[HANDPOS].usItem].twohanded ) { return(FALSE); } // with hybrid aiming behaviour, our stance is important, we don't go from two-handed to one-handed grip if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding == 2 ) { // raised already? if ( (gAnimControl[this->usAnimState].uiFlags & (ANIM_FIREREADY | ANIM_FIRE)) && !(gAnimControl[this->usAnimState].uiFlags & (ANIM_ALT_WEAPON_HOLDING)) ) { return(FALSE); } // aiming over alternative (yellow) indicated levels if ( bAimTime > GetNumberAltFireAimLevels( this, iTrgGridNo ) ) { return(FALSE); } } // "scope mode" behaviour lets us select alternative firing manually else if ( gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 ) { // we don't care about the stance here, as the player should know what he's doing, we just care about his fire mode selected if ( this->bScopeMode != USE_ALT_WEAPON_HOLD ) { return(FALSE); } // we go through, only if scope mode is set on "alternative fire mode" } else if ( bAimTime > 0 ) { // no aiming allowed with this return(FALSE); } // if we are here, assume we are going to fire from alternative stance return(TRUE); } 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.... // silversurfer: bugfix for endless dying mercs on roof edges // if we delete their pending animation here they will just turn into the proper direction for the fall (in TurnSoldier( void ) ) // and stand there forever afterwards in "dying" state, so let this guy fall off the roof first! if ( pSoldier->usPendingAnimation != FALLOFF && pSoldier->usPendingAnimation != FALLFORWARD_ROOF ) 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 ); } } else { // anv: vehicle sounds //PlaySoldierJA2Sample( pSoldier->ubID, S_VECH1_MOVE, RATE_11025, SoundVolume( bVolume, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE ); if ( pSoldier->usAnimState == RUNNING ) { bVolume = HIGHVOLUME; } PlaySoldierJA2Sample( pSoldier->ubID, pVehicleList[pSoldier->bVehicleID].iMoveSound, 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; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[MSG_MERC_CASTS_LIGHT_OFF] ); } else { gGameSettings.fOptions[TOPTION_MERC_CASTS_LIGHT] = TRUE; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[MSG_MERC_CASTS_LIGHT_ON] ); } } //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); // Flugente: compatibility with skills if ( uiSkillTraitNumber == VARIOUSSKILLS ) return TRUE; INT8 bNumMajorTraitsCounted = 0; INT8 bMaxTraits = gSkillTraitValues.ubMaxNumberOfTraits; INT8 bMaxMajorTraits = gSkillTraitValues.ubNumberOfMajorTraitsAllowed; // check old/new traits if ( gGameOptions.fNewTraitSystem ) { // exception for special merc //if ( gSkillTraitValues.fAllowSpecialMercTraitsException && pSoldier->ubProfile == gSkillTraitValues.ubSpecialMercID) //{ // bMaxTraits++; // bMaxMajorTraits++; //} for ( INT8 bCnt = 0; bCnt < min( 30, bMaxTraits ); bCnt++ ) { if ( TwoStagedTrait( uiSkillTraitNumber ) ) { if ( pSoldier->stats.ubSkillTraits[bCnt] == uiSkillTraitNumber ) { return(TRUE); } else if ( TwoStagedTrait( pSoldier->stats.ubSkillTraits[bCnt] ) ) { 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; // check old/new traits if ( gGameOptions.fNewTraitSystem ) { // exception for special merc //if ( gSkillTraitValues.fAllowSpecialMercTraitsException && pSoldier->ubProfile == gSkillTraitValues.ubSpecialMercID) //{ // bMaxTraits++; // bMaxMajorTraits++; //} for ( INT8 bCnt = 0; bCnt < min( 30, bMaxTraits ); bCnt++ ) { if ( TwoStagedTrait( uiSkillTraitNumber ) ) { if ( pSoldier->stats.ubSkillTraits[bCnt] == uiSkillTraitNumber ) { bNumberOfTraits++; bNumMajorTraitsCounted++; } else if ( TwoStagedTrait( pSoldier->stats.ubSkillTraits[bCnt] ) ) { 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 ( !TwoStagedTrait( uiSkillTraitNumber ) ) 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 // Flugente: moved around arguments for speed reason if ( fDontCheckDistance || (PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || //((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 ) ) && ((pSoldier->bTeam == ENEMY_TEAM || (HasExtendedEarOn( pSoldier ) && HasExtendedEarOn( MercPtrs[cnt] ))) && PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar) ) { // 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 // Flugente: moved around arguments for speed reason if ( fDontCheckDistance || (PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusNormal) || //((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 ) ) && ((HasExtendedEarOn( MercPtrs[cnt] ) && PythSpacesAway( pSoldier->sGridNo, MercPtrs[cnt]->sGridNo ) <= gSkillTraitValues.usSLRadiusExtendedEar)) ) { // 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]; } // Flugente: stats can also be damaged ubTotalStatsDamaged += pSoldier->usStarveDamageHealth; ubTotalStatsDamaged += pSoldier->usStarveDamageStrength; 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 && pSoldier->bTeam != ENEMY_TEAM ) { if ( usStatIncreasement == 1 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName( ), sStat ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName( ), usStatIncreasement, sStat ); } } //if( pSoldier->ubCriticalStatDamage[cnt] > 0 ) // fAnyStatToBeRepaired = TRUE; } } // Flugente: Third, heal damage from starvation if possible if ( !gGameOptions.fFoodSystem || (gGameOptions.fFoodSystem && ubAmountRegained > 0 && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) ) { // if we have a damaged stat here if ( pSoldier->usStarveDamageHealth > 0 ) { if ( ubAmountRegained >= pSoldier->usStarveDamageHealth ) { // if the amount we can return is bigger than what we need, keep the rest, for other stats usStatIncreasement = pSoldier->usStarveDamageHealth; ubAmountRegained = max( 0, (ubAmountRegained - usStatIncreasement) ); pSoldier->usStarveDamageHealth = 0; } else { // if not having full amount, heal what we can usStatIncreasement = ubAmountRegained; ubAmountRegained = 0; pSoldier->usStarveDamageHealth = max( 0, (pSoldier->usStarveDamageHealth - usStatIncreasement) ); } // so we can start regaining the stats if ( usStatIncreasement > 0 ) { bStatsReturned += usStatIncreasement; // keep value for feedback 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->usStarveDamageHealth = 0; } gMercProfiles[pSoldier->ubProfile].bLifeMax = pSoldier->stats.bLifeMax; // update profile // Throw a message if healed anything if ( gSkillTraitValues.fDORepStShouldThrowMessage && pSoldier->bTeam != ENEMY_TEAM ) { if ( usStatIncreasement == 1 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName( ), sStat ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName( ), usStatIncreasement, sStat ); } } } // if we have a damaged stat here if ( pSoldier->usStarveDamageStrength > 0 ) { if ( ubAmountRegained >= pSoldier->usStarveDamageStrength ) { // if the amount we can return is bigger than what we need, keep the rest, for other stats usStatIncreasement = pSoldier->usStarveDamageStrength; ubAmountRegained = max( 0, (ubAmountRegained - usStatIncreasement) ); pSoldier->usStarveDamageStrength = 0; } else { // if not having full amount, heal what we can usStatIncreasement = ubAmountRegained; ubAmountRegained = 0; pSoldier->usStarveDamageStrength = max( 0, (pSoldier->usStarveDamageStrength - usStatIncreasement) ); } // so we can start regaining the stats if ( usStatIncreasement > 0 ) { bStatsReturned += usStatIncreasement; // keep value for feedback sStat = sStatGainStrings[9]; // set string pSoldier->stats.bStrength += usStatIncreasement; if ( pSoldier->stats.bStrength >= 100 ) // repair if going too far { pSoldier->stats.bStrength = 100; pSoldier->usStarveDamageStrength = 0; } gMercProfiles[pSoldier->ubProfile].bStrength = pSoldier->stats.bStrength; // update profile // Throw a message if healed anything if ( gSkillTraitValues.fDORepStShouldThrowMessage && pSoldier->bTeam != ENEMY_TEAM ) { if ( usStatIncreasement == 1 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_ONE_POINTS_OF_STAT], pSoldier->GetName( ), sStat ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_REGAINED_X_POINTS_OF_STATS], pSoldier->GetName( ), usStatIncreasement, sStat ); } } } } // 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 not seen but just heard... we interrupt only if they attack us (or if they are very close) in that case if ( (pInterrupter->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY) || (pInterrupter->aiData.bOppList[pSoldier->ubID] == HEARD_THIS_TURN && (ubInterruptType == AFTERSHOT_INTERRUPT || ubInterruptType == AFTERACTION_INTERRUPT || PythSpacesAway( pInterrupter->sGridNo, pSoldier->sGridNo ) < 3)) ) { uiReactionTime = gGameExternalOptions.ubBasicReactionTimeLengthIIS; } else { // not seen or not heard anything worth interrupting continue; } 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); } BOOLEAN AIDecideHipOrShoulderStance( SOLDIERTYPE * pSoldier, INT32 iGridNo ) { // TO DO: this should be much more sophisticated UINT16 usInHand = pSoldier->usAttackingWeapon; // not 2-handed or not standing if ( gAnimControl[pSoldier->usAnimState].ubEndHeight != ANIM_STAND || !Item[pSoldier->inv[HANDPOS].usItem].twohanded ) { return FALSE; } // heavy gun only from hip if standing if ( Weapon[usInHand].HeavyGun ) { return TRUE; } // we want to make an aimed shot if ( pSoldier->aiData.bAimTime > GetNumberAltFireAimLevels( pSoldier, iGridNo ) ) { return FALSE; } INT8 bChanceHip = 0; if ( pSoldier->bDoBurst > 0 ) bChanceHip += 25; if ( Weapon[usInHand].ubWeaponType == GUN_LMG ) bChanceHip += 30; if ( Weapon[usInHand].ubWeaponType == GUN_SHOTGUN ) bChanceHip += 15; // chance to hit with no aiming, add it to the chance to fire from hip if ( !TileIsOutOfBounds( iGridNo ) ) { bChanceHip += CalcChanceToHitGun( pSoldier, iGridNo, 0, AIM_SHOT_TORSO ); } if ( PreChance( bChanceHip ) ) { return TRUE; } else { return FALSE; } } BOOLEAN DecideAltAnimForBigMerc( SOLDIERTYPE * pSoldier ) { if ( pSoldier->ubBodyType != BIGMALE ) { // WTF! return FALSE; } //always use the other anim for badass mercs if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ) { return TRUE; } // if it is player controlled merc if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC ) { // are we in combat? if ( gTacticalStatus.uiFlags & INCOMBAT ) { // then only use it if morale is very high (we are definately winning) if ( pSoldier->aiData.bMorale > 95 ) { return TRUE; } } else { // if not we use this with slightly above avarage morale if ( pSoldier->aiData.bMorale > 65 ) { return TRUE; } } } // enemy guy else { //never use this for regular enemies, only elites with high morale and level can sometimes show this animation if ( (pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA) && (pSoldier->aiData.bAIMorale >= MORALE_FEARLESS) && (pSoldier->stats.bExpLevel > 8) ) { return TRUE; } } return FALSE; } BOOLEAN TwoStagedTrait( UINT8 uiSkillTraitNumber ) { return(uiSkillTraitNumber > 0 && (uiSkillTraitNumber <= NUM_ORIGINAL_MAJOR_TRAITS || uiSkillTraitNumber == COVERT_NT)); } BOOLEAN GetRadioOperatorSignal( UINT8 usOwner, INT32* psTargetGridNo ) { // get the 'real owner' if ( usOwner > 1 ) { // a merc planted this - if he's a radio operator, use his gridno SOLDIERTYPE* pSoldier = MercPtrs[usOwner - 2]; if ( pSoldier && pSoldier->CanUseRadio( FALSE ) && pSoldier->bActive && pSoldier->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) ) { *psTargetGridNo = pSoldier->sGridNo; pSoldier->bSide; return TRUE; } } // check for the side that ordered this else { UINT8 bTeam = MILITIA_TEAM; if ( usOwner ) bTeam = ENEMY_TEAM; SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID; INT32 lastid = gTacticalStatus.Team[bTeam].bLastID; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { if ( pSoldier && pSoldier->CanUseRadio( FALSE ) && pSoldier->bActive && pSoldier->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) ) { *psTargetGridNo = pSoldier->sGridNo; pSoldier->bSide; return TRUE; } } } return FALSE; } BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 bTeam ) { // is the sector valid? if ( bSectorZ > 0 || sSectorX < 1 || sSectorX >= MAP_WORLD_X - 1 || sSectorY < 1 || sSectorY >= MAP_WORLD_Y - 1 ) return FALSE; BOOLEAN fEnemies = (NumEnemiesInAnySector( sSectorX, sSectorY, bSectorZ ) > 0); BOOLEAN fMilitia = (GetNumberOfMilitiaInSector( sSectorX, sSectorY, (INT16)bSectorZ ) > 0); BOOLEAN fMercs = (PlayerMercsInSector( (UINT8)sSectorX, (UINT8)sSectorY, (UINT8)bSectorZ ) > 0); SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sSectorX, sSectorY )]); // sector must be free of members of an opposing team if ( bTeam == ENEMY_TEAM ) { if ( !fEnemies || fMilitia || fMercs ) return FALSE; // cannot fire if artillery was used recently if ( GetWorldTotalMin( ) < pSectorInfo->uiTimeAIArtillerywasOrdered + gSkillTraitValues.bVOArtillerySectorFrequency ) return FALSE; } else if ( bTeam == MILITIA_TEAM ) { if ( fEnemies || !fMilitia ) return FALSE; // cannot fire if artillery was used recently if ( GetWorldTotalMin( ) < pSectorInfo->uiTimeAIArtillerywasOrdered + gSkillTraitValues.bVOArtillerySectorFrequency ) return FALSE; } else if ( bTeam == OUR_TEAM ) { if ( fEnemies || !fMercs ) return FALSE; // we can relay orders only if someone in the sector has a working radio set and a mortar BOOLEAN activeradio = FALSE; BOOLEAN mortarfound = FALSE; SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID; INT32 lastid = gTacticalStatus.Team[bTeam].bLastID; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { // check if soldier exists in this sector, and is on duty if ( !pSoldier || !pSoldier->bActive || pSoldier->sSectorX != sSectorX || pSoldier->sSectorY != sSectorY || pSoldier->bSectorZ != bSectorZ || pSoldier->bAssignment > ON_DUTY ) continue; if ( pSoldier->CanUseRadio( FALSE ) ) activeradio = TRUE; if ( pSoldier->HasMortar( ) ) mortarfound = TRUE; } if ( !activeradio || !mortarfound ) return FALSE; } return TRUE; } BOOLEAN SectorJammed( ) { // check every soldier: are we jamming frequencies? SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; INT32 lastid = MAX_NUM_SOLDIERS; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && pSoldier->stats.bLife > 0 && pSoldier->IsJamming( ) ) return TRUE; } return FALSE; } BOOLEAN PlayerTeamIsScanning( ) { // check every soldier: are we jamming frequencies? SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[OUR_TEAM].bFirstID; INT32 lastid = gTacticalStatus.Team[OUR_TEAM].bLastID; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { if ( pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && pSoldier->stats.bLife > 0 && pSoldier->IsScanning( ) ) return TRUE; } return FALSE; } // bonus for snipers firing at this location (we get this if there are spotters) UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, UINT bTeam ) { INT16 bestvalue = 0; SOLDIERTYPE* pSoldier = NULL; INT32 cnt = gTacticalStatus.Team[bTeam].bFirstID; INT32 lastid = gTacticalStatus.Team[bTeam].bLastID; for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier ) { if ( pSoldier != pSniper && pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ && pSoldier->IsSpotting( ) && PythSpacesAway( pSoldier->sGridNo, pSniper->sGridNo ) <= gGameExternalOptions.usSpotterRange && PythSpacesAway( pSoldier->sGridNo, sGridNo ) >= 2 * gGameExternalOptions.usSpotterRange ) { BOOLEAN targetseen = FALSE; UINT usID = WhoIsThere2( sGridNo, pSniper->bTargetLevel ); // is someone is at the sGridNo, check wether the spotter can see any part of him check wether head can be seen) if ( usID != NOBODY && SoldierToSoldierLineOfSightTest( pSoldier, MercPtrs[usID], 0, NO_DISTANCE_LIMIT, AIM_SHOT_HEAD ) > 0 ) targetseen = TRUE; // otherwise check wether we can see the ground floor else if ( SoldierToVirtualSoldierLineOfSightTest( pSoldier, sGridNo, pSniper->pathing.bLevel, ANIM_PRONE, FALSE, NO_DISTANCE_LIMIT ) > 0 ) targetseen = TRUE; if ( targetseen ) { // spotter items are used to determine effectiveness. cap each hand item to a maximum of 100 pts (to keep players from using guns with tons of attachments that have been declared 'spotter items') UINT16 itembonus = 0; if ( pSoldier->inv[HANDPOS].exists( ) ) itembonus += min( 100, GetObjectModifier( pSoldier, &(pSoldier->inv[HANDPOS]), gAnimControl[pSoldier->usAnimState].ubEndHeight, ITEMMODIFIER_SPOTTER ) ); if ( pSoldier->inv[SECONDHANDPOS].exists( ) ) itembonus += min( 100, GetObjectModifier( pSoldier, &(pSoldier->inv[SECONDHANDPOS]), gAnimControl[pSoldier->usAnimState].ubEndHeight, ITEMMODIFIER_SPOTTER ) ); // base spotter effectivity depends on 40% items, 30% experience, 20% marksmanship an 10% leadership // the nominal value is between 0 and 1000 (though the actual value can be raised higher, due to effective stat and level boni) UINT32 value = 2 * itembonus + 30 * EffectiveExpLevel( pSoldier ) + 2 * EffectiveMarksmanship( pSoldier ) + EffectiveLeadership( pSoldier ); // lowered effectivity if we're fatigued ReducePointsForFatigue( pSoldier, &value ); // lowered effectivity if we're wounded value = (value * pSoldier->stats.bLife / pSoldier->stats.bLifeMax); // effectivity of spotter and sniper working together in percent UINT16 effectivity = 100; // sociable mercs get a bonus, loners get a malus if ( OKToCheckOpinion( pSoldier->ubProfile ) ) { MERCPROFILESTRUCT* pProfile = &(gMercProfiles[pSoldier->ubProfile]); switch ( pProfile->bCharacterTrait ) { case CHAR_TRAIT_SOCIABLE: effectivity += 10; break; case CHAR_TRAIT_LONER: effectivity -= 10; break; } } if ( OKToCheckOpinion( pSniper->ubProfile ) ) { MERCPROFILESTRUCT* pProfile_Sniper = &(gMercProfiles[pSniper->ubProfile]); switch ( pProfile_Sniper->bCharacterTrait ) { case CHAR_TRAIT_SOCIABLE: effectivity += 10; break; case CHAR_TRAIT_LONER: effectivity -= 10; break; } } // relation between sniper and spotter is important - they need to trust each other (-50 to 50) INT8 relation = min( 2 * BUDDY_OPINION, max( 2 * HATED_OPINION, SoldierRelation( pSoldier, pSniper ) + SoldierRelation( pSniper, pSoldier ) ) ); // relation counts twice. Also account for special background. Effectivity cannot be lower than 0%! effectivity = max( 0, effectivity + 2 * relation + pSoldier->GetBackgroundValue( BG_PERC_SPOTTER ) ); // a good relation boosts value tremendously - a bad relation makes spotting useless // the spotter background also alters effectiveness // -> value between 0 and 2000 value = (value * effectivity) / 100; // longer spotting gives a linear bonus - up to 100% -> value between 0 and 4600 value = (value * min( pSoldier->usSkillCounter[SOLDIER_COUNTER_SPOTTER], 2 * gGameExternalOptions.usSpotterPreparationTurns )) / gGameExternalOptions.usSpotterPreparationTurns; // reasonable values: 0 to gGameExternalOptions.usSpotterMaxCTHBoost value = (value * gGameExternalOptions.usSpotterMaxCTHBoost) / 4000; if ( value > bestvalue ) bestvalue = value; } } } // limit value bestvalue = min( gGameExternalOptions.usSpotterMaxCTHBoost, max( 0, bestvalue ) ); return bestvalue; } void SetDamageDisplayCounter( SOLDIERTYPE* pSoldier ) { INT16 sOffsetX, sOffsetY; if ( pSoldier->flags.fDisplayDamage ) { pSoldier->bDisplayDamageCount = 0; return; } pSoldier->flags.fDisplayDamage = TRUE; pSoldier->bDisplayDamageCount = 0; if ( pSoldier->ubBodyType == QUEENMONSTER ) { pSoldier->sDamageX = 0; pSoldier->sDamageY = 0; } else { GetSoldierAnimOffsets( pSoldier, &sOffsetX, &sOffsetY ); pSoldier->sDamageX = sOffsetX; pSoldier->sDamageY = sOffsetY; } }