#include #include #include #include #include "WCheck.h" #include #include "DEBUG.H" #include "worlddef.h" #include "worldman.h" #include "renderworld.h" #include "Assignments.h" #include "Animation Control.h" #include "Animation Data.h" #include "Isometric Utils.h" #include "Event Pump.h" #include "Timer Control.h" #include "Render Dirty.h" #include "mousesystem.h" #include "Interface.h" #include "sysutil.h" #include "FileMan.h" #include "Points.h" #include "random.h" #include "ai.h" #include "Interactive Tiles.h" #include "Soldier Ani.h" #include "english.h" #include "Overhead.h" #include "opplist.h" #include "Sound Control.h" #include "Font Control.h" #include "lighting.h" #include "PATHAI.H" #include "screenids.h" #include "Weapons.h" #include "Rotting Corpses.h" #include "Handle UI Plan.h" #include "structure.h" #include "Interface Panels.h" #include "message.h" #include "Items.h" #include "Soldier Profile.h" #include "fov.h" #include "Soldier macros.h" #include "soldier tile.h" #ifdef NETWORKED #include "Networking.h" #include "NetworkEvent.h" #endif #include "Structure Wrap.h" #include "Tile Animation.h" #include "Strategic Merc Handler.h" #include "Strategic Turns.h" #include "Squads.h" #include "Morale.h" #include "Campaign.h" #include "Music Control.h" #include "faces.h" #include "Dialogue Control.h" #include "Queen Command.h" #include "Quests.h" #include "NPC.h" #include "strategicmap.h" #include "Soldier Functions.h" #include "Auto Bandage.h" #include "Game Event Hook.h" #include "Explosion Control.h" #include "SkillCheck.h" #include "World Items.h" #include "Smell.h" #include "Player Command.h" #include "GameSettings.h" #include "MessageBoxScreen.h" #include "Game Clock.h" #include "Strategic Town Loyalty.h" #include "Strategic Mines.h" #include "Interface Items.h" #include "Text.h" #include "Keys.h" #include "Boxing.h" #include "Town Militia.h" #include "Interface Control.h" #include "Exit Grids.h" #include "jascreens.h" #include "strategic.h" #include "arms dealer init.h" #include "Interface Utils.h" #include "Air Raid.h" #include "Civ Quotes.h" #include "Drugs And Alcohol.h" #include "history.h" #include "LOS.h" #include "Strategic Status.h" #include "PreBattle Interface.h" #include "Militia Control.h" #include "Lua Interpreter.h" #include "Inventory Choosing.h" // added by Flugente for TakeMilitiaEquipmentfromSector() #include "CampaignStats.h" // added by Flugente #include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions() #include "DropDown.h" // added by Flugente #include "Creature Spreading.h" // added by Flugente forResetCreatureAttackVariables() #include "finances.h" // added by Flugente #include "MilitiaIndividual.h" // added by Flugente #include "Rebel Command.h" #include "MilitiaSquads.h" #include "connect.h" #include "Luaglobal.h" #include "LuaInitNPCs.h" #include "Vehicles.h" #include "XML.h" #include "GameInitOptionsScreen.h" #ifdef JA2UB #include "Ja25 Strategic Ai.h" #include "Ja25_Tactical.h" #include "Soldier Control.h" #include "ub_config.h" #else #include "interface Dialogue.h" #include "Meanwhile.h" #include "Strategic AI.h" #include "Map Screen Helicopter.h" #include "End Game.h" // anv: for playable Speck #include "mercs.h" #endif // OJW - 20090419 UINT16 giMAXIMUM_NUMBER_OF_PLAYER_MERCS = CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS; UINT16 giMAXIMUM_NUMBER_OF_PLAYER_VEHICLES = CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES; UINT16 giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS; UINT16 giMAXIMUM_NUMBER_OF_ENEMIES = CODE_MAXIMUM_NUMBER_OF_ENEMIES; UINT16 giMAXIMUM_NUMBER_OF_CREATURES = CODE_MAXIMUM_NUMBER_OF_CREATURES; UINT16 giMAXIMUM_NUMBER_OF_REBELS = CODE_MAXIMUM_NUMBER_OF_REBELS; UINT16 giMAXIMUM_NUMBER_OF_CIVS = CODE_MAXIMUM_NUMBER_OF_CIVS; //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; extern void HandleTBPickUpBackpacks(BOOLEAN fAll); extern void HandleBestSightingPositionInRealtime(); extern INT32 GetCurrentBalance( void ); extern CHAR16 gzUserDefinedButton1[128]; extern CHAR16 gzUserDefinedButton2[128]; void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction); // sevenfm: to call in HandleAtNewGridNo extern UINT8 gubAICounter; #include "fresh_header.h" #define RT_DELAY_BETWEEN_AI_HANDLING 50 #define RT_AI_TIMESLICE 10 INT32 giRTAILastUpdateTime = 0; UINT32 guiAISlotToHandle = 0; #define HANDLE_OFF_MAP_MERC 0xFFFF #define RESET_HANDLE_OF_OFF_MAP_MERCS 0xFFFF UINT32 guiAIAwaySlotToHandle = RESET_HANDLE_OF_OFF_MAP_MERCS; #define PAUSE_ALL_AI_DELAY 1500 BOOLEAN gfPauseAllAI = FALSE; INT32 giPauseAllAITimer = 0; BOOLEAN sniperwarning; BOOLEAN biggunwarning; BOOLEAN gogglewarning; BOOLEAN checkBonusMilitia; //BOOLEAN airstrikeavailable; TacticalStatusType gTacticalStatus; extern void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier ); extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier ); extern void HandleExplosionQueue( ); extern void UpdateForContOverPortrait( SOLDIERTYPE *pSoldier, BOOLEAN fOn ); extern void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC ); extern BOOLEAN NPCInRoom( UINT8 ubProfileID, UINT16 usRoomID ); extern INT8 gbInvalidPlacementSlot[ NUM_INV_SLOTS ]; void ResetAllMercSpeeds( ); void HandleBloodForNewGridNo( SOLDIERTYPE *pSoldier ); BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ); void DoCreatureTensionQuote( SOLDIERTYPE *pSoldier ); void HandleCreatureTenseQuote( ); void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected ); void HandleEndDemoInCreatureLevel( ); void DeathTimerCallback( ); void CaptureTimerCallback( ); // HEADROCK HAM 3.6: Define now. void MilitiaChangesSides( ); extern void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier ); extern void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier ); extern void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel ); extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance ); extern void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier ); #ifdef JA2UB BOOLEAN CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector(); extern void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier ); #endif extern BOOLEAN gfSurrendered; // GLOBALS #define START_DEMO_SCENE 3 #define NUM_RANDOM_SCENES 4 CHAR8 gDebugStr[128]; #ifdef NETWORKED extern BYTE gfAmIHost; extern BOOLEAN gfAmINetworked; #endif #define NEW_FADE_DELAY 60 // ATE: GLOBALS FOR E3 UINT8 gubCurrentScene = 0; CHAR8 gzLevelFilenames[ ][ 50 ] = { "A9.dat", "ScotTBMines.dat", "LindaTBCaves.dat", "LindaRTDesert.dat", "IanRTNight.dat", "LindaRTCave1.dat", "LindaRTCave2.dat" }; INT8 ubLevelMoveLink[ 10 ] = { 1, 2, 3, 4, 0, 0, 0, 0, 0, 0 }; // Soldier List used for all soldier overhead interaction SOLDIERTYPE Menptr[ TOTAL_SOLDIERS ]; SOLDIERTYPE* MercPtrs[ TOTAL_SOLDIERS ]; SOLDIERTYPE* MercSlots[ TOTAL_SOLDIERS ]; UINT32 guiNumMercSlots = 0; SOLDIERTYPE* AwaySlots[ TOTAL_SOLDIERS ]; UINT32 guiNumAwaySlots = 0; // DEF: changed to have client wait for gPlayerNum assigned from host UINT8 gbPlayerNum = 0; // Global for current selected soldier SoldierID gusSelectedSoldier = NOBODY; INT8 gbShowEnemies = FALSE; BOOLEAN gfMovingAnimation = FALSE; CHAR8 gzAlertStr[][ 30 ] = { "GREEN", "YELLOW", "RED", "BLACK" }; CHAR8 gzActionStr[][ 30 ] = { "NONE", "RANDOM PATROL", "SEEK FRIEND", "SEEK OPPONENT", "TAKE COVER", "GET CLOSER", "POINT PATROL", "LEAVE WATER GAS", "SEEK NOISE", "ESCORTED MOVE", "RUN AWAY", "KNIFE MOVE", "APPROACH MERC", "TRACK", "EAT", "PICK UP ITEM", "SCHEDULE MOVE", "WALK", "RUN", "WITHDRAW", "FLANK LEFT", "FLANK RIGHT", "MOVE TO CLIMB", "CHG FACING", "CHG STANCE", "YELLOW ALERT", "RED ALERT", "CREATURE CALL", "PULL TRIGGER", "USE DETONATOR", "FIRE GUN", "TOSS PROJECTILE", "KNIFE STAB", "THROW KNIFE", "GIVE AID", "WAIT", "PENDING ACTION", "DROP ITEM", "COWER", "STOP COWERING", "OPEN/CLOSE DOOR", "UNLOCK DOOR", "LOCK DOOR", "LOWER GUN", "ABSOLUTELY NONE", "CLIMB ROOF", "END TURN", "EC&M", "TRAVERSE DOWN", "OFFER SURRENDER", "RAISE GUN", "STEAL MOVE", "RELOAD GUN" "JUMP WINDOW", "FREE PRISONER", "USE SKILL", "DOCTOR", "DOCTOR SELF", "SELFDETONATE", "STOP MEDIC", }; CHAR8 gzDirectionStr[][ 30 ] = { "NORTHEAST", "EAST", "SOUTHEAST", "SOUTH", "SOUTHWEST", "WEST", "NORTHWEST", "NORTH" }; // TEMP VALUES FOR TEAM DEFAULT POSITIONS UINT16 bDefaultTeamRangesMP[ MAXTEAMS ][ 2 ] = { 0, 19, //20 US 20, 51, //32 ENEMY 52, 52, //kulled off to make room ;) //32 CREATURE 53, 84, //32 REBELS ( OUR GUYS ) 85, 116, //32 CIVILIANS 117, 119, // PLANNING SOLDIERS (reduced) 120, 126, //1 //new sides //hayden // 7 each 127, 133, //2 134, 140, //3 141, MAX_NUM_SOLDIERS - 1, //4 MAX_NUM_SOLDIERS, TOTAL_SOLDIERS - 1 // PLANNING SOLDIERS }; UINT16 bDefaultTeamRanges[ MAXTEAMS_SP ][ 2 ] = { 0, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES-1, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES-1, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES-1, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES+CODE_MAXIMUM_NUMBER_OF_REBELS-1, CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES+CODE_MAXIMUM_NUMBER_OF_REBELS, MAX_NUM_SOLDIERS -1, MAX_NUM_SOLDIERS, TOTAL_SOLDIERS - 1 // PLANNING SOLDIERS }; COLORVAL bDefaultTeamColors[ MAXTEAMS ] = { FROMRGB( 255, 255, 0 ), FROMRGB( 255, 0, 0 ), FROMRGB( 255, 0, 255 ), FROMRGB( 0, 255, 0 ), FROMRGB( 255, 255, 255 ), FROMRGB( 0, 0, 255 ), FROMRGB( 255, 120, 0 ), //hayden //team 1 (radar colours) // orange FROMRGB( 62, 140, 240 ), //2 // light blue FROMRGB( 180, 50, 255 ), //3 // violett FROMRGB( 0, 180, 20 ) //4 // green }; // UTILITY FUNCTIONS UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam ); UINT16 NumEnemyInSector( ); UINT16 NumEnemyInSectorExceptCreatures(); UINT16 NumCapableEnemyInSector( ); BOOLEAN KillIncompacitatedEnemyInSector( ); BOOLEAN CheckForLosingEndOfBattle( ); void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue ); UINT16 NumEnemyInSectorNotDeadOrDying( ); UINT16 NumBloodcatsInSectorNotDeadOrDying( ); UINT8 gubWaitingForAllMercsToExitCode = 0; UINT8 gusNumMercsUntilWaitingOver = 0; UINT32 guiWaitingForAllMercsToExitData[3]; UINT32 guiWaitingForAllMercsToExitTimer = 0; BOOLEAN gfKillingGuysForLosingBattle = FALSE; INT32 GetFreeMercSlot() { UINT32 uiCount; for(uiCount=0; uiCount < guiNumMercSlots; uiCount++) { if(( MercSlots[uiCount] == NULL ) ) return((INT32)uiCount); } if(guiNumMercSlots < TOTAL_SOLDIERS ) return((INT32)guiNumMercSlots++); return(-1); } // WTF? static void RecountMercSlots( ) { INT32 iCount; if ( guiNumMercSlots > 0 ) { for (iCount = guiNumMercSlots - 1; iCount >=0 ; iCount--) { if ( ( MercSlots[iCount] != NULL ) ) { guiNumMercSlots=(UINT32)(iCount+1); return; } } // no mercs found guiNumMercSlots = 0; } } INT32 AddMercSlot( SOLDIERTYPE *pSoldier ) { INT32 iMercIndex; if( ( iMercIndex = GetFreeMercSlot() )==(-1) ) return(-1); MercSlots[ iMercIndex ] = pSoldier; return( iMercIndex ); } BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier ) { UINT32 uiCount; CHECKF( pSoldier != NULL ); for( uiCount=0; uiCount < guiNumMercSlots; uiCount++) { if ( MercSlots[ uiCount ] == pSoldier ) { MercSlots[ uiCount ] = NULL; RecountMercSlots( ); return( TRUE ); } } // TOLD TO DELETE NON-EXISTANT SOLDIER return( FALSE ); } static INT32 GetFreeAwaySlot( ) { UINT32 uiCount; for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++) { if(( AwaySlots[uiCount] == NULL ) ) return((INT32)uiCount); } if(guiNumAwaySlots < TOTAL_SOLDIERS ) return((INT32)guiNumAwaySlots++); return(-1); } static void RecountAwaySlots( ) { INT32 iCount; if ( guiNumAwaySlots > 0 ) { for (iCount = guiNumAwaySlots - 1; (iCount >=0) ; iCount--) { if ( ( AwaySlots[iCount] != NULL ) ) { guiNumAwaySlots = (UINT32)(iCount + 1); return; } } // no mercs found guiNumAwaySlots = 0; } } INT32 AddAwaySlot( SOLDIERTYPE *pSoldier ) { INT32 iAwayIndex; if( ( iAwayIndex = GetFreeAwaySlot() )==(-1) ) return(-1); AwaySlots[ iAwayIndex ] = pSoldier; return( iAwayIndex ); } BOOLEAN RemoveAwaySlot( SOLDIERTYPE *pSoldier ) { UINT32 uiCount; CHECKF( pSoldier != NULL ); for( uiCount=0; uiCount < guiNumAwaySlots; uiCount++) { if ( AwaySlots[ uiCount ] == pSoldier ) { AwaySlots[ uiCount ] = NULL; RecountAwaySlots( ); return( TRUE ); } } // TOLD TO DELETE NON-EXISTANT SOLDIER return( FALSE ); } INT32 MoveSoldierFromMercToAwaySlot( SOLDIERTYPE * pSoldier ) { BOOLEAN fRet; fRet = RemoveMercSlot( pSoldier ); if (!fRet) { return( -1 ); } if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_OFF_MAP) ) { RemoveManFromTeam( pSoldier->bTeam ); } pSoldier->bInSector = FALSE; pSoldier->flags.uiStatusFlags |= SOLDIER_OFF_MAP; return( AddAwaySlot( pSoldier ) ); } INT32 MoveSoldierFromAwayToMercSlot( SOLDIERTYPE * pSoldier ) { BOOLEAN fRet; fRet = RemoveAwaySlot( pSoldier ); if (!fRet) { return( -1 ); } AddManToTeam( pSoldier->bTeam ); pSoldier->bInSector = TRUE; pSoldier->flags.uiStatusFlags &= (~SOLDIER_OFF_MAP); return( AddMercSlot( pSoldier ) ); } BOOLEAN InitTacticalEngine( ) { InitRenderParams( 0 ); // Init renderer InitializeBaseDirtyRectQueue( ); // Init dirty queue system InitializeTacticalInterface( ); // Init Interface stuff InitializeGameVideoObjects( ); // Init system objects LoadPaletteData( ); // Init palette system //if( !LoadLockTable() ) // return(FALSE); // anv: externalised locks and keys //WriteLocks("WriteLocks.xml"); char fileName[MAX_PATH]; strcpy(fileName, TABLEDATA_DIRECTORY); strcat(fileName, LOCKSFILENAME); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInLocks(fileName), LOCKSFILENAME); } else { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("FileName = %s not found, trying to load LOCKS.BIN instead", fileName)); if( !LoadLockTable() ) return(FALSE); } strcpy(fileName, TABLEDATA_DIRECTORY); strcat(fileName, KEYSFILENAME); if ( FileExists(fileName) ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName)); SGP_THROW_IFFALSE(ReadInKeys(fileName), KEYSFILENAME); } else { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("FileName = %s not found, hardcoded values will be used", fileName)); } InitInteractiveTileManagement( ); if (!InitPathAI()) // init path code return( FALSE ); if (!InitAI()) // init AI return( FALSE ); if ( !InitOverhead( ) ) // Init Overhead return( FALSE ); #ifdef NETWORKED if ( !gfAmINetworked ) gfAmIHost = TRUE; #endif return( TRUE ); } void ShutdownTacticalEngine( ) { DeletePaletteData( ); ShutdownStaticExternalNPCFaces( ); ShutDownPathAI(); ShutdownInteractiveTileManagement( ); UnLoadCarPortraits( ); ShutdownNPCQuotes(); } BOOLEAN InitOverhead( ) { UINT32 cnt; // Set pointers list for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ ) { MercPtrs[ cnt ] = &Menptr[ cnt ]; MercPtrs[ cnt ]->bActive = FALSE; // Zero out merc slots! MercSlots[cnt] = NULL; } memset( &gTacticalStatus, 0, sizeof( TacticalStatusType ) ); UINT8 maxteams; if (!is_networked) maxteams = MAXTEAMS_SP; else maxteams = MAXTEAMS; // Set team values for( cnt = 0; cnt < maxteams; cnt++ ) { // For now, set hard-coded values if (!is_networked) { gTacticalStatus.Team[ cnt ].bFirstID = bDefaultTeamRanges[ cnt ][0]; gTacticalStatus.Team[ cnt ].bLastID = bDefaultTeamRanges[ cnt ][1]; } else { gTacticalStatus.Team[ cnt ].bFirstID = bDefaultTeamRangesMP[ cnt ][0]; gTacticalStatus.Team[ cnt ].bLastID = bDefaultTeamRangesMP[ cnt ][1]; } // WDS - make number of mercenaries, etc. be configurable unsigned max = 0; switch (cnt) { case OUR_TEAM: max = gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles; break; case ENEMY_TEAM: max = gGameExternalOptions.ubGameMaximumNumberOfEnemies; break; case CREATURE_TEAM: max = gGameExternalOptions.ubGameMaximumNumberOfCreatures; break; case MILITIA_TEAM: max = gGameExternalOptions.ubGameMaximumNumberOfRebels; break; case CIV_TEAM: max = gGameExternalOptions.ubGameMaximumNumberOfCivilians; break; // Don't worry about the others case PLAYER_PLAN: case LAN_TEAM_ONE: case LAN_TEAM_TWO: case LAN_TEAM_THREE: case LAN_TEAM_FOUR: max = 9999; break; } if (max < (unsigned)(gTacticalStatus.Team[ cnt ].bLastID - gTacticalStatus.Team[ cnt ].bFirstID + 1)) { gTacticalStatus.Team[ cnt ].bLastID = gTacticalStatus.Team[ cnt ].bFirstID + max - 1; } gTacticalStatus.Team[ cnt ].RadarColor = bDefaultTeamColors[ cnt ]; if ( cnt == gbPlayerNum || cnt == PLAYER_PLAN ) { gTacticalStatus.Team[ cnt ].bSide = 0; gTacticalStatus.Team[ cnt ].bHuman = TRUE; } else { if (cnt == MILITIA_TEAM ) { // militia guys on our side! gTacticalStatus.Team[ cnt ].bSide = 0; } else if ( cnt == CREATURE_TEAM ) { // creatures are on no one's side but their own // NB side 2 is used for hostile rebels.... gTacticalStatus.Team[ cnt ].bSide = 3; } else { // hostile (enemies, or civilians; civs are potentially hostile but neutral) gTacticalStatus.Team[ cnt ].bSide = 1; } gTacticalStatus.Team[ cnt ].bHuman = FALSE; } gTacticalStatus.Team[ cnt ].ubLastMercToRadio = NOBODY; gTacticalStatus.Team[ cnt ].bTeamActive = FALSE; gTacticalStatus.Team[ cnt ].bAwareOfOpposition = FALSE; // set team values in soldier structures for all who are on this team for (SoldierID cnt2 = gTacticalStatus.Team[ cnt ].bFirstID; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; ++cnt2 ) { cnt2->bTeam = (INT8) cnt; } } // Set other tactical flags gTacticalStatus.uiFlags = TURNBASED | TRANSLUCENCY_TYPE; gTacticalStatus.sSlideTarget = NOWHERE; gTacticalStatus.uiTimeOfLastInput = GetJA2Clock(); gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock(); gTacticalStatus.uiCountdownToRestart = GetJA2Clock(); gTacticalStatus.fGoingToEnterDemo = FALSE; gTacticalStatus.fNOTDOLASTDEMO = FALSE; if (is_networked) gTacticalStatus.fDidGameJustStart = FALSE; else gTacticalStatus.fDidGameJustStart = TRUE; gTacticalStatus.ubLastRequesterTargetID = NO_PROFILE; gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY; // SANDRO - reset surgery requester too for ( cnt = 0; cnt < NUM_PANIC_TRIGGERS; cnt++ ) { gTacticalStatus.sPanicTriggerGridNo[ cnt ] = NOWHERE; } gTacticalStatus.bRealtimeSpeed = MAX_REALTIME_SPEED_VAL / 2; gfInAirRaid = FALSE; gpCustomizableTimerCallback = NULL; // Reset cursor gpItemPointer = NULL; gpItemPointerSoldier = NULL; memset( gbInvalidPlacementSlot, 0, sizeof( gbInvalidPlacementSlot ) ); InitCivQuoteSystem( ); ZeroAnimSurfaceCounts( ); InitializeLua(); return( TRUE ); } BOOLEAN ShutdownOverhead( ) { UINT32 cnt; ShutdownLua( ); // Delete any soldiers which have been created! for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ ) { if( MercPtrs[ cnt ] != NULL ) { if ( MercPtrs[ cnt ]->bActive ) { MercPtrs[ cnt ]->DeleteSoldier( ); } } } return( TRUE ); } BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, SoldierID usSoldierIndex ) { // Check range of index given *ppSoldier = NULL; if ( usSoldierIndex >= NOBODY ) { // Set debug message return( FALSE ); } // Check if a guy exists here // Does another soldier exist here? if ( usSoldierIndex->bActive ) { // Set Existing guy *ppSoldier = usSoldierIndex; return( TRUE); } else { return( FALSE ); } } static BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot ) { UINT32 cnt; if (uiCurrAISlot >= guiNumMercSlots) { // last person to handle was an off-map merc, so now we start looping at the beginning again cnt = 0; } else { // continue on from the last person we handled cnt = uiCurrAISlot + 1; } for ( ; cnt < guiNumMercSlots; cnt++ ) { if ( MercSlots[ cnt ] && ( (MercSlots[ cnt ]->bTeam != gbPlayerNum) || (MercSlots[ cnt ]->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) ) ) { // aha! found an AI guy! guiAISlotToHandle = cnt; return( TRUE ); } } // set so that even if there are no off-screen mercs to handle, we will loop back to // the start of the array guiAISlotToHandle = HANDLE_OFF_MAP_MERC; // didn't find an AI guy to handle after the last one handled and the # of slots // it's time to check for an off-map merc... maybe if (guiNumAwaySlots > 0) { if ( (guiAIAwaySlotToHandle + 1) >= guiNumAwaySlots) { // start looping from the beginning cnt = 0; } else { // continue on from the last person we handled cnt = guiAIAwaySlotToHandle + 1; } for ( ; cnt < guiNumAwaySlots; cnt++ ) { if (AwaySlots[ cnt ] && AwaySlots[ cnt ]->bTeam != gbPlayerNum) { // aha! found an AI guy! guiAIAwaySlotToHandle = cnt; return( FALSE ); } } // reset awayAISlotToHandle, but DON'T loop again, away slots not that important guiAIAwaySlotToHandle = RESET_HANDLE_OF_OFF_MAP_MERCS; } return( FALSE ); } void PauseAITemporarily( ) { gfPauseAllAI = TRUE; giPauseAllAITimer = GetJA2Clock(); } void PauseAIUntilManuallyUnpaused( ) { gfPauseAllAI = TRUE; giPauseAllAITimer = 0; } void UnPauseAI( ) { // overrides any timer too gfPauseAllAI = FALSE; giPauseAllAITimer = 0; } FLOAT gdRadiansForAngle[ ] = { (FLOAT)PI, (FLOAT)( 3 * PI / 4 ), (FLOAT)( PI / 2 ), (FLOAT)( ( PI ) / 4 ), (FLOAT)0, (FLOAT)( ( -PI ) / 4 ), (FLOAT)( -PI / 2 ), (FLOAT)( -3 * PI / 4 ), }; BOOLEAN ExecuteOverhead( ) { if( !COUNTERDONE( TOVERHEAD ) ) return TRUE; // FIXME: return value is ignored and should be void RESETCOUNTER( TOVERHEAD ); UINT32 cnt; SOLDIERTYPE* pSoldier; INT16 sAPCost; INT16 sBPCost; FLOAT dXPos , dYPos; FLOAT dAngle; BOOLEAN fKeepMoving; INT8 bShadeLevel; BOOLEAN fNoAPsForPendingAction; INT32 sGridNo; STRUCTURE *pStructure; BOOLEAN fHandleAI = FALSE; // Diagnostic Stuff static INT32 iTimerTest = 0; static INT32 iTimerVal = 0; gfMovingAnimation = FALSE; if(GetSoldier(&pSoldier, gusSelectedSoldier)) { if(pSoldier->bActive) { if(pSoldier->flags.uiStatusFlags&SOLDIER_GREEN_RAY) LightShowRays((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), FALSE); } } // Diagnostic Stuff iTimerVal = GetJA2Clock(); giTimerDiag = iTimerVal - iTimerTest; iTimerTest = iTimerVal; UpdateAniTiles( ); // ANIMATED TILE STUFF HandleExplosionQueue(); // BOMBS!!! HandleCreatureTenseQuote( ); CheckHostileOrSayQuoteList(); if ( gfPauseAllAI && giPauseAllAITimer && ( iTimerVal - giPauseAllAITimer > PAUSE_ALL_AI_DELAY ) ) { // ok, stop pausing the AI! gfPauseAllAI = FALSE; } if (!gfPauseAllAI) { // AI limiting crap gubAICounter = 0; if (!((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))) { if ((iTimerVal - giRTAILastUpdateTime ) > RT_DELAY_BETWEEN_AI_HANDLING) { giRTAILastUpdateTime = iTimerVal; // figure out which AI guy to handle this time around, starting with the slot AFTER the current AI guy fHandleAI = NextAIToHandle( guiAISlotToHandle ); } } } // check if bonus militia join us if (checkBonusMilitia == TRUE && gGameExternalOptions.fRebelCommandEnabled && gubPBSectorZ == 0) { UINT16 bonusGreenMilitia = 0, bonusRegularMilitia = 0, bonusEliteMilitia = 0; RebelCommand::GetBonusMilitia(gubPBSectorX, gubPBSectorY, bonusGreenMilitia, bonusRegularMilitia, bonusEliteMilitia, TRUE); checkBonusMilitia = FALSE; } for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { pSoldier = MercSlots[ cnt ]; if ( pSoldier && pSoldier->bActive && (pSoldier->bTeam == OUR_TEAM) ) { if (!gogglewarning && BadGoggles(pSoldier)) { gogglewarning = TRUE; ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CHECK_GOGGLES] ); } } // Syncronize for upcoming soldier counters SYNCTIMECOUNTER( ); if ( pSoldier != NULL ) { HandlePanelFaceAnimations( pSoldier ); // Handle damage counters if ( pSoldier->flags.fDisplayDamage ) { if ( TIMECOUNTERDONE( pSoldier->timeCounters.DamageCounter, DAMAGE_DISPLAY_DELAY ) ) { pSoldier->bDisplayDamageCount++; pSoldier->sDamageX+=1; pSoldier->sDamageY-=1; RESETTIMECOUNTER( pSoldier->timeCounters.DamageCounter, DAMAGE_DISPLAY_DELAY ); } if ( pSoldier->bDisplayDamageCount >= 8 ) { pSoldier->bDisplayDamageCount = 0; pSoldier->sDamage = 0; pSoldier->flags.fDisplayDamage = FALSE; // sevenfm: also zero damage info from this attack pSoldier->iLastBulletImpact = 0; pSoldier->iLastArmourProtection = 0; } } // Handle reload counters if ( pSoldier->flags.fReloading ) { if ( TIMECOUNTERDONE( pSoldier->timeCounters.ReloadCounter, pSoldier->sReloadDelay ) ) { pSoldier->flags.fReloading = FALSE; pSoldier->flags.fPauseAim = FALSE; } } #ifdef JA2UB //Ja25 UB // ATE: JA25 additon - poll for getting up from start of game... if( pSoldier->fWaitingToGetupFromJA25Start ) { if( !DialogueActive( ) ) { ///if the timer is done, AND no one is talking if( TIMECOUNTERDONE( pSoldier->GetupFromJA25StartCounter, 0 ) ) { //make sure they wont say this again pSoldier->fWaitingToGetupFromJA25Start = FALSE; // //Get the soldier that should say the quote // //if the merc is one of the mercs who has Quote 80, say that if( pSoldier->ubProfile == GASTON_UB ||//GASTON pSoldier->ubProfile == STOGIE_UB ||//STOGIE pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER ) { TacticalCharacterDialogue( pSoldier, QUOTE_REPUTATION_REFUSAL ); } else { // Now make them say their curse sound pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); } SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_GETUP_AFTER_HELI_CRASH, pSoldier->ubProfile, 0, pSoldier->iFaceIndex, 0 ); } } else { pSoldier->GetupFromJA25StartCounter += giTimerDiag; } } #endif // Checkout fading if ( pSoldier->flags.fBeginFade ) { if ( TIMECOUNTERDONE( pSoldier->timeCounters.FadeCounter, NEW_FADE_DELAY ) ) { RESETTIMECOUNTER( pSoldier->timeCounters.FadeCounter, NEW_FADE_DELAY ); // Fade out.... if ( pSoldier->flags.fBeginFade == 1 ) { bShadeLevel = (pSoldier->ubFadeLevel&0x0f); bShadeLevel=__min(bShadeLevel+1, SHADE_MIN); if ( bShadeLevel >= ( SHADE_MIN - 3 ) ) { pSoldier->flags.fBeginFade = FALSE; pSoldier->bVisible = -1; // Set levelnode shade level.... if ( pSoldier->pLevelNode ) { pSoldier->pLevelNode->ubShadeLevel = bShadeLevel; } // Set Anim speed accordingly! SetSoldierAniSpeed( pSoldier ); } bShadeLevel|=(pSoldier->ubFadeLevel&0x30); pSoldier->ubFadeLevel = bShadeLevel; } else if ( pSoldier->flags.fBeginFade == 2 ) { bShadeLevel = (pSoldier->ubFadeLevel&0x0f); bShadeLevel = bShadeLevel-1; if ( bShadeLevel <= 0 ) { bShadeLevel = 0; } if ( bShadeLevel <= (gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel ) ) { bShadeLevel = (gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel ); pSoldier->flags.fBeginFade = FALSE; // Set levelnode shade level.... if ( pSoldier->pLevelNode ) { pSoldier->pLevelNode->ubShadeLevel = bShadeLevel; } // Set Anim speed accordingly! SetSoldierAniSpeed( pSoldier ); } bShadeLevel|=(pSoldier->ubFadeLevel&0x30); pSoldier->ubFadeLevel = bShadeLevel; } } } // Check if we have a new visiblity and shade accordingly down if ( pSoldier->bLastRenderVisibleValue != pSoldier->bVisible ) { HandleCrowShadowVisibility( pSoldier ); // Check for fade out.... if ( pSoldier->bVisible == -1 && pSoldier->bLastRenderVisibleValue >= 0 ) { if (!TileIsOutOfBounds(pSoldier->sGridNo)) { pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel; } pSoldier->flags.fBeginFade = TRUE; pSoldier->sLocationOfFadeStart = pSoldier->sGridNo; // OK, re-evaluate guy's roof marker HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, FALSE, FALSE ); pSoldier->bVisible = -2; } // Check for fade in..... if ( pSoldier->bVisible != -1 && pSoldier->bLastRenderVisibleValue == -1 && pSoldier->bTeam != gbPlayerNum ) { pSoldier->ubFadeLevel = ( SHADE_MIN - 3 ); pSoldier->flags.fBeginFade = 2; pSoldier->sLocationOfFadeStart = pSoldier->sGridNo; // OK, re-evaluate guy's roof marker HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE ); } } pSoldier->bLastRenderVisibleValue = pSoldier->bVisible; // Handle stationary polling... if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) || pSoldier->flags.fNoAPToFinishMove ) { // Are are stationary.... // Were we once moving...? if ( pSoldier->flags.fSoldierWasMoving && pSoldier->bVisible > -1 ) { pSoldier->flags.fSoldierWasMoving = FALSE; HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE ); } } else { // We are moving.... // Were we once stationary? if ( !pSoldier->flags.fSoldierWasMoving ) { pSoldier->flags.fSoldierWasMoving = TRUE; HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, FALSE, FALSE ); } } // Handle animation update counters // ATE: Added additional check here for special value of anispeed that pauses all updates #ifndef BOUNDS_CHECKER if ( TIMECOUNTERDONE( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ) && pSoldier->sAniDelay != 10000 ) #endif { #ifdef NETWORKED // DEF: // Check for TIMING delay here only if in Realtime if( gTacticalStatus.uiFlags & REALTIME) if ( pSoldier->flags.fIsSoldierMoving ) CheckForSlowSoldier( pSoldier ); #endif // Check if we need to look for items if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS ) { RevealRoofsAndItems(pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, FALSE ); pSoldier->flags.uiStatusFlags &= (~SOLDIER_LOOKFOR_ITEMS); } // Check if we need to reposition light.... if ( pSoldier->flags.uiStatusFlags & SOLDIER_RECHECKLIGHT ) { pSoldier->PositionSoldierLight( ); pSoldier->flags.uiStatusFlags &= (~SOLDIER_RECHECKLIGHT); } RESETTIMECOUNTER( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ); fNoAPsForPendingAction = FALSE; #ifdef NETWORKED // Get the path update, if there is 1 if (pSoldier->flags.fSoldierUpdatedFromNetwork) UpdateSoldierFromNetwork(pSoldier); #endif // Check if we are moving and we deduct points and we have no points if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && pSoldier->flags.fNoAPToFinishMove ) && !pSoldier->flags.fPauseAllAnimation ) { if ( !AdjustToNextAnimationFrame( pSoldier ) ) { continue; } if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) ) { HandleNextTileWaiting( pSoldier ); // Check if we are waiting for an opened path } // Update world data with new position, etc // Determine gameworld cells corrds of guy if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) ) { fKeepMoving = TRUE; pSoldier->flags.fPausedMove = FALSE; // CHECK TO SEE IF WE'RE ON A MIDDLE TILE if ( pSoldier->flags.fPastXDest && pSoldier->flags.fPastYDest ) { pSoldier->flags.fPastXDest = pSoldier->flags.fPastYDest = FALSE; // assign X/Y values back to make sure we are at the center of the tile // (to prevent mercs from going through corners of tiles and producing // structure data complaints) //pSoldier->dXPos = pSoldier->pathing.sDestXPos; //pSoldier->dYPos = pSoldier->pathing.sDestYPos; HandleBloodForNewGridNo( pSoldier ); if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) && pSoldier->sGridNo != pSoldier->pathing.sFinalDestination) ) { //OK, we're at the MIDDLE of a new tile... HandleAtNewGridNo( pSoldier, &fKeepMoving ); } if ( gTacticalStatus.bBoxingState != NOT_BOXING && (gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER || gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING) ) { BoxingMovementCheck( pSoldier ); } // Are we at our final destination? if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo ) { // Cancel path.... pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize = 0; // Cancel reverse pSoldier->bReverse = FALSE; BOOLEAN fAimAfterMove = FALSE; if ( pSoldier->usAnimState == WALKING_ALTERNATIVE_RDY || pSoldier->usAnimState == SIDE_STEP_ALTERNATIVE_RDY ) { fAimAfterMove = TRUE; pSoldier->usPendingAnimation = AIM_ALTERNATIVE_STAND; pSoldier->ubPendingDirection = pSoldier->ubDirection; } else if ( pSoldier->usAnimState == SIDE_STEP_WEAPON_RDY || pSoldier->usAnimState == WALKING_WEAPON_RDY ) { fAimAfterMove = TRUE; pSoldier->usPendingAnimation = AIM_RIFLE_STAND; pSoldier->ubPendingDirection = pSoldier->ubDirection; } else if ( pSoldier->usAnimState == SIDE_STEP_DUAL_RDY || pSoldier->usAnimState == WALKING_DUAL_RDY ) { fAimAfterMove = TRUE; pSoldier->usPendingAnimation = AIM_DUAL_STAND; pSoldier->ubPendingDirection = pSoldier->ubDirection; } else if ( pSoldier->usAnimState == CROUCHEDMOVE_RIFLE_READY ) { fAimAfterMove = TRUE; pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH; pSoldier->ubPendingDirection = pSoldier->ubDirection; } else if ( pSoldier->usAnimState == CROUCHEDMOVE_PISTOL_READY ) { fAimAfterMove = TRUE; pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH; pSoldier->ubPendingDirection = pSoldier->ubDirection; } else if ( pSoldier->usAnimState == CROUCHEDMOVE_DUAL_READY ) { fAimAfterMove = TRUE; pSoldier->usPendingAnimation = AIM_DUAL_CROUCH; pSoldier->ubPendingDirection = pSoldier->ubDirection; } // OK, if we are the selected soldier, refresh some UI stuff if ( pSoldier->ubID == gusSelectedSoldier ) { gfUIRefreshArrows = TRUE; } // ATE: Play landing sound..... if ( pSoldier->usAnimState == JUMP_OVER_BLOCKING_PERSON || pSoldier->usAnimState == LONG_JUMP ) { PlaySoldierFootstepSound( pSoldier ); } // If we are a robot, play stop sound... if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) { PlaySoldierJA2Sample( pSoldier->ubID, ROBOT_STOP, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE ); } // Update to middle if we're on destination dXPos = pSoldier->pathing.sDestXPos; dYPos = pSoldier->pathing.sDestYPos; pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos ); #ifdef NETWORKED // DEF: Test Code StopSoldierMovementTime(pSoldier); #endif // CHECK IF WE HAVE A PENDING ANIMATION if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION ) { pSoldier->ChangeSoldierState( pSoldier->usPendingAnimation, 0 , FALSE ); pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; if ( pSoldier->ubPendingDirection != NO_PENDING_DIRECTION ) { pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubPendingDirection ); pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; } } // CHECK IF WE HAVE A PENDING ACTION if ( pSoldier->ubWaitActionToDo ) { if ( pSoldier->ubWaitActionToDo == 2 ) { pSoldier->ubWaitActionToDo = 1; if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN ) { pSoldier->pathing.usPathIndex--; // ATE wanted this line here... AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->sGridNo, (UINT8)pSoldier->aiData.uiPendingActionData1 ); continue; } } else if ( pSoldier->ubWaitActionToDo == 1 ) { pSoldier->ubWaitActionToDo = 0; gusNumMercsUntilWaitingOver = max(0, gusNumMercsUntilWaitingOver - 1); pSoldier->SoldierGotoStationaryStance( ); // If we are at an exit-grid, make disappear..... if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO ) { RemoveSoldierFromTacticalSector( pSoldier, TRUE ); // Remove! } } } else if ( pSoldier->aiData.ubPendingAction != NO_PENDING_ACTION ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("We are inside the IF PENDING Animation with soldier #%d", pSoldier->ubID) ); if ( pSoldier->aiData.ubPendingAction == MERC_OPENDOOR || pSoldier->aiData.ubPendingAction == MERC_OPENSTRUCT ) { sGridNo = pSoldier->aiData.sPendingActionData2; //usStructureID = (UINT16)pSoldier->aiData.uiPendingActionData1; //pStructure = FindStructureByID( sGridNo, usStructureID ); // LOOK FOR STRUCT OPENABLE pStructure = FindStructure( sGridNo, STRUCTURE_OPENABLE ); if ( pStructure == NULL ) { #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Told to open struct at %d and none was found", sGridNo ); #endif // Flugente: if there is no structure for us to interact with, stop pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; fKeepMoving = FALSE; } else { CalcInteractiveObjectAPs( pSoldier, sGridNo, pStructure, &sAPCost, &sBPCost ); // SANDRO - added argument if ( EnoughPoints( pSoldier, sAPCost, sBPCost , TRUE ) ) { InteractWithInteractiveObject( pSoldier, pStructure, pSoldier->aiData.bPendingActionData3 ); } else { fNoAPsForPendingAction = TRUE; } } } // Flugente: we are doing something here - stop multi-turn-action pSoldier->CancelMultiTurnAction( FALSE ); if ( pSoldier->aiData.ubPendingAction == MERC_PICKUPITEM ) { sGridNo = pSoldier->aiData.sPendingActionData2; if ( sGridNo == pSoldier->sGridNo ) { // OK, now, if in realtime if ( !( gTacticalStatus.uiFlags & INCOMBAT ) ) { // If the two gridnos are not the same, check to see if we can // now go into it if ( sGridNo != (pSoldier->aiData.uiPendingActionData4 )) { if ( NewOKDestination( pSoldier, pSoldier->aiData.uiPendingActionData4, TRUE, pSoldier->pathing.bLevel ) ) { // GOTO NEW TILE! SoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); continue; } } } // OK MORON, DOUBLE CHECK THAT THE ITEM EXISTS HERE... if ( pSoldier->aiData.uiPendingActionData1 != ITEM_PICKUP_ACTION_ALL ) { PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); } else { PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 ); } } else { pSoldier->SoldierGotoStationaryStance( ); } } else if ( pSoldier->aiData.ubPendingAction == MERC_PUNCH ) { // for the benefit of the AI pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB; pSoldier->EVENT_SoldierBeginPunchAttack( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_TALK ) { pSoldier->PlayerSoldierStartTalking ( pSoldier->aiData.uiPendingActionData1, TRUE ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB ) { pSoldier->EVENT_SoldierBeginDropBomb( ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_STEAL ) { //pSoldier->pathing.bDesiredDirection = pSoldier->aiData.bPendingActionData3; pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->aiData.bPendingActionData3 ); // if we are crouching or prone, use steal in crouch if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH ) { pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM_CROUCHED, 0 , FALSE ); } else // otherwise determine our target position { SoldierID usSoldierIndex = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel ); if ( usSoldierIndex != NOBODY ) { SOLDIERTYPE* pTarget = usSoldierIndex; // we always need to crouch to prone target if ( gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE ) pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM_CROUCHED, 0 , FALSE ); else pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM, 0 , FALSE ); } else // strange things can happe?? { pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM, 0 , FALSE ); } } pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_KNIFEATTACK) { // for the benefit of the AI pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB; pSoldier->EVENT_SoldierBeginBladeAttack( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_GIVEAID ) { pSoldier->EVENT_SoldierBeginFirstAid( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_REPAIR ) { pSoldier->EVENT_SoldierBeginRepair( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_FUEL_VEHICLE ) { pSoldier->EVENT_SoldierBeginRefuel( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_RELOADROBOT ) { pSoldier->EVENT_SoldierBeginReloadRobot( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3, (INT8)pSoldier->aiData.uiPendingActionData1 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_TAKEBLOOD ) { pSoldier->EVENT_SoldierBeginTakeBlood( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_ATTACH_CAN ) { pSoldier->EVENT_SoldierBeginAttachCan( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_ENTER_VEHICLE ) { pSoldier->EVENT_SoldierEnterVehicle( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3, pSoldier->aiData.uiPendingActionData4 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; continue; } else if ( pSoldier->aiData.ubPendingAction == MERC_CUTFFENCE ) { pSoldier->EVENT_SoldierBeginCutFence( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_BUILD_FORTIFICATION ) { pSoldier->EVENT_SoldierBuildStructure( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_HANDCUFF_PERSON ) { pSoldier->EVENT_SoldierHandcuffPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_APPLYITEM ) { pSoldier->EVENT_SoldierApplyItemToPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_GIVEITEM ) { pSoldier->EVENT_SoldierBeginGiveItem( ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_INTERACTIVEACTION ) { pSoldier->EVENT_SoldierInteractiveAction( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_FILLBLOODBAG ) { pSoldier->EVENT_SoldierTakeBloodFromPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else if ( pSoldier->aiData.ubPendingAction == MERC_MEDICALSPLINT ) { pSoldier->EVENT_SoldierApplySplintToPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 ); pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } if ( fNoAPsForPendingAction ) { // Change status of guy to waiting HaltMoveForSoldierOutOfPoints( pSoldier ); fKeepMoving = FALSE; pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; } } else { // OK, ADJUST TO STANDING, WE ARE DONE // DO NOTHING IF WE ARE UNCONSCIOUS if ( pSoldier->stats.bLife >= OKLIFE ) { if ( pSoldier->ubBodyType == CROW ) { // If we are flying, don't stop! if ( pSoldier->sHeightAdjustment == 0 ) { pSoldier->SoldierGotoStationaryStance( ); } } else { UnSetUIBusy( pSoldier->ubID ); if ( !fAimAfterMove ) // SANDRO - don't do this after movement with weapon raised { // Flugente: if in turnbased combat and option is selected, do not go to standing animation // By this, we wont have to spend additional APs when we continue to run if ((gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && // sevenfm: this option works only for player gGameExternalOptions.fNoStandingAnimAdjustInCombat && !pSoldier->bCollapsed && !pSoldier->bBreathCollapsed) { // Flugente: We have to decide depending on the animation we have, otherwise we can cause bugs if we do this after being hit by an explosion etc. BOOLEAN dontadjustanim = FALSE; switch ( pSoldier->usAnimState ) { case WALKING: case CROUCHING: case SWATTING: case RUNNING: case CRAWLING: case END_HURT_WALKING: case SWAT_BACKWARDS: case SWATTING_WK: case SWAT_BACKWARDS_WK: case SWAT_BACKWARDS_NOTHING: case RUNNING_W_PISTOL: case SIDE_STEP_WEAPON_RDY: case SIDE_STEP_DUAL_RDY: case SIDE_STEP_CROUCH_RIFLE: case SIDE_STEP_CROUCH_PISTOL: case SIDE_STEP_CROUCH_DUAL: case WALKING_WEAPON_RDY: case WALKING_DUAL_RDY: case WALKING_ALTERNATIVE_RDY: case SIDE_STEP_ALTERNATIVE_RDY: case CROUCHEDMOVE_RIFLE_READY: case CROUCHEDMOVE_PISTOL_READY: case CROUCHEDMOVE_DUAL_READY: dontadjustanim = TRUE; break; } if ( dontadjustanim ) { pSoldier->AdjustNoAPToFinishMove( TRUE ); pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } else { pSoldier->SoldierGotoStationaryStance(); } } else { pSoldier->SoldierGotoStationaryStance(); } } } } } // RESET MOVE FAST FLAG if ( (pSoldier->ubProfile == NO_PROFILE) ) { pSoldier->flags.fUIMovementFast = FALSE; } // if AI moving and waiting to process something at end of // move, have them handled the very next frame if (pSoldier->ubQuoteActionID == QUOTE_ACTION_ID_CHECKFORDEST) { pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME; } fKeepMoving = FALSE; } else if ( !pSoldier->flags.fNoAPToFinishMove ) { // Increment path.... pSoldier->pathing.usPathIndex++; if ( pSoldier->pathing.usPathIndex > pSoldier->pathing.usPathDataSize ) { pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize; } // Are we at the end? if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize ) { // ATE: Pop up warning.... if ( pSoldier->pathing.usPathDataSize != MAX_PATH_LIST_SIZE ) { #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->GetName(), pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) ); #endif } // In case this is an AI person with the path-stored flag set, // turn it OFF since we have exhausted our stored path pSoldier->pathing.bPathStored = FALSE; if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination)) { // We have not made it to our dest... but it's better to let the AI handle this itself, // on the very next fram pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME; } else { // ATE: Added this to fcalilitate the fact // that our final dest may now have people on it.... // 0verhaul: But what if this is turn-based? The soldier may be waiting forever for // the other one to leave the position, but since it's turn-based he never will. // Is that an issue here? // Yes, I think it is. I found a situation where the soldier's path led through another // soldier. The other soldier wasn't even at the destination but his path invariably // led through that soldier. Since this was set up to allow that, he ended up deadlocked // in "take cover" mode waiting for the soldier right next to him to leave. // So in turn-based mode, we will just allow the soldier to re-think his next move. if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) { ActionDone( pSoldier); pSoldier->SoldierGotoStationaryStance( ); continue; } else { if ( FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) != 0 ) { INT32 sNewGridNo; sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) ); SetDelayedTileWaiting( pSoldier, sNewGridNo, 1 ); } // We have not made it to our dest... set flag that we are waiting.... if ( !pSoldier->EVENT_InternalGetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode, 2, FALSE ) ) { // ATE: To do here.... we could not get path, so we have to stop // 0verhaul: May also need to clear the action type so that the soldier will know // to re-think another move instead of waiting for nothing to finish happening. pSoldier->SoldierGotoStationaryStance( ); continue; } } } } else { // OK, Now find another dest grindo.... if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) ) { // OK, now we want to see if we can continue to another tile... if ( !HandleGotoNewGridNo( pSoldier, &fKeepMoving, FALSE, pSoldier->usAnimState ) ) { continue; } } else { // Change desired direction // Just change direction pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], FALSE, pSoldier->usAnimState ); } if ( gTacticalStatus.bBoxingState != NOT_BOXING && (gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER || gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING) ) { BoxingMovementCheck( pSoldier ); } } } } if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) ) { fKeepMoving = FALSE; } BOOLEAN executeCondition = FALSE; if (is_networked) { if ( !pSoldier->flags.fPausedMove && fKeepMoving && !pSoldier->flags.fNoAPToFinishMove ) executeCondition = TRUE; } else { if ( !pSoldier->flags.fPausedMove && fKeepMoving ) executeCondition = TRUE; } // DO WALKING if ( executeCondition ) { // Determine deltas // dDeltaX = pSoldier->pathing.sDestXPos - pSoldier->dXPos; //dDeltaY = pSoldier->pathing.sDestYPos - pSoldier->dYPos; // Determine angle // dAngle = (FLOAT)atan2( dDeltaX, dDeltaY ); dAngle = gdRadiansForAngle[ pSoldier->bMovementDirection ]; FLOAT movementchange = gAnimControl[pSoldier->usAnimState].dMovementChange; // For walking, base it on body type! if ( pSoldier->usAnimState == WALKING || pSoldier->usAnimState == WALKING_WEAPON_RDY || pSoldier->usAnimState == WALKING_DUAL_RDY || pSoldier->usAnimState == WALKING_ALTERNATIVE_RDY ) { movementchange = gubAnimWalkSpeeds[pSoldier->ubBodyType].dMovementChange; } pSoldier->MoveMerc( movementchange, dAngle, TRUE ); } } // Check for direction change if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_TURNING ) { pSoldier->TurnSoldier( ); } } #ifdef NETWORKED if(!pSoldier->flags.fNoAPToFinishMove ) pSoldier->usLastUpdateTime = GetJA2Clock(); if (pSoldier->flags.fSoldierUpdatedFromNetwork) UpdateSoldierFromNetwork(pSoldier); #endif //haydens network soldier update ->> if(is_client) UpdateSoldierToNetwork ( pSoldier ); } if ( !gfPauseAllAI && ( ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) || (fHandleAI && guiAISlotToHandle == cnt) || (pSoldier->aiData.fAIFlags & AI_HANDLE_EVERY_FRAME) || gTacticalStatus.fAutoBandageMode ) ) { HandleSoldierAI( pSoldier ); if ( !((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) ) { if (GetJA2Clock() - iTimerVal > RT_AI_TIMESLICE) { // don't do any more AI this time! fHandleAI = FALSE; } else { // we still have time to handle AI; skip to the next person fHandleAI = NextAIToHandle( guiAISlotToHandle ); } } } } } if ( guiNumAwaySlots > 0 && !gfPauseAllAI && !(gTacticalStatus.uiFlags & INCOMBAT) && guiAISlotToHandle == HANDLE_OFF_MAP_MERC && guiAIAwaySlotToHandle != RESET_HANDLE_OF_OFF_MAP_MERCS ) { pSoldier = AwaySlots[ guiAIAwaySlotToHandle ]; // Syncronize for upcoming soldier counters SYNCTIMECOUNTER( ); if ( pSoldier != NULL ) { // the ONLY thing to do with away soldiers is process their schedule if they have one // and there is an action for them to do (like go on-sector) if (pSoldier->aiData.fAIFlags & AI_CHECK_SCHEDULE) { HandleSoldierAI( pSoldier ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - hack! - resolve possible pending interrupt if ( GetSoldier(&pSoldier, gusSelectedSoldier) && UsingImprovedInterruptSystem() ) { if ( pSoldier->bActive ) { if ( ResolvePendingInterrupt( pSoldier, UNDEFINED_INTERRUPT ) ) { fKeepMoving = FALSE; pSoldier->AdjustNoAPToFinishMove( TRUE ); pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; // "artificially" set lock ui flag in this case if (pSoldier->bTeam == gbPlayerNum) { //AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] ); guiPendingOverrideEvent = LU_BEGINUILOCK; HandleTacticalUI( ); } // return early gubNPCAPBudget = 0; gubNPCDistLimit = 0; return( TRUE ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Turn off auto bandage if we need to... if ( gTacticalStatus.fAutoBandageMode ) { if ( !CanAutoBandage( TRUE) ) { SetAutoBandageComplete( ); } } // Check if we should be doing a special event once guys get to a location... if ( gubWaitingForAllMercsToExitCode != 0 ) { // Check if we have gone past our time... if ( ( GetJA2Clock( ) - guiWaitingForAllMercsToExitTimer ) > 2500 ) { // OK, set num waiting to 0 #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_DEBUG, L"Waiting too long for Mercs to exit...forcing entry." ); #endif gusNumMercsUntilWaitingOver = 0; // Reset all waitng codes for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { pSoldier = MercSlots[ cnt ]; if ( pSoldier != NULL ) { pSoldier->ubWaitActionToDo = 0; } } } } if ( gusNumMercsUntilWaitingOver == 0 ) { // ATE: Unset flag to ignore sight... gTacticalStatus.uiFlags &= ( ~DISALLOW_SIGHT ); // OK cheif, do something here.... switch( gubWaitingForAllMercsToExitCode ) { case WAIT_FOR_MERCS_TO_WALKOFF_SCREEN: if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) ) { guiPendingOverrideEvent = LU_ENDUILOCK; HandleTacticalUI( ); } AllMercsHaveWalkedOffSector( ); break; case WAIT_FOR_MERCS_TO_WALKON_SCREEN: // OK, unset UI if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) ) { guiPendingOverrideEvent = LU_ENDUILOCK; HandleTacticalUI( ); } break; case WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO: // OK, unset UI if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) ) { guiPendingOverrideEvent = LU_ENDUILOCK; HandleTacticalUI( ); } AllMercsWalkedToExitGrid( ); break; } // ATE; Turn off tactical status flag... gTacticalStatus.uiFlags &= ( ~IGNORE_ALL_OBSTACLES ); gubWaitingForAllMercsToExitCode = 0; } // reset these AI-related global variables to 0 to ensure they don't interfere with the UI gubNPCAPBudget = 0; gubNPCDistLimit = 0; return( TRUE ); } static void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier ) { HaltMoveForSoldierOutOfPoints( pSoldier ); pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; UnMarkMovementReserved( pSoldier ); // Display message if our merc... if ( pSoldier->bTeam == gbPlayerNum && ( gTacticalStatus.uiFlags & INCOMBAT ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->GetName() ); } UnSetUIBusy( pSoldier->ubID ); // OK, Unset engaged in CONV, something changed... UnSetEngagedInConvFromPCAction( pSoldier ); } static void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier ) { // Our guys if option set, if ( pSoldier->bTeam == gbPlayerNum ) { // IF tracking on, center on guy.... if ( gGameSettings.fOptions[ TOPTION_TRACKING_MODE ] ) { LocateSoldier( pSoldier->ubID, FALSE ); } } else { // Others if visible... if ( pSoldier->bVisible != -1 ) { // ATE: If we are visible, and have not already removed roofs, goforit if ( pSoldier->pathing.bLevel > 0 ) { if ( !( gTacticalStatus.uiFlags & SHOW_ALL_ROOFS ) ) { gTacticalStatus.uiFlags |= SHOW_ALL_ROOFS; SetRenderFlags( RENDER_FLAG_FULL ); } } LocateSoldier( pSoldier->ubID, FALSE ); } } } //#pragma optimize("gpt",on) // __forceinline BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState ) { INT16 sAPCost; INT16 sBPCost; INT32 usNewGridNo, sOverFenceGridNo, sMineGridNo; if (gTacticalStatus.uiFlags & INCOMBAT && fInitialMove ) { HandleLocateToGuyAsHeWalks( pSoldier ); } // Default to TRUE (*pfKeepMoving ) = TRUE; // Check for good breath.... // if ( pSoldier->bBreath < OKBREATH && !fInitialMove ) if ( pSoldier->bBreath < OKBREATH ) { // OK, first check for b== 0 // If our currentd state is moving already....( this misses the first tile, so the user // Sees some change in their click, but just one tile if ( pSoldier->bBreath == 0 ) { // Collapse! pSoldier->bBreathCollapsed = TRUE; pSoldier->bEndDoorOpenCode = FALSE; if ( fInitialMove ) { UnSetUIBusy( pSoldier->ubID ); } DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Out of Breath") ); return( FALSE ); } // OK, if we are collapsed now, check for OK breath instead... if ( pSoldier->bCollapsed ) { // Collapse! DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Has Collapsed") ); pSoldier->bBreathCollapsed = TRUE; pSoldier->bEndDoorOpenCode = FALSE; return( FALSE ); } } usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); // OK, check if this is a fence cost.... if ( gubWorldMovementCosts[ usNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE ) { // We have been told to jump fence.... // Do we have APs? // CHRISL: Added penalty for jumping a fence while wearing a backpack // Do we have APs? // SANDRO - changed the static values to precise calculation here /* if ((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true //JMich.BackpackClimb && ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb) && ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE))) { sAPCost = GetAPsToJumpFence( pSoldier, TRUE ); sBPCost = GetBPsToJumpFence( pSoldier, TRUE ); } else { sAPCost = GetAPsToJumpFence( pSoldier, FALSE ); sBPCost = GetBPsToJumpFence( pSoldier, FALSE ); }*/ sAPCost = ActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); sBPCost = TerrainBreathPoints( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); if ( EnoughPoints( pSoldier, sAPCost, sBPCost, FALSE ) ) { // ATE: Check for tile being clear.... sOverFenceGridNo = NewGridNo( usNewGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ] ) ); if ( HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ], sOverFenceGridNo, pSoldier->pathing.sFinalDestination ) ) { // We do, adjust path data.... pSoldier->pathing.usPathIndex++; // We go two, because we really want to start moving towards the NEXT gridno, // if we have any... // LOCK PENDING ACTION COUNTER pSoldier->flags.uiStatusFlags |= SOLDIER_LOCKPENDINGACTIONCOUNTER; pSoldier->SoldierGotoStationaryStance( ); // OK, jump! pSoldier->BeginSoldierClimbFence( ); pSoldier->flags.fContinueMoveAfterStanceChange = 2; } } else { HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier ); (*pfKeepMoving ) = FALSE; } return( FALSE ); } else if ( InternalDoorTravelCost( pSoldier, usNewGridNo, gubWorldMovementCosts[ usNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL, TRUE ) == TRAVELCOST_DOOR ) { STRUCTURE * pStructure; INT8 bDirection; INT32 sDoorGridNo; // OK, if we are here, we have been told to get a pth through a door. // No need to check if for AI // No need to check for right key ( since the path checks for that? ) // Just for now play the $&&% animation bDirection = (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ]; // OK, based on the direction, get door gridno if ( bDirection == NORTH || bDirection == WEST ) { sDoorGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ); } else if ( bDirection == SOUTH || bDirection == EAST ) { sDoorGridNo = pSoldier->sGridNo; } else { #ifdef JA2TESTVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"ERROR: Invalid Direction to approach door. (Soldier loc: %d, dir: %d).", pSoldier->sGridNo, bDirection ); #endif DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Open door - invalid approach direction") ); HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier ); pSoldier->bEndDoorOpenCode = FALSE; (*pfKeepMoving ) = FALSE; return( FALSE ); } // Get door pStructure = FindStructure( sDoorGridNo, STRUCTURE_ANYDOOR ); if ( pStructure == NULL ) { #ifdef JA2TESTVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"ERROR: Told to open door that does not exist at %d.", sDoorGridNo ); #endif DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Door does not exist") ); HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier ); pSoldier->bEndDoorOpenCode = FALSE; (*pfKeepMoving ) = FALSE; return( FALSE ); } // OK, open! StartInteractiveObject( sDoorGridNo, pStructure->usStructureID, pSoldier, bDirection ); InteractWithInteractiveObject( pSoldier, pStructure, bDirection ); // One needs to walk after.... if ( (pSoldier->bTeam != gbPlayerNum) || (gTacticalStatus.fAutoBandageMode) || ( pSoldier->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL ) ) { pSoldier->bEndDoorOpenCode = 1; pSoldier->sEndDoorOpenCodeData = sDoorGridNo; } (*pfKeepMoving ) = FALSE; return( FALSE ); } // Find out how much it takes to move here! sAPCost = ActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); sBPCost = TerrainBreathPoints( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState ); // SANDRO: add BP cost for weapon holding (additional for APBPConstants[BP_MOVEMENT_READY]), this one is specifically based on the weapon itself if ( gGameExternalOptions.ubEnergyCostForWeaponWeight ) sBPCost += sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10; // CHECK IF THIS TILE IS A GOOD ONE! if ( !HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usNewGridNo, pSoldier->pathing.sFinalDestination ) ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "HandleGotoNewGridNo() Failed: Tile %d Was blocked", usNewGridNo ) ); // ATE: If our own guy and an initial move.. display message //if ( fInitialMove && pSoldier->bTeam == gbPlayerNum ) //{ // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() ); //} pSoldier->bEndDoorOpenCode = FALSE; // GO on to next guy! return( FALSE ); } // just check the tile we're going to walk into if ( NearbyGroundSeemsWrong( pSoldier, usNewGridNo, FALSE, &sMineGridNo ) ) { if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC ) { // NearbyGroundSeemsWrong returns true with gridno NOWHERE if // we find something by metal detector... we should definitely stop // but we won't place a locator or say anything // IF not in combat, stop them all if ( !( gTacticalStatus.uiFlags & INCOMBAT ) ) { SOLDIERTYPE *pSoldier2; SoldierID id = gTacticalStatus.Team[gbPlayerNum].bFirstID; // look for all mercs on the same team, for ( ; id < gTacticalStatus.Team[gbPlayerNum].bLastID; ++id ) { pSoldier2 = id; if ( pSoldier2->bActive ) { pSoldier2->EVENT_StopMerc(pSoldier2->sGridNo, pSoldier2->ubDirection); } } } else { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); } (*pfKeepMoving) = FALSE; if (!TileIsOutOfBounds(sMineGridNo)) { LocateGridNo( sMineGridNo ); // we reuse the boobytrap gridno variable here gsBoobyTrapGridNo = sMineGridNo; gpBoobyTrapSoldier = pSoldier; // silversurfer: if TRUE the merc won't comment that he found a mine, otherwise old behaviour if (gGameExternalOptions.fMineSpottedNoTalk ) MineSpottedDialogueCallBack (); else { SetStopTimeQuoteCallback( MineSpottedDialogueCallBack ); TacticalCharacterDialogue( pSoldier, QUOTE_SUSPICIOUS_GROUND ); } } } else { if (!TileIsOutOfBounds(sMineGridNo)) { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); (*pfKeepMoving) = FALSE; if (pSoldier->bSide != 0) { gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT; } else { gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT; } // better stop and reconsider what to do... SetNewSituation( pSoldier ); ActionDone( pSoldier ); // HEADROCK HAM 3.6: Militia can now place flags when they spot landmines. if (gGameExternalOptions.fMilitiaPlaceBlueFlags && pSoldier->bTeam == MILITIA_TEAM) { // This line causes the screen to focus on the gridno if it is not currently visible. // Is it desirable when militia spot mines? Probably not. Turned off for now. //LocateGridNo( sMineGridNo ); // Flash gridno ITEM_POOL *pItemPool = NULL; GetItemPool( sMineGridNo, &pItemPool, 0 ); SetItemPoolLocator( pItemPool ); // Add flag AddBlueFlag(sMineGridNo,1); } } } } // ATE: Check if we have sighted anyone, if so, don't do anything else... // IN other words, we have stopped from sighting... if ( pSoldier->flags.fNoAPToFinishMove && !fInitialMove ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No APs to finish move set") ); pSoldier->bEndDoorOpenCode = FALSE; (*pfKeepMoving ) = FALSE; } else if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize && pSoldier->pathing.usPathDataSize == 0 ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No Path") ); pSoldier->bEndDoorOpenCode = FALSE; (*pfKeepMoving ) = FALSE; } //else if ( gTacticalStatus.fEnemySightingOnTheirTurn ) //{ // Hault guy! // pSoldier->AdjustNoAPToFinishMove( TRUE ); // (*pfKeepMoving ) = FALSE; //} else if ( EnoughPoints( pSoldier, sAPCost, 0, FALSE ) ) { BOOLEAN fDontContinue = FALSE; // silversurfer: Moved this further down. We will now check for gas at the starting point. // Otherwise the soldier might just run out of the gas and take no damage when next tile has no gas. // This change was necessary because we don't apply gas damage directly anymore when a gas grenade is tossed. // if ( pSoldier->pathing.usPathIndex > 0 ) // { // check for running into gas // note: this will have to use the minimum types of structures for tear/creature gas // since there isn't a way to retrieve the smoke effect structure // silversurfer: removed the randomness. Character is running through a gas cloud so make him suffer without a gas mask! if ( (gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & ANY_SMOKE_EFFECT /* && PreRandom( 4 ) == 0*/ ) || gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) { EXPLOSIVETYPE * pExplosive = NULL; BOOLEAN fWearsGasMask = DoesSoldierWearGasMask( pSoldier ); // WANNE: Only apply the following code for soldiers and not the ROBOT!! // TODO: Madd: This next section is pretty lame because it can't figure out which explosive was used to actually cause a gas effect // so for now, the first explosive to use a gas effect decides the health and breath damage for all of the gasses of that type // (this was hard coded before by the developers - i guess they figured they didn't need to look for the actual explosion item, // since they only had one of each gas item?!?) // anyway, it means that we can only have one set of health/breath damage values for each gas type, until someone has time // to dig into this further and actually make it find the original item that caused the gas // // silversurfer: Changed the way the HitByGasFlags are handled. The old way allowed to run through a gas cloud and be immune to gas // as long as you have been affected once. This is now handled by function DishOutGasDamage() that is used below. if ( !AM_A_ROBOT( pSoldier ) ) { if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE ) { if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909 { pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_SMOKE) ].ubClassIndex ]); } } //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType ); if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_TEARGAS ) { if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) ) { pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_TEARGAS) ].ubClassIndex ]); } } //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType ); if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_MUSTARDGAS ) { if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) ) { pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_MUSTGAS) ].ubClassIndex ]); } } //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType ); if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_CREATUREGAS ) { //if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_CREATUREGAS) ) // gas mask doesn't help vs creaturegas { pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_CREATUREGAS) ].ubClassIndex ]); } } //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType ); if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS ) { //if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) ) // gas mask doesn't help vs fire damage { pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_BURNABLEGAS) ].ubClassIndex ]); } } if ( gpWorldLevelData[pSoldier->sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_DEBRIS_SMOKE ) { //if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) ) // gas mask doesn't help vs fire damage { pExplosive = &(Explosive[Item[GetFirstExplosiveOfType( EXPLOSV_SMOKE_DEBRIS )].ubClassIndex]); } } if ( gpWorldLevelData[pSoldier->sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_FIRERETARDANT_SMOKE ) { { pExplosive = &( Explosive[Item[GetFirstExplosiveOfType( EXPLOSV_SMOKE_FIRERETARDANT )].ubClassIndex] ); } } //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags ); //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType ); // silversurfer: Why this? Smoke on a tile makes us immune to other damage types? I don't think so... //if ( !(gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE )) { if ( pExplosive ) { // silversurfer: Don't stop the merc anymore. Let him run and suffer! //pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); //fDontContinue = TRUE; INT16 iGasHealthDamage = GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 ) + (INT16)PreRandom( GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 )); INT16 iGasBreathDamage = ( 100 * ( GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 ) + (INT16)PreRandom( ( GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 ) / 2 ) ) ) ); DishOutGasDamage( pSoldier, pExplosive, TRUE, FALSE, iGasHealthDamage, iGasBreathDamage, NOBODY ); } } } } if ( pSoldier->pathing.usPathIndex > 0 ) { if ( !fDontContinue ) { if ( (pSoldier->bBlindedCounter > 0) && (pSoldier->usAnimState == RUNNING) && (Random( 5 ) == 0) && OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) { // 20% chance of falling over! pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() ); SoldierCollapse( pSoldier ); if (pSoldier->bActionPoints > 0) { pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1); } return( FALSE ); } else if ( ( GetDrunkLevel( pSoldier ) == DRUNK ) && (Random( 5 ) == 0) && OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) { // 20% chance of falling over! pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() ); SoldierCollapse( pSoldier ); if (pSoldier->bActionPoints > 0) { pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1); } return( FALSE ); } else // ATE; First check for profile // Forgetful guy might forget his path if ( (pSoldier->bTeam == gbPlayerNum) && DoesMercHaveDisability( pSoldier, FORGETFUL ) ) { if ( pSoldier->ubNumTilesMovesSinceLastForget < 255 ) { pSoldier->ubNumTilesMovesSinceLastForget++; } if ( pSoldier->pathing.usPathIndex > 2 && (Random( 100 ) == 0) && pSoldier->ubNumTilesMovesSinceLastForget > 200 ) { pSoldier->ubNumTilesMovesSinceLastForget = 0; TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT ); pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); if (pSoldier->bActionPoints > 0) { pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1); } fDontContinue = TRUE; UnSetUIBusy( pSoldier->ubID ); // Flugente: dynamic opinions if (gGameExternalOptions.fDynamicOpinions) { HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE); } } } } } if ( !fDontContinue ) { // Don't apply the first deduction in points... if ( usAnimState == CRAWLING && pSoldier->flags.bTurningFromPronePosition > TURNING_FROM_PRONE_ON ) { } else { // Adjust AP/Breathing points to move DeductPoints( pSoldier, sAPCost, sBPCost, MOVEMENT_INTERRUPT ); // anv: deduct points from vehicle passengers to prevent time travel paradoxes... yeah yeah, you get the idea if ( gTacticalStatus.uiFlags & TURNBASED && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode ) { INT32 iId = pSoldier->bVehicleID; // Loop through passengers and update each guy's AP for( INT32 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ ) { SOLDIERTYPE *pPassenger = pVehicleList[ iId ].pPassengers[ iCounter ]; if( pPassenger != NULL ) { //INT16 sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints) * gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale / 100; INT16 sPassengerAPCost = 0; switch( gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode ) { case 1: sPassengerAPCost = sAPCost; break; case 2: sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints); break; case 3: INT16 sPassengerAPTreshold = pPassenger->bInitialActionPoints * ( pSoldier->bActionPoints - sAPCost ) / max(1, pSoldier->bInitialActionPoints); sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints) ; if( pPassenger->bActionPoints - sPassengerAPCost > sPassengerAPTreshold ) sPassengerAPCost = max( sPassengerAPCost, ( pPassenger->bActionPoints - sPassengerAPCost ) - sPassengerAPTreshold ); else sPassengerAPCost = 0; break; } sPassengerAPCost = sPassengerAPCost * gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale / 100; DeductPoints( pPassenger, sPassengerAPCost, 0, MOVEMENT_INTERRUPT ); } } } } // OK, let's check for monsters.... if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) { if ( !ValidCreatureTurn( pSoldier, ( INT8 ) ( pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ) ) { if ( !pSoldier->bReverse ) { pSoldier->bReverse = TRUE; if ( pSoldier->ubBodyType == INFANT_MONSTER ) { pSoldier->ChangeSoldierState( WALK_BACKWARDS, 1, TRUE ); } else { pSoldier->ChangeSoldierState( MONSTER_WALK_BACKWARDS, 1, TRUE ); } } } else { pSoldier->bReverse = FALSE; } } // OK, let's check for monsters.... if (pSoldier->ubBodyType == BLOODCAT ) { if ( !ValidCreatureTurn( pSoldier, ( INT8 ) ( pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ) ) { if ( !pSoldier->bReverse ) { pSoldier->bReverse = TRUE; pSoldier->ChangeSoldierState( BLOODCAT_WALK_BACKWARDS, 1, TRUE ); } } else { pSoldier->bReverse = FALSE; } } //shadooow: fix for charging AP for turning at the end of the movement pSoldier->flags.fDontChargeTurningAPs = TRUE; // Change desired direction pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], fInitialMove, usAnimState ); // CONTINUE // IT'S SAVE TO GO AGAIN, REFRESH flag pSoldier->AdjustNoAPToFinishMove( FALSE ); } } else { // HALT GUY HERE DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No APs %d %d", sAPCost, pSoldier->bActionPoints ) ); HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier ); pSoldier->bEndDoorOpenCode = FALSE; (*pfKeepMoving ) = FALSE; } return( TRUE ); } static void HandleMaryArrival( SOLDIERTYPE * pSoldier ) { INT32 sDist; if ( !pSoldier ) { pSoldier = FindSoldierByProfileID( MARY, TRUE ); if ( !pSoldier ) { return; } } if ( CheckFact( FACT_JOHN_ALIVE, 0 ) ) { return; } // new requirements: player close by // TODO.WANNE: Hardcoded grid number else if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40) { if ( !TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 ) { // too far away return; } // Mary has arrived SetFactTrue( FACT_MARY_OR_JOHN_ARRIVED ); pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); TriggerNPCRecord( MARY, 13 ); } } static void HandleJohnArrival( SOLDIERTYPE * pSoldier ) { SOLDIERTYPE * pSoldier2 = NULL; INT32 sDist; if ( !pSoldier ) { pSoldier = FindSoldierByProfileID( JOHN, TRUE ); if ( !pSoldier ) { return; } } // TODO.WANNE: Hardcoded grid number if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40) { if (!TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 ) { // too far away return; } if ( CheckFact( FACT_MARY_ALIVE, 0 ) ) { pSoldier2 = FindSoldierByProfileID( MARY, FALSE ); if ( pSoldier2 ) { if ( PythSpacesAway( pSoldier->sGridNo, pSoldier2->sGridNo ) > 8 ) { // too far away! return; } } } SetFactTrue( FACT_MARY_OR_JOHN_ARRIVED ); pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); // if Mary is alive/dead if ( pSoldier2 ) { pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection ); TriggerNPCRecord( JOHN, 13 ); } else { TriggerNPCRecord( JOHN, 12 ); } } } extern void DisplayCover( BOOLEAN forceUpdate ); BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving ) { INT32 sMineGridNo; UINT8 ubVolume; //uses Lua PROFILLUA_sSectorX = pSoldier->sSectorX; PROFILLUA_sSectorY = pSoldier->sSectorY; PROFILLUA_bSectorZ = pSoldier->bSectorZ; PROFILLUA_Level = pSoldier->pathing.bLevel; PROFILLUA_ubID = pSoldier->ubID; PROFILLUA_sGridNo = pSoldier->sGridNo; PROFILLUA_ubDirectiono = pSoldier->ubDirection; PROFILLUA_bTeam = pSoldier->bTeam; // sevenfm: reached new spot, enabled dragging sound pSoldier->usSoldierFlagMask2 &= ~SOLDIER_DRAG_SOUND; // ATE; Handle bad guys, as they fade, to cancel it if // too long... // ONLY if fading IN! if ( pSoldier->flags.fBeginFade == 1 ) { if ( pSoldier->sLocationOfFadeStart != pSoldier->sGridNo ) { // Turn off pSoldier->flags.fBeginFade = FALSE; if ( pSoldier->pathing.bLevel > 0 && gpWorldLevelData[pSoldier->sGridNo].pRoofHead != NULL ) { pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pRoofHead->ubShadeLevel; } else { pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel; } // Set levelnode shade level.... if ( pSoldier->pLevelNode ) { pSoldier->pLevelNode->ubShadeLevel = pSoldier->ubFadeLevel; } pSoldier->bVisible = -1; } } if (gTacticalStatus.uiFlags & INCOMBAT ) { HandleLocateToGuyAsHeWalks( pSoldier ); } // Default to TRUE (*pfKeepMoving ) = TRUE; pSoldier->bTilesMoved++; if ( pSoldier->usAnimState == RUNNING ) { // count running as double pSoldier->bTilesMoved++; } // First if we are in realtime combat or noncombat if ( (gTacticalStatus.uiFlags & REALTIME) || !(gTacticalStatus.uiFlags & INCOMBAT ) ) { // Update value for RT breath update pSoldier->ubTilesMovedPerRTBreathUpdate++; // Update last anim pSoldier->usLastMovementAnimPerRTBreathUpdate = pSoldier->usAnimState; } // Update path if showing path in RT if ( gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] ) { if ( !(gTacticalStatus.uiFlags & INCOMBAT ) ) { gfPlotNewMovement = TRUE; } } // sevenfm: additional check for auto fast forwarding UpdateFastForwardMode(pSoldier, AI_ACTION_NONE); // ATE: Put some stuff in here to not handle certain things if we are // trversing... if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO ) { // sevenfm: update tree visibility UpdateTreeVisibility(); return( TRUE ); } // Check if they are out of breath if ( pSoldier->CheckForBreathCollapse( ) ) { // sevenfm: update tree visibility UpdateTreeVisibility(); (*pfKeepMoving ) = TRUE; return( FALSE ); } // see if a mine gets set off... if (SetOffBombsInGridNo( pSoldier->ubID, pSoldier->sGridNo, FALSE, pSoldier->pathing.bLevel ) ) { // sevenfm: update tree visibility UpdateTreeVisibility(); (*pfKeepMoving) = FALSE; pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); return( FALSE ); } if (pSoldier->pathing.bLevel == 0 && pSoldier->aiData.ubPendingAction != MERC_PICKUPITEM && (pSoldier->bOverTerrainType == FLAT_FLOOR || pSoldier->bOverTerrainType == PAVED_ROAD)) { INT32 iMarblesIndex; if (MarblesExistAtLocation(pSoldier->sGridNo, 0, &iMarblesIndex)) { // Slip on marbles! pSoldier->DoMercBattleSound(BATTLE_SOUND_CURSE1); if (pSoldier->bTeam == gbPlayerNum) { ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[STR_SLIPPED_MARBLES], pSoldier->name); } RemoveItemFromPool(pSoldier->sGridNo, iMarblesIndex, 0); SoldierCollapse(pSoldier); if (pSoldier->bActionPoints > 0) { pSoldier->bActionPoints -= (INT8)(Random(pSoldier->bActionPoints) + 1); } return(FALSE); } } // Set "interrupt occurred" flag to false so that we will know whether *this // particular call* to HandleSight caused an interrupt gTacticalStatus.fInterruptOccurred = FALSE; if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { ubVolume = MovementNoise( pSoldier ); if (ubVolume > 0) { MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_MOVEMENT ); if ( (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && (pSoldier->bStealthMode) ) { PlayStealthySoldierFootstepSound( pSoldier ); } } } // ATE: Make sure we don't make another interrupt... if ( !gTacticalStatus.fInterruptOccurred ) { // Handle New sight HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT); } // sevenfm: update tree visibility UpdateTreeVisibility(); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - if pending interrupt flag was set for movement type of interupt, resolve it here if ( UsingImprovedInterruptSystem() ) { if ( ResolvePendingInterrupt( pSoldier, MOVEMENT_INTERRUPT ) ) { //AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] ); } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ATE: Check if we have sighted anyone, if so, don't do anything else... // IN other words, we have stopped from sighting... if (gTacticalStatus.fInterruptOccurred) { // Unset no APs value pSoldier->AdjustNoAPToFinishMove( TRUE ); (*pfKeepMoving ) = FALSE; pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; // ATE: Cancel only if our final destination if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination ) { pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; } // this flag is set only to halt the currently moving guy; reset it now gTacticalStatus.fInterruptOccurred = FALSE; // ATE: Remove this if we were stopped.... if ( gTacticalStatus.fEnemySightingOnTheirTurn ) { if ( gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID == pSoldier->ubID ) { pSoldier->flags.fPauseAllAnimation = FALSE; gTacticalStatus.fEnemySightingOnTheirTurn = FALSE; } } } else if ( pSoldier->flags.fNoAPToFinishMove ) { (*pfKeepMoving ) = FALSE; } else if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize && pSoldier->pathing.usPathDataSize == 0 ) { (*pfKeepMoving ) = FALSE; } else if ( gTacticalStatus.fEnemySightingOnTheirTurn ) { // Hault guy! pSoldier->AdjustNoAPToFinishMove( TRUE ); (*pfKeepMoving ) = FALSE; } // OK, check for other stuff like mines... if (NearbyGroundSeemsWrong( pSoldier, pSoldier->sGridNo, TRUE, &sMineGridNo )) { if (pSoldier->flags.uiStatusFlags & SOLDIER_PC) { // NearbyGroundSeemsWrong returns true with gridno NOWHERE if // we find something by metal detector... we should definitely stop // but we won't place a locator or say anything // IF not in combat, stop them all if ( !( gTacticalStatus.uiFlags & INCOMBAT ) ) { SOLDIERTYPE *pSoldier2; SoldierID cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( ; cnt2 < gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2 ) { pSoldier2 = cnt2; if ( pSoldier2->bActive ) { pSoldier2->EVENT_StopMerc(pSoldier2->sGridNo, pSoldier2->ubDirection); } } } else { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); } (*pfKeepMoving) = FALSE; if (!TileIsOutOfBounds(sMineGridNo)) { LocateGridNo( sMineGridNo ); // we reuse the boobytrap gridno variable here gsBoobyTrapGridNo = sMineGridNo; gpBoobyTrapSoldier = pSoldier; // silversurfer: if TRUE the merc won't comment that he found a mine, otherwise old behaviour if (gGameExternalOptions.fMineSpottedNoTalk ) MineSpottedDialogueCallBack (); else { SetStopTimeQuoteCallback( MineSpottedDialogueCallBack ); TacticalCharacterDialogue( pSoldier, QUOTE_SUSPICIOUS_GROUND ); } } } else { if (!TileIsOutOfBounds(sMineGridNo)) { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); (*pfKeepMoving) = FALSE; gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT; // better stop and reconsider what to do... SetNewSituation( pSoldier ); ActionDone( pSoldier ); } } } // sevenfm: check all nearby enemy boxers for opportunity attack if (IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && gTacticalStatus.bBoxingState == BOXING && pSoldier->aiData.bAlertStatus >= STATUS_RED) { UINT32 uiLoop; UINT8 ubChance; SOLDIERTYPE *pOpponent; UINT8 ubDirection; //loop through all the enemies for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop) { pOpponent = MercSlots[uiLoop]; if (!pOpponent || SpacesAway(pSoldier->sGridNo, pOpponent->sGridNo) > 1 || pOpponent->stats.bLife < OKLIFE || !ValidOpponent(pSoldier, pOpponent) || pOpponent->bCollapsed || pOpponent->bBreathCollapsed || !IS_MERC_BODY_TYPE(pOpponent) || !(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) || gAnimControl[pOpponent->usAnimState].ubEndHeight < ANIM_STAND || pOpponent->pathing.bLevel != pSoldier->pathing.bLevel || !SoldierToSoldierLineOfSightTest(pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR) || pOpponent->bActionPoints <= 0 || pOpponent->inv[HANDPOS].exists() && pOpponent->inv[SECONDHANDPOS].exists() && !(Item[pOpponent->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH))) { continue; // next merc } ubChance = EffectiveAgility(pSoldier, FALSE) * (100 + pSoldier->bBreath) / 200; ubDirection = AIDirection(pOpponent->sGridNo, pSoldier->sGridNo); if (pOpponent->ubDirection == ubDirection) ubChance = ubChance * 3 / 4; else if (pOpponent->ubDirection == gOneCDirection[ubDirection] || pOpponent->ubDirection == gOneCCDirection[ubDirection]) ubChance = ubChance / 2; else if (pOpponent->ubDirection == gTwoCDirection[ubDirection] || pOpponent->ubDirection == gTwoCCDirection[ubDirection]) ubChance = ubChance / 4; else ubChance = 0; if (!Chance(ubChance)) { continue; } if (!(Item[pOpponent->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH)) && !pOpponent->inv[SECONDHANDPOS].exists()) { UINT16 usOldHandItem = pOpponent->inv[HANDPOS].usItem; SwapHandItems(pOpponent); pOpponent->ReLoadSoldierAnimationDueToHandItemChange(usOldHandItem, pOpponent->inv[HANDPOS].usItem); HandleSight(pOpponent, SIGHT_LOOK); if (pOpponent->bTeam == gbPlayerNum) { fCharacterInfoPanelDirty = TRUE; fInterfacePanelDirty = DIRTYLEVEL2; } } // stop soldier (*pfKeepMoving) = FALSE; pSoldier->EVENT_StopMerc(pSoldier->sGridNo, pSoldier->ubDirection); SetNewSituation(pSoldier); ActionDone(pSoldier); // prepare attack pOpponent->aiData.bAimTime = 0; if (pOpponent->bActionPoints >= MinAPsToAttack(pOpponent, pSoldier->sGridNo, TRUE, 1, 0) && Chance(pOpponent->stats.bLife)) pOpponent->aiData.bAimTime = 1; pOpponent->bAimShotLocation = AIM_SHOT_RANDOM; if (gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_PRONE) { if (Chance((6 + EffectiveDexterity(pOpponent, FALSE) / 10 + 5 * NUM_SKILL_TRAITS(pOpponent, MARTIAL_ARTS_NT)) * 100 / (100 + pSoldier->bBreath))) pOpponent->bAimShotLocation = AIM_SHOT_HEAD; else if (Chance(pSoldier->bBreath * EffectiveWisdom(pOpponent) / (100 + EffectiveDexterity(pOpponent, FALSE)))) pOpponent->bAimShotLocation = AIM_SHOT_LEGS; else pOpponent->bAimShotLocation = AIM_SHOT_TORSO; } HandleItem(pOpponent, pSoldier->sGridNo, pOpponent->pathing.bLevel, pOpponent->inv[HANDPOS].usItem, FALSE); } } HandleSystemNewAISituation( pSoldier, FALSE ); // Flugente: tracker... if ( pSoldier->bInSector && gusSelectedSoldier == pSoldier->ubID && !pSoldier->bCollapsed ) { DisplayCover( TRUE ); } #ifdef LUA_OVERHEAD LetLuaMyCustomHandleAtNewGridNo(0,pSoldier->ubProfile, 0); #else //----------------Lua------------------------ if ( pSoldier->bTeam == gbPlayerNum ) { if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC) { // are we there yet? if (pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0) { switch( pSoldier->ubProfile ) { case SKYRIDER: if (PythSpacesAway( pSoldier->sGridNo, 8842 ) < 11) { // Skyrider has arrived! pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); SetFactTrue( FACT_SKYRIDER_CLOSE_TO_CHOPPER ); TriggerNPCRecord( SKYRIDER, 15 ); SetUpHelicopterForPlayer( 13, MAP_ROW_B, gNewVehicle[ HELICOPTER ].NewPilot, HELICOPTER ); } break; case MARY: HandleMaryArrival( pSoldier ); break; case JOHN: HandleJohnArrival( pSoldier ); break; } } else if ( pSoldier->ubProfile == MARIA && (pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C && pSoldier->bSectorZ == 0) && CheckFact( FACT_MARIA_ESCORTED_AT_LEATHER_SHOP, MARIA ) == TRUE ) { // check that Angel is there! if ( NPCInRoom( ANGEL, 2 ) ) // room 2 is leather shop { // UnRecruitEPC( MARIA ); TriggerNPCRecord( ANGEL, 12 ); } } else if ( ( pSoldier->ubProfile == JOEY ) && (pSoldier->sSectorX == 8 && pSoldier->sSectorY == MAP_ROW_G && pSoldier->bSectorZ == 0 ) ) { // if Joey walks near Martha then trigger Martha record 7 if ( CheckFact( FACT_JOEY_NEAR_MARTHA, 0 ) ) { pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); TriggerNPCRecord( JOEY, 9 ); } } } // Drassen stuff for John & Mary else if ( gubQuest[ QUEST_ESCORT_TOURISTS ] == QUESTINPROGRESS && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 ) { if ( CheckFact( FACT_JOHN_ALIVE, 0 ) ) { HandleJohnArrival( NULL ); } else { HandleMaryArrival( NULL ); } } } else if ( pSoldier->bTeam == CIV_TEAM && pSoldier->IsAssassin() && pSoldier->aiData.bNeutral ) { INT32 sDesiredMercDist; if (!TileIsOutOfBounds(ClosestPC( pSoldier, &sDesiredMercDist ))) { if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 ) { // stop CancelAIAction( pSoldier, TRUE ); // aaaaaaaaaaaaaaaaaaaaatttaaaack!!!! AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID ); //MakeCivHostile(pSoldier); //TriggerNPCWithIHateYouQuote( pSoldier->ubProfile ); } } } #endif return( TRUE ); } void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier ) { SOLDIERTYPE *pTeamSoldier; BOOLEAN fSoldierFound = FALSE; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier")); // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! SoldierID id = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; // look for all mercs on the same team, for ( ; id <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++id ) { pTeamSoldier = id; if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) ) { fSoldierFound = TRUE; break; } } if ( fSoldierFound ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier")); SelectSoldier( id, FALSE, FALSE ); } else { gusSelectedSoldier = NOBODY; // Change UI mode to reflact that we are selected guiPendingOverrideEvent = I_ON_TERRAIN; } DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: done")); } void InternalSelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI ) { SOLDIERTYPE *pSoldier, *pOldSoldier; // ARM: can't call SelectSoldier() in mapscreen, that will initialize interface panels!!! // ATE: Adjusted conditions a bit ( sometimes were not getting selected ) if ( guiCurrentScreen == LAPTOP_SCREEN || guiCurrentScreen == MAP_SCREEN ) { return; } if ( usSoldierID == NOBODY ) { return; } //if we are in the shop keeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { //dont allow the player to change the selected merc return; } // Get guy pSoldier = usSoldierID; if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { pSoldier = GetDriver( pSoldier->bVehicleID ); if( pSoldier == NULL ) { return; } else { usSoldierID = pSoldier->ubID; } } // If we are dead, ignore if ( !OK_CONTROLLABLE_MERC( pSoldier) ) { return; } // Don't do it if we don't have an interrupt if ( !OK_INTERRUPT_MERC( pSoldier ) ) { // OK, we want to display message that we can't.... if ( fFromUI ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->GetName() ); } return; } if ( pSoldier->ubID == gusSelectedSoldier ) { if ( !fForceReselect ) { return; } } // CANCEL FROM PLANNING MODE! if ( InUIPlanMode( ) ) { EndUIPlan( ); } // Unselect old selected guy if ( gusSelectedSoldier != NOBODY ) { // Get guy pOldSoldier = gusSelectedSoldier; pOldSoldier->flags.fShowLocator = FALSE; pOldSoldier->flags.fFlashLocator = FALSE; // DB This used to say pSoldier... I fixed it if ( pOldSoldier->pathing.bLevel == 0 ) { //ConcealWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), REVEAL_WALLS_RADIUS); // ApplyTranslucencyToWalls((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE)); //LightHideTrees((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE)); } //DeleteSoldierLight( pOldSoldier ); if(pOldSoldier->flags.uiStatusFlags&SOLDIER_GREEN_RAY) { LightHideRays((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE)); pOldSoldier->flags.uiStatusFlags &= (~SOLDIER_GREEN_RAY); } UpdateForContOverPortrait( pOldSoldier, FALSE ); } gusSelectedSoldier = usSoldierID; // find which squad this guy is, then set selected squad to this guy if( pSoldier->bAssignment == VEHICLE ) { SOLDIERTYPE* pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId ); if ( pVehicle ) SetCurrentSquad( pVehicle->bAssignment, FALSE ); else SetCurrentSquad( pSoldier->bAssignment, FALSE ); } else { SetCurrentSquad( pSoldier->bAssignment, FALSE ); } if ( pSoldier->pathing.bLevel == 0 ) { //RevealWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), REVEAL_WALLS_RADIUS); // CalcTranslucentWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE)); //LightTranslucentTrees((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE)); } //pSoldier->SetCheckSoldierLightFlag( ); // Set interface to reflect new selection! SetCurrentTacticalPanelCurrentMerc( usSoldierID ); // PLay ATTN SOUND if ( fAcknowledge ) { if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] ) pSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 ); } // Change UI mode to reflact that we are selected // NOT if we are locked inthe UI if ( gTacticalStatus.ubCurrentTeam == OUR_TEAM && gCurrentUIMode != LOCKUI_MODE && gCurrentUIMode != LOCKOURTURN_UI_MODE ) { guiPendingOverrideEvent = M_ON_TERRAIN; } ChangeInterfaceLevel( pSoldier->pathing.bLevel ); if( pSoldier->flags.fMercAsleep ) { PutMercInAwakeState( pSoldier ); } // possibly say personality quote if ( (pSoldier->bTeam == gbPlayerNum) && (pSoldier->ubProfile != NO_PROFILE && pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER) && !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) ) { if ( DoesMercHaveDisability( pSoldier, PSYCHO ) ) { if ( Random( 50 ) == 0 ) { TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT ); pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY; // Flugente: dynamic opinions if (gGameExternalOptions.fDynamicOpinions) { HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE); } } } } UpdateForContOverPortrait( pSoldier, TRUE ); // Remove any interactive tiles we could be over! BeginCurInteractiveTileCheck( INTILE_CHECK_SELECTIVE ); } void SelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect ) { InternalSelectSoldier( usSoldierID, fAcknowledge, fForceReselect, FALSE ); } BOOLEAN ResetAllAnimationCache( ) { UINT16 cnt; SOLDIERTYPE *pSoldier; // Loop through all mercs and make go for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ ) { if ( pSoldier != NULL ) { InitAnimationCache( pSoldier->ubID, &(pSoldier->AnimCache) ); } } return( TRUE ); } void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator) { SOLDIERTYPE *pSoldier; INT16 sNewCenterWorldX, sNewCenterWorldY; //if (!bCenter && SoldierOnScreen(usID)) //return; // do we need to move the screen? //ATE: Force this baby to locate if told to if (!SoldierOnScreen(usID) || fSetLocator == 10 ) { // Get pointer of soldier pSoldier = usID; // Center on guy sNewCenterWorldX = (INT16)pSoldier->dXPos; sNewCenterWorldY = (INT16)pSoldier->dYPos; SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY ); // Plot new path! gfPlotNewMovement = TRUE; } // do we flash the name & health bars/health string above? if (fSetLocator) { if ( fSetLocator == SETLOCATOR || fSetLocator == 10 ) { ShowRadioLocator(usID, SHOW_LOCATOR_NORMAL ); } else { ShowRadioLocator(usID, SHOW_LOCATOR_FAST ); } } } void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce ) { INT16 sNewCenterWorldX, sNewCenterWorldY; ConvertGridNoToCenterCellXY( sGridNo, &sNewCenterWorldX, &sNewCenterWorldY ); // FIRST CHECK IF WE ARE ON SCREEN if ( GridNoOnScreen( sGridNo ) && !fForce ) { return; } SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY ); } void LocateGridNo( INT32 sGridNo ) { InternalLocateGridNo( sGridNo, FALSE ); } void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator) { if ( usSoldierID == NOBODY ) { return; } if ( fSetLocator == SETANDREMOVEPREVIOUSLOCATOR ) { for (INT32 cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ ) { if ( MercPtrs[ cnt ]->bActive && MercPtrs[ cnt ]->bInSector ) { // Remove all existing locators... MercPtrs[ cnt ]->flags.fFlashLocator = FALSE; } } } // Locate even if on screen if (fSetLocator) ShowRadioLocator( usSoldierID, SHOW_LOCATOR_NORMAL ); // FIRST CHECK IF WE ARE ON SCREEN if ( GridNoOnScreen( usSoldierID->sGridNo ) ) { return; } // sGridNo here for DG compatibility gTacticalStatus.sSlideTarget = usSoldierID->sGridNo; // Plot new path! gfPlotNewMovement = TRUE; } void SlideToLocation( INT32 sDestGridNo ) { if (TileIsOutOfBounds(sDestGridNo)) { return; } // FIRST CHECK IF WE ARE ON SCREEN if ( GridNoOnScreen( sDestGridNo ) ) { return; } // sGridNo here for DG compatibility gTacticalStatus.sSlideTarget = sDestGridNo; // Plot new path! gfPlotNewMovement = TRUE; } void RebuildAllSoldierShadeTables( ) { UINT32 cnt; SOLDIERTYPE *pSoldier; // Loop through all mercs and make go for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ ) { if ( pSoldier->bActive ) { pSoldier->CreateSoldierPalettes( ); } } } void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier ) { SoldierID cnt; SoldierID iNewSelectedSoldier; SOLDIERTYPE *pTeamSoldier; BOOLEAN fMissionFailed = TRUE; INT8 bBuddyIndex; VerifyPublicOpplistDueToDeath( pSoldier ); pSoldier->ReceivingSoldierCancelServices( ); // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; // look for all mercs on the same team, for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector ) { iNewSelectedSoldier = cnt; fMissionFailed = FALSE; break; } } if ( !fMissionFailed ) { if (gTacticalStatus.fAutoBandageMode) { if ( pSoldier->ubAutoBandagingMedic != NOBODY ) { DebugAI(AI_MSG_INFO, pSoldier->ubAutoBandagingMedic, String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath")); CancelAIAction( pSoldier->ubAutoBandagingMedic, TRUE ); } } // see if this was the friend of a living merc cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife >= OKLIFE ) { bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile ); switch( bBuddyIndex ) { case 0: // buddy #1 died! TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_KILLED ); break; case 1: // buddy #2 died! TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_KILLED ); break; case 2: // buddy #3 died! if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_KILLED ); else TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_KILLED ); break; case 3: // buddy #4 died! if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_KILLED ); else TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_KILLED ); break; case 4: // buddy #5 died! if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_KILLED ); else TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_KILLED ); break; case 5: // learn to like buddy died! TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_MERC_KILLED ); break; default: break; } #ifdef JA2UB #else // anv: handle Speck witnessing his employee death if( pTeamSoldier->ubProfile == SPECK_PLAYABLE && pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC ) HandleSpeckWitnessingEmployeeDeath( pSoldier ); #endif } } // handle stuff for Carmen if Slay is killed switch( pSoldier->ubProfile ) { #ifdef JA2UB //Ja25 No carmen #else case SLAY: pTeamSoldier = FindSoldierByProfileID( CARMEN, FALSE ); if (pTeamSoldier && pTeamSoldier->aiData.bAttitude == ATTACKSLAYONLY && !TileIsOutOfBounds(ClosestPC( pTeamSoldier, NULL )) ) { // Carmen now becomes friendly again TriggerNPCRecord( CARMEN, 29 ); } break; #endif case ROBOT: if (CheckFact( FACT_FIRST_ROBOT_DESTROYED, 0 ) == FALSE ) { SetFactTrue( FACT_FIRST_ROBOT_DESTROYED ); SetFactFalse( FACT_ROBOT_READY ); } else { SetFactTrue( FACT_SECOND_ROBOT_DESTROYED ); } break; } } //Make a call to handle the strategic things, such as Life Insurance, record it in history file etc. StrategicHandlePlayerTeamMercDeath( pSoldier ); CheckForEndOfBattle( FALSE ); if ( gusSelectedSoldier == pSoldier->ubID ) { if ( !fMissionFailed ) { SelectSoldier( iNewSelectedSoldier, FALSE, FALSE ); } else { gusSelectedSoldier = NOBODY; // Change UI mode to reflact that we are selected guiPendingOverrideEvent = I_ON_TERRAIN; } } } void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld ) { SOLDIERTYPE *pKiller = NULL; BOOLEAN bVisible; pSoldierOld->flags.uiStatusFlags |= SOLDIER_DEAD; bVisible = pSoldierOld->bVisible; VerifyPublicOpplistDueToDeath( pSoldierOld ); if ( pSoldierOld->ubProfile != NO_PROFILE ) { // mark as dead! gMercProfiles[ pSoldierOld->ubProfile ].bMercStatus = MERC_IS_DEAD; // gMercProfiles[ pSoldierOld->ubProfile ].bLife = 0; if ( !(pSoldierOld->flags.uiStatusFlags & SOLDIER_VEHICLE) && !ARMED_VEHICLE( pSoldierOld ) ) { if ( pSoldierOld->ubAttackerID != NOBODY ) { pKiller = pSoldierOld->ubAttackerID; } if( pKiller && pKiller->bTeam == OUR_TEAM ) { AddHistoryToPlayersLog( HISTORY_MERC_KILLED_CHARACTER, pSoldierOld->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY ); } else { AddHistoryToPlayersLog( HISTORY_NPC_KILLED, pSoldierOld->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY ); } } } if (pSoldierOld->bTeam == CIV_TEAM ) { #ifdef JA2UB #else SOLDIERTYPE * pOther; #endif // ATE: Added string to player if ( bVisible != -1 && pSoldierOld->ubProfile != NO_PROFILE ) { ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->GetName() ); } #ifdef JA2UB #else //Ja25: none of these characters are in the exp. switch( pSoldierOld->ubProfile ) { case BRENDA: SetFactTrue( FACT_BRENDA_DEAD ); { pOther = FindSoldierByProfileID( HANS, FALSE ); if (pOther && pOther->stats.bLife >= OKLIFE && pOther->aiData.bNeutral && (SpacesAway( pSoldierOld->sGridNo, pOther->sGridNo ) <= 12) ) { TriggerNPCRecord( HANS, 10 ); } } break; case PABLO: AddFutureDayStrategicEvent( EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED, 480 + Random( 60 ), 0, 1 ); break; case ROBOT: if (CheckFact( FACT_FIRST_ROBOT_DESTROYED, 0 ) == FALSE ) { SetFactTrue( FACT_FIRST_ROBOT_DESTROYED ); } else { SetFactTrue( FACT_SECOND_ROBOT_DESTROYED ); } break; case DRUGGIST: case SLAY: case ANNIE: case CHRIS: case TIFFANY: case T_REX: MakeRemainingTerroristsTougher(); if ( pSoldierOld->ubProfile == DRUGGIST ) { pOther = FindSoldierByProfileID( MANNY, 0 ); if (pOther && pOther->bActive && pOther->bInSector && pOther->stats.bLife >= OKLIFE ) { // try to make sure he isn't cowering etc pOther->aiData.sNoiseGridno = NOWHERE; pOther->aiData.bAlertStatus = STATUS_GREEN; TriggerNPCRecord( MANNY, 10 ); } } break; case JIM: case JACK: case OLAF: case RAY: case OLGA: case TYRONE: MakeRemainingAssassinsTougher(); break; case ELDIN: // the security guard... Results in an extra loyalty penalty for Balime (in addition to civilian murder) /* Delayed loyalty effects elimininated. Sep.12/98. ARM // create the event value, for town BALIME uiLoyaltyValue = BuildLoyaltyEventValue( BALIME, LOYALTY_PENALTY_ELDIN_KILLED, FALSE ); // post the event, 30 minute delay AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + 30, uiLoyaltyValue ); */ DecrementTownLoyalty( BALIME, LOYALTY_PENALTY_ELDIN_KILLED ); break; case JOEY: // check to see if Martha can see this pOther = FindSoldierByProfileID( MARTHA, FALSE ); if ( pOther && (PythSpacesAway( pOther->sGridNo, pSoldierOld->sGridNo ) < 10 || SoldierToSoldierLineOfSightTest( pOther, pSoldierOld, TRUE ) != 0 ) ) { // Martha has a heart attack and croaks TriggerNPCRecord( MARTHA, 17 ); /* Delayed loyalty effects elimininated. Sep.12/98. ARM // create the event value, for town CAMBRIA uiLoyaltyValue = BuildLoyaltyEventValue( CAMBRIA, LOYALTY_PENALTY_MARTHA_HEART_ATTACK, FALSE ); // post the event, 30 minute delay AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + 30, uiLoyaltyValue ); */ DecrementTownLoyalty( CAMBRIA, LOYALTY_PENALTY_MARTHA_HEART_ATTACK ); } else // Martha doesn't see it. She lives, but Joey is found a day or so later anyways { /* // create the event value, for town CAMBRIA uiLoyaltyValue = BuildLoyaltyEventValue( CAMBRIA, LOYALTY_PENALTY_JOEY_KILLED, FALSE ); // post the event, 30 minute delay AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + ( ( 12 + Random(13)) * 60 ), uiLoyaltyValue ); */ DecrementTownLoyalty( CAMBRIA, LOYALTY_PENALTY_JOEY_KILLED ); } break; case DYNAMO: // check to see if dynamo quest is on if ( gubQuest[ QUEST_FREE_DYNAMO ] == QUESTINPROGRESS) { // SANDRO - quest failed if Dynamo is killed InternalEndQuest( QUEST_FREE_DYNAMO, pSoldierOld->sSectorX, pSoldierOld->sSectorY, FALSE ); } break; // SANDRO - if we kill Carmen with Slay in our team, end the terrorists quest case CARMEN : // Carmen must have seen Slay, to finish the quest properly, he must know we betrayd him if ( pSoldierOld->aiData.bAttitude == ATTACKSLAYONLY ) { pOther = FindSoldierByProfileID( SLAY, FALSE ); if (pOther && pOther->stats.bLife && pOther->bTeam == gbPlayerNum && pSoldierOld->sSectorX == pOther->sSectorX && pSoldierOld->sSectorY == pOther->sSectorY) { // Slay is in sector and alive, Carmen dead, end quest, award some exp EndQuest( QUEST_KILL_TERRORISTS, pSoldierOld->sSectorX, pSoldierOld->sSectorY ); } } break; case KINGPIN: // check to see if Kingpin money quest is on if ( gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS) { EndQuest( QUEST_KINGPIN_MONEY, pSoldierOld->sSectorX, pSoldierOld->sSectorY ); HandleNPCDoAction( KINGPIN, NPC_ACTION_GRANT_EXPERIENCE_3, 0 ); } SetFactTrue( FACT_KINGPIN_DEAD ); ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_KINGPIN_DEAD, 0, 0 ); break; case DOREEN: // Doreen's dead if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) ) { // Flugente: if we want to remove the previous bonus, we have to take the town sentiment into account, which is accounted differently when decrementing or incrementing UINT32 loyaltychange = LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED; loyaltychange *= ( 5 * gubTownRebelSentiment[DRASSEN] ) * ( 5 * gubTownRebelSentiment[DRASSEN] ); loyaltychange /= 100 * 100; // tsk tsk, player killed her after getting her to reconsider, lose the bonus for sparing her DecrementTownLoyalty( DRASSEN, loyaltychange ); } // then get the points for freeing the kids though killing her IncrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_KILLED ); // set the fact true so we have a universal check for whether the kids can go SetFactTrue( FACT_DOREEN_HAD_CHANGE_OF_HEART ); EndQuest( QUEST_FREE_CHILDREN, gWorldSectorX, gWorldSectorY ); if ( CheckFact( FACT_KIDS_ARE_FREE , 0 ) == FALSE ) { HandleNPCDoAction( DOREEN, NPC_ACTION_FREE_KIDS, 0 ); } break; // SANDRO - Check if queen bitch is dead case QUEEN: // Muhahahahaaa, QUEST COMPLETED! Give us everything!! Exp, glory, fame! EndQuest( QUEST_KILL_DEIDRANNA, pSoldierOld->sSectorX, pSoldierOld->sSectorY ); break; case SKYRIDER: //shadooow: disables helicopter use if skyrider dies fSkyRiderAvailable = FALSE; break; } #endif #ifdef JA2UB if ( pSoldierOld->ubProfile == MORRIS_UB ) { SoldierID bSoldierID; SOLDIERTYPE* pOther = FindSoldierByProfileID( MORRIS_UB, FALSE ); if ( pOther ) { OBJECTTYPE Object; CreateItem( MORRIS_INSTRUCTION_NOTE, 100, &Object ); AutoPlaceObject( pOther, &Object, TRUE ); } //Geta a random soldier ID bSoldierID = RandomSoldierIdFromNewMercsOnPlayerTeam(); //if there is any if( bSoldierID != NOBODY ) { //say the MORRIS dead quote TacticalCharacterDialogue( bSoldierID, QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW ); } } // Ja25no queen #else // Are we looking at the queen? if ( pSoldierOld->ubProfile == QUEEN ) { if ( pSoldierOld->ubAttackerID != NOBODY ) { pKiller = pSoldierOld->ubAttackerID; } BeginHandleDeidrannaDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel ); } #endif // crows/cows are on the civilian team, but none of the following applies to them if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) ) { // If the civilian's killer is known if ( pSoldierOld->ubAttackerID != NOBODY ) { // handle death of civilian..and if it was intentional HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget ); } } // Flugente: if this was a prisoner of war, reduce their sector count by 1 if ( pSoldierOld->usSoldierFlagMask & SOLDIER_POW_PRISON ) KillOnePrisoner( &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ] ); // If this was a volunteer, then we definetly reduce our volunteer pool if ( pSoldierOld->bTeam == CIV_TEAM && pSoldierOld->ubCivilianGroup == VOLUNTEER_CIV_GROUP ) AddVolunteers( -1 ); // if this was a bounty hunter, and no other bounty hunters exist in this sector, we must have wiped out a bounty hunter group if ( pSoldierOld->bTeam == CIV_TEAM && pSoldierOld->ubCivilianGroup == BOUNTYHUNTER_CIV_GROUP ) { if ( !IsCivFactionMemberAliveInSector( BOUNTYHUNTER_CIV_GROUP ) ) { if ( SECTOR( pSoldierOld->sSectorX, pSoldierOld->sSectorY ) == GetFact( FACT_BOUNTYHUNTER_SECTOR_1 ) ) SetFactTrue( FACT_BOUNTYHUNTER_KILLED_1 ); if ( SECTOR( pSoldierOld->sSectorX, pSoldierOld->sSectorY ) == GetFact( FACT_BOUNTYHUNTER_SECTOR_2 ) ) SetFactTrue( FACT_BOUNTYHUNTER_KILLED_2 ); } } #ifdef JA2UB #else // if Angel an Maria are dead and the bounty hunter quest is still ongoing, then finish it if ( gubQuest[QUEST_KINGPIN_ANGEL_MARIA] == QUESTINPROGRESS ) { if ( pSoldierOld->ubProfile == ANGEL && gMercProfiles[MARIA].bMercStatus == MERC_IS_DEAD || pSoldierOld->ubProfile == MARIA && gMercProfiles[ANGEL].bMercStatus == MERC_IS_DEAD ) { // send Email from kingpin with a delay AddStrategicEvent( EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM, GetWorldTotalMin( ) + 60 * (1 + Random( 6 )), 0 ); // remove 'other DeleteStrategicEvent( EVENT_KINGPIN_BOUNTY_END_TIME_PASSED, 0 ); } } #endif } else if ( pSoldierOld->bTeam == MILITIA_TEAM ) { INT8 bMilitiaRank; bMilitiaRank = SoldierClassToMilitiaRank( pSoldierOld->ubSoldierClass ); if (bMilitiaRank != -1) { BOOLEAN NeedReset = gfStrategicMilitiaChangesMade; // remove this militia from the strategic records StrategicRemoveMilitiaFromSector( gWorldSectorX, gWorldSectorY, bMilitiaRank, 1 ); gfStrategicMilitiaChangesMade = NeedReset; } // If the militia's killer is known // silversurfer: did the player team kill the militia? If not, militia shouldn't become hostile towards the player. if ( pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == OUR_TEAM ) { // also treat this as murder - but player will never be blamed for militia death he didn't cause // HEADROCK HAM 3.6: Actually this function never runs for militia (see function for details) //HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget ); // HEADROCK HAM 3.6: INI setting can cause militia to turn ONLY of they are killed intentionally if (pSoldierOld->flags.fIntendedTarget // Must be intentional && gGameExternalOptions.ubCanMilitiaBecomeHostile > 0 // INI setting && pSoldierOld->bSide == gbPlayerNum // Must not be hostile by now ) { MilitiaChangesSides(); // Militia turn on you. } } HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } else // enemies and creatures... should any of this stuff not be called if a creature dies? { #ifdef JA2UB //no queen, or queen monster #else if ( pSoldierOld->ubBodyType == QUEENMONSTER ) { SOLDIERTYPE *pKiller = NULL; if ( pSoldierOld->ubAttackerID != NOBODY ) { pKiller = pSoldierOld->ubAttackerID; BeginHandleQueenBitchDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel ); } } #endif if ( pSoldierOld->bTeam == ENEMY_TEAM ) { gTacticalStatus.ubArmyGuysKilled++; TrackEnemiesKilled( ENEMY_KILLED_IN_TACTICAL, pSoldierOld->ubSoldierClass ); } // If enemy guy was killed by the player, give morale boost to player's team! if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == gbPlayerNum ) { HandleMoraleEvent( pSoldierOld->ubAttackerID, MORALE_KILLED_ENEMY, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); CheckForAlertWhenEnemyDies( pSoldierOld ); if ( gTacticalStatus.ubTheChosenOne == pSoldierOld->ubID ) { // reset the chosen one! gTacticalStatus.ubTheChosenOne = NOBODY; } #ifdef JA2UB //no queen, or queen monster #else if ( pSoldierOld->ubProfile == QUEEN ) { HandleMoraleEvent( NULL, MORALE_DEIDRANNA_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); MaximizeLoyaltyForDeidrannaKilled( ); } else if ( pSoldierOld->ubBodyType == QUEENMONSTER ) { HandleMoraleEvent( NULL, MORALE_MONSTER_QUEEN_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); IncrementTownLoyaltyEverywhere( LOYALTY_BONUS_KILL_QUEEN_MONSTER ); // Grant experience gain..... HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_5, 0 ); } #endif } // Flugente: backgrounds if ( pSoldierOld->HasBackgroundFlag( BACKGROUND_GLOBALOYALITYLOSSONDEATH ) ) { DecrementTownLoyaltyEverywhere( 20000 ); } // killing crows/cows is not worth any experience! if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) ) //&& pSoldierOld->ubLastDamageReason != TAKE_DAMAGE_BLOODLOSS ) // SANDRO - why not give exp for bleeding out? { SoldierID ubAssister = NOBODY; // if it was a kill by a player's merc if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == gbPlayerNum ) { // SANDRO - for special NPCs, you gain more experiences UINT16 usNumExpChances = ( 10 * pSoldierOld->stats.bExpLevel ); // basic value switch( pSoldierOld->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: usNumExpChances *= 2; // make it double for special guys if( gGameExternalOptions.usSpecialNPCStronger > 0 ) // if set stronger, adjust the value { usNumExpChances += (usNumExpChances * gGameExternalOptions.usSpecialNPCStronger / 100); } break; } // EXPERIENCE CLASS GAIN: Earned a kill StatChange( pSoldierOld->ubAttackerID, EXPERAMT, usNumExpChances, FALSE ); } // JA2 Gold: if previous and current attackers are the same, the next-to-previous attacker gets the assist if (pSoldierOld->ubPreviousAttackerID == pSoldierOld->ubAttackerID) { if (pSoldierOld->ubNextToPreviousAttackerID != pSoldierOld->ubAttackerID ) // SANDRO - carefully with this, if we are still one person don't do this ubAssister = pSoldierOld->ubNextToPreviousAttackerID; } else { ubAssister = pSoldierOld->ubPreviousAttackerID; } // if it was assisted by a player's merc if (ubAssister != NOBODY && ubAssister->bTeam == gbPlayerNum ) { // EXPERIENCE CLASS GAIN: Earned an assist StatChange( ubAssister, EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE ); } } if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == MILITIA_TEAM ) { pSoldierOld->ubAttackerID->ubMilitiaAssists++; } //if the NPC is a dealer, add the dealers items to the ground AddDeadArmsDealerItemsToWorld( pSoldierOld->ubProfile, pSoldierOld->ubID ); #ifdef JA2UB HandleDeathInPowerGenSector( pSoldierOld ); //ja25 ub HandleWhenCertainPercentageOfEnemiesDie(); //ja25 ub #endif //The queen AI layer must process the event by subtracting forces, etc. ProcessQueenCmdImplicationsOfDeath( pSoldierOld ); #ifdef JA2UB //------------------- ja25 ub ------------------------- //if the person was Raul, and we are to say the blown up quotes if( pSoldierOld->ubProfile == RAUL_UB /*RAUL */ && IsJa25GeneralFlagSet( JA_GF__RAUL_BLOW_HIMSELF_UP ) ) { SoldierID SoldierId1; SoldierID SoldierId2; //Get some random Soldier ID's of the valid mercs if( Get3RandomQualifiedMercs( &SoldierId1, &SoldierId2, NULL ) != 0 ) { //Say the "he blew himself up quote" TacticalCharacterDialogue( SoldierId1, QUOTE_GREETING ); //if there isnt a second soldier if( SoldierId2 == NOBODY ) { SoldierId2 = SoldierId1; } //say the "darn he took the inventoruy with him" TacticalCharacterDialogue( SoldierId2, QUOTE_SMALL_TALK ); } } #endif // OK, check for existence of any more badguys! CheckForEndOfBattle( FALSE ); } SoldierID LastActiveTeamMember( UINT16 ubTeam ) { SOLDIERTYPE *pSoldier; SoldierID cnt = gTacticalStatus.Team[ ubTeam ].bLastID; // look for all mercs on the same team, for ( ; cnt >= gTacticalStatus.Team[ ubTeam ].bFirstID; --cnt) { pSoldier = cnt; if ( pSoldier->bActive ) { return( cnt ); } } return( gTacticalStatus.Team[ ubTeam ].bLastID ); } void CheckForPotentialAddToBattleIncrement( SOLDIERTYPE *pSoldier ) { //UINT16 iCounter2; // Check if we are a threat! if ( !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum ) ) { //if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT ) // We need to exclude cases where a kid is not neutral anymore, but is defenceless! if ( pSoldier->bTeam == CIV_TEAM ) { /* // maybe increment num enemy attacked switch ( pSoldier->ubCivilianGroup ) { case REBEL_CIV_GROUP: case KINGPIN_CIV_GROUP: case HICKS_CIV_GROUP: if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT ) { gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++; } break; default: // nope! break; } //New Group by Jazz for( iCounter2 = UNNAMED_CIV_GROUP_15; iCounter2 < NUM_CIV_GROUPS; iCounter2++ ) { if (pSoldier->ubCivilianGroup == iCounter2) { if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT ) { gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++; } } } */ //New Group by Jazz if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT && pSoldier->ubCivilianGroup >= REBEL_CIV_GROUP && pSoldier->ubCivilianGroup < NUM_CIV_GROUPS ) { if ( zCivGroupName[pSoldier->ubCivilianGroup].AddToBattle == TRUE ) { gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++; } } } else { // Increment num enemy attacked gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++; } } } // internal function for turning neutral to FALSE void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier ) { pSoldier->aiData.bNeutral = FALSE; if ( gTacticalStatus.bBoxingState == NOT_BOXING ) { // Special code for strategic implications CalculateNonPersistantPBIInfo(); } } // internal function for turning neutral to TRUE void SetSoldierNeutral( SOLDIERTYPE * pSoldier ) { pSoldier->aiData.bNeutral = TRUE; if ( gTacticalStatus.bBoxingState == NOT_BOXING ) { // Special code for strategic implications // search through civ team looking for non-neutral civilian! if ( !HostileCiviliansPresent() ) { CalculateNonPersistantPBIInfo(); } } } void MakeCivHostile(SOLDIERTYPE *pSoldier) { if ( pSoldier->ubBodyType == COW ) { return; } // default is hostile to player, allied to army INT8 bNewSide = 1; switch( pSoldier->ubProfile ) { #ifdef JA2UB //Ja25 No Ira, miguel, etc #else case IRA: case DIMITRI: case MIGUEL: case CARLOS: #endif case MADLAB: case DYNAMO: case SHANK: // rebels and rebel sympathizers become hostile to player and enemy bNewSide = 2; break; case MARIA: case ANGEL: if ( gubQuest[ QUEST_RESCUE_MARIA ] == QUESTINPROGRESS || gubQuest[ QUEST_RESCUE_MARIA ] == QUESTDONE ) { bNewSide = 2; } break; default: switch( pSoldier->ubCivilianGroup ) { case REBEL_CIV_GROUP: bNewSide = 2; break; default: break; } break; } // sevenfm: if side is set in CivGroupNames.xml, use it instead of default value if (pSoldier->bTeam == CIV_TEAM && pSoldier->ubCivilianGroup != NON_CIV_GROUP && zCivGroupName[pSoldier->ubCivilianGroup].fCustomSide && zCivGroupName[pSoldier->ubCivilianGroup].bSide >= 0) { bNewSide = zCivGroupName[pSoldier->ubCivilianGroup].bSide; } // Flugente: enemies are already hostile, let's assume we want to make them friendly instead else if ( pSoldier->bTeam == ENEMY_TEAM ) { bNewSide = 0; } if ( !pSoldier->aiData.bNeutral && bNewSide == pSoldier->bSide ) { // already hostile! return; } if (pSoldier->ubProfile == CONRAD || pSoldier->ubProfile == GENERAL) { // change to enemy team SetSoldierNonNeutral( pSoldier ); pSoldier->bSide = bNewSide; pSoldier = ChangeSoldierTeam( pSoldier, ENEMY_TEAM ); } else { if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP ) { // if Maria is in the sector and escorted, set fact that the escape has // been noticed if ( 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 ); } } } if (pSoldier->ubProfile == BILLY) { // change orders pSoldier->aiData.bOrders = FARPATROL; } // Flugente: turncoats if ( pSoldier->bTeam == ENEMY_TEAM ) { // change to enemy team SetSoldierNonNeutral( pSoldier ); pSoldier->bSide = bNewSide; // remember old class and switch to its equivalent UINT8 oldclass = pSoldier->ubSoldierClass; UINT16 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ); // extract militia profile from pSoldier, so that a fitting profile is ready to be taken during creation CreateNewIndividualMilitiaFromSoldier( pSoldier, MO_DEFECTOR ); pSoldier = ChangeSoldierTeam( pSoldier, MILITIA_TEAM ); // it doesn't make sense to force a militia reset when all changes are in the sector, so set this back to original value afterwards //BOOLEAN tmp = gfStrategicMilitiaChangesMade; //gfStrategicMilitiaChangesMade = tmp; if ( oldclass == SOLDIER_CLASS_ARMY ) { pSoldier->ubSoldierClass = SOLDIER_CLASS_REG_MILITIA; } else if ( oldclass == SOLDIER_CLASS_ELITE ) { pSoldier->ubSoldierClass = SOLDIER_CLASS_ELITE_MILITIA; } else { pSoldier->ubSoldierClass = SOLDIER_CLASS_GREEN_MILITIA; } StrategicAddMilitiaToSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->ubSoldierClass - 4, 1 ); // rehandle sight for everybody SOLDIERTYPE* pTeamSoldier; SoldierID iLoop = gTacticalStatus.Team[OUR_TEAM].bFirstID; for ( ; iLoop <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++iLoop ) { pTeamSoldier = iLoop; if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 ) { RecalculateOppCntsDueToNoLongerNeutral( pTeamSoldier ); } } } pSoldier->bSide = bNewSide; if ( pSoldier->aiData.bNeutral ) { // HEADROCK HAM 3.6: INI Setting decides whether non-combat civs can become hostile if (gGameExternalOptions.fCanTrueCiviliansBecomeHostile || !IS_CIV_BODY_TYPE(pSoldier)) { SetSoldierNonNeutral( pSoldier ); } RecalculateOppCntsDueToNoLongerNeutral( pSoldier ); } } // If we are already in combat... if ( ( gTacticalStatus.uiFlags & INCOMBAT ) ) { CheckForPotentialAddToBattleIncrement( pSoldier ); } //uses Lua PROFILLUA2_ubProfile = pSoldier->ubProfile; PROFILLUA2_sSectorX = pSoldier->sSectorX; PROFILLUA2_sSectorY = pSoldier->sSectorY; PROFILLUA2_bSectorZ = pSoldier->bSectorZ; PROFILLUA2_sGridNo = pSoldier->sGridNo; //LetLuaMyCustomHandleAtNewGridNo(bNewSide,NULL, 1); } UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked ) { SOLDIERTYPE * pSoldier; UINT8 ubFirstProfile = NO_PROFILE; if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP ) { return( pAttacked->ubProfile ); } SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral ) { if ( pSoldier->ubCivilianGroup == pAttacked->ubCivilianGroup && pSoldier->ubBodyType != COW ) { // if in LOS of this guy's attacker if ( (pAttacked->ubAttackerID != NOBODY && pSoldier->aiData.bOppList[pAttacked->ubAttackerID] == SEEN_CURRENTLY) || ( PythSpacesAway( pSoldier->sGridNo, pAttacked->sGridNo ) < pAttacked->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) ) || ( pAttacked->ubAttackerID != NOBODY && PythSpacesAway( pSoldier->sGridNo, pAttacked->ubAttackerID->sGridNo ) < pAttacked->GetMaxDistanceVisible(pAttacked->ubAttackerID->sGridNo, pAttacked->ubAttackerID->pathing.bLevel) ) ) { MakeCivHostile(pSoldier); if ( pSoldier->aiData.bOppCnt > 0 ) { AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID ); } if ( pSoldier->ubProfile != NO_PROFILE && pSoldier->aiData.bOppCnt > 0 && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) ) { ubFirstProfile = pSoldier->ubProfile; } } } } } return( ubFirstProfile ); } SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked ) { SOLDIERTYPE * pNew; SOLDIERTYPE * pNewAttacked = pAttacked; SOLDIERTYPE * pSoldier; UINT8 ubFirstProfile = NO_PROFILE; if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP ) { // abort return( pNewAttacked ); } // remove anyone (rebels) on our team and put them back in the civ team SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife) { if (pSoldier->ubCivilianGroup == pAttacked->ubCivilianGroup) { // should become hostile if ( pSoldier->ubProfile != NO_PROFILE && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) ) { ubFirstProfile = pSoldier->ubProfile; } pNew = ChangeSoldierTeam( pSoldier, CIV_TEAM ); if ( pSoldier == pAttacked ) { pNewAttacked = pNew; } } } } // now change sides for anyone on the civ team within proximity if ( ubFirstProfile == NO_PROFILE ) { // get first profile value ubFirstProfile = CivilianGroupMembersChangeSidesWithinProximity( pNewAttacked ); } else { // just call CivilianGroupMembersChangeSidesWithinProximity( pNewAttacked ); } /* if ( ubFirstProfile != NO_PROFILE ) { TriggerFriendWithHostileQuote( ubFirstProfile ); } */ if ( gTacticalStatus.fCivGroupHostile[ pNewAttacked->ubCivilianGroup ] == CIV_GROUP_NEUTRAL ) { // if the civilian group turning hostile is the Rebels if (pAttacked->ubCivilianGroup == REBEL_CIV_GROUP) { // we haven't already reduced the loyalty back when we first set the flag to BECOME hostile ReduceLoyaltyForRebelsBetrayed(); } AddStrategicEvent( EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE, GetWorldTotalMin() + 300, pNewAttacked->ubCivilianGroup ); gTacticalStatus.fCivGroupHostile[ pNewAttacked->ubCivilianGroup ] = CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE; } // HEADROCK HAM 3.6: If this sector has affiliated bloodcats, make them all hostile. UINT8 DiffLevel; if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY ) DiffLevel = 1; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM ) DiffLevel = 2; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD ) DiffLevel = 3; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE ) DiffLevel = 4; else DiffLevel = 1; if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC && gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup ) /* if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC && gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup ) */ { MakeBloodcatsHostile(); } return( pNewAttacked ); } void CivilianGroupChangesSides( UINT8 ubCivilianGroup ) { // change civ group side due to external event (wall blowing up) SOLDIERTYPE *pSoldier; gTacticalStatus.fCivGroupHostile[ ubCivilianGroup ] = CIV_GROUP_HOSTILE; // now change sides for anyone on the civ team SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral) { if ( pSoldier->ubCivilianGroup == ubCivilianGroup && pSoldier->ubBodyType != COW ) { MakeCivHostile(pSoldier); if ( pSoldier->aiData.bOppCnt > 0 ) { AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID ); } /* if ( (pSoldier->ubProfile != NO_PROFILE) && (pSoldier->aiData.bOppCnt > 0) && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) ) { ubFirstProfile = pSoldier->ubProfile; } */ } } } /* if ( ubFirstProfile != NO_PROFILE ) { TriggerFriendWithHostileQuote( ubFirstProfile ); } */ } static void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget ) { SOLDIERTYPE *pSoldier; // now change sides for anyone on the civ team SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral && pSoldier->ubCivilianGroup == HICKS_CIV_GROUP ) { if ( SoldierToSoldierLineOfSightTest( pSoldier, pNastyGuy, TRUE ) ) { CivilianGroupMemberChangesSides( pSoldier ); break; } } } } void MilitiaChangesSides( ) { // make all the militia change sides SOLDIERTYPE *pSoldier; if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 ) { return; } // remove anyone (rebels) on our team and put them back in the civ team SoldierID cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife) { if ( (gWorldSectorX == 0 && gWorldSectorY == 0) || !NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) ) MakeCivHostile(pSoldier); RecalculateOppCntsDueToNoLongerNeutral( pSoldier ); } } } /* void MakePotentiallyHostileCivGroupsHostile( ) { UINT8 ubLoop; // loop through all civ groups that might become hostile and set them // to hostile for ( ubLoop = REBEL_CIV_GROUP; ubLoop < NUM_CIV_GROUPS; ubLoop++ ) { if (gTacticalStatus.fCivGroupHostile[ ubLoop ] == CIV_GROUP_WILL_BECOME_HOSTILE) { gTacticalStatus.fCivGroupHostile[ ubLoop ] = CIV_GROUP_HOSTILE; } } } */ UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam ) { SOLDIERTYPE *pSoldier; UINT16 ubCount = 0; SoldierID cnt = gTacticalStatus.Team[ ubTeam ].bFirstID; // look for all mercs on the same team, for ( ; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; ++cnt ) { pSoldier = cnt; if ( OK_CONTROLLABLE_MERC( pSoldier) ) { ubCount++; } } return( ubCount ); } SoldierID FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs ) { SOLDIERTYPE *pTeamSoldier; SoldierID cnt = pSoldier->ubID + 1; SoldierID bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; // look for all mercs on the same team, for ( ; cnt <= bLastTeamID; ++cnt ) { pTeamSoldier = cnt; if ( fOnlyRegularMercs ) { if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) ) { continue; } } if ( fGoodForLessOKLife ) { if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) { return( cnt ); } } else { if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) { return( cnt ); } } } // none found, // Now loop back cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; bLastTeamID = pSoldier->ubID; for ( ; cnt <= bLastTeamID; ++cnt ) { pTeamSoldier = cnt; if ( fOnlyRegularMercs ) { if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) ) { continue; } } if ( fGoodForLessOKLife ) { if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) { return( cnt ); } } else { if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) { return( cnt ); } } } // IF we are here, keep as we always were! return( pSoldier->ubID ); } SOLDIERTYPE *FindNextActiveSquad( SOLDIERTYPE *pSoldier ) { INT32 cnt, cnt2; // anv: soldier's "assignment" can be a vehicle, not a proper squad, causing out-of-range in second loop INT8 bMaxSquad = pSoldier->bAssignment; if( bMaxSquad >= NUMBER_OF_SQUADS ) { bMaxSquad = NUMBER_OF_SQUADS - 1; } for( cnt = bMaxSquad + 1 ; cnt < NUMBER_OF_SQUADS; cnt++ ) { for( cnt2 =0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ ) { if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) ) { return( Squad[ cnt ][ cnt2 ] ); } } } // none found, // Now loop back for( cnt = 0; cnt <= bMaxSquad; cnt++ ) { for( cnt2 =0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ ) { if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) ) { return( Squad[ cnt ][ cnt2 ] ); } } } // IF we are here, keep as we always were! return( pSoldier ); } SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs ) { SoldierID bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; SoldierID cnt = pSoldier->ubID - 1; for ( ; cnt >= bLastTeamID; --cnt ) { // Guard against ubID underflow. We'll start searching for previous merc from the lastID in that case if ( cnt >= NOBODY ) { cnt = gTacticalStatus.Team[pSoldier->bTeam].bLastID + 1; continue; } SOLDIERTYPE* pTeamSoldier = cnt; if ( fOnlyRegularMercs ) { if ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) { continue; } } if ( fGoodForLessOKLife ) { // Check for bLife > 0 if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) { return( cnt ); } } else { if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment ) { return( cnt ); } } } // none found, // IF we are here, keep as we always were! return( pSoldier->ubID ); } BOOLEAN CheckForPlayerTeamInMissionExit( ) { SOLDIERTYPE *pSoldier; UINT16 bGuysIn = 0; // End the turn of player charactors SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE ) { if ( pSoldier->flags.fInMissionExitNode ) { bGuysIn++; } } } if ( bGuysIn == 0 ) { return( FALSE ); } if ( NumActiveAndConsciousTeamMembers( gbPlayerNum ) == 0 ) { return( FALSE ); } if ( bGuysIn == NumActiveAndConsciousTeamMembers( gbPlayerNum ) ) { return( TRUE ); } return( FALSE ); } void EndTacticalDemo( ) { gTacticalStatus.uiFlags &= (~DEMOMODE ); gTacticalStatus.fGoingToEnterDemo = FALSE; } UINT32 EnterTacticalDemoMode() { UINT8 ubNewScene = gubCurrentScene; UINT8 ubNumScenes = NUM_RANDOM_SCENES; gTacticalStatus.uiTimeOfLastInput = GetJA2Clock(); // REMOVE ALL EVENTS! DequeAllGameEvents( FALSE ); // Switch into realtime/demo gTacticalStatus.uiFlags |= ( REALTIME | DEMOMODE ); gTacticalStatus.uiFlags &= (~TURNBASED); gTacticalStatus.uiFlags &= (~NPC_TEAM_DEAD); gTacticalStatus.uiFlags &= (~PLAYER_TEAM_DEAD); // Force load of guys SetLoadOverrideParams( TRUE, FALSE, NULL ); // Load random level // Dont't do first three levels if ( gTacticalStatus.fNOTDOLASTDEMO ) { ubNumScenes--; } do { ubNewScene = START_DEMO_SCENE + (UINT8)Random( ubNumScenes ); } while( ubNewScene == gubCurrentScene ); gubCurrentScene = ubNewScene; // Set demo timer gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock(); gfSGPInputReceived = FALSE; gTacticalStatus.fGoingToEnterDemo = FALSE; return( INIT_SCREEN ); } CHAR8 *GetSceneFilename( ) { return( gzLevelFilenames[ gubCurrentScene ] ); } extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID ); // NB if making changes don't forget to update NewOKDestinationAndDirection BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel ) { SoldierID bPerson; STRUCTURE *pStructure; INT16 sDesiredLevel; BOOLEAN fOKCheckStruct; // Allow civilians and NPCs with profile to go off screen, and also enemies if tactical retreat is enabled auto destinationOffscreen = !(GridNoOnVisibleWorldTile(sGridNo)); auto hasProfile = pCurrSoldier->ubProfile != NO_PROFILE; auto isCivilian = pCurrSoldier->bTeam == CIV_TEAM; auto isEnemy = pCurrSoldier->bTeam == ENEMY_TEAM; auto retreatAllowed = gGameExternalOptions.fAITacticalRetreat == true; if (destinationOffscreen && !(isCivilian || hasProfile || (isEnemy && retreatAllowed))) { return(FALSE); } if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY ) { // we could be multitiled... if the person there is us, and the gridno is not // our base gridno, skip past these checks if ( ! (bPerson == pCurrSoldier->ubID && sGridNo != pCurrSoldier->sGridNo) ) { if ( pCurrSoldier->bTeam == gbPlayerNum ) { if ( ( bPerson->bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) ) return( FALSE ); // if someone there it's NOT OK } else { return( FALSE ); // if someone there it's NOT OK } } } // Check structure database if ( (pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE) && !(gfEstimatePath) ) { UINT16 usAnimSurface; STRUCTURE_FILE_REF * pStructureFileRef; BOOLEAN fOk; INT8 bLoop; UINT16 usStructureID = INVALID_STRUCTURE_ID; // this could be kinda slow... // Get animation surface... usAnimSurface = DetermineSoldierAnimationSurface( pCurrSoldier, pCurrSoldier->usUIMovementMode ); // Get structure ref... pStructureFileRef = GetAnimationStructureRef( pCurrSoldier->ubID, usAnimSurface, pCurrSoldier->usUIMovementMode ); // opposite directions should be mirrors, so only check 4 if ( pStructureFileRef ) { // if ANY direction is valid, consider moving here valid for (bLoop = 0; bLoop < NUM_WORLD_DIRECTIONS; ++bLoop) { // ATE: Only if we have a levelnode... if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL ) { usStructureID = pCurrSoldier->pLevelNode->pStructureData->usStructureID; } else { usStructureID = INVALID_STRUCTURE_ID; } // anv: allow ramming as a mean of getting to destination if( _KeyDown( SHIFT ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && pCurrSoldier->bTeam == gbPlayerNum ) { fOk = InternalOkayToAddStructureToWorld( sGridNo, bLevel, &(pStructureFileRef->pDBStructureRef[bLoop]), VEHICLE_IGNORE_OBSTACLES_STRUCTURE_ID, FALSE, pCurrSoldier->ubID ); } else { fOk = InternalOkayToAddStructureToWorld( sGridNo, bLevel, &(pStructureFileRef->pDBStructureRef[bLoop]), usStructureID, FALSE, pCurrSoldier->ubID ); } if (fOk) { return( TRUE ); } } } return( FALSE ); } else { // quick test if ( gpWorldLevelData[ sGridNo ].pStructureHead != NULL ) { // Something is here, check obstruction in future if ( bLevel == 0) { sDesiredLevel = STRUCTURE_ON_GROUND; } else { sDesiredLevel = STRUCTURE_ON_ROOF; } pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ); // ATE: If we are trying to get a path to an exit grid AND // we are a cave....still allow this.. //if ( pStructure && gfPlotPathToExitGrid && pStructure->fFlags & STRUCTURE_CAVEWALL ) if ( pStructure && gfPlotPathToExitGrid ) { pStructure = NULL; } while (pStructure != NULL) { if (!(pStructure->fFlags & STRUCTURE_PASSABLE) ) { fOKCheckStruct = TRUE; // Check if this is a multi-tile if ( ( pStructure->fFlags & STRUCTURE_MOBILE ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) ) { // Check IDs with soldier's ID if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL && pCurrSoldier->pLevelNode->pStructureData->usStructureID == pStructure->usStructureID ) { fOKCheckStruct = FALSE; } } if ( fOKCheckStruct ) { if (pStructure->sCubeOffset == sDesiredLevel) { return( FALSE ); } } } pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES ); } } } return( TRUE ); } // NB if making changes don't forget to update NewOKDestination static INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel ) { SoldierID bPerson; STRUCTURE *pStructure; INT16 sDesiredLevel; BOOLEAN fOKCheckStruct; if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY ) { // we could be multitiled... if the person there is us, and the gridno is not // our base gridno, skip past these checks if ( ! (bPerson == pCurrSoldier->ubID && sGridNo != pCurrSoldier->sGridNo) ) { if ( pCurrSoldier->bTeam == gbPlayerNum ) { if ( ( bPerson->bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) ) return( FALSE ); // if someone there it's NOT OK } else { return( FALSE ); // if someone there it's NOT OK } } } // Check structure database if ( ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) && !(gfEstimatePath) ) { UINT16 usAnimSurface; STRUCTURE_FILE_REF * pStructureFileRef; BOOLEAN fOk; INT8 bLoop; UINT16 usStructureID = INVALID_STRUCTURE_ID; // this could be kinda slow... // Get animation surface... usAnimSurface = DetermineSoldierAnimationSurface( pCurrSoldier, pCurrSoldier->usUIMovementMode ); // Get structure ref... pStructureFileRef = GetAnimationStructureRef( pCurrSoldier->ubID, usAnimSurface, pCurrSoldier->usUIMovementMode ); if ( pStructureFileRef ) { // use the specified direction for checks bLoop = bDirection; { // ATE: Only if we have a levelnode... if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL ) { usStructureID = pCurrSoldier->pLevelNode->pStructureData->usStructureID; } fOk = InternalOkayToAddStructureToWorld( sGridNo, pCurrSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[ gOneCDirection[ bLoop ] ]), usStructureID, FALSE, pCurrSoldier->ubID ); if (fOk) { return( TRUE ); } } } return( FALSE ); } else { // quick test if ( gpWorldLevelData[ sGridNo ].pStructureHead != NULL ) { // Something is here, check obstruction in future if ( bLevel == 0) { sDesiredLevel = STRUCTURE_ON_GROUND; } else { sDesiredLevel = STRUCTURE_ON_ROOF; } pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES ); // ATE: If we are trying to get a path to an exit grid AND // we are a cave....still allow this.. //if ( pStructure && gfPlotPathToExitGrid && pStructure->fFlags & STRUCTURE_CAVEWALL ) if ( pStructure && gfPlotPathToExitGrid ) { pStructure = NULL; } while (pStructure != NULL) { if (!(pStructure->fFlags & STRUCTURE_PASSABLE) ) { fOKCheckStruct = TRUE; // Check if this is a multi-tile if ( ( pStructure->fFlags & STRUCTURE_MOBILE ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) ) { // Check IDs with soldier's ID if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL && pCurrSoldier->pLevelNode->pStructureData->usStructureID == pStructure->usStructureID ) { fOKCheckStruct = FALSE; } } if ( fOKCheckStruct ) { if (pStructure->sCubeOffset == sDesiredLevel) { return( FALSE ); } } } pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES ); } } } return( TRUE ); } //Kris: BOOLEAN FlatRoofAboveGridNo( INT32 iMapIndex ) { LEVELNODE *pRoof; UINT32 uiTileType; pRoof = gpWorldLevelData[ iMapIndex ].pRoofHead; while( pRoof ) { if( pRoof->usIndex != NO_TILE ) { GetTileType( pRoof->usIndex, &uiTileType ); if( uiTileType >= FIRSTROOF && uiTileType <= LASTROOF ) return TRUE; } pRoof = pRoof->pNext; } return FALSE; } //Kris: //ASSUMPTION: This function assumes that we are checking on behalf of a single tiled merc. This function // should not be used for checking on behalf of multi-tiled "things". //I wrote this function for editor use. I don't personally care about multi-tiled stuff. All I want //to know is whether or not I can put a merc here. In most cases, I won't be dealing with multi-tiled //mercs, and the rarity doesn't justify the needs. I just wrote this to be quick and dirty, and I don't //expect it to perform perfectly in all situations. BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof ) { STRUCTURE *pStructure; INT16 sDesiredLevel; if( WhoIsThere2( iMapIndex, 0 ) != NOBODY ) return FALSE; //Locations on roofs without a roof is not possible, so //we convert the onroof intention to ground. // sevenfm: return FALSE if location on roof does not exist if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex)) return FALSE; //fOnRoof = FALSE; // Check structure database if( gpWorldLevelData[ iMapIndex ].pStructureHead ) { // Something is here, check obstruction in future sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND; pStructure = FindStructure( iMapIndex, STRUCTURE_BLOCKSMOVES ); while( pStructure ) { if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel ) return FALSE; pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES ); } } return TRUE; } BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof ) { STRUCTURE *pStructure; INT16 sDesiredLevel; //Locations on roofs without a roof is not possible, so //we convert the onroof intention to ground. // sevenfm: return FALSE if location on roof does not exist if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex)) return FALSE; //fOnRoof = FALSE; // Check structure database if( gpWorldLevelData[ iMapIndex ].pStructureHead ) { // Something is here, check obstruction in future sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND; pStructure = FindStructure( iMapIndex, STRUCTURE_BLOCKSMOVES ); while( pStructure ) { if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel ) return FALSE; pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES ); } } return TRUE; } BOOLEAN TeamMemberNear( INT8 bTeam, INT32 sGridNo, INT32 iRange ) { SOLDIERTYPE *pSoldier; for ( SoldierID bLoop = gTacticalStatus.Team[bTeam].bFirstID; bLoop <= gTacticalStatus.Team[bTeam].bLastID; ++bLoop ) { pSoldier = bLoop; if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !(pSoldier->flags.uiStatusFlags & SOLDIER_GASSED) ) { if ( PythSpacesAway( pSoldier->sGridNo, sGridNo ) <= iRange ) { return(TRUE); } } } return(FALSE); } INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor, bool allow_diagonal ) { // psAdjustedGridNo gets the original gridno or the new one if updated // It will ONLY be updated IF we were over a merc, ( it's updated to their gridno ) // pubDirection gets the direction to the final gridno // fForceToPerson: forces the grid under consideration to be the one occupied by any target // in that location, because we could be passed a gridno based on the overlap of soldier's graphic // fDoor determines whether special door-handling code should be used (for interacting with doors) INT32 sGridNoProne = -1; INT32 sDistance=0; static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST }; INT32 sClosest = -1, sSpot; INT32 sCloseGridNo = NOWHERE; UINT32 uiMercFlags; SoldierID usSoldierIndex; UINT8 ubDir; STRUCTURE *pDoor; UINT8 ubWallOrientation; BOOLEAN fCheckGivenGridNo = TRUE; UINT8 ubTestDirection; EXITGRID ExitGrid; // Set default direction if (pubDirection) { *pubDirection = pSoldier->ubDirection; } // CHECK IF WE WANT TO FORCE GRIDNO TO PERSON if ( psAdjustedGridNo != NULL ) { *psAdjustedGridNo = sGridNo; } // CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT! if ( pSoldier->sGridNo == sGridNo && !FindStructure( sGridNo, ( STRUCTURE_SWITCH ) ) ) { // OK, if we are looking for a door, it may be in the same tile as us, so find the direction we // have to face to get to the door, not just our initial direction... // If we are in the same tile as a switch, we can NEVER pull it.... if( fDoor && pubDirection ) { // This can only happen if a door was to the south to east of us! // Do south! //sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) ); // ATE: Added: Switch behave EXACTLY like doors pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR ) ); if ( pDoor != NULL ) { // Get orinetation ubWallOrientation = pDoor->ubWallOrientation; if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT ) { // To the south! sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) ); (*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier ); } if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT ) { // TO the east! sSpot = NewGridNo( sGridNo, DirectionInc( EAST ) ); (*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier ); } } } // Use soldier's direction return( sGridNo ); } // Look for a door! if (fDoor) { pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR | STRUCTURE_SWITCH ) ); } else { pDoor = NULL; } if ( fForceToPerson ) { if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) { SOLDIERTYPE *pTargetSoldier = usSoldierIndex; sGridNo = pTargetSoldier->sGridNo; if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE) { // prone; could be the base tile is inaccessible but the rest isn't... for (INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++) { if (WhoIsThere2(sGridNo + DirectionInc(cnt), pTargetSoldier->pathing.bLevel) == usSoldierIndex) { sGridNoProne = sGridNo + DirectionInc(cnt); break; } } } if ( psAdjustedGridNo != NULL ) { *psAdjustedGridNo = sGridNo; // Use direction to this guy! if (pubDirection) { (*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier ); } } } } if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) // no problem going there! nobody on it! { // OK, if we are looking to goto a switch, ignore this.... if ( pDoor ) { if ( pDoor->fFlags & STRUCTURE_SWITCH ) { // Don't continuel fCheckGivenGridNo = FALSE; } } // If there is an exit grid.... if ( GetExitGrid( sGridNo, &ExitGrid ) ) { // Don't continuel fCheckGivenGridNo = FALSE; } if ( fCheckGivenGridNo ) { sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); if ( sDistance > 0 ) { if (sDistance < sClosest || sClosest == -1) { sClosest = sDistance; sCloseGridNo = sGridNo; } } } } for (INT8 cnt = 0; cnt < (allow_diagonal ? NUM_WORLD_DIRECTIONS : 4); ++cnt) { ubTestDirection = (allow_diagonal ? cnt : sDirs[cnt]); // MOVE OUT TWO DIRECTIONS sSpot = NewGridNo( sGridNo, DirectionInc(ubTestDirection) ); // For switches, ALLOW them to walk through walls to reach it.... if ( pDoor && pDoor->fFlags & STRUCTURE_SWITCH ) { ubTestDirection = gOppositeDirection[ ubTestDirection ]; } if( fDoor ) { if ( gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED ) { // obstacle or wall there! continue; } } else { // this function returns original MP cost if not a door cost if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED ) { // obstacle or wall there! continue; } } // Eliminate some directions if we are looking at doors! if ( pDoor != NULL ) { // Get orinetation ubWallOrientation = pDoor->ubWallOrientation; // Refuse the south and north and west directions if our orientation is top-right if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT ) { if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == SOUTH ) continue; } // Refuse the north and west and east directions if our orientation is top-right if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT ) { if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == EAST ) continue; } } // If this spot is our soldier's gridno use that! if ( sSpot == pSoldier->sGridNo ) { // Use default diurection ) soldier's direction ) // OK, at least get direction to face...... // Defaults to soldier's facing dir unless we change it! // Use direction to the door! if (pubDirection) (*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier ); return( sSpot ); } // don't store path, just measure it ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sSpot, sGridNo ); if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel ) > 0 ) && ( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) ) { if (ubDir != gfPlotPathEndDirection) sDistance += 4;//shadooow: small hack to return adjacent GridNo with lowest AP cost if (sDistance < sClosest || sClosest == -1) { sClosest = sDistance; sCloseGridNo = sSpot; } } } if (sGridNoProne != -1) { for (INT8 cnt = 0; cnt < (allow_diagonal ? NUM_WORLD_DIRECTIONS : 4); ++cnt) { ubTestDirection = (allow_diagonal ? cnt : sDirs[cnt]); // MOVE OUT TWO DIRECTIONS sSpot = NewGridNo(sGridNoProne, DirectionInc(ubTestDirection)); // For switches, ALLOW them to walk through walls to reach it.... if (pDoor && pDoor->fFlags & STRUCTURE_SWITCH) { ubTestDirection = gOppositeDirection[ubTestDirection]; } if (fDoor) { if (gubWorldMovementCosts[sSpot][ubTestDirection][pSoldier->pathing.bLevel] >= TRAVELCOST_BLOCKED) { // obstacle or wall there! continue; } } else { // this function returns original MP cost if not a door cost if (DoorTravelCost(pSoldier, sSpot, gubWorldMovementCosts[sSpot][ubTestDirection][pSoldier->pathing.bLevel], FALSE, NULL) >= TRAVELCOST_BLOCKED) { // obstacle or wall there! continue; } } // Eliminate some directions if we are looking at doors! if (pDoor != NULL) { // Get orinetation ubWallOrientation = pDoor->ubWallOrientation; // Refuse the south and north and west directions if our orientation is top-right if (ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT) { if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == SOUTH) continue; } // Refuse the north and west and east directions if our orientation is top-right if (ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT) { if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == EAST) continue; } } // If this spot is our soldier's gridno use that! if (sSpot == pSoldier->sGridNo) { // Use default diurection ) soldier's direction ) // OK, at least get direction to face...... // Defaults to soldier's facing dir unless we change it! // Use direction to the door! if (pubDirection) (*pubDirection) = (UINT8)GetDirectionFromGridNo(sGridNoProne, pSoldier); if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne; return(sSpot); } // don't store path, just measure it ubDir = (UINT8)GetDirectionToGridNoFromGridNo(sSpot, sGridNoProne); if ((NewOKDestinationAndDirection(pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel) > 0) && ((sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints)) > 0)) { if (ubDir != gfPlotPathEndDirection) sDistance += 4;//shadooow: small hack to return adjacent GridNo with lowest AP cost if (sDistance < sClosest || sClosest == -1) { sClosest = sDistance; sCloseGridNo = sSpot; sGridNo = sGridNoProne;//this will ensure correct direction calculation if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne; } } } } if (sClosest != -1 && !TileIsOutOfBounds(sCloseGridNo)) { // Take last direction and use opposite! // This will be useful for ours and AI mercs // If our gridno is the same ( which can be if we are look at doors ) if ( sGridNo == sCloseGridNo ) { if (pubDirection) { // ATE: Only if we have a valid door! if ( pDoor ) { switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation ) { case OUTSIDE_TOP_LEFT: case INSIDE_TOP_LEFT: *pubDirection = SOUTH; break; case OUTSIDE_TOP_RIGHT: case INSIDE_TOP_RIGHT: *pubDirection = EAST; break; } } } } else { // Calculate direction if our gridno is different.... ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo ); if (pubDirection) { *pubDirection = ubDir; } } return( sCloseGridNo ); } return( NOWHERE ); } INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor ) { // This function works in a similar way as FindAdjacentGridEx, but looks for a location 2 tiles away // psAdjustedGridNo gets the original gridno or the new one if updated // pubDirection gets the direction to the final gridno // fForceToPerson: forces the grid under consideration to be the one occupiedby any target // in that location, because we could be passed a gridno based on the overlap of soldier's graphic // fDoor determines whether special door-handling code should be used (for interacting with doors) INT32 sGridNoProne = -1; INT32 sDistance=0; static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST }; //INT32 cnt; INT32 sClosest = -1, sSpot, sSpot2; INT32 sCloseGridNo = NOWHERE; UINT32 uiMercFlags; SoldierID usSoldierIndex; UINT8 ubDir; STRUCTURE *pDoor; UINT8 ubWallOrientation; BOOLEAN fCheckGivenGridNo = TRUE; UINT8 ubTestDirection; SoldierID ubWhoIsThere; // CHECK IF WE WANT TO FORCE GRIDNO TO PERSON if ( psAdjustedGridNo != NULL ) { *psAdjustedGridNo = sGridNo; } // CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT! if ( pSoldier->sGridNo == sGridNo ) { *pubDirection = pSoldier->ubDirection; return( sGridNo ); } // Look for a door! if (fDoor) { pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR | STRUCTURE_SWITCH ) ); } else { pDoor = NULL; } if ( fForceToPerson ) { if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) ) { SOLDIERTYPE *pTargetSoldier = usSoldierIndex; sGridNo = pTargetSoldier->sGridNo; if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE) { // prone; could be the base tile is inaccessible but the rest isn't... for (INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++) { if (WhoIsThere2(sGridNo + DirectionInc(cnt), pTargetSoldier->pathing.bLevel) == usSoldierIndex) { sGridNoProne = sGridNo + DirectionInc(cnt); break; } } } if (psAdjustedGridNo != NULL) { *psAdjustedGridNo = sGridNo; } } } if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) // no problem going there! nobody on it! { // OK, if we are looking to goto a switch, ignore this.... if ( pDoor ) { if ( pDoor->fFlags & STRUCTURE_SWITCH ) { // Don't continuel fCheckGivenGridNo = FALSE; } } if ( fCheckGivenGridNo ) { sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ); if ( sDistance > 0 ) { if (sDistance < sClosest || sClosest == -1) { sClosest = sDistance; sCloseGridNo = sGridNo; } } } } for (INT8 cnt = 0; cnt < 4; ++cnt) { // MOVE OUT TWO DIRECTIONS sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) ); ubTestDirection = sDirs[ cnt ]; if ( pDoor && pDoor->fFlags & STRUCTURE_SWITCH ) { ubTestDirection = gOppositeDirection[ ubTestDirection ]; } if ( gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED ) { // obstacle or wall there! continue; } ubWhoIsThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID ) { // skip this direction b/c it's blocked by another merc! continue; } // Eliminate some directions if we are looking at doors! if ( pDoor != NULL ) { // Get orinetation ubWallOrientation = pDoor->ubWallOrientation; // Refuse the south and north and west directions if our orientation is top-right if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT ) { if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == SOUTH ) continue; } // Refuse the north and west and east directions if our orientation is top-right if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT ) { if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == EAST ) continue; } } // first tile is okay, how about the second? sSpot2 = NewGridNo( sSpot, DirectionInc( sDirs[ cnt ] ) ); if ( gubWorldMovementCosts[ sSpot2 ][ sDirs[cnt] ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED || DoorTravelCost( pSoldier, sSpot2, gubWorldMovementCosts[ sSpot2 ][ sDirs[cnt] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL ) == TRAVELCOST_DOOR ) // closed door blocks! { // obstacle or wall there! continue; } ubWhoIsThere = WhoIsThere2( sSpot2, pSoldier->pathing.bLevel ); if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID ) { // skip this direction b/c it's blocked by another merc! continue; } sSpot = sSpot2; // If this spot is our soldier's gridno use that! if ( sSpot == pSoldier->sGridNo ) { if (pubDirection) (*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier ); //*pubDirection = pSoldier->ubDirection; return( sSpot ); } ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sSpot, sGridNo ); // don't store path, just measure it if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE , pSoldier->pathing.bLevel ) > 0 ) && ( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) ) { if ( sDistance < sClosest || sClosest == -1) { sClosest = sDistance; sCloseGridNo = sSpot; } } } if (sGridNoProne != -1) { for (INT8 cnt = 0; cnt < 4; ++cnt) { // MOVE OUT TWO DIRECTIONS sSpot = NewGridNo(sGridNoProne, DirectionInc(sDirs[cnt])); ubTestDirection = sDirs[cnt]; if (pDoor && pDoor->fFlags & STRUCTURE_SWITCH) { ubTestDirection = gOppositeDirection[ubTestDirection]; } if (gubWorldMovementCosts[sSpot][ubTestDirection][pSoldier->pathing.bLevel] >= TRAVELCOST_BLOCKED) { // obstacle or wall there! continue; } ubWhoIsThere = WhoIsThere2(sSpot, pSoldier->pathing.bLevel); if (ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID) { // skip this direction b/c it's blocked by another merc! continue; } // Eliminate some directions if we are looking at doors! if (pDoor != NULL) { // Get orinetation ubWallOrientation = pDoor->ubWallOrientation; // Refuse the south and north and west directions if our orientation is top-right if (ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT) { if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == SOUTH) continue; } // Refuse the north and west and east directions if our orientation is top-right if (ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT) { if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == EAST) continue; } } // first tile is okay, how about the second? sSpot2 = NewGridNo(sSpot, DirectionInc(sDirs[cnt])); if (gubWorldMovementCosts[sSpot2][sDirs[cnt]][pSoldier->pathing.bLevel] >= TRAVELCOST_BLOCKED || DoorTravelCost(pSoldier, sSpot2, gubWorldMovementCosts[sSpot2][sDirs[cnt]][pSoldier->pathing.bLevel], (BOOLEAN)(pSoldier->bTeam == gbPlayerNum), NULL) == TRAVELCOST_DOOR) // closed door blocks! { // obstacle or wall there! continue; } ubWhoIsThere = WhoIsThere2(sSpot2, pSoldier->pathing.bLevel); if (ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID) { // skip this direction b/c it's blocked by another merc! continue; } sSpot = sSpot2; // If this spot is our soldier's gridno use that! if (sSpot == pSoldier->sGridNo) { if (pubDirection) (*pubDirection) = (UINT8)GetDirectionFromGridNo(sGridNoProne, pSoldier); if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne; return(sSpot); } ubDir = (UINT8)GetDirectionToGridNoFromGridNo(sSpot, sGridNoProne); // don't store path, just measure it if ((NewOKDestinationAndDirection(pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel) > 0) && ((sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints)) > 0)) { if (sDistance < sClosest || sClosest == -1) { sClosest = sDistance; sCloseGridNo = sSpot; sGridNo = sGridNoProne;//this will ensure correct direction calculation if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne; } } } } if (sClosest != -1 && !TileIsOutOfBounds(sCloseGridNo)) { // Take last direction and use opposite! // This will be useful for ours and AI mercs // If our gridno is the same ( which can be if we are look at doors ) if ( sGridNo == sCloseGridNo ) { if (pubDirection) { // ATE: Only if we have a valid door! if ( pDoor ) { switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation ) { case OUTSIDE_TOP_LEFT: case INSIDE_TOP_LEFT: *pubDirection = SOUTH; break; case OUTSIDE_TOP_RIGHT: case INSIDE_TOP_RIGHT: *pubDirection = EAST; break; } } } } else { // Calculate direction if our gridno is different.... ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo ); if (pubDirection) { *pubDirection = ubDir; } } return( sCloseGridNo ); } return( NOWHERE ); } INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection ) { INT32 sSpot; SoldierID ubGuyThere; for ( UINT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt ) { sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) ); if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ cnt ][ pSoldier->pathing.bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED ) { // blocked! continue; } // Check for who is there... ubGuyThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel ); if ( pTargetSoldier != NULL && ubGuyThere == pTargetSoldier->ubID ) { // We've got a guy here.... // Who is the one we want...... *psAdjustedTargetGridNo = pTargetSoldier->sGridNo; *pubDirection = cnt; return( sSpot ); } } return( NOWHERE ); } BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos ) { BOOLEAN fVisible; // Check if a hidden tile exists but is not revealed if ( DoesGridNoContainHiddenStruct( usMapPos, &fVisible ) ) { if ( !fVisible ) { // The player thinks this is OK! return( TRUE ); } } if ( !NewOKDestination( pSoldier, usMapPos, FALSE, (INT8) gsInterfaceLevel ) ) { return( FALSE ); } // ATE: If we are a robot, see if we are being validly controlled... if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT ) { if ( ! pSoldier->CanRobotBeControlled( ) ) { // Display message that robot cannot be controlled.... return( 2 ); } } // ATE: Experiment.. take out //else if ( IsRoofVisible( sMapPos ) && gsInterfaceLevel == 0 ) //{ // return( FALSE ); //} return( TRUE); } void HandleTeamServices( UINT8 ubTeamNum ) { SOLDIERTYPE *pTeamSoldier, *pTargetSoldier; UINT32 uiPointsUsed; SoldierID usSoldierIndex; UINT16 usKitPts; INT8 bSlot; BOOLEAN fDone; // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! SoldierID cnt = gTacticalStatus.Team[ ubTeamNum ].bFirstID; // look for all mercs on the same team, for ( ; cnt <= gTacticalStatus.Team[ ubTeamNum ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector ) { fDone = FALSE; // Check for different events! // FOR DOING AID if ( pTeamSoldier->usAnimState == GIVING_AID || pTeamSoldier->usAnimState == GIVING_AID_PRN ) { // Get victim pointer usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel ); if ( usSoldierIndex != NOBODY ) { pTargetSoldier = usSoldierIndex; if ( pTargetSoldier->ubServiceCount ) { BOOLEAN fThrowMessage = (pTargetSoldier->bBleeding ? TRUE : FALSE); // added by SANDRO usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) ); uiPointsUsed = pTeamSoldier->SoldierDressWound( pTargetSoldier, usKitPts, usKitPts ); // Determine if they are all banagded if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO { if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() ); // Cancel all services for this guy! pTargetSoldier->ReceivingSoldierCancelServices( ); fDone = TRUE; } UseKitPoints( &(pTeamSoldier->inv[ HANDPOS ] ), (UINT16)uiPointsUsed, pTeamSoldier ); // Get new total usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) ); // WHETHER OR NOT recipient is all bandaged, check if we've used them up! if ( usKitPts <= 0) // no more bandages { if ( fDone ) { // don't swap if we're done bSlot = NO_SLOT; } else { bSlot = FindFirstAidKit ( pTeamSoldier ); if ( bSlot == NO_SLOT ) { bSlot = FindMedKit( pTeamSoldier ); } } if ( bSlot != NO_SLOT ) { SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() ); pTeamSoldier->GivingSoldierCancelServices( ); if ( !gTacticalStatus.fAutoBandageMode ) { pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) ); } } } } } } } } } void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier ) { SOLDIERTYPE *pTargetSoldier; UINT32 uiPointsUsed; SoldierID usSoldierIndex; UINT16 usKitPts; INT8 bSlot; BOOLEAN fDone = FALSE; if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive ) { // Check for different events! // FOR DOING AID if ( pTeamSoldier->usAnimState == GIVING_AID || pTeamSoldier->usAnimState == GIVING_AID_PRN ) { // Get victim pointer usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel ); if ( usSoldierIndex != NOBODY ) { pTargetSoldier = usSoldierIndex; if ( pTargetSoldier->ubServiceCount ) { BOOLEAN fThrowMessage = (pTargetSoldier->bBleeding ? TRUE : FALSE); // added by SANDRO usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) ); uiPointsUsed = pTeamSoldier->SoldierDressWound( pTargetSoldier, usKitPts, usKitPts ); // Determine if they are all banagded if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO { if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() ); // Cancel all services for this guy! pTargetSoldier->ReceivingSoldierCancelServices( ); fDone = TRUE; } UseKitPoints( &(pTeamSoldier->inv[ HANDPOS ] ), (UINT16)uiPointsUsed, pTeamSoldier ); // Get new total usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) ); // WHETHER OR NOT recipient is all bandaged, check if we've used them up! if ( usKitPts <= 0) // no more bandages { if ( fDone ) { // don't swap if we're done bSlot = NO_SLOT; } else { // SANDRO - on surgery, only search for medic bags if (pTeamSoldier->fDoingSurgery) { bSlot = FindMedKit ( pTeamSoldier ); } else { bSlot = FindFirstAidKit ( pTeamSoldier); if ( bSlot == NO_SLOT ) { bSlot = FindMedKit ( pTeamSoldier ); } } } if ( bSlot != NO_SLOT ) { SwapObjs( pTeamSoldier, HANDPOS, bSlot, FALSE ); // SANDRO - changed to FALSE, so we can continue in the service (???) } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() ); pTeamSoldier->GivingSoldierCancelServices( ); if ( !gTacticalStatus.fAutoBandageMode ) { pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) ); } } } } } } } } void CommonEnterCombatModeCode( ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode"); UINT32 cnt; SOLDIERTYPE *pSoldier; gTacticalStatus.uiFlags |= INCOMBAT; //gTacticalStatus.ubAttackBusyCount = 0; // Reset num enemies fought flag... // SANDRO - removed from here //memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); gTacticalStatus.ubLastBattleSectorX = (UINT8) gWorldSectorX; gTacticalStatus.ubLastBattleSectorY = (UINT8) gWorldSectorY; gTacticalStatus.fLastBattleWon = FALSE; gTacticalStatus.fItemsSeenOnAttack = FALSE; gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT; gTacticalStatus.ubDisablePlayerInterrupts = FALSE; // ATE: If we have an item pointer end it! CancelItemPointer( ); ResetInterfaceAndUI( ); ResetMultiSelection( ); // OK, loop thorugh all guys and stop them! // Loop through all mercs and make go for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, ++cnt ) { if ( pSoldier->bActive && pSoldier->bInSector ) { if ( pSoldier->ubBodyType != CROW ) { // Set some flags for quotes pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_IN_SHIT ); pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_MULTIPLE_CREATURES); // Hault! pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); // END AI actions DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: enter combat mode")); CancelAIAction( pSoldier, TRUE ); // turn off AI controlled flag pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL; // Check if this guy is an enemy.... // SANDRO - don't check this here, we've already checked that once //CheckForPotentialAddToBattleIncrement( pSoldier ); // If guy is sleeping, wake him up! if ( pSoldier->flags.fMercAsleep == TRUE ) { pSoldier->ChangeSoldierState( WKAEUP_FROM_SLEEP, 1, TRUE ); } // ATE: Refresh APs pSoldier->CalcNewActionPoints( ); // Either I just noticed this, or it just hasn't been a problem before. But // if the last battle left a soldier at 0 points, he will not gain full points with // carryover for this battle. So we'll hit it again. pSoldier->CalcNewActionPoints( ); // SANDRO - Improved Interrupt System - reset interrupt counter memset(pSoldier->aiData.ubInterruptCounter,0,sizeof(pSoldier->aiData.ubInterruptCounter)); if ( pSoldier->ubProfile != NO_PROFILE ) { if ( pSoldier->bTeam == CIV_TEAM && pSoldier->aiData.bNeutral ) { // only set precombat gridno if unset if ( gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == 0 || TileIsOutOfBounds(gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo)) { gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = pSoldier->sGridNo; } } else { gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = NOWHERE; } } /*if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering ) { // ATE: reset player's movement mode at the very start of // combat //if ( pSoldier->bTeam == gbPlayerNum ) //{ //pSoldier->usUIMovementMode = RUNNING; //} }*/ } } } gTacticalStatus.fHasEnteredCombatModeSinceEntering = TRUE; SyncStrategicTurnTimes( ); // Play tune.. PlayJA2Sample( ENDTURN_1, RATE_11025, MIDVOLUME, 1, MIDDLEPAN ); // Say quote..... // Change music modes #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]); else #endif SetMusicMode( MUSIC_TACTICAL_BATTLE ); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done"); } void EnterCombatMode( UINT8 ubStartingTeam ) { SOLDIERTYPE *pTeamSoldier; DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode"); if ( gTacticalStatus.uiFlags & INCOMBAT ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Can't enter combat when already in combat" ); // we're already in combat! return; } // Alrighty, don't do this if no enemies in sector if ( NumCapableEnemyInSector( ) == 0 ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Can't enter combat when no capable enemies" ); //ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Trying to init combat when no enemies around!." ); return; } DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Entering combat mode" ); // ATE: Added here to guarentee we have fEnemyInSector // Mostly this was not getting set if: // 1 ) we see bloodcats ( which makes them hostile ) // 2 ) we make civs hostile // only do this once they are seen..... if ( !gTacticalStatus.fEnemyInSector ) { SetEnemyPresence( ); } CommonEnterCombatModeCode( ); DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing..."); if (ubStartingTeam == gbPlayerNum) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("EnterCombatMode continuing... start player turn, selected soldier = %d",gusSelectedSoldier)); // OK, make sure we have a selected guy // Madd: this was causing a weird crash becuase gusSelectedSoldier was 156 (out of the array bounds) for some reason //if ( gusSelectedSoldier->aiData.bOppCnt == 0 ) if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->aiData.bOppCnt == 0 ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... nobody selected"); // OK, look through and find one.... for ( SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppCnt > 0 ) { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... select soldier"); SelectSoldier( pTeamSoldier->ubID, FALSE, TRUE ); } } } DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... calling startplayerteamturn"); if (!is_client || is_server) //hayden { StartPlayerTeamTurn( FALSE, TRUE ); if(is_client)send_EndTurn( ubStartingTeam ); //hayden } else { //ScreenMsg( FONT_YELLOW, MSG_CHAT, L"client skipped EnterCombatMode"); if(is_client)startCombat(ubStartingTeam);//clients other than server meet and send request for combat for server } } else { DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... end turn"); // have to call EndTurn so that we freeze the interface etc EndTurn( ubStartingTeam ); } DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode done"); } void ExitCombatMode( ) { UINT32 cnt; SOLDIERTYPE *pSoldier; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Exiting combat mode" ); // Leave combat mode gTacticalStatus.uiFlags &= (~INCOMBAT); EndTopMessage( ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_EXIT_COMBAT ] );// ary-05/05/2009 : add forced turn mode gTacticalStatus.ubDisablePlayerInterrupts = FALSE; // OK, we have exited combat mode..... // Reset some flags for no aps to move, etc // Set virgin sector to true.... gTacticalStatus.fVirginSector = TRUE; // Loop through all mercs and make go for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ ) { if ( pSoldier->bActive && pSoldier->bInSector ) { // Reset some flags if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE ) { pSoldier->AdjustNoAPToFinishMove( FALSE ); // ary-05/05/2009 : fix lower ready weapons //previously "ready weapon" state was being dropped in a couple of cases //the fix involves bypassing the reset animation state for the various "ready weapon" types //since this is a reset animation function, we should be VERY specific about when and what we dont reset UINT16 test; test = pSoldier->usAnimState; if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH || test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND || test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE )) { pSoldier->SoldierGotoStationaryStance( ); } } //Cancel pending events pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION; // Reset moved flag pSoldier->aiData.bMoved = FALSE; // Set final destination pSoldier->pathing.sFinalDestination = pSoldier->sGridNo; // remove AI controlled flag pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL; } } // Change music modes // unused //gfForceMusicToTense = TRUE; CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); BetweenTurnsVisibilityAdjustments(); // pause the AI for a bit PauseAITemporarily(); // reset muzzle flashes TurnOffEveryonesMuzzleFlashes(); // zap interrupt list ClearIntList(); // dirty interface DirtyMercPanelInterface( MercPtrs[ 0 ], DIRTYLEVEL2 ); // ATE: If we are IN_CONV - DONT'T DO THIS! if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) ) { HandleStrategicTurnImplicationsOfExitingCombatMode(); } // Make sure next opplist decay DOES happen right after we go to RT // since this would be the same as what would happen at the end of the turn gTacticalStatus.uiTimeSinceLastOpplistDecay = __max( 0, GetWorldTotalSeconds() - TIME_BETWEEN_RT_OPPLIST_DECAYS ); NonCombatDecayPublicOpplist( GetWorldTotalSeconds() ); #ifdef JA2UB //if we are in J13 and the fan is stopped, handle it HandleFanStartingAtEndOfCombat(); #endif } void SetEnemyPresence() { // We have an ememy present.... DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence" ) ); // Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet ) if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector ) { // If we have a guy selected, say quote! // For now, display ono status message ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ENEMY_IN_SECTOR_STR] ); // Change music modes.. // If we are just starting game, don't do this! #ifdef JA2UB //Ja25: no meanwhiles if ( !DidGameJustStart() ) #else if ( !DidGameJustStart() && !AreInMeanwhile() ) #endif { CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ]; if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalTensor[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = false" ) ); sniperwarning = FALSE; biggunwarning = FALSE; gogglewarning = FALSE; checkBonusMilitia = TRUE; // airstrikeavailable = TRUE; } else { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "SetEnemyPresence: warnings = true" ) ); sniperwarning = TRUE; biggunwarning = TRUE; //gogglewarning = TRUE; // airstrikeavailable = FALSE; } // Say quote... //SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE ); gTacticalStatus.fEnemyInSector = TRUE; } } extern SoldierID gfLastMercTalkedAboutKillingID; static BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier ) { SOLDIERTYPE *pSoldier; INT32 cnt; for ( cnt = 0; cnt < MAXTEAMS; cnt++ ) { if ( gTacticalStatus.Team[ cnt ].bSide != pTeamSoldier->bSide ) { // check this team for possible enemies SoldierID cnt2 = gTacticalStatus.Team[ cnt ].bFirstID; for ( ; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; ++cnt2 ) { pSoldier = cnt2; if ( pSoldier->bActive && pSoldier->bInSector && ( pSoldier->bTeam == gbPlayerNum || pSoldier->stats.bLife >= OKLIFE ) ) { if ( !CONSIDERED_NEUTRAL( pTeamSoldier, pSoldier ) && ( pTeamSoldier->bSide != pSoldier->bSide ) ) { // Have we not seen this guy..... if ( ( pTeamSoldier->aiData.bOppList[ cnt2 ] >= SEEN_CURRENTLY ) && ( pTeamSoldier->aiData.bOppList[ cnt2 ] <= SEEN_THIS_TURN ) ) { gTacticalStatus.bConsNumTurnsNotSeen = 0; return( TRUE ); } } } } } } return( FALSE ); } BOOLEAN WeSeeNoOne( ) { UINT32 uiLoop; SOLDIERTYPE * pSoldier; for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ ) { pSoldier = MercSlots[ uiLoop ]; if ( pSoldier != NULL ) { if ( pSoldier->bTeam == gbPlayerNum ) { if ( pSoldier->aiData.bOppCnt > 0 ) { return( FALSE ); } } } } return( TRUE ); } BOOLEAN NobodyAlerted( ) { UINT32 uiLoop; SOLDIERTYPE * pSoldier; for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ ) { pSoldier = MercSlots[ uiLoop ]; if ( pSoldier != NULL ) { if ( ( pSoldier->bTeam != gbPlayerNum ) && ( ! pSoldier->aiData.bNeutral ) && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus >= STATUS_RED) ) { return( FALSE ); } } } return( TRUE ); } static BOOLEAN WeSawSomeoneThisTurn( ) { UINT32 uiLoop, uiLoop2; SOLDIERTYPE * pSoldier; for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ ) { pSoldier = MercSlots[ uiLoop ]; if ( pSoldier != NULL ) { if ( pSoldier->bTeam == gbPlayerNum ) { for ( uiLoop2 = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; uiLoop2 < TOTAL_SOLDIERS; uiLoop2++ ) { if ( pSoldier->aiData.bOppList[ uiLoop2 ] == SEEN_THIS_TURN ) { return( TRUE ); } } } } } return( FALSE ); } static void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd ) { // WDS - make number of mercenaries, etc. be configurable SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {}; UINT16 ubNumMercs = 0; SOLDIERTYPE *pTeamSoldier; // Loop through all our guys and randomly say one from someone in our sector // set up soldier ptr as first element in mercptrs list SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // run through list for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pTeamSoldier = cnt; // Add guy if he's a candidate... if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep ) { ubMercsInSector[ ubNumMercs ] = cnt; ubNumMercs++; } } // If we are > 0 if ( ubNumMercs > 0 ) { SoldierID ubChosenMerc = ubMercsInSector[ (UINT16)Random( ubNumMercs ) ]; ubChosenMerc->DoMercBattleSound( (UINT8)iBattleSnd ); } } BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen ) { SOLDIERTYPE *pTeamSoldier; UINT32 cnt = 0; BOOLEAN fWeSeeNoOne, fNobodyAlerted; BOOLEAN fSayQuote = FALSE; BOOLEAN fWeSawSomeoneRecently = FALSE, fSomeoneSawSomeoneRecently = FALSE; //if(is_server && check_status()) //{ // return(FALSE); //} // First check for end of battle.... // If there are no enemies at all in the sector // Battle end should take precedence! if ( CheckForEndOfBattle( FALSE ) ) { return( TRUE ); } // We can only check for end of combat if in combat mode if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) ) { return( FALSE ); } //if (is_server || is_client) //{ // return(FALSE); // cheap band-aid to prevent return from turn based action in multiplayer, atleast until further dev... : hayden. //} // if we're boxing NEVER end combat mode if ( gTacticalStatus.bBoxingState == BOXING ) { return( FALSE ); } fWeSeeNoOne = WeSeeNoOne(); fNobodyAlerted = NobodyAlerted(); if ( fWeSeeNoOne && fNobodyAlerted ) { // hack!!! gTacticalStatus.bConsNumTurnsNotSeen = 5; } else { // we have to loop through EVERYONE to see if anyone sees a hostile... if so, stay in turnbased... for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { pTeamSoldier = MercSlots[ cnt ]; if ( pTeamSoldier && pTeamSoldier->stats.bLife >= OKLIFE && !pTeamSoldier->aiData.bNeutral ) { if ( SoldierHasSeenEnemiesLastFewTurns( pTeamSoldier ) ) { gTacticalStatus.bConsNumTurnsNotSeen = 0; fSomeoneSawSomeoneRecently = TRUE; if ( pTeamSoldier->bTeam == gbPlayerNum || (pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->bSide == 0 ) ) // or friendly militia { fWeSawSomeoneRecently = TRUE; break; } } } } if ( fSomeoneSawSomeoneRecently ) { if ( fWeSawSomeoneRecently ) { gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0; } else { // start tracking this gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes++; } return( FALSE ); } // IF here, we don;t see anybody.... increment count for end check if( fIncrementTurnsNotSeen ) { gTacticalStatus.bConsNumTurnsNotSeen++; } } gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0; // If we have reach a point where a cons. number of turns gone by.... //if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 ) // ary-05/05/2009 : add forced turn mode : note : no forced turn mode option for Multi Player if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE; if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ]) { if(is_networked && !getReal)//hayden { //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[32] ); sendRT(); return(FALSE); } gTacticalStatus.bConsNumTurnsNotSeen = 0; // Exit mode! ExitCombatMode(); if ( fNobodyAlerted ) { // if we don't see anyone currently BUT we did see someone this turn, THEN don't // say quote if ( fWeSeeNoOne && WeSawSomeoneThisTurn() ) { // don't say quote } else { fSayQuote = TRUE; } } else { fSayQuote = TRUE; } // ATE: Are there creatures here? If so, say another quote... if ( fSayQuote && ( gTacticalStatus.uiFlags & IN_CREATURE_LAIR ) ) { SayQuoteFromAnyBodyInSector( QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE ); } // Are we fighting bloodcats? else if ( NumBloodcatsInSectorNotDeadOrDying( ) > 0 ) { } else { if ( fSayQuote ) { // Double check by seeing if we have any active enemies in sector! if ( NumEnemyInSectorNotDeadOrDying( ) > 0 ) { //comm by ddd SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT ); if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) ) SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT ); } } } /* if ( (!fWeSeeNoOne || !fNobodyAlerted) && WeSawSomeoneThisTurn() ) { // Say quote to the effect that the battle has lulled SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT ); } */ // Begin tense music.... // unused //gfForceMusicToTense = TRUE; CheckForZombieMusic(); #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT ); return( TRUE ); } return( FALSE ); } static void DeathNoMessageTimerCallback( ) { //CheckAndHandleUnloadingOfCurrentWorld(); if(!is_client) CheckAndHandleUnloadingOfCurrentWorld(); else { if (!isOwnTeamWipedOut) { ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] ); if(!cDisableSpectatorMode) { gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] ); } else ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPClientMessage[74] ); teamwiped(); } } } // get a vector of all player-controlled sectors with prison facilities. It is assumed that a sector has max. one of these static BOOLEAN GetPlayerControlledPrisonList( std::vector& arSectorIDVector ) { arSectorIDVector.clear(); for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX ) { for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY ) { // if sector is controlled by enemies, it's not ours (duh!) if ( StrategicMap[CALCULATE_STRATEGIC_INDEX(sX, sY)].fEnemyControlled ) continue; // only sectors where there are no ongoing battles or even enemy garrisons are valid for our cause // the current sector is ok though - if we call this function, we are currently deciding where to move the current prisoners if ( NumHostilesInSector( sX, sY, 0 ) && ((sX != gWorldSectorX) || (sY != gWorldSectorY)) ) continue; // only allow sectors which we have controlled at least once - otherwise prisoners might get sent to San Mona prison, even though the player was never there if ( !SectorInfo[(UINT8)SECTOR( sX, sY )].fSurfaceWasEverPlayerControlled ) continue; // Is there a prison in this sector? for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt) { // Is this facility here? if (gFacilityLocations[SECTOR(sX, sY)][cnt].fFacilityHere) { // we determine wether this is a prison by checking for usPrisonBaseLimit if ( gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0 ) { arSectorIDVector.push_back( SECTOR(sX, sY) ); break; } } } } } return ( !arSectorIDVector.empty() ); } extern void DoInterrogation( INT16 sMapX, INT16 sMapY, FLOAT aChanceModifier, INT16 aPrisoners[] ); // we cannot simply move all prisoners of a sector. It might be a prison we are already using, so we would move all inmates, not just the new ones INT16 gsNumPrisoner[PRISONER_MAX] = {0}; static void PrisonerMessageBoxCallBack( UINT8 ubExitValue ) { if ( DropDownTemplate::getInstance().GetSelectedEntryKey() < 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_FIELDINTERROGATION_STR] ); DoInterrogation( gWorldSectorX, gWorldSectorY, 0.5f, gsNumPrisoner ); } else { UINT8 usSectorID = (UINT8)( DropDownTemplate::getInstance().GetSelectedEntryKey() ); // if sector is still not set, then we did not select one - release prisoners if ( usSectorID == 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RELEASED] ); } BOOLEAN success = FALSE; INT16 prisonerstobemoved = 0; for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) prisonerstobemoved += gsNumPrisoner[i]; if ( usSectorID > 0 ) { SECTORINFO *pPrisonSectorInfo = &( SectorInfo[usSectorID] ); if ( pPrisonSectorInfo ) { success = TRUE; ChangeNumberOfPrisoners( pPrisonSectorInfo, gsNumPrisoner ); CHAR16 wString[128]; GetSectorIDString( SECTORX( usSectorID ), SECTORY( usSectorID ), 0, wString, TRUE ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_SENTTOSECTOR], prisonerstobemoved, wString ); } } } for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) gsNumPrisoner[i] = 0; } CHAR16 gPrisonSectorNamesStr[256][128]; static void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) { SOLDIERTYPE* pTeamSoldier; INT32 cnt = 0; UINT16 ubNumPrisoners = 0; INT16 sNumPrisoner[PRISONER_MAX] = {0}; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pTeamSoldier, ++cnt ) { // Kill those not already dead.,... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { // Only pows that are not dead yet if ( (pTeamSoldier->usSoldierFlagMask & SOLDIER_POW) && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD) ) { // if we arrive here and the guy has lifepoints < OKLIFE, something is very odd... better take him prisoner and remove him anyway //if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->stats.bLife != 0 ) { // officers and generals are 'special' prisoners... if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_VIP ) ++sNumPrisoner[PRISONER_GENERAL]; // downed pilots count as officers too, even though they are civilians. This makes capturing them more rewarding else if ( (pTeamSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER) || pTeamSoldier->ubCivilianGroup == DOWNEDPILOT_CIV_GROUP ) ++sNumPrisoner[PRISONER_OFFICER]; else if ( pTeamSoldier->bTeam == ENEMY_TEAM ) { switch ( pTeamSoldier->ubSoldierClass ) { case SOLDIER_CLASS_ADMINISTRATOR: case SOLDIER_CLASS_BANDIT: ++sNumPrisoner[PRISONER_ADMIN]; break; case SOLDIER_CLASS_ARMY: ++sNumPrisoner[PRISONER_REGULAR]; break; case SOLDIER_CLASS_ELITE: ++sNumPrisoner[PRISONER_ELITE]; break; default: // if none of the above classes, ignore this one continue; break; } } else if ( pTeamSoldier->bTeam == CREATURE_TEAM && pTeamSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT ) { ++sNumPrisoner[PRISONER_ADMIN]; } else { ++sNumPrisoner[PRISONER_CIVILIAN]; } // Flugente: VIPs if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_VIP ) DeleteVIP( pTeamSoldier->sSectorX, pTeamSoldier->sSectorY ); // Flugente: turncoats if ( pTeamSoldier->usSoldierFlagMask2 & SOLDIER_TURNCOAT ) RemoveOneTurncoat( sMapX, sMapY, pTeamSoldier->ubSoldierClass, FALSE ); // Flugente: campaign stats gCurrentIncident.AddStat( pTeamSoldier, CAMPAIGNHISTORY_TYPE_PRISONER ); ++ubNumPrisoners; // place items on the floor INT8 bVisible = 0; UINT16 usItemFlags = 0; UINT8 size = pTeamSoldier->inv.size( ); for ( UINT8 cnt = 0; cnt < size; ++cnt ) { OBJECTTYPE* pObj = &(pTeamSoldier->inv[cnt]); if ( pObj->exists( ) == true ) { // Check if it's supposed to be dropped if ( !((*pObj).fFlags & OBJECT_UNDROPPABLE) || pTeamSoldier->bTeam == gbPlayerNum ) { if ( !ItemIsUndroppableByDefault(pObj->usItem) ) { //ReduceAmmoDroppedByNonPlayerSoldiers( pTeamSoldier, cnt ); //if this soldier was an enemy // Kaiden: Added from UB's reveal all items after combat feature! // HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met. if ( pTeamSoldier->bTeam == ENEMY_TEAM || (gGameExternalOptions.ubMilitiaDropEquipment == 2 && pTeamSoldier->bTeam == MILITIA_TEAM) || (gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->ubAttackerID->bTeam != OUR_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 (ItemIsDamageable(pObj->usItem) && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives { // silversurfer: externalized this //(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 ); (*pObj)[0]->data.objectStatus -= Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier ); (*pObj)[0]->data.objectStatus = min( max( (*pObj)[0]->data.objectStatus, 1 ), 100 ); // never below 1% or above 100% (*pObj)[0]->data.sRepairThreshold = max( 1, min( 100, ((*pObj)[0]->data.objectStatus + 200) / 3 ) ); } } //if(UsingNewAttachmentSystem()==true) //ReduceAttachmentsOnGunForNonPlayerChars(pTeamSoldier, pObj); // HEADROCK HAM B2.8: Militia will drop items only if allowed. if ( !(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pTeamSoldier->bTeam == MILITIA_TEAM) && !(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->ubAttackerID->bTeam == OUR_TEAM) ) { AddItemToPool( pTeamSoldier->sGridNo, pObj, bVisible, pTeamSoldier->pathing.bLevel, usItemFlags, -1 ); } } } } } DropKeysInKeyRing( pTeamSoldier, pTeamSoldier->sGridNo, pTeamSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE ); if ( pTeamSoldier->bTeam != gbPlayerNum ) // Remove merc! // ATE: Remove merc slot first - will disappear if no corpse data found! TacticalRemoveSoldier( pTeamSoldier->ubID ); else pTeamSoldier->RemoveSoldierFromGridNo( ); // this function updates number of enemies, and also updates groups ProcessQueenCmdImplicationsOfDeath( pTeamSoldier ); // Remove as target RemoveManAsTarget( pTeamSoldier ); } } } } if ( ubNumPrisoners ) { // Make team look for items AllSoldiersLookforItems( TRUE ); // Get a list of all available prisons, and create a fitting messagebox std::vector prisonsectorvector; if ( GetPlayerControlledPrisonList( prisonsectorvector ) ) { // remember all prisoners... for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) gsNumPrisoner[i] = sNumPrisoner[i]; std::vector > dropdownvector_1; std::vector::iterator itend = prisonsectorvector.end( ); for ( std::vector::iterator it = prisonsectorvector.begin( ); it != itend; ++it ) { UINT8 usSectorID = (*it); GetSectorIDString( SECTORX( usSectorID ), SECTORY( usSectorID ), 0, gPrisonSectorNamesStr[usSectorID], FALSE ); dropdownvector_1.push_back( std::make_pair( (INT16)(usSectorID), gPrisonSectorNamesStr[usSectorID] ) ); } // field interogation is always possible dropdownvector_1.push_back( std::make_pair( -1, TacticalStr[PRISONER_FIELDINTERROGATION_SHORT_STR] ) ); DropDownTemplate::getInstance( ).SetEntries( dropdownvector_1 ); CHAR16 sString[256]; swprintf( sString, TacticalStr[PRISONER_DECIDE_STR], ubNumPrisoners ); DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, sString, GAME_SCREEN, (MSG_BOX_FLAG_OK | MSG_BOX_FLAG_DROPDOWN_1), PrisonerMessageBoxCallBack, NULL ); } // if we control no prison, do a field interrogation else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_FIELDINTERROGATION_STR] ); DoInterrogation( sMapX, sMapY, 0.5f, sNumPrisoner ); } } } // Flugente: for campaign stats, we want to know how many people were wounded. // Each time we are wounded, we set a 'wounded'-flag // Once combat ends, we count all these flags and remove them static void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) { SOLDIERTYPE *pSoldier; INT32 cnt = 0; // Check if the battle is won! // Loop through all mercs and make go for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pSoldier, ++cnt ) { // Kill those not already dead.,... if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->usSoldierFlagMask & SOLDIER_FRESHWOUND ) { // remove flag, so we are not counted again pSoldier->usSoldierFlagMask &= ~SOLDIER_FRESHWOUND; // the dead count as dead, not as wounded if ( pSoldier->stats.bLife <= 0 ) continue; // Flugente: campaign stats gCurrentIncident.AddStat( pSoldier, CAMPAIGNHISTORY_TYPE_WOUND ); } } } static void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ ) { if ( !bMapZ ) // Battle ended Above-ground { SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sMapX, sMapY )]); pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = pSectorInfo->ubNumJeeps = pSectorInfo->ubNumRobots = 0; pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = pSectorInfo->ubJeepsInBattle = pSectorInfo->ubRobotsInBattle = 0; } else { UNDERGROUND_SECTORINFO *pSectorInfo; pSectorInfo = FindUnderGroundSector( sMapX, sMapY, bMapZ ); pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = pSectorInfo->ubNumJeeps = pSectorInfo->ubNumRobots = 0; pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = pSectorInfo->ubJeepsInBattle = pSectorInfo->ubRobotsInBattle = 0; } } //!!!! //IMPORTANT NEW NOTE: //Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator; BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated ) { SOLDIERTYPE *pTeamSoldier; BOOLEAN fBattleWon = TRUE; BOOLEAN fBattleLost = FALSE; INT32 cnt = 0; UINT16 usAnimState; UINT16 usMapSector = gWorldSectorX + (gWorldSectorY * MAP_WORLD_X); if ( gTacticalStatus.bBoxingState == BOXING ) { // no way are we going to exit boxing prematurely, thank you! :-) return( FALSE ); } // OJW - 090212 - Fix end conditions for multiplayer - TeamDM if(is_server) { // check the server's conditions for continuing the game, if the server wants to continue the game it returns true // hence we return false that the battle has ended. If not, when this function returns below we will force the game to end. if ( check_status() ) return(FALSE); // the block of code below would always cause this function to exit before checking the servers desires // in cases of team deathmatch where there were no more enemies } else { // We can only check for end of battle if in combat mode or there are enemies // present (they might bleed to death or run off the map!) if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) ) { if ( ! (gTacticalStatus.fEnemyInSector) ) { return( FALSE ); } } } // ATE: If attack busy count.. get out... if ( (gTacticalStatus.ubAttackBusyCount > 0 ) ) { return( FALSE ); } if ( HostileZombiesPresent() ) //Madd: got tired of the victory music playing right after the zombies arose return FALSE; // OK, this is to releave infinate looping...becasue we can kill guys in this function if ( gfKillingGuysForLosingBattle ) { return( FALSE ); } // Check if the battle is won! if ( NumCapableEnemyInSector( ) > 0 ) { fBattleWon = FALSE; } if ( CheckForLosingEndOfBattle( ) == TRUE ) { fBattleLost = TRUE; } //NEW (Nov 24, 98) by Kris if( !gbWorldSectorZ && fBattleWon ) { //Check to see if more enemy soldiers exist in the strategic layer //It is possible to have more than 20 enemies in a sector. By failing here, //it gives the engine a chance to add these soldiers as reinforcements. This //is naturally handled. AddPossiblePendingEnemiesToBattle(); if ( gfPendingNonPlayerTeam[ENEMY_TEAM] ) { fBattleWon = FALSE; } } if ( fBattleLost || fBattleWon ) { // Flugente: note number of wounded for campaign stats UpdateWoundedFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } // We should NEVER have a battle lost and won at the same time... if (fBattleLost) { // sevenfm: count alive/dead/not covert mercs in sector/retreating from sector SoldierID ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; BOOLEAN fFoundNotCovertMerc = FALSE; BOOLEAN fFoundAliveMerc = FALSE; BOOLEAN fFoundDeadMerc = FALSE; for (; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop ) { pTeamSoldier = ubLoop; if (pTeamSoldier->bActive) { if (pTeamSoldier->bInSector || //pTeamSoldier->flags.fBetweenSectors && SECTORX(pTeamSoldier->ubPrevSectorID) == gWorldSectorX && SECTORY(pTeamSoldier->ubPrevSectorID) == gWorldSectorY && (pTeamSoldier->bSectorZ == gbWorldSectorZ) || pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ) { if (pTeamSoldier->stats.bLife >= OKLIFE) { fFoundAliveMerc = TRUE; if (!gGameOptions.fNewTraitSystem || !(pTeamSoldier->usSoldierFlagMask & (SOLDIER_COVERT_SOLDIER | SOLDIER_COVERT_CIV))) { fFoundNotCovertMerc = TRUE; } } else { fFoundDeadMerc = TRUE; } } } } BOOLEAN fDefeat = FALSE; // sevenfm: determine if we should consider this as defeat if (gGameExternalOptions.ubDefeatMode == 0 || gGameExternalOptions.ubDefeatMode == 1 && gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition || gGameExternalOptions.ubDefeatMode == 2 && fFoundNotCovertMerc || gGameExternalOptions.ubDefeatMode == 3 && fFoundDeadMerc || gGameExternalOptions.ubDefeatMode == 4 && !fFoundAliveMerc) fDefeat = TRUE; // CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win // battle for us EndAllAITurns(); // Set enemy presence to false // This is safe 'cause we're about to unload the friggen sector anyway.... gTacticalStatus.fEnemyInSector = FALSE; // SANDRO - reset number of enemies here memset(&(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS); // If here, the battle has been lost! UnSetUIBusy(gusSelectedSoldier); if (gTacticalStatus.uiFlags & INCOMBAT) { // Exit mode! ExitCombatMode(); } // sevenfm: only apply morale and loyalty penalty if player was defeated if (fDefeat) { HandleMoraleEvent(NULL, MORALE_HEARD_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); HandleGlobalLoyaltyEvent(GLOBAL_LOYALTY_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); } #ifndef JA2UB HandlePOWQuestState(Q_FAIL, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); HandlePOWQuestState(Q_FAIL, QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); HandlePOWQuestState(Q_FAIL, QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); #endif // Play death music #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] ); else #endif // sevenfm: only play death music if player is defeated if (fDefeat) SetMusicMode(MUSIC_TACTICAL_DEATH); else SetMusicMode(MUSIC_TACTICAL_NOTHING); SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE ); if (is_networked) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[42] ); if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) ) { // this is our first battle... and we lost it! SetFactTrue( FACT_FIRST_BATTLE_FOUGHT ); SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT ); SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) ); #ifdef JA2UB //Ja25 no meanwhile #else HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); #endif } if( NumEnemyInSectorExceptCreatures() ) { SetThisSectorAsEnemyControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE ); } // ATE: Important! This is delayed until music ends so we can have proper effect! // CheckAndHandleUnloadingOfCurrentWorld(); // sevenfm: log defeat only when player was defeated if (fDefeat) LogBattleResults(LOG_DEFEAT); //Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator; gfBlitBattleSectorLocator = FALSE; // Flugente: in any case, reset creature attack variables ResetCreatureAttackVariables(); // If we are the server, we escape this function at the top if we think the game should still be running // hence if we get here the game is over for all clients and we should report it if (is_networked && is_server) game_over(); return( TRUE ); } // If battle won, do stuff right away! if ( fBattleWon ) { if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff { gTacticalStatus.fLastBattleWon = TRUE; // OK, KILL any enemies that are incompacitated if ( KillIncompacitatedEnemyInSector( ) ) { // silversurfer: Why this? The rest of our enemies just bled to death so go on with the code! //return( FALSE ); } } // Flugente: remove those enemies that are captured and add them to the prisoner pool RemoveCapturedEnemiesFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); // Kill all enemies. Sometime even after killing all the enemies, there appeares "in battle" enemies in sector info RemoveStaticEnemiesFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); // If here, the battle has been won! // hurray! a glorious victory! // Set enemy presence to false gTacticalStatus.fEnemyInSector = FALSE; // CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win // battle for us EndAllAITurns( ); UnSetUIBusy( gusSelectedSoldier ); // ATE: // If we ended battle in any team other than the player's // we need to end the UI lock using this method.... guiPendingOverrideEvent = LU_ENDUILOCK; HandleTacticalUI( ); if ( gTacticalStatus.uiFlags & INCOMBAT ) { // Exit mode! ExitCombatMode(); } if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff { // Only do some stuff if we actually fought a battle if ( gTacticalStatus.bNumFoughtInBattle[ ENEMY_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CREATURE_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CIV_TEAM ] > 0 ) //if ( gTacticalStatus.bNumEnemiesFoughtInBattle > 0 ) { // Loop through all mercs and make go for ( pTeamSoldier = MercPtrs[ gTacticalStatus.Team[ gbPlayerNum ].bFirstID ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++) { if ( pTeamSoldier->bActive ) { if ( pTeamSoldier->bInSector ) { if( pTeamSoldier->bTeam == gbPlayerNum ) { if (pTeamSoldier->bAssignment != ASSIGNMENT_POW) { // SANDRO - records - num tactical battles gMercProfiles[pTeamSoldier->ubProfile].records.usBattlesTactical++; // largest battle experienced if (gMercProfiles[pTeamSoldier->ubProfile].records.usLargestBattleFought < (gTacticalStatus.bNumFoughtInBattle[ENEMY_TEAM] + gTacticalStatus.bNumFoughtInBattle[CREATURE_TEAM] + gTacticalStatus.bNumFoughtInBattle[CIV_TEAM])) { gMercProfiles[pTeamSoldier->ubProfile].records.usLargestBattleFought = (gTacticalStatus.bNumFoughtInBattle[ENEMY_TEAM] + gTacticalStatus.bNumFoughtInBattle[CREATURE_TEAM] + gTacticalStatus.bNumFoughtInBattle[CIV_TEAM]); } } // If this guy is OKLIFE & not standing, make stand.... if ( pTeamSoldier->stats.bLife >= OKLIFE && !pTeamSoldier->bCollapsed ) { if ( pTeamSoldier->bAssignment < ON_DUTY ) { // Reset some quote flags.... pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED); pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED); pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED); pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED); pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED); pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED); // toggle stealth mode.... gfUIStanceDifferent = TRUE; pTeamSoldier->bStealthMode = FALSE; fInterfacePanelDirty = DIRTYLEVEL2; //DBrot: Stance change if (gGameExternalOptions.fStandUpAfterBattle) { if ( gAnimControl[ pTeamSoldier->usAnimState ].ubHeight != ANIM_STAND ) { pTeamSoldier->ChangeSoldierStance( ANIM_STAND ); } else { // If they are aiming, end aim! usAnimState = PickSoldierReadyAnimation( pTeamSoldier, TRUE, FALSE ); if ( usAnimState != INVALID_ANIMATION ) { pTeamSoldier->EVENT_InitNewSoldierAnim( usAnimState, 0, FALSE ); } } } } } } } } } HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); // Change music modes if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) ) ) { #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_VICTORY ); // OJW - 20081222 - dont auto-bandage if networked if (!is_networked) ShouldBeginAutoBandage( ); } else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) ) { // OJW - 20081222 - dont auto-bandage if networked if (!is_networked) ShouldBeginAutoBandage( ); } #ifndef JA2UB HandlePOWQuestState(Q_SUCCESS, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); HandlePOWQuestState(Q_SUCCESS, QUEST_HELD_IN_ALMA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); HandlePOWQuestState(Q_SUCCESS, QUEST_HELD_IN_TIXA, gWorldSectorX, gWorldSectorY, gbWorldSectorZ); #endif // Say battle end quote.... if (fAnEnemyRetreated) { SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_RETREATED ); } else { // OK, If we have just finished a battle with creatures........ play killed creature quote... // if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) ) { } else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->ubBodyType == BLOODCAT ) ) { SayBattleSoundFromAnyBodyInSector( BATTLE_SOUND_COOL1 ); } else { SayQuoteFromAnyBodyInSector( QUOTE_SECTOR_SAFE ); } } // SANDRO - reset number of enemies here memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS ); } else { // Change to nothing music... #ifdef NEWMUSIC GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ]; if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 ) SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] ); else #endif SetMusicMode( MUSIC_TACTICAL_NOTHING ); // OJW - 20081222 - dont auto bandage if networked if (!is_networked) ShouldBeginAutoBandage(); } HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap(); // rftr: dissolve any militia groups in the sector DissolveAllMilitiaGroupsInSector( gWorldSectorX, gWorldSectorY ); //gfStrategicMilitiaChangesMade = TRUE; // Loop through all militia and restore them to peaceful status SoldierID cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN; CheckForChangingOrders( pTeamSoldier ); pTeamSoldier->aiData.sNoiseGridno = NOWHERE; pTeamSoldier->aiData.ubNoiseVolume = 0; pTeamSoldier->aiData.bNewSituation = FALSE; pTeamSoldier->aiData.bOrders = STATIONARY; if ( pTeamSoldier->stats.bLife < OKLIFE ) { // SANDRO - the insta-healable value for doctor trait check pTeamSoldier->iHealableInjury -= ((OKLIFE - pTeamSoldier->stats.bLife) * 100); if (pTeamSoldier->iHealableInjury < 0) pTeamSoldier->iHealableInjury = 0; pTeamSoldier->stats.bLife = OKLIFE; } pTeamSoldier->bBleeding = 0; // let's think, the autobandage was done for the militia too } } gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = FALSE; // sevenfm: clear aware status for enemy team gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition = FALSE; // sevenfm: also clear enemy kill counter gTacticalStatus.ubArmyGuysKilled = 0; // Loop through all civs and restore them to peaceful status cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN; pTeamSoldier->aiData.sNoiseGridno = NOWHERE; pTeamSoldier->aiData.ubNoiseVolume = 0; pTeamSoldier->aiData.bNewSituation = FALSE; CheckForChangingOrders( pTeamSoldier ); } } gTacticalStatus.Team[ CIV_TEAM ].bAwareOfOpposition = FALSE; } fInterfacePanelDirty = DIRTYLEVEL2; if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff { SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE ); HandleVictoryInNPCSector( gWorldSectorX, gWorldSectorY,( INT16 ) gbWorldSectorZ ); LogBattleResults( LOG_VICTORY ); if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) ) { // ATE: Need to trigger record for this event .... for NPC scripting TriggerNPCRecord( PACOS, 20 ); // this is our first battle... and we won! SetFactTrue( FACT_FIRST_BATTLE_FOUGHT ); SetFactTrue( FACT_FIRST_BATTLE_WON ); SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT ); SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) ); #ifdef JA2UB //Ja25 no meanwhile #else HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE ); #endif } } //Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator; gfBlitBattleSectorLocator = FALSE; // Kaiden: More UB Reveal All Items after combat code. //When all the enemy gets killed, reveal the items they dropped //But only if the option is turned ON. if(gGameExternalOptions.gfRevealItems) RevealAllDroppedEnemyItems(); // Flugente: in any case, reset creature attack variables ResetCreatureAttackVariables(); // sevenfm: pick up dropped backpacks HandleTBPickUpBackpacks(TRUE); // sevenfm: switch off radio //SwitchOffAllRadio(); // If we are the server, we escape this function at the top if we think the game should still be running // hence if we get here the game is over for all clients and we should report it if (is_networked && is_server) game_over(); return( TRUE ); } // If we are the server, we escape this function at the top if we think the game should still be running // hence if we get here the game is over for all clients and we should report it if (is_networked && is_server) game_over(); return( FALSE ); } void CycleThroughKnownEnemies( BOOLEAN backward ) { // static to indicate last position we were at: static BOOLEAN fFirstTime = TRUE; static SoldierID usStartToLook; SoldierID enemy; BOOLEAN fEnemyBehindStartLook = FALSE; BOOLEAN fEnemiesFound = FALSE; if ( fFirstTime ) { fFirstTime = FALSE; if(backward) usStartToLook = TOTAL_SOLDIERS; else usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID; } if (backward) { for ( enemy = TOTAL_SOLDIERS-1; enemy >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; --enemy ) { // try to find first active, OK enemy if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) ) { if ( enemy->bVisible != -1 ) { fEnemiesFound = TRUE; // If we are < ok start, this is the one! if ( enemy < usStartToLook ) { usStartToLook = enemy; // Locate to! //LocateSoldier( pSoldier->ubID, 1 ); //ATE: Change to Slide To... SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR ); return; } else { fEnemyBehindStartLook = TRUE; } } } } } else { for ( enemy = gTacticalStatus.Team[gbPlayerNum].bLastID; enemy < TOTAL_SOLDIERS; ++enemy ) { // try to find first active, OK enemy if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) ) { if (enemy->bVisible != -1) { fEnemiesFound = TRUE; // If we are > ok start, this is the one! if (enemy > usStartToLook) { usStartToLook = enemy; // Locate to! //LocateSoldier( pSoldier->ubID, 1 ); //ATE: Change to Slide To... SlideTo(enemy, SETANDREMOVEPREVIOUSLOCATOR); return; } else { fEnemyBehindStartLook = TRUE; } } } } } if ( !fEnemiesFound ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_ENEMIES_IN_SIGHT_STR ] ); } // If here, we found nobody, but there may be someone behind // If to, recurse! if ( fEnemyBehindStartLook ) { if( backward ) { usStartToLook = TOTAL_SOLDIERS ; CycleThroughKnownEnemies( TRUE ); } else { usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID; CycleThroughKnownEnemies( ); } } } void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier ) { SoldierID enemy; SoldierID usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID; for ( enemy = gTacticalStatus.Team[ gbPlayerNum ].bLastID; enemy < TOTAL_SOLDIERS; ++enemy ) { // try to find first active, OK enemy if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) ) { if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY ) { // If we are > ok start, this is the one! if ( enemy > pSrcSoldier->ubLastEnemyCycledID ) { pSrcSoldier->ubLastEnemyCycledID = enemy; //ATE: Change to Slide To... SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( enemy->pathing.bLevel ); return; } } } } // If here.. reset to zero... pSrcSoldier->ubLastEnemyCycledID = 0; usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID; for ( enemy = gTacticalStatus.Team[ gbPlayerNum ].bLastID; enemy < TOTAL_SOLDIERS; ++enemy ) { // try to find first active, OK enemy if (enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) ) { if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY ) { // If we are > ok start, this is the one! if ( enemy > pSrcSoldier->ubLastEnemyCycledID ) { pSrcSoldier->ubLastEnemyCycledID = enemy; //ATE: Change to Slide To... SlideTo(enemy, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( enemy->pathing.bLevel ); return; } } } } } void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier ) { SoldierID enemy; SoldierID usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID; for ( enemy = TOTAL_SOLDIERS-1; enemy >= gTacticalStatus.Team[ gbPlayerNum ].bLastID ; --enemy ) { // try to find first active, OK enemy if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) ) { if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY ) { // If we are > ok start, this is the one! if ( enemy < pSrcSoldier->ubLastEnemyCycledID ) { pSrcSoldier->ubLastEnemyCycledID = enemy; //ATE: Change to Slide To... SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( enemy->pathing.bLevel ); return; } } } } // If here.. reset to max pSrcSoldier->ubLastEnemyCycledID = TOTAL_SOLDIERS; usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID; for ( enemy = TOTAL_SOLDIERS-1; enemy >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; --enemy ) { // try to find first active, OK enemy if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) ) { if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY ) { // If we are > ok start, this is the one! if ( enemy < pSrcSoldier->ubLastEnemyCycledID ) { pSrcSoldier->ubLastEnemyCycledID = enemy; //ATE: Change to Slide To... SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR ); ChangeInterfaceLevel( enemy->pathing.bLevel ); return; } } } } } UINT32 CountNonVehiclesOnPlayerTeam( ) { SOLDIERTYPE *pSoldier; UINT32 bNumber = 0; for ( SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { bNumber++; } } return( bNumber ); } BOOLEAN PlayerTeamFull( ) { // last ID for the player team is 19, so long as we have at most 17 non-vehicles... if ( CountNonVehiclesOnPlayerTeam() < OUR_TEAM_SIZE_NO_VEHICLE /*gTacticalStatus.Team[ gbPlayerNum ].bLastID - 2*/ ) { return( FALSE ); } return( TRUE ); } UINT16 NumPCsInSector( ) { SOLDIERTYPE *pTeamSoldier; UINT32 cnt = 0; UINT16 ubNumPlayers = 0; // Check if the battle is won! // Loop through all mercs and make go for ( cnt = 0; cnt < guiNumMercSlots; cnt++ ) { if ( MercSlots[ cnt ] ) { pTeamSoldier = MercSlots[ cnt ]; if ( pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->stats.bLife > 0 ) { ubNumPlayers++; } } } return( ubNumPlayers ); } UINT16 NumEnemyInSector( ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; UINT16 ubNumEnemies = 0; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ ) { if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 ) { // Checkf for any more bacguys if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) ) { ubNumEnemies++; } } } return( ubNumEnemies ); } UINT16 NumZombiesInSector( ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; UINT16 ubNumZombies = 0; for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pTeamSoldier, ++cnt ) { if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 ) { if ( pTeamSoldier->IsZombie() ) { ++ubNumZombies; } } } return( ubNumZombies ); } UINT16 NumEnemyInSectorExceptCreatures() { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; UINT16 ubNumEnemies = 0; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ ) { if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bTeam != CREATURE_TEAM ) { // Checkf for any more bacguys if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) ) { ubNumEnemies++; } } } return( ubNumEnemies ); } UINT16 NumEnemyInSectorNotDeadOrDying( ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; UINT16 ubNumEnemies = 0; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ ) { // Kill those not already dead.,... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { // For sure for flag thet they are dead is not set if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) ) { // Also, we want to pick up unconcious guys as NOT being capable, // but we want to make sure we don't get those ones that are in the // process of dying if ( pTeamSoldier->stats.bLife >= OKLIFE ) { // Check for any more badguys if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) ) { ubNumEnemies++; } } } } } return( ubNumEnemies ); } UINT16 NumBloodcatsInSectorNotDeadOrDying( ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; UINT16 ubNumEnemies = 0; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ ) { // Kill those not already dead.,... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { if ( pTeamSoldier->ubBodyType == BLOODCAT ) { // For sure for flag thet they are dead is not set if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) ) { // Also, we want to pick up unconcious guys as NOT being capable, // but we want to make sure we don't get those ones that are in the // process of dying if ( pTeamSoldier->stats.bLife >= OKLIFE ) { // Check for any more badguys if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) ) { ubNumEnemies++; } } } } } } return( ubNumEnemies ); } UINT16 NumCapableEnemyInSector( ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; UINT16 ubNumEnemies = 0; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ ) { // Kill those not already dead.,... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { // For sure for flag thet they are dead is not set if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) ) { // Also, we want to pick up unconcious guys as NOT being capable, // but we want to make sure we don't get those ones that are in the // process of dying if ( pTeamSoldier->stats.bLife < OKLIFE && pTeamSoldier->stats.bLife != 0 ) { } else { // Flugente: captured soldiers also do not count if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_POW ) continue; // Check for any more badguys if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) ) { ubNumEnemies++; } } } } } return( ubNumEnemies ); } BOOLEAN CheckForLosingEndOfBattle( ) { SOLDIERTYPE *pTeamSoldier; UINT16 bNumDead = 0, bNumNotOK = 0, bNumInBattle = 0, bNumNotOKRealMercs = 0; BOOLEAN fMadeCorpse; BOOLEAN fDoCapture = FALSE; BOOLEAN fOnlyEPCsLeft = TRUE; BOOLEAN fMilitiaInSector = FALSE; // ATE: Check for MILITIA - we won't lose if we have some..... SoldierID cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bSide == gbPlayerNum ) { if ( pTeamSoldier->stats.bLife >= OKLIFE ) { // We have at least one poor guy who will still fight.... // we have not lost ( yet )! fMilitiaInSector = TRUE; } } } // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pTeamSoldier = cnt; // Are we active and in sector..... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { bNumInBattle++; if ( pTeamSoldier->stats.bLife == 0 ) { bNumDead++; } else if ( pTeamSoldier->stats.bLife < OKLIFE ) { bNumNotOK++; if ( !AM_AN_EPC( pTeamSoldier ) && !AM_A_ROBOT( pTeamSoldier ) ) { bNumNotOKRealMercs++; } } else { if ( !AM_A_ROBOT( pTeamSoldier ) || !AM_AN_EPC( pTeamSoldier ) ) { fOnlyEPCsLeft = FALSE; } } } } // OK< check ALL in battle, if that matches SUM of dead, incompacitated, we're done! if ( ( bNumDead + bNumNotOK ) == bNumInBattle || fOnlyEPCsLeft ) { // Are there militia in sector? if ( fMilitiaInSector ) { if( guiCurrentScreen != AUTORESOLVE_SCREEN ) { // if here, check if we should autoresolve. // if we have at least one guy unconscious, call below function... if ( HandlePotentialBringUpAutoresolveToFinishBattle( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) ) { // return false here as we are autoresolving... return( FALSE ); } } else { return( FALSE ); } } // Bring up box if we have ANY guy incompaciteded..... if ( bNumDead != bNumInBattle ) { // If we get captured... // Your unconscious mercs are captured! // Check if we should get captured.... if ( bNumNotOKRealMercs < 4 && bNumNotOKRealMercs > 1 ) { // Check if any enemies exist.... if ( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 ) { //if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE )) { #ifndef JA2UB if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) { fDoCapture = TRUE; // CJC Dec 1 2002: fix capture sequences BeginCaptureSquence(); } #endif } } } gfKillingGuysForLosingBattle = TRUE; // KIll them now... // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pTeamSoldier = cnt; // Are we active and in sector..... if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { if ( pTeamSoldier->stats.bLife != 0 && pTeamSoldier->stats.bLife < OKLIFE || AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) { // Captured EPCs or ROBOTS will be kiiled in capture routine.... if ( !fDoCapture ) { // Kill! pTeamSoldier->stats.bLife = 0; HandleSoldierDeath( pTeamSoldier, &fMadeCorpse ); //HandlePlayerTeamMemberDeath( pTeamSoldier ); // Make corpse.. //TurnSoldierIntoCorpse( pTeamSoldier, TRUE, TRUE ); } } // ATE: if we are told to do capture.... if ( pTeamSoldier->stats.bLife != 0 && fDoCapture ) { EnemyCapturesPlayerSoldier( pTeamSoldier ); } } } gfKillingGuysForLosingBattle = FALSE; // WANNE - MP: Only do special scenes (capture, ...) in a single player game if (!is_networked) { if ( fDoCapture ) { EndCaptureSequence( ); SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE ); } else { SetCustomizableTimerCallbackAndDelay( 10000, DeathTimerCallback, FALSE ); } } } return( TRUE ); } return( FALSE ); } BOOLEAN KillIncompacitatedEnemyInSector( ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt = 0; BOOLEAN fReturnVal = FALSE; // Check if the battle is won! // Loop through all mercs and make go for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ ) { if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife < OKLIFE && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) ) { // Checkf for any more bacguys if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) ) { // KIll...... // SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker SoldierID usAttacker = NOBODY; if ( pTeamSoldier->ubAttackerID != NOBODY ) usAttacker = pTeamSoldier->ubAttackerID; else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY ) usAttacker = pTeamSoldier->ubPreviousAttackerID; else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY ) usAttacker = pTeamSoldier->ubNextToPreviousAttackerID; pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, usAttacker, NOWHERE, 0, TRUE ); fReturnVal = TRUE; } } } return( fReturnVal ); } static BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget ) { UINT32 uiSlot; SOLDIERTYPE * pGroupMember; // look for all group members... rebels could be on the civ team or ours! for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ ) { pGroupMember = MercSlots[ uiSlot ]; if (pGroupMember && (pGroupMember->ubCivilianGroup == pTarget->ubCivilianGroup) && pGroupMember != pTarget) { if (pGroupMember->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY || pGroupMember->aiData.bOppList[pTarget->ubID] == SEEN_CURRENTLY) { return( TRUE ); } if ( SpacesAway( pGroupMember->sGridNo, pSoldier->sGridNo ) < 12 || SpacesAway( pGroupMember->sGridNo, pTarget->sGridNo ) < 12 ) { return( TRUE ); } } } return( FALSE ); } INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier ) { INT8 bTolerance; // Calculate basic tolerance value if (gGameExternalOptions.fNewSuppressionCode) { // limit base tolerance to 75% when having max morale and experience level // calculate tolerance as percent of max tolerance from INI bTolerance = gGameExternalOptions.ubSuppressionToleranceMax * (100 + pSoldier->aiData.bMorale + 10 * EffectiveExpLevel(pSoldier, TRUE)) / 400; } else { bTolerance = pSoldier->stats.bExpLevel * 2; if (pSoldier->flags.uiStatusFlags & SOLDIER_PC) { // give +1 for every 10% morale from 50, for a maximum bonus/penalty of 5. bTolerance += (pSoldier->aiData.bMorale - 50) / 10; } else { // give +2 for every morale category from normal, for a max change of 4 bTolerance += (pSoldier->aiData.bAIMorale - MORALE_NORMAL) * 2; } } if ( pSoldier->ubProfile != NO_PROFILE ) { // SANDRO - check for character traits if ( gGameOptions.fNewTraitSystem ) { if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) ) bTolerance += -2; else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) ) bTolerance += 2; } else { // change tolerance based on attitude switch ( gMercProfiles[ pSoldier->ubProfile ].bAttitude ) { case ATT_AGGRESSIVE: bTolerance += 2; break; case ATT_COWARD: bTolerance += -2; break; default: break; } } } else { // generic NPC/civvie; change tolerance based on attitude switch ( pSoldier->aiData.bAttitude ) { case BRAVESOLO: case BRAVEAID: bTolerance += 2; break; case AGGRESSIVE: bTolerance += 1; break; case DEFENSIVE: bTolerance += -1; break; default: break; } } // HEADROCK HAM 3.2: This is actually a feature from HAM 2.9. It adds bonuses/penalties for nearby friends. // sevenfm: disabled with new code as nearby friends should help morale which affects base tolerance if (gGameExternalOptions.fFriendliesAffectTolerance) { if (gGameExternalOptions.fNewSuppressionCode) bTolerance += CheckStatusNearbyFriendliesSimple(pSoldier); else bTolerance += CheckStatusNearbyFriendlies( pSoldier ); } // HEADROCK HAM 3.3: Moving rapidly makes one less prone to suppression. if (gGameExternalOptions.ubTilesMovedPerBonusTolerancePoint > 0) { bTolerance += pSoldier->bTilesMoved / gGameExternalOptions.ubTilesMovedPerBonusTolerancePoint; } // HEADROCK HAM 3.6: This value has moved here. It reduces tolerance if the character is massively shocked. if (gGameExternalOptions.ubCowerEffectOnSuppression != 0) { if (CalcEffectiveShockLevel( pSoldier ) > bTolerance) { bTolerance -= gGameExternalOptions.ubCowerEffectOnSuppression; } } // SANDRO - STOMP traits - squadleader's bonus to suppression tolerance // sevenfm: disabled as EffectiveExpLevel and morale bonus also affect tolerance if (!gGameExternalOptions.fNewSuppressionCode && gGameOptions.fNewTraitSystem && IS_MERC_BODY_TYPE(pSoldier) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) ) { UINT8 ubNumberOfSL = GetSquadleadersCountInVicinity( pSoldier, FALSE, FALSE ); // Also take ourselves into account if ((ubNumberOfSL < gSkillTraitValues.ubSLMaxBonuses) && HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT )) { // Flugente: This seems wrong. gSkillTraitValues.ubSLMaxBonuses should be the upper, not lower bound of squadleasders... //ubNumberOfSL = max( gSkillTraitValues.ubSLMaxBonuses, (ubNumberOfSL + NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) ); ubNumberOfSL = min( gSkillTraitValues.ubSLMaxBonuses, (ubNumberOfSL + NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) ); } bTolerance += (bTolerance * gSkillTraitValues.ubSLOverallSuppresionBonusPercent * ubNumberOfSL / 100); } // sevenfm: make sure bTolerance is not negative before next calculation bTolerance = max(bTolerance, 0); // Flugente: add personal bonus to suppression tolerance // sevenfm: apply in HandleSuppressionFire to AP loss instead if (!gGameExternalOptions.fNewSuppressionCode) bTolerance = (bTolerance * (100 + pSoldier->GetSuppressionResistanceBonus() ) / 100); bTolerance = max(bTolerance, gGameExternalOptions.ubSuppressionToleranceMin); bTolerance = min(bTolerance, gGameExternalOptions.ubSuppressionToleranceMax); return( bTolerance ); } extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel); static void HandleSuppressionFire( SoldierID ubTargetedMerc, SoldierID ubCausedAttacker ) { /////////////////////////////////////////////////////////////////////////////// // // HEADROCK HAM B2: This entire function has been completely revamped. // HEADROCK HAM 3.5: Revamped again. // /////////////////////////////////////////////////////////////////////////////// // This function runs after very attack is completed. It calculates the number // of "Suppression Points" any character has received during the attack, and // inflicts various penalties accordingly. // The most important result of this function is AP loss. //INT8 SUPPRESSION_AP_LIMIT = gGameExternalOptions.iMinAPLimitFromSuppression; INT8 bTolerance; INT32 sClosestOpponent, sClosestOppLoc; INT16 sPointsLost; UINT8 ubNewStance; UINT32 uiLoop; UINT8 ubLoop2; BOOLEAN fCower=FALSE; SOLDIERTYPE *pSoldier; SOLDIERTYPE *pAttacker = NULL; // APBPConstants.INI UINT16 usLimitSuppressionAPsLostPerAttack = APBPConstants[AP_MAX_SUPPRESSED]; UINT16 usLimitSuppressionAPsLostPerTurn = APBPConstants[AP_MAX_TURN_SUPPRESSED]; //////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - modify suppression effectiveness based on weapon caliber (i.e. damage) INT16 sFinalSuppressionEffectiveness = gGameExternalOptions.sSuppressionEffectiveness; pAttacker = ubCausedAttacker; if (pAttacker && pAttacker->inv[pAttacker->ubAttackingHand].exists() && Item[pAttacker->inv[pAttacker->ubAttackingHand].usItem].usItemClass == IC_GUN) { OBJECTTYPE *pWeapon = &pAttacker->inv[pAttacker->ubAttackingHand]; UINT8 ubDamage = GetBasicDamage(pWeapon); UINT8 ubAmmoType = (*pWeapon)[0]->data.gun.ubGunAmmoType; UINT8 ubBullets = AmmoTypes[ubAmmoType].numberOfBullets; // sevenfm: for shotgun, modify damage for pellets if (ubBullets > 1) { ubDamage = ubDamage * AmmoTypes[ubAmmoType].multipleBulletDamageMultiplier / max(1, AmmoTypes[ubAmmoType].multipleBulletDamageDivisor); } // +1% per point above 20 impact if ( ubDamage > 20 ) { sFinalSuppressionEffectiveness += (ubDamage - 20); // +2% per point above 30 impact if ( ubDamage > 30 ) { sFinalSuppressionEffectiveness += (ubDamage - 30); // +3% per point above 40 impact if ( ubDamage > 40 ) { sFinalSuppressionEffectiveness += (ubDamage - 40); // +4% per point above 50 impact, some crazy gun here if ( ubDamage > 50 ) { sFinalSuppressionEffectiveness += (ubDamage - 50); } } } } // add a small bonus to effectiveness based on weapon loudness UINT8 ubGunVolume = Weapon[pAttacker->inv[pAttacker->ubAttackingHand].usItem].ubAttackVolume; ubGunVolume = __max(1, (ubGunVolume * GetPercentNoiseVolume(pAttacker->GetUsedWeapon(&pAttacker->inv[pAttacker->ubAttackingHand]))) / 100); if ( ubGunVolume >= 50 ) { if ( ubGunVolume < 70 ) // up to 5% sFinalSuppressionEffectiveness += ((ubGunVolume - 50)/4); else if ( ubGunVolume < 85 ) // 5% to 10% sFinalSuppressionEffectiveness += (5 + (ubGunVolume - 70)/3); else // 10% to 25% (extremely noisy weaponry) sFinalSuppressionEffectiveness += (10 + (ubGunVolume - 85)); } } // remember effectiveness at this point before modifying it depending on target's team INT16 sFinalShooterDependentEffectiveness = sFinalSuppressionEffectiveness; //////////////////////////////////////////////////////////////////////////////////////////////////// // Loop through every character. for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: loop = %d, numslots = %d ",uiLoop, guiNumMercSlots)); pSoldier = MercSlots[uiLoop]; // Flugente: zombies do not receive any suppression at all! if ( pSoldier != NULL && pSoldier->IsZombie() ) continue; // Has this character received any Suppression Points since the last attack? // HEADROCK: Suppression Points accumulate by bullets flying near the character. It includes // friendly fire at a certain distance. As of HAM 3.2, it also happens with nearby explosions. // The number of points accumulated resets to 0 at the end of this function. if (pSoldier && IS_MERC_BODY_TYPE( pSoldier) && pSoldier->stats.bLife >= OKLIFE && pSoldier->ubSuppressionPoints > 0) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: soldier id = %d, life = %d, suppression points = %d",pSoldier->ubID,pSoldier->stats.bLife, pSoldier->ubSuppressionPoints)); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: calc suppression tolerance")); // sevenfm: set attack spot as watched location if (pAttacker && pSoldier->bTeam == ENEMY_TEAM && !TileIsOutOfBounds(pAttacker->sGridNo)) { IncrementWatchedLoc(pSoldier->ubID, pAttacker->sGridNo, pAttacker->pathing.bLevel); } // sevenfm: alert enemy team if (pSoldier->bTeam == ENEMY_TEAM) { pSoldier->aiData.bAlertStatus = max(pSoldier->aiData.bAlertStatus, STATUS_RED); //CheckForChangingOrders(pSoldier); } // Calculate the character's tolerance to suppression. Helps reduce the severity of the penalties inflicted // during this function. bTolerance = CalcSuppressionTolerance( pSoldier ); // This formula gives a linear increase in AP loss relative to Suppression Points. The most Suppression // Points we have, the most APs we're going to lose. Tolerance mitigates this by making the graph angle // more shallow. // The relation between AP Loss and Suppression Points is LINEAR. sPointsLost = ( ( (pSoldier->ubSuppressionPoints * APBPConstants[AP_SUPPRESSION_MOD]) / (bTolerance + 6) ) * 2 + 1 ) / 2; // Flugente: added ini options for suppression effectiveness for player team and everybody else if ( pSoldier->bTeam == gbPlayerNum ) sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessPlayer / 100; else sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessAI / 100; // INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs. // To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss) // The default is obviously 100%. You can increase or decrease it, at will. // PLEASE NOTE that AP loss governs ALL OTHER SUPPRESSION EFFECTS. sPointsLost = ( sPointsLost * sFinalSuppressionEffectiveness ) / 100; // This is an upper cap for the number of APs we can lose per attack. if (usLimitSuppressionAPsLostPerAttack > 0) { if (sPointsLost > usLimitSuppressionAPsLostPerAttack) { // Flugente: eh.. wouldn't this _always_ be 255? I suspect this should be __min //ubPointsLost = __max(255,(UINT8)usLimitSuppressionAPsLostPerAttack); sPointsLost = __min(255,(UINT8)usLimitSuppressionAPsLostPerAttack); } } // This makes sure that we never lose more APs than we're allowed per turn. if (usLimitSuppressionAPsLostPerTurn > 0) { // Flugente: apply a bit of safety here (beware of underflow) if (pSoldier->ubAPsLostToSuppression + sPointsLost > usLimitSuppressionAPsLostPerTurn) { sPointsLost = __max(0, usLimitSuppressionAPsLostPerTurn - pSoldier->ubAPsLostToSuppression); } } // This nifty little bit gives suppression an "extra kick". Soldiers affected by suppression (I.E. lost APs) // will also suffer from SHOCK. As shock accumulates, the soldier becomes less accurate and may find it // difficult to perform certain manual tasks. Additionally, he also becomes harder to hit, because the fear // causes him to hide as best as he can from incoming fire. // Shock is sliced in half at the start of every turn. Also note that shock may cause "cowering" (see below). pSoldier->ubLastShock = 0; if (gGameExternalOptions.ubMaxSuppressionShock > 0 && gGameExternalOptions.usSuppressionShockEffect > 0) { // Can't get shock if we haven't lost APs. if (sPointsLost > 0) { INT8 bShockValue; // The amount of shock received depends on how many APs we've lost - Every AP lost will cause one // point of shock. This is then divided by 4 if using the 100AP system. bShockValue = min(gGameExternalOptions.ubMaxSuppressionShock, sPointsLost * gGameExternalOptions.usSuppressionShockEffect * 25 / (100 * APBPConstants[AP_MAXIMUM])); // Make sure total shock doesn't go TOO high. Maximum is around 30, including previous shock // from suppression and/or wounds. It is possible to breach the maximum after a good suppressive attack. if (pSoldier->aiData.bShock < gGameExternalOptions.ubMaxSuppressionShock) { pSoldier->aiData.bShock = min(127, pSoldier->aiData.bShock + bShockValue); } // Else, original shock was already over the limit. No more shock is added. // sevenfm: update ubLastShock pSoldier->ubLastShock = bShockValue; } // HEADROCK: Cowering is the panic that grips a character due to suffering too much suppression shock. If // enough shock has been accumulated, the soldier goes into this panic. Generally, cowering will cause // the character to drop a stance if he can, overriding other conditions for a stance-change (see below). // Cowering characters may become considerably easier to suppress with additional firepower. In other // words, if you're cowering, you've effectively turned from a bad-ass to a wimp. fCower = false; // SANDRO - STOMP traits if ( CoweringShockLevel(pSoldier) ) { fCower = true; // If soldier is visible on-screen, report to player that they are cowering. if ( pSoldier->bVisible != -1 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() ); // Flugente: if we are Buns, and we have PTSD, this shock causes us to switch to a different personality if ( pSoldier->ubProfile == BUNS && pSoldier->HasDiseaseWithFlag( DISEASE_PROPERTY_PTSD_BUNS ) ) { SwapToProfile( pSoldier, BUNS_CHAOTIC ); gMercProfiles[BUNS].bNPCData += 3 + Random( 3 ); extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString ); SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_activation.MP3", L"Mustn't... get... angry... HOW COULD YOU LET THAT HAPPEN TO ME???" ); } } } pSoldier->ubLastMorale = 0; // Suppression reduces morale. For every X APs lost, morale goes down by a point. X is defined by INI. DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for morale effects")); if (APBPConstants[AP_LOST_PER_MORALE_DROP] > 0 && sPointsLost > 0) { for ( ubLoop2 = 0; ubLoop2 < (sPointsLost / APBPConstants[AP_LOST_PER_MORALE_DROP]); ubLoop2++ ) { // sevenfm: morale loss for AI soldiers if (pSoldier->ubProfile == NO_PROFILE) { if (IS_MERC_BODY_TYPE(pSoldier)) { pSoldier->aiData.bMorale = max(20 + 2 * pSoldier->stats.bExpLevel, pSoldier->aiData.bMorale - 4); } } else { HandleMoraleEvent(pSoldier, MORALE_SUPPRESSED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ); } // sevenfm: update ubLastMorale pSoldier->ubLastMorale++; } } ubNewStance = 0; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for reaction")); // HEADROCK HAM 3.5: Characters who have enough APs to drop WILL DROP. This is strictly for survival reasons, // because upright characters can easily get themselves killed. Soldiers drop stance for "free", using up // the APs that they've just lost to do so. switch (gAnimControl[ pSoldier->usAnimState ].ubEndHeight) { case ANIM_PRONE: // can't change stance below prone! // SANDRO - added cower animation when prone (made by Pashancock) if ( fCower ) { if ( pSoldier->usAnimState == COWERING_PRONE ) // if cowering alread, do nothing { ubNewStance = 0; } else { pSoldier->EVENT_InitNewSoldierAnim( START_COWER_PRONE, 0 , FALSE ); ubNewStance = 0; } } break; case ANIM_CROUCH: if (sPointsLost >= GetAPsProne(pSoldier, TRUE) && IsValidStance( pSoldier, ANIM_PRONE ) ) { sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL ); // HEADROCK: Added cowering. if (TileIsOutOfBounds(sClosestOpponent) || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 || fCower) { if ( fCower ) { // SANDRO - added cowering animation //if ( Random(4) == 0 ) //{ // pSoldier->usPendingAnimation = START_COWER_PRONE; // pSoldier->ubDesiredHeight = ANIM_PRONE; // pSoldier->EVENT_InitNewSoldierAnim( PRONE_DOWN, 0 , FALSE ); // ubNewStance = 0; //} //else if ( pSoldier->usAnimState == COWERING ) // if cowering alread, do nothing { ubNewStance = 0; } else { pSoldier->EVENT_InitNewSoldierAnim( START_COWER_CROUCHED, 0 , FALSE ); ubNewStance = 0; } } else { sPointsLost -= GetAPsProne(pSoldier, TRUE); ubNewStance = ANIM_PRONE; } } } break; default: // standing! if ( pSoldier->MercInWater()) { // can't change stance here! break; } else if (sPointsLost >= (GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE)) && IsValidStance( pSoldier, ANIM_PRONE ) ) { sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL ); // HEADROCK: Added cowering. if (TileIsOutOfBounds(sClosestOpponent) || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 || fCower ) { if ( fCower ) { // SANDRO - added cowering animation DeductPoints( pSoldier, GetAPsCrouch(pSoldier, TRUE), APBPConstants[BP_CROUCH], DISABLED_INTERRUPT ); pSoldier->EVENT_InitNewSoldierAnim( START_COWER, 0 , FALSE ); ubNewStance = 0; } else { // can only crouch for now sPointsLost -= GetAPsCrouch(pSoldier, TRUE); ubNewStance = ANIM_CROUCH; } } else if ( IsValidStance( pSoldier, ANIM_CROUCH ) ) { // crouch! sPointsLost -= GetAPsCrouch(pSoldier, TRUE); ubNewStance = ANIM_CROUCH; } } else if ( sPointsLost >= GetAPsCrouch(pSoldier, TRUE) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) ) { if ( fCower ) { DeductPoints( pSoldier, GetAPsCrouch(pSoldier, TRUE), APBPConstants[BP_CROUCH], DISABLED_INTERRUPT ); pSoldier->EVENT_InitNewSoldierAnim( START_COWER, 0 , FALSE ); ubNewStance = 0; } else { // crouch! sPointsLost -= GetAPsCrouch(pSoldier, TRUE); ubNewStance = ANIM_CROUCH; } } break; } DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: reduce action points")); // HEADROCK HAM 3.1: If this setting is enabled, it will show an on-screen message that tells us the // character has lost his entire next turn. This only fires once per turn, the moment a character drops // to the minimum AP limit. if (gGameExternalOptions.fShowSuppressionShutdown) { // If we're about the hit the lower limit if (pSoldier->bActionPoints > APBPConstants[AP_MIN_LIMIT] && pSoldier->bActionPoints - sPointsLost <= APBPConstants[AP_MIN_LIMIT]) { // And soldier is visible if ( pSoldier->bVisible != -1 ) { // "Soldier is pinned down!" ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->GetName() ); // HEADROCK HAM 3.2: Added a radio locator! ShowRadioLocator( pSoldier->ubID, SHOW_LOCATOR_NORMAL ); } } } // sevenfm: reduce AP loss because of suppression resistance if (sPointsLost > 0 && gGameExternalOptions.fNewSuppressionCode) { sPointsLost -= sPointsLost * pSoldier->GetSuppressionResistanceBonus() / 200; } // Reduce action points! // HEADROCK HAM Beta 2.2: Enforce a minimum limit via INI. if (pSoldier->bActionPoints - sPointsLost <= APBPConstants[AP_MIN_LIMIT] ) { pSoldier->bActionPoints = APBPConstants[AP_MIN_LIMIT]; } else { pSoldier->bActionPoints -= sPointsLost; } // Remember how many APs were lost. This prevents us from losing more and more APs without receiving // extra suppression. Note that a specific HAM setting will reset this value after every attack, // but also resets ubSuppressionPoints. pSoldier->ubAPsLostToSuppression = __min(255, pSoldier->ubAPsLostToSuppression + sPointsLost); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for quote")); if ( (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && (pSoldier->ubSuppressionPoints > 8) && (pSoldier->ubID == ubTargetedMerc) ) { if ( !(pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_BEING_PUMMELED ) ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: say quote")); pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_BEING_PUMMELED; // say we're under heavy fire! // ATE: For some reason, we forgot #53! if ( pSoldier->ubProfile != 53 ) { TacticalCharacterDialogue( pSoldier, QUOTE_UNDER_HEAVY_FIRE ); } } } if ( ubNewStance != 0 ) { DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: setup change stance")); // This person is going to change stance // This person will be busy while they crouch or go prone if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting suppression, on %d", pSoldier->ubID ) ); DebugAttackBusy( String("!!!!!!! Starting suppression, on %d\n", pSoldier->ubID ) ); //gTacticalStatus.ubAttackBusyCount++; // make sure suppressor ID is the same! pSoldier->ubSuppressorID = ubCausedAttacker; } // AI people will have to have their actions canceled if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC)) { DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower")); CancelAIAction( pSoldier, TRUE ); } // go for it! // ATE: Cancel any PENDING ANIMATIONS... pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; // ATE: Turn off non-interrupt flag ( this NEEDS to be done! ) pSoldier->flags.fInNonintAnim = FALSE; pSoldier->flags.fRTInNonintAnim = FALSE; gTacticalStatus.ubAttackBusyCount++; DebugAttackBusy( String( "Attack busy %d due to suppression fire on %d\n", gTacticalStatus.ubAttackBusyCount, pSoldier->ubID )); // sevenfm: switch scope mode as alt holding can only be used in standing stance if (pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD) { pSoldier->bScopeMode = USE_BEST_SCOPE; } // sevenfm: stop dragging when changing stance/cowering under suppression pSoldier->CancelDrag(); DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: change stance")); pSoldier->ChangeSoldierStance( ubNewStance ); pSoldier->flags.fChangingStanceDueToSuppression = TRUE; pSoldier->flags.fDontChargeAPsForStanceChange = TRUE; } // sevenfm: update suppression, AP values for displaying above soldier pSoldier->ubLastSuppression = pSoldier->ubSuppressionPoints; pSoldier->ubLastAP = sPointsLost; // add suppression values from hit to shock values calculated in this function pSoldier->ubLastShock += pSoldier->ubLastShockFromHit; pSoldier->ubLastShockFromHit = 0; pSoldier->ubLastAP += pSoldier->ubLastAPFromHit; pSoldier->ubLastAPFromHit = 0; pSoldier->ubLastMorale += pSoldier->ubLastMoraleFromHit; pSoldier->ubLastMoraleFromHit = 0; // determine if any suppression value will be shown BOOLEAN showSuppression = FALSE; if( gGameExternalOptions.ubShowSuppressionCount || gGameExternalOptions.ubShowShockCount || gGameExternalOptions.ubShowAPCount || gGameExternalOptions.ubShowMoraleCount ) showSuppression = TRUE; // show suppression counters - use original damage counter timer for this if( showSuppression && sPointsLost > 0 ) SetDamageDisplayCounter( pSoldier ); // HEADROCK HAM 3.5: After sufficient testing, suppression clearing now works immediately at the end of // the attack. ubAPsLostToSuppression is only cleared at the end of the turn, but no longer plays a role // in affecting the number of APs lost, so it is largely irrelevant now. pSoldier->ubSuppressionPoints = 0; } // end of examining one soldier } // end of loop DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire done")); } BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason ) { INT16 sTargetXPos, sTargetYPos; BOOLEAN fEnterCombat = TRUE; SOLDIERTYPE * pTarget = *ppTarget; if ( pTarget->aiData.fAIFlags & AI_ASLEEP ) { // waaaaaaaaaaaaake up! pTarget->aiData.fAIFlags &= (~AI_ASLEEP); } if (pTarget->ubProfile == PABLO && CheckFact( FACT_PLAYER_FOUND_ITEMS_MISSING, 0 ) ) { SetFactTrue( FACT_PABLO_PUNISHED_BY_PLAYER ); } if ( gTacticalStatus.bBoxingState == BOXING ) { // should have a check for "in boxing ring", no? if ( ( pSoldier->usAttackingWeapon != NOTHING && !ItemIsBrassKnuckles(pSoldier->usAttackingWeapon)) || !( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) || pSoldier->IsRiotShieldEquipped() ) { // someone's cheating! if ( (Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_BLADE || Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_PUNCH) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) ) { // knife or brass knuckles disqualify the player! BoxingPlayerDisqualified( pSoldier, BAD_ATTACK ); } else { // anything else is open war! //gTacticalStatus.bBoxingState = NOT_BOXING; SetBoxingState( NOT_BOXING ); // if we are attacking a boxer we should set them to neutral (temporarily) so that the rest of the civgroup code works... if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) ) { SetSoldierNeutral( pTarget ); } } } } // silversurfer: if militia was attacked and not already hostile make them hostile towards the player // but only IF the player was the attacker! if ( (pTarget->bTeam == MILITIA_TEAM) && (pSoldier->bTeam == OUR_TEAM) ) { // HEADROCK HAM 3.6: INI setting controls their response { if (pTarget->flags.fIntendedTarget // Must be intentional && gGameExternalOptions.ubCanMilitiaBecomeHostile == 2 // INI setting && pTarget->bSide == gbPlayerNum // Must not be hostile by now ) { // rebel militia attacked by the player! MilitiaChangesSides(); } } } // JA2 Gold: fix Slay else if ( (pTarget->bTeam == CIV_TEAM && pTarget->aiData.bNeutral) && pTarget->ubProfile == SLAY && pTarget->stats.bLife >= OKLIFE && CheckFact( 155, 0 ) == FALSE ) { TriggerNPCRecord( SLAY, 1 ); } else if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->ubCivilianGroup == 0) && (pTarget->aiData.bNeutral) && !( pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { if ( pTarget->ubBodyType == COW && gWorldSectorX == 10 && gWorldSectorY == MAP_ROW_F ) { // hicks could get mad!!! HickCowAttacked( pSoldier, pTarget ); } else if (pTarget->ubProfile == PABLO && pTarget->stats.bLife >= OKLIFE && CheckFact( FACT_PABLO_PUNISHED_BY_PLAYER, 0 ) && !CheckFact( 38, 0 ) ) { TriggerNPCRecord( PABLO, 3 ); // Nailed Pablo. So reset the fact that he stole from the last shipment since he's supposed to be returning // the goods now. SetFactFalse( FACT_PABLOS_STOLE_FROM_LATEST_SHIPMENT); SetFactFalse( FACT_PLAYER_FOUND_ITEMS_MISSING); } else { // regular civ attacked, turn non-neutral AddToShouldBecomeHostileOrSayQuoteList( pTarget->ubID ); if ( pTarget->ubProfile == NO_PROFILE || !(gMercProfiles[ pTarget->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_TOWN_DOESNT_CARE_ABOUT_DEATH) ) { //Kaiden: Added to keep Militia from going Hostile if you attack a Crow or Cow with an explosive. if ( (pTarget->ubBodyType != CROW) && (pTarget->ubBodyType != COW) ) // militia, if any, turn hostile MilitiaChangesSides(); } } } // Flugente: if we attack prisoners, the local support might wane, as we turned out to be cruel oppressors, not liberators else if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->ubCivilianGroup == POW_PRISON_CIV_GROUP) ) { HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_PRISONERS_TORTURED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); } else if (pTarget->bTeam == CREATURE_TEAM && pTarget->ubBodyType == BLOODCAT && pTarget->aiData.bNeutral) { // Attacked a bloodcat. MakeBloodcatsHostile(); // Are bloodcats in this sector affiliated with a faction? UINT8 DiffLevel; if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY ) DiffLevel = 1; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM ) DiffLevel = 2; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD ) DiffLevel = 3; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE ) DiffLevel = 4; else DiffLevel = 1; if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC && gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP ) /* if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC && gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP ) */ { // Temporarily change bloodcat's civilian group UINT8 ubFaction = pTarget->ubCivilianGroup; UINT8 DiffLevel2; if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY ) DiffLevel2 = 1; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM ) DiffLevel2 = 2; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD ) DiffLevel2 = 3; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE ) DiffLevel2 = 4; else DiffLevel2 = 1; pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel2-1 ].ubFactionAffiliation; // pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation; // Make entire faction hostile CivilianGroupMembersChangeSidesWithinProximity( pTarget ); // Change back pTarget->ubCivilianGroup = ubFaction; } } else { #ifdef JA2UB //Ja25: No carmen #else if (pTarget->ubProfile == CARMEN)// Carmen { // Special stuff for Carmen the bounty hunter if (pSoldier->ubProfile != SLAY) // attacked by someone other than Slay { // change attitude pTarget->aiData.bAttitude = AGGRESSIVE; } } #endif if ( pTarget->ubCivilianGroup && ( (pTarget->bTeam == gbPlayerNum) || pTarget->aiData.bNeutral ) ) { #ifdef JA2TESTVERSION if (pTarget->flags.uiStatusFlags & SOLDIER_PC) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->GetName() ); } #endif // member of a civ group, either recruited or neutral, so should // change sides individually or all together CivilianGroupMemberChangesSides( pTarget ); if (pTarget->ubProfile != NO_PROFILE && pTarget->stats.bLife >= OKLIFE && pTarget->bVisible == TRUE) { // trigger quote! PauseAITemporarily(); AddToShouldBecomeHostileOrSayQuoteList( pTarget->ubID ); //TriggerNPCWithIHateYouQuote( pTarget->ubProfile ); } } else if ( pTarget->ubCivilianGroup != NON_CIV_GROUP && !( pTarget->flags.uiStatusFlags & SOLDIER_BOXER ) ) { // Firing at a civ in a civ group who isn't hostile... if anyone in that civ group can see this // going on they should become hostile. CivilianGroupMembersChangeSidesWithinProximity( pTarget ); // HEADROCK HAM 3.6: If there are bloodcats affiliated with his group... UINT8 DiffLevel; if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY ) DiffLevel = 1; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM ) DiffLevel = 2; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD ) DiffLevel = 3; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE ) DiffLevel = 4; else DiffLevel = 1; if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC && gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup ) /* if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC && gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup ) */ { // Make them hostile. MakeBloodcatsHostile(); } } else if ( pTarget->bTeam == gbPlayerNum && !(gTacticalStatus.uiFlags & INCOMBAT) ) { // Flugente: if we are on the same team adn are currently stealing (accessing inventory) from a teammember, do NOT retaliate if ( AllowedToStealFromTeamMate(pSoldier->ubID, pTarget->ubID) && pSoldier->usSoldierFlagMask & SOLDIER_ACCESSTEAMMEMBER ) { } // firing at one of our own guys who is not a rebel etc else if (pTarget->stats.bLife >= OKLIFE && !(pTarget->bCollapsed) && !AM_A_ROBOT(pTarget) && !(pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE) && (bReason == REASON_NORMAL_ATTACK)) { // OK, sturn towards the prick // Change to fire ready animation ConvertGridNoToXY( pSoldier->sGridNo, &sTargetXPos, &sTargetYPos ); pTarget->flags.fDontChargeReadyAPs = TRUE; // Ready weapon pTarget->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, AIDecideHipOrShoulderStance( pTarget, pSoldier->sGridNo ) ); // ATE: Depending on personality, fire back..... // Do we have a gun in a\hand? if ( Item[ pTarget->inv[ HANDPOS ].usItem ].usItemClass == IC_GUN ) { // Toggle burst capable... if ( !pTarget->bDoBurst ) { // Changed by ADB, 1513 //if ( IsGunBurstCapable( pTarget, HANDPOS , FALSE ) ) if ( IsGunBurstCapable( &pTarget->inv[HANDPOS], FALSE, pTarget ) ) { ChangeWeaponMode( pTarget ); } } // Fire back! HandleItem( pTarget, pSoldier->sGridNo, pSoldier->pathing.bLevel, pTarget->inv[ HANDPOS ].usItem, FALSE ); } } // don't enter combat on attack on one of our own mercs fEnterCombat = FALSE; } // if we've attacked a miner if ( IsProfileAHeadMiner( pTarget->ubProfile ) ) { PlayerAttackedHeadMiner( pTarget->ubProfile ); } } *ppTarget = pTarget; return( fEnterCombat ); } static SOLDIERTYPE *InternalReduceAttackBusyCount( ) { // Strange as this may seem, this function returns a pointer to // the *target* in case the target has changed sides as a result // of being attacked SOLDIERTYPE *pSoldier; SOLDIERTYPE *pTarget; BOOLEAN fEnterCombat = FALSE; SoldierID ubID; // if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) // { if ( gTacticalStatus.ubAttackBusyCount == 0 ) { // ATE: We have a problem here... if testversion, report error...... // But for all means.... DON'T wrap! if ( (gTacticalStatus.uiFlags & INCOMBAT) ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! &&&&&&& Problem with attacker busy count decrementing past 0.... preventing wrap-around." ) ); #ifdef JA2BETAVERSION if(!is_networked)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech." ); DebugAttackBusy( "Attack Busy Problem\n"); //cheap hack to suppress message in MP - hayden. #endif } } else { gTacticalStatus.ubAttackBusyCount--; } DebugAttackBusy( String( "New attack busy %d\n", gTacticalStatus.ubAttackBusyCount)); DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Ending attack, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); // } if (gTacticalStatus.ubAttackBusyCount > 0) { return( NULL ); } // I'm going to go out on limb here and decide that from this point on we really care about the current soldier who // started this chain of events. So we'll grab that one instead of relying on the correct one passed in. // This should help with collapses and other 'attacks' with // no attackers that happened due to actions from other soldiers or turns, shots against dead bodies, etc. pSoldier = NULL; if (gTacticalStatus.ubCurrentTeam == gbPlayerNum && gusSelectedSoldier < TOTAL_SOLDIERS) { pSoldier = gusSelectedSoldier; } else { for ( SoldierID id = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID; id <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID; ++id) { if (id != NOBODY && id->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) { pSoldier = id; break; } } } // If we still haven't figured out who last acted, it could be that the team number changed during the attack. Unfortunately this // can happen during a switch from real-time. For now we will assume the last actor was a PC, but a real "Who started this?" pointer // would work quite well. If only I could close all the holes that the UI opens so that one routine could handle everything. if (!pSoldier && gusSelectedSoldier < TOTAL_SOLDIERS) { if (is_networked) { if(gusSelectedSoldier==156) return( NULL ); } pSoldier = gusSelectedSoldier; } if (!pSoldier) return (NULL); //if(!pSoldier && AreInMeanwhile())//dnl fix for preventing game crash in meanwhile after Queen slap Elliot // return(NULL); //if (!pSoldier) ubID = pSoldier->ubID; DebugAttackBusy( String( "Ending action for %d\n", ubID ) ); // Get the intended target info pTarget = NULL; if (pSoldier->ubTargetID != NOBODY) { pTarget = pSoldier->ubTargetID; } // Flugente 18-07-22: commenting this out - it doesn't do harm in realtime, and is more realistic //if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) { // Check to see if anyone was suppressed if (pTarget) { HandleSuppressionFire( pTarget->ubID, ubID ); } else { HandleSuppressionFire( NOBODY, ubID ); } //HandleAfterShootingGuy( pSoldier, pTarget ); // suppression fire might cause the count to be increased, so check it again if (gTacticalStatus.ubAttackBusyCount > 0) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting suppression, attack count now %d", gTacticalStatus.ubAttackBusyCount) ); return( NULL ); } } #ifdef JA2UB //Ja25 no queen #else // ATE: IN MEANWHILES, we have 'combat' in realtime.... // this is so we DON'T call freeupattacker() which will cancel // the AI guy's meanwhile NPC stuff. // OK< let's NOT do this if it was the queen attacking.... if ( AreInMeanwhile( ) && pSoldier != NULL && pSoldier->ubProfile != QUEEN ) { return( NULL ); } #endif if (pSoldier) { // reset attacking hand pSoldier->ubAttackingHand = HANDPOS; // if there is a valid target, and our attack was noticed if ( pTarget && (pSoldier->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) ) { // stuff that only applies to when we attack if ( pTarget->ubBodyType != CROW ) { if ( pSoldier->bTeam == gbPlayerNum ) { fEnterCombat = ProcessImplicationsOfPCAttack( pSoldier, &pTarget, REASON_NORMAL_ATTACK ); if ( !fEnterCombat ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Not entering combat as a result of PC attack" ); } } } // global // ATE: If we are an animal, etc, don't change to hostile... // ( and don't go into combat ) if ( pTarget->ubBodyType == CROW ) { // Loop through our team, make guys who can see this fly away.... { SOLDIERTYPE *pTeamSoldier; UINT8 ubTeam = pTarget->bTeam; for ( SoldierID cnt = gTacticalStatus.Team[ ubTeam ].bFirstID; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; ++cnt ) { pTeamSoldier = cnt; if ( pTeamSoldier->bActive && pTeamSoldier->bInSector ) { if ( pTeamSoldier->ubBodyType == CROW ) { if ( pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY ) { //ZEROTIMECOUNTER( pTeamSoldier->timeCounters.AICounter ); //MakeCivHostile(pTeamSoldier); HandleCrowFlyAway( pTeamSoldier ); } } } } } // Don't enter combat... fEnterCombat = FALSE; } if ( gTacticalStatus.bBoxingState == BOXING ) { if ( pTarget && pTarget->stats.bLife <= 0 ) { // someone has won! EndBoxingMatch( pTarget ); } } // if soldier and target were not both players and target was not under fire before... if ( ( pSoldier->bTeam != gbPlayerNum || pTarget->bTeam != gbPlayerNum ) ) { if (pTarget->aiData.bOppList[ pSoldier->ubID ] != SEEN_CURRENTLY ) { NoticeUnseenAttacker( pSoldier, pTarget, 0 ); } // "under fire" lasts for 2 turns pTarget->aiData.bUnderFire = 2; } } else if ( pTarget ) { // something is wrong here! if ( !pTarget->bActive || !pTarget->bInSector ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Invalid target attacked!" ); } else if ( ! (pSoldier->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Attack not noticed" ); } } else { // no target, don't enter combat fEnterCombat = FALSE; } if (pSoldier->flags.fSayAmmoQuotePending) { pSoldier->flags.fSayAmmoQuotePending = FALSE; TacticalCharacterDialogue( pSoldier, QUOTE_OUT_OF_AMMO ); } if (pSoldier->flags.uiStatusFlags & SOLDIER_PC) { UnSetUIBusy( ubID ); } else { FreeUpNPCFromAttacking( ubID ); } if ( !fEnterCombat ) { // It's still possible that something happened if (!(gTacticalStatus.uiFlags & INCOMBAT) ) { HandleBestSightingPositionInRealtime(); } DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Not to enter combat from this attack" ); } if ( fEnterCombat && !( gTacticalStatus.uiFlags & INCOMBAT ) ) { // Go into combat! // If we are in a meanwhile... don't enter combat here... #ifdef JA2UB //Ja25 no meanwhiles #else if ( !AreInMeanwhile( ) ) #endif { EnterCombatMode( pSoldier->bTeam ); } } pSoldier->flags.uiStatusFlags &= (~SOLDIER_ATTACK_NOTICED); } if ( gTacticalStatus.fKilledEnemyOnAttack ) { // Check for death quote... HandleKilledQuote( MercPtrs[ gTacticalStatus.ubEnemyKilledOnAttack ], MercPtrs[ gTacticalStatus.ubEnemyKilledOnAttackKiller ], gTacticalStatus.ubEnemyKilledOnAttackLocation, gTacticalStatus.bEnemyKilledOnAttackLevel ); gTacticalStatus.fKilledEnemyOnAttack = FALSE; } // ATE: Check for stat changes.... HandleAnyStatChangesAfterAttack( ); if ( gTacticalStatus.fItemsSeenOnAttack && gTacticalStatus.ubCurrentTeam == gbPlayerNum ) { gTacticalStatus.fItemsSeenOnAttack = FALSE; // Display quote! if ( !AM_AN_EPC( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ] ) ) { //ddd TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.sItemsSeenOnAttackGridNo, 0 ); if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) ) TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.usItemsSeenOnAttackGridNo, 0 ); } else { // Turn off item lock for locators... gTacticalStatus.fLockItemLocators = FALSE; // Slide to location! SlideToLocation( gTacticalStatus.usItemsSeenOnAttackGridNo ); } } if ( gTacticalStatus.uiFlags & CHECK_SIGHT_AT_END_OF_ATTACK ) { SoldierID ubLoop; SOLDIERTYPE * pSightSoldier; AllTeamsLookForAll( FALSE ); // call fov code ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop ) { pSightSoldier = ubLoop; if ( pSightSoldier->bActive && pSightSoldier->bInSector ) { RevealRoofsAndItems( pSightSoldier, TRUE, FALSE, pSightSoldier->pathing.bLevel, FALSE ); } } gTacticalStatus.uiFlags &= ~CHECK_SIGHT_AT_END_OF_ATTACK; } DequeueAllDemandGameEvents( TRUE ); // if we're in realtime, turn off the attacker's muzzle flash at this point // sevenfm: always stop muzzle flash at the end of attack if (pSoldier) // &&!(gTacticalStatus.uiFlags & INCOMBAT) { EndMuzzleFlash( pSoldier ); } if ( pSoldier && (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO )) { if ( !Weapon[pSoldier->inv[HANDPOS].usItem].NoSemiAuto ) { // change back to single shot pSoldier->bWeaponMode = WM_NORMAL; pSoldier->bDoAutofire = 0; pSoldier->bDoBurst = 0; } else { // change back to autofire pSoldier->bWeaponMode = WM_AUTOFIRE; pSoldier->bDoAutofire = 1; pSoldier->bDoBurst = TRUE; } if (ItemIsTwoHanded(pSoldier->inv[ HANDPOS ].usItem) && Weapon[pSoldier->inv[ HANDPOS ].usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 ) pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD; else pSoldier->bScopeMode = USE_BEST_SCOPE; DirtyMercPanelInterface(pSoldier, DIRTYLEVEL2 ); } // record last target // Check for valid target! if ( pSoldier ) { pSoldier->sLastTarget = pSoldier->sTargetGridNo; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - if pending interrupt flag was set for after-shot type of interupt, try to resolve it now if ( UsingImprovedInterruptSystem() ) { if ( ResolvePendingInterrupt( pSoldier, AFTERSHOT_INTERRUPT ) ) { pSoldier->usPendingAnimation = NO_PENDING_ANIMATION; pSoldier->ubPendingDirection = NO_PENDING_DIRECTION; // "artificially" set lock ui flag if (pSoldier->bTeam == gbPlayerNum) { //AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] ); guiPendingOverrideEvent = LU_BEGINUILOCK; HandleTacticalUI( ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Reset various flags and values that should be 0 once the action is overwith for (UINT32 cnt = 0; cnt < guiNumMercSlots; cnt++) { pSoldier = MercSlots[ cnt ]; if ( pSoldier ) { pSoldier->bNumPelletsHitBy = 0; if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_TURNINGFROMHIT ) ) { // 0verhaul: This is an ugly hack. I don't like it, but until I figure out a better solution // for turning from a hit, it's the only way to not stop a soldier in mid-turn. pSoldier->flags.fGettingHit = FALSE; } if (pSoldier->ubAttackerID != NOBODY ) { if (pSoldier->ubPreviousAttackerID != pSoldier->ubAttackerID) { pSoldier->ubNextToPreviousAttackerID = pSoldier->ubPreviousAttackerID; } pSoldier->ubPreviousAttackerID = pSoldier->ubAttackerID; // Why not keep the attacker ID for a dead queen monster? if ( pSoldier->stats.bLife != 0 && pSoldier->ubBodyType != QUEENMONSTER ) { pSoldier->ubAttackerID = NOBODY; } } } } CheckForEndOfBattle( FALSE ); return( pTarget ); } SOLDIERTYPE * ReduceAttackBusyCount( ) { // 0verhaul: This is now a simple subroutine. return InternalReduceAttackBusyCount( ); } SOLDIERTYPE * FreeUpAttacker( ) { // Okay, so the objective here is not to simply decrease the ABC, but to twiddle it and see what // falls out. So there's an increase followed immediately by a decrease. // If the ABC is 0 at this point, such as an aborted action might give, this will finalize the // action and allow the soldier to try something else. DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttacker") ); DebugAttackBusy( "Freeing up attacker\n"); gTacticalStatus.ubAttackBusyCount++; return( ReduceAttackBusyCount( ) ); } void StopMercAnimation( BOOLEAN fStop ) { static INT8 bOldRealtimeSpeed; if ( fStop ) { if ( !(gTacticalStatus.uiFlags & SLOW_ANIMATION ) ) { bOldRealtimeSpeed = gTacticalStatus.bRealtimeSpeed; gTacticalStatus.bRealtimeSpeed = -1; gTacticalStatus.uiFlags |=(SLOW_ANIMATION ); ResetAllMercSpeeds( ); } } else { if ( gTacticalStatus.uiFlags & SLOW_ANIMATION ) { gTacticalStatus.bRealtimeSpeed = bOldRealtimeSpeed; gTacticalStatus.uiFlags &=(~SLOW_ANIMATION ); ResetAllMercSpeeds( ); } } } void ResetAllMercSpeeds( ) { SOLDIERTYPE *pSoldier; UINT32 cnt; for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ ) { pSoldier = MercPtrs[ cnt ]; if ( pSoldier->bActive && pSoldier->bInSector ) { SetSoldierAniSpeed( pSoldier ); } } } void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, UINT8 uiNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 ) { gubWaitingForAllMercsToExitCode = ubActionCode; gusNumMercsUntilWaitingOver = uiNumMercsWaiting; guiWaitingForAllMercsToExitData[ 0 ] = uiData1; guiWaitingForAllMercsToExitData[ 1 ] = uiData2; guiWaitingForAllMercsToExitData[ 2 ] = uiData3; // Setup timer counter and report back if too long.... guiWaitingForAllMercsToExitTimer = GetJA2Clock( ); // ATE: Set flag to ignore sight... gTacticalStatus.uiFlags |= ( DISALLOW_SIGHT ); } void HandleBloodForNewGridNo( SOLDIERTYPE *pSoldier ) { // Handle bleeding... if ( ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD ) ) { INT8 bBlood; bBlood = ( ( pSoldier->bBleeding-MIN_BLEEDING_THRESHOLD ) / BLOODDIVISOR); if ( bBlood > MAXBLOODQUANTITY ) { bBlood = MAXBLOODQUANTITY; } // now, he shouldn't ALWAYS bleed the same amount; LOWER it perhaps. If it // goes less than zero, then no blood! bBlood -= (INT8)Random(7); if ( bBlood >= 0 ) { // this handles all soldiers' dropping blood during movement DropBlood( pSoldier, bBlood, pSoldier->bVisible ); } } } void CencelAllActionsForTimeCompression( ) { SOLDIERTYPE *pSoldier; INT32 cnt; for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ ) { if ( pSoldier->bActive ) { if ( pSoldier->bInSector ) { // Hault! DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: time compression")); pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); // END AI actions CancelAIAction( pSoldier, TRUE ); } } } } void AddManToTeam( INT8 bTeam ) { // ATE: If not loading game! if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Increment men in sector number! if (gTacticalStatus.Team[ bTeam ].bMenInSector == 0) { gTacticalStatus.Team[ bTeam ].bTeamActive = TRUE; } gTacticalStatus.Team[ bTeam ].bMenInSector++; if ( bTeam == ENEMY_TEAM ) { gTacticalStatus.bOriginalSizeOfEnemyForce++; } } } void RemoveManFromTeam( INT8 bTeam ) { // ATE; if not loading game! if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // Decrement men in sector number! gTacticalStatus.Team[ bTeam ].bMenInSector--; if (gTacticalStatus.Team[ bTeam ].bMenInSector == 0) { gTacticalStatus.Team[ bTeam ].bTeamActive = FALSE; } else if (gTacticalStatus.Team[ bTeam ].bMenInSector < 0) { #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Number of people on team %d dropped to %d", bTeam, gTacticalStatus.Team[ bTeam ].bMenInSector ); #endif // reset! gTacticalStatus.Team[ bTeam ].bMenInSector = 0; } } } void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected ) { SoldierID ubID; SOLDIERTYPE *pNewSoldier; // reset merc's opplist InitSoldierOppList( pSoldier ); // Remove! pSoldier->RemoveSoldierFromGridNo( ); RemoveMercSlot( pSoldier ); pSoldier->bInSector = FALSE; // Select next avialiable guy.... if ( fAdjustSelected ) { if ( guiCurrentScreen == GAME_SCREEN ) { if ( gusSelectedSoldier == pSoldier->ubID ) { ubID = FindNextActiveAndAliveMerc( pSoldier, FALSE, FALSE ); if ( ubID != NOBODY && ubID != gusSelectedSoldier ) { SelectSoldier( ubID, FALSE, FALSE ); } else { // OK - let's look for another squad... pNewSoldier = FindNextActiveSquad( pSoldier ); if ( pNewSoldier != pSoldier ) { // Good squad found! SelectSoldier( pNewSoldier->ubID, FALSE, FALSE ); } else { // if here, make nobody gusSelectedSoldier = NOBODY; } } } UpdateTeamPanelAssignments( ); } else { gusSelectedSoldier = NOBODY; if ( guiCurrentScreen == GAME_SCREEN ) { // otherwise, make sure interface is team panel... UpdateTeamPanelAssignments( ); SetCurrentInterfacePanel( (UINT8)TEAM_PANEL ); } } } } static void DoneFadeOutDueToDeath( ) { // Quit game.... InternalLeaveTacticalScreen( MAINMENU_SCREEN ); //SetPendingNewScreen( MAINMENU_SCREEN ); } void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue ) { // Enter mapscreen..... if (!is_client) { CheckAndHandleUnloadingOfCurrentWorld(); } else { ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] ); if(!cDisableSpectatorMode) { gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] ); } else ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPClientMessage[74] ); teamwiped(); } } void InitializeTacticalStatusAtBattleStart( ) { INT8 bLoop; SoldierID cnt; SOLDIERTYPE *pSoldier; gTacticalStatus.ubArmyGuysKilled = 0; gTacticalStatus.bOriginalSizeOfEnemyForce = 0; gTacticalStatus.fPanicFlags = 0; gTacticalStatus.fEnemyFlags = 0; for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ ) { gTacticalStatus.sPanicTriggerGridNo[ bLoop ] = NOWHERE; gTacticalStatus.bPanicTriggerIsAlarm[ bLoop ] = FALSE; gTacticalStatus.ubPanicTolerance[ bLoop ] = 0; } for( bLoop = 0; bLoop < MAXTEAMS; bLoop++ ) { gTacticalStatus.Team[ bLoop ].ubLastMercToRadio = NOBODY; gTacticalStatus.Team[ bLoop ].bAwareOfOpposition = FALSE; } gTacticalStatus.ubTheChosenOne = NOBODY; ClearIntList(); // make sure none of our guys have leftover shock values etc for ( cnt = gTacticalStatus.Team[ 0 ].bFirstID; cnt <= gTacticalStatus.Team[ 0 ].bLastID; ++cnt ) { pSoldier = cnt; pSoldier->aiData.bShock = 0; pSoldier->bTilesMoved = 0; } // loop through everyone; clear misc flags for ( cnt = 0; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt ) { cnt->ubMiscSoldierFlags = 0; } } static void DoneFadeOutDemoCreatureLevel( ) { // OK, insertion data found, enter sector! SetCurrentWorldSector( 1, 16, 0 ); FadeInGameScreen( ); } static void DemoEndOKCallback( INT8 bExitCode ) { } void HandleEndDemoInCreatureLevel( ) { } void DeathTimerCallback( ) { if (gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector > gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector ) { DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_AGAINST_CREATURES_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL ); } else { DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL ); } } void CaptureTimerCallback( ) { if( gfSurrendered ) { DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ 3 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL ); } else { DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_HAVE_BEEN_CAPTURED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL ); } gfSurrendered = FALSE; } void DoPOWPathChecks( ) { SOLDIERTYPE *pSoldier; BOOLEAN is_this_tixa = (gWorldSectorX == gModSettings.ubTixaPrisonSectorX && gWorldSectorY == gModSettings.ubTixaPrisonSectorY); // loop through all mercs on our team and if they are POWs in sector, do POW path check and // put on a squad if available for ( SoldierID iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++iLoop ) { pSoldier = iLoop; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bAssignment == ASSIGNMENT_POW ) { // check to see if POW has been freed! // this will be true if a path can be made from the POW to either of 3 gridnos // 10492 (hallway) or 10482 (outside), or 9381 (outside) if (FindBestPath( pSoldier, is_this_tixa ? gModSettings.iTixaPrisonPOWGetFreeGridNo[0] : gModSettings.iInitialPOWGetFreeGridNo[0], 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE)) { // drop out of if } else if (FindBestPath( pSoldier, is_this_tixa ? gModSettings.iTixaPrisonPOWGetFreeGridNo[1] : gModSettings.iInitialPOWGetFreeGridNo[1], 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE)) { // drop out of if } else if (FindBestPath( pSoldier, is_this_tixa ? gModSettings.iTixaPrisonPOWGetFreeGridNo[2] : gModSettings.iInitialPOWGetFreeGridNo[2], 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE)) { // drop out of if } else { continue; } // free! free! // put them on any available squad pSoldier->aiData.bNeutral = FALSE; AddCharacterToAnySquad( pSoldier ); pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 ); // Decrement amount of prisoners if (gStrategicStatus.ubNumCapturedForRescue > 0) { gStrategicStatus.ubNumCapturedForRescue--; } } } } BOOLEAN HostileCiviliansPresent( ) { SOLDIERTYPE * pSoldier; if ( gTacticalStatus.Team[ CIV_TEAM ].bTeamActive == FALSE ) { return( FALSE ); } for ( SoldierID iLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++iLoop ) { pSoldier = iLoop; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && !pSoldier->aiData.bNeutral ) { return( TRUE ); } } return( FALSE ); } BOOLEAN HostileCiviliansWithGunsPresent( ) { SOLDIERTYPE *pSoldier; if ( gTacticalStatus.Team[ CIV_TEAM ].bTeamActive == FALSE ) { return( FALSE ); } for ( SoldierID iLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++iLoop ) { pSoldier = iLoop; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && !pSoldier->aiData.bNeutral ) { if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == -1 ) { return( TRUE ); } } } return( FALSE ); } BOOLEAN HostileBloodcatsPresent( ) { SOLDIERTYPE *pSoldier; if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE ) { return( FALSE ); } for ( SoldierID iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop ) { pSoldier = iLoop; //KM : Aug 11, 1999 -- Patch fix: Removed the check for bNeutral. Bloodcats automatically become hostile // on site. Because the check used to be there, it was possible to get into a 2nd battle elsewhere // which is BAD BAD BAD! if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->ubBodyType == BLOODCAT ) { return( TRUE ); } } return( FALSE ); } BOOLEAN HostileZombiesPresent( ) { SOLDIERTYPE *pSoldier; if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE ) { return( FALSE ); } for ( SoldierID iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop ) { pSoldier = iLoop; if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->IsZombie( ) ) { return( TRUE ); } } return( FALSE ); } BOOLEAN HostileCreaturesPresent() { SOLDIERTYPE* pSoldier; if ( gTacticalStatus.Team[CREATURE_TEAM].bTeamActive == FALSE ) { return( FALSE ); } for ( SoldierID iLoop = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; iLoop <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++iLoop ) { pSoldier = iLoop; if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { return( TRUE ); } } return( FALSE ); } void HandleCreatureTenseQuote( ) { // WDS - make number of mercenaries, etc. be configurable SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {}; UINT16 ubNumMercs = 0; UINT16 ubChosenMerc; SOLDIERTYPE *pTeamSoldier; INT32 uiTime; // Check for quote seeing creature attacks.... if ( gubQuest[ QUEST_CREATURES ] != QUESTDONE ) { if ( gTacticalStatus.uiFlags & IN_CREATURE_LAIR ) { if( !(gTacticalStatus.uiFlags & INCOMBAT ) ) { uiTime = GetJA2Clock( ); if ( ( uiTime - gTacticalStatus.uiCreatureTenseQuoteLastUpdate ) > (UINT32)( gTacticalStatus.sCreatureTenseQuoteDelay * 1000 ) ) { gTacticalStatus.uiCreatureTenseQuoteLastUpdate = uiTime; // set up soldier ptr as first element in mercptrs list SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // run through list for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt ) { pTeamSoldier = cnt; // Add guy if he's a candidate... if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep ) { ubMercsInSector[ ubNumMercs ] = cnt; ubNumMercs++; } } // If we are > 0 if ( ubNumMercs > 0 ) { ubChosenMerc = (UINT16)Random( ubNumMercs ); DoCreatureTensionQuote ( ubMercsInSector[ ubChosenMerc ] ); } // Adjust delay.... gTacticalStatus.sCreatureTenseQuoteDelay = (INT16)( 60 + Random( 60 ) ); } } } } } void DoCreatureTensionQuote( SOLDIERTYPE *pSoldier ) { INT32 iRandomQuote; BOOLEAN fCanDoQuote = TRUE; INT32 iQuoteToUse; // Check for playing smell quote.... iRandomQuote = Random( 3 ); switch( iRandomQuote ) { case 0: iQuoteToUse = QUOTE_SMELLED_CREATURE; if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_SMELLED_CREATURE ) ) { // set flag pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_SMELLED_CREATURE; } else { fCanDoQuote = FALSE; } break; case 1: iQuoteToUse = QUOTE_TRACES_OF_CREATURE_ATTACK; if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK ) ) { // set flag pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK; } else { fCanDoQuote = FALSE; } break; case 2: iQuoteToUse = QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE; if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES ) ) { // set flag pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES; } else { fCanDoQuote = FALSE; } break; default: AssertMsg(0, "Invalid quote"); return; } if ( fCanDoQuote ) { TacticalCharacterDialogue( pSoldier, (INT16)iQuoteToUse ); } } // Kaiden: Taken from UB to reveal all items after combat. void RevealAllDroppedEnemyItems() { UINT32 uiCnt=0; //loop through all the items for(uiCnt=0; uiCntbTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ++iCounter ) { pLeader = iCounter; // Make sure that character is alive, not too shocked, and conscious, and of higher experience level // than the character being suppressed. if (pLeader != pSoldier && pLeader->bActive && pLeader->aiData.bShock < pLeader->stats.bLeadership/5 && pLeader->stats.bLife >= OKLIFE ) { bLevelDifference = pLeader->stats.bExpLevel - pSoldier->stats.bExpLevel; // Calculate character's leadership and range/3 sEffectiveLeadership = (EffectiveLeadership( pLeader ) - 25) / 15; sEffectiveRangeToLeader = PythSpacesAway( pSoldier->sGridNo, pLeader->sGridNo ) / 3; // SANDRO - add effective leadership and level to determine if we can help our friend to feel better :) if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pLeader, SQUADLEADER_NT ) ) { bLevelDifference += (gSkillTraitValues.ubSLEffectiveLevelAsStandby * NUM_SKILL_TRAITS( pLeader, SQUADLEADER_NT )); sEffectiveLeadership += (gSkillTraitValues.ubSLEffectiveLevelAsStandby * NUM_SKILL_TRAITS( pLeader, SQUADLEADER_NT )); } if ( bLevelDifference >= 0 ) { // If leader is within range of his leadership stat if (sEffectiveRangeToLeader <= sEffectiveLeadership+1) { // The difference in experience level is important! sEffectiveLeadership += bLevelDifference; // Reduce effective leadership with every 3 tiles of distance sEffectiveLeadership -= sEffectiveRangeToLeader-1; // If this is the best leader we've seen so far, if (sEffectiveLeadership > sBestLeader) { // Set this as the best leader sBestLeader = sEffectiveLeadership; } // Friends within range always give at least one tolerance bonus point. sFriendBonus += 1; } } } // Incapacitated or heavily suppressed friends will not be good for our tolerance! else if ( (pLeader->aiData.bShock > pSoldier->aiData.bShock || pLeader->stats.bLife < OKLIFE) ) { sEffectiveRangeToLeader = PythSpacesAway( pSoldier->sGridNo, pLeader->sGridNo ); // If they are no more than 5 tiles away, if (sEffectiveRangeToLeader <= 5) { // Penalty is based on the difference between experience levels, and the range between them, // and is never less than 1 point. sEffectiveLeadership = (pLeader->stats.bExpLevel - pSoldier->stats.bExpLevel) / __max(1,(sEffectiveRangeToLeader/2)); sFriendBonus -= __max(1, sEffectiveLeadership); } // SANDRO - however, dead squadleader is very bad for our psychics if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pLeader, SQUADLEADER_NT ) && ( pLeader->flags.uiStatusFlags & SOLDIER_DEAD ) && sEffectiveRangeToLeader <= 10 ) { sFriendBonus -= ( gSkillTraitValues.ubSLDeathMoralelossMultiplier * NUM_SKILL_TRAITS( pLeader, SQUADLEADER_NT )); } } } // If we did find someone who's a good enough leader to help us out, if (sBestLeader > 0) { // Add his leadership bonus, minus the point we got for him before. He'll give at least one // point, like anybody else. sFriendBonus += max(sBestLeader-1, 1); } // Add no more than five points for nearby friends. sFriendBonus = min(sFriendBonus, 5); sFriendBonus = max(sFriendBonus, -5); return sFriendBonus; } // sevenfm: simplified version INT8 CheckStatusNearbyFriendliesSimple(SOLDIERTYPE *pSoldier) { SOLDIERTYPE * pFriend; FLOAT iFriendBonus = 0.0f; FLOAT iModifier; INT16 sDistance; INT16 sMinDistance = TACTICAL_RANGE / 4; if (!pSoldier || !pSoldier->bActive || TileIsOutOfBounds(pSoldier->sGridNo) || !IS_MERC_BODY_TYPE(pSoldier) || pSoldier->stats.bLife < OKLIFE || pSoldier->IsCowering() || pSoldier->IsUnconscious()) { return 0; } // Run through each friendly. for ( SoldierID ubFriend = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; ubFriend <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ++ubFriend) { pFriend = ubFriend; // Make sure that character is alive and active if (pFriend && pFriend != pSoldier && pFriend->bActive && IS_MERC_BODY_TYPE(pFriend) && !TileIsOutOfBounds(pFriend->sGridNo) && //LocationToLocationLineOfSightTest(pSoldier->sGridNo, pSoldier->pathing.bLevel, pFriend->sGridNo, pFriend->pathing.bLevel, TRUE, CALC_FROM_ALL_DIRS)) SoldierToSoldierLineOfSightTest(pSoldier, pFriend, TRUE, CALC_FROM_ALL_DIRS)) { sDistance = PythSpacesAway(pSoldier->sGridNo, pFriend->sGridNo); iModifier = 1.0f; if (pFriend->stats.bLife < OKLIFE) { // dying, negative effect iModifier = -1.0f; } else if (pFriend->IsCowering() || pFriend->IsUnconscious()) { // suppressed, negative modifier iModifier = -0.5f; } // modifier depends on distance iModifier = iModifier * (FLOAT)sMinDistance / (FLOAT)max(sMinDistance, sDistance); iFriendBonus += iModifier; } } // Add no more than five points for nearby friends. iFriendBonus = min(iFriendBonus, 5.0f); iFriendBonus = max(iFriendBonus, -5.0f); return (INT8)iFriendBonus; } #ifdef JA2UB void SetMsgBoxForPlayerBeNotifiedOfSomeoneElseInSector() { //if the player in the same sector as MANUEL if( !CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector() ) { return; } gJa25SaveStruct.fShouldMsgBoxComeUpSayingSomeoneImportantIsInSector = TRUE; } void HandleThePlayerBeNotifiedOfSomeoneElseInSector() { //if we shouldnt be here, get out if( !gJa25SaveStruct.fShouldMsgBoxComeUpSayingSomeoneImportantIsInSector ) { return; } //if somehting else is going on, leave if( gTacticalStatus.fAutoBandageMode || DialogueActive( ) || gTacticalStatus.fAutoBandagePending || guiPendingScreen == MSG_BOX_SCREEN || guiCurrentScreen == MSG_BOX_SCREEN || AreWeInAUIMenu( ) ) { return; } gJa25SaveStruct.fShouldMsgBoxComeUpSayingSomeoneImportantIsInSector = FALSE; //if the player in the same sector as MANUEL if( !CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector() ) { return; } DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TACT_MSG__SOMEONE_ELSE_IN_SECTOR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); } BOOLEAN CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector() { // ATE: if this is a custom map, return /* if ( gbWorldSectorZ == 0 ) { if ( SectorInfo[ SECTOR( gWorldSectorY, gWorldSectorX ) ].fCustomSector ) { return( FALSE ); } } */ if( ( gWorldSectorX == gMercProfiles[ MANUEL_UB ].sSectorX && gWorldSectorY == gMercProfiles[ MANUEL_UB ].sSectorY && gbWorldSectorZ == gMercProfiles[ MANUEL_UB ].bSectorZ ) ) { //IF MANUEL is already hired if( gMercProfiles[ MANUEL_UB ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ) { //then we shouldnt display the message return( FALSE ); } return( TRUE ); } return( FALSE ); } UINT16 NumMercsOnPlayerTeam( ) { INT32 cnt; SOLDIERTYPE *pSoldier; UINT16 ubCount = 0; cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; // look for all mercs on the same team, for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++) { if( pSoldier->bActive && pSoldier->stats.bLife > 0 ) { ubCount++; } } return( ubCount ); } void HandleDisplayingOfPlayerLostDialogue( ) { //if the laptop transmitter is broken, and the player doesnt have any other team members if( gubQuest[ QUEST_FIX_LAPTOP ] != QUESTDONE && NumMercsOnPlayerTeam( ) == 0 && gGameUBOptions.LaptopQuestEnabled == TRUE ) { gJa25SaveStruct.ubDisplayPlayerLostMsgBox = 1; } } #endif static SoldierID prisonerdialoguetargetID = NOBODY; static void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue ) { // check ubExitValue to see whether we actually want to go through (2) if ( ubExitValue != 2 || prisonerdialoguetargetID == NOBODY || gusSelectedSoldier == NOBODY ) return; SOLDIERTYPE* pSoldier = prisonerdialoguetargetID; if ( !pSoldier ) return; INT16 approachselected = DropDownTemplate::getInstance().GetSelectedEntryKey(); UINT8 approachchance = gusSelectedSoldier->GetTurncoatConvinctionChance( prisonerdialoguetargetID, approachselected ); // you can never turn a VIP (though we don't tell the player if someone is a VIP, lest they have an exploit to find out) if ( pSoldier->usSoldierFlagMask & SOLDIER_VIP ) approachchance = 0; // as using random numbers to pass the check would result in players savescumming, use a number based on the soldier's stats UINT32 soldierconsistentnumber = ( 23 * EffectiveAgility( pSoldier, FALSE ) + 83 * EffectiveExplosive( pSoldier ) + 19 * EffectiveMarksmanship( pSoldier ) + 92 * pSoldier->stats.bLifeMax ) % 100; if ( soldierconsistentnumber < approachchance ) { pSoldier->usSoldierFlagMask2 |= SOLDIER_TURNCOAT; AddOneTurncoat( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->ubSoldierClass ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szTurncoatText[0], pSoldier->GetName() ); // increase intel penalty. We can only try to convert enemies if the penalty is low, and having a high penalty means we can't mine intel for a few hours but have to hide gusSelectedSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 1; StatChange( gusSelectedSoldier, EXPERAMT, 2, FROM_SUCCESS ); StatChange( gusSelectedSoldier, LDRAMT, 4, FROM_SUCCESS ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szTurncoatText[1], pSoldier->GetName() ); // increase intel penalty. We can only try to convert enemies if the penalty is low, and having a high penalty means we can't mine intel for a few hours but have to hide gusSelectedSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 4; StatChange( gusSelectedSoldier, EXPERAMT, 1, FROM_FAILURE ); StatChange( gusSelectedSoldier, LDRAMT, 1, FROM_FAILURE ); } // explain that suspicion is so high that we have to stop if ( gusSelectedSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] >= 20 ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szTurncoatText[2] ); // use up resources spent, regardless of whether or not we were successful if ( approachselected == 3 ) { INT32 bribeamount = 10 * min( 10, CurrentPlayerProgressPercentage() ); // substract money spent AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, gusSelectedSoldier->ubProfile, GetWorldTotalMin(), -bribeamount ); } else if ( approachselected == 4 ) { int intelbribeneeded = max( 2, ( CurrentPlayerProgressPercentage() + 5 ) / 10 ); AddIntel( -intelbribeneeded, TRUE ); } // spend AP DeductPoints( gusSelectedSoldier, APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT ); //ReduceAttackBusyCount(); } CHAR16 gTurncoatDropdownText[4][256]; void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier ) { // abort if bad pointer, or not an enemy and not a capturable civilian if ( pSoldier && pSoldier->bTeam == ENEMY_TEAM && pSoldier->ubProfile == NO_PROFILE && !( pSoldier->usSoldierFlagMask2 & SOLDIER_TURNCOAT ) && !gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition && !pSoldier->RecognizeAsCombatant( gusSelectedSoldier ) ) { // remember the target's ID prisonerdialoguetargetID = pSoldier->ubID; UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage(); std::vector > dropdownvector_1; INT16 cnt = 1; UINT8 chance = gusSelectedSoldier->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt ); swprintf( gTurncoatDropdownText[cnt-1], szTurncoatText[3], chance ); dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) ); ++cnt; chance = gusSelectedSoldier->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt ); swprintf( gTurncoatDropdownText[cnt - 1], szTurncoatText[4], chance ); dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) ); ++cnt; INT32 balance = GetCurrentBalance(); INT32 bribeamount = 10 * min( 10, ubCurrentProgress ); if ( bribeamount <= balance ) { chance = gusSelectedSoldier->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt ); swprintf( gTurncoatDropdownText[cnt - 1], szTurncoatText[5], bribeamount, chance ); dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) ); } ++cnt; FLOAT intelreserve = GetIntel(); int intelbribeneeded = max( 2, ( ubCurrentProgress + 5 ) / 10 ); if ( intelbribeneeded <= intelreserve ) { chance = gusSelectedSoldier->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt ); swprintf( gTurncoatDropdownText[cnt - 1], szTurncoatText[6], intelbribeneeded, chance ); dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) ); } DropDownTemplate::getInstance().SetEntries( dropdownvector_1 ); wcscpy( gzUserDefinedButton1, szTurncoatText[8] ); wcscpy( gzUserDefinedButton2, pEpcMenuStrings[4] ); DoMessageBox( MSG_BOX_BASIC_STYLE, szTurncoatText[7], GAME_SCREEN, ( MSG_BOX_FLAG_GENERIC_TWO_BUTTONS | MSG_BOX_FLAG_DROPDOWN_1 ), TurnCoatAttemptMessageBoxCallBack, NULL ); } } static void EscapeTimerCallback() { const bool chanceToEscape = Chance(75); bool escaped = false; // Look for an escape direction for remaining mercs std::array possibleEscapeDirections{ NORTH, EAST, SOUTH, WEST }; std::random_device rd; std::mt19937 g(rd()); std::shuffle(possibleEscapeDirections.begin(), possibleEscapeDirections.end(), g); for (const auto direction : possibleEscapeDirections) { if (IsEscapeDirectionValid(direction) && chanceToEscape && gbWorldSectorZ == 0) // There is no escaping underground! For now.. { escaped = true; ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_ESCAPE]); JumpIntoEscapedSector(direction); break; } } if (!escaped) { ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_NO_ESCAPE]); } } void AttemptToCapturePlayerSoldiers() { #ifdef JA2UB ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_TAKE_PRISONERS]); #else // in order for this to work, there must be no militia present, the enemy must not already have offered asked you to surrender, and certain quests may not be active if (!(gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER) && gTacticalStatus.Team[MILITIA_TEAM].bMenInSector == 0) { gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER; if (gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_TIXA] == QUESTNOTSTARTED || gubQuest[QUEST_INTERROGATION] == QUESTNOTSTARTED) { BeginCaptureSquence(); const UINT8 currentPOWs = gStrategicStatus.ubNumCapturedForRescue; // Do capture SoldierID i = gTacticalStatus.Team[gbPlayerNum].bFirstID; SoldierID const lastID = gTacticalStatus.Team[gbPlayerNum].bLastID; for ( ; i <= lastID; ++i ) { SOLDIERTYPE *pSoldier = i; // Are we active and in sector if (pSoldier->bActive && pSoldier->bInSector && pSoldier->bAssignment != ASSIGNMENT_POW) { if (pSoldier->stats.bLife != 0) { EnemyCapturesPlayerSoldier(pSoldier); } } } EndCaptureSequence(); if (currentPOWs < gStrategicStatus.ubNumCapturedForRescue) { gfSurrendered = TRUE; } else { ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_TAKE_PRISONERS]); } } } else { ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_TAKE_PRISONERS]); } if (gfSurrendered == TRUE) { // If we have any remaining active mercs in sector after capture, give them a chance to escape from the clutches of Deidranna's soldiers! bool activeMercs = false; SoldierID i = gTacticalStatus.Team[gbPlayerNum].bFirstID; SoldierID lastId = gTacticalStatus.Team[gbPlayerNum].bLastID; for ( ; i <= lastId; ++i ) { SOLDIERTYPE *pSoldier = i; // Are we active and in sector const bool inSector = (pSoldier->sSectorX == gWorldSectorX && pSoldier->sSectorY == gWorldSectorY && pSoldier->bSectorZ == gbWorldSectorZ); if (pSoldier->bActive && inSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->bAssignment != ASSIGNMENT_POW) { activeMercs = true; break; } } if (activeMercs) { SetCustomizableTimerCallbackAndDelay(500, EscapeTimerCallback, FALSE); } SetCustomizableTimerCallbackAndDelay(500, CaptureTimerCallback, FALSE); CheckForEndOfBattle(FALSE); } #endif } static void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue ) { SOLDIERTYPE *pSoldier = NULL; BOOLEAN success = FALSE; if ( ubExitValue == 1 ) { SOLDIERTYPE *pSoldierToSurrender = prisonerdialoguetargetID; DeductPoints( gusSelectedSoldier, APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT ); if ( !gGameExternalOptions.fEnemyCanSurrender ) { StartCivQuote(pSoldierToSurrender); return; } // we have to remove the region, as we are calling a message from within a messagebox MSYS_RemoveRegion(&(gMsgBox.BackRegion) ); // we determine the chance that enemy will surrender. This depends on the strength of our and their side UINT32 playersidestrength = 0; UINT32 enemysidestrength = 0; // player team SoldierID id = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; SoldierID lastid = gTacticalStatus.Team[ gbPlayerNum ].bLastID; for ( ; id <= lastid; ++id ) { pSoldier = id; if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) ) { // if we are disguised as a civilian, the enemy does not take us into the equation - he does not consider us if ( pSoldier->usSoldierFlagMask & SOLDIER_COVERT_CIV ) ; // if we are disguised as a soldier, the enemy counts us on HIS team else if ( pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER ) enemysidestrength += pSoldier->GetSurrenderStrength(); else // player side counts double, to put more emphasize on overwhelming the enemy with mercs and not just spamming militia playersidestrength += 2 * pSoldier->GetSurrenderStrength(); } } // militia team id = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; lastid = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; for ( ; id <= lastid; ++id ) { pSoldier = id; if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) ) { playersidestrength += pSoldier->GetSurrenderStrength(); } } GetSoldier( &pSoldier, gusSelectedSoldier ); // if the merc asking for surrender is experienced in capitulation negotiations, we get a bonus to our strength if ( pSoldier ) playersidestrength = (playersidestrength * (100 + pSoldier->GetBackgroundValue(BG_PERC_CAPITULATION))) / 100; // Capturing profile-based NPCs would be desirable, but is a good way to break quests. Due to this, we don't allow capturing them. // As it would be odd if the entire enemy team surrenders apart from one guy, we don't allow surrender, no matter the surrender strength, if a hostile profile-based NPC is around. // We also don't allow surrender if the enemy has a tank. // We justify this storywise by these soldiers being very determined leaders who don't allow surrender categorically. BOOLEAN fNoSurrender = FALSE; // shadooow: rewritten to only check soldiers from the same team SoldierID firstid = gTacticalStatus.Team[pSoldierToSurrender->bTeam].bFirstID; lastid = gTacticalStatus.Team[pSoldierToSurrender->bTeam].bLastID; for (SoldierID id = firstid; id <= lastid; ++id ) { pSoldier = id; if (pSoldier->bActive && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ)) { if (pSoldierToSurrender->bTeam == CIV_TEAM) { // hostile civs with a profile cannot be captured, as stated above, the entire team cannot surrender if (!pSoldier->aiData.bNeutral && pSoldier->bSide == 1 && zCivGroupName[pSoldier->ubCivilianGroup].fCanBeCaptured && pSoldier->ubProfile != NO_PROFILE) fNoSurrender = TRUE; // a civilian can only be captured if his faction is allowed to. This should prevent the player from exploiting a huge numerical superiority against small enemy groups, like lone assassins. if (!pSoldier->CanBeCaptured()) continue; // if a civilian is not neutral and on the enemy side, add his strength to the team enemysidestrength += pSoldier->GetSurrenderStrength(); } else { enemysidestrength += pSoldier->GetSurrenderStrength(); if (pSoldier->ubProfile != NO_PROFILE || ARMED_VEHICLE(pSoldier) || ENEMYROBOT(pSoldier)) fNoSurrender = TRUE; } } } // enemy team gets a bonus if it has officers around UINT8 officertype = OFFICER_NONE; if ( HighestEnemyOfficersInSector( officertype ) ) { enemysidestrength = enemysidestrength * (1.0f + gGameExternalOptions.dEnemyOfficerSurrenderStrengthBonus * officertype); } // print out values if ( gGameExternalOptions.fDisplaySurrenderSValues ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SURRENDER_VALUES], playersidestrength, gGameExternalOptions.fSurrenderMultiplier * enemysidestrength ); // perhaps this can be fleshed out more, for now, let's see if this is acceptable behaviour if ( !fNoSurrender && playersidestrength >= gGameExternalOptions.fSurrenderMultiplier * enemysidestrength ) { // it is enough to simply set all soldiers to captured for ( SoldierID id = firstid; id <= lastid; ++id ) { pSoldier = id; if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) ) { // can this guy be captured? if ( !pSoldier->CanBeCaptured( ) ) continue; // only if not dying if( pSoldier->stats.bLife >= OKLIFE ) { pSoldier->usSoldierFlagMask |= SOLDIER_POW; // Remove as target RemoveManAsTarget( pSoldier ); } } } // dynamic opinion: a merc caused the remaining enemies to give up if (gGameExternalOptions.fDynamicOpinions && gusSelectedSoldier != NOBODY ) HandleDynamicOpinionChange( gusSelectedSoldier, OPINIONEVENT_BATTLE_TOOK_PRISONER, TRUE, TRUE ); } else { if ( fNoSurrender ) ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_SURRENDER_LEADER] ); else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_SURRENDER] ); // if asking for surrender while undercover and the enemy refuses, he learns who you are, so he uncovers you if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) ) { gusSelectedSoldier->LooseDisguise(); if ( gSkillTraitValues.fCOStripIfUncovered ) gusSelectedSoldier->Strip(); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], gusSelectedSoldier->GetName() ); } } } // we offered to surrender OURSELVES TO the enemy else if ( ubExitValue == 2 ) { DeductPoints( gusSelectedSoldier, APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT ); if ( !gGameExternalOptions.fPlayerCanAsktoSurrender || prisonerdialoguetargetID->bTeam == CREATURE_TEAM ) { StartCivQuote( prisonerdialoguetargetID ); return; } SetCustomizableTimerCallbackAndDelay(500, AttemptToCapturePlayerSoldiers, FALSE); } // we distract the enemy by essentially talking them to death else if ( ubExitValue == 3 ) { DeductPoints( gusSelectedSoldier, APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT ); // Flugente: if we are disguised and talk to a non-profile NPC, we will continue to 'chat' with the enemy as long as we aren't ordered to do something else. // This way we can easily order our spies to 'distract' enemies if ( GetSoldier( &pSoldier, gusSelectedSoldier ) && pSoldier->bTeam == gbPlayerNum && prisonerdialoguetargetID && prisonerdialoguetargetID->bTeam == ENEMY_TEAM && prisonerdialoguetargetID->ubProfile == NO_PROFILE && prisonerdialoguetargetID->aiData.bAlertStatus < STATUS_RED && !prisonerdialoguetargetID->RecognizeAsCombatant( gusSelectedSoldier ) ) { // both soldiers face each other pSoldier->EVENT_SetSoldierDesiredDirection( GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, prisonerdialoguetargetID->sGridNo ) ); prisonerdialoguetargetID->EVENT_SetSoldierDesiredDirection( GetDirectionToGridNoFromGridNo( prisonerdialoguetargetID->sGridNo, pSoldier->sGridNo ) ); prisonerdialoguetargetID->usChatPartnerID = gusSelectedSoldier; pSoldier->usChatPartnerID = prisonerdialoguetargetID; } else { // normal dialog StartCivQuote( prisonerdialoguetargetID ); } } else { // rftr: try to recruit a turncoat if (gSkillTraitValues.fCOTurncoats == TRUE && GetSoldier( &pSoldier, gusSelectedSoldier ) && pSoldier->bTeam == gbPlayerNum && prisonerdialoguetargetID && prisonerdialoguetargetID->bTeam == ENEMY_TEAM && prisonerdialoguetargetID->ubProfile == NO_PROFILE && prisonerdialoguetargetID->aiData.bAlertStatus < STATUS_RED && !prisonerdialoguetargetID->RecognizeAsCombatant( gusSelectedSoldier ) ) { MSYS_RemoveRegion(&(gMsgBox.BackRegion)); pSoldier->UseSkill(SKILLS_CREATE_TURNCOAT, prisonerdialoguetargetID->sGridNo, prisonerdialoguetargetID->ubID); // AP reduction is handled inside the turncoat attempt flow (TurnCoatAttemptMessageBoxCallBack) } else { // normal dialog DeductPoints( gusSelectedSoldier, APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT ); StartCivQuote(prisonerdialoguetargetID); } } ReduceAttackBusyCount( ); } // Flugente: disguised mercs can distract enemies by talking to them. In order to display that, we sometimes display excerpts of their 'chats' void CheckChatPartners() { if ( guiCurrentScreen == GAME_SCREEN ) { if ( !CivQuoteActive() ) { static BOOLEAN fMercQuoteThisTime = TRUE; SOLDIERTYPE* pSoldier = NULL; for ( SoldierID ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop ) { pSoldier = ubLoop; if ( pSoldier && pSoldier->bVisible && pSoldier->usChatPartnerID != NOBODY && pSoldier->usChatPartnerID->bVisible ) { INT16 sScreenX, sScreenY; if ( fMercQuoteThisTime ) GetSoldierScreenPos( pSoldier, &sScreenX, &sScreenY ); else GetSoldierScreenPos( pSoldier->usChatPartnerID, &sScreenX, &sScreenY ); if ( gsVIEWPORT_START_X <= sScreenX && gsVIEWPORT_END_X >= sScreenX && gsVIEWPORT_WINDOW_START_Y <= sScreenY && gsVIEWPORT_WINDOW_END_Y >= sScreenY ) { if ( fMercQuoteThisTime ) BeginChatQuote( pSoldier, sScreenX, sScreenY ); else BeginChatQuote( pSoldier->usChatPartnerID, sScreenX, sScreenY ); fMercQuoteThisTime = !fMercQuoteThisTime; break; } } } } } } // Flugente: offer the enemy the chance to surrender void HandleSurrenderOffer( SOLDIERTYPE* pSoldier ) { // abort if bad pointer, or not an enemy and not a capturable civilian if ( !pSoldier || !pSoldier->CanBeCaptured( ) ) return; // remember the target's ID prisonerdialoguetargetID = pSoldier->ubID; if (gGameExternalOptions.fEnemyCanSurrender && pSoldier->CanBeCaptured()) { // open a dialogue box and see whether we really want to offer this, or just talk wcscpy(gzUserDefinedButton[0], TacticalStr[PRISONER_DEMAND_SURRENDER_STR]); } else { wcscpy(gzUserDefinedButton[0], TacticalStr[PRISONER_TALK_STR]); } if (gGameExternalOptions.fPlayerCanAsktoSurrender && pSoldier->bTeam != CREATURE_TEAM) wcscpy( gzUserDefinedButton[1], TacticalStr[ PRISONER_OFFER_SURRENDER_STR ] ); else wcscpy( gzUserDefinedButton[1], TacticalStr[PRISONER_TALK_STR] ); if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->ubProfile == NO_PROFILE && pSoldier->aiData.bAlertStatus < STATUS_RED && !pSoldier->RecognizeAsCombatant( gusSelectedSoldier ) ) { wcscpy( gzUserDefinedButton[2], TacticalStr[PRISONER_DISTRACT_STR] ); wcscpy( gzUserDefinedButton[3], TacticalStr[gSkillTraitValues.fCOTurncoats == TRUE ? PRISONER_RECRUIT_TURNCOAT_STR : PRISONER_TALK_STR] ); } else { wcscpy( gzUserDefinedButton[2], TacticalStr[PRISONER_TALK_STR] ); wcscpy( gzUserDefinedButton[3], TacticalStr[PRISONER_TALK_STR] ); } DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ PRISONER_OFFER_SURRENDER ], guiCurrentScreen, MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS, PrisonerSurrenderMessageBoxCallBack, NULL ); } void TeamDropAll(UINT8 bTeam, BOOLEAN fForce) { if ( bTeam > PLAYER_PLAN ) return; // not if there is a battle going on if ( (gTacticalStatus.uiFlags & INCOMBAT ) && !fForce ) return; // not if this team is hostile to us if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide ) return; #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d drops all items for inspection!", bTeam ); #endif SOLDIERTYPE *pSoldier; SoldierID id = gTacticalStatus.Team[ bTeam ].bFirstID; SoldierID lastid = gTacticalStatus.Team[ bTeam ].bLastID; for ( ; id <= lastid; ++id ) { pSoldier = id; // if soldier is in the current sector, drop all equipment (that has the TAKEN_BY_MILITIA-flag set) if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) ) { pSoldier->DropSectorEquipment(); } } } void TeamRestock(UINT8 bTeam) { if ( bTeam > PLAYER_PLAN ) return; // not if there is a battle going on if ( (gTacticalStatus.uiFlags & INCOMBAT ) ) return; // not if this team is hostile to us if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide ) return; #ifdef JA2BETAVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d restocks gear from sector inventory!", bTeam ); #endif SOLDIERTYPE *pSoldier; SoldierID id = gTacticalStatus.Team[ bTeam ].bFirstID; SoldierID lastid = gTacticalStatus.Team[ bTeam ].bLastID; for ( ; id <= lastid; ++id ) { pSoldier = id; if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) ) { // the function fills a createstruct, so create one SOLDIERCREATE_STRUCT createstruct; // we first have to copy over all our currently equipped items, otherwise we might overwrite them later createstruct.Inv = pSoldier->inv; TakeMilitiaEquipmentfromSector(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &createstruct, pSoldier->ubSoldierClass); // replace our inventory with the new one pSoldier->inv = createstruct.Inv; // we took new gear, so we can drop it again pSoldier->usSoldierFlagMask &= ~SOLDIER_EQUIPMENT_DROPPED; } } } // are we allowed to steal access this guy's inventory? BOOLEAN AllowedToStealFromTeamMate( SoldierID ubID, SoldierID ubTargetID ) { if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && ubID->bTeam == ubTargetID->bTeam && !AM_AN_EPC(ubTargetID) && !IsVehicle(ubTargetID) ) return TRUE; return FALSE; } // Flugente: is a soldier profile already used? BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr) { if ( aType < 0 || aType > 5 ) return FALSE; UINT8 searchedclass = SOLDIER_CLASS_ADMINISTRATOR; switch( aType ) { case 1: searchedclass = SOLDIER_CLASS_ARMY; break; case 2: searchedclass = SOLDIER_CLASS_ELITE; break; case 3: searchedclass = SOLDIER_CLASS_GREEN_MILITIA; break; case 4: searchedclass = SOLDIER_CLASS_REG_MILITIA; break; case 5: searchedclass = SOLDIER_CLASS_ELITE_MILITIA; break; } SOLDIERTYPE* pSoldier = NULL; for( SoldierID i = gTacticalStatus.Team[ usTeam ].bFirstID; i <= gTacticalStatus.Team[ usTeam ].bLastID; ++i ) { pSoldier = i; if ( pSoldier && pSoldier->ubSoldierClass == searchedclass && pSoldier->usSoldierProfile == aNr ) return TRUE; } return FALSE; } UINT16 GetNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aPrisoners[] ) { if ( !pSectorInfo ) return 0; UINT16 sum = 0; for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) { aPrisoners[i] = pSectorInfo->uiNumberOfPrisonersOfWar[i]; sum += pSectorInfo->uiNumberOfPrisonersOfWar[i]; } return sum; } UINT16 GetNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aPrisoners[] ) { if ( !pSectorInfo ) return 0; UINT16 sum = 0; for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) { aPrisoners[i] = pSectorInfo->uiNumberOfPrisonersOfWar[i]; sum += pSectorInfo->uiNumberOfPrisonersOfWar[i]; } return sum; } void ChangeNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aPrisoners[] ) { if ( !pSectorInfo ) return; for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) pSectorInfo->uiNumberOfPrisonersOfWar[i] = max( 0, min( 255, pSectorInfo->uiNumberOfPrisonersOfWar[i] + aPrisoners[i] ) ); } void ChangeNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aPrisoners[] ) { if ( !pSectorInfo ) return; for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i ) pSectorInfo->uiNumberOfPrisonersOfWar[i] = max( 0, min( 255, pSectorInfo->uiNumberOfPrisonersOfWar[i] + aPrisoners[i] ) ); } void DeleteAllPrisoners( SECTORINFO *pSectorInfo ) { if ( !pSectorInfo ) return; for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i) pSectorInfo->uiNumberOfPrisonersOfWar[i] = 0; } void DeleteAllPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo ) { if ( !pSectorInfo ) return; for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i) pSectorInfo->uiNumberOfPrisonersOfWar[i] = 0; } // used when the player kills a prisoner. We kill off high-value prisoners first, to punish this kind of behaviour void KillOnePrisoner( SECTORINFO *pSectorInfo ) { if ( !pSectorInfo ) return; for ( int i = PRISONER_OFFICER; i >= PRISONER_ADMIN; --i ) { if ( pSectorInfo->uiNumberOfPrisonersOfWar[i] ) { pSectorInfo->uiNumberOfPrisonersOfWar[i] -= 1; break; } } } INT8 CalcEffectiveShockLevel( SOLDIERTYPE * pSoldier ) { INT8 bShockForCower = pSoldier->aiData.bShock; if ( gGameOptions.fNewTraitSystem ) { // Squadleader's resistance to cowering if ( HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT )) { bShockForCower = (INT8)(bShockForCower * (100 - gSkillTraitValues.ubSLFearResistance * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) / 100.0f + 0.5f); } // Check for character traits if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) ) { bShockForCower = (INT8)(bShockForCower * 23.0f / 20.0f + 0.5f); // +15% as shock } else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) ) { bShockForCower = (INT8)(bShockForCower * 17.0f / 20.0f + 0.5f); // -15% as shock } // Flugente: personal fear resistance bShockForCower = (INT8)(bShockForCower * (100 - pSoldier->GetFearResistanceBonus()) / 100.0f + 0.5f); } return bShockForCower; } // Flugente: count number of enemy officers UINT16 HighestEnemyOfficersInSector( UINT8& aType ) { SOLDIERTYPE *pSoldier; UINT16 num = 0; UINT8 type = OFFICER_NONE; for ( SoldierID cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { // count officers, but do not count those that we have already captured if ( (pSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER) && !(pSoldier->usSoldierFlagMask & SOLDIER_POW) ) { // officers with double squadleader trait are captains, otherwise lieutnant aType = max( aType, NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT) ); ++num; } } } return num; } // count all soldiers in the current sector that have a specific flag set UINT16 NumSoldiersWithFlagInSector( UINT8 aTeam, UINT32 aFlag ) { SOLDIERTYPE *pSoldier; UINT16 num = 0; for ( SoldierID cnt = gTacticalStatus.Team[aTeam].bFirstID; cnt <= gTacticalStatus.Team[aTeam].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { if ( pSoldier->usSoldierFlagMask & aFlag ) { ++num; } } } return num; } UINT16 NumSoldiersofClassWithFlag2InSector( UINT8 aTeam, UINT8 aSoldierClass, UINT32 aFlag ) { SOLDIERTYPE *pSoldier; UINT16 num = 0; for ( SoldierID cnt = gTacticalStatus.Team[aTeam].bFirstID; cnt <= gTacticalStatus.Team[aTeam].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 ) { if ( (pSoldier->usSoldierFlagMask2 & aFlag) && pSoldier->ubSoldierClass == aSoldierClass ) { ++num; } } } return num; } // Flugente: VIP targets // can a new VIP be created? BOOLEAN VIPSlotFree() { // TODO: somehow keep track of all VIPs so far, including the dead ones return TRUE; } BOOLEAN SectorHasVIP( INT16 sMapX, INT16 sMapY ) { return (StrategicMap[SECTOR(sMapX, sMapY)].usFlags & ENEMY_VIP_PRESENT); } BOOLEAN PlayerKnowsAboutVIP( INT16 sMapX, INT16 sMapY ) { return (StrategicMap[SECTOR( sMapX, sMapY )].usFlags & ENEMY_VIP_PRESENT_KNOWN); } BOOLEAN TownHasVIP( INT8 bTownId ) { for ( INT32 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA ) { for ( INT32 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB ) { if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].bNameId == bTownId && SectorHasVIP( iCounterA, iCounterB ) ) { return TRUE; } } } return FALSE; } BOOLEAN GetRandomEnemyTownSector(INT8 bTownId, UINT16& aSector) { UINT16 usSector = 0; std::vector possiblesectors; for ( INT16 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA ) { for ( INT16 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB ) { usSector = CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB ); if ( StrategicMap[usSector].bNameId == bTownId && NumNonPlayerTeamMembersInSector( iCounterA, iCounterB, ENEMY_TEAM ) > 0 && !SectorHasVIP( iCounterA, iCounterB ) ) { possiblesectors.push_back( usSector ); } } } if ( !possiblesectors.empty( ) ) { // select a random town UINT16 tmpSector = possiblesectors[Random( possiblesectors.size( ) )]; // as the game decides to be a dick, CALCULATE_STRATEGIC_INDEX(x, y) and SECTOR(x, y) are INCOMPATIBLE. Which is obscene, considering their liberate use throughout the code aSector = STRATEGIC_INDEX_TO_SECTOR_INFO( tmpSector ); return TRUE; } return false; } // Get a possible sector for a VIP to spawn in. Note: we do not spawn new VIPs in Meduna - VIPs that escape move there instead BOOLEAN GetPossibleVIPSector( UINT16& aSector) { std::vector possibletowns; for ( INT8 town = FIRST_TOWN; town <= NUM_TOWNS; ++town ) { // VIPs don't spawn in Meduna on first try if ( town == MEDUNA ) continue; // San Mona is also out, as the army has no permanent presence there if ( town == SAN_MONA ) continue; // no tiny towns if ( GetTownSectorSize( town ) < 2 ) continue; // if this town already has a VIP, skip it if ( TownHasVIP( town ) ) continue; // VIPs only spawn in sectors that are completely under enemy control. This makes hunting them down much more challenging ;-) if ( GetTownSectorsUnderControl( town ) == 0 ) possibletowns.push_back(town); } if ( !possibletowns.empty() ) { // select a random town INT8 spawntown = possibletowns[Random( possibletowns.size() )]; if ( GetRandomEnemyTownSector( spawntown, aSector ) ) return TRUE; } return FALSE; } // Get the location of a VIP we do not yet know about BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector ) { UINT16 usSector = 0; std::vector possiblesectors; for ( INT32 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA ) { for ( INT32 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB ) { usSector = CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB ); if ( SectorHasVIP( iCounterA, iCounterB ) && !PlayerKnowsAboutVIP( iCounterA, iCounterB ) ) { usSector = CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB ); possiblesectors.push_back( usSector ); } } } if ( !possiblesectors.empty( ) ) { // select a random sector UINT16 tmpSector = possiblesectors[Random( possiblesectors.size( ) )]; // as the game decides to be a dick, CALCULATE_STRATEGIC_INDEX(x, y) and SECTOR(x, y) are INCOMPATIBLE. Which is obscene, considering their liberate use throughout the code aSector = STRATEGIC_INDEX_TO_SECTOR_INFO( tmpSector ); return TRUE; } return FALSE; } extern FACETYPE *gpCurrentTalkingFace; void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction) { BOOLEAN fAction = FALSE; // check if fast forward mode disabled - do nothing if (!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] || is_networked) { return; } // check if improved auto fast forwarding enabled if (!gGameExternalOptions.fImprovedAutoFastForward) { return; } // if [-] key is pressed - do nothing if (IsFastForwardKeyPressed()) { return; } switch (bAction) { case AI_ACTION_TOSS_PROJECTILE: case AI_ACTION_KNIFE_MOVE: case AI_ACTION_FIRE_GUN: case AI_ACTION_THROW_KNIFE: case AI_ACTION_STEAL_MOVE: fAction = TRUE; break; } // fast forward mode is only possible in turnbased combat only for invisible opponents if (!(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) || pSoldier->flags.uiStatusFlags & SOLDIER_PC || pSoldier->bVisible == TRUE || gTacticalStatus.ubCurrentTeam == gbPlayerNum || gTacticalStatus.bBoxingState != NOT_BOXING || gTacticalStatus.uiFlags & ENGAGED_IN_CONV || gpCurrentTalkingFace != NULL && gpCurrentTalkingFace->fTalking || fAction) { if (IsFastForwardMode()) { SetFastForwardMode(FALSE); } return; } // invisible opponent in turnbased combat - enable fast forward mode SetFastForwardMode(TRUE); } void DeleteVIP( INT16 sMapX, INT16 sMapY ) { if ( StrategicMap[SECTOR( sMapX, sMapY )].usFlags & ENEMY_VIP_PRESENT_KNOWN ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"An important enemy VIP has been removed!" ); } // if no other VIPs are here, delete flags if ( NumSoldiersWithFlagInSector( ENEMY_TEAM, SOLDIER_VIP ) + NumSoldiersWithFlagInSector( CIV_TEAM, SOLDIER_VIP ) < 2 ) { StrategicMap[SECTOR( sMapX, sMapY )].usFlags &= ~(ENEMY_VIP_PRESENT | ENEMY_VIP_PRESENT_KNOWN); } gStrategicStatus.usVIPsLeft = max( 0, gStrategicStatus.usVIPsLeft - 1 ); } void VIPFleesToMeduna() { // not if we are already in Meduna if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( gWorldSectorX, gWorldSectorY )].bNameId != MEDUNA ) { if ( StrategicMap[SECTOR( gWorldSectorX, gWorldSectorY )].usFlags & ENEMY_VIP_PRESENT_KNOWN ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"An enemy VIP has evaded your forces. You have no clue about his whereabouts" ); } // if no other VIPs are here, delete flags if ( NumSoldiersWithFlagInSector( ENEMY_TEAM, SOLDIER_VIP ) + NumSoldiersWithFlagInSector( CIV_TEAM, SOLDIER_VIP ) == 1 ) { StrategicMap[SECTOR( gWorldSectorX, gWorldSectorY )].usFlags &= ~(ENEMY_VIP_PRESENT | ENEMY_VIP_PRESENT_KNOWN); } UINT16 usSector = 0; if ( GetRandomEnemyTownSector( MEDUNA, usSector ) ) { // place new VIP in sector StrategicMap[usSector].usFlags |= ENEMY_VIP_PRESENT; // increase troop count - VIP plus bodyguards SectorInfo[usSector].ubNumElites += 5; } } } BOOLEAN CoweringShockLevel( SOLDIERTYPE * pSoldier ) { INT8 bTolerance = CalcSuppressionTolerance( pSoldier ); INT8 bShock = CalcEffectiveShockLevel( pSoldier ); // check that character is cowering if (bShock >= bTolerance ) { return TRUE; } return FALSE; } // Flugente: is any member of a specific civilian faction still alive in the current sector? BOOLEAN IsCivFactionMemberAliveInSector( UINT8 usCivilianGroup ) { SOLDIERTYPE *pSoldier = NULL; // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! SoldierID cnt = gTacticalStatus.Team[CIV_TEAM].bFirstID; // look for all mercs on the same team, for ( ; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt ) { pSoldier = cnt; if ( pSoldier->bActive && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) ) { if ( pSoldier->ubCivilianGroup == usCivilianGroup && pSoldier->stats.bLife > 0 ) return TRUE; } } return FALSE; } BOOLEAN IsFreeSlotAvailable( int aTeam ) { SoldierID cnt = gTacticalStatus.Team[aTeam].bFirstID; // run through list for ( ; cnt <= gTacticalStatus.Team[aTeam].bLastID; ++cnt ) { if ( !cnt->bActive ) { return TRUE; } } return FALSE; }