#include "builddefines.h" #include #include #include "wcheck.h" #include "stdlib.h" #include "debug.h" //#include "soldier control.h" #include "weapons.h" #include "handle items.h" #include "worlddef.h" #include "worldman.h" #include "rotting corpses.h" #include "tile cache.h" #include "isometric utils.h" #include "animation control.h" #include "utilities.h" #include "game clock.h" #include "soldier create.h" #include "renderworld.h" #include "soldier add.h" #include "strategicmap.h" #include "los.h" #include "opplist.h" #include "structure.h" #include "message.h" #include "Sound Control.h" #include "pathai.h" #include "Random.h" #include "dialogue control.h" #include "items.h" #include "smell.h" #include "World Items.h" #include "explosion control.h" #include "GameSettings.h" #include "Interface Items.h" #include "Soldier Profile.h" #include "Soldier macros.h" #include "Keys.h" #include "Render Fun.h" #include "strategic.h" #include "qarray.h" #include "Interface.h" #include "Music Control.h" #include "Campaign Types.h" #include "text.h" // added by Flugente #include "Vehicles.h" // added by silversurfer #include "ai.h" // added by Flugente #include "PreBattle Interface.h" // added by Flugente #include "Strategic Town Loyalty.h" // added by Flugente #include "Animation Control.h" #include "GameInitOptionsScreen.h" //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; #define CORPSE_INDEX_OFFSET 10000 // Flugente: these are ini values now //#define DELAY_UNTIL_ROTTING ( 1 * NUM_SEC_IN_DAY ) //#define DELAY_UNTIL_ROTTING ( 1 * NUM_SEC_IN_DAY / 60 ) //#define DELAY_UNTIL_DONE_ROTTING ( 3 * NUM_SEC_IN_DAY / 60 ) #define MAX_NUM_CROWS 6 // From lighting extern SGPPaletteEntry gpLightColors[3]; extern UINT16 gusShadeLevels[16][3]; void MakeCorpseVisible( SOLDIERTYPE *pSoldier, ROTTING_CORPSE *pCorpse ); // When adding a corpse, add struct data... CHAR8 zCorpseFilenames[ NUM_CORPSES ][70] = { "", "ANIMS\\CORPSES\\S_D_JFK.STI", "ANIMS\\CORPSES\\S_D_BCK.STI", "ANIMS\\CORPSES\\S_D_FWD.STI", "ANIMS\\CORPSES\\S_D_DHD.STI", "ANIMS\\CORPSES\\S_D_PRN.STI", "ANIMS\\CORPSES\\S_D_WTR.STI", "ANIMS\\CORPSES\\S_D_FALL.STI", "ANIMS\\CORPSES\\S_D_FALLF.STI", "ANIMS\\CORPSES\\M_D_JFK.STI", "ANIMS\\CORPSES\\M_D_BCK.STI", "ANIMS\\CORPSES\\M_D_FWD.STI", "ANIMS\\CORPSES\\M_D_DHD.STI", "ANIMS\\CORPSES\\M_D_PRN.STI", "ANIMS\\CORPSES\\S_D_WTR.STI", "ANIMS\\CORPSES\\M_D_FALL.STI", "ANIMS\\CORPSES\\M_D_FALLF.STI", "ANIMS\\CORPSES\\F_D_JFK.STI", "ANIMS\\CORPSES\\F_D_BCK.STI", "ANIMS\\CORPSES\\F_D_FWD.STI", "ANIMS\\CORPSES\\F_D_DHD.STI", "ANIMS\\CORPSES\\F_D_PRN.STI", "ANIMS\\CORPSES\\S_D_WTR.STI", "ANIMS\\CORPSES\\F_D_FALL.STI", "ANIMS\\CORPSES\\F_D_FALLF.STI", // Civs.... "ANIMS\\CORPSES\\M_DEAD1.STI", "ANIMS\\CORPSES\\K_DEAD2.STI", "ANIMS\\CORPSES\\H_DEAD2.STI", "ANIMS\\CORPSES\\FT_DEAD1.STI", "ANIMS\\CORPSES\\S_DEAD1.STI", "ANIMS\\CORPSES\\W_DEAD1.STI", "ANIMS\\CORPSES\\CP_DEAD1.STI", "ANIMS\\CORPSES\\M_DEAD2.STI", "ANIMS\\CORPSES\\K_DEAD1.STI", "ANIMS\\CORPSES\\H_DEAD1.STI", "ANIMS\\CORPSES\\FT_DEAD2.STI", "ANIMS\\CORPSES\\S_DEAD2.STI", "ANIMS\\CORPSES\\W_DEAD2.STI", "ANIMS\\CORPSES\\CP_DEAD2.STI", "ANIMS\\CORPSES\\CT_DEAD.STI", "ANIMS\\CORPSES\\CW_DEAD1.STI", "ANIMS\\CORPSES\\MN_DEAD2.STI", "ANIMS\\CORPSES\\I_DEAD1.STI", "ANIMS\\CORPSES\\L_DEAD1.STI", "ANIMS\\CORPSES\\P_DECOMP2.STI", "ANIMS\\CORPSES\\TK_WREK.STI", "ANIMS\\CORPSES\\TK2_WREK.STI", "ANIMS\\CORPSES\\HM_WREK.STI", "ANIMS\\CORPSES\\IC_WREK.STI", "ANIMS\\CORPSES\\QN_DEAD.STI", "ANIMS\\CORPSES\\J_DEAD.STI", "ANIMS\\CORPSES\\S_BURNT.STI", "ANIMS\\CORPSES\\S_EXPLD.STI", "ANIMS\\CORPSES\\CRYO_CORPSE.STI", }; // When adding a corpse, add struct data... CHAR8 zNoBloodCorpseFilenames[ NUM_CORPSES ][70] = { "", "ANIMS\\CORPSES\\M_D_JFK_NB.STI", "ANIMS\\CORPSES\\S_D_BCK_NB.STI", "ANIMS\\CORPSES\\S_D_FWD_NB.STI", "ANIMS\\CORPSES\\S_D_DHD_NB.STI", "ANIMS\\CORPSES\\S_D_PRN_NB.STI", "ANIMS\\CORPSES\\S_D_WTR.STI", "ANIMS\\CORPSES\\S_D_FALL_NB.STI", "ANIMS\\CORPSES\\S_D_FALLF_NB.STI", "ANIMS\\CORPSES\\M_D_JFK_NB.STI", "ANIMS\\CORPSES\\M_D_BCK_NB.STI", "ANIMS\\CORPSES\\M_D_FWD_NB.STI", "ANIMS\\CORPSES\\M_D_DHD_NB.STI", "ANIMS\\CORPSES\\M_D_PRN_NB.STI", "ANIMS\\CORPSES\\S_D_WTR.STI", "ANIMS\\CORPSES\\M_D_FALL_NB.STI", "ANIMS\\CORPSES\\M_D_FALLF_NB.STI", "ANIMS\\CORPSES\\F_D_JFK_NB.STI", "ANIMS\\CORPSES\\F_D_BCK_NB.STI", "ANIMS\\CORPSES\\F_D_FWD_NB.STI", "ANIMS\\CORPSES\\F_D_DHD_NB.STI", "ANIMS\\CORPSES\\F_D_PRN_NB.STI", "ANIMS\\CORPSES\\S_D_WTR.STI", "ANIMS\\CORPSES\\F_D_FALL_NB.STI", "ANIMS\\CORPSES\\F_D_FALLF_NB.STI", // Civs.... "ANIMS\\CORPSES\\M_DEAD1_NB.STI", "ANIMS\\CORPSES\\K_DEAD2_NB.STI", "ANIMS\\CORPSES\\H_DEAD2_NB.STI", "ANIMS\\CORPSES\\FT_DEAD1_NB.STI", "ANIMS\\CORPSES\\S_DEAD1_NB.STI", "ANIMS\\CORPSES\\W_DEAD1_NB.STI", "ANIMS\\CORPSES\\CP_DEAD1_NB.STI", "ANIMS\\CORPSES\\M_DEAD2_NB.STI", "ANIMS\\CORPSES\\K_DEAD1_NB.STI", "ANIMS\\CORPSES\\H_DEAD1_NB.STI", "ANIMS\\CORPSES\\FT_DEAD2_NB.STI", "ANIMS\\CORPSES\\S_DEAD2_NB.STI", "ANIMS\\CORPSES\\W_DEAD2_NB.STI", "ANIMS\\CORPSES\\CP_DEAD2_NB.STI", "ANIMS\\CORPSES\\CT_DEAD.STI", "ANIMS\\CORPSES\\CW_DEAD1.STI", "ANIMS\\CORPSES\\MN_DEAD2.STI", "ANIMS\\CORPSES\\I_DEAD1.STI", "ANIMS\\CORPSES\\L_DEAD1.STI", "ANIMS\\CORPSES\\P_DECOMP2.STI", "ANIMS\\CORPSES\\TK_WREK.STI", "ANIMS\\CORPSES\\TK2_WREK.STI", "ANIMS\\CORPSES\\HM_WREK.STI", "ANIMS\\CORPSES\\IC_WREK.STI", "ANIMS\\CORPSES\\QN_DEAD.STI", "ANIMS\\CORPSES\\J_DEAD.STI", "ANIMS\\CORPSES\\S_BURNT.STI", "ANIMS\\CORPSES\\S_EXPLD.STI", "ANIMS\\CORPSES\\CRYO_CORPSE.STI", }; UINT8 gb4DirectionsFrom8[8] = { // 7, // NORTH 0, 0, // NE 1, // E 0, // SE 2, // S 0, // SW, 3, // W, 0 // NW }; UINT8 gb2DirectionsFrom8[8] = { 0, // NORTH 7, // NE 7, // E 7, // SE 0, // S 7, // SW, 7, // W, 7 // NW }; BOOLEAN gbCorpseValidForDecapitation[ NUM_CORPSES ] = { 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, // Civs.... 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, // Bloodcat - changed to 1 to allow skinning (works like decapitating) 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, }; INT8 gDecapitatedCorpse[ NUM_CORPSES ] = { 0, SMERC_JFK, SMERC_JFK, SMERC_JFK, SMERC_JFK, SMERC_JFK, SMERC_JFK, SMERC_JFK, SMERC_JFK, MMERC_JFK, MMERC_JFK, MMERC_JFK, MMERC_JFK, MMERC_JFK, MMERC_JFK, MMERC_JFK, MMERC_JFK, FMERC_JFK, FMERC_JFK, FMERC_JFK, FMERC_JFK, FMERC_JFK, FMERC_JFK, FMERC_JFK, FMERC_JFK, // Civs.... 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; std::vector gRottingCorpse (MAX_ROTTING_CORPSES); INT32 giNumRottingCorpse = 0; BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse ); BOOLEAN CreateCorpseShadedPalette( ROTTING_CORPSE *pCorpse, UINT32 uiBase, SGPPaletteEntry *pShadePal); void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot ); void ReduceAttachmentsOnGunForNonPlayerChars(SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj); INT32 GetFreeRottingCorpse(void) { for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount ) { if(( gRottingCorpse[iCount].fActivated == FALSE ) ) return((INT32)iCount); } if(giNumRottingCorpse < MAX_ROTTING_CORPSES ) return((INT32)giNumRottingCorpse++); return(-1); } void RecountRottingCorpses(void) { if ( giNumRottingCorpse > 0 ) { for ( INT32 uiCount = giNumRottingCorpse - 1; (uiCount >= 0); --uiCount ) { if( ( gRottingCorpse[uiCount].fActivated == FALSE ) ) { giNumRottingCorpse=(UINT32)(uiCount+1); break; } } } } UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fForImage ) { INT8 bDirection; switch( pCorpseDef->ubType ) { case QUEEN_MONSTER_DEAD: case BURNT_DEAD: case EXPLODE_DEAD: case CRYO_CORPSE: bDirection = 0; break; case ICECREAM_DEAD: case HUMMER_DEAD: // OK , these have 2 directions.... bDirection = gb2DirectionsFrom8[ pCorpseDef->ubDirection ]; if ( fForImage ) { bDirection = gOneCDirection[ bDirection ]; } break; case SMERC_FALL: case SMERC_FALLF: case MMERC_FALL: case MMERC_FALLF: case FMERC_FALL: case FMERC_FALLF: // OK , these have 4 directions.... bDirection = gb4DirectionsFrom8[ pCorpseDef->ubDirection ]; // if ( fForImage ) // { // bDirection = gOneCDirection[ bDirection ]; // } break; default: // Uses 8 bDirection = pCorpseDef->ubDirection; if ( fForImage ) { bDirection = gOneCDirection[ bDirection ]; } break; } return( bDirection ); } INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef ) { INT32 iIndex; ROTTING_CORPSE *pCorpse; ANITILE_PARAMS AniParams; UINT8 ubLevelID; STRUCTURE_FILE_REF *pStructureFileRef = NULL; CHAR8 zFilename[150]; DB_STRUCTURE_REF *pDBStructureRef; UINT8 ubLoop; INT32 sTileGridNo; DB_STRUCTURE_TILE **ppTile; UINT16 usStructIndex; UINT32 uiDirectionUseFlag; if (TileIsOutOfBounds(pCorpseDef->sGridNo)) { return( -1 ); } if ( pCorpseDef->ubType == NO_CORPSE ) { return( -1 ); } if( ( iIndex = GetFreeRottingCorpse() )==(-1) ) return(-1); pCorpse = &gRottingCorpse[ iIndex ]; // Copy elements in memcpy( pCorpse, pCorpseDef, sizeof( ROTTING_CORPSE_DEFINITION ) ); uiDirectionUseFlag = ANITILE_USE_DIRECTION_FOR_START_FRAME; // If we are a special type... switch( pCorpseDef->ubType ) { case SMERC_FALL: case SMERC_FALLF: case MMERC_FALL: case MMERC_FALLF: case FMERC_FALL: case FMERC_FALLF: uiDirectionUseFlag = ANITILE_USE_4DIRECTION_FOR_START_FRAME; // Flugente: remember if there was still a head attached to the guy case SMERC_JFK: case MMERC_JFK: case FMERC_JFK: pCorpseDef->fHeadTaken = true; } if ( pCorpseDef->fHeadTaken ) pCorpse->def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN; if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) ) { // OK, AS WE ADD, CHECK FOR TOD AND DECAY APPROPRIATELY if ( ((GetWorldTotalMin( ) - pCorpse->def.uiTimeOfDeath) >= gGameExternalOptions.usCorpseDelayUntilRotting) && (pCorpse->def.ubType < ROTTING_STAGE2) ) { if ( pCorpse->def.ubType <= FMERC_FALLF ) { // Rott! pCorpse->def.ubType = ROTTING_STAGE2; } } // If time of death is a few days, now, don't add at all! if ( ((GetWorldTotalMin( ) - pCorpse->def.uiTimeOfDeath) > gGameExternalOptions.usCorpseDelayUntilDoneRotting) ) { return( -1 ); } } // Check if on roof or not... if ( pCorpse->def.bLevel == 0 ) { //ubLevelID = ANI_OBJECT_LEVEL; ubLevelID = ANI_STRUCT_LEVEL; } else { ubLevelID = ANI_ONROOF_LEVEL; } memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) ); AniParams.sGridNo = pCorpse->def.sGridNo; AniParams.ubLevelID = ubLevelID; AniParams.sDelay = (INT16)( 150 ); AniParams.sStartFrame = 0; AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_PAUSED | ANITILE_OPTIMIZEFORSLOWMOVING | ANITILE_ANIMATE_Z | ANITILE_ERASEITEMFROMSAVEBUFFFER | uiDirectionUseFlag; // use the x,y coordinates provided in the definition when adding a corpse if (pCorpse->def.usFlags |= ROTTING_CORPSE_USE_XY_PROVIDED) { AniParams.sX = pCorpse->def.dXPos; AniParams.sY = pCorpse->def.dYPos; } else { ConvertGridNoToCenterCellXY(pCorpse->def.sGridNo, &AniParams.sX, &AniParams.sY); } AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment; AniParams.uiUserData3 = pCorpse->def.ubDirection; if ( !gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] ) { strcpy( AniParams.zCachedFile, zNoBloodCorpseFilenames[ pCorpse->def.ubType ] ); } else { strcpy( AniParams.zCachedFile, zCorpseFilenames[ pCorpse->def.ubType ] ); } pCorpse->pAniTile = CreateAnimationTile( &AniParams ); if ( pCorpse->pAniTile == NULL ) { pCorpse->fActivated = FALSE; return( -1 ); } // Set flag and index values pCorpse->pAniTile->pLevelNode->uiFlags |= ( LEVELNODE_ROTTINGCORPSE ); pCorpse->pAniTile->pLevelNode->ubShadeLevel = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubShadeLevel; pCorpse->pAniTile->pLevelNode->ubSumLights = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubSumLights; pCorpse->pAniTile->pLevelNode->ubMaxLights = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubMaxLights; pCorpse->pAniTile->pLevelNode->ubNaturalShadeLevel = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubNaturalShadeLevel; pCorpse->pAniTile->uiUserData = iIndex; pCorpse->iID = iIndex; // copy name of corpse definition... memcpy( &(pCorpse->name), &(pCorpseDef->name), sizeof(CHAR16) * 10 ); pCorpse->name[9] = '\0'; pCorpse->fActivated = TRUE; if ( Random( 100 ) > 50 ) { pCorpse->fAttractCrowsOnlyWhenOnScreen = TRUE; } else { pCorpse->fAttractCrowsOnlyWhenOnScreen = FALSE; } pCorpse->iCachedTileID = pCorpse->pAniTile->sCachedTileID; if ( pCorpse->iCachedTileID == -1 ) { DeleteAniTile( pCorpse->pAniTile ); pCorpse->fActivated = FALSE; return( -1 ); } // Get palette and create palettes and do substitutions if ( !CreateCorpsePalette( pCorpse ) ) { DeleteAniTile( pCorpse->pAniTile ); pCorpse->fActivated = FALSE; return( -1 ); } SetRenderFlags(RENDER_FLAG_FULL); if ( pCorpse->def.usFlags & ROTTING_CORPSE_VEHICLE ) { pCorpse->pAniTile->uiFlags |= ( ANITILE_FORWARD | ANITILE_LOOPING ); // Turn off pause... pCorpse->pAniTile->uiFlags &= (~ANITILE_PAUSED); } InvalidateWorldRedundency( ); // OK, loop through gridnos for corpse and remove blood..... // Get root filename... this removes path and extension // USed to find struct data fo rthis corpse... GetRootName( zFilename, AniParams.zCachedFile ); // Add structure data..... CheckForAndAddTileCacheStructInfo( pCorpse->pAniTile->pLevelNode, pCorpse->def.sGridNo, pCorpse->def.bLevel, ( UINT16 ) ( pCorpse->iCachedTileID ), GetCorpseStructIndex( pCorpseDef, TRUE ) ); pStructureFileRef = GetCachedTileStructureRefFromFilename( zFilename ); if ( pStructureFileRef != NULL ) { usStructIndex = GetCorpseStructIndex( pCorpseDef, TRUE ); pDBStructureRef = &(pStructureFileRef->pDBStructureRef[ usStructIndex ] ); for (ubLoop = 0; ubLoop < pDBStructureRef->pDBStructure->ubNumberOfTiles; ubLoop++) { ppTile = pDBStructureRef->ppTile; sTileGridNo = AddPosRelToBase(pCorpseDef->sGridNo, ppTile[ubLoop]); //Remove blood RemoveBlood( sTileGridNo, pCorpseDef->bLevel ); } } // Flugente: update number of corpses in this sector if ( !gbWorldSectorZ ) { SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )] ); if ( pSectorInfo ) pSectorInfo->usNumCorpses = giNumRottingCorpse; } // OK, we're done! return( iIndex ); } void FreeCorpsePalettes( ROTTING_CORPSE *pCorpse ) { // Free palettes MemFree( pCorpse->p8BPPPalette ); MemFree( pCorpse->p16BPPPalette ); for ( INT32 cnt = 0; cnt < NUM_CORPSE_SHADES; ++cnt ) { if ( pCorpse->pShades[ cnt ] != NULL ) { MemFree( pCorpse->pShades[ cnt ] ); pCorpse->pShades[ cnt ] = NULL; } } } void RemoveCorpses( ) { for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount ) { if( ( gRottingCorpse[iCount].fActivated ) ) { RemoveCorpse( iCount ); } } giNumRottingCorpse = 0; } void RemoveCorpse( INT32 iCorpseID ) { // Remove! gRottingCorpse[ iCorpseID ].fActivated = FALSE; DeleteAniTile( gRottingCorpse[ iCorpseID ].pAniTile ); FreeCorpsePalettes( &( gRottingCorpse[ iCorpseID ] ) ); } BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse ) { CHAR8 zColFilename[ 100 ]; INT8 bBodyTypePalette; SGPPaletteEntry Temp8BPPPalette[ 256 ]; pCorpse->p8BPPPalette = (SGPPaletteEntry *) MemAlloc( sizeof( SGPPaletteEntry ) * 256 ); CHECKF( pCorpse->p8BPPPalette != NULL ); bBodyTypePalette = GetBodyTypePaletteSubstitutionCode( NULL, pCorpse->def.ubBodyType, zColFilename ); // If this corpse has cammo, if ( pCorpse->def.ubType == ROTTING_STAGE2 ) { bBodyTypePalette = 0; } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMO_PALETTE ) { strcpy( zColFilename, "ANIMS\\camo.COL" ); bBodyTypePalette = 1; } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE ) { strcpy( zColFilename, "ANIMS\\urban.col" ); bBodyTypePalette = 1; } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE ) { strcpy( zColFilename, "ANIMS\\desert.col" ); bBodyTypePalette = 1; } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE ) { strcpy( zColFilename, "ANIMS\\snow.col" ); bBodyTypePalette = 1; } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_STEALTH_PALETTE ) { strcpy( zColFilename, "ANIMS\\stealth.col" ); bBodyTypePalette = 1; } if ( bBodyTypePalette == -1 ) { // Use palette from HVOBJECT, then use substitution for pants, etc memcpy( pCorpse->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 ); // Substitute based on head, etc SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.HeadPal ); SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.VestPal ); SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.PantsPal ); SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.SkinPal ); } else if ( bBodyTypePalette == 0 ) { // Use palette from hvobject memcpy( pCorpse->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 ); } else { // Use col file if ( CreateSGPPaletteFromCOLFile( Temp8BPPPalette, zColFilename ) ) { // Copy into palette memcpy( pCorpse->p8BPPPalette, Temp8BPPPalette, sizeof( pCorpse->p8BPPPalette ) * 256 ); } else { // Use palette from hvobject memcpy( pCorpse->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 ); } } // -- BUILD 16BPP Palette from this pCorpse->p16BPPPalette = Create16BPPPalette( pCorpse->p8BPPPalette ); CreateCorpsePaletteTables( pCorpse ); return( TRUE ); } BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLEAN fCheckForLOS ) { if (TileIsOutOfBounds(pSoldier->sGridNo)) { return( FALSE ); } ROTTING_CORPSE_DEFINITION Corpse; UINT8 ubType; UINT32 cnt; UINT16 usItemFlags = 0; //WORLD_ITEM_DONTRENDER; INT32 iCorpseID; INT8 bVisible = -1; OBJECTTYPE *pObj; UINT8 ubNumGoo; INT32 sNewGridNo; // ATE: Change to fix crash when item in hand if ( gpItemPointer != NULL && gpItemPointerSoldier == pSoldier ) { CancelItemPointer( ); } // Setup some values! memset( &Corpse, 0, sizeof( Corpse ) ); Corpse.ubBodyType = pSoldier->ubBodyType; Corpse.sGridNo = pSoldier->sGridNo; Corpse.dXPos = pSoldier->dXPos; Corpse.dYPos = pSoldier->dYPos; Corpse.bLevel = pSoldier->pathing.bLevel; Corpse.ubProfile = pSoldier->ubProfile; ///ddd{ for the enemy to be able to detect corpses if ( pSoldier->bTeam != gbPlayerNum ) Corpse.ubAIWarningValue = 1; //def.ubAIWarningValue = 1; //not used value! ///ddd} if ( Corpse.bLevel > 0 ) { Corpse.sHeightAdjustment = (INT16)( pSoldier->sHeightAdjustment - WALL_HEIGHT ); } SET_PALETTEREP_ID ( Corpse.HeadPal, pSoldier->HeadPal ); SET_PALETTEREP_ID ( Corpse.VestPal, pSoldier->VestPal ); SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal ); SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal ); int urban = pSoldier->urbanCamo + pSoldier->wornUrbanCamo; int jungle = pSoldier->bCamo + pSoldier->wornCamo; int desert = pSoldier->desertCamo + pSoldier->wornDesertCamo; int snow = pSoldier->snowCamo + pSoldier->wornSnowCamo; int total = urban + jungle + desert + snow; if ( GetWornStealth(pSoldier) >= 50 ) { Corpse.usFlags |= ROTTING_CORPSE_USE_STEALTH_PALETTE; } else if ( total >= 50 ) { // display camo depending on which is higher if ( jungle >= urban && jungle >= desert && jungle >= snow ) Corpse.usFlags |= ROTTING_CORPSE_USE_CAMO_PALETTE; else if ( urban >= jungle && urban >= desert && urban >= snow ) Corpse.usFlags |= ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE; else if ( desert >= urban && desert >= jungle && desert >= snow ) Corpse.usFlags |= ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE; else if ( snow >= urban && snow >= desert && snow >= jungle ) Corpse.usFlags |= ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE; } // Flugente Zombies: Determine if a zombie can rise from this corpse switch ( gGameExternalOptions.sZombieRiseBehaviour ) { case 3: // a zombie might rise again if ( pSoldier->IsZombie() && Random( 2 ) > 0 ) Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN; break; case 2: // death tosses a coin... if ( Random( 2 ) > 0 ) Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN; break; case 1: // no flag, the dead shall rise for eternity! break; case 0: default: // a killed zombie won't rise again if ( pSoldier->IsZombie() ) Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN; break; } // if zombie and headshots are required, forbid rising if killed by headshot if ( pSoldier->IsZombie() && gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && (pSoldier->usSoldierFlagMask & SOLDIER_HEADSHOT) ) Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN; // Flugente: copy name of soldier... memcpy( &(Corpse.name), &(pSoldier->name), sizeof(CHAR16) * 10 ); Corpse.name[9] = '\0'; // if this soldier's uniform was damaged (gunfire, blade attacks, explosions) then don't allow to take the uniform. We can't stay hidden if we're covered in blood :-) if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_VEST ) Corpse.usFlags |= ROTTING_CORPSE_NO_VEST; if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_PANTS ) Corpse.usFlags |= ROTTING_CORPSE_NO_PANTS; // Determine corpse type! ubType = (UINT8)gubAnimSurfaceCorpseID[ pSoldier->ubBodyType][ pSoldier->usAnimState ]; Corpse.ubDirection = pSoldier->ubDirection; // If we are a vehicle.... only use 1 direction.... if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) { Corpse.usFlags |= ROTTING_CORPSE_VEHICLE; if ( pSoldier->ubBodyType != ICECREAMTRUCK && pSoldier->ubBodyType != HUMVEE ) { Corpse.ubDirection = NORTHWEST; } else { Corpse.ubDirection = gb2DirectionsFrom8[ Corpse.ubDirection ]; } } if ( ubType == QUEEN_MONSTER_DEAD || ubType == BURNT_DEAD || ubType == EXPLODE_DEAD || ubType == CRYO_CORPSE ) { Corpse.ubDirection = NORTHWEST; } // ATE: If bDirection, get opposite // if ( ubType == SMERC_FALLF || ubType == MMERC_FALLF || ubType == FMERC_FALLF ) //{ // Corpse.bDirection = gOppositeDirection[ Corpse.bDirection ]; // } // Set time of death Corpse.uiTimeOfDeath = GetWorldTotalMin( ); // If corpse is not valid. make items visible if ( ubType == NO_CORPSE && pSoldier->bTeam != gbPlayerNum ) { usItemFlags &= (~WORLD_ITEM_DONTRENDER ); } // ATE: If the queen is killed, she should // make items visible because it ruins end sequence.... if ( pSoldier->ubProfile == QUEEN || pSoldier->bTeam == gbPlayerNum ) { bVisible = 1; } // Not for a robot... if ( AM_A_ROBOT( pSoldier ) ) { } else if ( ubType == QUEEN_MONSTER_DEAD ) { gTacticalStatus.fLockItemLocators = FALSE; 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; ubNumGoo = 6 - ( DiffLevel - DIF_LEVEL_EASY ); //ubNumGoo = 6 - ( gGameOptions.ubDifficultyLevel - DIF_LEVEL_EASY ); sNewGridNo = pSoldier->sGridNo + ( WORLD_COLS * 2 ); for ( cnt = 0; cnt < ubNumGoo; ++cnt ) { CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &gTempObject ); AddItemToPool( sNewGridNo, &gTempObject, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 ); } } else { // OK, Place what objects this guy was carrying on the ground! UINT32 invsize = pSoldier->inv.size(); for ( cnt = 0; cnt < invsize; ++cnt ) { pObj = &( pSoldier->inv[ cnt ] ); if ( pObj->exists() == true ) { // Check if it's supposed to be dropped // silversurfer: new option to drop items from CIV_TEAM regardless of "OBJECT_UNDROPPABLE" flag // the same applies for enemy soldiers if mild drop all has been enabled if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum || ( gGameExternalOptions.fCiviliansDropAll && pSoldier->bTeam == CIV_TEAM && !IsVehicle(pSoldier) ) || ( gGameExternalOptions.fEnemiesDropAllItems == 2 && pSoldier->bTeam == ENEMY_TEAM ) ) { // and make sure that it really is a droppable item type // if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) ) if ( !ItemIsUndroppableByDefault(pObj->usItem) ) { ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, 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( pSoldier->bTeam == ENEMY_TEAM || ( gGameExternalOptions.ubMilitiaDropEquipment == 2 && pSoldier->bTeam == MILITIA_TEAM ) || ( gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && pSoldier->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); // if mild drop all is enabled and the item was usually not allowed to drop we will reduce its status considerably if ( gGameExternalOptions.fEnemiesDropAllItems == 2 && pSoldier->bTeam == ENEMY_TEAM && (*pObj).fFlags & OBJECT_UNDROPPABLE ) { (*pObj)[0]->data.objectStatus -= 60 + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier ); (*pObj)[0]->data.objectStatus = min(max((*pObj)[0]->data.objectStatus,1),100); // never below 1% or above 100% } else { (*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(pSoldier, pObj); } // HEADROCK HAM B2.8: Militia will drop items only if allowed. if (!(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pSoldier->bTeam == MILITIA_TEAM ) && !(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && pSoldier->ubAttackerID->bTeam == OUR_TEAM )) { AddItemToPool( pSoldier->sGridNo, pObj, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 ); } } } } } DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE ); // Flugente: even if we forbid militia from dropping their equipment, they will still drop what they took via sector inventory (this functions only drops what they took) pSoldier->DropSectorEquipment(); } // Make team look for items AllSoldiersLookforItems( TRUE ); //Madd: set warning value to signal other enemies if( pSoldier->bTeam == ENEMY_TEAM ) Corpse.ubAIWarningValue = 20; // This should free up ABC for death codes if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_ATTACK ) { DebugAttackBusy( "%%%%%%%%% Freeing up attacker because soldier became a corpse.\n"); ReduceAttackBusyCount( ); } //if we are to call TacticalRemoveSoldier after adding the corpse if( fRemoveMerc ) { // If not a player, you can completely remove soldiertype // otherwise, just remove their graphic if ( pSoldier->bTeam != gbPlayerNum ) { // Remove merc! // ATE: Remove merc slot first - will disappear if no corpse data found! TacticalRemoveSoldier( pSoldier->ubID ); } else { pSoldier->RemoveSoldierFromGridNo( ); } } if ( ubType == NO_CORPSE ) { return( TRUE ); } // Set type Corpse.ubType = ubType; // Add corpse! iCorpseID = AddRottingCorpse( &Corpse ); // If this is our guy......make visible... //if ( pSoldier->bTeam == gbPlayerNum ) if ( iCorpseID != -1 ) { MakeCorpseVisible( pSoldier, &( gRottingCorpse[ iCorpseID ] ) ); } return( TRUE ); } INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier ) { INT32 uiRange, uiLowestRange = 999999; INT32 sLowestGridNo = NOWHERE; ROTTING_CORPSE *pCorpse; // OK, loop through our current listing of bodies for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[ cnt ] ); if ( pCorpse->fActivated ) { // Check rotting state if ( pCorpse->def.ubType == ROTTING_STAGE2 ) { uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, pCorpse->def.sGridNo ); if ( uiRange < uiLowestRange ) { sLowestGridNo = pCorpse->def.sGridNo; uiLowestRange = uiRange; } } } } return( sLowestGridNo ); } void AddCrowToCorpse( ROTTING_CORPSE *pCorpse ) { SOLDIERCREATE_STRUCT MercCreateStruct; INT8 ubBodyType = CROW; UINT16 iNewIndex; INT32 sGridNo; UINT8 ubDirection; SOLDIERTYPE *pSoldier; //DBrot: More Rooms //UINT8 ubRoomNum; UINT16 usRoomNum; // No crows inside :( if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) ) { return; } // Put him flying over corpse pisition MercCreateStruct.ubProfile = NO_PROFILE; MercCreateStruct.sSectorX = gWorldSectorX; MercCreateStruct.sSectorY = gWorldSectorY; MercCreateStruct.bSectorZ = gbWorldSectorZ; MercCreateStruct.ubBodyType = ubBodyType; MercCreateStruct.ubDirection = SOUTH; MercCreateStruct.bTeam = CIV_TEAM; MercCreateStruct.sInsertionGridNo = pCorpse->def.sGridNo; RandomizeNewSoldierStats( &MercCreateStruct ); if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) != NULL ) { pSoldier = MercPtrs[ iNewIndex ]; sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pCorpse->def.sGridNo, 2, &ubDirection ); if (!TileIsOutOfBounds(sGridNo)) { pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; pSoldier->usStrategicInsertionData = sGridNo; pSoldier->sInsertionGridNo = sGridNo; pSoldier->sDesiredHeight = 0; // Add to sector AddSoldierToSector( iNewIndex ); // Change to fly animation //sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pCorpse->def.sGridNo, 5, &ubDirection ); //pSoldier->usUIMovementMode = CROW_FLY; //pSoldier->EVENT_GetNewSoldierPath( sGridNo, pSoldier->usUIMovementMode ); // Setup action data to point back to corpse.... pSoldier->aiData.uiPendingActionData1 = pCorpse->iID; pSoldier->aiData.sPendingActionData2 = pCorpse->def.sGridNo; pCorpse->def.bNumServicingCrows++; } } } void HandleCrowLeave( SOLDIERTYPE *pSoldier ) { // Check if this crow is still referencing the same corpse... ROTTING_CORPSE* pCorpse = &(gRottingCorpse[pSoldier->aiData.uiPendingActionData1]); // Double check grindo... if ( pCorpse && pSoldier->aiData.sPendingActionData2 == pCorpse->def.sGridNo ) { // We have a match // Adjust crow servicing count... pCorpse->def.bNumServicingCrows--; if ( pCorpse->def.bNumServicingCrows < 0 ) { pCorpse->def.bNumServicingCrows = 0; } } } void HandleCrowFlyAway( SOLDIERTYPE *pSoldier ) { UINT8 ubDirection; INT32 sGridNo; // Set desired height pSoldier->sDesiredHeight = 100; // Change to fly animation sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pSoldier->sGridNo, 5, &ubDirection ); pSoldier->usUIMovementMode = CROW_FLY; SendGetNewSoldierPathEvent( pSoldier, sGridNo, pSoldier->usUIMovementMode ); } void HandleRottingCorpses( ) { ROTTING_CORPSE *pCorpse; INT8 bNumCrows = 0; UINT32 uiChosenCorpseID; // Don't allow crows here if flags not set if ( !gTacticalStatus.fGoodToAllowCrows ) { return; } if ( gbWorldSectorZ > 0 ) { return; } // ATE: If it's too late, don't! if( NightTime() ) { return; } // ATE: Check for multiple crows..... // Couint how many we have now... { UINT16 bLoop; SOLDIERTYPE * pSoldier; for ( bLoop=gTacticalStatus.Team[ CIV_TEAM ].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; bLoop++, pSoldier++) { if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) ) { if ( pSoldier->ubBodyType == CROW ) { ++bNumCrows; } } } } // Once population gets down to 0, we can add more again.... if ( bNumCrows == 0 ) { gTacticalStatus.fDontAddNewCrows = FALSE; } if ( gTacticalStatus.fDontAddNewCrows ) { return; } if ( bNumCrows >= gTacticalStatus.ubNumCrowsPossible ) { gTacticalStatus.fDontAddNewCrows = TRUE; return; } if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive ) { // don't add any crows while there are predators around return; } // Pick one to attact a crow... { uiChosenCorpseID = Random( giNumRottingCorpse ); pCorpse = &(gRottingCorpse[ uiChosenCorpseID ] ); if ( pCorpse->fActivated ) { if ( !( pCorpse->def.usFlags & ROTTING_CORPSE_VEHICLE ) ) { if ( pCorpse->def.ubType == ROTTING_STAGE2 ) { if ( GridNoOnScreen( pCorpse->def.sGridNo ) ) { return; } AddCrowToCorpse( pCorpse ); AddCrowToCorpse( pCorpse ); } } } } } void MakeCorpseVisible( SOLDIERTYPE *pSoldier, ROTTING_CORPSE *pCorpse ) { pCorpse->def.bVisible = 1; SetRenderFlags( RENDER_FLAG_FULL ); } void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam ) { INT32 cnt; SOLDIERTYPE *pSoldier; INT32 sGridNo; // If this cump is already visible, return if ( pCorpse->def.bVisible == 1 ) { return; } if ( !pCorpse->fActivated ) { return; } // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! cnt = gTacticalStatus.Team[ bTeam ].bFirstID; sGridNo = pCorpse->def.sGridNo; // look for all mercs on the same team, for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pSoldier++ ) { // ATE: Ok, lets check for some basic things here! if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector ) { // and we can trace a line of sight to his x,y coordinates? // (taking into account we are definitely aware of this guy now) if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) ) { MakeCorpseVisible( pSoldier, pCorpse ); return; } } } } void MercLooksForCorpses( SOLDIERTYPE *pSoldier ) { // Should we say disgust quote? if ( ( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_ROTTINGCORPSE ) ) { return; } if ( pSoldier->ubProfile == NO_PROFILE ) { return; } if ( AM_AN_EPC( pSoldier ) ) { return; } if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpHeadShotOnly == 1 ) { return; } // Every so often... do a corpse quote... if ( Random( 400 ) <= 2 ) { INT32 sGridNo; ROTTING_CORPSE* pCorpse; // Loop through all corpses.... for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[ cnt ] ); if ( !pCorpse->fActivated ) { continue; } // Has this corpse rotted enough? if ( pCorpse->def.ubType == ROTTING_STAGE2 ) { sGridNo = pCorpse->def.sGridNo; // and we can trace a line of sight to his x,y coordinates? // (taking into account we are definitely aware of this guy now) if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) ) { TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT ); pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_ROTTINGCORPSE; BeginMultiPurposeLocator( sGridNo, pCorpse->def.bLevel, FALSE ); // Slide to... SlideToLocation( sGridNo ); return; } } } } } void RebuildAllCorpseShadeTables( ) { // Flugente 2015-08-19: atm this function is pointless, as nothing is ever done here... so I'm putting a stop to it return; ROTTING_CORPSE* pCorpse; // Loop through all corpses.... for ( INT32 cnt = 0; cnt < giNumRottingCorpse; cnt++ ) { pCorpse = &(gRottingCorpse[ cnt ] ); // If this cump is already visible, continue if ( pCorpse->def.bVisible == 1 ) { continue; } if ( !pCorpse->fActivated ) { continue; } // Rebuild shades.... } } UINT16 CreateCorpsePaletteTables( ROTTING_CORPSE *pCorpse ) { SGPPaletteEntry LightPal[256]; // create the basic shade table for ( UINT32 uiCount = 0; uiCount < 256; ++uiCount ) { // combine the rgb of the light color with the object's palette LightPal[uiCount].peRed=(UINT8)(__min((UINT16)pCorpse->p8BPPPalette[uiCount].peRed+(UINT16)gpLightColors[0].peRed, 255)); LightPal[uiCount].peGreen=(UINT8)(__min((UINT16)pCorpse->p8BPPPalette[uiCount].peGreen+(UINT16)gpLightColors[0].peGreen, 255)); LightPal[uiCount].peBlue=(UINT8)(__min((UINT16)pCorpse->p8BPPPalette[uiCount].peBlue+(UINT16)gpLightColors[0].peBlue, 255)); } // build the shade tables CreateCorpseShadedPalette( pCorpse, 0, LightPal ); // build neutral palette as well! // Set current shade table to neutral color return(TRUE); } BOOLEAN CreateCorpseShadedPalette( ROTTING_CORPSE *pCorpse, UINT32 uiBase, SGPPaletteEntry *pShadePal ) { pCorpse->pShades[uiBase] = Create16BPPPaletteShaded( pShadePal, gusShadeLevels[0][0], gusShadeLevels[0][1], gusShadeLevels[0][2], TRUE); for ( UINT32 uiCount = 1; uiCount < 16; ++uiCount ) { pCorpse->pShades[uiBase+uiCount]=Create16BPPPaletteShaded( pShadePal, gusShadeLevels[uiCount][0], gusShadeLevels[uiCount][1], gusShadeLevels[uiCount][2], FALSE); } return(TRUE); } ROTTING_CORPSE *FindCorpseBasedOnStructure( INT32 sGridNo, INT8 asLevel, STRUCTURE *pStructure ) { LEVELNODE *pLevelNode; ROTTING_CORPSE *pCorpse = NULL; // Flugente: if the corpse is on a roof, search there if ( asLevel ) pLevelNode = gpWorldLevelData[sGridNo].pOnRoofHead; else pLevelNode = gpWorldLevelData[ sGridNo ].pStructHead; while( pLevelNode != NULL ) { if (pLevelNode->pStructureData == pStructure ) { break; } pLevelNode = pLevelNode->pNext; } if ( pLevelNode != NULL ) { // Get our corpse.... pCorpse = &( gRottingCorpse[ pLevelNode->pAniTile->uiUserData ] ); } return( pCorpse ); } void CorpseHit( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID ) { } void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID ) { STRUCTURE *pStructure, *pBaseStructure; ROTTING_CORPSE *pCorpse = NULL; INT32 sBaseGridNo; ANITILE_PARAMS AniParams; pStructure = FindStructureByID( sGridNo, usStructureID ); // Get base.... pBaseStructure = FindBaseStructure( pStructure ); // Find base gridno... sBaseGridNo = pBaseStructure->sGridNo; // Get corpse ID..... pCorpse = FindCorpseBasedOnStructure( sBaseGridNo, asLevel, pBaseStructure ); if ( pCorpse == NULL ) { #ifdef JA2TESTVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Vaporize corpse but corpse cannot be found at: %d", sBaseGridNo ); #endif return; } if ( pCorpse->def.usFlags & ROTTING_CORPSE_VEHICLE ) { return; } if ( GridNoOnScreen( sBaseGridNo ) ) { // Add explosion memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) ); AniParams.sGridNo = sBaseGridNo; // Check if on roof or not... if ( pCorpse->def.bLevel == 0 ) AniParams.ubLevelID = ANI_STRUCT_LEVEL; else AniParams.ubLevelID = ANI_ONROOF_LEVEL; AniParams.sDelay = (INT16)( 80 ); AniParams.sStartFrame = 0; AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD; ConvertGridNoToCenterCellXY(sBaseGridNo, &AniParams.sX, &AniParams.sY); AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment; strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" ); CreateAnimationTile( &AniParams ); // Remove.... RemoveCorpse( pCorpse->iID ); SetRenderFlags( RENDER_FLAG_FULL ); // add disease if ( !gbWorldSectorZ ) { SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )] ); if ( pSectorInfo ) pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE ); // the population doesn't like it when we blow chunks of people all over the place INT8 bTownId = GetTownIdForSector( gWorldSectorX, gWorldSectorY ); // if NOT in a town if ( bTownId != BLANK_SECTOR ) { UINT32 uiLoyaltyChange = LOYALTY_PENALTY_ROTTED_CORPSE; DecrementTownLoyalty( bTownId, uiLoyaltyChange ); } } if ( pCorpse->def.bLevel == 0 ) { // Set some blood...... SpreadEffect( sBaseGridNo, (UINT8)((2)), 0, NOBODY, BLOOD_SPREAD_EFFECT, asLevel, -1 ); } } // PLay a sound.... PlayJA2Sample( (UINT32)( BODY_EXPLODE_1 ), RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) ); } INT32 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 ubRadius ) { INT32 sSweetGridNo; INT16 sTop, sBottom; INT16 sLeft, sRight; INT16 cnt1, cnt2, cnt3; INT32 sGridNo; INT32 uiRange, uiLowestRange = 999999; INT32 sLowestGridNo=0; INT32 leftmost; BOOLEAN fFound = FALSE; SOLDIERTYPE soldier; INT16 ubSaveNPCAPBudget; UINT8 ubSaveNPCDistLimit; STRUCTURE_FILE_REF * pStructureFileRef = NULL; CHAR8 zFilename[150]; UINT8 ubBestDirection=0; BOOLEAN fSetDirection = FALSE; cnt3 = 0; // Get root filename... this removes path and extension // USed to find struct data fo rthis corpse... GetRootName( zFilename, zCorpseFilenames[pDef->ubType ] ); pStructureFileRef = GetCachedTileStructureRefFromFilename( zFilename ); sSweetGridNo = pDef->sGridNo; //Save AI pathing vars. changing the distlimit restricts how //far away the pathing will consider. ubSaveNPCAPBudget = gubNPCAPBudget; ubSaveNPCDistLimit = gubNPCDistLimit; gubNPCAPBudget = 0; gubNPCDistLimit = ubRadius; //create dummy soldier, and use the pathing to determine which nearby slots are //reachable. soldier.bTeam = 1; soldier.sGridNo = sSweetGridNo; sTop = ubRadius; sBottom = -ubRadius; sLeft = - ubRadius; sRight = ubRadius; //clear the mapelements of potential residue MAPELEMENT_REACHABLE flags //in the square region. for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) { for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ ) { sGridNo = sSweetGridNo + (WORLD_COLS * cnt1) + cnt2; if ( sGridNo >=0 && sGridNo < WORLD_MAX ) { gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE); } } } //Now, find out which of these gridnos are reachable //(use the fake soldier and the pathing settings) FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, 0 );//dnl ch50 071009 for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ ) { leftmost = ( ( sSweetGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS; for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ ) { sGridNo = sSweetGridNo + ( WORLD_COLS * cnt1 ) + cnt2; if ( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) && gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE ) { // Go on sweet stop if ( NewOKDestination( &soldier, sGridNo, TRUE, soldier.pathing.bLevel ) ) { BOOLEAN fDirectionFound = FALSE; BOOLEAN fCanSetDirection = FALSE; // Check each struct in each direction if ( pStructureFileRef == NULL ) { fDirectionFound = TRUE; } else { for ( cnt3 = 0; cnt3 < NUM_WORLD_DIRECTIONS; ++cnt3 ) { if ( OkayToAddStructureToWorld( sGridNo, pDef->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), INVALID_STRUCTURE_ID ) ) { fDirectionFound = TRUE; fCanSetDirection = TRUE; break; } } } if ( fDirectionFound ) { uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo ); if ( uiRange < uiLowestRange ) { if ( fCanSetDirection ) { ubBestDirection = (UINT8)cnt3; fSetDirection = TRUE; } sLowestGridNo = sGridNo; uiLowestRange = uiRange; fFound = TRUE; } } } } } } gubNPCAPBudget = ubSaveNPCAPBudget; gubNPCDistLimit = ubSaveNPCDistLimit; if ( fFound ) { if ( fSetDirection ) { pDef->ubDirection = ubBestDirection; } return sLowestGridNo; } return NOWHERE; } BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse ) { if ( (pCorpse->def.usFlags & ROTTING_CORPSE_HEAD_TAKEN) ) { return( FALSE ); } return( gbCorpseValidForDecapitation[ pCorpse->def.ubType ] ); } ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo, INT8 bLevel ) { STRUCTURE *pStructure, *pBaseStructure; INT32 sBaseGridNo; pStructure = FindStructure( sGridNo, STRUCTURE_CORPSE ); if ( pStructure != NULL ) { // Get base.... pBaseStructure = FindBaseStructure( pStructure ); if ( pBaseStructure != NULL ) { // Find base gridno... sBaseGridNo = pBaseStructure->sGridNo; if (!TileIsOutOfBounds(sBaseGridNo)) { return(FindCorpseBasedOnStructure(sBaseGridNo, bLevel, pBaseStructure)); } } } return( NULL ); } BOOLEAN DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { ROTTING_CORPSE *pCorpse; ROTTING_CORPSE_DEFINITION CorpseDef; UINT16 usHeadIndex = HEAD_1; static UINT16 usBloodCatSkinIndex = 232; pCorpse = GetCorpseAtGridNo( sGridNo, bLevel ); if ( pCorpse == NULL ) return FALSE; if ( IsValidDecapitationCorpse( pCorpse ) ) { // Decapitate..... // Copy corpse definition... memcpy( &CorpseDef, &(pCorpse->def), sizeof( ROTTING_CORPSE_DEFINITION ) ); // Add new one... CorpseDef.ubType = gDecapitatedCorpse[ CorpseDef.ubType ]; pCorpse->def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN; CorpseDef.fHeadTaken = TRUE; if ( CorpseDef.ubType != 0 ) { // Remove old one... RemoveCorpse( pCorpse->iID ); INT32 iCorpseID = AddRottingCorpse( &CorpseDef ); if ( iCorpseID != -1 ) { gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN; } } // Add head item..... // Pick the head based on profile type... switch( pCorpse->def.ubProfile ) { case 83: usHeadIndex = HEAD_2; break; case 111: usHeadIndex = HEAD_3; break; case 64: usHeadIndex = HEAD_4; break; case 112: usHeadIndex = HEAD_5; break; case 82: usHeadIndex = HEAD_6; break; case 110: usHeadIndex = HEAD_7; break; } if ( pCorpse->def.ubType == BLOODCAT_DEAD ) { if ( HasItemFlag(usBloodCatSkinIndex, SKIN_BLOODCAT) || GetFirstItemWithFlag(&usBloodCatSkinIndex, SKIN_BLOODCAT) ) usHeadIndex = usBloodCatSkinIndex; } if ( usHeadIndex > 0 ) { CreateItem( usHeadIndex, 100, &gTempObject ); AddItemToPool( sGridNo, &gTempObject, INVISIBLE, bLevel, 0, 0 ); // All teams lok for this... NotifySoldiersToLookforItems( ); return TRUE; } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_HEAD_ITEM] ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_DECAPITATION] ); return FALSE; } void ShiftCorpse( INT32 sGridNo, INT8 bLevel ) { for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { ROTTING_CORPSE* pCorpse = &(gRottingCorpse[cnt]); if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubType != 0 && pCorpse->def.sGridNo == sGridNo && pCorpse->def.bLevel == 1 ) { ROTTING_CORPSE_DEFINITION CorpseDef; // Copy corpse definition... memcpy( &CorpseDef, &(pCorpse->def), sizeof(ROTTING_CORPSE_DEFINITION) ); // Remove old one... RemoveCorpse( pCorpse->iID ); // move corpse to the other level CorpseDef.bLevel = 1 - bLevel; AddRottingCorpse( &CorpseDef ); } } } // Flugente: can this corpse be gutted? BOOLEAN IsValidGutCorpse( ROTTING_CORPSE *pCorpse ) { if ( pCorpse->def.ubType == ROTTING_STAGE2 || (pCorpse->def.usFlags & ROTTING_CORPSE_GUTTED) ) return( FALSE ); return( pCorpse->def.ubType == BLOODCAT_DEAD || pCorpse->def.ubType == COW_DEAD ); } // Flugente: gut a corpse BOOLEAN GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel ); if ( pCorpse == NULL ) return FALSE; // can this thing be gutted? if ( IsValidGutCorpse( pCorpse ) ) { // numbers for the meat acquired by gutting. These values respond to the standard GameDir values, if they have other values in the xml, no problem, we'll search for them static UINT16 usBloodCatMeatIndex = 1566; static UINT16 usCowMeatIndex = 1565; UINT16 meatindex = 0; pCorpse->def.usFlags |= ROTTING_CORPSE_GUTTED; if ( pCorpse->def.ubType == BLOODCAT_DEAD ) { if ( HasItemFlag(usBloodCatMeatIndex, MEAT_BLOODCAT) || GetFirstItemWithFlag(&usBloodCatMeatIndex, MEAT_BLOODCAT) ) meatindex = usBloodCatMeatIndex; } else { if ( HasItemFlag( usCowMeatIndex, MEAT_COW ) || GetFirstItemWithFlag( &usCowMeatIndex, MEAT_COW ) ) meatindex = usCowMeatIndex; } if ( meatindex > 0 ) { CreateItem( meatindex, 100, &gTempObject ); AddItemToPool( sGridNo, &gTempObject, INVISIBLE, bLevel, 0, 0 ); // All teams lok for this... NotifySoldiersToLookforItems( ); return TRUE; } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_MEAT_ITEM] ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_GUTTING] ); return FALSE; } // Flugente: can clothes be taken off of this corpse? BOOLEAN IsValidStripCorpse( ROTTING_CORPSE *pCorpse ) { if ( pCorpse->def.ubType == ROTTING_STAGE2 || ((pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST) && (pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS)) ) return( FALSE ); if ( pCorpse->def.ubType == BLOODCAT_DEAD ) return TRUE; return( CorpseOkToDress(pCorpse) ); } // Flugente: take the clothes off a corpse BOOLEAN StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel ); if ( pCorpse == NULL || !pSoldier ) return FALSE; // can this thing be stripped? if ( IsValidStripCorpse( pCorpse ) ) { if ( pCorpse->def.ubType == BLOODCAT_DEAD ) { UINT16 peltitem = 232; if ( !HasItemFlag( peltitem, SKIN_BLOODCAT ) ) GetFirstItemWithFlag( &peltitem, SKIN_BLOODCAT ); // status depends on whether the cat pellet has holes in it, and whether we might have a bit of knowledge about skinning INT16 status = 70; if ( ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST ) ) status -= 40; if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MELEE_NT ) ) status += 5; if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, DOCTOR_NT ) ) status += 5; CreateItem( peltitem, status + Random(20), &gTempObject ); if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) ) AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, bLevel, 0, -1 ); } else { // determine which clothes to spawn if ( !( pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST ) ) { UINT16 vestitem = 0; if ( GetFirstClothesItemWithSpecificData( &vestitem, pCorpse->def.VestPal, "blank" ) ) { CreateItem( vestitem, 100, &gTempObject ); if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) ) AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, bLevel, 0, -1 ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] ); } if ( !( pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS ) ) { UINT16 pantsitem = 0; if ( GetFirstClothesItemWithSpecificData( &pantsitem, "blank", pCorpse->def.PantsPal ) ) { CreateItem( pantsitem, 100, &gTempObject ); if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) ) AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, bLevel, 0, -1 ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] ); } } // we took the clothes, mark this pCorpse->def.usFlags |= (ROTTING_CORPSE_NO_VEST|ROTTING_CORPSE_NO_PANTS); return TRUE; } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_CLOTHESFOUND] ); return FALSE; } // Flugente: can this corpse be carried? BOOLEAN IsValidTakeCorpse( ROTTING_CORPSE *pCorpse ) { if ( pCorpse->def.ubType >= BLOODCAT_DEAD || pCorpse->def.ubType == NO_CORPSE ) return( FALSE ); return( TRUE ); } // Flugente: take a corpse into your hand, thereby removing it from the field BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ) { ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel ); if ( pCorpse == NULL || !pSoldier ) return FALSE; // can this corpse be picked up? if ( IsValidTakeCorpse( pCorpse ) ) { // is there a 'corpse' item? UINT16 corpseitem = 0; if ( GetFirstItemWithFlag(&corpseitem, CORPSE) ) { // we have to make sure this can be placed in our hands, as corpses can only be carried in hands. // At this point, we will have a knife in our first hand, so check if our second hand is free if ( !(pSoldier->inv[SECONDHANDPOS].exists()) ) { CreateItem( corpseitem, 100, &gTempObject ); if(CanItemFitInPosition(pSoldier, &gTempObject, SECONDHANDPOS, FALSE)) { // determine Body type if ( pCorpse->def.ubBodyType == BIGMALE || pCorpse->def.ubBodyType == STOCKYMALE || pCorpse->def.ubBodyType == FATCIV ) gTempObject[0]->data.sObjectFlag |= CORPSE_M_BIG; else if ( pCorpse->def.ubBodyType == REGFEMALE || pCorpse->def.ubBodyType == MINICIV || pCorpse->def.ubBodyType == DRESSCIV ) gTempObject[0]->data.sObjectFlag |= CORPSE_F; if ( pCorpse->def.usFlags & ROTTING_CORPSE_HEAD_TAKEN || pCorpse->def.fHeadTaken ) gTempObject[0]->data.sObjectFlag |= CORPSE_NO_HEAD; if ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST ) gTempObject[0]->data.sObjectFlag |= CORPSE_NO_VEST; if ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS ) gTempObject[0]->data.sObjectFlag |= CORPSE_NO_PANTS; if ( pCorpse->def.usFlags & ROTTING_CORPSE_NEVER_RISE_AGAIN ) gTempObject[0]->data.sObjectFlag |= CORPSE_NO_ZOMBIE_RISE; // now we have to get the correct flags for the object from the corpse, so that upon recreating the corpse, it looks the same UINT8 headpal = 0, skinpal = 0, vestpal = 0, pantspal = 0; GetPaletteRepIndexFromID(pCorpse->def.HeadPal, &headpal); GetPaletteRepIndexFromID(pCorpse->def.SkinPal, &skinpal); GetPaletteRepIndexFromID(pCorpse->def.VestPal, &vestpal); GetPaletteRepIndexFromID(pCorpse->def.PantsPal, &pantspal); // sevenfm: reuse object data to store non-standard palette values UINT32 uiFlag = 0; uiFlag += (headpal & 0xff); uiFlag += (skinpal & 0xff) << 8; uiFlag += (vestpal & 0xff) << 16; uiFlag += (pantspal & 0xff) << 24; gTempObject[0]->data.ubWireNetworkFlag = uiFlag; // sevenfm: store palette flags gTempObject[0]->data.sRepairThreshold = pCorpse->def.usFlags & (ROTTING_CORPSE_USE_STEALTH_PALETTE | ROTTING_CORPSE_USE_CAMO_PALETTE | ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE | ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE | ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE); switch ( headpal ) { case 0: gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_BLOND; break; case 1: gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_BROWN; break; case 2: gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_BLACK; break; case 3: gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_WHITE; break; case 4: default: // the default value (which is also used for red hair) is nothing. Upon spawning a corpse from an item, we assume that it has red hair if none of the above flags is found break; } switch ( skinpal ) { case 13: gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_PINK; break; case 14: gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_TAN; break; case 15: gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_DARK; break; case 16: default: gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_BLACK; break; } switch ( vestpal ) { case 17: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_BROWN; break; case 18: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_grey; break; case 19: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_GREEN; break; case 20: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_JEAN; break; case 21: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_RED; break; case 22: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_BLUE; break; case 23: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_YELLOW; break; case 24: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_WHITE; break; case 25: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_BLACK; break; case 26: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_GYELLOW; break; case 27: default: gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_PURPLE; break; } switch ( pantspal ) { case 7: gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_GREEN; break; case 8: gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_JEAN; break; case 9: gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_TAN; break; case 10: gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_BLACK; break; case 11: gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_BLUE; break; case 12: default: gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_BEIGE; break; } gTempObject.MoveThisObjectTo(pSoldier->inv[SECONDHANDPOS], ALL_OBJECTS, pSoldier, SECONDHANDPOS); if ( pCorpse->def.ubType != 0 ) { // Remove corpse... RemoveCorpse( pCorpse->iID ); } } return TRUE; } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_FREEHAND] ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_CORPSE_ITEM] ); } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_TAKING] ); return FALSE; } // Flugente: create a corpse from an object and place it in the world BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel ) { if ( !pObj || !HasItemFlag(pObj->usItem, CORPSE) ) return FALSE; ROTTING_CORPSE_DEFINITION Corpse; if ( (*pObj)[0]->data.sObjectFlag & CORPSE_M_BIG ) { if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD ) Corpse.ubType = MMERC_JFK; else Corpse.ubType = MMERC_BCK; Corpse.ubBodyType = BIGMALE; } else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_F ) { if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD ) Corpse.ubType = FMERC_JFK; else Corpse.ubType = FMERC_BCK; Corpse.ubBodyType = REGFEMALE; } else //if ( (*pObj)[0]->data.sObjectFlag & CORPSE_M_SMALL ) { if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD ) Corpse.ubType = SMERC_JFK; else Corpse.ubType = SMERC_BCK; Corpse.ubBodyType = REGMALE; } INT16 sX, sY; ConvertGridNoToCenterCellXY(sGridNo, &sX, &sY); Corpse.sGridNo = sGridNo; Corpse.dXPos = sX; Corpse.dYPos = sY; Corpse.sHeightAdjustment = 0; UINT32 uiFlag = (*pObj)[0]->data.ubWireNetworkFlag; INT16 sCamoFlag = (*pObj)[0]->data.sRepairThreshold; if (uiFlag > 0) { // sevenfm: set values directly from stored IDs UINT8 headpal = (uiFlag & 0xff); UINT8 skinpal = ((uiFlag >> 8) & 0xff); UINT8 vestpal = ((uiFlag >> 16) & 0xff); UINT8 pantspal = ((uiFlag >> 24) & 0xff); SET_PALETTEREP_ID(Corpse.HeadPal, gpPalRep[headpal].ID); SET_PALETTEREP_ID(Corpse.SkinPal, gpPalRep[skinpal].ID); SET_PALETTEREP_ID(Corpse.VestPal, gpPalRep[vestpal].ID); SET_PALETTEREP_ID(Corpse.PantsPal, gpPalRep[pantspal].ID); // also restore camo status if (sCamoFlag > 0) { Corpse.usFlags |= sCamoFlag; } } else { // sevenfm: use default way for standard palette // check the objects flagmask and set the corpse palette IDs accordingly // Hair if ((*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_BROWN) SET_PALETTEREP_ID(Corpse.HeadPal, "BROWNHEAD"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_BLACK) SET_PALETTEREP_ID(Corpse.HeadPal, "BLACKHEAD"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_WHITE) SET_PALETTEREP_ID(Corpse.HeadPal, "WHITEHEAD"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_BLOND) SET_PALETTEREP_ID(Corpse.HeadPal, "BLONDHEAD"); else SET_PALETTEREP_ID(Corpse.HeadPal, "REDHEAD"); // Skin if ((*pObj)[0]->data.sObjectFlag & CORPSE_SKIN_PINK) SET_PALETTEREP_ID(Corpse.SkinPal, "PINKSKIN"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_SKIN_TAN) SET_PALETTEREP_ID(Corpse.SkinPal, "TANSKIN"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_SKIN_DARK) SET_PALETTEREP_ID(Corpse.SkinPal, "DARKSKIN"); else SET_PALETTEREP_ID(Corpse.SkinPal, "BLACKSKIN"); // Vest if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_BROWN) SET_PALETTEREP_ID(Corpse.VestPal, "BROWNVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_grey) SET_PALETTEREP_ID(Corpse.VestPal, "greyVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_GREEN) SET_PALETTEREP_ID(Corpse.VestPal, "GREENVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_JEAN) SET_PALETTEREP_ID(Corpse.VestPal, "JEANVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_RED) SET_PALETTEREP_ID(Corpse.VestPal, "REDVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_BLUE) SET_PALETTEREP_ID(Corpse.VestPal, "BLUEVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_YELLOW) SET_PALETTEREP_ID(Corpse.VestPal, "YELLOWVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_WHITE) SET_PALETTEREP_ID(Corpse.VestPal, "WHITEVEST"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_BLACK) SET_PALETTEREP_ID(Corpse.VestPal, "BLACKSHIRT"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_VEST_GYELLOW) SET_PALETTEREP_ID(Corpse.VestPal, "GYELLOWSHIRT"); else SET_PALETTEREP_ID(Corpse.VestPal, "PURPLESHIRT"); // Pants if ((*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_GREEN) SET_PALETTEREP_ID(Corpse.PantsPal, "GREENPANTS"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_JEAN) SET_PALETTEREP_ID(Corpse.PantsPal, "JEANPANTS"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_TAN) SET_PALETTEREP_ID(Corpse.PantsPal, "TANPANTS"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_BLACK) SET_PALETTEREP_ID(Corpse.PantsPal, "BLACKPANTS"); else if ((*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_BLUE) SET_PALETTEREP_ID(Corpse.PantsPal, "BLUEPANTS"); else SET_PALETTEREP_ID(Corpse.PantsPal, "BEIGEPANTS"); } Corpse.ubDirection = NORTH; Corpse.uiTimeOfDeath = GetWorldTotalMin(); Corpse.usFlags = 0; // no flags here, at least not the new ones Corpse.bLevel = bLevel; Corpse.bVisible = 1; Corpse.bNumServicingCrows = 0; Corpse.ubProfile = NO_PROFILE; Corpse.fHeadTaken = FALSE; Corpse.ubAIWarningValue = 20; // Flugente: use zombie name (it's the only way this will ever be relevant again anyway) swprintf( Corpse.name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] ); Corpse.name[9] = '\0'; INT32 iCorpseID = AddRottingCorpse( &Corpse ); if ( iCorpseID != -1 ) { AllMercsOnTeamLookForCorpse(&( gRottingCorpse[ iCorpseID ] ), OUR_TEAM); if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD ) gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN; if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_VEST ) gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NO_VEST; if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_PANTS ) gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NO_PANTS; if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_ZOMBIE_RISE ) gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN; return TRUE; } else ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_INVALID_CORPSE_ID] ); return FALSE; } void GetBloodFromCorpse( SOLDIERTYPE *pSoldier ) { ROTTING_CORPSE *pCorpse; INT8 bObjSlot; //OBJECTTYPE Object = {}; // OK, get corpse pCorpse = &( gRottingCorpse[ pSoldier->aiData.uiPendingActionData4 ] ); bObjSlot = FindObj( pSoldier, JAR ); // What kind of corpse ami I? switch( pCorpse->def.ubType ) { case ADULTMONSTER_DEAD: case INFANTMONSTER_DEAD: // Can get creature blood.... CreateItem( JAR_CREATURE_BLOOD, 100, &gTempObject ); break; case QUEEN_MONSTER_DEAD: CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &gTempObject ); break; default: CreateItem( JAR_HUMAN_BLOOD, 100, &gTempObject ); break; } if ( bObjSlot != NO_SLOT ) { SwapObjs( pSoldier, bObjSlot, &gTempObject, TRUE ); } } void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot ) { Assert( pSoldier ); Assert( ( iInvSlot >= 0 ) && ( iInvSlot < (INT32)pSoldier->inv.size() ) ); // if not a player soldier if ( pSoldier->bTeam != gbPlayerNum ) { OBJECTTYPE *pObj = &( pSoldier->inv[ iInvSlot ] ); // if it's ammo if ( Item[ pObj->usItem ].usItemClass == IC_AMMO && Magazine[Item[pObj->usItem].ubClassIndex].ubMagType != AMMO_BOX && Magazine[Item[pObj->usItem].ubClassIndex].ubMagType != AMMO_CRATE) { //don't drop all the clips, just a random # of them between 1 and how many there are pObj->ubNumberOfObjects = ( UINT8 ) ( 1 + Random( pObj->ubNumberOfObjects ) ); // recalculate the weight //ADB ubWeight has been removed, see comments in OBJECTTYPE //pObj->ubWeight = CalculateObjectWeight( pObj ); } } } void ReduceAttachmentsOnGunForNonPlayerChars(SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj){ //Not meant for use in OAS. Assert(UsingNewAttachmentSystem()==true); //If this item has any attachments, is not from a player, and is overwriteable. It's also only for guns. if((*pObj)[0]->AttachmentListSize() > 0 && pSoldier->bTeam != gbPlayerNum && !((*pObj).fFlags & OBJECT_NO_OVERWRITE) && Item[pObj->usItem].usItemClass == IC_GUN && !(gGameExternalOptions.fEnemiesDropAllItems == 1) ) { UINT8 slotCount = 0; for(std::list::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter, ++slotCount) { //A few conditions under which we will not delete this attachment if(!iter->exists()) continue; //Loop to find out if this attachment is a default one, if so, we don't want to remove it. int i; for(i = 0; i < MAX_DEFAULT_ATTACHMENTS && Item[pObj->usItem].defaultattachments[i] != iter->usItem; i++){} // with mild drop all attachments of undropable items need to be damaged as well as the base item if( gGameExternalOptions.fEnemiesDropAllItems == 2 && pSoldier->bTeam == ENEMY_TEAM && (*pObj).fFlags & OBJECT_UNDROPPABLE ) { (*iter)[0]->data.objectStatus -= 60 + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier ); (*iter)[0]->data.objectStatus = min(max((*iter)[0]->data.objectStatus,1),100); // never below 1% or above 100% } if(Item[pObj->usItem].defaultattachments[i] == iter->usItem) continue; //Erase this attachment or not? if(!Chance(gGameExternalOptions.usAttachmentDropRate)) { (*pObj).RemoveAttachment(&(*iter), 0, 0, pSoldier, 0, 1); iter = (*pObj)[0]->attachments.begin(); advance(iter, slotCount); } } } } void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel ) { ROTTING_CORPSE *pCorpse; INT8 bToleranceThreshold = 0; INT32 cnt; SOLDIERTYPE *pTeamSoldier; if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpHeadShotOnly == 1 ) { return; } pCorpse = GetCorpseAtGridNo( sGridNo, ubLevel ); if ( pCorpse == NULL ) { return; } if ( pCorpse->def.ubType != ROTTING_STAGE2 ) { return; } // If servicing qrows, tolerance is now 1 if ( pCorpse->def.bNumServicingCrows > 0 ) { ++bToleranceThreshold; } // Check tolerance if ( pSoldier->bCorpseQuoteTolerance <= bToleranceThreshold ) { // Say quote... TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT ); BeginMultiPurposeLocator( sGridNo, ubLevel, FALSE ); // Reset values.... pSoldier->bCorpseQuoteTolerance = (INT8)( Random(3) + 1 ); // 50% chance of adding 1 to other mercs.... if ( Random( 2 ) == 1 ) { // IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED! cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // look for all mercs on the same team, for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) { // ATE: Ok, lets check for some basic things here! if ( pTeamSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->bActive && pTeamSoldier->bInSector ) { pTeamSoldier->bCorpseQuoteTolerance++; } } } } } INT32 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID ) { ROTTING_CORPSE* pCorpse; // Loop through all corpses.... for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[ cnt ] ); if ( pCorpse->fActivated ) { if ( pCorpse->def.ubProfile == ubProfileID ) { return( pCorpse->def.sGridNo ); } } } return( NOWHERE ); } void DecayRottingCorpseAIWarnings( void ) { ROTTING_CORPSE* pCorpse; for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[ cnt ] ); if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 ) { pCorpse->def.ubAIWarningValue--; } } } UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo ) { ROTTING_CORPSE* pCorpse; UINT8 ubHighestWarning = 0; for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[ cnt ] ); if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 ) { if ( PythSpacesAway( sGridNo, pCorpse->def.sGridNo ) <= CORPSE_WARNING_DIST ) { if ( pCorpse->def.ubAIWarningValue > ubHighestWarning ) { ubHighestWarning = pCorpse->def.ubAIWarningValue; } } } } return( ubHighestWarning ); } ROTTING_CORPSE* GetRottingCorpse( INT16 aNum ) { if ( aNum < giNumRottingCorpse ) return &(gRottingCorpse[aNum]); return NULL; } std::vector GetCorpseIDsNearGridNo( INT32 sGridNo, INT8 bLevel, INT8 sRadius ) { std::vector idvec; ROTTING_CORPSE* pCorpse; for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt ) { pCorpse = &(gRottingCorpse[cnt]); if ( pCorpse->fActivated && pCorpse->def.bLevel == bLevel ) { if ( PythSpacesAway( sGridNo, pCorpse->def.sGridNo ) <= sRadius ) { idvec.push_back(cnt); } } } return idvec; } extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ ); INT16 gsZombieRaiseSoundNum = -1; // Flugente Zombies: resurrect zombies void RaiseZombies( void ) { if ( gGameSettings.fOptions[TOPTION_ZOMBIES] ) { // if gGameExternalOptions.fZombieSpawnWaves is true, zombies will spawn from all corpses (while there is still room for more), creating a wave of zombies. with lots of bodies lying around, this can be a lot. // if GameExternalOptions.fZombieSpawnWaves is false, each zombie can spawn randomly, you will get zombies on msot turns, but they won't spawn a whole horde at once if ( !gGameExternalOptions.fZombieSpawnWaves || ( gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) ) { ROTTING_CORPSE * pCorpse; BOOLEAN zombieshaverisen = FALSE; // silversurfer: We need to check if we are above or below ground or we will modify the wrong sector counters! // above ground if (!gbWorldSectorZ) { SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ]; for ( INT32 cnt = giNumRottingCorpse - 1; cnt >= 0; --cnt ) { if ( pSector && pSector->ubNumCreatures < gGameExternalOptions.ubGameMaximumNumberOfCreatures ) // ... if there is still room for more zombies (zombies count as creatures until a separate ZOMBIE_TEAM is implemented)... { pCorpse = &(gRottingCorpse[ cnt ] ); // if zombies should spawn individually, roll for every corpse individually if ( gGameExternalOptions.fZombieSpawnWaves || ( !gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) ) { if ( pCorpse->fActivated && !(pCorpse->def.usFlags & (ROTTING_CORPSE_HEAD_TAKEN|ROTTING_CORPSE_NEVER_RISE_AGAIN) ) ) // ... if corpse is active, and still has a head and can rise again... { if ( !TileIsOutOfBounds(pCorpse->def.sGridNo) ) // ... if corpse is on existing coordinates ... { if ( WhoIsThere2( pCorpse->def.sGridNo, pCorpse->def.bLevel ) == NOBODY ) // ... if nobody else is on that position ... { UINT16 recanimstate = STANDING; if ( CorpseOkToSpawnZombie( pCorpse, &recanimstate ) ) // ... a zombie can be created from this corpse, in the corresponding animstate ... { zombieshaverisen = TRUE; CreateZombiefromCorpse( pCorpse, recanimstate ); pSector->ubNumCreatures++; pSector->ubCreaturesInBattle++; RemoveCorpse( cnt ); } } } } } } else { // if there is no more room, we can skip this break; } } } else // below ground { UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ); for ( INT32 cnt = giNumRottingCorpse - 1; cnt >= 0; --cnt ) { if ( pSector && pSector->ubNumCreatures < gGameExternalOptions.ubGameMaximumNumberOfCreatures ) // ... if there is still room for more zombies (zombies count as creatures until a separate ZOMBIE_TEAM is implemented)... { pCorpse = &(gRottingCorpse[ cnt ] ); // if zombies should spawn individually, roll for every corpse individually if ( gGameExternalOptions.fZombieSpawnWaves || ( !gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) ) { if ( pCorpse->fActivated && !(pCorpse->def.usFlags & (ROTTING_CORPSE_HEAD_TAKEN|ROTTING_CORPSE_NEVER_RISE_AGAIN) ) ) // ... if corpse is active, and still has a head and can rise again... { if ( !TileIsOutOfBounds(pCorpse->def.sGridNo) ) // ... if corpse is on existing coordinates ... { if ( WhoIsThere2( pCorpse->def.sGridNo, pCorpse->def.bLevel ) == NOBODY ) // ... if nobody else is on that position ... { UINT16 recanimstate = STANDING; if ( CorpseOkToSpawnZombie( pCorpse, &recanimstate ) ) // ... a zombie can be created from this corpse, in the corresponding animstate ... { zombieshaverisen = TRUE; CreateZombiefromCorpse( pCorpse, recanimstate ); pSector->ubNumCreatures++; pSector->ubCreaturesInBattle++; RemoveCorpse( cnt ); } } } } } } else { // if there is no more room, we can skip this break; } } } if ( zombieshaverisen ) { SetRenderFlags( RENDER_FLAG_FULL ); #ifdef JA2TESTVERSION ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"A wave of zombies is created"); #endif CHAR8 zFilename[512]; // prepare zombie raise sound if (gsZombieRaiseSoundNum < 0) { gsZombieRaiseSoundNum = 0; do { gsZombieRaiseSoundNum++; sprintf(zFilename, "Sounds\\Misc\\ZombieRaise%d.ogg", gsZombieRaiseSoundNum); } while (FileExists(zFilename)); gsZombieRaiseSoundNum--; } if (gsZombieRaiseSoundNum > 0) { sprintf(zFilename, "Sounds\\Misc\\ZombieRaise%d.ogg", Random(gsZombieRaiseSoundNum) + 1); if (FileExists(zFilename)) { //PlayJA2SampleFromFile(zFilename, RATE_11025, SoundVolume(MIDVOLUME, this->sGridNo), 1, SoundDir(this->sGridNo)); PlayJA2SampleFromFile(zFilename, RATE_11025, MIDVOLUME, 1, MIDDLEPAN); } } else { // Play default sound PlayJA2SampleFromFile("Sounds\\zombie1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN); } UseCreatureMusic(TRUE); // Madd: music when zombies rise #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 ); // Flugente: additional dialogue AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, NO_PROFILE, ADE_ZOMBIESRISE ); // alert the creatures HandleInitialRedAlert( CREATURE_TEAM, FALSE ); // we need this so that the battle is properly recognized in strategic { //Set up the location as well as turning on the blit flag. gubPBSectorX = (UINT8)gWorldSectorX; gubPBSectorY = (UINT8)gWorldSectorY; gubPBSectorZ = (UINT8)gbWorldSectorZ; gfBlitBattleSectorLocator = TRUE; } if ( GetEnemyEncounterCode() == NO_ENCOUNTER_CODE ) SetEnemyEncounterCode( ZOMBIE_ATTACK_CODE ); // idea... potentially scrap this part and use a simplified form of void CreatureAttackTown_OtherCreatures(...) ? //gubSectorIDOfCreatureAttack = SECTOR( gWorldSectorX, gWorldSectorY ); } } } } // Flugente: create a zombie from a corpse void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState ) { SOLDIERCREATE_STRUCT MercCreateStruct; MercCreateStruct.ubProfile = NO_PROFILE; MercCreateStruct.bTeam = CREATURE_TEAM; // should be ZOMBIE_TEAM, once that is properly implemented MercCreateStruct.sInsertionGridNo = pCorpse->def.sGridNo; MercCreateStruct.sSectorX = gWorldSectorX; MercCreateStruct.sSectorY = gWorldSectorY; MercCreateStruct.bSectorZ = gbWorldSectorZ; MercCreateStruct.ubBodyType = pCorpse->def.ubBodyType; MercCreateStruct.ubDirection = pCorpse->def.ubDirection; MercCreateStruct.fOnRoof = pCorpse->def.bLevel > 0 ? TRUE : FALSE; // add important stats according to difficulty level switch( gGameExternalOptions.sZombieDifficultyLevel ) { case 4: MercCreateStruct.bLifeMax = (INT8)( 70 + Random( 30 ) ); MercCreateStruct.bLife = MercCreateStruct.bLifeMax; MercCreateStruct.bAgility = (INT8)( 50 + Random( 10 ) ); MercCreateStruct.bDexterity = (INT8)( 60 + Random( 15 ) ); MercCreateStruct.bStrength = (INT8)( 80 + Random( 20 ) ); break; case 3: MercCreateStruct.bLifeMax = (INT8)( 60 + Random( 20 ) ); MercCreateStruct.bLife = MercCreateStruct.bLifeMax; MercCreateStruct.bAgility = (INT8)( 40 + Random( 10 ) ); MercCreateStruct.bDexterity = (INT8)( 45 + Random( 10 ) ); MercCreateStruct.bStrength = (INT8)( 60 + Random( 20 ) ); break; case 2: MercCreateStruct.bLifeMax = (INT8)( 45 + Random( 15 ) ); MercCreateStruct.bLife = MercCreateStruct.bLifeMax; MercCreateStruct.bAgility = (INT8)( 30 + Random( 5 ) ); MercCreateStruct.bDexterity = (INT8)( 30 + Random( 10 ) ); MercCreateStruct.bStrength = (INT8)( 45 + Random( 20 ) ); break; case 1: default: MercCreateStruct.bLifeMax = (INT8)( 35 + Random( 10 ) ); MercCreateStruct.bLife = MercCreateStruct.bLifeMax; MercCreateStruct.bAgility = (INT8)( 15 + Random( 5 ) ); MercCreateStruct.bDexterity = (INT8)( 15 + Random( 5 ) ); MercCreateStruct.bStrength = (INT8)( 30 + Random( 20 ) ); break; } // FIX: something's wrong with the FATCIV-bodytype when dying... this is to ensure they die absolutely fast //if ( MercCreateStruct.ubBodyType == FATCIV ) //MercCreateStruct.bLifeMax = OKLIFE; MercCreateStruct.bExpLevel = 1; MercCreateStruct.bMarksmanship = 1; MercCreateStruct.bMedical = 1; MercCreateStruct.bMechanical = 1; MercCreateStruct.bExplosive = 1; MercCreateStruct.bLeadership = 1; MercCreateStruct.bWisdom = 1; MercCreateStruct.bMorale = 90; MercCreateStruct.bAIMorale = MORALE_FEARLESS; SET_PALETTEREP_ID ( MercCreateStruct.HeadPal, pCorpse->def.HeadPal ); SET_PALETTEREP_ID ( MercCreateStruct.PantsPal, pCorpse->def.PantsPal ); SET_PALETTEREP_ID ( MercCreateStruct.VestPal, pCorpse->def.VestPal ); SET_PALETTEREP_ID ( MercCreateStruct.SkinPal, pCorpse->def.SkinPal ); MercCreateStruct.fVisible = TRUE; UINT16 iNewIndex; if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) ) { /* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and * make an exception for zombies every time... */ SOLDIERTYPE* pNewSoldier = MercPtrs[ iNewIndex ]; pNewSoldier->bActionPoints = 60; pNewSoldier->bInitialActionPoints = 60; pNewSoldier->sBreathRed = 0; pNewSoldier->ubInsertionDirection = pCorpse->def.ubDirection; //pNewSoldier->sHeightAdjustment = pCorpse->def.sHeightAdjustment; pNewSoldier->sDesiredHeight = 3; pNewSoldier->ubDesiredHeight = 3; // this forces pNewSoldier to rise up to crouching position pNewSoldier->ubSoldierClass = SOLDIER_CLASS_ZOMBIE; pNewSoldier->aiData.bOrders = SEEKENEMY; pNewSoldier->aiData.bAttitude = AGGRESSIVE; pNewSoldier->bBleeding = 0; if ( !memcmp( pCorpse->name, TacticalStr[ CIV_TEAM_MINER_NAME ], sizeof(pCorpse->name) ) || !memcmp( pCorpse->name, TacticalStr[ MILITIA_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) || !memcmp( pCorpse->name, TacticalStr[ CREATURE_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) || !memcmp( pCorpse->name, TacticalStr[ CIV_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) || !memcmp( pCorpse->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) || !memcmp( pCorpse->name, TacticalStr[ ENEMY_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) ) { swprintf( pNewSoldier->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] ); } else { memcpy( &(pNewSoldier->name), &(pCorpse->name), sizeof(CHAR16) * 10 ); pNewSoldier->name[9] = '\0'; } // add skills according to difficulty level switch( gGameExternalOptions.sZombieDifficultyLevel ) { case 4: if ( gGameOptions.fNewTraitSystem ) { pNewSoldier->stats.ubSkillTraits[0] = MARTIAL_ARTS_NT; pNewSoldier->stats.ubSkillTraits[1] = MARTIAL_ARTS_NT; pNewSoldier->stats.ubSkillTraits[2] = ATHLETICS_NT; } else { pNewSoldier->stats.ubSkillTraits[0] = HANDTOHAND_OT; pNewSoldier->stats.ubSkillTraits[1] = MARTIALARTS_OT; } break; case 3: if ( gGameOptions.fNewTraitSystem ) { pNewSoldier->stats.ubSkillTraits[0] = MARTIAL_ARTS_NT; pNewSoldier->stats.ubSkillTraits[1] = ATHLETICS_NT; pNewSoldier->stats.ubSkillTraits[2] = NO_SKILLTRAIT_NT; } else { pNewSoldier->stats.ubSkillTraits[0] = HANDTOHAND_OT; pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_OT; } break; case 2: if ( gGameOptions.fNewTraitSystem ) { pNewSoldier->stats.ubSkillTraits[0] = MARTIAL_ARTS_NT; pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_NT; pNewSoldier->stats.ubSkillTraits[2] = NO_SKILLTRAIT_NT; } else { pNewSoldier->stats.ubSkillTraits[0] = NO_SKILLTRAIT_OT; pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_OT; } break; case 1: default: if ( gGameOptions.fNewTraitSystem ) { pNewSoldier->stats.ubSkillTraits[0] = NO_SKILLTRAIT_NT; pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_NT; pNewSoldier->stats.ubSkillTraits[2] = NO_SKILLTRAIT_NT; } else { pNewSoldier->stats.ubSkillTraits[0] = NO_SKILLTRAIT_OT; pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_OT; } break; } AddSoldierToSectorNoCalculateDirectionUseAnimation( iNewIndex, usAnimState, 0 ); // If this corpse has camo, use palette from hvobject if ( pCorpse->def.ubType == ROTTING_STAGE2 ) { memcpy( pNewSoldier->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 ); } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMO_PALETTE ) { pNewSoldier->bCamo = gGameExternalOptions.bCamoKitArea; pNewSoldier->wornCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) ); } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE ) { pNewSoldier->urbanCamo = gGameExternalOptions.bCamoKitArea; pNewSoldier->wornUrbanCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) ); } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE ) { pNewSoldier->desertCamo = gGameExternalOptions.bCamoKitArea; pNewSoldier->wornDesertCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) ); } else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE ) { pNewSoldier->snowCamo = gGameExternalOptions.bCamoKitArea; pNewSoldier->wornSnowCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) ); } // Reload palettes.... if ( pNewSoldier->bInSector ) { pNewSoldier->CreateSoldierPalettes( ); } // Set a pending animation to change stance first... //SendChangeSoldierStanceEvent( pNewSoldier, ANIM_CROUCH ); // search for armour and equip if found if ( gGameExternalOptions.fZombieRiseWithArmour ) { BOOLEAN fHelmetFound = FALSE; BOOLEAN fVestFound = FALSE; BOOLEAN fPantsFound = FALSE; ITEM_POOL * pItemPool, * pItemPoolNext; GetItemPool( pCorpse->def.sGridNo, &pItemPool, pCorpse->def.bLevel ); while( pItemPool && ( !fHelmetFound || !fVestFound ||!fPantsFound ) ) { pItemPoolNext = pItemPool->pNext; OBJECTTYPE* pObj = &(gWorldItems[ pItemPool->iItemIndex ].object); if ( Item[ pObj->usItem ].usItemClass == IC_ARMOUR ) { switch (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass) { case ARMOURCLASS_HELMET: { if( !fHelmetFound && AutoPlaceObject(pNewSoldier, pObj, FALSE)) { // remove item from the ground RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel ); fHelmetFound = TRUE; } break; } case ARMOURCLASS_VEST: { if( !fVestFound && AutoPlaceObject(pNewSoldier, pObj, FALSE)) { // remove item from the ground RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel ); fVestFound = TRUE; } break; } case ARMOURCLASS_LEGGINGS: { if( !fPantsFound && AutoPlaceObject(pNewSoldier, pObj, FALSE)) { // remove item from the ground RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel ); fPantsFound = TRUE; } break; } default: break; } } pItemPool = pItemPoolNext; } } // Change to standing,unless we can getup with an animation pNewSoldier->EVENT_InitNewSoldierAnim( STANDING, 0, TRUE ); pNewSoldier->BeginSoldierGetup( ); // So we can see them! AllTeamsLookForAll(ALLOW_INTERRUPTS); } } // Flugente Zombies: returns true if a zombie can be raised from this corpse, and returns the correct pAnimState for the new zombie BOOLEAN CorpseOkToSpawnZombie( ROTTING_CORPSE * pCorpse, UINT16* pAnimState ) { BOOLEAN canbezombie = FALSE; *pAnimState = FALLBACKHIT_STOP; switch ( pCorpse->def.ubType ) { case SMERC_BCK: case SMERC_DHD: case SMERC_FALL: case MMERC_BCK: case MMERC_DHD: case MMERC_FALL: case FMERC_BCK: case FMERC_DHD: case FMERC_FALL: case ROTTING_STAGE2: canbezombie = TRUE; *pAnimState = FALLBACKHIT_STOP; break; case SMERC_FWD: case SMERC_PRN: case SMERC_FALLF: case MMERC_FWD: case MMERC_PRN: case MMERC_FALLF: case FMERC_FWD: case FMERC_PRN: case FMERC_FALLF: canbezombie = TRUE; *pAnimState = FALLFORWARD_HITDEATH_STOP; break; case M_DEAD1: canbezombie = TRUE; *pAnimState = GENERIC_HIT_DEATH; break; case M_DEAD2: canbezombie = TRUE; *pAnimState = CIV_DIE2; break; case H_DEAD1: case K_DEAD1: case FT_DEAD1: case S_DEAD1: case W_DEAD1: case C_DEAD1: case H_DEAD2: case K_DEAD2: case FT_DEAD2: case S_DEAD2: case W_DEAD2: case C_DEAD2: canbezombie = TRUE; *pAnimState = STANDING; break; default: break; } return( canbezombie ); } // Flugente: can we take the clothes of this corpse? // calling this with NULL for soldier will give a general answer for any bodytype BOOLEAN CorpseOkToDress( ROTTING_CORPSE* pCorpse ) { if ( !pCorpse ) return FALSE; switch ( pCorpse->def.ubType ) { case SMERC_JFK: case SMERC_BCK: case SMERC_FWD: case SMERC_DHD: case SMERC_PRN: case SMERC_WTR: case SMERC_FALL: case SMERC_FALLF: case M_DEAD1: case M_DEAD2: case H_DEAD1: case H_DEAD2: case S_DEAD1: case S_DEAD2: case C_DEAD1: case C_DEAD2: case MMERC_JFK: case MMERC_BCK: case MMERC_FWD: case MMERC_DHD: case MMERC_PRN: case MMERC_WTR: case MMERC_FALL: case MMERC_FALLF: case FT_DEAD1: case FT_DEAD2: case FMERC_JFK: case FMERC_BCK: case FMERC_FWD: case FMERC_DHD: case FMERC_PRN: case FMERC_WTR: case FMERC_FALL: case FMERC_FALLF: case W_DEAD1: case W_DEAD2: return TRUE; break; default: break; } return FALSE; } // Flugente: how rotten is this corpse? values from 0 to 1, 1 as soon as it is rotting FLOAT GetCorpseRotFactor( ROTTING_CORPSE* pCorpse ) { if ( !pCorpse ) return 0.0f; if ( pCorpse->def.ubType == ROTTING_STAGE2 ) return 1.0f; return (FLOAT)(min(gGameExternalOptions.usCorpseDelayUntilRotting, GetWorldTotalMin() - pCorpse->def.uiTimeOfDeath)) / gGameExternalOptions.usCorpseDelayUntilRotting; }