Files
source/Tactical/End Game.cpp

775 lines
21 KiB
C++

#include "Overhead.h"
#include "worldman.h"
#include "Soldier Profile.h"
#include "NPC.h"
#include "Dialogue Control.h"
#include "End Game.h"
#include "Intro.h"
#include "Exit Grids.h"
#include "strategicmap.h"
#include "Quests.h"
#include "SaveLoadMap.h"
#include "Sound Control.h"
#include "renderworld.h"
#include "Isometric Utils.h"
#include "Music Control.h"
#include "Soldier macros.h"
#include "qarray.h"
#include "LOS.h"
#include "Strategic AI.h"
#include "Squads.h"
#include "PreBattle Interface.h"
#include "Strategic Movement.h"
#include "strategic.h"
#include "Morale.h"
#include "Queen Command.h"
#include "Strategic Town Loyalty.h"
#include "Player Command.h"
#include "Campaign Types.h"
#include "Tactical Save.h"
#include "screenids.h"
#ifdef JA2UB
#include "email.h"
#include "Game Clock.h"
#include "Ja25_Tactical.h"
#include "Game Init.h"
#include "interface Dialogue.h"
#include "ub_config.h"
#include "Handle UI.h"
void HandleAddingTheEndGameEmails();
void EndFadeToCredits( void );
void FadeToCredits( void );
void InFinalSectorAfterFadeIn( void );
void FadeOutToLaptopOnEndGame( void );
BOOLEAN gfPlayersLaptopWasntWorkingAtEndOfGame;
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
//victory ending scene sector
#define VICTORY_X gModSettings.ubEndGameVictorySectorX
#define VICTORY_Y gModSettings.ubEndGameVictorySectorY
INT32 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
SOLDIERTYPE *gpKillerSoldier = NULL;
INT32 gsGridNo;
INT8 gbLevel;
// This function checks if our statue exists in the current sector at given gridno
BOOLEAN DoesO3SectorStatueExistHere( INT32 sGridNo )
{
INT32 cnt;
EXITGRID ExitGrid;
// First check current sector......
if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 )
{
// Check for exitence of and exit grid here...
// ( if it doesn't then the change has already taken place )
if ( !GetExitGrid( 13669, &ExitGrid ) )
{
for ( cnt = 0; cnt < 4; cnt++ )
{
if ( sStatueGridNos[ cnt ] == sGridNo )
{
return( TRUE );
}
}
}
}
return( FALSE );
}
// This function changes the graphic of the statue and adds the exit grid...
void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
{
EXITGRID ExitGrid;
UINT16 usTileIndex;
INT16 sX, sY;
// Remove old graphic
ApplyMapChangesToMapTempFile( TRUE );
// Remove it!
// Get index for it...
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 5 ), &usTileIndex );
RemoveStruct( 13830, usTileIndex );
// Add new one...
if ( fFromExplosion )
{
// Use damaged peice
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 7 ), &usTileIndex );
}
else
{
GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 8 ), &usTileIndex );
// Play sound...
PlayJA2Sample( OPEN_STATUE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
}
AddStructToHead( 13830, usTileIndex );
// Add exit grid
ExitGrid.ubGotoSectorX = 3;
ExitGrid.ubGotoSectorY = MAP_ROW_O;
ExitGrid.ubGotoSectorZ = 1;
ExitGrid.usGridNo = 13037; //dnl!!!
AddExitGridToWorld( 13669, &ExitGrid );
gpWorldLevelData[ 13669 ].uiFlags |= MAPELEMENT_REVEALED;
// Turn off permenant changes....
ApplyMapChangesToMapTempFile( FALSE );
// Re-render the world!
gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
InvalidateWorldRedundency( );
SetRenderFlags(RENDER_FLAG_FULL);
// Redo movement costs....
ConvertGridNoToXY( 13830, &sX, &sY );
RecompileLocalMovementCostsFromRadius( 13830, 5 );
}
#ifdef JA2UB
//Ja25 no queen
#else
static void DeidrannaTimerCallback( void )
{
HandleDeidrannaDeath( gpKillerSoldier, gsGridNo, gbLevel );
}
void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
gpKillerSoldier = pKillerSoldier;
gsGridNo = sGridNo;
gbLevel = bLevel;
// Lock the UI.....
gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
// Increment refrence count...
giNPCReferenceCount = 1;
gTacticalStatus.uiFlags |= IN_DEIDRANNA_ENDGAME;
SetCustomizableTimerCallbackAndDelay( 2000, DeidrannaTimerCallback, FALSE );
}
void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
SoldierID ubKillerSoldierID = NOBODY;
// Start victory music here...
SetMusicMode( MUSIC_TACTICAL_VICTORY );
if ( pKillerSoldier )
{
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA );
ubKillerSoldierID = pKillerSoldier->ubID;
}
// STEP 1 ) START ALL QUOTES GOING!
// OK - loop through all witnesses and see if they want to say something abou this...
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
if ( cnt != ubKillerSoldierID )
{
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
{
if ( QuoteExp[ pTeamSoldier->ubProfile ].QuoteExpWitnessDeidrannaDeath )
{
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_DEIDRANNA );
}
}
}
}
}
// Set fact that she is dead!
SetFactTrue( FACT_QUEEN_DEAD );
ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_QUEEN_DEAD, 0, 0 );
// AFTER LAST ONE IS DONE - PUT SPECIAL EVENT ON QUEUE TO BEGIN FADE< ETC
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA, 0,0,0,0 );
}
static void DoneFadeInKilledQueen( void )
{
SOLDIERTYPE *pNPCSoldier;
// Locate gridno.....
// Run NPC script
pNPCSoldier = FindSoldierByProfileID( 136, FALSE );
if ( !pNPCSoldier )
{
return;
}
// Converse!
//InitiateConversation( pNPCSoldier, pSoldier, 0, 1 );
TriggerNPCRecordImmediately( pNPCSoldier->ubProfile, 6 );
}
static void DoneFadeOutKilledQueen( void )
{
SoldierID cnt;
SOLDIERTYPE *pSoldier, *pTeamSoldier;
// For one, loop through our current squad and move them over
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for (; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
{
gfTacticalTraversal = TRUE;
SetGroupSectorValue( VICTORY_X, VICTORY_Y, 0, pSoldier->ubGroupID );
// Set next sectore
pSoldier->sSectorX = VICTORY_X;
pSoldier->sSectorY = VICTORY_Y;
pSoldier->bSectorZ = 0;
// Set gridno
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gModSettings.iEndGameVictoryGridNo; //5687 dnl!!!
// Set direction to face....
pSoldier->ubInsertionDirection = 100 + NORTHWEST;
}
}
// Kill all enemies in world.....
cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
// look for all mercs on the same team,
for ( ; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Are we active and in sector.....
if ( pTeamSoldier->bActive )
{
// For sure for flag thet they are dead is not set
// Check for any more badguys
// ON THE STRAGETY LAYER KILL BAD GUYS!
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
{
ProcessQueenCmdImplicationsOfDeath( pTeamSoldier );
}
}
}
// 'End' battle
ExitCombatMode();
gTacticalStatus.fLastBattleWon = TRUE;
// Set enemy presence to false
gTacticalStatus.fEnemyInSector = FALSE;
SetMusicMode( MUSIC_TACTICAL_VICTORY );
HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, VICTORY_X, VICTORY_Y, 0 );
SetMusicMode( MUSIC_TACTICAL_VICTORY );
SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
// ATE: Force change of level set z to 1 to allow reloading of same sector
gbWorldSectorZ = 1;
// Clear out dudes.......
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumAdmins = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumTroops = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumElites = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubNumTanks = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubAdminsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTroopsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubElitesInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubRobotsInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubTanksInBattle = 0;
SectorInfo[ SECTOR( VICTORY_X, VICTORY_Y ) ].ubJeepsInBattle = 0;
// ATE: banish elliot... dead or alive
gMercProfiles[ ELLIOT ].sSectorX = 0;
gMercProfiles[ ELLIOT ].sSectorY = 0;
gMercProfiles[ ELLIOT ].bSectorZ = 0;
ChangeNpcToDifferentSector( DEREK, VICTORY_X, VICTORY_Y, 0 );
ChangeNpcToDifferentSector( OLIVER, VICTORY_X, VICTORY_Y, 0 );
// OK, insertion data found, enter sector!
SetCurrentWorldSector( VICTORY_X, VICTORY_Y, 0 );
// OK, once down here, adjust the above map with crate info....
gfTacticalTraversal = FALSE;
gpTacticalTraversalGroup = NULL;
gpTacticalTraversalChosenSoldier = NULL;
gFadeInDoneCallback = DoneFadeInKilledQueen;
FadeInGameScreen( );
}
// Called after all player quotes are done....
void HandleDoneLastKilledQueenQuote( )
{
gFadeOutDoneCallback = DoneFadeOutKilledQueen;
FadeOutGameScreen( );
}
void EndQueenDeathEndgameBeginEndCimenatic( )
{
SoldierID cnt;
SOLDIERTYPE *pSoldier;
// Start end cimimatic....
gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
// first thing is to loop through team and say end quote...
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
pSoldier = cnt;
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
}
}
// Add queue event to proceed w/ smacker cimimatic
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING, 0,0,0,0 );
}
void EndQueenDeathEndgame( )
{
// Unset flags...
gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV );
// Increment refrence count...
giNPCReferenceCount = 0;
gTacticalStatus.uiFlags &= (~IN_DEIDRANNA_ENDGAME);
}
void DoneFadeOutEndCinematic( void )
{
// DAVE PUT SMAKER STUFF HERE!!!!!!!!!!!!
// :)
gTacticalStatus.uiFlags &= (~IN_ENDGAME_SEQUENCE);
// For now, just quit the freaken game...
// InternalLeaveTacticalScreen( MAINMENU_SCREEN );
InternalLeaveTacticalScreen( INTRO_SCREEN );
// guiCurrentScreen = INTRO_SCREEN;
SetIntroType( INTRO_ENDING );
}
#endif
// OK, end death UI - fade to smaker....
void HandleDoneLastEndGameQuote( )
{
#ifdef JA2UB
//Ja25 No queen
#else
EndQueenDeathEndgame( );
#endif
gFadeOutDoneCallback = DoneFadeOutEndCinematic;
FadeOutGameScreen( );
}
static void QueenBitchTimerCallback( void )
{
#ifdef JA2UB
//no Ub
#else
HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
#endif
}
#ifdef JA2UB
void EndGameEveryoneSayTheirGoodByQuotes( void )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// Start end cimimatic....
gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
//lock the interface
guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
//
// first thing is to loop through team and look for QUALIFIED mercs on the team to say special end game quote
//
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// Are we in this sector, On the current squad?
if( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) && IsSoldierQualifiedMerc( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM );
}
}
//
// Next is to loop through ENTIRE team and say end quote...
//
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// Are we in this sector, On the current squad?
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
}
}
// Add queue event to proceed w/ smacker cimimatic
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING, 0,0,0,0 );
}
void HandleAddingTheEndGameEmails()
{
BOOLEAN fMiguelAlive=FALSE;
BOOLEAN fManuelAlive=FALSE;
BOOLEAN fManuelHired=FALSE;
//Miguel alive
if( gubFact[ FACT_PLAYER_IMPORTED_SAVE_MIGUEL_DEAD ] )
fMiguelAlive = FALSE;
else
fMiguelAlive = TRUE;
//manuel alive
if( gMercProfiles[ MANUEL_UB ].bMercStatus == MERC_IS_DEAD )
fManuelAlive = FALSE;
else
fManuelAlive = TRUE;
//manuel hired
if( gMercProfiles[ MANUEL_UB ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
fManuelHired = TRUE;
else
fManuelHired = FALSE;
//
// Determine the EMAIL to be sent out to the player
//
#ifdef JA113DEMO
//no demo
#else
// email # 12a - Miguel dead, Manuel never recruited
if( !fMiguelAlive && !fManuelHired )
{
AddEmail( EMAIL_CONGRATS, EMAIL_CONGRATS_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12b - Miguel alive, Manuel never recruited
else if( fMiguelAlive && !fManuelHired )
{
AddEmail( EMAIL_CONGRATSICK, EMAIL_CONGRATSICK_LENGTH, MAIL_ENRICO, GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12c - Miguel alive, Manuel dead
else if( fMiguelAlive && !fManuelAlive )
{
AddEmail( EMAIL_CONGRATMIGMANUELDEAD, EMAIL_CONGRATMIGMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12d - Miguel alive, Manuel recruited and alive
else if( fMiguelAlive && fManuelAlive && fManuelHired )
{
AddEmail( EMAIL_CONGRATMIGMANUELALIVE, EMAIL_CONGRATMIGMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12e - Miguel dead, Manuel dead
else if( !fMiguelAlive && !fManuelAlive )
{
AddEmail( EMAIL_CONGRATMANUELDEAD, EMAIL_CONGRATMANUELDEAD_LENGTH, MAIL_ENRICO, GetWorldTotalMin(), -1 , -1, TYPE_EMAIL_EMAIL_EDT);
}
// email # 12f - Miguel dead, Manuel recruited and alive
else if( !fMiguelAlive && fManuelAlive && fManuelHired )
{
AddEmail( EMAIL_CONGRATMANUELALIVE, EMAIL_CONGRATMANUELALIVE_LENGTH, MAIL_ENRICO, GetWorldTotalMin() , -1, -1, TYPE_EMAIL_EMAIL_EDT);
}
else
{
Assert( 0 );
}
#endif
}
void HandleEveryoneDoneTheirEndGameQuotes()
{
// UnLock UI!
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
//if laptop is still BROKEN
if( gubQuest[ QUEST_FIX_LAPTOP ] == QUESTINPROGRESS && gGameUBOptions.LaptopQuestEnabled == TRUE )
{
gfPlayersLaptopWasntWorkingAtEndOfGame = TRUE;
// otherwise, go to the credits screen
HandleJa25EndGameAndGoToCreditsScreen( TRUE );
}
else
{
gfPlayersLaptopWasntWorkingAtEndOfGame = FALSE;
gFadeOutDoneCallback = FadeOutToLaptopOnEndGame;
FadeOutGameScreen( );
}
}
void HandleJa25EndGameAndGoToCreditsScreen( BOOLEAN fFromTactical )
{
if( fFromTactical )
{
FadeToCredits( );
}
else
{
//Reset flag indicating we are in the end game sequence
gTacticalStatus.uiFlags &= ~IN_ENDGAME_SEQUENCE;
//We want to reinitialize the game
ReStartingGame();
}
}
void EnterTacticalInFinalSector()
{
gFadeInDoneCallback = InFinalSectorAfterFadeIn;
FadeInGameScreen( );
}
void InFinalSectorAfterFadeIn( void )
{
//Have everyone start talking
DelayedMercQuote( NOBODY, DQ__START_EVERYONE_TALKING_AT_END_OF_GAME, GetWorldTotalSeconds() + 2 );
}
void FadeToCredits( void )
{
gFadeOutDoneCallback = EndFadeToCredits;
FadeOutGameScreen( );
}
void EndFadeToCredits( void )
{
//then we can go strait to the laptop screen
InternalLeaveTacticalScreen( CREDIT_SCREEN );
//Reset flag indicating we are in the end game sequence
gTacticalStatus.uiFlags &= ~IN_ENDGAME_SEQUENCE;
//We want to reinitialize the game
ReStartingGame();
}
void FadeOutToLaptopOnEndGame( void )
{
//then we can go strait to the laptop screen
InternalLeaveTacticalScreen( LAPTOP_SCREEN );
//Add the end Game Emails
HandleAddingTheEndGameEmails();
}
#else //Ja25 no queen
void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
SoldierID cnt;
gpKillerSoldier = pKillerSoldier;
gsGridNo = sGridNo;
gbLevel = bLevel;
// Lock the UI.....
gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
// Increment refrence count...
giNPCReferenceCount = 1;
// gTacticalStatus.uiFlags |= IN_DEIDRANNA_ENDGAME;
SetCustomizableTimerCallbackAndDelay( 3000, QueenBitchTimerCallback, FALSE );
// Kill all enemies in creature team.....
cnt = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
// look for all mercs on the same team,
for ( ; cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++cnt )
{
pTeamSoldier = cnt;
// Are we active and ALIVE and in sector.....
if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife > 0 )
{
// For sure for flag thet they are dead is not set
// Check for any more badguys
// ON THE STRAGETY LAYER KILL BAD GUYS!
// HELLO! THESE ARE CREATURES! THEY CAN'T BE NEUTRAL!
//if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
{
// gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( "Killing off a queen ally.\n");
pTeamSoldier->EVENT_SoldierGotHit( 0, 10000, 0, pTeamSoldier->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, pTeamSoldier->bAimShotLocation, 0, NOWHERE );
}
}
}
}
void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
{
SOLDIERTYPE *pTeamSoldier;
SoldierID ubKillerSoldierID = NOBODY;
// Start victory music here...
SetMusicMode( MUSIC_TACTICAL_VICTORY );
if ( pKillerSoldier )
{
TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_QUEEN );
ubKillerSoldierID = pKillerSoldier->ubID;
}
// STEP 1 ) START ALL QUOTES GOING!
// OK - loop through all witnesses and see if they want to say something abou this...
SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
{
if ( cnt != ubKillerSoldierID )
{
pTeamSoldier = cnt;
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
{
if ( QuoteExp[ pTeamSoldier->ubProfile ].QuoteExpWitnessQueenBugDeath )
{
if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_QUEEN );
}
}
}
}
}
// Set fact that she is dead!
if ( CheckFact( FACT_QUEEN_DEAD, 0 ) )
{
EndQueenDeathEndgameBeginEndCimenatic( );
}
else
{
// Unset flags...
gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV );
// Increment refrence count...
giNPCReferenceCount = 0;
}
}
#endif
#ifdef JA2UB
//JA25UB
void DoneFadeOutEndCinematic( void )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
//Change the currently selecter sector in mapscreen
//ChangeSelectedMapSector( 16, 11, 0 );
ChangeSelectedMapSector( gGameUBOptions.ubEndDefaultSectorX, gGameUBOptions.ubEndDefaultSectorY, gGameUBOptions.ubEndDefaultSectorZ );
//
// Loop through all the soldiers and move any of them that are in the complex to be in the safe sector near ther
//
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
// if the soldier was in the complex
if( pSoldier->bActive &&
pSoldier->sSectorX == 15 && ( pSoldier->sSectorY == 11 || pSoldier->sSectorY == 12 ) )
{
if ( GetGroup( pSoldier->ubGroupID ) )
{
//move them to the 'fake' sector
//PlaceGroupInSector( pSoldier->ubGroupID, 15, 11, 16, 11, 0, FALSE );
PlaceGroupInSector( pSoldier->ubGroupID, 15, 11, gGameUBOptions.ubEndDefaultSectorX, gGameUBOptions.ubEndDefaultSectorY, gGameUBOptions.ubEndDefaultSectorZ, FALSE );
}
else
{
pSoldier->sSectorX = gGameUBOptions.ubEndDefaultSectorX; //16;
pSoldier->sSectorY = gGameUBOptions.ubEndDefaultSectorY; //11;
pSoldier->bSectorZ = gGameUBOptions.ubEndDefaultSectorZ; //0;
}
}
}
//
// Go watch the movies
//
InternalLeaveTacticalScreen( INTRO_SCREEN );
SetIntroType( INTRO_ENDING );
}
#endif