Files
source/Tactical/Morale.cpp
T
Sevenfm 0e0d329b95 New option DEFEAT_MODE:
- 0: default, any lost battle is considered defeat
- 1: if enemy team was alerted
- 2: if at least one of retreating mercs is not covert
- 3: if at least one merc was killed in battle
- 4: if all mercs were killed in battle

MORALE_RAN_AWAY:
- apply penalty when retreating from sector only if enemy team was alerted
- improved check for mercs in sector
- no MORALE_HEARD_BATTLE_LOST penalty
- no reputation loss when retreating from battle

CheckForEndOfBattle:
- only apply morale and loyalty penalty if player was defeated
- only play death music if player is defeated
- log defeat only when player was defeated
- clear aware status for enemy team, clear enemy kill counter

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8945 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2021-02-21 13:18:04 +00:00

1744 lines
61 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include <stdlib.h>
#include "Morale.h"
#include "Overhead.h"
#include "Soldier Profile.h"
#include "dialogue control.h"
#include "Map Screen Interface.h"
#include "message.h"
#include "assignments.h"
#include "Strategic Movement.h"
#include "Strategic Status.h"
#include "SkillCheck.h"
#include "drugs and alcohol.h"
#include "StrategicMap.h"
#include "Debug.h"
#include "Squads.h"
#include "ai.h"
#include "Campaign.h"
#include "mapscreen.h"
#include "Soldier macros.h"
#include "Event Pump.h"
// HEADROCK HAM 3.5: Added for facility effect on morale
#include "Facilities.h"
// addedd by SANDRO
#include "GameSettings.h"
#include "Isometric Utils.h"
#include "Food.h"
#include "Interface.h" // added by Flugente
#include "finances.h" // added by Flugente for EXTENDED_CONTRACT_BY_1_DAY
#include "Soldier Add.h" // added by Flugente for MERC_TYPE__AIM_MERC
#include "CampaignStats.h" // added by Flugente for gCurrentIncident
#include "DynamicDialogue.h" // added by Flugente
#endif
#include "connect.h"
#include "fresh_header.h"
#include "Random.h"
#include "Merc Contract.h"
//#define MORALE_MOD_MAX 50 // morale *mod* range is -50 to 50, if you change this, check the decay formulas!
//#define DRUG_EFFECT_MORALE_MOD 150
//#define ALCOHOL_EFFECT_MORALE_MOD 160
//#define HOURS_BETWEEN_STRATEGIC_DECAY 3
//#define PHOBIC_LIMIT -20
// macros
#define SOLDIER_IN_SECTOR( pSoldier, sX, sY, bZ ) ( !pSoldier->flags.fBetweenSectors && ( pSoldier->sSectorX == sX ) && ( pSoldier->sSectorY == sY ) && ( pSoldier->bSectorZ == bZ ) )
MoraleEvent gbMoraleEvent[NUM_MORALE_EVENTS] =
{
// TACTICAL = Short Term Effect, STRATEGIC = Long Term Effect
{ TACTICAL_MORALE_EVENT, +4}, // MORALE_KILLED_ENEMY
{ TACTICAL_MORALE_EVENT, -5}, // MORALE_SQUADMATE_DIED, // in same sector (not really squad)... IN ADDITION to strategic loss of morale
{ TACTICAL_MORALE_EVENT, -1}, // MORALE_SUPPRESSED, // up to 4 times per turn
{ TACTICAL_MORALE_EVENT, -2}, // MORALE_AIRSTRIKE,
{ TACTICAL_MORALE_EVENT, +2}, // MORALE_DID_LOTS_OF_DAMAGE,
{ TACTICAL_MORALE_EVENT, -3}, // MORALE_TOOK_LOTS_OF_DAMAGE,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_KILLED_CIVILIAN,
{ STRATEGIC_MORALE_EVENT, +4}, // MORALE_BATTLE_WON,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_RAN_AWAY,
{ STRATEGIC_MORALE_EVENT, +2}, // MORALE_HEARD_BATTLE_WON,
{ STRATEGIC_MORALE_EVENT, -2}, // MORALE_HEARD_BATTLE_LOST,
{ STRATEGIC_MORALE_EVENT, +5}, // MORALE_TOWN_LIBERATED,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_TOWN_LOST,
{ STRATEGIC_MORALE_EVENT, +8}, // MORALE_MINE_LIBERATED,
{ STRATEGIC_MORALE_EVENT, -8}, // MORALE_MINE_LOST,
{ STRATEGIC_MORALE_EVENT, +3}, // MORALE_SAM_SITE_LIBERATED,
{ STRATEGIC_MORALE_EVENT, -3}, // MORALE_SAM_SITE_LOST,
{ STRATEGIC_MORALE_EVENT, -15}, // MORALE_BUDDY_DIED,
{ STRATEGIC_MORALE_EVENT, +5}, // MORALE_HATED_DIED,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_TEAMMATE_DIED, // not in same sector
{ STRATEGIC_MORALE_EVENT, +5}, // MORALE_LOW_DEATHRATE,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_HIGH_DEATHRATE,
{ STRATEGIC_MORALE_EVENT, +2}, // MORALE_GREAT_MORALE,
{ STRATEGIC_MORALE_EVENT, -2}, // MORALE_POOR_MORALE,
{ TACTICAL_MORALE_EVENT, -5}, // MORALE_DRUGS_CRASH // Flugente: lowered as drugs can have several components that have a backlash, causing the the morale to plummet drastical
{ TACTICAL_MORALE_EVENT, -10}, // MORALE_ALCOHOL_CRASH
{ STRATEGIC_MORALE_EVENT, +15}, // MORALE_MONSTER_QUEEN_KILLED
{ STRATEGIC_MORALE_EVENT, +25}, // MORALE_DEIDRANNA_KILLED
{ TACTICAL_MORALE_EVENT, -1}, // MORALE_CLAUSTROPHOBE_UNDERGROUND,
{ TACTICAL_MORALE_EVENT, -5}, // MORALE_INSECT_PHOBIC_SEES_CREATURE,
{ TACTICAL_MORALE_EVENT, -1}, // MORALE_NERVOUS_ALONE,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_MERC_CAPTURED,
{ STRATEGIC_MORALE_EVENT, -5}, // MORALE_MERC_MARRIED,
{ STRATEGIC_MORALE_EVENT, +8}, // MORALE_QUEEN_BATTLE_WON,
{ STRATEGIC_MORALE_EVENT, +5}, // MORALE_SEX,
// added by SANDRO
{ STRATEGIC_MORALE_EVENT, -1}, // MORALE_HEAT_INTOLERANT_IN_DESERT,
{ TACTICAL_MORALE_EVENT, -1}, // MORALE_PSYCHO_UNABLE_TO_PSYCHO,
{ STRATEGIC_MORALE_EVENT, +1}, // MORALE_PACIFIST_GAIN_NONCOMBAT,
{ TACTICAL_MORALE_EVENT, +1}, // MORALE_MALICIOUS_HIT,
// added by Flugente
{ TACTICAL_MORALE_EVENT, 1}, //MORALE_FOOD,
{ TACTICAL_MORALE_EVENT, 5}, //MORALE_GOOD_FOOD,
{ TACTICAL_MORALE_EVENT, -1}, //MORALE_BAD_FOOD,
{ TACTICAL_MORALE_EVENT, -5}, //MORALE_LOATHSOME_FOOD,
{ TACTICAL_MORALE_EVENT, -8}, //MORALE_FEAR_OF_HEIGHTS,
{ TACTICAL_MORALE_EVENT, +5}, //MORALE_RAN_AWAY_COWARD,
{ TACTICAL_MORALE_EVENT, +5}, //MORALE_ENEMYGROUP_COWARD,
// added by anv
{ STRATEGIC_MORALE_EVENT, -5}, //MORALE_BUDDY_FIRED,
{ STRATEGIC_MORALE_EVENT, -8}, //MORALE_BUDDY_FIRED_ON_BAD_TERMS,
{ STRATEGIC_MORALE_EVENT, -8}, //MORALE_BUDDY_FIRED_EARLY
{ STRATEGIC_MORALE_EVENT, -2}, //MORALE_BAD_EQUIPMENT,
{ STRATEGIC_MORALE_EVENT, -3}, //MORALE_OWED_MONEY,
{ STRATEGIC_MORALE_EVENT, -3}, //MORALE_PLAYER_INACTIVE,
{ STRATEGIC_MORALE_EVENT, -1}, //MORALE_PREVENTED_MISBEHAVIOUR,
};
// Flugente: dynamic opinions
DynamicOpinionEvent gDynamicOpinionEvent[OPINIONEVENT_MAX] =
{
// ubEventId sOpinionModifier fSameSector fSameAssignment fAwake fSquadsOnly
{ OPINIONEVENT_FRIENDLYFIRE, -10, TRUE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_SNITCHSOLDMEOUT, -3, FALSE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_SNITCHINTERFERENCE, -5, FALSE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_FRIENDSWITHHATED, -4, FALSE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_CONTRACTEXTENSION, -2, FALSE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_ORDEREDRETREAT, -6, TRUE, FALSE, TRUE, TRUE },
{ OPINIONEVENT_CIVKILLER, -8, TRUE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_SLOWSUSDOWN, -2, FALSE, TRUE, FALSE, TRUE },
{ OPINIONEVENT_NOSHARINGFOOD, -1, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_ANNOYINGDISABILITY, -2, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_ADDICT, -6, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_THIEF, -5, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_WORSTCOMMANDEREVER, -9, TRUE, FALSE, FALSE, TRUE },
{ OPINIONEVENT_RICHGUY, -1, FALSE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_BETTERGEAR, -2, TRUE, FALSE, FALSE, TRUE },
{ OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS, -3, TRUE, FALSE, FALSE, TRUE },
{ OPINIONEVENT_BANDAGED, 1, TRUE, FALSE, FALSE, FALSE },
{ OPINIONEVENT_DRINKBUDDIES_GOOD, 1, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_DRINKBUDDIES_SUPER, 4, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_DRINKBUDDIES_BAD, -1, TRUE, FALSE, TRUE, FALSE },
{ OPINIONEVENT_DRINKBUDDIES_WORSE, -4, TRUE, FALSE, TRUE, FALSE },
{OPINIONEVENT_AGAINST_US, -2, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_FOR_US, 2, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_AGAINST_ENEMY, 1, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_FOR_ENEMY, -1, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_SOLVECONFLICT_REASON_GOOD, 2, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_SOLVECONFLICT_REASON_BAD, -2, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD, 3, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD, -3, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_DISEASE_DISGUSTING, -3, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_DISEASE_TREATMENT, 1, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_BRUTAL_GOOD, 1, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_BRUTAL_BAD, -2, TRUE, FALSE, TRUE, FALSE},
{OPINIONEVENT_TEACHER, 1, TRUE, FALSE, FALSE, FALSE},
{OPINIONEVENT_BESTCOMMANDEREVER, 8, TRUE, FALSE, FALSE, TRUE },
{OPINIONEVENT_BATTLE_SAVIOUR, 6, TRUE, FALSE, FALSE, TRUE},
{OPINIONEVENT_FRAGTHIEF, -2, TRUE, FALSE, FALSE, TRUE},
{OPINIONEVENT_BATTLE_ASSIST, -1, TRUE, FALSE, FALSE, TRUE},
{OPINIONEVENT_BATTLE_TOOK_PRISONER, 3, TRUE, FALSE, FALSE, TRUE},
{OPINIONEVENT_CIV_ATTACKER, -3, TRUE, FALSE, FALSE, FALSE}
};
BOOLEAN gfSomeoneSaidMoraleQuote = FALSE;
BOOLEAN IsShowOffNearBy( SOLDIERTYPE * pSoldier ); // Added by SANDRO
INT8 GetMoraleModifier( SOLDIERTYPE * pSoldier )
{
INT8 morale = 0;
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
if (pSoldier->aiData.bMorale > 50)
{
// give +1 at 55, +3 at 65, up to +5 at 95 and above
morale = (pSoldier->aiData.bMorale - 45) / 10;
}
else
{
// give penalties down to -20 at 0 (-2 at 45, -4 by 40...)
morale = (pSoldier->aiData.bMorale - 50) * 2 / 5;
}
}
else
{
// use AI morale
switch( pSoldier->aiData.bAIMorale )
{
case MORALE_HOPELESS:
morale = -15;
case MORALE_WORRIED:
morale = -7;
case MORALE_CONFIDENT:
morale = -2;
case MORALE_FEARLESS:
morale = -5;
default:
morale = 0;
}
}
// Flugente: morale modifiers
morale = max( morale, morale * pSoldier->GetMoraleModifier( ) );
return morale;
}
void DecayTacticalMorale( SOLDIERTYPE * pSoldier )
{
// decay the tactical morale modifier
if (pSoldier->aiData.bTacticalMoraleMod != 0)
{
// decay the modifier!
if (pSoldier->aiData.bTacticalMoraleMod > 0)
{
pSoldier->aiData.bTacticalMoraleMod = __max( 0, pSoldier->aiData.bTacticalMoraleMod - (8 - pSoldier->aiData.bTacticalMoraleMod / 10) );
}
else
{
pSoldier->aiData.bTacticalMoraleMod = __min( 0, pSoldier->aiData.bTacticalMoraleMod + (6 + pSoldier->aiData.bTacticalMoraleMod / 10) );
}
}
}
void DecayStrategicMorale( SOLDIERTYPE * pSoldier )
{
// HEADROCK HAM 3.5: Strategic Morale Mod no longer normalizes to 0 by default. In fact, a local facility can
// cause normalization to another value (positive or negative!), based on the activity that the character is
// currently performing. It can literally reduce morale to ridiculously low amounts if you don't watch your
// assignments in some sectors.
// decay the modifier!
if (pSoldier->aiData.bStrategicMoraleMod > 0)
{
pSoldier->aiData.bStrategicMoraleMod = __max( 0, pSoldier->aiData.bStrategicMoraleMod - (8 - (pSoldier->aiData.bStrategicMoraleMod / 10)) );
}
else
{
pSoldier->aiData.bStrategicMoraleMod = __min( 0, pSoldier->aiData.bStrategicMoraleMod + (6 + (pSoldier->aiData.bStrategicMoraleMod / 10)) );
}
}
void DecayTacticalMoraleModifiers( void )
{
SOLDIERTYPE * pSoldier;
UINT8 ubLoop, ubLoop2;
BOOLEAN fHandleNervous;
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pSoldier++ )
{
//if the merc is active, in Arulco
// CJC: decay modifiers while asleep! or POW!
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
{
// only let morale mod decay if it is positive while merc is a POW
if ( pSoldier->bAssignment == ASSIGNMENT_POW && pSoldier->aiData.bTacticalMoraleMod < 0 )
{
continue;
}
if ( DoesMercHaveDisability( pSoldier, CLAUSTROPHOBIC ) )
{
if ( pSoldier->bSectorZ > 0 )
{
// underground, no recovery... in fact, if tact morale is high, decay
if ( pSoldier->aiData.bTacticalMoraleMod > gMoraleSettings.bModifiers[PHOBIC_LIMIT] )
{
HandleMoraleEvent( pSoldier, MORALE_CLAUSTROPHOBE_UNDERGROUND, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
}
}
if ( DoesMercHaveDisability( pSoldier, NERVOUS ) )
{
if ( pSoldier->aiData.bMorale < 50 )
{
if (pSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pSoldier->ubGroupID ))
{
if ( NumberOfPeopleInSquad( pSoldier->bAssignment ) == 1 )
{
fHandleNervous = TRUE;
}
else
{
fHandleNervous = FALSE;
}
}
else if ( pSoldier->bActive && pSoldier->bInSector )
{
if ( DistanceToClosestFriend( pSoldier ) > NERVOUS_RADIUS )
{
fHandleNervous = TRUE;
}
else
{
fHandleNervous = FALSE;
}
}
else
{
// look for anyone else in same sector
fHandleNervous = TRUE;
for ( ubLoop2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubLoop2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop2++ )
{
if ( MercPtrs[ ubLoop2 ] != pSoldier && MercPtrs[ ubLoop2 ]->bActive && MercPtrs[ ubLoop2 ]->sSectorX == pSoldier->sSectorX && MercPtrs[ ubLoop2 ]->sSectorY == pSoldier->sSectorY && MercPtrs[ ubLoop2 ]->bSectorZ == pSoldier->bSectorZ )
{
// found someone!
fHandleNervous = FALSE;
break;
}
}
}
if ( fHandleNervous )
{
if ( pSoldier->aiData.bTacticalMoraleMod == gMoraleSettings.bModifiers[PHOBIC_LIMIT] )
{
// don't change morale
//continue;
}
else
{
// alone, no recovery... in fact, if tact morale is high, decay
if ( !(pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY;
}
HandleMoraleEvent( pSoldier, MORALE_NERVOUS_ALONE, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// Flugente: dynamic opinions
HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE );
}
}
}
}
DecayTacticalMorale( pSoldier );
RefreshSoldierMorale( pSoldier );
}
}
}
void DecayStrategicMoraleModifiers( void )
{
SOLDIERTYPE * pSoldier;
UINT8 ubLoop;
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pSoldier++ )
{
//if the merc is active, in Arulco
// CJC: decay modifiers while asleep! or POW!
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
{
// only let morale mod decay if it is positive while merc is a POW
if ( pSoldier->bAssignment == ASSIGNMENT_POW && pSoldier->aiData.bStrategicMoraleMod < 0 )
{
continue;
}
DecayStrategicMorale( pSoldier );
RefreshSoldierMorale( pSoldier );
}
}
}
void RefreshSoldierMorale( SOLDIERTYPE * pSoldier )
{
INT32 iActualMorale;
if ( pSoldier->flags.fMercAsleep )
{
// delay this till later!
return;
}
// CJC, April 19, 1999: added up to 20% morale boost according to progress
//iActualMorale = DEFAULT_MORALE + (INT32) pSoldier->aiData.bTeamMoraleMod + (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) (CurrentPlayerProgressPercentage() / 5);
iActualMorale = gMoraleSettings.ubDefaultMorale + (INT32) pSoldier->aiData.bTeamMoraleMod + (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) (CurrentPlayerProgressPercentage() / 5);
// Flugente: drug system has been redone
iActualMorale += pSoldier->newdrugs.size[DRUG_EFFECT_MORALE];
// sevenfm: bonus 20% to morale when using walkman
if (FindWalkman(pSoldier) != NO_SLOT && pSoldier->bDeafenedCounter == 0)
{
if (pSoldier->ubProfile != NO_PROFILE && gMercProfiles[pSoldier->ubProfile].bDisability == DEAF)
iActualMorale += iActualMorale / 10;
else
iActualMorale += iActualMorale / 5;
}
iActualMorale = __min( 100, iActualMorale );
iActualMorale = __max( 0, iActualMorale );
UINT8 ubMaxMorale = 100;
// HEADROCK HAM 3.5: Local facilities may decrease the total morale allowed.
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; cnt++)
{
if (gFacilityLocations[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)][cnt].fFacilityHere)
{
if (cnt == (UINT16)pSoldier->sFacilityTypeOperated && // Soldier is operating this facility
GetSoldierFacilityAssignmentIndex( pSoldier ) != -1)
{
UINT8 ubFacilityType = (UINT8)cnt;
UINT8 ubAssignmentType = (UINT8)GetSoldierFacilityAssignmentIndex( pSoldier );
// Check this facility both for an assignment-specific AND ambient value. Use it if it's the lowest
// encountered yet.
ubMaxMorale = __min(ubMaxMorale, (UINT8)GetFacilityModifier(FACILITY_MAX_MORALE, ubFacilityType, ubAssignmentType ));
}
else // Soldier is not operating this facility
{
// Check this facility for an AMBIENT Maximum Morale limit. Use it if it's the lowest encountered yet.
ubMaxMorale = __min(ubMaxMorale, (UINT8)GetFacilityModifier(FACILITY_MAX_MORALE, (UINT8)cnt, FAC_AMBIENT));
}
}
}
// Flugente: morale modifiers
iActualMorale = iActualMorale * pSoldier->GetMoraleModifier();
// Flugente: ubMaxMorale can now be influenced by our food situation
if ( UsingFoodSystem() )
FoodMaxMoraleModifiy(pSoldier, &ubMaxMorale);
// Flugente: max morale can be lowered
iActualMorale = min(iActualMorale, pSoldier->GetMoraleThreshold() );
if (ubMaxMorale > 0 && iActualMorale > ubMaxMorale)
{
// Normalize to Max Morale
iActualMorale = (iActualMorale + ubMaxMorale) / 2;
}
pSoldier->aiData.bMorale = (INT8) iActualMorale;
// update mapscreen as needed
fCharacterInfoPanelDirty = TRUE;
}
// SANDRO - changed this a bit
void UpdateSoldierMorale( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
{
MERCPROFILESTRUCT * pProfile;
INT32 iMoraleModTotal;
UINT8 ubType;
INT8 bMoraleMod = 0;
if ( !pSoldier->bActive || ( pSoldier->stats.bLife < CONSCIOUSNESS ) ||
( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) || AM_AN_EPC( pSoldier ) )
{
return;
}
if ( ( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
( pSoldier->bAssignment == IN_TRANSIT ) )
{
return;
}
if ( pSoldier->ubProfile == NO_PROFILE )
{
return;
}
if(cDisableMorale && is_networked)
{
return;
}//hayden
ubType = gbMoraleEvent[bMoraleEvent].ubType;
bMoraleMod = gMoraleSettings.bValues[bMoraleEvent];//gbMoraleEvent[bMoraleEvent].bChange;
pProfile = &(gMercProfiles[ pSoldier->ubProfile ]);
if (bMoraleMod > 0)
{
if ( gGameOptions.fNewTraitSystem )
{
// SANDRO - STOMP traits
// Squadleader's bonus to morale
if ( IS_MERC_BODY_TYPE( pSoldier ) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) )
{
bMoraleMod += (gSkillTraitValues.ubSLMoraleGainBonus * GetSquadleadersCountInVicinity( pSoldier, FALSE, FALSE ));
}
// Check for character traits
INT8 bNumMercs = 0;
switch( pProfile->bCharacterTrait )
{
case CHAR_TRAIT_SOCIABLE:
bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_SOCIABLE );
if ( bNumMercs == 0 )
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY];// -= 5;
else if ( bNumMercs == 1 )
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY];// -= 2;
break;
case CHAR_TRAIT_LONER:
bNumMercs = CheckMercsNearForCharTraits( pSoldier->ubProfile, CHAR_TRAIT_LONER );
if ( bNumMercs > 1 )
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY];// -= 5;
else if ( bNumMercs == 1 )
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_LONER_ONE_MERC_NEARBY];// -= 2;
break;
case CHAR_TRAIT_OPTIMIST:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OPTIMIST];//1;
break;
case CHAR_TRAIT_AGGRESSIVE:
switch ( bMoraleEvent )
{
case MORALE_KILLED_ENEMY:
case MORALE_DID_LOTS_OF_DAMAGE:
case MORALE_MONSTER_QUEEN_KILLED:
case MORALE_DEIDRANNA_KILLED:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION];//1;
break;
}
break;
case CHAR_TRAIT_PACIFIST:
switch ( bMoraleEvent )
{
case MORALE_KILLED_ENEMY:
case MORALE_DID_LOTS_OF_DAMAGE:
case MORALE_BATTLE_WON:
case MORALE_HEARD_BATTLE_WON:
case MORALE_HATED_DIED:
case MORALE_MONSTER_QUEEN_KILLED:
case MORALE_DEIDRANNA_KILLED:
case MORALE_QUEEN_BATTLE_WON:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION];//-= 5;
break;
}
break;
}
if ( IsShowOffNearBy( pSoldier ) )
{
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_SHOWOFF_AROUND];//-= 2;
}
}
else if ( bMoraleMod != MORALE_PSYCHO_UNABLE_TO_PSYCHO && bMoraleMod != MORALE_MALICIOUS_HIT)
{
switch( pProfile->bAttitude )
{
case ATT_OPTIMIST:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT];//1;
break;
case ATT_AGGRESSIVE:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT];//1;
break;
case ATT_PESSIMIST:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT];//-= 1;
break;
default:
break;
}
}
if (bMoraleMod < 0)
{
// can't change a positive event into a negative one!
bMoraleMod = 0;
}
}
else
{
if ( gGameOptions.fNewTraitSystem )
{
// SANDRO - STOMP traits - squadleader's bonus to morale
if ( IS_MERC_BODY_TYPE( pSoldier ) && (pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) )
{
switch ( bMoraleEvent ) // certain thing are not supported by our squadleader
{
case MORALE_HATED_DIED:
case MORALE_MERC_MARRIED:
case MORALE_SEX:
case MORALE_PSYCHO_UNABLE_TO_PSYCHO:
case MORALE_MALICIOUS_HIT:
break;
default:
bMoraleMod += (gSkillTraitValues.ubSLMoraleLossReduction * GetSquadleadersCountInVicinity( pSoldier, FALSE, FALSE ));
break;
}
}
// Check for character traits
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_OPTIMIST ) )
{
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OPTIMIST];//1;
}
// Fearless character does not suffer morale loss for these so much
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) )
{
switch ( bMoraleEvent )
{
case MORALE_SQUADMATE_DIED:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED];//3;
break;
case MORALE_SUPPRESSED:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_SUPPRESSED];//3;
break;
case MORALE_TOOK_LOTS_OF_DAMAGE:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE];//3;
break;
case MORALE_TEAMMATE_DIED:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED];//2;
break;
}
}
}
else if ( bMoraleMod != MORALE_PSYCHO_UNABLE_TO_PSYCHO )
{
switch( pProfile->bAttitude )
{
case ATT_OPTIMIST:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT];//1;
break;
case ATT_PESSIMIST:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT];//-= 1;
break;
case ATT_COWARD:
bMoraleMod += gMoraleSettings.bModifiers[MORALE_MODIFIER_OT_COWARD_BAD_EVENT];//-= 2;
default:
break;
}
}
// Flugente: what the heck? why is morale lowered or increased depending on our height? This doesn't make any sense. AT ALL.
/*if (pSoldier->pathing.bLevel == 1)
{
bMoraleMod--;
}
else if (pSoldier->pathing.bLevel > 5)
{
bMoraleMod++;
}*/
if (bMoraleMod > 0)
{
// can't change a negative event into a positive one!
bMoraleMod = 0;
}
}
// apply change!
if (ubType == TACTICAL_MORALE_EVENT)
{
iMoraleModTotal = (INT32) pSoldier->aiData.bTacticalMoraleMod + (INT32) bMoraleMod;
iMoraleModTotal = __min( iMoraleModTotal, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
iMoraleModTotal = __max( iMoraleModTotal, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bTacticalMoraleMod = (INT8) iMoraleModTotal;
}
else if ( gTacticalStatus.fEnemyInSector && !pSoldier->bInSector ) // delayed strategic
{
iMoraleModTotal = (INT32) pSoldier->bDelayedStrategicMoraleMod + (INT32) bMoraleMod;
iMoraleModTotal = __min( iMoraleModTotal, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
iMoraleModTotal = __max( iMoraleModTotal, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->bDelayedStrategicMoraleMod = (INT8) iMoraleModTotal;
}
else // strategic
{
iMoraleModTotal = (INT32) pSoldier->aiData.bStrategicMoraleMod + (INT32) bMoraleMod;
iMoraleModTotal = __min( iMoraleModTotal, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
iMoraleModTotal = __max( iMoraleModTotal, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bStrategicMoraleMod = (INT8) iMoraleModTotal;
}
RefreshSoldierMorale( pSoldier );
if ( !pSoldier->flags.fMercAsleep )
{
if ( !gfSomeoneSaidMoraleQuote )
{
// Check if we're below a certain value and warn
if ( pSoldier->aiData.bMorale < 35 )
{
// Have we said this quote yet?
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_LOW_MORAL ) )
{
gfSomeoneSaidMoraleQuote = TRUE;
// ATE: Amde it a DELAYED QUOTE - will be delayed by the dialogue Q until it's our turn...
DelayedTacticalCharacterDialogue( pSoldier, QUOTE_STARTING_TO_WHINE );
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_LOW_MORAL;
}
}
}
}
// Reset flag!
if ( pSoldier->aiData.bMorale > 65 )
{
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_LOW_MORAL );
}
}
void HandleMoraleEventForSoldier( SOLDIERTYPE * pSoldier, INT8 bMoraleEvent )
{
// SANDRO - changed this to send the event forward
UpdateSoldierMorale( pSoldier, bMoraleEvent ); //, gbMoraleEvent[bMoraleEvent].ubType, gbMoraleEvent[bMoraleEvent].bChange );
}
void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
UINT8 ubLoop;
SOLDIERTYPE * pTeamSoldier;
MERCPROFILESTRUCT * pProfile;
gfSomeoneSaidMoraleQuote = FALSE;
// NOTE: Many morale events are NOT attached to a specific player soldier at all!
// Those that do need it have Asserts on a case by case basis below
if (pSoldier == NULL)
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling morale event %d at X=%d, Y=%d,Z=%d", bMoraleEvent, sMapX, sMapY, bMapZ ) );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Handling morale event %d for %S at X=%d, Y=%d, Z=%d", bMoraleEvent, pSoldier->GetName(), sMapX, sMapY, bMapZ ) );
}
switch( bMoraleEvent )
{
case MORALE_KILLED_ENEMY:
case MORALE_DID_LOTS_OF_DAMAGE:
case MORALE_DRUGS_CRASH:
case MORALE_ALCOHOL_CRASH:
case MORALE_SUPPRESSED:
case MORALE_TOOK_LOTS_OF_DAMAGE:
case MORALE_HIGH_DEATHRATE:
case MORALE_SEX:
// needs specific soldier!
Assert( pSoldier );
// affects the soldier only
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
break;
case MORALE_CLAUSTROPHOBE_UNDERGROUND:
case MORALE_INSECT_PHOBIC_SEES_CREATURE:
case MORALE_NERVOUS_ALONE:
case MORALE_HEAT_INTOLERANT_IN_DESERT: // SANDRO added this one
// needs specific soldier!
Assert( pSoldier );
// affects the soldier only, should be ignored if tactical morale mod is -20 or less
// SANDRO - really?? I think it also shouldn't go lower if strategic morale mod is less than -20
if ( pSoldier->aiData.bTacticalMoraleMod > gMoraleSettings.bModifiers[PHOBIC_LIMIT] && pSoldier->aiData.bStrategicMoraleMod > gMoraleSettings.bModifiers[PHOBIC_LIMIT] )
{
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
}
break;
case MORALE_BATTLE_WON:
// affects everyone to varying degrees
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive )
{
if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) )
{
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_BATTLE_WON );
}
// SANDRO - Assertive people don't care about actions of others
else if ( !gGameOptions.fNewTraitSystem || !DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_ASSERTIVE ) )
{
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_HEARD_BATTLE_WON );
}
}
}
break;
case MORALE_RAN_AWAY:
// affects everyone to varying degrees
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive )
{
// CJC: adding to SOLDIER_IN_SECTOR check special stuff because the old sector values might
// be appropriate (because in transit going out of that sector!)
// sevenfm: improved check
//if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) || (pTeamSoldier->flags.fBetweenSectors && SECTORX( pTeamSoldier->ubPrevSectorID ) == sMapX && SECTORY( pTeamSoldier->ubPrevSectorID ) == sMapY && (pTeamSoldier->bSectorZ == bMapZ)) )
if (pTeamSoldier->bInSector ||
pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ)
{
if ( gGameOptions.fNewTraitSystem )
{
// Flugente: if we have the covert trait and are covert, we might simply be returning from a reconnaissance mission in enemy territory. No need for a morale drop in this case
if ( !HAS_SKILL_TRAIT( pTeamSoldier, COVERT_NT ) || ( (pTeamSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER)) == 0) )
{
// SANDRO - no penalty for pacifists to run away
if ( !DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_PACIFIST ) && !DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_COWARD ) )
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
// Double morale drop for aggressive people
if ( DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_AGGRESSIVE ) )
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
// Flugente: cowards actually gain morale this way
if ( DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_COWARD ) )
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY_COWARD );
}
}
else
{
switch ( gMercProfiles[ pTeamSoldier->ubProfile ].bAttitude )
{
case ATT_AGGRESSIVE:
// double the penalty - these guys REALLY hate running away
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
break;
case ATT_COWARD:
// Flugente: cowards actually gain morale this way
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY_COWARD );
break;
default:
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
break;
}
}
}
// SANDRO - Assertive people don't care about actions of others
else if ( !gGameOptions.fNewTraitSystem || !DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_ASSERTIVE ) )
{
// sevenfm: no MORALE_HEARD_BATTLE_LOST penalty fpr running from battle
//HandleMoraleEventForSoldier( pTeamSoldier, MORALE_HEARD_BATTLE_LOST );
}
}
}
break;
case MORALE_TOWN_LIBERATED:
case MORALE_TOWN_LOST:
case MORALE_MINE_LIBERATED:
case MORALE_MINE_LOST:
case MORALE_SAM_SITE_LIBERATED:
case MORALE_SAM_SITE_LOST:
case MORALE_KILLED_CIVILIAN:
case MORALE_LOW_DEATHRATE:
case MORALE_HEARD_BATTLE_WON:
case MORALE_HEARD_BATTLE_LOST:
case MORALE_MONSTER_QUEEN_KILLED:
case MORALE_DEIDRANNA_KILLED:
// affects everyone, everywhere
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive )
{
if ( gGameOptions.fNewTraitSystem && bMoraleEvent != MORALE_DEIDRANNA_KILLED)
{
if ( !SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) && ( gMoraleSettings.bValues[bMoraleEvent] > 0 ) && //( gbMoraleEvent[bMoraleEvent].bChange > 0 ) &&
DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_ASSERTIVE ) )
{
// No morale gain for assertive people from actions of others
}
else
{
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
}
}
else
{
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
}
}
}
break;
case MORALE_POOR_MORALE:
case MORALE_GREAT_MORALE:
case MORALE_AIRSTRIKE:
// affects every in sector
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) )
{
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
}
}
break;
case MORALE_MERC_CAPTURED:
// needs specific soldier! (for reputation, not here)
Assert( pSoldier );
// affects everyone
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive )
{
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
}
}
break;
case MORALE_TEAMMATE_DIED:
// needs specific soldier!
Assert( pSoldier );
// affects everyone, in sector differently than not, extra bonuses if it's a buddy or hated merc
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE)
{
pProfile = &(gMercProfiles[ pTeamSoldier->ubProfile ]);
if (HATED_MERC( pProfile, pSoldier->ubProfile ))
{
// yesss!
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_HATED_DIED );
}
else
{
if ( SOLDIER_IN_SECTOR( pTeamSoldier, sMapX, sMapY, bMapZ ) )
{
// mate died in my sector! tactical morale mod
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_SQUADMATE_DIED );
// SANDRO - Squadleaders death cost a lot of morale
if( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT ))
{
for ( UINT8 i = 0; i < (gSkillTraitValues.ubSLDeathMoralelossMultiplier * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )); i++ )
{
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_SQUADMATE_DIED );
}
}
}
// this is handled for everyone even if in sector, as it's a strategic morale mod
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_TEAMMATE_DIED );
// SANDRO - Squadleaders death cost a lot of morale
if( gGameOptions.fNewTraitSystem && (NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT ) > 1))
{
for ( UINT8 i = 0; i < gSkillTraitValues.ubSLDeathMoralelossMultiplier; i++ )
{
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_SQUADMATE_DIED );
}
}
if (BUDDY_MERC( pProfile, pSoldier->ubProfile ))
{
// oh no! buddy died!
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_BUDDY_DIED );
}
}
}
}
break;
case MORALE_MERC_MARRIED:
// female mercs get unhappy based on how sexist they are (=hate men)
// gentlemen males get unhappy too
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->ubProfile != NO_PROFILE )
{
if ( WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile ) != -1 )
{
// we hate 'em anyways
continue;
}
if ( gMercProfiles[ pTeamSoldier->ubProfile ].bSex == FEMALE )
{
switch( gMercProfiles[ pTeamSoldier->ubProfile ].bSexist )
{
case SOMEWHAT_SEXIST:
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_MERC_MARRIED );
break;
case VERY_SEXIST:
// handle TWICE!
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_MERC_MARRIED );
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_MERC_MARRIED );
break;
default:
break;
}
}
else
{
switch( gMercProfiles[ pTeamSoldier->ubProfile ].bSexist )
{
case GENTLEMAN:
HandleMoraleEventForSoldier( pTeamSoldier, MORALE_MERC_MARRIED );
break;
default:
break;
}
}
}
}
break;
// added by SANDRO
case MORALE_PSYCHO_UNABLE_TO_PSYCHO:
case MORALE_PACIFIST_GAIN_NONCOMBAT: // added by SANDRO
case MORALE_MALICIOUS_HIT: // added by SANDRO
Assert( pSoldier );
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
break;
// added by Flugente
case MORALE_FOOD:
case MORALE_GOOD_FOOD:
case MORALE_BAD_FOOD:
case MORALE_LOATHSOME_FOOD:
case MORALE_FEAR_OF_HEIGHTS:
Assert( pSoldier );
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
break;
case MORALE_ENEMYGROUP_COWARD:
// affects coward in sector
ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pTeamSoldier = MercPtrs[ubLoop]; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && (pTeamSoldier->sSectorX == sMapX) && (pTeamSoldier->sSectorY == sMapY) && (pTeamSoldier->bSectorZ == bMapZ) )
{
if ( DoesMercHavePersonality( pTeamSoldier, CHAR_TRAIT_COWARD ) )
HandleMoraleEventForSoldier( pTeamSoldier, bMoraleEvent );
}
}
break;
case MORALE_BUDDY_FIRED:
case MORALE_BUDDY_FIRED_EARLY:
case MORALE_BUDDY_FIRED_ON_BAD_TERMS:
case MORALE_BAD_EQUIPMENT:
case MORALE_OWED_MONEY:
case MORALE_PLAYER_INACTIVE_DAYS:
case MORALE_PREVENTED_MISBEHAVIOUR:
Assert( pSoldier );
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
break;
default:
// debug message
ScreenMsg( MSG_FONT_RED, MSG_BETAVERSION, L"Invalid morale event type = %d. AM/CC-1", bMoraleEvent );
break;
}
// Flugente: if the situation is really, REALLY bad, we can get traumatized
if ( pSoldier && pSoldier->aiData.bMorale < 15 )
HandlePossibleInfection( pSoldier, NULL, INFECTION_TYPE_TRAUMATIC );
// some morale events also impact the player's reputation with the mercs back home
switch( bMoraleEvent )
{
case MORALE_HIGH_DEATHRATE:
ModifyPlayerReputation(REPUTATION_HIGH_DEATHRATE);
break;
case MORALE_LOW_DEATHRATE:
ModifyPlayerReputation(REPUTATION_LOW_DEATHRATE);
break;
case MORALE_POOR_MORALE:
ModifyPlayerReputation(REPUTATION_POOR_MORALE);
break;
case MORALE_GREAT_MORALE:
ModifyPlayerReputation(REPUTATION_GREAT_MORALE);
break;
case MORALE_BATTLE_WON:
ModifyPlayerReputation(REPUTATION_BATTLE_WON);
break;
case MORALE_RAN_AWAY:
// sevenfm: no reputation loss when retreating from battle
break;
case MORALE_HEARD_BATTLE_LOST:
ModifyPlayerReputation(REPUTATION_BATTLE_LOST);
break;
case MORALE_TOWN_LIBERATED:
ModifyPlayerReputation(REPUTATION_TOWN_WON);
break;
case MORALE_TOWN_LOST:
ModifyPlayerReputation(REPUTATION_TOWN_LOST);
break;
case MORALE_TEAMMATE_DIED:
// impact depends on that dude's level of experience
ModifyPlayerReputation((UINT8) (pSoldier->stats.bExpLevel * REPUTATION_SOLDIER_DIED));
break;
case MORALE_MERC_CAPTURED:
// impact depends on that dude's level of experience
ModifyPlayerReputation((UINT8) (pSoldier->stats.bExpLevel * REPUTATION_SOLDIER_CAPTURED));
break;
case MORALE_KILLED_CIVILIAN:
ModifyPlayerReputation(REPUTATION_KILLED_CIVILIAN);
break;
case MORALE_MONSTER_QUEEN_KILLED:
ModifyPlayerReputation(REPUTATION_KILLED_MONSTER_QUEEN);
break;
case MORALE_DEIDRANNA_KILLED:
ModifyPlayerReputation(REPUTATION_KILLED_DEIDRANNA);
break;
case MORALE_BAD_EQUIPMENT:
ModifyPlayerReputation(REPUTATION_MERC_COMPLAIN_EQUIPMENT);
break;
case MORALE_OWED_MONEY:
ModifyPlayerReputation(REPUTATION_MERC_OWED_MONEY);
break;
case MORALE_PLAYER_INACTIVE_DAYS:
ModifyPlayerReputation(REPUTATION_PLAYER_IS_INACTIVE);
break;
default:
// no reputation impact
break;
}
}
void HourlyMoraleUpdate( void )
{
INT8 bMercID, bOtherID;
INT8 bActualTeamOpinion;
INT8 bTeamMoraleModChange, bTeamMoraleModDiff;
INT8 bOpinion=-1;
INT32 iTotalOpinions;
INT8 bNumTeamMembers;
INT8 bHighestTeamLeadership = 0;
INT8 bLastTeamID;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pOtherSoldier;
MERCPROFILESTRUCT * pProfile;
BOOLEAN fSameGroupOnly;
static INT8 bStrategicMoraleUpdateCounter = 0;
BOOLEAN fFoundHated = FALSE;
INT8 bHated;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs to calculate their morale
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; ++bMercID,pSoldier++)
{
//if the merc is active, in Arulco, and conscious, not POW
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
pSoldier->flags.fMercAsleep == TRUE ||
pSoldier->bAssignment == ASSIGNMENT_DEAD ||
pSoldier->bAssignment == ASSIGNMENT_POW) )
{
// calculate the guy's opinion of the people he is with
pProfile = &(gMercProfiles[ pSoldier->ubProfile ]);
// if we're moving
if (pSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pSoldier->ubGroupID ))
{
// we only check our opinions of people in our squad
fSameGroupOnly = TRUE;
}
else
{
fSameGroupOnly = FALSE;
}
fFoundHated = FALSE;
// reset counts to calculate average opinion
iTotalOpinions = 0;
bNumTeamMembers = 0;
// let people with high leadership affect their own morale
bHighestTeamLeadership = EffectiveLeadership( pSoldier );
// loop through all other mercs
bOtherID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pOtherSoldier = MercPtrs[ bOtherID ]; bOtherID <= bLastTeamID; bOtherID++,pOtherSoldier++)
{
// skip past ourselves and all inactive mercs
if (bOtherID != bMercID && pOtherSoldier->bActive && pOtherSoldier->ubProfile != NO_PROFILE &&
!(pOtherSoldier->bAssignment == IN_TRANSIT ||
pOtherSoldier->flags.fMercAsleep == TRUE ||
pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ||
pOtherSoldier->bAssignment == ASSIGNMENT_POW))
{
if (fSameGroupOnly)
{
// all we have to check is the group ID
if (pSoldier->ubGroupID != pOtherSoldier->ubGroupID)
{
continue;
}
}
else
{
// check to see if the location is the same
if (pOtherSoldier->sSectorX != pSoldier->sSectorX ||
pOtherSoldier->sSectorY != pSoldier->sSectorY ||
pOtherSoldier->bSectorZ != pSoldier->bSectorZ)
{
continue;
}
// if the OTHER soldier is in motion then we don't do anything!
if (pOtherSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pOtherSoldier->ubGroupID ))
{
continue;
}
}
bOpinion = SoldierRelation( pSoldier, pOtherSoldier);
if (bOpinion == HATED_OPINION)
{
bHated = WhichHated( pSoldier->ubProfile, pOtherSoldier->ubProfile );
if ( bHated >= 5 )
{
// learn to hate which has become full-blown hatred, full strength
fFoundHated = TRUE;
break;
}
else
{
// scale according to how close to we are to snapping
//KM : Divide by 0 error found. Wrapped into an if statement.
if( pProfile->bHatedTime[ bHated ] )
{
bOpinion = ((INT32) bOpinion) * (pProfile->bHatedTime[ bHated ] - pProfile->bHatedCount[ bHated ]) / pProfile->bHatedTime[ bHated ];
}
if ( pProfile->bHatedCount[ bHated ] <= pProfile->bHatedTime[ bHated ] / 2 )
{
// Augh, we're teamed with someone we hate! We HATE this!! Ignore everyone else!
fFoundHated = TRUE;
break;
}
// otherwise just mix this opinion in with everyone else...
}
}
iTotalOpinions += bOpinion;
++bNumTeamMembers;
if ( EffectiveLeadership( pOtherSoldier ) > bHighestTeamLeadership)
{
bHighestTeamLeadership = EffectiveLeadership( pOtherSoldier );
}
}
}
if (fFoundHated)
{
// If teamed with someone we hated, team opinion is automatically minimum
bActualTeamOpinion = HATED_OPINION;
}
else if (bNumTeamMembers > 0)
{
bActualTeamOpinion = (INT8) (iTotalOpinions / bNumTeamMembers);
// give bonus/penalty for highest leadership value on team
bActualTeamOpinion += (bHighestTeamLeadership - 50) / 10;
}
else // alone
{
bActualTeamOpinion = 0;
}
// reduce to a range of HATED through BUDDY
if (bActualTeamOpinion > BUDDY_OPINION)
{
bActualTeamOpinion = BUDDY_OPINION;
}
else if (bActualTeamOpinion < HATED_OPINION)
{
bActualTeamOpinion = HATED_OPINION;
}
// shift morale from team by ~10%
// this should range between -75 and +75
bTeamMoraleModDiff = bActualTeamOpinion - pSoldier->aiData.bTeamMoraleMod;
if (bTeamMoraleModDiff > 0)
{
bTeamMoraleModChange = 1 + bTeamMoraleModDiff / 10;
}
else if (bTeamMoraleModDiff < 0)
{
bTeamMoraleModChange = -1 + bTeamMoraleModDiff / 10;
}
else
{
bTeamMoraleModChange = 0;
}
// SANDRO - morale is going down faster if not fighting for malicious characters
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_MALICIOUS ) )
{
bTeamMoraleModChange += gMoraleSettings.bModifiers[MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY];//-= 1;
}
pSoldier->aiData.bTeamMoraleMod += bTeamMoraleModChange;
pSoldier->aiData.bTeamMoraleMod = __min( pSoldier->aiData.bTeamMoraleMod, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bTeamMoraleMod = __max( pSoldier->aiData.bTeamMoraleMod, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
// New, December 3rd, 1998, by CJC --
// If delayed strategic modifier exists then incorporate it in strategic mod
if ( pSoldier->bDelayedStrategicMoraleMod )
{
pSoldier->aiData.bStrategicMoraleMod += pSoldier->bDelayedStrategicMoraleMod;
pSoldier->bDelayedStrategicMoraleMod = 0;
pSoldier->aiData.bStrategicMoraleMod = __min( pSoldier->aiData.bStrategicMoraleMod, gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
pSoldier->aiData.bStrategicMoraleMod = __max( pSoldier->aiData.bStrategicMoraleMod, -gMoraleSettings.bModifiers[MORALE_MOD_MAX] );
}
// refresh the morale value for the soldier based on the recalculated team modifier
RefreshSoldierMorale( pSoldier );
}
}
++bStrategicMoraleUpdateCounter;
if ( bStrategicMoraleUpdateCounter == gMoraleSettings.ubHoursBetweenStrategicDelay )
{
DecayStrategicMoraleModifiers();
bStrategicMoraleUpdateCounter = 0;
}
}
void HandleSnitchCheck( void )
{
UINT16 bMercID, bOtherID;
INT8 bOpinion = -1;
UINT16 bLastTeamID;
SOLDIERTYPE* pSoldier;
SOLDIERTYPE* pOtherSoldier;
MERCPROFILESTRUCT* pProfile;
BOOLEAN fSameGroupOnly;
// anv: save merc id and his negative morale event for snitches
std::vector<SnitchEvent> snitcheventvector;
bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
// loop through all mercs to calculate their morale
for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pSoldier++ )
{
//if the merc is active, in Arulco, not POW, not a vehicle
if ( pSoldier && pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE &&
!(pSoldier->bAssignment == IN_TRANSIT ||
pSoldier->bAssignment == ASSIGNMENT_DEAD ||
pSoldier->bAssignment == ASSIGNMENT_POW ||
pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
// calculate the guy's opinion of the people he is with
pProfile = &(gMercProfiles[pSoldier->ubProfile]);
// if we're moving
if ( pSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pSoldier->ubGroupID ) )
{
// we only check our opinions of people in our squad
fSameGroupOnly = TRUE;
}
else
{
fSameGroupOnly = FALSE;
}
// loop through all other mercs
bOtherID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pOtherSoldier = MercPtrs[bOtherID]; bOtherID <= bLastTeamID; ++bOtherID, pOtherSoldier++ )
{
// skip past ourselves and all inactive mercs
if ( bOtherID != bMercID && pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->ubProfile != NO_PROFILE &&
!(pOtherSoldier->bAssignment == IN_TRANSIT ||
pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ||
pOtherSoldier->bAssignment == ASSIGNMENT_POW ||
pOtherSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( fSameGroupOnly )
{
// all we have to check is the group ID
if ( pSoldier->ubGroupID != pOtherSoldier->ubGroupID )
{
continue;
}
}
else
{
// check to see if the location is the same
if ( pOtherSoldier->sSectorX != pSoldier->sSectorX ||
pOtherSoldier->sSectorY != pSoldier->sSectorY ||
pOtherSoldier->bSectorZ != pSoldier->bSectorZ )
{
continue;
}
// if the OTHER soldier is in motion then we don't do anything!
if ( pOtherSoldier->ubGroupID != 0 && PlayerIDGroupInMotion( pOtherSoldier->ubGroupID ) )
{
continue;
}
}
bOpinion = SoldierRelation( pSoldier, pOtherSoldier );
if ( bOpinion <= gSkillTraitValues.bSNTMercOpinionAboutMercTreshold )
{
RememberSnitchableEvent( pSoldier->ubProfile, pOtherSoldier->ubProfile, fSameGroupOnly, SNITCH_HATED_PERSON, snitcheventvector );
}
}
}
// check death rate vs. merc's tolerance once/day (ignores buddies!)
if ( MercThinksDeathRateTooHigh( pSoldier->ubProfile ) )
{
// too high, inform
RememberSnitchableEvent( pSoldier->ubProfile, NO_PROFILE, fSameGroupOnly, SNITCH_DEATH_RATE, snitcheventvector );
}
// check his morale vs. his morale tolerance once/day (ignores buddies!)
if ( MercThinksHisMoraleIsTooLow( pSoldier ) )
{
// too low, inform
RememberSnitchableEvent( pSoldier->ubProfile, NO_PROFILE, fSameGroupOnly, SNITCH_LOW_MORALE, snitcheventvector );
}
// check his opinion about player's reputation
if ( MercThinksBadReputationTooHigh( pSoldier->ubProfile ) )
{
// too high, inform
RememberSnitchableEvent( pSoldier->ubProfile, NO_PROFILE, fSameGroupOnly, SNITCH_REPUTATION, snitcheventvector );
}
// check his opinion about player activity
if ( MercThinksPlayerIsInactiveTooLong( pSoldier->ubProfile ) )
{
// player inactive, inform
RememberSnitchableEvent( pSoldier->ubProfile, NO_PROFILE, fSameGroupOnly, SNITCH_PROGRESS, snitcheventvector );
}
// check if player owes him money
if ( MercIsOwedTooMuchMoney( pSoldier->ubProfile ) )
{
// player owes him money, inform
RememberSnitchableEvent( pSoldier->ubProfile, NO_PROFILE, fSameGroupOnly, SNITCH_OWED_MONEY, snitcheventvector );
}
// check if contract is running out, and will not renew
// but only if he hasn't another contract signed, so there's still a chance to renew if player reacts properly
if ( ContractIsGoingToExpireSoon( pSoldier ) )
{
if ( (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC) )
{
// Only do this if they don't want to renew.....
if ( !(pSoldier->flags.fSignedAnotherContract) && !WillMercRenew( pSoldier, FALSE ) )
{
RememberSnitchableEvent( pSoldier->ubProfile, NO_PROFILE, fSameGroupOnly, SNITCH_GONNA_QUIT, snitcheventvector );
}
}
}
}
}
// anv: handle snitches informing player about reasons for morale drops
HandleSnitchesReports( snitcheventvector );
}
void HandleSnitchesReports( std::vector<SnitchEvent>& aVec )
{
UINT8 bSnitchID;
SOLDIERTYPE *pSnitch;
BOOLEAN fSleepingSnitch = FALSE;
size_t size = aVec.size( );
for ( size_t bCounter = 0; bCounter < size; ++bCounter )
{
SnitchEvent& event = aVec[bCounter];
if ( event.ubEventType < NUM_SNITCH_EVENTS )
{
bSnitchID = event.ubSnitchID;
pSnitch = FindSoldierByProfileID( bSnitchID, TRUE );
if (pSnitch == NULL)
continue;
if (!pSnitch->bActive)
continue;
if (pSnitch->flags.fMercAsleep)
fSleepingSnitch = TRUE;
if (pSnitch->usSoldierFlagMask2 & SOLDIER_SNITCHING_OFF)
continue;
// snitch introduction
if (fSleepingSnitch)
TacticalCharacterDialogueWithSpecialEvent(pSnitch, 0, DIALOGUE_SPECIAL_EVENT_SLEEP, 0, 0);
SnitchTacticalCharacterDialogue( pSnitch, 0, SNITCH_INTRODUCTION, NO_PROFILE, NO_PROFILE );
// process all reports by the same snitch in row
for ( size_t bCounter2 = bCounter; bCounter2 < size; ++bCounter2 )
{
SnitchEvent& event2 = aVec[bCounter2];
if ( event2.ubEventType < NUM_SNITCH_EVENTS && event2.ubSnitchID == bSnitchID )
{
// check if relevant mercs are well
SOLDIERTYPE *pSoldier, *pOtherSoldier;
pSoldier = FindSoldierByProfileID( event2.ubTargetProfile, TRUE );
if ( pSoldier == NULL || !(pSoldier->bActive) )
continue;
if ( event2.ubEventType == SNITCH_HATED_PERSON )
{
pOtherSoldier = FindSoldierByProfileID( event2.ubSecondaryTargetProfile, TRUE );
if ( pOtherSoldier == NULL || !(pOtherSoldier->bActive) )
continue;
}
// say this info
SnitchTacticalCharacterDialogue( pSnitch, event2.ubEventType, event2.ubEventType, event2.ubTargetProfile, event2.ubSecondaryTargetProfile );
// clear info
event2.ubEventType = NUM_SNITCH_EVENTS;
// Flugente: dynamic opinions
AddOpinionEvent( event2.ubTargetProfile, pSnitch->ubProfile, OPINIONEVENT_SNITCHSOLDMEOUT );
}
}
if ( fSleepingSnitch )
TacticalCharacterDialogueWithSpecialEvent( FindSoldierByProfileID( bSnitchID, TRUE ), 0, DIALOGUE_SPECIAL_EVENT_SLEEP, 1, 0 );
// clear info
event.ubEventType = NUM_SNITCH_EVENTS;
}
}
}
void RememberSnitchableEvent( UINT8 ubTargetProfile, UINT8 ubSecondaryTargetProfile, BOOLEAN fSameGroupOnly, UINT8 ubEventType, std::vector<SnitchEvent>& aVec )
{
UINT16 bSnitchID;
INT16 sSnitchingChance = 0;
UINT8 ubSnitchProfile;
SOLDIERTYPE * pSnitch;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pOtherSoldier;
pSoldier = FindSoldierByProfileID( ubTargetProfile, FALSE );
pOtherSoldier = FindSoldierByProfileID( ubSecondaryTargetProfile, FALSE );
// loop through all other mercs
bSnitchID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSnitch = MercPtrs[bSnitchID]; bSnitchID <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bSnitchID, pSnitch++ )
{
ubSnitchProfile = pSnitch->ubProfile;
// skip past ourselves and all inactive mercs
if ( ProfileHasSkillTrait( ubSnitchProfile, SNITCH_NT ) &&
ubSnitchProfile != ubTargetProfile && ubSnitchProfile != ubSecondaryTargetProfile
&& pSnitch->bActive && ubSnitchProfile != NO_PROFILE &&
!(pSnitch->bAssignment == IN_TRANSIT ||
pSnitch->bAssignment == ASSIGNMENT_DEAD ||
pSnitch->bAssignment == ASSIGNMENT_POW) )
{
if ( fSameGroupOnly )
{
// all we have to check is the group ID
if ( pSoldier->ubGroupID != pSnitch->ubGroupID )
{
continue;
}
}
else
{
// check to see if the location is the same
if ( pSnitch->sSectorX != pSoldier->sSectorX ||
pSnitch->sSectorY != pSoldier->sSectorY ||
pSnitch->bSectorZ != pSoldier->bSectorZ )
{
continue;
}
// if snitch is in motion then we don't do anything!
if ( pSnitch->ubGroupID != 0 && PlayerIDGroupInMotion( pSnitch->ubGroupID ) )
{
continue;
}
}
// calculate chances of snitching
// decreased if target doesn't like snitch, increased if snitch doesn't like him
sSnitchingChance = gSkillTraitValues.ubSNTBaseChance;
sSnitchingChance = (INT16)(sSnitchingChance +
SoldierRelation( pSoldier, pSnitch )*gSkillTraitValues.fSNTMercOpinionAboutSnitchBonusModifier +
SoldierRelation( pSnitch, pSoldier )*gSkillTraitValues.fSNTSnitchOpinionAboutMercBonusModifier +
gMercProfiles[ubSnitchProfile].bLeadership*gSkillTraitValues.fSNTSnitchLeadershipBonusModifer);
if ( pSoldier->bAssignment == pSnitch->bAssignment )
{
sSnitchingChance += gSkillTraitValues.bSNTSameAssignmentBonus;
}
if ( DoesMercHavePersonality( pSnitch, CHAR_TRAIT_SOCIABLE ) )
{
sSnitchingChance += gSkillTraitValues.bSNTSociableMercBonus;
}
if ( DoesMercHavePersonality( pSnitch, CHAR_TRAIT_LONER ) )
{
sSnitchingChance += gSkillTraitValues.bSNTLonerMercBonus;
}
if ( ubEventType == SNITCH_HATED_PERSON )
{
if ( gSkillTraitValues.bSNTMercOpinionAboutMercTreshold != HATED_OPINION )
{
sSnitchingChance = (INT16)(sSnitchingChance *
(1.0 - (FLOAT)(SoldierRelation( pSoldier, pOtherSoldier ) - HATED_OPINION) /
(FLOAT)(gSkillTraitValues.bSNTMercOpinionAboutMercTreshold - HATED_OPINION)));
}
}
if ( DoesMercHaveDisability( pSnitch, DEAF ) )
{
sSnitchingChance /= 2;
}
sSnitchingChance = max( 0, sSnitchingChance );
if ( Random( 100 ) < (UINT8)sSnitchingChance )
{
//information gathered succesfully, remember event to report it later
SnitchEvent event;
event.ubEventType = ubEventType;
event.ubSnitchID = ubSnitchProfile;
event.ubTargetProfile = ubTargetProfile;
event.ubSecondaryTargetProfile = ubSecondaryTargetProfile;
aVec.push_back( event );
}
}
}
}
void DailyMoraleUpdate(SOLDIERTYPE *pSoldier)
{
if ( pSoldier->ubProfile == NO_PROFILE )
{
return;
}
// CJC: made per hour now
/*
// decay the merc's strategic morale modifier
if (pSoldier->aiData.bStrategicMoraleMod != 0)
{
// decay the modifier!
DecayStrategicMorale( pSoldier );
// refresh the morale value for the soldier based on the recalculated modifier
RefreshSoldierMorale( pSoldier );
}
*/
// check death rate vs. merc's tolerance once/day (ignores buddies!)
if ( MercThinksDeathRateTooHigh( pSoldier->ubProfile ) )
{
// too high, morale takes a hit
HandleMoraleEvent( pSoldier, MORALE_HIGH_DEATHRATE, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
// check his morale vs. his morale tolerance once/day (ignores buddies!)
if ( MercThinksHisMoraleIsTooLow( pSoldier ) )
{
// too low, morale sinks further (merc's in a funk and things aren't getting better)
HandleMoraleEvent( pSoldier, MORALE_POOR_MORALE, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
else if ( pSoldier->aiData.bMorale >= 75 )
{
// very high morale, merc is cheerleading others
HandleMoraleEvent( pSoldier, MORALE_GREAT_MORALE, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
}
// Added by SANDRO
BOOLEAN IsShowOffNearBy( SOLDIERTYPE * pSoldier )
{
UINT32 uiLoop;
SOLDIERTYPE * pTeammate;
BOOLEAN fOneException = FALSE;
BOOLEAN fYesHeIs = FALSE;
if (!pSoldier)
{
return( FALSE );
}
if( !(pSoldier->bActive) || !(pSoldier->bInSector) )
{
return( FALSE );
}
for ( uiLoop = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID; uiLoop <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; uiLoop++)
{
pTeammate = MercPtrs[ uiLoop ];
if ( pTeammate == NULL )
{
continue;
}
if ( pTeammate == pSoldier )
{
continue;
}
// Are we actually here?
if ( !(pTeammate->bActive) || !(pTeammate->bInSector) || ( pTeammate->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pTeammate->bAssignment == VEHICLE ) )
{
// is nowhere around!
continue;
}
// Are we from our team an dalive?
if ( pTeammate->bTeam == pSoldier->bTeam && pTeammate->stats.bLife >= OKLIFE &&
DoesMercHavePersonality( pTeammate, CHAR_TRAIT_SHOWOFF ) && PythSpacesAway( pSoldier->sGridNo, pTeammate->sGridNo ) <= 15 )
{
if ( (pSoldier->ubBodyType <= STOCKYMALE && pTeammate->ubBodyType <= STOCKYMALE) ||
(pSoldier->ubBodyType == REGFEMALE && pTeammate->ubBodyType == REGFEMALE) )
{
// phlegmatic character can ignore one
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_PHLEGMATIC ) && !fOneException )
{
fOneException = TRUE;
}
else
{
fYesHeIs = TRUE;
}
}
}
}
return( fYesHeIs );
}