Files
source/Tactical/Rotting Corpses.cpp
T
MaddMugsy 13a8319fbb -ammo weights affected by # bullets remaining
-added code to support urban, desert and snow camo

2 issues:

1. Need to test this to make sure it works, since I'm at work.  I'll test it all out tonight.

2. There is no Snow terrain type.  Anyone have any great ideas on how to test for it?

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@399 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2006-08-03 23:55:44 +00:00

1995 lines
48 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include <stdio.h>
#include <string.h>
#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"
#endif
#define CORPSE_WARNING_MAX 5
#define CORPSE_WARNING_DIST 5
#define CORPSE_INDEX_OFFSET 10000
//#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",
};
// 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",
};
UINT8 gb4DirectionsFrom8[8] =
{
7, // NORTH
0, // NE
0, // E
0, // SE
1, // S
0, // SW,
2, // 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,
0,
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,
};
ROTTING_CORPSE 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 );
INT32 GetFreeRottingCorpse(void)
{
INT32 iCount;
for(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)
{
INT32 uiCount;
if ( giNumRottingCorpse > 0 )
{
for(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:
bDirection = 0;
break;
case ICECREAM_DEAD:
case HUMMER_DEAD:
// OK , these have 2 directions....
bDirection = gb2DirectionsFrom8[ pCorpseDef->bDirection ];
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->bDirection ];
if ( fForImage )
{
bDirection = gOneCDirection[ bDirection ];
}
break;
default:
// Uses 8
bDirection = pCorpseDef->bDirection;
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;
INT8 zFilename[150];
DB_STRUCTURE_REF *pDBStructureRef;
UINT8 ubLoop;
INT16 sTileGridNo;
DB_STRUCTURE_TILE ** ppTile;
UINT16 usStructIndex;
UINT32 uiDirectionUseFlag;
if ( pCorpseDef->sGridNo == NOWHERE )
{
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 soecial 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;
}
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// OK, AS WE ADD, CHECK FOR TOD AND DECAY APPROPRIATELY
if ( ( ( GetWorldTotalMin( ) - pCorpse->def.uiTimeOfDeath ) > DELAY_UNTIL_ROTTING ) && ( 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 ) > DELAY_UNTIL_DONE_ROTTING ) )
{
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;
AniParams.sX = CenterX( pCorpse->def.sGridNo );
AniParams.sY = CenterY( pCorpse->def.sGridNo );
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
AniParams.uiUserData3 = pCorpse->def.bDirection;
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;
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, (INT8 *) AniParams.zCachedFile );
// Add structure data.....
CheckForAndAddTileCacheStructInfo( pCorpse->pAniTile->pLevelNode, pCorpse->def.sGridNo, ( 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 = pCorpseDef->sGridNo + ppTile[ ubLoop ]->sPosRelToBase;
//Remove blood
RemoveBlood( sTileGridNo, pCorpseDef->bLevel );
}
}
// OK, we're done!
return( iIndex );
}
void FreeCorpsePalettes( ROTTING_CORPSE *pCorpse )
{
INT32 cnt;
// Free palettes
MemFree( pCorpse->p8BPPPalette );
MemFree( pCorpse->p16BPPPalette );
for ( cnt = 0; cnt < NUM_CORPSE_SHADES; cnt++ )
{
if ( pCorpse->pShades[ cnt ] != NULL )
{
MemFree( pCorpse->pShades[ cnt ] );
pCorpse->pShades[ cnt ] = NULL;
}
}
}
void RemoveCorpses( )
{
INT32 iCount;
for(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 )
{
ROTTING_CORPSE_DEFINITION Corpse;
UINT8 ubType;
INT32 cnt;
UINT16 usItemFlags = 0; //WORLD_ITEM_DONTRENDER;
INT32 iCorpseID;
INT8 bVisible = -1;
OBJECTTYPE *pObj;
UINT8 ubNumGoo;
INT16 sNewGridNo;
OBJECTTYPE ItemObject;
if ( pSoldier->sGridNo == NOWHERE )
{
return( FALSE );
}
// 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->bLevel;
Corpse.ubProfile = pSoldier->ubProfile;
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;
}
// Determine corpse type!
ubType = (UINT8)gubAnimSurfaceCorpseID[ pSoldier->ubBodyType][ pSoldier->usAnimState ];
Corpse.bDirection = pSoldier->bDirection;
// If we are a vehicle.... only use 1 direction....
if ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
{
Corpse.usFlags |= ROTTING_CORPSE_VEHICLE;
if ( pSoldier->ubBodyType != ICECREAMTRUCK && pSoldier->ubBodyType != HUMVEE )
{
Corpse.bDirection = 7;
}
else
{
Corpse.bDirection = gb2DirectionsFrom8[ Corpse.bDirection ];
}
}
if ( ubType == QUEEN_MONSTER_DEAD || ubType == BURNT_DEAD || ubType == EXPLODE_DEAD )
{
Corpse.bDirection = 7;
}
// 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;
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, &ItemObject );
AddItemToPool( sNewGridNo, &ItemObject, bVisible , pSoldier->bLevel, usItemFlags, -1 );
}
}
else
{
// OK, Place what objects this guy was carrying on the ground!
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObj = &( pSoldier->inv[ cnt ] );
if ( pObj->usItem != NOTHING )
{
// Check if it's supposed to be dropped
if ( !( pObj->fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum )
{
// and make sure that it really is a droppable item type
// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
if ( !(Item[ pObj->usItem ].defaultundroppable ) )
{
ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, cnt );
//if this soldier was an enemy
// Kaiden: Added from UB's reveal all items after combat feature!
if( pSoldier->bTeam == ENEMY_TEAM )
{
//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
{
pObj->bStatus[0] -= (gGameOptions.ubDifficultyLevel - 1) * Random(20);
pObj->bStatus[0] = min(max(pObj->bStatus[0],1),100); // never below 1% or above 100%
}
}
AddItemToPool( pSoldier->sGridNo, pObj, bVisible , pSoldier->bLevel, usItemFlags, -1 );
}
}
}
}
DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->bLevel, bVisible, FALSE, 0, FALSE );
}
// Make team look for items
AllSoldiersLookforItems( TRUE );
//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
{
RemoveSoldierFromGridNo( pSoldier );
}
if ( ubType == NO_CORPSE )
{
return( TRUE );
}
// Set type
Corpse.ubType = ubType;
// Add corpse!
iCorpseID = AddRottingCorpse( &Corpse );
}
else
{
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 )
{
MakeCorpseVisible( pSoldier, &( gRottingCorpse[ iCorpseID ] ) );
}
return( TRUE );
}
INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier )
{
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo = NOWHERE;
INT32 cnt;
ROTTING_CORPSE *pCorpse;
// OK, loop through our current listing of bodies
for ( 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 bBodyType = CROW;
UINT8 iNewIndex;
INT16 sGridNo;
UINT8 ubDirection;
SOLDIERTYPE *pSoldier;
UINT8 ubRoomNum;
// No crows inside :(
if ( InARoom( pCorpse->def.sGridNo, &ubRoomNum ) )
{
return;
}
// Put him flying over corpse pisition
memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
MercCreateStruct.ubProfile = NO_PROFILE;
MercCreateStruct.sSectorX = gWorldSectorX;
MercCreateStruct.sSectorY = gWorldSectorY;
MercCreateStruct.bSectorZ = gbWorldSectorZ;
MercCreateStruct.bBodyType = bBodyType;
MercCreateStruct.bDirection = 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 ( sGridNo != NOWHERE )
{
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;
//EVENT_GetNewSoldierPath( pSoldier, sGridNo, pSoldier->usUIMovementMode );
// Setup action data to point back to corpse....
pSoldier->uiPendingActionData1 = pCorpse->iID;
pSoldier->sPendingActionData2 = pCorpse->def.sGridNo;
pCorpse->def.bNumServicingCrows++;
}
}
}
void HandleCrowLeave( SOLDIERTYPE *pSoldier )
{
ROTTING_CORPSE *pCorpse;
// Check if this crow is still referencing the same corpse...
pCorpse = &(gRottingCorpse[ pSoldier->uiPendingActionData1 ] );
// Double check grindo...
if ( pSoldier->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;
INT16 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;
}
// ATE: If it's too late, don't!
if( NightTime() )
{
return;
}
if ( gbWorldSectorZ > 0 )
{
return;
}
// ATE: Check for multiple crows.....
// Couint how many we have now...
{
UINT8 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->bLife >= OKLIFE) && !( pSoldier->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;
INT16 sDistVisible;
INT16 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->bLife >= OKLIFE && pSoldier->sGridNo != NOWHERE && pSoldier->bActive && pSoldier->bInSector )
{
// is he close enough to see that gridno if he turns his head?
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, pCorpse->def.bLevel, pSoldier );
if (PythSpacesAway( pSoldier->sGridNo, sGridNo ) <= sDistVisible )
{
// 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, (UINT8) sDistVisible, TRUE ) )
{
MakeCorpseVisible( pSoldier, pCorpse );
return;
}
}
}
}
}
void MercLooksForCorpses( SOLDIERTYPE *pSoldier )
{
INT32 cnt;
INT16 sDistVisible;
INT16 sGridNo;
ROTTING_CORPSE *pCorpse;
// 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_HeadShotOnly[ pSoldier->ubProfile ] == 1 )
{
return;
}
// Every so often... do a corpse quote...
if ( Random( 400 ) <= 2 )
{
// Loop through all corpses....
for ( 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;
// is he close enough to see that gridno if he turns his head?
sDistVisible = DistanceVisible( pSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, pCorpse->def.bLevel, pSoldier );
if (PythSpacesAway( pSoldier->sGridNo, sGridNo ) <= sDistVisible )
{
// 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, (UINT8) sDistVisible, TRUE ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT );
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_ROTTINGCORPSE;
BeginMultiPurposeLocator( sGridNo, pCorpse->def.bLevel, FALSE );
// Slide to...
SlideToLocation( 0, sGridNo );
return;
}
}
}
}
}
}
void RebuildAllCorpseShadeTables( )
{
INT32 cnt;
ROTTING_CORPSE *pCorpse;
// Loop through all corpses....
for ( 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];
UINT32 uiCount;
// create the basic shade table
for(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 )
{
UINT32 uiCount;
pCorpse->pShades[uiBase] = Create16BPPPaletteShaded( pShadePal, gusShadeLevels[0][0],
gusShadeLevels[0][1],
gusShadeLevels[0][2], TRUE);
for(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( INT16 sGridNo, STRUCTURE *pStructure )
{
LEVELNODE *pLevelNode;
ROTTING_CORPSE *pCorpse = NULL;
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( INT16 sGridNo, UINT16 usStructureID )
{
#if 0
STRUCTURE *pStructure, *pBaseStructure;
ROTTING_CORPSE *pCorpse = NULL;
INT16 sBaseGridNo;
pStructure = FindStructureByID( sGridNo, usStructureID );
// Get base....
pBaseStructure = FindBaseStructure( pStructure );
// Find base gridno...
sBaseGridNo = pBaseStructure->sGridNo;
// Get corpse ID.....
pCorpse = FindCorpseBasedOnStructure( sBaseGridNo, pBaseStructure );
if ( pCorpse == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Bullet hit corpse but corpse cannot be found at: %d", sBaseGridNo );
#endif
return;
}
// Twitch the bugger...
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Corpse hit" );
#endif
if ( GridNoOnScreen( sBaseGridNo ) )
{
// Twitch....
// Set frame...
SetAniTileFrame( pCorpse->pAniTile, 1 );
// Go reverse...
pCorpse->pAniTile->uiFlags |= ( ANITILE_BACKWARD | ANITILE_PAUSE_AFTER_LOOP );
// Turn off pause...
pCorpse->pAniTile->uiFlags &= (~ANITILE_PAUSED);
}
// PLay a sound....
PlayJA2Sample( (UINT32)( BULLET_IMPACT_2 ), RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
#endif
}
void VaporizeCorpse( INT16 sGridNo, UINT16 usStructureID )
{
STRUCTURE *pStructure, *pBaseStructure;
ROTTING_CORPSE *pCorpse = NULL;
INT16 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, 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;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.sDelay = (INT16)( 80 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
AniParams.sX = CenterX( sBaseGridNo );
AniParams.sY = CenterY( sBaseGridNo );
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" );
CreateAnimationTile( &AniParams );
// Remove....
RemoveCorpse( pCorpse->iID );
SetRenderFlags( RENDER_FLAG_FULL );
if ( pCorpse->def.bLevel == 0 )
{
// Set some blood......
SpreadEffect( sBaseGridNo, (UINT8)( ( 2 ) ), 0, NOBODY, BLOOD_SPREAD_EFFECT, 0, -1 );
}
}
// PLay a sound....
PlayJA2Sample( (UINT32)( BODY_EXPLODE_1 ), RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
INT16 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 ubRadius )
{
INT16 sSweetGridNo;
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, cnt3;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
STRUCTURE_FILE_REF * pStructureFileRef = NULL;
INT8 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, (INT8 *) 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.
memset( &soldier, 0, sizeof( SOLDIERTYPE ) );
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, NOWHERE, 0, WALKING, COPYREACHABLE, 0 );
uiLowestRange = 999999;
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.bLevel ) )
{
BOOLEAN fDirectionFound = FALSE;
BOOLEAN fCanSetDirection = FALSE;
// Check each struct in each direction
if ( pStructureFileRef == NULL )
{
fDirectionFound = TRUE;
}
else
{
for( cnt3 = 0; cnt3 < 8; cnt3++ )
{
if ( OkayToAddStructureToWorld( (INT16)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->bDirection = ubBestDirection;
}
return sLowestGridNo;
}
return NOWHERE;
}
BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse )
{
if ( pCorpse->def.fHeadTaken )
{
return( FALSE );
}
return( gbCorpseValidForDecapitation[ pCorpse->def.ubType ] );
}
ROTTING_CORPSE *GetCorpseAtGridNo( INT16 sGridNo, INT8 bLevel )
{
STRUCTURE *pStructure, *pBaseStructure;
INT16 sBaseGridNo;
pStructure = FindStructure( sGridNo, STRUCTURE_CORPSE );
if ( pStructure != NULL )
{
// Get base....
pBaseStructure = FindBaseStructure( pStructure );
// Find base gridno...
sBaseGridNo = pBaseStructure->sGridNo;
if ( pBaseStructure != NULL )
{
return( FindCorpseBasedOnStructure( sBaseGridNo, pBaseStructure ) );
}
}
return( NULL );
}
void DecapitateCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel )
{
OBJECTTYPE Object;
ROTTING_CORPSE *pCorpse;
ROTTING_CORPSE_DEFINITION CorpseDef;
UINT16 usHeadIndex = HEAD_1;
pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL )
{
return;
}
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.fHeadTaken = TRUE;
if ( CorpseDef.ubType != 0 )
{
// Remove old one...
RemoveCorpse( pCorpse->iID );
AddRottingCorpse( &CorpseDef );
}
// 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;
}
CreateItem( usHeadIndex, 100, &Object );
AddItemToPool( sGridNo, &Object, INVISIBLE, 0, 0, 0 );
// All teams lok for this...
NotifySoldiersToLookforItems( );
}
}
void GetBloodFromCorpse( SOLDIERTYPE *pSoldier )
{
ROTTING_CORPSE *pCorpse;
INT8 bObjSlot;
OBJECTTYPE Object;
// OK, get corpse
pCorpse = &( gRottingCorpse[ pSoldier->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, &Object );
break;
case QUEEN_MONSTER_DEAD:
CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &Object );
break;
default:
CreateItem( JAR_HUMAN_BLOOD, 100, &Object );
break;
}
if ( bObjSlot != NO_SLOT )
{
SwapObjs( &(pSoldier->inv[ bObjSlot ] ), &Object );
}
}
void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot )
{
OBJECTTYPE *pObj;
Assert( pSoldier );
Assert( ( iInvSlot >= 0 ) && ( iInvSlot < NUM_INV_SLOTS ) );
pObj = &( pSoldier->inv[ iInvSlot ] );
// if not a player soldier
if ( pSoldier->bTeam != gbPlayerNum )
{
// if it's ammo
if ( Item[ pObj->usItem ].usItemClass == IC_AMMO )
{
//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
pObj->ubWeight = CalculateObjectWeight( pObj );
}
}
}
void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubLevel )
{
ROTTING_CORPSE *pCorpse;
INT8 bToleranceThreshold = 0;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
if ( QuoteExp_HeadShotOnly[ pSoldier->ubProfile ] == 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->bLife >= OKLIFE && pTeamSoldier->sGridNo != NOWHERE && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->bCorpseQuoteTolerance++;
}
}
}
}
}
INT16 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID )
{
INT32 cnt;
ROTTING_CORPSE *pCorpse;
// Loop through all corpses....
for ( 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 )
{
INT32 cnt;
ROTTING_CORPSE * pCorpse;
for ( cnt = 0; cnt < giNumRottingCorpse; cnt++ )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
{
pCorpse->def.ubAIWarningValue--;
}
}
}
UINT8 GetNearestRottingCorpseAIWarning( INT16 sGridNo )
{
INT32 cnt;
ROTTING_CORPSE * pCorpse;
UINT8 ubHighestWarning = 0;
for ( 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 );
}