mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
528 lines
13 KiB
C++
528 lines
13 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "Soldier Control.h"
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#include "Overhead.h"
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#include "Boxing.h"
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#include "Render Fun.h"
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#include "Random.h"
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#include "Worldman.h"
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#include "Soldier Profile.h"
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#include "NPC.h"
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#include "Opplist.h"
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#include "ai.h"
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#include "Dialogue Control.h"
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#include "Handle UI.h"
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#include "Points.h"
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#include "interface.h"
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#include "interface dialogue.h"
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#include "TeamTurns.h"
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#include "Music Control.h"
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#include "history.h"
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#include "strategicmap.h"
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#include "Game Clock.h"
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#include "Animation Data.h"
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#include "Font Control.h"
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#include "message.h"
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#endif
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INT16 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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UINT8 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
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BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
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UINT8 gubBoxingMatchesWon = 0;
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UINT8 gubBoxersRests = 0;
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BOOLEAN gfBoxersResting = FALSE;
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extern void RecalculateOppCntsDueToBecomingNeutral( SOLDIERTYPE * pSoldier );
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void ExitBoxing( void )
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{
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UINT8 ubRoom;
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SOLDIERTYPE * pSoldier;
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UINT32 uiLoop;
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UINT8 ubPass;
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// find boxers and turn them neutral again
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// first time through loop, look for AI guy, then for PC guy.... for stupid
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// oppcnt/alert status reasons
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for( ubPass = 0; ubPass < 2; ubPass++ )
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{
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// because boxer could die, loop through all soldier ptrs
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for ( uiLoop = 0; uiLoop < gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
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{
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pSoldier = MercPtrs[ uiLoop ];
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if ( pSoldier != NULL )
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{
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if ( ( pSoldier->uiStatusFlags & SOLDIER_BOXER ) && InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING )
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{
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if ( pSoldier->uiStatusFlags & SOLDIER_PC )
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{
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if ( ubPass == 0 ) // pass 0, only handle AI
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{
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continue;
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}
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// put guy under AI control temporarily
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pSoldier->uiStatusFlags |= SOLDIER_PCUNDERAICONTROL;
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}
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else
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{
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if ( ubPass == 1 ) // pass 1, only handle PCs
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{
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continue;
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}
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// reset AI boxer to neutral
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SetSoldierNeutral( pSoldier );
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RecalculateOppCntsDueToBecomingNeutral( pSoldier );
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}
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CancelAIAction( pSoldier, TRUE );
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pSoldier->bAlertStatus = STATUS_GREEN;
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pSoldier->bUnderFire = 0;
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// if necessary, revive boxer so he can leave ring
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if (pSoldier->bLife > 0 && (pSoldier->bLife < OKLIFE || pSoldier->bBreath < OKBREATH ) )
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{
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pSoldier->bLife = __max( OKLIFE * 2, pSoldier->bLife );
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if (pSoldier->bBreath < 100)
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{
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// deduct -ve BPs to grant some BPs back (properly)
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DeductPoints( pSoldier, 0, (INT16) - ( (100 - pSoldier->bBreath) * 100 ) );
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}
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BeginSoldierGetup( pSoldier );
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}
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}
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}
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}
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}
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DeleteTalkingMenu();
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EndAllAITurns();
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if ( CheckForEndOfCombatMode( FALSE ) )
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{
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EndTopMessage();
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SetMusicMode( MUSIC_TACTICAL_NOTHING );
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// Lock UI until we get out of the ring
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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}
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}
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// in both these cases we're going to want the AI to take over and move the boxers
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// out of the ring!
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void EndBoxingMatch( SOLDIERTYPE * pLoser )
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{
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if (pLoser->bTeam == gbPlayerNum )
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{
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SetBoxingState( LOST_ROUND );
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}
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else
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{
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SetBoxingState( WON_ROUND );
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gfLastBoxingMatchWonByPlayer = TRUE;
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gubBoxingMatchesWon++;
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}
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TriggerNPCRecord( DARREN, 22 );
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}
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void BoxingPlayerDisqualified( SOLDIERTYPE * pOffender, INT8 bReason )
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{
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if (bReason == BOXER_OUT_OF_RING || bReason == NON_BOXER_IN_RING)
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{
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EVENT_StopMerc( pOffender, pOffender->sGridNo, pOffender->bDirection );
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}
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SetBoxingState( DISQUALIFIED );
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TriggerNPCRecord( DARREN, 21 );
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//ExitBoxing();
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}
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void TriggerEndOfBoxingRecord( SOLDIERTYPE * pSoldier )
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{
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// unlock UI
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guiPendingOverrideEvent = LU_ENDUILOCK;
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if ( pSoldier )
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{
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switch( gTacticalStatus.bBoxingState )
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{
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case WON_ROUND:
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AddHistoryToPlayersLog( HISTORY_WON_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
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TriggerNPCRecord( DARREN, 23 );
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break;
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case LOST_ROUND:
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// log as lost
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AddHistoryToPlayersLog( HISTORY_LOST_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
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TriggerNPCRecord( DARREN, 24 );
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break;
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case DISQUALIFIED:
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AddHistoryToPlayersLog( HISTORY_DISQUALIFIED_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
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break;
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}
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}
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SetBoxingState( NOT_BOXING );
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}
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UINT8 CountPeopleInBoxingRing( void )
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{
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SOLDIERTYPE * pSoldier;
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UINT32 uiLoop;
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UINT8 ubRoom;
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UINT8 ubTotalInRing = 0;
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for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
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{
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pSoldier = MercSlots[ uiLoop ];
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if ( pSoldier != NULL )
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{
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if ( InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING)
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{
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ubTotalInRing++;
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}
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}
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}
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return( ubTotalInRing );
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}
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void CountPeopleInBoxingRingAndDoActions( void )
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{
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UINT32 uiLoop;
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UINT8 ubTotalInRing = 0;
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UINT8 ubRoom;
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UINT8 ubPlayersInRing = 0;
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SOLDIERTYPE * pSoldier;
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SOLDIERTYPE * pInRing[2] = { NULL, NULL };
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SOLDIERTYPE * pNonBoxingPlayer = NULL;
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for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
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{
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pSoldier = MercSlots[ uiLoop ];
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if ( pSoldier != NULL )
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{
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if ( InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING)
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{
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if ( ubTotalInRing < 2 )
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{
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pInRing[ ubTotalInRing ] = pSoldier;
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}
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ubTotalInRing++;
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if ( pSoldier->uiStatusFlags & SOLDIER_PC )
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{
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ubPlayersInRing++;
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if ( !pNonBoxingPlayer && !(pSoldier->uiStatusFlags & SOLDIER_BOXER) )
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{
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pNonBoxingPlayer = pSoldier;
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}
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}
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}
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}
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}
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if ( ubPlayersInRing > 1 )
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{
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// boxing match just became invalid!
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if ( gTacticalStatus.bBoxingState <= PRE_BOXING )
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{
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BoxingPlayerDisqualified( pNonBoxingPlayer, NON_BOXER_IN_RING );
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// set to not in boxing or it won't be handled otherwise
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SetBoxingState( NOT_BOXING );
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}
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else
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{
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BoxingPlayerDisqualified( pNonBoxingPlayer, NON_BOXER_IN_RING );
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}
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return;
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}
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if ( gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER )
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{
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if ( ubTotalInRing == 1 && ubPlayersInRing == 1 )
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{
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// time to go to pre-boxing
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SetBoxingState( PRE_BOXING );
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PickABoxer();
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}
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}
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else
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// if pre-boxing, check for two people (from different teams!) in the ring
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if ( gTacticalStatus.bBoxingState == PRE_BOXING )
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{
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if ( ubTotalInRing == 2 && ubPlayersInRing == 1 )
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{
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// ladieees and gennleman, we have a fight!
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for ( uiLoop = 0; uiLoop < 2; uiLoop++ )
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{
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if ( ! ( pInRing[ uiLoop ]->uiStatusFlags & SOLDIER_BOXER ) )
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{
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// set as boxer!
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pInRing[ uiLoop ]->uiStatusFlags |= SOLDIER_BOXER;
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}
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}
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// start match!
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SetBoxingState( BOXING );
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gfLastBoxingMatchWonByPlayer = FALSE;
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Boxer APs %d %d", pInRing[0]->bActionPoints, pInRing[1]->bActionPoints );
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#endif
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// give the first turn to a randomly chosen boxer
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EnterCombatMode( pInRing[ Random( 2 ) ]->bTeam );
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}
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}
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/*
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else
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{
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// check to see if the player has more than one person in the ring
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if ( ubPlayersInRing > 1 )
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{
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// boxing match just became invalid!
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BoxingPlayerDisqualified( pNonBoxingPlayer, NON_BOXER_IN_RING );
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return;
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}
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}
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*/
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}
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BOOLEAN CheckOnBoxers( void )
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{
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UINT32 uiLoop;
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UINT8 ubID;
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// repick boxer IDs every time
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if ( gubBoxerID[0] == NOBODY )
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{
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// get boxer soldier IDs!
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for( uiLoop = 0; uiLoop < NUM_BOXERS; uiLoop++ )
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{
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ubID = WhoIsThere2( gsBoxerGridNo[ uiLoop ], 0 );
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// WANNE: Safty check!
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if (ubID < TOTAL_SOLDIERS)
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{
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if ( FindObjClass( MercPtrs[ ubID ], IC_WEAPON ) == NO_SLOT )
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{
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// no weapon so this guy is a boxer
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gubBoxerID[ uiLoop ] = ubID;
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}
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}
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}
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}
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if ( gubBoxerID[ 0 ] == NOBODY && gubBoxerID[ 1 ] == NOBODY && gubBoxerID[ 2 ] == NOBODY )
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{
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return( FALSE );
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}
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return( TRUE );
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}
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BOOLEAN BoxerExists( void )
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{
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UINT32 uiLoop;
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for( uiLoop = 0; uiLoop < NUM_BOXERS; uiLoop++ )
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{
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if ( WhoIsThere2( gsBoxerGridNo[ uiLoop ], 0 ) != NOBODY )
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{
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return( TRUE );
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}
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}
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return( FALSE );
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}
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BOOLEAN PickABoxer( void )
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{
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UINT32 uiLoop;
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SOLDIERTYPE * pBoxer;
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for( uiLoop = 0; uiLoop < NUM_BOXERS; uiLoop++ )
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{
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if ( gubBoxerID[ uiLoop ] != NOBODY )
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{
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if ( gfBoxerFought[ uiLoop ] )
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{
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// pathetic attempt to prevent multiple AI boxers
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MercPtrs[ gubBoxerID[ uiLoop ] ]->uiStatusFlags &= ~SOLDIER_BOXER;
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}
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else
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{
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pBoxer = MercPtrs[ gubBoxerID[ uiLoop ] ];
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// pick this boxer!
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if ( pBoxer->bActive && pBoxer->bInSector && pBoxer->bLife >= OKLIFE )
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{
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pBoxer->uiStatusFlags |= SOLDIER_BOXER;
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SetSoldierNonNeutral( pBoxer );
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RecalculateOppCntsDueToNoLongerNeutral( pBoxer );
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CancelAIAction( pBoxer, TRUE );
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RESETTIMECOUNTER( pBoxer->AICounter, 0 );
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gfBoxerFought[ uiLoop ] = TRUE;
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// improve stats based on the # of rests these guys have had
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pBoxer->bStrength = __min( 100, pBoxer->bStrength += gubBoxersRests * 5 );
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pBoxer->bDexterity = __min( 100, pBoxer->bDexterity + gubBoxersRests * 5 );
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pBoxer->bAgility = __min( 100, pBoxer->bAgility + gubBoxersRests * 5 );
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pBoxer->bLifeMax = __min( 100, pBoxer->bLifeMax + gubBoxersRests * 5 );
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// give the 3rd boxer martial arts
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if ( (uiLoop == NUM_BOXERS - 1) && pBoxer->ubBodyType == REGMALE )
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{
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pBoxer->ubSkillTrait1 = MARTIALARTS;
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}
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return( TRUE );
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}
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}
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}
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}
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return( FALSE );
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}
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BOOLEAN BoxerAvailable( void )
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{
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UINT8 ubLoop;
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// No way around this, BoxerAvailable will have to go find boxer IDs if they aren't set.
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if ( CheckOnBoxers() == FALSE )
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{
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return( FALSE );
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}
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for( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
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{
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if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
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{
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return( TRUE );
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}
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}
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return( FALSE );
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}
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// NOTE THIS IS NOW BROKEN BECAUSE NPC.C ASSUMES THAT BOXERSAVAILABLE < 3 IS A
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// SEQUEL FIGHT. Maybe we could check Kingpin's location instead!
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UINT8 BoxersAvailable( void )
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{
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UINT8 ubLoop;
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UINT8 ubCount = 0;
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for( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
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{
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if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
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{
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ubCount++;
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}
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}
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return( ubCount );
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}
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BOOLEAN AnotherFightPossible( void )
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{
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// Check that and a boxer is still available and
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// a player has at least OKLIFE + 5 life
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// and at least one fight HAS occurred
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UINT8 ubLoop;
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SOLDIERTYPE * pSoldier;
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UINT8 ubAvailable;
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ubAvailable = BoxersAvailable();
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if ( ubAvailable == NUM_BOXERS || ubAvailable == 0 )
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{
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return( FALSE );
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}
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// Loop through all mercs on player team
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ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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pSoldier = MercPtrs[ ubLoop ];
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for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++,pSoldier++ )
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{
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife > (OKLIFE + 5) && !pSoldier->bCollapsed )
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{
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return( TRUE );
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}
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}
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return( FALSE );
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}
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void BoxingMovementCheck( SOLDIERTYPE * pSoldier )
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{
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UINT8 ubRoom;
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if ( InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING)
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{
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// someone moving in/into the ring
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CountPeopleInBoxingRingAndDoActions();
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}
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else if ( ( gTacticalStatus.bBoxingState == BOXING ) && ( pSoldier->uiStatusFlags & SOLDIER_BOXER ) )
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{
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// boxer stepped out of the ring!
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BoxingPlayerDisqualified( pSoldier, BOXER_OUT_OF_RING );
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// add the history record here.
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AddHistoryToPlayersLog( HISTORY_DISQUALIFIED_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
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// make not a boxer any more
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pSoldier->uiStatusFlags &= ~(SOLDIER_BOXER);
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pSoldier->uiStatusFlags &= (~SOLDIER_PCUNDERAICONTROL);
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}
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}
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void SetBoxingState( INT8 bNewState )
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{
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if ( gTacticalStatus.bBoxingState == NOT_BOXING )
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{
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if ( bNewState != NOT_BOXING )
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{
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// pause time
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PauseGame();
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if ( bNewState == NOT_BOXING )
|
|
{
|
|
// unpause time
|
|
UnPauseGame();
|
|
|
|
if ( BoxersAvailable() == NUM_BOXERS )
|
|
{
|
|
// set one boxer to be set as boxed so that the game will allow another
|
|
// fight to occur
|
|
gfBoxerFought[ 0 ] = TRUE;
|
|
}
|
|
|
|
}
|
|
}
|
|
gTacticalStatus.bBoxingState = bNewState;
|
|
#ifdef JA2TESTVERSION
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, L"Boxing state now %d", bNewState );
|
|
#endif
|
|
}
|
|
|
|
void ClearAllBoxerFlags( void )
|
|
{
|
|
UINT32 uiSlot;
|
|
|
|
for( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
|
|
{
|
|
if ( MercSlots[ uiSlot ] && MercSlots[ uiSlot ]->uiStatusFlags & SOLDIER_BOXER )
|
|
{
|
|
MercSlots[ uiSlot ]->uiStatusFlags &= ~(SOLDIER_BOXER);
|
|
}
|
|
}
|
|
} |