Files
source/Tactical/Soldier Add.cpp
T
Overhaul 7a27e7105d New attack busy system
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
2007-06-09 09:01:04 +00:00

1724 lines
48 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "Soldier Control.h"
#include "overhead.h"
#include "overhead types.h"
#include "isometric utils.h"
#include "interface panels.h"
#include "soldier macros.h"
#include "strategicmap.h"
#include "strategic.h"
#include "animation control.h"
#include "soldier create.h"
#include "Soldier Init List.h"
#include "soldier add.h"
#include "Map Information.h"
#include "fov.h"
#include "pathai.h"
#include "Random.h"
#include "Render Fun.h"
#include "meanwhile.h"
#include "Exit Grids.h"
#endif
// Adds a soldier to a world gridno and set's direction
void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
UINT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc );
// SO, STEPS IN CREATING A MERC!
// 1 ) Setup the SOLDIERCREATE_STRUCT
// Among other things, this struct needs a sSectorX, sSectorY, and a valid InsertionDirection
// and InsertionGridNo.
// This GridNo will be determined by a prevouis function that will examine the sector
// Infomration regarding placement positions and pick one
// 2 ) Call TacticalCreateSoldier() which will create our soldier
// What it does is: Creates a soldier in the MercPtrs[] array.
// Allocates the Animation cache for this merc
// Loads up the intial aniamtion file
// Creates initial palettes, etc
// And other cool things.
// Now we have an allocated soldier, we just need to set him in the world!
// 3) When we want them in the world, call AddSoldierToSector().
// This function sets the graphic in the world, lighting effects, etc
// It also formally adds it to the TacticalSoldier slot and interface panel slot.
//Kris: modified to actually path from sweetspot to gridno. Previously, it only checked if the
//destination was sittable (though it was possible that that location would be trapped.
UINT16 FindGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
//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.bLevel = 0;
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.
// ATE: CHECK FOR BOUNDARIES!!!!!!
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);
}
}
}
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );
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( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
// ATE: INstead of using absolute range, use the path cost!
//uiRange = PlotPath( &soldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, WALKING, NOT_STEALTH, FORWARD, 50 );
uiRange = CardinalSpacesAway( sSweetGridNo, sGridNo );
// if ( uiRange == 0 )
// {
// uiRange = 999999;
// }
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
UINT16 FindGridNoFromSweetSpotThroughPeople( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
//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.bLevel = 0;
soldier.bTeam = pSoldier->bTeam;
soldier.sGridNo = sSweetGridNo;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
//in the square region.
// ATE: CHECK FOR BOUNDARIES!!!!!!
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);
}
}
}
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );
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( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
{
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
//Kris: modified to actually path from sweetspot to gridno. Previously, it only checked if the
//destination was sittable (though it was possible that that location would be trapped.
UINT16 FindGridNoFromSweetSpotWithStructData( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, cnt3;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
UINT8 ubBestDirection=0;
//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.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
// If we are already at this gridno....
if ( pSoldier->sGridNo == sSweetGridNo && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
{
*pubDirection = pSoldier->bDirection;
return( sSweetGridNo );
}
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
//in the square region.
// ATE: CHECK FOR BOUNDARIES!!!!!!
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);
}
}
}
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );
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( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
BOOLEAN fDirectionFound = FALSE;
UINT16 usOKToAddStructID;
STRUCTURE_FILE_REF * pStructureFileRef;
UINT16 usAnimSurface;
if ( pSoldier->pLevelNode != NULL )
{
if ( pSoldier->pLevelNode->pStructureData != NULL )
{
usOKToAddStructID = pSoldier->pLevelNode->pStructureData->usStructureID;
}
else
{
usOKToAddStructID = INVALID_STRUCTURE_ID;
}
}
else
{
usOKToAddStructID = INVALID_STRUCTURE_ID;
}
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usAnimState );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pSoldier->ubID, usAnimSurface, usAnimState );
if( !pStructureFileRef )
{
Assert( 0 );
}
// Check each struct in each direction
for( cnt3 = 0; cnt3 < 8; cnt3++ )
{
if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
break;
}
}
if ( fDirectionFound )
{
if ( fClosestToMerc )
{
uiRange = FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 );
if (uiRange == 0 )
{
uiRange = 999;
}
}
else
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
}
if ( uiRange < uiLowestRange )
{
ubBestDirection = (UINT8)cnt3;
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
// Set direction we chose...
*pubDirection = ubBestDirection;
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
UINT16 FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, INT8 bGivenDirection )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, cnt3;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
UINT8 ubBestDirection=0;
//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.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
// If we are already at this gridno....
if ( pSoldier->sGridNo == sSweetGridNo && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
{
*pubDirection = pSoldier->bDirection;
return( sSweetGridNo );
}
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
//in the square region.
// ATE: CHECK FOR BOUNDARIES!!!!!!
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);
}
}
}
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );
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( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
BOOLEAN fDirectionFound = FALSE;
UINT16 usOKToAddStructID;
STRUCTURE_FILE_REF * pStructureFileRef;
UINT16 usAnimSurface;
if ( pSoldier->pLevelNode != NULL )
{
if ( pSoldier->pLevelNode->pStructureData != NULL )
{
usOKToAddStructID = pSoldier->pLevelNode->pStructureData->usStructureID;
}
else
{
usOKToAddStructID = INVALID_STRUCTURE_ID;
}
}
else
{
usOKToAddStructID = INVALID_STRUCTURE_ID;
}
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usAnimState );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pSoldier->ubID, usAnimSurface, usAnimState );
if( !pStructureFileRef )
{
Assert( 0 );
}
// OK, check the perfered given direction first
if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ bGivenDirection ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
cnt3 = bGivenDirection;
}
else
{
// Check each struct in each direction
for( cnt3 = 0; cnt3 < 8; cnt3++ )
{
if ( cnt3 != bGivenDirection )
{
if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
break;
}
}
}
}
if ( fDirectionFound )
{
if ( fClosestToMerc )
{
uiRange = FindBestPath( pSoldier, sGridNo, pSoldier->bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, 0 );
if (uiRange == 0 )
{
uiRange = 999;
}
}
else
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
}
if ( uiRange < uiLowestRange )
{
ubBestDirection = (UINT8)cnt3;
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
// Set direction we chose...
*pubDirection = ubBestDirection;
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
UINT16 FindGridNoFromSweetSpotWithStructDataFromSoldier( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT8 ubRadius, UINT8 *pubDirection, BOOLEAN fClosestToMerc, SOLDIERTYPE *pSrcSoldier )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, cnt3;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
UINT8 ubBestDirection=0;
INT16 sSweetGridNo;
SOLDIERTYPE soldier;
sSweetGridNo = pSrcSoldier->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.bLevel = 0;
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.
// ATE: CHECK FOR BOUNDARIES!!!!!!
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);
}
}
}
//Now, find out which of these gridnos are reachable
FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );
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( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
BOOLEAN fDirectionFound = FALSE;
UINT16 usOKToAddStructID;
STRUCTURE_FILE_REF * pStructureFileRef;
UINT16 usAnimSurface;
if ( fClosestToMerc != 3 )
{
if ( pSoldier->pLevelNode != NULL && pSoldier->pLevelNode->pStructureData != NULL )
{
usOKToAddStructID = pSoldier->pLevelNode->pStructureData->usStructureID;
}
else
{
usOKToAddStructID = INVALID_STRUCTURE_ID;
}
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usAnimState );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pSoldier->ubID, usAnimSurface, usAnimState );
// Check each struct in each direction
for( cnt3 = 0; cnt3 < 8; cnt3++ )
{
if (OkayToAddStructureToWorld( (INT16)sGridNo, pSoldier->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), usOKToAddStructID ) )
{
fDirectionFound = TRUE;
break;
}
}
}
else
{
fDirectionFound = TRUE;
cnt3 = (UINT8)Random( 8 );
}
if ( fDirectionFound )
{
if ( fClosestToMerc == 1 )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo );
}
else if ( fClosestToMerc == 2 )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, sGridNo ) + GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
}
else
{
//uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
uiRange = abs((sSweetGridNo / MAXCOL) - (sGridNo / MAXCOL)) +
abs((sSweetGridNo % MAXROW) - (sGridNo % MAXROW));
}
if ( uiRange < uiLowestRange || (uiRange == uiLowestRange && PythSpacesAway( pSoldier->sGridNo, sGridNo ) < PythSpacesAway( pSoldier->sGridNo, sLowestGridNo ) ) )
{
ubBestDirection = (UINT8)cnt3;
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
// Set direction we chose...
*pubDirection = ubBestDirection;
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
UINT16 FindGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
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 ( sSweetGridNo == sGridNo )
{
continue;
}
if ( sGridNo >=0 && sGridNo < WORLD_MAX &&
sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
{
// Go on sweet stop
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
if ( fFound )
{
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
UINT16 FindGridNoFromSweetSpotExcludingSweetSpotInQuardent( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection, INT8 ubQuardentDir )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
INT16 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT16 sLowestGridNo=-1;
INT32 leftmost;
BOOLEAN fFound = FALSE;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
// Switch on quadrent
if ( ubQuardentDir == SOUTHEAST )
{
sBottom = 0;
sLeft = 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 ( sSweetGridNo == sGridNo )
{
continue;
}
if ( sGridNo >=0 && sGridNo < WORLD_MAX &&
sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
{
// Go on sweet stop
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
if ( fFound )
{
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sLowestGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
return( sLowestGridNo );
}
else
{
return( NOWHERE );
}
}
BOOLEAN CanSoldierReachGridNoInGivenTileLimit( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT16 sMaxTiles, INT8 bLevel )
{
INT32 iNumTiles;
INT16 sActionGridNo;
UINT8 ubDirection;
if ( pSoldier->bLevel != bLevel )
{
return( FALSE );
}
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, NULL, FALSE, FALSE );
if ( sActionGridNo == -1 )
{
sActionGridNo = sGridNo;
}
if ( sActionGridNo == pSoldier->sGridNo )
{
return( TRUE );
}
iNumTiles = FindBestPath( pSoldier, sActionGridNo, pSoldier->bLevel, WALKING, NO_COPYROUTE, PATH_IGNORE_PERSON_AT_DEST );
if ( iNumTiles <= sMaxTiles && iNumTiles != 0 )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
UINT16 FindRandomGridNoFromSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
{
INT16 sX, sY;
INT16 sGridNo;
INT32 leftmost;
BOOLEAN fFound = FALSE;
UINT32 cnt = 0;
SOLDIERTYPE soldier;
UINT8 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
UINT8 ubBestDirection=0;
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2;
UINT8 ubRoomNum;
//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.bLevel = 0;
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
// ATE: CHECK FOR BOUNDARIES!!!!!!
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);
}
}
}
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, NOWHERE, 0, WALKING, COPYREACHABLE, ( PATH_IGNORE_PERSON_AT_DEST | PATH_THROUGH_PEOPLE ) );
do
{
sX = (UINT16)Random( ubRadius );
sY = (UINT16)Random( ubRadius );
leftmost = ( ( sSweetGridNo + ( WORLD_COLS * sY ) )/ WORLD_COLS ) * WORLD_COLS;
sGridNo = sSweetGridNo + ( WORLD_COLS * sY ) + sX;
if ( sGridNo >=0 && sGridNo < WORLD_MAX &&
sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS )
&& gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE )
{
// Go on sweet stop
if ( NewOKDestination( pSoldier, sGridNo, TRUE , pSoldier->bLevel) )
{
// If we are a crow, we need this additional check
if ( pSoldier->ubBodyType == CROW )
{
if ( !InARoom( sGridNo, &ubRoomNum ) )
{
fFound = TRUE;
}
}
else
{
fFound = TRUE;
}
}
}
cnt++;
if ( cnt > 2000 )
{
return( NOWHERE );
}
} while( !fFound );
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
return( sGridNo );
}
UINT16 FindRandomGridNoFromSweetSpotExcludingSweetSpot( SOLDIERTYPE *pSoldier, INT16 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection )
{
INT16 sX, sY;
INT16 sGridNo;
INT32 leftmost;
BOOLEAN fFound = FALSE;
UINT32 cnt = 0;
do
{
sX = (UINT16)Random( ubRadius );
sY = (UINT16)Random( ubRadius );
leftmost = ( ( sSweetGridNo + ( WORLD_COLS * sY ) )/ WORLD_COLS ) * WORLD_COLS;
sGridNo = sSweetGridNo + ( WORLD_COLS * sY ) + sX;
if ( sGridNo == sSweetGridNo )
{
continue;
}
if ( sGridNo >=0 && sGridNo < WORLD_MAX &&
sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
{
// Go on sweet stop
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->bLevel ) )
{
fFound = TRUE;
}
}
cnt++;
if ( cnt > 2000 )
{
return( NOWHERE );
}
} while( !fFound );
// Set direction to center of map!
*pubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sGridNo, ( ( ( WORLD_ROWS / 2 ) * WORLD_COLS ) + ( WORLD_COLS / 2 ) ) );
return( sGridNo );
}
BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode )
{
UINT8 ubDirection, ubCalculatedDirection;
SOLDIERTYPE *pSoldier;
INT16 sGridNo;
INT16 sExitGridNo;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InternalAddSoldierToSector"));
pSoldier = MercPtrs[ ubID ];
if ( pSoldier->bActive )
{
// ATE: Make sure life of elliot is OK if from a meanwhile
if ( AreInMeanwhile() && pSoldier->ubProfile == ELLIOT )
{
if ( pSoldier->bLife < OKLIFE )
{
pSoldier->bLife = 25;
}
}
// ADD SOLDIER TO SLOT!
if (pSoldier->uiStatusFlags & SOLDIER_OFF_MAP)
{
AddAwaySlot( pSoldier );
// Guy is NOT "in sector"
pSoldier->bInSector = FALSE;
}
else
{
AddMercSlot( pSoldier );
// Add guy to sector flag
pSoldier->bInSector = TRUE;
}
// If a driver or passenger - stop here!
if ( pSoldier->uiStatusFlags & SOLDIER_DRIVER || pSoldier->uiStatusFlags & SOLDIER_PASSENGER )
{
return( FALSE );
}
// Add to panel
CheckForAndAddMercToTeamPanel( pSoldier );
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK);
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_SMELLED_CREATURE);
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES);
// Add to interface if the are ours
if ( pSoldier->bTeam == CREATURE_TEAM )
{
sGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, STANDING, pSoldier->sInsertionGridNo, 7, &ubCalculatedDirection, FALSE );
if( fCalculateDirection )
ubDirection = ubCalculatedDirection;
else
ubDirection = pSoldier->ubInsertionDirection;
}
else
{
if( pSoldier->sInsertionGridNo == NOWHERE )
{ //Add the soldier to the respective entrypoint. This is an error condition.
}
if( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
{
sGridNo = FindGridNoFromSweetSpotWithStructDataUsingGivenDirectionFirst( pSoldier, STANDING, pSoldier->sInsertionGridNo, 12, &ubCalculatedDirection, FALSE, pSoldier->ubInsertionDirection );
// ATE: Override insertion direction
pSoldier->ubInsertionDirection = ubCalculatedDirection;
}
else
{
sGridNo = FindGridNoFromSweetSpot( pSoldier, pSoldier->sInsertionGridNo, 7, &ubCalculatedDirection );
// ATE: Error condition - if nowhere use insertion gridno!
if ( sGridNo == NOWHERE )
{
sGridNo = pSoldier->sInsertionGridNo;
}
}
// Override calculated direction if we were told to....
if ( pSoldier->ubInsertionDirection > 100 )
{
pSoldier->ubInsertionDirection = pSoldier->ubInsertionDirection - 100;
fCalculateDirection = FALSE;
}
if ( fCalculateDirection )
{
ubDirection = ubCalculatedDirection;
// Check if we need to get direction from exit grid...
if ( pSoldier->bUseExitGridForReentryDirection )
{
pSoldier->bUseExitGridForReentryDirection = FALSE;
// OK, we know there must be an exit gridno SOMEWHERE close...
sExitGridNo = FindClosestExitGrid( pSoldier, sGridNo, 10 );
if ( sExitGridNo != NOWHERE )
{
// We found one
// Calculate direction...
ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sExitGridNo, sGridNo );
}
}
}
else
{
ubDirection = pSoldier->ubInsertionDirection;
}
}
//Add
if(gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
AddSoldierToSectorGridNo( pSoldier, sGridNo, pSoldier->bDirection, fUseAnimation, usAnimState, usAnimCode );
else
AddSoldierToSectorGridNo( pSoldier, sGridNo, ubDirection, fUseAnimation, usAnimState, usAnimCode );
CheckForPotentialAddToBattleIncrement( pSoldier );
return( TRUE );
}
return( FALSE );
}
BOOLEAN AddSoldierToSector( UINT8 ubID )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierToSector"));
return( InternalAddSoldierToSector( ubID, TRUE, FALSE, 0 , 0) );
}
BOOLEAN AddSoldierToSectorNoCalculateDirection( UINT8 ubID )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierToSectorNoCalculateDirection"));
return( InternalAddSoldierToSector( ubID, FALSE, FALSE, 0, 0 ) );
}
BOOLEAN AddSoldierToSectorNoCalculateDirectionUseAnimation( UINT8 ubID, UINT16 usAnimState, UINT16 usAnimCode )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierToSectorNoCalculateDirectionUseAnimation"));
return( InternalAddSoldierToSector( ubID, FALSE, TRUE, usAnimState, usAnimCode ) );
}
void InternalSoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fDoTransition )
{
INT16 sWorldX, sWorldY;
UINT8 ubNewDirection;
INT16 sGoodGridNo;
UINT16 usAnim = SLEEPING;
if ( !pSoldier->bInSector )
{
return;
}
if ( AM_AN_EPC( pSoldier ) )
{
usAnim = STANDING;
}
// OK, look for sutable placement....
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, usAnim, sGridNo, 5, &ubNewDirection, FALSE );
sWorldX = CenterX( sGoodGridNo );
sWorldY = CenterY( sGoodGridNo );
EVENT_SetSoldierPosition( pSoldier, sWorldX, sWorldY );
EVENT_SetSoldierDirection( pSoldier, ubNewDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubNewDirection );
//pSoldier->bDesiredDirection = pSoldier->bDirection;
if ( AM_AN_EPC( pSoldier ) )
{
EVENT_InitNewSoldierAnim( pSoldier, STANDING, 1, TRUE );
}
else
{
if ( fDoTransition )
{
EVENT_InitNewSoldierAnim( pSoldier, GOTO_SLEEP, 1, TRUE );
}
else
{
EVENT_InitNewSoldierAnim( pSoldier, SLEEPING, 1, TRUE );
}
}
}
void SoldierInSectorIncompaciated( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
UINT8 ubNewDirection;
INT16 sGoodGridNo;
if ( !pSoldier->bInSector )
{
return;
}
// OK, look for sutable placement....
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, STAND_FALLFORWARD_STOP, sGridNo, 5, &ubNewDirection, FALSE );
sWorldX = CenterX( sGoodGridNo );
sWorldY = CenterY( sGoodGridNo );
EVENT_SetSoldierPosition( pSoldier, sWorldX, sWorldY );
EVENT_SetSoldierDirection( pSoldier, ubNewDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubNewDirection );
//pSoldier->bDesiredDirection = pSoldier->bDirection;
EVENT_InitNewSoldierAnim( pSoldier, STAND_FALLFORWARD_STOP, 1, TRUE );
}
/*
void SoldierInSectorSleep( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
InternalSoldierInSectorSleep( pSoldier, sGridNo, TRUE );
}
*/
void SoldierInSectorPatient( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
UINT8 ubNewDirection;
INT16 sGoodGridNo;
if ( !pSoldier->bInSector )
{
return;
}
// OK, look for sutable placement....
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, BEING_PATIENT, sGridNo, 5, &ubNewDirection, FALSE );
sWorldX = CenterX( sGoodGridNo );
sWorldY = CenterY( sGoodGridNo );
EVENT_SetSoldierPosition( pSoldier, sWorldX, sWorldY );
EVENT_SetSoldierDirection( pSoldier, ubNewDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubNewDirection );
//pSoldier->bDesiredDirection = pSoldier->bDirection;
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
EVENT_InitNewSoldierAnim( pSoldier, STANDING, 1, TRUE );
}
else
{
EVENT_InitNewSoldierAnim( pSoldier, BEING_PATIENT, 1, TRUE );
}
}
void SoldierInSectorDoctor( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
UINT8 ubNewDirection;
INT16 sGoodGridNo;
if ( !pSoldier->bInSector )
{
return;
}
// OK, look for sutable placement....
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, BEING_DOCTOR, sGridNo, 5, &ubNewDirection, FALSE );
sWorldX = CenterX( sGoodGridNo );
sWorldY = CenterY( sGoodGridNo );
EVENT_SetSoldierPosition( pSoldier, sWorldX, sWorldY );
EVENT_SetSoldierDirection( pSoldier, ubNewDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubNewDirection );
//pSoldier->bDesiredDirection = pSoldier->bDirection;
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
EVENT_InitNewSoldierAnim( pSoldier, STANDING, 1, TRUE );
}
else
{
EVENT_InitNewSoldierAnim( pSoldier, BEING_DOCTOR, 1, TRUE );
}
}
void SoldierInSectorRepair( SOLDIERTYPE *pSoldier, INT16 sGridNo )
{
INT16 sWorldX, sWorldY;
UINT8 ubNewDirection;
INT16 sGoodGridNo;
if ( !pSoldier->bInSector )
{
return;
}
// OK, look for sutable placement....
sGoodGridNo = FindGridNoFromSweetSpotWithStructData( pSoldier, BEING_REPAIRMAN, sGridNo, 5, &ubNewDirection, FALSE );
sWorldX = CenterX( sGoodGridNo );
sWorldY = CenterY( sGoodGridNo );
EVENT_SetSoldierPosition( pSoldier, sWorldX, sWorldY );
EVENT_SetSoldierDirection( pSoldier, ubNewDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubNewDirection );
//pSoldier->bDesiredDirection = pSoldier->bDirection;
if ( !IS_MERC_BODY_TYPE( pSoldier ) )
{
EVENT_InitNewSoldierAnim( pSoldier, STANDING, 1, TRUE );
}
else
{
EVENT_InitNewSoldierAnim( pSoldier, BEING_REPAIRMAN, 1, TRUE );
}
}
extern void EVENT_SetSoldierPositionAndMaybeFinalDestAndMaybeNotDestination( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest );
void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode )
{
INT16 sWorldX, sWorldY;
INT16 sNewGridNo;
UINT8 ubNewDirection;
UINT8 ubInsertionCode;
BOOLEAN fUpdateFinalPosition = TRUE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierToSectorGridNo"));
// Add merc to gridno
sWorldX = CenterX( sGridNo );
sWorldY = CenterY( sGridNo );
// Set reserved location!
pSoldier->sReservedMovementGridNo = NOWHERE;
// Save OLD insertion code.. as this can change...
ubInsertionCode = pSoldier->ubStrategicInsertionCode;
// Remove any pending animations
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->ubPendingAction = NO_PENDING_ACTION;
//If we are not loading a saved game
if( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Set final dest to be the same...
fUpdateFinalPosition = FALSE;
}
// If this is a special insertion location, get path!
if ( ubInsertionCode == INSERTION_CODE_ARRIVING_GAME )
{
EVENT_SetSoldierPositionAndMaybeFinalDestAndMaybeNotDestination( pSoldier, sWorldX, sWorldY, fUpdateFinalPosition, fUpdateFinalPosition );
EVENT_SetSoldierDirection( pSoldier, ubDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
}
else if ( ubInsertionCode == INSERTION_CODE_CHOPPER )
{
}
else
{
EVENT_SetSoldierPositionAndMaybeFinalDestAndMaybeNotDestination( pSoldier, sWorldX, sWorldY, fUpdateFinalPosition, fUpdateFinalPosition );
//if we are loading, dont set the direction ( they are already set )
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
EVENT_SetSoldierDirection( pSoldier, ubDirection );
EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
}
}
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
if ( !( pSoldier->uiStatusFlags & SOLDIER_DEAD ) )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->bLevel, TRUE );
// ATE: Patch fix: If we are in an non-interruptable animation, stop!
if ( pSoldier->usAnimState == HOPFENCE )
{
pSoldier->fInNonintAnim = FALSE;
SoldierGotoStationaryStance( pSoldier );
}
EVENT_StopMerc( pSoldier, sGridNo, ubDirection );
}
}
// If just arriving, set a destination to walk into from!
if ( ubInsertionCode == INSERTION_CODE_ARRIVING_GAME )
{
// Find a sweetspot near...
sNewGridNo = FindGridNoFromSweetSpot( pSoldier, gMapInformation.sNorthGridNo, 4, &ubNewDirection );
EVENT_GetNewSoldierPath( pSoldier, sNewGridNo, WALKING );
}
// If he's an enemy... set presence
if ( !pSoldier->bNeutral && (pSoldier->bSide != gbPlayerNum ) )
{
// ATE: Added if not bloodcats
// only do this once they are seen.....
if ( pSoldier->ubBodyType != BLOODCAT )
{
SetEnemyPresence( );
}
}
}
if ( !( pSoldier->uiStatusFlags & SOLDIER_DEAD ) )
{
//if we are loading a 'pristine' map ( ie, not loading a saved game )
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// ATE: Double check if we are on the roof that there is a roof there!
if ( pSoldier->bLevel == 1 )
{
if ( !FindStructure( pSoldier->sGridNo, STRUCTURE_ROOF ) )
{
SetSoldierHeight( pSoldier, (FLOAT)( 0 ) );
}
}
if ( ubInsertionCode != INSERTION_CODE_ARRIVING_GAME )
{
// default to standing on arrival
if ( pSoldier->usAnimState != HELIDROP )
{
if ( fUseAnimation )
{
EVENT_InitNewSoldierAnim( pSoldier, usAnimState, usAnimCode, TRUE );
}
else if ( pSoldier->ubBodyType != CROW )
{
EVENT_InitNewSoldierAnim( pSoldier, STANDING, 1, TRUE );
}
}
// ATE: if we are below OK life, make them lie down!
if ( pSoldier->bLife < OKLIFE )
{
SoldierInSectorIncompaciated( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->fMercAsleep == TRUE )
{
InternalSoldierInSectorSleep( pSoldier, pSoldier->sInsertionGridNo, FALSE );
}
else if ( pSoldier->bAssignment == PATIENT )
{
SoldierInSectorPatient( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->bAssignment == DOCTOR )
{
SoldierInSectorDoctor( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->bAssignment == REPAIR )
{
SoldierInSectorRepair( pSoldier, pSoldier->sInsertionGridNo );
}
// ATE: Make sure movement mode is up to date!
pSoldier->usUIMovementMode = GetMoveStateBasedOnStance( pSoldier, gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
}
}
else
{
// THIS ALL SHOULD HAVE BEEN HANDLED BY THE FACT THAT A GAME WAS LOADED
//EVENT_InitNewSoldierAnim( pSoldier, pSoldier->usAnimState, pSoldier->usAniCode, TRUE );
// if the merc had a final destination, get the merc walking there
//if( pSoldier->sFinalDestination != pSoldier->sGridNo )
//{
// EVENT_GetNewSoldierPath( pSoldier, pSoldier->sFinalDestination, pSoldier->usUIMovementMode );
//}
}
}
}
// IsMercOnTeam() checks to see if the passed in Merc Profile ID is currently on the player's team
BOOLEAN IsMercOnTeam(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if( pTeamSoldier->bActive )
return(TRUE);
}
}
return(FALSE);
}
// ATE: Added this new function for contract renewals
BOOLEAN IsMercOnTeamAndAlive(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if( pTeamSoldier->bActive )
{
if ( pTeamSoldier->bLife > 0 )
{
return(TRUE);
}
}
}
}
return(FALSE);
}
BOOLEAN IsMercOnTeamAndInOmertaAlready(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bAssignment != IN_TRANSIT )
return(TRUE);
}
}
return(FALSE);
}
BOOLEAN IsMercOnTeamAndInOmertaAlreadyAndAlive(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bAssignment != IN_TRANSIT )
{
if ( pTeamSoldier->bLife > 0 )
{
return(TRUE);
}
}
}
}
return(FALSE);
}
// GetSoldierIDFromMercID() Gets the Soldier ID from the Merc Profile ID, else returns -1
INT16 GetSoldierIDFromMercID(UINT8 ubMercID)
{
UINT16 cnt;
UINT8 ubLastTeamID;
SOLDIERTYPE *pTeamSoldier;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
ubLastTeamID = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= ubLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->ubProfile == ubMercID )
{
if( pTeamSoldier->bActive )
return( cnt );
}
}
return( -1 );
}