Files
source/Tactical/Merc Hiring.cpp
T
Asdow 1f095b7d31 Implemented new IMP gear selection interface to replace the dropdown menus. Requires GameDir rev 2652.
Enrico's letter is forced to the first hired merc in old inventory, similar to new inventory in case a free item pocket is not found.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9391 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2022-08-01 21:15:34 +00:00

1138 lines
36 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "strategic.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "stdlib.h"
#include "debug.h"
#include "math.h"
#include "worlddef.h"
#include "renderworld.h"
#include "Assignments.h"
#include "merc entering.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Render Fun.h"
#include "interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "Random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "english.h"
#include "overhead.h"
#include "Soldier Profile.h"
#include "Game Clock.h"
#include "soldier create.h"
#include "Merc Hiring.h"
#include "Game Event Hook.h"
#include "message.h"
#include "strategicmap.h"
#include "strategic.h"
#include "items.h"
#include "Soldier Add.h"
#include "History.h"
#include "Squads.h"
#include "Strategic Merc Handler.h"
#include "Dialogue Control.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "screenids.h"
#include "jascreens.h"
#include "text.h"
#include "Merc Contract.h"
#include "LaptopSave.h"
#include "personnel.h"
#include "Auto Resolve.h"
#include "Map Screen Interface Bottom.h"
#include "Quests.h"
#include "GameSettings.h"
#include "DynamicDialogue.h"// added by Flugente
#include "Dialogue Control.h" // added by Flugente
#endif
#include "connect.h"
#ifdef JA2UB
#include "Soldier Control.h"
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
#include "Campaign Types.h"
#include "MapScreen Quotes.h"
#include "opplist.h"
#include "Ja25Update.h"
#include "ub_config.h"
#endif
#ifdef JA2UB
#else
// anv: for Kulba's odyssey
#include "email.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define MIN_FLIGHT_PREP_TIME 6
#ifdef JA2TESTVERSION
BOOLEAN gForceHireMerc=FALSE;
void SetFlagToForceHireMerc( BOOLEAN fForceHire );
#endif
extern BOOLEAN gfTacticalDoHeliRun;
extern BOOLEAN gfFirstHeliRun;
// ATE: Globals that dictate where the mercs will land once being hired
// Default to Omerta
// Saved in general saved game structure
// HEADROCK HAM 3.5: Externalized coordinates
INT16 gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
INT16 gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
void CheckForValidArrivalSector( );
#ifdef JA2UB
void AddItemToMerc( UINT8 ubNewMerc, INT16 sItemType );
#define NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH 7
UINT32 gsInitialHeliGridNo[ NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH ] =
{
0,
0,
0,
0,
0,
0,
0,
};
INT16 gsInitialHeliRandomTimes[ NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH ] =
{
0,
0,
0,
0,
0,
0,
0
};
UINT32 GetInitialHeliGridNo( );
UINT16 GetInitialHeliRandomTime();
#endif
INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
{
SOLDIERTYPE *pSoldier;
UINT8 iNewIndex;
UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
MERCPROFILESTRUCT *pMerc;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
pMerc = &gMercProfiles[ ubCurrentSoldier ];
//If we are to disregard the ststus of the merc
#ifdef JA2TESTVERSION
if( !gForceHireMerc )
#endif
//If the merc is away, Dont hire him, or if the merc is only slightly annoyed at the player
if( ( pMerc->bMercStatus != 0 ) && (pMerc->bMercStatus != MERC_ANNOYED_BUT_CAN_STILL_CONTACT ) && ( pMerc->bMercStatus != MERC_HIRED_BUT_NOT_ARRIVED_YET ) )
return( MERC_HIRE_FAILED );
//hayden, 7 member team limit setable in ini
if( NumberOfMercsOnPlayerTeam() >= OUR_TEAM_SIZE_NO_VEHICLE || (is_client && NumberOfMercsOnPlayerTeam() >= cMaxMercs) )
return( MERC_HIRE_OVER_PLAYER_LIMIT );
// ATE: if we are to use landing zone, update to latest value
// they will be updated again just before arrival...
if ( pHireMerc->fUseLandingZoneForArrival )
{
pHireMerc->sSectorX = gsMercArriveSectorX;
pHireMerc->sSectorY = gsMercArriveSectorY;
pHireMerc->bSectorZ = 0;
}
// BUILD STRUCTURES
MercCreateStruct.initialize();
MercCreateStruct.ubProfile = ubCurrentSoldier;
MercCreateStruct.fPlayerMerc = TRUE;
MercCreateStruct.sSectorX = pHireMerc->sSectorX;
MercCreateStruct.sSectorY = pHireMerc->sSectorY;
MercCreateStruct.bSectorZ = pHireMerc->bSectorZ;
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
MercCreateStruct.fCopyProfileItemsOver= pHireMerc->fCopyProfileItemsOver;
if(!cAllowMercEquipment && is_networked)
MercCreateStruct.fCopyProfileItemsOver=0;//hayden : server overide
if ( !TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "TacticalCreateSoldier in HireMerc(): Failed to Add Merc");
return( MERC_HIRE_FAILED );
}
#ifdef JA2UB
//JA25 UB
//MErc mercs come with an umbrella
if ( gMercProfiles[ubCurrentSoldier].Type == PROFILETYPE_MERC )
{
AddItemToMerc( iNewIndex, MERC_UMBRELLA ); //Data-1.13\TableData\Items\items.xml, uiIndex = 1361 or Data\TableData\Items\items.xml, uiIndex = 336
}
//if this is an AIM or MERC merc
if( gJa25SaveStruct.fHaveAimandMercOffferItems )
{
//if its an aim merc
if ( gMercProfiles[ubCurrentSoldier].Type == PROFILETYPE_AIM )
{
//give the mercs one of the promo items
AddItemToMerc( iNewIndex, SAM_GARVER_COMBAT_KNIFE ); //1353
}
// if its a merc merc
else if ( gMercProfiles[ubCurrentSoldier].Type == PROFILETYPE_MERC )
{
//give the mercs one of the promo items
AddItemToMerc( iNewIndex, CHE_GUEVARA_CANTEEN ); //1359
AddItemToMerc( iNewIndex, MERC_WRISTWATCH ); //1360
AddItemToMerc( iNewIndex, SAM_GARVER_COMBAT_KNIFE ); //1353
}
}
#else //ja25: No enrico, therefore, no email
if( DidGameJustStart() )
{
// OK, CHECK FOR FIRST GUY, GIVE HIM SPECIAL ITEM!
if ( iNewIndex == 0 )
{
// OK, give this item to our merc!
// make an objecttype
CreateItem(LETTER, 100, &gTempObject);
// Give it
fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &gTempObject, FALSE );
// CHRISL: This condition should resolve the issue of the letter not being issued to the first merc
if(!fReturn)
{
if (UsingNewInventorySystem())
{
(MercPtrs[iNewIndex]->inv[NUM_INV_SLOTS-1]) = gTempObject;
fReturn=TRUE;
}
else
{
(MercPtrs[iNewIndex]->inv[SMALLPOCK8POS]) = gTempObject;
fReturn = TRUE;
}
}
Assert( fReturn );
}
// Set insertion for first time in chopper
// ATE: Insert for demo , not using the heli sequence....
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
}
#endif
//record how long the merc will be gone for
pMerc->bMercStatus = (UINT8)pHireMerc->iTotalContractLength;
pSoldier = &Menptr[iNewIndex];
//Copy over insertion data....
pSoldier->ubStrategicInsertionCode = pHireMerc->ubInsertionCode;
pSoldier->usStrategicInsertionData = pHireMerc->usInsertionData;
// ATE: Copy over value for using alnding zone to soldier type
pSoldier->flags.fUseLandingZoneForArrival = pHireMerc->fUseLandingZoneForArrival;
// Set assignment
//ATE: If first time, make ON_DUTY, otherwise GUARD
if( ( pSoldier->bAssignment != IN_TRANSIT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, IN_TRANSIT );
//set the contract length
pSoldier->iTotalContractLength = pHireMerc->iTotalContractLength;
//reset the insurance values
pSoldier->iStartOfInsuranceContract = 0;
pSoldier->iTotalLengthOfInsuranceContract = 0;
//Init the contract charge
// pSoldier->iTotalContractCharge = 0;
// store arrival time in soldier structure so map screen can display it
pSoldier->uiTimeSoldierWillArrive = pHireMerc->uiTimeTillMercArrives;
//Set the type of merc
if (!is_networked)
{
if( DidGameJustStart() )
{
#ifdef JA2UB
//ja25ub
//set a flag so we know we are doing the heli crash
if ( gGameUBOptions.InGameHeliCrash == TRUE || gGameUBOptions.InGameHeli == FALSE)
gfFirstTimeInGameHeliCrash = TRUE; //AA FALSE ??
else
gfFirstTimeInGameHeliCrash = FALSE;
// Set time of initial merc arrival in minutes
#endif
pHireMerc->uiTimeTillMercArrives = ( gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay ) / NUM_SEC_IN_MIN;
#ifdef JA2UB
if ( gGameUBOptions.InGameHeli == FALSE )
{
// Set the gridno for the soldier
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = GetInitialHeliGridNo( );
//Set a "code" to enable the merc to be in the direction we set!
pSoldier->ubInsertionDirection = Random( NUM_WORLD_DIRECTIONS ) + 100;
if( pSoldier->ubStrategicInsertionCode == 0 )
{
Assert( 0 );
}
pSoldier->fWaitingToGetupFromJA25Start = TRUE;
pSoldier->fIgnoreGetupFromCollapseCheck = TRUE;
RESETTIMECOUNTER( pSoldier->GetupFromJA25StartCounter, GetInitialHeliRandomTime() );
}
else
{
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
}
#else
// Set insertion for first time in chopper
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
#endif
//set when the merc's contract is finished
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
else
{
//set when the merc's contract is finished ( + 1 cause it takes a day for the merc to arrive )
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( 1 + pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
}
// WANNE - MP: We need this, so the merc contract is correct!
else
{
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
//Set the time and ID of the last hired merc will arrive
LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = pHireMerc->ubProfileID;
LaptopSaveInfo.sLastHiredMerc.uiArrivalTime = pHireMerc->uiTimeTillMercArrives;
if (!is_client)
{
//if we are trying to hire a merc that should arrive later, put the merc in the queue
if( pHireMerc->uiTimeTillMercArrives != 0 )
{
AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pHireMerc->uiTimeTillMercArrives, pSoldier->ubID );
//specify that the merc is hired but hasnt arrived yet
pMerc->bMercStatus = MERC_HIRED_BUT_NOT_ARRIVED_YET;
}
}
else
{
if(is_client)send_hire( iNewIndex, ubCurrentSoldier, pHireMerc->iTotalContractLength, MercCreateStruct.fCopyProfileItemsOver );
//send off hire info to network, also avail possibility for net-game exclusive hired pSoldier changes...
}
//if the merc is an AIM merc
if ( gMercProfiles[ubCurrentSoldier].Type == PROFILETYPE_AIM )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__AIM_MERC;
//determine how much the contract is, and remember what type of contract he got
if( pHireMerc->iTotalContractLength == 1 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].sSalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_DAY;
pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
}
else if( pHireMerc->iTotalContractLength == 7 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiWeeklySalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
}
else if( pHireMerc->iTotalContractLength == 14 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiBiWeeklySalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_2_WEEK;
// These luck fellows need to stay the whole duration!
pSoldier->iTimeCanSignElsewhere = pSoldier->iEndofContractTime;
}
// remember the medical deposit we PAID. The one in his profile can increase when he levels!
pSoldier->usMedicalDeposit = gMercProfiles[ pSoldier->ubProfile ].sMedicalDepositAmount;
}
//if the merc is from M.E.R.C.
else if ( gMercProfiles[ubCurrentSoldier].Type == PROFILETYPE_MERC )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__MERC;
//pSoldier->iTotalContractCharge = -1;
gMercProfiles[ pSoldier->ubProfile ].iMercMercContractLength = 1;
//Set starting conditions for the merc
pSoldier->iStartContractTime = GetWorldDay( );
if(!is_client)AddHistoryToPlayersLog(HISTORY_HIRED_MERC_FROM_MERC, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
}
//If the merc is from IMP, (ie a player character)
else if ( gMercProfiles[ubCurrentSoldier].Type == PROFILETYPE_IMP )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__PLAYER_CHARACTER;
//pSoldier->iTotalContractCharge = -1;
}
//else its a NPC merc
else
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__NPC;
//pSoldier->iTotalContractCharge = -1;
}
#ifdef JA2UB
//Ja25: Need to set start time for all mercs
pSoldier->iStartContractTime = GetWorldDay( );
#endif
//remove the merc from the Personnel screens departed list ( if they have never been hired before, its ok to call it )
RemoveNewlyHiredMercFromPersonnelDepartedList( pSoldier->ubProfile );
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions)
{
CheckForFriendsofHated(pSoldier);
}
gfAtLeastOneMercWasHired = TRUE;
return( MERC_HIRE_OK );
}
void MercArrivesCallback( UINT8 ubSoldierID )
{
MERCPROFILESTRUCT *pMerc;
SOLDIERTYPE *pSoldier;
UINT32 uiTimeOfPost;
if (!is_networked)
{
// hayden - maybe you want to duke it out in omerta ;)
// HEADROCK HAM 3.5: Externalized starting (safe) sector
// HEADROCK HAM 3.5: Actually, this is really ridiculous. Why should enemies at the LZ be eliminated at all?
// I'm taking the initiative and removing this from the code. Mainly because it ends up interfering with
// externalized LZs combined with other features like "Always Real Time" and "Forced Turn Based".
//if( !DidGameJustStart() && gsMercArriveSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && gsMercArriveSectorY == gGameExternalOptions.ubDefaultArrivalSectorY )
// {
// //Mercs arriving in A9. This sector has been deemed as the always safe sector.
// //Seeing we don't support entry into a hostile sector (except for the beginning),
// //we will nuke any enemies in this sector first.
// if( gWorldSectorX != gGameExternalOptions.ubDefaultArrivalSectorX || gWorldSectorY != gGameExternalOptions.ubDefaultArrivalSectorY || gbWorldSectorZ )
// {
// EliminateAllEnemies( (UINT8)gsMercArriveSectorX, (UINT8)gsMercArriveSectorY );
// }
// }
}
// This will update ANY soldiers currently schedules to arrive too
CheckForValidArrivalSector( );
// stop time compression until player restarts it
StopTimeCompression();
pSoldier = &Menptr[ ubSoldierID ];
pMerc = &gMercProfiles[ pSoldier->ubProfile ];
// anv: handle Kulba's odyssey
#ifdef JA2UB
// too many Kulbas
#else
if(pSoldier->ubProfile == JOHN_MERC)
{
// just in case
if( LaptopSaveInfo.ubJohnPossibleMissedFlights > 3 )
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
// every time Kulba delays his arrival, chances of next delay decrease
if( Random( 100 ) < LaptopSaveInfo.ubJohnPossibleMissedFlights * 25 )
{
pSoldier->uiTimeSoldierWillArrive = pSoldier->uiTimeSoldierWillArrive + 720 + Random ( 720 );
AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pSoldier->uiTimeSoldierWillArrive, pSoldier->ubID );
if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 3 )
AddEmail( JOHN_KULBA_MISSED_FLIGHT_1, JOHN_KULBA_MISSED_FLIGHT_1_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
else if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 2 )
AddEmail( JOHN_KULBA_MISSED_FLIGHT_2, JOHN_KULBA_MISSED_FLIGHT_2_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
else if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 1 )
AddEmail( JOHN_KULBA_MISSED_FLIGHT_3, JOHN_KULBA_MISSED_FLIGHT_3_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
LaptopSaveInfo.ubJohnPossibleMissedFlights--;
return;
}
else
{
// reset possible missed flights, for the future Kulba's adventures
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
}
}
#endif
//shadooow: if all mercs were killed or captured and default arrival sector is Omerta, force helidrop arrival animation
if (guiCurrentScreen == MAP_SCREEN && pSoldier->flags.fUseLandingZoneForArrival && !gWorldSectorX && !gWorldSectorY && gbWorldSectorZ == -1 &&
gsMercArriveSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && gsMercArriveSectorY == gGameExternalOptions.ubDefaultArrivalSectorY)
{
bool force_helidrop = true;
SOLDIERTYPE *pTeamSoldier;
for (UINT8 cnt = 0; cnt < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS; cnt++)
{
if (gCharactersList[cnt].fValid)
{
pTeamSoldier = &Menptr[gCharactersList[cnt].usSolID];
if (pTeamSoldier != pSoldier && pTeamSoldier->bAssignment != ASSIGNMENT_DEAD && pTeamSoldier->bAssignment != ASSIGNMENT_POW && pTeamSoldier->bAssignment != IN_TRANSIT && pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER)
{
force_helidrop = false;
}
}
}
if (force_helidrop)
{
SetCurrentWorldSector(gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, 0);
}
}
// add the guy to a squad
AddCharacterToAnySquad( pSoldier );
// ATE: Make sure we use global.....
if ( pSoldier->flags.fUseLandingZoneForArrival )
{
pSoldier->sSectorX = gsMercArriveSectorX;
pSoldier->sSectorY = gsMercArriveSectorY;
pSoldier->bSectorZ = 0;
}
// Add merc to sector ( if it's the current one )
if ( gWorldSectorX == pSoldier->sSectorX && gWorldSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == gbWorldSectorZ )
{
// OK, If this sector is currently loaded, and guy does not have CHOPPER insertion code....
// ( which means we are at beginning of game if so )
// Setup chopper....
#ifdef JA2UB
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && pSoldier->sSectorY == gGameExternalOptions.ubDefaultArrivalSectorY && gGameUBOptions.InGameHeli == TRUE )
#else
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && pSoldier->sSectorY == gGameExternalOptions.ubDefaultArrivalSectorY )
#endif
{
gfTacticalDoHeliRun = TRUE;
SetHelicopterDroppoint(gGameExternalOptions.iInitialMercArrivalLocation);
// OK, If we are in mapscreen, get out...
if ( guiCurrentScreen == MAP_SCREEN )
{
// ATE: Make sure the current one is selected!
ChangeSelectedMapSector( gWorldSectorX, gWorldSectorY, 0 );
RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
}
UpdateMercInSector( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
else
{
// OK, otherwise, set them in north area, so once we load again, they are here.
#ifdef JA2UB
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
#else
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
#endif
}
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->GetName() );
// ATE: He's going to say something, now that they've arrived...
if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun )
{
gTacticalStatus.bMercArrivingQuoteBeingUsed = TRUE;
//Setup the highlight sector value (note this isn't for mines but using same system)
gsSectorLocatorX = pSoldier->sSectorX;
gsSectorLocatorY = pSoldier->sSectorY;
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 2, 0 );
//ja25ub
#ifdef JA2UB
//if its the first time in, dont say anything
if( !gfFirstTimeInGameHeliCrash )
#endif
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_REACHED_DESTINATION );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 3, 0 );
TacticalCharacterDialogueWithSpecialEventEx( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG, 0, 0, 0 );
}
}
//record how long the merc will be gone for
pMerc->bMercStatus = (UINT8)pSoldier->iTotalContractLength;
// remember when excatly he ARRIVED in Arulco, in case he gets fired early
pSoldier->uiTimeOfLastContractUpdate = GetWorldTotalMin();
//set when the merc's contract is finished
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
// Do initial check for bad items
if ( pSoldier->bTeam == gbPlayerNum )
{
//ATE: Try to see if our equipment sucks!
if ( SoldierHasWorseEquipmentThanUsedTo( pSoldier ) )
{
// Randomly anytime between 9:00, and 10:00
uiTimeOfPost = 540 + Random( 660 );
if ( GetWorldMinutesInDay() < uiTimeOfPost )
{
AddSameDayStrategicEvent( EVENT_MERC_COMPLAIN_EQUIPMENT, uiTimeOfPost , pSoldier->ubProfile );
}
}
}
HandleMercArrivesQuotes( pSoldier );
fTeamPanelDirty = TRUE;
// if the currently selected sector has no one in it, select this one instead
if ( !CanGoToTacticalInSector( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, 0 );
}
return;
}
BOOLEAN IsMercHireable( UINT8 ubMercID )
{
//If the merc has an .EDT file, is not away on assignment, and isnt already hired (but not arrived yet), he is not DEAD and he isnt returning home
if( ( gMercProfiles[ ubMercID ].bMercStatus == MERC_HAS_NO_TEXT_FILE ) ||
( gMercProfiles[ ubMercID ].bMercStatus > 0 ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD ) ||
( gMercProfiles[ ubMercID ].uiDayBecomesAvailable > 0 ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_WORKING_ELSEWHERE ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_FIRED_AS_A_POW ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_RETURNING_HOME ) )
return(FALSE);
else
return(TRUE);
}
BOOLEAN IsMercDead( UINT8 ubMercID )
{
if( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD )
return(TRUE);
else
return(FALSE);
}
BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
{
if( pSoldier->stats.bLife >= CONSCIOUSNESS )
return(TRUE);
else
return(FALSE);
}
UINT8 NumberOfMercsOnPlayerTeam()
{
INT8 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
UINT8 ubCount=0;
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
if (! MercPtrs[cnt])
return 0;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
AssertNotNIL(pSoldier);
//if the is active, and is not a vehicle
if( pSoldier->bActive && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
ubCount++;
}
}
return( ubCount );
}
void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
{
UINT8 cnt, usLastTeamID;
INT8 bHated;
SOLDIERTYPE *pTeamSoldier;
#ifdef JA2UB
//if we are at the begining of the game going through the initial heli scequence
if( pSoldier->fWaitingToGetupFromJA25Start )
{
//we can "leave" this function cause we dont want to do anything with buddy system
return;
}
#endif
// If we are approaching with helicopter, don't say any ( yet )
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
// if we haven't met the rebels yet, characters issue some comments
if ( gubQuest[QUEST_DELIVER_LETTER] == QUESTINPROGRESS )
{
// Player-generated characters issue a comment about arriving in Omerta.
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
}
}
// Check to see if anyone hates this merc and will now complain
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
usLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= usLastTeamID; ++cnt, ++pTeamSoldier)
{
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
bHated = WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile );
if ( bHated != -1 )
{
// hates the merc who has arrived and is going to gripe about it!
switch( bHated )
{
case 0:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_1_ARRIVES );
break;
case 1:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_2_ARRIVES );
break;
case 2:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_3_ARRIVES );
break;
case 3:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_4_ARRIVES );
break;
case 4:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_5_ARRIVES );
break;
default:
break;
}
}
}
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_MERC_ARRIVES, pSoldier->ubProfile, ( gubQuest[QUEST_DELIVER_LETTER] == QUESTINPROGRESS ) ? 1 : 0 );
}
}
}
}
#ifdef JA2TESTVERSION
void SetFlagToForceHireMerc( BOOLEAN fForceHire )
{
gForceHireMerc = fForceHire;
}
#endif
UINT32 GetMercArrivalTimeOfDay( )
{
UINT32 uiCurrHour;
UINT32 uiMinHour;
// Pick a time...
// First get the current time of day.....
uiCurrHour = GetWorldHour( );
// Subtract the min time for any arrival....
uiMinHour = uiCurrHour + MIN_FLIGHT_PREP_TIME;
// OK, first check if we need to advance a whole day's time...
// See if we have missed the last flight for the day...
if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
{
// 7:30 flight....
return( GetMidnightOfFutureDayInMinutes( 1 ) + MERC_ARRIVE_TIME_SLOT_1 );
}
// Well, now we can handle flights all in one day....
// Find next possible flight
if ( uiMinHour <= 7 )
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_1 ); // 7:30 am
}
else if ( uiMinHour <= 13 )
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_2 ); // 1:30 pm
}
else
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_3 ); // 7:30 pm
}
}
void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive )
{
if ( pSoldier->bAssignment == IN_TRANSIT )
{
if ( pSoldier->flags.fUseLandingZoneForArrival )
{
pSoldier->sSectorX = gsMercArriveSectorX;
pSoldier->sSectorY = gsMercArriveSectorY;
pSoldier->bSectorZ = 0;
}
}
}
}
}
INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
{
INT16 sRows,sCols,sResult;
sRows = abs((sOrigin / MAP_WORLD_X) - (sDest / MAP_WORLD_X));
sCols = abs((sOrigin % MAP_WORLD_X) - (sDest % MAP_WORLD_X));
// apply Pythagoras's theorem for right-handed triangle:
// dist^2 = rows^2 + cols^2, so use the square root to get the distance
sResult = (INT16)sqrt((double)(sRows * sRows) + (sCols * sCols));
return(sResult);
}
// ATE: This function will check if the current arrival sector
// is valid
// if there are enemies present, it's invalid
// if so, search around for nearest non-occupied sector.
void CheckForValidArrivalSector( )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, sGoodX, sGoodY;
UINT8 ubRadius = 4;
UINT32 leftmost;
UINT32 sSectorGridNo, sSectorGridNo2;
INT32 uiRange, uiLowestRange = 999999;
BOOLEAN fFound = FALSE;
CHAR16 sString[ 1024 ];
CHAR16 zShortTownIDString1[ 50 ];
CHAR16 zShortTownIDString2[ 50 ];
sSectorGridNo = CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY );
// Check if valid...
if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
{
return;
}
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString1 );
// If here - we need to do a search!
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( sSectorGridNo + ( MAP_WORLD_X * cnt1 ) )/ MAP_WORLD_X ) * MAP_WORLD_X;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sSectorGridNo2 = sSectorGridNo + ( MAP_WORLD_X * cnt1 ) + cnt2;
if( sSectorGridNo2 >=1 && sSectorGridNo2 < ( ( MAP_WORLD_X - 1 ) * ( MAP_WORLD_X - 1 ) ) && sSectorGridNo2 >= leftmost && sSectorGridNo2 < ( leftmost + MAP_WORLD_X ) )
{
if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && (StrategicMap[ sSectorGridNo2 ].usAirType & AIRSPACE_ENEMY_ACTIVE) )
{
uiRange = StrategicPythSpacesAway( sSectorGridNo2, sSectorGridNo );
if ( uiRange < uiLowestRange )
{
sGoodY = cnt1;
sGoodX = cnt2;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
if ( fFound )
{
gsMercArriveSectorX = gsMercArriveSectorX + sGoodX;
gsMercArriveSectorY = gsMercArriveSectorY + sGoodY;
UpdateAnyInTransitMercsWithGlobalArrivalSector( );
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString2 );
// swprintf( sString, L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", zShortTownIDString2, zShortTownIDString1 );
swprintf( sString, New113Message[MSG113_ARRIVINGREROUTED], zShortTownIDString2, zShortTownIDString1 );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
}
#ifdef JA2UB
UINT32 GetInitialHeliGridNo( )
{
UINT8 ubCnt;
UINT32 sGridNo;
for( ubCnt=0; ubCnt<NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH-1; ubCnt++)
{
if( gsInitialHeliGridNo[ ubCnt ] != 0 )
{
sGridNo = gsInitialHeliGridNo[ ubCnt ];
gsInitialHeliGridNo[ ubCnt ] = 0;
return( sGridNo );
}
}
return( 16233 );
}
UINT16 GetInitialHeliRandomTime()
{
BOOLEAN fDone=FALSE;
UINT8 ubRandom;
UINT16 usTime;
UINT16 usCounter=0;
while( !fDone )
{
ubRandom = Random( NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH-1 );
if( gsInitialHeliRandomTimes[ ubRandom ] != 0 )
{
usTime = gsInitialHeliRandomTimes[ ubRandom ];
gsInitialHeliRandomTimes[ ubRandom ] = 0;
return( usTime );
}
if( usCounter > 1000 )
fDone = TRUE;
usCounter++;
}
return( 1000 + Random( 2000 ) );
}
void InitializeHeliGridnoAndTime( BOOLEAN fLoading )
{
Assert( NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH == 7 );
if( !fLoading )
{
gfFirstTimeInGameHeliCrash = FALSE;
}
gsInitialHeliGridNo[ 0 ] = gGameUBOptions.InitialHeliGridNo[ 0 ];//14947;
gsInitialHeliGridNo[ 1 ] = gGameUBOptions.InitialHeliGridNo[ 1 ];//15584;//16067;
gsInitialHeliGridNo[ 2 ] = gGameUBOptions.InitialHeliGridNo[ 2 ];//15754;
gsInitialHeliGridNo[ 3 ] = gGameUBOptions.InitialHeliGridNo[ 3 ];//16232;
gsInitialHeliGridNo[ 4 ] = gGameUBOptions.InitialHeliGridNo[ 4 ];//16067;
gsInitialHeliGridNo[ 5 ] = gGameUBOptions.InitialHeliGridNo[ 5 ];//16230;
gsInitialHeliGridNo[ 6 ] = gGameUBOptions.InitialHeliGridNo[ 6 ];//15272;
gsInitialHeliRandomTimes[ 0 ] = gGameUBOptions.InitalHeliRandomTimes[ 0 ];//1300;
gsInitialHeliRandomTimes[ 1 ] = gGameUBOptions.InitalHeliRandomTimes[ 1 ];//2000;
gsInitialHeliRandomTimes[ 2 ] = gGameUBOptions.InitalHeliRandomTimes[ 2 ];//2750;
gsInitialHeliRandomTimes[ 3 ] = gGameUBOptions.InitalHeliRandomTimes[ 3 ];//3400;
gsInitialHeliRandomTimes[ 4 ] = gGameUBOptions.InitalHeliRandomTimes[ 4 ];//4160;
gsInitialHeliRandomTimes[ 5 ] = gGameUBOptions.InitalHeliRandomTimes[ 5 ];//4700;
gsInitialHeliRandomTimes[ 6 ] = gGameUBOptions.InitalHeliRandomTimes[ 6 ];//5630;
}
void InitJerryMiloInfo()
{
if ( gGameUBOptions.InJerry == TRUE )
{
// return; //AA
//Set Jerry Milo's Gridno h7
gMercProfiles[ JERRY_MILO_UB ].sSectorX = JA2_5_START_SECTOR_X;
gMercProfiles[ JERRY_MILO_UB ].sSectorY = JA2_5_START_SECTOR_Y;
gMercProfiles[ JERRY_MILO_UB ].bSectorZ = 0;
gMercProfiles[ JERRY_MILO_UB ].sGridNo = gGameUBOptions.JerryGridNo; //15109;
gMercProfiles[ JERRY_MILO_UB ].fUseProfileInsertionInfo = TRUE;
gMercProfiles[ JERRY_MILO_UB ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
gMercProfiles[ JERRY_MILO_UB ].usStrategicInsertionData = gGameUBOptions.JerryGridNo; //15109;
}
if ( gGameUBOptions.InGameHeliCrash == TRUE )
{
//init Jerry Milo quotes
InitJerryQuotes();
}
}
void UpdateJerryMiloInInitialSector()
{
SOLDIERTYPE *pSoldier = NULL;
SOLDIERTYPE *pJerrySoldier=NULL;
//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
//SectorInfo[ SEC_H7 ].ubNumAdmins = 2;
StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
if ( gGameUBOptions.InGameHeli == TRUE )
return; //AA
if ( gGameUBOptions.InGameHeliCrash == TRUE )
{
//if it is the first sector we are loading up, place Jerry in the map
if( !gfFirstTimeInGameHeliCrash )
return;
if ( gGameUBOptions.InJerry == TRUE )
{
pSoldier = FindSoldierByProfileID( JERRY_MILO_UB, FALSE ); //JERRY
if( pSoldier == NULL )
{
Assert( 0 );
}
}
//the internet part of the laptop isnt working. It gets broken in the heli crash.
if ( gGameUBOptions.LaptopQuestEnabled == TRUE )
StartQuest( QUEST_FIX_LAPTOP, -1, -1 );
//Record the initial sector as ours
//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
if ( gGameUBOptions.InJerry == TRUE )
{
//Set some variable so Jerry will be on the ground
pSoldier->fWaitingToGetupFromJA25Start = TRUE;
pSoldier->fIgnoreGetupFromCollapseCheck = TRUE;
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; //to byo wyczone
//pSoldier->usStrategicInsertionData = GetInitialHeliGridNo( ); //to byo wyczone
RESETTIMECOUNTER( pSoldier->GetupFromJA25StartCounter, gsInitialHeliRandomTimes[ 6 ] + 800 + Random( 400 ) );
//should we be on our back or tummy
if( Random( 100 ) < 50 )
pSoldier->EVENT_InitNewSoldierAnim( STAND_FALLFORWARD_STOP, 1, TRUE );
else
pSoldier->EVENT_InitNewSoldierAnim( FALLBACKHIT_STOP, 1, TRUE );
}
//Wont work cause it gets reset every frame
//make sure we can see Jerry
if ( gGameUBOptions.InJerry == TRUE )
{
pJerrySoldier = FindSoldierByProfileID(JERRY_MILO_UB, FALSE );//JERRY
if( pJerrySoldier != NULL )
{
//Make sure we can see the pilot
gbPublicOpplist[OUR_TEAM][ pJerrySoldier->ubID ] = SEEN_CURRENTLY;
pJerrySoldier->bVisible = TRUE;
}
}
//Lock the interface
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
}
void AddItemToMerc( UINT8 ubNewMerc, INT16 sItemType )
{
// OK, give this item to our merc!
OBJECTTYPE gTempObject;
BOOLEAN fReturn=FALSE;
// make an objecttype
CreateItem(sItemType, 100, &gTempObject);
// Give it
fReturn = AutoPlaceObject( MercPtrs[ ubNewMerc ], &gTempObject, FALSE );
if(!fReturn && (UsingNewInventorySystem() == true))
{
(MercPtrs[ubNewMerc]->inv[NUM_INV_SLOTS-1]) = gTempObject;
fReturn=TRUE;
}
Assert( fReturn );
}
#endif