Files
source/Tactical/Merc Entering.cpp
T
2016-01-31 17:54:51 +00:00

1451 lines
33 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "stdlib.h"
#include "debug.h"
//#include "soldier control.h"
// HEADROCK HAM 3.5: Strange that this wasn't included.
#include "GameSettings.h"
#include "weapons.h"
#include "handle items.h"
#include "worlddef.h"
#include "rotting corpses.h"
#include "tile cache.h"
#include "isometric utils.h"
#include "animation control.h"
#include "utilities.h"
#include "game clock.h"
#include "soldier create.h"
#include "renderworld.h"
#include "tile animation.h"
#include "merc entering.h"
#include "Sound Control.h"
#include "strategic.h"
#include "strategicmap.h"
#include "Handle UI.h"
#include "squads.h"
#include "english.h"
#include "cursor control.h"
#include "Merc Hiring.h"
#include "Font Control.h"
#include "message.h"
#include "Text.h"
#include "strategic turns.h"
#include "ai.h"
#include "Dialogue Control.h"
#include "Music Control.h"
#include "Tactical Save.h"
// HEADROCK HAM 3.5: Need this to see if enemies present at starting sector
#include "Overhead.h"
#include "Map Information.h" // added by Flugente
#endif
#ifdef JA2UB
#include "ub_config.h"
#endif
#include "Music Control.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
// WDS - make number of mercenaries, etc. be configurable
#define MAX_MERC_IN_HELI CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS
#define MAX_HELI_SCRIPT 30
#define ME_SCRIPT_DELAY 100
#define NUM_PER_HELI_RUN 6
enum
{
HELI_APPROACH,
HELI_MOVETO,
HELI_BEGINDROP,
HELI_DROP,
HELI_ENDDROP,
HELI_MOVEAWAY,
HELI_EXIT,
NUM_HELI_STATES
} HeliStateEnums;
enum
{
HELI_REST,
HELI_MOVE_DOWN,
HELI_MOVE_UP,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_UP,
HELI_MOVEY,
HELI_MOVELARGERY,
HELI_HANDLE_DROP,
HELI_SHOW_HELI,
HELI_GOTO_BEGINDROP,
HELI_GOTO_DROP,
HELI_GOTO_EXIT,
HELI_GOTO_MOVETO,
HELI_GOTO_MOVEAWAY,
HELI_DONE,
} HeliCodes;
UINT8 ubHeliScripts[ NUM_HELI_STATES ][ MAX_HELI_SCRIPT ] =
{
// HELI_APPROACH
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_GOTO_MOVETO,
// MOVE TO
HELI_SHOW_HELI,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_MOVEY,
HELI_GOTO_BEGINDROP,
// HELI_BEGIN_DROP
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_MOVE_DOWN,
HELI_GOTO_DROP,
// Heli Begin Drop
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_UP,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_MOVESMALL_DOWN,
HELI_GOTO_DROP,
// HELI END DROP
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_MOVE_UP,
HELI_GOTO_MOVEAWAY,
// MOVE AWAY
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_MOVELARGERY,
HELI_GOTO_EXIT,
// HELI EXIT
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_REST,
HELI_DONE,
};
BOOLEAN gfHandleHeli = FALSE;
UINT8 gusHeliSeats[ MAX_MERC_IN_HELI ];
INT8 gbNumHeliSeatsOccupied = 0;
BOOLEAN gfFirstGuyDown = FALSE;
UINT32 uiSoundSample;
INT32 gsGridNoSweetSpot;
INT16 gsHeliXPos;
INT16 gsHeliYPos;
FLOAT gdHeliZPos;
INT16 gsHeliScript;
UINT8 gubHeliState;
UINT32 guiHeliLastUpdate;
INT8 gbCurDrop;
INT8 gbExitCount;
INT8 gbHeliRound;
// Flugente: direction of helicopter approach
UINT8 gHeliEnterDirection = NORTH;
BOOLEAN fFadingHeliIn = FALSE;
BOOLEAN fFadingHeliOut = FALSE;
BOOLEAN gfIngagedInDrop = FALSE;
ANITILE *gpHeli;
BOOLEAN gfFirstHeliRun;
extern BOOLEAN gfTacticalDoHeliRun;
void HandleFirstHeliDropOfGame( );
void ResetHeliSeats( )
{
gbNumHeliSeatsOccupied = 0;
}
void AddMercToHeli( UINT8 ubID )
{
if ( gbNumHeliSeatsOccupied < MAX_MERC_IN_HELI )
{
// Check if it already exists!
for ( INT32 cnt = 0; cnt < gbNumHeliSeatsOccupied; ++cnt )
{
if ( gusHeliSeats[ cnt ] == ubID )
{
return;
}
}
gusHeliSeats[ gbNumHeliSeatsOccupied ] = ubID;
++gbNumHeliSeatsOccupied;
}
}
// Flugente: we might want to set the helicopter dropoff point without starting it at the same time
void SetHelicopterDroppoint( INT32 sGridNo )
{
gsGridNoSweetSpot = sGridNo;
}
void SetHelicopterDropDirection( UINT8 usDirection )
{
gHeliEnterDirection = usDirection;
}
void StartHelicopterRun()
{
INT16 sX, sY;
if ( gbNumHeliSeatsOccupied == 0 )
{
return;
}
InterruptTime();
PauseGame();
LockPauseState( 20 );
ConvertGridNoToCenterCellXY( gsGridNoSweetSpot, &sX, &sY );
if ( gHeliEnterDirection == SOUTH )
{
gsHeliXPos = sX - (2 * CELL_X_SIZE);
gsHeliYPos = sY + (10 * CELL_Y_SIZE);
}
else if ( gHeliEnterDirection == EAST )
{
gsHeliXPos = sX + (10 * CELL_X_SIZE);
gsHeliYPos = sY + (2 * CELL_Y_SIZE);
}
else if ( gHeliEnterDirection == WEST )
{
gsHeliXPos = sX - (10 * CELL_X_SIZE);
gsHeliYPos = sY - (2 * CELL_Y_SIZE);
}
else
{
gsHeliXPos = sX - (2 * CELL_X_SIZE);
gsHeliYPos = sY - (10 * CELL_Y_SIZE);
}
gdHeliZPos = 0;
gsHeliScript = 0;
gbCurDrop = 0;
gbExitCount = 0;
gbHeliRound = 1;
gubHeliState = HELI_APPROACH;
guiHeliLastUpdate = GetJA2Clock( );
// Start sound
uiSoundSample = PlayJA2Sample( HELI_1, RATE_11025, 0, 10000, MIDDLEPAN );
fFadingHeliIn = TRUE;
gfHandleHeli = TRUE;
gfFirstGuyDown = TRUE;
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
void HandleHeliDrop( BOOLEAN fPlayer )
{
UINT8 ubScriptCode;
UINT32 uiClock;
INT32 iVol;
INT32 cnt;
ANITILE_PARAMS AniParams;
if ( !fPlayer )
return HandleEnemyAirdrop();
if ( gfHandleHeli )
{
if ( gCurrentUIMode != LOCKUI_MODE )
{
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
#ifdef JA113DEMO
//if ( _KeyDown( ESC ) )
//{
// Loop through all mercs not yet placed
for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
{
// Add merc to sector
#ifdef JA2UB
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
#else
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
#endif
// HEADROCK HAM 3.5: Externalized!
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
// Check for merc arrives quotes...
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() );
}
// Remove heli
DeleteAniTile( gpHeli );
RebuildCurrentSquad( );
// Remove sound
if( uiSoundSample!=NO_SAMPLE )
{
SoundStop( uiSoundSample );
}
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
UnLockPauseState();
UnPauseGame();
// Select our first guy
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
//guiCurrentEvent = LU_ENDUILOCK;
//gCurrentUIMode = LOCKUI_MODE;
guiPendingOverrideEvent = LU_ENDUILOCK;
//UIHandleLUIEndLock( NULL );
HandleFirstHeliDropOfGame( );
return;
//}
#else
if ( _KeyDown( ESC ) )
{
// Loop through all mercs not yet placed
for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
{
// Add merc to sector
#ifdef JA2UB
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
#else
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
#endif
// HEADROCK HAM 3.5: Externalized!
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
// Check for merc arrives quotes...
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() );
}
// Remove heli
DeleteAniTile( gpHeli );
RebuildCurrentSquad( );
// Remove sound
if( uiSoundSample!=NO_SAMPLE )
{
SoundStop( uiSoundSample );
}
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
UnLockPauseState();
UnPauseGame();
// Select our first guy
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
//guiCurrentEvent = LU_ENDUILOCK;
//gCurrentUIMode = LOCKUI_MODE;
guiPendingOverrideEvent = LU_ENDUILOCK;
//UIHandleLUIEndLock( NULL );
HandleFirstHeliDropOfGame( );
return;
}
#endif
gfIgnoreScrolling = TRUE;
uiClock = GetJA2Clock( );
if ( ( uiClock - guiHeliLastUpdate ) > ME_SCRIPT_DELAY )
{
guiHeliLastUpdate = uiClock;
if(fFadingHeliIn)
{
if( uiSoundSample!=NO_SAMPLE )
{
iVol=SoundGetVolume( uiSoundSample );
iVol=__min( HIGHVOLUME, iVol+5);
SoundSetVolume(uiSoundSample, iVol);
if(iVol==HIGHVOLUME)
fFadingHeliIn=FALSE;
}
else
{
fFadingHeliIn=FALSE;
}
}
else if(fFadingHeliOut)
{
if( uiSoundSample!=NO_SAMPLE )
{
iVol=SoundGetVolume(uiSoundSample);
iVol=__max( 0, iVol-5);
SoundSetVolume(uiSoundSample, iVol);
if(iVol==0)
{
// Stop sound
SoundStop( uiSoundSample );
fFadingHeliOut=FALSE;
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
guiPendingOverrideEvent = LU_ENDUILOCK;
UnLockPauseState();
UnPauseGame();
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
}
else
{
fFadingHeliOut=FALSE;
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
guiPendingOverrideEvent = LU_ENDUILOCK;
UnLockPauseState();
UnPauseGame();
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
}
if ( gsHeliScript == MAX_HELI_SCRIPT )
{
return;
}
ubScriptCode = ubHeliScripts[ gubHeliState ][ gsHeliScript ];
// Switch on mode...
if ( gubHeliState == HELI_DROP )
{
if ( !gfIngagedInDrop )
{
INT8 bEndVal = ( gbHeliRound * NUM_PER_HELI_RUN );
if ( bEndVal > gbNumHeliSeatsOccupied )
{
bEndVal = gbNumHeliSeatsOccupied;
}
// Flugente: watching mercs rope down one by one gets boring fast. So we allow up to 3 mercs to rope down at the same time
for ( int i = 0; i < 3; ++i )
{
// OK, Check if we have anybody left to send!
if ( gbCurDrop < bEndVal )
{
// Flugente: it is now possible to use airdrops with soldiers after they have arrived in Arulco. In that case, they might have an animation that breaks EVENT_InitNewSoldierAnim prematurely.
// In the worst case, this can cause the game to be unable to finish the airdrop. For that reason, we set all those soldiers to the STANDING aniamtion.
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usAnimState = STANDING;
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->EVENT_InitNewSoldierAnim( HELIDROP, 0 , FALSE );
// Change insertion code
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usStrategicInsertionData = gsGridNoSweetSpot;
// HEADROCK HAM 3.5: Externalized!
UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
//EVENT_SetSoldierPosition( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], sWorldX, sWorldY );
// IF the first guy down, set squad!
if ( gfFirstGuyDown )
{
gfFirstGuyDown = FALSE;
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
}
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->GetName() );
++gbCurDrop;
gfIngagedInDrop = TRUE;
}
else
{
if( gbExitCount == 0 )
{
gbExitCount = 2;
}
else
{
--gbExitCount;
if ( gbExitCount == 1 )
{
// Goto leave
gsHeliScript = -1;
gubHeliState = HELI_ENDDROP;
}
}
break;
}
}
}
}
switch( ubScriptCode )
{
case HELI_REST:
break;
case HELI_MOVE_DOWN:
gdHeliZPos -= 1;
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
break;
case HELI_MOVE_UP:
gdHeliZPos += 1;
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
break;
case HELI_MOVESMALL_DOWN:
gdHeliZPos -= 0.25;
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
break;
case HELI_MOVESMALL_UP:
gdHeliZPos += 0.25;
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
break;
case HELI_MOVEY:
if ( gHeliEnterDirection == SOUTH )
{
gpHeli->sRelativeY -= 4;
}
else if ( gHeliEnterDirection == EAST )
{
gpHeli->sRelativeX -= 4;
gpHeli->sRelativeY -= 1;
}
else if ( gHeliEnterDirection == WEST )
{
gpHeli->sRelativeX += 4;
gpHeli->sRelativeY += 1;
}
else
{
gpHeli->sRelativeY += 4;
}
break;
case HELI_MOVELARGERY:
if ( gHeliEnterDirection == SOUTH )
{
gpHeli->sRelativeY -= 6;
}
else if ( gHeliEnterDirection == EAST )
{
gpHeli->sRelativeX -= 6;
gpHeli->sRelativeY -= 1;
}
else if ( gHeliEnterDirection == WEST )
{
gpHeli->sRelativeX += 6;
gpHeli->sRelativeY += 1;
}
else
{
gpHeli->sRelativeY += 6;
}
break;
case HELI_GOTO_BEGINDROP:
gsHeliScript = -1;
gubHeliState = HELI_BEGINDROP;
break;
case HELI_SHOW_HELI:
// Start animation
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = gsGridNoSweetSpot;
AniParams.ubLevelID = ANI_SHADOW_LEVEL;
AniParams.sDelay = 90;
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_LOOPING;
AniParams.sX = gsHeliXPos;
AniParams.sY = gsHeliYPos;
AniParams.sZ = (INT16)gdHeliZPos;
if ( gHeliEnterDirection == SOUTH )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH_SOUTH.STI" );
}
else if ( gHeliEnterDirection == EAST )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH_EAST.STI" );
}
else if ( gHeliEnterDirection == WEST )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH_WEST.STI" );
}
else
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH.STI" );
}
gpHeli = CreateAnimationTile( &AniParams );
break;
case HELI_GOTO_DROP:
// Goto drop animation
gdHeliZPos -= 0.25;
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
gsHeliScript = -1;
gubHeliState = HELI_DROP;
break;
case HELI_GOTO_MOVETO:
// Goto drop animation
gsHeliScript = -1;
gubHeliState = HELI_MOVETO;
break;
case HELI_GOTO_MOVEAWAY:
// Goto drop animation
gsHeliScript = -1;
gubHeliState = HELI_MOVEAWAY;
break;
case HELI_GOTO_EXIT:
if ( gbCurDrop < gbNumHeliSeatsOccupied )
{
// Start another run......
INT16 sX, sY;
ConvertGridNoToCenterCellXY( gsGridNoSweetSpot, &sX, &sY );
if ( gHeliEnterDirection == SOUTH )
{
gsHeliXPos = sX - (2 * CELL_X_SIZE);
gsHeliYPos = sY + (10 * CELL_Y_SIZE);
}
else if ( gHeliEnterDirection == EAST )
{
gsHeliXPos = sX + (10 * CELL_X_SIZE);
gsHeliYPos = sY + (2 * CELL_Y_SIZE);
}
else if ( gHeliEnterDirection == WEST )
{
gsHeliXPos = sX - (10 * CELL_X_SIZE);
gsHeliYPos = sY - (2 * CELL_Y_SIZE);
}
else
{
gsHeliXPos = sX - (2 * CELL_X_SIZE);
gsHeliYPos = sY - (10 * CELL_Y_SIZE);
}
gdHeliZPos = 0;
gsHeliScript = 0;
gbExitCount = 0;
gubHeliState = HELI_APPROACH;
++gbHeliRound;
// Ahh, but still delete the heli!
DeleteAniTile( gpHeli );
gpHeli = NULL;
}
else
{
// Goto drop animation
gsHeliScript = -1;
gubHeliState = HELI_EXIT;
// Delete helicopter image!
DeleteAniTile( gpHeli );
gpHeli = NULL;
gfIgnoreScrolling = FALSE;
// Select our first guy
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
}
break;
case HELI_DONE:
// End
fFadingHeliOut = TRUE;
// HEADROCK HAM 3.5: Update now, in case the LZ is still in a "RED" airspace sector. This is only
// required if the sector is free of enemies... but still required. Will run immediately after the
// helicopter is gone.
UpdateAirspaceControl( );
break;
}
++gsHeliScript;
}
}
}
void BeginMercEntering( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
ResetHeliSeats( );
AddMercToHeli( pSoldier->ubID );
StartHelicopterRun();
// Make sure AI does nothing.....
PauseAIUntilManuallyUnpaused();
}
void HandleFirstHeliDropOfGame( )
{
// Flugente: always call people to area
CallAvailableEnemiesTo( gsGridNoSweetSpot );
// Are we in the first heli drop?
if ( gfFirstHeliRun )
{
SyncStrategicTurnTimes();
// Move to header file...
// HEADROCK HAM 3.5: Externalized!
AddExtraItems( (UINT8)gGameExternalOptions.ubDefaultArrivalSectorX, (UINT8)gGameExternalOptions.ubDefaultArrivalSectorY, startingZ, true );
// HEADROCK HAM 3.5: Starting sector externalized - might not contain enemies at all!
if (NumEnemyInSector( ) > 0)
//if ( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, 0 ) > 0 )
{
// Say quote.....
SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
// Start music
UseCreatureMusic(HostileZombiesPresent());
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
}
else
{
// Say quote.....
SayQuoteFromAnyBodyInSector( QUOTE_MERC_REACHED_DESTINATION );
// Start music
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] != -1 )
//SetMusicMode( MUSIC_TACTICAL_VICTORY );
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalNothing[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
gfFirstHeliRun = FALSE;
}
// Send message to turn on ai again....
CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
}
UINT16 SpawnAirDropElite( INT32 sGridNo )
{
SOLDIERTYPE *pSoldier;
// not underground!
if ( gbWorldSectorZ )
return NOBODY;
// hmm...
if ( !IsLocationSittable( sGridNo, 0 ) )
return NOBODY;
// Flugente hack
pSoldier = TacticalCreateEliteEnemy( );
//Add soldier strategic info, so it doesn't break the counters!
if ( pSoldier )
{
if ( !gbWorldSectorZ )
{
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
switch ( pSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR: pSector->ubNumAdmins++; pSector->ubAdminsInBattle++; break;
case SOLDIER_CLASS_ARMY: pSector->ubNumTroops++; pSector->ubTroopsInBattle++; break;
case SOLDIER_CLASS_ELITE: pSector->ubNumElites++; pSector->ubElitesInBattle++; break;
}
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
pSoldier->usStrategicInsertionData = sGridNo; // required, otherwise soldiers will spawn in map before jumping out of the heli
UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
//AllTeamsLookForAll( NO_INTERRUPTS );
}
return pSoldier->ubID;
}
void InitiateEnemyAirDropSoldiers( INT32 sGridNo )
{
gfTacticalDoHeliRun = TRUE;
ResetHeliSeats( );
//SetHelicopterDroppoint( gMapInformation.sCenterGridNo );
SetHelicopterDroppoint( sGridNo );
SetHelicopterDropDirection( WEST );
for ( int i = 0; i < 6; ++i )
{
UINT8 id = SpawnAirDropElite( gMapInformation.sSouthGridNo + i );
if ( id == NOBODY )
return;
AddMercToHeli( id );
}
}
void HandleEnemyAirdrop( )
{
UINT8 ubScriptCode;
UINT32 uiClock;
INT32 iVol;
ANITILE_PARAMS AniParams;
if ( gfHandleHeli )
{
if ( gCurrentUIMode != LOCKUI_MODE )
{
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
gfIgnoreScrolling = TRUE;
uiClock = GetJA2Clock( );
if ( (uiClock - guiHeliLastUpdate) > ME_SCRIPT_DELAY )
{
guiHeliLastUpdate = uiClock;
if ( fFadingHeliIn )
{
if ( uiSoundSample != NO_SAMPLE )
{
iVol = SoundGetVolume( uiSoundSample );
iVol = __min( HIGHVOLUME, iVol + 5 );
SoundSetVolume( uiSoundSample, iVol );
if ( iVol == HIGHVOLUME )
fFadingHeliIn = FALSE;
}
else
{
fFadingHeliIn = FALSE;
}
}
else if ( fFadingHeliOut )
{
if ( uiSoundSample != NO_SAMPLE )
{
iVol = SoundGetVolume( uiSoundSample );
iVol = __max( 0, iVol - 5 );
SoundSetVolume( uiSoundSample, iVol );
if ( iVol == 0 )
{
// Stop sound
SoundStop( uiSoundSample );
fFadingHeliOut = FALSE;
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
guiPendingOverrideEvent = LU_ENDUILOCK;
UnLockPauseState( );
UnPauseGame( );
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
}
else
{
fFadingHeliOut = FALSE;
gfHandleHeli = FALSE;
gfIgnoreScrolling = FALSE;
gbNumHeliSeatsOccupied = 0;
guiPendingOverrideEvent = LU_ENDUILOCK;
UnLockPauseState( );
UnPauseGame( );
RebuildCurrentSquad( );
HandleFirstHeliDropOfGame( );
}
}
if ( gsHeliScript == MAX_HELI_SCRIPT )
{
return;
}
ubScriptCode = ubHeliScripts[gubHeliState][gsHeliScript];
// Switch on mode...
if ( gubHeliState == HELI_DROP )
{
if ( !gfIngagedInDrop )
{
INT8 bEndVal = (gbHeliRound * NUM_PER_HELI_RUN);
if ( bEndVal > gbNumHeliSeatsOccupied )
{
bEndVal = gbNumHeliSeatsOccupied;
}
// Flugente: watching mercs rope down one by one gets boring fast. So we allow up to 3 mercs to rope down at the same time
for ( int i = 0; i < 3; ++i )
{
// OK, Check if we have anybody left to send!
if ( gbCurDrop < bEndVal )
{
// Flugente: it is now possible to use airdrops with soldiers after they have arrived in Arulco. In that case, they might have an animation that breaks EVENT_InitNewSoldierAnim prematurely.
// In the worst case, this can cause the game to be unable to finish the airdrop. For that reason, we set all those soldiers to the STANDING aniamtion.
//MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usAnimState = STANDING;
MercPtrs[gusHeliSeats[gbCurDrop]]->EVENT_InitNewSoldierAnim( HELIDROP, 0, FALSE );
// Change insertion code
MercPtrs[gusHeliSeats[gbCurDrop]]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
MercPtrs[gusHeliSeats[gbCurDrop]]->usStrategicInsertionData = gsGridNoSweetSpot;
// HEADROCK HAM 3.5: Externalized!
UpdateMercInSector( MercPtrs[gusHeliSeats[gbCurDrop]], gWorldSectorX, gWorldSectorY, startingZ );
// IF the first guy down, set squad!
if ( gfFirstGuyDown )
{
gfFirstGuyDown = FALSE;
//SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
}
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[MERC_HAS_ARRIVED_STR], MercPtrs[gusHeliSeats[gbCurDrop]]->GetName( ) );
++gbCurDrop;
gfIngagedInDrop = TRUE;
}
else
{
if ( gbExitCount == 0 )
{
gbExitCount = 2;
}
else
{
--gbExitCount;
if ( gbExitCount == 1 )
{
// Goto leave
gsHeliScript = -1;
gubHeliState = HELI_ENDDROP;
}
}
break;
}
}
}
}
switch ( ubScriptCode )
{
case HELI_REST:
break;
case HELI_MOVE_DOWN:
gdHeliZPos -= 1;
gpHeli->pLevelNode->sRelativeZ = (INT16)gdHeliZPos;
break;
case HELI_MOVE_UP:
gdHeliZPos += 1;
gpHeli->pLevelNode->sRelativeZ = (INT16)gdHeliZPos;
break;
case HELI_MOVESMALL_DOWN:
gdHeliZPos -= 0.25;
gpHeli->pLevelNode->sRelativeZ = (INT16)gdHeliZPos;
break;
case HELI_MOVESMALL_UP:
gdHeliZPos += 0.25;
gpHeli->pLevelNode->sRelativeZ = (INT16)gdHeliZPos;
break;
case HELI_MOVEY:
if ( gHeliEnterDirection == SOUTH )
{
gpHeli->sRelativeY -= 4;
}
else if ( gHeliEnterDirection == EAST )
{
gpHeli->sRelativeX -= 4;
gpHeli->sRelativeY -= 1;
}
else if ( gHeliEnterDirection == WEST )
{
gpHeli->sRelativeX += 4;
gpHeli->sRelativeY += 1;
}
else
{
gpHeli->sRelativeY += 4;
}
break;
case HELI_MOVELARGERY:
if ( gHeliEnterDirection == SOUTH )
{
gpHeli->sRelativeY -= 6;
}
else if ( gHeliEnterDirection == EAST )
{
gpHeli->sRelativeX -= 6;
gpHeli->sRelativeY -= 1;
}
else if ( gHeliEnterDirection == WEST )
{
gpHeli->sRelativeX += 6;
gpHeli->sRelativeY += 1;
}
else
{
gpHeli->sRelativeY += 6;
}
break;
case HELI_GOTO_BEGINDROP:
gsHeliScript = -1;
gubHeliState = HELI_BEGINDROP;
break;
case HELI_SHOW_HELI:
// Start animation
memset( &AniParams, 0, sizeof(ANITILE_PARAMS) );
AniParams.sGridNo = gsGridNoSweetSpot;
AniParams.ubLevelID = ANI_SHADOW_LEVEL;
AniParams.sDelay = 90;
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_LOOPING;
AniParams.sX = gsHeliXPos;
AniParams.sY = gsHeliYPos;
AniParams.sZ = (INT16)gdHeliZPos;
if ( gHeliEnterDirection == SOUTH )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH_SOUTH.STI" );
}
else if ( gHeliEnterDirection == EAST )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH_EAST.STI" );
}
else if ( gHeliEnterDirection == WEST )
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH_WEST.STI" );
}
else
{
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH.STI" );
}
gpHeli = CreateAnimationTile( &AniParams );
break;
case HELI_GOTO_DROP:
// Goto drop animation
gdHeliZPos -= 0.25;
gpHeli->pLevelNode->sRelativeZ = (INT16)gdHeliZPos;
gsHeliScript = -1;
gubHeliState = HELI_DROP;
break;
case HELI_GOTO_MOVETO:
// Goto drop animation
gsHeliScript = -1;
gubHeliState = HELI_MOVETO;
break;
case HELI_GOTO_MOVEAWAY:
// Goto drop animation
gsHeliScript = -1;
gubHeliState = HELI_MOVEAWAY;
break;
case HELI_GOTO_EXIT:
if ( gbCurDrop < gbNumHeliSeatsOccupied )
{
// Start another run......
INT16 sX, sY;
ConvertGridNoToCenterCellXY( gsGridNoSweetSpot, &sX, &sY );
if ( gHeliEnterDirection == SOUTH )
{
gsHeliXPos = sX - (2 * CELL_X_SIZE);
gsHeliYPos = sY + (10 * CELL_Y_SIZE);
}
else if ( gHeliEnterDirection == EAST )
{
gsHeliXPos = sX + (10 * CELL_X_SIZE);
gsHeliYPos = sY + (2 * CELL_Y_SIZE);
}
else if ( gHeliEnterDirection == WEST )
{
gsHeliXPos = sX - (10 * CELL_X_SIZE);
gsHeliYPos = sY - (2 * CELL_Y_SIZE);
}
else
{
gsHeliXPos = sX - (2 * CELL_X_SIZE);
gsHeliYPos = sY - (10 * CELL_Y_SIZE);
}
gdHeliZPos = 0;
gsHeliScript = 0;
gbExitCount = 0;
gubHeliState = HELI_APPROACH;
++gbHeliRound;
// Ahh, but still delete the heli!
DeleteAniTile( gpHeli );
gpHeli = NULL;
}
else
{
// Goto drop animation
gsHeliScript = -1;
gubHeliState = HELI_EXIT;
// Delete helicopter image!
DeleteAniTile( gpHeli );
gpHeli = NULL;
gfIgnoreScrolling = FALSE;
// Select our first guy
SelectSoldier( gusHeliSeats[0], FALSE, TRUE );
}
break;
case HELI_DONE:
// End
fFadingHeliOut = TRUE;
// HEADROCK HAM 3.5: Update now, in case the LZ is still in a "RED" airspace sector. This is only
// required if the sector is free of enemies... but still required. Will run immediately after the
// helicopter is gone.
UpdateAirspaceControl( );
break;
}
++gsHeliScript;
}
}
}