Files
source/Tactical/Overhead.cpp
T

8396 lines
237 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "PreBattle Interface.h"
#include "creature spreading.h"
#include "Lua Interpreter.h"
#else
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "math.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "Assignments.h"
//#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "points.h"
#include "Random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "soldier ani.h"
#include "english.h"
#include "overhead.h"
#include "opplist.h"
#include "Sound Control.h"
#include "Font Control.h"
#include "lighting.h"
#include "pathai.h"
#include "screenids.h"
#include "interface cursors.h"
#include "weapons.h"
#include "rotting corpses.h"
#include "lighting.h"
#include "Handle UI Plan.h"
#include "structure.h"
#include "interface panels.h"
#include "message.h"
#include "items.h"
#include "Soldier Profile.h"
#include "fov.h"
#include "Soldier macros.h"
#include "EditorMercs.h"
#include "soldier tile.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "structure wrap.h"
#include "tile animation.h"
#include "Strategic Merc Handler.h"
#include "strategic turns.h"
#include "Squads.h"
#include "Morale.h"
#include "Campaign.h"
#include "music control.h"
#include "faces.h"
#include "dialogue control.h"
#include "Queen Command.h"
#include "Quests.h"
#include "NPC.h"
#include "strategicmap.h"
#include "soldier profile.h"
#include "soldier functions.h"
#include "auto bandage.h"
#include "Game Event Hook.h"
#include "Explosion Control.h"
#include "SkillCheck.h"
#include "World Items.h"
#include "smell.h"
#include "Player Command.h"
#include "GameSettings.h"
#include "messageboxscreen.h"
#include "Game Clock.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "interface items.h"
#include "text.h"
#include "keys.h"
#include "Boxing.h"
#include "Town Militia.h"
#include "meanwhile.h"
#include "Map Screen Helicopter.h"
#include "interface control.h"
#include "exit grids.h"
#include "fade screen.h"
#include "Game Init.h"
#include "jascreens.h"
#include "strategic.h"
#include "arms dealer init.h"
#include "interface utils.h"
#include "Air Raid.h"
#include "civ quotes.h"
#include "drugs and alcohol.h"
#include "history.h"
#include "los.h"
#include "interface dialogue.h"
#include "Strategic AI.h"
#include "end game.h"
#include "Strategic Status.h"
#include "PreBattle Interface.h"
#include "Militia Control.h"
#include "Lua Interpreter.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
extern void HandleBestSightingPositionInRealtime();
extern UINT8 gubAICounter;
#define RT_DELAY_BETWEEN_AI_HANDLING 50
#define RT_AI_TIMESLICE 10
INT32 giRTAILastUpdateTime = 0;
UINT32 guiAISlotToHandle = 0;
#define HANDLE_OFF_MAP_MERC 0xFFFF
#define RESET_HANDLE_OF_OFF_MAP_MERCS 0xFFFF
UINT32 guiAIAwaySlotToHandle = RESET_HANDLE_OF_OFF_MAP_MERCS;
#define PAUSE_ALL_AI_DELAY 1500
BOOLEAN gfPauseAllAI = FALSE;
INT32 giPauseAllAITimer = 0;
BOOLEAN sniperwarning;
BOOLEAN biggunwarning;
//BOOLEAN airstrikeavailable;
TacticalStatusType gTacticalStatus;
extern void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier );
extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
extern void HandleExplosionQueue( void );
extern void UpdateForContOverPortrait( SOLDIERTYPE *pSoldier, BOOLEAN fOn );
extern void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC );
extern BOOLEAN NPCInRoom( UINT8 ubProfileID, UINT8 ubRoomID );
extern INT8 gbInvalidPlacementSlot[ NUM_INV_SLOTS ];
void ResetAllMercSpeeds( );
void HandleBloodForNewGridNo( SOLDIERTYPE *pSoldier );
BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving );
void DoCreatureTensionQuote( SOLDIERTYPE *pSoldier );
void HandleCreatureTenseQuote( );
void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected );
void HandleEndDemoInCreatureLevel( );
void DeathTimerCallback( void );
void CaptureTimerCallback( void );
extern void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier );
extern void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
extern void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel );
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady );
extern void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier );
extern BOOLEAN gfSurrendered;
// GLOBALS
#define START_DEMO_SCENE 3
#define NUM_RANDOM_SCENES 4
CHAR8 gDebugStr[128];
#ifdef NETWORKED
extern BYTE gfAmIHost;
extern BOOLEAN gfAmINetworked;
#endif
#define NEW_FADE_DELAY 60
// ATE: GLOBALS FOR E3
UINT8 gubCurrentScene = 0;
CHAR8 gzLevelFilenames[ ][ 50 ] =
{
"A9.dat",
"ScotTBMines.dat",
"LindaTBCaves.dat",
"LindaRTDesert.dat",
"IanRTNight.dat",
"LindaRTCave1.dat",
"LindaRTCave2.dat"
};
INT8 ubLevelMoveLink[ 10 ] =
{
1,
2,
3,
4,
0,
0,
0,
0,
0,
0
};
// Soldier List used for all soldier overhead interaction
SOLDIERTYPE Menptr[ TOTAL_SOLDIERS ];
SOLDIERTYPE *MercPtrs[ TOTAL_SOLDIERS ];
SOLDIERTYPE *MercSlots[ TOTAL_SOLDIERS ];
UINT32 guiNumMercSlots = 0;
SOLDIERTYPE *AwaySlots[ TOTAL_SOLDIERS ];
UINT32 guiNumAwaySlots = 0;
// DEF: changed to have client wait for gPlayerNum assigned from host
UINT8 gbPlayerNum = 0;
// Global for current selected soldier
UINT16 gusSelectedSoldier = NOBODY;
INT8 gbShowEnemies = FALSE;
BOOLEAN gfMovingAnimation = FALSE;
CHAR8 gzAlertStr[][ 30 ] =
{
"GREEN",
"YELLOW",
"RED",
"BLACK"
};
CHAR8 gzActionStr[][ 30 ] =
{
"NONE",
"RANDOM PATROL",
"SEEK FRIEND",
"SEEK OPPONENT",
"TAKE COVER",
"GET CLOSER",
"POINT PATROL",
"LEAVE WATER GAS",
"SEEK NOISE",
"ESCORTED MOVE",
"RUN AWAY",
"KNIFE MOVE",
"APPROACH MERC",
"TRACK",
"EAT",
"PICK UP ITEM",
"SCHEDULE MOVE",
"WALK",
"RUN",
"WITHDRAW",
"FLANK LEFT",
"FLANK RIGHT",
"MOVE TO CLIMB",
"CHG FACING",
"CHG STANCE",
"YELLOW ALERT",
"RED ALERT",
"CREATURE CALL",
"PULL TRIGGER",
"USE DETONATOR",
"FIRE GUN",
"TOSS PROJECTILE",
"KNIFE STAB",
"THROW KNIFE",
"GIVE AID",
"WAIT",
"PENDING ACTION",
"DROP ITEM",
"COWER",
"STOP COWERING",
"OPEN/CLOSE DOOR",
"UNLOCK DOOR",
"LOCK DOOR",
"LOWER GUN",
"ABSOLUTELY NONE",
"CLIMB ROOF",
"END TURN",
"EC&M",
"TRAVERSE DOWN",
"OFFER SURRENDER",
"RAISE GUN",
};
CHAR8 gzDirectionStr[][ 30 ] =
{
"NORTHEAST",
"EAST",
"SOUTHEAST",
"SOUTH",
"SOUTHWEST",
"WEST",
"NORTHWEST",
"NORTH"
};
// TEMP VALUES FOR TEAM DEAFULT POSITIONS
UINT8 bDefaultTeamRanges[ MAXTEAMS ][ 2 ] =
{
0, 19, //20 US
20, 51, //32 ENEMY
52, 83, //32 CREATURE
84, 115, //32 REBELS ( OUR GUYS )
116, MAX_NUM_SOLDIERS - 1, //32 CIVILIANS
MAX_NUM_SOLDIERS, TOTAL_SOLDIERS - 1 // PLANNING SOLDIERS
};
COLORVAL bDefaultTeamColors[ MAXTEAMS ] =
{
FROMRGB( 255, 255, 0 ),
FROMRGB( 255, 0, 0 ),
FROMRGB( 255, 0, 255 ),
FROMRGB( 0, 255, 0 ),
FROMRGB( 255, 255, 255 ),
FROMRGB( 0, 0, 255 )
};
// UTILITY FUNCTIONS
INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
UINT8 NumEnemyInSector( );
UINT8 NumEnemyInSectorExceptCreatures();
UINT8 NumCapableEnemyInSector( );
BOOLEAN KillIncompacitatedEnemyInSector( );
BOOLEAN CheckForLosingEndOfBattle( );
void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue );
UINT8 NumEnemyInSectorNotDeadOrDying( );
UINT8 NumBloodcatsInSectorNotDeadOrDying( );
UINT8 gubWaitingForAllMercsToExitCode = 0;
INT8 gbNumMercsUntilWaitingOver = 0;
UINT32 guiWaitingForAllMercsToExitData[3];
UINT32 guiWaitingForAllMercsToExitTimer = 0;
BOOLEAN gfKillingGuysForLosingBattle = FALSE;
INT32 GetFreeMercSlot(void)
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumMercSlots; uiCount++)
{
if(( MercSlots[uiCount] == NULL ) )
return((INT32)uiCount);
}
if(guiNumMercSlots < TOTAL_SOLDIERS )
return((INT32)guiNumMercSlots++);
return(-1);
}
void RecountMercSlots(void)
{
INT32 iCount;
if ( guiNumMercSlots > 0 )
{
// set equal to 0 as a default
for (iCount = guiNumMercSlots - 1; (iCount >=0) ; iCount--)
{
if ( ( MercSlots[iCount] != NULL ) )
{
guiNumMercSlots=(UINT32)(iCount+1);
return;
}
}
// no mercs found
guiNumMercSlots = 0;
}
}
INT32 AddMercSlot( SOLDIERTYPE *pSoldier )
{
INT32 iMercIndex;
if( ( iMercIndex = GetFreeMercSlot() )==(-1) )
return(-1);
MercSlots[ iMercIndex ] = pSoldier;
return( iMercIndex );
}
BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier )
{
UINT32 uiCount;
CHECKF( pSoldier != NULL );
for( uiCount=0; uiCount < guiNumMercSlots; uiCount++)
{
if ( MercSlots[ uiCount ] == pSoldier )
{
MercSlots[ uiCount ] = NULL;
RecountMercSlots( );
return( TRUE );
}
}
// TOLD TO DELETE NON-EXISTANT SOLDIER
return( FALSE );
}
INT32 GetFreeAwaySlot(void)
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
{
if(( AwaySlots[uiCount] == NULL ) )
return((INT32)uiCount);
}
if(guiNumAwaySlots < TOTAL_SOLDIERS )
return((INT32)guiNumAwaySlots++);
return(-1);
}
void RecountAwaySlots(void)
{
INT32 iCount;
if ( guiNumAwaySlots > 0 )
{
for (iCount = guiNumAwaySlots - 1; (iCount >=0) ; iCount--)
{
if ( ( AwaySlots[iCount] != NULL ) )
{
guiNumAwaySlots = (UINT32)(iCount + 1);
return;
}
}
// no mercs found
guiNumAwaySlots = 0;
}
}
INT32 AddAwaySlot( SOLDIERTYPE *pSoldier )
{
INT32 iAwayIndex;
if( ( iAwayIndex = GetFreeAwaySlot() )==(-1) )
return(-1);
AwaySlots[ iAwayIndex ] = pSoldier;
return( iAwayIndex );
}
BOOLEAN RemoveAwaySlot( SOLDIERTYPE *pSoldier )
{
UINT32 uiCount;
CHECKF( pSoldier != NULL );
for( uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
{
if ( AwaySlots[ uiCount ] == pSoldier )
{
AwaySlots[ uiCount ] = NULL;
RecountAwaySlots( );
return( TRUE );
}
}
// TOLD TO DELETE NON-EXISTANT SOLDIER
return( FALSE );
}
INT32 MoveSoldierFromMercToAwaySlot( SOLDIERTYPE * pSoldier )
{
BOOLEAN fRet;
fRet = RemoveMercSlot( pSoldier );
if (!fRet)
{
return( -1 );
}
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_OFF_MAP) )
{
RemoveManFromTeam( pSoldier->bTeam );
}
pSoldier->bInSector = FALSE;
pSoldier->flags.uiStatusFlags |= SOLDIER_OFF_MAP;
return( AddAwaySlot( pSoldier ) );
}
INT32 MoveSoldierFromAwayToMercSlot( SOLDIERTYPE * pSoldier )
{
BOOLEAN fRet;
fRet = RemoveAwaySlot( pSoldier );
if (!fRet)
{
return( -1 );
}
AddManToTeam( pSoldier->bTeam );
pSoldier->bInSector = TRUE;
pSoldier->flags.uiStatusFlags &= (~SOLDIER_OFF_MAP);
return( AddMercSlot( pSoldier ) );
}
BOOLEAN InitTacticalEngine( )
{
// Init renderer
InitRenderParams( 0 );
// Init dirty queue system
InitializeBaseDirtyRectQueue( );
// Init Interface stuff
InitializeTacticalInterface( );
// Init system objects
InitializeGameVideoObjects( );
// Init palette system
LoadPaletteData( );
if( !LoadLockTable() )
return(FALSE);
InitInteractiveTileManagement( );
// init path code
if (!InitPathAI())
{
return( FALSE );
}
// init AI
if (!InitAI())
{
return( FALSE );
}
// Init Overhead
if ( !InitOverhead( ) )
{
return( FALSE );
}
#ifdef NETWORKED
if ( !gfAmINetworked )
gfAmIHost = TRUE;
#endif
return( TRUE );
}
void ShutdownTacticalEngine( )
{
DeletePaletteData( );
ShutdownStaticExternalNPCFaces( );
ShutDownPathAI();
ShutdownInteractiveTileManagement( );
UnLoadCarPortraits( );
ShutdownNPCQuotes();
}
BOOLEAN InitOverhead( )
{
UINT32 cnt;
UINT8 cnt2;
//memset( MercSlots, 0, sizeof( MercSlots ) );
//memset( AwaySlots, 0, sizeof( AwaySlots ) );
// Set pointers list
for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
MercPtrs[ cnt ] = &Menptr[ cnt ];
MercPtrs[ cnt ]->bActive = FALSE;
}
memset( &gTacticalStatus, 0, sizeof( TacticalStatusType ) );
// Set team values
for( cnt = 0; cnt < MAXTEAMS; cnt++ )
{
// For now, set hard-coded values
gTacticalStatus.Team[ cnt ].bFirstID = bDefaultTeamRanges[ cnt ][0];
gTacticalStatus.Team[ cnt ].bLastID = bDefaultTeamRanges[ cnt ][1];
gTacticalStatus.Team[ cnt ].RadarColor = bDefaultTeamColors[ cnt ];
if ( cnt == gbPlayerNum || cnt == PLAYER_PLAN )
{
gTacticalStatus.Team[ cnt ].bSide = 0;
gTacticalStatus.Team[ cnt ].bHuman = TRUE;
}
else
{
if (cnt == MILITIA_TEAM )
{
// militia guys on our side!
gTacticalStatus.Team[ cnt ].bSide = 0;
}
else if ( cnt == CREATURE_TEAM )
{
// creatures are on no one's side but their own
// NB side 2 is used for hostile rebels....
gTacticalStatus.Team[ cnt ].bSide = 3;
}
else
{
// hostile (enemies, or civilians; civs are potentially hostile but neutral)
gTacticalStatus.Team[ cnt ].bSide = 1;
}
gTacticalStatus.Team[ cnt ].bHuman = FALSE;
}
gTacticalStatus.Team[ cnt ].ubLastMercToRadio = NOBODY;
gTacticalStatus.Team[ cnt ].bTeamActive = FALSE;
gTacticalStatus.Team[ cnt ].bAwareOfOpposition = FALSE;
// set team values in soldier structures for all who are on this team
for ( cnt2 = gTacticalStatus.Team[ cnt ].bFirstID; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; cnt2++ )
{
MercPtrs[ cnt2 ]->bTeam = (INT8) cnt;
}
}
// Zero out merc slots!
for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
MercSlots[ cnt ] = NULL;
}
// Set other tactical flags
gTacticalStatus.uiFlags = TURNBASED | TRANSLUCENCY_TYPE;
gTacticalStatus.sSlideTarget = NOWHERE;
gTacticalStatus.uiTimeOfLastInput = GetJA2Clock();
gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock();
gTacticalStatus.uiCountdownToRestart = GetJA2Clock();
gTacticalStatus.fGoingToEnterDemo = FALSE;
gTacticalStatus.fNOTDOLASTDEMO = FALSE;
gTacticalStatus.fDidGameJustStart = TRUE;
gTacticalStatus.ubLastRequesterTargetID = NO_PROFILE;
for ( cnt = 0; cnt < NUM_PANIC_TRIGGERS; cnt++ )
{
gTacticalStatus.sPanicTriggerGridNo[ cnt ] = NOWHERE;
}
/* for ( cnt = 0; cnt < NUM_TOPTIONS; cnt++ )
{
gGameSettings.fOptions[ cnt ] = 1;
}
gGameSettings.fOptions[ TOPTION_RTCONFIRM ] = 0;
gGameSettings.fOptions[ TOPTION_HIDE_BULLETS ] = 0;
*/
gTacticalStatus.bRealtimeSpeed = MAX_REALTIME_SPEED_VAL / 2;
gfInAirRaid = FALSE;
gpCustomizableTimerCallback = NULL;
// Reset cursor
gpItemPointer = NULL;
gpItemPointerSoldier = NULL;
memset( gbInvalidPlacementSlot, 0, sizeof( gbInvalidPlacementSlot ) );
InitCivQuoteSystem( );
ZeroAnimSurfaceCounts( );
InitializeLua();
return( TRUE );
}
BOOLEAN ShutdownOverhead( )
{
UINT32 cnt;
ShutdownLua( );
// Delete any soldiers which have been created!
for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
if( MercPtrs[ cnt ] != NULL )
{
if ( MercPtrs[ cnt ]->bActive )
{
MercPtrs[ cnt ]->DeleteSoldier( );
}
}
}
return( TRUE );
}
BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex )
{
// Check range of index given
*ppSoldier = NULL;
if ( usSoldierIndex < 0 || usSoldierIndex > TOTAL_SOLDIERS-1 )
{
// Set debug message
return( FALSE );
}
// Check if a guy exists here
// Does another soldier exist here?
if ( MercPtrs[ usSoldierIndex ]->bActive )
{
// Set Existing guy
*ppSoldier = MercPtrs[ usSoldierIndex ];
return( TRUE);
}
else
{
return( FALSE );
}
}
BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
{
UINT32 cnt;
if (uiCurrAISlot >= guiNumMercSlots)
{
// last person to handle was an off-map merc, so now we start looping at the beginning
// again
cnt = 0;
}
else
{
// continue on from the last person we handled
cnt = uiCurrAISlot + 1;
}
for ( ; cnt < guiNumMercSlots; cnt++ )
{
if ( MercSlots[ cnt ] && ( (MercSlots[ cnt ]->bTeam != gbPlayerNum) || (MercSlots[ cnt ]->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) ) )
{
// aha! found an AI guy!
guiAISlotToHandle = cnt;
return( TRUE );
}
}
// set so that even if there are no off-screen mercs to handle, we will loop back to
// the start of the array
guiAISlotToHandle = HANDLE_OFF_MAP_MERC;
// didn't find an AI guy to handle after the last one handled and the # of slots
// it's time to check for an off-map merc... maybe
if (guiNumAwaySlots > 0)
{
if ( (guiAIAwaySlotToHandle + 1) >= guiNumAwaySlots)
{
// start looping from the beginning
cnt = 0;
}
else
{
// continue on from the last person we handled
cnt = guiAIAwaySlotToHandle + 1;
}
for ( ; cnt < guiNumAwaySlots; cnt++ )
{
if (AwaySlots[ cnt ] && AwaySlots[ cnt ]->bTeam != gbPlayerNum)
{
// aha! found an AI guy!
guiAIAwaySlotToHandle = cnt;
return( FALSE );
}
}
// reset awayAISlotToHandle, but DON'T loop again, away slots not that important
guiAIAwaySlotToHandle = RESET_HANDLE_OF_OFF_MAP_MERCS;
}
return( FALSE );
}
void PauseAITemporarily( void )
{
gfPauseAllAI = TRUE;
giPauseAllAITimer = GetJA2Clock();
}
void PauseAIUntilManuallyUnpaused( void )
{
gfPauseAllAI = TRUE;
giPauseAllAITimer = 0;
}
void UnPauseAI( void )
{
// overrides any timer too
gfPauseAllAI = FALSE;
giPauseAllAITimer = 0;
}
FLOAT gdRadiansForAngle[ ] =
{
(FLOAT)PI,
(FLOAT)( 3 * PI / 4 ),
(FLOAT)( PI / 2 ),
(FLOAT)( ( PI ) / 4 ),
(FLOAT)0,
(FLOAT)( ( -PI ) / 4 ),
(FLOAT)( -PI / 2 ),
(FLOAT)( -3 * PI / 4 ),
};
BOOLEAN ExecuteOverhead( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
INT16 sAPCost;
INT16 sBPCost;
FLOAT dXPos , dYPos;
FLOAT dAngle;
BOOLEAN fKeepMoving;
INT8 bShadeLevel;
BOOLEAN fNoAPsForPendingAction;
INT16 sGridNo;
STRUCTURE *pStructure;
BOOLEAN fHandleAI = FALSE;
// Diagnostic Stuff
static INT32 iTimerTest = 0;
static INT32 iTimerVal = 0;
gfMovingAnimation = FALSE;
if(GetSoldier(&pSoldier, gusSelectedSoldier))
{
if(pSoldier->bActive)
{
if(pSoldier->flags.uiStatusFlags&SOLDIER_GREEN_RAY)
LightShowRays((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), FALSE);
}
}
if ( COUNTERDONE( TOVERHEAD ) )
{
// Reset counter
RESETCOUNTER( TOVERHEAD );
// Diagnostic Stuff
iTimerVal = GetJA2Clock();
giTimerDiag = iTimerVal - iTimerTest;
iTimerTest = iTimerVal;
// ANIMATED TILE STUFF
UpdateAniTiles( );
// BOMBS!!!
HandleExplosionQueue();
HandleCreatureTenseQuote( );
CheckHostileOrSayQuoteList();
if ( gfPauseAllAI && giPauseAllAITimer && ( iTimerVal - giPauseAllAITimer > PAUSE_ALL_AI_DELAY ) )
{
// ok, stop pausing the AI!
gfPauseAllAI = FALSE;
}
if (!gfPauseAllAI)
{
// AI limiting crap
gubAICounter = 0;
if (!((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)))
{
if ((iTimerVal - giRTAILastUpdateTime ) > RT_DELAY_BETWEEN_AI_HANDLING)
{
giRTAILastUpdateTime = iTimerVal;
// figure out which AI guy to handle this time around,
// starting with the slot AFTER the current AI guy
fHandleAI = NextAIToHandle( guiAISlotToHandle );
}
}
}
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
// Syncronize for upcoming soldier counters
SYNCTIMECOUNTER( );
if ( pSoldier != NULL )
{
HandlePanelFaceAnimations( pSoldier );
// Handle damage counters
if ( pSoldier->flags.fDisplayDamage )
{
if ( TIMECOUNTERDONE( pSoldier->timeCounters.DamageCounter, DAMAGE_DISPLAY_DELAY ) )
{
pSoldier->bDisplayDamageCount++;
pSoldier->sDamageX+=1;
pSoldier->sDamageY-=1;
RESETTIMECOUNTER( pSoldier->timeCounters.DamageCounter, DAMAGE_DISPLAY_DELAY );
}
if ( pSoldier->bDisplayDamageCount >= 8 )
{
pSoldier->bDisplayDamageCount = 0;
pSoldier->sDamage = 0;
pSoldier->flags.fDisplayDamage = FALSE;
}
}
// Handle reload counters
if ( pSoldier->flags.fReloading )
{
if ( TIMECOUNTERDONE( pSoldier->timeCounters.ReloadCounter, pSoldier->sReloadDelay ) )
{
pSoldier->flags.fReloading = FALSE;
pSoldier->flags.fPauseAim = FALSE;
/*
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - realtime reloading") );
FreeUpAttacker( pSoldier->ubID );
*/
}
}
// Checkout fading
if ( pSoldier->flags.fBeginFade )
{
if ( TIMECOUNTERDONE( pSoldier->timeCounters.FadeCounter, NEW_FADE_DELAY ) )
{
RESETTIMECOUNTER( pSoldier->timeCounters.FadeCounter, NEW_FADE_DELAY );
// Fade out....
if ( pSoldier->flags.fBeginFade == 1 )
{
bShadeLevel = (pSoldier->ubFadeLevel&0x0f);
bShadeLevel=__min(bShadeLevel+1, SHADE_MIN);
if ( bShadeLevel >= ( SHADE_MIN - 3 ) )
{
pSoldier->flags.fBeginFade = FALSE;
pSoldier->bVisible = -1;
// Set levelnode shade level....
if ( pSoldier->pLevelNode )
{
pSoldier->pLevelNode->ubShadeLevel = bShadeLevel;
}
// Set Anim speed accordingly!
SetSoldierAniSpeed( pSoldier );
}
bShadeLevel|=(pSoldier->ubFadeLevel&0x30);
pSoldier->ubFadeLevel = bShadeLevel;
}
else if ( pSoldier->flags.fBeginFade == 2 )
{
bShadeLevel = (pSoldier->ubFadeLevel&0x0f);
//ubShadeLevel =__max(ubShadeLevel-1, gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel );
bShadeLevel = bShadeLevel-1;
if ( bShadeLevel <= 0 )
{
bShadeLevel = 0;
}
if ( bShadeLevel <= (gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel ) )
{
bShadeLevel = (gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel );
pSoldier->flags.fBeginFade = FALSE;
//pSoldier->bVisible = -1;
//pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel;
// Set levelnode shade level....
if ( pSoldier->pLevelNode )
{
pSoldier->pLevelNode->ubShadeLevel = bShadeLevel;
}
// Set Anim speed accordingly!
SetSoldierAniSpeed( pSoldier );
}
bShadeLevel|=(pSoldier->ubFadeLevel&0x30);
pSoldier->ubFadeLevel = bShadeLevel;
}
}
}
// Check if we have a new visiblity and shade accordingly down
if ( pSoldier->bLastRenderVisibleValue != pSoldier->bVisible )
{
HandleCrowShadowVisibility( pSoldier );
// Check for fade out....
if ( pSoldier->bVisible == -1 && pSoldier->bLastRenderVisibleValue >= 0 )
{
if ( pSoldier->sGridNo != NOWHERE )
{
pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel;
}
else
{
int i = 0;
}
pSoldier->flags.fBeginFade = TRUE;
pSoldier->sLocationOfFadeStart = pSoldier->sGridNo;
// OK, re-evaluate guy's roof marker
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, FALSE, FALSE );
pSoldier->bVisible = -2;
}
// Check for fade in.....
if ( pSoldier->bVisible != -1 && pSoldier->bLastRenderVisibleValue == -1 && pSoldier->bTeam != gbPlayerNum )
{
pSoldier->ubFadeLevel = ( SHADE_MIN - 3 );
pSoldier->flags.fBeginFade = 2;
pSoldier->sLocationOfFadeStart = pSoldier->sGridNo;
// OK, re-evaluate guy's roof marker
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE );
}
}
pSoldier->bLastRenderVisibleValue = pSoldier->bVisible;
// Handle stationary polling...
if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) || pSoldier->flags.fNoAPToFinishMove )
{
// Are are stationary....
// Were we once moving...?
if ( pSoldier->flags.fSoldierWasMoving && pSoldier->bVisible > -1 )
{
pSoldier->flags.fSoldierWasMoving = FALSE;
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE );
if ( !gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] )
{
pSoldier->DeleteSoldierLight( );
pSoldier->SetCheckSoldierLightFlag( );
}
}
}
else
{
// We are moving....
// Were we once stationary?
if ( !pSoldier->flags.fSoldierWasMoving )
{
pSoldier->flags.fSoldierWasMoving = TRUE;
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, FALSE, FALSE );
}
}
// Handle animation update counters
// ATE: Added additional check here for special value of anispeed that pauses all updates
#ifndef BOUNDS_CHECKER
if ( TIMECOUNTERDONE( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ) && pSoldier->sAniDelay != 10000 )
#endif
{
#ifdef NETWORKED
// DEF:
// Check for TIMING delay here only if in Realtime
if( gTacticalStatus.uiFlags & REALTIME)
if ( pSoldier->flags.fIsSoldierMoving )
CheckForSlowSoldier( pSoldier );
#endif
// Check if we need to look for items
if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS )
{
RevealRoofsAndItems(pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, FALSE );
pSoldier->flags.uiStatusFlags &= (~SOLDIER_LOOKFOR_ITEMS);
}
// Check if we need to reposition light....
if ( pSoldier->flags.uiStatusFlags & SOLDIER_RECHECKLIGHT )
{
pSoldier->PositionSoldierLight( );
pSoldier->flags.uiStatusFlags &= (~SOLDIER_RECHECKLIGHT);
}
RESETTIMECOUNTER( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay );
fNoAPsForPendingAction = FALSE;
#ifdef NETWORKED
// Get the path update, if there is 1
if (pSoldier->flags.fSoldierUpdatedFromNetwork)
UpdateSoldierFromNetwork(pSoldier);
#endif
// Check if we are moving and we deduct points and we have no points
if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && pSoldier->flags.fNoAPToFinishMove ) && !pSoldier->flags.fPauseAllAnimation )
{
if ( !AdjustToNextAnimationFrame( pSoldier ) )
{
continue;
}
if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) )
{
// Check if we are waiting for an opened path
HandleNextTileWaiting( pSoldier );
}
// Update world data with new position, etc
// Determine gameworld cells corrds of guy
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
{
fKeepMoving = TRUE;
pSoldier->flags.fPausedMove = FALSE;
// CHECK TO SEE IF WE'RE ON A MIDDLE TILE
if ( pSoldier->flags.fPastXDest && pSoldier->flags.fPastYDest )
{
pSoldier->flags.fPastXDest = pSoldier->flags.fPastYDest = FALSE;
// assign X/Y values back to make sure we are at the center of the tile
// (to prevent mercs from going through corners of tiles and producing
// structure data complaints)
//pSoldier->dXPos = pSoldier->pathing.sDestXPos;
//pSoldier->dYPos = pSoldier->pathing.sDestYPos;
HandleBloodForNewGridNo( pSoldier );
if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) && pSoldier->sGridNo != pSoldier->pathing.sFinalDestination )
{
}
else
{
//OK, we're at the MIDDLE of a new tile...
HandleAtNewGridNo( pSoldier, &fKeepMoving );
}
if ( gTacticalStatus.bBoxingState != NOT_BOXING && (gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER || gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING) )
{
BoxingMovementCheck( pSoldier );
}
// Are we at our final destination?
if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo )
{
// Cancel path....
pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize = 0;
// Cancel reverse
pSoldier->bReverse = FALSE;
// OK, if we are the selected soldier, refresh some UI stuff
if ( pSoldier->ubID == (UINT8)gusSelectedSoldier )
{
gfUIRefreshArrows = TRUE;
}
// ATE: Play landing sound.....
if ( pSoldier->usAnimState == JUMP_OVER_BLOCKING_PERSON )
{
PlaySoldierFootstepSound( pSoldier );
}
// If we are a robot, play stop sound...
if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT )
{
PlaySoldierJA2Sample( pSoldier->ubID, ROBOT_STOP, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
}
// Update to middle if we're on destination
dXPos = pSoldier->pathing.sDestXPos;
dYPos = pSoldier->pathing.sDestYPos;
pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos );
#ifdef NETWORKED
// DEF: Test Code
StopSoldierMovementTime(pSoldier);
#endif
// Handle New sight
//HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO );
// CHECK IF WE HAVE A PENDING ANIMATION
if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION )
{
pSoldier->ChangeSoldierState( pSoldier->usPendingAnimation, 0 , FALSE );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
if ( pSoldier->ubPendingDirection != NO_PENDING_DIRECTION )
{
pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubPendingDirection );
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
}
}
// CHECK IF WE HAVE A PENDING ACTION
if ( pSoldier->ubWaitActionToDo )
{
if ( pSoldier->ubWaitActionToDo == 2 )
{
pSoldier->ubWaitActionToDo = 1;
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN )
{
// ATE wanted this line here...
pSoldier->pathing.usPathIndex--;
AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->sGridNo, (UINT8)pSoldier->aiData.uiPendingActionData1 );
continue;
}
}
else if ( pSoldier->ubWaitActionToDo == 1 )
{
pSoldier->ubWaitActionToDo = 0;
gbNumMercsUntilWaitingOver--;
pSoldier->SoldierGotoStationaryStance( );
// If we are at an exit-grid, make disappear.....
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
// Remove!
RemoveSoldierFromTacticalSector( pSoldier, TRUE );
}
}
}
else if ( pSoldier->aiData.ubPendingAction != NO_PENDING_ACTION )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("We are inside the IF PENDING Animation with soldier #%d", pSoldier->ubID) );
if ( pSoldier->aiData.ubPendingAction == MERC_OPENDOOR || pSoldier->aiData.ubPendingAction == MERC_OPENSTRUCT )
{
sGridNo = pSoldier->aiData.sPendingActionData2;
//usStructureID = (UINT16)pSoldier->aiData.uiPendingActionData1;
//pStructure = FindStructureByID( sGridNo, usStructureID );
// LOOK FOR STRUCT OPENABLE
pStructure = FindStructure( sGridNo, STRUCTURE_OPENABLE );
if ( pStructure == NULL )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Told to open struct at %d and none was found", sGridNo );
#endif
fKeepMoving = FALSE;
}
else
{
CalcInteractiveObjectAPs( sGridNo, pStructure, &sAPCost, &sBPCost );
if ( EnoughPoints( pSoldier, sAPCost, sBPCost , TRUE ) )
{
InteractWithInteractiveObject( pSoldier, pStructure, pSoldier->aiData.bPendingActionData3 );
}
else
{
fNoAPsForPendingAction = TRUE;
}
}
}
if ( pSoldier->aiData.ubPendingAction == MERC_PICKUPITEM )
{
sGridNo = pSoldier->aiData.sPendingActionData2;
if ( sGridNo == pSoldier->sGridNo )
{
// OK, now, if in realtime
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// If the two gridnos are not the same, check to see if we can
// now go into it
if ( sGridNo != (INT16)pSoldier->aiData.uiPendingActionData4 )
{
if ( NewOKDestination( pSoldier, (INT16)pSoldier->aiData.uiPendingActionData4, TRUE, pSoldier->pathing.bLevel ) )
{
// GOTO NEW TILE!
SoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 );
continue;
}
}
}
// OK MORON, DOUBLE CHECK THAT THE ITEM EXISTS HERE...
if ( pSoldier->aiData.uiPendingActionData1 != ITEM_PICKUP_ACTION_ALL )
{
//if ( ItemExistsAtLocation( (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.uiPendingActionData1, pSoldier->pathing.bLevel ) )
{
PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.bPendingActionData3 );
}
}
else
{
PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, (INT16)( pSoldier->aiData.uiPendingActionData4 ), pSoldier->aiData.bPendingActionData3 );
}
}
else
{
pSoldier->SoldierGotoStationaryStance( );
}
}
else if ( pSoldier->aiData.ubPendingAction == MERC_PUNCH )
{
// for the benefit of the AI
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
pSoldier->EVENT_SoldierBeginPunchAttack( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_TALK )
{
pSoldier->PlayerSoldierStartTalking( (UINT8)pSoldier->aiData.uiPendingActionData1, TRUE );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB )
{
pSoldier->EVENT_SoldierBeginDropBomb( );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_STEAL )
{
//pSoldier->pathing.bDesiredDirection = pSoldier->aiData.bPendingActionData3;
pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->aiData.bPendingActionData3 );
pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM, 0 , FALSE );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_KNIFEATTACK)
{
// for the benefit of the AI
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
pSoldier->EVENT_SoldierBeginBladeAttack( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_GIVEAID )
{
pSoldier->EVENT_SoldierBeginFirstAid( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_REPAIR )
{
pSoldier->EVENT_SoldierBeginRepair( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_FUEL_VEHICLE )
{
pSoldier->EVENT_SoldierBeginRefuel( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_RELOADROBOT )
{
pSoldier->EVENT_SoldierBeginReloadRobot( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3, (INT8)pSoldier->aiData.uiPendingActionData1 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_TAKEBLOOD )
{
pSoldier->EVENT_SoldierBeginTakeBlood( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_ATTACH_CAN )
{
pSoldier->EVENT_SoldierBeginAttachCan( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_ENTER_VEHICLE )
{
pSoldier->EVENT_SoldierEnterVehicle( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
continue;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_CUTFFENCE )
{
pSoldier->EVENT_SoldierBeginCutFence( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_GIVEITEM )
{
pSoldier->EVENT_SoldierBeginGiveItem( );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
if ( fNoAPsForPendingAction )
{
// Change status of guy to waiting
HaltMoveForSoldierOutOfPoints( pSoldier );
fKeepMoving = FALSE;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
}
}
else
{
// OK, ADJUST TO STANDING, WE ARE DONE
// DO NOTHING IF WE ARE UNCONSCIOUS
if ( pSoldier->stats.bLife >= OKLIFE )
{
if ( pSoldier->ubBodyType == CROW )
{
// If we are flying, don't stop!
if ( pSoldier->sHeightAdjustment == 0 )
{
pSoldier->SoldierGotoStationaryStance( );
}
}
else
{
UnSetUIBusy( pSoldier->ubID );
pSoldier->SoldierGotoStationaryStance( );
}
}
}
// RESET MOVE FAST FLAG
if ( (pSoldier->ubProfile == NO_PROFILE) )
{
pSoldier->flags.fUIMovementFast = FALSE;
}
// if AI moving and waiting to process something at end of
// move, have them handled the very next frame
if (pSoldier->ubQuoteActionID == QUOTE_ACTION_ID_CHECKFORDEST)
{
pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
}
fKeepMoving = FALSE;
}
else if ( !pSoldier->flags.fNoAPToFinishMove )
{
// Increment path....
pSoldier->pathing.usPathIndex++;
if ( pSoldier->pathing.usPathIndex > pSoldier->pathing.usPathDataSize )
{
pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize;
}
// Are we at the end?
if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize )
{
// ATE: Pop up warning....
if ( pSoldier->pathing.usPathDataSize != MAX_PATH_LIST_SIZE )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->name, pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) );
#endif
}
// In case this is an AI person with the path-stored flag set,
// turn it OFF since we have exhausted our stored path
pSoldier->pathing.bPathStored = FALSE;
if (pSoldier->sAbsoluteFinalDestination != NOWHERE)
{
// We have not made it to our dest... but it's better to let the AI handle this itself,
// on the very next fram
pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
}
else
{
// ATE: Added this to fcalilitate the fact
// that our final dest may now have people on it....
// 0verhaul: But what if this is turn-based? The soldier may be waiting forever for
// the other one to leave the position, but since it's turn-based he never will.
// Is that an issue here?
// Yes, I think it is. I found a situation where the soldier's path led through another
// soldier. The other soldier wasn't even at the destination but his path invariably
// led through that soldier. Since this was set up to allow that, he ended up deadlocked
// in "take cover" mode waiting for the soldier right next to him to leave.
// So in turn-based mode, we will just allow the soldier to re-think his next move.
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
{
ActionDone( pSoldier);
pSoldier->SoldierGotoStationaryStance( );
continue;
}
else
{
if ( FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) != 0 )
{
INT16 sNewGridNo;
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
SetDelayedTileWaiting( pSoldier, sNewGridNo, 1 );
}
// We have not made it to our dest... set flag that we are waiting....
if ( !pSoldier->EVENT_InternalGetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode, 2, FALSE ) )
{
// ATE: To do here.... we could not get path, so we have to stop
// 0verhaul: May also need to clear the action type so that the soldier will know
// to re-think another move instead of waiting for nothing to finish happening.
pSoldier->SoldierGotoStationaryStance( );
continue;
}
}
}
}
else
{
// OK, Now find another dest grindo....
if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) )
{
// OK, now we want to see if we can continue to another tile...
if ( !HandleGotoNewGridNo( pSoldier, &fKeepMoving, FALSE, pSoldier->usAnimState ) )
{
continue;
}
}
else
{
// Change desired direction
// Just change direction
pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], FALSE, pSoldier->usAnimState );
}
if ( gTacticalStatus.bBoxingState != NOT_BOXING && (gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER || gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING) )
{
BoxingMovementCheck( pSoldier );
}
}
}
}
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
{
fKeepMoving = FALSE;
}
// DO WALKING
if ( !pSoldier->flags.fPausedMove && fKeepMoving )
{
// Determine deltas
// dDeltaX = pSoldier->pathing.sDestXPos - pSoldier->dXPos;
//dDeltaY = pSoldier->pathing.sDestYPos - pSoldier->dYPos;
// Determine angle
// dAngle = (FLOAT)atan2( dDeltaX, dDeltaY );
dAngle = gdRadiansForAngle[ pSoldier->bMovementDirection ];
// For walking, base it on body type!
if ( pSoldier->usAnimState == WALKING )
{
pSoldier->MoveMerc( gubAnimWalkSpeeds[ pSoldier->ubBodyType ].dMovementChange, dAngle, TRUE );
}
else
{
pSoldier->MoveMerc( gAnimControl[ pSoldier->usAnimState ].dMovementChange, dAngle, TRUE );
}
}
}
// Check for direction change
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_TURNING )
{
pSoldier->TurnSoldier( );
}
}
#ifdef NETWORKED
if(!pSoldier->flags.fNoAPToFinishMove )
pSoldier->usLastUpdateTime = GetJA2Clock();
if (pSoldier->flags.fSoldierUpdatedFromNetwork)
UpdateSoldierFromNetwork(pSoldier);
#endif
}
if ( !gfPauseAllAI &&
( ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) || (fHandleAI && guiAISlotToHandle == cnt) || (pSoldier->aiData.fAIFlags & AI_HANDLE_EVERY_FRAME) || gTacticalStatus.fAutoBandageMode ) )
{
HandleSoldierAI( pSoldier );
if ( !((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) )
{
if (GetJA2Clock() - iTimerVal > RT_AI_TIMESLICE)
{
// don't do any more AI this time!
fHandleAI = FALSE;
}
else
{
// we still have time to handle AI; skip to the next person
fHandleAI = NextAIToHandle( guiAISlotToHandle );
}
}
}
}
}
if ( guiNumAwaySlots > 0 && !gfPauseAllAI && !(gTacticalStatus.uiFlags & INCOMBAT) && guiAISlotToHandle == HANDLE_OFF_MAP_MERC && guiAIAwaySlotToHandle != RESET_HANDLE_OF_OFF_MAP_MERCS )
{
pSoldier = AwaySlots[ guiAIAwaySlotToHandle ];
// Syncronize for upcoming soldier counters
SYNCTIMECOUNTER( );
if ( pSoldier != NULL )
{
// the ONLY thing to do with away soldiers is process their schedule if they have one
// and there is an action for them to do (like go on-sector)
if (pSoldier->aiData.fAIFlags & AI_CHECK_SCHEDULE)
{
HandleSoldierAI( pSoldier );
}
}
}
// Turn off auto bandage if we need to...
if ( gTacticalStatus.fAutoBandageMode )
{
if ( !CanAutoBandage( TRUE) )
{
SetAutoBandageComplete( );
}
}
// Check if we should be doing a special event once guys get to a location...
if ( gubWaitingForAllMercsToExitCode != 0 )
{
// Check if we have gone past our time...
if ( ( GetJA2Clock( ) - guiWaitingForAllMercsToExitTimer ) > 2500 )
{
// OK, set num waiting to 0
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_DEBUG, L"Waiting too long for Mercs to exit...forcing entry." );
#endif
gbNumMercsUntilWaitingOver = 0;
// Reset all waitng codes
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier != NULL )
{
pSoldier->ubWaitActionToDo = 0;
}
}
}
}
if ( gbNumMercsUntilWaitingOver == 0 )
{
// ATE: Unset flag to ignore sight...
gTacticalStatus.uiFlags &= ( ~DISALLOW_SIGHT );
// OK cheif, do something here....
switch( gubWaitingForAllMercsToExitCode )
{
case WAIT_FOR_MERCS_TO_WALKOFF_SCREEN:
if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
}
AllMercsHaveWalkedOffSector( );
break;
case WAIT_FOR_MERCS_TO_WALKON_SCREEN:
// OK, unset UI
if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
}
break;
case WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO:
// OK, unset UI
if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
}
AllMercsWalkedToExitGrid( );
break;
}
// ATE; Turn off tactical status flag...
gTacticalStatus.uiFlags &= ( ~IGNORE_ALL_OBSTACLES );
gubWaitingForAllMercsToExitCode = 0;
}
}
// reset these AI-related global variables to 0 to ensure they don't interfere with the UI
gubNPCAPBudget = 0;
gubNPCDistLimit = 0;
return( TRUE );
}
void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
{
HaltMoveForSoldierOutOfPoints( pSoldier );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
UnMarkMovementReserved( pSoldier );
// Display message if our merc...
if ( pSoldier->bTeam == gbPlayerNum && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->name );
}
UnSetUIBusy( pSoldier->ubID );
// OK, Unset engaged in CONV, something changed...
UnSetEngagedInConvFromPCAction( pSoldier );
}
void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
{
// Our guys if option set,
if ( pSoldier->bTeam == gbPlayerNum )
{
// IF tracking on, center on guy....
if ( gGameSettings.fOptions[ TOPTION_TRACKING_MODE ] )
{
LocateSoldier( pSoldier->ubID, FALSE );
}
}
else
{
// Others if visible...
if ( pSoldier->bVisible != -1 )
{
// ATE: If we are visible, and have not already removed roofs, goforit
if ( pSoldier->pathing.bLevel > 0 )
{
if ( !( gTacticalStatus.uiFlags & SHOW_ALL_ROOFS ) )
{
gTacticalStatus.uiFlags |= SHOW_ALL_ROOFS;
SetRenderFlags( RENDER_FLAG_FULL );
}
}
LocateSoldier( pSoldier->ubID, FALSE );
}
}
}
BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState )
{
INT16 sAPCost;
INT16 sBPCost;
INT16 sNewGridNo, sOverFenceGridNo, sMineGridNo;
if (gTacticalStatus.uiFlags & INCOMBAT && fInitialMove )
{
HandleLocateToGuyAsHeWalks( pSoldier );
}
// Default to TRUE
(*pfKeepMoving ) = TRUE;
// Check for good breath....
// if ( pSoldier->bBreath < OKBREATH && !fInitialMove )
if ( pSoldier->bBreath < OKBREATH )
{
// OK, first check for b== 0
// If our currentd state is moving already....( this misses the first tile, so the user
// Sees some change in their click, but just one tile
if ( pSoldier->bBreath == 0 )
{
// Collapse!
pSoldier->bBreathCollapsed = TRUE;
pSoldier->bEndDoorOpenCode = FALSE;
if ( fInitialMove )
{
UnSetUIBusy( pSoldier->ubID );
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Out of Breath") );
return( FALSE );
}
// OK, if we are collapsed now, check for OK breath instead...
if ( pSoldier->bCollapsed )
{
// Collapse!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Has Collapsed") );
pSoldier->bBreathCollapsed = TRUE;
pSoldier->bEndDoorOpenCode = FALSE;
return( FALSE );
}
}
sNewGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
// OK, check if this is a fence cost....
if ( gubWorldMovementCosts[ sNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE )
{
// We have been told to jump fence....
// Do we have APs?
// CHRISL: Added penalty for jumping a fence while wearing a backpack
// Do we have APs?
if((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true)
{
sAPCost = AP_JUMPFENCEBPACK;
sBPCost = BP_JUMPFENCEBPACK;
}
else
{
sAPCost = AP_JUMPFENCE;
sBPCost = BP_JUMPFENCE;
}
if ( EnoughPoints( pSoldier, sAPCost, sBPCost, FALSE ) )
{
// ATE: Check for tile being clear....
sOverFenceGridNo = NewGridNo( sNewGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ] ) );
if ( HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ], sOverFenceGridNo, pSoldier->pathing.sFinalDestination ) )
{
// We do, adjust path data....
pSoldier->pathing.usPathIndex++;
// We go two, because we really want to start moving towards the NEXT gridno,
// if we have any...
// LOCK PENDING ACTION COUNTER
pSoldier->flags.uiStatusFlags |= SOLDIER_LOCKPENDINGACTIONCOUNTER;
pSoldier->SoldierGotoStationaryStance( );
// OK, jump!
pSoldier->BeginSoldierClimbFence( );
pSoldier->flags.fContinueMoveAfterStanceChange = 2;
}
}
else
{
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
(*pfKeepMoving ) = FALSE;
}
return( FALSE );
}
else if ( InternalDoorTravelCost( pSoldier, sNewGridNo, gubWorldMovementCosts[ sNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL, TRUE ) == TRAVELCOST_DOOR )
{
STRUCTURE * pStructure;
INT8 bDirection;
INT16 sDoorGridNo;
// OK, if we are here, we have been told to get a pth through a door.
// No need to check if for AI
// No need to check for right key ( since the path checks for that? )
// Just for now play the $&&% animation
bDirection = (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ];
// OK, based on the direction, get door gridno
if ( bDirection == NORTH || bDirection == WEST )
{
sDoorGridNo = NewGridNo( (INT16)pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
}
else if ( bDirection == SOUTH || bDirection == EAST )
{
sDoorGridNo = pSoldier->sGridNo;
}
else
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"ERROR: Invalid Direction to approach door. (Soldier loc: %d, dir: %d).", pSoldier->sGridNo, bDirection );
#endif
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Open door - invalid approach direction") );
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
return( FALSE );
}
// Get door
pStructure = FindStructure( sDoorGridNo, STRUCTURE_ANYDOOR );
if ( pStructure == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"ERROR: Told to open door that does not exist at %d.", sDoorGridNo );
#endif
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Door does not exist") );
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
return( FALSE );
}
// OK, open!
StartInteractiveObject( sDoorGridNo, pStructure->usStructureID, pSoldier, bDirection );
InteractWithInteractiveObject( pSoldier, pStructure, bDirection );
// One needs to walk after....
if ( (pSoldier->bTeam != gbPlayerNum) || (gTacticalStatus.fAutoBandageMode) || ( pSoldier->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL ) )
{
pSoldier->bEndDoorOpenCode = 1;
pSoldier->sEndDoorOpenCodeData = sDoorGridNo;
}
(*pfKeepMoving ) = FALSE;
return( FALSE );
}
// Find out how much it takes to move here!
sAPCost = ActionPointCost( pSoldier, sNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
sBPCost = TerrainBreathPoints( pSoldier, sNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
// CHECK IF THIS TILE IS A GOOD ONE!
if ( !HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], sNewGridNo, pSoldier->pathing.sFinalDestination ) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "HandleGotoNewGridNo() Failed: Tile %d Was blocked", sNewGridNo ) );
// ATE: If our own guy and an initial move.. display message
//if ( fInitialMove && pSoldier->bTeam == gbPlayerNum )
//{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
//}
pSoldier->bEndDoorOpenCode = FALSE;
// GO on to next guy!
return( FALSE );
}
// just check the tile we're going to walk into
if ( NearbyGroundSeemsWrong( pSoldier, sNewGridNo, FALSE, (INT16 *) &sMineGridNo ) )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC )
{
// NearbyGroundSeemsWrong returns true with gridno NOWHERE if
// we find something by metal detector... we should definitely stop
// but we won't place a locator or say anything
// IF not in combat, stop them all
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
INT32 cnt2;
SOLDIERTYPE *pSoldier2;
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// look for all mercs on the same team,
for ( pSoldier2 = MercPtrs[ cnt2 ]; cnt2 >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt2-- ,pSoldier2-- )
{
if ( pSoldier2->bActive )
{
pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection );
}
}
}
else
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
(*pfKeepMoving) = FALSE;
if (sMineGridNo != NOWHERE)
{
LocateGridNo( sMineGridNo );
// we reuse the boobytrap gridno variable here
gsBoobyTrapGridNo = sMineGridNo;
gpBoobyTrapSoldier = pSoldier;
SetStopTimeQuoteCallback( MineSpottedDialogueCallBack );
TacticalCharacterDialogue( pSoldier, QUOTE_SUSPICIOUS_GROUND );
}
}
else
{
if (sMineGridNo != NOWHERE)
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
(*pfKeepMoving) = FALSE;
if (pSoldier->bSide != 0)
{
gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;
}
else
{
gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
}
// better stop and reconsider what to do...
SetNewSituation( pSoldier );
ActionDone( pSoldier );
}
}
}
// ATE: Check if we have sighted anyone, if so, don't do anything else...
// IN other words, we have stopped from sighting...
if ( pSoldier->flags.fNoAPToFinishMove && !fInitialMove )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No APs to finish move set") );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
}
else if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize && pSoldier->pathing.usPathDataSize == 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No Path") );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
}
//else if ( gTacticalStatus.fEnemySightingOnTheirTurn )
//{
// Hault guy!
// pSoldier->AdjustNoAPToFinishMove( TRUE );
// (*pfKeepMoving ) = FALSE;
//}
else if ( EnoughPoints( pSoldier, sAPCost, 0, FALSE ) )
{
BOOLEAN fDontContinue = FALSE;
if ( pSoldier->pathing.usPathIndex > 0 )
{
// check for running into gas
// note: this will have to use the minimum types of structures for tear/creature gas
// since there isn't a way to retrieve the smoke effect structure
if ( (gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & ANY_SMOKE_EFFECT && PreRandom( 4 ) == 0 ) || gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
EXPLOSIVETYPE * pExplosive = NULL;
INT8 bPosOfMask;
bPosOfMask = FindGasMask (pSoldier);
//if ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK && pSoldier->inv[ HEAD1POS ][0]->data.objectStatus >= GASMASK_MIN_STATUS )
//{
// bPosOfMask = HEAD1POS;
//}
//else if ( pSoldier->inv[ HEAD2POS ].usItem == GASMASK && pSoldier->inv[ HEAD2POS ][0]->data.objectStatus >= GASMASK_MIN_STATUS )
//{
// bPosOfMask = HEAD2POS;
//}
//else
//{
// bPosOfMask = NO_SLOT;
//}
// TODO: Madd: This next section is pretty lame because it can't figure out which explosive was used to actually cause a gas effect
// so for now, the first explosive to use a gas effect decides the health and breath damage for all of the gasses of that type
// (this was hard coded before by the developers - i guess they figured they didn't need to look for the actual explosion item,
// since they only had one of each gas item?!?)
// anyway, it means that we can only have one set of health/breath damage values for each gas type, until someone has time
// to dig into this further and actually make it find the original item that caused the gas
if ( !AM_A_ROBOT( pSoldier ) )
{
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE )
{
if ( bPosOfMask == NO_SLOT )
{
pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_SMOKE) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_TEARGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) && bPosOfMask == NO_SLOT )
{
pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_TEARGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_MUSTARDGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) && bPosOfMask == NO_SLOT )
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_MUSTGAS) ].ubClassIndex ]);
}
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_CREATUREGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_CREATUREGAS) ) // gas mask doesn't help vs creaturegas
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_CREATUREGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) )
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_BURNABLEGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( !(gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE ))
{
if ( pExplosive )
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
fDontContinue = TRUE;
DishOutGasDamage( pSoldier, pExplosive, TRUE, FALSE,
(INT16) (pExplosive->ubDamage + (UINT8)PreRandom( pExplosive->ubDamage ) ),
(INT16) (100 * ( pExplosive->ubStunDamage + (INT16)PreRandom( ( pExplosive->ubStunDamage / 2 ) ) ) ), NOBODY );
}
}
}
if ( !fDontContinue )
{
if ( (pSoldier->bOverTerrainType == FLAT_FLOOR || pSoldier->bOverTerrainType == PAVED_ROAD) && pSoldier->pathing.bLevel == 0 )
{
INT32 iMarblesIndex;
if ( MarblesExistAtLocation( pSoldier->sGridNo, 0, &iMarblesIndex ) )
{
// Slip on marbles!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if ( pSoldier->bTeam == gbPlayerNum )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_SLIPPED_MARBLES ], pSoldier->name );
}
RemoveItemFromPool( pSoldier->sGridNo, iMarblesIndex, 0 );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
return( FALSE );
}
}
if ( (pSoldier->bBlindedCounter > 0) && (pSoldier->usAnimState == RUNNING) && (Random( 5 ) == 0) &&
OKFallDirection( pSoldier, (INT16) (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) )
{
// 20% chance of falling over!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
return( FALSE );
}
else if ( ( GetDrunkLevel( pSoldier ) == DRUNK ) && (Random( 5 ) == 0) &&
OKFallDirection( pSoldier, (INT16) (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) )
{
// 20% chance of falling over!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
return( FALSE );
}
else
// ATE; First check for profile
// Forgetful guy might forget his path
if ( (pSoldier->bTeam == gbPlayerNum) && ( pSoldier->ubProfile != NO_PROFILE ) && gMercProfiles[pSoldier->ubProfile].bPersonalityTrait == FORGETFUL )
{
if ( pSoldier->ubNumTilesMovesSinceLastForget < 255 )
{
pSoldier->ubNumTilesMovesSinceLastForget++;
}
if ( pSoldier->pathing.usPathIndex > 2 && (Random( 100 ) == 0) && pSoldier->ubNumTilesMovesSinceLastForget > 200 )
{
pSoldier->ubNumTilesMovesSinceLastForget = 0;
TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
fDontContinue = TRUE;
UnSetUIBusy( pSoldier->ubID );
}
}
}
}
if ( !fDontContinue )
{
// Don't apply the first deduction in points...
if ( usAnimState == CRAWLING && pSoldier->flags.bTurningFromPronePosition > TURNING_FROM_PRONE_ON )
{
}
else
{
// Adjust AP/Breathing points to move
DeductPoints( pSoldier, sAPCost, sBPCost );
}
// OK, let's check for monsters....
if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER)
{
if ( !ValidCreatureTurn( pSoldier, ( INT8 ) ( pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ) )
{
if ( !pSoldier->bReverse )
{
pSoldier->bReverse = TRUE;
if ( pSoldier->ubBodyType == INFANT_MONSTER )
{
pSoldier->ChangeSoldierState( WALK_BACKWARDS, 1, TRUE );
}
else
{
pSoldier->ChangeSoldierState( MONSTER_WALK_BACKWARDS, 1, TRUE );
}
}
}
else
{
pSoldier->bReverse = FALSE;
}
}
// OK, let's check for monsters....
if (pSoldier->ubBodyType == BLOODCAT )
{
if ( !ValidCreatureTurn( pSoldier, ( INT8 ) ( pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ) )
{
if ( !pSoldier->bReverse )
{
pSoldier->bReverse = TRUE;
pSoldier->ChangeSoldierState( BLOODCAT_WALK_BACKWARDS, 1, TRUE );
}
}
else
{
pSoldier->bReverse = FALSE;
}
}
// Change desired direction
pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], fInitialMove, usAnimState );
// CONTINUE
// IT'S SAVE TO GO AGAIN, REFRESH flag
pSoldier->AdjustNoAPToFinishMove( FALSE );
}
}
else
{
// HALT GUY HERE
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No APs %d %d", sAPCost, pSoldier->bActionPoints ) );
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
}
return( TRUE );
}
void HandleMaryArrival( SOLDIERTYPE * pSoldier )
{
INT16 sDist;
if ( !pSoldier )
{
pSoldier = FindSoldierByProfileID( MARY, TRUE );
if ( !pSoldier )
{
return;
}
}
if ( CheckFact( FACT_JOHN_ALIVE, 0 ) )
{
return;
}
// new requirements: player close by
else if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40)
{
if ( ClosestPC( pSoldier, &sDist ) != NOWHERE && sDist > NPC_TALK_RADIUS * 2 )
{
// too far away
return;
}
// Mary has arrived
SetFactTrue( FACT_MARY_OR_JOHN_ARRIVED );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
TriggerNPCRecord( MARY, 13 );
}
}
void HandleJohnArrival( SOLDIERTYPE * pSoldier )
{
SOLDIERTYPE * pSoldier2 = NULL;
INT16 sDist;
if ( !pSoldier )
{
pSoldier = FindSoldierByProfileID( JOHN, TRUE );
if ( !pSoldier )
{
return;
}
}
if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40)
{
if ( ClosestPC( pSoldier, &sDist ) != NOWHERE && sDist > NPC_TALK_RADIUS * 2 )
{
// too far away
return;
}
if ( CheckFact( FACT_MARY_ALIVE, 0 ) )
{
pSoldier2 = FindSoldierByProfileID( MARY, FALSE );
if ( pSoldier2 )
{
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier2->sGridNo ) > 8 )
{
// too far away!
return;
}
}
}
SetFactTrue( FACT_MARY_OR_JOHN_ARRIVED );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// if Mary is alive/dead
if ( pSoldier2 )
{
pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection );
TriggerNPCRecord( JOHN, 13 );
}
else
{
TriggerNPCRecord( JOHN, 12 );
}
}
}
BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
{
INT16 sMineGridNo;
UINT8 ubVolume;
// ATE; Handle bad guys, as they fade, to cancel it if
// too long...
// ONLY if fading IN!
if ( pSoldier->flags.fBeginFade == 1 )
{
if ( pSoldier->sLocationOfFadeStart != pSoldier->sGridNo )
{
// Turn off
pSoldier->flags.fBeginFade = FALSE;
if ( pSoldier->pathing.bLevel > 0 && gpWorldLevelData[pSoldier->sGridNo].pRoofHead != NULL )
{
pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pRoofHead->ubShadeLevel;
}
else
{
pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel;
}
// Set levelnode shade level....
if ( pSoldier->pLevelNode )
{
pSoldier->pLevelNode->ubShadeLevel = pSoldier->ubFadeLevel;
}
pSoldier->bVisible = -1;
}
}
if (gTacticalStatus.uiFlags & INCOMBAT )
{
HandleLocateToGuyAsHeWalks( pSoldier );
}
// Default to TRUE
(*pfKeepMoving ) = TRUE;
pSoldier->bTilesMoved++;
if ( pSoldier->usAnimState == RUNNING )
{
// count running as double
pSoldier->bTilesMoved++;
}
// First if we are in realtime combat or noncombat
if ( (gTacticalStatus.uiFlags & REALTIME) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
// Update value for RT breath update
pSoldier->ubTilesMovedPerRTBreathUpdate++;
// Update last anim
pSoldier->usLastMovementAnimPerRTBreathUpdate = pSoldier->usAnimState;
}
// Update path if showing path in RT
if ( gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] )
{
if ( !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
gfPlotNewMovement = TRUE;
}
}
// ATE: Put some stuff in here to not handle certain things if we are
// trversing...
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
return( TRUE );
}
// Check if they are out of breath
if ( pSoldier->CheckForBreathCollapse( ) )
{
(*pfKeepMoving ) = TRUE;
return( FALSE );
}
// see if a mine gets set off...
if (SetOffBombsInGridNo( pSoldier->ubID, pSoldier->sGridNo, FALSE, pSoldier->pathing.bLevel ) )
{
(*pfKeepMoving) = FALSE;
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
return( FALSE );
}
// Set "interrupt occurred" flag to false so that we will know whether *this
// particular call* to HandleSight caused an interrupt
gTacticalStatus.fInterruptOccurred = FALSE;
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
ubVolume = MovementNoise( pSoldier );
if (ubVolume > 0)
{
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_MOVEMENT );
if ( (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && (pSoldier->bStealthMode) )
{
PlayStealthySoldierFootstepSound( pSoldier );
}
}
}
// ATE: Make sure we don't make another interrupt...
if ( !gTacticalStatus.fInterruptOccurred )
{
// Handle New sight
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT);
}
// ATE: Check if we have sighted anyone, if so, don't do anything else...
// IN other words, we have stopped from sighting...
if (gTacticalStatus.fInterruptOccurred)
{
// Unset no APs value
pSoldier->AdjustNoAPToFinishMove( TRUE );
(*pfKeepMoving ) = FALSE;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
// ATE: Cancel only if our final destination
if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination )
{
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
// this flag is set only to halt the currently moving guy; reset it now
gTacticalStatus.fInterruptOccurred = FALSE;
// ATE: Remove this if we were stopped....
if ( gTacticalStatus.fEnemySightingOnTheirTurn )
{
if ( gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID == pSoldier->ubID )
{
pSoldier->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
}
}
}
else if ( pSoldier->flags.fNoAPToFinishMove )
{
(*pfKeepMoving ) = FALSE;
}
else if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize && pSoldier->pathing.usPathDataSize == 0 )
{
(*pfKeepMoving ) = FALSE;
}
else if ( gTacticalStatus.fEnemySightingOnTheirTurn )
{
// Hault guy!
pSoldier->AdjustNoAPToFinishMove( TRUE );
(*pfKeepMoving ) = FALSE;
}
// OK, check for other stuff like mines...
if (NearbyGroundSeemsWrong( pSoldier, pSoldier->sGridNo, TRUE, &sMineGridNo ))
{
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
// NearbyGroundSeemsWrong returns true with gridno NOWHERE if
// we find something by metal detector... we should definitely stop
// but we won't place a locator or say anything
// IF not in combat, stop them all
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
INT32 cnt2;
SOLDIERTYPE *pSoldier2;
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// look for all mercs on the same team,
for ( pSoldier2 = MercPtrs[ cnt2 ]; cnt2 >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt2-- ,pSoldier2-- )
{
if ( pSoldier2->bActive )
{
pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection );
}
}
}
else
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
(*pfKeepMoving) = FALSE;
if (sMineGridNo != NOWHERE)
{
LocateGridNo( sMineGridNo );
// we reuse the boobytrap gridno variable here
gsBoobyTrapGridNo = sMineGridNo;
gpBoobyTrapSoldier = pSoldier;
SetStopTimeQuoteCallback( MineSpottedDialogueCallBack );
TacticalCharacterDialogue( pSoldier, QUOTE_SUSPICIOUS_GROUND );
}
}
else
{
if (sMineGridNo != NOWHERE)
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
(*pfKeepMoving) = FALSE;
gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;
// better stop and reconsider what to do...
SetNewSituation( pSoldier );
ActionDone( pSoldier );
}
}
}
HandleSystemNewAISituation( pSoldier, FALSE );
if ( pSoldier->bTeam == gbPlayerNum )
{
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC)
{
// are we there yet?
if (pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0)
{
switch( pSoldier->ubProfile )
{
case SKYRIDER:
if (PythSpacesAway( pSoldier->sGridNo, 8842 ) < 11)
{
// Skyrider has arrived!
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
SetFactTrue( FACT_SKYRIDER_CLOSE_TO_CHOPPER );
TriggerNPCRecord( SKYRIDER, 15 );
SetUpHelicopterForPlayer( 13, MAP_ROW_B );
}
break;
case MARY:
HandleMaryArrival( pSoldier );
break;
case JOHN:
HandleJohnArrival( pSoldier );
break;
}
}
else if ( pSoldier->ubProfile == MARIA && (pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C && pSoldier->bSectorZ == 0) && CheckFact( FACT_MARIA_ESCORTED_AT_LEATHER_SHOP, MARIA ) == TRUE )
{
// check that Angel is there!
if ( NPCInRoom( ANGEL, 2 ) ) // room 2 is leather shop
{
// UnRecruitEPC( MARIA );
TriggerNPCRecord( ANGEL, 12 );
}
}
else if ( ( pSoldier->ubProfile == JOEY ) && (pSoldier->sSectorX == 8 && pSoldier->sSectorY == MAP_ROW_G && pSoldier->bSectorZ == 0 ) )
{
// if Joey walks near Martha then trigger Martha record 7
if ( CheckFact( FACT_JOEY_NEAR_MARTHA, 0 ) )
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
TriggerNPCRecord( JOEY, 9 );
}
}
}
// Drassen stuff for John & Mary
else if ( gubQuest[ QUEST_ESCORT_TOURISTS ] == QUESTINPROGRESS && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 )
{
if ( CheckFact( FACT_JOHN_ALIVE, 0 ) )
{
HandleJohnArrival( NULL );
}
else
{
HandleMaryArrival( NULL );
}
}
}
else if ( pSoldier->bTeam == CIV_TEAM && pSoldier->ubProfile != NO_PROFILE && pSoldier->aiData.bNeutral )
{
switch( pSoldier->ubProfile )
{
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
{
INT16 sDesiredMercDist;
if ( ClosestPC( pSoldier, &sDesiredMercDist ) != NOWHERE )
{
if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 )
{
// stop
CancelAIAction( pSoldier, TRUE );
// aaaaaaaaaaaaaaaaaaaaatttaaaack!!!!
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
//MakeCivHostile( pSoldier, 2 );
//TriggerNPCWithIHateYouQuote( pSoldier->ubProfile );
}
}
}
break;
default:
break;
}
}
return( TRUE );
}
void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
{
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fSoldierFound = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier"));
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) )
{
fSoldierFound = TRUE;
break;
}
}
if ( fSoldierFound )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier"));
SelectSoldier( (INT16)cnt, FALSE, FALSE );
}
else
{
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: done"));
}
void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI )
{
SOLDIERTYPE *pSoldier, *pOldSoldier;
// ARM: can't call SelectSoldier() in mapscreen, that will initialize interface panels!!!
// ATE: Adjusted conditions a bit ( sometimes were not getting selected )
if ( guiCurrentScreen == LAPTOP_SCREEN || guiCurrentScreen == MAP_SCREEN )
{
return;
}
if ( usSoldierID == NOBODY )
{
return;
}
//if we are in the shop keeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
//dont allow the player to change the selected merc
return;
}
// Get guy
pSoldier = MercPtrs[ usSoldierID ];
// If we are dead, ignore
if ( !OK_CONTROLLABLE_MERC( pSoldier) )
{
return;
}
// Don't do it if we don't have an interrupt
if ( !OK_INTERRUPT_MERC( pSoldier ) )
{
// OK, we want to display message that we can't....
if ( fFromUI )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->name );
}
return;
}
if ( pSoldier->ubID == gusSelectedSoldier )
{
if ( !fForceReselect )
{
return;
}
}
// CANCEL FROM PLANNING MODE!
if ( InUIPlanMode( ) )
{
EndUIPlan( );
}
// Unselect old selected guy
if ( gusSelectedSoldier != NOBODY )
{
// Get guy
pOldSoldier = MercPtrs[ gusSelectedSoldier ];
pOldSoldier->flags.fShowLocator = FALSE;
pOldSoldier->flags.fFlashLocator = FALSE;
// DB This used to say pSoldier... I fixed it
if ( pOldSoldier->pathing.bLevel == 0 )
{
//ConcealWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), REVEAL_WALLS_RADIUS);
// ApplyTranslucencyToWalls((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE));
//LightHideTrees((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE));
}
//DeleteSoldierLight( pOldSoldier );
if(pOldSoldier->flags.uiStatusFlags&SOLDIER_GREEN_RAY)
{
LightHideRays((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE));
pOldSoldier->flags.uiStatusFlags &= (~SOLDIER_GREEN_RAY);
}
UpdateForContOverPortrait( pOldSoldier, FALSE );
}
gusSelectedSoldier = (UINT16)usSoldierID;
// find which squad this guy is, then set selected squad to this guy
SetCurrentSquad( pSoldier -> bAssignment, FALSE );
if ( pSoldier->pathing.bLevel == 0 )
{
//RevealWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), REVEAL_WALLS_RADIUS);
// CalcTranslucentWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE));
//LightTranslucentTrees((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE));
}
//pSoldier->SetCheckSoldierLightFlag( );
// Set interface to reflect new selection!
SetCurrentTacticalPanelCurrentMerc( (UINT8)usSoldierID );
// PLay ATTN SOUND
if ( fAcknowledge )
{
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
pSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
// Change UI mode to reflact that we are selected
// NOT if we are locked inthe UI
if ( gTacticalStatus.ubCurrentTeam == OUR_TEAM && gCurrentUIMode != LOCKUI_MODE && gCurrentUIMode != LOCKOURTURN_UI_MODE )
{
guiPendingOverrideEvent = M_ON_TERRAIN;
}
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
if( pSoldier->flags.fMercAsleep )
{
PutMercInAwakeState( pSoldier );
}
// possibly say personality quote
if ( (pSoldier->bTeam == gbPlayerNum) && (pSoldier->ubProfile != NO_PROFILE && pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER) && !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) )
{
switch ( gMercProfiles[ pSoldier->ubProfile ].bPersonalityTrait )
{
case PSYCHO:
if ( Random( 50 ) == 0 )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY;
}
break;
default:
break;
}
}
UpdateForContOverPortrait( pSoldier, TRUE );
// Remove any interactive tiles we could be over!
BeginCurInteractiveTileCheck( INTILE_CHECK_SELECTIVE );
}
void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect )
{
InternalSelectSoldier( usSoldierID, fAcknowledge, fForceReselect, FALSE );
}
BOOLEAN ResetAllAnimationCache( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier != NULL )
{
InitAnimationCache( (UINT16)cnt, &(pSoldier->AnimCache) );
}
}
return( TRUE );
}
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
{
SOLDIERTYPE *pSoldier;
INT16 sNewCenterWorldX, sNewCenterWorldY;
//if (!bCenter && SoldierOnScreen(usID))
//return;
// do we need to move the screen?
//ATE: Force this baby to locate if told to
if (!SoldierOnScreen(usID) || fSetLocator == 10 )
{
// Get pointer of soldier
pSoldier = MercPtrs[ usID ];
// Center on guy
sNewCenterWorldX = (INT16)pSoldier->dXPos;
sNewCenterWorldY = (INT16)pSoldier->dYPos;
SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY );
// Plot new path!
gfPlotNewMovement = TRUE;
}
// do we flash the name & health bars/health string above?
if (fSetLocator)
{
if ( fSetLocator == SETLOCATOR || fSetLocator == 10 )
{
ShowRadioLocator((UINT8)usID, SHOW_LOCATOR_NORMAL );
}
else
{
ShowRadioLocator((UINT8)usID, SHOW_LOCATOR_FAST );
}
}
}
void InternalLocateGridNo( INT16 sGridNo, BOOLEAN fForce )
{
INT16 sNewCenterWorldX, sNewCenterWorldY;
ConvertGridNoToCenterCellXY( sGridNo, &sNewCenterWorldX, &sNewCenterWorldY );
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( sGridNo ) && !fForce )
{
return;
}
SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY );
}
void LocateGridNo( INT16 sGridNo )
{
InternalLocateGridNo( sGridNo, FALSE );
}
void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator)
{
INT32 cnt;
if ( usSoldierID == NOBODY )
{
return;
}
if ( fSetLocator == SETANDREMOVEPREVIOUSLOCATOR )
{
for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
if ( MercPtrs[ cnt ]->bActive && MercPtrs[ cnt ]->bInSector )
{
// Remove all existing locators...
MercPtrs[ cnt ]->flags.fFlashLocator = FALSE;
}
}
}
// Locate even if on screen
if (fSetLocator)
ShowRadioLocator((UINT8) usSoldierID, SHOW_LOCATOR_NORMAL );
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( MercPtrs[ usSoldierID ]->sGridNo ) )
{
return;
}
// sGridNo here for DG compatibility
gTacticalStatus.sSlideTarget = MercPtrs[ usSoldierID ]->sGridNo;
gTacticalStatus.sSlideReason = usReasonID;
// Plot new path!
gfPlotNewMovement = TRUE;
}
void SlideToLocation( UINT16 usReasonID, INT16 sDestGridNo )
{
if ( sDestGridNo == NOWHERE )
{
return;
}
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( sDestGridNo ) )
{
return;
}
// sGridNo here for DG compatibility
gTacticalStatus.sSlideTarget = sDestGridNo;
gTacticalStatus.sSlideReason = usReasonID;
// Plot new path!
gfPlotNewMovement = TRUE;
}
void RebuildAllSoldierShadeTables( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
pSoldier->CreateSoldierPalettes( );
}
}
}
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
INT32 cnt;
INT32 iNewSelectedSoldier = -1;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fMissionFailed = TRUE;
INT8 bBuddyIndex;
VerifyPublicOpplistDueToDeath( pSoldier );
pSoldier->ReceivingSoldierCancelServices( );
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
iNewSelectedSoldier = cnt;
fMissionFailed = FALSE;
break;
}
}
if ( !fMissionFailed )
{
if (gTacticalStatus.fAutoBandageMode)
{
if ( pSoldier->ubAutoBandagingMedic != NOBODY )
{
CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
}
}
// see if this was the friend of a living merc
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife >= OKLIFE )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
switch( bBuddyIndex )
{
case 0:
// buddy #1 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_ONE_KILLED );
break;
case 1:
// buddy #2 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_TWO_KILLED );
break;
case 2:
// learn to like buddy died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_MERC_KILLED );
break;
default:
break;
}
}
}
// handle stuff for Carmen if Slay is killed
switch( pSoldier->ubProfile )
{
case SLAY:
pTeamSoldier = FindSoldierByProfileID( CARMEN, FALSE );
if (pTeamSoldier && pTeamSoldier->aiData.bAttitude == ATTACKSLAYONLY && ClosestPC( pTeamSoldier, NULL ) != NOWHERE )
{
// Carmen now becomes friendly again
TriggerNPCRecord( CARMEN, 29 );
}
break;
case ROBOT:
if (CheckFact( FACT_FIRST_ROBOT_DESTROYED, 0 ) == FALSE )
{
SetFactTrue( FACT_FIRST_ROBOT_DESTROYED );
SetFactFalse( FACT_ROBOT_READY );
}
else
{
SetFactTrue( FACT_SECOND_ROBOT_DESTROYED );
}
break;
}
}
//Make a call to handle the strategic things, such as Life Insurance, record it in history file etc.
StrategicHandlePlayerTeamMercDeath( pSoldier );
CheckForEndOfBattle( FALSE );
if ( gusSelectedSoldier == pSoldier->ubID )
{
if ( !fMissionFailed )
{
SelectSoldier( (INT16)iNewSelectedSoldier, FALSE, FALSE );
}
else
{
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
}
}
void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
{
SOLDIERTYPE *pKiller = NULL;
BOOLEAN bVisible;
pSoldierOld->flags.uiStatusFlags |= SOLDIER_DEAD;
bVisible = pSoldierOld->bVisible;
VerifyPublicOpplistDueToDeath( pSoldierOld );
if ( pSoldierOld->ubProfile != NO_PROFILE )
{
// mark as dead!
gMercProfiles[ pSoldierOld->ubProfile ].bMercStatus = MERC_IS_DEAD;
//
gMercProfiles[ pSoldierOld->ubProfile ].bLife = 0;
if ( !(pSoldierOld->flags.uiStatusFlags & SOLDIER_VEHICLE) && !TANK( pSoldierOld) )
{
if ( pSoldierOld->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
}
if( pKiller && pKiller->bTeam == OUR_TEAM )
{
AddHistoryToPlayersLog( HISTORY_MERC_KILLED_CHARACTER, pSoldierOld->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
}
else
{
AddHistoryToPlayersLog( HISTORY_NPC_KILLED, pSoldierOld->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
}
}
}
if (pSoldierOld->bTeam == CIV_TEAM )
{
SOLDIERTYPE * pOther;
// ATE: Added string to player
if ( bVisible != -1 && pSoldierOld->ubProfile != NO_PROFILE )
{
ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->name );
}
switch( pSoldierOld->ubProfile )
{
case BRENDA:
SetFactTrue( FACT_BRENDA_DEAD );
{
pOther = FindSoldierByProfileID( HANS, FALSE );
if (pOther && pOther->stats.bLife >= OKLIFE && pOther->aiData.bNeutral && (SpacesAway( pSoldierOld->sGridNo, pOther->sGridNo ) <= 12) )
{
TriggerNPCRecord( HANS, 10 );
}
}
break;
case PABLO:
AddFutureDayStrategicEvent( EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED, 480 + Random( 60 ), 0, 1 );
break;
case ROBOT:
if (CheckFact( FACT_FIRST_ROBOT_DESTROYED, 0 ) == FALSE )
{
SetFactTrue( FACT_FIRST_ROBOT_DESTROYED );
}
else
{
SetFactTrue( FACT_SECOND_ROBOT_DESTROYED );
}
break;
case DRUGGIST:
case SLAY:
case ANNIE:
case CHRIS:
case TIFFANY:
case T_REX:
MakeRemainingTerroristsTougher();
if ( pSoldierOld->ubProfile == DRUGGIST )
{
pOther = FindSoldierByProfileID( MANNY, 0 );
if (pOther && pOther->bActive && pOther->bInSector && pOther->stats.bLife >= OKLIFE )
{
// try to make sure he isn't cowering etc
pOther->aiData.sNoiseGridno = NOWHERE;
pOther->aiData.bAlertStatus = STATUS_GREEN;
TriggerNPCRecord( MANNY, 10 );
}
}
break;
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
MakeRemainingAssassinsTougher();
break;
case ELDIN:
// the security guard... Results in an extra loyalty penalty for Balime (in addition to civilian murder)
/* Delayed loyalty effects elimininated. Sep.12/98. ARM
// create the event value, for town BALIME
uiLoyaltyValue = BuildLoyaltyEventValue( BALIME, LOYALTY_PENALTY_ELDIN_KILLED, FALSE );
// post the event, 30 minute delay
AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + 30, uiLoyaltyValue );
*/
DecrementTownLoyalty( BALIME, LOYALTY_PENALTY_ELDIN_KILLED );
break;
case JOEY:
// check to see if Martha can see this
pOther = FindSoldierByProfileID( MARTHA, FALSE );
if ( pOther && (PythSpacesAway( pOther->sGridNo, pSoldierOld->sGridNo ) < 10 || SoldierToSoldierLineOfSightTest( pOther, pSoldierOld, TRUE ) != 0 ) )
{
// Martha has a heart attack and croaks
TriggerNPCRecord( MARTHA, 17 );
/* Delayed loyalty effects elimininated. Sep.12/98. ARM
// create the event value, for town CAMBRIA
uiLoyaltyValue = BuildLoyaltyEventValue( CAMBRIA, LOYALTY_PENALTY_MARTHA_HEART_ATTACK, FALSE );
// post the event, 30 minute delay
AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + 30, uiLoyaltyValue );
*/
DecrementTownLoyalty( CAMBRIA, LOYALTY_PENALTY_MARTHA_HEART_ATTACK );
}
else // Martha doesn't see it. She lives, but Joey is found a day or so later anyways
{
/*
// create the event value, for town CAMBRIA
uiLoyaltyValue = BuildLoyaltyEventValue( CAMBRIA, LOYALTY_PENALTY_JOEY_KILLED, FALSE );
// post the event, 30 minute delay
AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + ( ( 12 + Random(13)) * 60 ), uiLoyaltyValue );
*/
DecrementTownLoyalty( CAMBRIA, LOYALTY_PENALTY_JOEY_KILLED );
}
break;
case DYNAMO:
// check to see if dynamo quest is on
if ( gubQuest[ QUEST_FREE_DYNAMO ] == QUESTINPROGRESS)
{
EndQuest( QUEST_FREE_DYNAMO, pSoldierOld->sSectorX, pSoldierOld->sSectorY );
}
break;
case KINGPIN:
// check to see if Kingpin money quest is on
if ( gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS)
{
EndQuest( QUEST_KINGPIN_MONEY, pSoldierOld->sSectorX, pSoldierOld->sSectorY );
HandleNPCDoAction( KINGPIN, NPC_ACTION_GRANT_EXPERIENCE_3, 0 );
}
SetFactTrue( FACT_KINGPIN_DEAD );
ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_KINGPIN_DEAD, 0, 0 );
break;
case DOREEN:
// Doreen's dead
if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) )
{
// tsk tsk, player killed her after getting her to reconsider, lose the bonus for sparing her
DecrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED );
} // then get the points for freeing the kids though killing her
IncrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_KILLED );
// set the fact true so we have a universal check for whether the kids can go
SetFactTrue( FACT_DOREEN_HAD_CHANGE_OF_HEART );
EndQuest( QUEST_FREE_CHILDREN, gWorldSectorX, gWorldSectorY );
if ( CheckFact( FACT_KIDS_ARE_FREE , 0 ) == FALSE )
{
HandleNPCDoAction( DOREEN, NPC_ACTION_FREE_KIDS, 0 );
}
break;
}
// Are we looking at the queen?
if ( pSoldierOld->ubProfile == QUEEN )
{
if ( pSoldierOld->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
}
BeginHandleDeidrannaDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel );
}
// crows/cows are on the civilian team, but none of the following applies to them
if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) )
{
// If the civilian's killer is known
if ( pSoldierOld->ubAttackerID != NOBODY )
{
// handle death of civilian..and if it was intentional
HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget );
}
}
}
else if ( pSoldierOld->bTeam == MILITIA_TEAM )
{
INT8 bMilitiaRank;
bMilitiaRank = SoldierClassToMilitiaRank( pSoldierOld->ubSoldierClass );
if (bMilitiaRank != -1)
{
BOOLEAN NeedReset = gfStrategicMilitiaChangesMade;
// remove this militia from the strategic records
StrategicRemoveMilitiaFromSector( gWorldSectorX, gWorldSectorY, bMilitiaRank, 1 );
gfStrategicMilitiaChangesMade = NeedReset;
}
// If the militia's killer is known
if ( pSoldierOld->ubAttackerID != NOBODY )
{
// also treat this as murder - but player will never be blamed for militia death he didn't cause
HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget );
}
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
else // enemies and creatures... should any of this stuff not be called if a creature dies?
{
if ( pSoldierOld->ubBodyType == QUEENMONSTER )
{
SOLDIERTYPE *pKiller = NULL;
if ( pSoldierOld->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
BeginHandleQueenBitchDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel );
}
}
if ( pSoldierOld->bTeam == ENEMY_TEAM )
{
gTacticalStatus.ubArmyGuysKilled++;
TrackEnemiesKilled( ENEMY_KILLED_IN_TACTICAL, pSoldierOld->ubSoldierClass );
}
// If enemy guy was killed by the player, give morale boost to player's team!
if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
{
HandleMoraleEvent( MercPtrs[pSoldierOld->ubAttackerID], MORALE_KILLED_ENEMY, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
CheckForAlertWhenEnemyDies( pSoldierOld );
if ( gTacticalStatus.ubTheChosenOne == pSoldierOld->ubID )
{
// reset the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
}
if ( pSoldierOld->ubProfile == QUEEN )
{
HandleMoraleEvent( NULL, MORALE_DEIDRANNA_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
MaximizeLoyaltyForDeidrannaKilled( );
}
else if ( pSoldierOld->ubBodyType == QUEENMONSTER )
{
HandleMoraleEvent( NULL, MORALE_MONSTER_QUEEN_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
IncrementTownLoyaltyEverywhere( LOYALTY_BONUS_KILL_QUEEN_MONSTER );
// Grant experience gain.....
HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_5, 0 );
}
}
// killing crows/cows is not worth any experience!
if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) && pSoldierOld->ubLastDamageReason != TAKE_DAMAGE_BLOODLOSS )
{
UINT8 ubAssister;
// if it was a kill by a player's merc
if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
{
// EXPERIENCE CLASS GAIN: Earned a kill
StatChange( MercPtrs[ pSoldierOld->ubAttackerID ], EXPERAMT, (UINT16)( 10 * pSoldierOld->stats.bExpLevel ), FALSE );
}
// JA2 Gold: if previous and current attackers are the same, the next-to-previous attacker gets the assist
if (pSoldierOld->ubPreviousAttackerID == pSoldierOld->ubAttackerID)
{
ubAssister = pSoldierOld->ubNextToPreviousAttackerID;
}
else
{
ubAssister = pSoldierOld->ubPreviousAttackerID;
}
// if it was assisted by a player's merc
if (ubAssister != NOBODY && MercPtrs[ ubAssister ]->bTeam == gbPlayerNum )
{
// EXPERIENCE CLASS GAIN: Earned an assist
StatChange( MercPtrs[ ubAssister ], EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE );
}
}
if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == MILITIA_TEAM )
{
MercPtrs[ pSoldierOld->ubAttackerID ]->ubMilitiaKills++;
}
//if the NPC is a dealer, add the dealers items to the ground
AddDeadArmsDealerItemsToWorld( pSoldierOld->ubProfile );
//The queen AI layer must process the event by subtracting forces, etc.
ProcessQueenCmdImplicationsOfDeath( pSoldierOld );
// OK, check for existence of any more badguys!
CheckForEndOfBattle( FALSE );
}
UINT8 LastActiveTeamMember( UINT8 ubTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
cnt = gTacticalStatus.Team[ ubTeam ].bLastID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ ubTeam ].bFirstID; cnt-- ,pSoldier--)
{
if ( pSoldier->bActive )
{
return( (INT8)cnt );
}
}
return( gTacticalStatus.Team[ ubTeam ].bLastID );
}
void CheckForPotentialAddToBattleIncrement( SOLDIERTYPE *pSoldier )
{
// Check if we are a threat!
if ( !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum ) )
{
//if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT )
// We need to exclude cases where a kid is not neutral anymore, but is defenceless!
if ( pSoldier->bTeam == CIV_TEAM )
{
// maybe increment num enemy attacked
switch ( pSoldier->ubCivilianGroup )
{
case REBEL_CIV_GROUP:
case KINGPIN_CIV_GROUP:
case HICKS_CIV_GROUP:
if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT )
{
gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++;
}
break;
default:
// nope!
break;
}
}
else
{
// Increment num enemy attacked
gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++;
}
}
}
// internal function for turning neutral to FALSE
void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier )
{
pSoldier->aiData.bNeutral = FALSE;
if ( gTacticalStatus.bBoxingState == NOT_BOXING )
{
// Special code for strategic implications
CalculateNonPersistantPBIInfo();
}
}
// internal function for turning neutral to TRUE
void SetSoldierNeutral( SOLDIERTYPE * pSoldier )
{
pSoldier->aiData.bNeutral = TRUE;
if ( gTacticalStatus.bBoxingState == NOT_BOXING )
{
// Special code for strategic implications
// search through civ team looking for non-neutral civilian!
if ( !HostileCiviliansPresent() )
{
CalculateNonPersistantPBIInfo();
}
}
}
void MakeCivHostile( SOLDIERTYPE *pSoldier, INT8 bNewSide )
{
if ( pSoldier->ubBodyType == COW )
{
return;
}
// override passed-in value; default is hostile to player, allied to army
bNewSide = 1;
switch( pSoldier->ubProfile )
{
case IRA:
case DIMITRI:
case MIGUEL:
case CARLOS:
case MADLAB:
case DYNAMO:
case SHANK:
// rebels and rebel sympathizers become hostile to player and enemy
bNewSide = 2;
break;
case MARIA:
case ANGEL:
if ( gubQuest[ QUEST_RESCUE_MARIA ] == QUESTINPROGRESS || gubQuest[ QUEST_RESCUE_MARIA ] == QUESTDONE )
{
bNewSide = 2;
}
break;
default:
switch( pSoldier->ubCivilianGroup )
{
case REBEL_CIV_GROUP:
bNewSide = 2;
break;
default:
break;
}
break;
}
if ( !pSoldier->aiData.bNeutral && bNewSide == pSoldier->bSide )
{
// already hostile!
return;
}
if (pSoldier->ubProfile == CONRAD || pSoldier->ubProfile == GENERAL)
{
// change to enemy team
SetSoldierNonNeutral( pSoldier );
pSoldier->bSide = bNewSide;
pSoldier = ChangeSoldierTeam( pSoldier, ENEMY_TEAM );
}
else
{
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
// if Maria is in the sector and escorted, set fact that the escape has
// been noticed
if ( gubQuest[ QUEST_RESCUE_MARIA ] == QUESTINPROGRESS && gTacticalStatus.bBoxingState == NOT_BOXING )
{
SOLDIERTYPE * pMaria = FindSoldierByProfileID( MARIA, FALSE );
if ( pMaria && pMaria->bActive && pMaria->bInSector )
{
SetFactTrue( FACT_MARIA_ESCAPE_NOTICED );
}
}
}
if (pSoldier->ubProfile == BILLY)
{
// change orders
pSoldier->aiData.bOrders = FARPATROL;
}
if (bNewSide != -1)
{
pSoldier->bSide = bNewSide;
}
if ( pSoldier->aiData.bNeutral )
{
SetSoldierNonNeutral( pSoldier );
RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
}
}
// If we are already in combat...
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
CheckForPotentialAddToBattleIncrement( pSoldier );
}
}
UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked )
{
SOLDIERTYPE * pSoldier;
UINT8 ubFirstProfile = NO_PROFILE;
UINT8 cnt;
if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP )
{
return( pAttacked->ubProfile );
}
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral )
{
if ( pSoldier->ubCivilianGroup == pAttacked->ubCivilianGroup && pSoldier->ubBodyType != COW )
{
// if in LOS of this guy's attacker
if ( (pAttacked->ubAttackerID != NOBODY && pSoldier->aiData.bOppList[pAttacked->ubAttackerID] == SEEN_CURRENTLY)
|| ( PythSpacesAway( pSoldier->sGridNo, pAttacked->sGridNo ) < pAttacked->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) )
|| ( pAttacked->ubAttackerID != NOBODY && PythSpacesAway( pSoldier->sGridNo, MercPtrs[ pAttacked->ubAttackerID ]->sGridNo ) < pAttacked->GetMaxDistanceVisible(MercPtrs[ pAttacked->ubAttackerID ]->sGridNo, MercPtrs[ pAttacked->ubAttackerID ]->pathing.bLevel) ) )
{
MakeCivHostile( pSoldier, 2 );
if ( pSoldier->aiData.bOppCnt > 0 )
{
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
}
if ( pSoldier->ubProfile != NO_PROFILE && pSoldier->aiData.bOppCnt > 0 && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) )
{
ubFirstProfile = pSoldier->ubProfile;
}
}
}
}
}
return( ubFirstProfile );
}
SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
{
SOLDIERTYPE * pNew;
SOLDIERTYPE * pNewAttacked = pAttacked;
SOLDIERTYPE * pSoldier;
UINT8 cnt;
UINT8 ubFirstProfile = NO_PROFILE;
if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP )
{
// abort
return( pNewAttacked );
}
// remove anyone (rebels) on our team and put them back in the civ team
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife)
{
if (pSoldier->ubCivilianGroup == pAttacked->ubCivilianGroup)
{
// should become hostile
if ( pSoldier->ubProfile != NO_PROFILE && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) )
{
ubFirstProfile = pSoldier->ubProfile;
}
pNew = ChangeSoldierTeam( pSoldier, CIV_TEAM );
if ( pSoldier == pAttacked )
{
pNewAttacked = pNew;
}
}
}
}
// now change sides for anyone on the civ team within proximity
if ( ubFirstProfile == NO_PROFILE )
{
// get first profile value
ubFirstProfile = CivilianGroupMembersChangeSidesWithinProximity( pNewAttacked );
}
else
{
// just call
CivilianGroupMembersChangeSidesWithinProximity( pNewAttacked );
}
/*
if ( ubFirstProfile != NO_PROFILE )
{
TriggerFriendWithHostileQuote( ubFirstProfile );
}
*/
if ( gTacticalStatus.fCivGroupHostile[ pNewAttacked->ubCivilianGroup ] == CIV_GROUP_NEUTRAL )
{
// if the civilian group turning hostile is the Rebels
if (pAttacked->ubCivilianGroup == REBEL_CIV_GROUP)
{
// we haven't already reduced the loyalty back when we first set the flag to BECOME hostile
ReduceLoyaltyForRebelsBetrayed();
}
AddStrategicEvent( EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE, GetWorldTotalMin() + 300, pNewAttacked->ubCivilianGroup );
gTacticalStatus.fCivGroupHostile[ pNewAttacked->ubCivilianGroup ] = CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE;
}
return( pNewAttacked );
}
void CivilianGroupChangesSides( UINT8 ubCivilianGroup )
{
// change civ group side due to external event (wall blowing up)
INT32 cnt;
SOLDIERTYPE * pSoldier;
gTacticalStatus.fCivGroupHostile[ ubCivilianGroup ] = CIV_GROUP_HOSTILE;
// now change sides for anyone on the civ team
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral)
{
if ( pSoldier->ubCivilianGroup == ubCivilianGroup && pSoldier->ubBodyType != COW )
{
MakeCivHostile( pSoldier, 2 );
if ( pSoldier->aiData.bOppCnt > 0 )
{
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
}
/*
if ( (pSoldier->ubProfile != NO_PROFILE) && (pSoldier->aiData.bOppCnt > 0) && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) )
{
ubFirstProfile = pSoldier->ubProfile;
}
*/
}
}
}
/*
if ( ubFirstProfile != NO_PROFILE )
{
TriggerFriendWithHostileQuote( ubFirstProfile );
}
*/
}
void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
{
INT32 cnt;
SOLDIERTYPE * pSoldier;
// now change sides for anyone on the civ team
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral && pSoldier->ubCivilianGroup == HICKS_CIV_GROUP )
{
if ( SoldierToSoldierLineOfSightTest( pSoldier, pNastyGuy, TRUE ) )
{
CivilianGroupMemberChangesSides( pSoldier );
break;
}
}
}
}
void MilitiaChangesSides( void )
{
// make all the militia change sides
INT32 cnt;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
{
return;
}
// remove anyone (rebels) on our team and put them back in the civ team
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife)
{
if ( (gWorldSectorX ==0 && gWorldSectorY == 0) || !NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) )
MakeCivHostile( pSoldier, 2 );
RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
}
}
}
/*
void MakePotentiallyHostileCivGroupsHostile( void )
{
UINT8 ubLoop;
// loop through all civ groups that might become hostile and set them
// to hostile
for ( ubLoop = REBEL_CIV_GROUP; ubLoop < NUM_CIV_GROUPS; ubLoop++ )
{
if (gTacticalStatus.fCivGroupHostile[ ubLoop ] == CIV_GROUP_WILL_BECOME_HOSTILE)
{
gTacticalStatus.fCivGroupHostile[ ubLoop ] = CIV_GROUP_HOSTILE;
}
}
}
*/
INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
UINT8 ubCount = 0;
cnt = gTacticalStatus.Team[ ubTeam ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; cnt++,pSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pSoldier) )
{
ubCount++;
}
}
return( ubCount );
}
UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
UINT8 bLastTeamID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
cnt = pSoldier->ubID + 1;
bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( fOnlyRegularMercs )
{
if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
// none found,
// Now loop back
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
bLastTeamID = pSoldier->ubID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( fOnlyRegularMercs )
{
if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
// IF we are here, keep as we always were!
return( pSoldier->ubID );
}
SOLDIERTYPE *FindNextActiveSquad( SOLDIERTYPE *pSoldier )
{
INT32 cnt, cnt2;
for( cnt = pSoldier->bAssignment + 1 ; cnt < NUMBER_OF_SQUADS; cnt++ )
{
for( cnt2 =0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ )
{
if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) && !(Squad[ cnt ][ cnt2 ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
return( Squad[ cnt ][ cnt2 ] );
}
}
}
// none found,
// Now loop back
for( cnt = 0; cnt <= pSoldier->bAssignment; cnt++ )
{
for( cnt2 =0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ )
{
if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) && !(Squad[ cnt ][ cnt2 ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
return( Squad[ cnt ][ cnt2 ] );
}
}
}
// IF we are here, keep as we always were!
return( pSoldier );
}
UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
UINT8 bLastTeamID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
// loop back
bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
cnt = pSoldier->ubID - 1;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt >= bLastTeamID; cnt--,pTeamSoldier-- )
{
if ( fOnlyRegularMercs )
{
if ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
// Check for bLife > 0
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
bLastTeamID = pSoldier->ubID;
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt >= bLastTeamID; cnt--,pTeamSoldier-- )
{
if ( fOnlyRegularMercs )
{
if ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->bAssignment < ON_DUTY && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
// none found,
// IF we are here, keep as we always were!
return( pSoldier->ubID );
}
BOOLEAN CheckForPlayerTeamInMissionExit( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
UINT8 bGuysIn = 0;
// End the turn of player charactors
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 && pSoldier->stats.bLife >= OKLIFE )
{
if ( pSoldier->flags.fInMissionExitNode )
{
bGuysIn++;
}
}
}
if ( bGuysIn == 0 )
{
return( FALSE );
}
if ( NumActiveAndConsciousTeamMembers( gbPlayerNum ) == 0 )
{
return( FALSE );
}
if ( bGuysIn == NumActiveAndConsciousTeamMembers( gbPlayerNum ) )
{
return( TRUE );
}
return( FALSE );
}
void EndTacticalDemo( )
{
gTacticalStatus.uiFlags &= (~DEMOMODE );
gTacticalStatus.fGoingToEnterDemo = FALSE;
}
UINT32 EnterTacticalDemoMode()
{
UINT8 ubNewScene = gubCurrentScene;
UINT8 ubNumScenes = NUM_RANDOM_SCENES;
gTacticalStatus.uiTimeOfLastInput = GetJA2Clock();
// REMOVE ALL EVENTS!
DequeAllGameEvents( FALSE );
// Switch into realtime/demo
gTacticalStatus.uiFlags |= ( REALTIME | DEMOMODE );
gTacticalStatus.uiFlags &= (~TURNBASED);
gTacticalStatus.uiFlags &= (~NPC_TEAM_DEAD);
gTacticalStatus.uiFlags &= (~PLAYER_TEAM_DEAD);
// Force load of guys
SetLoadOverrideParams( TRUE, FALSE, NULL );
// Load random level
// Dont't do first three levels
if ( gTacticalStatus.fNOTDOLASTDEMO )
{
ubNumScenes--;
}
do
{
ubNewScene = START_DEMO_SCENE + (UINT8)Random( ubNumScenes );
} while( ubNewScene == gubCurrentScene );
gubCurrentScene = ubNewScene;
// Set demo timer
gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock();
gfSGPInputReceived = FALSE;
gTacticalStatus.fGoingToEnterDemo = FALSE;
return( INIT_SCREEN );
}
CHAR8 *GetSceneFilename( )
{
return( gzLevelFilenames[ gubCurrentScene ] );
}
extern BOOLEAN InternalOkayToAddStructureToWorld( INT16 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fIgnorePeople );
// NB if making changes don't forget to update NewOKDestinationAndDirection
INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
{
UINT8 bPerson;
STRUCTURE * pStructure;
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
if ( !GridNoOnVisibleWorldTile( sGridNo ) )
{
return( TRUE );
}
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
// we could be multitiled... if the person there is us, and the gridno is not
// our base gridno, skip past these checks
if ( ! (bPerson == pCurrSoldier->ubID && sGridNo != pCurrSoldier->sGridNo) )
{
if ( pCurrSoldier->bTeam == gbPlayerNum )
{
if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
return( FALSE ); // if someone there it's NOT OK
}
else
{
return( FALSE ); // if someone there it's NOT OK
}
}
}
// Check structure database
if ( (pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE) && !(gfEstimatePath) )
{
UINT16 usAnimSurface;
STRUCTURE_FILE_REF * pStructureFileRef;
BOOLEAN fOk;
INT8 bLoop;
UINT16 usStructureID = INVALID_STRUCTURE_ID;
// this could be kinda slow...
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pCurrSoldier, pCurrSoldier->usUIMovementMode );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pCurrSoldier->ubID, usAnimSurface, pCurrSoldier->usUIMovementMode );
// opposite directions should be mirrors, so only check 4
if ( pStructureFileRef )
{
// if ANY direction is valid, consider moving here valid
for (bLoop = 0; bLoop < NUM_WORLD_DIRECTIONS; bLoop++)
{
// ATE: Only if we have a levelnode...
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL )
{
usStructureID = pCurrSoldier->pLevelNode->pStructureData->usStructureID;
}
else
{
usStructureID = INVALID_STRUCTURE_ID;
}
fOk = InternalOkayToAddStructureToWorld( sGridNo, bLevel, &(pStructureFileRef->pDBStructureRef[bLoop]), usStructureID, (BOOLEAN)!fPeopleToo );
if (fOk)
{
return( TRUE );
}
}
}
return( FALSE );
}
else
{
// quick test
if ( gpWorldLevelData[ sGridNo ].pStructureHead != NULL )
{
// Something is here, check obstruction in future
if ( bLevel == 0)
{
sDesiredLevel = STRUCTURE_ON_GROUND;
}
else
{
sDesiredLevel = STRUCTURE_ON_ROOF;
}
pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES );
// ATE: If we are trying to get a path to an exit grid AND
// we are a cave....still allow this..
//if ( pStructure && gfPlotPathToExitGrid && pStructure->fFlags & STRUCTURE_CAVEWALL )
if ( pStructure && gfPlotPathToExitGrid )
{
pStructure = NULL;
}
while (pStructure != NULL)
{
if (!(pStructure->fFlags & STRUCTURE_PASSABLE) )
{
fOKCheckStruct = TRUE;
// Check if this is a multi-tile
if ( ( pStructure->fFlags & STRUCTURE_MOBILE ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
{
// Check IDs with soldier's ID
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL && pCurrSoldier->pLevelNode->pStructureData->usStructureID == pStructure->usStructureID )
{
fOKCheckStruct = FALSE;
}
}
if ( fOKCheckStruct )
{
if (pStructure->sCubeOffset == sDesiredLevel)
{
return( FALSE );
}
}
}
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
}
return( TRUE );
}
// NB if making changes don't forget to update NewOKDestination
INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
{
UINT8 bPerson;
STRUCTURE * pStructure;
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
// we could be multitiled... if the person there is us, and the gridno is not
// our base gridno, skip past these checks
if ( ! (bPerson == pCurrSoldier->ubID && sGridNo != pCurrSoldier->sGridNo) )
{
if ( pCurrSoldier->bTeam == gbPlayerNum )
{
if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
return( FALSE ); // if someone there it's NOT OK
}
else
{
return( FALSE ); // if someone there it's NOT OK
}
}
}
// Check structure database
if ( ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) && !(gfEstimatePath) )
{
UINT16 usAnimSurface;
STRUCTURE_FILE_REF * pStructureFileRef;
BOOLEAN fOk;
INT8 bLoop;
UINT16 usStructureID = INVALID_STRUCTURE_ID;
// this could be kinda slow...
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pCurrSoldier, pCurrSoldier->usUIMovementMode );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pCurrSoldier->ubID, usAnimSurface, pCurrSoldier->usUIMovementMode );
if ( pStructureFileRef )
{
// use the specified direction for checks
bLoop = bDirection;
{
// ATE: Only if we have a levelnode...
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL )
{
usStructureID = pCurrSoldier->pLevelNode->pStructureData->usStructureID;
}
fOk = InternalOkayToAddStructureToWorld( sGridNo, pCurrSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[ gOneCDirection[ bLoop ] ]), usStructureID, (BOOLEAN)!fPeopleToo );
if (fOk)
{
return( TRUE );
}
}
}
return( FALSE );
}
else
{
// quick test
if ( gpWorldLevelData[ sGridNo ].pStructureHead != NULL )
{
// Something is here, check obstruction in future
if ( bLevel == 0)
{
sDesiredLevel = STRUCTURE_ON_GROUND;
}
else
{
sDesiredLevel = STRUCTURE_ON_ROOF;
}
pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES );
// ATE: If we are trying to get a path to an exit grid AND
// we are a cave....still allow this..
//if ( pStructure && gfPlotPathToExitGrid && pStructure->fFlags & STRUCTURE_CAVEWALL )
if ( pStructure && gfPlotPathToExitGrid )
{
pStructure = NULL;
}
while (pStructure != NULL)
{
if (!(pStructure->fFlags & STRUCTURE_PASSABLE) )
{
fOKCheckStruct = TRUE;
// Check if this is a multi-tile
if ( ( pStructure->fFlags & STRUCTURE_MOBILE ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
{
// Check IDs with soldier's ID
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL && pCurrSoldier->pLevelNode->pStructureData->usStructureID == pStructure->usStructureID )
{
fOKCheckStruct = FALSE;
}
}
if ( fOKCheckStruct )
{
if (pStructure->sCubeOffset == sDesiredLevel)
{
return( FALSE );
}
}
}
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
}
return( TRUE );
}
//Kris:
BOOLEAN FlatRoofAboveGridNo( INT32 iMapIndex )
{
LEVELNODE *pRoof;
UINT32 uiTileType;
pRoof = gpWorldLevelData[ iMapIndex ].pRoofHead;
while( pRoof )
{
if( pRoof->usIndex != NO_TILE )
{
GetTileType( pRoof->usIndex, &uiTileType );
if( uiTileType >= FIRSTROOF && uiTileType <= LASTROOF )
return TRUE;
}
pRoof = pRoof->pNext;
}
return FALSE;
}
//Kris:
//ASSUMPTION: This function assumes that we are checking on behalf of a single tiled merc. This function
// should not be used for checking on behalf of multi-tiled "things".
//I wrote this function for editor use. I don't personally care about multi-tiled stuff. All I want
//to know is whether or not I can put a merc here. In most cases, I won't be dealing with multi-tiled
//mercs, and the rarity doesn't justify the needs. I just wrote this to be quick and dirty, and I don't
//expect it to perform perfectly in all situations.
BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
if( WhoIsThere2( (INT16)iMapIndex, 0 ) != NOBODY )
return FALSE;
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
if( fOnRoof && !FlatRoofAboveGridNo( iMapIndex ) )
fOnRoof = FALSE;
// Check structure database
if( gpWorldLevelData[ iMapIndex ].pStructureHead )
{
// Something is here, check obstruction in future
sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
pStructure = FindStructure( (INT16)iMapIndex, STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel )
return FALSE;
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
return TRUE;
}
BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
if( fOnRoof && !FlatRoofAboveGridNo( iMapIndex ) )
fOnRoof = FALSE;
// Check structure database
if( gpWorldLevelData[ iMapIndex ].pStructureHead )
{
// Something is here, check obstruction in future
sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
pStructure = FindStructure( (INT16)iMapIndex, STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel )
return FALSE;
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
return TRUE;
}
BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange)
{
UINT8 bLoop;
SOLDIERTYPE * pSoldier;
for (bLoop=gTacticalStatus.Team[bTeam].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[bTeam].bLastID; bLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
if (PythSpacesAway(pSoldier->sGridNo,sGridNo) <= iRange)
{
return(TRUE);
}
}
}
return(FALSE);
}
INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor )
{
// psAdjustedGridNo gets the original gridno or the new one if updated
// It will ONLY be updated IF we were over a merc, ( it's updated to their gridno )
// pubDirection gets the direction to the final gridno
// fForceToPerson: forces the grid under consideration to be the one occupiedby any target
// in that location, because we could be passed a gridno based on the overlap of soldier's graphic
// fDoor determines whether special door-handling code should be used (for interacting with doors)
INT16 sFourGrids[4], sDistance=0;
static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
INT16 sClosest=NOWHERE, sSpot, sOkTest;
INT16 sCloseGridNo=NOWHERE;
UINT32 uiMercFlags;
UINT16 usSoldierIndex;
UINT8 ubDir;
STRUCTURE *pDoor;
//STRUCTURE *pWall;
UINT8 ubWallOrientation;
BOOLEAN fCheckGivenGridNo = TRUE;
UINT8 ubTestDirection;
EXITGRID ExitGrid;
// Set default direction
if (pubDirection)
{
*pubDirection = pSoldier->ubDirection;
}
// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
}
// CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT!
if ( pSoldier->sGridNo == sGridNo && !FindStructure( sGridNo, ( STRUCTURE_SWITCH ) ) )
{
// OK, if we are looking for a door, it may be in the same tile as us, so find the direction we
// have to face to get to the door, not just our initial direction...
// If we are in the same tile as a switch, we can NEVER pull it....
if( fDoor )
{
// This can only happen if a door was to the south to east of us!
// Do south!
//sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
// ATE: Added: Switch behave EXACTLY like doors
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR ) );
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
// To the south!
sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
}
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
// TO the east!
sSpot = NewGridNo( sGridNo, DirectionInc( EAST ) );
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
}
}
}
// Use soldier's direction
return( sGridNo );
}
// Look for a door!
if (fDoor)
{
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR | STRUCTURE_SWITCH ) );
}
else
{
pDoor = NULL;
}
if ( fForceToPerson )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usSoldierIndex ]->sGridNo;
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
// Use direction to this guy!
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
}
}
}
}
if ( ( sOkTest = NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) > 0) // no problem going there! nobody on it!
{
// OK, if we are looking to goto a switch, ignore this....
if ( pDoor )
{
if ( pDoor->fFlags & STRUCTURE_SWITCH )
{
// Don't continuel
fCheckGivenGridNo = FALSE;
}
}
// If there is an exit grid....
if ( GetExitGrid( sGridNo, &ExitGrid ) )
{
// Don't continuel
fCheckGivenGridNo = FALSE;
}
if ( fCheckGivenGridNo )
{
sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sDistance > 0 )
{
if ( sDistance < sClosest )
{
sClosest = sDistance;
sCloseGridNo = sGridNo;
}
}
}
}
for (INT8 cnt = 0; cnt < 4; cnt++)
{
// MOVE OUT TWO DIRECTIONS
sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
ubTestDirection = sDirs[ cnt ];
// For switches, ALLOW them to walk through walls to reach it....
if ( pDoor && pDoor->fFlags & STRUCTURE_SWITCH )
{
ubTestDirection = gOppositeDirection[ ubTestDirection ];
}
if( fDoor )
{
if ( gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED )
{
// obstacle or wall there!
continue;
}
}
else
{
// this function returns original MP cost if not a door cost
if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED )
{
// obstacle or wall there!
continue;
}
}
// Eliminate some directions if we are looking at doors!
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
// Refuse the south and north and west directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == SOUTH )
continue;
}
// Refuse the north and west and east directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == EAST )
continue;
}
}
// If this spot is our soldier's gridno use that!
if ( sSpot == pSoldier->sGridNo )
{
// Use default diurection ) soldier's direction )
// OK, at least get direction to face......
// Defaults to soldier's facing dir unless we change it!
//if ( pDoor != NULL )
{
// Use direction to the door!
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
}
}
return( sSpot );
}
// don't store path, just measure it
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sSpot, sGridNo );
if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel ) > 0 ) &&
( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) )
{
if ( sDistance < sClosest )
{
sClosest = sDistance;
sCloseGridNo = (INT16)sSpot;
}
}
}
if (sClosest != NOWHERE)
{
// Take last direction and use opposite!
// This will be usefull for ours and AI mercs
// If our gridno is the same ( which can be if we are look at doors )
if ( sGridNo == sCloseGridNo )
{
if (pubDirection)
{
// ATE: Only if we have a valid door!
if ( pDoor )
{
switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
*pubDirection = SOUTH;
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
*pubDirection = EAST;
break;
}
}
}
}
else
{
// Calculate direction if our gridno is different....
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo );
if (pubDirection)
{
*pubDirection = ubDir;
}
}
//if ( psAdjustedGridNo != NULL )
//{
// (*psAdjustedGridNo) = sCloseGridNo;
//}
if ( sCloseGridNo == NOWHERE )
{
return( -1 );
}
return( sCloseGridNo );
}
else
return( -1 );
}
INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor )
{
// This function works in a similar way as FindAdjacentGridEx, but looks for a location 2 tiles away
// psAdjustedGridNo gets the original gridno or the new one if updated
// pubDirection gets the direction to the final gridno
// fForceToPerson: forces the grid under consideration to be the one occupiedby any target
// in that location, because we could be passed a gridno based on the overlap of soldier's graphic
// fDoor determines whether special door-handling code should be used (for interacting with doors)
INT16 sFourGrids[4], sDistance=0;
static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
INT16 sClosest=WORLD_MAX, sSpot, sSpot2, sOkTest;
INT16 sCloseGridNo=NOWHERE;
UINT32 uiMercFlags;
UINT16 usSoldierIndex;
UINT8 ubDir;
STRUCTURE *pDoor;
UINT8 ubWallOrientation;
BOOLEAN fCheckGivenGridNo = TRUE;
UINT8 ubTestDirection;
UINT8 ubWhoIsThere;
// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
}
// CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT!
if ( pSoldier->sGridNo == sGridNo )
{
*pubDirection = pSoldier->ubDirection;
return( sGridNo );
}
// Look for a door!
if (fDoor)
{
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR | STRUCTURE_SWITCH ) );
}
else
{
pDoor = NULL;
}
if ( fForceToPerson )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
sGridNo = MercPtrs[ usSoldierIndex ]->sGridNo;
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
}
}
}
if ( ( sOkTest = NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) > 0) // no problem going there! nobody on it!
{
// OK, if we are looking to goto a switch, ignore this....
if ( pDoor )
{
if ( pDoor->fFlags & STRUCTURE_SWITCH )
{
// Don't continuel
fCheckGivenGridNo = FALSE;
}
}
if ( fCheckGivenGridNo )
{
sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sDistance > 0 )
{
if ( sDistance < sClosest )
{
sClosest = sDistance;
sCloseGridNo = (INT16)sGridNo;
}
}
}
}
for (INT8 cnt = 0; cnt < 4; cnt++)
{
// MOVE OUT TWO DIRECTIONS
sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
ubTestDirection = sDirs[ cnt ];
if ( pDoor && pDoor->fFlags & STRUCTURE_SWITCH )
{
ubTestDirection = gOppositeDirection[ ubTestDirection ];
}
if ( gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED )
{
// obstacle or wall there!
continue;
}
ubWhoIsThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel );
if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID )
{
// skip this direction b/c it's blocked by another merc!
continue;
}
// Eliminate some directions if we are looking at doors!
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
// Refuse the south and north and west directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == SOUTH )
continue;
}
// Refuse the north and west and east directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == EAST )
continue;
}
}
// first tile is okay, how about the second?
sSpot2 = NewGridNo( sSpot, DirectionInc( sDirs[ cnt ] ) );
if ( gubWorldMovementCosts[ sSpot2 ][ sDirs[cnt] ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED ||
DoorTravelCost( pSoldier, sSpot2, gubWorldMovementCosts[ sSpot2 ][ sDirs[cnt] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL ) == TRAVELCOST_DOOR ) // closed door blocks!
{
// obstacle or wall there!
continue;
}
ubWhoIsThere = WhoIsThere2( sSpot2, pSoldier->pathing.bLevel );
if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID )
{
// skip this direction b/c it's blocked by another merc!
continue;
}
sSpot = sSpot2;
// If this spot is our soldier's gridno use that!
if ( sSpot == pSoldier->sGridNo )
{
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
}
//*pubDirection = pSoldier->ubDirection;
return( sSpot );
}
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sSpot, sGridNo );
// don't store path, just measure it
if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE , pSoldier->pathing.bLevel ) > 0 ) &&
( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) )
{
if ( sDistance < sClosest )
{
sClosest = sDistance;
sCloseGridNo = (INT16)sSpot;
}
}
}
if (sClosest != NOWHERE)
{
// Take last direction and use opposite!
// This will be usefull for ours and AI mercs
// If our gridno is the same ( which can be if we are look at doors )
if ( sGridNo == sCloseGridNo )
{
if (pubDirection)
{
// ATE: Only if we have a valid door!
if ( pDoor )
{
switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
*pubDirection = SOUTH;
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
*pubDirection = EAST;
break;
}
}
}
}
else
{
// Calculate direction if our gridno is different....
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo );
if (pubDirection)
{
*pubDirection = ubDir;
}
}
if ( sCloseGridNo == NOWHERE )
{
return( -1 );
}
return( sCloseGridNo );
}
else
return( -1 );
/*
if (sCloseGridNo != NOWHERE)
{
// Take last direction and use opposite!
// This will be usefull for ours and AI mercs
// If our gridno is the same ( which can be if we are look at doors )
if ( sGridNo == sCloseGridNo )
{
switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
*pubDirection = SOUTH;
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
*pubDirection = EAST;
break;
}
}
else
{
// Calculate direction if our gridno is different....
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo );
*pubDirection = ubDir;
}
return( sCloseGridNo );
}
else
return( -1 );
*/
}
INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection )
{
INT16 sSpot;
UINT8 ubGuyThere;
for ( INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
{
sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ cnt ][ pSoldier->pathing.bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED )
{
// blocked!
continue;
}
// Check for who is there...
ubGuyThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel );
if ( pTargetSoldier != NULL && ubGuyThere == pTargetSoldier->ubID )
{
// We've got a guy here....
// Who is the one we want......
*psAdjustedTargetGridNo = pTargetSoldier->sGridNo;
*pubDirection = ( UINT8 )cnt;
return( sSpot );
}
}
return( NOWHERE );
}
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos )
{
BOOLEAN fVisible;
// Check if a hidden tile exists but is not revealed
if ( DoesGridnoContainHiddenStruct( sMapPos, &fVisible ) )
{
if ( !fVisible )
{
// The player thinks this is OK!
return( TRUE );
}
}
if ( !NewOKDestination( pSoldier, sMapPos, FALSE, (INT8) gsInterfaceLevel ) )
{
return( FALSE );
}
// ATE: If we are a robot, see if we are being validly controlled...
if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT )
{
if ( ! pSoldier->CanRobotBeControlled( ) )
{
// Display message that robot cannot be controlled....
return( 2 );
}
}
// ATE: Experiment.. take out
//else if ( IsRoofVisible( sMapPos ) && gsInterfaceLevel == 0 )
//{
// return( FALSE );
//}
return( TRUE);
}
void HandleTeamServices( UINT8 ubTeamNum )
{
INT32 cnt;
SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex, usInHand;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ ubTeamNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeamNum ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
fDone = FALSE;
// Check for different events!
// FOR DOING AID
if ( pTeamSoldier->usAnimState == GIVING_AID )
{
// Get medkit info
usInHand = pTeamSoldier->inv[ HANDPOS ].usItem;
// Get victim pointer
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
if ( pTargetSoldier->ubServiceCount )
{
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
uiPointsUsed = pTeamSoldier->SoldierDressWound( pTargetSoldier, usKitPts, usKitPts );
// Determine if they are all banagded
if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name );
// Cancel all services for this guy!
pTargetSoldier->ReceivingSoldierCancelServices( );
fDone = TRUE;
}
UseKitPoints( &(pTeamSoldier->inv[ HANDPOS ] ), (UINT16)uiPointsUsed, pTeamSoldier );
// Get new total
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
// WHETHER OR NOT recipient is all bandaged, check if we've used them up!
if ( usKitPts <= 0) // no more bandages
{
if ( fDone )
{
// don't swap if we're done
bSlot = NO_SLOT;
}
else
{
bSlot = FindFirstAidKit ( pTeamSoldier );
if ( bSlot == NO_SLOT )
{
bSlot = FindMedKit( pTeamSoldier );
}
}
if ( bSlot != NO_SLOT )
{
SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name );
pTeamSoldier->GivingSoldierCancelServices( );
if ( !gTacticalStatus.fAutoBandageMode )
{
pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
}
}
}
}
}
}
}
}
}
void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
{
SOLDIERTYPE *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex, usInHand;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone = FALSE;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
{
// Check for different events!
// FOR DOING AID
if ( pTeamSoldier->usAnimState == GIVING_AID )
{
// Get medkit info
usInHand = pTeamSoldier->inv[ HANDPOS ].usItem;
// Get victim pointer
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
if ( pTargetSoldier->ubServiceCount )
{
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
uiPointsUsed = pTeamSoldier->SoldierDressWound( pTargetSoldier, usKitPts, usKitPts );
// Determine if they are all banagded
if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name );
// Cancel all services for this guy!
pTargetSoldier->ReceivingSoldierCancelServices( );
fDone = TRUE;
}
UseKitPoints( &(pTeamSoldier->inv[ HANDPOS ] ), (UINT16)uiPointsUsed, pTeamSoldier );
// Get new total
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
// WHETHER OR NOT recipient is all bandaged, check if we've used them up!
if ( usKitPts <= 0) // no more bandages
{
if ( fDone )
{
// don't swap if we're done
bSlot = NO_SLOT;
}
else
{
bSlot = FindFirstAidKit ( pTeamSoldier);
if ( bSlot == NO_SLOT )
{
bSlot = FindMedKit ( pTeamSoldier );
}
}
if ( bSlot != NO_SLOT )
{
SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name );
pTeamSoldier->GivingSoldierCancelServices( );
if ( !gTacticalStatus.fAutoBandageMode )
{
pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
}
}
}
}
}
}
}
}
void CommonEnterCombatModeCode( )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode");
UINT32 cnt;
SOLDIERTYPE *pSoldier;
gTacticalStatus.uiFlags |= INCOMBAT;
//gTacticalStatus.ubAttackBusyCount = 0;
// Reset num enemies fought flag...
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
gTacticalStatus.ubLastBattleSectorX = (UINT8) gWorldSectorX;
gTacticalStatus.ubLastBattleSectorY = (UINT8) gWorldSectorY;
gTacticalStatus.fLastBattleWon = FALSE;
gTacticalStatus.fItemsSeenOnAttack = FALSE;
// ATE: If we have an item pointer end it!
CancelItemPointer( );
ResetInterfaceAndUI( );
ResetMultiSelection( );
// OK, loop thorugh all guys and stop them!
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector && pSoldier->ubBodyType != CROW )
{
// Set some flags for quotes
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_IN_SHIT );
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_MULTIPLE_CREATURES);
// Hault!
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
CancelAIAction( pSoldier, TRUE );
// turn off AI controlled flag
pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL;
// Check if this guy is an enemy....
CheckForPotentialAddToBattleIncrement( pSoldier );
// If guy is sleeping, wake him up!
if ( pSoldier->flags.fMercAsleep == TRUE )
{
pSoldier->ChangeSoldierState( WKAEUP_FROM_SLEEP, 1, TRUE );
}
// ATE: Refresh APs
pSoldier->CalcNewActionPoints( );
// Either I just noticed this, or it just hasn't been a problem before. But
// if the last battle left a soldier at 0 points, he will not gain full points with
// carryover for this battle. So we'll hit it again.
pSoldier->CalcNewActionPoints( );
if ( pSoldier->ubProfile != NO_PROFILE )
{
if ( pSoldier->bTeam == CIV_TEAM && pSoldier->aiData.bNeutral )
{
// only set precombat gridno if unset
if ( gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == 0 || gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == NOWHERE )
{
gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = pSoldier->sGridNo;
}
}
else
{
gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = NOWHERE;
}
}
if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering )
{
// ATE: reset player's movement mode at the very start of
// combat
//if ( pSoldier->bTeam == gbPlayerNum )
//{
//pSoldier->usUIMovementMode = RUNNING;
//}
}
}
}
}
gTacticalStatus.fHasEnteredCombatModeSinceEntering = TRUE;
SyncStrategicTurnTimes( );
// Play tune..
PlayJA2Sample( ENDTURN_1, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
// Say quote.....
// Change music modes
SetMusicMode( MUSIC_TACTICAL_BATTLE );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
}
void EnterCombatMode( UINT8 ubStartingTeam )
{
UINT32 cnt;
SOLDIERTYPE *pTeamSoldier;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode");
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Can't enter combat when already in combat" );
// we're already in combat!
return;
}
// Alrighty, don't do this if no enemies in sector
if ( NumCapableEnemyInSector( ) == 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Can't enter combat when no capable enemies" );
//ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Trying to init combat when no enemies around!." );
return;
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Entering combat mode" );
// ATE: Added here to guarentee we have fEnemyInSector
// Mostly this was not getting set if:
// 1 ) we see bloodcats ( which makes them hostile )
// 2 ) we make civs hostile
// only do this once they are seen.....
if ( !gTacticalStatus.fEnemyInSector )
{
SetEnemyPresence( );
}
CommonEnterCombatModeCode( );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing...");
if (ubStartingTeam == gbPlayerNum)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("EnterCombatMode continuing... start player turn, selected soldier = %d",gusSelectedSoldier));
// OK, make sure we have a selected guy
// Madd: this was causing a weird crash becuase gusSelectedSoldier was 156 (out of the array bounds) for some reason
//if ( MercPtrs[ gusSelectedSoldier ]->aiData.bOppCnt == 0 )
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->aiData.bOppCnt == 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... nobody selected");
// OK, look through and find one....
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pTeamSoldier++ )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppCnt > 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... select soldier");
SelectSoldier( pTeamSoldier->ubID, FALSE, TRUE );
}
}
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... calling startplayerteamturn");
StartPlayerTeamTurn( FALSE, TRUE );
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... end turn");
// have to call EndTurn so that we freeze the interface etc
EndTurn( ubStartingTeam );
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode done");
}
void ExitCombatMode( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Exiting combat mode" );
// Leave combat mode
gTacticalStatus.uiFlags &= (~INCOMBAT);
EndTopMessage( );
// OK, we have exited combat mode.....
// Reset some flags for no aps to move, etc
// Set virgin sector to true....
gTacticalStatus.fVirginSector = TRUE;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector )
{
// Reset some flags
if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE )
{
pSoldier->AdjustNoAPToFinishMove( FALSE );
pSoldier->SoldierGotoStationaryStance( );
}
//Cancel pending events
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
// Reset moved flag
pSoldier->aiData.bMoved = FALSE;
// Set final destination
pSoldier->pathing.sFinalDestination = pSoldier->sGridNo;
// remove AI controlled flag
pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL;
}
}
}
// Change music modes
gfForceMusicToTense = TRUE;
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
BetweenTurnsVisibilityAdjustments();
// pause the AI for a bit
PauseAITemporarily();
// reset muzzle flashes
TurnOffEveryonesMuzzleFlashes();
// zap interrupt list
ClearIntList();
// dirty interface
DirtyMercPanelInterface( MercPtrs[ 0 ], DIRTYLEVEL2 );
// ATE: If we are IN_CONV - DONT'T DO THIS!
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
HandleStrategicTurnImplicationsOfExitingCombatMode();
}
// Make sure next opplist decay DOES happen right after we go to RT
// since this would be the same as what would happen at the end of the turn
gTacticalStatus.uiTimeSinceLastOpplistDecay = __max( 0, GetWorldTotalSeconds() - TIME_BETWEEN_RT_OPPLIST_DECAYS );
NonCombatDecayPublicOpplist( GetWorldTotalSeconds() );
}
void SetEnemyPresence( )
{
// We have an ememy present....
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence"));
// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
{
// If we have a guy selected, say quote!
// For now, display ono status message
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ENEMY_IN_SECTOR_STR ] );
// Change music modes..
// If we are just starting game, don't do this!
if ( !DidGameJustStart() && !AreInMeanwhile( ) )
{
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
sniperwarning = FALSE;
biggunwarning = FALSE;
// airstrikeavailable = TRUE;
}
else
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = true"));
sniperwarning = TRUE;
biggunwarning = TRUE;
// airstrikeavailable = FALSE;
}
// Say quote...
//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
gTacticalStatus.fEnemyInSector = TRUE;
}
}
extern BOOLEAN gfLastMercTalkedAboutKillingID;
BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
{
INT32 cnt2;
SOLDIERTYPE *pSoldier;
INT32 cnt;
for ( cnt = 0; cnt < MAXTEAMS; cnt++ )
{
if ( gTacticalStatus.Team[ cnt ].bSide != pTeamSoldier->bSide )
{
// check this team for possible enemies
cnt2 = gTacticalStatus.Team[ cnt ].bFirstID;
for ( pSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; cnt2++, pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector && ( pSoldier->bTeam == gbPlayerNum || pSoldier->stats.bLife >= OKLIFE ) )
{
if ( !CONSIDERED_NEUTRAL( pTeamSoldier, pSoldier ) && ( pTeamSoldier->bSide != pSoldier->bSide ) )
{
// Have we not seen this guy.....
if ( ( pTeamSoldier->aiData.bOppList[ cnt2 ] >= SEEN_CURRENTLY ) &&
( pTeamSoldier->aiData.bOppList[ cnt2 ] <= SEEN_THIS_TURN ) )
{
gTacticalStatus.bConsNumTurnsNotSeen = 0;
return( TRUE );
}
}
}
}
}
}
return( FALSE );
}
BOOLEAN WeSeeNoOne( void )
{
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
if ( pSoldier->aiData.bOppCnt > 0 )
{
return( FALSE );
}
}
}
}
return( TRUE );
}
BOOLEAN NobodyAlerted( void )
{
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( ( pSoldier->bTeam != gbPlayerNum ) && ( ! pSoldier->aiData.bNeutral ) && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus >= STATUS_RED) )
{
return( FALSE );
}
}
}
return( TRUE );
}
BOOLEAN WeSawSomeoneThisTurn( void )
{
UINT32 uiLoop, uiLoop2;
SOLDIERTYPE * pSoldier;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
for ( uiLoop2 = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; uiLoop2 < TOTAL_SOLDIERS; uiLoop2++ )
{
if ( pSoldier->aiData.bOppList[ uiLoop2 ] == SEEN_THIS_TURN )
{
return( TRUE );
}
}
}
}
}
return( FALSE );
}
void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
{
UINT8 ubMercsInSector[ 20 ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
// Loop through all our guys and randomly say one from someone in our sector
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubNumMercs++;
}
}
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
MercPtrs[ ubChosenMerc ]->DoMercBattleSound( (UINT8)iBattleSnd );
}
}
BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
{
SOLDIERTYPE *pTeamSoldier;
UINT32 cnt = 0;
BOOLEAN fWeSeeNoOne, fNobodyAlerted;
BOOLEAN fSayQuote = FALSE;
BOOLEAN fWeSawSomeoneRecently = FALSE, fSomeoneSawSomeoneRecently = FALSE;
// We can only check for end of combat if in combat mode
if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
return( FALSE );
}
// if we're boxing NEVER end combat mode
if ( gTacticalStatus.bBoxingState == BOXING )
{
return( FALSE );
}
// First check for end of battle....
// If there are no enemies at all in the sector
// Battle end should take presedence!
if ( CheckForEndOfBattle( FALSE ) )
{
return( TRUE );
}
fWeSeeNoOne = WeSeeNoOne();
fNobodyAlerted = NobodyAlerted();
if ( fWeSeeNoOne && fNobodyAlerted )
{
// hack!!!
gTacticalStatus.bConsNumTurnsNotSeen = 5;
}
else
{
// we have to loop through EVERYONE to see if anyone sees a hostile... if so, stay in turnbased...
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pTeamSoldier = MercSlots[ cnt ];
if ( pTeamSoldier && pTeamSoldier->stats.bLife >= OKLIFE && !pTeamSoldier->aiData.bNeutral )
{
if ( SoldierHasSeenEnemiesLastFewTurns( pTeamSoldier ) )
{
gTacticalStatus.bConsNumTurnsNotSeen = 0;
fSomeoneSawSomeoneRecently = TRUE;
if ( pTeamSoldier->bTeam == gbPlayerNum || (pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->bSide == 0 ) ) // or friendly militia
{
fWeSawSomeoneRecently = TRUE;
break;
}
}
}
}
if ( fSomeoneSawSomeoneRecently )
{
if ( fWeSawSomeoneRecently )
{
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
}
else
{
// start tracking this
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes++;
}
return( FALSE );
}
// IF here, we don;t see anybody.... increment count for end check
if( fIncrementTurnsNotSeen )
{
gTacticalStatus.bConsNumTurnsNotSeen++;
}
}
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
// If we have reach a point where a cons. number of turns gone by....
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
{
gTacticalStatus.bConsNumTurnsNotSeen = 0;
// Exit mode!
ExitCombatMode();
if ( fNobodyAlerted )
{
// if we don't see anyone currently BUT we did see someone this turn, THEN don't
// say quote
if ( fWeSeeNoOne && WeSawSomeoneThisTurn() )
{
// don't say quote
}
else
{
fSayQuote = TRUE;
}
}
else
{
fSayQuote = TRUE;
}
// ATE: Are there creatures here? If so, say another quote...
if ( fSayQuote && ( gTacticalStatus.uiFlags & IN_CREATURE_LAIR ) )
{
SayQuoteFromAnyBodyInSector( QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE );
}
// Are we fighting bloodcats?
else if ( NumBloodcatsInSectorNotDeadOrDying( ) > 0 )
{
}
else
{
if ( fSayQuote )
{
// Double check by seeing if we have any active enemies in sector!
if ( NumEnemyInSectorNotDeadOrDying( ) > 0 )
{
SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT );
}
}
}
/*
if ( (!fWeSeeNoOne || !fNobodyAlerted) && WeSawSomeoneThisTurn() )
{
// Say quote to the effect that the battle has lulled
SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT );
}
*/
// Begin tense music....
gfForceMusicToTense = TRUE;
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
return( TRUE );
}
return( FALSE );
}
void DeathNoMessageTimerCallback( void )
{
CheckAndHandleUnloadingOfCurrentWorld();
}
void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY )
{
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = 0;
}
//!!!!
//IMPORTANT NEW NOTE:
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
{
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fBattleWon = TRUE;
BOOLEAN fBattleLost = FALSE;
INT32 cnt = 0;
UINT16 usAnimState;
if ( gTacticalStatus.bBoxingState == BOXING )
{
// no way are we going to exit boxing prematurely, thank you! :-)
return( FALSE );
}
// We can only check for end of battle if in combat mode or there are enemies
// present (they might bleed to death or run off the map!)
if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
if ( ! (gTacticalStatus.fEnemyInSector) )
{
return( FALSE );
}
}
// ATE: If attack busy count.. get out...
if ( (gTacticalStatus.ubAttackBusyCount > 0 ) )
{
return( FALSE );
}
// OK, this is to releave infinate looping...becasue we can kill guys in this function
if ( gfKillingGuysForLosingBattle )
{
return( FALSE );
}
// Check if the battle is won!
if ( NumCapableEnemyInSector( ) > 0 )
{
fBattleWon = FALSE;
}
if ( CheckForLosingEndOfBattle( ) == TRUE )
{
fBattleLost = TRUE;
}
//NEW (Nov 24, 98) by Kris
if( !gbWorldSectorZ && fBattleWon )
{ //Check to see if more enemy soldiers exist in the strategic layer
//It is possible to have more than 20 enemies in a sector. By failing here,
//it gives the engine a chance to add these soldiers as reinforcements. This
//is naturally handled.
AddPossiblePendingEnemiesToBattle();
if( gfPendingEnemies )
{
fBattleWon = FALSE;
}
}
if( ( fBattleLost ) || ( fBattleWon ) )
{
if( !gbWorldSectorZ )
{
SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY) ].bLastKnownEnemies = NumEnemiesInSector( gWorldSectorX, gWorldSectorY );
}
}
// We should NEVER have a battle lost and won at the same time...
if ( fBattleLost )
{
// CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win
// battle for us
EndAllAITurns( );
// Set enemy presence to false
// This is safe 'cause we're about to unload the friggen sector anyway....
gTacticalStatus.fEnemyInSector = FALSE;
// If here, the battle has been lost!
UnSetUIBusy( (UINT8)gusSelectedSoldier );
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
// Exit mode!
ExitCombatMode();
}
HandleMoraleEvent( NULL, MORALE_HEARD_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// Play death music
SetMusicMode( MUSIC_TACTICAL_DEATH );
SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) )
{
// this is our first battle... and we lost it!
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
}
if( NumEnemyInSectorExceptCreatures() )
{
SetThisSectorAsEnemyControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
}
// ATE: Important! THis is delayed until music ends so we can have proper effect!
// CheckAndHandleUnloadingOfCurrentWorld();
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
LogBattleResults( LOG_DEFEAT );
gfBlitBattleSectorLocator = FALSE;
return( TRUE );
}
// If battle won, do stuff right away!
if ( fBattleWon )
{
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
gTacticalStatus.fLastBattleWon = TRUE;
// OK, KILL any enemies that are incompacitated
if ( KillIncompacitatedEnemyInSector( ) )
{
return( FALSE );
}
}
// Kill all enemies. Sometime even after killing all the enemies, there appeares "in battle" enemies in sector info
RemoveStaticEnemiesFromSectorInfo( gWorldSectorX, gWorldSectorY );
// If here, the battle has been won!
// hurray! a glorious victory!
// Set enemy presence to false
gTacticalStatus.fEnemyInSector = FALSE;
// CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win
// battle for us
EndAllAITurns( );
UnSetUIBusy( (UINT8)gusSelectedSoldier );
// ATE:
// If we ended battle in any team other than the player's
// we need to end the UI lock using this method....
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
// Exit mode!
ExitCombatMode();
}
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
// Only do some stuff if we actually faught a battle
if ( gTacticalStatus.bNumFoughtInBattle[ ENEMY_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CREATURE_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CIV_TEAM ] > 0 )
//if ( gTacticalStatus.bNumEnemiesFoughtInBattle > 0 )
{
// Loop through all mercs and make go
for ( pTeamSoldier = MercPtrs[ gTacticalStatus.Team[ gbPlayerNum ].bFirstID ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->bInSector )
{
if( pTeamSoldier->bTeam == gbPlayerNum )
{
gMercProfiles[pTeamSoldier->ubProfile].usBattlesFought++;
// If this guy is OKLIFE & not standing, make stand....
if ( pTeamSoldier->stats.bLife >= OKLIFE && !pTeamSoldier->bCollapsed )
{
if ( pTeamSoldier->bAssignment < ON_DUTY )
{
// Reset some quote flags....
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED);
// toggle stealth mode....
gfUIStanceDifferent = TRUE;
pTeamSoldier->bStealthMode = FALSE;
fInterfacePanelDirty = DIRTYLEVEL2;
if ( gAnimControl[ pTeamSoldier->usAnimState ].ubHeight != ANIM_STAND )
{
pTeamSoldier->ChangeSoldierStance( ANIM_STAND );
}
else
{
// If they are aiming, end aim!
usAnimState = PickSoldierReadyAnimation( pTeamSoldier, TRUE );
if ( usAnimState != INVALID_ANIMATION )
{
pTeamSoldier->EVENT_InitNewSoldierAnim( usAnimState, 0, FALSE );
}
}
}
}
}
}
}
}
HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// Change music modes
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
{
SetMusicMode( MUSIC_TACTICAL_VICTORY );
ShouldBeginAutoBandage( );
}
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
{
ShouldBeginAutoBandage( );
}
// Say battle end quote....
if (fAnEnemyRetreated)
{
SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_RETREATED );
}
else
{
// OK, If we have just finished a battle with creatures........ play killed creature quote...
//
if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
{
}
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->ubBodyType == BLOODCAT ) )
{
SayBattleSoundFromAnyBodyInSector( BATTLE_SOUND_COOL1 );
}
else
{
SayQuoteFromAnyBodyInSector( QUOTE_SECTOR_SAFE );
}
}
}
else
{
// Change to nothing music...
SetMusicMode( MUSIC_TACTICAL_NOTHING );
ShouldBeginAutoBandage();
}
HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap();
//gfStrategicMilitiaChangesMade = TRUE;
// Loop through all militia and restore them to peaceful status
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
CheckForChangingOrders( pTeamSoldier );
pTeamSoldier->aiData.sNoiseGridno = NOWHERE;
pTeamSoldier->aiData.ubNoiseVolume = 0;
pTeamSoldier->aiData.bNewSituation = FALSE;
pTeamSoldier->aiData.bOrders = STATIONARY;
if ( pTeamSoldier->stats.bLife < OKLIFE )
pTeamSoldier->stats.bLife = OKLIFE;
pTeamSoldier->bBleeding = 0; // let's think, the autobandage was done for the militia too
}
}
gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = FALSE;
// Loop through all civs and restore them to peaceful status
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
pTeamSoldier->aiData.sNoiseGridno = NOWHERE;
pTeamSoldier->aiData.ubNoiseVolume = 0;
pTeamSoldier->aiData.bNewSituation = FALSE;
CheckForChangingOrders( pTeamSoldier );
}
}
gTacticalStatus.Team[ CIV_TEAM ].bAwareOfOpposition = FALSE;
}
fInterfacePanelDirty = DIRTYLEVEL2;
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
LogBattleResults( LOG_VICTORY );
SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
HandleVictoryInNPCSector( gWorldSectorX, gWorldSectorY,( INT16 ) gbWorldSectorZ );
if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) )
{
// ATE: Need to trigger record for this event .... for NPC scripting
TriggerNPCRecord( PACOS, 18 );
// this is our first battle... and we won!
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
SetFactTrue( FACT_FIRST_BATTLE_WON );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
}
}
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
gfBlitBattleSectorLocator = FALSE;
// Kaiden: More UB Reveal All Items after combat code.
//When all the enemy gets killed, reveal the items they dropped
//But only if the option is turned ON.
if(gGameExternalOptions.gfRevealItems)
RevealAllDroppedEnemyItems();
return( TRUE );
}
return( FALSE );
}
void CycleThroughKnownEnemies( )
{
// static to indicate last position we were at:
SOLDIERTYPE *pSoldier;
static BOOLEAN fFirstTime = TRUE;
static UINT16 usStartToLook;
UINT32 cnt;
BOOLEAN fEnemyBehindStartLook = FALSE;
BOOLEAN fEnemiesFound = FALSE;
if ( fFirstTime )
{
fFirstTime = FALSE;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
}
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSoldier->bVisible != -1 )
{
fEnemiesFound = TRUE;
// If we are > ok start, this is the one!
if ( cnt > usStartToLook )
{
usStartToLook = (UINT16)cnt;
// Locate to!
//LocateSoldier( pSoldier->ubID, 1 );
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
return;
}
else
{
fEnemyBehindStartLook = TRUE;
}
}
}
}
if ( !fEnemiesFound )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_ENEMIES_IN_SIGHT_STR ] );
}
// If here, we found nobody, but there may be someone behind
// If to, recurse!
if ( fEnemyBehindStartLook )
{
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
CycleThroughKnownEnemies( );
}
}
void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
{
// static to indicate last position we were at:
SOLDIERTYPE *pSoldier;
UINT16 usStartToLook;
UINT32 cnt;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
// If we are > ok start, this is the one!
if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
{
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
return;
}
}
}
}
// If here.. reset to zero...
pSrcSoldier->ubLastEnemyCycledID = 0;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
// If we are > ok start, this is the one!
if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
{
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
return;
}
}
}
}
}
INT8 CountNonVehiclesOnPlayerTeam( void )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
INT8 bNumber = 0;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID, pSoldier = MercPtrs[ cnt ]; cnt <= (UINT32)( gTacticalStatus.Team[ gbPlayerNum ].bLastID ); cnt++, pSoldier++ )
{
if ( pSoldier->bActive && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
bNumber++;
}
}
return( bNumber );
}
BOOLEAN PlayerTeamFull( )
{
// last ID for the player team is 19, so long as we have at most 17 non-vehicles...
if ( CountNonVehiclesOnPlayerTeam() <= gTacticalStatus.Team[ gbPlayerNum ].bLastID - 2 )
{
return( FALSE );
}
return( TRUE );
}
UINT8 NumPCsInSector( void )
{
SOLDIERTYPE *pTeamSoldier;
UINT32 cnt = 0;
UINT8 ubNumPlayers = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
if ( MercSlots[ cnt ] )
{
pTeamSoldier = MercSlots[ cnt ];
if ( pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->stats.bLife > 0 )
{
ubNumPlayers++;
}
}
}
return( ubNumPlayers );
}
UINT8 NumEnemyInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
return( ubNumEnemies );
}
UINT8 NumEnemyInSectorExceptCreatures()
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bTeam != CREATURE_TEAM )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
return( ubNumEnemies );
}
UINT8 NumEnemyInSectorNotDeadOrDying( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
// For sure for flag thet they are dead is not set
if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Also, we want to pick up unconcious guys as NOT being capable,
// but we want to make sure we don't get those ones that are in the
// process of dying
if ( pTeamSoldier->stats.bLife >= OKLIFE )
{
// Check for any more badguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
}
}
return( ubNumEnemies );
}
UINT8 NumBloodcatsInSectorNotDeadOrDying( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->ubBodyType == BLOODCAT )
{
// For sure for flag thet they are dead is not set
if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Also, we want to pick up unconcious guys as NOT being capable,
// but we want to make sure we don't get those ones that are in the
// process of dying
if ( pTeamSoldier->stats.bLife >= OKLIFE )
{
// Check for any more badguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
}
}
}
return( ubNumEnemies );
}
UINT8 NumCapableEnemyInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
// For sure for flag thet they are dead is not set
if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Also, we want to pick up unconcious guys as NOT being capable,
// but we want to make sure we don't get those ones that are in the
// process of dying
if ( pTeamSoldier->stats.bLife < OKLIFE && pTeamSoldier->stats.bLife != 0 )
{
}
else
{
// Check for any more badguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
}
}
return( ubNumEnemies );
}
BOOLEAN CheckForLosingEndOfBattle( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
INT8 bNumDead = 0, bNumNotOK = 0, bNumInBattle = 0, bNumNotOKRealMercs = 0;
BOOLEAN fMadeCorpse;
BOOLEAN fDoCapture = FALSE;
BOOLEAN fOnlyEPCsLeft = TRUE;
BOOLEAN fMilitiaInSector = FALSE;
// ATE: Check for MILITIA - we won't lose if we have some.....
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bSide == gbPlayerNum )
{
if ( pTeamSoldier->stats.bLife >= OKLIFE )
{
// We have at least one poor guy who will still fight....
// we have not lost ( yet )!
fMilitiaInSector = TRUE;
}
}
}
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
{
// Are we active and in sector.....
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
bNumInBattle++;
if ( pTeamSoldier->stats.bLife == 0 )
{
bNumDead++;
}
else if ( pTeamSoldier->stats.bLife < OKLIFE )
{
bNumNotOK++;
if ( !AM_AN_EPC( pTeamSoldier ) && !AM_A_ROBOT( pTeamSoldier ) )
{
bNumNotOKRealMercs++;
}
}
else
{
if ( !AM_A_ROBOT( pTeamSoldier ) || !AM_AN_EPC( pTeamSoldier ) )
{
fOnlyEPCsLeft = FALSE;
}
}
}
}
// OK< check ALL in battle, if that matches SUM of dead, incompacitated, we're done!
if ( ( bNumDead + bNumNotOK ) == bNumInBattle || fOnlyEPCsLeft )
{
// Are there militia in sector?
if ( fMilitiaInSector )
{
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
// if here, check if we should autoresolve.
// if we have at least one guy unconscious, call below function...
if ( HandlePotentialBringUpAutoresolveToFinishBattle( ) )
{
// return false here as we are autoresolving...
return( FALSE );
}
}
else
{
return( FALSE );
}
}
// Bring up box if we have ANY guy incompaciteded.....
if ( bNumDead != bNumInBattle )
{
// If we get captured...
// Your unconscious mercs are captured!
// Check if we should get captured....
if ( bNumNotOKRealMercs < 4 && bNumNotOKRealMercs > 1 )
{
// Check if any enemies exist....
if ( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 )
{
//if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ))
{
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) )
{
fDoCapture = TRUE;
// CJC Dec 1 2002: fix capture sequences
BeginCaptureSquence();
}
}
}
}
gfKillingGuysForLosingBattle = TRUE;
// KIll them now...
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
{
// Are we active and in sector.....
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->stats.bLife != 0 && pTeamSoldier->stats.bLife < OKLIFE || AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) )
{
// Captured EPCs or ROBOTS will be kiiled in capture routine....
if ( !fDoCapture )
{
// Kill!
pTeamSoldier->stats.bLife = 0;
HandleSoldierDeath( pTeamSoldier, &fMadeCorpse );
//HandlePlayerTeamMemberDeath( pTeamSoldier );
// Make corpse..
//TurnSoldierIntoCorpse( pTeamSoldier, TRUE, TRUE );
}
}
// ATE: if we are told to do capture....
if ( pTeamSoldier->stats.bLife != 0 && fDoCapture )
{
EnemyCapturesPlayerSoldier( pTeamSoldier );
RemoveSoldierFromTacticalSector( pTeamSoldier, TRUE );
}
}
}
gfKillingGuysForLosingBattle = FALSE;
if ( fDoCapture )
{
EndCaptureSequence( );
SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE );
}
else
{
SetCustomizableTimerCallbackAndDelay( 10000, DeathTimerCallback, FALSE );
}
}
return( TRUE );
}
return( FALSE );
}
BOOLEAN KillIncompacitatedEnemyInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
BOOLEAN fReturnVal = FALSE;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife < OKLIFE && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
{
// KIll......
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
fReturnVal = TRUE;
}
}
}
return( fReturnVal );
}
BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget )
{
UINT32 uiSlot;
SOLDIERTYPE * pGroupMember;
// look for all group members... rebels could be on the civ team or ours!
for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
{
pGroupMember = MercSlots[ uiSlot ];
if (pGroupMember && (pGroupMember->ubCivilianGroup == pTarget->ubCivilianGroup) && pGroupMember != pTarget)
{
if (pGroupMember->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY || pGroupMember->aiData.bOppList[pTarget->ubID] == SEEN_CURRENTLY)
{
return( TRUE );
}
if ( SpacesAway( pGroupMember->sGridNo, pSoldier->sGridNo ) < 12 || SpacesAway( pGroupMember->sGridNo, pTarget->sGridNo ) < 12 )
{
return( TRUE );
}
}
}
return( FALSE );
}
INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
{
INT8 bTolerance;
// Calculate basic tolerance value
bTolerance = pSoldier->stats.bExpLevel * 2;
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
// give +1 for every 10% morale from 50, for a maximum bonus/penalty of 5.
bTolerance += ( pSoldier->aiData.bMorale - 50 ) / 10;
}
else
{
// give +2 for every morale category from normal, for a max change of 4
bTolerance += ( pSoldier->aiData.bAIMorale - MORALE_NORMAL ) * 2;
}
if ( pSoldier->ubProfile != NO_PROFILE )
{
// change tolerance based on attitude
switch ( gMercProfiles[ pSoldier->ubProfile ].bAttitude )
{
case ATT_AGGRESSIVE:
bTolerance += 2;
break;
case ATT_COWARD:
bTolerance += -2;
break;
default:
break;
}
}
else
{
// generic NPC/civvie; change tolerance based on attitude
switch ( pSoldier->aiData.bAttitude )
{
case BRAVESOLO:
case BRAVEAID:
bTolerance += 2;
break;
case AGGRESSIVE:
bTolerance += 1;
break;
case DEFENSIVE:
bTolerance += -1;
break;
default:
break;
}
}
if (bTolerance < 0)
{
bTolerance = 0;
}
return( bTolerance );
}
#define MAX_APS_SUPPRESSED 8
void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
INT8 bTolerance;
INT16 sClosestOpponent, sClosestOppLoc;
UINT8 ubPointsLost, ubTotalPointsLost, ubNewStance;
UINT32 uiLoop;
UINT8 ubLoop2;
SOLDIERTYPE * pSoldier;
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: loop = %d, numslots = %d ",uiLoop, guiNumMercSlots));
pSoldier = MercSlots[uiLoop];
if (pSoldier && IS_MERC_BODY_TYPE( pSoldier) && pSoldier->stats.bLife >= OKLIFE && pSoldier->ubSuppressionPoints > 0)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: soldier id = %d, life = %d, suppression points = %d",pSoldier->ubID,pSoldier->stats.bLife, pSoldier->ubSuppressionPoints));
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: calc suppression tolerance"));
bTolerance = CalcSuppressionTolerance( pSoldier );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: figure out aps lost"));
// multiply by 2, add 1 and divide by 2 to round off to nearest whole number
ubPointsLost = ( ((pSoldier->ubSuppressionPoints * 6) / (bTolerance + 6)) * 2 + 1 ) / 2;
// reduce loss of APs based on stance
// ATE: Taken out because we can possibly supress ourselves...
//switch (gAnimControl[ pSoldier->usAnimState ].ubEndHeight)
//{
// case ANIM_PRONE:
// ubPointsLost = ubPointsLost * 2 / 4;
// break;
// case ANIM_CROUCH:
// ubPointsLost = ubPointsLost * 3 / 4;
// break;
// default:
// break;
//}
// cap the # of APs we can lose
if (ubPointsLost > MAX_APS_SUPPRESSED)
{
ubPointsLost = MAX_APS_SUPPRESSED;
}
ubTotalPointsLost = ubPointsLost;
// Subtract off the APs lost before this point to find out how many points are lost now
if (pSoldier->ubAPsLostToSuppression >= ubPointsLost)
{
continue;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for morale effects"));
// morale modifier
if (ubTotalPointsLost / 2 > pSoldier->ubAPsLostToSuppression / 2)
{
for ( ubLoop2 = 0; ubLoop2 < (ubTotalPointsLost / 2) - (pSoldier->ubAPsLostToSuppression / 2); ubLoop2++ )
{
HandleMoraleEvent( pSoldier, MORALE_SUPPRESSED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
}
ubPointsLost -= pSoldier->ubAPsLostToSuppression;
ubNewStance = 0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for reaction"));
// merc may get to react
if ( pSoldier->ubSuppressionPoints >= ( 130 / (6 + bTolerance) ) )
{
// merc gets to use APs to react!
switch (gAnimControl[ pSoldier->usAnimState ].ubEndHeight)
{
case ANIM_PRONE:
// can't change stance below prone!
break;
case ANIM_CROUCH:
if (ubTotalPointsLost >= AP_PRONE && IsValidStance( pSoldier, ANIM_PRONE ) )
{
sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
if (sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8)
{
if (ubPointsLost < AP_PRONE)
{
// Have to give APs back so that we can change stance without
// losing more APs
pSoldier->bActionPoints += (AP_PRONE - ubPointsLost);
ubPointsLost = 0;
}
else
{
ubPointsLost -= AP_PRONE;
}
ubNewStance = ANIM_PRONE;
}
}
break;
default: // standing!
if ( pSoldier->MercInWater())
{
// can't change stance here!
break;
}
else if (ubTotalPointsLost >= (AP_CROUCH + AP_PRONE) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_PRONE ) && IsValidStance( pSoldier, ANIM_PRONE ) )
{
sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
if ( sClosestOpponent == NOWHERE || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND )
{
// can only crouch for now
ubNewStance = ANIM_CROUCH;
}
else
{
// lie prone!
ubNewStance = ANIM_PRONE;
}
}
else if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND && IsValidStance( pSoldier, ANIM_CROUCH ) )
{
// crouch, at least!
ubNewStance = ANIM_CROUCH;
}
}
else if ( ubTotalPointsLost >= AP_CROUCH && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) )
{
// crouch!
ubNewStance = ANIM_CROUCH;
}
break;
}
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: reduce action points"));
// Reduce action points!
pSoldier->bActionPoints -= ubPointsLost;
pSoldier->ubAPsLostToSuppression = ubTotalPointsLost;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for quote"));
if ( (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && (pSoldier->ubSuppressionPoints > 8) && (pSoldier->ubID == ubTargetedMerc) )
{
if ( !(pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_BEING_PUMMELED ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: say quote"));
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_BEING_PUMMELED;
// say we're under heavy fire!
// ATE: For some reason, we forgot #53!
if ( pSoldier->ubProfile != 53 )
{
TacticalCharacterDialogue( pSoldier, QUOTE_UNDER_HEAVY_FIRE );
}
}
}
if ( ubNewStance != 0 )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: setup change stance"));
// This person is going to change stance
// This person will be busy while they crouch or go prone
if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting suppression, on %d", pSoldier->ubID ) );
DebugAttackBusy( String("!!!!!!! Starting suppression, on %d\n", pSoldier->ubID ) );
//gTacticalStatus.ubAttackBusyCount++;
// make sure supressor ID is the same!
pSoldier->ubSuppressorID = ubCausedAttacker;
}
// AI people will have to have their actions cancelled
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
CancelAIAction( pSoldier, TRUE );
#if 0
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->aiData.usActionData = ubNewStance;
pSoldier->aiData.bActionInProgress = TRUE;
#endif
}
// go for it!
// ATE: Cancel any PENDING ANIMATIONS...
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
// ATE: Turn off non-interrupt flag ( this NEEDS to be done! )
pSoldier->flags.fInNonintAnim = FALSE;
pSoldier->flags.fRTInNonintAnim = FALSE;
gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( String( "Attack busy %d due to suppression fire on %d\n", gTacticalStatus.ubAttackBusyCount, pSoldier->ubID ));
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: change stance"));
pSoldier->ChangeSoldierStance( ubNewStance );
pSoldier->flags.fChangingStanceDueToSuppression = TRUE;
pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
}
} // end of examining one soldier
} // end of loop
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire done"));
}
BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason )
{
INT16 sTargetXPos, sTargetYPos;
BOOLEAN fEnterCombat = TRUE;
SOLDIERTYPE * pTarget = *ppTarget;
if ( pTarget->aiData.fAIFlags & AI_ASLEEP )
{
// waaaaaaaaaaaaake up!
pTarget->aiData.fAIFlags &= (~AI_ASLEEP);
}
if (pTarget->ubProfile == PABLO && CheckFact( FACT_PLAYER_FOUND_ITEMS_MISSING, 0 ) )
{
SetFactTrue( FACT_PABLO_PUNISHED_BY_PLAYER );
}
if ( gTacticalStatus.bBoxingState == BOXING )
{
// should have a check for "in boxing ring", no?
if ( ( pSoldier->usAttackingWeapon != NOTHING && !Item[pSoldier->usAttackingWeapon].brassknuckles ) || !( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) )
{
// someone's cheating!
if ( (Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_BLADE || Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_PUNCH) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
{
// knife or brass knuckles disqualify the player!
BoxingPlayerDisqualified( pSoldier, BAD_ATTACK );
}
else
{
// anything else is open war!
//gTacticalStatus.bBoxingState = NOT_BOXING;
SetBoxingState( NOT_BOXING );
// if we are attacking a boxer we should set them to neutral (temporarily) so that the rest of the civgroup code works...
if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
{
SetSoldierNeutral( pTarget );
}
}
}
}
if ( (pTarget->bTeam == MILITIA_TEAM) && (pTarget->bSide == gbPlayerNum) )
{
// rebel militia attacked by the player!
MilitiaChangesSides();
}
// JA2 Gold: fix Slay
else if ( (pTarget->bTeam == CIV_TEAM && pTarget->aiData.bNeutral) && pTarget->ubProfile == SLAY && pTarget->stats.bLife >= OKLIFE && CheckFact( 155, 0 ) == FALSE )
{
TriggerNPCRecord( SLAY, 1 );
}
else if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->ubCivilianGroup == 0) && (pTarget->aiData.bNeutral) && !( pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
if ( pTarget->ubBodyType == COW && gWorldSectorX == 10 && gWorldSectorY == MAP_ROW_F )
{
// hicks could get mad!!!
HickCowAttacked( pSoldier, pTarget );
}
else if (pTarget->ubProfile == PABLO && pTarget->stats.bLife >= OKLIFE && CheckFact( FACT_PABLO_PUNISHED_BY_PLAYER, 0 ) && !CheckFact( 38, 0 ) )
{
TriggerNPCRecord( PABLO, 3 );
// Nailed Pablo. So reset the fact that he stole from the last shipment since he's supposed to be returning
// the goods now.
SetFactFalse( FACT_PABLOS_STOLE_FROM_LATEST_SHIPMENT);
SetFactFalse( FACT_PLAYER_FOUND_ITEMS_MISSING);
}
else
{
// regular civ attacked, turn non-neutral
AddToShouldBecomeHostileOrSayQuoteList( pTarget->ubID );
if ( pTarget->ubProfile == NO_PROFILE || !(gMercProfiles[ pTarget->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_TOWN_DOESNT_CARE_ABOUT_DEATH) )
{
//Kaiden: Added to keep Militia from going Hostile if you attack a Crow or Cow with an explosive.
if ( (pTarget->ubBodyType != CROW) && (pTarget->ubBodyType != COW) )
// militia, if any, turn hostile
MilitiaChangesSides();
}
}
}
else
{
if (pTarget->ubProfile == CARMEN)// Carmen
{
// Special stuff for Carmen the bounty hunter
if (pSoldier->ubProfile != SLAY) // attacked by someone other than Slay
{
// change attitude
pTarget->aiData.bAttitude = AGGRESSIVE;
}
}
if ( pTarget->ubCivilianGroup && ( (pTarget->bTeam == gbPlayerNum) || pTarget->aiData.bNeutral ) )
{
#ifdef JA2TESTVERSION
if (pTarget->flags.uiStatusFlags & SOLDIER_PC)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->name );
}
#endif
// member of a civ group, either recruited or neutral, so should
// change sides individually or all together
CivilianGroupMemberChangesSides( pTarget );
if (pTarget->ubProfile != NO_PROFILE && pTarget->stats.bLife >= OKLIFE && pTarget->bVisible == TRUE)
{
// trigger quote!
PauseAITemporarily();
AddToShouldBecomeHostileOrSayQuoteList( pTarget->ubID );
//TriggerNPCWithIHateYouQuote( pTarget->ubProfile );
}
}
else if ( pTarget->ubCivilianGroup != NON_CIV_GROUP && !( pTarget->flags.uiStatusFlags & SOLDIER_BOXER ) )
{
// Firing at a civ in a civ group who isn't hostile... if anyone in that civ group can see this
// going on they should become hostile.
CivilianGroupMembersChangeSidesWithinProximity( pTarget );
}
else if ( pTarget->bTeam == gbPlayerNum && !(gTacticalStatus.uiFlags & INCOMBAT) )
{
// firing at one of our own guys who is not a rebel etc
if ( pTarget->stats.bLife >= OKLIFE && !(pTarget->bCollapsed) && !AM_A_ROBOT( pTarget ) && (bReason == REASON_NORMAL_ATTACK ) )
{
// OK, sturn towards the prick
// Change to fire ready animation
ConvertGridNoToXY( pSoldier->sGridNo, &sTargetXPos, &sTargetYPos );
pTarget->flags.fDontChargeReadyAPs = TRUE;
// Ready weapon
pTarget->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE );
// ATE: Depending on personality, fire back.....
// Do we have a gun in a\hand?
if ( Item[ pTarget->inv[ HANDPOS ].usItem ].usItemClass == IC_GUN )
{
// Toggle burst capable...
if ( !pTarget->bDoBurst )
{
// Changed by ADB, 1513
//if ( IsGunBurstCapable( pTarget, HANDPOS , FALSE ) )
if ( IsGunBurstCapable( &pTarget->inv[HANDPOS], FALSE, pTarget ) )
{
ChangeWeaponMode( pTarget );
}
}
// Fire back!
HandleItem( pTarget, pSoldier->sGridNo, pSoldier->pathing.bLevel, pTarget->inv[ HANDPOS ].usItem, FALSE );
}
}
// don't enter combat on attack on one of our own mercs
fEnterCombat = FALSE;
}
// if we've attacked a miner
if ( IsProfileAHeadMiner( pTarget->ubProfile ) )
{
PlayerAttackedHeadMiner( pTarget->ubProfile );
}
}
*ppTarget = pTarget;
return( fEnterCombat );
}
SOLDIERTYPE *InternalReduceAttackBusyCount( )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pTarget;
BOOLEAN fEnterCombat = FALSE;
UINT32 cnt;
UINT8 ubID;
#if 0
// 0verhaul: None of this is necessary anymore with the new attack busy system
if (ubID == NOBODY)
{
pSoldier = NULL;
pTarget = NULL;
}
else
{
pSoldier = MercPtrs[ ubID ];
if ( ubTargetID != NOBODY)
{
pTarget = MercPtrs[ ubTargetID ];
}
else
{
pTarget = NULL;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(">>Target ptr is null!" ) );
}
}
if (fCalledByAttacker)
{
if (pSoldier && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN)
{
if (pSoldier->bBulletsLeft > 0)
{
return( pTarget );
}
}
}
#endif
// if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
// {
if ( gTacticalStatus.ubAttackBusyCount == 0 )
{
// ATE: We have a problem here... if testversion, report error......
// But for all means.... DON'T wrap!
if ( (gTacticalStatus.uiFlags & INCOMBAT) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! &&&&&&& Problem with attacker busy count decrementing past 0.... preventing wrap-around." ) );
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech." );
DebugAttackBusy( "Attack Busy Problem\n");
#endif
}
}
else
{
gTacticalStatus.ubAttackBusyCount--;
}
DebugAttackBusy( String( "New attack busy %d\n", gTacticalStatus.ubAttackBusyCount));
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Ending attack, attack count now %d", gTacticalStatus.ubAttackBusyCount) );
// }
if (gTacticalStatus.ubAttackBusyCount > 0)
{
return( NULL );
}
// I'm going to go out on limb here and decide that from this point on we really care about the current soldier who
// started this chain of events. So we'll grab that one instead of relying on the correct one passed in.
// This should help with collapses and other 'attacks' with
// no attackers that happened due to actions from other soldiers or turns, shots against dead bodies, etc.
pSoldier = NULL;
if (gTacticalStatus.ubCurrentTeam == gbPlayerNum)
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
}
else
{
for (cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID;
cnt++)
{
if (MercPtrs[ cnt ] &&
MercPtrs[ cnt ]->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL)
{
pSoldier = MercPtrs[ cnt ];
break;
}
}
}
// If we still haven't figured out who last acted, it could be that the team number changed during the attack. Unfortunately this
// can happen during a switch from real-time. For now we will assume the last actor was a PC, but a real "Who started this?" pointer
// would work quite well. If only I could close all the holes that the UI opens so that one routine could handle everything.
if (!pSoldier)
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
}
ubID = pSoldier->ubID;
DebugAttackBusy( String( "Ending action for %d\n", ubID ) );
// Get the intended target info
pTarget = NULL;
if (pSoldier->ubTargetID != NOBODY)
{
pTarget = MercPtrs[ pSoldier->ubTargetID ];
}
if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
{
// Check to see if anyone was suppressed
if (pTarget)
{
HandleSuppressionFire( pTarget->ubID, ubID );
}
else
{
HandleSuppressionFire( NOBODY, ubID );
}
//HandleAfterShootingGuy( pSoldier, pTarget );
// suppression fire might cause the count to be increased, so check it again
if (gTacticalStatus.ubAttackBusyCount > 0)
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting suppression, attack count now %d", gTacticalStatus.ubAttackBusyCount) );
return( NULL );
}
}
// ATE: IN MEANWHILES, we have 'combat' in realtime....
// this is so we DON'T call freeupattacker() which will cancel
// the AI guy's meanwhile NPC stuff.
// OK< let's NOT do this if it was the queen attacking....
if ( AreInMeanwhile( ) && pSoldier != NULL && pSoldier->ubProfile != QUEEN )
{
return( NULL );
}
#if 0
// 0verhaul: This is moved to the end loop where everybody's state is reset for the next action
if (pTarget)
{
// reset # of shotgun pellets hit by
pTarget->bNumPelletsHitBy = 0;
// reset flag for making "ow" sound on being shot
}
#endif
if (pSoldier)
{
// reset attacking hand
pSoldier->ubAttackingHand = HANDPOS;
// if there is a valid target, and our attack was noticed
if ( pTarget && (pSoldier->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) )
{
// stuff that only applies to when we attack
if ( pTarget->ubBodyType != CROW )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
fEnterCombat = ProcessImplicationsOfPCAttack( pSoldier, &pTarget, REASON_NORMAL_ATTACK );
if ( !fEnterCombat )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Not entering combat as a result of PC attack" );
}
}
}
// global
// ATE: If we are an animal, etc, don't change to hostile...
// ( and don't go into combat )
if ( pTarget->ubBodyType == CROW )
{
// Loop through our team, make guys who can see this fly away....
{
UINT32 cnt;
SOLDIERTYPE *pTeamSoldier;
UINT8 ubTeam;
ubTeam = pTarget->bTeam;
for ( cnt = gTacticalStatus.Team[ ubTeam ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; cnt++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->ubBodyType == CROW )
{
if ( pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
//ZEROTIMECOUNTER( pTeamSoldier->timeCounters.AICounter );
//MakeCivHostile( pTeamSoldier, 2 );
HandleCrowFlyAway( pTeamSoldier );
}
}
}
}
}
// Don't enter combat...
fEnterCombat = FALSE;
}
if ( gTacticalStatus.bBoxingState == BOXING )
{
if ( pTarget && pTarget->stats.bLife <= 0 )
{
// someone has won!
EndBoxingMatch( pTarget );
}
}
// if soldier and target were not both players and target was not under fire before...
if ( ( pSoldier->bTeam != gbPlayerNum || pTarget->bTeam != gbPlayerNum ) )
{
if (pTarget->aiData.bOppList[ pSoldier->ubID ] != SEEN_CURRENTLY )
{
NoticeUnseenAttacker( pSoldier, pTarget, 0 );
}
// "under fire" lasts for 2 turns
pTarget->aiData.bUnderFire = 2;
}
}
else if ( pTarget )
{
// something is wrong here!
if ( !pTarget->bActive || !pTarget->bInSector )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Invalid target attacked!" );
}
else if ( ! (pSoldier->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Attack not noticed" );
}
}
else
{
// no target, don't enter combat
fEnterCombat = FALSE;
}
if ( pSoldier->flags.fSayAmmoQuotePending )
{
pSoldier->flags.fSayAmmoQuotePending = FALSE;
TacticalCharacterDialogue( pSoldier, QUOTE_OUT_OF_AMMO );
}
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
UnSetUIBusy( ubID );
}
else
{
FreeUpNPCFromAttacking( ubID );
}
if ( !fEnterCombat )
{
// It's still possible that something happened
if (!(gTacticalStatus.uiFlags & INCOMBAT) )
{
HandleBestSightingPositionInRealtime();
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Not to enter combat from this attack" );
}
if ( fEnterCombat && !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// Go into combat!
// If we are in a meanwhile... don't enter combat here...
if ( !AreInMeanwhile( ) )
{
EnterCombatMode( pSoldier->bTeam );
}
}
pSoldier->flags.uiStatusFlags &= (~SOLDIER_ATTACK_NOTICED);
}
if ( gTacticalStatus.fKilledEnemyOnAttack )
{
// Check for death quote...
HandleKilledQuote( MercPtrs[ gTacticalStatus.ubEnemyKilledOnAttack ], MercPtrs[ gTacticalStatus.ubEnemyKilledOnAttackKiller ], gTacticalStatus.ubEnemyKilledOnAttackLocation, gTacticalStatus.bEnemyKilledOnAttackLevel );
gTacticalStatus.fKilledEnemyOnAttack = FALSE;
}
// ATE: Check for stat changes....
HandleAnyStatChangesAfterAttack( );
if ( gTacticalStatus.fItemsSeenOnAttack && gTacticalStatus.ubCurrentTeam == gbPlayerNum )
{
gTacticalStatus.fItemsSeenOnAttack = FALSE;
// Display quote!
if ( !AM_AN_EPC( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ] ) )
{
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.sItemsSeenOnAttackGridNo, 0 );
}
else
{
// Turn off item lock for locators...
gTacticalStatus.fLockItemLocators = FALSE;
// Slide to location!
SlideToLocation( 0, gTacticalStatus.sItemsSeenOnAttackGridNo );
}
}
if ( gTacticalStatus.uiFlags & CHECK_SIGHT_AT_END_OF_ATTACK )
{
UINT8 ubLoop;
SOLDIERTYPE * pSightSoldier;
AllTeamsLookForAll( FALSE );
// call fov code
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSightSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pSightSoldier++ )
{
if ( pSightSoldier->bActive && pSightSoldier->bInSector )
{
RevealRoofsAndItems( pSightSoldier, TRUE, FALSE, pSightSoldier->pathing.bLevel, FALSE );
}
}
gTacticalStatus.uiFlags &= ~CHECK_SIGHT_AT_END_OF_ATTACK;
}
DequeueAllDemandGameEvents( TRUE );
// if we're in realtime, turn off the attacker's muzzle flash at this point
if ( !(gTacticalStatus.uiFlags & INCOMBAT) && pSoldier )
{
EndMuzzleFlash( pSoldier );
}
if ( pSoldier && (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO ))
{
if ( !Weapon[pSoldier->inv[HANDPOS].usItem].NoSemiAuto )
{
// change back to single shot
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoAutofire = 0;
pSoldier->bDoBurst = 0;
}
else
{
// change back to autofire
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoAutofire = 1;
pSoldier->bDoBurst = TRUE;
}
DirtyMercPanelInterface(pSoldier, DIRTYLEVEL2 );
}
// record last target
// Check for valid target!
if ( pSoldier )
{
pSoldier->sLastTarget = pSoldier->sTargetGridNo;
}
// Reset various flags and values that should be 0 once the action is overwith
for (cnt = 0; cnt < guiNumMercSlots; cnt++)
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier )
{
pSoldier->bNumPelletsHitBy = 0;
if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_TURNINGFROMHIT ) )
{
// 0verhaul: This is an ugly hack. I don't like it, but until I figure out a better solution
// for turning from a hit, it's the only way to not stop a soldier in mid-turn.
pSoldier->flags.fGettingHit = FALSE;
}
if (pSoldier->ubAttackerID != NOBODY )
{
if (pSoldier->ubPreviousAttackerID != pSoldier->ubAttackerID)
{
pSoldier->ubNextToPreviousAttackerID = pSoldier->ubPreviousAttackerID;
}
pSoldier->ubPreviousAttackerID = pSoldier->ubAttackerID;
// Why not keep the attacker ID for a dead queen monster?
if ( pSoldier->stats.bLife != 0 && pSoldier->ubBodyType != QUEENMONSTER )
{
pSoldier->ubAttackerID = NOBODY;
}
}
}
}
CheckForEndOfBattle( FALSE );
return( pTarget );
}
SOLDIERTYPE * ReduceAttackBusyCount( )
{
#if 0
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyCount") );
if ( ubID == NOBODY )
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, NOBODY ) );
}
else
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, MercPtrs[ ubID ]->ubTargetID ) );
}
#endif
// 0verhaul: This is now a simple subroutine.
return InternalReduceAttackBusyCount( );
}
SOLDIERTYPE * FreeUpAttacker( )
{
// Okay, so the objective here is not to simply decrease the ABC, but to twiddle it and see what
// falls out. So there's an increase followed immediately by a decrease.
// If the ABC is 0 at this point, such as an aborted action might give, this will finalize the
// action and allow the soldier to try something else.
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttacker") );
DebugAttackBusy( "Freeing up attacker\n");
gTacticalStatus.ubAttackBusyCount++;
return( ReduceAttackBusyCount( ) );
}
#if 0
// 0verhaul: These routines are declared obsolete. Call ReduceAttackBusyCount instead.
SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttackerGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, TRUE, ubTargetID ) );
}
SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, FALSE, ubTargetID ) );
}
#endif
void StopMercAnimation( BOOLEAN fStop )
{
static INT8 bOldRealtimeSpeed;
if ( fStop )
{
if ( !(gTacticalStatus.uiFlags & SLOW_ANIMATION ) )
{
bOldRealtimeSpeed = gTacticalStatus.bRealtimeSpeed;
gTacticalStatus.bRealtimeSpeed = -1;
gTacticalStatus.uiFlags |=(SLOW_ANIMATION );
ResetAllMercSpeeds( );
}
}
else
{
if ( gTacticalStatus.uiFlags & SLOW_ANIMATION )
{
gTacticalStatus.bRealtimeSpeed = bOldRealtimeSpeed;
gTacticalStatus.uiFlags &=(~SLOW_ANIMATION );
ResetAllMercSpeeds( );
}
}
}
void ResetAllMercSpeeds( )
{
SOLDIERTYPE *pSoldier;
UINT32 cnt;
for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if ( pSoldier->bActive && pSoldier->bInSector )
{
SetSoldierAniSpeed( pSoldier );
}
}
}
void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, INT8 bNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 )
{
gubWaitingForAllMercsToExitCode = ubActionCode;
gbNumMercsUntilWaitingOver = bNumMercsWaiting;
guiWaitingForAllMercsToExitData[ 0 ] = uiData1;
guiWaitingForAllMercsToExitData[ 1 ] = uiData2;
guiWaitingForAllMercsToExitData[ 2 ] = uiData3;
// Setup timer counter and report back if too long....
guiWaitingForAllMercsToExitTimer = GetJA2Clock( );
// ATE: Set flag to ignore sight...
gTacticalStatus.uiFlags |= ( DISALLOW_SIGHT );
}
void HandleBloodForNewGridNo( SOLDIERTYPE *pSoldier )
{
// Handle bleeding...
if ( ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD ) )
{
INT8 bBlood;
bBlood = ( ( pSoldier->bBleeding-MIN_BLEEDING_THRESHOLD ) / BLOODDIVISOR);
if ( bBlood > MAXBLOODQUANTITY )
{
bBlood = MAXBLOODQUANTITY;
}
// now, he shouldn't ALWAYS bleed the same amount; LOWER it perhaps. If it
// goes less than zero, then no blood!
bBlood -= (INT8)Random(7);
if ( bBlood >= 0 )
{
// this handles all soldiers' dropping blood during movement
DropBlood( pSoldier, bBlood, pSoldier->bVisible );
}
}
}
void CencelAllActionsForTimeCompression( void )
{
SOLDIERTYPE *pSoldier;
INT32 cnt;
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector )
{
// Hault!
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
CancelAIAction( pSoldier, TRUE );
}
}
}
}
void AddManToTeam( INT8 bTeam )
{
// ATE: If not loading game!
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Increment men in sector number!
if (gTacticalStatus.Team[ bTeam ].bMenInSector == 0)
{
gTacticalStatus.Team[ bTeam ].bTeamActive = TRUE;
}
gTacticalStatus.Team[ bTeam ].bMenInSector++;
if ( bTeam == ENEMY_TEAM )
{
gTacticalStatus.bOriginalSizeOfEnemyForce++;
}
}
}
void RemoveManFromTeam( INT8 bTeam )
{
// ATE; if not loading game!
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Decrement men in sector number!
gTacticalStatus.Team[ bTeam ].bMenInSector--;
if (gTacticalStatus.Team[ bTeam ].bMenInSector == 0)
{
gTacticalStatus.Team[ bTeam ].bTeamActive = FALSE;
}
else if (gTacticalStatus.Team[ bTeam ].bMenInSector < 0)
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Number of people on team %d dropped to %d", bTeam, gTacticalStatus.Team[ bTeam ].bMenInSector );
#endif
// reset!
gTacticalStatus.Team[ bTeam ].bMenInSector = 0;
}
}
}
void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected )
{
UINT8 ubID;
SOLDIERTYPE *pNewSoldier;
// reset merc's opplist
InitSoldierOppList( pSoldier );
// Remove!
pSoldier->RemoveSoldierFromGridNo( );
RemoveMercSlot( pSoldier );
pSoldier->bInSector = FALSE;
// Select next avialiable guy....
if ( fAdjustSelected )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
if ( gusSelectedSoldier == pSoldier->ubID )
{
ubID = FindNextActiveAndAliveMerc( pSoldier, FALSE, FALSE );
if ( ubID != NOBODY && ubID != gusSelectedSoldier )
{
SelectSoldier( ubID, FALSE, FALSE );
}
else
{
// OK - let's look for another squad...
pNewSoldier = FindNextActiveSquad( pSoldier );
if ( pNewSoldier != pSoldier )
{
// Good squad found!
SelectSoldier( pNewSoldier->ubID, FALSE, FALSE );
}
else
{
// if here, make nobody
gusSelectedSoldier = NOBODY;
}
}
}
UpdateTeamPanelAssignments( );
}
else
{
gusSelectedSoldier = NOBODY;
if ( guiCurrentScreen == GAME_SCREEN )
{
// otherwise, make sure interface is team panel...
UpdateTeamPanelAssignments( );
SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
}
}
}
}
void DoneFadeOutDueToDeath( void )
{
// Quit game....
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
//SetPendingNewScreen( MAINMENU_SCREEN );
}
void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue )
{
// Enter mapscreen.....
CheckAndHandleUnloadingOfCurrentWorld();
}
void InitializeTacticalStatusAtBattleStart( void )
{
INT8 bLoop;
INT32 cnt;
SOLDIERTYPE * pSoldier;
gTacticalStatus.ubArmyGuysKilled = 0;
gTacticalStatus.bOriginalSizeOfEnemyForce = 0;
gTacticalStatus.fPanicFlags = 0;
gTacticalStatus.fEnemyFlags = 0;
for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ )
{
gTacticalStatus.sPanicTriggerGridNo[ bLoop ] = NOWHERE;
gTacticalStatus.bPanicTriggerIsAlarm[ bLoop ] = FALSE;
gTacticalStatus.ubPanicTolerance[ bLoop ] = 0;
}
for( cnt = 0; cnt < MAXTEAMS; cnt++ )
{
gTacticalStatus.Team[ cnt ].ubLastMercToRadio = NOBODY;
gTacticalStatus.Team[ cnt ].bAwareOfOpposition = FALSE;
}
gTacticalStatus.ubTheChosenOne = NOBODY;
ClearIntList();
// make sure none of our guys have leftover shock values etc
for ( cnt = gTacticalStatus.Team[ 0 ].bFirstID; cnt <= gTacticalStatus.Team[ 0 ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
pSoldier->aiData.bShock = 0;
pSoldier->bTilesMoved = 0;
}
// loop through everyone; clear misc flags
for ( cnt = 0; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ )
{
MercPtrs[ cnt ]->ubMiscSoldierFlags = 0;
}
}
void DoneFadeOutDemoCreatureLevel( void )
{
// OK, insertion data found, enter sector!
SetCurrentWorldSector( 1, 16, 0 );
FadeInGameScreen( );
}
void DemoEndOKCallback( INT8 bExitCode )
{
}
void HandleEndDemoInCreatureLevel( )
{
}
void DeathTimerCallback( void )
{
if (gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector > gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_AGAINST_CREATURES_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
}
void CaptureTimerCallback( void )
{
if( gfSurrendered )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ 3 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_HAVE_BEEN_CAPTURED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
gfSurrendered = FALSE;
}
void DoPOWPathChecks( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
// loop through all mercs on our team and if they are POWs in sector, do POW path check and
// put on a squad if available
for ( iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bAssignment == ASSIGNMENT_POW )
{
// check to see if POW has been freed!
// this will be true if a path can be made from the POW to either of 3 gridnos
// 10492 (hallway) or 10482 (outside), or 9381 (outside)
if ( FindBestPath( pSoldier, 10492, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
// drop out of if
}
else if ( FindBestPath( pSoldier, 10482, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
// drop out of if
}
else if ( FindBestPath( pSoldier, 9381, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
// drop out of if
}
else
{
continue;
}
// free! free!
// put them on any available squad
pSoldier->aiData.bNeutral = FALSE;
AddCharacterToAnySquad( pSoldier );
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
}
}
BOOLEAN HostileCiviliansPresent( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CIV_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && !pSoldier->aiData.bNeutral )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN HostileCiviliansWithGunsPresent( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CIV_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && !pSoldier->aiData.bNeutral )
{
if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == -1 )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN HostileBloodcatsPresent( void )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
//KM : Aug 11, 1999 -- Patch fix: Removed the check for bNeutral. Bloodcats automatically become hostile
// on site. Because the check used to be there, it was possible to get into a 2nd battle elsewhere
// which is BAD BAD BAD!
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->ubBodyType == BLOODCAT )
{
return( TRUE );
}
}
return( FALSE );
}
void HandleCreatureTenseQuote( )
{
UINT8 ubMercsInSector[ 20 ] = { 0 };
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
INT32 uiTime;
// Check for quote seeing creature attacks....
if ( gubQuest[ QUEST_CREATURES ] != QUESTDONE )
{
if ( gTacticalStatus.uiFlags & IN_CREATURE_LAIR )
{
if( !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
uiTime = GetJA2Clock( );
if ( ( uiTime - gTacticalStatus.uiCreatureTenseQuoteLastUpdate ) > (UINT32)( gTacticalStatus.sCreatureTenseQuoteDelay * 1000 ) )
{
gTacticalStatus.uiCreatureTenseQuoteLastUpdate = uiTime;
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubNumMercs++;
}
}
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
DoCreatureTensionQuote ( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ] );
}
// Adjust delay....
gTacticalStatus.sCreatureTenseQuoteDelay = (INT16)( 60 + Random( 60 ) );
}
}
}
}
}
void DoCreatureTensionQuote( SOLDIERTYPE *pSoldier )
{
INT32 iRandomQuote;
BOOLEAN fCanDoQuote = TRUE;
INT32 iQuoteToUse;
// Check for playing smell quote....
iRandomQuote = Random( 3 );
switch( iRandomQuote )
{
case 0:
iQuoteToUse = QUOTE_SMELLED_CREATURE;
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_SMELLED_CREATURE ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_SMELLED_CREATURE;
}
else
{
fCanDoQuote = FALSE;
}
break;
case 1:
iQuoteToUse = QUOTE_TRACES_OF_CREATURE_ATTACK;
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK;
}
else
{
fCanDoQuote = FALSE;
}
break;
case 2:
iQuoteToUse = QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE;
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES;
}
else
{
fCanDoQuote = FALSE;
}
break;
default:
AssertMsg(0, "Invalid quote");
return;
}
if ( fCanDoQuote )
{
TacticalCharacterDialogue( pSoldier, (INT16)iQuoteToUse );
}
}
// Kaiden: Taken from UB to reveal all items after combat.
void RevealAllDroppedEnemyItems()
{
UINT32 uiCnt=0;
//loop through all the items
for(uiCnt=0; uiCnt<guiNumWorldItems; uiCnt++ )
{
//if the item exists AND the item was droppped from an enemy
if( gWorldItems[ uiCnt ].fExists && gWorldItems[ uiCnt ].usFlags & WORLD_ITEM_DROPPED_FROM_ENEMY )
{
gWorldItems[ uiCnt ].bVisible = VISIBLE;
}
}
// Make team look for items
AllSoldiersLookforItems( TRUE );
}