mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7732 3b4a5df2-a311-0410-b5c6-a8a6f20db521
1107 lines
35 KiB
C++
1107 lines
35 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "strategic.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <string.h>
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#include "stdlib.h"
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#include "debug.h"
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#include "math.h"
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#include "worlddef.h"
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#include "renderworld.h"
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#include "Assignments.h"
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#include "Animation Control.h"
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#include "Animation Data.h"
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#include "Isometric Utils.h"
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#include "Event Pump.h"
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#include "Render Fun.h"
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#include "interface.h"
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#include "sysutil.h"
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#include "FileMan.h"
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#include "Random.h"
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#include "ai.h"
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#include "Interactive Tiles.h"
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#include "english.h"
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#include "overhead.h"
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#include "Soldier Profile.h"
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#include "Game Clock.h"
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#include "soldier create.h"
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#include "Merc Hiring.h"
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#include "Game Event Hook.h"
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#include "message.h"
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#include "strategicmap.h"
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#include "strategic.h"
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#include "items.h"
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#include "Soldier Add.h"
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#include "History.h"
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#include "Squads.h"
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#include "Strategic Merc Handler.h"
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#include "Dialogue Control.h"
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#include "Map Screen Interface.h"
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#include "Map Screen Interface Map.h"
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#include "screenids.h"
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#include "jascreens.h"
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#include "text.h"
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#include "Merc Contract.h"
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#include "LaptopSave.h"
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#include "personnel.h"
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#include "Auto Resolve.h"
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#include "Map Screen Interface Bottom.h"
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#include "Quests.h"
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#include "GameSettings.h"
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#include "DynamicDialogue.h"// added by Flugente
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#endif
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#include "connect.h"
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#ifdef JA2UB
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#include "Soldier Control.h"
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#include "Ja25 Strategic Ai.h"
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#include "Ja25_Tactical.h"
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#include "Campaign Types.h"
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#include "MapScreen Quotes.h"
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#include "opplist.h"
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#include "Ja25Update.h"
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#include "ub_config.h"
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#endif
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#ifdef JA2UB
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#else
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// anv: for Kulba's odyssey
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#include "email.h"
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#define MIN_FLIGHT_PREP_TIME 6
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#ifdef JA2TESTVERSION
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BOOLEAN gForceHireMerc=FALSE;
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void SetFlagToForceHireMerc( BOOLEAN fForceHire );
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#endif
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extern BOOLEAN gfTacticalDoHeliRun;
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extern BOOLEAN gfFirstHeliRun;
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// ATE: Globals that dictate where the mercs will land once being hired
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// Default to Omerta
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// Saved in general saved game structure
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// HEADROCK HAM 3.5: Externalized coordinates
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INT16 gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
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INT16 gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
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void CheckForValidArrivalSector( );
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#ifdef JA2UB
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void AddItemToMerc( UINT8 ubNewMerc, INT16 sItemType );
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#define NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH 7
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UINT32 gsInitialHeliGridNo[ NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH ] =
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{
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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};
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INT16 gsInitialHeliRandomTimes[ NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH ] =
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{
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0,
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0,
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0,
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0,
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0,
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0,
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0
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};
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UINT32 GetInitialHeliGridNo( );
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UINT16 GetInitialHeliRandomTime();
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#endif
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INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
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{
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SOLDIERTYPE *pSoldier;
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UINT8 iNewIndex;
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UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
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MERCPROFILESTRUCT *pMerc;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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BOOLEAN fReturn = FALSE;
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pMerc = &gMercProfiles[ ubCurrentSoldier ];
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//If we are to disregard the ststus of the merc
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#ifdef JA2TESTVERSION
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if( !gForceHireMerc )
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#endif
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//If the merc is away, Dont hire him, or if the merc is only slightly annoyed at the player
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if( ( pMerc->bMercStatus != 0 ) && (pMerc->bMercStatus != MERC_ANNOYED_BUT_CAN_STILL_CONTACT ) && ( pMerc->bMercStatus != MERC_HIRED_BUT_NOT_ARRIVED_YET ) )
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return( MERC_HIRE_FAILED );
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//hayden, 7 member team limit setable in ini
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if( NumberOfMercsOnPlayerTeam() >= OUR_TEAM_SIZE_NO_VEHICLE || (is_client && NumberOfMercsOnPlayerTeam() >= cMaxMercs) )
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return( MERC_HIRE_OVER_PLAYER_LIMIT );
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// ATE: if we are to use landing zone, update to latest value
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// they will be updated again just before arrival...
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if ( pHireMerc->fUseLandingZoneForArrival )
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{
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pHireMerc->sSectorX = gsMercArriveSectorX;
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pHireMerc->sSectorY = gsMercArriveSectorY;
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pHireMerc->bSectorZ = 0;
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}
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// BUILD STRUCTURES
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MercCreateStruct.initialize();
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MercCreateStruct.ubProfile = ubCurrentSoldier;
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MercCreateStruct.fPlayerMerc = TRUE;
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MercCreateStruct.sSectorX = pHireMerc->sSectorX;
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MercCreateStruct.sSectorY = pHireMerc->sSectorY;
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MercCreateStruct.bSectorZ = pHireMerc->bSectorZ;
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.fCopyProfileItemsOver= pHireMerc->fCopyProfileItemsOver;
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if(!cAllowMercEquipment && is_networked)
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MercCreateStruct.fCopyProfileItemsOver=0;//hayden : server overide
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if ( !TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "TacticalCreateSoldier in HireMerc(): Failed to Add Merc");
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return( MERC_HIRE_FAILED );
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}
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#ifdef JA2UB
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//JA25 UB
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//MErc mercs come with an umbrella
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if ( gProfilesMERC[ubCurrentSoldier].ProfilId == ubCurrentSoldier )
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// if( ( ubCurrentSoldier >= 40 && ubCurrentSoldier <= 50 ) || ubCurrentSoldier == 58 /*GASTON*/ || ubCurrentSoldier == 59 /*STOGIE*/ )
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{
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AddItemToMerc( iNewIndex, MERC_UMBRELLA ); //Data-1.13\TableData\Items\items.xml, uiIndex = 1361 or Data\TableData\Items\items.xml, uiIndex = 336
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}
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//if this is an AIM or MERC merc
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if( gJa25SaveStruct.fHaveAimandMercOffferItems )
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{
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//if its an aim merc
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//if( ubCurrentSoldier < 40 )
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if ( gProfilesAIM[ubCurrentSoldier].ProfilId == ubCurrentSoldier )
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{
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//give the mercs one of the promo items
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AddItemToMerc( iNewIndex, SAM_GARVER_COMBAT_KNIFE ); //1353
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}
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// if its a merc merc
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else if ( gProfilesMERC[ubCurrentSoldier].ProfilId == ubCurrentSoldier )
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//else if( ubCurrentSoldier <= 50 || ubCurrentSoldier == 58 /*GASTON*/ || ubCurrentSoldier == 59 /*STOGIE*/ )
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{
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//give the mercs one of the promo items
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AddItemToMerc( iNewIndex, CHE_GUEVARA_CANTEEN ); //1359
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AddItemToMerc( iNewIndex, MERC_WRISTWATCH ); //1360
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AddItemToMerc( iNewIndex, SAM_GARVER_COMBAT_KNIFE ); //1353
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}
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}
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#else //ja25: No enrico, therefore, no email
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if( DidGameJustStart() )
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{
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// OK, CHECK FOR FIRST GUY, GIVE HIM SPECIAL ITEM!
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if ( iNewIndex == 0 )
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{
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// OK, give this item to our merc!
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// make an objecttype
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CreateItem(LETTER, 100, &gTempObject);
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// Give it
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fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &gTempObject, FALSE );
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// CHRISL: This condition should resolve the issue of the letter not being issued to the first merc
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if(!fReturn && (UsingNewInventorySystem() == true))
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{
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(MercPtrs[iNewIndex]->inv[NUM_INV_SLOTS-1]) = gTempObject;
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fReturn=TRUE;
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}
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Assert( fReturn );
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}
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// Set insertion for first time in chopper
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// ATE: Insert for demo , not using the heli sequence....
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pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
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}
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#endif
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//record how long the merc will be gone for
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pMerc->bMercStatus = (UINT8)pHireMerc->iTotalContractLength;
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pSoldier = &Menptr[iNewIndex];
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//Copy over insertion data....
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pSoldier->ubStrategicInsertionCode = pHireMerc->ubInsertionCode;
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pSoldier->usStrategicInsertionData = pHireMerc->usInsertionData;
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// ATE: Copy over value for using alnding zone to soldier type
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pSoldier->flags.fUseLandingZoneForArrival = pHireMerc->fUseLandingZoneForArrival;
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// Set assignment
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//ATE: If first time, make ON_DUTY, otherwise GUARD
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if( ( pSoldier->bAssignment != IN_TRANSIT ) )
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, IN_TRANSIT );
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//set the contract length
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pSoldier->iTotalContractLength = pHireMerc->iTotalContractLength;
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//reset the insurance values
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pSoldier->iStartOfInsuranceContract = 0;
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pSoldier->iTotalLengthOfInsuranceContract = 0;
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//Init the contract charge
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// pSoldier->iTotalContractCharge = 0;
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// store arrival time in soldier structure so map screen can display it
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pSoldier->uiTimeSoldierWillArrive = pHireMerc->uiTimeTillMercArrives;
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//Set the type of merc
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if (!is_networked)
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{
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if( DidGameJustStart() )
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{
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#ifdef JA2UB
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//ja25ub
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//set a flag so we know we are doing the heli crash
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if ( gGameUBOptions.InGameHeliCrash == TRUE || gGameUBOptions.InGameHeli == FALSE)
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gfFirstTimeInGameHeliCrash = TRUE; //AA FALSE ??
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else
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gfFirstTimeInGameHeliCrash = FALSE;
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// Set time of initial merc arrival in minutes
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#endif
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pHireMerc->uiTimeTillMercArrives = ( gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay ) / NUM_SEC_IN_MIN;
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#ifdef JA2UB
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if ( gGameUBOptions.InGameHeli == FALSE )
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{
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// Set the gridno for the soldier
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = GetInitialHeliGridNo( );
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//Set a "code" to enable the merc to be in the direction we set!
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pSoldier->ubInsertionDirection = Random( NUM_WORLD_DIRECTIONS ) + 100;
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if( pSoldier->ubStrategicInsertionCode == 0 )
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{
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Assert( 0 );
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}
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pSoldier->fWaitingToGetupFromJA25Start = TRUE;
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pSoldier->fIgnoreGetupFromCollapseCheck = TRUE;
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RESETTIMECOUNTER( pSoldier->GetupFromJA25StartCounter, GetInitialHeliRandomTime() );
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}
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else
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{
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pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
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}
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#else
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// Set insertion for first time in chopper
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pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
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#endif
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//set when the merc's contract is finished
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pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
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}
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else
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{
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//set when the merc's contract is finished ( + 1 cause it takes a day for the merc to arrive )
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pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( 1 + pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
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}
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}
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// WANNE - MP: We need this, so the merc contract is correct!
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else
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{
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pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
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}
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//Set the time and ID of the last hired merc will arrive
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LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = pHireMerc->ubProfileID;
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LaptopSaveInfo.sLastHiredMerc.uiArrivalTime = pHireMerc->uiTimeTillMercArrives;
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if (!is_client)
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{
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//if we are trying to hire a merc that should arrive later, put the merc in the queue
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if( pHireMerc->uiTimeTillMercArrives != 0 )
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{
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AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pHireMerc->uiTimeTillMercArrives, pSoldier->ubID );
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//specify that the merc is hired but hasnt arrived yet
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pMerc->bMercStatus = MERC_HIRED_BUT_NOT_ARRIVED_YET;
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}
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}
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else
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{
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if(is_client)send_hire( iNewIndex, ubCurrentSoldier, pHireMerc->iTotalContractLength, MercCreateStruct.fCopyProfileItemsOver );
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//send off hire info to network, also avail possibility for net-game exclusive hired pSoldier changes...
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}
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//if the merc is an AIM merc
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//if( ubCurrentSoldier < 40 )
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if ( gProfilesAIM[ ubCurrentSoldier ].ProfilId == ubCurrentSoldier ) //new profiles by Jazz
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__AIM_MERC;
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//determine how much the contract is, and remember what type of contract he got
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if( pHireMerc->iTotalContractLength == 1 )
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{
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//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].sSalary;
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pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_DAY;
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pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
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}
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else if( pHireMerc->iTotalContractLength == 7 )
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{
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//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiWeeklySalary;
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pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
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pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
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}
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else if( pHireMerc->iTotalContractLength == 14 )
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{
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//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiBiWeeklySalary;
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pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_2_WEEK;
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// These luck fellows need to stay the whole duration!
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pSoldier->iTimeCanSignElsewhere = pSoldier->iEndofContractTime;
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}
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// remember the medical deposit we PAID. The one in his profile can increase when he levels!
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pSoldier->usMedicalDeposit = gMercProfiles[ pSoldier->ubProfile ].sMedicalDepositAmount;
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}
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//if the merc is from M.E.R.C.
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//else if( ( ubCurrentSoldier >= BIFF && ubCurrentSoldier <= BUBBA ) || ubCurrentSoldier >= GASTON )
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else if ( gProfilesMERC[ ubCurrentSoldier ].ProfilId == ubCurrentSoldier ) //new profiles by Jazz
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__MERC;
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//pSoldier->iTotalContractCharge = -1;
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gMercProfiles[ pSoldier->ubProfile ].iMercMercContractLength = 1;
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//Set starting conditions for the merc
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pSoldier->iStartContractTime = GetWorldDay( );
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if(!is_client)AddHistoryToPlayersLog(HISTORY_HIRED_MERC_FROM_MERC, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
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}
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//If the merc is from IMP, (ie a player character)
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//else if( ( ubCurrentSoldier >= 51 ) && ( ubCurrentSoldier < 57 ) )
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else if ( gProfilesIMP[ ubCurrentSoldier ].ProfilId == ubCurrentSoldier ) //new profiles by Jazz
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__PLAYER_CHARACTER;
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//pSoldier->iTotalContractCharge = -1;
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}
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//else its a NPC merc
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else
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{
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pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__NPC;
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//pSoldier->iTotalContractCharge = -1;
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}
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#ifdef JA2UB
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//Ja25: Need to set start time for all mercs
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pSoldier->iStartContractTime = GetWorldDay( );
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#endif
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//remove the merc from the Personnel screens departed list ( if they have never been hired before, its ok to call it )
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RemoveNewlyHiredMercFromPersonnelDepartedList( pSoldier->ubProfile );
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// Flugente: dynamic opinions
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CheckForFriendsofHated( pSoldier );
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gfAtLeastOneMercWasHired = TRUE;
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return( MERC_HIRE_OK );
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}
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void MercArrivesCallback( UINT8 ubSoldierID )
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{
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MERCPROFILESTRUCT *pMerc;
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SOLDIERTYPE *pSoldier;
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UINT32 uiTimeOfPost;
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|
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if (!is_networked)
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{
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// hayden - maybe you want to duke it out in omerta ;)
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// HEADROCK HAM 3.5: Externalized starting (safe) sector
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// HEADROCK HAM 3.5: Actually, this is really ridiculous. Why should enemies at the LZ be eliminated at all?
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// I'm taking the initiative and removing this from the code. Mainly because it ends up interfering with
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// externalized LZs combined with other features like "Always Real Time" and "Forced Turn Based".
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//if( !DidGameJustStart() && gsMercArriveSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && gsMercArriveSectorY == gGameExternalOptions.ubDefaultArrivalSectorY )
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// {
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// //Mercs arriving in A9. This sector has been deemed as the always safe sector.
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// //Seeing we don't support entry into a hostile sector (except for the beginning),
|
|
// //we will nuke any enemies in this sector first.
|
|
// if( gWorldSectorX != gGameExternalOptions.ubDefaultArrivalSectorX || gWorldSectorY != gGameExternalOptions.ubDefaultArrivalSectorY || gbWorldSectorZ )
|
|
// {
|
|
// EliminateAllEnemies( (UINT8)gsMercArriveSectorX, (UINT8)gsMercArriveSectorY );
|
|
// }
|
|
// }
|
|
}
|
|
|
|
// This will update ANY soldiers currently schedules to arrive too
|
|
CheckForValidArrivalSector( );
|
|
|
|
// stop time compression until player restarts it
|
|
StopTimeCompression();
|
|
|
|
pSoldier = &Menptr[ ubSoldierID ];
|
|
|
|
pMerc = &gMercProfiles[ pSoldier->ubProfile ];
|
|
|
|
// anv: handle Kulba's odyssey
|
|
#ifdef JA2UB
|
|
// too many Kulbas
|
|
#else
|
|
if(pSoldier->ubProfile == JOHN_MERC)
|
|
{
|
|
// just in case
|
|
if( LaptopSaveInfo.ubJohnPossibleMissedFlights > 3 )
|
|
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
|
|
// every time Kulba delays his arrival, chances of next delay decrease
|
|
if( Random( 100 ) < LaptopSaveInfo.ubJohnPossibleMissedFlights * 25 )
|
|
{
|
|
pSoldier->uiTimeSoldierWillArrive = pSoldier->uiTimeSoldierWillArrive + 720 + Random ( 720 );
|
|
AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pSoldier->uiTimeSoldierWillArrive, pSoldier->ubID );
|
|
if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 3 )
|
|
AddEmail( JOHN_KULBA_MISSED_FLIGHT_1, JOHN_KULBA_MISSED_FLIGHT_1_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
|
|
else if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 2 )
|
|
AddEmail( JOHN_KULBA_MISSED_FLIGHT_2, JOHN_KULBA_MISSED_FLIGHT_2_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
|
|
else if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 1 )
|
|
AddEmail( JOHN_KULBA_MISSED_FLIGHT_3, JOHN_KULBA_MISSED_FLIGHT_3_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
|
|
|
|
LaptopSaveInfo.ubJohnPossibleMissedFlights--;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// reset possible missed flights, for the future Kulba's adventures
|
|
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// add the guy to a squad
|
|
AddCharacterToAnySquad( pSoldier );
|
|
|
|
// ATE: Make sure we use global.....
|
|
if ( pSoldier->flags.fUseLandingZoneForArrival )
|
|
{
|
|
pSoldier->sSectorX = gsMercArriveSectorX;
|
|
pSoldier->sSectorY = gsMercArriveSectorY;
|
|
pSoldier->bSectorZ = 0;
|
|
}
|
|
|
|
// Add merc to sector ( if it's the current one )
|
|
if ( gWorldSectorX == pSoldier->sSectorX && gWorldSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == gbWorldSectorZ )
|
|
{
|
|
// OK, If this sector is currently loaded, and guy does not have CHOPPER insertion code....
|
|
// ( which means we are at beginning of game if so )
|
|
// Setup chopper....
|
|
#ifdef JA2UB
|
|
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && pSoldier->sSectorY == gGameExternalOptions.ubDefaultArrivalSectorY && gGameUBOptions.InGameHeli == TRUE )
|
|
#else
|
|
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && pSoldier->sSectorY == gGameExternalOptions.ubDefaultArrivalSectorY )
|
|
#endif
|
|
{
|
|
gfTacticalDoHeliRun = TRUE;
|
|
|
|
// OK, If we are in mapscreen, get out...
|
|
if ( guiCurrentScreen == MAP_SCREEN )
|
|
{
|
|
// ATE: Make sure the current one is selected!
|
|
ChangeSelectedMapSector( gWorldSectorX, gWorldSectorY, 0 );
|
|
|
|
RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
|
|
}
|
|
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
|
|
}
|
|
|
|
UpdateMercInSector( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
|
}
|
|
else
|
|
{
|
|
// OK, otherwise, set them in north area, so once we load again, they are here.
|
|
#ifdef JA2UB
|
|
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
|
|
#else
|
|
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
|
|
#endif
|
|
}
|
|
|
|
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
|
|
{
|
|
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->GetName() );
|
|
|
|
// ATE: He's going to say something, now that they've arrived...
|
|
if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun )
|
|
{
|
|
gTacticalStatus.bMercArrivingQuoteBeingUsed = TRUE;
|
|
|
|
//Setup the highlight sector value (note this isn't for mines but using same system)
|
|
gsSectorLocatorX = pSoldier->sSectorX;
|
|
gsSectorLocatorY = pSoldier->sSectorY;
|
|
|
|
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 2, 0 );
|
|
|
|
//ja25ub
|
|
#ifdef JA2UB
|
|
//if its the first time in, dont say anything
|
|
if( !gfFirstTimeInGameHeliCrash )
|
|
#endif
|
|
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_REACHED_DESTINATION );
|
|
|
|
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 3, 0 );
|
|
TacticalCharacterDialogueWithSpecialEventEx( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG, 0, 0, 0 );
|
|
}
|
|
}
|
|
|
|
//record how long the merc will be gone for
|
|
pMerc->bMercStatus = (UINT8)pSoldier->iTotalContractLength;
|
|
|
|
// remember when excatly he ARRIVED in Arulco, in case he gets fired early
|
|
pSoldier->uiTimeOfLastContractUpdate = GetWorldTotalMin();
|
|
|
|
//set when the merc's contract is finished
|
|
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
|
|
|
|
// Do initial check for bad items
|
|
if ( pSoldier->bTeam == gbPlayerNum )
|
|
{
|
|
//ATE: Try to see if our equipment sucks!
|
|
if ( SoldierHasWorseEquipmentThanUsedTo( pSoldier ) )
|
|
{
|
|
// Randomly anytime between 9:00, and 10:00
|
|
uiTimeOfPost = 540 + Random( 660 );
|
|
|
|
if ( GetWorldMinutesInDay() < uiTimeOfPost )
|
|
{
|
|
AddSameDayStrategicEvent( EVENT_MERC_COMPLAIN_EQUIPMENT, uiTimeOfPost , pSoldier->ubProfile );
|
|
}
|
|
}
|
|
}
|
|
|
|
HandleMercArrivesQuotes( pSoldier );
|
|
|
|
fTeamPanelDirty = TRUE;
|
|
|
|
// if the currently selected sector has no one in it, select this one instead
|
|
if ( !CanGoToTacticalInSector( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ ) )
|
|
{
|
|
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, 0 );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
BOOLEAN IsMercHireable( UINT8 ubMercID )
|
|
{
|
|
//If the merc has an .EDT file, is not away on assignment, and isnt already hired (but not arrived yet), he is not DEAD and he isnt returning home
|
|
if( ( gMercProfiles[ ubMercID ].bMercStatus == MERC_HAS_NO_TEXT_FILE ) ||
|
|
( gMercProfiles[ ubMercID ].bMercStatus > 0 ) ||
|
|
( gMercProfiles[ ubMercID ].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET ) ||
|
|
( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD ) ||
|
|
( gMercProfiles[ ubMercID ].uiDayBecomesAvailable > 0 ) ||
|
|
( gMercProfiles[ ubMercID ].bMercStatus == MERC_WORKING_ELSEWHERE ) ||
|
|
( gMercProfiles[ ubMercID ].bMercStatus == MERC_FIRED_AS_A_POW ) ||
|
|
( gMercProfiles[ ubMercID ].bMercStatus == MERC_RETURNING_HOME ) )
|
|
return(FALSE);
|
|
else
|
|
return(TRUE);
|
|
}
|
|
|
|
BOOLEAN IsMercDead( UINT8 ubMercID )
|
|
{
|
|
if( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD )
|
|
return(TRUE);
|
|
else
|
|
return(FALSE);
|
|
}
|
|
|
|
BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
|
|
{
|
|
if( pSoldier->stats.bLife >= CONSCIOUSNESS )
|
|
return(TRUE);
|
|
else
|
|
return(FALSE);
|
|
}
|
|
|
|
UINT8 NumberOfMercsOnPlayerTeam()
|
|
{
|
|
INT8 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
INT16 bLastTeamID;
|
|
UINT8 ubCount=0;
|
|
|
|
// Set locator to first merc
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
|
|
if (! MercPtrs[cnt])
|
|
return 0;
|
|
|
|
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
|
|
{
|
|
AssertNotNIL(pSoldier);
|
|
|
|
//if the is active, and is not a vehicle
|
|
if( pSoldier->bActive && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
|
{
|
|
ubCount++;
|
|
}
|
|
}
|
|
|
|
return( ubCount );
|
|
}
|
|
|
|
|
|
void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
|
|
{
|
|
INT8 cnt, bHated, bLastTeamID;
|
|
SOLDIERTYPE *pTeamSoldier;
|
|
#ifdef JA2UB
|
|
//if we are at the begining of the game going through the initial heli scequence
|
|
if( pSoldier->fWaitingToGetupFromJA25Start )
|
|
{
|
|
//we can "leave" this function cause we dont want to do anything with buddy system
|
|
return;
|
|
}
|
|
#endif
|
|
// If we are approaching with helicopter, don't say any ( yet )
|
|
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
|
|
{
|
|
// Player-generated characters issue a comment about arriving in Omerta.
|
|
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
|
|
{
|
|
if ( gubQuest[ QUEST_DELIVER_LETTER ] == QUESTINPROGRESS )
|
|
{
|
|
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
|
|
}
|
|
}
|
|
|
|
// Check to see if anyone hates this merc and will now complain
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
|
|
//loop though all the mercs
|
|
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
|
|
{
|
|
if ( pTeamSoldier->bActive )
|
|
{
|
|
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
|
|
{
|
|
bHated = WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile );
|
|
if ( bHated != -1 )
|
|
{
|
|
// hates the merc who has arrived and is going to gripe about it!
|
|
switch( bHated )
|
|
{
|
|
case 0:
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_1_ARRIVES );
|
|
break;
|
|
case 1:
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_2_ARRIVES );
|
|
break;
|
|
case 2:
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_3_ARRIVES );
|
|
break;
|
|
case 3:
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_4_ARRIVES );
|
|
break;
|
|
case 4:
|
|
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_5_ARRIVES );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef JA2TESTVERSION
|
|
void SetFlagToForceHireMerc( BOOLEAN fForceHire )
|
|
{
|
|
gForceHireMerc = fForceHire;
|
|
}
|
|
#endif
|
|
|
|
|
|
UINT32 GetMercArrivalTimeOfDay( )
|
|
{
|
|
UINT32 uiCurrHour;
|
|
UINT32 uiMinHour;
|
|
|
|
// Pick a time...
|
|
|
|
// First get the current time of day.....
|
|
uiCurrHour = GetWorldHour( );
|
|
|
|
// Subtract the min time for any arrival....
|
|
uiMinHour = uiCurrHour + MIN_FLIGHT_PREP_TIME;
|
|
|
|
// OK, first check if we need to advance a whole day's time...
|
|
// See if we have missed the last flight for the day...
|
|
if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
|
|
{
|
|
// 7:30 flight....
|
|
return( GetMidnightOfFutureDayInMinutes( 1 ) + MERC_ARRIVE_TIME_SLOT_1 );
|
|
}
|
|
|
|
// Well, now we can handle flights all in one day....
|
|
// Find next possible flight
|
|
if ( uiMinHour <= 7 )
|
|
{
|
|
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_1 ); // 7:30 am
|
|
}
|
|
else if ( uiMinHour <= 13 )
|
|
{
|
|
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_2 ); // 1:30 pm
|
|
}
|
|
else
|
|
{
|
|
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_3 ); // 7:30 pm
|
|
}
|
|
}
|
|
|
|
|
|
void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
|
|
// look for all mercs on the same team,
|
|
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
|
{
|
|
if ( pSoldier->bActive )
|
|
{
|
|
if ( pSoldier->bAssignment == IN_TRANSIT )
|
|
{
|
|
if ( pSoldier->flags.fUseLandingZoneForArrival )
|
|
{
|
|
pSoldier->sSectorX = gsMercArriveSectorX;
|
|
pSoldier->sSectorY = gsMercArriveSectorY;
|
|
pSoldier->bSectorZ = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
|
|
{
|
|
INT16 sRows,sCols,sResult;
|
|
|
|
sRows = abs((sOrigin / MAP_WORLD_X) - (sDest / MAP_WORLD_X));
|
|
sCols = abs((sOrigin % MAP_WORLD_X) - (sDest % MAP_WORLD_X));
|
|
|
|
|
|
// apply Pythagoras's theorem for right-handed triangle:
|
|
// dist^2 = rows^2 + cols^2, so use the square root to get the distance
|
|
sResult = (INT16)sqrt((double)(sRows * sRows) + (sCols * sCols));
|
|
|
|
return(sResult);
|
|
}
|
|
|
|
|
|
// ATE: This function will check if the current arrival sector
|
|
// is valid
|
|
// if there are enemies present, it's invalid
|
|
// if so, search around for nearest non-occupied sector.
|
|
void CheckForValidArrivalSector( )
|
|
{
|
|
INT16 sTop, sBottom;
|
|
INT16 sLeft, sRight;
|
|
INT16 cnt1, cnt2, sGoodX, sGoodY;
|
|
UINT8 ubRadius = 4;
|
|
UINT32 leftmost;
|
|
UINT32 sSectorGridNo, sSectorGridNo2;
|
|
INT32 uiRange, uiLowestRange = 999999;
|
|
BOOLEAN fFound = FALSE;
|
|
CHAR16 sString[ 1024 ];
|
|
CHAR16 zShortTownIDString1[ 50 ];
|
|
CHAR16 zShortTownIDString2[ 50 ];
|
|
|
|
sSectorGridNo = gsMercArriveSectorX + ( MAP_WORLD_X * gsMercArriveSectorY );
|
|
|
|
// Check if valid...
|
|
if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
|
|
{
|
|
return;
|
|
}
|
|
|
|
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString1 );
|
|
|
|
|
|
// If here - we need to do a search!
|
|
sTop = ubRadius;
|
|
sBottom = -ubRadius;
|
|
sLeft = - ubRadius;
|
|
sRight = ubRadius;
|
|
|
|
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
|
|
{
|
|
leftmost = ( ( sSectorGridNo + ( MAP_WORLD_X * cnt1 ) )/ MAP_WORLD_X ) * MAP_WORLD_X;
|
|
|
|
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
|
|
{
|
|
sSectorGridNo2 = sSectorGridNo + ( MAP_WORLD_X * cnt1 ) + cnt2;
|
|
|
|
if( sSectorGridNo2 >=1 && sSectorGridNo2 < ( ( MAP_WORLD_X - 1 ) * ( MAP_WORLD_X - 1 ) ) && sSectorGridNo2 >= leftmost && sSectorGridNo2 < ( leftmost + MAP_WORLD_X ) )
|
|
{
|
|
if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && !StrategicMap[ sSectorGridNo2 ].usAirType != AIRSPACE_ENEMY_ACTIVE )
|
|
{
|
|
uiRange = StrategicPythSpacesAway( sSectorGridNo2, sSectorGridNo );
|
|
|
|
if ( uiRange < uiLowestRange )
|
|
{
|
|
sGoodY = cnt1;
|
|
sGoodX = cnt2;
|
|
uiLowestRange = uiRange;
|
|
fFound = TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( fFound )
|
|
{
|
|
gsMercArriveSectorX = gsMercArriveSectorX + sGoodX;
|
|
gsMercArriveSectorY = gsMercArriveSectorY + sGoodY;
|
|
|
|
UpdateAnyInTransitMercsWithGlobalArrivalSector( );
|
|
|
|
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString2 );
|
|
|
|
// swprintf( sString, L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", zShortTownIDString2, zShortTownIDString1 );
|
|
swprintf( sString, New113Message[MSG113_ARRIVINGREROUTED], zShortTownIDString2, zShortTownIDString1 );
|
|
|
|
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
|
|
|
|
}
|
|
}
|
|
#ifdef JA2UB
|
|
UINT32 GetInitialHeliGridNo( )
|
|
{
|
|
UINT8 ubCnt;
|
|
UINT32 sGridNo;
|
|
|
|
for( ubCnt=0; ubCnt<NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH-1; ubCnt++)
|
|
{
|
|
if( gsInitialHeliGridNo[ ubCnt ] != 0 )
|
|
{
|
|
sGridNo = gsInitialHeliGridNo[ ubCnt ];
|
|
gsInitialHeliGridNo[ ubCnt ] = 0;
|
|
|
|
return( sGridNo );
|
|
}
|
|
}
|
|
|
|
return( 16233 );
|
|
}
|
|
|
|
UINT16 GetInitialHeliRandomTime()
|
|
{
|
|
BOOLEAN fDone=FALSE;
|
|
UINT8 ubRandom;
|
|
UINT16 usTime;
|
|
UINT16 usCounter=0;
|
|
|
|
while( !fDone )
|
|
{
|
|
ubRandom = Random( NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH-1 );
|
|
|
|
if( gsInitialHeliRandomTimes[ ubRandom ] != 0 )
|
|
{
|
|
usTime = gsInitialHeliRandomTimes[ ubRandom ];
|
|
gsInitialHeliRandomTimes[ ubRandom ] = 0;
|
|
return( usTime );
|
|
}
|
|
|
|
if( usCounter > 1000 )
|
|
fDone = TRUE;
|
|
|
|
usCounter++;
|
|
}
|
|
return( 1000 + Random( 2000 ) );
|
|
}
|
|
|
|
void InitializeHeliGridnoAndTime( BOOLEAN fLoading )
|
|
{
|
|
Assert( NUM_INITIAL_GRIDNOS_FOR_HELI_CRASH == 7 );
|
|
|
|
if( !fLoading )
|
|
{
|
|
gfFirstTimeInGameHeliCrash = FALSE;
|
|
}
|
|
|
|
gsInitialHeliGridNo[ 0 ] = gGameUBOptions.InitialHeliGridNo[ 0 ];//14947;
|
|
gsInitialHeliGridNo[ 1 ] = gGameUBOptions.InitialHeliGridNo[ 1 ];//15584;//16067;
|
|
gsInitialHeliGridNo[ 2 ] = gGameUBOptions.InitialHeliGridNo[ 2 ];//15754;
|
|
gsInitialHeliGridNo[ 3 ] = gGameUBOptions.InitialHeliGridNo[ 3 ];//16232;
|
|
gsInitialHeliGridNo[ 4 ] = gGameUBOptions.InitialHeliGridNo[ 4 ];//16067;
|
|
gsInitialHeliGridNo[ 5 ] = gGameUBOptions.InitialHeliGridNo[ 5 ];//16230;
|
|
gsInitialHeliGridNo[ 6 ] = gGameUBOptions.InitialHeliGridNo[ 6 ];//15272;
|
|
|
|
gsInitialHeliRandomTimes[ 0 ] = gGameUBOptions.InitalHeliRandomTimes[ 0 ];//1300;
|
|
gsInitialHeliRandomTimes[ 1 ] = gGameUBOptions.InitalHeliRandomTimes[ 1 ];//2000;
|
|
gsInitialHeliRandomTimes[ 2 ] = gGameUBOptions.InitalHeliRandomTimes[ 2 ];//2750;
|
|
gsInitialHeliRandomTimes[ 3 ] = gGameUBOptions.InitalHeliRandomTimes[ 3 ];//3400;
|
|
gsInitialHeliRandomTimes[ 4 ] = gGameUBOptions.InitalHeliRandomTimes[ 4 ];//4160;
|
|
gsInitialHeliRandomTimes[ 5 ] = gGameUBOptions.InitalHeliRandomTimes[ 5 ];//4700;
|
|
gsInitialHeliRandomTimes[ 6 ] = gGameUBOptions.InitalHeliRandomTimes[ 6 ];//5630;
|
|
}
|
|
|
|
void InitJerryMiloInfo()
|
|
{
|
|
if ( gGameUBOptions.InJerry == TRUE )
|
|
{
|
|
// return; //AA
|
|
//Set Jerry Milo's Gridno h7
|
|
gMercProfiles[ JERRY_MILO_UB ].sSectorX = JA2_5_START_SECTOR_X;
|
|
gMercProfiles[ JERRY_MILO_UB ].sSectorY = JA2_5_START_SECTOR_Y;
|
|
gMercProfiles[ JERRY_MILO_UB ].bSectorZ = 0;
|
|
|
|
gMercProfiles[ JERRY_MILO_UB ].sGridNo = gGameUBOptions.JerryGridNo; //15109;
|
|
|
|
gMercProfiles[ JERRY_MILO_UB ].fUseProfileInsertionInfo = TRUE;
|
|
|
|
gMercProfiles[ JERRY_MILO_UB ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
gMercProfiles[ JERRY_MILO_UB ].usStrategicInsertionData = gGameUBOptions.JerryGridNo; //15109;
|
|
|
|
}
|
|
|
|
if ( gGameUBOptions.InGameHeliCrash == TRUE )
|
|
{
|
|
//init Jerry Milo quotes
|
|
InitJerryQuotes();
|
|
}
|
|
}
|
|
|
|
|
|
void UpdateJerryMiloInInitialSector()
|
|
{
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
SOLDIERTYPE *pJerrySoldier=NULL;
|
|
|
|
|
|
//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
|
|
SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
|
|
//SectorInfo[ SEC_H7 ].ubNumAdmins = 2;
|
|
StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
|
|
|
|
if ( gGameUBOptions.InGameHeli == TRUE )
|
|
return; //AA
|
|
|
|
if ( gGameUBOptions.InGameHeliCrash == TRUE )
|
|
{
|
|
//if it is the first sector we are loading up, place Jerry in the map
|
|
if( !gfFirstTimeInGameHeliCrash )
|
|
return;
|
|
|
|
if ( gGameUBOptions.InJerry == TRUE )
|
|
{
|
|
pSoldier = FindSoldierByProfileID( JERRY_MILO_UB, FALSE ); //JERRY
|
|
if( pSoldier == NULL )
|
|
{
|
|
Assert( 0 );
|
|
}
|
|
|
|
}
|
|
|
|
//the internet part of the laptop isnt working. It gets broken in the heli crash.
|
|
if ( gGameUBOptions.LaptopQuestEnabled == TRUE )
|
|
StartQuest( QUEST_FIX_LAPTOP, -1, -1 );
|
|
|
|
//Record the initial sector as ours
|
|
//SectorInfo[ SEC_H7 ].fSurfaceWasEverPlayerControlled = TRUE;
|
|
SectorInfo[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fSurfaceWasEverPlayerControlled = TRUE;
|
|
StrategicMap[ (UINT8)SECTOR( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyControlled = FALSE;
|
|
|
|
if ( gGameUBOptions.InJerry == TRUE )
|
|
{
|
|
//Set some variable so Jerry will be on the ground
|
|
pSoldier->fWaitingToGetupFromJA25Start = TRUE;
|
|
pSoldier->fIgnoreGetupFromCollapseCheck = TRUE;
|
|
|
|
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO; //to by�o wy��czone
|
|
//pSoldier->usStrategicInsertionData = GetInitialHeliGridNo( ); //to by�o wy��czone
|
|
|
|
RESETTIMECOUNTER( pSoldier->GetupFromJA25StartCounter, gsInitialHeliRandomTimes[ 6 ] + 800 + Random( 400 ) );
|
|
|
|
//should we be on our back or tummy
|
|
if( Random( 100 ) < 50 )
|
|
pSoldier->EVENT_InitNewSoldierAnim( STAND_FALLFORWARD_STOP, 1, TRUE );
|
|
else
|
|
pSoldier->EVENT_InitNewSoldierAnim( FALLBACKHIT_STOP, 1, TRUE );
|
|
}
|
|
|
|
//Wont work cause it gets reset every frame
|
|
//make sure we can see Jerry
|
|
|
|
if ( gGameUBOptions.InJerry == TRUE )
|
|
{
|
|
pJerrySoldier = FindSoldierByProfileID(JERRY_MILO_UB, FALSE );//JERRY
|
|
if( pJerrySoldier != NULL )
|
|
{
|
|
//Make sure we can see the pilot
|
|
gbPublicOpplist[OUR_TEAM][ pJerrySoldier->ubID ] = SEEN_CURRENTLY;
|
|
pJerrySoldier->bVisible = TRUE;
|
|
}
|
|
|
|
}
|
|
|
|
//Lock the interface
|
|
guiPendingOverrideEvent = LU_BEGINUILOCK;
|
|
}
|
|
}
|
|
|
|
void AddItemToMerc( UINT8 ubNewMerc, INT16 sItemType )
|
|
{
|
|
|
|
|
|
// OK, give this item to our merc!
|
|
OBJECTTYPE gTempObject;
|
|
BOOLEAN fReturn=FALSE;
|
|
|
|
// make an objecttype
|
|
CreateItem(sItemType, 100, &gTempObject);
|
|
|
|
// Give it
|
|
fReturn = AutoPlaceObject( MercPtrs[ ubNewMerc ], &gTempObject, FALSE );
|
|
|
|
if(!fReturn && (UsingNewInventorySystem() == true))
|
|
{
|
|
(MercPtrs[ubNewMerc]->inv[NUM_INV_SLOTS-1]) = gTempObject;
|
|
fReturn=TRUE;
|
|
}
|
|
Assert( fReturn );
|
|
|
|
|
|
}
|
|
#endif
|