Files
source/Strategic/strategicmap.cpp
T
2023-10-08 16:45:06 +03:00

7966 lines
251 KiB
C++

#include "builddefines.h"
#include "strategicmap.h"
#include "strategic.h"
#include "Strategic Mines.h"
#include "types.h"
#include "memory.h"
#include <stdio.h>
#include <stdarg.h>
#include <math.h>
#include <time.h>
#include "jascreens.h"
#include "worlddef.h"
#include "Soldier Control.h"
#include "overhead.h"
#include "interface panels.h"
#include "isometric utils.h"
#include "Ambient Control.h"
#include "worlddef.h"
#include "worlddat.h"
#include "text.h"
#include "Soldier add.h"
#include "soldier macros.h"
#include "Strategic Pathing.h"
#include "soldier create.h"
#include "handle UI.h"
#include "faces.h"
#include "renderworld.h"
#include "gamescreen.h"
#include "game clock.h"
#include "Soldier Init List.h"
#include "strategic turns.h"
#include "merc entering.h"
#include "Map Information.h"
#include "Assignments.h"
#include "message.h"
#include "Font Control.h"
#include "environment.h"
#include "Game Events.h"
#include "quests.h"
#include "FileMan.h"
#include "animated progressbar.h"
#include "music control.h"
#include "fade screen.h"
#include "Strategic Movement.h"
#include "Campaign Types.h"
#include "sys globals.h"
#include "Exit Grids.h"
#include "Tactical Save.h"
#include "pathai.h"
#include "animation control.h"
#include "squads.h"
#include "worldman.h"
#include "Overhead.h"
#include "Strategic Town Loyalty.h"
#include "Queen Command.h"
#include "cursor control.h"
#include "PreBattle Interface.h"
#include "Shade Table Util.h"
#include "Scheduling.h"
#include "gameloop.h"
#include "Random.h"
#include "ai.h"
#include "opplist.h"
#include "keys.h"
#include "Tactical Placement GUI.h"
#include "Map Screen Helicopter.h"
#include "map edgepoints.h"
#include "Player Command.h"
#include "Event Pump.h"
#include "meanwhile.h"
#include "air raid.h"
#include "Strategic Mines.h"
#include "Creature Spreading.h"
#include "SaveLoadMap.h"
#include "Militia Control.h"
#include "gamesettings.h"
#include "dialogue control.h"
#include "Town Militia.h"
#include "sysutil.h"
#include "Sound Control.h"
#include "points.h"
#include "render dirty.h"
#include "Debug Control.h"
#include "expat.h"
#include "Loading Screen.h"
#include "Queen Command.h"
#include "Enemy Soldier Save.h"
#include "NPC.h"
#include "Strategic Event Handler.h"
#include "MessageBoxScreen.h"
#include "interface dialogue.h"
#include "Map Screen Interface.h"
#include "history.h"
#include "Bullets.h"
#include "physics.h"
#include "Explosion Control.h"
#include "Auto Resolve.h"
#include "cursors.h"
#include "GameVersion.h"
#include "LuaInitNPCs.h"
#include "Luaglobal.h"
#include "GameInitOptionsScreen.h"
#ifdef JA2UB
#include "SaveLoadGame.h"
#include "email.h"
#include "Ja25 Strategic Ai.h"
#include "Merc Hiring.h"
#include "Ja25_Tactical.h"
#include "Timer Control.h"
#include "Soldier Control.h"
#include "Ja25Update.h"
#include "Map Screen Interface Bottom.h"
#include "Strategic AI.h"
#include "ub_config.h"
#include "Luaglobal.h"
#endif
#include "connect.h" //hayden added alot ""'s to get around client spawing random/different placed AI
#include "SaveLoadGame.h"
#include "Strategic Mines.h"
#include "Strategic Mines LUA.h"
#include "UndergroundInit.h"
#include "LuaInitNPCs.h"
#include "Luaglobal.h"
#include "sgp_logger.h"
#include "Map Screen Interface Map Inventory.h" // added by Flugente
#include "ASD.h" // added by Flugente
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
//Used by PickGridNoToWalkIn
#define MAX_ATTEMPTS 200
#define QUEST_CHECK_EVENT_TIME ( 8 * 60 )
#define BOBBYRAY_UPDATE_TIME ( 9 * 60 )
#define INSURANCE_UPDATE_TIME 0
#define EARLY_MORNING_TIME ( 4 * 60 )
#define ENRICO_MAIL_TIME ( 7 * 60 )
enum
{
ABOUT_TO_LOAD_NEW_MAP,
ABOUT_TO_TRASH_WORLD,
};
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode );
extern INT32 gsRobotGridNo;
extern BOOLEAN gfUndergroundTacticalTraversal;
//extern MINE_LOCATION_TYPE gMineLocation[MAX_NUMBER_OF_MINES];
//extern MINE_STATUS_TYPE gMineStatus[MAX_NUMBER_OF_MINES];
extern void CalculateNonPersistantPBIInfo( );
extern void MapScreenDefaultOkBoxCallback( UINT8 bExitValue );
extern BOOLEAN gfGettingNameFromSaveLoadScreen; // symbol already declared globally in SaveLoadScreen.cpp (jonathanl)
INT16 gWorldSectorX = 0;
INT16 gWorldSectorY = 0;
INT8 gbWorldSectorZ = -1;
INT16 gsAdjacentSectorX, gsAdjacentSectorY;
INT8 gbAdjacentSectorZ;
GROUP *gpAdjacentGroup = NULL;
UINT8 gubAdjacentJumpCode;
UINT32 guiAdjacentTraverseTime;
UINT8 gubTacticalDirection;
INT32 gsAdditionalData;//dnl ch56 151009
INT32 gusDestExitGridNo;
BOOLEAN fUsingEdgePointsForStrategicEntry = FALSE;
BOOLEAN gfInvalidTraversal = FALSE;
BOOLEAN gfLoneEPCAttemptingTraversal = FALSE;
BOOLEAN gfRobotWithoutControllerAttemptingTraversal = FALSE;
BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0;
INT8 gbPotentiallyAbandonedEPCSlotID = -1;
INT8 gbGreenToElitePromotions = 0;
INT8 gbGreenToRegPromotions = 0;
INT8 gbRegToElitePromotions = 0;
INT8 gbMilitiaPromotions = 0;
extern BOOLEAN gfUsePersistantPBI;
BOOLEAN gfUseAlternateMap = FALSE;
// whether or not we have found Orta yet
BOOLEAN fFoundOrta = FALSE;
UINT8 NUMBER_OF_SAMS;
// have any of the sam sites been found (actual values, saved to savegames)
BOOLEAN fSamSiteFound[MAX_NUMBER_OF_SAMS];
// original of previous for proper initialization of a new game
BOOLEAN fSamSiteFoundOrig[MAX_NUMBER_OF_SAMS];
// sectors with sam sites
INT16 pSamList[MAX_NUMBER_OF_SAMS];
// girdno's of control terminal of sam site
INT32 pSamGridNoAList[MAX_NUMBER_OF_SAMS];
INT32 pSamGridNoBList[MAX_NUMBER_OF_SAMS];
// coordinates X,Y of sam sites on strategic map
INT16 gpSamSectorX[MAX_NUMBER_OF_SAMS];
INT16 gpSamSectorY[MAX_NUMBER_OF_SAMS];
// ATE: Update this w/ graphic used
// Use 3 if / orientation, 4 if \ orientation
INT8 gbSAMGraphicList[MAX_NUMBER_OF_SAMS];
INT8 gbMercIsNewInThisSector[MAX_NUM_SOLDIERS];
// the amount of time that a soldier will wait to return to desired/old squad
#define DESIRE_SQUAD_RESET_DELAY 12 * 60
BOOLEAN localizedMapTextOnly;
UINT32 ubSAMControlledSectors[MAP_WORLD_Y][MAP_WORLD_X];// = {
// 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
// 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//
// 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 2, 2, 2, 2, 2, 2, 0, // A
// 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 0, // B
// 0, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 0, // C
// 0, 1,01, 1, 1, 1, 1, 1, 3, 3, 2, 2, 2, 2, 2,02, 2, 0, // D
// 0, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 0, // E
// 0, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 0, // F
// 0, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 0, // G
// 0, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // H
// 0, 1, 1, 3, 3, 3, 3, 3,03, 3, 3, 3, 3, 3, 2, 2, 2, 0, // I
// 0, 1, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // J
// 0, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // K
// 0, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // L
// 0, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // M
// 0, 4, 4, 4,04, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, // N
// 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 0, // O
// 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 0, // P
//
// 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
//};
INT16 DirXIncrementer[8] =
{
0, //N
1, //NE
1, //E
1, //SE
0, //S
-1, //SW
-1, //W
-1 //NW
};
INT16 DirYIncrementer[8] =
{
-1, //N
-1, //NE
0, //E
1, //SE
1, //S
1, //SW
0, //W
-1 //NW
};
STR8 pVertStrings[] = {
"X",
"A",
"B",
"C",
"D",
"E",
"F",
"G",
"H",
"I",
"J",
"K",
"L",
"M",
"N",
"O",
"P",
"Q",
"R",
};
STR8 pHortStrings[] = {
"X",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"10",
"11",
"12",
"13",
"14",
"15",
"16",
"17",
};
// HEADROCK HAM 3.6: Array to hold user-defined sector names
CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH];
// moved to lua
//CHAR16 gzSectorUndergroundNames1[256][4][MAX_SECTOR_NAME_LENGTH];
//CHAR16 gzSectorUndergroundNames2[256][4][MAX_SECTOR_NAME_LENGTH];
//CHAR16 gzSectorUndergroundNames3[256][4][MAX_SECTOR_NAME_LENGTH];
BOOLEAN ReadInStrategicMapSectorTownNames( STR fileName, BOOLEAN localizedVersion );
void DoneFadeOutAdjacentSector( void );
void DoneFadeOutExitGridSector( void );
INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection );
INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts );
//JA25UB
#ifdef JA2UB
void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ );
void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup );
void HandlePlayerTeamQuotesWhenEnteringSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
void ShouldNpcBeAddedToSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
void HandlePlayerQuotesWhenEnteringFirstTunnelSector( );
void AddExitGridForFanToPowerGenSector( );
void HandleSectorSpecificUnLoadingOfMap( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
//void MakeAllTeamMembersCrouchedThenStand();
void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap( );
void HandleFortifiedDoor( );
void CreateAndAddMoneyObjectToGround( UINT32 sGridNo, INT32 iEasyAmount, INT32 iNormalAmount, INT32 iHardAmount );
void HandleGoingUpOrDownStairsForLoadScreensPurposes( INT16 sCurrentlyInSectorZ, INT16 sGoingToSectorZ );
void HandleMovingEnemiesCloseToEntranceInFirstTunnelMap( );
void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap( );
void HandleFirstPartOfTunnelFanSound( );
void HandlePowerGenFanSoundModification( );
BOOLEAN MoveEnemyFromGridNoToRoofGridNo( UINT32 sSourceGridNo, UINT32 sDestGridNo );
void HandleMovingEnemiesOntoRoofs( );
#endif
void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ );
void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup );
extern void InitializeTacticalStatusAtBattleStart( );
extern HVSURFACE ghFrameBuffer;
extern BOOLEAN gfOverrideSector;
extern BOOLEAN sBadSectorsList[WORLD_MAP_X][WORLD_MAP_X];
extern STR16 pBullseyeStrings[];
extern void HandleRPCDescription( );
#ifdef CRIPPLED_VERSION
void CrippledVersionFailureToLoadMapCallBack( UINT8 bExitValue );
void CrippledVersionFailureToLoadMapCheck( );
#endif
//temp timer stuff -- to measure the time it takes to load a map.
#ifdef JA2TESTVERSION
extern INT16 gsAINumAdmins;
extern INT16 gsAINumTroops;
extern INT16 gsAINumElites;
extern INT16 gsAINumTanks;
extern INT16 gsAINumCreatures;
//The wrapper time for EnterSector
BOOLEAN fStartNewFile = TRUE;
UINT32 uiEnterSectorStartTime;
UINT32 uiEnterSectorEndTime;
//The grand total time for loading a map
UINT32 uiLoadWorldStartTime;
UINT32 uiLoadWorldEndTime;
//The time spent in FileRead
UINT32 uiTotalFileReadTime;
UINT32 uiTotalFileReadCalls;
//LoadWorld and parts
UINT32 uiLoadWorldTime;
UINT32 uiTrashWorldTime;
UINT32 uiLoadMapTilesetTime;
UINT32 uiLoadMapLightsTime;
UINT32 uiBuildShadeTableTime;
UINT32 uiNumTablesSaved;
UINT32 uiNumTablesLoaded;
UINT32 uiNumImagesReloaded;
#include "render dirty.h"
#include "tiledat.h"
#endif
// SAM externalization stuff
#define MAX_CHAR_DATA_LENGTH 500
#define INVALID_SAMSITE_INDEX -1
typedef enum
{
SAMSITE_ELEMENT_NONE = 0,
SAMSITE_ELEMENT_SAMINFO,
SAMSITE_ELEMENT_SAMLIST,
SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS,
SAMSITE_ELEMENT_MAP_ROW,
SAMSITE_ELEMENT_SAM,
SAMSITE_ELEMENT_INDEX,
SAMSITE_ELEMENT_SAMSECTOR,
SAMSITE_ELEMENT_SAMSECTOR_X,
SAMSITE_ELEMENT_SAMSECTOR_Y,
SAMSITE_ELEMENT_SAM_HIDDEN,
SAMSITE_ELEMENT_SAM_ORIENTATION,
SAMSITE_ELEMENT_SAM_GRIDNO_A,
SAMSITE_ELEMENT_SAM_GRIDNO_B
} SAMSITE_PARSE_STAGE;
typedef struct
{
UINT32 uiIndex;
INT16 samSectorX;
INT16 samSectorY;
BOOLEAN samHidden;
INT8 samOrientation;
INT32 samGridNoA;
INT32 samGridNoB;
} samInfo;
typedef struct
{
SAMSITE_PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH + 1];
samInfo curSamInfo;
UINT32 uiRowNumber;
UINT32 uiHighestIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
} samsiteParseData;
static void XMLCALL
samsiteStartElementHandle( void *userData, const XML_Char *name, const XML_Char **atts )
{
samsiteParseData * pData = (samsiteParseData *)userData;
if ( pData->currentDepth <= pData->maxReadDepth ) //are we reading this element?
{
if ( strcmp( name, "SAM_INFO" ) == 0 && pData->curElement == SAMSITE_ELEMENT_NONE )
{
pData->curElement = SAMSITE_ELEMENT_SAMINFO;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "SAM_CONTROLLED_SECTORS" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO )
{
pData->curElement = SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "MAP_ROW" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS )
{
UINT32 uiAttrIndex;
pData->curElement = SAMSITE_ELEMENT_MAP_ROW;
for ( uiAttrIndex = 0; atts[uiAttrIndex] != NULL; uiAttrIndex += 2 )
if ( strcmp( atts[uiAttrIndex], "row" ) == 0 )
{
pData->uiRowNumber = atol( atts[uiAttrIndex + 1] );
break;
}
if ( atts[uiAttrIndex] != NULL && pData->uiRowNumber < MAP_WORLD_Y )
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "SAMLIST" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO )
{
pData->curElement = SAMSITE_ELEMENT_SAMLIST;
memset( fSamSiteFoundOrig, 0, sizeof(fSamSiteFoundOrig) );
memset( pSamList, 0, sizeof(pSamList) );
memset( pSamGridNoAList, 0, sizeof(pSamGridNoAList) );
memset( pSamGridNoBList, 0, sizeof(pSamGridNoBList) );
memset( gbSAMGraphicList, 0, sizeof(gbSAMGraphicList) );
memset( gpSamSectorX, 0, sizeof(gpSamSectorX) );
memset( gpSamSectorY, 0, sizeof(gpSamSectorY) );
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "SAM" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMLIST )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
memset( &pData->curSamInfo, 0, sizeof(samInfo) );
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "samIndex" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_INDEX;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "samSector" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR )
{
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR_X;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR )
{
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR_Y;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "samHidden" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_SAM_HIDDEN;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "samOrientation" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_SAM_ORIENTATION;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "samGridNoA" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_SAM_GRIDNO_A;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "samGridNoB" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_SAM_GRIDNO_B;
pData->maxReadDepth++; //we are not skipping this element
}
pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
samsiteCharacterDataHandle( void *userData, const XML_Char *str, int len )
{
samsiteParseData * pData = (samsiteParseData *)userData;
if ( pData->currentDepth <= pData->maxReadDepth && strlen( pData->szCharData ) < MAX_CHAR_DATA_LENGTH )
strncat( pData->szCharData, str, __min( (unsigned int)len, MAX_CHAR_DATA_LENGTH - strlen( pData->szCharData ) ) );
}
static void XMLCALL
samsiteEndElementHandle( void *userData, const XML_Char *name )
{
samsiteParseData * pData = (samsiteParseData *)userData;
if ( pData->currentDepth <= pData->maxReadDepth ) //we're at the end of an element that we've been reading
{
if ( strcmp( name, "SAM_INFO" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO )
{
pData->curElement = SAMSITE_ELEMENT_NONE;
}
else if ( strcmp( name, "SAM_CONTROLLED_SECTORS" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS )
{
pData->curElement = SAMSITE_ELEMENT_SAMINFO;
}
else if ( strcmp( name, "MAP_ROW" ) == 0 && pData->curElement == SAMSITE_ELEMENT_MAP_ROW )
{
STR8 curBuffer = pData->szCharData + strspn( pData->szCharData, " \t\n\r" );
UINT32 curCellIndex = 0;
UINT32 curNumber;
pData->curElement = SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS;
while ( curBuffer[0] != '\0' )
{
sscanf( curBuffer, "%d", &curNumber );
ubSAMControlledSectors[pData->uiRowNumber][curCellIndex] = curNumber;
curCellIndex++;
curBuffer += strcspn( curBuffer, " \t\n\r\0" );
curBuffer += strspn( curBuffer, " \t\n\r" );
}
}
else if ( strcmp( name, "SAMLIST" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMLIST )
{
pData->curElement = SAMSITE_ELEMENT_SAMINFO;
NUMBER_OF_SAMS = pData->uiHighestIndex;
}
else if ( strcmp( name, "SAM" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM )
{
pData->curElement = SAMSITE_ELEMENT_SAMLIST;
if ( pData->curSamInfo.uiIndex != INVALID_SAMSITE_INDEX )
{
pData->curSamInfo.uiIndex--;
fSamSiteFoundOrig[pData->curSamInfo.uiIndex] = !pData->curSamInfo.samHidden;
gpSamSectorX[pData->curSamInfo.uiIndex] = pData->curSamInfo.samSectorX;
gpSamSectorY[pData->curSamInfo.uiIndex] = pData->curSamInfo.samSectorY;
pSamList[pData->curSamInfo.uiIndex] = SECTOR( pData->curSamInfo.samSectorX, pData->curSamInfo.samSectorY );
gbSAMGraphicList[pData->curSamInfo.uiIndex] = pData->curSamInfo.samOrientation;
pSamGridNoAList[pData->curSamInfo.uiIndex] = pData->curSamInfo.samGridNoA;
pSamGridNoBList[pData->curSamInfo.uiIndex] = pData->curSamInfo.samGridNoB;
}
}
else if ( strcmp( name, "samIndex" ) == 0 && pData->curElement == SAMSITE_ELEMENT_INDEX )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
pData->curSamInfo.uiIndex = atol( pData->szCharData );
if ( !pData->curSamInfo.uiIndex || pData->curSamInfo.uiIndex > MAX_NUMBER_OF_SAMS )
{
pData->curSamInfo.uiIndex = INVALID_SAMSITE_INDEX;
}
else if ( pData->curSamInfo.uiIndex > pData->uiHighestIndex )
{
pData->uiHighestIndex = pData->curSamInfo.uiIndex;
}
}
else if ( strcmp( name, "samSector" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR_X )
{
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR;
pData->curSamInfo.samSectorX = (INT16)atol( pData->szCharData );
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR_Y )
{
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR;
pData->curSamInfo.samSectorY = (INT16)atol( pData->szCharData );
}
else if ( strcmp( name, "samHidden" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_HIDDEN )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
pData->curSamInfo.samHidden = (BOOLEAN)atol( pData->szCharData );
}
else if ( strcmp( name, "samOrientation" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_ORIENTATION )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
pData->curSamInfo.samOrientation = (INT8)atol( pData->szCharData );
if ( pData->curSamInfo.samOrientation != 3 && pData->curSamInfo.samOrientation != 4 )
{
pData->curSamInfo.samOrientation = 3;
}
}
else if ( strcmp( name, "samGridNoA" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_GRIDNO_A )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
pData->curSamInfo.samGridNoA = atol( pData->szCharData );
if ( pData->curSamInfo.samGridNoA >= MAX_ALLOWED_WORLD_MAX )
{
pData->curSamInfo.samGridNoA = 0;
}
}
else if ( strcmp( name, "samGridNoB" ) == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_GRIDNO_B )
{
pData->curElement = SAMSITE_ELEMENT_SAM;
pData->curSamInfo.samGridNoB = atol( pData->szCharData );
if ( pData->curSamInfo.samGridNoB >= MAX_ALLOWED_WORLD_MAX )
{
pData->curSamInfo.samGridNoB = 1;
}
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN ReadInSAMInfo( STR fileName )
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate( NULL );
samsiteParseData pData;
// Open weapons file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return(FALSE);
uiFSize = FileGetSize( hFile );
lpcBuffer = (CHAR8 *)MemAlloc( uiFSize + 1 );
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree( lpcBuffer );
return(FALSE);
}
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose( hFile );
XML_SetElementHandler( parser, samsiteStartElementHandle, samsiteEndElementHandle );
XML_SetCharacterDataHandler( parser, samsiteCharacterDataHandle );
memset( &pData, 0, sizeof(pData) );
NUMBER_OF_SAMS = 0;
XML_SetUserData( parser, &pData );
if ( !XML_Parse( parser, lpcBuffer, uiFSize, TRUE ) )
{
CHAR8 errorBuf[511];
sprintf( errorBuf, "XML Parser Error in SamSites.xml: %s at line %d", XML_ErrorString( XML_GetErrorCode( parser ) ), XML_GetCurrentLineNumber( parser ) );
LiveMessage( errorBuf );
MemFree( lpcBuffer );
return FALSE;
}
MemFree( lpcBuffer );
XML_ParserFree( parser );
return TRUE;
}
BOOLEAN WriteInSAMInfo( STR fileName )
{
HWFILE hFile;
hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if ( !hFile )
return(FALSE);
{
UINT32 x, y;
INT8 cnt;
FilePrintf( hFile, "<SAM_INFO>\r\n" );
FilePrintf( hFile, "\t<SAMLIST>\r\n" );
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
{
FilePrintf( hFile, "\t\t<SAM>\r\n" );
FilePrintf( hFile, "\t\t\t<samIndex>%d</samIndex>\r\n", cnt + 1 );
FilePrintf( hFile, "\t\t\t<samSector>\r\n" );
FilePrintf( hFile, "\t\t\t\t<x>%d</x>\r\n", (pSamList[cnt] % 16) + 1 );
FilePrintf( hFile, "\t\t\t\t<y>%d</y>\r\n", (pSamList[cnt] / 16) + 1 );
FilePrintf( hFile, "\t\t\t</samSector>\r\n" );
FilePrintf( hFile, "\t\t\t<samHidden>%d</samHidden>\r\n", !fSamSiteFound[cnt] );
FilePrintf( hFile, "\t\t\t<samOrientation>%d</samOrientation>\r\n", gbSAMGraphicList[cnt] );
FilePrintf( hFile, "\t\t\t<samGridNoA>%d</samGridNoA>\r\n", pSamGridNoAList[cnt] );
FilePrintf( hFile, "\t\t\t<samGridNoB>%d</samGridNoB>\r\n", pSamGridNoBList[cnt] );
FilePrintf( hFile, "\t\t</SAM>\r\n" );
}
FilePrintf( hFile, "\t</SAMLIST>\r\n" );
FilePrintf( hFile, "\t<SAM_CONTROLLED_SECTORS>\r\n" );
for ( y = 0; y < MAP_WORLD_Y; y++ )
{
FilePrintf( hFile, "\t\t<MAP_ROW row=\"%02d\">", y );
for ( x = 0; x < MAP_WORLD_X; x++ )
{
if ( x < MAP_WORLD_X - 1 )
{
FilePrintf( hFile, "%2d ", ubSAMControlledSectors[y][x] );
}
else
FilePrintf( hFile, "%2d </MAP_ROW>\r\n", ubSAMControlledSectors[y][x] );
}
}
FilePrintf( hFile, "\t</SAM_CONTROLLED_SECTORS>\r\n" );
FilePrintf( hFile, "</SAM_INFO>\r\n" );
}
FileClose( hFile );
return TRUE;
}
// town externalization stuff
INT8 NUM_TOWNS;
extern UINT8 gubTownRebelSentiment[MAX_TOWNS];
extern BOOLEAN gfTownUsesLoyalty[MAX_TOWNS];
extern BOOLEAN gfMilitiaAllowedInTown[MAX_TOWNS];
BOOLEAN gfHiddenTown[MAX_TOWNS]; // Info: Visible town are TRUE, hidden towns are FALSE
BOOLEAN gfDrawHiddenTown[MAX_TOWNS];
BOOLEAN gfDrawHiddenTownTemp[MAX_TOWNS];
BOOLEAN gfHiddenTownTemp[MAX_TOWNS];
BOOLEAN gfIconTown[MAX_TOWNS];
BOOLEAN gfIconTownTemp[MAX_TOWNS];
#define INVALID_TOWN_INDEX -1
typedef enum
{
CITYTABLE_ELEMENT_NONE = 0,
CITYTABLE_ELEMENT_CITYINFO,
CITYTABLE_ELEMENT_CITYTABLE,
CITYTABLE_ELEMENT_CITYTABLEROW,
CITYTABLE_ELEMENT_CITYLIST,
CITYTABLE_ELEMENT_CITY,
CITYTABLE_ELEMENT_INDEX,
CITYTABLE_ELEMENT_NAME,
CITYTABLE_ELEMENT_BASESECTOR,
CITYTABLE_ELEMENT_BASESECTOR_X,
CITYTABLE_ELEMENT_BASESECTOR_Y,
CITYTABLE_ELEMENT_TOWNPOINT,
CITYTABLE_ELEMENT_TOWNPOINT_X,
CITYTABLE_ELEMENT_TOWNPOINT_Y,
CITYTABLE_ELEMENT_USES_LOYALTY,
CITYTABLE_ELEMENT_REBEL_SENTIMENT,
CITYTABLE_ELEMENT_MILITIA,
CITYTABLE_ELEMENT_HIDDENTOWN,
CITYTABLE_ELEMENT_ICONTOWN,
CITYTABLE_ELEMENT_ICONFILE,
CITYTABLE_ELEMENT_ICON_POSITION,
CITYTABLE_ELEMENT_ICON_POSITION_X,
CITYTABLE_ELEMENT_ICON_POSITION_Y,
CITYTABLE_ELEMENT_COUNTRYINFO,
CITYTABLE_ELEMENT_COUNTRYNAME,
CITYTABLE_ELEMENT_COUNTRYNOUN
} CITYTABLE_PARSE_STAGE;
typedef struct
{
UINT32 uiIndex;
UINT8 ubBaseX;
UINT8 ubBaseY;
POINT townPoint;
BOOLEAN townUsesLoyalty;
UINT8 townRebelSentiment;
BOOLEAN townMilitiaAllowed;
CHAR8 cityName[MAX_TOWN_NAME_LENGHT];
BOOLEAN HiddenTown;
BOOLEAN TownIcon;
CHAR8 IconSTI[MAX_ICON_CHARS];
UINT8 ubPosIconX;
UINT8 ubPosIconY;
} cityInfo;
typedef struct
{
CITYTABLE_PARSE_STAGE curElement;
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH + 1];
CHAR8 countryName[MAX_TOWN_NAME_LENGHT];
CHAR8 countryNoun[MAX_TOWN_NAME_LENGHT];
cityInfo curCityInfo;
//cityInfo * curArray; // ROMAN: added
//UINT32 maxArraySize; // ROMAN: added
UINT32 uiRowNumber;
UINT32 uiHighestIndex;
UINT32 currentDepth;
UINT32 maxReadDepth;
} citytableParseData;
static void XMLCALL
citytableStartElementHandle( void *userData, const XML_Char *name, const XML_Char **atts )
{
citytableParseData * pData = (citytableParseData *)userData;
memset( pData->szCharData, 0, sizeof(pData->szCharData) );
if ( pData->currentDepth <= pData->maxReadDepth ) //are we reading this element?
{
if ( strcmp( name, "CITY_INFO" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_NONE )
{
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "CITY_TABLE" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_CITYTABLE;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "CITY_TABLE_ROW" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLE )
{
UINT32 uiAttrIndex;
pData->curElement = CITYTABLE_ELEMENT_CITYTABLEROW;
for ( uiAttrIndex = 0; atts[uiAttrIndex] != NULL; uiAttrIndex += 2 )
if ( strcmp( atts[uiAttrIndex], "row" ) == 0 )
{
pData->uiRowNumber = atol( atts[uiAttrIndex + 1] );
break;
}
if ( atts[uiAttrIndex] != NULL && pData->uiRowNumber < MAP_WORLD_Y )
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "CITYLIST" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_CITYLIST;
if ( !localizedMapTextOnly )
{
memset( sBaseSectorList, 0, sizeof(sBaseSectorList) );
memset( pTownPoints, 0, sizeof(pTownPoints) );
memset( gfTownUsesLoyalty, 0, sizeof(gfTownUsesLoyalty) );
memset( gubTownRebelSentiment, 0, sizeof(gubTownRebelSentiment) );
memset( gfMilitiaAllowedInTown, 0, sizeof(gfMilitiaAllowedInTown) );
memset( gfHiddenTown, 0, sizeof(gfHiddenTown) );
memset( gfHiddenTownTemp, 0, sizeof(gfHiddenTownTemp) );
memset( gfIconTown, 0, sizeof(gfIconTown) );
memset( gfIconTownTemp, 0, sizeof(gfIconTownTemp) );
memset( gfDrawHiddenTown, 0, sizeof(gfDrawHiddenTown) );
memset( gfDrawHiddenTownTemp, 0, sizeof(gfDrawHiddenTownTemp) );
strncpy( gHiddenIcon[pData->curCityInfo.uiIndex].IconSti, pData->curCityInfo.IconSTI, MAX_ICON_CHARS );
//if ( pData->curCityInfo.ubPosIconX < 0 )
// gHiddenIcon[pData->curCityInfo.uiIndex].IconX = 0;
//else
gHiddenIcon[pData->curCityInfo.uiIndex].IconX = pData->curCityInfo.ubPosIconX;
//if ( pData->curCityInfo.ubPosIconY < 0 )
// gHiddenIcon[pData->curCityInfo.uiIndex].IconY = 0;
//else
gHiddenIcon[pData->curCityInfo.uiIndex].IconY = pData->curCityInfo.ubPosIconY;
}
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "CITY" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYLIST )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
if ( !localizedMapTextOnly )
memset( &pData->curCityInfo, 0, sizeof(cityInfo) );
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "townName" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_NAME;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "uiIndex" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_INDEX;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "townUsesLoyalty" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_USES_LOYALTY;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "townRebelSentiment" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_REBEL_SENTIMENT;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "townMilitiaAllowed" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_MILITIA;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "hiddenTown" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_HIDDENTOWN;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "townIcon" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_ICONTOWN;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "szIconFile" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_ICONFILE;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "iconPosition" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION )
{
pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION_X;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION )
{
pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION_Y;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "baseSector" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR )
{
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR_X;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR )
{
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR_Y;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "townPoint" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT )
{
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT_X;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT )
{
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT_Y;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "COUNTRY" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_COUNTRYINFO;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "countryName" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_COUNTRYNAME;
pData->maxReadDepth++; //we are not skipping this element
}
else if ( strcmp( name, "countryNoun" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_COUNTRYNOUN;
pData->maxReadDepth++; //we are not skipping this element
}
//pData->szCharData[0] = '\0';
}
pData->currentDepth++;
}
static void XMLCALL
citytableCharacterDataHandle( void *userData, const XML_Char *str, int len )
{
citytableParseData * pData = (citytableParseData *)userData;
if ( pData->currentDepth <= pData->maxReadDepth && strlen( pData->szCharData ) < MAX_CHAR_DATA_LENGTH )
strncat( pData->szCharData, str, __min( (unsigned int)len, MAX_CHAR_DATA_LENGTH - strlen( pData->szCharData ) ) );
}
static void XMLCALL
citytableEndElementHandle( void *userData, const XML_Char *name )
{
char temp;
citytableParseData * pData = (citytableParseData *)userData;
if ( pData->currentDepth <= pData->maxReadDepth ) //we're at the end of an element that we've been reading
{
if ( strcmp( name, "CITY_INFO" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_NONE;
}
else if ( strcmp( name, "CITY_TABLE" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLE )
{
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
}
else if ( strcmp( name, "CITY_TABLE_ROW" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLEROW )
{
STR8 curBuffer = pData->szCharData + strspn( pData->szCharData, " \t\n\r" );
UINT32 curCellIndex = 0;
UINT32 curNumber;
pData->curElement = CITYTABLE_ELEMENT_CITYTABLE;
while ( curBuffer[0] != '\0' )
{
sscanf( curBuffer, "%d", &curNumber );
StrategicMap[curCellIndex + MAP_WORLD_X*pData->uiRowNumber].bNameId = curNumber;
curCellIndex++;
curBuffer += strcspn( curBuffer, " \t\n\r\0" );
curBuffer += strspn( curBuffer, " \t\n\r" );
}
}
else if ( strcmp( name, "CITYLIST" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYLIST )
{
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
NUM_TOWNS = pData->uiHighestIndex + 1;
}
else if ( strcmp( name, "CITY" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY )
{
pData->curElement = CITYTABLE_ELEMENT_CITYLIST;
if ( pData->curCityInfo.uiIndex != INVALID_TOWN_INDEX && !localizedMapTextOnly )
{
sBaseSectorList[pData->curCityInfo.uiIndex - 1] = SECTOR( pData->curCityInfo.ubBaseX, pData->curCityInfo.ubBaseY );
pTownPoints[pData->curCityInfo.uiIndex] = pData->curCityInfo.townPoint;
gfTownUsesLoyalty[pData->curCityInfo.uiIndex] = pData->curCityInfo.townUsesLoyalty;
gubTownRebelSentiment[pData->curCityInfo.uiIndex] = pData->curCityInfo.townRebelSentiment;
gfMilitiaAllowedInTown[pData->curCityInfo.uiIndex] = pData->curCityInfo.townMilitiaAllowed;
//mbstowcs( pTownNames[pData->curCityInfo.uiIndex], pData->curCityInfo.cityName, MAX_TOWN_NAME_LENGHT);
MultiByteToWideChar( CP_UTF8, 0, pData->curCityInfo.cityName, -1, pTownNames[pData->curCityInfo.uiIndex], MAX_TOWN_NAME_LENGHT );
strncpy( gHiddenIcon[pData->curCityInfo.uiIndex].IconSti, pData->curCityInfo.IconSTI, MAX_ICON_CHARS );
//if ( pData->curCityInfo.ubPosIconX < 0 )
// gHiddenIcon[pData->curCityInfo.uiIndex].IconX = 0;
//else
gHiddenIcon[pData->curCityInfo.uiIndex].IconX = pData->curCityInfo.ubPosIconX;
//if ( pData->curCityInfo.ubPosIconY < 0 )
// gHiddenIcon[pData->curCityInfo.uiIndex].IconY = 0;
//else
gHiddenIcon[pData->curCityInfo.uiIndex].IconY = pData->curCityInfo.ubPosIconY;
if ( pData->curCityInfo.HiddenTown == FALSE )
{
gfHiddenTown[pData->curCityInfo.uiIndex] = TRUE;
gfHiddenTownTemp[pData->curCityInfo.uiIndex] = gfHiddenTown[pData->curCityInfo.uiIndex];
gfDrawHiddenTown[pData->curCityInfo.uiIndex] = FALSE;
}
else
{
gfHiddenTown[pData->curCityInfo.uiIndex] = FALSE;
gfHiddenTownTemp[pData->curCityInfo.uiIndex] = gfHiddenTown[pData->curCityInfo.uiIndex];
gfDrawHiddenTown[pData->curCityInfo.uiIndex] = FALSE;
}
gfIconTown[pData->curCityInfo.uiIndex] = pData->curCityInfo.TownIcon;
gfIconTownTemp[pData->curCityInfo.uiIndex] = gfIconTown[pData->curCityInfo.uiIndex];
}
else if ( pData->curCityInfo.uiIndex != INVALID_TOWN_INDEX && localizedMapTextOnly )
{
MultiByteToWideChar( CP_UTF8, 0, pData->curCityInfo.cityName, -1, pTownNames[pData->curCityInfo.uiIndex], MAX_TOWN_NAME_LENGHT );
}
}
else if ( strcmp( name, "uiIndex" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_INDEX )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
pData->curCityInfo.uiIndex = atol( pData->szCharData );
if ( !pData->curCityInfo.uiIndex || pData->curCityInfo.uiIndex >= MAX_TOWNS )
{
pData->curCityInfo.uiIndex = INVALID_TOWN_INDEX;
}
else if ( pData->curCityInfo.uiIndex > pData->uiHighestIndex )
{
pData->uiHighestIndex = pData->curCityInfo.uiIndex;
}
}
else if ( strcmp( name, "townName" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_NAME )
{
strncpy( pData->curCityInfo.cityName, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1 );
pData->curCityInfo.cityName[MAX_TOWN_NAME_LENGHT - 1] = 0;
pData->curElement = CITYTABLE_ELEMENT_CITY;
}
else if ( strcmp( name, "townUsesLoyalty" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_USES_LOYALTY )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
pData->curCityInfo.townUsesLoyalty = (BOOLEAN)atol( pData->szCharData );
}
else if ( strcmp( name, "townRebelSentiment" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_REBEL_SENTIMENT )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
pData->curCityInfo.townRebelSentiment = (UINT8)atol( pData->szCharData );
if ( pData->curCityInfo.townRebelSentiment > 100 )
{
pData->curCityInfo.townRebelSentiment = 100;
}
else if ( !pData->curCityInfo.townRebelSentiment )
pData->curCityInfo.townRebelSentiment = 1;
}
else if ( strcmp( name, "townMilitiaAllowed" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_MILITIA )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
pData->curCityInfo.townMilitiaAllowed = (BOOLEAN)atol( pData->szCharData );
}
else if ( strcmp( name, "hiddenTown" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_HIDDENTOWN )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
pData->curCityInfo.HiddenTown = (BOOLEAN)atol( pData->szCharData );
}
else if ( strcmp( name, "townIcon" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICONTOWN )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
pData->curCityInfo.TownIcon = (INT32)atol( pData->szCharData );
}
else if ( strcmp( name, "szIconFile" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICONFILE )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
if ( MAX_ICON_CHARS >= strlen( pData->szCharData ) )
strcpy( pData->curCityInfo.IconSTI, pData->szCharData );
else
{
strncpy( pData->curCityInfo.IconSTI, pData->szCharData, MAX_ICON_CHARS );
pData->curCityInfo.IconSTI[MAX_ICON_CHARS - 1] = '\0';
}
for ( int i = 0; i<min( (int)strlen( pData->szCharData ), MAX_ICON_CHARS ); i++ )
{
temp = pData->szCharData[i];
pData->curCityInfo.IconSTI[i] = temp;
}
}
else if ( strcmp( name, "iconPosition" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION_X )
{
pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION;
pData->curCityInfo.ubPosIconX = (INT32)atol( pData->szCharData );
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_ICON_POSITION_Y )
{
pData->curElement = CITYTABLE_ELEMENT_ICON_POSITION;
pData->curCityInfo.ubPosIconY = (INT32)atol( pData->szCharData );
}
else if ( strcmp( name, "baseSector" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR_X )
{
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR;
pData->curCityInfo.ubBaseX = (UINT8)atol( pData->szCharData );
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR_Y )
{
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR;
pData->curCityInfo.ubBaseY = (UINT8)atol( pData->szCharData );
}
else if ( strcmp( name, "townPoint" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT )
{
pData->curElement = CITYTABLE_ELEMENT_CITY;
}
else if ( strcmp( name, "x" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT_X )
{
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT;
pData->curCityInfo.townPoint.x = atol( pData->szCharData );
}
else if ( strcmp( name, "y" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT_Y )
{
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT;
pData->curCityInfo.townPoint.y = atol( pData->szCharData );
}
else if ( strcmp( name, "COUNTRY" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYINFO )
{
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
if ( !localizedMapTextOnly )
{
MultiByteToWideChar( CP_UTF8, 0, pData->countryName, -1, pCountryNames[COUNTRY_NAME], MAX_TOWN_NAME_LENGHT );
MultiByteToWideChar( CP_UTF8, 0, pData->countryNoun, -1, pCountryNames[COUNTRY_NOUN], MAX_TOWN_NAME_LENGHT );
}
else if ( localizedMapTextOnly )
{
MultiByteToWideChar( CP_UTF8, 0, pData->countryName, -1, pCountryNames[COUNTRY_NAME], MAX_TOWN_NAME_LENGHT );
MultiByteToWideChar( CP_UTF8, 0, pData->countryNoun, -1, pCountryNames[COUNTRY_NOUN], MAX_TOWN_NAME_LENGHT );
}
}
else if ( strcmp( name, "countryName" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYNAME )
{
strncpy( pData->countryName, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1 );
pData->countryName[MAX_TOWN_NAME_LENGHT - 1] = 0;
pData->curElement = CITYTABLE_ELEMENT_COUNTRYINFO;
}
else if ( strcmp( name, "countryNoun" ) == 0 && pData->curElement == CITYTABLE_ELEMENT_COUNTRYNOUN )
{
strncpy( pData->countryNoun, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1 );
pData->countryNoun[MAX_TOWN_NAME_LENGHT - 1] = 0;
pData->curElement = CITYTABLE_ELEMENT_COUNTRYINFO;
}
pData->maxReadDepth--;
}
pData->currentDepth--;
}
BOOLEAN WriteInStrategicMapSectorTownNames( STR fileName )
{
HWFILE hFile;
hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
if ( !hFile )
return(FALSE);
{
UINT32 x, y;
INT8 cnt;
FilePrintf( hFile, "<CITY_INFO>\r\n" );
FilePrintf( hFile, "\t<CITYLIST>\r\n" );
for ( cnt = 1; cnt < NUM_TOWNS; cnt++ )
{
FilePrintf( hFile, "\t\t<CITY>\r\n" );
FilePrintf( hFile, "\t\t\t<uiIndex>%d</uiIndex>\r\n", cnt );
FilePrintf( hFile, "\t\t\t<townName>%S</townName>\r\n", pTownNames[cnt] );
FilePrintf( hFile, "\t\t\t<townUsesLoyalty>%d</townUsesLoyalty>\r\n", gfTownUsesLoyalty[cnt] );
FilePrintf( hFile, "\t\t\t<townRebelSentiment>%d</townRebelSentiment>\r\n", gubTownRebelSentiment[cnt] );
FilePrintf( hFile, "\t\t\t<townMilitiaAllowed>%d</townMilitiaAllowed>\r\n", gfMilitiaAllowedInTown[cnt] );
if ( gfHiddenTown[cnt] == TRUE )
FilePrintf( hFile, "\t\t\t<hiddenTown>%d</hiddenTown>\r\n", 0 );
else
FilePrintf( hFile, "\t\t\t<hiddenTown>%d</hiddenTown>\r\n", 1 );
FilePrintf( hFile, "\t\t\t<townIcon>%d</townIcon>\r\n", gfIconTown[cnt] );
FilePrintf( hFile, "\t\t\t<baseSector>\r\n" );
FilePrintf( hFile, "\t\t\t\t<x>%d</x>\r\n", (sBaseSectorList[cnt - 1] % 16) + 1 );
FilePrintf( hFile, "\t\t\t\t<y>%d</y>\r\n", (sBaseSectorList[cnt - 1] / 16) + 1 );
FilePrintf( hFile, "\t\t\t</baseSector>\r\n" );
FilePrintf( hFile, "\t\t\t<townPoint>\r\n" );
FilePrintf( hFile, "\t\t\t\t<x>%d</x>\r\n", pTownPoints[cnt].x );
FilePrintf( hFile, "\t\t\t\t<y>%d</y>\r\n", pTownPoints[cnt].y );
FilePrintf( hFile, "\t\t\t</townPoint>\r\n" );
FilePrintf( hFile, "\t\t</CITY>\r\n" );
}
FilePrintf( hFile, "\t</CITYLIST>\r\n" );
FilePrintf( hFile, "\t<CITY_TABLE>\r\n" );
for ( y = 0; y < MAP_WORLD_Y; y++ )
{
FilePrintf( hFile, "\t\t<CITY_TABLE_ROW row=\"%02d\">", y );
for ( x = 0; x < MAP_WORLD_X; x++ )
{
if ( x < MAP_WORLD_X - 1 )
{
FilePrintf( hFile, "%3d", StrategicMap[x + y*MAP_WORLD_X].bNameId );
}
else
FilePrintf( hFile, "%3d </CITY_TABLE_ROW>\r\n", StrategicMap[x + y*MAP_WORLD_X].bNameId );
}
}
FilePrintf( hFile, "\t</CITY_TABLE>\r\n" );
FilePrintf( hFile, "</CITY_INFO>\r\n" );
}
FileClose( hFile );
return TRUE;
}
BOOLEAN ReadInStrategicMapSectorTownNames( STR fileName, BOOLEAN localizedVersion )
{
HWFILE hFile;
UINT32 uiBytesRead;
UINT32 uiFSize;
CHAR8 * lpcBuffer;
XML_Parser parser = XML_ParserCreate( NULL );
citytableParseData pData;
localizedMapTextOnly = localizedVersion;
// Open weapons file
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
if ( !hFile )
return(FALSE);
uiFSize = FileGetSize( hFile );
lpcBuffer = (CHAR8 *)MemAlloc( uiFSize + 1 );
//Read in block
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
{
MemFree( lpcBuffer );
return(FALSE);
}
lpcBuffer[uiFSize] = 0; //add a null terminator
FileClose( hFile );
XML_SetElementHandler( parser, citytableStartElementHandle, citytableEndElementHandle );
XML_SetCharacterDataHandler( parser, citytableCharacterDataHandle );
// TODO: ROMAN
//pData.curCityInfo
memset( &pData, 0, sizeof(pData) );
NUM_TOWNS = 0;
XML_SetUserData( parser, &pData );
if ( !XML_Parse( parser, lpcBuffer, uiFSize, TRUE ) )
{
CHAR8 errorBuf[511];
sprintf( errorBuf, "XML Parser Error in Cities.xml: %s at line %d", XML_ErrorString( XML_GetErrorCode( parser ) ), XML_GetCurrentLineNumber( parser ) );
LiveMessage( errorBuf );
MemFree( lpcBuffer );
return FALSE;
}
MemFree( lpcBuffer );
XML_ParserFree( parser );
return TRUE;
}
BOOLEAN ReadInMapStructure( STR fileName, BOOLEAN localizedVersion )
{
memset( StrategicMap, 0, sizeof(StrategicMap) );
return ReadInStrategicMapSectorTownNames( fileName, localizedVersion );
}
UINT32 UndergroundTacticalTraversalTime( INT8 bExitDirection )
{
//We are attempting to traverse in an underground environment. We need to use a complete different
//method. When underground, all sectors are instantly adjacent.
switch ( bExitDirection )
{
case NORTH_STRATEGIC_MOVE:
if ( gMapInformation.sNorthGridNo != -1 )
return 0;
break;
case EAST_STRATEGIC_MOVE:
if ( gMapInformation.sEastGridNo != -1 )
return 0;
break;
case SOUTH_STRATEGIC_MOVE:
if ( gMapInformation.sSouthGridNo != -1 )
return 0;
break;
case WEST_STRATEGIC_MOVE:
if ( gMapInformation.sWestGridNo != -1 )
return 0;
break;
}
return 0xffffffff;
}
// WANNE: Zooming Animation of the laptop in strategic screen
void BeginLoadScreen( void )
{
SGPRect SrcRect, DstRect;
UINT32 uiStartTime, uiCurrTime;
INT32 iPercentage, iFactor;
UINT32 uiTimeRange;
INT32 iLastShadePercentage;
UINT8 ubLoadScreenID;
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
#ifdef JA2UB
if ( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
#else
//Ja25: No meanwhiles
if ( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && !AreInMeanwhile( ) )
#endif
{
if ( !gGameExternalOptions.fDisableStrategicTransition )
{
DstRect.iLeft = 0;
DstRect.iTop = 0;
DstRect.iRight = SCREEN_WIDTH;
DstRect.iBottom = SCREEN_HEIGHT;
uiTimeRange = 2000;
iPercentage = 0;
iLastShadePercentage = 0;
uiStartTime = GetJA2Clock( );
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
PlayJA2SampleFromFile( "SOUNDS\\Final Psionic Blast 01 (16-44).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
while ( iPercentage < 100 )
{
uiCurrTime = GetJA2Clock( );
iPercentage = (uiCurrTime - uiStartTime) * 100 / uiTimeRange;
iPercentage = min( iPercentage, 100 );
//Factor the percentage so that it is modified by a gravity falling acceleration effect.
iFactor = (iPercentage - 50) * 2;
if ( iPercentage < 50 )
iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
else
iPercentage = (UINT32)(iPercentage + (100 - iPercentage) * iFactor * 0.01 + 0.05);
if ( iPercentage > 50 )
{
ShadowVideoSurfaceRectUsingLowPercentTable( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
SrcRect.iLeft = 536 * iPercentage / 100;
SrcRect.iRight = SCREEN_WIDTH - iPercentage / 20;
SrcRect.iTop = 367 * iPercentage / 100;
SrcRect.iBottom = SCREEN_HEIGHT - 39 * iPercentage / 100;
BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &SrcRect, &DstRect );
InvalidateScreen( );
RefreshScreen( NULL );
}
}
}
ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
InvalidateScreen( );
RefreshScreen( NULL );
#ifdef JA2UB
//if we are going to the intro screen, return before putting up a loadscreen
if ( gbExitingMapScreenToWhere == MAP_EXIT_TO_INTRO_SCREEN )
{
SetPendingNewScreen( INTRO_SCREEN );
return;
}
#endif
//If we are loading a saved game, use the Loading screen we saved into the SavedGameHeader file
// ( which gets reloaded into gubLastLoadingScreenID )
if ( !gfGotoSectorTransition )
{
if ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
{
DisplayLoadScreenWithID( gubLastLoadingScreenID );
}
else
{
ubLoadScreenID = GetLoadScreenID( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
DisplayLoadScreenWithID( ubLoadScreenID );
}
}
#ifdef JA2TESTVERSION
uiEnterSectorStartTime = 0;
uiEnterSectorEndTime = 0;
//The grand total time for loading a map
uiLoadWorldStartTime = 0;
uiLoadWorldEndTime = 0;
//The time spent in FileRead
uiTotalFileReadTime = 0;
uiTotalFileReadCalls = 0;
//Sections of LoadWorld
uiLoadWorldTime = 0;
uiTrashWorldTime = 0;
uiLoadMapTilesetTime = 0;
uiLoadMapLightsTime = 0;
uiBuildShadeTableTime = 0;
uiEnterSectorStartTime = GetJA2Clock( );
#endif
}
void EndLoadScreen( )
{
#ifdef JA2TESTVERSION
//Report the time it took to load the map. This is temporary until we are satisfied with the time
//it takes to load the map.
CHAR16 str[60];
UINT32 uiSeconds;
UINT32 uiHundreths;
UINT32 uiUnaccounted;
UINT32 uiPercentage;
uiEnterSectorEndTime = GetJA2Clock( );
uiSeconds = (uiEnterSectorEndTime - uiEnterSectorStartTime) / 1000;
uiHundreths = ((uiEnterSectorEndTime - uiEnterSectorStartTime) / 10) % 100;
SetFont( FONT10ARIAL );
SetFontForeground( FONT_YELLOW );
SetFontBackground( FONT_NEARBLACK );
if ( !gbWorldSectorZ )
{
swprintf( str, L"%c%d ENTER SECTOR TIME: %d.%02d seconds.",
'A' + gWorldSectorY - 1, gWorldSectorX, uiSeconds, uiHundreths );
}
else
{
swprintf( str, L"%c%d_b%d ENTER SECTOR TIME: %d.%02d seconds.",
'A' + gWorldSectorY - 1, gWorldSectorX, gbWorldSectorZ, uiSeconds, uiHundreths );
}
ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, str );
sgp::Logger_ID time_log_id = sgp::Logger::instance( ).createLogger( );
sgp::Logger::instance( ).connectFile( time_log_id, L"TimeResults.txt", true, sgp::Logger::FLUSH_ON_ENDL );
sgp::Logger::LogInstance timeResults = SGP_LOG( time_log_id );
ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, L"See JA2\\Data\\TimeResults.txt for more detailed timings." );
//Record all of the timings.
timeResults << str << sgp::endl;
timeResults << "EnterSector() supersets LoadWorld(). This includes other external sections." << vfs::Log::endl;
//FileRead()
timeResults << sgp::endl << vfs::Log::endl << "VARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)" << sgp::endl;
uiSeconds = uiTotalFileReadTime / 1000;
uiHundreths = (uiTotalFileReadTime / 10) % 100;
//fprintf( fp, "FileRead: %d.%02d (called %d times)\n", uiSeconds, uiHundreths, uiTotalFileReadCalls );
timeResults << "FileRead: " << uiSeconds << "." << uiHundreths << " (called " << uiTotalFileReadCalls << " times)" << sgp::endl;
timeResults << sgp::endl << sgp::endl << "SECTIONS OF LOADWORLD (all parts should add up to 100%)" << sgp::endl;
//TrashWorld()
uiSeconds = uiTrashWorldTime / 1000;
uiHundreths = (uiTrashWorldTime / 10) % 100;
timeResults << "TrashWorld: " << uiSeconds << "." << uiHundreths << sgp::endl;
//LoadMapTilesets()
uiSeconds = uiLoadMapTilesetTime / 1000;
uiHundreths = (uiLoadMapTilesetTime / 10) % 100;
timeResults << "LoadMapTileset: " << uiSeconds << "." << uiHundreths << sgp::endl;
//LoadMapLights()
uiSeconds = uiLoadMapLightsTime / 1000;
uiHundreths = (uiLoadMapLightsTime / 10) % 100;
timeResults << "LoadMapLights: " << uiSeconds << "." << uiHundreths << sgp::endl;
uiSeconds = uiBuildShadeTableTime / 1000;
uiHundreths = (uiBuildShadeTableTime / 10) % 100;
timeResults << " 1) BuildShadeTables: " << uiSeconds << "." << uiHundreths << sgp::endl;
uiPercentage = uiNumImagesReloaded * 100 / giNumberOfTileTypes;
timeResults << " 2) " << uiPercentage << "% of the tileset images were actually reloaded." << sgp::endl;
if ( (uiNumTablesSaved + uiNumTablesLoaded) != 0 )
{
uiPercentage = uiNumTablesSaved * 100 / (uiNumTablesSaved + uiNumTablesLoaded);
}
else
{
uiPercentage = 0;
}
timeResults << " 3) Of that, " << uiPercentage << "% of the shade tables were generated (not loaded)." << sgp::endl;
if ( gfForceBuildShadeTables )
{
timeResults << " NOTE: Force building of shadetables enabled on this local computer." << sgp::endl;
}
//Unaccounted
uiUnaccounted = uiLoadWorldTime - uiTrashWorldTime - uiLoadMapTilesetTime - uiLoadMapLightsTime;
uiSeconds = uiUnaccounted / 1000;
uiHundreths = (uiUnaccounted / 10) % 100;
timeResults << "Unaccounted: " << uiSeconds << "." << uiHundreths << sgp::endl;
//LoadWorld()
uiSeconds = uiLoadWorldTime / 1000;
uiHundreths = (uiLoadWorldTime / 10) % 100;
timeResults << vfs::Log::endl << "Total: " << uiSeconds << "." << uiHundreths << sgp::endl;
#endif
}
BOOLEAN InitStrategicEngine( )
{
// this runs every time we start the application, so don't put anything in here that's only supposed to run when a new
// *game* is started! Those belong in InitStrategicLayer() instead.
// set up town stuff
BuildListOfTownSectors( );
// town distances are pre-calculated and read in from a data file
// since it takes quite a while to plot strategic paths between all pairs of town sectors...
//#define RECALC_TOWN_DISTANCES
//#ifdef RECALC_TOWN_DISTANCES
CalcDistancesBetweenTowns( );
// WriteOutDistancesBetweenTowns( );
// DumpDistancesBetweenTowns( );
//#endif
// ReadInDistancesBetweenTowns( );
return(TRUE);
}
UINT8 GetTownIdForSector( INT16 sMapX, INT16 sMapY )
{
// return the name value of the town in this sector
return(StrategicMap[CALCULATE_STRATEGIC_INDEX( sMapX, sMapY )].bNameId);
}
// return number of sectors this town takes up
UINT8 GetTownSectorSize( INT8 bTownId )
{
UINT8 ubSectorSize = 0;
INT32 iCounterA = 0, iCounterB = 0;
for ( iCounterA = 0; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
{
for ( iCounterB = 0; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
{
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].bNameId == bTownId )
{
++ubSectorSize;
}
}
}
return(ubSectorSize);
}
// return number of sectors under player control for this town
UINT8 GetTownSectorsUnderControl( INT8 bTownId )
{
INT8 ubSectorsControlled = 0;
UINT16 usSector = 0;
for ( INT32 iCounterA = 0; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
{
for ( INT32 iCounterB = 0; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
{
usSector = (UINT16)CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB );
if ( (StrategicMap[usSector].bNameId == bTownId) && !StrategicMap[usSector].fEnemyControlled &&
(NumNonPlayerTeamMembersInSector( (INT16)iCounterA, (INT16)iCounterB, ENEMY_TEAM ) == 0) )
{
++ubSectorsControlled;
}
}
}
return(ubSectorsControlled);
}
// Flugente: external sector data
extern SECTOR_EXT_DATA SectorExternalData[256][4];
UINT16 GetTownWorkers(INT8 bTownId, UINT16& arusMax)
{
arusMax = 0;
UINT16 workerspresent = 0;
for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY );
if ( StrategicMap[strategicsector].bNameId == bTownId )
{
// if we check for the player team, we look for sectors free of the enemy
if ( StrategicMap[strategicsector].fEnemyControlled )
continue;
UINT8 sector = SECTOR( sX, sY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( !pSectorInfo )
continue;
workerspresent += pSectorInfo->usWorkers;
arusMax += SectorExternalData[sector][0].maxworkers;
}
}
}
return workerspresent;
}
void AddTownWorkers( INT8 bTownId, INT16 asAdd )
{
for ( UINT8 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for ( UINT8 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
UINT16 strategicsector = CALCULATE_STRATEGIC_INDEX( sX, sY );
if ( StrategicMap[strategicsector].bNameId == bTownId )
{
// if we check for the player team, we look for sectors free of the enemy
if ( StrategicMap[strategicsector].fEnemyControlled )
continue;
UINT8 sector = SECTOR( sX, sY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( !pSectorInfo )
continue;
if ( asAdd > 0 )
{
UINT16 add = min( asAdd, SectorExternalData[sector][0].maxworkers - pSectorInfo->usWorkers );
asAdd -= add;
pSectorInfo->usWorkers += add;
}
else if ( asAdd < 0 )
{
UINT16 remove = min( -asAdd, pSectorInfo->usWorkers );
asAdd += remove;
pSectorInfo->usWorkers -= remove;
}
if ( !asAdd )
return;
}
}
}
}
void InitializeSAMSites( void )
{
// move the landing zone over to Omerta
// HEADROCK HAM 3.5: Externalized coordinates
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
// all SAM sites start game in perfect working condition
for ( UINT32 cnt = 0; cnt < NUMBER_OF_SAMS; ++cnt )
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( gpSamSectorX[cnt], gpSamSectorY[cnt] )].bSAMCondition = 100;
StrategicMap[CALCULATE_STRATEGIC_INDEX( gpSamSectorX[cnt], gpSamSectorY[cnt] )].sSamHackStatus = 100;
}
// Flugente, bizarrely enough, this structure is not NULLED when starting a new campaign. For now, we NULL the flagmask to clear at least that
for ( INT32 cnt = 0; cnt < MAP_WORLD_X*MAP_WORLD_Y; ++cnt )
{
StrategicMap[cnt].usFlags = 0;
}
UpdateAirspaceControl( );
}
// get short sector name without town name
void GetShortSectorString( INT16 sMapX, INT16 sMapY, STR16 sString )
{
// OK, build string id like J11
swprintf( sString, L"%S%S", pVertStrings[sMapY], pHortStrings[sMapX] );
}
void GetMapFileName( INT16 sMapX, INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEAN fUsePlaceholder, BOOLEAN fAddAlternateMapLetter )
{
CHAR8 bTestString[150];
CHAR8 bExtensionString[15];
if ( bSectorZ != 0 )
{
sprintf( bExtensionString, "_b%d", bSectorZ );
}
else
{
strcpy( bExtensionString, "" );
}
// the gfUseAlternateMap flag is set in the loading saved games. When starting a new game the underground sector
//info has not been initialized, so we need the flag to load an alternate sector.
if ( gfUseAlternateMap | GetSectorFlagStatus( sMapX, sMapY, bSectorZ, SF_USE_ALTERNATE_MAP ) )
{
gfUseAlternateMap = FALSE;
//if we ARE to use the a map, or if we are saving AND the save game version is before 80, add the a
if ( fAddAlternateMapLetter )
{
strcat( bExtensionString, "_a" );
}
}
#ifdef JA2UB
/* Ja25: No meanwhiles */
#else
// If we are in a meanwhile...
if ( AreInMeanwhile( ) && sMapX == gModSettings.ubMeanwhilePalaceSectorX && sMapY == gModSettings.ubMeanwhilePalaceSectorY && !bSectorZ ) //GetMeanwhileID() != INTERROGATION ), (3, 16)
{
if ( fAddAlternateMapLetter )
{
strcat( bExtensionString, "_m" );
}
}
#endif
// This is the string to return, but...
sprintf( bString, "%s%s%s.DAT", pVertStrings[sMapY], pHortStrings[sMapX], bExtensionString );
// We will test against this string
sprintf( bTestString, "MAPS\\%s", bString );
if ( fUsePlaceholder && !FileExists( bTestString ) )
{
// Debug str
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Map does not exist for %s, using default.", bTestString ) );
// Set to a string we know!
sprintf( bString, "H10.DAT");
ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"Using PLACEHOLDER map!" );
}
return;
}
void GetCurrentWorldSector( INT16 *psMapX, INT16 *psMapY )
{
*psMapX = gWorldSectorX;
*psMapY = gWorldSectorY;
}
//not in overhead.h!
extern UINT8 NumEnemyInSector( );
void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT32 cnt;
UINT8 ubSectorDescription[33][3] =
{
// row (letter), column, quote #
{2, 13, 0}, // b13 Drassen
{3, 13, 1}, // c13 Drassen
{4, 13, 2}, // d13 Drassen
{8, 13, 3}, // h13 Alma
{8, 14, 4}, // h14 Alma
{9, 13, 5}, // i13 Alma * (extra quote 6 if Sci-fi ) *
{9, 14, 7}, // i14 Alma
{6, 8, 8}, // f8 Cambria
{6, 9, 9}, // f9 Cambria
{7, 8, 10}, // g8 Cambria
{7, 9, 11}, // g9 Cambria
{3, 6, 12}, // c6 San Mona
{3, 5, 13}, // c5 San Mona
{4, 5, 14}, // d5 San Mona
{2, 2, 15}, // b2 Chitzena
{1, 2, 16}, // a2 Chitzena
{7, 1, 17}, // g1 Grumm
{8, 1, 18}, // h1 Grumm
{7, 2, 19}, // g2 Grumm
{8, 2, 20}, // h2 Grumm
{9, 6, 21}, // i6 Estoni
{11, 4, 22}, // k4 Orta
{12, 11, 23}, // l11 Balime
{12, 12, 24}, // l12 Balime
{15, 3, 25}, // o3 Meduna
{16, 3, 26}, // p3 Meduna
{14, 4, 27}, // n4 Meduna
{14, 3, 28}, // n3 Meduna
{15, 4, 30}, // o4 Meduna
{10, 9, 31}, // j9 Tixa
{4, 15, 32}, // d15 NE SAM
{4, 2, 33}, // d2 NW SAM
{9, 8, 34} // i8 CENTRAL SAM
};
// Default to false
gTacticalStatus.fCountingDownForGuideDescription = FALSE;
// OK, if the first time in...
if ( GetSectorFlagStatus( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE ) != TRUE )
{
// guide quotes only happen on the surface
if ( sSectorZ == 0 )
{
// OK, check if we are in a good sector....
for ( cnt = 0; cnt < 33; ++cnt )
{
if ( sSectorX == ubSectorDescription[cnt][1] && sSectorY == ubSectorDescription[cnt][0] )
{
if ( cnt == 3 && ( gGameOptions.ubGameStyle == STYLE_REALISTIC || !gGameExternalOptions.fEnableCrepitus ) )
continue;
/*
// If we're not scifi, skip some
if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
{
continue;
}
*/
gTacticalStatus.fCountingDownForGuideDescription = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 4 + Random( 5 ) ); // 4 to 8 tactical turns...
gTacticalStatus.ubGuideDescriptionToUse = ubSectorDescription[cnt][2];
gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
break;
}
}
}
// Flugente: We abuse this mechanic to also set up lua-based comments. We only play those if there are no normal comments
if ( !gTacticalStatus.fCountingDownForGuideDescription )
{
gTacticalStatus.fCountingDownForGuideDescription = TRUE;
gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 2 + Random( 3 ) );
// this value isn't used for the normal guide quotes - this way we know this is meant for lua only
gTacticalStatus.ubGuideDescriptionToUse = 100;
gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
}
}
// Flugente: set this flag in any case
SetSectorFlag( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_USED_GUIDE_QUOTE );
// Handle guide description ( will be needed if a SAM one )
#ifdef JA2UB
//UB
#else
HandleRPCDescription( );
#endif
}
BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
BOOLEAN fChangeMusic = TRUE;
#ifdef CRIPPLED_VERSION
if ( sMapY >= 5 && sMapY != 16 )
{
CrippledVersionFailureToLoadMapCheck( );
return FALSE;
}
#endif
// ATE: Zero out accounting functions
memset( gbMercIsNewInThisSector, 0, sizeof(gbMercIsNewInThisSector) );
SyncStrategicTurnTimes( );
#ifdef JA2BETAVERSION
if ( gfOverrideSector )
{
//skip the cancel, and force load the sector. This is used by the AIViewer to "reset" a level with
//different numbers of various types of enemies.
}
else
#endif
// reset goggle warning
gogglewarning = FALSE;
// is the sector already loaded?
if ( (gWorldSectorX == sMapX) && (sMapY == gWorldSectorY) && (bMapZ == gbWorldSectorZ) )
{
//Inserts the enemies into the already loaded map based on the strategic information.
//Note, the flag will return TRUE only if enemies were added. The game may wish to
//do something else in a case where no enemies are present.
PrepareMilitiaForTactical( FALSE );
SetPendingNewScreen( GAME_SCREEN );
if ( !NumEnemyInSector( ) )
{
if ( is_networked )
{
if ( is_server && gEnemyEnabled == 1 )
PrepareEnemyForSectorBattle( );
}
else
{
PrepareEnemyForSectorBattle( );
}
}
for ( int i = 0; i<TOTAL_SOLDIERS; ++i )
{
//CHRISL: We should only bother with this assertion if the soldier is alive. Dead soliders are moved to
// GridNo = NOWHERE, which causes this assertion to fail
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && !SPY_LOCATION(MercPtrs[i]->bAssignment) && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
{
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
}
}
if ( gubNumCreaturesAttackingTown && !gbWorldSectorZ &&
gubSectorIDOfCreatureAttack == SECTOR( gWorldSectorX, gWorldSectorY ) )
{
if ( is_networked )
{
if ( is_server && gCreatureEnabled == 1 )
PrepareCreaturesForBattle( );
}
else
{
PrepareCreaturesForBattle( );
}
}
if ( gfGotoSectorTransition )
{
BeginLoadScreen( );
gfGotoSectorTransition = FALSE;
}
// Check for helicopter being on the ground in this sector...
HandleHelicopterOnGroundGraphic( );
HandleEnemyHelicopterOnGroundGraphic( );
// 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry
// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
// to lose a battle with one group of mercs, then bring in another group without changing to another sector to see
// if enemy integrity holds. But this would require the enemies to come up with reinforcements inbetween the battles
// to really test out.
//
// Anyway, for now I will remove this call from here. The objective is to add militia any time we could add enemies
// except for the case of training new militia. But that case can be handled each time militia training finishes.
// ResetMilitia();
AllTeamsLookForAll( TRUE );
for ( int i = 0; i<TOTAL_SOLDIERS; i++ )
{
//CHRISL: We should only bother with this assertion if the soldier is alive. Dead soliders are moved to
// GridNo = NOWHERE, which causes this assertion to fail
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
if (!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE && MercPtrs[i]->bAssignment != ASSIGNMENT_POW)
{
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds( MercPtrs[i]->sGridNo ) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
}
}
return(TRUE);
}
if ( gWorldSectorX && gWorldSectorY && gbWorldSectorZ != -1 )
{
HandleDefiniteUnloadingOfWorld( ABOUT_TO_LOAD_NEW_MAP );
}
// make this the currently loaded sector
gWorldSectorX = sMapX;
gWorldSectorY = sMapY;
gbWorldSectorZ = bMapZ;
// update currently selected map sector to match
ChangeSelectedMapSector( sMapX, sMapY, bMapZ );
//Check to see if the sector we are loading is the cave sector under Tixa. If so
//then we will set up the meanwhile scene to start the creature quest.
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
StopAnyCurrentlyTalkingSpeech( );
#ifdef JA2UB
/* Ja25 no creatures */
#else
if ( gWorldSectorX == gCreaturesSettings.ubCrepitusFeedingSectorX && gWorldSectorY == gCreaturesSettings.ubCrepitusFeedingSectorY
&& gbWorldSectorZ == gCreaturesSettings.ubCrepitusFeedingSectorZ ) // (9, 10, 2)
{
InitCreatureQuest( ); //Ignored if already active.
}
#endif
}
//Stop playing any music -- will fade out.
// SetMusicMode( MUSIC_NONE );
// ATE: Determine if we should set the default music...
// Are we already in 'tense' music...
// ATE: Change music only if not loading....
/*-
if ( gubMusicMode == MUSIC_TACTICAL_ENEMYPRESENT )
{
fChangeMusic = FALSE;
}
// Did we 'tactically traverse' over....
if ( gfTacticalTraversal )
{
fChangeMusic = FALSE;
}
// If we have no music playing at all....
if ( gubMusicMode == MUSIC_NONE )
{
fChangeMusic = TRUE;
}
-*/
if ( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
fChangeMusic = TRUE;
}
else
{
fChangeMusic = FALSE;
}
if ( fChangeMusic )
{
SetMusicMode( MUSIC_MAIN_MENU );
}
// ATE: Do this stuff earlier!
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
// Update the last time we were in tactical...
gTacticalStatus.uiTimeSinceLastInTactical = GetWorldTotalMin( );
// init some AI stuff
InitializeTacticalStatusAtBattleStart( );
// CJC: delay this until after entering the sector!
//InitAI();
// Check for helicopter being on the ground in this sector...
HandleHelicopterOnGroundSkyriderProfile( );
#ifdef JA2UB
//Check to see if we should add Manuel to this sector, if so add him
ShouldNpcBeAddedToSector( gWorldSectorX, gWorldSectorY, bMapZ );
#endif
}
//Load and enter the new sector
if ( EnterSector( gWorldSectorX, gWorldSectorY, bMapZ ) )
{
// CJC: moved this here Feb 17
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
InitAI( );
}
//If there are any people with schedules, now is the time to process them.
//CJC: doesn't work here if we're going through the tactical placement GUI; moving
// this call to PrepareLoadedSector()
//PostSchedules();
// ATE: OK, add code here to update the states of doors if they should
// be closed......
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
ExamineDoorsOnEnteringSector( );
}
// Update all the doors in the sector according to the temp file previously
// loaded, and any changes made by the schedules
UpdateDoorGraphicsFromStatus( TRUE, FALSE );
//Set the fact we have visited the sector
SetSectorFlag( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, SF_ALREADY_LOADED );
// Check for helicopter being on the ground in this sector...
HandleHelicopterOnGroundGraphic( );
HandleEnemyHelicopterOnGroundGraphic( );
}
else
return(FALSE);
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
if ( (GetMusicMode( ) != MUSIC_TACTICAL_ENEMYPRESENT && GetMusicMode( ) != MUSIC_TACTICAL_BATTLE) ||
(!NumHostilesInSector( sMapX, sMapY, bMapZ ) && GetMusicMode( ) == MUSIC_TACTICAL_ENEMYPRESENT) )
{
// ATE; Fade FA.T....
SetMusicFadeSpeed( 5 );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalNothing[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
#ifdef JA2UB
// Say a quote from a merc who has new lines for the sector ( if any )
HandlePlayerTeamQuotesWhenEnteringSector( sMapX, sMapY, bMapZ );
#else
// ATE: Check what sector we are in, to show description if we have an RPC.....
HandleRPCDescriptionOfSector( sMapX, sMapY, bMapZ );
#endif
// ATE: Set Flag for being visited...
SetSectorFlag( sMapX, sMapY, bMapZ, SF_HAS_ENTERED_TACTICAL );
#ifdef JA2UB
//ja2ub
// If any emails should be sent from this sector
HandleEmailBeingSentWhenEnteringSector( sMapX, sMapY, bMapZ, FALSE );
#endif
// ATE; Reset some flags for creature sayings....
gTacticalStatus.fSaidCreatureFlavourQuote = FALSE;
gTacticalStatus.fHaveSeenCreature = FALSE;
gTacticalStatus.fBeenInCombatOnce = FALSE;
gTacticalStatus.fSaidCreatureSmellQuote = FALSE;
ResetMultiSelection( );
// ATE: Decide if we can have crows here....
gTacticalStatus.fGoodToAllowCrows = FALSE;
gTacticalStatus.fHasEnteredCombatModeSinceEntering = FALSE;
gTacticalStatus.fDontAddNewCrows = FALSE;
#ifdef JA2UB
//Call this function, if Jerry doesnt need to be added, it will return
UpdateJerryMiloInInitialSector( );
#endif
// Adjust delay for tense quote
gTacticalStatus.sCreatureTenseQuoteDelay = (INT16)(10 + Random( 20 ));
{
INT16 sWarpWorldX;
INT16 sWarpWorldY;
INT8 bWarpWorldZ;
INT32 sWarpGridNo;
if ( GetWarpOutOfMineCodes( &sWarpWorldX, &sWarpWorldY, &bWarpWorldZ, &sWarpGridNo ) && gbWorldSectorZ >= 2 )
{
gTacticalStatus.uiFlags |= IN_CREATURE_LAIR;
}
else
{
gTacticalStatus.uiFlags &= (~IN_CREATURE_LAIR);
}
}
// Every third turn
//if ( Random( 3 ) == 0 )
{
if ( gGameSettings.fOptions[TOPTION_ALLOW_CROWS] == TRUE )
{
gTacticalStatus.fGoodToAllowCrows = TRUE;
gTacticalStatus.ubNumCrowsPossible = (UINT8)(5 + Random( 5 ));
}
}
}
return(TRUE);
}
BOOLEAN MapExists( UINT8 * szFilename )
{
CHAR8 str[50];
HWFILE fp;
sprintf( str, "MAPS\\%s", szFilename );
fp = FileOpen( str, FILE_ACCESS_READ, FALSE );
if ( !fp )
return FALSE;
FileClose( fp );
return TRUE;
}
void RemoveMercsInSector( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
// ATE: only for OUR guys.. the rest is taken care of in TrashWorld() when a new sector is added...
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; cnt++, pSoldier++ )
{
if ( pSoldier->bActive )
{
pSoldier->RemoveSoldierFromGridNo( );
}
}
}
void PrepareLoadedSector( )
{
BOOLEAN fEnemyPresenceInThisSector = FALSE;
BOOLEAN fAddCivs = TRUE;
INT8 bMineIndex = -1;
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) == FALSE )
#endif
{
if ( gbWorldSectorZ == 0 )
{
// MakePlayerPerceptionOfSectorControlCorrect( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
else
{
// we always think we control underground sectors once we've visited them
SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].fPlayer[gbWorldSectorZ] = TRUE;
}
}
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
// Reset ambients!
HandleNewSectorAmbience( gTilesets[giCurrentTilesetID].ubAmbientID );
// Flugente: fortification
LoadSectorFortificationPlan( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandleFortificationUpdate( );
//if we are loading a 'pristine' map ( ie, not loading a saved game )
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( !AreReloadingFromMeanwhile( ) )
#endif
{
SetPendingNewScreen( GAME_SCREEN );
// Make interface the team panel always...
SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
}
//Check to see if civilians should be added. Always add civs to maps unless they are
//in a mine that is shutdown.
if ( gbWorldSectorZ )
{
bMineIndex = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( bMineIndex != -1 )
{
if ( !AreThereMinersInsideThisMine( (UINT8)bMineIndex ) )
{
fAddCivs = FALSE;
}
}
}
if ( is_networked )
{
if ( is_server && fAddCivs && gCivEnabled == 1 )//hayden its around here we apply .ini choices for Ai
{
AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
}
}
else if ( fAddCivs )
{
AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
}
if ( is_networked )
{
if ( is_server && gMilitiaEnabled == 1 )
AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 );
}
else
{
AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 );
}
if ( is_networked )
{
if ( is_server && gCreatureEnabled == 1 )
AddSoldierInitListBloodcats( );
}
else
{
AddSoldierInitListBloodcats( );
}
//Creatures are only added if there are actually some of them. It has to go through some
//additional checking.
#ifdef JA2TESTVERSION
//Override the sector with the populations specified in the AIViewer
if ( gfOverrideSector )
{
if ( gbWorldSectorZ > 0 )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
pSector->ubNumAdmins = (UINT8)(gsAINumAdmins > 0 ? gsAINumAdmins : 0);
pSector->ubNumTroops = (UINT8)(gsAINumTroops > 0 ? gsAINumTroops : 0);
pSector->ubNumElites = (UINT8)(gsAINumElites > 0 ? gsAINumElites : 0);
pSector->ubNumTanks = (UINT8)(gsAINumTanks > 0 ? gsAINumTanks : 0);
pSector->ubNumCreatures = (UINT8)(gsAINumCreatures > 0 ? gsAINumCreatures : 0);
}
else if ( !gbWorldSectorZ )
{
SECTORINFO *pSector;
pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
pSector->ubNumAdmins = (UINT8)(gsAINumAdmins > 0 ? gsAINumAdmins : 0);
pSector->ubNumTroops = (UINT8)(gsAINumTroops > 0 ? gsAINumTroops : 0);
pSector->ubNumElites = (UINT8)(gsAINumElites > 0 ? gsAINumElites : 0);
pSector->ubNumTanks = (UINT8)(gsAINumTanks > 0 ? gsAINumTanks : 0);
pSector->ubNumCreatures = (UINT8)(gsAINumCreatures > 0 ? gsAINumCreatures : 0);
}
}
#endif
// Haydent
if ( is_networked )
{
if ( is_server && gCreatureEnabled == 1 )
PrepareCreaturesForBattle( );
// Haydent
if ( is_server && gMilitiaEnabled == 1 )
PrepareMilitiaForTactical( FALSE );
}
else
{
PrepareCreaturesForBattle( );
PrepareMilitiaForTactical( TRUE );
}
// OK, set varibles for entring this new sector...
gTacticalStatus.fVirginSector = TRUE;
//Inserts the enemies into the newly loaded map based on the strategic information.
//Note, the flag will return TRUE only if enemies were added. The game may wish to
//do something else in a case where no enemies are present.
if ( !gfRestoringEnemySoldiersFromTempFile )
{
//AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
// fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle();
}
if ( is_networked )
{
if ( is_server && gCivEnabled == 1 )
AddProfilesNotUsingProfileInsertionData( ); //hayden: is just for civ's
}
else
{
AddProfilesNotUsingProfileInsertionData( );
}
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( !AreInMeanwhile( ) || GetMeanwhileID( ) == INTERROGATION )
#endif
{
if ( is_networked )
{
if ( is_server && gEnemyEnabled == 1 )
fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle( );
}
else
{
fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle( );
}
}
//Regardless whether or not this was set, clear it now.
gfRestoringEnemySoldiersFromTempFile = FALSE;
//KM: FEB 8, 99 -- This call is no longer required! Done already when group arrives in sector.
//if( ( gbWorldSectorZ == 0 ) && ( fEnemyPresenceInThisSector == FALSE ) )
//{
// SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, 0 );
//}
if ( gbWorldSectorZ > 0 )
{
// we always think we control underground sectors once we've visited them
SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].fPlayer[gbWorldSectorZ] = TRUE;
}
//@@@Evaluate
//Add profiles to world using strategic info, not editor placements.
AddProfilesUsingProfileInsertionData( );
PostSchedules( );
}
if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE )
{
if ( gMapInformation.sCenterGridNo != NOWHERE )
{
CallAvailableEnemiesTo( gMapInformation.sCenterGridNo );
}
else
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_RED, MSG_ERROR, L"Ambush aborted in sector %c%d -- no center point in map. LC:1", gWorldSectorY + 'A' - 1, gWorldSectorX );
#endif
}
}
EndLoadScreen( );
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
// unpause game
UnPauseGame( );
}
gpBattleGroup = NULL;
if ( gfTacticalTraversal )
{
CalculateNonPersistantPBIInfo( );
}
ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"Current Time is: %d", GetWorldTotalMin( ) );
#ifdef JA2UB
HandleSectorSpecificModificatioToMap( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
//If there needs to be modifications done to the enemy exp levels...
HandleJa25EnemyExpLevelModifier( );
#endif
AllTeamsLookForAll( TRUE );
}
#define RANDOM_HEAD_MINERS 4
void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bNewSectorZ )
{
//UINT8 ubRandomMiner[RANDOM_HEAD_MINERS] = { 106, 156, 157, 158 };
//UINT8 ubMiner, ubMinersPlaced, ubMine;
UINT8 ubThisMine;
UINT8 cnt;
SOLDIERTYPE * pSoldier;
// are we in a mine sector, on the surface?
if ( IsThereAMineInThisSector( sNewSectorX, sNewSectorY ) && (bNewSectorZ == 0) )
{
if ( CheckFact( FACT_MINERS_PLACED, 0 ) == FALSE )
{
// SET HEAD MINER LOCATIONS
ubThisMine = GetMineIndexForSector( sNewSectorX, sNewSectorY );
// hardcoded logic has been moved to Lua script
if ( g_luaMines.InitializeHeadMiners( ubThisMine ) )
SetFactTrue( FACT_MINERS_PLACED );
#if 0
//if (ubThisMine != MINE_SAN_MONA) // San Mona is abandoned
if ( !gMineStatus[ubThisMine].fEmpty )
{
ubMinersPlaced = 0;
if ( ubThisMine != MINE_ALMA )
{
// Fred Morris is always in the first mine sector we enter, unless that's Alma (then he's randomized, too)
gMercProfiles[106].sSectorX = sNewSectorX;
gMercProfiles[106].sSectorY = sNewSectorY;
gMercProfiles[106].bSectorZ = 0;
//gMercProfiles[ 106 ].bTown = gMineLocation[ ubThisMine ].bAssociatedTown;
gMercProfiles[106].bTown = gMineStatus[ubThisMine].bAssociatedTown;
// mark miner as placed
ubRandomMiner[0] = 0;
ubMinersPlaced++;
}
// assign the remaining (3) miners randomly
for ( ubMine = 0; ubMine < MAX_NUMBER_OF_MINES; ubMine++ )
{
if ( ubMine == ubThisMine || ubMine == MINE_ALMA || ubMine == MINE_SAN_MONA )
{
// Alma always has Matt as a miner, and we have assigned Fred to the current mine
// and San Mona is abandoned
continue;
}
do
{
ubMiner = (UINT8)Random( RANDOM_HEAD_MINERS );
}
while( ubRandomMiner[ ubMiner ] == 0 );
GetMineSector( ubMine, (INT16 *)&(gMercProfiles[ubRandomMiner[ubMiner]].sSectorX),
(INT16 *)&(gMercProfiles[ubRandomMiner[ubMiner]].sSectorY) );
gMercProfiles[ubRandomMiner[ubMiner]].bSectorZ = 0;
//gMercProfiles[ ubRandomMiner[ ubMiner ] ].bTown = gMineLocation[ ubMine ].bAssociatedTown;
gMercProfiles[ubRandomMiner[ubMiner]].bTown = gMineStatus[ubMine].bAssociatedTown;
// mark miner as placed
ubRandomMiner[ubMiner] = 0;
ubMinersPlaced++;
if ( ubMinersPlaced == RANDOM_HEAD_MINERS )
{
break;
}
}
SetFactTrue( FACT_MINERS_PLACED );
}
#endif
}
}
if ( CheckFact( FACT_ALL_TERRORISTS_KILLED, 0 ) )
{
// end terrorist quest
// SANDRO - removed ending quest from here, placed to Interface Dialogue
//EndQuest( QUEST_KILL_TERRORISTS, gMercProfiles[ CARMEN ].sSectorX, gMercProfiles[ CARMEN ].sSectorY );
// remove Carmen
gMercProfiles[CARMEN].sSectorX = 0;
gMercProfiles[CARMEN].sSectorY = 0;
gMercProfiles[CARMEN].bSectorZ = 0;
}
// Check to see if any player merc has the Chalice; if so,
// note it as stolen
cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt, pSoldier++ )
{
if ( pSoldier->bActive )
{
if ( FindObj( pSoldier, CHALICE ) != ITEM_NOT_FOUND )
{
SetFactTrue( FACT_CHALICE_STOLEN );
}
}
}
if ( (gubQuest[QUEST_KINGPIN_MONEY] == QUESTINPROGRESS) && CheckFact( FACT_KINGPIN_CAN_SEND_ASSASSINS, 0 ) && (GetTownIdForSector( sNewSectorX, sNewSectorY ) != BLANK_SECTOR) && !bNewSectorZ && Random( 10 + NumNonPlayerTeamMembersInSector( sNewSectorX, sNewSectorY, MILITIA_TEAM ) ) < 3 )
{
DecideOnAssassin( );
}
if ( CheckFact( FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == FALSE )
{
SOLDIERTYPE * pRobot;
pRobot = FindSoldierByProfileID( ROBOT, TRUE );
if ( pRobot )
{
// robot is on our team and we have changed sectors, so we can
// replace the robot-under-construction in Madlab's sector
RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, gMercProfiles[MADLAB].sSectorX, gMercProfiles[MADLAB].sSectorY, gMercProfiles[MADLAB].bSectorZ );
SetFactTrue( FACT_ROBOT_RECRUITED_AND_MOVED );
}
}
#ifdef LUA_HANDLE_QUEST_CODE_ON_SECTOR
LuaHandleQuestCodeOnSector( sNewSectorX, sNewSectorY, bNewSectorZ, 1 );
#else
/*
if ( sNewSectorX == 5 && sNewSectorY == MAP_ROW_C )
{
// reset Madame Layla counters
gMercProfiles[ MADAME ].bNPCData = 0;
gMercProfiles[ MADAME ].bNPCData2 = 0;
}
*/
if ( sNewSectorX == 6 && sNewSectorY == MAP_ROW_C && gubQuest[QUEST_RESCUE_MARIA] == QUESTDONE )
{
// make sure Maria and Angel are gone
gMercProfiles[MARIA].sSectorX = 0;
gMercProfiles[ANGEL].sSectorY = 0;
gMercProfiles[MARIA].sSectorX = 0;
gMercProfiles[ANGEL].sSectorY = 0;
}
if ( sNewSectorX == 5 && sNewSectorY == MAP_ROW_D )
{
gubBoxerID[0] = NOBODY;
gubBoxerID[1] = NOBODY;
gubBoxerID[2] = NOBODY;
}
if ( sNewSectorX == 3 && sNewSectorY == MAP_ROW_P )
{
// heal up Elliot if he's been hurt
if ( gMercProfiles[ELLIOT].bLife < gMercProfiles[ELLIOT].bLifeMax )
{
gMercProfiles[ELLIOT].bLife = gMercProfiles[ELLIOT].bLifeMax;
}
}
#endif
ResetOncePerConvoRecordsForAllNPCsInLoadedSector( );
}
void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ )
{
#ifdef JA2UB
SOLDIERTYPE *pSoldier = NULL;
#endif
#ifdef LUA_HANDLE_QUEST_CODE_ON_SECTOR
LuaHandleQuestCodeOnSector( sOldSectorX, sOldSectorY, bOldSectorZ, 0 );
#else
if ( sOldSectorX == KINGPIN_MONEY_SECTOR_X && sOldSectorY == KINGPIN_MONEY_SECTOR_Y && bOldSectorZ == KINGPIN_MONEY_SECTOR_Z )
{
CheckForKingpinsMoneyMissing( TRUE );
}
if ( sOldSectorX == 13 && sOldSectorY == MAP_ROW_H && bOldSectorZ == 0 && CheckFact( FACT_CONRAD_SHOULD_GO, 0 ) )
{
// remove Conrad from the map
gMercProfiles[CONRAD].sSectorX = 0;
gMercProfiles[CONRAD].sSectorY = 0;
}
#ifdef JA2UB
//JA25 UB
if ( sOldSectorX == 7 && sOldSectorY == MAP_ROW_H && bOldSectorZ == 0 )
{
// remove Jerry from the map
gMercProfiles[JERRY_MILO_UB].sSectorX = 0;
gMercProfiles[JERRY_MILO_UB].sSectorY = 0;
}
//if the player is leaving a sector with Tex in it
if ( sOldSectorX == gMercProfiles[TEX_UB].sSectorX && sOldSectorY == gMercProfiles[TEX_UB].sSectorY && bOldSectorZ == 0 && gMercProfiles[TEX_UB].ubLastDateSpokenTo != 0 )
{
pSoldier = FindSoldierByProfileID( TEX_UB, TRUE );
//if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == NULL && gMercProfiles[TEX_UB].ubLastDateSpokenTo != 0 )
{
// remove Tex from the map
gMercProfiles[TEX_UB].sSectorX = 0;
gMercProfiles[TEX_UB].sSectorY = 0;
}
}
//if the player is leaving a sector with John kulba in it
if ( sOldSectorX == gMercProfiles[JOHN_K_UB].sSectorX && sOldSectorY == gMercProfiles[JOHN_K_UB].sSectorY && bOldSectorZ == 0 && gMercProfiles[JOHN_K_UB].ubLastDateSpokenTo != 0 )
{
pSoldier = FindSoldierByProfileID( JOHN_K_UB, TRUE );
//if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == NULL && gMercProfiles[JOHN_K_UB].ubLastDateSpokenTo != 0 )
{
// remove Tex from the map
gMercProfiles[JOHN_K_UB].sSectorX = 0;
gMercProfiles[JOHN_K_UB].sSectorY = 0;
}
}
//if the player is leaving a sector with Manuel in it
if ( sOldSectorX == gMercProfiles[MANUEL_UB].sSectorX && sOldSectorY == gMercProfiles[MANUEL_UB].sSectorY && bOldSectorZ == 0 )
{
pSoldier = FindSoldierByProfileID( MANUEL_UB, TRUE );
//if the npc isnt on the players team AND the player has never spoken to them
if ( pSoldier == NULL && gMercProfiles[MANUEL_UB].ubLastDateSpokenTo != 0 )
{
// remove Manuel from the map
gMercProfiles[MANUEL_UB].sSectorX = 0;
gMercProfiles[MANUEL_UB].sSectorY = 0;
}
}
#endif
if ( sOldSectorX == gModSettings.ubHospitalSectorX && sOldSectorY == gModSettings.ubHospitalSectorY && bOldSectorZ == gModSettings.ubHospitalSectorZ )
{
CheckForMissingHospitalSupplies( );
}
// reset the state of the museum alarm for Eldin's quotes
SetFactFalse( FACT_MUSEUM_ALARM_WENT_OFF );
#endif
}
extern void SetLastTimePlayerWasInSector( );
//Moa: 09/14/2013 this function modifies uiTimeCurrentSectorWasLastLoaded and the various decay of items in that sector as well
// @calls HandleSectorCooldownFunctions
// @calls SetLastTimePlayerWasInSector
BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 i;
UNDERGROUND_SECTORINFO *pNode = NULL;
CHAR8 bFilename[50];
// Reset
//ResetLoadScreenHint();
// pause game
PauseGame( );
// stop time for this frame
InterruptTime( );
//Setup the tactical existance of RPCs and CIVs in the last sector before moving on to a new sector.
//@@@Evaluate
if ( gfWorldLoaded )
{
for ( i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; i++ )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->bInSector )
{
SetupProfileInsertionDataForSoldier( MercPtrs[i] );
}
}
}
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
// Handle NPC stuff related to changing sectors
HandleQuestCodeOnSectorEntry( sSectorX, sSectorY, bSectorZ );
}
// Begin Load
BeginLoadScreen( );
// This has tobe done before loadworld, as it will remmove old gridnos if present
RemoveMercsInSector( );
// SANDRO - reset number of enemies here
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
}
#ifdef JA2UB
//Ja25 No meanwhiles
#else
if ( AreInMeanwhile( ) == FALSE )
#endif
{
SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ALREADY_VISITED );
}
GetMapFileName( sSectorX, sSectorY, bSectorZ, bFilename, TRUE, TRUE );
//Load the placeholder map if the real map doesn't exist.
if ( !MapExists( (UINT8 *)bFilename ) )
{
if ( !MapExists( (UINT8 *)"Placeholder1.dat" ) )
AssertMsg( 0, "Failed to find Placeholder1.dat (placeholder map)." );
}
CreateLoadingScreenProgressBar( TRUE );
#ifdef JA2BETAVERSION
//set the font
SetProgressBarMsgAttributes( 0, FONT12ARIAL, FONT_MCOLOR_WHITE, 0 );
//Set the tile so we don see the text come up
SetProgressBarTextDisplayFlag( 0, TRUE, TRUE, TRUE );
#endif
//CreateProgressBar( 0, 160, 380, 480, 400 );
//#ifdef JA2TESTVERSION
// //add more detailed progress bar
// DefineProgressBarPanel( 0, 65, 79, 94, 130, 350, 510, 430 );
// swprintf( str, L"Loading map: %S", bFilename );
// SetProgressBarTitle( 0, str, FONT12POINT1, FONT_BLACK, FONT_BLACK );
//#endif
if ( !LoadWorld( bFilename ) )
{
return(FALSE);
}
// underground?
if ( bSectorZ )
{
pNode = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
// is there a sector?..if so set flag
if ( pNode )
{
pNode->fVisited = TRUE;
}
}
// if we arent loading a saved game
// ATE: Moved this form above, so that we can have the benefit of
// changing the world BEFORE adding guys to it...
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
// Load the current sectors Information From the temporary files
if ( !LoadCurrentSectorsInformationFromTempItemsFile( ) )
{ //The integrity of the temp files have been compromised. Boot out of the game after warning message.
InitExitGameDialogBecauseFileHackDetected( );
return TRUE;
}
}
RemoveLoadingScreenProgressBar( );
//RemoveProgressBar( 0 );
if ( gfEnterTacticalPlacementGUI )
{
SetPendingNewScreen( GAME_SCREEN );
InitTacticalPlacementGUI( );
}
else
{
PrepareLoadedSector( );
}
// UnPauseGame( );
// This function will either hide or display the tree tops, depending on the game setting
SetTreeTopStateForMap( );
// Flugente: certain features need to alter an item's temperature value depending on the time passed
// if we do these functions here and adjust for the time passed since this sector was loaded last, it will seem to the player
// as if these checks are always performed in any sector
//Moa: removed this function and replaced by the handling function.
//SectorInventoryCooldownFunctions(sSectorX, sSectorY, bSectorZ);
//moved from SectorInventoryCooldownFunctions. Invisible items are handled as well.
//Since we have already loaded the items previously we can use the globals here.
HandleSectorCooldownFunctions( sSectorX, sSectorY, (INT8)bSectorZ, gWorldItems, guiNumWorldItems, TRUE );
//Update LastTimePlayerWasInSector
SetLastTimePlayerWasInSector( );
UpdateWorldItems(sSectorX, sSectorY, (INT8)bSectorZ, guiNumWorldItems, gWorldItems);
DebugQuestInfo(String("Enter Sector %s%s Level %d", pVertStrings[sSectorY], pHortStrings[sSectorX], bSectorZ));
return TRUE; //because the map was loaded.
}
void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
BOOLEAN fPOWSquadSet = FALSE;
UINT8 ubPOWSquad = 0;
CHAR16 zTemp[256];
// Remove from interface slot
RemoveAllPlayersFromSlot( );
// Remove tactical interface stuff
guiPendingOverrideEvent = I_CHANGE_TO_IDLE;
//If we are in this function during the loading of a sector
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
//DONT set these values
gusSelectedSoldier = NOBODY;
gfGameScreenLocateToSoldier = TRUE;
}
// Set all faces intactive
SetAllAutoFacesInactive( );
if ( fUsingEdgePointsForStrategicEntry )
{
BeginMapEdgepointSearch( );
}
//if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
for ( cnt = 0, pSoldier = MercPtrs[cnt]; cnt < MAX_NUM_SOLDIERS; ++cnt, ++pSoldier )
{
if ( gfRestoringEnemySoldiersFromTempFile &&
cnt >= gTacticalStatus.Team[ENEMY_TEAM].bFirstID &&
cnt <= gTacticalStatus.Team[CREATURE_TEAM].bLastID )
{ //Don't update enemies/creatures (consec. teams) if they were
//just restored via the temp map files...
continue;
}
// Remove old merc, if exists
RemoveMercSlot( pSoldier );
pSoldier->bInSector = FALSE;
if ( pSoldier->bActive )
{
if ( pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ && !pSoldier->flags.fBetweenSectors )
{
if ( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
if ( gMapInformation.sCenterGridNo != NOWHERE && gfBlitBattleSectorLocator &&
( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE ) && pSoldier->bTeam != CIV_TEAM )
{
// Flugente: improved ambush
if ( gGameExternalOptions.fAmbushSpreadMercs )
{
UINT8 ubDirection;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = FindRandomGridNoFromSweetSpotExcludingSweetSpot( pSoldier, gMapInformation.sCenterGridNo, gGameExternalOptions.usAmbushSpreadRadiusMercs, &ubDirection );
// have the merc look outward. We add + 100 because later on we use this to signify that we want really enforce this direction
pSoldier->ubInsertionDirection = (UINT8)GetDirectionToGridNoFromGridNo( gMapInformation.sCenterGridNo, pSoldier->usStrategicInsertionData ) + 100;
}
else
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gMapInformation.sCenterGridNo;
}
}
else if ( gfOverrideInsertionWithExitGrid )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = gExitGrid.usGridNo;
}
// Flugente: override if entering from concealment
if ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = pSoldier->sMTActionGridNo;
}
}
gbMercIsNewInThisSector[pSoldier->ubID] = 1;
UpdateMercInSector( pSoldier, sSectorX, sSectorY, bSectorZ );
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
if ( pSoldier->bAssignment == ASSIGNMENT_POW )
{
if ( !fPOWSquadSet )
{
fPOWSquadSet = TRUE;
// ATE: If we are in i13 - pop up message!
if ((sSectorX == gModSettings.ubInitialPOWSectorX && sSectorY == gModSettings.ubInitialPOWSectorY) || //(13, 9)
(sSectorX == gModSettings.ubTixaPrisonSectorX && sSectorY == gModSettings.ubTixaPrisonSectorY))
{
swprintf( zTemp, TacticalStr[POW_MERCS_ARE_HERE], gMercProfiles[QUEEN].zNickname );
DoMessageBox( MSG_BOX_BASIC_STYLE, zTemp, GAME_SCREEN, (UINT8)MSG_BOX_FLAG_OK, NULL, NULL );
}
else
{
AddCharacterToUniqueSquad( pSoldier );
ubPOWSquad = pSoldier->bAssignment;
pSoldier->aiData.bNeutral = FALSE;
}
}
else
{
if ((sSectorX != gModSettings.ubInitialPOWSectorX && sSectorY != gModSettings.ubInitialPOWSectorY) && //(13, 9)
(sSectorX != gModSettings.ubTixaPrisonSectorX && sSectorY != gModSettings.ubTixaPrisonSectorY))
{
AddCharacterToSquad( pSoldier, ubPOWSquad );
}
}
// ATE: Call actions based on what POW we are on...
#ifndef JA2UB
HandlePOWQuestState(Q_END, QUEST_HELD_IN_ALMA, sSectorX, sSectorY, bSectorZ);
HandlePOWQuestState(Q_END, QUEST_HELD_IN_TIXA, sSectorX, sSectorY, bSectorZ);
#endif
}
}
}
/*else
{
pSoldier->bInSector = FALSE;
}*/
}
}
}
if ( fUsingEdgePointsForStrategicEntry )
{
EndMapEdgepointSearch( );
// Set to false
fUsingEdgePointsForStrategicEntry = FALSE;
}
}
void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
BOOLEAN fError = FALSE;
if ( pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID )
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
}
// OK, determine entrence direction and get sweetspot
// Only if we are an OK guy to control....
// SOME CHECKS HERE MUST BE FLESHED OUT......
if ( pSoldier->bActive ) // This was in the if, removed by DEF: pSoldier->stats.bLife >= OKLIFE &&
{
// If we are not in transit...
if ( pSoldier->bAssignment != IN_TRANSIT )
{
// CHECK UBINSERTION CODE..
if ( pSoldier->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX ||
pSoldier->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX )
{
if ( !fUsingEdgePointsForStrategicEntry )
{
// If we are not supposed to use this now, pick something better...
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
}
}
MAPEDGEPOINT_SEARCH_FAILED:
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[pSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE )
{
// override orders
pSoldier->aiData.bOrders = STATIONARY;
}
if (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX && (
(gubTacticalDirection == NORTH && gus2ndNorthEdgepointArraySize == 0)
|| (gubTacticalDirection == EAST && gus2ndEastEdgepointArraySize == 0)
|| (gubTacticalDirection == SOUTH && gus2ndSouthEdgepointArraySize == 0)
|| (gubTacticalDirection == WEST && gus2ndWestEdgepointArraySize == 0)
))
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_PRIMARY_EDGEINDEX;
}
// Use insertion direction from loaded map!
switch (pSoldier->ubStrategicInsertionCode)
{
case INSERTION_CODE_NORTH:
pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
if ( !gfEditMode && gMapInformation.sNorthGridNo == -1 )
fError = TRUE;
break;
case INSERTION_CODE_SOUTH:
pSoldier->sInsertionGridNo = gMapInformation.sSouthGridNo;
if ( !gfEditMode && gMapInformation.sSouthGridNo == -1 )
fError = TRUE;
break;
case INSERTION_CODE_EAST:
pSoldier->sInsertionGridNo = gMapInformation.sEastGridNo;
if ( !gfEditMode && gMapInformation.sEastGridNo == -1 )
fError = TRUE;
break;
case INSERTION_CODE_WEST:
pSoldier->sInsertionGridNo = gMapInformation.sWestGridNo;
if ( !gfEditMode && gMapInformation.sWestGridNo == -1 )
fError = TRUE;
break;
case INSERTION_CODE_CENTER:
pSoldier->sInsertionGridNo = gMapInformation.sCenterGridNo;
if ( !gfEditMode && gMapInformation.sCenterGridNo == -1 )
fError = TRUE;
break;
case INSERTION_CODE_GRIDNO:
pSoldier->sInsertionGridNo = pSoldier->usStrategicInsertionData;
break;
case INSERTION_CODE_PRIMARY_EDGEINDEX:
//dnl ch48 041009 Risky translation, must never occur again on same element
gMapTrn.ResizeTrnCnt( pSoldier->aiData.sPendingActionData2 );
if ( fUsingEdgePointsForStrategicEntry )
{
INT32 sWorldX, sWorldY;
INT16 sScreenX, sScreenY, sX, sY;
// Determine 'mirror' gridno...
ConvertGridNoToXY( pSoldier->aiData.sPendingActionData2, &sX, &sY );
// Convert to absolute xy
GetWorldXYAbsoluteScreenXY( sX, sY, &sScreenX, &sScreenY );
// Get 'mirror', depending on what direction...
switch ( gubTacticalDirection )
{
case NORTH:
sScreenY = MAPHEIGHT;
break;
case SOUTH:
sScreenY = 0;
break;
case EAST:
sScreenX = 0;
break;
case WEST:
sScreenX = MAPWIDTH;
break;
}
// Convert into a gridno again.....
GetFromAbsoluteScreenXYWorldXY( &sWorldX, &sWorldY, sScreenX, sScreenY );
// Save this gridNo....
pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS( sWorldY, sWorldX );
}
pSoldier->sInsertionGridNo = SearchForClosestPrimaryMapEdgepoint( pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData );
#ifdef JA2BETAVERSION
{
CHAR8 str[256];
sprintf( str, "%S's primary insertion gridno is %d using %d as initial search gridno and %d insertion code.",
pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
}
#endif
if ( TileIsOutOfBounds( pSoldier->sInsertionGridNo ) )
{
ScreenMsg( FONT_RED, MSG_ERROR, L"Main edgepoint search failed for %s -- substituting entrypoint.", pSoldier->name );
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
goto MAPEDGEPOINT_SEARCH_FAILED;
}
break;
case INSERTION_CODE_SECONDARY_EDGEINDEX:
pSoldier->sInsertionGridNo = SearchForClosestSecondaryMapEdgepoint( pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData );
#ifdef JA2BETAVERSION
{
CHAR8 str[256];
sprintf( str, "%S's isolated insertion gridno is %d using %d as initial search gridno and %d insertion code.",
pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
}
#endif
if ( TileIsOutOfBounds( pSoldier->sInsertionGridNo ) )
{
ScreenMsg( FONT_RED, MSG_ERROR, L"Isolated edgepont search failed for %s -- substituting entrypoint.", pSoldier->name );
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
goto MAPEDGEPOINT_SEARCH_FAILED;
}
break;
case INSERTION_CODE_ARRIVING_GAME:
// Are we in Omerta!
if ( sSectorX == gWorldSectorX && gWorldSectorX == 9 && sSectorY == gWorldSectorY && gWorldSectorY == 1 && bSectorZ == gbWorldSectorZ && gbWorldSectorZ == 0 )
{
// TODO.WANNE: Hardcoded grid number
// Try another location and walk into map
pSoldier->sInsertionGridNo = 4379;//dnl!!!
}
else
{
#ifdef JA2UB
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
//pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->sInsertionGridNo = gGameUBOptions.LOCATEGRIDNO;
#else
//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
//pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->sInsertionGridNo = gGameExternalOptions.iInitialMercArrivalLocation;
#endif
}
break;
case INSERTION_CODE_CHOPPER:
// Try another location and walk into map
// Add merc to chopper....
//pSoldier->sInsertionGridNo = 4058;
AddMercToHeli( pSoldier->ubID );
return;
break;
default:
//Moa: Hardcoded grid number set to CenterGrid
pSoldier->sInsertionGridNo = (WORLD_ROWS * WORLD_COLS + WORLD_COLS) / 2;//12880
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion code %d given to UpdateMercsInSector", pSoldier->ubStrategicInsertionCode ) );
break;
}
if ( fError )
{ //strategic insertion failed because it expected to find an entry point. This is likely
//a missing part of the map or possible fault in strategic movement costs, traversal logic, etc.
CHAR16 szEntry[10];
CHAR16 szSector[10];
INT32 sGridNo;
GetLoadedSectorString( szSector );
if ( gMapInformation.sNorthGridNo != -1 )
{
swprintf( szEntry, L"north" );
sGridNo = gMapInformation.sNorthGridNo;
}
else if ( gMapInformation.sEastGridNo != -1 )
{
swprintf( szEntry, L"east" );
sGridNo = gMapInformation.sEastGridNo;
}
else if ( gMapInformation.sSouthGridNo != -1 )
{
swprintf( szEntry, L"south" );
sGridNo = gMapInformation.sSouthGridNo;
}
else if ( gMapInformation.sWestGridNo != -1 )
{
swprintf( szEntry, L"west" );
sGridNo = gMapInformation.sWestGridNo;
}
else if ( gMapInformation.sCenterGridNo != -1 )
{
swprintf( szEntry, L"center" );
sGridNo = gMapInformation.sCenterGridNo;
}
else
{
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s has NO entrypoints -- using precise center of map for %s.", szSector, pSoldier->name );
pSoldier->sInsertionGridNo = (WORLD_ROWS * WORLD_COLS + WORLD_COLS) / 2;//12880
AddSoldierToSector( pSoldier->ubID );
return;
}
pSoldier->sInsertionGridNo = sGridNo;
switch ( pSoldier->ubStrategicInsertionCode )
{
case INSERTION_CODE_NORTH:
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a north entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
break;
case INSERTION_CODE_EAST:
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a east entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
break;
case INSERTION_CODE_SOUTH:
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a south entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
break;
case INSERTION_CODE_WEST:
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a west entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
break;
case INSERTION_CODE_CENTER:
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a center entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
break;
}
}
// If no insertion direction exists, this is bad!
if ( pSoldier->sInsertionGridNo == -1 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Insertion gridno for direction %d not added to map sector %d %d", pSoldier->ubStrategicInsertionCode, sSectorX, sSectorY ) );
pSoldier->sInsertionGridNo = (WORLD_ROWS * WORLD_COLS + WORLD_COLS) / 2;//12880
}
AddSoldierToSector( pSoldier->ubID );
}
}
}
// Get sector ID string makes a string like 'A9 - OMERTA', or just J11 if no town....
void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, STR16 zString, BOOLEAN fDetailed )
{
SECTORINFO *pSector = NULL;
UNDERGROUND_SECTORINFO *pUnderground;
INT8 bTownNameID;
UINT8 ubSectorID = 0;
UINT8 ubLandType = 0;
if ( sSectorX <= 0 || sSectorY <= 0 || bSectorZ < 0 )
{
//swprintf( zString, L"%s", pErrorStrings[0] );
}
else if ( bSectorZ != 0 ) // UNDERGROUND SECTORS
{
pUnderground = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
#if 0 // reading sector names from lua now
////////////////////////////////////
// Read and verify XML sector names
INT8 bMineIndex;
ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY );
AssertGE( ubSectorID, 0 );
AssertLT( ubSectorID, 256 );
pSector = &SectorInfo[ubSectorID];
ubLandType = pSector->ubTraversability[4];
swprintf( zString, L"%c%d: ", 'A' + sSectorY - 1, sSectorX );
BOOLEAN fSectorHasXMLNames = TRUE;
CHAR16 zUnexploredUnderground[MAX_SECTOR_NAME_LENGTH];
CHAR16 zDetailedUnexploredUnderground[MAX_SECTOR_NAME_LENGTH];
CHAR16 zExploredUnderground[MAX_SECTOR_NAME_LENGTH];
CHAR16 zDetailedExploredUnderground[MAX_SECTOR_NAME_LENGTH];
if ( bSectorZ == 1 )
{
wcscpy( zUnexploredUnderground, gzSectorUndergroundNames1[ubSectorID][0] );
wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames1[ubSectorID][1] );
wcscpy( zExploredUnderground, gzSectorUndergroundNames1[ubSectorID][2] );
wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames1[ubSectorID][3] );
}
else if ( bSectorZ == 2 )
{
wcscpy( zUnexploredUnderground, gzSectorUndergroundNames2[ubSectorID][0] );
wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames2[ubSectorID][1] );
wcscpy( zExploredUnderground, gzSectorUndergroundNames2[ubSectorID][2] );
wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames2[ubSectorID][3] );
}
else if ( bSectorZ == 3 )
{
wcscpy( zUnexploredUnderground, gzSectorUndergroundNames3[ubSectorID][0] );
wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames3[ubSectorID][1] );
wcscpy( zExploredUnderground, gzSectorUndergroundNames3[ubSectorID][2] );
wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames3[ubSectorID][3] );
}
if ( zUnexploredUnderground[0] == 0 || zDetailedUnexploredUnderground[0] == 0 || zExploredUnderground[0] == 0 || zDetailedExploredUnderground[0] == 0 )
{
fSectorHasXMLNames = FALSE;
}
if ( fSectorHasXMLNames ) // UNDERGROUND XML
{
if ( pUnderground )
{
bMineIndex = GetIdOfMineForSector( sSectorX, sSectorY, bSectorZ );
if ( bMineIndex != -1 )
{
swprintf( zString, L"%c%d: %s %s", 'A' + sSectorY - 1, sSectorX, pTownNames[GetTownAssociatedWithMine( bMineIndex )], pwMineStrings[0] );
}
else if ( pUnderground->fVisited )
{
if ( fDetailed )
{
wcscat( zString, zDetailedExploredUnderground );
}
else
{
wcscat( zString, zExploredUnderground );
}
}
else
{
if ( fDetailed )
{
wcscat( zString, zDetailedUnexploredUnderground );
}
else
{
wcscat( zString, zUnexploredUnderground );
}
}
if ( pUnderground->ubNumCreatures )
swprintf( zString, L"%c%d: %s", 'A' + sSectorY - 1, sSectorX, pLandTypeStrings[CREATURE_LAIR] );
//else
// swprintf( zString, L"%c%d-%d", 'A' + sSectorY - 1, sSectorX, bSectorZ );
}
}
else // UNDERGROUND HARDCODED
{
pUnderground = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
if ( pUnderground && (pUnderground->fVisited || gfGettingNameFromSaveLoadScreen) )
{
bMineIndex = GetIdOfMineForSector( sSectorX, sSectorY, bSectorZ );
if ( bMineIndex != -1 )
{
swprintf( zString, L"%c%d: %s %s", 'A' + sSectorY - 1, sSectorX, pTownNames[GetTownAssociatedWithMine( bMineIndex )], pwMineStrings[0] );
}
else switch ( SECTOR( sSectorX, sSectorY ) )
{
case SEC_A10:
swprintf( zString, L"A10: %s", pLandTypeStrings[REBEL_HIDEOUT] );
break;
case SEC_J9:
swprintf( zString, L"J9: %s", pLandTypeStrings[TIXA_DUNGEON] );
break;
case SEC_K4:
swprintf( zString, L"K4: %s", pLandTypeStrings[ORTA_BASEMENT] );
break;
case SEC_O3:
swprintf( zString, L"O3: %s", pLandTypeStrings[TUNNEL] );
break;
case SEC_P3:
swprintf( zString, L"P3: %s", pLandTypeStrings[SHELTER] );
break;
default:
if ( pUnderground->ubNumCreatures )
swprintf( zString, L"%c%d: %s", 'A' + sSectorY - 1, sSectorX, pLandTypeStrings[CREATURE_LAIR] );
else
swprintf( zString, L"%c%d-%d", 'A' + sSectorY - 1, sSectorX, bSectorZ );
break;
}
}
else
{ //Display nothing
wcscpy( zString, L"" );
}
}
#else
// TODO: the code is riddled with (potential) buffer overruns
// this totally needs to be fixed sometime
// anyway, only trying to not create another one here
// found calls to this function with buffers as small as 50 elements
g_luaUnderground.GetSectorName( sSectorX, sSectorY, bSectorZ, pUnderground, zString, 50, fDetailed );
#endif
}
else // SECTORS ABOVE GROUND
{
bTownNameID = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bNameId;
ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY );
AssertGE( ubSectorID, 0 );
AssertLT( ubSectorID, 256 );
pSector = &SectorInfo[ubSectorID];
ubLandType = pSector->ubTraversability[4];
swprintf( zString, L"%c%d: ", 'A' + sSectorY - 1, sSectorX );
////////////////////////////////////
// Read and verify XML sector names
BOOLEAN fSectorHasXMLNames = TRUE;
CHAR16 zUnexplored[MAX_SECTOR_NAME_LENGTH];
CHAR16 zDetailedUnexplored[MAX_SECTOR_NAME_LENGTH];
CHAR16 zExplored[MAX_SECTOR_NAME_LENGTH];
CHAR16 zDetailedExplored[MAX_SECTOR_NAME_LENGTH];
wcscpy( zUnexplored, gzSectorNames[ubSectorID][0] );
wcscpy( zDetailedUnexplored, gzSectorNames[ubSectorID][1] );
wcscpy( zExplored, gzSectorNames[ubSectorID][2] );
wcscpy( zDetailedExplored, gzSectorNames[ubSectorID][3] );
if ( zUnexplored[0] == 0 || zDetailedUnexplored[0] == 0 || zExplored[0] == 0 || zDetailedExplored[0] == 0 )
{
fSectorHasXMLNames = FALSE;
}
if ( fSectorHasXMLNames ) // ABOVE GROUND XML
{
// HEADROCK HAM 3.6: The program can now read custom names from XML for all above-ground sectors.
// In the event that a specific name or set of names is missing, the program generates a default
// name as it always has.
// I've also updated the SAM Site sectors to rely on SamSite.XML data.
BOOLEAN fVisited = (SectorInfo[ubSectorID].uiFlags & SF_ALREADY_VISITED);
BOOLEAN fSAMSiteKnown = FALSE;
// Test for known SAM Site at this location
for ( UINT16 x = 0; x < MAX_NUMBER_OF_SAMS; x++ )
{
if ( pSamList[x] == ubSectorID )
{
if ( fSamSiteFound[x] )
{
fSAMSiteKnown = TRUE;
break;
}
}
}
if ( fVisited || fSAMSiteKnown )
{
if ( fDetailed )
{
wcscat( zString, zDetailedExplored );
}
else
{
wcscat( zString, zExplored );
}
}
else
{
if ( fDetailed )
{
wcscat( zString, zDetailedUnexplored );
}
else
{
wcscat( zString, zUnexplored );
}
}
}
else // ABOVE GROUND HARDCODED
{
// Default JA2 Name selection
if ( bTownNameID == BLANK_SECTOR )
{
// OK, build string id like J11
// are we dealing with the unfound towns?
switch ( ubSectorID )
{
case SEC_D2: //Chitzena SAM
if ( !fSamSiteFound[SAM_SITE_ONE] )
wcscat( zString, pLandTypeStrings[TROPICS] );
else if ( fDetailed )
wcscat( zString, pLandTypeStrings[TROPICS_SAM_SITE] );
else
wcscat( zString, pLandTypeStrings[SAM_SITE] );
break;
case SEC_D15: //Drassen SAM
if ( !fSamSiteFound[SAM_SITE_TWO] )
wcscat( zString, pLandTypeStrings[SPARSE] );
else if ( fDetailed )
wcscat( zString, pLandTypeStrings[SPARSE_SAM_SITE] );
else
wcscat( zString, pLandTypeStrings[SAM_SITE] );
break;
case SEC_I8: //Cambria SAM
if ( !fSamSiteFound[SAM_SITE_THREE] )
wcscat( zString, pLandTypeStrings[SAND] );
else if ( fDetailed )
wcscat( zString, pLandTypeStrings[SAND_SAM_SITE] );
else
wcscat( zString, pLandTypeStrings[SAM_SITE] );
break;
default:
wcscat( zString, pLandTypeStrings[ubLandType] );
break;
}
}
else
{
switch ( ubSectorID )
{
case SEC_B13:
if ( fDetailed )
wcscat( zString, pLandTypeStrings[DRASSEN_AIRPORT_SITE] );
else
wcscat( zString, pTownNames[DRASSEN] );
break;
case SEC_F8:
if ( fDetailed )
wcscat( zString, pLandTypeStrings[CAMBRIA_HOSPITAL_SITE] );
else
wcscat( zString, pTownNames[CAMBRIA] );
break;
case SEC_J9: //Tixa
//if( !fFoundTixa )
if ( gfHiddenTown[TIXA] == FALSE )
wcscat( zString, pLandTypeStrings[SAND] );
else
wcscat( zString, pTownNames[TIXA] );
break;
case SEC_K4: //Orta
//if( !fFoundOrta )
if ( gfHiddenTown[ORTA] == FALSE )
wcscat( zString, pLandTypeStrings[SWAMP] );
else
wcscat( zString, pTownNames[ORTA] );
break;
case SEC_N3:
if ( fDetailed )
wcscat( zString, pLandTypeStrings[MEDUNA_AIRPORT_SITE] );
else
wcscat( zString, pTownNames[MEDUNA] );
break;
default:
if ( ubSectorID == SEC_N4 && fSamSiteFound[SAM_SITE_FOUR] )
{ //Meduna's SAM site
if ( fDetailed )
wcscat( zString, pLandTypeStrings[MEDUNA_SAM_SITE] );
else
wcscat( zString, pLandTypeStrings[SAM_SITE] );
}
else
{ //All other towns that are known since beginning of the game.
wcscat( zString, pTownNames[bTownNameID] );
if ( fDetailed )
{
/*
UINT8 ubMineIndex = GetMineIndexForSector( sSectorX, sSectorY );
if ( gMineStatus[ubMineIndex].sSectorX == sSectorX && gMineStatus[ubMineIndex].sSectorY == sSectorY )
{
swprintf( zString, L" %s", MineralsName[gMineStatus[ubMineIndex].ubMineType].sType );
}
*/
switch ( ubSectorID )
{ //Append the word, "mine" for town sectors containing a mine.
case SEC_B2:
case SEC_D4:
case SEC_D13:
case SEC_H3:
case SEC_H8:
case SEC_I14:
wcscat( zString, L" " ); //space
wcscat( zString, pwMineStrings[0] ); //then "Mine"
break;
}
}
}
break;
}
}
}
}
}
UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
{
UINT8 ubDirection;
EXITGRID ExitGrid;
// Set insertion code
switch ( ubTacticalDirection )
{
// OK, we are using an exit grid - set insertion values...
case 255:
if ( !GetExitGrid( sAdditionalData, &ExitGrid ) )
{
AssertMsg( 0, String( "No valid Exit grid can be found when one was expected: SetInsertionDataFromAdjacentMoveDirection." ) );
}
ubDirection = 255;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = ExitGrid.usGridNo;
pSoldier->bUseExitGridForReentryDirection = TRUE;
break;
case NORTH:
ubDirection = NORTH_STRATEGIC_MOVE;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
break;
case SOUTH:
ubDirection = SOUTH_STRATEGIC_MOVE;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
break;
case EAST:
ubDirection = EAST_STRATEGIC_MOVE;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_WEST;
break;
case WEST:
ubDirection = WEST_STRATEGIC_MOVE;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_EAST;
break;
default:
// Wrong direction given!
#ifdef JA2BETAVERSION
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) );
ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection );
#endif
ubDirection = EAST_STRATEGIC_MOVE;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_WEST;
}
return(ubDirection);
}
UINT8 GetInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
{
UINT8 ubDirection;
// Set insertion code
switch ( ubTacticalDirection )
{
// OK, we are using an exit grid - set insertion values...
case 255:
ubDirection = 255;
break;
case NORTH:
ubDirection = NORTH_STRATEGIC_MOVE;
break;
case SOUTH:
ubDirection = SOUTH_STRATEGIC_MOVE;
break;
case EAST:
ubDirection = EAST_STRATEGIC_MOVE;
break;
case WEST:
ubDirection = WEST_STRATEGIC_MOVE;
break;
default:
// Wrong direction given!
#ifdef JA2BETAVERSION
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to GetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) );
ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to GetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection );
#endif
ubDirection = EAST_STRATEGIC_MOVE;
}
return(ubDirection);
}
UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
{
UINT8 ubDirection;
// Set insertion code
switch ( ubTacticalDirection )
{
// OK, we are using an exit grid - set insertion values...
case 255:
ubDirection = 255;
break;
case NORTH:
ubDirection = INSERTION_CODE_SOUTH;
break;
case SOUTH:
ubDirection = INSERTION_CODE_NORTH;
break;
case EAST:
ubDirection = INSERTION_CODE_WEST;
break;
case WEST:
ubDirection = INSERTION_CODE_EAST;
break;
default:
// Wrong direction given!
#ifdef JA2BETAVERSION
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) );
ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to GetStrategicInsertionDataFromAdjacentMoveDirection", ubTacticalDirection );
#endif
ubDirection = EAST_STRATEGIC_MOVE;
}
return(ubDirection);
}
void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32 sAdditionalData )//dnl ch56 151009
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pValidSoldier = NULL;
GROUP *pGroup;
UINT32 uiTraverseTime = 0;
UINT8 ubDirection = 0xff;
EXITGRID ExitGrid;
INT8 bPrevAssignment;
UINT8 ubPrevGroupID;
// Set initial selected
// ATE: moved this towards top...
gubPreferredInitialSelectedGuy = (UINT8)gusSelectedSoldier;
if ( ubJumpCode == JUMP_ALL_LOAD_NEW || ubJumpCode == JUMP_ALL_NO_LOAD )
{
// TODO: Check flags to see if we can jump!
// Move controllable mercs!
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 we are controllable
if ( OK_CONTROLLABLE_MERC( pSoldier ) && pSoldier->bAssignment == CurrentSquad( ) )
{
pValidSoldier = pSoldier;
//This now gets handled by strategic movement. It is possible that the
//group won't move instantaneously.
//pSoldier->sSectorX = sNewX;
//pSoldier->sSectorY = sNewY;
ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData );
break;
}
}
}
else if ( (ubJumpCode == JUMP_SINGLE_LOAD_NEW || ubJumpCode == JUMP_SINGLE_NO_LOAD) )
{
// Use selected soldier...
// This guy should always be 1 ) selected and 2 ) close enough to exit sector to leave
if ( gusSelectedSoldier != NOBODY )
{
pValidSoldier = MercPtrs[gusSelectedSoldier];
ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData );
}
// save info for desired squad and and time for all single mercs leaving their squad.
Assert( pValidSoldier );
bPrevAssignment = pValidSoldier->bAssignment;
ubPrevGroupID = pValidSoldier->ubGroupID;
if ( ubJumpCode == JUMP_SINGLE_NO_LOAD )
{ // handle soldier moving by themselves
HandleSoldierLeavingSectorByThemSelf( pValidSoldier );
}
else
{ // now add char to a squad all their own
AddCharacterToUniqueSquad( pValidSoldier );
}
if ( !pValidSoldier->ubNumTraversalsAllowedToMerge && bPrevAssignment < ON_DUTY )
{
PLAYERGROUP *pPlayer;
pValidSoldier->ubDesiredSquadAssignment = bPrevAssignment;
pValidSoldier->ubNumTraversalsAllowedToMerge = 2;
pGroup = GetGroup( ubPrevGroupID );
Assert( pGroup );
Assert( pGroup->usGroupTeam == OUR_TEAM );
Assert( pGroup->ubGroupSize );
pPlayer = pGroup->pPlayerList;
while ( pPlayer )
{
if ( pPlayer->pSoldier != pValidSoldier )
{
pPlayer->pSoldier->ubNumTraversalsAllowedToMerge = 100;
pPlayer->pSoldier->ubDesiredSquadAssignment = NO_ASSIGNMENT;
}
pPlayer = pPlayer->next;
}
}
}
else
{
// OK, no jump code here given...
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper jump code %d given to JumpIntoAdjacentSector", ubJumpCode ) );
}
Assert( pValidSoldier );
//Now, determine the traversal time.
pGroup = GetGroup( pValidSoldier->ubGroupID );
AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)", pValidSoldier->name, pValidSoldier->ubGroupID ) );
// If we are going through an exit grid, don't get traversal direction!
if ( ubTacticalDirection != 255 )
{
if ( !gbWorldSectorZ )
{
uiTraverseTime = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), ubDirection, pGroup );
}
else if ( gbWorldSectorZ > 0 )
{ //We are attempting to traverse in an underground environment. We need to use a complete different
//method. When underground, all sectors are instantly adjacent.
uiTraverseTime = UndergroundTacticalTraversalTime( ubDirection );
}
if ( uiTraverseTime == 0xffffffff )
AssertMsg( 0, "Attempting to tactically traverse to adjacent sector, despite being unable to do so." );
}
// Alrighty, we want to do whatever our omnipotent player asked us to do
// this is what the ubJumpCode is for.
// Regardless of that we were asked to do, we MUST walk OFF ( Ian loves this... )
// So..... let's setup our people to walk off...
// We deal with a pGroup here... if an all move or a group...
// Setup some globals so our callback that deals when guys go off screen is handled....
// Look in the handler function AllMercsHaveWalkedOffSector() below...
gpAdjacentGroup = pGroup;
gubAdjacentJumpCode = ubJumpCode;
guiAdjacentTraverseTime = uiTraverseTime;
gubTacticalDirection = ubTacticalDirection;
gsAdditionalData = sAdditionalData;
// If normal direction, use it!
if ( ubTacticalDirection != 255 )
{
gsAdjacentSectorX = (INT16)(gWorldSectorX + DirXIncrementer[ubTacticalDirection]);
gsAdjacentSectorY = (INT16)(gWorldSectorY + DirYIncrementer[ubTacticalDirection]);
gbAdjacentSectorZ = pValidSoldier->bSectorZ;
}
else
{
// Take directions from exit grid info!
if ( !GetExitGrid( sAdditionalData, &ExitGrid ) )
{
AssertMsg( 0, String( "Told to use exit grid at %d but one does not exist", sAdditionalData ) );
}
gsAdjacentSectorX = ExitGrid.ubGotoSectorX;
gsAdjacentSectorY = ExitGrid.ubGotoSectorY;
gbAdjacentSectorZ = ExitGrid.ubGotoSectorZ;
gusDestExitGridNo = ExitGrid.usGridNo;
}
// Give guy(s) orders to walk off sector...
if ( pGroup->usGroupTeam == OUR_TEAM )
{
//For player groups, update the soldier information
PLAYERGROUP *curr;
INT32 sGridNo;
UINT8 ubNum = 0;
curr = pGroup->pPlayerList;
while ( curr )
{
// anv: passengers can't move anyway
if ( curr->pSoldier->bAssignment == VEHICLE )
{
curr->pSoldier->ubWaitActionToDo = 0;
}
else if ( OK_CONTROLLABLE_MERC( curr->pSoldier ) )
{
if ( ubTacticalDirection != 255 )
{
sGridNo = PickGridNoNearestEdge( curr->pSoldier, ubTacticalDirection );
curr->pSoldier->sPreTraversalGridNo = curr->pSoldier->sGridNo;
if ( !TileIsOutOfBounds( sGridNo ) )
{
// Save wait code - this will make buddy walk off screen into oblivion
curr->pSoldier->ubWaitActionToDo = 2;
// This will set the direction so we know now to move into oblivion
curr->pSoldier->aiData.uiPendingActionData1 = ubTacticalDirection;
}
else
{
AssertMsg( 0, String( "Failed to get good exit location for adjacentmove" ) );
}
curr->pSoldier->EVENT_GetNewSoldierPath( sGridNo, WALKING );
}
else
{
// Here, get closest location for exit grid....
sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( curr->pSoldier, sAdditionalData, 10, &ubDirection );
if ( !TileIsOutOfBounds( sGridNo ) )
{
// Save wait code - this will make buddy walk off screen into oblivion
// curr->pSoldier->ubWaitActionToDo = 2;
}
else
{
AssertMsg( 0, String( "Failed to get good exit location for adjacentmove" ) );
}
// Don't worry about walk off screen, just stay at gridno...
curr->pSoldier->ubWaitActionToDo = 1;
// Set buddy go!
gfPlotPathToExitGrid = TRUE;
curr->pSoldier->EVENT_GetNewSoldierPath( sGridNo, WALKING );
gfPlotPathToExitGrid = FALSE;
}
++ubNum;
}
else
{
// We will remove them later....
}
curr = curr->next;
}
// ATE: Do another round, removing guys from group that can't go on...
BEGINNING_LOOP:
curr = pGroup->pPlayerList;
while ( curr )
{
if ( !OK_CONTROLLABLE_MERC( curr->pSoldier ) )
{
if ( OK_CONTROL_MERC( curr->pSoldier ) && curr->pSoldier->bAssignment == VEHICLE && pGroup->fVehicle )
{
//CHRISL: passengers in a vehicle movement group will not pass the OK_CONTROLLABLE_MERC check because their assignment is not "ON_DUTY".
// The above conditions should allow passengers in a vehicle movement group to remain in the group.
}
else
{
RemoveCharacterFromSquads( curr->pSoldier );
goto BEGINNING_LOOP;
}
}
curr = curr->next;
}
// OK, setup TacticalOverhead polling system that will notify us once everybody
// has made it to our destination.
if ( ubTacticalDirection != 255 )
{
SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALKOFF_SCREEN, ubNum, ubJumpCode, 0, 0 );
}
else
{
// Add new wait action here...
SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO, ubNum, ubJumpCode, 0, 0 );
}
// Lock UI!
guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
}
}
void JumpIntoEscapedSector(UINT8 ubTacticalDirection)
{
// Remove any incapacitated mercs from current squads and assign them to new squad
UINT32 i = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT32 const lastID = gTacticalStatus.Team[gbPlayerNum].bLastID;
INT8 currentSquad = -1;
for (SOLDIERTYPE* pSoldier = MercPtrs[i]; i <= lastID; ++i, ++pSoldier)
{
// Are we not active in sector
if (!pSoldier->bActive || !pSoldier->bInSector || pSoldier->stats.bLife >= OKLIFE)
{
continue;
}
if (currentSquad == -1)
{
currentSquad = AddCharacterToUniqueSquad(pSoldier);
continue;
}
if (!AddCharacterToSquad(pSoldier, currentSquad))
{
currentSquad = AddCharacterToUniqueSquad(pSoldier);
}
}
// Retreat squads that are capable of it
for (size_t i = 0; i < NUMBER_OF_SQUADS; i++)
{
for (size_t j = 0; j < NUMBER_OF_SOLDIERS_PER_SQUAD; j++)
{
SOLDIERTYPE* pSoldier = Squad[i][j];
if (pSoldier && OK_CONTROLLABLE_MERC(pSoldier))
{
GROUP* pGroup = GetGroup(pSoldier->ubGroupID);
switch (ubTacticalDirection)
{
case NORTH:
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY - 1;
break;
case EAST:
pGroup->ubPrevX = pGroup->ubSectorX + 1;
pGroup->ubPrevY = pGroup->ubSectorY;
break;
case SOUTH:
pGroup->ubPrevX = pGroup->ubSectorX;
pGroup->ubPrevY = pGroup->ubSectorY + 1;
break;
case WEST:
pGroup->ubPrevX = pGroup->ubSectorX - 1;
pGroup->ubPrevY = pGroup->ubSectorY;
break;
default:
break;
}
RetreatGroupToPreviousSector(pGroup);
break;
}
}
}
}
void HandleSoldierLeavingSectorByThemSelf( SOLDIERTYPE *pSoldier )
{
// soldier leaving thier squad behind, will rejoin later
// if soldier in a squad, set the fact they want to return here
if ( pSoldier->bAssignment < ON_DUTY )
{
RemoveCharacterFromSquads( pSoldier );
// are they in a group?..remove from group
if ( pSoldier->ubGroupID != 0 )
{
// remove from group
RemovePlayerFromGroup( pSoldier->ubGroupID, pSoldier );
pSoldier->ubGroupID = 0;
}
}
else
{
// otherwise, they are on thier own, not in a squad, simply remove mvt group
if ( pSoldier->ubGroupID && pSoldier->bAssignment != VEHICLE )
{ //Can only remove groups if they aren't persistant (not in a squad or vehicle)
// delete group
RemoveGroup( pSoldier->ubGroupID );
pSoldier->ubGroupID = 0;
}
}
// set to guard
AddCharacterToUniqueSquad( pSoldier );
if ( pSoldier->ubGroupID == 0 )
{
// create independant group
UINT8 ubGroupId = CreateNewPlayerGroupDepartingFromSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY );
AddPlayerToGroup( ubGroupId, pSoldier );
}
}
void AllMercsWalkedToExitGrid( )
{
PLAYERGROUP *pPlayer;
BOOLEAN fDone;
// SANDRO was here.. made some tweaks, fixed some stuff
BOOLEAN fEnemiesInLoadedSector = FALSE;
if ( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
{
fEnemiesInLoadedSector = TRUE;
////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - if enemies are in sector, handle morale hit for fleeing
// Minor bug fix - check certain circumstances and don't reduce the morale if the fight is not over yet
// if all mercs leaving, morale gets hit
// if one merc only leaves, but there are others fighting on, don't reduce the morale
// if sector is about to be loaded and there are enemies in the current, then all mercs are leaving, so the morale gets hit
if ( (gubAdjacentJumpCode == JUMP_ALL_NO_LOAD && gpAdjacentGroup->ubGroupSize >= PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ )) ||
(gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ ) <= 1) ||
(gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW) )
{
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandlePOWQuestState(Q_END, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
}
////////////////////////////////////////////////////////////////////////////////////////
HandlePotentialMoraleHitForSkimmingSectors( gpAdjacentGroup );
}
if ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD )
{
Assert( gpAdjacentGroup );
//pPlayer = gpAdjacentGroup->pPlayerList; // SANDRO - why was this here twice?
pPlayer = gpAdjacentGroup->pPlayerList;
while ( pPlayer )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
if ( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[pPlayer->pSoldier->ubProfile].records.usBattlesRetreated++;
/////////////////////////////////////////////////////////////////////////////////
SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData );
RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE );
pPlayer = pPlayer->next;
}
SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16)gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE );
SetDefaultSquadOnSectorEntry( TRUE );
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - reset num enemies here if the sector was unloaded
if ( gWorldSectorX == 0 && gWorldSectorY == 0 && gbWorldSectorZ == -1 )
{
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
else
{
// SANDRO - reset number of enemies here, we are about to load a new sector
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
//Because we are actually loading the new map, and we are physically traversing, we don't want
//to bring up the prebattle interface when we arrive if there are enemies there. This flag
//ignores the initialization of the prebattle interface and clears the flag.
gfTacticalTraversal = TRUE;
gpTacticalTraversalGroup = gpAdjacentGroup;
//Check for any unconcious and/or dead merc and remove them from the current squad, so that they
//don't get moved to the new sector.
fDone = FALSE;
while ( !fDone )
{
fDone = FALSE;
pPlayer = gpAdjacentGroup->pPlayerList;
while ( pPlayer )
{
if ( pPlayer->pSoldier->stats.bLife < OKLIFE )
{
AddCharacterToUniqueSquad( pPlayer->pSoldier );
break;
}
InitSoldierOppList( pPlayer->pSoldier );
pPlayer = pPlayer->next;
}
if ( !pPlayer )
{
fDone = TRUE;
}
}
// OK, Set insertion direction for all these guys....
Assert( gpAdjacentGroup );
pPlayer = gpAdjacentGroup->pPlayerList;
while ( pPlayer )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
if ( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[pPlayer->pSoldier->ubProfile].records.usBattlesRetreated++;
/////////////////////////////////////////////////////////////////////////////////
SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData );
pPlayer = pPlayer->next;
}
SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16)gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE );
gFadeOutDoneCallback = DoneFadeOutExitGridSector;
FadeOutGameScreen( );
}
// SANDRO - This actually never happeneds, moved up
//if( !PlayerMercsInSector( (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY, (UINT8)gbAdjacentSectorZ ) )
//{
// HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ );
//}
if ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD )
{
gfTacticalTraversal = FALSE;
gpTacticalTraversalGroup = NULL;
gpTacticalTraversalChosenSoldier = NULL;
}
}
void SetupTacticalTraversalInformation( )
{
SOLDIERTYPE *pSoldier;
PLAYERGROUP *pPlayer;
Assert( gpAdjacentGroup );
pPlayer = gpAdjacentGroup->pPlayerList;
while ( pPlayer )
{
pSoldier = pPlayer->pSoldier;
SetInsertionDataFromAdjacentMoveDirection( pSoldier, gubTacticalDirection, gsAdditionalData );
// pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer!
PlotPathForCharacter( pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE );
//dnl ch48 041009
if ( guiAdjacentTraverseTime <= 5 )
{
// Save this gridNo....
pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS( pSoldier->sY, pSoldier->sX );
// Copy CODe computed earlier into data
pSoldier->usStrategicInsertionData = pSoldier->ubStrategicInsertionCode;
// Now use NEW code....
pSoldier->ubStrategicInsertionCode = CalcMapEdgepointClassInsertionCode( pSoldier->sPreTraversalGridNo );
if ( gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW || gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW )
fUsingEdgePointsForStrategicEntry = TRUE;
}
pPlayer = pPlayer->next;
}
if ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD )
{
gfTacticalTraversal = FALSE;
gpTacticalTraversalGroup = NULL;
gpTacticalTraversalChosenSoldier = NULL;
}
}
void AllMercsHaveWalkedOffSector( )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "AllMercsHaveWalkedOffSector" );
PLAYERGROUP *pPlayer;
BOOLEAN fEnemiesInLoadedSector = FALSE;
if ( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
{
fEnemiesInLoadedSector = TRUE;
////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - if enemies are in sector, handle morale hit for fleeing
// Minor bug fix - check certain circumstances and don't reduce the morale if the fight is not over yet
// if all mercs leaving, morale gets hit
// if one merc only leaves, but there are others fighting on, don't reduce the morale
// if sector is about to be loaded and there are enemies in the current, then all mercs are leaving alway
if ( (gubAdjacentJumpCode == JUMP_ALL_NO_LOAD && gpAdjacentGroup->ubGroupSize >= PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ )) ||
(gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ ) <= 1) ||
(gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW) )
{
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandlePOWQuestState(Q_END, QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
}
////////////////////////////////////////////////////////////////////////////////////////
}
//Setup strategic traversal information
if ( guiAdjacentTraverseTime <= 5 )
{
gfTacticalTraversal = TRUE;
gpTacticalTraversalGroup = gpAdjacentGroup;
if ( gbAdjacentSectorZ > 0 && guiAdjacentTraverseTime <= 5 )
{ //Nasty strategic movement logic doesn't like underground sectors!
gfUndergroundTacticalTraversal = TRUE;
}
}
ClearMercPathsAndWaypointsForAllInGroup( gpAdjacentGroup );
AddWaypointToPGroup( gpAdjacentGroup, (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY );
if ( gbAdjacentSectorZ > 0 && guiAdjacentTraverseTime <= 5 )
{ //Nasty strategic movement logic doesn't like underground sectors!
gfUndergroundTacticalTraversal = TRUE;
}
SetupTacticalTraversalInformation( );
// ATE: Added here: donot load another screen if we were told not to....
if ( (gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD) )
{ //Case 1: Group is leaving sector, but there are other mercs in sector and player wants to stay, or
// there are other mercs in sector while a battle is in progress.
pPlayer = gpAdjacentGroup->pPlayerList;
while ( pPlayer )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
if ( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[pPlayer->pSoldier->ubProfile].records.usBattlesRetreated++;
/////////////////////////////////////////////////////////////////////////////////
RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE );
pPlayer = pPlayer->next;
}
SetDefaultSquadOnSectorEntry( TRUE );
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - reset num enemies here if the sector was unloaded
if ( !fEnemiesInLoadedSector || (gWorldSectorX == 0 && gWorldSectorY == 0 && gbWorldSectorZ == -1) )
{
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
else
{
// SANDRO - reset number of enemies here, we are about to load a new sector
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
if ( fEnemiesInLoadedSector )
{
/////////////////////////////////////////////////////////////////////////////////
// SANDRO - merc records - times retreated counter
pPlayer = gpAdjacentGroup->pPlayerList;
while ( pPlayer )
{
if ( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[pPlayer->pSoldier->ubProfile].records.usBattlesRetreated++;
pPlayer = pPlayer->next;
}
/////////////////////////////////////////////////////////////////////////////////
//We are retreating from a sector with enemies in it and there are no mercs left so
//warp the game time by 5 minutes to simulate the actual retreat. This restricts the
//player from immediately coming back to the same sector they left to perhaps take advantage
//of the tactical placement gui to get into better position. Additionally, if there are any
//enemies in this sector that are part of a movement group, reset that movement group so that they
//are "in" the sector rather than 75% of the way to the next sector if that is the case.
ResetMovementForNonPlayerGroupsInLocation( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY );
if ( guiAdjacentTraverseTime > 5 )
{
//Because this final group is retreating, simulate extra time to retreat, so they can't immediately come back.
WarpGameTime( 300, WARPTIME_NO_PROCESSING_OF_EVENTS );
}
}
if ( guiAdjacentTraverseTime <= 5 )
{
//Case 2: Immediatly loading the next sector
if ( !gbAdjacentSectorZ )
{
UINT32 uiWarpTime;
uiWarpTime = (GetWorldTotalMin( ) + 5) * 60 - GetWorldTotalSeconds( );
WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST );
}
else if ( gbAdjacentSectorZ > 0 )
{
UINT32 uiWarpTime;
uiWarpTime = (GetWorldTotalMin( ) + 1) * 60 - GetWorldTotalSeconds( );
WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST );
}
//Because we are actually loading the new map, and we are physically traversing, we don't want
//to bring up the prebattle interface when we arrive if there are enemies there. This flag
//ignores the initialization of the prebattle interface and clears the flag.
gFadeOutDoneCallback = DoneFadeOutAdjacentSector;
FadeOutGameScreen( );
}
else
{ //Case 3: Going directly to mapscreen
//Lock game into mapscreen mode, but after the fade is done.
gfEnteringMapScreen = TRUE;
// ATE; Fade FAST....
SetMusicFadeSpeed( 5 );
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalNothing[gbWorldSectorZ];
if ( MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalNothing[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_NOTHING, MusicSoundValues[SECTOR( gWorldSectorX, gWorldSectorY )].SoundTacticalNothing[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_NOTHING );
}
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "AllMercsHaveWalkedOffSector done" );
}
void DoneFadeOutExitGridSector( )
{
SetCurrentWorldSector( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ );
if ( gfTacticalTraversal && gpTacticalTraversalGroup && gpTacticalTraversalChosenSoldier )
{
if ( gTacticalStatus.fEnemyInSector )
{
TacticalCharacterDialogueWithSpecialEvent( gpTacticalTraversalChosenSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 );
}
}
gfTacticalTraversal = FALSE;
gpTacticalTraversalGroup = NULL;
gpTacticalTraversalChosenSoldier = NULL;
FadeInGameScreen( );
}
void DoneFadeOutAdjacentSector( )
{
UINT8 ubDirection;
SetCurrentWorldSector( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ );
ubDirection = GetStrategicInsertionDataFromAdjacentMoveDirection( gubTacticalDirection, gsAdditionalData );
if ( gfTacticalTraversal && gpTacticalTraversalGroup && gpTacticalTraversalChosenSoldier )
{
if ( gTacticalStatus.fEnemyInSector )
{
TacticalCharacterDialogueWithSpecialEvent( gpTacticalTraversalChosenSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 );
}
}
gfTacticalTraversal = FALSE;
gpTacticalTraversalGroup = NULL;
gpTacticalTraversalChosenSoldier = NULL;
if ( gfCaves )
{
// ATE; Set tactical status flag...
gTacticalStatus.uiFlags |= IGNORE_ALL_OBSTACLES;
// Set pathing flag to path through anything....
gfPathAroundObstacles = FALSE;
}
// OK, give our guys new orders...
if ( gpAdjacentGroup->usGroupTeam == OUR_TEAM )
{
//For player groups, update the soldier information
PLAYERGROUP *curr;
UINT32 uiAttempts;
INT32 sGridNo, sOldGridNo;
UINT8 ubNum = 0;
INT16 sWorldX, sWorldY;
curr = gpAdjacentGroup->pPlayerList;
while ( curr )
{
if ( !(curr->pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID) )
{
if ( !TileIsOutOfBounds( curr->pSoldier->sGridNo ) )
{
sGridNo = PickGridNoToWalkIn( curr->pSoldier, ubDirection, &uiAttempts );
//If the search algorithm failed due to too many attempts, simply reset the
//the gridno as the destination is a reserved gridno and we will place the
//merc there without walking into the sector.
if ( TileIsOutOfBounds( sGridNo ) && uiAttempts == MAX_ATTEMPTS )
{
sGridNo = curr->pSoldier->sGridNo;
}
if ( !TileIsOutOfBounds( sGridNo ) )
{
curr->pSoldier->ubWaitActionToDo = 1;
// OK, here we have been given a position, a gridno has been given to use as well....
sOldGridNo = curr->pSoldier->sGridNo;
ConvertGridNoToCenterCellXY(sGridNo, &sWorldX, &sWorldY);
curr->pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
if ( sGridNo != sOldGridNo )
{
curr->pSoldier->EVENT_GetNewSoldierPath( sOldGridNo, WALKING );
}
ubNum++;
}
}
else
{
#ifdef JA2BETAVERSION
CHAR8 str[256];
sprintf( str, "%S's gridno is NOWHERE, and is attempting to walk into sector.", curr->pSoldier->name );
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
#endif
}
}
curr = curr->next;
}
SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALKON_SCREEN, ubNum, 0, 0, 0 );
guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
// Unset flag here.....
gfPathAroundObstacles = TRUE;
}
FadeInGameScreen( );
}
BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, INT32 usAdditionalData )//dnl ch56 151009
{
INT16 sXMapPos;
INT16 sYMapPos;
INT16 sWorldX;
INT16 sWorldY;
UINT8 ubDirection;
INT32 sGridNo;
INT16 sAPs;
// if the soldiers gridno is not NOWHERE
if ( TileIsOutOfBounds( pSoldier->sGridNo ) )
return(FALSE);
// OK, anyone on roofs cannot!
if ( pSoldier->pathing.bLevel > 0 )
return(FALSE);
// get world absolute XY
ConvertGridNoToXY( pSoldier->sGridNo, &sXMapPos, &sYMapPos );
// Get screen coordinates for current position of soldier
GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY );
// Check direction
switch ( bExitDirection )
{
case EAST_STRATEGIC_MOVE:
if ( sWorldX < ((gsTRX - gsTLX) - CHECK_DIR_X_DELTA) )
{
// NOT OK, return FALSE
return(FALSE);
}
break;
case WEST_STRATEGIC_MOVE:
if ( sWorldX > CHECK_DIR_X_DELTA )
{
// NOT OK, return FALSE
return(FALSE);
}
break;
case SOUTH_STRATEGIC_MOVE:
if ( sWorldY < ((gsBLY - gsTRY) - CHECK_DIR_Y_DELTA) )
{
// NOT OK, return FALSE
return(FALSE);
}
break;
case NORTH_STRATEGIC_MOVE:
if ( sWorldY > CHECK_DIR_Y_DELTA )
{
// NOT OK, return FALSE
return(FALSE);
}
break;
// This case is for an exit grid....
// check if we are close enough.....
case -1:
// FOR REALTIME - DO MOVEMENT BASED ON STANCE!
if ( (gTacticalStatus.uiFlags & REALTIME) || !(gTacticalStatus.uiFlags & INCOMBAT) )
{
pSoldier->usUIMovementMode = pSoldier->GetMoveStateBasedOnStance( gAnimControl[pSoldier->usAnimState].ubEndHeight );
}
sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( pSoldier, usAdditionalData, 10, &ubDirection );
if ( TileIsOutOfBounds( sGridNo ) )
{
return(FALSE);
}
// ATE: if we are in combat, get cost to move here....
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
// Turn off at end of function...
sAPs = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( !EnoughPoints( pSoldier, sAPs, 0, FALSE ) )
{
return(FALSE);
}
}
break;
}
return(TRUE);
}
//ATE: Returns FALSE if NOBODY is close enough, 1 if ONLY selected guy is and 2 if all on squad are...
BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *puiTraverseTimeInMinutes )//dnl ch56 151009
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
BOOLEAN fAtLeastOneMercControllable = FALSE;
BOOLEAN fOnlySelectedGuy = FALSE;
SOLDIERTYPE *pValidSoldier = NULL;
UINT8 ubReturnVal = FALSE;
UINT8 ubNumControllableMercs = 0;
UINT8 ubNumMercs = 0, ubNumEPCs = 0;
UINT8 ubPlayerControllableMercsInSquad = 0;
if ( gusSelectedSoldier == NOBODY )
{ //must have a selected soldier to be allowed to tactically traverse.
return FALSE;
}
// anv: vehicles can't use inner exit grids
if ( bExitDirection == (-1) && MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE )
{
return FALSE;
}
/*
//Exception code for the two sectors in San Mona that are separated by a cliff. We want to allow strategic
//traversal, but NOT tactical traversal. The only way to tactically go from D4 to D5 (or viceversa) is to enter
//the cave entrance.
if( gWorldSectorX == 4 && gWorldSectorY == 4 && !gbWorldSectorZ && bExitDirection == EAST_STRATEGIC_MOVE )
{
gfInvalidTraversal = TRUE;
return FALSE;
}
if( gWorldSectorX == 5 && gWorldSectorY == 4 && !gbWorldSectorZ && bExitDirection == WEST_STRATEGIC_MOVE )
{
gfInvalidTraversal = TRUE;
return FALSE;
}
*/
gfInvalidTraversal = FALSE;
gfLoneEPCAttemptingTraversal = FALSE;
gubLoneMercAttemptingToAbandonEPCs = 0;
gbPotentiallyAbandonedEPCSlotID = -1;
// Look through all mercs and check if they are within range of east end....
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 we are controllable
if ( OK_CONTROLLABLE_MERC( pSoldier ) && (pSoldier->bAssignment == CurrentSquad( ) ||
(pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != iHelicopterVehicleId && GetSoldierStructureForVehicle( pSoldier->iVehicleId )->bAssignment == CurrentSquad( ))) )
{
//Need to keep a copy of a good soldier, so we can access it later, and
//not more than once.
pValidSoldier = pSoldier;
ubNumControllableMercs++;
//We need to keep track of the number of EPCs and mercs in this squad. If we have
//only one merc and one or more EPCs, then we can't allow the merc to tactically traverse,
//if he is the only merc near enough to traverse.
if ( AM_AN_EPC( pSoldier ) )
{
ubNumEPCs++;
//Also record the EPC's slot ID incase we later build a string using the EPC's name.
gbPotentiallyAbandonedEPCSlotID = (INT8)cnt;
if ( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
{
gfRobotWithoutControllerAttemptingTraversal = TRUE;
ubNumControllableMercs--;
continue;
}
}
else
{
ubNumMercs++;
}
if ( SoldierOKForSectorExit( pSoldier, bExitDirection, usAdditionalData ) )
{
fAtLeastOneMercControllable++;
if ( cnt == gusSelectedSoldier )
{
fOnlySelectedGuy = TRUE;
}
}
else
{
GROUP *pGroup;
// ATE: Dont's assume exit grids here...
if ( bExitDirection != -1 )
{
// Bob: make sure we have a valid movement group
UINT8 soldierGroupId = GetSoldierGroupId(pValidSoldier);
if (soldierGroupId == 0) {
soldierGroupId = tryToRecoverSquadsAndMovementGroups(pValidSoldier);
}
//Now, determine if this is a valid path.
pGroup = GetGroup(soldierGroupId);
AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)", pValidSoldier->name, pValidSoldier->ubGroupID ) );
if ( !gbWorldSectorZ )
{
*puiTraverseTimeInMinutes = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), bExitDirection, pGroup );
}
else if ( gbWorldSectorZ > 1 )
{ //We are attempting to traverse in an underground environment. We need to use a complete different
//method. When underground, all sectors are instantly adjacent.
*puiTraverseTimeInMinutes = UndergroundTacticalTraversalTime( bExitDirection );
}
if ( *puiTraverseTimeInMinutes == 0xffffffff )
{
gfInvalidTraversal = TRUE;
return FALSE;
}
}
else
{
*puiTraverseTimeInMinutes = 0; //exit grid travel is instantaneous
}
}
}
}
// If we are here, at least one guy is controllable in this sector, at least he can go!
if ( fAtLeastOneMercControllable )
{
ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( MercPtrs[gusSelectedSoldier]->bAssignment );
if ( fAtLeastOneMercControllable <= ubPlayerControllableMercsInSquad )
{ //if the selected merc is an EPC and we can only leave with that merc, then prevent it
//as EPCs aren't allowed to leave by themselves. Instead of restricting this in the
//exiting sector gui, we restrict it by explaining it with a message box.
if ( AM_AN_EPC( MercPtrs[gusSelectedSoldier] ) )
{
if ( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
{
//gfRobotWithoutControllerAttemptingTraversal = TRUE;
return FALSE;
}
else if ( fAtLeastOneMercControllable < ubPlayerControllableMercsInSquad || fAtLeastOneMercControllable == 1 )
{
gfLoneEPCAttemptingTraversal = TRUE;
return FALSE;
}
}
else
{ //We previously counted the number of EPCs and mercs, and if the selected merc is not an EPC and there are no
//other mercs in the squad able to escort the EPCs, we will prohibit this merc from tactically traversing.
if ( ubNumEPCs && ubNumMercs == 1 && fAtLeastOneMercControllable < ubPlayerControllableMercsInSquad )
{
gubLoneMercAttemptingToAbandonEPCs = ubNumEPCs;
return FALSE;
}
}
}
if ( bExitDirection != -1 )
{
GROUP *pGroup;
//Now, determine if this is a valid path.
pGroup = GetGroup( pValidSoldier->ubGroupID );
AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)", pValidSoldier->name, pValidSoldier->ubGroupID ) );
if ( !gbWorldSectorZ )
{
*puiTraverseTimeInMinutes = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), bExitDirection, pGroup );
}
else if ( gbWorldSectorZ > 0 )
{ //We are attempting to traverse in an underground environment. We need to use a complete different
//method. When underground, all sectors are instantly adjacent.
*puiTraverseTimeInMinutes = UndergroundTacticalTraversalTime( bExitDirection );
}
if ( *puiTraverseTimeInMinutes == 0xffffffff )
{
gfInvalidTraversal = TRUE;
ubReturnVal = FALSE;
}
else
{
ubReturnVal = TRUE;
}
}
else
{
ubReturnVal = TRUE;
*puiTraverseTimeInMinutes = 0; //exit grid travel is instantaneous
}
}
if ( ubReturnVal )
{
// Default to FALSE again, until we see that we have
ubReturnVal = FALSE;
if ( fAtLeastOneMercControllable )
{
// Do we contain the selected guy?
if ( fOnlySelectedGuy )
{
ubReturnVal = 1;
}
// Is the whole squad able to go here?
if ( fAtLeastOneMercControllable == ubPlayerControllableMercsInSquad )
{
ubReturnVal = 2;
}
}
}
return(ubReturnVal);
}
void SetupNewStrategicGame( )
{
// Set all sectors as enemy controlled
for ( INT16 sSectorX = 0; sSectorX < MAP_WORLD_X; ++sSectorX )
{
for ( INT16 sSectorY = 0; sSectorY < MAP_WORLD_Y; ++sSectorY )
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].fEnemyControlled = TRUE;
}
}
#ifdef JA2UB
//Ja25
// Make the initial sector free of enemies
StrategicMap[CALCULATE_STRATEGIC_INDEX( JA2_5_START_SECTOR_X, JA2_5_START_SECTOR_Y )].fEnemyControlled = FALSE;
#endif
//Initialize the game time
InitNewGameClock( );
//Remove all events
DeleteAllStrategicEvents( );
//Set up all events that get processed daily...
//.............................................
BuildDayLightLevels( );
// Check for quests each morning
AddEveryDayStrategicEvent( EVENT_CHECKFORQUESTS, QUEST_CHECK_EVENT_TIME, 0 );
// Some things get updated in the very early morning
AddEveryDayStrategicEvent( EVENT_DAILY_EARLY_MORNING_EVENTS, EARLY_MORNING_TIME, 0 );
//Daily Update BobbyRay Inventory
AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY, BOBBYRAY_UPDATE_TIME, 0 );
//Daily Update of the M.E.R.C. site.
AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_OF_MERC_SITE, 0, 0 );
// Flugente: plan when to conduct raids on player sectors
AddEveryDayStrategicEvent( EVENT_DAILY_RAID_EVENTS, ENRICO_MAIL_TIME, 0 );
#ifdef JA2UB
//Ja25: No insurance for mercs
//JA25: There is no mines
//Ja25 no town opinions
#else
//Daily update of insured mercs
AddEveryDayStrategicEvent( EVENT_HANDLE_INSURED_MERCS, INSURANCE_UPDATE_TIME, 0 );
//Daily update of mercs
AddEveryDayStrategicEvent( EVENT_MERC_DAILY_UPDATE, 0, 0 );
// Daily mine production processing events
AddEveryDayStrategicEvent( EVENT_SETUP_MINE_INCOME, 0, 0 );
// Daily merc reputation processing events
AddEveryDayStrategicEvent( EVENT_SETUP_TOWN_OPINION, 0, 0 );
// Daily checks for E-mail from Enrico
AddEveryDayStrategicEvent( EVENT_ENRICO_MAIL, ENRICO_MAIL_TIME, 0 );
#endif
// if ( gGameOptions.fAirStrikes )
// {
// //Daily check for an air raid
// AddEveryDayStrategicEvent( EVENT_CHECK_FOR_AIR_RAID, 360, 0 );
// }
//
// Hourly update of all sorts of things
AddPeriodStrategicEvent( EVENT_HOURLY_UPDATE, 60, 0 );
AddPeriodStrategicEvent( EVENT_QUARTER_HOUR_UPDATE, 15, 0 );
// Flugente: ASD
AddPeriodStrategicEvent( EVENT_ASD_UPDATE, 90, 0 );
//Clear any possible battle locator
gfBlitBattleSectorLocator = FALSE;
StrategicTurnsNewGame( );
}
// a -1 will be returned upon failure
INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
// check if valid sector
if ( bSectorZ != 0 )
{
return(-1);
}
// get the sector value
INT16 sSectorValue = SECTOR( sSectorX, sSectorY );
// run through list of sam sites
for ( INT8 bCounter = 0; bCounter < NUMBER_OF_SAMS; ++bCounter )
{
if ( pSamList[bCounter] == sSectorValue )
{
return(bCounter);
}
}
return(-1);
}
void SetSamHackStatus( INT16 sSectorX, INT16 sSectorY, INT8 sStatus )
{
if ( IsThisSectorASAMSector( sSectorX, sSectorY, 0 ) )
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].sSamHackStatus = sStatus;
UpdateAirspaceControl();
}
}
BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
// if not a valid sector
if ( (sX < 1) || (sX > 16) || (sY < 1) || (sY > 16) || (ubZ > 3) )
{
return(FALSE);
}
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
{
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
)
//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
if ( GetSectorFlagStatus( sSelMapX, sSelMapY, (UINT8)iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
{
if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
{
return(TRUE);
}
}
}
return(FALSE);
}
INT32 GetNumberOfSAMSitesUnderPlayerControl( void )
{
INT32 iNumber = 0;
// if the sam site is under player control, up the number
for ( INT32 iCounter = 0; iCounter < NUMBER_OF_SAMS; ++iCounter )
{
if ( StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[iCounter] )].fEnemyControlled == FALSE )
{
++iNumber;
}
}
return(iNumber);
}
INT32 SAMSitesUnderPlayerControl( INT16 sX, INT16 sY )
{
BOOLEAN fSamSiteUnderControl = FALSE;
// is this sector a SAM sector?
if ( IsThisSectorASAMSector( sX, sY, 0 ) == TRUE )
{
// is it under control by the player
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sX, sY )].fEnemyControlled == FALSE )
{
// yes
fSamSiteUnderControl = TRUE;
}
}
return(fSamSiteUnderControl);
}
void UpdateAirspaceControl( void )
{
StrategicMapElement *pSAMStrategicMap = NULL;
for ( INT32 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
{
for ( INT32 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType = 0;
// if networked, disable SAM airspace restrictions...
if ( is_networked )
{
continue;
}
for ( int samcnt = 0; samcnt < NUMBER_OF_SAMS; ++samcnt )
{
BOOLEAN samworking = FALSE;
if ( DoesSamCoverSector( samcnt, SECTOR( iCounterA, iCounterB ), &samworking ) )
{
if ( samworking )
{
pSAMStrategicMap = &(StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[samcnt] )]);
// different status depending on who controls the SAM sector, and whether the SAM is operational
if ( pSAMStrategicMap->fEnemyControlled )
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType |= AIRSPACE_ENEMY_ACTIVE;
}
else
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].usAirType |= AIRSPACE_PLAYER_ACTIVE;
}
}
}
}
}
}
// check if currently selected arrival sector still has secure airspace
// if it's not enemy air controlled
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY )].usAirType & AIRSPACE_ENEMY_ACTIVE )
{
// NOPE!
CHAR16 sMsgString[256], sMsgSubString1[64], sMsgSubString2[64];
// get the name of the old sector
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, sMsgSubString1, FALSE );
// move the landing zone over to Omerta
// HEADROCK HAM 3.5: Externalized coordinates
if ( !(StrategicMap[CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY )].usAirType & AIRSPACE_ENEMY_ACTIVE) )
{
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
}
else
{
for ( UINT8 ubSectorX = 1; ubSectorX <= 16; ++ubSectorX )
{
for ( UINT8 ubSectorY = 1; ubSectorY <= 16; ++ubSectorY )
{
if ( !(StrategicMap[CALCULATE_STRATEGIC_INDEX( ubSectorX, ubSectorY )].usAirType & AIRSPACE_ENEMY_ACTIVE) && !sBadSectorsList[ubSectorX][ubSectorY] )
{
gsMercArriveSectorX = ubSectorX;
gsMercArriveSectorY = ubSectorY;
}
}
}
}
// get the name of the new sector
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, sMsgSubString2, FALSE );
// now build the string
swprintf( sMsgString, pBullseyeStrings[4], sMsgSubString1, sMsgSubString2 );
// confirm the change with overlay message
// HEADROCK HAM 3.5: If we do this during SaveLoad, the message box prevents loading the game at all!
if ( guiCurrentScreen != SAVE_LOAD_SCREEN )
{
DoScreenIndependantMessageBox( sMsgString, MSG_BOX_FLAG_OK, NULL );
}
// update position of bullseye
fMapPanelDirty = TRUE;
// update destination column for any mercs in transit
fTeamPanelDirty = TRUE;
}
// ARM: airspace control now affects refueling site availability, so update that too with every change!
UpdateRefuelSiteAvailability( );
}
// get the maximum distance from a SAM to its covered sectors (in principle, not taking into account status)
FLOAT GetSAMMaxDistanceToCoveredSector( UINT8 usSam )
{
FLOAT maxdist = 0.0f;
if ( usSam < NUMBER_OF_SAMS )
{
UINT8 samsector = pSamList[usSam];
UINT8 sam_x = SECTORX( samsector );
UINT8 sam_y = SECTORY( samsector );
for ( int x = 1; x < MAP_WORLD_X - 1; ++x )
{
for ( int y = 1; y < MAP_WORLD_Y - 1; ++y )
{
if ( ubSAMControlledSectors[y][x] & (1 << usSam) )
{
FLOAT dist = sqrt( FLOAT((sam_x - x)*(sam_x - x) + (sam_y - y)*(sam_y - y)) );
if ( maxdist < dist )
maxdist = dist;
}
}
}
}
return maxdist;
}
BOOLEAN DoesSamCoverSector( UINT8 usSam, UINT8 usSector, BOOLEAN* apSamIsWorking )
{
if ( apSamIsWorking )
*apSamIsWorking = FALSE;
if ( usSam < NUMBER_OF_SAMS )
{
// can this sam control this sector in principle?
if ( ubSAMControlledSectors[SECTORY( usSector )][SECTORX( usSector )] & (1 << usSam) )
{
UINT8 samsector = pSamList[usSam];
if ( StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( samsector )].bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK && StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( samsector )].sSamHackStatus > 0 )
{
if ( apSamIsWorking )
*apSamIsWorking = TRUE;
}
FLOAT dist = sqrt( FLOAT((SECTORX( samsector ) - SECTORX( usSector ))*(SECTORX( samsector ) - SECTORX( usSector )) + (SECTORY( samsector ) - SECTORY( usSector ))*(SECTORY( samsector ) - SECTORY( usSector ))) );
// determine max distance SAM has to cover
FLOAT sammaxdistance = GetSAMMaxDistanceToCoveredSector( usSam );
// allowed range ratio according to status and hacking
FLOAT samrangeratio = StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( samsector )].bSAMCondition * StrategicMap[SECTOR_INFO_TO_STRATEGIC_INDEX( samsector )].sSamHackStatus / 10000.0f;
// can this SAM currently cover this sector?
if ( dist <= sammaxdistance * samrangeratio )
{
return TRUE;
}
}
}
return FALSE;
}
BOOLEAN IsThereAFunctionalSAMSiteInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
if ( IsThisSectorASAMSector( sSectorX, sSectorY, bSectorZ ) == FALSE )
{
return(FALSE);
}
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition < MIN_CONDITION_FOR_SAM_SITE_TO_WORK )
return(FALSE);
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].sSamHackStatus <= 0 )
return(FALSE);
return(TRUE);
}
BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
{
// is the sector above ground?
if ( bSectorZ != 0 )
{
return(FALSE);
}
for ( INT32 cnt = 0; cnt < NUMBER_OF_SAMS; ++cnt )
{
if ( (sSectorX == gpSamSectorX[cnt]) && (sSectorY == gpSamSectorY[cnt]) )
return(TRUE);
}
return (FALSE);
}
void RepairSamSite( UINT16 strategicIndex )
{
INT8 repairAmount = 0;
switch (gGameOptions.ubDifficultyLevel)
{
case DIF_LEVEL_EASY: repairAmount = AI_SAMSITE_REPAIR_EASY; break;
case DIF_LEVEL_MEDIUM: repairAmount = AI_SAMSITE_REPAIR_MEDIUM; break;
case DIF_LEVEL_HARD: repairAmount = AI_SAMSITE_REPAIR_HARD; break;
case DIF_LEVEL_INSANE: repairAmount = AI_SAMSITE_REPAIR_INSANE; break;
}
if ( StrategicMap[strategicIndex].fEnemyControlled && (StrategicMap[strategicIndex].usFlags & SAMSITE_REPAIR_ORDERED) && IsThisSectorASAMSector( GET_X_FROM_STRATEGIC_INDEX( strategicIndex ), GET_Y_FROM_STRATEGIC_INDEX( strategicIndex ), 0 ) )
{
if (StrategicMap[strategicIndex].bSAMCondition > 100 - repairAmount)
StrategicMap[strategicIndex].bSAMCondition = 100;
else
StrategicMap[strategicIndex].bSAMCondition += repairAmount;
if (StrategicMap[strategicIndex].sSamHackStatus > 100 - repairAmount)
StrategicMap[strategicIndex].sSamHackStatus = 100;
else
StrategicMap[strategicIndex].sSamHackStatus += repairAmount;
if (StrategicMap[strategicIndex].bSAMCondition < 100 || StrategicMap[strategicIndex].sSamHackStatus < 100)
AddStrategicEvent(EVENT_SAMSITE_REPAIRED, GetWorldTotalMin() + 24 * 60, strategicIndex);
else
StrategicMap[strategicIndex].usFlags &= ~SAMSITE_REPAIR_ORDERED;
if (StrategicMap[strategicIndex].bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK)
UpdateSAMDoneRepair( GET_X_FROM_STRATEGIC_INDEX( strategicIndex ), GET_Y_FROM_STRATEGIC_INDEX( strategicIndex ), 0 );
}
}
// is this sector part of the town?
BOOLEAN SectorIsPartOfTown( INT8 bTownId, INT16 sSectorX, INT16 sSectorY )
{
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bNameId == bTownId )
{
// is in the town
return (TRUE);
}
// not in the town
return (FALSE);
}
BOOLEAN SaveStrategicInfoToSavedFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten = 0;
UINT32 uiSize = sizeof(StrategicMapElement)* (MAP_WORLD_X * MAP_WORLD_Y);
// Save the strategic map information
FileWrite( hFile, StrategicMap, uiSize, &uiNumBytesWritten );
if ( uiNumBytesWritten != uiSize )
{
return(FALSE);
}
// Save the Sector Info
for ( int sectorID = 0; sectorID <= 255; ++sectorID ) {
FileWrite( hFile, &SectorInfo[sectorID], sizeof(SECTORINFO), &uiNumBytesWritten );
if ( uiNumBytesWritten != sizeof(SECTORINFO) ) {
return(FALSE);
}
}
// uiSize = sizeof( SECTORINFO ) * 256;
// FileWrite( hFile, SectorInfo, uiSize, &uiNumBytesWritten );
// if( uiNumBytesWritten != uiSize)
// {
// return(FALSE);
// }
// Save the SAM Controlled Sector Information
uiSize = MAP_WORLD_X * MAP_WORLD_Y;
/*
FileWrite( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesWritten );
if( uiNumBytesWritten != uiSize)
{
return(FALSE);
}
*/
FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT );
// Save the fFoundOrta
FileWrite( hFile, &fFoundOrta, sizeof(BOOLEAN), &uiNumBytesWritten );
if ( uiNumBytesWritten != sizeof(BOOLEAN) )
{
return(FALSE);
}
return(TRUE);
}
BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
{
UINT32 uiNumBytesRead = 0;
UINT32 uiSize = sizeof(StrategicMapElement);
if ( guiCurrentSaveGameVersion < MILITIA_MOVEMENT )
uiSize = 41;
for ( UINT16 i = 0; i < MAP_WORLD_X * MAP_WORLD_Y; ++i )
{
// Load the strategic map information
FileRead( hFile, &StrategicMap[i], uiSize, &uiNumBytesRead );
if ( uiNumBytesRead != uiSize )
{
return(FALSE);
}
if ( guiCurrentSaveGameVersion < MILITIA_MOVEMENT )
StrategicMap[i].usFlags = 0;
}
if ( guiCurrentSaveGameVersion < HACKABLE_SAMS )
{
// all SAM sites start game in perfect working condition
for ( UINT32 cnt = 0; cnt < NUMBER_OF_SAMS; ++cnt )
{
StrategicMap[CALCULATE_STRATEGIC_INDEX( gpSamSectorX[cnt], gpSamSectorY[cnt] )].sSamHackStatus = 100;
}
}
// Load the Sector Info
uiSize = sizeof(SECTORINFO);
if ( guiCurrentSaveGameVersion < ENEMY_JEEPS )
uiSize = 116;
for ( int sectorID = 0; sectorID <= 255; ++sectorID )
{
FileRead( hFile, &SectorInfo[sectorID], uiSize, &uiNumBytesRead );
if ( uiNumBytesRead != uiSize )
{
return(FALSE);
}
// Flugente: changes in SECTORINFO require a weird-looking remapping
if ( guiCurrentSaveGameVersion < PRISONER_EXPANSION )
{
SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_GENERAL] = 0;
SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_CIVILIAN] = 0;
SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_SECRET1] = 0;
SectorInfo[sectorID].uiNumberOfPrisonersOfWar[PRISONER_SECRET2] = 0;
SectorInfo[sectorID].ubNumTanks = SectorInfo[sectorID].uiInterrogationHundredsLeft[PRISONER_GENERAL];
SectorInfo[sectorID].ubTanksInBattle = SectorInfo[sectorID].uiInterrogationHundredsLeft[PRISONER_CIVILIAN];
}
if ( guiCurrentSaveGameVersion < WORKERS )
{
SectorInfo[sectorID].usWorkers = SectorExternalData[sectorID][0].maxworkers * gGameExternalOptions.dInitialWorkerRate;
SectorInfo[sectorID].ubWorkerTrainingHundredths = 0;
}
if ( guiCurrentSaveGameVersion < CORPSE_DISPOSAL )
{
SectorInfo[sectorID].usNumCorpses = 0; // this will get updated on the next full hour anyway
SectorInfo[sectorID].fDiseasePoints = 0.0f;
SectorInfo[sectorID].usInfectionFlag &= ~3;
SectorInfo[sectorID].dBurial_UnappliedProgress = 0.0f;
}
}
// uiSize = sizeof( SECTORINFO ) * 256;
// FileRead( hFile, SectorInfo, uiSize, &uiNumBytesRead );
// if( uiNumBytesRead != uiSize)
// {
// return(FALSE);
// }
// Load the SAM Controlled Sector Information
uiSize = MAP_WORLD_X * MAP_WORLD_Y;
/*
FileRead( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesRead );
if( uiNumBytesRead != uiSize)
{
return(FALSE);
}
*/
FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT );
// Load the fFoundOrta
FileRead( hFile, &fFoundOrta, sizeof(BOOLEAN), &uiNumBytesRead );
if ( uiNumBytesRead != sizeof(BOOLEAN) )
{
return(FALSE);
}
return(TRUE);
}
INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
{
INT32 sGridNo, sStartGridNo, sOldGridNo;
INT8 bOdd = 1, bOdd2 = 1;
UINT8 bAdjustedDist = 0;
UINT32 cnt;
switch ( ubTacticalDirection )
{
case EAST:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the right!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo -= WORLD_COLS;
}
else
{
sGridNo++;
}
bOdd = (INT8)!bOdd;
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
do
{
// OK, here we go back one, check for OK destination...
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate up/down )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
bOdd2 = (INT8)(!bOdd2);
} while ( TRUE );
break;
case WEST:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the left!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo += WORLD_COLS;
}
else
{
sGridNo--;
}
bOdd = (INT8)!bOdd;
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
do
{
// OK, here we go back one, check for OK destination...
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate up/down )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
bOdd2 = (INT8)(!bOdd2);
} while ( TRUE );
break;
case NORTH:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the left!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo -= WORLD_COLS;
}
else
{
sGridNo--;
}
bOdd = (INT8)(!bOdd);
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
do
{
// OK, here we go back one, check for OK destination...
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate left/right )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
bOdd2 = (INT8)(!bOdd2);
} while ( TRUE );
break;
case SOUTH:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the left!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo += WORLD_COLS;
}
else
{
sGridNo++;
}
bOdd = (INT8)(!bOdd);
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
do
{
// OK, here we go back one, check for OK destination...
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate left/right )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
bOdd2 = (INT8)(!bOdd2);
} while ( TRUE );
break;
}
return(NOWHERE);
}
void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT32 sEndGridNo, UINT8 ubTacticalDirection )
{
INT32 sNewGridNo, sTempGridNo;
INT32 iLoop;
// will this path segment actually take us to our desired destination in the first place?
if ( pSoldier->pathing.usPathDataSize + 2 > MAX_PATH_LIST_SIZE )
{
sTempGridNo = pSoldier->sGridNo;
for ( iLoop = 0; iLoop < pSoldier->pathing.usPathDataSize; iLoop++ )
{
sTempGridNo += DirectionInc( (UINT8)pSoldier->pathing.usPathingData[iLoop] );
}
if ( sTempGridNo == sEndGridNo )
{
// we can make it, but there isn't enough path room for the two steps required.
// truncate our path so there's guaranteed the merc will have to generate another
// path later on...
pSoldier->pathing.usPathDataSize -= 4;
return;
}
else
{
// can't even make it there with these 30 tiles of path, abort...
return;
}
}
switch ( ubTacticalDirection )
{
case EAST:
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
return;
}
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = NORTHEAST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
return;
}
sNewGridNo = sTempGridNo;
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = NORTHEAST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
break;
case WEST:
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
return;
}
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = SOUTHWEST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
return;
}
sNewGridNo = sTempGridNo;
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = SOUTHWEST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
break;
case NORTH:
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
return;
}
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = NORTHWEST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
return;
}
sNewGridNo = sTempGridNo;
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = NORTHWEST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
break;
case SOUTH:
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
{
return;
}
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = SOUTHEAST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
{
return;
}
sNewGridNo = sTempGridNo;
pSoldier->pathing.usPathingData[pSoldier->pathing.usPathDataSize] = SOUTHEAST;
pSoldier->pathing.usPathDataSize++;
pSoldier->pathing.sFinalDestination = sNewGridNo;
pSoldier->aiData.usActionData = sNewGridNo;
break;
}
}
INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts )
{
INT32 sGridNo, sStartGridNo, sOldGridNo;
INT8 bOdd = 1, bOdd2 = 1;
UINT8 bAdjustedDist = 0;
UINT32 cnt;
*puiNumAttempts = 0;
switch ( ubInsertionDirection )
{
// OK, we're given a direction on visible map, let's look for the first oone
// we find that is just on the start of visible map...
case INSERTION_CODE_WEST:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the left!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo += WORLD_COLS;
}
else
{
sGridNo--;
}
bOdd = (INT8)(!bOdd);
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
while ( *puiNumAttempts < MAX_ATTEMPTS )
{
(*puiNumAttempts)++;
// OK, here we go back one, check for OK destination...
if ( (gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES) || (NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE )) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate up/down )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
bOdd2 = (INT8)(!bOdd2);
}
return NOWHERE;
case INSERTION_CODE_EAST:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the right!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo -= WORLD_COLS;
}
else
{
sGridNo++;
}
bOdd = (INT8)(!bOdd);
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
while ( *puiNumAttempts < MAX_ATTEMPTS )
{
(*puiNumAttempts)++;
// OK, here we go back one, check for OK destination...
if ( (gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES) || (NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE )) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate up/down )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS - 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS + 1);
}
}
bOdd2 = (INT8)(!bOdd2);
}
return NOWHERE;
case INSERTION_CODE_NORTH:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the up!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo -= WORLD_COLS;
}
else
{
sGridNo--;
}
bOdd = (INT8)(!bOdd);
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
while ( *puiNumAttempts < MAX_ATTEMPTS )
{
(*puiNumAttempts)++;
// OK, here we go back one, check for OK destination...
if ( (gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES) || (NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE )) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate left/right )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
bOdd2 = (INT8)(!bOdd2);
}
return NOWHERE;
case INSERTION_CODE_SOUTH:
sGridNo = pSoldier->sGridNo;
sStartGridNo = pSoldier->sGridNo;
sOldGridNo = pSoldier->sGridNo;
// Move directly to the down!
while ( GridNoOnVisibleWorldTile( sGridNo ) )
{
sOldGridNo = sGridNo;
if ( bOdd )
{
sGridNo += WORLD_COLS;
}
else
{
sGridNo++;
}
bOdd = (INT8)(!bOdd);
}
sGridNo = sOldGridNo;
sStartGridNo = sOldGridNo;
while ( *puiNumAttempts < MAX_ATTEMPTS )
{
(*puiNumAttempts)++;
// OK, here we go back one, check for OK destination...
if ( (gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES) || (NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE )) )
{
return(sGridNo);
}
// If here, try another place!
// ( alternate left/right )
if ( bOdd2 )
{
bAdjustedDist++;
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo - WORLD_COLS + 1);
}
}
else
{
sGridNo = sStartGridNo;
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
{
sGridNo = (sGridNo + WORLD_COLS - 1);
}
}
bOdd2 = (INT8)(!bOdd2);
}
return NOWHERE;
}
//Unhandled exit
*puiNumAttempts = 0;
return(NOWHERE);
}
void GetLoadedSectorString( STR16 pString )
{
if ( !gfWorldLoaded )
{
swprintf( pString, L"" );
return;
}
if ( gbWorldSectorZ )
{
swprintf( pString, L"%c%d_b%d", gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ );
}
else if ( !gbWorldSectorZ )
{
swprintf( pString, L"%c%d", gWorldSectorY + 'A' - 1, gWorldSectorX );
}
}
#ifdef JA2UB
// no UB
#else
void HandleSlayDailyEvent( void )
{
SOLDIERTYPE *pSoldier = NULL;
// grab slay
pSoldier = FindSoldierByProfileID( 64, TRUE );
if ( pSoldier == NULL )
{
return;
}
// valid soldier?
if ( (pSoldier->bActive == FALSE) || (pSoldier->stats.bLife == 0) || (pSoldier->bAssignment == IN_TRANSIT) || (pSoldier->bAssignment == ASSIGNMENT_POW) || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT) || (pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) )
{
// no
return;
}
// ATE: This function is used to check for the ultimate last day SLAY can stay for
// he may decide to leave randomly while asleep...
//if the user hasnt renewed yet, and is still leaving today
if ( (pSoldier->iEndofContractTime / 1440) <= (INT32)GetWorldDay( ) )
{
pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
}
}
#endif
BOOLEAN IsSectorDesert( INT16 sSectorX, INT16 sSectorY )
{
// HEADROCK HAM 3.5: Fix for assertion errors associated with rain checks.
if ( sSectorX <= 0 || sSectorY <= 0 || sSectorX > 16 || sSectorY > 16 )
{
return(FALSE);
}
// SANDRO - added more terrain types for heat intolerant feature
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SAND ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SAND_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SAND_SAM_SITE )
{
// desert
return(TRUE);
}
else
{
return(FALSE);
}
}
// SANDRO - added function
BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY )
{
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == TROPICS ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == TROPICS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == TROPICS_SAM_SITE )
{
return (TRUE);
}
return (FALSE);
}
BOOLEAN IsSectorFarm( INT16 sSectorX, INT16 sSectorY )
{
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND_ROAD )
{
return (TRUE);
}
return (FALSE);
}
BOOLEAN IsSectorRoad( INT16 sSectorX, INT16 sSectorY )
{
if ( SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == PLAINS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SPARSE_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == FARMLAND_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == TROPICS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == DENSE_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == HILLS_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == COASTAL_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SAND_ROAD ||
SectorInfo[SECTOR( sSectorX, sSectorY )].ubTraversability[THROUGH_STRATEGIC_MOVE] == SWAMP_ROAD )
{
return (TRUE);
}
return (FALSE);
}
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
{
INT32 i;
// clear tactical queue
ClearEventQueue( );
// ATE: End all bullets....
DeleteAllBullets( );
// End all physics objects...
RemoveAllPhysicsObjects( );
RemoveAllActiveTimedBombs( );
// Flugente: remove any marker that an explosion is active but has not yet occured (to be used when leaving a sector)
RemoveActiveExplosionMarkers( );
// handle any quest stuff here so world items can be affected
HandleQuestCodeOnSectorExit( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
//if we arent loading a saved game
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
//Clear any potential battle flags. They will be set if necessary.
gTacticalStatus.fEnemyInSector = FALSE;
gTacticalStatus.uiFlags &= ~INCOMBAT;
}
// Flugente: update possible fortification potential in current sector
UpdateFortificationPossibleAmount( );
if ( ubUnloadCode == ABOUT_TO_LOAD_NEW_MAP )
{
//if we arent loading a saved game
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
// Flugente: cause all militia whose equipment is from this sector to drop it
TeamDropAll( MILITIA_TEAM );
// Save the current sectors Item list to a temporary file, if its not the first time in
SaveCurrentSectorsInformationToTempItemFile( );
// Update any mercs currently in sector, their profile info...
UpdateSoldierPointerDataIntoProfile( FALSE );
}
}
else if ( ubUnloadCode == ABOUT_TO_TRASH_WORLD )
{
//if we arent loading a saved game
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) )
{
// Flugente: cause all militia whose equipment is from this sector to drop it
TeamDropAll( MILITIA_TEAM );
}
//Save the current sectors open temp files to the disk
if ( !SaveCurrentSectorsInformationToTempItemFile( ) )
{
ScreenMsg( FONT_MCOLOR_WHITE, MSG_TESTVERSION, L"ERROR in SaveCurrentSectorsInformationToTempItemFile()" );
return FALSE;
}
//Setup the tactical existance of the current soldier.
//@@@Evaluate
for ( i = gTacticalStatus.Team[CIV_TEAM].bFirstID; i <= gTacticalStatus.Team[CIV_TEAM].bLastID; i++ )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->bInSector )
{
SetupProfileInsertionDataForSoldier( MercPtrs[i] );
}
}
gfBlitBattleSectorLocator = FALSE;
}
//Handle cases for both types of unloading
HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap( );
return TRUE;
}
BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle( int pSectorX, int pSectorY, int pSectorZ )
{
//We don't have mercs in the sector. Now, we check to see if there are BOTH enemies and militia. If both
//co-exist in the sector, then make them fight for control of the sector via autoresolve.
for ( int i = gTacticalStatus.Team[ENEMY_TEAM].bFirstID; i <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; i++ )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife )
{
if ( MercPtrs[i]->sSectorX == pSectorX &&
MercPtrs[i]->sSectorY == pSectorY &&
MercPtrs[i]->bSectorZ == pSectorZ )
{ //We have enemies, now look for militia!
for ( i = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; i <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; i++ )
{
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && MercPtrs[i]->bSide == OUR_TEAM )
{
if ( MercPtrs[i]->sSectorX == pSectorX &&
MercPtrs[i]->sSectorY == pSectorY &&
MercPtrs[i]->bSectorZ == pSectorZ )
{ //We have militia and enemies and no mercs! Let's finish this battle in autoresolve.
gfEnteringMapScreen = TRUE;
gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
gfAutomaticallyStartAutoResolve = TRUE;
gfUsePersistantPBI = FALSE;
gubPBSectorX = (UINT8)pSectorX;
gubPBSectorY = (UINT8)pSectorY;
gubPBSectorZ = (UINT8)pSectorZ;
gfBlitBattleSectorLocator = TRUE;
gfTransferTacticalOppositionToAutoResolve = TRUE;
if ( GetEnemyEncounterCode() != CREATURE_ATTACK_CODE &&
GetEnemyEncounterCode() != BLOODCAT_ATTACK_CODE &&
GetEnemyEncounterCode() != ZOMBIE_ATTACK_CODE &&
GetEnemyEncounterCode() != BANDIT_ATTACK_CODE )
{
SetEnemyEncounterCode( ENEMY_INVASION_CODE ); //has to be, if militia are here.
}
else
{
//DoScreenIndependantMessageBox( gzLateLocalizedString[ 39 ], MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback );
}
return(TRUE);
}
}
}
}
}
}
return(FALSE);
}
BOOLEAN CheckAndHandleUnloadingOfCurrentWorld( )
{
INT32 i;
INT16 sBattleSectorX, sBattleSectorY, sBattleSectorZ;
//Don't bother checking this if we don't have a world loaded.
if ( !gfWorldLoaded )
{
return FALSE;
}
if ( is_client )//hayden - if multiplayer dont kick from level, allow spectate.
{
return FALSE;
}
if ( gTacticalStatus.fDidGameJustStart && gWorldSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && gWorldSectorY == gGameExternalOptions.ubDefaultArrivalSectorY && !gbWorldSectorZ )
{
return FALSE;
}
GetCurrentBattleSectorXYZ( &sBattleSectorX, &sBattleSectorY, &sBattleSectorZ );
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
{ //The user has decided to let the game autoresolve the current battle.
if ( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
{
for ( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
{ //If we have a live and valid soldier
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !MercPtrs[i]->flags.fBetweenSectors && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[i] ) && !AM_AN_EPC( MercPtrs[i] ) )
{
if ( MercPtrs[i]->sSectorX == gWorldSectorX &&
MercPtrs[i]->sSectorY == gWorldSectorY &&
MercPtrs[i]->bSectorZ == gbWorldSectorZ )
{
MercPtrs[i]->RemoveSoldierFromGridNo( );
InitSoldierOppList( MercPtrs[i] );
}
}
}
}
}
else
{ //Check and see if we have any live mercs in the sector.
for ( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
{ //If we have a live and valid soldier
if ( MercPtrs[i]->bActive && MercPtrs[i]->stats.bLife && !MercPtrs[i]->flags.fBetweenSectors && !(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[i] ) && !AM_AN_EPC( MercPtrs[i] ) )
{
if ( MercPtrs[i]->sSectorX == gWorldSectorX &&
MercPtrs[i]->sSectorY == gWorldSectorY &&
MercPtrs[i]->bSectorZ == gbWorldSectorZ )
{
return FALSE;
}
}
}
//KM : August 6, 1999 Patch fix
// Added logic to prevent a crash when player mercs would retreat from a battle involving militia and enemies.
// Without the return here, it would proceed to trash the world, and then when autoresolve would come up to
// finish the tactical battle, it would fail to find the existing soldier information (because it was trashed).
if ( HandlePotentialBringUpAutoresolveToFinishBattle( sBattleSectorX, sBattleSectorY, sBattleSectorZ ) )
{
// Flugente: cause all militia whose equipment is from this sector to drop it - otherwise it can get lost
TeamDropAll( MILITIA_TEAM, TRUE );
// Save the current sectors Item list to a temporary file, if its not the first time in
SaveCurrentSectorsInformationToTempItemFile( );
return FALSE;
}
//end
//HandlePotentialBringUpAutoresolveToFinishBattle( ); //prior patch logic
}
CheckForEndOfCombatMode( FALSE );
EndTacticalBattleForEnemy( );
// ATE: Change cursor to wait cursor for duration of frame.....
// save old cursor ID....
SetCurrentCursorFromDatabase( CURSOR_WAIT_NODELAY );
RefreshScreen( NULL );
// JA2Gold: Leaving sector, so get rid of ambients!
DeleteAllAmbients( );
if ( guiCurrentScreen == GAME_SCREEN )
{
if ( !gfTacticalTraversal )
{ //if we are in tactical and don't intend on going to another sector immediately, then
gfEnteringMapScreen = TRUE;
}
else
{ //The trashing of the world will be handled automatically.
return FALSE;
}
}
//We have passed all the checks and can Trash the world.
if ( !HandleDefiniteUnloadingOfWorld( ABOUT_TO_TRASH_WORLD ) )
{
return FALSE;
}
if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
{
if ( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
{ //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside
//TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because
//we are in the autoresolve screen, soldiers are internally created different (from pointers instead of
//the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the
//screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is
//complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions
//don't change throughout this whole process which makes it necessary to do it this way.
guiCurrentScreen = MAP_SCREEN;
TrashWorld( );
guiCurrentScreen = AUTORESOLVE_SCREEN;
}
}
else
{
TrashWorld( );
}
//Clear all combat related flags.
gTacticalStatus.fEnemyInSector = FALSE;
gTacticalStatus.uiFlags &= ~INCOMBAT;
EndTopMessage( );
//Clear the world sector values.
gWorldSectorX = gWorldSectorY = 0;
gbWorldSectorZ = -1;
//Clear the flags regarding.
gfCaves = FALSE;
gfBasement = FALSE;
//CHRISL: If we're unloading the world, shouldn't be reset the gfWorldLoaded flag?
gfWorldLoaded = FALSE;
return TRUE;
}
//This is called just before the world is unloaded to preserve location information for RPCs and NPCs either in
//the sector or strategically in the sector (such as firing an NPC in a sector that isn't yet loaded.) When loading that
//sector, the RPC would be added.
//@@@Evaluate
void SetupProfileInsertionDataForSoldier( SOLDIERTYPE *pSoldier )
{
if ( !pSoldier || pSoldier->ubProfile == NO_PROFILE )
{ //Doesn't have profile information.
return;
}
if ( gMercProfiles[pSoldier->ubProfile].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE )
//if ( gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode == INSERTION_CODE_PERMANENT_GRIDNO )
{
// can't be changed!
return;
}
if ( gfWorldLoaded && pSoldier->bActive && pSoldier->bInSector )
{ //This soldier is currently in the sector
//@@@Evaluate -- insert code here
//SAMPLE CODE: There are multiple situations that I didn't code. The gridno should be the final destination
//or reset???
if ( pSoldier->ubQuoteRecord && pSoldier->ubQuoteActionID )
{
// if moving to traverse
if ( pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH )
{
// Handle traversal. This NPC's sector will NOT already be set correctly, so we have to call for that too
HandleNPCChangesForTacticalTraversal( pSoldier );
gMercProfiles[pSoldier->ubProfile].fUseProfileInsertionInfo = FALSE;
if ( pSoldier->ubProfile != NO_PROFILE && NPCHasUnusedRecordWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_TRAVERSAL ) )
{
gMercProfiles[pSoldier->ubProfile].ubMiscFlags3 |= PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL;
}
}
else
{
if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo )
{
gMercProfiles[pSoldier->ubProfile].usStrategicInsertionData = pSoldier->sGridNo;
}
else if ( !TileIsOutOfBounds( pSoldier->sAbsoluteFinalDestination ) )
{
gMercProfiles[pSoldier->ubProfile].usStrategicInsertionData = pSoldier->sAbsoluteFinalDestination;
}
else
{
gMercProfiles[pSoldier->ubProfile].usStrategicInsertionData = pSoldier->pathing.sFinalDestination;
}
gMercProfiles[pSoldier->ubProfile].fUseProfileInsertionInfo = TRUE;
gMercProfiles[pSoldier->ubProfile].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
gMercProfiles[pSoldier->ubProfile].ubQuoteActionID = pSoldier->ubQuoteActionID;
gMercProfiles[pSoldier->ubProfile].ubQuoteRecord = pSoldier->ubQuoteActionID;
}
}
else
{
gMercProfiles[pSoldier->ubProfile].fUseProfileInsertionInfo = FALSE;
}
}
else
{ //use strategic information
//It appears to set the soldier's strategic insertion code everytime a group arrives in a new sector. The insertion data
//isn't needed for these cases as the code is a direction only.
gMercProfiles[pSoldier->ubProfile].ubStrategicInsertionCode = pSoldier->ubStrategicInsertionCode;
gMercProfiles[pSoldier->ubProfile].usStrategicInsertionData = 0;
//Strategic system should now work.
gMercProfiles[pSoldier->ubProfile].fUseProfileInsertionInfo = TRUE;
}
}
void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup )
{
//PLAYERGROUP *pPlayer;
if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering && gTacticalStatus.fEnemyInSector )
{
//Flag is set so if "wilderness" enemies are in the adjacent sector of this group, the group has
//a 90% chance of ambush. Because this typically doesn't happen very often, the chance is high.
//This reflects the enemies radioing ahead to other enemies of the group's arrival, so they have
//time to setup a good ambush!
pGroup->uiFlags |= GROUPFLAG_HIGH_POTENTIAL_FOR_AMBUSH;
//SANDRO - WTF?!?
//pPlayer = pGroup->pPlayerList;
//while( pPlayer )
//{
// // Do morale hit...
// // CC look here!
// // pPlayer->pSoldier
// pPlayer = pPlayer->next;
//}
}
}
#ifdef CRIPPLED_VERSION
void CrippledVersionFailureToLoadMapCheck( )
{
CHAR16 zString[512];
swprintf( zString, L"Error! Sorry, you must stay between sectors A and E in this limited press version." );
DoScreenIndependantMessageBox( zString, MSG_BOX_FLAG_OK, CrippledVersionFailureToLoadMapCallBack );
}
void CrippledVersionFailureToLoadMapCallBack( UINT8 bExitValue )
{
//clean up the code
ReStartingGame( );
//go to the main menu
if ( guiCurrentScreen == MAP_SCREEN )
{
SetPendingNewScreen( MAINMENU_SCREEN );
}
else
{
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
}
}
#endif
BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection )
{
UINT8 ubSectorID = SECTOR( gWorldSectorX, gWorldSectorY );
switch ( *pbDirection )
{
case NORTHEAST: // east
if ( gWorldSectorX + 1 > MAXIMUM_VALID_X_COORDINATE || gMapInformation.sEastGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[EAST_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[EAST_STRATEGIC_MOVE] == EDGEOFWORLD )
*pbDirection = -1;
break;
case SOUTHEAST: // south
if ( gWorldSectorY + 1 > MAXIMUM_VALID_Y_COORDINATE || gMapInformation.sSouthGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[SOUTH_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[SOUTH_STRATEGIC_MOVE] == EDGEOFWORLD )
*pbDirection = -1;
break;
case SOUTHWEST: // west
if ( gWorldSectorX - 1 < MINIMUM_VALID_X_COORDINATE || gMapInformation.sWestGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[WEST_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[WEST_STRATEGIC_MOVE] == EDGEOFWORLD )
*pbDirection = -1;
break;
case NORTHWEST: // north
if ( gWorldSectorY - 1 < MINIMUM_VALID_Y_COORDINATE || gMapInformation.sNorthGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[NORTH_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[NORTH_STRATEGIC_MOVE] == EDGEOFWORLD )
*pbDirection = -1;
break;
default: *pbDirection = -1;
}
return(*pbDirection != -1);
}
bool IsEscapeDirectionValid(WorldDirections pbDirection)
{
bool isValid = false;
UINT8 const ubSectorID = SECTOR(gWorldSectorX, gWorldSectorY);
switch (pbDirection)
{
case NORTH:
if (!(gWorldSectorY - 1 < MINIMUM_VALID_Y_COORDINATE || gMapInformation.sNorthGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[NORTH_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[NORTH_STRATEGIC_MOVE] == EDGEOFWORLD))
{
isValid = true;
}
break;
case EAST:
if (!(gWorldSectorX + 1 > MAXIMUM_VALID_X_COORDINATE || gMapInformation.sEastGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[EAST_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[EAST_STRATEGIC_MOVE] == EDGEOFWORLD))
{
isValid = true;
}
break;
case SOUTH:
if (!(gWorldSectorY + 1 > MAXIMUM_VALID_Y_COORDINATE || gMapInformation.sSouthGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[SOUTH_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[SOUTH_STRATEGIC_MOVE] == EDGEOFWORLD))
{
isValid = true;
}
break;
case WEST:
if (!(gWorldSectorX - 1 < MINIMUM_VALID_X_COORDINATE || gMapInformation.sWestGridNo == NOWHERE ||
SectorInfo[ubSectorID].ubTraversability[WEST_STRATEGIC_MOVE] == GROUNDBARRIER || SectorInfo[ubSectorID].ubTraversability[WEST_STRATEGIC_MOVE] == EDGEOFWORLD))
{
isValid = true;
}
break;
}
return isValid;
}
#ifdef JA2UB
//------------ub
typedef struct
{
INT16 sSectorID;
INT8 bSectorZ;
UINT8 ubQuoteNum;
} ENTER_SECTOR_PLAYER_QUOTE;
void HandlePlayerTeamQuotesWhenEnteringSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
UINT32 uiCnt;
UINT8 usNumValidMercs = 0;
INT32 iSectorID = SECTOR( sSectorX, sSectorY );
UINT8 ubValidMercProfileIDArray[NUM_MERCS_WITH_NEW_QUOTES];
SOLDIERTYPE *pSoldier = NULL;
#define NUM_VALID_SECTORS 6
#define DELAY_FOR_PLAYER_DESC_OF_SECTOR 2
ENTER_SECTOR_PLAYER_QUOTE PlayerSectorDescQuote[ NUM_VALID_SECTORS ] =
{
//SEC_H9-0
{ SECTOR( gGameUBOptions.SectorGuardPostX, gGameUBOptions.SectorGuardPostY ), gGameUBOptions.SectorGuardPostZ, QUOTE_HATED_1_ON_TEAM },
//SEC_I9-0
{ SECTOR( gGameUBOptions.I9SectorPlayerQuoteX, gGameUBOptions.I9SectorPlayerQuoteY ), gGameUBOptions.I9SectorPlayerQuoteZ, QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM },
//SEC_H10-0
{ SECTOR( gGameUBOptions.H10SectorPlayerQuoteX, gGameUBOptions.H10SectorPlayerQuoteY ), gGameUBOptions.H10SectorPlayerQuoteZ, QUOTE_LEARNED_TO_HATE_MERC_ON_TEAM },
//SEC_I10-0
{ SECTOR( gGameUBOptions.FristSectorTownX, gGameUBOptions.FristSectorTownY ), gGameUBOptions.FristSectorTownZ, QUOTE_HATED_2_ON_TEAM },
//SEC_J13-0
{ SECTOR( gGameUBOptions.SectorFanX, gGameUBOptions.SectorFanY ), gGameUBOptions.SectorFanZ, QUOTE_ENTER_SECTOR_WITH_FAN_1 },
//SEC_J14-1
{ SECTOR( gGameUBOptions.SectorGuardPostX, gGameUBOptions.SectorGuardPostY ), gGameUBOptions.ExitForFanToPowerGenSectorZ, 0 },
};
//loop through all the sectors that have the quotes
for ( uiCnt = 0; uiCnt<NUM_VALID_SECTORS; ++uiCnt )
{
//if this sector is the right x & y
if ( PlayerSectorDescQuote[uiCnt].sSectorID == iSectorID )
{
//if is the right level
if ( PlayerSectorDescQuote[uiCnt].bSectorZ == sSectorZ )
{
// If the player has never said the "enter sector" desc before
if ( GetSectorFlagStatus( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR ) != TRUE )
{
//Get # of valid mercs
usNumValidMercs = GetNumSoldierIdAndProfileIdOfTheNewMercsOnPlayerTeam( NULL, ubValidMercProfileIDArray );
//if there isnt any valid mercs
if ( usNumValidMercs == 0 )
{
//exit
return;
}
//Switch on the town ID
//I10
if ( iSectorID == SECTOR( gGameUBOptions.FristSectorTownX, gGameUBOptions.FristSectorTownY ) )
{
UINT8 cnt;
for( cnt=0; cnt<usNumValidMercs; ++cnt )
{
//Say the qoute in a couple of seconds
DelayedMercQuote( ubValidMercProfileIDArray[ cnt ], PlayerSectorDescQuote[ uiCnt ].ubQuoteNum, GetWorldTotalSeconds() + DELAY_FOR_PLAYER_DESC_OF_SECTOR + cnt );
}
}
//J13
else if ( iSectorID == SECTOR( gGameUBOptions.SectorFanX, gGameUBOptions.SectorFanY ) )
{
if( PlayerSectorDescQuote[ uiCnt ].bSectorZ == gGameUBOptions.SectorFanZ )
{
//See if Manuel is on the team
pSoldier = FindSoldierByProfileID( MANUEL_UB, TRUE );
//if he is ON the team
if( pSoldier != NULL )
{
//get manuel to say the quote
DelayedMercQuote( MANUEL_UB, PlayerSectorDescQuote[ uiCnt ].ubQuoteNum, GetWorldTotalSeconds() + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
//get manuel to say his additional quote
DelayedMercQuote( MANUEL_UB, QUOTE_ENTER_SECTOR_WITH_FAN_2, GetWorldTotalSeconds() + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
}
else
{
//else if Biggens is not on the team, check for biggens
pSoldier = FindSoldierByProfileID( BIGGENS_UB, TRUE );
//if he is ON the team
if( pSoldier != NULL )
{
//get manuel to say the quote
DelayedMercQuote( BIGGENS_UB, PlayerSectorDescQuote[ uiCnt ].ubQuoteNum, GetWorldTotalSeconds() + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
//Remember he said
SetJa25GeneralFlag( JA_GF__BIGGENS_SAID_QUOTE_117 );
}
}
//Remeber the quote was said
SetFactTrue( FACT_PLAYER_KNOWS_ABOUT_FAN_STOPPING );
}
}
//J14
else if ( iSectorID == SECTOR( gGameUBOptions.ExitForFanToPowerGenSectorX, gGameUBOptions.ExitForFanToPowerGenSectorY ) )
{
//first underground sector
HandlePlayerQuotesWhenEnteringFirstTunnelSector();
}
else
{
//Get a random merc from the list
INT16 sMercToSayQuote = RandomProfileIdFromNewMercsOnPlayerTeam();
//Say the qoute in a couple of seconds
if ( sMercToSayQuote > -1 )
DelayedMercQuote( (UINT16)sMercToSayQuote, PlayerSectorDescQuote[ uiCnt ].ubQuoteNum, GetWorldTotalSeconds() + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
}
/*
switch ( iSectorID )
{
case SEC_I10:
{
UINT8 cnt;
for ( cnt = 0; cnt<bNumValidMercs; cnt++ )
{
//Say the qoute in a couple of seconds
DelayedMercQuote( ubValidMercProfileIDArray[cnt], PlayerSectorDescQuote[uiCnt].ubQuoteNum, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR + cnt );
}
}
break;
case SEC_J13:
if ( PlayerSectorDescQuote[uiCnt].bSectorZ == 0 )
{
//See if Manuel is on the team
pSoldier = FindSoldierByProfileID( MANUEL_UB, TRUE );
//if he is ON the team
if ( pSoldier != NULL )
{
//get manuel to say the quote
DelayedMercQuote( MANUEL_UB, PlayerSectorDescQuote[uiCnt].ubQuoteNum, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
//get manuel to say his additional quote
DelayedMercQuote( MANUEL_UB, QUOTE_ENTER_SECTOR_WITH_FAN_2, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
}
else
{
//else if Biggens is not on the team, check for biggens
pSoldier = FindSoldierByProfileID( BIGGENS_UB, TRUE );
//if he is ON the team
if ( pSoldier != NULL )
{
//get manuel to say the quote
DelayedMercQuote( BIGGENS_UB, PlayerSectorDescQuote[uiCnt].ubQuoteNum, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
//Remember he said
SetJa25GeneralFlag( JA_GF__BIGGENS_SAID_QUOTE_117 );
}
}
//Remeber the quote was said
SetFactTrue( FACT_PLAYER_KNOWS_ABOUT_FAN_STOPPING );
}
break;
case SEC_J14:
{
//first underground sector
HandlePlayerQuotesWhenEnteringFirstTunnelSector( );
}
break;
default:
{
//Get a random merc from the list
UINT8 ubMercToSayQuote = RandomProfileIdFromNewMercsOnPlayerTeam( );
//Say the qoute in a couple of seconds
DelayedMercQuote( ubMercToSayQuote, PlayerSectorDescQuote[uiCnt].ubQuoteNum, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
}
break;
}
*/
//if this sector is one of the fields before the town, only say the quote once for both sectors
//I9 or H10
if( ( iSectorID == SECTOR( gGameUBOptions.I9SectorPlayerQuoteX, gGameUBOptions.I9SectorPlayerQuoteY ) || iSectorID == SECTOR( gGameUBOptions.H10SectorPlayerQuoteX, gGameUBOptions.H10SectorPlayerQuoteY ) ) && sSectorZ == 0 )
{
//Remeber that we said the quote
//SetSectorFlag( 9, 9, 0, SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR );
//SetSectorFlag( 10, 8, 0, SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR );
SetSectorFlag( gGameUBOptions.I9SectorPlayerQuoteX, gGameUBOptions.I9SectorPlayerQuoteY, gGameUBOptions.I9SectorPlayerQuoteZ, SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR );
SetSectorFlag( gGameUBOptions.H10SectorPlayerQuoteX, gGameUBOptions.H10SectorPlayerQuoteY, gGameUBOptions.H10SectorPlayerQuoteZ, SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR );
}
//default
else
{
//Remeber that we said the quote
SetSectorFlag( sSectorX, sSectorY, (UINT8)sSectorZ, SF_HAVE_SAID_PLAYER_QUOTE_NEW_SECTOR );
}
}
//we are done here, leave
return;
}
}
}
}
void HandlePlayerQuotesWhenEnteringFirstTunnelSector( )
{
//if the player got through using the timed method
if ( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_STOPPED_FAN_TO_GET_THROUGH )
{
UINT8 ubNumPlayersInSector = NumActiveAndConsciousTeamMembers( OUR_TEAM );
UINT8 ubNumPlayersOnTeam = NumberOfMercsOnPlayerTeam( );
//Get a random qualified merc to say the quote
INT16 bID = RandomSoldierIdFromNewMercsOnPlayerTeam( );
//if there is no valid merc
if ( bID == -1 )
return;
//if not all the players made it through
if ( ubNumPlayersInSector < ubNumPlayersOnTeam )
{
// TacticalCharacterDialogue( &Menptr[ ubID ], QUOTE_CONTRACTS_OVER );
DelayedMercQuote( Menptr[bID].ubProfile, QUOTE_CONTRACTS_OVER, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
}
//if ALL mercs made it through
else if ( ubNumPlayersInSector == ubNumPlayersOnTeam )
{
DelayedMercQuote( Menptr[bID].ubProfile, QUOTE_CONTRACT_ACCEPTANCE, GetWorldTotalSeconds( ) + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
// TacticalCharacterDialogue( &Menptr[ ubID ], QUOTE_CONTRACT_ACCEPTANCE );
}
}
/*else if ( gJa25SaveStruct.ubHowPlayerGotThroughFan == PG__PLAYER_BLEW_UP_FAN_TO_GET_THROUGH )
{
Chnaged to be played when fan blows up
//Get a random qualified merc to say the quote
ubID = RandomSoldierIdFromNewMercsOnPlayerTeam();
DelayedMercQuote( Menptr[ ubID ].ubProfile, QUOTE_ACCEPT_CONTRACT_RENEWAL, GetWorldTotalSeconds() + DELAY_FOR_PLAYER_DESC_OF_SECTOR );
}*/
else
{
Assert( 0 );
}
}
void HandleEmailBeingSentWhenEnteringSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BOOLEAN fLaptopJustGotFixed )
{
SOLDIERTYPE *pSoldier = NULL;
//
// if this sector is a sector we are to send an email to the player from
//
//if the laptop transmiter is not working yet
if ( gubQuest[QUEST_FIX_LAPTOP] != QUESTDONE && !fLaptopJustGotFixed && gGameUBOptions.LaptopQuestEnabled == TRUE )
{
//we will send these emails later
return;
}
//if miguel is alive
if ( gubFact[FACT_PLAYER_IMPORTED_SAVE_MIGUEL_DEAD] == FALSE )
{
//if its either J11 or I12 ( or we just got the email back up and we have been to the sector
if( ( ( sMapY == gGameUBOptions.SectorTown2Y && sMapX == gGameUBOptions.SectorTown2X ) || ( sMapY == 9 && sMapX == 12 ) && bMapZ == 0 ) ||
fLaptopJustGotFixed &&
( GetSectorFlagStatus( gGameUBOptions.SectorTown2X, gGameUBOptions.SectorTown2Y, gGameUBOptions.SectorTown2Z, SF_HAS_ENTERED_TACTICAL ) == TRUE || GetSectorFlagStatus( 12, 9, 0, SF_HAS_ENTERED_TACTICAL ) == TRUE ) )
{
//and we havent sent it before
if ( !(gJa25SaveStruct.ubEmailFromSectorFlag & SECTOR_EMAIL__J11_J12) )
{
pSoldier = FindSoldierByProfileID( MANUEL_UB, TRUE ); //MANUEL
//if Manuel isnt on the team
if ( pSoldier == NULL || gMercProfiles[MANUEL_UB].bMercStatus == MERC_IS_DEAD ) //MANUEL
{
//email 8a
AddEmail( EMAIL_MIGUELSORRY, EMAIL_MIGUELSORRY_LENGTH, MAIL_MIGUEL, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
else
{
//email 8b
AddEmail( EMAIL_MIGUELMANUEL, EMAIL_MIGUELMANUEL_LENGTH, MAIL_MIGUEL, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
//Remeber we sent it
gJa25SaveStruct.ubEmailFromSectorFlag |= SECTOR_EMAIL__J11_J12;
}
}
//if its the power generator sector J13
if( sMapY == gGameUBOptions.SectorFanY && sMapX == gGameUBOptions.SectorFanX && bMapZ == gGameUBOptions.SectorFanZ ||
fLaptopJustGotFixed && GetSectorFlagStatus( gGameUBOptions.SectorFanX, gGameUBOptions.SectorFanY, gGameUBOptions.SectorFanZ, SF_HAS_ENTERED_TACTICAL ) == TRUE )
{
//and we havent sent it before
if ( !(gJa25SaveStruct.ubEmailFromSectorFlag & SECTOR_EMAIL__POWER_GEN) )
{
AddEmail( EMAIL_MIGUELSICK, EMAIL_MIGUELSICK_LENGTH, MAIL_MIGUEL, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
//Remeber we sent it
gJa25SaveStruct.ubEmailFromSectorFlag |= SECTOR_EMAIL__POWER_GEN;
}
}
}
//if its the tunnel sector J14-1
if( sMapY == gGameUBOptions.ExitForFanToPowerGenSectorY && sMapX == gGameUBOptions.ExitForFanToPowerGenSectorX && bMapZ == gGameUBOptions.ExitForFanToPowerGenSectorZ ||
fLaptopJustGotFixed && GetSectorFlagStatus( gGameUBOptions.ExitForFanToPowerGenSectorX, gGameUBOptions.ExitForFanToPowerGenSectorY, gGameUBOptions.ExitForFanToPowerGenSectorZ, SF_HAS_ENTERED_TACTICAL ) == TRUE )
{
//and we havent sent it before
if ( !(gJa25SaveStruct.ubEmailFromSectorFlag & SECTOR_EMAIL__TUNNEL) )
{
//If Jerry isnt dead
if ( gMercProfiles[JERRY_MILO_UB].bMercStatus != MERC_IS_DEAD ) //JERRY
{
AddEmail( EMAIL_PILOTFOUND, EMAIL_PILOTFOUND_LENGTH, MAIL_ENRICO, GetWorldTotalMin( ), -1, -1, TYPE_EMAIL_EMAIL_EDT );
}
//Remeber we sent it
gJa25SaveStruct.ubEmailFromSectorFlag |= SECTOR_EMAIL__TUNNEL;
}
}
}
void ShouldNpcBeAddedToSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
//if Manuel has never been added before
if ( !(gJa25SaveStruct.fNpcHasBeenAdded & SECTOR_ADDED_NPC__MANUEL) )
{
//if it is the right sector H10 or I9
if( ( sMapY == gGameUBOptions.H10SectorPlayerQuoteY && sMapX == gGameUBOptions.H10SectorPlayerQuoteX && bMapZ == gGameUBOptions.H10SectorPlayerQuoteZ ) ||
( sMapY == gGameUBOptions.I9SectorPlayerQuoteY && sMapX == gGameUBOptions.I9SectorPlayerQuoteX && bMapZ == gGameUBOptions.I9SectorPlayerQuoteZ ) )
{
//Change his sector values to
gMercProfiles[MANUEL_UB].sSectorX = sMapX;
gMercProfiles[MANUEL_UB].sSectorY = sMapY;
gMercProfiles[MANUEL_UB].bSectorZ = bMapZ;
//remember that we have added him
gJa25SaveStruct.fNpcHasBeenAdded |= SECTOR_ADDED_NPC__MANUEL;
}
}
//if Tex has never been added before
if ( !(gJa25SaveStruct.fNpcHasBeenAdded & SECTOR_ADDED_NPC__TEX) )
{
//and tex is TO be added
if ( gubFact[FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE] )
{
//if it is the right sector
if ( sMapY == MAP_ROW_I && sMapX == 10 && bMapZ == 0 )
{
//Change his sector values to
gMercProfiles[TEX_UB].sSectorX = sMapX;
gMercProfiles[TEX_UB].sSectorY = sMapY;
gMercProfiles[TEX_UB].bSectorZ = bMapZ;
//remember that we have added him
gJa25SaveStruct.fNpcHasBeenAdded |= SECTOR_ADDED_NPC__TEX;
}
}
}
//if John has never been added before
if ( !(gJa25SaveStruct.fNpcHasBeenAdded & SECTOR_ADDED_NPC__JOHN_K) )
{
//and John is TO be added ( Tex not in game )
//if( !gubFact[ FACT_TEX_IS_IN_GAME_AND_ALIVE_IN_STORE ] )
// {
//if it is the right sector
if ( sMapX == gJa25SaveStruct.ubJohnKulbaInitialSectorX &&
sMapY == gJa25SaveStruct.ubJohnKulbaInitialSectorY &&
bMapZ == 0 )
{
//Change his sector values to
gMercProfiles[JOHN_K_UB].sSectorX = sMapX;
gMercProfiles[JOHN_K_UB].sSectorY = sMapY;
gMercProfiles[JOHN_K_UB].bSectorZ = bMapZ;
//remember that we have added him
gJa25SaveStruct.fNpcHasBeenAdded |= SECTOR_ADDED_NPC__JOHN_K;
}
// }
}
}
void HandleSectorSpecificUnLoadingOfMap( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
//if this is the power gen map J13
if( sMapX == gGameUBOptions.SectorFanX && sMapY == gGameUBOptions.SectorFanY && bMapZ == gGameUBOptions.SectorFanZ )
{
BOOLEAN fGoingToTunnelSector = FALSE;
//if we are going to the first sector if the tunnel J14-1
if( gWorldSectorX == gGameUBOptions.ExitForFanToPowerGenSectorX &&
gWorldSectorY == gGameUBOptions.ExitForFanToPowerGenSectorY &&
gbWorldSectorZ == gGameUBOptions.ExitForFanToPowerGenSectorZ )
{
fGoingToTunnelSector = TRUE;
}
switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector )
{
case PGF__RUNNING_NORMALLY:
HandleRemovingPowerGenFanSound( );
break;
}
//Remeber how the player got through
HandleHowPlayerGotThroughFan( );
}
//else if this is the 1st level of tunne;l J14-1
else if( sMapX == gGameUBOptions.ExitForFanToPowerGenSectorX && sMapY == gGameUBOptions.ExitForFanToPowerGenSectorY && bMapZ == gGameUBOptions.ExitForFanToPowerGenSectorZ )
{
switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector )
{
case PGF__RUNNING_NORMALLY:
case PGF__STOPPED:
//remove the sound to the world
HandleRemovingPowerGenFanSound( );
break;
}
}
}
void HandleSectorSpecificModificatioToMap( INT16 sMapX, INT16 sMapY, INT8 bMapZ, BOOLEAN fLoadingSavedGame )
{
// SOLDIERTYPE *pSoldier=NULL;
// INT32 iCash=0;
//if we are loading a game, dont do this yet ( it will be done after everything is loaded
if ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
{
return;
}
SetTileAnimCounter( TILE_ANIM__NORMAL_SPEED );
//if we are being called from LoadSavedGame()
if ( fLoadingSavedGame )
{
//
// only do certain modifications
//
//if this is the power gen map J13-0
if( sMapX == gGameUBOptions.SectorFanX && sMapY == gGameUBOptions.SectorFanY && bMapZ == gGameUBOptions.SectorFanZ )
{
HandlePowerGenFanSoundModification( );
}
else if( sMapX == gGameUBOptions.ExitForFanToPowerGenSectorX && sMapY == gGameUBOptions.ExitForFanToPowerGenSectorY && bMapZ == gGameUBOptions.ExitForFanToPowerGenSectorZ ) //J14-1
{
HandleFirstPartOfTunnelFanSound( );
}
//if this is the Final Sector of the complex L15-3
else if( sMapX == gGameUBOptions.SectorLaunchMisslesX && sMapY == gGameUBOptions.SectorLaunchMisslesY && bMapZ == gGameUBOptions.SectorLaunchMisslesZ )
{
HandleOpenControlPanelToRevealSwitchInMorrisArea( );
}
}
else
{
//if this is the first map H7
if( sMapX == gGameExternalOptions.ubDefaultArrivalSectorX && sMapY == gGameExternalOptions.ubDefaultArrivalSectorY && bMapZ == 0 )
{
}
//if this is the guardpost H9
else if( sMapX == gGameUBOptions.SectorGuardPostX && sMapY == gGameUBOptions.SectorGuardPostY && bMapZ == gGameUBOptions.SectorGuardPostZ )
{
//if we havent added the money to the sector before
if ( !IsJa25GeneralFlagSet( JA_GF__PICKED_UP_MONEY_IN_GUARD_POST ) )
{
SetJa25GeneralFlag( JA_GF__PICKED_UP_MONEY_IN_GUARD_POST );
// Add some money to the location
//CreateAndAddMoneyObjectToGround( 9026, 15000, 10000, 7000 );
CreateAndAddMoneyObjectToGround( gGameUBOptions.H9MoneyGridNo, gGameUBOptions.H9MoneyEasy, gGameUBOptions.H9MoneyMedium, gGameUBOptions.H9MoneyHard);
}
}
//if this is the First sector of the town I10
else if( sMapX == gGameUBOptions.FristSectorTownX && sMapY == gGameUBOptions.FristSectorTownY && bMapZ == gGameUBOptions.FristSectorTownX )
{
//if we havent added the money to the sector before
if ( !IsJa25GeneralFlagSet( JA_GF__PICKED_UP_MONEY_IN_FIRST_TOWN ) )
{
SetJa25GeneralFlag( JA_GF__PICKED_UP_MONEY_IN_FIRST_TOWN );
// Add some money to the location
//CreateAndAddMoneyObjectToGround( 11894, 8000, 4000, 3000 );
//CreateAndAddMoneyObjectToGround( 7906, 12000, 6000, 5000 );
CreateAndAddMoneyObjectToGround( gGameUBOptions.I10MoneyGridNo1, gGameUBOptions.I10MoneyEasy1, gGameUBOptions.I10MoneyMedium1, gGameUBOptions.I10MoneyHard1 );
CreateAndAddMoneyObjectToGround( gGameUBOptions.I10MoneyGridNo2, gGameUBOptions.I10MoneyEasy2, gGameUBOptions.I10MoneyMedium2, gGameUBOptions.I10MoneyHard2 );
}
}
//if this is the power gen map J13
else if( sMapX == gGameUBOptions.SectorFanX && sMapY == gGameUBOptions.SectorFanY && bMapZ == gGameUBOptions.SectorFanZ )
{
HandlePowerGenFanSoundModification( );
}
//else if this is the 1st part of tunnel J14-1
else if( sMapX == gGameUBOptions.ExitForFanToPowerGenSectorX && sMapY == gGameUBOptions.ExitForFanToPowerGenSectorY && bMapZ == gGameUBOptions.ExitForFanToPowerGenSectorZ )
{
HandleFirstPartOfTunnelFanSound( );
if ( IsJa25GeneralFlagSet( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_1 ) )
{
HandleMovingEnemiesCloseToEntranceInFirstTunnelMap( );
}
}
//else if this is the 2nd part of tunnel K14-1
else if( sMapX == gGameUBOptions.SectorOpenGateInTunnelX && sMapY == gGameUBOptions.SectorOpenGateInTunnelY && bMapZ == gGameUBOptions.SectorOpenGateInTunnelZ )
{
if ( IsJa25GeneralFlagSet( JA_GF__MOVE_ENEMIES_TO_EDGE_IN_TUNNEL_1 ) )
{
HandleMovingEnemiesCloseToEntranceInSecondTunnelMap( );
}
}
//else if this is the 1st level in the complex K15-1
else if( sMapX == gGameUBOptions.SectorDoorInTunnelX && sMapY == gGameUBOptions.SectorDoorInTunnelY && bMapZ == gGameUBOptions.SectorDoorInTunnelZ )
{
//Make all the team members look like they dropped from a high place
// MakeAllTeamMembersCrouchedThenStand();
//If the player made noise in the tunnel, enemies should be placed near them
//HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap(); //is Disabled. The problem of moving from K14_1 to K15_1.
//if the big door should be opened
HandleFortifiedDoor( );
}
//if this is the Final Sector of the complex L15-3
else if( sMapX == gGameUBOptions.SectorLaunchMisslesX && sMapY == gGameUBOptions.SectorLaunchMisslesY && bMapZ == gGameUBOptions.SectorLaunchMisslesZ )
{
HandleOpenControlPanelToRevealSwitchInMorrisArea( );
}
//if the enemies should go and find the player mercs
if ( GetSectorEnemyIsToImmediatelySeekEnemyIn( ) != -1 )
{
//Make the enemies go find the player mercs
SetEnemiesToFindThePlayerMercs( );
}
//if this is a sector we feel can be made harder for players ( on hard difficulty levels ), then move some
//enemies onto roofs.
HandleMovingEnemiesOntoRoofs( );
}
}
/*
void MakeAllTeamMembersCrouchedThenStand()
{
UINT8 cnt;
SOLDIERTYPE *pSoldier=NULL;
//Move some of the enemies to be 'near' them player when the enter the room
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
// Loop through the list and move some of the enemies
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++, pSoldier++)
{
//if the soldier is active,
if( pSoldier->bActive && pSoldier->bInSector )
{
pSoldier->EVENT_InitNewSoldierAnim( CRAWLING, 1, TRUE );
pSoldier->ChangeSoldierStance( PRONE );
}
}
}
*/
void HandleMovingTheEnemiesToBeNearPlayerWhenEnteringComplexMap( )
{
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubNumEnemiesMoved = 0;
//if we are loading a saved game, or we have already moved the enemies, get out.
if ( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ||
gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__ALREADY_MOVED_ENEMIES_IN_COMPLEX )
{
return;
}
//if the player made a 'noise' going through the gate at the end of the tunnel sector
if ( gJa25SaveStruct.uiJa25GeneralFlags & JA_GF__DID_PLAYER_MAKE_SOUND_GOING_THROUGH_TUNNEL_GATE )
{
UINT8 cnt;
//
//Move some of the enemies to be 'near' them player when the enter the room
//
// Loop through the list and move some of the enemies
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
{
//if the soldier is active,
if ( pSoldier->bActive )
{
//
// move the soldier to the modified location
//
if ( pSoldier->sGridNo == 13959 )
{
pSoldier->SetSoldierGridNo( 15705, TRUE );
ubNumEnemiesMoved++;
}
if ( pSoldier->sGridNo == 13983 )
{
pSoldier->SetSoldierGridNo( 15712, TRUE );
ubNumEnemiesMoved++;
}
if ( pSoldier->sGridNo == 12543 )
{
pSoldier->SetSoldierGridNo( 15233, TRUE );
ubNumEnemiesMoved++;
}
}
}
while ( ubNumEnemiesMoved < 3 )
{
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
{
//if the soldier is active,
if ( pSoldier->bActive && pSoldier->sGridNo != 15705 && pSoldier->sGridNo != 15712 && pSoldier->sGridNo != 15233 )
{
//
// move the soldier to the modified location
//
if ( ubNumEnemiesMoved == 0 )
{
pSoldier->SetSoldierGridNo( 15706, TRUE );
ubNumEnemiesMoved++;
}
if ( ubNumEnemiesMoved == 1 )
{
pSoldier->SetSoldierGridNo( 15713, TRUE );
ubNumEnemiesMoved++;
}
if ( ubNumEnemiesMoved == 2 )
{
pSoldier->SetSoldierGridNo( 15234, TRUE );
ubNumEnemiesMoved++;
}
}
}
}
//Remeber we have moved the enemies
gJa25SaveStruct.uiJa25GeneralFlags |= JA_GF__ALREADY_MOVED_ENEMIES_IN_COMPLEX;
}
}
void HandleFortifiedDoor( )
{
//if the fortified door should be open
if ( gJa25SaveStruct.ubStatusOfFortifiedDoor == FD__OPEN )
{
ModifyDoorStatus( gGameUBOptions.SectorDoorInTunnelGridNo, TRUE, DONTSETDOORSTATUS ); //11419
}
}
void CreateAndAddMoneyObjectToGround( UINT32 sGridNo, INT32 iEasyAmount, INT32 iNormalAmount, INT32 iHardAmount )
{
OBJECTTYPE Object;
INT32 iCash = 0;
// INT8 bAmountToAdd=0;
switch ( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
iCash = iEasyAmount;
break;
case DIF_LEVEL_MEDIUM:
iCash = iNormalAmount;
break;
case DIF_LEVEL_HARD:
iCash = iHardAmount;
break;
default:
iCash = iNormalAmount;
//Assert(0);
break;
}
CreateMoney( iCash, &Object );
//add the item to the world
AddItemToPool( sGridNo, &Object, FALSE, 0, 0, 0 );
}
void HandleGoingUpOrDownStairsForLoadScreensPurposes( INT16 sCurrentlyInSectorZ, INT16 sGoingToSectorZ )
{
if ( sCurrentlyInSectorZ == sGoingToSectorZ )
{
gJa25SaveStruct.ubLoadScreenStairTraversal = LS__NOT_GOING_UP_STAIRS;
}
else if ( sCurrentlyInSectorZ < sGoingToSectorZ )
{
gJa25SaveStruct.ubLoadScreenStairTraversal = LS__GOING_DOWN_STAIRS;
}
else
{
gJa25SaveStruct.ubLoadScreenStairTraversal = LS__GOING_UP_STAIRS;
}
}
void HandleMovingEnemiesCloseToEntranceInFirstTunnelMap( )
{
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubIndex = 0;
UINT32 cnt;
BOOLEAN fDone = FALSE;
INT16 sXPos, sYPos;
UINT32 sGridNos[27] = {18200, 18360, 18520,
18199, 18359, 18519,
18198, 18358, 18518,
18197, 18357, 18517,
18196, 18356, 18516,
18195, 18355, 18515,
18194, 18354, 18514,
18193, 18353, 18513,
18035, 18034, 18033,
};
//
//Move some of the enemies to be 'near' them player when the enter the room
//
// Loop through the list and move some of the enemies
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
{
//if the soldier is active,
if ( pSoldier->bActive )
{
fDone = FALSE;
while ( !fDone )
{
//if there is no one in the gridno
if ( WhoIsThere2( sGridNos[ubIndex], 0 ) == NOBODY )
{
// move the soldier to the modified location
ConvertGridNoToCenterCellXY( sGridNos[ubIndex], &sXPos, &sYPos );
pSoldier->EVENT_SetSoldierPosition( sXPos, sYPos );
// SetSoldierGridNo( pSoldier, sGridNos[ ubIndex ], TRUE );
ubIndex++;
fDone = TRUE;
}
else
{
ubIndex++;
}
if ( ubIndex >= 27 )
{
Assert( 0 );
return;
}
}
}
}
}
void HandleMovingEnemiesCloseToEntranceInSecondTunnelMap( )
{
SOLDIERTYPE *pSoldier = NULL;
UINT8 ubIndex = 0;
BOOLEAN fDone = FALSE;
UINT32 cnt;
INT16 sXPos, sYPos;
UINT32 sGridNos[30] = {4900, 4901, 4902, 4903, 4904,
5060, 5061, 5062, 5063, 5064,
5220, 5221, 5222, 5223, 5224,
5380, 5381, 5382, 5383, 5384,
5540, 5541, 5542, 5543, 5544,
5700, 5701, 5702, 5703, 5704};
//
//Move some of the enemies to be 'near' them player when the enter the room
//
// Loop through the list and move some of the enemies
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
{
//if the soldier is active,
if ( pSoldier->bActive )
{
fDone = FALSE;
while ( !fDone )
{
//if there is no one in the gridno
if ( WhoIsThere2( sGridNos[ubIndex], 0 ) == NOBODY )
{
// move the soldier to the modified location
ConvertGridNoToCenterCellXY( sGridNos[ubIndex], &sXPos, &sYPos );
pSoldier->EVENT_SetSoldierPosition( sXPos, sYPos );
// SetSoldierGridNo( pSoldier, sGridNos[ ubIndex ], TRUE );
ubIndex++;
fDone = TRUE;
}
else
{
ubIndex++;
}
if ( ubIndex >= 26 )
{
Assert( 0 );
return;
}
}
}
}
}
void HandlePowerGenFanSoundModification( )
{
SetTileAnimCounter( TILE_ANIM__FAST_SPEED );
switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector )
{
case PGF__RUNNING_NORMALLY:
HandleAddingPowerGenFanSound( );
//MAKE SURE the fan does not have an exit grid
RemoveExitGridFromWorld( PGF__FAN_EXIT_GRID_GRIDNO );
break;
case PGF__STOPPED:
//Add an exit grid to the map
AddExitGridForFanToPowerGenSector( );
break;
case PGF__BLOWN_UP:
break;
default:
Assert( 0 );
}
}
void HandleFirstPartOfTunnelFanSound( )
{
switch ( gJa25SaveStruct.ubStateOfFanInPowerGenSector )
{
case PGF__RUNNING_NORMALLY:
case PGF__STOPPED:
//add the sound to the world
HandleAddingPowerGenFanSound( );
break;
}
}
void HandleMovingEnemiesOntoRoofs( )
{
if ( gWorldSectorX <= 0 || gWorldSectorY <= 0 || gbWorldSectorZ < 0 )
{
return;
}
//if this is the sector south of the town J11
if( gWorldSectorX == gGameUBOptions.SectorTown2X && gWorldSectorY ==gGameUBOptions.SectorTown2Y && gbWorldSectorZ == gGameUBOptions.SectorTown2Z )
{
switch ( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
case DIF_LEVEL_MEDIUM:
break;
case DIF_LEVEL_HARD:
//MoveEnemyFromGridNoToRoofGridNo( 15446, 13993 );
//MoveEnemyFromGridNoToRoofGridNo( 15436, 14006 );
MoveEnemyFromGridNoToRoofGridNo( gGameUBOptions.SectorTownGridNo1a, gGameUBOptions.SectorTownGridNo1b );
MoveEnemyFromGridNoToRoofGridNo( gGameUBOptions.SectorTownGridNo2a, gGameUBOptions.SectorTownGridNo2a );
break;
default:
MoveEnemyFromGridNoToRoofGridNo( gGameUBOptions.SectorTownGridNo1a, gGameUBOptions.SectorTownGridNo1b );
MoveEnemyFromGridNoToRoofGridNo( gGameUBOptions.SectorTownGridNo2a, gGameUBOptions.SectorTownGridNo2a );
break;
}
}
//else if this is the sector south of the town H11
else if( gWorldSectorX == gGameUBOptions.SectorTown3X && gWorldSectorY == gGameUBOptions.SectorTown3Y && gbWorldSectorZ == gGameUBOptions.SectorTown3Z )
{
switch ( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
case DIF_LEVEL_MEDIUM:
break;
case DIF_LEVEL_HARD:
//MoveEnemyFromGridNoToRoofGridNo( 8711, 5521 );
MoveEnemyFromGridNoToRoofGridNo( gGameUBOptions.SectorTownGridNo3a, gGameUBOptions.SectorTownGridNo3a );
break;
default:
MoveEnemyFromGridNoToRoofGridNo( gGameUBOptions.SectorTownGridNo3a, gGameUBOptions.SectorTownGridNo3a );
break;
}
}
}
BOOLEAN MoveEnemyFromGridNoToRoofGridNo( UINT32 sSourceGridNo, UINT32 sDestGridNo )
{
SOLDIERTYPE *pSoldier = NULL;
INT32 cnt;
INT16 sXPos, sYPos;
cnt = gTacticalStatus.Team[ENEMY_TEAM].bFirstID;
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ENEMY_TEAM].bLastID; cnt++, pSoldier++ )
{
if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive && pSoldier->bInSector &&
pSoldier->sGridNo == sSourceGridNo )
{
pSoldier->SetSoldierHeight( 50.0 );
// move soldier
ConvertGridNoToCenterCellXY( sDestGridNo, &sXPos, &sYPos );
pSoldier->EVENT_SetSoldierPosition( sXPos, sYPos );
return(TRUE);
// pSoldier->bOrders = SEEKENEMY;
}
}
return(FALSE);
}
#endif
// Flugente: militia movement: can we order militia reinforcements from( sSrcMapX, sSrcMapY ) to( sMapX, sMapY ) ?
BOOLEAN CanRequestMilitiaReinforcements( INT16 sMapX, INT16 sMapY, INT16 sSrcMapX, INT16 sSrcMapY )
{
if ( !gGameExternalOptions.gfAllowReinforcements || !gSkillTraitValues.usVOReinforcementSetting )
return FALSE;
// not possible of nobody is there
if ( !NumNonPlayerTeamMembersInSector( sSrcMapX, sSrcMapY, MILITIA_TEAM ) )
return FALSE;
UINT8 townid_A = GetTownIdForSector( sMapX, sMapY );
UINT8 townid_B = GetTownIdForSector( sSrcMapX, sSrcMapY );
switch ( gSkillTraitValues.usVOReinforcementSetting )
{
// reinforcements allowed inside town
case 1:
if ( townid_A != BLANK_SECTOR && townid_A == townid_B )
return TRUE;
break;
// reinforcements allowed to and from town
case 2:
if ( townid_A != BLANK_SECTOR || townid_B != BLANK_SECTOR )
return TRUE;
break;
// reinforcements allowed everywhere
case 3:
return TRUE;
break;
default:
break;
}
return FALSE;
}
// Bob: this function will check if the merc is in a valid squad and if there are other mercs assigned to that squad who lack a mvt group.
// Will attempt to fix this by assigning everyone to a proper squad and forcing squads to reevaluate movement groups.
// returns the movement group the character was reassigned to or zero if we failed.
UINT8 tryToRecoverSquadsAndMovementGroups(SOLDIERTYPE* pCharacter) {
// check if the char we're trying to move is in a valid squad!
if (SquadCharacterIsIn(pCharacter) == -1) {
if (pCharacter->bAssignment < ON_DUTY && SquadIsEmpty(pCharacter->bAssignment))
{ // assignment says we're in a squad but that squad is empty!
int squadWeThinkWeAreIn = pCharacter->bAssignment;
for (int i = 0; i < MAXMERCS; i++) {
if (Menptr[i].bActive && Menptr[i].bTeam == pCharacter->bTeam && Menptr[i].bAssignment == squadWeThinkWeAreIn)
{ // reassign everyone who's supposed to be in the bogus squad
AddCharacterToAnySquad(&Menptr[i]);
}
}
}
else
{ // that squad seems fine, it's just the merc that got confused
AddCharacterToAnySquad(pCharacter);
}
}
CheckSquadMovementGroups();
return GetSoldierGroupId(pCharacter);
}