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1027 lines
30 KiB
C++
1027 lines
30 KiB
C++
#include "Items.h"
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#include "handle Items.h"
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#include "Overhead.h"
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#include "tiledef.h"
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#include "worlddef.h"
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#include "Font Control.h"
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#include "World items.h"
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#include "Isometric Utils.h"
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#include "Sys Globals.h"
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#include "Tactical Save.h"
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#include "strategicmap.h"
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#include "Campaign Types.h"
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#include "random.h"
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#include "Action Items.h"
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#include "pits.h"
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#include "GameSettings.h"
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#include "Quests.h"
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#include "Soldier Profile.h"
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#include "message.h"
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#include "Map Screen Interface Map Inventory.h" // added by Flugente
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#include "connect.h"
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#ifdef JA2EDITOR//dnl ch84 290114
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#include "Item Statistics.h"
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#endif
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//Global dynamic array of all of the items in a loaded map.
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std::vector<WORLDITEM> gWorldItems;//dnl ch75 261013
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UINT32 guiNumWorldItems = 0;
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WorldItems gAllWorldItems; // World items for all unloaded sectors
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INT32 FindWorldItemSector(INT16 x, INT16 y, INT16 z)
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{
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for (size_t i = 0; i < gAllWorldItems.sectors.size(); i++)
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{
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const auto sector = gAllWorldItems.sectors[i];
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if (sector.x == x && sector.y == y && sector.z == z)
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{
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return i;
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}
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}
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return -1;
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}
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bool SectorIsInWorldItems(INT16 x, INT16 y, INT16 z)
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{
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for (size_t i = 0; i < gAllWorldItems.sectors.size(); i++)
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{
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const auto sector = gAllWorldItems.sectors[i];
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if (sector.x == x && sector.y == y && sector.z == z)
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{
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return true;
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}
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}
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return false;
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}
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void AddSectorItemsToWorldItems(INT16 x, INT16 y, INT16 z, UINT32 nItems, std::vector<WORLDITEM> &Items)
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{
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gAllWorldItems.sectors.push_back(SectorCoords{ x, y, z });
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gAllWorldItems.NumItems.push_back(nItems);
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gAllWorldItems.Items.push_back(Items);
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}
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void RemoveSectorFromWorldItems(INT16 x, INT16 y, INT16 z)
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{
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for (size_t i = 0; i < gAllWorldItems.sectors.size(); i++)
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{
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const auto sector = gAllWorldItems.sectors[i];
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if (sector.x == x && sector.y == y && sector.z == z)
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{
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gAllWorldItems.sectors.erase(gAllWorldItems.sectors.begin() + i);
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gAllWorldItems.NumItems.erase(gAllWorldItems.NumItems.begin() + i);
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gAllWorldItems.Items.erase(gAllWorldItems.Items.begin() + i);
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}
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}
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}
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void UpdateWorldItems(INT16 x, INT16 y, INT16 z, UINT32 nItems, std::vector<WORLDITEM> &Items)
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{
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if (nItems == 0)
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{
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RemoveSectorFromWorldItems(x, y, z);
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ReSetSectorFlag(x, y, z, SF_ITEM_TEMP_FILE_EXISTS);
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}
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else if (SectorIsInWorldItems(x, y, z))
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{
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const auto i = FindWorldItemSector(x, y, z);
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gAllWorldItems.NumItems[i] = nItems;
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gAllWorldItems.Items[i] = Items;
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}
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else
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{
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AddSectorItemsToWorldItems(x, y, z, nItems, Items);
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SetSectorFlag(x, y, z, SF_ITEM_TEMP_FILE_EXISTS);
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}
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UINT32 visibleItemCount = 0;
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for (size_t i = 0; i < nItems; ++i)
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{
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// if visible to player, then state fact
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if (IsMapScreenWorldItemVisibleInMapInventory(&Items[i]))
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{
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visibleItemCount += Items[i].object.ubNumberOfObjects;
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}
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}
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SetNumberOfVisibleWorldItemsInSectorStructureForSector(x, y, z, visibleItemCount);
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}
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void ClearAllWorldItems(void)
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{
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gAllWorldItems.sectors.clear();
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gAllWorldItems.NumItems.clear();
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gAllWorldItems.Items.clear();
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}
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INT32 GetAmountOfWorldItems(INT16 x, INT16 y, INT16 z)
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{
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const auto i = FindWorldItemSector(x,y, z);
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if (i != -1)
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{
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return gAllWorldItems.NumItems[i];
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}
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else
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{
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return 0;
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}
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}
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void PruneWorldItems(void)
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{
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for (size_t i = 0; i < gAllWorldItems.Items.size(); i++)
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{
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std::vector<WORLDITEM>& items = gAllWorldItems.Items[i];
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for (INT32 j = items.size()-1; j >= 0; j--)
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{
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if (items[j].fExists == false)
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{
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items.erase(items.begin()+j);
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}
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}
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if (gAllWorldItems.Items[i].size() > 0)
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{
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gAllWorldItems.NumItems[i] = gAllWorldItems.Items[i].size();
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}
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else
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{
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auto x = gAllWorldItems.sectors[i].x;
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auto y = gAllWorldItems.sectors[i].y;
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auto z = gAllWorldItems.sectors[i].z;
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ReSetSectorFlag(x, y, z, SF_ITEM_TEMP_FILE_EXISTS);
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gAllWorldItems.sectors.erase(gAllWorldItems.sectors.begin() + i);
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gAllWorldItems.NumItems.erase(gAllWorldItems.NumItems.begin() + i);
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gAllWorldItems.Items.erase(gAllWorldItems.Items.begin() + i);
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}
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}
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}
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WORLDBOMB * gWorldBombs = NULL;
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UINT32 guiNumWorldBombs = 0;
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void DeleteWorldItemsBelongingToTerroristsWhoAreNotThere( void );
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void DeleteWorldItemsBelongingToQueenIfThere( void );
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//extern UINT16 StandardGunListAmmoReplacement( UINT16 usAmmo );
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extern UINT8 GetDealerItemCategoryNumber( UINT16 usItemIndex );
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//dnl ch33 120909
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OLD_WORLDITEM_101& OLD_WORLDITEM_101::operator=(WORLDITEM& src)
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{
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if((void*)this != (void*)&src)
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{
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memset(this, 0, sizeof(OLD_WORLDITEM_101));
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this->fExists = src.fExists;
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this->sGridNo = src.sGridNo;
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this->ubLevel = src.ubLevel;
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this->usFlags = src.usFlags;
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this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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this->bVisible = src.bVisible;
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this->ubNonExistChance = src.ubNonExistChance;
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this->oldObject = src.object;
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}
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return(*this);
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}
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bool WORLDITEM::operator<(WORLDITEM& compare)
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{
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if ( this->fExists == false || this->object.exists() == false) {
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return false;
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}
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if ( compare.fExists == false || compare.object.exists() == false) {
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return true;
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}
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UINT8 ubItem1Category = GetDealerItemCategoryNumber( this->object.usItem );
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UINT8 ubItem2Category = GetDealerItemCategoryNumber( compare.object.usItem );
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// lower category first
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if ( ubItem1Category < ubItem2Category ) {
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return( true );
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}
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else if ( ubItem1Category > ubItem2Category ) {
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return false;
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}
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// the same category
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//Madd: sort by name (for now at least):
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int retVal = _wcsicmp(Item[this->object.usItem].szBRName,Item[compare.object.usItem].szBRName);
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if ( retVal < 0 ) {
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return true;
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}
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else if ( retVal > 0 ) {
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return false;
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}
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if (this->object.ubNumberOfObjects > compare.object.ubNumberOfObjects) {
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return true;
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}
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else if (this->object.ubNumberOfObjects < compare.object.ubNumberOfObjects) {
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return false;
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}
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/*
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if (this->object[0]->attachments.size() > compare.object[0]->attachments.size()) {
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return true;
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}
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else if (this->object[0]->attachments.size() < compare.object[0]->attachments.size()) {
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return false;
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}
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*/
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// higher quality first
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if ( this->object[0]->data.objectStatus > compare.object[0]->data.objectStatus ) {
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return( true );
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}
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else {
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// identical items!
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return( false );
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}
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return false;
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}
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void WORLDITEM::initialize()
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{
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this->fExists = 0;
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this->sGridNo = 0;
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this->ubLevel = 0;
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this->usFlags = 0;
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this->bRenderZHeightAboveLevel = 0;
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this->bVisible = 0;
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this->ubNonExistChance = 0;
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this->soldierID = NOBODY;
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this->object.initialize();
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}
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WORLDITEM& WORLDITEM::operator=(OLD_WORLDITEM_101& src)
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{
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//the first conversion is simple enough that it can be done here
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this->fExists = src.fExists;
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this->sGridNo = src.sGridNo;
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this->ubLevel = src.ubLevel;
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this->usFlags = src.usFlags;
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this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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this->bVisible = src.bVisible;
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this->ubNonExistChance = src.ubNonExistChance;
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this->soldierID = NOBODY;
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//convert the OBJECTTYPE
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this->object = src.oldObject;
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return *this;
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}
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WORLDITEM& WORLDITEM::operator=(_OLD_WORLDITEM& src)//dnl ch42 280909
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{
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if((void*)this != (void*)&src)
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{
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fExists = src.fExists;
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sGridNo = src.sGridNo;
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ubLevel = src.ubLevel;
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usFlags = src.usFlags;
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bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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bVisible = src.bVisible;
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ubNonExistChance = src.ubNonExistChance;
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soldierID = NOBODY;
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object = src.object;
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}
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return(*this);
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}
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WORLDITEM& WORLDITEM::operator=(const WORLDITEM& src)
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{
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this->fExists = src.fExists;
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this->sGridNo = src.sGridNo;
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this->ubLevel = src.ubLevel;
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this->usFlags = src.usFlags;
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this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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this->bVisible = src.bVisible;
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this->ubNonExistChance = src.ubNonExistChance;
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this->soldierID = src.soldierID;
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this->object = src.object;
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return *this;
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}
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WORLDITEM::WORLDITEM(const WORLDITEM& src)
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{
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this->fExists = src.fExists;
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this->sGridNo = src.sGridNo;
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this->ubLevel = src.ubLevel;
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this->usFlags = src.usFlags;
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this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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this->bVisible = src.bVisible;
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this->ubNonExistChance = src.ubNonExistChance;
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this->soldierID = src.soldierID;
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this->object = src.object;
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}
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INT32 GetFreeWorldBombIndex( void )
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{
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UINT32 uiCount;
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WORLDBOMB *newWorldBombs;
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UINT32 uiOldNumWorldBombs;
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for(uiCount=0; uiCount < guiNumWorldBombs; uiCount++)
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{
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if ( gWorldBombs[ uiCount ].fExists == FALSE )
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return( (INT32)uiCount );
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}
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uiOldNumWorldBombs = guiNumWorldBombs;
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guiNumWorldBombs += 10;
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//Allocate new table with max+10 items.
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newWorldBombs = (WORLDBOMB*)MemRealloc( gWorldBombs, sizeof( WORLDBOMB ) * guiNumWorldBombs );
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if (newWorldBombs == NULL)
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{
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return( -1 );
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}
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//Clear the rest of the new array
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memset( &newWorldBombs[ uiOldNumWorldBombs ], 0,
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sizeof( WORLDBOMB ) * ( guiNumWorldBombs - uiOldNumWorldBombs ) );
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gWorldBombs = newWorldBombs;
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// Return uiCount.....
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return( uiCount );
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}
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UINT32 GetNumUsedWorldBombs( void )
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{
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UINT32 uiCount, uiNumItems;
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uiNumItems = 0;
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if ( guiNumWorldBombs == 0 )
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{
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return( 0 );
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}
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for( uiCount = 0; uiCount < guiNumWorldBombs; uiCount++ )
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{
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if( gWorldBombs[ uiCount ].fExists )
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{
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uiNumItems++;
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}
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}
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return( uiNumItems );
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}
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INT32 AddBombToWorld( INT32 iItemIndex )
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{
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UINT32 iBombIndex;
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iBombIndex = GetFreeWorldBombIndex( );
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//Add the new world item to the table.
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gWorldBombs[ iBombIndex ].fExists = TRUE;
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gWorldBombs[ iBombIndex ].iItemIndex = iItemIndex;
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return ( iBombIndex );
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}
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void RemoveBombFromWorld( INT32 iBombIndex )
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{
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//Remove the world bomb from the table.
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gWorldBombs[ iBombIndex ].fExists = FALSE;
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}
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void RemoveBombFromWorldByItemIndex( INT32 iItemIndex )
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{
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// Find the world bomb which corresponds with a particular world item, then
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// remove the world bomb from the table.
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UINT32 uiBombIndex;
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for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
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{
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if (gWorldBombs[ uiBombIndex ].fExists && gWorldBombs[ uiBombIndex].iItemIndex == iItemIndex )
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{
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RemoveBombFromWorld( uiBombIndex );
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return;
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}
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}
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}
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INT32 FindWorldItemForBombInGridNo( INT32 sGridNo, INT8 bLevel )
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{
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UINT32 uiBombIndex;
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for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
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{
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if (gWorldBombs[ uiBombIndex ].fExists && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == bLevel )
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{
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return( gWorldBombs[ uiBombIndex ].iItemIndex );
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}
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}
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return( -1 );
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}
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INT32 FindWorldItemForBuriedBombInGridNo( INT32 sGridNo, INT8 bLevel )
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{
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UINT32 uiBombIndex;
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OBJECTTYPE* pObj = NULL;
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for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
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{
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if (gWorldBombs[ uiBombIndex ].fExists &&
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gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sGridNo &&
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gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == bLevel )
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{
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pObj=&gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].object;
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if( pObj && pObj->exists() )
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//if ( ( (*pObj)[0]->data.misc.bDetonatorType != BOMB_TIMED ) && ( (*pObj)[0]->data.misc.bDetonatorType != BOMB_REMOTE ) )
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if( !HasAttachmentOfClass( pObj, AC_REMOTEDET | AC_DETONATOR ) )
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return( gWorldBombs[ uiBombIndex ].iItemIndex );
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}
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}
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return( -1 );
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}
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// Flugente: is there a planted tripwire at this gridno? fKnown = TRUE: only return true if we know of that one already
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INT32 FindWorldItemForTripwireInGridNo( INT32 sGridNo, INT8 bLevel, BOOLEAN fKnown )
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{
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UINT32 uiBombIndex;
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OBJECTTYPE* pObj = NULL;
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for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
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{
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if (gWorldBombs[ uiBombIndex ].fExists && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].ubLevel == bLevel )
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{
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pObj = &( gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].object );
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if ( pObj && ItemIsTripwire(pObj->usItem) )
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{
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if ( !fKnown )
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return( gWorldBombs[ uiBombIndex ].iItemIndex );
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// owned by the player team - we know of this thing
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if ( (*pObj)[0]->data.ubWireNetworkFlag & TRIPWIRE_NETWORK_OWNER_PLAYER )
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return( gWorldBombs[ uiBombIndex ].iItemIndex );
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// something is here, as a blue flag is planted
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if ( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
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return( gWorldBombs[ uiBombIndex ].iItemIndex );
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}
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}
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}
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return( -1 );
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}
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void FindPanicBombsAndTriggers( void )
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{
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// This function searches the bomb table to find panic-trigger-tuned bombs and triggers
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UINT32 uiBombIndex;
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OBJECTTYPE * pObj;
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STRUCTURE * pSwitch;
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INT32 sGridNo = NOWHERE;
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INT8 bPanicIndex;
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for (uiBombIndex = 0; uiBombIndex < guiNumWorldBombs; uiBombIndex++)
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{
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if (gWorldBombs[ uiBombIndex ].fExists)
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{
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pObj = &(gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].object);
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if ((*pObj)[0]->data.misc.bFrequency == PANIC_FREQUENCY || (*pObj)[0]->data.misc.bFrequency == PANIC_FREQUENCY_2 || (*pObj)[0]->data.misc.bFrequency == PANIC_FREQUENCY_3 )
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{
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if (pObj->usItem == SWITCH)
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{
|
|
sGridNo = gWorldItems[ gWorldBombs[ uiBombIndex ].iItemIndex ].sGridNo;
|
|
switch( (*pObj)[0]->data.misc.bFrequency )
|
|
{
|
|
case PANIC_FREQUENCY:
|
|
bPanicIndex = 0;
|
|
break;
|
|
|
|
case PANIC_FREQUENCY_2:
|
|
bPanicIndex = 1;
|
|
break;
|
|
|
|
case PANIC_FREQUENCY_3:
|
|
bPanicIndex = 2;
|
|
break;
|
|
|
|
default:
|
|
// augh!!!
|
|
continue;
|
|
}
|
|
|
|
pSwitch = FindStructure( sGridNo, STRUCTURE_SWITCH );
|
|
if (pSwitch)
|
|
{
|
|
switch( pSwitch->ubWallOrientation )
|
|
{
|
|
case INSIDE_TOP_LEFT:
|
|
case OUTSIDE_TOP_LEFT:
|
|
sGridNo += DirectionInc( SOUTH );
|
|
break;
|
|
case INSIDE_TOP_RIGHT:
|
|
case OUTSIDE_TOP_RIGHT:
|
|
sGridNo += DirectionInc( EAST );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
gTacticalStatus.sPanicTriggerGridNo[ bPanicIndex ] = sGridNo;
|
|
gTacticalStatus.ubPanicTolerance[ bPanicIndex ] = (*pObj)[0]->data.misc.ubTolerance;
|
|
if ((*pObj).fFlags & OBJECT_ALARM_TRIGGER)
|
|
{
|
|
gTacticalStatus.bPanicTriggerIsAlarm[ bPanicIndex ] = TRUE;
|
|
}
|
|
gTacticalStatus.fPanicFlags |= PANIC_TRIGGERS_HERE;
|
|
bPanicIndex++;
|
|
if (bPanicIndex == NUM_PANIC_TRIGGERS)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gTacticalStatus.fPanicFlags |= PANIC_BOMBS_HERE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
UINT32 GetFreeWorldItemIndex(void)//dnl ch75 271013
|
|
{
|
|
UINT32 uiCount;
|
|
for(uiCount=0; uiCount<gWorldItems.size(); uiCount++)
|
|
if(gWorldItems[uiCount].fExists == FALSE)
|
|
return(uiCount);
|
|
ResizeWorldItems();
|
|
return(uiCount);
|
|
}
|
|
|
|
UINT32 GetNumUsedWorldItems( void )
|
|
{
|
|
UINT32 uiCount, uiNumItems;
|
|
uiNumItems = 0;
|
|
|
|
for( uiCount = 0; uiCount < guiNumWorldItems; uiCount++ )
|
|
{
|
|
if( gWorldItems[ uiCount ].fExists )
|
|
{
|
|
uiNumItems++;
|
|
}
|
|
}
|
|
|
|
return( uiNumItems );
|
|
}
|
|
|
|
void ResizeWorldItems(void)//dnl ch75 271013
|
|
{
|
|
#ifdef INVFIX_Moa
|
|
// grow by 3/2 as a better strategy, minimum 10
|
|
guiNumWorldItems = max(10, guiNumWorldItems * 3 / 2);
|
|
//Allocate new table with max+10 items.
|
|
gWorldItems.resize(guiNumWorldItems);
|
|
#else
|
|
guiNumWorldItems = gWorldItems.size();
|
|
if(guiNumWorldItems - GetNumUsedWorldItems() < 50)
|
|
{
|
|
#ifdef JA2EDITOR//dnl ch84 290114
|
|
WORLDITEM *pwi, *pwinew;
|
|
if(!gWorldItems.empty())
|
|
pwi = &gWorldItems.front();
|
|
#endif
|
|
gWorldItems.resize(guiNumWorldItems + 100);
|
|
guiNumWorldItems = gWorldItems.size();
|
|
#ifdef JA2EDITOR//dnl ch84 290114
|
|
if(gpItem)
|
|
{
|
|
pwinew = &gWorldItems.front();
|
|
if(pwi != pwinew)
|
|
gpItem = (OBJECTTYPE *)((PSTR)pwinew + ((PSTR)gpItem - (PSTR)pwi));
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
|
|
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, SoldierID soldierID )
|
|
{
|
|
UINT32 iItemIndex;
|
|
INT32 iReturn;
|
|
|
|
// ATE: Check if the gridno is OK
|
|
if ( TileIsOutOfBounds(sGridNo))
|
|
{
|
|
// Display warning.....
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Item %d was given invalid grid location %d. Please report", pObject->usItem, sGridNo);
|
|
#endif
|
|
return( -1 );
|
|
}
|
|
|
|
iItemIndex = GetFreeWorldItemIndex( );
|
|
|
|
//Add the new world item to the table.
|
|
gWorldItems[ iItemIndex ].fExists = TRUE;
|
|
gWorldItems[ iItemIndex ].sGridNo = sGridNo;
|
|
gWorldItems[ iItemIndex ].ubLevel = ubLevel;
|
|
gWorldItems[ iItemIndex ].usFlags = usFlags;
|
|
gWorldItems[ iItemIndex ].bVisible = bVisible;
|
|
gWorldItems[ iItemIndex ].bRenderZHeightAboveLevel = bRenderZHeightAboveLevel;
|
|
gWorldItems[ iItemIndex ].soldierID = soldierID;
|
|
|
|
gWorldItems[ iItemIndex ].object = *pObject;
|
|
|
|
// Add a bomb reference if needed
|
|
// Flugente: we can arm bombs in our inventory and then throw them out, which will cause them to be added to the world. Only way to identify those items is via a check for their bDetonatorType
|
|
if (usFlags & WORLD_ITEM_ARMED_BOMB || ( (Item[pObject->usItem].usItemClass & (IC_BOMB)) && ( ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_TIMED ) || ( (*pObject)[0]->data.misc.bDetonatorType == BOMB_REMOTE ) ) ) )
|
|
{
|
|
// sevenfm: added flag WORLD_ITEM_ARMED_BOMB
|
|
// this fixes bug with remote explosives not being removed after activation, if they were armed in inventory and thrown afterwards
|
|
gWorldItems[ iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
|
|
|
|
iReturn = AddBombToWorld( iItemIndex );
|
|
if (iReturn == -1)
|
|
{
|
|
return( -1 );
|
|
}
|
|
else
|
|
{
|
|
// OJW - 20091002 - Explosives
|
|
if (is_networked && is_client)
|
|
{
|
|
SOLDIERTYPE* pSoldier = NULL;
|
|
|
|
if (soldierID == NOBODY)
|
|
{
|
|
if (gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner > 1)
|
|
{
|
|
soldierID = gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner - 2; // undo the hack
|
|
if ( soldierID < NOBODY )
|
|
{
|
|
pSoldier = soldierID;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pSoldier != NULL)
|
|
{
|
|
// if soldier is on our team, or is AI and we are the server
|
|
if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
|
|
{
|
|
// this is a local bomb, so init it that way
|
|
gWorldBombs[iReturn].iMPWorldItemIndex = 0;
|
|
gWorldBombs[iReturn].ubMPTeamIndex = pSoldier->bTeam;
|
|
gWorldBombs[iReturn].bIsFromRemotePlayer = false;
|
|
// <TODO> the 99 is a hack..though probably doesnt matter
|
|
send_plant_explosive(soldierID , pObject->usItem , 99 , usFlags , sGridNo , ubLevel , iItemIndex );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ( iItemIndex );
|
|
}
|
|
|
|
void RemoveItemFromWorld( INT32 iItemIndex )
|
|
{
|
|
// Ensure the item still exists, then if it's a bomb,
|
|
// remove the appropriate entry from the bomb table
|
|
if (gWorldItems[ iItemIndex ].fExists)
|
|
{
|
|
if (gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_ARMED_BOMB)
|
|
{
|
|
RemoveBombFromWorldByItemIndex( iItemIndex );
|
|
}
|
|
gWorldItems[ iItemIndex ].fExists = FALSE;
|
|
}
|
|
}
|
|
|
|
void TrashWorldItems()
|
|
{
|
|
UINT32 i;
|
|
if( !gWorldItems.empty() )//dnl ch75 271013
|
|
{
|
|
for( i = 0; i < guiNumWorldItems; i++ )
|
|
{
|
|
if( gWorldItems[ i ].fExists )
|
|
{
|
|
RemoveItemFromPool( gWorldItems[ i ].sGridNo, i, gWorldItems[ i ].ubLevel );
|
|
}
|
|
}
|
|
#ifdef INVFIX_Moa//dnl ch75 311013
|
|
gWorldItems.clear();
|
|
#endif
|
|
}
|
|
if ( gWorldBombs )
|
|
{
|
|
MemFree( gWorldBombs );
|
|
gWorldBombs = NULL;
|
|
guiNumWorldBombs = 0;
|
|
}
|
|
}
|
|
|
|
//dnl ch33 150909 //dnl ch74 191013
|
|
void SaveWorldItemsToMap(HWFILE fp, float dMajorMapVersion, UINT8 ubMinorMapVersion)
|
|
{
|
|
UINT32 i, uiBytesWritten, uiActualNumWorldItems=0;
|
|
OLD_WORLDITEM_101 oldWorldItem;
|
|
|
|
for(i=0; i<guiNumWorldItems; i++)
|
|
{
|
|
if(gWorldItems[i].fExists)
|
|
{
|
|
if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION && gWorldItems[i].object.usItem >= OLD_MAXITEMS)
|
|
continue;
|
|
uiActualNumWorldItems++;
|
|
}
|
|
}
|
|
FileWrite(fp, &uiActualNumWorldItems, sizeof(UINT32), &uiBytesWritten);
|
|
for(i=0; i<guiNumWorldItems; i++)
|
|
{
|
|
if(gWorldItems[i].fExists)
|
|
{
|
|
if(dMajorMapVersion == VANILLA_MAJOR_MAP_VERSION && ubMinorMapVersion == VANILLA_MINOR_MAP_VERSION)
|
|
{
|
|
if(gWorldItems[i].object.usItem >= OLD_MAXITEMS)
|
|
continue;
|
|
oldWorldItem = gWorldItems[i];
|
|
FileWrite(fp, &oldWorldItem, sizeof(OLD_WORLDITEM_101), &uiBytesWritten);
|
|
}
|
|
else
|
|
gWorldItems[i].Save(fp, TRUE);
|
|
}
|
|
}
|
|
}
|
|
|
|
// WANNE - BMP: DONE!
|
|
void LoadWorldItemsFromMap( INT8 **hBuffer, float dMajorMapVersion, int ubMinorMapVersion )
|
|
{
|
|
// Start loading itmes...
|
|
|
|
UINT32 i;
|
|
WORLDITEM dummyItem;
|
|
INT32 iItemIndex;
|
|
UINT32 uiNumWorldItems;
|
|
//If any world items exist, we must delete them now.
|
|
TrashWorldItems();
|
|
|
|
//Read the number of items that were saved in the map.
|
|
LOADDATA( &uiNumWorldItems, *hBuffer, 4 );
|
|
|
|
if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME && !gfEditMode )
|
|
{ //The sector has already been visited. The items are saved in a different format that will be
|
|
//loaded later on. So, all we need to do is skip the data entirely.
|
|
if (dMajorMapVersion >= 6.0 && ubMinorMapVersion > 26 ) {
|
|
for (unsigned int x = 0; x < uiNumWorldItems; ++x)
|
|
{
|
|
//ADB WORLDITEM's size on disk is unknown
|
|
dummyItem.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*hBuffer += sizeof ( OLD_WORLDITEM_101 ) * uiNumWorldItems;
|
|
}
|
|
return;
|
|
}
|
|
else for ( i = 0; i < uiNumWorldItems; i++ )
|
|
{ //Add all of the items to the world indirectly through AddItemToPool, but only if the chance
|
|
//associated with them succeed.
|
|
dummyItem.Load(hBuffer, dMajorMapVersion, ubMinorMapVersion);
|
|
gMapTrn.GetTrnCnt(dummyItem.sGridNo);//dnl ch44 270909 WORLDITEM translation
|
|
|
|
if( dummyItem.object.usItem == OWNERSHIP )
|
|
{
|
|
dummyItem.ubNonExistChance = 0;
|
|
}
|
|
if( gfEditMode || dummyItem.ubNonExistChance <= PreRandom( 100 ) ||
|
|
(gGameExternalOptions.ubMapItemChanceOverride > 0 && (gGameExternalOptions.ubMapItemChanceOverride >= PreRandom(100)) ) ) //Madd: map item chance override, note this calc is done in reverse
|
|
{
|
|
if( !gfEditMode )
|
|
{
|
|
//check for matching item existance modes and only add if there is a match!
|
|
//if we are in platinum mode, REALISTIC items are allowed, but not SCIFI items
|
|
if( dummyItem.usFlags & WORLD_ITEM_SCIFI_ONLY && !(gGameOptions.ubGameStyle == STYLE_SCIFI) ||
|
|
dummyItem.usFlags & WORLD_ITEM_REALISTIC_ONLY && (gGameOptions.ubGameStyle == STYLE_SCIFI) )
|
|
{ //no match, so don't add item to world
|
|
continue;
|
|
}
|
|
/*
|
|
if ( !gGameOptions.fGunNut )
|
|
{
|
|
UINT16 usReplacement;
|
|
|
|
// do replacements?
|
|
if ( Item[ dummyItem.object.usItem ].usItemClass == IC_GUN )
|
|
{
|
|
INT8 bAmmo, bNewAmmo;
|
|
|
|
usReplacement = StandardGunListReplacement( dummyItem.object.usItem );
|
|
if ( usReplacement )
|
|
{
|
|
// everything else can be the same? no.
|
|
bAmmo = dummyItem.object[0]->data.gun.ubGunShotsLeft;
|
|
bNewAmmo = (Weapon[ usReplacement ].ubMagSize * bAmmo) / Weapon[ dummyItem.object.usItem ].ubMagSize;
|
|
if ( bAmmo > 0 && bNewAmmo == 0 )
|
|
{
|
|
bNewAmmo = 1;
|
|
}
|
|
|
|
dummyItem.object.usItem = usReplacement;
|
|
dummyItem.object[0]->data.gun.ubGunShotsLeft = bNewAmmo;
|
|
}
|
|
}
|
|
if ( Item[ dummyItem.object.usItem ].usItemClass == IC_AMMO )
|
|
{
|
|
usReplacement = StandardGunListAmmoReplacement( dummyItem.object.usItem );
|
|
if ( usReplacement )
|
|
{
|
|
UINT8 ubLoop;
|
|
|
|
// go through status values and scale up/down
|
|
for ( ubLoop = 0; ubLoop < dummyItem.object.ubNumberOfObjects; ubLoop++ )
|
|
{
|
|
dummyItem.object.status.bStatus[ ubLoop ] = dummyItem.object.status.bStatus[ ubLoop ] * Magazine[ Item[ usReplacement ].ubClassIndex ].ubMagSize / Magazine[ Item[ dummyItem.object.usItem ].ubClassIndex ].ubMagSize;
|
|
}
|
|
|
|
// then replace item #
|
|
dummyItem.object.usItem = usReplacement;
|
|
}
|
|
}
|
|
}
|
|
|
|
*/
|
|
}
|
|
if( dummyItem.object.usItem == ACTION_ITEM && gfLoadPitsWithoutArming )
|
|
{ //if we are loading a pit, they are typically loaded without being armed.
|
|
if( dummyItem.object[0]->data.misc.bActionValue == ACTION_ITEM_SMALL_PIT || dummyItem.object[0]->data.misc.bActionValue == ACTION_ITEM_LARGE_PIT )
|
|
{
|
|
dummyItem.usFlags &= ~WORLD_ITEM_ARMED_BOMB;
|
|
dummyItem.bVisible = BURIED;
|
|
dummyItem.object[0]->data.misc.bDetonatorType = 0;
|
|
}
|
|
}
|
|
|
|
else if ( dummyItem.bVisible == HIDDEN_ITEM && dummyItem.object[0]->data.bTrap > 0 && (ItemIsMine(dummyItem.object.usItem) || dummyItem.object.usItem == TRIP_FLARE || dummyItem.object.usItem == TRIP_KLAXON) )
|
|
{
|
|
ArmBomb( &dummyItem.object, BOMB_PRESSURE );
|
|
dummyItem.usFlags |= WORLD_ITEM_ARMED_BOMB;
|
|
// this is coming from the map so the enemy must know about it.
|
|
gpWorldLevelData[ dummyItem.sGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;
|
|
|
|
}
|
|
|
|
if ( dummyItem.usFlags & WORLD_ITEM_ARMED_BOMB )
|
|
{ //all armed bombs are buried
|
|
dummyItem.bVisible = BURIED;
|
|
}
|
|
// sevenfm: don't allow max repair threshold less than current object status
|
|
dummyItem.object[0]->data.sRepairThreshold = __max(dummyItem.object[0]->data.sRepairThreshold, dummyItem.object[0]->data.objectStatus);
|
|
AddItemToPoolAndGetIndex( dummyItem.sGridNo, &dummyItem.object, dummyItem.bVisible, dummyItem.ubLevel, dummyItem.usFlags, dummyItem.bRenderZHeightAboveLevel, dummyItem.soldierID, &iItemIndex );
|
|
gWorldItems[ iItemIndex ].ubNonExistChance = dummyItem.ubNonExistChance;
|
|
}
|
|
}
|
|
|
|
if ( !gfEditMode )
|
|
{
|
|
DeleteWorldItemsBelongingToTerroristsWhoAreNotThere();
|
|
if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_P && gbWorldSectorZ == 1 )
|
|
{
|
|
DeleteWorldItemsBelongingToQueenIfThere();
|
|
}
|
|
}
|
|
}
|
|
|
|
void DeleteWorldItemsBelongingToTerroristsWhoAreNotThere( void )
|
|
{
|
|
UINT32 uiLoop;
|
|
UINT32 uiLoop2;
|
|
INT32 sGridNo;
|
|
UINT8 ubLevel;
|
|
|
|
// only do this after Carmen has talked to player and terrorists have been placed
|
|
//if ( CheckFact( FACT_CARMEN_EXPLAINED_DEAL, 0 ) == TRUE )
|
|
{
|
|
|
|
for ( uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
|
|
{
|
|
// loop through all items, look for ownership
|
|
if ( gWorldItems[ uiLoop ].fExists && gWorldItems[ uiLoop ].object.usItem == OWNERSHIP )
|
|
{
|
|
// if owner is a terrorist
|
|
if ( IsProfileATerrorist( (UINT8) gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile ) )
|
|
{
|
|
// and they were not set in the current sector
|
|
if ( gMercProfiles[ gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile ].sSectorX != gWorldSectorX ||
|
|
gMercProfiles[ gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile ].sSectorY != gWorldSectorY )
|
|
{
|
|
// then all items in this location should be deleted
|
|
sGridNo = gWorldItems[ uiLoop ].sGridNo;
|
|
ubLevel = gWorldItems[ uiLoop ].ubLevel;
|
|
for ( uiLoop2 = 0; uiLoop2 < guiNumWorldItems; uiLoop2++ )
|
|
{
|
|
// loop through all items, look for ownership
|
|
if ( gWorldItems[ uiLoop2 ].fExists && gWorldItems[ uiLoop2 ].sGridNo == sGridNo && gWorldItems[ uiLoop2 ].ubLevel == ubLevel )
|
|
{
|
|
RemoveItemFromPool( sGridNo, uiLoop2, ubLevel );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// else the terrorists haven't been placed yet!
|
|
}
|
|
|
|
void DeleteWorldItemsBelongingToQueenIfThere( void )
|
|
{
|
|
UINT32 uiLoop;
|
|
UINT32 uiLoop2;
|
|
INT32 sGridNo;
|
|
UINT8 ubLevel;
|
|
INT8 bSlot;
|
|
|
|
if ( gMercProfiles[ QUEEN ].sSectorX == gWorldSectorX &&
|
|
gMercProfiles[ QUEEN ].sSectorY == gWorldSectorY &&
|
|
gMercProfiles[ QUEEN ].bSectorZ == gbWorldSectorZ )
|
|
{
|
|
|
|
for ( uiLoop = 0; uiLoop < guiNumWorldItems; uiLoop++ )
|
|
{
|
|
// loop through all items, look for ownership
|
|
if ( gWorldItems[ uiLoop ].fExists && gWorldItems[ uiLoop ].object.usItem == OWNERSHIP )
|
|
{
|
|
// if owner is the Queen
|
|
if ( gWorldItems[ uiLoop ].object[0]->data.owner.ubOwnerProfile == QUEEN )
|
|
{
|
|
// then all items in this location should be deleted
|
|
sGridNo = gWorldItems[ uiLoop ].sGridNo;
|
|
ubLevel = gWorldItems[ uiLoop ].ubLevel;
|
|
for ( uiLoop2 = 0; uiLoop2 < guiNumWorldItems; uiLoop2++ )
|
|
{
|
|
// loop through all items, look for those in same tile
|
|
if ( gWorldItems[ uiLoop2 ].fExists && gWorldItems[ uiLoop2 ].sGridNo == sGridNo && gWorldItems[ uiLoop2 ].ubLevel == ubLevel )
|
|
{
|
|
// upgrade equipment
|
|
switch ( gWorldItems[ uiLoop2 ].object.usItem )
|
|
{
|
|
case AUTO_ROCKET_RIFLE:
|
|
bSlot = FindObjectInSoldierProfile( QUEEN, ROCKET_RIFLE );
|
|
if ( bSlot != NO_SLOT )
|
|
{
|
|
// give her auto rifle
|
|
gMercProfiles[ QUEEN ].inv[ bSlot ] = AUTO_ROCKET_RIFLE;
|
|
}
|
|
break;
|
|
case SPECTRA_HELMET_18:
|
|
gMercProfiles[ QUEEN ].inv[ HELMETPOS ] = SPECTRA_HELMET_18;
|
|
break;
|
|
case SPECTRA_VEST_18:
|
|
gMercProfiles[ QUEEN ].inv[ VESTPOS ] = SPECTRA_VEST_18;
|
|
break;
|
|
case SPECTRA_LEGGINGS_18:
|
|
gMercProfiles[ QUEEN ].inv[ LEGPOS ] = SPECTRA_LEGGINGS_18;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
RemoveItemFromPool( sGridNo, uiLoop2, ubLevel );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Refresh item pools
|
|
void RefreshWorldItemsIntoItemPools( std::vector<WORLDITEM>& pItemList, INT32 iNumberOfItems )//dnl ch75 271013
|
|
{
|
|
INT32 i;
|
|
|
|
for ( i = 0; i < iNumberOfItems; i++ )
|
|
{
|
|
if( pItemList[ i ].fExists )
|
|
{
|
|
WORLDITEM& dummyItem = pItemList[ i ];
|
|
|
|
AddItemToPool( dummyItem.sGridNo, &dummyItem.object, dummyItem.bVisible, dummyItem.ubLevel, dummyItem.usFlags, dummyItem.bRenderZHeightAboveLevel, dummyItem.soldierID );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Flugente: Cool/decay down all items in this sector
|
|
void CoolDownWorldItems()
|
|
{
|
|
HandleSectorCooldownFunctions( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, gWorldItems, guiNumWorldItems, FALSE );
|
|
}
|