Files
source/Tactical/Overhead.cpp
T
2021-06-21 01:19:32 +00:00

11991 lines
456 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "PreBattle Interface.h"
#include "creature spreading.h"
#include "Lua Interpreter.h"
#else
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "math.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "Assignments.h"
//#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "points.h"
#include "Random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "soldier ani.h"
#include "english.h"
#include "overhead.h"
#include "opplist.h"
#include "Sound Control.h"
#include "Font Control.h"
#include "lighting.h"
#include "pathai.h"
#include "screenids.h"
#include "weapons.h"
#include "rotting corpses.h"
#include "lighting.h"
#include "Handle UI Plan.h"
#include "structure.h"
#include "interface panels.h"
#include "message.h"
#include "items.h"
#include "Soldier Profile.h"
#include "fov.h"
#include "Soldier macros.h"
#include "soldier tile.h"
#ifdef NETWORKED
#include "Networking.h"
#include "NetworkEvent.h"
#endif
#include "structure wrap.h"
#include "tile animation.h"
#include "Strategic Merc Handler.h"
#include "strategic turns.h"
#include "Squads.h"
#include "Morale.h"
#include "Campaign.h"
#include "music control.h"
#include "faces.h"
#include "dialogue control.h"
#include "Queen Command.h"
#include "Quests.h"
#include "NPC.h"
#include "strategicmap.h"
#include "soldier profile.h"
#include "soldier functions.h"
#include "auto bandage.h"
#include "Game Event Hook.h"
#include "Explosion Control.h"
#include "SkillCheck.h"
#include "World Items.h"
#include "smell.h"
#include "Player Command.h"
#include "GameSettings.h"
#include "messageboxscreen.h"
#include "Game Clock.h"
#include "Strategic Town Loyalty.h"
#include "Strategic Mines.h"
#include "interface items.h"
#include "text.h"
#include "keys.h"
#include "Boxing.h"
#include "Town Militia.h"
#include "meanwhile.h"
#include "Map Screen Helicopter.h"
#include "interface control.h"
#include "exit grids.h"
#include "jascreens.h"
#include "strategic.h"
#include "arms dealer init.h"
#include "interface utils.h"
#include "Air Raid.h"
#include "civ quotes.h"
#include "drugs and alcohol.h"
#include "history.h"
#include "los.h"
#include "interface dialogue.h"
#include "Strategic AI.h"
#include "end game.h"
#include "Strategic Status.h"
#include "PreBattle Interface.h"
#include "Militia Control.h"
#include "Lua Interpreter.h"
#include "bullets.h"
#include "Inventory Choosing.h" // added by Flugente for TakeMilitiaEquipmentfromSector()
#include "CampaignStats.h" // added by Flugente
#include "DynamicDialogue.h" // added by Flugente for HandleDynamicOpinions()
#include "DropDown.h" // added by Flugente
#include "Creature Spreading.h" // added by Flugente forResetCreatureAttackVariables()
#include "finances.h" // added by Flugente
#include "MilitiaIndividual.h" // added by Flugente
#endif
#include "connect.h"
#include "Luaglobal.h"
#include "LuaInitNPCs.h"
#include "Interface.h"
#include "Vehicles.h"
#include "Music Control.h"
#ifdef JA2UB
#include "Ja25 Strategic Ai.h"
#include "Ja25_Tactical.h"
#include "Soldier Control.h"
#include "ub_config.h"
#endif
#ifdef JA2UB
#else
// anv: for playable Speck
#include "mercs.h"
#endif
#include "XML.h"
#include "GameInitOptionsScreen.h"
// OJW - 20090419
UINT8 giMAXIMUM_NUMBER_OF_PLAYER_MERCS = CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS;
UINT8 giMAXIMUM_NUMBER_OF_PLAYER_VEHICLES = CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES;
UINT8 giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
UINT8 giMAXIMUM_NUMBER_OF_ENEMIES = CODE_MAXIMUM_NUMBER_OF_ENEMIES;
UINT8 giMAXIMUM_NUMBER_OF_CREATURES = CODE_MAXIMUM_NUMBER_OF_CREATURES;
UINT8 giMAXIMUM_NUMBER_OF_REBELS = CODE_MAXIMUM_NUMBER_OF_REBELS;
UINT8 giMAXIMUM_NUMBER_OF_CIVS = CODE_MAXIMUM_NUMBER_OF_CIVS;
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
extern void HandleBestSightingPositionInRealtime();
extern INT32 GetCurrentBalance( void );
extern CHAR16 gzUserDefinedButton1[128];
extern CHAR16 gzUserDefinedButton2[128];
void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction); // sevenfm: to call in HandleAtNewGridNo
extern UINT8 gubAICounter;
#include "fresh_header.h"
#define RT_DELAY_BETWEEN_AI_HANDLING 50
#define RT_AI_TIMESLICE 10
INT32 giRTAILastUpdateTime = 0;
UINT32 guiAISlotToHandle = 0;
#define HANDLE_OFF_MAP_MERC 0xFFFF
#define RESET_HANDLE_OF_OFF_MAP_MERCS 0xFFFF
UINT32 guiAIAwaySlotToHandle = RESET_HANDLE_OF_OFF_MAP_MERCS;
#define PAUSE_ALL_AI_DELAY 1500
BOOLEAN gfPauseAllAI = FALSE;
INT32 giPauseAllAITimer = 0;
BOOLEAN sniperwarning;
BOOLEAN biggunwarning;
BOOLEAN gogglewarning;
//BOOLEAN airstrikeavailable;
TacticalStatusType gTacticalStatus;
extern void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier );
extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
extern void HandleExplosionQueue( );
extern void UpdateForContOverPortrait( SOLDIERTYPE *pSoldier, BOOLEAN fOn );
extern void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC );
extern BOOLEAN NPCInRoom( UINT8 ubProfileID, UINT16 usRoomID );
extern INT8 gbInvalidPlacementSlot[ NUM_INV_SLOTS ];
void ResetAllMercSpeeds( );
void HandleBloodForNewGridNo( SOLDIERTYPE *pSoldier );
BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving );
void DoCreatureTensionQuote( SOLDIERTYPE *pSoldier );
void HandleCreatureTenseQuote( );
void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected );
void HandleEndDemoInCreatureLevel( );
void DeathTimerCallback( );
void CaptureTimerCallback( );
// HEADROCK HAM 3.6: Define now.
void MilitiaChangesSides( );
extern void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier );
extern void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
extern void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
extern void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier );
#ifdef JA2UB
BOOLEAN CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector();
extern void PlayStealthySoldierFootstepSound( SOLDIERTYPE *pSoldier );
#endif
extern BOOLEAN gfSurrendered;
// GLOBALS
#define START_DEMO_SCENE 3
#define NUM_RANDOM_SCENES 4
CHAR8 gDebugStr[128];
#ifdef NETWORKED
extern BYTE gfAmIHost;
extern BOOLEAN gfAmINetworked;
#endif
#define NEW_FADE_DELAY 60
// ATE: GLOBALS FOR E3
UINT8 gubCurrentScene = 0;
CHAR8 gzLevelFilenames[ ][ 50 ] =
{
"A9.dat",
"ScotTBMines.dat",
"LindaTBCaves.dat",
"LindaRTDesert.dat",
"IanRTNight.dat",
"LindaRTCave1.dat",
"LindaRTCave2.dat"
};
INT8 ubLevelMoveLink[ 10 ] =
{
1,
2,
3,
4,
0,
0,
0,
0,
0,
0
};
// Soldier List used for all soldier overhead interaction
SOLDIERTYPE Menptr[ TOTAL_SOLDIERS ];
SOLDIERTYPE* MercPtrs[ TOTAL_SOLDIERS ];
SOLDIERTYPE* MercSlots[ TOTAL_SOLDIERS ];
UINT32 guiNumMercSlots = 0;
SOLDIERTYPE* AwaySlots[ TOTAL_SOLDIERS ];
UINT32 guiNumAwaySlots = 0;
// DEF: changed to have client wait for gPlayerNum assigned from host
UINT8 gbPlayerNum = 0;
// Global for current selected soldier
UINT16 gusSelectedSoldier = NOBODY;
INT8 gbShowEnemies = FALSE;
BOOLEAN gfMovingAnimation = FALSE;
CHAR8 gzAlertStr[][ 30 ] =
{
"GREEN",
"YELLOW",
"RED",
"BLACK"
};
CHAR8 gzActionStr[][ 30 ] =
{
"NONE",
"RANDOM PATROL",
"SEEK FRIEND",
"SEEK OPPONENT",
"TAKE COVER",
"GET CLOSER",
"POINT PATROL",
"LEAVE WATER GAS",
"SEEK NOISE",
"ESCORTED MOVE",
"RUN AWAY",
"KNIFE MOVE",
"APPROACH MERC",
"TRACK",
"EAT",
"PICK UP ITEM",
"SCHEDULE MOVE",
"WALK",
"RUN",
"WITHDRAW",
"FLANK LEFT",
"FLANK RIGHT",
"MOVE TO CLIMB",
"CHG FACING",
"CHG STANCE",
"YELLOW ALERT",
"RED ALERT",
"CREATURE CALL",
"PULL TRIGGER",
"USE DETONATOR",
"FIRE GUN",
"TOSS PROJECTILE",
"KNIFE STAB",
"THROW KNIFE",
"GIVE AID",
"WAIT",
"PENDING ACTION",
"DROP ITEM",
"COWER",
"STOP COWERING",
"OPEN/CLOSE DOOR",
"UNLOCK DOOR",
"LOCK DOOR",
"LOWER GUN",
"ABSOLUTELY NONE",
"CLIMB ROOF",
"END TURN",
"EC&M",
"TRAVERSE DOWN",
"OFFER SURRENDER",
"RAISE GUN",
"STEAL MOVE",
"RELOAD GUN"
"JUMP WINDOW",
"FREE PRISONER",
"USE SKILL",
"DOCTOR",
"DOCTOR SELF",
"SELFDETONATE",
"STOP MEDIC",
};
CHAR8 gzDirectionStr[][ 30 ] =
{
"NORTHEAST",
"EAST",
"SOUTHEAST",
"SOUTH",
"SOUTHWEST",
"WEST",
"NORTHWEST",
"NORTH"
};
// TEMP VALUES FOR TEAM DEFAULT POSITIONS
UINT8 bDefaultTeamRangesMP[ MAXTEAMS ][ 2 ] =
{
0, 19, //20 US
20, 51, //32 ENEMY
52, 52, //kulled off to make room ;) //32 CREATURE
53, 84, //32 REBELS ( OUR GUYS )
85, 116, //32 CIVILIANS
117, 119, // PLANNING SOLDIERS (reduced)
120, 126, //1 //new sides //hayden // 7 each
127, 133, //2
134, 140, //3
141, MAX_NUM_SOLDIERS - 1, //4
MAX_NUM_SOLDIERS, TOTAL_SOLDIERS - 1 // PLANNING SOLDIERS
};
UINT8 bDefaultTeamRanges[ MAXTEAMS_SP ][ 2 ] =
{
0,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES-1,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES-1,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES-1,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES+CODE_MAXIMUM_NUMBER_OF_REBELS-1,
CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES+CODE_MAXIMUM_NUMBER_OF_ENEMIES+CODE_MAXIMUM_NUMBER_OF_CREATURES+CODE_MAXIMUM_NUMBER_OF_REBELS,
MAX_NUM_SOLDIERS -1,
MAX_NUM_SOLDIERS,
TOTAL_SOLDIERS - 1 // PLANNING SOLDIERS
};
COLORVAL bDefaultTeamColors[ MAXTEAMS ] =
{
FROMRGB( 255, 255, 0 ),
FROMRGB( 255, 0, 0 ),
FROMRGB( 255, 0, 255 ),
FROMRGB( 0, 255, 0 ),
FROMRGB( 255, 255, 255 ),
FROMRGB( 0, 0, 255 ),
FROMRGB( 255, 120, 0 ), //hayden //team 1 (radar colours) // orange
FROMRGB( 62, 140, 240 ), //2 // light blue
FROMRGB( 180, 50, 255 ), //3 // violett
FROMRGB( 0, 180, 20 ) //4 // green
};
// UTILITY FUNCTIONS
INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
UINT8 NumEnemyInSector( );
UINT8 NumEnemyInSectorExceptCreatures();
UINT8 NumCapableEnemyInSector( );
BOOLEAN KillIncompacitatedEnemyInSector( );
BOOLEAN CheckForLosingEndOfBattle( );
void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue );
UINT8 NumEnemyInSectorNotDeadOrDying( );
UINT8 NumBloodcatsInSectorNotDeadOrDying( );
UINT8 gubWaitingForAllMercsToExitCode = 0;
UINT8 gusNumMercsUntilWaitingOver = 0;
UINT32 guiWaitingForAllMercsToExitData[3];
UINT32 guiWaitingForAllMercsToExitTimer = 0;
BOOLEAN gfKillingGuysForLosingBattle = FALSE;
INT32 GetFreeMercSlot()
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumMercSlots; uiCount++)
{
if(( MercSlots[uiCount] == NULL ) )
return((INT32)uiCount);
}
if(guiNumMercSlots < TOTAL_SOLDIERS )
return((INT32)guiNumMercSlots++);
return(-1);
}
// WTF?
void RecountMercSlots( )
{
INT32 iCount;
if ( guiNumMercSlots > 0 )
{
for (iCount = guiNumMercSlots - 1; iCount >=0 ; iCount--)
{
if ( ( MercSlots[iCount] != NULL ) )
{
guiNumMercSlots=(UINT32)(iCount+1);
return;
}
}
// no mercs found
guiNumMercSlots = 0;
}
}
INT32 AddMercSlot( SOLDIERTYPE *pSoldier )
{
INT32 iMercIndex;
if( ( iMercIndex = GetFreeMercSlot() )==(-1) )
return(-1);
MercSlots[ iMercIndex ] = pSoldier;
return( iMercIndex );
}
BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier )
{
UINT32 uiCount;
CHECKF( pSoldier != NULL );
for( uiCount=0; uiCount < guiNumMercSlots; uiCount++)
{
if ( MercSlots[ uiCount ] == pSoldier )
{
MercSlots[ uiCount ] = NULL;
RecountMercSlots( );
return( TRUE );
}
}
// TOLD TO DELETE NON-EXISTANT SOLDIER
return( FALSE );
}
INT32 GetFreeAwaySlot( )
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
{
if(( AwaySlots[uiCount] == NULL ) )
return((INT32)uiCount);
}
if(guiNumAwaySlots < TOTAL_SOLDIERS )
return((INT32)guiNumAwaySlots++);
return(-1);
}
void RecountAwaySlots( )
{
INT32 iCount;
if ( guiNumAwaySlots > 0 )
{
for (iCount = guiNumAwaySlots - 1; (iCount >=0) ; iCount--)
{
if ( ( AwaySlots[iCount] != NULL ) )
{
guiNumAwaySlots = (UINT32)(iCount + 1);
return;
}
}
// no mercs found
guiNumAwaySlots = 0;
}
}
INT32 AddAwaySlot( SOLDIERTYPE *pSoldier )
{
INT32 iAwayIndex;
if( ( iAwayIndex = GetFreeAwaySlot() )==(-1) )
return(-1);
AwaySlots[ iAwayIndex ] = pSoldier;
return( iAwayIndex );
}
BOOLEAN RemoveAwaySlot( SOLDIERTYPE *pSoldier )
{
UINT32 uiCount;
CHECKF( pSoldier != NULL );
for( uiCount=0; uiCount < guiNumAwaySlots; uiCount++)
{
if ( AwaySlots[ uiCount ] == pSoldier )
{
AwaySlots[ uiCount ] = NULL;
RecountAwaySlots( );
return( TRUE );
}
}
// TOLD TO DELETE NON-EXISTANT SOLDIER
return( FALSE );
}
INT32 MoveSoldierFromMercToAwaySlot( SOLDIERTYPE * pSoldier )
{
BOOLEAN fRet;
fRet = RemoveMercSlot( pSoldier );
if (!fRet)
{
return( -1 );
}
if ( !(pSoldier->flags.uiStatusFlags & SOLDIER_OFF_MAP) )
{
RemoveManFromTeam( pSoldier->bTeam );
}
pSoldier->bInSector = FALSE;
pSoldier->flags.uiStatusFlags |= SOLDIER_OFF_MAP;
return( AddAwaySlot( pSoldier ) );
}
INT32 MoveSoldierFromAwayToMercSlot( SOLDIERTYPE * pSoldier )
{
BOOLEAN fRet;
fRet = RemoveAwaySlot( pSoldier );
if (!fRet)
{
return( -1 );
}
AddManToTeam( pSoldier->bTeam );
pSoldier->bInSector = TRUE;
pSoldier->flags.uiStatusFlags &= (~SOLDIER_OFF_MAP);
return( AddMercSlot( pSoldier ) );
}
BOOLEAN InitTacticalEngine( )
{
InitRenderParams( 0 ); // Init renderer
InitializeBaseDirtyRectQueue( ); // Init dirty queue system
InitializeTacticalInterface( ); // Init Interface stuff
InitializeGameVideoObjects( ); // Init system objects
LoadPaletteData( ); // Init palette system
//if( !LoadLockTable() )
// return(FALSE);
// anv: externalised locks and keys
//WriteLocks("WriteLocks.xml");
char fileName[MAX_PATH];
strcpy(fileName, TABLEDATA_DIRECTORY);
strcat(fileName, LOCKSFILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInLocks(fileName), LOCKSFILENAME);
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("FileName = %s not found, trying to load LOCKS.BIN instead", fileName));
if( !LoadLockTable() )
return(FALSE);
}
strcpy(fileName, TABLEDATA_DIRECTORY);
strcat(fileName, KEYSFILENAME);
if ( FileExists(fileName) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
SGP_THROW_IFFALSE(ReadInKeys(fileName), KEYSFILENAME);
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("FileName = %s not found, hardcoded values will be used", fileName));
}
InitInteractiveTileManagement( );
if (!InitPathAI()) // init path code
return( FALSE );
if (!InitAI()) // init AI
return( FALSE );
if ( !InitOverhead( ) ) // Init Overhead
return( FALSE );
#ifdef NETWORKED
if ( !gfAmINetworked )
gfAmIHost = TRUE;
#endif
return( TRUE );
}
void ShutdownTacticalEngine( )
{
DeletePaletteData( );
ShutdownStaticExternalNPCFaces( );
ShutDownPathAI();
ShutdownInteractiveTileManagement( );
UnLoadCarPortraits( );
ShutdownNPCQuotes();
}
BOOLEAN InitOverhead( )
{
UINT32 cnt;
UINT8 cnt2;
// Set pointers list
for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
MercPtrs[ cnt ] = &Menptr[ cnt ];
MercPtrs[ cnt ]->bActive = FALSE;
}
memset( &gTacticalStatus, 0, sizeof( TacticalStatusType ) );
UINT8 maxteams;
if (!is_networked)
maxteams = MAXTEAMS_SP;
else
maxteams = MAXTEAMS;
// Set team values
for( cnt = 0; cnt < maxteams; cnt++ )
{
// For now, set hard-coded values
if (!is_networked)
{
gTacticalStatus.Team[ cnt ].bFirstID = bDefaultTeamRanges[ cnt ][0];
gTacticalStatus.Team[ cnt ].bLastID = bDefaultTeamRanges[ cnt ][1];
}
else
{
gTacticalStatus.Team[ cnt ].bFirstID = bDefaultTeamRangesMP[ cnt ][0];
gTacticalStatus.Team[ cnt ].bLastID = bDefaultTeamRangesMP[ cnt ][1];
}
// WDS - make number of mercenaries, etc. be configurable
unsigned max = 0;
switch (cnt)
{
case OUR_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs + gGameExternalOptions.ubGameMaximumNumberOfPlayerVehicles;
break;
case ENEMY_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
break;
case CREATURE_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfCreatures;
break;
case MILITIA_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfRebels;
break;
case CIV_TEAM:
max = gGameExternalOptions.ubGameMaximumNumberOfCivilians;
break;
// Don't worry about the others
case PLAYER_PLAN:
case LAN_TEAM_ONE:
case LAN_TEAM_TWO:
case LAN_TEAM_THREE:
case LAN_TEAM_FOUR:
max = 9999;
break;
}
if (max < (unsigned)(gTacticalStatus.Team[ cnt ].bLastID - gTacticalStatus.Team[ cnt ].bFirstID + 1))
{
gTacticalStatus.Team[ cnt ].bLastID = gTacticalStatus.Team[ cnt ].bFirstID + max - 1;
}
gTacticalStatus.Team[ cnt ].RadarColor = bDefaultTeamColors[ cnt ];
if ( cnt == gbPlayerNum || cnt == PLAYER_PLAN )
{
gTacticalStatus.Team[ cnt ].bSide = 0;
gTacticalStatus.Team[ cnt ].bHuman = TRUE;
}
else
{
if (cnt == MILITIA_TEAM )
{
// militia guys on our side!
gTacticalStatus.Team[ cnt ].bSide = 0;
}
else if ( cnt == CREATURE_TEAM )
{
// creatures are on no one's side but their own
// NB side 2 is used for hostile rebels....
gTacticalStatus.Team[ cnt ].bSide = 3;
}
else
{
// hostile (enemies, or civilians; civs are potentially hostile but neutral)
gTacticalStatus.Team[ cnt ].bSide = 1;
}
gTacticalStatus.Team[ cnt ].bHuman = FALSE;
}
gTacticalStatus.Team[ cnt ].ubLastMercToRadio = NOBODY;
gTacticalStatus.Team[ cnt ].bTeamActive = FALSE;
gTacticalStatus.Team[ cnt ].bAwareOfOpposition = FALSE;
// set team values in soldier structures for all who are on this team
for ( cnt2 = gTacticalStatus.Team[ cnt ].bFirstID; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; cnt2++ )
{
MercPtrs[ cnt2 ]->bTeam = (INT8) cnt;
}
}
// Zero out merc slots!
for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
MercSlots[ cnt ] = NULL;
}
// Set other tactical flags
gTacticalStatus.uiFlags = TURNBASED | TRANSLUCENCY_TYPE;
gTacticalStatus.sSlideTarget = NOWHERE;
gTacticalStatus.uiTimeOfLastInput = GetJA2Clock();
gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock();
gTacticalStatus.uiCountdownToRestart = GetJA2Clock();
gTacticalStatus.fGoingToEnterDemo = FALSE;
gTacticalStatus.fNOTDOLASTDEMO = FALSE;
if (is_networked)
gTacticalStatus.fDidGameJustStart = FALSE;
else
gTacticalStatus.fDidGameJustStart = TRUE;
gTacticalStatus.ubLastRequesterTargetID = NO_PROFILE;
gTacticalStatus.ubLastRequesterSurgeryTargetID = NOBODY; // SANDRO - reset surgery requester too
for ( cnt = 0; cnt < NUM_PANIC_TRIGGERS; cnt++ )
{
gTacticalStatus.sPanicTriggerGridNo[ cnt ] = NOWHERE;
}
gTacticalStatus.bRealtimeSpeed = MAX_REALTIME_SPEED_VAL / 2;
gfInAirRaid = FALSE;
gpCustomizableTimerCallback = NULL;
// Reset cursor
gpItemPointer = NULL;
gpItemPointerSoldier = NULL;
memset( gbInvalidPlacementSlot, 0, sizeof( gbInvalidPlacementSlot ) );
InitCivQuoteSystem( );
ZeroAnimSurfaceCounts( );
InitializeLua();
return( TRUE );
}
BOOLEAN ShutdownOverhead( )
{
UINT32 cnt;
ShutdownLua( );
// Delete any soldiers which have been created!
for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
if( MercPtrs[ cnt ] != NULL )
{
if ( MercPtrs[ cnt ]->bActive )
{
MercPtrs[ cnt ]->DeleteSoldier( );
}
}
}
return( TRUE );
}
BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex )
{
// Check range of index given
*ppSoldier = NULL;
if ( usSoldierIndex < 0 || usSoldierIndex > TOTAL_SOLDIERS-1 )
{
// Set debug message
return( FALSE );
}
// Check if a guy exists here
// Does another soldier exist here?
if ( MercPtrs[ usSoldierIndex ]->bActive )
{
// Set Existing guy
*ppSoldier = MercPtrs[ usSoldierIndex ];
return( TRUE);
}
else
{
return( FALSE );
}
}
BOOLEAN NextAIToHandle( UINT32 uiCurrAISlot )
{
UINT32 cnt;
if (uiCurrAISlot >= guiNumMercSlots)
{
// last person to handle was an off-map merc, so now we start looping at the beginning again
cnt = 0;
}
else
{
// continue on from the last person we handled
cnt = uiCurrAISlot + 1;
}
for ( ; cnt < guiNumMercSlots; cnt++ )
{
if ( MercSlots[ cnt ] && ( (MercSlots[ cnt ]->bTeam != gbPlayerNum) || (MercSlots[ cnt ]->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) ) )
{
// aha! found an AI guy!
guiAISlotToHandle = cnt;
return( TRUE );
}
}
// set so that even if there are no off-screen mercs to handle, we will loop back to
// the start of the array
guiAISlotToHandle = HANDLE_OFF_MAP_MERC;
// didn't find an AI guy to handle after the last one handled and the # of slots
// it's time to check for an off-map merc... maybe
if (guiNumAwaySlots > 0)
{
if ( (guiAIAwaySlotToHandle + 1) >= guiNumAwaySlots)
{
// start looping from the beginning
cnt = 0;
}
else
{
// continue on from the last person we handled
cnt = guiAIAwaySlotToHandle + 1;
}
for ( ; cnt < guiNumAwaySlots; cnt++ )
{
if (AwaySlots[ cnt ] && AwaySlots[ cnt ]->bTeam != gbPlayerNum)
{
// aha! found an AI guy!
guiAIAwaySlotToHandle = cnt;
return( FALSE );
}
}
// reset awayAISlotToHandle, but DON'T loop again, away slots not that important
guiAIAwaySlotToHandle = RESET_HANDLE_OF_OFF_MAP_MERCS;
}
return( FALSE );
}
void PauseAITemporarily( )
{
gfPauseAllAI = TRUE;
giPauseAllAITimer = GetJA2Clock();
}
void PauseAIUntilManuallyUnpaused( )
{
gfPauseAllAI = TRUE;
giPauseAllAITimer = 0;
}
void UnPauseAI( )
{
// overrides any timer too
gfPauseAllAI = FALSE;
giPauseAllAITimer = 0;
}
FLOAT gdRadiansForAngle[ ] =
{
(FLOAT)PI,
(FLOAT)( 3 * PI / 4 ),
(FLOAT)( PI / 2 ),
(FLOAT)( ( PI ) / 4 ),
(FLOAT)0,
(FLOAT)( ( -PI ) / 4 ),
(FLOAT)( -PI / 2 ),
(FLOAT)( -3 * PI / 4 ),
};
BOOLEAN ExecuteOverhead( )
{
if( !COUNTERDONE( TOVERHEAD ) )
return TRUE; // FIXME: return value is ignored and should be void
RESETCOUNTER( TOVERHEAD );
UINT32 cnt;
SOLDIERTYPE* pSoldier;
INT16 sAPCost;
INT16 sBPCost;
FLOAT dXPos , dYPos;
FLOAT dAngle;
BOOLEAN fKeepMoving;
INT8 bShadeLevel;
BOOLEAN fNoAPsForPendingAction;
INT32 sGridNo;
STRUCTURE *pStructure;
BOOLEAN fHandleAI = FALSE;
// Diagnostic Stuff
static INT32 iTimerTest = 0;
static INT32 iTimerVal = 0;
gfMovingAnimation = FALSE;
if(GetSoldier(&pSoldier, gusSelectedSoldier))
{
if(pSoldier->bActive)
{
if(pSoldier->flags.uiStatusFlags&SOLDIER_GREEN_RAY)
LightShowRays((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), FALSE);
}
}
// Diagnostic Stuff
iTimerVal = GetJA2Clock();
giTimerDiag = iTimerVal - iTimerTest;
iTimerTest = iTimerVal;
UpdateAniTiles( ); // ANIMATED TILE STUFF
HandleExplosionQueue(); // BOMBS!!!
HandleCreatureTenseQuote( );
CheckHostileOrSayQuoteList();
if ( gfPauseAllAI && giPauseAllAITimer && ( iTimerVal - giPauseAllAITimer > PAUSE_ALL_AI_DELAY ) )
{
// ok, stop pausing the AI!
gfPauseAllAI = FALSE;
}
if (!gfPauseAllAI)
{
// AI limiting crap
gubAICounter = 0;
if (!((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)))
{
if ((iTimerVal - giRTAILastUpdateTime ) > RT_DELAY_BETWEEN_AI_HANDLING)
{
giRTAILastUpdateTime = iTimerVal;
// figure out which AI guy to handle this time around, starting with the slot AFTER the current AI guy
fHandleAI = NextAIToHandle( guiAISlotToHandle );
}
}
}
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier && pSoldier->bActive && (pSoldier->bTeam == OUR_TEAM) ) {
if (!gogglewarning && BadGoggles(pSoldier)) {
gogglewarning = TRUE;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_CHECK_GOGGLES] );
}
}
// Syncronize for upcoming soldier counters
SYNCTIMECOUNTER( );
if ( pSoldier != NULL )
{
HandlePanelFaceAnimations( pSoldier );
// Handle damage counters
if ( pSoldier->flags.fDisplayDamage )
{
if ( TIMECOUNTERDONE( pSoldier->timeCounters.DamageCounter, DAMAGE_DISPLAY_DELAY ) )
{
pSoldier->bDisplayDamageCount++;
pSoldier->sDamageX+=1;
pSoldier->sDamageY-=1;
RESETTIMECOUNTER( pSoldier->timeCounters.DamageCounter, DAMAGE_DISPLAY_DELAY );
}
if ( pSoldier->bDisplayDamageCount >= 8 )
{
pSoldier->bDisplayDamageCount = 0;
pSoldier->sDamage = 0;
pSoldier->flags.fDisplayDamage = FALSE;
// sevenfm: also zero damage info from this attack
pSoldier->iLastBulletImpact = 0;
pSoldier->iLastArmourProtection = 0;
}
}
// Handle reload counters
if ( pSoldier->flags.fReloading )
{
if ( TIMECOUNTERDONE( pSoldier->timeCounters.ReloadCounter, pSoldier->sReloadDelay ) )
{
pSoldier->flags.fReloading = FALSE;
pSoldier->flags.fPauseAim = FALSE;
}
}
#ifdef JA2UB
//Ja25 UB
// ATE: JA25 additon - poll for getting up from start of game...
if( pSoldier->fWaitingToGetupFromJA25Start )
{
if( !DialogueActive( ) )
{
///if the timer is done, AND no one is talking
if( TIMECOUNTERDONE( pSoldier->GetupFromJA25StartCounter, 0 ) )
{
//make sure they wont say this again
pSoldier->fWaitingToGetupFromJA25Start = FALSE;
//
//Get the soldier that should say the quote
//
//if the merc is one of the mercs who has Quote 80, say that
if( pSoldier->ubProfile == GASTON_UB ||//GASTON
pSoldier->ubProfile == STOGIE_UB ||//STOGIE
pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER )
{
TacticalCharacterDialogue( pSoldier, QUOTE_REPUTATION_REFUSAL );
}
else
{
// Now make them say their curse sound
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, pSoldier->ubProfile, 0, 0, pSoldier->iFaceIndex, 0 );
}
}
else
{
pSoldier->GetupFromJA25StartCounter += giTimerDiag;
}
}
#endif
// Checkout fading
if ( pSoldier->flags.fBeginFade )
{
if ( TIMECOUNTERDONE( pSoldier->timeCounters.FadeCounter, NEW_FADE_DELAY ) )
{
RESETTIMECOUNTER( pSoldier->timeCounters.FadeCounter, NEW_FADE_DELAY );
// Fade out....
if ( pSoldier->flags.fBeginFade == 1 )
{
bShadeLevel = (pSoldier->ubFadeLevel&0x0f);
bShadeLevel=__min(bShadeLevel+1, SHADE_MIN);
if ( bShadeLevel >= ( SHADE_MIN - 3 ) )
{
pSoldier->flags.fBeginFade = FALSE;
pSoldier->bVisible = -1;
// Set levelnode shade level....
if ( pSoldier->pLevelNode )
{
pSoldier->pLevelNode->ubShadeLevel = bShadeLevel;
}
// Set Anim speed accordingly!
SetSoldierAniSpeed( pSoldier );
}
bShadeLevel|=(pSoldier->ubFadeLevel&0x30);
pSoldier->ubFadeLevel = bShadeLevel;
}
else if ( pSoldier->flags.fBeginFade == 2 )
{
bShadeLevel = (pSoldier->ubFadeLevel&0x0f);
bShadeLevel = bShadeLevel-1;
if ( bShadeLevel <= 0 )
{
bShadeLevel = 0;
}
if ( bShadeLevel <= (gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel ) )
{
bShadeLevel = (gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel );
pSoldier->flags.fBeginFade = FALSE;
// Set levelnode shade level....
if ( pSoldier->pLevelNode )
{
pSoldier->pLevelNode->ubShadeLevel = bShadeLevel;
}
// Set Anim speed accordingly!
SetSoldierAniSpeed( pSoldier );
}
bShadeLevel|=(pSoldier->ubFadeLevel&0x30);
pSoldier->ubFadeLevel = bShadeLevel;
}
}
}
// Check if we have a new visiblity and shade accordingly down
if ( pSoldier->bLastRenderVisibleValue != pSoldier->bVisible )
{
HandleCrowShadowVisibility( pSoldier );
// Check for fade out....
if ( pSoldier->bVisible == -1 && pSoldier->bLastRenderVisibleValue >= 0 )
{
if (!TileIsOutOfBounds(pSoldier->sGridNo))
{
pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel;
}
pSoldier->flags.fBeginFade = TRUE;
pSoldier->sLocationOfFadeStart = pSoldier->sGridNo;
// OK, re-evaluate guy's roof marker
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, FALSE, FALSE );
pSoldier->bVisible = -2;
}
// Check for fade in.....
if ( pSoldier->bVisible != -1 && pSoldier->bLastRenderVisibleValue == -1 && pSoldier->bTeam != gbPlayerNum )
{
pSoldier->ubFadeLevel = ( SHADE_MIN - 3 );
pSoldier->flags.fBeginFade = 2;
pSoldier->sLocationOfFadeStart = pSoldier->sGridNo;
// OK, re-evaluate guy's roof marker
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE );
}
}
pSoldier->bLastRenderVisibleValue = pSoldier->bVisible;
// Handle stationary polling...
if ( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) || pSoldier->flags.fNoAPToFinishMove )
{
// Are are stationary....
// Were we once moving...?
if ( pSoldier->flags.fSoldierWasMoving && pSoldier->bVisible > -1 )
{
pSoldier->flags.fSoldierWasMoving = FALSE;
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, TRUE, FALSE );
if ( !gGameSettings.fOptions[ TOPTION_MERC_ALWAYS_LIGHT_UP ] )
{
pSoldier->DeleteSoldierLight( );
pSoldier->SetCheckSoldierLightFlag( );
}
}
}
else
{
// We are moving....
// Were we once stationary?
if ( !pSoldier->flags.fSoldierWasMoving )
{
pSoldier->flags.fSoldierWasMoving = TRUE;
HandlePlacingRoofMarker( pSoldier, pSoldier->sGridNo, FALSE, FALSE );
}
}
// Handle animation update counters
// ATE: Added additional check here for special value of anispeed that pauses all updates
#ifndef BOUNDS_CHECKER
if ( TIMECOUNTERDONE( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay ) && pSoldier->sAniDelay != 10000 )
#endif
{
#ifdef NETWORKED
// DEF:
// Check for TIMING delay here only if in Realtime
if( gTacticalStatus.uiFlags & REALTIME)
if ( pSoldier->flags.fIsSoldierMoving )
CheckForSlowSoldier( pSoldier );
#endif
// Check if we need to look for items
if ( pSoldier->flags.uiStatusFlags & SOLDIER_LOOKFOR_ITEMS )
{
RevealRoofsAndItems(pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, FALSE );
pSoldier->flags.uiStatusFlags &= (~SOLDIER_LOOKFOR_ITEMS);
}
// Check if we need to reposition light....
if ( pSoldier->flags.uiStatusFlags & SOLDIER_RECHECKLIGHT )
{
pSoldier->PositionSoldierLight( );
pSoldier->flags.uiStatusFlags &= (~SOLDIER_RECHECKLIGHT);
}
RESETTIMECOUNTER( pSoldier->timeCounters.UpdateCounter, pSoldier->sAniDelay );
fNoAPsForPendingAction = FALSE;
#ifdef NETWORKED
// Get the path update, if there is 1
if (pSoldier->flags.fSoldierUpdatedFromNetwork)
UpdateSoldierFromNetwork(pSoldier);
#endif
// Check if we are moving and we deduct points and we have no points
if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) ) && pSoldier->flags.fNoAPToFinishMove ) && !pSoldier->flags.fPauseAllAnimation )
{
if ( !AdjustToNextAnimationFrame( pSoldier ) )
{
continue;
}
if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) )
{
HandleNextTileWaiting( pSoldier ); // Check if we are waiting for an opened path
}
// Update world data with new position, etc
// Determine gameworld cells corrds of guy
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ( ANIM_MOVING | ANIM_SPECIALMOVE ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
{
fKeepMoving = TRUE;
pSoldier->flags.fPausedMove = FALSE;
// CHECK TO SEE IF WE'RE ON A MIDDLE TILE
if ( pSoldier->flags.fPastXDest && pSoldier->flags.fPastYDest )
{
pSoldier->flags.fPastXDest = pSoldier->flags.fPastYDest = FALSE;
// assign X/Y values back to make sure we are at the center of the tile
// (to prevent mercs from going through corners of tiles and producing
// structure data complaints)
//pSoldier->dXPos = pSoldier->pathing.sDestXPos;
//pSoldier->dYPos = pSoldier->pathing.sDestYPos;
HandleBloodForNewGridNo( pSoldier );
if ( !( ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) && pSoldier->sGridNo != pSoldier->pathing.sFinalDestination) )
{
//OK, we're at the MIDDLE of a new tile...
HandleAtNewGridNo( pSoldier, &fKeepMoving );
}
if ( gTacticalStatus.bBoxingState != NOT_BOXING && (gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER ||
gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING) )
{
BoxingMovementCheck( pSoldier );
}
// Are we at our final destination?
if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo )
{
// Cancel path....
pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize = 0;
// Cancel reverse
pSoldier->bReverse = FALSE;
BOOLEAN fAimAfterMove = FALSE;
if ( pSoldier->usAnimState == WALKING_ALTERNATIVE_RDY || pSoldier->usAnimState == SIDE_STEP_ALTERNATIVE_RDY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_ALTERNATIVE_STAND;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == SIDE_STEP_WEAPON_RDY || pSoldier->usAnimState == WALKING_WEAPON_RDY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_RIFLE_STAND;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == SIDE_STEP_DUAL_RDY || pSoldier->usAnimState == WALKING_DUAL_RDY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_DUAL_STAND;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == CROUCHEDMOVE_RIFLE_READY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == CROUCHEDMOVE_PISTOL_READY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_RIFLE_CROUCH;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
else if ( pSoldier->usAnimState == CROUCHEDMOVE_DUAL_READY )
{
fAimAfterMove = TRUE;
pSoldier->usPendingAnimation = AIM_DUAL_CROUCH;
pSoldier->ubPendingDirection = pSoldier->ubDirection;
}
// OK, if we are the selected soldier, refresh some UI stuff
if ( pSoldier->ubID == (UINT8)gusSelectedSoldier )
{
gfUIRefreshArrows = TRUE;
}
// ATE: Play landing sound.....
if ( pSoldier->usAnimState == JUMP_OVER_BLOCKING_PERSON || pSoldier->usAnimState == LONG_JUMP )
{
PlaySoldierFootstepSound( pSoldier );
}
// If we are a robot, play stop sound...
if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT )
{
PlaySoldierJA2Sample( pSoldier->ubID, ROBOT_STOP, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ), TRUE );
}
// Update to middle if we're on destination
dXPos = pSoldier->pathing.sDestXPos;
dYPos = pSoldier->pathing.sDestYPos;
pSoldier->EVENT_SetSoldierPosition( dXPos, dYPos );
#ifdef NETWORKED
// DEF: Test Code
StopSoldierMovementTime(pSoldier);
#endif
// CHECK IF WE HAVE A PENDING ANIMATION
if ( pSoldier->usPendingAnimation != NO_PENDING_ANIMATION )
{
pSoldier->ChangeSoldierState( pSoldier->usPendingAnimation, 0 , FALSE );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
if ( pSoldier->ubPendingDirection != NO_PENDING_DIRECTION )
{
pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->ubPendingDirection );
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
}
}
// CHECK IF WE HAVE A PENDING ACTION
if ( pSoldier->ubWaitActionToDo )
{
if ( pSoldier->ubWaitActionToDo == 2 )
{
pSoldier->ubWaitActionToDo = 1;
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN )
{
pSoldier->pathing.usPathIndex--; // ATE wanted this line here...
AdjustSoldierPathToGoOffEdge( pSoldier, pSoldier->sGridNo, (UINT8)pSoldier->aiData.uiPendingActionData1 );
continue;
}
}
else if ( pSoldier->ubWaitActionToDo == 1 )
{
pSoldier->ubWaitActionToDo = 0;
gusNumMercsUntilWaitingOver = max(0, gusNumMercsUntilWaitingOver - 1);
pSoldier->SoldierGotoStationaryStance( );
// If we are at an exit-grid, make disappear.....
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
RemoveSoldierFromTacticalSector( pSoldier, TRUE ); // Remove!
}
}
}
else if ( pSoldier->aiData.ubPendingAction != NO_PENDING_ACTION )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("We are inside the IF PENDING Animation with soldier #%d", pSoldier->ubID) );
if ( pSoldier->aiData.ubPendingAction == MERC_OPENDOOR || pSoldier->aiData.ubPendingAction == MERC_OPENSTRUCT )
{
sGridNo = pSoldier->aiData.sPendingActionData2;
//usStructureID = (UINT16)pSoldier->aiData.uiPendingActionData1;
//pStructure = FindStructureByID( sGridNo, usStructureID );
// LOOK FOR STRUCT OPENABLE
pStructure = FindStructure( sGridNo, STRUCTURE_OPENABLE );
if ( pStructure == NULL )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Told to open struct at %d and none was found", sGridNo );
#endif
// Flugente: if there is no structure for us to interact with, stop
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
fKeepMoving = FALSE;
}
else
{
CalcInteractiveObjectAPs( pSoldier, sGridNo, pStructure, &sAPCost, &sBPCost ); // SANDRO - added argument
if ( EnoughPoints( pSoldier, sAPCost, sBPCost , TRUE ) )
{
InteractWithInteractiveObject( pSoldier, pStructure, pSoldier->aiData.bPendingActionData3 );
}
else
{
fNoAPsForPendingAction = TRUE;
}
}
}
// Flugente: we are doing something here - stop multi-turn-action
pSoldier->CancelMultiTurnAction( FALSE );
if ( pSoldier->aiData.ubPendingAction == MERC_PICKUPITEM )
{
sGridNo = pSoldier->aiData.sPendingActionData2;
if ( sGridNo == pSoldier->sGridNo )
{
// OK, now, if in realtime
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// If the two gridnos are not the same, check to see if we can
// now go into it
if ( sGridNo != (pSoldier->aiData.uiPendingActionData4 ))
{
if ( NewOKDestination( pSoldier, pSoldier->aiData.uiPendingActionData4, TRUE, pSoldier->pathing.bLevel ) )
{
// GOTO NEW TILE!
SoldierPickupItem( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 );
continue;
}
}
}
// OK MORON, DOUBLE CHECK THAT THE ITEM EXISTS HERE...
if ( pSoldier->aiData.uiPendingActionData1 != ITEM_PICKUP_ACTION_ALL )
{
PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 );
}
else
{
PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 );
}
}
else
{
pSoldier->SoldierGotoStationaryStance( );
}
}
else if ( pSoldier->aiData.ubPendingAction == MERC_PUNCH )
{
// for the benefit of the AI
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
pSoldier->EVENT_SoldierBeginPunchAttack( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_TALK )
{
pSoldier->PlayerSoldierStartTalking( (UINT8)pSoldier->aiData.uiPendingActionData1, TRUE );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_DROPBOMB )
{
pSoldier->EVENT_SoldierBeginDropBomb( );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_STEAL )
{
//pSoldier->pathing.bDesiredDirection = pSoldier->aiData.bPendingActionData3;
pSoldier->EVENT_SetSoldierDesiredDirection( pSoldier->aiData.bPendingActionData3 );
// if we are crouching or prone, use steal in crouch
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE || gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_CROUCH )
{
pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM_CROUCHED, 0 , FALSE );
}
else // otherwise determine our target position
{
SOLDIERTYPE *pTarget;
UINT16 usSoldierIndex;
usSoldierIndex = WhoIsThere2( pSoldier->aiData.sPendingActionData2, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTarget = MercPtrs[ usSoldierIndex ];
// we always need to crouch to prone target
if ( gAnimControl[ pTarget->usAnimState ].ubEndHeight == ANIM_PRONE )
pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM_CROUCHED, 0 , FALSE );
else
pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM, 0 , FALSE );
}
else // strange things can happe??
{
pSoldier->EVENT_InitNewSoldierAnim( STEAL_ITEM, 0 , FALSE );
}
}
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_KNIFEATTACK)
{
// for the benefit of the AI
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
pSoldier->EVENT_SoldierBeginBladeAttack( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_GIVEAID )
{
pSoldier->EVENT_SoldierBeginFirstAid( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_REPAIR )
{
pSoldier->EVENT_SoldierBeginRepair( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_FUEL_VEHICLE )
{
pSoldier->EVENT_SoldierBeginRefuel( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_RELOADROBOT )
{
pSoldier->EVENT_SoldierBeginReloadRobot( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3, (INT8)pSoldier->aiData.uiPendingActionData1 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_TAKEBLOOD )
{
pSoldier->EVENT_SoldierBeginTakeBlood( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_ATTACH_CAN )
{
pSoldier->EVENT_SoldierBeginAttachCan( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_ENTER_VEHICLE )
{
pSoldier->EVENT_SoldierEnterVehicle( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3, pSoldier->aiData.uiPendingActionData4 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
continue;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_CUTFFENCE )
{
pSoldier->EVENT_SoldierBeginCutFence( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_BUILD_FORTIFICATION )
{
pSoldier->EVENT_SoldierBuildStructure( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_HANDCUFF_PERSON )
{
pSoldier->EVENT_SoldierHandcuffPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_APPLYITEM )
{
pSoldier->EVENT_SoldierApplyItemToPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_GIVEITEM )
{
pSoldier->EVENT_SoldierBeginGiveItem( );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_INTERACTIVEACTION )
{
pSoldier->EVENT_SoldierInteractiveAction( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_FILLBLOODBAG )
{
pSoldier->EVENT_SoldierTakeBloodFromPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else if ( pSoldier->aiData.ubPendingAction == MERC_MEDICALSPLINT )
{
pSoldier->EVENT_SoldierApplySplintToPerson( pSoldier->aiData.sPendingActionData2, pSoldier->aiData.bPendingActionData3 );
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
if ( fNoAPsForPendingAction )
{
// Change status of guy to waiting
HaltMoveForSoldierOutOfPoints( pSoldier );
fKeepMoving = FALSE;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
}
}
else
{
// OK, ADJUST TO STANDING, WE ARE DONE
// DO NOTHING IF WE ARE UNCONSCIOUS
if ( pSoldier->stats.bLife >= OKLIFE )
{
if ( pSoldier->ubBodyType == CROW )
{
// If we are flying, don't stop!
if ( pSoldier->sHeightAdjustment == 0 )
{
pSoldier->SoldierGotoStationaryStance( );
}
}
else
{
UnSetUIBusy( pSoldier->ubID );
if ( !fAimAfterMove ) // SANDRO - don't do this after movement with weapon raised
{
// Flugente: if in turnbased combat and option is selected, do not go to standing animation
// By this, we wont have to spend additional APs when we continue to run
if ((gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) &&
(pSoldier->flags.uiStatusFlags & SOLDIER_PC) && // sevenfm: this option works only for player
gGameExternalOptions.fNoStandingAnimAdjustInCombat &&
!pSoldier->bCollapsed &&
!pSoldier->bBreathCollapsed)
{
// Flugente: We have to decide depending on the animation we have, otherwise we can cause bugs if we do this after being hit by an explosion etc.
BOOLEAN dontadjustanim = FALSE;
switch ( pSoldier->usAnimState )
{
case WALKING:
case CROUCHING:
case SWATTING:
case RUNNING:
case CRAWLING:
case END_HURT_WALKING:
case SWAT_BACKWARDS:
case SWATTING_WK:
case SWAT_BACKWARDS_WK:
case SWAT_BACKWARDS_NOTHING:
case RUNNING_W_PISTOL:
case SIDE_STEP_WEAPON_RDY:
case SIDE_STEP_DUAL_RDY:
case SIDE_STEP_CROUCH_RIFLE:
case SIDE_STEP_CROUCH_PISTOL:
case SIDE_STEP_CROUCH_DUAL:
case WALKING_WEAPON_RDY:
case WALKING_DUAL_RDY:
case WALKING_ALTERNATIVE_RDY:
case SIDE_STEP_ALTERNATIVE_RDY:
case CROUCHEDMOVE_RIFLE_READY:
case CROUCHEDMOVE_PISTOL_READY:
case CROUCHEDMOVE_DUAL_READY:
dontadjustanim = TRUE;
break;
}
if ( dontadjustanim )
{
pSoldier->AdjustNoAPToFinishMove( TRUE );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
else
{
pSoldier->SoldierGotoStationaryStance();
}
}
else
{
pSoldier->SoldierGotoStationaryStance();
}
}
}
}
}
// RESET MOVE FAST FLAG
if ( (pSoldier->ubProfile == NO_PROFILE) )
{
pSoldier->flags.fUIMovementFast = FALSE;
}
// if AI moving and waiting to process something at end of
// move, have them handled the very next frame
if (pSoldier->ubQuoteActionID == QUOTE_ACTION_ID_CHECKFORDEST)
{
pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
}
fKeepMoving = FALSE;
}
else if ( !pSoldier->flags.fNoAPToFinishMove )
{
// Increment path....
pSoldier->pathing.usPathIndex++;
if ( pSoldier->pathing.usPathIndex > pSoldier->pathing.usPathDataSize )
{
pSoldier->pathing.usPathIndex = pSoldier->pathing.usPathDataSize;
}
// Are we at the end?
if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize )
{
// ATE: Pop up warning....
if ( pSoldier->pathing.usPathDataSize != MAX_PATH_LIST_SIZE )
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).",
pSoldier->GetName(), pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) );
#endif
}
// In case this is an AI person with the path-stored flag set,
// turn it OFF since we have exhausted our stored path
pSoldier->pathing.bPathStored = FALSE;
if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
{
// We have not made it to our dest... but it's better to let the AI handle this itself,
// on the very next fram
pSoldier->aiData.fAIFlags |= AI_HANDLE_EVERY_FRAME;
}
else
{
// ATE: Added this to fcalilitate the fact
// that our final dest may now have people on it....
// 0verhaul: But what if this is turn-based? The soldier may be waiting forever for
// the other one to leave the position, but since it's turn-based he never will.
// Is that an issue here?
// Yes, I think it is. I found a situation where the soldier's path led through another
// soldier. The other soldier wasn't even at the destination but his path invariably
// led through that soldier. Since this was set up to allow that, he ended up deadlocked
// in "take cover" mode waiting for the soldier right next to him to leave.
// So in turn-based mode, we will just allow the soldier to re-think his next move.
if ( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT)
{
ActionDone( pSoldier);
pSoldier->SoldierGotoStationaryStance( );
continue;
}
else
{
if ( FindBestPath( pSoldier, pSoldier->pathing.sFinalDestination, pSoldier->pathing.bLevel, pSoldier->usUIMovementMode,
NO_COPYROUTE, PATH_THROUGH_PEOPLE ) != 0 )
{
INT32 sNewGridNo;
sNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)guiPathingData[ 0 ] ) );
SetDelayedTileWaiting( pSoldier, sNewGridNo, 1 );
}
// We have not made it to our dest... set flag that we are waiting....
if ( !pSoldier->EVENT_InternalGetNewSoldierPath( pSoldier->pathing.sFinalDestination, pSoldier->usUIMovementMode, 2, FALSE ) )
{
// ATE: To do here.... we could not get path, so we have to stop
// 0verhaul: May also need to clear the action type so that the soldier will know
// to re-think another move instead of waiting for nothing to finish happening.
pSoldier->SoldierGotoStationaryStance( );
continue;
}
}
}
}
else
{
// OK, Now find another dest grindo....
if ( !( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_SPECIALMOVE ) )
{
// OK, now we want to see if we can continue to another tile...
if ( !HandleGotoNewGridNo( pSoldier, &fKeepMoving, FALSE, pSoldier->usAnimState ) )
{
continue;
}
}
else
{
// Change desired direction
// Just change direction
pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], FALSE, pSoldier->usAnimState );
}
if ( gTacticalStatus.bBoxingState != NOT_BOXING && (gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER ||
gTacticalStatus.bBoxingState == PRE_BOXING || gTacticalStatus.bBoxingState == BOXING) )
{
BoxingMovementCheck( pSoldier );
}
}
}
}
if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
{
fKeepMoving = FALSE;
}
BOOLEAN executeCondition = FALSE;
if (is_networked)
{
if ( !pSoldier->flags.fPausedMove && fKeepMoving && !pSoldier->flags.fNoAPToFinishMove )
executeCondition = TRUE;
}
else
{
if ( !pSoldier->flags.fPausedMove && fKeepMoving )
executeCondition = TRUE;
}
// DO WALKING
if ( executeCondition )
{
// Determine deltas
// dDeltaX = pSoldier->pathing.sDestXPos - pSoldier->dXPos;
//dDeltaY = pSoldier->pathing.sDestYPos - pSoldier->dYPos;
// Determine angle
// dAngle = (FLOAT)atan2( dDeltaX, dDeltaY );
dAngle = gdRadiansForAngle[ pSoldier->bMovementDirection ];
FLOAT movementchange = gAnimControl[pSoldier->usAnimState].dMovementChange;
// For walking, base it on body type!
if ( pSoldier->usAnimState == WALKING ||
pSoldier->usAnimState == WALKING_WEAPON_RDY ||
pSoldier->usAnimState == WALKING_DUAL_RDY ||
pSoldier->usAnimState == WALKING_ALTERNATIVE_RDY )
{
movementchange = gubAnimWalkSpeeds[pSoldier->ubBodyType].dMovementChange;
}
pSoldier->MoveMerc( movementchange, dAngle, TRUE );
}
}
// Check for direction change
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_TURNING )
{
pSoldier->TurnSoldier( );
}
}
#ifdef NETWORKED
if(!pSoldier->flags.fNoAPToFinishMove )
pSoldier->usLastUpdateTime = GetJA2Clock();
if (pSoldier->flags.fSoldierUpdatedFromNetwork)
UpdateSoldierFromNetwork(pSoldier);
#endif
//haydens network soldier update ->>
if(is_client)
UpdateSoldierToNetwork ( pSoldier );
}
if ( !gfPauseAllAI &&
( ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) ||
(fHandleAI && guiAISlotToHandle == cnt) || (pSoldier->aiData.fAIFlags & AI_HANDLE_EVERY_FRAME) || gTacticalStatus.fAutoBandageMode ) )
{
HandleSoldierAI( pSoldier );
if ( !((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT)) )
{
if (GetJA2Clock() - iTimerVal > RT_AI_TIMESLICE)
{
// don't do any more AI this time!
fHandleAI = FALSE;
}
else
{
// we still have time to handle AI; skip to the next person
fHandleAI = NextAIToHandle( guiAISlotToHandle );
}
}
}
}
}
if ( guiNumAwaySlots > 0 && !gfPauseAllAI && !(gTacticalStatus.uiFlags & INCOMBAT) && guiAISlotToHandle == HANDLE_OFF_MAP_MERC && guiAIAwaySlotToHandle != RESET_HANDLE_OF_OFF_MAP_MERCS )
{
pSoldier = AwaySlots[ guiAIAwaySlotToHandle ];
// Syncronize for upcoming soldier counters
SYNCTIMECOUNTER( );
if ( pSoldier != NULL )
{
// the ONLY thing to do with away soldiers is process their schedule if they have one
// and there is an action for them to do (like go on-sector)
if (pSoldier->aiData.fAIFlags & AI_CHECK_SCHEDULE)
{
HandleSoldierAI( pSoldier );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - hack! - resolve possible pending interrupt
if ( GetSoldier(&pSoldier, gusSelectedSoldier) && UsingImprovedInterruptSystem() )
{
if ( pSoldier->bActive )
{
if ( ResolvePendingInterrupt( pSoldier, UNDEFINED_INTERRUPT ) )
{
fKeepMoving = FALSE;
pSoldier->AdjustNoAPToFinishMove( TRUE );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
// "artificially" set lock ui flag in this case
if (pSoldier->bTeam == gbPlayerNum)
{
//AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] );
guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
}
// return early
gubNPCAPBudget = 0;
gubNPCDistLimit = 0;
return( TRUE );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Turn off auto bandage if we need to...
if ( gTacticalStatus.fAutoBandageMode )
{
if ( !CanAutoBandage( TRUE) )
{
SetAutoBandageComplete( );
}
}
// Check if we should be doing a special event once guys get to a location...
if ( gubWaitingForAllMercsToExitCode != 0 )
{
// Check if we have gone past our time...
if ( ( GetJA2Clock( ) - guiWaitingForAllMercsToExitTimer ) > 2500 )
{
// OK, set num waiting to 0
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_DEBUG, L"Waiting too long for Mercs to exit...forcing entry." );
#endif
gusNumMercsUntilWaitingOver = 0;
// Reset all waitng codes
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier != NULL )
{
pSoldier->ubWaitActionToDo = 0;
}
}
}
}
if ( gusNumMercsUntilWaitingOver == 0 )
{
// ATE: Unset flag to ignore sight...
gTacticalStatus.uiFlags &= ( ~DISALLOW_SIGHT );
// OK cheif, do something here....
switch( gubWaitingForAllMercsToExitCode )
{
case WAIT_FOR_MERCS_TO_WALKOFF_SCREEN:
if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
}
AllMercsHaveWalkedOffSector( );
break;
case WAIT_FOR_MERCS_TO_WALKON_SCREEN:
// OK, unset UI
if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
}
break;
case WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO:
// OK, unset UI
if ( ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
}
AllMercsWalkedToExitGrid( );
break;
}
// ATE; Turn off tactical status flag...
gTacticalStatus.uiFlags &= ( ~IGNORE_ALL_OBSTACLES );
gubWaitingForAllMercsToExitCode = 0;
}
// reset these AI-related global variables to 0 to ensure they don't interfere with the UI
gubNPCAPBudget = 0;
gubNPCDistLimit = 0;
return( TRUE );
}
void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
{
HaltMoveForSoldierOutOfPoints( pSoldier );
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
UnMarkMovementReserved( pSoldier );
// Display message if our merc...
if ( pSoldier->bTeam == gbPlayerNum && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->GetName() );
}
UnSetUIBusy( pSoldier->ubID );
// OK, Unset engaged in CONV, something changed...
UnSetEngagedInConvFromPCAction( pSoldier );
}
void HandleLocateToGuyAsHeWalks( SOLDIERTYPE *pSoldier )
{
// Our guys if option set,
if ( pSoldier->bTeam == gbPlayerNum )
{
// IF tracking on, center on guy....
if ( gGameSettings.fOptions[ TOPTION_TRACKING_MODE ] )
{
LocateSoldier( pSoldier->ubID, FALSE );
}
}
else
{
// Others if visible...
if ( pSoldier->bVisible != -1 )
{
// ATE: If we are visible, and have not already removed roofs, goforit
if ( pSoldier->pathing.bLevel > 0 )
{
if ( !( gTacticalStatus.uiFlags & SHOW_ALL_ROOFS ) )
{
gTacticalStatus.uiFlags |= SHOW_ALL_ROOFS;
SetRenderFlags( RENDER_FLAG_FULL );
}
}
LocateSoldier( pSoldier->ubID, FALSE );
}
}
}
//#pragma optimize("gpt",on)
// __forceinline
BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLEAN fInitialMove, UINT16 usAnimState )
{
INT16 sAPCost;
INT16 sBPCost;
INT32 usNewGridNo, sOverFenceGridNo, sMineGridNo;
if (gTacticalStatus.uiFlags & INCOMBAT && fInitialMove )
{
HandleLocateToGuyAsHeWalks( pSoldier );
}
// Default to TRUE
(*pfKeepMoving ) = TRUE;
// Check for good breath....
// if ( pSoldier->bBreath < OKBREATH && !fInitialMove )
if ( pSoldier->bBreath < OKBREATH )
{
// OK, first check for b== 0
// If our currentd state is moving already....( this misses the first tile, so the user
// Sees some change in their click, but just one tile
if ( pSoldier->bBreath == 0 )
{
// Collapse!
pSoldier->bBreathCollapsed = TRUE;
pSoldier->bEndDoorOpenCode = FALSE;
if ( fInitialMove )
{
UnSetUIBusy( pSoldier->ubID );
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Out of Breath") );
return( FALSE );
}
// OK, if we are collapsed now, check for OK breath instead...
if ( pSoldier->bCollapsed )
{
// Collapse!
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Has Collapsed") );
pSoldier->bBreathCollapsed = TRUE;
pSoldier->bEndDoorOpenCode = FALSE;
return( FALSE );
}
}
usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
// OK, check if this is a fence cost....
if ( gubWorldMovementCosts[ usNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE )
{
// We have been told to jump fence....
// Do we have APs?
// CHRISL: Added penalty for jumping a fence while wearing a backpack
// Do we have APs?
// SANDRO - changed the static values to precise calculation here
/* if ((UsingNewInventorySystem() == true) && pSoldier->inv[BPACKPOCKPOS].exists() == true
//JMich.BackpackClimb
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)pSoldier->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[pSoldier->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[pSoldier->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)))
{
sAPCost = GetAPsToJumpFence( pSoldier, TRUE );
sBPCost = GetBPsToJumpFence( pSoldier, TRUE );
}
else
{
sAPCost = GetAPsToJumpFence( pSoldier, FALSE );
sBPCost = GetBPsToJumpFence( pSoldier, FALSE );
}*/
sAPCost = ActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
sBPCost = TerrainBreathPoints( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
if ( EnoughPoints( pSoldier, sAPCost, sBPCost, FALSE ) )
{
// ATE: Check for tile being clear....
sOverFenceGridNo = NewGridNo( usNewGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ] ) );
if ( HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex + 1 ], sOverFenceGridNo, pSoldier->pathing.sFinalDestination ) )
{
// We do, adjust path data....
pSoldier->pathing.usPathIndex++;
// We go two, because we really want to start moving towards the NEXT gridno,
// if we have any...
// LOCK PENDING ACTION COUNTER
pSoldier->flags.uiStatusFlags |= SOLDIER_LOCKPENDINGACTIONCOUNTER;
pSoldier->SoldierGotoStationaryStance( );
// OK, jump!
pSoldier->BeginSoldierClimbFence( );
pSoldier->flags.fContinueMoveAfterStanceChange = 2;
}
}
else
{
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
(*pfKeepMoving ) = FALSE;
}
return( FALSE );
}
else if ( InternalDoorTravelCost( pSoldier, usNewGridNo, gubWorldMovementCosts[ usNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL, TRUE ) == TRAVELCOST_DOOR )
{
STRUCTURE * pStructure;
INT8 bDirection;
INT32 sDoorGridNo;
// OK, if we are here, we have been told to get a pth through a door.
// No need to check if for AI
// No need to check for right key ( since the path checks for that? )
// Just for now play the $&&% animation
bDirection = (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ];
// OK, based on the direction, get door gridno
if ( bDirection == NORTH || bDirection == WEST )
{
sDoorGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) );
}
else if ( bDirection == SOUTH || bDirection == EAST )
{
sDoorGridNo = pSoldier->sGridNo;
}
else
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"ERROR: Invalid Direction to approach door. (Soldier loc: %d, dir: %d).", pSoldier->sGridNo, bDirection );
#endif
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Open door - invalid approach direction") );
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
return( FALSE );
}
// Get door
pStructure = FindStructure( sDoorGridNo, STRUCTURE_ANYDOOR );
if ( pStructure == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"ERROR: Told to open door that does not exist at %d.", sDoorGridNo );
#endif
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: Door does not exist") );
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
return( FALSE );
}
// OK, open!
StartInteractiveObject( sDoorGridNo, pStructure->usStructureID, pSoldier, bDirection );
InteractWithInteractiveObject( pSoldier, pStructure, bDirection );
// One needs to walk after....
if ( (pSoldier->bTeam != gbPlayerNum) || (gTacticalStatus.fAutoBandageMode) || ( pSoldier->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL ) )
{
pSoldier->bEndDoorOpenCode = 1;
pSoldier->sEndDoorOpenCodeData = sDoorGridNo;
}
(*pfKeepMoving ) = FALSE;
return( FALSE );
}
// Find out how much it takes to move here!
sAPCost = ActionPointCost( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
sBPCost = TerrainBreathPoints( pSoldier, usNewGridNo, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usAnimState );
// SANDRO: add BP cost for weapon holding (additional for APBPConstants[BP_MOVEMENT_READY]), this one is specifically based on the weapon itself
if ( gGameExternalOptions.ubEnergyCostForWeaponWeight )
sBPCost += sAPCost * GetBPCostPer10APsForGunHolding( pSoldier ) / 10;
// CHECK IF THIS TILE IS A GOOD ONE!
if ( !HandleNextTile( pSoldier, (INT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], usNewGridNo, pSoldier->pathing.sFinalDestination ) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "HandleGotoNewGridNo() Failed: Tile %d Was blocked", usNewGridNo ) );
// ATE: If our own guy and an initial move.. display message
//if ( fInitialMove && pSoldier->bTeam == gbPlayerNum )
//{
// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() );
//}
pSoldier->bEndDoorOpenCode = FALSE;
// GO on to next guy!
return( FALSE );
}
// just check the tile we're going to walk into
if ( NearbyGroundSeemsWrong( pSoldier, usNewGridNo, FALSE, &sMineGridNo ) )
{
if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC )
{
// NearbyGroundSeemsWrong returns true with gridno NOWHERE if
// we find something by metal detector... we should definitely stop
// but we won't place a locator or say anything
// IF not in combat, stop them all
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
INT32 cnt2;
SOLDIERTYPE *pSoldier2;
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// look for all mercs on the same team,
for ( pSoldier2 = MercPtrs[ cnt2 ]; cnt2 >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt2-- ,pSoldier2-- )
{
if ( pSoldier2->bActive )
{
pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection );
}
}
}
else
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
(*pfKeepMoving) = FALSE;
if (!TileIsOutOfBounds(sMineGridNo))
{
LocateGridNo( sMineGridNo );
// we reuse the boobytrap gridno variable here
gsBoobyTrapGridNo = sMineGridNo;
gpBoobyTrapSoldier = pSoldier;
// silversurfer: if TRUE the merc won't comment that he found a mine, otherwise old behaviour
if (gGameExternalOptions.fMineSpottedNoTalk )
MineSpottedDialogueCallBack ();
else
{
SetStopTimeQuoteCallback( MineSpottedDialogueCallBack );
TacticalCharacterDialogue( pSoldier, QUOTE_SUSPICIOUS_GROUND );
}
}
}
else
{
if (!TileIsOutOfBounds(sMineGridNo))
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
(*pfKeepMoving) = FALSE;
if (pSoldier->bSide != 0)
{
gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;
}
else
{
gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
}
// better stop and reconsider what to do...
SetNewSituation( pSoldier );
ActionDone( pSoldier );
// HEADROCK HAM 3.6: Militia can now place flags when they spot landmines.
if (gGameExternalOptions.fMilitiaPlaceBlueFlags &&
pSoldier->bTeam == MILITIA_TEAM)
{
// This line causes the screen to focus on the gridno if it is not currently visible.
// Is it desirable when militia spot mines? Probably not. Turned off for now.
//LocateGridNo( sMineGridNo );
// Flash gridno
ITEM_POOL *pItemPool = NULL;
GetItemPool( sMineGridNo, &pItemPool, 0 );
SetItemPoolLocator( pItemPool );
// Add flag
AddBlueFlag(sMineGridNo,1);
}
}
}
}
// ATE: Check if we have sighted anyone, if so, don't do anything else...
// IN other words, we have stopped from sighting...
if ( pSoldier->flags.fNoAPToFinishMove && !fInitialMove )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No APs to finish move set") );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
}
else if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize && pSoldier->pathing.usPathDataSize == 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No Path") );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
}
//else if ( gTacticalStatus.fEnemySightingOnTheirTurn )
//{
// Hault guy!
// pSoldier->AdjustNoAPToFinishMove( TRUE );
// (*pfKeepMoving ) = FALSE;
//}
else if ( EnoughPoints( pSoldier, sAPCost, 0, FALSE ) )
{
BOOLEAN fDontContinue = FALSE;
// silversurfer: Moved this further down. We will now check for gas at the starting point.
// Otherwise the soldier might just run out of the gas and take no damage when next tile has no gas.
// This change was necessary because we don't apply gas damage directly anymore when a gas grenade is tossed.
// if ( pSoldier->pathing.usPathIndex > 0 )
// {
// check for running into gas
// note: this will have to use the minimum types of structures for tear/creature gas
// since there isn't a way to retrieve the smoke effect structure
// silversurfer: removed the randomness. Character is running through a gas cloud so make him suffer without a gas mask!
if ( (gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & ANY_SMOKE_EFFECT /* && PreRandom( 4 ) == 0*/ ) || gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
EXPLOSIVETYPE * pExplosive = NULL;
BOOLEAN fWearsGasMask = DoesSoldierWearGasMask( pSoldier );
// WANNE: Only apply the following code for soldiers and not the ROBOT!!
// TODO: Madd: This next section is pretty lame because it can't figure out which explosive was used to actually cause a gas effect
// so for now, the first explosive to use a gas effect decides the health and breath damage for all of the gasses of that type
// (this was hard coded before by the developers - i guess they figured they didn't need to look for the actual explosion item,
// since they only had one of each gas item?!?)
// anyway, it means that we can only have one set of health/breath damage values for each gas type, until someone has time
// to dig into this further and actually make it find the original item that caused the gas
//
// silversurfer: Changed the way the HitByGasFlags are handled. The old way allowed to run through a gas cloud and be immune to gas
// as long as you have been affected once. This is now handled by function DishOutGasDamage() that is used below.
if ( !AM_A_ROBOT( pSoldier ) )
{
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE )
{
if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_SMOKEGAS) )//dnl ch40 200909
{
pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_SMOKE) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_TEARGAS )
{
if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_TEARGAS) )
{
pExplosive = &( Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_TEARGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_MUSTARDGAS )
{
if ( !fWearsGasMask ) //&& !(pSoldier->flags.fHitByGasFlags & HIT_BY_MUSTARDGAS) )
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_MUSTGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_CREATUREGAS )
{
//if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_CREATUREGAS) ) // gas mask doesn't help vs creaturegas
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_CREATUREGAS) ].ubClassIndex ]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
if ( gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
{
//if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) ) // gas mask doesn't help vs fire damage
{
pExplosive = &(Explosive[ Item[ GetFirstExplosiveOfType(EXPLOSV_BURNABLEGAS) ].ubClassIndex ]);
}
}
if ( gpWorldLevelData[pSoldier->sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_DEBRIS_SMOKE )
{
//if ( !(pSoldier->flags.fHitByGasFlags & HIT_BY_BURNABLEGAS) ) // gas mask doesn't help vs fire damage
{
pExplosive = &(Explosive[Item[GetFirstExplosiveOfType( EXPLOSV_SMOKE_DEBRIS )].ubClassIndex]);
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pSoldier->flags.fHitByGasFlags: %d", pSoldier->flags.fHitByGasFlags );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Overhead pExplosive: %d", pExplosive->ubType );
// silversurfer: Why this? Smoke on a tile makes us immune to other damage types? I don't think so...
//if ( !(gpWorldLevelData[ pSoldier->sGridNo ].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_SMOKE ))
{
if ( pExplosive )
{
// silversurfer: Don't stop the merc anymore. Let him run and suffer!
//pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
//fDontContinue = TRUE;
INT16 iGasHealthDamage = GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 ) + (INT16)PreRandom( GetModifiedExplosiveDamage( pExplosive->ubDamage, 0 ));
INT16 iGasBreathDamage = ( 100 * ( GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 ) + (INT16)PreRandom( ( GetModifiedExplosiveDamage( pExplosive->ubStunDamage, 1 ) / 2 ) ) ) );
DishOutGasDamage( pSoldier, pExplosive, TRUE, FALSE, iGasHealthDamage, iGasBreathDamage, NOBODY );
}
}
}
}
if ( pSoldier->pathing.usPathIndex > 0 )
{
if ( !fDontContinue )
{
if ( (pSoldier->bBlindedCounter > 0) && (pSoldier->usAnimState == RUNNING) && (Random( 5 ) == 0) &&
OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) )
{
// 20% chance of falling over!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
return( FALSE );
}
else if ( ( GetDrunkLevel( pSoldier ) == DRUNK ) && (Random( 5 ) == 0) &&
OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) )
{
// 20% chance of falling over!
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() );
SoldierCollapse( pSoldier );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
return( FALSE );
}
else
// ATE; First check for profile
// Forgetful guy might forget his path
if ( (pSoldier->bTeam == gbPlayerNum) && DoesMercHaveDisability( pSoldier, FORGETFUL ) )
{
if ( pSoldier->ubNumTilesMovesSinceLastForget < 255 )
{
pSoldier->ubNumTilesMovesSinceLastForget++;
}
if ( pSoldier->pathing.usPathIndex > 2 && (Random( 100 ) == 0) && pSoldier->ubNumTilesMovesSinceLastForget > 200 )
{
pSoldier->ubNumTilesMovesSinceLastForget = 0;
TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1);
}
fDontContinue = TRUE;
UnSetUIBusy( pSoldier->ubID );
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions)
{
HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE);
}
}
}
}
}
if ( !fDontContinue )
{
// Don't apply the first deduction in points...
if ( usAnimState == CRAWLING && pSoldier->flags.bTurningFromPronePosition > TURNING_FROM_PRONE_ON )
{
}
else
{
// Adjust AP/Breathing points to move
DeductPoints( pSoldier, sAPCost, sBPCost, MOVEMENT_INTERRUPT );
// anv: deduct points from vehicle passengers to prevent time travel paradoxes... yeah yeah, you get the idea
if ( gTacticalStatus.uiFlags & TURNBASED && pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode )
{
INT32 iId = pSoldier->bVehicleID;
// Loop through passengers and update each guy's AP
for( INT32 iCounter = 0; iCounter < gNewVehicle[ pVehicleList[ iId ].ubVehicleType ].iNewSeatingCapacities; iCounter++ )
{
SOLDIERTYPE *pPassenger = pVehicleList[ iId ].pPassengers[ iCounter ];
if( pPassenger != NULL )
{
//INT16 sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints) * gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale / 100;
INT16 sPassengerAPCost = 0;
switch( gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleMode )
{
case 1:
sPassengerAPCost = sAPCost;
break;
case 2:
sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints);
break;
case 3:
INT16 sPassengerAPTreshold = pPassenger->bInitialActionPoints * ( pSoldier->bActionPoints - sAPCost ) / max(1, pSoldier->bInitialActionPoints);
sPassengerAPCost = pPassenger->bInitialActionPoints * sAPCost / max(1, pSoldier->bInitialActionPoints) ;
if( pPassenger->bActionPoints - sPassengerAPCost > sPassengerAPTreshold )
sPassengerAPCost = max( sPassengerAPCost, ( pPassenger->bActionPoints - sPassengerAPCost ) - sPassengerAPTreshold );
else
sPassengerAPCost = 0;
break;
}
sPassengerAPCost = sPassengerAPCost * gGameExternalOptions.ubAPSharedAmongPassengersAndVehicleScale / 100;
DeductPoints( pPassenger, sPassengerAPCost, 0, MOVEMENT_INTERRUPT );
}
}
}
}
// OK, let's check for monsters....
if (pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER)
{
if ( !ValidCreatureTurn( pSoldier, ( INT8 ) ( pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ) )
{
if ( !pSoldier->bReverse )
{
pSoldier->bReverse = TRUE;
if ( pSoldier->ubBodyType == INFANT_MONSTER )
{
pSoldier->ChangeSoldierState( WALK_BACKWARDS, 1, TRUE );
}
else
{
pSoldier->ChangeSoldierState( MONSTER_WALK_BACKWARDS, 1, TRUE );
}
}
}
else
{
pSoldier->bReverse = FALSE;
}
}
// OK, let's check for monsters....
if (pSoldier->ubBodyType == BLOODCAT )
{
if ( !ValidCreatureTurn( pSoldier, ( INT8 ) ( pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ) ) )
{
if ( !pSoldier->bReverse )
{
pSoldier->bReverse = TRUE;
pSoldier->ChangeSoldierState( BLOODCAT_WALK_BACKWARDS, 1, TRUE );
}
}
else
{
pSoldier->bReverse = FALSE;
}
}
//shadooow: fix for charging AP for turning at the end of the movement
pSoldier->flags.fDontChargeTurningAPs = TRUE;
// Change desired direction
pSoldier->EVENT_InternalSetSoldierDestination( (UINT8) pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ], fInitialMove, usAnimState );
// CONTINUE
// IT'S SAVE TO GO AGAIN, REFRESH flag
pSoldier->AdjustNoAPToFinishMove( FALSE );
}
}
else
{
// HALT GUY HERE
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("HandleGotoNewGridNo() Failed: No APs %d %d", sAPCost, pSoldier->bActionPoints ) );
HaltGuyFromNewGridNoBecauseOfNoAPs( pSoldier );
pSoldier->bEndDoorOpenCode = FALSE;
(*pfKeepMoving ) = FALSE;
}
return( TRUE );
}
void HandleMaryArrival( SOLDIERTYPE * pSoldier )
{
INT32 sDist;
if ( !pSoldier )
{
pSoldier = FindSoldierByProfileID( MARY, TRUE );
if ( !pSoldier )
{
return;
}
}
if ( CheckFact( FACT_JOHN_ALIVE, 0 ) )
{
return;
}
// new requirements: player close by
// TODO.WANNE: Hardcoded grid number
else if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40)
{
if ( !TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 )
{
// too far away
return;
}
// Mary has arrived
SetFactTrue( FACT_MARY_OR_JOHN_ARRIVED );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
TriggerNPCRecord( MARY, 13 );
}
}
void HandleJohnArrival( SOLDIERTYPE * pSoldier )
{
SOLDIERTYPE * pSoldier2 = NULL;
INT32 sDist;
if ( !pSoldier )
{
pSoldier = FindSoldierByProfileID( JOHN, TRUE );
if ( !pSoldier )
{
return;
}
}
// TODO.WANNE: Hardcoded grid number
if (PythSpacesAway( pSoldier->sGridNo, 8228 ) < 40)
{
if (!TileIsOutOfBounds(ClosestPC( pSoldier, &sDist )) && sDist > NPC_TALK_RADIUS * 2 )
{
// too far away
return;
}
if ( CheckFact( FACT_MARY_ALIVE, 0 ) )
{
pSoldier2 = FindSoldierByProfileID( MARY, FALSE );
if ( pSoldier2 )
{
if ( PythSpacesAway( pSoldier->sGridNo, pSoldier2->sGridNo ) > 8 )
{
// too far away!
return;
}
}
}
SetFactTrue( FACT_MARY_OR_JOHN_ARRIVED );
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// if Mary is alive/dead
if ( pSoldier2 )
{
pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection );
TriggerNPCRecord( JOHN, 13 );
}
else
{
TriggerNPCRecord( JOHN, 12 );
}
}
}
extern void DisplayCover( BOOLEAN forceUpdate );
BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
{
INT32 sMineGridNo;
UINT8 ubVolume;
//uses Lua
PROFILLUA_sSectorX = pSoldier->sSectorX;
PROFILLUA_sSectorY = pSoldier->sSectorY;
PROFILLUA_bSectorZ = pSoldier->bSectorZ;
PROFILLUA_Level = pSoldier->pathing.bLevel;
PROFILLUA_ubID = pSoldier->ubID;
PROFILLUA_sGridNo = pSoldier->sGridNo;
PROFILLUA_ubDirectiono = pSoldier->ubDirection;
PROFILLUA_bTeam = pSoldier->bTeam;
// sevenfm: reached new spot, enabled dragging sound
pSoldier->usSoldierFlagMask2 &= ~SOLDIER_DRAG_SOUND;
// ATE; Handle bad guys, as they fade, to cancel it if
// too long...
// ONLY if fading IN!
if ( pSoldier->flags.fBeginFade == 1 )
{
if ( pSoldier->sLocationOfFadeStart != pSoldier->sGridNo )
{
// Turn off
pSoldier->flags.fBeginFade = FALSE;
if ( pSoldier->pathing.bLevel > 0 && gpWorldLevelData[pSoldier->sGridNo].pRoofHead != NULL )
{
pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pRoofHead->ubShadeLevel;
}
else
{
pSoldier->ubFadeLevel = gpWorldLevelData[ pSoldier->sGridNo ].pLandHead->ubShadeLevel;
}
// Set levelnode shade level....
if ( pSoldier->pLevelNode )
{
pSoldier->pLevelNode->ubShadeLevel = pSoldier->ubFadeLevel;
}
pSoldier->bVisible = -1;
}
}
if (gTacticalStatus.uiFlags & INCOMBAT )
{
HandleLocateToGuyAsHeWalks( pSoldier );
}
// Default to TRUE
(*pfKeepMoving ) = TRUE;
pSoldier->bTilesMoved++;
if ( pSoldier->usAnimState == RUNNING )
{
// count running as double
pSoldier->bTilesMoved++;
}
// First if we are in realtime combat or noncombat
if ( (gTacticalStatus.uiFlags & REALTIME) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
// Update value for RT breath update
pSoldier->ubTilesMovedPerRTBreathUpdate++;
// Update last anim
pSoldier->usLastMovementAnimPerRTBreathUpdate = pSoldier->usAnimState;
}
// Update path if showing path in RT
if ( gGameSettings.fOptions[ TOPTION_ALWAYS_SHOW_MOVEMENT_PATH ] )
{
if ( !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
gfPlotNewMovement = TRUE;
}
}
// sevenfm: additional check for auto fast forwarding
UpdateFastForwardMode(pSoldier, AI_ACTION_NONE);
// ATE: Put some stuff in here to not handle certain things if we are
// trversing...
if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
{
// sevenfm: update tree visibility
UpdateTreeVisibility();
return( TRUE );
}
// Check if they are out of breath
if ( pSoldier->CheckForBreathCollapse( ) )
{
// sevenfm: update tree visibility
UpdateTreeVisibility();
(*pfKeepMoving ) = TRUE;
return( FALSE );
}
// see if a mine gets set off...
if (SetOffBombsInGridNo( pSoldier->ubID, pSoldier->sGridNo, FALSE, pSoldier->pathing.bLevel ) )
{
// sevenfm: update tree visibility
UpdateTreeVisibility();
(*pfKeepMoving) = FALSE;
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
return( FALSE );
}
if (pSoldier->pathing.bLevel == 0 && pSoldier->aiData.ubPendingAction != MERC_PICKUPITEM && (pSoldier->bOverTerrainType == FLAT_FLOOR || pSoldier->bOverTerrainType == PAVED_ROAD))
{
INT32 iMarblesIndex;
if (MarblesExistAtLocation(pSoldier->sGridNo, 0, &iMarblesIndex))
{
// Slip on marbles!
pSoldier->DoMercBattleSound(BATTLE_SOUND_CURSE1);
if (pSoldier->bTeam == gbPlayerNum)
{
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[STR_SLIPPED_MARBLES], pSoldier->name);
}
RemoveItemFromPool(pSoldier->sGridNo, iMarblesIndex, 0);
SoldierCollapse(pSoldier);
if (pSoldier->bActionPoints > 0)
{
pSoldier->bActionPoints -= (INT8)(Random(pSoldier->bActionPoints) + 1);
}
return(FALSE);
}
}
// Set "interrupt occurred" flag to false so that we will know whether *this
// particular call* to HandleSight caused an interrupt
gTacticalStatus.fInterruptOccurred = FALSE;
if ( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
ubVolume = MovementNoise( pSoldier );
if (ubVolume > 0)
{
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_MOVEMENT );
if ( (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && (pSoldier->bStealthMode) )
{
PlayStealthySoldierFootstepSound( pSoldier );
}
}
}
// ATE: Make sure we don't make another interrupt...
if ( !gTacticalStatus.fInterruptOccurred )
{
// Handle New sight
HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO | SIGHT_INTERRUPT);
}
// sevenfm: update tree visibility
UpdateTreeVisibility();
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - if pending interrupt flag was set for movement type of interupt, resolve it here
if ( UsingImprovedInterruptSystem() )
{
if ( ResolvePendingInterrupt( pSoldier, MOVEMENT_INTERRUPT ) )
{
//AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ATE: Check if we have sighted anyone, if so, don't do anything else...
// IN other words, we have stopped from sighting...
if (gTacticalStatus.fInterruptOccurred)
{
// Unset no APs value
pSoldier->AdjustNoAPToFinishMove( TRUE );
(*pfKeepMoving ) = FALSE;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
// ATE: Cancel only if our final destination
if ( pSoldier->sGridNo == pSoldier->pathing.sFinalDestination )
{
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
}
// this flag is set only to halt the currently moving guy; reset it now
gTacticalStatus.fInterruptOccurred = FALSE;
// ATE: Remove this if we were stopped....
if ( gTacticalStatus.fEnemySightingOnTheirTurn )
{
if ( gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID == pSoldier->ubID )
{
pSoldier->flags.fPauseAllAnimation = FALSE;
gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
}
}
}
else if ( pSoldier->flags.fNoAPToFinishMove )
{
(*pfKeepMoving ) = FALSE;
}
else if ( pSoldier->pathing.usPathIndex == pSoldier->pathing.usPathDataSize && pSoldier->pathing.usPathDataSize == 0 )
{
(*pfKeepMoving ) = FALSE;
}
else if ( gTacticalStatus.fEnemySightingOnTheirTurn )
{
// Hault guy!
pSoldier->AdjustNoAPToFinishMove( TRUE );
(*pfKeepMoving ) = FALSE;
}
// OK, check for other stuff like mines...
if (NearbyGroundSeemsWrong( pSoldier, pSoldier->sGridNo, TRUE, &sMineGridNo ))
{
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
// NearbyGroundSeemsWrong returns true with gridno NOWHERE if
// we find something by metal detector... we should definitely stop
// but we won't place a locator or say anything
// IF not in combat, stop them all
if ( !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
INT32 cnt2;
SOLDIERTYPE *pSoldier2;
cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// look for all mercs on the same team,
for ( pSoldier2 = MercPtrs[ cnt2 ]; cnt2 >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt2-- ,pSoldier2-- )
{
if ( pSoldier2->bActive )
{
pSoldier2->EVENT_StopMerc( pSoldier2->sGridNo, pSoldier2->ubDirection );
}
}
}
else
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
}
(*pfKeepMoving) = FALSE;
if (!TileIsOutOfBounds(sMineGridNo))
{
LocateGridNo( sMineGridNo );
// we reuse the boobytrap gridno variable here
gsBoobyTrapGridNo = sMineGridNo;
gpBoobyTrapSoldier = pSoldier;
// silversurfer: if TRUE the merc won't comment that he found a mine, otherwise old behaviour
if (gGameExternalOptions.fMineSpottedNoTalk )
MineSpottedDialogueCallBack ();
else
{
SetStopTimeQuoteCallback( MineSpottedDialogueCallBack );
TacticalCharacterDialogue( pSoldier, QUOTE_SUSPICIOUS_GROUND );
}
}
}
else
{
if (!TileIsOutOfBounds(sMineGridNo))
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
(*pfKeepMoving) = FALSE;
gpWorldLevelData[ sMineGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;
// better stop and reconsider what to do...
SetNewSituation( pSoldier );
ActionDone( pSoldier );
}
}
}
// sevenfm: check all nearby enemy boxers for opportunity attack
if (IS_MERC_BODY_TYPE(pSoldier) &&
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
gTacticalStatus.bBoxingState == BOXING &&
pSoldier->aiData.bAlertStatus >= STATUS_RED)
{
UINT32 uiLoop;
UINT8 ubChance;
SOLDIERTYPE *pOpponent;
UINT8 ubDirection;
//loop through all the enemies
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
{
pOpponent = MercSlots[uiLoop];
if (!pOpponent ||
SpacesAway(pSoldier->sGridNo, pOpponent->sGridNo) > 1 ||
pOpponent->stats.bLife < OKLIFE ||
!ValidOpponent(pSoldier, pOpponent) ||
pOpponent->bCollapsed ||
pOpponent->bBreathCollapsed ||
!IS_MERC_BODY_TYPE(pOpponent) ||
!(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) ||
gAnimControl[pOpponent->usAnimState].ubEndHeight < ANIM_STAND ||
pOpponent->pathing.bLevel != pSoldier->pathing.bLevel ||
!SoldierToSoldierLineOfSightTest(pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR) ||
pOpponent->bActionPoints <= 0 ||
pOpponent->inv[HANDPOS].exists() && pOpponent->inv[SECONDHANDPOS].exists() && !(Item[pOpponent->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH)))
{
continue; // next merc
}
ubChance = EffectiveAgility(pSoldier, FALSE) * (100 + pSoldier->bBreath) / 200;
ubDirection = AIDirection(pOpponent->sGridNo, pSoldier->sGridNo);
if (pOpponent->ubDirection == ubDirection)
ubChance = ubChance * 3 / 4;
else if (pOpponent->ubDirection == gOneCDirection[ubDirection] || pOpponent->ubDirection == gOneCCDirection[ubDirection])
ubChance = ubChance / 2;
else if (pOpponent->ubDirection == gTwoCDirection[ubDirection] || pOpponent->ubDirection == gTwoCCDirection[ubDirection])
ubChance = ubChance / 4;
else
ubChance = 0;
if (!Chance(ubChance))
{
continue;
}
if (!(Item[pOpponent->inv[HANDPOS].usItem].usItemClass & (IC_BLADE | IC_THROWING_KNIFE | IC_PUNCH)) &&
!pOpponent->inv[SECONDHANDPOS].exists())
{
UINT16 usOldHandItem = pOpponent->inv[HANDPOS].usItem;
SwapHandItems(pOpponent);
pOpponent->ReLoadSoldierAnimationDueToHandItemChange(usOldHandItem, pOpponent->inv[HANDPOS].usItem);
HandleSight(pOpponent, SIGHT_LOOK);
if (pOpponent->bTeam == gbPlayerNum)
{
fCharacterInfoPanelDirty = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
}
// stop soldier
(*pfKeepMoving) = FALSE;
pSoldier->EVENT_StopMerc(pSoldier->sGridNo, pSoldier->ubDirection);
SetNewSituation(pSoldier);
ActionDone(pSoldier);
// prepare attack
pOpponent->aiData.bAimTime = 0;
if (pOpponent->bActionPoints >= MinAPsToAttack(pOpponent, pSoldier->sGridNo, TRUE, 1, 0) && Chance(pOpponent->stats.bLife))
pOpponent->aiData.bAimTime = 1;
pOpponent->bAimShotLocation = AIM_SHOT_RANDOM;
if (gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_PRONE)
{
if (Chance((6 + EffectiveDexterity(pOpponent, FALSE) / 10 + 5 * NUM_SKILL_TRAITS(pOpponent, MARTIAL_ARTS_NT)) * 100 / (100 + pSoldier->bBreath)))
pOpponent->bAimShotLocation = AIM_SHOT_HEAD;
else if (Chance(pSoldier->bBreath * EffectiveWisdom(pOpponent) / (100 + EffectiveDexterity(pOpponent, FALSE))))
pOpponent->bAimShotLocation = AIM_SHOT_LEGS;
else
pOpponent->bAimShotLocation = AIM_SHOT_TORSO;
}
HandleItem(pOpponent, pSoldier->sGridNo, pOpponent->pathing.bLevel, pOpponent->inv[HANDPOS].usItem, FALSE);
}
}
HandleSystemNewAISituation( pSoldier, FALSE );
// Flugente: tracker...
if ( pSoldier->bInSector && gusSelectedSoldier == pSoldier->ubID && !pSoldier->bCollapsed )
{
DisplayCover( TRUE );
}
#ifdef LUA_OVERHEAD
LetLuaMyCustomHandleAtNewGridNo(0,pSoldier->ubProfile, 0);
#else
//----------------Lua------------------------
if ( pSoldier->bTeam == gbPlayerNum )
{
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC)
{
// are we there yet?
if (pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0)
{
switch( pSoldier->ubProfile )
{
case SKYRIDER:
if (PythSpacesAway( pSoldier->sGridNo, 8842 ) < 11)
{
// Skyrider has arrived!
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
SetFactTrue( FACT_SKYRIDER_CLOSE_TO_CHOPPER );
TriggerNPCRecord( SKYRIDER, 15 );
SetUpHelicopterForPlayer( 13, MAP_ROW_B, gNewVehicle[ HELICOPTER ].NewPilot, HELICOPTER );
}
break;
case MARY:
HandleMaryArrival( pSoldier );
break;
case JOHN:
HandleJohnArrival( pSoldier );
break;
}
}
else if ( pSoldier->ubProfile == MARIA && (pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C && pSoldier->bSectorZ == 0) && CheckFact( FACT_MARIA_ESCORTED_AT_LEATHER_SHOP, MARIA ) == TRUE )
{
// check that Angel is there!
if ( NPCInRoom( ANGEL, 2 ) ) // room 2 is leather shop
{
// UnRecruitEPC( MARIA );
TriggerNPCRecord( ANGEL, 12 );
}
}
else if ( ( pSoldier->ubProfile == JOEY ) && (pSoldier->sSectorX == 8 && pSoldier->sSectorY == MAP_ROW_G && pSoldier->bSectorZ == 0 ) )
{
// if Joey walks near Martha then trigger Martha record 7
if ( CheckFact( FACT_JOEY_NEAR_MARTHA, 0 ) )
{
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
TriggerNPCRecord( JOEY, 9 );
}
}
}
// Drassen stuff for John & Mary
else if ( gubQuest[ QUEST_ESCORT_TOURISTS ] == QUESTINPROGRESS && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 )
{
if ( CheckFact( FACT_JOHN_ALIVE, 0 ) )
{
HandleJohnArrival( NULL );
}
else
{
HandleMaryArrival( NULL );
}
}
}
else if ( pSoldier->bTeam == CIV_TEAM && pSoldier->IsAssassin() && pSoldier->aiData.bNeutral )
{
INT32 sDesiredMercDist;
if (!TileIsOutOfBounds(ClosestPC( pSoldier, &sDesiredMercDist )))
{
if ( sDesiredMercDist <= NPC_TALK_RADIUS * 2 )
{
// stop
CancelAIAction( pSoldier, TRUE );
// aaaaaaaaaaaaaaaaaaaaatttaaaack!!!!
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
//MakeCivHostile(pSoldier);
//TriggerNPCWithIHateYouQuote( pSoldier->ubProfile );
}
}
}
#endif
return( TRUE );
}
void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
{
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fSoldierFound = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier"));
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) )
{
fSoldierFound = TRUE;
break;
}
}
if ( fSoldierFound )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: selectsoldier"));
SelectSoldier( (INT16)cnt, FALSE, FALSE );
}
else
{
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SelectNextAvailSoldier: done"));
}
void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI )
{
SOLDIERTYPE *pSoldier, *pOldSoldier;
// ARM: can't call SelectSoldier() in mapscreen, that will initialize interface panels!!!
// ATE: Adjusted conditions a bit ( sometimes were not getting selected )
if ( guiCurrentScreen == LAPTOP_SCREEN || guiCurrentScreen == MAP_SCREEN )
{
return;
}
if ( usSoldierID == NOBODY )
{
return;
}
//if we are in the shop keeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
//dont allow the player to change the selected merc
return;
}
// Get guy
pSoldier = MercPtrs[ usSoldierID ];
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
pSoldier = GetDriver( pSoldier->bVehicleID );
if( pSoldier == NULL )
{
return;
}
else
{
usSoldierID = pSoldier->ubID;
}
}
// If we are dead, ignore
if ( !OK_CONTROLLABLE_MERC( pSoldier) )
{
return;
}
// Don't do it if we don't have an interrupt
if ( !OK_INTERRUPT_MERC( pSoldier ) )
{
// OK, we want to display message that we can't....
if ( fFromUI )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->GetName() );
}
return;
}
if ( pSoldier->ubID == gusSelectedSoldier )
{
if ( !fForceReselect )
{
return;
}
}
// CANCEL FROM PLANNING MODE!
if ( InUIPlanMode( ) )
{
EndUIPlan( );
}
// Unselect old selected guy
if ( gusSelectedSoldier != NOBODY )
{
// Get guy
pOldSoldier = MercPtrs[ gusSelectedSoldier ];
pOldSoldier->flags.fShowLocator = FALSE;
pOldSoldier->flags.fFlashLocator = FALSE;
// DB This used to say pSoldier... I fixed it
if ( pOldSoldier->pathing.bLevel == 0 )
{
//ConcealWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), REVEAL_WALLS_RADIUS);
// ApplyTranslucencyToWalls((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE));
//LightHideTrees((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE));
}
//DeleteSoldierLight( pOldSoldier );
if(pOldSoldier->flags.uiStatusFlags&SOLDIER_GREEN_RAY)
{
LightHideRays((INT16)(pOldSoldier->dXPos/CELL_X_SIZE), (INT16)(pOldSoldier->dYPos/CELL_Y_SIZE));
pOldSoldier->flags.uiStatusFlags &= (~SOLDIER_GREEN_RAY);
}
UpdateForContOverPortrait( pOldSoldier, FALSE );
}
gusSelectedSoldier = (UINT16)usSoldierID;
// find which squad this guy is, then set selected squad to this guy
if( pSoldier->bAssignment == VEHICLE )
{
SOLDIERTYPE* pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
if ( pVehicle )
SetCurrentSquad( pVehicle->bAssignment, FALSE );
else
SetCurrentSquad( pSoldier->bAssignment, FALSE );
}
else
{
SetCurrentSquad( pSoldier->bAssignment, FALSE );
}
if ( pSoldier->pathing.bLevel == 0 )
{
//RevealWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE), REVEAL_WALLS_RADIUS);
// CalcTranslucentWalls((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE));
//LightTranslucentTrees((INT16)(pSoldier->dXPos/CELL_X_SIZE), (INT16)(pSoldier->dYPos/CELL_Y_SIZE));
}
//pSoldier->SetCheckSoldierLightFlag( );
// Set interface to reflect new selection!
SetCurrentTacticalPanelCurrentMerc( (UINT8)usSoldierID );
// PLay ATTN SOUND
if ( fAcknowledge )
{
if( !gGameSettings.fOptions[ TOPTION_MUTE_CONFIRMATIONS ] )
pSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
}
// Change UI mode to reflact that we are selected
// NOT if we are locked inthe UI
if ( gTacticalStatus.ubCurrentTeam == OUR_TEAM && gCurrentUIMode != LOCKUI_MODE && gCurrentUIMode != LOCKOURTURN_UI_MODE )
{
guiPendingOverrideEvent = M_ON_TERRAIN;
}
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
if( pSoldier->flags.fMercAsleep )
{
PutMercInAwakeState( pSoldier );
}
// possibly say personality quote
if ( (pSoldier->bTeam == gbPlayerNum) && (pSoldier->ubProfile != NO_PROFILE && pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__PLAYER_CHARACTER) && !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) )
{
if ( DoesMercHaveDisability( pSoldier, PSYCHO ) )
{
if ( Random( 50 ) == 0 )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY;
// Flugente: dynamic opinions
if (gGameExternalOptions.fDynamicOpinions)
{
HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE);
}
}
}
}
UpdateForContOverPortrait( pSoldier, TRUE );
// Remove any interactive tiles we could be over!
BeginCurInteractiveTileCheck( INTILE_CHECK_SELECTIVE );
}
void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect )
{
InternalSelectSoldier( usSoldierID, fAcknowledge, fForceReselect, FALSE );
}
BOOLEAN ResetAllAnimationCache( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier != NULL )
{
InitAnimationCache( (UINT16)cnt, &(pSoldier->AnimCache) );
}
}
return( TRUE );
}
void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
{
SOLDIERTYPE *pSoldier;
INT16 sNewCenterWorldX, sNewCenterWorldY;
//if (!bCenter && SoldierOnScreen(usID))
//return;
// do we need to move the screen?
//ATE: Force this baby to locate if told to
if (!SoldierOnScreen(usID) || fSetLocator == 10 )
{
// Get pointer of soldier
pSoldier = MercPtrs[ usID ];
// Center on guy
sNewCenterWorldX = (INT16)pSoldier->dXPos;
sNewCenterWorldY = (INT16)pSoldier->dYPos;
SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY );
// Plot new path!
gfPlotNewMovement = TRUE;
}
// do we flash the name & health bars/health string above?
if (fSetLocator)
{
if ( fSetLocator == SETLOCATOR || fSetLocator == 10 )
{
ShowRadioLocator((UINT8)usID, SHOW_LOCATOR_NORMAL );
}
else
{
ShowRadioLocator((UINT8)usID, SHOW_LOCATOR_FAST );
}
}
}
void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce )
{
INT16 sNewCenterWorldX, sNewCenterWorldY;
ConvertGridNoToCenterCellXY( sGridNo, &sNewCenterWorldX, &sNewCenterWorldY );
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( sGridNo ) && !fForce )
{
return;
}
SetRenderCenter( sNewCenterWorldX, sNewCenterWorldY );
}
void LocateGridNo( INT32 sGridNo )
{
InternalLocateGridNo( sGridNo, FALSE );
}
void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator)
{
INT32 cnt;
if ( usSoldierID == NOBODY )
{
return;
}
if ( fSetLocator == SETANDREMOVEPREVIOUSLOCATOR )
{
for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
if ( MercPtrs[ cnt ]->bActive && MercPtrs[ cnt ]->bInSector )
{
// Remove all existing locators...
MercPtrs[ cnt ]->flags.fFlashLocator = FALSE;
}
}
}
// Locate even if on screen
if (fSetLocator)
ShowRadioLocator((UINT8) usSoldierID, SHOW_LOCATOR_NORMAL );
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( MercPtrs[ usSoldierID ]->sGridNo ) )
{
return;
}
// sGridNo here for DG compatibility
gTacticalStatus.sSlideTarget = MercPtrs[ usSoldierID ]->sGridNo;
gTacticalStatus.sSlideReason = usReasonID;
// Plot new path!
gfPlotNewMovement = TRUE;
}
void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo )
{
if (TileIsOutOfBounds(sDestGridNo))
{
return;
}
// FIRST CHECK IF WE ARE ON SCREEN
if ( GridNoOnScreen( sDestGridNo ) )
{
return;
}
// sGridNo here for DG compatibility
gTacticalStatus.sSlideTarget = sDestGridNo;
gTacticalStatus.sSlideReason = usReasonID;
// Plot new path!
gfPlotNewMovement = TRUE;
}
void RebuildAllSoldierShadeTables( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
pSoldier->CreateSoldierPalettes( );
}
}
}
void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
INT32 cnt;
INT32 iNewSelectedSoldier = -1;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fMissionFailed = TRUE;
INT8 bBuddyIndex;
VerifyPublicOpplistDueToDeath( pSoldier );
pSoldier->ReceivingSoldierCancelServices( );
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
iNewSelectedSoldier = cnt;
fMissionFailed = FALSE;
break;
}
}
if ( !fMissionFailed )
{
if (gTacticalStatus.fAutoBandageMode)
{
if ( pSoldier->ubAutoBandagingMedic != NOBODY )
{
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
}
}
// see if this was the friend of a living merc
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife >= OKLIFE )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
switch( bBuddyIndex )
{
case 0:
// buddy #1 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_KILLED );
break;
case 1:
// buddy #2 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_KILLED );
break;
case 2:
// buddy #3 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_KILLED );
break;
case 3:
// buddy #4 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_KILLED );
break;
case 4:
// buddy #5 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_KILLED );
break;
case 5:
// learn to like buddy died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_MERC_KILLED );
break;
default:
break;
}
#ifdef JA2UB
#else
// anv: handle Speck witnessing his employee death
if( pTeamSoldier->ubProfile == SPECK_PLAYABLE && pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC )
HandleSpeckWitnessingEmployeeDeath( pSoldier );
#endif
}
}
// handle stuff for Carmen if Slay is killed
switch( pSoldier->ubProfile )
{
#ifdef JA2UB
//Ja25 No carmen
#else
case SLAY:
pTeamSoldier = FindSoldierByProfileID( CARMEN, FALSE );
if (pTeamSoldier && pTeamSoldier->aiData.bAttitude == ATTACKSLAYONLY && !TileIsOutOfBounds(ClosestPC( pTeamSoldier, NULL )) )
{
// Carmen now becomes friendly again
TriggerNPCRecord( CARMEN, 29 );
}
break;
#endif
case ROBOT:
if (CheckFact( FACT_FIRST_ROBOT_DESTROYED, 0 ) == FALSE )
{
SetFactTrue( FACT_FIRST_ROBOT_DESTROYED );
SetFactFalse( FACT_ROBOT_READY );
}
else
{
SetFactTrue( FACT_SECOND_ROBOT_DESTROYED );
}
break;
}
}
//Make a call to handle the strategic things, such as Life Insurance, record it in history file etc.
StrategicHandlePlayerTeamMercDeath( pSoldier );
CheckForEndOfBattle( FALSE );
if ( gusSelectedSoldier == pSoldier->ubID )
{
if ( !fMissionFailed )
{
SelectSoldier( (INT16)iNewSelectedSoldier, FALSE, FALSE );
}
else
{
gusSelectedSoldier = NOBODY;
// Change UI mode to reflact that we are selected
guiPendingOverrideEvent = I_ON_TERRAIN;
}
}
}
void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
{
SOLDIERTYPE *pKiller = NULL;
BOOLEAN bVisible;
pSoldierOld->flags.uiStatusFlags |= SOLDIER_DEAD;
bVisible = pSoldierOld->bVisible;
VerifyPublicOpplistDueToDeath( pSoldierOld );
if ( pSoldierOld->ubProfile != NO_PROFILE )
{
// mark as dead!
gMercProfiles[ pSoldierOld->ubProfile ].bMercStatus = MERC_IS_DEAD;
//
gMercProfiles[ pSoldierOld->ubProfile ].bLife = 0;
if ( !(pSoldierOld->flags.uiStatusFlags & SOLDIER_VEHICLE) && !ARMED_VEHICLE( pSoldierOld ) )
{
if ( pSoldierOld->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
}
if( pKiller && pKiller->bTeam == OUR_TEAM )
{
AddHistoryToPlayersLog( HISTORY_MERC_KILLED_CHARACTER, pSoldierOld->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
}
else
{
AddHistoryToPlayersLog( HISTORY_NPC_KILLED, pSoldierOld->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
}
}
}
if (pSoldierOld->bTeam == CIV_TEAM )
{
#ifdef JA2UB
#else
SOLDIERTYPE * pOther;
#endif
// ATE: Added string to player
if ( bVisible != -1 && pSoldierOld->ubProfile != NO_PROFILE )
{
ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->GetName() );
}
#ifdef JA2UB
#else //Ja25: none of these characters are in the exp.
switch( pSoldierOld->ubProfile )
{
case BRENDA:
SetFactTrue( FACT_BRENDA_DEAD );
{
pOther = FindSoldierByProfileID( HANS, FALSE );
if (pOther && pOther->stats.bLife >= OKLIFE && pOther->aiData.bNeutral && (SpacesAway( pSoldierOld->sGridNo, pOther->sGridNo ) <= 12) )
{
TriggerNPCRecord( HANS, 10 );
}
}
break;
case PABLO:
AddFutureDayStrategicEvent( EVENT_SECOND_AIRPORT_ATTENDANT_ARRIVED, 480 + Random( 60 ), 0, 1 );
break;
case ROBOT:
if (CheckFact( FACT_FIRST_ROBOT_DESTROYED, 0 ) == FALSE )
{
SetFactTrue( FACT_FIRST_ROBOT_DESTROYED );
}
else
{
SetFactTrue( FACT_SECOND_ROBOT_DESTROYED );
}
break;
case DRUGGIST:
case SLAY:
case ANNIE:
case CHRIS:
case TIFFANY:
case T_REX:
MakeRemainingTerroristsTougher();
if ( pSoldierOld->ubProfile == DRUGGIST )
{
pOther = FindSoldierByProfileID( MANNY, 0 );
if (pOther && pOther->bActive && pOther->bInSector && pOther->stats.bLife >= OKLIFE )
{
// try to make sure he isn't cowering etc
pOther->aiData.sNoiseGridno = NOWHERE;
pOther->aiData.bAlertStatus = STATUS_GREEN;
TriggerNPCRecord( MANNY, 10 );
}
}
break;
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
MakeRemainingAssassinsTougher();
break;
case ELDIN:
// the security guard... Results in an extra loyalty penalty for Balime (in addition to civilian murder)
/* Delayed loyalty effects elimininated. Sep.12/98. ARM
// create the event value, for town BALIME
uiLoyaltyValue = BuildLoyaltyEventValue( BALIME, LOYALTY_PENALTY_ELDIN_KILLED, FALSE );
// post the event, 30 minute delay
AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + 30, uiLoyaltyValue );
*/
DecrementTownLoyalty( BALIME, LOYALTY_PENALTY_ELDIN_KILLED );
break;
case JOEY:
// check to see if Martha can see this
pOther = FindSoldierByProfileID( MARTHA, FALSE );
if ( pOther && (PythSpacesAway( pOther->sGridNo, pSoldierOld->sGridNo ) < 10 || SoldierToSoldierLineOfSightTest( pOther, pSoldierOld, TRUE ) != 0 ) )
{
// Martha has a heart attack and croaks
TriggerNPCRecord( MARTHA, 17 );
/* Delayed loyalty effects elimininated. Sep.12/98. ARM
// create the event value, for town CAMBRIA
uiLoyaltyValue = BuildLoyaltyEventValue( CAMBRIA, LOYALTY_PENALTY_MARTHA_HEART_ATTACK, FALSE );
// post the event, 30 minute delay
AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + 30, uiLoyaltyValue );
*/
DecrementTownLoyalty( CAMBRIA, LOYALTY_PENALTY_MARTHA_HEART_ATTACK );
}
else // Martha doesn't see it. She lives, but Joey is found a day or so later anyways
{
/*
// create the event value, for town CAMBRIA
uiLoyaltyValue = BuildLoyaltyEventValue( CAMBRIA, LOYALTY_PENALTY_JOEY_KILLED, FALSE );
// post the event, 30 minute delay
AddStrategicEvent( EVENT_TOWN_LOYALTY_UPDATE, GetWorldTotalMin() + ( ( 12 + Random(13)) * 60 ), uiLoyaltyValue );
*/
DecrementTownLoyalty( CAMBRIA, LOYALTY_PENALTY_JOEY_KILLED );
}
break;
case DYNAMO:
// check to see if dynamo quest is on
if ( gubQuest[ QUEST_FREE_DYNAMO ] == QUESTINPROGRESS)
{
// SANDRO - quest failed if Dynamo is killed
InternalEndQuest( QUEST_FREE_DYNAMO, pSoldierOld->sSectorX, pSoldierOld->sSectorY, FALSE );
}
break;
// SANDRO - if we kill Carmen with Slay in our team, end the terrorists quest
case CARMEN :
// Carmen must have seen Slay, to finish the quest properly, he must know we betrayd him
if ( pSoldierOld->aiData.bAttitude == ATTACKSLAYONLY )
{
pOther = FindSoldierByProfileID( SLAY, FALSE );
if (pOther && pOther->stats.bLife && pOther->bTeam == gbPlayerNum &&
pSoldierOld->sSectorX == pOther->sSectorX && pSoldierOld->sSectorY == pOther->sSectorY)
{
// Slay is in sector and alive, Carmen dead, end quest, award some exp
EndQuest( QUEST_KILL_TERRORISTS, pSoldierOld->sSectorX, pSoldierOld->sSectorY );
}
}
break;
case KINGPIN:
// check to see if Kingpin money quest is on
if ( gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS)
{
EndQuest( QUEST_KINGPIN_MONEY, pSoldierOld->sSectorX, pSoldierOld->sSectorY );
HandleNPCDoAction( KINGPIN, NPC_ACTION_GRANT_EXPERIENCE_3, 0 );
}
SetFactTrue( FACT_KINGPIN_DEAD );
ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_KINGPIN_DEAD, 0, 0 );
break;
case DOREEN:
// Doreen's dead
if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) )
{
// Flugente: if we want to remove the previous bonus, we have to take the town sentiment into account, which is accounted differently when decrementing or incrementing
UINT32 loyaltychange = LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED;
loyaltychange *= ( 5 * gubTownRebelSentiment[DRASSEN] ) * ( 5 * gubTownRebelSentiment[DRASSEN] );
loyaltychange /= 100 * 100;
// tsk tsk, player killed her after getting her to reconsider, lose the bonus for sparing her
DecrementTownLoyalty( DRASSEN, loyaltychange );
}
// then get the points for freeing the kids though killing her
IncrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_KILLED );
// set the fact true so we have a universal check for whether the kids can go
SetFactTrue( FACT_DOREEN_HAD_CHANGE_OF_HEART );
EndQuest( QUEST_FREE_CHILDREN, gWorldSectorX, gWorldSectorY );
if ( CheckFact( FACT_KIDS_ARE_FREE , 0 ) == FALSE )
{
HandleNPCDoAction( DOREEN, NPC_ACTION_FREE_KIDS, 0 );
}
break;
// SANDRO - Check if queen bitch is dead
case QUEEN:
// Muhahahahaaa, QUEST COMPLETED! Give us everything!! Exp, glory, fame!
EndQuest( QUEST_KILL_DEIDRANNA, pSoldierOld->sSectorX, pSoldierOld->sSectorY );
break;
case SKYRIDER:
//shadooow: disables helicopter use if skyrider dies
fSkyRiderAvailable = FALSE;
break;
}
#endif
#ifdef JA2UB
if ( pSoldierOld->ubProfile == MORRIS_UB )
{
INT16 bSoldierID;
SOLDIERTYPE* pOther = FindSoldierByProfileID( MORRIS_UB, FALSE );
if ( pOther )
{
OBJECTTYPE Object;
CreateItem( MORRIS_INSTRUCTION_NOTE, 100, &Object );
AutoPlaceObject( pOther, &Object, TRUE );
}
//Geta a random soldier ID
bSoldierID = RandomSoldierIdFromNewMercsOnPlayerTeam();
//if there is any
if( bSoldierID != -1 )
{
//say the MORRIS dead quote
TacticalCharacterDialogue( &Menptr[ bSoldierID ], QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW );
}
}
// Ja25no queen
#else
// Are we looking at the queen?
if ( pSoldierOld->ubProfile == QUEEN )
{
if ( pSoldierOld->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
}
BeginHandleDeidrannaDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel );
}
#endif
// crows/cows are on the civilian team, but none of the following applies to them
if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) )
{
// If the civilian's killer is known
if ( pSoldierOld->ubAttackerID != NOBODY )
{
// handle death of civilian..and if it was intentional
HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget );
}
}
// Flugente: if this was a prisoner of war, reduce their sector count by 1
if ( pSoldierOld->usSoldierFlagMask & SOLDIER_POW_PRISON )
KillOnePrisoner( &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ] );
// If this was a volunteer, then we definetly reduce our volunteer pool
if ( pSoldierOld->bTeam == CIV_TEAM && pSoldierOld->ubCivilianGroup == VOLUNTEER_CIV_GROUP )
AddVolunteers( -1 );
// if this was a bounty hunter, and no other bounty hunters exist in this sector, we must have wiped out a bounty hunter group
if ( pSoldierOld->bTeam == CIV_TEAM && pSoldierOld->ubCivilianGroup == BOUNTYHUNTER_CIV_GROUP )
{
if ( !IsCivFactionMemberAliveInSector( BOUNTYHUNTER_CIV_GROUP ) )
{
if ( SECTOR( pSoldierOld->sSectorX, pSoldierOld->sSectorY ) == GetFact( FACT_BOUNTYHUNTER_SECTOR_1 ) )
SetFactTrue( FACT_BOUNTYHUNTER_KILLED_1 );
if ( SECTOR( pSoldierOld->sSectorX, pSoldierOld->sSectorY ) == GetFact( FACT_BOUNTYHUNTER_SECTOR_2 ) )
SetFactTrue( FACT_BOUNTYHUNTER_KILLED_2 );
}
}
#ifdef JA2UB
#else
// if Angel an Maria are dead and the bounty hunter quest is still ongoing, then finish it
if ( gubQuest[QUEST_KINGPIN_ANGEL_MARIA] == QUESTINPROGRESS )
{
if ( pSoldierOld->ubProfile == ANGEL && gMercProfiles[MARIA].bMercStatus == MERC_IS_DEAD ||
pSoldierOld->ubProfile == MARIA && gMercProfiles[ANGEL].bMercStatus == MERC_IS_DEAD )
{
// send Email from kingpin with a delay
AddStrategicEvent( EVENT_KINGPIN_BOUNTY_END_KILLEDTHEM, GetWorldTotalMin( ) + 60 * (1 + Random( 6 )), 0 );
// remove 'other
DeleteStrategicEvent( EVENT_KINGPIN_BOUNTY_END_TIME_PASSED, 0 );
}
}
#endif
}
else if ( pSoldierOld->bTeam == MILITIA_TEAM )
{
INT8 bMilitiaRank;
bMilitiaRank = SoldierClassToMilitiaRank( pSoldierOld->ubSoldierClass );
if (bMilitiaRank != -1)
{
BOOLEAN NeedReset = gfStrategicMilitiaChangesMade;
// remove this militia from the strategic records
StrategicRemoveMilitiaFromSector( gWorldSectorX, gWorldSectorY, bMilitiaRank, 1 );
gfStrategicMilitiaChangesMade = NeedReset;
}
// If the militia's killer is known
// silversurfer: did the player team kill the militia? If not, militia shouldn't become hostile towards the player.
if ( pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == OUR_TEAM )
{
// also treat this as murder - but player will never be blamed for militia death he didn't cause
// HEADROCK HAM 3.6: Actually this function never runs for militia (see function for details)
//HandleMurderOfCivilian( pSoldierOld, pSoldierOld->flags.fIntendedTarget );
// HEADROCK HAM 3.6: INI setting can cause militia to turn ONLY of they are killed intentionally
if (pSoldierOld->flags.fIntendedTarget // Must be intentional
&& gGameExternalOptions.ubCanMilitiaBecomeHostile > 0 // INI setting
&& pSoldierOld->bSide == gbPlayerNum // Must not be hostile by now
)
{
MilitiaChangesSides(); // Militia turn on you.
}
}
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_NATIVE_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
else // enemies and creatures... should any of this stuff not be called if a creature dies?
{
#ifdef JA2UB
//no queen, or queen monster
#else
if ( pSoldierOld->ubBodyType == QUEENMONSTER )
{
SOLDIERTYPE *pKiller = NULL;
if ( pSoldierOld->ubAttackerID != NOBODY )
{
pKiller = MercPtrs[ pSoldierOld->ubAttackerID ];
BeginHandleQueenBitchDeath( pKiller, pSoldierOld->sGridNo, pSoldierOld->pathing.bLevel );
}
}
#endif
if ( pSoldierOld->bTeam == ENEMY_TEAM )
{
gTacticalStatus.ubArmyGuysKilled++;
TrackEnemiesKilled( ENEMY_KILLED_IN_TACTICAL, pSoldierOld->ubSoldierClass );
}
// If enemy guy was killed by the player, give morale boost to player's team!
if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
{
HandleMoraleEvent( MercPtrs[pSoldierOld->ubAttackerID], MORALE_KILLED_ENEMY, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_ENEMY_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
CheckForAlertWhenEnemyDies( pSoldierOld );
if ( gTacticalStatus.ubTheChosenOne == pSoldierOld->ubID )
{
// reset the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
}
#ifdef JA2UB
//no queen, or queen monster
#else
if ( pSoldierOld->ubProfile == QUEEN )
{
HandleMoraleEvent( NULL, MORALE_DEIDRANNA_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
MaximizeLoyaltyForDeidrannaKilled( );
}
else if ( pSoldierOld->ubBodyType == QUEENMONSTER )
{
HandleMoraleEvent( NULL, MORALE_MONSTER_QUEEN_KILLED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
IncrementTownLoyaltyEverywhere( LOYALTY_BONUS_KILL_QUEEN_MONSTER );
// Grant experience gain.....
HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_5, 0 );
}
#endif
}
// Flugente: backgrounds
if ( pSoldierOld->HasBackgroundFlag( BACKGROUND_GLOBALOYALITYLOSSONDEATH ) )
{
DecrementTownLoyaltyEverywhere( 20000 );
}
// killing crows/cows is not worth any experience!
if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) ) //&& pSoldierOld->ubLastDamageReason != TAKE_DAMAGE_BLOODLOSS ) // SANDRO - why not give exp for bleeding out?
{
UINT8 ubAssister = NOBODY;
// if it was a kill by a player's merc
if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
{
// SANDRO - for special NPCs, you gain more experiences
UINT16 usNumExpChances = ( 10 * pSoldierOld->stats.bExpLevel ); // basic value
switch( pSoldierOld->ubProfile )
{
case CARMEN:
case QUEEN:
case JOE:
case ANNIE:
case CHRIS:
case KINGPIN:
case TIFFANY:
case T_REX:
case DRUGGIST:
case GENERAL:
case JIM:
case JACK:
case OLAF:
case RAY:
case OLGA:
case TYRONE:
case MIKE:
usNumExpChances *= 2; // make it double for special guys
if( gGameExternalOptions.usSpecialNPCStronger > 0 ) // if set stronger, adjust the value
{
usNumExpChances += (usNumExpChances * gGameExternalOptions.usSpecialNPCStronger / 100);
}
break;
}
// EXPERIENCE CLASS GAIN: Earned a kill
StatChange( MercPtrs[ pSoldierOld->ubAttackerID ], EXPERAMT, usNumExpChances, FALSE );
}
// JA2 Gold: if previous and current attackers are the same, the next-to-previous attacker gets the assist
if (pSoldierOld->ubPreviousAttackerID == pSoldierOld->ubAttackerID)
{
if (pSoldierOld->ubNextToPreviousAttackerID != pSoldierOld->ubAttackerID ) // SANDRO - carefully with this, if we are still one person don't do this
ubAssister = pSoldierOld->ubNextToPreviousAttackerID;
}
else
{
ubAssister = pSoldierOld->ubPreviousAttackerID;
}
// if it was assisted by a player's merc
if (ubAssister != NOBODY && MercPtrs[ ubAssister ]->bTeam == gbPlayerNum )
{
// EXPERIENCE CLASS GAIN: Earned an assist
StatChange( MercPtrs[ ubAssister ], EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE );
}
}
if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == MILITIA_TEAM )
{
MercPtrs[pSoldierOld->ubAttackerID]->ubMilitiaAssists++;
}
//if the NPC is a dealer, add the dealers items to the ground
AddDeadArmsDealerItemsToWorld( pSoldierOld->ubProfile, pSoldierOld->ubID );
#ifdef JA2UB
HandleDeathInPowerGenSector( pSoldierOld ); //ja25 ub
HandleWhenCertainPercentageOfEnemiesDie(); //ja25 ub
#endif
//The queen AI layer must process the event by subtracting forces, etc.
ProcessQueenCmdImplicationsOfDeath( pSoldierOld );
#ifdef JA2UB
//------------------- ja25 ub -------------------------
//if the person was Raul, and we are to say the blown up quotes
if( pSoldierOld->ubProfile == RAUL_UB /*RAUL */ && IsJa25GeneralFlagSet( JA_GF__RAUL_BLOW_HIMSELF_UP ) )
{
UINT8 SoldierId1;
UINT8 SoldierId2;
//Get some random Soldier ID's of the valid mercs
if( Get3RandomQualifiedMercs( &SoldierId1, &SoldierId2, NULL ) != 0 )
{
//Say the "he blew himself up quote"
TacticalCharacterDialogue( &Menptr[SoldierId1], QUOTE_GREETING );
//if there isnt a second soldier
if( SoldierId2 == NOBODY )
{
SoldierId2 = SoldierId1;
}
//say the "darn he took the inventoruy with him"
TacticalCharacterDialogue( &Menptr[SoldierId2], QUOTE_SMALL_TALK );
}
}
#endif
// OK, check for existence of any more badguys!
CheckForEndOfBattle( FALSE );
}
UINT8 LastActiveTeamMember( UINT8 ubTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
cnt = gTacticalStatus.Team[ ubTeam ].bLastID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ ubTeam ].bFirstID; cnt-- ,pSoldier--)
{
if ( pSoldier->bActive )
{
return( (INT8)cnt );
}
}
return( gTacticalStatus.Team[ ubTeam ].bLastID );
}
void CheckForPotentialAddToBattleIncrement( SOLDIERTYPE *pSoldier )
{
//UINT16 iCounter2;
// Check if we are a threat!
if ( !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum ) )
{
//if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT )
// We need to exclude cases where a kid is not neutral anymore, but is defenceless!
if ( pSoldier->bTeam == CIV_TEAM )
{
/* // maybe increment num enemy attacked
switch ( pSoldier->ubCivilianGroup )
{
case REBEL_CIV_GROUP:
case KINGPIN_CIV_GROUP:
case HICKS_CIV_GROUP:
if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT )
{
gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++;
}
break;
default:
// nope!
break;
}
//New Group by Jazz
for( iCounter2 = UNNAMED_CIV_GROUP_15; iCounter2 < NUM_CIV_GROUPS; iCounter2++ )
{
if (pSoldier->ubCivilianGroup == iCounter2)
{
if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT )
{
gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++;
}
}
}
*/
//New Group by Jazz
if ( FindObjClass( pSoldier, IC_WEAPON ) != NO_SLOT && pSoldier->ubCivilianGroup >= REBEL_CIV_GROUP && pSoldier->ubCivilianGroup < NUM_CIV_GROUPS )
{
if ( zCivGroupName[pSoldier->ubCivilianGroup].AddToBattle == TRUE )
{
gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++;
}
}
}
else
{
// Increment num enemy attacked
gTacticalStatus.bNumFoughtInBattle[ pSoldier->bTeam ]++;
}
}
}
// internal function for turning neutral to FALSE
void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier )
{
pSoldier->aiData.bNeutral = FALSE;
if ( gTacticalStatus.bBoxingState == NOT_BOXING )
{
// Special code for strategic implications
CalculateNonPersistantPBIInfo();
}
}
// internal function for turning neutral to TRUE
void SetSoldierNeutral( SOLDIERTYPE * pSoldier )
{
pSoldier->aiData.bNeutral = TRUE;
if ( gTacticalStatus.bBoxingState == NOT_BOXING )
{
// Special code for strategic implications
// search through civ team looking for non-neutral civilian!
if ( !HostileCiviliansPresent() )
{
CalculateNonPersistantPBIInfo();
}
}
}
void MakeCivHostile(SOLDIERTYPE *pSoldier)
{
if ( pSoldier->ubBodyType == COW )
{
return;
}
// default is hostile to player, allied to army
INT8 bNewSide = 1;
switch( pSoldier->ubProfile )
{
#ifdef JA2UB
//Ja25 No Ira, miguel, etc
#else
case IRA:
case DIMITRI:
case MIGUEL:
case CARLOS:
#endif
case MADLAB:
case DYNAMO:
case SHANK:
// rebels and rebel sympathizers become hostile to player and enemy
bNewSide = 2;
break;
case MARIA:
case ANGEL:
if ( gubQuest[ QUEST_RESCUE_MARIA ] == QUESTINPROGRESS || gubQuest[ QUEST_RESCUE_MARIA ] == QUESTDONE )
{
bNewSide = 2;
}
break;
default:
switch( pSoldier->ubCivilianGroup )
{
case REBEL_CIV_GROUP:
bNewSide = 2;
break;
default:
break;
}
break;
}
// sevenfm: if side is set in CivGroupNames.xml, use it instead of default value
if (pSoldier->bTeam == CIV_TEAM &&
pSoldier->ubCivilianGroup != NON_CIV_GROUP &&
zCivGroupName[pSoldier->ubCivilianGroup].fCustomSide &&
zCivGroupName[pSoldier->ubCivilianGroup].bSide >= 0)
{
bNewSide = zCivGroupName[pSoldier->ubCivilianGroup].bSide;
}
// Flugente: enemies are already hostile, let's assume we want to make them friendly instead
else if ( pSoldier->bTeam == ENEMY_TEAM )
{
bNewSide = 0;
}
if ( !pSoldier->aiData.bNeutral && bNewSide == pSoldier->bSide )
{
// already hostile!
return;
}
if (pSoldier->ubProfile == CONRAD || pSoldier->ubProfile == GENERAL)
{
// change to enemy team
SetSoldierNonNeutral( pSoldier );
pSoldier->bSide = bNewSide;
pSoldier = ChangeSoldierTeam( pSoldier, ENEMY_TEAM );
}
else
{
if ( pSoldier->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
// if Maria is in the sector and escorted, set fact that the escape has
// been noticed
if ( gubQuest[ QUEST_RESCUE_MARIA ] == QUESTINPROGRESS && gTacticalStatus.bBoxingState == NOT_BOXING )
{
SOLDIERTYPE * pMaria = FindSoldierByProfileID( MARIA, FALSE );
if ( pMaria && pMaria->bActive && pMaria->bInSector )
{
SetFactTrue( FACT_MARIA_ESCAPE_NOTICED );
}
}
}
if (pSoldier->ubProfile == BILLY)
{
// change orders
pSoldier->aiData.bOrders = FARPATROL;
}
// Flugente: turncoats
if ( pSoldier->bTeam == ENEMY_TEAM )
{
// change to enemy team
SetSoldierNonNeutral( pSoldier );
pSoldier->bSide = bNewSide;
// remember old class and switch to its equivalent
UINT8 oldclass = pSoldier->ubSoldierClass;
UINT16 sector = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
// extract militia profile from pSoldier, so that a fitting profile is ready to be taken during creation
CreateNewIndividualMilitiaFromSoldier( pSoldier, MO_DEFECTOR );
pSoldier = ChangeSoldierTeam( pSoldier, MILITIA_TEAM );
// it doesn't make sense to force a militia reset when all changes are in the sector, so set this back to original value afterwards
//BOOLEAN tmp = gfStrategicMilitiaChangesMade;
//gfStrategicMilitiaChangesMade = tmp;
if ( oldclass == SOLDIER_CLASS_ARMY )
{
pSoldier->ubSoldierClass = SOLDIER_CLASS_REG_MILITIA;
SectorInfo[sector].ubNumTroops = max( 0, SectorInfo[sector].ubNumTroops - 1 );
SectorInfo[sector].ubTroopsInBattle = max( 0, SectorInfo[sector].ubTroopsInBattle - 1 );
}
else if ( oldclass == SOLDIER_CLASS_ELITE )
{
pSoldier->ubSoldierClass = SOLDIER_CLASS_ELITE_MILITIA;
SectorInfo[sector].ubNumElites = max( 0, SectorInfo[sector].ubNumElites - 1 );
SectorInfo[sector].ubElitesInBattle = max( 0, SectorInfo[sector].ubElitesInBattle - 1 );
}
else
{
pSoldier->ubSoldierClass = SOLDIER_CLASS_GREEN_MILITIA;
SectorInfo[sector].ubNumAdmins = max( 0, SectorInfo[sector].ubNumAdmins - 1 );
SectorInfo[sector].ubAdminsInBattle = max( 0, SectorInfo[sector].ubAdminsInBattle - 1 );
}
StrategicAddMilitiaToSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->ubSoldierClass - 4, 1 );
// rehandle sight for everybody
SOLDIERTYPE* pTeamSoldier;
UINT16 iLoop = gTacticalStatus.Team[OUR_TEAM].bFirstID;
for ( pTeamSoldier = MercPtrs[iLoop]; iLoop <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++iLoop, ++pTeamSoldier )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
{
RecalculateOppCntsDueToNoLongerNeutral( pTeamSoldier );
}
}
}
pSoldier->bSide = bNewSide;
if ( pSoldier->aiData.bNeutral )
{
// HEADROCK HAM 3.6: INI Setting decides whether non-combat civs can become hostile
if (gGameExternalOptions.fCanTrueCiviliansBecomeHostile || !IS_CIV_BODY_TYPE(pSoldier))
{
SetSoldierNonNeutral( pSoldier );
}
RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
}
}
// If we are already in combat...
if ( ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
CheckForPotentialAddToBattleIncrement( pSoldier );
}
//uses Lua
PROFILLUA2_ubProfile = pSoldier->ubProfile;
PROFILLUA2_sSectorX = pSoldier->sSectorX;
PROFILLUA2_sSectorY = pSoldier->sSectorY;
PROFILLUA2_bSectorZ = pSoldier->bSectorZ;
PROFILLUA2_sGridNo = pSoldier->sGridNo;
//LetLuaMyCustomHandleAtNewGridNo(bNewSide,NULL, 1);
}
UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked )
{
SOLDIERTYPE * pSoldier;
UINT8 ubFirstProfile = NO_PROFILE;
UINT8 cnt;
if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP )
{
return( pAttacked->ubProfile );
}
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral )
{
if ( pSoldier->ubCivilianGroup == pAttacked->ubCivilianGroup && pSoldier->ubBodyType != COW )
{
// if in LOS of this guy's attacker
if ( (pAttacked->ubAttackerID != NOBODY && pSoldier->aiData.bOppList[pAttacked->ubAttackerID] == SEEN_CURRENTLY)
|| ( PythSpacesAway( pSoldier->sGridNo, pAttacked->sGridNo ) < pAttacked->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) )
|| ( pAttacked->ubAttackerID != NOBODY && PythSpacesAway( pSoldier->sGridNo, MercPtrs[ pAttacked->ubAttackerID ]->sGridNo ) < pAttacked->GetMaxDistanceVisible(MercPtrs[ pAttacked->ubAttackerID ]->sGridNo, MercPtrs[ pAttacked->ubAttackerID ]->pathing.bLevel) ) )
{
MakeCivHostile(pSoldier);
if ( pSoldier->aiData.bOppCnt > 0 )
{
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
}
if ( pSoldier->ubProfile != NO_PROFILE && pSoldier->aiData.bOppCnt > 0 && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) )
{
ubFirstProfile = pSoldier->ubProfile;
}
}
}
}
}
return( ubFirstProfile );
}
SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
{
SOLDIERTYPE * pNew;
SOLDIERTYPE * pNewAttacked = pAttacked;
SOLDIERTYPE * pSoldier;
UINT8 cnt;
UINT8 ubFirstProfile = NO_PROFILE;
if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP )
{
// abort
return( pNewAttacked );
}
// remove anyone (rebels) on our team and put them back in the civ team
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife)
{
if (pSoldier->ubCivilianGroup == pAttacked->ubCivilianGroup)
{
// should become hostile
if ( pSoldier->ubProfile != NO_PROFILE && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) )
{
ubFirstProfile = pSoldier->ubProfile;
}
pNew = ChangeSoldierTeam( pSoldier, CIV_TEAM );
if ( pSoldier == pAttacked )
{
pNewAttacked = pNew;
}
}
}
}
// now change sides for anyone on the civ team within proximity
if ( ubFirstProfile == NO_PROFILE )
{
// get first profile value
ubFirstProfile = CivilianGroupMembersChangeSidesWithinProximity( pNewAttacked );
}
else
{
// just call
CivilianGroupMembersChangeSidesWithinProximity( pNewAttacked );
}
/*
if ( ubFirstProfile != NO_PROFILE )
{
TriggerFriendWithHostileQuote( ubFirstProfile );
}
*/
if ( gTacticalStatus.fCivGroupHostile[ pNewAttacked->ubCivilianGroup ] == CIV_GROUP_NEUTRAL )
{
// if the civilian group turning hostile is the Rebels
if (pAttacked->ubCivilianGroup == REBEL_CIV_GROUP)
{
// we haven't already reduced the loyalty back when we first set the flag to BECOME hostile
ReduceLoyaltyForRebelsBetrayed();
}
AddStrategicEvent( EVENT_MAKE_CIV_GROUP_HOSTILE_ON_NEXT_SECTOR_ENTRANCE, GetWorldTotalMin() + 300, pNewAttacked->ubCivilianGroup );
gTacticalStatus.fCivGroupHostile[ pNewAttacked->ubCivilianGroup ] = CIV_GROUP_WILL_EVENTUALLY_BECOME_HOSTILE;
}
// HEADROCK HAM 3.6: If this sector has affiliated bloodcats, make them all hostile.
UINT8 DiffLevel;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel = 1;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
DiffLevel = 2;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
DiffLevel = 3;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
DiffLevel = 4;
else
DiffLevel = 1;
if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup )
/*
if ( gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
gBloodcatPlacements[SECTOR(pNewAttacked->sSectorX,pNewAttacked->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pNewAttacked->ubCivilianGroup )
*/
{
MakeBloodcatsHostile();
}
return( pNewAttacked );
}
void CivilianGroupChangesSides( UINT8 ubCivilianGroup )
{
// change civ group side due to external event (wall blowing up)
INT32 cnt;
SOLDIERTYPE * pSoldier;
gTacticalStatus.fCivGroupHostile[ ubCivilianGroup ] = CIV_GROUP_HOSTILE;
// now change sides for anyone on the civ team
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral)
{
if ( pSoldier->ubCivilianGroup == ubCivilianGroup && pSoldier->ubBodyType != COW )
{
MakeCivHostile(pSoldier);
if ( pSoldier->aiData.bOppCnt > 0 )
{
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
}
/*
if ( (pSoldier->ubProfile != NO_PROFILE) && (pSoldier->aiData.bOppCnt > 0) && ( ubFirstProfile == NO_PROFILE || Random( 2 ) ) )
{
ubFirstProfile = pSoldier->ubProfile;
}
*/
}
}
}
/*
if ( ubFirstProfile != NO_PROFILE )
{
TriggerFriendWithHostileQuote( ubFirstProfile );
}
*/
}
void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
{
INT32 cnt;
SOLDIERTYPE * pSoldier;
// now change sides for anyone on the civ team
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral && pSoldier->ubCivilianGroup == HICKS_CIV_GROUP )
{
if ( SoldierToSoldierLineOfSightTest( pSoldier, pNastyGuy, TRUE ) )
{
CivilianGroupMemberChangesSides( pSoldier );
break;
}
}
}
}
void MilitiaChangesSides( )
{
// make all the militia change sides
INT32 cnt;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
{
return;
}
// remove anyone (rebels) on our team and put them back in the civ team
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++ ,pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife)
{
if ( (gWorldSectorX == 0 && gWorldSectorY == 0) || !NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) )
MakeCivHostile(pSoldier);
RecalculateOppCntsDueToNoLongerNeutral( pSoldier );
}
}
}
/*
void MakePotentiallyHostileCivGroupsHostile( )
{
UINT8 ubLoop;
// loop through all civ groups that might become hostile and set them
// to hostile
for ( ubLoop = REBEL_CIV_GROUP; ubLoop < NUM_CIV_GROUPS; ubLoop++ )
{
if (gTacticalStatus.fCivGroupHostile[ ubLoop ] == CIV_GROUP_WILL_BECOME_HOSTILE)
{
gTacticalStatus.fCivGroupHostile[ ubLoop ] = CIV_GROUP_HOSTILE;
}
}
}
*/
INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
UINT8 ubCount = 0;
cnt = gTacticalStatus.Team[ ubTeam ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; cnt++,pSoldier++)
{
if ( OK_CONTROLLABLE_MERC( pSoldier) )
{
ubCount++;
}
}
return( ubCount );
}
UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
UINT8 bLastTeamID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
cnt = pSoldier->ubID + 1;
bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( fOnlyRegularMercs )
{
if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
// none found,
// Now loop back
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
bLastTeamID = pSoldier->ubID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( fOnlyRegularMercs )
{
if ( pTeamSoldier->bActive && ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
// IF we are here, keep as we always were!
return( pSoldier->ubID );
}
SOLDIERTYPE *FindNextActiveSquad( SOLDIERTYPE *pSoldier )
{
INT32 cnt, cnt2;
// anv: soldier's "assignment" can be a vehicle, not a proper squad, causing out-of-range in second loop
INT8 bMaxSquad = pSoldier->bAssignment;
if( bMaxSquad >= NUMBER_OF_SQUADS )
{
bMaxSquad = NUMBER_OF_SQUADS - 1;
}
for( cnt = bMaxSquad + 1 ; cnt < NUMBER_OF_SQUADS; cnt++ )
{
for( cnt2 =0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ )
{
if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) )
{
return( Squad[ cnt ][ cnt2 ] );
}
}
}
// none found,
// Now loop back
for( cnt = 0; cnt <= bMaxSquad; cnt++ )
{
for( cnt2 =0; cnt2 < NUMBER_OF_SOLDIERS_PER_SQUAD; cnt2++ )
{
if ( Squad[ cnt ][ cnt2 ] != NULL && Squad[ cnt ][ cnt2 ]->bInSector && OK_INTERRUPT_MERC( Squad[ cnt ][ cnt2 ] ) && OK_CONTROLLABLE_MERC( Squad[ cnt ][ cnt2 ] ) )
{
return( Squad[ cnt ][ cnt2 ] );
}
}
}
// IF we are here, keep as we always were!
return( pSoldier );
}
UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
{
UINT8 bLastTeamID;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
// loop back
bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
cnt = pSoldier->ubID - 1;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt >= bLastTeamID; cnt--,pTeamSoldier-- )
{
if ( fOnlyRegularMercs )
{
if ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
// Check for bLife > 0
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
bLastTeamID = pSoldier->ubID;
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt >= bLastTeamID; cnt--,pTeamSoldier-- )
{
if ( fOnlyRegularMercs )
{
if ( AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) )
{
continue;
}
}
if ( fGoodForLessOKLife )
{
if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
else
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
{
return( (UINT8)cnt );
}
}
}
// none found,
// IF we are here, keep as we always were!
return( pSoldier->ubID );
}
BOOLEAN CheckForPlayerTeamInMissionExit( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
UINT8 bGuysIn = 0;
// End the turn of player charactors
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
{
if ( pSoldier->flags.fInMissionExitNode )
{
bGuysIn++;
}
}
}
if ( bGuysIn == 0 )
{
return( FALSE );
}
if ( NumActiveAndConsciousTeamMembers( gbPlayerNum ) == 0 )
{
return( FALSE );
}
if ( bGuysIn == NumActiveAndConsciousTeamMembers( gbPlayerNum ) )
{
return( TRUE );
}
return( FALSE );
}
void EndTacticalDemo( )
{
gTacticalStatus.uiFlags &= (~DEMOMODE );
gTacticalStatus.fGoingToEnterDemo = FALSE;
}
UINT32 EnterTacticalDemoMode()
{
UINT8 ubNewScene = gubCurrentScene;
UINT8 ubNumScenes = NUM_RANDOM_SCENES;
gTacticalStatus.uiTimeOfLastInput = GetJA2Clock();
// REMOVE ALL EVENTS!
DequeAllGameEvents( FALSE );
// Switch into realtime/demo
gTacticalStatus.uiFlags |= ( REALTIME | DEMOMODE );
gTacticalStatus.uiFlags &= (~TURNBASED);
gTacticalStatus.uiFlags &= (~NPC_TEAM_DEAD);
gTacticalStatus.uiFlags &= (~PLAYER_TEAM_DEAD);
// Force load of guys
SetLoadOverrideParams( TRUE, FALSE, NULL );
// Load random level
// Dont't do first three levels
if ( gTacticalStatus.fNOTDOLASTDEMO )
{
ubNumScenes--;
}
do
{
ubNewScene = START_DEMO_SCENE + (UINT8)Random( ubNumScenes );
} while( ubNewScene == gubCurrentScene );
gubCurrentScene = ubNewScene;
// Set demo timer
gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock();
gfSGPInputReceived = FALSE;
gTacticalStatus.fGoingToEnterDemo = FALSE;
return( INIT_SCREEN );
}
CHAR8 *GetSceneFilename( )
{
return( gzLevelFilenames[ gubCurrentScene ] );
}
extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID );
// NB if making changes don't forget to update NewOKDestinationAndDirection
BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
{
UINT8 bPerson;
STRUCTURE * pStructure;
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
// sevenfm: allow civilians and NPCs with profile to go off screen
if (!GridNoOnVisibleWorldTile(sGridNo) && (pCurrSoldier->bTeam != CIV_TEAM || pCurrSoldier->ubProfile == NO_PROFILE))
{
return(FALSE);
}
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
// we could be multitiled... if the person there is us, and the gridno is not
// our base gridno, skip past these checks
if ( ! (bPerson == pCurrSoldier->ubID && sGridNo != pCurrSoldier->sGridNo) )
{
if ( pCurrSoldier->bTeam == gbPlayerNum )
{
if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
return( FALSE ); // if someone there it's NOT OK
}
else
{
return( FALSE ); // if someone there it's NOT OK
}
}
}
// Check structure database
if ( (pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE) && !(gfEstimatePath) )
{
UINT16 usAnimSurface;
STRUCTURE_FILE_REF * pStructureFileRef;
BOOLEAN fOk;
INT8 bLoop;
UINT16 usStructureID = INVALID_STRUCTURE_ID;
// this could be kinda slow...
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pCurrSoldier, pCurrSoldier->usUIMovementMode );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pCurrSoldier->ubID, usAnimSurface, pCurrSoldier->usUIMovementMode );
// opposite directions should be mirrors, so only check 4
if ( pStructureFileRef )
{
// if ANY direction is valid, consider moving here valid
for (bLoop = 0; bLoop < NUM_WORLD_DIRECTIONS; ++bLoop)
{
// ATE: Only if we have a levelnode...
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL )
{
usStructureID = pCurrSoldier->pLevelNode->pStructureData->usStructureID;
}
else
{
usStructureID = INVALID_STRUCTURE_ID;
}
// anv: allow ramming as a mean of getting to destination
if( _KeyDown( SHIFT ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && pCurrSoldier->bTeam == gbPlayerNum )
{
fOk = InternalOkayToAddStructureToWorld( sGridNo, bLevel, &(pStructureFileRef->pDBStructureRef[bLoop]), VEHICLE_IGNORE_OBSTACLES_STRUCTURE_ID, FALSE, pCurrSoldier->ubID );
}
else
{
fOk = InternalOkayToAddStructureToWorld( sGridNo, bLevel, &(pStructureFileRef->pDBStructureRef[bLoop]), usStructureID, FALSE, pCurrSoldier->ubID );
}
if (fOk)
{
return( TRUE );
}
}
}
return( FALSE );
}
else
{
// quick test
if ( gpWorldLevelData[ sGridNo ].pStructureHead != NULL )
{
// Something is here, check obstruction in future
if ( bLevel == 0)
{
sDesiredLevel = STRUCTURE_ON_GROUND;
}
else
{
sDesiredLevel = STRUCTURE_ON_ROOF;
}
pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES );
// ATE: If we are trying to get a path to an exit grid AND
// we are a cave....still allow this..
//if ( pStructure && gfPlotPathToExitGrid && pStructure->fFlags & STRUCTURE_CAVEWALL )
if ( pStructure && gfPlotPathToExitGrid )
{
pStructure = NULL;
}
while (pStructure != NULL)
{
if (!(pStructure->fFlags & STRUCTURE_PASSABLE) )
{
fOKCheckStruct = TRUE;
// Check if this is a multi-tile
if ( ( pStructure->fFlags & STRUCTURE_MOBILE ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
{
// Check IDs with soldier's ID
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL && pCurrSoldier->pLevelNode->pStructureData->usStructureID == pStructure->usStructureID )
{
fOKCheckStruct = FALSE;
}
}
if ( fOKCheckStruct )
{
if (pStructure->sCubeOffset == sDesiredLevel)
{
return( FALSE );
}
}
}
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
}
return( TRUE );
}
// NB if making changes don't forget to update NewOKDestination
INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
{
UINT8 bPerson;
STRUCTURE * pStructure;
INT16 sDesiredLevel;
BOOLEAN fOKCheckStruct;
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
// we could be multitiled... if the person there is us, and the gridno is not
// our base gridno, skip past these checks
if ( ! (bPerson == pCurrSoldier->ubID && sGridNo != pCurrSoldier->sGridNo) )
{
if ( pCurrSoldier->bTeam == gbPlayerNum )
{
if ( ( Menptr[ bPerson ].bVisible >= 0) || ( gTacticalStatus.uiFlags & SHOW_ALL_MERCS ) )
return( FALSE ); // if someone there it's NOT OK
}
else
{
return( FALSE ); // if someone there it's NOT OK
}
}
}
// Check structure database
if ( ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) && !(gfEstimatePath) )
{
UINT16 usAnimSurface;
STRUCTURE_FILE_REF * pStructureFileRef;
BOOLEAN fOk;
INT8 bLoop;
UINT16 usStructureID = INVALID_STRUCTURE_ID;
// this could be kinda slow...
// Get animation surface...
usAnimSurface = DetermineSoldierAnimationSurface( pCurrSoldier, pCurrSoldier->usUIMovementMode );
// Get structure ref...
pStructureFileRef = GetAnimationStructureRef( pCurrSoldier->ubID, usAnimSurface, pCurrSoldier->usUIMovementMode );
if ( pStructureFileRef )
{
// use the specified direction for checks
bLoop = bDirection;
{
// ATE: Only if we have a levelnode...
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL )
{
usStructureID = pCurrSoldier->pLevelNode->pStructureData->usStructureID;
}
fOk = InternalOkayToAddStructureToWorld( sGridNo, pCurrSoldier->pathing.bLevel, &(pStructureFileRef->pDBStructureRef[ gOneCDirection[ bLoop ] ]), usStructureID, FALSE, pCurrSoldier->ubID );
if (fOk)
{
return( TRUE );
}
}
}
return( FALSE );
}
else
{
// quick test
if ( gpWorldLevelData[ sGridNo ].pStructureHead != NULL )
{
// Something is here, check obstruction in future
if ( bLevel == 0)
{
sDesiredLevel = STRUCTURE_ON_GROUND;
}
else
{
sDesiredLevel = STRUCTURE_ON_ROOF;
}
pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES );
// ATE: If we are trying to get a path to an exit grid AND
// we are a cave....still allow this..
//if ( pStructure && gfPlotPathToExitGrid && pStructure->fFlags & STRUCTURE_CAVEWALL )
if ( pStructure && gfPlotPathToExitGrid )
{
pStructure = NULL;
}
while (pStructure != NULL)
{
if (!(pStructure->fFlags & STRUCTURE_PASSABLE) )
{
fOKCheckStruct = TRUE;
// Check if this is a multi-tile
if ( ( pStructure->fFlags & STRUCTURE_MOBILE ) && ( pCurrSoldier->flags.uiStatusFlags & SOLDIER_MULTITILE ) )
{
// Check IDs with soldier's ID
if ( pCurrSoldier->pLevelNode != NULL && pCurrSoldier->pLevelNode->pStructureData != NULL && pCurrSoldier->pLevelNode->pStructureData->usStructureID == pStructure->usStructureID )
{
fOKCheckStruct = FALSE;
}
}
if ( fOKCheckStruct )
{
if (pStructure->sCubeOffset == sDesiredLevel)
{
return( FALSE );
}
}
}
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
}
return( TRUE );
}
//Kris:
BOOLEAN FlatRoofAboveGridNo( INT32 iMapIndex )
{
LEVELNODE *pRoof;
UINT32 uiTileType;
pRoof = gpWorldLevelData[ iMapIndex ].pRoofHead;
while( pRoof )
{
if( pRoof->usIndex != NO_TILE )
{
GetTileType( pRoof->usIndex, &uiTileType );
if( uiTileType >= FIRSTROOF && uiTileType <= LASTROOF )
return TRUE;
}
pRoof = pRoof->pNext;
}
return FALSE;
}
//Kris:
//ASSUMPTION: This function assumes that we are checking on behalf of a single tiled merc. This function
// should not be used for checking on behalf of multi-tiled "things".
//I wrote this function for editor use. I don't personally care about multi-tiled stuff. All I want
//to know is whether or not I can put a merc here. In most cases, I won't be dealing with multi-tiled
//mercs, and the rarity doesn't justify the needs. I just wrote this to be quick and dirty, and I don't
//expect it to perform perfectly in all situations.
BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
if( WhoIsThere2( iMapIndex, 0 ) != NOBODY )
return FALSE;
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
// sevenfm: return FALSE if location on roof does not exist
if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex))
return FALSE;
//fOnRoof = FALSE;
// Check structure database
if( gpWorldLevelData[ iMapIndex ].pStructureHead )
{
// Something is here, check obstruction in future
sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
pStructure = FindStructure( iMapIndex, STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel )
return FALSE;
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
return TRUE;
}
BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
// sevenfm: return FALSE if location on roof does not exist
if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex))
return FALSE;
//fOnRoof = FALSE;
// Check structure database
if( gpWorldLevelData[ iMapIndex ].pStructureHead )
{
// Something is here, check obstruction in future
sDesiredLevel = fOnRoof ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
pStructure = FindStructure( iMapIndex, STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel )
return FALSE;
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
return TRUE;
}
BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange)
{
UINT8 bLoop;
SOLDIERTYPE * pSoldier;
for (bLoop=gTacticalStatus.Team[bTeam].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[bTeam].bLastID; ++bLoop, pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
if (PythSpacesAway(pSoldier->sGridNo,sGridNo) <= iRange)
{
return(TRUE);
}
}
}
return(FALSE);
}
INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor, bool allow_diagonal )
{
// psAdjustedGridNo gets the original gridno or the new one if updated
// It will ONLY be updated IF we were over a merc, ( it's updated to their gridno )
// pubDirection gets the direction to the final gridno
// fForceToPerson: forces the grid under consideration to be the one occupied by any target
// in that location, because we could be passed a gridno based on the overlap of soldier's graphic
// fDoor determines whether special door-handling code should be used (for interacting with doors)
INT32 sGridNoProne = -1;
INT32 sDistance=0;
static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
INT32 sClosest = -1, sSpot;
INT32 sCloseGridNo = NOWHERE;
UINT32 uiMercFlags;
UINT16 usSoldierIndex;
UINT8 ubDir;
STRUCTURE *pDoor;
UINT8 ubWallOrientation;
BOOLEAN fCheckGivenGridNo = TRUE;
UINT8 ubTestDirection;
EXITGRID ExitGrid;
// Set default direction
if (pubDirection)
{
*pubDirection = pSoldier->ubDirection;
}
// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
}
// CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT!
if ( pSoldier->sGridNo == sGridNo && !FindStructure( sGridNo, ( STRUCTURE_SWITCH ) ) )
{
// OK, if we are looking for a door, it may be in the same tile as us, so find the direction we
// have to face to get to the door, not just our initial direction...
// If we are in the same tile as a switch, we can NEVER pull it....
if( fDoor && pubDirection )
{
// This can only happen if a door was to the south to east of us!
// Do south!
//sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
// ATE: Added: Switch behave EXACTLY like doors
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR ) );
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
// To the south!
sSpot = NewGridNo( sGridNo, DirectionInc( SOUTH ) );
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
// TO the east!
sSpot = NewGridNo( sGridNo, DirectionInc( EAST ) );
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sSpot, pSoldier );
}
}
}
// Use soldier's direction
return( sGridNo );
}
// Look for a door!
if (fDoor)
{
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR | STRUCTURE_SWITCH ) );
}
else
{
pDoor = NULL;
}
if ( fForceToPerson )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
SOLDIERTYPE *pTargetSoldier = MercPtrs[usSoldierIndex];
sGridNo = pTargetSoldier->sGridNo;
if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
{
// prone; could be the base tile is inaccessible but the rest isn't...
for (INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++)
{
if (WhoIsThere2(sGridNo + DirectionInc(cnt), pTargetSoldier->pathing.bLevel) == usSoldierIndex)
{
sGridNoProne = sGridNo + DirectionInc(cnt);
break;
}
}
}
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
// Use direction to this guy!
if (pubDirection)
{
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
}
}
}
}
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) // no problem going there! nobody on it!
{
// OK, if we are looking to goto a switch, ignore this....
if ( pDoor )
{
if ( pDoor->fFlags & STRUCTURE_SWITCH )
{
// Don't continuel
fCheckGivenGridNo = FALSE;
}
}
// If there is an exit grid....
if ( GetExitGrid( sGridNo, &ExitGrid ) )
{
// Don't continuel
fCheckGivenGridNo = FALSE;
}
if ( fCheckGivenGridNo )
{
sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sDistance > 0 )
{
if (sDistance < sClosest || sClosest == -1)
{
sClosest = sDistance;
sCloseGridNo = sGridNo;
}
}
}
}
for (INT8 cnt = 0; cnt < (allow_diagonal ? NUM_WORLD_DIRECTIONS : 4); ++cnt)
{
ubTestDirection = (allow_diagonal ? cnt : sDirs[cnt]);
// MOVE OUT TWO DIRECTIONS
sSpot = NewGridNo( sGridNo, DirectionInc(ubTestDirection) );
// For switches, ALLOW them to walk through walls to reach it....
if ( pDoor && pDoor->fFlags & STRUCTURE_SWITCH )
{
ubTestDirection = gOppositeDirection[ ubTestDirection ];
}
if( fDoor )
{
if ( gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED )
{
// obstacle or wall there!
continue;
}
}
else
{
// this function returns original MP cost if not a door cost
if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED )
{
// obstacle or wall there!
continue;
}
}
// Eliminate some directions if we are looking at doors!
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
// Refuse the south and north and west directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == SOUTH )
continue;
}
// Refuse the north and west and east directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == EAST )
continue;
}
}
// If this spot is our soldier's gridno use that!
if ( sSpot == pSoldier->sGridNo )
{
// Use default diurection ) soldier's direction )
// OK, at least get direction to face......
// Defaults to soldier's facing dir unless we change it!
// Use direction to the door!
if (pubDirection)
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
return( sSpot );
}
// don't store path, just measure it
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sSpot, sGridNo );
if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel ) > 0 ) &&
( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) )
{
if (ubDir != gfPlotPathEndDirection) sDistance += 4;//shadooow: small hack to return adjacent GridNo with lowest AP cost
if (sDistance < sClosest || sClosest == -1)
{
sClosest = sDistance;
sCloseGridNo = sSpot;
}
}
}
if (sGridNoProne != -1)
{
for (INT8 cnt = 0; cnt < (allow_diagonal ? NUM_WORLD_DIRECTIONS : 4); ++cnt)
{
ubTestDirection = (allow_diagonal ? cnt : sDirs[cnt]);
// MOVE OUT TWO DIRECTIONS
sSpot = NewGridNo(sGridNoProne, DirectionInc(ubTestDirection));
// For switches, ALLOW them to walk through walls to reach it....
if (pDoor && pDoor->fFlags & STRUCTURE_SWITCH)
{
ubTestDirection = gOppositeDirection[ubTestDirection];
}
if (fDoor)
{
if (gubWorldMovementCosts[sSpot][ubTestDirection][pSoldier->pathing.bLevel] >= TRAVELCOST_BLOCKED)
{
// obstacle or wall there!
continue;
}
}
else
{
// this function returns original MP cost if not a door cost
if (DoorTravelCost(pSoldier, sSpot, gubWorldMovementCosts[sSpot][ubTestDirection][pSoldier->pathing.bLevel], FALSE, NULL) >= TRAVELCOST_BLOCKED)
{
// obstacle or wall there!
continue;
}
}
// Eliminate some directions if we are looking at doors!
if (pDoor != NULL)
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
// Refuse the south and north and west directions if our orientation is top-right
if (ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT)
{
if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == SOUTH)
continue;
}
// Refuse the north and west and east directions if our orientation is top-right
if (ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT)
{
if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == EAST)
continue;
}
}
// If this spot is our soldier's gridno use that!
if (sSpot == pSoldier->sGridNo)
{
// Use default diurection ) soldier's direction )
// OK, at least get direction to face......
// Defaults to soldier's facing dir unless we change it!
// Use direction to the door!
if (pubDirection)
(*pubDirection) = (UINT8)GetDirectionFromGridNo(sGridNoProne, pSoldier);
if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne;
return(sSpot);
}
// don't store path, just measure it
ubDir = (UINT8)GetDirectionToGridNoFromGridNo(sSpot, sGridNoProne);
if ((NewOKDestinationAndDirection(pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel) > 0) &&
((sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints)) > 0))
{
if (ubDir != gfPlotPathEndDirection) sDistance += 4;//shadooow: small hack to return adjacent GridNo with lowest AP cost
if (sDistance < sClosest || sClosest == -1)
{
sClosest = sDistance;
sCloseGridNo = sSpot;
sGridNo = sGridNoProne;//this will ensure correct direction calculation
if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne;
}
}
}
}
if (sClosest != -1 && !TileIsOutOfBounds(sCloseGridNo))
{
// Take last direction and use opposite!
// This will be useful for ours and AI mercs
// If our gridno is the same ( which can be if we are look at doors )
if ( sGridNo == sCloseGridNo )
{
if (pubDirection)
{
// ATE: Only if we have a valid door!
if ( pDoor )
{
switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
*pubDirection = SOUTH;
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
*pubDirection = EAST;
break;
}
}
}
}
else
{
// Calculate direction if our gridno is different....
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo );
if (pubDirection)
{
*pubDirection = ubDir;
}
}
return( sCloseGridNo );
}
return( NOWHERE );
}
INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor )
{
// This function works in a similar way as FindAdjacentGridEx, but looks for a location 2 tiles away
// psAdjustedGridNo gets the original gridno or the new one if updated
// pubDirection gets the direction to the final gridno
// fForceToPerson: forces the grid under consideration to be the one occupiedby any target
// in that location, because we could be passed a gridno based on the overlap of soldier's graphic
// fDoor determines whether special door-handling code should be used (for interacting with doors)
INT32 sGridNoProne = -1;
INT32 sDistance=0;
static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
//INT32 cnt;
INT32 sClosest = -1, sSpot, sSpot2;
INT32 sCloseGridNo = NOWHERE;
UINT32 uiMercFlags;
UINT16 usSoldierIndex;
UINT8 ubDir;
STRUCTURE *pDoor;
UINT8 ubWallOrientation;
BOOLEAN fCheckGivenGridNo = TRUE;
UINT8 ubTestDirection;
UINT8 ubWhoIsThere;
// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
if ( psAdjustedGridNo != NULL )
{
*psAdjustedGridNo = sGridNo;
}
// CHECK IF IT'S THE SAME ONE AS WE'RE ON, IF SO, RETURN THAT!
if ( pSoldier->sGridNo == sGridNo )
{
*pubDirection = pSoldier->ubDirection;
return( sGridNo );
}
// Look for a door!
if (fDoor)
{
pDoor = FindStructure( sGridNo, ( STRUCTURE_ANYDOOR | STRUCTURE_SWITCH ) );
}
else
{
pDoor = NULL;
}
if ( fForceToPerson )
{
if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
{
SOLDIERTYPE *pTargetSoldier = MercPtrs[usSoldierIndex];
sGridNo = pTargetSoldier->sGridNo;
if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
{
// prone; could be the base tile is inaccessible but the rest isn't...
for (INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++)
{
if (WhoIsThere2(sGridNo + DirectionInc(cnt), pTargetSoldier->pathing.bLevel) == usSoldierIndex)
{
sGridNoProne = sGridNo + DirectionInc(cnt);
break;
}
}
}
if (psAdjustedGridNo != NULL)
{
*psAdjustedGridNo = sGridNo;
}
}
}
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) ) // no problem going there! nobody on it!
{
// OK, if we are looking to goto a switch, ignore this....
if ( pDoor )
{
if ( pDoor->fFlags & STRUCTURE_SWITCH )
{
// Don't continuel
fCheckGivenGridNo = FALSE;
}
}
if ( fCheckGivenGridNo )
{
sDistance = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( sDistance > 0 )
{
if (sDistance < sClosest || sClosest == -1)
{
sClosest = sDistance;
sCloseGridNo = sGridNo;
}
}
}
}
for (INT8 cnt = 0; cnt < 4; ++cnt)
{
// MOVE OUT TWO DIRECTIONS
sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
ubTestDirection = sDirs[ cnt ];
if ( pDoor && pDoor->fFlags & STRUCTURE_SWITCH )
{
ubTestDirection = gOppositeDirection[ ubTestDirection ];
}
if ( gubWorldMovementCosts[ sSpot ][ ubTestDirection ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED )
{
// obstacle or wall there!
continue;
}
ubWhoIsThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel );
if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID )
{
// skip this direction b/c it's blocked by another merc!
continue;
}
// Eliminate some directions if we are looking at doors!
if ( pDoor != NULL )
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
// Refuse the south and north and west directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == SOUTH )
continue;
}
// Refuse the north and west and east directions if our orientation is top-right
if ( ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT )
{
if ( sDirs[ cnt ] == NORTH || sDirs[ cnt ] == WEST || sDirs[ cnt ] == EAST )
continue;
}
}
// first tile is okay, how about the second?
sSpot2 = NewGridNo( sSpot, DirectionInc( sDirs[ cnt ] ) );
if ( gubWorldMovementCosts[ sSpot2 ][ sDirs[cnt] ][ pSoldier->pathing.bLevel ] >= TRAVELCOST_BLOCKED ||
DoorTravelCost( pSoldier, sSpot2, gubWorldMovementCosts[ sSpot2 ][ sDirs[cnt] ][ pSoldier->pathing.bLevel ], (BOOLEAN) (pSoldier->bTeam == gbPlayerNum), NULL ) == TRAVELCOST_DOOR ) // closed door blocks!
{
// obstacle or wall there!
continue;
}
ubWhoIsThere = WhoIsThere2( sSpot2, pSoldier->pathing.bLevel );
if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID )
{
// skip this direction b/c it's blocked by another merc!
continue;
}
sSpot = sSpot2;
// If this spot is our soldier's gridno use that!
if ( sSpot == pSoldier->sGridNo )
{
if (pubDirection)
(*pubDirection) = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
//*pubDirection = pSoldier->ubDirection;
return( sSpot );
}
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sSpot, sGridNo );
// don't store path, just measure it
if ( ( NewOKDestinationAndDirection( pSoldier, sSpot, ubDir, TRUE , pSoldier->pathing.bLevel ) > 0 ) &&
( ( sDistance = PlotPath( pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints ) ) > 0 ) )
{
if ( sDistance < sClosest || sClosest == -1)
{
sClosest = sDistance;
sCloseGridNo = sSpot;
}
}
}
if (sGridNoProne != -1)
{
for (INT8 cnt = 0; cnt < 4; ++cnt)
{
// MOVE OUT TWO DIRECTIONS
sSpot = NewGridNo(sGridNoProne, DirectionInc(sDirs[cnt]));
ubTestDirection = sDirs[cnt];
if (pDoor && pDoor->fFlags & STRUCTURE_SWITCH)
{
ubTestDirection = gOppositeDirection[ubTestDirection];
}
if (gubWorldMovementCosts[sSpot][ubTestDirection][pSoldier->pathing.bLevel] >= TRAVELCOST_BLOCKED)
{
// obstacle or wall there!
continue;
}
ubWhoIsThere = WhoIsThere2(sSpot, pSoldier->pathing.bLevel);
if (ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID)
{
// skip this direction b/c it's blocked by another merc!
continue;
}
// Eliminate some directions if we are looking at doors!
if (pDoor != NULL)
{
// Get orinetation
ubWallOrientation = pDoor->ubWallOrientation;
// Refuse the south and north and west directions if our orientation is top-right
if (ubWallOrientation == OUTSIDE_TOP_RIGHT || ubWallOrientation == INSIDE_TOP_RIGHT)
{
if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == SOUTH)
continue;
}
// Refuse the north and west and east directions if our orientation is top-right
if (ubWallOrientation == OUTSIDE_TOP_LEFT || ubWallOrientation == INSIDE_TOP_LEFT)
{
if (sDirs[cnt] == NORTH || sDirs[cnt] == WEST || sDirs[cnt] == EAST)
continue;
}
}
// first tile is okay, how about the second?
sSpot2 = NewGridNo(sSpot, DirectionInc(sDirs[cnt]));
if (gubWorldMovementCosts[sSpot2][sDirs[cnt]][pSoldier->pathing.bLevel] >= TRAVELCOST_BLOCKED ||
DoorTravelCost(pSoldier, sSpot2, gubWorldMovementCosts[sSpot2][sDirs[cnt]][pSoldier->pathing.bLevel], (BOOLEAN)(pSoldier->bTeam == gbPlayerNum), NULL) == TRAVELCOST_DOOR) // closed door blocks!
{
// obstacle or wall there!
continue;
}
ubWhoIsThere = WhoIsThere2(sSpot2, pSoldier->pathing.bLevel);
if (ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID)
{
// skip this direction b/c it's blocked by another merc!
continue;
}
sSpot = sSpot2;
// If this spot is our soldier's gridno use that!
if (sSpot == pSoldier->sGridNo)
{
if (pubDirection)
(*pubDirection) = (UINT8)GetDirectionFromGridNo(sGridNoProne, pSoldier);
if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne;
return(sSpot);
}
ubDir = (UINT8)GetDirectionToGridNoFromGridNo(sSpot, sGridNoProne);
// don't store path, just measure it
if ((NewOKDestinationAndDirection(pSoldier, sSpot, ubDir, TRUE, pSoldier->pathing.bLevel) > 0) &&
((sDistance = PlotPath(pSoldier, sSpot, NO_COPYROUTE, NO_PLOT, TEMPORARY, (INT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints)) > 0))
{
if (sDistance < sClosest || sClosest == -1)
{
sClosest = sDistance;
sCloseGridNo = sSpot;
sGridNo = sGridNoProne;//this will ensure correct direction calculation
if (psAdjustedGridNo) *psAdjustedGridNo = sGridNoProne;
}
}
}
}
if (sClosest != -1 && !TileIsOutOfBounds(sCloseGridNo))
{
// Take last direction and use opposite!
// This will be useful for ours and AI mercs
// If our gridno is the same ( which can be if we are look at doors )
if ( sGridNo == sCloseGridNo )
{
if (pubDirection)
{
// ATE: Only if we have a valid door!
if ( pDoor )
{
switch( pDoor->pDBStructureRef->pDBStructure->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
*pubDirection = SOUTH;
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
*pubDirection = EAST;
break;
}
}
}
}
else
{
// Calculate direction if our gridno is different....
ubDir = (UINT8)GetDirectionToGridNoFromGridNo( sCloseGridNo, sGridNo );
if (pubDirection)
{
*pubDirection = ubDir;
}
}
return( sCloseGridNo );
}
return( NOWHERE );
}
INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection )
{
INT32 sSpot;
UINT8 ubGuyThere;
for ( UINT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
{
sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ cnt ][ pSoldier->pathing.bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED )
{
// blocked!
continue;
}
// Check for who is there...
ubGuyThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel );
if ( pTargetSoldier != NULL && ubGuyThere == pTargetSoldier->ubID )
{
// We've got a guy here....
// Who is the one we want......
*psAdjustedTargetGridNo = pTargetSoldier->sGridNo;
*pubDirection = cnt;
return( sSpot );
}
}
return( NOWHERE );
}
BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos )
{
BOOLEAN fVisible;
// Check if a hidden tile exists but is not revealed
if ( DoesGridNoContainHiddenStruct( usMapPos, &fVisible ) )
{
if ( !fVisible )
{
// The player thinks this is OK!
return( TRUE );
}
}
if ( !NewOKDestination( pSoldier, usMapPos, FALSE, (INT8) gsInterfaceLevel ) )
{
return( FALSE );
}
// ATE: If we are a robot, see if we are being validly controlled...
if ( pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT )
{
if ( ! pSoldier->CanRobotBeControlled( ) )
{
// Display message that robot cannot be controlled....
return( 2 );
}
}
// ATE: Experiment.. take out
//else if ( IsRoofVisible( sMapPos ) && gsInterfaceLevel == 0 )
//{
// return( FALSE );
//}
return( TRUE);
}
void HandleTeamServices( UINT8 ubTeamNum )
{
INT32 cnt;
SOLDIERTYPE *pTeamSoldier, *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ ubTeamNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeamNum ].bLastID; ++cnt, pTeamSoldier++)
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
fDone = FALSE;
// Check for different events!
// FOR DOING AID
if ( pTeamSoldier->usAnimState == GIVING_AID || pTeamSoldier->usAnimState == GIVING_AID_PRN )
{
// Get victim pointer
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
if ( pTargetSoldier->ubServiceCount )
{
BOOLEAN fThrowMessage = (pTargetSoldier->bBleeding ? TRUE : FALSE); // added by SANDRO
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
uiPointsUsed = pTeamSoldier->SoldierDressWound( pTargetSoldier, usKitPts, usKitPts );
// Determine if they are all banagded
if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO
{
if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() );
// Cancel all services for this guy!
pTargetSoldier->ReceivingSoldierCancelServices( );
fDone = TRUE;
}
UseKitPoints( &(pTeamSoldier->inv[ HANDPOS ] ), (UINT16)uiPointsUsed, pTeamSoldier );
// Get new total
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
// WHETHER OR NOT recipient is all bandaged, check if we've used them up!
if ( usKitPts <= 0) // no more bandages
{
if ( fDone )
{
// don't swap if we're done
bSlot = NO_SLOT;
}
else
{
bSlot = FindFirstAidKit ( pTeamSoldier );
if ( bSlot == NO_SLOT )
{
bSlot = FindMedKit( pTeamSoldier );
}
}
if ( bSlot != NO_SLOT )
{
SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() );
pTeamSoldier->GivingSoldierCancelServices( );
if ( !gTacticalStatus.fAutoBandageMode )
{
pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
}
}
}
}
}
}
}
}
}
void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
{
SOLDIERTYPE *pTargetSoldier;
UINT32 uiPointsUsed;
UINT16 usSoldierIndex;
UINT16 usKitPts;
INT8 bSlot;
BOOLEAN fDone = FALSE;
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
{
// Check for different events!
// FOR DOING AID
if ( pTeamSoldier->usAnimState == GIVING_AID || pTeamSoldier->usAnimState == GIVING_AID_PRN )
{
// Get victim pointer
usSoldierIndex = WhoIsThere2( pTeamSoldier->sTargetGridNo, pTeamSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
if ( pTargetSoldier->ubServiceCount )
{
BOOLEAN fThrowMessage = (pTargetSoldier->bBleeding ? TRUE : FALSE); // added by SANDRO
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
uiPointsUsed = pTeamSoldier->SoldierDressWound( pTargetSoldier, usKitPts, usKitPts );
// Determine if they are all banagded
if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO
{
if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() );
// Cancel all services for this guy!
pTargetSoldier->ReceivingSoldierCancelServices( );
fDone = TRUE;
}
UseKitPoints( &(pTeamSoldier->inv[ HANDPOS ] ), (UINT16)uiPointsUsed, pTeamSoldier );
// Get new total
usKitPts = TotalPoints( &(pTeamSoldier->inv[ HANDPOS ] ) );
// WHETHER OR NOT recipient is all bandaged, check if we've used them up!
if ( usKitPts <= 0) // no more bandages
{
if ( fDone )
{
// don't swap if we're done
bSlot = NO_SLOT;
}
else
{
// SANDRO - on surgery, only search for medic bags
if (pTeamSoldier->fDoingSurgery)
{
bSlot = FindMedKit ( pTeamSoldier );
}
else
{
bSlot = FindFirstAidKit ( pTeamSoldier);
if ( bSlot == NO_SLOT )
{
bSlot = FindMedKit ( pTeamSoldier );
}
}
}
if ( bSlot != NO_SLOT )
{
SwapObjs( pTeamSoldier, HANDPOS, bSlot, FALSE ); // SANDRO - changed to FALSE, so we can continue in the service (???)
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() );
pTeamSoldier->GivingSoldierCancelServices( );
if ( !gTacticalStatus.fAutoBandageMode )
{
pTeamSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_CURSE1 ) );
}
}
}
}
}
}
}
}
void CommonEnterCombatModeCode( )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode");
UINT32 cnt;
SOLDIERTYPE *pSoldier;
gTacticalStatus.uiFlags |= INCOMBAT;
//gTacticalStatus.ubAttackBusyCount = 0;
// Reset num enemies fought flag...
// SANDRO - removed from here
//memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
gTacticalStatus.ubLastBattleSectorX = (UINT8) gWorldSectorX;
gTacticalStatus.ubLastBattleSectorY = (UINT8) gWorldSectorY;
gTacticalStatus.fLastBattleWon = FALSE;
gTacticalStatus.fItemsSeenOnAttack = FALSE;
gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
gTacticalStatus.ubDisablePlayerInterrupts = FALSE;
// ATE: If we have an item pointer end it!
CancelItemPointer( );
ResetInterfaceAndUI( );
ResetMultiSelection( );
// OK, loop thorugh all guys and stop them!
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, ++cnt )
{
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector && pSoldier->ubBodyType != CROW )
{
// Set some flags for quotes
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_IN_SHIT );
pSoldier->usQuoteSaidFlags &= (~SOLDIER_QUOTE_SAID_MULTIPLE_CREATURES);
// Hault!
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: enter combat mode"));
CancelAIAction( pSoldier, TRUE );
// turn off AI controlled flag
pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL;
// Check if this guy is an enemy....
// SANDRO - don't check this here, we've already checked that once
//CheckForPotentialAddToBattleIncrement( pSoldier );
// If guy is sleeping, wake him up!
if ( pSoldier->flags.fMercAsleep == TRUE )
{
pSoldier->ChangeSoldierState( WKAEUP_FROM_SLEEP, 1, TRUE );
}
// ATE: Refresh APs
pSoldier->CalcNewActionPoints( );
// Either I just noticed this, or it just hasn't been a problem before. But
// if the last battle left a soldier at 0 points, he will not gain full points with
// carryover for this battle. So we'll hit it again.
pSoldier->CalcNewActionPoints( );
// SANDRO - Improved Interrupt System - reset interrupt counter
memset(pSoldier->aiData.ubInterruptCounter,0,sizeof(pSoldier->aiData.ubInterruptCounter));
if ( pSoldier->ubProfile != NO_PROFILE )
{
if ( pSoldier->bTeam == CIV_TEAM && pSoldier->aiData.bNeutral )
{
// only set precombat gridno if unset
if ( gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo == 0 || TileIsOutOfBounds(gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo))
{
gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = pSoldier->sGridNo;
}
}
else
{
gMercProfiles[ pSoldier->ubProfile ].sPreCombatGridNo = NOWHERE;
}
}
/*if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering )
{
// ATE: reset player's movement mode at the very start of
// combat
//if ( pSoldier->bTeam == gbPlayerNum )
//{
//pSoldier->usUIMovementMode = RUNNING;
//}
}*/
}
}
}
gTacticalStatus.fHasEnteredCombatModeSinceEntering = TRUE;
SyncStrategicTurnTimes( );
// Play tune..
PlayJA2Sample( ENDTURN_1, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
// Say quote.....
// Change music modes
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_BATTLE, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalBattle[gbWorldSectorZ]);
else
#endif
SetMusicMode( MUSIC_TACTICAL_BATTLE );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CommonEnterCombatMode done");
}
void EnterCombatMode( UINT8 ubStartingTeam )
{
UINT32 cnt;
SOLDIERTYPE *pTeamSoldier;
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode");
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Can't enter combat when already in combat" );
// we're already in combat!
return;
}
// Alrighty, don't do this if no enemies in sector
if ( NumCapableEnemyInSector( ) == 0 )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Can't enter combat when no capable enemies" );
//ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Trying to init combat when no enemies around!." );
return;
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Entering combat mode" );
// ATE: Added here to guarentee we have fEnemyInSector
// Mostly this was not getting set if:
// 1 ) we see bloodcats ( which makes them hostile )
// 2 ) we make civs hostile
// only do this once they are seen.....
if ( !gTacticalStatus.fEnemyInSector )
{
SetEnemyPresence( );
}
CommonEnterCombatModeCode( );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing...");
if (ubStartingTeam == gbPlayerNum)
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("EnterCombatMode continuing... start player turn, selected soldier = %d",gusSelectedSoldier));
// OK, make sure we have a selected guy
// Madd: this was causing a weird crash becuase gusSelectedSoldier was 156 (out of the array bounds) for some reason
//if ( MercPtrs[ gusSelectedSoldier ]->aiData.bOppCnt == 0 )
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->aiData.bOppCnt == 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... nobody selected");
// OK, look through and find one....
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt, pTeamSoldier++ )
{
if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppCnt > 0 )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... select soldier");
SelectSoldier( pTeamSoldier->ubID, FALSE, TRUE );
}
}
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... calling startplayerteamturn");
if (!is_client || is_server) //hayden
{
StartPlayerTeamTurn( FALSE, TRUE );
if(is_client)send_EndTurn( ubStartingTeam ); //hayden
}
else
{
//ScreenMsg( FONT_YELLOW, MSG_CHAT, L"client skipped EnterCombatMode");
if(is_client)startCombat(ubStartingTeam);//clients other than server meet and send request for combat for server
}
}
else
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode continuing... end turn");
// have to call EndTurn so that we freeze the interface etc
EndTurn( ubStartingTeam );
}
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"EnterCombatMode done");
}
void ExitCombatMode( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Exiting combat mode" );
// Leave combat mode
gTacticalStatus.uiFlags &= (~INCOMBAT);
EndTopMessage( );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_FTM_EXIT_COMBAT ] );// ary-05/05/2009 : add forced turn mode
gTacticalStatus.ubDisablePlayerInterrupts = FALSE;
// OK, we have exited combat mode.....
// Reset some flags for no aps to move, etc
// Set virgin sector to true....
gTacticalStatus.fVirginSector = TRUE;
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector )
{
// Reset some flags
if ( pSoldier->flags.fNoAPToFinishMove && pSoldier->stats.bLife >= OKLIFE )
{
pSoldier->AdjustNoAPToFinishMove( FALSE );
// ary-05/05/2009 : fix lower ready weapons
//previously "ready weapon" state was being dropped in a couple of cases
//the fix involves bypassing the reset animation state for the various "ready weapon" types
//since this is a reset animation function, we should be VERY specific about when and what we dont reset
UINT16 test;
test = pSoldier->usAnimState;
if (!( test == AIM_RIFLE_STAND || test == AIM_RIFLE_CROUCH ||
test == AIM_RIFLE_PRONE || test == AIM_DUAL_STAND ||
test == AIM_DUAL_CROUCH || test == AIM_DUAL_PRONE
))
{
pSoldier->SoldierGotoStationaryStance( );
}
}
//Cancel pending events
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
// Reset moved flag
pSoldier->aiData.bMoved = FALSE;
// Set final destination
pSoldier->pathing.sFinalDestination = pSoldier->sGridNo;
// remove AI controlled flag
pSoldier->flags.uiStatusFlags &= ~SOLDIER_UNDERAICONTROL;
}
}
}
// Change music modes
// unused
//gfForceMusicToTense = TRUE;
UseCreatureMusic(HostileZombiesPresent());
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
BetweenTurnsVisibilityAdjustments();
// pause the AI for a bit
PauseAITemporarily();
// reset muzzle flashes
TurnOffEveryonesMuzzleFlashes();
// zap interrupt list
ClearIntList();
// dirty interface
DirtyMercPanelInterface( MercPtrs[ 0 ], DIRTYLEVEL2 );
// ATE: If we are IN_CONV - DONT'T DO THIS!
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
{
HandleStrategicTurnImplicationsOfExitingCombatMode();
}
// Make sure next opplist decay DOES happen right after we go to RT
// since this would be the same as what would happen at the end of the turn
gTacticalStatus.uiTimeSinceLastOpplistDecay = __max( 0, GetWorldTotalSeconds() - TIME_BETWEEN_RT_OPPLIST_DECAYS );
NonCombatDecayPublicOpplist( GetWorldTotalSeconds() );
#ifdef JA2UB
//if we are in J13 and the fan is stopped, handle it
HandleFanStartingAtEndOfCombat();
#endif
}
void SetEnemyPresence( )
{
// We have an ememy present....
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence"));
// Check if we previously had no enemys present and we are in a virgin secotr ( no enemys spotted yet )
if ( !gTacticalStatus.fEnemyInSector && gTacticalStatus.fVirginSector )
{
// If we have a guy selected, say quote!
// For now, display ono status message
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ENEMY_IN_SECTOR_STR ] );
// Change music modes..
// If we are just starting game, don't do this!
#ifdef JA2UB
//Ja25: no meanwhiles
if ( !DidGameJustStart() )
#else
if ( !DidGameJustStart() && !AreInMeanwhile( ) )
#endif
{
UseCreatureMusic(HostileZombiesPresent());
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = false"));
sniperwarning = FALSE;
biggunwarning = FALSE;
gogglewarning = FALSE;
// airstrikeavailable = TRUE;
}
else
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("SetEnemyPresence: warnings = true"));
sniperwarning = TRUE;
biggunwarning = TRUE;
//gogglewarning = TRUE;
// airstrikeavailable = FALSE;
}
// Say quote...
//SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
gTacticalStatus.fEnemyInSector = TRUE;
}
}
extern BOOLEAN gfLastMercTalkedAboutKillingID;
BOOLEAN SoldierHasSeenEnemiesLastFewTurns( SOLDIERTYPE *pTeamSoldier )
{
INT32 cnt2;
SOLDIERTYPE *pSoldier;
INT32 cnt;
for ( cnt = 0; cnt < MAXTEAMS; cnt++ )
{
if ( gTacticalStatus.Team[ cnt ].bSide != pTeamSoldier->bSide )
{
// check this team for possible enemies
cnt2 = gTacticalStatus.Team[ cnt ].bFirstID;
for ( pSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; cnt2++, pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector && ( pSoldier->bTeam == gbPlayerNum || pSoldier->stats.bLife >= OKLIFE ) )
{
if ( !CONSIDERED_NEUTRAL( pTeamSoldier, pSoldier ) && ( pTeamSoldier->bSide != pSoldier->bSide ) )
{
// Have we not seen this guy.....
if ( ( pTeamSoldier->aiData.bOppList[ cnt2 ] >= SEEN_CURRENTLY ) &&
( pTeamSoldier->aiData.bOppList[ cnt2 ] <= SEEN_THIS_TURN ) )
{
gTacticalStatus.bConsNumTurnsNotSeen = 0;
return( TRUE );
}
}
}
}
}
}
return( FALSE );
}
BOOLEAN WeSeeNoOne( )
{
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
if ( pSoldier->aiData.bOppCnt > 0 )
{
return( FALSE );
}
}
}
}
return( TRUE );
}
BOOLEAN NobodyAlerted( )
{
UINT32 uiLoop;
SOLDIERTYPE * pSoldier;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( ( pSoldier->bTeam != gbPlayerNum ) && ( ! pSoldier->aiData.bNeutral ) && (pSoldier->stats.bLife >= OKLIFE) && (pSoldier->aiData.bAlertStatus >= STATUS_RED) )
{
return( FALSE );
}
}
}
return( TRUE );
}
BOOLEAN WeSawSomeoneThisTurn( )
{
UINT32 uiLoop, uiLoop2;
SOLDIERTYPE * pSoldier;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
for ( uiLoop2 = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; uiLoop2 < TOTAL_SOLDIERS; uiLoop2++ )
{
if ( pSoldier->aiData.bOppList[ uiLoop2 ] == SEEN_THIS_TURN )
{
return( TRUE );
}
}
}
}
}
return( FALSE );
}
void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
{
// WDS - make number of mercenaries, etc. be configurable
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
// Loop through all our guys and randomly say one from someone in our sector
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubNumMercs++;
}
}
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
MercPtrs[ ubChosenMerc ]->DoMercBattleSound( (UINT8)iBattleSnd );
}
}
BOOLEAN CheckForEndOfCombatMode( BOOLEAN fIncrementTurnsNotSeen )
{
SOLDIERTYPE *pTeamSoldier;
UINT32 cnt = 0;
BOOLEAN fWeSeeNoOne, fNobodyAlerted;
BOOLEAN fSayQuote = FALSE;
BOOLEAN fWeSawSomeoneRecently = FALSE, fSomeoneSawSomeoneRecently = FALSE;
//if(is_server && check_status())
//{
// return(FALSE);
//}
// First check for end of battle....
// If there are no enemies at all in the sector
// Battle end should take precedence!
if ( CheckForEndOfBattle( FALSE ) )
{
return( TRUE );
}
// We can only check for end of combat if in combat mode
if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
return( FALSE );
}
//if (is_server || is_client)
//{
// return(FALSE); // cheap band-aid to prevent return from turn based action in multiplayer, atleast until further dev... : hayden.
//}
// if we're boxing NEVER end combat mode
if ( gTacticalStatus.bBoxingState == BOXING )
{
return( FALSE );
}
fWeSeeNoOne = WeSeeNoOne();
fNobodyAlerted = NobodyAlerted();
if ( fWeSeeNoOne && fNobodyAlerted )
{
// hack!!!
gTacticalStatus.bConsNumTurnsNotSeen = 5;
}
else
{
// we have to loop through EVERYONE to see if anyone sees a hostile... if so, stay in turnbased...
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pTeamSoldier = MercSlots[ cnt ];
if ( pTeamSoldier && pTeamSoldier->stats.bLife >= OKLIFE && !pTeamSoldier->aiData.bNeutral )
{
if ( SoldierHasSeenEnemiesLastFewTurns( pTeamSoldier ) )
{
gTacticalStatus.bConsNumTurnsNotSeen = 0;
fSomeoneSawSomeoneRecently = TRUE;
if ( pTeamSoldier->bTeam == gbPlayerNum || (pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->bSide == 0 ) ) // or friendly militia
{
fWeSawSomeoneRecently = TRUE;
break;
}
}
}
}
if ( fSomeoneSawSomeoneRecently )
{
if ( fWeSawSomeoneRecently )
{
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
}
else
{
// start tracking this
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes++;
}
return( FALSE );
}
// IF here, we don;t see anybody.... increment count for end check
if( fIncrementTurnsNotSeen )
{
gTacticalStatus.bConsNumTurnsNotSeen++;
}
}
gTacticalStatus.bConsNumTurnsWeHaventSeenButEnemyDoes = 0;
// If we have reach a point where a cons. number of turns gone by....
//if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 )
// ary-05/05/2009 : add forced turn mode : note : no forced turn mode option for Multi Player
if ( is_networked ) gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ] = FALSE;
if ( gTacticalStatus.bConsNumTurnsNotSeen > 1 && !gGameSettings.fOptions[ TOPTION_TOGGLE_TURN_MODE ])
{
if(is_networked && !getReal)//hayden
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[32] );
sendRT();
return(FALSE);
}
gTacticalStatus.bConsNumTurnsNotSeen = 0;
// Exit mode!
ExitCombatMode();
if ( fNobodyAlerted )
{
// if we don't see anyone currently BUT we did see someone this turn, THEN don't
// say quote
if ( fWeSeeNoOne && WeSawSomeoneThisTurn() )
{
// don't say quote
}
else
{
fSayQuote = TRUE;
}
}
else
{
fSayQuote = TRUE;
}
// ATE: Are there creatures here? If so, say another quote...
if ( fSayQuote && ( gTacticalStatus.uiFlags & IN_CREATURE_LAIR ) )
{
SayQuoteFromAnyBodyInSector( QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE );
}
// Are we fighting bloodcats?
else if ( NumBloodcatsInSectorNotDeadOrDying( ) > 0 )
{
}
else
{
if ( fSayQuote )
{
// Double check by seeing if we have any active enemies in sector!
if ( NumEnemyInSectorNotDeadOrDying( ) > 0 )
{
//comm by ddd SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT );
if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) )
SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT );
}
}
}
/*
if ( (!fWeSeeNoOne || !fNobodyAlerted) && WeSawSomeoneThisTurn() )
{
// Say quote to the effect that the battle has lulled
SayQuoteFromAnyBodyInSector( QUOTE_WARNING_OUTSTANDING_ENEMY_AFTER_RT );
}
*/
// Begin tense music....
// unused
//gfForceMusicToTense = TRUE;
UseCreatureMusic(HostileZombiesPresent());
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
return( TRUE );
}
return( FALSE );
}
void DeathNoMessageTimerCallback( )
{
//CheckAndHandleUnloadingOfCurrentWorld();
if(!is_client)
CheckAndHandleUnloadingOfCurrentWorld();
else
{
if (!isOwnTeamWipedOut)
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] );
if(!cDisableSpectatorMode)
{
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
}
else
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPClientMessage[74] );
teamwiped();
}
}
}
// get a vector of all player-controlled sectors with prison facilities. It is assumed that a sector has max. one of these
BOOLEAN GetPlayerControlledPrisonList( std::vector<UINT8>& arSectorIDVector )
{
arSectorIDVector.clear();
for(INT16 sX = 1; sX < MAP_WORLD_X - 1; ++sX )
{
for(INT16 sY = 1; sY < MAP_WORLD_Y - 1; ++sY )
{
// if sector is controlled by enemies, it's not ours (duh!)
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX(sX, sY)].fEnemyControlled )
continue;
// only sectors where there are no ongoing battles or even enemy garrisons are valid for our cause
// the current sector is ok though - if we call this function, we are currently deciding where to move the current prisoners
if ( NumHostilesInSector( sX, sY, 0 ) && ((sX != gWorldSectorX) || (sY != gWorldSectorY)) )
continue;
// only allow sectors which we have controlled at least once - otherwise prisoners might get sent to San Mona prison, even though the player was never there
if ( !SectorInfo[(UINT8)SECTOR( sX, sY )].fSurfaceWasEverPlayerControlled )
continue;
// Is there a prison in this sector?
for (UINT16 cnt = 0; cnt < NUM_FACILITY_TYPES; ++cnt)
{
// Is this facility here?
if (gFacilityLocations[SECTOR(sX, sY)][cnt].fFacilityHere)
{
// we determine wether this is a prison by checking for usPrisonBaseLimit
if ( gFacilityTypes[cnt].AssignmentData[FAC_INTERROGATE_PRISONERS].usPrisonBaseLimit > 0 )
{
arSectorIDVector.push_back( SECTOR(sX, sY) );
break;
}
}
}
}
}
return ( !arSectorIDVector.empty() );
}
extern void DoInterrogation( INT16 sMapX, INT16 sMapY, FLOAT aChanceModifier, INT16 aPrisoners[] );
// we cannot simply move all prisoners of a sector. It might be a prison we are already using, so we would move all inmates, not just the new ones
INT16 gsNumPrisoner[PRISONER_MAX] = {0};
void PrisonerMessageBoxCallBack( UINT8 ubExitValue )
{
if ( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() < 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_FIELDINTERROGATION_STR] );
DoInterrogation( gWorldSectorX, gWorldSectorY, 0.5f, gsNumPrisoner );
}
else
{
UINT8 usSectorID = (UINT8)( DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey() );
// if sector is still not set, then we did not select one - release prisoners
if ( usSectorID == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_RELEASED] );
}
BOOLEAN success = FALSE;
INT16 prisonerstobemoved = 0;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
prisonerstobemoved += gsNumPrisoner[i];
if ( usSectorID > 0 )
{
SECTORINFO *pPrisonSectorInfo = &( SectorInfo[usSectorID] );
if ( pPrisonSectorInfo )
{
success = TRUE;
ChangeNumberOfPrisoners( pPrisonSectorInfo, gsNumPrisoner );
CHAR16 wString[128];
GetSectorIDString( SECTORX( usSectorID ), SECTORY( usSectorID ), 0, wString, TRUE );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_SENTTOSECTOR], prisonerstobemoved, wString );
}
}
}
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
gsNumPrisoner[i] = 0;
}
CHAR16 gPrisonSectorNamesStr[256][128];
void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
SOLDIERTYPE* pTeamSoldier;
INT32 cnt = 0;
UINT16 ubNumPrisoners = 0;
INT16 sNumPrisoner[PRISONER_MAX] = {0};
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pTeamSoldier, ++cnt )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
// Only pows that are not dead yet
if ( (pTeamSoldier->usSoldierFlagMask & SOLDIER_POW) && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD) )
{
// if we arrive here and the guy has lifepoints < OKLIFE, something is very odd... better take him prisoner and remove him anyway
//if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->stats.bLife != 0 )
{
// officers and generals are 'special' prisoners...
if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_VIP )
++sNumPrisoner[PRISONER_GENERAL];
// downed pilots count as officers too, even though they are civilians. This makes capturing them more rewarding
else if ( (pTeamSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER) || pTeamSoldier->ubCivilianGroup == DOWNEDPILOT_CIV_GROUP )
++sNumPrisoner[PRISONER_OFFICER];
else if ( pTeamSoldier->bTeam == ENEMY_TEAM )
{
switch ( pTeamSoldier->ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_BANDIT: ++sNumPrisoner[PRISONER_ADMIN]; break;
case SOLDIER_CLASS_ARMY: ++sNumPrisoner[PRISONER_REGULAR]; break;
case SOLDIER_CLASS_ELITE: ++sNumPrisoner[PRISONER_ELITE]; break;
default:
// if none of the above classes, ignore this one
continue;
break;
}
}
else if ( pTeamSoldier->bTeam == CREATURE_TEAM && pTeamSoldier->ubSoldierClass == SOLDIER_CLASS_BANDIT )
{
++sNumPrisoner[PRISONER_ADMIN];
}
else
{
++sNumPrisoner[PRISONER_CIVILIAN];
}
// Flugente: VIPs
if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_VIP )
DeleteVIP( pTeamSoldier->sSectorX, pTeamSoldier->sSectorY );
// Flugente: turncoats
if ( pTeamSoldier->usSoldierFlagMask2 & SOLDIER_TURNCOAT )
RemoveOneTurncoat( sMapX, sMapY, pTeamSoldier->ubSoldierClass );
// Flugente: campaign stats
gCurrentIncident.AddStat( pTeamSoldier, CAMPAIGNHISTORY_TYPE_PRISONER );
++ubNumPrisoners;
// place items on the floor
INT8 bVisible = 0;
UINT16 usItemFlags = 0;
UINT8 size = pTeamSoldier->inv.size( );
for ( UINT8 cnt = 0; cnt < size; ++cnt )
{
OBJECTTYPE* pObj = &(pTeamSoldier->inv[cnt]);
if ( pObj->exists( ) == true )
{
// Check if it's supposed to be dropped
if ( !((*pObj).fFlags & OBJECT_UNDROPPABLE) || pTeamSoldier->bTeam == gbPlayerNum )
{
if ( !(Item[pObj->usItem].defaultundroppable) )
{
//ReduceAmmoDroppedByNonPlayerSoldiers( pTeamSoldier, cnt );
//if this soldier was an enemy
// Kaiden: Added from UB's reveal all items after combat feature!
// HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met.
if ( pTeamSoldier->bTeam == ENEMY_TEAM ||
(gGameExternalOptions.ubMilitiaDropEquipment == 2 && pTeamSoldier->bTeam == MILITIA_TEAM) ||
(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && Menptr[pTeamSoldier->ubAttackerID].bTeam != OUR_TEAM) )
{
//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
{
// silversurfer: externalized this
//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random( 20 );
(*pObj)[0]->data.objectStatus -= Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier );
(*pObj)[0]->data.objectStatus = min( max( (*pObj)[0]->data.objectStatus, 1 ), 100 ); // never below 1% or above 100%
(*pObj)[0]->data.sRepairThreshold = max( 1, min( 100, ((*pObj)[0]->data.objectStatus + 200) / 3 ) );
}
}
//if(UsingNewAttachmentSystem()==true)
//ReduceAttachmentsOnGunForNonPlayerChars(pTeamSoldier, pObj);
// HEADROCK HAM B2.8: Militia will drop items only if allowed.
if ( !(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pTeamSoldier->bTeam == MILITIA_TEAM) &&
!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && Menptr[pTeamSoldier->ubAttackerID].bTeam == OUR_TEAM) )
{
AddItemToPool( pTeamSoldier->sGridNo, pObj, bVisible, pTeamSoldier->pathing.bLevel, usItemFlags, -1 );
}
}
}
}
}
DropKeysInKeyRing( pTeamSoldier, pTeamSoldier->sGridNo, pTeamSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE );
if ( pTeamSoldier->bTeam != gbPlayerNum )
// Remove merc!
// ATE: Remove merc slot first - will disappear if no corpse data found!
TacticalRemoveSoldier( pTeamSoldier->ubID );
else
pTeamSoldier->RemoveSoldierFromGridNo( );
// this function updates number of enemies, and also updates groups
ProcessQueenCmdImplicationsOfDeath( pTeamSoldier );
// Remove as target
RemoveManAsTarget( pTeamSoldier );
}
}
}
}
if ( ubNumPrisoners )
{
// Make team look for items
AllSoldiersLookforItems( TRUE );
// Get a list of all available prisons, and create a fitting messagebox
std::vector<UINT8> prisonsectorvector;
if ( GetPlayerControlledPrisonList( prisonsectorvector ) )
{
// remember all prisoners...
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
gsNumPrisoner[i] = sNumPrisoner[i];
std::vector<std::pair<INT16, STR16> > dropdownvector_1;
std::vector<UINT8>::iterator itend = prisonsectorvector.end( );
for ( std::vector<UINT8>::iterator it = prisonsectorvector.begin( ); it != itend; ++it )
{
UINT8 usSectorID = (*it);
GetSectorIDString( SECTORX( usSectorID ), SECTORY( usSectorID ), 0, gPrisonSectorNamesStr[usSectorID], FALSE );
dropdownvector_1.push_back( std::make_pair( (INT16)(usSectorID), gPrisonSectorNamesStr[usSectorID] ) );
}
// field interogation is always possible
dropdownvector_1.push_back( std::make_pair( -1, TacticalStr[PRISONER_FIELDINTERROGATION_SHORT_STR] ) );
DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance( ).SetEntries( dropdownvector_1 );
CHAR16 sString[256];
swprintf( sString, TacticalStr[PRISONER_DECIDE_STR], ubNumPrisoners );
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, sString, GAME_SCREEN, (MSG_BOX_FLAG_OK | MSG_BOX_FLAG_DROPDOWN_1), PrisonerMessageBoxCallBack, NULL );
}
// if we control no prison, do a field interrogation
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[PRISONER_FIELDINTERROGATION_STR] );
DoInterrogation( sMapX, sMapY, 0.5f, sNumPrisoner );
}
}
}
// Flugente: for campaign stats, we want to know how many people were wounded.
// Each time we are wounded, we set a 'wounded'-flag
// Once combat ends, we count all these flags and remove them
void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
SOLDIERTYPE *pSoldier;
INT32 cnt = 0;
UINT8 ubNumPrisoners = 0;
UINT8 ubNumPrisonerAdmin = 0;
UINT8 ubNumPrisonerTroop = 0;
UINT8 ubNumPrisonerElite = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pSoldier, ++cnt )
{
// Kill those not already dead.,...
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->usSoldierFlagMask & SOLDIER_FRESHWOUND )
{
// remove flag, so we are not counted again
pSoldier->usSoldierFlagMask &= ~SOLDIER_FRESHWOUND;
// the dead count as dead, not as wounded
if ( pSoldier->stats.bLife <= 0 )
continue;
// Flugente: campaign stats
gCurrentIncident.AddStat( pSoldier, CAMPAIGNHISTORY_TYPE_WOUND );
}
}
}
void RemoveStaticEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
if ( !bMapZ ) // Battle ended Above-ground
{
SECTORINFO *pSectorInfo = &(SectorInfo[SECTOR( sMapX, sMapY )]);
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = pSectorInfo->ubNumJeeps = pSectorInfo->ubNumRobots = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = pSectorInfo->ubJeepsInBattle = pSectorInfo->ubRobotsInBattle = 0;
}
else
{
UNDERGROUND_SECTORINFO *pSectorInfo;
pSectorInfo = FindUnderGroundSector( sMapX, sMapY, bMapZ );
pSectorInfo->ubNumAdmins = pSectorInfo->ubNumTroops = pSectorInfo->ubNumElites = pSectorInfo->ubNumTanks = pSectorInfo->ubNumJeeps = pSectorInfo->ubNumRobots = 0;
pSectorInfo->ubAdminsInBattle = pSectorInfo->ubTroopsInBattle = pSectorInfo->ubElitesInBattle = pSectorInfo->ubTanksInBattle = pSectorInfo->ubJeepsInBattle = pSectorInfo->ubRobotsInBattle = 0;
}
}
//!!!!
//IMPORTANT NEW NOTE:
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
{
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fBattleWon = TRUE;
BOOLEAN fBattleLost = FALSE;
INT32 cnt = 0;
UINT16 usAnimState;
UINT16 usMapSector = gWorldSectorX + (gWorldSectorY * MAP_WORLD_X);
if ( gTacticalStatus.bBoxingState == BOXING )
{
// no way are we going to exit boxing prematurely, thank you! :-)
return( FALSE );
}
// OJW - 090212 - Fix end conditions for multiplayer - TeamDM
if(is_server)
{
// check the server's conditions for continuing the game, if the server wants to continue the game it returns true
// hence we return false that the battle has ended. If not, when this function returns below we will force the game to end.
if ( check_status() )
return(FALSE);
// the block of code below would always cause this function to exit before checking the servers desires
// in cases of team deathmatch where there were no more enemies
}
else
{
// We can only check for end of battle if in combat mode or there are enemies
// present (they might bleed to death or run off the map!)
if ( ! ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
if ( ! (gTacticalStatus.fEnemyInSector) )
{
return( FALSE );
}
}
}
// ATE: If attack busy count.. get out...
if ( (gTacticalStatus.ubAttackBusyCount > 0 ) )
{
return( FALSE );
}
if ( HostileZombiesPresent() ) //Madd: got tired of the victory music playing right after the zombies arose
return FALSE;
// OK, this is to releave infinate looping...becasue we can kill guys in this function
if ( gfKillingGuysForLosingBattle )
{
return( FALSE );
}
// Check if the battle is won!
if ( NumCapableEnemyInSector( ) > 0 )
{
fBattleWon = FALSE;
}
if ( CheckForLosingEndOfBattle( ) == TRUE )
{
fBattleLost = TRUE;
}
//NEW (Nov 24, 98) by Kris
if( !gbWorldSectorZ && fBattleWon )
{
//Check to see if more enemy soldiers exist in the strategic layer
//It is possible to have more than 20 enemies in a sector. By failing here,
//it gives the engine a chance to add these soldiers as reinforcements. This
//is naturally handled.
AddPossiblePendingEnemiesToBattle();
if ( gfPendingNonPlayerTeam[ENEMY_TEAM] )
{
fBattleWon = FALSE;
}
}
if ( fBattleLost || fBattleWon )
{
if( !gbWorldSectorZ )
{
SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].bLastKnownEnemies = NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM );
}
// Flugente: note number of wounded for campaign stats
UpdateWoundedFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
// We should NEVER have a battle lost and won at the same time...
if (fBattleLost)
{
// sevenfm: count alive/dead/not covert mercs in sector/retreating from sector
UINT8 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
BOOLEAN fFoundNotCovertMerc = FALSE;
BOOLEAN fFoundAliveMerc = FALSE;
BOOLEAN fFoundDeadMerc = FALSE;
for (pTeamSoldier = MercPtrs[ubLoop]; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++, pTeamSoldier++)
{
if (pTeamSoldier->bActive)
{
if (pTeamSoldier->bInSector ||
//pTeamSoldier->flags.fBetweenSectors && SECTORX(pTeamSoldier->ubPrevSectorID) == gWorldSectorX && SECTORY(pTeamSoldier->ubPrevSectorID) == gWorldSectorY && (pTeamSoldier->bSectorZ == gbWorldSectorZ) ||
pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->sSectorX == gWorldSectorX && pTeamSoldier->sSectorY == gWorldSectorY && pTeamSoldier->bSectorZ == gbWorldSectorZ)
{
if (pTeamSoldier->stats.bLife >= OKLIFE)
{
fFoundAliveMerc = TRUE;
if (!gGameOptions.fNewTraitSystem || !(pTeamSoldier->usSoldierFlagMask & (SOLDIER_COVERT_SOLDIER | SOLDIER_COVERT_CIV)))
{
fFoundNotCovertMerc = TRUE;
}
}
else
{
fFoundDeadMerc = TRUE;
}
}
}
}
BOOLEAN fDefeat = FALSE;
// sevenfm: determine if we should consider this as defeat
if (gGameExternalOptions.ubDefeatMode == 0 ||
gGameExternalOptions.ubDefeatMode == 1 && gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition ||
gGameExternalOptions.ubDefeatMode == 2 && fFoundNotCovertMerc ||
gGameExternalOptions.ubDefeatMode == 3 && fFoundDeadMerc ||
gGameExternalOptions.ubDefeatMode == 4 && !fFoundAliveMerc)
fDefeat = TRUE;
// CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win
// battle for us
EndAllAITurns();
// Set enemy presence to false
// This is safe 'cause we're about to unload the friggen sector anyway....
gTacticalStatus.fEnemyInSector = FALSE;
// SANDRO - reset number of enemies here
memset(&(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS);
// If here, the battle has been lost!
UnSetUIBusy((UINT8)gusSelectedSoldier);
if (gTacticalStatus.uiFlags & INCOMBAT)
{
// Exit mode!
ExitCombatMode();
}
// sevenfm: only apply morale and loyalty penalty if player was defeated
if (fDefeat)
{
HandleMoraleEvent(NULL, MORALE_HEARD_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
HandleGlobalLoyaltyEvent(GLOBAL_LOYALTY_BATTLE_LOST, gWorldSectorX, gWorldSectorY, gbWorldSectorZ);
}
// SANDRO - end quest if cleared the sector after interrogation (sector N7 by Meduna)
if ( gWorldSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && gWorldSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
gbWorldSectorZ == 0 && gubQuest[ QUEST_INTERROGATION ] == QUESTINPROGRESS )
{
// Quest failed
InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE );
}
// Play death music
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_DEATH, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalDeath[gbWorldSectorZ] );
else
#endif
// sevenfm: only play death music if player is defeated
if (fDefeat)
SetMusicMode(MUSIC_TACTICAL_DEATH);
else
SetMusicMode(MUSIC_TACTICAL_NOTHING);
SetCustomizableTimerCallbackAndDelay( 10000, DeathNoMessageTimerCallback, FALSE );
if (is_networked)
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[42] );
if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) )
{
// this is our first battle... and we lost it!
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
#ifdef JA2UB
//Ja25 no meanwhile
#else
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
#endif
}
if( NumEnemyInSectorExceptCreatures() )
{
SetThisSectorAsEnemyControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
}
// ATE: Important! This is delayed until music ends so we can have proper effect!
// CheckAndHandleUnloadingOfCurrentWorld();
// sevenfm: log defeat only when player was defeated
if (fDefeat)
LogBattleResults(LOG_DEFEAT);
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
gfBlitBattleSectorLocator = FALSE;
// Flugente: in any case, reset creature attack variables
ResetCreatureAttackVariables();
// If we are the server, we escape this function at the top if we think the game should still be running
// hence if we get here the game is over for all clients and we should report it
if (is_networked && is_server)
game_over();
return( TRUE );
}
// If battle won, do stuff right away!
if ( fBattleWon )
{
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
gTacticalStatus.fLastBattleWon = TRUE;
// OK, KILL any enemies that are incompacitated
if ( KillIncompacitatedEnemyInSector( ) )
{
// silversurfer: Why this? The rest of our enemies just bled to death so go on with the code!
//return( FALSE );
}
}
// Flugente: remove those enemies that are captured and add them to the prisoner pool
RemoveCapturedEnemiesFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// Kill all enemies. Sometime even after killing all the enemies, there appeares "in battle" enemies in sector info
RemoveStaticEnemiesFromSectorInfo( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// If here, the battle has been won!
// hurray! a glorious victory!
// Set enemy presence to false
gTacticalStatus.fEnemyInSector = FALSE;
// CJC: End AI's turn here.... first... so that UnSetUIBusy will succeed if militia win
// battle for us
EndAllAITurns( );
UnSetUIBusy( (UINT8)gusSelectedSoldier );
// ATE:
// If we ended battle in any team other than the player's
// we need to end the UI lock using this method....
guiPendingOverrideEvent = LU_ENDUILOCK;
HandleTacticalUI( );
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
// Exit mode!
ExitCombatMode();
}
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
// Only do some stuff if we actually fought a battle
if ( gTacticalStatus.bNumFoughtInBattle[ ENEMY_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CREATURE_TEAM ] + gTacticalStatus.bNumFoughtInBattle[ CIV_TEAM ] > 0 )
//if ( gTacticalStatus.bNumEnemiesFoughtInBattle > 0 )
{
// Loop through all mercs and make go
for ( pTeamSoldier = MercPtrs[ gTacticalStatus.Team[ gbPlayerNum ].bFirstID ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->bInSector )
{
if( pTeamSoldier->bTeam == gbPlayerNum )
{
if (pTeamSoldier->bAssignment != ASSIGNMENT_POW)
{
// SANDRO - records - num tactical battles
gMercProfiles[pTeamSoldier->ubProfile].records.usBattlesTactical++;
// largest battle experienced
if (gMercProfiles[pTeamSoldier->ubProfile].records.usLargestBattleFought < (gTacticalStatus.bNumFoughtInBattle[ENEMY_TEAM] + gTacticalStatus.bNumFoughtInBattle[CREATURE_TEAM] + gTacticalStatus.bNumFoughtInBattle[CIV_TEAM]))
{
gMercProfiles[pTeamSoldier->ubProfile].records.usLargestBattleFought = (gTacticalStatus.bNumFoughtInBattle[ENEMY_TEAM] + gTacticalStatus.bNumFoughtInBattle[CREATURE_TEAM] + gTacticalStatus.bNumFoughtInBattle[CIV_TEAM]);
}
}
// If this guy is OKLIFE & not standing, make stand....
if ( pTeamSoldier->stats.bLife >= OKLIFE && !pTeamSoldier->bCollapsed )
{
if ( pTeamSoldier->bAssignment < ON_DUTY )
{
// Reset some quote flags....
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_1_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_2_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_3_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_4_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_5_WITNESSED);
pTeamSoldier->usQuoteSaidExtFlags &= (~SOLDIER_QUOTE_SAID_BUDDY_6_WITNESSED);
// toggle stealth mode....
gfUIStanceDifferent = TRUE;
pTeamSoldier->bStealthMode = FALSE;
fInterfacePanelDirty = DIRTYLEVEL2;
//DBrot: Stance change
if (gGameExternalOptions.fStandUpAfterBattle)
{
if ( gAnimControl[ pTeamSoldier->usAnimState ].ubHeight != ANIM_STAND )
{
pTeamSoldier->ChangeSoldierStance( ANIM_STAND );
}
else
{
// If they are aiming, end aim!
usAnimState = PickSoldierReadyAnimation( pTeamSoldier, TRUE, FALSE );
if ( usAnimState != INVALID_ANIMATION )
{
pTeamSoldier->EVENT_InitNewSoldierAnim( usAnimState, 0, FALSE );
}
}
}
}
}
}
}
}
}
HandleMoraleEvent( NULL, MORALE_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
// Change music modes
if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
{
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_VICTORY, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_VICTORY );
// OJW - 20081222 - dont auto-bandage if networked
if (!is_networked)
ShouldBeginAutoBandage( );
}
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
{
// OJW - 20081222 - dont auto-bandage if networked
if (!is_networked)
ShouldBeginAutoBandage( );
}
// SANDRO - end quest if cleared the sector after interrogation (sector N7 by Meduna)
if ( gWorldSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && gWorldSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
gbWorldSectorZ == 0 && gubQuest[ QUEST_INTERROGATION ] == QUESTINPROGRESS )
{
// Complete quest
EndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
}
// Say battle end quote....
if (fAnEnemyRetreated)
{
SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_RETREATED );
}
else
{
// OK, If we have just finished a battle with creatures........ play killed creature quote...
//
if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
{
}
else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->ubBodyType == BLOODCAT ) )
{
SayBattleSoundFromAnyBodyInSector( BATTLE_SOUND_COOL1 );
}
else
{
SayQuoteFromAnyBodyInSector( QUOTE_SECTOR_SAFE );
}
}
// SANDRO - reset number of enemies here
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
}
else
{
// Change to nothing music...
#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 );
// OJW - 20081222 - dont auto bandage if networked
if (!is_networked)
ShouldBeginAutoBandage();
}
HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap();
//gfStrategicMilitiaChangesMade = TRUE;
// Loop through all militia and restore them to peaceful status
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
CheckForChangingOrders( pTeamSoldier );
pTeamSoldier->aiData.sNoiseGridno = NOWHERE;
pTeamSoldier->aiData.ubNoiseVolume = 0;
pTeamSoldier->aiData.bNewSituation = FALSE;
pTeamSoldier->aiData.bOrders = STATIONARY;
if ( pTeamSoldier->stats.bLife < OKLIFE )
{
// SANDRO - the insta-healable value for doctor trait check
pTeamSoldier->iHealableInjury -= ((OKLIFE - pTeamSoldier->stats.bLife) * 100);
if (pTeamSoldier->iHealableInjury < 0)
pTeamSoldier->iHealableInjury = 0;
pTeamSoldier->stats.bLife = OKLIFE;
}
pTeamSoldier->bBleeding = 0; // let's think, the autobandage was done for the militia too
}
}
gTacticalStatus.Team[ MILITIA_TEAM ].bAwareOfOpposition = FALSE;
// sevenfm: clear aware status for enemy team
gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition = FALSE;
// sevenfm: also clear enemy kill counter
gTacticalStatus.ubArmyGuysKilled = 0;
// Loop through all civs and restore them to peaceful status
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->aiData.bAlertStatus = STATUS_GREEN;
pTeamSoldier->aiData.sNoiseGridno = NOWHERE;
pTeamSoldier->aiData.ubNoiseVolume = 0;
pTeamSoldier->aiData.bNewSituation = FALSE;
CheckForChangingOrders( pTeamSoldier );
}
}
gTacticalStatus.Team[ CIV_TEAM ].bAwareOfOpposition = FALSE;
}
fInterfacePanelDirty = DIRTYLEVEL2;
if ( gTacticalStatus.bBoxingState == NOT_BOXING ) // if boxing don't do any of this stuff
{
SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
HandleVictoryInNPCSector( gWorldSectorX, gWorldSectorY,( INT16 ) gbWorldSectorZ );
LogBattleResults( LOG_VICTORY );
if ( CheckFact( FACT_FIRST_BATTLE_BEING_FOUGHT, 0 ) )
{
// ATE: Need to trigger record for this event .... for NPC scripting
TriggerNPCRecord( PACOS, 18 );
// this is our first battle... and we won!
SetFactTrue( FACT_FIRST_BATTLE_FOUGHT );
SetFactTrue( FACT_FIRST_BATTLE_WON );
SetFactFalse( FACT_FIRST_BATTLE_BEING_FOUGHT );
SetTheFirstBattleSector( (INT16) (gWorldSectorX + gWorldSectorY * MAP_WORLD_X) );
#ifdef JA2UB
//Ja25 no meanwhile
#else
HandleFirstBattleEndingWhileInTown( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, FALSE );
#endif
}
}
//Whenever returning TRUE, make sure you clear gfBlitBattleSectorLocator;
gfBlitBattleSectorLocator = FALSE;
// Kaiden: More UB Reveal All Items after combat code.
//When all the enemy gets killed, reveal the items they dropped
//But only if the option is turned ON.
if(gGameExternalOptions.gfRevealItems)
RevealAllDroppedEnemyItems();
// Flugente: in any case, reset creature attack variables
ResetCreatureAttackVariables();
// sevenfm: switch off radio
//SwitchOffAllRadio();
// If we are the server, we escape this function at the top if we think the game should still be running
// hence if we get here the game is over for all clients and we should report it
if (is_networked && is_server)
game_over();
return( TRUE );
}
// If we are the server, we escape this function at the top if we think the game should still be running
// hence if we get here the game is over for all clients and we should report it
if (is_networked && is_server)
game_over();
return( FALSE );
}
void CycleThroughKnownEnemies( BOOLEAN backward )
{
// static to indicate last position we were at:
SOLDIERTYPE *pSoldier;
static BOOLEAN fFirstTime = TRUE;
static UINT16 usStartToLook;
UINT32 cnt;
BOOLEAN fEnemyBehindStartLook = FALSE;
BOOLEAN fEnemiesFound = FALSE;
if ( fFirstTime )
{
fFirstTime = FALSE;
if(backward)
usStartToLook = TOTAL_SOLDIERS;
else
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
}
if(backward)
for ( cnt = TOTAL_SOLDIERS-1 , pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt--, pSoldier-- )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSoldier->bVisible != -1 )
{
fEnemiesFound = TRUE;
// If we are < ok start, this is the one!
if ( cnt < usStartToLook )
{
usStartToLook = (UINT16)cnt;
// Locate to!
//LocateSoldier( pSoldier->ubID, 1 );
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
return;
}
else
{
fEnemyBehindStartLook = TRUE;
}
}
}
}
else
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSoldier->bVisible != -1 )
{
fEnemiesFound = TRUE;
// If we are > ok start, this is the one!
if ( cnt > usStartToLook )
{
usStartToLook = (UINT16)cnt;
// Locate to!
//LocateSoldier( pSoldier->ubID, 1 );
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
return;
}
else
{
fEnemyBehindStartLook = TRUE;
}
}
}
}
if ( !fEnemiesFound )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_ENEMIES_IN_SIGHT_STR ] );
}
// If here, we found nobody, but there may be someone behind
// If to, recurse!
if ( fEnemyBehindStartLook )
{
if( backward )
{
usStartToLook = TOTAL_SOLDIERS ;
CycleThroughKnownEnemies( TRUE );
}
else
{
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
CycleThroughKnownEnemies( );
}
}
}
void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
{
// static to indicate last position we were at:
SOLDIERTYPE *pSoldier;
UINT16 usStartToLook;
UINT32 cnt;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
// If we are > ok start, this is the one!
if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
{
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
return;
}
}
}
}
// If here.. reset to zero...
pSrcSoldier->ubLastEnemyCycledID = 0;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
// If we are > ok start, this is the one!
if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
{
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
return;
}
}
}
}
}
void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
{
// static to indicate last position we were at:
SOLDIERTYPE *pSoldier;
UINT16 usStartToLook;
UINT32 cnt;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
for ( cnt = TOTAL_SOLDIERS-1, pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ gbPlayerNum ].bLastID ; cnt--, pSoldier-- )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
// If we are > ok start, this is the one!
if ( cnt < pSrcSoldier->ubLastEnemyCycledID )
{
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
return;
}
}
}
}
// If here.. reset to max
pSrcSoldier->ubLastEnemyCycledID = TOTAL_SOLDIERS;
usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt >= 0; cnt--, pSoldier-- )
for ( cnt = TOTAL_SOLDIERS-1, pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt--, pSoldier-- )
{
// try to find first active, OK enemy
if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
{
if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
// If we are > ok start, this is the one!
if ( cnt < pSrcSoldier->ubLastEnemyCycledID )
{
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
//ATE: Change to Slide To...
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
ChangeInterfaceLevel( pSoldier->pathing.bLevel );
return;
}
}
}
}
}
UINT32 CountNonVehiclesOnPlayerTeam( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
UINT32 bNumber = 0;
for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID, pSoldier = MercPtrs[ cnt ]; cnt <= (UINT32)( gTacticalStatus.Team[ gbPlayerNum ].bLastID ); cnt++, pSoldier++ )
{
if ( pSoldier->bActive && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
bNumber++;
}
}
return( bNumber );
}
BOOLEAN PlayerTeamFull( )
{
// last ID for the player team is 19, so long as we have at most 17 non-vehicles...
if ( CountNonVehiclesOnPlayerTeam() < OUR_TEAM_SIZE_NO_VEHICLE /*gTacticalStatus.Team[ gbPlayerNum ].bLastID - 2*/ )
{
return( FALSE );
}
return( TRUE );
}
UINT8 NumPCsInSector( )
{
SOLDIERTYPE *pTeamSoldier;
UINT32 cnt = 0;
UINT8 ubNumPlayers = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
if ( MercSlots[ cnt ] )
{
pTeamSoldier = MercSlots[ cnt ];
if ( pTeamSoldier->bTeam == gbPlayerNum && pTeamSoldier->stats.bLife > 0 )
{
ubNumPlayers++;
}
}
}
return( ubNumPlayers );
}
UINT8 NumEnemyInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
return( ubNumEnemies );
}
UINT8 NumZombiesInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumZombies = 0;
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pTeamSoldier, ++cnt )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
{
if ( pTeamSoldier->IsZombie() )
{
++ubNumZombies;
}
}
}
return( ubNumZombies );
}
UINT8 NumEnemyInSectorExceptCreatures()
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bTeam != CREATURE_TEAM )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
return( ubNumEnemies );
}
UINT8 NumEnemyInSectorNotDeadOrDying( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
// For sure for flag thet they are dead is not set
if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Also, we want to pick up unconcious guys as NOT being capable,
// but we want to make sure we don't get those ones that are in the
// process of dying
if ( pTeamSoldier->stats.bLife >= OKLIFE )
{
// Check for any more badguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
}
}
return( ubNumEnemies );
}
UINT8 NumBloodcatsInSectorNotDeadOrDying( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->ubBodyType == BLOODCAT )
{
// For sure for flag thet they are dead is not set
if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Also, we want to pick up unconcious guys as NOT being capable,
// but we want to make sure we don't get those ones that are in the
// process of dying
if ( pTeamSoldier->stats.bLife >= OKLIFE )
{
// Check for any more badguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
}
}
}
return( ubNumEnemies );
}
UINT8 NumCapableEnemyInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
UINT8 ubNumEnemies = 0;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
// Kill those not already dead.,...
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
// For sure for flag thet they are dead is not set
if ( !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Also, we want to pick up unconcious guys as NOT being capable,
// but we want to make sure we don't get those ones that are in the
// process of dying
if ( pTeamSoldier->stats.bLife < OKLIFE && pTeamSoldier->stats.bLife != 0 )
{
}
else
{
// Flugente: captured soldiers also do not count
if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_POW )
continue;
// Check for any more badguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != 0 ) )
{
ubNumEnemies++;
}
}
}
}
}
return( ubNumEnemies );
}
BOOLEAN CheckForLosingEndOfBattle( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
INT8 bNumDead = 0, bNumNotOK = 0, bNumInBattle = 0, bNumNotOKRealMercs = 0;
BOOLEAN fMadeCorpse;
BOOLEAN fDoCapture = FALSE;
BOOLEAN fOnlyEPCsLeft = TRUE;
BOOLEAN fMilitiaInSector = FALSE;
// ATE: Check for MILITIA - we won't lose if we have some.....
cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bSide == gbPlayerNum )
{
if ( pTeamSoldier->stats.bLife >= OKLIFE )
{
// We have at least one poor guy who will still fight....
// we have not lost ( yet )!
fMilitiaInSector = TRUE;
}
}
}
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
{
// Are we active and in sector.....
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
bNumInBattle++;
if ( pTeamSoldier->stats.bLife == 0 )
{
bNumDead++;
}
else if ( pTeamSoldier->stats.bLife < OKLIFE )
{
bNumNotOK++;
if ( !AM_AN_EPC( pTeamSoldier ) && !AM_A_ROBOT( pTeamSoldier ) )
{
bNumNotOKRealMercs++;
}
}
else
{
if ( !AM_A_ROBOT( pTeamSoldier ) || !AM_AN_EPC( pTeamSoldier ) )
{
fOnlyEPCsLeft = FALSE;
}
}
}
}
// OK< check ALL in battle, if that matches SUM of dead, incompacitated, we're done!
if ( ( bNumDead + bNumNotOK ) == bNumInBattle || fOnlyEPCsLeft )
{
// Are there militia in sector?
if ( fMilitiaInSector )
{
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
// if here, check if we should autoresolve.
// if we have at least one guy unconscious, call below function...
if ( HandlePotentialBringUpAutoresolveToFinishBattle( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
{
// return false here as we are autoresolving...
return( FALSE );
}
}
else
{
return( FALSE );
}
}
// Bring up box if we have ANY guy incompaciteded.....
if ( bNumDead != bNumInBattle )
{
// If we get captured...
// Your unconscious mercs are captured!
// Check if we should get captured....
if ( bNumNotOKRealMercs < 4 && bNumNotOKRealMercs > 1 )
{
// Check if any enemies exist....
if ( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 )
{
//if( GetWorldDay() > STARTDAY_ALLOW_PLAYER_CAPTURE_FOR_RESCUE && !( gStrategicStatus.uiFlags & STRATEGIC_PLAYER_CAPTURED_FOR_RESCUE ))
{
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) )
{
fDoCapture = TRUE;
// CJC Dec 1 2002: fix capture sequences
BeginCaptureSquence();
}
}
}
}
gfKillingGuysForLosingBattle = TRUE;
// KIll them now...
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++)
{
// Are we active and in sector.....
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->stats.bLife != 0 && pTeamSoldier->stats.bLife < OKLIFE || AM_AN_EPC( pTeamSoldier ) || AM_A_ROBOT( pTeamSoldier ) )
{
// Captured EPCs or ROBOTS will be kiiled in capture routine....
if ( !fDoCapture )
{
// Kill!
pTeamSoldier->stats.bLife = 0;
HandleSoldierDeath( pTeamSoldier, &fMadeCorpse );
//HandlePlayerTeamMemberDeath( pTeamSoldier );
// Make corpse..
//TurnSoldierIntoCorpse( pTeamSoldier, TRUE, TRUE );
}
}
// ATE: if we are told to do capture....
if ( pTeamSoldier->stats.bLife != 0 && fDoCapture )
{
EnemyCapturesPlayerSoldier( pTeamSoldier );
RemoveSoldierFromTacticalSector( pTeamSoldier, TRUE );
}
}
}
gfKillingGuysForLosingBattle = FALSE;
// WANNE - MP: Only do special scenes (capture, ...) in a single player game
if (!is_networked)
{
if ( fDoCapture )
{
EndCaptureSequence( );
SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE );
}
else
{
SetCustomizableTimerCallbackAndDelay( 10000, DeathTimerCallback, FALSE );
}
}
}
return( TRUE );
}
return( FALSE );
}
BOOLEAN KillIncompacitatedEnemyInSector( )
{
SOLDIERTYPE *pTeamSoldier;
INT32 cnt = 0;
BOOLEAN fReturnVal = FALSE;
// Check if the battle is won!
// Loop through all mercs and make go
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pTeamSoldier++, cnt++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife < OKLIFE && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
{
// Checkf for any more bacguys
if ( !pTeamSoldier->aiData.bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
{
// KIll......
// SANDRO - if the soldier is bleeding out, consider this damage as done by the last attacker
if ( pTeamSoldier->ubAttackerID != NOBODY )
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubAttackerID, NOWHERE, 0, TRUE );
else if ( pTeamSoldier->ubPreviousAttackerID != NOBODY )
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubPreviousAttackerID, NOWHERE, 0, TRUE );
else if ( pTeamSoldier->ubNextToPreviousAttackerID != NOBODY )
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, pTeamSoldier->ubNextToPreviousAttackerID, NOWHERE, 0, TRUE );
else
pTeamSoldier->SoldierTakeDamage( ANIM_CROUCH, pTeamSoldier->stats.bLife, 100, TAKE_DAMAGE_BLOODLOSS, NOBODY, NOWHERE, 0, TRUE );
fReturnVal = TRUE;
}
}
}
return( fReturnVal );
}
BOOLEAN AttackOnGroupWitnessed( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget )
{
UINT32 uiSlot;
SOLDIERTYPE * pGroupMember;
// look for all group members... rebels could be on the civ team or ours!
for ( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
{
pGroupMember = MercSlots[ uiSlot ];
if (pGroupMember && (pGroupMember->ubCivilianGroup == pTarget->ubCivilianGroup) && pGroupMember != pTarget)
{
if (pGroupMember->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY || pGroupMember->aiData.bOppList[pTarget->ubID] == SEEN_CURRENTLY)
{
return( TRUE );
}
if ( SpacesAway( pGroupMember->sGridNo, pSoldier->sGridNo ) < 12 || SpacesAway( pGroupMember->sGridNo, pTarget->sGridNo ) < 12 )
{
return( TRUE );
}
}
}
return( FALSE );
}
INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
{
INT8 bTolerance;
// Calculate basic tolerance value
bTolerance = pSoldier->stats.bExpLevel * 2;
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
// give +1 for every 10% morale from 50, for a maximum bonus/penalty of 5.
bTolerance += ( pSoldier->aiData.bMorale - 50 ) / 10;
}
else
{
// give +2 for every morale category from normal, for a max change of 4
bTolerance += ( pSoldier->aiData.bAIMorale - MORALE_NORMAL ) * 2;
}
if ( pSoldier->ubProfile != NO_PROFILE )
{
// SANDRO - check for character traits
if ( gGameOptions.fNewTraitSystem )
{
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
bTolerance += -2;
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) )
bTolerance += 2;
}
else
{
// change tolerance based on attitude
switch ( gMercProfiles[ pSoldier->ubProfile ].bAttitude )
{
case ATT_AGGRESSIVE:
bTolerance += 2;
break;
case ATT_COWARD:
bTolerance += -2;
break;
default:
break;
}
}
}
else
{
// generic NPC/civvie; change tolerance based on attitude
switch ( pSoldier->aiData.bAttitude )
{
case BRAVESOLO:
case BRAVEAID:
bTolerance += 2;
break;
case AGGRESSIVE:
bTolerance += 1;
break;
case DEFENSIVE:
bTolerance += -1;
break;
default:
break;
}
}
// HEADROCK HAM 3.2: This is actually a feature from HAM 2.9. It adds bonuses/penalties for nearby friends.
if (gGameExternalOptions.fFriendliesAffectTolerance)
{
bTolerance += CheckStatusNearbyFriendlies( pSoldier );
}
// HEADROCK HAM 3.3: Moving rapidly makes one less prone to suppression.
if (gGameExternalOptions.ubTilesMovedPerBonusTolerancePoint > 0)
{
bTolerance += pSoldier->bTilesMoved / gGameExternalOptions.ubTilesMovedPerBonusTolerancePoint;
}
// HEADROCK HAM 3.6: This value has moved here. It reduces tolerance if the character is massively shocked.
if (gGameExternalOptions.ubCowerEffectOnSuppression != 0)
{
if (CalcEffectiveShockLevel( pSoldier ) > bTolerance)
{
bTolerance -= gGameExternalOptions.ubCowerEffectOnSuppression;
}
}
// SANDRO - STOMP traits - squadleader's bonus to suppression tolerance
if ( gGameOptions.fNewTraitSystem && IS_MERC_BODY_TYPE(pSoldier) &&
(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM || pSoldier->bTeam == gbPlayerNum) )
{
UINT8 ubNumberOfSL = GetSquadleadersCountInVicinity( pSoldier, FALSE, FALSE );
// Also take ourselves into account
if ((ubNumberOfSL < gSkillTraitValues.ubSLMaxBonuses) && HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT ))
{
// Flugente: This seems wrong. gSkillTraitValues.ubSLMaxBonuses should be the upper, not lower bound of squadleasders...
//ubNumberOfSL = max( gSkillTraitValues.ubSLMaxBonuses, (ubNumberOfSL + NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) );
ubNumberOfSL = min( gSkillTraitValues.ubSLMaxBonuses, (ubNumberOfSL + NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) );
}
bTolerance += (bTolerance * gSkillTraitValues.ubSLOverallSuppresionBonusPercent * ubNumberOfSL / 100);
}
// Flugente: add personal bonus to suppresion tolerance
bTolerance = (bTolerance * (100 + pSoldier->GetSuppressionResistanceBonus() ) / 100);
bTolerance = __max(bTolerance, gGameExternalOptions.ubSuppressionToleranceMin);
bTolerance = __min(bTolerance, gGameExternalOptions.ubSuppressionToleranceMax);
return( bTolerance );
}
extern void IncrementWatchedLoc(UINT8 ubID, INT32 sGridNo, INT8 bLevel);
void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
{
///////////////////////////////////////////////////////////////////////////////
//
// HEADROCK HAM B2: This entire function has been completely revamped.
// HEADROCK HAM 3.5: Revamped again.
//
///////////////////////////////////////////////////////////////////////////////
// This function runs after very attack is completed. It calculates the number
// of "Suppression Points" any character has received during the attack, and
// inflicts various penalties accordingly.
// The most important result of this function is AP loss.
//INT8 SUPPRESSION_AP_LIMIT = gGameExternalOptions.iMinAPLimitFromSuppression;
INT8 bTolerance;
INT32 sClosestOpponent, sClosestOppLoc;
INT16 sPointsLost;
UINT8 ubNewStance;
UINT32 uiLoop;
UINT8 ubLoop2;
BOOLEAN fCower=FALSE;
SOLDIERTYPE *pSoldier;
SOLDIERTYPE *pAttacker = NULL;
// APBPConstants.INI
UINT16 usLimitSuppressionAPsLostPerAttack = APBPConstants[AP_MAX_SUPPRESSED];
UINT16 usLimitSuppressionAPsLostPerTurn = APBPConstants[AP_MAX_TURN_SUPPRESSED];
////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - modify suppression effectiveness based on weapon caliber (i.e. damage)
INT16 sFinalSuppressionEffectiveness = gGameExternalOptions.sSuppressionEffectiveness;
pAttacker = MercPtrs[ubCausedAttacker];
if (pAttacker && pAttacker->inv[pAttacker->ubAttackingHand].exists() && Item[pAttacker->inv[pAttacker->ubAttackingHand].usItem].usItemClass == IC_GUN)
{
OBJECTTYPE *pWeapon = &pAttacker->inv[pAttacker->ubAttackingHand];
UINT8 ubDamage = GetBasicDamage(pWeapon);
UINT8 ubAmmoType = (*pWeapon)[0]->data.gun.ubGunAmmoType;
UINT8 ubBullets = AmmoTypes[ubAmmoType].numberOfBullets;
// sevenfm: for shotgun, modify damage for pellets
if (ubBullets > 1)
{
ubDamage = ubDamage * AmmoTypes[ubAmmoType].multipleBulletDamageMultiplier / max(1, AmmoTypes[ubAmmoType].multipleBulletDamageDivisor);
}
// +1% per point above 20 impact
if ( ubDamage > 20 )
{
sFinalSuppressionEffectiveness += (ubDamage - 20);
// +2% per point above 30 impact
if ( ubDamage > 30 )
{
sFinalSuppressionEffectiveness += (ubDamage - 30);
// +3% per point above 40 impact
if ( ubDamage > 40 )
{
sFinalSuppressionEffectiveness += (ubDamage - 40);
// +4% per point above 50 impact, some crazy gun here
if ( ubDamage > 50 )
{
sFinalSuppressionEffectiveness += (ubDamage - 50);
}
}
}
}
// add a small bonus to effectiveness based on weapon loudness
UINT8 ubGunVolume = Weapon[pAttacker->inv[pAttacker->ubAttackingHand].usItem].ubAttackVolume;
ubGunVolume = __max(1, (ubGunVolume * GetPercentNoiseVolume(pAttacker->GetUsedWeapon(&pAttacker->inv[pAttacker->ubAttackingHand]))) / 100);
if ( ubGunVolume >= 50 )
{
if ( ubGunVolume < 70 ) // up to 5%
sFinalSuppressionEffectiveness += ((ubGunVolume - 50)/4);
else if ( ubGunVolume < 85 ) // 5% to 10%
sFinalSuppressionEffectiveness += (5 + (ubGunVolume - 70)/3);
else // 10% to 25% (extremely noisy weaponry)
sFinalSuppressionEffectiveness += (10 + (ubGunVolume - 85));
}
}
// remember effectiveness at this point before modifying it depending on target's team
INT16 sFinalShooterDependentEffectiveness = sFinalSuppressionEffectiveness;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Loop through every character.
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: loop = %d, numslots = %d ",uiLoop, guiNumMercSlots));
pSoldier = MercSlots[uiLoop];
// Flugente: zombies do not receive any suppression at all!
if ( pSoldier != NULL && pSoldier->IsZombie() )
continue;
// Has this character received any Suppression Points since the last attack?
// HEADROCK: Suppression Points accumulate by bullets flying near the character. It includes
// friendly fire at a certain distance. As of HAM 3.2, it also happens with nearby explosions.
// The number of points accumulated resets to 0 at the end of this function.
if (pSoldier && IS_MERC_BODY_TYPE( pSoldier) && pSoldier->stats.bLife >= OKLIFE && pSoldier->ubSuppressionPoints > 0)
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: soldier id = %d, life = %d, suppression points = %d",pSoldier->ubID,pSoldier->stats.bLife, pSoldier->ubSuppressionPoints));
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: calc suppression tolerance"));
// sevenfm: set attack spot as watched location
if (pAttacker && pSoldier->bTeam == ENEMY_TEAM && !TileIsOutOfBounds(pAttacker->sGridNo))
{
IncrementWatchedLoc(pSoldier->ubID, pAttacker->sGridNo, pAttacker->pathing.bLevel);
}
// sevenfm: alert enemy team
if (pSoldier->bTeam == ENEMY_TEAM)
{
pSoldier->aiData.bAlertStatus = max(pSoldier->aiData.bAlertStatus, STATUS_RED);
//CheckForChangingOrders(pSoldier);
}
// Calculate the character's tolerance to suppression. Helps reduce the severity of the penalties inflicted
// during this function.
bTolerance = CalcSuppressionTolerance( pSoldier );
// This formula gives a linear increase in AP loss relative to Suppression Points. The most Suppression
// Points we have, the most APs we're going to lose. Tolerance mitigates this by making the graph angle
// more shallow.
// The relation between AP Loss and Suppression Points is LINEAR.
sPointsLost = ( ( (pSoldier->ubSuppressionPoints * APBPConstants[AP_SUPPRESSION_MOD]) / (bTolerance + 6) ) * 2 + 1 ) / 2;
// Flugente: added ini options for suppression effectiveness for player team and everybody else
if ( pSoldier->bTeam == gbPlayerNum )
sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessPlayer / 100;
else
sFinalSuppressionEffectiveness = sFinalShooterDependentEffectiveness * gGameExternalOptions.usSuppressionEffectivenessAI / 100;
// INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs.
// To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss)
// The default is obviously 100%. You can increase or decrease it, at will.
// PLEASE NOTE that AP loss governs ALL OTHER SUPPRESSION EFFECTS.
// sevenfm: commented out duplicated code: we don't want to apply ubFinalSuppressionEffectivness twice
// ubPointsLost = ( ubPointsLost * sFinalSuppressionEffectiveness ) / 100;
// This is an upper cap for the number of APs we can lose per attack.
// sevenfm: commented out duplicated code:
/*
if (usLimitSuppressionAPsLostPerAttack > 0)
{
if (ubPointsLost > usLimitSuppressionAPsLostPerAttack)
{
// Flugente: eh.. wouldn't this _always_ be 255? I suspect this should be __min
//ubPointsLost = __max(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
ubPointsLost = __min(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
}
}
*/
// INI-Controlled intensity. SuppressionEffectiveness acts as a percentage applied to the number of lost APs.
// To turn off the entire Suppression system, simply set the INI value to 0. (0% AP Loss)
// The default is obviously 100%. You can increase or decrease it, at will.
// PLEASE NOTE that AP loss governs ALL OTHER SUPPRESSION EFFECTS.
sPointsLost = ( sPointsLost * sFinalSuppressionEffectiveness ) / 100;
// This is an upper cap for the number of APs we can lose per attack.
if (usLimitSuppressionAPsLostPerAttack > 0)
{
if (sPointsLost > usLimitSuppressionAPsLostPerAttack)
{
// Flugente: eh.. wouldn't this _always_ be 255? I suspect this should be __min
//ubPointsLost = __max(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
sPointsLost = __min(255,(UINT8)usLimitSuppressionAPsLostPerAttack);
}
}
// This makes sure that we never lose more APs than we're allowed per turn.
if (usLimitSuppressionAPsLostPerTurn > 0)
{
// Flugente: apply a bit of safety here (beware of underflow)
if (pSoldier->ubAPsLostToSuppression + sPointsLost > usLimitSuppressionAPsLostPerTurn)
{
sPointsLost = __max(0, usLimitSuppressionAPsLostPerTurn - pSoldier->ubAPsLostToSuppression);
}
}
// This nifty little bit gives suppression an "extra kick". Soldiers affected by suppression (I.E. lost APs)
// will also suffer from SHOCK. As shock accumulates, the soldier becomes less accurate and may find it
// difficult to perform certain manual tasks. Additionally, he also becomes harder to hit, because the fear
// causes him to hide as best as he can from incoming fire.
// Shock is sliced in half at the start of every turn. Also note that shock may cause "cowering" (see below).
pSoldier->ubLastShock = 0;
if (gGameExternalOptions.ubMaxSuppressionShock > 0 && gGameExternalOptions.usSuppressionShockEffect > 0)
{
// Can't get shock if we haven't lost APs.
if (sPointsLost > 0)
{
INT8 bShockValue;
// The amount of shock received depends on how many APs we've lost - Every AP lost will cause one
// point of shock. This is then divided by 4 if using the 100AP system.
bShockValue = min(gGameExternalOptions.ubMaxSuppressionShock, sPointsLost * gGameExternalOptions.usSuppressionShockEffect * 25 / (100 * APBPConstants[AP_MAXIMUM]));
// Make sure total shock doesn't go TOO high. Maximum is around 30, including previous shock
// from suppression and/or wounds. It is possible to breach the maximum after a good suppressive attack.
if (pSoldier->aiData.bShock < gGameExternalOptions.ubMaxSuppressionShock)
{
pSoldier->aiData.bShock = min(127, pSoldier->aiData.bShock + bShockValue);
}
// Else, original shock was already over the limit. No more shock is added.
// sevenfm: update ubLastShock
pSoldier->ubLastShock = bShockValue;
}
// HEADROCK: Cowering is the panic that grips a character due to suffering too much suppression shock. If
// enough shock has been accumulated, the soldier goes into this panic. Generally, cowering will cause
// the character to drop a stance if he can, overriding other conditions for a stance-change (see below).
// Cowering characters may become considerably easier to suppress with additional firepower. In other
// words, if you're cowering, you've effectively turned from a bad-ass to a wimp.
fCower = false;
// SANDRO - STOMP traits
if ( CoweringShockLevel(pSoldier) )
{
fCower = true;
// If soldier is visible on-screen, report to player that they are cowering.
if ( pSoldier->bVisible != -1 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() );
// Flugente: if we are Buns, and we have PTSD, this shock causes us to switch to a different personality
if ( pSoldier->ubProfile == BUNS && pSoldier->HasDiseaseWithFlag( DISEASE_PROPERTY_PTSD_BUNS ) )
{
SwapToProfile( pSoldier, BUNS_CHAOTIC );
gMercProfiles[BUNS].bNPCData += 3 + Random( 3 );
extern void SpecialDialogue( SOLDIERTYPE* pSoldier, STR8 azSoundString, STR16 azTextString );
SpecialDialogue( pSoldier, "Speech\\Special\\buns_ptsd_activation.MP3", L"Mustn't... get... angry... HOW COULD YOU LET THAT HAPPEN TO ME???" );
}
}
}
pSoldier->ubLastMorale = 0;
// Suppression reduces morale. For every X APs lost, morale goes down by a point. X is defined by INI.
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for morale effects"));
if (APBPConstants[AP_LOST_PER_MORALE_DROP] > 0 && sPointsLost > 0)
{
for ( ubLoop2 = 0; ubLoop2 < (sPointsLost / APBPConstants[AP_LOST_PER_MORALE_DROP]); ubLoop2++ )
{
HandleMoraleEvent( pSoldier, MORALE_SUPPRESSED, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
// sevenfm: update ubLastMorale
pSoldier->ubLastMorale++;
}
}
ubNewStance = 0;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for reaction"));
// HEADROCK HAM 3.5: Characters who have enough APs to drop WILL DROP. This is strictly for survival reasons,
// because upright characters can easily get themselves killed. Soldiers drop stance for "free", using up
// the APs that they've just lost to do so.
switch (gAnimControl[ pSoldier->usAnimState ].ubEndHeight)
{
case ANIM_PRONE:
// can't change stance below prone!
// SANDRO - added cower animation when prone (made by Pashancock)
if ( fCower )
{
if ( pSoldier->usAnimState == COWERING_PRONE ) // if cowering alread, do nothing
{
ubNewStance = 0;
}
else
{
pSoldier->EVENT_InitNewSoldierAnim( START_COWER_PRONE, 0 , FALSE );
ubNewStance = 0;
}
}
break;
case ANIM_CROUCH:
if (sPointsLost >= GetAPsProne(pSoldier, TRUE) && IsValidStance( pSoldier, ANIM_PRONE ) )
{
sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
// HEADROCK: Added cowering.
if (TileIsOutOfBounds(sClosestOpponent) || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 || fCower)
{
if ( fCower )
{
// SANDRO - added cowering animation
//if ( Random(4) == 0 )
//{
// pSoldier->usPendingAnimation = START_COWER_PRONE;
// pSoldier->ubDesiredHeight = ANIM_PRONE;
// pSoldier->EVENT_InitNewSoldierAnim( PRONE_DOWN, 0 , FALSE );
// ubNewStance = 0;
//}
//else
if ( pSoldier->usAnimState == COWERING ) // if cowering alread, do nothing
{
ubNewStance = 0;
}
else
{
pSoldier->EVENT_InitNewSoldierAnim( START_COWER_CROUCHED, 0 , FALSE );
ubNewStance = 0;
}
}
else
{
sPointsLost -= GetAPsProne(pSoldier, TRUE);
ubNewStance = ANIM_PRONE;
}
}
}
break;
default: // standing!
if ( pSoldier->MercInWater())
{
// can't change stance here!
break;
}
else if (sPointsLost >= (GetAPsCrouch(pSoldier, TRUE) + GetAPsProne(pSoldier, TRUE)) && IsValidStance( pSoldier, ANIM_PRONE ) )
{
sClosestOpponent = ClosestKnownOpponent( pSoldier, &sClosestOppLoc, NULL );
// HEADROCK: Added cowering.
if (TileIsOutOfBounds(sClosestOpponent) || SpacesAway( pSoldier->sGridNo, sClosestOppLoc ) > 8 || fCower )
{
if ( fCower )
{
// SANDRO - added cowering animation
DeductPoints( pSoldier, GetAPsCrouch(pSoldier, TRUE), APBPConstants[BP_CROUCH], DISABLED_INTERRUPT );
pSoldier->EVENT_InitNewSoldierAnim( START_COWER, 0 , FALSE );
ubNewStance = 0;
}
else
{
// can only crouch for now
sPointsLost -= GetAPsCrouch(pSoldier, TRUE);
ubNewStance = ANIM_CROUCH;
}
}
else if ( IsValidStance( pSoldier, ANIM_CROUCH ) )
{
// crouch!
sPointsLost -= GetAPsCrouch(pSoldier, TRUE);
ubNewStance = ANIM_CROUCH;
}
}
else if ( sPointsLost >= GetAPsCrouch(pSoldier, TRUE) && ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_CROUCH ) && IsValidStance( pSoldier, ANIM_CROUCH ) )
{
if ( fCower )
{
DeductPoints( pSoldier, GetAPsCrouch(pSoldier, TRUE), APBPConstants[BP_CROUCH], DISABLED_INTERRUPT );
pSoldier->EVENT_InitNewSoldierAnim( START_COWER, 0 , FALSE );
ubNewStance = 0;
}
else
{
// crouch!
sPointsLost -= GetAPsCrouch(pSoldier, TRUE);
ubNewStance = ANIM_CROUCH;
}
}
break;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: reduce action points"));
// HEADROCK HAM 3.1: If this setting is enabled, it will show an on-screen message that tells us the
// character has lost his entire next turn. This only fires once per turn, the moment a character drops
// to the minimum AP limit.
if (gGameExternalOptions.fShowSuppressionShutdown)
{
// If we're about the hit the lower limit
if (pSoldier->bActionPoints > APBPConstants[AP_MIN_LIMIT] && pSoldier->bActionPoints - sPointsLost <= APBPConstants[AP_MIN_LIMIT])
{
// And soldier is visible
if ( pSoldier->bVisible != -1 )
{
// "Soldier is pinned down!"
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->GetName() );
// HEADROCK HAM 3.2: Added a radio locator!
ShowRadioLocator( (UINT8)pSoldier->ubID, SHOW_LOCATOR_NORMAL );
}
}
}
// Reduce action points!
// HEADROCK HAM Beta 2.2: Enforce a minimum limit via INI.
if (pSoldier->bActionPoints - sPointsLost <= APBPConstants[AP_MIN_LIMIT] )
{
pSoldier->bActionPoints = APBPConstants[AP_MIN_LIMIT];
}
else
{
pSoldier->bActionPoints -= sPointsLost;
}
// Remember how many APs were lost. This prevents us from losing more and more APs without receiving
// extra suppression. Note that a specific HAM setting will reset this value after every attack,
// but also resets ubSuppressionPoints.
pSoldier->ubAPsLostToSuppression = __min(255, pSoldier->ubAPsLostToSuppression + sPointsLost);
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: check for quote"));
if ( (pSoldier->flags.uiStatusFlags & SOLDIER_PC) && (pSoldier->ubSuppressionPoints > 8) && (pSoldier->ubID == ubTargetedMerc) )
{
if ( !(pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_BEING_PUMMELED ) )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: say quote"));
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_BEING_PUMMELED;
// say we're under heavy fire!
// ATE: For some reason, we forgot #53!
if ( pSoldier->ubProfile != 53 )
{
TacticalCharacterDialogue( pSoldier, QUOTE_UNDER_HEAVY_FIRE );
}
}
}
if ( ubNewStance != 0 )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: setup change stance"));
// This person is going to change stance
// This person will be busy while they crouch or go prone
if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting suppression, on %d", pSoldier->ubID ) );
DebugAttackBusy( String("!!!!!!! Starting suppression, on %d\n", pSoldier->ubID ) );
//gTacticalStatus.ubAttackBusyCount++;
// make sure suppressor ID is the same!
pSoldier->ubSuppressorID = ubCausedAttacker;
}
// AI people will have to have their actions canceled
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
CancelAIAction( pSoldier, TRUE );
#if 0
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
pSoldier->aiData.usActionData = ubNewStance;
pSoldier->aiData.bActionInProgress = TRUE;
#endif
}
// go for it!
// ATE: Cancel any PENDING ANIMATIONS...
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
// ATE: Turn off non-interrupt flag ( this NEEDS to be done! )
pSoldier->flags.fInNonintAnim = FALSE;
pSoldier->flags.fRTInNonintAnim = FALSE;
gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( String( "Attack busy %d due to suppression fire on %d\n", gTacticalStatus.ubAttackBusyCount, pSoldier->ubID ));
// sevenfm: switch scope mode as alt holding can only be used in standing stance
if (pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD)
{
pSoldier->bScopeMode = USE_BEST_SCOPE;
}
// sevenfm: stop dragging when changing stance/cowering under suppression
pSoldier->CancelDrag();
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: change stance"));
pSoldier->ChangeSoldierStance( ubNewStance );
pSoldier->flags.fChangingStanceDueToSuppression = TRUE;
pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
}
// sevenfm: update suppression, AP values for displaying above soldier
pSoldier->ubLastSuppression = pSoldier->ubSuppressionPoints;
pSoldier->ubLastAP = sPointsLost;
// add suppression values from hit to shock values calculated in this function
pSoldier->ubLastShock += pSoldier->ubLastShockFromHit;
pSoldier->ubLastShockFromHit = 0;
pSoldier->ubLastAP += pSoldier->ubLastAPFromHit;
pSoldier->ubLastAPFromHit = 0;
pSoldier->ubLastMorale += pSoldier->ubLastMoraleFromHit;
pSoldier->ubLastMoraleFromHit = 0;
// determine if any suppression value will be shown
BOOLEAN showSuppression = FALSE;
if( gGameExternalOptions.ubShowSuppressionCount ||
gGameExternalOptions.ubShowShockCount ||
gGameExternalOptions.ubShowAPCount ||
gGameExternalOptions.ubShowMoraleCount )
showSuppression = TRUE;
// show suppression counters - use original damage counter timer for this
if( showSuppression && sPointsLost > 0 )
SetDamageDisplayCounter( pSoldier );
// HEADROCK HAM 3.5: After sufficient testing, suppression clearing now works immediately at the end of
// the attack. ubAPsLostToSuppression is only cleared at the end of the turn, but no longer plays a role
// in affecting the number of APs lost, so it is largely irrelevant now.
pSoldier->ubSuppressionPoints = 0;
} // end of examining one soldier
} // end of loop
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire done"));
}
BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason )
{
INT16 sTargetXPos, sTargetYPos;
BOOLEAN fEnterCombat = TRUE;
SOLDIERTYPE * pTarget = *ppTarget;
if ( pTarget->aiData.fAIFlags & AI_ASLEEP )
{
// waaaaaaaaaaaaake up!
pTarget->aiData.fAIFlags &= (~AI_ASLEEP);
}
if (pTarget->ubProfile == PABLO && CheckFact( FACT_PLAYER_FOUND_ITEMS_MISSING, 0 ) )
{
SetFactTrue( FACT_PABLO_PUNISHED_BY_PLAYER );
}
if ( gTacticalStatus.bBoxingState == BOXING )
{
// should have a check for "in boxing ring", no?
if ( ( pSoldier->usAttackingWeapon != NOTHING && !Item[pSoldier->usAttackingWeapon].brassknuckles ) || !( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) || pSoldier->IsRiotShieldEquipped() )
{
// someone's cheating!
if ( (Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_BLADE || Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_PUNCH) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
{
// knife or brass knuckles disqualify the player!
BoxingPlayerDisqualified( pSoldier, BAD_ATTACK );
}
else
{
// anything else is open war!
//gTacticalStatus.bBoxingState = NOT_BOXING;
SetBoxingState( NOT_BOXING );
// if we are attacking a boxer we should set them to neutral (temporarily) so that the rest of the civgroup code works...
if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
{
SetSoldierNeutral( pTarget );
}
}
}
}
// silversurfer: if militia was attacked and not already hostile make them hostile towards the player
// but only IF the player was the attacker!
if ( (pTarget->bTeam == MILITIA_TEAM) && (pSoldier->bTeam == OUR_TEAM) )
{
// HEADROCK HAM 3.6: INI setting controls their response
{
if (pTarget->flags.fIntendedTarget // Must be intentional
&& gGameExternalOptions.ubCanMilitiaBecomeHostile == 2 // INI setting
&& pTarget->bSide == gbPlayerNum // Must not be hostile by now
)
{
// rebel militia attacked by the player!
MilitiaChangesSides();
}
}
}
// JA2 Gold: fix Slay
else if ( (pTarget->bTeam == CIV_TEAM && pTarget->aiData.bNeutral) && pTarget->ubProfile == SLAY && pTarget->stats.bLife >= OKLIFE && CheckFact( 155, 0 ) == FALSE )
{
TriggerNPCRecord( SLAY, 1 );
}
else if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->ubCivilianGroup == 0) && (pTarget->aiData.bNeutral) && !( pTarget->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
if ( pTarget->ubBodyType == COW && gWorldSectorX == 10 && gWorldSectorY == MAP_ROW_F )
{
// hicks could get mad!!!
HickCowAttacked( pSoldier, pTarget );
}
else if (pTarget->ubProfile == PABLO && pTarget->stats.bLife >= OKLIFE && CheckFact( FACT_PABLO_PUNISHED_BY_PLAYER, 0 ) && !CheckFact( 38, 0 ) )
{
TriggerNPCRecord( PABLO, 3 );
// Nailed Pablo. So reset the fact that he stole from the last shipment since he's supposed to be returning
// the goods now.
SetFactFalse( FACT_PABLOS_STOLE_FROM_LATEST_SHIPMENT);
SetFactFalse( FACT_PLAYER_FOUND_ITEMS_MISSING);
}
else
{
// regular civ attacked, turn non-neutral
AddToShouldBecomeHostileOrSayQuoteList( pTarget->ubID );
if ( pTarget->ubProfile == NO_PROFILE || !(gMercProfiles[ pTarget->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_TOWN_DOESNT_CARE_ABOUT_DEATH) )
{
//Kaiden: Added to keep Militia from going Hostile if you attack a Crow or Cow with an explosive.
if ( (pTarget->ubBodyType != CROW) && (pTarget->ubBodyType != COW) )
// militia, if any, turn hostile
MilitiaChangesSides();
}
}
}
// Flugente: if we attack prisoners, the local support might wane, as we turned out to be cruel oppressors, not liberators
else if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->ubCivilianGroup == POW_PRISON_CIV_GROUP) )
{
HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_PRISONERS_TORTURED, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
else if (pTarget->bTeam == CREATURE_TEAM && pTarget->ubBodyType == BLOODCAT && pTarget->aiData.bNeutral)
{
// Attacked a bloodcat.
MakeBloodcatsHostile();
// Are bloodcats in this sector affiliated with a faction?
UINT8 DiffLevel;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel = 1;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
DiffLevel = 2;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
DiffLevel = 3;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
DiffLevel = 4;
else
DiffLevel = 1;
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP )
/*
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation > NON_CIV_GROUP )
*/
{
// Temporarily change bloodcat's civilian group
UINT8 ubFaction = pTarget->ubCivilianGroup;
UINT8 DiffLevel2;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel2 = 1;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
DiffLevel2 = 2;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
DiffLevel2 = 3;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
DiffLevel2 = 4;
else
DiffLevel2 = 1;
pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel2-1 ].ubFactionAffiliation;
// pTarget->ubCivilianGroup = gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation;
// Make entire faction hostile
CivilianGroupMembersChangeSidesWithinProximity( pTarget );
// Change back
pTarget->ubCivilianGroup = ubFaction;
}
}
else
{
#ifdef JA2UB
//Ja25: No carmen
#else
if (pTarget->ubProfile == CARMEN)// Carmen
{
// Special stuff for Carmen the bounty hunter
if (pSoldier->ubProfile != SLAY) // attacked by someone other than Slay
{
// change attitude
pTarget->aiData.bAttitude = AGGRESSIVE;
}
}
#endif
if ( pTarget->ubCivilianGroup && ( (pTarget->bTeam == gbPlayerNum) || pTarget->aiData.bNeutral ) )
{
#ifdef JA2TESTVERSION
if (pTarget->flags.uiStatusFlags & SOLDIER_PC)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->GetName() );
}
#endif
// member of a civ group, either recruited or neutral, so should
// change sides individually or all together
CivilianGroupMemberChangesSides( pTarget );
if (pTarget->ubProfile != NO_PROFILE && pTarget->stats.bLife >= OKLIFE && pTarget->bVisible == TRUE)
{
// trigger quote!
PauseAITemporarily();
AddToShouldBecomeHostileOrSayQuoteList( pTarget->ubID );
//TriggerNPCWithIHateYouQuote( pTarget->ubProfile );
}
}
else if ( pTarget->ubCivilianGroup != NON_CIV_GROUP && !( pTarget->flags.uiStatusFlags & SOLDIER_BOXER ) )
{
// Firing at a civ in a civ group who isn't hostile... if anyone in that civ group can see this
// going on they should become hostile.
CivilianGroupMembersChangeSidesWithinProximity( pTarget );
// HEADROCK HAM 3.6: If there are bloodcats affiliated with his group...
UINT8 DiffLevel;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel = 1;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
DiffLevel = 2;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
DiffLevel = 3;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
DiffLevel = 4;
else
DiffLevel = 1;
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ DiffLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup )
/*
if ( gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][0].PlacementType == BLOODCAT_PLACEMENT_STATIC &&
gBloodcatPlacements[SECTOR(pTarget->sSectorX,pTarget->sSectorY)][ gGameOptions.ubDifficultyLevel-1 ].ubFactionAffiliation == pTarget->ubCivilianGroup )
*/
{
// Make them hostile.
MakeBloodcatsHostile();
}
}
else if ( pTarget->bTeam == gbPlayerNum && !(gTacticalStatus.uiFlags & INCOMBAT) )
{
// Flugente: if we are on the same team adn are currently stealing (accessing inventory) from a teammember, do NOT retaliate
if ( AllowedToStealFromTeamMate(pSoldier->ubID, pTarget->ubID) && pSoldier->usSoldierFlagMask & SOLDIER_ACCESSTEAMMEMBER )
{
}
// firing at one of our own guys who is not a rebel etc
else if ( pTarget->stats.bLife >= OKLIFE && !(pTarget->bCollapsed) && !AM_A_ROBOT( pTarget ) && (bReason == REASON_NORMAL_ATTACK ) )
{
// OK, sturn towards the prick
// Change to fire ready animation
ConvertGridNoToXY( pSoldier->sGridNo, &sTargetXPos, &sTargetYPos );
pTarget->flags.fDontChargeReadyAPs = TRUE;
// Ready weapon
pTarget->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, AIDecideHipOrShoulderStance( pTarget, pSoldier->sGridNo ) );
// ATE: Depending on personality, fire back.....
// Do we have a gun in a\hand?
if ( Item[ pTarget->inv[ HANDPOS ].usItem ].usItemClass == IC_GUN )
{
// Toggle burst capable...
if ( !pTarget->bDoBurst )
{
// Changed by ADB, 1513
//if ( IsGunBurstCapable( pTarget, HANDPOS , FALSE ) )
if ( IsGunBurstCapable( &pTarget->inv[HANDPOS], FALSE, pTarget ) )
{
ChangeWeaponMode( pTarget );
}
}
// Fire back!
HandleItem( pTarget, pSoldier->sGridNo, pSoldier->pathing.bLevel, pTarget->inv[ HANDPOS ].usItem, FALSE );
}
}
// don't enter combat on attack on one of our own mercs
fEnterCombat = FALSE;
}
// if we've attacked a miner
if ( IsProfileAHeadMiner( pTarget->ubProfile ) )
{
PlayerAttackedHeadMiner( pTarget->ubProfile );
}
}
*ppTarget = pTarget;
return( fEnterCombat );
}
SOLDIERTYPE *InternalReduceAttackBusyCount( )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pTarget;
BOOLEAN fEnterCombat = FALSE;
UINT32 cnt;
UINT8 ubID;
#if 0
// 0verhaul: None of this is necessary anymore with the new attack busy system
if (ubID == NOBODY)
{
pSoldier = NULL;
pTarget = NULL;
}
else
{
pSoldier = MercPtrs[ ubID ];
if ( ubTargetID != NOBODY)
{
pTarget = MercPtrs[ ubTargetID ];
}
else
{
pTarget = NULL;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String(">>Target ptr is null!" ) );
}
}
if (fCalledByAttacker)
{
if (pSoldier && Item[pSoldier->inv[HANDPOS].usItem].usItemClass & IC_GUN)
{
if (pSoldier->bBulletsLeft > 0)
{
return( pTarget );
}
}
}
#endif
// if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
// {
if ( gTacticalStatus.ubAttackBusyCount == 0 )
{
// ATE: We have a problem here... if testversion, report error......
// But for all means.... DON'T wrap!
if ( (gTacticalStatus.uiFlags & INCOMBAT) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! &&&&&&& Problem with attacker busy count decrementing past 0.... preventing wrap-around." ) );
#ifdef JA2BETAVERSION
if(!is_networked)ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Attack busy problem. Save, exit and send debug.txt + save file to Sir-Tech." );
DebugAttackBusy( "Attack Busy Problem\n");
//cheap hack to suppress message in MP - hayden.
#endif
}
}
else
{
gTacticalStatus.ubAttackBusyCount--;
}
DebugAttackBusy( String( "New attack busy %d\n", gTacticalStatus.ubAttackBusyCount));
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Ending attack, attack count now %d", gTacticalStatus.ubAttackBusyCount) );
// }
if (gTacticalStatus.ubAttackBusyCount > 0)
{
return( NULL );
}
// I'm going to go out on limb here and decide that from this point on we really care about the current soldier who
// started this chain of events. So we'll grab that one instead of relying on the correct one passed in.
// This should help with collapses and other 'attacks' with
// no attackers that happened due to actions from other soldiers or turns, shots against dead bodies, etc.
pSoldier = NULL;
if (gTacticalStatus.ubCurrentTeam == gbPlayerNum)
{
pSoldier = MercPtrs[ gusSelectedSoldier ];
}
else
{
for (cnt = gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bFirstID;
cnt <= gTacticalStatus.Team[ gTacticalStatus.ubCurrentTeam ].bLastID;
cnt++)
{
if (MercPtrs[ cnt ] &&
MercPtrs[ cnt ]->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL)
{
pSoldier = MercPtrs[ cnt ];
break;
}
}
}
// If we still haven't figured out who last acted, it could be that the team number changed during the attack. Unfortunately this
// can happen during a switch from real-time. For now we will assume the last actor was a PC, but a real "Who started this?" pointer
// would work quite well. If only I could close all the holes that the UI opens so that one routine could handle everything.
if (!pSoldier)
{
if (is_networked)
{
if(gusSelectedSoldier==156)
return( NULL );
}
pSoldier = MercPtrs[ gusSelectedSoldier ];
}
if (!pSoldier)
return (NULL);
//if(!pSoldier && AreInMeanwhile())//dnl fix for preventing game crash in meanwhile after Queen slap Elliot
// return(NULL);
//if (!pSoldier)
ubID = pSoldier->ubID;
DebugAttackBusy( String( "Ending action for %d\n", ubID ) );
// Get the intended target info
pTarget = NULL;
if (pSoldier->ubTargetID != NOBODY)
{
pTarget = MercPtrs[ pSoldier->ubTargetID ];
}
// Flugente 18-07-22: commenting this out - it doesn't do harm in realtime, and is more realistic
//if ((gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))
{
// Check to see if anyone was suppressed
if (pTarget)
{
HandleSuppressionFire( pTarget->ubID, ubID );
}
else
{
HandleSuppressionFire( NOBODY, ubID );
}
//HandleAfterShootingGuy( pSoldier, pTarget );
// suppression fire might cause the count to be increased, so check it again
if (gTacticalStatus.ubAttackBusyCount > 0)
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting suppression, attack count now %d", gTacticalStatus.ubAttackBusyCount) );
return( NULL );
}
}
#ifdef JA2UB
//Ja25 no queen
#else
// ATE: IN MEANWHILES, we have 'combat' in realtime....
// this is so we DON'T call freeupattacker() which will cancel
// the AI guy's meanwhile NPC stuff.
// OK< let's NOT do this if it was the queen attacking....
if ( AreInMeanwhile( ) && pSoldier != NULL && pSoldier->ubProfile != QUEEN )
{
return( NULL );
}
#endif
#if 0
// 0verhaul: This is moved to the end loop where everybody's state is reset for the next action
if (pTarget)
{
// reset # of shotgun pellets hit by
pTarget->bNumPelletsHitBy = 0;
// reset flag for making "ow" sound on being shot
}
#endif
if (pSoldier)
{
// reset attacking hand
pSoldier->ubAttackingHand = HANDPOS;
// if there is a valid target, and our attack was noticed
if ( pTarget && (pSoldier->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) )
{
// stuff that only applies to when we attack
if ( pTarget->ubBodyType != CROW )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
fEnterCombat = ProcessImplicationsOfPCAttack( pSoldier, &pTarget, REASON_NORMAL_ATTACK );
if ( !fEnterCombat )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Not entering combat as a result of PC attack" );
}
}
}
// global
// ATE: If we are an animal, etc, don't change to hostile...
// ( and don't go into combat )
if ( pTarget->ubBodyType == CROW )
{
// Loop through our team, make guys who can see this fly away....
{
UINT32 cnt;
SOLDIERTYPE *pTeamSoldier;
UINT8 ubTeam;
ubTeam = pTarget->bTeam;
for ( cnt = gTacticalStatus.Team[ ubTeam ].bFirstID, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ubTeam ].bLastID; cnt++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
if ( pTeamSoldier->ubBodyType == CROW )
{
if ( pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
//ZEROTIMECOUNTER( pTeamSoldier->timeCounters.AICounter );
//MakeCivHostile(pTeamSoldier);
HandleCrowFlyAway( pTeamSoldier );
}
}
}
}
}
// Don't enter combat...
fEnterCombat = FALSE;
}
if ( gTacticalStatus.bBoxingState == BOXING )
{
if ( pTarget && pTarget->stats.bLife <= 0 )
{
// someone has won!
EndBoxingMatch( pTarget );
}
}
// if soldier and target were not both players and target was not under fire before...
if ( ( pSoldier->bTeam != gbPlayerNum || pTarget->bTeam != gbPlayerNum ) )
{
if (pTarget->aiData.bOppList[ pSoldier->ubID ] != SEEN_CURRENTLY )
{
NoticeUnseenAttacker( pSoldier, pTarget, 0 );
}
// "under fire" lasts for 2 turns
pTarget->aiData.bUnderFire = 2;
}
}
else if ( pTarget )
{
// something is wrong here!
if ( !pTarget->bActive || !pTarget->bInSector )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Invalid target attacked!" );
}
else if ( ! (pSoldier->flags.uiStatusFlags & SOLDIER_ATTACK_NOTICED) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Attack not noticed" );
}
}
else
{
// no target, don't enter combat
fEnterCombat = FALSE;
}
if (pSoldier->flags.fSayAmmoQuotePending)
{
pSoldier->flags.fSayAmmoQuotePending = FALSE;
TacticalCharacterDialogue( pSoldier, QUOTE_OUT_OF_AMMO );
}
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC)
{
UnSetUIBusy( ubID );
}
else
{
FreeUpNPCFromAttacking( ubID );
}
if ( !fEnterCombat )
{
// It's still possible that something happened
if (!(gTacticalStatus.uiFlags & INCOMBAT) )
{
HandleBestSightingPositionInRealtime();
}
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, ">>Not to enter combat from this attack" );
}
if ( fEnterCombat && !( gTacticalStatus.uiFlags & INCOMBAT ) )
{
// Go into combat!
// If we are in a meanwhile... don't enter combat here...
#ifdef JA2UB
//Ja25 no meanwhiles
#else
if ( !AreInMeanwhile( ) )
#endif
{
EnterCombatMode( pSoldier->bTeam );
}
}
pSoldier->flags.uiStatusFlags &= (~SOLDIER_ATTACK_NOTICED);
}
if ( gTacticalStatus.fKilledEnemyOnAttack )
{
// Check for death quote...
HandleKilledQuote( MercPtrs[ gTacticalStatus.ubEnemyKilledOnAttack ], MercPtrs[ gTacticalStatus.ubEnemyKilledOnAttackKiller ], gTacticalStatus.ubEnemyKilledOnAttackLocation, gTacticalStatus.bEnemyKilledOnAttackLevel );
gTacticalStatus.fKilledEnemyOnAttack = FALSE;
}
// ATE: Check for stat changes....
HandleAnyStatChangesAfterAttack( );
if ( gTacticalStatus.fItemsSeenOnAttack && gTacticalStatus.ubCurrentTeam == gbPlayerNum )
{
gTacticalStatus.fItemsSeenOnAttack = FALSE;
// Display quote!
if ( !AM_AN_EPC( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ] ) )
{
//ddd TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.sItemsSeenOnAttackGridNo, 0 );
if(Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) )
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ gTacticalStatus.ubItemsSeenOnAttackSoldier ], (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ), DIALOGUE_SPECIAL_EVENT_SIGNAL_ITEM_LOCATOR_START, gTacticalStatus.usItemsSeenOnAttackGridNo, 0 );
}
else
{
// Turn off item lock for locators...
gTacticalStatus.fLockItemLocators = FALSE;
// Slide to location!
SlideToLocation( 0, gTacticalStatus.usItemsSeenOnAttackGridNo );
}
}
if ( gTacticalStatus.uiFlags & CHECK_SIGHT_AT_END_OF_ATTACK )
{
UINT8 ubLoop;
SOLDIERTYPE * pSightSoldier;
AllTeamsLookForAll( FALSE );
// call fov code
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSightSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pSightSoldier++ )
{
if ( pSightSoldier->bActive && pSightSoldier->bInSector )
{
RevealRoofsAndItems( pSightSoldier, TRUE, FALSE, pSightSoldier->pathing.bLevel, FALSE );
}
}
gTacticalStatus.uiFlags &= ~CHECK_SIGHT_AT_END_OF_ATTACK;
}
DequeueAllDemandGameEvents( TRUE );
// if we're in realtime, turn off the attacker's muzzle flash at this point
// sevenfm: always stop muzzle flash at the end of attack
if (pSoldier) // &&!(gTacticalStatus.uiFlags & INCOMBAT)
{
EndMuzzleFlash( pSoldier );
}
if ( pSoldier && (pSoldier->bWeaponMode == WM_ATTACHED_GL || pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST || pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO ))
{
if ( !Weapon[pSoldier->inv[HANDPOS].usItem].NoSemiAuto )
{
// change back to single shot
pSoldier->bWeaponMode = WM_NORMAL;
pSoldier->bDoAutofire = 0;
pSoldier->bDoBurst = 0;
}
else
{
// change back to autofire
pSoldier->bWeaponMode = WM_AUTOFIRE;
pSoldier->bDoAutofire = 1;
pSoldier->bDoBurst = TRUE;
}
if ( Item[pSoldier->inv[ HANDPOS ].usItem].twohanded && Weapon[pSoldier->inv[ HANDPOS ].usItem].HeavyGun && gGameExternalOptions.ubAllowAlternativeWeaponHolding == 3 )
pSoldier->bScopeMode = USE_ALT_WEAPON_HOLD;
else
pSoldier->bScopeMode = USE_BEST_SCOPE;
DirtyMercPanelInterface(pSoldier, DIRTYLEVEL2 );
}
// record last target
// Check for valid target!
if ( pSoldier )
{
pSoldier->sLastTarget = pSoldier->sTargetGridNo;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// SANDRO - if pending interrupt flag was set for after-shot type of interupt, try to resolve it now
if ( UsingImprovedInterruptSystem() )
{
if ( ResolvePendingInterrupt( pSoldier, AFTERSHOT_INTERRUPT ) )
{
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
// "artificially" set lock ui flag
if (pSoldier->bTeam == gbPlayerNum)
{
//AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, Message[STR_INTERRUPT] );
guiPendingOverrideEvent = LU_BEGINUILOCK;
HandleTacticalUI( );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Reset various flags and values that should be 0 once the action is overwith
for (cnt = 0; cnt < guiNumMercSlots; cnt++)
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier )
{
pSoldier->bNumPelletsHitBy = 0;
if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_TURNINGFROMHIT ) )
{
// 0verhaul: This is an ugly hack. I don't like it, but until I figure out a better solution
// for turning from a hit, it's the only way to not stop a soldier in mid-turn.
pSoldier->flags.fGettingHit = FALSE;
}
if (pSoldier->ubAttackerID != NOBODY )
{
if (pSoldier->ubPreviousAttackerID != pSoldier->ubAttackerID)
{
pSoldier->ubNextToPreviousAttackerID = pSoldier->ubPreviousAttackerID;
}
pSoldier->ubPreviousAttackerID = pSoldier->ubAttackerID;
// Why not keep the attacker ID for a dead queen monster?
if ( pSoldier->stats.bLife != 0 && pSoldier->ubBodyType != QUEENMONSTER )
{
pSoldier->ubAttackerID = NOBODY;
}
}
}
}
CheckForEndOfBattle( FALSE );
return( pTarget );
}
SOLDIERTYPE * ReduceAttackBusyCount( )
{
#if 0
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyCount") );
if ( ubID == NOBODY )
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, NOBODY ) );
}
else
{
return( InternalReduceAttackBusyCount( ubID, fCalledByAttacker, MercPtrs[ ubID ]->ubTargetID ) );
}
#endif
// 0verhaul: This is now a simple subroutine.
return InternalReduceAttackBusyCount( );
}
SOLDIERTYPE * FreeUpAttacker( )
{
// Okay, so the objective here is not to simply decrease the ABC, but to twiddle it and see what
// falls out. So there's an increase followed immediately by a decrease.
// If the ABC is 0 at this point, such as an aborted action might give, this will finalize the
// action and allow the soldier to try something else.
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttacker") );
DebugAttackBusy( "Freeing up attacker\n");
gTacticalStatus.ubAttackBusyCount++;
return( ReduceAttackBusyCount( ) );
}
#if 0
// 0verhaul: These routines are declared obsolete. Call ReduceAttackBusyCount instead.
SOLDIERTYPE * FreeUpAttackerGivenTarget( UINT8 ubID, UINT8 ubTargetID )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("FreeUpAttackerGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, TRUE, ubTargetID ) );
}
SOLDIERTYPE * ReduceAttackBusyGivenTarget( UINT8 ubID, UINT8 ubTargetID )
{
// Strange as this may seem, this function returns a pointer to
// the *target* in case the target has changed sides as a result
// of being attacked
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("ReduceAttackBusyGivenTarget") );
return( InternalReduceAttackBusyCount( ubID, FALSE, ubTargetID ) );
}
#endif
void StopMercAnimation( BOOLEAN fStop )
{
static INT8 bOldRealtimeSpeed;
if ( fStop )
{
if ( !(gTacticalStatus.uiFlags & SLOW_ANIMATION ) )
{
bOldRealtimeSpeed = gTacticalStatus.bRealtimeSpeed;
gTacticalStatus.bRealtimeSpeed = -1;
gTacticalStatus.uiFlags |=(SLOW_ANIMATION );
ResetAllMercSpeeds( );
}
}
else
{
if ( gTacticalStatus.uiFlags & SLOW_ANIMATION )
{
gTacticalStatus.bRealtimeSpeed = bOldRealtimeSpeed;
gTacticalStatus.uiFlags &=(~SLOW_ANIMATION );
ResetAllMercSpeeds( );
}
}
}
void ResetAllMercSpeeds( )
{
SOLDIERTYPE *pSoldier;
UINT32 cnt;
for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
if ( pSoldier->bActive && pSoldier->bInSector )
{
SetSoldierAniSpeed( pSoldier );
}
}
}
void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, UINT8 uiNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 )
{
gubWaitingForAllMercsToExitCode = ubActionCode;
gusNumMercsUntilWaitingOver = uiNumMercsWaiting;
guiWaitingForAllMercsToExitData[ 0 ] = uiData1;
guiWaitingForAllMercsToExitData[ 1 ] = uiData2;
guiWaitingForAllMercsToExitData[ 2 ] = uiData3;
// Setup timer counter and report back if too long....
guiWaitingForAllMercsToExitTimer = GetJA2Clock( );
// ATE: Set flag to ignore sight...
gTacticalStatus.uiFlags |= ( DISALLOW_SIGHT );
}
void HandleBloodForNewGridNo( SOLDIERTYPE *pSoldier )
{
// Handle bleeding...
if ( ( pSoldier->bBleeding > MIN_BLEEDING_THRESHOLD ) )
{
INT8 bBlood;
bBlood = ( ( pSoldier->bBleeding-MIN_BLEEDING_THRESHOLD ) / BLOODDIVISOR);
if ( bBlood > MAXBLOODQUANTITY )
{
bBlood = MAXBLOODQUANTITY;
}
// now, he shouldn't ALWAYS bleed the same amount; LOWER it perhaps. If it
// goes less than zero, then no blood!
bBlood -= (INT8)Random(7);
if ( bBlood >= 0 )
{
// this handles all soldiers' dropping blood during movement
DropBlood( pSoldier, bBlood, pSoldier->bVisible );
}
}
}
void CencelAllActionsForTimeCompression( )
{
SOLDIERTYPE *pSoldier;
INT32 cnt;
for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
if ( pSoldier->bInSector )
{
// Hault!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: time compression"));
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
CancelAIAction( pSoldier, TRUE );
}
}
}
}
void AddManToTeam( INT8 bTeam )
{
// ATE: If not loading game!
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Increment men in sector number!
if (gTacticalStatus.Team[ bTeam ].bMenInSector == 0)
{
gTacticalStatus.Team[ bTeam ].bTeamActive = TRUE;
}
gTacticalStatus.Team[ bTeam ].bMenInSector++;
if ( bTeam == ENEMY_TEAM )
{
gTacticalStatus.bOriginalSizeOfEnemyForce++;
}
}
}
void RemoveManFromTeam( INT8 bTeam )
{
// ATE; if not loading game!
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Decrement men in sector number!
gTacticalStatus.Team[ bTeam ].bMenInSector--;
if (gTacticalStatus.Team[ bTeam ].bMenInSector == 0)
{
gTacticalStatus.Team[ bTeam ].bTeamActive = FALSE;
}
else if (gTacticalStatus.Team[ bTeam ].bMenInSector < 0)
{
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Number of people on team %d dropped to %d", bTeam, gTacticalStatus.Team[ bTeam ].bMenInSector );
#endif
// reset!
gTacticalStatus.Team[ bTeam ].bMenInSector = 0;
}
}
}
void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected )
{
UINT8 ubID;
SOLDIERTYPE *pNewSoldier;
// reset merc's opplist
InitSoldierOppList( pSoldier );
// Remove!
pSoldier->RemoveSoldierFromGridNo( );
RemoveMercSlot( pSoldier );
pSoldier->bInSector = FALSE;
// Select next avialiable guy....
if ( fAdjustSelected )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
if ( gusSelectedSoldier == pSoldier->ubID )
{
ubID = FindNextActiveAndAliveMerc( pSoldier, FALSE, FALSE );
if ( ubID != NOBODY && ubID != gusSelectedSoldier )
{
SelectSoldier( ubID, FALSE, FALSE );
}
else
{
// OK - let's look for another squad...
pNewSoldier = FindNextActiveSquad( pSoldier );
if ( pNewSoldier != pSoldier )
{
// Good squad found!
SelectSoldier( pNewSoldier->ubID, FALSE, FALSE );
}
else
{
// if here, make nobody
gusSelectedSoldier = NOBODY;
}
}
}
UpdateTeamPanelAssignments( );
}
else
{
gusSelectedSoldier = NOBODY;
if ( guiCurrentScreen == GAME_SCREEN )
{
// otherwise, make sure interface is team panel...
UpdateTeamPanelAssignments( );
SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
}
}
}
}
void DoneFadeOutDueToDeath( )
{
// Quit game....
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
//SetPendingNewScreen( MAINMENU_SCREEN );
}
void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue )
{
// Enter mapscreen.....
if(!is_client)CheckAndHandleUnloadingOfCurrentWorld();
else
{
ScreenMsg( FONT_LTGREEN, MSG_CHAT, MPClientMessage[40] );
if(!cDisableSpectatorMode)
{
gTacticalStatus.uiFlags |= SHOW_ALL_MERCS;//hayden
ScreenMsg( FONT_YELLOW, MSG_CHAT, MPClientMessage[41] );
}
else
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPClientMessage[74] );
teamwiped();
}
}
void InitializeTacticalStatusAtBattleStart( )
{
INT8 bLoop;
INT32 cnt;
SOLDIERTYPE * pSoldier;
gTacticalStatus.ubArmyGuysKilled = 0;
gTacticalStatus.bOriginalSizeOfEnemyForce = 0;
gTacticalStatus.fPanicFlags = 0;
gTacticalStatus.fEnemyFlags = 0;
for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ )
{
gTacticalStatus.sPanicTriggerGridNo[ bLoop ] = NOWHERE;
gTacticalStatus.bPanicTriggerIsAlarm[ bLoop ] = FALSE;
gTacticalStatus.ubPanicTolerance[ bLoop ] = 0;
}
for( cnt = 0; cnt < MAXTEAMS; cnt++ )
{
gTacticalStatus.Team[ cnt ].ubLastMercToRadio = NOBODY;
gTacticalStatus.Team[ cnt ].bAwareOfOpposition = FALSE;
}
gTacticalStatus.ubTheChosenOne = NOBODY;
ClearIntList();
// make sure none of our guys have leftover shock values etc
for ( cnt = gTacticalStatus.Team[ 0 ].bFirstID; cnt <= gTacticalStatus.Team[ 0 ].bLastID; cnt++ )
{
pSoldier = MercPtrs[ cnt ];
pSoldier->aiData.bShock = 0;
pSoldier->bTilesMoved = 0;
}
// loop through everyone; clear misc flags
for ( cnt = 0; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ )
{
MercPtrs[ cnt ]->ubMiscSoldierFlags = 0;
}
}
void DoneFadeOutDemoCreatureLevel( )
{
// OK, insertion data found, enter sector!
SetCurrentWorldSector( 1, 16, 0 );
FadeInGameScreen( );
}
void DemoEndOKCallback( INT8 bExitCode )
{
}
void HandleEndDemoInCreatureLevel( )
{
}
void DeathTimerCallback( )
{
if (gTacticalStatus.Team[ CREATURE_TEAM ].bMenInSector > gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_AGAINST_CREATURES_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_NOONE_LEFT_CAPABLE_OF_BATTLE_STR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
}
void CaptureTimerCallback( )
{
if( gfSurrendered )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ 3 ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, LargeTacticalStr[ LARGESTR_HAVE_BEEN_CAPTURED ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, EndBattleWithUnconsciousGuysCallback, NULL );
}
gfSurrendered = FALSE;
}
void DoPOWPathChecks( )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
// loop through all mercs on our team and if they are POWs in sector, do POW path check and
// put on a squad if available
for ( iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bAssignment == ASSIGNMENT_POW )
{
// check to see if POW has been freed!
// this will be true if a path can be made from the POW to either of 3 gridnos
// 10492 (hallway) or 10482 (outside), or 9381 (outside)
if ( FindBestPath( pSoldier, 10492, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )//dnl!!!
{
// drop out of if
}
else if ( FindBestPath( pSoldier, 10482, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )//dnl!!!
{
// drop out of if
}
else if ( FindBestPath( pSoldier, 9381, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )//dnl!!!
{
// drop out of if
}
else
{
continue;
}
// free! free!
// put them on any available squad
pSoldier->aiData.bNeutral = FALSE;
AddCharacterToAnySquad( pSoldier );
pSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
}
}
}
BOOLEAN HostileCiviliansPresent( )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CIV_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && !pSoldier->aiData.bNeutral )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN HostileCiviliansWithGunsPresent( )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CIV_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && !pSoldier->aiData.bNeutral )
{
if ( FindAIUsableObjClass( pSoldier, IC_WEAPON ) == -1 )
{
return( TRUE );
}
}
}
return( FALSE );
}
BOOLEAN HostileBloodcatsPresent( )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; iLoop++ )
{
pSoldier = MercPtrs[ iLoop ];
//KM : Aug 11, 1999 -- Patch fix: Removed the check for bNeutral. Bloodcats automatically become hostile
// on site. Because the check used to be there, it was possible to get into a 2nd battle elsewhere
// which is BAD BAD BAD!
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->ubBodyType == BLOODCAT )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN HostileZombiesPresent( )
{
INT32 iLoop;
SOLDIERTYPE * pSoldier;
if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive == FALSE )
{
return( FALSE );
}
for ( iLoop = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID; iLoop <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++iLoop )
{
pSoldier = MercPtrs[ iLoop ];
if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->IsZombie( ) )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN HostileCreaturesPresent()
{
SOLDIERTYPE* pSoldier;
if ( gTacticalStatus.Team[CREATURE_TEAM].bTeamActive == FALSE )
{
return( FALSE );
}
for ( INT32 iLoop = gTacticalStatus.Team[CREATURE_TEAM].bFirstID; iLoop <= gTacticalStatus.Team[CREATURE_TEAM].bLastID; ++iLoop )
{
pSoldier = MercPtrs[iLoop];
if ( pSoldier && pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
return( TRUE );
}
}
return( FALSE );
}
void HandleCreatureTenseQuote( )
{
// WDS - make number of mercenaries, etc. be configurable
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
UINT8 ubNumMercs = 0;
UINT8 ubChosenMerc;
SOLDIERTYPE *pTeamSoldier;
INT32 cnt;
INT32 uiTime;
// Check for quote seeing creature attacks....
if ( gubQuest[ QUEST_CREATURES ] != QUESTDONE )
{
if ( gTacticalStatus.uiFlags & IN_CREATURE_LAIR )
{
if( !(gTacticalStatus.uiFlags & INCOMBAT ) )
{
uiTime = GetJA2Clock( );
if ( ( uiTime - gTacticalStatus.uiCreatureTenseQuoteLastUpdate ) > (UINT32)( gTacticalStatus.sCreatureTenseQuoteDelay * 1000 ) )
{
gTacticalStatus.uiCreatureTenseQuoteLastUpdate = uiTime;
// set up soldier ptr as first element in mercptrs list
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// run through list
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
// Add guy if he's a candidate...
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
{
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
ubNumMercs++;
}
}
// If we are > 0
if ( ubNumMercs > 0 )
{
ubChosenMerc = (UINT8)Random( ubNumMercs );
DoCreatureTensionQuote ( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ] );
}
// Adjust delay....
gTacticalStatus.sCreatureTenseQuoteDelay = (INT16)( 60 + Random( 60 ) );
}
}
}
}
}
void DoCreatureTensionQuote( SOLDIERTYPE *pSoldier )
{
INT32 iRandomQuote;
BOOLEAN fCanDoQuote = TRUE;
INT32 iQuoteToUse;
// Check for playing smell quote....
iRandomQuote = Random( 3 );
switch( iRandomQuote )
{
case 0:
iQuoteToUse = QUOTE_SMELLED_CREATURE;
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_SMELLED_CREATURE ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_SMELLED_CREATURE;
}
else
{
fCanDoQuote = FALSE;
}
break;
case 1:
iQuoteToUse = QUOTE_TRACES_OF_CREATURE_ATTACK;
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_SPOTTING_CREATURE_ATTACK;
}
else
{
fCanDoQuote = FALSE;
}
break;
case 2:
iQuoteToUse = QUOTE_WORRIED_ABOUT_CREATURE_PRESENCE;
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_WORRIED_ABOUT_CREATURES;
}
else
{
fCanDoQuote = FALSE;
}
break;
default:
AssertMsg(0, "Invalid quote");
return;
}
if ( fCanDoQuote )
{
TacticalCharacterDialogue( pSoldier, (INT16)iQuoteToUse );
}
}
// Kaiden: Taken from UB to reveal all items after combat.
void RevealAllDroppedEnemyItems()
{
UINT32 uiCnt=0;
//loop through all the items
for(uiCnt=0; uiCnt<guiNumWorldItems; uiCnt++ )
{
//if the item exists AND the item was droppped from an enemy
if( gWorldItems[ uiCnt ].fExists && gWorldItems[ uiCnt ].usFlags & WORLD_ITEM_DROPPED_FROM_ENEMY )
{
gWorldItems[ uiCnt ].bVisible = VISIBLE;
}
}
// Make team look for items
AllSoldiersLookforItems( TRUE );
}
// HEADROCK HAM 3.2: This function from HAM 2.9 makes a character look around himself and try to find friends. Dead
// friends lower the result, while more friends (ESP good leaders) will raise the result. The result can then be used
// for any purpose, although this was written specifically to alter a character's suppression tolerance.
INT8 CheckStatusNearbyFriendlies( SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE * pLeader;
UINT8 sModifier = 0;
INT16 usEffectiveLeadership = 0;
UINT16 usEffectiveRangeToLeader = 0;
INT16 usBestLeader = 0;
INT16 usFriendBonus = 0;
INT8 bLevelDifference = 0;
// Run through each friendly.
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
{
pLeader = MercPtrs[ iCounter ];
// Make sure that character is alive, not too shocked, and conscious, and of higher experience level
// than the character being suppressed.
if (pLeader != pSoldier && pLeader->bActive && pLeader->aiData.bShock < pLeader->stats.bLeadership/5 &&
pLeader->stats.bLife >= OKLIFE )
{
bLevelDifference = pLeader->stats.bExpLevel - pSoldier->stats.bExpLevel;
// Calculate character's leadership and range/3
usEffectiveLeadership = (EffectiveLeadership( pLeader ) - 25) / 15;
usEffectiveRangeToLeader = PythSpacesAway( pSoldier->sGridNo, pLeader->sGridNo ) / 3;
// SANDRO - add effective leadership and level to determine if we can help our friend to feel better :)
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pLeader, SQUADLEADER_NT ) )
{
bLevelDifference += (gSkillTraitValues.ubSLEffectiveLevelAsStandby * NUM_SKILL_TRAITS( pLeader, SQUADLEADER_NT ));
usEffectiveLeadership += (gSkillTraitValues.ubSLEffectiveLevelAsStandby * NUM_SKILL_TRAITS( pLeader, SQUADLEADER_NT ));
}
if ( bLevelDifference >= 0 )
{
// If leader is within range of his leadership stat
if (usEffectiveRangeToLeader <= usEffectiveLeadership+1)
{
// The difference in experience level is important!
usEffectiveLeadership += bLevelDifference;
// Reduce effective leadership with every 3 tiles of distance
usEffectiveLeadership -= usEffectiveRangeToLeader-1;
// If this is the best leader we've seen so far,
if (usEffectiveLeadership > usBestLeader)
{
// Set this as the best leader
usBestLeader = usEffectiveLeadership;
}
// Friends within range always give at least one tolerance bonus point.
usFriendBonus += 1;
}
}
}
// Incapacitated or heavily suppressed friends will not be good for our tolerance!
else if ( (pLeader->aiData.bShock > pSoldier->aiData.bShock || pLeader->stats.bLife < OKLIFE) )
{
usEffectiveRangeToLeader = PythSpacesAway( pSoldier->sGridNo, pLeader->sGridNo );
// If they are no more than 5 tiles away,
if (usEffectiveRangeToLeader <= 5)
{
// Penalty is based on the difference between experience levels, and the range between them,
// and is never less than 1 point.
usEffectiveLeadership = (pLeader->stats.bExpLevel - pSoldier->stats.bExpLevel) / __max(1,(usEffectiveRangeToLeader/2));
usFriendBonus -= __max(1, usEffectiveLeadership);
}
// SANDRO - however, dead squadleader is very bad for our psychics
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pLeader, SQUADLEADER_NT ) &&
( pLeader->flags.uiStatusFlags & SOLDIER_DEAD ) && usEffectiveRangeToLeader <= 10 )
{
usFriendBonus -= ( gSkillTraitValues.ubSLDeathMoralelossMultiplier * NUM_SKILL_TRAITS( pLeader, SQUADLEADER_NT ));
}
}
}
// If we did find someone who's a good enough leader to help us out,
if (usBestLeader > 0)
{
// Add his leadership bonus, minus the point we got for him before. He'll give at least one
// point, like anybody else.
usFriendBonus += __max(usBestLeader-1, 1);
}
// Add no more than five points for nearby friends.
usFriendBonus = __min(usFriendBonus, 5);
usFriendBonus = __max(usFriendBonus, -5);
sModifier += usFriendBonus;
return(sModifier);
}
#ifdef JA2UB
void SetMsgBoxForPlayerBeNotifiedOfSomeoneElseInSector()
{
//if the player in the same sector as MANUEL
if( !CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector() )
{
return;
}
gJa25SaveStruct.fShouldMsgBoxComeUpSayingSomeoneImportantIsInSector = TRUE;
}
void HandleThePlayerBeNotifiedOfSomeoneElseInSector()
{
//if we shouldnt be here, get out
if( !gJa25SaveStruct.fShouldMsgBoxComeUpSayingSomeoneImportantIsInSector )
{
return;
}
//if somehting else is going on, leave
if( gTacticalStatus.fAutoBandageMode ||
DialogueActive( ) ||
gTacticalStatus.fAutoBandagePending ||
guiPendingScreen == MSG_BOX_SCREEN ||
guiCurrentScreen == MSG_BOX_SCREEN ||
AreWeInAUIMenu( )
)
{
return;
}
gJa25SaveStruct.fShouldMsgBoxComeUpSayingSomeoneImportantIsInSector = FALSE;
//if the player in the same sector as MANUEL
if( !CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector() )
{
return;
}
DoMessageBox( MSG_BOX_BASIC_STYLE, zNewTacticalMessages[ TACT_MSG__SOMEONE_ELSE_IN_SECTOR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
BOOLEAN CanMsgBoxForPlayerToBeNotifiedOfSomeoneElseInSector()
{
// ATE: if this is a custom map, return
/* if ( gbWorldSectorZ == 0 )
{
if ( SectorInfo[ SECTOR( gWorldSectorY, gWorldSectorX ) ].fCustomSector )
{
return( FALSE );
}
}
*/
if( ( gWorldSectorX == gMercProfiles[ MANUEL_UB ].sSectorX && gWorldSectorY == gMercProfiles[ MANUEL_UB ].sSectorY && gbWorldSectorZ == gMercProfiles[ MANUEL_UB ].bSectorZ ) )
{
//IF MANUEL is already hired
if( gMercProfiles[ MANUEL_UB ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
{
//then we shouldnt display the message
return( FALSE );
}
return( TRUE );
}
return( FALSE );
}
INT8 NumMercsOnPlayerTeam( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
UINT8 ubCount = 0;
cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pSoldier++)
{
if( pSoldier->bActive && pSoldier->stats.bLife > 0 )
{
ubCount++;
}
}
return( ubCount );
}
void HandleDisplayingOfPlayerLostDialogue( )
{
//if the laptop transmitter is broken, and the player doesnt have any other team members
if( gubQuest[ QUEST_FIX_LAPTOP ] != QUESTDONE && NumMercsOnPlayerTeam( ) == 0 && gGameUBOptions.LaptopQuestEnabled == TRUE )
{
gJa25SaveStruct.ubDisplayPlayerLostMsgBox = 1;
}
}
#endif
static UINT8 prisonerdialoguetargetID = NOBODY;
void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
{
// check ubExitValue to see whether we actually want to go through (2)
if ( ubExitValue != 2
|| prisonerdialoguetargetID == NOBODY
|| gusSelectedSoldier == NOBODY )
return;
SOLDIERTYPE* pSoldier = MercPtrs[prisonerdialoguetargetID];
if ( !pSoldier )
return;
INT16 approachselected = DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().GetSelectedEntryKey();
UINT8 approachchance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, approachselected );
// you can never turn a VIP (though we don't tell the player if someone is a VIP, lest they have an exploit to find out)
if ( pSoldier->usSoldierFlagMask & SOLDIER_VIP )
approachchance = 0;
// as using random numbers to pass the check would result in players savescumming, use a number based on the soldier's stats
UINT32 soldierconsistentnumber = ( 23 * EffectiveAgility( pSoldier, FALSE ) + 83 * EffectiveExplosive( pSoldier ) + 19 * EffectiveMarksmanship( pSoldier ) + 92 * pSoldier->stats.bLifeMax ) % 100;
if ( soldierconsistentnumber < approachchance )
{
pSoldier->usSoldierFlagMask2 |= SOLDIER_TURNCOAT;
AddOneTurncoat( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->ubSoldierClass );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szTurncoatText[0], pSoldier->GetName() );
// increase intel penalty. We can only try to convert enemies if the penalty is low, and having a high penalty means we can't mine intel for a few hours but have to hide
MercPtrs[gusSelectedSoldier]->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 1;
StatChange( MercPtrs[gusSelectedSoldier], EXPERAMT, 2, FROM_SUCCESS );
StatChange( MercPtrs[gusSelectedSoldier], LDRAMT, 4, FROM_SUCCESS );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szTurncoatText[1], pSoldier->GetName() );
// increase intel penalty. We can only try to convert enemies if the penalty is low, and having a high penalty means we can't mine intel for a few hours but have to hide
MercPtrs[gusSelectedSoldier]->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 4;
StatChange( MercPtrs[gusSelectedSoldier], EXPERAMT, 1, FROM_FAILURE );
StatChange( MercPtrs[gusSelectedSoldier], LDRAMT, 1, FROM_FAILURE );
}
// explain that suspicion is so high that we have to stop
if ( MercPtrs[gusSelectedSoldier]->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] >= 20 )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szTurncoatText[2] );
// use up resources spent, regardless of whether or not we were successful
if ( approachselected == 3 )
{
INT32 bribeamount = 10 * min( 10, CurrentPlayerProgressPercentage() );
// substract money spent
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, MercPtrs[gusSelectedSoldier]->ubProfile, GetWorldTotalMin(), -bribeamount );
}
else if ( approachselected == 4 )
{
int intelbribeneeded = max( 2, ( CurrentPlayerProgressPercentage() + 5 ) / 10 );
AddIntel( -intelbribeneeded, TRUE );
}
// spend AP
DeductPoints( MercPtrs[gusSelectedSoldier], APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT );
//ReduceAttackBusyCount();
}
CHAR16 gTurncoatDropdownText[4][256];
void HandleTurncoatAttempt( SOLDIERTYPE* pSoldier )
{
// abort if bad pointer, or not an enemy and not a capturable civilian
if ( pSoldier
&& pSoldier->bTeam == ENEMY_TEAM
&& pSoldier->ubProfile == NO_PROFILE
&& !( pSoldier->usSoldierFlagMask2 & SOLDIER_TURNCOAT )
&& !gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition
&& !pSoldier->RecognizeAsCombatant( gusSelectedSoldier ) )
{
// remember the target's ID
prisonerdialoguetargetID = pSoldier->ubID;
UINT8 ubCurrentProgress = CurrentPlayerProgressPercentage();
std::vector<std::pair<INT16, STR16> > dropdownvector_1;
INT16 cnt = 1;
UINT8 chance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt );
swprintf( gTurncoatDropdownText[cnt-1], szTurncoatText[3], chance );
dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) );
++cnt;
chance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt );
swprintf( gTurncoatDropdownText[cnt - 1], szTurncoatText[4], chance );
dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) );
++cnt;
INT32 balance = GetCurrentBalance();
INT32 bribeamount = 10 * min( 10, ubCurrentProgress );
if ( bribeamount <= balance )
{
chance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt );
swprintf( gTurncoatDropdownText[cnt - 1], szTurncoatText[5], bribeamount, chance );
dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) );
}
++cnt;
FLOAT intelreserve = GetIntel();
int intelbribeneeded = max( 2, ( ubCurrentProgress + 5 ) / 10 );
if ( intelbribeneeded <= intelreserve )
{
chance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, cnt );
swprintf( gTurncoatDropdownText[cnt - 1], szTurncoatText[6], intelbribeneeded, chance );
dropdownvector_1.push_back( std::make_pair( cnt, gTurncoatDropdownText[cnt - 1] ) );
}
DropDownTemplate<DROPDOWNNR_MSGBOX_1>::getInstance().SetEntries( dropdownvector_1 );
wcscpy( gzUserDefinedButton1, szTurncoatText[8] );
wcscpy( gzUserDefinedButton2, pEpcMenuStrings[4] );
DoMessageBox( MSG_BOX_BASIC_STYLE, szTurncoatText[7], GAME_SCREEN, ( MSG_BOX_FLAG_GENERIC_TWO_BUTTONS | MSG_BOX_FLAG_DROPDOWN_1 ),
TurnCoatAttemptMessageBoxCallBack, NULL );
}
}
void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
{
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt=0;
BOOLEAN success = FALSE;
if ( ubExitValue == 1 )
{
DeductPoints( MercPtrs[gusSelectedSoldier], APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT );
if ( !gGameExternalOptions.fEnemyCanSurrender )
{
StartCivQuote( MercPtrs[prisonerdialoguetargetID] );
return;
}
// we have to remove the region, as we are calling a message from within a messagebox
MSYS_RemoveRegion(&(gMsgBox.BackRegion) );
// we determine the chance that enemy will surrender. This depends on the strength of our and their side
UINT32 playersidestrength = 0;
UINT32 enemysidestrength = 0;
// player team
UINT32 firstid = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
// if we are disguised as a civilian, the enemy does not take us into the equation - he does not consider us
if ( pSoldier->usSoldierFlagMask & SOLDIER_COVERT_CIV )
;
// if we are disguised as a soldier, the enemy counts us on HIS team
else if ( pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
enemysidestrength += pSoldier->GetSurrenderStrength();
else
// player side counts double, to put more emphasize on overwhelming the enemy with mercs and not just spamming militia
playersidestrength += 2 * pSoldier->GetSurrenderStrength();
}
}
// militia team
firstid = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
lastid = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
playersidestrength += pSoldier->GetSurrenderStrength();
}
}
GetSoldier( &pSoldier, gusSelectedSoldier );
// if the merc asking for surrender is experienced in capitulation negotiations, we get a bonus to our strength
if ( pSoldier )
playersidestrength = (playersidestrength * (100 + pSoldier->GetBackgroundValue(BG_PERC_CAPITULATION))) / 100;
// Capturing profile-based NPCs would be desirable, but is a good way to break quests. Due to this, we don't allow capturing them.
// As it would be odd if the entire enemy team surrenders apart from one guy, we don't allow surrender, no matter the surrender strength, if a hostile profile-based NPC is around.
// We also don't allow surrender if the enemy has a tank.
// We justify this storywise by these soldiers being very determined leaders who don't allow surrender categorically.
BOOLEAN fNoSurrender = FALSE;
// enemy team and creature team (bandits can be captured)
firstid = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
lastid = gTacticalStatus.Team[CREATURE_TEAM].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
enemysidestrength += pSoldier->GetSurrenderStrength();
if ( pSoldier->ubProfile != NO_PROFILE || ARMED_VEHICLE(pSoldier) || ENEMYROBOT(pSoldier) )
fNoSurrender = TRUE;
}
}
// hostile civs
firstid = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
// hostile civs with a profile cannot be captured, as stated above, the entire team cannot surrender
if ( !pSoldier->aiData.bNeutral && pSoldier->bSide == 1 && zCivGroupName[pSoldier->ubCivilianGroup].fCanBeCaptured && pSoldier->ubProfile != NO_PROFILE )
fNoSurrender = TRUE;
// a civilian can only be captured if his faction is allowed to. This should prevent the player from exploiting a huge numerical superiority against small enemy groups, like lone assassins.
if ( !pSoldier->CanBeCaptured() )
continue;
// if a civilian is not neutral and on the enemy side, add his strength to the team
enemysidestrength += pSoldier->GetSurrenderStrength( );
}
}
// enemy team gets a bonus if it has officers around
UINT8 officertype = OFFICER_NONE;
if ( HighestEnemyOfficersInSector( officertype ) )
{
enemysidestrength = enemysidestrength * (1.0f + gGameExternalOptions.dEnemyOfficerSurrenderStrengthBonus * officertype);
}
// print out values
if ( gGameExternalOptions.fDisplaySurrenderSValues )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SURRENDER_VALUES], playersidestrength, gGameExternalOptions.fSurrenderMultiplier * enemysidestrength );
// perhaps this can be fleshed out more, for now, let's see if this is acceptable behaviour
if ( !fNoSurrender && playersidestrength >= gGameExternalOptions.fSurrenderMultiplier * enemysidestrength )
{
// it is enough to simply set all soldiers to captured
firstid = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
lastid = gTacticalStatus.Team[ CIV_TEAM ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
// can this guy be captured?
if ( !pSoldier->CanBeCaptured( ) )
continue;
// only if not dying
if( pSoldier->stats.bLife >= OKLIFE )
{
pSoldier->usSoldierFlagMask |= SOLDIER_POW;
// Remove as target
RemoveManAsTarget( pSoldier );
}
}
}
// dynamic opinion: a merc caused the remaining enemies to give up
if (gGameExternalOptions.fDynamicOpinions && gusSelectedSoldier != NOBODY )
HandleDynamicOpinionChange( MercPtrs[gusSelectedSoldier], OPINIONEVENT_BATTLE_TOOK_PRISONER, TRUE, TRUE );
}
else
{
if ( fNoSurrender )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_SURRENDER_LEADER] );
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_SURRENDER] );
// if asking for surrender while undercover and the enemy refuses, he learns who you are, so he uncovers you
if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
MercPtrs[ gusSelectedSoldier ]->LooseDisguise();
if ( gSkillTraitValues.fCOStripIfUncovered )
MercPtrs[ gusSelectedSoldier ]->Strip();
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->GetName() );
}
}
}
// we offered to surrender OURSELVES TO the enemy
else if ( ubExitValue == 2 )
{
DeductPoints( MercPtrs[gusSelectedSoldier], APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT );
if ( !gGameExternalOptions.fPlayerCanAsktoSurrender || MercPtrs[prisonerdialoguetargetID]->bTeam == CREATURE_TEAM )
{
StartCivQuote( MercPtrs[prisonerdialoguetargetID] );
return;
}
// in order for this to work, there must be no militia present, the enemy must not already have offered asked you to surrender, and certain quests may not be active
if ( !( gTacticalStatus.fEnemyFlags & ENEMY_OFFERED_SURRENDER ) && gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
{
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED || ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE && gubQuest[ QUEST_INTERROGATION ] == QUESTNOTSTARTED ) )
{
gTacticalStatus.fEnemyFlags |= ENEMY_OFFERED_SURRENDER;
// CJC Dec 1 2002: fix multiple captures
BeginCaptureSquence();
// Do capture....
uiCnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pSoldier = MercPtrs[ uiCnt ]; uiCnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++uiCnt, ++pSoldier)
{
// Are we active and in sector.....
if ( pSoldier->bActive && pSoldier->bInSector )
{
if ( pSoldier->stats.bLife != 0 )
{
EnemyCapturesPlayerSoldier( pSoldier );
RemoveSoldierFromTacticalSector( pSoldier, TRUE );
}
}
}
EndCaptureSequence( );
gfSurrendered = TRUE;
SetCustomizableTimerCallbackAndDelay( 3000, CaptureTimerCallback, FALSE );
success = TRUE;
}
}
if ( !success )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[ STR_PRISONER_REFUSE_TAKE_PRISONERS ] );
}
}
// we distract the enemy by essentially talking them to death
else if ( ubExitValue == 3 )
{
DeductPoints( MercPtrs[gusSelectedSoldier], APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT );
// Flugente: if we are disguised and talk to a non-profile NPC, we will continue to 'chat' with the enemy as long as we aren't ordered to do something else.
// This way we can easily order our spies to 'distract' enemies
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) &&
pSoldier->bTeam == gbPlayerNum &&
MercPtrs[prisonerdialoguetargetID] &&
MercPtrs[prisonerdialoguetargetID]->bTeam == ENEMY_TEAM &&
MercPtrs[prisonerdialoguetargetID]->ubProfile == NO_PROFILE &&
MercPtrs[prisonerdialoguetargetID]->aiData.bAlertStatus < STATUS_RED &&
!MercPtrs[prisonerdialoguetargetID]->RecognizeAsCombatant( gusSelectedSoldier ) )
{
// both soldiers face each other
pSoldier->EVENT_SetSoldierDesiredDirection( GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, MercPtrs[prisonerdialoguetargetID]->sGridNo ) );
MercPtrs[prisonerdialoguetargetID]->EVENT_SetSoldierDesiredDirection( GetDirectionToGridNoFromGridNo( MercPtrs[prisonerdialoguetargetID]->sGridNo, pSoldier->sGridNo ) );
MercPtrs[prisonerdialoguetargetID]->usChatPartnerID = gusSelectedSoldier;
pSoldier->usChatPartnerID = prisonerdialoguetargetID;
}
else
{
// normal dialog
StartCivQuote( MercPtrs[prisonerdialoguetargetID] );
}
}
else
{
// rftr: try to recruit a turncoat
if (gSkillTraitValues.fCOTurncoats == TRUE &&
GetSoldier( &pSoldier, gusSelectedSoldier ) &&
pSoldier->bTeam == gbPlayerNum &&
MercPtrs[prisonerdialoguetargetID] &&
MercPtrs[prisonerdialoguetargetID]->bTeam == ENEMY_TEAM &&
MercPtrs[prisonerdialoguetargetID]->ubProfile == NO_PROFILE &&
MercPtrs[prisonerdialoguetargetID]->aiData.bAlertStatus < STATUS_RED &&
!MercPtrs[prisonerdialoguetargetID]->RecognizeAsCombatant( gusSelectedSoldier ) )
{
MSYS_RemoveRegion(&(gMsgBox.BackRegion));
pSoldier->UseSkill(SKILLS_CREATE_TURNCOAT, MercPtrs[prisonerdialoguetargetID]->sGridNo, MercPtrs[prisonerdialoguetargetID]->ubID);
// AP reduction is handled inside the turncoat attempt flow (TurnCoatAttemptMessageBoxCallBack)
}
else
{
// normal dialog
DeductPoints( MercPtrs[gusSelectedSoldier], APBPConstants[AP_TALK], 0, UNTRIGGERED_INTERRUPT );
StartCivQuote(MercPtrs[prisonerdialoguetargetID]);
}
}
ReduceAttackBusyCount( );
}
// Flugente: disguised mercs can distract enemies by talking to them. In order to display that, we sometimes display excerpts of their 'chats'
void CheckChatPartners()
{
if ( guiCurrentScreen == GAME_SCREEN )
{
if ( !CivQuoteActive() )
{
static BOOLEAN fMercQuoteThisTime = TRUE;
SOLDIERTYPE* pSoldier = NULL;
for ( int ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++ubLoop )
{
pSoldier = MercPtrs[ubLoop];
if ( pSoldier && pSoldier->bVisible && pSoldier->usChatPartnerID != NOBODY && MercPtrs[pSoldier->usChatPartnerID]->bVisible )
{
INT16 sScreenX, sScreenY;
if ( fMercQuoteThisTime )
GetSoldierScreenPos( pSoldier, &sScreenX, &sScreenY );
else
GetSoldierScreenPos( MercPtrs[pSoldier->usChatPartnerID], &sScreenX, &sScreenY );
if ( gsVIEWPORT_START_X <= sScreenX &&
gsVIEWPORT_END_X >= sScreenX &&
gsVIEWPORT_WINDOW_START_Y <= sScreenY &&
gsVIEWPORT_WINDOW_END_Y >= sScreenY )
{
if ( fMercQuoteThisTime )
BeginChatQuote( pSoldier, sScreenX, sScreenY );
else
BeginChatQuote( MercPtrs[pSoldier->usChatPartnerID], sScreenX, sScreenY );
fMercQuoteThisTime = !fMercQuoteThisTime;
break;
}
}
}
}
}
}
// Flugente: offer the enemy the chance to surrender
void HandleSurrenderOffer( SOLDIERTYPE* pSoldier )
{
// abort if bad pointer, or not an enemy and not a capturable civilian
if ( !pSoldier || !pSoldier->CanBeCaptured( ) )
return;
// remember the target's ID
prisonerdialoguetargetID = pSoldier->ubID;
if (gGameExternalOptions.fEnemyCanSurrender && pSoldier->CanBeCaptured())
{
// open a dialogue box and see whether we really want to offer this, or just talk
wcscpy(gzUserDefinedButton[0], TacticalStr[PRISONER_DEMAND_SURRENDER_STR]);
}
else
{
wcscpy(gzUserDefinedButton[0], TacticalStr[PRISONER_TALK_STR]);
}
if (gGameExternalOptions.fPlayerCanAsktoSurrender && pSoldier->bTeam != CREATURE_TEAM)
wcscpy( gzUserDefinedButton[1], TacticalStr[ PRISONER_OFFER_SURRENDER_STR ] );
else
wcscpy( gzUserDefinedButton[1], TacticalStr[PRISONER_TALK_STR] );
if ( pSoldier->bTeam == ENEMY_TEAM &&
pSoldier->ubProfile == NO_PROFILE &&
pSoldier->aiData.bAlertStatus < STATUS_RED &&
!pSoldier->RecognizeAsCombatant( gusSelectedSoldier ) )
{
wcscpy( gzUserDefinedButton[2], TacticalStr[PRISONER_DISTRACT_STR] );
wcscpy( gzUserDefinedButton[3], TacticalStr[gSkillTraitValues.fCOTurncoats == TRUE ? PRISONER_RECRUIT_TURNCOAT_STR : PRISONER_TALK_STR] );
}
else
{
wcscpy( gzUserDefinedButton[2], TacticalStr[PRISONER_TALK_STR] );
wcscpy( gzUserDefinedButton[3], TacticalStr[PRISONER_TALK_STR] );
}
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ PRISONER_OFFER_SURRENDER ], guiCurrentScreen, MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS, PrisonerSurrenderMessageBoxCallBack, NULL );
}
void TeamDropAll(UINT8 bTeam, BOOLEAN fForce)
{
if ( bTeam > PLAYER_PLAN )
return;
// not if there is a battle going on
if ( (gTacticalStatus.uiFlags & INCOMBAT ) && !fForce )
return;
// not if this team is hostile to us
if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide )
return;
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d drops all items for inspection!", bTeam );
#endif
SOLDIERTYPE *pSoldier;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
// if soldier is in the current sector, drop all equipment (that has the TAKEN_BY_MILITIA-flag set)
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
pSoldier->DropSectorEquipment();
}
}
}
void TeamRestock(UINT8 bTeam)
{
if ( bTeam > PLAYER_PLAN )
return;
// not if there is a battle going on
if ( (gTacticalStatus.uiFlags & INCOMBAT ) )
return;
// not if this team is hostile to us
if ( gTacticalStatus.Team[ gbPlayerNum ].bSide != gTacticalStatus.Team[ bTeam ].bSide )
return;
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Team %d restocks gear from sector inventory!", bTeam );
#endif
SOLDIERTYPE *pSoldier;
UINT32 uiCnt = 0;
UINT32 firstid = gTacticalStatus.Team[ bTeam ].bFirstID;
UINT32 lastid = gTacticalStatus.Team[ bTeam ].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[ uiCnt ]; uiCnt <= lastid; ++uiCnt, ++pSoldier)
{
if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
// the function fills a createstruct, so create one
SOLDIERCREATE_STRUCT createstruct;
// we first have to copy over all our currently equipped items, otherwise we might overwrite them later
createstruct.Inv = pSoldier->inv;
TakeMilitiaEquipmentfromSector(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &createstruct, pSoldier->ubSoldierClass);
// replace our inventory with the new one
pSoldier->inv = createstruct.Inv;
// we took new gear, so we can drop it again
pSoldier->usSoldierFlagMask &= ~SOLDIER_EQUIPMENT_DROPPED;
}
}
}
// are we allowed to steal access this guy's inventory?
BOOLEAN AllowedToStealFromTeamMate( UINT8 ubID, UINT8 ubTargetID )
{
if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && MercPtrs[ubID]->bTeam == MercPtrs[ubTargetID]->bTeam && !AM_AN_EPC(MercPtrs[ubTargetID]) && !IsVehicle(MercPtrs[ubTargetID]) )
return TRUE;
return FALSE;
}
// Flugente: is a soldier profile already used?
BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr)
{
if ( aType < 0 || aType > 5 )
return FALSE;
UINT8 searchedclass = SOLDIER_CLASS_ADMINISTRATOR;
switch( aType )
{
case 1:
searchedclass = SOLDIER_CLASS_ARMY;
break;
case 2:
searchedclass = SOLDIER_CLASS_ELITE;
break;
case 3:
searchedclass = SOLDIER_CLASS_GREEN_MILITIA;
break;
case 4:
searchedclass = SOLDIER_CLASS_REG_MILITIA;
break;
case 5:
searchedclass = SOLDIER_CLASS_ELITE_MILITIA;
break;
}
SOLDIERTYPE* pSoldier = NULL;
for( INT32 i = gTacticalStatus.Team[ usTeam ].bFirstID; i <= gTacticalStatus.Team[ usTeam ].bLastID; ++i )
{
pSoldier = MercPtrs[ i ];
if ( pSoldier && pSoldier->ubSoldierClass == searchedclass && pSoldier->usSoldierProfile == aNr )
return TRUE;
}
return FALSE;
}
UINT16 GetNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aPrisoners[] )
{
if ( !pSectorInfo )
return 0;
UINT16 sum = 0;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
{
aPrisoners[i] = pSectorInfo->uiNumberOfPrisonersOfWar[i];
sum += pSectorInfo->uiNumberOfPrisonersOfWar[i];
}
return sum;
}
UINT16 GetNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aPrisoners[] )
{
if ( !pSectorInfo )
return 0;
UINT16 sum = 0;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
{
aPrisoners[i] = pSectorInfo->uiNumberOfPrisonersOfWar[i];
sum += pSectorInfo->uiNumberOfPrisonersOfWar[i];
}
return sum;
}
void ChangeNumberOfPrisoners( SECTORINFO *pSectorInfo, INT16 aPrisoners[] )
{
if ( !pSectorInfo )
return;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
pSectorInfo->uiNumberOfPrisonersOfWar[i] = max( 0, min( 255, pSectorInfo->uiNumberOfPrisonersOfWar[i] + aPrisoners[i] ) );
}
void ChangeNumberOfPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo, INT16 aPrisoners[] )
{
if ( !pSectorInfo )
return;
for ( int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i )
pSectorInfo->uiNumberOfPrisonersOfWar[i] = max( 0, min( 255, pSectorInfo->uiNumberOfPrisonersOfWar[i] + aPrisoners[i] ) );
}
void DeleteAllPrisoners( SECTORINFO *pSectorInfo )
{
if ( !pSectorInfo )
return;
for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
pSectorInfo->uiNumberOfPrisonersOfWar[i] = 0;
}
void DeleteAllPrisoners( UNDERGROUND_SECTORINFO *pSectorInfo )
{
if ( !pSectorInfo )
return;
for (int i = PRISONER_ADMIN; i < PRISONER_MAX; ++i)
pSectorInfo->uiNumberOfPrisonersOfWar[i] = 0;
}
// used when the player kills a prisoner. We kill off high-value prisoners first, to punish this kind of behaviour
void KillOnePrisoner( SECTORINFO *pSectorInfo )
{
if ( !pSectorInfo )
return;
for ( int i = PRISONER_OFFICER; i >= PRISONER_ADMIN; --i )
{
if ( pSectorInfo->uiNumberOfPrisonersOfWar[i] )
{
pSectorInfo->uiNumberOfPrisonersOfWar[i] -= 1;
break;
}
}
}
INT8 CalcEffectiveShockLevel( SOLDIERTYPE * pSoldier )
{
INT8 bShockForCower = pSoldier->aiData.bShock;
if ( gGameOptions.fNewTraitSystem )
{
// Squadleader's resistance to cowering
if ( HAS_SKILL_TRAIT( pSoldier, SQUADLEADER_NT ))
{
bShockForCower = (INT8)(bShockForCower * (100 - gSkillTraitValues.ubSLFearResistance * NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT )) / 100.0f + 0.5f);
}
// Check for character traits
if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_INTELLECTUAL ) )
{
bShockForCower = (INT8)(bShockForCower * 23.0f / 20.0f + 0.5f); // +15% as shock
}
else if ( DoesMercHavePersonality( pSoldier, CHAR_TRAIT_DAUNTLESS ) )
{
bShockForCower = (INT8)(bShockForCower * 17.0f / 20.0f + 0.5f); // -15% as shock
}
// Flugente: personal fear resistance
bShockForCower = (INT8)(bShockForCower * (100 - pSoldier->GetFearResistanceBonus()) / 100.0f + 0.5f);
}
return bShockForCower;
}
// Flugente: count number of enemy officers
UINT8 HighestEnemyOfficersInSector( UINT8& aType )
{
SOLDIERTYPE* pSoldier;
INT32 cnt = 0;
UINT8 num = 0;
UINT8 type = OFFICER_NONE;
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; pSoldier++, ++cnt )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
// count officers, but do not count those that we have already captured
if ( (pSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER) && !(pSoldier->usSoldierFlagMask & SOLDIER_POW) )
{
// officers with double squadleader trait are captains, otherwise lieutnant
aType = max( aType, NUM_SKILL_TRAITS( pSoldier, SQUADLEADER_NT) );
++num;
}
}
}
return num;
}
// count all soldiers in the current sector that have a specific flag set
UINT16 NumSoldiersWithFlagInSector( UINT8 aTeam, UINT32 aFlag )
{
SOLDIERTYPE* pSoldier;
INT32 cnt = 0;
UINT8 num = 0;
for ( cnt = gTacticalStatus.Team[aTeam].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[aTeam].bLastID; pSoldier++, ++cnt )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
if ( pSoldier->usSoldierFlagMask & aFlag )
{
++num;
}
}
}
return num;
}
UINT16 NumSoldiersofClassWithFlag2InSector( UINT8 aTeam, UINT8 aSoldierClass, UINT32 aFlag )
{
SOLDIERTYPE* pSoldier;
INT32 cnt = 0;
UINT16 num = 0;
for ( cnt = gTacticalStatus.Team[aTeam].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[aTeam].bLastID; pSoldier++, ++cnt )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 )
{
if ( (pSoldier->usSoldierFlagMask2 & aFlag)
&& pSoldier->ubSoldierClass == aSoldierClass )
{
++num;
}
}
}
return num;
}
INT32 GetClosestSoldierWithFlag( UINT8 aTeam, UINT32 aFlag )
{
INT32 sBestGridNo = NOWHERE;
return sBestGridNo;
}
// Flugente: VIP targets
// can a new VIP be created?
BOOLEAN VIPSlotFree()
{
// TODO: somehow keep track of all VIPs so far, including the dead ones
return TRUE;
}
BOOLEAN SectorHasVIP( INT16 sMapX, INT16 sMapY )
{
return (StrategicMap[SECTOR(sMapX, sMapY)].usFlags & ENEMY_VIP_PRESENT);
}
BOOLEAN PlayerKnowsAboutVIP( INT16 sMapX, INT16 sMapY )
{
return (StrategicMap[SECTOR( sMapX, sMapY )].usFlags & ENEMY_VIP_PRESENT_KNOWN);
}
BOOLEAN TownHasVIP( INT8 bTownId )
{
for ( INT32 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
{
for ( INT32 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
{
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].bNameId == bTownId && SectorHasVIP( iCounterA, iCounterB ) )
{
return TRUE;
}
}
}
return FALSE;
}
BOOLEAN GetRandomEnemyTownSector(INT8 bTownId, UINT16& aSector)
{
UINT16 usSector = 0;
std::vector<UINT16> possiblesectors;
for ( INT16 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
{
for ( INT16 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
{
usSector = CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB );
if ( StrategicMap[usSector].bNameId == bTownId && NumNonPlayerTeamMembersInSector( iCounterA, iCounterB, ENEMY_TEAM ) > 0 && !SectorHasVIP( iCounterA, iCounterB ) )
{
possiblesectors.push_back( usSector );
}
}
}
if ( !possiblesectors.empty( ) )
{
// select a random town
UINT16 tmpSector = possiblesectors[Random( possiblesectors.size( ) )];
// as the game decides to be a dick, CALCULATE_STRATEGIC_INDEX(x, y) and SECTOR(x, y) are INCOMPATIBLE. Which is obscene, considering their liberate use throughout the code
aSector = STRATEGIC_INDEX_TO_SECTOR_INFO( tmpSector );
return TRUE;
}
return false;
}
// Get a possible sector for a VIP to spawn in. Note: we do not spawn new VIPs in Meduna - VIPs that escape move there instead
BOOLEAN GetPossibleVIPSector( UINT16& aSector)
{
std::vector<INT8> possibletowns;
for ( INT8 town = FIRST_TOWN; town <= NUM_TOWNS; ++town )
{
// VIPs don't spawn in Meduna on first try
if ( town == MEDUNA )
continue;
// San Mona is also out, as the army has no permanent presence there
if ( town == SAN_MONA )
continue;
// no tiny towns
if ( GetTownSectorSize( town ) < 2 )
continue;
// if this town already has a VIP, skip it
if ( TownHasVIP( town ) )
continue;
// VIPs only spawn in sectors that are completely under enemy control. This makes hunting them down much more challenging ;-)
if ( GetTownSectorsUnderControl( town ) == 0 )
possibletowns.push_back(town);
}
if ( !possibletowns.empty() )
{
// select a random town
INT8 spawntown = possibletowns[Random( possibletowns.size() )];
if ( GetRandomEnemyTownSector( spawntown, aSector ) )
return TRUE;
}
return FALSE;
}
// Get the location of a VIP we do not yet know about
BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector )
{
UINT16 usSector = 0;
std::vector<UINT16> possiblesectors;
for ( INT32 iCounterA = 1; iCounterA < (INT32)(MAP_WORLD_X - 1); ++iCounterA )
{
for ( INT32 iCounterB = 1; iCounterB < (INT32)(MAP_WORLD_Y - 1); ++iCounterB )
{
usSector = CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB );
if ( SectorHasVIP( iCounterA, iCounterB ) && !PlayerKnowsAboutVIP( iCounterA, iCounterB ) )
{
usSector = CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB );
possiblesectors.push_back( usSector );
}
}
}
if ( !possiblesectors.empty( ) )
{
// select a random sector
UINT16 tmpSector = possiblesectors[Random( possiblesectors.size( ) )];
// as the game decides to be a dick, CALCULATE_STRATEGIC_INDEX(x, y) and SECTOR(x, y) are INCOMPATIBLE. Which is obscene, considering their liberate use throughout the code
aSector = STRATEGIC_INDEX_TO_SECTOR_INFO( tmpSector );
return TRUE;
}
return FALSE;
}
extern FACETYPE *gpCurrentTalkingFace;
void UpdateFastForwardMode(SOLDIERTYPE* pSoldier, INT8 bAction)
{
BOOLEAN fAction = FALSE;
// check if fast forward mode disabled - do nothing
if (!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] || is_networked)
{
return;
}
// check if improved auto fast forwarding enabled
if (!gGameExternalOptions.fImprovedAutoFastForward)
{
return;
}
// if [-] key is pressed - do nothing
if (IsFastForwardKeyPressed())
{
return;
}
switch (bAction)
{
case AI_ACTION_TOSS_PROJECTILE:
case AI_ACTION_KNIFE_MOVE:
case AI_ACTION_FIRE_GUN:
case AI_ACTION_THROW_KNIFE:
case AI_ACTION_STEAL_MOVE:
fAction = TRUE;
break;
}
// fast forward mode is only possible in turnbased combat only for invisible opponents
if (!(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) ||
pSoldier->flags.uiStatusFlags & SOLDIER_PC ||
pSoldier->bVisible == TRUE ||
gTacticalStatus.ubCurrentTeam == gbPlayerNum ||
gTacticalStatus.bBoxingState != NOT_BOXING ||
gTacticalStatus.uiFlags & ENGAGED_IN_CONV ||
gpCurrentTalkingFace != NULL && gpCurrentTalkingFace->fTalking ||
fAction)
{
if (IsFastForwardMode())
{
SetFastForwardMode(FALSE);
}
return;
}
// invisible opponent in turnbased combat - enable fast forward mode
SetFastForwardMode(TRUE);
}
void DeleteVIP( INT16 sMapX, INT16 sMapY )
{
if ( StrategicMap[SECTOR( sMapX, sMapY )].usFlags & ENEMY_VIP_PRESENT_KNOWN )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"An important enemy VIP has been removed!" );
}
// if no other VIPs are here, delete flags
if ( NumSoldiersWithFlagInSector( ENEMY_TEAM, SOLDIER_VIP ) + NumSoldiersWithFlagInSector( CIV_TEAM, SOLDIER_VIP ) < 2 )
{
StrategicMap[SECTOR( sMapX, sMapY )].usFlags &= ~(ENEMY_VIP_PRESENT | ENEMY_VIP_PRESENT_KNOWN);
}
gStrategicStatus.usVIPsLeft = max( 0, gStrategicStatus.usVIPsLeft - 1 );
}
void VIPFleesToMeduna()
{
// not if we are already in Meduna
if ( StrategicMap[CALCULATE_STRATEGIC_INDEX( gWorldSectorX, gWorldSectorY )].bNameId != MEDUNA )
{
if ( StrategicMap[SECTOR( gWorldSectorX, gWorldSectorY )].usFlags & ENEMY_VIP_PRESENT_KNOWN )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"An enemy VIP has evaded your forces. You have no clue about his whereabouts" );
}
// if no other VIPs are here, delete flags
if ( NumSoldiersWithFlagInSector( ENEMY_TEAM, SOLDIER_VIP ) + NumSoldiersWithFlagInSector( CIV_TEAM, SOLDIER_VIP ) == 1 )
{
StrategicMap[SECTOR( gWorldSectorX, gWorldSectorY )].usFlags &= ~(ENEMY_VIP_PRESENT | ENEMY_VIP_PRESENT_KNOWN);
}
UINT16 usSector = 0;
if ( GetRandomEnemyTownSector( MEDUNA, usSector ) )
{
// place new VIP in sector
StrategicMap[usSector].usFlags |= ENEMY_VIP_PRESENT;
// increase troop count - VIP plus bodyguards
SectorInfo[usSector].ubNumElites += 5;
}
}
}
BOOLEAN CoweringShockLevel( SOLDIERTYPE * pSoldier )
{
INT8 bTolerance = CalcSuppressionTolerance( pSoldier );
INT8 bShock = CalcEffectiveShockLevel( pSoldier );
// check that character is cowering
if (bShock >= bTolerance )
{
return TRUE;
}
return FALSE;
}
// Flugente: is any member of a specific civilian faction still alive in the current sector?
BOOLEAN IsCivFactionMemberAliveInSector( UINT8 usCivilianGroup )
{
SOLDIERTYPE *pSoldier = NULL;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
UINT16 cnt = gTacticalStatus.Team[CIV_TEAM].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++cnt, ++pSoldier )
{
if ( pSoldier->bActive && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
{
if ( pSoldier->ubCivilianGroup == usCivilianGroup && pSoldier->stats.bLife > 0 )
return TRUE;
}
}
return FALSE;
}
BOOLEAN IsFreeSlotAvailable( int aTeam )
{
SOLDIERTYPE *pSoldier;
INT32 cnt = gTacticalStatus.Team[aTeam].bFirstID;
// run through list
for ( pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[aTeam].bLastID; ++cnt, ++pSoldier )
{
if ( !pSoldier->bActive )
{
return TRUE;
}
}
return FALSE;
}