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* Fixing upper/lower case for includes types.h, zconf.h and zlib.h were renamed so that global includes like Types.h are not used.
313 lines
8.6 KiB
C++
313 lines
8.6 KiB
C++
#include "sgp.h"
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#include "Game Clock.h"
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#include "Font Control.h"
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#include "Timer Control.h"
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#include "Overhead.h"
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#include "Game Clock.h"
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#include "message.h"
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#include "worlddef.h"
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#include "Rotting Corpses.h"
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#include "Soldier Create.h"
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#include "Soldier Add.h"
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#include "Isometric Utils.h"
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#include "Animation Data.h"
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#include "Animation Control.h"
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#include "Tactical Turns.h"
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#include "Smell.h"
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#include "opplist.h"
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#include "Queen Command.h"
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#include "Dialogue Control.h"
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#include "SmokeEffects.h"
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#include "LightEffects.h"
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#include "Campaign.h"
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#include "Soldier macros.h"
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#include "strategicmap.h"
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#include "random.h"
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#include "Explosion Control.h"
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#include "Dialogue Control.h" // added by Flugente
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#include "Reinforcement.h"
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extern void DecayPublicOpplist( INT8 bTeam );
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//not in overhead.h!
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extern UINT8 NumEnemyInSector();
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#ifdef JA2UB
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//no uB
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#else
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void HandleRPCDescription( )
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{
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// WDS - make number of mercenaries, etc. be configurable
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std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc = 0;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt2;
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BOOLEAN fSAMSite = FALSE;
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if ( !gTacticalStatus.fCountingDownForGuideDescription )
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{
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return;
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}
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// ATE: postpone if we are not in tactical
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if ( guiCurrentScreen != GAME_SCREEN )
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{
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return;
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}
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if ( ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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return;
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}
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// Are we a SAM site?
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if ( gTacticalStatus.ubGuideDescriptionToUse == 27 ||
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gTacticalStatus.ubGuideDescriptionToUse == 30 ||
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gTacticalStatus.ubGuideDescriptionToUse == 32 ||
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gTacticalStatus.ubGuideDescriptionToUse == 25 ||
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gTacticalStatus.ubGuideDescriptionToUse == 31 )
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{
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fSAMSite = TRUE;
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gTacticalStatus.bGuideDescriptionCountDown = 1;
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}
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// ATE; Don't do in combat
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if ( ( gTacticalStatus.uiFlags & INCOMBAT ) && !fSAMSite )
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{
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return;
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}
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// Don't do if enemy in sector
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if ( NumEnemyInSector( ) && !fSAMSite )
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{
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return;
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}
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gTacticalStatus.bGuideDescriptionCountDown--;
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if ( gTacticalStatus.bGuideDescriptionCountDown == 0 )
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{
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gTacticalStatus.fCountingDownForGuideDescription = FALSE;
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// OK, count how many rpc guys we have....
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// set up soldier ptr as first element in mercptrs list
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cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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if (gTacticalStatus.ubGuideDescriptionToUse != 100)
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{
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// run through list
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for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
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{
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// Add guy if he's a candidate...
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if ( RPC_RECRUITED( pTeamSoldier ) )
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{
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
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pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
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pTeamSoldier->bSectorZ == gbWorldSectorZ &&
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!pTeamSoldier->flags.fBetweenSectors )
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{
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if ( pTeamSoldier->ubProfile == IRA ||
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pTeamSoldier->ubProfile == MIGUEL ||
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pTeamSoldier->ubProfile == CARLOS ||
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pTeamSoldier->ubProfile == DIMITRI )
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{
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ubMercsInSector[ubNumMercs] = (UINT8)cnt2;
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++ubNumMercs;
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}
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}
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}
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}
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ubMercsInSector[ubChosenMerc]], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
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}
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}
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// Flugente: special value signifies lua-based quotes
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if ( !ubNumMercs || gTacticalStatus.ubGuideDescriptionToUse == 100 )
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{
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// run through list
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cnt2 = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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for ( pTeamSoldier = MercPtrs[cnt2]; cnt2 <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt2, pTeamSoldier++ )
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{
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
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pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
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pTeamSoldier->bSectorZ == gbWorldSectorZ &&
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!pTeamSoldier->flags.fBetweenSectors )
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{
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AdditionalTacticalCharacterDialogue_CallsLua( pTeamSoldier, ADE_SECTOR_COMMENTARY );
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}
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}
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}
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}
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}
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#endif
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void HandleTacticalEndTurn( )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT32 uiTime;
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static UINT32 uiTimeSinceLastStrategicUpdate = 0;
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// OK, Do a number of things here....
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// Every few turns......
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SetFastForwardMode(FALSE); // Cancel FF at end of battle
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SetClockSpeedPercent(gGameExternalOptions.fClockSpeedPercent); // sevenfm: set default clock speed
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// Get time elasped
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uiTime = GetWorldTotalSeconds( );
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if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
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{
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HandleRottingCorpses( );
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//DecayTacticalMoraleModifiers();
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uiTimeSinceLastStrategicUpdate = uiTime;
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}
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DecayBombTimers( );
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DecayLightEffects( uiTime );
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DecaySmokeEffects( uiTime );
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// Decay smells
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//DecaySmells();
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// Decay blood
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DecayBloodAndSmells( uiTime );
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// decay AI warning values from corpses
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DecayRottingCorpseAIWarnings();
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HandleEnvironmentHazard( );
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if(gGameExternalOptions.gfAllowReinforcements)//dnl ch68 100913
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{
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if ( gTacticalStatus.Team[ENEMY_TEAM].bTeamActive || gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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gTacticalStatus.Team[MILITIA_TEAM].bTeamActive || gfPendingNonPlayerTeam[MILITIA_TEAM] )
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++guiTurnCnt;
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else
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guiTurnCnt = 0;
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//Check for enemy pooling (add enemies if there happens to be more than the max in the
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//current battle. If one or more slots have freed up, we can add them now.
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AddPossiblePendingEnemiesToBattle();
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AddPossiblePendingMilitiaToBattle();
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}
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// Loop through each active team and decay public opplist...
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// May want this done every few times too
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NonCombatDecayPublicOpplist( uiTime );
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/*
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for( cnt = 0; cnt < MAXTEAMS; cnt++ )
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{
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if ( gTacticalStatus.Team[ cnt ].bMenInSector > 0 )
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{
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// decay team's public opplist
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DecayPublicOpplist( (INT8)cnt );
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}
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}
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*/
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// First pass:
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// Loop through our own mercs:
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// Check things like ( even if not in our sector )
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// 1 ) All updates of breath, shock, bleeding, etc
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// 2 ) Updating First AID, etc
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// ( If in our sector: )
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// 3 ) Update things like decayed opplist, etc
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// Second pass:
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// Loop through all mercs in tactical engine
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// If not a player merc ( ubTeam ) , do things like 1 , 2 , 3 above
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// First exit if we are not in realtime combat or realtime noncombat
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if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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BeginLoggingForBleedMeToos( TRUE );
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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// Handle everything from getting breath back, to bleeding, etc
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pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
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if (!AM_A_ROBOT(pSoldier))
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{
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// Handle Player services
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HandlePlayerServices( pSoldier );
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// if time is up, turn off xray
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if ( pSoldier->uiXRayActivatedTime && uiTime > pSoldier->uiXRayActivatedTime + XRAY_TIME )
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{
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TurnOffXRayEffects( pSoldier );
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}
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// Handle stat changes if ness.
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//if ( fCheckStats )
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//{
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//// UpdateStats( pSoldier );
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//}
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// Flugente: update multi-turn actions
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pSoldier->UpdateMultiTurnAction();
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}
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}
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}
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BeginLoggingForBleedMeToos( FALSE );
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// OK, loop through the mercs to perform 'end turn' events on each...
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// We're looping through only mercs in tactical engine, ignoring our mercs
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// because they were done earilier...
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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{
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pSoldier = MercSlots[ cnt ];
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if ( pSoldier != NULL )
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{
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if ( pSoldier->bTeam != gbPlayerNum )
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{
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// Handle everything from getting breath back, to bleeding, etc
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pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
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// Handle Player services
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HandlePlayerServices( pSoldier );
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}
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}
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}
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}
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#ifdef JA2UB
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// HandleRPCDescription( );
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#else
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HandleRPCDescription( );
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#endif
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// Flugente: Cool down/decay all items not in a soldier's inventory
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CoolDownWorldItems();
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// Flugente: raise zombies if in gamescreen and option set
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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RaiseZombies();
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}
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}
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