Files
source/Strategic/strategic.cpp
T

129 lines
3.2 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Strategic.h"
#include "Types.h"
#include "Squads.h"
#include "jascreens.h"
#include "Assignments.h"
#include "Interface Control.h"
#include "Overhead.h"
#include "Music Control.h"
#include "Soldier Profile.h"
#include "Dialogue Control.h"
#include "personnel.h"
#include "Tactical Save.h"
#include "Isometric Utils.h"
#endif
StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y];
extern BOOLEAN fReDrawFace;
BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
{
// add the guy to the dead list
//AddCharacterToDeadList( pSoldier );
// If in a vehicle, remove them!
if( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != -1 ) )
{
// remove from vehicle
TakeSoldierOutOfVehicle( pSoldier );
}
// if not in mapscreen
if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
// ATE; At least make them dead!
if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
}
else if( ( pSoldier -> bLife == 0 )&&( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
{
// died in mapscreen
fReDrawFace = TRUE;
// dead
if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
//s et breath and breath max to 0
pSoldier -> bBreath = pSoldier->bBreathMax = 0;
// rebuild list
ReBuildCharactersList( );
// ste merc as dead
// pSoldier->fUIdeadMerc = TRUE;
// attempt o remove character from squad
RemoveCharacterFromSquads( pSoldier );
// handle any passign comments by grunts
HandleSoldierDeadComments( pSoldier );
// put the dead guys down
AddDeadSoldierToUnLoadedSector( ( UINT8 ) ( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ), pSoldier->bSectorZ, pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
StopTimeCompression();
}
return( TRUE );
}
void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
{
INT32 cnt = 0;
SOLDIERTYPE *pTeamSoldier;
INT8 bBuddyIndex;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// see if this was the friend of a living merc
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bLife >= OKLIFE && pTeamSoldier->bActive )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
switch( bBuddyIndex )
{
case 0:
// buddy #1 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_ONE_KILLED );
break;
case 1:
// buddy #2 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_TWO_KILLED );
break;
case 2:
// learn to like buddy died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_MERC_KILLED );
break;
default:
break;
}
}
}
return;
}