mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
814 lines
15 KiB
C++
814 lines
15 KiB
C++
#ifdef PRECOMPILEDHEADERS
|
|
#include "Tactical All.h"
|
|
#else
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
#include "wcheck.h"
|
|
#include "stdlib.h"
|
|
#include "debug.h"
|
|
#include "soldier control.h"
|
|
#include "weapons.h"
|
|
#include "handle items.h"
|
|
#include "worlddef.h"
|
|
#include "worldman.h"
|
|
#include "rotting corpses.h"
|
|
#include "tile cache.h"
|
|
#include "isometric utils.h"
|
|
#include "animation control.h"
|
|
#include "utilities.h"
|
|
#include "game clock.h"
|
|
#include "soldier create.h"
|
|
#include "renderworld.h"
|
|
#include "tile animation.h"
|
|
#include "merc entering.h"
|
|
#include "sound control.h"
|
|
#include "strategic.h"
|
|
#include "strategicmap.h"
|
|
#include "Handle UI.h"
|
|
#include "squads.h"
|
|
#include "english.h"
|
|
#include "cursors.h"
|
|
#include "cursor control.h"
|
|
#endif
|
|
|
|
#define MAX_MERC_IN_HELI 20
|
|
#define MAX_HELI_SCRIPT 30
|
|
#define ME_SCRIPT_DELAY 100
|
|
#define NUM_PER_HELI_RUN 6
|
|
|
|
enum
|
|
{
|
|
HELI_APPROACH,
|
|
HELI_MOVETO,
|
|
HELI_BEGINDROP,
|
|
HELI_DROP,
|
|
HELI_ENDDROP,
|
|
HELI_MOVEAWAY,
|
|
HELI_EXIT,
|
|
NUM_HELI_STATES
|
|
|
|
} HeliStateEnums;
|
|
|
|
enum
|
|
{
|
|
HELI_REST,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVEY,
|
|
HELI_MOVELARGERY,
|
|
HELI_HANDLE_DROP,
|
|
HELI_SHOW_HELI,
|
|
|
|
HELI_GOTO_BEGINDROP,
|
|
HELI_GOTO_DROP,
|
|
HELI_GOTO_EXIT,
|
|
HELI_GOTO_MOVETO,
|
|
HELI_GOTO_MOVEAWAY,
|
|
HELI_DONE,
|
|
|
|
|
|
} HeliCodes;
|
|
|
|
|
|
UINT8 ubHeliScripts[ NUM_HELI_STATES ][ MAX_HELI_SCRIPT ] =
|
|
{
|
|
// HELI_APPROACH
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_GOTO_MOVETO,
|
|
|
|
// MOVE TO
|
|
HELI_SHOW_HELI,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_MOVEY,
|
|
HELI_GOTO_BEGINDROP,
|
|
|
|
// HELI_BEGIN_DROP
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_MOVE_DOWN,
|
|
HELI_GOTO_DROP,
|
|
|
|
// Heli Begin Drop
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
HELI_MOVESMALL_UP,
|
|
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_MOVESMALL_DOWN,
|
|
HELI_GOTO_DROP,
|
|
|
|
// HELI END DROP
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_MOVE_UP,
|
|
HELI_GOTO_MOVEAWAY,
|
|
|
|
// MOVE AWAY
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_MOVELARGERY,
|
|
HELI_GOTO_EXIT,
|
|
|
|
// HELI EXIT
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_REST,
|
|
HELI_DONE,
|
|
};
|
|
|
|
|
|
BOOLEAN gfHandleHeli = FALSE;
|
|
UINT8 gusHeliSeats[ MAX_MERC_IN_HELI ];
|
|
INT8 gbNumHeliSeatsOccupied = 0;
|
|
|
|
BOOLEAN gfFirstGuyDown = FALSE;
|
|
|
|
UINT32 uiSoundSample;
|
|
INT16 gsGridNoSweetSpot;
|
|
INT16 gsHeliXPos;
|
|
INT16 gsHeliYPos;
|
|
FLOAT gdHeliZPos;
|
|
INT16 gsHeliScript;
|
|
UINT8 gubHeliState;
|
|
UINT32 guiHeliLastUpdate;
|
|
INT8 gbCurDrop;
|
|
INT8 gbExitCount;
|
|
INT8 gbHeliRound;
|
|
|
|
BOOLEAN fFadingHeliIn = FALSE;
|
|
BOOLEAN fFadingHeliOut = FALSE;
|
|
|
|
BOOLEAN gfIngagedInDrop = FALSE;
|
|
|
|
ANITILE *gpHeli;
|
|
BOOLEAN gfFirstHeliRun;
|
|
|
|
|
|
void HandleFirstHeliDropOfGame( );
|
|
|
|
|
|
|
|
|
|
|
|
void ResetHeliSeats( )
|
|
{
|
|
gbNumHeliSeatsOccupied = 0;
|
|
}
|
|
|
|
void AddMercToHeli( UINT8 ubID )
|
|
{
|
|
INT32 cnt;
|
|
|
|
if ( gbNumHeliSeatsOccupied < MAX_MERC_IN_HELI )
|
|
{
|
|
// Check if it already exists!
|
|
for ( cnt = 0; cnt < gbNumHeliSeatsOccupied; cnt++ )
|
|
{
|
|
if ( gusHeliSeats[ cnt ] == ubID )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
gusHeliSeats[ gbNumHeliSeatsOccupied ] = ubID;
|
|
gbNumHeliSeatsOccupied++;
|
|
}
|
|
}
|
|
|
|
|
|
void StartHelicopterRun( INT16 sGridNoSweetSpot )
|
|
{
|
|
INT16 sX, sY;
|
|
|
|
gsGridNoSweetSpot = sGridNoSweetSpot;
|
|
|
|
if ( gbNumHeliSeatsOccupied == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
InterruptTime();
|
|
PauseGame();
|
|
LockPauseState( 20 );
|
|
|
|
ConvertGridNoToCenterCellXY( sGridNoSweetSpot, &sX, &sY );
|
|
|
|
gsHeliXPos = sX - ( 2 * CELL_X_SIZE );
|
|
gsHeliYPos = sY - ( 10 * CELL_Y_SIZE );
|
|
//gsHeliXPos = sX - ( 3 * CELL_X_SIZE );
|
|
//gsHeliYPos = sY + ( 4 * CELL_Y_SIZE );
|
|
gdHeliZPos = 0;
|
|
gsHeliScript = 0;
|
|
gbCurDrop = 0;
|
|
gbExitCount = 0;
|
|
gbHeliRound = 1;
|
|
|
|
gubHeliState = HELI_APPROACH;
|
|
guiHeliLastUpdate = GetJA2Clock( );
|
|
|
|
// Start sound
|
|
uiSoundSample = PlayJA2Sample( HELI_1, RATE_11025, 0, 10000, MIDDLEPAN );
|
|
fFadingHeliIn = TRUE;
|
|
|
|
gfHandleHeli = TRUE;
|
|
|
|
gfFirstGuyDown = TRUE;
|
|
|
|
guiPendingOverrideEvent = LU_BEGINUILOCK;
|
|
}
|
|
|
|
|
|
void HandleHeliDrop( )
|
|
{
|
|
UINT8 ubScriptCode;
|
|
UINT32 uiClock;
|
|
//INT16 sWorldX, sWorldY;
|
|
INT32 iVol;
|
|
INT32 cnt;
|
|
ANITILE_PARAMS AniParams;
|
|
|
|
|
|
if ( gfHandleHeli )
|
|
{
|
|
if ( gCurrentUIMode != LOCKUI_MODE )
|
|
{
|
|
guiPendingOverrideEvent = LU_BEGINUILOCK;
|
|
}
|
|
|
|
if ( _KeyDown( ESC ) )
|
|
{
|
|
// Loop through all mercs not yet placed
|
|
for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
|
|
{
|
|
// Add merc to sector
|
|
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], 9, 1, 0 );
|
|
|
|
// Check for merc arrives quotes...
|
|
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
|
|
|
|
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name );
|
|
|
|
}
|
|
|
|
// Remove heli
|
|
DeleteAniTile( gpHeli );
|
|
|
|
RebuildCurrentSquad( );
|
|
|
|
// Remove sound
|
|
if( uiSoundSample!=NO_SAMPLE )
|
|
{
|
|
SoundStop( uiSoundSample );
|
|
}
|
|
|
|
gfHandleHeli = FALSE;
|
|
gfIgnoreScrolling = FALSE;
|
|
gbNumHeliSeatsOccupied = 0;
|
|
UnLockPauseState();
|
|
UnPauseGame();
|
|
|
|
|
|
// Select our first guy
|
|
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
|
|
|
|
//guiCurrentEvent = LU_ENDUILOCK;
|
|
//gCurrentUIMode = LOCKUI_MODE;
|
|
guiPendingOverrideEvent = LU_ENDUILOCK;
|
|
//UIHandleLUIEndLock( NULL );
|
|
|
|
HandleFirstHeliDropOfGame( );
|
|
return;
|
|
|
|
}
|
|
|
|
gfIgnoreScrolling = TRUE;
|
|
|
|
uiClock = GetJA2Clock( );
|
|
|
|
if ( ( uiClock - guiHeliLastUpdate ) > ME_SCRIPT_DELAY )
|
|
{
|
|
guiHeliLastUpdate = uiClock;
|
|
|
|
if(fFadingHeliIn)
|
|
{
|
|
if( uiSoundSample!=NO_SAMPLE )
|
|
{
|
|
iVol=SoundGetVolume( uiSoundSample );
|
|
iVol=__min( HIGHVOLUME, iVol+5);
|
|
SoundSetVolume(uiSoundSample, iVol);
|
|
if(iVol==HIGHVOLUME)
|
|
fFadingHeliIn=FALSE;
|
|
}
|
|
else
|
|
{
|
|
fFadingHeliIn=FALSE;
|
|
}
|
|
}
|
|
else if(fFadingHeliOut)
|
|
{
|
|
if( uiSoundSample!=NO_SAMPLE )
|
|
{
|
|
iVol=SoundGetVolume(uiSoundSample);
|
|
|
|
iVol=__max( 0, iVol-5);
|
|
|
|
SoundSetVolume(uiSoundSample, iVol);
|
|
if(iVol==0)
|
|
{
|
|
// Stop sound
|
|
SoundStop( uiSoundSample );
|
|
fFadingHeliOut=FALSE;
|
|
gfHandleHeli = FALSE;
|
|
gfIgnoreScrolling = FALSE;
|
|
gbNumHeliSeatsOccupied = 0;
|
|
guiPendingOverrideEvent = LU_ENDUILOCK;
|
|
UnLockPauseState();
|
|
UnPauseGame();
|
|
|
|
RebuildCurrentSquad( );
|
|
|
|
HandleFirstHeliDropOfGame( );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fFadingHeliOut=FALSE;
|
|
gfHandleHeli = FALSE;
|
|
gfIgnoreScrolling = FALSE;
|
|
gbNumHeliSeatsOccupied = 0;
|
|
guiPendingOverrideEvent = LU_ENDUILOCK;
|
|
UnLockPauseState();
|
|
UnPauseGame();
|
|
|
|
RebuildCurrentSquad( );
|
|
|
|
HandleFirstHeliDropOfGame( );
|
|
}
|
|
}
|
|
|
|
if ( gsHeliScript == MAX_HELI_SCRIPT )
|
|
{
|
|
return;
|
|
}
|
|
|
|
ubScriptCode = ubHeliScripts[ gubHeliState ][ gsHeliScript ];
|
|
|
|
// Switch on mode...
|
|
if ( gubHeliState == HELI_DROP )
|
|
{
|
|
if ( !gfIngagedInDrop )
|
|
{
|
|
INT8 bEndVal;
|
|
|
|
bEndVal = ( gbHeliRound * NUM_PER_HELI_RUN );
|
|
|
|
if ( bEndVal > gbNumHeliSeatsOccupied )
|
|
{
|
|
bEndVal = gbNumHeliSeatsOccupied;
|
|
}
|
|
|
|
// OK, Check if we have anybody left to send!
|
|
if ( gbCurDrop < bEndVal )
|
|
{
|
|
//sWorldX = CenterX( gsGridNoSweetSpot );
|
|
//sWorldY = CenterY( gsGridNoSweetSpot );
|
|
EVENT_InitNewSoldierAnim( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], HELIDROP, 0 , FALSE );
|
|
|
|
// Change insertion code
|
|
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
|
|
UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], 9, 1, 0 );
|
|
//EVENT_SetSoldierPosition( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], sWorldX, sWorldY );
|
|
|
|
// IF the first guy down, set squad!
|
|
if ( gfFirstGuyDown )
|
|
{
|
|
gfFirstGuyDown = FALSE;
|
|
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
|
|
}
|
|
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->name );
|
|
|
|
gbCurDrop++;
|
|
|
|
gfIngagedInDrop = TRUE;
|
|
}
|
|
else
|
|
{
|
|
if( gbExitCount == 0 )
|
|
{
|
|
gbExitCount = 2;
|
|
}
|
|
else
|
|
{
|
|
gbExitCount--;
|
|
|
|
if ( gbExitCount == 1 )
|
|
{
|
|
// Goto leave
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_ENDDROP;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch( ubScriptCode )
|
|
{
|
|
case HELI_REST:
|
|
|
|
break;
|
|
|
|
case HELI_MOVE_DOWN:
|
|
|
|
gdHeliZPos -= 1;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
case HELI_MOVE_UP:
|
|
|
|
gdHeliZPos += 1;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
case HELI_MOVESMALL_DOWN:
|
|
|
|
gdHeliZPos -= 0.25;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
case HELI_MOVESMALL_UP:
|
|
|
|
gdHeliZPos += 0.25;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
|
|
case HELI_MOVEY:
|
|
|
|
gpHeli->sRelativeY += 4;
|
|
break;
|
|
|
|
case HELI_MOVELARGERY:
|
|
|
|
gpHeli->sRelativeY += 6;
|
|
break;
|
|
|
|
case HELI_GOTO_BEGINDROP:
|
|
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_BEGINDROP;
|
|
break;
|
|
|
|
case HELI_SHOW_HELI:
|
|
|
|
// Start animation
|
|
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
|
|
AniParams.sGridNo = gsGridNoSweetSpot;
|
|
AniParams.ubLevelID = ANI_SHADOW_LEVEL;
|
|
AniParams.sDelay = 90;
|
|
AniParams.sStartFrame = 0;
|
|
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_LOOPING;
|
|
AniParams.sX = gsHeliXPos;
|
|
AniParams.sY = gsHeliYPos;
|
|
AniParams.sZ = (INT16)gdHeliZPos;
|
|
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH.STI" );
|
|
|
|
gpHeli = CreateAnimationTile( &AniParams );
|
|
break;
|
|
|
|
case HELI_GOTO_DROP:
|
|
|
|
// Goto drop animation
|
|
gdHeliZPos -= 0.25;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_DROP;
|
|
break;
|
|
|
|
case HELI_GOTO_MOVETO:
|
|
|
|
// Goto drop animation
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_MOVETO;
|
|
break;
|
|
|
|
case HELI_GOTO_MOVEAWAY:
|
|
|
|
// Goto drop animation
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_MOVEAWAY;
|
|
break;
|
|
|
|
case HELI_GOTO_EXIT:
|
|
|
|
if ( gbCurDrop < gbNumHeliSeatsOccupied )
|
|
{
|
|
// Start another run......
|
|
INT16 sX, sY;
|
|
|
|
ConvertGridNoToCenterCellXY( gsGridNoSweetSpot, &sX, &sY );
|
|
|
|
gsHeliXPos = sX - ( 2 * CELL_X_SIZE );
|
|
gsHeliYPos = sY - ( 10 * CELL_Y_SIZE );
|
|
gdHeliZPos = 0;
|
|
gsHeliScript = 0;
|
|
gbExitCount = 0;
|
|
gubHeliState = HELI_APPROACH;
|
|
gbHeliRound++;
|
|
|
|
// Ahh, but still delete the heli!
|
|
DeleteAniTile( gpHeli );
|
|
gpHeli = NULL;
|
|
}
|
|
else
|
|
{
|
|
// Goto drop animation
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_EXIT;
|
|
|
|
// Delete helicopter image!
|
|
DeleteAniTile( gpHeli );
|
|
gpHeli = NULL;
|
|
gfIgnoreScrolling = FALSE;
|
|
|
|
// Select our first guy
|
|
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
|
|
}
|
|
break;
|
|
|
|
case HELI_DONE:
|
|
|
|
// End
|
|
fFadingHeliOut = TRUE;
|
|
break;
|
|
}
|
|
|
|
gsHeliScript++;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void BeginMercEntering( SOLDIERTYPE *pSoldier, INT16 sGridNo )
|
|
{
|
|
ResetHeliSeats( );
|
|
|
|
AddMercToHeli( pSoldier->ubID );
|
|
|
|
|
|
StartHelicopterRun( sGridNo );
|
|
|
|
// Make sure AI does nothing.....
|
|
PauseAIUntilManuallyUnpaused();
|
|
}
|
|
|
|
|
|
void HandleFirstHeliDropOfGame( )
|
|
{
|
|
// Are we in the first heli drop?
|
|
if ( gfFirstHeliRun )
|
|
{
|
|
SyncStrategicTurnTimes();
|
|
|
|
// Call people to area
|
|
CallAvailableEnemiesTo( gsGridNoSweetSpot );
|
|
|
|
// Say quote.....
|
|
SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
|
|
|
|
// Start music
|
|
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
|
|
|
gfFirstHeliRun = FALSE;
|
|
|
|
}
|
|
|
|
// Send message to turn on ai again....
|
|
CharacterDialogueWithSpecialEvent( 0, 0, 0 , DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
|
|
|
|
}
|
|
|
|
|