mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
6107 lines
187 KiB
C++
6107 lines
187 KiB
C++
#include "builddefines.h"
|
|
|
|
#ifdef PRECOMPILEDHEADERS
|
|
#include "Strategic All.h"
|
|
#include "Loading Screen.h"
|
|
#include "Enemy Soldier Save.h"
|
|
#include "points.h"
|
|
#else
|
|
#include "strategicmap.h"
|
|
#include "strategic.h"
|
|
#include "Strategic Mines.h"
|
|
#include "types.h"
|
|
#include "memory.h"
|
|
#include <stdio.h>
|
|
#include <stdarg.h>
|
|
#include <math.h>
|
|
#include <time.h>
|
|
#include "jascreens.h"
|
|
#include "worlddef.h"
|
|
#include "Soldier Control.h"
|
|
#include "overhead.h"
|
|
#include "interface panels.h"
|
|
#include "isometric utils.h"
|
|
#include "Ambient Control.h"
|
|
#include "worlddef.h"
|
|
#include "worlddat.h"
|
|
#include "text.h"
|
|
#include "Soldier add.h"
|
|
#include "soldier macros.h"
|
|
#include "Strategic Pathing.h"
|
|
#include "soldier create.h"
|
|
#include "handle UI.h"
|
|
#include "faces.h"
|
|
#include "renderworld.h"
|
|
#include "gamescreen.h"
|
|
#include "game clock.h"
|
|
#include "Soldier Init List.h"
|
|
#include "strategic turns.h"
|
|
#include "merc entering.h"
|
|
#include "Map Information.h"
|
|
#include "Assignments.h"
|
|
#include "message.h"
|
|
#include "Font Control.h"
|
|
#include "environment.h"
|
|
#include "Game Events.h"
|
|
#include "quests.h"
|
|
#include "FileMan.h"
|
|
#include "animated progressbar.h"
|
|
#include "music control.h"
|
|
#include "fade screen.h"
|
|
#include "Strategic Movement.h"
|
|
#include "Campaign Types.h"
|
|
#include "sys globals.h"
|
|
#include "Exit Grids.h"
|
|
#include "Tactical Save.h"
|
|
#include "pathai.h"
|
|
#include "animation control.h"
|
|
#include "squads.h"
|
|
#include "worldman.h"
|
|
#include "Overhead.h"
|
|
#include "Strategic Town Loyalty.h"
|
|
#include "Queen Command.h"
|
|
#include "cursor control.h"
|
|
#include "PreBattle Interface.h"
|
|
#include "Shade Table Util.h"
|
|
#include "Scheduling.h"
|
|
#include "gameloop.h"
|
|
#include "Random.h"
|
|
#include "ai.h"
|
|
#include "opplist.h"
|
|
#include "keys.h"
|
|
#include "Tactical Placement GUI.h"
|
|
#include "Map Screen Helicopter.h"
|
|
#include "map edgepoints.h"
|
|
#include "Player Command.h"
|
|
#include "Event Pump.h"
|
|
#include "meanwhile.h"
|
|
#include "air raid.h"
|
|
#include "Strategic Mines.h"
|
|
#include "Creature Spreading.h"
|
|
#include "SaveLoadMap.h"
|
|
#include "Militia Control.h"
|
|
#include "gamesettings.h"
|
|
#include "dialogue control.h"
|
|
#include "Town Militia.h"
|
|
#include "sysutil.h"
|
|
#include "Sound Control.h"
|
|
#include "points.h"
|
|
#include "render dirty.h"
|
|
#include "Debug Control.h"
|
|
#include "expat.h"
|
|
#include "Loading Screen.h"
|
|
#include "Queen Command.h"
|
|
#include "Enemy Soldier Save.h"
|
|
#include "Boxing.h"
|
|
#include "NPC.h"
|
|
#include "Strategic Event Handler.h"
|
|
#include "MessageBoxScreen.h"
|
|
#include "interface dialogue.h"
|
|
#include "Map Screen Interface.h"
|
|
#include "history.h"
|
|
#include "Bullets.h"
|
|
#include "physics.h"
|
|
#include "Explosion Control.h"
|
|
#include "Auto Resolve.h"
|
|
#include "cursors.h"
|
|
#endif
|
|
|
|
#include "connect.h" //hayden added alot ""'s to get around client spawing random/different placed AI
|
|
#include "SaveLoadGame.h"
|
|
#include "Strategic Mines.h"
|
|
#include "Strategic Mines LUA.h"
|
|
#include "UndergroundInit.h"
|
|
|
|
#include "sgp_logger.h"
|
|
|
|
//forward declarations of common classes to eliminate includes
|
|
class OBJECTTYPE;
|
|
class SOLDIERTYPE;
|
|
|
|
|
|
//Used by PickGridNoToWalkIn
|
|
#define MAX_ATTEMPTS 200
|
|
|
|
#define QUEST_CHECK_EVENT_TIME ( 8 * 60 )
|
|
#define BOBBYRAY_UPDATE_TIME ( 9 * 60 )
|
|
#define INSURANCE_UPDATE_TIME 0
|
|
#define EARLY_MORNING_TIME ( 4 * 60 )
|
|
#define ENRICO_MAIL_TIME ( 7 * 60 )
|
|
|
|
enum
|
|
{
|
|
ABOUT_TO_LOAD_NEW_MAP,
|
|
ABOUT_TO_TRASH_WORLD,
|
|
};
|
|
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode );
|
|
|
|
extern INT32 gsRobotGridNo;
|
|
extern BOOLEAN gfUndergroundTacticalTraversal;
|
|
|
|
//extern MINE_LOCATION_TYPE gMineLocation[MAX_NUMBER_OF_MINES];
|
|
//extern MINE_STATUS_TYPE gMineStatus[MAX_NUMBER_OF_MINES];
|
|
|
|
|
|
extern void CalculateNonPersistantPBIInfo();
|
|
|
|
extern void MapScreenDefaultOkBoxCallback( UINT8 bExitValue );
|
|
|
|
extern BOOLEAN gfGettingNameFromSaveLoadScreen; // symbol already declared globally in SaveLoadScreen.cpp (jonathanl)
|
|
|
|
INT16 gWorldSectorX = 0;
|
|
INT16 gWorldSectorY = 0;
|
|
INT8 gbWorldSectorZ = -1;
|
|
|
|
INT16 gsAdjacentSectorX, gsAdjacentSectorY;
|
|
INT8 gbAdjacentSectorZ;
|
|
GROUP *gpAdjacentGroup = NULL;
|
|
UINT8 gubAdjacentJumpCode;
|
|
UINT32 guiAdjacentTraverseTime;
|
|
UINT8 gubTacticalDirection;
|
|
INT32 gsAdditionalData;//dnl ch56 151009
|
|
INT32 gusDestExitGridNo;
|
|
|
|
BOOLEAN fUsingEdgePointsForStrategicEntry = FALSE;
|
|
BOOLEAN gfInvalidTraversal = FALSE;
|
|
BOOLEAN gfLoneEPCAttemptingTraversal = FALSE;
|
|
BOOLEAN gfRobotWithoutControllerAttemptingTraversal = FALSE;
|
|
BOOLEAN gubLoneMercAttemptingToAbandonEPCs = 0;
|
|
INT8 gbPotentiallyAbandonedEPCSlotID = -1;
|
|
|
|
INT8 gbGreenToElitePromotions = 0;
|
|
INT8 gbGreenToRegPromotions = 0;
|
|
INT8 gbRegToElitePromotions = 0;
|
|
INT8 gbMilitiaPromotions = 0;
|
|
|
|
|
|
extern BOOLEAN gfUsePersistantPBI;
|
|
|
|
BOOLEAN gfUseAlternateMap = FALSE;
|
|
// whether or not we have found Orta yet
|
|
BOOLEAN fFoundOrta = FALSE;
|
|
|
|
UINT8 NUMBER_OF_SAMS;
|
|
|
|
// have any of the sam sites been found (actual values, saved to savegames)
|
|
BOOLEAN fSamSiteFound[ MAX_NUMBER_OF_SAMS ];
|
|
|
|
// original of previous for proper initialization of a new game
|
|
BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
|
|
|
|
// sectors with sam sites
|
|
INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
|
|
|
|
// girdno's of control terminal of sam site
|
|
INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
|
|
INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
|
|
|
|
// ATE: Update this w/ graphic used
|
|
// Use 3 if / orientation, 4 if \ orientation
|
|
INT8 gbSAMGraphicList[ MAX_NUMBER_OF_SAMS ];
|
|
|
|
INT8 gbMercIsNewInThisSector[ MAX_NUM_SOLDIERS ];
|
|
|
|
|
|
// the amount of time that a soldier will wait to return to desired/old squad
|
|
#define DESIRE_SQUAD_RESET_DELAY 12 * 60
|
|
|
|
BOOLEAN localizedMapTextOnly;
|
|
|
|
|
|
UINT8 ubSAMControlledSectors[ MAP_WORLD_Y ][ MAP_WORLD_X ];// = {
|
|
// 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
|
|
// 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
//
|
|
// 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 2, 2, 2, 2, 2, 2, 0, // A
|
|
// 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 0, // B
|
|
// 0, 1, 1, 1, 1, 1, 1, 1, 3, 2, 2, 2, 2, 2, 2, 2, 2, 0, // C
|
|
// 0, 1,01, 1, 1, 1, 1, 1, 3, 3, 2, 2, 2, 2, 2,02, 2, 0, // D
|
|
// 0, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 0, // E
|
|
// 0, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 0, // F
|
|
// 0, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 0, // G
|
|
// 0, 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // H
|
|
// 0, 1, 1, 3, 3, 3, 3, 3,03, 3, 3, 3, 3, 3, 2, 2, 2, 0, // I
|
|
// 0, 1, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // J
|
|
// 0, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // K
|
|
// 0, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // L
|
|
// 0, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 0, // M
|
|
// 0, 4, 4, 4,04, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 2, 0, // N
|
|
// 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 2, 0, // O
|
|
// 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 0, // P
|
|
//
|
|
// 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
|
|
//};
|
|
|
|
INT16 DirXIncrementer[8] =
|
|
{
|
|
0, //N
|
|
1, //NE
|
|
1, //E
|
|
1, //SE
|
|
0, //S
|
|
-1, //SW
|
|
-1, //W
|
|
-1 //NW
|
|
};
|
|
|
|
INT16 DirYIncrementer[8] =
|
|
{
|
|
-1, //N
|
|
-1, //NE
|
|
0, //E
|
|
1, //SE
|
|
1, //S
|
|
1, //SW
|
|
0, //W
|
|
-1 //NW
|
|
};
|
|
|
|
|
|
STR8 pVertStrings[]={
|
|
"X",
|
|
"A",
|
|
"B",
|
|
"C",
|
|
"D",
|
|
"E",
|
|
"F",
|
|
"G",
|
|
"H",
|
|
"I",
|
|
"J",
|
|
"K",
|
|
"L",
|
|
"M",
|
|
"N",
|
|
"O",
|
|
"P",
|
|
"Q",
|
|
"R",
|
|
};
|
|
|
|
STR8 pHortStrings[]={
|
|
"X",
|
|
"1",
|
|
"2",
|
|
"3",
|
|
"4",
|
|
"5",
|
|
"6",
|
|
"7",
|
|
"8",
|
|
"9",
|
|
"10",
|
|
"11",
|
|
"12",
|
|
"13",
|
|
"14",
|
|
"15",
|
|
"16",
|
|
"17",
|
|
};
|
|
|
|
// HEADROCK HAM 3.6: Array to hold user-defined sector names
|
|
CHAR16 gzSectorNames[256][4][MAX_SECTOR_NAME_LENGTH];
|
|
|
|
// moved to lua
|
|
//CHAR16 gzSectorUndergroundNames1[256][4][MAX_SECTOR_NAME_LENGTH];
|
|
//CHAR16 gzSectorUndergroundNames2[256][4][MAX_SECTOR_NAME_LENGTH];
|
|
//CHAR16 gzSectorUndergroundNames3[256][4][MAX_SECTOR_NAME_LENGTH];
|
|
|
|
BOOLEAN ReadInStrategicMapSectorTownNames(STR fileName, BOOLEAN localizedVersion);
|
|
|
|
void DoneFadeOutAdjacentSector( void );
|
|
void DoneFadeOutExitGridSector( void );
|
|
|
|
INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection );
|
|
INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts );
|
|
|
|
void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ );
|
|
void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup );
|
|
|
|
|
|
extern void InitializeTacticalStatusAtBattleStart();
|
|
|
|
extern HVSURFACE ghFrameBuffer;
|
|
extern BOOLEAN gfOverrideSector;
|
|
|
|
extern STR16 pBullseyeStrings[];
|
|
|
|
extern void HandleRPCDescription( );
|
|
|
|
#ifdef CRIPPLED_VERSION
|
|
void CrippledVersionFailureToLoadMapCallBack( UINT8 bExitValue );
|
|
void CrippledVersionFailureToLoadMapCheck();
|
|
#endif
|
|
|
|
|
|
//temp timer stuff -- to measure the time it takes to load a map.
|
|
#ifdef JA2TESTVERSION
|
|
extern INT16 gsAINumAdmins;
|
|
extern INT16 gsAINumTroops;
|
|
extern INT16 gsAINumElites;
|
|
extern INT16 gsAINumCreatures;
|
|
//The wrapper time for EnterSector
|
|
BOOLEAN fStartNewFile = TRUE;
|
|
UINT32 uiEnterSectorStartTime;
|
|
UINT32 uiEnterSectorEndTime;
|
|
//The grand total time for loading a map
|
|
UINT32 uiLoadWorldStartTime;
|
|
UINT32 uiLoadWorldEndTime;
|
|
//The time spent in FileRead
|
|
UINT32 uiTotalFileReadTime;
|
|
UINT32 uiTotalFileReadCalls;
|
|
//LoadWorld and parts
|
|
UINT32 uiLoadWorldTime;
|
|
UINT32 uiTrashWorldTime;
|
|
UINT32 uiLoadMapTilesetTime;
|
|
UINT32 uiLoadMapLightsTime;
|
|
UINT32 uiBuildShadeTableTime;
|
|
UINT32 uiNumTablesSaved;
|
|
UINT32 uiNumTablesLoaded;
|
|
UINT32 uiNumImagesReloaded;
|
|
#include "render dirty.h"
|
|
#include "tiledat.h"
|
|
#endif
|
|
|
|
// SAM externalization stuff
|
|
|
|
#define MAX_CHAR_DATA_LENGTH 500
|
|
#define INVALID_SAMSITE_INDEX -1
|
|
|
|
extern INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
|
|
extern INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
|
|
|
|
typedef enum
|
|
{
|
|
SAMSITE_ELEMENT_NONE = 0,
|
|
SAMSITE_ELEMENT_SAMINFO,
|
|
SAMSITE_ELEMENT_SAMLIST,
|
|
SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS,
|
|
SAMSITE_ELEMENT_MAP_ROW,
|
|
SAMSITE_ELEMENT_SAM,
|
|
SAMSITE_ELEMENT_INDEX,
|
|
SAMSITE_ELEMENT_SAMSECTOR,
|
|
SAMSITE_ELEMENT_SAMSECTOR_X,
|
|
SAMSITE_ELEMENT_SAMSECTOR_Y,
|
|
SAMSITE_ELEMENT_SAM_HIDDEN,
|
|
SAMSITE_ELEMENT_SAM_ORIENTATION,
|
|
SAMSITE_ELEMENT_SAM_GRIDNO_A,
|
|
SAMSITE_ELEMENT_SAM_GRIDNO_B
|
|
} SAMSITE_PARSE_STAGE;
|
|
|
|
typedef struct
|
|
{
|
|
UINT32 uiIndex;
|
|
INT16 samSectorX;
|
|
INT16 samSectorY;
|
|
BOOLEAN samHidden;
|
|
INT8 samOrientation;
|
|
INT32 samGridNoA;
|
|
INT32 samGridNoB;
|
|
} samInfo;
|
|
|
|
typedef struct
|
|
{
|
|
SAMSITE_PARSE_STAGE curElement;
|
|
|
|
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
|
|
samInfo curSamInfo;
|
|
UINT32 uiRowNumber;
|
|
UINT32 uiHighestIndex;
|
|
|
|
UINT32 currentDepth;
|
|
UINT32 maxReadDepth;
|
|
} samsiteParseData;
|
|
|
|
static void XMLCALL
|
|
samsiteStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
|
|
{
|
|
samsiteParseData * pData = (samsiteParseData *) userData;
|
|
|
|
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
|
|
{
|
|
|
|
if(strcmp(name, "SAM_INFO") == 0 && pData->curElement == SAMSITE_ELEMENT_NONE)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMINFO;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "SAM_CONTROLLED_SECTORS") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "MAP_ROW") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS)
|
|
{
|
|
UINT32 uiAttrIndex;
|
|
pData->curElement = SAMSITE_ELEMENT_MAP_ROW;
|
|
|
|
for(uiAttrIndex = 0;atts[uiAttrIndex] != NULL;uiAttrIndex += 2)
|
|
if(strcmp(atts[uiAttrIndex], "row") == 0)
|
|
{
|
|
pData->uiRowNumber = atol(atts[uiAttrIndex+1]);
|
|
break;
|
|
}
|
|
|
|
if(atts[uiAttrIndex] != NULL && pData->uiRowNumber < MAP_WORLD_Y)
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "SAMLIST") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMLIST;
|
|
|
|
memset( fSamSiteFoundOrig, 0, sizeof(fSamSiteFoundOrig) );
|
|
memset( pSamList, 0, sizeof(pSamList) );
|
|
memset( pSamGridNoAList, 0, sizeof(pSamGridNoAList) );
|
|
memset( pSamGridNoBList, 0, sizeof(pSamGridNoBList) );
|
|
memset( gbSAMGraphicList, 0, sizeof(gbSAMGraphicList) );
|
|
memset( gpSamSectorX, 0, sizeof(gpSamSectorX) );
|
|
memset( gpSamSectorY, 0, sizeof(gpSamSectorY) );
|
|
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "SAM") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMLIST)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
|
|
memset( &pData->curSamInfo, 0, sizeof(samInfo) );
|
|
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "samIndex") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_INDEX;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "samSector") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "x") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR_X;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "y") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR_Y;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "samHidden") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM_HIDDEN;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "samOrientation") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM_ORIENTATION;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "samGridNoA") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM_GRIDNO_A;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "samGridNoB") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM_GRIDNO_B;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
pData->szCharData[0] = '\0';
|
|
}
|
|
|
|
pData->currentDepth++;
|
|
|
|
}
|
|
|
|
static void XMLCALL
|
|
samsiteCharacterDataHandle(void *userData, const XML_Char *str, int len)
|
|
{
|
|
samsiteParseData * pData = (samsiteParseData *) userData;
|
|
|
|
if(pData->currentDepth <= pData->maxReadDepth && strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
|
|
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
|
|
}
|
|
|
|
|
|
static void XMLCALL
|
|
samsiteEndElementHandle(void *userData, const XML_Char *name)
|
|
{
|
|
samsiteParseData * pData = (samsiteParseData *) userData;
|
|
|
|
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
|
|
{
|
|
if(strcmp(name, "SAM_INFO") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMINFO)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_NONE;
|
|
}
|
|
else if(strcmp(name, "SAM_CONTROLLED_SECTORS") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMINFO;
|
|
}
|
|
else if(strcmp(name, "MAP_ROW") == 0 && pData->curElement == SAMSITE_ELEMENT_MAP_ROW)
|
|
{
|
|
STR8 curBuffer = pData->szCharData + strspn(pData->szCharData," \t\n\r");
|
|
UINT32 curCellIndex = 0;
|
|
UINT32 curNumber;
|
|
|
|
pData->curElement = SAMSITE_ELEMENT_SAM_CONTROLLED_SECTORS;
|
|
|
|
while(curBuffer[0] != '\0')
|
|
{
|
|
sscanf( curBuffer,"%d",&curNumber);
|
|
|
|
ubSAMControlledSectors[pData->uiRowNumber][curCellIndex] = curNumber;
|
|
|
|
curCellIndex++;
|
|
curBuffer += strcspn(curBuffer," \t\n\r\0");
|
|
curBuffer += strspn(curBuffer," \t\n\r");
|
|
}
|
|
}
|
|
else if(strcmp(name, "SAMLIST") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMLIST)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMINFO;
|
|
|
|
NUMBER_OF_SAMS = pData->uiHighestIndex;
|
|
}
|
|
else if(strcmp(name, "SAM") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMLIST;
|
|
|
|
if ( pData->curSamInfo.uiIndex != INVALID_SAMSITE_INDEX )
|
|
{
|
|
pData->curSamInfo.uiIndex--;
|
|
fSamSiteFoundOrig[ pData->curSamInfo.uiIndex ] = !pData->curSamInfo.samHidden;
|
|
gpSamSectorX [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samSectorX;
|
|
gpSamSectorY [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samSectorY;
|
|
pSamList [ pData->curSamInfo.uiIndex ] = SECTOR(pData->curSamInfo.samSectorX,pData->curSamInfo.samSectorY);
|
|
gbSAMGraphicList [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samOrientation;
|
|
pSamGridNoAList [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samGridNoA;
|
|
pSamGridNoBList [ pData->curSamInfo.uiIndex ] = pData->curSamInfo.samGridNoB;
|
|
}
|
|
}
|
|
else if(strcmp(name, "samIndex") == 0 && pData->curElement == SAMSITE_ELEMENT_INDEX)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
|
|
pData->curSamInfo.uiIndex = atol(pData->szCharData);
|
|
if ( !pData->curSamInfo.uiIndex || pData->curSamInfo.uiIndex > MAX_NUMBER_OF_SAMS )
|
|
{
|
|
pData->curSamInfo.uiIndex = INVALID_SAMSITE_INDEX;
|
|
}
|
|
else if ( pData->curSamInfo.uiIndex > pData->uiHighestIndex )
|
|
{
|
|
pData->uiHighestIndex = pData->curSamInfo.uiIndex;
|
|
}
|
|
}
|
|
else if(strcmp(name, "samSector") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
}
|
|
else if(strcmp(name, "x") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR_X)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR;
|
|
|
|
pData->curSamInfo.samSectorX = (INT16) atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "y") == 0 && pData->curElement == SAMSITE_ELEMENT_SAMSECTOR_Y)
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAMSECTOR;
|
|
|
|
pData->curSamInfo.samSectorY = (INT16) atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "samHidden") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_HIDDEN )
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
|
|
pData->curSamInfo.samHidden = (BOOLEAN)atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "samOrientation") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_ORIENTATION )
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
|
|
pData->curSamInfo.samOrientation = (INT8)atol(pData->szCharData);
|
|
if ( pData->curSamInfo.samOrientation != 3 || pData->curSamInfo.samOrientation != 4 )
|
|
{
|
|
pData->curSamInfo.samOrientation = 3;
|
|
}
|
|
}
|
|
else if(strcmp(name, "samGridNoA") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_GRIDNO_A )
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
|
|
pData->curSamInfo.samGridNoA = atol(pData->szCharData);
|
|
if ( pData->curSamInfo.samGridNoA >= WORLD_MAX )
|
|
{
|
|
pData->curSamInfo.samGridNoA = 0;
|
|
}
|
|
}
|
|
else if(strcmp(name, "samGridNoB") == 0 && pData->curElement == SAMSITE_ELEMENT_SAM_GRIDNO_B )
|
|
{
|
|
pData->curElement = SAMSITE_ELEMENT_SAM;
|
|
|
|
pData->curSamInfo.samGridNoB = atol(pData->szCharData);
|
|
if ( pData->curSamInfo.samGridNoB >= WORLD_MAX )
|
|
{
|
|
pData->curSamInfo.samGridNoB = 1;
|
|
}
|
|
}
|
|
pData->maxReadDepth--;
|
|
}
|
|
|
|
pData->currentDepth--;
|
|
}
|
|
|
|
BOOLEAN ReadInSAMInfo(STR fileName)
|
|
{
|
|
HWFILE hFile;
|
|
UINT32 uiBytesRead;
|
|
UINT32 uiFSize;
|
|
CHAR8 * lpcBuffer;
|
|
XML_Parser parser = XML_ParserCreate(NULL);
|
|
|
|
samsiteParseData pData;
|
|
|
|
|
|
|
|
// Open weapons file
|
|
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
|
|
if ( !hFile )
|
|
return( FALSE );
|
|
|
|
uiFSize = FileGetSize(hFile);
|
|
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
|
|
|
|
//Read in block
|
|
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
|
|
{
|
|
MemFree(lpcBuffer);
|
|
return( FALSE );
|
|
}
|
|
|
|
lpcBuffer[uiFSize] = 0; //add a null terminator
|
|
|
|
FileClose( hFile );
|
|
|
|
|
|
XML_SetElementHandler(parser, samsiteStartElementHandle, samsiteEndElementHandle);
|
|
XML_SetCharacterDataHandler(parser, samsiteCharacterDataHandle);
|
|
|
|
|
|
memset(&pData,0,sizeof(pData));
|
|
NUMBER_OF_SAMS = 0;
|
|
XML_SetUserData(parser, &pData);
|
|
|
|
|
|
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
|
|
{
|
|
CHAR8 errorBuf[511];
|
|
|
|
sprintf(errorBuf, "XML Parser Error in SamSites.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
|
|
LiveMessage(errorBuf);
|
|
|
|
MemFree(lpcBuffer);
|
|
return FALSE;
|
|
}
|
|
|
|
MemFree(lpcBuffer);
|
|
|
|
XML_ParserFree(parser);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN WriteInSAMInfo(STR fileName)
|
|
{
|
|
HWFILE hFile;
|
|
|
|
hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
|
|
if ( !hFile )
|
|
return( FALSE );
|
|
|
|
{
|
|
UINT32 x, y;
|
|
INT8 cnt;
|
|
|
|
|
|
FilePrintf(hFile,"<SAM_INFO>\r\n");
|
|
FilePrintf(hFile,"\t<SAMLIST>\r\n");
|
|
for(cnt = 0; cnt < NUMBER_OF_SAMS; cnt++)
|
|
{
|
|
FilePrintf(hFile,"\t\t<SAM>\r\n");
|
|
|
|
FilePrintf(hFile,"\t\t\t<samIndex>%d</samIndex>\r\n",cnt+1);
|
|
|
|
FilePrintf(hFile,"\t\t\t<samSector>\r\n");
|
|
FilePrintf(hFile,"\t\t\t\t<x>%d</x>\r\n",(pSamList[cnt]%16)+1);
|
|
FilePrintf(hFile,"\t\t\t\t<y>%d</y>\r\n",(pSamList[cnt]/16)+1);
|
|
FilePrintf(hFile,"\t\t\t</samSector>\r\n");
|
|
|
|
FilePrintf(hFile,"\t\t\t<samHidden>%d</samHidden>\r\n", !fSamSiteFound[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<samOrientation>%d</samOrientation>\r\n", gbSAMGraphicList[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<samGridNoA>%d</samGridNoA>\r\n", pSamGridNoAList[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<samGridNoB>%d</samGridNoB>\r\n", pSamGridNoBList[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t</SAM>\r\n");
|
|
}
|
|
FilePrintf(hFile,"\t</SAMLIST>\r\n");
|
|
|
|
FilePrintf(hFile,"\t<SAM_CONTROLLED_SECTORS>\r\n");
|
|
for(y = 0;y < MAP_WORLD_Y;y++)
|
|
{
|
|
FilePrintf(hFile,"\t\t<MAP_ROW row=\"%02d\">",y);
|
|
for(x = 0;x < MAP_WORLD_X;x++)
|
|
{
|
|
if(x < MAP_WORLD_X-1)
|
|
{
|
|
FilePrintf(hFile,"%2d ",ubSAMControlledSectors[y][x]);
|
|
}
|
|
else
|
|
FilePrintf(hFile,"%2d </MAP_ROW>\r\n",ubSAMControlledSectors[y][x]);
|
|
}
|
|
}
|
|
FilePrintf(hFile,"\t</SAM_CONTROLLED_SECTORS>\r\n");
|
|
FilePrintf(hFile,"</SAM_INFO>\r\n");
|
|
}
|
|
FileClose( hFile );
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
// town externalization stuff
|
|
INT8 NUM_TOWNS;
|
|
|
|
extern UINT8 gubTownRebelSentiment [ MAX_TOWNS ];
|
|
extern BOOLEAN gfTownUsesLoyalty [ MAX_TOWNS ];
|
|
extern BOOLEAN gfMilitiaAllowedInTown [ MAX_TOWNS ];
|
|
|
|
#define INVALID_TOWN_INDEX -1
|
|
|
|
typedef enum
|
|
{
|
|
CITYTABLE_ELEMENT_NONE = 0,
|
|
CITYTABLE_ELEMENT_CITYINFO,
|
|
CITYTABLE_ELEMENT_CITYTABLE,
|
|
CITYTABLE_ELEMENT_CITYTABLEROW,
|
|
CITYTABLE_ELEMENT_CITYLIST,
|
|
CITYTABLE_ELEMENT_CITY,
|
|
CITYTABLE_ELEMENT_INDEX,
|
|
CITYTABLE_ELEMENT_NAME,
|
|
CITYTABLE_ELEMENT_BASESECTOR,
|
|
CITYTABLE_ELEMENT_BASESECTOR_X,
|
|
CITYTABLE_ELEMENT_BASESECTOR_Y,
|
|
CITYTABLE_ELEMENT_TOWNPOINT,
|
|
CITYTABLE_ELEMENT_TOWNPOINT_X,
|
|
CITYTABLE_ELEMENT_TOWNPOINT_Y,
|
|
CITYTABLE_ELEMENT_USES_LOYALTY,
|
|
CITYTABLE_ELEMENT_REBEL_SENTIMENT,
|
|
CITYTABLE_ELEMENT_MILITIA
|
|
} CITYTABLE_PARSE_STAGE;
|
|
|
|
typedef struct
|
|
{
|
|
UINT32 uiIndex;
|
|
UINT8 ubBaseX;
|
|
UINT8 ubBaseY;
|
|
POINT townPoint;
|
|
BOOLEAN townUsesLoyalty;
|
|
UINT8 townRebelSentiment;
|
|
BOOLEAN townMilitiaAllowed;
|
|
CHAR8 cityName[MAX_TOWN_NAME_LENGHT];
|
|
} cityInfo;
|
|
|
|
typedef struct
|
|
{
|
|
CITYTABLE_PARSE_STAGE curElement;
|
|
|
|
CHAR8 szCharData[MAX_CHAR_DATA_LENGTH+1];
|
|
cityInfo curCityInfo;
|
|
|
|
//cityInfo * curArray; // ROMAN: added
|
|
//UINT32 maxArraySize; // ROMAN: added
|
|
|
|
UINT32 uiRowNumber;
|
|
UINT32 uiHighestIndex;
|
|
|
|
UINT32 currentDepth;
|
|
UINT32 maxReadDepth;
|
|
} citytableParseData;
|
|
|
|
static void XMLCALL
|
|
citytableStartElementHandle(void *userData, const XML_Char *name, const XML_Char **atts)
|
|
{
|
|
citytableParseData * pData = (citytableParseData *) userData;
|
|
|
|
memset( pData->szCharData, 0, sizeof( pData->szCharData) );
|
|
|
|
if(pData->currentDepth <= pData->maxReadDepth) //are we reading this element?
|
|
{
|
|
|
|
if(strcmp(name, "CITY_INFO") == 0 && pData->curElement == CITYTABLE_ELEMENT_NONE)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "CITY_TABLE") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYTABLE;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "CITY_TABLE_ROW") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLE)
|
|
{
|
|
UINT32 uiAttrIndex;
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYTABLEROW;
|
|
|
|
for(uiAttrIndex = 0;atts[uiAttrIndex] != NULL;uiAttrIndex += 2)
|
|
if(strcmp(atts[uiAttrIndex], "row") == 0)
|
|
{
|
|
pData->uiRowNumber = atol(atts[uiAttrIndex+1]);
|
|
break;
|
|
}
|
|
|
|
if(atts[uiAttrIndex] != NULL && pData->uiRowNumber < MAP_WORLD_Y)
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "CITYLIST") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYLIST;
|
|
|
|
if ( !localizedMapTextOnly )
|
|
{
|
|
memset(sBaseSectorList,0,sizeof(sBaseSectorList));
|
|
memset(pTownPoints,0,sizeof(pTownPoints));
|
|
memset(gfTownUsesLoyalty,0,sizeof(gfTownUsesLoyalty));
|
|
memset(gubTownRebelSentiment,0,sizeof(gubTownRebelSentiment));
|
|
memset(gfMilitiaAllowedInTown,0,sizeof(gfMilitiaAllowedInTown));
|
|
}
|
|
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "CITY") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYLIST)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
|
|
if ( !localizedMapTextOnly )
|
|
memset(&pData->curCityInfo,0,sizeof(cityInfo));
|
|
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "townName") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_NAME;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "uiIndex") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_INDEX;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "townUsesLoyalty") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_USES_LOYALTY;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "townRebelSentiment") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_REBEL_SENTIMENT;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "townMilitiaAllowed") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_MILITIA;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "baseSector") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR_X;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR_Y;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "townPoint") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT_X;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT_Y;
|
|
pData->maxReadDepth++; //we are not skipping this element
|
|
}
|
|
|
|
//pData->szCharData[0] = '\0';
|
|
}
|
|
|
|
pData->currentDepth++;
|
|
|
|
}
|
|
|
|
static void XMLCALL
|
|
citytableCharacterDataHandle(void *userData, const XML_Char *str, int len)
|
|
{
|
|
citytableParseData * pData = (citytableParseData *) userData;
|
|
|
|
if(pData->currentDepth <= pData->maxReadDepth && strlen(pData->szCharData) < MAX_CHAR_DATA_LENGTH)
|
|
strncat(pData->szCharData,str,__min((unsigned int)len,MAX_CHAR_DATA_LENGTH-strlen(pData->szCharData)));
|
|
}
|
|
|
|
|
|
static void XMLCALL
|
|
citytableEndElementHandle(void *userData, const XML_Char *name)
|
|
{
|
|
citytableParseData * pData = (citytableParseData *) userData;
|
|
|
|
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
|
|
{
|
|
if(strcmp(name, "CITY_INFO") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYINFO)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_NONE;
|
|
}
|
|
else if(strcmp(name, "CITY_TABLE") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLE)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
|
|
}
|
|
else if(strcmp(name, "CITY_TABLE_ROW") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYTABLEROW)
|
|
{
|
|
STR8 curBuffer = pData->szCharData + strspn(pData->szCharData," \t\n\r");
|
|
UINT32 curCellIndex = 0;
|
|
UINT32 curNumber;
|
|
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYTABLE;
|
|
|
|
while(curBuffer[0] != '\0')
|
|
{
|
|
sscanf( curBuffer,"%d",&curNumber);
|
|
|
|
StrategicMap[curCellIndex+MAP_WORLD_X*pData->uiRowNumber].bNameId = curNumber;
|
|
|
|
curCellIndex++;
|
|
curBuffer += strcspn(curBuffer," \t\n\r\0");
|
|
curBuffer += strspn(curBuffer," \t\n\r");
|
|
}
|
|
}
|
|
else if(strcmp(name, "CITYLIST") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITYLIST)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYINFO;
|
|
|
|
NUM_TOWNS = pData->uiHighestIndex + 1;
|
|
}
|
|
else if(strcmp(name, "CITY") == 0 && pData->curElement == CITYTABLE_ELEMENT_CITY)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITYLIST;
|
|
|
|
if ( pData->curCityInfo.uiIndex != INVALID_TOWN_INDEX && !localizedMapTextOnly)
|
|
{
|
|
sBaseSectorList [pData->curCityInfo.uiIndex-1] = SECTOR(pData->curCityInfo.ubBaseX,pData->curCityInfo.ubBaseY);
|
|
pTownPoints [pData->curCityInfo.uiIndex ] = pData->curCityInfo.townPoint;
|
|
gfTownUsesLoyalty [pData->curCityInfo.uiIndex ] = pData->curCityInfo.townUsesLoyalty;
|
|
gubTownRebelSentiment [pData->curCityInfo.uiIndex ] = pData->curCityInfo.townRebelSentiment;
|
|
gfMilitiaAllowedInTown[pData->curCityInfo.uiIndex ] = pData->curCityInfo.townMilitiaAllowed;
|
|
//mbstowcs( pTownNames[pData->curCityInfo.uiIndex], pData->curCityInfo.cityName, MAX_TOWN_NAME_LENGHT);
|
|
MultiByteToWideChar( CP_UTF8, 0, pData->curCityInfo.cityName, -1, pTownNames[pData->curCityInfo.uiIndex], MAX_TOWN_NAME_LENGHT);
|
|
}
|
|
else if ( pData->curCityInfo.uiIndex != INVALID_TOWN_INDEX && localizedMapTextOnly)
|
|
{
|
|
MultiByteToWideChar( CP_UTF8, 0, pData->curCityInfo.cityName, -1, pTownNames[pData->curCityInfo.uiIndex], MAX_TOWN_NAME_LENGHT);
|
|
}
|
|
}
|
|
else if(strcmp(name, "uiIndex") == 0 && pData->curElement == CITYTABLE_ELEMENT_INDEX)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
|
|
pData->curCityInfo.uiIndex = atol(pData->szCharData);
|
|
if ( !pData->curCityInfo.uiIndex || pData->curCityInfo.uiIndex >= MAX_TOWNS )
|
|
{
|
|
pData->curCityInfo.uiIndex = INVALID_TOWN_INDEX;
|
|
}
|
|
else if ( pData->curCityInfo.uiIndex > pData->uiHighestIndex )
|
|
{
|
|
pData->uiHighestIndex = pData->curCityInfo.uiIndex;
|
|
}
|
|
}
|
|
else if(strcmp(name, "townName") == 0 && pData->curElement == CITYTABLE_ELEMENT_NAME)
|
|
{
|
|
strncpy(pData->curCityInfo.cityName, pData->szCharData, MAX_TOWN_NAME_LENGHT - 1);
|
|
pData->curCityInfo.cityName[MAX_TOWN_NAME_LENGHT - 1] = 0;
|
|
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
}
|
|
else if(strcmp(name, "townUsesLoyalty") == 0 && pData->curElement == CITYTABLE_ELEMENT_USES_LOYALTY )
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
|
|
pData->curCityInfo.townUsesLoyalty = (BOOLEAN)atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "townRebelSentiment") == 0 && pData->curElement == CITYTABLE_ELEMENT_REBEL_SENTIMENT )
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
|
|
pData->curCityInfo.townRebelSentiment = (UINT8)atol(pData->szCharData);
|
|
if ( pData->curCityInfo.townRebelSentiment > 100 )
|
|
{
|
|
pData->curCityInfo.townRebelSentiment = 100;
|
|
}
|
|
else if ( !pData->curCityInfo.townRebelSentiment )
|
|
pData->curCityInfo.townRebelSentiment = 1;
|
|
}
|
|
else if(strcmp(name, "townMilitiaAllowed") == 0 && pData->curElement == CITYTABLE_ELEMENT_MILITIA )
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
|
|
pData->curCityInfo.townMilitiaAllowed = (BOOLEAN)atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "baseSector") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
}
|
|
else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR_X)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR;
|
|
|
|
pData->curCityInfo.ubBaseX = (UINT8) atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_BASESECTOR_Y)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_BASESECTOR;
|
|
|
|
pData->curCityInfo.ubBaseY = (UINT8) atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "townPoint") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_CITY;
|
|
}
|
|
else if(strcmp(name, "x") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT_X)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT;
|
|
|
|
pData->curCityInfo.townPoint.x = atol(pData->szCharData);
|
|
}
|
|
else if(strcmp(name, "y") == 0 && pData->curElement == CITYTABLE_ELEMENT_TOWNPOINT_Y)
|
|
{
|
|
pData->curElement = CITYTABLE_ELEMENT_TOWNPOINT;
|
|
|
|
pData->curCityInfo.townPoint.y = atol(pData->szCharData);
|
|
}
|
|
|
|
pData->maxReadDepth--;
|
|
}
|
|
|
|
pData->currentDepth--;
|
|
}
|
|
|
|
BOOLEAN WriteInStrategicMapSectorTownNames(STR fileName)
|
|
{
|
|
HWFILE hFile;
|
|
|
|
hFile = FileOpen( fileName, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
|
|
if ( !hFile )
|
|
return( FALSE );
|
|
|
|
{
|
|
UINT32 x, y;
|
|
INT8 cnt;
|
|
|
|
|
|
FilePrintf(hFile,"<CITY_INFO>\r\n");
|
|
FilePrintf(hFile,"\t<CITYLIST>\r\n");
|
|
for(cnt = 1; cnt < NUM_TOWNS; cnt++)
|
|
{
|
|
FilePrintf(hFile,"\t\t<CITY>\r\n");
|
|
|
|
FilePrintf(hFile,"\t\t\t<uiIndex>%d</uiIndex>\r\n",cnt);
|
|
|
|
FilePrintf(hFile,"\t\t\t<townName>%S</townName>\r\n", pTownNames[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<townUsesLoyalty>%d</townUsesLoyalty>\r\n", gfTownUsesLoyalty[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<townRebelSentiment>%d</townRebelSentiment>\r\n", gubTownRebelSentiment[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<townMilitiaAllowed>%d</townMilitiaAllowed>\r\n", gfMilitiaAllowedInTown[cnt] );
|
|
|
|
FilePrintf(hFile,"\t\t\t<baseSector>\r\n");
|
|
FilePrintf(hFile,"\t\t\t\t<x>%d</x>\r\n",(sBaseSectorList[cnt-1]%16)+1);
|
|
FilePrintf(hFile,"\t\t\t\t<y>%d</y>\r\n",(sBaseSectorList[cnt-1]/16)+1);
|
|
FilePrintf(hFile,"\t\t\t</baseSector>\r\n");
|
|
|
|
|
|
FilePrintf(hFile,"\t\t\t<townPoint>\r\n");
|
|
FilePrintf(hFile,"\t\t\t\t<x>%d</x>\r\n",pTownPoints[cnt].x);
|
|
FilePrintf(hFile,"\t\t\t\t<y>%d</y>\r\n",pTownPoints[cnt].y);
|
|
FilePrintf(hFile,"\t\t\t</townPoint>\r\n");
|
|
|
|
|
|
FilePrintf(hFile,"\t\t</CITY>\r\n");
|
|
}
|
|
FilePrintf(hFile,"\t</CITYLIST>\r\n");
|
|
|
|
FilePrintf(hFile,"\t<CITY_TABLE>\r\n");
|
|
for(y = 0;y < MAP_WORLD_Y;y++)
|
|
{
|
|
FilePrintf(hFile,"\t\t<CITY_TABLE_ROW row=\"%02d\">",y);
|
|
for(x = 0;x < MAP_WORLD_X;x++)
|
|
{
|
|
if(x < MAP_WORLD_X-1)
|
|
{
|
|
FilePrintf(hFile,"%3d",StrategicMap[x+y*MAP_WORLD_X].bNameId);
|
|
}
|
|
else
|
|
FilePrintf(hFile,"%3d </CITY_TABLE_ROW>\r\n",StrategicMap[x+y*MAP_WORLD_X].bNameId);
|
|
}
|
|
}
|
|
FilePrintf(hFile,"\t</CITY_TABLE>\r\n");
|
|
FilePrintf(hFile,"</CITY_INFO>\r\n");
|
|
}
|
|
FileClose( hFile );
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN ReadInStrategicMapSectorTownNames(STR fileName, BOOLEAN localizedVersion)
|
|
{
|
|
HWFILE hFile;
|
|
UINT32 uiBytesRead;
|
|
UINT32 uiFSize;
|
|
CHAR8 * lpcBuffer;
|
|
XML_Parser parser = XML_ParserCreate(NULL);
|
|
|
|
citytableParseData pData;
|
|
|
|
localizedMapTextOnly = localizedVersion;
|
|
|
|
// Open weapons file
|
|
hFile = FileOpen( fileName, FILE_ACCESS_READ, FALSE );
|
|
if ( !hFile )
|
|
return( FALSE );
|
|
|
|
uiFSize = FileGetSize(hFile);
|
|
lpcBuffer = (CHAR8 *) MemAlloc(uiFSize+1);
|
|
|
|
//Read in block
|
|
if ( !FileRead( hFile, lpcBuffer, uiFSize, &uiBytesRead ) )
|
|
{
|
|
MemFree(lpcBuffer);
|
|
return( FALSE );
|
|
}
|
|
|
|
lpcBuffer[uiFSize] = 0; //add a null terminator
|
|
|
|
FileClose( hFile );
|
|
|
|
|
|
XML_SetElementHandler(parser, citytableStartElementHandle, citytableEndElementHandle);
|
|
XML_SetCharacterDataHandler(parser, citytableCharacterDataHandle);
|
|
|
|
|
|
// TODO: ROMAN
|
|
//pData.curCityInfo
|
|
|
|
|
|
memset(&pData,0,sizeof(pData));
|
|
NUM_TOWNS = 0;
|
|
XML_SetUserData(parser, &pData);
|
|
|
|
|
|
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))
|
|
{
|
|
CHAR8 errorBuf[511];
|
|
|
|
sprintf(errorBuf, "XML Parser Error in Cities.xml: %s at line %d", XML_ErrorString(XML_GetErrorCode(parser)), XML_GetCurrentLineNumber(parser));
|
|
LiveMessage(errorBuf);
|
|
|
|
MemFree(lpcBuffer);
|
|
return FALSE;
|
|
}
|
|
|
|
MemFree(lpcBuffer);
|
|
|
|
XML_ParserFree(parser);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN ReadInMapStructure(STR fileName, BOOLEAN localizedVersion)
|
|
{
|
|
memset(StrategicMap, 0, sizeof(StrategicMap));
|
|
|
|
return ReadInStrategicMapSectorTownNames(fileName,localizedVersion);
|
|
}
|
|
|
|
UINT32 UndergroundTacticalTraversalTime( INT8 bExitDirection )
|
|
{
|
|
//We are attempting to traverse in an underground environment. We need to use a complete different
|
|
//method. When underground, all sectors are instantly adjacent.
|
|
switch( bExitDirection )
|
|
{
|
|
case NORTH_STRATEGIC_MOVE:
|
|
if( gMapInformation.sNorthGridNo != -1 )
|
|
return 0;
|
|
break;
|
|
case EAST_STRATEGIC_MOVE:
|
|
if( gMapInformation.sEastGridNo != -1 )
|
|
return 0;
|
|
break;
|
|
case SOUTH_STRATEGIC_MOVE:
|
|
if( gMapInformation.sSouthGridNo != -1 )
|
|
return 0;
|
|
break;
|
|
case WEST_STRATEGIC_MOVE:
|
|
if( gMapInformation.sWestGridNo != -1 )
|
|
return 0;
|
|
break;
|
|
}
|
|
return 0xffffffff;
|
|
}
|
|
|
|
// WANNE: Zooming Animation of the laptop in strategic screen
|
|
void BeginLoadScreen( void )
|
|
{
|
|
SGPRect SrcRect, DstRect;
|
|
UINT32 uiStartTime, uiCurrTime;
|
|
INT32 iPercentage, iFactor;
|
|
UINT32 uiTimeRange;
|
|
INT32 iLastShadePercentage;
|
|
UINT8 ubLoadScreenID;
|
|
|
|
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
|
|
|
|
if( guiCurrentScreen == MAP_SCREEN && !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME) && !AreInMeanwhile() )
|
|
{
|
|
DstRect.iLeft = 0;
|
|
DstRect.iTop = 0;
|
|
DstRect.iRight = SCREEN_WIDTH;
|
|
DstRect.iBottom = SCREEN_HEIGHT;
|
|
uiTimeRange = 2000;
|
|
iPercentage = 0;
|
|
iLastShadePercentage = 0;
|
|
uiStartTime = GetJA2Clock();
|
|
|
|
BlitBufferToBuffer( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
PlayJA2SampleFromFile( "SOUNDS\\Final Psionic Blast 01 (16-44).wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
|
|
while( iPercentage < 100 )
|
|
{
|
|
uiCurrTime = GetJA2Clock();
|
|
iPercentage = (uiCurrTime-uiStartTime) * 100 / uiTimeRange;
|
|
iPercentage = min( iPercentage, 100 );
|
|
|
|
//Factor the percentage so that it is modified by a gravity falling acceleration effect.
|
|
iFactor = (iPercentage - 50) * 2;
|
|
if( iPercentage < 50 )
|
|
iPercentage = (UINT32)(iPercentage + iPercentage * iFactor * 0.01 + 0.5);
|
|
else
|
|
iPercentage = (UINT32)(iPercentage + (100-iPercentage) * iFactor * 0.01 + 0.05);
|
|
|
|
if( iPercentage > 50 )
|
|
{
|
|
ShadowVideoSurfaceRectUsingLowPercentTable( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
|
|
}
|
|
|
|
SrcRect.iLeft = 536 * iPercentage / 100;
|
|
SrcRect.iRight = SCREEN_WIDTH - iPercentage / 20;
|
|
SrcRect.iTop = 367 * iPercentage / 100;
|
|
SrcRect.iBottom = SCREEN_HEIGHT - 39 * iPercentage / 100;
|
|
|
|
BltStretchVideoSurface( FRAME_BUFFER, guiSAVEBUFFER, 0, 0, 0, &SrcRect, &DstRect );
|
|
InvalidateScreen();
|
|
RefreshScreen( NULL );
|
|
}
|
|
}
|
|
|
|
ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Get16BPPColor( FROMRGB( 0, 0, 0 ) ) );
|
|
InvalidateScreen( );
|
|
RefreshScreen( NULL );
|
|
|
|
//If we are loading a saved game, use the Loading screen we saved into the SavedGameHeader file
|
|
// ( which gets reloaded into gubLastLoadingScreenID )
|
|
if( !gfGotoSectorTransition )
|
|
{
|
|
if( gTacticalStatus.uiFlags & LOADING_SAVED_GAME )
|
|
{
|
|
DisplayLoadScreenWithID( gubLastLoadingScreenID );
|
|
}
|
|
else
|
|
{
|
|
ubLoadScreenID = GetLoadScreenID( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
DisplayLoadScreenWithID( ubLoadScreenID );
|
|
}
|
|
}
|
|
|
|
#ifdef JA2TESTVERSION
|
|
uiEnterSectorStartTime = 0;
|
|
uiEnterSectorEndTime = 0;
|
|
//The grand total time for loading a map
|
|
uiLoadWorldStartTime = 0;
|
|
uiLoadWorldEndTime = 0;
|
|
//The time spent in FileRead
|
|
uiTotalFileReadTime = 0;
|
|
uiTotalFileReadCalls = 0;
|
|
//Sections of LoadWorld
|
|
uiLoadWorldTime = 0;
|
|
uiTrashWorldTime = 0;
|
|
uiLoadMapTilesetTime = 0;
|
|
uiLoadMapLightsTime = 0;
|
|
uiBuildShadeTableTime = 0;
|
|
uiEnterSectorStartTime = GetJA2Clock();
|
|
#endif
|
|
|
|
}
|
|
|
|
void EndLoadScreen( )
|
|
{
|
|
#ifdef JA2TESTVERSION
|
|
//Report the time it took to load the map. This is temporary until we are satisfied with the time
|
|
//it takes to load the map.
|
|
CHAR16 str[60];
|
|
UINT32 uiSeconds;
|
|
UINT32 uiHundreths;
|
|
UINT32 uiUnaccounted;
|
|
UINT32 uiPercentage;
|
|
uiEnterSectorEndTime = GetJA2Clock();
|
|
uiSeconds = (uiEnterSectorEndTime - uiEnterSectorStartTime) / 1000;
|
|
uiHundreths = ((uiEnterSectorEndTime - uiEnterSectorStartTime) / 10) % 100;
|
|
SetFont( FONT10ARIAL );
|
|
SetFontForeground( FONT_YELLOW );
|
|
SetFontBackground( FONT_NEARBLACK );
|
|
if( !gbWorldSectorZ )
|
|
{
|
|
swprintf( str, L"%c%d ENTER SECTOR TIME: %d.%02d seconds.",
|
|
'A' + gWorldSectorY - 1, gWorldSectorX, uiSeconds, uiHundreths );
|
|
}
|
|
else
|
|
{
|
|
swprintf( str, L"%c%d_b%d ENTER SECTOR TIME: %d.%02d seconds.",
|
|
'A' + gWorldSectorY - 1, gWorldSectorX, gbWorldSectorZ, uiSeconds, uiHundreths );
|
|
}
|
|
ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, str );
|
|
#ifndef USE_VFS
|
|
FILE *fp;
|
|
|
|
if( fStartNewFile )
|
|
{ //start new file
|
|
fp = fopen( "TimeResults.txt", "w" );
|
|
ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, L"See JA2\\Data\\TimeResults.txt for more detailed timings." );
|
|
fStartNewFile = FALSE;
|
|
}
|
|
else
|
|
{ //append to end of file
|
|
fp = fopen( "TimeResults.txt", "a" );
|
|
|
|
if ( fp )
|
|
{
|
|
fprintf( fp, "\n\n--------------------------------------------------------------------\n\n" );
|
|
}
|
|
}
|
|
if( fp )
|
|
{
|
|
//Record all of the timings.
|
|
fprintf( fp, "%S\n", str );
|
|
fprintf( fp, "EnterSector() supersets LoadWorld(). This includes other external sections.\n");
|
|
//FileRead()
|
|
fprintf( fp, "\n\nVARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)\n" );
|
|
uiSeconds = uiTotalFileReadTime / 1000;
|
|
uiHundreths = (uiTotalFileReadTime / 10) % 100;
|
|
fprintf( fp, "FileRead: %d.%02d (called %d times)\n", uiSeconds, uiHundreths, uiTotalFileReadCalls );
|
|
|
|
fprintf( fp, "\n\nSECTIONS OF LOADWORLD (all parts should add up to 100%)\n" );
|
|
//TrashWorld()
|
|
uiSeconds = uiTrashWorldTime / 1000;
|
|
uiHundreths = (uiTrashWorldTime / 10) % 100;
|
|
fprintf( fp, "TrashWorld: %d.%02d\n", uiSeconds, uiHundreths );
|
|
//LoadMapTilesets()
|
|
uiSeconds = uiLoadMapTilesetTime / 1000;
|
|
uiHundreths = (uiLoadMapTilesetTime / 10) % 100;
|
|
fprintf( fp, "LoadMapTileset: %d.%02d\n", uiSeconds, uiHundreths );
|
|
//LoadMapLights()
|
|
uiSeconds = uiLoadMapLightsTime / 1000;
|
|
uiHundreths = (uiLoadMapLightsTime / 10) % 100;
|
|
fprintf( fp, "LoadMapLights: %d.%02d\n", uiSeconds, uiHundreths );
|
|
uiSeconds = uiBuildShadeTableTime / 1000;
|
|
uiHundreths = (uiBuildShadeTableTime / 10) % 100;
|
|
fprintf( fp, " 1) BuildShadeTables: %d.%02d\n", uiSeconds, uiHundreths );
|
|
|
|
uiPercentage = uiNumImagesReloaded * 100 / NUMBEROFTILETYPES;
|
|
fprintf( fp, " 2) %d%% of the tileset images were actually reloaded.\n", uiPercentage );
|
|
if ( ( uiNumTablesSaved+uiNumTablesLoaded ) != 0 )
|
|
{
|
|
uiPercentage = uiNumTablesSaved * 100 / (uiNumTablesSaved+uiNumTablesLoaded);
|
|
}
|
|
else
|
|
{
|
|
uiPercentage = 0;
|
|
}
|
|
fprintf( fp, " 3) Of that, %d%% of the shade tables were generated (not loaded).\n", uiPercentage );
|
|
if( gfForceBuildShadeTables )
|
|
fprintf( fp, " NOTE: Force building of shadetables enabled on this local computer.\n" );
|
|
|
|
|
|
//Unaccounted
|
|
uiUnaccounted = uiLoadWorldTime - uiTrashWorldTime - uiLoadMapTilesetTime - uiLoadMapLightsTime;
|
|
uiSeconds = uiUnaccounted / 1000;
|
|
uiHundreths = (uiUnaccounted / 10) % 100;
|
|
fprintf( fp, "Unaccounted: %d.%02d\n", uiSeconds, uiHundreths );
|
|
//LoadWorld()
|
|
uiSeconds = uiLoadWorldTime / 1000;
|
|
uiHundreths = (uiLoadWorldTime / 10) % 100;
|
|
fprintf( fp, "\nTotal: %d.%02d\n", uiSeconds, uiHundreths );
|
|
|
|
fclose( fp );
|
|
}
|
|
#else
|
|
sgp::Logger_ID time_log_id = sgp::Logger::instance().createLogger();
|
|
sgp::Logger::instance().connectFile(time_log_id, L"TimeResults.txt", true, sgp::Logger::FLUSH_ON_ENDL);
|
|
sgp::Logger::LogInstance timeResults = SGP_LOG(time_log_id);
|
|
|
|
ScreenMsg( FONT_YELLOW, MSG_TESTVERSION, L"See JA2\\Data\\TimeResults.txt for more detailed timings." );
|
|
|
|
//Record all of the timings.
|
|
timeResults << str << sgp::endl;
|
|
timeResults << "EnterSector() supersets LoadWorld(). This includes other external sections." << vfs::Log::endl;
|
|
//FileRead()
|
|
timeResults << sgp::endl << vfs::Log::endl << "VARIOUS FUNCTION TIMINGS (exclusive of actual function timings in second heading)" << sgp::endl;
|
|
uiSeconds = uiTotalFileReadTime / 1000;
|
|
uiHundreths = (uiTotalFileReadTime / 10) % 100;
|
|
//fprintf( fp, "FileRead: %d.%02d (called %d times)\n", uiSeconds, uiHundreths, uiTotalFileReadCalls );
|
|
timeResults << "FileRead: " <<uiSeconds<< "." << uiHundreths << " (called " << uiTotalFileReadCalls << " times)" << sgp::endl;
|
|
|
|
timeResults << sgp::endl << sgp::endl << "SECTIONS OF LOADWORLD (all parts should add up to 100%)" << sgp::endl;
|
|
|
|
//TrashWorld()
|
|
uiSeconds = uiTrashWorldTime / 1000;
|
|
uiHundreths = (uiTrashWorldTime / 10) % 100;
|
|
timeResults << "TrashWorld: " << uiSeconds << "." << uiHundreths << sgp::endl;
|
|
//LoadMapTilesets()
|
|
uiSeconds = uiLoadMapTilesetTime / 1000;
|
|
uiHundreths = (uiLoadMapTilesetTime / 10) % 100;
|
|
timeResults << "LoadMapTileset: " << uiSeconds << "." << uiHundreths << sgp::endl;
|
|
//LoadMapLights()
|
|
uiSeconds = uiLoadMapLightsTime / 1000;
|
|
uiHundreths = (uiLoadMapLightsTime / 10) % 100;
|
|
timeResults << "LoadMapLights: " << uiSeconds << "." << uiHundreths << sgp::endl;
|
|
|
|
uiSeconds = uiBuildShadeTableTime / 1000;
|
|
uiHundreths = (uiBuildShadeTableTime / 10) % 100;
|
|
timeResults << " 1) BuildShadeTables: " << uiSeconds << "." << uiHundreths << sgp::endl;
|
|
|
|
uiPercentage = uiNumImagesReloaded * 100 / NUMBEROFTILETYPES;
|
|
timeResults << " 2) " << uiPercentage << "% of the tileset images were actually reloaded." << sgp::endl;
|
|
if ( ( uiNumTablesSaved+uiNumTablesLoaded ) != 0 )
|
|
{
|
|
uiPercentage = uiNumTablesSaved * 100 / (uiNumTablesSaved+uiNumTablesLoaded);
|
|
}
|
|
else
|
|
{
|
|
uiPercentage = 0;
|
|
}
|
|
timeResults << " 3) Of that, " << uiPercentage << "% of the shade tables were generated (not loaded)." << sgp::endl;
|
|
if( gfForceBuildShadeTables )
|
|
{
|
|
timeResults << " NOTE: Force building of shadetables enabled on this local computer." << sgp::endl;
|
|
}
|
|
|
|
//Unaccounted
|
|
uiUnaccounted = uiLoadWorldTime - uiTrashWorldTime - uiLoadMapTilesetTime - uiLoadMapLightsTime;
|
|
uiSeconds = uiUnaccounted / 1000;
|
|
uiHundreths = (uiUnaccounted / 10) % 100;
|
|
timeResults << "Unaccounted: " << uiSeconds << "." << uiHundreths << sgp::endl;
|
|
//LoadWorld()
|
|
uiSeconds = uiLoadWorldTime / 1000;
|
|
uiHundreths = (uiLoadWorldTime / 10) % 100;
|
|
timeResults << vfs::Log::endl << "Total: " << uiSeconds << "." << uiHundreths << sgp::endl;
|
|
#endif // USE_VFS
|
|
#endif
|
|
}
|
|
|
|
|
|
BOOLEAN InitStrategicEngine( )
|
|
{
|
|
// this runs every time we start the application, so don't put anything in here that's only supposed to run when a new
|
|
// *game* is started! Those belong in InitStrategicLayer() instead.
|
|
|
|
// set up town stuff
|
|
BuildListOfTownSectors( );
|
|
|
|
// town distances are pre-calculated and read in from a data file
|
|
// since it takes quite a while to plot strategic paths between all pairs of town sectors...
|
|
|
|
|
|
//#define RECALC_TOWN_DISTANCES
|
|
//#ifdef RECALC_TOWN_DISTANCES
|
|
CalcDistancesBetweenTowns ( );
|
|
// WriteOutDistancesBetweenTowns( );
|
|
// DumpDistancesBetweenTowns( );
|
|
//#endif
|
|
|
|
// ReadInDistancesBetweenTowns( );
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
UINT8 GetTownIdForSector( INT16 sMapX, INT16 sMapY )
|
|
{
|
|
// return the name value of the town in this sector
|
|
|
|
return( StrategicMap[CALCULATE_STRATEGIC_INDEX( sMapX, sMapY )].bNameId );
|
|
}
|
|
|
|
|
|
// return number of sectors this town takes up
|
|
UINT8 GetTownSectorSize( INT8 bTownId )
|
|
{
|
|
UINT8 ubSectorSize = 0;
|
|
INT32 iCounterA =0, iCounterB = 0;
|
|
|
|
for( iCounterA = 0; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); iCounterA++ )
|
|
{
|
|
for( iCounterB = 0; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); iCounterB++ )
|
|
{
|
|
if( StrategicMap[CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB )].bNameId == bTownId )
|
|
{
|
|
ubSectorSize++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( ubSectorSize );
|
|
}
|
|
|
|
UINT8 GetMilitiaCountAtLevelAnywhereInTown( UINT8 ubTownValue, UINT8 ubLevelValue )
|
|
{
|
|
INT32 iCounter = 0;
|
|
UINT8 ubCount =0;
|
|
|
|
while( pTownNamesList[ iCounter ] != 0 )
|
|
{
|
|
if( StrategicMap[ pTownLocationsList[ iCounter ] ].bNameId == ubTownValue )
|
|
{
|
|
// match. Add the number of civs at this level
|
|
ubCount += SectorInfo[ STRATEGIC_INDEX_TO_SECTOR_INFO( pTownLocationsList[ iCounter ] ) ].ubNumberOfCivsAtLevel[ ubLevelValue ];
|
|
}
|
|
|
|
iCounter++;
|
|
}
|
|
return( ubCount );
|
|
}
|
|
|
|
|
|
// return number of sectors under player control for this town
|
|
UINT8 GetTownSectorsUnderControl( INT8 bTownId )
|
|
{
|
|
INT8 ubSectorsControlled = 0;
|
|
INT32 iCounterA =0, iCounterB = 0;
|
|
UINT16 usSector = 0;
|
|
|
|
for( iCounterA = 0; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); iCounterA++ )
|
|
{
|
|
for( iCounterB = 0; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); iCounterB++ )
|
|
{
|
|
usSector = (UINT16)CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB );
|
|
|
|
if( ( StrategicMap[ usSector ].bNameId == bTownId ) &&
|
|
( StrategicMap[ usSector ].fEnemyControlled == FALSE ) &&
|
|
( NumEnemiesInSector( ( INT16 )iCounterA, ( INT16 )iCounterB ) == 0 ) )
|
|
{
|
|
ubSectorsControlled++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( ubSectorsControlled );
|
|
}
|
|
|
|
void InitializeSAMSites( void )
|
|
{
|
|
UINT32 cnt;
|
|
// move the landing zone over to Omerta
|
|
// HEADROCK HAM 3.5: Externalized coordinates
|
|
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
|
|
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
|
|
|
|
// all SAM sites start game in perfect working condition
|
|
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
|
|
{
|
|
StrategicMap[ gpSamSectorX[cnt] + ( MAP_WORLD_X * gpSamSectorY[cnt] ) ].bSAMCondition = 100;
|
|
};
|
|
//StrategicMap[(SAM_1_X)+(MAP_WORLD_X*(SAM_1_Y))].bSAMCondition = 100;
|
|
//StrategicMap[(SAM_2_X)+(MAP_WORLD_X*(SAM_2_Y))].bSAMCondition = 100;
|
|
//StrategicMap[(SAM_3_X)+(MAP_WORLD_X*(SAM_3_Y))].bSAMCondition = 100;
|
|
//StrategicMap[(SAM_4_X)+(MAP_WORLD_X*(SAM_4_Y))].bSAMCondition = 100;
|
|
|
|
UpdateAirspaceControl( );
|
|
}
|
|
|
|
|
|
// get short sector name without town name
|
|
void GetShortSectorString( INT16 sMapX,INT16 sMapY, STR16 sString )
|
|
{
|
|
// OK, build string id like J11
|
|
swprintf( sString, L"%S%S",pVertStrings[ sMapY ], pHortStrings[ sMapX ] );
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void GetMapFileName(INT16 sMapX,INT16 sMapY, INT8 bSectorZ, STR8 bString, BOOLEAN fUsePlaceholder, BOOLEAN fAddAlternateMapLetter )
|
|
{
|
|
CHAR8 bTestString[ 150 ];
|
|
CHAR8 bExtensionString[ 15 ];
|
|
|
|
if ( bSectorZ != 0 )
|
|
{
|
|
sprintf( bExtensionString, "_b%d", bSectorZ );
|
|
}
|
|
else
|
|
{
|
|
strcpy( bExtensionString, "" );
|
|
}
|
|
|
|
// the gfUseAlternateMap flag is set in the loading saved games. When starting a new game the underground sector
|
|
//info has not been initialized, so we need the flag to load an alternate sector.
|
|
if( gfUseAlternateMap | GetSectorFlagStatus( sMapX, sMapY, bSectorZ, SF_USE_ALTERNATE_MAP ) )
|
|
{
|
|
gfUseAlternateMap = FALSE;
|
|
|
|
//if we ARE to use the a map, or if we are saving AND the save game version is before 80, add the a
|
|
if( fAddAlternateMapLetter )
|
|
{
|
|
strcat( bExtensionString, "_a" );
|
|
}
|
|
}
|
|
|
|
// If we are in a meanwhile...
|
|
if ( AreInMeanwhile( ) && sMapX == 3 && sMapY == 16 && !bSectorZ )//GetMeanwhileID() != INTERROGATION )
|
|
{
|
|
if( fAddAlternateMapLetter )
|
|
{
|
|
strcat( bExtensionString, "_m" );
|
|
}
|
|
}
|
|
|
|
// This is the string to return, but...
|
|
sprintf( bString, "%s%s%s.DAT", pVertStrings[sMapY], pHortStrings[sMapX], bExtensionString );
|
|
|
|
// We will test against this string
|
|
sprintf( bTestString, "MAPS\\%s", bString );
|
|
|
|
if( fUsePlaceholder && !FileExists( bTestString ) )
|
|
{
|
|
// Debug str
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Map does not exist for %s, using default.", bTestString ) );
|
|
// Set to a string we know!
|
|
sprintf(bString, "H10.DAT",pVertStrings[sMapY],pHortStrings[sMapX]);
|
|
ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"Using PLACEHOLDER map!");
|
|
}
|
|
return;
|
|
}
|
|
|
|
void GetCurrentWorldSector( INT16 *psMapX, INT16 *psMapY )
|
|
{
|
|
*psMapX = gWorldSectorX;
|
|
*psMapY = gWorldSectorY;
|
|
}
|
|
|
|
//not in overhead.h!
|
|
extern UINT8 NumEnemyInSector();
|
|
|
|
void HandleRPCDescriptionOfSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
|
|
{
|
|
UINT32 cnt;
|
|
UINT8 ubSectorDescription[33][3] =
|
|
{
|
|
// row (letter), column, quote #
|
|
{ 2, 13, 0 }, // b13 Drassen
|
|
{ 3, 13, 1 }, // c13 Drassen
|
|
{ 4, 13, 2 }, // d13 Drassen
|
|
{ 8, 13, 3 }, // h13 Alma
|
|
{ 8, 14, 4 }, // h14 Alma
|
|
{ 9, 13, 5 }, // i13 Alma * (extra quote 6 if Sci-fi ) *
|
|
{ 9, 14, 7 }, // i14 Alma
|
|
{ 6, 8, 8 }, // f8 Cambria
|
|
{ 6, 9, 9 }, // f9 Cambria
|
|
{ 7, 8, 10 }, // g8 Cambria
|
|
|
|
{ 7, 9, 11 }, // g9 Cambria
|
|
{ 3, 6, 12 }, // c6 San Mona
|
|
{ 3, 5, 13 }, // c5 San Mona
|
|
{ 4, 5, 14 }, // d5 San Mona
|
|
{ 2, 2, 15 }, // b2 Chitzena
|
|
{ 1, 2, 16 }, // a2 Chitzena
|
|
{ 7, 1, 17 }, // g1 Grumm
|
|
{ 8, 1, 18 }, // h1 Grumm
|
|
{ 7, 2, 19 }, // g2 Grumm
|
|
{ 8, 2, 20 }, // h2 Grumm
|
|
|
|
{ 9, 6, 21 }, // i6 Estoni
|
|
{11, 4, 22 }, // k4 Orta
|
|
{12, 11, 23 }, // l11 Balime
|
|
{12, 12, 24 }, // l12 Balime
|
|
{15, 3, 25 }, // o3 Meduna
|
|
{16, 3, 26 }, // p3 Meduna
|
|
{14, 4, 27 }, // n4 Meduna
|
|
{14, 3, 28 }, // n3 Meduna
|
|
{15, 4, 30 }, // o4 Meduna
|
|
{10, 9, 31 }, // j9 Tixa
|
|
|
|
{4, 15, 32 }, // d15 NE SAM
|
|
{4, 2, 33 }, // d2 NW SAM
|
|
{9, 8, 34 } // i8 CENTRAL SAM
|
|
};
|
|
|
|
// Default to false
|
|
gTacticalStatus.fCountingDownForGuideDescription = FALSE;
|
|
|
|
|
|
// OK, if the first time in...
|
|
if ( GetSectorFlagStatus( sSectorX, sSectorY, ( UINT8 )sSectorZ, SF_HAVE_USED_GUIDE_QUOTE ) != TRUE )
|
|
{
|
|
if ( sSectorZ != 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// OK, check if we are in a good sector....
|
|
for ( cnt = 0; cnt < 33; cnt++ )
|
|
{
|
|
if ( sSectorX == ubSectorDescription[ cnt ][ 1 ] && sSectorY == ubSectorDescription[ cnt ][ 0 ] )
|
|
{
|
|
// If we're not scifi, skip some
|
|
if ( !(gGameOptions.ubGameStyle == STYLE_SCIFI && gGameExternalOptions.fEnableCrepitus) && cnt == 3 )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
SetSectorFlag( sSectorX, sSectorY, ( UINT8 )sSectorZ, SF_HAVE_USED_GUIDE_QUOTE );
|
|
|
|
gTacticalStatus.fCountingDownForGuideDescription = TRUE;
|
|
gTacticalStatus.bGuideDescriptionCountDown = (INT8)( 4 + Random( 5 ) ); // 4 to 8 tactical turns...
|
|
gTacticalStatus.ubGuideDescriptionToUse = ubSectorDescription[ cnt ][ 2 ];
|
|
gTacticalStatus.bGuideDescriptionSectorX = (INT8)sSectorX;
|
|
gTacticalStatus.bGuideDescriptionSectorY = (INT8)sSectorY;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle guide description ( will be needed if a SAM one )
|
|
HandleRPCDescription( );
|
|
|
|
}
|
|
|
|
|
|
BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
|
{
|
|
BOOLEAN fChangeMusic = TRUE;
|
|
|
|
#ifdef CRIPPLED_VERSION
|
|
if( sMapY >= 5 && sMapY != 16 )
|
|
{
|
|
CrippledVersionFailureToLoadMapCheck();
|
|
return FALSE;
|
|
}
|
|
#endif
|
|
|
|
// ATE: Zero out accounting functions
|
|
memset( gbMercIsNewInThisSector, 0, sizeof( gbMercIsNewInThisSector ) );
|
|
|
|
SyncStrategicTurnTimes();
|
|
|
|
#ifdef JA2BETAVERSION
|
|
if( gfOverrideSector )
|
|
{
|
|
//skip the cancel, and force load the sector. This is used by the AIViewer to "reset" a level with
|
|
//different numbers of various types of enemies.
|
|
}
|
|
else
|
|
#endif
|
|
// reset goggle warning
|
|
gogglewarning = FALSE;
|
|
// is the sector already loaded?
|
|
if( ( gWorldSectorX == sMapX ) && ( sMapY == gWorldSectorY) && ( bMapZ == gbWorldSectorZ) )
|
|
{
|
|
//Inserts the enemies into the already loaded map based on the strategic information.
|
|
//Note, the flag will return TRUE only if enemies were added. The game may wish to
|
|
//do something else in a case where no enemies are present.
|
|
|
|
PrepareMilitiaForTactical( FALSE);
|
|
|
|
SetPendingNewScreen(GAME_SCREEN);
|
|
if( !NumEnemyInSector( ) )
|
|
{
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gEnemyEnabled == 1)
|
|
PrepareEnemyForSectorBattle();
|
|
}
|
|
else
|
|
{
|
|
PrepareEnemyForSectorBattle();
|
|
}
|
|
}
|
|
|
|
for (int i=0; i<TOTAL_SOLDIERS; i++)
|
|
{
|
|
//CHRISL: We should only bother with this assertion if the soldier is alive. Dead soliders are moved to
|
|
// GridNo = NOWHERE, which causes this assertion to fail
|
|
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
|
|
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
|
|
if(!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE)
|
|
{
|
|
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
|
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
|
}
|
|
}
|
|
|
|
if( gubNumCreaturesAttackingTown && !gbWorldSectorZ &&
|
|
gubSectorIDOfCreatureAttack == SECTOR( gWorldSectorX, gWorldSectorY ) )
|
|
{
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gCreatureEnabled == 1)
|
|
PrepareCreaturesForBattle();
|
|
}
|
|
else
|
|
{
|
|
PrepareCreaturesForBattle();
|
|
}
|
|
}
|
|
if( gfGotoSectorTransition )
|
|
{
|
|
BeginLoadScreen( );
|
|
gfGotoSectorTransition = FALSE;
|
|
}
|
|
|
|
// Check for helicopter being on the ground in this sector...
|
|
HandleHelicopterOnGroundGraphic( );
|
|
|
|
// 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry
|
|
// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
|
|
// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
|
|
// to lose a battle with one group of mercs, then bring in another group without changing to another sector to see
|
|
// if enemy integrity holds. But this would require the enemies to come up with reinforcements inbetween the battles
|
|
// to really test out.
|
|
//
|
|
// Anyway, for now I will remove this call from here. The objective is to add militia any time we could add enemies
|
|
// except for the case of training new militia. But that case can be handled each time militia training finishes.
|
|
// ResetMilitia();
|
|
AllTeamsLookForAll( TRUE );
|
|
|
|
for (int i=0; i<TOTAL_SOLDIERS; i++)
|
|
{
|
|
//CHRISL: We should only bother with this assertion if the soldier is alive. Dead soliders are moved to
|
|
// GridNo = NOWHERE, which causes this assertion to fail
|
|
//CHRISL: There's also an issue with vehicles. Soldiers in any vehicle are considered to be in sGridNo = NOWHERE
|
|
// This will result in an assertion error, so let's skip the assertion if the merc is assigned to a vehicle
|
|
if(!(MercPtrs[i]->flags.uiStatusFlags & SOLDIER_DEAD) && MercPtrs[i]->bAssignment != VEHICLE)
|
|
{
|
|
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
|
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || !TileIsOutOfBounds(MercPtrs[i]->sGridNo) || MercPtrs[i]->bVehicleID == iHelicopterVehicleId );
|
|
}
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
if( gWorldSectorX && gWorldSectorY && gbWorldSectorZ != -1 )
|
|
{
|
|
HandleDefiniteUnloadingOfWorld( ABOUT_TO_LOAD_NEW_MAP );
|
|
}
|
|
|
|
// make this the currently loaded sector
|
|
gWorldSectorX = sMapX;
|
|
gWorldSectorY = sMapY;
|
|
gbWorldSectorZ = bMapZ;
|
|
|
|
// update currently selected map sector to match
|
|
ChangeSelectedMapSector( sMapX, sMapY, bMapZ );
|
|
|
|
|
|
//Check to see if the sector we are loading is the cave sector under Tixa. If so
|
|
//then we will set up the meanwhile scene to start the creature quest.
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
StopAnyCurrentlyTalkingSpeech( );
|
|
|
|
if( gWorldSectorX == 9 && gWorldSectorY == 10 && gbWorldSectorZ == 2 )
|
|
{
|
|
InitCreatureQuest(); //Ignored if already active.
|
|
}
|
|
}
|
|
|
|
//Stop playing any music -- will fade out.
|
|
// SetMusicMode( MUSIC_NONE );
|
|
|
|
// ATE: Determine if we should set the default music...
|
|
|
|
// Are we already in 'tense' music...
|
|
|
|
// ATE: Change music only if not loading....
|
|
/*-
|
|
if ( gubMusicMode == MUSIC_TACTICAL_ENEMYPRESENT )
|
|
{
|
|
fChangeMusic = FALSE;
|
|
}
|
|
|
|
// Did we 'tactically traverse' over....
|
|
if ( gfTacticalTraversal )
|
|
{
|
|
fChangeMusic = FALSE;
|
|
}
|
|
|
|
// If we have no music playing at all....
|
|
if ( gubMusicMode == MUSIC_NONE )
|
|
{
|
|
fChangeMusic = TRUE;
|
|
}
|
|
-*/
|
|
|
|
if( (gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
fChangeMusic = TRUE;
|
|
}
|
|
else
|
|
{
|
|
fChangeMusic = FALSE;
|
|
}
|
|
|
|
|
|
if ( fChangeMusic )
|
|
{
|
|
SetMusicMode( MUSIC_MAIN_MENU );
|
|
}
|
|
|
|
// ATE: Do this stuff earlier!
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
// Update the last time we were in tactical...
|
|
gTacticalStatus.uiTimeSinceLastInTactical = GetWorldTotalMin( );
|
|
|
|
// init some AI stuff
|
|
InitializeTacticalStatusAtBattleStart();
|
|
|
|
// CJC: delay this until after entering the sector!
|
|
//InitAI();
|
|
|
|
// Check for helicopter being on the ground in this sector...
|
|
HandleHelicopterOnGroundSkyriderProfile( );
|
|
}
|
|
|
|
//Load and enter the new sector
|
|
if( EnterSector( gWorldSectorX, gWorldSectorY, bMapZ ) )
|
|
{
|
|
// CJC: moved this here Feb 17
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
InitAI();
|
|
}
|
|
|
|
//If there are any people with schedules, now is the time to process them.
|
|
//CJC: doesn't work here if we're going through the tactical placement GUI; moving
|
|
// this call to PrepareLoadedSector()
|
|
//PostSchedules();
|
|
|
|
// ATE: OK, add code here to update the states of doors if they should
|
|
// be closed......
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
ExamineDoorsOnEnteringSector( );
|
|
}
|
|
|
|
// Update all the doors in the sector according to the temp file previously
|
|
// loaded, and any changes made by the schedules
|
|
UpdateDoorGraphicsFromStatus( TRUE, FALSE );
|
|
|
|
//Set the fact we have visited the sector
|
|
SetSectorFlag( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, SF_ALREADY_LOADED );
|
|
|
|
// Check for helicopter being on the ground in this sector...
|
|
HandleHelicopterOnGroundGraphic( );
|
|
}
|
|
else
|
|
return( FALSE );
|
|
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
if( (GetMusicMode() != MUSIC_TACTICAL_ENEMYPRESENT && GetMusicMode() != MUSIC_TACTICAL_BATTLE) ||
|
|
(!NumHostilesInSector( sMapX, sMapY, bMapZ ) && GetMusicMode() == MUSIC_TACTICAL_ENEMYPRESENT) )
|
|
{
|
|
// ATE; Fade FA.T....
|
|
SetMusicFadeSpeed( 5 );
|
|
|
|
SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
|
}
|
|
|
|
// ATE: Check what sector we are in, to show description if we have an RPC.....
|
|
HandleRPCDescriptionOfSector( sMapX, sMapY, bMapZ );
|
|
|
|
|
|
|
|
// ATE: Set Flag for being visited...
|
|
SetSectorFlag( sMapX, sMapY, bMapZ, SF_HAS_ENTERED_TACTICAL );
|
|
|
|
// ATE; Reset some flags for creature sayings....
|
|
gTacticalStatus.fSaidCreatureFlavourQuote = FALSE;
|
|
gTacticalStatus.fHaveSeenCreature = FALSE;
|
|
gTacticalStatus.fBeenInCombatOnce = FALSE;
|
|
gTacticalStatus.fSaidCreatureSmellQuote = FALSE;
|
|
ResetMultiSelection( );
|
|
|
|
// ATE: Decide if we can have crows here....
|
|
gTacticalStatus.fGoodToAllowCrows = FALSE;
|
|
gTacticalStatus.fHasEnteredCombatModeSinceEntering = FALSE;
|
|
gTacticalStatus.fDontAddNewCrows = FALSE;
|
|
|
|
// Adjust delay for tense quote
|
|
gTacticalStatus.sCreatureTenseQuoteDelay = (INT16)( 10 + Random( 20 ) );
|
|
|
|
{
|
|
INT16 sWarpWorldX;
|
|
INT16 sWarpWorldY;
|
|
INT8 bWarpWorldZ;
|
|
INT32 sWarpGridNo;
|
|
|
|
if ( GetWarpOutOfMineCodes( &sWarpWorldX, &sWarpWorldY, &bWarpWorldZ, &sWarpGridNo ) && gbWorldSectorZ >= 2 )
|
|
{
|
|
gTacticalStatus.uiFlags |= IN_CREATURE_LAIR;
|
|
}
|
|
else
|
|
{
|
|
gTacticalStatus.uiFlags &= ( ~IN_CREATURE_LAIR );
|
|
}
|
|
}
|
|
|
|
// Every third turn
|
|
//if ( Random( 3 ) == 0 )
|
|
{
|
|
if(gGameSettings.fOptions[ TOPTION_ALLOW_CROWS ] == TRUE)
|
|
{
|
|
gTacticalStatus.fGoodToAllowCrows = TRUE;
|
|
gTacticalStatus.ubNumCrowsPossible = (UINT8)( 5 + Random( 5 ) );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN MapExists( UINT8 * szFilename )
|
|
{
|
|
CHAR8 str[50];
|
|
HWFILE fp;
|
|
sprintf( str, "MAPS\\%s", szFilename );
|
|
fp = FileOpen( str, FILE_ACCESS_READ, FALSE );
|
|
if( !fp )
|
|
return FALSE;
|
|
FileClose( fp );
|
|
return TRUE;
|
|
}
|
|
|
|
void RemoveMercsInSector( )
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
|
|
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
|
|
// ATE: only for OUR guys.. the rest is taken care of in TrashWorld() when a new sector is added...
|
|
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
|
|
{
|
|
if ( pSoldier->bActive )
|
|
{
|
|
pSoldier->RemoveSoldierFromGridNo( );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void PrepareLoadedSector()
|
|
{
|
|
BOOLEAN fEnemyPresenceInThisSector = FALSE;
|
|
BOOLEAN fAddCivs = TRUE;
|
|
INT8 bMineIndex = -1;
|
|
|
|
if( AreInMeanwhile( ) == FALSE )
|
|
{
|
|
if( gbWorldSectorZ == 0 )
|
|
{
|
|
// MakePlayerPerceptionOfSectorControlCorrect( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
}
|
|
else
|
|
{
|
|
// we always think we control underground sectors once we've visited them
|
|
SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ].fPlayer[ gbWorldSectorZ ] = TRUE;
|
|
}
|
|
}
|
|
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
}
|
|
|
|
// Reset ambients!
|
|
HandleNewSectorAmbience( gTilesets[ giCurrentTilesetID ].ubAmbientID );
|
|
|
|
//if we are loading a 'pristine' map ( ie, not loading a saved game )
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ))
|
|
{
|
|
if ( !AreReloadingFromMeanwhile( ) )
|
|
{
|
|
SetPendingNewScreen(GAME_SCREEN);
|
|
|
|
// Make interface the team panel always...
|
|
SetCurrentInterfacePanel( (UINT8)TEAM_PANEL );
|
|
}
|
|
|
|
|
|
//Check to see if civilians should be added. Always add civs to maps unless they are
|
|
//in a mine that is shutdown.
|
|
if( gbWorldSectorZ )
|
|
{
|
|
bMineIndex = GetIdOfMineForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
if( bMineIndex != -1 )
|
|
{
|
|
if( !AreThereMinersInsideThisMine( (UINT8)bMineIndex ) )
|
|
{
|
|
fAddCivs = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (is_networked)
|
|
{
|
|
if( is_server && fAddCivs && gCivEnabled == 1)//hayden its around here we apply .ini choices for Ai
|
|
{
|
|
AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
|
|
}
|
|
}
|
|
else if (fAddCivs)
|
|
{
|
|
AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
|
|
}
|
|
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gMilitiaEnabled == 1)
|
|
AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 );
|
|
}
|
|
else
|
|
{
|
|
AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 );
|
|
}
|
|
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gCreatureEnabled == 1)
|
|
AddSoldierInitListBloodcats();
|
|
}
|
|
else
|
|
{
|
|
AddSoldierInitListBloodcats();
|
|
}
|
|
|
|
|
|
//Creatures are only added if there are actually some of them. It has to go through some
|
|
//additional checking.
|
|
|
|
#ifdef JA2TESTVERSION
|
|
//Override the sector with the populations specified in the AIViewer
|
|
if( gfOverrideSector )
|
|
{
|
|
if( gbWorldSectorZ > 0 )
|
|
{
|
|
UNDERGROUND_SECTORINFO *pSector;
|
|
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
pSector->ubNumAdmins = (UINT8)( gsAINumAdmins > 0 ? gsAINumAdmins : 0 );
|
|
pSector->ubNumTroops = (UINT8)( gsAINumTroops > 0 ? gsAINumTroops : 0 );
|
|
pSector->ubNumElites = (UINT8)( gsAINumElites > 0 ? gsAINumElites : 0 );
|
|
pSector->ubNumCreatures = (UINT8)( gsAINumCreatures > 0 ? gsAINumCreatures : 0 );
|
|
}
|
|
else if( !gbWorldSectorZ )
|
|
{
|
|
SECTORINFO *pSector;
|
|
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
|
pSector->ubNumAdmins = (UINT8)( gsAINumAdmins > 0 ? gsAINumAdmins : 0 );
|
|
pSector->ubNumTroops = (UINT8)( gsAINumTroops > 0 ? gsAINumTroops : 0 );
|
|
pSector->ubNumElites = (UINT8)( gsAINumElites > 0 ? gsAINumElites : 0 );
|
|
pSector->ubNumCreatures = (UINT8)( gsAINumCreatures > 0 ? gsAINumCreatures : 0 );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Haydent
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gCreatureEnabled == 1)
|
|
PrepareCreaturesForBattle();
|
|
|
|
// Haydent
|
|
if(is_server && gMilitiaEnabled == 1)
|
|
PrepareMilitiaForTactical(FALSE);
|
|
}
|
|
else
|
|
{
|
|
PrepareCreaturesForBattle();
|
|
PrepareMilitiaForTactical(TRUE);
|
|
}
|
|
|
|
// OK, set varibles for entring this new sector...
|
|
gTacticalStatus.fVirginSector = TRUE;
|
|
|
|
//Inserts the enemies into the newly loaded map based on the strategic information.
|
|
//Note, the flag will return TRUE only if enemies were added. The game may wish to
|
|
//do something else in a case where no enemies are present.
|
|
if( !gfRestoringEnemySoldiersFromTempFile )
|
|
{
|
|
//AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
|
|
// fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle();
|
|
}
|
|
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gCivEnabled == 1)
|
|
AddProfilesNotUsingProfileInsertionData(); //hayden: is just for civ's
|
|
}
|
|
else
|
|
{
|
|
AddProfilesNotUsingProfileInsertionData();
|
|
}
|
|
|
|
if( !AreInMeanwhile() || GetMeanwhileID() == INTERROGATION )
|
|
{
|
|
if (is_networked)
|
|
{
|
|
if(is_server && gEnemyEnabled == 1)
|
|
fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle();
|
|
}
|
|
else
|
|
{
|
|
fEnemyPresenceInThisSector = PrepareEnemyForSectorBattle();
|
|
}
|
|
}
|
|
|
|
|
|
//Regardless whether or not this was set, clear it now.
|
|
gfRestoringEnemySoldiersFromTempFile = FALSE;
|
|
|
|
//KM: FEB 8, 99 -- This call is no longer required! Done already when group arrives in sector.
|
|
//if( ( gbWorldSectorZ == 0 ) && ( fEnemyPresenceInThisSector == FALSE ) )
|
|
//{
|
|
// SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, 0 );
|
|
//}
|
|
|
|
if( gbWorldSectorZ > 0 )
|
|
{
|
|
// we always think we control underground sectors once we've visited them
|
|
SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ].fPlayer[ gbWorldSectorZ ] = TRUE;
|
|
}
|
|
|
|
//@@@Evaluate
|
|
//Add profiles to world using strategic info, not editor placements.
|
|
AddProfilesUsingProfileInsertionData();
|
|
|
|
PostSchedules();
|
|
}
|
|
|
|
if( gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE )
|
|
{
|
|
if( gMapInformation.sCenterGridNo != -1 )
|
|
{
|
|
CallAvailableEnemiesTo( gMapInformation.sCenterGridNo );
|
|
}
|
|
else
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"Ambush aborted in sector %c%d -- no center point in map. LC:1",
|
|
gWorldSectorY + 'A' - 1, gWorldSectorX );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
EndLoadScreen( );
|
|
|
|
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
// unpause game
|
|
UnPauseGame( );
|
|
}
|
|
|
|
gpBattleGroup = NULL;
|
|
|
|
if( gfTacticalTraversal )
|
|
{
|
|
CalculateNonPersistantPBIInfo();
|
|
}
|
|
|
|
ScreenMsg( FONT_YELLOW, MSG_DEBUG, L"Current Time is: %d", GetWorldTotalMin() );
|
|
|
|
AllTeamsLookForAll( TRUE );
|
|
}
|
|
|
|
#define RANDOM_HEAD_MINERS 4
|
|
void HandleQuestCodeOnSectorEntry( INT16 sNewSectorX, INT16 sNewSectorY, INT8 bNewSectorZ )
|
|
{
|
|
//UINT8 ubRandomMiner[RANDOM_HEAD_MINERS] = { 106, 156, 157, 158 };
|
|
//UINT8 ubMiner, ubMinersPlaced, ubMine;
|
|
UINT8 ubThisMine;
|
|
UINT8 cnt;
|
|
SOLDIERTYPE * pSoldier;
|
|
|
|
if ( CheckFact( FACT_ALL_TERRORISTS_KILLED, 0 ) )
|
|
{
|
|
// end terrorist quest
|
|
// SANDRO - removed ending quest from here, placed to Interface Dialogue
|
|
//EndQuest( QUEST_KILL_TERRORISTS, gMercProfiles[ CARMEN ].sSectorX, gMercProfiles[ CARMEN ].sSectorY );
|
|
// remove Carmen
|
|
gMercProfiles[ CARMEN ].sSectorX = 0;
|
|
gMercProfiles[ CARMEN ].sSectorY = 0;
|
|
gMercProfiles[ CARMEN ].bSectorZ = 0;
|
|
}
|
|
|
|
// are we in a mine sector, on the surface?
|
|
if ( IsThereAMineInThisSector( sNewSectorX, sNewSectorY ) && ( bNewSectorZ == 0 ))
|
|
{
|
|
if ( CheckFact( FACT_MINERS_PLACED, 0 ) == FALSE )
|
|
{
|
|
// SET HEAD MINER LOCATIONS
|
|
|
|
ubThisMine = GetMineIndexForSector( sNewSectorX, sNewSectorY );
|
|
// hardcoded logic has been moved to Lua script
|
|
if (g_luaMines.InitializeHeadMiners(ubThisMine))
|
|
SetFactTrue( FACT_MINERS_PLACED );
|
|
#if 0
|
|
//if (ubThisMine != MINE_SAN_MONA) // San Mona is abandoned
|
|
if (!gMineStatus[ubThisMine].fEmpty)
|
|
{
|
|
ubMinersPlaced = 0;
|
|
|
|
if (ubThisMine != MINE_ALMA)
|
|
{
|
|
// Fred Morris is always in the first mine sector we enter, unless that's Alma (then he's randomized, too)
|
|
gMercProfiles[ 106 ].sSectorX = sNewSectorX;
|
|
gMercProfiles[ 106 ].sSectorY = sNewSectorY;
|
|
gMercProfiles[ 106 ].bSectorZ = 0;
|
|
//gMercProfiles[ 106 ].bTown = gMineLocation[ ubThisMine ].bAssociatedTown;
|
|
gMercProfiles[ 106 ].bTown = gMineStatus[ ubThisMine ].bAssociatedTown;
|
|
|
|
// mark miner as placed
|
|
ubRandomMiner[ 0 ] = 0;
|
|
ubMinersPlaced++;
|
|
}
|
|
|
|
// assign the remaining (3) miners randomly
|
|
for ( ubMine = 0; ubMine < MAX_NUMBER_OF_MINES; ubMine++ )
|
|
{
|
|
if ( ubMine == ubThisMine || ubMine == MINE_ALMA || ubMine == MINE_SAN_MONA )
|
|
{
|
|
// Alma always has Matt as a miner, and we have assigned Fred to the current mine
|
|
// and San Mona is abandoned
|
|
continue;
|
|
}
|
|
|
|
do
|
|
{
|
|
ubMiner = (UINT8) Random( RANDOM_HEAD_MINERS );
|
|
}
|
|
while( ubRandomMiner[ ubMiner ] == 0 );
|
|
|
|
GetMineSector( ubMine, (INT16 *)&(gMercProfiles[ ubRandomMiner[ ubMiner ] ].sSectorX),
|
|
(INT16 *)&(gMercProfiles[ ubRandomMiner[ ubMiner ] ].sSectorY) );
|
|
gMercProfiles[ ubRandomMiner[ ubMiner ] ].bSectorZ = 0;
|
|
//gMercProfiles[ ubRandomMiner[ ubMiner ] ].bTown = gMineLocation[ ubMine ].bAssociatedTown;
|
|
gMercProfiles[ ubRandomMiner[ ubMiner ] ].bTown = gMineStatus[ ubMine ].bAssociatedTown;
|
|
|
|
// mark miner as placed
|
|
ubRandomMiner[ ubMiner ] = 0;
|
|
ubMinersPlaced++;
|
|
|
|
if (ubMinersPlaced == RANDOM_HEAD_MINERS)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
SetFactTrue( FACT_MINERS_PLACED );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
if ( CheckFact( FACT_ROBOT_RECRUITED_AND_MOVED, 0 ) == FALSE )
|
|
{
|
|
SOLDIERTYPE * pRobot;
|
|
pRobot = FindSoldierByProfileID( ROBOT, TRUE );
|
|
if (pRobot)
|
|
{
|
|
// robot is on our team and we have changed sectors, so we can
|
|
// replace the robot-under-construction in Madlab's sector
|
|
RemoveGraphicFromTempFile( gsRobotGridNo, SEVENTHISTRUCT1, gMercProfiles[MADLAB].sSectorX, gMercProfiles[MADLAB].sSectorY, gMercProfiles[MADLAB].bSectorZ );
|
|
SetFactTrue( FACT_ROBOT_RECRUITED_AND_MOVED );
|
|
}
|
|
}
|
|
|
|
// Check to see if any player merc has the Chalice; if so,
|
|
// note it as stolen
|
|
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
|
|
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
|
|
{
|
|
if ( pSoldier->bActive )
|
|
{
|
|
if ( FindObj( pSoldier, CHALICE ) != ITEM_NOT_FOUND )
|
|
{
|
|
SetFactTrue( FACT_CHALICE_STOLEN );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( (gubQuest[ QUEST_KINGPIN_MONEY ] == QUESTINPROGRESS) && CheckFact( FACT_KINGPIN_CAN_SEND_ASSASSINS, 0 ) && (GetTownIdForSector( sNewSectorX, sNewSectorY ) != BLANK_SECTOR) && Random( 10 + GetNumberOfMilitiaInSector( sNewSectorX, sNewSectorY, bNewSectorZ ) ) < 3 )
|
|
{
|
|
DecideOnAssassin();
|
|
}
|
|
|
|
/*
|
|
if ( sNewSectorX == 5 && sNewSectorY == MAP_ROW_C )
|
|
{
|
|
// reset Madame Layla counters
|
|
gMercProfiles[ MADAME ].bNPCData = 0;
|
|
gMercProfiles[ MADAME ].bNPCData2 = 0;
|
|
}
|
|
*/
|
|
|
|
if ( sNewSectorX == 6 && sNewSectorY == MAP_ROW_C && gubQuest[ QUEST_RESCUE_MARIA ] == QUESTDONE )
|
|
{
|
|
// make sure Maria and Angel are gone
|
|
gMercProfiles[ MARIA ].sSectorX = 0;
|
|
gMercProfiles[ ANGEL ].sSectorY = 0;
|
|
gMercProfiles[ MARIA ].sSectorX = 0;
|
|
gMercProfiles[ ANGEL ].sSectorY = 0;
|
|
}
|
|
|
|
if ( sNewSectorX == 5 && sNewSectorY == MAP_ROW_D )
|
|
{
|
|
gubBoxerID[ 0 ] = NOBODY;
|
|
gubBoxerID[ 1 ] = NOBODY;
|
|
gubBoxerID[ 2 ] = NOBODY;
|
|
}
|
|
|
|
if ( sNewSectorX == 3 && sNewSectorY == MAP_ROW_P )
|
|
{
|
|
// heal up Elliot if he's been hurt
|
|
if ( gMercProfiles[ ELLIOT ].bLife < gMercProfiles[ ELLIOT ].bLifeMax )
|
|
{
|
|
gMercProfiles[ ELLIOT ].bLife = gMercProfiles[ ELLIOT ].bLifeMax;
|
|
}
|
|
}
|
|
|
|
ResetOncePerConvoRecordsForAllNPCsInLoadedSector();
|
|
}
|
|
|
|
void HandleQuestCodeOnSectorExit( INT16 sOldSectorX, INT16 sOldSectorY, INT8 bOldSectorZ )
|
|
{
|
|
if ( sOldSectorX == KINGPIN_MONEY_SECTOR_X && sOldSectorY == KINGPIN_MONEY_SECTOR_Y && bOldSectorZ == KINGPIN_MONEY_SECTOR_Z )
|
|
{
|
|
CheckForKingpinsMoneyMissing( TRUE );
|
|
}
|
|
|
|
if ( sOldSectorX == 13 && sOldSectorY == MAP_ROW_H && bOldSectorZ == 0 && CheckFact( FACT_CONRAD_SHOULD_GO, 0 ) )
|
|
{
|
|
// remove Conrad from the map
|
|
gMercProfiles[ CONRAD ].sSectorX = 0;
|
|
gMercProfiles[ CONRAD ].sSectorY = 0;
|
|
}
|
|
|
|
if ( sOldSectorX == HOSPITAL_SECTOR_X && sOldSectorY == HOSPITAL_SECTOR_Y && bOldSectorZ == HOSPITAL_SECTOR_Z )
|
|
{
|
|
CheckForMissingHospitalSupplies();
|
|
}
|
|
|
|
// reset the state of the museum alarm for Eldin's quotes
|
|
SetFactFalse( FACT_MUSEUM_ALARM_WENT_OFF );
|
|
}
|
|
|
|
BOOLEAN EnterSector( INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ )
|
|
{
|
|
INT32 i;
|
|
UNDERGROUND_SECTORINFO *pNode = NULL;
|
|
CHAR8 bFilename[ 50 ];
|
|
|
|
// pause game
|
|
PauseGame( );
|
|
|
|
// stop time for this frame
|
|
InterruptTime( );
|
|
|
|
//Setup the tactical existance of RPCs and CIVs in the last sector before moving on to a new sector.
|
|
//@@@Evaluate
|
|
if( gfWorldLoaded )
|
|
{
|
|
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector )
|
|
{
|
|
SetupProfileInsertionDataForSoldier( MercPtrs[ i ] );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
// Handle NPC stuff related to changing sectors
|
|
HandleQuestCodeOnSectorEntry( sSectorX, sSectorY, bSectorZ );
|
|
}
|
|
|
|
// Begin Load
|
|
BeginLoadScreen( );
|
|
|
|
// This has tobe done before loadworld, as it will remmove old gridnos if present
|
|
RemoveMercsInSector( );
|
|
|
|
// SANDRO - reset number of enemies here
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
|
|
}
|
|
|
|
if( AreInMeanwhile() == FALSE )
|
|
{
|
|
SetSectorFlag( sSectorX, sSectorY, bSectorZ, SF_ALREADY_VISITED );
|
|
}
|
|
|
|
|
|
GetMapFileName( sSectorX, sSectorY, bSectorZ, bFilename, TRUE, TRUE );
|
|
|
|
//Load the placeholder map if the real map doesn't exist.
|
|
if( !MapExists((UINT8 *) bFilename ) )
|
|
{
|
|
if( !MapExists( (UINT8 *)"Placeholder1.dat" ) )
|
|
AssertMsg( 0, "Failed to find Placeholder1.dat (placeholder map)." );
|
|
}
|
|
|
|
CreateLoadingScreenProgressBar();
|
|
#ifdef JA2BETAVERSION
|
|
//set the font
|
|
SetProgressBarMsgAttributes( 0, FONT12ARIAL, FONT_MCOLOR_WHITE, 0 );
|
|
|
|
//Set the tile so we don see the text come up
|
|
SetProgressBarTextDisplayFlag( 0, TRUE, TRUE, TRUE );
|
|
#endif
|
|
|
|
//CreateProgressBar( 0, 160, 380, 480, 400 );
|
|
//#ifdef JA2TESTVERSION
|
|
// //add more detailed progress bar
|
|
// DefineProgressBarPanel( 0, 65, 79, 94, 130, 350, 510, 430 );
|
|
// swprintf( str, L"Loading map: %S", bFilename );
|
|
// SetProgressBarTitle( 0, str, FONT12POINT1, FONT_BLACK, FONT_BLACK );
|
|
//#endif
|
|
if( !LoadWorld(bFilename) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// underground?
|
|
if( bSectorZ )
|
|
{
|
|
pNode = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
|
|
|
|
// is there a sector?..if so set flag
|
|
if( pNode )
|
|
{
|
|
pNode->fVisited = TRUE;
|
|
}
|
|
}
|
|
|
|
// if we arent loading a saved game
|
|
// ATE: Moved this form above, so that we can have the benefit of
|
|
// changing the world BEFORE adding guys to it...
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
// Load the current sectors Information From the temporary files
|
|
if( !LoadCurrentSectorsInformationFromTempItemsFile() )
|
|
{ //The integrity of the temp files have been compromised. Boot out of the game after warning message.
|
|
InitExitGameDialogBecauseFileHackDetected();
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
RemoveLoadingScreenProgressBar();
|
|
//RemoveProgressBar( 0 );
|
|
|
|
if( gfEnterTacticalPlacementGUI )
|
|
{
|
|
SetPendingNewScreen(GAME_SCREEN);
|
|
InitTacticalPlacementGUI();
|
|
}
|
|
else
|
|
{
|
|
PrepareLoadedSector();
|
|
}
|
|
|
|
// UnPauseGame( );
|
|
|
|
// This function will either hide or display the tree tops, depending on the game setting
|
|
SetTreeTopStateForMap();
|
|
|
|
return TRUE; //because the map was loaded.
|
|
}
|
|
|
|
|
|
void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
BOOLEAN fPOWSquadSet = FALSE;
|
|
UINT8 ubPOWSquad=0;
|
|
|
|
// Remove from interface slot
|
|
RemoveAllPlayersFromSlot( );
|
|
|
|
// Remove tactical interface stuff
|
|
guiPendingOverrideEvent = I_CHANGE_TO_IDLE;
|
|
|
|
//If we are in this function during the loading of a sector
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
//DONT set these values
|
|
gusSelectedSoldier = NOBODY;
|
|
gfGameScreenLocateToSoldier = TRUE;
|
|
}
|
|
|
|
// Set all faces intactive
|
|
SetAllAutoFacesInactive( );
|
|
|
|
if ( fUsingEdgePointsForStrategicEntry )
|
|
{
|
|
BeginMapEdgepointSearch();
|
|
}
|
|
|
|
//if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
for ( cnt = 0, pSoldier = MercPtrs[ cnt ]; cnt < MAX_NUM_SOLDIERS; cnt++, pSoldier++)
|
|
{
|
|
if ( gfRestoringEnemySoldiersFromTempFile &&
|
|
cnt >= gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID &&
|
|
cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID )
|
|
{ //Don't update enemies/creatures (consec. teams) if they were
|
|
//just restored via the temp map files...
|
|
continue;
|
|
}
|
|
// Remove old merc, if exists
|
|
RemoveMercSlot( pSoldier );
|
|
|
|
pSoldier->bInSector = FALSE;
|
|
|
|
if ( pSoldier->bActive )
|
|
{
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
if( gMapInformation.sCenterGridNo != -1 && gfBlitBattleSectorLocator &&
|
|
(gubEnemyEncounterCode == ENEMY_AMBUSH_CODE || gubEnemyEncounterCode == BLOODCAT_AMBUSH_CODE) && pSoldier->bTeam != CIV_TEAM )
|
|
{
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = gMapInformation.sCenterGridNo;
|
|
}
|
|
else if( gfOverrideInsertionWithExitGrid )
|
|
{
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = gExitGrid.usGridNo;
|
|
}
|
|
}
|
|
|
|
if ( pSoldier->sSectorX == sSectorX && pSoldier->sSectorY == sSectorY && pSoldier->bSectorZ == bSectorZ && !pSoldier->flags.fBetweenSectors )
|
|
{
|
|
gbMercIsNewInThisSector[ pSoldier->ubID ] = 1;
|
|
|
|
UpdateMercInSector( pSoldier, sSectorX, sSectorY, bSectorZ );
|
|
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
if ( pSoldier->bAssignment == ASSIGNMENT_POW )
|
|
{
|
|
if ( !fPOWSquadSet )
|
|
{
|
|
fPOWSquadSet = TRUE;
|
|
|
|
// ATE: If we are in i13 - pop up message!
|
|
if ( sSectorY == MAP_ROW_I && sSectorX == 13 )
|
|
{
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ POW_MERCS_ARE_HERE ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
AddCharacterToUniqueSquad( pSoldier );
|
|
ubPOWSquad = pSoldier->bAssignment;
|
|
pSoldier->aiData.bNeutral = FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( sSectorY != MAP_ROW_I && sSectorX != 13 )
|
|
{
|
|
AddCharacterToSquad( pSoldier, ubPOWSquad );
|
|
}
|
|
}
|
|
|
|
// ATE: Call actions based on what POW we are on...
|
|
if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTINPROGRESS )
|
|
{
|
|
// Complete quest
|
|
EndQuest( QUEST_HELD_IN_ALMA, sSectorX, sSectorY );
|
|
|
|
// Do action
|
|
HandleNPCDoAction( 0, NPC_ACTION_GRANT_EXPERIENCE_3, 0 );
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pSoldier->bInSector = FALSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( fUsingEdgePointsForStrategicEntry )
|
|
{
|
|
EndMapEdgepointSearch();
|
|
|
|
// Set to false
|
|
fUsingEdgePointsForStrategicEntry = FALSE;
|
|
}
|
|
|
|
}
|
|
|
|
void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
BOOLEAN fError = FALSE;
|
|
if( pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID)
|
|
{
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
}
|
|
// OK, determine entrence direction and get sweetspot
|
|
// Only if we are an OK guy to control....
|
|
// SOME CHECKS HERE MUST BE FLESHED OUT......
|
|
if ( pSoldier->bActive ) // This was in the if, removed by DEF: pSoldier->stats.bLife >= OKLIFE &&
|
|
{
|
|
// If we are not in transit...
|
|
if ( pSoldier->bAssignment != IN_TRANSIT )
|
|
{
|
|
// CHECK UBINSERTION CODE..
|
|
if( pSoldier->ubStrategicInsertionCode == INSERTION_CODE_PRIMARY_EDGEINDEX ||
|
|
pSoldier->ubStrategicInsertionCode == INSERTION_CODE_SECONDARY_EDGEINDEX )
|
|
{
|
|
if ( !fUsingEdgePointsForStrategicEntry )
|
|
{
|
|
// If we are not supposed to use this now, pick something better...
|
|
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
|
|
}
|
|
}
|
|
|
|
MAPEDGEPOINT_SEARCH_FAILED:
|
|
|
|
if ( pSoldier->ubProfile != NO_PROFILE && gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE )
|
|
{
|
|
// override orders
|
|
pSoldier->aiData.bOrders = STATIONARY;
|
|
}
|
|
|
|
|
|
// Use insertion direction from loaded map!
|
|
switch( pSoldier->ubStrategicInsertionCode )
|
|
{
|
|
case INSERTION_CODE_NORTH:
|
|
pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
|
|
if ( !gfEditMode && gMapInformation.sNorthGridNo == -1 )
|
|
fError = TRUE;
|
|
break;
|
|
case INSERTION_CODE_SOUTH:
|
|
pSoldier->sInsertionGridNo = gMapInformation.sSouthGridNo;
|
|
if ( !gfEditMode && gMapInformation.sSouthGridNo == -1)
|
|
fError = TRUE;
|
|
break;
|
|
case INSERTION_CODE_EAST:
|
|
pSoldier->sInsertionGridNo = gMapInformation.sEastGridNo;
|
|
if ( !gfEditMode && gMapInformation.sEastGridNo == -1)
|
|
fError = TRUE;
|
|
break;
|
|
case INSERTION_CODE_WEST:
|
|
pSoldier->sInsertionGridNo = gMapInformation.sWestGridNo;
|
|
if ( !gfEditMode && gMapInformation.sWestGridNo == -1)
|
|
fError = TRUE;
|
|
break;
|
|
case INSERTION_CODE_CENTER:
|
|
pSoldier->sInsertionGridNo = gMapInformation.sCenterGridNo;
|
|
if ( !gfEditMode && gMapInformation.sCenterGridNo == -1)
|
|
fError = TRUE;
|
|
break;
|
|
case INSERTION_CODE_GRIDNO:
|
|
pSoldier->sInsertionGridNo = pSoldier->usStrategicInsertionData;
|
|
break;
|
|
|
|
case INSERTION_CODE_PRIMARY_EDGEINDEX:
|
|
//dnl ch48 041009 Risky translation, must never occur again on same element
|
|
gMapTrn.ResizeTrnCnt(pSoldier->aiData.sPendingActionData2);
|
|
if(fUsingEdgePointsForStrategicEntry)
|
|
{
|
|
INT32 sWorldX, sWorldY;
|
|
INT16 sScreenX, sScreenY, sX, sY;
|
|
// Determine 'mirror' gridno...
|
|
ConvertGridNoToXY(pSoldier->aiData.sPendingActionData2, &sX, &sY);
|
|
// Convert to absolute xy
|
|
GetWorldXYAbsoluteScreenXY(sX, sY, &sScreenX, &sScreenY);
|
|
// Get 'mirror', depending on what direction...
|
|
switch(gubTacticalDirection)
|
|
{
|
|
case NORTH:
|
|
sScreenY = MAPHEIGHT;
|
|
break;
|
|
case SOUTH:
|
|
sScreenY = 0;
|
|
break;
|
|
case EAST:
|
|
sScreenX = 0;
|
|
break;
|
|
case WEST:
|
|
sScreenX = MAPWIDTH;
|
|
break;
|
|
}
|
|
// Convert into a gridno again.....
|
|
GetFromAbsoluteScreenXYWorldXY(&sWorldX, &sWorldY, sScreenX, sScreenY);
|
|
// Save this gridNo....
|
|
pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS(sWorldY, sWorldX);
|
|
}
|
|
pSoldier->sInsertionGridNo = SearchForClosestPrimaryMapEdgepoint(pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData);
|
|
#ifdef JA2BETAVERSION
|
|
{
|
|
CHAR8 str[256];
|
|
sprintf( str, "%S's primary insertion gridno is %d using %d as initial search gridno and %d insertion code.",
|
|
pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData );
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
|
|
}
|
|
#endif
|
|
if( TileIsOutOfBounds(pSoldier->sInsertionGridNo))
|
|
{
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"Main edgepoint search failed for %s -- substituting entrypoint.", pSoldier->name );
|
|
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
|
|
goto MAPEDGEPOINT_SEARCH_FAILED;
|
|
}
|
|
break;
|
|
case INSERTION_CODE_SECONDARY_EDGEINDEX:
|
|
pSoldier->sInsertionGridNo = SearchForClosestSecondaryMapEdgepoint( pSoldier->aiData.sPendingActionData2, (UINT8)pSoldier->usStrategicInsertionData );
|
|
#ifdef JA2BETAVERSION
|
|
{
|
|
CHAR8 str[256];
|
|
sprintf( str, "%S's isolated insertion gridno is %d using %d as initial search gridno and %d insertion code.",
|
|
pSoldier->name, pSoldier->sInsertionGridNo, pSoldier->aiData.sPendingActionData2, pSoldier->usStrategicInsertionData );
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
|
|
}
|
|
#endif
|
|
if(TileIsOutOfBounds(pSoldier->sInsertionGridNo))
|
|
{
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"Isolated edgepont search failed for %s -- substituting entrypoint.", pSoldier->name );
|
|
pSoldier->ubStrategicInsertionCode = (UINT8)pSoldier->usStrategicInsertionData;
|
|
goto MAPEDGEPOINT_SEARCH_FAILED;
|
|
}
|
|
break;
|
|
|
|
case INSERTION_CODE_ARRIVING_GAME:
|
|
// Are we in Omerta!
|
|
if ( sSectorX == gWorldSectorX && gWorldSectorX == 9 && sSectorY == gWorldSectorY && gWorldSectorY == 1 && bSectorZ == gbWorldSectorZ && gbWorldSectorZ == 0 )
|
|
{
|
|
// Try another location and walk into map
|
|
pSoldier->sInsertionGridNo = 4379;//dnl!!!
|
|
}
|
|
else
|
|
{
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
|
|
}
|
|
break;
|
|
case INSERTION_CODE_CHOPPER:
|
|
// Try another location and walk into map
|
|
// Add merc to chopper....
|
|
//pSoldier->sInsertionGridNo = 4058;
|
|
AddMercToHeli( pSoldier->ubID );
|
|
return;
|
|
break;
|
|
default:
|
|
pSoldier->sInsertionGridNo = 12880;//dnl!!!
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion code %d given to UpdateMercsInSector", pSoldier->ubStrategicInsertionCode ) );
|
|
break;
|
|
}
|
|
|
|
if( fError )
|
|
{ //strategic insertion failed because it expected to find an entry point. This is likely
|
|
//a missing part of the map or possible fault in strategic movement costs, traversal logic, etc.
|
|
CHAR16 szEntry[10];
|
|
CHAR16 szSector[10];
|
|
INT32 sGridNo;
|
|
GetLoadedSectorString( szSector );
|
|
if( gMapInformation.sNorthGridNo != -1 )
|
|
{
|
|
swprintf( szEntry, L"north" );
|
|
sGridNo = gMapInformation.sNorthGridNo;
|
|
}
|
|
else if( gMapInformation.sEastGridNo != -1 )
|
|
{
|
|
swprintf( szEntry, L"east" );
|
|
sGridNo = gMapInformation.sEastGridNo;
|
|
}
|
|
else if( gMapInformation.sSouthGridNo != -1 )
|
|
{
|
|
swprintf( szEntry, L"south" );
|
|
sGridNo = gMapInformation.sSouthGridNo;
|
|
}
|
|
else if( gMapInformation.sWestGridNo != -1 )
|
|
{
|
|
swprintf( szEntry, L"west" );
|
|
sGridNo = gMapInformation.sWestGridNo;
|
|
}
|
|
else if( gMapInformation.sCenterGridNo != -1 )
|
|
{
|
|
swprintf( szEntry, L"center" );
|
|
sGridNo = gMapInformation.sCenterGridNo;
|
|
}
|
|
else
|
|
{
|
|
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s has NO entrypoints -- using precise center of map for %s.", szSector, pSoldier->name );
|
|
pSoldier->sInsertionGridNo = 12880;//dnl!!!
|
|
AddSoldierToSector( pSoldier->ubID );
|
|
return;
|
|
}
|
|
pSoldier->sInsertionGridNo = sGridNo;
|
|
switch( pSoldier->ubStrategicInsertionCode )
|
|
{
|
|
case INSERTION_CODE_NORTH:
|
|
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a north entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
|
|
break;
|
|
case INSERTION_CODE_EAST:
|
|
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a east entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
|
|
break;
|
|
case INSERTION_CODE_SOUTH:
|
|
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a south entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
|
|
break;
|
|
case INSERTION_CODE_WEST:
|
|
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a west entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
|
|
break;
|
|
case INSERTION_CODE_CENTER:
|
|
ScreenMsg( FONT_RED, MSG_BETAVERSION, L"Sector %s doesn't have a center entrypoint -- substituting %s entrypoint for %s.", szSector, szEntry, pSoldier->name );
|
|
break;
|
|
}
|
|
}
|
|
// If no insertion direction exists, this is bad!
|
|
if ( pSoldier->sInsertionGridNo == -1 )
|
|
{
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Insertion gridno for direction %d not added to map sector %d %d", pSoldier->ubStrategicInsertionCode, sSectorX, sSectorY ) );
|
|
pSoldier->sInsertionGridNo = 12880;//dnl!!!
|
|
}
|
|
|
|
AddSoldierToSector( pSoldier->ubID );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get sector ID string makes a string like 'A9 - OMERTA', or just J11 if no town....
|
|
void GetSectorIDString( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ , STR16 zString, BOOLEAN fDetailed )
|
|
{
|
|
SECTORINFO *pSector = NULL;
|
|
UNDERGROUND_SECTORINFO *pUnderground;
|
|
INT8 bTownNameID;
|
|
UINT8 ubSectorID = 0;
|
|
UINT8 ubLandType = 0;
|
|
|
|
if( sSectorX <= 0 || sSectorY <= 0 || bSectorZ < 0 )
|
|
{
|
|
//swprintf( zString, L"%s", pErrorStrings[0] );
|
|
}
|
|
else if( bSectorZ != 0 ) // UNDERGROUND SECTORS
|
|
{
|
|
pUnderground = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
|
|
|
|
#if 0 // reading sector names from lua now
|
|
////////////////////////////////////
|
|
// Read and verify XML sector names
|
|
|
|
INT8 bMineIndex;
|
|
ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY );
|
|
AssertGE(ubSectorID, 0);
|
|
AssertLT(ubSectorID,256);
|
|
pSector = &SectorInfo[ ubSectorID ];
|
|
ubLandType = pSector->ubTraversability[ 4 ];
|
|
swprintf( zString, L"%c%d: ", 'A' + sSectorY - 1, sSectorX );
|
|
|
|
BOOLEAN fSectorHasXMLNames = TRUE;
|
|
CHAR16 zUnexploredUnderground[MAX_SECTOR_NAME_LENGTH];
|
|
CHAR16 zDetailedUnexploredUnderground[MAX_SECTOR_NAME_LENGTH];
|
|
CHAR16 zExploredUnderground[MAX_SECTOR_NAME_LENGTH];
|
|
CHAR16 zDetailedExploredUnderground[MAX_SECTOR_NAME_LENGTH];
|
|
|
|
if ( bSectorZ == 1 )
|
|
{
|
|
wcscpy( zUnexploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][0] );
|
|
wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][1] );
|
|
wcscpy( zExploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][2] );
|
|
wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames1[ ubSectorID ][3] );
|
|
}
|
|
else if ( bSectorZ == 2 )
|
|
{
|
|
wcscpy( zUnexploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][0] );
|
|
wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][1] );
|
|
wcscpy( zExploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][2] );
|
|
wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames2[ ubSectorID ][3] );
|
|
}
|
|
else if ( bSectorZ == 3 )
|
|
{
|
|
wcscpy( zUnexploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][0] );
|
|
wcscpy( zDetailedUnexploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][1] );
|
|
wcscpy( zExploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][2] );
|
|
wcscpy( zDetailedExploredUnderground, gzSectorUndergroundNames3[ ubSectorID ][3] );
|
|
}
|
|
|
|
if (zUnexploredUnderground[0] == 0 || zDetailedUnexploredUnderground[0] == 0 || zExploredUnderground[0] == 0 || zDetailedExploredUnderground[0] == 0)
|
|
{
|
|
fSectorHasXMLNames = FALSE;
|
|
}
|
|
|
|
if (fSectorHasXMLNames) // UNDERGROUND XML
|
|
{
|
|
if ( pUnderground )
|
|
{
|
|
bMineIndex = GetIdOfMineForSector( sSectorX, sSectorY, bSectorZ );
|
|
if( bMineIndex != -1 )
|
|
{
|
|
swprintf( zString, L"%c%d: %s %s", 'A' + sSectorY - 1, sSectorX, pTownNames[ GetTownAssociatedWithMine( bMineIndex ) ], pwMineStrings[ 0 ] );
|
|
}
|
|
else if ( pUnderground->fVisited )
|
|
{
|
|
if (fDetailed)
|
|
{
|
|
wcscat( zString, zDetailedExploredUnderground );
|
|
}
|
|
else
|
|
{
|
|
wcscat( zString, zExploredUnderground );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (fDetailed)
|
|
{
|
|
wcscat( zString, zDetailedUnexploredUnderground );
|
|
}
|
|
else
|
|
{
|
|
wcscat( zString, zUnexploredUnderground );
|
|
}
|
|
}
|
|
|
|
if (pUnderground->ubNumCreatures)
|
|
swprintf( zString, L"%c%d: %s", 'A' + sSectorY - 1, sSectorX, pLandTypeStrings[ CREATURE_LAIR ] );
|
|
//else
|
|
// swprintf( zString, L"%c%d-%d", 'A' + sSectorY - 1, sSectorX, bSectorZ );
|
|
}
|
|
}
|
|
else // UNDERGROUND HARDCODED
|
|
{
|
|
pUnderground = FindUnderGroundSector( sSectorX, sSectorY, bSectorZ );
|
|
if( pUnderground && ( pUnderground->fVisited || gfGettingNameFromSaveLoadScreen ) )
|
|
{
|
|
bMineIndex = GetIdOfMineForSector( sSectorX, sSectorY, bSectorZ );
|
|
if( bMineIndex != -1 )
|
|
{
|
|
swprintf( zString, L"%c%d: %s %s", 'A' + sSectorY - 1, sSectorX, pTownNames[ GetTownAssociatedWithMine( bMineIndex ) ], pwMineStrings[ 0 ] );
|
|
}
|
|
else switch( SECTOR( sSectorX, sSectorY ) )
|
|
{
|
|
case SEC_A10:
|
|
swprintf( zString, L"A10: %s", pLandTypeStrings[ REBEL_HIDEOUT ] );
|
|
break;
|
|
case SEC_J9:
|
|
swprintf( zString, L"J9: %s", pLandTypeStrings[ TIXA_DUNGEON ] );
|
|
break;
|
|
case SEC_K4:
|
|
swprintf( zString, L"K4: %s", pLandTypeStrings[ ORTA_BASEMENT ] );
|
|
break;
|
|
case SEC_O3:
|
|
swprintf( zString, L"O3: %s", pLandTypeStrings[ TUNNEL ] );
|
|
break;
|
|
case SEC_P3:
|
|
swprintf( zString, L"P3: %s", pLandTypeStrings[ SHELTER ] );
|
|
break;
|
|
default:
|
|
if (pUnderground->ubNumCreatures)
|
|
swprintf( zString, L"%c%d: %s", 'A' + sSectorY - 1, sSectorX, pLandTypeStrings[ CREATURE_LAIR ] );
|
|
else
|
|
swprintf( zString, L"%c%d-%d", 'A' + sSectorY - 1, sSectorX, bSectorZ );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{ //Display nothing
|
|
wcscpy( zString, L"" );
|
|
}
|
|
}
|
|
#else
|
|
|
|
// TODO: the code is riddled with (potential) buffer overruns
|
|
// this totally needs to be fixed sometime
|
|
// anyway, only trying to not create another one here
|
|
// found calls to this function with buffers as small as 50 elements
|
|
g_luaUnderground.GetSectorName(sSectorX, sSectorY, bSectorZ, pUnderground, zString, 50, fDetailed);
|
|
|
|
#endif
|
|
}
|
|
else // SECTORS ABOVE GROUND
|
|
{
|
|
|
|
bTownNameID = StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId;
|
|
ubSectorID = (UINT8)SECTOR( sSectorX, sSectorY );
|
|
AssertGE(ubSectorID, 0);
|
|
AssertLT(ubSectorID,256);
|
|
pSector = &SectorInfo[ ubSectorID ];
|
|
ubLandType = pSector->ubTraversability[ 4 ];
|
|
swprintf( zString, L"%c%d: ", 'A' + sSectorY - 1, sSectorX );
|
|
|
|
////////////////////////////////////
|
|
// Read and verify XML sector names
|
|
BOOLEAN fSectorHasXMLNames = TRUE;
|
|
CHAR16 zUnexplored[MAX_SECTOR_NAME_LENGTH];
|
|
CHAR16 zDetailedUnexplored[MAX_SECTOR_NAME_LENGTH];
|
|
CHAR16 zExplored[MAX_SECTOR_NAME_LENGTH];
|
|
CHAR16 zDetailedExplored[MAX_SECTOR_NAME_LENGTH];
|
|
|
|
wcscpy( zUnexplored, gzSectorNames[ ubSectorID ][0] );
|
|
wcscpy( zDetailedUnexplored, gzSectorNames[ ubSectorID ][1] );
|
|
wcscpy( zExplored, gzSectorNames[ ubSectorID ][2] );
|
|
wcscpy( zDetailedExplored, gzSectorNames[ ubSectorID ][3] );
|
|
|
|
if (zUnexplored[0] == 0 || zDetailedUnexplored[0] == 0 || zExplored[0] == 0 || zDetailedExplored[0] == 0)
|
|
{
|
|
fSectorHasXMLNames = FALSE;
|
|
}
|
|
|
|
if (fSectorHasXMLNames) // ABOVE GROUND XML
|
|
{
|
|
// HEADROCK HAM 3.6: The program can now read custom names from XML for all above-ground sectors.
|
|
// In the event that a specific name or set of names is missing, the program generates a default
|
|
// name as it always has.
|
|
// I've also updated the SAM Site sectors to rely on SamSite.XML data.
|
|
|
|
BOOLEAN fVisited = (SectorInfo[ ubSectorID ].uiFlags & SF_ALREADY_VISITED);
|
|
BOOLEAN fSAMSiteKnown = FALSE;
|
|
|
|
// Test for known SAM Site at this location
|
|
for (UINT16 x=0; x < MAX_NUMBER_OF_SAMS; x++)
|
|
{
|
|
if ( pSamList[x] == ubSectorID )
|
|
{
|
|
if ( fSamSiteFound[ x ] )
|
|
{
|
|
fSAMSiteKnown = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fVisited || fSAMSiteKnown)
|
|
{
|
|
if (fDetailed)
|
|
{
|
|
wcscat( zString, zDetailedExplored );
|
|
}
|
|
else
|
|
{
|
|
wcscat( zString, zExplored);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (fDetailed)
|
|
{
|
|
wcscat( zString, zDetailedUnexplored);
|
|
}
|
|
else
|
|
{
|
|
wcscat( zString, zUnexplored );
|
|
}
|
|
}
|
|
}
|
|
else // ABOVE GROUND HARDCODED
|
|
{
|
|
// Default JA2 Name selection
|
|
if ( bTownNameID == BLANK_SECTOR )
|
|
{
|
|
// OK, build string id like J11
|
|
// are we dealing with the unfound towns?
|
|
switch( ubSectorID )
|
|
{
|
|
case SEC_D2: //Chitzena SAM
|
|
if( !fSamSiteFound[ SAM_SITE_ONE ] )
|
|
wcscat( zString, pLandTypeStrings[ TROPICS ] );
|
|
else if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ TROPICS_SAM_SITE ] );
|
|
else
|
|
wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
|
|
break;
|
|
case SEC_D15: //Drassen SAM
|
|
if( !fSamSiteFound[ SAM_SITE_TWO ] )
|
|
wcscat( zString, pLandTypeStrings[ SPARSE ] );
|
|
else if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ SPARSE_SAM_SITE ] );
|
|
else
|
|
wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
|
|
break;
|
|
case SEC_I8: //Cambria SAM
|
|
if( !fSamSiteFound[ SAM_SITE_THREE ] )
|
|
wcscat( zString, pLandTypeStrings[ SAND ] );
|
|
else if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ SAND_SAM_SITE ] );
|
|
else
|
|
wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
|
|
break;
|
|
default:
|
|
wcscat( zString, pLandTypeStrings[ ubLandType ] );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch( ubSectorID )
|
|
{
|
|
case SEC_B13:
|
|
if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ DRASSEN_AIRPORT_SITE ] );
|
|
else
|
|
wcscat( zString, pTownNames[ DRASSEN ] );
|
|
break;
|
|
case SEC_F8:
|
|
if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ CAMBRIA_HOSPITAL_SITE ] );
|
|
else
|
|
wcscat( zString, pTownNames[ CAMBRIA ] );
|
|
break;
|
|
case SEC_J9: //Tixa
|
|
if( !fFoundTixa )
|
|
wcscat( zString, pLandTypeStrings[ SAND ] );
|
|
else
|
|
wcscat( zString, pTownNames[ TIXA ] );
|
|
break;
|
|
case SEC_K4: //Orta
|
|
if( !fFoundOrta )
|
|
wcscat( zString, pLandTypeStrings[ SWAMP ] );
|
|
else
|
|
wcscat( zString, pTownNames[ ORTA ] );
|
|
break;
|
|
case SEC_N3:
|
|
if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ MEDUNA_AIRPORT_SITE ] );
|
|
else
|
|
wcscat( zString, pTownNames[ MEDUNA ] );
|
|
break;
|
|
default:
|
|
if( ubSectorID == SEC_N4 && fSamSiteFound[ SAM_SITE_FOUR ] )
|
|
{ //Meduna's SAM site
|
|
if( fDetailed )
|
|
wcscat( zString, pLandTypeStrings[ MEDUNA_SAM_SITE ] );
|
|
else
|
|
wcscat( zString, pLandTypeStrings[ SAM_SITE ] );
|
|
}
|
|
else
|
|
{ //All other towns that are known since beginning of the game.
|
|
wcscat( zString, pTownNames[ bTownNameID ] );
|
|
if( fDetailed )
|
|
{
|
|
switch( ubSectorID )
|
|
{ //Append the word, "mine" for town sectors containing a mine.
|
|
case SEC_B2:
|
|
case SEC_D4:
|
|
case SEC_D13:
|
|
case SEC_H3:
|
|
case SEC_H8:
|
|
case SEC_I14:
|
|
wcscat( zString, L" " ); //space
|
|
wcscat( zString, pwMineStrings[ 0 ] ); //then "Mine"
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
UINT8 SetInsertionDataFromAdjacentMoveDirection( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
|
|
{
|
|
UINT8 ubDirection;
|
|
EXITGRID ExitGrid;
|
|
|
|
|
|
// Set insertion code
|
|
switch( ubTacticalDirection )
|
|
{
|
|
// OK, we are using an exit grid - set insertion values...
|
|
|
|
case 255:
|
|
if ( !GetExitGrid( sAdditionalData, &ExitGrid ) )
|
|
{
|
|
AssertMsg( 0, String( "No valid Exit grid can be found when one was expected: SetInsertionDataFromAdjacentMoveDirection." ) );
|
|
}
|
|
ubDirection = 255;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
pSoldier->usStrategicInsertionData = ExitGrid.usGridNo;
|
|
pSoldier->bUseExitGridForReentryDirection = TRUE;
|
|
break;
|
|
|
|
case NORTH:
|
|
ubDirection = NORTH_STRATEGIC_MOVE;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_SOUTH;
|
|
break;
|
|
case SOUTH:
|
|
ubDirection = SOUTH_STRATEGIC_MOVE;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
break;
|
|
case EAST:
|
|
ubDirection = EAST_STRATEGIC_MOVE;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_WEST;
|
|
break;
|
|
case WEST:
|
|
ubDirection = WEST_STRATEGIC_MOVE;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_EAST;
|
|
break;
|
|
default:
|
|
// Wrong direction given!
|
|
#ifdef JA2BETAVERSION
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) );
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection );
|
|
#endif
|
|
ubDirection = EAST_STRATEGIC_MOVE;
|
|
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_WEST;
|
|
}
|
|
|
|
return( ubDirection );
|
|
|
|
}
|
|
|
|
UINT8 GetInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
|
|
{
|
|
UINT8 ubDirection;
|
|
|
|
|
|
// Set insertion code
|
|
switch( ubTacticalDirection )
|
|
{
|
|
// OK, we are using an exit grid - set insertion values...
|
|
|
|
case 255:
|
|
|
|
ubDirection = 255;
|
|
break;
|
|
|
|
case NORTH:
|
|
ubDirection = NORTH_STRATEGIC_MOVE;
|
|
break;
|
|
case SOUTH:
|
|
ubDirection = SOUTH_STRATEGIC_MOVE;
|
|
break;
|
|
case EAST:
|
|
ubDirection = EAST_STRATEGIC_MOVE;
|
|
break;
|
|
case WEST:
|
|
ubDirection = WEST_STRATEGIC_MOVE;
|
|
break;
|
|
default:
|
|
// Wrong direction given!
|
|
#ifdef JA2BETAVERSION
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to GetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) );
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to GetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection );
|
|
#endif
|
|
ubDirection = EAST_STRATEGIC_MOVE;
|
|
}
|
|
|
|
return( ubDirection );
|
|
|
|
}
|
|
|
|
UINT8 GetStrategicInsertionDataFromAdjacentMoveDirection( UINT8 ubTacticalDirection, INT32 sAdditionalData )//dnl ch56 151009
|
|
{
|
|
UINT8 ubDirection;
|
|
|
|
|
|
// Set insertion code
|
|
switch( ubTacticalDirection )
|
|
{
|
|
// OK, we are using an exit grid - set insertion values...
|
|
|
|
case 255:
|
|
|
|
ubDirection = 255;
|
|
break;
|
|
|
|
case NORTH:
|
|
ubDirection = INSERTION_CODE_SOUTH;
|
|
break;
|
|
case SOUTH:
|
|
ubDirection = INSERTION_CODE_NORTH;
|
|
break;
|
|
case EAST:
|
|
ubDirection = INSERTION_CODE_WEST;
|
|
break;
|
|
case WEST:
|
|
ubDirection = INSERTION_CODE_EAST;
|
|
break;
|
|
default:
|
|
// Wrong direction given!
|
|
#ifdef JA2BETAVERSION
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion direction %d given to SetInsertionDataFromAdjacentMoveDirection", ubTacticalDirection ) );
|
|
ScreenMsg( FONT_RED, MSG_ERROR, L"Improper insertion direction %d given to GetStrategicInsertionDataFromAdjacentMoveDirection", ubTacticalDirection );
|
|
#endif
|
|
ubDirection = EAST_STRATEGIC_MOVE;
|
|
}
|
|
|
|
return( ubDirection );
|
|
|
|
}
|
|
|
|
|
|
void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32 sAdditionalData )//dnl ch56 151009
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
SOLDIERTYPE *pValidSoldier = NULL;
|
|
GROUP *pGroup;
|
|
UINT32 uiTraverseTime=0;
|
|
UINT8 ubDirection = 0xff;
|
|
EXITGRID ExitGrid;
|
|
INT8 bPrevAssignment;
|
|
UINT8 ubPrevGroupID;
|
|
|
|
// Set initial selected
|
|
// ATE: moved this towards top...
|
|
gubPreferredInitialSelectedGuy = (UINT8)gusSelectedSoldier;
|
|
|
|
if ( ubJumpCode == JUMP_ALL_LOAD_NEW || ubJumpCode == JUMP_ALL_NO_LOAD )
|
|
{
|
|
// TODO: Check flags to see if we can jump!
|
|
// Move controllable mercs!
|
|
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 we are controllable
|
|
if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
|
|
{
|
|
pValidSoldier = pSoldier;
|
|
//This now gets handled by strategic movement. It is possible that the
|
|
//group won't move instantaneously.
|
|
//pSoldier->sSectorX = sNewX;
|
|
//pSoldier->sSectorY = sNewY;
|
|
|
|
ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if ( ( ubJumpCode == JUMP_SINGLE_LOAD_NEW || ubJumpCode == JUMP_SINGLE_NO_LOAD ) )
|
|
{
|
|
// Use selected soldier...
|
|
// This guy should always be 1 ) selected and 2 ) close enough to exit sector to leave
|
|
if ( gusSelectedSoldier != NOBODY )
|
|
{
|
|
pValidSoldier = MercPtrs[ gusSelectedSoldier ];
|
|
ubDirection = GetInsertionDataFromAdjacentMoveDirection( ubTacticalDirection, sAdditionalData );
|
|
}
|
|
|
|
// save info for desired squad and and time for all single mercs leaving their squad.
|
|
bPrevAssignment = pValidSoldier->bAssignment;
|
|
ubPrevGroupID = pValidSoldier->ubGroupID;
|
|
|
|
if( ubJumpCode == JUMP_SINGLE_NO_LOAD )
|
|
{ // handle soldier moving by themselves
|
|
HandleSoldierLeavingSectorByThemSelf( pValidSoldier );
|
|
}
|
|
else
|
|
{ // now add char to a squad all their own
|
|
AddCharacterToUniqueSquad( pValidSoldier );
|
|
}
|
|
if( !pValidSoldier->ubNumTraversalsAllowedToMerge && bPrevAssignment < ON_DUTY )
|
|
{
|
|
PLAYERGROUP *pPlayer;
|
|
pValidSoldier->ubDesiredSquadAssignment = bPrevAssignment;
|
|
pValidSoldier->ubNumTraversalsAllowedToMerge = 2;
|
|
pGroup = GetGroup( ubPrevGroupID );
|
|
Assert( pGroup );
|
|
Assert( pGroup->fPlayer );
|
|
Assert( pGroup->ubGroupSize );
|
|
pPlayer = pGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
if( pPlayer->pSoldier != pValidSoldier )
|
|
{
|
|
pPlayer->pSoldier->ubNumTraversalsAllowedToMerge = 100;
|
|
pPlayer->pSoldier->ubDesiredSquadAssignment = NO_ASSIGNMENT;
|
|
}
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// OK, no jump code here given...
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper jump code %d given to JumpIntoAdjacentSector", ubJumpCode ) );
|
|
}
|
|
|
|
Assert( pValidSoldier );
|
|
|
|
|
|
//Now, determine the traversal time.
|
|
pGroup = GetGroup( pValidSoldier->ubGroupID );
|
|
AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)",pValidSoldier->name, pValidSoldier->ubGroupID) );
|
|
|
|
// If we are going through an exit grid, don't get traversal direction!
|
|
if ( ubTacticalDirection != 255 )
|
|
{
|
|
if( !gbWorldSectorZ )
|
|
{
|
|
uiTraverseTime = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), ubDirection, pGroup );
|
|
}
|
|
else if( gbWorldSectorZ > 0 )
|
|
{ //We are attempting to traverse in an underground environment. We need to use a complete different
|
|
//method. When underground, all sectors are instantly adjacent.
|
|
uiTraverseTime = UndergroundTacticalTraversalTime( ubDirection );
|
|
}
|
|
if( uiTraverseTime == 0xffffffff )
|
|
AssertMsg( 0, "Attempting to tactically traverse to adjacent sector, despite being unable to do so.");
|
|
}
|
|
|
|
// Alrighty, we want to do whatever our omnipotent player asked us to do
|
|
// this is what the ubJumpCode is for.
|
|
// Regardless of that we were asked to do, we MUST walk OFF ( Ian loves this... )
|
|
// So..... let's setup our people to walk off...
|
|
// We deal with a pGroup here... if an all move or a group...
|
|
|
|
// Setup some globals so our callback that deals when guys go off screen is handled....
|
|
// Look in the handler function AllMercsHaveWalkedOffSector() below...
|
|
gpAdjacentGroup = pGroup;
|
|
gubAdjacentJumpCode = ubJumpCode;
|
|
guiAdjacentTraverseTime = uiTraverseTime;
|
|
gubTacticalDirection = ubTacticalDirection;
|
|
gsAdditionalData = sAdditionalData;
|
|
|
|
// If normal direction, use it!
|
|
if ( ubTacticalDirection != 255 )
|
|
{
|
|
gsAdjacentSectorX = (INT16)(gWorldSectorX + DirXIncrementer[ ubTacticalDirection ]);
|
|
gsAdjacentSectorY = (INT16)(gWorldSectorY + DirYIncrementer[ ubTacticalDirection ]);
|
|
gbAdjacentSectorZ = pValidSoldier->bSectorZ;
|
|
}
|
|
else
|
|
{
|
|
// Take directions from exit grid info!
|
|
if ( !GetExitGrid( sAdditionalData, &ExitGrid ) )
|
|
{
|
|
AssertMsg( 0, String( "Told to use exit grid at %d but one does not exist", sAdditionalData ) );
|
|
}
|
|
|
|
gsAdjacentSectorX = ExitGrid.ubGotoSectorX;
|
|
gsAdjacentSectorY = ExitGrid.ubGotoSectorY;
|
|
gbAdjacentSectorZ = ExitGrid.ubGotoSectorZ;
|
|
gusDestExitGridNo = ExitGrid.usGridNo;
|
|
}
|
|
|
|
// Give guy(s) orders to walk off sector...
|
|
if( pGroup->fPlayer )
|
|
{ //For player groups, update the soldier information
|
|
PLAYERGROUP *curr;
|
|
INT32 sGridNo;
|
|
UINT8 ubNum = 0;
|
|
|
|
curr = pGroup->pPlayerList;
|
|
while( curr )
|
|
{
|
|
if ( OK_CONTROLLABLE_MERC( curr->pSoldier) )
|
|
{
|
|
if ( ubTacticalDirection != 255 )
|
|
{
|
|
sGridNo = PickGridNoNearestEdge( curr->pSoldier, ubTacticalDirection );
|
|
|
|
curr->pSoldier->sPreTraversalGridNo = curr->pSoldier->sGridNo;
|
|
|
|
if (!TileIsOutOfBounds(sGridNo))
|
|
{
|
|
// Save wait code - this will make buddy walk off screen into oblivion
|
|
curr->pSoldier->ubWaitActionToDo = 2;
|
|
// This will set the direction so we know now to move into oblivion
|
|
curr->pSoldier->aiData.uiPendingActionData1 = ubTacticalDirection;
|
|
}
|
|
else
|
|
{
|
|
AssertMsg( 0, String( "Failed to get good exit location for adjacentmove" ) );
|
|
}
|
|
|
|
curr->pSoldier->EVENT_GetNewSoldierPath( sGridNo, WALKING );
|
|
|
|
}
|
|
else
|
|
{
|
|
// Here, get closest location for exit grid....
|
|
sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( curr->pSoldier, sAdditionalData, 10, &ubDirection );
|
|
|
|
if (!TileIsOutOfBounds(sGridNo))
|
|
{
|
|
// Save wait code - this will make buddy walk off screen into oblivion
|
|
// curr->pSoldier->ubWaitActionToDo = 2;
|
|
}
|
|
else
|
|
{
|
|
AssertMsg( 0, String( "Failed to get good exit location for adjacentmove" ) );
|
|
}
|
|
|
|
// Don't worry about walk off screen, just stay at gridno...
|
|
curr->pSoldier->ubWaitActionToDo = 1;
|
|
|
|
// Set buddy go!
|
|
gfPlotPathToExitGrid = TRUE;
|
|
curr->pSoldier->EVENT_GetNewSoldierPath( sGridNo, WALKING );
|
|
gfPlotPathToExitGrid = FALSE;
|
|
|
|
}
|
|
ubNum++;
|
|
}
|
|
else
|
|
{
|
|
// We will remove them later....
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
|
|
// ATE: Do another round, removing guys from group that can't go on...
|
|
BEGINNING_LOOP:
|
|
|
|
curr = pGroup->pPlayerList;
|
|
while( curr )
|
|
{
|
|
if ( !OK_CONTROLLABLE_MERC( curr->pSoldier ) )
|
|
{
|
|
RemoveCharacterFromSquads( curr->pSoldier );
|
|
goto BEGINNING_LOOP;
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
|
|
|
|
// OK, setup TacticalOverhead polling system that will notify us once everybody
|
|
// has made it to our destination.
|
|
if ( ubTacticalDirection != 255 )
|
|
{
|
|
SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALKOFF_SCREEN, ubNum, ubJumpCode, 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
// Add new wait action here...
|
|
SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO, ubNum, ubJumpCode, 0, 0 );
|
|
}
|
|
|
|
// Lock UI!
|
|
guiPendingOverrideEvent = LU_BEGINUILOCK;
|
|
HandleTacticalUI( );
|
|
}
|
|
}
|
|
|
|
|
|
void HandleSoldierLeavingSectorByThemSelf( SOLDIERTYPE *pSoldier )
|
|
{
|
|
// soldier leaving thier squad behind, will rejoin later
|
|
// if soldier in a squad, set the fact they want to return here
|
|
UINT8 ubGroupId;
|
|
|
|
if( pSoldier->bAssignment < ON_DUTY )
|
|
{
|
|
RemoveCharacterFromSquads( pSoldier );
|
|
|
|
// are they in a group?..remove from group
|
|
if( pSoldier->ubGroupID != 0 )
|
|
{
|
|
// remove from group
|
|
RemovePlayerFromGroup( pSoldier->ubGroupID, pSoldier );
|
|
pSoldier->ubGroupID = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// otherwise, they are on thier own, not in a squad, simply remove mvt group
|
|
if( pSoldier->ubGroupID && pSoldier->bAssignment != VEHICLE )
|
|
{ //Can only remove groups if they aren't persistant (not in a squad or vehicle)
|
|
// delete group
|
|
RemoveGroup( pSoldier->ubGroupID );
|
|
pSoldier->ubGroupID = 0;
|
|
}
|
|
}
|
|
|
|
// set to guard
|
|
AddCharacterToUniqueSquad( pSoldier );
|
|
|
|
if( pSoldier->ubGroupID == 0 )
|
|
{
|
|
// create independant group
|
|
ubGroupId = CreateNewPlayerGroupDepartingFromSector( ( UINT8 )pSoldier->sSectorX, ( UINT8 )pSoldier->sSectorY );
|
|
AddPlayerToGroup( ubGroupId , pSoldier );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void AllMercsWalkedToExitGrid()
|
|
{
|
|
PLAYERGROUP *pPlayer;
|
|
BOOLEAN fDone;
|
|
// SANDRO was here.. made some tweaks, fixed some stuff
|
|
BOOLEAN fEnemiesInLoadedSector = FALSE;
|
|
if( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
|
|
{
|
|
fEnemiesInLoadedSector = TRUE;
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - if enemies are in sector, handle morale hit for fleeing
|
|
// Minor bug fix - check certain circumstances and don't reduce the morale if the fight is not over yet
|
|
// if all mercs leaving, morale gets hit
|
|
// if one merc only leaves, but there are others fighting on, don't reduce the morale
|
|
// if sector is about to be loaded and there are enemies in the current, then all mercs are leaving, so the morale gets hit
|
|
if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD && gpAdjacentGroup->ubGroupSize >= PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ )) ||
|
|
( gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ ) <= 1 ) ||
|
|
( gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW ) )
|
|
{
|
|
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
|
|
// End inetrrogation quest if we left the sector, but haven't killed all enemies
|
|
if ( gWorldSectorX == 7 && gWorldSectorY == 14 && gbWorldSectorZ == 0 && gubQuest[ QUEST_INTERROGATION ] == QUESTINPROGRESS )
|
|
{
|
|
// Finish quest, although not give points here...
|
|
InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE );
|
|
// ... give them manually, but halved
|
|
GiveQuestRewardPoint( gWorldSectorX, gWorldSectorY, 4, NO_PROFILE );
|
|
// Also get us know, we finished the quest
|
|
ResetHistoryFact( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
|
}
|
|
}
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
HandlePotentialMoraleHitForSkimmingSectors( gpAdjacentGroup );
|
|
}
|
|
|
|
if( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD )
|
|
{
|
|
Assert( gpAdjacentGroup );
|
|
//pPlayer = gpAdjacentGroup->pPlayerList; // SANDRO - why was this here twice?
|
|
pPlayer = gpAdjacentGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - merc records - times retreated counter
|
|
if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
|
|
gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++;
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData );
|
|
|
|
RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE );
|
|
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
|
|
SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16) gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
|
|
AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE );
|
|
|
|
SetDefaultSquadOnSectorEntry( TRUE );
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - reset num enemies here if the sector was unloaded
|
|
if( gWorldSectorX == 0 && gWorldSectorX == 0 && gbWorldSectorZ == -1 )
|
|
{
|
|
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
|
|
}
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
}
|
|
else
|
|
{
|
|
// SANDRO - reset number of enemies here, we are about to load a new sector
|
|
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
|
|
|
|
//Because we are actually loading the new map, and we are physically traversing, we don't want
|
|
//to bring up the prebattle interface when we arrive if there are enemies there. This flag
|
|
//ignores the initialization of the prebattle interface and clears the flag.
|
|
gfTacticalTraversal = TRUE;
|
|
gpTacticalTraversalGroup = gpAdjacentGroup;
|
|
|
|
//Check for any unconcious and/or dead merc and remove them from the current squad, so that they
|
|
//don't get moved to the new sector.
|
|
fDone = FALSE;
|
|
while( !fDone )
|
|
{
|
|
fDone = FALSE;
|
|
pPlayer = gpAdjacentGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
if( pPlayer->pSoldier->stats.bLife < OKLIFE )
|
|
{
|
|
AddCharacterToUniqueSquad( pPlayer->pSoldier );
|
|
break;
|
|
}
|
|
InitSoldierOppList( pPlayer->pSoldier );
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
if( !pPlayer )
|
|
{
|
|
fDone = TRUE;
|
|
}
|
|
}
|
|
|
|
// OK, Set insertion direction for all these guys....
|
|
Assert( gpAdjacentGroup );
|
|
pPlayer = gpAdjacentGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - merc records - times retreated counter
|
|
if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
|
|
gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++;
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
SetInsertionDataFromAdjacentMoveDirection( pPlayer->pSoldier, gubTacticalDirection, gsAdditionalData );
|
|
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
SetGroupSectorValue( gsAdjacentSectorX, gsAdjacentSectorY, (INT16) gbAdjacentSectorZ, gpAdjacentGroup->ubGroupID );
|
|
AttemptToMergeSeparatedGroups( gpAdjacentGroup, FALSE );
|
|
|
|
gFadeOutDoneCallback = DoneFadeOutExitGridSector;
|
|
FadeOutGameScreen( );
|
|
}
|
|
// SANDRO - This actually never happeneds, moved up
|
|
//if( !PlayerMercsInSector( (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY, (UINT8)gbAdjacentSectorZ ) )
|
|
//{
|
|
// HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ );
|
|
//}
|
|
if( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD )
|
|
{
|
|
gfTacticalTraversal = FALSE;
|
|
gpTacticalTraversalGroup = NULL;
|
|
gpTacticalTraversalChosenSoldier = NULL;
|
|
}
|
|
}
|
|
|
|
void SetupTacticalTraversalInformation()
|
|
{
|
|
SOLDIERTYPE *pSoldier;
|
|
PLAYERGROUP *pPlayer;
|
|
|
|
Assert( gpAdjacentGroup );
|
|
pPlayer = gpAdjacentGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
pSoldier = pPlayer->pSoldier;
|
|
|
|
SetInsertionDataFromAdjacentMoveDirection( pSoldier, gubTacticalDirection, gsAdditionalData );
|
|
|
|
// pass flag that this is a tactical traversal, the path built MUST go in the traversed direction even if longer!
|
|
PlotPathForCharacter( pSoldier, gsAdjacentSectorX, gsAdjacentSectorY, TRUE );
|
|
|
|
//dnl ch48 041009
|
|
if(guiAdjacentTraverseTime <= 5)
|
|
{
|
|
// Save this gridNo....
|
|
pSoldier->aiData.sPendingActionData2 = GETWORLDINDEXFROMWORLDCOORDS(pSoldier->sY, pSoldier->sX);
|
|
// Copy CODe computed earlier into data
|
|
pSoldier->usStrategicInsertionData = pSoldier->ubStrategicInsertionCode;
|
|
// Now use NEW code....
|
|
pSoldier->ubStrategicInsertionCode = CalcMapEdgepointClassInsertionCode(pSoldier->sPreTraversalGridNo);
|
|
if(gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW || gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW)
|
|
fUsingEdgePointsForStrategicEntry = TRUE;
|
|
}
|
|
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
if( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD )
|
|
{
|
|
gfTacticalTraversal = FALSE;
|
|
gpTacticalTraversalGroup = NULL;
|
|
gpTacticalTraversalChosenSoldier = NULL;
|
|
}
|
|
}
|
|
|
|
void AllMercsHaveWalkedOffSector( )
|
|
{
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"AllMercsHaveWalkedOffSector");
|
|
|
|
PLAYERGROUP *pPlayer;
|
|
BOOLEAN fEnemiesInLoadedSector = FALSE;
|
|
|
|
if( NumEnemiesInAnySector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ ) )
|
|
{
|
|
fEnemiesInLoadedSector = TRUE;
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - if enemies are in sector, handle morale hit for fleeing
|
|
// Minor bug fix - check certain circumstances and don't reduce the morale if the fight is not over yet
|
|
// if all mercs leaving, morale gets hit
|
|
// if one merc only leaves, but there are others fighting on, don't reduce the morale
|
|
// if sector is about to be loaded and there are enemies in the current, then all mercs are leaving alway
|
|
if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD && gpAdjacentGroup->ubGroupSize >= PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ )) ||
|
|
( gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD && PlayerMercsInSector( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY, (UINT8)gbWorldSectorZ ) <= 1 ) ||
|
|
( gubAdjacentJumpCode == JUMP_ALL_LOAD_NEW || gubAdjacentJumpCode == JUMP_SINGLE_LOAD_NEW ) )
|
|
{
|
|
HandleLoyaltyImplicationsOfMercRetreat( RETREAT_TACTICAL_TRAVERSAL, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
|
|
// End inetrrogation quest if we left the sector, but haven't killed all enemies
|
|
if ( gWorldSectorX == 7 && gWorldSectorY == 14 && gbWorldSectorZ == 0 && gubQuest[ QUEST_INTERROGATION ] == QUESTINPROGRESS )
|
|
{
|
|
// Finish quest, although not give points here...
|
|
InternalEndQuest( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY, FALSE );
|
|
// ... give them manually, but halved
|
|
GiveQuestRewardPoint( gWorldSectorX, gWorldSectorY, 4, NO_PROFILE );
|
|
// Also get us know, we finished the quest
|
|
ResetHistoryFact( QUEST_INTERROGATION, gWorldSectorX, gWorldSectorY );
|
|
}
|
|
}
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
}
|
|
|
|
//Setup strategic traversal information
|
|
if( guiAdjacentTraverseTime <= 5 )
|
|
{
|
|
gfTacticalTraversal = TRUE;
|
|
gpTacticalTraversalGroup = gpAdjacentGroup;
|
|
|
|
if( gbAdjacentSectorZ > 0 && guiAdjacentTraverseTime <= 5 )
|
|
{ //Nasty strategic movement logic doesn't like underground sectors!
|
|
gfUndergroundTacticalTraversal = TRUE;
|
|
}
|
|
}
|
|
ClearMercPathsAndWaypointsForAllInGroup( gpAdjacentGroup );
|
|
AddWaypointToPGroup( gpAdjacentGroup, (UINT8)gsAdjacentSectorX, (UINT8)gsAdjacentSectorY );
|
|
if( gbAdjacentSectorZ > 0 && guiAdjacentTraverseTime <= 5 )
|
|
{ //Nasty strategic movement logic doesn't like underground sectors!
|
|
gfUndergroundTacticalTraversal = TRUE;
|
|
}
|
|
|
|
SetupTacticalTraversalInformation();
|
|
|
|
// ATE: Added here: donot load another screen if we were told not to....
|
|
if( ( gubAdjacentJumpCode == JUMP_ALL_NO_LOAD || gubAdjacentJumpCode == JUMP_SINGLE_NO_LOAD ) )
|
|
{ //Case 1: Group is leaving sector, but there are other mercs in sector and player wants to stay, or
|
|
// there are other mercs in sector while a battle is in progress.
|
|
pPlayer = gpAdjacentGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - merc records - times retreated counter
|
|
if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
|
|
gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++;
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
RemoveSoldierFromTacticalSector( pPlayer->pSoldier, TRUE );
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
SetDefaultSquadOnSectorEntry( TRUE );
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - reset num enemies here if the sector was unloaded
|
|
if( !fEnemiesInLoadedSector || (gWorldSectorX == 0 && gWorldSectorX == 0 && gbWorldSectorZ == -1 ) )
|
|
{
|
|
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
|
|
}
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
}
|
|
else
|
|
{
|
|
// SANDRO - reset number of enemies here, we are about to load a new sector
|
|
memset( &(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS );
|
|
|
|
if( fEnemiesInLoadedSector )
|
|
{
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
// SANDRO - merc records - times retreated counter
|
|
pPlayer = gpAdjacentGroup->pPlayerList;
|
|
while( pPlayer )
|
|
{
|
|
if( fEnemiesInLoadedSector && pPlayer->pSoldier->ubProfile != NO_PROFILE )
|
|
gMercProfiles[ pPlayer->pSoldier->ubProfile ].records.usBattlesRetreated++;
|
|
pPlayer = pPlayer->next;
|
|
}
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
//We are retreating from a sector with enemies in it and there are no mercs left so
|
|
//warp the game time by 5 minutes to simulate the actual retreat. This restricts the
|
|
//player from immediately coming back to the same sector they left to perhaps take advantage
|
|
//of the tactical placement gui to get into better position. Additionally, if there are any
|
|
//enemies in this sector that are part of a movement group, reset that movement group so that they
|
|
//are "in" the sector rather than 75% of the way to the next sector if that is the case.
|
|
ResetMovementForEnemyGroupsInLocation( (UINT8)gWorldSectorX, (UINT8)gWorldSectorY );
|
|
|
|
if( guiAdjacentTraverseTime > 5 )
|
|
{
|
|
//Because this final group is retreating, simulate extra time to retreat, so they can't immediately come back.
|
|
WarpGameTime( 300, WARPTIME_NO_PROCESSING_OF_EVENTS );
|
|
}
|
|
}
|
|
if( guiAdjacentTraverseTime <= 5 )
|
|
{
|
|
//Case 2: Immediatly loading the next sector
|
|
if( !gbAdjacentSectorZ )
|
|
{
|
|
UINT32 uiWarpTime;
|
|
uiWarpTime = (GetWorldTotalMin() + 5) * 60 - GetWorldTotalSeconds();
|
|
WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST );
|
|
}
|
|
else if( gbAdjacentSectorZ > 0 )
|
|
{
|
|
UINT32 uiWarpTime;
|
|
uiWarpTime = (GetWorldTotalMin() + 1) * 60 - GetWorldTotalSeconds();
|
|
WarpGameTime( uiWarpTime, WARPTIME_PROCESS_TARGET_TIME_FIRST );
|
|
}
|
|
|
|
//Because we are actually loading the new map, and we are physically traversing, we don't want
|
|
//to bring up the prebattle interface when we arrive if there are enemies there. This flag
|
|
//ignores the initialization of the prebattle interface and clears the flag.
|
|
gFadeOutDoneCallback = DoneFadeOutAdjacentSector;
|
|
FadeOutGameScreen( );
|
|
}
|
|
else
|
|
{ //Case 3: Going directly to mapscreen
|
|
|
|
//Lock game into mapscreen mode, but after the fade is done.
|
|
gfEnteringMapScreen = TRUE;
|
|
|
|
// ATE; Fade FAST....
|
|
SetMusicFadeSpeed( 5 );
|
|
SetMusicMode( MUSIC_TACTICAL_NOTHING );
|
|
}
|
|
}
|
|
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"AllMercsHaveWalkedOffSector done");
|
|
}
|
|
|
|
void DoneFadeOutExitGridSector( )
|
|
{
|
|
SetCurrentWorldSector( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ );
|
|
if( gfTacticalTraversal && gpTacticalTraversalGroup && gpTacticalTraversalChosenSoldier )
|
|
{
|
|
if( gTacticalStatus.fEnemyInSector )
|
|
{
|
|
TacticalCharacterDialogueWithSpecialEvent( gpTacticalTraversalChosenSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 );
|
|
}
|
|
}
|
|
gfTacticalTraversal = FALSE;
|
|
gpTacticalTraversalGroup = NULL;
|
|
gpTacticalTraversalChosenSoldier = NULL;
|
|
FadeInGameScreen( );
|
|
}
|
|
|
|
void DoneFadeOutAdjacentSector( )
|
|
{
|
|
UINT8 ubDirection;
|
|
SetCurrentWorldSector( gsAdjacentSectorX, gsAdjacentSectorY, gbAdjacentSectorZ );
|
|
|
|
ubDirection = GetStrategicInsertionDataFromAdjacentMoveDirection( gubTacticalDirection, gsAdditionalData );
|
|
if( gfTacticalTraversal && gpTacticalTraversalGroup && gpTacticalTraversalChosenSoldier )
|
|
{
|
|
if( gTacticalStatus.fEnemyInSector )
|
|
{
|
|
TacticalCharacterDialogueWithSpecialEvent( gpTacticalTraversalChosenSoldier, QUOTE_ENEMY_PRESENCE, 0, 0, 0 );
|
|
}
|
|
}
|
|
gfTacticalTraversal = FALSE;
|
|
gpTacticalTraversalGroup = NULL;
|
|
gpTacticalTraversalChosenSoldier = NULL;
|
|
|
|
if ( gfCaves )
|
|
{
|
|
// ATE; Set tactical status flag...
|
|
gTacticalStatus.uiFlags |= IGNORE_ALL_OBSTACLES;
|
|
// Set pathing flag to path through anything....
|
|
gfPathAroundObstacles = FALSE;
|
|
}
|
|
|
|
// OK, give our guys new orders...
|
|
if( gpAdjacentGroup->fPlayer )
|
|
{
|
|
//For player groups, update the soldier information
|
|
PLAYERGROUP *curr;
|
|
UINT32 uiAttempts;
|
|
INT32 sGridNo, sOldGridNo;
|
|
UINT8 ubNum = 0;
|
|
INT16 sWorldX, sWorldY;
|
|
curr = gpAdjacentGroup->pPlayerList;
|
|
while( curr )
|
|
{
|
|
if( !(curr->pSoldier->flags.uiStatusFlags & SOLDIER_IS_TACTICALLY_VALID) )
|
|
{
|
|
if(!TileIsOutOfBounds(curr->pSoldier->sGridNo))
|
|
{
|
|
sGridNo = PickGridNoToWalkIn( curr->pSoldier, ubDirection, &uiAttempts );
|
|
|
|
//If the search algorithm failed due to too many attempts, simply reset the
|
|
//the gridno as the destination is a reserved gridno and we will place the
|
|
//merc there without walking into the sector.
|
|
|
|
if (TileIsOutOfBounds(sGridNo) && uiAttempts == MAX_ATTEMPTS )
|
|
{
|
|
sGridNo = curr->pSoldier->sGridNo;
|
|
}
|
|
|
|
if(!TileIsOutOfBounds(sGridNo))
|
|
{
|
|
curr->pSoldier->ubWaitActionToDo = 1;
|
|
// OK, here we have been given a position, a gridno has been given to use as well....
|
|
sOldGridNo = curr->pSoldier->sGridNo;
|
|
sWorldX = CenterX( sGridNo );
|
|
sWorldY = CenterY( sGridNo );
|
|
curr->pSoldier->EVENT_SetSoldierPosition( sWorldX, sWorldY );
|
|
if( sGridNo != sOldGridNo )
|
|
{
|
|
curr->pSoldier->EVENT_GetNewSoldierPath( sOldGridNo, WALKING );
|
|
}
|
|
ubNum++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifdef JA2BETAVERSION
|
|
CHAR8 str[256];
|
|
sprintf( str, "%S's gridno is NOWHERE, and is attempting to walk into sector.", curr->pSoldier->name );
|
|
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, str );
|
|
#endif
|
|
}
|
|
}
|
|
curr = curr->next;
|
|
}
|
|
SetActionToDoOnceMercsGetToLocation( WAIT_FOR_MERCS_TO_WALKON_SCREEN, ubNum, 0, 0, 0 );
|
|
guiPendingOverrideEvent = LU_BEGINUILOCK;
|
|
HandleTacticalUI( );
|
|
|
|
// Unset flag here.....
|
|
gfPathAroundObstacles = TRUE;
|
|
|
|
}
|
|
FadeInGameScreen( );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN SoldierOKForSectorExit( SOLDIERTYPE * pSoldier, INT8 bExitDirection, INT32 usAdditionalData )//dnl ch56 151009
|
|
{
|
|
INT16 sXMapPos;
|
|
INT16 sYMapPos;
|
|
INT16 sWorldX;
|
|
INT16 sWorldY;
|
|
UINT8 ubDirection;
|
|
INT32 sGridNo;
|
|
INT16 sAPs;
|
|
|
|
// if the soldiers gridno is not NOWHERE
|
|
if(TileIsOutOfBounds(pSoldier->sGridNo))
|
|
return( FALSE );
|
|
|
|
// OK, anyone on roofs cannot!
|
|
if ( pSoldier->pathing.bLevel > 0 )
|
|
return( FALSE );
|
|
|
|
// get world absolute XY
|
|
ConvertGridNoToXY( pSoldier->sGridNo, &sXMapPos, &sYMapPos );
|
|
|
|
// Get screen coordinates for current position of soldier
|
|
GetWorldXYAbsoluteScreenXY( sXMapPos, sYMapPos, &sWorldX, &sWorldY);
|
|
|
|
// Check direction
|
|
switch( bExitDirection )
|
|
{
|
|
case EAST_STRATEGIC_MOVE:
|
|
|
|
if ( sWorldX < ( ( gsTRX - gsTLX ) - CHECK_DIR_X_DELTA ) )
|
|
{
|
|
// NOT OK, return FALSE
|
|
return( FALSE );
|
|
}
|
|
break;
|
|
|
|
case WEST_STRATEGIC_MOVE:
|
|
|
|
if ( sWorldX > CHECK_DIR_X_DELTA )
|
|
{
|
|
// NOT OK, return FALSE
|
|
return( FALSE );
|
|
}
|
|
break;
|
|
|
|
case SOUTH_STRATEGIC_MOVE:
|
|
|
|
if ( sWorldY < ( ( gsBLY - gsTRY ) - CHECK_DIR_Y_DELTA ) )
|
|
{
|
|
// NOT OK, return FALSE
|
|
return( FALSE );
|
|
}
|
|
break;
|
|
|
|
case NORTH_STRATEGIC_MOVE:
|
|
|
|
if ( sWorldY > CHECK_DIR_Y_DELTA )
|
|
{
|
|
// NOT OK, return FALSE
|
|
return( FALSE );
|
|
}
|
|
break;
|
|
|
|
// This case is for an exit grid....
|
|
// check if we are close enough.....
|
|
|
|
case -1:
|
|
|
|
|
|
// FOR REALTIME - DO MOVEMENT BASED ON STANCE!
|
|
if ( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) )
|
|
{
|
|
pSoldier->usUIMovementMode = pSoldier->GetMoveStateBasedOnStance( gAnimControl[ pSoldier->usAnimState ].ubEndHeight );
|
|
}
|
|
|
|
sGridNo = FindGridNoFromSweetSpotCloseToExitGrid( pSoldier, usAdditionalData, 10, &ubDirection );
|
|
|
|
if (TileIsOutOfBounds(sGridNo))
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// ATE: if we are in combat, get cost to move here....
|
|
if ( gTacticalStatus.uiFlags & INCOMBAT )
|
|
{
|
|
// Turn off at end of function...
|
|
sAPs = PlotPath( pSoldier, sGridNo, NO_COPYROUTE, NO_PLOT, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
|
|
|
|
if ( !EnoughPoints( pSoldier, sAPs, 0, FALSE ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
break;
|
|
|
|
}
|
|
return( TRUE );
|
|
}
|
|
|
|
//ATE: Returns FALSE if NOBODY is close enough, 1 if ONLY selected guy is and 2 if all on squad are...
|
|
BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *puiTraverseTimeInMinutes )//dnl ch56 151009
|
|
{
|
|
INT32 cnt;
|
|
SOLDIERTYPE *pSoldier;
|
|
BOOLEAN fAtLeastOneMercControllable = FALSE;
|
|
BOOLEAN fOnlySelectedGuy = FALSE;
|
|
SOLDIERTYPE *pValidSoldier = NULL;
|
|
UINT8 ubReturnVal = FALSE;
|
|
UINT8 ubNumControllableMercs = 0;
|
|
UINT8 ubNumMercs = 0, ubNumEPCs = 0;
|
|
UINT8 ubPlayerControllableMercsInSquad = 0;
|
|
|
|
if( gusSelectedSoldier == NOBODY )
|
|
{ //must have a selected soldier to be allowed to tactically traverse.
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
//Exception code for the two sectors in San Mona that are separated by a cliff. We want to allow strategic
|
|
//traversal, but NOT tactical traversal. The only way to tactically go from D4 to D5 (or viceversa) is to enter
|
|
//the cave entrance.
|
|
if( gWorldSectorX == 4 && gWorldSectorY == 4 && !gbWorldSectorZ && bExitDirection == EAST_STRATEGIC_MOVE )
|
|
{
|
|
gfInvalidTraversal = TRUE;
|
|
return FALSE;
|
|
}
|
|
if( gWorldSectorX == 5 && gWorldSectorY == 4 && !gbWorldSectorZ && bExitDirection == WEST_STRATEGIC_MOVE )
|
|
{
|
|
gfInvalidTraversal = TRUE;
|
|
return FALSE;
|
|
}
|
|
*/
|
|
|
|
gfInvalidTraversal = FALSE;
|
|
gfLoneEPCAttemptingTraversal = FALSE;
|
|
gubLoneMercAttemptingToAbandonEPCs = 0;
|
|
gbPotentiallyAbandonedEPCSlotID = -1;
|
|
|
|
// Look through all mercs and check if they are within range of east end....
|
|
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 we are controllable
|
|
if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
|
|
{
|
|
//Need to keep a copy of a good soldier, so we can access it later, and
|
|
//not more than once.
|
|
pValidSoldier = pSoldier;
|
|
|
|
ubNumControllableMercs++;
|
|
|
|
//We need to keep track of the number of EPCs and mercs in this squad. If we have
|
|
//only one merc and one or more EPCs, then we can't allow the merc to tactically traverse,
|
|
//if he is the only merc near enough to traverse.
|
|
if( AM_AN_EPC( pSoldier ) )
|
|
{
|
|
ubNumEPCs++;
|
|
//Also record the EPC's slot ID incase we later build a string using the EPC's name.
|
|
gbPotentiallyAbandonedEPCSlotID = (INT8)cnt;
|
|
if( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
|
|
{
|
|
gfRobotWithoutControllerAttemptingTraversal = TRUE;
|
|
ubNumControllableMercs--;
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ubNumMercs++;
|
|
}
|
|
|
|
if ( SoldierOKForSectorExit( pSoldier, bExitDirection, usAdditionalData ) )
|
|
{
|
|
fAtLeastOneMercControllable++;
|
|
|
|
if ( cnt == gusSelectedSoldier )
|
|
{
|
|
fOnlySelectedGuy = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GROUP *pGroup;
|
|
|
|
// ATE: Dont's assume exit grids here...
|
|
if ( bExitDirection != -1 )
|
|
{
|
|
//Now, determine if this is a valid path.
|
|
pGroup = GetGroup( pValidSoldier->ubGroupID );
|
|
AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)",pValidSoldier->name, pValidSoldier->ubGroupID) );
|
|
if( !gbWorldSectorZ )
|
|
{
|
|
*puiTraverseTimeInMinutes = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), bExitDirection, pGroup );
|
|
}
|
|
else if( gbWorldSectorZ > 1 )
|
|
{ //We are attempting to traverse in an underground environment. We need to use a complete different
|
|
//method. When underground, all sectors are instantly adjacent.
|
|
*puiTraverseTimeInMinutes = UndergroundTacticalTraversalTime( bExitDirection );
|
|
}
|
|
if( *puiTraverseTimeInMinutes == 0xffffffff )
|
|
{
|
|
gfInvalidTraversal = TRUE;
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*puiTraverseTimeInMinutes = 0; //exit grid travel is instantaneous
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we are here, at least one guy is controllable in this sector, at least he can go!
|
|
if( fAtLeastOneMercControllable )
|
|
{
|
|
ubPlayerControllableMercsInSquad = (UINT8)NumberOfPlayerControllableMercsInSquad( MercPtrs[ gusSelectedSoldier ]->bAssignment );
|
|
if( fAtLeastOneMercControllable <= ubPlayerControllableMercsInSquad )
|
|
{ //if the selected merc is an EPC and we can only leave with that merc, then prevent it
|
|
//as EPCs aren't allowed to leave by themselves. Instead of restricting this in the
|
|
//exiting sector gui, we restrict it by explaining it with a message box.
|
|
if ( AM_AN_EPC( MercPtrs[ gusSelectedSoldier ] ) )
|
|
{
|
|
if( AM_A_ROBOT( pSoldier ) && !pSoldier->CanRobotBeControlled( ) )
|
|
{
|
|
//gfRobotWithoutControllerAttemptingTraversal = TRUE;
|
|
return FALSE;
|
|
}
|
|
else if( fAtLeastOneMercControllable < ubPlayerControllableMercsInSquad || fAtLeastOneMercControllable == 1 )
|
|
{
|
|
gfLoneEPCAttemptingTraversal = TRUE;
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{ //We previously counted the number of EPCs and mercs, and if the selected merc is not an EPC and there are no
|
|
//other mercs in the squad able to escort the EPCs, we will prohibit this merc from tactically traversing.
|
|
if( ubNumEPCs && ubNumMercs == 1 && fAtLeastOneMercControllable < ubPlayerControllableMercsInSquad )
|
|
{
|
|
gubLoneMercAttemptingToAbandonEPCs = ubNumEPCs;
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
if ( bExitDirection != -1 )
|
|
{
|
|
GROUP *pGroup;
|
|
//Now, determine if this is a valid path.
|
|
pGroup = GetGroup( pValidSoldier->ubGroupID );
|
|
AssertMsg( pGroup, String( "%S is not in a valid group (pSoldier->ubGroupID is %d)",pValidSoldier->name, pValidSoldier->ubGroupID) );
|
|
if( !gbWorldSectorZ )
|
|
{
|
|
*puiTraverseTimeInMinutes = GetSectorMvtTimeForGroup( (UINT8)SECTOR( pGroup->ubSectorX, pGroup->ubSectorY ), bExitDirection, pGroup );
|
|
}
|
|
else if( gbWorldSectorZ > 0 )
|
|
{ //We are attempting to traverse in an underground environment. We need to use a complete different
|
|
//method. When underground, all sectors are instantly adjacent.
|
|
*puiTraverseTimeInMinutes = UndergroundTacticalTraversalTime( bExitDirection );
|
|
}
|
|
if( *puiTraverseTimeInMinutes == 0xffffffff )
|
|
{
|
|
gfInvalidTraversal = TRUE;
|
|
ubReturnVal = FALSE;
|
|
}
|
|
else
|
|
{
|
|
ubReturnVal = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ubReturnVal = TRUE;
|
|
*puiTraverseTimeInMinutes = 0; //exit grid travel is instantaneous
|
|
}
|
|
}
|
|
|
|
if ( ubReturnVal )
|
|
{
|
|
// Default to FALSE again, until we see that we have
|
|
ubReturnVal = FALSE;
|
|
|
|
if ( fAtLeastOneMercControllable )
|
|
{
|
|
// Do we contain the selected guy?
|
|
if ( fOnlySelectedGuy )
|
|
{
|
|
ubReturnVal = 1;
|
|
}
|
|
// Is the whole squad able to go here?
|
|
if ( fAtLeastOneMercControllable == ubPlayerControllableMercsInSquad )
|
|
{
|
|
ubReturnVal = 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
return( ubReturnVal );
|
|
}
|
|
|
|
|
|
void SetupNewStrategicGame( )
|
|
{
|
|
INT16 sSectorX, sSectorY;
|
|
|
|
// Set all sectors as enemy controlled
|
|
for ( sSectorX = 0; sSectorX < MAP_WORLD_X; sSectorX++ )
|
|
{
|
|
for ( sSectorY = 0; sSectorY < MAP_WORLD_Y; sSectorY++ )
|
|
{
|
|
StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].fEnemyControlled = TRUE;
|
|
}
|
|
}
|
|
|
|
//Initialize the game time
|
|
InitNewGameClock();
|
|
//Remove all events
|
|
DeleteAllStrategicEvents();
|
|
|
|
//Set up all events that get processed daily...
|
|
//.............................................
|
|
BuildDayLightLevels();
|
|
// Check for quests each morning
|
|
AddEveryDayStrategicEvent( EVENT_CHECKFORQUESTS, QUEST_CHECK_EVENT_TIME, 0 );
|
|
// Some things get updated in the very early morning
|
|
AddEveryDayStrategicEvent( EVENT_DAILY_EARLY_MORNING_EVENTS, EARLY_MORNING_TIME, 0 );
|
|
//Daily Update BobbyRay Inventory
|
|
AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_BOBBY_RAY_INVENTORY, BOBBYRAY_UPDATE_TIME, 0 );
|
|
//Daily Update of the M.E.R.C. site.
|
|
AddEveryDayStrategicEvent( EVENT_DAILY_UPDATE_OF_MERC_SITE, 0, 0 );
|
|
//Daily update of insured mercs
|
|
AddEveryDayStrategicEvent( EVENT_HANDLE_INSURED_MERCS, INSURANCE_UPDATE_TIME, 0 );
|
|
//Daily update of mercs
|
|
AddEveryDayStrategicEvent( EVENT_MERC_DAILY_UPDATE, 0, 0 );
|
|
// Daily mine production processing events
|
|
AddEveryDayStrategicEvent( EVENT_SETUP_MINE_INCOME, 0, 0 );
|
|
// Daily merc reputation processing events
|
|
AddEveryDayStrategicEvent( EVENT_SETUP_TOWN_OPINION, 0, 0 );
|
|
// Daily checks for E-mail from Enrico
|
|
AddEveryDayStrategicEvent( EVENT_ENRICO_MAIL, ENRICO_MAIL_TIME , 0 );
|
|
|
|
// if ( gGameOptions.fAirStrikes )
|
|
// {
|
|
// //Daily check for an air raid
|
|
// AddEveryDayStrategicEvent( EVENT_CHECK_FOR_AIR_RAID, 360, 0 );
|
|
// }
|
|
//
|
|
// Hourly update of all sorts of things
|
|
AddPeriodStrategicEvent( EVENT_HOURLY_UPDATE, 60, 0 );
|
|
AddPeriodStrategicEvent( EVENT_QUARTER_HOUR_UPDATE, 15, 0 );
|
|
|
|
//Clear any possible battle locator
|
|
gfBlitBattleSectorLocator = FALSE;
|
|
|
|
|
|
|
|
|
|
StrategicTurnsNewGame( );
|
|
}
|
|
|
|
|
|
// a -1 will be returned upon failure
|
|
INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
INT8 bCounter = 0;
|
|
INT16 sSectorValue = 0;
|
|
|
|
// check if valid sector
|
|
if( bSectorZ != 0 )
|
|
{
|
|
return( -1 );
|
|
}
|
|
|
|
// get the sector value
|
|
sSectorValue = SECTOR( sSectorX, sSectorY );
|
|
|
|
// run through list of sam sites
|
|
for( bCounter = 0; bCounter < NUMBER_OF_SAMS; bCounter++ )
|
|
{
|
|
if( pSamList[ bCounter ] == sSectorValue )
|
|
{
|
|
return( bCounter );
|
|
}
|
|
}
|
|
|
|
|
|
return( -1 );
|
|
}
|
|
|
|
|
|
BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
|
|
{
|
|
//INT32 cnt;
|
|
//SOLDIERTYPE *pSoldier;
|
|
|
|
// if not a valid sector
|
|
if( ( sX < 1 ) || ( sX > 16 ) || ( sY < 1 ) || ( sY > 16 ) || ( ubZ > 3 ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
|
|
//cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
|
|
|
|
// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
|
|
//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
|
|
{
|
|
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
|
|
//if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
|
|
// ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
|
|
// ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
|
|
// )
|
|
|
|
//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
|
|
if( GetSectorFlagStatus( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
|
|
{
|
|
//if ( !pSoldier->flags.fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
}
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
|
|
INT32 GetNumberOfSAMSitesUnderPlayerControl( void )
|
|
{
|
|
INT32 iNumber = 0, iCounter = 0;
|
|
|
|
// if the sam site is under player control, up the number
|
|
for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
|
|
{
|
|
if( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[ iCounter ] ) ].fEnemyControlled == FALSE )
|
|
{
|
|
iNumber++;
|
|
}
|
|
}
|
|
|
|
return( iNumber );
|
|
}
|
|
|
|
INT32 SAMSitesUnderPlayerControl( INT16 sX, INT16 sY )
|
|
{
|
|
BOOLEAN fSamSiteUnderControl = FALSE;
|
|
|
|
|
|
// is this sector a SAM sector?
|
|
if( IsThisSectorASAMSector( sX, sY, 0 ) == TRUE )
|
|
{
|
|
// is it under control by the player
|
|
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sX , sY ) ].fEnemyControlled == FALSE )
|
|
{
|
|
// yes
|
|
fSamSiteUnderControl = TRUE;
|
|
}
|
|
}
|
|
|
|
return( fSamSiteUnderControl );
|
|
}
|
|
|
|
|
|
void UpdateAirspaceControl( void )
|
|
{
|
|
INT32 iCounterA = 0, iCounterB = 0;
|
|
UINT8 ubControllingSAM;
|
|
StrategicMapElement *pSAMStrategicMap = NULL;
|
|
BOOLEAN fEnemyControlsAir;
|
|
|
|
|
|
for( iCounterA = 1; iCounterA < ( INT32 )( MAP_WORLD_X - 1 ); iCounterA++ )
|
|
{
|
|
for( iCounterB = 1; iCounterB < ( INT32 )( MAP_WORLD_Y - 1 ); iCounterB++ )
|
|
{
|
|
// IMPORTANT: B and A are reverse here, since the table is stored transposed
|
|
ubControllingSAM = ubSAMControlledSectors[ iCounterB ][ iCounterA ];
|
|
|
|
if ( ( ubControllingSAM >= 1 ) && ( ubControllingSAM <= NUMBER_OF_SAMS ) )
|
|
{
|
|
pSAMStrategicMap = &( StrategicMap[ SECTOR_INFO_TO_STRATEGIC_INDEX( pSamList[ ubControllingSAM - 1 ] ) ] );
|
|
|
|
// if the enemies own the controlling SAM site, and it's in working condition
|
|
if( ( pSAMStrategicMap->fEnemyControlled ) && ( pSAMStrategicMap->bSAMCondition >= MIN_CONDITION_FOR_SAM_SITE_TO_WORK ) )
|
|
{
|
|
if (is_networked)
|
|
{
|
|
fEnemyControlsAir = FALSE; // disable SAM airspace restrictions...
|
|
}
|
|
else
|
|
{
|
|
fEnemyControlsAir = TRUE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fEnemyControlsAir = FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// no controlling SAM site
|
|
fEnemyControlsAir = FALSE;
|
|
}
|
|
|
|
StrategicMap[ CALCULATE_STRATEGIC_INDEX( iCounterA, iCounterB ) ].fEnemyAirControlled = fEnemyControlsAir;
|
|
}
|
|
}
|
|
|
|
|
|
// check if currently selected arrival sector still has secure airspace
|
|
|
|
// if it's not enemy air controlled
|
|
if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gsMercArriveSectorX, gsMercArriveSectorY ) ].fEnemyAirControlled == TRUE )
|
|
{
|
|
// NOPE!
|
|
CHAR16 sMsgString[ 256 ], sMsgSubString1[ 64 ], sMsgSubString2[ 64 ];
|
|
|
|
// get the name of the old sector
|
|
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, sMsgSubString1, FALSE );
|
|
|
|
// move the landing zone over to Omerta
|
|
// HEADROCK HAM 3.5: Externalized coordinates
|
|
if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY ) ].fEnemyAirControlled == FALSE )
|
|
{
|
|
gsMercArriveSectorX = gGameExternalOptions.ubDefaultArrivalSectorX;
|
|
gsMercArriveSectorY = gGameExternalOptions.ubDefaultArrivalSectorY;
|
|
}
|
|
else
|
|
{
|
|
for (UINT8 ubSectorX = 1; ubSectorX <= 16; ubSectorX++)
|
|
{
|
|
for (UINT8 ubSectorY = 1; ubSectorY <=16; ubSectorY++)
|
|
{
|
|
if ( StrategicMap[ CALCULATE_STRATEGIC_INDEX( ubSectorX, ubSectorY ) ].fEnemyAirControlled == FALSE )
|
|
{
|
|
gsMercArriveSectorX = ubSectorX;
|
|
gsMercArriveSectorY = ubSectorY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// get the name of the new sector
|
|
GetSectorIDString( gsMercArriveSectorX, gsMercArriveSectorY, 0, sMsgSubString2, FALSE );
|
|
|
|
// now build the string
|
|
swprintf( sMsgString, pBullseyeStrings[ 4 ], sMsgSubString1, sMsgSubString2 );
|
|
|
|
// confirm the change with overlay message
|
|
// HEADROCK HAM 3.5: If we do this during SaveLoad, the message box prevents loading the game at all!
|
|
if (guiCurrentScreen != SAVE_LOAD_SCREEN)
|
|
{
|
|
DoScreenIndependantMessageBox( sMsgString, MSG_BOX_FLAG_OK, NULL );
|
|
}
|
|
|
|
// update position of bullseye
|
|
fMapPanelDirty = TRUE;
|
|
|
|
// update destination column for any mercs in transit
|
|
fTeamPanelDirty = TRUE;
|
|
}
|
|
|
|
|
|
// ARM: airspace control now affects refueling site availability, so update that too with every change!
|
|
UpdateRefuelSiteAvailability( );
|
|
}
|
|
|
|
|
|
BOOLEAN IsThereAFunctionalSAMSiteInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
if( IsThisSectorASAMSector( sSectorX, sSectorY, bSectorZ ) == FALSE )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
if( StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bSAMCondition < MIN_CONDITION_FOR_SAM_SITE_TO_WORK )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN IsThisSectorASAMSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
|
|
{
|
|
INT32 cnt;
|
|
|
|
// is the sector above ground?
|
|
if( bSectorZ != 0 )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
|
|
{
|
|
if( ( sSectorX == gpSamSectorX[cnt] ) && ( sSectorY == gpSamSectorY[cnt] ) )
|
|
return( TRUE );
|
|
}
|
|
|
|
return ( FALSE );
|
|
}
|
|
|
|
|
|
// is this sector part of the town?
|
|
BOOLEAN SectorIsPartOfTown( INT8 bTownId, INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
if( StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bNameId == bTownId )
|
|
{
|
|
// is in the town
|
|
return ( TRUE );
|
|
}
|
|
|
|
// not in the town
|
|
return ( FALSE );
|
|
}
|
|
|
|
|
|
BOOLEAN SaveStrategicInfoToSavedFile( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesWritten=0;
|
|
UINT32 uiSize = sizeof( StrategicMapElement ) * ( MAP_WORLD_X * MAP_WORLD_Y );
|
|
|
|
|
|
// Save the strategic map information
|
|
FileWrite( hFile, StrategicMap, uiSize, &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != uiSize)
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
// Save the Sector Info
|
|
for (int sectorID = 0; sectorID <= 255; ++ sectorID) {
|
|
FileWrite( hFile, &SectorInfo[sectorID], sizeof( SECTORINFO ), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( SECTORINFO )) {
|
|
return(FALSE);
|
|
}
|
|
}
|
|
// uiSize = sizeof( SECTORINFO ) * 256;
|
|
// FileWrite( hFile, SectorInfo, uiSize, &uiNumBytesWritten );
|
|
// if( uiNumBytesWritten != uiSize)
|
|
// {
|
|
// return(FALSE);
|
|
// }
|
|
|
|
// Save the SAM Controlled Sector Information
|
|
uiSize = MAP_WORLD_X * MAP_WORLD_Y;
|
|
/*
|
|
FileWrite( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != uiSize)
|
|
{
|
|
return(FALSE);
|
|
}
|
|
*/
|
|
FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT );
|
|
|
|
// Save the fFoundOrta
|
|
FileWrite( hFile, &fFoundOrta, sizeof( BOOLEAN ), &uiNumBytesWritten );
|
|
if( uiNumBytesWritten != sizeof( BOOLEAN ) )
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN LoadStrategicInfoFromSavedFile( HWFILE hFile )
|
|
{
|
|
UINT32 uiNumBytesRead=0;
|
|
UINT32 uiSize = sizeof( StrategicMapElement ) * ( MAP_WORLD_X * MAP_WORLD_Y );
|
|
|
|
|
|
// Load the strategic map information
|
|
FileRead( hFile, StrategicMap, uiSize, &uiNumBytesRead );
|
|
if( uiNumBytesRead != uiSize)
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
// Load the Sector Info
|
|
for (int sectorID = 0; sectorID <= 255; ++ sectorID) {
|
|
FileRead( hFile, &SectorInfo[sectorID], sizeof( SECTORINFO ), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( SECTORINFO )) {
|
|
return(FALSE);
|
|
}
|
|
}
|
|
// uiSize = sizeof( SECTORINFO ) * 256;
|
|
// FileRead( hFile, SectorInfo, uiSize, &uiNumBytesRead );
|
|
// if( uiNumBytesRead != uiSize)
|
|
// {
|
|
// return(FALSE);
|
|
// }
|
|
|
|
// Load the SAM Controlled Sector Information
|
|
uiSize = MAP_WORLD_X * MAP_WORLD_Y;
|
|
/*
|
|
FileRead( hFile, ubSAMControlledSectors, uiSize, &uiNumBytesRead );
|
|
if( uiNumBytesRead != uiSize)
|
|
{
|
|
return(FALSE);
|
|
}
|
|
*/
|
|
FileSeek( hFile, uiSize, FILE_SEEK_FROM_CURRENT );
|
|
|
|
// Load the fFoundOrta
|
|
FileRead( hFile, &fFoundOrta, sizeof( BOOLEAN ), &uiNumBytesRead );
|
|
if( uiNumBytesRead != sizeof( BOOLEAN ) )
|
|
{
|
|
return(FALSE);
|
|
}
|
|
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
INT32 PickGridNoNearestEdge( SOLDIERTYPE *pSoldier, UINT8 ubTacticalDirection )
|
|
{
|
|
INT32 sGridNo, sStartGridNo, sOldGridNo;
|
|
INT8 bOdd = 1, bOdd2 = 1;
|
|
UINT8 bAdjustedDist = 0;
|
|
UINT32 cnt;
|
|
|
|
switch( ubTacticalDirection )
|
|
{
|
|
|
|
case EAST:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the right!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo -= WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo++;
|
|
}
|
|
|
|
bOdd = (INT8)!bOdd;
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
do
|
|
{
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate up/down )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS + 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
} while( TRUE );
|
|
|
|
break;
|
|
|
|
case WEST:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the left!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo += WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo--;
|
|
}
|
|
|
|
bOdd = (INT8)!bOdd;
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
do
|
|
{
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate up/down )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS + 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
} while( TRUE );
|
|
|
|
break;
|
|
|
|
case NORTH:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the left!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo -= WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo--;
|
|
}
|
|
|
|
bOdd = (INT8)(!bOdd);
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
do
|
|
{
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate left/right )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS + 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
} while( TRUE );
|
|
|
|
break;
|
|
|
|
case SOUTH:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the left!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo += WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo++;
|
|
}
|
|
|
|
bOdd = (INT8)(!bOdd);
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
do
|
|
{
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate left/right )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS + 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
} while( TRUE );
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return( NOWHERE );
|
|
}
|
|
|
|
|
|
void AdjustSoldierPathToGoOffEdge( SOLDIERTYPE *pSoldier, INT32 sEndGridNo, UINT8 ubTacticalDirection )
|
|
{
|
|
INT32 sNewGridNo, sTempGridNo;
|
|
INT32 iLoop;
|
|
|
|
// will this path segment actually take us to our desired destination in the first place?
|
|
if (pSoldier->pathing.usPathDataSize + 2 > MAX_PATH_LIST_SIZE)
|
|
{
|
|
|
|
sTempGridNo = pSoldier->sGridNo;
|
|
|
|
for (iLoop = 0; iLoop < pSoldier->pathing.usPathDataSize; iLoop++)
|
|
{
|
|
sTempGridNo += DirectionInc( (UINT8) pSoldier->pathing.usPathingData[ iLoop ] );
|
|
}
|
|
|
|
if (sTempGridNo == sEndGridNo)
|
|
{
|
|
// we can make it, but there isn't enough path room for the two steps required.
|
|
// truncate our path so there's guaranteed the merc will have to generate another
|
|
// path later on...
|
|
pSoldier->pathing.usPathDataSize -= 4;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// can't even make it there with these 30 tiles of path, abort...
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch( ubTacticalDirection )
|
|
{
|
|
case EAST:
|
|
|
|
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
|
|
|
|
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHEAST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
|
|
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHEAST ) );
|
|
|
|
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
sNewGridNo = sTempGridNo;
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHEAST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
|
|
break;
|
|
|
|
case WEST:
|
|
|
|
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
|
|
|
|
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHWEST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
|
|
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHWEST ) );
|
|
|
|
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
sNewGridNo = sTempGridNo;
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHWEST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
break;
|
|
|
|
case NORTH:
|
|
|
|
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
|
|
|
|
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHWEST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
|
|
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)NORTHWEST ) );
|
|
|
|
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
sNewGridNo = sTempGridNo;
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = NORTHWEST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
|
|
break;
|
|
|
|
case SOUTH:
|
|
|
|
sNewGridNo = NewGridNo( sEndGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
|
|
|
|
if ( OutOfBounds( sEndGridNo, sNewGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHEAST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
|
|
sTempGridNo = NewGridNo( sNewGridNo, (UINT16)DirectionInc( (UINT8)SOUTHEAST ) );
|
|
|
|
if ( OutOfBounds( sNewGridNo, sTempGridNo ) )
|
|
{
|
|
return;
|
|
}
|
|
sNewGridNo = sTempGridNo;
|
|
|
|
pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathDataSize ] = SOUTHEAST;
|
|
pSoldier->pathing.usPathDataSize++;
|
|
pSoldier->pathing.sFinalDestination = sNewGridNo;
|
|
pSoldier->aiData.usActionData = sNewGridNo;
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
INT32 PickGridNoToWalkIn( SOLDIERTYPE *pSoldier, UINT8 ubInsertionDirection, UINT32 *puiNumAttempts )
|
|
{
|
|
INT32 sGridNo, sStartGridNo, sOldGridNo;
|
|
INT8 bOdd = 1, bOdd2 = 1;
|
|
UINT8 bAdjustedDist = 0;
|
|
UINT32 cnt;
|
|
|
|
*puiNumAttempts = 0;
|
|
|
|
switch( ubInsertionDirection )
|
|
{
|
|
// OK, we're given a direction on visible map, let's look for the first oone
|
|
// we find that is just on the start of visible map...
|
|
case INSERTION_CODE_WEST:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the left!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo += WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo--;
|
|
}
|
|
|
|
bOdd = (INT8)(!bOdd);
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
while( *puiNumAttempts < MAX_ATTEMPTS )
|
|
{
|
|
(*puiNumAttempts)++;
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate up/down )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS + 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
}
|
|
return NOWHERE;
|
|
|
|
case INSERTION_CODE_EAST:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the right!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo -= WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo++;
|
|
}
|
|
|
|
bOdd = (INT8)(!bOdd);
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
while( *puiNumAttempts < MAX_ATTEMPTS )
|
|
{
|
|
(*puiNumAttempts)++;
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate up/down )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS + 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
}
|
|
return NOWHERE;
|
|
|
|
case INSERTION_CODE_NORTH:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the up!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo -= WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo--;
|
|
}
|
|
|
|
bOdd = (INT8)(!bOdd);
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
while( *puiNumAttempts < MAX_ATTEMPTS )
|
|
{
|
|
(*puiNumAttempts)++;
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate left/right )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS + 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS - 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
}
|
|
return NOWHERE;
|
|
|
|
case INSERTION_CODE_SOUTH:
|
|
|
|
sGridNo = pSoldier->sGridNo;
|
|
sStartGridNo = pSoldier->sGridNo;
|
|
sOldGridNo = pSoldier->sGridNo;
|
|
|
|
// Move directly to the down!
|
|
while( GridNoOnVisibleWorldTile( sGridNo ) )
|
|
{
|
|
sOldGridNo = sGridNo;
|
|
|
|
if ( bOdd )
|
|
{
|
|
sGridNo += WORLD_COLS;
|
|
}
|
|
else
|
|
{
|
|
sGridNo++;
|
|
}
|
|
|
|
bOdd = (INT8)(!bOdd);
|
|
}
|
|
|
|
sGridNo = sOldGridNo;
|
|
sStartGridNo = sOldGridNo;
|
|
|
|
while( *puiNumAttempts < MAX_ATTEMPTS )
|
|
{
|
|
(*puiNumAttempts)++;
|
|
// OK, here we go back one, check for OK destination...
|
|
if ( ( gTacticalStatus.uiFlags & IGNORE_ALL_OBSTACLES ) || ( NewOKDestination( pSoldier, sGridNo, TRUE, pSoldier->pathing.bLevel ) && FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) ) )
|
|
{
|
|
return( sGridNo );
|
|
}
|
|
|
|
// If here, try another place!
|
|
// ( alternate left/right )
|
|
if ( bOdd2 )
|
|
{
|
|
bAdjustedDist++;
|
|
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo - WORLD_COLS + 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sGridNo = sStartGridNo;
|
|
|
|
for ( cnt = 0; cnt < bAdjustedDist; cnt++ )
|
|
{
|
|
sGridNo = (sGridNo + WORLD_COLS - 1);
|
|
}
|
|
}
|
|
|
|
bOdd2 = (INT8)(!bOdd2);
|
|
|
|
}
|
|
return NOWHERE;
|
|
|
|
}
|
|
|
|
//Unhandled exit
|
|
*puiNumAttempts = 0;
|
|
|
|
return( NOWHERE );
|
|
}
|
|
|
|
|
|
void GetLoadedSectorString( STR16 pString )
|
|
{
|
|
if( !gfWorldLoaded )
|
|
{
|
|
swprintf( pString, L"" );
|
|
return;
|
|
}
|
|
if( gbWorldSectorZ )
|
|
{
|
|
swprintf( pString, L"%c%d_b%d", gWorldSectorY + 'A' - 1, gWorldSectorX, gbWorldSectorZ );
|
|
}
|
|
else if( !gbWorldSectorZ )
|
|
{
|
|
swprintf( pString, L"%c%d", gWorldSectorY + 'A' - 1, gWorldSectorX );
|
|
}
|
|
}
|
|
|
|
|
|
void HandleSlayDailyEvent( void )
|
|
{
|
|
SOLDIERTYPE *pSoldier = NULL;
|
|
|
|
// grab slay
|
|
pSoldier = FindSoldierByProfileID( 64, TRUE );
|
|
|
|
if( pSoldier == NULL )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// valid soldier?
|
|
if( ( pSoldier->bActive == FALSE ) || ( pSoldier->stats.bLife == 0 ) || ( pSoldier->bAssignment == IN_TRANSIT ) ||( pSoldier->bAssignment == ASSIGNMENT_POW ) )
|
|
{
|
|
// no
|
|
return;
|
|
}
|
|
|
|
// ATE: This function is used to check for the ultimate last day SLAY can stay for
|
|
// he may decide to leave randomly while asleep...
|
|
//if the user hasnt renewed yet, and is still leaving today
|
|
if( ( pSoldier->iEndofContractTime /1440 ) <= (INT32)GetWorldDay( ) )
|
|
{
|
|
pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
|
|
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
|
|
}
|
|
}
|
|
|
|
BOOLEAN IsSectorDesert( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
// HEADROCK HAM 3.5: Fix for assertion errors associated with rain checks.
|
|
if (sSectorX <= 0 || sSectorY <=0 || sSectorX > 16 || sSectorY > 16)
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
// SANDRO - added more terrain types for heat intolerant feature
|
|
if ( SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == SAND ||
|
|
SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == SAND_ROAD ||
|
|
SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == SAND_SAM_SITE )
|
|
{
|
|
// desert
|
|
return( TRUE );
|
|
}
|
|
else
|
|
{
|
|
return( FALSE );
|
|
}
|
|
}
|
|
// SANDRO - added function
|
|
BOOLEAN IsSectorTropical( INT16 sSectorX, INT16 sSectorY )
|
|
{
|
|
if (SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == TROPICS ||
|
|
SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == TROPICS_ROAD ||
|
|
SectorInfo[ SECTOR(sSectorX, sSectorY) ].ubTraversability[ THROUGH_STRATEGIC_MOVE ] == TROPICS_SAM_SITE )
|
|
{
|
|
return ( TRUE );
|
|
}
|
|
else
|
|
{
|
|
return ( FALSE );
|
|
}
|
|
}
|
|
|
|
|
|
BOOLEAN HandleDefiniteUnloadingOfWorld( UINT8 ubUnloadCode )
|
|
{
|
|
INT32 i;
|
|
|
|
// clear tactical queue
|
|
ClearEventQueue();
|
|
|
|
// ATE: End all bullets....
|
|
DeleteAllBullets();
|
|
|
|
// End all physics objects...
|
|
RemoveAllPhysicsObjects();
|
|
|
|
RemoveAllActiveTimedBombs();
|
|
|
|
// handle any quest stuff here so world items can be affected
|
|
HandleQuestCodeOnSectorExit( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
|
|
|
//if we arent loading a saved game
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
//Clear any potential battle flags. They will be set if necessary.
|
|
gTacticalStatus.fEnemyInSector = FALSE;
|
|
gTacticalStatus.uiFlags &= ~INCOMBAT;
|
|
}
|
|
|
|
if ( ubUnloadCode == ABOUT_TO_LOAD_NEW_MAP )
|
|
{
|
|
//if we arent loading a saved game
|
|
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
|
|
{
|
|
|
|
// Save the current sectors Item list to a temporary file, if its not the first time in
|
|
SaveCurrentSectorsInformationToTempItemFile();
|
|
|
|
// Update any mercs currently in sector, their profile info...
|
|
UpdateSoldierPointerDataIntoProfile( FALSE );
|
|
}
|
|
}
|
|
else if( ubUnloadCode == ABOUT_TO_TRASH_WORLD )
|
|
{
|
|
//Save the current sectors open temp files to the disk
|
|
if( !SaveCurrentSectorsInformationToTempItemFile() )
|
|
{
|
|
ScreenMsg( FONT_MCOLOR_WHITE, MSG_TESTVERSION, L"ERROR in SaveCurrentSectorsInformationToTempItemFile()");
|
|
return FALSE;
|
|
}
|
|
|
|
//Setup the tactical existance of the current soldier.
|
|
//@@@Evaluate
|
|
for( i = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector )
|
|
{
|
|
SetupProfileInsertionDataForSoldier( MercPtrs[ i ] );
|
|
}
|
|
}
|
|
|
|
gfBlitBattleSectorLocator = FALSE;
|
|
}
|
|
|
|
//Handle cases for both types of unloading
|
|
HandleMilitiaStatusInCurrentMapBeforeLoadingNewMap();
|
|
return TRUE;
|
|
}
|
|
|
|
BOOLEAN HandlePotentialBringUpAutoresolveToFinishBattle(int pSectorX, int pSectorY, int pSectorZ)
|
|
{
|
|
//We don't have mercs in the sector. Now, we check to see if there are BOTH enemies and militia. If both
|
|
//co-exist in the sector, then make them fight for control of the sector via autoresolve.
|
|
for( int i = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; i <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife )
|
|
{
|
|
if( MercPtrs[ i ]->sSectorX == pSectorX &&
|
|
MercPtrs[ i ]->sSectorY == pSectorY &&
|
|
MercPtrs[ i ]->bSectorZ == pSectorZ )
|
|
{ //We have enemies, now look for militia!
|
|
for( i = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID; i <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; i++ )
|
|
{
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && MercPtrs[ i ]->bSide == OUR_TEAM )
|
|
{
|
|
if( MercPtrs[ i ]->sSectorX == pSectorX &&
|
|
MercPtrs[ i ]->sSectorY == pSectorY &&
|
|
MercPtrs[ i ]->bSectorZ == pSectorZ )
|
|
{ //We have militia and enemies and no mercs! Let's finish this battle in autoresolve.
|
|
gfEnteringMapScreen = TRUE;
|
|
gfEnteringMapScreenToEnterPreBattleInterface = TRUE;
|
|
gfAutomaticallyStartAutoResolve = TRUE;
|
|
gfUsePersistantPBI = FALSE;
|
|
gubPBSectorX = (UINT8)pSectorX;
|
|
gubPBSectorY = (UINT8)pSectorY;
|
|
gubPBSectorZ = (UINT8)pSectorZ;
|
|
gfBlitBattleSectorLocator = TRUE;
|
|
gfTransferTacticalOppositionToAutoResolve = TRUE;
|
|
if( gubEnemyEncounterCode != CREATURE_ATTACK_CODE )
|
|
{
|
|
gubEnemyEncounterCode = ENEMY_INVASION_CODE; //has to be, if militia are here.
|
|
}
|
|
else
|
|
{
|
|
//DoScreenIndependantMessageBox( gzLateLocalizedString[ 39 ], MSG_BOX_FLAG_OK, MapScreenDefaultOkBoxCallback );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return( FALSE );
|
|
}
|
|
|
|
|
|
BOOLEAN CheckAndHandleUnloadingOfCurrentWorld()
|
|
{
|
|
INT32 i;
|
|
INT16 sBattleSectorX, sBattleSectorY, sBattleSectorZ;
|
|
|
|
//Don't bother checking this if we don't have a world loaded.
|
|
if( !gfWorldLoaded )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if(is_client)//hayden - if multiplayer dont kick from level, allow spectate.
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if( gTacticalStatus.fDidGameJustStart && gWorldSectorX == gGameExternalOptions.ubDefaultArrivalSectorX && gWorldSectorY == gGameExternalOptions.ubDefaultArrivalSectorY && !gbWorldSectorZ )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
GetCurrentBattleSectorXYZ( &sBattleSectorX, &sBattleSectorY, &sBattleSectorZ );
|
|
|
|
if( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
|
{ //The user has decided to let the game autoresolve the current battle.
|
|
if( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
|
|
{
|
|
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
|
|
{ //If we have a live and valid soldier
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( MercPtrs[ i ] ) && !AM_AN_EPC( MercPtrs[ i ] ) )
|
|
{
|
|
if( MercPtrs[ i ]->sSectorX == gWorldSectorX &&
|
|
MercPtrs[ i ]->sSectorY == gWorldSectorY &&
|
|
MercPtrs[ i ]->bSectorZ == gbWorldSectorZ )
|
|
{
|
|
MercPtrs[ i ]->RemoveSoldierFromGridNo( );
|
|
InitSoldierOppList( MercPtrs[ i ] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ //Check and see if we have any live mercs in the sector.
|
|
for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
|
|
{ //If we have a live and valid soldier
|
|
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !MercPtrs[ i ]->flags.fBetweenSectors && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( MercPtrs[ i ] ) && !AM_AN_EPC( MercPtrs[ i ] ))
|
|
{
|
|
if( MercPtrs[ i ]->sSectorX == gWorldSectorX &&
|
|
MercPtrs[ i ]->sSectorY == gWorldSectorY &&
|
|
MercPtrs[ i ]->bSectorZ == gbWorldSectorZ )
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
//KM : August 6, 1999 Patch fix
|
|
// Added logic to prevent a crash when player mercs would retreat from a battle involving militia and enemies.
|
|
// Without the return here, it would proceed to trash the world, and then when autoresolve would come up to
|
|
// finish the tactical battle, it would fail to find the existing soldier information (because it was trashed).
|
|
if( HandlePotentialBringUpAutoresolveToFinishBattle( sBattleSectorX, sBattleSectorY, sBattleSectorZ ) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
//end
|
|
|
|
//HandlePotentialBringUpAutoresolveToFinishBattle( ); //prior patch logic
|
|
}
|
|
|
|
|
|
CheckForEndOfCombatMode( FALSE );
|
|
EndTacticalBattleForEnemy();
|
|
|
|
// ATE: Change cursor to wait cursor for duration of frame.....
|
|
// save old cursor ID....
|
|
SetCurrentCursorFromDatabase( CURSOR_WAIT_NODELAY );
|
|
RefreshScreen( NULL );
|
|
|
|
// JA2Gold: Leaving sector, so get rid of ambients!
|
|
DeleteAllAmbients();
|
|
|
|
if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
if( !gfTacticalTraversal )
|
|
{ //if we are in tactical and don't intend on going to another sector immediately, then
|
|
gfEnteringMapScreen = TRUE;
|
|
}
|
|
else
|
|
{ //The trashing of the world will be handled automatically.
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
//We have passed all the checks and can Trash the world.
|
|
if( !HandleDefiniteUnloadingOfWorld( ABOUT_TO_TRASH_WORLD ) )
|
|
{
|
|
return FALSE;
|
|
}
|
|
|
|
if( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
|
{
|
|
if( gWorldSectorX == sBattleSectorX && gWorldSectorY == sBattleSectorY && gbWorldSectorZ == sBattleSectorZ )
|
|
{ //Yes, this is and looks like a hack. The conditions of this if statement doesn't work inside
|
|
//TrashWorld() or more specifically, TacticalRemoveSoldier() from within TrashWorld(). Because
|
|
//we are in the autoresolve screen, soldiers are internally created different (from pointers instead of
|
|
//the MercPtrs[]). It keys on the fact that we are in the autoresolve screen. So, by switching the
|
|
//screen, it'll delete the soldiers in the loaded world properly, then later on, once autoresolve is
|
|
//complete, it'll delete the autoresolve soldiers properly. As you can now see, the above if conditions
|
|
//don't change throughout this whole process which makes it necessary to do it this way.
|
|
guiCurrentScreen = MAP_SCREEN;
|
|
TrashWorld();
|
|
guiCurrentScreen = AUTORESOLVE_SCREEN;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TrashWorld();
|
|
}
|
|
|
|
//Clear all combat related flags.
|
|
gTacticalStatus.fEnemyInSector = FALSE;
|
|
gTacticalStatus.uiFlags &= ~INCOMBAT;
|
|
EndTopMessage( );
|
|
|
|
|
|
//Clear the world sector values.
|
|
gWorldSectorX = gWorldSectorY = 0;
|
|
gbWorldSectorZ = -1;
|
|
|
|
//Clear the flags regarding.
|
|
gfCaves = FALSE;
|
|
gfBasement = FALSE;
|
|
|
|
//CHRISL: If we're unloading the world, shouldn't be reset the gfWorldLoaded flag?
|
|
gfWorldLoaded = FALSE;
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
|
|
//This is called just before the world is unloaded to preserve location information for RPCs and NPCs either in
|
|
//the sector or strategically in the sector (such as firing an NPC in a sector that isn't yet loaded.) When loading that
|
|
//sector, the RPC would be added.
|
|
//@@@Evaluate
|
|
void SetupProfileInsertionDataForSoldier( SOLDIERTYPE *pSoldier )
|
|
{
|
|
if( !pSoldier || pSoldier->ubProfile == NO_PROFILE )
|
|
{ //Doesn't have profile information.
|
|
return;
|
|
}
|
|
|
|
if ( gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE )
|
|
//if ( gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode == INSERTION_CODE_PERMANENT_GRIDNO )
|
|
{
|
|
// can't be changed!
|
|
return;
|
|
}
|
|
|
|
if ( gfWorldLoaded && pSoldier->bActive && pSoldier->bInSector )
|
|
{ //This soldier is currently in the sector
|
|
|
|
//@@@Evaluate -- insert code here
|
|
//SAMPLE CODE: There are multiple situations that I didn't code. The gridno should be the final destination
|
|
//or reset???
|
|
|
|
if ( pSoldier->ubQuoteRecord && pSoldier->ubQuoteActionID )
|
|
{
|
|
// if moving to traverse
|
|
if ( pSoldier->ubQuoteActionID >= QUOTE_ACTION_ID_TRAVERSE_EAST && pSoldier->ubQuoteActionID <= QUOTE_ACTION_ID_TRAVERSE_NORTH )
|
|
{
|
|
// Handle traversal. This NPC's sector will NOT already be set correctly, so we have to call for that too
|
|
HandleNPCChangesForTacticalTraversal( pSoldier );
|
|
gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = FALSE;
|
|
if ( pSoldier->ubProfile != NO_PROFILE && NPCHasUnusedRecordWithGivenApproach( pSoldier->ubProfile, APPROACH_DONE_TRAVERSAL ) )
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_HANDLE_DONE_TRAVERSAL;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if ( pSoldier->pathing.sFinalDestination == pSoldier->sGridNo )
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->sGridNo;
|
|
}
|
|
else if (!TileIsOutOfBounds(pSoldier->sAbsoluteFinalDestination))
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->sAbsoluteFinalDestination;
|
|
}
|
|
else
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = pSoldier->pathing.sFinalDestination;
|
|
}
|
|
|
|
gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = TRUE;
|
|
gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
|
gMercProfiles[ pSoldier->ubProfile ].ubQuoteActionID = pSoldier->ubQuoteActionID;
|
|
gMercProfiles[ pSoldier->ubProfile ].ubQuoteRecord = pSoldier->ubQuoteActionID;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = FALSE;
|
|
}
|
|
|
|
}
|
|
else
|
|
{ //use strategic information
|
|
|
|
//It appears to set the soldier's strategic insertion code everytime a group arrives in a new sector. The insertion data
|
|
//isn't needed for these cases as the code is a direction only.
|
|
gMercProfiles[ pSoldier->ubProfile ].ubStrategicInsertionCode = pSoldier->ubStrategicInsertionCode;
|
|
gMercProfiles[ pSoldier->ubProfile ].usStrategicInsertionData = 0;
|
|
|
|
//Strategic system should now work.
|
|
gMercProfiles[ pSoldier->ubProfile ].fUseProfileInsertionInfo = TRUE;
|
|
}
|
|
}
|
|
|
|
|
|
void HandlePotentialMoraleHitForSkimmingSectors( GROUP *pGroup )
|
|
{
|
|
//PLAYERGROUP *pPlayer;
|
|
|
|
if ( !gTacticalStatus.fHasEnteredCombatModeSinceEntering && gTacticalStatus.fEnemyInSector )
|
|
{
|
|
//Flag is set so if "wilderness" enemies are in the adjacent sector of this group, the group has
|
|
//a 90% chance of ambush. Because this typically doesn't happen very often, the chance is high.
|
|
//This reflects the enemies radioing ahead to other enemies of the group's arrival, so they have
|
|
//time to setup a good ambush!
|
|
pGroup->uiFlags |= GROUPFLAG_HIGH_POTENTIAL_FOR_AMBUSH;
|
|
|
|
//SANDRO - WTF?!?
|
|
//pPlayer = pGroup->pPlayerList;
|
|
|
|
//while( pPlayer )
|
|
//{
|
|
// // Do morale hit...
|
|
// // CC look here!
|
|
// // pPlayer->pSoldier
|
|
|
|
// pPlayer = pPlayer->next;
|
|
//}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#ifdef CRIPPLED_VERSION
|
|
void CrippledVersionFailureToLoadMapCheck()
|
|
{
|
|
CHAR16 zString[512];
|
|
|
|
swprintf( zString, L"Error! Sorry, you must stay between sectors A and E in this limited press version." );
|
|
|
|
DoScreenIndependantMessageBox( zString, MSG_BOX_FLAG_OK, CrippledVersionFailureToLoadMapCallBack );
|
|
}
|
|
|
|
void CrippledVersionFailureToLoadMapCallBack( UINT8 bExitValue )
|
|
{
|
|
//clean up the code
|
|
ReStartingGame();
|
|
|
|
//go to the main menu
|
|
if( guiCurrentScreen == MAP_SCREEN )
|
|
{
|
|
SetPendingNewScreen(MAINMENU_SCREEN);
|
|
}
|
|
else
|
|
{
|
|
InternalLeaveTacticalScreen( MAINMENU_SCREEN );
|
|
}
|
|
}
|
|
#endif
|
|
BOOLEAN EscapeDirectionIsValid( INT8 * pbDirection )
|
|
{
|
|
switch( *pbDirection )
|
|
{
|
|
case NORTHEAST: if( gWorldSectorX + 1 > MAXIMUM_VALID_X_COORDINATE ) *pbDirection = -1; break; // east
|
|
case SOUTHEAST: if( gWorldSectorY + 1 > MAXIMUM_VALID_Y_COORDINATE ) *pbDirection = -1; break; // south
|
|
case SOUTHWEST: if( gWorldSectorX - 1 < MINIMUM_VALID_X_COORDINATE ) *pbDirection = -1; break; // west
|
|
case NORTHWEST: if( gWorldSectorY - 1 < MINIMUM_VALID_Y_COORDINATE ) *pbDirection = -1; break; // north
|
|
default: *pbDirection = -1;
|
|
}
|
|
return( *pbDirection != -1 );
|
|
}
|