Files
source/Tactical/Handle Items.cpp
T

8934 lines
276 KiB
C++

#include "connect.h"
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "items.h"
#include "Action Items.h"
#include "handle Items.h"
#include "overhead.h"
#include "weapons.h"
#include "points.h"
#include "tiledef.h"
#include "worlddef.h"
#include "worldman.h"
#include "interface.h"
#include "renderworld.h"
#include "Animation Control.h"
#include "font control.h"
#include "render dirty.h"
#include "World items.h"
#include "text.h"
#include "Timer Control.h"
#include "wcheck.h"
#include "interface items.h"
#include "physics.h"
#include "soldier profile.h"
#include "interface dialogue.h"
#include "quests.h"
#include "message.h"
#include "isometric utils.h"
#include "los.h"
#include "dialogue control.h"
#include "ai.h"
#include "soldier macros.h"
#include "interface panels.h"
#include "Strategic Town Loyalty.h"
#include "soldier functions.h"
#include "Map Screen Helicopter.h"
#include "pathai.h"
#include "fov.h"
#include "MessageBoxScreen.h"
#include "explosion control.h"
#include "SkillCheck.h"
#include "Campaign.h"
#include "Random.h"
#include "structure wrap.h"
#include "interactive tiles.h"
#include "SaveLoadMap.h"
#include "ShopKeeper Interface.h"
#include "Arms Dealer Init.h"
#include "soldier add.h"
#include "Sound Control.h"
#include "squads.h"
#include "rotting corpses.h"
#include "soldier ani.h"
#include "Opplist.h"
#include "qarray.h"
#include "render fun.h"
#include "Map Information.h"
#include "GameSettings.h"
#include "end game.h"
#include "interface control.h"
#include "Map Screen Interface Map Inventory.h"
// added by SANDRO
#include "Morale.h"
// added by Flugente
#include "drugs and alcohol.h"
#include "Food.h"
// added by sevenfm - this is needed for _keydown(SHIFT) to work
#include "english.h"
#include <iostream> // added by Flugente
#include <fstream> // added by Flugente
#include "DisplayCover.h" // added by Flugente
#include "Queen Command.h" // added by Flugente for FindUnderGroundSector(...)
#include "LuaInitNPCs.h" // added by Flugente
#include "finances.h" // added by Flugente
#include "LaptopSave.h" // added by Flugente
#include "Game Clock.h" // added by Flugente
#include <vfs/Core/vfs_file_raii.h> // added by Flugente for vfs-stuff
#endif
#ifdef JA2UB
#include "Ja25_Tactical.h"
#include "Ja25 Strategic Ai.h"
#endif
#define NUM_ITEMS_LISTED 8
#define NUM_ITEM_FLASH_SLOTS 50
#define MIN_LOB_RANGE 6
// directory for fortification plans (locaed in Profiles sub-folder)
#define FORTIFICATIONPLAN_DIRECTORY "FortificationPlan\\"
ITEM_POOL_LOCATOR FlashItemSlots[ NUM_ITEM_FLASH_SLOTS ];
UINT32 guiNumFlashItemSlots = 0;
// sevenfm: remember network settings for last planted tripwire
UINT8 gubLastTripwire = 0;
// set to TRUE if shift+click was pressed for planting bomb - will use for Improved Bomb Planting feature
BOOLEAN gfShiftBombPlant = FALSE;
// Flugente: (de-)construct structures
STRUCTURE_DECONSTRUCT gStructureDeconstruct[STRUCTURE_DECONSTRUCT_MAX];
STRUCTURE_CONSTRUCT gStructureConstruct[STRUCTURE_CONSTRUCT_MAX];
LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel );
INT8 GetListMouseHotSpot( INT16 sLargestLineWidth, INT8 bNumItemsListed, INT16 sFontX, INT16 sFontY, INT8 bCurStart );
void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode );
ITEM_POOL * GetItemPoolForIndex( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
INT32 GetFreeFlashItemSlot(void);
void RecountFlashItemSlots(void);
INT32 AddFlashItemSlot( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback, UINT8 ubFlags );
BOOLEAN RemoveFlashItemSlot( ITEM_POOL *pItemPool );
// Disgusting hacks: have to keep track of these values for accesses in callbacks
static SOLDIERTYPE * gpTempSoldier;
static INT32 gsTempGridNo;
static INT8 bTempFrequency;
void BombMessageBoxCallBack( UINT8 ubExitValue );
void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue ); // Flugente: callback after deciding what tactical function to use
void CorpseMessageBoxCallBack( UINT8 ubExitValue ); // Flugente: callback after deciding what to do with a corpse
void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue );
void SwitchMessageBoxCallBack( UINT8 ubExitValue );
void BoobyTrapDialogueCallBack( void );
void MineSpottedDialogueCallBack( void );
void MineSpottedLocatorCallback( void );
void RemoveBlueFlagDialogueCallBack( UINT8 ubExitValue );
INT32 CheckBombDisarmChance(void);
void ExtendedDisarmMessageBox(void);
void ExtendedBoobyTrapMessageBoxCallBack( UINT8 ubExitValue );
void HandleTakeNewBombFromInventory(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj);
void MineSpottedMessageBoxCallBack( UINT8 ubExitValue );
void CheckForPickedOwnership( void );
void BoobyTrapInMapScreenMessageBoxCallBack( UINT8 ubExitValue );
BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote );
extern BOOLEAN ItemIsCool( OBJECTTYPE * pObj );
extern INT8 gbItemPointerSrcSlot;
extern void MAPEndItemPointer( );
extern BOOLEAN gfResetUIMovementOptimization;
BOOLEAN ItemPoolOKForPickup( SOLDIERTYPE * pSoldier, ITEM_POOL *pItemPool, INT8 bZLevel );
SOLDIERTYPE * gpBoobyTrapSoldier;
ITEM_POOL * gpBoobyTrapItemPool;
INT32 gsBoobyTrapGridNo;
INT8 gbBoobyTrapLevel;
BOOLEAN gfDisarmingBuriedBomb;
extern BOOLEAN gfDontChargeAPsToPickup;
INT8 gbTrapDifficulty;
BOOLEAN gfJustFoundBoobyTrap = FALSE;
void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo );
// added by Flugente
void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
void CleanWeapons( BOOLEAN fEntireTeam );
void UpdateGear();
void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel );
BOOLEAN HandleCheckForBadChangeToGetThrough( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, INT32 sTargetGridNo , INT8 bLevel )
{
BOOLEAN fBadChangeToGetThrough = FALSE;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleCheckForBadChangeToGetThrough"));
if ( pTargetSoldier != NULL )
{
if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, pTargetSoldier, pSoldier->bAimShotLocation ) < OK_CHANCE_TO_GET_THROUGH )
{
fBadChangeToGetThrough = TRUE;
}
}
else
{
if ( SoldierToLocationChanceToGetThrough( pSoldier, sTargetGridNo, (INT8) bLevel, 0, NOBODY ) < OK_CHANCE_TO_GET_THROUGH )
{
fBadChangeToGetThrough = TRUE;
}
}
if ( fBadChangeToGetThrough )
{
if ( gTacticalStatus.sCantGetThroughSoldierGridNo != pSoldier->sGridNo || gTacticalStatus.sCantGetThroughGridNo != sTargetGridNo || gTacticalStatus.ubCantGetThroughID != pSoldier->ubID )
{
gTacticalStatus.fCantGetThrough = FALSE;
}
// Have we done this once already?
if ( !gTacticalStatus.fCantGetThrough )
{
gTacticalStatus.fCantGetThrough = TRUE;
gTacticalStatus.sCantGetThroughGridNo = sTargetGridNo;
gTacticalStatus.ubCantGetThroughID = pSoldier->ubID;
gTacticalStatus.sCantGetThroughSoldierGridNo = pSoldier->sGridNo;
// PLay quote
TacticalCharacterDialogue( pSoldier, QUOTE_NO_LINE_OF_FIRE );
return( FALSE );
}
else
{
// Is this a different case?
if ( gTacticalStatus.sCantGetThroughGridNo != sTargetGridNo || gTacticalStatus.ubCantGetThroughID != pSoldier->ubID || gTacticalStatus.sCantGetThroughSoldierGridNo != pSoldier->sGridNo )
{
// PLay quote
gTacticalStatus.sCantGetThroughGridNo = sTargetGridNo;
gTacticalStatus.ubCantGetThroughID = pSoldier->ubID;
TacticalCharacterDialogue( pSoldier, QUOTE_NO_LINE_OF_FIRE );
return( FALSE );
}
}
}
else
{
gTacticalStatus.fCantGetThrough = FALSE;
}
return( TRUE );
}
INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI )
{
SOLDIERTYPE *pTargetSoldier = NULL;
UINT16 usSoldierIndex;
INT32 sTargetGridNo;
INT16 sAPCost;
INT32 sActionGridNo;
UINT8 ubDirection = 0;
INT32 sAdjustedGridNo;
BOOLEAN fDropBomb = FALSE;
BOOLEAN fAddingTurningCost = FALSE;
BOOLEAN fAddingRaiseGunCost = FALSE;
LEVELNODE *pIntNode;
STRUCTURE *pStructure;
UINT16 usRaiseGunCost = 0;
UINT16 usTurningCost = 0;
// Remove any previous actions
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
// here is where we would set a different value if the weapon mode is on
// "attached weapon"
pSoldier->usAttackingWeapon = usHandItem;
// sevenfm: set shift flag for auto-taking of next item from inventory
if( fFromUI && _KeyDown(SHIFT) )
gfShiftBombPlant = TRUE;
else
gfShiftBombPlant = FALSE;
// Find soldier flags depend on if it's our own merc firing or a NPC
//if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
pTargetSoldier = MercPtrs[ usSoldierIndex ];
if ( fFromUI )
{
INT32 sInteractiveGridNo;
// ATE: Check if we are targeting an interactive tile, and adjust gridno accordingly...
pIntNode = GetCurInteractiveTileGridNoAndStructure( &sInteractiveGridNo, &pStructure );
if ( pIntNode != NULL && pTargetSoldier == pSoldier )
{
// Truncate target soldier and update grid
pTargetSoldier = NULL;
sGridNo = sInteractiveGridNo;
}
}
}
// ATE: If in realtime, set attacker count to 0...
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Setting attack busy count to 0 due to no combat" ) );
gTacticalStatus.ubAttackBusyCount = 0;
}
// if ( pTargetSoldier )
// {
// pTargetSoldier->bBeingAttackedCount = 0;
// }
// Check our soldier's life for unconscious!
if ( pSoldier->stats.bLife < OKLIFE )
{
return( ITEM_HANDLE_UNCONSCIOUS );
}
if (HandItemWorks( pSoldier, HANDPOS ) == FALSE )
{
return( ITEM_HANDLE_BROKEN );
}
if ( fFromUI && pSoldier->bTeam == gbPlayerNum && pTargetSoldier && (pTargetSoldier->bTeam == gbPlayerNum || pTargetSoldier->aiData.bNeutral) && pTargetSoldier->ubBodyType != CROW && Item[ usHandItem ].usItemClass != IC_MEDKIT && !ItemCanBeAppliedToOthers(usHandItem) )
{
if ( pSoldier->ubProfile != NO_PROFILE )
{
// nice mercs won't shoot other nice guys or neutral civilians
if ( (gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY) && ( (pTargetSoldier->ubProfile == NO_PROFILE && pTargetSoldier->aiData.bNeutral) || gMercProfiles[ pTargetSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_REFUSING_ORDER );
return( ITEM_HANDLE_REFUSAL );
}
if ( pTargetSoldier->ubProfile != NO_PROFILE )
{
// buddies won't shoot each other
if ( WhichBuddy( pSoldier->ubProfile, pTargetSoldier->ubProfile ) != -1 )
{
TacticalCharacterDialogue( pSoldier, QUOTE_REFUSING_ORDER );
return( ITEM_HANDLE_REFUSAL );
}
}
// any recruited rebel will refuse to fire on another rebel or neutral nameless civ
if ( pSoldier->ubCivilianGroup == REBEL_CIV_GROUP && (pTargetSoldier->ubCivilianGroup == REBEL_CIV_GROUP || ( pTargetSoldier->aiData.bNeutral && pTargetSoldier->ubProfile == NO_PROFILE && pTargetSoldier->ubCivilianGroup == NON_CIV_GROUP && pTargetSoldier->ubBodyType != CROW ) ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_REFUSING_ORDER );
return( ITEM_HANDLE_REFUSAL );
}
}
}
INT32 usMapPos;
GetMouseMapPos( &usMapPos );
// Flugente: interactive actions
if ( Item[usHandItem].ubCursor == INVALIDCURS || usHandItem == NONE )
{
UINT16 structindex;
UINT16 possibleaction = InteractiveActionPossibleAtGridNo( usMapPos, pSoldier->pathing.bLevel, structindex );
if ( possibleaction )//&& pSoldier->GetInteractiveActionSkill( usMapPos, pSoldier->pathing.bLevel, possibleaction ) )
{
// ATE: AI CANNOT GO THROUGH HERE!
BOOLEAN fHadToUseCursorPos = FALSE;
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == NOWHERE )
{
// Try another location...
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == NOWHERE )
{
return(ITEM_HANDLE_CANNOT_GETTO_LOCATION);
}
}
// Calculate AP costs...
sAPCost = 0;//GetAPsToHandcuff( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_INTERACTIVEACTION;
if ( fHadToUseCursorPos )
{
pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
if ( pTargetSoldier != NULL )
{
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
}
else
{
pSoldier->aiData.sPendingActionData2 = sGridNo;
}
}
pSoldier->aiData.bPendingActionData3 = (INT8)(possibleaction);
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierInteractiveAction( sAdjustedGridNo, possibleaction );
UnSetUIBusy( pSoldier->ubID );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return(ITEM_HANDLE_OK);
}
else
{
return(ITEM_HANDLE_NOAPS);
}
}
}
// Check HAND ITEM
if ( Item[ usHandItem ].usItemClass == IC_GUN || Item[ usHandItem ].usItemClass == IC_THROWING_KNIFE )
{
// WEAPONS
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleItem: checking for fingerprintID, item id = %d,id required = %d, imprint id = %d, soldier id = %d",usHandItem,Item[usHandItem].fingerprintid,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID,pSoldier->ubProfile));
if ( Item[usHandItem].fingerprintid )
{
// check imprint ID
// NB not-imprinted value is NO_PROFILE
// imprinted value is profile for mercs & NPCs and NO_PROFILE + 1 for generic dudes
if (pSoldier->ubProfile != NO_PROFILE)
{
if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != pSoldier->ubProfile )
{
if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID == NO_PROFILE )
{
// first shot using "virgin" gun... set imprint ID
pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID = pSoldier->ubProfile;
// this could be an NPC (Krott)
if (pSoldier->bTeam == gbPlayerNum)
{
PlayJA2Sample( RG_ID_IMPRINTED, RATE_11025, HIGHVOLUME, 1, MIDDLE );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"\"%s\"", TacticalStr[ GUN_GOT_FINGERPRINT ] );
return( ITEM_HANDLE_BROKEN );
}
}
else
{
// access denied!
if (pSoldier->bTeam == gbPlayerNum)
{
PlayJA2Sample( RG_ID_INVALID, RATE_11025, HIGHVOLUME, 1, MIDDLE );
//if (Random( 100 ) < (UINT32) pSoldier->stats.bWisdom)
//{
// pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
//}
//else
//{
// TacticalCharacterDialogue( pSoldier, QUOTE_USELESS_ITEM );
//}
}
return( ITEM_HANDLE_BROKEN );
}
}
}
else
{
// guaranteed not to be controlled by the player, so no feedback required
if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != (NO_PROFILE + 1) )
{
if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID == NO_PROFILE )
{
pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID = (NO_PROFILE + 1);
}
else
{
return( ITEM_HANDLE_BROKEN );
}
}
}
}
// IF we are not a throwing knife, check for ammo, reloading...
if ( Item[ usHandItem ].usItemClass != IC_THROWING_KNIFE )
{
// CHECK FOR AMMO!
if ( !EnoughAmmo( pSoldier, fFromUI, HANDPOS ) )
{
//ATE: Reflect that we need to reset for bursting
pSoldier->flags.fDoSpread = FALSE;
return( ITEM_HANDLE_NOAMMO );
}
// Check if we are reloading
if ( (gTacticalStatus.uiFlags & REALTIME) || !(gTacticalStatus.uiFlags & INCOMBAT) )
{
if ( pSoldier->flags.fReloading )
{
return( ITEM_HANDLE_RELOADING );
}
}
}
// Get gridno - either soldier's position or the gridno
// ??? Why isn't the target's gridno the same as the gridno of the soldier on that grid?
// Real example: Soldier fires at 16701. It finds a soldier there. That soldier's sGridNo is 16547. So why
// isn't this soldier at grid 16547?
if ( pTargetSoldier != NULL )
{
sTargetGridNo = pTargetSoldier->sGridNo;
}
else
{
sTargetGridNo = sGridNo;
}
// If it's a player guy, check ChanceToGetThrough to play quote
if ( fFromUI && (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
// Don't do if no spread!
if ( !pSoldier->flags.fDoSpread )
{
if ( !HandleCheckForBadChangeToGetThrough( pSoldier, pTargetSoldier, sTargetGridNo , bLevel ) )
{
return( ITEM_HANDLE_OK );
}
}
}
// Get AP COSTS
// ATE: OK something funny going on here - AI seems to NEED FALSE here,
// Our guys NEED TRUE. We shoulkd at some time make sure the AI and
// our guys are deducting/checking in the same manner to avoid
// these differences.
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime );
GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime );
usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTargetGridNo, pSoldier->aiData.bAimTime);
// If we are standing and are asked to turn AND raise gun, ignore raise gun...
//CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE )
{
if ( fAddingTurningCost && fAddingRaiseGunCost )
{
if(usRaiseGunCost > usTurningCost)
pSoldier->flags.fDontChargeTurningAPs = TRUE;
else
pSoldier->flags.fDontChargeReadyAPs = TRUE;
}
}
/*else
{
// If raising gun, don't charge turning!
if ( fAddingTurningCost )
{
pSoldier->flags.fDontChargeReadyAPs = TRUE;
}
}*/
// If this is a player guy, show message about no APS
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// Flugente: drugs can temporarily cause a merc to go psycho
if ( DoesMercHaveDisability( pSoldier, PSYCHO ) )
{
// psychos might possibly switch to burst if they can
// Changed by ADB, rev 1513
//if ( !pSoldier->bDoBurst && IsGunBurstCapable( pSoldier, HANDPOS, FALSE ) )
// SANDRO - messed this a little.. decrease morale a bit when we would like to go psycho,
// but have not a gun capable for it
if ( PreRandom( 3 + pSoldier->aiData.bAimTime ) == 0 && !pSoldier->bDoBurst )
{
if ( IsGunBurstCapable( &pSoldier->inv[HANDPOS], FALSE, pSoldier ) )
{
// chance of firing burst if we have points... chance decreasing when ordered to do aimed shot
// temporarily set burst to true to calculate action points
pSoldier->bDoBurst = TRUE;
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime );
// reset burst mode to false (which is what it was at originally)
pSoldier->bDoBurst = FALSE;
if ( EnoughPoints( pSoldier, sAPCost, 0, FALSE ) )
{
// we have enough points to do this burst, roll the dice and see if we want to change
pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
pSoldier->bDoBurst = TRUE;
pSoldier->bWeaponMode = WM_BURST;
pSoldier->bDoAutofire = 0;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() );
}
}
else if ( !IsGunAutofireCapable( &pSoldier->inv[HANDPOS] ) )
{
// reduce morale for we are using a gun without burst or autofire and cannot go psycho
//HandleMoraleEventForSoldier( pSoldier, MORALE_PSYCHO_UNABLE_TO_PSYCHO );
HandleMoraleEvent( pSoldier, MORALE_PSYCHO_UNABLE_TO_PSYCHO, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
}
}
if(pSoldier->bDoAutofire && ((gTacticalStatus.uiFlags & INCOMBAT) && (gTacticalStatus.uiFlags & TURNBASED))) //this is the code that introduces uncertainty into full-auto bursts
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleItem: auto fire - setting dice sides, marksmanship = %d",pSoldier->stats.bMarksmanship));
//UINT32 diceSides = RAND_MAX;
//Madd: tried to make this more marksmanship dependent than agility, a level 10 auto-weapons specialist with 100 in all stats was wasting wayyy too many APs on this fucker
//UINT32 diceSides = RAND_MAX / ( max(1,pSoldier->stats.bMarksmanship) / 10) ;
//Kaiden: Had to change the minimum value to 10 instead of 1,
//Rounding down resulted in division by zero and caused a crash.
UINT32 diceSides = RAND_MAX / ( max(10,pSoldier->stats.bMarksmanship) / 10) ;
DOUBLE avgAPadded;
// SANDRO - Slightly changed this formula to make the auto weapons trait little more needed if new traits activated -
if( gGameOptions.fNewTraitSystem )
{
// also include possible squadleader bonus
UINT8 uiEffExpLev = min( 10, (pSoldier->stats.bExpLevel + (gSkillTraitValues.ubSLEffectiveLevelInRadius * GetSquadleadersCountInVicinity( pSoldier, TRUE, FALSE ))));
avgAPadded = max(((400.0f-2.0f*pSoldier->stats.bDexterity))*(90.0f-5.0f*(uiEffExpLev+gSkillTraitValues.ubAWUnwantedBulletsReduction*NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPONS_NT )))/2700.0f,1); //Important! don't make this zero, the formulae don't like it.
}
else
{
avgAPadded = max(((400.0f-2.0f*pSoldier->stats.bAgility))*(63.0f-5.0f*(pSoldier->stats.bExpLevel+2.0f*NUM_SKILL_TRAITS( pSoldier, AUTO_WEAPS_OT )))/2700.0f,1); //Important! don't make this zero, the formulae don't like it.
}
UINT32 chanceToMisfire = (UINT32)(((DOUBLE)diceSides*(2.0f*avgAPadded+1.0f-sqrt(4.0f*avgAPadded+1.0f)))/(2.0f*avgAPadded)); //derive the chace to misfire from the desired average AP overspent, derived suing
UINT32 chanceToMisfireDry = (UINT32)(((DOUBLE)diceSides*(avgAPadded+1.0f-sqrt(2.0f*avgAPadded+1.0f)))/(avgAPadded)); //chance to misfire if weapon is dry. Designed to waste avgAPadded/2 APs
//soldiers get better at controlling bursts with levels, and reflex time (agility)
UINT32 misfirePenaltyConst = (GetAutofireShotsPerFiveAPs(&pSoldier->inv[HANDPOS]))/5;
UINT32 misfirePenaltyRand = ((GetAutofireShotsPerFiveAPs(&pSoldier->inv[HANDPOS]))%5)*20; //this is the remainder translated to a probability
UINT32 misfirePenalty;
UINT32 startAuto = pSoldier->bDoAutofire;
//UINT32 startAPcost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, 0 );
UINT32 roll;
// SANDRO - changed Random to PreRandom to avoid save-load mania
// Flugente: drugs can temporarily cause a merc to go psycho
if ( DoesMercHaveDisability( pSoldier, PSYCHO ) && PreRandom( 100 ) < 20 )
{
chanceToMisfire = diceSides;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 26 ], pSoldier->GetName() );
pSoldier->DoMercBattleSound( BATTLE_SOUND_LAUGH1 ); // Added the laugh sound when going Psycho on autofire - SANDRO
}
chanceToMisfire = __min(diceSides-1, chanceToMisfire); //cap the misfire chance, no-one has reflexes this bad
chanceToMisfire = __max(1, chanceToMisfire); //cap the misfire chance, no-one has reflexes this good
chanceToMisfireDry = __min(diceSides-1, chanceToMisfireDry); //cap the misfire chance, no-one has reflexes this bad
chanceToMisfireDry = __max(1, chanceToMisfireDry); //cap the misfire chance, no-one has reflexes this good
//CHRISL: Since LMGs can only use autofire, give them slightly better control over misfire
if(Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponClass == MGCLASS && Weapon[pSoldier->inv[pSoldier->ubAttackingHand].usItem].ubWeaponType == GUN_LMG){
chanceToMisfire = (INT32)(chanceToMisfire * .75f);
chanceToMisfireDry = (INT32)(chanceToMisfireDry * .75f);
}
//roll dice for each AP to see if we failed to stop firing
do
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"HandleItem: auto fire - Rolling dice");
roll = PreRandom(diceSides); // changed Random to PreRandom - SANDRO
//roll = rand();//Random(diceSides);
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Rolled %d vs %d", roll, ((pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire)?chanceToMisfire:chanceToMisfireDry));
misfirePenalty = misfirePenaltyConst + (Chance(misfirePenaltyRand)?1:0); //apply the base integral cost and the fractional cost (in the form of probablilite)
pSoldier->bDoAutofire += misfirePenalty;
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime );
}
while(EnoughPoints( pSoldier, sAPCost, 0, FALSE ) && roll < ((pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft >= pSoldier->bDoAutofire)?chanceToMisfire:chanceToMisfireDry));
//note that we could misfire more bullets than we have rounds
//this represents the soldier running out of ammo and not noticing
//the max that can be lost this way is 1AP
pSoldier->bDoAutofire -= misfirePenalty;
sAPCost = CalcTotalAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime );
if((__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto) > 0 && pSoldier->bTeam == OUR_TEAM)
{
if (gGameExternalOptions.usBulletHideIntensity > 0)
{
// HEADROCK HAM 3.5: Non-accurate assessment.
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[ 2 ], pSoldier->GetName() );
}
else
{// More than 1 round
if (__min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto > 1)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 62 ], pSoldier->GetName(), __min(pSoldier->bDoAutofire,pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.gun.ubGunShotsLeft) - startAuto );
}
// 1 round
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 63 ], pSoldier->GetName() ); // SANDRO - no need for attaching the number if only one round is shot
}
}
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Chance:%d.%d, AvgAps=%f, APs=%d", chanceToMisfire/(diceSides/100),chanceToMisfire%(diceSides/100), avgAPadded,sAPCost-startAPcost);
}
// Deduct points if our target is different!
// if attacking a new target (or if the specific target is uncertain)
// DEF: Made into an event
// pSoldier->EVENT_FireSoldierWeapon( sTargetGridNo );
if (fFromUI)
{
// set the target level; if the AI calls this it will have set the level already...
pSoldier->bTargetLevel = (INT8) gsInterfaceLevel;
}
if ( Item[ usHandItem ].usItemClass != IC_THROWING_KNIFE )
{
pSoldier->ubAttackingHand = HANDPOS;
pSoldier->usAttackingWeapon = usHandItem;
// If doing spread, set down the first gridno.....
if ( pSoldier->flags.fDoSpread )
{
if ( pSoldier->sSpreadLocations[ 0 ] != 0 )
{
SendBeginFireWeaponEvent( pSoldier, pSoldier->sSpreadLocations[ 0 ] );
if(is_server || (is_client && pSoldier->ubID <20) )
send_fire( pSoldier, pSoldier->sSpreadLocations[ 0 ] );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Handle Items.cpp: SendBeginFireWeaponEvent" );
}
else
{
SendBeginFireWeaponEvent( pSoldier, sTargetGridNo );
if(is_server || (is_client && pSoldier->ubID <20) )
send_fire( pSoldier, sTargetGridNo );
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Handle Items.cpp: SendBeginFireWeaponEvent" );
}
}
else
{
SendBeginFireWeaponEvent( pSoldier, sTargetGridNo );
if(is_server || (is_client && pSoldier->ubID <20) ) send_fire( pSoldier, sTargetGridNo );
}
// ATE: Here to make cursor go back to move after LAW shot...
if ( fFromUI && Item[usHandItem].singleshotrocketlauncher)
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
}
else
{
UINT8 ubDirection;
// Start knife throw attack
// Get direction
ubDirection = (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier );
pSoldier->EVENT_SoldierBeginKnifeThrowAttack( sTargetGridNo, ubDirection );
}
if (fFromUI)
{
// Descrease aim by two if in real time
if ( (gTacticalStatus.uiFlags & REALTIME ) || !(gTacticalStatus.uiFlags & INCOMBAT) )
{
//pSoldier->aiData.bShownAimTime -= 2;
//if ( pSoldier->aiData.bShownAimTime < REFINE_AIM_1 )
//{
// pSoldier->aiData.bShownAimTime = REFINE_AIM_1;
//}
//pSoldier->flags.fPauseAim = TRUE;
}
// If in turn based - refresh aim to first level
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT) )
{
pSoldier->aiData.bShownAimTime = REFINE_AIM_1;
// Locate to soldier if he's about to shoot!
if ( pSoldier->bTeam != gbPlayerNum )
{
ShowRadioLocator( pSoldier->ubID, SHOW_LOCATOR_NORMAL );
}
}
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
}
else
{
//CHRISL: Need to reset this as it doesn't automatically get reset when we don't have enough APs to shot
pSoldier->flags.fDoSpread = FALSE;
return( ITEM_HANDLE_NOAPS );
}
return( ITEM_HANDLE_OK );
}
//TRY PUNCHING
if ( Item[ usHandItem ].usItemClass == IC_PUNCH )
{
//INT16 sCnt;
INT32 sSpot;
UINT8 ubGuyThere;
INT32 sGotLocation = NOWHERE;
BOOLEAN fGotAdjacent = FALSE;
for ( INT8 sCnt = 0; sCnt < NUM_WORLD_DIRECTIONS; sCnt++ )
{
sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( sCnt ) );
// Make sure movement costs are OK....
if ( gubWorldMovementCosts[ sSpot ][ sCnt ][ bLevel ] >= TRAVELCOST_BLOCKED )
{
continue;
}
// Check for who is there...
ubGuyThere = WhoIsThere2( sSpot, pSoldier->pathing.bLevel );
if ( pTargetSoldier != NULL && ubGuyThere == pTargetSoldier->ubID )
{
// We've got a guy here....
// Who is the one we want......
sGotLocation = sSpot;
sAdjustedGridNo = pTargetSoldier->sGridNo;
ubDirection = ( UINT8 )sCnt;
break;
}
}
if (TileIsOutOfBounds(sGotLocation))
{
// See if we can get there to punch
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 )
{
// OK, we've got somebody...
sGotLocation = sActionGridNo;
fGotAdjacent = TRUE;
}
}
// Did we get a loaction?
if (!TileIsOutOfBounds(sGotLocation))
{
pSoldier->sTargetGridNo = sGridNo;
pSoldier->aiData.usActionData = sGridNo;
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sGotLocation && fGotAdjacent )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_PUNCH;
pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sGotLocation, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
pSoldier->EVENT_SoldierBeginPunchAttack( sAdjustedGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
gfResetUIMovementOptimization = TRUE;
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
//USING THE MEDKIT
if ( Item[ usHandItem ].usItemClass == IC_MEDKIT )
{
// ATE: AI CANNOT GO THROUGH HERE!
INT32 usMapPos;
BOOLEAN fHadToUseCursorPos = FALSE;
if (gTacticalStatus.fAutoBandageMode)
{
usMapPos = sGridNo;
}
else
{
GetMouseMapPos( &usMapPos );
}
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
// Try another location...
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
if ( !gTacticalStatus.fAutoBandageMode )
{
fHadToUseCursorPos = TRUE;
}
}
// Calculate AP costs...
sAPCost = GetAPsToBeginFirstAid( pSoldier );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_GIVEAID;
if ( fHadToUseCursorPos )
{
pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
if ( pTargetSoldier != NULL )
{
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
}
else
{
pSoldier->aiData.sPendingActionData2 = sGridNo;
}
}
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginFirstAid( sAdjustedGridNo, ubDirection );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, pSoldier->pathing.bLevel );
BOOLEAN fCorpse = FALSE;
if(pCorpse != NULL)
fCorpse = IsValidDecapitationCorpse( pCorpse );
if ( Item[usHandItem].wirecutters && pTargetSoldier == NULL && !pCorpse ) // Madd: quick fix to allow wirecutter/knives
{
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 && IsCuttableWireFenceAtGridNo( sGridNo ) )
{
// Calculate AP costs...
sAPCost = GetAPsToCutFence( pSoldier );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
// ATE: Set UI here, not below so that if UI is unset, we don't set again!
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_CUTFFENCE;
pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode , FALSE, TRUE );
}
else
{
// Flugente: if we are trying to defuse a tripwire, call EVENT_SoldierDefuseTripwire() instead
INT32 tripwirefound = FindWorldItemForTripwireInGridNo( sGridNo, pSoldier->pathing.bLevel, TRUE );
if ( tripwirefound != -1 )
pSoldier->EVENT_SoldierDefuseTripwire( sGridNo, tripwirefound );
else
pSoldier->EVENT_SoldierBeginCutFence( sAdjustedGridNo, ubDirection );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
else if( sActionGridNo == -1 )
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
if ( Item[usHandItem].toolkit )
{
UINT8 ubMercID;
BOOLEAN fVehicle = FALSE;
INT32 sVehicleGridNo=-1;
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
if ( IsRepairableStructAtGridNo( sGridNo, &ubMercID ) == 2 )
{
INT32 sNewGridNo;
UINT8 ubDirection;
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] );
if (!TileIsOutOfBounds(sNewGridNo))
{
sGridNo = sNewGridNo;
sVehicleGridNo = MercPtrs[ ubMercID ]->sGridNo;
fVehicle = TRUE;
}
}
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 )
{
// Calculate AP costs...
sAPCost = GetAPsToBeginRepair( pSoldier );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_REPAIR;
pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo;
if ( fVehicle )
{
pSoldier->aiData.sPendingActionData2 = sVehicleGridNo;
}
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginRepair( sAdjustedGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
if ( Item[usHandItem].gascan )
{
UINT8 ubMercID;
INT32 sVehicleGridNo=-1;
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
if ( IsRefuelableStructAtGridNo( sGridNo, &ubMercID ) )
{
INT32 sNewGridNo;
UINT8 ubDirection;
sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, pSoldier->usUIMovementMode, 5, &ubDirection, 0, MercPtrs[ ubMercID ] );
if (!TileIsOutOfBounds(sNewGridNo))
{
sGridNo = sNewGridNo;
sVehicleGridNo = MercPtrs[ ubMercID ]->sGridNo;
}
}
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 )
{
// Calculate AP costs...
sAPCost = GetAPsToRefuelVehicle( pSoldier );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_FUEL_VEHICLE;
pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo;
pSoldier->aiData.sPendingActionData2 = sVehicleGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginRefuel( sAdjustedGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
if ( Item[usHandItem].jar )
{
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 )
{
// Calculate AP costs...
sAPCost = GetAPsToUseJar( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_TAKEBLOOD;
pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginTakeBlood( sAdjustedGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
// Flugente: (de-)construct structures
if ( IsStructureDeconstructItem( usHandItem, sGridNo, pSoldier ) || IsStructureConstructItem( usHandItem, sGridNo, pSoldier ) )
{
// if there is a structure, see if we can deconstruct it, if not, see if we can construct something
STRUCTURE* pStruct = FindStructure( sGridNo, (STRUCTURE_GENERIC | STRUCTURE_WIREFENCE) );
if ( pStruct )
{
if ( !IsStructureDeconstructItem( usHandItem, sGridNo, pSoldier ) )
return(ITEM_HANDLE_REFUSAL);
sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_REMOVE_FORTIFY );
}
else
{
if ( !IsStructureConstructItem( usHandItem, sGridNo, pSoldier ) )
return(ITEM_HANDLE_REFUSAL);
sAPCost = GetAPsForMultiTurnAction( pSoldier, MTA_FORTIFY );
}
// we are at pSoldier->sGridNo and the action takes place at sGridNo
// we need to find out in which direction we need to look
// sActionGridNo is the gridno we are supposed to sit
ubDirection = (UINT8)GetDirectionToGridNoFromGridNo( sGridNo, pSoldier->sGridNo );
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE );
if ( !TileIsOutOfBounds( sActionGridNo ) )
{
// Calculate AP costs...
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints );
if ( pSoldier->bActionPoints > 0 )
{
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_BUILD_FORTIFICATION;
pSoldier->aiData.sPendingActionData2 = sGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBuildStructure( sGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
// Flugente: handcuffing people
if ( gGameExternalOptions.fAllowPrisonerSystem && HasItemFlag( usHandItem, HANDCUFFS ) && pTargetSoldier && pTargetSoldier->CanBeCaptured( ) )
{
// ATE: AI CANNOT GO THROUGH HERE!
BOOLEAN fHadToUseCursorPos = FALSE;
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
// Try another location...
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
/*if ( !gTacticalStatus.fAutoBandageMode )
{
fHadToUseCursorPos = TRUE;
}*/
}
// Calculate AP costs...
sAPCost = GetAPsToHandcuff( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_HANDCUFF_PERSON;
if ( fHadToUseCursorPos )
{
pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
if ( pTargetSoldier != NULL )
{
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
}
else
{
pSoldier->aiData.sPendingActionData2 = sGridNo;
}
}
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierHandcuffPerson( sAdjustedGridNo, ubDirection );
UnSetUIBusy( pSoldier->ubID );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
// Flugente: apply misc items to other soldiers
if ( ItemCanBeAppliedToOthers( usHandItem ) )
{
// ATE: AI CANNOT GO THROUGH HERE!
BOOLEAN fHadToUseCursorPos = FALSE;
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
// Try another location...
sActionGridNo = FindAdjacentGridEx( pSoldier, usMapPos, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo == -1 )
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
// Calculate AP costs...
sAPCost = GetAPsToApplyItem( pSoldier, sActionGridNo );
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
// if we are at the action gridno, the item is a bomb, but nobody is at the gridno, do not apply and do not return - we will plant the bomb instead (handlded later in this function)
if ( Item[ usHandItem ].usItemClass == IC_BOMB && pSoldier->sGridNo == sActionGridNo && WhoIsThere2( usMapPos, pSoldier->pathing.bLevel ) == NOBODY )
{
;
}
else if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// OK, set UI
SetUIBusy( pSoldier->ubID );
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_APPLYITEM;
if ( fHadToUseCursorPos )
{
pSoldier->aiData.sPendingActionData2 = usMapPos;
}
else
{
if ( pTargetSoldier != NULL )
{
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
}
else
{
pSoldier->aiData.sPendingActionData2 = sGridNo;
}
}
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierApplyItemToPerson( sAdjustedGridNo, ubDirection );
UnSetUIBusy( pSoldier->ubID );
}
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
if ( Item[usHandItem].canandstring )
{
STRUCTURE *pStructure;
LEVELNODE *pIntTile;
// Get structure info for in tile!
pIntTile = GetCurInteractiveTileGridNoAndStructure( &sGridNo, &pStructure );
// We should not have null here if we are given this flag...
if ( pIntTile != NULL )
{
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, TRUE );
if ( sActionGridNo != -1 )
{
// Calculate AP costs...
sAPCost = APBPConstants[AP_ATTACH_CAN];
sAPCost += PlotPath( pSoldier, sActionGridNo, NO_COPYROUTE, FALSE, TEMPORARY, (UINT16)pSoldier->usUIMovementMode, NOT_STEALTH, FORWARD, pSoldier->bActionPoints);
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_ATTACH_CAN;
pSoldier->aiData.sPendingActionData2 = sGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginTakeBlood( sGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
// Check for remote detonator cursor....
if ( Item[ usHandItem ].ubCursor == REMOTECURS )
{
sAPCost = APBPConstants[AP_USE_REMOTE];
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
DeductPoints( pSoldier, sAPCost, 0 );
if ( Item[usHandItem].xray )
{
PlayJA2Sample( USE_X_RAY_MACHINE, RATE_11025, SoundVolume( HIGHVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
ActivateXRayDevice( pSoldier );
return( ITEM_HANDLE_OK );
}
else // detonator
{
// Save gridno....
pSoldier->aiData.sPendingActionData2 = sGridNo;
pSoldier->EVENT_SoldierBeginUseDetonator( );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
// Now start anim....
return( ITEM_HANDLE_OK );
}
}
else
{
return( ITEM_HANDLE_NOAPS );
}
}
// Check for mine.. anything without a detonator.....
if ( Item[ usHandItem ].ubCursor == BOMBCURS )
{
fDropBomb = TRUE;
}
// Check for a bomb like a mine, that uses a pressure detonator
if ( Item[ usHandItem ].ubCursor == INVALIDCURS )
{
// Found detonator...
if ( HasAttachmentOfClass( &(pSoldier->inv[ pSoldier->ubAttackingHand ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) )
{
fDropBomb = TRUE;
}
}
if ( fDropBomb )
{
// Save gridno....
pSoldier->aiData.sPendingActionData2 = sGridNo;
if ( pSoldier->sGridNo != sGridNo )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_DROPBOMB;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginDropBomb( );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
//USING THE BLADE
if ( Item[ usHandItem ].usItemClass == IC_BLADE )
{
BOOLEAN fGotAdjacent = TRUE;//dnl ch73 290913
// See if we can get there to stab
if ( pSoldier->ubBodyType == BLOODCAT )
{
sActionGridNo = FindNextToAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
}
else if ( CREATURE_OR_BLOODCAT( pSoldier ) && PythSpacesAway( pSoldier->sGridNo, sGridNo ) > 1 )
{
sActionGridNo = FindNextToAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if (sActionGridNo == -1)
{
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
}
}
else
{
//dnl ch73 290913
fGotAdjacent = FALSE;
sActionGridNo = NOWHERE;
if(pTargetSoldier)
for(INT8 sCnt=0; sCnt<NUM_WORLD_DIRECTIONS; sCnt++)
{
INT32 sSpot = NewGridNo(pSoldier->sGridNo, DirectionInc(sCnt));
if(gubWorldMovementCosts[sSpot][sCnt][bLevel] >= TRAVELCOST_BLOCKED)
continue;
if(WhoIsThere2(sSpot, pSoldier->pathing.bLevel) == pTargetSoldier->ubID)
{
sActionGridNo = sSpot;
sAdjustedGridNo = pTargetSoldier->sGridNo;
ubDirection = (UINT8)sCnt;
break;
}
}
if(TileIsOutOfBounds(sActionGridNo))
{
sActionGridNo = FindAdjacentGridEx(pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE);
if(sActionGridNo != NOWHERE)
fGotAdjacent = TRUE;
}
}
if ( sActionGridNo != NOWHERE )
{
pSoldier->aiData.usActionData = sActionGridNo;
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo && fGotAdjacent )//dnl ch73 290913
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_KNIFEATTACK;
pSoldier->aiData.sPendingActionData2 = sAdjustedGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
// for the benefit of the AI
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
pSoldier->EVENT_SoldierBeginBladeAttack( sAdjustedGridNo, ubDirection );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
gfResetUIMovementOptimization = TRUE;
}
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_CANNOT_GETTO_LOCATION );
}
}
if ( Item[ usHandItem ].usItemClass == IC_TENTACLES )
{
// See if we can get there to stab
//pSoldier->sTargetGridNo = sTargetGridNo;
//pSoldier->sLastTarget = sTargetGridNo;
//pSoldier->ubTargetID = WhoIsThere2( sTargetGridNo, pSoldier->bTargetLevel );
// gTacticalStatus.ubAttackBusyCount++;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("!!!!!!! Starting swipe attack, incrementing a.b.c in HandleItems to %d", gTacticalStatus.ubAttackBusyCount) );
DebugAttackBusy( "Swipe attack\n");
sAPCost = CalcTotalAPsToAttack( pSoldier, sGridNo, FALSE, pSoldier->aiData.bAimTime );
DeductPoints( pSoldier, sAPCost, 0 );
pSoldier->EVENT_InitNewSoldierAnim( QUEEN_SWIPE, 0 , FALSE );
//FireWeapon( pSoldier, sTargetGridNo );
pSoldier->aiData.bAction = AI_ACTION_KNIFE_STAB;
return( ITEM_HANDLE_OK );
}
// THIS IS IF WE WERE FROM THE UI
if ( Item[ usHandItem ].usItemClass == IC_GRENADE || Item[ usHandItem ].usItemClass == IC_LAUNCHER || Item[ usHandItem ].usItemClass == IC_THROWN )
{
INT32 sCheckGridNo;
// Get gridno - either soldier's position or the gridno
if ( pTargetSoldier != NULL )
{
sTargetGridNo = pTargetSoldier->sGridNo;
}
else
{
sTargetGridNo = sGridNo;
}
sAPCost = MinAPsToAttack( pSoldier, sTargetGridNo, TRUE, pSoldier->aiData.bAimTime, 0 );
// Check if these is room to place mortar!
if ( Item[usHandItem].mortar )
{
ubDirection = (UINT8)GetDirectionFromGridNo( sTargetGridNo, pSoldier );
// Get new gridno!
sCheckGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)DirectionInc( ubDirection ) );
if ( !OKFallDirection( pSoldier, sCheckGridNo, pSoldier->pathing.bLevel, ubDirection , pSoldier->usAnimState ) )
{
return( ITEM_HANDLE_NOROOM );
}
//pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;//dnl ch72 270913 no reason why not charge for stance change
}
else if ( Item[usHandItem].grenadelauncher )//usHandItem == GLAUNCHER || usHandItem == UNDER_GLAUNCHER )
{
GetAPChargeForShootOrStabWRTGunRaises( pSoldier, sTargetGridNo, TRUE, &fAddingTurningCost, &fAddingRaiseGunCost, pSoldier->aiData.bAimTime );
usTurningCost = CalculateTurningCost(pSoldier, usHandItem, fAddingTurningCost);
usRaiseGunCost = CalculateRaiseGunCost(pSoldier, fAddingRaiseGunCost, sTargetGridNo, pSoldier->aiData.bAimTime );
// If we are standing and are asked to turn AND raise gun, ignore raise gun...
//CHRISL: Actually, the display value is based on the higher of turn and raise gun so we should do the same
if ( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE )
{
if ( fAddingTurningCost && fAddingRaiseGunCost )
{
if(usRaiseGunCost > usTurningCost)
pSoldier->flags.fDontChargeTurningAPs = TRUE;
else
pSoldier->flags.fDontChargeReadyAPs = TRUE;
}
}
/*else
{
// If raising gun, don't charge turning!
if ( fAddingTurningCost )
{
pSoldier->flags.fDontChargeReadyAPs = TRUE;
}
}*/
}
// If this is a player guy, show message about no APS
if ( EnoughPoints( pSoldier, sAPCost, 0, fFromUI ) )
{
pSoldier->ubAttackingHand = HANDPOS;
pSoldier->usAttackingWeapon = usHandItem;
pSoldier->bTargetLevel = bLevel;
// Look at the cursor, if toss cursor...
if ( Item[ usHandItem ].ubCursor == TOSSCURS )
{
pSoldier->sTargetGridNo = sTargetGridNo;
// pSoldier->sLastTarget = sTargetGridNo;
pSoldier->ubTargetID = WhoIsThere2( sTargetGridNo, pSoldier->bTargetLevel );
// Increment attack counter...
// gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( "Weapon fire\n");
//dnl ch72 180913 decision is to charge for turning which was disabled in v1.12 also will turn off both options because is bad to charge APs before stance or turning really occurs
// ATE: Don't charge turning...
//pSoldier->flags.fDontChargeTurningAPs = TRUE;
//pSoldier->flags.fDontChargeAPsForStanceChange = TRUE;
FireWeapon( pSoldier, sTargetGridNo );
}
else
{
SendBeginFireWeaponEvent( pSoldier, sTargetGridNo );
if(is_server || (is_client && pSoldier->ubID <20) ) send_fire( pSoldier, sTargetGridNo );
}
// OK, set UI
SetUIBusy( pSoldier->ubID );
return( ITEM_HANDLE_OK );
}
else
{
return( ITEM_HANDLE_NOAPS );
}
return( ITEM_HANDLE_OK );
}
// CHECK FOR BOMB....
if ( Item[ usHandItem ].ubCursor == INVALIDCURS )
{
// Found detonator...
if ( HasAttachmentOfClass( &(pSoldier->inv[ usHandItem ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || Item[ (&(pSoldier->inv[ usHandItem ] ))->usItem ].tripwire == 1 )
{
StartBombMessageBox( pSoldier, sGridNo );
if ( fFromUI )
{
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
}
return( ITEM_HANDLE_OK );
}
}
return( ITEM_HANDLE_OK );
}
void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// Does this have detonator that needs info?
if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR | AC_REMOTEDET | AC_DEFUSE) ) || Item[ (&(pSoldier->inv[ HANDPOS ] ))->usItem ].tripwire == 1)
{
StartBombMessageBox( pSoldier, sGridNo );
}
else
{
// We have something... all we do is place...
if ( ArmBomb( &(pSoldier->inv[ HANDPOS ]), 0 ) )
{
// Snap: Do a skill check here as well
INT32 iResult = SkillCheck( pSoldier, PLANTING_BOMB_CHECK, 0 );
if ( iResult >= 0 )
{
// Less explosives gain for placing tripwire
if ( Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire )
StatChange( pSoldier, EXPLODEAMT, 1, FALSE );
else
// EXPLOSIVES GAIN (25): Place a bomb, or buried and armed a mine
StatChange( pSoldier, EXPLODEAMT, 25, FALSE );
// SANDRO - STOMP traits - Demolitions bonus to trap level
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, DEMOLITIONS_NT ))
{
// +5 trap level for Demolitions trait
pSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( pSoldier ) / 20) + (EffectiveExpLevel( pSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
}
else
{
pSoldier->inv[ HANDPOS ][0]->data.bTrap = __min( 10, ( EffectiveExplosive( pSoldier ) / 20) + (EffectiveExpLevel( pSoldier ) / 3) );
}
// Flugente: backgrounds
if ( pSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) )
pSoldier->inv[ HANDPOS ][0]->data.bTrap++;
// anv: additional tile properties - modify trap level depending on its placement
if(gGameExternalOptions.fAdditionalTileProperties && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
{
ADDITIONAL_TILE_PROPERTIES_VALUES zAllTileValues = GetAllAdditonalTilePropertiesForGrid( sGridNo, pSoldier->pathing.bLevel );
pSoldier->inv[ HANDPOS ][0]->data.bTrap += zAllTileValues.bTrapBonus;
}
pSoldier->inv[ HANDPOS ][0]->data.bTrap = __max( 0, pSoldier->inv[ HANDPOS ][0]->data.bTrap );
pSoldier->inv[ HANDPOS ][0]->data.misc.ubBombOwner = pSoldier->ubID + 2;
// Flugente: determine the direction we are looking at and apply that direction to our explosive
pSoldier->inv[ HANDPOS ][0]->data.ubDirection = pSoldier->ubDirection;
// no frequency known... give a default value, so we don't defuse it by accident
gTempObject[0]->data.ubWireNetworkFlag = (TRIPWIRE_NETWORK_OWNER_ENEMY|TRIPWIRE_NETWORK_NET_1|TRIPWIRE_NETWORK_LVL_1);
gTempObject[0]->data.bDefuseFrequency = 0;
// we now know there is something nasty here
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
if (pSoldier->inv[ HANDPOS ].MoveThisObjectTo(gTempObject, 1) == 0)
{
AddItemToPool( sGridNo, &gTempObject, BURIED, pSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
// sevenfm: take another item with same id from inventory, only REALTIME
HandleTakeNewBombFromInventory(pSoldier, &gTempObject);
// sevenfm: change cursor back to action if successfully taken new bomb
if ( gfShiftBombPlant && pSoldier->inv[ pSoldier->ubAttackingHand ].exists() )
guiPendingOverrideEvent = M_CHANGE_TO_ACTION;
}
}
else
{
// EXPLOSIVES GAIN (10): Failed to place a bomb, or bury and arm a mine
StatChange( pSoldier, EXPLODEAMT, 10, FROM_FAILURE );
// oops! How badly did we screw up?
if ( iResult < -20 && Item[ pSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
{
// OOPS! ... BOOM!
IgniteExplosion( NOBODY, pSoldier->sX, pSoldier->sY, (INT16) (gpWorldLevelData[pSoldier->sGridNo].sHeight), pSoldier->sGridNo, pSoldier->inv[ HANDPOS ].usItem, pSoldier->pathing.bLevel, pSoldier->ubDirection, &pSoldier->inv[ HANDPOS ] );
pSoldier->inv[ HANDPOS ].MoveThisObjectTo(gTempObject, 1);
}
}
}
}
}
void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
StartBombMessageBox( pSoldier, sGridNo );
}
void HandleTacticalFunctionSelection( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
if ( guiCurrentScreen == GAME_SCREEN )
StartTacticalFunctionSelectionMessageBox( pSoldier, sGridNo, pSoldier->pathing.bLevel );
}
void HandleSoldierUseCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
StartCorpseMessageBox( pSoldier, sGridNo, bLevel );
}
void HandleSoldierDefuseTripwire( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT32 sItem )
{
gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, sItem, pSoldier->pathing.bLevel );
gpBoobyTrapSoldier = pSoldier;
gsBoobyTrapGridNo = sGridNo;
gbBoobyTrapLevel = pSoldier->pathing.bLevel;
gfDisarmingBuriedBomb = FALSE;
gbTrapDifficulty = (gWorldItems[ sItem ].object)[0]->data.bTrap;
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL );
}
void SoldierHandleDropItem( SOLDIERTYPE *pSoldier )
{
// LOOK IN PANDING DATA FOR ITEM TO DROP, AND LOCATION
if ( pSoldier->pTempObject != NULL )
{
if ( pSoldier->bVisible != -1 )
{
PlayJA2Sample( THROW_IMPACT_2, RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
}
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
NotifySoldiersToLookforItems( );
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
}
}
void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
// Determine what to do
UINT8 ubDirection;
// Set attacker to NOBODY, since it's not a combat attack
pSoldier->ubTargetID = NOBODY;
// Alrighty, switch based on stance!
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
{
case ANIM_STAND:
// CHECK IF WE ARE NOT ON THE SAME GRIDNO
if ( sGridNo == pSoldier->sGridNo )
{
pSoldier->PickDropItemAnimation( );
}
else
{
// CHANGE DIRECTION AT LEAST
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
pSoldier->SoldierGotoStationaryStance( );
pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
pSoldier->flags.fTurningUntilDone = TRUE;
// Draw item depending on distance from buddy
if ( GetRangeFromGridNoDiff( sGridNo, pSoldier->sGridNo ) < MIN_LOB_RANGE )
{
//ddd maybe need to add check for throwing item class - grenade
if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
( (pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE) ) )
pSoldier->usPendingAnimation = LOB_GRENADE_STANCE;
else
pSoldier->usPendingAnimation = LOB_ITEM;
}
else
{
if( (pSoldier->pThrowParams->ubActionCode == THROW_ARM_ITEM) &&
( (pSoldier->ubBodyType == BIGMALE) || (pSoldier->ubBodyType == REGMALE) ) )
pSoldier->usPendingAnimation = THROW_GRENADE_STANCE;
else
pSoldier->usPendingAnimation = THROW_ITEM;
}
}
break;
//<SB> crouch throwing
case ANIM_PRONE:
if ( sGridNo == pSoldier->sGridNo )
{
// OK, JUST DROP ITEM!
if ( pSoldier->pTempObject != NULL )
{
AddItemToPool( sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
NotifySoldiersToLookforItems( );
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
}
break;
}
pSoldier->ChangeSoldierStance( ANIM_CROUCH );
case ANIM_CROUCH:
// CHECK IF WE ARE NOT ON THE SAME GRIDNO
if ( sGridNo == pSoldier->sGridNo )
{
// OK, JUST DROP ITEM!
if ( pSoldier->pTempObject != NULL )
{
AddItemToPool( sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
NotifySoldiersToLookforItems( );
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
}
}
else
{
// CHANGE DIRECTION AT LEAST
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, pSoldier );
pSoldier->SoldierGotoStationaryStance( );
pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
pSoldier->flags.fTurningUntilDone = TRUE;
pSoldier->usPendingAnimation = THROW_ITEM_CROUCHED;
}
break;
//</SB>
}
}
void SoldierGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, OBJECTTYPE *pObject, INT8 bInvPos )
{
INT32 sActionGridNo, sAdjustedGridNo;
UINT8 ubDirection;
// Remove any previous actions
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( pSoldier, pTargetSoldier->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 )
{
// SEND PENDING ACTION
pSoldier->aiData.ubPendingAction = MERC_GIVEITEM;
pSoldier->bPendingActionData5 = bInvPos;
// Copy temp object
OBJECTTYPE::CopyToOrCreateAt(&pSoldier->pTempObject, pObject);
pSoldier->aiData.sPendingActionData2 = pTargetSoldier->sGridNo;
pSoldier->aiData.bPendingActionData3 = ubDirection;
pSoldier->aiData.uiPendingActionData4 = pTargetSoldier->ubID;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// Set soldier as engaged!
pSoldier->flags.uiStatusFlags |= SOLDIER_ENGAGEDINACTION;
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( pSoldier->sGridNo != sActionGridNo )
{
// WALK UP TO DEST FIRST
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
else
{
pSoldier->EVENT_SoldierBeginGiveItem( );
// CHANGE DIRECTION OF TARGET TO OPPOSIDE DIRECTION!
pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection );
}
// Set target as engaged!
pTargetSoldier->flags.uiStatusFlags |= SOLDIER_ENGAGEDINACTION;
return;
}
else
{
return;
}
}
BOOLEAN SoldierDropItem( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj )
{
OBJECTTYPE::CopyToOrCreateAt(&pSoldier->pTempObject, pObj);
pSoldier->PickDropItemAnimation( );
return( TRUE );
}
void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel )
{
INT32 sActionGridNo;
// Remove any previous actions
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
sActionGridNo = AdjustGridNoForItemPlacement( pSoldier, sGridNo );
// SET PENDING ACTIONS!
pSoldier->aiData.ubPendingAction = MERC_PICKUPITEM;
pSoldier->aiData.uiPendingActionData1 = iItemIndex;
pSoldier->aiData.sPendingActionData2 = sActionGridNo;
pSoldier->aiData.uiPendingActionData4 = sGridNo;
pSoldier->aiData.bPendingActionData3 = bZLevel;
pSoldier->aiData.ubPendingActionAnimCount = 0;
// Deduct points!
//sAPCost = GetAPsToPickupItem( pSoldier, sGridNo );
//DeductPoints( pSoldier, sAPCost, 0 );
SetUIBusy( pSoldier->ubID );
// CHECK IF NOT AT SAME GRIDNO
if ( pSoldier->sGridNo != sActionGridNo )
{
if ( pSoldier->bTeam == gbPlayerNum )
{
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, TRUE, TRUE );
// Say it only if we don;t have to go too far!
if ( pSoldier->pathing.usPathDataSize > 5 )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_OK1 );
}
}
else
{
pSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, pSoldier->usUIMovementMode, FALSE, TRUE );
}
}
else
{
// DO ANIMATION OF PICKUP NOW!
PickPickupAnimation( pSoldier, pSoldier->aiData.uiPendingActionData1, pSoldier->aiData.uiPendingActionData4, pSoldier->aiData.bPendingActionData3 );
}
}
void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo )
{
if (pSoldier->bTeam == gbPlayerNum)
{
// Place it in buddy's hand!
if ( gpItemPointer == NULL )
{
InternalBeginItemPointer( pSoldier, &(gWorldItems[ iItemIndex ].object ), NO_SLOT );
}
else
{
// Add back to world...
AddItemToPool( sGridNo, &(gWorldItems[ iItemIndex ].object ), 1 , pSoldier->pathing.bLevel, 0, -1 );
// If we are a merc, say DAMN quote....
if ( pSoldier->bTeam == gbPlayerNum )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
}
}
void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList )
{
ITEM_POOL * pItemPool;
ITEM_POOL * pItemPoolToDelete = NULL;
INT32 cnt = 0;
BOOLEAN fPickup;
BOOLEAN fFailedAutoPlace = FALSE;
INT32 iItemIndexToDelete;
BOOLEAN fShouldSayCoolQuote = FALSE;
BOOLEAN fDidSayCoolQuote = FALSE;
BOOLEAN fSaidBoobyTrapQuote = FALSE;
UINT16 sAPCost;//Moa: added for deduct points
BOOLEAN fItemTaken = FALSE;//Moa: added for deduct points
#ifdef JA2UB
UINT16 usItem=0;
#endif
sAPCost = GetAPsToPickupItem( pSoldier, sGridNo );
// OK. CHECK IF WE ARE DOING ALL IN THIS POOL....
if ( iItemIndex == ITEM_PICKUP_ACTION_ALL || iItemIndex == ITEM_PICKUP_SELECTION )
{
// DO all pickup!
// LOOP THROUGH LIST TO FIND NODE WE WANT
GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel );
while( pItemPool )
{
if ( ItemPoolOKForPickup( pSoldier, pItemPool, bZLevel ) )
{
fPickup = TRUE;
if ( iItemIndex == ITEM_PICKUP_SELECTION )
{
//CHRISL: This can pose a problem. If the next value in pfSelectionList didn't exist (which can happen if
// we've added an item to the world during this process), it'll pull whatever is in memory which is most
// likely a value larger then 0.
//if ( !pfSelectionList[ cnt ] )
if(pfSelectionList[cnt] != 1)
{
fPickup = FALSE;
}
}
// Increment counter...
//:ATE: Only incremrnt counter for items we can see..
cnt++;
if ( fPickup )
{
if ( ContinuePastBoobyTrap( pSoldier, sGridNo, bZLevel, pItemPool->iItemIndex, FALSE, &fSaidBoobyTrapQuote ) )
{
if ( ItemIsCool( &gWorldItems[ pItemPool->iItemIndex ].object ) )
{
fShouldSayCoolQuote = TRUE;
}
if (gWorldItems[ pItemPool->iItemIndex ].object.usItem == SWITCH)
{
// ask about activating the switch!
bTempFrequency = gWorldItems[ pItemPool->iItemIndex ].object[0]->data.misc.bFrequency;
gpTempSoldier = pSoldier;
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ACTIVATE_SWITCH_PROMPT ] , GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SwitchMessageBoxCallBack, NULL );
pItemPool = pItemPool->pNext;
}
else
{
//CHRISL: Make sure non-ammo item status is a valid 0-100 number
if(Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass != IC_AMMO){
gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus = __max(0,gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus);
gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus = __min(100,gWorldItems[pItemPool->iItemIndex].object[0]->data.objectStatus);
}
// Make copy of item
gTempObject = gWorldItems[ pItemPool->iItemIndex ].object;
// Flugente: if we allow militia to use sector equipment, then mark gear they pick up, so that they drop it too.
if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fMilitiaUseSectorInventory )
{
if ( Item[gTempObject.usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & (IC_BLADE|IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & (IC_GUN|IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gTempObject.usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher )
{
gTempObject[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN )
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN;
if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE )
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE;
}
if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) )
{
// check to see if the object has been swapped with one in inventory
if ( gTempObject.usItem != gWorldItems[ pItemPool->iItemIndex ].object.usItem || gTempObject.ubNumberOfObjects != gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects )
{
// copy back because item changed, and we must make sure the item pool reflects this.
gWorldItems[ pItemPool->iItemIndex ].object = gTempObject;
}
pItemPoolToDelete = pItemPool;
pItemPool = pItemPool->pNext;
fFailedAutoPlace = TRUE;
// continue, to try and place ay others...
continue;
}
else
{
fItemTaken = TRUE;
}
/*
// handle theft.. will return true if theft has failed ( if soldier was caught )
if( pSoldier->bTeam == OUR_TEAM )
{
// check to see if object was owned by another
if( gTempObject.fFlags & OBJECT_OWNED_BY_CIVILIAN )
{
// owned by a civilian
if( HandleLoyaltyAdjustmentForRobbery( pSoldier ) == TRUE )
{
// implememnt actual tactical reaction for theft..shoot robber, yell out, etc
}
// reset who owns object
gTempObject.fFlags &= ~( OBJECT_OWNED_BY_CIVILIAN );
}
}
*/
//pItemPoolToDelete = pItemPool;
iItemIndexToDelete = pItemPool->iItemIndex;
pItemPool = pItemPool->pNext;
RemoveItemFromPool( sGridNo, iItemIndexToDelete, pSoldier->pathing.bLevel );
}
}
else
{
// boobytrap found... stop picking up things!
break;
}
}
else
{
pItemPool = pItemPool->pNext;
}
}
else
{
pItemPool = pItemPool->pNext;
}
}
// ATE; If here, and we failed to add any more stuff, put failed one in our cursor...
if ( pItemPoolToDelete != NULL && fFailedAutoPlace )
{
gfDontChargeAPsToPickup = TRUE;
HandleAutoPlaceFail( pSoldier, pItemPoolToDelete->iItemIndex, sGridNo );
RemoveItemFromPool( sGridNo, pItemPoolToDelete->iItemIndex, pSoldier->pathing.bLevel );
pItemPoolToDelete = NULL;
}
}
else
{
// REMOVE ITEM FROM POOL
if ( ItemExistsAtLocation( sGridNo, iItemIndex, pSoldier->pathing.bLevel ) )
{
// Flugente: if item is tripwireactivated and is a planted bomb, call the defuse dialogue. We obviously know about the items' existence already...
if ( gWorldItems[ iItemIndex ].object.exists() && gWorldItems[ iItemIndex ].object.fFlags & OBJECT_ARMED_BOMB && Item[gWorldItems[ iItemIndex ].object.usItem].tripwireactivation == 1 )
{
gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
gpBoobyTrapSoldier = pSoldier;
gsBoobyTrapGridNo = sGridNo;
gbBoobyTrapLevel = pSoldier->pathing.bLevel;
gfDisarmingBuriedBomb = FALSE;
gbTrapDifficulty = (gWorldItems[ iItemIndex ].object)[0]->data.bTrap;
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL );
}
else if ( ContinuePastBoobyTrap( pSoldier, sGridNo, bZLevel, iItemIndex, FALSE, &fSaidBoobyTrapQuote ) )
{
if ( ItemIsCool( &gWorldItems[ iItemIndex ].object ) )
{
fShouldSayCoolQuote = TRUE;
}
if (gWorldItems[ iItemIndex ].object.usItem == SWITCH)
{
// handle switch
bTempFrequency = gWorldItems[ iItemIndex ].object[0]->data.misc.bFrequency;
gpTempSoldier = pSoldier;
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ACTIVATE_SWITCH_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, SwitchMessageBoxCallBack, NULL );
}
else
{
//CHRISL: Make sure non-ammo item status is a valid 0-100 number
if(Item[gWorldItems[iItemIndex].object.usItem].usItemClass != IC_AMMO){
gWorldItems[iItemIndex].object[0]->data.objectStatus = __max(0,gWorldItems[iItemIndex].object[0]->data.objectStatus);
gWorldItems[iItemIndex].object[0]->data.objectStatus = __min(100,gWorldItems[iItemIndex].object[0]->data.objectStatus);
}
/*
// handle theft.. will return true if theft has failed ( if soldier was caught )
if( pSoldier->bTeam == OUR_TEAM )
{
// check to see if object was owned by another
if( gTempObject.fFlags & OBJECT_OWNED_BY_CIVILIAN )
{
// owned by a civilian
if( HandleLoyaltyAdjustmentForRobbery( pSoldier ) == TRUE )
{
// implememnt actual tactical reaction for theft..shoot robber, yell out, etc
}
// reset who owns object
gTempObject.fFlags &= ~( OBJECT_OWNED_BY_CIVILIAN );
}
}
*/
// Flugente: if we allow militia to use sector equipment, then mark gear they pick up, so that they drop it too.
if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fMilitiaUseSectorInventory )
{
if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_ARMOUR && gGameExternalOptions.fMilitiaUseSectorInventory_Armour )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_FACE && gGameExternalOptions.fMilitiaUseSectorInventory_Face )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= IC_FACE;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & (IC_BLADE|IC_PUNCH) && gGameExternalOptions.fMilitiaUseSectorInventory_Melee )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_GRENADE && gGameExternalOptions.fMilitiaUseSectorInventory_Grenade )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & (IC_GUN|IC_AMMO) && gGameExternalOptions.fMilitiaUseSectorInventory_Gun )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
else if ( Item[gWorldItems[ iItemIndex ].object.usItem].usItemClass & IC_LAUNCHER && gGameExternalOptions.fMilitiaUseSectorInventory_Launcher )
{
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA;
}
if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN )
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_GREEN;
if ( gWorldItems[ iItemIndex ].usFlags & WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE )
gWorldItems[ iItemIndex ].object[0]->data.sObjectFlag |= TAKEN_BY_MILITIA_TABOO_BLUE;
}
if ( !AutoPlaceObject( pSoldier, &(gWorldItems[ iItemIndex ].object ), TRUE ) )
{
//ADB well we made an animation, should we still use up points?
gfDontChargeAPsToPickup = TRUE;
HandleAutoPlaceFail( pSoldier, iItemIndex, sGridNo );
}
else
{
fItemTaken = TRUE;
}
// Flugente: if we remove an object, we basically give it free to overwriting. Thus it is very, VERY bad to theninteract with it, as the code might jsut do that -
// the object data may be overwritten at any moment! Better remove it after manipulation is finished.
RemoveItemFromPool( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
}
}
}
}
if (fItemTaken)
{
//deduct Points
DeductPoints( pSoldier, sAPCost, 0 );
}
// OK, check if potentially a good candidate for cool quote
if ( fShouldSayCoolQuote && pSoldier->bTeam == gbPlayerNum )
{
// Do we have this quote..?
if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpGotGunOrUsedGun == QUOTE_FOUND_SOMETHING_SPECIAL )
{
// Have we not said it today?
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE;
// Say it....
// We've found something!
TacticalCharacterDialogue( pSoldier, QUOTE_FOUND_SOMETHING_SPECIAL );
fDidSayCoolQuote = TRUE;
}
}
}
#ifdef JA2UB
//JA25 ub
//if the item is valid
if( iItemIndex != 0 )
{
//handle the picking up of a new ja25 gun
HandleNewGunComment( pSoldier, iItemIndex, TRUE );
}
#endif
// Aknowledge....
if( pSoldier->bTeam == OUR_TEAM && !fDidSayCoolQuote && !fSaidBoobyTrapQuote )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_GOTIT );
}
// OK partner......look for any hidden items!
if ( pSoldier->bTeam == gbPlayerNum && LookForHiddenItems( sGridNo, pSoldier->pathing.bLevel, TRUE, 0 ) )
{
// WISDOM GAIN (5): Found a hidden object
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
// We've found something!
TacticalCharacterDialogue( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ) );
}
gpTempSoldier = pSoldier;
gsTempGridNo = sGridNo;
SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE );
}
void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel )
{
ITEM_POOL *pItemPool;
UINT16 usNum;
// Draw menu if more than one item!
if ( GetItemPool( sGridNo, &pItemPool, pSoldier->pathing.bLevel ) )
{
// OK, if an enemy, go directly ( skip menu )
if ( pSoldier->bTeam != gbPlayerNum )
{
// HEADROCK HAM 3.5: On-screen message when militia pick up items.
if ( pSoldier->bTeam == MILITIA_TEAM )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[4], Item[gWorldItems[ iItemIndex ].object.usItem].szItemName );
}
SoldierGetItemFromWorld( pSoldier, iItemIndex, sGridNo, bZLevel, NULL );
}
else
{
if (gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT ||
(is_networked && is_client && FindWorldItemForBombInGridNo( sGridNo, pSoldier->pathing.bLevel ) != -1)) // 20091029 - OJW - Disarm player planted bombs!
{
// have the computer ask us if we want to proceed
// override the item index passed in with the one for the bomb in this
// tile
iItemIndex = FindWorldItemForBombInGridNo( sGridNo, pSoldier->pathing.bLevel );
#ifdef JA2TESTVERSION
if (iItemIndex == -1)
{
// WTF????
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"Cannot find bomb item in gridno %d", sGridNo );
return;
}
#endif
gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
gpBoobyTrapSoldier = pSoldier;
gsBoobyTrapGridNo = sGridNo;
gbBoobyTrapLevel = pSoldier->pathing.bLevel;
gfDisarmingBuriedBomb = TRUE;
gbTrapDifficulty = gWorldItems[ iItemIndex ].object[0]->data.bTrap;
// WDS - Use local buffer for storing modified string instead of original copy
CHAR16 buffer[99];
wchar_t * ptr;
wcscpy(buffer,TacticalStr[ DISARM_TRAP_PROMPT ]);
if((gTacticalStatus.uiFlags & INCOMBAT) || (gTacticalStatus.fEnemyInSector))
{
wchar_t * string = L" (";
wchar_t string2[20];
ptr = wcscat(buffer, string);
_ltow(GetAPsToDisarmMine( pSoldier ), string2, 10); // SANDRO
ptr = wcscat(buffer, string2);
string = L"AP)";
ptr = wcscat(buffer, string);
}
else
{
ptr = wcscat(buffer, L"");
}
// DoMessageBox( MSG_BOX_BASIC_STYLE, ptr, GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL );
// sevenfm: extended disarm messagebox (inspect, remove blueflag, blow up). works in realtime and turnbased
ExtendedDisarmMessageBox();
}
else
{
// OK, only hidden items exist...
if ( pSoldier->bTeam == gbPlayerNum && DoesItemPoolContainAllHiddenItems( pItemPool ) )
{
// He's touched them....
if ( LookForHiddenItems( sGridNo, pSoldier->pathing.bLevel, TRUE, 0 ) )
{
// WISDOM GAIN (5): Found a hidden object
StatChange( pSoldier, WISDOMAMT, 5, FALSE );
// We've found something!
TacticalCharacterDialogue( pSoldier, (UINT16)( QUOTE_SPOTTED_SOMETHING_ONE + Random( 2 ) ) );
}
else
{
// Say NOTHING quote...
pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING );
}
}
else
{
// If only one good item exists....
if ( ( usNum = GetNumOkForDisplayItemsInPool( pItemPool, bZLevel ) ) == 1 )
{
// Find first OK item....
while( !ItemPoolOKForDisplay( pItemPool, bZLevel ) )
{
pItemPool = pItemPool->pNext;
}
SoldierGetItemFromWorld( pSoldier, pItemPool->iItemIndex, sGridNo, bZLevel, NULL );
}
else
{
if ( usNum != 0 )
{
// Freeze guy!
pSoldier->flags.fPauseAllAnimation = TRUE;
InitializeItemPickupMenu( pSoldier, sGridNo, pItemPool, 0, 0, bZLevel );
guiPendingOverrideEvent = G_GETTINGITEM;
}
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING );
}
}
}
}
}
}
else
{
// Say NOTHING quote...
pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING );
}
}
LEVELNODE *AddItemGraphicToWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel )
{
UINT16 usTileIndex;
LEVELNODE *pNode;
usTileIndex = GetTileGraphicForItem( pItem );
// OK, Do stuff differently base on level!
if ( ubLevel == 0 )
{
pNode = AddStructToTail( sGridNo, usTileIndex );
//SET FLAG FOR AN ITEM
pNode->uiFlags |= LEVELNODE_ITEM;
}
else
{
AddOnRoofToHead( sGridNo, usTileIndex );
//SET FLAG FOR AN ITEM
pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
pNode->uiFlags |= LEVELNODE_ITEM;
}
// DIRTY INTERFACE
fInterfacePanelDirty = DIRTYLEVEL2;
// DIRTY TILE
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
return( pNode );
}
void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, LEVELNODE *pLevelNode )
{
LEVELNODE *pNode;
// OK, Do stuff differently base on level!
// Loop through and find pointer....
if ( ubLevel == 0 )
{
pNode = gpWorldLevelData[ sGridNo ].pStructHead;
}
else
{
pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
}
while( pNode != NULL )
{
if ( pNode == pLevelNode )
{
// Found one!
if ( ubLevel == 0 )
{
RemoveStructFromLevelNode( sGridNo, pNode );
}
else
{
RemoveOnRoofFromLevelNode( sGridNo, pNode );
}
break;
}
pNode = pNode->pNext;
}
// DIRTY INTERFACE
fInterfacePanelDirty = DIRTYLEVEL2;
// DIRTY TILE
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REDRAW;
SetRenderFlags(RENDER_FLAG_MARKED);
//TEMP RENDER FULL!!!
SetRenderFlags(RENDER_FLAG_FULL);
}
// INVENTORY POOL STUFF
OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID )
{
return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL );
}
OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
{
return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) );
}
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
INT32 iWorldItem = 0;
STRUCTURE *pStructure, *pBase;
INT16 sDesiredLevel;
INT32 sNewGridNo = *psGridNo;
LEVELNODE *pNode;
BOOLEAN fForceOnGround = FALSE;
BOOLEAN fObjectInOpenable = FALSE;
INT8 bTerrainID;
// ATE: Check if the gridno is OK
if (TileIsOutOfBounds((*psGridNo)))
{
// Display warning.....
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Error: Item %d was given invalid grid location %d for item pool. Please Report.", pObject->usItem, (*psGridNo) );
(*psGridNo) = sNewGridNo = gMapInformation.sCenterGridNo;
// If no center grid number exists, shrug it off
if (sNewGridNo == -1)
{
return( NULL );
}
}
// CHECK IF THIS ITEM IS IN DEEP WATER....
// IF SO, CHECK IF IT SINKS...
// IF SO, DONT'T ADD!
bTerrainID = GetTerrainType( *psGridNo );
// WANNE.WATER: If our soldier is not on the ground level and the tile is a "water" tile, then simply set the tile to "FLAT_GROUND"
// This should fix "problems" for special modified maps
if ( TERRAIN_IS_WATER( bTerrainID) && ubLevel > 0 )
bTerrainID = FLAT_GROUND;
if ( TERRAIN_IS_WATER( bTerrainID) )
{
// if ( Item[ pObject->usItem ].fFlags & ITEM_SINKS )
if ( Item[ pObject->usItem ].sinks )
{
return( NULL );
}
}
// First things first - look at where we are to place the items, and
// set some flags appropriately
// On a structure?
//Locations on roofs without a roof is not possible, so
//we convert the onroof intention to ground.
if( ubLevel && !FlatRoofAboveGridNo( *psGridNo ) )
{
ubLevel = 0;
}
if ( bRenderZHeightAboveLevel == -1 )
{
fForceOnGround = TRUE;
bRenderZHeightAboveLevel = 0;
}
// Flugente: if this item is a corpse, don't add it to the world. Instead spawn a corpse in its position
if ( HasItemFlag(pObject->usItem, CORPSE) && AddCorpseFromObject(pObject, *psGridNo, ubLevel ) )
{
return( NULL );
}
//CHRISL: We need to make sure that item stacks follow the OldInv stacking limits
// Copy the object we're working with the gTempObject so that we can use pObject later in this function
OBJECTTYPE poolObject = OBJECTTYPE(*pObject);
UINT8 ubSlotLimit = ItemSlotLimit(&poolObject, STACK_SIZE_LIMIT);
while(poolObject.ubNumberOfObjects>0)
{
poolObject.MoveThisObjectTo(*pObject,ubSlotLimit);
// Check structure database
if ( gpWorldLevelData[ *psGridNo ].pStructureHead && (pObject->usItem != OWNERSHIP) && (pObject->usItem != ACTION_ITEM) )
{
// Something is here, check obstruction in future
sDesiredLevel = ubLevel ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
pStructure = FindStructure( *psGridNo , STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags &( STRUCTURE_PERSON | STRUCTURE_CORPSE ) ) && pStructure->sCubeOffset == sDesiredLevel )
{
// If we are going into a raised struct AND we have above level set to -1
if ( StructureBottomLevel( pStructure ) != 1 && fForceOnGround )
{
break;
}
// Adjust the item's gridno to the base of struct.....
pBase = FindBaseStructure( pStructure );
// Get LEVELNODE for struct and remove!
sNewGridNo = pBase->sGridNo;
// Check for openable flag....
if ( pStructure->fFlags & STRUCTURE_OPENABLE )
{
// ATE: Set a flag here - we need to know later that we're in an openable...
fObjectInOpenable = TRUE;
// Something of note is here....
// SOME sort of structure is here.... set render flag to off
usFlags |= WORLD_ITEM_DONTRENDER;
// Openable.. check if it's closed, if so, set visiblity...
if ( !( pStructure->fFlags & STRUCTURE_OPEN ) )
{
// -2 means - don't reveal!
bVisible = -2;
}
bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( StructureHeight( pStructure ) );
break;
}
// Else can we place an item on top?
else if ( pStructure->fFlags & ( STRUCTURE_GENERIC ) )
{
UINT8 ubLevel0, ubLevel1, ubLevel2, ubLevel3;
// If we are going into a raised struct AND we have above level set to -1
if ( StructureBottomLevel( pStructure ) != 1 && fForceOnGround )
{
break;
}
// Find most dence area...
if ( StructureDensity( pStructure, &ubLevel0, &ubLevel1, &ubLevel2, &ubLevel3 ) )
{
if ( ubLevel3 == 0 && ubLevel2 == 0 && ubLevel1 == 0 && ubLevel0 == 0 )
{
bRenderZHeightAboveLevel = 0;
}
else if ( ubLevel3 >= ubLevel0 && ubLevel3 >= ubLevel2 && ubLevel3 >= ubLevel1 )
{
bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 4 );
}
else if ( ubLevel2 >= ubLevel0 && ubLevel2 >= ubLevel1 && ubLevel2 >= ubLevel3 )
{
bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 3 );
}
else if ( ubLevel1 >= ubLevel0 && ubLevel1 >= ubLevel2 && ubLevel1 >= ubLevel3 )
{
bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 2 );
}
else if ( ubLevel0 >= ubLevel1 && ubLevel0 >= ubLevel2 && ubLevel0 >= ubLevel3 )
{
bRenderZHeightAboveLevel = CONVERT_INDEX_TO_PIXELS( 1 );
}
}
// Set flag indicating it has an item on top!
pStructure->fFlags |= STRUCTURE_HASITEMONTOP;
break;
}
}
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
if (pObject->usItem == SWITCH && !fObjectInOpenable )
{
if (bVisible != -2)
{
// switch items which are not hidden inside objects should be considered buried
bVisible = BURIED;
// and they are pressure-triggered unless there is a switch structure there
if (FindStructure( *psGridNo, STRUCTURE_SWITCH ) != NULL)
{
(*pObject)[0]->data.misc.bDetonatorType = BOMB_SWITCH;
}
else
{
(*pObject)[0]->data.misc.bDetonatorType = BOMB_PRESSURE;
}
}
else
{
// else they are manually controlled
(*pObject)[0]->data.misc.bDetonatorType = BOMB_SWITCH;
}
}
else if ( pObject->usItem == ACTION_ITEM )
{
switch( (*pObject)[0]->data.misc.bActionValue )
{
case ACTION_ITEM_SMALL_PIT:
case ACTION_ITEM_LARGE_PIT:
// mark as known about by civs and creatures
gpWorldLevelData[ sNewGridNo ].uiFlags |= MAPELEMENT_ENEMY_MINE_PRESENT;
break;
default:
break;
}
}
if ( *psGridNo != sNewGridNo )
{
*psGridNo = sNewGridNo;
}
//First add the item to the global list. This is so the game can keep track
//of where the items are, for file i/o, etc.
iWorldItem = AddItemToWorld( *psGridNo, pObject, ubLevel, usFlags, bRenderZHeightAboveLevel, bVisible, soldierID );
// Check for and existing pool on the object layer
if ( GetItemPool( *psGridNo, &pItemPool, ubLevel ) )
{
// Add to exitsing pool
// Add graphic
pNode = AddItemGraphicToWorld( &(Item[ pObject->usItem ] ), *psGridNo, ubLevel );
// Set pool head value in levelnode
pNode->pItemPool = pItemPool;
// Add New Node
pItemPoolTemp = pItemPool;
// Create new pool
pItemPool = (ITEM_POOL *)MemAlloc( sizeof( ITEM_POOL ) );
// Set Next to NULL
pItemPool->pNext = NULL;
// Set Item index
pItemPool->iItemIndex = iWorldItem;
// Get a link back!
pItemPool->pLevelNode = pNode;
if( pItemPoolTemp )
{
// Get last item in list
while( pItemPoolTemp->pNext != NULL )
pItemPoolTemp = pItemPoolTemp->pNext;
// Set Next of previous
pItemPoolTemp->pNext = pItemPool;
}
// Set Previous of new one
pItemPool->pPrev = pItemPoolTemp;
}
else
{
pNode = AddItemGraphicToWorld( &(Item[ pObject->usItem ] ), *psGridNo, ubLevel );
// Create new pool
pItemPool = (ITEM_POOL *)MemAlloc( sizeof( ITEM_POOL ) );
pNode->pItemPool = pItemPool;
// Set prev to NULL
pItemPool->pPrev = NULL;
// Set next to NULL
pItemPool->pNext = NULL;
// Set Item index
pItemPool->iItemIndex = iWorldItem;
// Get a link back!
pItemPool->pLevelNode = pNode;
// Set flag to indicate item pool presence
gpWorldLevelData[*psGridNo].uiFlags |= MAPELEMENT_ITEMPOOL_PRESENT;
}
// Set visible!
pItemPool->bVisible = bVisible;
// If bbisible is true, render makered world
if ( bVisible == 1 && GridNoOnScreen( (*psGridNo ) ) )
{
//gpWorldLevelData[*psGridNo].uiFlags|=MAPELEMENT_REDRAW;
//SetRenderFlags(RENDER_FLAG_MARKED);
SetRenderFlags(RENDER_FLAG_FULL);
}
// Set flahs timer
pItemPool->bFlashColor = FALSE;
pItemPool->sGridNo = *psGridNo;
pItemPool->ubLevel = ubLevel;
pItemPool->usFlags = usFlags;
pItemPool->bVisible = bVisible;
pItemPool->bRenderZHeightAboveLevel = bRenderZHeightAboveLevel;
// ATE: Get head of pool again....
if ( GetItemPool( *psGridNo, &pItemPool, ubLevel ) )
{
AdjustItemPoolVisibility( pItemPool );
}
if (piItemIndex)
{
*piItemIndex = iWorldItem;
}
}
if ( (*pObject)[0]->data.sObjectFlag & TAKEN_BY_MILITIA_TABOO_GREEN )
{
(*pObject)[0]->data.sObjectFlag &= ~ TAKEN_BY_MILITIA_TABOO_GREEN;
gWorldItems[ iWorldItem ].usFlags |= WORLD_ITEM_TABOO_FOR_MILITIA_EQ_GREEN;
}
if ( (*pObject)[0]->data.sObjectFlag & TAKEN_BY_MILITIA_TABOO_BLUE )
{
(*pObject)[0]->data.sObjectFlag &= ~ TAKEN_BY_MILITIA_TABOO_BLUE;
gWorldItems[ iWorldItem ].usFlags |= WORLD_ITEM_TABOO_FOR_MILITIA_EQ_BLUE;
}
return( &(gWorldItems[ iWorldItem ].object ) );
}
BOOLEAN ItemExistsAtLocation( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
// Check for an existing pool on the object layer
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
// LOOP THROUGH LIST TO FIND NODE WE WANT
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if ( pItemPoolTemp->iItemIndex == iItemIndex )
{
return( TRUE );
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
return( FALSE );
}
BOOLEAN ItemTypeExistsAtLocation( INT32 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
// Check for an existing pool on the object layer
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
// LOOP THROUGH LIST TO FIND ITEM WE WANT
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if ( gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem == usItem )
{
if ( piItemIndex )
{
*piItemIndex = pItemPoolTemp->iItemIndex;
}
return( TRUE );
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
return( FALSE );
}
BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
// Check for an existing pool on the object layer
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
// LOOP THROUGH LIST TO FIND ITEM WE WANT
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if ( Item[gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem].marbles )
{
if ( piItemIndex )
{
*piItemIndex = pItemPoolTemp->iItemIndex;
}
return( TRUE );
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
return( FALSE );
}
INT32 GetItemOfClassTypeInPool( INT32 sGridNo, UINT32 uiItemClass, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
// Check for an existing pool on the object layer
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
// LOOP THROUGH LIST TO FIND NODE WE WANT
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if ( Item[ gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem ].usItemClass & uiItemClass )
{
return( pItemPoolTemp->iItemIndex );
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
return( -1 );
}
ITEM_POOL * GetItemPoolForIndex( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
// Check for an existing pool on the object layer
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
// LOOP THROUGH LIST TO FIND NODE WE WANT
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if (pItemPoolTemp->iItemIndex == iItemIndex )
{
return( pItemPoolTemp );
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
return( NULL );
}
BOOLEAN DoesItemPoolContainAnyHiddenItems( ITEM_POOL *pItemPool )
{
// LOOP THROUGH LIST TO FIND NODE WE WANT
while( pItemPool != NULL )
{
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == HIDDEN_ITEM )
{
return( TRUE );
}
pItemPool = pItemPool->pNext;
}
return( FALSE );
}
BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool )
{
// LOOP THROUGH LIST TO FIND NODE WE WANT
while( pItemPool != NULL )
{
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible != HIDDEN_ITEM )
{
return( FALSE );
}
pItemPool = pItemPool->pNext;
}
return( TRUE );
}
BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel )
{
ITEM_POOL *pItemPool = NULL;
ITEM_POOL *pHeadItemPool = NULL;
BOOLEAN fFound = FALSE;
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
pHeadItemPool = pItemPool;
// LOOP THROUGH LIST TO FIND NODE WE WANT
while( pItemPool != NULL )
{
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == HIDDEN_ITEM && gWorldItems[ pItemPool->iItemIndex ].object.usItem != OWNERSHIP )
{
fFound = TRUE;
gWorldItems[ pItemPool->iItemIndex ].bVisible = INVISIBLE;
}
pItemPool = pItemPool->pNext;
}
}
// If found, set item pool visibility...
if ( fFound )
{
SetItemPoolVisibilityOn( pHeadItemPool, INVISIBLE, fSetLocator );
}
return( fFound );
}
// Flugente 2016-04-09: this function seems dubious. The only difference from GetLargestZLevelOfItemPool is that this guarantees 0 if there is a structure.
// That doesn't make any sense, so I'm replacing all calls of this
INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure )
{
ITEM_POOL *pItemPool;
if ( pStructure == NULL )
{
return( 0 );
}
// OK, check if this struct contains items....
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) == TRUE )
{
return( GetLargestZLevelOfItemPool( pItemPool ) );
}
return( 0 );
}
INT8 GetLargestZLevelOfItemPool( ITEM_POOL *pItemPool )
{
// OK, loop through pools and get any height != 0........
while( pItemPool != NULL )
{
if ( pItemPool->bRenderZHeightAboveLevel > 0 )
{
return( pItemPool->bRenderZHeightAboveLevel );
}
pItemPool = pItemPool->pNext;
}
return( 0 );
}
void RemoveItemPool( INT32 sGridNo, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
// Check for and existing pool on the object layer
while ( GetItemPool( sGridNo, &pItemPool, ubLevel ) == TRUE )
{
RemoveItemFromPool( sGridNo, pItemPool->iItemIndex, ubLevel );
}
}
void RemoveAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
// Check for and existing pool on the object layer
GetItemPool( sGridNo, &pItemPool, ubLevel );
while( pItemPool )
{
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == BURIED)
{
pItemPool = pItemPool->pNext;
}
else
{
RemoveItemFromPool( sGridNo, pItemPool->iItemIndex, ubLevel );
// get new start pointer
GetItemPool( sGridNo, &pItemPool, ubLevel );
}
}
}
void LoopLevelNodeForShowThroughFlag( LEVELNODE *pNode, INT32 sGridNo, UINT8 ubLevel )
{
while ( pNode != NULL )
{
if ( pNode->uiFlags & LEVELNODE_ITEM )
{
if ( ubLevel == 0 )
{
// If we are in a room....
// if ( IsRoofPresentAtGridno( sGridNo ) || gfCaves || gfBasement )
{
pNode->uiFlags |= LEVELNODE_SHOW_THROUGH;
}
}
else
{
pNode->uiFlags |= LEVELNODE_SHOW_THROUGH;
}
if( gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] )
{
pNode->uiFlags |= LEVELNODE_DYNAMIC;
}
}
pNode = pNode->pNext;
}
}
void HandleItemObscuredFlag( INT32 sGridNo, UINT8 ubLevel )
{
LEVELNODE *pNode;
if ( ubLevel == 0 )
{
pNode = gpWorldLevelData[ sGridNo ].pStructHead;
LoopLevelNodeForShowThroughFlag( pNode, sGridNo, ubLevel );
}
else
{
pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
LoopLevelNodeForShowThroughFlag( pNode, sGridNo, ubLevel );
}
}
BOOLEAN SetItemPoolVisibilityOn( ITEM_POOL *pItemPool, INT8 bAllGreaterThan, BOOLEAN fSetLocator )
{
ITEM_POOL *pItemPoolTemp;
BOOLEAN fAtLeastModified = FALSE, fDeleted = FALSE;
INT8 bVisibleValue;
//OBJECTTYPE *pObj;
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
bVisibleValue = gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible;
// Update each item...
if ( bVisibleValue != VISIBLE )
{
if ( gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem == ACTION_ITEM )
{
// NEVER MAKE VISIBLE!
pItemPoolTemp = pItemPoolTemp->pNext;
continue;
}
// If we have reached a visible value we should not modify, ignore...
if ( bVisibleValue >= bAllGreaterThan && gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem != OWNERSHIP )
{
// Update the world value
gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible = VISIBLE;
fAtLeastModified = TRUE;
}
#ifdef obsoleteCode
/*
if ( gWorldItems[ pItemPoolTemp->iItemIndex ].object.usItem == ACTION_ITEM )
{
pObj = &(gWorldItems[ pItemPoolTemp->iItemIndex ].object);
switch( (*pObj)[0]->data.misc.bActionValue )
{
case ACTION_ITEM_SMALL_PIT:
case ACTION_ITEM_LARGE_PIT:
if ((*pObj)[0]->data.misc.bDetonatorType == 0)
{
// randomly set to active or destroy the item!
if (Random( 100 ) < 65)
{
ArmBomb( pObj, 0 ); // will be set to pressure type so freq is irrelevant
gWorldItems[ pItemPoolTemp->iItemIndex ].usFlags |= WORLD_ITEM_ARMED_BOMB;
AddBombToWorld( pItemPoolTemp->iItemIndex );
}
else
{
// get pointer to the next element NOW
pItemPoolTemp = pItemPoolTemp->pNext;
// set flag so we don't traverse an additional time
fDeleted = TRUE;
// remove item from pool
RemoveItemFromPool( pItemPool->sGridNo, pItemPool->iItemIndex, pItemPool->ubLevel );
}
}
break;
default:
break;
}
}
*/
#endif //obsoleteCode
if (fDeleted)
{
// don't get the 'next' pointer because we did so above
// reset fDeleted to false so we don't skip moving through the list more than once
fDeleted = FALSE;
}
else
{
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
else
{
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
// If we didn;t find any that should be modified..
if ( !fAtLeastModified )
{
return( FALSE );
}
// Update global pool bVisible to true ( if at least one is visible... )
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
pItemPoolTemp->bVisible = VISIBLE;
pItemPoolTemp = pItemPoolTemp->pNext;
}
// Handle obscured flag...
HandleItemObscuredFlag( pItemPool->sGridNo, pItemPool->ubLevel );
if ( fSetLocator )
{
SetItemPoolLocator( pItemPool );
}
return( TRUE );
}
void SetItemPoolVisibilityHidden( ITEM_POOL *pItemPool )
{
ITEM_POOL *pItemPoolTemp;
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
// Update the world value
gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible = HIDDEN_IN_OBJECT;
pItemPoolTemp->bVisible = HIDDEN_IN_OBJECT;
pItemPoolTemp = pItemPoolTemp->pNext;
}
}
// This determines the overall initial visibility of the pool...
// IF ANY are set to VISIBLE, MODIFY
void AdjustItemPoolVisibility( ITEM_POOL *pItemPool )
{
ITEM_POOL *pItemPoolTemp;
BOOLEAN fAtLeastModified = FALSE;
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
// DEFAULT ITEM POOL TO INVISIBLE....
pItemPoolTemp->bVisible = INVISIBLE;
// Update each item...
// If we have reached a visible value we should not modify, ignore...
if ( gWorldItems[ pItemPoolTemp->iItemIndex ].bVisible == VISIBLE )
{
fAtLeastModified = TRUE;
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
// Handle obscured flag...
HandleItemObscuredFlag( pItemPool->sGridNo, pItemPool->ubLevel );
// If we didn;t find any that should be modified..
if ( !fAtLeastModified )
{
return;
}
// Update global pool bVisible to true ( if at least one is visible... )
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
pItemPoolTemp->bVisible = VISIBLE;
pItemPoolTemp = pItemPoolTemp->pNext;
}
// Handle obscured flag...
HandleItemObscuredFlag( pItemPool->sGridNo, pItemPool->ubLevel );
}
BOOLEAN RemoveItemFromPool( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
BOOLEAN fItemFound = FALSE;
LEVELNODE *pObject;
// Check for and existing pool on the object layer
if ( GetItemPool( sGridNo, &pItemPool, ubLevel ) )
{
// REMOVE FROM LIST
// LOOP THROUGH LIST TO FIND NODE WE WANT
pItemPoolTemp = pItemPool;
while( pItemPoolTemp != NULL )
{
if ( pItemPoolTemp->iItemIndex == iItemIndex )
{
fItemFound = TRUE;
break;
}
pItemPoolTemp = pItemPoolTemp->pNext;
}
if ( !fItemFound )
{
// COULDNOT FIND ITEM? MAYBE SOMEBODY GOT IT BEFORE WE GOT THERE!
return( FALSE );
}
// REMOVE GRAPHIC
RemoveItemGraphicFromWorld( &(Item[ gWorldItems[ iItemIndex ].object.usItem ] ), sGridNo, ubLevel, pItemPoolTemp->pLevelNode );
// IF WE ARE LOCATIONG STILL, KILL LOCATOR!
if ( pItemPoolTemp->bFlashColor != 0 )
{
// REMOVE TIMER!
RemoveFlashItemSlot( pItemPoolTemp );
}
// REMOVE PREV
if ( pItemPoolTemp->pPrev != NULL )
{
pItemPoolTemp->pPrev->pNext = pItemPoolTemp->pNext;
}
// REMOVE NEXT
if ( pItemPoolTemp->pNext != NULL )
{
pItemPoolTemp->pNext->pPrev = pItemPoolTemp->pPrev;
}
// IF THIS NODE WAS THE HEAD, SET ANOTHER AS HEAD AT THIS GRIDNO
if ( pItemPoolTemp->pPrev == NULL )
{
// WE'RE HEAD
if ( ubLevel == 0 )
{
pObject = gpWorldLevelData[ sGridNo ].pStructHead;
}
else
{
pObject = gpWorldLevelData[ sGridNo ].pOnRoofHead;
}
fItemFound = FALSE;
// LOOP THORUGH OBJECT LAYER
while( pObject != NULL )
{
if ( pObject->uiFlags & LEVELNODE_ITEM )
{
// ADJUST TO NEXT GUY FOR HEAD
pObject->pItemPool = pItemPoolTemp->pNext;
fItemFound = TRUE;
}
pObject = pObject->pNext;
}
if (!fItemFound)
{
// THIS WAS THE LAST ITEM IN THE POOL!
gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_ITEMPOOL_PRESENT);
}
}
// Find any structure with flag set as having items on top.. if this one did...
if ( pItemPoolTemp->bRenderZHeightAboveLevel > 0 )
{
STRUCTURE *pStructure;
ITEM_POOL *pTempPool;
// Check if an item pool exists here....
if ( !GetItemPool( pItemPoolTemp->sGridNo, &pTempPool, pItemPoolTemp->ubLevel ) )
{
pStructure = FindStructure( pItemPoolTemp->sGridNo , STRUCTURE_HASITEMONTOP );
if ( pStructure != NULL )
{
// Remove...
pStructure->fFlags &= (~STRUCTURE_HASITEMONTOP );
// Re-adjust interactive tile...
BeginCurInteractiveTileCheck( INTILE_CHECK_SELECTIVE );
}
}
}
AdjustItemPoolVisibility( pItemPoolTemp );
// DELETE
MemFree( pItemPoolTemp );
RemoveItemFromWorld( iItemIndex );
return( TRUE );
}
return( FALSE );
}
BOOLEAN MoveItemPools( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel )
{
// note, only works between locations on the ground
ITEM_POOL *pItemPool;
WORLDITEM TempWorldItem;
// While there is an existing pool
while( GetItemPool( sStartPos, &pItemPool, bStartLevel ) )
{
TempWorldItem = gWorldItems[ pItemPool->iItemIndex ];
RemoveItemFromPool( sStartPos, pItemPool->iItemIndex, bStartLevel );
//AddItemToPool( sEndPos, &(TempWorldItem.object), -1, TempWorldItem.ubLevel, TempWorldItem.usFlags, TempWorldItem.bRenderZHeightAboveLevel );
AddItemToPool( sEndPos, &(TempWorldItem.object), -1, bEndLevel, TempWorldItem.usFlags, TempWorldItem.bRenderZHeightAboveLevel );
}
return( TRUE );
}
BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel )
{
LEVELNODE *pObject;
if ( ubLevel == 0 )
{
pObject = gpWorldLevelData[ usMapPos ].pStructHead;
}
else
{
pObject = gpWorldLevelData[ usMapPos ].pOnRoofHead;
}
(*ppItemPool) = NULL;
// LOOP THORUGH OBJECT LAYER
while( pObject != NULL )
{
if ( pObject->uiFlags & LEVELNODE_ITEM )
{
(*ppItemPool) = pObject->pItemPool;
//DEF added the check because pObject->pItemPool was NULL which was causing problems
if( *ppItemPool )
return( TRUE );
else
return( FALSE );
}
pObject = pObject->pNext;
}
return( FALSE );
}
BOOLEAN GetItemPoolFromGround( INT32 sMapPos, ITEM_POOL **ppItemPool )
{
//if we know the level, we can avoid an if, and this function is called alot
LEVELNODE *pObject = gpWorldLevelData[ sMapPos ].pStructHead;
//ADB: let's not make 51200 calls to FileWrite ok?
//#ifdef JA2BETAVERSION
// if ( pObject )
// {
// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("gpWorldLevelData, %d %d %d", pObject, sMapPos, (&gpWorldLevelData[25600-1]) + sizeof(MAP_ELEMENT) ) );
// }
//#endif
(*ppItemPool) = NULL;
// LOOP THORUGH OBJECT LAYER
while( pObject != NULL )
{
if ( pObject->uiFlags & LEVELNODE_ITEM )
{
(*ppItemPool) = pObject->pItemPool;
//DEF added the check because pObject->pItemPool was NULL which was causing problems
if( *ppItemPool )
return( TRUE );
else
return( FALSE );
}
pObject = pObject->pNext;
}
return( FALSE );
}
void NotifySoldiersToLookforItems( )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier != NULL )
{
pSoldier->flags.uiStatusFlags |= SOLDIER_LOOKFOR_ITEMS;
}
}
}
void AllSoldiersLookforItems( BOOLEAN fShowLocators )
{
UINT32 cnt;
SOLDIERTYPE *pSoldier;
for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
{
pSoldier = MercSlots[ cnt ];
if ( pSoldier != NULL )
{
RevealRoofsAndItems(pSoldier, TRUE, fShowLocators, pSoldier->pathing.bLevel, FALSE );
}
}
}
INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel )
{
INT32 cnt;
//Determine total #
cnt = 0;
while( pItemPool != NULL )
{
if ( ItemPoolOKForDisplay( pItemPool, bZLevel ) )
{
cnt++;
}
pItemPool = pItemPool->pNext;
}
return( (UINT16) cnt );
}
BOOLEAN AnyItemsVisibleOnLevel( ITEM_POOL *pItemPool, INT8 bZLevel )
{
if ( ( gTacticalStatus.uiFlags & SHOW_ALL_ITEMS ) )
{
return( TRUE );
}
//Determine total #
while( pItemPool != NULL )
{
if ( pItemPool->bRenderZHeightAboveLevel == bZLevel )
{
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible == VISIBLE )
{
return( TRUE );
}
}
pItemPool = pItemPool->pNext;
}
return( FALSE );
}
BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel )
{
if (gTacticalStatus.uiFlags&SHOW_ALL_ITEMS)
{
return( TRUE );
}
// Setup some conditions!
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible != VISIBLE )
{
return( FALSE );
}
// If -1, it means find all
if ( pItemPool->bRenderZHeightAboveLevel != bZLevel && bZLevel != -1 )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN ItemPoolOKForPickup( SOLDIERTYPE * pSoldier, ITEM_POOL *pItemPool, INT8 bZLevel )
{
if (gTacticalStatus.uiFlags&SHOW_ALL_ITEMS)
{
return( TRUE );
}
if ( pSoldier->bTeam == gbPlayerNum )
{
// Setup some conditions!
if ( gWorldItems[ pItemPool->iItemIndex ].bVisible != VISIBLE )
{
return( FALSE );
}
}
// If -1, it means find all
if ( pItemPool->bRenderZHeightAboveLevel != bZLevel && bZLevel != -1 )
{
return( FALSE );
}
return( TRUE );
}
extern void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject, BOOLEAN fReset );
BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos )
{
INT16 sY;
INVTYPE *pItem;
ITEM_POOL *pTempItemPool;
CHAR16 pStr[ 100 ];
INT16 cnt = 0, sHeight = 0;
INT16 sLargeLineWidth = 0, sLineWidth;
BOOLEAN fSelectionDone = FALSE;
INT8 gbCurrentItemSel = 0;
INT8 bNumItemsListed = 0;
INT16 sFontX, sFontY;
INT16 sLargestLineWidth = 30;
INT8 bCurStart = 0;
BOOLEAN fDoBack;
// Take a look at each guy in current sqaud and check for compatible ammo...
// Determine how many there are
// MOVE HEAD TO CURRENT START
cnt = 0;
pTempItemPool = pItemPool;
while( pTempItemPool != NULL )
{
if ( cnt == bCurStart )
{
break;
}
// ATE: Put some conditions on this....
if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) )
{
cnt++;
}
pTempItemPool = pTempItemPool->pNext;
}
cnt = bCurStart;
fDoBack = FALSE;
while( pTempItemPool != NULL )
{
// IF WE HAVE MORE THAN THE SET AMOUNT, QUIT NOW!
if ( cnt == ( bCurStart + NUM_ITEMS_LISTED ) )
{
cnt++;
fDoBack = TRUE;
break;
}
// ATE: Put some conditions on this....
if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) )
{
cnt++;
}
sHeight += GetFontHeight( SMALLFONT1 ) - 2;
pTempItemPool = pTempItemPool->pNext;
}
pTempItemPool = pItemPool;
while( pTempItemPool != NULL )
{
// ATE: Put some conditions on this....
if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) )
{
HandleAnyMercInSquadHasCompatibleStuff( (INT8)CurrentSquad( ), &(gWorldItems[ pTempItemPool->iItemIndex ].object ), FALSE );
}
pTempItemPool = pTempItemPool->pNext;
}
// IF COUNT IS ALREADY > MAX, ADD A PREV...
if ( bCurStart >= NUM_ITEMS_LISTED )
{
cnt++;
}
bNumItemsListed = (INT8)cnt;
//RENDER LIST!
// Determine max length
pTempItemPool = pItemPool;
while( pTempItemPool != NULL )
{
if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) )
{
// GET ITEM
pItem = &Item[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ];
// Set string
if ( gWorldItems[ pTempItemPool->iItemIndex ].object.ubNumberOfObjects > 1 )
{
swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ], gWorldItems[ pTempItemPool->iItemIndex ].object.ubNumberOfObjects );
}
else
{
swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pTempItemPool->iItemIndex ].object.usItem ] );
}
// Get Width
sLineWidth = StringPixLength( pStr,SMALLFONT1 );
if ( sLineWidth > sLargeLineWidth )
{
sLargeLineWidth = sLineWidth;
}
sLargestLineWidth = sLargeLineWidth;
}
pTempItemPool = pTempItemPool->pNext;
}
// Determine where our mouse is!
if ( sXPos > ( SCREEN_WIDTH - sLargestLineWidth ) )
{
sFontX = sXPos - sLargestLineWidth;
}
else
{
sFontX = sXPos + 15;
}
sFontY = sYPos;
// Move up if over interface....
if ( ( sFontY + sHeight ) > ( INV_INTERFACE_START_Y ) )
{
sFontY = ( INV_INTERFACE_START_Y ) - sHeight;
}
// Detertime vertiacal center
sFontY -= ( sHeight / 2 );
SetFont( SMALLFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKGRAY );
// MOVE HEAD TO CURRENT START
cnt = 0;
while( pItemPool != NULL )
{
if ( cnt == bCurStart )
{
break;
}
if ( ItemPoolOKForDisplay( pItemPool, bZLevel ) )
{
cnt++;
}
pItemPool = pItemPool->pNext;
}
// START DISPLAY LOOP
cnt = bCurStart;
sY = sFontY;
// ADD PREV TO THIS LIST!
if ( bCurStart >= NUM_ITEMS_LISTED )
{
// Set string
if ( cnt == gbCurrentItemSel )
{
SetFontForeground( FONT_MCOLOR_LTGRAY );
}
else
{
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
swprintf( pStr, TacticalStr[ ITEMPOOL_POPUP_PREV_STR ] );
gprintfdirty( sFontX, sY, pStr );
mprintf( sFontX, sY, pStr );
sY += GetFontHeight( SMALLFONT1 ) - 2;
cnt++;
}
while( pItemPool != NULL )
{
if ( bCommand == ITEMLIST_HANDLE )
{
if ( cnt == gbCurrentItemSel )
{
SetFontForeground( FONT_MCOLOR_LTGRAY );
}
else
{
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
}
if ( ItemPoolOKForDisplay( pItemPool, bZLevel ) )
{
// GET ITEM
pItem = &Item[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ];
// Set string
if ( gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects > 1 )
{
swprintf( pStr, L"%s (%d)", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ], gWorldItems[ pItemPool->iItemIndex ].object.ubNumberOfObjects );
}
else
{
swprintf( pStr, L"%s", ShortItemNames[ gWorldItems[ pItemPool->iItemIndex ].object.usItem ] );
}
gprintfdirty( sFontX, sY, pStr );
mprintf( sFontX, sY, pStr );
sY += GetFontHeight( SMALLFONT1 ) - 2;
cnt++;
}
pItemPool = pItemPool->pNext;
if ( fDoBack )
{
if ( cnt == ( bNumItemsListed - 1) )
{
break;
}
}
}
if ( fDoBack )
{
if ( cnt == ( bNumItemsListed - 1) )
{
// Set string
if ( cnt == gbCurrentItemSel )
{
SetFontForeground( FONT_MCOLOR_LTGRAY );
}
else
{
SetFontForeground( FONT_MCOLOR_DKGRAY );
}
swprintf( pStr, TacticalStr[ ITEMPOOL_POPUP_MORE_STR ] );
gprintfdirty( sFontX, sY, pStr );
mprintf( sFontX, sY, pStr );
}
}
return( fSelectionDone );
}
INT8 GetListMouseHotSpot( INT16 sLargestLineWidth, INT8 bNumItemsListed, INT16 sFontX, INT16 sFontY, INT8 bCurStart )
{
INT16 cnt = 0;
INT16 sTestX1, sTestX2, sTestY1, sTestY2;
INT16 sLineHeight;
INT8 gbCurrentItemSel = -1;
INT8 bListedItems;
sLineHeight = GetFontHeight( SMALLFONT1 ) - 2;
sTestX1 = sFontX;
sTestX2 = sFontX + sLargestLineWidth;
bListedItems = ( bNumItemsListed - bCurStart );
if ( gusMouseXPos < sTestX1 || gusMouseXPos > sTestX2 )
{
gbCurrentItemSel = -1;
}
else
{
// Determine where mouse is!
for ( cnt = 0; cnt < bListedItems; cnt++ )
{
sTestY1 = sFontY + ( sLineHeight * cnt );
sTestY2 = sFontY + ( sLineHeight * ( cnt + 1 ) );
if ( gusMouseYPos > sTestY1 && gusMouseYPos < sTestY2 )
{
gbCurrentItemSel = (INT8)cnt;
break;
}
}
}
// OFFSET START
gbCurrentItemSel += bCurStart;
return( gbCurrentItemSel );
}
void SetItemPoolLocator( ITEM_POOL *pItemPool )
{
pItemPool->bFlashColor = 59;
pItemPool->uiTimerID = AddFlashItemSlot( pItemPool, NULL, 0 );
}
void SetItemPoolLocatorWithCallback( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback )
{
pItemPool->bFlashColor = 59;
pItemPool->uiTimerID = AddFlashItemSlot( pItemPool, Callback, 0 );
}
/// ITEM POOL INDICATOR FUNCTIONS
INT32 GetFreeFlashItemSlot(void)
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumFlashItemSlots; uiCount++)
{
if(( FlashItemSlots[uiCount].fAllocated == FALSE ) )
return((INT32)uiCount);
}
if(guiNumFlashItemSlots < NUM_ITEM_FLASH_SLOTS )
return((INT32)guiNumFlashItemSlots++);
return(-1);
}
void RecountFlashItemSlots(void)
{
INT32 uiCount;
for(uiCount=guiNumFlashItemSlots-1; (uiCount >=0) ; uiCount--)
{
if( ( FlashItemSlots[uiCount].fAllocated ) )
{
guiNumFlashItemSlots=(UINT32)(uiCount+1);
break;
}
}
}
INT32 AddFlashItemSlot( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback, UINT8 ubFlags )
{
INT32 iFlashItemIndex;
if( ( iFlashItemIndex = GetFreeFlashItemSlot() )==(-1) )
return(-1);
ubFlags |= ITEM_LOCATOR_LOCKED;
FlashItemSlots[ iFlashItemIndex ].pItemPool = pItemPool;
FlashItemSlots[ iFlashItemIndex ].bRadioFrame = 0;
FlashItemSlots[ iFlashItemIndex ].uiLastFrameUpdate = GetJA2Clock( );
FlashItemSlots[ iFlashItemIndex ].Callback = Callback;
FlashItemSlots[ iFlashItemIndex ].fAllocated = TRUE;
FlashItemSlots[ iFlashItemIndex ].ubFlags = ubFlags;
return( iFlashItemIndex );
}
BOOLEAN RemoveFlashItemSlot( ITEM_POOL *pItemPool )
{
UINT32 uiCount;
CHECKF( pItemPool != NULL );
for( uiCount=0; uiCount < guiNumFlashItemSlots; uiCount++)
{
if ( FlashItemSlots[ uiCount ].fAllocated )
{
if ( FlashItemSlots[ uiCount ].pItemPool == pItemPool )
{
FlashItemSlots[ uiCount ].fAllocated = FALSE;
// Check if we have a callback and call it if so!
if ( FlashItemSlots[ uiCount ].Callback != NULL )
{
FlashItemSlots[ uiCount ].Callback( );
}
return( TRUE );
}
}
}
return( TRUE );
}
void HandleFlashingItems( )
{
UINT32 cnt;
ITEM_POOL *pItemPool;
LEVELNODE *pObject;
ITEM_POOL_LOCATOR *pLocator;
BOOLEAN fDoLocator = FALSE;
if ( COUNTERDONE( CYCLERENDERITEMCOLOR ) )
{
RESETCOUNTER( CYCLERENDERITEMCOLOR );
for ( cnt = 0; cnt < guiNumFlashItemSlots; cnt++ )
{
pLocator = &( FlashItemSlots[ cnt ] );
if ( pLocator->fAllocated )
{
fDoLocator = TRUE;
if ( ( pLocator->ubFlags & ITEM_LOCATOR_LOCKED ) )
{
if ( gTacticalStatus.fLockItemLocators == FALSE )
{
// Turn off!
pLocator->ubFlags &= (~ITEM_LOCATOR_LOCKED);
}
else
{
fDoLocator = FALSE;
}
}
if ( fDoLocator )
{
pItemPool = pLocator->pItemPool;
// Update radio locator
{
UINT32 uiClock;
uiClock = GetJA2Clock( );
// Update frame values!
if ( ( uiClock - pLocator->uiLastFrameUpdate ) > 80 )
{
pLocator->uiLastFrameUpdate = uiClock;
// Update frame
pLocator->bRadioFrame++;
if ( pLocator->bRadioFrame == 5 )
{
pLocator->bRadioFrame = 0;
}
}
}
// UPDATE FLASH COLOR VALUE
pItemPool->bFlashColor--;
if ( pItemPool->ubLevel == 0 )
{
pObject = gpWorldLevelData[ pItemPool->sGridNo ].pStructHead;
}
else
{
pObject = gpWorldLevelData[ pItemPool->sGridNo ].pOnRoofHead;
}
// LOOP THORUGH OBJECT LAYER
while( pObject != NULL )
{
if ( pObject->uiFlags & LEVELNODE_ITEM )
{
if ( pItemPool->bFlashColor == 1 )
{
//pObject->uiFlags &= (~LEVELNODE_DYNAMIC);
//pObject->uiFlags |= ( LEVELNODE_LASTDYNAMIC );
}
else
{
//pObject->uiFlags |= LEVELNODE_DYNAMIC;
}
}
pObject = pObject->pNext;
}
if ( pItemPool->bFlashColor == 1 )
{
pItemPool->bFlashColor = 0;
// REMOVE TIMER!
RemoveFlashItemSlot( pItemPool );
SetRenderFlags( RENDER_FLAG_FULL );
}
}
}
}
RecountFlashItemSlots( );
}
}
void RenderTopmostFlashingItems( )
{
UINT32 cnt;
ITEM_POOL *pItemPool;
ITEM_POOL_LOCATOR *pLocator;
for ( cnt = 0; cnt < guiNumFlashItemSlots; cnt++ )
{
pLocator = &( FlashItemSlots[ cnt ] );
if ( pLocator->fAllocated )
{
if ( !( pLocator->ubFlags & ( ITEM_LOCATOR_LOCKED ) ) )
{
pItemPool = pLocator->pItemPool;
// Update radio locator
{
FLOAT dOffsetX, dOffsetY;
FLOAT dTempX_S, dTempY_S;
INT16 sX, sY, sXPos, sYPos;
INT32 iBack;
ConvertGridNoToCenterCellXY( pItemPool->sGridNo, &sX, &sY );
dOffsetX = (FLOAT)( sX - gsRenderCenterX );
dOffsetY = (FLOAT)( sY - gsRenderCenterY );
// Calculate guy's position
FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
sXPos = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
sYPos = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S - gpWorldLevelData[ pItemPool->sGridNo ].sHeight;
// Adjust for offset position on screen
sXPos -= gsRenderWorldOffsetX;
sYPos -= gsRenderWorldOffsetY;
sYPos -= pItemPool->bRenderZHeightAboveLevel;
// Adjust for render height
sYPos += gsRenderHeight;
// Adjust for level height
if ( pItemPool->ubLevel )
{
sYPos -= ROOF_LEVEL_HEIGHT;
}
// Center circle!
sXPos -= 20;
sYPos -= 20;
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos +40 ), (INT16)(sYPos + 40 ) );
if ( iBack != -1 )
{
SetBackgroundRectFilled( iBack );
}
BltVideoObjectFromIndex( FRAME_BUFFER, guiRADIO, pLocator->bRadioFrame, sXPos, sYPos, VO_BLT_SRCTRANSPARENCY, NULL );
DrawItemPoolList( pItemPool, pItemPool->sGridNo , ITEMLIST_DISPLAY, pItemPool->bRenderZHeightAboveLevel, sXPos, sYPos );
}
}
}
}
}
BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
{
SOLDIERTYPE *pTSoldier;
UINT16 usSoldierIndex;
OBJECTTYPE *pObject;
INT32 sGridNo;
UINT8 ubDirection;
UINT8 ubTargetMercID;
// DO SOME CHECKS IF WE CAN DO ANIMATION.....
// Get items from pending data
pObject = pSoldier->pTempObject;
sGridNo = pSoldier->aiData.sPendingActionData2;
ubDirection = pSoldier->aiData.bPendingActionData3;
ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4;
usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
// See if our target is still available
if ( usSoldierIndex != NOBODY )
{
// Check if it's the same merc!
if ( usSoldierIndex != ubTargetMercID )
{
return( FALSE );
}
// Get soldier
GetSoldier( &pTSoldier, usSoldierIndex );
// Look for item in hand....
(*ppTargetSoldier) = pTSoldier;
return( TRUE );
}
else
{
if ( pSoldier->pTempObject != NULL )
{
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
// Place it on the ground!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_PLACED_ON_GROUND_STR ], ShortItemNames[ pSoldier->pTempObject->usItem ] );
// OK, disengage buddy
pSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
if ( ubTargetMercID != NOBODY )
{
MercPtrs[ ubTargetMercID ]->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
}
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
}
}
return( FALSE );
}
void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
{
SOLDIERTYPE *pTSoldier;
INT8 bInvPos;
UINT8 ubProfile;
INT32 sGridNo;
UINT8 ubDirection;
UINT8 ubTargetMercID;
UINT16 usItemNum;
BOOLEAN fToTargetPlayer = FALSE;
// Get items from pending data
// Get objectype and delete
pSoldier->pTempObject->MoveThisObjectTo(gTempObject);
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
bInvPos = pSoldier->bPendingActionData5;
usItemNum = gTempObject.usItem;
// ATE: OK, check if we have an item in the cursor from
// this soldier and from this inv slot, if so, delete!!!!!!!
if ( gpItemPointer != NULL )
{
if ( pSoldier->ubID == gpItemPointerSoldier->ubID )
{
if ( bInvPos == gbItemPointerSrcSlot && usItemNum == gpItemPointer->usItem )
{
// Remove!!!
EndItemPointer( );
}
}
}
sGridNo = pSoldier->aiData.sPendingActionData2;
ubDirection = pSoldier->aiData.bPendingActionData3;
ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4;
// ATE: Deduct APs!
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0 ); // SANDRO
if ( VerifyGiveItem( pSoldier, &pTSoldier ) )
{
// DAVE! - put stuff here to bring up shopkeeper.......
//if the user just clicked on an arms dealer
if( IsMercADealer( pTSoldier->ubProfile ) )
{
UnSetEngagedInConvFromPCAction( pSoldier );
//if the dealer is Micky,
/*
if( pTSoldier->ubProfile == MICKY )
{
//and the items are alcohol, dont enter the shopkeeper
if( GetArmsDealerItemTypeFromItemNumber( gTempObject.usItem ) == ARMS_DEALER_ALCOHOL )
return;
}
*/
if ( NPCHasUnusedRecordWithGivenApproach( pTSoldier->ubProfile, APPROACH_BUYSELL ) )
{
TriggerNPCWithGivenApproach( pTSoldier->ubProfile, APPROACH_BUYSELL, TRUE );
return;
}
// now also check for buy/sell lines (Oct 13)
/*
else if ( NPCWillingToAcceptItem( pTSoldier->ubProfile, pSoldier->ubProfile, &gTempObject ) )
{
TriggerNPCWithGivenApproach( pTSoldier->ubProfile, APPROACH_GIVINGITEM, TRUE );
return;
}*/
else if ( !NPCWillingToAcceptItem( pTSoldier->ubProfile, pSoldier->ubProfile, &gTempObject ) )
{
//Enter the shopkeeper interface
EnterShopKeeperInterfaceScreen( pTSoldier->ubProfile );
// removed the if, because if the player picked up an item straight from the ground or money strait from the money
// interface, the item would NOT have a bInvPos, therefore it would not get added to the dealer, and would get deleted
// if ( bInvPos != NO_SLOT )
{
// MUST send in NO_SLOT, as the SKI wille expect it to exist in inv if not....
AddItemToPlayersOfferAreaAfterShopKeeperOpen( &gTempObject );
if ( bInvPos != NO_SLOT )
{
pSoldier->inv[ bInvPos ].initialize();
}
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
return;
}
}
// OK< FOR NOW HANDLE NPC's DIFFERENT!
ubProfile = pTSoldier->ubProfile;
// 1 ) PLayer to NPC = NPC
// 2 ) Player to player = player;
// 3 ) NPC to player = player;
// 4 ) NPC TO NPC = NPC
// Switch on target...
// Are we a player dude.. ( target? )
// if ( ubProfile < FIRST_RPC || RPC_RECRUITED( pTSoldier ) || ubProfile >= GASTON )
//new profiles by Jazz
if ( ( gProfilesAIM[ubProfile].ProfilId == ubProfile || gProfilesMERC[ubProfile].ProfilId == ubProfile || gProfilesIMP[ubProfile].ProfilId == ubProfile ) || RPC_RECRUITED( pTSoldier ) )
{
fToTargetPlayer = TRUE;
}
if ( fToTargetPlayer )
{
// begin giving
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
// We are a merc, add!
if ( !AutoPlaceObject( pTSoldier, &gTempObject, TRUE ) )
{
// Erase!
if ( bInvPos != NO_SLOT )
{
DeleteObj( &( pSoldier->inv[ bInvPos ] ) );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
// We could not place it!
// Drop it on the ground?
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_PLACED_ON_GROUND_STR ], ShortItemNames[ usItemNum ] );
// OK, disengage buddy
pSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
pTSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
}
else
{
// Erase!
if ( bInvPos != NO_SLOT )
{
DeleteObj( &( pSoldier->inv[ bInvPos ] ) );
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
// OK, it's given, display message!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_GIVEN_TO_STR ], ShortItemNames[ usItemNum ], pTSoldier->GetName() );
if (usItemNum == MONEY)
{
// are we giving money to an NPC, to whom we owe money?
if (pTSoldier->ubProfile != NO_PROFILE && gMercProfiles[pTSoldier->ubProfile].iBalance < 0)
{
gMercProfiles[pTSoldier->ubProfile].iBalance += gTempObject[0]->data.money.uiMoneyAmount;
if (gMercProfiles[pTSoldier->ubProfile].iBalance >= 0)
{
// don't let the player accumulate credit (?)
gMercProfiles[pTSoldier->ubProfile].iBalance = 0;
// report the payment and set facts to indicate people not being owed money
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_BEEN_PAID_IN_FULL_STR ], pTSoldier->GetName() );
}
else
{
// report the payment
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_STILL_OWED_STR ], pTSoldier->GetName(), -gMercProfiles[pTSoldier->ubProfile].iBalance );
}
}
}
}
}
else
{
//CHRISL: The item we're handing over potentially came from an inventory slot but was placed into the cursor. So why are we deleting any remaining
// items left in the inventory slot we started from. When we moved the item from a stack into the cursor, we created a seperate stack and it's this
// new stack we should be exclusively working with. Not the stack we took items from.
// Erase!
// if ( bInvPos != NO_SLOT )
// {
// DeleteObj(&pSoldier->inv[ bInvPos ]);
// DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
// }
// Now intiate conv
InitiateConversation( pTSoldier, pSoldier, APPROACH_GIVINGITEM, (INT32)&gTempObject );
}
}
// OK, disengage buddy
pSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
pTSoldier->flags.uiStatusFlags &= (~SOLDIER_ENGAGEDINACTION );
}
INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo )
{
STRUCTURE *pStructure;
INT16 sDesiredLevel;
INT32 sActionGridNo;
BOOLEAN fStructFound = FALSE;
UINT8 ubDirection;
INT32 sAdjustedGridNo;
UINT8 ubTargetID;
sActionGridNo = sGridNo;
// Check structure database
if( gpWorldLevelData[ sGridNo ].pStructureHead )
{
// Something is here, check obstruction in future
sDesiredLevel = pSoldier->pathing.bLevel ? STRUCTURE_ON_ROOF : STRUCTURE_ON_GROUND;
pStructure = FindStructure( sGridNo, STRUCTURE_BLOCKSMOVES );
while( pStructure )
{
if( !(pStructure->fFlags & STRUCTURE_PASSABLE) && pStructure->sCubeOffset == sDesiredLevel )
{
// Check for openable flag....
//if ( pStructure->fFlags & ( STRUCTURE_OPENABLE | STRUCTURE_HASITEMONTOP ) )
{
fStructFound = TRUE;
break;
}
}
pStructure = FindNextStructure( pStructure, STRUCTURE_BLOCKSMOVES );
}
}
// ATE: IF a person is found, use adjacent gridno for it!
ubTargetID = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( fStructFound || ( ubTargetID != NOBODY && ubTargetID != pSoldier->ubID ) )
{
// GET ADJACENT GRIDNO
sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE );
if ( sActionGridNo == -1 )
{
sActionGridNo = sAdjustedGridNo;
}
}
return( sActionGridNo );
}
// Flugente
void StartCorpseMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel )
{
gpTempSoldier = pSoldier;
wcscpy( gzUserDefinedButton[0], TacticalStr[ DECAPITATE_STR ] );
wcscpy( gzUserDefinedButton[1], TacticalStr[ GUT_STR ] );
wcscpy( gzUserDefinedButton[2], TacticalStr[ TAKE_CLOTHES_STR ] );
wcscpy( gzUserDefinedButton[3], TacticalStr[ TAKE_BODY_STR ] );
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ CORPSE_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS, CorpseMessageBoxCallBack, NULL );
}
void StartBombMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo )
{
//DBrot: More Rooms
UINT16 usRoom;
// sevenfm: cannot arm already armed bomb (for example, in inventory)
if( pSoldier->inv[HANDPOS].fFlags & OBJECT_ARMED_BOMB )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ARM_MESSAGE_ALREADY_ARMED ] , GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;
}
gpTempSoldier = pSoldier;
gsTempGridNo = sGridNo;
if (Item[ pSoldier->inv[HANDPOS].usItem].remotetrigger )
{
wcscpy( gzUserDefinedButton[0], L"1" );
wcscpy( gzUserDefinedButton[1], L"2" );
wcscpy( gzUserDefinedButton[2], L"3" );
wcscpy( gzUserDefinedButton[3], L"4" );
wcscpy( gzUserDefinedButton[4], L"A" );
wcscpy( gzUserDefinedButton[5], L"B" );
wcscpy( gzUserDefinedButton[6], L"C" );
wcscpy( gzUserDefinedButton[7], L"D" );
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_BOMB_OR_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, BombMessageBoxCallBack, NULL );
}
else if (pSoldier->inv[HANDPOS].usItem == REMOTETRIGGER)
{
// ATE ignore the commented-out code and add stuff to open the secret passage here
/*
switch( pSoldier->inv[HANDPOS].ubLocationID )
{
// check to make sure the appropriate sector is loaded
}
SetOffBombsByFrequency( pSoldier->ubID, pSoldier->inv[HANDPOS][0]->data.misc.bFrequency );
*/
// PLay sound....
PlayJA2Sample( USE_STATUE_REMOTE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
// Check what sector we are in....
if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 )
{
if ( InARoom( pSoldier->sGridNo, &usRoom ) && usRoom == 4 )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_OK1 );
// Open statue
ChangeO3SectorStatue( FALSE );
}
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
else
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
}
}
else if ( HasAttachmentOfClass( &(pSoldier->inv[HANDPOS]), AC_DEFUSE ) )
{
wcscpy( gzUserDefinedButton[0], L"1-A" );
wcscpy( gzUserDefinedButton[1], L"1-B" );
wcscpy( gzUserDefinedButton[2], L"1-C" );
wcscpy( gzUserDefinedButton[3], L"1-D" );
wcscpy( gzUserDefinedButton[4], L"2-A" );
wcscpy( gzUserDefinedButton[5], L"2-B" );
wcscpy( gzUserDefinedButton[6], L"2-C" );
wcscpy( gzUserDefinedButton[7], L"2-D" );
wcscpy( gzUserDefinedButton[8], L"3-A" );
wcscpy( gzUserDefinedButton[9], L"3-B" );
wcscpy( gzUserDefinedButton[10], L"3-C" );
wcscpy( gzUserDefinedButton[11], L"3-D" );
wcscpy( gzUserDefinedButton[12], L"4-A" );
wcscpy( gzUserDefinedButton[13], L"4-B" );
wcscpy( gzUserDefinedButton[14], L"4-C" );
wcscpy( gzUserDefinedButton[15], L"4-D" );
// sevenfm: zero out color values
for( INT32 cnt = 0; cnt< NUM_CUSTOM_BUTTONS; cnt++)
gzUserDefinedButtonColor[cnt] = 0;
if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR ) ) )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_SIXTEEN_BUTTONS, BombMessageBoxCallBack, NULL );
}
else if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_REMOTEDET) ) )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_DETONATE_AND_REMOTE_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_SIXTEEN_BUTTONS, BombMessageBoxCallBack, NULL );
}
else
{
// sevenfm: do not allow arming bombs with only REMOTE_DET attached
// DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_DEFUSE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL );
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ ARM_MESSAGE_NO_DETONATOR ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
}
}
else if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_DETONATOR ) ) )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_TIMER_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL );
}
else if ( HasAttachmentOfClass( &(pSoldier->inv[ HANDPOS ] ), (AC_REMOTEDET) ) )
{
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_REMOTE_FREQUENCY_STR ], GAME_SCREEN, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS, BombMessageBoxCallBack, NULL );
}
else if ( Item[ (&(pSoldier->inv[HANDPOS]))->usItem ].tripwire == 1 )
{
wcscpy( gzUserDefinedButton[0], L"1-A" );
wcscpy( gzUserDefinedButton[1], L"1-B" );
wcscpy( gzUserDefinedButton[2], L"1-C" );
wcscpy( gzUserDefinedButton[3], L"1-D" );
wcscpy( gzUserDefinedButton[4], L"2-A" );
wcscpy( gzUserDefinedButton[5], L"2-B" );
wcscpy( gzUserDefinedButton[6], L"2-C" );
wcscpy( gzUserDefinedButton[7], L"2-D" );
wcscpy( gzUserDefinedButton[8], L"3-A" );
wcscpy( gzUserDefinedButton[9], L"3-B" );
wcscpy( gzUserDefinedButton[10], L"3-C" );
wcscpy( gzUserDefinedButton[11], L"3-D" );
wcscpy( gzUserDefinedButton[12], L"4-A" );
wcscpy( gzUserDefinedButton[13], L"4-B" );
wcscpy( gzUserDefinedButton[14], L"4-C" );
wcscpy( gzUserDefinedButton[15], L"4-D" );
// sevenfm: zero out color values
for( INT32 cnt = 0; cnt< NUM_CUSTOM_BUTTONS; cnt++)
gzUserDefinedButtonColor[cnt] = 0;
// sevenfm: if SHIFT is pressed - plant tripwire with last network settings
if( gfShiftBombPlant && gubLastTripwire > 0 )
BombMessageBoxCallBack(gubLastTripwire);
else
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, TacticalStr[ CHOOSE_TRIPWIRE_NETWORK ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_SIXTEEN_BUTTONS, BombMessageBoxCallBack, NULL );
}
}
// Flugente
void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel )
{
if ( !pSoldier )
return;
gpTempSoldier = pSoldier;
gsTempGridNo = sGridNo;
// sevenfm: reorganized buttons order for new dialog
// fill canteens
wcscpy( gzUserDefinedButton[0], TacticalStr[FILL_CANTEEN_STR] );
// remove covert property/clothes
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
wcscpy( gzUserDefinedButton[1], TacticalStr[TAKE_OFF_DISGUISE_STR] );
else
wcscpy( gzUserDefinedButton[1], TacticalStr[TAKE_OFF_CLOTHES_STR] );
// clean weapons - in realtime of the entire team, in turnbased only for the selected merc
wcscpy( gzUserDefinedButton[2], (gTacticalStatus.uiFlags & INCOMBAT) ? TacticalStr[CLEAN_ONE_GUN_STR] : TacticalStr[CLEAN_ALL_GUNS_STR] );
wcscpy( gzUserDefinedButton[3], TacticalStr[IMPROVEGEARBUTTON_STR] );
// order militia to drop/pick up gear
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
{
wcscpy( gzUserDefinedButton[4], TacticalStr[MILITIA_DROP_EQ_STR] );
wcscpy( gzUserDefinedButton[5], TacticalStr[MILITIA_PICK_UP_EQ_STR] );
}
else
{
wcscpy( gzUserDefinedButton[4], TacticalStr[UNUSED_STR] );
wcscpy( gzUserDefinedButton[5], TacticalStr[UNUSED_STR] );
}
// if disguised, allow testing our disguise
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
wcscpy( gzUserDefinedButton[6], TacticalStr[SPY_SELFTEST_STR] );
else
wcscpy( gzUserDefinedButton[6], TacticalStr[UNUSED_STR] );
wcscpy( gzUserDefinedButton[7], TacticalStr[ UNUSED_STR ] );
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ FUNCTION_SELECTION_STR ], GAME_SCREEN, MSG_BOX_FLAG_GENERIC_EIGHT_BUTTONS, TacticalFunctionSelectionMessageBoxCallBack, NULL, MSG_BOX_DEFAULT_BUTTON_1 );
}
void CleanWeapons( BOOLEAN fEntireTeam )
{
if ( !gGameExternalOptions.fDirtSystem )
return;
// no functionality if not in tactical or in combat, or nobody is here
if ( (guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != MSG_BOX_SCREEN) )
return;
// if in combat, always only for selected merc
if ( !fEntireTeam )
{
if ( gusSelectedSoldier == NOBODY )
return;
SOLDIERTYPE* pSoldier = MercPtrs[ gusSelectedSoldier ];
if ( pSoldier->bActive )
pSoldier->CleanWeapon(FALSE);
}
else // perform action for every merc in this sector
{
UINT16 bMercID, bLastTeamID;
SOLDIERTYPE* pSoldier = NULL;
bMercID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
// loop through all mercs
for ( pSoldier = MercPtrs[ bMercID ]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier )
{
//if the merc is in this sector
if ( pSoldier->bActive && pSoldier->ubProfile != NO_PROFILE && pSoldier->bInSector && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
{
pSoldier->CleanWeapon(TRUE);
}
}
}
}
// Flugente: on a key press, we loop over each team members' inventory and exchange it with world items that have a higher status
// however, we ignore items that have inseparable attachments
// the goal is to simulate the player manually changing items, as that is rather tedious
OBJECTTYPE* GetBetterSectorObject( UINT16 usItem, INT16 status, UINT8& arIndex )
{
OBJECTTYPE* pBestObj = NULL;
INT16 beststatus = status;
UINT32 slot = 0;
BOOLEAN found = FALSE;
for ( UINT32 uiCount = 0; uiCount < guiNumWorldItems; ++uiCount ) // ... for all items in the world ...
{
if ( gWorldItems[uiCount].fExists && gWorldItems[uiCount].usFlags & WORLD_ITEM_REACHABLE &&
!(gWorldItems[uiCount].usFlags & WORLD_ITEM_ARMED_BOMB) && gWorldItems[uiCount].bVisible == VISIBLE &&
gWorldItems[uiCount].object.usItem == usItem )
{
OBJECTTYPE* pObj = &(gWorldItems[uiCount].object);
if ( pObj != NULL && pObj->exists() )
{
for ( UINT8 i = 0; i < pObj->ubNumberOfObjects; ++i )
{
if ( (*pObj)[i]->data.objectStatus > beststatus )
{
// ignore if there are inseparable attachments - we wouldn't be able to change those by hand
attachmentList::iterator iterend = (*pObj)[i]->attachments.end( );
for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter )
{
if ( iter->exists() && Item[iter->usItem].inseparable )
{
continue;
}
}
beststatus = (*pObj)[i]->data.objectStatus;
slot = uiCount;
arIndex = i;
found = TRUE;
}
}
}
}
}
if ( found )
{
OBJECTTYPE* pObj = &(gWorldItems[slot].object);
return pObj;
}
return NULL;
}
void UpdateGear()
{
if ( gTacticalStatus.uiFlags & INCOMBAT )
return;
// no functionality if not in tactical or in combat, or nobody is here
if ( (guiCurrentScreen != GAME_SCREEN && guiCurrentScreen != MSG_BOX_SCREEN) )
return;
UINT16 bMercID, bLastTeamID;
SOLDIERTYPE* pSoldier = NULL;
bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
// loop through all mercs
for ( pSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, ++pSoldier )
{
//if the merc is in this sector
if ( pSoldier->bActive && pSoldier->bInSector && (pSoldier->sSectorX == gWorldSectorX) && (pSoldier->sSectorY == gWorldSectorY) && (pSoldier->bSectorZ == gbWorldSectorZ) )
{
// loop over inventory
INT8 invsize = (INT8)pSoldier->inv.size( ); // remember inventorysize, so we don't call size() repeatedly
for ( INT8 bLoop = 0; bLoop < invsize; ++bLoop ) // ... for all items in our inventory ...
{
if ( pSoldier->inv[bLoop].exists( ) )
{
OBJECTTYPE* pObj = &(pSoldier->inv[bLoop]); // ... get pointer for this item ...
if ( pObj != NULL ) // ... if pointer is not obviously useless ...
{
// before replacing it, merge ammo in stacks, the not-full mag being the visible one
// by doing this we won't have so many used magazines lying around
if ( (Item[pObj->usItem].usItemClass & IC_AMMO) && pObj->ubNumberOfObjects > 1 )
{
UINT32 ammocount = 0;
for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i )
ammocount += (*pObj)[i]->data.ubShotsLeft;
UINT16 usMagIndex = Item[pObj->usItem].ubClassIndex;
UINT16 magsize = Magazine[usMagIndex].ubMagSize;
if ( magsize )
{
UINT8 fullmags = ammocount / magsize;
UINT16 leftover = ammocount - fullmags * magsize;
UINT8 totalmags = fullmags + (leftover > 0 ? 1 : 0);
if ( totalmags < pObj->ubNumberOfObjects )
pObj->RemoveObjectsFromStack( pObj->ubNumberOfObjects - totalmags );
for ( INT16 i = 0; i < totalmags; ++i )
(*pObj)[i]->data.ubShotsLeft = magsize;
if ( leftover > 0 )
(*pObj)[0]->data.ubShotsLeft = leftover;
}
}
for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i ) // ... there might be multiple items here (item stack), so for each one ...
{
// we could improve our gear by changing this object with another one
if ( (*pObj)[i]->data.objectStatus < 100 )
{
// ignore if there are inseparable attachments - we wouldn't be able to change those by hand
attachmentList::iterator iterend = (*pObj)[i]->attachments.end( );
for ( attachmentList::iterator iter = (*pObj)[i]->attachments.begin( ); iter != iterend; ++iter )
{
if ( iter->exists( ) && Item[iter->usItem].inseparable )
{
continue;
}
}
// see if we can find a better object in this sector
UINT8 index = 0;
OBJECTTYPE* pObj_Better = GetBetterSectorObject( pObj->usItem, (*pObj)[i]->data.objectStatus, index );
if ( pObj_Better )
{
// WARNING! The correct way of doing this would be to exchange both objects
// we are not doing this here on purpose, as we want to save time
// instead, we switch status and a few other properties
// Only do this if you know what you are doing - in the wrong location, we could do odd things to global pointers. Consider yourself warned!
// tmp data
INT16 objectStatus = (*pObj)[i]->data.objectStatus;
INT8 bTrap = (*pObj)[i]->data.bTrap;
UINT8 fUsed = (*pObj)[i]->data.fUsed;
UINT8 ubImprintID = (*pObj)[i]->data.ubImprintID;
FLOAT bTemperature = (*pObj)[i]->data.bTemperature;
UINT8 ubDirection = (*pObj)[i]->data.ubDirection;
UINT32 ubWireNetworkFlag = (*pObj)[i]->data.ubWireNetworkFlag;
INT8 bDefuseFrequency = (*pObj)[i]->data.bDefuseFrequency;
INT16 sRepairThreshold = (*pObj)[i]->data.sRepairThreshold;
FLOAT bDirtLevel = (*pObj)[i]->data.bDirtLevel;
UINT64 sObjectFlag = (*pObj)[i]->data.sObjectFlag;
// set data on our object
(*pObj)[i]->data.objectStatus = (*pObj_Better)[index]->data.objectStatus;
(*pObj)[i]->data.bTrap = (*pObj_Better)[index]->data.bTrap;
(*pObj)[i]->data.fUsed = (*pObj_Better)[index]->data.fUsed;
(*pObj)[i]->data.ubImprintID = (*pObj_Better)[index]->data.ubImprintID;
(*pObj)[i]->data.bTemperature = (*pObj_Better)[index]->data.bTemperature;
(*pObj)[i]->data.ubDirection = (*pObj_Better)[index]->data.ubDirection;
(*pObj)[i]->data.ubWireNetworkFlag = (*pObj_Better)[index]->data.ubWireNetworkFlag;
(*pObj)[i]->data.bDefuseFrequency = (*pObj_Better)[index]->data.bDefuseFrequency;
(*pObj)[i]->data.sRepairThreshold = (*pObj_Better)[index]->data.sRepairThreshold;
(*pObj)[i]->data.bDirtLevel = (*pObj_Better)[index]->data.bDirtLevel;
(*pObj)[i]->data.sObjectFlag = (*pObj_Better)[index]->data.sObjectFlag;
// set data on world object
(*pObj_Better)[index]->data.objectStatus = objectStatus;
(*pObj_Better)[index]->data.bTrap = bTrap;
(*pObj_Better)[index]->data.fUsed = fUsed;
(*pObj_Better)[index]->data.ubImprintID = ubImprintID;
(*pObj_Better)[index]->data.bTemperature = bTemperature;
(*pObj_Better)[index]->data.ubDirection = ubDirection;
(*pObj_Better)[index]->data.ubWireNetworkFlag = ubWireNetworkFlag;
(*pObj_Better)[index]->data.bDefuseFrequency = bDefuseFrequency;
(*pObj_Better)[index]->data.sRepairThreshold = sRepairThreshold;
(*pObj_Better)[index]->data.bDirtLevel = bDirtLevel;
(*pObj_Better)[index]->data.sObjectFlag = sObjectFlag;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[IMPROVEGEARDESCRIBE_STR], pSoldier->GetName( ), Item[pObj->usItem].szItemName );
}
}
}
// if this is an ammo stack that could use more mags, try to fill it up
if ( (Item[pObj->usItem].usItemClass & IC_AMMO) )
{
UINT8 ubSlotLimit = ItemSlotLimit( pObj, bLoop, pSoldier, FALSE );
UINT16 usMagIndex = Item[pObj->usItem].ubClassIndex;
UINT16 magsize = Magazine[usMagIndex].ubMagSize;
if ( magsize )
{
while ( pObj->ubNumberOfObjects < ubSlotLimit )
{
int add = ubSlotLimit - pObj->ubNumberOfObjects;
UINT8 index = 0;
OBJECTTYPE* pObj_Better = GetBetterSectorObject( pObj->usItem, 0, index );
if ( pObj_Better )
{
pObj->AddObjectsToStack( *pObj_Better, add );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[IMPROVEGEARPICKUPMAG_STR], pSoldier->GetName( ), Item[pObj->usItem].szItemName );
// re-merge the magazines again, in case we picked up not full magazines
UINT32 ammocount = 0;
for ( INT16 i = 0; i < pObj->ubNumberOfObjects; ++i )
ammocount += (*pObj)[i]->data.ubShotsLeft;
UINT8 fullmags = ammocount / magsize;
UINT16 leftover = ammocount - fullmags * magsize;
UINT8 totalmags = fullmags + (leftover > 0 ? 1 : 0);
if ( totalmags < pObj->ubNumberOfObjects )
pObj->RemoveObjectsFromStack( pObj->ubNumberOfObjects - totalmags );
for ( INT16 i = 0; i < totalmags; ++i )
(*pObj)[i]->data.ubShotsLeft = magsize;
if ( leftover > 0 )
(*pObj)[0]->data.ubShotsLeft = leftover;
}
else
break;
}
}
}
}
}
}
}
}
}
void BombMessageBoxCallBack( UINT8 ubExitValue )
{
if (gpTempSoldier)
{
// sevenfm: remember last tripwire network settings
if(Item[ gpTempSoldier->inv[HANDPOS].usItem ].tripwire )
gubLastTripwire = ubExitValue;
if (Item[ gpTempSoldier->inv[HANDPOS].usItem ].remotetrigger )
{
// Flugente: jamming can prevent bomb activation
if ( !gSkillTraitValues.fVOJammingBlocksRemoteBombs || !SectorJammed() )
SetOffBombsByFrequency( gpTempSoldier->ubID, ubExitValue );
}
else
{
INT32 iResult;
if ( HasAttachmentOfClass( &(gpTempSoldier->inv[HANDPOS]), AC_REMOTEDET ) )
{
iResult = SkillCheck( gpTempSoldier, PLANTING_REMOTE_BOMB_CHECK, 0 );
}
else
{
iResult = SkillCheck( gpTempSoldier, PLANTING_BOMB_CHECK, 0 );
}
if ( iResult >= 0 )
{
// Less explosives gain for placing tripwire
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].tripwire == 1 )
StatChange( gpTempSoldier, EXPLODEAMT, 5, FALSE );
else
// EXPLOSIVES GAIN (25): Place a bomb, or buried and armed a mine
StatChange( gpTempSoldier, EXPLODEAMT, 25, FALSE );
}
else
{
// EXPLOSIVES GAIN (10): Failed to place a bomb, or bury and arm a mine
StatChange( gpTempSoldier, EXPLODEAMT, 10, FROM_FAILURE );
// oops! How badly did we screw up?
if ( iResult >= -20 )
{
// messed up the setting
if ( ubExitValue == 0 )
{
ubExitValue = 1;
}
else
{
// change up/down by 1
ubExitValue = (UINT8) (ubExitValue + Random( 3 ) - 1);
}
// and continue
}
else
{
// we can't blow up tripwire, no matter how bad we fail
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].tripwire != 1 )
{
// OOPS! ... BOOM!
IgniteExplosion( NOBODY, gpTempSoldier->sX, gpTempSoldier->sY, (INT16) (gpWorldLevelData[gpTempSoldier->sGridNo].sHeight), gpTempSoldier->sGridNo, gpTempSoldier->inv[ HANDPOS ].usItem, gpTempSoldier->pathing.bLevel, gpTempSoldier->ubDirection, &gpTempSoldier->inv[ HANDPOS ] );
}
return;
}
}
// Flugente: tripwire rolls are not planted - instead we spawn tripwire and plant that
OBJECTTYPE* pObj = &(gpTempSoldier->inv[HANDPOS]);
if ( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usItemFlag & TRIPWIREROLL && Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem != NOTHING )
{
(*pObj)[0]->data.objectStatus--;
if ( !(*pObj)[0]->data.objectStatus )
{
// Delete object
DeleteObj( pObj );
// dirty interface panel
DirtyMercPanelInterface( gpTempSoldier, DIRTYLEVEL2 );
}
CreateItem( Item[ gpTempSoldier->inv[ HANDPOS ].usItem ].usBuddyItem, 100, &gTempObject );
pObj = &gTempObject;
}
if ( ArmBomb( pObj, ubExitValue ) )
{
// SANDRO - STOMP traits - Demolitions bonus to trap level
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( gpTempSoldier, DEMOLITIONS_NT ))
{
// increase trap level for Demolitions trait
(*pObj)[0]->data.bTrap = __min( max( 10, (8 + gSkillTraitValues.ubDEPlacedBombLevelBonus)), (( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) + gSkillTraitValues.ubDEPlacedBombLevelBonus) );
}
else
{
(*pObj)[0]->data.bTrap = __min( 10, ( EffectiveExplosive( gpTempSoldier ) / 20) + (EffectiveExpLevel( gpTempSoldier ) / 3) );
}
// Flugente: backgrounds
if ( gpTempSoldier->HasBackgroundFlag( BACKGROUND_TRAPLEVEL ) )
(*pObj)[0]->data.bTrap++;
// HACK IMMINENT!
// value of 1 is stored in maps for SIDE of bomb owner... when we want to use IDs!
// so we add 2 to all owner IDs passed through here and subtract 2 later
if ( pObj != &(gpTempSoldier->inv[HANDPOS]) || gpTempSoldier->inv[HANDPOS].MoveThisObjectTo(gTempObject, 1) == 0)
{
gTempObject[0]->data.misc.ubBombOwner = gpTempSoldier->ubID + 2;
gTempObject[0]->data.ubDirection = gpTempSoldier->ubDirection; // Flugente: direction of bomb is direction of soldier
// Flugente: tripwire was called through a messagebox, but has to be buried nevertheless
if ( Item[ (&gTempObject)->usItem ].tripwire == 1 )
{
AddItemToPool( gsTempGridNo, &gTempObject, BURIED, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
// sevenfm: set flag only if planting tripwire
gpWorldLevelData[ gsTempGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
HandleTakeNewBombFromInventory(gpTempSoldier, &gTempObject);
// sevenfm: change cursor back to action if successfully taken new bomb (also change mode back to action if using tripwire roll)
if ( gfShiftBombPlant && gpTempSoldier->inv[ gpTempSoldier->ubAttackingHand ].exists() )
guiPendingOverrideEvent = M_CHANGE_TO_ACTION;
}
else
AddItemToPool( gsTempGridNo, &gTempObject, VISIBLE, gpTempSoldier->pathing.bLevel, WORLD_ITEM_ARMED_BOMB, 0 );
}
}
}
}
}
// Flugente: callback after deciding what tactical function to use
void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
{
if (gpTempSoldier)
{
INT32 nextGridNoinSight = NewGridNo( gpTempSoldier->sGridNo, DirectionInc( gpTempSoldier->ubDirection ) );
INT8 level = gpTempSoldier->bTargetLevel;
switch (ubExitValue)
{
case 1:
SectorFillCanteens();
break;
case 2:
// undisguise or take off custom clothes
gpTempSoldier->Strip();
break;
case 3:
// clean weapons - in realtime of the entire team, in turnbased only for the selected merc
CleanWeapons( !(gTacticalStatus.uiFlags & INCOMBAT) );
break;
case 4:
UpdateGear();
break;
case 5:
// militia drops all gear taken from sector inventory
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
TeamDropAll( MILITIA_TEAM );
break;
case 6:
// militia takes gear from sector inventory
if ( gGameExternalOptions.fMilitiaUseSectorInventory )
TeamRestock( MILITIA_TEAM );
break;
case 7:
// test our disguise
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
gpTempSoldier->SpySelfTest();
break;
case 8:
default:
break;
}
}
}
// Flugente: callback after deciding what to do with a corpse
void CorpseMessageBoxCallBack( UINT8 ubExitValue )
{
if (gpTempSoldier)
{
INT32 nextGridNoinSight = gpTempSoldier->sGridNo;
nextGridNoinSight = NewGridNo( nextGridNoinSight, DirectionInc( gpTempSoldier->ubDirection ) );
INT8 level = gpTempSoldier->bTargetLevel;
INT16 sAPCost = CalcTotalAPsToAttack( gpTempSoldier, nextGridNoinSight, FALSE, gpTempSoldier->aiData.bAimTime );
BOOLEAN fDamageKnife = FALSE;
switch (ubExitValue)
{
case 1:
if ( DecapitateCorpse( gpTempSoldier, nextGridNoinSight, level ) )
fDamageKnife = TRUE;
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 2:
if ( GutCorpse( gpTempSoldier, nextGridNoinSight, level ) )
fDamageKnife = TRUE;
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 3:
StripCorpse( gpTempSoldier, nextGridNoinSight, level );
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
case 4:
TakeCorpse( gpTempSoldier, nextGridNoinSight, level );
DeductPoints( gpTempSoldier, sAPCost, 0 );
break;
default:
break;
}
// 35% chance to damage our knife a bit
if ( fDamageKnife && Chance(35) )
{
if ( Item[ gpTempSoldier->inv[HANDPOS].usItem ].usItemClass & IC_BLADE )
{
gpTempSoldier->inv[HANDPOS][0]->data.objectStatus--;
if ( Random(100) < Item[ gpTempSoldier->inv[HANDPOS].usItem ].usDamageChance )
{
gpTempSoldier->inv[HANDPOS][0]->data.sRepairThreshold--;
}
}
}
// we might get a disease from this...
// if the corpse is already rotting, chance of infection is greatly increased
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( nextGridNoinSight, level );
FLOAT modifier = GetCorpseRotFactor( pCorpse );
HandlePossibleInfection( gpTempSoldier, NULL, INFECTION_TYPE_CONTACT_CORPSE, modifier );
}
}
BOOLEAN HandItemWorks( SOLDIERTYPE *pSoldier, INT8 bSlot )
{
BOOLEAN fItemJustBroke = FALSE, fItemWorks = TRUE;
OBJECTTYPE * pObj;
pObj = &( pSoldier->inv[ bSlot ] );
// if the item can be damaged, than we must check that it's in good enough
// shape to be usable, and doesn't break during use.
// Exception: land mines. You can bury them broken, they just won't blow!
// if ( (Item[ pObj->usItem ].fFlags & ITEM_DAMAGEABLE) && (pObj->usItem != MINE) && (Item[ pObj->usItem ].usItemClass != IC_MEDKIT) && pObj->usItem != GAS_CAN )
if ( Item[pObj->usItem].damageable && !Item[pObj->usItem].mine && (Item[pObj->usItem].usItemClass != IC_MEDKIT) && !Item[pObj->usItem].gascan && !IsStructureConstructItem( pObj->usItem, pSoldier->sGridNo, NULL ) )
{
// if it's still usable, check whether it breaks
if ( (*pObj)[0]->data.objectStatus >= USABLE)
{
// if a dice roll is greater than the item's status
if ( (Random(80) + 20) >= (UINT32) ((*pObj)[0]->data.objectStatus + 50) )
{
fItemJustBroke = TRUE;
fItemWorks = FALSE;
// item breaks, and becomes unusable... so its status is reduced
// to somewhere between 1 and the 1 less than USABLE
(*pObj)[0]->data.objectStatus = (INT8) ( 1 + Random( USABLE - 1 ) );
(*pObj)[0]->data.sRepairThreshold = min( (*pObj)[0]->data.objectStatus, (*pObj)[0]->data.sRepairThreshold - 2*Random(10) );
}
}
else // it's already unusable
{
fItemWorks = FALSE;
}
if (!fItemWorks && pSoldier->bTeam == gbPlayerNum)
{
// merc says "This thing doesn't work!"
TacticalCharacterDialogue( pSoldier, QUOTE_USELESS_ITEM );
if (fItemJustBroke)
{
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
}
}
if ( fItemWorks && bSlot == HANDPOS && Item[ pObj->usItem ].usItemClass == IC_GUN )
{
// are we using two guns at once?
if ( Item[ pSoldier->inv[SECONDHANDPOS].usItem ].usItemClass == IC_GUN &&
pSoldier->inv[SECONDHANDPOS][0]->data.gun.bGunStatus >= USABLE &&
pSoldier->inv[SECONDHANDPOS][0]->data.gun.ubGunShotsLeft > 0)
{
// check the second gun for breakage, and if IT breaks, return false
return( HandItemWorks( pSoldier, SECONDHANDPOS ) );
}
}
return( fItemWorks );
}
void SetOffBoobyTrapInMapScreen( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
{
UINT8 ubPtsDmg = 0;
// check if trapped item is an explosive, if so then up the amount of dmg
if( ( pObject->usItem == TNT )|| ( pObject->usItem == RDX ) )
{
// for explosive
ubPtsDmg = 0;
}
else
{
// normal mini grenade dmg
ubPtsDmg = 0;
}
// injure the inventory character
pSoldier->SoldierTakeDamage( 0, ubPtsDmg, ubPtsDmg, TAKE_DAMAGE_EXPLOSION, NOBODY, NOWHERE, 0, TRUE );
// play the sound
PlayJA2Sample( EXPLOSION_1, RATE_11025, BTNVOLUME, 1, MIDDLEPAN );
}
void SetOffBoobyTrap( ITEM_POOL * pItemPool )
{
if ( pItemPool )
{
INT16 sX, sY;
sX = CenterX( pItemPool->sGridNo );
sY = CenterY( pItemPool->sGridNo );
IgniteExplosion( NOBODY, sX, sY, (INT16) (gpWorldLevelData[pItemPool->sGridNo].sHeight + pItemPool->bRenderZHeightAboveLevel), pItemPool->sGridNo, MINI_GRENADE, 0 );
RemoveItemFromPool( pItemPool->sGridNo, pItemPool->iItemIndex, pItemPool->ubLevel );
}
}
BOOLEAN ContinuePastBoobyTrap( SOLDIERTYPE * pSoldier, INT32 sGridNo, INT8 bLevel, INT32 iItemIndex, BOOLEAN fInStrategic, BOOLEAN *pfSaidQuote )
{
BOOLEAN fBoobyTrapKnowledge;
INT8 bTrapDifficulty;
INT16 bTrapDetectLevel;
OBJECTTYPE * pObj;
pObj = &(gWorldItems[ iItemIndex ].object);
(*pfSaidQuote) = FALSE;
if ((*pObj)[0]->data.bTrap > 0)
{
if (pSoldier->bTeam == gbPlayerNum)
{
// does the player know about this item?
fBoobyTrapKnowledge = (((*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) > 0);
// blue flag stuff?
if (!fBoobyTrapKnowledge)
{
bTrapDifficulty = (*pObj)[0]->data.bTrap;
bTrapDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE );
if (bTrapDetectLevel >= bTrapDifficulty)
{
// spotted the trap!
(*pObj).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED;
fBoobyTrapKnowledge = TRUE;
// Make him warn us:
// Set things up..
gpBoobyTrapSoldier = pSoldier;
gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
gsBoobyTrapGridNo = sGridNo;
gbBoobyTrapLevel = pSoldier->pathing.bLevel;
gfDisarmingBuriedBomb = FALSE;
gbTrapDifficulty = bTrapDifficulty;
// And make the call for the dialogue
SetStopTimeQuoteCallback( BoobyTrapDialogueCallBack );
TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM );
(*pfSaidQuote) = TRUE;
return( FALSE );
}
}
gpBoobyTrapItemPool = GetItemPoolForIndex( sGridNo, iItemIndex, pSoldier->pathing.bLevel );
if (fBoobyTrapKnowledge)
{
// have the computer ask us if we want to proceed
gpBoobyTrapSoldier = pSoldier;
gsBoobyTrapGridNo = sGridNo;
gbBoobyTrapLevel = pSoldier->pathing.bLevel;
gfDisarmingBuriedBomb = FALSE;
gbTrapDifficulty = (*pObj)[0]->data.bTrap;
if( fInStrategic )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MAP_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack, NULL );
}
else
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack, NULL );
}
}
else
{
// oops!
SetOffBoobyTrap( gpBoobyTrapItemPool );
}
return( FALSE );
}
// else, enemies etc always know about boobytraps and are not affected by them
}
return( TRUE );
}
void BoobyTrapDialogueCallBack( void )
{
gfJustFoundBoobyTrap = TRUE;
// now prompt the user...
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack );
}
else
{
DoScreenIndependantMessageBox( TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapMessageBoxCallBack );
}
}
void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
{
if ( gfJustFoundBoobyTrap )
{
// NOW award for finding boobytrap
// WISDOM GAIN: Detected a booby-trap
StatChange( gpBoobyTrapSoldier, WISDOMAMT, (UINT16) (3 * gbTrapDifficulty), FALSE );
// EXPLOSIVES GAIN: Detected a booby-trap
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (3 * gbTrapDifficulty), FALSE );
gfJustFoundBoobyTrap = FALSE;
}
if (ubExitValue == MSG_BOX_RETURN_YES)
{
// get the item
gTempObject = gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object;
// Snap: make it easier to disarm our own traps.
// If we succede - we get exp, but if we fail - we pay fair and square!
//CHRISL: first things first. If we're in combat, we need to spend some APs to disarm the device
if((gTacticalStatus.uiFlags & INCOMBAT) || (gTacticalStatus.fEnemyInSector))
{
// SANDRO was here, AP_DISARM_MINE changed to GetAPsToDisarmMine
if(EnoughPoints(gpBoobyTrapSoldier, GetAPsToDisarmMine( gpBoobyTrapSoldier ), APBPConstants[BP_DISARM_MINE], TRUE))
DeductPoints(gpBoobyTrapSoldier, GetAPsToDisarmMine( gpBoobyTrapSoldier ), APBPConstants[BP_DISARM_MINE], AFTERACTION_INTERRUPT);
else
return;
}
if ( CheckBombDisarmChance() >= 0)
{
if ( gTempObject[0]->data.misc.ubBombOwner > 1 && ( (INT32)gTempObject[0]->data.misc.ubBombOwner - 2 >= gTacticalStatus.Team[ OUR_TEAM ].bFirstID && gTempObject[0]->data.misc.ubBombOwner - 2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ) )
{
if ( gTempObject[0]->data.misc.ubBombOwner - 2 == gpBoobyTrapSoldier->ubID )
{
// disarmed my own boobytrap!
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (2 * gbTrapDifficulty), FALSE );
}
else
{
// disarmed our team's boobytrap!
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (4 * gbTrapDifficulty), FALSE );
// SANDRO - merc records - trap removal count (don't count our own traps)
gMercProfiles[ gpBoobyTrapSoldier->ubProfile ].records.usTrapsRemoved++;
}
}
else
{
// disarmed a boobytrap!
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (6 * gbTrapDifficulty), FALSE );
// SANDRO - merc records - trap removal count
gMercProfiles[ gpBoobyTrapSoldier->ubProfile ].records.usTrapsRemoved++;
}
// have merc say this is good
gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
if (gfDisarmingBuriedBomb)
{
if (gTempObject.usItem == SWITCH)
{
// give the player a remote trigger instead
CreateItem( REMOTEBOMBTRIGGER, (INT8) (1 + Random( 9 )), &gTempObject );
}
else if (gTempObject.usItem == ACTION_ITEM && gTempObject[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
{
// give the player a detonator instead
CreateItem( DETONATOR, (INT8) (1 + Random( 9 )), &gTempObject );
}
else
{
// if this is a tripwire, it might have an attached gun, which we also have to spawn
if ( Item[gTempObject.usItem].tripwire )
{
// search for attached guns
OBJECTTYPE* pAttGun = NULL;
// check all attachments
attachmentList::iterator iterend = gTempObject[0]->attachments.end( );
for ( attachmentList::iterator iter = gTempObject[0]->attachments.begin( ); iter != iterend; ++iter )
{
if ( iter->exists( ) && Item[iter->usItem].usItemClass == IC_GUN )
{
pAttGun = &(*iter);
// add this gun to the floor
AddItemToPool( gsBoobyTrapGridNo, pAttGun, 1, gbBoobyTrapLevel, 0, -1 );
}
}
}
// switch action item to the real item type
// sevenfm: added check to only switch action items and not regular explosives
// this allows to keep all attachments
if( gTempObject.usItem == ACTION_ITEM || !gGameExternalOptions.bAllowExplosiveAttachments )
{
CreateItem( gTempObject[0]->data.misc.usBombItem, gTempObject[0]->data.misc.bBombStatus, &gTempObject );
}
else
{
gTempObject.fFlags &= ~(OBJECT_ARMED_BOMB);
gTempObject[0]->data.misc.bDetonatorType = 0;
}
if (is_networked && is_client)
{
OBJECTTYPE TempAttachment;
// attach whatever trigger the bomb originally had
if (gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object[0]->data.misc.bDetonatorType == BOMB_REMOTE)
{
// attack a remote deonator, but they will need a trigger to use it :)
CreateItem( REMDETONATOR, gTempObject[0]->data.misc.bBombStatus, &TempAttachment );
}
else
{
// always just give a timed detonator so they can use it
CreateItem( DETONATOR, gTempObject[0]->data.misc.bBombStatus, &TempAttachment );
}
if (ValidAttachment( TempAttachment.usItem , &gTempObject ))
{
gTempObject.AttachObject(NULL, &TempAttachment, FALSE);
}
}
}
// remove any blue flag graphic
RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel );
}
else
{
gTempObject[0]->data.bTrap = 0;
gTempObject.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED );
// Flugente: set back all bomb parameters, otherwsie the bomb will still be armed in the inventory
// set back ubWireNetworkFlag and bDefuseFrequency, but not the direction... bomb is still aimed, it is just turned off
gTempObject.fFlags &= ~( OBJECT_ARMED_BOMB );
gTempObject[0]->data.ubWireNetworkFlag = 0;
gTempObject[0]->data.bDefuseFrequency = 0;
gTempObject[0]->data.misc.bDetonatorType = 0;
gTempObject[0]->data.misc.bDelay = 0;
gTempObject[0]->data.misc.bFrequency = 0;
}
// place it in the guy's inventory/cursor
if ( AutoPlaceObject( gpBoobyTrapSoldier, &gTempObject, TRUE ) )
{
// OJW - 20091029 - disarm explosives
if (is_networked && is_client)
send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
// remove it from the ground
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
else
{
//CHRISL: because the above AutoPlaceObject may fail due to an item swap, we need a few more checks
// before we assume it's an actual failure. First, compare our tempObject with the pool item and
// see if they're the same object. If the above AutoPlaceObject is a complete fail, they should be
// the same.
if(gWorldItems[gpBoobyTrapItemPool->iItemIndex].object.operator == (gTempObject))
{
// make sure the item in the world is untrapped
gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object[0]->data.bTrap = 0;
gWorldItems[ gpBoobyTrapItemPool->iItemIndex ].object.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED );
// ATE; If we failed to add to inventory, put failed one in our cursor...
gfDontChargeAPsToPickup = TRUE;
HandleAutoPlaceFail( gpBoobyTrapSoldier, gpBoobyTrapItemPool->iItemIndex, gsBoobyTrapGridNo );
// OJW - 20091029 - disarm explosives
if (is_networked && is_client)
send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
else
{
//We've done an item swap which caused the above AutoPlaceObject failure. Try to place autoplace
// the object again. If we fail, move the temp object to the cursor.
if(!(AutoPlaceObject(gpBoobyTrapSoldier, &gTempObject, TRUE)))
{
gpItemPointer = new OBJECTTYPE;
gTempObject.MoveThisObjectTo(*gpItemPointer,-1,gpBoobyTrapSoldier,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT);
//CHRISL: Also make sure we list the ItemPointerSoldier as our BoobyTrapSoldier
gpItemPointerSoldier = gpBoobyTrapSoldier;
}
// OJW - 20091029 - disarm explosives
if (is_networked && is_client)
send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
// remove it from the ground
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
}
}
else
{
// oops! trap goes off
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (INT8) (3 * gbTrapDifficulty ), FROM_FAILURE );
gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if (gfDisarmingBuriedBomb)
{
SetOffBombsInGridNo( gpBoobyTrapSoldier->ubID, gsBoobyTrapGridNo, TRUE, gbBoobyTrapLevel );
}
else
{
SetOffBoobyTrap( gpBoobyTrapItemPool );
}
}
}
else
{
if (gfDisarmingBuriedBomb)
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ REMOVE_BLUE_FLAG_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, RemoveBlueFlagDialogueCallBack, NULL );
}
// otherwise do nothing
}
}
void BoobyTrapInMapScreenMessageBoxCallBack( UINT8 ubExitValue )
{
if ( gfJustFoundBoobyTrap )
{
// NOW award for finding boobytrap
// WISDOM GAIN: Detected a booby-trap
StatChange( gpBoobyTrapSoldier, WISDOMAMT, (UINT16) (3 * gbTrapDifficulty), FALSE );
// EXPLOSIVES GAIN: Detected a booby-trap
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (3 * gbTrapDifficulty), FALSE );
gfJustFoundBoobyTrap = FALSE;
}
if (ubExitValue == MSG_BOX_RETURN_YES)
{
INT32 iCheckResult;
iCheckResult = SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 0 );
if (iCheckResult >= 0)
{
// disarmed a boobytrap!
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (UINT16) (6 * gbTrapDifficulty), FALSE );
// SANDRO - merc records - trap removal count
if ( gpBoobyTrapSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ gpBoobyTrapSoldier->ubProfile ].records.usTrapsRemoved++;
// have merc say this is good
gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_COOL1 );
// get the item
gTempObject = *gpItemPointer;
if (gfDisarmingBuriedBomb)
{
if (gTempObject.usItem == SWITCH)
{
// give the player a remote trigger instead
CreateItem( REMOTEBOMBTRIGGER, (INT8) (1 + Random( 9 )), &gTempObject );
}
else if (gTempObject.usItem == ACTION_ITEM && gTempObject[0]->data.misc.bActionValue != ACTION_ITEM_BLOW_UP )
{
// give the player a detonator instead
CreateItem( DETONATOR, (INT8) (1 + Random( 9 )), &gTempObject );
}
else
{
// switch action item to the real item type
CreateItem( gTempObject[0]->data.misc.usBombItem, gTempObject[0]->data.misc.bBombStatus, &gTempObject );
}
}
else
{
gTempObject[0]->data.bTrap = 0;
gTempObject.fFlags &= ~( OBJECT_KNOWN_TO_BE_TRAPPED );
}
MAPEndItemPointer( );
// place it in the guy's inventory/cursor
if ( !AutoPlaceObject( gpBoobyTrapSoldier, &gTempObject, TRUE ) )
{
AutoPlaceObjectInInventoryStash( &gTempObject );
}
HandleButtonStatesWhileMapInventoryActive( );
}
else
{
// oops! trap goes off
StatChange( gpBoobyTrapSoldier, EXPLODEAMT, (INT8) (3 * gbTrapDifficulty ), FROM_FAILURE );
gpBoobyTrapSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
if (gfDisarmingBuriedBomb)
{
SetOffBombsInGridNo( gpBoobyTrapSoldier->ubID, gsBoobyTrapGridNo, TRUE, gbBoobyTrapLevel );
}
else
{
SetOffBoobyTrap( gpBoobyTrapItemPool );
}
}
}
else
{
if (gfDisarmingBuriedBomb)
{
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ REMOVE_BLUE_FLAG_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, RemoveBlueFlagDialogueCallBack, NULL );
}
// otherwise do nothing
}
}
void SwitchMessageBoxCallBack( UINT8 ubExitValue )
{
if ( ubExitValue == MSG_BOX_RETURN_YES )
{
// Message that switch is activated...
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 60 ] );
SetOffBombsByFrequency( gpTempSoldier->ubID, bTempFrequency );
}
}
BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN fCheckAroundGridNo, INT32 * psProblemGridNo )
{
INT32 sNextGridNo;
// BOOLEAN fWorthChecking = FALSE, fProblemExists = FALSE, fDetectedProblem = FALSE;
UINT16 ubDetectLevel;
UINT8 ubDirection;
MAP_ELEMENT * pMapElement;
UINT32 fCheckFlag;
UINT32 uiWorldBombIndex;
OBJECTTYPE * pObj;
BOOLEAN fMining, fFoundMetal = FALSE;
// ITEM_POOL * pItemPool;
UINT8 ubMovementCost;
INT8 bTrapBonus = 0;
ubDetectLevel = 0;
// Flugente: changed the way the metal detector works: now it detects mines only when it is used in hands, not if it is anywhere in the inventory.
// Reason: with the new tripwire functionality and th new ability of a detector to spot mines several tiles away the detector s more useful.
// However, the most likely persons to use it (explosive experts) are also those that plant those networks. They will often have a detector in their inventory.
// If the detector just works if its in inventory, they autoflag the mines they are laying, which is bad.
// With this change, a detector must be in order to work.
if ( FindMetalDetectorInHand( pSoldier ) != NO_SLOT )
{
fMining = TRUE;
}
else
{
fMining = FALSE;
ubDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE );
/*
if (pSoldier->bStealthMode)
{
ubDetectLevel++;
}
switch (pSoldier->usAnimState)
{
case CRAWLING:
ubDetectLevel += 2;
break;
case SWATTING:
ubDetectLevel++;
break;
default:
break;
}
*/
}
// sevenfm
// pSoldier->aiData.bNeutral is needed to prevent neutral civs stepping on player's mines
if (pSoldier->bSide == 0 || (pSoldier->aiData.bNeutral && gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines))
{
fCheckFlag = MAPELEMENT_PLAYER_MINE_PRESENT;
}
else
{
fCheckFlag = MAPELEMENT_ENEMY_MINE_PRESENT;
}
// anv: vehicles and passengers can't detect mines
if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_DRIVER | SOLDIER_PASSENGER ))
{
return (FALSE);
}
// check every tile around gridno for the presence of "nasty stuff"
for (ubDirection = 0; ubDirection < NUM_WORLD_DIRECTIONS; ++ubDirection)
{
if ( fCheckAroundGridNo )
{
// get the gridno of the next spot adjacent to lastGridno in that direction
sNextGridNo = NewGridNo( sGridNo, (INT16) DirectionInc( (UINT8) ubDirection ) );
// don't check directions that are impassable!
ubMovementCost = gubWorldMovementCosts[ sNextGridNo ][ ubDirection ][ pSoldier->pathing.bLevel ];
if ( IS_TRAVELCOST_DOOR( ubMovementCost ) )
{
ubMovementCost = DoorTravelCost( NULL, sNextGridNo, ubMovementCost, FALSE, NULL );
}
if ( ubMovementCost >= TRAVELCOST_BLOCKED)
{
continue;
}
}
else
{
// we should just be checking the gridno
sNextGridNo = sGridNo;
ubDirection = NUM_WORLD_DIRECTIONS; // don't loop
}
// if this sNextGridNo isn't out of bounds... but it never can be
pMapElement = &(gpWorldLevelData[sNextGridNo]);
if (pMapElement->uiFlags & fCheckFlag)
{
// already know there's a mine there
// sevenfm
// if we try to step on known (planted by player) mine we should consider it wrong
if(!fCheckAroundGridNo)
{
*psProblemGridNo = sNextGridNo;
return( TRUE );
}else{
continue;
}
}
// check for boobytraps
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sNextGridNo)
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].object );
// sevenfm: removed OBJECT_KNOWN_TO_BE_TRAPPED check as we don't want to step on bomb even if it's known bomb
// if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_PRESSURE && !((*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) && (!((*pObj).fFlags & OBJECT_DISABLED_BOMB)) )
if ( (*pObj)[0]->data.misc.bDetonatorType == BOMB_PRESSURE && (!((*pObj).fFlags & OBJECT_DISABLED_BOMB)) )
{
// Flugente: some bombs cannot be found via metal detector
if ( fMining && (*pObj)[0]->data.bTrap <= 20 && !( HasItemFlag(pObj->usItem, NO_METAL_DETECTION) || HasItemFlag((*pObj)[0]->data.misc.usBombItem, NO_METAL_DETECTION) ) )
{
// add blue flag
AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel );
fFoundMetal = TRUE;
break;
}
else if (ubDetectLevel >= (*pObj)[0]->data.bTrap)
{
if (pSoldier->flags.uiStatusFlags & SOLDIER_PC )
{
// detected exposives buried nearby...
StatChange( pSoldier, EXPLODEAMT, (UINT16) ((*pObj)[0]->data.bTrap), FALSE );
StatChange( pSoldier, WISDOMAMT, (UINT16) ((*pObj)[0]->data.bTrap), FALSE );
// sevenfm: we should stop only if trying to step on bomb or if we found new bomb
if(fCheckAroundGridNo && ( (*pObj).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED ) )
continue;
// set item as known
(*pObj).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED;
}
*psProblemGridNo = sNextGridNo;
return( TRUE );
}
}
}
}
/*
// also check for metal items if using a metal detector
if (fMining)
{
// add blue flags where we find metallic objects hidden
GetItemPool( sNextGridNo, &pItemPool, pSoldier->pathing.bLevel );
while( pItemPool )
{
if ( pItemPool->bVisible == BURIED || (pItemPool->bVisible != TRUE && gWorldItems[ pItemPool->iItemIndex ].object.bTrap > 0 ) )
{
pObj = &( gWorldItems[ pItemPool->iItemIndex ].object );
if ( pObj->usItem == ACTION_ITEM && pObj->)
{
switch( (*pObj)[0]->data.misc.bActionValue )
{
case ACTION_ITEM_BLOW_UP:
case ACTION_ITEM_LOCAL_ALARM:
case ACTION_ITEM_GLOBAL_ALARM:
// add blue flag
AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel );
fFoundMetal = TRUE;
break;
default:
break;
}
}
else if (Item[ pObj->usItem ].fFlags & ITEM_METAL)
{
// add blue flag
AddBlueFlag( sNextGridNo, pSoldier->pathing.bLevel );
fFoundMetal = TRUE;
break;
}
}
pItemPool = pItemPool->pNext;
}
}
*/
}
*psProblemGridNo = NOWHERE;
if (fFoundMetal)
{
return( TRUE );
}
else
{
return( FALSE );
}
}
void MineSpottedDialogueCallBack( void )
{
ITEM_POOL * pItemPool;
BOOLEAN playerMine = FALSE;
// ATE: REALLY IMPORTANT - ALL CALLBACK ITEMS SHOULD UNLOCK
gTacticalStatus.fLockItemLocators = FALSE;
// sevenfm: added check - if there is MAPELEMENT_PLAYER_MINE_PRESENT flag but there is no mine at tile
// this should prevent crash in rare situations
if( !GetItemPool( gsBoobyTrapGridNo, &pItemPool, gbBoobyTrapLevel ) || pItemPool == NULL || FindWorldItemForBuriedBombInGridNo( gsBoobyTrapGridNo, gbBoobyTrapLevel ) == -1 )
{
// remove blue flag and MINE_PRESENT flags
RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel );
return;
}
if(gpWorldLevelData[ pItemPool->sGridNo ].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT)
playerMine = TRUE;
// WDS - Automatically flag mines
if (gGameExternalOptions.automaticallyFlagMines) {
// play a locator at the location of the mine
// sevenfm: only if it's not our mine
if ( !playerMine )
SetItemPoolLocator( pItemPool );
AddBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel );
} else {
guiPendingOverrideEvent = LU_BEGINUILOCK;
// play a locator at the location of the mine
// sevenfm: only if it's not our mine or we found new mine
if( playerMine || pItemPool->usFlags & OBJECT_KNOWN_TO_BE_TRAPPED )
MineSpottedLocatorCallback();
else
SetItemPoolLocatorWithCallback( pItemPool, MineSpottedLocatorCallback );
}
}
void MineSpottedLocatorCallback( void )
{
guiPendingOverrideEvent = LU_ENDUILOCK;
// now ask the player if he wants to place a blue flag.
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ PLACE_BLUE_FLAG_PROMPT ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, MineSpottedMessageBoxCallBack, NULL );
}
void MineSpottedMessageBoxCallBack( UINT8 ubExitValue )
{
if (ubExitValue == MSG_BOX_RETURN_YES)
{
// place a blue flag where the mine was found
AddBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel );
}
}
void RemoveBlueFlagDialogueCallBack( UINT8 ubExitValue )
{
if (ubExitValue == MSG_BOX_RETURN_YES)
{
RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel );
}
}
void AddBlueFlag( INT32 sGridNo ,INT8 bLevel )
{
LEVELNODE *pNode;
ApplyMapChangesToMapTempFile( TRUE );
gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
pNode = AddStructToTail( sGridNo, BLUEFLAG_GRAPHIC );
if ( pNode )
{
pNode->uiFlags |= LEVELNODE_SHOW_THROUGH;
}
ApplyMapChangesToMapTempFile( FALSE );
RecompileLocalMovementCostsFromRadius( sGridNo, bLevel );
SetRenderFlags(RENDER_FLAG_FULL);
}
void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel )
{
ApplyMapChangesToMapTempFile( TRUE );
// player mine present
if( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
RemoveMineFlagFromMapTempFile( sGridNo );
gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_PLAYER_MINE_PRESENT);
if ( bLevel == 0 )
{
RemoveStruct( sGridNo, BLUEFLAG_GRAPHIC );
}
else
{
RemoveOnRoof( sGridNo, BLUEFLAG_GRAPHIC );
}
ApplyMapChangesToMapTempFile( FALSE );
RecompileLocalMovementCostsFromRadius( sGridNo, bLevel );
SetRenderFlags(RENDER_FLAG_FULL);
}
void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier )
{
CancelAIAction( pSoldier, TRUE );
switch( pSoldier->ubProfile )
{
case FREDO:
case FRANZ:
case HERVE:
case PETER:
case ALBERTO:
case CARLO:
case MANNY:
case GABBY:
case ARNIE:
case HOWARD:
case SAM:
case FATHER:
case TINA:
case ARMAND:
case WALTER:
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_NPC_PISSED_OFF;
TriggerNPCWithIHateYouQuote( pSoldier->ubProfile );
break;
default:
// trigger NPCs with quote if available
AddToShouldBecomeHostileOrSayQuoteList( pSoldier->ubID );
break;
}
if ( pOffendingSoldier )
{
pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING;
pSoldier->aiData.usNextActionData = atan8( pSoldier->sX, pSoldier->sY, pOffendingSoldier->sX, pOffendingSoldier->sY );
}
}
void TestPotentialOwner( SOLDIERTYPE * pSoldier )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE )
{
if ( SoldierToSoldierLineOfSightTest( pSoldier, gpTempSoldier, TRUE, CALC_FROM_ALL_DIRS ) )
{
MakeNPCGrumpyForMinorOffense( pSoldier, gpTempSoldier );
}
}
}
void CheckForPickedOwnership( void )
{
ITEM_POOL * pItemPool;
UINT8 ubProfile;
UINT8 ubCivGroup;
SOLDIERTYPE * pSoldier;
UINT8 ubLoop;
// LOOP THROUGH LIST TO FIND NODE WE WANT
GetItemPool( gsTempGridNo, &pItemPool, gpTempSoldier->pathing.bLevel );
while( pItemPool )
{
if ( gWorldItems[ pItemPool->iItemIndex ].object.usItem == OWNERSHIP )
{
if ( gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerProfile != NO_PROFILE )
{
ubProfile = (UINT8) gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerProfile;
pSoldier = FindSoldierByProfileID( ubProfile, FALSE );
if ( pSoldier )
{
TestPotentialOwner( pSoldier );
}
}
if ( gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerCivGroup != NON_CIV_GROUP )
{
ubCivGroup = gWorldItems[ pItemPool->iItemIndex ].object[0]->data.owner.ubOwnerCivGroup;
if ( ubCivGroup == HICKS_CIV_GROUP && CheckFact( FACT_HICKS_MARRIED_PLAYER_MERC, 0 ) )
{
// skip because hicks appeased
pItemPool = pItemPool->pNext;
continue;
}
for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
{
pSoldier = MercPtrs[ ubLoop ];
if ( pSoldier && pSoldier->ubCivilianGroup == ubCivGroup )
{
TestPotentialOwner( pSoldier );
}
}
}
}
pItemPool = pItemPool->pNext;
}
}
void LoopLevelNodeForItemGlowFlag( LEVELNODE *pNode, INT32 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
{
while ( pNode != NULL )
{
if ( pNode->uiFlags & LEVELNODE_ITEM )
{
if ( fOn )
{
pNode->uiFlags |= LEVELNODE_DYNAMIC;
}
else
{
pNode->uiFlags &= (~LEVELNODE_DYNAMIC);
}
}
pNode = pNode->pNext;
}
}
void HandleItemGlowFlag( INT32 sGridNo, UINT8 ubLevel, BOOLEAN fOn )
{
LEVELNODE *pNode;
if ( ubLevel == 0 )
{
pNode = gpWorldLevelData[ sGridNo ].pStructHead;
LoopLevelNodeForItemGlowFlag( pNode, sGridNo, ubLevel, fOn );
}
else
{
pNode = gpWorldLevelData[ sGridNo ].pOnRoofHead;
LoopLevelNodeForItemGlowFlag( pNode, sGridNo, ubLevel, fOn );
}
}
void ToggleItemGlow( BOOLEAN fOn )
{
INT32 cnt;
for ( cnt = 0; cnt < WORLD_MAX; cnt++ )
{
HandleItemGlowFlag( cnt, 0, fOn );
HandleItemGlowFlag( cnt, 1, fOn );
}
if ( !fOn )
{
gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = FALSE;
}
else
{
gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] = TRUE;
}
SetRenderFlags(RENDER_FLAG_FULL);
}
BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier )
{
BOOLEAN fBoobyTrapKnowledge;
INT8 bTrapDifficulty;
INT16 bTrapDetectLevel;
if ((*pObject)[0]->data.bTrap > 0)
{
if (pSoldier->bTeam == gbPlayerNum)
{
// does the player know about this item?
fBoobyTrapKnowledge = (((*pObject).fFlags & OBJECT_KNOWN_TO_BE_TRAPPED) > 0);
// blue flag stuff?
if (!fBoobyTrapKnowledge)
{
bTrapDifficulty = (*pObject)[0]->data.bTrap;
bTrapDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE );
if (bTrapDetectLevel >= bTrapDifficulty)
{
// spotted the trap!
(*pObject).fFlags |= OBJECT_KNOWN_TO_BE_TRAPPED;
fBoobyTrapKnowledge = TRUE;
// Make him warn us:
gpBoobyTrapSoldier = pSoldier;
// And make the call for the dialogue
SetStopTimeQuoteCallback( BoobyTrapDialogueCallBack );
TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM );
return( FALSE );
}
}
if (fBoobyTrapKnowledge)
{
// have the computer ask us if we want to proceed
gpBoobyTrapSoldier = pSoldier;
gbTrapDifficulty = (*pObject)[0]->data.bTrap;
DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], MAP_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, BoobyTrapInMapScreenMessageBoxCallBack, NULL );
}
else
{
// oops!
SetOffBoobyTrapInMapScreen( pSoldier, pObject );
}
return( FALSE );
}
// else, enemies etc always know about boobytraps and are not affected by them
}
return( TRUE );
}
INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius )
{
INT32 sTop, sBottom;
INT32 sLeft, sRight;
INT32 cnt1, cnt2, cnt3;
INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT32 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
INT16 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
cnt3 = 0;
//Save AI pathing vars. changing the distlimit restricts how
//far away the pathing will consider.
ubSaveNPCAPBudget = gubNPCAPBudget;
ubSaveNPCDistLimit = gubNPCDistLimit;
gubNPCAPBudget = 0;
gubNPCDistLimit = ubRadius;
//create dummy soldier, and use the pathing to determine which nearby slots are
//reachable.
soldier.bTeam = 1;
soldier.sGridNo = sSweetGridNo;
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
//in the square region.
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sGridNo = sSweetGridNo + (WORLD_COLS * cnt1) + cnt2;
if ( sGridNo >=0 && sGridNo < WORLD_MAX )
{
gpWorldLevelData[ sGridNo ].uiFlags &= (~MAPELEMENT_REACHABLE);
}
}
}
//Now, find out which of these gridnos are reachable
//(use the fake soldier and the pathing settings)
FindBestPath( &soldier, GRIDSIZE, 0, WALKING, COPYREACHABLE, 0 );//dnl ch50 071009
uiLowestRange = 999999;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( sSweetGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sGridNo = sSweetGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
if ( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) &&
gpWorldLevelData[ sGridNo ].uiFlags & MAPELEMENT_REACHABLE )
{
// Go on sweet stop
if ( NewOKDestination( &soldier, sGridNo, TRUE, soldier.pathing.bLevel ) )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
return sLowestGridNo;
}
return NOWHERE;
}
BOOLEAN CanPlayerUseRocketRifle( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay )
{
if ( Item[pSoldier->inv[ pSoldier->ubAttackingHand ].usItem].fingerprintid )
{
// check imprint ID
// NB not-imprinted value is NO_PROFILE
// imprinted value is profile for mercs & NPCs and NO_PROFILE + 1 for generic dudes
if (pSoldier->ubProfile != NO_PROFILE)
{
if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != pSoldier->ubProfile )
{
// NOT a virgin gun...
if ( pSoldier->inv[ pSoldier->ubAttackingHand ][0]->data.ubImprintID != NO_PROFILE )
{
// access denied!
if (pSoldier->bTeam == gbPlayerNum)
{
PlayJA2Sample( RG_ID_INVALID, RATE_11025, HIGHVOLUME, 1, MIDDLE );
if ( fDisplay )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, L"\"%s\"", TacticalStr[ GUN_NOGOOD_FINGERPRINT ] );
}
}
return( FALSE );
}
}
}
}
return( TRUE );
}
/**
* jackaians: pretty bad function. Create an artificial ItemPool, where
* iItemIndex is not the index in the world, but is used to store the index
* of the opponent's slots.
* if only one item, return in ubIndexRet the item's index
*/
UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet)
{
UINT8 ubCount=0;
ITEM_POOL *pItemPool,*pTempItemPool,*pTempLastItemPool = 0;
OBJECTTYPE *pObject;
UINT8 i;
BOOLEAN fStealItem = FALSE;
//Create a temporary item pool, with index in Opponent's inventory as index
pItemPool=NULL;
UINT8 invsize = pOpponent->inv.size();
for(i=0 ; i<invsize; ++i)
{
fStealItem = FALSE;
pObject=&pOpponent->inv[i];
if ((pObject->exists() == true) && !(Item[pObject->usItem].defaultundroppable )) // CHECK! Undroppable items cannot be stolen - SANDRO
{
// Is the enemy collapsed
if ( pOpponent->stats.bLife < OKLIFE || pOpponent->bCollapsed )
{
// We can steal any of his items in the inventory
fStealItem = TRUE;
}
else
{
// Flugente: if we are on the same team, allow guaranteed full access
if ( AllowedToStealFromTeamMate(pSoldier->ubID, pOpponent->ubID) )
{
fStealItem = TRUE;
// yuk, this is ugly... stealing items is counted as an attack. So what happens that if we steal from a teammember, the merc that we have stored in our targetD
// (which will be the first merc hired when we land in Arulco) will react to our 'attack' and 'shoot back'.
// so we now have 2 ways to resolve this issue:
// - remove the 'steal from teammember' stuff from the usual stealing stuff, and add it as a new action (like handcuffing), complete with building the steal-sub-menu and everything
// - or introduce a flag that prohibits teammembers from 'reaction-firing' on us. Set it upon stealing (here) and remove it after the steal menu is closed
// or simplicity reasons, I will do #2 here. Until it breaks, then I'll be forced to do #1.
pSoldier->usSoldierFlagMask |= SOLDIER_ACCESSTEAMMEMBER;
// if we are Nails, don't allow taking our vest
if ( pOpponent->ubProfile == 34 && i == VESTPOS )
fStealItem = FALSE;
}
else
{
// Check, if we can steal the item
// CHRISL: Added new case definitions for new inventory pockets
switch (i)
{
case HANDPOS:
case GUNSLINGPOCKPOS:
{
// Flugente: if item has a weapon sling attached, it can't be stolen
if ( HasAttachmentOfClass(pObject, AC_SLING) )
fStealItem = FALSE;
else
fStealItem = TRUE;
break;
}
case SECONDHANDPOS:
case KNIFEPOCKPOS:
case BIGPOCK1POS:
case BIGPOCK2POS:
case BIGPOCK3POS:
case BIGPOCK4POS:
case BIGPOCK5POS:
case BIGPOCK6POS:
case BIGPOCK7POS:
case MEDPOCK1POS:
case MEDPOCK2POS:
case MEDPOCK3POS:
case MEDPOCK4POS:
case SMALLPOCK1POS:
case SMALLPOCK2POS:
case SMALLPOCK3POS:
case SMALLPOCK4POS:
case SMALLPOCK5POS:
case SMALLPOCK6POS:
case SMALLPOCK7POS:
case SMALLPOCK8POS:
case SMALLPOCK9POS:
case SMALLPOCK10POS:
case SMALLPOCK11POS:
case SMALLPOCK12POS:
case SMALLPOCK13POS:
case SMALLPOCK14POS:
case SMALLPOCK15POS:
case SMALLPOCK16POS:
case SMALLPOCK17POS:
case SMALLPOCK18POS:
case SMALLPOCK19POS:
case SMALLPOCK20POS:
case SMALLPOCK21POS:
case SMALLPOCK22POS:
case SMALLPOCK23POS:
case SMALLPOCK24POS:
case SMALLPOCK25POS:
case SMALLPOCK26POS:
case SMALLPOCK27POS:
case SMALLPOCK28POS:
case SMALLPOCK29POS:
case SMALLPOCK30POS:
fStealItem = TRUE;
break;
default:
fStealItem = FALSE;
break;
}
}
}
if (fStealItem == TRUE)
{
pTempItemPool = (ITEM_POOL*)MemAlloc(sizeof(ITEM_POOL));
++ubCount;
if (pItemPool == NULL)
{
pItemPool = pTempItemPool;
pItemPool->pPrev = NULL;
}
else
{
pTempItemPool->pPrev = pTempLastItemPool;
pTempLastItemPool->pNext = pTempItemPool;
}
pTempItemPool->pNext = NULL;
pTempItemPool->iItemIndex = i;
//very bad, jack, to test if we are stealing?
pTempItemPool->pLevelNode=NULL;//finally not used
pTempLastItemPool=pTempItemPool;
}
}
}
if (ubCount == 0)
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_NOTHING );
return( 0);
}
//if only one item
if (ubCount == 1)
{
*ubIndexRet=pItemPool->iItemIndex;
MemFree( pItemPool);
return( 1);
}
// Freeze guy!
pSoldier->flags.fPauseAllAnimation = TRUE;
InitializeStealItemPickupMenu( pSoldier, pOpponent, pItemPool, ubCount);
guiPendingOverrideEvent = G_GETTINGITEM;
HandleTacticalUI(); // 0verhaul: Added to keep this event from going out of style before it is acted on
return( ubCount );
}
/**
* jackaians: function copied from SoldierGetItemFromWorld
* check user's choices and try to place them in his slots
*/
void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList )
{
ITEM_POOL *pTempItemPool;
INT32 cnt = 0;
BOOLEAN fPickup;
BOOLEAN fShouldSayCoolQuote = FALSE;
BOOLEAN fDidSayCoolQuote = FALSE;
BOOLEAN fNotEnoughAPs = FALSE; // added by SANDRO
// OK. CHECK IF WE ARE DOING ALL IN THIS POOL....
if ( iItemIndex == ITEM_PICKUP_ACTION_ALL || iItemIndex == ITEM_PICKUP_SELECTION )
{
pTempItemPool = pItemPool;
while( pTempItemPool )
{
fPickup = TRUE;
if ( iItemIndex == ITEM_PICKUP_SELECTION )
{
if ( !pfSelectionList[ cnt ] )
{
fPickup = FALSE;
}
}
// Increment counter...
cnt++;
if ( fPickup )
{
////////////////////////////////////////////////////////////////////
// SANDRO - added mechanism for APs needed to steal all items..
if ( gGameExternalOptions.fEnhancedCloseCombatSystem )
{
if (pSoldier->bActionPoints >= GetBasicAPsToPickupItem( pSoldier ) )
{
// Make copy of item
gTempObject = pOpponent->inv[pTempItemPool->iItemIndex];
if ( ItemIsCool( &gTempObject ) )
{
fShouldSayCoolQuote = TRUE;
}
if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) )
{
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
}
DeleteObj(&pOpponent->inv[pTempItemPool->iItemIndex]);
// add to merc records
if ( pSoldier->ubProfile != NO_PROFILE )
gMercProfiles[ pSoldier->ubProfile ].records.usItemsStolen++;
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0, AFTERACTION_INTERRUPT );
}
else
{
fNotEnoughAPs = TRUE;
}
}
else // original code
{
// Make copy of item
gTempObject = pOpponent->inv[pTempItemPool->iItemIndex];
if ( ItemIsCool( &gTempObject ) )
{
fShouldSayCoolQuote = TRUE;
}
if ( !AutoPlaceObject( pSoldier, &gTempObject, TRUE ) )
{
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
}
DeleteObj(&pOpponent->inv[pTempItemPool->iItemIndex]);
}
////////////////////////////////////////////////////////////////////
}
pTempItemPool = pTempItemPool->pNext;
}
}
// OK, check if potentially a good candidate for cool quote
if ( fShouldSayCoolQuote && pSoldier->bTeam == gbPlayerNum )
{
// Do we have this quote..?
if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpGotGunOrUsedGun == QUOTE_FOUND_SOMETHING_SPECIAL )
{
// Have we not said it today?
if ( !( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE ) )
{
// set flag
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_FOUND_SOMETHING_NICE;
// Say it....
// We've found something!
TacticalCharacterDialogue( pSoldier, QUOTE_FOUND_SOMETHING_SPECIAL );
fDidSayCoolQuote = TRUE;
}
}
}
// Aknowledge....
if( pSoldier->bTeam == OUR_TEAM && !fDidSayCoolQuote )
{
pSoldier->DoMercBattleSound( BATTLE_SOUND_GOTIT );
}
// SANDRO - show a message, that we had insufficient APs to take all items
if ( fNotEnoughAPs && pSoldier->bTeam == gbPlayerNum && gGameExternalOptions.fEnhancedCloseCombatSystem)
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_NOT_ENOUGH_APS_TO_STEAL_ALL], pSoldier->GetName() );
}
gpTempSoldier = pSoldier;
gsTempGridNo = sGridNo;
SetCustomizableTimerCallbackAndDelay( 1000, CheckForPickedOwnership, TRUE );
}
INT16 GetTileSetTindexToTileSetName( INT32 asTileSetId, std::string aTileSetName )
{
// search wether structure exists in the current tilesets. If not, well, too bad
for ( INT16 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[asTileSetId].TileSurfaceFilenames[iType][0] )
{
if ( !strcmp( aTileSetName.c_str( ), gTilesets[asTileSetId].TileSurfaceFilenames[iType] ) )
{
return iType;
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[iType][0] )
{
if ( !strcmp( aTileSetName.c_str( ), gTilesets[0].TileSurfaceFilenames[iType] ) )
{
return iType;
}
}
}
return -1;
}
// can we construct a structure with this item?
BOOLEAN IsStructureConstructItem(UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* pSoldier)
{
if ( !usItem || TileIsOutOfBounds( sGridNo ) )
return FALSE;
for ( UINT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i )
{
if ( usItem == gStructureConstruct[i].usCreationItem )
return TRUE;
}
return FALSE;
}
// can we remove a structure with this item?
BOOLEAN IsStructureDeconstructItem( UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* pSoldier )
{
if ( !usItem || TileIsOutOfBounds( sGridNo ) )
return FALSE;
for ( UINT16 i = 0; i < STRUCTURE_DECONSTRUCT_MAX; ++i )
{
if ( usItem == gStructureDeconstruct[i].usDeconstructItem )
return TRUE;
}
return FALSE;
}
BOOLEAN BuildFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
UINT32 fHeadType;
UINT16 usUseIndex;
INT16 sUseObjIndex = -1;
INT32 iRandSelIndex = 1;
BOOLEAN fOkayToAdd;
UINT8 ubDirection;
// we need a valid soldier and a valid object
if ( !pSoldier || !pObj )
return FALSE;
// no building on roofs
if( gsInterfaceLevel > 0 )
return FALSE;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return FALSE;
// don't build in water
if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) )
return FALSE;
ubDirection = pSoldier->ubDirection;
// we'll check wether this item is in our index of known creation items
BOOLEAN indexfound = FALSE;
INT16 structureconstructindex = -1;
for (UINT16 i = 0; i < STRUCTURE_DECONSTRUCT_MAX; ++i)
{
if ( indexfound )
break;
if ( pObj->usItem == gStructureConstruct[i].usCreationItem )
{
switch ( ubDirection )
{
case NORTH:
if ( !gStructureConstruct[i].northtilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].northtilevector[Random( gStructureConstruct[i].northtilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
break;
case SOUTH:
if ( !gStructureConstruct[i].southtilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].southtilevector[Random( gStructureConstruct[i].southtilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
break;
case WEST:
if ( !gStructureConstruct[i].westtilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].westtilevector[Random( gStructureConstruct[i].westtilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
break;
case EAST:
if ( !gStructureConstruct[i].easttilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].easttilevector[Random( gStructureConstruct[i].easttilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
break;
default:
// for all other directions, just pick one tile, it doesn not matter from which direction
if ( !gStructureConstruct[i].northtilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].northtilevector[Random( gStructureConstruct[i].northtilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
if ( !indexfound && !gStructureConstruct[i].southtilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].southtilevector[Random( gStructureConstruct[i].southtilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
if ( !indexfound && !gStructureConstruct[i].westtilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].westtilevector[Random( gStructureConstruct[i].westtilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
if ( !indexfound && !gStructureConstruct[i].easttilevector.empty( ) )
{
usUseIndex = gStructureConstruct[i].easttilevector[Random( gStructureConstruct[i].easttilevector.size( ) )];
structureconstructindex = i;
indexfound = TRUE;
}
break;
}
}
}
if ( structureconstructindex < 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] );
return FALSE;
}
// search wether structure exists in the current tilesets. If not, well, too bad
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[structureconstructindex].szTileSetName, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[structureconstructindex].szTileSetName, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
}
if ( sUseObjIndex < 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[ STR_MTA_CANNOT_BUILD ] );
return FALSE;
}
// consumables are removed on creation
if ( structureconstructindex >= 0 && gStructureConstruct[structureconstructindex].usItemStatusLoss )
{
if ( (*pObj)[0]->data.objectStatus <= gStructureConstruct[structureconstructindex].usItemStatusLoss )
{
UINT16 usItem = pObj->usItem;
// Erase 'material' item from our hand - we 'use' it to build the structure
DeleteObj( &(pSoldier->inv[HANDPOS]) );
// sevenfm: auto-taking of items
if ( !(gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT) && gfShiftBombPlant )
{
pSoldier->TakeNewItemFromInventory( pObj->usItem );
}
}
else
{
(*pObj)[0]->data.objectStatus -= gStructureConstruct[structureconstructindex].usItemStatusLoss;
}
}
// TODO: if we create an earth pile, create a decal (signifiying the 'hole' we created at our position)
// Check with Structure Database (aka ODB) if we can put the object here!
fOkayToAdd = OkayToAddStructureToWorld( sGridNo, 0, gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef, INVALID_STRUCTURE_ID );
if ( fOkayToAdd || (gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef == NULL) )
{
// Remove old graphic
ApplyMapChangesToMapTempFile( TRUE );
//dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay
RemoveStruct( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usUseIndex) );//dnl
// Actual structure info is added by the functions below
AddStructToHead( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usUseIndex) );
// For now, adjust to shadows by a hard-coded amount,
// Add mask if in long grass
GetLandHeadType( sGridNo, &fHeadType );
RecompileLocalMovementCosts(sGridNo);
// Turn off permanent changes....
ApplyMapChangesToMapTempFile( FALSE );
SetRenderFlags( RENDER_FLAG_FULL );
return TRUE;
}
return FALSE;
}
BOOLEAN RemoveFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
{
// we need a valid soldier and a valid object
if ( !pSoldier || !pObj )
return FALSE;
// not on roofs
if ( gsInterfaceLevel > 0 )
return FALSE;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return FALSE;
STRUCTURE* pStruct = FindStructure( sGridNo, (STRUCTURE_GENERIC | STRUCTURE_WIREFENCE) );
if ( pStruct != NULL )
{
// Get LEVELNODE for struct and remove!
LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct );
if ( pNode )
{
UINT16 usIndex = pNode->usIndex;
UINT32 uiTileType = 0;
if ( GetTileType( usIndex, &uiTileType ) )
{
for (UINT16 i = 0; i < STRUCTURE_DECONSTRUCT_MAX; ++i)
{
// item we have in our hand must be one with which we can deconstruct this
if ( pObj->usItem == gStructureDeconstruct[i].usDeconstructItem )
{
// if tileset is from the current tileset, check that
BOOLEAN found = FALSE;
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[i].szTileSetName, 11 ) )
found = TRUE;
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[uiTileType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[i].szTileSetName, 11 ) )
found = TRUE;
}
if ( found )
{
// we have to check wether this specific structure can be removed. Just checking the tileset name won't be enough.
// For example, we could have a set consisting of crates and piles of earth, which we want to remove via applying a shovel on it.
// We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-)
UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
UINT8 size = gStructureDeconstruct[i].tilevector.size();
for ( UINT8 j = 0; j < size; ++j)
{
if ( gStructureDeconstruct[i].tilevector[j] == numbertofind )
{
// Remove old graphic
ApplyMapChangesToMapTempFile( TRUE );
// if this is a wall, check wether the roof will collapse.
// Yes, the player can damage himself by collapsing the roof of the house he is currently in. Such stupidity has to be punished.
if ( pStruct->fFlags & STRUCTURE_WALL )
{
// this isn't an explosion, so the structural damage is moderate
HandleRoofDestruction( sGridNo, 50 );
HandleRoofDestruction( pSoldier->sGridNo, 50 );
}
RemoveStruct( sGridNo, pNode->usIndex );
if ( !GridNoIndoors( sGridNo ) && gTileDatabase[ usIndex ].uiFlags & HAS_SHADOW_BUDDY && gTileDatabase[ usIndex ].sBuddyNum != -1 )
{
RemoveShadow( sGridNo, gTileDatabase[ usIndex ].sBuddyNum );
}
RecompileLocalMovementCosts(sGridNo);
// Turn off permanent changes....
ApplyMapChangesToMapTempFile( FALSE );
SetRenderFlags( RENDER_FLAG_FULL );
// eventually create item
if ( gStructureDeconstruct[i].usItemToCreate && gStructureDeconstruct[i].usCreatedItemStatus )
{
// when creating the object, make it have at least 1% status
CreateItem( gStructureDeconstruct[i].usItemToCreate, max(1, gStructureDeconstruct[i].usCreatedItemStatus), &gTempObject );
AddItemToPool( sGridNo, &gTempObject, 1, 0, 0, -1 );
}
return TRUE;
}
}
}
}
}
}
}
}
return FALSE;
}
UINT8 CheckBuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex )
{
UINT16 usUseIndex;
INT16 sUseObjIndex = -1;
INT32 iRandSelIndex = 1;
BOOLEAN fOkayToAdd;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return 1;
// if we want to build on a roof, a roof is required
if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) )
return 1;
// don't build in water
if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) )
return 1;
// we'll check wether this item is in our index of known creation items
BOOLEAN indexfound = FALSE;
INT16 structureconstructindex = 0;
usUseIndex = usIndex;
// search wether structure exists in the current tilesets. If not, well, too bad
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
}
if ( sUseObjIndex < 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] );
return 1;
}
// do not build into people
if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) )
return 2;
// Check with Structure Database (aka ODB) if we can put the object here!
fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef, INVALID_STRUCTURE_ID );
if ( fOkayToAdd || (gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usUseIndex)].pDBStructureRef == NULL) )
{
return 0;
}
return 1;
}
BOOLEAN BuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex )
{
INT16 sUseObjIndex = -1;
BOOLEAN fOkayToAdd;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return FALSE;
// if we want to build on a roof, a roof is required
if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) )
return FALSE;
// don't build in water
if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) )
return FALSE;
// do not build into people
if ( NOBODY != WhoIsThere2( sGridNo, sLevel ) )
return FALSE;
// search wether structure exists in the current tilesets. If not, well, too bad
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[usStructureconstructindex].szTileSetName, 10 ) )
{
sUseObjIndex = iType;
break;
}
}
}
if ( sUseObjIndex < 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szMTATextStr[STR_MTA_CANNOT_BUILD] );
return FALSE;
}
// Check with Structure Database (aka ODB) if we can put the object here!
fOkayToAdd = OkayToAddStructureToWorld( sGridNo, sLevel, gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usIndex)].pDBStructureRef, INVALID_STRUCTURE_ID );
if ( fOkayToAdd || (gTileDatabase[(gTileTypeStartIndex[sUseObjIndex] + usIndex)].pDBStructureRef == NULL) )
{
// Remove old graphic
ApplyMapChangesToMapTempFile( TRUE );
//dnl Remove existing structure before adding the same, seems to solve problem with stacking but still need test to be sure that is not removed something what should stay
// Actual structure info is added by the functions below
if ( sLevel )
{
RemoveOnRoofStruct( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) );
AddOnRoofToTail( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) );
}
else
{
RemoveStruct( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) );
AddStructToHead( sGridNo, (UINT16)(gTileTypeStartIndex[sUseObjIndex] + usIndex) );
}
RecompileLocalMovementCosts( sGridNo );
// Turn off permanent changes....
ApplyMapChangesToMapTempFile( FALSE );
SetRenderFlags( RENDER_FLAG_FULL );
return TRUE;
}
return FALSE;
}
BOOLEAN CanRemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex )
{
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return FALSE;
STRUCTURE* pStruct = GetTallestStructureOnGridno( sGridNo, sLevel );
if ( pStruct != NULL )
{
// Get LEVELNODE for struct and remove!
LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct );
if ( pNode )
{
UINT16 usIndex = pNode->usIndex;
UINT32 uiTileType = 0;
if ( GetTileType( usIndex, &uiTileType ) )
{
// if tileset is from the current tileset, check that
BOOLEAN found = FALSE;
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) )
found = TRUE;
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[uiTileType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) )
found = TRUE;
}
if ( found )
{
// we have to check wether this specific structure can be removed. Just checking the tileset name won't be enough.
// For example, we could have a set consisting of crates and piles of earth, which we want to remove via applying a shovel on it.
// We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-)
UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
UINT8 size = gStructureDeconstruct[usStructureconstructindex].tilevector.size( );
for ( UINT8 j = 0; j < size; ++j )
{
if ( gStructureDeconstruct[usStructureconstructindex].tilevector[j] == numbertofind )
{
return TRUE;
}
}
}
}
}
}
return FALSE;
}
BOOLEAN RemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex )
{
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return FALSE;
STRUCTURE* pStruct = GetTallestStructureOnGridno( sGridNo, sLevel );
if ( pStruct != NULL )
{
// Get LEVELNODE for struct and remove!
LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct );
if ( pNode )
{
UINT16 usIndex = pNode->usIndex;
UINT32 uiTileType = 0;
if ( GetTileType( usIndex, &uiTileType ) )
{
// if tileset is from the current tileset, check that
BOOLEAN found = FALSE;
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) )
found = TRUE;
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[uiTileType][0] )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[uiTileType], gStructureDeconstruct[usStructureconstructindex].szTileSetName, 11 ) )
found = TRUE;
}
if ( found )
{
// we have to check wether this specific structure can be removed. Just checking the tileset name won't be enough.
// For example, we could have a set consisting of crates and piles of earth, which we want to remove via applying a shovel on it.
// We only want to do this on the earth piles, of course - flattening crates via a shovel would be odd :-)
UINT8 numbertofind = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
UINT8 size = gStructureDeconstruct[usStructureconstructindex].tilevector.size( );
for ( UINT8 j = 0; j < size; ++j )
{
if ( gStructureDeconstruct[usStructureconstructindex].tilevector[j] == numbertofind )
{
// Remove old graphic
ApplyMapChangesToMapTempFile( TRUE );
if ( sLevel )
{
RemoveOnRoofStruct( sGridNo, pNode->usIndex );
}
// if this is a wall, check wether the roof will collapse.
// Yes, the player can damage himself by collapsing the roof of the house he is currently in. Such stupidity has to be punished.
if ( pStruct->fFlags & STRUCTURE_WALL )
{
// this isn't an explosion, so the structural damage is moderate
HandleRoofDestruction( sGridNo, 50 );
}
RemoveStruct( sGridNo, pNode->usIndex );
if ( !GridNoIndoors( sGridNo ) && gTileDatabase[usIndex].uiFlags & HAS_SHADOW_BUDDY && gTileDatabase[usIndex].sBuddyNum != -1 )
{
RemoveShadow( sGridNo, gTileDatabase[usIndex].sBuddyNum );
}
RecompileLocalMovementCosts( sGridNo );
// Turn off permanent changes....
ApplyMapChangesToMapTempFile( FALSE );
SetRenderFlags( RENDER_FLAG_FULL );
return TRUE;
}
}
}
}
}
}
return FALSE;
}
class FORTIFICATION_NODE
{
public:
FORTIFICATION_NODE( INT32 a, INT8 b, BOOLEAN c, UINT32 d, UINT8 e ) :
sGridNo( a ), sLevel( b ), fBuild( c ), structurexmlindex( d ), usIndex( e ) {}
FORTIFICATION_NODE() :
sGridNo( NOWHERE ), sLevel( 0 ), fBuild( TRUE ), structurexmlindex(0), usIndex( 0 ) {}
void swap( FORTIFICATION_NODE& other )
{
std::swap( sGridNo, other.sGridNo );
std::swap( sLevel, other.sLevel );
std::swap( fBuild, other.fBuild );
std::swap( structurexmlindex, other.structurexmlindex );
std::swap( usIndex, other.usIndex );
}
INT32 sGridNo;
INT8 sLevel;
BOOLEAN fBuild;
UINT32 structurexmlindex;
UINT8 usIndex;
};
std::ostream& operator<<(std::ostream& stream, FORTIFICATION_NODE const& data)
{
stream << data.sGridNo << " "
<< (INT32)(data.sLevel) << " "
<< (INT32)(data.fBuild) << " "
<< (INT32)(data.structurexmlindex) << " "
<< (INT32)(data.usIndex) << std::endl;
return stream;
}
std::istream& operator>>(std::istream& stream, FORTIFICATION_NODE& data)
{
FORTIFICATION_NODE tmp;
if ( stream >> tmp.sGridNo )
{
INT32 a, b, c, d;
if ( stream >> a >> b >> c >> d )
{
tmp.sLevel = a;
tmp.fBuild = (BOOLEAN)b;
tmp.structurexmlindex = (UINT32)c;
tmp.usIndex = (UINT8)d;
data.swap( tmp );
}
}
return stream;
}
typedef std::vector<FORTIFICATION_NODE> SectorFortificationVector;
std::map<UINT8, SectorFortificationVector> gSectorFortificationMap;
CHAR16 gCurrentSectorTileNamesChar16[STRUCTURE_CONSTRUCT_MAX][20];
CHAR16 gCurrentSectorTileIndexNamesChar16[STRUCTURE_CONSTRUCT_MAX][20];
std::vector<std::pair<INT16, STR16> > GetCurrentSectorTileSetVector()
{
std::vector<std::pair<INT16, STR16> > vec;
// search wether structure exists in the current tilesets. If not, well, too bad
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
swprintf( gCurrentSectorTileNamesChar16[iType], L"" );
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] )
{
int nChars = MultiByteToWideChar( CP_ACP, 0, gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], -1, NULL, 0 );
MultiByteToWideChar( CP_UTF8, 0, gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], -1, gCurrentSectorTileNamesChar16[iType], nChars );
vec.push_back( std::make_pair( iType, gCurrentSectorTileNamesChar16[iType] ) );
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[iType][0] )
{
int nChars = MultiByteToWideChar( CP_ACP, 0, gTilesets[0].TileSurfaceFilenames[iType], -1, NULL, 0 );
MultiByteToWideChar( CP_UTF8, 0, gTilesets[0].TileSurfaceFilenames[iType], -1, gCurrentSectorTileNamesChar16[iType], nChars );
vec.push_back( std::make_pair( iType, gCurrentSectorTileNamesChar16[iType] ) );
}
}
return vec;
}
// get a vector of all tilesets that are allowed to be built in this sector (the above filtered by structure construct/deconstruct basically)
std::vector<std::pair<INT16, STR16> > GetCurrentSectorAllowedFortificationTileSetVector( INT32 asTileSetId )
{
std::vector<std::pair<INT16, STR16> > vec;
std::set< std::pair<INT16, STR16> > pairset;
// search wether structure exists in the current tilesets. If not, well, too bad
for ( UINT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i )
{
swprintf( gCurrentSectorTileNamesChar16[i], L"" );
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[asTileSetId].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[asTileSetId].TileSurfaceFilenames[iType], gStructureConstruct[i].szTileSetName, 11 ) )
{
int nChars = MultiByteToWideChar( CP_ACP, 0, gStructureConstruct[i].szTileSetDisplayName, -1, NULL, 0 );
MultiByteToWideChar( CP_UTF8, 0, gStructureConstruct[i].szTileSetDisplayName, -1, gCurrentSectorTileNamesChar16[i], nChars );
pairset.insert( std::make_pair( i, gCurrentSectorTileNamesChar16[i] ) );
break;
}
}
else
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[i].szTileSetName, 11 ) )
{
int nChars = MultiByteToWideChar( CP_ACP, 0, gStructureConstruct[i].szTileSetDisplayName, -1, NULL, 0 );
MultiByteToWideChar( CP_UTF8, 0, gStructureConstruct[i].szTileSetDisplayName, -1, gCurrentSectorTileNamesChar16[i], nChars );
pairset.insert( std::make_pair( i, gCurrentSectorTileNamesChar16[i] ) );
break;
}
}
}
}
for ( std::set< std::pair<INT16, STR16> >::iterator it = pairset.begin( ); it != pairset.end( ); ++it )
{
vec.push_back( (*it) );
}
return vec;
}
// get all allowed indizes for a specific tileset. 'Allowed' as in: used in our structure construct entries
std::vector<std::pair<INT16, STR16> > GetTileSetIndexVector( INT16 aKey )
{
std::vector<std::pair<INT16, STR16> > vec;
if ( 0 <= aKey && aKey <= STRUCTURE_CONSTRUCT_MAX )
{
std::set<UINT8> indexset;
for ( INT16 j = 0; j < gStructureConstruct[aKey].northtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].northtilevector[j] );
for ( INT16 j = 0; j < gStructureConstruct[aKey].southtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].southtilevector[j] );
for ( INT16 j = 0; j < gStructureConstruct[aKey].easttilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].easttilevector[j] );
for ( INT16 j = 0; j < gStructureConstruct[aKey].westtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aKey].westtilevector[j] );
for ( std::set<UINT8>::iterator it = indexset.begin( ); it != indexset.end( ); ++it )
{
swprintf( gCurrentSectorTileIndexNamesChar16[(*it)], L"%d", (*it) );
vec.push_back( std::make_pair( (*it), gCurrentSectorTileIndexNamesChar16[(*it)] ) );
}
}
return vec;
}
std::string GetNameToTileSet( UINT8 aIndex )
{
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex][0] )
{
std::string str( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex], std::find( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex], gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aIndex] + 32, '\0' ) );
return str;
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[aIndex][0] )
{
std::string str( gTilesets[0].TileSurfaceFilenames[aIndex], std::find( gTilesets[0].TileSurfaceFilenames[aIndex], gTilesets[0].TileSurfaceFilenames[aIndex] + 32, '\0' ) );
return str;
}
return "";
}
INT16 GetStructureConstructIndexToTileset( INT16 aTileset )
{
// find the structure construct entry that fits to this
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset][0] )
{
for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset], gStructureConstruct[i].szTileSetName, 11 ) )
{
return i;
}
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[aTileset][0] )
{
for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[aTileset], gStructureConstruct[i].szTileSetName, 11 ) )
{
return i;
}
}
}
return -1;
}
INT16 GetStructureDeConstructIndexToTileset( INT16 aTileset )
{
// find the structure construct entry that fits to this
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset][0] )
{
for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[aTileset], gStructureDeconstruct[i].szTileSetName, 11 ) )
{
return i;
}
}
}
// otherwise, check first tileset (GENERIC 1)
else if ( gTilesets[0].TileSurfaceFilenames[aTileset][0] )
{
for ( INT16 i = 0; i < STRUCTURE_CONSTRUCT_MAX; ++i )
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[aTileset], gStructureDeconstruct[i].szTileSetName, 11 ) )
{
return i;
}
}
}
return -1;
}
std::set<UINT8> GetStructureConstructDirectionIndizes( INT16 aEntry, BOOLEAN afNorth, BOOLEAN afEast, BOOLEAN afSouth, BOOLEAN afWest )
{
std::set<UINT8> indexset;
if ( aEntry >= 0 )
{
if ( afNorth ) for ( int j = 0; j < gStructureConstruct[aEntry].northtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].northtilevector[j] );
if ( afSouth ) for ( int j = 0; j < gStructureConstruct[aEntry].southtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].southtilevector[j] );
if ( afEast ) for ( int j = 0; j < gStructureConstruct[aEntry].easttilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].easttilevector[j] );
if ( afWest ) for ( int j = 0; j < gStructureConstruct[aEntry].westtilevector.size( ); ++j ) indexset.insert( gStructureConstruct[aEntry].westtilevector[j] );
}
return indexset;
}
void AddFortificationPlanNode( INT32 sGridNo, INT8 sLevel, INT16 sFortificationStructure, UINT8 usFortificationTileLibraryIndex, BOOLEAN fAdd )
{
if ( !gWorldSectorX || !gWorldSectorY )
return;
// no nonsense
if ( sLevel < 0 || sLevel > 1 )
return;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return;
// if we want to build on a roof, a roof is required
if ( sLevel && !FlatRoofAboveGridNo( sGridNo ) )
return;
// don't build in water
if ( TERRAIN_IS_WATER( GetTerrainType( sGridNo ) ) )
return;
// we have to check whether what we are ordered to build can bere built here (this is necessary, as the selection menu can be avoided)
BOOLEAN found = FALSE;
if ( fAdd )
{
if ( sFortificationStructure >= 0 && sFortificationStructure < STRUCTURE_CONSTRUCT_MAX )
{
for ( INT32 iType = 0; iType < giNumberOfTileTypes; ++iType )
{
// if tileset is from the current tileset, check that
if ( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType][0] )
{
if ( !_strnicmp( gTilesets[giCurrentTilesetID].TileSurfaceFilenames[iType], gStructureConstruct[sFortificationStructure].szTileSetName, 11 ) )
{
found = TRUE;
break;
}
}
else
{
if ( !_strnicmp( gTilesets[0].TileSurfaceFilenames[iType], gStructureConstruct[sFortificationStructure].szTileSetName, 11 ) )
{
found = TRUE;
break;
}
}
}
}
// check index as well
if ( found )
{
std::vector<std::pair<INT16, STR16> > dropdownvector_2 = GetTileSetIndexVector( sFortificationStructure );
for ( std::vector<std::pair<INT16, STR16> >::iterator it = dropdownvector_2.begin( ); it != dropdownvector_2.end(); ++it )
{
if ( (*it).first == usFortificationTileLibraryIndex )
{
found = TRUE;
break;
}
}
}
}
// if we try to add a 'remove structure' node, we determine the correct Deconstruct index (it would be annoying if the player has to always set that by themself)
else
{
STRUCTURE* pStruct = GetTallestStructureOnGridno( sGridNo, sLevel );
if ( pStruct != NULL )
{
// Get LEVELNODE for struct and remove!
LEVELNODE* pNode = FindLevelNodeBasedOnStructure( pStruct->sGridNo, pStruct );
if ( pNode )
{
UINT16 usIndex = pNode->usIndex;
UINT32 uiTileType = 0;
if ( GetTileType( usIndex, &uiTileType ) )
{
// as sFortificationStructure and usFortificationTileLibraryIndex are no references, we can reset them without any repercussions outside of this function
sFortificationStructure = GetStructureDeConstructIndexToTileset( (INT16)uiTileType );
if ( sFortificationStructure > -1 )
{
usFortificationTileLibraryIndex = (UINT8)(pStruct->pDBStructureRef->pDBStructure->usStructureNumber);
UINT8 size = gStructureDeconstruct[sFortificationStructure].tilevector.size( );
for ( UINT8 j = 0; j < size; ++j )
{
if ( gStructureDeconstruct[sFortificationStructure].tilevector[j] == usFortificationTileLibraryIndex )
{
found = TRUE;
break;
}
}
}
}
}
}
}
if ( !found )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szFortificationText[0] );
return;
}
FORTIFICATION_NODE node( sGridNo, sLevel, fAdd, sFortificationStructure, usFortificationTileLibraryIndex );
UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY );
if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) )
{
// if a node already exists at this gridno, erase the old one. This allows to easily remove nodes
SectorFortificationVector& vec = gSectorFortificationMap[sector];
BOOLEAN alreadyexists = FALSE;
SectorFortificationVector::iterator nodeitend = vec.end( );
for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit )
{
if ( node.sGridNo == (*nodeit).sGridNo && node.sLevel == (*nodeit).sLevel )
{
vec.erase( nodeit );
alreadyexists = TRUE;
break;
}
}
if ( !alreadyexists )
{
// if specified, try to get adjacent nodes to match each other
if ( fAdd && gStructureConstruct[node.structurexmlindex].fFortifyAdjacentAdjustment )
{
// check the adjacent nodes and alter the index fittingly (northern-southern vs eastern-western kind)
INT32 nextGridNoinSight = node.sGridNo;
for ( int i = NORTH; i < NUM_WORLD_DIRECTIONS; i += 2 )
{
nextGridNoinSight = NewGridNo( node.sGridNo, DirectionInc( i ) );
for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit )
{
if ( nextGridNoinSight == (*nodeit).sGridNo && node.sLevel == (*nodeit).sLevel && node.structurexmlindex == (*nodeit).structurexmlindex )
{
// 2 adjacent nodes of the same type -> make them 'compatible'
std::set<UINT8> indexset = GetStructureConstructDirectionIndizes( node.structurexmlindex,
(i == EAST || i == WEST), (i == NORTH || i == SOUTH), (i == EAST || i == WEST), (i == NORTH || i == SOUTH) );
if ( !indexset.empty() )
{
std::set<UINT8>::iterator it = indexset.begin();
int k = Random( indexset.size( ) );
for (; k > 0; --k)
++it;
(*nodeit).usIndex = (*it);
it = indexset.begin( );
k = Random( indexset.size( ) );
for ( ; k > 0; --k )
++it;
node.usIndex = (*it);
break;
}
}
}
}
}
vec.push_back( node );
}
}
// otherwise, create a new node vector
else
{
SectorFortificationVector vec;
vec.push_back( node );
gSectorFortificationMap[ sector ] = vec;
}
// save the new plan
SaveSectorFortificationPlan( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
UpdateFortificationPossibleAmount();
}
std::vector< std::pair<INT16, std::pair<UINT8, INT8> > > GetAllForticationGridNo( )
{
std::vector< std::pair<INT16, std::pair<UINT8, INT8> > > gridnovector;
if ( !gWorldSectorX || !gWorldSectorY )
return gridnovector;
UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY );
SECTORINFO *pSectorInfo = &(SectorInfo[sector]);
if ( pSectorInfo && gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) )
{
SectorFortificationVector vec = gSectorFortificationMap[sector];
SectorFortificationVector::iterator nodeitend = vec.end( );
for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit )
{
UINT16 type = FORTIFICATIONNODE_REMOVE;
if ( (*nodeit).fBuild )
{
if ( gStructureConstruct[(*nodeit).structurexmlindex].fFortifyAdjacentAdjustment )
type = FORTIFICATIONNODE_ADJACENTADJUSTMENT;
else
type = FORTIFICATIONNODE_NORMAL;
}
gridnovector.push_back( std::make_pair( (*nodeit).sGridNo, std::make_pair( type, (*nodeit).sLevel ) ) );
}
}
return gridnovector;
}
void LoadSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ )
{
if ( !sSectorX || !sSectorY )
return;
CHAR8 filename[MAX_PATH];
UINT8 sector = SECTOR( sSectorX, sSectorY );
// get sector name for filename
CHAR16 wSectorName[64];
GetShortSectorString( sSectorX, sSectorY, wSectorName );
if ( sSectorZ )
sprintf( filename, "%s%S_%d.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName, sSectorZ );
else
sprintf( filename, "%s%S.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName );
// get full path to save file
vfs::Path vfsPath;
vfs::COpenWriteFile rfile( filename, true );
rfile->_getRealPath( vfsPath );
std::string str = vfsPath.to_string( );
const char* filenamewithpath = str.c_str( );
// Read data
std::ifstream file;
file.open( filenamewithpath, std::ios::in );
std::vector<FORTIFICATION_NODE> vec;
std::copy( std::istream_iterator<FORTIFICATION_NODE>( file ),
std::istream_iterator<FORTIFICATION_NODE>( ),
std::back_inserter( vec )
);
file.close( );
gSectorFortificationMap[sector] = vec;
}
void SaveSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ )
{
if ( !sSectorX || !sSectorY )
return;
UINT8 sector = SECTOR( sSectorX, sSectorY );
if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) )
{
SectorFortificationVector vec = gSectorFortificationMap[sector];
if ( !vec.empty() )
{
CHAR8 filename[MAX_PATH];
// get sector name for filename
CHAR16 wSectorName[64];
GetShortSectorString( sSectorX, sSectorY, wSectorName );
if ( sSectorZ )
sprintf( filename, "%s%S_%d.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName, sSectorZ );
else
sprintf( filename, "%s%S.txt", FORTIFICATIONPLAN_DIRECTORY, wSectorName );
// get full path to save file
// what we are doing here might seem rather odd. If the file does not exist, we are creating a new file via vfs... and then create a fresh binary file afterwards.
// I found this to be the easiest solution for using both vfs pathing and being able to use a std::fstream
// If you don't like it, fix it yourself, or make vfs not such a pain to use
vfs::Path vfsPath;
vfs::COpenWriteFile rfile( filename, true );
rfile->_getRealPath( vfsPath );
std::string str = vfsPath.to_string( );
const char* filenamewithpath = str.c_str( );
// write
std::fstream binary_file( filenamewithpath, std::ios::out );
SectorFortificationVector::iterator nodeitend = vec.end( );
for ( SectorFortificationVector::iterator nodeit = vec.begin( ); nodeit != nodeitend; ++nodeit )
{
FORTIFICATION_NODE node = (*nodeit);
binary_file << node;
}
binary_file.close( );
}
}
}
void UpdateFortificationPossibleAmount()
{
if ( !gWorldSectorX || !gWorldSectorY )
return;
// update the sector value of how much can still be built by looping through the plan. Only works in the currently loaded sector
UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY );
if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end( ) )
{
SectorFortificationVector vec = gSectorFortificationMap[sector];
FLOAT maxpossible = 0.0f;
SectorFortificationVector::iterator nodeitend = vec.end( );
for ( SectorFortificationVector::iterator nodeit = vec.begin(); nodeit != nodeitend; ++nodeit )
{
FORTIFICATION_NODE node = (*nodeit);
if ( node.fBuild )
{
UINT8 buildpossiblestate = CheckBuildFortification( node.sGridNo, node.sLevel, node.usIndex, node.structurexmlindex );
if ( buildpossiblestate == 0 )
{
maxpossible += gStructureConstruct[node.structurexmlindex].dCreationCost;
}
else if ( buildpossiblestate == 2 )
{
// for now, also add this as a possible thing to build if the obstacle is merely a person
maxpossible += gStructureConstruct[node.structurexmlindex].dCreationCost;
}
}
else if ( CanRemoveFortification( node.sGridNo, node.sLevel, node.structurexmlindex ) )
{
maxpossible += gStructureDeconstruct[node.structurexmlindex].dCreationCost;
}
}
if ( gbWorldSectorZ )
{
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( pSector )
{
pSector->dFortification_MaxPossible = maxpossible;
// make sure the current progress isn't too high
pSector->dFortification_UnappliedProgress = min( pSector->dFortification_UnappliedProgress, pSector->dFortification_MaxPossible );
}
}
else
{
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
if ( pSector )
{
pSector->dFortification_MaxPossible = maxpossible;
// make sure the current progress isn't too high
pSector->dFortification_UnappliedProgress = min( pSector->dFortification_UnappliedProgress, pSector->dFortification_MaxPossible );
}
}
}
}
void HandleFortificationUpdate()
{
if ( !gWorldSectorX || !gWorldSectorY )
return;
UINT8 sector = SECTOR( gWorldSectorX, gWorldSectorY );
if ( gSectorFortificationMap.find( sector ) != gSectorFortificationMap.end() )
{
SectorFortificationVector vec = gSectorFortificationMap[sector];
SectorFortificationVector::iterator nodeit = vec.begin();
BOOLEAN peopleblockingnodes = FALSE;
BOOLEAN insufficientresources = FALSE;
FLOAT dFortification_UnappliedProgress = 0.0;
FLOAT dFortification_MaxPossible = 0.0;
if ( gbWorldSectorZ )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( pSector )
{
dFortification_UnappliedProgress = pSector->dFortification_UnappliedProgress;
dFortification_MaxPossible = pSector->dFortification_MaxPossible;
}
}
else
{
SECTORINFO *pSector;
pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
if ( pSector )
{
dFortification_UnappliedProgress = pSector->dFortification_UnappliedProgress;
dFortification_MaxPossible = pSector->dFortification_MaxPossible;
}
}
// as we consume resources, we use a map to keep track of them (and lower the amount of looping over the inventory required)
std::map< UINT16, INT32 > builditemobjectmap;
// removing structures can gain us items. We use a map to store what we need and create items afterwards, which might save unnecessary creations (1 item at 80% is better than 80 with 1%)
std::map< UINT16, UINT32 > itemcreatemap;
INT32 itemdropoffgridno = NOWHERE;
// in order to help the player know what items are missing, make a list of all required build items not present
std::set< UINT16 > missingitemsmap;
OBJECTTYPE* pBuildItemObject = NULL;
INT32 slot = -1;
while ( dFortification_UnappliedProgress > 0.0 )
{
if ( nodeit == vec.end( ) )
break;
FORTIFICATION_NODE node = (*nodeit);
FLOAT cost = node.fBuild ? gStructureConstruct[node.structurexmlindex].dCreationCost : gStructureDeconstruct[node.structurexmlindex].dCreationCost;
if ( cost <= dFortification_UnappliedProgress )
{
if ( node.fBuild )
{
UINT8 buildpossiblestate = CheckBuildFortification( node.sGridNo, node.sLevel, node.usIndex, node.structurexmlindex );
if ( buildpossiblestate == 0 )
{
// check for build items and possibly consume them
BOOLEAN itemconsumptionpassed = TRUE;
if ( gStructureConstruct[node.structurexmlindex].usCreationItem )
{
itemconsumptionpassed = FALSE;
UINT8 itemreduction = gStructureConstruct[node.structurexmlindex].usItemStatusLoss;
std::map< UINT16, INT32 >::iterator objectit = builditemobjectmap.find( gStructureConstruct[node.structurexmlindex].usCreationItem );
if ( objectit != builditemobjectmap.end( ) && objectit->second > -1 )
{
slot = objectit->second;
}
else
{
slot = GetFirstObjectInSectorPosition( gStructureConstruct[node.structurexmlindex].usCreationItem );
if ( slot > -1 )
{
builditemobjectmap[gStructureConstruct[node.structurexmlindex].usCreationItem] = slot;
}
}
if ( slot > -1 )
{
for ( INT16 i = 0; i < gWorldItems[slot].object.ubNumberOfObjects; ++i )
{
UINT8 reduce = min( (gWorldItems[slot].object)[i]->data.objectStatus, itemreduction );
(gWorldItems[slot].object)[i]->data.objectStatus -= reduce;
itemreduction -= reduce;
if ( !(gWorldItems[slot].object)[i]->data.objectStatus )
{
gWorldItems[slot].object.RemoveObjectAtIndex( i );
}
}
if ( gWorldItems[slot].object.ubNumberOfObjects < 1 )
{
if ( gWorldItems[slot].sGridNo != NOWHERE )
RemoveItemFromPool( gWorldItems[slot].sGridNo, slot, gWorldItems[slot].ubLevel );
gWorldItems[slot].fExists = FALSE;
}
}
if ( !itemreduction )
{
itemconsumptionpassed = TRUE;
}
}
// only if we successfully used resources a strucuture can be built
if ( itemconsumptionpassed )
{
BuildFortification( node.sGridNo, node.sLevel, node.usIndex, node.structurexmlindex );
dFortification_UnappliedProgress -= cost;
dFortification_MaxPossible -= cost;
}
else
{
insufficientresources = TRUE;
if ( gStructureConstruct[node.structurexmlindex].usCreationItem )
missingitemsmap.insert( gStructureConstruct[node.structurexmlindex].usCreationItem );
}
}
else if ( buildpossiblestate == 2 )
{
// note if some structures could not be built due to people being in the way
peopleblockingnodes = TRUE;
}
}
else if ( CanRemoveFortification( node.sGridNo, node.sLevel, node.structurexmlindex ) )
{
// check for build items and possibly consume them
BOOLEAN itemconsumptionpassed = TRUE;
if ( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem )
{
itemconsumptionpassed = FALSE;
std::map< UINT16, INT32 >::iterator objectit = builditemobjectmap.find( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem );
if ( objectit != builditemobjectmap.end( ) && objectit->second > -1 )
{
slot = objectit->second;
}
else
{
slot = GetFirstObjectInSectorPosition( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem );
if ( slot > -1 )
{
builditemobjectmap[gStructureDeconstruct[node.structurexmlindex].usDeconstructItem] = slot;
}
}
if ( slot > -1 )
{
itemconsumptionpassed = TRUE;
}
}
// only if we successfully used resources a strucuture can be built
if ( itemconsumptionpassed )
{
if ( RemoveFortification( node.sGridNo, node.sLevel, node.structurexmlindex ) )
{
// eventually create item
if ( gStructureDeconstruct[node.structurexmlindex].usItemToCreate && gStructureDeconstruct[node.structurexmlindex].usCreatedItemStatus )
{
std::map< UINT16, UINT32 >::iterator objectit = itemcreatemap.find( gStructureDeconstruct[node.structurexmlindex].usItemToCreate );
if ( objectit != itemcreatemap.end( ) )
{
objectit->second += gStructureDeconstruct[node.structurexmlindex].usCreatedItemStatus;
}
else
{
itemcreatemap[gStructureDeconstruct[node.structurexmlindex].usItemToCreate] = gStructureDeconstruct[node.structurexmlindex].usCreatedItemStatus;
}
}
// if the node's gridno is valid, we might use it
if ( TileIsOutOfBounds( itemdropoffgridno ) && !TileIsOutOfBounds( node.sGridNo ) )
{
itemdropoffgridno = node.sGridNo;
}
dFortification_UnappliedProgress -= cost;
dFortification_MaxPossible -= cost;
}
}
else
{
insufficientresources = TRUE;
if ( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem )
missingitemsmap.insert( gStructureDeconstruct[node.structurexmlindex].usDeconstructItem );
}
}
}
++nodeit;
}
// update progress
if ( gbWorldSectorZ )
{
UNDERGROUND_SECTORINFO *pSector;
pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
if ( pSector )
{
pSector->dFortification_UnappliedProgress = dFortification_UnappliedProgress;
pSector->dFortification_MaxPossible = dFortification_MaxPossible;
}
}
else
{
SECTORINFO *pSector;
pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
if ( pSector )
{
pSector->dFortification_UnappliedProgress = dFortification_UnappliedProgress;
pSector->dFortification_MaxPossible = dFortification_MaxPossible;
}
}
CHAR16 wSectorName[64];
GetShortSectorString( gWorldSectorX, gWorldSectorY, wSectorName );
// create items, or warn us if that isn't possible
if ( !itemcreatemap.empty() )
{
if ( !TileIsOutOfBounds( itemdropoffgridno ) )
{
for ( std::map< UINT16, UINT32 >::iterator it = itemcreatemap.begin( ); it != itemcreatemap.end(); ++it )
{
while ( it->second > 0 )
{
UINT8 tmpstat = min( 100, it->second );
it->second -= tmpstat;
OBJECTTYPE tmpobject;
CreateItem( it->first, tmpstat, &tmpobject );
AddItemToPool( itemdropoffgridno, &tmpobject, 1, 0, 0, -1 );
}
}
}
else
{
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szFortificationText[1], wSectorName );
}
}
// warn us if we lack resources or if nodes are blocked
if ( peopleblockingnodes || insufficientresources )
{
if ( peopleblockingnodes )
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szFortificationText[2], wSectorName );
if ( insufficientresources )
{
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szFortificationText[3], wSectorName );
for ( std::set<UINT16>::iterator it = missingitemsmap.begin( ); it != missingitemsmap.end(); ++it )
{
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, L" - %s", Item[(*it)].szLongItemName );
}
}
}
UpdateFortificationPossibleAmount();
}
}
INT32 GetFirstObjectInSectorPosition( UINT16 ausItem )
{
for ( UINT32 uiCount = 0; uiCount < guiNumWorldItems; ++uiCount )
{
if ( gWorldItems[uiCount].fExists && gWorldItems[uiCount].object.usItem == ausItem )
{
return uiCount;
}
}
return -1;
}
INT32 CheckBombDisarmChance(void)
{
// NB owner grossness... bombs 'owned' by the enemy are stored with side value 1 in
// the map. So if we want to detect a bomb placed by the player, owner is > 1, and
// owner - 2 gives the ID of the character who planted it
if ( gTempObject[0]->data.misc.ubBombOwner > 1 && ( (INT32)gTempObject[0]->data.misc.ubBombOwner - 2 >= gTacticalStatus.Team[ OUR_TEAM ].bFirstID && gTempObject[0]->data.misc.ubBombOwner - 2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID ) )
{
if ( gTempObject[0]->data.misc.ubBombOwner - 2 == gpBoobyTrapSoldier->ubID )
{
// my own boobytrap!
return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 40 );
}
else
{
// our team's boobytrap!
return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 20 );
}
}
return SkillCheck( gpBoobyTrapSoldier, DISARM_TRAP_CHECK, 0 );
}
void ExtendedDisarmMessageBox(void)
{
CHAR16 buf[256];
INT16 disarmAP;
disarmAP = GetAPsToDisarmMine( gpBoobyTrapSoldier );
if( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) )
{
swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_DISARM ], disarmAP );
wcscpy( gzUserDefinedButton[0], buf );
swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_INSPECT ], disarmAP / 2 );
wcscpy( gzUserDefinedButton[1], buf );
swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_REMOVE_BLUEFLAG ], disarmAP /2 );
wcscpy( gzUserDefinedButton[2], buf );
swprintf( buf, L"%s %d", TacticalStr[ DISARM_DIALOG_BLOWUP ], disarmAP /4 );
wcscpy( gzUserDefinedButton[3], buf );
}
else
{
wcscpy( gzUserDefinedButton[0], TacticalStr[ DISARM_DIALOG_DISARM ] );
wcscpy( gzUserDefinedButton[1], TacticalStr[ DISARM_DIALOG_INSPECT ] );
wcscpy( gzUserDefinedButton[2], TacticalStr[ DISARM_DIALOG_REMOVE_BLUEFLAG ] );
wcscpy( gzUserDefinedButton[3], TacticalStr[ DISARM_DIALOG_BLOWUP ] );
}
DoMessageBox( MSG_BOX_BASIC_MEDIUM_BUTTONS, TacticalStr[ DISARM_BOOBYTRAP_PROMPT ], guiCurrentScreen, MSG_BOX_FLAG_GENERIC_FOUR_BUTTONS, ExtendedBoobyTrapMessageBoxCallBack, NULL, MSG_BOX_DEFAULT_BUTTON_1 );
}
void ExtendedBoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
{
INT32 iCheckResult;
BOOLEAN playerMine = FALSE;
INT16 disarmAP;
INT16 disarmBP;
BOOLEAN turnbased = FALSE;
disarmAP = GetAPsToDisarmMine( gpBoobyTrapSoldier );
disarmBP = APBPConstants[BP_DISARM_MINE];
if( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) )
turnbased = TRUE;
if(gpWorldLevelData[gsBoobyTrapGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT)
playerMine=TRUE;
if (ubExitValue == 1)
{
// this already checks AP in turnbased
BoobyTrapMessageBoxCallBack(MSG_BOX_RETURN_YES);
}
else if (ubExitValue == 2)
{
if( turnbased )
{
if(EnoughPoints(gpBoobyTrapSoldier, disarmAP / 2, disarmBP / 2 , TRUE))
DeductPoints(gpBoobyTrapSoldier, disarmAP /2, disarmBP /2, AFTERACTION_INTERRUPT);
else
return;
}
iCheckResult=CheckBombDisarmChance();
if(iCheckResult>60)
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_SAFE ] );
else if(iCheckResult>20)
ScreenMsg( FONT_MCOLOR_LTGRAY, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_MOSTLY_SAFE ] );
else if(iCheckResult>-20)
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_RISKY ] );
else if(iCheckResult>-40)
ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_DANGEROUS ] );
else
ScreenMsg( FONT_MCOLOR_DKRED, MSG_INTERFACE, TacticalStr[ INSPECT_RESULT_HIGH_DANGER ] );
}
else if (ubExitValue == 3)
{
if( turnbased )
{
if(EnoughPoints(gpBoobyTrapSoldier, disarmAP / 2 , disarmBP / 2 , TRUE))
DeductPoints(gpBoobyTrapSoldier, disarmAP / 2, disarmBP / 2, AFTERACTION_INTERRUPT);
else
return;
}
RemoveBlueFlag( gsBoobyTrapGridNo, gbBoobyTrapLevel );
if( playerMine )
gpWorldLevelData[gsBoobyTrapGridNo].uiFlags |= MAPELEMENT_PLAYER_MINE_PRESENT;
}
else if (ubExitValue == 4)
{
if( turnbased )
{
if(EnoughPoints(gpBoobyTrapSoldier, disarmAP / 4 , disarmBP / 4 , TRUE))
DeductPoints(gpBoobyTrapSoldier, disarmAP / 4, disarmBP / 4, AFTERACTION_INTERRUPT);
else
return;
}
if (gfDisarmingBuriedBomb)
{
SetOffBombsInGridNo( gpBoobyTrapSoldier->ubID, gsBoobyTrapGridNo, TRUE, gbBoobyTrapLevel );
}
else
{
SetOffBoobyTrap( gpBoobyTrapItemPool );
}
}
}
void HandleTakeNewBombFromInventory(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj)
{
if( !( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) ) &&
!pSoldier->inv[HANDPOS].exists() && gfShiftBombPlant )
{
pSoldier->TakeNewBombFromInventory(pObj->usItem);
}
}
// Flugente: interactive actions
void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier )
{
// we need a valid soldier and a valid object
if ( !pSoldier )
return;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return;
UINT16 structindex;
UINT16 possibleaction = InteractiveActionPossibleAtGridNo( sGridNo, pSoldier->pathing.bLevel, structindex );
UINT16 skill = pSoldier->GetInteractiveActionSkill( sGridNo, pSoldier->pathing.bLevel, possibleaction );
INT32 difficulty = gInteractiveStructure[structindex].difficulty;
INT32 luaactionid = gInteractiveStructure[structindex].luaactionid;
// play sounds
switch ( possibleaction )
{
case INTERACTIVE_STRUCTURE_HACKABLE:
PlayJA2SampleFromFile( "Sounds\\keyboard_typing.wav", RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
break;
case INTERACTIVE_STRUCTURE_READFILE:
PlayJA2SampleFromFile( "Sounds\\book_pageturn1.wav", RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
break;
default:
break;
}
if ( possibleaction == INTERACTIVE_STRUCTURE_HACKABLE )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[0], pSoldier->GetName( ) );
// hacking is a multiturn-action - we only start the action here, the result is handled elsewhere
pSoldier->StartMultiTurnAction( MTA_HACK, sGridNo );
}
// call lua with the action id - perhaps we might do something special here
else if ( luaactionid >= 0 )
{
LuaHandleInteractiveActionResult( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, sGridNo, pSoldier->pathing.bLevel, pSoldier->ubID, possibleaction, luaactionid, difficulty, skill );
}
else
{
DoInteractiveActionDefaultResult( sGridNo, pSoldier->ubID, (skill >= difficulty) );
}
}
// handle the default result of an interactive action
// This is called either if no lua action id is set, or by lua if this should happen as a supplement to whatever lua does
void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSuccess )
{
SOLDIERTYPE* pSoldier = NULL;
if ( ubID != NOBODY )
pSoldier = MercPtrs[ubID];
// we need a valid soldier and a valid object
if ( !pSoldier )
return;
// needs to be a valid location
if ( TileIsOutOfBounds( sGridNo ) )
return;
UINT16 structindex;
UINT16 possibleaction = InteractiveActionPossibleAtGridNo( sGridNo, pSoldier->pathing.bLevel, structindex );
switch ( possibleaction )
{
case INTERACTIVE_STRUCTURE_HACKABLE:
{
if ( aSuccess )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[1], pSoldier->GetName( ) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[2], pSoldier->GetName( ) );
}
}
break;
case INTERACTIVE_STRUCTURE_READFILE:
{
if ( aSuccess )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[3], pSoldier->GetName( ) );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[4], pSoldier->GetName( ) );
}
}
break;
case INTERACTIVE_STRUCTURE_WATERTAP:
{
if ( aSuccess )
{
DrinkFromWaterTap( pSoldier );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[5], pSoldier->GetName( ) );
}
}
break;
case INTERACTIVE_STRUCTURE_SODAMACHINE:
{
static UINT16 usSodaIndex = 1741;
// we still have to determine whether a soda item exists, and whether we can pay for it
if ( aSuccess )
{
aSuccess = FALSE;
// determine soda item, only if this exists can we proceed to sell one
if ( HasItemFlag( usSodaIndex, SODA ) || GetFirstItemWithFlag( &usSodaIndex, SODA ) )
{
if ( LaptopSaveInfo.iCurrentBalance >= Item[usSodaIndex].usPrice )
{
aSuccess = TRUE;
}
}
}
if ( aSuccess )
{
if ( CreateItem( usSodaIndex, 100, &gTempObject ) && AutoPlaceObjectAnywhere( pSoldier, &gTempObject, TRUE ) )
{
AddTransactionToPlayersBook( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin( ), Item[usSodaIndex].usPrice );
PlayJA2SampleFromFile( "Sounds\\soda_machine.wav", RATE_11025, SoundVolume( MIDVOLUME, pSoldier->sGridNo ), 1, SoundDir( pSoldier->sGridNo ) );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[6], pSoldier->GetName( ), Item[usSodaIndex].szItemName );
}
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szInteractiveActionText[7], pSoldier->GetName( ) );
}
}
break;
default:
break;
}
}