Files
source/Tactical/Rotting Corpses.cpp
T

3256 lines
92 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
//#include "soldier control.h"
#include "weapons.h"
#include "handle items.h"
#include "worlddef.h"
#include "worldman.h"
#include "rotting corpses.h"
#include "tile cache.h"
#include "isometric utils.h"
#include "animation control.h"
#include "utilities.h"
#include "game clock.h"
#include "soldier create.h"
#include "renderworld.h"
#include "soldier add.h"
#include "strategicmap.h"
#include "los.h"
#include "opplist.h"
#include "structure.h"
#include "message.h"
#include "Sound Control.h"
#include "pathai.h"
#include "Random.h"
#include "dialogue control.h"
#include "items.h"
#include "smell.h"
#include "World Items.h"
#include "explosion control.h"
#include "GameSettings.h"
#include "Interface Items.h"
#include "Soldier Profile.h"
#include "Soldier macros.h"
#include "Keys.h"
#include "Render Fun.h"
#include "strategic.h"
#include "qarray.h"
#include "Interface.h"
#include "Music Control.h"
#include "Campaign Types.h"
#include "text.h" // added by Flugente
#include "Vehicles.h" // added by silversurfer
#include "ai.h" // added by Flugente
#include "PreBattle Interface.h" // added by Flugente
#include "Strategic Town Loyalty.h" // added by Flugente
#endif
#include "Animation Control.h"
#include "GameInitOptionsScreen.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define CORPSE_WARNING_MAX 5
#define CORPSE_WARNING_DIST 5
#define CORPSE_INDEX_OFFSET 10000
// Flugente: these are ini values now
//#define DELAY_UNTIL_ROTTING ( 1 * NUM_SEC_IN_DAY )
//#define DELAY_UNTIL_ROTTING ( 1 * NUM_SEC_IN_DAY / 60 )
//#define DELAY_UNTIL_DONE_ROTTING ( 3 * NUM_SEC_IN_DAY / 60 )
#define MAX_NUM_CROWS 6
// From lighting
extern SGPPaletteEntry gpLightColors[3];
extern UINT16 gusShadeLevels[16][3];
void MakeCorpseVisible( SOLDIERTYPE *pSoldier, ROTTING_CORPSE *pCorpse );
// When adding a corpse, add struct data...
CHAR8 zCorpseFilenames[ NUM_CORPSES ][70] =
{
"",
"ANIMS\\CORPSES\\S_D_JFK.STI",
"ANIMS\\CORPSES\\S_D_BCK.STI",
"ANIMS\\CORPSES\\S_D_FWD.STI",
"ANIMS\\CORPSES\\S_D_DHD.STI",
"ANIMS\\CORPSES\\S_D_PRN.STI",
"ANIMS\\CORPSES\\S_D_WTR.STI",
"ANIMS\\CORPSES\\S_D_FALL.STI",
"ANIMS\\CORPSES\\S_D_FALLF.STI",
"ANIMS\\CORPSES\\M_D_JFK.STI",
"ANIMS\\CORPSES\\M_D_BCK.STI",
"ANIMS\\CORPSES\\M_D_FWD.STI",
"ANIMS\\CORPSES\\M_D_DHD.STI",
"ANIMS\\CORPSES\\M_D_PRN.STI",
"ANIMS\\CORPSES\\S_D_WTR.STI",
"ANIMS\\CORPSES\\M_D_FALL.STI",
"ANIMS\\CORPSES\\M_D_FALLF.STI",
"ANIMS\\CORPSES\\F_D_JFK.STI",
"ANIMS\\CORPSES\\F_D_BCK.STI",
"ANIMS\\CORPSES\\F_D_FWD.STI",
"ANIMS\\CORPSES\\F_D_DHD.STI",
"ANIMS\\CORPSES\\F_D_PRN.STI",
"ANIMS\\CORPSES\\S_D_WTR.STI",
"ANIMS\\CORPSES\\F_D_FALL.STI",
"ANIMS\\CORPSES\\F_D_FALLF.STI",
// Civs....
"ANIMS\\CORPSES\\M_DEAD1.STI",
"ANIMS\\CORPSES\\K_DEAD2.STI",
"ANIMS\\CORPSES\\H_DEAD2.STI",
"ANIMS\\CORPSES\\FT_DEAD1.STI",
"ANIMS\\CORPSES\\S_DEAD1.STI",
"ANIMS\\CORPSES\\W_DEAD1.STI",
"ANIMS\\CORPSES\\CP_DEAD1.STI",
"ANIMS\\CORPSES\\M_DEAD2.STI",
"ANIMS\\CORPSES\\K_DEAD1.STI",
"ANIMS\\CORPSES\\H_DEAD1.STI",
"ANIMS\\CORPSES\\FT_DEAD2.STI",
"ANIMS\\CORPSES\\S_DEAD2.STI",
"ANIMS\\CORPSES\\W_DEAD2.STI",
"ANIMS\\CORPSES\\CP_DEAD2.STI",
"ANIMS\\CORPSES\\CT_DEAD.STI",
"ANIMS\\CORPSES\\CW_DEAD1.STI",
"ANIMS\\CORPSES\\MN_DEAD2.STI",
"ANIMS\\CORPSES\\I_DEAD1.STI",
"ANIMS\\CORPSES\\L_DEAD1.STI",
"ANIMS\\CORPSES\\P_DECOMP2.STI",
"ANIMS\\CORPSES\\TK_WREK.STI",
"ANIMS\\CORPSES\\TK2_WREK.STI",
"ANIMS\\CORPSES\\HM_WREK.STI",
"ANIMS\\CORPSES\\IC_WREK.STI",
"ANIMS\\CORPSES\\QN_DEAD.STI",
"ANIMS\\CORPSES\\J_DEAD.STI",
"ANIMS\\CORPSES\\S_BURNT.STI",
"ANIMS\\CORPSES\\S_EXPLD.STI",
"ANIMS\\CORPSES\\CRYO_CORPSE.STI",
};
// When adding a corpse, add struct data...
CHAR8 zNoBloodCorpseFilenames[ NUM_CORPSES ][70] =
{
"",
"ANIMS\\CORPSES\\M_D_JFK_NB.STI",
"ANIMS\\CORPSES\\S_D_BCK_NB.STI",
"ANIMS\\CORPSES\\S_D_FWD_NB.STI",
"ANIMS\\CORPSES\\S_D_DHD_NB.STI",
"ANIMS\\CORPSES\\S_D_PRN_NB.STI",
"ANIMS\\CORPSES\\S_D_WTR.STI",
"ANIMS\\CORPSES\\S_D_FALL_NB.STI",
"ANIMS\\CORPSES\\S_D_FALLF_NB.STI",
"ANIMS\\CORPSES\\M_D_JFK_NB.STI",
"ANIMS\\CORPSES\\M_D_BCK_NB.STI",
"ANIMS\\CORPSES\\M_D_FWD_NB.STI",
"ANIMS\\CORPSES\\M_D_DHD_NB.STI",
"ANIMS\\CORPSES\\M_D_PRN_NB.STI",
"ANIMS\\CORPSES\\S_D_WTR.STI",
"ANIMS\\CORPSES\\M_D_FALL_NB.STI",
"ANIMS\\CORPSES\\M_D_FALLF_NB.STI",
"ANIMS\\CORPSES\\F_D_JFK_NB.STI",
"ANIMS\\CORPSES\\F_D_BCK_NB.STI",
"ANIMS\\CORPSES\\F_D_FWD_NB.STI",
"ANIMS\\CORPSES\\F_D_DHD_NB.STI",
"ANIMS\\CORPSES\\F_D_PRN_NB.STI",
"ANIMS\\CORPSES\\S_D_WTR.STI",
"ANIMS\\CORPSES\\F_D_FALL_NB.STI",
"ANIMS\\CORPSES\\F_D_FALLF_NB.STI",
// Civs....
"ANIMS\\CORPSES\\M_DEAD1_NB.STI",
"ANIMS\\CORPSES\\K_DEAD2_NB.STI",
"ANIMS\\CORPSES\\H_DEAD2_NB.STI",
"ANIMS\\CORPSES\\FT_DEAD1_NB.STI",
"ANIMS\\CORPSES\\S_DEAD1_NB.STI",
"ANIMS\\CORPSES\\W_DEAD1_NB.STI",
"ANIMS\\CORPSES\\CP_DEAD1_NB.STI",
"ANIMS\\CORPSES\\M_DEAD2_NB.STI",
"ANIMS\\CORPSES\\K_DEAD1_NB.STI",
"ANIMS\\CORPSES\\H_DEAD1_NB.STI",
"ANIMS\\CORPSES\\FT_DEAD2_NB.STI",
"ANIMS\\CORPSES\\S_DEAD2_NB.STI",
"ANIMS\\CORPSES\\W_DEAD2_NB.STI",
"ANIMS\\CORPSES\\CP_DEAD2_NB.STI",
"ANIMS\\CORPSES\\CT_DEAD.STI",
"ANIMS\\CORPSES\\CW_DEAD1.STI",
"ANIMS\\CORPSES\\MN_DEAD2.STI",
"ANIMS\\CORPSES\\I_DEAD1.STI",
"ANIMS\\CORPSES\\L_DEAD1.STI",
"ANIMS\\CORPSES\\P_DECOMP2.STI",
"ANIMS\\CORPSES\\TK_WREK.STI",
"ANIMS\\CORPSES\\TK2_WREK.STI",
"ANIMS\\CORPSES\\HM_WREK.STI",
"ANIMS\\CORPSES\\IC_WREK.STI",
"ANIMS\\CORPSES\\QN_DEAD.STI",
"ANIMS\\CORPSES\\J_DEAD.STI",
"ANIMS\\CORPSES\\S_BURNT.STI",
"ANIMS\\CORPSES\\S_EXPLD.STI",
"ANIMS\\CORPSES\\CRYO_CORPSE.STI",
};
UINT8 gb4DirectionsFrom8[8] =
{
// 7, // NORTH
0,
0, // NE
1, // E
0, // SE
2, // S
0, // SW,
3, // W,
0 // NW
};
UINT8 gb2DirectionsFrom8[8] =
{
0, // NORTH
7, // NE
7, // E
7, // SE
0, // S
7, // SW,
7, // W,
7 // NW
};
BOOLEAN gbCorpseValidForDecapitation[ NUM_CORPSES ] =
{
0,
0,
1,
1,
1,
1,
1,
1,
1,
0,
1,
1,
1,
1,
1,
1,
1,
0,
1,
1,
1,
1,
1,
1,
1,
// Civs....
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1,
1, // Bloodcat - changed to 1 to allow skinning (works like decapitating)
0,
0,
0,
0,
1,
0,
0,
0,
0,
0,
0,
0,
0,
};
INT8 gDecapitatedCorpse[ NUM_CORPSES ] =
{
0,
SMERC_JFK,
SMERC_JFK,
SMERC_JFK,
SMERC_JFK,
SMERC_JFK,
SMERC_JFK,
SMERC_JFK,
SMERC_JFK,
MMERC_JFK,
MMERC_JFK,
MMERC_JFK,
MMERC_JFK,
MMERC_JFK,
MMERC_JFK,
MMERC_JFK,
MMERC_JFK,
FMERC_JFK,
FMERC_JFK,
FMERC_JFK,
FMERC_JFK,
FMERC_JFK,
FMERC_JFK,
FMERC_JFK,
FMERC_JFK,
// Civs....
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
};
std::vector<ROTTING_CORPSE> gRottingCorpse (MAX_ROTTING_CORPSES);
INT32 giNumRottingCorpse = 0;
BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse );
BOOLEAN CreateCorpseShadedPalette( ROTTING_CORPSE *pCorpse, UINT32 uiBase, SGPPaletteEntry *pShadePal);
void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot );
void ReduceAttachmentsOnGunForNonPlayerChars(SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj);
INT32 GetFreeRottingCorpse(void)
{
for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount )
{
if(( gRottingCorpse[iCount].fActivated == FALSE ) )
return((INT32)iCount);
}
if(giNumRottingCorpse < MAX_ROTTING_CORPSES )
return((INT32)giNumRottingCorpse++);
return(-1);
}
void RecountRottingCorpses(void)
{
if ( giNumRottingCorpse > 0 )
{
for ( INT32 uiCount = giNumRottingCorpse - 1; (uiCount >= 0); --uiCount )
{
if( ( gRottingCorpse[uiCount].fActivated == FALSE ) )
{
giNumRottingCorpse=(UINT32)(uiCount+1);
break;
}
}
}
}
UINT16 GetCorpseStructIndex( ROTTING_CORPSE_DEFINITION *pCorpseDef, BOOLEAN fForImage )
{
INT8 bDirection;
switch( pCorpseDef->ubType )
{
case QUEEN_MONSTER_DEAD:
case BURNT_DEAD:
case EXPLODE_DEAD:
case CRYO_CORPSE:
bDirection = 0;
break;
case ICECREAM_DEAD:
case HUMMER_DEAD:
// OK , these have 2 directions....
bDirection = gb2DirectionsFrom8[ pCorpseDef->ubDirection ];
if ( fForImage )
{
bDirection = gOneCDirection[ bDirection ];
}
break;
case SMERC_FALL:
case SMERC_FALLF:
case MMERC_FALL:
case MMERC_FALLF:
case FMERC_FALL:
case FMERC_FALLF:
// OK , these have 4 directions....
bDirection = gb4DirectionsFrom8[ pCorpseDef->ubDirection ];
// if ( fForImage )
// {
// bDirection = gOneCDirection[ bDirection ];
// }
break;
default:
// Uses 8
bDirection = pCorpseDef->ubDirection;
if ( fForImage )
{
bDirection = gOneCDirection[ bDirection ];
}
break;
}
return( bDirection );
}
INT32 AddRottingCorpse( ROTTING_CORPSE_DEFINITION *pCorpseDef )
{
INT32 iIndex;
ROTTING_CORPSE *pCorpse;
ANITILE_PARAMS AniParams;
UINT8 ubLevelID;
STRUCTURE_FILE_REF *pStructureFileRef = NULL;
CHAR8 zFilename[150];
DB_STRUCTURE_REF *pDBStructureRef;
UINT8 ubLoop;
INT32 sTileGridNo;
DB_STRUCTURE_TILE **ppTile;
UINT16 usStructIndex;
UINT32 uiDirectionUseFlag;
if (TileIsOutOfBounds(pCorpseDef->sGridNo))
{
return( -1 );
}
if ( pCorpseDef->ubType == NO_CORPSE )
{
return( -1 );
}
if( ( iIndex = GetFreeRottingCorpse() )==(-1) )
return(-1);
pCorpse = &gRottingCorpse[ iIndex ];
// Copy elements in
memcpy( pCorpse, pCorpseDef, sizeof( ROTTING_CORPSE_DEFINITION ) );
uiDirectionUseFlag = ANITILE_USE_DIRECTION_FOR_START_FRAME;
// If we are a soecial type...
switch( pCorpseDef->ubType )
{
case SMERC_FALL:
case SMERC_FALLF:
case MMERC_FALL:
case MMERC_FALLF:
case FMERC_FALL:
case FMERC_FALLF:
uiDirectionUseFlag = ANITILE_USE_4DIRECTION_FOR_START_FRAME;
// Flugente: remember if there was still a head attached to the guy
case SMERC_JFK:
case MMERC_JFK:
case FMERC_JFK:
pCorpseDef->fHeadTaken = true;
}
if ( pCorpseDef->fHeadTaken )
pCorpse->def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN;
if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// OK, AS WE ADD, CHECK FOR TOD AND DECAY APPROPRIATELY
if ( ((GetWorldTotalMin( ) - pCorpse->def.uiTimeOfDeath) > gGameExternalOptions.usCorpseDelayUntilRotting) && (pCorpse->def.ubType < ROTTING_STAGE2) )
{
if ( pCorpse->def.ubType <= FMERC_FALLF )
{
// Rott!
pCorpse->def.ubType = ROTTING_STAGE2;
}
}
// If time of death is a few days, now, don't add at all!
if ( ((GetWorldTotalMin( ) - pCorpse->def.uiTimeOfDeath) > gGameExternalOptions.usCorpseDelayUntilDoneRotting) )
{
return( -1 );
}
}
// Check if on roof or not...
if ( pCorpse->def.bLevel == 0 )
{
//ubLevelID = ANI_OBJECT_LEVEL;
ubLevelID = ANI_STRUCT_LEVEL;
}
else
{
ubLevelID = ANI_ONROOF_LEVEL;
}
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = pCorpse->def.sGridNo;
AniParams.ubLevelID = ubLevelID;
AniParams.sDelay = (INT16)( 150 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_PAUSED | ANITILE_OPTIMIZEFORSLOWMOVING | ANITILE_ANIMATE_Z | ANITILE_ERASEITEMFROMSAVEBUFFFER | uiDirectionUseFlag;
// use the x,y coordinates provided in the definition when adding a corpse
if (pCorpse->def.usFlags |= ROTTING_CORPSE_USE_XY_PROVIDED)
{
AniParams.sX = pCorpse->def.dXPos;
AniParams.sY = pCorpse->def.dYPos;
}
else
{
AniParams.sX = CenterX(pCorpse->def.sGridNo);
AniParams.sY = CenterY(pCorpse->def.sGridNo);
}
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
AniParams.uiUserData3 = pCorpse->def.ubDirection;
if ( !gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] )
{
strcpy( AniParams.zCachedFile, zNoBloodCorpseFilenames[ pCorpse->def.ubType ] );
}
else
{
strcpy( AniParams.zCachedFile, zCorpseFilenames[ pCorpse->def.ubType ] );
}
pCorpse->pAniTile = CreateAnimationTile( &AniParams );
if ( pCorpse->pAniTile == NULL )
{
pCorpse->fActivated = FALSE;
return( -1 );
}
// Set flag and index values
pCorpse->pAniTile->pLevelNode->uiFlags |= ( LEVELNODE_ROTTINGCORPSE );
pCorpse->pAniTile->pLevelNode->ubShadeLevel = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubShadeLevel;
pCorpse->pAniTile->pLevelNode->ubSumLights = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubSumLights;
pCorpse->pAniTile->pLevelNode->ubMaxLights = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubMaxLights;
pCorpse->pAniTile->pLevelNode->ubNaturalShadeLevel = gpWorldLevelData[ pCorpse->def.sGridNo ].pLandHead->ubNaturalShadeLevel;
pCorpse->pAniTile->uiUserData = iIndex;
pCorpse->iID = iIndex;
// copy name of corpse definition...
memcpy( &(pCorpse->name), &(pCorpseDef->name), sizeof(CHAR16) * 10 );
pCorpse->name[9] = '\0';
pCorpse->fActivated = TRUE;
if ( Random( 100 ) > 50 )
{
pCorpse->fAttractCrowsOnlyWhenOnScreen = TRUE;
}
else
{
pCorpse->fAttractCrowsOnlyWhenOnScreen = FALSE;
}
pCorpse->iCachedTileID = pCorpse->pAniTile->sCachedTileID;
if ( pCorpse->iCachedTileID == -1 )
{
DeleteAniTile( pCorpse->pAniTile );
pCorpse->fActivated = FALSE;
return( -1 );
}
// Get palette and create palettes and do substitutions
if ( !CreateCorpsePalette( pCorpse ) )
{
DeleteAniTile( pCorpse->pAniTile );
pCorpse->fActivated = FALSE;
return( -1 );
}
SetRenderFlags(RENDER_FLAG_FULL);
if ( pCorpse->def.usFlags & ROTTING_CORPSE_VEHICLE )
{
pCorpse->pAniTile->uiFlags |= ( ANITILE_FORWARD | ANITILE_LOOPING );
// Turn off pause...
pCorpse->pAniTile->uiFlags &= (~ANITILE_PAUSED);
}
InvalidateWorldRedundency( );
// OK, loop through gridnos for corpse and remove blood.....
// Get root filename... this removes path and extension
// USed to find struct data fo rthis corpse...
GetRootName( zFilename, AniParams.zCachedFile );
// Add structure data.....
CheckForAndAddTileCacheStructInfo( pCorpse->pAniTile->pLevelNode, pCorpse->def.sGridNo, ( UINT16 ) ( pCorpse->iCachedTileID ), GetCorpseStructIndex( pCorpseDef, TRUE ) );
pStructureFileRef = GetCachedTileStructureRefFromFilename( zFilename );
if ( pStructureFileRef != NULL )
{
usStructIndex = GetCorpseStructIndex( pCorpseDef, TRUE );
pDBStructureRef = &(pStructureFileRef->pDBStructureRef[ usStructIndex ] );
for (ubLoop = 0; ubLoop < pDBStructureRef->pDBStructure->ubNumberOfTiles; ubLoop++)
{
ppTile = pDBStructureRef->ppTile;
#if 0//dnl ch83 080114
sTileGridNo = pCorpseDef->sGridNo + ppTile[ ubLoop ]->sPosRelToBase;
#else
sTileGridNo = AddPosRelToBase(pCorpseDef->sGridNo, ppTile[ubLoop]);
#endif
//Remove blood
RemoveBlood( sTileGridNo, pCorpseDef->bLevel );
}
}
// Flugente: update number of corpses in this sector
if ( !gbWorldSectorZ )
{
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )] );
if ( pSectorInfo )
pSectorInfo->usNumCorpses = giNumRottingCorpse;
}
// OK, we're done!
return( iIndex );
}
void FreeCorpsePalettes( ROTTING_CORPSE *pCorpse )
{
// Free palettes
MemFree( pCorpse->p8BPPPalette );
MemFree( pCorpse->p16BPPPalette );
for ( INT32 cnt = 0; cnt < NUM_CORPSE_SHADES; ++cnt )
{
if ( pCorpse->pShades[ cnt ] != NULL )
{
MemFree( pCorpse->pShades[ cnt ] );
pCorpse->pShades[ cnt ] = NULL;
}
}
}
void RemoveCorpses( )
{
for ( INT32 iCount = 0; iCount < giNumRottingCorpse; ++iCount )
{
if( ( gRottingCorpse[iCount].fActivated ) )
{
RemoveCorpse( iCount );
}
}
giNumRottingCorpse = 0;
}
void RemoveCorpse( INT32 iCorpseID )
{
// Remove!
gRottingCorpse[ iCorpseID ].fActivated = FALSE;
DeleteAniTile( gRottingCorpse[ iCorpseID ].pAniTile );
FreeCorpsePalettes( &( gRottingCorpse[ iCorpseID ] ) );
}
BOOLEAN CreateCorpsePalette( ROTTING_CORPSE *pCorpse )
{
CHAR8 zColFilename[ 100 ];
INT8 bBodyTypePalette;
SGPPaletteEntry Temp8BPPPalette[ 256 ];
pCorpse->p8BPPPalette = (SGPPaletteEntry *) MemAlloc( sizeof( SGPPaletteEntry ) * 256 );
CHECKF( pCorpse->p8BPPPalette != NULL );
bBodyTypePalette = GetBodyTypePaletteSubstitutionCode( NULL, pCorpse->def.ubBodyType, zColFilename );
// If this corpse has cammo,
if ( pCorpse->def.ubType == ROTTING_STAGE2 )
{
bBodyTypePalette = 0;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\camo.COL" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\urban.col" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\desert.col" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE )
{
strcpy( zColFilename, "ANIMS\\snow.col" );
bBodyTypePalette = 1;
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_STEALTH_PALETTE )
{
strcpy( zColFilename, "ANIMS\\stealth.col" );
bBodyTypePalette = 1;
}
if ( bBodyTypePalette == -1 )
{
// Use palette from HVOBJECT, then use substitution for pants, etc
memcpy( pCorpse->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 );
// Substitute based on head, etc
SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.HeadPal );
SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.VestPal );
SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.PantsPal );
SetPaletteReplacement( pCorpse->p8BPPPalette, pCorpse->def.SkinPal );
}
else if ( bBodyTypePalette == 0 )
{
// Use palette from hvobject
memcpy( pCorpse->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 );
}
else
{
// Use col file
if ( CreateSGPPaletteFromCOLFile( Temp8BPPPalette, zColFilename ) )
{
// Copy into palette
memcpy( pCorpse->p8BPPPalette, Temp8BPPPalette, sizeof( pCorpse->p8BPPPalette ) * 256 );
}
else
{
// Use palette from hvobject
memcpy( pCorpse->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 );
}
}
// -- BUILD 16BPP Palette from this
pCorpse->p16BPPPalette = Create16BPPPalette( pCorpse->p8BPPPalette );
CreateCorpsePaletteTables( pCorpse );
return( TRUE );
}
BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLEAN fCheckForLOS )
{
if (TileIsOutOfBounds(pSoldier->sGridNo))
{
return( FALSE );
}
ROTTING_CORPSE_DEFINITION Corpse;
UINT8 ubType;
UINT32 cnt;
UINT16 usItemFlags = 0; //WORLD_ITEM_DONTRENDER;
INT32 iCorpseID;
INT8 bVisible = -1;
OBJECTTYPE *pObj;
UINT8 ubNumGoo;
INT32 sNewGridNo;
// ATE: Change to fix crash when item in hand
if ( gpItemPointer != NULL && gpItemPointerSoldier == pSoldier )
{
CancelItemPointer( );
}
// Setup some values!
memset( &Corpse, 0, sizeof( Corpse ) );
Corpse.ubBodyType = pSoldier->ubBodyType;
Corpse.sGridNo = pSoldier->sGridNo;
Corpse.dXPos = pSoldier->dXPos;
Corpse.dYPos = pSoldier->dYPos;
Corpse.bLevel = pSoldier->pathing.bLevel;
Corpse.ubProfile = pSoldier->ubProfile;
///ddd{ for the enemy to be able to detect corpses
if ( pSoldier->bTeam != gbPlayerNum )
Corpse.ubAIWarningValue = 1;
//def.ubAIWarningValue = 1; //not used value!
///ddd}
if ( Corpse.bLevel > 0 )
{
Corpse.sHeightAdjustment = (INT16)( pSoldier->sHeightAdjustment - WALL_HEIGHT );
}
SET_PALETTEREP_ID ( Corpse.HeadPal, pSoldier->HeadPal );
SET_PALETTEREP_ID ( Corpse.VestPal, pSoldier->VestPal );
SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
int urban = pSoldier->urbanCamo + pSoldier->wornUrbanCamo;
int jungle = pSoldier->bCamo + pSoldier->wornCamo;
int desert = pSoldier->desertCamo + pSoldier->wornDesertCamo;
int snow = pSoldier->snowCamo + pSoldier->wornSnowCamo;
int total = urban + jungle + desert + snow;
if ( GetWornStealth(pSoldier) >= 50 )
{
Corpse.usFlags |= ROTTING_CORPSE_USE_STEALTH_PALETTE;
}
else if ( total >= 50 )
{
// display camo depending on which is higher
if ( jungle >= urban && jungle >= desert && jungle >= snow )
Corpse.usFlags |= ROTTING_CORPSE_USE_CAMO_PALETTE;
else if ( urban >= jungle && urban >= desert && urban >= snow )
Corpse.usFlags |= ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE;
else if ( desert >= urban && desert >= jungle && desert >= snow )
Corpse.usFlags |= ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE;
else if ( snow >= urban && snow >= desert && snow >= jungle )
Corpse.usFlags |= ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE;
}
// Flugente Zombies: Determine if a zombie can rise from this corpse
switch ( gGameExternalOptions.sZombieRiseBehaviour )
{
case 3:
// a zombie might rise again
if ( pSoldier->IsZombie() && Random( 2 ) > 0 )
Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
break;
case 2:
// death tosses a coin...
if ( Random( 2 ) > 0 )
Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
break;
case 1:
// no flag, the dead shall rise for eternity!
break;
case 0:
default:
// a killed zombie won't rise again
if ( pSoldier->IsZombie() )
Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
break;
}
// if zombie and headshots are required, forbid rising if killed by headshot
if ( pSoldier->IsZombie() && gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && (pSoldier->usSoldierFlagMask & SOLDIER_HEADSHOT) )
Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
// Flugente: copy name of soldier...
memcpy( &(Corpse.name), &(pSoldier->name), sizeof(CHAR16) * 10 );
Corpse.name[9] = '\0';
// if this soldier's uniform was damaged (gunfire, blade attacks, explosions) then don't allow to take the uniform. We can't stay hidden if we're covered in blood :-)
if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_VEST )
Corpse.usFlags |= ROTTING_CORPSE_NO_VEST;
if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_PANTS )
Corpse.usFlags |= ROTTING_CORPSE_NO_PANTS;
// Determine corpse type!
ubType = (UINT8)gubAnimSurfaceCorpseID[ pSoldier->ubBodyType][ pSoldier->usAnimState ];
Corpse.ubDirection = pSoldier->ubDirection;
// If we are a vehicle.... only use 1 direction....
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{
Corpse.usFlags |= ROTTING_CORPSE_VEHICLE;
if ( pSoldier->ubBodyType != ICECREAMTRUCK && pSoldier->ubBodyType != HUMVEE )
{
Corpse.ubDirection = NORTHWEST;
}
else
{
Corpse.ubDirection = gb2DirectionsFrom8[ Corpse.ubDirection ];
}
}
if ( ubType == QUEEN_MONSTER_DEAD || ubType == BURNT_DEAD || ubType == EXPLODE_DEAD || ubType == CRYO_CORPSE )
{
Corpse.ubDirection = NORTHWEST;
}
// ATE: If bDirection, get opposite
// if ( ubType == SMERC_FALLF || ubType == MMERC_FALLF || ubType == FMERC_FALLF )
//{
// Corpse.bDirection = gOppositeDirection[ Corpse.bDirection ];
// }
// Set time of death
Corpse.uiTimeOfDeath = GetWorldTotalMin( );
// If corpse is not valid. make items visible
if ( ubType == NO_CORPSE && pSoldier->bTeam != gbPlayerNum )
{
usItemFlags &= (~WORLD_ITEM_DONTRENDER );
}
// ATE: If the queen is killed, she should
// make items visible because it ruins end sequence....
if ( pSoldier->ubProfile == QUEEN || pSoldier->bTeam == gbPlayerNum )
{
bVisible = 1;
}
// Not for a robot...
if ( AM_A_ROBOT( pSoldier ) )
{
}
else if ( ubType == QUEEN_MONSTER_DEAD )
{
gTacticalStatus.fLockItemLocators = FALSE;
UINT8 DiffLevel;
if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY )
DiffLevel = 1;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM )
DiffLevel = 2;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD )
DiffLevel = 3;
else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
DiffLevel = 4;
else
DiffLevel = 1;
ubNumGoo = 6 - ( DiffLevel - DIF_LEVEL_EASY );
//ubNumGoo = 6 - ( gGameOptions.ubDifficultyLevel - DIF_LEVEL_EASY );
sNewGridNo = pSoldier->sGridNo + ( WORLD_COLS * 2 );
for ( cnt = 0; cnt < ubNumGoo; ++cnt )
{
CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &gTempObject );
AddItemToPool( sNewGridNo, &gTempObject, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 );
}
}
else
{
// OK, Place what objects this guy was carrying on the ground!
UINT32 invsize = pSoldier->inv.size();
for ( cnt = 0; cnt < invsize; ++cnt )
{
pObj = &( pSoldier->inv[ cnt ] );
if ( pObj->exists() == true )
{
// Check if it's supposed to be dropped
// silversurfer: new option to drop items from CIV_TEAM regardless of "OBJECT_UNDROPPABLE" flag
// the same applies for enemy soldiers if mild drop all has been enabled
if ( !( (*pObj).fFlags & OBJECT_UNDROPPABLE ) || pSoldier->bTeam == gbPlayerNum
|| ( gGameExternalOptions.fCiviliansDropAll && pSoldier->bTeam == CIV_TEAM && !IsVehicle(pSoldier) )
|| ( gGameExternalOptions.fEnemiesDropAllItems == 2 && pSoldier->bTeam == ENEMY_TEAM ) )
{
// and make sure that it really is a droppable item type
// if ( !(Item[ pObj->usItem ].fFlags & ITEM_DEFAULT_UNDROPPABLE) )
if ( !(Item[ pObj->usItem ].defaultundroppable ) )
{
ReduceAmmoDroppedByNonPlayerSoldiers( pSoldier, cnt );
//if this soldier was an enemy
// Kaiden: Added from UB's reveal all items after combat feature!
// HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met.
if( pSoldier->bTeam == ENEMY_TEAM ||
( gGameExternalOptions.ubMilitiaDropEquipment == 2 && pSoldier->bTeam == MILITIA_TEAM ) ||
( gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && Menptr[ pSoldier->ubAttackerID ].bTeam != OUR_TEAM ))
{
//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
if ( Item[pObj->usItem].damageable && Item[pObj->usItem].usItemClass != IC_THROWING_KNIFE ) // Madd: drop crappier items from enemies on higher difficulty levels - note the quick fix for throwing knives
{
// silversurfer: externalized this
//(*pObj)[0]->data.objectStatus -= (gGameOptions.ubDifficultyLevel - 1) * Random(20);
// if mild drop all is enabled and the item was usually not allowed to drop we will reduce its status considerably
if ( gGameExternalOptions.fEnemiesDropAllItems == 2 && pSoldier->bTeam == ENEMY_TEAM && (*pObj).fFlags & OBJECT_UNDROPPABLE )
{
(*pObj)[0]->data.objectStatus -= 60 + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier );
(*pObj)[0]->data.objectStatus = min(max((*pObj)[0]->data.objectStatus,1),100); // never below 1% or above 100%
}
else
{
(*pObj)[0]->data.objectStatus -= Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier );
(*pObj)[0]->data.objectStatus = min(max((*pObj)[0]->data.objectStatus,1),100); // never below 1% or above 100%
}
(*pObj)[0]->data.sRepairThreshold = max(1, min(100, ((*pObj)[0]->data.objectStatus + 200)/3 ));
}
}
if(UsingNewAttachmentSystem()==true)
{
ReduceAttachmentsOnGunForNonPlayerChars(pSoldier, pObj);
}
// HEADROCK HAM B2.8: Militia will drop items only if allowed.
if (!(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pSoldier->bTeam == MILITIA_TEAM ) &&
!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pSoldier->bTeam == MILITIA_TEAM && Menptr[ pSoldier->ubAttackerID ].bTeam == OUR_TEAM ))
{
AddItemToPool( pSoldier->sGridNo, pObj, bVisible , pSoldier->pathing.bLevel, usItemFlags, -1 );
}
}
}
}
}
DropKeysInKeyRing( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, bVisible, FALSE, 0, FALSE );
// Flugente: even if we forbid militia from dropping their equipment, they will still drop what they took via sector inventory (this functions only drops what they took)
pSoldier->DropSectorEquipment();
}
// Make team look for items
AllSoldiersLookforItems( TRUE );
//Madd: set warning value to signal other enemies
if( pSoldier->bTeam == ENEMY_TEAM )
Corpse.ubAIWarningValue = 20;
// This should free up ABC for death codes
if ( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_ATTACK )
{
DebugAttackBusy( "%%%%%%%%% Freeing up attacker because soldier became a corpse.\n");
ReduceAttackBusyCount( );
}
//if we are to call TacticalRemoveSoldier after adding the corpse
if( fRemoveMerc )
{
// If not a player, you can completely remove soldiertype
// otherwise, just remove their graphic
if ( pSoldier->bTeam != gbPlayerNum )
{
// Remove merc!
// ATE: Remove merc slot first - will disappear if no corpse data found!
TacticalRemoveSoldier( pSoldier->ubID );
}
else
{
pSoldier->RemoveSoldierFromGridNo( );
}
}
if ( ubType == NO_CORPSE )
{
return( TRUE );
}
// Set type
Corpse.ubType = ubType;
// Add corpse!
iCorpseID = AddRottingCorpse( &Corpse );
// If this is our guy......make visible...
//if ( pSoldier->bTeam == gbPlayerNum )
if ( iCorpseID != -1 )
{
MakeCorpseVisible( pSoldier, &( gRottingCorpse[ iCorpseID ] ) );
}
return( TRUE );
}
INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier )
{
INT32 uiRange, uiLowestRange = 999999;
INT32 sLowestGridNo = NOWHERE;
ROTTING_CORPSE *pCorpse;
// OK, loop through our current listing of bodies
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( pCorpse->fActivated )
{
// Check rotting state
if ( pCorpse->def.ubType == ROTTING_STAGE2 )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( pSoldier->sGridNo, pCorpse->def.sGridNo );
if ( uiRange < uiLowestRange )
{
sLowestGridNo = pCorpse->def.sGridNo;
uiLowestRange = uiRange;
}
}
}
}
return( sLowestGridNo );
}
void AddCrowToCorpse( ROTTING_CORPSE *pCorpse )
{
SOLDIERCREATE_STRUCT MercCreateStruct;
INT8 ubBodyType = CROW;
UINT8 iNewIndex;
INT32 sGridNo;
UINT8 ubDirection;
SOLDIERTYPE *pSoldier;
//DBrot: More Rooms
//UINT8 ubRoomNum;
UINT16 usRoomNum;
// No crows inside :(
if ( InARoom( pCorpse->def.sGridNo, &usRoomNum ) )
{
return;
}
// Put him flying over corpse pisition
MercCreateStruct.ubProfile = NO_PROFILE;
MercCreateStruct.sSectorX = gWorldSectorX;
MercCreateStruct.sSectorY = gWorldSectorY;
MercCreateStruct.bSectorZ = gbWorldSectorZ;
MercCreateStruct.ubBodyType = ubBodyType;
MercCreateStruct.ubDirection = SOUTH;
MercCreateStruct.bTeam = CIV_TEAM;
MercCreateStruct.sInsertionGridNo = pCorpse->def.sGridNo;
RandomizeNewSoldierStats( &MercCreateStruct );
if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) != NULL )
{
pSoldier = MercPtrs[ iNewIndex ];
sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pCorpse->def.sGridNo, 2, &ubDirection );
if (!TileIsOutOfBounds(sGridNo))
{
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
pSoldier->usStrategicInsertionData = sGridNo;
pSoldier->sInsertionGridNo = sGridNo;
pSoldier->sDesiredHeight = 0;
// Add to sector
AddSoldierToSector( iNewIndex );
// Change to fly animation
//sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pCorpse->def.sGridNo, 5, &ubDirection );
//pSoldier->usUIMovementMode = CROW_FLY;
//pSoldier->EVENT_GetNewSoldierPath( sGridNo, pSoldier->usUIMovementMode );
// Setup action data to point back to corpse....
pSoldier->aiData.uiPendingActionData1 = pCorpse->iID;
pSoldier->aiData.sPendingActionData2 = pCorpse->def.sGridNo;
pCorpse->def.bNumServicingCrows++;
}
}
}
void HandleCrowLeave( SOLDIERTYPE *pSoldier )
{
// Check if this crow is still referencing the same corpse...
ROTTING_CORPSE* pCorpse = &(gRottingCorpse[pSoldier->aiData.uiPendingActionData1]);
// Double check grindo...
if ( pCorpse && pSoldier->aiData.sPendingActionData2 == pCorpse->def.sGridNo )
{
// We have a match
// Adjust crow servicing count...
pCorpse->def.bNumServicingCrows--;
if ( pCorpse->def.bNumServicingCrows < 0 )
{
pCorpse->def.bNumServicingCrows = 0;
}
}
}
void HandleCrowFlyAway( SOLDIERTYPE *pSoldier )
{
UINT8 ubDirection;
INT32 sGridNo;
// Set desired height
pSoldier->sDesiredHeight = 100;
// Change to fly animation
sGridNo = FindRandomGridNoFromSweetSpot( pSoldier, pSoldier->sGridNo, 5, &ubDirection );
pSoldier->usUIMovementMode = CROW_FLY;
SendGetNewSoldierPathEvent( pSoldier, sGridNo, pSoldier->usUIMovementMode );
}
void HandleRottingCorpses( )
{
ROTTING_CORPSE *pCorpse;
INT8 bNumCrows = 0;
UINT32 uiChosenCorpseID;
// Don't allow crows here if flags not set
if ( !gTacticalStatus.fGoodToAllowCrows )
{
return;
}
if ( gbWorldSectorZ > 0 )
{
return;
}
// ATE: If it's too late, don't!
if( NightTime() )
{
return;
}
// ATE: Check for multiple crows.....
// Couint how many we have now...
{
UINT16 bLoop;
SOLDIERTYPE * pSoldier;
for ( bLoop=gTacticalStatus.Team[ CIV_TEAM ].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; bLoop++, pSoldier++)
{
if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE) && !( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) )
{
if ( pSoldier->ubBodyType == CROW )
{
++bNumCrows;
}
}
}
}
// Once population gets down to 0, we can add more again....
if ( bNumCrows == 0 )
{
gTacticalStatus.fDontAddNewCrows = FALSE;
}
if ( gTacticalStatus.fDontAddNewCrows )
{
return;
}
if ( bNumCrows >= gTacticalStatus.ubNumCrowsPossible )
{
gTacticalStatus.fDontAddNewCrows = TRUE;
return;
}
if ( gTacticalStatus.Team[ CREATURE_TEAM ].bTeamActive )
{
// don't add any crows while there are predators around
return;
}
// Pick one to attact a crow...
{
uiChosenCorpseID = Random( giNumRottingCorpse );
pCorpse = &(gRottingCorpse[ uiChosenCorpseID ] );
if ( pCorpse->fActivated )
{
if ( !( pCorpse->def.usFlags & ROTTING_CORPSE_VEHICLE ) )
{
if ( pCorpse->def.ubType == ROTTING_STAGE2 )
{
if ( GridNoOnScreen( pCorpse->def.sGridNo ) )
{
return;
}
AddCrowToCorpse( pCorpse );
AddCrowToCorpse( pCorpse );
}
}
}
}
}
void MakeCorpseVisible( SOLDIERTYPE *pSoldier, ROTTING_CORPSE *pCorpse )
{
pCorpse->def.bVisible = 1;
SetRenderFlags( RENDER_FLAG_FULL );
}
void AllMercsOnTeamLookForCorpse( ROTTING_CORPSE *pCorpse, INT8 bTeam )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
INT32 sGridNo;
// If this cump is already visible, return
if ( pCorpse->def.bVisible == 1 )
{
return;
}
if ( !pCorpse->fActivated )
{
return;
}
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ bTeam ].bFirstID;
sGridNo = pCorpse->def.sGridNo;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++,pSoldier++ )
{
// ATE: Ok, lets check for some basic things here!
if ( pSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pSoldier->sGridNo) && pSoldier->bActive && pSoldier->bInSector )
{
// and we can trace a line of sight to his x,y coordinates?
// (taking into account we are definitely aware of this guy now)
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
MakeCorpseVisible( pSoldier, pCorpse );
return;
}
}
}
}
void MercLooksForCorpses( SOLDIERTYPE *pSoldier )
{
// Should we say disgust quote?
if ( ( pSoldier->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_ROTTINGCORPSE ) )
{
return;
}
if ( pSoldier->ubProfile == NO_PROFILE )
{
return;
}
if ( AM_AN_EPC( pSoldier ) )
{
return;
}
if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpHeadShotOnly == 1 )
{
return;
}
// Every so often... do a corpse quote...
if ( Random( 400 ) <= 2 )
{
INT32 sGridNo;
ROTTING_CORPSE* pCorpse;
// Loop through all corpses....
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( !pCorpse->fActivated )
{
continue;
}
// Has this corpse rotted enough?
if ( pCorpse->def.ubType == ROTTING_STAGE2 )
{
sGridNo = pCorpse->def.sGridNo;
// and we can trace a line of sight to his x,y coordinates?
// (taking into account we are definitely aware of this guy now)
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT );
pSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_ROTTINGCORPSE;
BeginMultiPurposeLocator( sGridNo, pCorpse->def.bLevel, FALSE );
// Slide to...
SlideToLocation( 0, sGridNo );
return;
}
}
}
}
}
void RebuildAllCorpseShadeTables( )
{
// Flugente 2015-08-19: atm this function is pointless, as nothing is ever done here... so I'm putting a stop to it
return;
ROTTING_CORPSE* pCorpse;
// Loop through all corpses....
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; cnt++ )
{
pCorpse = &(gRottingCorpse[ cnt ] );
// If this cump is already visible, continue
if ( pCorpse->def.bVisible == 1 )
{
continue;
}
if ( !pCorpse->fActivated )
{
continue;
}
// Rebuild shades....
}
}
UINT16 CreateCorpsePaletteTables( ROTTING_CORPSE *pCorpse )
{
SGPPaletteEntry LightPal[256];
// create the basic shade table
for ( UINT32 uiCount = 0; uiCount < 256; ++uiCount )
{
// combine the rgb of the light color with the object's palette
LightPal[uiCount].peRed=(UINT8)(__min((UINT16)pCorpse->p8BPPPalette[uiCount].peRed+(UINT16)gpLightColors[0].peRed, 255));
LightPal[uiCount].peGreen=(UINT8)(__min((UINT16)pCorpse->p8BPPPalette[uiCount].peGreen+(UINT16)gpLightColors[0].peGreen, 255));
LightPal[uiCount].peBlue=(UINT8)(__min((UINT16)pCorpse->p8BPPPalette[uiCount].peBlue+(UINT16)gpLightColors[0].peBlue, 255));
}
// build the shade tables
CreateCorpseShadedPalette( pCorpse, 0, LightPal );
// build neutral palette as well!
// Set current shade table to neutral color
return(TRUE);
}
BOOLEAN CreateCorpseShadedPalette( ROTTING_CORPSE *pCorpse, UINT32 uiBase, SGPPaletteEntry *pShadePal )
{
pCorpse->pShades[uiBase] = Create16BPPPaletteShaded( pShadePal, gusShadeLevels[0][0], gusShadeLevels[0][1], gusShadeLevels[0][2], TRUE);
for ( UINT32 uiCount = 1; uiCount < 16; ++uiCount )
{
pCorpse->pShades[uiBase+uiCount]=Create16BPPPaletteShaded( pShadePal, gusShadeLevels[uiCount][0], gusShadeLevels[uiCount][1], gusShadeLevels[uiCount][2], FALSE);
}
return(TRUE);
}
ROTTING_CORPSE *FindCorpseBasedOnStructure( INT32 sGridNo, INT8 asLevel, STRUCTURE *pStructure )
{
LEVELNODE *pLevelNode;
ROTTING_CORPSE *pCorpse = NULL;
// Flugente: if the corpse is on a roof, search there
if ( asLevel )
pLevelNode = gpWorldLevelData[sGridNo].pOnRoofHead;
else
pLevelNode = gpWorldLevelData[ sGridNo ].pStructHead;
while( pLevelNode != NULL )
{
if (pLevelNode->pStructureData == pStructure )
{
break;
}
pLevelNode = pLevelNode->pNext;
}
if ( pLevelNode != NULL )
{
// Get our corpse....
pCorpse = &( gRottingCorpse[ pLevelNode->pAniTile->uiUserData ] );
}
return( pCorpse );
}
void CorpseHit( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
{
#if 0
STRUCTURE *pStructure, *pBaseStructure;
ROTTING_CORPSE *pCorpse = NULL;
INT32 sBaseGridNo;
pStructure = FindStructureByID( sGridNo, usStructureID );
// Get base....
pBaseStructure = FindBaseStructure( pStructure );
// Find base gridno...
sBaseGridNo = pBaseStructure->sGridNo;
// Get corpse ID.....
pCorpse = FindCorpseBasedOnStructure( sBaseGridNo, asLevel, pBaseStructure );
if ( pCorpse == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Bullet hit corpse but corpse cannot be found at: %d", sBaseGridNo );
#endif
return;
}
// Twitch the bugger...
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Corpse hit" );
#endif
if ( GridNoOnScreen( sBaseGridNo ) )
{
// Twitch....
// Set frame...
SetAniTileFrame( pCorpse->pAniTile, 1 );
// Go reverse...
pCorpse->pAniTile->uiFlags |= ( ANITILE_BACKWARD | ANITILE_PAUSE_AFTER_LOOP );
// Turn off pause...
pCorpse->pAniTile->uiFlags &= (~ANITILE_PAUSED);
}
// PLay a sound....
PlayJA2Sample( (UINT32)( BULLET_IMPACT_2 ), RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
#endif
}
void VaporizeCorpse( INT32 sGridNo, INT8 asLevel, UINT16 usStructureID )
{
STRUCTURE *pStructure, *pBaseStructure;
ROTTING_CORPSE *pCorpse = NULL;
INT32 sBaseGridNo;
ANITILE_PARAMS AniParams;
pStructure = FindStructureByID( sGridNo, usStructureID );
// Get base....
pBaseStructure = FindBaseStructure( pStructure );
// Find base gridno...
sBaseGridNo = pBaseStructure->sGridNo;
// Get corpse ID.....
pCorpse = FindCorpseBasedOnStructure( sBaseGridNo, asLevel, pBaseStructure );
if ( pCorpse == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Vaporize corpse but corpse cannot be found at: %d", sBaseGridNo );
#endif
return;
}
if ( pCorpse->def.usFlags & ROTTING_CORPSE_VEHICLE )
{
return;
}
if ( GridNoOnScreen( sBaseGridNo ) )
{
// Add explosion
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sBaseGridNo;
// Check if on roof or not...
if ( pCorpse->def.bLevel == 0 )
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
else
AniParams.ubLevelID = ANI_ONROOF_LEVEL;
AniParams.sDelay = (INT16)( 80 );
AniParams.sStartFrame = 0;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD;
AniParams.sX = CenterX( sBaseGridNo );
AniParams.sY = CenterY( sBaseGridNo );
AniParams.sZ = (INT16)pCorpse->def.sHeightAdjustment;
strcpy( AniParams.zCachedFile, "TILECACHE\\GEN_BLOW.STI" );
CreateAnimationTile( &AniParams );
// Remove....
RemoveCorpse( pCorpse->iID );
SetRenderFlags( RENDER_FLAG_FULL );
// add disease
if ( !gbWorldSectorZ )
{
SECTORINFO *pSectorInfo = &( SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )] );
if ( pSectorInfo )
pSectorInfo->fDiseasePoints = min( DISEASE_MAX_SECTOR, pSectorInfo->fDiseasePoints + DISEASE_PER_ROTTINGCORPSE );
// the population doesn't like it when we blow chunks of people all over the place
INT8 bTownId = GetTownIdForSector( gWorldSectorX, gWorldSectorY );
// if NOT in a town
if ( bTownId != BLANK_SECTOR )
{
UINT32 uiLoyaltyChange = LOYALTY_PENALTY_ROTTED_CORPSE;
DecrementTownLoyalty( bTownId, uiLoyaltyChange );
}
}
if ( pCorpse->def.bLevel == 0 )
{
// Set some blood......
SpreadEffect( sBaseGridNo, (UINT8)((2)), 0, NOBODY, BLOOD_SPREAD_EFFECT, asLevel, -1 );
}
}
// PLay a sound....
PlayJA2Sample( (UINT32)( BODY_EXPLODE_1 ), RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
INT32 FindNearestAvailableGridNoForCorpse( ROTTING_CORPSE_DEFINITION *pDef, INT8 ubRadius )
{
INT32 sSweetGridNo;
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, cnt3;
INT32 sGridNo;
INT32 uiRange, uiLowestRange = 999999;
INT32 sLowestGridNo=0;
INT32 leftmost;
BOOLEAN fFound = FALSE;
SOLDIERTYPE soldier;
INT16 ubSaveNPCAPBudget;
UINT8 ubSaveNPCDistLimit;
STRUCTURE_FILE_REF * pStructureFileRef = NULL;
CHAR8 zFilename[150];
UINT8 ubBestDirection=0;
BOOLEAN fSetDirection = FALSE;
cnt3 = 0;
// Get root filename... this removes path and extension
// USed to find struct data fo rthis corpse...
GetRootName( zFilename, zCorpseFilenames[pDef->ubType ] );
pStructureFileRef = GetCachedTileStructureRefFromFilename( zFilename );
sSweetGridNo = pDef->sGridNo;
//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 ) )
{
BOOLEAN fDirectionFound = FALSE;
BOOLEAN fCanSetDirection = FALSE;
// Check each struct in each direction
if ( pStructureFileRef == NULL )
{
fDirectionFound = TRUE;
}
else
{
for ( cnt3 = 0; cnt3 < NUM_WORLD_DIRECTIONS; ++cnt3 )
{
if ( OkayToAddStructureToWorld( sGridNo, pDef->bLevel, &(pStructureFileRef->pDBStructureRef[gOneCDirection[ cnt3 ]]), INVALID_STRUCTURE_ID ) )
{
fDirectionFound = TRUE;
fCanSetDirection = TRUE;
break;
}
}
}
if ( fDirectionFound )
{
uiRange = GetRangeInCellCoordsFromGridNoDiff( sSweetGridNo, sGridNo );
if ( uiRange < uiLowestRange )
{
if ( fCanSetDirection )
{
ubBestDirection = (UINT8)cnt3;
fSetDirection = TRUE;
}
sLowestGridNo = sGridNo;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
}
gubNPCAPBudget = ubSaveNPCAPBudget;
gubNPCDistLimit = ubSaveNPCDistLimit;
if ( fFound )
{
if ( fSetDirection )
{
pDef->ubDirection = ubBestDirection;
}
return sLowestGridNo;
}
return NOWHERE;
}
BOOLEAN IsValidDecapitationCorpse( ROTTING_CORPSE *pCorpse )
{
if ( (pCorpse->def.usFlags & ROTTING_CORPSE_HEAD_TAKEN) )
{
return( FALSE );
}
return( gbCorpseValidForDecapitation[ pCorpse->def.ubType ] );
}
ROTTING_CORPSE *GetCorpseAtGridNo( INT32 sGridNo, INT8 bLevel )
{
STRUCTURE *pStructure, *pBaseStructure;
INT32 sBaseGridNo;
pStructure = FindStructure( sGridNo, STRUCTURE_CORPSE );
if ( pStructure != NULL )
{
// Get base....
pBaseStructure = FindBaseStructure( pStructure );
// Find base gridno...
sBaseGridNo = pBaseStructure->sGridNo;
if ( pBaseStructure != NULL )
{
return(FindCorpseBasedOnStructure( sBaseGridNo, bLevel, pBaseStructure ));
}
}
return( NULL );
}
BOOLEAN DecapitateCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse;
ROTTING_CORPSE_DEFINITION CorpseDef;
UINT16 usHeadIndex = HEAD_1;
static UINT16 usBloodCatSkinIndex = 232;
pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL )
return FALSE;
if ( IsValidDecapitationCorpse( pCorpse ) )
{
// Decapitate.....
// Copy corpse definition...
memcpy( &CorpseDef, &(pCorpse->def), sizeof( ROTTING_CORPSE_DEFINITION ) );
// Add new one...
CorpseDef.ubType = gDecapitatedCorpse[ CorpseDef.ubType ];
pCorpse->def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN;
CorpseDef.fHeadTaken = TRUE;
if ( CorpseDef.ubType != 0 )
{
// Remove old one...
RemoveCorpse( pCorpse->iID );
INT32 iCorpseID = AddRottingCorpse( &CorpseDef );
if ( iCorpseID != -1 )
{
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN;
}
}
// Add head item.....
// Pick the head based on profile type...
switch( pCorpse->def.ubProfile )
{
case 83:
usHeadIndex = HEAD_2;
break;
case 111:
usHeadIndex = HEAD_3;
break;
case 64:
usHeadIndex = HEAD_4;
break;
case 112:
usHeadIndex = HEAD_5;
break;
case 82:
usHeadIndex = HEAD_6;
break;
case 110:
usHeadIndex = HEAD_7;
break;
}
if ( pCorpse->def.ubType == BLOODCAT_DEAD )
{
if ( HasItemFlag(usBloodCatSkinIndex, SKIN_BLOODCAT) || GetFirstItemWithFlag(&usBloodCatSkinIndex, SKIN_BLOODCAT) )
usHeadIndex = usBloodCatSkinIndex;
}
if ( usHeadIndex > 0 )
{
CreateItem( usHeadIndex, 100, &gTempObject );
AddItemToPool( sGridNo, &gTempObject, INVISIBLE, bLevel, 0, 0 );
// All teams lok for this...
NotifySoldiersToLookforItems( );
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_HEAD_ITEM] );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_DECAPITATION] );
return FALSE;
}
void ShiftCorpse( INT32 sGridNo, INT8 bLevel )
{
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
ROTTING_CORPSE* pCorpse = &(gRottingCorpse[cnt]);
if ( pCorpse && pCorpse->fActivated && pCorpse->def.ubType != 0 && pCorpse->def.sGridNo == sGridNo && pCorpse->def.bLevel == 1 )
{
ROTTING_CORPSE_DEFINITION CorpseDef;
// Copy corpse definition...
memcpy( &CorpseDef, &(pCorpse->def), sizeof(ROTTING_CORPSE_DEFINITION) );
// Remove old one...
RemoveCorpse( pCorpse->iID );
// move corpse to the other level
CorpseDef.bLevel = 1 - bLevel;
AddRottingCorpse( &CorpseDef );
}
}
}
// Flugente: can this corpse be gutted?
BOOLEAN IsValidGutCorpse( ROTTING_CORPSE *pCorpse )
{
if ( pCorpse->def.ubType == ROTTING_STAGE2 || (pCorpse->def.usFlags & ROTTING_CORPSE_GUTTED) )
return( FALSE );
return( pCorpse->def.ubType == BLOODCAT_DEAD || pCorpse->def.ubType == COW_DEAD );
}
// Flugente: gut a corpse
BOOLEAN GutCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL )
return FALSE;
// can this thing be gutted?
if ( IsValidGutCorpse( pCorpse ) )
{
// numbers for the meat acquired by gutting. These values respond to the standard GameDir values, if they have other values in the xml, no problem, we'll search for them
static UINT16 usBloodCatMeatIndex = 1566;
static UINT16 usCowMeatIndex = 1565;
UINT16 meatindex = 0;
pCorpse->def.usFlags |= ROTTING_CORPSE_GUTTED;
if ( pCorpse->def.ubType == BLOODCAT_DEAD )
{
if ( HasItemFlag(usBloodCatMeatIndex, MEAT_BLOODCAT) || GetFirstItemWithFlag(&usBloodCatMeatIndex, MEAT_BLOODCAT) )
meatindex = usBloodCatMeatIndex;
}
else
{
if ( HasItemFlag( usCowMeatIndex, MEAT_COW ) || GetFirstItemWithFlag( &usCowMeatIndex, MEAT_COW ) )
meatindex = usCowMeatIndex;
}
if ( meatindex > 0 )
{
CreateItem( meatindex, 100, &gTempObject );
AddItemToPool( sGridNo, &gTempObject, INVISIBLE, bLevel, 0, 0 );
// All teams lok for this...
NotifySoldiersToLookforItems( );
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_MEAT_ITEM] );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_GUTTING] );
return FALSE;
}
// Flugente: can clothes be taken off of this corpse?
BOOLEAN IsValidStripCorpse( ROTTING_CORPSE *pCorpse )
{
if ( pCorpse->def.ubType == ROTTING_STAGE2 || ((pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST) && (pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS)) )
return( FALSE );
if ( pCorpse->def.ubType == BLOODCAT_DEAD )
return TRUE;
return( CorpseOkToDress(pCorpse) );
}
// Flugente: take the clothes off a corpse
BOOLEAN StripCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL || !pSoldier )
return FALSE;
// can this thing be stripped?
if ( IsValidStripCorpse( pCorpse ) )
{
if ( pCorpse->def.ubType == BLOODCAT_DEAD )
{
UINT16 peltitem = 232;
if ( !HasItemFlag( peltitem, SKIN_BLOODCAT ) )
GetFirstItemWithFlag( &peltitem, SKIN_BLOODCAT );
// status depends on whether the cat pellet has holes in it, and whether we might have a bit of knowledge about skinning
INT16 status = 70;
if ( ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST ) )
status -= 40;
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, MELEE_NT ) )
status += 5;
if ( gGameOptions.fNewTraitSystem && HAS_SKILL_TRAIT( pSoldier, DOCTOR_NT ) )
status += 5;
CreateItem( peltitem, status + Random(20), &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, bLevel, 0, -1 );
}
else
{
// determine which clothes to spawn
if ( !( pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST ) )
{
UINT16 vestitem = 0;
if ( GetFirstClothesItemWithSpecificData( &vestitem, pCorpse->def.VestPal, "blank" ) )
{
CreateItem( vestitem, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, bLevel, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
}
if ( !( pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS ) )
{
UINT16 pantsitem = 0;
if ( GetFirstClothesItemWithSpecificData( &pantsitem, "blank", pCorpse->def.PantsPal ) )
{
CreateItem( pantsitem, 100, &gTempObject );
if ( !AutoPlaceObject( pSoldier, &gTempObject, FALSE ) )
AddItemToPool( pSoldier->sGridNo, &gTempObject, VISIBLE, bLevel, 0, -1 );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_NO_CLOTHES_ITEM] );
}
}
// we took the clothes, mark this
pCorpse->def.usFlags |= (ROTTING_CORPSE_NO_VEST|ROTTING_CORPSE_NO_PANTS);
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_CLOTHESFOUND] );
return FALSE;
}
// Flugente: can this corpse be carried?
BOOLEAN IsValidTakeCorpse( ROTTING_CORPSE *pCorpse )
{
if ( pCorpse->def.ubType >= BLOODCAT_DEAD || pCorpse->def.ubType == NO_CORPSE )
return( FALSE );
return( TRUE );
}
// Flugente: take a corpse into your hand, thereby removing it from the field
BOOLEAN TakeCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel )
{
ROTTING_CORPSE *pCorpse = GetCorpseAtGridNo( sGridNo, bLevel );
if ( pCorpse == NULL || !pSoldier )
return FALSE;
// can this corpse be picked up?
if ( IsValidTakeCorpse( pCorpse ) )
{
// is there a 'corpse' item?
UINT16 corpseitem = 0;
if ( GetFirstItemWithFlag(&corpseitem, CORPSE) )
{
// we have to make sure this can be placed in our hands, as corpses can only be carried in hands.
// At this point, we will have a knife in our first hand, so check if our second hand is free
if ( !(pSoldier->inv[SECONDHANDPOS].exists()) )
{
CreateItem( corpseitem, 100, &gTempObject );
if(CanItemFitInPosition(pSoldier, &gTempObject, SECONDHANDPOS, FALSE))
{
// determine Body type
if ( pCorpse->def.ubBodyType == BIGMALE || pCorpse->def.ubBodyType == STOCKYMALE || pCorpse->def.ubBodyType == FATCIV )
gTempObject[0]->data.sObjectFlag |= CORPSE_M_BIG;
else if ( pCorpse->def.ubBodyType == REGFEMALE || pCorpse->def.ubBodyType == MINICIV || pCorpse->def.ubBodyType == DRESSCIV )
gTempObject[0]->data.sObjectFlag |= CORPSE_F;
if ( pCorpse->def.usFlags & ROTTING_CORPSE_HEAD_TAKEN || pCorpse->def.fHeadTaken )
gTempObject[0]->data.sObjectFlag |= CORPSE_NO_HEAD;
if ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_VEST )
gTempObject[0]->data.sObjectFlag |= CORPSE_NO_VEST;
if ( pCorpse->def.usFlags & ROTTING_CORPSE_NO_PANTS )
gTempObject[0]->data.sObjectFlag |= CORPSE_NO_PANTS;
if ( pCorpse->def.usFlags & ROTTING_CORPSE_NEVER_RISE_AGAIN )
gTempObject[0]->data.sObjectFlag |= CORPSE_NO_ZOMBIE_RISE;
// now we have to get the correct flags for the object from the corpse, so that upon recreating the corpse, it looks the same
UINT8 headpal = 0, skinpal = 0, vestpal = 0, pantspal = 0;
GetPaletteRepIndexFromID(pCorpse->def.HeadPal, &headpal);
GetPaletteRepIndexFromID(pCorpse->def.SkinPal, &skinpal);
GetPaletteRepIndexFromID(pCorpse->def.VestPal, &vestpal);
GetPaletteRepIndexFromID(pCorpse->def.PantsPal, &pantspal);
switch ( headpal )
{
case 0:
gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_BLOND;
break;
case 1:
gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_BROWN;
break;
case 2:
gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_BLACK;
break;
case 3:
gTempObject[0]->data.sObjectFlag |= CORPSE_HAIR_WHITE;
break;
case 4:
default:
// the default value (which is also used for red hair) is nothing. Upon spawning a corpse from an item, we assume that it has red hair if none of the above flags is found
break;
}
switch ( skinpal )
{
case 13:
gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_PINK;
break;
case 14:
gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_TAN;
break;
case 15:
gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_DARK;
break;
case 16:
default:
gTempObject[0]->data.sObjectFlag |= CORPSE_SKIN_BLACK;
break;
}
switch ( vestpal )
{
case 17:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_BROWN;
break;
case 18:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_grey;
break;
case 19:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_GREEN;
break;
case 20:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_JEAN;
break;
case 21:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_RED;
break;
case 22:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_BLUE;
break;
case 23:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_YELLOW;
break;
case 24:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_WHITE;
break;
case 25:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_BLACK;
break;
case 26:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_GYELLOW;
break;
case 27:
default:
gTempObject[0]->data.sObjectFlag |= CORPSE_VEST_PURPLE;
break;
}
switch ( pantspal )
{
case 7:
gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_GREEN;
break;
case 8:
gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_JEAN;
break;
case 9:
gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_TAN;
break;
case 10:
gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_BLACK;
break;
case 11:
gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_BLUE;
break;
case 12:
default:
gTempObject[0]->data.sObjectFlag |= CORPSE_PANTS_BEIGE;
break;
}
gTempObject.MoveThisObjectTo(pSoldier->inv[SECONDHANDPOS], ALL_OBJECTS, pSoldier, SECONDHANDPOS);
if ( pCorpse->def.ubType != 0 )
{
// Remove corpse...
RemoveCorpse( pCorpse->iID );
}
}
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_FREEHAND] );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_CORPSE_ITEM] );
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_NO_TAKING] );
return FALSE;
}
// Flugente: create a corpse from an object and place it in the world
BOOLEAN AddCorpseFromObject(OBJECTTYPE* pObj, INT32 sGridNo, INT8 bLevel )
{
if ( !pObj || !HasItemFlag(pObj->usItem, CORPSE) )
return FALSE;
ROTTING_CORPSE_DEFINITION Corpse;
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_M_BIG )
{
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD )
Corpse.ubType = MMERC_JFK;
else
Corpse.ubType = MMERC_BCK;
Corpse.ubBodyType = BIGMALE;
}
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_F )
{
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD )
Corpse.ubType = FMERC_JFK;
else
Corpse.ubType = FMERC_BCK;
Corpse.ubBodyType = REGFEMALE;
}
else //if ( (*pObj)[0]->data.sObjectFlag & CORPSE_M_SMALL )
{
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD )
Corpse.ubType = SMERC_JFK;
else
Corpse.ubType = SMERC_BCK;
Corpse.ubBodyType = REGMALE;
}
Corpse.sGridNo = sGridNo;
Corpse.dXPos = CenterX(Corpse.sGridNo);
Corpse.dYPos = CenterY(Corpse.sGridNo);
Corpse.sHeightAdjustment = 0;
// check the objects flagmask and set the corpse palette IDs accordingly
// Hair
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_BROWN )
SET_PALETTEREP_ID( Corpse.HeadPal, "BROWNHEAD" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_BLACK )
SET_PALETTEREP_ID( Corpse.HeadPal, "BLACKHEAD" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_WHITE )
SET_PALETTEREP_ID( Corpse.HeadPal, "WHITEHEAD" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_HAIR_BLOND )
SET_PALETTEREP_ID( Corpse.HeadPal, "BLONDHEAD" );
else
SET_PALETTEREP_ID( Corpse.HeadPal, "REDHEAD" );
// Skin
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_SKIN_PINK )
SET_PALETTEREP_ID( Corpse.SkinPal, "PINKSKIN" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_SKIN_TAN )
SET_PALETTEREP_ID( Corpse.SkinPal, "TANSKIN" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_SKIN_DARK )
SET_PALETTEREP_ID( Corpse.SkinPal, "DARKSKIN" );
else
SET_PALETTEREP_ID( Corpse.SkinPal, "BLACKSKIN" );
// Vest
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_BROWN )
SET_PALETTEREP_ID( Corpse.VestPal, "BROWNVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_grey )
SET_PALETTEREP_ID( Corpse.VestPal, "greyVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_GREEN )
SET_PALETTEREP_ID( Corpse.VestPal, "GREENVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_JEAN )
SET_PALETTEREP_ID( Corpse.VestPal, "JEANVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_RED )
SET_PALETTEREP_ID( Corpse.VestPal, "REDVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_BLUE )
SET_PALETTEREP_ID( Corpse.VestPal, "BLUEVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_YELLOW )
SET_PALETTEREP_ID( Corpse.VestPal, "YELLOWVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_WHITE )
SET_PALETTEREP_ID( Corpse.VestPal, "WHITEVEST" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_BLACK )
SET_PALETTEREP_ID( Corpse.VestPal, "BLACKSHIRT" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_VEST_GYELLOW )
SET_PALETTEREP_ID( Corpse.VestPal, "GYELLOWSHIRT" );
else
SET_PALETTEREP_ID( Corpse.VestPal, "PURPLESHIRT" );
// Pants
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_GREEN )
SET_PALETTEREP_ID( Corpse.PantsPal, "GREENPANTS" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_JEAN )
SET_PALETTEREP_ID( Corpse.PantsPal, "JEANPANTS" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_TAN )
SET_PALETTEREP_ID( Corpse.PantsPal, "TANPANTS" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_BLACK )
SET_PALETTEREP_ID( Corpse.PantsPal, "BLACKPANTS" );
else if ( (*pObj)[0]->data.sObjectFlag & CORPSE_PANTS_BLUE )
SET_PALETTEREP_ID( Corpse.PantsPal, "BLUEPANTS" );
else
SET_PALETTEREP_ID( Corpse.PantsPal, "BEIGEPANTS" );
Corpse.ubDirection = NORTH;
Corpse.uiTimeOfDeath = GetWorldTotalMin();
Corpse.usFlags = 0; // no flags here, at least not the new ones
Corpse.bLevel = bLevel;
Corpse.bVisible = 1;
Corpse.bNumServicingCrows = 0;
Corpse.ubProfile = NO_PROFILE;
Corpse.fHeadTaken = FALSE;
Corpse.ubAIWarningValue = 20;
// Flugente: use zombie name (it's the only way this will ever be relevant again anyway)
swprintf( Corpse.name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
Corpse.name[9] = '\0';
INT32 iCorpseID = AddRottingCorpse( &Corpse );
if ( iCorpseID != -1 )
{
AllMercsOnTeamLookForCorpse(&( gRottingCorpse[ iCorpseID ] ), OUR_TEAM);
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_HEAD )
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_HEAD_TAKEN;
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_VEST )
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NO_VEST;
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_PANTS )
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NO_PANTS;
if ( (*pObj)[0]->data.sObjectFlag & CORPSE_NO_ZOMBIE_RISE )
gRottingCorpse[ iCorpseID ].def.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
return TRUE;
}
else
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCorpseTextStr[STR_CORPSE_INVALID_CORPSE_ID] );
return FALSE;
}
void GetBloodFromCorpse( SOLDIERTYPE *pSoldier )
{
ROTTING_CORPSE *pCorpse;
INT8 bObjSlot;
//OBJECTTYPE Object = {};
// OK, get corpse
pCorpse = &( gRottingCorpse[ pSoldier->aiData.uiPendingActionData4 ] );
bObjSlot = FindObj( pSoldier, JAR );
// What kind of corpse ami I?
switch( pCorpse->def.ubType )
{
case ADULTMONSTER_DEAD:
case INFANTMONSTER_DEAD:
// Can get creature blood....
CreateItem( JAR_CREATURE_BLOOD, 100, &gTempObject );
break;
case QUEEN_MONSTER_DEAD:
CreateItem( JAR_QUEEN_CREATURE_BLOOD, 100, &gTempObject );
break;
default:
CreateItem( JAR_HUMAN_BLOOD, 100, &gTempObject );
break;
}
if ( bObjSlot != NO_SLOT )
{
SwapObjs( pSoldier, bObjSlot, &gTempObject, TRUE );
}
}
void ReduceAmmoDroppedByNonPlayerSoldiers( SOLDIERTYPE *pSoldier, INT32 iInvSlot )
{
Assert( pSoldier );
Assert( ( iInvSlot >= 0 ) && ( iInvSlot < (INT32)pSoldier->inv.size() ) );
// if not a player soldier
if ( pSoldier->bTeam != gbPlayerNum )
{
OBJECTTYPE *pObj = &( pSoldier->inv[ iInvSlot ] );
// if it's ammo
if ( Item[ pObj->usItem ].usItemClass == IC_AMMO )
{
//don't drop all the clips, just a random # of them between 1 and how many there are
pObj->ubNumberOfObjects = ( UINT8 ) ( 1 + Random( pObj->ubNumberOfObjects ) );
// recalculate the weight
//ADB ubWeight has been removed, see comments in OBJECTTYPE
//pObj->ubWeight = CalculateObjectWeight( pObj );
}
}
}
void ReduceAttachmentsOnGunForNonPlayerChars(SOLDIERTYPE *pSoldier, OBJECTTYPE * pObj){
//Not meant for use in OAS.
Assert(UsingNewAttachmentSystem()==true);
//If this item has any attachments, is not from a player, and is overwriteable. It's also only for guns.
if((*pObj)[0]->AttachmentListSize() > 0 && pSoldier->bTeam != gbPlayerNum && !((*pObj).fFlags & OBJECT_NO_OVERWRITE) && Item[pObj->usItem].usItemClass == IC_GUN && !(gGameExternalOptions.fEnemiesDropAllItems == 1) )
{
UINT8 slotCount = 0;
for(std::list<OBJECTTYPE>::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter, ++slotCount)
{
//A few conditions under which we will not delete this attachment
if(!iter->exists())
continue;
//Loop to find out if this attachment is a default one, if so, we don't want to remove it.
int i;
for(i = 0; i < MAX_DEFAULT_ATTACHMENTS && Item[pObj->usItem].defaultattachments[i] != iter->usItem; i++){}
// with mild drop all attachments of undropable items need to be damaged as well as the base item
if( gGameExternalOptions.fEnemiesDropAllItems == 2 && pSoldier->bTeam == ENEMY_TEAM && (*pObj).fFlags & OBJECT_UNDROPPABLE )
{
(*iter)[0]->data.objectStatus -= 60 + Random( zDiffSetting[gGameOptions.ubDifficultyLevel].usLootStatusModifier );
(*iter)[0]->data.objectStatus = min(max((*iter)[0]->data.objectStatus,1),100); // never below 1% or above 100%
}
if(Item[pObj->usItem].defaultattachments[i] == iter->usItem)
continue;
//Erase this attachment or not?
if(!Chance(gGameExternalOptions.usAttachmentDropRate))
{
(*pObj).RemoveAttachment(&(*iter), 0, 0, pSoldier, 0, 1);
iter = (*pObj)[0]->attachments.begin();
advance(iter, slotCount);
}
}
}
}
void LookForAndMayCommentOnSeeingCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubLevel )
{
ROTTING_CORPSE *pCorpse;
INT8 bToleranceThreshold = 0;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
if ( QuoteExp[ pSoldier->ubProfile ].QuoteExpHeadShotOnly == 1 )
{
return;
}
pCorpse = GetCorpseAtGridNo( sGridNo, ubLevel );
if ( pCorpse == NULL )
{
return;
}
if ( pCorpse->def.ubType != ROTTING_STAGE2 )
{
return;
}
// If servicing qrows, tolerance is now 1
if ( pCorpse->def.bNumServicingCrows > 0 )
{
++bToleranceThreshold;
}
// Check tolerance
if ( pSoldier->bCorpseQuoteTolerance <= bToleranceThreshold )
{
// Say quote...
TacticalCharacterDialogue( pSoldier, QUOTE_HEADSHOT );
BeginMultiPurposeLocator( sGridNo, ubLevel, FALSE );
// Reset values....
pSoldier->bCorpseQuoteTolerance = (INT8)( Random(3) + 1 );
// 50% chance of adding 1 to other mercs....
if ( Random( 2 ) == 1 )
{
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
{
// ATE: Ok, lets check for some basic things here!
if ( pTeamSoldier->stats.bLife >= OKLIFE && !TileIsOutOfBounds(pTeamSoldier->sGridNo) && pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
pTeamSoldier->bCorpseQuoteTolerance++;
}
}
}
}
}
INT32 GetGridNoOfCorpseGivenProfileID( UINT8 ubProfileID )
{
ROTTING_CORPSE* pCorpse;
// Loop through all corpses....
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( pCorpse->fActivated )
{
if ( pCorpse->def.ubProfile == ubProfileID )
{
return( pCorpse->def.sGridNo );
}
}
}
return( NOWHERE );
}
void DecayRottingCorpseAIWarnings( void )
{
ROTTING_CORPSE* pCorpse;
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
{
pCorpse->def.ubAIWarningValue--;
}
}
}
UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
{
ROTTING_CORPSE* pCorpse;
UINT8 ubHighestWarning = 0;
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[ cnt ] );
if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
{
if ( PythSpacesAway( sGridNo, pCorpse->def.sGridNo ) <= CORPSE_WARNING_DIST )
{
if ( pCorpse->def.ubAIWarningValue > ubHighestWarning )
{
ubHighestWarning = pCorpse->def.ubAIWarningValue;
}
}
}
}
return( ubHighestWarning );
}
ROTTING_CORPSE* GetRottingCorpse( INT16 aNum )
{
if ( aNum < giNumRottingCorpse )
return &(gRottingCorpse[aNum]);
return NULL;
}
std::vector<INT16> GetCorpseIDsNearGridNo( INT32 sGridNo, INT8 bLevel, INT8 sRadius )
{
std::vector<INT16> idvec;
ROTTING_CORPSE* pCorpse;
for ( INT32 cnt = 0; cnt < giNumRottingCorpse; ++cnt )
{
pCorpse = &(gRottingCorpse[cnt]);
if ( pCorpse->fActivated && pCorpse->def.bLevel == bLevel )
{
if ( PythSpacesAway( sGridNo, pCorpse->def.sGridNo ) <= sRadius )
{
idvec.push_back(cnt);
}
}
}
return idvec;
}
extern UNDERGROUND_SECTORINFO* FindUnderGroundSector( INT16 sMapX, INT16 sMapY, UINT8 bMapZ );
// Flugente Zombies: resurrect zombies
void RaiseZombies( void )
{
if ( gGameSettings.fOptions[TOPTION_ZOMBIES] )
{
// if gGameExternalOptions.fZombieSpawnWaves is true, zombies will spawn from all corpses (while there is still room for more), creating a wave of zombies. with lots of bodies lying around, this can be a lot.
// if GameExternalOptions.fZombieSpawnWaves is false, each zombie can spawn randomly, you will get zombies on msot turns, but they won't spawn a whole horde at once
if ( !gGameExternalOptions.fZombieSpawnWaves || ( gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) )
{
ROTTING_CORPSE * pCorpse;
BOOLEAN zombieshaverisen = FALSE;
// silversurfer: We need to check if we are above or below ground or we will modify the wrong sector counters!
// above ground
if (!gbWorldSectorZ)
{
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
for ( INT32 cnt = giNumRottingCorpse - 1; cnt >= 0; --cnt )
{
if ( pSector && pSector->ubNumCreatures < gGameExternalOptions.ubGameMaximumNumberOfCreatures ) // ... if there is still room for more zombies (zombies count as creatures until a separate ZOMBIE_TEAM is implemented)...
{
pCorpse = &(gRottingCorpse[ cnt ] );
// if zombies should spawn individually, roll for every corpse individually
if ( gGameExternalOptions.fZombieSpawnWaves || ( !gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) )
{
if ( pCorpse->fActivated && !(pCorpse->def.usFlags & (ROTTING_CORPSE_HEAD_TAKEN|ROTTING_CORPSE_NEVER_RISE_AGAIN) ) ) // ... if corpse is active, and still has a head and can rise again...
{
if ( !TileIsOutOfBounds(pCorpse->def.sGridNo) ) // ... if corpse is on existing coordinates ...
{
if ( WhoIsThere2( pCorpse->def.sGridNo, pCorpse->def.bLevel ) == NOBODY ) // ... if nobody else is on that position ...
{
UINT16 recanimstate = STANDING;
if ( CorpseOkToSpawnZombie( pCorpse, &recanimstate ) ) // ... a zombie can be created from this corpse, in the corresponding animstate ...
{
zombieshaverisen = TRUE;
CreateZombiefromCorpse( pCorpse, recanimstate );
pSector->ubNumCreatures++;
pSector->ubCreaturesInBattle++;
RemoveCorpse( cnt );
}
}
}
}
}
}
else
{
// if there is no more room, we can skip this
break;
}
}
}
else // below ground
{
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
for ( INT32 cnt = giNumRottingCorpse - 1; cnt >= 0; --cnt )
{
if ( pSector && pSector->ubNumCreatures < gGameExternalOptions.ubGameMaximumNumberOfCreatures ) // ... if there is still room for more zombies (zombies count as creatures until a separate ZOMBIE_TEAM is implemented)...
{
pCorpse = &(gRottingCorpse[ cnt ] );
// if zombies should spawn individually, roll for every corpse individually
if ( gGameExternalOptions.fZombieSpawnWaves || ( !gGameExternalOptions.fZombieSpawnWaves && (INT8) ( Random( 100 ) ) > 100 - gGameExternalOptions.sZombieRiseWaveFrequency ) )
{
if ( pCorpse->fActivated && !(pCorpse->def.usFlags & (ROTTING_CORPSE_HEAD_TAKEN|ROTTING_CORPSE_NEVER_RISE_AGAIN) ) ) // ... if corpse is active, and still has a head and can rise again...
{
if ( !TileIsOutOfBounds(pCorpse->def.sGridNo) ) // ... if corpse is on existing coordinates ...
{
if ( WhoIsThere2( pCorpse->def.sGridNo, pCorpse->def.bLevel ) == NOBODY ) // ... if nobody else is on that position ...
{
UINT16 recanimstate = STANDING;
if ( CorpseOkToSpawnZombie( pCorpse, &recanimstate ) ) // ... a zombie can be created from this corpse, in the corresponding animstate ...
{
zombieshaverisen = TRUE;
CreateZombiefromCorpse( pCorpse, recanimstate );
pSector->ubNumCreatures++;
pSector->ubCreaturesInBattle++;
RemoveCorpse( cnt );
}
}
}
}
}
}
else
{
// if there is no more room, we can skip this
break;
}
}
}
if ( zombieshaverisen )
{
SetRenderFlags( RENDER_FLAG_FULL );
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"A wave of zombies is created");
#endif
// Play sound
PlayJA2SampleFromFile( "Sounds\\zombie1.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
UseCreatureMusic(TRUE); // Madd: music when zombies rise
#ifdef NEWMUSIC
GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ];
if ( MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] != -1 )
SetMusicModeID( MUSIC_TACTICAL_ENEMYPRESENT, MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalTensor[gbWorldSectorZ] );
else
#endif
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
// Flugente: additional dialogue
AdditionalTacticalCharacterDialogue_AllInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, NO_PROFILE, ADE_ZOMBIESRISE );
// alert the creatures
HandleInitialRedAlert( CREATURE_TEAM, FALSE );
// we need this so that the battle is properly recognized in strategic
{
//Set up the location as well as turning on the blit flag.
gubPBSectorX = (UINT8)gWorldSectorX;
gubPBSectorY = (UINT8)gWorldSectorY;
gubPBSectorZ = (UINT8)gbWorldSectorZ;
gfBlitBattleSectorLocator = TRUE;
}
if ( GetEnemyEncounterCode() == NO_ENCOUNTER_CODE )
SetEnemyEncounterCode( ZOMBIE_ATTACK_CODE );
// idea... potentially scrap this part and use a simplified form of void CreatureAttackTown_OtherCreatures(...) ?
//gubSectorIDOfCreatureAttack = SECTOR( gWorldSectorX, gWorldSectorY );
}
}
}
}
// Flugente: create a zombie from a corpse
void CreateZombiefromCorpse( ROTTING_CORPSE * pCorpse, UINT16 usAnimState )
{
SOLDIERCREATE_STRUCT MercCreateStruct;
MercCreateStruct.ubProfile = NO_PROFILE;
MercCreateStruct.bTeam = CREATURE_TEAM; // should be ZOMBIE_TEAM, once that is properly implemented
MercCreateStruct.sInsertionGridNo = pCorpse->def.sGridNo;
MercCreateStruct.sSectorX = gWorldSectorX;
MercCreateStruct.sSectorY = gWorldSectorY;
MercCreateStruct.bSectorZ = gbWorldSectorZ;
MercCreateStruct.ubBodyType = pCorpse->def.ubBodyType;
MercCreateStruct.ubDirection = pCorpse->def.ubDirection;
MercCreateStruct.fOnRoof = pCorpse->def.bLevel > 0 ? TRUE : FALSE;
// add important stats according to difficulty level
switch( gGameExternalOptions.sZombieDifficultyLevel )
{
case 4:
MercCreateStruct.bLifeMax = (INT8)( 70 + Random( 30 ) );
MercCreateStruct.bLife = MercCreateStruct.bLifeMax;
MercCreateStruct.bAgility = (INT8)( 50 + Random( 10 ) );
MercCreateStruct.bDexterity = (INT8)( 60 + Random( 15 ) );
MercCreateStruct.bStrength = (INT8)( 80 + Random( 20 ) );
break;
case 3:
MercCreateStruct.bLifeMax = (INT8)( 60 + Random( 20 ) );
MercCreateStruct.bLife = MercCreateStruct.bLifeMax;
MercCreateStruct.bAgility = (INT8)( 40 + Random( 10 ) );
MercCreateStruct.bDexterity = (INT8)( 45 + Random( 10 ) );
MercCreateStruct.bStrength = (INT8)( 60 + Random( 20 ) );
break;
case 2:
MercCreateStruct.bLifeMax = (INT8)( 45 + Random( 15 ) );
MercCreateStruct.bLife = MercCreateStruct.bLifeMax;
MercCreateStruct.bAgility = (INT8)( 30 + Random( 5 ) );
MercCreateStruct.bDexterity = (INT8)( 30 + Random( 10 ) );
MercCreateStruct.bStrength = (INT8)( 45 + Random( 20 ) );
break;
case 1:
default:
MercCreateStruct.bLifeMax = (INT8)( 35 + Random( 10 ) );
MercCreateStruct.bLife = MercCreateStruct.bLifeMax;
MercCreateStruct.bAgility = (INT8)( 15 + Random( 5 ) );
MercCreateStruct.bDexterity = (INT8)( 15 + Random( 5 ) );
MercCreateStruct.bStrength = (INT8)( 30 + Random( 20 ) );
break;
}
// FIX: something's wrong with the FATCIV-bodytype when dying... this is to ensure they die absolutely fast
//if ( MercCreateStruct.ubBodyType == FATCIV )
//MercCreateStruct.bLifeMax = OKLIFE;
MercCreateStruct.bExpLevel = 1;
MercCreateStruct.bMarksmanship = 1;
MercCreateStruct.bMedical = 1;
MercCreateStruct.bMechanical = 1;
MercCreateStruct.bExplosive = 1;
MercCreateStruct.bLeadership = 1;
MercCreateStruct.bWisdom = 1;
MercCreateStruct.bMorale = 90;
MercCreateStruct.bAIMorale = MORALE_FEARLESS;
SET_PALETTEREP_ID ( MercCreateStruct.HeadPal, pCorpse->def.HeadPal );
SET_PALETTEREP_ID ( MercCreateStruct.PantsPal, pCorpse->def.PantsPal );
SET_PALETTEREP_ID ( MercCreateStruct.VestPal, pCorpse->def.VestPal );
SET_PALETTEREP_ID ( MercCreateStruct.SkinPal, pCorpse->def.SkinPal );
MercCreateStruct.fVisible = TRUE;
INT8 iNewIndex;
if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
{
/* certain values have to be set afterwards - the alternative would be to edit each and every function that gets called from TacticalCreateSoldier() subsequently and
* make an exception for zombies every time...
*/
SOLDIERTYPE* pNewSoldier = MercPtrs[ (UINT8)iNewIndex ];
pNewSoldier->bActionPoints = 60;
pNewSoldier->bInitialActionPoints = 60;
pNewSoldier->sBreathRed = 0;
pNewSoldier->ubInsertionDirection = pCorpse->def.ubDirection;
//pNewSoldier->sHeightAdjustment = pCorpse->def.sHeightAdjustment;
pNewSoldier->sDesiredHeight = 3;
pNewSoldier->ubDesiredHeight = 3; // this forces pNewSoldier to rise up to crouching position
pNewSoldier->ubSoldierClass = SOLDIER_CLASS_ZOMBIE;
pNewSoldier->aiData.bOrders = SEEKENEMY;
pNewSoldier->aiData.bAttitude = AGGRESSIVE;
pNewSoldier->bBleeding = 0;
if ( !memcmp( pCorpse->name, TacticalStr[ CIV_TEAM_MINER_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ MILITIA_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ CREATURE_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ CIV_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ], sizeof(pCorpse->name) )
|| !memcmp( pCorpse->name, TacticalStr[ ENEMY_TEAM_MERC_NAME ], sizeof(pCorpse->name) ) )
{
swprintf( pNewSoldier->name, TacticalStr[ ZOMBIE_TEAM_MERC_NAME ] );
}
else
{
memcpy( &(pNewSoldier->name), &(pCorpse->name), sizeof(CHAR16) * 10 );
pNewSoldier->name[9] = '\0';
}
// add skills according to difficulty level
switch( gGameExternalOptions.sZombieDifficultyLevel )
{
case 4:
if ( gGameOptions.fNewTraitSystem )
{
pNewSoldier->stats.ubSkillTraits[0] = MARTIAL_ARTS_NT;
pNewSoldier->stats.ubSkillTraits[1] = MARTIAL_ARTS_NT;
pNewSoldier->stats.ubSkillTraits[2] = ATHLETICS_NT;
}
else
{
pNewSoldier->stats.ubSkillTraits[0] = HANDTOHAND_OT;
pNewSoldier->stats.ubSkillTraits[1] = MARTIALARTS_OT;
}
break;
case 3:
if ( gGameOptions.fNewTraitSystem )
{
pNewSoldier->stats.ubSkillTraits[0] = MARTIAL_ARTS_NT;
pNewSoldier->stats.ubSkillTraits[1] = ATHLETICS_NT;
pNewSoldier->stats.ubSkillTraits[2] = NO_SKILLTRAIT_NT;
}
else
{
pNewSoldier->stats.ubSkillTraits[0] = HANDTOHAND_OT;
pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_OT;
}
break;
case 2:
if ( gGameOptions.fNewTraitSystem )
{
pNewSoldier->stats.ubSkillTraits[0] = MARTIAL_ARTS_NT;
pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_NT;
pNewSoldier->stats.ubSkillTraits[2] = NO_SKILLTRAIT_NT;
}
else
{
pNewSoldier->stats.ubSkillTraits[0] = NO_SKILLTRAIT_OT;
pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_OT;
}
break;
case 1:
default:
if ( gGameOptions.fNewTraitSystem )
{
pNewSoldier->stats.ubSkillTraits[0] = NO_SKILLTRAIT_NT;
pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_NT;
pNewSoldier->stats.ubSkillTraits[2] = NO_SKILLTRAIT_NT;
}
else
{
pNewSoldier->stats.ubSkillTraits[0] = NO_SKILLTRAIT_OT;
pNewSoldier->stats.ubSkillTraits[1] = NO_SKILLTRAIT_OT;
}
break;
}
AddSoldierToSectorNoCalculateDirectionUseAnimation( iNewIndex, usAnimState, 0 );
// If this corpse has camo, use palette from hvobject
if ( pCorpse->def.ubType == ROTTING_STAGE2 )
{
memcpy( pNewSoldier->p8BPPPalette, gpTileCache[ pCorpse->iCachedTileID ].pImagery->vo->pPaletteEntry, sizeof( pCorpse->p8BPPPalette ) * 256 );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_CAMO_PALETTE )
{
pNewSoldier->bCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_URBAN_CAMO_PALETTE )
{
pNewSoldier->urbanCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornUrbanCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_DESERT_CAMO_PALETTE )
{
pNewSoldier->desertCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornDesertCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
else if ( pCorpse->def.usFlags & ROTTING_CORPSE_USE_SNOW_CAMO_PALETTE )
{
pNewSoldier->snowCamo = gGameExternalOptions.bCamoKitArea;
pNewSoldier->wornSnowCamo = __max(0, ( 65 - gGameExternalOptions.bCamoKitArea ) );
}
// Reload palettes....
if ( pNewSoldier->bInSector )
{
pNewSoldier->CreateSoldierPalettes( );
}
// Set a pending animation to change stance first...
//SendChangeSoldierStanceEvent( pNewSoldier, ANIM_CROUCH );
// search for armour and equip if found
if ( gGameExternalOptions.fZombieRiseWithArmour )
{
BOOLEAN fHelmetFound = FALSE;
BOOLEAN fVestFound = FALSE;
BOOLEAN fPantsFound = FALSE;
ITEM_POOL * pItemPool, * pItemPoolNext;
GetItemPool( pCorpse->def.sGridNo, &pItemPool, pCorpse->def.bLevel );
while( pItemPool && ( !fHelmetFound || !fVestFound ||!fPantsFound ) )
{
pItemPoolNext = pItemPool->pNext;
OBJECTTYPE* pObj = &(gWorldItems[ pItemPool->iItemIndex ].object);
if ( Item[ pObj->usItem ].usItemClass == IC_ARMOUR )
{
switch (Armour[Item[pObj->usItem].ubClassIndex].ubArmourClass)
{
case ARMOURCLASS_HELMET:
{
if( !fHelmetFound && AutoPlaceObject(pNewSoldier, pObj, FALSE))
{
// remove item from the ground
RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel );
fHelmetFound = TRUE;
}
break;
}
case ARMOURCLASS_VEST:
{
if( !fVestFound && AutoPlaceObject(pNewSoldier, pObj, FALSE))
{
// remove item from the ground
RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel );
fVestFound = TRUE;
}
break;
}
case ARMOURCLASS_LEGGINGS:
{
if( !fPantsFound && AutoPlaceObject(pNewSoldier, pObj, FALSE))
{
// remove item from the ground
RemoveItemFromPool( pCorpse->def.sGridNo, pItemPool->iItemIndex, pCorpse->def.bLevel );
fPantsFound = TRUE;
}
break;
}
default:
break;
}
}
pItemPool = pItemPoolNext;
}
}
// Change to standing,unless we can getup with an animation
pNewSoldier->EVENT_InitNewSoldierAnim( STANDING, 0, TRUE );
pNewSoldier->BeginSoldierGetup( );
// So we can see them!
AllTeamsLookForAll(ALLOW_INTERRUPTS);
}
}
// Flugente Zombies: returns true if a zombie can be raised from this corpse, and returns the correct pAnimState for the new zombie
BOOLEAN CorpseOkToSpawnZombie( ROTTING_CORPSE * pCorpse, UINT16* pAnimState )
{
BOOLEAN canbezombie = FALSE;
*pAnimState = FALLBACKHIT_STOP;
switch ( pCorpse->def.ubType )
{
case SMERC_BCK:
case SMERC_DHD:
case SMERC_FALL:
case MMERC_BCK:
case MMERC_DHD:
case MMERC_FALL:
case FMERC_BCK:
case FMERC_DHD:
case FMERC_FALL:
case ROTTING_STAGE2:
canbezombie = TRUE;
*pAnimState = FALLBACKHIT_STOP;
break;
case SMERC_FWD:
case SMERC_PRN:
case SMERC_FALLF:
case MMERC_FWD:
case MMERC_PRN:
case MMERC_FALLF:
case FMERC_FWD:
case FMERC_PRN:
case FMERC_FALLF:
canbezombie = TRUE;
*pAnimState = FALLFORWARD_HITDEATH_STOP;
break;
case M_DEAD1:
canbezombie = TRUE;
*pAnimState = GENERIC_HIT_DEATH;
break;
case M_DEAD2:
canbezombie = TRUE;
*pAnimState = CIV_DIE2;
break;
case H_DEAD1:
case K_DEAD1:
case FT_DEAD1:
case S_DEAD1:
case W_DEAD1:
case C_DEAD1:
case H_DEAD2:
case K_DEAD2:
case FT_DEAD2:
case S_DEAD2:
case W_DEAD2:
case C_DEAD2:
canbezombie = TRUE;
*pAnimState = STANDING;
break;
default:
break;
}
return( canbezombie );
}
// Flugente: can we take the clothes of this corpse?
// calling this with NULL for soldier will give a general answer for any bodytype
BOOLEAN CorpseOkToDress( ROTTING_CORPSE* pCorpse )
{
if ( !pCorpse )
return FALSE;
switch ( pCorpse->def.ubType )
{
case SMERC_JFK:
case SMERC_BCK:
case SMERC_FWD:
case SMERC_DHD:
case SMERC_PRN:
case SMERC_WTR:
case SMERC_FALL:
case SMERC_FALLF:
case M_DEAD1:
case M_DEAD2:
case H_DEAD1:
case H_DEAD2:
case S_DEAD1:
case S_DEAD2:
case C_DEAD1:
case C_DEAD2:
case MMERC_JFK:
case MMERC_BCK:
case MMERC_FWD:
case MMERC_DHD:
case MMERC_PRN:
case MMERC_WTR:
case MMERC_FALL:
case MMERC_FALLF:
case FT_DEAD1:
case FT_DEAD2:
case FMERC_JFK:
case FMERC_BCK:
case FMERC_FWD:
case FMERC_DHD:
case FMERC_PRN:
case FMERC_WTR:
case FMERC_FALL:
case FMERC_FALLF:
case W_DEAD1:
case W_DEAD2:
return TRUE;
break;
default:
break;
}
return FALSE;
}
// Flugente: how rotten is this corpse? values from 0 to 1, 1 as soon as it is rotting
FLOAT GetCorpseRotFactor( ROTTING_CORPSE* pCorpse )
{
if ( !pCorpse )
return 0.0f;
if ( pCorpse->def.ubType == ROTTING_STAGE2 )
return 1.0f;
return (GetWorldTotalMin( ) - pCorpse->def.uiTimeOfDeath) / gGameExternalOptions.usCorpseDelayUntilRotting;
}