Files
source/Strategic/strategic.cpp
T

260 lines
7.0 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#else
#include "Strategic.h"
#include "Types.h"
#include "Squads.h"
#include "jascreens.h"
#include "Assignments.h"
#include "Interface Control.h"
#include "Overhead.h"
#include "Soldier Profile.h"
#include "Dialogue Control.h"
#include "personnel.h"
#include "Tactical Save.h"
#include "Isometric Utils.h"
#include "Vehicles.h"
#include "Game Clock.h"
#include "CampaignStats.h" // added by Flugente
#include "militiasquads.h" // added by Flugente
#include "Game Event Hook.h" // added by Flugente
#include "message.h" // added by Flugente
#include "Text.h" // added by Flugente
#include "Queen Command.h" // added by Flugente
#endif
#ifdef JA2UB
#else
// anv: for playable Speck
#include "mercs.h"
#endif
StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y];
extern BOOLEAN fReDrawFace;
BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
{
// add the guy to the dead list
//AddCharacterToDeadList( pSoldier );
// If in a vehicle, remove them!
if( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != -1 ) )
{
// remove from vehicle
TakeSoldierOutOfVehicle( pSoldier );
}
// if not in mapscreen
if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
// ATE; At least make them dead!
if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
}
else if( ( pSoldier->stats.bLife == 0 )&&( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
{
// died in mapscreen
fReDrawFace = TRUE;
// dead
if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
//s et breath and breath max to 0
pSoldier->bBreath = pSoldier->bBreathMax = 0;
// rebuild list
ReBuildCharactersList( );
// ste merc as dead
// pSoldier->flags.fUIdeadMerc = TRUE;
// attempt to remove character from squad
RemoveCharacterFromSquads( pSoldier );
// handle any passign comments by grunts
HandleSoldierDeadComments( pSoldier );
// put the dead guys down
AddDeadSoldierToUnLoadedSector( ( UINT8 ) ( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ), pSoldier->bSectorZ, pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
StopTimeCompression();
}
return( TRUE );
}
void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
{
INT32 cnt = 0;
SOLDIERTYPE *pTeamSoldier;
INT8 bBuddyIndex;
// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
// see if this was the friend of a living merc
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
{
bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
switch( bBuddyIndex )
{
case 0:
// buddy #1 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_ONE_KILLED );
break;
case 1:
// buddy #2 died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_TWO_KILLED );
break;
case 2:
// buddy #3 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_THREE_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_THREE_KILLED );
break;
case 3:
// buddy #4 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_FOUR_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_FOUR_KILLED );
break;
case 4:
// buddy #5 died!
if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_FIVE_KILLED );
else
TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_FIVE_KILLED );
break;
case 5:
// learn to like buddy died!
TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_MERC_KILLED );
break;
default:
break;
}
}
#ifdef JA2UB
#else
// anv: handle Speck witnessing his employee death
if( pTeamSoldier->ubProfile == SPECK_PLAYABLE && pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC )
HandleSpeckWitnessingEmployeeDeath( pSoldier );
#endif
}
}
BOOLEAN SetMilitiaMovementOrder(INT16 sX, INT16 sY, INT8 sZ, UINT32 dir)
{
// militia can only move on the surface
if ( sZ )
return FALSE;
// militia needs to be here...
if ( !NumNonPlayerTeamMembersInSector( sX, sY, MILITIA_TEAM ) )
return FALSE;
// in order to give movement orders, we need a merc to staff a military headquarter
if ( !MercStaffsMilitaryHQ() )
return FALSE;
INT16 newX = sX;
INT16 newY = sY;
UINT8 movetype = THROUGH_STRATEGIC_MOVE;
switch (dir)
{
case MILITIA_MOVE_NORTH:
--newY;
movetype = NORTH_STRATEGIC_MOVE;
break;
case MILITIA_MOVE_WEST:
--newX;
movetype = WEST_STRATEGIC_MOVE;
break;
case MILITIA_MOVE_EAST:
++newX;
movetype = EAST_STRATEGIC_MOVE;
break;
case MILITIA_MOVE_SOUTH:
++newY;
movetype = SOUTH_STRATEGIC_MOVE;
break;
default:
return FALSE;
break;
}
if ( gGameExternalOptions.gflimitedRoaming && !IsSectorRoamingAllowed( SECTOR(newX, newY) ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gpStrategicString[STR_MILITIAMOVEMENT_NO_LIMITEDROAMING] );
return FALSE;
}
UINT8 ubTraverseType = SectorInfo[ SECTOR(sX, sY) ].ubTraversability[ movetype ];
if( ubTraverseType == GROUNDBARRIER || ubTraverseType == EDGEOFWORLD )
return FALSE;
UINT32 ubTraverseMod = 0;
switch( ubTraverseType )
{
case TOWN: ubTraverseMod = 1780;break;
case ROAD: ubTraverseMod = 100;break;
case PLAINS: ubTraverseMod = 85; break;
case SAND: ubTraverseMod = 50; break;
case SPARSE: ubTraverseMod = 70; break;
case DENSE: ubTraverseMod = 60; break;
case SWAMP: ubTraverseMod = 35; break;
case WATER: ubTraverseMod = 25; break;
case HILLS: ubTraverseMod = 50; break;
case NS_RIVER: ubTraverseMod = 25; break;
case EW_RIVER: ubTraverseMod = 25; break;
}
if( ubTraverseMod )
{
UINT32 timeneeded = FOOT_TRAVEL_TIME * 100 / ubTraverseMod;
SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sX, sY ) ] );
StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags &= ~MILITIA_MOVE_ALLDIRS;
StrategicMap[ sX + ( sY * MAP_WORLD_X ) ].usFlags |= dir;
AddStrategicEvent( EVENT_MILITIA_MOVEMENT_ORDER, GetWorldTotalMin() + timeneeded, SECTOR( sX, sY ) );
fMapPanelDirty = TRUE;
return TRUE;
}
return FALSE;
}