Files
source/Tactical/Soldier Create.cpp
T
2008-11-06 00:46:54 +00:00

3138 lines
100 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "PreBattle Interface.h"
#include "saveloadgame.h"
#else
#include "sgp.h"
#include "Soldier Create.h"
#include "overhead.h"
#include "wcheck.h"
#include "soldier profile.h"
#include "animation control.h"
#include "animation data.h"
#include "Sound Control.h"
#include "overhead types.h"
#include "faces.h"
#include "isometric utils.h"
#include "worldman.h"
#include "items.h"
#include "weapons.h"
#include "opplist.h"
#include "random.h"
#include "Assignments.h"
#include "Soldier Init List.h"
#include "EditorMercs.h"
#include "Smell.h"
#include "Squads.h"
#include "Interface Panels.h"
#include "Strategicmap.h"
#include "Inventory Choosing.h"
#include "Queen Command.h"
#include "Soldier Add.h"
#include "SaveLoadGame.h"
#include "Quests.h"
#include "Sys Globals.h"
#include "Scheduling.h"
#include "Rotting Corpses.h"
#include "vehicles.h"
#include "handle ui.h"
#include "text.h"
#include "Campaign.h"
#include "GameSettings.h"
#include "PreBattle Interface.h"
#include "Auto Resolve.h"
#include "Morale.h"
#include "ai.h"
#include "Strategic Mines.h"
#include "math.h"
#endif
#include "connect.h"
#include "message.h"
#include "fresh_header.h"
// THESE 3 DIFFICULTY FACTORS MUST ALWAYS ADD UP TO 100% EXACTLY!!!
#define DIFF_FACTOR_PLAYER_PROGRESS 50
#define DIFF_FACTOR_PALACE_DISTANCE 30
#define DIFF_FACTOR_GAME_DIFFICULTY 20
// additional difficulty modifiers
#define DIFF_MODIFIER_SOME_PROGRESS +5
#define DIFF_MODIFIER_NO_INCOME -5
#define DIFF_MODIFIER_DRASSEN_MILITIA +10
#define PALACE_SECTOR_X 3
#define PALACE_SECTOR_Y 16
#define MAX_PALACE_DISTANCE 20
OLD_SOLDIERCREATE_STRUCT_101::OLD_SOLDIERCREATE_STRUCT_101() {
initialize();
}
// Copy Constructor
OLD_SOLDIERCREATE_STRUCT_101::OLD_SOLDIERCREATE_STRUCT_101(const OLD_SOLDIERCREATE_STRUCT_101& src) {
memcpy(this, &src, SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD);
this->Inv = src.Inv;
}
// Assignment operator
OLD_SOLDIERCREATE_STRUCT_101& OLD_SOLDIERCREATE_STRUCT_101::operator=(const OLD_SOLDIERCREATE_STRUCT_101& src)
{
if (this != &src) {
memcpy(this, &src, SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD);
this->Inv = src.Inv;
}
return *this;
}
// Destructor
OLD_SOLDIERCREATE_STRUCT_101::~OLD_SOLDIERCREATE_STRUCT_101() {
}
// Initialize the soldier.
// Use this instead of the old method of calling memset!
// Note that the constructor does this automatically.
void OLD_SOLDIERCREATE_STRUCT_101::initialize() {
memset( this, 0, SIZEOF_OLD_SOLDIERCREATE_STRUCT_101_POD);
Inv.clear();
}
// Conversion operator from old to new
SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const OLD_SOLDIERCREATE_STRUCT_101& src)
{
if ((void*)this != (void*)&src) {
this->Inv = src.Inv;
memcpy( &(this->name), &(src.name), sizeof(CHAR16) * 10 );
memcpy( &(this->HeadPal), &(src.HeadPal), sizeof(PaletteRepID) ); // 30
memcpy( &(this->PantsPal), &(src.PantsPal), sizeof(PaletteRepID) ); // 30
memcpy( &(this->VestPal), &(src.VestPal), sizeof(PaletteRepID) ); // 30
memcpy( &(this->SkinPal), &(src.SkinPal), sizeof(PaletteRepID) ); // 30
memcpy( &(this->MiscPal), &(src.MiscPal), sizeof(PaletteRepID) ); // 30
memcpy( &(this->sPatrolGrid), &(src.sPatrolGrid), sizeof(INT16) * MAXPATROLGRIDS );
this->bAgility = src.bAgility;
this->bAIMorale = src.bAIMorale;
this->bAttitude = src.bAttitude;
this->bBodyType = src.bBodyType;
this->bDexterity = src.bDexterity;
this->ubDirection = src.ubDirection;
this->bExpLevel = src.bExpLevel;
this->bExplosive = src.bExplosive;
this->bLeadership = src.bLeadership;
this->bLife = src.bLife;
this->bLifeMax = src.bLifeMax;
this->bMarksmanship = src.bMarksmanship;
this->bMechanical = src.bMechanical;
this->bMedical = src.bMedical;
this->bMorale = src.bMorale;
this->bOrders = src.bOrders;
this->bPatrolCnt = src.bPatrolCnt;
this->bSectorZ = src.bSectorZ;
this->bStrength = src.bStrength;
this->bTeam = src.bTeam;
this->bUseGivenVehicleID = src.bUseGivenVehicleID;
this->bWisdom = src.bWisdom;
this->fCopyProfileItemsOver = src.fCopyProfileItemsOver;
this->fHasKeys = src.fHasKeys;
this->fKillSlotIfOwnerDies = src.fKillSlotIfOwnerDies;
this->fOnRoof = src.fOnRoof;
this->fPlayerMerc = src.fPlayerMerc;
this->fPlayerPlan = src.fPlayerPlan;
this->fStatic = src.fStatic;
this->fUseExistingSoldier = src.fUseExistingSoldier;
this->fUseGivenVehicle = src.fUseGivenVehicle;
this->fVisible = src.fVisible;
this->pExistingSoldier = src.pExistingSoldier;
this->sInsertionGridNo = src.sInsertionGridNo;
this->sSectorX = src.sSectorX;
this->sSectorY = src.sSectorY;
this->ubCivilianGroup = src.ubCivilianGroup;
this->ubProfile = src.ubProfile;
this->ubScheduleID = src.ubScheduleID;
this->ubSoldierClass = src.ubSoldierClass;
}
return *this;
}
// Conversion operator from SOLDIERTYPE to SOLDIERCREATE_STRUCT
SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERTYPE& Soldier)
{
//WARNING, this may not copy all data you expect over, I'm not sure
//but it does copy all the data from the previous function
//Copy over the data of the soldier.
this->ubProfile = NO_PROFILE;
this->bLife = Soldier.stats.bLife;
this->bLifeMax = Soldier.stats.bLifeMax;
this->bAgility = Soldier.stats.bAgility;
this->bDexterity = Soldier.stats.bDexterity;
this->bExpLevel = Soldier.stats.bExpLevel;
this->bMarksmanship = Soldier.stats.bMarksmanship;
this->bMedical = Soldier.stats.bMedical;
this->bMechanical = Soldier.stats.bMechanical;
this->bExplosive = Soldier.stats.bExplosive;
this->bLeadership = Soldier.stats.bLeadership;
this->bStrength = Soldier.stats.bStrength;
this->bWisdom = Soldier.stats.bWisdom;
this->bAttitude = Soldier.aiData.bAttitude;
this->bOrders = Soldier.aiData.bOrders;
this->bMorale = Soldier.aiData.bMorale;
this->bAIMorale = Soldier.aiData.bAIMorale;
this->bBodyType = Soldier.ubBodyType;
this->ubCivilianGroup = Soldier.ubCivilianGroup;
this->ubScheduleID = Soldier.ubScheduleID;
this->fHasKeys = Soldier.flags.bHasKeys;
this->sSectorX = Soldier.sSectorX;
this->sSectorY = Soldier.sSectorY;
this->bSectorZ = Soldier.bSectorZ;
this->ubSoldierClass = Soldier.ubSoldierClass;
this->bTeam = Soldier.bTeam;
this->ubDirection = Soldier.ubDirection;
this->fOnRoof = Soldier.pathing.bLevel;
this->sInsertionGridNo = Soldier.sGridNo;
swprintf( this->name, Soldier.name );
//Copy patrol points
this->bPatrolCnt = Soldier.aiData.bPatrolCnt;
memcpy( this->sPatrolGrid, Soldier.aiData.sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
//copy colors for soldier based on the body type.
sprintf( this->HeadPal, Soldier.HeadPal );
sprintf( this->VestPal, Soldier.VestPal );
sprintf( this->SkinPal, Soldier.SkinPal );
sprintf( this->PantsPal, Soldier.PantsPal );
sprintf( this->MiscPal, Soldier.MiscPal );
//copy soldier's inventory
this->Inv = Soldier.inv;
return *this;
}
UINT16 SOLDIERCREATE_STRUCT::GetChecksum()
{
return (
this->bLife * 7 +
this->bLifeMax * 8 -
this->bAgility * 2 +
this->bDexterity * 1 +
this->bExpLevel * 5 -
this->bMarksmanship * 9 +
this->bMedical * 10 +
this->bMechanical * 3 +
this->bExplosive * 4 +
this->bLeadership * 5 +
this->bStrength * 7 +
this->bWisdom * 11 +
this->bMorale * 7 +
this->bAIMorale * 3 -
this->bBodyType * 7 +
4 * 6 +
this->sSectorX * 7 -
this->ubSoldierClass * 4 +
this->bTeam * 7 +
this->ubDirection * 5 +
this->fOnRoof * 17 +
this->sInsertionGridNo * 1 +
3);
}
SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT() {
initialize();
}
// Copy Constructor
SOLDIERCREATE_STRUCT::SOLDIERCREATE_STRUCT(const SOLDIERCREATE_STRUCT& src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
}
// Assignment operator
SOLDIERCREATE_STRUCT& SOLDIERCREATE_STRUCT::operator=(const SOLDIERCREATE_STRUCT& src)
{
if (this != &src) {
memcpy(this, &src, SIZEOF_SOLDIERCREATE_STRUCT_POD);
this->Inv = src.Inv;
}
return *this;
}
// Destructor
SOLDIERCREATE_STRUCT::~SOLDIERCREATE_STRUCT() {
}
// Initialize the soldier.
// Use this instead of the old method of calling memset!
// Note that the constructor does this automatically.
void SOLDIERCREATE_STRUCT::initialize() {
memset( this, 0, SIZEOF_SOLDIERCREATE_STRUCT_POD);
Inv.clear();
}
// Ugly temporary solution
//
// These two functions map the "old" style inventory (fixed array of ) to the new (a flexibly sized vector).
// If you change names or eliminate some positions or such you need to change these.
// Eventually the need for these functions will disappear.
void OLD_SOLDIERCREATE_STRUCT_101::CopyOldInventoryToNew() {
// Do not use a loop in case the new inventory slots are arranged differently than the old
Inv[HELMETPOS] = DO_NOT_USE_Inv[OldInventory::HELMETPOS];
Inv[VESTPOS] = DO_NOT_USE_Inv[OldInventory::VESTPOS];
Inv[LEGPOS] = DO_NOT_USE_Inv[OldInventory::LEGPOS];
Inv[HEAD1POS] = DO_NOT_USE_Inv[OldInventory::HEAD1POS];
Inv[HEAD2POS] = DO_NOT_USE_Inv[OldInventory::HEAD2POS];
Inv[HANDPOS] = DO_NOT_USE_Inv[OldInventory::HANDPOS];
Inv[SECONDHANDPOS] = DO_NOT_USE_Inv[OldInventory::SECONDHANDPOS];
Inv[BIGPOCK1POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK1POS];
Inv[BIGPOCK2POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK2POS];
Inv[BIGPOCK3POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK3POS];
Inv[BIGPOCK4POS] = DO_NOT_USE_Inv[OldInventory::BIGPOCK4POS];
Inv[SMALLPOCK1POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK1POS];
Inv[SMALLPOCK2POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK2POS];
Inv[SMALLPOCK3POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK3POS];
Inv[SMALLPOCK4POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK4POS];
Inv[SMALLPOCK5POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK5POS];
Inv[SMALLPOCK6POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK6POS];
Inv[SMALLPOCK7POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK7POS];
Inv[SMALLPOCK8POS] = DO_NOT_USE_Inv[OldInventory::SMALLPOCK8POS];
}
/*
void OLD_SOLDIERCREATE_STRUCT_101::CopyNewInventoryToOld() {
// Do not use a loop in case the new inventory slots are arranged differently than the old
DO_NOT_USE_Inv[OldInventory::HELMETPOS] = Inv[HELMETPOS];
DO_NOT_USE_Inv[OldInventory::VESTPOS] = Inv[VESTPOS];
DO_NOT_USE_Inv[OldInventory::LEGPOS] = Inv[LEGPOS];
DO_NOT_USE_Inv[OldInventory::HEAD1POS] = Inv[HEAD1POS];
DO_NOT_USE_Inv[OldInventory::HEAD2POS] = Inv[HEAD2POS];
DO_NOT_USE_Inv[OldInventory::HANDPOS] = Inv[HANDPOS];
DO_NOT_USE_Inv[OldInventory::SECONDHANDPOS] = Inv[SECONDHANDPOS];
DO_NOT_USE_Inv[OldInventory::BIGPOCK1POS] = Inv[BIGPOCK1POS];
DO_NOT_USE_Inv[OldInventory::BIGPOCK2POS] = Inv[BIGPOCK2POS];
DO_NOT_USE_Inv[OldInventory::BIGPOCK3POS] = Inv[BIGPOCK3POS];
DO_NOT_USE_Inv[OldInventory::BIGPOCK4POS] = Inv[BIGPOCK4POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK1POS] = Inv[SMALLPOCK1POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK2POS] = Inv[SMALLPOCK2POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK3POS] = Inv[SMALLPOCK3POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK4POS] = Inv[SMALLPOCK4POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK5POS] = Inv[SMALLPOCK5POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK6POS] = Inv[SMALLPOCK6POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK7POS] = Inv[SMALLPOCK7POS];
DO_NOT_USE_Inv[OldInventory::SMALLPOCK8POS] = Inv[SMALLPOCK8POS];
}
*/
//Private functions used within TacticalCreateStruct()
void InitSoldierStruct( SOLDIERTYPE *pSoldier );
BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct );
BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct );
void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct );
UINT8 GetLocationModifier( UINT8 ubSoldierClass );
void ReduceHighExpLevels( INT8 *pbExpLevel );
BOOLEAN gfProfiledEnemyAdded = FALSE;
UINT32 guiCurrentUniqueSoldierId = 1;
// CJC note: trust me, it's easiest just to put this here; this is the only
// place it should need to be used
/* CHRISL: There's nothing to fix here. This array is only used on non-hireable NPCs to designate whether an object can
be dropped or not. And we only have an 8bit field to store these flags. So there's no need to change anything. New or
Old inventory system, NPC profiles use the old style pocket system.*/
//ADB actually that's not correct, all NPC profiles use the new pocket system.
//To verify this, give Fatima the letter then check what slot it is in when she is in A10.
//AFAIK there is no way to seperate non hireable NPCs from hireable NPCs, so to fix Ira all NPC profiles are adjusted.
/* CHRISL: You can't make change to this. You can add values to the end if you want, but prof.dat requires
this setup. That's one of the many reasons I setup the new inventory system to NOT be used by computer
controlled characters. */
UINT8 gubItemDroppableFlag[NUM_INV_SLOTS] =
{
0x01,
0x02,
0x04,
0,
0,
0x08,
0,
0, //0x10,
0, //0x20,
0, //0x40,
0, //0x80,
0,
0,
0,
0x10, //0,
0x20, //0,
0x40, //0,
0x80, //0,
0
};
void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct )
{
pCreateStruct->bLifeMax = (UINT8)Random(50)+50;
pCreateStruct->bLife = pCreateStruct->bLifeMax;
pCreateStruct->bAgility = (UINT8)Random(50)+50;
pCreateStruct->bDexterity = (UINT8)Random(50)+50;
pCreateStruct->bExpLevel = 1 + (UINT8)Random(4);
// Randomize skills (for now)
pCreateStruct->bMarksmanship = (UINT8)Random(50)+50;
pCreateStruct->bMedical = (UINT8)Random(50)+50;
pCreateStruct->bMechanical = (UINT8)Random(50)+50;
pCreateStruct->bExplosive = (UINT8)Random(50)+50;
pCreateStruct->bLeadership = (UINT8)Random(50)+50;
pCreateStruct->bStrength = (UINT8)Random(50)+50;
pCreateStruct->bWisdom = (UINT8)Random(50)+50;
pCreateStruct->bAttitude = (INT8) Random( MAXATTITUDES );
pCreateStruct->bOrders = FARPATROL;
pCreateStruct->bMorale = 50;
pCreateStruct->bAIMorale = MORALE_FEARLESS;
}
void DecideToAssignSniperOrders( SOLDIERCREATE_STRUCT * pp )
{
//Madd: decide if soldier should be a sniper
if ( pp->bOrders == STATIONARY || pp->bOrders == ONGUARD )
{
// 30% of anybody w/a scope and decent range being a sniper, 80% chance of a guy w/a sniper rifle being a sniper
if ( (GunRange(&pp->Inv[HANDPOS]) >= 40 && IsScoped(&pp->Inv[HANDPOS]) && Random(100) < 30) || ( Weapon[pp->Inv[HANDPOS].usItem].ubWeaponType == GUN_SN_RIFLE && IsScoped(&pp->Inv[HANDPOS]) && Random(100) < 80 ) )
{
pp->bOrders = SNIPER;
DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("Sniper Created") );
}
}
}
SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
{
SOLDIERTYPE Soldier;
INT32 cnt;
SOLDIERTYPE *pTeamSoldier;
BOOLEAN fGuyAvail = FALSE;
UINT8 bLastTeamID;
UINT8 ubVehicleID = 0;
*pubID = NOBODY;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("TacticalCreateSoldier"));
INT8 tbTeam;
BOOLEAN tfPP;
tbTeam=pCreateStruct->bTeam;
tfPP=pCreateStruct->fPlayerPlan; //used as temp indicator of struct sent from the server //hayden.
if(is_networked && (pCreateStruct->fOnRoof==1))
{
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"skipping roof merc");
return NULL;
}
if(is_client && !is_server && (tbTeam >0 && tbTeam < 5) && tfPP==0)
{
return NULL; // pure client to not spawn AI unless from server, Hayden.
//gTacticalStatus.Team[ tbTeam ].bTeamActive=0;
}
//if(is_server && tbTeam>0 && tbTeam<5)
if(is_server && tbTeam>0 && tbTeam<5)
{
send_AI(pCreateStruct,pubID);
}
if(is_client && !is_server && tfPP==1)
{
pCreateStruct->fPlayerPlan = 0;
}
if(is_networked && (pCreateStruct->bBodyType==23 || pCreateStruct->bBodyType==24))
{
ScreenMsg( FONT_YELLOW, MSG_CHAT, L"skipping tank");
return NULL;
}
//hayden
//Kris:
//Huge no no! See the header file for description of static detailed placements.
//If this expression ever evaluates to true, then it will expose serious problems.
//Simply returning won't help.
if( pCreateStruct->fStatic )
{
Assert( 0 );
}
// Some values initialized here but could be changed before going to the common one
InitSoldierStruct( &Soldier );
Soldier.uiUniqueSoldierIdValue = guiCurrentUniqueSoldierId;
guiCurrentUniqueSoldierId++;
// OK, CHECK IF WE HAVE A VALID PROFILE ID!
if ( pCreateStruct->ubProfile != NO_PROFILE )
{
// We have a merc created by profile, do this!
TacticalCopySoldierFromProfile( &Soldier, pCreateStruct );
}
else
{
TacticalCopySoldierFromCreateStruct( &Soldier, pCreateStruct );
}
// If we are NOT creating an existing soldier ( ie, this is not from a save game ), create soldier normally
if( !pCreateStruct->fUseExistingSoldier )
{
// We want to determine what team to place these guys in...
// First off, force player team if they are a player guy! ( do some other stuff for only our guys!
if ( pCreateStruct->fPlayerMerc )
{
Soldier.flags.uiStatusFlags |= SOLDIER_PC;
Soldier.bTeam = gbPlayerNum;
Soldier.bVisible = 1;
}
else if ( pCreateStruct->fPlayerPlan )
{
Soldier.flags.uiStatusFlags |= SOLDIER_PC;
Soldier.bVisible = 1;
}
else
{
Soldier.flags.uiStatusFlags |= SOLDIER_ENEMY;
}
// Check for auto team
if ( pCreateStruct->bTeam == SOLDIER_CREATE_AUTO_TEAM )
{
// Auto determine!
// OK, if this is our guy, set team as ours!
if ( pCreateStruct->fPlayerMerc )
{
Soldier.bTeam = OUR_TEAM;
Soldier.aiData.bNormalSmell = NORMAL_HUMAN_SMELL_STRENGTH;
}
else if ( pCreateStruct->fPlayerPlan )
{
Soldier.bTeam = PLAYER_PLAN;
}
else
{
// LOOK AT BODY TYPE!
switch ( pCreateStruct->bBodyType )
{
case REGMALE:
case BIGMALE:
case STOCKYMALE:
case REGFEMALE:
Soldier.bTeam = ENEMY_TEAM;
break;
case ADULTFEMALEMONSTER:
case AM_MONSTER:
case YAF_MONSTER:
case YAM_MONSTER:
case LARVAE_MONSTER:
case INFANT_MONSTER:
case QUEENMONSTER:
Soldier.bTeam = CREATURE_TEAM;
break;
case FATCIV:
case MANCIV:
case MINICIV:
case DRESSCIV:
case HATKIDCIV:
case KIDCIV:
case COW:
case CROW:
case ROBOTNOWEAPON:
Soldier.bTeam = CIV_TEAM;
break;
}
}
}
else
{
Soldier.bTeam = pCreateStruct->bTeam;
// if WE_SEE_WHAT_MILITIA_SEES
if ( Soldier.bTeam == MILITIA_TEAM )
{
Soldier.bVisible = 1;
}
}
// Copy the items over for the soldier, only if we have a valid profile id!
if ( pCreateStruct->ubProfile != NO_PROFILE )
{
CopyProfileItems( &Soldier, pCreateStruct );
//CHRISL: make sure nails gets his jacket no matter what
if(pCreateStruct->ubProfile == 34 && pCreateStruct->fCopyProfileItemsOver == FALSE)
{
CreateItem(188, 100, &Soldier.inv[VESTPOS]);
}
}
// Given team, get an ID for this guy!
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
cnt = gTacticalStatus.Team[ Soldier.bTeam ].bFirstID;
// ATE: If we are a vehicle, and a player, start at a different slot ( 2 - max )
if( Soldier.ubBodyType == HUMVEE ||
Soldier.ubBodyType == ELDORADO ||
Soldier.ubBodyType == ICECREAMTRUCK ||
Soldier.ubBodyType == JEEP )
{
if( Soldier.bTeam == gbPlayerNum )
{
cnt = gTacticalStatus.Team[ Soldier.bTeam ].bLastID - 1;
}
}
bLastTeamID = gTacticalStatus.Team[ Soldier.bTeam ].bLastID;
// look for all mercs on the same team,
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( !pTeamSoldier->bActive )
{
fGuyAvail = TRUE;
break;
}
}
// Check if there was space!
if ( !fGuyAvail )
{ //No space, so can't create the soldier.
return NULL;
}
// OK, set ID
Soldier.ubID = (UINT8)cnt;
*pubID = Soldier.ubID;
}
// LOAD MERC's FACE!
if ( pCreateStruct->ubProfile != NO_PROFILE && Soldier.bTeam == OUR_TEAM )
{
Soldier.iFaceIndex = InitSoldierFace( &Soldier );
}
Soldier.bActionPoints = Soldier.CalcActionPoints( );
Soldier.bInitialActionPoints = Soldier.bActionPoints;
Soldier.bSide = gTacticalStatus.Team[ Soldier.bTeam ].bSide;
Soldier.bActive = TRUE;
Soldier.sSectorX = pCreateStruct->sSectorX;
Soldier.sSectorY = pCreateStruct->sSectorY;
Soldier.bSectorZ = pCreateStruct->bSectorZ;
Soldier.ubInsertionDirection = pCreateStruct->ubDirection;
Soldier.pathing.bDesiredDirection = pCreateStruct->ubDirection;
Soldier.aiData.bDominantDir = pCreateStruct->ubDirection;
Soldier.ubDirection = pCreateStruct->ubDirection;
Soldier.sInsertionGridNo = pCreateStruct->sInsertionGridNo;
Soldier.bOldLife = Soldier.stats.bLifeMax;
// If a civvy, set neutral
if ( Soldier.bTeam == CIV_TEAM )
{
if (Soldier.ubProfile == WARDEN )
{
Soldier.aiData.bNeutral = FALSE;
}
else if (Soldier.ubCivilianGroup != NON_CIV_GROUP)
{
if ( gTacticalStatus.fCivGroupHostile[ Soldier.ubCivilianGroup ] == CIV_GROUP_HOSTILE )
{
Soldier.aiData.bNeutral = FALSE;
}
else
{
Soldier.aiData.bNeutral = TRUE;
}
}
else
{
Soldier.aiData.bNeutral = TRUE;
}
//Weaken stats based on the bodytype of the civilian.
if( Soldier.ubProfile == NO_PROFILE )
{
switch( Soldier.ubBodyType )
{
case REGMALE:
case BIGMALE:
case STOCKYMALE:
case REGFEMALE:
//no adjustments necessary for these "healthy" bodytypes.
break;
case FATCIV:
//fat, so slower
Soldier.stats.bAgility = (INT8)( 30 + Random( 26 ) ); //30 - 55
break;
case MANCIV:
Soldier.stats.bLife = Soldier.stats.bLifeMax = (INT8)( 35 + Random( 26 ) ); //35 - 60
break;
case MINICIV:
case DRESSCIV:
Soldier.stats.bLife = Soldier.stats.bLifeMax = (INT8)( 30 + Random( 16 ) ); //30 - 45
break;
case HATKIDCIV:
case KIDCIV:
Soldier.stats.bLife = Soldier.stats.bLifeMax = (INT8)( 20 + Random( 16 ) ); //20 - 35
break;
case CRIPPLECIV:
Soldier.stats.bLife = Soldier.stats.bLifeMax = (INT8)( 20 + Random( 26 ) ); //20 - 45
Soldier.stats.bAgility = (INT8)( 30 + Random( 16 ) ); // 30 - 45
break;
}
}
}
else if ( Soldier.bTeam == CREATURE_TEAM )
{
// bloodcats are neutral to start out
if ( Soldier.ubBodyType == BLOODCAT )
{
Soldier.aiData.bNeutral = TRUE;
} // otherwise (creatures) false
}
// OK, If not given a profile num, set a randomized defualt battle sound set
// and then adjust it according to body type!
if ( Soldier.ubProfile == NO_PROFILE )
{
Soldier.ubBattleSoundID = (UINT8)Random( 3 );
}
// WANNE: Extnernalized!
// ATE: TEMP : No enemy women mercs (unless elite)!
if (gGameExternalOptions.fRestrictFemaleEnemiesExceptElite == TRUE)
{
if( Soldier.ubProfile == NO_PROFILE && Soldier.bTeam == ENEMY_TEAM &&
Soldier.ubBodyType == REGFEMALE && Soldier.ubSoldierClass != SOLDIER_CLASS_ELITE )
{
Soldier.ubBodyType = (UINT8)( REGMALE + Random( 3 ) );
}
}
// ATE
// Set some values for variation in anims...
if ( Soldier.ubBodyType == BIGMALE )
{
Soldier.uiAnimSubFlags |= SUB_ANIM_BIGGUYTHREATENSTANCE;
}
//For inventory, look for any face class items that may be located in the big pockets and if found, move
//that item to a face slot and clear the pocket!
if( Soldier.bTeam != OUR_TEAM )
{
INT32 i;
BOOLEAN fSecondFaceItem = FALSE;
// CHRISL:
for( i = BIGPOCKSTART; i < BIGPOCKFINAL; i++ )
{
if( Item[ Soldier.inv[ i ].usItem ].usItemClass & IC_FACE )
{
if( !fSecondFaceItem )
{ //Don't check for compatibility... automatically assume there are no head positions filled.
fSecondFaceItem = TRUE;
Soldier.inv[ i ].MoveThisObjectTo(Soldier.inv[ HEAD1POS ], ALL_OBJECTS, &Soldier, HEAD1POS);
}
else
{ //if there is a second item, compare it to the first one we already added.
if( CompatibleFaceItem( Soldier.inv[ HEAD1POS ].usItem, Soldier.inv[ i ].usItem ) )
{
Soldier.inv[ i ].MoveThisObjectTo(Soldier.inv[ HEAD2POS ], ALL_OBJECTS, &Soldier, HEAD2POS);
break;
}
}
}
}
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
// also, if an army guy has camouflage, roll to determine whether they start camouflaged
if ( ( Soldier.bTeam == ENEMY_TEAM ) || ( Soldier.bTeam == MILITIA_TEAM ) )
{
i = FindCamoKit ( &Soldier );
if ( i != NO_SLOT && Random( 5 ) < SoldierDifficultyLevel( &Soldier ))
{
// start camouflaged
Soldier.bCamo = (INT8)Item[Soldier.inv[ i ].usItem].camobonus;
Soldier.urbanCamo = (INT8)Item[Soldier.inv[ i ].usItem].urbanCamobonus;
Soldier.desertCamo = (INT8)Item[Soldier.inv[ i ].usItem].desertCamobonus;
Soldier.snowCamo = (INT8)Item[Soldier.inv[ i ].usItem].snowCamobonus;
}
}
}
}
//Set some flags, actions based on what body type we are
//NOTE: BE VERY CAREFUL WHAT YOU DO IN THIS SECTION!
// It is very possible to override editor settings, especially orders and attitude.
// In those cases, you can check for !gfEditMode (not in editor).
switch ( Soldier.ubBodyType )
{
case HATKIDCIV:
case KIDCIV:
Soldier.ubBattleSoundID = (UINT8)Random( 2 );
break;
case REGFEMALE:
case MINICIV:
case DRESSCIV:
Soldier.ubBattleSoundID = 7 + (UINT8) Random( 2 );
Soldier.aiData.bNormalSmell = NORMAL_HUMAN_SMELL_STRENGTH;
break;
case BLOODCAT:
AssignCreatureInventory( &Soldier );
Soldier.aiData.bNormalSmell = NORMAL_HUMAN_SMELL_STRENGTH;
Soldier.flags.uiStatusFlags |= SOLDIER_ANIMAL;
break;
case ADULTFEMALEMONSTER:
case AM_MONSTER:
case YAF_MONSTER:
case YAM_MONSTER:
case LARVAE_MONSTER:
case INFANT_MONSTER:
case QUEENMONSTER:
AssignCreatureInventory( &Soldier );
Soldier.aiData.ubCaller = NOBODY;
if( !gfEditMode )
{
Soldier.aiData.bOrders = FARPATROL;
Soldier.aiData.bAttitude = AGGRESSIVE;
}
Soldier.flags.uiStatusFlags |= SOLDIER_MONSTER;
Soldier.aiData.bMonsterSmell = NORMAL_CREATURE_SMELL_STRENGTH;
break;
case COW:
Soldier.flags.uiStatusFlags |= SOLDIER_ANIMAL;
Soldier.aiData.bNormalSmell = COW_SMELL_STRENGTH;
break;
case CROW:
Soldier.flags.uiStatusFlags |= SOLDIER_ANIMAL;
break;
case ROBOTNOWEAPON:
Soldier.flags.uiStatusFlags |= SOLDIER_ROBOT;
break;
case HUMVEE:
case ELDORADO:
case ICECREAMTRUCK:
case JEEP:
case TANK_NW:
case TANK_NE:
Soldier.flags.uiStatusFlags |= SOLDIER_VEHICLE;
switch( Soldier.ubBodyType )
{
case HUMVEE:
ubVehicleID = HUMMER;
Soldier.aiData.bNeutral = TRUE;
break;
case ELDORADO:
ubVehicleID = ELDORADO_CAR;
Soldier.aiData.bNeutral = TRUE;
break;
case ICECREAMTRUCK:
ubVehicleID = ICE_CREAM_TRUCK;
Soldier.aiData.bNeutral = TRUE;
break;
case JEEP:
ubVehicleID = JEEP_CAR;
break;
case TANK_NW:
case TANK_NE:
ubVehicleID = TANK_CAR;
break;
}
if ( pCreateStruct->fUseGivenVehicle )
{
Soldier.bVehicleID = pCreateStruct->bUseGivenVehicleID;
}
else
{
// Add vehicle to list....
Soldier.bVehicleID = (INT8)AddVehicleToList( Soldier.sSectorX, Soldier.sSectorY, Soldier.bSectorZ, ubVehicleID );
}
SetVehicleValuesIntoSoldierType( &Soldier );
break;
default:
Soldier.aiData.bNormalSmell = NORMAL_HUMAN_SMELL_STRENGTH;
break;
}
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
// Copy into merc struct
*MercPtrs[ Soldier.ubID ] = Soldier;
// Alrighty then, we are set to create the merc, stuff after here can fail!
CHECKF( MercPtrs[ Soldier.ubID ]->CreateSoldierCommon( Soldier.ubBodyType, Soldier.ubID, STANDING ) != FALSE );
}
}
else
{
//Copy the data from the existing soldier struct to the new soldier struct
if( !CopySavedSoldierInfoToNewSoldier( &Soldier, pCreateStruct->pExistingSoldier ) )
return( FALSE );
//Reset the face index
Soldier.iFaceIndex = -1;
Soldier.iFaceIndex = InitSoldierFace( &Soldier );
// ATE: Reset soldier's light value to -1....
Soldier.iLight = -1;
if ( Soldier.ubBodyType == HUMVEE || Soldier.ubBodyType == ICECREAMTRUCK )
{
Soldier.aiData.bNeutral = TRUE;
}
// Copy into merc struct
*MercPtrs[ Soldier.ubID ] = Soldier;
// Alrighty then, we are set to create the merc, stuff after here can fail!
CHECKF( MercPtrs[ Soldier.ubID ]->CreateSoldierCommon( Soldier.ubBodyType, Soldier.ubID, Menptr[ Soldier.ubID ].usAnimState ) != FALSE );
*pubID = Soldier.ubID;
// The soldiers animation frame gets reset, set
// Menptr[ Soldier.ubID ].usAniCode = pCreateStruct->pExistingSoldier->usAniCode;
// Menptr[ Soldier.ubID ].usAnimState = Soldier.usAnimState;
// Menptr[ Soldier.ubID ].usAniFrame = Soldier.usAniFrame;
}
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
if( pCreateStruct->fOnRoof && FlatRoofAboveGridNo( pCreateStruct->sInsertionGridNo ) )
{
MercPtrs[ Soldier.ubID ]->SetSoldierHeight( 58.0 );
}
//if we are loading DONT add men to team, because the number is restored in gTacticalStatus
if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
{
// Increment men in sector number!
AddManToTeam( Soldier.bTeam );
//Madd: pre-load launchers
//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,"TacticalCreateSoldier: Load launcher");
//INT8 bSlot = FindObjClass(MercPtrs[ Soldier.ubID ],IC_LAUNCHER);
//if ( bSlot != NO_SLOT )
//{
// INT8 lSlot = FindNonSmokeLaunchable(MercPtrs[ Soldier.ubID ], Item[MercPtrs[ Soldier.ubID ]->inv[bSlot].usItem].ubClassIndex);
// AttachObject(MercPtrs[ Soldier.ubID ],&MercPtrs[ Soldier.ubID ]->inv[bSlot],&MercPtrs[ Soldier.ubID ]->inv[lSlot],FALSE);
//}
}
return MercPtrs[ Soldier.ubID ];
}
else
{ //We are creating a dynamically allocated soldier for autoresolve.
SOLDIERTYPE *pSoldier;
UINT8 ubSectorID;
ubSectorID = GetAutoResolveSectorID();
pSoldier = new SOLDIERTYPE(Soldier); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
if( !pSoldier )
return NULL;
pSoldier->ubID = 255;
pSoldier->sSectorX = (INT16)SECTORX( ubSectorID );
pSoldier->sSectorY = (INT16)SECTORY( ubSectorID );
pSoldier->bSectorZ = 0;
*pubID = 255;
return pSoldier;
}
}
BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
{
UINT8 ubProfileIndex;
MERCPROFILESTRUCT * pProfile;
ubProfileIndex = pCreateStruct->ubProfile;
pProfile = &(gMercProfiles[ubProfileIndex]);
SET_PALETTEREP_ID ( pSoldier->HeadPal, pProfile->HAIR );
SET_PALETTEREP_ID ( pSoldier->VestPal, pProfile->VEST );
SET_PALETTEREP_ID ( pSoldier->SkinPal, pProfile->SKIN );
SET_PALETTEREP_ID ( pSoldier->PantsPal, pProfile->PANTS );
// Set profile index!
pSoldier->ubProfile = ubProfileIndex;
pSoldier->ubScheduleID = pCreateStruct->ubScheduleID;
pSoldier->flags.bHasKeys = pCreateStruct->fHasKeys;
wcscpy( pSoldier->name, pProfile->zNickname );
pSoldier->stats.bLife = pProfile->bLife;
pSoldier->stats.bLifeMax = pProfile->bLifeMax;
pSoldier->stats.bAgility = pProfile->bAgility;
pSoldier->stats.bLeadership = pProfile->bLeadership;
pSoldier->stats.bDexterity = pProfile->bDexterity;
pSoldier->stats.bStrength = pProfile->bStrength;
pSoldier->stats.bWisdom = pProfile->bWisdom;
pSoldier->stats.bExpLevel = pProfile->bExpLevel;
pSoldier->stats.bMarksmanship = pProfile->bMarksmanship;
pSoldier->stats.bMedical = pProfile->bMedical;
pSoldier->stats.bMechanical = pProfile->bMechanical;
pSoldier->stats.bExplosive = pProfile->bExplosive;
pSoldier->stats.bScientific = pProfile->bScientific;
pSoldier->bVocalVolume = MIDVOLUME;
pSoldier->uiAnimSubFlags = pProfile->uiBodyTypeSubFlags;
pSoldier->ubBodyType = pProfile->ubBodyType;
pSoldier->ubCivilianGroup = pProfile->ubCivilianGroup;
//OK set initial duty
// pSoldier->bAssignment=ON_DUTY;
pSoldier->bOldAssignment = NO_ASSIGNMENT;
pSoldier->stats.ubSkillTrait1 = pProfile->bSkillTrait;
pSoldier->stats.ubSkillTrait2 = pProfile->bSkillTrait2;
pSoldier->aiData.bOrders = pCreateStruct->bOrders;
pSoldier->aiData.bAttitude = pCreateStruct->bAttitude;
pSoldier->ubDirection = pCreateStruct->ubDirection;
pSoldier->aiData.bPatrolCnt = pCreateStruct->bPatrolCnt;
memcpy( pSoldier->aiData.sPatrolGrid, pCreateStruct->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED ) )
{
// set camouflaged to 100 automatically
pSoldier->bCamo = 100;
}
if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_URBAN ) )
{
// set camouflaged to 100 automatically
pSoldier->urbanCamo = 100;
}
if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_DESERT ) )
{
// set camouflaged to 100 automatically
pSoldier->desertCamo = 100;
}
if ( HAS_SKILL_TRAIT( pSoldier, CAMOUFLAGED_SNOW ) )
{
// set camouflaged to 100 automatically
pSoldier->snowCamo = 100;
}
return( TRUE );
}
enum { PINKSKIN, TANSKIN, DARKSKIN, BLACKSKIN, NUMSKINS };
enum {
WHITEHEAD, BLACKHEAD, //black skin (only this line )
BROWNHEAD, //dark skin (this line plus all above)
BLONDEHEAD, REDHEAD, //pink/tan skin (this line plus all above )
NUMHEADS
};
INT32 ChooseHairColor( SOLDIERTYPE *pSoldier, INT32 skin )
{
INT32 iRandom;
INT32 hair = 0;
iRandom = Random( 100 );
switch( skin )
{
case PINKSKIN:
case TANSKIN:
if( iRandom < 12 )
{
hair = REDHEAD;
}
else if( iRandom < 34 )
{
hair = BLONDEHEAD;
}
else if( iRandom < 60 )
{
hair = BROWNHEAD;
}
else if( iRandom < 92 )
{
hair = BLACKHEAD;
}
else
{
hair = WHITEHEAD;
if( pSoldier->ubBodyType == REGFEMALE ||
pSoldier->ubBodyType == MINICIV ||
pSoldier->ubBodyType == DRESSCIV ||
pSoldier->ubBodyType == HATKIDCIV ||
pSoldier->ubBodyType == KIDCIV )
{
hair = Random( NUMHEADS - 1 ) + 1;
}
}
hair = Random( NUMHEADS );
break;
case DARKSKIN:
if( iRandom < 35 )
{
hair = BROWNHEAD;
}
else if( iRandom < 84 )
{
hair = BLACKHEAD;
}
else
{
hair = WHITEHEAD;
if( pSoldier->ubBodyType == REGFEMALE ||
pSoldier->ubBodyType == MINICIV ||
pSoldier->ubBodyType == DRESSCIV ||
pSoldier->ubBodyType == HATKIDCIV ||
pSoldier->ubBodyType == KIDCIV )
{
hair = Random( 2 ) + 1;
}
}
break;
case BLACKSKIN:
if( iRandom < 84 )
{
hair = BLACKHEAD;
}
else
{
hair = WHITEHEAD;
if( pSoldier->ubBodyType == REGFEMALE ||
pSoldier->ubBodyType == MINICIV ||
pSoldier->ubBodyType == DRESSCIV ||
pSoldier->ubBodyType == HATKIDCIV ||
pSoldier->ubBodyType == KIDCIV )
{
hair = BLACKHEAD;
}
}
break;
default:
AssertMsg( 0, "Skin type not accounted for." );
break;
}
if( pSoldier->ubBodyType == CRIPPLECIV )
{
if( Chance( 50 ) )
{
hair = WHITEHEAD;
}
}
return hair;
}
void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass )
{
INT32 skin, hair;
BOOLEAN fMercClothingScheme;
hair = -1;
//choose random skin tone which will limit the choice of hair colors.
skin = (INT8)Random( NUMSKINS );
switch( skin )
{
case PINKSKIN:
SET_PALETTEREP_ID( pSoldier->SkinPal, "PINKSKIN" );
break;
case TANSKIN:
SET_PALETTEREP_ID( pSoldier->SkinPal, "TANSKIN" );
break;
case DARKSKIN:
SET_PALETTEREP_ID( pSoldier->SkinPal, "DARKSKIN" );
break;
case BLACKSKIN:
SET_PALETTEREP_ID( pSoldier->SkinPal, "BLACKSKIN" );
break;
default:
AssertMsg( 0, "Skin type not accounted for." );
break;
}
//Choose hair color which uses the skin color to limit choices
hair = ChooseHairColor( pSoldier, skin );
switch( hair )
{
case BROWNHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "BROWNHEAD" ); break;
case BLACKHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "BLACKHEAD" ); break;
case WHITEHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "WHITEHEAD" ); break;
case BLONDEHEAD:SET_PALETTEREP_ID( pSoldier->HeadPal, "BLONDHEAD" ); break;
case REDHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "REDHEAD" ); break;
default: AssertMsg( 0, "Hair type not accounted for."); break;
}
// OK, After skin, hair we could have a forced color scheme.. use here if so
switch( ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
case SOLDIER_CLASS_ELITE:
SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
case SOLDIER_CLASS_ARMY:
SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
case SOLDIER_CLASS_GREEN_MILITIA:
SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
case SOLDIER_CLASS_REG_MILITIA:
SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
case SOLDIER_CLASS_ELITE_MILITIA:
SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
case SOLDIER_CLASS_MINER:
SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" );
SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" );
pSoldier->ubSoldierClass = ubSoldierClass;
return;
}
//there are 2 clothing schemes, 1 for mercs and 1 for civilians. The
//merc clothing scheme is much larger and general and is an exclusive superset
//of the civilian clothing scheme which means the civilians will choose the
//merc clothing scheme often ( actually 60% of the time ).
if( !pSoldier->PantsPal[0] || !pSoldier->VestPal[0] )
{
fMercClothingScheme = TRUE;
if( pSoldier->bTeam == CIV_TEAM && Random( 100 ) < 40 )
{ //40% chance of using cheezy civilian colors
fMercClothingScheme = FALSE;
}
if( !fMercClothingScheme ) //CHEEZY CIVILIAN COLORS
{
if( Random( 100 ) < 30 )
{ //30% chance that the civilian will choose a gaudy yellow shirt with pants.
SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" );
switch( Random( 3 ) )
{
case 0: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
}
}
else
{ //70% chance that the civilian will choose jeans with a shirt.
SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" );
switch( Random( 7 ) )
{
case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
case 4: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
case 5: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
case 6: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
}
}
return;
}
//MERC COLORS
switch( Random( 3 ) )
{
case 0:
SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" );
switch( Random( 4 ) )
{
case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
}
break;
case 1:
SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" );
switch( Random( 8 ) )
{
case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
case 4: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
case 5: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
case 6: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
case 7: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
}
break;
case 2:
SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" );
switch( Random( 4 ) )
{
case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
}
break;
}
}
}
BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
{
pSoldier->ubProfile = NO_PROFILE;
// Randomize attributes
pSoldier->stats.bLife = pCreateStruct->bLife;
pSoldier->stats.bLifeMax = pCreateStruct->bLifeMax;
pSoldier->stats.bAgility = pCreateStruct->bAgility;
pSoldier->stats.bDexterity = pCreateStruct->bDexterity;
pSoldier->stats.bExpLevel = pCreateStruct->bExpLevel;
pSoldier->stats.bMarksmanship = pCreateStruct->bMarksmanship;
pSoldier->stats.bMedical = pCreateStruct->bMedical;
pSoldier->stats.bMechanical = pCreateStruct->bMechanical;
pSoldier->stats.bExplosive = pCreateStruct->bExplosive;
pSoldier->stats.bLeadership = pCreateStruct->bLeadership;
pSoldier->stats.bStrength = pCreateStruct->bStrength;
pSoldier->stats.bWisdom = pCreateStruct->bWisdom;
pSoldier->aiData.bAttitude = pCreateStruct->bAttitude;
pSoldier->aiData.bOrders = pCreateStruct->bOrders;
pSoldier->aiData.bMorale = pCreateStruct->bMorale;
pSoldier->aiData.bAIMorale = pCreateStruct->bAIMorale;
pSoldier->bVocalVolume = MIDVOLUME;
pSoldier->ubBodyType = pCreateStruct->bBodyType;
pSoldier->ubCivilianGroup = pCreateStruct->ubCivilianGroup;
pSoldier->ubScheduleID = pCreateStruct->ubScheduleID;
pSoldier->flags.bHasKeys = pCreateStruct->fHasKeys;
pSoldier->ubSoldierClass = pCreateStruct->ubSoldierClass;
if( pCreateStruct->fVisible )
{
sprintf( pSoldier->HeadPal, pCreateStruct->HeadPal );
sprintf( pSoldier->PantsPal, pCreateStruct->PantsPal );
sprintf( pSoldier->VestPal, pCreateStruct->VestPal );
sprintf( pSoldier->SkinPal, pCreateStruct->SkinPal );
}
//KM: March 25, 1999
//Assign nightops traits to enemies/militia
if( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
{
INT32 iChance;
UINT8 ubProgress;
ubProgress = HighestPlayerProgressPercentage();
if ( ubProgress < 60 )
{
// ramp chance from 40 to 80% over the course of 60% progress
// 60 * 2/3 = 40, and 40+40 = 80
iChance = 40 + (ubProgress * 2) / 3;
}
else
{
iChance = 80;
}
if ( Chance( iChance ) )
{
pSoldier->stats.ubSkillTrait1 = NIGHTOPS;
if ( ubProgress >= 40 && Chance( 30 ) )
{
pSoldier->stats.ubSkillTrait2 = NIGHTOPS;
}
}
}
else if( pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY || pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA )
{
INT32 iChance;
UINT8 ubProgress;
ubProgress = HighestPlayerProgressPercentage();
if ( ubProgress < 60 )
{
// ramp chance from 0 to 40% over the course of 60% progress
// 60 * 2/3 = 40
iChance = (ubProgress * 2) / 3;
}
else
{
iChance = 40;
}
if ( Chance( iChance ) )
{
pSoldier->stats.ubSkillTrait1 = NIGHTOPS;
if ( ubProgress >= 50 && Chance( 20 ) )
{
pSoldier->stats.ubSkillTrait2 = NIGHTOPS;
}
}
}
// Lesh: give to enemies AMBIDEXTEROUS skill and a second pistol
if( pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE || pSoldier->ubSoldierClass == SOLDIER_CLASS_ELITE_MILITIA )
{
if ( Chance( 20 ) )
{
pSoldier->stats.ubSkillTrait1 = AMBIDEXT;
if ( Chance( 10 ) )
{
pSoldier->stats.ubSkillTrait2 = AMBIDEXT;
}
if ( Item[ pCreateStruct->Inv[ HANDPOS ].usItem ].usItemClass == IC_GUN &&
!Item[ pCreateStruct->Inv[ HANDPOS ].usItem ].twohanded )
{
(pCreateStruct->Inv[SECONDHANDPOS]) = (pCreateStruct->Inv[HANDPOS]);
}
}
}
else if( pSoldier->ubSoldierClass == SOLDIER_CLASS_ARMY || pSoldier->ubSoldierClass == SOLDIER_CLASS_REG_MILITIA )
{
if ( Chance( 10 ) )
{
pSoldier->stats.ubSkillTrait1 = AMBIDEXT;
if ( Chance( 5 ) )
{
pSoldier->stats.ubSkillTrait2 = AMBIDEXT;
}
if ( Item[ pCreateStruct->Inv[ HANDPOS ].usItem ].usItemClass == IC_GUN &&
!Item[ pCreateStruct->Inv[ HANDPOS ].usItem ].twohanded )
{
pCreateStruct->Inv[SECONDHANDPOS] = pCreateStruct->Inv[HANDPOS];
}
}
}
//KM: November 10, 1997
//Adding patrol points
//CAUTION: CONVERTING SIGNED TO UNSIGNED though the values should never be negative.
pSoldier->aiData.bPatrolCnt = pCreateStruct->bPatrolCnt;
memcpy( pSoldier->aiData.sPatrolGrid, pCreateStruct->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
//Kris: November 10, 1997
//Expanded the default names based on team.
switch( pCreateStruct->bTeam )
{
case ENEMY_TEAM: swprintf( pSoldier->name, TacticalStr[ ENEMY_TEAM_MERC_NAME ] ); break;
case MILITIA_TEAM: swprintf( pSoldier->name, TacticalStr[ MILITIA_TEAM_MERC_NAME ] ); break;
case CIV_TEAM:
if( pSoldier->ubSoldierClass == SOLDIER_CLASS_MINER )
{
swprintf( pSoldier->name, TacticalStr[ CIV_TEAM_MINER_NAME ] );
}
else
{
swprintf( pSoldier->name, TacticalStr[ CIV_TEAM_MERC_NAME ] );
}
break;
case CREATURE_TEAM:
if( pSoldier->ubBodyType == BLOODCAT )
{
swprintf( pSoldier->name, gzLateLocalizedString[ 36 ] );
}
else
{
swprintf( pSoldier->name, TacticalStr[ CREATURE_TEAM_MERC_NAME ] ); break;
}
break;
}
//Generate colors for soldier based on the body type.
GeneratePaletteForSoldier( pSoldier, pCreateStruct->ubSoldierClass );
// Copy item info over
pSoldier->inv = pCreateStruct->Inv;
return( TRUE );
}
void InitSoldierStruct( SOLDIERTYPE *pSoldier )
{
// Memset values
pSoldier->initialize();
// Set default values
pSoldier->bVisible = -1;
pSoldier->iFaceIndex = -1;
// Set morale default
pSoldier->aiData.bMorale = DEFAULT_MORALE;
pSoldier->ubAttackerID = NOBODY;
pSoldier->ubPreviousAttackerID = NOBODY;
pSoldier->ubNextToPreviousAttackerID = NOBODY;
//Set AI Delay!
pSoldier->uiAIDelay = 100;
pSoldier->iLight = -1;
pSoldier->iFaceIndex = -1;
// Set update time to new speed
pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
pSoldier->bViewRange = NORMAL_VIEW_RANGE;
pSoldier->bInSector = FALSE;
pSoldier->sGridNo = NOWHERE;
pSoldier->iMuzFlash = -1;
pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
pSoldier->ubPendingStanceChange = NO_PENDING_STANCE;
pSoldier->ubPendingDirection = NO_PENDING_DIRECTION;
pSoldier->aiData.ubPendingAction = NO_PENDING_ACTION;
pSoldier->bLastRenderVisibleValue = -1;
pSoldier->bBreath = 99;
pSoldier->bBreathMax = 100;
pSoldier->bActive = TRUE;
pSoldier->flags.fShowLocator = FALSE;
pSoldier->sLastTarget = NOWHERE;
pSoldier->sAbsoluteFinalDestination = NOWHERE;
pSoldier->sZLevelOverride = -1;
pSoldier->ubServicePartner = NOBODY;
pSoldier->ubAttackingHand = HANDPOS;
pSoldier->usAnimState = STANDING;
pSoldier->aiData.bInterruptDuelPts = NO_INTERRUPT;
pSoldier->aiData.bMoved = FALSE;
pSoldier->ubRobotRemoteHolderID = NOBODY;
pSoldier->aiData.sNoiseGridno = NOWHERE;
pSoldier->ubPrevSectorID = 255;
pSoldier->aiData.bNextPatrolPnt = 1;
pSoldier->bCurrentCivQuote = -1;
pSoldier->bCurrentCivQuoteDelta = 0;
pSoldier->uiBattleSoundID = NO_SAMPLE;
pSoldier->aiData.ubXRayedBy = NOBODY;
pSoldier->uiXRayActivatedTime = 0;
pSoldier->bBulletsLeft = 0;
pSoldier->bVehicleUnderRepairID = -1;
}
BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle )
{
SOLDIERTYPE * pSoldier;
// Check range of index given
if ( usSoldierIndex < 0 || usSoldierIndex > TOTAL_SOLDIERS-1 )
{
// Set debug message
return( FALSE );
}
// ATE: If this guy is our global selected dude, take selection off...
if ( gfUIFullTargetFound && gusUIFullTargetID == usSoldierIndex )
{
gfUIFullTargetFound = FALSE;
}
//This one is for a single-gridno guy.....
if ( gfUISelectiveTargetFound && gusUISelectiveTargetID == usSoldierIndex )
{
gfUISelectiveTargetFound = FALSE;
}
pSoldier = MercPtrs[ usSoldierIndex ];
return TacticalRemoveSoldierPointer( pSoldier, fRemoveVehicle );
}
BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle )
{
if( !pSoldier->bActive )
return FALSE;
if( pSoldier->ubScheduleID )
{
DeleteSchedule( pSoldier->ubScheduleID );
}
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && fRemoveVehicle )
{
// remove this vehicle from the list
RemoveVehicleFromList( pSoldier->bVehicleID );
}
// Handle crow leave....
if ( pSoldier->ubBodyType == CROW )
{
HandleCrowLeave( pSoldier );
}
if( guiCurrentScreen != AUTORESOLVE_SCREEN )
{
// remove character from squad list.. if they are on one
RemoveCharacterFromSquads( pSoldier );
//remove the soldier from the interface panel
RemovePlayerFromTeamSlotGivenMercID( pSoldier->ubID );
// Check if a guy exists here
// Does another soldier exist here?
if ( pSoldier->bActive )
{
pSoldier->RemoveSoldierFromGridNo( );
// Delete shadow of crow....
if ( pSoldier->pAniTile != NULL )
{
DeleteAniTile( pSoldier->pAniTile );
pSoldier->pAniTile = NULL;
}
if ( ! (pSoldier->flags.uiStatusFlags & SOLDIER_OFF_MAP) )
{
// Decrement men in sector number!
RemoveManFromTeam( pSoldier->bTeam );
} // people specified off-map have already been removed from their team count
pSoldier->bActive = FALSE;
// Delete!
pSoldier->DeleteSoldier( );
}
}
else
{
if( gfPersistantPBI )
{
pSoldier->DeleteSoldier( );
}
MemFree( pSoldier );
}
return( TRUE );
}
BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex )
{
return( InternalTacticalRemoveSoldier( usSoldierIndex, TRUE ) );
}
// returns a soldier difficulty modifier from 0 to 100 based on player's progress, distance from the Palace, mining income, and
// playing difficulty level. Used for generating soldier stats, equipment, and AI skill level.
INT8 CalcDifficultyModifier( UINT8 ubSoldierClass )
{
INT8 bDiffModifier = 0;
UINT8 ubProgress;
UINT8 ubProgressModifier;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcDifficultyModifier"));
if( gfEditMode )
{
// return an average rating for editor purposes
return( 50 );
}
// THESE 3 DIFFICULTY FACTORS MUST ALWAYS ADD UP TO 100% EXACTLY!!!
Assert( ( DIFF_FACTOR_PLAYER_PROGRESS + DIFF_FACTOR_PALACE_DISTANCE + DIFF_FACTOR_GAME_DIFFICULTY ) == 100 );
// adjust for game difficulty level
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
// very strong militia, very weak enemies/cratures/bloodcats
if ( SOLDIER_CLASS_MILITIA( ubSoldierClass ) )
{
// +20
bDiffModifier += DIFF_FACTOR_GAME_DIFFICULTY;
}
break;
case DIF_LEVEL_MEDIUM:
// equally strong militia, enemies, creatures, bloodcats (+10)
bDiffModifier += ( DIFF_FACTOR_GAME_DIFFICULTY / 2 );
break;
case DIF_LEVEL_HARD:
// equally stronger militia/enemies/creatures/bloodcats (+20)
bDiffModifier += DIFF_FACTOR_GAME_DIFFICULTY;
break;
case DIF_LEVEL_INSANE:
// equally stronger enemies/creatures/bloodcats (+40)
if ( SOLDIER_CLASS_MILITIA( ubSoldierClass ) )
{
// militia only +20
bDiffModifier += DIFF_FACTOR_GAME_DIFFICULTY;
}
else
{
bDiffModifier += (INT8)(DIFF_FACTOR_GAME_DIFFICULTY * 1.5);
break;
}
}
// the progress returned ranges from 0 to 100
ubProgress = HighestPlayerProgressPercentage();
// bump it a bit once we've accomplished something (killed some enemies or taken an important sector)
if ( ubProgress > 0 )
{
// +5
bDiffModifier += DIFF_MODIFIER_SOME_PROGRESS;
}
// drop it down a bit if we still don't have any mine income
if ( PredictIncomeFromPlayerMines() == 0 )
{
// -5
bDiffModifier += DIFF_MODIFIER_NO_INCOME;
}
// adjust for progress level (0 to +50)
ubProgressModifier = ( ubProgress * DIFF_FACTOR_PLAYER_PROGRESS ) / 100;
bDiffModifier += ubProgressModifier;
// adjust for map location
bDiffModifier += GetLocationModifier( ubSoldierClass );
// should be no way to go over 100, although it's possible to go below 0 when just starting on easy
// Assert( bDiffModifier <= 100 );
// limit the range of the combined factors to between 0 and 100
bDiffModifier = __max( 0, bDiffModifier );
bDiffModifier = __min( 100, bDiffModifier );
// DON'T change this function without carefully considering the impact on GenerateRandomEquipment(),
// CreateDetailedPlacementGivenBasicPlacementInfo(), and SoldierDifficultyLevel().
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CalcDifficultyModifier done"));
return(bDiffModifier);
}
//When the editor modifies the soldier's relative attribute level,
//this function is called to update that information.
//Used to generate a detailed placement from a basic placement. This assumes that the detailed placement
//doesn't exist, meaning there are no static attributes. This is called when you wish to convert a basic
//placement into a detailed placement just before creating a soldier.
void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, BASIC_SOLDIERCREATE_STRUCT *bp )
{
INT8 bBaseAttribute;
UINT8 ubSoldierClass;
UINT8 ubDiffFactor;
INT8 bExpLevelModifier;
INT8 bStatsModifier;
UINT8 ubStatsLevel;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo"));
if( !pp || !bp )
return;
pp->fStatic = FALSE;
pp->ubProfile = NO_PROFILE;
pp->sInsertionGridNo = bp->sStartingGridNo;
pp->fPlayerMerc = FALSE;
pp->fPlayerPlan = FALSE;
pp->fCopyProfileItemsOver = FALSE;
pp->bTeam = bp->bTeam;
pp->ubSoldierClass = bp->ubSoldierClass;
pp->ubCivilianGroup = bp->ubCivilianGroup;
pp->ubScheduleID = 0;
pp->sSectorX = gWorldSectorX;
pp->sSectorY = gWorldSectorY;
pp->bSectorZ = gbWorldSectorZ;
pp->fHasKeys = bp->fHasKeys;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: choose body type"));
//Choose a body type randomly if none specified.
if( bp->bBodyType < 0 )
{
switch ( bp->bTeam )
{
case OUR_TEAM:
case ENEMY_TEAM:
case MILITIA_TEAM:
switch( Random( 4 ) )
{
case 0: pp->bBodyType = REGMALE; break;
case 1: pp->bBodyType = BIGMALE; break;
case 2: pp->bBodyType = STOCKYMALE; break;
case 3: pp->bBodyType = REGFEMALE; break;
}
break;
case CIV_TEAM:
if( pp->ubSoldierClass == SOLDIER_CLASS_MINER )
{
switch( Random( 3 ) )
{ //only strong and fit men can be miners.
case 0: pp->bBodyType = REGMALE; break;
case 1: pp->bBodyType = BIGMALE; break;
case 2: pp->bBodyType = MANCIV; break;
}
}
else
{
INT32 iRandom;
iRandom = Random( 100 );
if( iRandom < 8 )
{ //8% chance FATCIV
pp->bBodyType = FATCIV;
}
else if( iRandom < 38 )
{ //30% chance MANCIV
pp->bBodyType = MANCIV;
}
else if( iRandom < 57 )
{ //19% chance MINICIV
pp->bBodyType = MINICIV;
}
else if( iRandom < 76 )
{ //19% chance DRESSCIV
pp->bBodyType = DRESSCIV;
}
else if( iRandom < 88 )
{ //12% chance HATKIDCIV
pp->bBodyType = HATKIDCIV;
}
else
{ //12% chance KIDCIV
pp->bBodyType = KIDCIV;
}
}
break;
}
}
else
{
pp->bBodyType = bp->bBodyType;
}
//Pass over mandatory information specified from the basic placement
pp->bOrders = bp->bOrders;
pp->bAttitude = bp->bAttitude;
pp->ubDirection = bp->ubDirection;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: determine soldier's class"));
// determine this soldier's soldier class
if( bp->bTeam == CREATURE_TEAM )
{
ubSoldierClass = SOLDIER_CLASS_CREATURE;
}
else
{
ubSoldierClass = bp->ubSoldierClass;
}
ubDiffFactor = CalcDifficultyModifier( ubSoldierClass );
// experience level is modified by game difficulty, player's progress, & proximity to Queen's Palace, etc.
// This formula gives the following results:
// DIFFICULTY FACTOR EXP. LEVEL MODIFIER LEVEL OF AVG REGULAR TROOP
// 0 to 19 -2 2
// 20 to 39 -1 3
// 41 to 59 -0 4
// 60 to 79 +1 5
// 80 to 99 +2 6
// 100 +3 7 (can happen in P3 Meduna itself on HARD only!)
bExpLevelModifier = ( ubDiffFactor / 20 ) - 2;
// if in the upper half of this difficulty rating (10-19, 30-39, 50-59, 70-79, and 90-99)
if ( ( ubDiffFactor % 20 ) >= 10 )
{
// increase stats only by one level's worth
bStatsModifier = +1;
}
else
{
// normal stats for this level
bStatsModifier = 0;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: adjust stats and level"));
// Adjust level and statistics for Linda's prespecified relative attribute level
switch ( bp->bRelativeAttributeLevel )
{
// NOTE: bStatsModifier already includes the bExpLevelModifier since it's based on the level itself!
case 0: bExpLevelModifier += -1; bStatsModifier += -1; break;
case 1: bExpLevelModifier += -1; bStatsModifier += 0; break;
case 2: bExpLevelModifier += 0; bStatsModifier += 0; break;
case 3: bExpLevelModifier += +1; bStatsModifier += 0; break;
case 4: bExpLevelModifier += +1; bStatsModifier += +1; break;
default:
AssertMsg( FALSE, String( "Invalid bRelativeAttributeLevel = %d", bp->bRelativeAttributeLevel ) );
break;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: set level based on soldier class"));
//Set the experience level based on the soldier class and exp level modifier or relative attribute level
switch( ubSoldierClass )
{
case SOLDIER_CLASS_ADMINISTRATOR:
pp->bExpLevel = (INT8) 2 + bExpLevelModifier;
break;
case SOLDIER_CLASS_ARMY:
pp->bExpLevel = (INT8) 4 + bExpLevelModifier;
break;
case SOLDIER_CLASS_ELITE:
pp->bExpLevel = (INT8) 6 + bExpLevelModifier;
break;
case SOLDIER_CLASS_GREEN_MILITIA:
pp->bExpLevel = (INT8) 2 + bExpLevelModifier;
break;
case SOLDIER_CLASS_REG_MILITIA:
pp->bExpLevel = (INT8) 4 + bExpLevelModifier;
break;
case SOLDIER_CLASS_ELITE_MILITIA:
pp->bExpLevel = (INT8) 6 + bExpLevelModifier;
break;
case SOLDIER_CLASS_MINER:
pp->bExpLevel = bp->bRelativeAttributeLevel; //avg 2 (1-4)
break;
case SOLDIER_CLASS_CREATURE:
switch( bp->bBodyType )
{
case LARVAE_MONSTER:
pp->bExpLevel = 1 + bExpLevelModifier;
break;
case INFANT_MONSTER:
pp->bExpLevel = 2 + bExpLevelModifier;
break;
case YAF_MONSTER:
case YAM_MONSTER:
pp->bExpLevel = (INT8)(3 + Random( 2 ) + bExpLevelModifier ); //3-4
break;
case ADULTFEMALEMONSTER:
case AM_MONSTER:
pp->bExpLevel = (INT8)(5 + Random( 2 ) + bExpLevelModifier ); //5-6
break;
case QUEENMONSTER:
pp->bExpLevel = 7 + bExpLevelModifier;
break;
case BLOODCAT:
pp->bExpLevel = 5 + bExpLevelModifier;
if( SECTOR( gWorldSectorX, gWorldSectorY ) == SEC_I16 )
{
pp->bExpLevel += gGameOptions.ubDifficultyLevel;
}
break;
}
break;
default:
pp->bExpLevel = bp->bRelativeAttributeLevel; //avg 2 (1-4)
ubSoldierClass = SOLDIER_CLASS_NONE;
break;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: set exp. level"));
pp->bExpLevel = max( gGameOptions.ubDifficultyLevel, pp->bExpLevel ); //minimum exp. level of 1 -- madd->= dif level
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
pp->bExpLevel = max( 6, pp->bExpLevel ); //minimum exp. level of 6 in insane - madd
pp->bExpLevel = min( 10, pp->bExpLevel ); //maximum exp. level of 9 // 10 - Madd
ubStatsLevel = pp->bExpLevel + bStatsModifier;
ubStatsLevel = max( gGameOptions.ubDifficultyLevel, ubStatsLevel ); //minimum stats level of 0 -- madd->= dif level
if ( gGameOptions.ubDifficultyLevel == DIF_LEVEL_INSANE )
ubStatsLevel = max( 6, ubStatsLevel ); //minimum stats level of 6 in insane
ubStatsLevel = min( 10, ubStatsLevel ); //maximum stats level of 9 // 10 - Madd - this will probably apply to all dif levels though
//Set the minimum base attribute
bBaseAttribute = 49 + ( 4 * ubStatsLevel );
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: roll stats and skills"));
//Roll soldier's statistics and skills
//Stat range is currently 49-99, bell-curved around a range of 16 values dependent on the stats level
pp->bLifeMax = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bLife = pp->bLifeMax;
pp->bAgility = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bDexterity = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bMarksmanship = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bMedical = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bMechanical = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bExplosive = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bLeadership = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bStrength = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bWisdom = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
pp->bMorale = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
// CJC: now calculate the REAL experience level if in the really upper end
// Madd
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: reduce stats and level"));
if ( gGameOptions.ubDifficultyLevel <= DIF_LEVEL_HARD )
ReduceHighExpLevels( &( pp->bExpLevel ) );
pp->fVisible = 0;
pp->fOnRoof = bp->fOnRoof;
pp->ubSoldierClass = ubSoldierClass;
//Transfer over the patrol points.
pp->bPatrolCnt = bp->bPatrolCnt;
memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
//If it is a detailed placement, don't do this yet, as detailed placements may have their
//own equipment.
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo: generate random equipment"));
if( !bp->fDetailedPlacement && ubSoldierClass != SOLDIER_CLASS_NONE && ubSoldierClass != SOLDIER_CLASS_CREATURE && ubSoldierClass != SOLDIER_CLASS_MINER )
GenerateRandomEquipment( pp, ubSoldierClass, bp->bRelativeEquipmentLevel);
DecideToAssignSniperOrders(pp);
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenBasicPlacementInfo done"));
}
//Used exclusively by the editor when the user wishes to change a basic placement into a detailed placement.
//Because the intention is to make some of the attributes static, all of the information that can be generated
//are defaulted to -1. When an attribute is made to be static, that value in replaced by the new static value.
//This information is NOT compatible with TacticalCreateSoldier. Before doing so, you must first convert the
//static detailed placement to a regular detailed placement.
void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp )
{
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateStaticDetailedPlacementGivenBasicPlacementInfo"));
UINT32 i;
if( !spp || !bp )
return;
spp->initialize();
spp->fStatic = TRUE;
spp->ubProfile = NO_PROFILE;
spp->sInsertionGridNo = bp->sStartingGridNo;
spp->fPlayerMerc = FALSE;
spp->fPlayerPlan = FALSE;
spp->fCopyProfileItemsOver = FALSE;
spp->bTeam = bp->bTeam;
spp->ubSoldierClass = bp->ubSoldierClass;
spp->ubCivilianGroup = bp->ubCivilianGroup;
spp->ubScheduleID = 0;
spp->sSectorX = gWorldSectorX;
spp->sSectorY = gWorldSectorY;
spp->bSectorZ = gbWorldSectorZ;
spp->fHasKeys = bp->fHasKeys;
//Pass over mandatory information specified from the basic placement
spp->bOrders = bp->bOrders;
spp->bAttitude = bp->bAttitude;
spp->ubDirection = bp->ubDirection;
//Only creatures have mandatory body types specified.
if( spp->bTeam == CREATURE_TEAM )
spp->bBodyType = bp->bBodyType;
else
spp->bBodyType = -1;
//Set up all possible static values.
//By setting them all to -1, that signifies that the attribute isn't static.
//The static placement needs to be later *regenerated* in order to create a valid soldier.
spp->bExpLevel = -1;
spp->bLifeMax = -1;
spp->bLife = -1;
spp->bAgility = -1;
spp->bDexterity = -1;
spp->bMarksmanship = -1;
spp->bMedical = -1;
spp->bMechanical = -1;
spp->bExplosive = -1;
spp->bLeadership = -1;
spp->bStrength = -1;
spp->bWisdom = -1;
spp->bMorale = -1;
spp->fVisible = 0;
spp->fOnRoof = bp->fOnRoof;
//Transfer over the patrol points.
spp->bPatrolCnt = bp->bPatrolCnt;
memcpy( spp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
//Starts with nothing
for( i = 0; i < spp->Inv.size(); i++ )
{
DeleteObj(&spp->Inv[ i ]);
spp->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE;
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateStaticDetailedPlacementGivenBasicPlacementInfo done"));
}
#include "Font Control.h"
//When you are ready to generate a soldier with a static detailed placement slot, this function will generate
//the proper detailed placement slot given the static detailed placement and it's accompanying basic placement.
//For the purposes of merc editing, the static detailed placement is preserved.
void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
SOLDIERCREATE_STRUCT *pp, SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp )
{
UINT32 i;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo"));
pp->initialize();
pp->fOnRoof = spp->fOnRoof = bp->fOnRoof;
pp->fStatic = FALSE;
pp->ubSoldierClass = bp->ubSoldierClass;
//Generate the new placement
pp->ubProfile = spp->ubProfile;
if( pp->ubProfile != NO_PROFILE )
{
// Copy over team
pp->bTeam = bp->bTeam;
pp->ubDirection = bp->ubDirection;
pp->sInsertionGridNo = bp->sStartingGridNo;
//ATE: Copy over sector coordinates from profile to create struct
pp->sSectorX = gMercProfiles[ pp->ubProfile ].sSectorX;
pp->sSectorY = gMercProfiles[ pp->ubProfile ].sSectorY;
pp->bSectorZ = gMercProfiles[ pp->ubProfile ].bSectorZ;
pp->ubScheduleID = spp->ubScheduleID;
pp->bOrders = bp->bOrders;
pp->bAttitude = bp->bAttitude;
pp->ubDirection = bp->ubDirection;
pp->bPatrolCnt = bp->bPatrolCnt;
memcpy( pp->sPatrolGrid, bp->sPatrolGrid, sizeof( INT16 ) * MAXPATROLGRIDS );
pp->fHasKeys = bp->fHasKeys;
pp->ubCivilianGroup = bp->ubCivilianGroup;
return; //done
}
CreateDetailedPlacementGivenBasicPlacementInfo( pp, bp );
pp->ubScheduleID = spp->ubScheduleID;
//Replace any of the new placement's attributes with static attributes.
if( spp->bExpLevel != -1 ) pp->bExpLevel = spp->bExpLevel;
if( spp->bLife != -1 ) pp->bLife = spp->bLife;
if( spp->bLifeMax != -1 ) pp->bLifeMax = spp->bLifeMax;
if( spp->bMarksmanship!= -1 ) pp->bMarksmanship = spp->bMarksmanship;
if( spp->bStrength != -1 ) pp->bStrength = spp->bStrength;
if( spp->bAgility != -1 ) pp->bAgility = spp->bAgility;
if( spp->bDexterity != -1 ) pp->bDexterity = spp->bDexterity;
if( spp->bWisdom != -1 ) pp->bWisdom = spp->bWisdom;
if( spp->bLeadership != -1 ) pp->bLeadership = spp->bLeadership;
if( spp->bExplosive != -1 ) pp->bExplosive = spp->bExplosive;
if( spp->bMedical != -1 ) pp->bMedical = spp->bMedical;
if( spp->bMechanical != -1 ) pp->bMechanical = spp->bMechanical;
if( spp->bMorale != -1 ) pp->bMorale = spp->bMorale;
pp->fVisible = spp->fVisible;
if( spp->fVisible )
{
sprintf( pp->HeadPal, spp->HeadPal );
sprintf( pp->PantsPal, spp->PantsPal );
sprintf( pp->VestPal, spp->VestPal );
sprintf( pp->SkinPal, spp->SkinPal );
}
//This isn't perfect, however, it blindly brings over the items from the static
//detailed placement. Due to the order of things, other items would
for( i = 0; i < spp->Inv.size(); i++ )
{
//copy over static items and empty slots that are droppable (signifies a forced empty slot)
if( spp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
{
pp->Inv[ i ] = spp->Inv[ i ];
//return;
}
}
//if ( !gGameOptions.fGunNut )
//{
// ReplaceExtendedGuns( pp, bp->ubSoldierClass );
//}
if( bp->ubSoldierClass != SOLDIER_CLASS_NONE && bp->ubSoldierClass != SOLDIER_CLASS_CREATURE && bp->ubSoldierClass != SOLDIER_CLASS_MINER )
{
GenerateRandomEquipment( pp, bp->ubSoldierClass, bp->bRelativeEquipmentLevel);
DecideToAssignSniperOrders(pp);
}
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo done"));
}
//Used to update a existing soldier's attributes with the new static detailed placement info. This is used
//by the editor upon exiting the editor into the game, to update the existing soldiers with new information.
//This gives flexibility of testing mercs. Upon entering the editor again, this call will reset all the
//mercs to their original states.
void UpdateSoldierWithStaticDetailedInformation( SOLDIERTYPE *s, SOLDIERCREATE_STRUCT *spp )
{
//First, check to see if the soldier has a profile. If so, then it'll extract the information
//and update the soldier with the profile information instead. This has complete override
//authority.
if( spp->ubProfile != NO_PROFILE )
{
TacticalCopySoldierFromProfile( s, spp );
UpdateStaticDetailedPlacementWithProfileInformation( spp, spp->ubProfile );
SetSoldierAnimationSurface( s, s->usAnimState );
s->CreateSoldierPalettes( );
return;
}
switch( spp->ubSoldierClass )
{ //If the soldier is an administrator, then
case SOLDIER_CLASS_ADMINISTRATOR:
case SOLDIER_CLASS_ARMY:
case SOLDIER_CLASS_ELITE:
GeneratePaletteForSoldier( s, spp->ubSoldierClass );
break;
}
if( spp->bExpLevel != -1 )
{ //We have a static experience level, so generate all of the soldier's attributes.
INT8 bBaseAttribute;
s->stats.bExpLevel = spp->bExpLevel;
//Set the minimum base attribute
bBaseAttribute = 49 + ( 4 * s->stats.bExpLevel );
//Roll enemy's combat statistics, taking bExpLevel into account.
//Stat range is currently 40-99, slightly bell-curved around the bExpLevel
s->stats.bLifeMax = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bLife = s->stats.bLifeMax;
s->stats.bAgility = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bDexterity = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bMarksmanship = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bMedical = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bMechanical = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bExplosive = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bLeadership = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bStrength = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bWisdom = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->aiData.bMorale = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
}
//Replace any soldier attributes with any static values in the detailed placement.
if( spp->bLife != -1 ) s->stats.bLife = spp->bLife;
if( spp->bLifeMax != -1 ) s->stats.bLifeMax = spp->bLifeMax;
if( spp->bMarksmanship!= -1 ) s->stats.bMarksmanship = spp->bMarksmanship;
if( spp->bStrength != -1 ) s->stats.bStrength = spp->bStrength;
if( spp->bAgility != -1 ) s->stats.bAgility = spp->bAgility;
if( spp->bDexterity != -1 ) s->stats.bDexterity = spp->bDexterity;
if( spp->bWisdom != -1 ) s->stats.bWisdom = spp->bWisdom;
if( spp->bLeadership != -1 ) s->stats.bLeadership = spp->bLeadership;
if( spp->bExplosive != -1 ) s->stats.bExplosive = spp->bExplosive;
if( spp->bMedical != -1 ) s->stats.bMedical = spp->bMedical;
if( spp->bMechanical != -1 ) s->stats.bMechanical = spp->bMechanical;
if( spp->bMorale != -1 ) s->aiData.bMorale = spp->bMorale;
//life can't exceed the life max.
if( s->stats.bLife > s->stats.bLifeMax )
s->stats.bLife = s->stats.bLifeMax;
s->ubScheduleID = spp->ubScheduleID;
//Copy over the current inventory list.
s->inv = spp->Inv;
}
//In the case of setting a profile ID in order to extract a soldier from the profile array, we
//also want to copy that information to the static detailed placement, for editor viewing purposes.
void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *spp, UINT8 ubProfile )
{
UINT32 cnt;
MERCPROFILESTRUCT * pProfile;
spp->ubProfile = ubProfile;
pProfile = &(gMercProfiles[ ubProfile ]);
SET_PALETTEREP_ID ( spp->HeadPal, pProfile->HAIR );
SET_PALETTEREP_ID ( spp->VestPal, pProfile->VEST );
SET_PALETTEREP_ID ( spp->SkinPal, pProfile->SKIN );
SET_PALETTEREP_ID ( spp->PantsPal, pProfile->PANTS );
wcscpy( spp->name, pProfile->zNickname );
spp->bLife = pProfile->bLife;
spp->bLifeMax = pProfile->bLifeMax;
spp->bAgility = pProfile->bAgility;
spp->bLeadership = pProfile->bLeadership;
spp->bDexterity = pProfile->bDexterity;
spp->bStrength = pProfile->bStrength;
spp->bWisdom = pProfile->bWisdom;
spp->bExpLevel = pProfile->bExpLevel;
spp->bMarksmanship = pProfile->bMarksmanship;
spp->bMedical = pProfile->bMedical;
spp->bMechanical = pProfile->bMechanical;
spp->bExplosive = pProfile->bExplosive;
spp->bBodyType = pProfile->ubBodyType;
// Copy over inv if we want to
for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
{
CreateItems( pProfile->inv[ cnt ], pProfile->bInvStatus[ cnt ], pProfile->bInvNumber[ cnt ], &(spp->Inv[ cnt ]) );
}
}
//When the editor modifies the soldier's relative attribute level,
//this function is called to update that information.
void ModifySoldierAttributesWithNewRelativeLevel( SOLDIERTYPE *s, INT8 bRelativeAttributeLevel )
{
INT8 bBaseAttribute;
//Set the experience level based on the relative attribute level
// NOTE OF WARNING: THIS CURRENTLY IGNORES THE ENEMY CLASS (ADMIN/REG/ELITE) FOR CALCULATING LEVEL & ATTRIBUTES
// Rel level 0: Lvl 1, 1: Lvl 2-3, 2: Lvl 4-5, 3: Lvl 6-7, 4: Lvl 8-9
s->stats.bExpLevel = (INT8)(2 * bRelativeAttributeLevel + Random(2));
s->stats.bExpLevel = max( 1, s->stats.bExpLevel ); //minimum level of 1
s->stats.bExpLevel = min( 9, s->stats.bExpLevel ); //maximum level of 9
//Set the minimum base attribute
bBaseAttribute = 49 + ( 4 * s->stats.bExpLevel );
//Roll enemy's combat statistics, taking bExpLevel into account.
//Stat range is currently 40-99, slightly bell-curved around the bExpLevel
s->stats.bLifeMax = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bLife = s->stats.bLifeMax;
s->stats.bAgility = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bDexterity = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bMarksmanship = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bMedical = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bMechanical = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bExplosive = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bLeadership = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bStrength = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->stats.bWisdom = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
s->aiData.bMorale = (INT8)(bBaseAttribute + Random( 9 ) + Random( 8 ));
}
void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID )
{
SOLDIERCREATE_STRUCT CreateStruct;
CreateStruct.ubProfile = ubProfileID;
TacticalCopySoldierFromProfile( pSoldier, &CreateStruct );
// Delete face and re-create
DeleteSoldierFace( pSoldier );
// Init face
pSoldier->iFaceIndex = InitSoldierFace( pSoldier );
// Update animation, palettes
SetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
// Re-Create palettes
pSoldier->CreateSoldierPalettes( );
}
#define CENTRAL_GRIDNO 13202
#define CENTRAL_RADIUS 30
SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
{
INT32 i, iStart, iEnd;
SOLDIERTYPE *pSoldier;
//This code looks for a soldier of specified type that currently exists in tactical and
//returns the pointer to that soldier. This is used when copying the exact status of
//all remaining enemy troops (or creatures) to finish the battle in autoresolve. To
//signify that the troop has already been reserved, we simply set their gridno to NOWHERE.
if( ubSoldierClass != SOLDIER_CLASS_CREATURE )
{ //use the enemy team
iStart = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
iEnd = gTacticalStatus.Team[ ENEMY_TEAM ].bLastID;
}
else
{ //use the creature team
iStart = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
iEnd = gTacticalStatus.Team[ CREATURE_TEAM ].bLastID;
}
for( i = iStart; i <= iEnd; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && MercPtrs[ i ]->sGridNo != NOWHERE )
{
if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass )
{
//reserve this soldier
MercPtrs[ i ]->sGridNo = NOWHERE;
//Allocate and copy the soldier
pSoldier = new SOLDIERTYPE(*MercPtrs[i]); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
if( !pSoldier )
return NULL;
//Assign a bogus ID, then return it
pSoldier->ubID = 255;
return pSoldier;
}
}
}
return NULL;
}
//USED BY STRATEGIC AI and AUTORESOLVE
SOLDIERTYPE* TacticalCreateAdministrator()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ADMINISTRATOR );
if( pSoldier ) return pSoldier;
}
memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ADMINISTRATOR );
RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ADMINISTRATOR );
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ADMINISTRATOR;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
if ( pSoldier )
{
// send soldier to centre of map, roughly
pSoldier->aiData.sNoiseGridno = (INT16) (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
}
return( pSoldier );
}
//USED BY STRATEGIC AI and AUTORESOLVE
SOLDIERTYPE* TacticalCreateArmyTroop()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ARMY );
if( pSoldier ) return pSoldier;
}
memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ARMY );
RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ARMY );
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ARMY;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
if ( pSoldier )
{
// send soldier to centre of map, roughly
pSoldier->aiData.sNoiseGridno = (INT16) (CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
}
return( pSoldier );
}
//USED BY STRATEGIC AI and AUTORESOLVE
SOLDIERTYPE* TacticalCreateEliteEnemy()
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_ELITE );
if( pSoldier ) return pSoldier;
}
memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_ELITE );
RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_ELITE );
bp.bTeam = ENEMY_TEAM;
bp.bOrders = SEEKENEMY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
bp.bBodyType = -1;
bp.ubSoldierClass = SOLDIER_CLASS_ELITE;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
//the associated facts are done elsewhere. There is also another place where NPCs can get added, which
//is in AddPlacementToWorld() used for inserting defensive enemies.
//NOTE: We don't want to add Mike or Iggy if this is being called from autoresolve!
OkayToUpgradeEliteToSpecialProfiledEnemy( &pp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
if ( pSoldier )
{
// send soldier to centre of map, roughly
pSoldier->aiData.sNoiseGridno = (INT16)(CENTRAL_GRIDNO + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) + ( Random( CENTRAL_RADIUS * 2 + 1 ) - CENTRAL_RADIUS ) * WORLD_COLS);
pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
}
return( pSoldier );
}
SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
{
INT32 i, iStart, iEnd;
SOLDIERTYPE *pSoldier;
// For description look original ReserveTacticalSoldierForAutoresolve()
iStart = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
iEnd = gTacticalStatus.Team[ MILITIA_TEAM ].bLastID;
for( i = iStart; i <= iEnd; i++ )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->bInSector && MercPtrs[ i ]->stats.bLife && MercPtrs[ i ]->sGridNo != NOWHERE )
{
if( MercPtrs[ i ]->ubSoldierClass == ubSoldierClass )
{
//reserve this soldier
MercPtrs[ i ]->sGridNo = NOWHERE;
//Allocate and copy the soldier
pSoldier = new SOLDIERTYPE(*MercPtrs[i]); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
if( !pSoldier )
return NULL;
//Assign a bogus ID, then return it
pSoldier->ubID = 255;
return pSoldier;
}
}
}
return NULL;
}
SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if (gpBattleGroup &&
gpBattleGroup->ubSectorZ == gbWorldSectorZ &&
gpBattleGroup->ubSectorX == gWorldSectorX &&
gpBattleGroup->ubSectorY == gWorldSectorY &&
guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalMilitiaSoldierForAutoresolve( ubMilitiaClass );
if( pSoldier ) return pSoldier;
}
memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), ubMilitiaClass );
RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), ubMilitiaClass );
bp.bTeam = MILITIA_TEAM;
bp.ubSoldierClass = ubMilitiaClass;
bp.bOrders = STATIONARY;
bp.bAttitude = (INT8) Random( MAXATTITUDES );
//bp.bAttitude = AGGRESSIVE;
bp.bBodyType = -1;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
pSoldier = TacticalCreateSoldier( &pp, &ubID );
return pSoldier;
}
SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType )
{
BASIC_SOLDIERCREATE_STRUCT bp;
SOLDIERCREATE_STRUCT pp;
UINT8 ubID;
SOLDIERTYPE * pSoldier;
if( guiCurrentScreen == AUTORESOLVE_SCREEN && !gfPersistantPBI )
{
pSoldier = ReserveTacticalSoldierForAutoresolve( SOLDIER_CLASS_CREATURE );
if( pSoldier ) return pSoldier;
}
memset( &bp, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
RandomizeRelativeLevel( &( bp.bRelativeAttributeLevel ), SOLDIER_CLASS_CREATURE );
RandomizeRelativeLevel( &( bp.bRelativeEquipmentLevel ), SOLDIER_CLASS_CREATURE );
bp.bTeam = CREATURE_TEAM;
bp.ubSoldierClass = SOLDIER_CLASS_CREATURE;
bp.bOrders = SEEKENEMY;
bp.bAttitude = AGGRESSIVE;
bp.bBodyType = bCreatureBodyType;
CreateDetailedPlacementGivenBasicPlacementInfo( &pp, &bp );
return TacticalCreateSoldier( &pp, &ubID );
}
void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass )
{
UINT8 ubLocationModifier;
INT8 bRollModifier;
INT8 bRoll, bAdjustedRoll;
// We now adjust the relative level by location on the map, so enemies in NE corner will be generally very crappy (lots
// of bad and poor, with avg about best), while enemies in the SW will have lots of great and good, with avg about as
// lousy as it gets. Militia are generally unmodified by distance, and never get bad or great at all.
// this returns 0 to DIFF_FACTOR_PALACE_DISTANCE (0 to +30)
ubLocationModifier = GetLocationModifier( ubSoldierClass );
// convert to 0 to 10 (divide by 3), the subtract 5 to get a range of -5 to +5
bRollModifier = ( INT8 ) ( ubLocationModifier / ( DIFF_FACTOR_PALACE_DISTANCE / 10 ) ) - 5;
// roll a number from 0 to 9
bRoll = ( INT8 ) Random( 10 );
// adjust by the modifier (giving -5 to +14)
bAdjustedRoll = bRoll + bRollModifier;
if ( SOLDIER_CLASS_MILITIA( ubSoldierClass ) )
{
// Militia never get to roll bad/great results at all (to avoid great equipment drops from them if killed)
bAdjustedRoll = __max( 1, bAdjustedRoll );
bAdjustedRoll = __min( 8, bAdjustedRoll );
if( IsAutoResolveActive() )
{ //Artificially strengthen militia strength for sake of gameplay
bAdjustedRoll++;
}
}
else
{
// max-min this to a range of 0-9
bAdjustedRoll = __max( 0, bAdjustedRoll );
bAdjustedRoll = __min( 9, bAdjustedRoll );
if( IsAutoResolveActive() )
{ //Artificially weaken enemy/creature strength for sake of gameplay
if( bAdjustedRoll > 0 )
{
bAdjustedRoll--;
}
}
}
switch ( bAdjustedRoll )
{
case 0:
// bad
*pbRelLevel = 0;
break;
case 1:
case 2:
// poor
*pbRelLevel = 1;
break;
case 3:
case 4:
case 5:
case 6:
// average
*pbRelLevel = 2;
break;
case 7:
case 8:
// good
*pbRelLevel = 3;
break;
case 9:
// great
*pbRelLevel = 4;
break;
default:
Assert( FALSE );
*pbRelLevel = 2;
break;
}
/*
if( IsAutoResolveActive() )
{ //Artificially strengthen militia strength for sake of gameplay
if ( SOLDIER_CLASS_MILITIA( ubSoldierClass ) )
{
*pbRelLevel = 4;
}
else
{
*pbRelLevel = 0;
}
}
*/
}
//This function shouldn't be called outside of tactical
void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID )
{
// Create guy # X
SOLDIERCREATE_STRUCT MercCreateStruct;
INT16 sWorldX, sWorldY, sSectorX, sSectorY, sGridX, sGridY;
UINT8 ubID;
INT16 sMapPos;
if ( GetMouseXY( &sGridX, &sGridY ) )
{
sMapPos = MAPROWCOLTOPOS( sGridY, sGridX );
// Get Grid Coordinates of mouse
if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) )
{
GetCurrentWorldSector( &sSectorX, &sSectorY );
MercCreateStruct.initialize();
MercCreateStruct.bTeam = bTeam;
MercCreateStruct.ubProfile = ubProfileID;
MercCreateStruct.sSectorX = sSectorX;
MercCreateStruct.sSectorY = sSectorY;
MercCreateStruct.bSectorZ = gbWorldSectorZ;
MercCreateStruct.sInsertionGridNo = sMapPos;
RandomizeNewSoldierStats( &MercCreateStruct );
if ( TacticalCreateSoldier( &MercCreateStruct, &ubID ) )
{
AddSoldierToSector( ubID );
// So we can see them!
AllTeamsLookForAll(NO_INTERRUPTS);
}
}
}
}
// CHRISL: External function call to resort profile inventory
extern void DistributeInitialGear(MERCPROFILESTRUCT *pProfile);
void CopyProfileItems( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCreateStruct )
{
UINT32 cnt, cnt2;
MERCPROFILESTRUCT * pProfile;
BOOLEAN success, fRet;
pProfile = &(gMercProfiles[pCreateStruct->ubProfile]);
// Copy over inv if we want to
if ( pCreateStruct->fCopyProfileItemsOver || pSoldier->bTeam != OUR_TEAM )
{
if (pCreateStruct->fPlayerMerc)
{
// do some special coding to put stuff in the profile in better-looking
// spots
// CHRISL: Resort profile items to use LBE pockets properly
DistributeInitialGear(pProfile);
//place all items that are NOT attachments
for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
{
if ( pProfile->inv[ cnt ] == NOTHING || Item[pProfile->inv[cnt]].attachment) {
continue;
}
fRet = CreateItems( pProfile->inv[ cnt ], pProfile->bInvStatus[ cnt ], pProfile->bInvNumber[ cnt ], &gTempObject );
//CHRISL: Place items by slots chosen in profile if using new inventory system
if(fRet)
{
if((UsingNewInventorySystem() == false)) {
success = AutoPlaceObject( pSoldier, &gTempObject, FALSE );
}
else {
success = PlaceObject( pSoldier, cnt, &gTempObject );
}
if (success == FALSE && pSoldier->inv[cnt].exists() == false) {
pSoldier->inv[cnt] = gTempObject;
}
}
}
//done placing all non attachments, now place all attachments on objects!
for ( cnt = 0; cnt < pProfile->inv.size(); cnt++ )
{
if ( pProfile->inv[ cnt ] == NOTHING) {
continue;
}
if (!Item[pProfile->inv[cnt]].attachment) {
continue;
}
fRet = CreateItems( pProfile->inv[ cnt ], pProfile->bInvStatus[ cnt ], pProfile->bInvNumber[ cnt ], &gTempObject );
// try to find the appropriate item to attach to!
if(fRet)
{
for ( cnt2 = INV_START_POS; cnt2 < NUM_INV_SLOTS; cnt2++ )
{
if ( pSoldier->inv[ cnt2 ].exists() == true && ValidAttachment( gTempObject.usItem, pSoldier->inv[ cnt2 ].usItem ) )
{
if(pSoldier->inv[ cnt2 ].AttachObject( NULL, &gTempObject, FALSE ))
{
break;
}
}
}
if (cnt2 == NUM_INV_SLOTS)
{
// oh well, couldn't find anything to attach to!
//CHRISL: Place items by slots chosen in profile if using new inventory system
if((UsingNewInventorySystem() == false)) {
success = AutoPlaceObject( pSoldier, &gTempObject, FALSE );
}
else {
// CHRISL: If we're placing a "body" item, then just place it. Otherwise, first
// try to autoplace the item. Only use "PlaceObject" as a last resort.
if(cnt < BIGPOCKSTART) {
success = PlaceObject( pSoldier, cnt, &gTempObject );
}
else{
success = AutoPlaceObject( pSoldier, &gTempObject, FALSE );
if(success == FALSE) {
success = PlaceObject( pSoldier, cnt, &gTempObject );
}
}
}
if (success == FALSE && pSoldier->inv[cnt].exists() == false) {
pSoldier->inv[cnt] = gTempObject;
}
}
}
}
}
else
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( pProfile->inv[ cnt ] != NOTHING )
{
if ( Item[ pProfile->inv[ cnt ] ].usItemClass == IC_KEY )
{
// since keys depend on 2 values, they pretty much have to be hardcoded.
// and if a case isn't handled here it's better to not give any key than
// to provide one which doesn't work and would confuse everything.
switch( pCreateStruct->ubProfile )
{
case BREWSTER:
if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_32){
fRet = CreateKeyObject( &gTempObject , pProfile->bInvNumber[ cnt ], 19 );
}
break;
case SKIPPER:
if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_32){
fRet = CreateKeyObject( &gTempObject, pProfile->bInvNumber[ cnt ], 11 );
}
break;
case DOREEN:
if ( pProfile->inv[ cnt ] >= KEY_1 && pProfile->inv[ cnt ] <= KEY_32){
fRet = CreateKeyObject( &gTempObject, pProfile->bInvNumber[ cnt ], 32 );
}
}
}
else
{
fRet = CreateItems( pProfile->inv[ cnt ], pProfile->bInvStatus[ cnt ], pProfile->bInvNumber[ cnt ], &gTempObject );
}
if(fRet)
{
pSoldier->inv[cnt] = gTempObject;
if ( Item[gTempObject.usItem].fingerprintid )
{
for (int x = 0; x < pProfile->bInvNumber[ cnt ]; ++x) {
gTempObject[x]->data.ubImprintID = pSoldier->ubProfile;
}
}
if (gubItemDroppableFlag[cnt])
{
if (pProfile->ubInvUndroppable & gubItemDroppableFlag[cnt])
{
gTempObject.fFlags |= OBJECT_UNDROPPABLE;
}
}
}
}
}
if (pProfile->uiMoney > 0)
{
//only npcs can have money
fRet = CreateMoney(pProfile->uiMoney, &gTempObject );
if(fRet)
PlaceInAnySlot(pSoldier, &gTempObject, true);
}
}
}
}
//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
//the associated facts are done elsewhere. The function will set the profile for the SOLDIERCREATE_STRUCT
//and the rest will be handled automatically so long the ubProfile field doesn't get changed.
//NOTE: We don't want to add Mike or Iggy if this is being called from autoresolve!
void OkayToUpgradeEliteToSpecialProfiledEnemy( SOLDIERCREATE_STRUCT *pp )
{
if( !gfProfiledEnemyAdded && gubEnemyEncounterCode != ENEMY_ENCOUNTER_CODE && gubEnemyEncounterCode != ENEMY_INVASION_CODE )
{
if( gubFact[ FACT_MIKE_AVAILABLE_TO_ARMY ] == 1 && !pp->fOnRoof )
{
gubFact[ FACT_MIKE_AVAILABLE_TO_ARMY ] = 2; //so it fails all subsequent checks
pp->ubProfile = MIKE;
gfProfiledEnemyAdded = TRUE;
}
else if( gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] == 1 && !pp->fOnRoof )
{
gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] = 2; //so it fails all subsequent checks
pp->ubProfile = IGGY;
gfProfiledEnemyAdded = TRUE;
}
}
}
void TrashAllSoldiers( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
cnt = 0;
for ( pSoldier = MercPtrs[ cnt ]; cnt < MAX_NUM_SOLDIERS; pSoldier++, cnt++ )
{
if ( pSoldier->bActive )
{
// Delete from world
TacticalRemoveSoldier( (UINT16)cnt );
}
}
}
UINT8 GetLocationModifier( UINT8 ubSoldierClass )
{
UINT8 ubLocationModifier;
UINT8 ubPalaceDistance;
INT16 sSectorX, sSectorY, sSectorZ;
INT8 bTownId;
BOOLEAN fSuccess;
// where is all this taking place?
fSuccess = GetCurrentBattleSectorXYZ( &sSectorX, &sSectorY, &sSectorZ );
Assert( fSuccess );
// ignore sSectorZ - treat any underground enemies as if they were on the surface!
bTownId = GetTownIdForSector( sSectorX, sSectorY );
switch ( bTownId )
{
case ORTA:
case TIXA:
// enemy troops in these special places are stronger than geography would indicate
ubPalaceDistance = 4;
break;
case ALMA:
// enemy troops in these special places are stronger than geography would indicate
ubPalaceDistance = 10;
break;
default:
// how far is this sector from the palace ?
// the distance returned is in sectors, and the possible range is about 0-20
ubPalaceDistance = GetPythDistanceFromPalace( sSectorX, sSectorY );
if ( ubPalaceDistance > MAX_PALACE_DISTANCE )
{
ubPalaceDistance = MAX_PALACE_DISTANCE;
}
}
// adjust for distance from Queen's palace (P3) (0 to +30)
ubLocationModifier = ( ( MAX_PALACE_DISTANCE - ubPalaceDistance ) * DIFF_FACTOR_PALACE_DISTANCE ) / MAX_PALACE_DISTANCE;
return( ubLocationModifier );
}
// grab the distance from the palace
UINT8 GetPythDistanceFromPalace( INT16 sSectorX, INT16 sSectorY )
{
UINT8 ubDistance = 0;
INT16 sRows = 0, sCols = 0;
float fValue = 0.0;
// grab number of rows and cols
sRows = (INT16)(abs((sSectorX) - ( PALACE_SECTOR_X )));
sCols = (INT16)(abs((sSectorY) - ( PALACE_SECTOR_Y )));
// apply Pythagoras's theorem for right-handed triangle:
// dist^2 = rows^2 + cols^2, so use the square root to get the distance
fValue = ( float )sqrt(( float )(sRows * sRows) + ( float )(sCols * sCols));
if( fmod( fValue, 1.0f ) >= 0.50 )
{
ubDistance = (UINT8)( 1 + fValue );
}
else
{
ubDistance = ( UINT8 )fValue;
}
return( ubDistance );
}
void ReduceHighExpLevels( INT8 *pbExpLevel )
{
UINT8 ubRoll;
// important: must reset these to 0 by default for logic to work!
UINT8 ubChanceLvl8 = 0;
UINT8 ubChanceLvl7 = 0;
UINT8 ubChanceLvl6 = 0;
UINT8 ubChanceLvl5 = 0;
// this function reduces the experience levels of very high level enemies to something that player can compete with
// for interrupts. It doesn't affect attributes and skills, those are rolled prior to this reduction!
// adjust for game difficulty level
switch( gGameOptions.ubDifficultyLevel )
{
case DIF_LEVEL_EASY:
// max level: 6
switch ( *pbExpLevel )
{
case 6:
ubChanceLvl6 = 25;
ubChanceLvl5 = 100;
break;
case 7:
ubChanceLvl6 = 50;
ubChanceLvl5 = 100;
break;
case 8:
ubChanceLvl6 = 75;
ubChanceLvl5 = 100;
break;
case 9:
case 10: // Madd
ubChanceLvl6 = 100;
break;
}
break;
case DIF_LEVEL_MEDIUM:
// max level: 7
switch ( *pbExpLevel )
{
case 7:
ubChanceLvl7 = 25;
ubChanceLvl6 = 100;
break;
case 8:
ubChanceLvl7 = 50;
ubChanceLvl6 = 100;
break;
case 9:
case 10: // Madd
ubChanceLvl7 = 75;
ubChanceLvl6 = 100;
break;
}
break;
case DIF_LEVEL_HARD:
// max level: 8
switch ( *pbExpLevel )
{
case 8:
ubChanceLvl8 = 25;
ubChanceLvl7 = 100;
break;
case 9:
case 10: // Madd
ubChanceLvl8 = 50;
ubChanceLvl7 = 100;
break;
}
break;
}
ubRoll = ( UINT8 ) Random( 100 );
if ( ubRoll < ubChanceLvl8 )
*pbExpLevel = 8;
else if ( ubRoll < ubChanceLvl7 )
*pbExpLevel = 7;
else if ( ubRoll < ubChanceLvl6 )
*pbExpLevel = 6;
else if ( ubRoll < ubChanceLvl5 )
*pbExpLevel = 5;
// else leave it alone
}