Files
source/Tactical/Merc Hiring.cpp
T

718 lines
22 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "strategic.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "math.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "Assignments.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "points.h"
#include "Random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "soldier ani.h"
#include "english.h"
#include "overhead.h"
#include "Soldier Profile.h"
#include "Game Clock.h"
#include "soldier create.h"
#include "Merc Hiring.h"
#include "Game Event Hook.h"
#include "message.h"
#include "strategicmap.h"
#include "strategic.h"
#include "items.h"
#include "Soldier Add.h"
#include "History.h"
#include "Squads.h"
#include "Strategic Merc Handler.h"
#include "Dialogue Control.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "screenids.h"
#include "jascreens.h"
#include "text.h"
#include "Merc Contract.h"
#include "LaptopSave.h"
#include "personnel.h"
#include "Auto Resolve.h"
#include "Map Screen Interface Bottom.h"
#include "Quests.h"
#include "GameSettings.h"
#endif
#include "connect.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define MIN_FLIGHT_PREP_TIME 6
#ifdef JA2TESTVERSION
BOOLEAN gForceHireMerc=FALSE;
void SetFlagToForceHireMerc( BOOLEAN fForceHire );
#endif
extern BOOLEAN gfTacticalDoHeliRun;
extern BOOLEAN gfFirstHeliRun;
// ATE: Globals that dictate where the mercs will land once being hired
// Default to Omerta
// Saved in general saved game structure
INT16 gsMercArriveSectorX = 9;
INT16 gsMercArriveSectorY = 1;
void CheckForValidArrivalSector( );
INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
{
SOLDIERTYPE *pSoldier;
UINT8 iNewIndex;
UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
MERCPROFILESTRUCT *pMerc;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
pMerc = &gMercProfiles[ ubCurrentSoldier ];
//If we are to disregard the ststus of the merc
#ifdef JA2TESTVERSION
if( !gForceHireMerc )
#endif
//If the merc is away, Dont hire him, or if the merc is only slightly annoyed at the player
if( ( pMerc->bMercStatus != 0 ) && (pMerc->bMercStatus != MERC_ANNOYED_BUT_CAN_STILL_CONTACT ) && ( pMerc->bMercStatus != MERC_HIRED_BUT_NOT_ARRIVED_YET ) )
return( MERC_HIRE_FAILED );
//hayden, 7 member team limit setable in ini
if( NumberOfMercsOnPlayerTeam() >= gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs || (is_client && NumberOfMercsOnPlayerTeam() >= MAX_MERCS) )
return( MERC_HIRE_OVER_PLAYER_LIMIT );
// ATE: if we are to use landing zone, update to latest value
// they will be updated again just before arrival...
if ( pHireMerc->fUseLandingZoneForArrival )
{
pHireMerc->sSectorX = gsMercArriveSectorX;
pHireMerc->sSectorY = gsMercArriveSectorY;
pHireMerc->bSectorZ = 0;
}
// BUILD STRUCTURES
MercCreateStruct.initialize();
MercCreateStruct.ubProfile = ubCurrentSoldier;
MercCreateStruct.fPlayerMerc = TRUE;
MercCreateStruct.sSectorX = pHireMerc->sSectorX;
MercCreateStruct.sSectorY = pHireMerc->sSectorY;
MercCreateStruct.bSectorZ = pHireMerc->bSectorZ;
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
MercCreateStruct.fCopyProfileItemsOver= pHireMerc->fCopyProfileItemsOver;
if(!ALLOW_EQUIP && is_networked)
MercCreateStruct.fCopyProfileItemsOver=0;//hayden : server overide
if ( !TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "TacticalCreateSoldier in HireMerc(): Failed to Add Merc");
return( MERC_HIRE_FAILED );
}
if( DidGameJustStart() )
{
// OK, CHECK FOR FIRST GUY, GIVE HIM SPECIAL ITEM!
if ( iNewIndex == 0 )
{
// OK, give this item to our merc!
// make an objecttype
CreateItem(LETTER, 100, &gTempObject);
// Give it
fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &gTempObject, FALSE );
// CHRISL: This condition should resolve the issue of the letter not being issued to the first merc
if(!fReturn && (UsingNewInventorySystem() == true))
{
(MercPtrs[iNewIndex]->inv[NUM_INV_SLOTS-1]) = gTempObject;
fReturn=TRUE;
}
Assert( fReturn );
}
// Set insertion for first time in chopper
// ATE: Insert for demo , not using the heli sequence....
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
}
//record how long the merc will be gone for
pMerc->bMercStatus = (UINT8)pHireMerc->iTotalContractLength;
pSoldier = &Menptr[iNewIndex];
//Copy over insertion data....
pSoldier->ubStrategicInsertionCode = pHireMerc->ubInsertionCode;
pSoldier->usStrategicInsertionData = pHireMerc->usInsertionData;
// ATE: Copy over value for using alnding zone to soldier type
pSoldier->flags.fUseLandingZoneForArrival = pHireMerc->fUseLandingZoneForArrival;
// Set assignment
//ATE: If first time, make ON_DUTY, otherwise GUARD
if( ( pSoldier->bAssignment != IN_TRANSIT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, IN_TRANSIT );
//set the contract length
pSoldier->iTotalContractLength = pHireMerc->iTotalContractLength;
//reset the insurance values
pSoldier->iStartOfInsuranceContract = 0;
pSoldier->iTotalLengthOfInsuranceContract = 0;
//Init the contract charge
// pSoldier->iTotalContractCharge = 0;
// store arrival time in soldier structure so map screen can display it
pSoldier->uiTimeSoldierWillArrive = pHireMerc->uiTimeTillMercArrives;
//Set the type of merc
if (!is_networked)
{
if( DidGameJustStart() )
{
pHireMerc->uiTimeTillMercArrives = ( gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay ) / NUM_SEC_IN_MIN;
// Set insertion for first time in chopper
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
//set when the merc's contract is finished
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
else
{
//set when the merc's contract is finished ( + 1 cause it takes a day for the merc to arrive )
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( 1 + pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
}
// WANNE - MP: We need this, so the merc contract is correct!
else
{
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
//Set the time and ID of the last hired merc will arrive
LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = pHireMerc->ubProfileID;
LaptopSaveInfo.sLastHiredMerc.uiArrivalTime = pHireMerc->uiTimeTillMercArrives;
if (!is_client)
{
//if we are trying to hire a merc that should arrive later, put the merc in the queue
if( pHireMerc->uiTimeTillMercArrives != 0 )
{
AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pHireMerc->uiTimeTillMercArrives, pSoldier->ubID );
//specify that the merc is hired but hasnt arrived yet
pMerc->bMercStatus = MERC_HIRED_BUT_NOT_ARRIVED_YET;
}
}
else
{
if(is_client)send_hire( iNewIndex, ubCurrentSoldier, pHireMerc->iTotalContractLength, MercCreateStruct.fCopyProfileItemsOver );
//send off hire info to network, also avail possibility for net-game exclusive hired pSoldier changes...
}
//if the merc is an AIM merc
if( ubCurrentSoldier < 40 )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__AIM_MERC;
//determine how much the contract is, and remember what type of contract he got
if( pHireMerc->iTotalContractLength == 1 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].sSalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_DAY;
pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
}
else if( pHireMerc->iTotalContractLength == 7 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiWeeklySalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
}
else if( pHireMerc->iTotalContractLength == 14 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiBiWeeklySalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_2_WEEK;
// These luck fellows need to stay the whole duration!
pSoldier->iTimeCanSignElsewhere = pSoldier->iEndofContractTime;
}
// remember the medical deposit we PAID. The one in his profile can increase when he levels!
pSoldier->usMedicalDeposit = gMercProfiles[ pSoldier->ubProfile ].sMedicalDepositAmount;
}
//if the merc is from M.E.R.C.
else if( ( ubCurrentSoldier >= BIFF && ubCurrentSoldier <= BUBBA ) || ubCurrentSoldier >= GASTON )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__MERC;
//pSoldier->iTotalContractCharge = -1;
gMercProfiles[ pSoldier->ubProfile ].iMercMercContractLength = 1;
//Set starting conditions for the merc
pSoldier->iStartContractTime = GetWorldDay( );
if(!is_client)AddHistoryToPlayersLog(HISTORY_HIRED_MERC_FROM_MERC, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
}
//If the merc is from IMP, (ie a player character)
else if( ( ubCurrentSoldier >= 51 ) && ( ubCurrentSoldier < 57 ) )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__PLAYER_CHARACTER;
//pSoldier->iTotalContractCharge = -1;
}
//else its a NPC merc
else
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__NPC;
//pSoldier->iTotalContractCharge = -1;
}
//remove the merc from the Personnel screens departed list ( if they have never been hired before, its ok to call it )
RemoveNewlyHiredMercFromPersonnelDepartedList( pSoldier->ubProfile );
gfAtLeastOneMercWasHired = TRUE;
return( MERC_HIRE_OK );
}
void MercArrivesCallback( UINT8 ubSoldierID )
{
MERCPROFILESTRUCT *pMerc;
SOLDIERTYPE *pSoldier;
UINT32 uiTimeOfPost;
if (!is_networked)
{
// hayden - maybe you want to duke it out in omerta ;)
if( !DidGameJustStart() && gsMercArriveSectorX == 9 && gsMercArriveSectorY == 1 )
{
//Mercs arriving in A9. This sector has been deemed as the always safe sector.
//Seeing we don't support entry into a hostile sector (except for the beginning),
//we will nuke any enemies in this sector first.
if( gWorldSectorX != 9 || gWorldSectorY != 1 || gbWorldSectorZ )
{
EliminateAllEnemies( (UINT8)gsMercArriveSectorX, (UINT8)gsMercArriveSectorY );
}
}
}
// This will update ANY soldiers currently schedules to arrive too
CheckForValidArrivalSector( );
// stop time compression until player restarts it
StopTimeCompression();
pSoldier = &Menptr[ ubSoldierID ];
pMerc = &gMercProfiles[ pSoldier->ubProfile ];
// add the guy to a squad
AddCharacterToAnySquad( pSoldier );
// ATE: Make sure we use global.....
if ( pSoldier->flags.fUseLandingZoneForArrival )
{
pSoldier->sSectorX = gsMercArriveSectorX;
pSoldier->sSectorY = gsMercArriveSectorY;
pSoldier->bSectorZ = 0;
}
// Add merc to sector ( if it's the current one )
if ( gWorldSectorX == pSoldier->sSectorX && gWorldSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == gbWorldSectorZ )
{
// OK, If this sector is currently loaded, and guy does not have CHOPPER insertion code....
// ( which means we are at beginning of game if so )
// Setup chopper....
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == 9 && pSoldier->sSectorY == 1 )
{
gfTacticalDoHeliRun = TRUE;
// OK, If we are in mapscreen, get out...
if ( guiCurrentScreen == MAP_SCREEN )
{
// ATE: Make sure the current one is selected!
ChangeSelectedMapSector( gWorldSectorX, gWorldSectorY, 0 );
RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
}
UpdateMercInSector( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
else
{
// OK, otherwise, set them in north area, so once we load again, they are here.
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->name );
// ATE: He's going to say something, now that they've arrived...
if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun )
{
gTacticalStatus.bMercArrivingQuoteBeingUsed = TRUE;
//Setup the highlight sector value (note this isn't for mines but using same system)
gsSectorLocatorX = pSoldier->sSectorX;
gsSectorLocatorY = pSoldier->sSectorY;
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 2, 0 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_REACHED_DESTINATION );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 3, 0 );
TacticalCharacterDialogueWithSpecialEventEx( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG, 0, 0, 0 );
}
}
//record how long the merc will be gone for
pMerc->bMercStatus = (UINT8)pSoldier->iTotalContractLength;
// remember when excatly he ARRIVED in Arulco, in case he gets fired early
pSoldier->uiTimeOfLastContractUpdate = GetWorldTotalMin();
//set when the merc's contract is finished
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
// Do initial check for bad items
if ( pSoldier->bTeam == gbPlayerNum )
{
//ATE: Try to see if our equipment sucks!
if ( SoldierHasWorseEquipmentThanUsedTo( pSoldier ) )
{
// Randomly anytime between 9:00, and 10:00
uiTimeOfPost = 540 + Random( 660 );
if ( GetWorldMinutesInDay() < uiTimeOfPost )
{
AddSameDayStrategicEvent( EVENT_MERC_COMPLAIN_EQUIPMENT, uiTimeOfPost , pSoldier->ubProfile );
}
}
}
HandleMercArrivesQuotes( pSoldier );
fTeamPanelDirty = TRUE;
// if the currently selected sector has no one in it, select this one instead
if ( !CanGoToTacticalInSector( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, 0 );
}
return;
}
BOOLEAN IsMercHireable( UINT8 ubMercID )
{
//If the merc has an .EDT file, is not away on assignment, and isnt already hired (but not arrived yet), he is not DEAD and he isnt returning home
if( ( gMercProfiles[ ubMercID ].bMercStatus == MERC_HAS_NO_TEXT_FILE ) ||
( gMercProfiles[ ubMercID ].bMercStatus > 0 ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD ) ||
( gMercProfiles[ ubMercID ].uiDayBecomesAvailable > 0 ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_WORKING_ELSEWHERE ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_FIRED_AS_A_POW ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_RETURNING_HOME ) )
return(FALSE);
else
return(TRUE);
}
BOOLEAN IsMercDead( UINT8 ubMercID )
{
if( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD )
return(TRUE);
else
return(FALSE);
}
BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
{
if( pSoldier->stats.bLife >= CONSCIOUSNESS )
return(TRUE);
else
return(FALSE);
}
UINT8 NumberOfMercsOnPlayerTeam()
{
INT8 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
UINT8 ubCount=0;
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
if (! MercPtrs[cnt])
return 0;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
AssertNotNIL(pSoldier);
//if the is active, and is not a vehicle
if( pSoldier->bActive && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{
ubCount++;
}
}
return( ubCount );
}
void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
{
INT8 cnt, bHated, bLastTeamID;
SOLDIERTYPE *pTeamSoldier;
// If we are approaching with helicopter, don't say any ( yet )
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
// Player-generated characters issue a comment about arriving in Omerta.
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
{
if ( gubQuest[ QUEST_DELIVER_LETTER ] == QUESTINPROGRESS )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
}
}
// Check to see if anyone hates this merc and will now complain
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
bHated = WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile );
if ( bHated != -1 )
{
// hates the merc who has arrived and is going to gripe about it!
switch( bHated )
{
case 0:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_1_ARRIVES );
break;
case 1:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_2_ARRIVES );
break;
default:
break;
}
}
}
}
}
}
}
#ifdef JA2TESTVERSION
void SetFlagToForceHireMerc( BOOLEAN fForceHire )
{
gForceHireMerc = fForceHire;
}
#endif
UINT32 GetMercArrivalTimeOfDay( )
{
UINT32 uiCurrHour;
UINT32 uiMinHour;
// Pick a time...
// First get the current time of day.....
uiCurrHour = GetWorldHour( );
// Subtract the min time for any arrival....
uiMinHour = uiCurrHour + MIN_FLIGHT_PREP_TIME;
// OK, first check if we need to advance a whole day's time...
// See if we have missed the last flight for the day...
if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
{
// 7:30 flight....
return( GetMidnightOfFutureDayInMinutes( 1 ) + MERC_ARRIVE_TIME_SLOT_1 );
}
// Well, now we can handle flights all in one day....
// Find next possible flight
if ( uiMinHour <= 7 )
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_1 ); // 7:30 am
}
else if ( uiMinHour <= 13 )
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_2 ); // 1:30 pm
}
else
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_3 ); // 7:30 pm
}
}
void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive )
{
if ( pSoldier->bAssignment == IN_TRANSIT )
{
if ( pSoldier->flags.fUseLandingZoneForArrival )
{
pSoldier->sSectorX = gsMercArriveSectorX;
pSoldier->sSectorY = gsMercArriveSectorY;
pSoldier->bSectorZ = 0;
}
}
}
}
}
INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
{
INT16 sRows,sCols,sResult;
sRows = abs((sOrigin / MAP_WORLD_X) - (sDest / MAP_WORLD_X));
sCols = abs((sOrigin % MAP_WORLD_X) - (sDest % MAP_WORLD_X));
// apply Pythagoras's theorem for right-handed triangle:
// dist^2 = rows^2 + cols^2, so use the square root to get the distance
sResult = (INT16)sqrt((double)(sRows * sRows) + (sCols * sCols));
return(sResult);
}
// ATE: This function will check if the current arrival sector
// is valid
// if there are enemies present, it's invalid
// if so, search around for nearest non-occupied sector.
void CheckForValidArrivalSector( )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, sGoodX, sGoodY;
UINT8 ubRadius = 4;
INT32 leftmost;
INT16 sSectorGridNo, sSectorGridNo2;
INT32 uiRange, uiLowestRange = 999999;
BOOLEAN fFound = FALSE;
CHAR16 sString[ 1024 ];
CHAR16 zShortTownIDString1[ 50 ];
CHAR16 zShortTownIDString2[ 50 ];
sSectorGridNo = gsMercArriveSectorX + ( MAP_WORLD_X * gsMercArriveSectorY );
// Check if valid...
if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
{
return;
}
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString1 );
// If here - we need to do a search!
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( sSectorGridNo + ( MAP_WORLD_X * cnt1 ) )/ MAP_WORLD_X ) * MAP_WORLD_X;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sSectorGridNo2 = sSectorGridNo + ( MAP_WORLD_X * cnt1 ) + cnt2;
if( sSectorGridNo2 >=1 && sSectorGridNo2 < ( ( MAP_WORLD_X - 1 ) * ( MAP_WORLD_X - 1 ) ) && sSectorGridNo2 >= leftmost && sSectorGridNo2 < ( leftmost + MAP_WORLD_X ) )
{
if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && !StrategicMap[ sSectorGridNo2 ].fEnemyAirControlled )
{
uiRange = StrategicPythSpacesAway( sSectorGridNo2, sSectorGridNo );
if ( uiRange < uiLowestRange )
{
sGoodY = cnt1;
sGoodX = cnt2;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
if ( fFound )
{
gsMercArriveSectorX = gsMercArriveSectorX + sGoodX;
gsMercArriveSectorY = gsMercArriveSectorY + sGoodY;
UpdateAnyInTransitMercsWithGlobalArrivalSector( );
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString2 );
// swprintf( sString, L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", zShortTownIDString2, zShortTownIDString1 );
swprintf( sString, New113Message[MSG113_ARRIVINGREROUTED], zShortTownIDString2, zShortTownIDString1 );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
}