Files
source/Tactical/Boxing.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

528 lines
13 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "Soldier Control.h"
#include "Overhead.h"
#include "Boxing.h"
#include "Render Fun.h"
#include "Random.h"
#include "Worldman.h"
#include "Soldier Profile.h"
#include "NPC.h"
#include "Opplist.h"
#include "ai.h"
#include "Dialogue Control.h"
#include "Handle UI.h"
#include "Points.h"
#include "interface.h"
#include "interface dialogue.h"
#include "TeamTurns.h"
#include "Music Control.h"
#include "history.h"
#include "strategicmap.h"
#include "Game Clock.h"
#include "Animation Data.h"
#include "Font Control.h"
#include "message.h"
#endif
INT16 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
UINT8 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
UINT8 gubBoxingMatchesWon = 0;
UINT8 gubBoxersRests = 0;
BOOLEAN gfBoxersResting = FALSE;
extern void RecalculateOppCntsDueToBecomingNeutral( SOLDIERTYPE * pSoldier );
void ExitBoxing( void )
{
UINT8 ubRoom;
SOLDIERTYPE * pSoldier;
UINT32 uiLoop;
UINT8 ubPass;
// find boxers and turn them neutral again
// first time through loop, look for AI guy, then for PC guy.... for stupid
// oppcnt/alert status reasons
for( ubPass = 0; ubPass < 2; ubPass++ )
{
// because boxer could die, loop through all soldier ptrs
for ( uiLoop = 0; uiLoop < gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
{
pSoldier = MercPtrs[ uiLoop ];
if ( pSoldier != NULL )
{
if ( ( pSoldier->uiStatusFlags & SOLDIER_BOXER ) && InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING )
{
if ( pSoldier->uiStatusFlags & SOLDIER_PC )
{
if ( ubPass == 0 ) // pass 0, only handle AI
{
continue;
}
// put guy under AI control temporarily
pSoldier->uiStatusFlags |= SOLDIER_PCUNDERAICONTROL;
}
else
{
if ( ubPass == 1 ) // pass 1, only handle PCs
{
continue;
}
// reset AI boxer to neutral
SetSoldierNeutral( pSoldier );
RecalculateOppCntsDueToBecomingNeutral( pSoldier );
}
CancelAIAction( pSoldier, TRUE );
pSoldier->bAlertStatus = STATUS_GREEN;
pSoldier->bUnderFire = 0;
// if necessary, revive boxer so he can leave ring
if (pSoldier->bLife > 0 && (pSoldier->bLife < OKLIFE || pSoldier->bBreath < OKBREATH ) )
{
pSoldier->bLife = __max( OKLIFE * 2, pSoldier->bLife );
if (pSoldier->bBreath < 100)
{
// deduct -ve BPs to grant some BPs back (properly)
DeductPoints( pSoldier, 0, (INT16) - ( (100 - pSoldier->bBreath) * 100 ) );
}
BeginSoldierGetup( pSoldier );
}
}
}
}
}
DeleteTalkingMenu();
EndAllAITurns();
if ( CheckForEndOfCombatMode( FALSE ) )
{
EndTopMessage();
SetMusicMode( MUSIC_TACTICAL_NOTHING );
// Lock UI until we get out of the ring
guiPendingOverrideEvent = LU_BEGINUILOCK;
}
}
// in both these cases we're going to want the AI to take over and move the boxers
// out of the ring!
void EndBoxingMatch( SOLDIERTYPE * pLoser )
{
if (pLoser->bTeam == gbPlayerNum )
{
SetBoxingState( LOST_ROUND );
}
else
{
SetBoxingState( WON_ROUND );
gfLastBoxingMatchWonByPlayer = TRUE;
gubBoxingMatchesWon++;
}
TriggerNPCRecord( DARREN, 22 );
}
void BoxingPlayerDisqualified( SOLDIERTYPE * pOffender, INT8 bReason )
{
if (bReason == BOXER_OUT_OF_RING || bReason == NON_BOXER_IN_RING)
{
EVENT_StopMerc( pOffender, pOffender->sGridNo, pOffender->bDirection );
}
SetBoxingState( DISQUALIFIED );
TriggerNPCRecord( DARREN, 21 );
//ExitBoxing();
}
void TriggerEndOfBoxingRecord( SOLDIERTYPE * pSoldier )
{
// unlock UI
guiPendingOverrideEvent = LU_ENDUILOCK;
if ( pSoldier )
{
switch( gTacticalStatus.bBoxingState )
{
case WON_ROUND:
AddHistoryToPlayersLog( HISTORY_WON_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
TriggerNPCRecord( DARREN, 23 );
break;
case LOST_ROUND:
// log as lost
AddHistoryToPlayersLog( HISTORY_LOST_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
TriggerNPCRecord( DARREN, 24 );
break;
case DISQUALIFIED:
AddHistoryToPlayersLog( HISTORY_DISQUALIFIED_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
break;
}
}
SetBoxingState( NOT_BOXING );
}
UINT8 CountPeopleInBoxingRing( void )
{
SOLDIERTYPE * pSoldier;
UINT32 uiLoop;
UINT8 ubRoom;
UINT8 ubTotalInRing = 0;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING)
{
ubTotalInRing++;
}
}
}
return( ubTotalInRing );
}
void CountPeopleInBoxingRingAndDoActions( void )
{
UINT32 uiLoop;
UINT8 ubTotalInRing = 0;
UINT8 ubRoom;
UINT8 ubPlayersInRing = 0;
SOLDIERTYPE * pSoldier;
SOLDIERTYPE * pInRing[2] = { NULL, NULL };
SOLDIERTYPE * pNonBoxingPlayer = NULL;
for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++ )
{
pSoldier = MercSlots[ uiLoop ];
if ( pSoldier != NULL )
{
if ( InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING)
{
if ( ubTotalInRing < 2 )
{
pInRing[ ubTotalInRing ] = pSoldier;
}
ubTotalInRing++;
if ( pSoldier->uiStatusFlags & SOLDIER_PC )
{
ubPlayersInRing++;
if ( !pNonBoxingPlayer && !(pSoldier->uiStatusFlags & SOLDIER_BOXER) )
{
pNonBoxingPlayer = pSoldier;
}
}
}
}
}
if ( ubPlayersInRing > 1 )
{
// boxing match just became invalid!
if ( gTacticalStatus.bBoxingState <= PRE_BOXING )
{
BoxingPlayerDisqualified( pNonBoxingPlayer, NON_BOXER_IN_RING );
// set to not in boxing or it won't be handled otherwise
SetBoxingState( NOT_BOXING );
}
else
{
BoxingPlayerDisqualified( pNonBoxingPlayer, NON_BOXER_IN_RING );
}
return;
}
if ( gTacticalStatus.bBoxingState == BOXING_WAITING_FOR_PLAYER )
{
if ( ubTotalInRing == 1 && ubPlayersInRing == 1 )
{
// time to go to pre-boxing
SetBoxingState( PRE_BOXING );
PickABoxer();
}
}
else
// if pre-boxing, check for two people (from different teams!) in the ring
if ( gTacticalStatus.bBoxingState == PRE_BOXING )
{
if ( ubTotalInRing == 2 && ubPlayersInRing == 1 )
{
// ladieees and gennleman, we have a fight!
for ( uiLoop = 0; uiLoop < 2; uiLoop++ )
{
if ( ! ( pInRing[ uiLoop ]->uiStatusFlags & SOLDIER_BOXER ) )
{
// set as boxer!
pInRing[ uiLoop ]->uiStatusFlags |= SOLDIER_BOXER;
}
}
// start match!
SetBoxingState( BOXING );
gfLastBoxingMatchWonByPlayer = FALSE;
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Boxer APs %d %d", pInRing[0]->bActionPoints, pInRing[1]->bActionPoints );
#endif
// give the first turn to a randomly chosen boxer
EnterCombatMode( pInRing[ Random( 2 ) ]->bTeam );
}
}
/*
else
{
// check to see if the player has more than one person in the ring
if ( ubPlayersInRing > 1 )
{
// boxing match just became invalid!
BoxingPlayerDisqualified( pNonBoxingPlayer, NON_BOXER_IN_RING );
return;
}
}
*/
}
BOOLEAN CheckOnBoxers( void )
{
UINT32 uiLoop;
UINT8 ubID;
// repick boxer IDs every time
if ( gubBoxerID[0] == NOBODY )
{
// get boxer soldier IDs!
for( uiLoop = 0; uiLoop < NUM_BOXERS; uiLoop++ )
{
ubID = WhoIsThere2( gsBoxerGridNo[ uiLoop ], 0 );
// WANNE: Safty check!
if (ubID < TOTAL_SOLDIERS)
{
if ( FindObjClass( MercPtrs[ ubID ], IC_WEAPON ) == NO_SLOT )
{
// no weapon so this guy is a boxer
gubBoxerID[ uiLoop ] = ubID;
}
}
}
}
if ( gubBoxerID[ 0 ] == NOBODY && gubBoxerID[ 1 ] == NOBODY && gubBoxerID[ 2 ] == NOBODY )
{
return( FALSE );
}
return( TRUE );
}
BOOLEAN BoxerExists( void )
{
UINT32 uiLoop;
for( uiLoop = 0; uiLoop < NUM_BOXERS; uiLoop++ )
{
if ( WhoIsThere2( gsBoxerGridNo[ uiLoop ], 0 ) != NOBODY )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN PickABoxer( void )
{
UINT32 uiLoop;
SOLDIERTYPE * pBoxer;
for( uiLoop = 0; uiLoop < NUM_BOXERS; uiLoop++ )
{
if ( gubBoxerID[ uiLoop ] != NOBODY )
{
if ( gfBoxerFought[ uiLoop ] )
{
// pathetic attempt to prevent multiple AI boxers
MercPtrs[ gubBoxerID[ uiLoop ] ]->uiStatusFlags &= ~SOLDIER_BOXER;
}
else
{
pBoxer = MercPtrs[ gubBoxerID[ uiLoop ] ];
// pick this boxer!
if ( pBoxer->bActive && pBoxer->bInSector && pBoxer->bLife >= OKLIFE )
{
pBoxer->uiStatusFlags |= SOLDIER_BOXER;
SetSoldierNonNeutral( pBoxer );
RecalculateOppCntsDueToNoLongerNeutral( pBoxer );
CancelAIAction( pBoxer, TRUE );
RESETTIMECOUNTER( pBoxer->AICounter, 0 );
gfBoxerFought[ uiLoop ] = TRUE;
// improve stats based on the # of rests these guys have had
pBoxer->bStrength = __min( 100, pBoxer->bStrength += gubBoxersRests * 5 );
pBoxer->bDexterity = __min( 100, pBoxer->bDexterity + gubBoxersRests * 5 );
pBoxer->bAgility = __min( 100, pBoxer->bAgility + gubBoxersRests * 5 );
pBoxer->bLifeMax = __min( 100, pBoxer->bLifeMax + gubBoxersRests * 5 );
// give the 3rd boxer martial arts
if ( (uiLoop == NUM_BOXERS - 1) && pBoxer->ubBodyType == REGMALE )
{
pBoxer->ubSkillTrait1 = MARTIALARTS;
}
return( TRUE );
}
}
}
}
return( FALSE );
}
BOOLEAN BoxerAvailable( void )
{
UINT8 ubLoop;
// No way around this, BoxerAvailable will have to go find boxer IDs if they aren't set.
if ( CheckOnBoxers() == FALSE )
{
return( FALSE );
}
for( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
{
if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
{
return( TRUE );
}
}
return( FALSE );
}
// NOTE THIS IS NOW BROKEN BECAUSE NPC.C ASSUMES THAT BOXERSAVAILABLE < 3 IS A
// SEQUEL FIGHT. Maybe we could check Kingpin's location instead!
UINT8 BoxersAvailable( void )
{
UINT8 ubLoop;
UINT8 ubCount = 0;
for( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
{
if ( gubBoxerID[ ubLoop ] != NOBODY && !gfBoxerFought[ ubLoop ] )
{
ubCount++;
}
}
return( ubCount );
}
BOOLEAN AnotherFightPossible( void )
{
// Check that and a boxer is still available and
// a player has at least OKLIFE + 5 life
// and at least one fight HAS occurred
UINT8 ubLoop;
SOLDIERTYPE * pSoldier;
UINT8 ubAvailable;
ubAvailable = BoxersAvailable();
if ( ubAvailable == NUM_BOXERS || ubAvailable == 0 )
{
return( FALSE );
}
// Loop through all mercs on player team
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
pSoldier = MercPtrs[ ubLoop ];
for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++,pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife > (OKLIFE + 5) && !pSoldier->bCollapsed )
{
return( TRUE );
}
}
return( FALSE );
}
void BoxingMovementCheck( SOLDIERTYPE * pSoldier )
{
UINT8 ubRoom;
if ( InARoom( pSoldier->sGridNo, &ubRoom ) && ubRoom == BOXING_RING)
{
// someone moving in/into the ring
CountPeopleInBoxingRingAndDoActions();
}
else if ( ( gTacticalStatus.bBoxingState == BOXING ) && ( pSoldier->uiStatusFlags & SOLDIER_BOXER ) )
{
// boxer stepped out of the ring!
BoxingPlayerDisqualified( pSoldier, BOXER_OUT_OF_RING );
// add the history record here.
AddHistoryToPlayersLog( HISTORY_DISQUALIFIED_BOXING, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
// make not a boxer any more
pSoldier->uiStatusFlags &= ~(SOLDIER_BOXER);
pSoldier->uiStatusFlags &= (~SOLDIER_PCUNDERAICONTROL);
}
}
void SetBoxingState( INT8 bNewState )
{
if ( gTacticalStatus.bBoxingState == NOT_BOXING )
{
if ( bNewState != NOT_BOXING )
{
// pause time
PauseGame();
}
}
else
{
if ( bNewState == NOT_BOXING )
{
// unpause time
UnPauseGame();
if ( BoxersAvailable() == NUM_BOXERS )
{
// set one boxer to be set as boxed so that the game will allow another
// fight to occur
gfBoxerFought[ 0 ] = TRUE;
}
}
}
gTacticalStatus.bBoxingState = bNewState;
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, L"Boxing state now %d", bNewState );
#endif
}
void ClearAllBoxerFlags( void )
{
UINT32 uiSlot;
for( uiSlot = 0; uiSlot < guiNumMercSlots; uiSlot++ )
{
if ( MercSlots[ uiSlot ] && MercSlots[ uiSlot ]->uiStatusFlags & SOLDIER_BOXER )
{
MercSlots[ uiSlot ]->uiStatusFlags &= ~(SOLDIER_BOXER);
}
}
}