Files
source/Tactical/Handle Doors.cpp
T
Overhaul 51539605f5 ADB's fix for wandering shopkeepers and other civs
Fix for medics in autobandage trying to open locked or trapped doors and causing UI lockup due to door open menu popup


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1550 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-10-25 09:20:28 +00:00

1460 lines
40 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "language defines.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "sgp.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "structure.h"
#include "Animation Control.h"
#include "points.h"
#include "overhead.h"
#include "structure wrap.h"
#include "tile animation.h"
#include "Interactive Tiles.h"
#include "handle doors.h"
#include "sound control.h"
#include "interface.h"
#include "keys.h"
#include "message.h"
#include "text.h"
#include "random.h"
#include "SkillCheck.h"
#include "Dialogue Control.h"
#include "strategicmap.h"
#include "Quests.h"
#include "Render Fun.h"
#include "Map Screen Interface Map.h"
#include "Soldier Profile.h"
#include "Isometric Utils.h"
#include "ai.h"
#include "Soldier macros.h"
#endif
BOOLEAN gfSetPerceivedDoorState = FALSE;
BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations )
{
STRUCTURE * pStructure;
DOOR_STATUS * pDoorStatus;
BOOLEAN fDoorsAnimated = FALSE;
pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
if ( pStructure == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"ERROR: Told to handle door that does not exist at %d.", sGridNo );
#endif
return;
}
fDoorsAnimated = HandleDoorsOpenClose( pSoldier, sGridNo, pStructure, fNoAnimations );
if ( SwapStructureForPartner( sGridNo, pStructure ) != NULL)
{
RecompileLocalMovementCosts( sGridNo );
}
// set door busy
pDoorStatus = GetDoorStatus( sGridNo );
if ( pDoorStatus == NULL )
{
#ifdef JA2TESTVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"ERROR: Told to set door busy but can't get door status at %d!", sGridNo );
#endif
return;
}
// ATE: Only do if animated.....
if ( fDoorsAnimated )
{
pDoorStatus->ubFlags |= DOOR_BUSY;
}
}
UINT16 GetAnimStateForInteraction( SOLDIERTYPE *pSoldier, BOOLEAN fDoor, UINT16 usAnimState )
{
switch( usAnimState )
{
case OPEN_DOOR:
if ( pSoldier->ubBodyType == CRIPPLECIV )
{
return( CRIPPLE_OPEN_DOOR );
}
else
{
if ( fDoor )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( OPEN_DOOR_CROUCHED );
}
else
{
return( usAnimState );
}
}
else
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( BEGIN_OPENSTRUCT_CROUCHED );
}
else
{
return( BEGIN_OPENSTRUCT );
}
}
}
break;
case CLOSE_DOOR:
if ( pSoldier->ubBodyType == CRIPPLECIV )
{
return( CRIPPLE_CLOSE_DOOR );
}
else
{
if ( fDoor )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( CLOSE_DOOR_CROUCHED );
}
else
{
return( usAnimState );
}
}
else
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( OPEN_STRUCT_CROUCHED );
}
else
{
return( OPEN_STRUCT );
}
}
}
break;
case END_OPEN_DOOR:
if ( pSoldier->ubBodyType == CRIPPLECIV )
{
return( CRIPPLE_END_OPEN_DOOR );
}
else
{
if ( fDoor )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( END_OPEN_DOOR_CROUCHED );
}
else
{
return( usAnimState );
}
}
else
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( END_OPENSTRUCT_CROUCHED );
}
else
{
return( END_OPENSTRUCT );
}
}
}
break;
case END_OPEN_LOCKED_DOOR:
if ( pSoldier->ubBodyType == CRIPPLECIV )
{
return( CRIPPLE_END_OPEN_LOCKED_DOOR );
}
else
{
if ( fDoor )
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( END_OPEN_LOCKED_DOOR_CROUCHED );
}
else
{
return( END_OPEN_LOCKED_DOOR );
}
}
else
{
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( END_OPENSTRUCT_LOCKED_CROUCHED );
}
else
{
return( END_OPENSTRUCT_LOCKED );
}
}
}
break;
case PICK_LOCK:
if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
{
return( LOCKPICK_CROUCHED );
}
else
{
return( PICK_LOCK );
}
break;
default:
// should never happen!
Assert( FALSE );
return( usAnimState );
break;
}
}
void InteractWithClosedDoor( SOLDIERTYPE *pSoldier, UINT8 ubHandleCode )
{
pSoldier->ubDoorHandleCode = ubHandleCode;
switch( ubHandleCode )
{
case HANDLE_DOOR_OPEN:
case HANDLE_DOOR_UNLOCK:
case HANDLE_DOOR_EXAMINE:
case HANDLE_DOOR_EXPLODE:
case HANDLE_DOOR_LOCK:
case HANDLE_DOOR_UNTRAP:
case HANDLE_DOOR_CROWBAR:
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, TRUE, OPEN_DOOR ), 0, FALSE );
break;
case HANDLE_DOOR_FORCE:
ChangeSoldierState( pSoldier, KICK_DOOR, 0 , FALSE );
break;
case HANDLE_DOOR_LOCKPICK:
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, TRUE, PICK_LOCK ), 0 , FALSE );
break;
}
}
BOOLEAN DoTrapCheckOnStartingMenu( SOLDIERTYPE * pSoldier, DOOR * pDoor )
{
INT8 bDetectLevel;
if ( pDoor && pDoor->fLocked && pDoor->ubTrapID != NO_TRAP && pDoor->bPerceivedTrapped == DOOR_PERCEIVED_UNKNOWN )
{
// check for noticing the trap
bDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE );
if (bDetectLevel >= pDoor->ubTrapLevel)
{
// say quote, update status
TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM );
UpdateDoorPerceivedValue( pDoor );
return( TRUE );
}
}
return( FALSE );
}
void InteractWithOpenableStruct( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection, BOOLEAN fDoor )
{
STRUCTURE * pBaseStructure;
BOOLEAN fDoMenu = FALSE;
DOOR * pDoor = NULL;
DOOR_STATUS * pDoorStatus;
BOOLEAN fTrapsFound = FALSE;
pBaseStructure = FindBaseStructure( pStructure );
if ( fDoor )
{
// get door status, if busy then just return!
pDoorStatus = GetDoorStatus( pBaseStructure->sGridNo );
if ( pDoorStatus && (pDoorStatus->ubFlags & DOOR_BUSY) )
{
// Send this guy into stationary stance....
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
if ( pSoldier->bTeam == gbPlayerNum )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ DOOR_IS_BUSY ] );
}
else
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Trying to open door and door is busy: %d", pSoldier->ubID ) );
}
return;
}
}
EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
// Is the door opened?
if ( pStructure->fFlags & STRUCTURE_OPEN )
{
if ( pSoldier->ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID && !( pStructure->fFlags & STRUCTURE_SWITCH ) )
{
// Bring up menu to decide what to do....
SoldierGotoStationaryStance( pSoldier );
pDoor = FindDoorInfoAtGridNo( pBaseStructure->sGridNo );
if ( pDoor )
{
if ( DoTrapCheckOnStartingMenu( pSoldier, pDoor ) )
{
fTrapsFound = TRUE;
}
}
// Pull Up Menu
if ( !fTrapsFound )
{
InitDoorOpenMenu( pSoldier, pStructure, ubDirection, TRUE );
}
}
else
{
// Easily close door....
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, CLOSE_DOOR ), 0, FALSE );
}
}
else
{
// Bring up the menu, only if it has a lock!
if ( pSoldier->ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID )
{
pDoor = FindDoorInfoAtGridNo( pBaseStructure->sGridNo );
if ( pDoor != NULL )
{
// Assume true
fDoMenu = TRUE;
// Check if it's locked.....
// If not locked, don't bring it up!
if ( !pDoor->fLocked )
{
fDoMenu = FALSE;
}
}
}
if ( fDoMenu )
{
// Bring up menu to decide what to do....
SoldierGotoStationaryStance( pSoldier );
if ( DoTrapCheckOnStartingMenu( pSoldier, pDoor ) )
{
fTrapsFound = TRUE;
}
// Pull Up Menu
if ( !fTrapsFound )
{
// In autobandage mode, assuming no traps are found, try to automatically unlock the door. If we can't, then we can't
if (gTacticalStatus.fAutoBandageMode)
{
AttemptToUnlockDoor( pSoldier, pDoor);
return;
}
InitDoorOpenMenu( pSoldier, pStructure, ubDirection, FALSE );
}
else
{
UnSetUIBusy( pSoldier->ubID );
}
}
else
{
pSoldier->ubDoorHandleCode = HANDLE_DOOR_OPEN;
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, OPEN_DOOR ), 0, FALSE );
}
}
}
void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
{
UINT8 ubRoom;
SOLDIERTYPE * pGoon;
// if player is hacking at a door in the brothel and a kingpin guy can see him
if ( (InARoom( pSoldier->sGridNo, &ubRoom ) && IN_BROTHEL( ubRoom )) || (gWorldSectorX == 5 && gWorldSectorY == MAP_ROW_D && gbWorldSectorZ == 0 && (pSoldier->sGridNo == 11010 || pSoldier->sGridNo == 11177 || pSoldier->sGridNo == 11176 ) ) )
{
UINT8 ubLoop;
// see if a kingpin goon can see us
for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
{
pGoon = MercPtrs[ ubLoop ];
if ( pGoon->ubCivilianGroup == KINGPIN_CIV_GROUP && pGoon->bActive && pGoon->bInSector && pGoon->bLife >= OKLIFE && pGoon->bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
{
MakeCivHostile( pGoon, 2 );
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
EnterCombatMode( pGoon->bTeam );
}
}
}
}
if ( gWorldSectorX == TIXA_SECTOR_X && gWorldSectorY == TIXA_SECTOR_Y )
{
pGoon = FindSoldierByProfileID( WARDEN, FALSE );
if ( pGoon && pGoon->bAlertStatus < STATUS_RED && PythSpacesAway( pSoldier->sGridNo, pGoon->sGridNo ) <= 5 )
{
// alert her if she hasn't been alerted
pGoon->bAlertStatus = STATUS_RED;
CheckForChangingOrders( pGoon );
CancelAIAction( pGoon, TRUE );
}
}
}
BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *pStructure )
{
BOOLEAN fHandleDoor = FALSE;
INT16 sAPCost = 0, sBPCost = 0;
DOOR *pDoor;
BOOLEAN fTrapFound = FALSE;
BOOLEAN fDoAction = TRUE;
BOOLEAN fDoor = FALSE;
INT8 bItemIn = FALSE;
// Are we a door?
if (pStructure->fFlags & STRUCTURE_ANYDOOR)
{
fDoor = TRUE;
}
// Calculate basic points...
// We'll add any aps for things like lockpicking, booting, etc
// If we are already open....no need for lockpick checks, etc
if ( pStructure->fFlags & STRUCTURE_OPEN )
{
// Set costs for these
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
fHandleDoor = TRUE;
}
else
{
if ( pSoldier->ubID < 20 )
{
// Find locked door here....
pDoor = FindDoorInfoAtGridNo( sGridNo );
// Alrighty, first check for traps ( unless we are examining.... )
if ( pSoldier->ubDoorHandleCode != HANDLE_DOOR_EXAMINE && pSoldier->ubDoorHandleCode != HANDLE_DOOR_UNTRAP && pSoldier->ubDoorHandleCode != HANDLE_DOOR_UNLOCK )
{
if ( pDoor != NULL )
{
// Do we have a trap? NB if door is unlocked disable all traps
if (pDoor->fLocked && pDoor->ubTrapID != NO_TRAP)
{
fTrapFound = TRUE;
// Set costs for these
// Set AP costs to that of opening a door
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
// Did we inadvertently set it off?
if ( HasDoorTrapGoneOff( pSoldier, pDoor ) )
{
// Kaboom
// Code to handle trap here...
HandleDoorTrap( pSoldier, pDoor );
if (DoorTrapTable[pDoor->ubTrapID].fFlags & DOOR_TRAP_STOPS_ACTION)
{
// trap stops person from opening door!
fDoAction = FALSE;
}
if (!( DoorTrapTable[pDoor->ubTrapID].fFlags & DOOR_TRAP_RECURRING ) )
{
// trap only happens once
pDoor->ubTrapLevel = 0;
pDoor->ubTrapID = NO_TRAP;
}
UpdateDoorPerceivedValue( pDoor );
}
else
{
// If we didn't set it off then we must have noticed it or know about it already
// do we know it's trapped?
if ( pDoor->bPerceivedTrapped == DOOR_PERCEIVED_UNKNOWN )
{
switch( pDoor->ubTrapID )
{
case BROTHEL_SIREN:
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESCRIPTION_STR ], pDoorTrapStrings[ SIREN ] );
break;
case SUPER_ELECTRIC:
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESCRIPTION_STR ], pDoorTrapStrings[ ELECTRIC ] );
break;
default:
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESCRIPTION_STR ], pDoorTrapStrings[ pDoor->ubTrapID ] );
break;
}
// Stop action this time....
fDoAction = FALSE;
// report!
TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM );
}
else
{
// Set it off!
HandleDoorTrap( pSoldier, pDoor );
if (DoorTrapTable[pDoor->ubTrapID].fFlags & DOOR_TRAP_STOPS_ACTION)
{
// trap stops person from opening door!
fDoAction = FALSE;
}
if (!( DoorTrapTable[pDoor->ubTrapID].fFlags & DOOR_TRAP_RECURRING ) )
{
// trap only happens once
pDoor->ubTrapLevel = 0;
pDoor->ubTrapID = NO_TRAP;
}
}
UpdateDoorPerceivedValue( pDoor );
}
}
}
}
if ( fDoAction )
{
// OK, switch based on how we are going to open door....
switch( pSoldier->ubDoorHandleCode )
{
case HANDLE_DOOR_OPEN:
// If we have no lock on door...
if ( pDoor == NULL )
{
// Set costs for these
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
// Open if it's not locked....
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
fHandleDoor = TRUE;
break;
}
else
{
if ( pDoor->fLocked )
{
// it's locked....
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
// Do we have a quote for locked stuff?
// Now just show on message bar
if ( !AM_AN_EPC( pSoldier ) )
{
DoMercBattleSound( pSoldier, BATTLE_SOUND_LOCKED );
}
else
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_LOCKED_STR ] );
}
}
else
{
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
fHandleDoor = TRUE;
}
UpdateDoorPerceivedValue( pDoor );
break;
}
break;
case HANDLE_DOOR_FORCE:
// Set costs for these
sAPCost = AP_BOOT_DOOR;
sBPCost = BP_BOOT_DOOR;
// OK, using force, if we have no lock, just open the door!
if ( pDoor == NULL )
{
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
fHandleDoor = TRUE;
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
}
else
{
// Attempt to force door
if ( AttemptToSmashDoor( pSoldier, pDoor ) )
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
// DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
fHandleDoor = TRUE;
}
else
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_NOT_DESTROYED_STR ] );
UpdateDoorPerceivedValue( pDoor );
}
ProcessImplicationsOfPCMessingWithDoor( pSoldier );
}
break;
case HANDLE_DOOR_CROWBAR:
// Set costs for these
sAPCost = AP_USE_CROWBAR;
sBPCost = BP_USE_CROWBAR;
// OK, using force, if we have no lock, just open the door!
if ( pDoor == NULL )
{
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
fHandleDoor = TRUE;
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
}
else
{
// Attempt to force door
if ( AttemptToCrowbarLock( pSoldier, pDoor ) )
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
//DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
fHandleDoor = TRUE;
}
else
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_NOT_DESTROYED_STR ] );
UpdateDoorPerceivedValue( pDoor );
}
ProcessImplicationsOfPCMessingWithDoor( pSoldier );
}
break;
case HANDLE_DOOR_EXPLODE:
// Set costs for these
sAPCost = AP_EXPLODE_DOOR;
sBPCost = BP_EXPLODE_DOOR;
if ( pDoor == NULL )
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
}
else
{
// Attempt to force door
if ( AttemptToBlowUpLock( pSoldier, pDoor ) )
{
//DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESTROYED_STR ] );
fHandleDoor = TRUE;
}
else
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_NOT_DESTROYED_STR ] );
UpdateDoorPerceivedValue( pDoor );
}
ProcessImplicationsOfPCMessingWithDoor( pSoldier );
}
break;
case HANDLE_DOOR_LOCKPICK:
// Set costs for these
sAPCost = AP_PICKLOCK;
sBPCost = BP_PICKLOCK;
// Attempt to pick lock
if ( pDoor == NULL )
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
}
else
{
if ( AttemptToPickLock( pSoldier, pDoor ) )
{
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_PICKED_STR ] );
fHandleDoor = TRUE;
}
else
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_NOT_BEEN_PICKED_STR ] );
}
ProcessImplicationsOfPCMessingWithDoor( pSoldier );
}
break;
case HANDLE_DOOR_EXAMINE:
// Set costs for these
sAPCost = AP_EXAMINE_DOOR;
sBPCost = BP_EXAMINE_DOOR;
// Attempt to examine door
// Whatever the result, end the open animation
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
if ( pDoor == NULL )
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
}
else
{
if ( ExamineDoorForTraps( pSoldier, pDoor ) )
{
// We have a trap. Use door pointer to determine what type, etc
TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM );
switch( pDoor->ubTrapID )
{
case BROTHEL_SIREN:
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESCRIPTION_STR ], pDoorTrapStrings[ SIREN ] );
break;
case SUPER_ELECTRIC:
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESCRIPTION_STR ], pDoorTrapStrings[ ELECTRIC ] );
break;
default:
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_DESCRIPTION_STR ], pDoorTrapStrings[ pDoor->ubTrapID ] );
break;
}
UpdateDoorPerceivedValue( pDoor );
}
else
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_UNTRAPPED_STR ] );
}
}
break;
case HANDLE_DOOR_UNLOCK:
// Set costs for these
sAPCost = AP_UNLOCK_DOOR;
sBPCost = BP_UNLOCK_DOOR;
// OK, if we have no lock, show that!
if ( pDoor == NULL )
{
// Open if it's not locked....
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
break;
}
else
{
// it's locked....
// Attempt to unlock....
if ( AttemptToUnlockDoor( pSoldier, pDoor ) )
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_UNLOCKED_STR ] );
//DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
UpdateDoorPerceivedValue( pDoor );
fHandleDoor = TRUE;
}
else
{
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
// Do we have a quote for locked stuff?
// Now just show on message bar
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
// OK PLay damn battle sound
if ( Random( 2 ) )
{
DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 );
}
}
}
break;
case HANDLE_DOOR_UNTRAP:
// Set costs for these
sAPCost = AP_UNTRAP_DOOR;
sBPCost = BP_UNTRAP_DOOR;
// OK, if we have no lock, show that!
if ( pDoor == NULL )
{
// Open if it's not locked....
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
break;
}
else
{
// Do we have a trap?
if (pDoor->ubTrapID != NO_TRAP)
{
fTrapFound = TRUE;
}
if ( fTrapFound )
{
if ( AttemptToUntrapDoor( pSoldier, pDoor ) )
{
//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_UNTRAPPED_STR ] );
DoMercBattleSound( pSoldier, BATTLE_SOUND_COOL1 );
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
UpdateDoorPerceivedValue( pDoor );
//fHandleDoor = TRUE;
}
else
{
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
// Now just show on message bar
HandleDoorTrap( pSoldier, pDoor );
if (!( DoorTrapTable[pDoor->ubTrapID].fFlags & DOOR_TRAP_RECURRING ) )
{
// trap only happens once
pDoor->ubTrapLevel = 0;
pDoor->ubTrapID = NO_TRAP;
}
// Update perceived lock value
UpdateDoorPerceivedValue( pDoor );
}
}
else
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_IS_NOT_TRAPPED_STR ] );
}
}
break;
case HANDLE_DOOR_LOCK:
// Set costs for these
sAPCost = AP_LOCK_DOOR;
sBPCost = BP_LOCK_DOOR;
// OK, if we have no lock, show that!
if ( pDoor == NULL )
{
// Open if it's not locked....
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_THERE_IS_NO_LOCK_STR ] );
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
break;
}
else
{
// it's locked....
// Attempt to unlock....
if ( AttemptToLockDoor( pSoldier, pDoor ) )
{
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_LOCK_HAS_BEEN_LOCKED_STR ] );
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
UpdateDoorPerceivedValue( pDoor );
}
else
{
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
// Do we have a quote for locked stuff?
// Now just show on message bar
ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
// Update perceived lock value
UpdateDoorPerceivedValue( pDoor );
}
}
break;
}
}
}
else
{
// Set costs for these
sAPCost = AP_OPEN_DOOR;
sBPCost = BP_OPEN_DOOR;
// Open if it's not locked....
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
fHandleDoor = TRUE;
}
}
if ( fHandleDoor )
{
if ( fDoor )
{
HandleDoorChangeFromGridNo( pSoldier, sGridNo, FALSE );
}
else
{
HandleStructChangeFromGridNo( pSoldier, sGridNo );
}
}
// Deduct points!
//if ( fDoor )
{
DeductPoints( pSoldier, sAPCost, sBPCost );
}
return( fHandleDoor );
}
BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations )
{
LEVELNODE * pShadowNode;
LEVELNODE * pNode;
INT32 cnt;
BOOLEAN fOpenedGraphic = FALSE;
ANITILE_PARAMS AniParams;
BOOLEAN fDoAnimation = TRUE;
STRUCTURE * pBaseStructure;
UINT32 uiSoundID;
pBaseStructure = FindBaseStructure( pStructure );
if (!pBaseStructure)
{
return( FALSE );
}
pNode = FindLevelNodeBasedOnStructure( pBaseStructure->sGridNo, pBaseStructure );
if (!pNode)
{
return( FALSE );
}
// ATE: if we are about to swap, but have an animation playing here..... stop the animation....
if ( ( pNode->uiFlags & LEVELNODE_ANIMATION ) )
{
if ( pNode->pAniTile != NULL )
{
if ( pNode->pAniTile->uiFlags & ANITILE_DOOR )
{
// ATE: No two doors can exist ( there can be only one )
// Update value.. ie: prematurely end door animation
// Update current frame...
if ( pNode->pAniTile->uiFlags & ANITILE_FORWARD )
{
pNode->sCurrentFrame = pNode->pAniTile->sStartFrame + pNode->pAniTile->usNumFrames;
}
if ( pNode->pAniTile->uiFlags & ANITILE_BACKWARD )
{
pNode->sCurrentFrame = pNode->pAniTile->sStartFrame - pNode->pAniTile->usNumFrames;
}
pNode->sCurrentFrame = pNode->pAniTile->usNumFrames - 1;
// Delete...
DeleteAniTile( pNode->pAniTile );
pNode->uiFlags &= ~( LEVELNODE_LASTDYNAMIC | LEVELNODE_UPDATESAVEBUFFERONCE );
if ( GridNoOnScreen( pBaseStructure->sGridNo ) )
{
SetRenderFlags(RENDER_FLAG_FULL);
}
}
}
}
pShadowNode = gpWorldLevelData[ sGridNo ].pShadowHead;
// Check the graphic which is down!
// Check for Open Door!
cnt = 0;
while( gOpenDoorList[ cnt ] != -1 )
{
// IF WE ARE A SHADOW TYPE
if ( pNode->usIndex == gOpenDoorList[ cnt ] )
{
fOpenedGraphic = TRUE;
break;
}
cnt++;
};
if ( !(pStructure->fFlags & STRUCTURE_OPEN) )
{
//ATE, the last parameter is the perceived value, I dont know what it is so could you please add the value?
//ModifyDoorStatus( INT16 sGridNo, BOOLEAN fOpen, BOOLEAN fPercievedOpen )
if ( gfSetPerceivedDoorState )
{
ModifyDoorStatus( sGridNo, TRUE, TRUE );
}
else
{
ModifyDoorStatus( sGridNo, TRUE, DONTSETDOORSTATUS );
}
if ( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_I )
{
DoPOWPathChecks();
}
if (pSoldier )
{
// OK, Are we a player merc or AI?
if ( pSoldier->bTeam != gbPlayerNum )
{
// If an AI guy... do LOS check first....
// If guy is visible... OR fading...
if ( pSoldier->bVisible == -1 && !AllMercsLookForDoor( sGridNo, FALSE ) && !( gTacticalStatus.uiFlags&SHOW_ALL_MERCS ) )
{
fDoAnimation = FALSE;
}
}
}
else
{
// door opening by action item... just do a LOS check
if ( !AllMercsLookForDoor( sGridNo, FALSE ) )
{
fDoAnimation = FALSE;
}
}
if ( fNoAnimations )
{
fDoAnimation = FALSE;
}
if ( fDoAnimation )
{
// Update perceived value
ModifyDoorStatus( sGridNo, DONTSETDOORSTATUS, TRUE );
if ( fOpenedGraphic )
{
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = (UINT16)gTileDatabase[ pNode->usIndex ].fType;
AniParams.usTileIndex = pNode->usIndex;
AniParams.sDelay = INTTILE_DOOR_OPENSPEED;
AniParams.sStartFrame = pNode->sCurrentFrame;
AniParams.uiFlags = ANITILE_DOOR | ANITILE_FORWARD | ANITILE_EXISTINGTILE;
AniParams.pGivenLevelNode = pNode;
CreateAnimationTile( &AniParams );
}
else
{
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = (UINT16)gTileDatabase[ pNode->usIndex ].fType;
AniParams.usTileIndex = pNode->usIndex;
AniParams.sDelay = INTTILE_DOOR_OPENSPEED;
AniParams.sStartFrame = pNode->sCurrentFrame;
AniParams.uiFlags = ANITILE_DOOR | ANITILE_BACKWARD | ANITILE_EXISTINGTILE;
AniParams.pGivenLevelNode = pNode;
CreateAnimationTile( &AniParams );
}
}
// SHADOW STUFF HERE
//if ( pShadowNode != NULL )
//{
// pShadowNode->uiFlags |= LEVELNODE_ANIMATION;
// pShadowNode->uiFlags |= LEVELNODE_ANIMATION_PLAYONCE;
// pShadowNode->uiFlags |= LEVELNODE_ANIMATION_FORWARD;
// if ( pShadowNode->uiFlags & LEVELNODE_ANIMATION_BACKWARD )
// pShadowNode->uiFlags ^= LEVELNODE_ANIMATION_BACKWARD;
// pShadowNode->sDelay = INTTILE_DOOR_OPENSPEED;
//}
if ( fDoAnimation && pSoldier && pSoldier->ubDoorOpeningNoise)
{
// ATE; Default to normal door...
uiSoundID = ( DROPEN_1 + Random( 3 ) );
// OK, check if this door is sliding and is multi-tiled...
if ( pStructure->fFlags & STRUCTURE_SLIDINGDOOR )
{
// Get database value...
if ( pStructure->pDBStructureRef->pDBStructure->ubNumberOfTiles > 1 )
{
// change sound ID
uiSoundID = GARAGE_DOOR_OPEN;
}
else if ( pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_CLOTH )
{
// change sound ID
uiSoundID = CURTAINS_OPEN;
}
}
else if ( pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_LIGHT_METAL ||
pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_THICKER_METAL ||
pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_HEAVY_METAL )
{
// change sound ID
uiSoundID = METAL_DOOR_OPEN;
}
// OK, We must know what sound to play, for now use same sound for all doors...
PlayJA2Sample( uiSoundID, RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
}
else
{
//ATE, the last parameter is the perceived value, I dont know what it is so could you please add the value?
//ModifyDoorStatus( INT16 sGridNo, BOOLEAN fOpen, BOOLEAN fInitiallyPercieveOpen )
if ( gfSetPerceivedDoorState )
{
ModifyDoorStatus( sGridNo, FALSE, FALSE );
}
else
{
ModifyDoorStatus( sGridNo, FALSE, DONTSETDOORSTATUS );
}
if (pSoldier )
{
// OK, Are we a player merc or AI?
if ( pSoldier->bTeam != gbPlayerNum )
{
// If an AI guy... do LOS check first....
// If guy is visible... OR fading...
if ( pSoldier->bVisible == -1 && !AllMercsLookForDoor( sGridNo, FALSE ) && !( gTacticalStatus.uiFlags&SHOW_ALL_MERCS ) )
{
fDoAnimation = FALSE;
}
}
}
else
{
// door opening by action item... just do a LOS check
if ( !AllMercsLookForDoor( sGridNo, FALSE ) )
{
fDoAnimation = FALSE;
}
}
if ( fNoAnimations )
{
fDoAnimation = FALSE;
}
if ( fDoAnimation )
{
// Update perceived value
ModifyDoorStatus( sGridNo, DONTSETDOORSTATUS, FALSE );
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
// ATE; Default to normal door...
uiSoundID = ( DRCLOSE_1 + Random( 2 ) );
// OK, check if this door is sliding and is multi-tiled...
if ( pStructure->fFlags & STRUCTURE_SLIDINGDOOR )
{
// Get database value...
if ( pStructure->pDBStructureRef->pDBStructure->ubNumberOfTiles > 1 )
{
// change sound ID
uiSoundID = GARAGE_DOOR_CLOSE;
}
else if ( pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_CLOTH )
{
// change sound ID
uiSoundID = CURTAINS_CLOSE;
}
}
else if ( pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_LIGHT_METAL ||
pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_THICKER_METAL ||
pStructure->pDBStructureRef->pDBStructure->ubArmour == MATERIAL_HEAVY_METAL )
{
// change sound ID
uiSoundID = METAL_DOOR_CLOSE;
}
AniParams.uiKeyFrame1Code = ANI_KEYFRAME_DO_SOUND;
AniParams.uiUserData = uiSoundID;
AniParams.uiUserData3 = sGridNo;
if ( fOpenedGraphic )
{
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = (UINT16)gTileDatabase[ pNode->usIndex ].fType;
AniParams.usTileIndex = pNode->usIndex;
AniParams.sDelay = INTTILE_DOOR_OPENSPEED;
AniParams.sStartFrame = pNode->sCurrentFrame;
AniParams.uiFlags = ANITILE_DOOR | ANITILE_BACKWARD | ANITILE_EXISTINGTILE;
AniParams.pGivenLevelNode = pNode;
AniParams.ubKeyFrame1 = pNode->sCurrentFrame - 2;
CreateAnimationTile( &AniParams );
}
else
{
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_STRUCT_LEVEL;
AniParams.usTileType = (UINT16)gTileDatabase[ pNode->usIndex ].fType;
AniParams.usTileIndex = pNode->usIndex;
AniParams.sDelay = INTTILE_DOOR_OPENSPEED;
AniParams.sStartFrame = pNode->sCurrentFrame;
AniParams.uiFlags = ANITILE_DOOR | ANITILE_FORWARD | ANITILE_EXISTINGTILE;
AniParams.pGivenLevelNode = pNode;
AniParams.ubKeyFrame1 = pNode->sCurrentFrame + 2;
CreateAnimationTile( &AniParams );
}
}
//if ( pShadowNode != NULL )
//{
// pShadowNode->uiFlags |= LEVELNODE_ANIMATION;
// pShadowNode->uiFlags |= LEVELNODE_ANIMATION_PLAYONCE;
// pShadowNode->uiFlags |= LEVELNODE_ANIMATION_BACKWARD;
// if ( pShadowNode->uiFlags & LEVELNODE_ANIMATION_FORWARD )
// pShadowNode->uiFlags ^= LEVELNODE_ANIMATION_FORWARD;
// pShadowNode->sDelay = INTTILE_DOOR_OPENSPEED;
//}
}
if ( fDoAnimation )
{
gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
InvalidateWorldRedundency( );
if ( GridNoOnScreen( sGridNo ) )
{
SetRenderFlags(RENDER_FLAG_FULL);
}
}
return( fDoAnimation );
}
void SetDoorString( INT16 sGridNo )
{
DOOR *pDoor;
DOOR_STATUS * pDoorStatus;
STRUCTURE * pStructure;
BOOLEAN fTrapped = FALSE;
// Try and get a door if one exists here
pDoor = FindDoorInfoAtGridNo( sGridNo );
if ( gfUIIntTileLocation == FALSE )
{
if ( pDoor == NULL )
{
wcscpy( gzIntTileLocation, TacticalStr[ DOOR_DOOR_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation = TRUE;
}
else
{
wcscpy( gzIntTileLocation, TacticalStr[ DOOR_DOOR_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation = TRUE;
// CHECK PERCEIVED VALUE
switch( pDoor->bPerceivedTrapped )
{
case DOOR_PERCEIVED_TRAPPED:
wcscpy( gzIntTileLocation2, TacticalStr[ DOOR_TRAPPED_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation2 = TRUE;
fTrapped = TRUE;
break;
}
if ( !fTrapped )
{
// CHECK PERCEIVED VALUE
switch( pDoor->bPerceivedLocked )
{
case DOOR_PERCEIVED_UNKNOWN:
break;
case DOOR_PERCEIVED_LOCKED:
wcscpy( gzIntTileLocation2, TacticalStr[ DOOR_LOCKED_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation2 = TRUE;
break;
case DOOR_PERCEIVED_UNLOCKED:
wcscpy( gzIntTileLocation2, TacticalStr[ DOOR_UNLOCKED_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation2 = TRUE;
break;
case DOOR_PERCEIVED_BROKEN:
wcscpy( gzIntTileLocation2, TacticalStr[ DOOR_BROKEN_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation2 = TRUE;
break;
}
}
}
}
// ATE: If here, we try to say, opened or closed...
if ( gfUIIntTileLocation2 == FALSE )
{
#ifdef GERMAN
wcscpy( gzIntTileLocation2, TacticalStr[ DOOR_DOOR_MOUSE_DESCRIPTION ] );
gfUIIntTileLocation2 = TRUE;
// Try to get doors status here...
pDoorStatus = GetDoorStatus( sGridNo );
if ( pDoorStatus == NULL || ( pDoorStatus != NULL && pDoorStatus->ubFlags & DOOR_PERCEIVED_NOTSET ) )
{
// OK, get status based on graphic.....
pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
if (pStructure)
{
if ( pStructure->fFlags & STRUCTURE_OPEN )
{
// Door is opened....
wcscpy( gzIntTileLocation, pMessageStrings[ MSG_OPENED ] );
gfUIIntTileLocation = TRUE;
}
else
{
// Door is closed
wcscpy( gzIntTileLocation, pMessageStrings[ MSG_CLOSED ] );
gfUIIntTileLocation = TRUE;
}
}
}
else
{
// Use percived value
if ( pDoorStatus->ubFlags & DOOR_PERCEIVED_OPEN )
{
// Door is opened....
wcscpy( gzIntTileLocation, pMessageStrings[ MSG_OPENED ] );
gfUIIntTileLocation = TRUE;
}
else
{
// Door is closed
wcscpy( gzIntTileLocation, pMessageStrings[ MSG_CLOSED ] );
gfUIIntTileLocation = TRUE;
}
}
#else
// Try to get doors status here...
pDoorStatus = GetDoorStatus( sGridNo );
if ( pDoorStatus == NULL || ( pDoorStatus != NULL && pDoorStatus->ubFlags & DOOR_PERCEIVED_NOTSET ) )
{
// OK, get status based on graphic.....
pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
if (pStructure)
{
if ( pStructure->fFlags & STRUCTURE_OPEN )
{
// Door is opened....
wcscpy( gzIntTileLocation2, pMessageStrings[ MSG_OPENED ] );
gfUIIntTileLocation2 = TRUE;
}
else
{
// Door is closed
wcscpy( gzIntTileLocation2, pMessageStrings[ MSG_CLOSED ] );
gfUIIntTileLocation2 = TRUE;
}
}
}
else
{
// Use percived value
if ( pDoorStatus->ubFlags & DOOR_PERCEIVED_OPEN )
{
// Door is opened....
wcscpy( gzIntTileLocation2, pMessageStrings[ MSG_OPENED ] );
gfUIIntTileLocation2 = TRUE;
}
else
{
// Door is closed
wcscpy( gzIntTileLocation2, pMessageStrings[ MSG_CLOSED ] );
gfUIIntTileLocation2 = TRUE;
}
}
#endif
}
}