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synced 2026-07-22 13:40:22 +02:00
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
582 lines
15 KiB
C++
582 lines
15 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "worlddef.h"
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#include "Random.h"
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#include "Smell.h"
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#include "worldman.h"
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#include "renderworld.h"
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#include "SaveLoadMap.h"
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#include "gamesettings.h"
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#include "message.h"
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#include "Isometric utils.h"
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#include "Map Information.h"
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#include "Game Clock.h"
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#include "Overhead.h"
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#endif
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/*
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* Smell & Blood system
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*
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* Smell and blood trails decay as time passes.
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*
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* Decay Rate Maximum Strength Decay Time: Min Max (for biggest volume)
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*
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* Smell 1 per turn 31 31 31
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* Blood 1 every 1-3 turns 7 7 21
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*
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* Smell has a much finer resolution so that creatures which track by smell
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* can do so effectively.
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*/
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/*
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* Time for some crazy-ass macros!
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* The smell byte is spit as follows:
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* O \
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* O \
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* O \ Smell
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* O / Strength (only on ground)
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* O /
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* O /
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* O > Type of blood on roof
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* O > Type of smell/blood on ground
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*
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* The blood byte is split as follows:
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* O \
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* O > Blood quantity on roof
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* O /
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* O \
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* O > Blood quantity on ground
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* O /
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* O \ Blood decay
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* O / time (roof and ground decay together)
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*/
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/*
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* In these defines,
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* s indicates the smell byte, b indicates the blood byte
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*/
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// LUT for which graphic to use based on strength
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// 0 1, 2, 3, 4, 5, 6, 7
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UINT8 ubBloodGraphicLUT [ ] = { 3, 3, 2, 2, 1, 1, 0, 0 };
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#define SMELL_STRENGTH_MAX 63
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#define BLOOD_STRENGTH_MAX 7
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#define BLOOD_DELAY_MAX 3
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#define SMELL_TYPE_BITS( s ) (s & 0x03)
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#define BLOOD_ROOF_TYPE( s ) (s & 0x02)
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#define BLOOD_FLOOR_TYPE( s ) (s & 0x01)
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#define BLOOD_ROOF_STRENGTH( b ) (b & 0xE0)
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#define BLOOD_FLOOR_STRENGTH( b ) ( (b & 0x1C) >> 2 )
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#define BLOOD_DELAY_TIME( b ) (b & 0x03)
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#define NO_BLOOD_STRENGTH( b ) ((b & 0xFC) == 0)
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#define DECAY_SMELL_STRENGTH( s ) \
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{ \
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UINT8 ubStrength = SMELL_STRENGTH( (s) ); \
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ubStrength--; \
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ubStrength = ubStrength << SMELL_TYPE_NUM_BITS; \
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(s) = SMELL_TYPE_BITS( (s) ) | ubStrength; \
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}
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// s = smell byte
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// ns = new strength
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// ntf = new type on floor
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// Note that the first part of the macro is designed to
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// preserve the type value for the blood on the roof
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#define SET_SMELL( s, ns, ntf ) \
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{ \
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(s) = (BLOOD_ROOF_TYPE( s )) | SMELL_TYPE( ntf ) | (ns << SMELL_TYPE_NUM_BITS); \
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}
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#define DECAY_BLOOD_DELAY_TIME( b ) \
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{ \
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(b)--; \
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}
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#define SET_BLOOD_FLOOR_STRENGTH( b, nb ) \
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{ \
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(b) = ( (nb) << 2 ) | ( (b) & 0xE3); \
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}
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#define SET_BLOOD_ROOF_STRENGTH( b, nb ) \
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{ \
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(b) = BLOOD_FLOOR_STRENGTH( (nb) ) << 5 | ( (b) & 0x1F); \
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}
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#define DECAY_BLOOD_FLOOR_STRENGTH( b ) \
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{ \
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UINT8 ubFloorStrength; \
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ubFloorStrength = BLOOD_FLOOR_STRENGTH( (b) ); \
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ubFloorStrength--; \
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SET_BLOOD_FLOOR_STRENGTH( b, ubFloorStrength ); \
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}
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#define DECAY_BLOOD_ROOF_STRENGTH( b ) \
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{ \
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UINT8 ubRoofStrength; \
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ubRoofStrength = BLOOD_ROOF_STRENGTH( (b) ); \
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ubRoofStrength--; \
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SET_BLOOD_FLOOR_STRENGTH( b, ubRoofStrength ); \
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}
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#define SET_BLOOD_DELAY_TIME( b ) \
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{ \
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(b) = BLOOD_DELAY_TIME( (UINT8) Random( BLOOD_DELAY_MAX ) + 1 ) | (b & 0xFC); \
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}
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#define SET_BLOOD_FLOOR_TYPE( s, ntg ) \
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{ \
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(s) = BLOOD_FLOOR_TYPE( ntg ) | (s & 0xFE); \
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}
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#define SET_BLOOD_ROOF_TYPE( s, ntr ) \
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{ \
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(s) = BLOOD_ROOF_TYPE( ntr ) | (s & 0xFD); \
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}
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void RemoveBlood( INT16 sGridNo, INT8 bLevel )
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{
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gpWorldLevelData[ sGridNo ].ubBloodInfo = 0;
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gpWorldLevelData[ sGridNo ].uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
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UpdateBloodGraphics( sGridNo, bLevel );
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}
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void DecaySmells( void )
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{
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UINT32 uiLoop;
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MAP_ELEMENT * pMapElement;
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//return;
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for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++)
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{
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if (pMapElement->ubSmellInfo)
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{
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// decay smell strength!
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DECAY_SMELL_STRENGTH( pMapElement->ubSmellInfo );
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// if the strength left is 0, wipe the whole byte to clear the type
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if (SMELL_STRENGTH( pMapElement->ubSmellInfo ) == 0)
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{
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pMapElement->ubSmellInfo = 0;
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}
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}
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}
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}
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void DecayBlood()
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{
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UINT32 uiLoop;
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MAP_ELEMENT * pMapElement;
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for (uiLoop = 0, pMapElement = gpWorldLevelData; uiLoop < WORLD_MAX; uiLoop++, pMapElement++)
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{
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if (pMapElement->ubBloodInfo)
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{
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// delay blood timer!
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DECAY_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
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if (BLOOD_DELAY_TIME( pMapElement->ubBloodInfo ) == 0)
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{
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// Set re-evaluate flag
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pMapElement->uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
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// reduce the floor blood strength if it is above zero
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if (BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo ) > 0)
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{
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DECAY_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo )
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if (BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo ) == 0)
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{
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// delete the blood graphic on the floor!
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// then
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if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
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{
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// wipe the whole byte to zero
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pMapElement->ubBloodInfo = 0;
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}
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}
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}
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// reduce the roof blood strength if it is above zero
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if (BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo ) > 0)
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{
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DECAY_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo )
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if (BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo ) == 0)
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{
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// delete the blood graphic on the roof!
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if (NO_BLOOD_STRENGTH( pMapElement->ubBloodInfo ))
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{
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// wipe the whole byte to zero
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pMapElement->ubBloodInfo = 0;
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}
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}
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}
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// if any blood remaining, reset time
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if ( pMapElement->ubBloodInfo )
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{
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SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
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}
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}
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// end of blood handling
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}
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// now go on to the next gridno
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}
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}
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void DecayBloodAndSmells( UINT32 uiTime )
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{
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UINT32 uiCheckTime;
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if ( !gfWorldLoaded )
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{
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return;
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}
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// period between checks, in game seconds
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switch( giTimeCompressMode )
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{
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// in time compression, let this happen every 5 REAL seconds
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case TIME_COMPRESS_5MINS: // rate of 300 seconds per real second
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uiCheckTime = 5 * 300;
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break;
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case TIME_COMPRESS_30MINS: // rate of 1800 seconds per real second
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uiCheckTime = 5 * 1800;
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break;
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case TIME_COMPRESS_60MINS: // rate of 3600 seconds per real second
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case TIME_SUPER_COMPRESS: // should not be used but just in frigging case...
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uiCheckTime = 5 * 3600;
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break;
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default: // not compressing
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uiCheckTime = 100;
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break;
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}
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// ok so "uiDecayBloodLastUpdate" is a bit of a misnomer now
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if ( ( uiTime - gTacticalStatus.uiDecayBloodLastUpdate ) > uiCheckTime )
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{
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gTacticalStatus.uiDecayBloodLastUpdate = uiTime;
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DecayBlood();
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DecaySmells();
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}
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}
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void DropSmell( SOLDIERTYPE * pSoldier )
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{
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MAP_ELEMENT * pMapElement;
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UINT8 ubOldSmell;
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UINT8 ubOldStrength;
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UINT8 ubSmell;
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UINT8 ubStrength;
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/*
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* Here we are creating a new smell on the ground. If there is blood in
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* the tile, it overrides dropping smells of any type
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*/
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if (pSoldier->bLevel == 0)
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{
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pMapElement = &(gpWorldLevelData[pSoldier->sGridNo]);
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if (pMapElement->ubBloodInfo)
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{
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// blood here, don't drop any smell
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return;
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}
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if (pSoldier->bNormalSmell > pSoldier->bMonsterSmell)
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{
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ubStrength = pSoldier->bNormalSmell - pSoldier->bMonsterSmell;
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ubSmell = HUMAN;
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}
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else
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{
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ubStrength = pSoldier->bMonsterSmell - pSoldier->bNormalSmell;
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if (ubStrength == 0)
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{
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// don't drop any smell
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return;
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}
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ubSmell = CREATURE_ON_FLOOR;
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}
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if (pMapElement->ubSmellInfo)
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{
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// smell already exists here; check to see if it's the same or not
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ubOldSmell = SMELL_TYPE( pMapElement->ubSmellInfo );
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ubOldStrength = SMELL_STRENGTH( pMapElement->ubSmellInfo );
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if (ubOldSmell == ubSmell)
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{
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// same smell; increase the strength to the bigger of the two strengths,
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// plus 1/5 of the smaller
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ubStrength = __max( ubStrength, ubOldStrength ) + __min( ubStrength, ubOldStrength ) / 5;
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ubStrength = __max( ubStrength, SMELL_STRENGTH_MAX );
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}
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else
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{
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// different smell; we muddy the smell by reducing the smell strength
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if (ubOldStrength > ubStrength)
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{
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ubOldStrength -= ubStrength / 3;
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SET_SMELL( pMapElement->ubSmellInfo, ubOldStrength, ubOldSmell );
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}
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else
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{
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ubStrength -= ubOldStrength / 3;
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if (ubStrength > 0)
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{
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SET_SMELL( pMapElement->ubSmellInfo, ubStrength, ubSmell );
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}
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else
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{
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// smell reduced to 0 - wipe all info on it!
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pMapElement->ubSmellInfo = 0;
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}
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}
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}
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}
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else
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{
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// the simple case, dropping a smell in a location where there is none
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SET_SMELL( pMapElement->ubSmellInfo, ubStrength, ubSmell );
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}
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}
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// otherwise skip dropping smell
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}
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void InternalDropBlood( INT16 sGridNo, INT8 bLevel, UINT8 ubType, UINT8 ubStrength, INT8 bVisible )
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{
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MAP_ELEMENT * pMapElement;
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UINT8 ubOldStrength=0;
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UINT8 ubNewStrength=0;
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UINT8 bOverTerrainType;
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/*
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* Dropping some blood;
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* We can check the type of blood by consulting the type in the smell byte
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*/
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bOverTerrainType = GetTerrainType( sGridNo);
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// If we are in water...
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if ( TERRAIN_IS_WATER( bOverTerrainType) )
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{
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return;
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}
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// ATE: Send warning if dropping blood nowhere....
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if ( sGridNo == NOWHERE )
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{
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Attempting to drop blood NOWHERE" );
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#endif
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return;
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}
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// ensure max strength is okay
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ubStrength = __min( ubStrength, BLOOD_STRENGTH_MAX );
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pMapElement = &(gpWorldLevelData[ sGridNo ]);
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if ( bLevel == 0 )
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{
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// dropping blood on ground
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ubOldStrength = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
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if (ubOldStrength > 0)
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{
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// blood already there... we'll leave the decay time as it is
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if (BLOOD_FLOOR_TYPE( pMapElement->ubBloodInfo ) == ubType)
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{
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// combine blood strengths!
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ubNewStrength = __min( ( ubOldStrength + ubStrength ), BLOOD_STRENGTH_MAX );
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SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
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}
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else
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{
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// replace the existing blood if more is being dropped than exists
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if (ubStrength > ubOldStrength )
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{
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// replace!
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SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
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}
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// else we don't drop anything at all
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}
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}
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else
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{
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// no blood on the ground yet, so drop this amount!
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// set decay time
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SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
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SET_BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
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// NB blood floor type stored in smell byte!
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SET_BLOOD_FLOOR_TYPE( pMapElement->ubSmellInfo, ubType );
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}
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}
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else
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{
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// dropping blood on roof
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ubOldStrength = BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo );
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if (ubOldStrength > 0)
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{
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// blood already there... we'll leave the decay time as it is
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if (BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo ) == ubType)
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{
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// combine blood strengths!
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ubNewStrength = __max( ubOldStrength, ubStrength ) + 1;
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// make sure the strength is legal
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ubNewStrength = __max( ubNewStrength, BLOOD_STRENGTH_MAX );
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SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
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}
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else
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{
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// replace the existing blood if more is being dropped than exists
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if (ubStrength > ubOldStrength )
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{
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// replace!
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SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubStrength );
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}
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// else we don't drop anything at all
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}
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}
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else
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{
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// no blood on the roof yet, so drop this amount!
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// set decay time
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SET_BLOOD_DELAY_TIME( pMapElement->ubBloodInfo );
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SET_BLOOD_ROOF_STRENGTH( pMapElement->ubBloodInfo, ubNewStrength );
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SET_BLOOD_ROOF_TYPE( pMapElement->ubSmellInfo, ubType );
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}
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}
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// Turn on flag...
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pMapElement->uiFlags |= MAPELEMENT_REEVALUATEBLOOD;
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if ( bVisible != -1 )
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{
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UpdateBloodGraphics( sGridNo, bLevel );
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}
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}
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|
|
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void DropBlood( SOLDIERTYPE * pSoldier, UINT8 ubStrength, INT8 bVisible )
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{
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UINT8 ubType;
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UINT8 ubOldStrength=0;
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UINT8 ubNewStrength=0;
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|
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/*
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* Dropping some blood;
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* We can check the type of blood by consulting the type in the smell byte
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*/
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// figure out the type of blood that we're dropping
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if ( pSoldier->uiStatusFlags & SOLDIER_MONSTER )
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{
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if ( pSoldier->bLevel == 0 )
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{
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ubType = CREATURE_ON_FLOOR;
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}
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else
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{
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ubType = CREATURE_ON_ROOF;
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}
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}
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else
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{
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ubType = 0;
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}
|
|
|
|
|
|
InternalDropBlood( pSoldier->sGridNo, pSoldier->bLevel, ubType, ubStrength, bVisible );
|
|
}
|
|
|
|
|
|
|
|
void UpdateBloodGraphics( INT16 sGridNo, INT8 bLevel )
|
|
{
|
|
MAP_ELEMENT * pMapElement;
|
|
INT8 bValue;
|
|
UINT16 usIndex, usNewIndex;
|
|
|
|
// OK, based on level, type, display graphics for blood
|
|
pMapElement = &(gpWorldLevelData[ sGridNo ]);
|
|
|
|
// CHECK FOR BLOOD OPTION
|
|
if ( !gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( pMapElement->uiFlags & MAPELEMENT_REEVALUATEBLOOD )
|
|
{
|
|
|
|
// Turn off flag!
|
|
pMapElement->uiFlags &= ( ~MAPELEMENT_REEVALUATEBLOOD );
|
|
|
|
// Ground
|
|
if ( bLevel == 0 )
|
|
{
|
|
bValue = BLOOD_FLOOR_STRENGTH( pMapElement->ubBloodInfo );
|
|
|
|
// OK, remove tile graphic if one exists....
|
|
if ( TypeRangeExistsInObjectLayer( sGridNo, HUMANBLOOD, CREATUREBLOOD, &usIndex ) )
|
|
{
|
|
//This has been removed and it is handled by the ubBloodInfo level when restoring a saved game.
|
|
//Set a flag indicating that the following changes are to go the the maps temp file
|
|
//ApplyMapChangesToMapTempFile( TRUE );
|
|
|
|
// Remove
|
|
RemoveObject( sGridNo, usIndex );
|
|
|
|
//ApplyMapChangesToMapTempFile( FALSE );
|
|
}
|
|
|
|
// OK, pick new one. based on strength and randomness
|
|
|
|
if ( bValue > 0 )
|
|
{
|
|
usIndex = (UINT16)( ( Random( 4 ) * 4 ) + ubBloodGraphicLUT[ bValue ] );
|
|
|
|
if ( BLOOD_FLOOR_TYPE( pMapElement->ubSmellInfo ) == 0 )
|
|
{
|
|
GetTileIndexFromTypeSubIndex( HUMANBLOOD, (UINT16)(usIndex + 1), &usNewIndex );
|
|
}
|
|
else
|
|
{
|
|
GetTileIndexFromTypeSubIndex( CREATUREBLOOD, (UINT16)(usIndex + 1), &usNewIndex );
|
|
}
|
|
|
|
//This has been removed and it is handled by the ubBloodInfo level when restoring a saved game.
|
|
//Set a flag indicating that the following changes are to go the the maps temp file
|
|
//ApplyMapChangesToMapTempFile( TRUE );
|
|
|
|
// Add!
|
|
AddObjectToHead( sGridNo, usNewIndex );
|
|
|
|
//ApplyMapChangesToMapTempFile( FALSE );
|
|
|
|
|
|
// Update rendering!
|
|
pMapElement->uiFlags|=MAPELEMENT_REDRAW;
|
|
SetRenderFlags(RENDER_FLAG_MARKED);
|
|
|
|
}
|
|
}
|
|
// Roof
|
|
else
|
|
{
|
|
|
|
|
|
}
|
|
}
|
|
} |