mirror of
https://github.com/1dot13/source.git
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
1453 lines
40 KiB
C++
1453 lines
40 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "language defines.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include <time.h>
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#include "sgp.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "renderworld.h"
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#include "structure.h"
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#include "Animation Control.h"
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#include "points.h"
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#include "overhead.h"
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#include "structure wrap.h"
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#include "tile animation.h"
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#include "Interactive Tiles.h"
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#include "handle doors.h"
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#include "sound control.h"
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#include "interface.h"
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#include "keys.h"
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#include "message.h"
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#include "text.h"
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#include "random.h"
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#include "SkillCheck.h"
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#include "Dialogue Control.h"
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#include "strategicmap.h"
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#include "Quests.h"
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#include "Render Fun.h"
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#include "Map Screen Interface Map.h"
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#include "Soldier Profile.h"
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#include "Isometric Utils.h"
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#include "ai.h"
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#include "Soldier macros.h"
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#endif
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BOOLEAN gfSetPerceivedDoorState = FALSE;
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BOOLEAN HandleDoorsOpenClose( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE * pStructure, BOOLEAN fNoAnimations );
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void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations )
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{
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STRUCTURE * pStructure;
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DOOR_STATUS * pDoorStatus;
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BOOLEAN fDoorsAnimated = FALSE;
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pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
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if ( pStructure == NULL )
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{
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"ERROR: Told to handle door that does not exist at %d.", sGridNo );
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#endif
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return;
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}
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fDoorsAnimated = HandleDoorsOpenClose( pSoldier, sGridNo, pStructure, fNoAnimations );
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if ( SwapStructureForPartner( sGridNo, pStructure ) != NULL)
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{
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RecompileLocalMovementCosts( sGridNo );
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}
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// set door busy
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pDoorStatus = GetDoorStatus( sGridNo );
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if ( pDoorStatus == NULL )
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{
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"ERROR: Told to set door busy but can't get door status at %d!", sGridNo );
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#endif
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return;
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}
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// ATE: Only do if animated.....
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if ( fDoorsAnimated )
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{
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pDoorStatus->ubFlags |= DOOR_BUSY;
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}
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}
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UINT16 GetAnimStateForInteraction( SOLDIERTYPE *pSoldier, BOOLEAN fDoor, UINT16 usAnimState )
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{
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switch( usAnimState )
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{
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case OPEN_DOOR:
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if ( pSoldier->ubBodyType == CRIPPLECIV )
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{
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return( CRIPPLE_OPEN_DOOR );
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}
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else
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{
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if ( fDoor )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( OPEN_DOOR_CROUCHED );
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}
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else
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{
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return( usAnimState );
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}
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}
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else
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( BEGIN_OPENSTRUCT_CROUCHED );
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}
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else
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{
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return( BEGIN_OPENSTRUCT );
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}
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}
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}
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break;
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case CLOSE_DOOR:
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if ( pSoldier->ubBodyType == CRIPPLECIV )
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{
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return( CRIPPLE_CLOSE_DOOR );
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}
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else
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{
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if ( fDoor )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( CLOSE_DOOR_CROUCHED );
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}
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else
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{
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return( usAnimState );
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}
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}
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else
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( OPEN_STRUCT_CROUCHED );
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}
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else
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{
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return( OPEN_STRUCT );
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}
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}
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}
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break;
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case END_OPEN_DOOR:
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if ( pSoldier->ubBodyType == CRIPPLECIV )
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{
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return( CRIPPLE_END_OPEN_DOOR );
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}
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else
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{
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if ( fDoor )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( END_OPEN_DOOR_CROUCHED );
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}
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else
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{
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return( usAnimState );
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}
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}
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else
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( END_OPENSTRUCT_CROUCHED );
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}
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else
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{
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return( END_OPENSTRUCT );
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}
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}
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}
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break;
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case END_OPEN_LOCKED_DOOR:
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if ( pSoldier->ubBodyType == CRIPPLECIV )
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{
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return( CRIPPLE_END_OPEN_LOCKED_DOOR );
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}
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else
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{
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if ( fDoor )
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( END_OPEN_LOCKED_DOOR_CROUCHED );
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}
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else
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{
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return( END_OPEN_LOCKED_DOOR );
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}
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}
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else
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{
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( END_OPENSTRUCT_LOCKED_CROUCHED );
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}
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else
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{
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return( END_OPENSTRUCT_LOCKED );
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}
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}
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}
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break;
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case PICK_LOCK:
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if ( gAnimControl[ pSoldier->usAnimState ].ubEndHeight != ANIM_STAND )
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{
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return( LOCKPICK_CROUCHED );
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}
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else
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{
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return( PICK_LOCK );
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}
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break;
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default:
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// should never happen!
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Assert( FALSE );
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return( usAnimState );
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break;
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}
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}
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void InteractWithClosedDoor( SOLDIERTYPE *pSoldier, UINT8 ubHandleCode )
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{
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pSoldier->ubDoorHandleCode = ubHandleCode;
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switch( ubHandleCode )
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{
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case HANDLE_DOOR_OPEN:
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case HANDLE_DOOR_UNLOCK:
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case HANDLE_DOOR_EXAMINE:
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case HANDLE_DOOR_EXPLODE:
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case HANDLE_DOOR_LOCK:
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case HANDLE_DOOR_UNTRAP:
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case HANDLE_DOOR_CROWBAR:
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ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, TRUE, OPEN_DOOR ), 0, FALSE );
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break;
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case HANDLE_DOOR_FORCE:
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ChangeSoldierState( pSoldier, KICK_DOOR, 0 , FALSE );
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break;
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case HANDLE_DOOR_LOCKPICK:
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ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, TRUE, PICK_LOCK ), 0 , FALSE );
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break;
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}
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}
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BOOLEAN DoTrapCheckOnStartingMenu( SOLDIERTYPE * pSoldier, DOOR * pDoor )
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{
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INT8 bDetectLevel;
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if ( pDoor && pDoor->fLocked && pDoor->ubTrapID != NO_TRAP && pDoor->bPerceivedTrapped == DOOR_PERCEIVED_UNKNOWN )
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{
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// check for noticing the trap
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bDetectLevel = CalcTrapDetectLevel( pSoldier, FALSE );
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if (bDetectLevel >= pDoor->ubTrapLevel)
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{
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// say quote, update status
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TacticalCharacterDialogue( pSoldier, QUOTE_BOOBYTRAP_ITEM );
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UpdateDoorPerceivedValue( pDoor );
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return( TRUE );
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}
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}
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return( FALSE );
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}
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void InteractWithOpenableStruct( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection, BOOLEAN fDoor )
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{
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STRUCTURE * pBaseStructure;
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BOOLEAN fDoMenu = FALSE;
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DOOR * pDoor = NULL;
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DOOR_STATUS * pDoorStatus;
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BOOLEAN fTrapsFound = FALSE;
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pBaseStructure = FindBaseStructure( pStructure );
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if ( fDoor )
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{
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// get door status, if busy then just return!
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pDoorStatus = GetDoorStatus( pBaseStructure->sGridNo );
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if ( pDoorStatus && (pDoorStatus->ubFlags & DOOR_BUSY) )
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{
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// Send this guy into stationary stance....
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EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
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if ( pSoldier->bTeam == gbPlayerNum )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ DOOR_IS_BUSY ] );
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}
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else
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Trying to open door and door is busy: %d", pSoldier->ubID ) );
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}
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return;
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}
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}
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EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
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// Is the door opened?
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if ( pStructure->fFlags & STRUCTURE_OPEN )
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{
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if ( pSoldier->ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID && !( pStructure->fFlags & STRUCTURE_SWITCH ) )
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{
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// Bring up menu to decide what to do....
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SoldierGotoStationaryStance( pSoldier );
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pDoor = FindDoorInfoAtGridNo( pBaseStructure->sGridNo );
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if ( pDoor )
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{
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if ( DoTrapCheckOnStartingMenu( pSoldier, pDoor ) )
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{
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fTrapsFound = TRUE;
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}
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}
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// Pull Up Menu
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if ( !fTrapsFound )
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{
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InitDoorOpenMenu( pSoldier, pStructure, ubDirection, TRUE );
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}
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}
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else
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{
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// Easily close door....
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ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, CLOSE_DOOR ), 0, FALSE );
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}
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}
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else
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{
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// Bring up the menu, only if it has a lock!
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if ( pSoldier->ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID )
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{
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pDoor = FindDoorInfoAtGridNo( pBaseStructure->sGridNo );
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if ( pDoor != NULL )
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{
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// Assume true
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fDoMenu = TRUE;
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// Check if it's locked.....
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// If not locked, don't bring it up!
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if ( !pDoor->fLocked )
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{
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fDoMenu = FALSE;
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}
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}
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}
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if ( fDoMenu )
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{
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// Bring up menu to decide what to do....
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SoldierGotoStationaryStance( pSoldier );
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if ( DoTrapCheckOnStartingMenu( pSoldier, pDoor ) )
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{
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fTrapsFound = TRUE;
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}
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// Pull Up Menu
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if ( !fTrapsFound )
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{
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InitDoorOpenMenu( pSoldier, pStructure, ubDirection, FALSE );
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}
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else
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{
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UnSetUIBusy( pSoldier->ubID );
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}
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}
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else
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{
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pSoldier->ubDoorHandleCode = HANDLE_DOOR_OPEN;
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ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, OPEN_DOOR ), 0, FALSE );
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}
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}
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}
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void ProcessImplicationsOfPCMessingWithDoor( SOLDIERTYPE * pSoldier )
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{
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UINT8 ubRoom;
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SOLDIERTYPE * pGoon;
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// if player is hacking at a door in the brothel and a kingpin guy can see him
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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 ) ) )
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{
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UINT8 ubLoop;
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// see if a kingpin goon can see us
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for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
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{
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pGoon = MercPtrs[ ubLoop ];
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if ( pGoon->ubCivilianGroup == KINGPIN_CIV_GROUP && pGoon->bActive && pGoon->bInSector && pGoon->bLife >= OKLIFE && pGoon->bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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{
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MakeCivHostile( pGoon, 2 );
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if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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EnterCombatMode( pGoon->bTeam );
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}
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}
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}
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}
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if ( gWorldSectorX == TIXA_SECTOR_X && gWorldSectorY == TIXA_SECTOR_Y )
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{
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pGoon = FindSoldierByProfileID( WARDEN, FALSE );
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if ( pGoon && pGoon->bAlertStatus < STATUS_RED && PythSpacesAway( pSoldier->sGridNo, pGoon->sGridNo ) <= 5 )
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{
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// alert her if she hasn't been alerted
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pGoon->bAlertStatus = STATUS_RED;
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CheckForChangingOrders( pGoon );
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CancelAIAction( pGoon, TRUE );
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}
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}
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}
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BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT16 sGridNo, STRUCTURE *pStructure )
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{
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BOOLEAN fHandleDoor = FALSE;
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INT16 sAPCost = 0, sBPCost = 0;
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DOOR *pDoor;
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BOOLEAN fTrapFound = FALSE;
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BOOLEAN fDoAction = TRUE;
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BOOLEAN fDoor = FALSE;
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INT8 bItemIn = FALSE;
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// Are we a door?
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if (pStructure->fFlags & STRUCTURE_ANYDOOR)
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{
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fDoor = TRUE;
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}
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// Calculate basic points...
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// We'll add any aps for things like lockpicking, booting, etc
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// If we are already open....no need for lockpick checks, etc
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if ( pStructure->fFlags & STRUCTURE_OPEN )
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{
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// Set costs for these
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sAPCost = AP_OPEN_DOOR;
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sBPCost = BP_OPEN_DOOR;
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fHandleDoor = TRUE;
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}
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else
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{
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if ( pSoldier->ubID < 20 )
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{
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// Find locked door here....
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pDoor = FindDoorInfoAtGridNo( sGridNo );
|
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|
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// Alrighty, first check for traps ( unless we are examining.... )
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if ( pSoldier->ubDoorHandleCode != HANDLE_DOOR_EXAMINE && pSoldier->ubDoorHandleCode != HANDLE_DOOR_UNTRAP && pSoldier->ubDoorHandleCode != HANDLE_DOOR_UNLOCK )
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{
|
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if ( pDoor != NULL )
|
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{
|
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// Do we have a trap? NB if door is unlocked disable all traps
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if (pDoor->fLocked && pDoor->ubTrapID != NO_TRAP)
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{
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|
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fTrapFound = TRUE;
|
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|
|
// Set costs for these
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|
// Set AP costs to that of opening a door
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sAPCost = AP_OPEN_DOOR;
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sBPCost = BP_OPEN_DOOR;
|
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|
|
ChangeSoldierState( pSoldier, GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_DOOR ), 0, FALSE );
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|
|
|
// Did we inadvertently set it off?
|
|
if ( HasDoorTrapGoneOff( pSoldier, pDoor ) )
|
|
{
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// Kaboom
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|
// Code to handle trap here...
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|
HandleDoorTrap( pSoldier, pDoor );
|
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if (DoorTrapTable[pDoor->ubTrapID].fFlags & DOOR_TRAP_STOPS_ACTION)
|
|
{
|
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// trap stops person from opening door!
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|
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
|
|
}
|
|
|
|
} |