Files
source/Tactical/Merc Hiring.cpp
T
Overhaul ffc70e9723 Fixed buffer overrun for LUA strings
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
2007-09-11 11:19:03 +00:00

683 lines
21 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "strategic.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "math.h"
#include "worlddef.h"
#include "worldman.h"
#include "renderworld.h"
#include "Assignments.h"
#include "Soldier Control.h"
#include "Animation Control.h"
#include "Animation Data.h"
#include "Isometric Utils.h"
#include "Event Pump.h"
#include "Timer Control.h"
#include "Render Fun.h"
#include "Render Dirty.h"
#include "mousesystem.h"
#include "interface.h"
#include "sysutil.h"
#include "FileMan.h"
#include "points.h"
#include "Random.h"
#include "ai.h"
#include "Interactive Tiles.h"
#include "soldier ani.h"
#include "english.h"
#include "overhead.h"
#include "Soldier Profile.h"
#include "Game Clock.h"
#include "soldier create.h"
#include "Merc Hiring.h"
#include "Game Event Hook.h"
#include "message.h"
#include "strategicmap.h"
#include "strategic.h"
#include "items.h"
#include "Soldier Add.h"
#include "History.h"
#include "Squads.h"
#include "Strategic Merc Handler.h"
#include "Dialogue Control.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "screenids.h"
#include "jascreens.h"
#include "text.h"
#include "Merc Contract.h"
#include "LaptopSave.h"
#include "personnel.h"
#include "Auto Resolve.h"
#include "Map Screen Interface Bottom.h"
#include "Quests.h"
#include "GameSettings.h"
#endif
#define MIN_FLIGHT_PREP_TIME 6
#ifdef JA2TESTVERSION
BOOLEAN gForceHireMerc=FALSE;
void SetFlagToForceHireMerc( BOOLEAN fForceHire );
#endif
extern BOOLEAN gfTacticalDoHeliRun;
extern BOOLEAN gfFirstHeliRun;
// ATE: Globals that dictate where the mercs will land once being hired
// Default to Omerta
// Saved in general saved game structure
INT16 gsMercArriveSectorX = 9;
INT16 gsMercArriveSectorY = 1;
void CheckForValidArrivalSector( );
INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
{
SOLDIERTYPE *pSoldier;
UINT8 iNewIndex;
UINT8 ubCount=0;
UINT8 ubCurrentSoldier = pHireMerc->ubProfileID;
MERCPROFILESTRUCT *pMerc;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
pMerc = &gMercProfiles[ ubCurrentSoldier ];
//If we are to disregard the ststus of the merc
#ifdef JA2TESTVERSION
if( !gForceHireMerc )
#endif
//If the merc is away, Dont hire him, or if the merc is only slightly annoyed at the player
if( ( pMerc->bMercStatus != 0 ) && (pMerc->bMercStatus != MERC_ANNOYED_BUT_CAN_STILL_CONTACT ) && ( pMerc->bMercStatus != MERC_HIRED_BUT_NOT_ARRIVED_YET ) )
return( MERC_HIRE_FAILED );
if( NumberOfMercsOnPlayerTeam() >= 18 )
return( MERC_HIRE_OVER_18_MERCS_HIRED );
// ATE: if we are to use landing zone, update to latest value
// they will be updated again just before arrival...
if ( pHireMerc->fUseLandingZoneForArrival )
{
pHireMerc->sSectorX = gsMercArriveSectorX;
pHireMerc->sSectorY = gsMercArriveSectorY;
pHireMerc->bSectorZ = 0;
}
// BUILD STRUCTURES
// MercCreateStruct has been C++'d
//memset( &MercCreateStruct, 0, sizeof( MercCreateStruct ) );
MercCreateStruct.ubProfile = ubCurrentSoldier;
MercCreateStruct.fPlayerMerc = TRUE;
MercCreateStruct.sSectorX = pHireMerc->sSectorX;
MercCreateStruct.sSectorY = pHireMerc->sSectorY;
MercCreateStruct.bSectorZ = pHireMerc->bSectorZ;
MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
MercCreateStruct.fCopyProfileItemsOver= pHireMerc->fCopyProfileItemsOver;
if ( !TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "TacticalCreateSoldier in HireMerc(): Failed to Add Merc");
return( MERC_HIRE_FAILED );
}
if( DidGameJustStart() )
{
// OK, CHECK FOR FIRST GUY, GIVE HIM SPECIAL ITEM!
if ( iNewIndex == 0 )
{
// OK, give this item to our merc!
OBJECTTYPE Object;
// make an objecttype
memset( &Object, 0, sizeof( OBJECTTYPE ) );
Object.usItem = LETTER;
Object.ubNumberOfObjects = 1;
Object.ItemData.Generic.bStatus[0] = 100;
// Give it
fReturn = AutoPlaceObject( MercPtrs[iNewIndex], &Object, FALSE );
Assert( fReturn );
}
// Set insertion for first time in chopper
// ATE: Insert for demo , not using the heli sequence....
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
}
//record how long the merc will be gone for
pMerc->bMercStatus = (UINT8)pHireMerc->iTotalContractLength;
pSoldier = &Menptr[iNewIndex];
//Copy over insertion data....
pSoldier->ubStrategicInsertionCode = pHireMerc->ubInsertionCode;
pSoldier->usStrategicInsertionData = pHireMerc->usInsertionData;
// ATE: Copy over value for using alnding zone to soldier type
pSoldier->fUseLandingZoneForArrival = pHireMerc->fUseLandingZoneForArrival;
// Set assignment
//ATE: If first time, make ON_DUTY, otherwise GUARD
if( ( pSoldier->bAssignment != IN_TRANSIT ) )
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, IN_TRANSIT );
//set the contract length
pSoldier->iTotalContractLength = pHireMerc->iTotalContractLength;
//reset the insurance values
pSoldier->iStartOfInsuranceContract = 0;
pSoldier->iTotalLengthOfInsuranceContract = 0;
//Init the contract charge
// pSoldier->iTotalContractCharge = 0;
// store arrival time in soldier structure so map screen can display it
pSoldier->uiTimeSoldierWillArrive = pHireMerc->uiTimeTillMercArrives;
//Set the type of merc
if( DidGameJustStart() )
{
// Set time of initial merc arrival in minutes
pHireMerc->uiTimeTillMercArrives = ( gGameExternalOptions.iGameStartingTime + gGameExternalOptions.iFirstArrivalDelay ) / NUM_SEC_IN_MIN;
// Set insertion for first time in chopper
pHireMerc->ubInsertionCode = INSERTION_CODE_CHOPPER;
//set when the merc's contract is finished
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
else
{
//set when the merc's contract is finished ( + 1 cause it takes a day for the merc to arrive )
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( 1 + pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
}
//Set the time and ID of the last hired merc will arrive
LaptopSaveInfo.sLastHiredMerc.iIdOfMerc = pHireMerc->ubProfileID;
LaptopSaveInfo.sLastHiredMerc.uiArrivalTime = pHireMerc->uiTimeTillMercArrives;
//if we are trying to hire a merc that should arrive later, put the merc in the queue
if( pHireMerc->uiTimeTillMercArrives != 0 )
{
AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pHireMerc->uiTimeTillMercArrives, pSoldier->ubID );
//specify that the merc is hired but hasnt arrived yet
pMerc->bMercStatus = MERC_HIRED_BUT_NOT_ARRIVED_YET;
}
//if the merc is an AIM merc
if( ubCurrentSoldier < 40 )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__AIM_MERC;
//determine how much the contract is, and remember what type of contract he got
if( pHireMerc->iTotalContractLength == 1 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].sSalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_DAY;
pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
}
else if( pHireMerc->iTotalContractLength == 7 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiWeeklySalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_1_WEEK;
pSoldier->iTimeCanSignElsewhere = GetWorldTotalMin();
}
else if( pHireMerc->iTotalContractLength == 14 )
{
//pSoldier->iTotalContractCharge = gMercProfiles[ pSoldier->ubProfile ].uiBiWeeklySalary;
pSoldier->bTypeOfLastContract = CONTRACT_EXTEND_2_WEEK;
// These luck fellows need to stay the whole duration!
pSoldier->iTimeCanSignElsewhere = pSoldier->iEndofContractTime;
}
// remember the medical deposit we PAID. The one in his profile can increase when he levels!
pSoldier->usMedicalDeposit = gMercProfiles[ pSoldier->ubProfile ].sMedicalDepositAmount;
}
//if the merc is from M.E.R.C.
else if( ( ubCurrentSoldier >= BIFF && ubCurrentSoldier <= BUBBA ) || ubCurrentSoldier >= GASTON )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__MERC;
//pSoldier->iTotalContractCharge = -1;
gMercProfiles[ pSoldier->ubProfile ].iMercMercContractLength = 1;
//Set starting conditions for the merc
pSoldier->iStartContractTime = GetWorldDay( );
AddHistoryToPlayersLog(HISTORY_HIRED_MERC_FROM_MERC, ubCurrentSoldier, GetWorldTotalMin(), -1, -1 );
}
//If the merc is from IMP, (ie a player character)
else if( ( ubCurrentSoldier >= 51 ) && ( ubCurrentSoldier < 57 ) )
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__PLAYER_CHARACTER;
//pSoldier->iTotalContractCharge = -1;
}
//else its a NPC merc
else
{
pSoldier->ubWhatKindOfMercAmI = MERC_TYPE__NPC;
//pSoldier->iTotalContractCharge = -1;
}
//remove the merc from the Personnel screens departed list ( if they have never been hired before, its ok to call it )
RemoveNewlyHiredMercFromPersonnelDepartedList( pSoldier->ubProfile );
gfAtLeastOneMercWasHired = TRUE;
return( MERC_HIRE_OK );
}
void MercArrivesCallback( UINT8 ubSoldierID )
{
MERCPROFILESTRUCT *pMerc;
SOLDIERTYPE *pSoldier;
UINT32 uiTimeOfPost;
if( !DidGameJustStart() && gsMercArriveSectorX == 9 && gsMercArriveSectorY == 1 )
{ //Mercs arriving in A9. This sector has been deemed as the always safe sector.
//Seeing we don't support entry into a hostile sector (except for the beginning),
//we will nuke any enemies in this sector first.
if( gWorldSectorX != 9 || gWorldSectorY != 1 || gbWorldSectorZ )
{
EliminateAllEnemies( (UINT8)gsMercArriveSectorX, (UINT8)gsMercArriveSectorY );
}
}
// This will update ANY soldiers currently schedules to arrive too
CheckForValidArrivalSector( );
// stop time compression until player restarts it
StopTimeCompression();
pSoldier = &Menptr[ ubSoldierID ];
pMerc = &gMercProfiles[ pSoldier->ubProfile ];
// add the guy to a squad
AddCharacterToAnySquad( pSoldier );
// ATE: Make sure we use global.....
if ( pSoldier->fUseLandingZoneForArrival )
{
pSoldier->sSectorX = gsMercArriveSectorX;
pSoldier->sSectorY = gsMercArriveSectorY;
pSoldier->bSectorZ = 0;
}
// Add merc to sector ( if it's the current one )
if ( gWorldSectorX == pSoldier->sSectorX && gWorldSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == gbWorldSectorZ )
{
// OK, If this sector is currently loaded, and guy does not have CHOPPER insertion code....
// ( which means we are at beginning of game if so )
// Setup chopper....
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER && pSoldier->sSectorX == 9 && pSoldier->sSectorY == 1 )
{
gfTacticalDoHeliRun = TRUE;
// OK, If we are in mapscreen, get out...
if ( guiCurrentScreen == MAP_SCREEN )
{
// ATE: Make sure the current one is selected!
ChangeSelectedMapSector( gWorldSectorX, gWorldSectorY, 0 );
RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
}
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CHOPPER;
}
UpdateMercInSector( pSoldier, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
}
else
{
// OK, otherwise, set them in north area, so once we load again, they are here.
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
}
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], pSoldier->name );
// ATE: He's going to say something, now that they've arrived...
if ( gTacticalStatus.bMercArrivingQuoteBeingUsed == FALSE && !gfFirstHeliRun )
{
gTacticalStatus.bMercArrivingQuoteBeingUsed = TRUE;
//Setup the highlight sector value (note this isn't for mines but using same system)
gsSectorLocatorX = pSoldier->sSectorX;
gsSectorLocatorY = pSoldier->sSectorY;
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 2, 0 );
TacticalCharacterDialogue( pSoldier, QUOTE_MERC_REACHED_DESTINATION );
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_MINESECTOREVENT, 3, 0 );
TacticalCharacterDialogueWithSpecialEventEx( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_UNSET_ARRIVES_FLAG, 0, 0, 0 );
}
}
//record how long the merc will be gone for
pMerc->bMercStatus = (UINT8)pSoldier->iTotalContractLength;
// remember when excatly he ARRIVED in Arulco, in case he gets fired early
pSoldier->uiTimeOfLastContractUpdate = GetWorldTotalMin();
//set when the merc's contract is finished
pSoldier->iEndofContractTime = GetMidnightOfFutureDayInMinutes( pSoldier->iTotalContractLength ) + ( GetHourWhenContractDone( pSoldier ) * 60 );
// Do initial check for bad items
if ( pSoldier->bTeam == gbPlayerNum )
{
//ATE: Try to see if our equipment sucks!
if ( SoldierHasWorseEquipmentThanUsedTo( pSoldier ) )
{
// Randomly anytime between 9:00, and 10:00
uiTimeOfPost = 540 + Random( 660 );
if ( GetWorldMinutesInDay() < uiTimeOfPost )
{
AddSameDayStrategicEvent( EVENT_MERC_COMPLAIN_EQUIPMENT, uiTimeOfPost , pSoldier->ubProfile );
}
}
}
HandleMercArrivesQuotes( pSoldier );
fTeamPanelDirty = TRUE;
// if the currently selected sector has no one in it, select this one instead
if ( !CanGoToTacticalInSector( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ ) )
{
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, 0 );
}
return;
}
BOOLEAN IsMercHireable( UINT8 ubMercID )
{
//If the merc has an .EDT file, is not away on assignment, and isnt already hired (but not arrived yet), he is not DEAD and he isnt returning home
if( ( gMercProfiles[ ubMercID ].bMercStatus == MERC_HAS_NO_TEXT_FILE ) ||
( gMercProfiles[ ubMercID ].bMercStatus > 0 ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_HIRED_BUT_NOT_ARRIVED_YET ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD ) ||
( gMercProfiles[ ubMercID ].uiDayBecomesAvailable > 0 ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_WORKING_ELSEWHERE ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_FIRED_AS_A_POW ) ||
( gMercProfiles[ ubMercID ].bMercStatus == MERC_RETURNING_HOME ) )
return(FALSE);
else
return(TRUE);
}
BOOLEAN IsMercDead( UINT8 ubMercID )
{
if( gMercProfiles[ ubMercID ].bMercStatus == MERC_IS_DEAD )
return(TRUE);
else
return(FALSE);
}
BOOLEAN IsTheSoldierAliveAndConcious( SOLDIERTYPE *pSoldier )
{
if( pSoldier->bLife >= CONSCIOUSNESS )
return(TRUE);
else
return(FALSE);
}
UINT8 NumberOfMercsOnPlayerTeam()
{
INT8 cnt;
SOLDIERTYPE *pSoldier;
INT16 bLastTeamID;
UINT8 ubCount=0;
// Set locator to first merc
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pSoldier++)
{
//if the is active, and is not a vehicle
if( pSoldier->bActive && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
{
ubCount++;
}
}
return( ubCount );
}
void HandleMercArrivesQuotes( SOLDIERTYPE *pSoldier )
{
INT8 cnt, bHated, bLastTeamID;
SOLDIERTYPE *pTeamSoldier;
// If we are approaching with helicopter, don't say any ( yet )
if ( pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER )
{
// Player-generated characters issue a comment about arriving in Omerta.
if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER)
{
if ( gubQuest[ QUEST_DELIVER_LETTER ] == QUESTINPROGRESS )
{
TacticalCharacterDialogue( pSoldier, QUOTE_PC_DROPPED_OMERTA );
}
}
// Check to see if anyone hates this merc and will now complain
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
bLastTeamID = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
//loop though all the mercs
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= bLastTeamID; cnt++,pTeamSoldier++)
{
if ( pTeamSoldier->bActive )
{
if ( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{
bHated = WhichHated( pTeamSoldier->ubProfile, pSoldier->ubProfile );
if ( bHated != -1 )
{
// hates the merc who has arrived and is going to gripe about it!
switch( bHated )
{
case 0:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_1_ARRIVES );
break;
case 1:
TacticalCharacterDialogue( pTeamSoldier, QUOTE_HATED_2_ARRIVES );
break;
default:
break;
}
}
}
}
}
}
}
#ifdef JA2TESTVERSION
void SetFlagToForceHireMerc( BOOLEAN fForceHire )
{
gForceHireMerc = fForceHire;
}
#endif
UINT32 GetMercArrivalTimeOfDay( )
{
UINT32 uiCurrHour;
UINT32 uiMinHour;
// Pick a time...
// First get the current time of day.....
uiCurrHour = GetWorldHour( );
// Subtract the min time for any arrival....
uiMinHour = uiCurrHour + MIN_FLIGHT_PREP_TIME;
// OK, first check if we need to advance a whole day's time...
// See if we have missed the last flight for the day...
if ( ( uiCurrHour ) > 13 ) // ( > 1:00 pm - too bad )
{
// 7:30 flight....
return( GetMidnightOfFutureDayInMinutes( 1 ) + MERC_ARRIVE_TIME_SLOT_1 );
}
// Well, now we can handle flights all in one day....
// Find next possible flight
if ( uiMinHour <= 7 )
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_1 ); // 7:30 am
}
else if ( uiMinHour <= 13 )
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_2 ); // 1:30 pm
}
else
{
return( GetWorldDayInMinutes() + MERC_ARRIVE_TIME_SLOT_3 ); // 7:30 pm
}
}
void UpdateAnyInTransitMercsWithGlobalArrivalSector( )
{
INT32 cnt;
SOLDIERTYPE *pSoldier;
cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
// look for all mercs on the same team,
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
{
if ( pSoldier->bActive )
{
if ( pSoldier->bAssignment == IN_TRANSIT )
{
if ( pSoldier->fUseLandingZoneForArrival )
{
pSoldier->sSectorX = gsMercArriveSectorX;
pSoldier->sSectorY = gsMercArriveSectorY;
pSoldier->bSectorZ = 0;
}
}
}
}
}
INT16 StrategicPythSpacesAway(INT16 sOrigin, INT16 sDest)
{
INT16 sRows,sCols,sResult;
sRows = abs((sOrigin / MAP_WORLD_X) - (sDest / MAP_WORLD_X));
sCols = abs((sOrigin % MAP_WORLD_X) - (sDest % MAP_WORLD_X));
// apply Pythagoras's theorem for right-handed triangle:
// dist^2 = rows^2 + cols^2, so use the square root to get the distance
sResult = (INT16)sqrt((double)(sRows * sRows) + (sCols * sCols));
return(sResult);
}
// ATE: This function will check if the current arrival sector
// is valid
// if there are enemies present, it's invalid
// if so, search around for nearest non-occupied sector.
void CheckForValidArrivalSector( )
{
INT16 sTop, sBottom;
INT16 sLeft, sRight;
INT16 cnt1, cnt2, sGoodX, sGoodY;
UINT8 ubRadius = 4;
INT32 leftmost;
INT16 sSectorGridNo, sSectorGridNo2;
INT32 uiRange, uiLowestRange = 999999;
BOOLEAN fFound = FALSE;
CHAR16 sString[ 1024 ];
CHAR16 zShortTownIDString1[ 50 ];
CHAR16 zShortTownIDString2[ 50 ];
sSectorGridNo = gsMercArriveSectorX + ( MAP_WORLD_X * gsMercArriveSectorY );
// Check if valid...
if ( !StrategicMap[ sSectorGridNo ].fEnemyControlled )
{
return;
}
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString1 );
// If here - we need to do a search!
sTop = ubRadius;
sBottom = -ubRadius;
sLeft = - ubRadius;
sRight = ubRadius;
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
{
leftmost = ( ( sSectorGridNo + ( MAP_WORLD_X * cnt1 ) )/ MAP_WORLD_X ) * MAP_WORLD_X;
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
{
sSectorGridNo2 = sSectorGridNo + ( MAP_WORLD_X * cnt1 ) + cnt2;
if( sSectorGridNo2 >=1 && sSectorGridNo2 < ( ( MAP_WORLD_X - 1 ) * ( MAP_WORLD_X - 1 ) ) && sSectorGridNo2 >= leftmost && sSectorGridNo2 < ( leftmost + MAP_WORLD_X ) )
{
if ( !StrategicMap[ sSectorGridNo2 ].fEnemyControlled && !StrategicMap[ sSectorGridNo2 ].fEnemyAirControlled )
{
uiRange = StrategicPythSpacesAway( sSectorGridNo2, sSectorGridNo );
if ( uiRange < uiLowestRange )
{
sGoodY = cnt1;
sGoodX = cnt2;
uiLowestRange = uiRange;
fFound = TRUE;
}
}
}
}
}
if ( fFound )
{
gsMercArriveSectorX = gsMercArriveSectorX + sGoodX;
gsMercArriveSectorY = gsMercArriveSectorY + sGoodY;
UpdateAnyInTransitMercsWithGlobalArrivalSector( );
GetShortSectorString( gsMercArriveSectorX ,gsMercArriveSectorY, zShortTownIDString2 );
swprintf( sString, L"Arrival of new recruits is being rerouted to sector %s, as scheduled drop-off point of sector %s is enemy occupied.", zShortTownIDString2, zShortTownIDString1 );
DoScreenIndependantMessageBox( sString, MSG_BOX_FLAG_OK, NULL );
}
}