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