Files
source/Tactical/Boxing.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

529 lines
13 KiB
C++

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