Files
source/TileEngine/Explosion Control.cpp
T
Overhaul fccef1faea Fix for AI seeking climb point in toxic gas
Fix for civilians trying to climb the roof to seek noise
Fix for punching and stabbing
Transparent change: Gave names to anonymous structs in OBJECTTYPE


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-08-18 19:03:20 +00:00

3691 lines
104 KiB
C++

#include "builddefines.h"
#ifdef PRECOMPILEDHEADERS
#include "TileEngine All.h"
#include "end game.h"
#include "Morale.h"
#else
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "soldier control.h"
#include "weapons.h"
#include "handle items.h"
#include "worlddef.h"
#include "worldman.h"
#include "rotting corpses.h"
#include "tile cache.h"
#include "isometric utils.h"
#include "animation control.h"
#include "utilities.h"
#include "game clock.h"
#include "soldier create.h"
#include "renderworld.h"
#include "soldier add.h"
#include "explosion control.h"
#include "tile animation.h"
#include "sound control.h"
#include "weapons.h"
#include "handle items.h"
#include "world items.h"
#include "structure wrap.h"
#include "tiledef.h"
#include "tiledat.h"
#include "interactive tiles.h"
#include "SaveLoadMap.h"
#include "Handle Doors.h"
#include "Message.h"
#include "Random.h"
#include "smokeeffects.h"
#include "handle ui.h"
#include "pathai.h"
#include "pits.h"
#include "campaign Types.h"
#include "strategicmap.h"
#include "strategic.h"
#include "Action Items.h"
#include "Soldier Profile.h"
#include "Quests.h"
#include "Interface Dialogue.h"
#include "LightEffects.h"
#include "AI.h"
#include "Soldier tile.h"
#include "lighting.h"
#include "Render Fun.h"
#include "Opplist.h"
#include "smell.h"
#include "GameSettings.h"
#include "Interface.h"
#include "end game.h"
#include "WorldDat.h"
#include "environment.h"
#include "Buildings.h"
#include "Keys.h"
#include "Morale.h"
#include "fov.h"
#include "Map Information.h"
#endif
#include "Soldier Macros.h"
// MODULE FOR EXPLOSIONS
// Spreads the effects of explosions...
BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usItem, UINT8 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID );
// Flashbang effect on soldier
UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOLEAN fInBuilding);
extern INT8 gbSAMGraphicList[ MAX_NUMBER_OF_SAMS ];
extern void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
extern void RecompileLocalMovementCostsForWall( INT16 sGridNo, UINT8 ubOrientation );
void FatigueCharacter( SOLDIERTYPE *pSoldier );
#define NO_ALT_SOUND -1
EXPLOSION_DATA gExpAniData[ NUM_EXP_TYPES ] =
{
// Trans Damage Explosion Alternative Explosion Animation
// Key Key Sound Explosion Animation Speed
// Frame Frame ID SoundID Filename
{0, 0, EXPLOSION_1, EXPLOSION_ALT_BLAST_1, "", 0},
{17, 3, EXPLOSION_1, EXPLOSION_ALT_BLAST_1, "TILECACHE\\ZGRAV_D.STI", 80},
{28, 5, EXPLOSION_BLAST_2, NO_ALT_SOUND, "TILECACHE\\ZGRAV_C.STI", 80},
{24, 5, EXPLOSION_BLAST_2, NO_ALT_SOUND, "TILECACHE\\ZGRAV_B.STI", 80},
{1, 5, EXPLOSION_1, EXPLOSION_ALT_BLAST_1, "TILECACHE\\shckwave.STI", 20},
{1, 18, AIR_ESCAPING_1, NO_ALT_SOUND, "TILECACHE\\WAT_EXP.STI", 80},
{1, 18, AIR_ESCAPING_1, NO_ALT_SOUND, "TILECACHE\\TEAR_EXP.STI", 80},
{1, 18, AIR_ESCAPING_1, NO_ALT_SOUND, "TILECACHE\\TEAR_EXP.STI", 80},
{1, 18, AIR_ESCAPING_1, NO_ALT_SOUND, "TILECACHE\\MUST_EXP.STI", 80}
};
//UINT8 ubTransKeyFrame[ NUM_EXP_TYPES ] =
//{
// 0,
// 17,
// 28,
// 24,
// 1,
// 1,
// 1,
// 1,
// 1,
//};
//
//UINT8 ubDamageKeyFrame[ NUM_EXP_TYPES ] =
//{
// 0,
// 3,
// 5,
// 5,
// 5,
// 18,
// 18,
// 18,
// 18,
//};
//
//
//UINT32 uiExplosionSoundID[ NUM_EXP_TYPES ] =
//{
// EXPLOSION_1,
// EXPLOSION_1,
// EXPLOSION_BLAST_2, //LARGE
// EXPLOSION_BLAST_2,
// EXPLOSION_1,
// AIR_ESCAPING_1,
// AIR_ESCAPING_1,
// AIR_ESCAPING_1,
// AIR_ESCAPING_1,
//};
//
//
//CHAR8 zBlastFilenames[][70] =
//{
// "",
// "TILECACHE\\ZGRAV_D.STI",
// "TILECACHE\\ZGRAV_C.STI",
// "TILECACHE\\ZGRAV_B.STI",
// "TILECACHE\\shckwave.STI",
// "TILECACHE\\WAT_EXP.STI",
// "TILECACHE\\TEAR_EXP.STI",
// "TILECACHE\\TEAR_EXP.STI",
// "TILECACHE\\MUST_EXP.STI",
//};
//
//CHAR8 sBlastSpeeds[] =
//{
// 0,
// 80,
// 80,
// 80,
// 20,
// 80,
// 80,
// 80,
// 80,
//};
#define BOMB_QUEUE_DELAY (1000 + Random( 500 ) )
#define MAX_BOMB_QUEUE 40
ExplosionQueueElement gExplosionQueue[MAX_BOMB_QUEUE];
UINT8 gubElementsOnExplosionQueue = 0;
BOOLEAN gfExplosionQueueActive = FALSE;
BOOLEAN gfExplosionQueueMayHaveChangedSight = FALSE;
UINT8 gubPersonToSetOffExplosions = NOBODY;
INT16 gsTempActionGridNo = NOWHERE;
extern UINT8 gubInterruptProvoker;
#define NUM_EXPLOSION_SLOTS 100
// GLOBAL FOR SMOKE LISTING
EXPLOSIONTYPE gExplosionData[ NUM_EXPLOSION_SLOTS ];
UINT32 guiNumExplosions = 0;
INT32 GetFreeExplosion( void );
void RecountExplosions( void );
void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion );
void HandleBuldingDestruction( INT16 sGridNo, UINT8 ubOwner );
INT32 GetFreeExplosion( void )
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumExplosions; uiCount++)
{
if(( gExplosionData[uiCount].fAllocated==FALSE ) )
return( (INT32)uiCount );
}
if( guiNumExplosions < NUM_EXPLOSION_SLOTS )
return( (INT32) guiNumExplosions++ );
return( -1 );
}
void RecountExplosions( void )
{
INT32 uiCount;
for(uiCount=guiNumExplosions-1; (uiCount >=0) ; uiCount--)
{
if( ( gExplosionData[uiCount].fAllocated ) )
{
guiNumExplosions=(UINT32)(uiCount+1);
break;
}
}
}
// GENERATE EXPLOSION
void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 sGridNo, UINT16 usItem, BOOLEAN fLocate, INT8 bLevel )
{
EXPLOSION_PARAMS ExpParams ;
// Callahan start
// Double check that we are using an explosive!
// Check if there is an explosive or an attacker
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && ubOwner == NOBODY )
{
return; // no explosive / no attacker
}
// Okay, we either got an explosive or a real attacker to check for.
// Let's check for the attacker first.
if ( ubOwner != NOBODY )
{
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ItemData.Gun.ubGunAmmoType].explosionSize < 2 )
{
return; // no explosive and attackers gun is not fireing HE
}
}
// Increment attack counter...
if (gubElementsOnExplosionQueue == 0)
{
// single explosion, disable sight until the end, and set flag
// to check sight at end of attack
gTacticalStatus.uiFlags |= (DISALLOW_SIGHT | CHECK_SIGHT_AT_END_OF_ATTACK);
}
// gTacticalStatus.ubAttackBusyCount++;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incrementing Attack: Explosion gone off, COunt now %d", gTacticalStatus.ubAttackBusyCount ) );
// OK, go on!
ExpParams.uiFlags = EXPLOSION_FLAG_USEABSPOS;
ExpParams.ubOwner = ubOwner;
// No explosive but an attacker with HE ammo.
if ( !( Item[ usItem ].usItemClass & IC_EXPLOSV ) && ubOwner != NOBODY)
{
ExpParams.ubTypeID = (INT8)Explosive[AmmoTypes[MercPtrs[ubOwner]->inv[MercPtrs[ubOwner]->ubAttackingHand ].ItemData.Gun.ubGunAmmoType].highExplosive].ubAnimationID;
// return;
}
else // just normal explosives should get here
{
ExpParams.ubTypeID = (INT8)Explosive[ Item[ usItem ].ubClassIndex ].ubAnimationID;
}
// Callahan end
ExpParams.sX = sX;
ExpParams.sY = sY;
ExpParams.sZ = sZ;
ExpParams.sGridNo = sGridNo;
ExpParams.usItem = usItem;
ExpParams.fLocate = fLocate;
ExpParams.bLevel = bLevel;
GenerateExplosion( &ExpParams );
}
void IgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT16 sGridNo, UINT16 usItem, INT8 bLevel )
{
InternalIgniteExplosion( ubOwner, sX, sY, sZ, sGridNo, usItem, TRUE, bLevel );
}
void GenerateExplosion( EXPLOSION_PARAMS *pExpParams )
{
EXPLOSIONTYPE *pExplosion;
UINT32 uiFlags;
UINT8 ubOwner;
UINT8 ubTypeID;
INT16 sX;
INT16 sY;
INT16 sZ;
INT16 sGridNo;
UINT16 usItem;
INT32 iIndex;
INT8 bLevel;
// Assign param values
uiFlags = pExpParams->uiFlags;
ubOwner = pExpParams->ubOwner;
ubTypeID = pExpParams->ubTypeID;
sX = pExpParams->sX;
sY = pExpParams->sY;
sZ = pExpParams->sZ;
sGridNo = pExpParams->sGridNo;
usItem = pExpParams->usItem;
bLevel = pExpParams->bLevel;
{
// GET AND SETUP EXPLOSION INFO IN TABLE....
iIndex = GetFreeExplosion( );
if ( iIndex == -1 )
{
return;
}
// OK, get pointer...
pExplosion = &( gExplosionData[ iIndex ] );
memset( pExplosion, 0, sizeof( EXPLOSIONTYPE ) );
// Setup some data...
memcpy( &(pExplosion->Params), pExpParams, sizeof( EXPLOSION_PARAMS ) );
pExplosion->fAllocated = TRUE;
pExplosion->iID = iIndex;
GenerateExplosionFromExplosionPointer( pExplosion );
}
// ATE: Locate to explosion....
if ( pExpParams->fLocate )
{
LocateGridNo( sGridNo );
}
}
void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
{
UINT32 uiFlags;
UINT8 ubOwner;
UINT8 ubTypeID;
INT16 sX;
INT16 sY;
INT16 sZ;
INT16 sGridNo;
UINT16 usItem;
UINT8 ubTerrainType;
INT8 bLevel;
UINT32 uiSoundID;
ANITILE_PARAMS AniParams;
// Assign param values
uiFlags = pExplosion->Params.uiFlags;
ubOwner = pExplosion->Params.ubOwner;
ubTypeID = pExplosion->Params.ubTypeID;
sX = pExplosion->Params.sX;
sY = pExplosion->Params.sY;
sZ = pExplosion->Params.sZ;
sGridNo = pExplosion->Params.sGridNo;
usItem = pExplosion->Params.usItem;
bLevel = pExplosion->Params.bLevel;
// If Z value given is 0 and bLevel > 0, make z heigher
if ( sZ == 0 && bLevel > 0 )
{
sZ = ROOF_LEVEL_HEIGHT;
}
pExplosion->iLightID = -1;
// OK, if we are over water.... use water explosion...
ubTerrainType = GetTerrainType( sGridNo );
// Setup explosion!
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
AniParams.sGridNo = sGridNo;
AniParams.ubLevelID = ANI_TOPMOST_LEVEL;
AniParams.sDelay = gExpAniData[ ubTypeID ].sBlastSpeed; // Lesh: edit this line
AniParams.sStartFrame = pExplosion->sCurrentFrame;
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_EXPLOSION;
if ( ubTerrainType == LOW_WATER || ubTerrainType == MED_WATER || ubTerrainType == DEEP_WATER )
{
// Change type to water explosion...
ubTypeID = WATER_BLAST;
AniParams.uiFlags |= ANITILE_ALWAYS_TRANSLUCENT;
}
if ( sZ < WALL_HEIGHT )
{
AniParams.uiFlags |= ANITILE_NOZBLITTER;
}
if ( uiFlags & EXPLOSION_FLAG_USEABSPOS )
{
AniParams.sX = sX;
AniParams.sY = sY;
AniParams.sZ = sZ;
//AniParams.uiFlags |= ANITILE_USEABSOLUTEPOS;
}
AniParams.ubKeyFrame1 = gExpAniData[ ubTypeID ].ubTransKeyFrame; // Lesh: edit this line
AniParams.uiKeyFrame1Code = ANI_KEYFRAME_BEGIN_TRANSLUCENCY;
if ( !( uiFlags & EXPLOSION_FLAG_DISPLAYONLY ) )
{
AniParams.ubKeyFrame2 = gExpAniData[ ubTypeID ].ubDamageKeyFrame; // Lesh: edit this line
AniParams.uiKeyFrame2Code = ANI_KEYFRAME_BEGIN_DAMAGE;
}
AniParams.uiUserData = usItem;
AniParams.ubUserData2 = ubOwner;
AniParams.uiUserData3 = pExplosion->iID;
strcpy( AniParams.zCachedFile, gExpAniData[ ubTypeID ].zBlastFilename ); // Lesh: edit this line
// A little safety here, for just in case. If it fails to create an explosion tile, don't increase the attack busy count.
// But if it succeeds, do it here. Don't futz with the count in other locations when it can be centralized!
if (CreateAnimationTile( &AniParams ) )
{
gTacticalStatus.ubAttackBusyCount++;
DebugAttackBusy( String( "Explosion started. Incrementing attack busy, now %d\n", gTacticalStatus.ubAttackBusyCount ) );
}
// set light source for flashbangs.... or...
if ( pExplosion->Params.ubTypeID == FLASHBANG_EXP )
{
pExplosion->iLightID = LightSpriteCreate("FLSHBANG.LHT", 0 );
}
else
// generic light
// DO ONLY IF WE'RE AT A GOOD LEVEL
if ( ubAmbientLightLevel >= MIN_AMB_LEVEL_FOR_MERC_LIGHTS )
{
pExplosion->iLightID = LightSpriteCreate("L-R04.LHT", 0 );
}
if( pExplosion->iLightID != -1 )
{
LightSpritePower ( pExplosion->iLightID, TRUE );
LightSpriteRoofStatus( pExplosion->iLightID, pExplosion->Params.bLevel );
LightSpritePosition ( pExplosion->iLightID, (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE) );
}
// Lesh: sound randomization
uiSoundID = gExpAniData[ ubTypeID ].uiExplosionSoundID;
if ( gExpAniData[ ubTypeID ].uiAltExplosionSoundID != NO_ALT_SOUND )
{
// Randomize
if ( Random( 2 ) == 0 )
{
uiSoundID = gExpAniData[ ubTypeID ].uiAltExplosionSoundID;
}
}
// Lesh: sound randomization ends
PlayJA2Sample( uiSoundID, RATE_11025, SoundVolume( HIGHVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
}
void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame )
{
gExplosionData[ iIndex ].sCurrentFrame = sCurrentFrame;
// Lesh: make sparkling effect
if ( gExplosionData[iIndex].Params.ubTypeID == FLASHBANG_EXP )
{
if ( gExplosionData[iIndex].iLightID != -1 )
{
INT16 iX, iY;
iX = gExplosionData[iIndex].Params.sX/CELL_X_SIZE + Random(3) - 1;
iY = gExplosionData[iIndex].Params.sY/CELL_Y_SIZE + Random(3) - 1;
LightSpritePosition( gExplosionData[iIndex].iLightID, iX, iY);
}
}
}
void RemoveExplosionData( INT32 iIndex )
{
gExplosionData[ iIndex ].fAllocated = FALSE;
if ( gExplosionData[ iIndex ].iLightID != -1 )
{
LightSpriteDestroy( gExplosionData[ iIndex ].iLightID );
}
}
void HandleFencePartnerCheck( INT16 sStructGridNo )
{
STRUCTURE *pFenceStructure, *pFenceBaseStructure;
LEVELNODE *pFenceNode;
INT8 bFenceDestructionPartner = -1;
UINT32 uiFenceType;
UINT16 usTileIndex;
pFenceStructure = FindStructure( sStructGridNo, STRUCTURE_FENCE );
if ( pFenceStructure )
{
// How does our explosion partner look?
if ( pFenceStructure->pDBStructureRef->pDBStructure->bDestructionPartner < 0 )
{
// Find level node.....
pFenceBaseStructure = FindBaseStructure( pFenceStructure );
// Get LEVELNODE for struct and remove!
pFenceNode = FindLevelNodeBasedOnStructure( pFenceBaseStructure->sGridNo, pFenceBaseStructure );
// Get type from index...
GetTileType( pFenceNode->usIndex, &uiFenceType );
bFenceDestructionPartner = -1 * ( pFenceBaseStructure->pDBStructureRef->pDBStructure->bDestructionPartner );
// Get new index
GetTileIndexFromTypeSubIndex( uiFenceType, (INT8)( bFenceDestructionPartner ), &usTileIndex );
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
// Remove it!
RemoveStructFromLevelNode( pFenceBaseStructure->sGridNo, pFenceNode );
// Add it!
AddStructToHead( pFenceBaseStructure->sGridNo, (UINT16)( usTileIndex ) );
ApplyMapChangesToMapTempFile( FALSE );
}
}
}
BOOLEAN ExplosiveDamageStructureAtGridNo( STRUCTURE * pCurrent, STRUCTURE **ppNextCurrent, INT16 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLEAN *pfRecompileMovementCosts, BOOLEAN fOnlyWalls, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel )
{
INT16 sX, sY;
STRUCTURE *pBase, *pWallStruct, *pAttached, *pAttachedBase;
LEVELNODE *pNode = NULL, *pNewNode = NULL, *pAttachedNode;
INT16 sNewGridNo, sStructGridNo;
INT16 sNewIndex, sSubIndex;
UINT16 usObjectIndex, usTileIndex;
UINT8 ubNumberOfTiles, ubLoop;
DB_STRUCTURE_TILE ** ppTile;
INT8 bDestructionPartner=-1;
INT8 bDamageReturnVal;
BOOLEAN fContinue;
UINT32 uiTileType;
INT16 sBaseGridNo;
BOOLEAN fExplosive;
// ATE: Check for O3 statue for special damage..
// note we do this check every time explosion goes off in game, but it's
// an effiecnent check...
if ( DoesO3SectorStatueExistHere( sGridNo ) && uiDist <= 1 )
{
ChangeO3SectorStatue( TRUE );
return( TRUE );
}
// Get xy
sX = CenterX( sGridNo );
sY = CenterY( sGridNo );
// ATE: Continue if we are only looking for walls
if ( fOnlyWalls && !( pCurrent->fFlags & STRUCTURE_WALLSTUFF ) )
{
return( TRUE );
}
if ( bLevel > 0 )
{
return( TRUE );
}
// Is this a corpse?
if ( ( pCurrent->fFlags & STRUCTURE_CORPSE ) && gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] && sWoundAmt > 10 )
{
// Spray corpse in a fine mist....
if ( uiDist <= 1 )
{
// Remove corpse...
VaporizeCorpse( sGridNo, pCurrent->usStructureID );
}
}
else if ( !( pCurrent->fFlags & STRUCTURE_PERSON ) )
{
// Damage structure!
if ( ( bDamageReturnVal = DamageStructure( pCurrent, (UINT8)sWoundAmt, STRUCTURE_DAMAGE_EXPLOSION, sGridNo, sX, sY, NOBODY ) ) != 0 )
{
fContinue = FALSE;
pBase = FindBaseStructure( pCurrent );
sBaseGridNo = pBase->sGridNo;
// if the structure is openable, destroy all items there
if ( pBase->fFlags & STRUCTURE_OPENABLE && !(pBase->fFlags & STRUCTURE_DOOR ) )
{
RemoveAllUnburiedItems( pBase->sGridNo, bLevel );
}
fExplosive = ( ( pCurrent->fFlags & STRUCTURE_EXPLOSIVE ) != 0 );
// Get LEVELNODE for struct and remove!
pNode = FindLevelNodeBasedOnStructure( pBase->sGridNo, pBase );
// ATE: if we have completely destroyed a structure,
// and this structure should have a in-between explosion partner,
// make damage code 2 - which means only damaged - the normal explosion
// spreading will cause it do use the proper peices..
if ( bDamageReturnVal == 1 && pBase->pDBStructureRef->pDBStructure->bDestructionPartner < 0 )
{
bDamageReturnVal = 2;
}
if ( bDamageReturnVal == 1 )
{
fContinue = TRUE;
}
// Check for a damaged looking graphic...
else if ( bDamageReturnVal == 2 )
{
if ( pBase->pDBStructureRef->pDBStructure->bDestructionPartner < 0 )
{
// We swap to another graphic!
// It's -ve and 1-based, change to +ve, 1 based
bDestructionPartner = ( -1 * pBase->pDBStructureRef->pDBStructure->bDestructionPartner );
GetTileType( pNode->usIndex, &uiTileType );
fContinue = 2;
}
}
if ( fContinue )
{
// Remove the beast!
while ( (*ppNextCurrent) != NULL && (*ppNextCurrent)->usStructureID == pCurrent->usStructureID )
{
// the next structure will also be deleted so we had better
// skip past it!
(*ppNextCurrent) = (*ppNextCurrent)->pNext;
}
// Replace with explosion debris if there are any....
// ( and there already sin;t explosion debris there.... )
if ( pBase->pDBStructureRef->pDBStructure->bDestructionPartner > 0 )
{
// Alrighty add!
// Add to every gridno structure is in
ubNumberOfTiles = pBase->pDBStructureRef->pDBStructure->ubNumberOfTiles;
ppTile = pBase->pDBStructureRef->ppTile;
bDestructionPartner = pBase->pDBStructureRef->pDBStructure->bDestructionPartner;
// OK, destrcution index is , as default, the partner, until we go over the first set of explsion
// debris...
if ( bDestructionPartner > 39 )
{
GetTileIndexFromTypeSubIndex( SECONDEXPLDEBRIS, (INT8)( bDestructionPartner - 40 ), &usTileIndex );
}
else
{
GetTileIndexFromTypeSubIndex( FIRSTEXPLDEBRIS, bDestructionPartner, &usTileIndex );
}
// Free all the non-base tiles; the base tile is at pointer 0
for (ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++)
{
if ( !(ppTile[ ubLoop ]->fFlags & TILE_ON_ROOF ) )
{
sStructGridNo = pBase->sGridNo + ppTile[ubLoop]->sPosRelToBase;
// there might be two structures in this tile, one on each level, but we just want to
// delete one on each pass
if ( !TypeRangeExistsInObjectLayer( sStructGridNo, FIRSTEXPLDEBRIS, SECONDEXPLDEBRIS, &usObjectIndex ) )
{
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
AddObjectToHead( sStructGridNo, (UINT16)(usTileIndex + Random( 3 ) ) );
ApplyMapChangesToMapTempFile( FALSE );
}
}
}
// IF we are a wall, add debris for the other side
if ( pCurrent->fFlags & STRUCTURE_WALLSTUFF )
{
switch( pCurrent->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
sStructGridNo = NewGridNo( pBase->sGridNo, DirectionInc( SOUTH ) );
if ( !TypeRangeExistsInObjectLayer( sStructGridNo, FIRSTEXPLDEBRIS, SECONDEXPLDEBRIS, &usObjectIndex ) )
{
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
AddObjectToHead( sStructGridNo, (UINT16)(usTileIndex + Random( 3 ) ) );
ApplyMapChangesToMapTempFile( FALSE );
}
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
sStructGridNo = NewGridNo( pBase->sGridNo, DirectionInc( EAST ) );
if ( !TypeRangeExistsInObjectLayer( sStructGridNo, FIRSTEXPLDEBRIS, SECONDEXPLDEBRIS, &usObjectIndex ) )
{
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
AddObjectToHead( sStructGridNo, (UINT16)(usTileIndex + Random( 3 ) ) );
ApplyMapChangesToMapTempFile( FALSE );
}
break;
}
}
}
// Else look for fences, walk along them to change to destroyed peices...
else if ( pCurrent->fFlags & STRUCTURE_FENCE )
{
// walk along based on orientation
switch( pCurrent->ubWallOrientation )
{
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
sStructGridNo = NewGridNo( pBase->sGridNo, DirectionInc( SOUTH ) );
HandleFencePartnerCheck( sStructGridNo );
sStructGridNo = NewGridNo( pBase->sGridNo, DirectionInc( NORTH ) );
HandleFencePartnerCheck( sStructGridNo );
break;
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
sStructGridNo = NewGridNo( pBase->sGridNo, DirectionInc( EAST ) );
HandleFencePartnerCheck( sStructGridNo );
sStructGridNo = NewGridNo( pBase->sGridNo, DirectionInc( WEST ) );
HandleFencePartnerCheck( sStructGridNo );
break;
}
}
// OK, Check if this is a wall, then search and change other walls based on this
if ( pCurrent->fFlags & STRUCTURE_WALLSTUFF )
{
// ATE
// Remove any decals in tile....
// Use tile database for this as apposed to stuct data
RemoveAllStructsOfTypeRange( pBase->sGridNo, FIRSTWALLDECAL, FOURTHWALLDECAL );
RemoveAllStructsOfTypeRange( pBase->sGridNo, FIFTHWALLDECAL, EIGTHWALLDECAL );
// Alrighty, now do this
// Get orientation
// based on orientation, go either x or y dir
// check for wall in both _ve and -ve directions
// if found, replace!
switch( pCurrent->ubWallOrientation )
{
case OUTSIDE_TOP_LEFT:
case INSIDE_TOP_LEFT:
// Move WEST
sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( WEST ) );
pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct );
if ( pNewNode != NULL )
{
if ( pWallStruct->fFlags & STRUCTURE_WALL )
{
if ( pCurrent->ubWallOrientation == OUTSIDE_TOP_LEFT )
{
sSubIndex = 48;
}
else
{
sSubIndex = 52;
}
// Replace!
GetTileIndexFromTypeSubIndex( gTileDatabase[ pNewNode->usIndex ].fType, sSubIndex, (UINT16 *)&sNewIndex );
//Set a flag indicating that the following changes are to go the the maps temp file
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( sNewGridNo, pNewNode );
AddWallToStructLayer( sNewGridNo, sNewIndex, TRUE );
ApplyMapChangesToMapTempFile( FALSE );
}
}
// Move in EAST
sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( EAST ) );
pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct );
if ( pNewNode != NULL )
{
if ( pWallStruct->fFlags & STRUCTURE_WALL )
{
if ( pCurrent->ubWallOrientation == OUTSIDE_TOP_LEFT )
{
sSubIndex = 49;
}
else
{
sSubIndex = 53;
}
// Replace!
GetTileIndexFromTypeSubIndex( gTileDatabase[ pNewNode->usIndex ].fType, sSubIndex, (UINT16 *)&sNewIndex );
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( sNewGridNo, pNewNode );
AddWallToStructLayer( sNewGridNo, sNewIndex, TRUE );
ApplyMapChangesToMapTempFile( FALSE );
}
}
// look for attached structures in same tile
sNewGridNo = pBase->sGridNo;
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_LEFT_WALL );
while (pAttached)
{
pAttachedBase = FindBaseStructure( pAttached );
if (pAttachedBase)
{
// Remove the beast!
while ( (*ppNextCurrent) != NULL && (*ppNextCurrent)->usStructureID == pAttachedBase->usStructureID )
{
// the next structure will also be deleted so we had better
// skip past it!
(*ppNextCurrent) = (*ppNextCurrent)->pNext;
}
pAttachedNode = FindLevelNodeBasedOnStructure( pAttachedBase->sGridNo, pAttachedBase );
if (pAttachedNode)
{
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( pAttachedBase->sGridNo, pAttachedNode );
ApplyMapChangesToMapTempFile( FALSE );
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
// search for another, from the start of the list
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_LEFT_WALL );
}
// Move in SOUTH, looking for attached structures to remove
sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( SOUTH ) );
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_LEFT_WALL );
while (pAttached)
{
pAttachedBase = FindBaseStructure( pAttached );
if (pAttachedBase)
{
pAttachedNode = FindLevelNodeBasedOnStructure( pAttachedBase->sGridNo, pAttachedBase );
if (pAttachedNode)
{
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( pAttachedBase->sGridNo, pAttachedNode );
ApplyMapChangesToMapTempFile( FALSE );
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
// search for another, from the start of the list
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_LEFT_WALL );
}
break;
case OUTSIDE_TOP_RIGHT:
case INSIDE_TOP_RIGHT:
// Move in NORTH
sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( NORTH ) );
pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct );
if ( pNewNode != NULL )
{
if ( pWallStruct->fFlags & STRUCTURE_WALL )
{
if ( pCurrent->ubWallOrientation == OUTSIDE_TOP_RIGHT )
{
sSubIndex = 51;
}
else
{
sSubIndex = 55;
}
// Replace!
GetTileIndexFromTypeSubIndex( gTileDatabase[ pNewNode->usIndex ].fType, sSubIndex, (UINT16 *)&sNewIndex );
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( sNewGridNo, pNewNode );
AddWallToStructLayer( sNewGridNo, sNewIndex, TRUE );
ApplyMapChangesToMapTempFile( FALSE );
}
}
// Move in SOUTH
sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( SOUTH ) );
pNewNode = GetWallLevelNodeAndStructOfSameOrientationAtGridno( sNewGridNo, pCurrent->ubWallOrientation, &pWallStruct );
if ( pNewNode != NULL )
{
if ( pWallStruct->fFlags & STRUCTURE_WALL )
{
if ( pCurrent->ubWallOrientation == OUTSIDE_TOP_RIGHT )
{
sSubIndex = 50;
}
else
{
sSubIndex = 54;
}
// Replace!
GetTileIndexFromTypeSubIndex( gTileDatabase[ pNewNode->usIndex ].fType, sSubIndex, (UINT16 *)&sNewIndex );
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( sNewGridNo, pNewNode );
AddWallToStructLayer( sNewGridNo, sNewIndex, TRUE );
ApplyMapChangesToMapTempFile( FALSE );
}
}
// looking for attached structures to remove in base tile
sNewGridNo = pBase->sGridNo;
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_RIGHT_WALL );
while (pAttached)
{
pAttachedBase = FindBaseStructure( pAttached );
if (pAttachedBase)
{
pAttachedNode = FindLevelNodeBasedOnStructure( pAttachedBase->sGridNo, pAttachedBase );
if (pAttachedNode)
{
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( pAttachedBase->sGridNo, pAttachedNode );
ApplyMapChangesToMapTempFile( FALSE );
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
// search for another, from the start of the list
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_RIGHT_WALL );
}
// Move in EAST, looking for attached structures to remove
sNewGridNo = NewGridNo( pBase->sGridNo, DirectionInc( EAST ) );
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_RIGHT_WALL );
while (pAttached)
{
pAttachedBase = FindBaseStructure( pAttached );
if (pAttachedBase)
{
pAttachedNode = FindLevelNodeBasedOnStructure( pAttachedBase->sGridNo, pAttachedBase );
if (pAttachedNode)
{
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( pAttachedBase->sGridNo, pAttachedNode );
ApplyMapChangesToMapTempFile( FALSE );
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
}
else
{
// error!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Problems removing structure attached to wall at %d", sNewGridNo );
#endif
break;
}
// search for another, from the start of the list
pAttached = FindStructure( sNewGridNo, STRUCTURE_ON_RIGHT_WALL );
}
break;
}
// CJC, Sept 16: if we destroy any wall of the brothel, make Kingpin's men hostile!
if ( gWorldSectorX == 5 && gWorldSectorY == MAP_ROW_C && gbWorldSectorZ == 0 )
{
UINT8 ubRoom;
BOOLEAN fInRoom;
fInRoom = InARoom( sGridNo, &ubRoom );
if ( !fInRoom )
{
// try to south
fInRoom = InARoom( (INT16)( sGridNo + DirectionInc( SOUTH ) ), &ubRoom );
if ( !fInRoom )
{
// try to east
fInRoom = InARoom( (INT16)( sGridNo + DirectionInc( EAST ) ), &ubRoom );
}
}
if ( fInRoom && IN_BROTHEL( ubRoom ) )
{
CivilianGroupChangesSides( KINGPIN_CIV_GROUP );
}
}
}
// OK, we need to remove the water from the fountain
// Lots of HARD CODING HERE :(
// Get tile type
GetTileType( pNode->usIndex, &uiTileType );
// Check if we are a fountain!
if ( _stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "fount1.sti" ) == 0 )
{
// Yes we are!
// Remove water....
ApplyMapChangesToMapTempFile( TRUE );
GetTileIndexFromTypeSubIndex( uiTileType, 1, (UINT16 *)&sNewIndex );
RemoveStruct( sBaseGridNo, sNewIndex );
RemoveStruct( sBaseGridNo, sNewIndex );
GetTileIndexFromTypeSubIndex( uiTileType, 2, (UINT16 *)&sNewIndex );
RemoveStruct( sBaseGridNo, sNewIndex );
RemoveStruct( sBaseGridNo, sNewIndex );
GetTileIndexFromTypeSubIndex( uiTileType, 3, (UINT16 *)&sNewIndex );
RemoveStruct( sBaseGridNo, sNewIndex );
RemoveStruct( sBaseGridNo, sNewIndex );
ApplyMapChangesToMapTempFile( FALSE );
}
// Remove any interactive tiles we could be over!
BeginCurInteractiveTileCheck( INTILE_CHECK_SELECTIVE );
if ( pCurrent->fFlags & STRUCTURE_WALLSTUFF )
{
RecompileLocalMovementCostsForWall( pBase->sGridNo, pBase->ubWallOrientation );
}
// Remove!
//Set a flag indicating that the following changes are to go the the maps, temp file
ApplyMapChangesToMapTempFile( TRUE );
RemoveStructFromLevelNode( pBase->sGridNo, pNode );
ApplyMapChangesToMapTempFile( FALSE );
// OK, if we are to swap structures, do it now...
if ( fContinue == 2 )
{
// We have a levelnode...
// Get new index for new grpahic....
GetTileIndexFromTypeSubIndex( uiTileType, bDestructionPartner, &usTileIndex );
ApplyMapChangesToMapTempFile( TRUE );
AddStructToHead( sBaseGridNo, usTileIndex );
ApplyMapChangesToMapTempFile( FALSE );
}
// Rerender world!
// Reevaluate world movement costs, reduncency!
gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
InvalidateWorldRedundency( );
SetRenderFlags(RENDER_FLAG_FULL);
// Handle properly lighting the structure that was modified
if( gbWorldSectorZ == 0 )
{
// ATE: make sure the lighting on the graphic gets updateds
LightSetBaseLevel( GetTimeOfDayAmbientLightLevel() );
}
else
{
LightSetBaseLevel( LightGetAmbient() );
}
// Movement costs!
( *pfRecompileMovementCosts ) = TRUE;
{
// Make secondary explosion if eplosive....
if ( fExplosive )
{
InternalIgniteExplosion( ubOwner, CenterX( sBaseGridNo ), CenterY( sBaseGridNo ), 0, sBaseGridNo, STRUCTURE_EXPLOSION, FALSE, bLevel );
}
}
if ( fContinue == 2 )
{
return( FALSE );
}
}
// 2 is NO DAMAGE
return( 2 );
}
}
return( 1 );
}
STRUCTURE *gStruct;
// Lesh: somewhere here once I got CTD when militia stepped on mine in cambria sam
void ExplosiveDamageGridNo( INT16 sGridNo, INT16 sWoundAmt, UINT32 uiDist, BOOLEAN *pfRecompileMovementCosts, BOOLEAN fOnlyWalls, INT8 bMultiStructSpecialFlag, BOOLEAN fSubSequentMultiTilesTransitionDamage, UINT8 ubOwner, INT8 bLevel )
{
STRUCTURE * pCurrent, *pNextCurrent, *pStructure;
STRUCTURE * pBaseStructure;
INT16 sDesiredLevel;
DB_STRUCTURE_TILE **ppTile = NULL;
UINT8 ubLoop, ubLoop2;
INT16 sNewGridNo, sNewGridNo2, sBaseGridNo = NOWHERE;
BOOLEAN fToBreak = FALSE;
BOOLEAN fMultiStructure = FALSE;
UINT8 ubNumberOfTiles = 0xff;
BOOLEAN fMultiStructSpecialFlag = FALSE;
BOOLEAN fExplodeDamageReturn = FALSE;
// Based on distance away, damage any struct at this gridno
// OK, loop through structures and damage!
pCurrent = gpWorldLevelData[ sGridNo ].pStructureHead;
sDesiredLevel = STRUCTURE_ON_GROUND;
// This code gets a little hairy because
// (1) we might need to destroy the currently-examined structure
while (pCurrent != NULL)
{
// ATE: These are for the chacks below for multi-structs....
pBaseStructure = FindBaseStructure( pCurrent );
if ( pBaseStructure )
{
sBaseGridNo = pBaseStructure->sGridNo;
ubNumberOfTiles = pBaseStructure->pDBStructureRef->pDBStructure->ubNumberOfTiles;
fMultiStructure = ( ( pBaseStructure->fFlags & STRUCTURE_MULTI ) != 0 );
ppTile = (DB_STRUCTURE_TILE **) MemAlloc( sizeof( DB_STRUCTURE_TILE* ) * ubNumberOfTiles );
// Lesh: CTD was in next line once
memcpy( ppTile, pBaseStructure->pDBStructureRef->ppTile, sizeof( DB_STRUCTURE_TILE* ) * ubNumberOfTiles );
if ( bMultiStructSpecialFlag == -1 )
{
// Set it!
bMultiStructSpecialFlag = ( ( pBaseStructure->fFlags & STRUCTURE_SPECIAL ) != 0 );
}
if ( pBaseStructure->fFlags & STRUCTURE_EXPLOSIVE )
{
// ATE: Set hit points to zero....
pBaseStructure->ubHitPoints = 0;
}
}
else
{
fMultiStructure = FALSE;
}
pNextCurrent = pCurrent->pNext;
gStruct = pNextCurrent;
// Check level!
if (pCurrent->sCubeOffset == sDesiredLevel )
{
fExplodeDamageReturn = ExplosiveDamageStructureAtGridNo( pCurrent, &pNextCurrent, sGridNo, sWoundAmt, uiDist, pfRecompileMovementCosts, fOnlyWalls, 0, ubOwner, bLevel );
// Are we overwritting damage due to multi-tile...?
if ( fExplodeDamageReturn )
{
if ( fSubSequentMultiTilesTransitionDamage == 2)
{
fExplodeDamageReturn = 2;
}
else
{
fExplodeDamageReturn = 1;
}
}
if ( !fExplodeDamageReturn )
{
fToBreak = TRUE;
}
}
// OK, for multi-structs...
// AND we took damage...
if ( fMultiStructure && !fOnlyWalls && fExplodeDamageReturn == 0 )
{
// ATE: Don't after first attack...
if ( uiDist > 1 )
{
if ( pBaseStructure )
{
MemFree( ppTile );
}
return;
}
{
for ( ubLoop = BASE_TILE; ubLoop < ubNumberOfTiles; ubLoop++)
{
sNewGridNo = sBaseGridNo + ppTile[ubLoop]->sPosRelToBase;
// look in adjacent tiles
for ( ubLoop2 = 0; ubLoop2 < NUM_WORLD_DIRECTIONS; ubLoop2++ )
{
sNewGridNo2 = NewGridNo( sNewGridNo, DirectionInc( ubLoop2 ) );
if ( sNewGridNo2 != sNewGridNo && sNewGridNo2 != sGridNo )
{
pStructure = FindStructure( sNewGridNo2, STRUCTURE_MULTI );
if ( pStructure )
{
fMultiStructSpecialFlag = ( ( pStructure->fFlags & STRUCTURE_SPECIAL ) != 0 );
if ( ( bMultiStructSpecialFlag == fMultiStructSpecialFlag ) )
{
// If we just damaged it, use same damage value....
if ( fMultiStructSpecialFlag )
{
ExplosiveDamageGridNo( sNewGridNo2, sWoundAmt, uiDist, pfRecompileMovementCosts, fOnlyWalls, bMultiStructSpecialFlag, 1, ubOwner, bLevel );
}
else
{
ExplosiveDamageGridNo( sNewGridNo2, sWoundAmt, uiDist, pfRecompileMovementCosts, fOnlyWalls, bMultiStructSpecialFlag, 2, ubOwner, bLevel );
}
{
InternalIgniteExplosion( ubOwner, CenterX( sNewGridNo2 ), CenterY( sNewGridNo2 ), 0, sNewGridNo2, RDX, FALSE, bLevel );
}
fToBreak = TRUE;
}
}
}
}
}
}
if ( fToBreak )
{
break;
}
}
if ( pBaseStructure )
{
MemFree( ppTile );
}
pCurrent = pNextCurrent;
}
}
BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT16 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
{
SOLDIERTYPE *pSoldier;
INT16 sNewWoundAmt = 0;
UINT8 ubDirection;
UINT8 ubSpecial = 0;
BOOLEAN fInBuilding = InBuilding(sBombGridNo);
BOOLEAN fFlashbang = Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_FLASHBANG;
UINT16 usHalfExplosionRadius;
pSoldier = MercPtrs[ ubPerson ]; // someone is here, and they're gonna get hurt
if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->bLife )
return( FALSE );
if ( pSoldier->ubMiscSoldierFlags & SOLDIER_MISC_HURT_BY_EXPLOSION )
{
// don't want to damage the guy twice
return( FALSE );
}
// Lesh: if flashbang
// check if soldier is outdoor and situated farther that half explosion radius and not underground
usHalfExplosionRadius = Explosive[Item[usItem].ubClassIndex].ubRadius / 2;
if ( fFlashbang && !gbWorldSectorZ && !fInBuilding && (UINT16)uiDist > usHalfExplosionRadius )
{
// then no effect
return( FALSE );
}
// Direction to center of explosion
ubDirection = (UINT8)GetDirectionFromGridNo( sBombGridNo, pSoldier );
// Increment attack counter...
// gTacticalStatus.ubAttackBusyCount++;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incrementing Attack: Explosion dishing out damage, Count now %d", gTacticalStatus.ubAttackBusyCount ) );
DebugAttackBusy( String("Explosion dishing out damage to %d\n", pSoldier->ubID) );
sNewWoundAmt = sWoundAmt - __min( sWoundAmt, 35 ) * ArmourVersusExplosivesPercent( pSoldier ) / 100;
if ( sNewWoundAmt < 0 )
{
sNewWoundAmt = 0;
}
// Lesh: flashbang does affect on soldier or not - check it
if ( (Item[usItem].usItemClass & IC_EXPLOSV) && fFlashbang )
{
ubSpecial = DetermineFlashbangEffect( pSoldier, ubDirection, fInBuilding);
}
EVENT_SoldierGotHit( pSoldier, usItem, sNewWoundAmt, sBreathAmt, ubDirection, (INT16)uiDist, ubOwner, ubSpecial, ANIM_CROUCH, sSubsequent, sBombGridNo );
pSoldier->ubMiscSoldierFlags |= SOLDIER_MISC_HURT_BY_EXPLOSION;
if ( ubOwner != NOBODY && MercPtrs[ ubOwner ]->bTeam == gbPlayerNum && pSoldier->bTeam != gbPlayerNum )
{
ProcessImplicationsOfPCAttack( MercPtrs[ ubOwner ], &pSoldier, REASON_EXPLOSION );
}
return( TRUE );
}
BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
{
INT8 bPosOfMask = NO_SLOT;
if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->bLife || AM_A_ROBOT( pSoldier ) )
{
return( fRecompileMovementCosts );
}
if ( pExplosive->ubType == EXPLOSV_CREATUREGAS || pExplosive->ubType == EXPLOSV_BURNABLEGAS)
{
if ( pSoldier->uiStatusFlags & SOLDIER_MONSTER )
{
// unaffected by own gas effects
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_CREATUREGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_BURNABLEGAS )
{
// already affected by BURNABLEGAS this turn
return( fRecompileMovementCosts );
}
}
else // no gas mask help from creature attacks
// ATE/CJC: gas stuff
{
if ( pExplosive->ubType == EXPLOSV_TEARGAS )
{
if ( AM_A_ROBOT( pSoldier ) )
{
return( fRecompileMovementCosts );
}
// ignore whether subsequent or not if hit this turn
if ( pSoldier->fHitByGasFlags & HIT_BY_TEARGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
}
else if ( pExplosive->ubType == EXPLOSV_MUSTGAS )
{
if ( AM_A_ROBOT( pSoldier ) )
{
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_MUSTARDGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
}
bPosOfMask = FindGasMask(pSoldier);
if ( bPosOfMask == NO_SLOT || pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] < USABLE )
{
bPosOfMask = NO_SLOT;
}
//if ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK && pSoldier->inv[ HEAD1POS ].bStatus[0] >= USABLE )
//{
// bPosOfMask = HEAD1POS;
//}
//else if ( pSoldier->inv[ HEAD2POS ].usItem == GASMASK && pSoldier->inv[ HEAD2POS ].bStatus[0] >= USABLE )
//{
// bPosOfMask = HEAD2POS;
//}
if ( bPosOfMask != NO_SLOT )
{
if ( pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] < GASMASK_MIN_STATUS )
{
// GAS MASK reduces breath loss by its work% (it leaks if not at least 70%)
sBreathAmt = ( sBreathAmt * ( 100 - pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] ) ) / 100;
if ( sBreathAmt > 500 )
{
// if at least 500 of breath damage got through
// the soldier within the blast radius is gassed for at least one
// turn, possibly more if it's tear gas (which hangs around a while)
pSoldier->uiStatusFlags |= SOLDIER_GASSED;
}
if ( pSoldier->uiStatusFlags & SOLDIER_PC )
{
if ( sWoundAmt > 1 )
{
pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] -= (INT8) Random( 4 );
sWoundAmt = ( sWoundAmt * ( 100 - pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] ) ) / 100;
}
else if ( sWoundAmt == 1 )
{
pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] -= (INT8) Random( 2 );
}
}
}
else
{
sBreathAmt = 0;
if ( sWoundAmt > 0 )
{
if ( sWoundAmt == 1 )
{
pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] -= (INT8) Random( 2 );
}
else
{
// use up gas mask
pSoldier->inv[ bPosOfMask ].ItemData.Generic.bStatus[0] -= (INT8) Random( 4 );
}
}
sWoundAmt = 0;
}
}
}
if ( sWoundAmt != 0 || sBreathAmt != 0 )
{
switch( pExplosive->ubType )
{
case EXPLOSV_CREATUREGAS:
pSoldier->fHitByGasFlags |= HIT_BY_CREATUREGAS;
break;
case EXPLOSV_TEARGAS:
pSoldier->fHitByGasFlags |= HIT_BY_TEARGAS;
break;
case EXPLOSV_MUSTGAS:
pSoldier->fHitByGasFlags |= HIT_BY_MUSTARDGAS;
break;
case EXPLOSV_BURNABLEGAS:
pSoldier->fHitByGasFlags |= HIT_BY_BURNABLEGAS;
break;
default:
break;
}
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"ExpControl pSoldier->fHitByGasFlags: %d", pSoldier->fHitByGasFlags );
// a gas effect, take damage directly...
SoldierTakeDamage( pSoldier, ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
if ( pSoldier->bLife >= CONSCIOUSNESS )
{
DoMercBattleSound( pSoldier, (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) );
}
if ( ubOwner != NOBODY && MercPtrs[ ubOwner ]->bTeam == gbPlayerNum && pSoldier->bTeam != gbPlayerNum )
{
ProcessImplicationsOfPCAttack( MercPtrs[ ubOwner ], &pSoldier, REASON_EXPLOSION );
}
}
return( fRecompileMovementCosts );
}
BOOLEAN ExpAffect( INT16 sBombGridNo, INT16 sGridNo, UINT32 uiDist, UINT16 usItem, UINT8 ubOwner, INT16 sSubsequent, BOOLEAN *pfMercHit, INT8 bLevel, INT32 iSmokeEffectID )
{
INT16 sWoundAmt = 0,sBreathAmt = 0, sNewWoundAmt = 0, sNewBreathAmt = 0, sStructDmgAmt;
UINT8 ubPerson;
SOLDIERTYPE *pSoldier;
EXPLOSIVETYPE *pExplosive;
INT16 sX, sY;
BOOLEAN fRecompileMovementCosts = FALSE;
BOOLEAN fSmokeEffect = FALSE;
BOOLEAN fStunEffect = FALSE;
BOOLEAN fBlastEffect = TRUE;
BOOLEAN fBloodEffect = FALSE;
INT8 bSmokeEffectType = 0;
INT16 sNewGridNo;
ITEM_POOL * pItemPool, * pItemPoolNext;
UINT32 uiRoll;
//Init the variables
sX = sY = -1;
if ( sSubsequent == BLOOD_SPREAD_EFFECT )
{
fSmokeEffect = FALSE;
fBlastEffect = FALSE;
fBloodEffect = TRUE;
}
else
{
// Turn off blast effect if some types of items...
switch( Explosive[Item[usItem].ubClassIndex].ubType )
{
case EXPLOSV_MUSTGAS:
fSmokeEffect = TRUE;
bSmokeEffectType = MUSTARDGAS_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
case EXPLOSV_BURNABLEGAS:
fSmokeEffect = TRUE;
bSmokeEffectType = BURNABLEGAS_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
case EXPLOSV_TEARGAS:
fSmokeEffect = TRUE;
bSmokeEffectType = TEARGAS_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
case EXPLOSV_SMOKE:
fSmokeEffect = TRUE;
bSmokeEffectType = NORMAL_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
case EXPLOSV_STUN:
fStunEffect = TRUE;
break;
case EXPLOSV_CREATUREGAS:
fSmokeEffect = TRUE;
bSmokeEffectType = CREATURE_SMOKE_EFFECT;
fBlastEffect = FALSE;
break;
}
}
// OK, here we:
// Get explosive data from table
pExplosive = &(Explosive[ Item[ usItem ].ubClassIndex ] );
uiRoll = PreRandom( 100 );
// Calculate wound amount
INT16 newDamage = pExplosive->ubDamage + (INT16)(( pExplosive->ubDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
sWoundAmt = newDamage + (INT16) ( (newDamage * uiRoll) / 100 );
// Calculate breath amount ( if stun damage applicable )
INT16 newBreath = pExplosive->ubStunDamage + (INT16)(( pExplosive->ubStunDamage * gGameExternalOptions.ubExplosivesDamageMultiplier) / 100); //lal
sBreathAmt = ( newBreath * 100 ) + (INT16) ( ( ( newBreath / 2 ) * 100 * uiRoll ) / 100 ) ;
// ATE: Make sure guys get pissed at us!
HandleBuldingDestruction( sGridNo ,ubOwner );
if ( fBlastEffect )
{
// lower effects for distance away from center of explosion
// If radius is 3, damage % is (100)/66/33/17
// If radius is 5, damage % is (100)/80/60/40/20/10
// If radius is 8, damage % is (100)/88/75/63/50/37/25/13/6
if ( pExplosive->ubRadius == 0 )
{
// leave as is, has to be at range 0 here
}
else if (uiDist < pExplosive->ubRadius)
{
// if radius is 5, go down by 5ths ~ 20%
sWoundAmt -= (INT16) (sWoundAmt * uiDist / pExplosive->ubRadius );
sBreathAmt -= (INT16) (sBreathAmt * uiDist / pExplosive->ubRadius );
}
else
{
// at the edge of the explosion, do half the previous damage
sWoundAmt = (INT16) ( (sWoundAmt / pExplosive->ubRadius) / 2);
sBreathAmt = (INT16) ( (sBreathAmt / pExplosive->ubRadius) / 2);
}
if (sWoundAmt < 0)
sWoundAmt = 0;
if (sBreathAmt < 0)
sBreathAmt = 0;
// damage structures
if ( uiDist <= __max( 1, (UINT32) (newDamage / 30) ) )
{
if ( Item[ usItem ].usItemClass & IC_GRENADE )
{
sStructDmgAmt = sWoundAmt / 3;
}
else // most explosives
{
sStructDmgAmt = sWoundAmt;
}
ExplosiveDamageGridNo( sGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, FALSE, -1, 0 , ubOwner, bLevel );
// ATE: Look for damage to walls ONLY for next two gridnos
sNewGridNo = NewGridNo( sGridNo, DirectionInc( NORTH ) );
if ( GridNoOnVisibleWorldTile( sNewGridNo ) )
{
ExplosiveDamageGridNo( sNewGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, TRUE, -1, 0, ubOwner, bLevel );
}
// ATE: Look for damage to walls ONLY for next two gridnos
sNewGridNo = NewGridNo( sGridNo, DirectionInc( WEST ) );
if ( GridNoOnVisibleWorldTile( sNewGridNo ) )
{
ExplosiveDamageGridNo( sNewGridNo, sStructDmgAmt, uiDist, &fRecompileMovementCosts, TRUE, -1, 0, ubOwner, bLevel );
}
}
// Add burn marks to ground randomly....
if ( Random( 50 ) < 15 && uiDist == 1 )
{
//if ( !TypeRangeExistsInObjectLayer( sGridNo, FIRSTEXPLDEBRIS, SECONDEXPLDEBRIS, &usObjectIndex ) )
//{
// GetTileIndexFromTypeSubIndex( SECONDEXPLDEBRIS, (UINT16)( Random( 10 ) + 1 ), &usTileIndex );
// AddObjectToHead( sGridNo, usTileIndex );
// SetRenderFlags(RENDER_FLAG_FULL);
//}
}
// NB radius can be 0 so cannot divide it by 2 here
if (!fStunEffect && (uiDist * 2 <= pExplosive->ubRadius) )
{
GetItemPool( sGridNo, &pItemPool, bLevel );
while( pItemPool )
{
pItemPoolNext = pItemPool->pNext;
if ( DamageItemOnGround( &(gWorldItems[ pItemPool->iItemIndex ].o), sGridNo, bLevel, (INT32) (sWoundAmt * 2), ubOwner ) )
{
// item was destroyed
RemoveItemFromPool( sGridNo, pItemPool->iItemIndex, bLevel );
}
pItemPool = pItemPoolNext;
}
/*
// Search for an explosive item in item pool
while ( ( iWorldItem = GetItemOfClassTypeInPool( sGridNo, IC_EXPLOSV, bLevel ) ) != -1 )
{
// Get usItem
usItem = gWorldItems[ iWorldItem ].o.usItem;
DamageItem
if ( CheckForChainReaction( usItem, gWorldItems[ iWorldItem ].o.bStatus[0], sWoundAmt, TRUE ) )
{
RemoveItemFromPool( sGridNo, iWorldItem, bLevel );
// OK, Ignite this explosion!
IgniteExplosion( NOBODY, sX, sY, 0, sGridNo, usItem, bLevel );
}
else
{
RemoveItemFromPool( sGridNo, iWorldItem, bLevel );
}
}
// Remove any unburied items here!
RemoveAllUnburiedItems( sGridNo, bLevel );
*/
}
}
else if ( fSmokeEffect )
{
// If tear gar, determine turns to spread.....
if ( sSubsequent == ERASE_SPREAD_EFFECT )
{
RemoveSmokeEffectFromTile( sGridNo, bLevel );
}
else if ( sSubsequent != REDO_SPREAD_EFFECT )
{
AddSmokeEffectToTile( iSmokeEffectID, bSmokeEffectType, sGridNo, bLevel );
}
}
else
{
// Drop blood ....
// Get blood quantity....
InternalDropBlood( sGridNo, 0, 0, (UINT8)(__max( ( MAXBLOODQUANTITY - ( uiDist * 2 ) ), 0 ) ), 1 );
}
if ( sSubsequent != ERASE_SPREAD_EFFECT && sSubsequent != BLOOD_SPREAD_EFFECT )
{
// if an explosion effect....
if ( fBlastEffect )
{
// don't hurt anyone who is already dead & waiting to be removed
if ( ( ubPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
{
DamageSoldierFromBlast( ubPerson, ubOwner, sBombGridNo, sWoundAmt, sBreathAmt, uiDist, usItem, sSubsequent );
}
if ( bLevel == 1 )
{
if ( ( ubPerson = WhoIsThere2(sGridNo, 0 ) ) != NOBODY )
{
if ( (sWoundAmt / 2) > 20 )
{
// debris damage!
if ( (sBreathAmt / 2) > 20 )
{
DamageSoldierFromBlast( ubPerson, ubOwner, sBombGridNo, (INT16) Random( (sWoundAmt / 2) - 20 ), (INT16) Random( (sBreathAmt / 2) - 20 ), uiDist, usItem, sSubsequent );
}
else
{
DamageSoldierFromBlast( ubPerson, ubOwner, sBombGridNo, (INT16) Random( (sWoundAmt / 2) - 20 ), 1, uiDist, usItem, sSubsequent );
}
}
}
}
}
else
{
if ( ( ubPerson = WhoIsThere2(sGridNo, bLevel ) ) >= NOBODY )
{
return( fRecompileMovementCosts );
}
pSoldier = MercPtrs[ ubPerson ]; // someone is here, and they're gonna get hurt
fRecompileMovementCosts = DishOutGasDamage( pSoldier, pExplosive, sSubsequent, fRecompileMovementCosts, sWoundAmt, sBreathAmt, ubOwner );
/*
if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->bLife || AM_A_ROBOT( pSoldier ) )
{
return( fRecompileMovementCosts );
}
if ( pExplosive->ubType == EXPLOSV_CREATUREGAS )
{
if ( pSoldier->uiStatusFlags & SOLDIER_MONSTER )
{
// unaffected by own gas effects
return( fRecompileMovementCosts );
}
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_CREATUREGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
}
else // no gas mask help from creature attacks
// ATE/CJC: gas stuff
{
INT8 bPosOfMask = NO_SLOT;
if ( pExplosive->ubType == EXPLOSV_TEARGAS )
{
// ignore whether subsequent or not if hit this turn
if ( pSoldier->fHitByGasFlags & HIT_BY_TEARGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
}
else if ( pExplosive->ubType == EXPLOSV_MUSTGAS )
{
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_MUSTARDGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
}
if ( sSubsequent && pSoldier->fHitByGasFlags & HIT_BY_CREATUREGAS )
{
// already affected by creature gas this turn
return( fRecompileMovementCosts );
}
if ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK && pSoldier->inv[ HEAD1POS ].bStatus[0] >= USABLE )
{
bPosOfMask = HEAD1POS;
}
else if ( pSoldier->inv[ HEAD2POS ].usItem == GASMASK && pSoldier->inv[ HEAD2POS ].bStatus[0] >= USABLE )
{
bPosOfMask = HEAD2POS;
}
if ( bPosOfMask != NO_SLOT )
{
if ( pSoldier->inv[ bPosOfMask ].bStatus[0] < GASMASK_MIN_STATUS )
{
// GAS MASK reduces breath loss by its work% (it leaks if not at least 70%)
sBreathAmt = ( sBreathAmt * ( 100 - pSoldier->inv[ bPosOfMask ].bStatus[0] ) ) / 100;
if ( sBreathAmt > 500 )
{
// if at least 500 of breath damage got through
// the soldier within the blast radius is gassed for at least one
// turn, possibly more if it's tear gas (which hangs around a while)
pSoldier->uiStatusFlags |= SOLDIER_GASSED;
}
if ( sWoundAmt > 1 )
{
pSoldier->inv[ bPosOfMask ].bStatus[0] -= (INT8) Random( 4 );
sWoundAmt = ( sWoundAmt * ( 100 - pSoldier->inv[ bPosOfMask ].bStatus[0] ) ) / 100;
}
else if ( sWoundAmt == 1 )
{
pSoldier->inv[ bPosOfMask ].bStatus[0] -= (INT8) Random( 2 );
}
}
else
{
sBreathAmt = 0;
if ( sWoundAmt > 0 )
{
if ( sWoundAmt == 1 )
{
pSoldier->inv[ bPosOfMask ].bStatus[0] -= (INT8) Random( 2 );
}
else
{
// use up gas mask
pSoldier->inv[ bPosOfMask ].bStatus[0] -= (INT8) Random( 4 );
}
}
sWoundAmt = 0;
}
}
}
if ( sWoundAmt != 0 || sBreathAmt != 0 )
{
switch( pExplosive->ubType )
{
case EXPLOSV_CREATUREGAS:
pSoldier->fHitByGasFlags |= HIT_BY_CREATUREGAS;
break;
case EXPLOSV_TEARGAS:
pSoldier->fHitByGasFlags |= HIT_BY_TEARGAS;
break;
case EXPLOSV_MUSTGAS:
pSoldier->fHitByGasFlags |= HIT_BY_MUSTARDGAS;
break;
default:
break;
}
// a gas effect, take damage directly...
SoldierTakeDamage( pSoldier, ANIM_STAND, sWoundAmt, sBreathAmt, TAKE_DAMAGE_GAS, NOBODY, NOWHERE, 0, TRUE );
if ( pSoldier->bLife >= CONSCIOUSNESS )
{
DoMercBattleSound( pSoldier, (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) );
}
}
*/
}
(*pfMercHit) = TRUE;
}
return( fRecompileMovementCosts );
}
void GetRayStopInfo( UINT32 uiNewSpot, UINT8 ubDir, INT8 bLevel, BOOLEAN fSmokeEffect, INT32 uiCurRange, INT32 *piMaxRange, UINT8 *pubKeepGoing )
{
INT8 bStructHeight;
UINT8 ubMovementCost;
INT8 Blocking, BlockingTemp;
BOOLEAN fTravelCostObs = FALSE;
UINT32 uiRangeReduce;
INT16 sNewGridNo;
STRUCTURE * pBlockingStructure;
BOOLEAN fBlowWindowSouth = FALSE;
BOOLEAN fReduceRay = TRUE;
ubMovementCost = gubWorldMovementCosts[ uiNewSpot ][ ubDir ][ bLevel ];
if ( IS_TRAVELCOST_DOOR( ubMovementCost ) )
{
ubMovementCost = DoorTravelCost( NULL, uiNewSpot, ubMovementCost, FALSE, NULL );
// If we have hit a wall, STOP HERE
if (ubMovementCost >= TRAVELCOST_BLOCKED)
{
fTravelCostObs = TRUE;
}
}
else
{
// If we have hit a wall, STOP HERE
if ( ubMovementCost == TRAVELCOST_WALL )
{
// We have an obstacle here..
fTravelCostObs = TRUE;
}
}
Blocking = GetBlockingStructureInfo( (INT16)uiNewSpot, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE );
if ( pBlockingStructure )
{
if ( pBlockingStructure->fFlags & STRUCTURE_CAVEWALL )
{
// block completely!
fTravelCostObs = TRUE;
}
else if ( pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 )
{
// not stopped
fTravelCostObs = FALSE;
fReduceRay = FALSE;
}
}
// ATE: For smoke, don't let it go over roof....
// 0verhaul: Why not?
if ( fSmokeEffect )
{
if ( bLevel )
{
STRUCTURE * pStructure;
// Check for roof here....
pStructure = FindStructure( (INT16)uiNewSpot, STRUCTURE_ROOF );
if ( pStructure == NULL )
{
// block completely!
fTravelCostObs = TRUE;
}
}
}
if ( fTravelCostObs )
{
if ( fSmokeEffect )
{
if ( Blocking == BLOCKING_TOPRIGHT_OPEN_WINDOW || Blocking == BLOCKING_TOPLEFT_OPEN_WINDOW )
{
// If open, fTravelCostObs set to false and reduce range....
fTravelCostObs = FALSE;
// Range will be reduced below...
}
if ( fTravelCostObs )
{
// ATE: For windows, check to the west and north for a broken window, as movement costs
// will override there...
sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( WEST ) );
BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE );
if ( BlockingTemp == BLOCKING_TOPRIGHT_OPEN_WINDOW || BlockingTemp == BLOCKING_TOPLEFT_OPEN_WINDOW )
{
// If open, fTravelCostObs set to false and reduce range....
fTravelCostObs = FALSE;
// Range will be reduced below...
}
if ( pBlockingStructure && pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 )
{
fTravelCostObs = FALSE;
fReduceRay = FALSE;
}
}
if ( fTravelCostObs )
{
sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( NORTH ) );
BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE );
if ( BlockingTemp == BLOCKING_TOPRIGHT_OPEN_WINDOW || BlockingTemp == BLOCKING_TOPLEFT_OPEN_WINDOW )
{
// If open, fTravelCostObs set to false and reduce range....
fTravelCostObs = FALSE;
// Range will be reduced below...
}
if ( pBlockingStructure && pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 )
{
fTravelCostObs = FALSE;
fReduceRay = FALSE;
}
}
}
else
{
// We are a blast effect....
// ATE: explode windows!!!!
if ( Blocking == BLOCKING_TOPLEFT_WINDOW || Blocking == BLOCKING_TOPRIGHT_WINDOW )
{
// Explode!
if ( ubDir == SOUTH || ubDir == SOUTHEAST || ubDir == SOUTHWEST )
{
fBlowWindowSouth = TRUE;
}
if ( pBlockingStructure != NULL )
{
WindowHit( (INT16)uiNewSpot, pBlockingStructure->usStructureID, fBlowWindowSouth, TRUE );
}
}
// ATE: For windows, check to the west and north for a broken window, as movement costs
// will override there...
sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( WEST ) );
BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure , TRUE );
if ( pBlockingStructure && pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 )
{
fTravelCostObs = FALSE;
fReduceRay = FALSE;
}
if ( BlockingTemp == BLOCKING_TOPRIGHT_WINDOW || BlockingTemp == BLOCKING_TOPLEFT_WINDOW )
{
if ( pBlockingStructure != NULL )
{
WindowHit( sNewGridNo, pBlockingStructure->usStructureID, FALSE, TRUE );
}
}
sNewGridNo = NewGridNo( (INT16)uiNewSpot, DirectionInc( NORTH ) );
BlockingTemp = GetBlockingStructureInfo( (INT16)sNewGridNo, ubDir, 0, bLevel, &bStructHeight, &pBlockingStructure, TRUE );
if ( pBlockingStructure && pBlockingStructure->pDBStructureRef->pDBStructure->ubDensity <= 15 )
{
fTravelCostObs = FALSE;
fReduceRay = FALSE;
}
if ( BlockingTemp == BLOCKING_TOPRIGHT_WINDOW || BlockingTemp == BLOCKING_TOPLEFT_WINDOW )
{
if ( pBlockingStructure != NULL )
{
WindowHit( sNewGridNo, pBlockingStructure->usStructureID, FALSE, TRUE );
}
}
}
}
// Have we hit things like furniture, etc?
if ( Blocking != NOTHING_BLOCKING && !fTravelCostObs )
{
// ATE: Tall things should blaock all
if ( bStructHeight == 4 )
{
(*pubKeepGoing) = FALSE;
}
else
{
// If we are smoke, reduce range variably....
if ( fReduceRay )
{
if ( fSmokeEffect )
{
switch( bStructHeight )
{
case 3:
uiRangeReduce = 2;
break;
case 2:
uiRangeReduce = 1;
break;
default:
uiRangeReduce = 0;
break;
}
}
else
{
uiRangeReduce = 2;
}
( *piMaxRange ) -= uiRangeReduce;
}
if ( uiCurRange <= (*piMaxRange) )
{
(*pubKeepGoing) = TRUE;
}
else
{
(*pubKeepGoing) = FALSE;
}
}
}
else
{
if ( fTravelCostObs )
{
( *pubKeepGoing ) = FALSE;
}
else
{
( *pubKeepGoing ) = TRUE;
}
}
}
void SpreadEffect( INT16 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
{
INT32 uiNewSpot, uiTempSpot, uiBranchSpot, cnt, branchCnt;
INT32 uiTempRange, ubBranchRange;
UINT8 ubDir,ubBranchDir, ubKeepGoing;
INT16 sRange;
BOOLEAN fRecompileMovement = FALSE;
BOOLEAN fAnyMercHit = FALSE;
BOOLEAN fSmokeEffect = FALSE;
switch( Explosive[Item[usItem].ubClassIndex].ubType )
{
case EXPLOSV_MUSTGAS:
case EXPLOSV_BURNABLEGAS:
case EXPLOSV_TEARGAS:
case EXPLOSV_SMOKE:
case EXPLOSV_CREATUREGAS:
fSmokeEffect = TRUE;
break;
}
// Set values for recompile region to optimize area we need to recompile for MPs
gsRecompileAreaTop = sGridNo / WORLD_COLS;
gsRecompileAreaLeft = sGridNo % WORLD_COLS;
gsRecompileAreaRight = gsRecompileAreaLeft;
gsRecompileAreaBottom = gsRecompileAreaTop;
// multiply range by 2 so we can correctly calculate approximately round explosion regions
sRange = ubRadius * 2;
// first, affect main spot
if ( ExpAffect( sGridNo, sGridNo, 0, usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) )
{
fRecompileMovement = TRUE;
}
for (ubDir = NORTH; ubDir <= NORTHWEST; ubDir++ )
{
uiTempSpot = sGridNo;
uiTempRange = sRange;
if (ubDir & 1)
{
cnt = 3;
}
else
{
cnt = 2;
}
while( cnt <= uiTempRange) // end of range loop
{
// move one tile in direction
uiNewSpot = NewGridNo( (INT16)uiTempSpot, DirectionInc( ubDir ) );
// see if this was a different spot & if we should be able to reach
// this spot
if (uiNewSpot == uiTempSpot)
{
ubKeepGoing = FALSE;
}
else
{
// Check if struct is a tree, etc and reduce range...
GetRayStopInfo( uiNewSpot, ubDir, bLevel, fSmokeEffect, cnt, &uiTempRange, &ubKeepGoing );
}
if (ubKeepGoing)
{
uiTempSpot = uiNewSpot;
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Explosion affects %d", uiNewSpot) );
// ok, do what we do here...
if ( ExpAffect( sGridNo, (INT16)uiNewSpot, cnt / 2, usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) )
{
fRecompileMovement = TRUE;
}
// how far should we branch out here?
ubBranchRange = (UINT8)( sRange - cnt );
if ( ubBranchRange )
{
// ok, there's a branch here. Mark where we start this branch.
uiBranchSpot = uiNewSpot;
// figure the branch direction - which is one dir clockwise
ubBranchDir = (ubDir + 1) % 8;
if (ubBranchDir & 1)
{
branchCnt = 3;
}
else
{
branchCnt = 2;
}
while( branchCnt <= ubBranchRange) // end of range loop
{
ubKeepGoing = TRUE;
uiNewSpot = NewGridNo( (INT16)uiBranchSpot, DirectionInc(ubBranchDir));
if (uiNewSpot != uiBranchSpot)
{
// Check if struct is a tree, etc and reduce range...
GetRayStopInfo( uiNewSpot, ubBranchDir, bLevel, fSmokeEffect, branchCnt, &ubBranchRange, &ubKeepGoing );
if ( ubKeepGoing )
{
// ok, do what we do here
//DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Explosion affects %d", uiNewSpot) );
if ( ExpAffect( sGridNo, (INT16)uiNewSpot, (INT16)((cnt + branchCnt) / 2), usItem, ubOwner, fSubsequent, &fAnyMercHit, bLevel, iSmokeEffectID ) )
{
fRecompileMovement = TRUE;
}
uiBranchSpot = uiNewSpot;
}
//else
{
// check if it's ANY door, and if so, affect that spot so it's damaged
// if (RealDoorAt(uiNewSpot))
// {
// ExpAffect(sGridNo,uiNewSpot,cnt,ubReason,fSubsequent);
// }
// blocked, break out of the the sub-branch loop
// break;
}
}
if (ubBranchDir & 1)
{
branchCnt += 3;
}
else
{
branchCnt += 2;
}
}
} // end of if a branch to do
}
else // at edge, or tile blocks further spread in that direction
{
break;
}
if (ubDir & 1)
{
cnt += 3;
}
else
{
cnt += 2;
}
}
} // end of dir loop
// Recompile movement costs...
if ( fRecompileMovement )
{
INT16 sX, sY;
// DO wireframes as well
ConvertGridNoToXY( (INT16)sGridNo, &sX, &sY );
SetRecalculateWireFrameFlagRadius( sX, sY, ubRadius );
CalculateWorldWireFrameTiles( FALSE );
RecompileLocalMovementCostsInAreaWithFlags();
RecompileLocalMovementCostsFromRadius( sGridNo, MAX_DISTANCE_EXPLOSIVE_CAN_DESTROY_STRUCTURES );
// if anything has been done to change movement costs and this is a potential POW situation, check
// paths for POWs
if ( gWorldSectorX == 13 && gWorldSectorY == MAP_ROW_I )
{
DoPOWPathChecks();
}
}
// do sight checks if something damaged or smoke stuff involved
if ( fRecompileMovement || fSmokeEffect )
{
if ( gubElementsOnExplosionQueue )
{
gfExplosionQueueMayHaveChangedSight = TRUE;
}
}
gsRecompileAreaTop = 0;
gsRecompileAreaLeft = 0;
gsRecompileAreaRight = 0;
gsRecompileAreaBottom = 0;
if (fAnyMercHit)
{
// reset explosion hit flag so we can damage mercs again
for ( cnt = 0; cnt < (INT32)guiNumMercSlots; cnt++ )
{
if ( MercSlots[ cnt ] )
{
MercSlots[ cnt ]->ubMiscSoldierFlags &= ~SOLDIER_MISC_HURT_BY_EXPLOSION;
}
}
}
if ( fSubsequent != BLOOD_SPREAD_EFFECT )
{
MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
}
}
void ToggleActionItemsByFrequency( INT8 bFrequency )
{
UINT32 uiWorldBombIndex;
OBJECTTYPE * pObj;
// Go through all the bombs in the world, and look for remote ones
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists)
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if ( pObj->ItemData.Trigger.bDetonatorType == BOMB_REMOTE )
{
// Found a remote bomb, so check to see if it has the same frequency
if (pObj->ItemData.Trigger.BombTrigger.bFrequency == bFrequency)
{
// toggle its active flag
if (pObj->fFlags & OBJECT_DISABLED_BOMB)
{
pObj->fFlags &= (~OBJECT_DISABLED_BOMB);
}
else
{
pObj->fFlags |= OBJECT_DISABLED_BOMB;
}
}
}
}
}
}
void TogglePressureActionItemsInGridNo( INT16 sGridNo )
{
UINT32 uiWorldBombIndex;
OBJECTTYPE * pObj;
// Go through all the bombs in the world, and look for remote ones
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if ( gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sGridNo )
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if ( pObj->ItemData.Trigger.bDetonatorType == BOMB_PRESSURE )
{
// Found a pressure item
// toggle its active flag
if (pObj->fFlags & OBJECT_DISABLED_BOMB)
{
pObj->fFlags &= (~OBJECT_DISABLED_BOMB);
}
else
{
pObj->fFlags |= OBJECT_DISABLED_BOMB;
}
}
}
}
}
void DelayedBillyTriggerToBlockOnExit( void )
{
if ( WhoIsThere2( gsTempActionGridNo, 0 ) == NOBODY )
{
TriggerNPCRecord( BILLY, 6 );
}
else
{
// delay further!
SetCustomizableTimerCallbackAndDelay( 1000, DelayedBillyTriggerToBlockOnExit, TRUE );
}
}
void BillyBlocksDoorCallback( void )
{
TriggerNPCRecord( BILLY, 6 );
}
BOOLEAN HookerInRoom( UINT8 ubRoom )
{
UINT8 ubLoop, ubTempRoom;
SOLDIERTYPE * pSoldier;
for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
{
pSoldier = MercPtrs[ ubLoop ];
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife >= OKLIFE && pSoldier->bNeutral && pSoldier->ubBodyType == MINICIV )
{
if ( InARoom( pSoldier->sGridNo, &ubTempRoom ) && ubTempRoom == ubRoom )
{
return( TRUE );
}
}
}
return( FALSE );
}
void PerformItemAction( INT16 sGridNo, OBJECTTYPE * pObj )
{
STRUCTURE * pStructure;
switch( pObj->ItemData.Trigger.bActionValue )
{
case ACTION_ITEM_OPEN_DOOR:
pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
if (pStructure)
{
if (pStructure->fFlags & STRUCTURE_OPEN)
{
// it's already open - this MIGHT be an error but probably not
// because we are basically just ensuring that the door is open
}
else
{
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
HandleDoorChangeFromGridNo( NULL, sGridNo, FALSE );
}
else
{
HandleDoorChangeFromGridNo( NULL, pStructure->sBaseGridNo, FALSE );
}
gfExplosionQueueMayHaveChangedSight = TRUE;
}
}
else
{
// error message here
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Action item to open door in gridno %d but there is none!", sGridNo );
#endif
}
break;
case ACTION_ITEM_CLOSE_DOOR:
pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
if (pStructure)
{
if (pStructure->fFlags & STRUCTURE_OPEN)
{
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
HandleDoorChangeFromGridNo( NULL, sGridNo , FALSE );
}
else
{
HandleDoorChangeFromGridNo( NULL, pStructure->sBaseGridNo, FALSE );
}
gfExplosionQueueMayHaveChangedSight = TRUE;
}
else
{
// it's already closed - this MIGHT be an error but probably not
// because we are basically just ensuring that the door is closed
}
}
else
{
// error message here
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Action item to close door in gridno %d but there is none!", sGridNo );
#endif
}
break;
case ACTION_ITEM_TOGGLE_DOOR:
pStructure = FindStructure( sGridNo, STRUCTURE_ANYDOOR );
if (pStructure)
{
if (pStructure->fFlags & STRUCTURE_BASE_TILE)
{
HandleDoorChangeFromGridNo( NULL, sGridNo, FALSE );
}
else
{
HandleDoorChangeFromGridNo( NULL, pStructure->sBaseGridNo , FALSE );
}
gfExplosionQueueMayHaveChangedSight = TRUE;
}
else
{
// error message here
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Action item to toggle door in gridno %d but there is none!", sGridNo );
#endif
}
break;
case ACTION_ITEM_UNLOCK_DOOR:
{
DOOR * pDoor;
pDoor = FindDoorInfoAtGridNo( sGridNo );
if ( pDoor )
{
pDoor->fLocked = FALSE;
}
}
break;
case ACTION_ITEM_TOGGLE_LOCK:
{
DOOR * pDoor;
pDoor = FindDoorInfoAtGridNo( sGridNo );
if ( pDoor )
{
if ( pDoor->fLocked )
{
pDoor->fLocked = FALSE;
}
else
{
pDoor->fLocked = TRUE;
}
}
}
break;
case ACTION_ITEM_UNTRAP_DOOR:
{
DOOR * pDoor;
pDoor = FindDoorInfoAtGridNo( sGridNo );
if ( pDoor )
{
pDoor->ubTrapLevel = 0;
pDoor->ubTrapID = NO_TRAP;
}
}
break;
case ACTION_ITEM_SMALL_PIT:
Add3X3Pit( sGridNo );
SearchForOtherMembersWithinPitRadiusAndMakeThemFall( sGridNo, 1 );
break;
case ACTION_ITEM_LARGE_PIT:
Add5X5Pit( sGridNo );
SearchForOtherMembersWithinPitRadiusAndMakeThemFall( sGridNo, 2 );
break;
case ACTION_ITEM_TOGGLE_ACTION1:
ToggleActionItemsByFrequency( FIRST_MAP_PLACED_FREQUENCY + 1 );
break;
case ACTION_ITEM_TOGGLE_ACTION2:
ToggleActionItemsByFrequency( FIRST_MAP_PLACED_FREQUENCY + 2 );
break;
case ACTION_ITEM_TOGGLE_ACTION3:
ToggleActionItemsByFrequency( FIRST_MAP_PLACED_FREQUENCY + 3 );
break;
case ACTION_ITEM_TOGGLE_ACTION4:
ToggleActionItemsByFrequency( FIRST_MAP_PLACED_FREQUENCY + 4 );
break;
case ACTION_ITEM_TOGGLE_PRESSURE_ITEMS:
TogglePressureActionItemsInGridNo( sGridNo );
break;
case ACTION_ITEM_ENTER_BROTHEL:
// JA2Gold: Disable brothel tracking
/*
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
UINT8 ubID;
ubID = WhoIsThere2( sGridNo, 0 );
if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) )
{
if ( MercPtrs[ ubID ]->sOldGridNo == sGridNo + DirectionInc( SOUTH ) )
{
gMercProfiles[ MADAME ].bNPCData2++;
SetFactTrue( FACT_PLAYER_USED_BROTHEL );
SetFactTrue( FACT_PLAYER_PASSED_GOON );
// If we for any reason trigger Madame's record 34 then we don't bother to do
// anything else
// Billy always moves back on a timer so that the player has a chance to sneak
// someone else through
// Madame's quote about female mercs should therefore not be made on a timer
if ( gMercProfiles[ MADAME ].bNPCData2 > 2 )
{
// more than 2 entering brothel
TriggerNPCRecord( MADAME, 35 );
return;
}
if ( gMercProfiles[ MADAME ].bNPCData2 == gMercProfiles[ MADAME ].bNPCData )
{
// full # of mercs who paid have entered brothel
// have Billy block the way again
SetCustomizableTimerCallbackAndDelay( 2000, BillyBlocksDoorCallback, FALSE );
//TriggerNPCRecord( BILLY, 6 );
}
else if ( gMercProfiles[ MADAME ].bNPCData2 > gMercProfiles[ MADAME ].bNPCData )
{
// more than full # of mercs who paid have entered brothel
// have Billy block the way again?
if ( CheckFact( FACT_PLAYER_FORCED_WAY_INTO_BROTHEL, 0 ) )
{
// player already did this once!
TriggerNPCRecord( MADAME, 35 );
return;
}
else
{
SetCustomizableTimerCallbackAndDelay( 2000, BillyBlocksDoorCallback, FALSE );
SetFactTrue( FACT_PLAYER_FORCED_WAY_INTO_BROTHEL );
TriggerNPCRecord( MADAME, 34 );
}
}
if ( gMercProfiles[ MercPtrs[ ubID ]->ubProfile ].bSex == FEMALE )
{
// woman walking into brothel
TriggerNPCRecordImmediately( MADAME, 33 );
}
}
else
{
// someone wants to leave the brothel
TriggerNPCRecord( BILLY, 5 );
}
}
}
*/
break;
case ACTION_ITEM_EXIT_BROTHEL:
// JA2Gold: Disable brothel tracking
/*
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
UINT8 ubID;
ubID = WhoIsThere2( sGridNo, 0 );
if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) && MercPtrs[ ubID ]->sOldGridNo == sGridNo + DirectionInc( NORTH ) )
{
gMercProfiles[ MADAME ].bNPCData2--;
if ( gMercProfiles[ MADAME ].bNPCData2 == 0 )
{
// reset paid #
gMercProfiles[ MADAME ].bNPCData = 0;
}
// Billy should move back to block the door again
gsTempActionGridNo = sGridNo;
SetCustomizableTimerCallbackAndDelay( 1000, DelayedBillyTriggerToBlockOnExit, TRUE );
}
}
*/
break;
case ACTION_ITEM_KINGPIN_ALARM:
PlayJA2Sample( KLAXON_ALARM, RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 5, SoundDir( sGridNo ) );
CallAvailableKingpinMenTo( sGridNo );
gTacticalStatus.fCivGroupHostile[ KINGPIN_CIV_GROUP ] = CIV_GROUP_HOSTILE;
{
UINT8 ubID, ubID2;
BOOLEAN fEnterCombat = FALSE;
for ( ubID = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubID <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubID++ )
{
if ( MercPtrs[ ubID ]->bActive && MercPtrs[ ubID ]->bInSector && MercPtrs[ ubID ]->ubCivilianGroup == KINGPIN_CIV_GROUP )
{
for ( ubID2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID2++ )
{
if ( MercPtrs[ ubID ]->bOppList[ ubID2 ] == SEEN_CURRENTLY )
{
MakeCivHostile( MercPtrs[ ubID ], 2 );
fEnterCombat = TRUE;
}
}
}
}
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
EnterCombatMode( CIV_TEAM );
}
}
// now zap this object so it won't activate again
pObj->fFlags &= (~OBJECT_DISABLED_BOMB);
break;
case ACTION_ITEM_SEX:
// JA2Gold: Disable brothel sex Madd: Re-enabled
if ( ! (gTacticalStatus.uiFlags & INCOMBAT) )
{
UINT8 ubID;
OBJECTTYPE DoorCloser;
INT16 sTeleportSpot;
INT16 sDoorSpot;
UINT8 ubDirection;
UINT8 ubRoom, ubOldRoom;
ubID = WhoIsThere2( sGridNo, 0 );
if ( (ubID != NOBODY) && (MercPtrs[ ubID ]->bTeam == gbPlayerNum) )
{
if ( InARoom( sGridNo, &ubRoom ) && InARoom( MercPtrs[ ubID ]->sOldGridNo, &ubOldRoom ) && ubOldRoom != ubRoom )
{
// also require there to be a miniskirt civ in the room
if ( HookerInRoom( ubRoom ) )
{
// stop the merc...
EVENT_StopMerc( MercPtrs[ ubID ], MercPtrs[ ubID ]->sGridNo, MercPtrs[ ubID ]->bDirection );
switch( sGridNo )
{
case 13414:
sDoorSpot = 13413;
sTeleportSpot = 13413;
break;
case 11174:
sDoorSpot = 11173;
sTeleportSpot = 11173;
break;
case 12290:
sDoorSpot = 12290;
sTeleportSpot = 12291;
break;
default:
sDoorSpot = NOWHERE;
sTeleportSpot = NOWHERE;
}
if ( sDoorSpot != NOWHERE && sTeleportSpot != NOWHERE )
{
// close the door...
DoorCloser.ItemData.Trigger.bActionValue = ACTION_ITEM_CLOSE_DOOR;
PerformItemAction( sDoorSpot, &DoorCloser );
// have sex
HandleNPCDoAction( 0, NPC_ACTION_SEX, 0 );
// move the merc outside of the room again
sTeleportSpot = FindGridNoFromSweetSpotWithStructData( MercPtrs[ ubID ], STANDING, sTeleportSpot, 2, &ubDirection, FALSE );
ChangeSoldierState( MercPtrs[ ubID ], STANDING, 0, TRUE );
TeleportSoldier( MercPtrs[ ubID ], sTeleportSpot, FALSE );
HandleMoraleEvent( MercPtrs[ ubID ], MORALE_SEX, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
FatigueCharacter( MercPtrs[ ubID ] );
FatigueCharacter( MercPtrs[ ubID ] );
FatigueCharacter( MercPtrs[ ubID ] );
FatigueCharacter( MercPtrs[ ubID ] );
DirtyMercPanelInterface( MercPtrs[ ubID ], DIRTYLEVEL1 );
}
}
}
break;
}
}
break;
case ACTION_ITEM_REVEAL_ROOM:
{
UINT8 ubRoom;
if ( InAHiddenRoom( sGridNo, &ubRoom ) )
{
RemoveRoomRoof( sGridNo, ubRoom, NULL );
}
}
break;
case ACTION_ITEM_LOCAL_ALARM:
MakeNoise( NOBODY, sGridNo, 0, gpWorldLevelData[sGridNo].ubTerrainID, 30, NOISE_SILENT_ALARM );
break;
case ACTION_ITEM_GLOBAL_ALARM:
CallAvailableEnemiesTo( sGridNo );
break;
case ACTION_ITEM_BLOODCAT_ALARM:
CallAvailableTeamEnemiesTo( sGridNo, CREATURE_TEAM );
break;
case ACTION_ITEM_KLAXON:
PlayJA2Sample( KLAXON_ALARM, RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 5, SoundDir( sGridNo ) );
break;
case ACTION_ITEM_MUSEUM_ALARM:
PlayJA2Sample( KLAXON_ALARM, RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 5, SoundDir( sGridNo ) );
CallEldinTo( sGridNo );
break;
default:
// error message here
#ifdef JA2BETAVERSION
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Action item with invalid action in gridno %d!", sGridNo );
#endif
break;
}
}
void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp )
{
if (gubElementsOnExplosionQueue == MAX_BOMB_QUEUE)
{
return;
}
gExplosionQueue[gubElementsOnExplosionQueue].uiWorldBombIndex = uiWorldBombIndex;
gExplosionQueue[gubElementsOnExplosionQueue].uiTimeStamp = uiTimeStamp;
gExplosionQueue[gubElementsOnExplosionQueue].fExists = TRUE;
if (!gfExplosionQueueActive)
{
// lock UI
guiPendingOverrideEvent = LU_BEGINUILOCK;
// disable sight
gTacticalStatus.uiFlags |= DISALLOW_SIGHT;
}
gubElementsOnExplosionQueue++;
gfExplosionQueueActive = TRUE;
}
void HandleExplosionQueue( void )
{
UINT32 uiIndex;
UINT32 uiWorldBombIndex;
UINT32 uiCurrentTime;
INT16 sGridNo;
OBJECTTYPE * pObj;
UINT8 ubLevel;
if ( !gfExplosionQueueActive )
{
return;
}
uiCurrentTime = GetJA2Clock();
for ( uiIndex = 0; uiIndex < gubElementsOnExplosionQueue; uiIndex++ )
{
if ( gExplosionQueue[ uiIndex ].fExists && uiCurrentTime >= gExplosionQueue[ uiIndex ].uiTimeStamp )
{
// Set off this bomb now!
// Preliminary assignments:
uiWorldBombIndex = gExplosionQueue[ uiIndex ].uiWorldBombIndex;
pObj = &( gWorldItems[ gWorldBombs[ uiWorldBombIndex ].iItemIndex ].o );
sGridNo = gWorldItems[ gWorldBombs[ uiWorldBombIndex ].iItemIndex ].sGridNo;
ubLevel = gWorldItems[ gWorldBombs[ uiWorldBombIndex ].iItemIndex ].ubLevel;
if (pObj->usItem == ACTION_ITEM && pObj->ItemData.Trigger.bActionValue != ACTION_ITEM_BLOW_UP)
{
PerformItemAction( sGridNo, pObj );
}
else if ( pObj->ItemData.Trigger.usBombItem == TRIP_KLAXON )
{
PlayJA2Sample( KLAXON_ALARM, RATE_11025, SoundVolume( MIDVOLUME, sGridNo ), 5, SoundDir( sGridNo ) );
CallAvailableEnemiesTo( sGridNo );
//RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, 0 );
}
else if ( pObj->ItemData.Trigger.usBombItem == TRIP_FLARE )
{
NewLightEffect( sGridNo, (UINT8)Explosive[pObj->usItem].ubDuration, (UINT8)Explosive[pObj->usItem].ubStartRadius );
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
}
else
{
gfExplosionQueueMayHaveChangedSight = TRUE;
// We have to remove the item first to prevent the explosion from detonating it
// a second time :-)
RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, ubLevel );
// make sure no one thinks there is a bomb here any more!
if ( gpWorldLevelData[sGridNo].uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT )
{
RemoveBlueFlag( sGridNo, ubLevel );
}
gpWorldLevelData[sGridNo].uiFlags &= ~(MAPELEMENT_ENEMY_MINE_PRESENT);
// BOOM!
// bomb objects only store the SIDE who placed the bomb! :-(
if ( pObj->ItemData.Trigger.ubBombOwner > 1 )
{
IgniteExplosion( (UINT8) (pObj->ItemData.Trigger.ubBombOwner - 2), CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObj->ItemData.Trigger.usBombItem, ubLevel );
}
else
{
// pre-placed
IgniteExplosion( NOBODY, CenterX( sGridNo ), CenterY( sGridNo ), 0, sGridNo, pObj->ItemData.Trigger.usBombItem, ubLevel );
}
}
// Bye bye bomb
gExplosionQueue[ uiIndex ].fExists = FALSE;
}
}
// See if we can reduce the # of elements on the queue that we have recorded
// Easier to do it at this time rather than in the loop above
while ( gubElementsOnExplosionQueue > 0 && gExplosionQueue[ gubElementsOnExplosionQueue - 1 ].fExists == FALSE )
{
gubElementsOnExplosionQueue--;
}
if ( gubElementsOnExplosionQueue == 0 && (gubPersonToSetOffExplosions == NOBODY || gTacticalStatus.ubAttackBusyCount == 0) )
{
// turn off explosion queue
// re-enable sight
gTacticalStatus.uiFlags &= (~DISALLOW_SIGHT);
if ( gubPersonToSetOffExplosions != NOBODY && !(MercPtrs[ gubPersonToSetOffExplosions ]->uiStatusFlags & SOLDIER_PC) )
{
FreeUpNPCFromPendingAction( MercPtrs[ gubPersonToSetOffExplosions ] );
}
if (gfExplosionQueueMayHaveChangedSight)
{
UINT8 ubLoop;
SOLDIERTYPE * pTeamSoldier;
// set variable so we may at least have someone to resolve interrupts vs
gubInterruptProvoker = gubPersonToSetOffExplosions;
AllTeamsLookForAll( TRUE );
// call fov code
ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
{
if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
{
RevealRoofsAndItems( pTeamSoldier, TRUE, FALSE, pTeamSoldier->bLevel, FALSE );
}
}
gfExplosionQueueMayHaveChangedSight = FALSE;
gubPersonToSetOffExplosions = NOBODY;
}
// unlock UI
//UnSetUIBusy( (UINT8)gusSelectedSoldier );
if ( !(gTacticalStatus.uiFlags & INCOMBAT) || gTacticalStatus.ubCurrentTeam == gbPlayerNum )
{
// don't end UI lock when it's a computer turn
guiPendingOverrideEvent = LU_ENDUILOCK;
}
gfExplosionQueueActive = FALSE;
}
}
void DecayBombTimers( void )
{
UINT32 uiWorldBombIndex;
UINT32 uiTimeStamp;
OBJECTTYPE * pObj;
uiTimeStamp = GetJA2Clock();
// Go through all the bombs in the world, and look for timed ones
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists)
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if ( pObj->ItemData.Trigger.bDetonatorType == BOMB_TIMED && !(pObj->fFlags & OBJECT_DISABLED_BOMB) )
{
// Found a timed bomb, so decay its delay value and see if it goes off
pObj->ItemData.Trigger.BombTrigger.bDelay--;
if (pObj->ItemData.Trigger.BombTrigger.bDelay == 0)
{
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
// ATE: CC black magic....
if ( pObj->ItemData.Trigger.ubBombOwner > 1 )
{
gubPersonToSetOffExplosions = (UINT8) (pObj->ItemData.Trigger.ubBombOwner - 2);
}
else
{
gubPersonToSetOffExplosions = NOBODY;
}
if (pObj->usItem != ACTION_ITEM || pObj->ItemData.Trigger.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}
}
}
}
}
}
void SetOffBombsByFrequency( UINT8 ubID, INT8 bFrequency )
{
UINT32 uiWorldBombIndex;
UINT32 uiTimeStamp;
OBJECTTYPE * pObj;
uiTimeStamp = GetJA2Clock();
// Go through all the bombs in the world, and look for remote ones
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists)
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if ( pObj->ItemData.Trigger.bDetonatorType == BOMB_REMOTE && !(pObj->fFlags & OBJECT_DISABLED_BOMB) )
{
// Found a remote bomb, so check to see if it has the same frequency
if (pObj->ItemData.Trigger.BombTrigger.bFrequency == bFrequency)
{
gubPersonToSetOffExplosions = ubID;
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if (pObj->usItem != ACTION_ITEM || pObj->ItemData.Trigger.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}
}
}
}
}
}
void SetOffPanicBombs( UINT8 ubID, INT8 bPanicTrigger )
{
// need to turn off gridnos & flags in gTacticalStatus
gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] = NOWHERE;
if ( (gTacticalStatus.sPanicTriggerGridNo[0] == NOWHERE) &&
(gTacticalStatus.sPanicTriggerGridNo[1] == NOWHERE) &&
(gTacticalStatus.sPanicTriggerGridNo[2] == NOWHERE) )
{
gTacticalStatus.fPanicFlags &= ~(PANIC_TRIGGERS_HERE);
}
switch( bPanicTrigger )
{
case 0:
SetOffBombsByFrequency( ubID, PANIC_FREQUENCY );
gTacticalStatus.fPanicFlags &= ~(PANIC_BOMBS_HERE);
break;
case 1:
SetOffBombsByFrequency( ubID, PANIC_FREQUENCY_2 );
break;
case 2:
SetOffBombsByFrequency( ubID, PANIC_FREQUENCY_3 );
break;
default:
break;
}
if ( gTacticalStatus.fPanicFlags )
{
// find a new "closest one"
MakeClosestEnemyChosenOne();
}
}
BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT16 sGridNo, BOOLEAN fAllBombs, INT8 bLevel )
{
UINT32 uiWorldBombIndex;
UINT32 uiTimeStamp;
OBJECTTYPE * pObj;
BOOLEAN fFoundMine = FALSE;
uiTimeStamp = GetJA2Clock();
// Go through all the bombs in the world, and look for mines at this location
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sGridNo && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].ubLevel == bLevel )
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if (!(pObj->fFlags & OBJECT_DISABLED_BOMB))
{
if (fAllBombs || pObj->ItemData.Trigger.bDetonatorType == BOMB_PRESSURE)
{
// Snap: if we do set off our own trap (e.g. by trying to disarm it), we pay!
/*if (!fAllBombs && MercPtrs[ ubID ]->bTeam != gbPlayerNum )
{
// ignore this unless it is a mine, etc which would have to have been placed by the
// player, seeing as how the others are all marked as known to the AI.
if ( !(Item[pObj->usItem].mine || pObj->usItem == TRIP_FLARE || pObj->usItem == TRIP_KLAXON ) )
{
continue;
}
}
// player and militia ignore bombs set by player
if ( pObj->ubBombOwner > 1 && (MercPtrs[ ubID ]->bTeam == gbPlayerNum || MercPtrs[ ubID ]->bTeam == MILITIA_TEAM) )
{
continue;
}*/
if (pObj->usItem == SWITCH)
{
// send out a signal to detonate other bombs, rather than this which
// isn't a bomb but a trigger
SetOffBombsByFrequency( ubID, pObj->ItemData.Trigger.BombTrigger.bFrequency );
}
else
{
gubPersonToSetOffExplosions = ubID;
// put this bomb on the queue
AddBombToQueue( uiWorldBombIndex, uiTimeStamp );
if (pObj->usItem != ACTION_ITEM || pObj->ItemData.Trigger.bActionValue == ACTION_ITEM_BLOW_UP)
{
uiTimeStamp += BOMB_QUEUE_DELAY;
}
if ( pObj->ItemData.Trigger.usBombItem != NOTHING && Item[ pObj->ItemData.Trigger.usBombItem ].usItemClass & IC_EXPLOSV )
{
fFoundMine = TRUE;
}
}
}
}
}
}
return( fFoundMine );
}
void ActivateSwitchInGridNo( UINT8 ubID, INT16 sGridNo )
{
UINT32 uiWorldBombIndex;
OBJECTTYPE * pObj;
// Go through all the bombs in the world, and look for mines at this location
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists && gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].sGridNo == sGridNo)
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if ( pObj->usItem == SWITCH && ( !(pObj->fFlags & OBJECT_DISABLED_BOMB) ) && pObj->ItemData.Trigger.bDetonatorType == BOMB_SWITCH)
{
// send out a signal to detonate other bombs, rather than this which
// isn't a bomb but a trigger
// first set attack busy count to 0 in case of a lingering a.b.c. problem...
// No, not a good idea.
// gTacticalStatus.ubAttackBusyCount = 0;
SetOffBombsByFrequency( ubID, pObj->ItemData.Trigger.BombTrigger.bFrequency );
}
}
}
}
BOOLEAN SaveExplosionTableToSaveGameFile( HWFILE hFile )
{
UINT32 uiNumBytesWritten;
UINT32 uiExplosionCount=0;
UINT32 uiCnt;
//
// Explosion queue Info
//
//Write the number of explosion queues
FileWrite( hFile, &gubElementsOnExplosionQueue, sizeof( UINT32 ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UINT32 ) )
{
FileClose( hFile );
return( FALSE );
}
//loop through and add all the explosions
for( uiCnt=0; uiCnt< MAX_BOMB_QUEUE; uiCnt++)
{
FileWrite( hFile, &gExplosionQueue[ uiCnt ], sizeof( ExplosionQueueElement ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( ExplosionQueueElement ) )
{
FileClose( hFile );
return( FALSE );
}
}
//
// Explosion Data
//
//loop through and count all the active explosions
uiExplosionCount = 0;
for( uiCnt=0; uiCnt< NUM_EXPLOSION_SLOTS; uiCnt++)
{
if( gExplosionData[ uiCnt ].fAllocated )
{
uiExplosionCount++;
}
}
//Save the number of explosions
FileWrite( hFile, &uiExplosionCount, sizeof( UINT32 ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UINT32 ) )
{
FileClose( hFile );
return( FALSE );
}
//loop through and count all the active explosions
for( uiCnt=0; uiCnt< NUM_EXPLOSION_SLOTS; uiCnt++)
{
if( gExplosionData[ uiCnt ].fAllocated )
{
FileWrite( hFile, &gExplosionData[ uiCnt ], sizeof( EXPLOSIONTYPE ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( EXPLOSIONTYPE ) )
{
FileClose( hFile );
return( FALSE );
}
}
}
return( TRUE );
}
BOOLEAN LoadExplosionTableFromSavedGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
UINT32 uiExplosionCount=0;
UINT32 uiCnt;
//
// Explosion Queue
//
//Clear the Explosion queue
memset( gExplosionQueue, 0, sizeof( ExplosionQueueElement ) * MAX_BOMB_QUEUE );
//Read the number of explosions queue's
FileRead( hFile, &gubElementsOnExplosionQueue, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
{
return( FALSE );
}
//loop through read all the active explosions fro the file
for( uiCnt=0; uiCnt<MAX_BOMB_QUEUE; uiCnt++)
{
FileRead( hFile, &gExplosionQueue[ uiCnt ], sizeof( ExplosionQueueElement ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( ExplosionQueueElement ) )
{
return( FALSE );
}
}
//
// Explosion Data
//
//Load the number of explosions
FileRead( hFile, &guiNumExplosions, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
{
return( FALSE );
}
//loop through and load all the active explosions
for( uiCnt=0; uiCnt< guiNumExplosions; uiCnt++)
{
FileRead( hFile, &gExplosionData[ uiCnt ], sizeof( EXPLOSIONTYPE ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( EXPLOSIONTYPE ) )
{
return( FALSE );
}
gExplosionData[ uiCnt ].iID = uiCnt;
gExplosionData[ uiCnt ].iLightID = -1;
GenerateExplosionFromExplosionPointer( &gExplosionData[ uiCnt ] );
}
return( TRUE );
}
BOOLEAN DoesSAMExistHere( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo )
{
INT32 cnt;
INT16 sSectorNo;
// ATE: If we are belwo, return right away...
if ( sSectorZ != 0 )
{
return( FALSE );
}
sSectorNo = SECTOR( sSectorX, sSectorY );
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
{
// Are we i nthe same sector...
if ( pSamList[ cnt ] == sSectorNo )
{
// Are we in the same gridno?
if ( pSamGridNoAList[ cnt ] == sGridNo || pSamGridNoBList[ cnt ] == sGridNo )
{
return( TRUE );
}
}
}
return( FALSE );
}
void UpdateAndDamageSAMIfFound( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ, INT16 sGridNo, UINT8 ubDamage )
{
INT16 sSectorNo;
// OK, First check if SAM exists, and if not, return
if ( !DoesSAMExistHere( sSectorX, sSectorY, sSectorZ, sGridNo ) )
{
return;
}
// Damage.....
sSectorNo = CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY );
if ( StrategicMap[ sSectorNo ].bSAMCondition >= ubDamage )
{
StrategicMap[ sSectorNo ].bSAMCondition -= ubDamage;
}
else
{
StrategicMap[ sSectorNo ].bSAMCondition = 0;
}
// SAM site may have been put out of commission...
UpdateAirspaceControl( );
// ATE: GRAPHICS UPDATE WILL GET DONE VIA NORMAL EXPLOSION CODE.....
}
void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{
INT32 cnt;
INT16 sSectorNo;
BOOLEAN fInSector = FALSE;
UINT16 usGoodGraphic, usDamagedGraphic;
// ATE: If we are below, return right away...
if ( sSectorZ != 0 )
{
return;
}
if ( sSectorX == gWorldSectorX && sSectorY == gWorldSectorY && sSectorZ == gbWorldSectorZ )
{
fInSector = TRUE;
}
sSectorNo = SECTOR( sSectorX, sSectorY );
for ( cnt = 0; cnt < NUMBER_OF_SAMS; cnt++ )
{
// Are we i nthe same sector...
if ( pSamList[ cnt ] == sSectorNo )
{
// get graphic.......
GetTileIndexFromTypeSubIndex( EIGHTISTRUCT, (UINT16)( gbSAMGraphicList[ cnt ] ), &usGoodGraphic );
// Damaged one ( current ) is 2 less...
usDamagedGraphic = usGoodGraphic - 2;
// First gridno listed is base gridno....
// if this is loaded....
if ( fInSector )
{
// Update graphic.....
// Remove old!
ApplyMapChangesToMapTempFile( TRUE );
RemoveStruct( pSamGridNoAList[ cnt ], usDamagedGraphic );
AddStructToHead( pSamGridNoAList[ cnt ], usGoodGraphic );
ApplyMapChangesToMapTempFile( FALSE );
}
else
{
// We add temp changes to map not loaded....
// Remove old
RemoveStructFromUnLoadedMapTempFile( pSamGridNoAList[ cnt ], usDamagedGraphic, sSectorX, sSectorY, (UINT8)sSectorZ );
// Add new
AddStructToUnLoadedMapTempFile( pSamGridNoAList[ cnt ], usGoodGraphic, sSectorX, sSectorY, (UINT8)sSectorZ );
}
}
}
// SAM site may have been put back into working order...
UpdateAirspaceControl( );
}
// loop through civ team and find
// anybody who is an NPC and
// see if they get angry
void HandleBuldingDestruction( INT16 sGridNo, UINT8 ubOwner )
{
SOLDIERTYPE * pSoldier;
UINT8 cnt;
if ( ubOwner == NOBODY )
{
return;
}
if ( MercPtrs[ ubOwner ]->bTeam != gbPlayerNum )
{
return;
}
cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
{
if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->bLife && pSoldier->bNeutral )
{
if ( pSoldier->ubProfile != NO_PROFILE )
{
// ignore if the player is fighting the enemy here and this is a good guy
if ( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 && (gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags3 & PROFILE_MISC_FLAG3_GOODGUY) )
{
continue;
}
if ( DoesNPCOwnBuilding( pSoldier, sGridNo ) )
{
MakeNPCGrumpyForMinorOffense( pSoldier, MercPtrs[ ubOwner ] );
}
}
}
}
}
INT32 FindActiveTimedBomb( void )
{
UINT32 uiWorldBombIndex;
UINT32 uiTimeStamp;
OBJECTTYPE * pObj;
uiTimeStamp = GetJA2Clock();
// Go through all the bombs in the world, and look for timed ones
for (uiWorldBombIndex = 0; uiWorldBombIndex < guiNumWorldBombs; uiWorldBombIndex++)
{
if (gWorldBombs[uiWorldBombIndex].fExists)
{
pObj = &( gWorldItems[ gWorldBombs[uiWorldBombIndex].iItemIndex ].o );
if ( pObj->ItemData.Trigger.bDetonatorType == BOMB_TIMED && !(pObj->fFlags & OBJECT_DISABLED_BOMB) )
{
return( gWorldBombs[uiWorldBombIndex].iItemIndex );
}
}
}
return( -1 );
}
BOOLEAN ActiveTimedBombExists( void )
{
if ( gfWorldLoaded )
{
return( FindActiveTimedBomb() != -1 );
}
else
{
return( FALSE );
}
}
void RemoveAllActiveTimedBombs( void )
{
INT32 iItemIndex;
do
{
iItemIndex = FindActiveTimedBomb();
if (iItemIndex != -1 )
{
RemoveItemFromWorld( iItemIndex );
}
} while( iItemIndex != -1 );
}
UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOLEAN fInBuilding)
{
INT8 bNumTurns;
UINT16 usHeadItem1, usHeadItem2;
bNumTurns = FindNumTurnsBetweenDirs(pSoldier->bDirection, ubExplosionDir);
usHeadItem1 = pSoldier->inv[ HEAD1POS ].usItem;
usHeadItem2 = pSoldier->inv[ HEAD2POS ].usItem;
// if soldier got in explosion area check if he is affected by flash
// if soldier wears sun goggles OR grenade behind him OR
// (he is not underground AND it is day AND he is outdoor)
if ( (usHeadItem1 == SUNGOGGLES || usHeadItem2 == SUNGOGGLES) || (bNumTurns > 1) ||
(!gbWorldSectorZ && !NightTime() && !fInBuilding) )
{
// soldier didn't see flash or wears protective sungogles or outdoor at day, so he is only deafened
return ( FIRE_WEAPON_DEAFENED );
}
return ( FIRE_WEAPON_BLINDED_AND_DEAFENED );
}