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https://github.com/1dot13/source.git
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158 lines
4.4 KiB
C++
158 lines
4.4 KiB
C++
#include "strategic.h"
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#include "types.h"
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#include "Squads.h"
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#include "Assignments.h"
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#include "Interface Control.h"
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#include "Overhead.h"
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#include "Soldier Profile.h"
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#include "Dialogue Control.h"
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#include "Tactical Save.h"
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#include "Isometric Utils.h"
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#include "Vehicles.h"
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#include "Game Clock.h"
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#ifdef JA2UB
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#else
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// anv: for playable Speck
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#include "mercs.h"
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#endif
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StrategicMapElement StrategicMap[MAP_WORLD_X*MAP_WORLD_Y];
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extern BOOLEAN fReDrawFace;
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BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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{
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// add the guy to the dead list
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//AddCharacterToDeadList( pSoldier );
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// If in a vehicle, remove them!
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if( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != -1 ) )
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{
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// remove from vehicle
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TakeSoldierOutOfVehicle( pSoldier );
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}
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// if not in mapscreen
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if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && pSoldier->bInSector)
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{
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// ATE; At least make them dead!
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if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
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}
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else if( ( pSoldier->stats.bLife == 0 )&&( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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{
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// died in mapscreen
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fReDrawFace = TRUE;
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// dead
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if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
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//s et breath and breath max to 0
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pSoldier->bBreath = pSoldier->bBreathMax = 0;
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// rebuild list
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ReBuildCharactersList( );
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// ste merc as dead
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// pSoldier->flags.fUIdeadMerc = TRUE;
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// attempt to remove character from squad
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RemoveCharacterFromSquads( pSoldier );
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// handle any passign comments by grunts
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HandleSoldierDeadComments( pSoldier );
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// put the dead guys down
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INT32 sGridNo = pSoldier->sInsertionGridNo;
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if (pSoldier->flags.fBetweenSectors || TileIsOutOfBounds(sGridNo))
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{
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sGridNo = RandomGridNo();
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}
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AddDeadSoldierToUnLoadedSector( ( UINT8 ) ( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ), pSoldier->bSectorZ, pSoldier, sGridNo, ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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fTeamPanelDirty = TRUE;
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fMapPanelDirty = TRUE;
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fCharacterInfoPanelDirty = TRUE;
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StopTimeCompression();
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}
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return( TRUE );
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}
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void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT8 bBuddyIndex;
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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SoldierID cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
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// see if this was the friend of a living merc
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for ( ; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
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{
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bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
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switch( bBuddyIndex )
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{
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case 0:
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// buddy #1 died!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_KILLED );
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break;
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case 1:
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// buddy #2 died!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_KILLED );
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break;
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case 2:
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// buddy #3 died!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_KILLED );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_KILLED );
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break;
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case 3:
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// buddy #4 died!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_KILLED );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_KILLED );
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break;
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case 4:
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// buddy #5 died!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_KILLED );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_KILLED );
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break;
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case 5:
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// learn to like buddy died!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_MERC_KILLED );
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break;
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default:
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break;
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}
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}
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#ifdef JA2UB
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#else
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// anv: handle Speck witnessing his employee death
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if( pTeamSoldier->ubProfile == SPECK_PLAYABLE && pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC )
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HandleSpeckWitnessingEmployeeDeath( pSoldier );
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#endif
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}
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}
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