void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt; INT16 sDistVisible = FALSE; UINT8 ubKillerSoldierID = NOBODY; // Start victory music here... SetMusicMode( MUSIC_TACTICAL_VICTORY ); if ( pKillerSoldier ) { TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_QUEEN ); ubKillerSoldierID = pKillerSoldier->ubID; } // STEP 1 ) START ALL QUOTES GOING! // OK - loop through all witnesses and see if they want to say something abou this... cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // run through list for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) { if ( cnt != ubKillerSoldierID ) { if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) ) { if ( QuoteExp_WitnessQueenBugDeath[ pTeamSoldier->ubProfile ] ) { // Can we see location? sDistVisible = DistanceVisible( pTeamSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel ); if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, (UINT8) sDistVisible, TRUE ) ) { TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_QUEEN ); } } } } } // Set fact that she is dead! if ( CheckFact( FACT_QUEEN_DEAD, 0 ) ) { EndQueenDeathEndgameBeginEndCimenatic( ); } else { // Unset flags... gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV ); // Increment refrence count... giNPCReferenceCount = 0; } }
void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel ) { SOLDIERTYPE *pTeamSoldier; INT32 cnt; INT16 sDistVisible = FALSE; UINT8 ubKillerSoldierID = NOBODY; // Start victory music here... SetMusicMode( MUSIC_TACTICAL_VICTORY ); if ( pKillerSoldier ) { TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA ); ubKillerSoldierID = pKillerSoldier->ubID; } // STEP 1 ) START ALL QUOTES GOING! // OK - loop through all witnesses and see if they want to say something abou this... cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; // run through list for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ ) { if ( cnt != ubKillerSoldierID ) { if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) ) { if ( QuoteExp_WitnessDeidrannaDeath[ pTeamSoldier->ubProfile ] ) { // Can we see location? sDistVisible = DistanceVisible( pTeamSoldier, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel ); if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, (UINT8) sDistVisible, TRUE ) ) { TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_DEIDRANNA ); } } } } } // Set fact that she is dead! SetFactTrue( FACT_QUEEN_DEAD ); ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_QUEEN_DEAD, 0, 0 ); // AFTER LAST ONE IS DONE - PUT SPECIAL EVENT ON QUEUE TO BEGIN FADE< ETC SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA, 0,0,0,0 ); }
INT32 SkillCheck( SOLDIERTYPE * pSoldier, INT8 bReason, INT8 bChanceMod ) { INT32 iSkill; INT32 iChance, iReportChance; INT32 iRoll, iMadeItBy; INT8 bSlot; INT32 iLoop; SOLDIERTYPE * pTeamSoldier; INT8 bBuddyIndex; BOOLEAN fForceDamnSound = FALSE; iReportChance = -1; switch (bReason) { case LOCKPICKING_CHECK: case ELECTRONIC_LOCKPICKING_CHECK: fForceDamnSound = TRUE; iSkill = EffectiveMechanical( pSoldier ); if (iSkill == 0) { break; } // adjust skill based on wisdom (knowledge) iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200; // and dexterity (clumsy?) iSkill = iSkill * (EffectiveDexterity( pSoldier ) + 100) / 200; // factor in experience iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3; if (HAS_SKILL_TRAIT( pSoldier, LOCKPICKING ) ) { // if we specialize in picking locks... iSkill += gbSkillTraitBonus[LOCKPICKING] * NUM_SKILL_TRAITS( pSoldier, LOCKPICKING ); } if (bReason == ELECTRONIC_LOCKPICKING_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) ) { // if we are unfamiliar with electronics... iSkill /= 2; } // adjust chance based on status of kit bSlot = FindObj( pSoldier, LOCKSMITHKIT ); if (bSlot == NO_SLOT) { // this should never happen, but might as well check... iSkill = 0; } iSkill = iSkill * pSoldier->inv[bSlot].bStatus[0] / 100; break; case ATTACHING_DETONATOR_CHECK: case ATTACHING_REMOTE_DETONATOR_CHECK: iSkill = EffectiveExplosive( pSoldier ); if (iSkill == 0) { break; } iSkill = (iSkill * 3 + EffectiveDexterity( pSoldier ) ) / 4; if ( bReason == ATTACHING_REMOTE_DETONATOR_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS )) ) { iSkill /= 2; } break; case PLANTING_BOMB_CHECK: case PLANTING_REMOTE_BOMB_CHECK: iSkill = EffectiveExplosive( pSoldier ) * 7; iSkill += EffectiveWisdom( pSoldier ) * 2; iSkill += EffectiveExpLevel( pSoldier ) * 10; iSkill = iSkill / 10; // bring the value down to a percentage if ( bReason == PLANTING_REMOTE_BOMB_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) ) { // deduct only a bit... iSkill = (iSkill * 3) / 4; } // Ok, this is really damn easy, so skew the values... // e.g. if calculated skill is 84, skewed up to 96 // 51 to 84 // 22 stays as is iSkill = (iSkill + 100 * (iSkill / 25) ) / (iSkill / 25 + 1); break; case DISARM_TRAP_CHECK: fForceDamnSound = TRUE; iSkill = EffectiveExplosive( pSoldier ) * 7; if ( iSkill == 0 ) { break; } iSkill += EffectiveDexterity( pSoldier ) * 2; iSkill += EffectiveExpLevel( pSoldier ) * 10; iSkill = iSkill / 10; // bring the value down to a percentage // penalty based on poor wisdom iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5; break; case DISARM_ELECTRONIC_TRAP_CHECK: fForceDamnSound = TRUE; iSkill = __max( EffectiveMechanical( pSoldier ) , EffectiveExplosive( pSoldier ) ) * 7; if ( iSkill == 0 ) { break; } iSkill += EffectiveDexterity( pSoldier ) * 2; iSkill += EffectiveExpLevel( pSoldier ) * 10; iSkill = iSkill / 10; // bring the value down to a percentage // penalty based on poor wisdom iSkill -= (100 - EffectiveWisdom( pSoldier ) ) / 5; if ( !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS )) ) { iSkill = (iSkill * 3) / 4; } break; case OPEN_WITH_CROWBAR: // Add for crowbar... iSkill = EffectiveStrength( pSoldier ) + 20; fForceDamnSound = TRUE; break; case SMASH_DOOR_CHECK: iSkill = EffectiveStrength( pSoldier ); break; case UNJAM_GUN_CHECK: iSkill = 30 + EffectiveMechanical( pSoldier ) / 2; break; case NOTICE_DART_CHECK: // only a max of ~20% chance iSkill = EffectiveWisdom( pSoldier ) / 10 + EffectiveExpLevel( pSoldier ); break; case LIE_TO_QUEEN_CHECK: // competitive check vs the queen's wisdom and leadership... poor guy! iSkill = 50 * ( EffectiveWisdom( pSoldier ) + EffectiveLeadership( pSoldier ) ) / ( gMercProfiles[ QUEEN ].bWisdom + gMercProfiles[ QUEEN ].bLeadership ); break; case ATTACHING_SPECIAL_ITEM_CHECK: case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK: iSkill = EffectiveMechanical( pSoldier ); if (iSkill == 0) { break; } // adjust skill based on wisdom (knowledge) iSkill = iSkill * (EffectiveWisdom( pSoldier ) + 100) / 200; // and dexterity (clumsy?) iSkill = iSkill * (EffectiveDexterity( pSoldier ) + 100) / 200; // factor in experience iSkill = iSkill + EffectiveExpLevel( pSoldier ) * 3; if (bReason == ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK && !(HAS_SKILL_TRAIT( pSoldier, ELECTRONICS)) ) { // if we are unfamiliar with electronics... iSkill /= 2; } break; default: iSkill = 0; break; } iSkill -= GetSkillCheckPenaltyForFatigue( pSoldier, iSkill ); iChance = iSkill + bChanceMod; switch (bReason) { case LOCKPICKING_CHECK: case ELECTRONIC_LOCKPICKING_CHECK: case DISARM_TRAP_CHECK: case DISARM_ELECTRONIC_TRAP_CHECK: case OPEN_WITH_CROWBAR: case SMASH_DOOR_CHECK: case ATTACHING_SPECIAL_ITEM_CHECK: case ATTACHING_SPECIAL_ELECTRONIC_ITEM_CHECK: // for lockpicking and smashing locks, if the chance isn't reasonable // we set it to 0 so they can never get through the door if they aren't // good enough if (iChance < 30) { iChance = 0; break; } // else fall through default: iChance += GetMoraleModifier( pSoldier ); break; } if (iChance > 99) { iChance = 99; } else if (iChance < 0) { iChance = 0; } iRoll = PreRandom( 100 ); iMadeItBy = iChance - iRoll; if (iMadeItBy < 0) { if ( (pSoldier->bLastSkillCheck == bReason) && (pSoldier->sGridNo == pSoldier->sSkillCheckGridNo) ) { pSoldier->ubSkillCheckAttempts++; if (pSoldier->ubSkillCheckAttempts > 2) { if (iChance == 0) { // do we realize that we just can't do this? if ( (100 - (pSoldier->ubSkillCheckAttempts - 2) * 20) < EffectiveWisdom( pSoldier ) ) { // say "I can't do this" quote TacticalCharacterDialogue( pSoldier, QUOTE_DEFINITE_CANT_DO ); return( iMadeItBy ); } } } } else { pSoldier->bLastSkillCheck = bReason; pSoldier->ubSkillCheckAttempts = 1; pSoldier->sSkillCheckGridNo = pSoldier->sGridNo; } if ( fForceDamnSound || Random( 100 ) < 40 ) { switch( bReason ) { case UNJAM_GUN_CHECK: case NOTICE_DART_CHECK: case LIE_TO_QUEEN_CHECK: // silent check break; default: DoMercBattleSound( pSoldier, BATTLE_SOUND_CURSE1 ); break; } } } else { // A buddy might make a positive comment based on our success; // Increase the chance for people with higher skill and for more difficult tasks iChance = 15 + iSkill / 20 + (-bChanceMod) / 20; if (iRoll < iChance) { // If a buddy of this merc is standing around nearby, they'll make a positive comment. iLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; for ( pTeamSoldier = MercPtrs[ iLoop ]; iLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; iLoop++,pTeamSoldier++ ) { if ( OK_INSECTOR_MERC( pTeamSoldier ) ) { bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile ); if (bBuddyIndex >= 0 && SpacesAway( pSoldier->sGridNo, pTeamSoldier->sGridNo ) < 15) { switch( bBuddyIndex ) { case 0: // buddy #1 did something good! TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_GOOD ); break; case 1: // buddy #2 did something good! TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_GOOD ); break; case 2: // learn to like buddy did something good! TacticalCharacterDialogue( pTeamSoldier, QUOTE_LEARNED_TO_LIKE_WITNESSED ); break; default: break; } } } } } } return( iMadeItBy ); }