コード例 #1
0
BOOLEAN RecruitEPC( UINT8 ubCharNum )
{
	SOLDIERTYPE *pSoldier, *pNewSoldier;

	// Get soldier pointer
	pSoldier = FindSoldierByProfileID( ubCharNum, FALSE );

	if (!pSoldier)
	{
		return( FALSE );
	}

	// OK, set recruit flag..
	gMercProfiles[ ubCharNum ].ubMiscFlags |= PROFILE_MISC_FLAG_EPCACTIVE;

	gMercProfiles[ ubCharNum ].ubMiscFlags3 &= ~PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE;

	// Add this guy to our team!
	pNewSoldier = ChangeSoldierTeam( pSoldier, gbPlayerNum );
	pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__EPC;

	// Try putting them into the current squad
	if ( AddCharacterToSquad( pNewSoldier, (INT8)CurrentSquad( ) ) == FALSE )
	{
		AddCharacterToAnySquad( pNewSoldier );
	}

  ResetDeadSquadMemberList( pNewSoldier->bAssignment );

	DirtyMercPanelInterface( pNewSoldier, DIRTYLEVEL2 );
	// Make the interface panel dirty..
	// This will dirty the panel next frame...
	gfRerenderInterfaceFromHelpText = TRUE;


	// If we are a robot, look to update controller....
	if ( pNewSoldier->uiStatusFlags & SOLDIER_ROBOT )
	{
		UpdateRobotControllerGivenRobot( pNewSoldier );
	}

	// Set whatkind of merc am i
	pNewSoldier->ubWhatKindOfMercAmI = MERC_TYPE__EPC;

  UpdateTeamPanelAssignments( );

	return( TRUE );
}
コード例 #2
0
BOOLEAN UnRecruitEPC( UINT8 ubCharNum )
{
	SOLDIERTYPE *pSoldier, *pNewSoldier;

	// Get soldier pointer
	pSoldier = FindSoldierByProfileID( ubCharNum, FALSE );

	if (!pSoldier)
	{
		return( FALSE );
	}

	if (pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__EPC)
	{
		return( FALSE );
	}

  if ( pSoldier->bAssignment < ON_DUTY )
  {
    ResetDeadSquadMemberList( pSoldier->bAssignment );
  }

	// Rmeove from squad....
	RemoveCharacterFromSquads( pSoldier );

	// O< check if this is the only guy in the sector....
	if ( gusSelectedSoldier == pSoldier->ubID )
	{
		gusSelectedSoldier = NOBODY;
	}

	// OK, UN set recruit flag..
	gMercProfiles[ ubCharNum ].ubMiscFlags &= (~PROFILE_MISC_FLAG_EPCACTIVE);

	// update sector values to current

	// check to see if this person should disappear from the map after this
	if ( (ubCharNum == JOHN || ubCharNum == MARY) && pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B && pSoldier->bSectorZ == 0 )
	{
		gMercProfiles[ ubCharNum ].sSectorX = 0;
		gMercProfiles[ ubCharNum ].sSectorY = 0;
		gMercProfiles[ ubCharNum ].bSectorZ = 0;
	}
	else
	{
		gMercProfiles[ ubCharNum ].sSectorX = pSoldier->sSectorX;
		gMercProfiles[ ubCharNum ].sSectorY = pSoldier->sSectorY;
		gMercProfiles[ ubCharNum ].bSectorZ = pSoldier->bSectorZ;
	}

	// how do we decide whether or not to set this?
	gMercProfiles[ ubCharNum ].fUseProfileInsertionInfo = TRUE;
	gMercProfiles[ ubCharNum ].ubMiscFlags3 |= PROFILE_MISC_FLAG3_PERMANENT_INSERTION_CODE;

	// Add this guy to CIV team!
	pNewSoldier = ChangeSoldierTeam( pSoldier, CIV_TEAM );

  UpdateTeamPanelAssignments( );

	return( TRUE );
}
コード例 #3
0
ファイル: Merc Contract.cpp プロジェクト: jikuja/JA2-1.13
BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
{
	UINT8	ubHistoryCode=0;


	if ( gfInContractMenuFromRenewSequence )
	{
		EndCurrentContractRenewal( );
	}

	// ATE: Determine which HISTORY ENTRY to use...
	if ( pSoldier->ubLeaveHistoryCode == 0 )
	{
		// Default use contract expired reason...
		pSoldier->ubLeaveHistoryCode = HISTORY_MERC_CONTRACT_EXPIRED;
	}

	ubHistoryCode = pSoldier->ubLeaveHistoryCode;

	//if the soldier is DEAD
	if( pSoldier->stats.bLife <= 0 )
	{
		AddCharacterToDeadList( pSoldier );
	}

	//else if the merc was fired
	else if( ubHistoryCode == HISTORY_MERC_FIRED || pSoldier->bAssignment == ASSIGNMENT_POW )
	{
		AddCharacterToFiredList( pSoldier );
	}

	//The merc is leaving for some other reason
	else
	{
		AddCharacterToOtherList( pSoldier );
	}


	if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC )
	{
		SetupProfileInsertionDataForSoldier( pSoldier );
	}

	if (IsVehicle(pSoldier))
	{
		// for some reason, vehicles have their own idea of handling group ids
		RemovePlayerFromGroup(pVehicleList[ pSoldier->bVehicleID ].ubMovementGroup, pSoldier);
	}
	//remove him from the soldier structure
	if( pSoldier->bAssignment >= ON_DUTY )
	{
		// is he/she in a mvt group, if so, remove and destroy the group
		if( pSoldier->ubGroupID )
		{
			if ( pSoldier->bAssignment != VEHICLE )
			{ //Can only remove groups if they aren't persistant (not in a squad or vehicle)
				RemoveGroup( pSoldier->ubGroupID );
			}
			else
			{
				// remove him from any existing merc slot he could be in
				RemoveMercSlot( pSoldier );
		TakeSoldierOutOfVehicle( pSoldier );
			}
		}

	}
	else
	{
		RemoveCharacterFromSquads( pSoldier );
	}

	// if the merc is not dead
	if( gMercProfiles[ pSoldier->ubProfile ].bMercStatus != MERC_IS_DEAD )
	{
		//Set the status to returning home ( delay the merc for rehire )
		gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_RETURNING_HOME;

		// specify how long the merc will continue to be unavailable
		gMercProfiles[ pSoldier->ubProfile ].uiDayBecomesAvailable = 1 + Random(2);		// 1-2 days

		HandleSoldierLeavingWithLowMorale( pSoldier );
		HandleSoldierLeavingForAnotherContract( pSoldier );
	}


	//add an entry in the history page for the firing/quiting of the merc
	// ATE: Don't do this if they are already dead!
	if ( !( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) )
	{
		AddHistoryToPlayersLog( ubHistoryCode, pSoldier->ubProfile, GetWorldTotalMin(), pSoldier->sSectorX, pSoldier->sSectorY );
	}

	//if the merc was a POW, remember it becuase the merc cant show up in AIM or MERC anymore
	if( pSoldier->bAssignment	== ASSIGNMENT_POW )
	{
		gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_FIRED_AS_A_POW;
	}

	//else the merc CAN get his medical deposit back
	else
	{
		//Determine how much of a Medical deposit is going to be refunded to the player
		CalculateMedicalDepositRefund( pSoldier );
	}

	//remove the merc from the tactical
	TacticalRemoveSoldier( pSoldier->ubID );

	// Check if we should remove loaded world...
	CheckAndHandleUnloadingOfCurrentWorld();

	if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
	{
		ReBuildCharactersList( );
	}

	fMapPanelDirty = TRUE;
	fTeamPanelDirty = TRUE;
	fCharacterInfoPanelDirty = TRUE;

	// stop time compression so player can react to the departure
	StopTimeCompression();

	// WDS: This allows for replacing dead IMP mercs.	See "BtnIMPBeginScreenDoneCallback" in "IMP Begin Screen.cpp"
	if( ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__PLAYER_CHARACTER ) &&
		( gMercProfiles[ pSoldier->ubProfile ].bMercStatus == MERC_IS_DEAD ) ) {
		// Replace the name with an empty string
		wcsncpy( gMercProfiles[ pSoldier->ubProfile ].zName, L"", 1 );
	}

	// ATE: update team panels....
	UpdateTeamPanelAssignments( );
 
	// And unpause the @#$@#$ interface
	UnLockPauseState();
	UnPauseGame();


	if (is_client)
		send_dismiss(pSoldier->ubID);

	return( TRUE );
}