BOOLEAN RemoveCharacterFromASquad( SOLDIERTYPE *pCharacter, INT8 bSquadValue ) { INT32 iCounter =0, iCounterA = 0; // remove character from particular squad..return if successful for( iCounter = 0; iCounter < NUMBER_OF_SOLDIERS_PER_SQUAD ; iCounter++ ) { // check if on current squad and current slot? if( Squad[ bSquadValue ][ iCounter ] == pCharacter ) { UpdateCurrentlySelectedMerc( pCharacter, bSquadValue ); // found and nulled Squad[ bSquadValue ][ iCounter ] = NULL; // remove character from mvt group RemovePlayerFromGroup( SquadMovementGroups[ bSquadValue ], pCharacter ); if( pCharacter->bLife == 0 ) { AddDeadCharacterToSquadDeadGuys( pCharacter, iCounterA ); } RebuildSquad( bSquadValue ); // found return ( TRUE ); } } // not found return ( FALSE ); }
BOOLEAN AddCharacterToSquad( SOLDIERTYPE *pCharacter, INT8 bSquadValue ) { INT8 bCounter =0; INT16 sX, sY; INT8 bZ; // BOOLEAN fBetweenSectors = FALSE; GROUP *pGroup; BOOLEAN fNewSquad; // add character to squad...return success or failure // run through list of people in squad, find first free slo if( fExitingVehicleToSquad ) { return( FALSE ); } // ATE: If any vehicle exists in this squad AND we're not set to // a driver or or passenger, when return false if ( DoesVehicleExistInSquad( bSquadValue ) ) { // We're not allowing anybody to go on a vehicle if they are not passengers! // NB: We obviously need to make sure that REAL passengers have their // flags set before adding them to a squad! if ( !( pCharacter->uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER | SOLDIER_VEHICLE ) ) ) { return( FALSE ); } } // if squad is on the move, can't add someone if( IsThisSquadOnTheMove( bSquadValue ) == TRUE ) { // nope, go away now return( FALSE ); } for( bCounter =0; bCounter < NUMBER_OF_SOLDIERS_PER_SQUAD; bCounter++ ) { // check if on current squad and current slot? if( Squad[ bSquadValue ][ bCounter ] == pCharacter ) { // 'successful of sorts, if there, then he's 'added' return ( TRUE ); } // free slot, add here if( Squad[ bSquadValue ][ bCounter ] == NULL ) { // check if squad empty, if not check sector x,y,z are the same as this guys if( SquadIsEmpty( bSquadValue ) == FALSE ) { GetLocationOfSquad( &sX, &sY, &bZ, bSquadValue ); // if not same, return false if( ( pCharacter->sSectorX != sX ) || ( pCharacter -> sSectorY != sY ) ||( pCharacter->bSectorZ != bZ) ) { return ( FALSE ); } // remove them RemoveCharacterFromSquads( pCharacter ); // fBetweenSectors = Squad[ bSquadValue ][ 0 ]->fBetweenSectors; } else { // remove them RemoveCharacterFromSquads( pCharacter ); } /* if( fBetweenSectors == TRUE ) { pCharacter->fBetweenSectors = TRUE; } */ // copy path of squad to this char CopyPathOfSquadToCharacter( pCharacter, bSquadValue ); // check if old mvt group if( pCharacter -> ubGroupID != 0 ) { // in valid group, remove from that group RemovePlayerFromGroup( pCharacter -> ubGroupID , pCharacter ); // character not on a reserved group if( ( pCharacter->bAssignment >= ON_DUTY ) && ( pCharacter->bAssignment != VEHICLE ) ) { // get the group from the character pGroup = GetGroup( pCharacter -> ubGroupID ); // if valid group, delete it if( pGroup ) { RemoveGroupFromList( pGroup ); } } } if( ( pCharacter->bAssignment == VEHICLE ) && ( pCharacter->iVehicleId == iHelicopterVehicleId ) && ( pCharacter-> iVehicleId != -1 ) ) { // if creating a new squad from guys exiting the chopper fNewSquad = SquadIsEmpty( bSquadValue ); RemoveSoldierFromHelicopter( pCharacter ); AddPlayerToGroup( SquadMovementGroups[ bSquadValue ], pCharacter ); SetGroupSectorValue( pCharacter->sSectorX, pCharacter->sSectorY, pCharacter->bSectorZ, SquadMovementGroups[ bSquadValue ] ); pCharacter -> ubGroupID = SquadMovementGroups[ bSquadValue ]; // if we've just started a new squad if ( fNewSquad ) { // set mvt group for GROUP *pGroup; // grab group pGroup = GetGroup( pVehicleList[ iHelicopterVehicleId ].ubMovementGroup ); Assert( pGroup ); if( pGroup ) { // set where it is and where it's going, then make it arrive there. Don't check for battle PlaceGroupInSector( SquadMovementGroups[ bSquadValue ], pGroup->ubPrevX, pGroup->ubPrevY, pGroup->ubSectorX, pGroup->ubSectorY, pGroup->ubSectorZ, FALSE ); } } } else if( ( pCharacter->bAssignment == VEHICLE ) && ( pCharacter-> iVehicleId != -1 ) ) { fExitingVehicleToSquad = TRUE; // remove from vehicle TakeSoldierOutOfVehicle( pCharacter ); fExitingVehicleToSquad = FALSE; AddPlayerToGroup( SquadMovementGroups[ bSquadValue ], pCharacter ); SetGroupSectorValue( pCharacter->sSectorX, pCharacter->sSectorY, pCharacter->bSectorZ, SquadMovementGroups[ bSquadValue ] ); pCharacter -> ubGroupID = SquadMovementGroups[ bSquadValue ]; } else { AddPlayerToGroup( SquadMovementGroups[ bSquadValue ], pCharacter ); SetGroupSectorValue( pCharacter->sSectorX, pCharacter->sSectorY, pCharacter->bSectorZ, SquadMovementGroups[ bSquadValue ] ); pCharacter -> ubGroupID = SquadMovementGroups[ bSquadValue ]; } // assign here Squad[ bSquadValue ][ bCounter ] = pCharacter; if( ( pCharacter->bAssignment != bSquadValue ) ) { // check to see if we should wake them up if ( pCharacter->fMercAsleep ) { // try to wake him up SetMercAwake( pCharacter, FALSE, FALSE ); } SetTimeOfAssignmentChangeForMerc( pCharacter ); } // set squad value ChangeSoldiersAssignment( pCharacter, bSquadValue ); if ( pCharacter->bOldAssignment < ON_DUTY ) { pCharacter->bOldAssignment = bSquadValue; } // if current tactical sqaud...upadte panel if( NumberOfPeopleInSquad( ( INT8 )iCurrentTacticalSquad ) == 0 ) { SetCurrentSquad( bSquadValue, TRUE ); } if( bSquadValue == ( INT8 ) iCurrentTacticalSquad ) { CheckForAndAddMercToTeamPanel( Squad[ iCurrentTacticalSquad ][ bCounter ] ); } if ( pCharacter->ubID == gusSelectedSoldier ) { SetCurrentSquad( bSquadValue, TRUE ); } return ( TRUE ); } } return ( FALSE ); }
// find and remove characters from any squad BOOLEAN RemoveCharacterFromSquads( SOLDIERTYPE *pCharacter ) { INT32 iCounterA = 0; INT32 iCounter = 0; UINT8 ubGroupId = 0; // find character and remove.. check characters in all squads // squad? for( iCounterA = 0; iCounterA < NUMBER_OF_SQUADS ; iCounterA++ ) { // slot? for( iCounter = 0; iCounter < NUMBER_OF_SOLDIERS_PER_SQUAD ; iCounter++ ) { // check if on current squad and current slot? if( Squad[ iCounterA ][ iCounter ] == pCharacter ) { // found and nulled Squad[ iCounterA ][ iCounter ] = NULL; // Release memory for his personal path, BUT DON'T CLEAR HIS GROUP'S PATH/WAYPOINTS (pass in groupID -1). // Just because one guy leaves a group is no reason to cancel movement for the rest of the group. pCharacter -> pMercPath = ClearStrategicPathList( pCharacter -> pMercPath, -1 ); // remove character from mvt group RemovePlayerFromGroup( SquadMovementGroups[ iCounterA ], pCharacter ); // reset player mvt group id value pCharacter -> ubGroupID = 0; if( ( pCharacter->fBetweenSectors )&&( pCharacter-> uiStatusFlags & SOLDIER_VEHICLE ) ) { ubGroupId = CreateNewPlayerGroupDepartingFromSector( ( INT8 ) ( pCharacter -> sSectorX ) , ( INT8 ) ( pCharacter -> sSectorY ) ); // assign to a group AddPlayerToGroup( ubGroupId, pCharacter ); } RebuildSquad( ( INT8 )iCounterA ); if( pCharacter->bLife == 0 ) { AddDeadCharacterToSquadDeadGuys( pCharacter, iCounterA ); } //if we are not loading a saved game if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) && guiCurrentScreen == GAME_SCREEN ) { UpdateCurrentlySelectedMerc( pCharacter, ( INT8 )iCounterA ); } return ( TRUE ); } } } // not found return ( FALSE ); }
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 ); }