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- #ifdef PRECOMPILEDHEADERS
- #include "Tactical All.h"
- #else
- #include <memory.h>
- #include "Inventory Choosing.h"
- #include "animation data.h"
- #include "Items.h"
- #include "Random.h"
- #include "Weapons.h"
- #include "Strategic Status.h"
- #include "Campaign.h"
- #include "GameSettings.h"
- #endif
- #define ENEMYAMMODROPRATE 50 // % of time enemies drop ammunition
- #define ENEMYGRENADEDROPRATE 25 // % of time enemies drop grenades
- #define ENEMYEQUIPDROPRATE 15 // % of stuff enemies drop equipment
- // only 1/10th of what enemies drop...
- #define MILITIAAMMODROPRATE 5 // % of time enemies drop ammunition
- #define MILITIAGRENADEDROPRATE 3 // % of time enemies drop grenades
- #define MILITIAEQUIPDROPRATE 2 // % of stuff enemies drop equipment
- #define MAX_MORTARS_PER_TEAM 1 // one team can't randomly roll more than this many mortars per sector
- UINT32 guiMortarsRolledByTeam = 0;
- ARMY_GUN_CHOICE_TYPE gRegularArmyGunChoices[ARMY_GUN_LEVELS] =
- { // INDEX CLASS #CHOICES
- { /* 0 - lo pistols */ 2, SW38, DESERTEAGLE, -1, -1, -1 },
- { /* 1 - hi pistols */ 2, GLOCK_17, BERETTA_93R, -1, -1, -1 },
- { /* 2 - lo SMG/shotgun */ 2, M870, MP5K, -1, -1, -1 },
- { /* 3 - lo rifles */ 1, MINI14, -1, -1, -1, -1 },
- { /* 4 - hi SMGs */ 2, MAC10, COMMANDO, -1, -1, -1 },
- { /* 5 - med rifles */ 1, G41, -1, -1, -1, -1 },
- { /* 6 - sniper rifles */ 1, M24, -1, -1, -1, -1 },
- { /* 7 - hi rifles */ 2, M14, C7, -1, -1, -1 },
- { /* 8 - best rifle */ 1, FNFAL, -1, -1, -1, -1 },
- { /* 9 - machine guns */ 1, MINIMI, -1, -1, -1, -1 },
- { /* 10- rocket rifle */ 2, ROCKET_RIFLE, MINIMI, -1, -1, -1 },
- };
- ARMY_GUN_CHOICE_TYPE gExtendedArmyGunChoices[ARMY_GUN_LEVELS] =
- { // INDEX CLASS #CHOICES
- { /* 0 - lo pistols */ 5, SW38, BARRACUDA, DESERTEAGLE, GLOCK_17, M1911, },
- { /* 1 - hi pist/shtgn */ 4, GLOCK_18, BERETTA_93R, BERETTA_92F, M870, -1 },
- { /* 2 - lo SMGs/shtgn */ 5, TYPE85, THOMPSON, MP53, MP5K, SPAS15 },
- { /* 3 - lo rifles */ 2, MINI14, SKS, -1, -1, -1 },
- { /* 4 - hi SMGs */ 3, MAC10, AKSU74, COMMANDO, -1, -1 },
- { /* 5 - med rifles */ 4, AKM, G3A3, G41, AK74, -1 },
- { /* 6 - sniper rifles */ 2, DRAGUNOV, M24, -1, -1, -1 },
- { /* 7 - hi rifles */ 4, FAMAS, M14, AUG, C7, -1 },
- { /* 8 - best rifle */ 1, FNFAL, -1, -1, -1, -1 },
- { /* 9 - machine guns */ 3, MINIMI, RPK74, HK21E, -1, -1 },
- { /* 10- rocket rifle */ 4, ROCKET_RIFLE, ROCKET_RIFLE, RPK74, HK21E, -1},
- };
- void RandomlyChooseWhichItemsAreDroppable( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass );
- void EquipTank( SOLDIERCREATE_STRUCT *pp );
- void ChooseKitsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bKitClass );
- void ChooseMiscGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bMiscClass );
- void ChooseBombsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bBombClass );
- void InitArmyGunTypes(void)
- {
- ARMY_GUN_CHOICE_TYPE *pGunChoiceTable;
- UINT32 uiGunLevel;
- UINT32 uiChoice;
- INT8 bItemNo;
- UINT8 ubWeapon;
- // depending on selection of the gun nut option
- if (gGameOptions.fGunNut)
- {
- // use table of extended gun choices
- pGunChoiceTable = &(gExtendedArmyGunChoices[0]);
- }
- else
- {
- // use table of regular gun choices
- pGunChoiceTable = &(gRegularArmyGunChoices[0]);
- }
- // for each gun category
- for (uiGunLevel = 0; uiGunLevel < ARMY_GUN_LEVELS; uiGunLevel++)
- {
- // choose one the of the possible gun choices to be used by the army for this game & store it
- uiChoice = Random(pGunChoiceTable[ uiGunLevel ].ubChoices);
- bItemNo = pGunChoiceTable[ uiGunLevel ].bItemNo[ uiChoice ];
- AssertMsg(bItemNo != -1, "Invalid army gun choice in table");
- gStrategicStatus.ubStandardArmyGunIndex[uiGunLevel] = (UINT8) bItemNo;
- }
- // set all flags that track whether this weapon type has been dropped before to FALSE
- for (ubWeapon = 0; ubWeapon < MAX_WEAPONS; ubWeapon++)
- {
- gStrategicStatus.fWeaponDroppedAlready[ubWeapon] = FALSE;
- }
- // avoid auto-drops for the gun class with the crappiest guns in it
- MarkAllWeaponsOfSameGunClassAsDropped( SW38 );
- }
- INT8 GetWeaponClass( UINT16 usGun )
- {
- UINT32 uiGunLevel, uiLoop;
- // always use the extended list since it contains all guns...
- for (uiGunLevel = 0; uiGunLevel < ARMY_GUN_LEVELS; uiGunLevel++)
- {
- for ( uiLoop = 0; uiLoop < gExtendedArmyGunChoices[ uiGunLevel ].ubChoices; uiLoop++ )
- {
- if ( gExtendedArmyGunChoices[ uiGunLevel ].bItemNo[ uiLoop ] == usGun )
- {
- return( (INT8) uiGunLevel );
- }
- }
- }
- return( -1 );
- }
- void MarkAllWeaponsOfSameGunClassAsDropped( UINT16 usWeapon )
- {
- INT8 bGunClass;
- UINT32 uiLoop;
- // mark that item itself as dropped, whether or not it's part of a gun class
- gStrategicStatus.fWeaponDroppedAlready[ usWeapon ] = TRUE;
- bGunClass = GetWeaponClass( usWeapon );
- // if the gun belongs to a gun class (mortars, GLs, LAWs, etc. do not and are handled independently)
- if ( bGunClass != -1 )
- {
- // then mark EVERY gun in that class as dropped
- for ( uiLoop = 0; uiLoop < gExtendedArmyGunChoices[ bGunClass ].ubChoices; uiLoop++ )
- {
- gStrategicStatus.fWeaponDroppedAlready[ gExtendedArmyGunChoices[ bGunClass ].bItemNo[ uiLoop ] ] = TRUE;
- }
- }
- }
- //Chooses equipment based on the relative equipment level (0-4) with best being 4. It allocates a range
- //of equipment to choose from.
- //NOTE: I'm just winging it for the decisions on which items that different groups can have. Basically,
- // there are variations, so a guy at a certain level may get a better gun and worse armour or vice versa.
- void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8 bEquipmentRating )
- {
- OBJECTTYPE *pItem;
- //general rating information
- INT8 bRating = 0;
- //numbers of items
- INT8 bAmmoClips = 0;
- INT8 bGrenades = 0;
- BOOLEAN fAttachment = FALSE;
- //item levels
- INT8 bWeaponClass = 0;
- INT8 bHelmetClass = 0;
- INT8 bVestClass = 0;
- INT8 bLeggingClass = 0;
- INT8 bAttachClass = 0;
- INT8 bGrenadeClass = 0;
- INT8 bKnifeClass = 0;
- INT8 bKitClass = 0;
- INT8 bMiscClass = 0;
- INT8 bBombClass = 0;
- //special weapons
- BOOLEAN fMortar = FALSE;
- BOOLEAN fGrenadeLauncher = FALSE;
- BOOLEAN fLAW = FALSE;
- INT32 i;
- INT8 bEquipmentModifier;
- UINT8 ubMaxSpecialWeaponRoll;
- Assert( pp );
- // kids don't get anything 'cause they don't have any weapon animations and the rest is inappropriate
- if ( ( pp->bBodyType == HATKIDCIV ) || ( pp->bBodyType == KIDCIV ) )
- {
- return;
- }
- if ( ( pp->bBodyType == TANK_NE ) || ( pp->bBodyType == TANK_NW ) )
- {
- EquipTank( pp );
- return;
- }
- Assert( ( bSoldierClass >= SOLDIER_CLASS_NONE ) && ( bSoldierClass <= SOLDIER_CLASS_ELITE_MILITIA ) );
- Assert( ( bEquipmentRating >= 0 ) && ( bEquipmentRating <= 4 ) );
- // equipment level is modified by 1/10 of the difficulty percentage, -5, so it's between -5 to +5
- // (on normal, this is actually -4 to +4, easy is -5 to +3, and hard is -3 to +5)
- bEquipmentModifier = bEquipmentRating + ( ( CalcDifficultyModifier( bSoldierClass ) / 10 ) - 5 );
- switch( bSoldierClass )
- {
- case SOLDIER_CLASS_NONE:
- // ammo is here only so that civilians with pre-assigned ammo will get some clips for it!
- bAmmoClips = (INT8)(1 + Random( 2 ));
- // civilians get nothing, anyone who should get something should be preassigned by Linda
- break;
- case SOLDIER_CLASS_ADMINISTRATOR:
- case SOLDIER_CLASS_GREEN_MILITIA:
- bRating = BAD_ADMINISTRATOR_EQUIPMENT_RATING + bEquipmentModifier;
- bRating = (INT8)max( MIN_EQUIPMENT_CLASS, min( MAX_EQUIPMENT_CLASS, bRating ) );
- bWeaponClass = bRating;
- //Note: in some cases the class of armour and/or helmet won't be high enough to make
- // the lowest level.
- bVestClass = bRating;
- bHelmetClass = bRating;
- // no leggings
- if( Random( 2 ) )
- bKnifeClass = bRating;
- bAmmoClips = (INT8)(1 + Random( 2 ));
- if( bRating >= GOOD_ADMINISTRATOR_EQUIPMENT_RATING )
- {
- bAmmoClips++;
- bKitClass = bRating;
- bMiscClass = bRating;
- }
- if( bRating >= GREAT_ADMINISTRATOR_EQUIPMENT_RATING )
- {
- bGrenades = 1, bGrenadeClass = bRating;
- }
- if( ( bRating > MIN_EQUIPMENT_CLASS ) && bRating < MAX_EQUIPMENT_CLASS )
- { //Randomly decide if there is to be an upgrade of guns vs armour (one goes up, the other down)
- switch( Random( 5 ) )
- {
- case 0: bWeaponClass++, bVestClass--; break; //better gun, worse armour
- case 1: bWeaponClass--, bVestClass++; break; //worse gun, better armour
- }
- }
- break;
- case SOLDIER_CLASS_ARMY:
- case SOLDIER_CLASS_REG_MILITIA:
- //army guys tend to have a broad range of equipment
- bRating = BAD_ARMY_EQUIPMENT_RATING + bEquipmentModifier;
- bRating = (INT8)max( MIN_EQUIPMENT_CLASS, min( MAX_EQUIPMENT_CLASS, bRating ) );
- bWeaponClass = bRating;
- bVestClass = bRating;
- bHelmetClass = bRating;
- bGrenadeClass = bRating;
- if( ( bRating >= GOOD_ARMY_EQUIPMENT_RATING ) && ( Random( 100 ) < 33 ) )
- {
- fAttachment = TRUE;
- bAttachClass = bRating;
- }
- bAmmoClips = (INT8)(2 + Random( 2 ));
- if( bRating >= AVERAGE_ARMY_EQUIPMENT_RATING )
- {
- bGrenades = (INT8)Random( 2 );
- bKitClass = bRating;
- bMiscClass = bRating;
- }
- if( bRating >= GOOD_ARMY_EQUIPMENT_RATING )
- {
- bGrenades++;
- }
- if( bRating >= GREAT_ARMY_EQUIPMENT_RATING )
- {
- bGrenades++;
- bLeggingClass = bRating;
- if ( Chance( 25 ) )
- {
- bBombClass = bRating;
- }
- }
- if( Random( 2 ) )
- bKnifeClass = bRating;
- if( ( bRating > MIN_EQUIPMENT_CLASS ) && bRating < MAX_EQUIPMENT_CLASS )
- {
- switch( Random( 7 ) )
- {
- case 3: bWeaponClass++, bVestClass--; break; //better gun, worse armour
- case 4: bWeaponClass--, bVestClass++; break; //worse gun, better armour
- case 5: bVestClass++, bHelmetClass--; break; //better armour, worse helmet
- case 6: bVestClass--, bHelmetClass++; break; //worse armour, better helmet
- }
- }
- // if well-enough equipped, 1/5 chance of something really special
- if( ( bRating >= GREAT_ARMY_EQUIPMENT_RATING ) && ( Random( 100 ) < 20 ) )
- {
- //give this man a special weapon! No mortars if underground, however
- ubMaxSpecialWeaponRoll = ( !IsAutoResolveActive() && ( gbWorldSectorZ != 0 ) ) ? 6 : 7;
- switch ( Random ( ubMaxSpecialWeaponRoll ) )
- {
- case 0:
- case 1:
- case 2:
- if ( pp->bExpLevel >= 3 )
- {
- //grenade launcher
- fGrenadeLauncher = TRUE;
- bGrenades = 3 + (INT8)(Random( 3 )); //3-5
- }
- break;
- case 3:
- case 4:
- case 5:
- if ( pp->bExpLevel >= 4 )
- {
- // LAW rocket launcher
- fLAW = TRUE;
- }
- break;
- case 6:
- // one per team maximum!
- if ( ( pp->bExpLevel >= 5 ) && ( guiMortarsRolledByTeam < MAX_MORTARS_PER_TEAM ) )
- {
- //mortar
- fMortar = TRUE;
- guiMortarsRolledByTeam++;
- // the grenades will actually represent mortar shells in this case
- bGrenades = 2 + (INT8)(Random( 3 )); //2-4
- bGrenadeClass = MORTAR_GRENADE_CLASS;
- }
- break;
- }
- }
- break;
- case SOLDIER_CLASS_ELITE:
- case SOLDIER_CLASS_ELITE_MILITIA:
- bRating = BAD_ELITE_EQUIPMENT_RATING + bEquipmentModifier;
- bRating = (INT8)max( MIN_EQUIPMENT_CLASS, min( MAX_EQUIPMENT_CLASS, bRating ) );
- bWeaponClass = bRating;
- bHelmetClass = bRating;
- bVestClass = bRating;
- bLeggingClass = bRating;
- bAttachClass = bRating;
- bGrenadeClass = bRating;
- bKitClass = bRating;
- bMiscClass = bRating;
- if ( Chance( 25 ) )
- {
- bBombClass = bRating;
- }
- bAmmoClips = (INT8)(3 + Random( 2 ));
- bGrenades = (INT8)(1 + Random( 3 ));
- if( ( bRating >= AVERAGE_ELITE_EQUIPMENT_RATING ) && ( Random( 100 ) < 75 ) )
- {
- fAttachment = TRUE;
- bAttachClass = bRating;
- }
- if( Random( 2 ) )
- bKnifeClass = bRating;
- if( ( bRating > MIN_EQUIPMENT_CLASS ) && bRating < MAX_EQUIPMENT_CLASS )
- {
- switch( Random( 11 ) )
- {
- case 4: bWeaponClass++, bVestClass--; break;
- case 5: bWeaponClass--, bVestClass--; break;
- case 6: bVestClass++, bHelmetClass--; break;
- case 7: bGrenades += 2; break;
- case 8: bHelmetClass++; break;
- case 9: bVestClass++; break;
- case 10: bWeaponClass++; break;
- }
- }
- // if well-enough equipped, 1/3 chance of something really special
- if( ( bRating >= GOOD_ELITE_EQUIPMENT_RATING ) && ( Random( 100 ) < 33 ) )
- {
- //give this man a special weapon! No mortars if underground, however
- ubMaxSpecialWeaponRoll = ( !IsAutoResolveActive() && ( gbWorldSectorZ != 0 ) ) ? 6 : 7;
- switch ( Random ( ubMaxSpecialWeaponRoll ) )
- {
- case 0:
- case 1:
- case 2:
- //grenade launcher
- fGrenadeLauncher = TRUE;
- bGrenades = 4 + (INT8)(Random( 4 )); //4-7
- break;
- case 3:
- case 4:
- case 5:
- // LAW rocket launcher
- fLAW = TRUE;
- break;
- case 6:
- // one per team maximum!
- if ( guiMortarsRolledByTeam < MAX_MORTARS_PER_TEAM )
- {
- //mortar
- fMortar = TRUE;
- guiMortarsRolledByTeam++;
- // the grenades will actually represent mortar shells in this case
- bGrenades = 3 + (INT8)(Random( 5 )); //3-7
- bGrenadeClass = MORTAR_GRENADE_CLASS;
- }
- break;
- }
- }
- break;
- }
- for ( i = 0; i < NUM_INV_SLOTS; i++ )
- { //clear items, but only if they have write status.
- if( !(pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- memset( &(pp->Inv[ i ]), 0, sizeof( OBJECTTYPE ) );
- pp->Inv[ i ].fFlags |= OBJECT_UNDROPPABLE;
- }
- else
- { //check to see what kind of item is here. If we find a gun, for example, it'll make the
- //bWeaponClass negative to signify that a gun has already been specified, and later
- //code will use that to determine that and to pick ammo for it.
- pItem = &pp->Inv[ i ];
- if( !pItem )
- continue;
- switch( Item[ pItem->usItem ].usItemClass )
- {
- case IC_GUN:
- if ( pItem->usItem != ROCKET_LAUNCHER )
- {
- bWeaponClass *= -1;
- }
- else // rocket launcher!
- {
- fLAW = FALSE;
- }
- break;
- case IC_AMMO:
- bAmmoClips = 0;
- break;
- case IC_BLADE:
- case IC_THROWING_KNIFE:
- bKnifeClass = 0;
- break;
- case IC_LAUNCHER:
- fGrenadeLauncher = FALSE;
- fMortar = FALSE;
- break;
- case IC_ARMOUR:
- if( i == HELMETPOS )
- bHelmetClass = 0;
- else if( i == VESTPOS )
- bVestClass = 0;
- else if( i == LEGPOS )
- bLeggingClass = 0;
- break;
- case IC_GRENADE:
- bGrenades = 0;
- bGrenadeClass = 0;
- break;
- case IC_MEDKIT:
- case IC_KIT:
- bKitClass = 0;
- break;
- case IC_MISC:
- bMiscClass = 0;
- case IC_BOMB:
- bBombClass = 0;
- break;
- }
- }
- }
- // special: militia shouldn't drop bombs
- if ( !( SOLDIER_CLASS_ENEMY( bSoldierClass ) ) )
- {
- bBombClass = 0;
- }
- //Now actually choose the equipment!
- ChooseWeaponForSoldierCreateStruct( pp, bWeaponClass, bAmmoClips, bAttachClass, fAttachment );
- ChooseGrenadesForSoldierCreateStruct( pp, bGrenades, bGrenadeClass, fGrenadeLauncher );
- ChooseArmourForSoldierCreateStruct( pp, bHelmetClass, bVestClass, bLeggingClass );
- ChooseSpecialWeaponsForSoldierCreateStruct( pp, bKnifeClass, fGrenadeLauncher, fLAW, fMortar );
- ChooseFaceGearForSoldierCreateStruct( pp );
- ChooseKitsForSoldierCreateStruct( pp, bKitClass );
- ChooseMiscGearForSoldierCreateStruct( pp, bMiscClass );
- ChooseBombsForSoldierCreateStruct( pp, bBombClass );
- ChooseLocationSpecificGearForSoldierCreateStruct( pp );
- RandomlyChooseWhichItemsAreDroppable( pp, bSoldierClass );
- }
- //When using the class values, they should all range from 0-11, 0 meaning that there will be no
- //selection for that particular type of item, and 1-11 means to choose an item if possible. 1 is
- //the worst class of item, while 11 is the best.
- void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponClass,
- INT8 bAmmoClips, INT8 bAttachClass, BOOLEAN fAttachment )
- {
- INVTYPE *pItem;
- OBJECTTYPE Object;
- UINT16 i;
- UINT16 usRandom;
- UINT16 usNumMatches = 0;
- UINT16 usGunIndex = 0;
- UINT16 usAmmoIndex = 0;
- UINT16 usAttachIndex = 0;
- UINT8 ubChanceStandardAmmo;
- INT8 bStatus;
- // Choose weapon:
- // WEAPONS are very important, and are therefore handled differently using special pre-generated tables.
- // It was requested that enemies use only a small subset of guns with a lot duplication of the same gun type.
-
- // if gun was pre-selected (rcvd negative weapon class) and needs ammo
- if( bWeaponClass < 0 && bAmmoClips )
- { //Linda has added a specific gun to the merc's inventory, but no ammo. So, we
- //will choose ammunition that works with the gun.
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- if( Item[ pp->Inv[ i ].usItem ].usItemClass == IC_GUN )
- {
- usGunIndex = pp->Inv[ i ].usItem;
- ubChanceStandardAmmo = 100 - (bWeaponClass * -9); // weapon class is negative!
- usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo );
- if ( usGunIndex == ROCKET_RIFLE )
- {
- pp->Inv[ i ].ubImprintID = (NO_PROFILE + 1);
- }
- break;
- }
- }
- if( bAmmoClips && usAmmoIndex )
- {
- CreateItems( usAmmoIndex, 100, bAmmoClips, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- return;
- }
- if (bWeaponClass < 1)
- return; //empty handed / pre-selected
- // reduce anything over 11 to 11
- if (bWeaponClass > ARMY_GUN_LEVELS)
- {
- bWeaponClass = ARMY_GUN_LEVELS;
- }
- // the weapon class here ranges from 1 to 11, so subtract 1 to get a gun level
- usGunIndex = SelectStandardArmyGun( (UINT8) (bWeaponClass - 1));
- if( bAmmoClips )
- { //We have a gun, so choose ammo clips
- // check default ammo first...
- usAmmoIndex = DefaultMagazine( usGunIndex );
- switch( Magazine[ Item[ usAmmoIndex ].ubClassIndex ].ubAmmoType )
- {
- case AMMO_AP:
- case AMMO_SUPER_AP:
- // assault rifle, rocket rifle (etc) - high chance of having AP ammo
- ubChanceStandardAmmo = 80;
- break;
- default:
- ubChanceStandardAmmo = 100 - (bWeaponClass * 9);
- break;
- }
- usAmmoIndex = RandomMagazine( usGunIndex, ubChanceStandardAmmo );
- }
- //Choose attachment
- if( bAttachClass && fAttachment )
- {
- usNumMatches = 0;
- while( bAttachClass && !usNumMatches )
- { //Count the number of valid attachments.
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( pItem->usItemClass == IC_MISC && pItem->ubCoolness == bAttachClass && ValidAttachment( i, usGunIndex ) )
- usNumMatches++;
- }
- if( !usNumMatches )
- {
- bAttachClass--;
- }
- }
- if( usNumMatches )
- {
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( pItem->usItemClass == IC_MISC && pItem->ubCoolness == bAttachClass && ValidAttachment( i, usGunIndex ) )
- {
- if( usRandom )
- usRandom--;
- else
- {
- usAttachIndex = i;
- break;
- }
- }
- }
- }
- }
- //Now, we have chosen all of the correct items. Now, we will assign them into the slots.
- //Because we are dealing with enemies, automatically give them full ammo in their weapon.
- if( !(pp->Inv[ HANDPOS ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- switch( pp->ubSoldierClass )
- {
- case SOLDIER_CLASS_ADMINISTRATOR:
- case SOLDIER_CLASS_ARMY:
- case SOLDIER_CLASS_GREEN_MILITIA:
- case SOLDIER_CLASS_REG_MILITIA:
- //Admins/Troops: 60-75% + 1% every 4% progress
- bStatus = (INT8)(60 + Random( 16 ));
- bStatus += (INT8)(HighestPlayerProgressPercentage() / 4);
- bStatus = (INT8)min( 100, bStatus );
- break;
- case SOLDIER_CLASS_ELITE:
- case SOLDIER_CLASS_ELITE_MILITIA:
- //85-90% + 1% every 10% progress
- bStatus = (INT8)(85 + Random( 6 ));
- bStatus += (INT8)(HighestPlayerProgressPercentage() / 10);
- bStatus = (INT8)min( 100, bStatus );
- break;
- default:
- bStatus = (INT8)(50 + Random( 51 ) );
- break;
- }
- // don't allow it to be lower than marksmanship, we don't want it to affect their chances of hitting
- bStatus = (INT8)max( pp->bMarksmanship, bStatus );
- CreateItem( usGunIndex, bStatus, &(pp->Inv[ HANDPOS ]) );
- pp->Inv[ HANDPOS ].fFlags |= OBJECT_UNDROPPABLE;
- // Rocket Rifles must come pre-imprinted, in case carrier gets killed without getting a shot off
- if ( usGunIndex == ROCKET_RIFLE )
- {
- pp->Inv[ HANDPOS ].ubImprintID = (NO_PROFILE + 1);
- }
- }
- else
- { //slot locked, so don't add any attachments to it!
- usAttachIndex = 0;
- }
- //Ammo
- if( bAmmoClips && usAmmoIndex )
- {
- CreateItems( usAmmoIndex, 100, bAmmoClips, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( usAttachIndex )
- {
- CreateItem( usAttachIndex, 100, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- AttachObject( NULL, &(pp->Inv[ HANDPOS ]), &Object );
- }
- }
- void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrenades, INT8 bGrenadeClass, BOOLEAN fGrenadeLauncher )
- {
- OBJECTTYPE Object;
- INT16 sNumPoints;
- UINT16 usItem;
- UINT8 ubBaseQuality;
- UINT8 ubQualityVariation;
- //numbers of each type the player will get!
- UINT8 ubNumStun = 0;
- UINT8 ubNumTear = 0;
- UINT8 ubNumMustard = 0;
- UINT8 ubNumMini = 0;
- UINT8 ubNumReg = 0;
- UINT8 ubNumSmoke = 0;
- UINT8 ubNumFlare = 0;
-
- //determine how many *points* the enemy will get to spend on grenades...
- sNumPoints = bGrenades * bGrenadeClass;
- //no points, no grenades!
- if( !sNumPoints )
- return;
- // special mortar shell handling
- if (bGrenadeClass == MORTAR_GRENADE_CLASS)
- {
- CreateItems( MORTAR_SHELL, (INT8) (80 + Random(21)), bGrenades, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- return;
- }
- Assert( bGrenadeClass <= 11 );
- //determine the quality of grenades. The elite guys get the best quality, while the others
- //get progressively worse.
- ubBaseQuality = (UINT8)min( 45 + bGrenadeClass * 5, 90 );
- ubQualityVariation = 101 - ubBaseQuality;
- //now, purchase the grenades.
- while( sNumPoints > 0 )
- {
- if( sNumPoints >= 20 )
- { //Choose randomly between mustard and regular
- if( Random( 2 ) && !fGrenadeLauncher )
- ubNumMustard++, sNumPoints -= 10;
- else
- ubNumReg++, sNumPoints -= 9;
- }
- if( sNumPoints >= 10 )
- { //Choose randomly between any
- switch( Random( 7 ) )
- {
- case 0: if ( !fGrenadeLauncher )
- {
- ubNumMustard++; sNumPoints -= 10; break;
- }
- // if grenade launcher, pick regular instead
- case 1: ubNumReg++; sNumPoints -= 9; break;
- case 2: if ( !fGrenadeLauncher )
- {
- ubNumMini++; sNumPoints -= 7; break;
- }
- // if grenade launcher, pick tear instead
- case 3: ubNumTear++; sNumPoints -= 6; break;
- case 4: ubNumStun++; sNumPoints -= 5; break;
- case 5: ubNumSmoke++; sNumPoints -= 4; break;
- case 6: if (!fGrenadeLauncher )
- {
- ubNumFlare++; sNumPoints -= 3;
- }
- break;
- }
- }
- // JA2 Gold: don't make mini-grenades take all points available, and add chance of break lights
- if( sNumPoints >= 1 && sNumPoints < 10 )
- {
- switch( Random( 10 ) )
- {
- case 0:
- case 1:
- case 2:
- ubNumSmoke++;
- sNumPoints -= 4;
- break;
- case 3:
- case 4:
- ubNumTear++;
- sNumPoints -= 6;
- break;
- case 5:
- case 6:
- if (!fGrenadeLauncher)
- {
- ubNumFlare++;
- sNumPoints -= 3;
- }
- break;
- case 7:
- case 8:
- ubNumStun++;
- sNumPoints -= 5;
- break;
- case 9:
- if (!fGrenadeLauncher)
- {
- ubNumMini++;
- sNumPoints -= 7;
- }
- break;
- }
- }
- /*
- if( usNumPoints >= 1 && usNumPoints < 10 )
- { //choose randomly between either stun or tear, (normal with rare chance)
- switch( Random( 10 ) )
- {
- case 0:
- case 1:
- case 2:
- case 3:
- ubNumSmoke++;
- if( usNumPoints > 4 )
- usNumPoints -= 4;
- else
- usNumPoints = 0;
- break;
- case 4:
- case 5:
- case 6:
- ubNumTear++;
- if( usNumPoints > 6 )
- usNumPoints -= 6;
- else
- usNumPoints = 0;
- break;
- case 7:
- case 8:
- ubNumStun++;
- if( usNumPoints > 5 )
- usNumPoints -= 5;
- else
- usNumPoints = 0;
- break;
- case 9:
- ubNumMini++;
- usNumPoints = 0;
- break;
- }
- }
- */
- }
- //Create the grenades and add them to the soldier
- if( ubNumSmoke )
- {
- if ( fGrenadeLauncher )
- {
- usItem = GL_SMOKE_GRENADE;
- }
- else
- {
- usItem = SMOKE_GRENADE;
- }
- CreateItems( usItem, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumSmoke, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( ubNumTear )
- {
- if ( fGrenadeLauncher )
- {
- usItem = GL_TEARGAS_GRENADE;
- }
- else
- {
- usItem = TEARGAS_GRENADE;
- }
- CreateItems( usItem, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumTear, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( ubNumStun )
- {
- if ( fGrenadeLauncher )
- {
- usItem = GL_STUN_GRENADE;
- }
- else
- {
- usItem = STUN_GRENADE;
- }
- CreateItems( usItem, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumStun, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( ubNumReg )
- {
- if ( fGrenadeLauncher )
- {
- usItem = GL_HE_GRENADE;
- }
- else
- {
- usItem = HAND_GRENADE;
- }
- CreateItems( usItem, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumReg, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( ubNumMini )
- {
- CreateItems( MINI_GRENADE, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumMini, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( ubNumMustard )
- {
- CreateItems( MUSTARD_GRENADE, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumMustard, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if( ubNumFlare )
- {
- CreateItems( BREAK_LIGHT, (INT8)(ubBaseQuality + Random( ubQualityVariation )), ubNumFlare, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- }
- void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetClass, INT8 bVestClass, INT8 bLeggingsClass )
- {
- UINT16 i;
- INVTYPE *pItem;
- UINT16 usRandom;
- UINT16 usNumMatches;
- INT8 bOrigVestClass = bVestClass;
- OBJECTTYPE Object;
- //Choose helmet
- if( bHelmetClass )
- {
- usNumMatches = 0;
- while( bHelmetClass && !usNumMatches )
- { //First step is to count the number of helmets in the helmet class range. If we
- //don't find one, we keep lowering the class until we do.
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- // NOTE: This relies on treated armor to have a coolness of 0 in order for enemies not to be equipped with it
- if( pItem->usItemClass == IC_ARMOUR && pItem->ubCoolness == bHelmetClass )
- {
- if( Armour[ pItem->ubClassIndex ].ubArmourClass == ARMOURCLASS_HELMET )
- usNumMatches++;
- }
- }
- if( !usNumMatches )
- bHelmetClass--;
- }
- if( usNumMatches )
- { //There is a helmet that we can choose.
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( pItem->usItemClass == IC_ARMOUR && pItem->ubCoolness == bHelmetClass )
- {
- if( Armour[ pItem->ubClassIndex ].ubArmourClass == ARMOURCLASS_HELMET )
- {
- if( usRandom )
- usRandom--;
- else
- {
- if( !(pp->Inv[ HELMETPOS ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- CreateItem( i, (INT8)(70+Random(31)), &(pp->Inv[ HELMETPOS ]) );
- pp->Inv[ HELMETPOS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- break;
- }
- }
- }
- }
- }
- }
- //Choose vest
- if( bVestClass )
- {
- usNumMatches = 0;
- while( bVestClass && !usNumMatches )
- { //First step is to count the number of armours in the armour class range. If we
- //don't find one, we keep lowering the class until we do.
- for( i = 0; i < MAXITEMS; i++ )
- {
- // these 3 have a non-zero coolness, and would otherwise be selected, so skip them
- if ( ( i == TSHIRT ) || ( i == LEATHER_JACKET ) || ( i == TSHIRT_DEIDRANNA ) )
- continue;
- pItem = &Item[ i ];
- // NOTE: This relies on treated armor to have a coolness of 0 in order for enemies not to be equipped with it
- if( pItem->usItemClass == IC_ARMOUR && pItem->ubCoolness == bVestClass )
- {
- if( Armour[ pItem->ubClassIndex ].ubArmourClass == ARMOURCLASS_VEST )
- usNumMatches++;
- }
- }
- if( !usNumMatches )
- bVestClass--;
- }
- if( usNumMatches )
- { //There is an armour that we can choose.
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- // these 3 have a non-zero coolness, and would otherwise be selected, so skip them
- if ( ( i == TSHIRT ) || ( i == LEATHER_JACKET ) || ( i == TSHIRT_DEIDRANNA ) )
- continue;
- pItem = &Item[ i ];
- if( pItem->usItemClass == IC_ARMOUR && pItem->ubCoolness == bVestClass )
- {
- if( Armour[ pItem->ubClassIndex ].ubArmourClass == ARMOURCLASS_VEST )
- {
- if( usRandom )
- usRandom--;
- else
- {
- if( !(pp->Inv[ VESTPOS ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- CreateItem( i, (INT8)(70+Random(31)), &(pp->Inv[ VESTPOS ]) );
- pp->Inv[ VESTPOS ].fFlags |= OBJECT_UNDROPPABLE;
- if ( ( i == KEVLAR_VEST ) || ( i == SPECTRA_VEST ) )
- {
- // roll to see if he gets a CERAMIC PLATES, too. Higher chance the higher his entitled vest class is
- if (( INT8 ) Random( 100 ) < ( 15 * ( bOrigVestClass - pItem->ubCoolness ) ) )
- {
- CreateItem( CERAMIC_PLATES, (INT8)(70+Random(31)), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- AttachObject( NULL, &(pp->Inv[ VESTPOS ]), &Object );
- }
- }
- }
- break;
- }
- }
- }
- }
- }
- }
- //Choose Leggings
- if( bLeggingsClass )
- {
- usNumMatches = 0;
- while( bLeggingsClass && !usNumMatches )
- { //First step is to count the number of Armours in the Armour class range. If we
- //don't find one, we keep lowering the class until we do.
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- // NOTE: This relies on treated armor to have a coolness of 0 in order for enemies not to be equipped with it
- if( pItem->usItemClass == IC_ARMOUR && pItem->ubCoolness == bLeggingsClass )
- {
- if( Armour[ pItem->ubClassIndex ].ubArmourClass == ARMOURCLASS_LEGGINGS )
- usNumMatches++;
- }
- }
- if( !usNumMatches )
- bLeggingsClass--;
- }
- if( usNumMatches )
- { //There is a legging that we can choose.
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( pItem->usItemClass == IC_ARMOUR && pItem->ubCoolness == bLeggingsClass )
- {
- if( Armour[ pItem->ubClassIndex ].ubArmourClass == ARMOURCLASS_LEGGINGS )
- {
- if( usRandom )
- usRandom--;
- else
- {
- if( !(pp->Inv[ LEGPOS ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- CreateItem( i, (INT8)(70+Random(31)), &(pp->Inv[ LEGPOS ]) );
- pp->Inv[ LEGPOS ].fFlags |= OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- }
- }
- }
- void ChooseSpecialWeaponsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bKnifeClass,
- BOOLEAN fGrenadeLauncher, BOOLEAN fLAW, BOOLEAN fMortar )
- {
- UINT16 i;
- INVTYPE *pItem;
- UINT16 usRandom;
- UINT16 usNumMatches = 0;
- UINT16 usKnifeIndex = 0;
- OBJECTTYPE Object;
- //Choose knife
- while( bKnifeClass && !usNumMatches )
- { //First step is to count the number of weapons in the weapon class range. If we
- //don't find one, we keep lowering the class until we do.
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( ( pItem->usItemClass == IC_BLADE || pItem->usItemClass == IC_THROWING_KNIFE ) && pItem->ubCoolness == bKnifeClass )
- {
- usNumMatches++;
- }
- }
- if( !usNumMatches )
- bKnifeClass--;
- }
- if( usNumMatches )
- { //There is a knife that we can choose.
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( ( pItem->usItemClass == IC_BLADE || pItem->usItemClass == IC_THROWING_KNIFE ) && pItem->ubCoolness == bKnifeClass )
- {
- if( usRandom )
- usRandom--;
- else
- {
- usKnifeIndex = i;
- break;
- }
- }
- }
- }
- if( usKnifeIndex )
- {
- CreateItem( usKnifeIndex, (INT8)(70 + Random( 31 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if (fGrenadeLauncher)
- {
- // give grenade launcher
- CreateItem( GLAUNCHER, (INT8)(50 + Random( 51 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if (fLAW)
- {
- // give rocket launcher
- CreateItem( ROCKET_LAUNCHER, (INT8)(50 + Random( 51 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- if (fMortar)
- {
- // make sure we're not distributing them underground!
- Assert( IsAutoResolveActive() || ( gbWorldSectorZ == 0 ) );
- // give mortar
- CreateItem( MORTAR, (INT8)(50 + Random( 51 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- }
- void ChooseFaceGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp )
- {
- INT32 i;
- INT8 bDifficultyRating = CalcDifficultyModifier( pp->ubSoldierClass );
- if ( gWorldSectorX == TIXA_SECTOR_X && gWorldSectorY == TIXA_SECTOR_Y && StrategicMap[ TIXA_SECTOR_X + TIXA_SECTOR_Y * MAP_WORLD_X ].fEnemyControlled )
- { //Tixa is a special case that is handled differently.
- return;
- }
- //Look for any face item in the big pocket positions (the only place they can be added in the editor)
- //If any are found, then don't assign any
- for( i = BIGPOCK1POS; i < BIGPOCK4POS; i++ )
- {
- if( Item[ pp->Inv[ i ].usItem ].usItemClass == IC_FACE )
- {
- return;
- }
- }
- //KM: (NEW)
- //Note the lack of overwritable item checking here. This is because faceitems are not
- //supported in the editor, hence they can't have this status.
- switch( pp->ubSoldierClass )
- {
- case SOLDIER_CLASS_ELITE:
- case SOLDIER_CLASS_ELITE_MILITIA:
- //All elites get a gasmask and either night goggles or uv goggles.
- if( Chance( 75 ) )
- {
- CreateItem( GASMASK, (INT8)(70+Random(31)), &(pp->Inv[ HEAD1POS ]) );
- pp->Inv[ HEAD1POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- else
- {
- CreateItem( EXTENDEDEAR, (INT8)(70+Random(31)), &(pp->Inv[ HEAD1POS ]) );
- pp->Inv[ HEAD1POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- if( Chance( 75 ) )
- {
- CreateItem( NIGHTGOGGLES, (INT8)(70+Random(31)), &(pp->Inv[ HEAD2POS ]) );
- pp->Inv[ HEAD2POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- else
- {
- CreateItem( UVGOGGLES, (INT8)(70+Random(31)), &(pp->Inv[ HEAD2POS ]) );
- pp->Inv[ HEAD2POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- break;
- case SOLDIER_CLASS_ARMY:
- case SOLDIER_CLASS_REG_MILITIA:
- if( Chance( bDifficultyRating / 2 ) )
- { //chance of getting a face item
- if( Chance( 50 ) )
- {
- CreateItem( GASMASK, (INT8)(70+Random(31)), &(pp->Inv[ HEAD1POS ]) );
- pp->Inv[ HEAD1POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- else
- {
- CreateItem( NIGHTGOGGLES, (INT8)(70+Random(31)), &(pp->Inv[ HEAD1POS ]) );
- pp->Inv[ HEAD1POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- }
- if( Chance( bDifficultyRating / 3 ) )
- { //chance of getting a extended ear
- CreateItem( EXTENDEDEAR, (INT8)(70+Random(31)), &(pp->Inv[ HEAD2POS ]) );
- pp->Inv[ HEAD2POS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- break;
- case SOLDIER_CLASS_ADMINISTRATOR:
- case SOLDIER_CLASS_GREEN_MILITIA:
- break;
- }
- }
- void ChooseKitsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bKitClass )
- {
- UINT16 i;
- INVTYPE *pItem;
- UINT16 usRandom;
- UINT16 usNumMatches = 0;
- OBJECTTYPE Object;
- UINT16 usKitItem = 0;
- // we want these mostly to be first aid and medical kits, and for those kit class doesn't matter, they're always useful
- if ( Chance( 50 ) )
- {
- usKitItem = FIRSTAIDKIT;
- }
- else
- if ( Chance( 25 ) )
- {
- usKitItem = MEDICKIT;
- }
- else
- {
- // count how many non-medical KITS are eligible ( of sufficient or lower coolness)
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- // skip toolkits
- if( ( pItem->usItemClass == IC_KIT ) && ( pItem->ubCoolness > 0 ) && pItem->ubCoolness <= bKitClass && ( i != TOOLKIT ) )
- {
- usNumMatches++;
- }
- }
- // if any are eligible, pick one of them at random
- if( usNumMatches )
- {
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- // skip toolkits
- if( ( pItem->usItemClass == IC_KIT ) && ( pItem->ubCoolness > 0 ) && pItem->ubCoolness <= bKitClass && ( i != TOOLKIT ) )
- {
- if( usRandom )
- usRandom--;
- else
- {
- usKitItem = i;
- break;
- }
- }
- }
- }
- }
- if ( usKitItem != 0 )
- {
- CreateItem( usKitItem, (INT8)(80 + Random( 21 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- }
- void ChooseMiscGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bMiscClass )
- {
- UINT16 i;
- INVTYPE *pItem;
- UINT16 usRandom;
- UINT16 usNumMatches = 0;
- OBJECTTYPE Object;
- // not all of these are IC_MISC, some are IC_PUNCH (not covered anywhere else)
- INT32 iMiscItemsList[] =
- {
- CANTEEN,
- CANTEEN,
- CANTEEN,
- CANTEEN,
- ALCOHOL,
- ALCOHOL,
- ADRENALINE_BOOSTER,
- ADRENALINE_BOOSTER,
- REGEN_BOOSTER,
- BRASS_KNUCKLES,
- CHEWING_GUM,
- CIGARS,
- GOLDWATCH,
- -1
- };
- // count how many are eligible
- i = 0;
- while ( iMiscItemsList[ i ] != -1 )
- {
- pItem = &Item[ iMiscItemsList [ i ] ];
- if( ( pItem->ubCoolness > 0 ) && ( pItem->ubCoolness <= bMiscClass ) )
- {
- // exclude REGEN_BOOSTERs unless Sci-Fi flag is on
- if ( ( iMiscItemsList [ i ] != REGEN_BOOSTER ) || ( gGameOptions.fSciFi ) )
- {
- usNumMatches++;
- }
- }
- i++;
- }
- // if any are eligible, pick one of them at random
- if( usNumMatches )
- {
- usRandom = (UINT16)Random( usNumMatches );
- i = 0;
- while ( iMiscItemsList[ i ] != -1 )
- {
- pItem = &Item[ iMiscItemsList [ i ] ];
- if( ( pItem->ubCoolness > 0 ) && ( pItem->ubCoolness <= bMiscClass ) )
- {
- // exclude REGEN_BOOSTERs unless Sci-Fi flag is on
- if ( ( iMiscItemsList [ i ] != REGEN_BOOSTER ) || ( gGameOptions.fSciFi ) )
- {
- if( usRandom )
- usRandom--;
- else
- {
- CreateItem( ( UINT16 ) iMiscItemsList[ i ], (INT8)(80 + Random( 21 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- break;
- }
- }
- }
- i++;
- }
- }
- }
- void ChooseBombsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bBombClass )
- {
- UINT16 i;
- INVTYPE *pItem;
- UINT16 usRandom;
- UINT16 usNumMatches = 0;
- OBJECTTYPE Object;
- // count how many are eligible
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( ( pItem->usItemClass == IC_BOMB ) && ( pItem->ubCoolness > 0 ) && ( pItem->ubCoolness <= bBombClass ) )
- {
- usNumMatches++;
- }
- }
- // if any are eligible, pick one of them at random
- if( usNumMatches )
- {
- usRandom = (UINT16)Random( usNumMatches );
- for( i = 0; i < MAXITEMS; i++ )
- {
- pItem = &Item[ i ];
- if( ( pItem->usItemClass == IC_BOMB ) && ( pItem->ubCoolness > 0 ) && ( pItem->ubCoolness <= bBombClass ) )
- {
- if( usRandom )
- usRandom--;
- else
- {
- CreateItem( i, (INT8)(80 + Random( 21 )), &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- break;
- }
- }
- }
- }
- }
- void ChooseLocationSpecificGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp )
- {
- OBJECTTYPE Object;
- // If this is Tixa and the player doesn't control Tixa then give all enemies gas masks,
- // but somewhere on their person, not in their face positions
- if ( gWorldSectorX == TIXA_SECTOR_X && gWorldSectorY == TIXA_SECTOR_Y && StrategicMap[ TIXA_SECTOR_X + TIXA_SECTOR_Y * MAP_WORLD_X ].fEnemyControlled )
- {
- CreateItem( GASMASK, (INT8) (95+Random(6)), &Object );
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- }
- }
- BOOLEAN PlaceObjectInSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, OBJECTTYPE *pObject )
- {
- INT8 i;
- if( !Item[ pObject->usItem ].ubPerPocket )
- { //ubPerPocket == 0 will only fit in large pockets.
- pObject->ubNumberOfObjects = 1;
- for( i = BIGPOCK1POS; i <= BIGPOCK4POS; i++ )
- {
- if( !(pp->Inv[ i ].usItem) && !(pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- memcpy( &(pp->Inv[ i ]), pObject, sizeof( OBJECTTYPE ) );
- return TRUE;
- }
- }
- return FALSE;
- }
- else
- {
- pObject->ubNumberOfObjects = (UINT8)min( Item[ pObject->usItem ].ubPerPocket, pObject->ubNumberOfObjects );
- //try to get it into a small pocket first
- for( i = SMALLPOCK1POS; i <= SMALLPOCK8POS; i++ )
- {
- if( !(pp->Inv[ i ].usItem) && !(pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- memcpy( &(pp->Inv[ i ]), pObject, sizeof( OBJECTTYPE ) );
- return TRUE;
- }
- }
- for( i = BIGPOCK1POS; i <= BIGPOCK4POS; i++ )
- { //no space free in small pockets, so put it into a large pocket.
- if( !(pp->Inv[ i ].usItem) && !(pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE) )
- {
- memcpy( &(pp->Inv[ i ]), pObject, sizeof( OBJECTTYPE ) );
- return TRUE;
- }
- }
- }
- return FALSE;
- }
- void RandomlyChooseWhichItemsAreDroppable( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
- {
- INT32 i;
- // UINT16 usRandomNum;
- UINT32 uiItemClass;
- UINT8 ubNumMatches = 0;
- UINT16 usItem;
- UINT8 ubAmmoDropRate;
- UINT8 ubGrenadeDropRate;
- UINT8 ubOtherDropRate;
- BOOLEAN fWeapon = FALSE;
- BOOLEAN fGrenades = FALSE; // this includes all grenades!
- BOOLEAN fAmmo = FALSE;
- BOOLEAN fArmour = FALSE;
- BOOLEAN fKnife = FALSE;
- BOOLEAN fKit = FALSE;
- BOOLEAN fFace = FALSE;
- BOOLEAN fMisc = FALSE;
- /*
- //40% of soldiers will have droppable items.
- usRandomNum = (UINT16)Random( 1000 );
- if( usRandomNum >= 400 )
- return;
- //so now the number is 0-399. This is kind of like a D&D die roll where
- //various numbers drop different items, or even more than one item. At this
- //point, we don't care if the enemy has anything in the slot that is made droppable.
- //Any items containing the OBJECT_NO_OVERWRITE slot is rejected for droppable
- //consideration.
- if( usRandomNum < 32 ) //3.2% of dead bodies present the possibility of several items (0-5 items : avg 3).
- { //31 is the magic number that allows all 5 item classes to be dropped!
- if( usRandomNum & 16 )
- fWeapon = TRUE;
- if( usRandomNum & 8 )
- fAmmo = TRUE;
- if( usRandomNum & 4 )
- fGrenades = TRUE;
- if( usRandomNum & 2 )
- fArmour = TRUE;
- if( usRandomNum & 1 )
- fMisc = TRUE;
- }
- else if( usRandomNum < 100 ) //6.8% chance of getting 2-3 different items.
- { //do a more generalized approach to dropping items.
- switch( usRandomNum / 10 )
- {
- case 3: fWeapon = TRUE; fAmmo = TRUE; break;
- case 4: fWeapon = TRUE; fGrenades = TRUE; break;
- case 5: fGrenades = TRUE; fMisc = TRUE; break;
- case 6: fGrenades = TRUE; fArmour = TRUE; break;
- case 7: fAmmo = TRUE; fArmour = TRUE; break;
- case 8: fAmmo = TRUE; fArmour = TRUE; fMisc = TRUE; break;
- case 9: fGrenades = TRUE; fAmmo = TRUE; fMisc = TRUE; break;
- }
- }
- else
- {
- switch( usRandomNum / 50 ) //30% chance of getting 1-2 items (no weapons)
- {
- case 2: fGrenades = TRUE; break;
- case 3: fAmmo = TRUE; break;
- case 4: fArmour = TRUE; break;
- case 5: fMisc = TRUE; break;
- case 6: fAmmo = TRUE; fMisc = TRUE; break;
- case 7: fGrenades = TRUE; fAmmo = TRUE; break;
- }
- }
- fKnife = (Random(3)) ? FALSE : TRUE;
- */
- // only enemy soldiers use auto-drop system!
- // don't use the auto-drop system in auto-resolve: player won't see what's being used & enemies will often win & keep'em
- if ( SOLDIER_CLASS_ENEMY( bSoldierClass ) && !IsAutoResolveActive() )
- {
- // SPECIAL handling for weapons: we'll always drop a weapon type that has never been dropped before
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- usItem = pp->Inv[ i ].usItem;
- // if it's a weapon (monster parts included - they won't drop due to checks elsewhere!)
- if ((usItem > NONE) && (usItem < MAX_WEAPONS))
- {
- // and we're allowed to change its flags
- if(! (pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE ))
- {
- // and it's never been dropped before in this game
- if (!gStrategicStatus.fWeaponDroppedAlready[usItem])
- {
- // mark it as droppable, and remember we did so. If the player never kills this particular dude, oh well,
- // tough luck, he missed his chance for an easy reward, he'll have to wait til next time and need some luck...
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- MarkAllWeaponsOfSameGunClassAsDropped( usItem );
- }
- }
- }
- }
- }
- if ( SOLDIER_CLASS_MILITIA( bSoldierClass ) )
- {
- // militia (they drop much less stuff)
- ubAmmoDropRate = MILITIAAMMODROPRATE;
- ubGrenadeDropRate = MILITIAGRENADEDROPRATE;
- ubOtherDropRate = MILITIAEQUIPDROPRATE;
- }
- else
- {
- // enemy army
- ubAmmoDropRate = ENEMYAMMODROPRATE;
- ubGrenadeDropRate = ENEMYGRENADEDROPRATE;
- ubOtherDropRate = ENEMYEQUIPDROPRATE;
- }
- if( Random(100) < ubAmmoDropRate )
- fAmmo = TRUE;
- if( Random(100) < ubOtherDropRate )
- fWeapon = TRUE;
- if( Random(100) < ubOtherDropRate )
- fArmour = TRUE;
- if( Random(100) < ubOtherDropRate )
- fKnife = TRUE;
- if( Random(100) < ubGrenadeDropRate )
- fGrenades = TRUE;
- if( Random(100) < ubOtherDropRate )
- fKit = TRUE;
- if( Random(100) < (UINT32)(ubOtherDropRate / 3) )
- fFace = TRUE;
- if( Random(100) < ubOtherDropRate )
- fMisc = TRUE;
- //Now, that the flags are set for each item, we now have to search through the item slots to
- //see if we can find a matching item, however, if we find any items in a particular class that
- //have the OBJECT_NO_OVERWRITE flag set, we will not make any items droppable for that class
- //because the editor would have specified it already.
- if( fAmmo )
- {
- // now drops ALL ammo found, not just the first slot
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_AMMO )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- continue;
- else
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- }
- }
- }
- }
- if( fWeapon )
- {
- ubNumMatches = 0;
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- ubNumMatches++;
- }
- }
- if ( ubNumMatches > 0 )
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_GUN || uiItemClass == IC_LAUNCHER )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else if( !Random( ubNumMatches-- ) )
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- if( fArmour )
- {
- ubNumMatches = 0;
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_ARMOUR )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- ubNumMatches++;
- }
- }
- if ( ubNumMatches > 0 )
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_ARMOUR )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else if( !Random( ubNumMatches-- ) )
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- if( fKnife)
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- // drops FIRST knife found
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_BLADE || uiItemClass == IC_THROWING_KNIFE )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- // note that they'll only drop ONE TYPE of grenade if they have multiple types (very common)
- if( fGrenades )
- {
- ubNumMatches = 0;
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass & IC_GRENADE )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- ubNumMatches++;
- }
- }
- if ( ubNumMatches > 0 )
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass & IC_GRENADE )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else if( !Random( ubNumMatches-- ) )
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- if( fKit )
- {
- ubNumMatches = 0;
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_MEDKIT || uiItemClass == IC_KIT )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- ubNumMatches++;
- }
- }
- if ( ubNumMatches > 0 )
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_MEDKIT || uiItemClass == IC_KIT )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else if( !Random( ubNumMatches-- ) )
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- if( fFace )
- {
- ubNumMatches = 0;
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_FACE )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- ubNumMatches++;
- }
- }
- if ( ubNumMatches > 0 )
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_FACE )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else if( !Random( ubNumMatches-- ) )
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- if( fMisc )
- {
- ubNumMatches = 0;
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_MISC )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else
- ubNumMatches++;
- }
- }
- if ( ubNumMatches > 0 )
- {
- for( i = 0; i < NUM_INV_SLOTS; i++ )
- {
- uiItemClass = Item[ pp->Inv[ i ].usItem ].usItemClass;
- if( uiItemClass == IC_MISC )
- {
- if( pp->Inv[ i ].fFlags & OBJECT_NO_OVERWRITE )
- break;
- else if( !Random( ubNumMatches-- ) )
- {
- pp->Inv[ i ].fFlags &= ~OBJECT_UNDROPPABLE;
- break;
- }
- }
- }
- }
- }
- }
- void AssignCreatureInventory( SOLDIERTYPE *pSoldier )
- {
- UINT32 uiChanceToDrop = 0;
- BOOLEAN fMaleCreature = FALSE;
- BOOLEAN fBloodcat = FALSE;
- // all creature items in this first section are only offensive/defensive placeholders, and
- // never get dropped, because they're not real items!
- switch( pSoldier->ubBodyType)
- {
- case ADULTFEMALEMONSTER:
- CreateItem( CREATURE_OLD_FEMALE_CLAWS, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( CREATURE_OLD_FEMALE_HIDE, 100, &(pSoldier->inv[HELMETPOS]) );
- CreateItem( CREATURE_OLD_FEMALE_HIDE, 100, &(pSoldier->inv[VESTPOS]) );
- CreateItem( CREATURE_OLD_FEMALE_HIDE, 100, &(pSoldier->inv[LEGPOS]) );
- uiChanceToDrop = 30;
- break;
- case AM_MONSTER:
- CreateItem( CREATURE_OLD_MALE_CLAWS, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( CREATURE_OLD_MALE_SPIT, 100, &(pSoldier->inv[SECONDHANDPOS]) );
- CreateItem( CREATURE_OLD_MALE_HIDE, 100, &(pSoldier->inv[HELMETPOS]) );
- CreateItem( CREATURE_OLD_MALE_HIDE, 100, &(pSoldier->inv[VESTPOS]) );
- CreateItem( CREATURE_OLD_MALE_HIDE, 100, &(pSoldier->inv[LEGPOS]) );
- uiChanceToDrop = 30;
- fMaleCreature = TRUE;
- break;
- case YAF_MONSTER:
- CreateItem( CREATURE_YOUNG_FEMALE_CLAWS, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( CREATURE_YOUNG_FEMALE_HIDE, 100, &(pSoldier->inv[HELMETPOS]) );
- CreateItem( CREATURE_YOUNG_FEMALE_HIDE, 100, &(pSoldier->inv[VESTPOS]) );
- CreateItem( CREATURE_YOUNG_FEMALE_HIDE, 100, &(pSoldier->inv[LEGPOS]) );
- uiChanceToDrop = 15;
- break;
- case YAM_MONSTER:
- CreateItem( CREATURE_YOUNG_MALE_CLAWS, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( CREATURE_YOUNG_MALE_SPIT, 100, &(pSoldier->inv[SECONDHANDPOS]) );
- CreateItem( CREATURE_YOUNG_MALE_HIDE, 100, &(pSoldier->inv[HELMETPOS]) );
- CreateItem( CREATURE_YOUNG_MALE_HIDE, 100, &(pSoldier->inv[VESTPOS]) );
- CreateItem( CREATURE_YOUNG_MALE_HIDE, 100, &(pSoldier->inv[LEGPOS]) );
- uiChanceToDrop = 15;
- fMaleCreature = TRUE;
- break;
- case INFANT_MONSTER:
- CreateItem( CREATURE_INFANT_SPIT, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( CREATURE_INFANT_HIDE, 100, &(pSoldier->inv[HELMETPOS]) );
- CreateItem( CREATURE_INFANT_HIDE, 100, &(pSoldier->inv[VESTPOS]) );
- CreateItem( CREATURE_INFANT_HIDE, 100, &(pSoldier->inv[LEGPOS]) );
- uiChanceToDrop = 5;
- break;
- case LARVAE_MONSTER:
- uiChanceToDrop = 0;
- break;
- case QUEENMONSTER:
- CreateItem( CREATURE_QUEEN_SPIT, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( CREATURE_QUEEN_TENTACLES, 100, &(pSoldier->inv[SECONDHANDPOS]) );
- CreateItem( CREATURE_QUEEN_HIDE, 100, &(pSoldier->inv[HELMETPOS]) );
- CreateItem( CREATURE_QUEEN_HIDE, 100, &(pSoldier->inv[VESTPOS]) );
- CreateItem( CREATURE_QUEEN_HIDE, 100, &(pSoldier->inv[LEGPOS]) );
- // she can't drop anything, because the items are unreachable anyways (she's too big!)
- uiChanceToDrop = 0;
- break;
- case BLOODCAT:
- CreateItem( BLOODCAT_CLAW_ATTACK, 100, &(pSoldier->inv[HANDPOS]) );
- CreateItem( BLOODCAT_BITE, 100, &(pSoldier->inv[SECONDHANDPOS]) );
- fBloodcat = TRUE;
- uiChanceToDrop = 30;
- break;
- default:
- AssertMsg( FALSE, String( "Invalid creature bodytype %d", pSoldier->ubBodyType ) );
- return;
- }
- #ifndef JA2DEMO
- // decide if the creature will drop any REAL bodyparts
- if (Random(100) < uiChanceToDrop)
- {
- CreateItem( (UINT16)(fBloodcat ? BLOODCAT_CLAWS : CREATURE_PART_CLAWS), (INT8) (80 + Random(21)), &(pSoldier->inv[BIGPOCK1POS]) );
- }
- if (Random(100) < uiChanceToDrop)
- {
- CreateItem( (UINT16)(fBloodcat ? BLOODCAT_TEETH : CREATURE_PART_FLESH), (INT8) (80 + Random(21)), &(pSoldier->inv[BIGPOCK2POS]) );
- }
- // as requested by ATE, males are more likely to drop their "organs" (he actually suggested this, I'm serious!)
- if (fMaleCreature)
- {
- // increase chance by 50%
- uiChanceToDrop += (uiChanceToDrop / 2);
- }
- if (Random(100) < uiChanceToDrop)
- {
- CreateItem( (UINT16)(fBloodcat ? BLOODCAT_PELT : CREATURE_PART_ORGAN), (INT8) (80 + Random(21)), &(pSoldier->inv[BIGPOCK3POS]) );
- }
- #endif
- }
- void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass )
- {
- UINT32 uiLoop, uiLoop2, uiAttachDestIndex;
- INT8 bWeaponClass;
- OBJECTTYPE OldObj;
- UINT16 usItem, usNewGun, usAmmo, usNewAmmo;
- for ( uiLoop = 0; uiLoop < NUM_INV_SLOTS; uiLoop++ )
- {
- usItem = pp->Inv[ uiLoop ].usItem;
- if ( ( Item[ usItem ].usItemClass & IC_GUN ) && ExtendedGunListGun( usItem ) )
- {
- if ( bSoldierClass == SOLDIER_CLASS_NONE )
- {
- usNewGun = StandardGunListReplacement( usItem );
- }
- else
- {
- bWeaponClass = GetWeaponClass( usItem );
- AssertMsg( bWeaponClass != -1, String( "Gun %d does not have a match in the extended gun array", usItem ) );
- usNewGun = SelectStandardArmyGun( bWeaponClass );
- }
- if ( usNewGun != NOTHING )
- {
- // have to replace! but first (ugh) must store backup (b/c of attachments)
- CopyObj( &(pp->Inv[ uiLoop ]), &OldObj );
- CreateItem( usNewGun, OldObj.bGunStatus, &(pp->Inv[ uiLoop ]) );
- pp->Inv[ uiLoop ].fFlags = OldObj.fFlags;
- // copy any valid attachments; for others, just drop them...
- if ( ItemHasAttachments( &OldObj ) )
- {
- // we're going to copy into the first attachment position first :-)
- uiAttachDestIndex = 0;
- // loop!
- for ( uiLoop2 = 0; uiLoop2 < MAX_ATTACHMENTS; uiLoop2++ )
- {
- if ( ( OldObj.usAttachItem[ uiLoop2 ] != NOTHING ) && ValidAttachment( OldObj.usAttachItem[ uiLoop2 ], usNewGun ) )
- {
- pp->Inv[ uiLoop ].usAttachItem[ uiAttachDestIndex ] = OldObj.usAttachItem[ uiLoop2 ];
- pp->Inv[ uiLoop ].bAttachStatus[ uiAttachDestIndex ] = OldObj.bAttachStatus[ uiLoop2 ];
- uiAttachDestIndex++;
- }
- }
- }
- // must search through inventory and replace ammo accordingly
- for ( uiLoop2 = 0; uiLoop2 < NUM_INV_SLOTS; uiLoop2++ )
- {
- usAmmo = pp->Inv[ uiLoop2 ].usItem;
- if ( (Item[ usAmmo ].usItemClass & IC_AMMO) )
- {
- usNewAmmo = FindReplacementMagazineIfNecessary( usItem, usAmmo, usNewGun );
- if (usNewAmmo != NOTHING )
- {
- // found a new magazine, replace...
- CreateItems( usNewAmmo, 100, pp->Inv[ uiLoop2 ].ubNumberOfObjects, &( pp->Inv[ uiLoop2 ] ) );
- }
- }
- }
- }
- }
- }
- }
- UINT16 SelectStandardArmyGun( UINT8 uiGunLevel )
- {
- ARMY_GUN_CHOICE_TYPE *pGunChoiceTable;
- UINT32 uiChoice;
- UINT16 usGunIndex;
- // pick the standard army gun for this weapon class from table
- // usGunIndex = gStrategicStatus.ubStandardArmyGunIndex[uiGunLevel];
- // decided to randomize it afterall instead of repeating the same weapon over and over
- // depending on selection of the gun nut option
- if (gGameOptions.fGunNut)
- {
- // use table of extended gun choices
- pGunChoiceTable = &(gExtendedArmyGunChoices[0]);
- }
- else
- {
- // use table of regular gun choices
- pGunChoiceTable = &(gRegularArmyGunChoices[0]);
- }
- // choose one the of the possible gun choices
- uiChoice = Random(pGunChoiceTable[ uiGunLevel ].ubChoices);
- usGunIndex = pGunChoiceTable[ uiGunLevel ].bItemNo[ uiChoice ];
- Assert(usGunIndex);
- return(usGunIndex);
- }
- void EquipTank( SOLDIERCREATE_STRUCT *pp )
- {
- OBJECTTYPE Object;
- // tanks get special equipment, and they drop nothing (MGs are hard-mounted & non-removable)
- // main cannon
- CreateItem( TANK_CANNON, ( INT8 )( 80 + Random( 21 ) ), &( pp->Inv[ HANDPOS ]) );
- pp->Inv[ HANDPOS ].fFlags |= OBJECT_UNDROPPABLE;
- // machine gun
- CreateItems( MINIMI, ( INT8 )( 80 + Random( 21 ) ), 1, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- // tanks don't deplete shells or ammo...
- CreateItems( TANK_SHELL, 100, 1, &Object );
- Object.fFlags |= OBJECT_UNDROPPABLE;
- PlaceObjectInSoldierCreateStruct( pp, &Object );
- // armour equal to spectra all over (for vs explosives)
- CreateItem( SPECTRA_VEST, 100, &(pp->Inv[ VESTPOS ]) );
- pp->Inv[ VESTPOS ].fFlags |= OBJECT_UNDROPPABLE;
- CreateItem( SPECTRA_HELMET, 100, &(pp->Inv[ HELMETPOS ]) );
- pp->Inv[ HELMETPOS ].fFlags |= OBJECT_UNDROPPABLE;
- CreateItem( SPECTRA_LEGGINGS, 100, &(pp->Inv[ LEGPOS ]) );
- pp->Inv[ LEGPOS ].fFlags |= OBJECT_UNDROPPABLE;
- }
- void ResetMortarsOnTeamCount( void )
- {
- guiMortarsRolledByTeam = 0;
- }
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