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;//////////////////////////////////////////////////////////////////////////////
;---------------------------- HARD TIME: DATA ---------------------------------
;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------
;///////////////////////////// OPTIONS //////////////////////////////////
;------------------------------------------------------------------------
;SAVE OPTIONS
Function SaveOptions()
file=WriteFile("Data/Options.dat")
;preferences
WriteInt file,optRes
WriteInt file,optWindowed
WriteInt file,optPopulation
WriteInt file,optFog
WriteInt file,optShadows
WriteInt file,optFX
WriteInt file,optGore
;key controls
WriteInt file,keyAttack
WriteInt file,keyDefend
WriteInt file,keyThrow
WriteInt file,keyPickUp
;gamepad controls
WriteInt file,buttAttack
WriteInt file,buttDefend
WriteInt file,buttThrow
WriteInt file,buttPickUp
;game ID's
For count=1 To 3
WriteString file,gamName$(count)
Next
WriteInt file,optLanguage
CloseFile(file)
End Function
;LOAD OPTIONS
Function LoadOptions()
file=ReadFile("Data/Options.dat")
;preferences
optRes=ReadInt(file)
optWindowed=ReadInt(file)
optPopulation=ReadInt(file)
optFog=ReadInt(file)
optShadows=ReadInt(file)
optFX=ReadInt(file)
optGore=ReadInt(file)
;key controls
keyAttack=ReadInt(file)
keyDefend=ReadInt(file)
keyThrow=ReadInt(file)
keyPickUp=ReadInt(file)
;gamepad controls
buttAttack=ReadInt(file)
buttDefend=ReadInt(file)
buttThrow=ReadInt(file)
buttPickUp=ReadInt(file)
;game ID's
For count=1 To 3
gamName$(count)=ReadString(file)
Next
optLanguage=ReadInt(file)
CloseFile(file)
End Function
;------------------------------------------------------------------------
;///////////////////////////// PROGRESS /////////////////////////////////
;------------------------------------------------------------------------
;SAVE PROGRESS
Function SaveProgress()
file=WriteFile("Data/Slot0"+slot+"/Progress.dat")
;status
WriteInt file,no_chars
WriteInt file,gamChar(slot)
WriteInt file,gamPlayer(slot)
WriteInt file,gamLocation(slot)
WriteInt file,gamMoney(slot)
;time
WriteInt file,gamSpeed(slot)
WriteInt file,gamSecs(slot)
WriteInt file,gamMins(slot)
WriteInt file,gamHours(slot)
;missions
WriteInt file,gamMission(slot)
WriteInt file,gamClient(slot)
WriteInt file,gamTarget(slot)
WriteInt file,gamDeadline(slot)
WriteInt file,gamReward(slot)
;handles
WriteInt file,gamWarrant(slot)
WriteInt file,gamVictim(slot)
WriteInt file,gamItem(slot)
WriteInt file,gamArrival(slot)
WriteInt file,gamFatality(slot)
WriteInt file,gamRelease(slot)
WriteInt file,gamEscape(slot)
WriteInt file,gamGrowth(slot)
WriteInt file,gamBlackout(slot)
WriteInt file,gamBombThreat(slot)
;promos
WriteInt file,phonePromo
For count=1 To 300
WriteInt file,promoUsed(count)
Next
;camera
WriteFloat file,camX#
WriteFloat file,camY#
WriteFloat file,camZ#
WriteFloat file,camPivX#
WriteFloat file,camPivY#
WriteFloat file,camPivZ#
;atmosphere
WriteFloat file,lightR#
WriteFloat file,lightG#
WriteFloat file,lightB#
WriteFloat file,ambR#
WriteFloat file,ambG#
WriteFloat file,ambB#
WriteFloat file,atmosR#
WriteFloat file,atmosG#
WriteFloat file,atmosB#
WriteFloat file,skyR#
WriteFloat file,skyG#
WriteFloat file,skyB#
;dinner trays
For count=1 To 50
WriteInt file,trayState(count)
Next
CloseFile(file)
End Function
;LOAD PROGRESS
Function LoadProgress()
file=ReadFile("Data/Slot0"+slot+"/Progress.dat")
;status
no_chars=ReadInt(file)
gamChar(slot)=ReadInt(file)
gamPlayer(slot)=ReadInt(file)
gamLocation(slot)=ReadInt(file)
gamMoney(slot)=ReadInt(file)
;time
gamSpeed(slot)=ReadInt(file)
gamSecs(slot)=ReadInt(file)
gamMins(slot)=ReadInt(file)
gamHours(slot)=ReadInt(file)
;missions
gamMission(slot)=ReadInt(file)
gamClient(slot)=ReadInt(file)
gamTarget(slot)=ReadInt(file)
gamDeadline(slot)=ReadInt(file)
gamReward(slot)=ReadInt(file)
;handles
gamWarrant(slot)=ReadInt(file)
gamVictim(slot)=ReadInt(file)
gamItem(slot)=ReadInt(file)
gamArrival(slot)=ReadInt(file)
gamFatality(slot)=ReadInt(file)
gamRelease(slot)=ReadInt(file)
gamEscape(slot)=ReadInt(file)
gamGrowth(slot)=ReadInt(file)
gamBlackout(slot)=ReadInt(file)
gamBombThreat(slot)=ReadInt(file)
;promos
phonePromo=ReadInt(file)
For count=1 To 300
promoUsed(count)=ReadInt(file)
Next
;camera
camX#=ReadFloat(file)
camY#=ReadFloat(file)
camZ#=ReadFloat(file)
camPivX#=ReadFloat(file)
camPivY#=ReadFloat(file)
camPivZ#=ReadFloat(file)
;atmosphere
lightR#=ReadFloat(file)
lightG#=ReadFloat(file)
lightB#=ReadFloat(file)
ambR#=ReadFloat(file)
ambG#=ReadFloat(file)
ambB#=ReadFloat(file)
atmosR#=ReadFloat(file)
atmosG#=ReadFloat(file)
atmosB#=ReadFloat(file)
skyR#=ReadFloat(file)
skyG#=ReadFloat(file)
skyB#=ReadFloat(file)
;dinner trays
For count=1 To 50
trayState(count)=ReadInt(file)
Next
CloseFile(file)
End Function
;------------------------------------------------------------------------
;//////////////////////////// CHARACTERS ////////////////////////////////
;------------------------------------------------------------------------
;SAVE CHARACTERS
Function SaveChars()
For char=1 To no_chars
file=WriteFile("Data/Slot0"+slot+"/Character"+Dig$(char,100)+".dat")
;appearance
WriteString file,charName$(char)
WriteInt file,charSnapped(char)
WriteInt file,charModel(char)
WriteInt file,charHeight(char)
WriteInt file,charSpecs(char)
WriteInt file,charAccessory(char)
WriteInt file,charHairStyle(char)
WriteInt file,charHair(char)
WriteInt file,charFace(char)
WriteInt file,charCostume(char)
For count=1 To 40
WriteInt file,charScar(char,count)
Next
;attributes
WriteInt file,charHealth(char)
WriteInt file,charHP(char)
WriteInt file,charInjured(char)
WriteInt file,charStrength(char)
WriteInt file,charAgility(char)
WriteInt file,charHappiness(char)
WriteInt file,charBreakdown(char)
WriteInt file,charIntelligence(char)
WriteInt file,charReputation(char)
WriteInt file,charWeapon(char)
For count=1 To 30
WriteInt file,charWeapHistory(char,count)
Next
;status
WriteInt file,charRole(char)
WriteInt file,charSentence(char)
WriteInt file,charCrime(char)
WriteInt file,charLocation(char)
WriteInt file,charBlock(char)
WriteInt file,charCell(char)
WriteInt file,charExperience(char)
WriteFloat file,charX#(char)
WriteFloat file,charY#(char)
WriteFloat file,charZ#(char)
WriteFloat file,charA#(char)
;relationships
WriteInt file,charGang(char)
For gang=1 To 6
WriteInt file,charGangHistory(char,gang)
Next
WriteInt file,charAttacker(char)
WriteInt file,charWitness(char)
WriteInt file,charPromoRef(char)
WriteInt file,charFollowTim(char)
WriteInt file,charBribeTim(char)
For v=1 To no_chars
WriteInt file,charRelation(char,v)
WriteInt file,charAngerTim(char,v)
WriteInt file,charPromo(char,v)
Next
CloseFile(file)
Next
End Function
;LOAD CHARACTERS
Function LoadChars()
For char=1 To no_chars
file=ReadFile("Data/Slot0"+slot+"/Character"+Dig$(char,100)+".dat")
;appearance
charName$(char)=ReadString(file)
charSnapped(char)=ReadInt(file)
charModel(char)=ReadInt(file)
charHeight(char)=ReadInt(file)
charSpecs(char)=ReadInt(file)
charAccessory(char)=ReadInt(file)
charHairStyle(char)=ReadInt(file)
charHair(char)=ReadInt(file)
charFace(char)=ReadInt(file)
charCostume(char)=ReadInt(file)
For count=1 To 40
charScar(char,count)=ReadInt(file)
Next
;attributes
charHealth(char)=ReadInt(file)
charHP(char)=ReadInt(file)
charInjured(char)=ReadInt(file)
charStrength(char)=ReadInt(file)
charAgility(char)=ReadInt(file)
charHappiness(char)=ReadInt(file)
charBreakdown(char)=ReadInt(file)
charIntelligence(char)=ReadInt(file)
charReputation(char)=ReadInt(file)
charWeapon(char)=ReadInt(file)
For count=1 To 30
charWeapHistory(char,count)=ReadInt(file)
Next
;status
charRole(char)=ReadInt(file)
charSentence(char)=ReadInt(file)
charCrime(char)=ReadInt(file)
charLocation(char)=ReadInt(file)
charBlock(char)=ReadInt(file)
charCell(char)=ReadInt(file)
charExperience(char)=ReadInt(file)
charX#(char)=ReadFloat(file)
charY#(char)=ReadFloat(file)
charZ#(char)=ReadFloat(file)
charA#(char)=ReadFloat(file)
;relationships
charGang(char)=ReadInt(file)
For gang=1 To 6
charGangHistory(char,gang)=ReadInt(file)
Next
charAttacker(char)=ReadInt(file)
charWitness(char)=ReadInt(file)
charPromoRef(char)=ReadInt(file)
charFollowTim(char)=ReadInt(file)
charBribeTim(char)=ReadInt(file)
For v=1 To no_chars
charRelation(char,v)=ReadInt(file)
charAngerTim(char,v)=ReadInt(file)
charPromo(char,v)=ReadInt(file)
Next
CloseFile(file)
Next
End Function
;LOAD PHOTOS
Function LoadPhotos()
Loader(translate("Please Wait"),translate("Loading Photos"))
For char=1 To no_chars
charPhoto(char)=0
If charSnapped(char)>0
charPhoto(char)=LoadImage("Data/Slot0"+slot+"/Photos/Photo"+Dig$(char,100)+".bmp")
If charPhoto(char)>0 Then MaskImage charPhoto(char),255,0,255
If charPhoto(char)=0 Then charSnapped(char)=0
EndIf
Next
End Function
;SAVE PHOTOS
Function SavePhotos()
If charHealth(gamChar(slot))>0 Then Loader(translate("Please Wait"),translate("Saving Photos"))
For char=1 To no_chars
If charPhoto(char)>0
SaveImage(charPhoto(char),"Data/Slot0"+slot+"/Photos/Photo"+Dig$(char,100)+".bmp")
EndIf
Next
End Function
;------------------------------------------------------------------------
;////////////////////////////// WEAPONS /////////////////////////////////
;------------------------------------------------------------------------
;SAVE ITEMS
Function SaveItems()
file=WriteFile("Data/Slot0"+slot+"/Items.dat")
;weapons
WriteInt file,no_weaps
For cyc=1 To no_weaps
WriteInt file,weapType(cyc)
WriteInt file,weapState(cyc)
WriteInt file,weapLocation(cyc)
WriteFloat file,weapX#(cyc)
WriteFloat file,weapY#(cyc)
WriteFloat file,weapZ#(cyc)
WriteFloat file,weapA#(cyc)
WriteInt file,weapCarrier(cyc)
WriteInt file,weapClip(cyc)
WriteInt file,weapAmmo(cyc)
WriteInt file,weapScar(cyc)
Next
;kits
For count=1 To 6
WriteInt file,kitType(count)
WriteInt file,kitState(count)
Next
CloseFile(file)
End Function
;LOAD ITEMS
Function LoadItems()
file=ReadFile("Data/Slot0"+slot+"/Items.dat")
;weapons
no_weaps=ReadInt(file)
For cyc=1 To no_weaps
weapType(cyc)=ReadInt(file)
weapState(cyc)=ReadInt(file)
weapLocation(cyc)=ReadInt(file)
weapX#(cyc)=ReadFloat(file)
weapY#(cyc)=ReadFloat(file)
weapZ#(cyc)=ReadFloat(file)
weapA#(cyc)=ReadFloat(file)
weapCarrier(cyc)=ReadInt(file)
weapClip(cyc)=ReadInt(file)
weapAmmo(cyc)=ReadInt(file)
weapScar(cyc)=ReadInt(file)
Next
;kits
For count=1 To 6
kitType(count)=ReadInt(file)
kitState(count)=ReadInt(file)
Next
CloseFile(file)
End Function
;////////////////////////////////////////////////////////////////
;---------------------- RELATED FUNCTIONS -----------------------
;////////////////////////////////////////////////////////////////
;INITIATE NEW GAME
Function GenerateGame()
;initiate characters
no_chars=optPopulation+3
no_wardens=optPopulation/5
If no_wardens<10 Then no_wardens=10
For char=1 To no_chars
charRole(char)=0 : charLocation(char)=0
charBlock(char)=0 : charCell(char)=0
charName$(char)="Character"+Dig$(char,100)
Next
gamChar(slot)=Rnd(no_wardens+4,no_chars)
For char=1 To no_chars
If char=<2 Then GenerateCharacter(char,2)
If char=3 Then GenerateCharacter(char,3)
If char=>4
If char-3=<no_wardens
GenerateCharacter(char,1)
Else
GenerateCharacter(char,0)
EndIf
EndIf
Next
;reset player status
char=gamChar(slot)
charHealth(char)=50
charStrength(char)=50
charAgility(char)=50
charHappiness(char)=50
charIntelligence(char)=50
charReputation(char)=50
gamMoney(slot)=0
;reset clock
gamSecs(slot)=0
gamMins(slot)=0
gamHours(slot)=Rnd(8,20)
;missions
gamMission(slot)=0
gamClient(slot)=0
gamTarget(slot)=0
gamDeadline(slot)=0
gamReward(slot)=0
;reset game status
gamWarrant(slot)=0
gamArrival(slot)=0
gamFatality(slot)=0
gamRelease(slot)=0
gamEscape(slot)=0
gamGrowth(slot)=0
;reset promos
For count=1 To no_promos
promoUsed(count)=0
Next
;find cell mates
FindCellMates()
;initial location
charLocation(char)=9
gamLocation(slot)=charLocation(char)
charX#(char)=0 : charZ#(char)=0
camX#=0 : camY#=75 : camZ#=0
camPivX#=camX# : camPivY#=camY# : camPivZ#=camZ#
;generate weapons
no_weaps=optPopulation
For cyc=1 To no_weaps
If cyc=1 Then GenerateWeapon(cyc,14,2,Rnd(-30,100),50,Rnd(270,425))
If cyc=2 Or cyc=3 Then GenerateWeapon(cyc,5,9,Rnd(-30,40),50,Rnd(235,280))
If cyc=>4 Then GenerateWeapon(cyc,0,0,0,0,0)
Next
;distribute weapons
For cyc=1 To no_weaps
If weapLocation(cyc)>0 And (weapType(cyc)=7 Or weapType(cyc)=8 Or weapType(cyc)=12)
For v=1 To no_chars
If charRole(v)=1 And charWeapon(v)=0 And FindCarrier(cyc)=0
charWeapon(v)=cyc : weapLocation(cyc)=charLocation(v)
weapX#(cyc)=charX#(v) : weapY#(cyc)=charY#(v)+10 : weapZ#(cyc)=charZ#(v)
EndIf
Next
EndIf
If weapLocation(cyc)>0
For v=1 To no_chars
randy=Rnd(0,100)
If randy=0 And charRole(v)=0 And v<>gamChar(slot) And charWeapon(v)=0 And FindCarrier(cyc)=0 And weapState(cyc)>0
charWeapon(v)=cyc : weapLocation(cyc)=charLocation(v)
weapX#(cyc)=charX#(v) : weapY#(cyc)=charY#(v)+10 : weapZ#(cyc)=charZ#(v)
EndIf
Next
EndIf
Next
;generate kits
For cyc=1 To 6
Repeat
kitType(cyc)=Rnd(1,weapList)
Until weapCreate(kitType(cyc))=1
randy=Rnd(0,2)
If randy=<1 Then kitState(cyc)=1
Next
;save generation
SaveProgress()
SaveChars()
SavePhotos()
SaveItems()
End Function
;GENERATE CHARACTER
Function GenerateCharacter(char,role)
;appearance
charRole(char)=role
charName$(char)=GenerateName$(char)
charPhoto(char)=0 : charSnapped(char)=0
randy=Rnd(0,5)
If randy=0 Then charModel(char)=2 Else charModel(char)=Rnd(1,no_models)
randy=Rnd(0,2)
If randy=0 Then charHeight(char)=Rnd(10,15) Else charHeight(char)=Rnd(5,24)
charSpecs(char)=Rnd(-10,4)
If charSpecs(char)<0 Then charSpecs(char)=0
randy=Rnd(0,2)
If randy=0 And charRole(char)=1 Then charAccessory(char)=7 Else charAccessory(char)=0
charFace(char)=Rnd(1,no_faces)
charHair(char)=Rnd(1,no_hairs)
randy=Rnd(0,2)
If randy=<1 And charHair(char)=>8 Then charHair(char)=Rnd(1,7)
If GetRace(char)=1 And charHair(char)=>3 And charHair(char)=<7 Then charHair(char)=Rnd(1,2)
If GetRace(char)=2 And charHair(char)=>2 And charHair(char)=<7 Then charHair(char)=1
charHairStyle(char)=Rnd(-30,31)
If charHairStyle(char)<0 Or charRole(char)=>2 Then charHairStyle(char)=Rnd(0,10)
charCostume(char)=Rnd(0,8)
If charRole(char)=1 Then charCostume(char)=5
If charRole(char)=>2 Then charCostume(char)=7
charWeapon(char)=0
For count=1 To 30
charWeapHistory(char,count)=0
Next
For limb=1 To 40
charScar(char,limb)=0
Next
;inmate location
If charRole(char)=0
AssignCell(char)
charLocation(char)=TranslateBlock(charBlock(char))
charX#(char)=GetCentre#(cellX1#(charCell(char)),cellX2#(charCell(char)))
charZ#(char)=GetCentre#(cellZ1#(charCell(char)),cellZ2#(charCell(char)))
charY#(char)=cellY1#(charCell(char))+20 : charA#(char)=Rnd(0,360)
EndIf
;warden location
If charRole(char)=1
its=0
Repeat
area=Rnd(1,10) : its=its+1
Until AreaPopulation(area,1)=0 Or its>100
charLocation(char)=area
charX#(char)=Rnd(-100,100) : charZ#(char)=Rnd(-100,100)
If charLocation(char)=2 Then charX#(char)=Rnd(250,450) : charZ#(char)=Rnd(250,450)
charY#(char)=50 : charA#(char)=Rnd(0,360)
EndIf
;attributes
charHealth(char)=Rnd(10,100) : charHP(char)=10
If charModel(char)=1 Then charStrength(char)=Rnd(40,70) : charAgility(char)=Rnd(70,100)
If charModel(char)=2 Then charStrength(char)=Rnd(50,80) : charAgility(char)=Rnd(60,90)
If charModel(char)=3 Then charStrength(char)=Rnd(60,90) : charAgility(char)=Rnd(60,90)
If charModel(char)=>4 Then charStrength(char)=Rnd(60,90) : charAgility(char)=Rnd(50,80)
charStrength(char)=charStrength(char)+(charHeight(char)/2)
charAgility(char)=charAgility(char)-(charHeight(char)/2)
charHappiness(char)=Rnd(10,100)
charIntelligence(char)=Rnd(50,100)
charReputation(char)=Rnd(50,100)
If charRole(char)>0 Then charIntelligence(char)=Rnd(70,100) : charReputation(char)=Rnd(70,100)
If charRole(char)>0 Then charSentence(char)=0 Else charSentence(char)=Rnd(1,365)
If charRole(char)>0 Then charCrime(char)=0 Else charCrime(char)=Rnd(1,15)
charExperience(char)=0
;gang membership
For gang=1 To 6
charGangHistory(char,gang)=0
Next
charGang(char)=Rnd(-1,6)
If charGang(char)<0 Or charRole(char)>0 Or char=gamChar(slot) Then charGang(char)=0
If charGang(char)=1 And GetRace(char)>0 Then charGang(char)=0
If charGang(char)=2 And GetRace(char)<>1 Then charGang(char)=0
If charGang(char)=3 And GetRace(char)<>2 Then charGang(char)=0
If charGang(char)=4 And charIntelligence(char)<70 Then charGang(char)=0
If charGang(char)=5 And charStrength(char)+charAgility(char)<140 Then charGang(char)=0
If charGang(char)=6 And charReputation(char)>80 Then charGang(char)=0
If charGang(char)>0 Then charGangHistory(char,charGang(char))=1
GangAdjust(char)
;relationships
For v=1 To no_chars
ChangeRelationship(char,v,0)
If char<>gamChar(slot) And v<>gamChar(slot)
randy=Rnd(0,20)
If randy=0 Then ChangeRelationship(char,v,1)
If randy=1 Then ChangeRelationship(char,v,-1)
If randy=<5 And charRole(char)=1 And charRole(v)=1 Then ChangeRelationship(char,v,1)
If randy=<5 And charGang(char)>0 And charGang(cyc)=charGang(v) Then ChangeRelationship(char,v,1)
EndIf
charAngerTim(char,v)=0
charPromo(char,v)=0
Next
charAttacker(char)=0
charWitness(char)=0
charFollowTim(char)=0
charBribeTim(char)=0
;risk dead status
randy=Rnd(0,20)
If randy=0 And char<>gamChar(slot) Then charLocation(char)=0 : charHealth(char)=Rnd(0,1)
End Function
;GENERATE WEAPON
Function GenerateWeapon(cyc,style,area,x#,y#,z#)
;type
weapType(cyc)=style
If weapType(cyc)=0
weapType(cyc)=Rnd(1,weapList)
randy=Rnd(1,20)
If randy=1 Then weapType(cyc)=Rnd(24,25)
If randy=2 Then weapType(cyc)=15
If randy=>3 And randy=<5 Then weapType(cyc)=16
If randy=>6 And randy=<8 Then weapType(cyc)=Rnd(16,18)
EndIf
;general location
weapLocation(cyc)=area
If area=0
randy=Rnd(0,20)
If randy=<1 Then weapLocation(cyc)=1
If randy=>2 And randy=<4 Then weapLocation(cyc)=2
If randy=>4 And randy=<5 Then weapLocation(cyc)=3
If randy=6 Then weapLocation(cyc)=4
If randy=>7 And randy=<8 Then weapLocation(cyc)=5
If randy=9 Then weapLocation(cyc)=6
If randy=>10 And randy=<11 Then weapLocation(cyc)=7
If randy=>12 And randy=<13 Then weapLocation(cyc)=8
If randy=>14 And randy=<16 Then weapLocation(cyc)=9
If randy=17 Then weapLocation(cyc)=10
If randy=>18 And randy=<20 Then weapLocation(cyc)=11
EndIf
randy=Rnd(0,4)
If randy=0 And style=0 And area=0 Then weapLocation(cyc)=0
;favour habitat
If weapLocation(cyc)>0 And GetBlock(weapLocation(cyc))=0 And weapType(cyc)<>16
randy=Rnd(0,2)
If randy>0 And weapHabitat(weapType(cyc))>0 And weapHabitat(weapType(cyc))<>99 Then weapLocation(cyc)=weapHabitat(weapType(cyc))
If randy>0 And weapType(cyc)=14 Then weapLocation(cyc)=2
If randy=0 And weapType(cyc)=>24 And weapType(cyc)=<25 Then weapLocation(cyc)=11
EndIf
;pinpoint location
weapX#(cyc)=x# : weapY#(cyc)=y# : weapZ#(cyc)=z#
weapA#(cyc)=Rnd(0,360)
If weapX#(cyc)=0 And weapY#(cyc)=0 And weapZ#(cyc)=0
weapY#(cyc)=50
;cell block locations
If GetBlock(weapLocation(cyc))>0
randy=Rnd(0,9)
If randy=<5
Repeat
weapX#(cyc)=Rnd(-300,300) : weapZ#(cyc)=Rnd(-140,350)
If randy=0 Then weapY#(cyc)=50 Else weapY#(cyc)=150
Until InsideCell(weapX#(cyc),weapY#(cyc),weapZ#(cyc))>0
EndIf
If randy=6 Then weapX#(cyc)=Rnd(-190,60) : weapZ#(cyc)=Rnd(-140,250)
If randy=7 Then weapX#(cyc)=Rnd(60,190) : weapZ#(cyc)=Rnd(-140,250)
If randy=8 Then weapX#(cyc)=Rnd(-115,115) : weapZ#(cyc)=Rnd(-335,15)
If randy=9 Then weapX#(cyc)=Rnd(-80,80) : weapZ#(cyc)=Rnd(220,350) : weapY#(cyc)=150
EndIf
;yard locations
If weapLocation(cyc)=2
randy=Rnd(1,2)
If randy=1 Then weapX#(cyc)=Rnd(-20,475) : weapZ#(cyc)=Rnd(210,475)
If randy=2 Then weapX#(cyc)=Rnd(210,475) : weapZ#(cyc)=Rnd(-50,475)
If weapType(cyc)=11 Then weapX#(cyc)=Rnd(210,475) : weapZ#(cyc)=Rnd(-50,200)
If weapType(cyc)=14 Then weapX#(cyc)=Rnd(-30,100) : weapZ#(cyc)=Rnd(270,425)
EndIf
;study locations
If weapLocation(cyc)=4
randy=Rnd(1,5)
If randy=1 Then weapX#(cyc)=Rnd(-135,135) : weapZ#(cyc)=Rnd(-130,-40)
If randy=2 Then weapX#(cyc)=Rnd(-120,135) : weapZ#(cyc)=Rnd(40,120)
If randy=3 Then weapX#(cyc)=Rnd(-120,-40) : weapZ#(cyc)=Rnd(-135,120)
If randy=4 Then weapX#(cyc)=Rnd(40,135) : weapZ#(cyc)=Rnd(-125,105)
If randy=5 Then weapX#(cyc)=Rnd(-140,140) : weapZ#(cyc)=Rnd(-140,140)
EndIf
;hospital locations
If weapLocation(cyc)=6 Then weapX#(cyc)=Rnd(-140,140) : weapZ#(cyc)=Rnd(-140,140)
;kitchen locations
If weapLocation(cyc)=8
randy=Rnd(1,4)
If randy=1 Then weapX#(cyc)=Rnd(-105,105) : weapZ#(cyc)=Rnd(-325,-160)
If randy=2 Then weapX#(cyc)=Rnd(-105,250) : weapZ#(cyc)=Rnd(-160,250)
If randy=3 Then weapX#(cyc)=Rnd(-250,250) : weapZ#(cyc)=Rnd(170,325)
If randy=4 Then weapX#(cyc)=Rnd(-240,-145) : weapZ#(cyc)=Rnd(-120,140)
EndIf
;hall locations
If weapLocation(cyc)=9
weapX#(cyc)=Rnd(-295,295) : weapZ#(cyc)=Rnd(-295,295)
;If weapType(cyc)=5 Then weapX#(cyc)=Rnd(-45,55) : weapZ#(cyc)=Rnd(220,295)
EndIf
;workshop locations
If weapLocation(cyc)=10
randy=Rnd(1,4)
If randy=1 Then weapX#(cyc)=Rnd(-95,95) : weapZ#(cyc)=Rnd(-115,115)
If randy=2 Then weapX#(cyc)=Rnd(-65,-30) : weapZ#(cyc)=-114 : weapY#(cyc)=Rnd(20,35)
If randy=3 Then weapX#(cyc)=Rnd(30,70) : weapZ#(cyc)=-114 : weapY#(cyc)=Rnd(20,35)
If randy=4 Then weapX#(cyc)=Rnd(-20,20) : weapZ#(cyc)=119 : weapY#(cyc)=Rnd(20,35)
EndIf
;toilet locations
If weapLocation(cyc)=11
randy=Rnd(1,7)
If randy=>1 And randy=<2 Then weapX#(cyc)=Rnd(-140,50) : weapZ#(cyc)=Rnd(-65,10)
If randy=>3 And randy=<4 Then weapX#(cyc)=Rnd(50,140) : weapZ#(cyc)=Rnd(-65,70)
If randy=5 Then weapX#(cyc)=Rnd(-140,-115) : weapZ#(cyc)=Rnd(10,70)
If randy=6 Then weapX#(cyc)=Rnd(-70,-40) : weapZ#(cyc)=Rnd(10,70)
If randy=7 Then weapX#(cyc)=Rnd(0,30) : weapZ#(cyc)=Rnd(10,70)
EndIf
EndIf
;reset status
weapState(cyc)=1 : weapCarrier(cyc)=0
weapScar(cyc)=0 : weapOldScar(cyc)=-1
weapAmmo(cyc)=100 : weapClip(cyc)=10
If weapStyle(weapType(cyc))=6 Then weapClip(cyc)=0
End Function
;GENERATE NAME
Function GenerateName$(char)
Repeat
name$="Character"+Dig$(char,100)
;inmates
If charRole(char)=0
randy=Rnd(0,1)
If randy=0 Then name$=textNickName$(Rnd(0,80))
If randy=1 Then name$=textFirstName$(Rnd(0,65))+" "+textSurName$(Rnd(0,65))
EndIf
;officials
If charRole(char)=>1
If charRole(char)=1 Then name$=translate("Warden") + " "
If charRole(char)=2 Then name$=translate("Lawyer") + " "
If charRole(char)=3 Then name$=translate("Judge") + " "
name$=name$+textSurName$(Rnd(0,65))
EndIf
;find conflicts
conflict=0
For v=1 To no_chars
If charName$(v)=name$ Then conflict=1
Next
Until conflict=0
Return name$
End Function
;ASSIGN CELL
Function AssignCell(char)
its=0
Repeat
its=its+1 : satisfied=1
block=Rnd(1,4) : cell=Rnd(1,20)
If its<10 And CellPopulation(block,cell)>0 Then satisfied=0
If CellPopulation(block,cell)>1 Then satisfied=0
If its<10 And AreaPopulation(TranslateBlock(block),0)=>optPopulation/5 Then satisfied=0
Until satisfied=1
charBlock(char)=block
charCell(char)=cell
End Function
;FIND CELL MATES
Function FindCellMates()
char=gamChar(slot)
For v=1 To no_chars
If v<>char And charRole(v)=0 And charCell(v)=charCell(char) And charBlock(v)=charBlock(char)
randy=Rnd(0,2)
If randy=1 Or (randy=0 And charReputation(v)<charReputation(char)) Then charPromo(v,char)=Rnd(202,203)
If randy=2 Or (randy=0 And charReputation(v)=>charReputation(char)) Then charPromo(v,char)=Rnd(203,204)
EndIf
Next
End Function