Merged from revision: 6905

Improved Snitch Trait (by anv)
- The snitch actions can be selected in the strategy view "Assignment" menu
o Spreading Propaganda: Accessible in town sectors
o Gathering Rumours: Accessible in town sectors
o Undercover Prison Snitch: Accessible from Facilities menu (Prison)
o Preventing Misbehaviour: New Snitch Menu
o Passive Reputation Increase
see: http://www.bears-pit.com/board/ubbthreads.php/topics/329412/1.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6906 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-02-12 17:22:40 +00:00
parent 3c95f4c9c2
commit 11037729f0
46 changed files with 3463 additions and 59 deletions
+103 -1
View File
@@ -39,6 +39,7 @@
void HourlyQuestUpdate();
void HourlyLarryUpdate();
void HourlyStealUpdate(); // Flugente: certain characters might steal equipment (backgrounds)
void HourlySnitchUpdate(); // anv: decreasing cooldown after exposition
extern INT32 GetCurrentBalance( void );
extern void PayOffSkyriderDebtIfAny( );
@@ -54,6 +55,8 @@ void HourlyCheckIfSlayAloneSoHeCanLeave();
void HourlyHelicopterRepair();
#endif
void HourlyGatheringInformation();
void UpdateRegenCounters( void );
void HandleMinuteUpdate()
@@ -113,6 +116,10 @@ CHAR16 zString[128];
HourlyStealUpdate();
HourlySnitchUpdate();
HourlyGatheringInformation();
#ifdef JA2UB
// no UB
#else
@@ -334,6 +341,7 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
void HourlyLarryUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
INT8 bSlot = NO_SLOT, bBoozeSlot;
INT8 bLarryItemLoop;
UINT16 usTemptation = 0;
@@ -386,6 +394,41 @@ void HourlyLarryUpdate()
if ( usTemptation > 0 )
{
// anv: snitches stop mercs from getting wasted
for( INT32 cnt2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt2 )
{
pOtherSoldier = MercPtrs[ cnt ];
// note - snitches stop others, but can get wasted themselves (if they have drug use specifically set in background...)
if( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && pOtherSoldier->bInSector && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile )
{
if ( ProfileHasSkillTrait( pOtherSoldier->ubProfile, SNITCH_NT ) && !( pSoldier->bSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF ) )
{
if( pSoldier->sSectorX == pOtherSoldier->sSectorX && pSoldier->sSectorY == pOtherSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
{
UINT16 bPreventChance = ( EffectiveLeadership( pOtherSoldier ) + EffectiveExpLevel( pOtherSoldier ) / 2);
if (gGameOptions.fNewTraitSystem)
{
bPreventChance += 25 * NUM_SKILL_TRAITS( pOtherSoldier, SQUADLEADER_NT );
bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT );
}
else
{
bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT );
}
// keep 1% chance no matter what
bPreventChance = max( 0, min( 99, bPreventChance ) );
if( bPreventChance > PreRandom( 100 ) )
{
// merc is not amused by being prevented
HandleMoraleEvent( pSoldier, MORALE_PREVENTED_MISBEHAVIOUR, pSoldier->sSectorX, pSoldier->sSectorX, pSoldier->bSectorZ );
// also here would be a place for dynamic relationship decrease between them
continue;
}
}
}
}
}
if ( pSoldier->ubProfile == LARRY_DRUNK )
{
// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
@@ -449,10 +492,20 @@ void HourlyLarryUpdate()
}
}
// Flugente: certain characters might steal equipment (backgrounds)
// anv: decrease exposed snitch cooldown (for simplified exposition handling)
void HourlySnitchUpdate()
{
for( INT32 cnt = 0; cnt <= NUM_PROFILES; ++cnt )
{
if( gMercProfiles[cnt].ubSnitchExposedCooldown > 0 )
gMercProfiles[cnt].ubSnitchExposedCooldown--;
}
}
void HourlyStealUpdate()
{
SOLDIERTYPE * pSoldier = NULL;
SOLDIERTYPE * pOtherSoldier = NULL;
INT8 bSlot = NO_SLOT;
UINT16 usTemptation = 0;
BOOLEAN fBar = FALSE;
@@ -469,6 +522,40 @@ void HourlyStealUpdate()
// 20% chance that we'll steal something
if ( Chance(20) )
{
// anv: snitches prevent scrounging in the same sector
for( INT32 cnt2 = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt2 <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++cnt2 )
{
pOtherSoldier = MercPtrs[ cnt ];
// note - snitches stop others, but can scrounge themselves (if they have scrounging specifically set in background...)
if( pOtherSoldier && !pOtherSoldier->flags.fBetweenSectors && pOtherSoldier->bActive && pOtherSoldier->bInSector && !pOtherSoldier->flags.fMercAsleep && pSoldier->ubProfile != pOtherSoldier->ubProfile )
{
if ( ProfileHasSkillTrait( pOtherSoldier->ubProfile, SNITCH_NT ) && !( pSoldier->bSoldierFlagMask2 & SOLDIER_PREVENT_MISBEHAVIOUR_OFF ) )
{
if( pSoldier->sSectorX == pOtherSoldier->sSectorX && pSoldier->sSectorY == pOtherSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
{
UINT16 bPreventChance = ( EffectiveLeadership( pOtherSoldier ) + EffectiveExpLevel( pOtherSoldier ) / 2);
if (gGameOptions.fNewTraitSystem)
{
bPreventChance += 25 * NUM_SKILL_TRAITS( pOtherSoldier, SQUADLEADER_NT );
bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_NT );
}
else
{
bPreventChance -= 25 * NUM_SKILL_TRAITS( pSoldier, STEALTHY_OT );
}
// keep 1% chance no matter what
bPreventChance = max( 0, min( 99, bPreventChance ) );
if( bPreventChance > PreRandom( 100 ) )
{
// merc is not amused by being prevented
HandleMoraleEvent( pSoldier, MORALE_PREVENTED_MISBEHAVIOUR, pSoldier->sSectorX, pSoldier->sSectorX, pSoldier->bSectorZ );
// also here would be a place for dynamic relationship decrease between them
continue;
}
}
}
}
}
// we loop over this sector's inventory and look for something shiny. We will pick it up if we hae enough space in our inventory
// open sector inv
UINT32 uiTotalNumberOfRealItems = 0;
@@ -611,3 +698,18 @@ void HourlyHelicopterRepair()
}
}
#endif
void HourlyGatheringInformation()
{
SOLDIERTYPE *pSoldier;
INT32 cnt=0;
// go through list of characters, find all snicthes gathering info
for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pSoldier++)
{
if( ( pSoldier->bActive ) && ( pSoldier->bAssignment == SNITCH_GATHER_RUMOURS || pSoldier->bAssignment == FACILITY_GATHER_RUMOURS ) )
{
HandleGatheringInformationBySoldier( pSoldier );
}
}
}