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new feature: allowed to re-hire RPCs in case they are fired from team
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9052 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1018,6 +1018,11 @@ BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
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// if the merc is not dead
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if( gMercProfiles[ pSoldier->ubProfile ].bMercStatus != MERC_IS_DEAD )
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{
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//shadooow: this allows RPCs to re-appear in the areas we recruited them initially after being fired
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if (pSoldier->ubProfile != SLAY || gGameExternalOptions.fEnableSlayForever)
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{
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gMercProfiles[pSoldier->ubProfile].ubMiscFlags &= (~PROFILE_MISC_FLAG_RECRUITED);
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}
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//Set the status to returning home ( delay the merc for rehire )
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gMercProfiles[ pSoldier->ubProfile ].bMercStatus = MERC_RETURNING_HOME;
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@@ -60,6 +60,8 @@
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#include "GameInitOptionsScreen.h"
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extern INT32 GetTheStateOfDepartedMerc(INT32 iId);
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// THESE 3 DIFFICULTY FACTORS MUST ALWAYS ADD UP TO 100% EXACTLY!!!
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#define DIFF_FACTOR_PLAYER_PROGRESS 50
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#define DIFF_FACTOR_PALACE_DISTANCE 30
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@@ -750,7 +752,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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}
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// Copy the items over for the soldier, only if we have a valid profile id!
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if ( pCreateStruct->ubProfile != NO_PROFILE )
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if ( pCreateStruct->ubProfile != NO_PROFILE && (gMercProfiles[pCreateStruct->ubProfile].Type != PROFILETYPE_RPC || GetTheStateOfDepartedMerc(pCreateStruct->ubProfile) == -1))
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{
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CopyProfileItems( &Soldier, pCreateStruct );
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//CHRISL: make sure nails gets his jacket no matter what
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@@ -2649,6 +2649,8 @@ void AddProfilesUsingProfileInsertionData()
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if( gMercProfiles[ i ].sSectorX != gWorldSectorX ||
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gMercProfiles[ i ].sSectorY != gWorldSectorY ||
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gMercProfiles[ i ].bSectorZ != gbWorldSectorZ ||
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gMercProfiles[ i ].bMercStatus == MERC_RETURNING_HOME ||
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gMercProfiles[ i ].bMercStatus == MERC_FIRED_AS_A_POW ||
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gMercProfiles[ i ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED ||
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gMercProfiles[ i ].ubMiscFlags & PROFILE_MISC_FLAG_EPCACTIVE ||
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// gMercProfiles[ i ].ubMiscFlags2 & PROFILE_MISC_FLAG2_DONT_ADD_TO_SECTOR ||
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@@ -77,6 +77,8 @@
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extern BOOLEAN gfProfileDataLoaded;
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#endif
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extern INT32 GetTheStateOfDepartedMerc(INT32 iId);
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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@@ -1732,6 +1734,8 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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return( FALSE );
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}
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bool first_time_recruited = GetTheStateOfDepartedMerc(ubCharNum) == -1;
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// OK, set recruit flag..
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gMercProfiles[ ubCharNum ].ubMiscFlags |= PROFILE_MISC_FLAG_RECRUITED;
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@@ -1760,12 +1764,12 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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KickOutWheelchair( pNewSoldier );
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}
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else if ( ubCharNum == DYNAMO && gubQuest[ QUEST_FREE_DYNAMO ] == QUESTINPROGRESS )
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else if ( ubCharNum == DYNAMO && gubQuest[ QUEST_FREE_DYNAMO ] == QUESTINPROGRESS && first_time_recruited)
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{
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EndQuest( QUEST_FREE_DYNAMO, pSoldier->sSectorX, pSoldier->sSectorY );
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}
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// SANDRO - give exp and records quest point, if finally recruiting Miguel
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else if ( ubCharNum == MIGUEL )
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else if ( ubCharNum == MIGUEL && first_time_recruited)
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{
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GiveQuestRewardPoint( pSoldier->sSectorX, pSoldier->sSectorY, 6, MIGUEL );
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}
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@@ -1784,7 +1788,8 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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}
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// handle town loyalty adjustment
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HandleTownLoyaltyForNPCRecruitment( pNewSoldier );
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if(first_time_recruited)
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HandleTownLoyaltyForNPCRecruitment( pNewSoldier );
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// Try putting them into the current squad
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if ( AddCharacterToSquad( pNewSoldier, (INT8)CurrentSquad( ) ) == FALSE )
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@@ -1820,7 +1825,7 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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#ifdef JA2UB
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// no Ja25 UB
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#else
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if ( ubCharNum == IRA )
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if ( ubCharNum == IRA && first_time_recruited)
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{
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// trigger 0th PCscript line
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TriggerNPCRecord( IRA, 0 );
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@@ -1852,7 +1857,8 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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AdditionalTacticalCharacterDialogue_AllInSectorRadiusCall( ubCharNum, ADE_DIALOGUE_RPC_RECRUIT_SUCCESS, ubCharNum );
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// Flugente: external scripts might have extra functionality on recruiting someone
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LuaRecruitRPCAdditionalHandling( ubCharNum );
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if (first_time_recruited)
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LuaRecruitRPCAdditionalHandling( ubCharNum );
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return( TRUE );
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}
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