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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+21
-19
@@ -43,7 +43,7 @@ void HandleHourlyUpdate()
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if ( DidGameJustStart() )
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return;
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// hourly update of town loyalty
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// hourly update of town loyalty
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HandleTownLoyalty();
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// hourly update of team assignments
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@@ -83,7 +83,7 @@ void HandleHourlyUpdate()
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void UpdateRegenCounters( void )
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{
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UINT8 ubID;
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for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
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{
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if ( MercPtrs[ ubID ]->bRegenBoostersUsedToday > 0 )
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@@ -99,7 +99,7 @@ void HandleQuarterHourUpdate()
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if ( DidGameJustStart() )
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return;
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DecayTacticalMoraleModifiers( );
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DecayTacticalMoraleModifiers( );
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}
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@@ -107,7 +107,7 @@ void HourlyQuestUpdate( void )
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{
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UINT32 uiHour = GetWorldHour();
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// brothel
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// brothel
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if ( uiHour == 4 )
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{
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SetFactFalse( FACT_BROTHEL_OPEN );
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@@ -124,7 +124,7 @@ void HourlyQuestUpdate( void )
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SetFactTrue( FACT_CLUB_OPEN );
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SetFactFalse( FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED );
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// reset boxes fought
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for ( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
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{
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@@ -168,9 +168,9 @@ UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
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{
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// item, temptation, points to use
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{ ADRENALINE_BOOSTER, 5, 100 },
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{ ALCOHOL, BAR_TEMPTATION, 25 },
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{ MEDICKIT, 4, 10 },
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{ WINE, 3, 50 },
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{ ALCOHOL, BAR_TEMPTATION, 25 },
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{ MEDICKIT, 4, 10 },
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{ WINE, 3, 50 },
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{ REGEN_BOOSTER, 3, 100 },
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{ BEER, 2, 100 },
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};
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@@ -197,7 +197,7 @@ void HourlyLarryUpdate( void )
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{
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return;
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}
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if ( pSoldier->fBetweenSectors )
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if ( pSoldier->flags.fBetweenSectors )
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{
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return;
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}
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@@ -217,17 +217,17 @@ void HourlyLarryUpdate( void )
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}
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}
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// check to see if we're in a bar sector, if we are, we have access to alcohol
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// check to see if we're in a bar sector, if we are, we have access to alcohol
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// which may be better than anything we've got...
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if ( usTemptation < BAR_TEMPTATION && GetCurrentBalance() >= Item[ ALCOHOL ].usPrice )
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{
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if ( pSoldier->bSectorZ == 0 &&
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if ( pSoldier->bSectorZ == 0 &&
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( ( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B) ||
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( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_C) ||
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( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_C) ||
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( pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C) ||
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( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_D) ||
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( pSoldier->sSectorX == 2 && pSoldier->sSectorY == MAP_ROW_H)
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( pSoldier->sSectorX == 2 && pSoldier->sSectorY == MAP_ROW_H)
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)
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)
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{
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@@ -235,10 +235,10 @@ void HourlyLarryUpdate( void )
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fBar = TRUE;
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usTemptation = BAR_TEMPTATION;
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}
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}
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}
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if ( usTemptation > 0 )
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{
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{
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if ( pSoldier->ubProfile == LARRY_NORMAL )
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{
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gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
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@@ -250,7 +250,8 @@ void HourlyLarryUpdate( void )
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usCashAmount = Item[ ALCOHOL ].usPrice;
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AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
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// give Larry some booze and set slot etc values appropriately
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bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, SMALLPOCK8POS );
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// CHRISL: Change final parameter to allow dynamic control of inventory slots
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bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
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if ( bBoozeSlot != NO_SLOT )
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{
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// give Larry booze here
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@@ -281,7 +282,8 @@ void HourlyLarryUpdate( void )
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usCashAmount = Item[ ALCOHOL ].usPrice;
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AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
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// give Larry some booze and set slot etc values appropriately
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bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, SMALLPOCK8POS );
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// CHRISL: Change final parameter to allow dynamic control of inventory slots
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bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, NUM_INV_SLOTS );
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if ( bBoozeSlot != NO_SLOT )
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{
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// give Larry booze here
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@@ -308,7 +310,7 @@ void HourlyLarryUpdate( void )
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}
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}
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}
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void HourlyCheckIfSlayAloneSoHeCanLeave()
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@@ -319,11 +321,11 @@ void HourlyCheckIfSlayAloneSoHeCanLeave()
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{
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return;
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}
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if( pSoldier->fBetweenSectors )
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if( pSoldier->flags.fBetweenSectors )
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{
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return;
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}
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if( !pSoldier->bActive || !pSoldier->bLife )
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if( !pSoldier->bActive || !pSoldier->stats.bLife )
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{
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return;
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}
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