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New feature (by rftr): Mini events are a feature where the player can receive short text blurbs, and pick one of two outcomes.
Based on game implementations like Gloomhaven (road/city events) or Battletech (travel events). For more info, see https://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24865&goto=363481&#msg_363481 Requires GameDir >= r2599 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9137 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -75,6 +75,7 @@
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#include "Militia Control.h" // added by Flugente
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#include "ASD.h" // added by Flugente
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#include "Strategic AI.h"
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#include "MiniEvents.h"
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#endif
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#include <vector>
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#include <queue>
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@@ -515,6 +516,8 @@ void HandleAdministrationAssignments();
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// Flugente: handle exploration assignements
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void HandleExplorationAssignments();
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void HandleMiniEventAssignments();
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// is the character between sectors in mvt
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BOOLEAN CharacterIsBetweenSectors( SOLDIERTYPE *pSoldier );
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@@ -800,6 +803,11 @@ BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInComba
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if (pSoldier->bAssignment == ASSIGNMENT_POW)
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return(FALSE);
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if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0 )
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{
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return( FALSE );
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}
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return( TRUE );
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}
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@@ -2478,7 +2486,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
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}
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// POW?
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if( pSoldier->bAssignment == ASSIGNMENT_POW )
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if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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{
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return( FALSE );
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}
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@@ -2696,7 +2704,7 @@ INT8 CanCharacterSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue )
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return ( CHARACTER_CANT_JOIN_SQUAD );
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}
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if ( pSoldier->bAssignment == ASSIGNMENT_POW )
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if ( pSoldier->bAssignment == ASSIGNMENT_POW || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0))
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{
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// not allowed to be put on a squad
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return( CHARACTER_CANT_JOIN_SQUAD );
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@@ -3050,6 +3058,8 @@ void UpdateAssignments()
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// handle exploration
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HandleExplorationAssignments();
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HandleMiniEventAssignments();
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// check to see if anyone is done healing?
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UpdatePatientsWhoAreDoneHealing( );
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@@ -5815,7 +5825,7 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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}
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// POW?
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if( pSoldier->bAssignment == ASSIGNMENT_POW )
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if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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{
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return;
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}
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@@ -7075,6 +7085,29 @@ void HandleExplorationAssignments()
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}
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}
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void HandleMiniEventAssignments()
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{
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SOLDIERTYPE *pSoldier = NULL;
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UINT32 uiCnt = 0;
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const UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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const UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
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for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
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{
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if ( pSoldier && pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && EnoughTimeOnAssignment( pSoldier ) )
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{
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if (--pSoldier->ubHoursRemainingOnMiniEvent == 0)
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{
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pSoldier->bSectorZ -= MINI_EVENT_Z_OFFSET;
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pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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AssignmentDone(pSoldier, TRUE, FALSE);
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AddCharacterToAnySquad(pSoldier);
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}
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}
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}
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}
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// handle snitch spreading propaganda assignment
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// totally not a copy of HandleRadioScanInSector
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void HandleSpreadingPropagandaInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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@@ -16251,7 +16284,7 @@ void HandleRestFatigueAndSleepStatus( void )
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continue;
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}
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if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) )
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if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
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{
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continue;
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}
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@@ -16400,7 +16433,7 @@ void HandleRestFatigueAndSleepStatus( void )
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continue;
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}
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if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) )
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if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
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{
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continue;
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}
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@@ -19380,7 +19413,8 @@ BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTY
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( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
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( AM_A_ROBOT( pSoldier ) ) ||
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( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) ||
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( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) )
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( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
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( pOtherSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
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{
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return( FALSE );
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}
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@@ -99,6 +99,7 @@ enum
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BURIAL, // merc removes corpses in this sector
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ADMINISTRATION, // merc boosts the effectiveness of other mercs
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EXPLORATION, // merc searches the sector for undiscovered items
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ASSIGNMENT_MINIEVENT,
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NUM_ASSIGNMENTS,
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};
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@@ -50,6 +50,7 @@
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#include "ASD.h" // added by Flugente
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#include "Player Command.h" // added by Flugente
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#include "LuaInitNPCs.h" // added by Flugente
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#include "MiniEvents.h"
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#endif
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#include "connect.h"
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@@ -672,6 +673,13 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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giReinforcementPool += (INT32)pEvent->uiParam;
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giTotalRecruitsInTraining -= (INT32)pEvent->uiParam;
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break;
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case EVENT_MINIEVENT:
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if (!DelayEventIfBattleInProgress(pEvent))
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{
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CheckMiniEvents(pEvent->uiParam);
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}
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break;
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}
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gfPreventDeletionOfAnyEvent = fOrigPreventFlag;
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return TRUE;
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@@ -150,6 +150,8 @@ enum
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EVENT_BANDIT_ATTACK, // Flugente: like a creature attack, but with bandits
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EVENT_ARMY_FINISH_TRAINING, // Another bunch of Queen Army recruits is about to finish training
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EVENT_MINIEVENT,
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NUMBER_OF_EVENT_TYPES_PLUS_ONE,
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NUMBER_OF_EVENT_TYPES = NUMBER_OF_EVENT_TYPES_PLUS_ONE - 1
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};
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@@ -10,6 +10,7 @@
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#include "Debug.h"
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#include "Font Control.h"
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#include "message.h"
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#include "MiniEvents.h"
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#include "Text.h"
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#endif
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@@ -120,6 +121,7 @@ CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
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L"ASDPurchaseJeep",
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L"ASDPurchaseTank",
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L"ASDPurchaseHeli",
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L"ASDPurchaseRobot",
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L"EnemyHeliUpdate",
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L"EnemyHeliRepair",
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L"EnemyHeliRefuel",
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@@ -137,6 +139,7 @@ CHAR16 gEventName[NUMBER_OF_EVENT_TYPES_PLUS_ONE][40]={
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L"zombie attack",
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L"bandit attack",
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L"ArmyFinishTraining",
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L"MiniEvent",
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};
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#endif
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@@ -805,6 +808,8 @@ BOOLEAN LoadStrategicEventsFromSavedGame( HWFILE hFile )
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pTempEvent->next = NULL;
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}
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InitMiniEvents();
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return( TRUE );
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}
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@@ -62,6 +62,7 @@
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#include "CampaignStats.h" // added by Flugente
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#include "PMC.h" // added by Flugente
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#include "ASD.h" // added by Flugente
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#include "MiniEvents.h"
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#endif
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#include "Vehicles.h"
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@@ -818,6 +819,8 @@ fFirstTimeInMapScreen = TRUE;
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RequestTriggerExitFromMapscreen( MAP_EXIT_TO_TACTICAL );
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#endif
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InitMiniEvents();
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return( TRUE );
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}
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@@ -707,6 +707,7 @@ void HourlyStealUpdate()
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&& !pSoldier->flags.fMercAsleep
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&& pSoldier->bAssignment != IN_TRANSIT
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&& pSoldier->bAssignment != ASSIGNMENT_POW
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&& pSoldier->bAssignment != ASSIGNMENT_MINIEVENT
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&& !( ( ( gWorldSectorX == pSoldier->sSectorX ) && ( gWorldSectorY == pSoldier->sSectorY ) && ( gbWorldSectorZ == pSoldier->bSectorZ ) ) && ( gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) ) )
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{
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UINT8 ubSectorId = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
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@@ -735,6 +736,7 @@ void HourlyStealUpdate()
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&& !pOtherSoldier->flags.fBetweenSectors
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&& pOtherSoldier->bAssignment != IN_TRANSIT
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&& pOtherSoldier->bAssignment != ASSIGNMENT_POW
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&& pOtherSoldier->bAssignment != ASSIGNMENT_MINIEVENT
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&& !SPY_LOCATION( pOtherSoldier->bAssignment )
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&& pOtherSoldier->bActive
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&& !pOtherSoldier->flags.fMercAsleep
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@@ -1714,6 +1714,7 @@ BOOLEAN AnyUsableRealMercenariesOnTeam( void )
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!( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !AM_A_ROBOT( pSoldier ) &&
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( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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( pSoldier->bAssignment != ASSIGNMENT_DEAD ) &&
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( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
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( pSoldier->ubWhatKindOfMercAmI != MERC_TYPE__EPC ) )
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{
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return( TRUE );
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@@ -1320,6 +1320,7 @@ INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
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( pSoldier->bAssignment >= ON_DUTY ) && ( pSoldier->bAssignment != VEHICLE ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) &&
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( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
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( pSoldier->stats.bLife > 0 ) &&
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( !PlayerIDGroupInMotion( pSoldier->ubGroupID ) ) )
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{
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@@ -6919,6 +6920,7 @@ BOOLEAN CanMercsScoutThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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if ( ( pSoldier->bAssignment == IN_TRANSIT ) ||
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( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
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( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
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( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
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( pSoldier->flags.fMercAsleep == TRUE ) ||
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( pSoldier->stats.bLife < OKLIFE ) )
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{
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@@ -1913,7 +1913,7 @@ void UpdateCharRegionHelpText( void )
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pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ];
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// health/energy/morale
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if( pSoldier->bAssignment != ASSIGNMENT_POW )
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if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
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{
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if ( pSoldier->stats.bLife != 0 )
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{
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@@ -1955,7 +1955,7 @@ void UpdateCharRegionHelpText( void )
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}
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else
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{
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// POW - stats unknown
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// POW/mini event - stats unknown
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swprintf( sString, L"%s: ??, %s: ??, %s: ??", pMapScreenStatusStrings[ 0 ], pMapScreenStatusStrings[ 1 ], pMapScreenStatusStrings[ 2 ] );
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}
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@@ -3688,7 +3688,7 @@ void SetUpMovingListsForSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
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if( ( pSoldier->bActive ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
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( pSoldier->sSectorX == sSectorX ) && ( pSoldier->sSectorY == sSectorY ) && ( pSoldier->bSectorZ == sSectorZ ) )
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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@@ -5961,6 +5961,13 @@ BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbErrorNumber
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return( FALSE );
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}
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// mini event?
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if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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{
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*pbErrorNumber = 29;
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return( FALSE );
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}
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// underground? (can't move strategically, must use tactical traversal )
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if( pSoldier->bSectorZ != 0 )
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{
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
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#ifndef _MINIEVENTS_H
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#define _MINIEVENTS_H
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#define MINI_EVENT_Z_OFFSET 9
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#include "Types.h"
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void InitMiniEvents();
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void CheckMiniEvents(UINT32 nextEventId);
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#endif
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@@ -2360,6 +2360,7 @@ BOOLEAN PlayerMercInvolvedInThisCombat( SOLDIERTYPE *pSoldier )
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pSoldier->bAssignment != IN_TRANSIT &&
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pSoldier->bAssignment != ASSIGNMENT_POW &&
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pSoldier->bAssignment != ASSIGNMENT_DEAD &&
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pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
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// Robot is involved if it has a valid controller with it, uninvolved otherwise
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( !AM_A_ROBOT( pSoldier ) || ( pSoldier->ubRobotRemoteHolderID != NOBODY ) ) &&
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@@ -299,7 +299,7 @@ UINT16 NumPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, INT8 sSecto
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// we test several conditions before we allow adding an opinion
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// other merc must be active, have a profile, be someone else and not be in transit or dead
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if ( pTeamSoldier->bActive && !pTeamSoldier->flags.fBetweenSectors && pTeamSoldier->stats.bLife > 0 && !(pTeamSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) &&
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!(pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW) &&
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!(pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT) &&
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(pTeamSoldier->sSectorX == sSectorX && pTeamSoldier->sSectorY == sSectorY && pTeamSoldier->bSectorZ == sSectorZ) )
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{
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++teammemberspresent;
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@@ -2789,6 +2789,12 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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return;
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}
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// can't capture mercs on mini event adventures
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if (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT)
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{
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return;
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}
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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return;
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@@ -227,4 +227,5 @@
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#include "_JA25EnglishText.h"
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#include "Debug Control.h"
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#include "expat.h"
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#include "MiniEvents.h"
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#endif
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@@ -5469,7 +5469,7 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
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{
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if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->stats.bLife >= OKLIFE )
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if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->bAssignment != ASSIGNMENT_MINIEVENT && MercPtrs[ i ]->stats.bLife >= OKLIFE )
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{
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if( HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
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{
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@@ -5873,6 +5873,7 @@ BOOLEAN GroupHasInTransitDeadOrPOWMercs( GROUP *pGroup )
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{
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if( ( pPlayer->pSoldier->bAssignment == IN_TRANSIT ) ||
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( pPlayer->pSoldier->bAssignment == ASSIGNMENT_POW ) ||
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( pPlayer->pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
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SPY_LOCATION( pPlayer->pSoldier->bAssignment ) ||
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( pPlayer->pSoldier->bAssignment == ASSIGNMENT_DEAD ) )
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{
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@@ -442,6 +442,10 @@
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RelativePath=".\MilitiaSquads.h"
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>
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</File>
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<File
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RelativePath=".\MiniEvents.h"
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||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\MilitiaIndividual.h"
|
||||
>
|
||||
@@ -656,6 +660,10 @@
|
||||
RelativePath=".\MilitiaSquads.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\MiniEvents.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\MilitiaIndividual.cpp"
|
||||
>
|
||||
|
||||
@@ -442,6 +442,10 @@
|
||||
RelativePath="MilitiaSquads.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="MiniEvents.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="MilitiaIndividual.h"
|
||||
>
|
||||
@@ -654,6 +658,10 @@
|
||||
RelativePath="MilitiaSquads.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="MiniEvents.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="MilitiaIndividual.cpp"
|
||||
>
|
||||
|
||||
@@ -48,6 +48,7 @@
|
||||
<ClInclude Include="mapscreen.h" />
|
||||
<ClInclude Include="Meanwhile.h" />
|
||||
<ClInclude Include="Merc Contract.h" />
|
||||
<ClInclude Include="MiniEvents.h" />
|
||||
<ClInclude Include="MilitiaSquads.h" />
|
||||
<ClInclude Include="MilitiaIndividual.h" />
|
||||
<ClInclude Include="Player Command.h" />
|
||||
@@ -102,6 +103,7 @@
|
||||
<ClCompile Include="mapscreen.cpp" />
|
||||
<ClCompile Include="Meanwhile.cpp" />
|
||||
<ClCompile Include="Merc Contract.cpp" />
|
||||
<ClCompile Include="MiniEvents.cpp" />
|
||||
<ClCompile Include="MilitiaSquads.cpp" />
|
||||
<ClCompile Include="MilitiaIndividual.cpp" />
|
||||
<ClCompile Include="Player Command.cpp" />
|
||||
|
||||
@@ -77,6 +77,9 @@
|
||||
</ClInclude>
|
||||
<ClInclude Include="Merc Contract.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="MiniEvents.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="MilitiaSquads.h">
|
||||
<Filter>Header Files</Filter>
|
||||
@@ -235,6 +238,9 @@
|
||||
</ClCompile>
|
||||
<ClCompile Include="Merc Contract.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="MiniEvents.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="MilitiaSquads.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
|
||||
@@ -50,6 +50,7 @@
|
||||
<ClInclude Include="Merc Contract.h" />
|
||||
<ClInclude Include="MilitiaIndividual.h" />
|
||||
<ClInclude Include="MilitiaSquads.h" />
|
||||
<ClInclude Include="MiniEvents.h" />
|
||||
<ClInclude Include="Player Command.h" />
|
||||
<ClInclude Include="PreBattle Interface.h" />
|
||||
<ClInclude Include="Queen Command.h" />
|
||||
@@ -104,6 +105,7 @@
|
||||
<ClCompile Include="Merc Contract.cpp" />
|
||||
<ClCompile Include="MilitiaIndividual.cpp" />
|
||||
<ClCompile Include="MilitiaSquads.cpp" />
|
||||
<ClCompile Include="MiniEvents.cpp" />
|
||||
<ClCompile Include="Player Command.cpp" />
|
||||
<ClCompile Include="PreBattle Interface.cpp" />
|
||||
<ClCompile Include="Queen Command.cpp" />
|
||||
|
||||
@@ -74,6 +74,9 @@
|
||||
</ClInclude>
|
||||
<ClInclude Include="Merc Contract.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="MiniEvents.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="MilitiaSquads.h">
|
||||
<Filter>Header Files</Filter>
|
||||
@@ -232,6 +235,9 @@
|
||||
</ClCompile>
|
||||
<ClCompile Include="Merc Contract.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="MiniEvents.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="MilitiaSquads.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
|
||||
@@ -50,6 +50,7 @@
|
||||
<ClInclude Include="Merc Contract.h" />
|
||||
<ClInclude Include="MilitiaIndividual.h" />
|
||||
<ClInclude Include="MilitiaSquads.h" />
|
||||
<ClInclude Include="MiniEvents.h" />
|
||||
<ClInclude Include="Player Command.h" />
|
||||
<ClInclude Include="PreBattle Interface.h" />
|
||||
<ClInclude Include="Queen Command.h" />
|
||||
@@ -104,6 +105,7 @@
|
||||
<ClCompile Include="Merc Contract.cpp" />
|
||||
<ClCompile Include="MilitiaIndividual.cpp" />
|
||||
<ClCompile Include="MilitiaSquads.cpp" />
|
||||
<ClCompile Include="MiniEvents.cpp" />
|
||||
<ClCompile Include="Player Command.cpp" />
|
||||
<ClCompile Include="PreBattle Interface.cpp" />
|
||||
<ClCompile Include="Queen Command.cpp" />
|
||||
|
||||
@@ -70,6 +70,7 @@
|
||||
<ClInclude Include="Merc Contract.h" />
|
||||
<ClInclude Include="MilitiaIndividual.h" />
|
||||
<ClInclude Include="MilitiaSquads.h" />
|
||||
<ClInclude Include="MiniEvents.h" />
|
||||
<ClInclude Include="Player Command.h" />
|
||||
<ClInclude Include="PreBattle Interface.h" />
|
||||
<ClInclude Include="Queen Command.h" />
|
||||
@@ -124,6 +125,7 @@
|
||||
<ClCompile Include="Merc Contract.cpp" />
|
||||
<ClCompile Include="MilitiaIndividual.cpp" />
|
||||
<ClCompile Include="MilitiaSquads.cpp" />
|
||||
<ClCompile Include="MiniEvents.cpp" />
|
||||
<ClCompile Include="Player Command.cpp" />
|
||||
<ClCompile Include="PreBattle Interface.cpp" />
|
||||
<ClCompile Include="Queen Command.cpp" />
|
||||
|
||||
+17
-8
@@ -2312,10 +2312,11 @@ void DrawCharBars( void )
|
||||
return;
|
||||
}
|
||||
|
||||
// skip POWs, dead guys
|
||||
// skip POWs, dead guys, mini events
|
||||
if( ( pSoldier->stats.bLife == 0 ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) )
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -2670,7 +2671,7 @@ void DrawCharHealth( INT16 sCharNum )
|
||||
|
||||
pSoldier = &Menptr[gCharactersList[sCharNum].usSolID];
|
||||
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW )
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
|
||||
{
|
||||
// find starting X coordinate by centering all 3 substrings together, then print them separately (different colors)!
|
||||
swprintf( sString, L"%d/%d", pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
|
||||
@@ -10837,7 +10838,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
fPlotForMilitia = FALSE;
|
||||
|
||||
// if not dead or POW, select his sector
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )//&& !SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ))//&& !SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
{
|
||||
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
}
|
||||
@@ -10890,7 +10891,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
fPlotForMilitia = FALSE;
|
||||
|
||||
// if not dead or POW, select his sector
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) )
|
||||
{
|
||||
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
}
|
||||
@@ -11073,7 +11074,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
fShownAssignmentMenu = FALSE;
|
||||
|
||||
// if not dead or POW, select his sector
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
|
||||
if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) )
|
||||
{
|
||||
ChangeSelectedMapSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
|
||||
}
|
||||
@@ -14546,6 +14547,7 @@ BOOLEAN MapCharacterHasAccessibleInventory( INT8 bCharNumber )
|
||||
|
||||
if( ( pSoldier->bAssignment == IN_TRANSIT ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
// Kaiden: Vehicle Inventory change - Commented the following line
|
||||
// ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
|
||||
// And added this instead:
|
||||
@@ -14734,7 +14736,7 @@ BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier )
|
||||
|
||||
// if a vehicle, robot, in transit, or a POW
|
||||
if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) || AM_A_ROBOT( pSoldier ) ||
|
||||
( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_POW ) )
|
||||
( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
|
||||
{
|
||||
// can't change the sleep status of such mercs
|
||||
return ( FALSE );
|
||||
@@ -15287,7 +15289,7 @@ INT16 CalcLocationValueForChar( INT32 iCounter )
|
||||
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ];
|
||||
|
||||
// don't reveal location of POWs!
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW )
|
||||
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT )
|
||||
{
|
||||
sLocValue = SECTOR( pSoldier->sSectorX, pSoldier->sSectorY );
|
||||
// underground: add 1000 per sublevel
|
||||
@@ -15380,6 +15382,7 @@ BOOLEAN AnyMovableCharsInOrBetweenThisSector( INT16 sSectorX, INT16 sSectorY, IN
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
SPY_LOCATION( pSoldier->bAssignment ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
( pSoldier->stats.bLife == 0 ) )
|
||||
{
|
||||
continue;
|
||||
@@ -15977,6 +15980,11 @@ void GetMapscreenMercLocationString( SOLDIERTYPE *pSoldier, CHAR16 sString[] )
|
||||
// POW - location unknown
|
||||
swprintf( sString, L"%s", pPOWStrings[ 1 ] );
|
||||
}
|
||||
else if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
|
||||
{
|
||||
// mini event - unknown location, use the same string as POWs
|
||||
swprintf( sString, L"%s", pPOWStrings[ 1 ] );
|
||||
}
|
||||
else if ( SPY_LOCATION( pSoldier->bAssignment ) )
|
||||
{
|
||||
swprintf( pTempString, L"%s%s%s",
|
||||
@@ -16016,6 +16024,7 @@ void GetMapscreenMercDestinationString( SOLDIERTYPE *pSoldier, CHAR16 sString[]
|
||||
// if dead or POW - has no destination (no longer part of a group, for that matter)
|
||||
if( ( pSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_POW ) ||
|
||||
( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) ||
|
||||
SPY_LOCATION( pSoldier->bAssignment ) ||
|
||||
( pSoldier->stats.bLife == 0 ) )
|
||||
{
|
||||
|
||||
@@ -5229,7 +5229,7 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
|
||||
{
|
||||
// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
|
||||
if( ( pSoldier->bActive && pSoldier->stats.bLife ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
|
||||
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) &&
|
||||
( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
|
||||
)
|
||||
|
||||
@@ -6369,7 +6369,7 @@ void HandleSlayDailyEvent( void )
|
||||
}
|
||||
|
||||
// valid soldier?
|
||||
if ( (pSoldier->bActive == FALSE) || (pSoldier->stats.bLife == 0) || (pSoldier->bAssignment == IN_TRANSIT) || (pSoldier->bAssignment == ASSIGNMENT_POW) )
|
||||
if ( (pSoldier->bActive == FALSE) || (pSoldier->stats.bLife == 0) || (pSoldier->bAssignment == IN_TRANSIT) || (pSoldier->bAssignment == ASSIGNMENT_POW) || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT) )
|
||||
{
|
||||
// no
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user