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:
Flugente
2021-07-09 19:38:55 +00:00
parent e7251981c0
commit 960bb2d4ba
53 changed files with 1812 additions and 35 deletions
+40 -6
View File
@@ -75,6 +75,7 @@
#include "Militia Control.h" // added by Flugente
#include "ASD.h" // added by Flugente
#include "Strategic AI.h"
#include "MiniEvents.h"
#endif
#include <vector>
#include <queue>
@@ -515,6 +516,8 @@ void HandleAdministrationAssignments();
// Flugente: handle exploration assignements
void HandleExplorationAssignments();
void HandleMiniEventAssignments();
// is the character between sectors in mvt
BOOLEAN CharacterIsBetweenSectors( SOLDIERTYPE *pSoldier );
@@ -800,6 +803,11 @@ BOOLEAN BasicCanCharacterAssignment( SOLDIERTYPE * pSoldier, BOOLEAN fNotInComba
if (pSoldier->bAssignment == ASSIGNMENT_POW)
return(FALSE);
if ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0 )
{
return( FALSE );
}
return( TRUE );
}
@@ -2478,7 +2486,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot )
}
// POW?
if( pSoldier->bAssignment == ASSIGNMENT_POW )
if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
{
return( FALSE );
}
@@ -2696,7 +2704,7 @@ INT8 CanCharacterSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue )
return ( CHARACTER_CANT_JOIN_SQUAD );
}
if ( pSoldier->bAssignment == ASSIGNMENT_POW )
if ( pSoldier->bAssignment == ASSIGNMENT_POW || (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && pSoldier->ubHoursRemainingOnMiniEvent > 0))
{
// not allowed to be put on a squad
return( CHARACTER_CANT_JOIN_SQUAD );
@@ -3050,6 +3058,8 @@ void UpdateAssignments()
// handle exploration
HandleExplorationAssignments();
HandleMiniEventAssignments();
// check to see if anyone is done healing?
UpdatePatientsWhoAreDoneHealing( );
@@ -5815,7 +5825,7 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
}
// POW?
if( pSoldier->bAssignment == ASSIGNMENT_POW )
if( pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
{
return;
}
@@ -7075,6 +7085,29 @@ void HandleExplorationAssignments()
}
}
void HandleMiniEventAssignments()
{
SOLDIERTYPE *pSoldier = NULL;
UINT32 uiCnt = 0;
const UINT32 firstid = gTacticalStatus.Team[gbPlayerNum].bFirstID;
const UINT32 lastid = gTacticalStatus.Team[gbPlayerNum].bLastID;
for ( uiCnt = firstid, pSoldier = MercPtrs[uiCnt]; uiCnt <= lastid; ++uiCnt, ++pSoldier )
{
if ( pSoldier && pSoldier->bAssignment == ASSIGNMENT_MINIEVENT && EnoughTimeOnAssignment( pSoldier ) )
{
if (--pSoldier->ubHoursRemainingOnMiniEvent == 0)
{
pSoldier->bSectorZ -= MINI_EVENT_Z_OFFSET;
pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
AssignmentDone(pSoldier, TRUE, FALSE);
AddCharacterToAnySquad(pSoldier);
}
}
}
}
// handle snitch spreading propaganda assignment
// totally not a copy of HandleRadioScanInSector
void HandleSpreadingPropagandaInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
@@ -16251,7 +16284,7 @@ void HandleRestFatigueAndSleepStatus( void )
continue;
}
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) )
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
{
continue;
}
@@ -16400,7 +16433,7 @@ void HandleRestFatigueAndSleepStatus( void )
continue;
}
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) )
if( ( pSoldier->bAssignment == ASSIGNMENT_POW ) || ( pSoldier->bAssignment == IN_TRANSIT ) || ( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
{
continue;
}
@@ -19380,7 +19413,8 @@ BOOLEAN CanCharacterRepairAnotherSoldiersStuff( SOLDIERTYPE *pSoldier, SOLDIERTY
( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ||
( AM_A_ROBOT( pSoldier ) ) ||
( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) )
( pOtherSoldier->bAssignment == ASSIGNMENT_DEAD ) ||
( pOtherSoldier->bAssignment == ASSIGNMENT_MINIEVENT ) )
{
return( FALSE );
}