- Added playable mercs: John Kulba (the tourist) and 3 JA1 natives (Elio, Juan, Wahan) (by anv)

o Added faces (except camo faces), speech, bio, ...
o All those 4 mercs are available at M.E.R.C
o Added INI options for enabling/disabling recruitable Speck, Kulba and natives
o If enabled, Kulba becomes available as a MERC merc after finishing escort quest, delay is configurable (two weeks by default). He won't be available earlier even if MERC_WEBSITE_ALL_MERCS_AVAILABLE is set to TRUE
see: http://www.bears-pit.com/board/ubbthreads.php/topics/298288/47.html

- Improvement: MERC mercs get unlocked according to their own availability conditions, not to their order in MercAvailability.xml


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6258 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-07-29 11:48:53 +00:00
parent 0e3865a4ef
commit c74e13fb5c
13 changed files with 538 additions and 285 deletions
+8
View File
@@ -849,6 +849,14 @@ void LoadGameExternalOptions()
// CHRISL: New setting to allow Slay to remain as a hired PC
gGameExternalOptions.fEnableSlayForever = iniReader.ReadBoolean("Recruitment Settings", "SLAY_STAYS_FOREVER", FALSE);
// anv: playable Speck
gGameExternalOptions.fEnableRecruitableSpeck = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_SPECK", TRUE);
// anv: John Kulba becomes recruitable as a merc after finishing escort quest
gGameExternalOptions.fEnableRecruitableJohnKulba = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_JOHN_KULBA", TRUE);
gGameExternalOptions.ubRecruitableJohnKulbaDelay = iniReader.ReadInteger("Recruitment Settings", "RECRUITABLE_JOHN_KULBA_DELAY", 14, 0, 255);
// anv: enable JA1 natives as MERC mercs
gGameExternalOptions.fEnableRecruitableJA1Natives = iniReader.ReadBoolean("Recruitment Settings", "RECRUITABLE_JA1_NATIVES", TRUE);
// Buggler: setting to show/hide skills/traits in AIM & MERC hiring page
gGameExternalOptions.fShowSkillsInHirePage = iniReader.ReadBoolean("Recruitment Settings", "SHOW_SKILLS_IN_HIRING_PAGE", FALSE);
+8
View File
@@ -726,6 +726,14 @@ typedef struct
// CHRISL: option to allow Slay to remain as a hired PC
BOOLEAN fEnableSlayForever;
// anv: playable Speck
BOOLEAN fEnableRecruitableSpeck;
// anv: John Kulba becomes recruitable as a merc after finishing escort quest
BOOLEAN fEnableRecruitableJohnKulba;
UINT16 ubRecruitableJohnKulbaDelay;
// anv: enable JA1 natives as MERC mercs
BOOLEAN fEnableRecruitableJA1Natives;
// CHRISL: Setting to turn off the description and stack popup options from the sector inventory panel
BOOLEAN fSectorDesc;
+1 -1
View File
@@ -189,7 +189,7 @@ void ExitAimLinks()
DeleteVideoObjectFromIndex(guiFuneralLink);
DeleteVideoObjectFromIndex(guiInsuranceLink);
for(i=0; i<AIM_LINK_NUM_LINKS; i++)
for(INT16 i=0; i<AIM_LINK_NUM_LINKS; i++)
MSYS_RemoveRegion( &gSelectedLinkRegion[i]);
#endif
+7
View File
@@ -125,6 +125,13 @@ typedef struct
BOOLEAN fSpeckSaidFloMarriedCousinQuote;
BOOLEAN fHasAMercDiedAtMercSite;
#ifdef JA2UB
#else
UINT32 uiJohnEscortedDate;// anv: Remember when Kulbas were escorted out, so John can be recruited later
BOOLEAN bJohnEscorted;// and if they were at all
UINT8 ubJohnPossibleMissedFlights;// and how many flights he already missed
#endif
#ifdef CRIPPLED_VERSION
UINT8 ubCrippleFiller[20];
#endif
+280 -268
View File
@@ -11,348 +11,360 @@
//---ja25 ub
#ifdef JA2UB
#define EMAIL_INSURANCE_L1 170
#define EMAIL_INSURANCE_L2 211
#define EMAIL_INSURANCE_L3 170
#define EMAIL_INSURANCE_L4 173
#define EMAIL_INSURANCE_L5 179
#define EMAIL_INSURANCE_L6 176
#define EMAIL_INSURANCE_L1 170
#define EMAIL_INSURANCE_L2 211
#define EMAIL_INSURANCE_L3 170
#define EMAIL_INSURANCE_L4 173
#define EMAIL_INSURANCE_L5 179
#define EMAIL_INSURANCE_L6 176
#define EMAIL_BOBBY_R_L1 198
#define EMAIL_BOBBY_R_L1 198
#define EMAIL_AIM_L1 206
#define EMAIL_AIM_L2 27
#define EMAIL_AIM_L3 217
#define EMAIL_AIM_L4 214
#define EMAIL_AIM_L1 206
#define EMAIL_AIM_L2 27
#define EMAIL_AIM_L3 217
#define EMAIL_AIM_L4 214
//JA25: New emails
// email # 1
#define EMAIL_STARTGAME 0
#define EMAIL_STARTGAME_LENGTH 8
// email # 2
#define EMAIL_PILOTMISSING (EMAIL_STARTGAME + EMAIL_STARTGAME_LENGTH)
#define EMAIL_PILOTMISSING_LENGTH 2
//JA25: New emails
// email # 1
#define EMAIL_STARTGAME 0
#define EMAIL_STARTGAME_LENGTH 8
// email # 2
#define EMAIL_PILOTMISSING (EMAIL_STARTGAME + EMAIL_STARTGAME_LENGTH)
#define EMAIL_PILOTMISSING_LENGTH 2
// email # 3
#define EMAIL_MAKECONTACT (EMAIL_PILOTMISSING + EMAIL_PILOTMISSING_LENGTH)
#define EMAIL_MAKECONTACT_LENGTH 3
// email # 3
#define EMAIL_MAKECONTACT (EMAIL_PILOTMISSING + EMAIL_PILOTMISSING_LENGTH)
#define EMAIL_MAKECONTACT_LENGTH 3
// email # 4
#define EMAIL_MANUEL (EMAIL_MAKECONTACT + EMAIL_MAKECONTACT_LENGTH)
#define EMAIL_MANUEL_LENGTH 4
// email # 4
#define EMAIL_MANUEL (EMAIL_MAKECONTACT + EMAIL_MAKECONTACT_LENGTH)
#define EMAIL_MANUEL_LENGTH 4
// # email # 5 - only if Miguel is alive!
#define EMAIL_MIGUELHELLO (EMAIL_MANUEL + EMAIL_MANUEL_LENGTH)
#define EMAIL_MIGUELHELLO_LENGTH 3
// # email # 5 - only if Miguel is alive!
#define EMAIL_MIGUELHELLO (EMAIL_MANUEL + EMAIL_MANUEL_LENGTH)
#define EMAIL_MIGUELHELLO_LENGTH 3
// email # 6 - player not advancing fast enough
#define EMAIL_CONCERNED (EMAIL_MIGUELHELLO + EMAIL_MIGUELHELLO_LENGTH)
#define EMAIL_CONCERNED_LENGTH 2
// email # 6 - player not advancing fast enough
#define EMAIL_CONCERNED (EMAIL_MIGUELHELLO + EMAIL_MIGUELHELLO_LENGTH)
#define EMAIL_CONCERNED_LENGTH 2
// email # 7 - player still not advancing fast enough
#define EMAIL_URGENT (EMAIL_CONCERNED + EMAIL_CONCERNED_LENGTH)
#define EMAIL_URGENT_LENGTH 3
// email # 7 - player still not advancing fast enough
#define EMAIL_URGENT (EMAIL_CONCERNED + EMAIL_CONCERNED_LENGTH)
#define EMAIL_URGENT_LENGTH 3
// email # 8a - from Miguel
#define EMAIL_MIGUELSORRY (EMAIL_URGENT + EMAIL_URGENT_LENGTH)
#define EMAIL_MIGUELSORRY_LENGTH 3
// email # 8a - from Miguel
#define EMAIL_MIGUELSORRY (EMAIL_URGENT + EMAIL_URGENT_LENGTH)
#define EMAIL_MIGUELSORRY_LENGTH 3
// email # 8b - from Miguel, mentioning Manuel
#define EMAIL_MIGUELMANUEL (EMAIL_MIGUELSORRY + EMAIL_MIGUELSORRY_LENGTH)
#define EMAIL_MIGUELMANUEL_LENGTH 4
// email # 8b - from Miguel, mentioning Manuel
#define EMAIL_MIGUELMANUEL (EMAIL_MIGUELSORRY + EMAIL_MIGUELSORRY_LENGTH)
#define EMAIL_MIGUELMANUEL_LENGTH 4
// email # 9 - Miguel sick
#define EMAIL_MIGUELSICK (EMAIL_MIGUELMANUEL + EMAIL_MIGUELMANUEL_LENGTH)
#define EMAIL_MIGUELSICK_LENGTH 3
// email # 9 - Miguel sick
#define EMAIL_MIGUELSICK (EMAIL_MIGUELMANUEL + EMAIL_MIGUELMANUEL_LENGTH)
#define EMAIL_MIGUELSICK_LENGTH 3
// email # 10a
#define EMAIL_UNDERSTANDING (EMAIL_MIGUELSICK + EMAIL_MIGUELSICK_LENGTH)
#define EMAIL_UNDERSTANDING_LENGTH 3
// email # 10a
#define EMAIL_UNDERSTANDING (EMAIL_MIGUELSICK + EMAIL_MIGUELSICK_LENGTH)
#define EMAIL_UNDERSTANDING_LENGTH 3
// email # 10b - if we need extra cash
#define EMAIL_EXTRACASH (EMAIL_UNDERSTANDING + EMAIL_UNDERSTANDING_LENGTH)
#define EMAIL_EXTRACASH_LENGTH 4
// email # 10b - if we need extra cash
#define EMAIL_EXTRACASH (EMAIL_UNDERSTANDING + EMAIL_UNDERSTANDING_LENGTH)
#define EMAIL_EXTRACASH_LENGTH 4
// email # 11
#define EMAIL_PILOTFOUND (EMAIL_EXTRACASH + EMAIL_EXTRACASH_LENGTH)
#define EMAIL_PILOTFOUND_LENGTH 2
// email # 11
#define EMAIL_PILOTFOUND (EMAIL_EXTRACASH + EMAIL_EXTRACASH_LENGTH)
#define EMAIL_PILOTFOUND_LENGTH 2
// email # 12a - Miguel dead, Manuel never recruited
#define EMAIL_CONGRATS (EMAIL_PILOTFOUND + EMAIL_PILOTFOUND_LENGTH)
#define EMAIL_CONGRATS_LENGTH 4
// email # 12a - Miguel dead, Manuel never recruited
#define EMAIL_CONGRATS (EMAIL_PILOTFOUND + EMAIL_PILOTFOUND_LENGTH)
#define EMAIL_CONGRATS_LENGTH 4
// email # 12b - Miguel alive, Manuel never recruited
#define EMAIL_CONGRATSICK (EMAIL_CONGRATS + EMAIL_CONGRATS_LENGTH)
#define EMAIL_CONGRATSICK_LENGTH 5
// email # 12b - Miguel alive, Manuel never recruited
#define EMAIL_CONGRATSICK (EMAIL_CONGRATS + EMAIL_CONGRATS_LENGTH)
#define EMAIL_CONGRATSICK_LENGTH 5
// email # 12c - Miguel alive, Manuel dead
#define EMAIL_CONGRATMIGMANUELDEAD (EMAIL_CONGRATSICK + EMAIL_CONGRATSICK_LENGTH)
#define EMAIL_CONGRATMIGMANUELDEAD_LENGTH 6
// email # 12c - Miguel alive, Manuel dead
#define EMAIL_CONGRATMIGMANUELDEAD (EMAIL_CONGRATSICK + EMAIL_CONGRATSICK_LENGTH)
#define EMAIL_CONGRATMIGMANUELDEAD_LENGTH 6
// email # 12d - Miguel alive, Manuel recruited and alive
#define EMAIL_CONGRATMIGMANUELALIVE (EMAIL_CONGRATMIGMANUELDEAD + EMAIL_CONGRATMIGMANUELDEAD_LENGTH)
#define EMAIL_CONGRATMIGMANUELALIVE_LENGTH 6
// email # 12d - Miguel alive, Manuel recruited and alive
#define EMAIL_CONGRATMIGMANUELALIVE (EMAIL_CONGRATMIGMANUELDEAD + EMAIL_CONGRATMIGMANUELDEAD_LENGTH)
#define EMAIL_CONGRATMIGMANUELALIVE_LENGTH 6
// email # 12e - Miguel dead, Manuel dead
#define EMAIL_CONGRATMANUELDEAD (EMAIL_CONGRATMIGMANUELALIVE + EMAIL_CONGRATMIGMANUELALIVE_LENGTH)
#define EMAIL_CONGRATMANUELDEAD_LENGTH 5
// email # 12e - Miguel dead, Manuel dead
#define EMAIL_CONGRATMANUELDEAD (EMAIL_CONGRATMIGMANUELALIVE + EMAIL_CONGRATMIGMANUELALIVE_LENGTH)
#define EMAIL_CONGRATMANUELDEAD_LENGTH 5
// email # 12f - Miguel dead, Manuel recruited and alive
#define EMAIL_CONGRATMANUELALIVE (EMAIL_CONGRATMANUELDEAD + EMAIL_CONGRATMANUELDEAD_LENGTH)
#define EMAIL_CONGRATMANUELALIVE_LENGTH 5
// email # 12f - Miguel dead, Manuel recruited and alive
#define EMAIL_CONGRATMANUELALIVE (EMAIL_CONGRATMANUELDEAD + EMAIL_CONGRATMANUELDEAD_LENGTH)
#define EMAIL_CONGRATMANUELALIVE_LENGTH 5
// email # 13 - original AIM email
#define EMAIL_AIMDISCOUNT (EMAIL_CONGRATMANUELALIVE + EMAIL_CONGRATMANUELALIVE_LENGTH)
#define EMAIL_AIMDISCOUNT_LENGTH 7
// email # 13 - original AIM email
#define EMAIL_AIMDISCOUNT (EMAIL_CONGRATMANUELALIVE + EMAIL_CONGRATMANUELALIVE_LENGTH)
#define EMAIL_AIMDISCOUNT_LENGTH 7
#define MANUEL_AT_HOME_NOT_USED ( EMAIL_AIMDISCOUNT + EMAIL_AIMDISCOUNT_LENGTH )
#define MANUEL_AT_HOME_NOT_USED_LENGTH 1
#define MANUEL_AT_HOME_NOT_USED ( EMAIL_AIMDISCOUNT + EMAIL_AIMDISCOUNT_LENGTH )
#define MANUEL_AT_HOME_NOT_USED_LENGTH 1
//Email #14 Initial IMP email
#define IMP_EMAIL_INTRO (MANUEL_AT_HOME_NOT_USED + MANUEL_AT_HOME_NOT_USED_LENGTH )
#define IMP_EMAIL_INTRO_LENGTH 10
//Email #14 Initial IMP email
#define IMP_EMAIL_INTRO (MANUEL_AT_HOME_NOT_USED + MANUEL_AT_HOME_NOT_USED_LENGTH )
#define IMP_EMAIL_INTRO_LENGTH 10
//Email #15 Imp follow up
#define IMP_EMAIL_AGAIN (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
#define IMP_EMAIL_AGAIN_LENGTH 5
//Email #15 Imp follow up
#define IMP_EMAIL_AGAIN (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
#define IMP_EMAIL_AGAIN_LENGTH 5
// Email #16 - ?? merc left-me-a-message-and-now-I'm-back emails
#define AIM_REPLY_BARRY ( IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH )
#define AIM_REPLY_LENGTH_BARRY 2
// Email #16 - ?? merc left-me-a-message-and-now-I'm-back emails
#define AIM_REPLY_BARRY ( IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH )
#define AIM_REPLY_LENGTH_BARRY 2
#define AIM_REPLY_MELTDOWN (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY ))
#define AIM_REPLY_LENGTH_MELTDOWN AIM_REPLY_LENGTH_BARRY
#define AIM_REPLY_MELTDOWN (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY ))
#define AIM_REPLY_LENGTH_MELTDOWN AIM_REPLY_LENGTH_BARRY
#define AIM_REFUND ( AIM_REPLY_MELTDOWN + AIM_REPLY_LENGTH_MELTDOWN )
#define AIM_REFUND_LENGTH 3
#define AIM_REFUND ( AIM_REPLY_MELTDOWN + AIM_REPLY_LENGTH_MELTDOWN )
#define AIM_REFUND_LENGTH 3
#define MERC_REFUND ( AIM_REFUND + AIM_REFUND_LENGTH )
#define MERC_REFUND_LENGTH 3
#define MERC_REFUND ( AIM_REFUND + AIM_REFUND_LENGTH )
#define MERC_REFUND_LENGTH 3
#define EMAIL_AIM_PROMOTION_1 ( MERC_REFUND + MERC_REFUND_LENGTH )
#define EMAIL_AIM_PROMOTION_1_LENGTH 4
#define EMAIL_AIM_PROMOTION_1 ( MERC_REFUND + MERC_REFUND_LENGTH )
#define EMAIL_AIM_PROMOTION_1_LENGTH 4
#define EMAIL_MERC_PROMOTION_1 ( EMAIL_AIM_PROMOTION_1 + EMAIL_AIM_PROMOTION_1_LENGTH )
#define EMAIL_MERC_PROMOTION_1_LENGTH 5
#define EMAIL_MERC_PROMOTION_1 ( EMAIL_AIM_PROMOTION_1 + EMAIL_AIM_PROMOTION_1_LENGTH )
#define EMAIL_MERC_PROMOTION_1_LENGTH 5
#define EMAIL_AIM_PROMOTION_2 ( EMAIL_MERC_PROMOTION_1 + EMAIL_MERC_PROMOTION_1_LENGTH )
#define EMAIL_AIM_PROMOTION_2_LENGTH 5
#define EMAIL_AIM_PROMOTION_2 ( EMAIL_MERC_PROMOTION_1 + EMAIL_MERC_PROMOTION_1_LENGTH )
#define EMAIL_AIM_PROMOTION_2_LENGTH 5
#define IMP_EMAIL_PROFILE_RESULTS ( EMAIL_AIM_PROMOTION_2 + EMAIL_AIM_PROMOTION_2_LENGTH )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH 1
#define IMP_EMAIL_PROFILE_RESULTS ( EMAIL_AIM_PROMOTION_2 + EMAIL_AIM_PROMOTION_2_LENGTH )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH 1
#define IMP_EMAIL_INTRO2 0
#define IMP_EMAIL_INTRO_LENGTH2 10
#define ENRICO_CONGRATS2 (IMP_EMAIL_INTRO2 + IMP_EMAIL_INTRO_LENGTH2)
#define ENRICO_CONGRATS_LENGTH2 3
#define IMP_EMAIL_AGAIN2 (ENRICO_CONGRATS2 + ENRICO_CONGRATS_LENGTH2)
#define IMP_EMAIL_AGAIN_LENGTH2 6
#define MERC_INTRO2 (IMP_EMAIL_AGAIN2 + IMP_EMAIL_AGAIN_LENGTH2)
#define MERC_INTRO_LENGTH2 5
#define MERC_NEW_SITE_ADDRESS2 ( MERC_INTRO2 + MERC_INTRO_LENGTH2 )
#define MERC_NEW_SITE_ADDRESS_LENGTH2 2
#define AIM_MEDICAL_DEPOSIT_REFUND2 ( MERC_NEW_SITE_ADDRESS2 + MERC_NEW_SITE_ADDRESS_LENGTH2 )
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH2 3
#define IMP_EMAIL_PROFILE_RESULTS2 ( AIM_MEDICAL_DEPOSIT_REFUND2 + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH2 )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH2 1
#define MERC_WARNING2 ( IMP_EMAIL_PROFILE_RESULTS_LENGTH2 + IMP_EMAIL_PROFILE_RESULTS2 )
#define MERC_WARNING_LENGTH2 2
#define MERC_INVALID2 ( MERC_WARNING2 + MERC_WARNING_LENGTH2 )
#define MERC_INVALID_LENGTH2 2
#define NEW_MERCS_AT_MERC ( MERC_INVALID2 + MERC_INVALID_LENGTH2 )
#define NEW_MERCS_AT_MERC_LENGTH 2
#define IMP_EMAIL_INTRO2 0
#define IMP_EMAIL_INTRO_LENGTH2 10
#define ENRICO_CONGRATS2 (IMP_EMAIL_INTRO2 + IMP_EMAIL_INTRO_LENGTH2)
#define ENRICO_CONGRATS_LENGTH2 3
#define IMP_EMAIL_AGAIN2 (ENRICO_CONGRATS2 + ENRICO_CONGRATS_LENGTH2)
#define IMP_EMAIL_AGAIN_LENGTH2 6
#define MERC_INTRO2 (IMP_EMAIL_AGAIN2 + IMP_EMAIL_AGAIN_LENGTH2)
#define MERC_INTRO_LENGTH2 5
#define MERC_NEW_SITE_ADDRESS2 ( MERC_INTRO2 + MERC_INTRO_LENGTH2 )
#define MERC_NEW_SITE_ADDRESS_LENGTH2 2
#define AIM_MEDICAL_DEPOSIT_REFUND2 ( MERC_NEW_SITE_ADDRESS2 + MERC_NEW_SITE_ADDRESS_LENGTH2 )
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH2 3
#define IMP_EMAIL_PROFILE_RESULTS2 ( AIM_MEDICAL_DEPOSIT_REFUND2 + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH2 )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH2 1
#define MERC_WARNING2 ( IMP_EMAIL_PROFILE_RESULTS_LENGTH2 + IMP_EMAIL_PROFILE_RESULTS2 )
#define MERC_WARNING_LENGTH2 2
#define MERC_INVALID2 ( MERC_WARNING2 + MERC_WARNING_LENGTH2 )
#define MERC_INVALID_LENGTH2 2
#define NEW_MERCS_AT_MERC ( MERC_INVALID2 + MERC_INVALID_LENGTH2 )
#define NEW_MERCS_AT_MERC_LENGTH 2
//Jagged Alliance 2
//Jagged Alliance 2
// insurance company emails
#define INSUR_PAYMENT 200
#define INSUR_PAYMENT_LENGTH 3
#define INSUR_SUSPIC 201
#define INSUR_SUSPIC_LENGTH 3
#define INSUR_INVEST_OVER 202
#define INSUR_INVEST_OVER_LENGTH 3
#define INSUR_SUSPIC_2 203
#define INSUR_SUSPIC_2_LENGTH 3
// insurance company emails
#define INSUR_PAYMENT 200
#define INSUR_PAYMENT_LENGTH 3
#define INSUR_SUSPIC 201
#define INSUR_SUSPIC_LENGTH 3
#define INSUR_INVEST_OVER 202
#define INSUR_INVEST_OVER_LENGTH 3
#define INSUR_SUSPIC_2 203
#define INSUR_SUSPIC_2_LENGTH 3
#define BOBBYR_NOW_OPEN 204
#define BOBBYR_NOW_OPEN_LENGTH 3
#define BOBBYR_NOW_OPEN 204
#define BOBBYR_NOW_OPEN_LENGTH 3
#define KING_PIN_LETTER 205
#define KING_PIN_LETTER_LENGTH 4
#define KING_PIN_LETTER 205
#define KING_PIN_LETTER_LENGTH 4
#define LACK_PLAYER_PROGRESS_1 206
#define LACK_PLAYER_PROGRESS_1_LENGTH 3
#define LACK_PLAYER_PROGRESS_1 206
#define LACK_PLAYER_PROGRESS_1_LENGTH 3
#define LACK_PLAYER_PROGRESS_2 207
#define LACK_PLAYER_PROGRESS_2_LENGTH 3
#define LACK_PLAYER_PROGRESS_2 207
#define LACK_PLAYER_PROGRESS_2_LENGTH 3
#define LACK_PLAYER_PROGRESS_3 208
#define LACK_PLAYER_PROGRESS_3_LENGTH 3
#define LACK_PLAYER_PROGRESS_3 208
#define LACK_PLAYER_PROGRESS_3_LENGTH 3
//A package from bobby r has arrived in Drassen
#define BOBBYR_SHIPMENT_ARRIVED 199
#define BOBBYR_SHIPMENT_ARRIVED_LENGTH 4
//A package from bobby r has arrived in Drassen
#define BOBBYR_SHIPMENT_ARRIVED 199
#define BOBBYR_SHIPMENT_ARRIVED_LENGTH 4
// John Kulba has left the gifts for theplayers in drassen
#define JOHN_KULBA_GIFT_IN_DRASSEN 209
#define JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH 4
// John Kulba has left the gifts for theplayers in drassen
#define JOHN_KULBA_GIFT_IN_DRASSEN 209
#define JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH 4
//when a merc dies on ANOTHER assignment ( ie not with the player )
#define MERC_DIED_ON_OTHER_ASSIGNMENT 210
#define MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH 5
//when a merc dies on ANOTHER assignment ( ie not with the player )
#define MERC_DIED_ON_OTHER_ASSIGNMENT 210
#define MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH 5
#define INSUR_1HOUR_FRAUD 211
#define INSUR_1HOUR_FRAUD_LENGTH 3
#define INSUR_1HOUR_FRAUD 211
#define INSUR_1HOUR_FRAUD_LENGTH 3
//when a merc is fired, and is injured
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND 212
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH 3
//when a merc is fired, and is injured
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND 212
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH 3
//when a merc is fired, and is dead
#define AIM_MEDICAL_DEPOSIT_NO_REFUND 213
#define AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH 3
//when a merc is fired, and is dead
#define AIM_MEDICAL_DEPOSIT_NO_REFUND 213
#define AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH 3
#define BOBBY_R_MEDUNA_SHIPMENT 214
#define BOBBY_R_MEDUNA_SHIPMENT_LENGTH 4
#define BOBBY_R_MEDUNA_SHIPMENT 214
#define BOBBY_R_MEDUNA_SHIPMENT_LENGTH 4
#define AIM_MEDICAL_DEPOSIT_REFUND 215
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH 3
#define AIM_MEDICAL_DEPOSIT_REFUND 215
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH 3
#else
#define IMP_EMAIL_INTRO 0
#define IMP_EMAIL_INTRO_LENGTH 10
#define ENRICO_CONGRATS (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
#define ENRICO_CONGRATS_LENGTH 3
#define IMP_EMAIL_AGAIN (ENRICO_CONGRATS + ENRICO_CONGRATS_LENGTH)
#define IMP_EMAIL_AGAIN_LENGTH 6
#define MERC_INTRO (IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH)
#define MERC_INTRO_LENGTH 5
#define MERC_NEW_SITE_ADDRESS ( MERC_INTRO + MERC_INTRO_LENGTH )
#define MERC_NEW_SITE_ADDRESS_LENGTH 2
#define AIM_MEDICAL_DEPOSIT_REFUND ( MERC_NEW_SITE_ADDRESS + MERC_NEW_SITE_ADDRESS_LENGTH )
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH 3
#define IMP_EMAIL_PROFILE_RESULTS ( AIM_MEDICAL_DEPOSIT_REFUND + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH 1
#define MERC_WARNING ( IMP_EMAIL_PROFILE_RESULTS_LENGTH + IMP_EMAIL_PROFILE_RESULTS )
#define MERC_WARNING_LENGTH 2
#define MERC_INVALID ( MERC_WARNING + MERC_WARNING_LENGTH )
#define MERC_INVALID_LENGTH 2
#define NEW_MERCS_AT_MERC ( MERC_INVALID + MERC_INVALID_LENGTH )
#define NEW_MERCS_AT_MERC_LENGTH 2
#define MERC_FIRST_WARNING ( NEW_MERCS_AT_MERC + NEW_MERCS_AT_MERC_LENGTH )
#define MERC_FIRST_WARNING_LENGTH 2
// merc up a level emails
#define MERC_UP_LEVEL_BIFF ( MERC_FIRST_WARNING + MERC_FIRST_WARNING_LENGTH )
#define MERC_UP_LEVEL_LENGTH_BIFF 2
#define MERC_UP_LEVEL_HAYWIRE ( MERC_UP_LEVEL_LENGTH_BIFF + MERC_UP_LEVEL_BIFF )
#define MERC_UP_LEVEL_LENGTH_HAYWIRE 2
#define MERC_UP_LEVEL_GASKET ( MERC_UP_LEVEL_LENGTH_HAYWIRE + MERC_UP_LEVEL_HAYWIRE )
#define MERC_UP_LEVEL_LENGTH_GASKET 2
#define MERC_UP_LEVEL_RAZOR ( MERC_UP_LEVEL_LENGTH_GASKET + MERC_UP_LEVEL_GASKET )
#define MERC_UP_LEVEL_LENGTH_RAZOR 2
#define MERC_UP_LEVEL_FLO ( MERC_UP_LEVEL_LENGTH_RAZOR + MERC_UP_LEVEL_RAZOR )
#define MERC_UP_LEVEL_LENGTH_FLO 2
#define MERC_UP_LEVEL_GUMPY ( MERC_UP_LEVEL_LENGTH_FLO + MERC_UP_LEVEL_FLO )
#define MERC_UP_LEVEL_LENGTH_GUMPY 2
#define MERC_UP_LEVEL_LARRY ( MERC_UP_LEVEL_LENGTH_GUMPY + MERC_UP_LEVEL_GUMPY )
#define MERC_UP_LEVEL_LENGTH_LARRY 2
#define MERC_UP_LEVEL_COUGAR ( MERC_UP_LEVEL_LENGTH_LARRY + MERC_UP_LEVEL_LARRY )
#define MERC_UP_LEVEL_LENGTH_COUGAR 2
#define MERC_UP_LEVEL_NUMB ( MERC_UP_LEVEL_LENGTH_COUGAR + MERC_UP_LEVEL_COUGAR )
#define MERC_UP_LEVEL_LENGTH_NUMB 2
#define MERC_UP_LEVEL_BUBBA ( MERC_UP_LEVEL_LENGTH_NUMB + MERC_UP_LEVEL_NUMB )
#define MERC_UP_LEVEL_LENGTH_BUBBA 2
// merc left-me-a-message-and-now-I'm-back emails
#define AIM_REPLY_BARRY ( MERC_UP_LEVEL_LENGTH_BUBBA + MERC_UP_LEVEL_BUBBA )
#define AIM_REPLY_LENGTH_BARRY 2
#define AIM_REPLY_MELTDOWN (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY ))
#define AIM_REPLY_LENGTH_MELTDOWN AIM_REPLY_LENGTH_BARRY
#define IMP_EMAIL_INTRO 0
#define IMP_EMAIL_INTRO_LENGTH 10
#define ENRICO_CONGRATS (IMP_EMAIL_INTRO + IMP_EMAIL_INTRO_LENGTH)
#define ENRICO_CONGRATS_LENGTH 3
#define IMP_EMAIL_AGAIN (ENRICO_CONGRATS + ENRICO_CONGRATS_LENGTH)
#define IMP_EMAIL_AGAIN_LENGTH 6
#define MERC_INTRO (IMP_EMAIL_AGAIN + IMP_EMAIL_AGAIN_LENGTH)
#define MERC_INTRO_LENGTH 5
#define MERC_NEW_SITE_ADDRESS ( MERC_INTRO + MERC_INTRO_LENGTH )
#define MERC_NEW_SITE_ADDRESS_LENGTH 2
#define AIM_MEDICAL_DEPOSIT_REFUND ( MERC_NEW_SITE_ADDRESS + MERC_NEW_SITE_ADDRESS_LENGTH )
#define AIM_MEDICAL_DEPOSIT_REFUND_LENGTH 3
#define IMP_EMAIL_PROFILE_RESULTS ( AIM_MEDICAL_DEPOSIT_REFUND + AIM_MEDICAL_DEPOSIT_REFUND_LENGTH )
#define IMP_EMAIL_PROFILE_RESULTS_LENGTH 1
#define MERC_WARNING ( IMP_EMAIL_PROFILE_RESULTS_LENGTH + IMP_EMAIL_PROFILE_RESULTS )
#define MERC_WARNING_LENGTH 2
#define MERC_INVALID ( MERC_WARNING + MERC_WARNING_LENGTH )
#define MERC_INVALID_LENGTH 2
#define NEW_MERCS_AT_MERC ( MERC_INVALID + MERC_INVALID_LENGTH )
#define NEW_MERCS_AT_MERC_LENGTH 2
#define MERC_FIRST_WARNING ( NEW_MERCS_AT_MERC + NEW_MERCS_AT_MERC_LENGTH )
#define MERC_FIRST_WARNING_LENGTH 2
// merc up a level emails
#define MERC_UP_LEVEL_BIFF ( MERC_FIRST_WARNING + MERC_FIRST_WARNING_LENGTH )
#define MERC_UP_LEVEL_LENGTH_BIFF 2
#define MERC_UP_LEVEL_HAYWIRE ( MERC_UP_LEVEL_LENGTH_BIFF + MERC_UP_LEVEL_BIFF )
#define MERC_UP_LEVEL_LENGTH_HAYWIRE 2
#define MERC_UP_LEVEL_GASKET ( MERC_UP_LEVEL_LENGTH_HAYWIRE + MERC_UP_LEVEL_HAYWIRE )
#define MERC_UP_LEVEL_LENGTH_GASKET 2
#define MERC_UP_LEVEL_RAZOR ( MERC_UP_LEVEL_LENGTH_GASKET + MERC_UP_LEVEL_GASKET )
#define MERC_UP_LEVEL_LENGTH_RAZOR 2
#define MERC_UP_LEVEL_FLO ( MERC_UP_LEVEL_LENGTH_RAZOR + MERC_UP_LEVEL_RAZOR )
#define MERC_UP_LEVEL_LENGTH_FLO 2
#define MERC_UP_LEVEL_GUMPY ( MERC_UP_LEVEL_LENGTH_FLO + MERC_UP_LEVEL_FLO )
#define MERC_UP_LEVEL_LENGTH_GUMPY 2
#define MERC_UP_LEVEL_LARRY ( MERC_UP_LEVEL_LENGTH_GUMPY + MERC_UP_LEVEL_GUMPY )
#define MERC_UP_LEVEL_LENGTH_LARRY 2
#define MERC_UP_LEVEL_COUGAR ( MERC_UP_LEVEL_LENGTH_LARRY + MERC_UP_LEVEL_LARRY )
#define MERC_UP_LEVEL_LENGTH_COUGAR 2
#define MERC_UP_LEVEL_NUMB ( MERC_UP_LEVEL_LENGTH_COUGAR + MERC_UP_LEVEL_COUGAR )
#define MERC_UP_LEVEL_LENGTH_NUMB 2
#define MERC_UP_LEVEL_BUBBA ( MERC_UP_LEVEL_LENGTH_NUMB + MERC_UP_LEVEL_NUMB )
#define MERC_UP_LEVEL_LENGTH_BUBBA 2
// merc left-me-a-message-and-now-I'm-back emails
#define AIM_REPLY_BARRY ( MERC_UP_LEVEL_LENGTH_BUBBA + MERC_UP_LEVEL_BUBBA )
#define AIM_REPLY_LENGTH_BARRY 2
#define AIM_REPLY_MELTDOWN (AIM_REPLY_BARRY + ( 39 * AIM_REPLY_LENGTH_BARRY ))
#define AIM_REPLY_LENGTH_MELTDOWN AIM_REPLY_LENGTH_BARRY
// old EXISTING emails when player starts game. They must look "read"
#define OLD_ENRICO_1 ( AIM_REPLY_LENGTH_MELTDOWN + AIM_REPLY_MELTDOWN )
#define OLD_ENRICO_1_LENGTH 3
#define OLD_ENRICO_2 ( OLD_ENRICO_1 + OLD_ENRICO_1_LENGTH )
#define OLD_ENRICO_2_LENGTH 3
#define RIS_REPORT ( OLD_ENRICO_2 + OLD_ENRICO_2_LENGTH )
#define RIS_REPORT_LENGTH 2
#define OLD_ENRICO_3 ( RIS_REPORT + RIS_REPORT_LENGTH )
#define OLD_ENRICO_3_LENGTH 3
// old EXISTING emails when player starts game. They must look "read"
#define OLD_ENRICO_1 ( AIM_REPLY_LENGTH_MELTDOWN + AIM_REPLY_MELTDOWN )
#define OLD_ENRICO_1_LENGTH 3
#define OLD_ENRICO_2 ( OLD_ENRICO_1 + OLD_ENRICO_1_LENGTH )
#define OLD_ENRICO_2_LENGTH 3
#define RIS_REPORT ( OLD_ENRICO_2 + OLD_ENRICO_2_LENGTH )
#define RIS_REPORT_LENGTH 2
#define OLD_ENRICO_3 ( RIS_REPORT + RIS_REPORT_LENGTH )
#define OLD_ENRICO_3_LENGTH 3
// emails that occur from Enrico once player accomplishes things
#define ENRICO_MIGUEL ( OLD_ENRICO_3 + OLD_ENRICO_3_LENGTH )
#define ENRICO_MIGUEL_LENGTH 3
#define ENRICO_PROG_20 ( ENRICO_MIGUEL + ENRICO_MIGUEL_LENGTH )
#define ENRICO_PROG_20_LENGTH 3
#define ENRICO_PROG_55 ( ENRICO_PROG_20 + ENRICO_PROG_20_LENGTH )
#define ENRICO_PROG_55_LENGTH 3
#define ENRICO_PROG_80 ( ENRICO_PROG_55 + ENRICO_PROG_55_LENGTH )
#define ENRICO_PROG_80_LENGTH 3
#define ENRICO_SETBACK ( ENRICO_PROG_80 + ENRICO_PROG_80_LENGTH )
#define ENRICO_SETBACK_LENGTH 3
#define ENRICO_SETBACK_2 ( ENRICO_SETBACK + ENRICO_SETBACK_LENGTH )
#define ENRICO_SETBACK_2_LENGTH 3
#define ENRICO_CREATURES ( ENRICO_SETBACK_2 + ENRICO_SETBACK_2_LENGTH )
#define ENRICO_CREATURES_LENGTH 3
// emails that occur from Enrico once player accomplishes things
#define ENRICO_MIGUEL ( OLD_ENRICO_3 + OLD_ENRICO_3_LENGTH )
#define ENRICO_MIGUEL_LENGTH 3
#define ENRICO_PROG_20 ( ENRICO_MIGUEL + ENRICO_MIGUEL_LENGTH )
#define ENRICO_PROG_20_LENGTH 3
#define ENRICO_PROG_55 ( ENRICO_PROG_20 + ENRICO_PROG_20_LENGTH )
#define ENRICO_PROG_55_LENGTH 3
#define ENRICO_PROG_80 ( ENRICO_PROG_55 + ENRICO_PROG_55_LENGTH )
#define ENRICO_PROG_80_LENGTH 3
#define ENRICO_SETBACK ( ENRICO_PROG_80 + ENRICO_PROG_80_LENGTH )
#define ENRICO_SETBACK_LENGTH 3
#define ENRICO_SETBACK_2 ( ENRICO_SETBACK + ENRICO_SETBACK_LENGTH )
#define ENRICO_SETBACK_2_LENGTH 3
#define ENRICO_CREATURES ( ENRICO_SETBACK_2 + ENRICO_SETBACK_2_LENGTH )
#define ENRICO_CREATURES_LENGTH 3
// insurance company emails
#define INSUR_PAYMENT ( ENRICO_CREATURES + ENRICO_CREATURES_LENGTH )
#define INSUR_PAYMENT_LENGTH 3
#define INSUR_SUSPIC ( INSUR_PAYMENT + INSUR_PAYMENT_LENGTH )
#define INSUR_SUSPIC_LENGTH 3
#define INSUR_INVEST_OVER ( INSUR_SUSPIC + INSUR_SUSPIC_LENGTH )
#define INSUR_INVEST_OVER_LENGTH 3
#define INSUR_SUSPIC_2 ( INSUR_INVEST_OVER + INSUR_INVEST_OVER_LENGTH )
#define INSUR_SUSPIC_2_LENGTH 3
// insurance company emails
#define INSUR_PAYMENT ( ENRICO_CREATURES + ENRICO_CREATURES_LENGTH )
#define INSUR_PAYMENT_LENGTH 3
#define INSUR_SUSPIC ( INSUR_PAYMENT + INSUR_PAYMENT_LENGTH )
#define INSUR_SUSPIC_LENGTH 3
#define INSUR_INVEST_OVER ( INSUR_SUSPIC + INSUR_SUSPIC_LENGTH )
#define INSUR_INVEST_OVER_LENGTH 3
#define INSUR_SUSPIC_2 ( INSUR_INVEST_OVER + INSUR_INVEST_OVER_LENGTH )
#define INSUR_SUSPIC_2_LENGTH 3
#define BOBBYR_NOW_OPEN ( INSUR_SUSPIC_2 + INSUR_SUSPIC_2_LENGTH )
#define BOBBYR_NOW_OPEN_LENGTH 3
#define BOBBYR_NOW_OPEN ( INSUR_SUSPIC_2 + INSUR_SUSPIC_2_LENGTH )
#define BOBBYR_NOW_OPEN_LENGTH 3
#define KING_PIN_LETTER ( BOBBYR_NOW_OPEN + BOBBYR_NOW_OPEN_LENGTH )
#define KING_PIN_LETTER_LENGTH 4
#define KING_PIN_LETTER ( BOBBYR_NOW_OPEN + BOBBYR_NOW_OPEN_LENGTH )
#define KING_PIN_LETTER_LENGTH 4
#define LACK_PLAYER_PROGRESS_1 ( KING_PIN_LETTER + KING_PIN_LETTER_LENGTH )
#define LACK_PLAYER_PROGRESS_1_LENGTH 3
#define LACK_PLAYER_PROGRESS_1 ( KING_PIN_LETTER + KING_PIN_LETTER_LENGTH )
#define LACK_PLAYER_PROGRESS_1_LENGTH 3
#define LACK_PLAYER_PROGRESS_2 ( LACK_PLAYER_PROGRESS_1 + LACK_PLAYER_PROGRESS_1_LENGTH )
#define LACK_PLAYER_PROGRESS_2_LENGTH 3
#define LACK_PLAYER_PROGRESS_2 ( LACK_PLAYER_PROGRESS_1 + LACK_PLAYER_PROGRESS_1_LENGTH )
#define LACK_PLAYER_PROGRESS_2_LENGTH 3
#define LACK_PLAYER_PROGRESS_3 ( LACK_PLAYER_PROGRESS_2 + LACK_PLAYER_PROGRESS_2_LENGTH )
#define LACK_PLAYER_PROGRESS_3_LENGTH 3
#define LACK_PLAYER_PROGRESS_3 ( LACK_PLAYER_PROGRESS_2 + LACK_PLAYER_PROGRESS_2_LENGTH )
#define LACK_PLAYER_PROGRESS_3_LENGTH 3
//A package from bobby r has arrived in Drassen
#define BOBBYR_SHIPMENT_ARRIVED ( LACK_PLAYER_PROGRESS_3 + LACK_PLAYER_PROGRESS_3_LENGTH )
#define BOBBYR_SHIPMENT_ARRIVED_LENGTH 4
//A package from bobby r has arrived in Drassen
#define BOBBYR_SHIPMENT_ARRIVED ( LACK_PLAYER_PROGRESS_3 + LACK_PLAYER_PROGRESS_3_LENGTH )
#define BOBBYR_SHIPMENT_ARRIVED_LENGTH 4
// John Kulba has left the gifts for theplayers in drassen
#define JOHN_KULBA_GIFT_IN_DRASSEN ( BOBBYR_SHIPMENT_ARRIVED + BOBBYR_SHIPMENT_ARRIVED_LENGTH )
#define JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH 4
// John Kulba has left the gifts for theplayers in drassen
#define JOHN_KULBA_GIFT_IN_DRASSEN ( BOBBYR_SHIPMENT_ARRIVED + BOBBYR_SHIPMENT_ARRIVED_LENGTH )
#define JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH 4
//when a merc dies on ANOTHER assignment ( ie not with the player )
#define MERC_DIED_ON_OTHER_ASSIGNMENT ( JOHN_KULBA_GIFT_IN_DRASSEN + JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH )
#define MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH 5
//when a merc dies on ANOTHER assignment ( ie not with the player )
#define MERC_DIED_ON_OTHER_ASSIGNMENT ( JOHN_KULBA_GIFT_IN_DRASSEN + JOHN_KULBA_GIFT_IN_DRASSEN_LENGTH )
#define MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH 5
#define INSUR_1HOUR_FRAUD ( MERC_DIED_ON_OTHER_ASSIGNMENT + MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH )
#define INSUR_1HOUR_FRAUD_LENGTH 3
#define INSUR_1HOUR_FRAUD ( MERC_DIED_ON_OTHER_ASSIGNMENT + MERC_DIED_ON_OTHER_ASSIGNMENT_LENGTH )
#define INSUR_1HOUR_FRAUD_LENGTH 3
//when a merc is fired, and is injured
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND ( INSUR_1HOUR_FRAUD + INSUR_1HOUR_FRAUD_LENGTH )
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH 3
//when a merc is fired, and is injured
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND ( INSUR_1HOUR_FRAUD + INSUR_1HOUR_FRAUD_LENGTH )
#define AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH 3
//when a merc is fired, and is dead
#define AIM_MEDICAL_DEPOSIT_NO_REFUND ( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND + AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH )
#define AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH 3
//when a merc is fired, and is dead
#define AIM_MEDICAL_DEPOSIT_NO_REFUND ( AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND + AIM_MEDICAL_DEPOSIT_PARTIAL_REFUND_LENGTH )
#define AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH 3
#define BOBBY_R_MEDUNA_SHIPMENT ( AIM_MEDICAL_DEPOSIT_NO_REFUND + AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH )
#define BOBBY_R_MEDUNA_SHIPMENT_LENGTH 4
// anv: Kulba's odyssey
#define JOHN_KULBA_MISSED_FLIGHT_1 ( BOBBY_R_MEDUNA_SHIPMENT + BOBBY_R_MEDUNA_SHIPMENT_LENGTH )
#define JOHN_KULBA_MISSED_FLIGHT_1_LENGTH 3
#define JOHN_KULBA_MISSED_FLIGHT_2 ( JOHN_KULBA_MISSED_FLIGHT_1 + JOHN_KULBA_MISSED_FLIGHT_1_LENGTH )
#define JOHN_KULBA_MISSED_FLIGHT_2_LENGTH 3
#define JOHN_KULBA_MISSED_FLIGHT_3 ( JOHN_KULBA_MISSED_FLIGHT_2 + JOHN_KULBA_MISSED_FLIGHT_2_LENGTH )
#define JOHN_KULBA_MISSED_FLIGHT_3_LENGTH 3
#define BOBBY_R_MEDUNA_SHIPMENT ( AIM_MEDICAL_DEPOSIT_NO_REFUND + AIM_MEDICAL_DEPOSIT_NO_REFUND_LENGTH )
#define BOBBY_R_MEDUNA_SHIPMENT_LENGTH 4
#endif
// WANNE: New 1.13 MERC merc mail text for level up that Speck sends
//#define MERC_UP_LEVEL_GASTON (BOBBY_R_MEDUNA_SHIPMENT + BOBBY_R_MEDUNA_SHIPMENT_LENGTH)
//#define MERC_UP_LEVEL_GASTON_LENGTH 2
+8
View File
@@ -825,6 +825,14 @@ BOOLEAN InitLaptopAndLaptopScreens()
#endif
LaptopSaveInfo.fBobbyRSiteCanBeAccessed = FALSE;
#ifdef JA2UB
#else
//Reset Kulbas' saving date and possible missed flights
LaptopSaveInfo.bJohnEscorted = FALSE;
LaptopSaveInfo.uiJohnEscortedDate = 0;
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
#endif
return( TRUE );
}
Binary file not shown.
+166 -14
View File
@@ -366,6 +366,31 @@ BOOLEAN LoadNewMercsFromLoadGameFile( HWFILE hFile )
return( TRUE );
}
BOOLEAN CanMercBeAvailableDuringInit( UINT8 ubMercToCheck )// anv: for all mercs available
{
if( gConditionsForMercAvailability[ubMercToCheck].Drunk == TRUE )
return ( FALSE );
if( gGameExternalOptions.fEnableRecruitableJA1Natives == FALSE )
{
if( gConditionsForMercAvailability[ubMercToCheck].ProfilId == ELIO ||
gConditionsForMercAvailability[ubMercToCheck].ProfilId == JUAN ||
gConditionsForMercAvailability[ubMercToCheck].ProfilId == WAHAN )
return ( FALSE );
}
if( gGameExternalOptions.fEnableRecruitableSpeck == FALSE )
{
if( gConditionsForMercAvailability[ubMercToCheck].ProfilId == SPECK_PLAYABLE )
return ( FALSE );
}
#ifdef JA25
#else
if( gConditionsForMercAvailability[ubMercToCheck].ProfilId == JOHN_MERC )
return ( FALSE );
#endif
return ( TRUE );
}
void GameInitMercs()
{
@@ -391,6 +416,29 @@ void GameInitMercs()
NUMBER_OF_BAD_MERCS = NUMBER_OF_BAD_MERCS + 1;
}
// anv: if all merc should be availabe, then set their availability info
if(gGameExternalOptions.fAllMercsAvailable == TRUE)
{
for(i=0; i<NUMBER_OF_MERCS; i++)
{
if( CanMercBeAvailableDuringInit(i) )
{
gConditionsForMercAvailabilityTemp[i].StartMercsAvailable = TRUE;
gConditionsForMercAvailabilityTemp[i].NewMercsAvailable = TRUE;
gConditionsForMercAvailability[i].StartMercsAvailable = TRUE;
gConditionsForMercAvailability[i].NewMercsAvailable = TRUE;
}
else
{
gConditionsForMercAvailabilityTemp[i].StartMercsAvailable = FALSE;
gConditionsForMercAvailabilityTemp[i].NewMercsAvailable = FALSE;
gConditionsForMercAvailability[i].StartMercsAvailable = FALSE;
gConditionsForMercAvailability[i].NewMercsAvailable = FALSE;
LAST_MERC_ID--;
}
}
}
LaptopSaveInfo.gubPlayersMercAccountStatus = MERC_NO_ACCOUNT;
gubCurMercIndex = 0;
@@ -1105,6 +1153,55 @@ void DailyUpdateOfMercSite( UINT16 usDate)
}
// anv: Gets the actually available merc. For use in displaying unlocked mercs on MERC website.
UINT8 GetAvailableMercIndex(UINT8 gubCurMercIndex)
{
UINT8 returnID = 0;
if( gubCurMercIndex <= NUM_PROFILES )
{
UINT8 availableID = 0;
UINT8 ID = 0;
//go through mercs, but only consider those unlocked
while( availableID < gubCurMercIndex )
{
ID++;
if( gConditionsForMercAvailability[ ID ].StartMercsAvailable == TRUE )
availableID++;
}
returnID = ID;
}
// Is this a drunken merc (e.g Larry) and has an additional drunken profile
if( gConditionsForMercAvailability[ returnID ].Drunk == TRUE && gConditionsForMercAvailability[ returnID ].uiAlternateIndex != 255)
{
if ( HasLarryRelapsed() )
{
// Drunken Larry
if (gConditionsForMercAvailability[ returnID ].uiIndex <= NUM_PROFILES)
{
returnID = gConditionsForMercAvailability[ returnID ].uiIndex;
}
else
{
Assert(0);
return( TRUE );
}
}
else
{
// Normal Larry (Normal Profile is one
returnID = gConditionsForMercAvailability[ returnID ].uiAlternateIndex;
}
}
return returnID;
}
UINT8 GetAvailableMercIDFromMERCArray(UINT8 ubMercID)
{
return gubMercArray[GetAvailableMercIndex(ubMercID)];
}
//Gets the actual merc id from the array
UINT8 GetMercIDFromMERCArray(UINT8 ubMercID)
{
@@ -2379,12 +2476,12 @@ BOOLEAN ShouldSpeckStartTalkingDueToActionOnSubPage()
if( gfJustHiredAMercMerc )
{
HandlePlayerHiringMerc( GetMercIDFromMERCArray( gubCurMercIndex ) );
HandlePlayerHiringMerc( GetAvailableMercIDFromMERCArray( gubCurMercIndex ) );
#ifdef JA2UB
#else
if( IsSpeckComAvailable() )
#endif
#endif
{
#ifdef JA2UB
//if it hasnt been said, say the better equipment quote
@@ -2428,7 +2525,7 @@ BOOLEAN IsSpeckComAvailable() // anv: Prevent Speck from talking if his playable
|| gMercProfiles[ SPECK_PLAYABLE ].bMercStatus == MERC_FIRED_AS_A_POW ) )
//he still can talk if he was just hired, so he can say his recruitment quote
&& ( GetMercIDFromMERCArray( gubCurMercIndex ) != SPECK_PLAYABLE
&& ( GetAvailableMercIDFromMERCArray( gubCurMercIndex ) != SPECK_PLAYABLE
|| gusMercVideoSpeckSpeech == SPECK_QUOTE_PLAYER_TRIES_TO_HIRE_ALREADY_HIRED_MERC
|| gusMercVideoSpeckSpeech == SPECK_QUOTE_BIFF_UNAVALIABLE
|| gusMercVideoSpeckSpeech == SPECK_QUOTE_SPECK_UNAVAILABLE
@@ -2516,12 +2613,21 @@ void HandleSpeckWitnessingEmployeeDeath( SOLDIERTYPE* pSoldier ) // anv: handle
}
}
}
#endif
#ifdef JA2UB
#else
void AddJohnAsMerc() // anv: add John as playable merc after escorting Kulbas out of country
{
LaptopSaveInfo.bJohnEscorted = TRUE;
LaptopSaveInfo.uiJohnEscortedDate = GetWorldDay();
return;
}
#endif
BOOLEAN ShouldSpeckSayAQuote()
{
//if we are entering from anywhere except a sub page, and we should say the opening quote
if( gfJustEnteredMercSite && gubArrivedFromMercSubSite == MERC_CAME_FROM_OTHER_PAGE )
{
@@ -2919,9 +3025,56 @@ BOOLEAN CanMercBeAvailableYet( UINT8 ubMercToCheck )
return ( FALSE );
//if the merc is already hired
if( !IsMercHireable( GetMercIDFromMERCArray( gConditionsForMercAvailability[ ubMercToCheck ].ubMercArrayID ) ) )
return( FALSE );
//if( !IsMercHireable( GetMercIDFromMERCArray( gConditionsForMercAvailability[ ubMercToCheck ].ubMercArrayID ) ) )
// return( FALSE );
// anv: John Kulba should be recruitable after escort quest
#ifdef JA2UB
// too many Kulbas
#else
// if merc is Kulba, he was escorted as a civilian and enough days passed
if( gConditionsForMercAvailability[ ubMercToCheck ].ProfilId == JOHN_MERC )
{
if(gGameExternalOptions.fEnableRecruitableJohnKulba == TRUE)
{
if( LaptopSaveInfo.bJohnEscorted == TRUE
&& LaptopSaveInfo.uiJohnEscortedDate + gGameExternalOptions.ubRecruitableJohnKulbaDelay < GetWorldDay() )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
else
{
return( FALSE );
}
}
// anv: if JA1 natives are turned off, prevent them from being be available
if(gGameExternalOptions.fEnableRecruitableJA1Natives == FALSE)
{
if( gConditionsForMercAvailability[ ubMercToCheck ].ProfilId == ELIO ||
gConditionsForMercAvailability[ ubMercToCheck ].ProfilId == JUAN ||
gConditionsForMercAvailability[ ubMercToCheck ].ProfilId == WAHAN )
{
return( FALSE );
}
}
// anv: if recruitable Speck is turned off, prevent him from being available
if(gGameExternalOptions.fEnableRecruitableSpeck == FALSE)
{
if( gConditionsForMercAvailability[ ubMercToCheck ].ProfilId == SPECK_PLAYABLE )
{
return( FALSE );
}
}
#endif
//if player has paid enough money for the merc to be available, and the it is after the current day
if( gConditionsForMercAvailability[ ubMercToCheck ].usMoneyPaid <= LaptopSaveInfo.uiTotalMoneyPaidToSpeck &&
gConditionsForMercAvailability[ ubMercToCheck ].usDay <= GetWorldDay() )
@@ -2942,7 +3095,8 @@ void NewMercsAvailableAtMercSiteCallBack( )
{
gConditionsForMercAvailability[i].NewMercsAvailable = TRUE;
if ( gConditionsForMercAvailability[ gConditionsForMercAvailability[i].uiIndex ].Drunk == TRUE )
//if ( gConditionsForMercAvailability[ gConditionsForMercAvailability[i].uiIndex ].Drunk == TRUE )
if ( gConditionsForMercAvailability[i].Drunk == TRUE )
{
LaptopSaveInfo.gubLastMercIndex = gConditionsForMercAvailability[gConditionsForMercAvailability[i].uiAlternateIndex].uiIndex;
}
@@ -2952,25 +3106,23 @@ void NewMercsAvailableAtMercSiteCallBack( )
if (i > 0 && gConditionsForMercAvailability[ gConditionsForMercAvailability[i - 1].uiIndex ].uiAlternateIndex != 255)
{
// Previous merc has alternate (drunk) merc, skip his one!
LaptopSaveInfo.gubLastMercIndex = LaptopSaveInfo.gubLastMercIndex + 2;
//LaptopSaveInfo.gubLastMercIndex = LaptopSaveInfo.gubLastMercIndex + 2;
LaptopSaveInfo.gubLastMercIndex = LaptopSaveInfo.gubLastMercIndex++;
}
else
{
LaptopSaveInfo.gubLastMercIndex++;
}
}
gConditionsForMercAvailability[gConditionsForMercAvailability[i].uiIndex].NewMercsAvailable = TRUE;
LaptopSaveInfo.ubLastMercAvailableId = gConditionsForMercAvailability[i].uiIndex;
//gConditionsForMercAvailability[gConditionsForMercAvailability[i].uiIndex].NewMercsAvailable = TRUE; LaptopSaveInfo.ubLastMercAvailableId = gConditionsForMercAvailability[i].uiIndex;
gConditionsForMercAvailability[i].StartMercsAvailable = TRUE;
#ifdef JA2UB
AddEmail( NEW_MERCS_AT_MERC, NEW_MERCS_AT_MERC_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
//new mercs are available
LaptopSaveInfo.fNewMercsAvailableAtMercSite = TRUE;
#else
if( IsSpeckComAvailable() )
{
AddEmail( NEW_MERCS_AT_MERC, NEW_MERCS_AT_MERC_LENGTH, SPECK_FROM_MERC, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT);
+7 -1
View File
@@ -109,7 +109,7 @@ enum
};
BOOLEAN CanMercBeAvailableDuringInit( UINT8 ubMercToCheck );// anv: for all mercs available
void GameInitMercs();
BOOLEAN EnterMercs();
void ExitMercs();
@@ -123,6 +123,9 @@ BOOLEAN RemoveMercBackGround();
void DailyUpdateOfMercSite( UINT16 usDate);
UINT8 GetMercIDFromMERCArray(UINT8 ubMercID);
UINT8 GetAvailableMercIndex(UINT8 gubCurMercIndex);
UINT8 GetAvailableMercIDFromMERCArray(UINT8 ubMercID);
void DisplayTextForSpeckVideoPopUp(STR16 pString);
BOOLEAN IsMercMercAvailable( UINT8 ubMercID );
@@ -157,6 +160,9 @@ void MakeBiffAwayForCoupleOfDays();
#else
BOOLEAN IsSpeckComAvailable();
void HandleSpeckWitnessingEmployeeDeath( SOLDIERTYPE* pSoldier );
// anv: for Kulba hireable after escort quest
void AddJohnAsMerc( );
#endif
void InitializeNumDaysMercArrive();
+8
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@@ -2731,6 +2731,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
if( pSoldier->ubProfile == FLO )
{
SetFactTrue( FACT_PC_MARRYING_DARYL_IS_FLO );
#ifdef JA2UB
#else
// anv: make Speck whine about it immediately if on team
@@ -4013,6 +4014,13 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
case NPC_ACTION_ADD_JOHNS_GUN_SHIPMENT:
AddJohnsGunShipment();
#ifdef JA2UB
#else
// anv: recruitable Kulba
if( gGameExternalOptions.fEnableRecruitableJohnKulba == TRUE )
AddJohnAsMerc();
#endif
// also close panel
DeleteTalkingMenu();
break;
+38
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@@ -65,6 +65,12 @@
#include "ub_config.h"
#endif
#ifdef JA2UB
#else
// anv: for Kulba's odyssey
#include "email.h"
#endif
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
@@ -452,6 +458,38 @@ void MercArrivesCallback( UINT8 ubSoldierID )
pMerc = &gMercProfiles[ pSoldier->ubProfile ];
// anv: handle Kulba's odyssey
#ifdef JA2UB
// too many Kulbas
#else
if(pSoldier->ubProfile == JOHN_MERC)
{
// just in case
if( LaptopSaveInfo.ubJohnPossibleMissedFlights > 3 )
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
// every time Kulba delays his arrival, chances of next delay decrease
if( Random( 100 ) < LaptopSaveInfo.ubJohnPossibleMissedFlights * 25 )
{
pSoldier->uiTimeSoldierWillArrive = pSoldier->uiTimeSoldierWillArrive + 720 + Random ( 720 );
AddStrategicEvent( EVENT_DELAYED_HIRING_OF_MERC, pSoldier->uiTimeSoldierWillArrive, pSoldier->ubID );
if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 3 )
AddEmail( JOHN_KULBA_MISSED_FLIGHT_1, JOHN_KULBA_MISSED_FLIGHT_1_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
else if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 2 )
AddEmail( JOHN_KULBA_MISSED_FLIGHT_2, JOHN_KULBA_MISSED_FLIGHT_2_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
else if(LaptopSaveInfo.ubJohnPossibleMissedFlights == 1 )
AddEmail( JOHN_KULBA_MISSED_FLIGHT_3, JOHN_KULBA_MISSED_FLIGHT_3_LENGTH, JOHN_KULBA, GetWorldTotalMin(), -1, -1, TYPE_EMAIL_EMAIL_EDT );
LaptopSaveInfo.ubJohnPossibleMissedFlights--;
return;
}
else
{
// reset possible missed flights, for the future Kulba's adventures
LaptopSaveInfo.ubJohnPossibleMissedFlights = 3;
}
}
#endif
// add the guy to a squad
AddCharacterToAnySquad( pSoldier );
+6
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@@ -242,6 +242,12 @@ enum NPCIDs
#endif
NPC170 = NPC169 + 84,
SPECK_PLAYABLE = 191,// anv
// Those 4 only available in JA2 113 and not in JA2 UB!
JOHN_MERC = 195,
ELIO = 196,
JUAN = 197,
WAHAN = 198,
} ;
BOOLEAN LoadMercProfiles(void);
+1 -1
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@@ -22,7 +22,7 @@
// -----------------------------
// *****************************
// WANNE: With these define we can build JA2 DEMO version that runs with 1.13
// WANNE: With this defin we can build JA2 DEMO version that runs with 1.13
// The 2 UB defines (JA2UB and JA2UBMAPS) should be disabled, because we only want to build the demo version from the JA2 code!
//#define JA113DEMO