mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -0,0 +1,329 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Strategic All.h"
|
||||
#else
|
||||
#include "Assignments.h"
|
||||
#include "Strategic Town Loyalty.h"
|
||||
#include "Strategic Merc Handler.h"
|
||||
#include "Strategic Mines.h"
|
||||
#include "Campaign.h"
|
||||
#include "Morale.h"
|
||||
#include "Quests.h"
|
||||
#include "Game Clock.h"
|
||||
#endif
|
||||
|
||||
void HourlyQuestUpdate( void );
|
||||
void HourlyLarryUpdate( void );
|
||||
|
||||
extern INT32 GetCurrentBalance( void );
|
||||
extern void PayOffSkyriderDebtIfAny( );
|
||||
void HourlyCheckIfSlayAloneSoHeCanLeave();
|
||||
|
||||
void UpdateRegenCounters( void );
|
||||
|
||||
void HandleMinuteUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
// This function gets called every hour, on the hour.
|
||||
// It spawns the handling of all sorts of stuff:
|
||||
// Morale changes, assignment progress, town loyalties, etc.
|
||||
|
||||
void HandleHourlyUpdate()
|
||||
{
|
||||
//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
|
||||
if ( DidGameJustStart() )
|
||||
return;
|
||||
|
||||
// hourly update of town loyalty
|
||||
HandleTownLoyalty();
|
||||
|
||||
// hourly update of team assignments
|
||||
UpdateAssignments();
|
||||
|
||||
// hourly update of hated/liked mercs
|
||||
UpdateBuddyAndHatedCounters();
|
||||
|
||||
// update morale!
|
||||
HourlyMoraleUpdate();
|
||||
|
||||
// degrade camouflage
|
||||
HourlyCamouflageUpdate();
|
||||
|
||||
// check mines for monster infestation/extermination
|
||||
HourlyMinesUpdate();
|
||||
|
||||
// check how well the player is doing right now
|
||||
HourlyProgressUpdate();
|
||||
|
||||
// do any quest stuff necessary
|
||||
HourlyQuestUpdate();
|
||||
|
||||
HourlyLarryUpdate();
|
||||
|
||||
HourlyCheckIfSlayAloneSoHeCanLeave();
|
||||
|
||||
PayOffSkyriderDebtIfAny();
|
||||
|
||||
|
||||
if ( GetWorldHour() % 6 == 0 ) // 4 times a day
|
||||
{
|
||||
UpdateRegenCounters();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateRegenCounters( void )
|
||||
{
|
||||
UINT8 ubID;
|
||||
|
||||
for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubID++ )
|
||||
{
|
||||
if ( MercPtrs[ ubID ]->bRegenBoostersUsedToday > 0 )
|
||||
{
|
||||
MercPtrs[ ubID ]->bRegenBoostersUsedToday--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleQuarterHourUpdate()
|
||||
{
|
||||
//if the game hasnt even started yet ( we havent arrived in the sector ) dont process this
|
||||
if ( DidGameJustStart() )
|
||||
return;
|
||||
|
||||
DecayTacticalMoraleModifiers( );
|
||||
}
|
||||
|
||||
|
||||
void HourlyQuestUpdate( void )
|
||||
{
|
||||
UINT32 uiHour = GetWorldHour();
|
||||
|
||||
// brothel
|
||||
if ( uiHour == 4 )
|
||||
{
|
||||
SetFactFalse( FACT_BROTHEL_OPEN );
|
||||
}
|
||||
else if ( uiHour == 20 )
|
||||
{
|
||||
SetFactTrue( FACT_BROTHEL_OPEN );
|
||||
}
|
||||
|
||||
// bar/nightclub
|
||||
if ( uiHour == 15 )
|
||||
{
|
||||
UINT8 ubLoop;
|
||||
|
||||
SetFactTrue( FACT_CLUB_OPEN );
|
||||
SetFactFalse( FACT_PAST_CLUB_CLOSING_AND_PLAYER_WARNED );
|
||||
|
||||
// reset boxes fought
|
||||
for ( ubLoop = 0; ubLoop < NUM_BOXERS; ubLoop++ )
|
||||
{
|
||||
gfBoxerFought[ ubLoop ] = FALSE;
|
||||
}
|
||||
|
||||
// if # of boxing matches the player has won is a multiple of
|
||||
// 3, and the boxers haven't rested, then make them rest
|
||||
if ( gfBoxersResting )
|
||||
{
|
||||
// done resting now!
|
||||
gfBoxersResting = FALSE;
|
||||
gubBoxersRests++;
|
||||
}
|
||||
else if ( gubBoxingMatchesWon / 3 > gubBoxersRests )
|
||||
{
|
||||
// time for the boxers to rest!
|
||||
gfBoxersResting = TRUE;
|
||||
}
|
||||
}
|
||||
else if ( uiHour == 2 )
|
||||
{
|
||||
SetFactFalse( FACT_CLUB_OPEN );
|
||||
}
|
||||
|
||||
// museum
|
||||
if ( uiHour == 9 )
|
||||
{
|
||||
SetFactTrue( FACT_MUSEUM_OPEN );
|
||||
}
|
||||
else if ( uiHour == 18 )
|
||||
{
|
||||
SetFactFalse( FACT_MUSEUM_OPEN );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#define BAR_TEMPTATION 4
|
||||
#define NUM_LARRY_ITEMS 6
|
||||
UINT16 LarryItems[ NUM_LARRY_ITEMS ][ 3 ] =
|
||||
{
|
||||
// item, temptation, points to use
|
||||
{ ADRENALINE_BOOSTER, 5, 100 },
|
||||
{ ALCOHOL, BAR_TEMPTATION, 25 },
|
||||
{ MEDICKIT, 4, 10 },
|
||||
{ WINE, 3, 50 },
|
||||
{ REGEN_BOOSTER, 3, 100 },
|
||||
{ BEER, 2, 100 },
|
||||
};
|
||||
|
||||
#define LARRY_FALLS_OFF_WAGON 8
|
||||
|
||||
void HourlyLarryUpdate( void )
|
||||
{
|
||||
SOLDIERTYPE * pSoldier;
|
||||
INT8 bSlot, bBoozeSlot;
|
||||
INT8 bLarryItemLoop;
|
||||
UINT16 usTemptation = 0;
|
||||
UINT16 usCashAmount;
|
||||
BOOLEAN fBar = FALSE;
|
||||
|
||||
pSoldier = FindSoldierByProfileID( LARRY_NORMAL, TRUE );
|
||||
if ( !pSoldier )
|
||||
{
|
||||
pSoldier = FindSoldierByProfileID( LARRY_DRUNK, TRUE );
|
||||
}
|
||||
if ( pSoldier )
|
||||
{
|
||||
if ( pSoldier->bAssignment >= ON_DUTY )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if ( pSoldier->fBetweenSectors )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if ( pSoldier->bActive && pSoldier->bInSector && (gTacticalStatus.fEnemyInSector || guiCurrentScreen == GAME_SCREEN ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// look for items in Larry's inventory to maybe use
|
||||
for ( bLarryItemLoop = 0; bLarryItemLoop < NUM_LARRY_ITEMS; bLarryItemLoop++ )
|
||||
{
|
||||
bSlot = FindObj( pSoldier, LarryItems[ bLarryItemLoop ][ 0 ] );
|
||||
if ( bSlot != NO_SLOT )
|
||||
{
|
||||
usTemptation = LarryItems[ bLarryItemLoop ][ 1 ];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// check to see if we're in a bar sector, if we are, we have access to alcohol
|
||||
// which may be better than anything we've got...
|
||||
if ( usTemptation < BAR_TEMPTATION && GetCurrentBalance() >= Item[ ALCOHOL ].usPrice )
|
||||
{
|
||||
if ( pSoldier->bSectorZ == 0 &&
|
||||
( ( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_B) ||
|
||||
( pSoldier->sSectorX == 13 && pSoldier->sSectorY == MAP_ROW_C) ||
|
||||
( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_C) ||
|
||||
( pSoldier->sSectorX == 6 && pSoldier->sSectorY == MAP_ROW_C) ||
|
||||
( pSoldier->sSectorX == 5 && pSoldier->sSectorY == MAP_ROW_D) ||
|
||||
( pSoldier->sSectorX == 2 && pSoldier->sSectorY == MAP_ROW_H)
|
||||
)
|
||||
)
|
||||
{
|
||||
// in a bar!
|
||||
fBar = TRUE;
|
||||
usTemptation = BAR_TEMPTATION;
|
||||
}
|
||||
}
|
||||
|
||||
if ( usTemptation > 0 )
|
||||
{
|
||||
if ( pSoldier->ubProfile == LARRY_NORMAL )
|
||||
{
|
||||
gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
|
||||
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData >= LARRY_FALLS_OFF_WAGON )
|
||||
{
|
||||
if ( fBar )
|
||||
{
|
||||
// take $ from player's account
|
||||
usCashAmount = Item[ ALCOHOL ].usPrice;
|
||||
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
|
||||
// give Larry some booze and set slot etc values appropriately
|
||||
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, SMALLPOCK8POS );
|
||||
if ( bBoozeSlot != NO_SLOT )
|
||||
{
|
||||
// give Larry booze here
|
||||
CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
|
||||
}
|
||||
bSlot = bBoozeSlot;
|
||||
bLarryItemLoop = 1;
|
||||
}
|
||||
// ahhhh!!!
|
||||
SwapLarrysProfiles( pSoldier );
|
||||
if ( bSlot != NO_SLOT )
|
||||
{
|
||||
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// NB store all drunkenness info in LARRY_NORMAL profile (to use same values)
|
||||
// so long as he keeps consuming, keep number above level at which he cracked
|
||||
gMercProfiles[ LARRY_NORMAL ].bNPCData = __max( gMercProfiles[ LARRY_NORMAL ].bNPCData, LARRY_FALLS_OFF_WAGON );
|
||||
gMercProfiles[ LARRY_NORMAL ].bNPCData += (INT8) Random( usTemptation );
|
||||
// allow value to keep going up to 24 (about 2 days since we subtract Random( 2 ) when he has no access )
|
||||
gMercProfiles[ LARRY_NORMAL ].bNPCData = __min( gMercProfiles[ LARRY_NORMAL ].bNPCData, 24 );
|
||||
if ( fBar )
|
||||
{
|
||||
// take $ from player's account
|
||||
usCashAmount = Item[ ALCOHOL ].usPrice;
|
||||
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, pSoldier->ubProfile, GetWorldTotalMin() , -( usCashAmount ) );
|
||||
// give Larry some booze and set slot etc values appropriately
|
||||
bBoozeSlot = FindEmptySlotWithin( pSoldier, HANDPOS, SMALLPOCK8POS );
|
||||
if ( bBoozeSlot != NO_SLOT )
|
||||
{
|
||||
// give Larry booze here
|
||||
CreateItem( ALCOHOL, 100, &(pSoldier->inv[bBoozeSlot]) );
|
||||
}
|
||||
bSlot = bBoozeSlot;
|
||||
bLarryItemLoop = 1;
|
||||
}
|
||||
if ( bSlot != NO_SLOT )
|
||||
{
|
||||
// ahhhh!!!
|
||||
UseKitPoints( &(pSoldier->inv[ bSlot ]), LarryItems[ bLarryItemLoop ][ 2 ], pSoldier );
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( pSoldier->ubProfile == LARRY_DRUNK )
|
||||
{
|
||||
gMercProfiles[ LARRY_NORMAL ].bNPCData -= (INT8) Random( 2 );
|
||||
if ( gMercProfiles[ LARRY_NORMAL ].bNPCData <= 0 )
|
||||
{
|
||||
// goes sober!
|
||||
SwapLarrysProfiles( pSoldier );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void HourlyCheckIfSlayAloneSoHeCanLeave()
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
pSoldier = FindSoldierByProfileID( SLAY, TRUE );
|
||||
if( !pSoldier )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if( pSoldier->fBetweenSectors )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if( !pSoldier->bActive || !pSoldier->bLife )
|
||||
{
|
||||
return;
|
||||
}
|
||||
if( PlayerMercsInSector( (UINT8)pSoldier->sSectorX, (UINT8)pSoldier->sSectorY, pSoldier->bSectorZ ) == 1 )
|
||||
{
|
||||
if( Chance( 15 ) )
|
||||
{
|
||||
pSoldier->ubLeaveHistoryCode = HISTORY_SLAY_MYSTERIOUSLY_LEFT;
|
||||
TacticalCharacterDialogueWithSpecialEvent( pSoldier, 0, DIALOGUE_SPECIAL_EVENT_CONTRACT_ENDING_NO_ASK_EQUIP, 0, 0 );
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user